goken04
2009-06-07, 05:58 PM
Purpose: I present to you for review, criticism, and hopefully adoption, three mechanical systems for the 3.5 edition of D&D rules. The purpose of these mechanics is to decrease the near-limitless power of 3.5 spellcasters while maintaining the magical staples of High Fantasy. It is not meant to bring Wizards on par with Fighters. If anything, the power level sought with these mechanical fixes is to be more balanced compared to Tome of Battle melee classes or a well-built Barbarian or Rogue. These three mechanics address the Wizard power in three different ways: MAD (Multiple Attribute Dependency), Limited Spell-Progression, and Item-Dependency.
Fix #1: The Mental Ability Scores
All melee characters must grant at least a passing nod to each of the physical ability scores, forcing the characters to strengthen one aspect of melee fighting to the detriment of another. By spreading out the functioning of all spellcasting over all three mental ability scores, we hope to see that casters balance themselves in such a way. This fix works best with a high-powered stat array or with generous rolling rules. I granted bonus spells much faster than normal as well as giving 0-level bonus spells in order to increase the importance of Wisdom when compared to Intelligence or Charisma under this system. I was afraid that a normal bonus-spell progression would cause the significance of Wisdom to pale compared to the other two stats (who cares about casting ONE more spell per level per day when I could be increasing my DCs or overcoming SR!)
All full-spellcasters rely on the three mental ability scores (Intelligence, Wisdom, and Charisma) to determine their spellcasting abilities. A full-spellcaster is defined as any caster whose class spell list includes 9th level spells, as well as the Bard. Ranger, Paladin, and Assasin spellcasting, for example, are unaffected.
Intelligence determines the highest level spell a spellcaster can cast, as well as how capable they are at overcoming the magic of others. A spellcaster cannot cast spells without at least an intelligence of at least 10. A spellcaster with an intelligence of 10 or higher is able to cast spells and overcome magical defenses according to the following table:
Intelligence Score Associated Ability
10 Able to cast 0-level spells according to their spellcasting class.
11 Able to cast 1st Level spells according to their spellcasting class.
12 Able to cast 2nd Level spells according to their spellcasting class.
13 Able to cast 3rd Level spells according to their spellcasting class.
14 Able to cast 4th Level spells according to their spellcasting class.
15 Able to cast 5th Level spells according to their spellcasting class.
16 Able to cast 6th Level spells according to their spellcasting class.
17 Able to cast 7th Level spells according to their spellcasting class.
18 Able to cast 8th Level spells according to their spellcasting class.
19 Able to cast 9th Level spells according to their spellcasting class.
20 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
21-22 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
23-24 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
25-26 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
27-28 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
29-30 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
31-32 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
33-34 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
35-36 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
37-38 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
39-40 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
Wisdom determines the number of spells a spellcaster can cast. In addition to the normal number of spells granted to spellcasters by their class, spellcasters receive a number of bonus spells in accordance with their Wisdom score, as determined by the following table:
Wisdom
Score Bonus Spells (by Spell Level)
0 1 2 3 4 5 6 7 8 9
10 1 - No Bonus Spells of this Level -
11 1 1
12 1 1 1
13 2 1 1 1
14 2 2 1 1 1
15 2 2 2 1 1 1
16 2 2 2 2 1 1 1
17 3 2 2 2 2 1 1 1
18 3 3 2 2 2 2 1 1 1
19 3 3 3 2 2 2 2 1 1 1
20 3 3 3 3 2 2 2 2 1 1
21 4 3 3 3 3 2 2 2 2 1
22 4 4 3 3 3 3 2 2 2 2
23 4 4 4 3 3 3 3 2 2 2
24 4 4 4 4 3 3 3 3 2 2
25 5 4 4 4 4 3 3 3 3 2
26 5 5 4 4 4 4 3 3 3 3
27 5 5 5 4 4 4 4 3 3 3
28 5 5 5 5 4 4 4 4 3 3
29 6 5 5 5 5 4 4 4 4 3
30 6 6 5 5 5 5 4 4 4 4
31 6 6 6 5 5 5 5 4 4 4
32 6 6 6 6 5 5 5 5 4 4
33 7 6 6 6 6 5 5 5 5 4
34 7 7 6 6 6 6 5 5 5 5
35 7 7 7 6 6 6 6 5 5 5
Charisma determines the strength of the spells any spellcasters cast. The spellcaster’s Charisma modifier, plus ten, plus the spell level of the spell being cast is the DC to be overcome for any spell cast. Therefore, the DC for a Charm Monster spell cast by a wizard (a 4th-level wizard spell) with a Charisma of 20 is 10+4+5, or 19.
Fix #2: Spellprogression and Prestige Classes
The Cleric, the Wizard, and the Sorcerer grant few class features, if any. Now, it seems, the designers of 3rd edition intended for spellcasting to compensate for this. Instead, Prestige Classes were introduced and spellcaster power began to CREEP. This fix is intended to decrease the likelihood of a character casting 9th level spells by 17th-level, make high-level spells a rarer accomplishments, and even out the power level of many spellcasting Prestige Classes. This fix is quick and clean, but does little to limit the power of anyone who goes Wiz 20.
No Prestige Class grants full spellcasting progression to full-spellcasters. Instead, all existing Prestige Classes are assumed to be modified to grant either ½ spellcasting progression or ¾ in some cases. If one wishes to exchange levels in Wizard, Sorceror, Cleric, Druid, Bard, or any other full-spellcaster for levels in a Prestige Class, one is expected to exchange the ability to cast higher level spells for the benefit of the Prestige Class’s class features.
Prestige Classes with reasonably powerful class features grant only one-half spell progression. Prestige Classes such as Archmage, Contemplateive, Initiate of the Sevenfold Veil, Malconvoker, and Mindbender are good examples of Prestige Classes that should receive one-half spell progression. In such cases, the first level of each prestige class does not grant spellcasting and neither does every other level thereafter. When dealing with a Prestige Class with an odd number of levels, round down the number of levels that grant spell progression. For example, Initiate of the Sevenfold Veil should receive three levels of spell progression over the course of its seven levels.
Prestige Classes with weak or minimal class features should grant three-quarters spellcasting progression. Prestige Classes such as Effigy Master, Eldritch Knight, Loremaster, and Shining Blade of Heironeous are good examples of Prestige Classes that should receive three-quarters spell progression. When the number of levels in a Prestige Class do not evenly divide into quarters, round down the number of levels that grant spell progression. For example, Eldritch Knight should receive seven levels of spell progression over the course of its ten levels.
All Prestige Classes that grant their own spell-casting progression remain unaffected with the exceptions of those that grant 9th-level spells (such as The Sublime Chord and The Ur-Priest), which should be adjusted to the DM’s discretion.
Any Prestige Class that grants spell progression (whether ½ or ¾) grants full caster level progression. A Wizard does not lose caster levels by progressing as an Archmage or as an Eldritch Knight even though he will lose spell progression according to the class’s speed of advancement.
Fix #3: Implements
Things I like about 4th Edition: the use of implements in spellcasting. Things I do not like about 4th Edition: implements are the same as weapons. By making spellcasting more item dependent, we limit what the caster can do and the ease with which he can do it. However, I didn't want it to feel like your items were functioning the same way that weapons do.
All Full-Spellcasters are now required to have an appropriately designed and built implement in order to cast spells above level 0. For a divine caster, the implement takes the form of a holy symbol. For the bard, his musical instrument serves as his implement. For the wizard and sorcerer, they can use either an orb, a staff, or a wand as their implement.
All implements can be enhanced like magical weapons, for the same price increments. Unlike weapons, all implements are assumed to be of a quality that can be enhanced, as it takes great skill and knowledge to build a functional implement. The enhancement of an implement determines what level spells the caster can cast while using that implement.
A normal implement, that has not been enhanced, can be used to cast 1st and 2nd level spells. An implement with a +1 enhancement is required to cast 3rd and 4th level spells and can still be used to cast lower-level spells. An implement with a +2 enhancement is needed to cast 5th and 6th level spells and can be used to cast lower level spells. An implement with a +3 enhancement is needed to cast 7th and 8th level spells and can be used to cast lower level spells. An implement with a +4 enhancement is needed to cast 9th level spells or lower. An implement with a +5 enhancement is necessary to cast epic level spells and allows the caster to cast spells of 6th level or lower from another class list (that the caster has access to) with the same implement. For example, a Druid with a +5 Holy Symbol can cast 9th level Druid spells with that implement as well as 6th level Wizard spells he has access to while using the same implement.
Spells no longer require Material Components, as all spells now require Implements. Spells that require XP or material components equal to more gold than 100 x your caster level (2,000gp at 20th level) instead require you use an implement with an enhancement one greater than is typically required for the spell level. For example, Raise Dead cast by a 9th level Cleric does not require 5000gp worth of diamonds; instead, Raise Dead cast by a 9th level Cleric requires that the cleric use a Holy Symbol with a +3 enhancement, rather than a Holy Symbol with a +2 enhancement which is typically all that is required for a 5th level spell (such as Raise Dead). Spells that require material components that have no gold cost or a gold cost that is less than 100 x your caster level (such as Identify, cast by a 3rd-level Sorceror) merely require the use of an implement as is normal.
A bard who wishes to use his voice still requires a pitch pipe for use as an implement in order to fine-tune his vocal chords and, with higher level spells, grant his voice an appropriate enhancement bonus.
Drawing an implement is a move-action which can be done while a character moves his speed, like drawing a weapon. Putting away an implement is also a move-action. An implement can be drawn as a free-action if the character possesses the Quick Draw feat. A caster holding an implement (whether Holy Symbol, musical instrument, orb, staff, or wand) can be disarmed of their implement and the implement can be made the target of a sunder attempt by an attacker. Like a normal sunder attempt, the attacker must overcome the implement’s hardness and HP in order to destroy it. Implements still require the caster leave one hand free for somatic components to spells, unless the caster is using a spell that does not require somatic components.
Arcane Implements: Orbs, Staves, and Wands
All full arcane spellcasters, except the bard, use three different implements when casting their spells: orbs, staves, and wands. Each of the three arcane implements are associated with different magical schools.
The orb is associated with the Divination, Enchantment, and Necromancy schools. If one wishes to cast a spell from one of these three schools, one must be using an orb as an arcane implement. An orb with a +3 enhancement bonus can be used as a +1 wand. An orb with a +5 enhancement bonus can be used as a +3 wand or a +1 staff.
The wand is associated with the Conjuration, Evocation, and Illusion schools. If one wishes to cast a spell from one of these three schools (with the exception of Evocation), one must be using a wand as an arcane implement. A wand with a +3 enhancement bonus can be used as a +1 staff. A wand with a +5 enhancement bonus can be used as a +3 staff or a +1 orb.
The staff is associated with the Abjuration, Evocation, and Transmutation schools. If one wishes to cast a spell from one of these three schools (with the exception of Evocation), one must be using a staff as an arcane implement. A staff with a +3 enhancement bonus can be used as a +1 orb. A staff with a +5 enhancement bonus can be used as a +3 orb or a +1 wand.
This third fix only does little to limit Clerics, Druids, and Bards. However, these classes are casting off a much narrower spell list than Wizards and Sorcerers. Additionally, this allows the observant character to determine the power level of an NPC spellcaster by the apparent power of their implement. It also allows the observer to determine the favored schools of NPC Wizards or Sorcerers. Both these are fun and flavorful in my opinion. By making Wizards and Sorcerers rely on various implements, we limit their spell selection at any given time.
From here, Fix #3 can be expanded to include feats that allow you to dual-wield implements, special abilities for implements that cost enhancement bonuses akin to weapon special abilities that impact things like spell DCs and overcoming SR, and special weapons and shields that can also be used as implements and can be enhanced separately as implements and weapons.
Opinions? Are these fixes effective? Would you implement them in your own game? Are they simple enough to adapt, but still complex enough to limit spellcasting? Do they maintain the feeling of a High Fantasy game and avoid making the spellcasting classes too similar to the melee classes?
For a full fix of core spellcasters, I would suggest any of the various ways to nerf the Druid's class features and granting the Sorcerer Heritage feats every three levels. There's any variety of heritage feats that would work for the sorcerer: draconic, elemental, demonic, or even aberrant feats from LoM. Also, I would let the sorcerer specialize like a wizard. I applied all these fixes to the Bard, because he's bound to pump Charisma anyways and is likely to make Intelligence at least tertiary. Otherwise, the Bard would really be too powerful under this system.
Fix #1: The Mental Ability Scores
All melee characters must grant at least a passing nod to each of the physical ability scores, forcing the characters to strengthen one aspect of melee fighting to the detriment of another. By spreading out the functioning of all spellcasting over all three mental ability scores, we hope to see that casters balance themselves in such a way. This fix works best with a high-powered stat array or with generous rolling rules. I granted bonus spells much faster than normal as well as giving 0-level bonus spells in order to increase the importance of Wisdom when compared to Intelligence or Charisma under this system. I was afraid that a normal bonus-spell progression would cause the significance of Wisdom to pale compared to the other two stats (who cares about casting ONE more spell per level per day when I could be increasing my DCs or overcoming SR!)
All full-spellcasters rely on the three mental ability scores (Intelligence, Wisdom, and Charisma) to determine their spellcasting abilities. A full-spellcaster is defined as any caster whose class spell list includes 9th level spells, as well as the Bard. Ranger, Paladin, and Assasin spellcasting, for example, are unaffected.
Intelligence determines the highest level spell a spellcaster can cast, as well as how capable they are at overcoming the magic of others. A spellcaster cannot cast spells without at least an intelligence of at least 10. A spellcaster with an intelligence of 10 or higher is able to cast spells and overcome magical defenses according to the following table:
Intelligence Score Associated Ability
10 Able to cast 0-level spells according to their spellcasting class.
11 Able to cast 1st Level spells according to their spellcasting class.
12 Able to cast 2nd Level spells according to their spellcasting class.
13 Able to cast 3rd Level spells according to their spellcasting class.
14 Able to cast 4th Level spells according to their spellcasting class.
15 Able to cast 5th Level spells according to their spellcasting class.
16 Able to cast 6th Level spells according to their spellcasting class.
17 Able to cast 7th Level spells according to their spellcasting class.
18 Able to cast 8th Level spells according to their spellcasting class.
19 Able to cast 9th Level spells according to their spellcasting class.
20 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
21-22 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
23-24 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
25-26 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
27-28 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
29-30 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
31-32 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
33-34 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
35-36 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
37-38 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
39-40 Gain +1 to Caster Level checks to overcome SR or when using Dispel Magic.
Wisdom determines the number of spells a spellcaster can cast. In addition to the normal number of spells granted to spellcasters by their class, spellcasters receive a number of bonus spells in accordance with their Wisdom score, as determined by the following table:
Wisdom
Score Bonus Spells (by Spell Level)
0 1 2 3 4 5 6 7 8 9
10 1 - No Bonus Spells of this Level -
11 1 1
12 1 1 1
13 2 1 1 1
14 2 2 1 1 1
15 2 2 2 1 1 1
16 2 2 2 2 1 1 1
17 3 2 2 2 2 1 1 1
18 3 3 2 2 2 2 1 1 1
19 3 3 3 2 2 2 2 1 1 1
20 3 3 3 3 2 2 2 2 1 1
21 4 3 3 3 3 2 2 2 2 1
22 4 4 3 3 3 3 2 2 2 2
23 4 4 4 3 3 3 3 2 2 2
24 4 4 4 4 3 3 3 3 2 2
25 5 4 4 4 4 3 3 3 3 2
26 5 5 4 4 4 4 3 3 3 3
27 5 5 5 4 4 4 4 3 3 3
28 5 5 5 5 4 4 4 4 3 3
29 6 5 5 5 5 4 4 4 4 3
30 6 6 5 5 5 5 4 4 4 4
31 6 6 6 5 5 5 5 4 4 4
32 6 6 6 6 5 5 5 5 4 4
33 7 6 6 6 6 5 5 5 5 4
34 7 7 6 6 6 6 5 5 5 5
35 7 7 7 6 6 6 6 5 5 5
Charisma determines the strength of the spells any spellcasters cast. The spellcaster’s Charisma modifier, plus ten, plus the spell level of the spell being cast is the DC to be overcome for any spell cast. Therefore, the DC for a Charm Monster spell cast by a wizard (a 4th-level wizard spell) with a Charisma of 20 is 10+4+5, or 19.
Fix #2: Spellprogression and Prestige Classes
The Cleric, the Wizard, and the Sorcerer grant few class features, if any. Now, it seems, the designers of 3rd edition intended for spellcasting to compensate for this. Instead, Prestige Classes were introduced and spellcaster power began to CREEP. This fix is intended to decrease the likelihood of a character casting 9th level spells by 17th-level, make high-level spells a rarer accomplishments, and even out the power level of many spellcasting Prestige Classes. This fix is quick and clean, but does little to limit the power of anyone who goes Wiz 20.
No Prestige Class grants full spellcasting progression to full-spellcasters. Instead, all existing Prestige Classes are assumed to be modified to grant either ½ spellcasting progression or ¾ in some cases. If one wishes to exchange levels in Wizard, Sorceror, Cleric, Druid, Bard, or any other full-spellcaster for levels in a Prestige Class, one is expected to exchange the ability to cast higher level spells for the benefit of the Prestige Class’s class features.
Prestige Classes with reasonably powerful class features grant only one-half spell progression. Prestige Classes such as Archmage, Contemplateive, Initiate of the Sevenfold Veil, Malconvoker, and Mindbender are good examples of Prestige Classes that should receive one-half spell progression. In such cases, the first level of each prestige class does not grant spellcasting and neither does every other level thereafter. When dealing with a Prestige Class with an odd number of levels, round down the number of levels that grant spell progression. For example, Initiate of the Sevenfold Veil should receive three levels of spell progression over the course of its seven levels.
Prestige Classes with weak or minimal class features should grant three-quarters spellcasting progression. Prestige Classes such as Effigy Master, Eldritch Knight, Loremaster, and Shining Blade of Heironeous are good examples of Prestige Classes that should receive three-quarters spell progression. When the number of levels in a Prestige Class do not evenly divide into quarters, round down the number of levels that grant spell progression. For example, Eldritch Knight should receive seven levels of spell progression over the course of its ten levels.
All Prestige Classes that grant their own spell-casting progression remain unaffected with the exceptions of those that grant 9th-level spells (such as The Sublime Chord and The Ur-Priest), which should be adjusted to the DM’s discretion.
Any Prestige Class that grants spell progression (whether ½ or ¾) grants full caster level progression. A Wizard does not lose caster levels by progressing as an Archmage or as an Eldritch Knight even though he will lose spell progression according to the class’s speed of advancement.
Fix #3: Implements
Things I like about 4th Edition: the use of implements in spellcasting. Things I do not like about 4th Edition: implements are the same as weapons. By making spellcasting more item dependent, we limit what the caster can do and the ease with which he can do it. However, I didn't want it to feel like your items were functioning the same way that weapons do.
All Full-Spellcasters are now required to have an appropriately designed and built implement in order to cast spells above level 0. For a divine caster, the implement takes the form of a holy symbol. For the bard, his musical instrument serves as his implement. For the wizard and sorcerer, they can use either an orb, a staff, or a wand as their implement.
All implements can be enhanced like magical weapons, for the same price increments. Unlike weapons, all implements are assumed to be of a quality that can be enhanced, as it takes great skill and knowledge to build a functional implement. The enhancement of an implement determines what level spells the caster can cast while using that implement.
A normal implement, that has not been enhanced, can be used to cast 1st and 2nd level spells. An implement with a +1 enhancement is required to cast 3rd and 4th level spells and can still be used to cast lower-level spells. An implement with a +2 enhancement is needed to cast 5th and 6th level spells and can be used to cast lower level spells. An implement with a +3 enhancement is needed to cast 7th and 8th level spells and can be used to cast lower level spells. An implement with a +4 enhancement is needed to cast 9th level spells or lower. An implement with a +5 enhancement is necessary to cast epic level spells and allows the caster to cast spells of 6th level or lower from another class list (that the caster has access to) with the same implement. For example, a Druid with a +5 Holy Symbol can cast 9th level Druid spells with that implement as well as 6th level Wizard spells he has access to while using the same implement.
Spells no longer require Material Components, as all spells now require Implements. Spells that require XP or material components equal to more gold than 100 x your caster level (2,000gp at 20th level) instead require you use an implement with an enhancement one greater than is typically required for the spell level. For example, Raise Dead cast by a 9th level Cleric does not require 5000gp worth of diamonds; instead, Raise Dead cast by a 9th level Cleric requires that the cleric use a Holy Symbol with a +3 enhancement, rather than a Holy Symbol with a +2 enhancement which is typically all that is required for a 5th level spell (such as Raise Dead). Spells that require material components that have no gold cost or a gold cost that is less than 100 x your caster level (such as Identify, cast by a 3rd-level Sorceror) merely require the use of an implement as is normal.
A bard who wishes to use his voice still requires a pitch pipe for use as an implement in order to fine-tune his vocal chords and, with higher level spells, grant his voice an appropriate enhancement bonus.
Drawing an implement is a move-action which can be done while a character moves his speed, like drawing a weapon. Putting away an implement is also a move-action. An implement can be drawn as a free-action if the character possesses the Quick Draw feat. A caster holding an implement (whether Holy Symbol, musical instrument, orb, staff, or wand) can be disarmed of their implement and the implement can be made the target of a sunder attempt by an attacker. Like a normal sunder attempt, the attacker must overcome the implement’s hardness and HP in order to destroy it. Implements still require the caster leave one hand free for somatic components to spells, unless the caster is using a spell that does not require somatic components.
Arcane Implements: Orbs, Staves, and Wands
All full arcane spellcasters, except the bard, use three different implements when casting their spells: orbs, staves, and wands. Each of the three arcane implements are associated with different magical schools.
The orb is associated with the Divination, Enchantment, and Necromancy schools. If one wishes to cast a spell from one of these three schools, one must be using an orb as an arcane implement. An orb with a +3 enhancement bonus can be used as a +1 wand. An orb with a +5 enhancement bonus can be used as a +3 wand or a +1 staff.
The wand is associated with the Conjuration, Evocation, and Illusion schools. If one wishes to cast a spell from one of these three schools (with the exception of Evocation), one must be using a wand as an arcane implement. A wand with a +3 enhancement bonus can be used as a +1 staff. A wand with a +5 enhancement bonus can be used as a +3 staff or a +1 orb.
The staff is associated with the Abjuration, Evocation, and Transmutation schools. If one wishes to cast a spell from one of these three schools (with the exception of Evocation), one must be using a staff as an arcane implement. A staff with a +3 enhancement bonus can be used as a +1 orb. A staff with a +5 enhancement bonus can be used as a +3 orb or a +1 wand.
This third fix only does little to limit Clerics, Druids, and Bards. However, these classes are casting off a much narrower spell list than Wizards and Sorcerers. Additionally, this allows the observant character to determine the power level of an NPC spellcaster by the apparent power of their implement. It also allows the observer to determine the favored schools of NPC Wizards or Sorcerers. Both these are fun and flavorful in my opinion. By making Wizards and Sorcerers rely on various implements, we limit their spell selection at any given time.
From here, Fix #3 can be expanded to include feats that allow you to dual-wield implements, special abilities for implements that cost enhancement bonuses akin to weapon special abilities that impact things like spell DCs and overcoming SR, and special weapons and shields that can also be used as implements and can be enhanced separately as implements and weapons.
Opinions? Are these fixes effective? Would you implement them in your own game? Are they simple enough to adapt, but still complex enough to limit spellcasting? Do they maintain the feeling of a High Fantasy game and avoid making the spellcasting classes too similar to the melee classes?
For a full fix of core spellcasters, I would suggest any of the various ways to nerf the Druid's class features and granting the Sorcerer Heritage feats every three levels. There's any variety of heritage feats that would work for the sorcerer: draconic, elemental, demonic, or even aberrant feats from LoM. Also, I would let the sorcerer specialize like a wizard. I applied all these fixes to the Bard, because he's bound to pump Charisma anyways and is likely to make Intelligence at least tertiary. Otherwise, the Bard would really be too powerful under this system.