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What's Your Spell Slot Sweet Spot?
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<blockquote data-quote="steeldragons" data-source="post: 6041443" data-attributes="member: 92511"><p>From Steel Dragon's World of Orea fantas role-playing game...work in progress...</p><p></p><p>Spell Tier. . . .0*. . .1. . . 2. . .3. . .4. . .5</p><p>Mage Level</p><p>1 . . . . . . . . .4. . . 1. . . -. . . -. . . -. . . -</p><p>2 . . . . . . . . .4. . . 2. . . -. . . -. . . -. . . -</p><p>3 . . . . . . . . .4. . . 2. . . 1. . . -. . . -. . . -</p><p>4 . . . . . . . . .5. . . 3. . . 2. . . -.. . .-. . . -</p><p>5** . . . . . . .5. . . 3. . . 2. . . 1. . . -. . . -</p><p>6 . . . . . . . . .5. . . 4. . . 2. . . 2. . . -. . . -</p><p>7 . . . . . . . . .5. . . 4. . . 3. . . 2. . . 1. . . -</p><p>8 . . . . . . . . .5. . . 5 . . .3. . . 3. . . 2. . . - </p><p>9 . . . . . . . . .5. . . 5 . . .4. . . 3. . . 2. . . 1</p><p>10 . . . . . . . .5. . . 5. . . 4. . . 4. . . 3. . . 2</p><p></p><p>* Any/all "0 tier/cantrip" spells in the mage's spellbook can be spontaneously cast.</p><p>** As they increase in power, the mage (actually any/all "Wizard" class, so specialist mages can also) can spontaneously cast 2 tiers below their highest cast-able spell tier. Thus, beginning at 5th level, the mage gains 3rd tier spells and can spontaneously cast their 1st tier spells as well as their cantrips. At 7th level, the mage will be able to spontaneously cast their 0,1st and 2nd tier spells. etc...</p><p></p><p>And you can imagine increasing from there. 20-25 spell slots upwards toward 30 above 10th level should suit a mage character just fine and give them enough to do/"keep up with the fighter" (since that appears to be important to a certain play style) on pretty much any day-to-day basis...unless the mage finds themselves in the middle of a warzone/battlefield for 12 hours at a time...in which case, at least one or two of those slots better be reserved for "get away" spells (teleport, dim-door, etc...).</p><p></p><p>More than enough...with no "at will" power, some<em> and increasing </em>spontaneity/flexibility as the mage becomes more powerful, and always maintaining the resource fun and "play smart" element (much enjoyed by many spellcaster players) of having to choose/prepare.</p><p></p><p>It's what I've used/done in my homebrew for years...and likely will be what I use in 5e (aside: someone tell WotC to STOP calling it "Next", it's just stupid) unless they come up with something that really blows my mind. </p><p></p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6041443, member: 92511"] From Steel Dragon's World of Orea fantas role-playing game...work in progress... Spell Tier. . . .0*. . .1. . . 2. . .3. . .4. . .5 Mage Level 1 . . . . . . . . .4. . . 1. . . -. . . -. . . -. . . - 2 . . . . . . . . .4. . . 2. . . -. . . -. . . -. . . - 3 . . . . . . . . .4. . . 2. . . 1. . . -. . . -. . . - 4 . . . . . . . . .5. . . 3. . . 2. . . -.. . .-. . . - 5** . . . . . . .5. . . 3. . . 2. . . 1. . . -. . . - 6 . . . . . . . . .5. . . 4. . . 2. . . 2. . . -. . . - 7 . . . . . . . . .5. . . 4. . . 3. . . 2. . . 1. . . - 8 . . . . . . . . .5. . . 5 . . .3. . . 3. . . 2. . . - 9 . . . . . . . . .5. . . 5 . . .4. . . 3. . . 2. . . 1 10 . . . . . . . .5. . . 5. . . 4. . . 4. . . 3. . . 2 * Any/all "0 tier/cantrip" spells in the mage's spellbook can be spontaneously cast. ** As they increase in power, the mage (actually any/all "Wizard" class, so specialist mages can also) can spontaneously cast 2 tiers below their highest cast-able spell tier. Thus, beginning at 5th level, the mage gains 3rd tier spells and can spontaneously cast their 1st tier spells as well as their cantrips. At 7th level, the mage will be able to spontaneously cast their 0,1st and 2nd tier spells. etc... And you can imagine increasing from there. 20-25 spell slots upwards toward 30 above 10th level should suit a mage character just fine and give them enough to do/"keep up with the fighter" (since that appears to be important to a certain play style) on pretty much any day-to-day basis...unless the mage finds themselves in the middle of a warzone/battlefield for 12 hours at a time...in which case, at least one or two of those slots better be reserved for "get away" spells (teleport, dim-door, etc...). More than enough...with no "at will" power, some[I] and increasing [/I]spontaneity/flexibility as the mage becomes more powerful, and always maintaining the resource fun and "play smart" element (much enjoyed by many spellcaster players) of having to choose/prepare. It's what I've used/done in my homebrew for years...and likely will be what I use in 5e (aside: someone tell WotC to STOP calling it "Next", it's just stupid) unless they come up with something that really blows my mind. --SD [/QUOTE]
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