(Mana Burn) Variant Wizard & Sorcerer [Archive] - Wizards Community

Post/Author/DateTimePost
Draminji's Heir

07-04-04, 08:06 PM
Hey all,

I have been trying to come up with a way (other than the Vancian System we have now), for spellcaster types to do their dirty work, and yet still have their limitations.

I have both Monte Cooks: Arcana Unearthed (which I love, but the majority of my players despise), and the Unearthed Arcana (which provides some variant systems of its own).

What I want is something that is fairly flexable, and yet still has it's limitations. My personal opinion is that the Sorcerer is just a ***** Wizard, and that his spontaneous casting is really his only perk. I guess I feel that the two classes are just not unique enough, in comparison to one another.

Another thing I want to get away from is the pre-preparation of spells. I want casters to be able to have an arsenal of spells at their disposal, and be able to use them any where at any time. Hence their limits on casting should be derived in some new fashion.

What I have done, is put together a system where casters roll a Fort save after each spell, and based on the merits of that save, will either take 1 (success), or 1d4 (failure) subdual damage. The classes have more or less been reworked; in some ways completely; in some ways using combinations of the core rules, or pieces of Arcana Unearthed. I have renamed the two new classes (Arcanist, Warlock) so as to give them a unique identity.

I haven't yet completed work on the new campaign world that will use these classes, so there is still time for some revision, and that is where I need all of your input! Please look over these two classes, and hit me with any thoughts, suggestions, and advise that you may have.

Certain things in the class descriptions are tied to the campaign world I am working on, and so might sound a little odd, but just bare with it. Anyway, without further ado', I give you the Arcanist, and the Warlock:
________________________________________ ___________________

ARCANIST

Hit Die: d6


Class Skills
The Arcanist's class skills (and the key ability for each) are; Alchemy (Int), Concentration (Con), Craft (Any) (Int), Decipher Script (Int), Innuendo (Wis), Intimidate (Cha), Knowledge (all skills taken seperatly) (Int), Search (Int), Speak Language (None), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.


Table: The Arcanist

Base Base Base Base
Attack Fortitude Reflex Will
Level Bonus Save Save Save Special
1st +0 +0 +0 +2 Bond with Focus, Cast 0Lvl Spells
2nd +1 +0 +0 +3 -Cast 1st Lvl Spells
3rd +1 +1 +1 +3 -
4th +2 +1 +1 +4 Craft Lesser Serviator, Cast 2nd Lvl Spells
5th +2 +1 +1 +4 Bonus Feat
6th +3 +2 +2 +5 -Cast 3rd Lvl Spells
7th +3 +2 +2 +5 Lesser Aspect of Power
8th +4 +2 +2 +6 -Cast 4th Lvl Spells
9th +4 +3 +3 +6 Evolve Creation
10th +5 +3 +3 +7 Bonus Feat, Cast 5th Lvl Spells
11th +5 +3 +3 +7 -
12th +6/+1 +4 +4 +8 Mind Over Matter, Cast 6th Lvl Spells
13th +6/+1 +4 +4 +8 Greater Aspect of Power
14th +7/+2 +4 +4 +9 Cast 7th Lvl Spells
15th +7/+2 +5 +5 +9 Bonus Feat
16th +8/+3 +5 +5 +10 Cast 8thLvl Spells
17th +8/+3 +5 +5 +10 -
18th +9/+4 +6 +6 +11 Familiarity with Magic, Cast 9th Lvl Spells
19th +9/+4 +6 +6 +11 -
20th +10/+5 +6 +6 +12 Bonus Feat

Class Features
Weapon and Armor Proficencies: Arcanists are proficient with the quarterstaff. They are not proficient with any kind of armor or shields.


Spells: Arcanists cast arcane spells, which they draw from the core D&D sorcerer/wizard spell list (page 192 of the Player's handbook). An Arcanist uses a personalized system of mental concentration to understand the abstract forces of the Spectral Plane. Although he can understand these forces, he is however unable to draw upon this power without the use of a channeling device. Arcanists must therefore bind themselves to a physical object that incorporates Orthyric mage-metal, in order to cast spells.
In order to learn a spell the Arcanist must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level, Int 11 for 1-level, and so forth). The Difficulty Class for a saving throw against an Arcanist's spell is 10 + spell level + the Arcanist's Intelligence Modifier.
In addition any time a character gains a level in Arcanist he automatically learns 2 spells of any level he can cast. These spells represent the Arcanists personal insight into the complex nature of the Spectral Plane, and his personal research of arcane lore.
Arcanists are not limited in the number of spells that they may know, and there is no limit to the number of spells that they can cast per day. They do however suffer from mana burn, as do all arcane spellcasters. To cast a spell an Arcanist need only be in physical contact with his channeling device, and be able to provide the spell's necessary components (verbal, somatic, etc...). Immediatly after a spell is cast, the Arcanist must roll a Fortitude save with a Difficulty Class equal to 10 + the spells level. Failure results in 1d4 points of subdual damage (mana burn), while success results in only 1 point of subdual damage.


Ability to cast spells of a given level: At 1st level an Arcanist gains the ability to cast all 0 level spells (cantrips) from the Sorcerer/Wizard spell list. At level 2, and every level thereafter, the arcanist gains the ability to cast spells of a level equal to half of his caster level (rounded down). Thus an Arcanist of level 12 can cast any spell that he has learned of up to 6th level., and Arcanist of 15th level can cast spells of up to 7th level, and so on. This ability is superseded by the Arcanist's Intelligence Score, which may grant him access to higher level spells, as shown on Table:1-1 Arcanist modified spell ability based on Intelligence, below.


Bond with Focus (Ex): At 1st level an Arcanist can bind himself to any object that is made from, or incorporates into its design Orthyric mage-metal. This item is called a focus or channeling device.
The binding ritual takes 1 hour and costs 100 Silvers. After this ritual is performed the Arcanist may use this device to channel mystical power from the Spectral Plane, and thus cast any spell that he knows (the device must be held whilst an Arcanist channels power from the Spectral Plane). Most Arcanists choose to bind themselves to either an orb, staff, or rod of some kind. Regardless, the Arcanist may only be bound to a single item at a time. Should the Arcanist ever die, or choose to discard a focus it becomes a normal object of its type. A slain Arcanist who comes back from the dead is immediately and automatically bound to his old focus as a free action.


Craft Lesser Serviator (Ex): Beginning at 4th level an Arcanist may construct a Homunculus (without the use of the Craft Construct feat) from a mixture of clay, ashes, mandrake root, spring water, and one pint of his own blood. Creation of the Homunculus follows all of the rules outlined in the Monster Manual Page 154, with the exception of the gold values converted to Althar's silver.


Bonus Feat: The Arcanist gains one bonus feat at 5th level, another at 10th level, one at 15th level, and a final one at 20th. At each such opportunity, the Arcanist may choose a metamagic feat, an item creation feat, or Spell Mastery. The Arcanist must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character gains every three levels.


Lesser Aspect of Power (Su): Upon reaching 7th level the Arcanist becomes so steeped in mystical energy that it comes through as an everpresent side-effect. The magister can choose one of the folowing abilities to call upon at will, as a free action (once he makes his selection he cannot choose another):
Distinct Voice: If he wishes anyone within 100 feet can hear the Arcanist, regardless of the noise around him, even when whispering.
Glowing Footsteps: When he wishes an Arcanist can make his footsteps glow with a magical aura for up to 3 rounds, wherever he goes.
Innate Spell: The Arcanist chooses any 0 level spell as a spell-like ability with no components or focus needed, and as a free action.
Sparkles: The Arcanist can create a flash of sparkles at any time.
Unnatural Eyes: The Arcanist can make his eyes glow a choosen color whenever he wishes. Alternatively, his eyes might permanently be an unnatural color.


Evolve Creation (Ex): Beginning at 9th level an Arcanist has gained enough insight into the complex forces of the Spectral Plane to create more efficient Homunculus. He may from this point on create Homunculus for half of their normal creation cost (including the xp cost involved). Furthermore, an attack that destroys an evolved Homunculus now deals only 1d10 points of damage to its creator.


Mind Over Matter (Ex): At 12th level and beyond, an Arcanist can use his uncanny intellect, coupled with his knowledge of arcane lore to gain an advantage in situations that usually demand brute force. In situations that require a Strength check, the Arcanist can make an Intelligence check instead. For example, when he must force open a stuck door, he can make an Intelligence check to best position himself for leverage and recall some secret knowledge about the mystical energies stored within the wood of the door to get it open. This ability never effects attack or damage rolls, except that, when making an opposed grapple check to avoid being grappled, the magister can use his Intelligence Modifier rather than his Strength modifier.


Greater Aspect of Power (Su): Upon reaching 13th level the Arcanist becomes so steeped in mystical energy that it comes through as an everpresent side-effect. The magister can choose one of the folowing abilities to call upon at will, as a free action (once he makes his selection he cannot choose another):
Discard Focus: The Arcanist becomes so inriched with magic that he no longer requires a focus device to channel mystical power from the Spectral Plane.
Disdain Need: The Arcanist no longer needs to eat or drink. He now gets all of his nourishment through magical means.
Display Power: The Arcanist can cause himself to grow more powerful and impressive at will, gaining a +4 circumstance bonus to Intimidate checks.
Innate Spell: The Arcanist can choose one spell of up to 2nd level, to cast once per day as a spell-like ability with no components or focus needed, and as a free action.
Magic Touch: The Arcanist can tell if an object touched has a magical aura (but gains no further information).
Name of Power: The Arcanist becomes aware when anyone speaks his name (referring to him specifically). He knows when it happens, and gains a vague impression of the speaker.
Touch Not the Earth: The Arcanist's feet no longer touch the ground. Instead, when he walks he floats barely an inch above any surface. While he cannot use the ability to float higher, and it does not save him from falls, it does allow him to leave no tracks, and avoid traps triggered by weight placed upon a floor. This ability does not affect the Arcanist's weight.


Familiarity with Magic (Su): At 18th level and higher an Arcanist gains a +2 competence bonus to all saving throws against spells, spell-like abilities, and supernatural abilities (including magic items). Furthermore, he gains a +2 competence bonus to Armor Class against spells requiring an attack roll.


_TABLE 1-1: ARCANIST'S MODIFIED SPELL ABILITY BASED ON INTELLIGENCE


_INT SCORE in relation to SPELL ABILITY_

10-11 (+0)
_Ability to cast up to 0 Level Spells

12-13 (+1)
_Ability to cast up to 1st Level Spells

14-15 (+2)
_Ability to cast up to 2nd Level Spells

16-17 (+3)
_Ability to cast up to 3rd Level Spells

18-19 (+4)
_Ability to cast up to 4th Level Spells

20-21 (+5)
_Ability to cast up to 5th Level Spells

22-23 (+6)
_Ability to cast up to 6th Level Spells

24-25 (+7)
_Ability to cast up to 7th Level Spells

26-27 (+8)
_Ability to cast up to 8th Level Spells

28-29 (+9)
_Ability to cast up to 9th Level Spells

________________________________________ ______________________

WARLOCK

Hit Die: d6


Class Skills
The Warlock's class skills (and the key ability for each) are; Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Any) (Int), Disguise (Cha), Heal (Wis), Knowledge (all skills taken separately) (Int), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.


Table: The Warlock

Base Base Base Base
Attack Fortitude Reflex Will
Level Bonus Save Save Save Special
1st + 0 +0 +0 +2 Enriched Blood, Sorcerous Gift +1d6
2nd +1 +0 +0 +3 -
3rd +2 +1 +1 +3 Form Familiar
4th +3 +1 +1 +4 -
5th +3 +1 +1 +4 Sorcerous Gift +2d6
6th +4 +2 +2 +5 -
7th +5 +2 +2 +5 Familiarity with Magic
8th +6/+1 +2 +2 +6 -
9th +6/+1 +3 +3 +6 Bonus Feat
10th +7/+2 +3 +3 +7 Sorcerous Gift +3d6
11th +8/+3 +3 +3 +7 -
12th +9/+4 +4 +4 +8 -
13th +9/+4 +4 +4 +8 The Sight
14th +10/+5 +4 +4 +9 -
15th +11/+6/+1 +5 +5 +9 Sorcerous Gift +4d6
16th +12/+7/+2 +5 +5 +10 -
17th +12/+7/+2 +5 +5 +10 -
18th +13/+8/+3 +6 +6 +11 Bonus Feat
19th +14/+9/+4 +6 +6 +11 -
20th +15/+10/+5 +6 +6 +12 Sorcerous Gift +5d6

Class Features
Weapon and Armor Proficencies: Warlocks are proficient with all simple weapons, light armor, and shields.


Spells: Warlocks cast arcane spells, which they draw from the core D&D sorcerer/wizard spell list (page 192 of the Player's handbook). A Warlock's ability to use magic is different from that of an Arcanist in that they are able to draw power from the Spectral Plane through the innate magic in their blood. Therefore the Warlock does not require a channeling device, as does the Arcanist.
In order to learn a spell the Warlock must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level, Cha 11 for 1-level, and so forth). The Difficulty Class for a saving throw against a Warlock's spell is 10 + spell level + the Warlock's Charisma Modifier. Warlock's gain a bonus to their known spells based on their Charisma attribute, as referrenced on Table: Ability and Attribute Modifiers.
Warlocks are limited only in the number of spells that they can know, as shown on Table: The Warlock's Known Spells, and have no limit to the number of spells that they can cast per day. They do however suffer from mana burn, as do Arcanists and other arcane spellcasters. To cast a spell a Warlock need only be able to provide the spell's necessary components (verbal, somatic, etc...), and then immediatly roll a Fortitude save with a Difficulty Class equal to 10 + the spells level. Failure results in 1d4 points of subdual damage (mana burn), while success results in only 1 point of subdual damage.


Enriched Blood (Su): Warlocks are the decendents of dragons or other magical beings, and as such their blood acts as a conduit between the Material and Spectral Planes. Because of this Warlocks are able to channel power more naturally than other arcane spellcasters, and gain an inherent +1 bonus to their Fortitude saves.


Sorcerous Gift (Sp): Warlocks are natural conduits to the Spectral Plane, and are able to channel more versital powers from that realm. Beginning at first level the Warlock gains a Sorcerous Gift in the form of 1d6 raw mystical power. This power can be used a number of times per day equal to the Warlock's class level, and can utilize this power in one of two ways.
As a standard action, the Warlock can produce a magical sphere, with a diameter equal to his size and centered on himself. Thus a Warlock of medium size produces a sphere with a 5 foot diameter; a Warlock of large size produces a sphere with a 10 foot diameter and so on. The sphere acts as damage reduction equal to the Warlock's Sorcerous Gift ability, and lasts a number of rounds equal to his class level. Multiple uses of the sphere do not stack. The sphere can be dispelled normally.
Alternativaly the Warlock may use a standard action to fire a tiny globe of radiant force up to 50 feet, at a single target. The Warlock must make a successful ranged touch attack to hit, and the globe does damage equal to the Warlock's Sorcerous Gift ability. Any target hit by the globe is allowed a Reflex save for half damage.
At level 5, and every five levels after that, the Warlock's Sorcerous Gift ability increases by an additional 1d6, until he reaches a total of 5d6 at level 20. This is a spell-like ability.


Form Familiar: A Warlock can bind himself with another creature through a complex ritual called Form Familiar. The target of the ritual must be a willing corporeal animal or vermin of 1Hit Dice or less, and have an Intelligence score of no greater than 2. The ritual takes 24 hours, and expends materials costing 100 Silvers. Upon completion of the ritual, the target creature acquires the Althar Familiar Template, and is from then on bound to the Warlock, who it serves as its master.
If a familiar is dismissed or slain, the master must make a DC (10 + FAMILIAR'S HD TOTAL) Fortitude saving throw. Failure indicates that the master looses 200 XP per character level; Success reduces this loss by half that amount. However, a spellcaster's XP total can never go below 0 as a result of a familiar's demise or dismissal. A slain or dismissed familiar may not be replaced for a year and a day from the time of the event that ended it's service to it's master.
If a familiar's master is slain, the familiar must make a DC (10 + MASTER'S HD TOTAL) Fortitude saving throw. Failure indicates that the psychic backlash of the master's death causes the familiar to begin to also die. A familiar that suffers such a fate, will loose a Contitution point every day until it finally succumbs to death. If the familiar's master is brought back from the dead before its Constitution reaches 0, it will immediatly cease to die. However, lost Constitution points must be recovered in the normal fashion. If the Fortitude saving throw is successful, the creature suffers no effect from its master's demise. A character who has more than one class that grants a familiar may only have one familiar at a time.


Familiarity with Magic (Su): At 7th level and higher a Warlock gains a +2 competence bonus to all saving throws against spells, spell-like abilities, and supernatural abilities (including magic items). Furthermore, he gains a +2 competence bonus to Armor Class against spells requiring an attack roll.


Bonus Feat: At levels 9 and 18, the Warlock gains a bonus feat. At each such opportunity, the Warlock may choose a metamagic feat, an item creation feat, or Spell Mastery. The Warlock must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character gains every three levels.


The Sight (Su): At 13th level all Warlocks gain the Sight, which allows them the ability to see personal auras. They can determine the class and level (if any) of a creature they observe for at least one minute. Creatures that are disguised or attempting to avoid the Warlock's Sight can make a Will saving throw (DC 10 + half of the Warlock's class level) to negate the effect.


Table: The Warlock's Known Spells = (Same as Core D&D Sorcerer)
________________________________________ ____________________

Any-hoo: Let me know what you guys think...:behold:
Dimeron

07-05-04, 01:52 AM
hm... let’s say I give my char has 16 con. I can dump wis, char, and strength, so it shouldn’t be that hard in a point buy.

This means, at level 20, he would have (3 + 1d4) *20 hp, average hp 110
Now, he would have a base fort save of 6 + 3 = 9

So far so good.

Now i get + 5 from inheritance bonus, get a + 6 con magical item, and take the +2 fort save feat, and get a +5 to fort save magical item, my caster would effectively get

210 hp, and a base fort save of 6+3+3+2+2 + 5 = 21 fort save

Now, assume I start with16 int for my char. I spend all my stat point to int, I get my +5 inheritance bonus, and my headband of intellect +6, I would get a final int score of 16+4+5+6 = 31

So, this means, unless I roll a 1, I can cast 210 spells. Now granted if I take damage I would lose some of my spell casting power, but still, 210 level 9 spell is just crazy, and it is spontaneous too. Ok, even assume my dm is not as generous, casting over a hundred level 6 or 7 spell per day is still overpowered.

I think it would be better to make the mana burn do 1 or 1d4 (if save failed) multiple the spell level subdual damage. Then it would be slightly better IMO. So a level 9 spell would either cost 1*9 or 1d4*9 subdual damage. The cantrips would count as level 0.5 spell, rounded down, so once the caster can cast it without failing the save, it effectively become free.
Draminji's Heir

07-05-04, 01:19 PM
Hmmm, those are good observastions...

My fear with this has always been that players would find a way to point screw the system, and pass their Fort saves almost every time. As a DM, I watch for that kind of thing so that I can mercilessly destroy the bastard who is doing it.

That aside however, I have some points to discuss:

In your example above we are dealing with a character of 20th level. Lets scale him down a bit, and see how the numbers work out. Perhaps even using the set NPC statistics given in the DMG (page 111-starting ability scores). I feel that 20th level guys are kind of difficult to get a good perspective on.

You have pointed out to me that there will clearly need to be some kind of limit on the spontaneous casting, so that these guys can't just fire round after round of lightning bolts and so on. I might have to put a recharge time into effect, so that in any given combat or frame of time spells will only be able to be cast once, or maybe twice in some cases.

Lets say that we build an Arcanist of 10th lvl.
Stats are thus;

Palitar:Male Human Arcanist 10; CR 10; Medium-Size Humanoid; HD 10d6+20; hp 53; Init +1 (Dex); Spd 30 ft.; AC 13 (+1 Dex, bracers of armor +2); BAB+5, Atk +5 melee (1d6-1+1, 20/x2, Staff +1 (Focus)); AL LN;
SV Fort +8, Ref +7, Will +11; (includes +3 cloak of resistance)
Str 8, Dex 13, Con 15, Int 16, Wis 12, Cha 10. (added 1 to each Con and Int for levels)
Skills and Feats: Skill points = 78
Brew Potion (human feat), Combat Casting (lvl 1), Scribe Scroll (lvl 3), Great Fortitude (lvl 6), Spell Focus (conjuration) (lvl 9); Bond with Focus, Craft Lesser Serviator, Silent Spell (bonus feat), Lesser Aspect of Power (Distinct Voice), Evolve Creation, Maximize Spell (bonus feat).
Possessions (16,000 GP in gear): Bracers of Armor +2 (4K), Cloak of Resistance +3 (9K), Staff +1 (Focus) (2K), Pearl of Power-1st lvl (1K).

Spells Known (Can cast spells up to 5th): 0—Dancing Lights, Flare, Light, Read Magic; 1st—Burning Hands, Enlarge, Hold Person, Spider Climb, Charm Person, Erase, Identify, Sleep, Magic Missile; 2nd—Arcane Lock, Detect Thoughts, Knock, Shatter, Web, Invisibility, Levitate, Locate Object, Magic Mouth, Protection from Arrows; 3rd—Dispel Magic, Fly, Lightning Bolt, Suggestion, Blink, Explosive Runes; 4th—Dimension Door, Polymorph Other, Wall of Fire, Charm Monster, Fire Shield, Fire Trap, Ice Storm;5th—Summon Monster V, Animate Dead, Cone of Cold, Teleport, Wall of Iron.
Spellbook: 0—Dancing Lights, Flare, Light, Read Magic; 1st—Burning Hands, Enlarge, Hold Person, Spider Climb, Charm Person, Erase, Identify, Sleep, Magic Missile; 2nd—Arcane Lock, Detect Thoughts, Knock, Shatter, Web, Invisibility, Levitate, Locate Object, Magic Mouth, Protection from Arrows; 3rd—Dispel Magic, Fly, Lightning Bolt, Suggestion, Blink, Explosive Runes; 4th—Dimension Door, Polymorph Other, Wall of Fire, Charm Monster, Fire Shield, Fire Trap, Ice Storm;5th—Summon Monster V, Animate Dead, Cone of Cold, Teleport, Wall of Iron.

Palitar’s Evolved Homunculi (1): Evolved Homunculus; CR 1; Tiny Construct; HD 2d10; hp 15; Init +2 (+2 Dex); Spd 20 ft., Fly 50 ft. (good); AC 14 (+2 Dex, +2 size); BAB:+1, Atk +2 melee (Bite 1d4-1+poison); AL LN;
SV Fort +0, Ref +4, Will +1; Str 8, Dex 15, Con - , Int 10, Wis 12, Cha 7.
Skills and Feats: Listen +4, Hide +14, Swim +5, Spot+4. SA: poison (Ex)—Bite attack deals poison damage. Fortitude (DC-13) or sleep for 1 minute, Secondary damage sleep for another 5d6 minutes.
SQ: Construct Traits, Darkvision 60, Low-Light Vision. If destroyed the Evolved Homunculi’s creator takes 1d10 points of damage instead of the normal 2d10.
Possessions: None

In the case of this completely average character (which includes a healthy save buff from a spendy cloak & enjoys the Great Fortitude Feat, and which throws in his Homunculi for no gear value), he is only +8 to save at 10th level. This would mean that against the highest level spells that he could cast (Fort Save DC-15) he would need to get at least a 7 or higher (which equates to a 30% chance of save failure every time he casts a spell). In any case, he would be better at saving from lower level spells, and of course the basic idea is that every spell he casts still results in at least one point of subdual damage.
---

A Warlock could have a Fort save of up to +11 (assuming that his Familiar gave him a +2 Fort Bonus, and he gained that +1 Inherent bonus from his Enriched Blood), but they have a limit on the number of spells that they know, AND that still allows for a 20% failure of 5th level spells.

---
There are some options that I have considered. I could either increase the damages from the saves (ie.1d4 becomes 1d6), or I could make it to where if you fail a single save you simply become Fatigued (DMG page 301); a second leaves you Exhaused (page 300), and a third causes you to drop Unconscious (page 301).

I could also adjust the Fort Save DC, or apply damage based on the level of the spell (as you suggested above). All in all, there are a couple things to work out, but I am liking the input. I have discovered some balancing issues already! Keep em coming!
ardalor

07-09-04, 11:11 PM
It's a nice idea, but the fortitude save DCs are too low and so is the amount of subdual damage taken. I'd say increase the Fort save DC to 15 + spell level, and the damage to 1xlevel or 1d4xlevel (as was stated before).

Also, I think that the Arcanists are getting a much better deal than the Warlocks. Arcanists can cast any cantrip they want, while a Warlock is limited to the ones on his table. Arcanists get two additional spells every level, whereas a Warlock is still limited to his "spells known" table. And of course, in epic levels, the Arcanist is still going to get more spells because its spell acquisition is in a set pattern, while the Warlock gets jipped (just like the 3.0 sorcerer, but that's for another thread). I'm not sure how you'd fix it, but it needs fixing.