Thelemic_Noun |
There have been a great many forum threads regarding low-magic games, E6, limiting magic items, and other ways to restrict spellcasters, largely due to their ability to outshine the martials and poke huge holes in numerous classic types of story.
Many responses in these threads come from players upset at the changes, and accuse the DM of being unable to manage a campaign properly within the existing rules.
As an alternative to arbitrarily capping the level of the players to keep game-breaking spells out of their hands, I came up with a rough outline for alternate classes that might solve some of the problems. The first is the wizard.
Design Philosophy: This alternate class is intended to work by keeping the lower-level spells relevant throughout all levels of play, rather than simply replacing them with doomsday spells. In your average game, metamagic rods are strictly better than feats, due to their linear scaling with level as opposed to the quadratic scaling of spell power with level. In a game without ready access to metamagic rods, the metamagic abilities granted by this alternate class feature are an excellent way to keep up.
Likewise, the Spell Mastery and Preferred Spell class features give the caster a bit more leeway, since they aren’t rendered completely useless without their spellbook and can afford to prepare more niche spells, knowing they can trade them for a few things like haste if necessary. This helps make up for the reduced availability of scrolls in a lower-magic world.
Metamagic attunement simultaneously increases the viability of certain feats while also solving the problems with others, such as Dazing Spell and Persistent Spell.
The changes to the spell list make scry-and-fry much more difficult to carry out without removing anything from the game.
1: Preferred Spell, metamagic attunement, altered spells
2: Metamagic mastery
3: Preferred Spell
4: Spell mastery
5: Preferred Spell, elemental attunement
6: Powerful spells (+1 DC)
7: Preferred Spell
8: Spell shaping -1
9: Preferred Spell
10: Powerful spells (+2 DC), elemental attunement
11: Preferred Spell, Intensify Spell, cantrip mastery
12: Arcane Blast, powerful spells (+2 DC)
13: Preferred Spell
14: Fast Study
15: Preferred Spell, elemental attunement
16: Spell shaping -2
17: Preferred Spell
18: Powerful spells (+3 DC)
19: Preferred Spell
20: Elemental attunement, unbound magic
... 0 / 1 / 2 / 3 / 4 / 5 / 6
1: 3 / 2 / – / – / – / – / –
2: 4 / 3 / – / – / – / – / –
3: 5 / 4 / – / – / – / – / –
4: 5 / 5 / 2 / – / – / – / –
5: 6 / 5 / 3 / – / – / – / –
6: 6 / 6 / 4 / – / – / – / –
7: 7 / 6 / 5 / 2 / – / – / –
8: 7 / 7 / 5 / 3 / – / – / –
9: 8 / 7 / 6 / 4 / – / – / –
10: 8 / 8 / 6 / 5 / 2 / – / –
11: * / 8 / 7 / 5 / 3 / – / –
12: * / 8 / 7 / 6 / 4 / – / –
13: * / 9 / 8 / 6 / 5 / 2 / –
14: * / 9 / 8 / 7 / 5 / 3 / –
15: * / 9 / 8 / 7 / 6 / 4 / –
16: * / 10 / 9 / 8 / 6 / 5 / 2
17: * / 10 / 9 / 8 / 7 / 5 / 3
18: * / 10 / 9 / 8 / 7 / 6 / 4
19: * / 10 / 10 / 9 / 8 / 6 / 5
20: * / 10 / 10 / 9 / 8 / 7 / 6
* = irrelevant due to cantrip mastery class feature.
Hit Die: d6
Base Attack Bonus Poor
Good Saves: Will
Poor Saves: Fortitude, Reflex
Skills: 2 + Int per level
Class Skills: Appraise, Bluff, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all skills, taken individually), Linguistics, Profession, Sense Motive, Spellcraft
Armor and Weapon Proficiencies: As wizard.
However, Dazing Spell applied to a spellwright spell can only daze targets for a maximum of 1 round, even if the level of the spell would ordinarily make it longer.
In addition, when a spellwright spell is modified by the Persistent Spell feat, a target that succeeds on their initial saving throw gets a +4 bonus on their second saving throw.
When cast by a spellwright, the teleport spell functions like the wizard spell, except as follows: Teleporting characters or objects disappear instantly, but teleportation takes a number of rounds equal to the number of miles traveled (minimum of 1 round). During this time, characters at the destination of the teleport can make a Perception check (DC 20). If the check succeeds, they are aware of the incoming teleport. If the distance of the teleport is a mile or less, characters at the receiving end of the teleport will only have a surprise round in which to take actions before the teleport is completed. Outgoing teleport spells leave a teleport trace during the duration of the teleport. Characters at the source of a teleport can make a Perception check (DC 20) to spot the teleport trace. Teleport spells and similar effects can be used to automatically follow the original teleport, although the caster will not know where the teleport spell goes until they arrive. Spellcasters who are aware of the incoming teleport can attempt to prevent the teleport by casting dispel magic or greater dispel magic on the teleport destination before the teleport is completed. If a teleport is countered, blocked, or otherwise disrupted the character or object being teleported returns to its original location.
[spoiler=Preferred Spells (Ex)] At 1st level, the spellwright gains Preferred Spell as a bonus feat. The spellwright need not meet the prerequisites in order to receive this bonus feat. At 3rd, 5th, 7th, and every odd level thereafter, the spellwright gains Preferred Spell again as a bonus feat. Whenever a spellwright gains a level, they can exchange one of their Preferred Spells for another spell they can cast of the same level.
[spoiler=Metamagic Mastery (Su)] At 2nd level, you can apply any one metamagic feat that you know to a spellwright spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 2nd level and one additional time per day for every two spellwright levels you possess beyond 2nd. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be more than 1 above the level of the highest-level spellwright spell that you are capable of casting.
wraithstrike |
If a player makes those complaints then he will still complain about this classes especially since it caps spells at level 6. Those lower level spells mean lower save DC's. Many will probably just for a bard since they also get armor and medium BAB among other things.
PS: I am not saying this class is bad. I am saying for the reasons listed it will meet the same scrutiny if players think they are being "capped".
Thelemic_Noun |
1 person marked this as a favorite. |
The save DC issue was already addressed. Their 6th-level spells will have the same DC as a normal caster's 9th level spells by class level 18.
Also, people are inherently more hostile to the idea of E6 than they are to an alternate class, especially if they read the class features.
And thanks to the metamagic adjustments, this class is just as good at blasting as a regular wizard.
Ciaran Barnes |
Interesting. I've been kicking around a wizard-type who has 4 level casting and wondering what to do about the low DCs. The only strange thing I see this is that the crb wizard is pretty unflavored, meaning the player chooses options that define what kind of caster it is. When I see abilities like elemental attunement and arcane blast, I see something more akin to an evoker.
Thelemic_Noun |
Another problem with lowered spell progression is gimped summon monster abilities.
If that is a problem (and it may not be), there are two solutions.
1) If you are intent on low magic, give a class feature that duplicates Augment Summoning at 7th level, and increase the bonus by 100% at 13th and 17th level.
2) Adjust the summon monster spell levels on their list as follows:
1st: Summon monster I
2nd: Summon monster II
3rd: Summon monster IV
4th: Summon monster V
5th: Summon monster VII
6th: Summon monster VIII