Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Need help with a PC class design...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AFGNCAAP" data-source="post: 1420818" data-attributes="member: 871"><p>Hello,</p><p></p><p>Basically, I need a bit of help trying to figure out how to implement a campaign concept for the spellcasters in a homebrew that I'm working on. But first, a bit of background:</p><p></p><p>The homebrew setting is a world based off of a world I've designed for some fantasy stories I've been working on for well over a decade. With the release of <em>Unearthed Arcana</em>, I feel that I now have better options that will help enable me to create a D&D/d20 game that best fits this setting idea. One of the UA options that I'm using is the generic classes.</p><p></p><p>Now, I'm having a bit of a problem with the Spellcaster class. Basically, the limit on the # of spells known doesn't jive with the amount of magical knowledge that a mage in the setting would have (esp. with some kinds of spellcasters). However, the Spellcaster's ability to cast spells without preparation (or need for a spellbook) is accurate. So, I'm trying to figure out an effective way to implement these changes without really creating an uber-class.</p><p></p><p>First off, here are some basics on magic/mages in the setting:</p><ul> <li data-xf-list-type="ul">No divine magic--the powers above (& below) do not bestow magical ability to their worshippers/priests. All magic is arcane magic.</li> <li data-xf-list-type="ul">A Mage's ability to use magic is related by a having one particulary strong/developed/advanced mental faculty.</li> <li data-xf-list-type="ul">Mages can learn any type of spell they wish.</li> <li data-xf-list-type="ul">There is no such thing as psionics, per se. Psionics/psychic power is merely another term/label for magic.</li> <li data-xf-list-type="ul">A Mage is not limited in how much he/she knows--Mages have arcane power, and choose/learn how to use/apply that power.</li> <li data-xf-list-type="ul">One has to be born a Mage in order to become a Mage. Basically, you either have the ability, or you don't (sorta like the Force).</li> <li data-xf-list-type="ul">Mages can innately sense magical energies, & the level of magical power present--it does not mean they can instinctively/immediately tell what form the magic has taken or how it has been applied, but just that it's there & how much of it is there.</li> <li data-xf-list-type="ul">Each Mage has his/her own style/interpretation/use of magic. This is reflected in how his/her spells manifest (the color of the arcane energy, the form the magics take, etc.). All spells from a certain Mage will follow this pattern/theme--it's a reflection of the Mage's mind & the Mage himself/herself.</li> <li data-xf-list-type="ul">Mages, especially if properly trained, generally do not need material components for spells; only in a few instances does a Mage need a material object in order for a certain spell to work (esp. when casting an incantation).</li> <li data-xf-list-type="ul">Very few spells actually creater/manipulate elements/elemental energy--for the most part, it's just eldritch power that temporarily takes on the form of an energy or element (if the Mage so desires).</li> <li data-xf-list-type="ul">Those who have been properly trained (at the right time in their lives) in the use of magic are typically more powerful than those who are self-taught.</li> <li data-xf-list-type="ul">Most (if not all) forms of magic/magic spells is basically the use & expansion of certain basic forms of knowledge/ability regarding the use of magic; in essence, a more powerful spell like <em>fireball</em> is basically the advanced use/application of a weaker spell like <em>burning hands</em>.</li> <li data-xf-list-type="ul">Some spells are so powerful/unique/rare that they can only be used by the Mage preparing them ahead of time, performing/casting them in a ceremony, with the right materials available, while at a specific location/time that is rich with magical power.</li> </ul><p></p><p><em>So, what does all of this mean? Well...</em></p><ul> <li data-xf-list-type="ul">All Spellcasters are arcane spellcasters (though divine-based class ability feats like Turn Undead can be gained in the spellcaster has the right prerequisite spells);</li> <li data-xf-list-type="ul">A Spellcaster can use Int, Wis, or Cha as the key ability for determining magic/spells (selected at character creation, & it can't be changed);</li> <li data-xf-list-type="ul">You have to start play as a Spellcaster in order to be one (or, you have to select a feat at 1st level that will allow you to multi-class as a Spellcaster later on--sort of like being Force-sensitive in WEG's Star Wars RPG);</li> <li data-xf-list-type="ul">A Spellcaster can learn any spell (from any list), & know as many spells as he/she wishes (with some limits--see below);</li> <li data-xf-list-type="ul">Spellcasters basically have the ability to <em>detect magic</em> at will.</li> <li data-xf-list-type="ul">A Spellcaster must know certain low-level spells in order to ever learn/use a higher-level spell--for example, a mage must know <em>burning hands</em> in order to learn <em>fireball</em>, or must know <em>cure minor wounds</em> before learning <em>cure light wounds</em>.</li> <li data-xf-list-type="ul">Spells are essentially just forms of arcane energy with the general properties/appearance of other forms of material/energy (like fire, stone, ice, etc.).</li> <li data-xf-list-type="ul">A Spellcaster often have the Eschew Materials feat, if trained properly.</li> <li data-xf-list-type="ul">Some spells (like <em>resurrection</em> and <em>wish</em>) only exist as incantations;</li> <li data-xf-list-type="ul">A Spellcaster who begins play as one will be more adept at magic use than a character who becomes a spellcaster later on (i.e., begins with another class & then multi-classes into a spellcaster).</li> </ul><p></p><p>Now, I really need help on balancing out these Spellcasters. I have a few ideas, but I'd <strong>really</strong> appreciate some info/input/feedback from y'all. Some of the ideas may go against the stuff I have written above, but I could easily change a few things to match this.</p><p></p><p><strong>Idea 1: Spell Point-Based Casters:</strong></p><p>First, I've considered using spell points. A spellcaster wouldn't have any limits on # of spells known. However, it'd be more expensive point-wise to spontaneously cast a spell without any sort of spell components than it would to cast a prepared spell, a spell with components, or any combination thereof.</p><p></p><p>Thus, a spellcaster could spontaneously cast spells, but he/she would run out of spell points faster this way. However, if the caster spents time preparing a spell & using the spell components (material, verbal, &/or somatic) for the spell, then the spell would cost less.</p><p></p><p>This option seems doable, but it'd eliminate the value of metamagic feats like silent spell & still spell (however, even if a spellcaster spontaneously casts a spell without using any spell components, he/she still faces ASF while in armor).</p><p></p><p><strong>Idea 2: Limited Spontaneous Spellcasting:</strong></p><p>In this version, a spellcaster has no limits on the # of spells known. However, he/she must spent time preparing the spells ahead of time (though not neceassarily using a spellbook or not--just a set amount of time meditating/preparing the magic).</p><p></p><p>However, the # of spells known chart for the Spellcaster class is used for another purpose--the # of spells known that the Spellcaster can cast spontaneously, without any preparation (and, sort of like a cleric, a spellcaster can opt to drop a prepared spell in order to cast a spell from this list).</p><p></p><p><strong>Idea 3: Prestige Class for the Beginning Spellcasters Only:</strong></p><p>In this version, a special PrC only available for characters who begin play as spellcasters (& properly trained as such) gain several beneifts, like no limit on # of spells known, the ability to <em>detect magic</em> at will, etc. This will be a 10- to 15-level PrC.</p><p></p><p>Characters who don't begin play as spellcasters, but who multi-class as spellcasters later on, follow the standard spell limits & restrictions for the Spellcaster class.</p><p></p><p><strong>Idea 4: Prestige Class for the Later-in-Life Spellcasters:</strong></p><p>Combined with Idea 1 or 2, this option forbids any characters who don't begin play as spellcasters from multi-classing as spellcasters (basically, the Spellcaster class is a core class only available to 1st-level starting characters). Instead, the may select a special PrC which grants them limited spellcasting ability (like an adept or bard, from 0-lvl. to 5th- or 6th-lvl. spells only).</p><p></p><p>In addition to this, I may require these later-in-life spellcasters to specialize in a school/aspect of magic (like evocation, healing, fire, etc.), to reflect their limited magical ability & their need to .</p><p></p><p></p><p>In all of these ideas, I intend to keep a few concepts like spell prerequisites (i.e., knowing <em>burning hands</em> in order to learn <em>fireball</em>), restricting certain spells to be available/usable as incantations only, & the arcane magic label (& the chances for ASF while in armor).</p><p></p><p>Keep in mind that more often than not, the Spellcaster may be the party's only source of offensive, defensive, & curative magics—there’d be heavy demand on these spellcasters to serve as a traditional D&D cleric for the combat-types of the group. (There could be more than 1 spellcaster in a group, but that would mean more unarmored, weaker combatant-types that may need protection from enemies.)</p><p></p><p>Well, any ideas/opinions/comments/etc. you have to offer? I’d appreciate any help/insight that you could provide.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 1420818, member: 871"] Hello, Basically, I need a bit of help trying to figure out how to implement a campaign concept for the spellcasters in a homebrew that I'm working on. But first, a bit of background: The homebrew setting is a world based off of a world I've designed for some fantasy stories I've been working on for well over a decade. With the release of [I]Unearthed Arcana[/I], I feel that I now have better options that will help enable me to create a D&D/d20 game that best fits this setting idea. One of the UA options that I'm using is the generic classes. Now, I'm having a bit of a problem with the Spellcaster class. Basically, the limit on the # of spells known doesn't jive with the amount of magical knowledge that a mage in the setting would have (esp. with some kinds of spellcasters). However, the Spellcaster's ability to cast spells without preparation (or need for a spellbook) is accurate. So, I'm trying to figure out an effective way to implement these changes without really creating an uber-class. First off, here are some basics on magic/mages in the setting: [list] [*]No divine magic--the powers above (& below) do not bestow magical ability to their worshippers/priests. All magic is arcane magic. [*]A Mage's ability to use magic is related by a having one particulary strong/developed/advanced mental faculty. [*]Mages can learn any type of spell they wish. [*]There is no such thing as psionics, per se. Psionics/psychic power is merely another term/label for magic. [*]A Mage is not limited in how much he/she knows--Mages have arcane power, and choose/learn how to use/apply that power. [*]One has to be born a Mage in order to become a Mage. Basically, you either have the ability, or you don't (sorta like the Force). [*]Mages can innately sense magical energies, & the level of magical power present--it does not mean they can instinctively/immediately tell what form the magic has taken or how it has been applied, but just that it's there & how much of it is there. [*]Each Mage has his/her own style/interpretation/use of magic. This is reflected in how his/her spells manifest (the color of the arcane energy, the form the magics take, etc.). All spells from a certain Mage will follow this pattern/theme--it's a reflection of the Mage's mind & the Mage himself/herself. [*]Mages, especially if properly trained, generally do not need material components for spells; only in a few instances does a Mage need a material object in order for a certain spell to work (esp. when casting an incantation). [*]Very few spells actually creater/manipulate elements/elemental energy--for the most part, it's just eldritch power that temporarily takes on the form of an energy or element (if the Mage so desires). [*]Those who have been properly trained (at the right time in their lives) in the use of magic are typically more powerful than those who are self-taught. [*]Most (if not all) forms of magic/magic spells is basically the use & expansion of certain basic forms of knowledge/ability regarding the use of magic; in essence, a more powerful spell like [I]fireball[/I] is basically the advanced use/application of a weaker spell like [I]burning hands[/I]. [*]Some spells are so powerful/unique/rare that they can only be used by the Mage preparing them ahead of time, performing/casting them in a ceremony, with the right materials available, while at a specific location/time that is rich with magical power. [/list] [I]So, what does all of this mean? Well...[/I] [list] [*]All Spellcasters are arcane spellcasters (though divine-based class ability feats like Turn Undead can be gained in the spellcaster has the right prerequisite spells); [*]A Spellcaster can use Int, Wis, or Cha as the key ability for determining magic/spells (selected at character creation, & it can't be changed); [*]You have to start play as a Spellcaster in order to be one (or, you have to select a feat at 1st level that will allow you to multi-class as a Spellcaster later on--sort of like being Force-sensitive in WEG's Star Wars RPG); [*]A Spellcaster can learn any spell (from any list), & know as many spells as he/she wishes (with some limits--see below); [*]Spellcasters basically have the ability to [I]detect magic[/I] at will. [*]A Spellcaster must know certain low-level spells in order to ever learn/use a higher-level spell--for example, a mage must know [I]burning hands[/I] in order to learn [I]fireball[/I], or must know [I]cure minor wounds[/I] before learning [I]cure light wounds[/I]. [*]Spells are essentially just forms of arcane energy with the general properties/appearance of other forms of material/energy (like fire, stone, ice, etc.). [*]A Spellcaster often have the Eschew Materials feat, if trained properly. [*]Some spells (like [I]resurrection[/I] and [I]wish[/I]) only exist as incantations; [*]A Spellcaster who begins play as one will be more adept at magic use than a character who becomes a spellcaster later on (i.e., begins with another class & then multi-classes into a spellcaster). [/list] Now, I really need help on balancing out these Spellcasters. I have a few ideas, but I'd [B]really[/B] appreciate some info/input/feedback from y'all. Some of the ideas may go against the stuff I have written above, but I could easily change a few things to match this. [B]Idea 1: Spell Point-Based Casters:[/B] First, I've considered using spell points. A spellcaster wouldn't have any limits on # of spells known. However, it'd be more expensive point-wise to spontaneously cast a spell without any sort of spell components than it would to cast a prepared spell, a spell with components, or any combination thereof. Thus, a spellcaster could spontaneously cast spells, but he/she would run out of spell points faster this way. However, if the caster spents time preparing a spell & using the spell components (material, verbal, &/or somatic) for the spell, then the spell would cost less. This option seems doable, but it'd eliminate the value of metamagic feats like silent spell & still spell (however, even if a spellcaster spontaneously casts a spell without using any spell components, he/she still faces ASF while in armor). [B]Idea 2: Limited Spontaneous Spellcasting:[/B] In this version, a spellcaster has no limits on the # of spells known. However, he/she must spent time preparing the spells ahead of time (though not neceassarily using a spellbook or not--just a set amount of time meditating/preparing the magic). However, the # of spells known chart for the Spellcaster class is used for another purpose--the # of spells known that the Spellcaster can cast spontaneously, without any preparation (and, sort of like a cleric, a spellcaster can opt to drop a prepared spell in order to cast a spell from this list). [B]Idea 3: Prestige Class for the Beginning Spellcasters Only:[/B] In this version, a special PrC only available for characters who begin play as spellcasters (& properly trained as such) gain several beneifts, like no limit on # of spells known, the ability to [I]detect magic[/I] at will, etc. This will be a 10- to 15-level PrC. Characters who don't begin play as spellcasters, but who multi-class as spellcasters later on, follow the standard spell limits & restrictions for the Spellcaster class. [B]Idea 4: Prestige Class for the Later-in-Life Spellcasters:[/B] Combined with Idea 1 or 2, this option forbids any characters who don't begin play as spellcasters from multi-classing as spellcasters (basically, the Spellcaster class is a core class only available to 1st-level starting characters). Instead, the may select a special PrC which grants them limited spellcasting ability (like an adept or bard, from 0-lvl. to 5th- or 6th-lvl. spells only). In addition to this, I may require these later-in-life spellcasters to specialize in a school/aspect of magic (like evocation, healing, fire, etc.), to reflect their limited magical ability & their need to . In all of these ideas, I intend to keep a few concepts like spell prerequisites (i.e., knowing [I]burning hands[/I] in order to learn [I]fireball[/I]), restricting certain spells to be available/usable as incantations only, & the arcane magic label (& the chances for ASF while in armor). Keep in mind that more often than not, the Spellcaster may be the party's only source of offensive, defensive, & curative magics—there’d be heavy demand on these spellcasters to serve as a traditional D&D cleric for the combat-types of the group. (There could be more than 1 spellcaster in a group, but that would mean more unarmored, weaker combatant-types that may need protection from enemies.) Well, any ideas/opinions/comments/etc. you have to offer? I’d appreciate any help/insight that you could provide. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Need help with a PC class design...
Top