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View Full Version : D&D 3.x Class Magical Ascetics- Spells for the Monk



SirNibbles
2017-08-21, 02:26 PM
My suggestion is that Monks (along with Fighters, Barbarians, and Rogues) should have some degree of spellcasting, especially for settings which are high-magic. That being said, I'm not sure exactly what existing spells would work well for Monks, how new spells would function, and how many spells per day/spells known they should have. The goal is to give the class some degree of extra power and versatility, both in and out of combat.

Table 1: The Monk

Spells Per Day Spells Known
Level BAB Fort Ref Will Special 0th 1st 2nd 0th 1st 2nd
1st +0 +2 +2 +2 Bonus Feat, Unarmed Strike, Flurry of Blows, AC Bonus, Fast Movement 0 1
2nd +1 +3 +3 +3 Bonus Feat, Evasion 0 1
3rd +2 +3 +3 +3 Fast Movement, Still Mind 1 1
4th +3 +4 +4 +4 Ki Strike (Magic), Slow Fall 20 ft. 1 1
5th +3 +4 +4 +4 Unarmed Strike, Flurry of Blows, AC Bonus, Purity of Body 1 1
6th +4 +5 +5 +5 Bonus Feat, Fast Movement, Slow Fall 30 ft. 1 2
7th +5 +5 +5 +5 Wholeness of Body 1 2
8th +6/+1 +6 +6 +6 Unarmed Strike, Slow Fall 40 ft. 1 0 2 1
9th +6/+1 +6 +6 +6 Improved Evasion, Fast Movement 2 0 2 1
10th +7/+2 +7 +7 +7 Ki Strike (Lawful), AC Bonus, Slow Fall 50 ft. 2 1 2 1
11th +8/+3 +7 +7 +7 Diamond Body, Greater Flurry 2 1 3 2
12th +9/+4 +8 +8 +8 Unarmed Strike, Fast Movement, Abundant Step, Slow Fall 60 ft. 2 1 3 2
13th +9/+4 +8 +8 +8 Diamond Soul 3 1 3 2
14th +10/+5 +9 +9 +9 Slow Fall 70 ft. 3 1 3 2
15th +11/+6/+1 +9 +9 +9 AC Bonus, Fast Movement, Quivering Palm 3 1 3 2
16th +12/+7/+2 +10 +10 +10 Unarmed Strike, Ki Strike (Adamantine), Slow Fall 80 ft. 3 2 0 4 2 1
17th +12/+7/+2 +10 +10 +10 Timeless Body, Tongue of the Sun and Moon 4 2 0 4 3 1
18th +13/+8/+3 +11 +11 +11 Fast Movement, Slow Fall 90 ft. 4 2 1 4 3 1
19th +14/+9/+4 +11 +11 +11 Empty Body 4 2 1 4 3 2
20th +15/+10/+5 +12 +12 +12 Unarmed Strike, AC Bonus, Perfect Self, Slow Fall Any Distance 5 3 1 4 3 2


Spellcasting: A Monk casts divine spells which are drawn from the Monk spell list (see below). To prepare or cast a spell, a Monk must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Monk's spell is 10 + the spell level + the Monk's Wisdom modifier. A Monk can only cast a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1: The Monk. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 11: Ability Modifiers and Bonus Spells, page 8).

A Monk must spend 15 minutes meditating in order to prepare their spells each day. He chooses which spells he prepares during this meditation.

A Monk's selection of spells is extremely limited. A Monk begins play knowing one 0-level spell of your choice. At each new Monk level, he may gain one or more new spells, as indicated on Table 1: The Monk. (Unlike spells per day, the number of spells a Monk knows is not affected by his Wisdom score; the numbers on Table 1 are fixed.) These new spells are chosen from the Monk spell list (see below).

A Monk's caster level is one-half his Monk level.

Summary:
Wisdom for DC
Wisdom for Max spell level
Wisdom for Bonus spells
Divine
Prepared
Limited Spells Known
CL = 1/2 class level

______

Monk Spells

Cure Minor Wounds
Conjuration (Healing)
Monk 0
Functions exactly as it does for all other classes.

Minor Acrobatics
Transmutation
Level: Monk 0
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This spell provides a +2 competence bonus to all Climb, Tumble, Jump, and Balance checks.

Detect Disease
Divination
Monk 0

As the Shaman spell from Oriental Adventures.

Sonic Snap
Evocation
Monk 0
As the Sorcerer/Wizard spell.

Resistance
Abjuration
Monk 0

Functions exactly as it does for all other classes.

Dawn
Abjuration
Monk 1

As the Druid/Ranger spell, Spell Compendium, page 53.

Calm Emotions
Enchantment (Mind-Affecting)
Monk 2

Functions exactly as it does for all other classes.

Cat's Grace
Transmutation
Monk 2

Functions exactly as it does for all other classes.

Major Acrobatics
Transmutation
Monk 2
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

This spell provides a +6 competence bonus to all Climb, Tumble, Jump, and Balance checks.

Create Magic Tattoo
Conjuration (Creation)
Monk 2

As the Sorcerer/Wizard spell from Spell Compendium, page 55.

Deep Breath
Conjuration (Creation) [Air]
Monk 2

Spell Compendium, page 61

rferries
2017-08-22, 12:55 AM
Cool idea, was thinking along those lines myself. Might I suggest granting them psionics instead though? No worries if that doesn't appeal, your spell choices are very flavourful too. I'd increase them to at least 4th-level spells (a la paladin/ranger), if not 6th level (a la bard).

nonsi
2017-08-22, 02:34 AM
1. I'm thinking more in the line of swift/immediate spell-like powers.
2. No reason why noncasters would start getting them earlier than level 7 (epic in RL terms).