Eberron - what if I replaced all clerics and wizards with artificers?

Plane Sailing

Astral Admin - Mwahahaha!
For my upcoming Eberron campaign, I want to abolish the arcane/divine magic divide, and I'm thinking about different ways of doing it.

options include -

* abolish wizards, clerics and sorcerers; allow artificers to take the strain.

* abolish wizards, clerics and sorcerers; replace with a new class (scholar) that prepares like a wizard but from a combined list.

* abolish clerics, wizards and sorcerers get the new combined list.

Use Arcana Unearthed magic system; new spell list with Magisters - nice options but complex.

(n.b. I'm happy with bards, druids, rangers, paladins, assassins etc. having their own short spell lists - in each case they are just using 'general' magic though.)


I'm still thinking about it, and want to consider all the options - what have I missed in my considerations?

Cheers
 

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I'm very interested in option one, myself, because I've been thinking a little bit about an Eberron-esque world where magic takes on an even more technology-like role. That is, it can't be used to simply cast spells into the air; it's almost exclusively used for the creation of arcane devices. To do that, though, I'd get rid of more than just the wizards, clerics and sorcerers, but bards, rangers, druids, and paladins, as well. And probably all the psionic classes, too.

The resulting setting would, obviously, be much more dependant on magical items--especially for healing--and Artificers might have to be enhanced a little bit to support their expanded role.
 

x.1/ Allow Sorcerers, Spirit Shamen, Favored Souls and Bards. Divide up magic into "General", "Animist", "Devotional", "Bard", "Arcane" and "Exotic". Everyone gets "General", the others are obvious except for "Exotic" -- that's stuff you've taken out of the game for people to research. Allow PCs to spend a Feat to learn an Exotic spell (or any other spell not on their normal list).

x.2/ Allow only Wizards -- no Clerics or Sorcerers. Wizards are all Specialists, thus losing two schools. Wizards can learn any spell (if they can find someone who knows it). Cure and Inflict spells get moved to Necromancy.

x.3/ Allow only Sorcerers and Battle Sorcerers (UA variant). PCs can select any spell off any spell list. This is nice because it allows the armored/unarmored variations within the same "type" of magic.

x.4/ Gestalt everyone with Monk. Who cares if you're casting Arcane or Divine? You're unarmored anyway.

-- N
 

I think option one would work fine... but I think that for it to work well you really need to increase their 'spell-list'. IE increase the number of infusions known/knowable.

Additionally don't forget that this option would make warforged a little better. Now, personally I don't think it would be too much, but it's still something to take note of.
 

Thanks for the suggestions so far.

I think if I went the "all artificer" route I'd remove the xp cost for spell storing infusions. The problem is that I really like what Eberron has done with psionics and druids, and leaving them as straight up casters might make them too powerful in comparison?

Oh decisions, decisions!
 

Allow only sorcerers and artificers.

Sorcerers get a d6 hd and can take any spell in the game; but you might want to change their spell progression a bit so that they cast one fewer spell per level per day and get access to higher level
spells earlier.

Alternatively, use Arcana Unearthed/Evolved magic which already abolishes the divide.

Ben
 

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