RangerWickett
Legend
Here's a quick draft of the rules text:
Spellcasting
Magic pervades the world, but many traditions for tapping its power exist. While most adventurers either choose one way of spellcasting or none at all, some mix styles of spellcraft, or dabble in these powers to accent their other talents.
[[Sidebar]]Chart 1 - Spells Per Day Progression
This chart looks like the wizard spells per day chart. (Subject to change after playtesting.)
[[End Sidebar]]
Every class provides you with a caster level bonus, the way it provides a base attack bonus.
Poor (+1 per 2 levels): Barbarian, Fighter, Monk, Paladin, Ranger, Rogue
Average (+3 per 4 levels): Bard
Good (+1 per 1 level): Cleric, Druid, Sorcerer, Wizard
Your caster level determines how many spells you can cast per day, what spell level you have access to, and how powerful your spells are.
If you have levels of more than one spellcasting class, the save DC of your spells is 10 + spell level + the ability score modifier of any ability score that is at least one of those class's core spellcasting ability. Choose whichever is highest.
(Note: I did this to reduce Multiple Ability Dependency (MAD) for multiclass casters. However, I see the potential for abuse, such as with a cleric 1/sorcerer 19, who has an 8 Charisma and gets all the benefit of a high Wisdom. Wisdom is, in my opinion, the strongest mental stat. I'm not sure how to fix this problem yet.)
When you gain a level in a spellcasting class, choose 2 spells from that class's spell list. These spells can be any level you have access to. You cast these spells at any time by spending a spell slot of the appropriate level. You can know spells from multiple classes' spell lists, and you can use your spell slots for any spell you know.
Each class has special rules that influence how its spellcasting functions.
Cleric:
You gain domain powers based on your cleric class level. Level-based effects of those powers, however, use your total caster level.
Channel Energy - Should this be class level or caster level based?
Spontaneous Casting - A cleric gains bonus spells known based on his class level (cure if he channels positive, inflict if negative). He can cast these spells at will, as with his normal spells known.
1st - cure/inflict light wounds
3rd - cure/inflict moderate wounds
5th - cure/inflict serious wounds
7th - cure/inflict serious wounds
9th - mass cure/inflict light wounds
11th - mass cure/inflict moderate wounds
13th - mass cure/inflict serious wounds
15th - mass cure/inflict critical wounds
Ritual Prayer - You can spend a minute in prayer to fill a spell slot with any spell of the appropriate level from the cleric class list. That slot can only be used to cast the chosen spell. You can use this ability once per day per class level.
Druid:
Spontaneous Casting - Like cleric, but for summon nature's ally.
Ritual Prayer - As cleric, but for the druid spell list.
Paladin:
Paladins only learn 1 spell per level, not 2, and only if their caster level is at least 1.
(I suggest we bundle the paladin spell list into the cleric spell list, and just let paladins pick spells as clerics. Otherwise, we have the slight issue of a sorcerer 6/paladin 2 taking holy sword, and being able to have a +5 sword at 8th level. Or I guess we could just revise the holy sword spell. Either way, paladin spellcasting is crap, and could use a boost.)
Ranger:
Rangers only learn 1 spell per level, not 2, and only if their caster level is at least 1.
(Likewise, I sorta feel rangers could just use the druid spell list. I don't think it's necessary for either paladins or rangers to get 'ritual casting.')
Sorcerer:
Inner Power: Sorcerers gain extra spell slots based on their class level.
(There'd be a chart showing that at 1st level, sorcerers get 2 bonus 1st level spell slots. At 3rd level they get 2 bonus 2nd level spell slots. At 5th it's 3rd level slots, at 7th it's 4th, etc. Basically this gets them up to the number of spell slots they normally would have.)
Wizard:
In addition to the spells you know and can cast at will, you can acquire new spells in a spell book.
Arcane Ritual: You can spend a minute in study over your spell book to fill a spell slot with any spell of the appropriate level you have in that spell book. That slot can only be used to cast the chosen spell. You can use this ability once per day per class level.
How does this sound?
Spellcasting
Magic pervades the world, but many traditions for tapping its power exist. While most adventurers either choose one way of spellcasting or none at all, some mix styles of spellcraft, or dabble in these powers to accent their other talents.
[[Sidebar]]Chart 1 - Spells Per Day Progression
This chart looks like the wizard spells per day chart. (Subject to change after playtesting.)
[[End Sidebar]]
Every class provides you with a caster level bonus, the way it provides a base attack bonus.
Poor (+1 per 2 levels): Barbarian, Fighter, Monk, Paladin, Ranger, Rogue
Average (+3 per 4 levels): Bard
Good (+1 per 1 level): Cleric, Druid, Sorcerer, Wizard
Your caster level determines how many spells you can cast per day, what spell level you have access to, and how powerful your spells are.
If you have levels of more than one spellcasting class, the save DC of your spells is 10 + spell level + the ability score modifier of any ability score that is at least one of those class's core spellcasting ability. Choose whichever is highest.
(Note: I did this to reduce Multiple Ability Dependency (MAD) for multiclass casters. However, I see the potential for abuse, such as with a cleric 1/sorcerer 19, who has an 8 Charisma and gets all the benefit of a high Wisdom. Wisdom is, in my opinion, the strongest mental stat. I'm not sure how to fix this problem yet.)
When you gain a level in a spellcasting class, choose 2 spells from that class's spell list. These spells can be any level you have access to. You cast these spells at any time by spending a spell slot of the appropriate level. You can know spells from multiple classes' spell lists, and you can use your spell slots for any spell you know.
Each class has special rules that influence how its spellcasting functions.
Cleric:
You gain domain powers based on your cleric class level. Level-based effects of those powers, however, use your total caster level.
Channel Energy - Should this be class level or caster level based?
Spontaneous Casting - A cleric gains bonus spells known based on his class level (cure if he channels positive, inflict if negative). He can cast these spells at will, as with his normal spells known.
1st - cure/inflict light wounds
3rd - cure/inflict moderate wounds
5th - cure/inflict serious wounds
7th - cure/inflict serious wounds
9th - mass cure/inflict light wounds
11th - mass cure/inflict moderate wounds
13th - mass cure/inflict serious wounds
15th - mass cure/inflict critical wounds
Ritual Prayer - You can spend a minute in prayer to fill a spell slot with any spell of the appropriate level from the cleric class list. That slot can only be used to cast the chosen spell. You can use this ability once per day per class level.
Druid:
Spontaneous Casting - Like cleric, but for summon nature's ally.
Ritual Prayer - As cleric, but for the druid spell list.
Paladin:
Paladins only learn 1 spell per level, not 2, and only if their caster level is at least 1.
(I suggest we bundle the paladin spell list into the cleric spell list, and just let paladins pick spells as clerics. Otherwise, we have the slight issue of a sorcerer 6/paladin 2 taking holy sword, and being able to have a +5 sword at 8th level. Or I guess we could just revise the holy sword spell. Either way, paladin spellcasting is crap, and could use a boost.)
Ranger:
Rangers only learn 1 spell per level, not 2, and only if their caster level is at least 1.
(Likewise, I sorta feel rangers could just use the druid spell list. I don't think it's necessary for either paladins or rangers to get 'ritual casting.')
Sorcerer:
Inner Power: Sorcerers gain extra spell slots based on their class level.
(There'd be a chart showing that at 1st level, sorcerers get 2 bonus 1st level spell slots. At 3rd level they get 2 bonus 2nd level spell slots. At 5th it's 3rd level slots, at 7th it's 4th, etc. Basically this gets them up to the number of spell slots they normally would have.)
Wizard:
In addition to the spells you know and can cast at will, you can acquire new spells in a spell book.
Arcane Ritual: You can spend a minute in study over your spell book to fill a spell slot with any spell of the appropriate level you have in that spell book. That slot can only be used to cast the chosen spell. You can use this ability once per day per class level.
How does this sound?