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
*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
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
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Spells On Demand v1.1 (At-will spells in 3.5 Edition)
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="CleverNickName" data-source="post: 4142463" data-attributes="member: 50987"><p><strong>On Spell Specialists</strong></p><p></p><p><span style="color: Gray">I am not getting the right "feel" for specialist spellcasters...you know, wizards who choose to specialize in a particular school, or clerics with spell domains, that sort of thing. I want to do more with it than simply hand out free spells; I want it to actually be a meaningful part of a character.</span></p><p><span style="color: Gray"></span></p><p><span style="color: Gray">In short, I want Earth clerics to have a different feel from Healing clerics, and I want Evokers to have a different feel than Conjurers.</span></p><p><span style="color: Gray"></span></p><p><span style="color: Gray">I really don't know how to handle it, honestly. I wanted it to be open, to give the player the freedom to select spells without restriction, operating on the assumption that if the player wanted a specialist wizard he would only select spells of a particular school. Sounds good in theory, but it is terrible in practice: wizards still pick the most popular spells (we have even started calling it the Top Ten List at our table), and while they may call themselves Conjurers, they are no different from Abjurers or Evokers. Not different at all.</span></p><p><span style="color: Gray"></span></p><p><span style="color: Gray">Clerics seem to work much better...since they automatically learn their domains' bonus spells, they are forced into a fixed stack of "flavor" spells that follows a theme....<em>of course </em> an Earth cleric will know all of the spells for shaping stone, and <em>of course </em> a Healing cleric will know most of the spells with the [Healing] descriptor. I had to restrict the number of domains that a cleric has access to (only one, not two like the PHB says) for balance reasons, but the cleric is only better for it IMO.</span></p><p><span style="color: Gray"></span></p><p><span style="color: Gray">So I am thinking about taking a page from the cleric's book, and writing a list of "domains" for the wizard. Only they wouldn't be called domains; they would be called "schools" and the wizard would choose one at 1st level. Like domains, it would give the wizard a "granted power" related to the spell school (in place of the free Scribe Scroll feat.) This is something like what I have in mind:</span></p><p><span style="color: Gray">[SBLOCK=Wizard Schools]<strong>School of Conjuration</strong></span></p><p><span style="color: Gray"><strong>Granted Power:</strong> you gain the Spell Focus [Conjuration] feat for free as a bonus feat.</span></p><p><span style="color: Gray"><strong>Bonus Spells:</strong></span></p><p><span style="color: Gray"><strong>1. Mount:</strong> Summons riding horse for 2 hours/level.</span></p><p><span style="color: Gray"><strong>2. Summon Swarm:</strong> Summons swarm of bats, rats, or spiders.</span></p><p><span style="color: Gray"><strong>3. Phantom Steed:</strong> Magic horse appears for 1 hour/level.</span></p><p><span style="color: Gray"><strong>4. Summon Monster IV:</strong> Calls extraplanar creature to fight for you.</span></p><p><span style="color: Gray"><strong>5. Mage's Faithful Hound:</strong> Phantom dog can guard, attack.</span></p><p><span style="color: Gray"><strong>6. Summon Monster VI:</strong> Calls extraplanar creature to fight for you.</span></p><p><span style="color: Gray"><strong>7. Instant Summons:</strong> Prepared object appears in your hand.</span></p><p><span style="color: Gray"><strong>8. Summon Monster VIII:</strong> Calls extraplanar creature to fight for you.</span></p><p><span style="color: Gray"><strong>9. Summon Monster IX:</strong> Calls extraplanar creature to fight for you.</span></p><p><span style="color: Gray"></span></p><p><span style="color: Gray">With a little bit of elbow grease, I could also open it up to other wizard concepts, such as elemental magic or energy types:</span></p><p><span style="color: Gray"></span></p><p><span style="color: Gray"><strong>School of Fire</strong></span></p><p><span style="color: Gray"><strong>Granted Power:</strong> you gain the Spell Focus [Evocation] feat for free as a bonus feat.</span></p><p><span style="color: Gray"><strong>Bonus Spells:</strong></span></p><p><span style="color: Gray"><strong>1. Burning Hands:</strong> 1d4/level fire damage (max 5d4).</span></p><p><span style="color: Gray"><strong>2. Produce Flame:</strong> 1d6 damage +1/level, touch or thrown.</span></p><p><span style="color: Gray"><strong>3. Resist Energy:</strong> Ignores 10 (or more) points of damage/attack from specified energy type (fire only).</span></p><p><span style="color: Gray"><strong>4. Wall of Fire:</strong> deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.</span></p><p><span style="color: Gray"><strong>5. Fire Shield:</strong> Creatures attacking you take fire damage; you're protected from heat or cold.</span></p><p><span style="color: Gray"><strong>6. Fire Seeds:</strong> Acorns and berries become grenades and bombs.</span></p><p><span style="color: Gray"><strong>7. Fire Storm:</strong> Deals 1d6/level fire damage.</span></p><p><span style="color: Gray"><strong>8. Incendiary Cloud:</strong> Cloud deals 4d6 fire damage/round.</span></p><p><span style="color: Gray"><strong>9. Elemental Swarm:</strong> Summons multiple elementals.[/SBLOCK]</span></p><p><span style="color: Gray"></span></p><p><span style="color: Gray">Sure, it is shoehorning the wizard a bit...but it is still better than "forbidden schools," IMO.</span></p><p><span style="color: Gray"></span></p><p><span style="color: Gray">Thoughts?</span></p><p></p><p>EDIT: You know what? This is totally beyond the scope of my project. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I think I will leave it up to each individual GM to decide how and why the spellcasters specialize in magic, and just stick to making at-will spellcasting a balanced alternative to the Vancian system. That is enough of a challenge in and of itself...no need to make extra work for myself.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 4142463, member: 50987"] [b]On Spell Specialists[/b] [COLOR=Gray]I am not getting the right "feel" for specialist spellcasters...you know, wizards who choose to specialize in a particular school, or clerics with spell domains, that sort of thing. I want to do more with it than simply hand out free spells; I want it to actually be a meaningful part of a character. In short, I want Earth clerics to have a different feel from Healing clerics, and I want Evokers to have a different feel than Conjurers. I really don't know how to handle it, honestly. I wanted it to be open, to give the player the freedom to select spells without restriction, operating on the assumption that if the player wanted a specialist wizard he would only select spells of a particular school. Sounds good in theory, but it is terrible in practice: wizards still pick the most popular spells (we have even started calling it the Top Ten List at our table), and while they may call themselves Conjurers, they are no different from Abjurers or Evokers. Not different at all. Clerics seem to work much better...since they automatically learn their domains' bonus spells, they are forced into a fixed stack of "flavor" spells that follows a theme....[I]of course [/I] an Earth cleric will know all of the spells for shaping stone, and [I]of course [/I] a Healing cleric will know most of the spells with the [Healing] descriptor. I had to restrict the number of domains that a cleric has access to (only one, not two like the PHB says) for balance reasons, but the cleric is only better for it IMO. So I am thinking about taking a page from the cleric's book, and writing a list of "domains" for the wizard. Only they wouldn't be called domains; they would be called "schools" and the wizard would choose one at 1st level. Like domains, it would give the wizard a "granted power" related to the spell school (in place of the free Scribe Scroll feat.) This is something like what I have in mind: [SBLOCK=Wizard Schools][B]School of Conjuration[/B] [B]Granted Power:[/B] you gain the Spell Focus [Conjuration] feat for free as a bonus feat. [B]Bonus Spells: 1. Mount:[/B] Summons riding horse for 2 hours/level. [B]2. Summon Swarm:[/B] Summons swarm of bats, rats, or spiders. [B]3. Phantom Steed:[/B] Magic horse appears for 1 hour/level. [B]4. Summon Monster IV:[/B] Calls extraplanar creature to fight for you. [B]5. Mage's Faithful Hound:[/B] Phantom dog can guard, attack. [B]6. Summon Monster VI:[/B] Calls extraplanar creature to fight for you. [B]7. Instant Summons:[/B] Prepared object appears in your hand. [B]8. Summon Monster VIII:[/B] Calls extraplanar creature to fight for you. [B]9. Summon Monster IX:[/B] Calls extraplanar creature to fight for you. With a little bit of elbow grease, I could also open it up to other wizard concepts, such as elemental magic or energy types: [B]School of Fire[/B] [B]Granted Power:[/B] you gain the Spell Focus [Evocation] feat for free as a bonus feat. [B]Bonus Spells: 1. Burning Hands:[/B] 1d4/level fire damage (max 5d4). [B]2. Produce Flame:[/B] 1d6 damage +1/level, touch or thrown. [B]3. Resist Energy:[/B] Ignores 10 (or more) points of damage/attack from specified energy type (fire only). [B]4. Wall of Fire:[/B] deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. [B]5. Fire Shield:[/B] Creatures attacking you take fire damage; you're protected from heat or cold. [B]6. Fire Seeds:[/B] Acorns and berries become grenades and bombs. [B]7. Fire Storm:[/B] Deals 1d6/level fire damage. [B]8. Incendiary Cloud:[/B] Cloud deals 4d6 fire damage/round. [B]9. Elemental Swarm:[/B] Summons multiple elementals.[/SBLOCK] Sure, it is shoehorning the wizard a bit...but it is still better than "forbidden schools," IMO. Thoughts?[/COLOR] EDIT: You know what? This is totally beyond the scope of my project. :) I think I will leave it up to each individual GM to decide how and why the spellcasters specialize in magic, and just stick to making at-will spellcasting a balanced alternative to the Vancian system. That is enough of a challenge in and of itself...no need to make extra work for myself. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Spells On Demand v1.1 (At-will spells in 3.5 Edition)
Top