The Great Bear King
First Post
That might not be a bad idea.Merlion said:The variants in UA are good for that, although you have to sacrifice to get them.
I wouldnt mind seeing some of them as specialist-only feats
That might not be a bad idea.Merlion said:The variants in UA are good for that, although you have to sacrifice to get them.
I wouldnt mind seeing some of them as specialist-only feats
scholz said:I am of the opinion that specialists should really be specialists, so I would give them even less access to other schools.
I would say a specialist pick two schools (apart from Divination, and their chosen school) they can only prepare and cast these as a caster of one half their level (that is subsumed in their normal allotment of spells). They cannot cast spells from other schools.
They must get something in exchange.
+1 Spell in their school per spell level
+1 DC to school spells they cast, and +2 to saving throws vs those spells
+1 Effective level for purposes of effects, range, duration etc.. to school spells.
May select one spell in their school per spell level, that they need not prepare (like Domain spells).
In addition, starting at 5th level and at each level thereafter, the character can designate a spell outside the school that is of a level she could normally cast (were she not a specialist) as a spell of her school. With the assistance of the DM some special effects should be altered to make the spell fit the school.
Ex. Conjurer makes Fireball a Conjuration (summons a small fire elemental that runs to the target location (normal speed) and explodes for 1d6/level in a 20 burst.
Ex. Necromancer makes a Bull's Strength spell. The target is surrounded by an exoskeleton of bone which enhances the creature's strength by +4 for 1 minute per level. This encumbers the character as per medium armor (as Breast plate).
Ex. Enchanter makes a Lightning bolt. Creatures in 5ft wide line 5ft per level of the caster (or 10ft wide 5ft long per 2 levels) suffer palpitations of their hearts (self induced) for 1d6 damage per level of the caster (a Will save results in half damage).
Some conceptions will fit less well than others, and players must get DM's permission to add the spell.
This, I think, creates a specialist that is both powerful, and truly specialized, like the First Edition's Illusionist.
Gez said:The way I'm doing it, IMC, in my house-rules...
I've kinda merged the wizard with the magister from AU. You know, the cool class abilities like "aspect of power".
And for specialist wizards, rather than extra spell slots, they get more powerful aspects of powers. For example, an enchanter gets a charming voice and hypnotic eyes that give him bonus to skills like Bluff, Intimidate, Diplomacy and Gather Information, a bonus to the DC of enchantment spells when they have eye contact with their target, and ultimately, a minor gaze attack (provokes dazing); while an invoker gets to summon more monsters, to give them a morale bonus to attack and damage, and to cast summon monster spells as a standard action (rather than taking one entire round).
As I deemed those overall weaker than 10 extra spell slots (frm 0 to 9), a specialist has only one barred school.
This change in the way specialist wizards work allowed me to create other kinds of specialist wizards -- notably artificers and alchemists.