| Arragonder |
I wanted the minor magic to be more versatile, as well as adding some more role-play potential to the talent so I was thinking about changing it to the following:
You gain a level zero spell slot, and can learn and cast spells as a wizard of your rogue level. This talent does not grant you knowledge of spells, and you must maintain a spell book, studying it 15 minutes every day to prepare a spell.
and I had three ideas for major magic is a compliment to minor magic. I couldn't decide on one so I'll just list them for advice.
* You may cast spells as a sorcerer (spontaneous casting) you must still study your spellbook 15 minutes per day, but not necessarily right before casting.
* You gain the wizard class feature: cantrips
* You gain a first level spell slot.
Thoughts? over powered? underpowered? What about a rogue that keeps a spell book of higher level spells he can't cast because then he doesn't need a use magic device check to use scrolls and wands of that level?
Sphen
|
I don't think that the "gain a zero level spell slot" is a bad idea. But I would stick with the rule that they have to pick a spell and stick with it.
As for your major magic ideas, I kind of like the idea again of "gain a first level spell slot, but has to study a spell-book". It keeps it consistent and allows it to be more versatile.
Overall though, I will admit to have found these rogue talents to be useless. Much easier to just take a level of bard or sor and get multiple of the spells. But that has just been my expierance.
| Crispy Britches |
Hi Hi,
I agree that the Minor and Major Magic Rogue talents can be underwhelming, and as a rogue player I would *much* prefer to have the ability to cast the spells like a wizard or sorcerer than to have an SLA.
From a "balance" perspective I think your suggested mechanic is more powerful than the x/day SLA's because it would give the rogue caster levels which can be used to qualify for other feats (like arcane strike), or cast spells from scrolls.
That being said, given the low opinion of rogues generally expressed on these boards an increase in power might not be a bad thing.
Just my 2cp.
| Blueluck |
I'd like to see that particular line of rogue talents beefed up. They're cool, but for a class with UMD, they're quite weak.
Since rogues use both intelligence and charisma, it's difficult to say which ability should be used for casting. Given the patterns established by other classes, I'd go with charisma. Also, since UMD aka "Rogue Magic" is based on Charisma, this would mean that making a magic oriented rogue would be focused on one attribute rather than two. I could see an argument for either.
Rogue Talents
Minor Magic (Su): Upon choosing this talent, a rogue must select a single spell list from sorcerer/wizard, cleric/oracle, druid, or witch. This choice may not be changed later, and applies to all Minor Magic, Major Magic, and Greater Magic talents. A rogue with this talent may select a single level 1 spell from their chosen spell list, and can cast that spell as a supernatural ability. The rogue may use this ability a number of times per day equal to 3+ charisma modifier. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's charisma modifier. A rogue may select this talent more than once, choosing a new level 0 spell each time. A rogue must have a charisma of at least 10 to select this talent.
Major Magic (Su): A rogue who selects this talent may select a single level 1 spell from their chosen spell list, and can cast that spell one time per day per day plus 1/5 levels as a supernatural ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's charisma modifier. A rogue may select this talent more than once, choosing a new level 1 spell each time. A rogue must have the minor magic rogue talent before choosing major magic. A rogue must have a charisma of at least 11 to select this talent.
Advanced Rogue Talents
Greater Magic (Su): A rogue who selects this talent may select a single level 2 spell from their chosen spell list, and can cast that spell one time per day per day plus 1/5 levels as a supernatural ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's charisma modifier. A rogue must have the major magic rogue talent before choosing greater magic. A rogue must have a charisma of at least 12 to select this talent.
Dispelling Attack (Su): Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the rogue's level. A rogue must have the major magic rogue talent before choosing dispelling attack.