Arcane Spell Progression Plus [Archive] - Wizards Community

Post/Author/DateTimePost
Bikermattus

07-28-06, 04:30 AM
I saw a couple of slews of "Spellcasters are brokenly overpowered at high levels/underpowered at low levels," so I decided to think of some way to handle it. Here's what I have so far on spellcasting progressions:

WIZARD SORCEROR
Spell Level Spell Level
Level 0 1 2 3 4 5 6 7 8 0 1 2 3 4 5 6 7
1 5 2 - - - - - - - 7 4 - - - - - -
2 6 3 1 - - - - - - 8 5 - - - - - -
3 7 4 2 - - - - - - 9 6 3 - - - - -
4 8 5 3 1 - - - - - 9 7 4 - - - - -
5 8 5 4 2 - - - - - 9 7 5 3 - - - -
6 8 5 4 3 1 - - - - 9 7 6 4 - - - -
7 8 5 4 4 2 - - - - 9 7 6 5 3 - - -
8 8 5 4 4 3 - - - - 9 7 6 6 4 - - -
9 8 5 4 4 4 1 - - - 9 7 6 6 5 - - -
10 8 5 4 4 4 2 - - - 9 7 6 6 6 3 - -
11 8 5 4 4 4 3 - - - 9 7 6 6 6 4 - -
12 8 5 4 4 4 4 1 - - 9 7 6 6 6 5 - -
13 8 5 4 4 4 4 2 - - 9 7 6 6 6 6 3 -
14 8 5 4 4 4 4 3 - - 9 7 6 6 6 6 4 -
15 8 5 4 4 4 4 4 - - 9 7 6 6 6 6 5 -
16 8 5 4 4 4 4 4 1 - 9 7 6 6 6 6 6 -
17 8 5 4 4 4 4 4 2 - 9 7 6 6 6 6 6 3
18 8 5 4 4 4 4 4 3 - 9 7 6 6 6 6 6 4
19 8 5 4 4 4 4 4 4 - 9 7 6 6 6 6 6 5
20 8 5 4 4 4 4 4 4 1 9 7 6 6 6 6 6 6
With this model, the spell level accessed is floating, rather than static, the low-level gets a boost, and at level 20, the spellcaster is STILL unable to cast level 9 spells yet.

HOWEVER, this does not mean that those spells can't be cast. The spellcaster will simply, according to the chart, have to wait for level 25/26 for 9th, and 30/31 for 10th.

If you STILL think the low-level needs some extra power boost, as an option, give 0 spells/day 1 level earlier for spell level 3+ for wizards, and 1 spell/day for spell level 2+ for sorcerors.

For Clerics/Druids, apply the same thing, altered as follows: treat druids like sorcs at -1 spell/day at each level, and clerics as Wizards, except for the extra spell at spell level 1, which is also a domain spell.

Other spellcasters may be shifted as well, but that's a bit more detail than needed here.
AvaronGansdell

07-29-06, 01:03 AM
Horrible. this would require rewriteing how half the spells and DC's worked. as normaly its only your top one or two levels of spells that can actualy beat peoples saves. also right now monster DC's are baced on assumptions that the characters have access to a cirtain level of spells availible.

its just too great a change.

plus though you increased the rate of getting new spells slightly at lower levels the number of spells per day isent that much higher. and levels out at the same place it allways did.
Bikermattus

08-01-06, 05:50 PM
Horrible. this would require rewriteing how half the spells and DC's worked. as normaly its only your top one or two levels of spells that can actualy beat peoples saves. also right now monster DC's are baced on assumptions that the characters have access to a cirtain level of spells availible.

its just too great a change.

plus though you increased the rate of getting new spells slightly at lower levels the number of spells per day isent that much higher. and levels out at the same place it allways did.
I did some number-crunching before posting this, and the minimum DCs for higher level spells are easier to overcome, it's not much, as well as a moderate "re-normalizing" of the major power difference favoring the spellcaster.

Look at it like this: At level 13 for a wizard with 20 Int, DCs are 21 instead of 22, and at level 17, they are 22 instead of 24, making a small change, but not all that noticable, especially compared to the power change in the spells. By this point, damaging spells are largely nasty even when saves are made, assuming they are needed, SRs don't get any more effective, and many traits only suffer a hindrance when using PrCs that leave a character a weaker spellcaster anyway.

As for the lower levels, the cap number of spells per day is reached twice as fast after gaining access (or more), being 2-3-4, instead of 2-2-3-3-3-4 for normal. In addition, the bonus 1st level and 2 bonus Cantrip make the early wizard much easier to work with the group, but not any more powerful than any non-spellcasting classes (I hope). I like the wizard, but I like balance more.
AvaronGansdell

08-01-06, 11:12 PM
a high level wizards damage is nothing to worry about its the save or die effects and summons that dominate the end game. 20d6 damage avarages 60 damage with a save for half. a halfway decent barbarian/fighter can easily do more than that in a round..mabye not to as many targets but he can do it every round all day long.