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Input on a New Spell System

Spatzimaus said:
The one saving grace of the Wizard class is that they can leave a slot open for the 15-minute prep rule, allowing them to pull out those rarely-seen utility spells when needed.

Funny but in every campaign I've played in, not one wizard has ever used that rule. They were too worried that having an empty slot meant less fire power.

But even with that, this system could be modified to allow one slot per level to be "open" and filled as needed in the day. It's just that the players I've played with would never take that option.

I know you all hate the idea, but I kind of like it. I'm looking for how to balance it. Clearly at some level it becomes worth it. If I gave you an extra 100 spells per day, everyone would clearly go for it. So if an extra spell per day isn't enough, what is enough?
 

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maggot said:
Funny but in every campaign I've played in, not one wizard has ever used that rule. They were too worried that having an empty slot meant less fire power.

I've known Wizards like that, but they inevitably were outgunned by whatever Sorcerer or Psion was in the group (and occasionally even the Clerics). You just can't cast as many spells as the Sorcerer can. It's counterintuitive, since the classic fantasy wizard was all about the firepower, but that's just not how the 3.5E system shakes out.
So they learned quickly; while a Sorcerer with a bagful of utility wands is arguably stronger, the Wizard gets this for free. Leave a few key slots open (no more than 1 per spell level), and your group will love it... assuming you bothered to learn those utility spells, that is.

The other big advantage of day-to-day prep is that certain spells (like protection from elements) aren't really useful on the average day, but when you do need them, you tend to want several. If you know you're going up against a red dragon, for instance, you'll want each team member to have one set for fire. Under your system, that's not an option; if I allocate one third-level slot to that spell, on most days it'll be a wasted slot, but on days I need it it won't be enough.
And then there are the spells that are only useful on non-adventuring days. Divinations (especially identify), fabricate, that sort of thing. Would anyone take those if you were forced to use one slot for them each day? (Well, fabricate, if you can get your DM to take a loose interpretation of "raw materials".) Or how about the various astral/ethereal travel spells, or plane shift? Those aren't something you'd use every day.
 

IT is an interesting idea, but I don't think the trade off is worth the effort. Perhaps just reminding them of the 15 minute trade rule, or possibly HR it to 2 minutes per spell level, would increase thier willingness to keep an 'open mind'.
The other fix is more of a game balance deal... eliminate the sorcerer and psion, suddenly the Mage is the most verstatile :)


I know you mentioned you had looked at spell point systems, but I would highly suggest Elements of Magic: Revised. Instead of paying points for current vancian spells your mage creates spells out of known components. You can simulate almost every Core spell with the system and it maintains consistancy across the board.
The other thing it does is 'signature spells' which are ones your mage can readily cast in combat. Each mage has a limited number of these and casting a 'normal' spell takes 2 rounds. With this mechanic the 'ready for a fight' and versatile are one and the same.
 

I'm not sure you can handle both the wizard and the cleric the same way...

For the cleric I think your system works just fine. They have long been considered one of the most powerful classes (in PHB). Use their spells per day list +1 at every level. In addition to that grant them access to their two domain spells and allow them to spontaneous cures and inflicts. What you find is a considerably less utilitarian cleric However, this could theoretically balance out their strong arsenal of combat abilities and spells.

For the wizard- *Mr. Versatility* the system makes them not very versatile. If you dont mind that then I suggest you give them something else like 1d6 hit die simple weapons ability to cast in light armor or some other boost ups. Following the cleric above allow them to spontaneous cast something (all energy spells of one type?), and use wizards domains from unearthed arcana. This would bring them in line with the cleric. It still takes away their versatility and makes them basically a sorcerer.

If you allowed them to take spell mastery feat to add a "domain" of spell levels 0-9 to thier spell list. this feat just gives access to more spells.

Example:
Spell Mastery
0- ghost sound
1- shield
2- energy resistance
3- fireball
4- etc
5
6
7
8
9

But basically the spells are all picked when you take the feat so their is no searching through books later on to decide on what spell to select.

The flavor text is that the wizard expands his knowledge in his spell book.
 

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