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Concepts for an arcane half-caster/gish
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<blockquote data-quote="steeldragons" data-source="post: 7329484" data-attributes="member: 92511"><p>All base classes -as I believe this is intended- receive their own personal spell lists.</p><p></p><p>"[One] Third-casters" are limited/restricted by type of magic/spell school.</p><p></p><p>"Half-casters" are limited by spell selection. They have individual spell lists, as all 5e classes, but are limited A) to No Cantrips and 5th level spell progression; and B) with a severely restricted -to "balance" them against less martially adept classes, would be my guess - to something like 8-10 or LESS spells per spell level...</p><p></p><p>Actually: [math edited]</p><p>Paladin: 11/8/6/3/3 = 31 total choices.</p><p>Ranger 11/11/9/4/2 = 37 total choices.</p><p></p><p>My recommendation is that this be observed/followed for your "arcane paladin-style professional adventurer." I would make sure the spell list was diverse (as their proclaimed purpose) with a smattering of simple offense, a some defense, and a lot of utility.</p><p></p><p>Choosing from the Wizard spell list, as this is the "arcane magic half-caster analogue to the paladin," I get something like...</p><p></p><p>First Level Spells ---------------- Second Level Spells --------- Third Level Spells --------- Fourth Level Spells ------- Fifth Level Spells</p><p>Alarm --------------------------- Arcane Lock ---------------- Dispel Magic -------------- Banishment -------------- Legend Lore </p><p>Blade, Booming ------------------ Darkvision ------------------ Fireball ------------------- Faithful Hound ----------- Passwall</p><p>Blade, Green Flame -------------- Detect Thoughts ----------- Glyph of Warding ---------- Resilient Sphere ---------- Telepathic Bond</p><p>Comprehend Languages ---------- Hold Person ---------------- Magic Circle --------------- Wall of Fire</p><p>Detect Magic -------------------- Knock --------------------- Nondetection</p><p>Hold Portal ---------------------- Locate Object -------------- Protection from Energy</p><p>Jump --------------------------- Magic Weapon</p><p>Magic Missile ------------------- Mirror Image</p><p>Protection from Evil/Good-------- Scorching Ray</p><p>Shield ------------------------------ See Invisibility</p><p>Thunderwave</p><p></p><p>[Edited for MORE Math errors] 11/<span style="color: #0000ff"><strong>10</strong></span>/6/4/<strong><span style="color: #0000ff">3</span></strong> [I have no idea what I was counting/Edit] =</p><p><span style="color: #0000ff"><strong>34 </strong></span>spells total. Between Paladin and Ranger. For everything else it sounds like this class is going to be able to do, I don't really think you can get away with any more spell use than that.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7329484, member: 92511"] All base classes -as I believe this is intended- receive their own personal spell lists. "[One] Third-casters" are limited/restricted by type of magic/spell school. "Half-casters" are limited by spell selection. They have individual spell lists, as all 5e classes, but are limited A) to No Cantrips and 5th level spell progression; and B) with a severely restricted -to "balance" them against less martially adept classes, would be my guess - to something like 8-10 or LESS spells per spell level... Actually: [math edited] Paladin: 11/8/6/3/3 = 31 total choices. Ranger 11/11/9/4/2 = 37 total choices. My recommendation is that this be observed/followed for your "arcane paladin-style professional adventurer." I would make sure the spell list was diverse (as their proclaimed purpose) with a smattering of simple offense, a some defense, and a lot of utility. Choosing from the Wizard spell list, as this is the "arcane magic half-caster analogue to the paladin," I get something like... First Level Spells ---------------- Second Level Spells --------- Third Level Spells --------- Fourth Level Spells ------- Fifth Level Spells Alarm --------------------------- Arcane Lock ---------------- Dispel Magic -------------- Banishment -------------- Legend Lore Blade, Booming ------------------ Darkvision ------------------ Fireball ------------------- Faithful Hound ----------- Passwall Blade, Green Flame -------------- Detect Thoughts ----------- Glyph of Warding ---------- Resilient Sphere ---------- Telepathic Bond Comprehend Languages ---------- Hold Person ---------------- Magic Circle --------------- Wall of Fire Detect Magic -------------------- Knock --------------------- Nondetection Hold Portal ---------------------- Locate Object -------------- Protection from Energy Jump --------------------------- Magic Weapon Magic Missile ------------------- Mirror Image Protection from Evil/Good-------- Scorching Ray Shield ------------------------------ See Invisibility Thunderwave [Edited for MORE Math errors] 11/[COLOR=#0000ff][B]10[/B][/COLOR]/6/4/[B][COLOR=#0000ff]3[/COLOR][/B] [I have no idea what I was counting/Edit] = [COLOR=#0000ff][B]34 [/B][/COLOR]spells total. Between Paladin and Ranger. For everything else it sounds like this class is going to be able to do, I don't really think you can get away with any more spell use than that. [/QUOTE]
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