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The Mage: Unlimited Spellcasting
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<blockquote data-quote="Nyaricus" data-source="post: 3000792" data-attributes="member: 35678"><p>The Mage Class</p><p></p><p><img src="http://i95.photobucket.com/albums/l145/Nyaricus/eef51d7f.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>"I could do this <em>all</em> day long."</p><p></p><p>I have an idea for a class, with a twist. It's an arcanist class, one who wields arcane magic, and would replace both sorcerers and wizards, theoretically - althoug in truth this comes off as a combinatio of a sorcerer/warlock-type caster once you hear me out. I was at work some months ago, and (no pun(s) intended) 'divine' inspiration struck me: if a arcanist class were to have (potentially) unlimited spellcasting every day, there needs to be a power check in place; I'll be using </p><p></p><ul> <li data-xf-list-type="ul"> </li> <li data-xf-list-type="ul"> HD: d4</li> <li data-xf-list-type="ul"> BAB: 1/2</li> <li data-xf-list-type="ul"> Fort: Bad</li> <li data-xf-list-type="ul"> Ref: Bad</li> <li data-xf-list-type="ul"> Will: Good.</li> <li data-xf-list-type="ul"> Skills: 2/level. Class skills are Concentration, Craft, Decipher Script, Know: Arcana, Know: The Planes, Profession, Spellcraft.</li> <li data-xf-list-type="ul"> Alignment: Any</li> </ul><p></p><p>So, here's how it works: You know a certain (limited) number of spells; I was thinking of using the sorcerer spells known as a base. From here, re-adjust the 1st and 0 level spells to follow the linear method of spell aquisition which starts with 2nd level spells (compensating for 0 level spells, since they get known at a much faster rate). This balances things a bit better, since it's kinda overkill to multiclass into this class if it were kept the same as before - and these guys can theoretically fling spells all day long, right?</p><p></p><p>Spell Save DC is based on Charisma, (bonus) Spells Known is based on Intelligence - read on for more details....</p><p></p><p>The thing about this class is that it gets those permanent spells known, but here it also takes a note from the wizard: if a Mage has a high enough Intelligence on Table 1-1 (page 8) to get bonus spells/day, he can instead get a spellbook and learn new spells to cast. The limit is the number of bonus spells availiable. He must spend time every morning pouring over his spellbook to get these non-permanent spells into his spells known again; these aren't <em>his</em> spells, per se. If his spellbook gets lost, or damaged or for whatever reason he can't cast these spells (<em>feeblemind</em>, even) then he only gets his normal spells that day. There is no game-mechanic difference between the two sources of spells for the mage, other than the source thereof.</p><p></p><p>When you cast a spell for the first time, there is no Memorization Check; you remember it perfectly. After you cast the spell, you must roll a Con check (DC = 10 + Level of the Spell) to ensure you have it perfectly memorized. If it's a fail, the DC goes up by one, if it's a pass the DC stays the same.</p><p></p><p>When you cast a spell for the second (and so on) time, you must then roll a Memorization Check. DC = 10 + spell level + result of the Con check(s). If you pass, the spell is cast, if you fail the spell isn't. Regardless of the outcome, you must then again roll a Con check to ensure you can cast it perfectly. I am debating whether a failed cast should add a cumitive +1 to the DC or not.</p><p></p><p>[sblock=Example of using this system]</p><p>So say Marvin the Mage (level 1) has a 14 Int, 12 Cha, <em>magic missile</em> prepared, along with <em>Grease</em> from his spellbook (for his high spellcasting stat). He gets into combat with a goblin and casts <em>magic missile</em>. He rolls his Con check afterwards, gets a 12, which is a pass and the DC to cast <em>magic missile</em> next time is still 11 (10+ the level of the spell [1]), and is unadjusted from the base DC.</p><p></p><p>Say in a few rounds, after casting <em>grease</em> for free, Marvin casts <em>magic missile</em> again. He must make a Memorization Check of the DC 11, set by his Concentration check from before. He rolls a 16, which is a pass, and casts it no problem, dropping the goblin. He rolls a Con check to make sure he can still cast his spell perfectly, rolls a 17 this time and keeps the DC of 11.</p><p></p><p>But let's say he failed his Mem Check when he casts magic missile for the second time. The spell was "lost" for this round, and he rolls his Con check to see if the Mem DC changes. He rolls bad, an 8, and the DC is now 12. On his next turn, he rolls His Mem Check, gets a 13 (lucky him!) and casts the spell normally, dropping the goblin. He rolls a 10 on his Con check, which increases the DC by +1 again. He now must pass a DC 13 Mem check to cast this spell.[/sblock]</p><p></p><p>That's about all the ideas I have for this class now; I humbly submit this to EN World to get feedback on the mechanics of this and to see if anyhting could be done for (precarious, admittantly) balance of this class.</p><p></p><p>Not sure to include bonus feats as a wizard, either...</p></blockquote><p></p>
[QUOTE="Nyaricus, post: 3000792, member: 35678"] The Mage Class [IMG]http://i95.photobucket.com/albums/l145/Nyaricus/eef51d7f.jpg[/IMG] "I could do this [i]all[/i] day long." I have an idea for a class, with a twist. It's an arcanist class, one who wields arcane magic, and would replace both sorcerers and wizards, theoretically - althoug in truth this comes off as a combinatio of a sorcerer/warlock-type caster once you hear me out. I was at work some months ago, and (no pun(s) intended) 'divine' inspiration struck me: if a arcanist class were to have (potentially) unlimited spellcasting every day, there needs to be a power check in place; I'll be using [list][*] [*] HD: d4 [*] BAB: 1/2 [*] Fort: Bad [*] Ref: Bad [*] Will: Good. [*] Skills: 2/level. Class skills are Concentration, Craft, Decipher Script, Know: Arcana, Know: The Planes, Profession, Spellcraft. [*] Alignment: Any[/list] So, here's how it works: You know a certain (limited) number of spells; I was thinking of using the sorcerer spells known as a base. From here, re-adjust the 1st and 0 level spells to follow the linear method of spell aquisition which starts with 2nd level spells (compensating for 0 level spells, since they get known at a much faster rate). This balances things a bit better, since it's kinda overkill to multiclass into this class if it were kept the same as before - and these guys can theoretically fling spells all day long, right? Spell Save DC is based on Charisma, (bonus) Spells Known is based on Intelligence - read on for more details.... The thing about this class is that it gets those permanent spells known, but here it also takes a note from the wizard: if a Mage has a high enough Intelligence on Table 1-1 (page 8) to get bonus spells/day, he can instead get a spellbook and learn new spells to cast. The limit is the number of bonus spells availiable. He must spend time every morning pouring over his spellbook to get these non-permanent spells into his spells known again; these aren't [i]his[/i] spells, per se. If his spellbook gets lost, or damaged or for whatever reason he can't cast these spells ([i]feeblemind[/i], even) then he only gets his normal spells that day. There is no game-mechanic difference between the two sources of spells for the mage, other than the source thereof. When you cast a spell for the first time, there is no Memorization Check; you remember it perfectly. After you cast the spell, you must roll a Con check (DC = 10 + Level of the Spell) to ensure you have it perfectly memorized. If it's a fail, the DC goes up by one, if it's a pass the DC stays the same. When you cast a spell for the second (and so on) time, you must then roll a Memorization Check. DC = 10 + spell level + result of the Con check(s). If you pass, the spell is cast, if you fail the spell isn't. Regardless of the outcome, you must then again roll a Con check to ensure you can cast it perfectly. I am debating whether a failed cast should add a cumitive +1 to the DC or not. [sblock=Example of using this system] So say Marvin the Mage (level 1) has a 14 Int, 12 Cha, [i]magic missile[/i] prepared, along with [i]Grease[/i] from his spellbook (for his high spellcasting stat). He gets into combat with a goblin and casts [i]magic missile[/i]. He rolls his Con check afterwards, gets a 12, which is a pass and the DC to cast [i]magic missile[/i] next time is still 11 (10+ the level of the spell [1]), and is unadjusted from the base DC. Say in a few rounds, after casting [i]grease[/i] for free, Marvin casts [i]magic missile[/i] again. He must make a Memorization Check of the DC 11, set by his Concentration check from before. He rolls a 16, which is a pass, and casts it no problem, dropping the goblin. He rolls a Con check to make sure he can still cast his spell perfectly, rolls a 17 this time and keeps the DC of 11. But let's say he failed his Mem Check when he casts magic missile for the second time. The spell was "lost" for this round, and he rolls his Con check to see if the Mem DC changes. He rolls bad, an 8, and the DC is now 12. On his next turn, he rolls His Mem Check, gets a 13 (lucky him!) and casts the spell normally, dropping the goblin. He rolls a 10 on his Con check, which increases the DC by +1 again. He now must pass a DC 13 Mem check to cast this spell.[/sblock] That's about all the ideas I have for this class now; I humbly submit this to EN World to get feedback on the mechanics of this and to see if anyhting could be done for (precarious, admittantly) balance of this class. Not sure to include bonus feats as a wizard, either... [/QUOTE]
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