| Post/Author/DateTime | Post |
|---|---|
| technodemon09-16-05, 02:59 PM | There are no true spellcaster, or psionic user that does not need to prepare and have a limit to know a certain amount of spells? |
| TheErsatzFacsimileOfMe09-16-05, 03:01 PM | I believe the limits are there to prevent power-gaming. :rolleyes: |
| Doopliss09-16-05, 03:01 PM | Well, it would be kind of unbalanced if a spellcaster could cast anything and not need to prepare. It's either one way or the other, buddy... |
| Mirage_109-16-05, 04:14 PM | Well, it would be kind of unbalanced if a spellcaster could cast anything and not need to prepare. It's either one way or the other, buddy... well...unless if you can find a 3rd way I created a custom casting class I worked up that was both spontaneous and could cast anything. Had the small drawback of spells either taking a long time to cast, or draining the caster significantly. Effectively made them great out of combat, but they really had to weigh the options before spending the energy to cast in combat. Went another way with my campaign though, so it is still first draft material though |
| Ibbins09-16-05, 06:42 PM | There are no true spellcaster, or psionic user that does not need to prepare and have a limit to know a certain amount of spells? The Artificer. |
| ^Graff_EpsilonIX09-16-05, 08:08 PM | And out of curiosity what does this artificer do? |
| serow_#R09-16-05, 08:32 PM | And out of curiosity what does this artificer do? They cast infusions (artificer spells) that enhance items, without need for preparation, and having available all the infusions on their given infusion list. |
| IceFractal09-16-05, 08:58 PM | The Warmage knows their entire spell-list also, but it's almost completely blasting spells - although this can be augmented by some PrCs. The Beholder Mage is probably what you're looking for - it can learn as many spells as it wants like a Wizard, but cast any of them spontaneously like a Sorcerer. It does, however, require you to be a beholder - no ECL is given, but it'd probably be Epic. And no, it would not be balanced for a normal PC class - the "10 spells a round" thing isn't balanced for any normal character. |
| BelRex09-16-05, 09:09 PM | If any of you ever look outside of Wizards, there is a book Paths of Faith, which has a spontaneous divine caster. It's called the faith caster, you just have a set number of spell slots open for the day, and the only thing you have to do is meditate normally for 1/hr as normal..and you can cast any cleric spell for which you have a slot open. (Which would probably be very useful if there was a divine version of the feat from Lost Empires of Faerun, which lets you break down a spell slot into a number of spell slots equal to the original..ie a 9th level slot could be 8 and 1, 7 and 2..etc). There is also the Chosen of Denier(sp?) on this website, he can cast any spell available to a cleric, but each one is a full round action to cast(you have to find it within the song..if you have read the books the template is based on) |
| Rathje09-19-05, 01:39 AM | What about Warlock? Not exactly spells, but still...Warlock. |
| StevenO09-19-05, 07:38 PM | There is no class which doesn't offer restrictions on known spells (even wizards have a spellbook) and few with large ability selection that don't require preparation. The only possibility I can see within the current rules is a character that can cast Wish (or limited wish/miracle to lesser degrees) at Will. In general the classes previously presented give you some of the best choices for characters who don't want to have to worry what the day has in store. My first thought had been Warlock (CArc) but realize that the invocations (near spell equivalents) aren't restricted in use but in number known. |
| ksbsnowowl09-20-05, 01:41 AM | Well, there are the Initiate and Wilder classes from WotC's Wheel of Time Roleplaying Game. It is d20, and WotC, but it is its own specific setting different from D&D. It is possible within that game for both classes (both of which cast spontaneously) to learn every weave (aka - spell) in the game. Highly unlikely, mind you, but possible. |
| TheRedRobedWizard09-20-05, 10:13 AM | Well, there is *one* way to get a truely spontaneous caster, albeit you have to make it to 12th level. Kobold Psion - Pun Pun The Infinite. Look it up on the C.O. boards, sickeningly awesome. -TRRW |
| Demi09-20-05, 10:32 AM | Pun Pun should be banished to the Nine Hells of Baator :) |
| ShadowDragon868509-20-05, 10:56 AM | He'd be the Master of Baator within a combat round. |
| NinjaE09-20-05, 01:50 PM | I think a being with infinite wisdom would have some less "material" goals. |
| Zemyla09-20-05, 02:34 PM | Beholder Mage, from Lords of Madness. They learn spells like a wizard and cast them spontaneously like a sorceror. However, you have to be a beholder to do this. |
| BelRex09-20-05, 02:43 PM | Has anybody ever posted the ELC of a Beholder? It is cr 13, and most of the monsters in that range are around ELC 20. Perhaps LA of +10? Edit: Found this post (http://boards1.wizards.com/archive/index.php/t-426635.html) refering to an issue of dragon. They have an ELC of 24, so you would be level 34 before you could actually be a full beholder mage. And Beholders only live about 120 years. |
| Judging Eagle09-21-05, 12:59 AM | Yes. You CAN have it all. In fact, you could have it all in a very regulated campaign such as the RPGA run Living Greyhawk. First, make a warmage (minis HB, Comp Arcane) get to level 3 (I think), at level 3 take arcane preperation (you are able to 'prepare' spells in advance so that metamagic isn't a full round action), at level 6 take cooperative spell. Level 7-16 (retirement age for LG characters) go and join the Arcane Order (ie. the Mage of the Arcane Order PrC). You can now cast any spell, spontaneously, and you can wear light armour (ie. mithral breastplate >_o) with no ASF and... yeah, awesomeness, but slow to get in LG. In a non-LG campaign, you can get MotAO at level 4 and then take levels of archmage for incredible brokeness (mastery of elements, mastery of shaping and spell power are good AM abilities to aim for). You can also use a sorcerer, but they can't use light armour with no ASF. All in all, it's freaking nuts. |
| Avihs09-21-05, 01:35 AM | Yes. You CAN have it all. In fact, you could have it all in a very regulated campaign such as the RPGA run Living Greyhawk. First, make a warmage (minis HB, Comp Arcane) get to level 3 (I think), at level 3 take arcane preperation (you are able to 'prepare' spells in advance so that metamagic isn't a full round action), at level 6 take cooperative spell. Level 7-16 (retirement age for LG characters) go and join the Arcane Order (ie. the Mage of the Arcane Order PrC). You can now cast any spell, spontaneously, and you can wear light armour (ie. mithral breastplate >_o) with no ASF and... yeah, awesomeness, but slow to get in LG. In a non-LG campaign, you can get MotAO at level 4 and then take levels of archmage for incredible brokeness (mastery of elements, mastery of shaping and spell power are good AM abilities to aim for). You can also use a sorcerer, but they can't use light armour with no ASF. All in all, it's freaking nuts. HEY!!!... I'm currently playing in a group where someone is using that build.. hehe. |
| Lord Gwydion09-21-05, 01:53 AM | Let's see, a caster class that has no limits on spells known, doesn't have to prepare in advance, and has no limits on spells cast per day? That exists. It's called playing make-believe. The Wizard player just says "I cast Magic Missile and kill it" and it happens, and the evil half-wookiee half-jello bestial anarchic axiomatic feral insectile holy half-fiend Tarrasque dies. Of course, if the Fighter player is paying more attention than the Wizard player, he just says "I pull out my sword and cut its head off" first, and wins. Now if you want to play a d20 game, with actual rules, and a semblance of balance and fairness, then no, there is no such beast. |
| IceFractal09-21-05, 04:52 AM | Oh, I missed the "no limit on spells per day" part. Well then, that might be tricky. The simplest way to get unlimited spells per day is via AeshKrau Illumian + Cancer Mage + Festering Anger; however that won't work with a Beholder. Maybe you could set up some variant of the H.I.V.E. 7,000+ spells per day might not be technically infinite but for practical purposes it's probably enough. Note: The stuff above is ridiculously cheesy. Don't say I didn't warn you. |
| HalfMunchkin09-21-05, 05:17 AM | What are the C.O. boards? |
| technodemon09-21-05, 09:39 AM | Ummm, I never said "no limits on spells cast per day" in my first post. To me, having certain amount of spells cast per day would be the balance for what I am thinking. |
| CaoSlayer09-21-05, 11:50 AM | What are the C.O. boards? The powergamer´s wet dream. (ejem, a wizard´s board search it almost in the botom of the board´s list) |
| Deekin09-21-05, 01:45 PM | I have a compleatly Spotanous Caster I Converted from BESM d20, Give me moment and I will post it. The Main Balance Factor is that they are a Spell level behind ANY other caster. When the Wizard has Fireballs, the Dynamic Sorc just got Scorching Ray. Dynamic Sorcerer Magic is a very real force and there is no one better to prove it than the Dynamic Sorcerer. A being of power incarnate, the Dynamic Sorcerer knows how to harness the hidden energies that move the world and shape them into whatever form he or she desires. Such mystical knowledge can come from a variety of sources, whether wrenched from the secrets of an ancient civilisation, inherited from an occult tradition, or granted by powerful entities. Sometimes, the Dynamic Sorcerer may not even be human, but an otherworldly being whose very nature allows it to use magic at will. Characteristics The main feature that distinguishes Dynamic Sorcerers from other people is their ability to use magic. This power develops slowly over time, manifesting in the spells they can cast and in the deepening of their understanding. The Dynamic Sorcerer’s stores of energy also expand to fuel his or her increasing mystical might. The path of magic requires that the sorcerer be knowledgeable in order to understand what he or she is doing and, more importantly, how. Magic offers insight as well, and Dynamic Sorcerers grow as people at the same time that they grow in power. Hit Dice and Ability Scores The Dynamic Sorcerer uses d4 Hit Dice. At first Level, the Dynamic Sorcerer must choose one of Intelligence, Wisdom, or Charisma. This choice will determine the Ability used to determine how powerful his or her spells are. To cast a spell, the Dynamic Sorcerer must have their chosen Ability Score equal to or greater than 10 + the spell’s Level. The Difficulty Class of a saving throw against a Dynamic Sorcerer’s spell is 10 + the spell’s Level + the modifier for the Dynamic Sorcerer’s chosen Ability. Both a high Dexterity and a high Constitution are useful to a Dynamic Sorcerer since he or she lacks heavy combat abilities and Hit Points. Class Skills and Skill Points The Dynamic Sorcerer’s class Skills (and the key Ability for each) are: Concentration (Con), Diplomacy (Cha), Knowledge: Arcane (Int), , Knowledge: Religion (Int),, Profession (Int), Research (Int), Sleight of Hand (Dex), Speak Languages (Int), Spot (Wis), and Spell craft (INT). • Skill Points at 1st Level = (4 + Int Modifier) x 4 • Skill Points at Each Additional Level = 4 + Int modifier Table 5-5: Dynamic Sorcerer Base Ref Will Fort Level Attack Bonus Save Save Save Special 1 +0 +0 +2 +0 Dynamic Sorcery 1 2 +1 +0 +3 +0 Bonus Feat 3 +1 +1 +3 +1 Dynamic Sorcery 2 4 +2 +1 +4 +1 5 +2 +1 +4 +1 Dynamic Sorcery 3 6 +3 +2 +5 +2 Bonus Feat 7 +3 +2 +5 +2 Dynamic Sorcery 4 8 +4 +2 +6 +2 9 +4 +3 +6 +3 Dynamic Sorcery 5 10 +5 +3 +7 +3 11 +5 +3 +7 +3 Dynamic Sorcery 6 12 +6/+1 +4 +8 +4 Bonus Feat 13 +6/+1 +4 +8 +4 Dynamic Sorcery 7 14 +7/+2 +4 +9 +4 15 +7/+2 +5 +9 +5 Dynamic Sorcery 8 16 +8/+3 +5 +10 +5 Bonus Feat 17 +8/+3 +5 +10 +5 Dynamic Sorcery 9 18 +9/+4 +6 +11 +6 19 +9/+4 +6 +11 +6 Dynamic Sorcery 10 20 +10/+5 +6 +12 +6 Bonus Feat All characters gain 1d2 Energy Point each Level, but characters with the Dynamic Sorcery Attribute gain additional Energy Points as they increase their Attribute Rank as well. The die type that these characters use to determine their Energy Point gain each Level increases from 1d2 at Rank 1 to 3d10 at Rank 10. Also, They add the Lowest Mental ability Score to the roll. Increase in the Ablist score has a Back effect, like increaing Con Increases HP. Rank 1 The character can cast spells of no real power (0th Level d20 System spells or the equivalent). Spells cost 1 Energy Point to cast. The character rolls 1d2+8 to determine Energy Points gained each Level. Examples of 0th Level spells are Detect Magic, Know Direction, Light, Mending, and Open/Close. Rank 2 The character can cast weak spells of little power (1st Level d20 System spells or the equivalent). Spells cost 4 Energy Points to cast. The character rolls 1d4+8 to determine Energy Points gained each Level. Examples of 1st Level spells are Change Self, Comprehend Languages, Endure Elements, Erase, and Sleep. Rank 3 The character can cast spells of minor power (2nd Level d20 System spells or the equivalent). Spells cost 9 Energy Points to cast. The character rolls 1d6+8 to determine Energy Points gained each Level. Examples of 2nd Level spells are Darkness, Hold Person, Levitate, Speak with Animals, and Summon Swarm. Rank 4 The character can cast spells of moderate power (3rd Level d20 System spells or the equivalent). Spells cost 16 Energy Points to cast. The character rolls 1d8+8 to determine Energy Points gained each Level. Examples of 3rd Level spells are Bestow Curse, Blink, Remove Disease, Speak with Plants, and Summon Nature’s Ally III (summons one black bear or wolverine or 2 - 5 badgers). Rank 5 The character can cast spells of major power (4th Level d20 System spells or the equivalent). Spells cost 25 Energy Points to cast. The character rolls 1d10+8 to determine Energy Points gained each Level. Examples of 4th Level spells are Cure Critical Wounds, Improved Invisibility, Sleet Storm, and Stoneskin. Rank 6 The character can cast spells of great power (5th Level d20 System spells or the equivalent). Spells cost 36 Energy Points to cast. The character rolls 1d12+8 to determine Energy Points gained each Level. Examples of 5th Level spells are Raise Dead, Summon Nature’s Ally V (summons one rhinoceros or tiger or 2 — 5 black bears), Teleport, and Wall of Stone. Rank 7 The character can cast spells that are exceptionally powerful (6th Level d20 System spells or the equivalent). Spells cost 49 Energy Points to cast. The character rolls 2d8+8 to determine Energy Points gained each Level. Examples of 6th Level spells are Antilife Shell, Control Weather, Geas/Quest, and Heal. Rank 8 The character can cast spells that are extraordinarily powerful (7th Level d20 System spells or the equivalent). Spells cost 64 Energy Points to cast. The character rolls 1d20+8 to determine Energy Points gained each Level. Examples of 7th Level spells are Greater Scrying, Resurrection, Reverse Gravity, and Summon Nature’s Ally VII (summons one elephant or 2 — 5 tigers). Rank 9 The character can cast spells that are of primal power (8th Level d20 System spells or the equivalent). Spells cost 81 Energy Points to cast. The character rolls 2d12+8 to determine Energy Points gained each Level. Examples of 8th Level spells are Discern Location, Earthquake, Finger of Death, and Sunburst. Rank 10 The character can cast spells that are of godlike power (9th Level spells or the equivalent). Spells cost 100 Energy Points to cast. The character rolls 3d10+8 to determine Energy Points gained each Level. Examples of 9th Level spells are Soul Bind, Summon Nature’s Ally IX (summons one elder elemental or 2 — 5 elephants), Time Stop, and True Resurrection. The Bonus Feat Can be Any Item Creation or Metamagic Feat. |
| HalfMunchkin09-21-05, 11:00 PM | Kobold Psion - Pun Pun The Infinite. Can someone post a link? I can't find the C.O. Boards, plus there is no search for any of the boards. |
| Lord Gwydion09-22-05, 01:40 AM | Can someone post a link? I can't find the C.O. Boards, plus there is no search for any of the boards. Here's a hint--we're now on the "What's a Player to Do" boards. You want the "Character Optimization" boards. Hit the back button on your browser, or the link at the top to refresh the Dungeons and Dragons boards, and scroll down until you see one labeled "Character Optimization." It's not that hard. :teach: |
| HalfMunchkin09-22-05, 10:09 PM | Doh! I must have been hit with a Feeble Mind spell. :D |