The Chi Wizard

Aleolus

First Post
OK, this is something I came up with the basics for in about five minutes, and have expanded somewhat since then. The main idea is an arcane casting class that is not limited in the number of spells per day they can cast. However, because of that, they only know a very small selection of spells they know.

BAB: As Wizard
Good saving throws: Will
Skill points per level: 4+int (x4 at first level)
Hit Die: d4

Weapon and armor proficiencies: Chi Wizards are proficient with all simple weapons but not with armor or shields.

Spellcasting: Chi Wizards cast arcane spells in the same way that a Sorcerer does. Like a wizard, he gains bonus spells and the difficulty of his spells is based off his Intelligence modifier. A Chi Wizard begins play knowing 4 0-level spells, plus one additional 0-level spell for each point of his Intelligence bonus. A Chi Wizard learns one new spell of any level he can cast spells from every level.
However, unlike the Wizard, Sorcerer, or any of the other Arcane casting classes, a Chi Wizard draws his arcane energy directly from the surrounding environment. Because of this, he gains new spell levels much slower than most classes. Most classes can cast spells of a spell level equal to 1/2 their caster level, plus or minus one. The Chi Wizard can only learn and cast spells of a spell level equal to 1/3 their Chi Wizard level. This means that they do not gain the ability to learn first level spells until Chi Wizard level 3, second level spells at level 6, and so forth.

Selective Schooling: At first level, a Chi Wizard selects three schools of magic eligible for a Wizard to specialize in. These three schools are the only schools of magic that the Chi Wizard can learn spells from. For example, a Chi Wizard who selected Abjuration, Evocation and Conjuration would never be able to cast spells from the schools of Divination, Necromancy or Illusion, even from scrolls or magic-trigger items.

Channeled Casting: Beginning at first level, a Chi Wizard can increase the effectiveness of a spell by taking more time casting it. For every additional increment of time he spends casting a spell beyond the spells normal casting time, he increases his effective caster level by 1. For instance, a Chi Wizard casts a spell which has a casting time of a full-round action. If he instead spends 3 full rounds casting it, his effective caster level is increased by 2.
 

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At level four you can go a long ways with an unlimited Magic Missile or something similar. This might even be playable up until level eight or so. Even for level nine unlimited fireballs (or whatever) is a bit much. Once you start pushing into epic levels of course, you're going to have unlimited use of every useful spell from three schools of levels 0-3, a dozen or so of level four, and so on. Around level forty you'd have unlimited use of pretty much every arcane spell from those schools that exists in the basic rulebooks and would have to be inventing more to fill up your list. Vastly more spells available than any sorcerer and unlimited use of them. Admittedly a somewhat more limited selection, but with unlimited use, who cares?

Even I'm not generally that permissive.
 

...I'm not sure where you're getting that number of spells from, since they only learn one each level. Which means that they have the option of learning one first level spell when they hit third level, or they can continue to expand their arsenal of cantrips. And their spells can only be chosen from the three schools they select at first level, which includes Abjuration through Transmutation, but not Universal spells.
 

Ah, I thought you meant one of each level castable. In that case they won't be running amuck until a little later - although highly flexible spells like Polymorph any Object will still make them extremely powerful eventually. Do they get to trade out spells like a sorcerer?

Lets see... For Example (restricting things to the Players Handbook):

Transmutation, Conjuration, Evocation

L1-2: Four cantrips. It doesn't matter a lot which ones. Probably Detect Magic, Prestidigitation, Message, and one of choice.
L3-5: Summon Monster 1, Mage Armor, Magic Missile.
L6-8: Alter Self, Web, Scorching Ray.
L9-11: Summon Monster 3, Fireball, Fly.
L12-14: Summon Monster 4, Wall of Ice, Polymorph or Stone Shape.
L15-17: Summon Monster 5, Cloudkill, Telekinesis.
L18-20: Summon Monster 6, Disintegrate, Wall of Iron.
L21-23: Summon Monster 7, Greater Teleport, Control Weather.
L24-26: Polymorph Any Object, Summon Monster 8, Incendiary Cloud.
L27-29: Time Stop, Shapechange, Gate.

Even presuming that you can't trade out spells (thus getting rid of the lower-level Summon spells as you get higher-level ones and dumping Polymorph once you have Polymorph any Object), you can wander around with a sizable bodyguard - just summon every other round or so to keep (Level/2) monsters around (more if you learn one of the feats that can enhance them or extend the duration) - send an endless stream of minions marching into traps and against enemies, and call on a wide veriety of creatures with an equally-wide variety of powers to serve you. At level ten or eleven you can fly around perpetually fireballing all below you. At level 27 you can wander around in perpetual timestop and leave an endless array of Cloudkills, Incendiary Clouds, Polymorphed Monsters (from air molecules you exhale if nothing else), and hideous storms to destroy entire cities or regions.

Things get worse if you take the feat that enhances your caster level. Since the limits reference caster level that bumps you up the list to higher-level spells - and even if that gets fixed, you can keep more monsters and such around.

The Warlock is only usable because their list of effects is extremely limited - and even they cause a lot of problems. I really don't think that any form of unlimited caster with a large spell list to choose from is going to work out. The spell list pretty much has to be very limited, both in terms of how high a level is available and in the variety of effects that can be selected.
 


Re: What's wrong with the Warlock?

Not that much in play as a player character on an adventure. They're pretty setting-disruptive though. Need a tunnel through a mountain? Digging a Canal? Melting a Glacier? Let your friendly local warlock blast it out for you at 1/100'th the time and expense! Need to move a lot of stock in a hurry? Try Beguiling Influence on every passerby! Need to feed an army? Start using Word of Changing to change bugs into nice plump rabbits (food, fur, and leather in one nice neat package - even if you do have to wait twenty-four hours to sort out which ones will be permanent)!

As soon as someone finds a practical everyday use for anything with unlimited use it starts changing things. Even something as simple as, say, Unseen Servant at caster level one - which would let you have 600 of them at a time with unlimited use. Enough to carry aroud a six-ton weight, drag one that weighs 30 tons, or stand in for a full team of draft animals. If you want simple work done, such as quarrying stone, sawing wood into planks, grinding grain, hauling or pumping water, weeding, sowing, pulling stones out of fields, ploughing the land, or all the other basic tasks which soaked up immense quantities of human and animal labor up until the industrial revolution, the Unseen Servant Master can do the work of about a hundred men at level one - while being carried around in a chair while the unseen servants fetch drinks and snacks. If he's level five, they last longer - so we're up to 500 men. Who don't need to be fed, housed, warmed, or cared for either.

That is kind of fun, but it doesn't bear the slightest resemblance to most current settings.
 



Claudius Gaius said:
Uh, right.

Let me re-phrase.

What's wrong with a Warlock to better model the unlimited casting posed in the first post of this thread?

All your critiques apply to unlimited casting, not to Warlocks in particular.

Cheers, -- N
 


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