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[Testing, D&D] Primal Mage: How Borked is this?

Started by Levi Kornelsen, January 30, 2007, 10:25:14 PM

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Levi Kornelsen

PRIMAL MAGE [Feat]
A character gaining this feat undergoes a potent transformation of magic, as they are filled with the verdant energies of the wild.  Their spellcasting abilities are irrevocably altered as a result of this change.
  • Benefit: The character must sacrifice one or more levels worth of spellcasting ability from one or more of the following classes: Cleric, Druid, Favored Soul, Healer, Paladin, Ranger, Sorcerer, Wizard.  All of those caster    levels are   permanently lost.  The character permanently gains an equal number of “Primal Mage” spellcaster levels.  These new spellcaster levels grant spells known and spells per day    exactly as per a Sorcerer of the same level, except that all spells known are chosen from the Druid spell list.  Bonus spells are gained, and save difficulties are based upon, the wisdom modifier of the character.
  • Requirements: Spellcaster level 3+; character must spend a full night in vigil at a holy site of fey or druidic magic.
  • Advancement: After this feat has been gained, any time that a new spellcasting level in any class is gained, it may be   sacrificed to gain further Primal Mage spellcasting levels.
  • Bards: Bard Spellcasting levels may also be sacrificed in this fashion, but each Bard spellcasting level thus sacrificed gains the character only 2/3 of a Primal Mage spellcasting level - such ‘fractional’ levels are ignored in play but do build up, and are expressed as further fractions create whole levels.
  • Ranger and Paladins: Remember that Rangers and Paladins do not gain a spellcaster level until their fourth class level, and have a spellcaster level equal to half of their class level.
  • Limitation: A character may never possess more Primal Mage spellcaster levels than they possess character levels.  GMs are encouraged to slap players attempting this trick about the ears.
...Yes, it's totally goofball.  But I'm trying to sort out just how much too strong, and where, it is.

Thoughts?

russell

Wouldn't it be easier to design a druid class that casts spells spontaneously,
rather than introduce this as a feat?  Just replace the druid spell progression with the sorceror spells known and castable.   I used something similar in my game, but only for unicorns.
 

Levi Kornelsen

Quote from: russellWouldn't it be easier to design a druid class that casts spells spontaneously, rather than introduce this as a feat?

Sure, it's be easier.

But this is more interesting, to me.

Spike

Well, I'll jump in and say much the same thing. What you are designing sounds like a prestige class dressed up in an overly complex feat.

It's like designing a car with wheels on the roof you have to drive upside down.  Does it work? Maybe.  When someone says to you 'why didn't you put the wheels on the bottom' the response is generally 'well, the roof is so underutilized as a motive platform'...

Not following ya here.
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jrients

It's a little long for a feat, I agree that it looks like a case of the wrong tool for the job, but I don't see anything campaign-imperilling in your construction.
Jeff Rients
My gameblog

hgjs

Quote from: SpikeWhat you are designing sounds like a prestige class dressed up in a... feat.

+1

Balanced or not, this feat is poor style.