Caster Variant needs tuning [Archive] - Wizards Community

Post/Author/DateTimePost
shout27

06-02-07, 01:21 PM
I've gotten no replies and i need to finish balancing this variant so i'm moving the thread here.

This Variant has pretty much made his magic more Focused than normal, which allows him to research Divine Cleric Spells.

Wizard Variant (haven't come up with an appropraite name)


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Note: As Scribe Scroll except the magic in the scroll isn’t spent (higher level than you can cast will destroy the scroll), can be used in later crafting skills in proportion to character power to lower XP cost
Note2: any particularly expensive material can be researched as a spell for a length of time the DM designates
Note3: The culmination of his Magical Studies can craft a spell of any level over the coarse of the equivalent spell level in rounds x 2, and is fatigued for the equivalent rounds (can’t cast another until he/she is no longer fatigued)
Note4: Can Insert Magic into an object that is already enchanted and move enchantments onto another object that fits the masterwork prerequisite, curses on items could be moved onto any item, and doesn't replace craft feats.


Caster Level notes: main attributes are Wisdom + Int. however you don't need a minimum stat to cast a particular level, instead any high stat bonus applies only when both meet it,
i.e. 20 Int and 12 Wis - you gain bonus spells and difficulty to save as the 12 Wis because the Int is higher.

Wizard Variant (haven't come up with an appropraite name)
L BAB F R W 0 1 2 3 4 5 6 7 8 9 Special Effect
1st +0 +0 +0 +2 1 Power Resting
2nd +1 +0 +0 +3 1 0 Scribe Magic (note)
3rd +1 +1 +1 +3 1 1 Eschew Materials (note2)
4th +2 +1 +1 +4 1 1 0 Power Resting affects Magic
5th +2 +1 +1 +4 1 1 1 Spells are Stilled
6th +3 +2 +2 +5 1 1 1 0 Bonus Craft Feat
7th +3 +2 +2 +5 1 1 1 1 Spells are Silent
8th +4 +2 +2 +6 1 1 1 1 0 Permanently Sustained
9th +4 +3 +3 +6 1 1 1 1 1 Bonus Craft Feat
10th +5 +3 +3 +7 1 1 1 1 1 0 Alter/Move Magic (Note4)
11th +5 +3 +3 +7 1 1 1 1 1 1 Sustenance affects Magic
12th +6/+1 +4 +4 +8 1 1 1 1 1 1 0 P. R. + Sus. can combine
13th +6/+1 +4 +4 +8 1 1 1 1 1 1 1
14th +7/+2 +4 +4 +9 1 1 1 1 1 1 1 0 Bonus Craft Feat
15th +7/+2 +5 +5 +9 1 1 1 1 1 1 1 1
16th +8/+3 +5 +5 +10 1 1 1 1 1 1 1 1 0 Spells are Quickened
17th +8/+3 +5 +5 +10 1 1 1 1 1 1 1 1 1 P. R. + Sus. can affect magic
18th +9/+4 +6 +6 +11 1 1 1 1 1 1 1 1 1 0
19th +9/+4 +6 +6 +11 1 1 1 1 1 1 1 1 1 1 Bonus Craft Feat
20th +10/+5 +6 +6 +12 - 1 1 1 1 1 1 1 1 1 Focus (note3), Immortal (don’t age)
zzo38

06-03-07, 11:32 AM
OK, this is interesting, but some things I don't quite understand:
What hit dice, skills, etc? Is the same as a normal wizard?
Researching divine cleric spells: Are they learned just as normal? Do they count as divine spells when cast?
How many spells do you learn? Is it as a wizard?
What is Power Resting, Permanently Sustained, P.R/sus affects magic?
Do still/silent/quicken apply to all spells automatically?
You should indicate the time required to research a component as a spell based on the cost of the item.
shout27

06-04-07, 02:15 AM
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The below two paragraphs are pretty much notes to my DM and minor thoughts on the class. This class has also gone under two revisions since my last post to help it fit into the campaign world.

Because of the altered dynamic of this class it’s abilities have been altered, the character coming from this class is effectively a 0-level wizard apprentice whom has to deal with a misunderstanding Wizard Master, they were given the chance to study under the benefits of an altered “Ring of Sustenance”, however, because they sought something “more” than tradition dictated, they were kicked out with little more than: A Magically Enforced Debt, the clothes on their backs, and a Irremovable “Ring of Sustenance”. While they have studied enough to continue their most basic Spells/Day gain with the purer power they generate from themselves, their magical debt interferes with their studies immensely keeping them from being able to prepare their spells in the proper way. On the plus side I have set it up so that all the physical exertion speeds up the later effects his magic has on him.

Double-check all info as this has been revised to take into account that the character has no Spellbook. Also not that with certain increases and added feats I’m thinking that the Dragon encounter is a Class Feature and the character cannot advance to Level 10 until the Binding Deal is paid off, if the party pays for the debt the character will not stop until he has repaid the party in either gold or claimed magic items for their generosity. If you think the character needs a higher debt value tell me.


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Those who join this class are characters who have looked at the way wizards do things and say to themselves that there must be something missing, something that a majority of the dross behind “exotic materials” hides behind. They have spent more time looking through their entire Master’s Library looking for the nuggets of “pure” information in all the redundant information, their power is more potent in exchange for a lesser amount of use per resting period. While most would say it was a higher purpose that led them to discover their techniques, the honest/smart ones would generally say
“Necessity breeds ingenuity”.

Wizards whom take an apprentice that joins this class are given an altered semi-cursed “Ring of Sustenance” that is more costly than the norm in terms of XP cost (500XP) due to the fact that it can’t be removed until 10th level when it’s finished affecting the character, due to its properties the wearer still only needs 2 hours of sleep, however, until the wearer masters Power Resting they still require Food and Water at half the Rate (the item (rations/one day) last two days instead of one).

This has an in-game effect of giving them access to more skill points, a slightly higher Hit Die, and the bump-up of the BAB starting at an appropriate level at relatively Extreme GP Cost. Their starting gold is reduced to a roll for each Profession, Craft, and Perform skill, they also receive a magically binding debt (more below) to their master for between 15,000-20,000+ gp (DM’s should pursue this angle in a variety of ways as Evil masters might accept nothing less than an entire Dragon’s hoard of the master’s choice or set-up an interest system).

All Skills are Class Skills except Restricted ones such as Wild Empathy, the reason being that their masters use them for odd jobs now and again: gathering some herbs on a rocky crevice, Running to town and playing the “Kiss-ass” for customers, Disguising oneself to see if some customers are the sort to be visiting without a “Ring of Stoneskin” handy, Escaping from a ****** off customer and using the roofs to help you escape and so on.

Hit Dice: D6
Skill Points at 1st Level: (5 + Int modifier) x4.
Skill Points at Each Additional Level: 5 + Int modifier.
Weapon and Armor Proficiencies: Simple Weapons.

Knowledge (Applied Magical Theory), and Use Magic Device are treated as though permanently at the Maximum Class Value at No Skill Point Cost. Level 1: 4, Level 2:5, Level 3: 6, etc. this only increases with levels in this class if a character multiclasses into another class they must pay for the increase with Skill Points.

Craft (Omni), Knowledge (applied) {any nonexotic such as Knowledge[Divinity]}, and Profession (applied) are custom skills, and exceptions to the All Skills are Class Skills feature treated as the above except for the fact that they’re at the cross-class maximum.

Craft (Omni): +5 to DC or DCx2 whichever is lower, if helped by a trained worker penalty is dropped entirely.

Knowledge (applied): may take any non-restricted Knowledge check at no penalty.

Profession (applied): works at a station for 3-months of untrained pay at the end of this period the character knows enough about the profession to permanently label it as a Full-Rank class skill that is increased with level. Professions such as Profession Fletching are also enough to apply to the appropriate Craft Skill if they spend 6-months strait working on this profession.

All other applicable Skills are given 1 Rank to signify familiarty.

Starting Gold: Characters of this class roll for 1 day of work 3x for Craft, 2x for Profession, and any Perform skills they have put points into, the result is their starting copper + silver.





Can study both Arcane and Divine, however certain circumstances are present.
Until level 11 Arcane Spellcasting Failure due to armor is doubled.



Wizard/Sorcerer Variant (Mage)


Special Effect Descriptions

Run: As the Feat.

Power Resting: As the Elf ability, character only needs 4 hours of Rest each day to be treated as a full day of rest, doesn’t apply to spells per day restoration until he receives
“Power Resting affects Magic” at which point spells per day are restored at the rate of Four hours needed as well.

Eschew Materials: as the Feat except as noted any particularly expensive material can be researched as a spell for a length of time the DM designates and has gone beyond needing “exotic” materials instead inks and etcetera must simply be of the proper quality all Exotic Materials costs are reduced to ¼ rounded up


Spontaneous Casting: as a Sorcerer can cast any known spell.

Binding Deal: Your master got ****** when he found out that after all your studies you could only perform 1 0-level spell he couldn’t break the agreement but settled for confiscating your Spellbook. Whenever either 50+ gp or an item of the same price+ enters your possession your Master is aware of it and may choose to claim it and reduce your debt by the appropriate amount if your master doesn’t you may choose at your discretion to send it anyways and reduce your debt by the appropriate amount or keep the item. When the Debt is paid you receive your original Spellbook back, the “Ring of Sustenance” on you is turned into a magic-less masterwork iron ring and you are Permanently Sustained. The place that is noted on the chart is the average level this should happen at.
Possession as per the magic defined by the spell is either money unanimously agreed upon to be yours (1/4 split your gold is simply transported to the mage), an item of monetary worth (50+ gp) left in your hands (if someone else is also holding the item possession isn’t triggered), and any unique conditions such as the master requiring you to slay a certain creature such as a Dragon (decided upon at level creation, in the case of the Dragon the moment the creature is slain the master is teleported to the cave, you are treated as having repaid the Debt, and the master may claim the creatures horde, however, it should be noted that A. the master might miss some items and B. though it isn’t recommended the party can attack the master to reclaim the dragons horde.)

Wild Magic Penalty: All spells that are prepared from another wizard’s spellbook must be rolled on a 1D20 to have a variable effect happen, from natural 20’s the spell goes off normally and natural 1 the effect is turned around (Bless would instead affect the enemy),
any number in between could blend the effects at that scale, lower range, lower duration, etc.

Unusual Somatic Components: to jury-rig Arcane spells not in his personal spellbook a Mage must use these components that double the penalty from Arcane Spellcasting Failure in armor.

Improved Unarmed Strike: as the Feat.

Trapfinding: As the Rogue’s 1st-level ability


Endurance: as the Feat.

Alter/Move Lesser Magic: Can Insert Magic into an object that is already enchanted and move enchantments onto another object that fits the masterwork prerequisite, curses on items could be moved onto any item, and doesn't replace craft feats. The effect he wishes to move/alter must be 5 character levels lower than his current level.

Fast Healing 1: heals 1 HP per round as natural healing, doesn't restore lost limbs.

Sustenance: is noted for this class as the effect of the “Ring of Sustenance” that is to say the character no longer needs to eat nor drink and only needs 2 hours of sleep each day, again doesn’t apply to spells per day restoration until he receives “Sustenance affects Magic” at which point spells per day are restored at that rate as well.

Permanently Sustained (special): character is treated as though always under the effects of a “Ring of Sustenance” the state noted above.

Divine Clerical Magic (Observe) (special): must successfully perform Spellcraft on 9 0-level, 5 1st-level, 5 2nd-level, 4 3rd-level, 4 4th-level, 3 5th-level, 3 6th-level, 2 7th-level, 2 8th-level, and 1 9th-level to research Divine Clerical Spells as Arcane versions for this class.

Magic Knowledge (special): Spell Research takes twice as long, however, each spell is treated as though under the effects of Spell Mastery. Spellbooks are still required as any Mage without them for more than 2 months/level have a chance of reverting to suffering Wild Magic Effects. Taking the feat Spell Mastery removes this penalty.

Magic is Stilled: as the metamagic feat this is simply applied as though all your spells were under the effects of Automatic Still Spell, doesn’t raise the spell level of any spell.

Magic is Silent: as the metamagic feat this is simply applied as though all your spells were under the effects of Automatic Silent Spell, doesn’t raise the spell level of any spell.

Alter/Move Magic: As above only the effect need only be 1 level lower than his/her current one

Craft Feat (Observe): studies someone inlaying magic into an item from start to finish,
Must start with a 0-level spell, from there they may skip one level per highest known method up to 9 at which they are treated as though they have the appropriate Craft Feat.
Example: Craft Wondrous Item: studies a Wizard creating a Hand of the Mage (0-level), and can now study the creation of either a 1st-level spell enchantment or a 2nd-level spell enchantment, the character studies the creation of a Rope of Climbing, can now study the creation of either a 2nd-level spell enchantment or a 3rd-level spell enchantment, continue until the character has studied up to level 9 at which point they receive the Feat.
It should be noted that they can gain the Feat in this way before other prerequisites are made however the Feats cannot be used until the requirements are met.

Scribe Magic: As Scribe Scroll except the magic in the scroll isn’t spent (higher level than you can cast will destroy the scroll), can be used in later crafting skills in proportion to character power to lower XP cost, specifics are left to DM discretion.

P. R. + Sus. can affect magic: Power Resting + Sustenance lessen the time to recover spells per day to 1 hour.

Magic is Quickened: as the metamagic feat this is simply applied as though all your spells were under the effects of Automatic Quicken Spell, doesn’t raise the spell level of any spell.

Focus: The culmination of his Magical Studies can craft a spell of any level over the coarse of the equivalent spell level in rounds x 2, and is fatigued as the barbarian (-2 STR, -2 DEX,) for the equivalent rounds (can’t cast another until he/she is no longer fatigued)


Immortal: for all intents and purposes will live forever, over the course of each year the character’s body will return to it’s prime.









Caster Level notes: main attributes are Wisdom + Int. however you don't need a minimum stat to cast a particular level, instead any high stat bonus applies only when both meet it.
i.e. 20 Int and 12 Wis - you gain bonus spells and difficulty to save as the 12 Wis because the Int is higher, it simply takes the lower of the two.


Starting Equipment: Belt Pouch, Candle, Chalk, Flint/Steel, and a worn Cursed Ring of Sustenance.


Class note: at first level due to a weird amalgam of his Ring of S. and Power Resting the character no longer needs to sleep.





Wizard Variant (Mage)

L BAB F R W 0 1 2 3 4 5 6 7 8 9 Special Effect
1st +0 +0 +0 +2 1 Run, Power Resting, Binding Deal, Wild Magic Penalty, Unusual Somatic Components
2nd +1 +1 +1 +3 1 0 Improved Unarmed Strike, Toughness
3rd +2 +1 +1 +3 1 1 Trapfinding
4th +3 +2 +2 +4 1 1 0 Endurance
5th +4 +2 +2 +4 1 1 1 Toughness
6th +5 +3 +3 +5 1 1 1 0 Diehard
7th +6/+1 +3 +3 +5 1 1 1 1 Power Resting affects Magic, Alter/Move Lesser Magic
8th +7/+2 +4 +4 +6 1 1 1 1 0 Toughness
9th +8/+3 +4 +4 +6 1 1 1 1 1 Fast Healing 1
10th +9/+4 +5 +5 +7 1 1 1 1 1 0 Permanently Sustained (special), Magic Knowledge, Divine Clerical Magic (Observe), Eschew Materials
11th +9/+4 +5 +5 +7 1 1 1 1 1 1 Magic is Stilled, Magic Knowledge, Divine Clerical Magic (Observe)
12th +10/+5 +5 +5 +8 1 1 1 1 1 1 0 Sustenance affects Magic
13th +10/+5 +6 +6 +8 1 1 1 1 1 1 1 Magic is Silent, Toughness
14th +11/+6/+1 +6 +6 +9 1 1 1 1 1 1 1 0 Alter/Move Magic
15th +12/+7/+2 +7 +7 +9 1 1 1 1 1 1 1 1 Craft Feat (Observe)
16th +12/+7/+2 +7 +7 +10 1 1 1 1 1 1 1 1 0 Scribe Magic
17th +13/+8/+3 +7 +7 +10 1 1 1 1 1 1 1 1 1 P. R. + Sus. can affect magic, Toughness
18th +14/+9/+4 +8 +8 +11 1 1 1 1 1 1 1 1 1 0 Magic is Quickened
19th +14/+9/+4 +8 +8 +11 1 1 1 1 1 1 1 1 1 1 Spontaneous Casting
20th +15/+10/+5 +9 +9 +12 - 1 1 1 1 1 1 1 1 1 Focus, Immortal