Jonathan_Shade
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I have concerns about our casters seem to keep running out of magic while the fighter types just keep going. The group came up with an idea that I would like to put out for public discussion. I am really attempting to find ways to break this system badly enough to make it unusable so that it may be repaired.
Here is the concept: A spellcaster (spontaneous or prepared) keeps a higher level spell slot open to be able to cast a spell of two levels lower at half of their normal caster level for "at will" purposes.
These spells are treated just as they are cast normally (provoking AoO, saves & spell resistance) except the spell slot isn't spent. Spell components and any XP costs must be spent each time the spell is cast, etc. The spell must be selected when the character normally prepares spells and cannot be changed until the requirements are met for recovering spells normally.
Examples:
A 7th level Wizard keeps a 4th level spell slot open to be able to cast Scorching Ray at will as a 3rd level caster (4d6 fire damage - 1 ray).
A 4th level Cleric keeps a 2nd level spell slot open to be able to cast Cure Minor Wounds at will as a 2nd level caster (heal 1d8+2 hit points).
Jonathan_Shade
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What you describe sounds remarkably similar to the Reserve Feats found in the Complete Mage. Reserve feats are a little more specific, but you should check them out. Almost all of my spellcasters have one or two.
Thanks, I will track down a copy of that somewhere.
I just realized two possible game breakers in this as well.
First red flag is that I just gave the wizards unlimited fireballs as long as they have enough guano.
Second is that the advantage to being a sorcerer is that I don't have to know what spell I'm going to cast, but I don't get as many spells to pick from. With a wizard, I have more spells to pick from, but have to decide ahead of time which one to cast. I've just wiped out this balance.
Cato Novus
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A possible idea is to allow the character to cast a First or Second Tier spell as if the character were the lowest level it takes to qualify for. Stick with having them sacrifice a spell slot one Tier above to allow them this at will ability. Then, you have a character with a signature attack that isn't too powerful, but can get the job done. Just make sure you okay the spell they want so they don't cheese it out on you.
| Ken Marable |
First red flag is that I just gave the wizards unlimited fireballs as long as they have enough guano.
Well, you'd have to be at least 9th level wizard, and you'd be casting fireballs as a 4th level caster (so 4d6 damage). It's not outrageous considering rogues are dealing +5d6 sneak attacks, and warlocks have a 5d6 eldritch blast. It's an area of effect unlike the other two (typically, warlocks can use up other resources to change that), and it's not limited condition like rogue's sneak attack.
So I'd say it's overpowered, but not obscene. Maybe make it 3 (or 4) levels lower, so the "fireball at will wizard" would be at least 11th level and losing a 6th level spell. As long as you are reducing the caster level significantly as well, let them throw around unlimited fireballs at the cost of some other really potent spells.
But I'd take a look at the reserve feats and see if there is a generic pattern to pull out of those.
| Deathedge |
There are a good selection of reserve feats between the Complete Mage and Complete Champion. There are reserve feats dealing with fire, ice, lightning, acid, flying, teleportation, drowning, waterbreathing, darkvision, force, negative energy, positive energy, interrupting enemies' spellcasting, and several others. I can't imagine what else you'd need. The reserve feats all seem very balanced to me, and I've used a lot of them.
| David Marks |
I'd stick with Reserve Feats, assuming you're dedicated to staying with 3E. They do do the job fairly well, and don't muck up the Spontaneous/Prepared balance all too much (they rely on you being able to cast a spell with a certain descriptor of X level).
If you're open to 4E, then this problem's fix is built into the core ruleset.
Cheers! :)
| Khezial Tahr |
Also... If your spellcasters are running out of spells at high levels, maybe it's their style of play that's the problem? At lower levels spells are tight, but to consistantly run otu of spells at higher levels... Well it seems something else may be wrong.
Aside from the above mentioned feats, there is also Blood magic, In Unearthed Arcana I believe. That adds a bit more flavor too.
Jonathan_Shade
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A possible idea is to allow the character to cast a First or Second Tier spell as if the character were the lowest level it takes to qualify for. Stick with having them sacrifice a spell slot one Tier above to allow them this at will ability. Then, you have a character with a signature attack that isn't too powerful, but can get the job done. Just make sure you okay the spell they want so they don't cheese it out on you.
Sorry a little confused about the tiers that you speak of?
Jonathan_Shade
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Also... If your spellcasters are running out of spells at high levels, maybe it's their style of play that's the problem? At lower levels spells are tight, but to consistently run out of spells at higher levels... Well it seems something else may be wrong.
Aside from the above mentioned feats, there is also Blood magic, In Unearthed Arcana I believe. That adds a bit more flavor too.
Style of play may be the problem, but this is more for the lower levels of play. I am not too concerned with higher levels as the entire party will be much more powerful at that time.
I will track down Blood Magic, isn't it more of a sorcerer/warlock thing than wizard or cleric?
Jonathan_Shade
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There are a good selection of reserve feats between the Complete Mage and Complete Champion. There are reserve feats dealing with fire, ice, lightning, acid, flying, teleportation, drowning, waterbreathing, darkvision, force, negative energy, positive energy, interrupting enemies' spellcasting, and several others. I can't imagine what else you'd need. The reserve feats all seem very balanced to me, and I've used a lot of them.
I will check with the rest of the group to see who either has or can find those particular books. I have Complete Adventurer and the rogue one.
Are reserve feats listed in the SRD?
| Ken Marable |
Are reserve feats listed in the SRD?
Nope, sorry.
You'll have to look at those two books. They were introduced in Complete Mage, so that'd be the place with best info, and I think there's more there than in Champion.
Here's a nice explanation and example from this review:
Reserve feats are slightly more complex, but present one of the most interesting ideas introduced in Complete Mage. Reserve feats are usable only by spell casters and require the ability to cast a certain level of spells as a prerequisite. The primary benefit of a reserve feat is a supernatural ability useable at will, so long as a certain type of spell is available to the caster. Consider a character with the Clap of Thunder reserve feat. So long as this character has a sonic spell of 3rd level or higher available to cast (that is, either prepared or has it on his spell list and has an available slot), he can deliver a melee touch as a standard action that deals 1d6 points of sonic damage per level of the highest-level the caster has available. Furthermore, the subject must succeed on a Fortitude save or be deafened for 1 round.
If you can't find the book in stores, google around for other reviews and you might see other examples.
Cato Novus
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Cato Novus wrote:A possible idea is to allow the character to cast a First or Second Tier spell as if the character were the lowest level it takes to qualify for. Stick with having them sacrifice a spell slot one Tier above to allow them this at will ability. Then, you have a character with a signature attack that isn't too powerful, but can get the job done. Just make sure you okay the spell they want so they don't cheese it out on you.Sorry a little confused about the tiers that you speak of?
I try to use the word "Tier" instead of "Spell Level" to avoid confusion when speaking if I have to mention both those and character levels in the same paragraph. That's all.
+2 Theasaurus or Wordiness!