Talk:Red Mage, 2nd Variant (3.5e Class)

From D&D Wiki

Jump to: navigation, search

First of, would like to say good work on this class. I think it's the most balanced of the RDM variants I have seen so far. However I do think the spell rules might need a little bit of work.

The main issue is the number of spells known each level by this class. If I am reading this right, we start off knowing 9(!) level 0 spells right off the bat, though limited by spells per day, as opposed to a sorcerer's 4 (although they do know 2 level 1 spells). Also, we can never learn other level 0 spells no matter how high of a level we are, even though being a Red Mage would suggest a certain amount of flexibility when it comes to spell learning.

This is a little confusing from both a balance perspective and role play perspective. Balance: None of the other spell casting classes know that many spells simply by having the right stat score, as suggested by the spell section. Role Play: It's a little cumbersome to explain how a class renowned for its flexibility is unable to learn basic cantrips should it choose to.

I would propose a quick and dirty fix; take the number of spells per day and multiply it by two to get the number of spells known by the Red Mage for that level. Choose any spell from Cleric and Wizard/Sorc schools of the appropriate level.

That said, the mix of spontaneous and prepared casting is interesting and I don't see any problem with it. However, spells spontaneously cast should follow sorc rules when it comes to learning and prepared spells should require a spellbook and follow wizard rules (Spellcraft checks and all that).

Come to think of it, using two magic systems in one class seems a little confusing. I would propose simply following sorc rules for the entire spell system simply for ease of usage.

All in all, quite an interesting class.

Home of user-generated,
homebrew pages!


Advertisements: