Post by DM Dan/Bi'rel/Sheila on May 8, 2015 19:07:34 GMT
So there was confusion on how the spells worked and talk about possibly adjusting the way spells could be used and after some additional reading I will try to explain how the rules read in the Players Handbook. Since this concerns everyone one except Mike and Rick (sorry guys) this is something we all have to know and might take some time from the session too.
I will break this into classes and get right to the wording on spells. I will make a post on classes too with some other info so check that too for more explanation.
RANGERS: As the PH reads Rangers will only know and have the ability to cast a limited amount of spells. At 5th & 6th level you only know 4 spells those are the only spells that you can cast at those levels. When you reach 7th level you will add a 5th spell then those 5 spells are the only ones that you can have till 9th lvl. You can not change the spells you already know. You are stuck with them.
At 5th lvl: Of those 4 spells you will be able to cast 4 1st lvl and 2 2nd lvl spells between long rests.
CLERIC: Being more of a caster than the Ranger you have cantrips and spells that you can use. Cantrips do not count towards your spell slots for the day but they are considered an action. At 5th lvl you would have 4 cantrips, 4-1st, 3-2nd, and 2-3rd lvl slots per day. The amount of spells that you can prepare for the day is your WIS modifier + your lvl. (example: if your WIS modifier is +4 and your lvl is 5th you can have up to 9 spells you can cast per day). As a cleric you pick new spells after a long rest, from the cleric spell list.
PALADIN: Much like the cleric you can prepare new spells from the Paladin list each time after a long rest, though you have less spell slots per day and your total allowed spells for the day is based on CHA modifier and ½ your level rounded down. (example CHA +4 and 5th level would be 6 spells per day.)
WARLOCK: At 5th lvl you know 3 cantrips, casting these do not count against your spell slots but do count as an action. At 5th lvl you would have 2 spell slots and 3 invocations between a long or short rest. You have 6 known spells to choose from and 3 Invocations to choose from.
With this in mind I'm not sure there is a need to change the way spells are used but as always lets give it a few sessions and we will see how things are going before deciding to change or adjust the rules.
I will break this into classes and get right to the wording on spells. I will make a post on classes too with some other info so check that too for more explanation.
RANGERS: As the PH reads Rangers will only know and have the ability to cast a limited amount of spells. At 5th & 6th level you only know 4 spells those are the only spells that you can cast at those levels. When you reach 7th level you will add a 5th spell then those 5 spells are the only ones that you can have till 9th lvl. You can not change the spells you already know. You are stuck with them.
At 5th lvl: Of those 4 spells you will be able to cast 4 1st lvl and 2 2nd lvl spells between long rests.
CLERIC: Being more of a caster than the Ranger you have cantrips and spells that you can use. Cantrips do not count towards your spell slots for the day but they are considered an action. At 5th lvl you would have 4 cantrips, 4-1st, 3-2nd, and 2-3rd lvl slots per day. The amount of spells that you can prepare for the day is your WIS modifier + your lvl. (example: if your WIS modifier is +4 and your lvl is 5th you can have up to 9 spells you can cast per day). As a cleric you pick new spells after a long rest, from the cleric spell list.
PALADIN: Much like the cleric you can prepare new spells from the Paladin list each time after a long rest, though you have less spell slots per day and your total allowed spells for the day is based on CHA modifier and ½ your level rounded down. (example CHA +4 and 5th level would be 6 spells per day.)
WARLOCK: At 5th lvl you know 3 cantrips, casting these do not count against your spell slots but do count as an action. At 5th lvl you would have 2 spell slots and 3 invocations between a long or short rest. You have 6 known spells to choose from and 3 Invocations to choose from.
With this in mind I'm not sure there is a need to change the way spells are used but as always lets give it a few sessions and we will see how things are going before deciding to change or adjust the rules.