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General Tabletop Discussion
*Pathfinder & Starfinder
Combining Wizard and Cleric Spells
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<blockquote data-quote="Croesus" data-source="post: 3420495" data-attributes="member: 35019"><p>My group is currently using some homebrew rules that, among other things, allow only one spellcasting class that can learn spells from the cleric, druid, and wizard/sorcerer lists. The character can take a particular spell at the lowest level its available (<em>cure light wounds</em> is 1st level cleric, 2nd level druid, so the caster can get it as a 1st level spell). The class casts as a sorcerer, so we upped the spells known quite a bit (as the caster has to cover more bases). </p><p></p><p>We also use a token system that balances spells by encounter, not day, and it works fairly well. Casters have considerable flexibility, but are always in danger of running out of tokens, so the player has to be careful. In fact, the BBEG in the last session died because he was a single token short of being able to cast a <em>cure moderate</em>.</p><p></p><p>I agree that the standard party is likely to become: fighter, rogue, spellcaster, spellcaster. However, a party with only a single caster also works well (at least it does with our rules). Also, I don't think you'll have a problem with a spellcaster becoming too tough due to access to some pretty good clerical spells - so long as they don't have all the other benefits of the cleric class (armor, hit points, bab, weapon selection), you won't see them casting <em>divine power</em> and wading into combat (at least, not voluntarily...)</p></blockquote><p></p>
[QUOTE="Croesus, post: 3420495, member: 35019"] My group is currently using some homebrew rules that, among other things, allow only one spellcasting class that can learn spells from the cleric, druid, and wizard/sorcerer lists. The character can take a particular spell at the lowest level its available ([i]cure light wounds[/i] is 1st level cleric, 2nd level druid, so the caster can get it as a 1st level spell). The class casts as a sorcerer, so we upped the spells known quite a bit (as the caster has to cover more bases). We also use a token system that balances spells by encounter, not day, and it works fairly well. Casters have considerable flexibility, but are always in danger of running out of tokens, so the player has to be careful. In fact, the BBEG in the last session died because he was a single token short of being able to cast a [i]cure moderate[/i]. I agree that the standard party is likely to become: fighter, rogue, spellcaster, spellcaster. However, a party with only a single caster also works well (at least it does with our rules). Also, I don't think you'll have a problem with a spellcaster becoming too tough due to access to some pretty good clerical spells - so long as they don't have all the other benefits of the cleric class (armor, hit points, bab, weapon selection), you won't see them casting [i]divine power[/i] and wading into combat (at least, not voluntarily...) [/QUOTE]
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Combining Wizard and Cleric Spells
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