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Proposed fix for spellcaster multiclassing
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<blockquote data-quote="RangerWickett" data-source="post: 4448508" data-attributes="member: 63"><p>This is copied over from another thread, for a proposed revision to Pathfinder for multiclass spellcasters. It's a little radical, but I think it keeps the power level at where we want it, fixes the problems of multiclass casters being handicapped, and maintains each class's distinctive feel.</p><p> </p><p></p><p><strong><span style="font-size: 15px">Spellcasting</span></strong></p><p>Magic pervades the world, but many traditions for tapping its power exist. While most adventurers either choose one way of spellcasting or none at all, some mix styles of spellcraft, or dabble in these powers to accent their other talents.</p><p></p><p> </p><p><strong>Caster Level</strong></p><p>Every class provides you with a caster level bonus, the way it provides a base attack bonus. </p><p></p><p>Poor (+1 per 2 levels): Barbarian, Fighter, Monk, Paladin, Ranger, Rogue</p><p>Average (+3 per 4 levels): Bard</p><p>Good (+1 per 1 level): Cleric, Druid, Sorcerer, Wizard</p><p></p><p>Your caster level determines how many spells you can cast per day, and what spell level you have access to. For spells that have effects based on your level, you use this total caster level, not the class level of the class that granted you the spell. </p><p></p><p>[[Sidebar]]Chart 1 - Spells Per Day Progression</p><p>[hq]This chart looks like the wizard spells per day chart. (Subject to change after playtesting.)[/hq]</p><p>[[End Sidebar]]</p><p></p><p>You use spell slots to cast your spells. You only have one pool of spell slots, which you can use to cast any spell you know, regardless of which class it is from.</p><p></p><p>The save DC for your spells is 10 + spell level + appropriate ability score modifier. If you have levels of more than one spellcasting class, you can choose which class's primary ability score to base your save DCs on.</p><p></p><p>[hq](Note: We do this to reduce Multiple Ability Dependency (MAD) for multiclass casters. However, I see the potential for abuse, such as with a cleric 1/sorcerer 19, who has an 8 Charisma and gets all the benefit of a high Wisdom. Wisdom is, in my opinion, the strongest mental stat. I'm not sure how to fix this problem yet.)[/hq]</p><p></p><p> </p><p><strong>Spells Known</strong></p><p>When you gain a level in a spellcasting class, choose 2 spells from that class's spell list. These spells can be any spell level you have access to, based on your caster level. </p><p></p><p>Whenever you gain a level, you can choose one spell you know and replace it with another spell that can be of the same level, any lower level, or one level higher. The spell must be from the same class, however.</p><p></p><p>[hq](We do this so that when you go Wizard 1/Fighter 19 you're not totally different from Fighter 19/Wizard 1. Either way, you can end up with two 5th level spells if that's what you want. However, since you can only step up one level at a time, if you're a devoted spellcaster with caster level 15+, you have to have a wide spread of powers across levels.)[/hq]</p><p></p><p>[hq][/hq]</p><p></p><p> </p><p><span style="font-size: 12px"><strong>Spellcasting Classes</strong></span></p><p>Each class has special rules that influence how its spellcasting functions.</p><p></p><p><strong>Cleric:</strong></p><p>You gain domain powers based on your cleric class level. Level-based effects of those powers, however, use your total caster level.</p><p></p><p><em>Channel Energy</em> - [hq]Should this be class level or caster level based?[/hq]</p><p></p><p><em>Spontaneous Casting</em> - A cleric gains bonus spells known based on his class level (cure if he channels positive, inflict if negative). He can cast these spells at will, as with his normal spells known.</p><p></p><p>1st - cure/inflict light wounds</p><p>3rd - cure/inflict moderate wounds </p><p>5th - cure/inflict serious wounds </p><p>7th - cure/inflict serious wounds </p><p>9th - mass cure/inflict light wounds </p><p>11th - mass cure/inflict moderate wounds </p><p>13th - mass cure/inflict serious wounds </p><p>15th - mass cure/inflict critical wounds </p><p></p><p><em>Ritual Casting</em> - You can spend ten minutes in prayer to cast any spell from your cleric class list, by spending a spell slot of the appropriate level. If the spell's casting time is longer than ten minutes, use its normal casting time. Each day you can perform a number of ritual spells equal to your prime spellcasting ability score modifier. If you have multiple classes that grant ritual casting, the benefits must be split among your classes, and are not cumulative.</p><p></p><p> </p><p><strong>Druid:</strong></p><p><em>Spontaneous Casting</em> - Like cleric, but for summon nature's ally.</p><p></p><p><em>Ritual Cleric</em> - As cleric, but for the druid spell list.</p><p></p><p> </p><p><strong>Paladin:</strong></p><p>Paladins only learn 1 spell per level, not 2. If their caster level is less than 1 (like at 1st level), then can't actually cast any of these spells.</p><p></p><p>(I suggest we bundle the paladin spell list into the cleric spell list, and just let paladins pick spells as clerics. Otherwise, we have the slight issue of a sorcerer 6/paladin 2 taking holy sword, and being able to have a +5 sword at 8th level. Or I guess we could just revise the holy sword spell. Either way, paladin spellcasting is crap, and could use a boost.)</p><p></p><p> </p><p><strong>Ranger:</strong></p><p>Like paladins, rangers only learn 1 spell per level, not 2, and can't cast until their caster level is at least 1.</p><p></p><p>(Likewise, I sorta feel rangers could just use the druid spell list. I don't think it's necessary for either paladins or rangers to get 'ritual casting.')</p><p></p><p> </p><p><strong>Sorcerer:</strong></p><p><em>Inner Power:</em> Sorcerers gain extra spell slots based on their class level.</p><p></p><p>(There'd be a chart showing that at 1st level, sorcerers get 2 bonus 1st level spell slots. At 3rd level they get 2 bonus 2nd level spell slots. At 5th it's 3rd level slots, at 7th it's 4th, etc. Basically this gets them up to the number of spell slots they normally would have.)</p><p></p><p> </p><p><strong>Wizard:</strong></p><p>In addition to the spells you know and can cast at will, you can acquire new spells in a spell book, which you can use for ritual casting. </p><p></p><p><em>Ritual Casting:</em> As per cleric, only for wizard spells, and you have to study your spellbook. </p><p></p><p> </p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 4448508, member: 63"] This is copied over from another thread, for a proposed revision to Pathfinder for multiclass spellcasters. It's a little radical, but I think it keeps the power level at where we want it, fixes the problems of multiclass casters being handicapped, and maintains each class's distinctive feel. [b][size=4]Spellcasting[/size][/b][size=4][/size] Magic pervades the world, but many traditions for tapping its power exist. While most adventurers either choose one way of spellcasting or none at all, some mix styles of spellcraft, or dabble in these powers to accent their other talents. [b]Caster Level[/b] Every class provides you with a caster level bonus, the way it provides a base attack bonus. Poor (+1 per 2 levels): Barbarian, Fighter, Monk, Paladin, Ranger, Rogue Average (+3 per 4 levels): Bard Good (+1 per 1 level): Cleric, Druid, Sorcerer, Wizard Your caster level determines how many spells you can cast per day, and what spell level you have access to. For spells that have effects based on your level, you use this total caster level, not the class level of the class that granted you the spell. [[Sidebar]]Chart 1 - Spells Per Day Progression [hq]This chart looks like the wizard spells per day chart. (Subject to change after playtesting.)[/hq] [[End Sidebar]] You use spell slots to cast your spells. You only have one pool of spell slots, which you can use to cast any spell you know, regardless of which class it is from. The save DC for your spells is 10 + spell level + appropriate ability score modifier. If you have levels of more than one spellcasting class, you can choose which class's primary ability score to base your save DCs on. [hq](Note: We do this to reduce Multiple Ability Dependency (MAD) for multiclass casters. However, I see the potential for abuse, such as with a cleric 1/sorcerer 19, who has an 8 Charisma and gets all the benefit of a high Wisdom. Wisdom is, in my opinion, the strongest mental stat. I'm not sure how to fix this problem yet.)[/hq] [b]Spells Known[/b] When you gain a level in a spellcasting class, choose 2 spells from that class's spell list. These spells can be any spell level you have access to, based on your caster level. Whenever you gain a level, you can choose one spell you know and replace it with another spell that can be of the same level, any lower level, or one level higher. The spell must be from the same class, however. [hq](We do this so that when you go Wizard 1/Fighter 19 you're not totally different from Fighter 19/Wizard 1. Either way, you can end up with two 5th level spells if that's what you want. However, since you can only step up one level at a time, if you're a devoted spellcaster with caster level 15+, you have to have a wide spread of powers across levels.)[/hq] [hq][/hq] [size=3][b]Spellcasting Classes[/b][/size] Each class has special rules that influence how its spellcasting functions. [b]Cleric:[/b] You gain domain powers based on your cleric class level. Level-based effects of those powers, however, use your total caster level. [i]Channel Energy[/i] - [hq]Should this be class level or caster level based?[/hq] [i]Spontaneous Casting[/i] - A cleric gains bonus spells known based on his class level (cure if he channels positive, inflict if negative). He can cast these spells at will, as with his normal spells known. 1st - cure/inflict light wounds 3rd - cure/inflict moderate wounds 5th - cure/inflict serious wounds 7th - cure/inflict serious wounds 9th - mass cure/inflict light wounds 11th - mass cure/inflict moderate wounds 13th - mass cure/inflict serious wounds 15th - mass cure/inflict critical wounds [i]Ritual Casting[/i] - You can spend ten minutes in prayer to cast any spell from your cleric class list, by spending a spell slot of the appropriate level. If the spell's casting time is longer than ten minutes, use its normal casting time. Each day you can perform a number of ritual spells equal to your prime spellcasting ability score modifier. If you have multiple classes that grant ritual casting, the benefits must be split among your classes, and are not cumulative. [b]Druid:[/b] [i]Spontaneous Casting[/i] - Like cleric, but for summon nature's ally. [i]Ritual Cleric[/i] - As cleric, but for the druid spell list. [b]Paladin:[/b] Paladins only learn 1 spell per level, not 2. If their caster level is less than 1 (like at 1st level), then can't actually cast any of these spells. (I suggest we bundle the paladin spell list into the cleric spell list, and just let paladins pick spells as clerics. Otherwise, we have the slight issue of a sorcerer 6/paladin 2 taking holy sword, and being able to have a +5 sword at 8th level. Or I guess we could just revise the holy sword spell. Either way, paladin spellcasting is crap, and could use a boost.) [b]Ranger:[/b] Like paladins, rangers only learn 1 spell per level, not 2, and can't cast until their caster level is at least 1. (Likewise, I sorta feel rangers could just use the druid spell list. I don't think it's necessary for either paladins or rangers to get 'ritual casting.') [b]Sorcerer:[/b] [i]Inner Power:[/i] Sorcerers gain extra spell slots based on their class level. (There'd be a chart showing that at 1st level, sorcerers get 2 bonus 1st level spell slots. At 3rd level they get 2 bonus 2nd level spell slots. At 5th it's 3rd level slots, at 7th it's 4th, etc. Basically this gets them up to the number of spell slots they normally would have.) [b]Wizard:[/b] In addition to the spells you know and can cast at will, you can acquire new spells in a spell book, which you can use for ritual casting. [i]Ritual Casting:[/i] As per cleric, only for wizard spells, and you have to study your spellbook. What do you think? [/QUOTE]
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