Effective sorcerer/wizard multiclassing

totoro

First Post
I came up with an idea to make wizards and sorcerers more similar so that their levels AND spell progression stacks. Any comments appreciated.

First, I give wizards bonus feats as fighters. No feat is automatic (e.g., scribe scroll at 1st level) and gaining a familiar takes a feat. So at 2nd level, a wizard can have scribe scroll (taken at 1st level) and a familiar (taken at 2nd level). At 4th he gets an additional metamagic feat, and at 6th, he really starts to take off (that's 11 bonus feats with this version of the wizard instead of 6). To counteract the additional power at 6th level and above, I divide metamagic feats by school (the first metamagic feat you take works with one school only, such as extend spell: necromancy; a "general" metamagic feat has the first metamagic feat as a prerequisite and allows use of the metamagic feat for any of your other allowed schools, such as extend spell). I didn't think several of the item creation feats needed to be toned down. I left scribe scroll, brew potion, and craft wand unchanged. Craft staff requires craft wand as a prereq. All of the others have a "minor" version that lets you invest spell powers of up to 4th level and a "major" version with the minor as a prereq that lets you invest spell powers up to 9th level. So, with some notable exceptions, metamagic feats and item creation feats are slightly weaker. This admittedly weakens metamagic feats for classes that don't get bonus feats (cleric, druid, ranger, paladin), but, honestly, who doesn't think clerics are overpowered? Druids have enough other feats to play around with and rangers and paladins don't need to mess around with item creation over 4th level anyway.

A cool minor side effect: wizards either get a new spell level (odd) or an additional feat (even) at each level. No boring levels.

One consequence of spreading out the feats is that 1st level wizards are a bit worse off. They recover at 2nd level and by 8th they are sitting pretty. But wizards were always weak at 1st and 2nd level, so I throw them a bone:

0-level spells are now the same power as 1st level spells (my new rule), but can only be cast as a 1st level caster (so at 2nd level+, your 0-level spells start to lose relative value, but at 1st level they are just as good as 1st level spells). For example, a 0-level magic missile results in a single missile whether the wizard casting the spell is 1st level or 20th. You get as many 0-level spell slots as a wizard of 2 levels higher gets 1st level spells (2 at 1st level, 3 at 2nd, and 4 (max) at 5th). Also, you get 1 bonus 0-level spell if you have a 10 INT and 1 additional bonus 0-level spell for each bonus 4th level spell you get for a high INT (2 at 18 INT, 3 at 26 INT, ...). That means a 1st level wizard with an 18 INT will get to use 2 1st level spells and 4 0-level spells, for a total of 6 (effectively 1st level) spells of the same power as the unmodified wizard. Considering the effectiveness of a fighter with a greatsword at 1st level, this will be a welcome change. Advantageously, this "big" bonus will have little effect once the wizard achieves higher levels (at about 6th level, the ability to use a standard action to throw a single magic missile is pretty minor). The old 0-level spells (cantrips) are still around. I just give 4 + INT bonus cantrip slots. You could also just give as many as are indicated in the table, as long as they are no longer called "0-level" spells. Note: this doesn't change any magic creation rules. 0-level spells are treated as 1st level spells that are cast at 1st level, just like 1st level spells cast at 1st level. Cantrips are treated as before.

So, you might be thinking, if you are still reading, what does this have to do with sorcerers? Well, that has to do with the new feats:

Sorcerous Blood [General]
Your first wizard level is converted to a sorcerer level. You use your CHA instead of INT for spell-related effects and bonus spells. You gain Use Magic Device as a class skill.

Sorcery [Wizard Bonus Feat]
Two additional wizard levels are converted to sorcerer levels. You must convert a wizard level you just obtained to a sorcerer level when you take this feat. You may convert your next wizard level if you wish (or wait and convert at a later time). This feat may be taken multiple times. It's effects stack such that the number of times the feat is taken times two is the maximum number of sorcerer levels you may have.

The net effect of these feats is you have to spend a feat to be a sorcerer (though you gain the ability to Use Magic Device), you get a bonus feat at 1st level just like the wizard (you could use it to get a familiar or some other wizard feat), and to remain a pure sorcerer, you will have to take the Sorcery feat at each even wizard level, so you never get any bonus wizard feats (other than at 1st level).

Thus, there are no longer two separate classes. They are the same. So you can use the spell table for Wizards in the PHB to figure out your preparable slots based on your level (add one column for the new 0-level spells I mentioned above). If you are a pure sorcerer, you know as many spells as the preparable slots and you can cast 50% more than you know per day (then add bonus spells for high CHA). So, a 1st level Sorcerer (i.e., a wizard with sorcerous blood) would know 2 0-level spells and 1 1st level spell. He would be able to cast 3 0-level spells (+ bonus) and 1 1st level spell (+ bonus) per day. He would know 4 cantrips (if you are using my rules) and be able to cast 6/day (+ CHA bonus, e.g., if you have an 18 CHA, you could cast 10/day).

Compared to a core sorcerer (knows 4 cantrips and 2 1st level spells), the wizard (sorcerer) knows 4 cantrips, 2 0-level, and 1 1st level spell. So, at 1st level at least, where 0-level and 1st level spells are of the same power, the new sorcerer knows one more good spell. Compared to a core sorcerer (casts 5 cantrips and 3 1st level spells), the wizard (sorcerer) casts 6 cantrips, 3 0-level, and 1 1st level. Again, a little bit better. The wizard (sorcerer) can cast one more good spell per day more than the core sorcerer. When you include the bonus spells, if a wizard (sorcerer) has an 18 CHA, he will get 2 more bonus spells than the core sorcerer (for his 0-level spells). In summary, the new 1st level sorcerer knows one more useful (i.e., non-cantrip) spell, and can cast 3 more useful spells (assuming 18 CHA) than a core sorcerer. The cost of this additional power is a feat (you have to use one to gain a sorcerer level), but you pick up Use Magic Device as a class skill.

Note that at 20th level, the new sorcerer looks almost like the old sorcerer. Both versions get 6/day for each spell level. The old sorcerer knows 9 cantrips and 5 1st and 2nd level spells, while the new one knows only 4 of each. However, the new sorcerer also gets a new batch of 4 0-level spells and knows 4 6-9th level spells (instead of 3). Keep in mind the sorcerer had to spend a feat to become a sorcerer in the first place, so this advantage is not earth-shaking.

In short the wizard (sorcerer) is balanced with the old sorcerer, though slightly tougher at low levels when it is needed and knows 4 more good spells at 20th level. He doesn't automatically start with simple weapon proficiency, but he gets a few more skills than the old sorcerer, including Use Magic Device (but not Bluff, which was, IMO, illogically added as a class skill in 3.5).

Now for the really cool stuff. Wizards with both spell preparation and spontaneous spellcasting ability. Essentially multi-class wizard/sorcerers (though, of course, you don't have to multiclass with my rules).

To find out what spell abilities you have, first find out how many preparable slots (max) you would have for a wizard of your level. That's straight out of the PHB for wizard. Then, find out how many preparable slots (base) you would have if you only counted your sorcerer levels. Use the table in the PHB for wizard, but only up to your effective sorcerer level. Determine the number of spells you know and your spells per day using your effective sorcerer level (base). Then, subtract base from max for each level to determine the number of preparable slots that remain. Prepare as a wizard.

The effect of this is that the preparable spells are more powerful than the innate spells. Note that a wizard who subtracts 4 (max) from 4 (base) and gets 0 spells for a level may still add her bonus spells for INT. So, generally, a wizard will be able to prepare spells of each level.

Why this change is great because wizard/sorcerers are now viable. The combo is more in line with Merlin, Gandalf, and a whole host of other famous wizards who are both innately magical and who study the arcane arts.

It's also nice because sorcerers won't be so keen to multiclass into loremaster, for example. If a sorcerer multiclasses into loremaster and doesn't take Sorcery as a feat every other loremaster level, he will start learning spells as a wizard. (As he should, since loremasters study arcane tomes.) Certain prestige classes that suit the sorcerer will not be so effected. For example, the dragon disciple doesn't increase your arcane spell caster levels, it adds a bonus spell. So this is a natural fit for sorcerers who don't want any academic (spell preparation) wizard levels. I love this house rule. I hope somebody else does, too.
 

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Differences between sorcerer and wizard now:
Alignment. Same
Hit Die. Same
Skills. Sorcerer gets bluff. Wizard gets decipher script and all knowledge (and can choose Draconic as a bonus language).
Skill Points. Same
BAB. Same
Weapons. Wizard gets a few simple weapons, Sorcerer gets all.
Saves. Same
Special. Wizard gets Scribe Scroll + 1 Meta/Item feat/5 levels.
Spells (this is an approximation). Sorcerers know as many spells as the Wizard can cast, but can cast 50% more spells than the wizard (notably, cantrips are contra). And the Wizard uses INT, while the Sorcerer uses CHA.

So why are these nearly identical classes different classes? Clearly because one casts from spellbooks and the other is a spontaneous caster. Although Bluff was grudgingly added as a Sorcerer skill in 3.5e, it still doesn’t disguise the basic premise of these two very similar classes.

Unfortunately, these very similar classes do not multi-class well even though most of the famous Wizards with which you are familiar (other than from D&D novels) have some inherent magical ability (e.g., Merlin and Gandalf) and also study magic. They are multi-class Sorcerer/Wizards. Rather than mess with all of the multi-classing rules, I have devised a way to make the Sorcerer and Wizard the same class.

My previous post was a bit long and perhaps threw off a few of you who would think this is cool. So, this time I will simply provide the new, improved wizard.
 

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