Devil's Workshop III

RisnDevil

First Post
This is actually three seperate rules, but they are all minor and deal with a class so I am listing them together. (plus, it is Workshop III so I thought it fit...)

1. Druids can spontaneously cast Summon Nature's Ally like a cleric casting Cure ... Wounds spells. (No further explanation should be needed.)

2. Spontaneous casters (Sorcerors, Favored Soul, so on) gain 0 spells of a new level the level before they actually got them normally. Meaning, a Sorceror has 0 2nd level spells at lvl 3. If they have a high enough ability score, they get those bonus spells per day then. This is used to allow them to qualify for prestige classes the same time as their preparing conterpart.

3. At the level that a spontaneous caster would normally gain new spell levels, they once, and only once, gain new spells known equal to the table. This is weird for me to write up, so bear with me. If a Sorceror hasa an 18 Cha, then he gets 2 bonus second level spells per day. When he is able to cast 2nd level spells, he once, and only once, gains two additional spells known.
 

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I assume you're playing 3.0... in 3.5 druids already get the spontaneous SNA casting. :)

Your second and third house rule here seem overpowered to me. There's a reason spontaneous casters get so few spells; the versatility that wizards get is thier prize. The ability to spontaneously cast your spells is incredibly useful, and its usefulness increases geometrically with the number of spells that you know.
 

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