Korimyr's Spellcaster Revisions

Viktyr Gehrig

First Post
So, yeah. I've been messing with the various spellcasting classes for awhile, as shown by several other threads in this forum. As a sort of last gasp before NaNoWriMo, I'm posting what I've got so far for your entertainment. (And, hopefully, to garner some critique.)

I'm not finished with the Sorceror yet, but among other things, I am seperating its spell list from the Wizard's.

Bard:
Bardic Magic counts as both arcane and divine magic for the purposes of prerequisites and effects. However, Bard spells are still subject to Arcane Spell Failure in Medium or Heavy Armor.

This makes Bards a little more dabblers, and makes "holy bards" distinctly more likely. It also helps to connect the Bard to its roots as a Druidic class.

Bards may be of any alignment.

I'm wavering back and forth on this one: Bards may select spells from the Wizard or Druid spell lists, in addition to the Bard spell list, when selecting the Extra Spell feat.

Add the following spells to the Bard's spell list:

(These are derived from the Bard variants in Unearthed Arcana.)

0th level: create water, cure minor wounds. 1st level: detect chaos/evil/good/law, protection from chaos/evil/good/law, calm animals, endure elements, summon nature's ally I. 2nd level: bull's strength, pass without trace, summon nature's ally II. 3rd level: magic circle against chaos/evil/good/law, summon nature's ally III. 4th level: sending, remove disease, speak with dead, summon nature's ally IV. 5th level: contact other plane, divination, restoration, commune with nature, summon nature's ally V. 6th level: true seeing, vision, commune, summon nature's ally VI.

This also affects the Sublime Chord prestige class, whose spells become both arcane and divine, and who may select their spells from the Bard, Druid, and Wizard spell lists.

Cleric:
Clerics are spontaneous casters, using the rules on page 64 of Unearthed Arcana. For every spell level except 0th, reduce their Spells Known by one, to a minimum of zero.

Clerics have two Domains at 1st level, and gain an additional Domain at 6th, 11th, and 16th level.

Clerics may cast the following spells at will upon reaching the listed Caster Level, provided they can pay the material and XP costs. (Keep casting times in mind.)
  • Bless Water/Curse Water -- 1st
  • Consecrate/Desecrate -- 3rd
  • Restoration -- 7th
  • Atonement -- 9th
  • Hallow/Unhallow -- 9th
  • Raise Dead -- 9th
  • Restoration, Greater -- 13th
  • Resurrection -- 13th
  • True Resurrection -- 17th

The limitations on these spells are not found in Spells per Day, but in their high costs of GP and XP and of their minimum caster level. Consecrate in particular doesn't make sense as using spell slots, since it has a casting time of 24 hours.

Druids:
Druids are spontaneous casters, using the rules on page 64 of Unearthed Arcana. Reduce Spells Known at each level except 0th by one.

At 1st level, Druids gain access to the spells (but not Domain powers) of one Domain, selected from the following list: Air, Animal, Community, Earth, Fire, Healing, Plant, Scalykind, Strength, Sun, Travel, Water, and Weather. They gain an additional Domain at 6th, 11th, and 16th class level.

Druids may cast atonement at will upon reaching Caster Level 9, provided they can pay the XP costs.

These changes are setting-specific for the "fantasy space" setting I'm working on, but may be applied to other games:

Druids gain wild shape at 5th level, as normal, and gradually increase in the number of uses per day, but do not gain the ability to take Large or Huge forms, or the ability to wild shape into an elemental.

At 8th level, Druids gain resistance to Cold, Fire, and Electricity 5. This increases to 10 at 12th level, 15 at 16th level, and 20 at 20th level.

Sorceror:
Sorcerors do not gain the ability to summon a familiar at 1st level. Instead, they gain Eschew Materials and Draconic Heritage as bonus feats.

Sorcerors use the Shugenja's Spells Known progression from Complete Divine. Replace the Shugenja's "order" spell with a spell based upon a specific type of True Dragon and replace the Shugenja's "favored element" with spells taken from a list based on the selected Dragon's two alignment subtypes and its elemental subtype.

Sorcerors may not learn or cast spells that oppose their elemental subtype or either of their alignment subtypes. I may simply place all elemental and alignment subtyped spells in the subtype lists, instead of the general Sorceror list. The general Sorceror list should be longer than any of the subtype lists.

Regardless of the alignment subtypes of their dragon ancestor (or selected dragon type), Sorcerors may be of any alignment.

New sources of Sorcerous power, such as Outsiders or Fey, can be added simply by defining new subtypes and designing new subtype lists. Draconic Heritage would have to be replaced by another suitable power.

The general Sorceror list, seperate from the Wizard list, needs to include "scalykind" spells such as magic fang and greater magic fang, and fewer spells with arcane foci or expensive material components.

I am considering giving Sorcerors a bonus feat at every 5th level, like a Wizard, drawing from the Draconic feats, Spell Penetration and Greater Spell Penetration, and Spell Focus in any of their selected subtypes.

Wizard:
All Wizards are Specialist Wizards. Wizards do not have to give up access to some schools of magic in order to specialize.

Wizards may designate a single spell at each spell level, from their specialized school, that they may spontaneously cast by sacrificing one of their prepared spells. (Like Cleric spontaneous healing.)

---

Comments welcome.
 

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This sounds like a bit of a powerup for the four (arguably) strongest core classes in the game already. Doesn't that even further widen the gap between casters and non-casters at moderate to high levels?

Bye
Thanee
 

Thanee said:
This sounds like a bit of a powerup for the four (arguably) strongest core classes in the game already. Doesn't that even further widen the gap between casters and non-casters at moderate to high levels?

Of the five classes I listed, the only two I'm certain this is a power-up to are Bard and Wizard.

For Bards-as-Bards, I'd argue this is a very slight power-up-- not more than is gained by the addition of any supplement that adds new Bard spells. It does open Bard Prestige Class options up considerably, but I'm not sure this creates balance concerns.

For Wizards, yeah, it could be a problem. I'm just trying to find some way of differentiating Wizards and Sorcerors more than spellbook vs. Spells Known. I could leave the full specialization cost in place-- with mandatory specialization and one spell per level of specialty school substitution, I think most of the flavor comes out.

Argument for Cleric can run either way, since they're losing a great deal of day-to-day flexibility in favor of a great deal more round-to-round flexibility. I'm not sure the at-will spells are a factor at all, considering their other requirements.

If the Cleric is gaining too much power in this transition, you could lower the BAB down to Wizard/Sorceror without breaking my heart, since I think the "warrior priest" model isn't appropriate for every faith.

I was halfway leaning toward doing that anyway.

Without the bonus feats, Sorcerors are mainly unchanged-- gaining an extra Spell Known per level at the expense of losing some of their freedom in choosing their Spells Known. I think tying them to a theme and bringing out the whole draconic aspect is worth it.

As for the Druid... I suppose, without the setting-specific nerf of wild shape, they are getting a considerable benefit. Do you think that the spellcasting benefits I've given them are still too unbalancing when compared to the loss of their nastier combat forms? I didn't originally plan on giving them more than one Domain, and the energy resistances were thrown in as a consolation for the loss of wild shape.

If I left them at one Domain, allowed them the full Spells Known progression granted by Unearthed Arcana, and took away the energy resistances, would you say they were better balanced?
 

Just for clarity's sake... clerics have spells known as in UA (but -1 per spell level) PLUS all the domain spells from their domains, i.e. a 9th level cleric has 7/4+DDD/3+DDD/2+DDD/1+DDD/0+DDD, right?

If so, I think that's very seriously overpowered, yes. :)

Clerics do not lose much, really. Just compare them with favored souls... they get spontaneous casting plus plenty domain abilities (usually worth a feat) plus turn undead (a very strong ability, especially with Divine Feats added into the mix) plus quicker spell access plus single casting ability; they do have slightly less spells per day, I think, and don't have the other gimmicks (good Ref save, Weapon Focus, etc, Energy Resistance), but I don't see how the favored soul can compete there. And favored soul is not a weak class to begin with...

I agree with you, that the free spells are no real issue.
Well, Restoration maybe, I would probably remove that from the list.

And wizards just gain a lot (having some freely designatable spontaneous spells from one school is huge and free specialization is not too bad either), but lose nothing at all.

Sorcerers look pretty much the same as normal, just some fluff changes. Adding the bonus feats (i.e. metamagic or draconic every 5th level) would probably be ok as a compensation for reducing their free choice of spells known somewhat.

Druids are probably fair, since they actually lose something in return and also have a somewhat weaker spell list to begin with.

Bards can need a little powerup, so that's ok, too.

Cleric and wizard, those are the two, I think could need some additional work.

Bye
Thanee
 

Thanee said:
Just for clarity's sake... clerics have spells known as in UA (but -1 per spell level) PLUS all the domain spells from their domains, i.e. a 9th level cleric has 7/4+DDD/3+DDD/2+DDD/1+DDD/0+DDD, right?

If so, I think that's very seriously overpowered, yes. :)

Duly noted. My original thought was "half rounded down", but then Clerics don't gain any Spells Known at a new level for three levels. With the number of Domains, however... this might not be a bad idea. 0th level spells should be excluded, since Domains do not grant them.

Do you think that half rounded down would solve this? Your example 9th level Cleric would then have 8/2+3/2+3/1+3/1+3/0+3. (I would then remove the bonus Domains from the Druid.)

There's the option of removing the second Domain at 1st level, so that the progression becomes 1/6/11/16-- plus the possibility of altering BAB or HD.

Thanee said:
... plus quicker spell access plus single casting ability ...

Either of which can be changed-- I could base the progression off of the Favored Soul instead of the Spontaneous Divine Caster variant, and make Cleric save DCs dependent on Charisma.

Thanee said:
And wizards just gain a lot (having some freely designatable spontaneous spells from one school is huge and free specialization is not too bad either), but lose nothing at all.

Problem is... there's just nothing left to be taken from Wizards. I have probably underestimated the effects of the designated spontaneous spells, but I don't think the free specialization is particularly offensive-- especially since it's normally viewed as a given that Wizards must specialize to be competitive.

Failing all of that, I could simply (and easily) leave Wizards as-written; the main reason I tried to give them anything at all was in acknowledgement that my revisions were improving a number of other classes.

Thanee said:
Sorcerers look pretty much the same as normal, just some fluff changes. Adding the bonus feats (i.e. metamagic or draconic every 5th level) would probably be ok as a compensation for reducing their free choice of spells known somewhat.

Druids are probably fair, since they actually lose something in return and also have a somewhat weaker spell list to begin with.

Bards can need a little powerup, so that's ok, too.

This is good to hear-- I've been trying to get these right for quite some time.

Thanee said:
Cleric and wizard, those are the two, I think could need some additional work.

I'm inclined to agree; I've also been working with them for far shorter than the others.
 

Korimyr the Rat said:
Problem is... there's just nothing left to be taken from Wizards. I have probably underestimated the effects of the designated spontaneous spells, but I don't think the free specialization is particularly offensive-- especially since it's normally viewed as a given that Wizards must specialize to be competitive.

Competitive? With other specialized wizards maybe. Yes, I also think that a specialized wizard is simply more powerful than a generalist wizard (elves with racial substitution levels excluded), but wizards in general are surely not a weak class.

With the (limited) spontaneous casting you basically remove one of their biggest disadvantages, or at least cut it down quite a bit.

...that my revisions were improving a number of other classes.

I don't know the whole of them, obviously. How about the monk and the rogue, for example, who are often voted amongst the least powerful classes? Those could really need a little powerup. ;)

Bye
Thanee
 

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