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King Herodes
2008-10-09, 09:31 AM
THE MAGICIAN

The Concept:
The Idea behind this class was to make a generic arcane caster somewhere between the wizard and the sorcerer, an arcane caster, who studies the art of spontaneous arcane magic, just like a wizard studies the art of prepared arcane magic.

Feedback would be great :smallsmile:

Important Note: For Balance, I have to say, we use a modified sorcerer Version, who gets spells/day like a wizard+2 (and therefore new spell-levels at odd levels), Eschew Materials at 1st level, and a bonus Draconic or Metamagic Feat at 5th, 10th, 15th and 20th level.


The Fixed Sorcerer

Class Skills
The fixed sorcererís class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacie (Cha), Intimidate (Cha), Knowledge (arcane) (Int), Knowledge (the planes) (Int) Spellcraft (Int), Profession (Wis) and Use Magical Device (Cha).
Skill Points at 1st level: ( 2 + Int modifier ) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.


Table 1-1: THE FIXED SORCERER


Base Fort Ref Will -------------------- Spells per day --------------------
Level Attack Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar, Eschew Materials 5 3 - - - - - - - -
2nd +1 +0 +0 +3 - 6 4 - - - - - - - -
3rd +1 +1 +1 +3 - 6 4 3 - - - - - - -
4th +2 +1 +1 +4 - 6 5 4 - - - - - - -
5th +2 +1 +1 +4 Bonus Feat 6 5 4 3 - - - - - -
6th +3 +2 +2 +5 - 6 5 5 4 - - - - - -
7th +3 +2 +2 +5 - 6 6 5 4 3 - - - - -
8th +4 +2 +2 +6 - 6 6 5 5 4 - - - - -
9th +4 +3 +3 +6 - 6 6 6 5 4 3 - - - -
10th +5 +3 +3 +7 Bonus Feat 6 6 6 5 5 4 - - - -
11th +5 +3 +3 +7 - 6 6 6 6 5 4 3 - - -
12th +6/+1 +4 +4 +8 - 6 6 6 6 5 5 4 - - -
13th +6/+1 +4 +4 +8 - 6 6 6 6 6 5 4 3 - -
14th +7/+2 +4 +4 +9 - 6 6 6 6 6 5 5 4 - -
15th +7/+2 +5 +5 +9 Bonus Feat 6 6 6 6 6 6 5 4 3 -
16th +8/+3 +5 +5 +10 - 6 6 6 6 6 6 5 5 4 -
17th +8/+3 +5 +5 +10 - 6 6 6 6 6 6 6 5 4 3
18th +9/+4 +6 +6 +11 - 6 6 6 6 6 6 6 5 5 4
19th +9/+4 +6 +6 +11 - 6 6 6 6 6 6 6 6 5 5
20th +10/+5 +6 +6 +12 Bonus Feat 6 6 6 6 6 6 6 6 6 6

Table 1-2: Spells Known


-------------- Spells known ----------------
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
4 1 - - - - - - - -
5 2 - - - - - - - -
5 2 1 - - - - - - -
6 3 2 - - - - - - -
6 3 2 1 - - - - - -
7 4 3 2 - - - - - -
7 4 3 2 1 - - - - -
8 5 4 3 2 - - - - -
8 5 4 3 2 1 - - - -
9 5 5 4 3 2 - - - -
9 5 5 4 3 2 1 - - -
9 5 5 5 4 3 2 - - -
9 5 5 5 4 3 2 1 - -
9 5 5 5 4 4 3 2 - -
9 5 5 5 4 4 3 2 1 -
9 5 5 5 4 4 4 3 2 -
9 5 5 5 4 4 4 3 2 1
9 5 5 5 4 4 4 3 3 2
9 5 5 5 4 4 4 3 3 2
9 5 5 5 4 4 4 3 3 3

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Familiar: A fixed sorcerer can obtain a familiar in exactly the same manner as a PHB sorcerer can. See the PHB sorcerer description and the Familiarís Information for details.

Bonus Feat: At 5th, 10th, 15th and 20th level, a sorcerer gains a bonus feat. At each such opportunity, he can choose a single metamagic or draconic feat he meets the prequesites for.



http://www.wizards.com/dnd/images/FR_ART/People/AeronMorleth.jpg

ĄI feel superior to wizards and sorcerers, for I combine the best parts of both worlds!ď

Jamon Radek, human Magician



FLUFF
There are many different kinds of magic in the world. The academic study of magic executed by wizards, the inborn, natural arcane power given to sorcerers, the spontaneous, artistic theurgy of bards Ė and the powerful magic of the magicians, perfecting the spontaneous use of arcane magic based on academic fundamentals. Even though magicians cast their spells similar to a sorcerer, their understanding of magic is more like those of wizards, based upon a complicated, abstract system of formulas and gestures.

More to come...

Starting Age: Medium (As Bard)
Starting Gold: 3d4 x 10 gp (75 gp)



GAME RULE INFORMATION
Baculumants have the following game statistics.

Abilities: Intelligence determines how powerful a spell a magician can cast, how many spells he can cast, and how hard those spells are to resist. A high Dexterity score is helpful for a magician, who typically wears little or no armor, because it provides him with a bonus to Armor Class. A good Constitution Score gives a magician extra hit points, a resource that he is otherwise very low on.
Alignment: Any.
Hit Die: d4.


Class Skills
The magiciansís class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis) and Spellcraft (Int).
Skill Points at 1st level: ( 2 + Int modifier ) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.


Table 1-1: THE MAGICIAN


Base Fort Ref Will -------------------- Spells per day --------------------
Level Attack Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar, Arcane Preperation 3 1 - - - - - - - -
2nd +1 +0 +0 +3 - 4 2 - - - - - - - -
3rd +1 +1 +1 +3 - 4 2 1 - - - - - - -
4th +2 +1 +1 +4 - 4 3 2 - - - - - - -
5th +2 +1 +1 +4 Bonus Feat 4 3 2 1 - - - - - -
6th +3 +2 +2 +5 - 4 3 3 2 - - - - - -
7th +3 +2 +2 +5 - 4 4 3 2 1 - - - - -
8th +4 +2 +2 +6 - 4 4 3 3 2 - - - - -
9th +4 +3 +3 +6 - 4 4 4 3 2 1 - - - -
10th +5 +3 +3 +7 Bonus Feat 4 4 4 3 3 2 - - - -
11th +5 +3 +3 +7 - 4 4 4 4 3 2 1 - - -
12th +6/+1 +4 +4 +8 - 4 4 4 4 3 3 2 - - -
13th +6/+1 +4 +4 +8 - 4 4 4 4 4 3 2 1 - -
14th +7/+2 +4 +4 +9 - 4 4 4 4 4 3 3 2 - -
15th +7/+2 +5 +5 +9 Bonus Feat 4 4 4 4 4 4 3 2 1 -
16th +8/+3 +5 +5 +10 - 4 4 4 4 4 4 3 3 2 -
17th +8/+3 +5 +5 +10 - 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 - 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 - 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bonus Feat 4 4 4 4 4 4 4 4 4 4

Table 1-2: Spells Mastered


------------------- Spells mastered---------------------
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 2 - - - - - - - -
2nd 6 3 - - - - - - - -
3rd 6 3 2 - - - - - - -
4th 7 4 3 - - - - - - -
5th 7 4 3 2 - - - - - -
6th 8 5 4 3 - - - - - -
7th 8 5 4 3 2 - - - - -
8th 9 6 5 4 3 - - - - -
9th 9 6 5 4 3 2 - - - -
10th 10 6 6 5 4 3 - - - -
11th 10 6 6 5 4 3 2 - - -
12th 10 6 6 6 5 4 3 - - -
13th 10 6 6 6 5 4 3 2 - -
14th 10 6 6 6 5 5 4 3 - -
15th 10 6 6 6 5 5 4 3 2 -
16th 10 6 6 6 5 5 5 4 3 -
17th 10 6 6 6 5 5 5 4 3 2
18th 10 6 6 6 5 5 5 4 4 3
19th 10 6 6 6 5 5 5 4 4 3
20th 10 6 6 6 5 5 5 4 4 4

Class Features
All the following are class features of the magician.

Weapon and Armor Proficiency: Magicians are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a magicianís movements, which can cause her spells with somatic components to fail.

Spells: A magician casts arcane spells, which are drawn from the sorcerer/wizard spell list. He can cast any spell mastered without preparing it ahead of time, just like a sorcerer.
To learn or cast a spell, a magician must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magiciansís spell is 10 + the spell level + the magiciansís Intelligence modifier. Like other spellcasters, a magician can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1-1: The Magician. In addition, he receives bonus spells per day if he has a high Intelligence score.
A magicianís selection of mastered spells is extremely limited. A magician begins play knowing five 0-level spells and two 1st-level spells of your choice. At each new magician level, he masters one or more new spells, as indicated on Table 1-2: Spells Mastered. In addition, a magician my at any time swap one mastered spell for another by learning the new one (see learning new spells below).

Summon Familiar: A magician can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the Familiarís Information for details.

Arcane Preperation: At 1st level, a magician gains Arcane Preperation as a bonus feat.

Bonus Feat: At 5th, 10th, 15th and 20th level, a magician gains a bonus feat. At each such opportunity, he can choose one of the following feats: Combat Casting, Greater Spell Focus, Greater Spell Penetration, Spell Focus, Spell Penetration, Improved Counterspell or any metamagic feat.


Learning New Spells
A magician can learn a new spell whenever he encounters one on a magic scroll or a spellbook. No matter whatís the spellís source, the magician must first decipher the magical writing (see Arcane Magical Writings in the PHB). Next, he must spend a day, studying the spell. At the end of the day, he must make a Spellcraft check (DC 15 + spellís level). A magician who has specialized in a school of spells (see below) gains a +2 bonus on the Spellcraft check if the new spell is from his speciality school. He cannot learn, however, any spells of his prohibited schools. If the spell succeeds, the magician understands the spell and can learn it. If the check fails, the magician cannot understand or learn the spell. He cannot attempt to learn the spell again until he gains another rank in Spellcraft.
To learn a new spell the magician must first delete one of his already mastered spells of the same level, and then practise and train the new spell for one full day (regardless of level). The process leaves a spellbook unharmed, but a spell learned from a scroll disappears from the parchment.
Magicians and Spellbooks: A Magician can write spells in a spellbook just like a wizard can, if he wants to. However, he gets neither a free spellbook containing some spells at 1st level, nor any free spells into a spellbook for leveling up!


School Spezialization
A school is one of eight groupings of spells, each defined by a common theme. If desired, a magician may specialize in one school of magic (see PHB for info). Specialization allows a magician to cast extra spells from his chosen school, but he can never master or cast spell from some other schools.
A specialized magician can cast one additional spell of her speciality school per spell level. He also gains a +2 bonus on Spellcraft checks to learn spells from his chosen school. A specialized magician must always have at least one spell of his choosen school mastered per spell level.
A magician must choose to specialize, and if he does, choose his speciality at 1st level. At this time, he must also give up two other schools of magic (unless he chooses in divination, see below), which become his prohibited schools.
A magician can never give up divination to fulfill this requirement. A magician specializing in divination must only give up 1 other school of magic.
Spells of the prohibited school or schools are not available to the magician, and he canít even cast such spells from scrolls or fire them from wands. He may not change either his specialization or his prohibited school(s) later.



Greetings
King Herodes

RMS Oceanic
2008-10-09, 09:42 AM
So, he's a sorceror that relies on intelligence rather than charisma, knows more spells but can cast less unless he specialises?

Freaky Blending of Sorceror/Wizard, but I like it. Argubly overpowered, though.

King Herodes
2008-10-09, 09:47 AM
So, he's a sorceror that relies on intelligence rather than charisma Yes , knows more spells Yes, and can swap them out by learning new ones but can cast less unless he specialises? He can also cast less if he specializes. The Spezialization gives him one mastered spell more each level, not spells/day.

Freaky Blending of Sorceror/Wizard, but I like it. Argubly overpowered, though.

Thanks for your feedback.
Why do you think it's overpowered? And what would you recommend to tone it down a bit.

Greetings
King Herodes

RMS Oceanic
2008-10-09, 09:55 AM
See, the reason that the Sorceror, with his base 6 spells a day that can be whatever he wants, is balanced in respect to the Wizard because he has a limited spell selection. I'm no expert in arcane casters, but I don't know if sacrificing one spell slot warrants extra spells known, a much easier time in replacing spells, and bonus feats.

King Herodes
2008-10-09, 10:06 AM
See, the reason that the Sorceror, with his base 6 spells a day that can be whatever he wants, is balanced in respect to the Wizard because he has a limited spell selection. I'm no expert in arcane casters, but I don't know if sacrificing one spell slot warrants extra spells known, a much easier time in replacing spells, and bonus feats.

Added the Fixed Sorcerer we use, and who is therefore the base of balance.
The Magician gains one more spell known of each spell-level and the ability to swap them out relativ easily (but one singel spells requires normally two full days, so its not compareable to the flexibility in spell-selection of a wizard).
The Sorcerer gains one more spell/day of each spell-level.

Both get Bonus Feat (also from slightly different lists), One feat at 1st level, and a familiar, same HD, BAB, saves, Armor profiency...

So the question is, is one more spell known each level better than 1 extra spell for that day?
For a unexpirienced player I think surely it is, because they don't know what spells are the good ones, how to combine them, etc.
But an expirienced player will have enough spells known with the sorcerer, and every additional (high level) spell is additional power in their hands...

I'm not sure about that


Greetings
King Herodes

RMS Oceanic
2008-10-09, 10:11 AM
Both get Bonus Feat (also from slightly different lists)

Last time I read the PHB, only Wizards gained bonus feats like that, not sorcerors.

Still, I like the class, and it would be amusing to play this guy in a Gestalt Campaign, partnered up with a Beguiler (another INT-based spontaneous caster).

King Herodes
2008-10-09, 10:16 AM
Last time I read the PHB, only Wizards gained bonus feats like that, not sorcerors.

Please read my post. :smallwink: In our group we use a fixed sorcerer (because we think sorceres are a bit too weak compared to wizards. also given in the opening post => Spoiler), which gets bonus feats, and a slightly different spell/day and spells known progression, in addition with a modified class skill selection.

Still, I like the class, and it would be amusing to play this guy in a Gestalt Campaign, partnered up with a Beguiler (another INT-based spontaneous caster).


Greetings
King Herodes

RMS Oceanic
2008-10-09, 10:19 AM
My apologies, when you said "Fixed Sorceror", I thought you meant "Fix the Sorceror as a starting position for this class." Could you elaborate on this Sorceror Fix, so I get an idea?

King Herodes
2008-10-09, 10:31 AM
My apologies, when you said "Fixed Sorceror", I thought you meant "Fix the Sorceror as a starting position for this class." Could you elaborate on this Sorceror Fix, so I get an idea?

Look at my first post (the post that contains the magician), there is a "Spoiler" at the top of it. Klick on it, and you will see the fixed sorcerer tables and info.
Everything not explained their (like HD, Weapon and Armor Proficiency, how they cast spells, etc...) remains unchanged. :smallsmile:


Greetings
King Herodes

afroakuma
2008-10-09, 10:36 AM
When I DM, I dictate that sorcerers are the only casters who can access Reserve feats and Heritage feats. Wizards in turn get a few bonus feats that sorcerers cannot touch, especially some of the more esoteric metamagic. I've found that those changes (especially the reserve feats) differentiate the three arcane classes I allow in my games.

Fizban
2008-10-10, 01:47 AM
What metamagics are prohibited to sorcerers, and do they get any bonus feats to take their own unique feats? Quicken Spell almost does this by itself in core, though at +4 levels it comes into play a bit late for defining the class.

As for the OP: well, you've traded one spell per day for an extra spell known, which seems fair enough to me. The DAD casting (two ability types) should be enough to make up for being able to change spells around in advance, since even though you'll have just the right spell, the saves are likely to be lower (I'd guess around -2 or -3 without extreme optimization, but I've never really seen one play).

I do think the spell swapping mechanic is kind of clunky. I'd treat it more as a long term preparation: when you choose to change one of your spells mastered, you spend 8 hours preparing one from a magical writing (that you must identify normally, etc), which takes the place of one you originally had mastered. I don't think writing in a spellbook requires any feats, so I'd allow the Magician to record any spells he currently has mastered in written form, to avoid the whole "I permanently forgot that spell I used for a year in one day" problem.

I think that would be enough, but if not, then you could add an xp cost for the first time you master a spell you didn't learn from leveling up, same as the Erudite. In this case you're paying the extra time (Erudites just manifest different powers each day until they hit their unique power limit) for having more unique powers per day.

King Herodes
2008-10-10, 02:20 AM
What metamagics are prohibited to sorcerers, and do they get any bonus feats to take their own unique feats? Quicken Spell almost does this by itself in core, though at +4 levels it comes into play a bit late for defining the class.

As for the OP: well, you've traded one spell per day for an extra spell known, which seems fair enough to me. The DAD casting (two ability types) should be enough to make up for being able to change spells around in advance, since even though you'll have just the right spell, the saves are likely to be lower (I'd guess around -2 or -3 without extreme optimization, but I've never really seen one play).

Oh, i have to say this one was a mistake, saves should be based on Intelligence, too. Will correct this.

I do think the spell swapping mechanic is kind of clunky. I'd treat it more as a long term preparation:

Well it is a long term preperation right now. :smallsmile:

when you choose to change one of your spells mastered, you spend 8 hours preparing one from a magical writing (that you must identify normally, etc), which takes the place of one you originally had mastered.

This would even be faster than my method. I made it similar to a wizard learning a new spell (writing one into his spellbook):
Both must first read/decipher the spell
Both must than spend a day studying the spell
The wizard must than spend a day to write the spell into his book, while the magician must spend a day to train the spell to replace an already mastered one.

I don't think writing in a spellbook requires any feats, so I'd allow the Magician to record any spells he currently has mastered in written form, to avoid the whole "I permanently forgot that spell I used for a year in one day" problem.

Of course a magician can record any spell he knews into his spellbook, as well as any spell from a scroll or another spellbook, just like a wizard can. Thought this would be obvious :smallsmile:

I think that would be enough, but if not, then you could add an xp cost for the first time you master a spell you didn't learn from leveling up, same as the Erudite. In this case you're paying the extra time (Erudites just manifest different powers each day until they hit their unique power limit) for having more unique powers per day.

As said, made learning new spells similiar to a wizard, and a wizard don't need to pay XP to write new spells into his spellbook.


Greetings
King Herodes

Lappy9000
2008-10-10, 07:12 AM
Table for ya' guverna!

Table: The Magician
{table=head]
Level |
BAB |
Fort Save |
Ref Save|
Will Save |
Special

1st | +0 |
+0 |
+0 |
+2 | Summon Familiar, Arcane Preparation

2nd | +1 |
+0 |
+0 |
+3 |

3rd | +1 |
+1 |
+1 |
+3 |

4th | +2 |
+1 |
+1 |
+4 |

5th | +2 |
+1 |
+1 |
+4 | Bonus Feat

6th | +3 |
+2 |
+2 |
+5 |

7th | +3 |
+2 |
+2 |
+5 |

8th| +4 |
+2 |
+2 |
+6 |

9th| +4 |
+3 |
+3 |
+6 |


10th| +5 |
+3 |
+3 |
+7 | Bonus Feat

11th| +5 |
+3 |
+3 |
+7 |

12th| +6/+1 |
+4 |
+4 |
+8 |

13th| +6/+1 |
+4 |
+4 |
+8 |

14th| +7/+2|
+4 |
+4 |
+9 |

15th| +7/+2|
+5 |
+5 |
+9 | Bonus Feat

16th| +8/+3 |
+5 |
+5 |
+10 |

17th| +8/+3 |
+5 |
+5 |
+10 |

18th| +9/+4 |
+6 |
+6 |
+11 |

19th| +9/+4 |
+6 |
+6 |
+11 |

20th| +10/+5|
+6 |
+6 |
+12 | Bonus Feat
[/table]

afroakuma
2008-10-10, 07:32 AM
Any feats dealing with one specific school of magic (other than Spell Focus) I usually reserve to wizards; also Arcane Thesis, Arcane Mastery, Double Wand Wielder, Practiced Spellcaster, Ranged/Touch Spell Specialization, Craft Contingent Spell...

Generally, though, I give wizards less selective feats than sorcerers. However, sorcerers do not get bonus feats; usually, therefore, a sorcerer chooses a character concept (heritage, sudden metamagic, reserve abilities) and stays in that area, where a wizard can use his bonus feats on item creation or metamagic and his main feats for whatever he likes.

Fizban
2008-10-10, 07:02 PM
Huh, it seems I'd forgotten the 1 day learning period for wizards reading a new spell. Therefore, we only disagree in pedantics: one day= eight hours in DnD speak, and where you say training I say preparation. No actual mechanical difference there.

I'd put a small mention of Magician's keeping their own spellbooks in the entry just to avoid confusion, even though I don't think the magical writing rules require it.

The reason I suggested the xp cost is to keep a price for spontaneous casting. Right now, the only thing that keeps wizards from doing everything (more than they already do, etc), is required preparation (including how many copies you want of each spell), and gold. The Magician takes bit longer to prepare, but can cast at will from his prepared list, not having to choose how many copies of what spell. I'm on the fence as to weather the day to change a single spell is enough to counter casting spontaneously from a library of size X. The Spirit Shaman only prepares a list of 3 spells of each level, and can change it each day, but Druids already naturally know their whole list. If we assume that Wizards naturally know their whole list (since they can get nearly all the relevant spells with mere gold), then the comparison is size of prepared list vs. time to change list. In that case, compared with the spirit shaman, I think it's fair.

Compared to the Sorcerer, even with your fix, it's still significantly better. The statistically more useful casting stat, more spells known, and the ability to change them beats it in every category. Any caster that has the ability to change their spells known today list outside of level ups should have fewer spells known today than one that can't.

Tl;dr version: we agree on preparation, but you should either increase the base sorcerer's spells known, or drop the magician's below it. Magician as it is now should be fine with wizard.

ericgrau
2008-10-10, 07:09 PM
Thanks for your feedback.
Why do you think it's overpowered? And what would you recommend to tone it down a bit.

Greetings
King Herodes

With some reasonable prep time, he has all the advantages of a sorceror and wizard, without the disadvantages of either. The only solution would be to make him bad at something, which doesn't seem like something you want to do. When the wizard, sorc, and magician all have zero foreknowledge/pre-planning then the magicians one tiny disadvantage of spell swap time is completely erased, and then he is equal or better than the wiz and sorc in every single way.

This comes back to the 3.5e notion of being good at one thing but not another, which people rarely grasp. Then they laugh and laugh at the poor sorc all the way to school. Truth is, if he were "fixed" in any major way he'd be overpowered, as then he'd be nearly equal or better than the wiz in every way. If he's fixed in minor ways, well that just implies that he's only slightly weaker and doesn't need fixing that bad.

But rule #1 in my book is let the O.P. do what he wants. So let's see... hmm... gimme a minute. EDIT: Dang, this is a stumper. Only thing I could think of was to keep the significant things - i.e. spells known, spells per day, spell level and spell swapping - but nerf his power somehow. Maybe a nerf to spell save DC or add some MAD or I dunno. EDIT #2: For MAD, you could require a cha of 10 + spell level to cast a spell, maybe require cha for other things too.

King Herodes
2008-10-11, 09:11 AM
Ok, I'm going to lower the spells/day by one, so the magician's spells/day are equal to the wizard, and make his specialization like that one of a wizard.

Compared to a wizard, he has the advantage of spontaneous casting, but the disadvantage of slower mechanic to change his spells and no free spells in a spellboock (which is quite alot of money).
Compared to a sorcerer, he has the advantage of a bit more spells known (1 per spell level) and the ability to change this spells, but fewer spells/day (2 per spell-level, if not specialized).

Think that's quite fair. I think this way every class has its advantages and disadvantages to keep it interesting.

Greetings
King Herodes