Removing X ability score minimum to cast spells

It makes a huge amount of sense that higher level wizard spells are more complicated and require higher intelligence to understand.

That kinda hits the nail on the head if you ask me. Wizards and such need that kind of high Intelligence to figure out the subtle nuances of casting the big spells that tell the laws pf psychics to sit down and shut up.

In the case of Sorcerers and other classes that spontaneously cast I look at it the same way. Sorcerers use Charisma, their force of personality to cast and without the ability to make everyone stop and look when you enter a room, you're not going to put psychics in the naughty corner until the grown ups are done talking.
 

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Not necessarily. Casters have always been the cheesebearers, there are ways to get spells out of your level. Further, even allowing access to lower level spells also allows access to PrCs with spell like class abilities stepping somewhat out of the spell progression. We don't want a Warrior/Caster/Pokemaster using his leftover Attack Bonus on his Touch Attack pokes 4/day.
Cheesemunchers have enough ammo without being allowed to make a Warrior Caster cocktail.

Also, warriors do get a damage increase as they level, in the form of...more attacks. How's about double your output? Triple, quadruple in the end, not to mention extra attacks tacked on during his career from feats or gear.
Casters only get one extra ever unless they dip into warrior, which impedes their spellcasting, keeping them from attaining all the high level spells they could and wasting that high key ability score we're discussing.

Ever notice on splatty classes with both spellcasting and fighting they trim the spell progression list manually? They don't even want characters with both high casting scores and fighting scores to advance as fast as a wizard. There's an economy here.
 

I’ve just come across this thread - 13 years later

I once had an idea when reading the Use Magic Device skill, and thought to myself, Spellcraft is one of the preeminent skills for a caster, it represents their ability to understand the mechanics and theories and nuances of spell casting, and yet it lacked any real “crafting” - this inspired me to create the following rule addition to the Spellcraft skill, I haven’t visited it in a while and never did get the chance to play test it, but this article encouraged me to post it here.

SPELLCRAFT (INT; TRAINED ONLY)
You may emulate the required ability score (Intelligence, Wisdom, or Charisma) when learning, preparing, or casting a spell.
Check: To learn, prepare or cast a spell, you must have an ability score equal to at least 10 + the spell’s level (Intelligence for wizard spells, Wisdom for divine spells, Charisma for sorcerer or bard spells).
Your effective ability score (appropriate to your class) is equal to your Spellcraft check result minus 15. Note that you may still fail to meet the minimum score if the skill check is not high enough, in this case you either fail to learn the spell, or the spell is wasted during preparation or casting. If you already have a high enough score in the appropriate ability, you do not need to make this check.
Spell Difficulty Class (DC) and spell effects are based on your original, unaltered ability score.
This skill applies only to spells you can already access by class and level.
An emulated ability score does not grant bonus spells.
Action: Free as part of learning, preparing, or casting a spell.
Try Again: No for preparing or casting a spell; failure results in the loss of the spell or spell slot. Yes for learning a new spell; you must rest for 8 hours before trying again.
You can try a Spellcraft check as often as you want, each attempt applies to a new spell.
Special: Emulated ability scores apply only to your own personal spell casting. To emulate an ability score for magic items, see the Use Magic Device skill.
 
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