But one that turns your enemies into toads isn't?
mmadsen said:
You seem to be confusing threads, hong, and subthreads within those. In the "low magic" thread many people wanted extremely subtle magic, the kind you might not even know was cast. That's one style of magic I'd enjoy. Despite its subtlety, it can be quite powerful -- a talisman giving +5 to all Saves, a wizard casting Call Lightning during a storm, etc.
Another style of magic I enjoy is more of a "classic" style, the kind that might fit nicely in, say, Narnia. There, the magic might even be considered "high magic", but the spells aren't Magic Missiles and Fireballs; they're the classics from fairy tales: transforming victims into toads or statues, cursing them, scrying in a crystal ball, etc. In such a world, the combat evocations and healing spells of core D&D might exist, but they'd be rare, high-level spells, the work of powerful witches and wizards.
In the Britannia campaign setting I'm (still) finishing up, druids are the main divine spellcasting class. Despite the name, they use the shaman stats and spell list.
In addition, they get Animal Empathy, Handle Animal, Knowledge (planes) and Knowledge (nature) as class skills. Instead of gaining martial arts feats, they get a player-chosen bonus feat at 1st level, 4th level and every 4 levels thereafter; this can be chosen from any metamagic feat, Endurance, Extra Turning, Great Fortitude, Iron Will, Lightning Reflexes, Martial Weapon Proficiency (one weapon), or Weapon Focus.
Druidic domains available are Air, Earth, Fire, Healing, Knowledge, Luck, Protection, Strength, War, Water, Community*, Flame*, Fury*, Guardian*, Hero*, Metal*, Nature*, River*, Stone*, Wood*.
(* denotes an OA shaman domain).
Hey, there's an idea... come up with a "Minor Mishap"/"Major Mishap"/etc. set of spells that inflict 1d6/level damage to a creature/area, just like a Fireball or whatnot, but instead of producing a flashy effect, they twist probability to create whatever sort of "accident" is appropriate to the setting (landslides, cave-ins, falling trees, lightning strikes during a thunderstorm, etc). Stick in a clause that "you must describe the sort of mishap the target(s) suffers, and the DM will determine whether it is appropriate" to take the pressure of coming up with an appropriate accident off the DM, and you're ready to rock.
mmadsen said:
Incidentally, hong, I like your Britannia-Druid. (I'm not quite clear on the Martial Weapon Proficiency and Weapon Focus, but I'm not an expert on authentic druids.)
ColonelHardisson said:
Anyway, the survivability of such a spellcaster in a campaign really depends on the DM. If the DM is running a typical D&D campaign, and makes no provision for such a character, then it'll be tough going. Even if the rest of the party takes up the slack for the spellcaster in pitched battles, and values the character for its subtler abilities, I still think such a spellcaster would end up more of a liability than an asset, in the long run.