Tilla,
I'd be happy to post my class. A few notes first:
- This class was created in an attempt to make a "meta" class for the wizard and sorcerer. The idea was that you could "build" a wizard or "build" a sorcerer using these rules by choosing a certain feat progression for your character. By spending additional feats, it would be possible to mix and match prepared casting with spontaneous casting.
- This class attempts to use standard charts and rules whenever possible. Thus, spontaneous casters use their Charisma score. Prepared casters use their Intelligence score. This doesn't change if the character blends abilities from sorcerer and wizard.
- When you receive spells/day from both the sorcerer chart and wizard chart, they do not stack. You have to "give up" prepared slots to add "free" slots. Free slots don't hold spells and can only be used to cast mastered spells.
- The mage class balances the ability for sorcerers to become "mage-like" or vice versa by requiring the character spend many feats (and have a good Charsisma and Intelligence score) to truly excel at the combination. Taking fewer feats can give the character a minor advantage as well - like a sorcerer taking Arcane Preparation. There were some suggestions on the previous thread about adding arcane failure or something like that as an alternative balancing mechansim, but I don't want to fiddle with game mechanics.
Mage
The mage is a flexible spellcasting class that is able to prepare arcane spells like a wizard and spontaneously cast arcane spells like a sorcerer or bard.
Abilities: Intelligence is used to determine how powerful a prepared spell the Mage can cast, how many bonus spells they can prepare, and how hard prepared spells are to resist. Charisma is used to determine how powerful a spontaneous spell the Mage can cast, how many bonus spells they can spontaneously cast, and how hard spontaneously cast spells are to resist. To cast a prepared spell, a mage must have an Intelligence score of 10 + the spell’s level. To spontaneously cast a mastered spell, a mage must have a Charisma score of 10 + the spell’s level. Like a wizard or sorcerer, a mage benefits from high Dexterity and Constitution scores.
Alignment: Any.
Hit Die: d4.
Class Skills
The mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All Skills Taken Individually)(Int), Profession (Wis), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for more information.
Skill Points at 1st Level: (2 + Int modifier) X 4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
Level Base Attack Bonus Fort Save RefSave WillSave Special
1 +0 +0 +0 +2 3 Arcane Bonus Feats, Call Familiar
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4 Arcane Bonus Feat
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Arcane Bonus Feat
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9 Arcane Bonus Feat
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Arcane Bonus Feat
Game Rule Information
First level mages start with three arcane bonus feats. At least one of these must be either Arcane Preparation or Spontaneous Casting. If a mage selects the Arcane Preparation feat, it is important to also choose Arcane Transcription so that the mage can add new spells to his spellbook and prepare spells from his spellbook. If a mage selects the Spontaneous Casting feat, it is important to master at least some spells using the Arcane Mastery feat. By spending more feats, it is also possible to mix and match to create a character that prepares spells and uses a spell book, but can also spontaneously cast some mastered spells.
If your character has both Arcane Preparation and Spontaneous Casting, you gain a number of spells/day from both Table 3-18: The Wizard and Table 3-16: The Sorcerer. You determine the number of spells per day for each spell level separately, by choosing the larger number from each table, using your mage level as wizard level or sorcerer level respectively. Remember to include your Intelligence bonus for Table 3-18: The Wizard and your Charisma bonus for Table 3-16: The Sorcerer. Each morning, you decide how many spells slots are free and how many are filled with a prepared spell. Your number of spells per day from Table 3-18: The Wizard, modified for your Intelligence bonus, is the maximum number of spell slots that you can fill with a prepared spell. Your number of spells per day from Table 3-16: The Sorcerer, modified for your Charisma bonus, is the maximum number of spell slots that you can mark as free.
For example, if you would get 5/3 spells per day as a sorcerer and 3/1 spells per day as a wizard, you can:
- Leave 5/3 slots "free" and have no prepared spells
- Prepare 3/1 spells and leave 2/2 slots "free"
- You can't prepare more than 3/1 spells per day.
- You can't leave more than 5/3 slots "free" per day
Sorcerers are mages who begin by taking the bonus feats Spell Mastery 0 & 1, Spell Mastery 2 & 3, and Spontaneous Caster. At 5th level, sorcerers gain Spell Mastery 4 & 5. At 10th level, sorcerers gain Spell Mastery 6 & 7. At 15th level, sorcerers gain Spell Mastery 8 & 9.
Wizards are mages who begin by taking the bonus feats Arcane Preparation, Arcane Transcription, and Scribe Scroll. They gain arcane bonus feats at 5th, 10th, 15th, and 20th level.
New Feats/Class Abilities
SPONTANEOUS CASTING [Metamagic]
You may mark a number of spell slots as free, from which you can cast any spell that you have mastered.
Prerequisite: You must have taken the metamagic feat Spell Mastery at least once before you can take this feat.
Benefit: You gain access to a number of spells per day according to Table 3-16: The Sorcerer in the Player’s Handbook, using your level as Mage for sorcerer level. A character with a high Charisma may receive bonus spells – see Table 1-1: Ability Modifiers and Bonus Spells in the Player’s Handbook. These spell slots can be left free. Any spells that you have mastered can be cast from a free slot of the same or higher level. You need a Charisma score of 10 + the spell’s level in order to spontaneously cast a spell. The Difficulty Class for a saving throw against a mage’s spontaneously cast spell is 10 + the spell level + the mage’s Charisma modifier.
IMPROVED SPONTANEOUS CASTING [Metamagic]
You can cast a mastered spell by using a spell slot containing a prepared spell.
Prerequisite: Spontaneous Casting, Caster Level 5th, Int 13, Cha 13
Benefit: You can use a spell slot containing a prepared spell that has not been cast, in order to cast a spell that you have mastered. You must use a spell slot that is equal to or is a higher level than the mastered spell. As with spontaneous casting, you need a Charisma score of 10 + the spell's level in order to spontaneously cast a spell. The Difficult Class for a saving throw against a spontaneously cast spell is 10 + the spell level + the mage's Charisma modifier.
ARCANE PREPARATION [Metamagic]
You can prepare an arcane spell ahead of time.
Prerequisite: You must be able to cast arcane spells as a mage or sorcerer before you can select this feat.
Benefit: Each day, you are able to prepare a number of spells per day according to Table 3-18: The Wizard in the Player’s Handbook, using your level as mage for wizard level. A character with a high Intelligence may receive bonus spells – see Table 1-1: Ability Modifiers and Bonus Spells in the Player’s Handbook. This also allows you to prepare a spell with a metamagic feat ahead of time, casting it as a standard action. If you have the Arcane Transcription feat, you may prepare spells from a spellbook as a wizard would. If you have the Spell Mastery feat, you may prepare any spell that you have mastered. You use a spell slot equal to or higher than the level of the spell (modified by any metamagic feats). You need an Intelligence score of 10 + the spell’s level in order to cast a prepared spell. The Difficulty Class for a saving throw against a mage’s prepared spell is 10 + the spell level + the mage’s Intelligence modifier.
SPELL MASTERY [Metamagic]
You can master a certain number of arcane spells, which allows you to prepare or spontaneously cast them without a spell book.
Prerequisite: You must be able to cast arcane spells as a mage.
Benefit: You can use two columns from Table 3-17 (Sorcerer Spells Known) on page 49 of the Player’s Handbook to determine the number of spells that you have mastered, using your level as mage for sorcerer level.
Special: You can take this feat multiple times. It’s effects do not stack - each time that you take this feat, it allows you to master spells from two additional spell levels that you have not already selected.
Normal: All arcane spellcasters automatically master the Read Magic cantrip.
ARCANE TRANSCRIPTION [Metamagic]
You can record spells in a spell book, which allows you to record spells that you may not have mastered and prepare them.
Prerequisite: You must have the arcane bonus feat Arcane Preparation before you can take this feat.
Benefit: You can add new spells to spell books and prepare spells from your spellbook. Additionally, the cost of scribing a scroll decreases; you use the Wizard column in Table 8-43 and 8-44 of the Dungeon Master’s Guide to determine scroll base cost.
Normal: Mages use the Sorcerer column in Tables 8-43 and 8-44 of the Dungeon Master’s Guide to determine scroll base cost.