(Proposal) Learner Prestige Class

GnomeWorks

Adventurer
LATEST REVISION OF CLASS NEAR TOP OF EIGHTH PAGE.

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There are some who have already seen this class, but I invite them to look again, as some things have changed with playtesting...

THE LEARNER (BLUE MAGE)
The learner – sometimes called a ‘blue mage’, for their practice – is perhaps one of the more eccentric occupations available in the world. Unlike any other group, the learners gain their abilities not from training or knowledge, but from experiencing them at the hands of monsters.

What is a blue mage? That is hard to say. There is no such thing as an archetypal learner, for each one is different. Each comes to the art of blue magic in their own ways, and each studies it in their own fashion. Though they are far different from each other, they share one common bond… the desire to research and learn more.

Adventures: The art of blue magic cannot be learned without adventure. The very nature of the learner’s craft requires them to venture into the world and seek out danger, for only through danger will the learner expand his knowledge.

However, their outlooks toward adventure vary wildly. Some learners are known to be terribly eccentric, seeking out combat and monstrosities constantly with little thought as to strategy. On the other end of the spectrum, there are learners who will cautiously stalk a chosen target for days on end, before finally confronting their quarry on carefully chosen ground, and even then their tactics may be more reserved.

Characteristics: Blue magic is fueled by knowledge, stamina, and arcane magic. Learners tend to be very durable and keen in intellect, as to be able to learn monster abilities merely by seeing them or by suffering them takes a mind that works quickly.

Alignment: Learners vary wildly. The majority, however, are chaotic, as the very nature of blue magic is a chaotic art. However, there are those that are neat and orderly, carefully tracking the monsters whose abilities they have learned. Learners may be out to learn blue magic for good or for ill, some seeking to serve their friends and families with their talents, while others seek only to dominate others with the powers of monsters.

Background: The art of learning is a mysterious one. Although circumstances are difficult to come by, there are those who suddenly come upon the secret of using blue magic. However, there are also academies that teach these secrets to those who qualify. A learner could have begun his life as anything from a barbarian in the wilderness to a noble son in a large city. All, however, share the moment in their background when the sudden understanding of the intricacies of blue magic came upon them, and the desire to learn shone like a bright light against all other knowledge.

Races: Humans, with their curious nature, are apt to become learners, if the opportunity arises. Gnomes, with their innate magical ability, also do well in the arts of blue magic, as they naturally possess understanding of the arcane arts. Other races may become learners, though they are rare.

Among the bestial humanoids, more savage learners are a relatively common sight. Larger tribes will usually have at least one learner at their disposal, as they are exposed much more often to creatures that they can learn blue magic from. While their exact understanding of the process may be lacking, they can wield blue magic well enough.

Other Classes: As a vague and general rule, learners are looked at as allies by rangers and druids, who also study the natural world. Wizards may find learners’ methods slightly distasteful, though they would never say as such to a learner’s face. Barbarians are generally perplexed by the learner’s ways. However, each learner is unique, and they can never really be classified as a whole.

Role: A learner’s role in a party depends wholly upon his repertoire of blue magic. While he may be skilled with a small assortment of unusual weaponry, and can therefore be used as a secondary fighter if the need arises, a learner’s part is based on his knowledge. A learner who has learned more offensive spells will be highly useful in combat situations, working in concert with a wizard, while a learner who has learned more defensive spells works best as a secondary cleric; some learners primarily focus on the more utilitarian blue spells, and they work best in a support role for other characters.

As a general rule, a learner is best as the fifth member of an adventuring group. While it is possible for him to replace almost any other character, depending upon a blue mage to possess a certain range of blue spells is almost never a good idea, as each learner’s repertoire differs based upon his experience.

GAME RULE INFORMATION
Learners (Ler) have the following game rule statistics.
Abilities: Intelligence modifies how many spells the learner can know. Wisdom modifies how many magic points the learner has at his disposal. A high Charisma increases the learner’s spell DCs.
Base Attack Bonus: Medium (as a rogue)
Hit Die: d8
Magic Die*: d8
Saves: High Reflex, High Will, High Fort
Alignment: Any
Starting Age: As a ranger
Starting Gold: As a ranger

* This is explained in more detail in the class description. This is treated in all ways like an HD - it is maximized at first level, if this class is the first one taken.

CLASS SKILLS
The learner’s class skills are Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Profession (Wis), Ride (Dex), Spot (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (4 + Intelligence modifier) x 4
Skill Points at Each Additional Level: 4 + Intelligence modifier

Code:
[color=white][b]Level	Ability[/b]				
1	Observation, Lore, Lancelet 1/day	
2	Peep
3 
4 
5	Lancelet 2/day
6	Conversion
7 
8	Scan
9 
10	Lancelet 3/day
11 
12	Resistance
13 
14	Continual Observation
15	Lancelet 4/day
16 
17 
18 
19 
20	Lancelet 5/day

[b]Level	Spells Known
	1/2/3/4/5/6[/b]
1	2/-/-/-/-/-
2	3/-/-/-/-/-
3	3/1/-/-/-/-
4	4/2/-/-/-/-
5	4/2/-/-/-/-
6	4/3/1/-/-/-
7	5/3/2/-/-/-
8	5/3/2/-/-/-
9	5/4/3/1/-/-
10	5/4/3/2/-/-
11	5/4/3/2/-/-
12	5/4/4/3/1/-
13	5/4/4/3/2/-
14	5/4/4/3/2/-
15	5/4/4/4/3/1
16	5/4/4/4/3/2
17	5/4/4/4/3/2
18	5/4/4/4/4/3
19	5/4/4/4/4/3
20	5/4/4/4/4/3[/color]

CLASS FEATURES
All of the following are class features of the learner.
Weapons and Armor Proficiency: Learners are proficient with the whip, dagger, short sword, rapier, saber, and shortbow. Learners are proficient with light armor but not with shields.

When in light armor, a learner does not suffer from arcane spell failure when casting blue spells.

Blue Magic: The learner casts blue spells (which function similarly to arcane spells), which are drawn primarily from the learner spell list. He can cast any spell without preparing it ahead of time, as wizards and clerics must do.

To learn or cast a spell, a learner must have an Intelligence score of 10 + the spell level. The Difficulty Class for a saving throw against a learner’s spell is 10 + the spell level + the learner’s Charisma modifier.

Like other spellcasters, the learner can cast only a certain number of spells per day. Unlike other spellcasters, however, the learner has a limited amount of magical power, called ‘magic points’, and each spell cast drains a certain amount from this amount. A blue spell costs a number of magic points equal to it’s level times three, minus 1. A learner gains bonus magic points each level equal to his Wisdom modifier.

A learner’s spell selection is relatively limited. A learner begins play with two first-level spells of your choice. At each new level, a learner gains the capacity to learn new spells, but he does not actually gain more spells unless he learns them in battle (see the Observation ability below). A learner gains bonus spells known based upon his Intelligence modifier.

Unlike a wizard or a cleric, a learner need not prepare his spells in advance. So long as he has sufficient magic points, he can continue to cast any spell he knows.

At every other level, a learner can willingly forget a blue spell of his choice. He does not gain a spell to replace it, though the spell slot it occupied is freed.

Observation: The primary way that a learner learns blue spells is through observation. As a standard action, a learner can watch the creatures within Close range (25 feet + 5 feet/2 learner levels). If any of them should use an Su ability until the learner’s next action, the learner may attempt to learn the blue spell associated with that ability.

In order to learn the blue spell, the learner must make a Will save against the Su ability’s saving throw DC. If it doesn’t have one, the DC to learn the ability is 10 + one-half the monster’s HD + the monster’s Charisma modifier. If the learner succeeds, he may choose to learn the blue spell associated with that ability, so long as he has an available slot of the appropriate level.

If a learner would gain a blue spell of a level that he can't yet access, then he still learns it, but he can't access it. When he gains access to that level of blue spell, he immediately gains access to all spells of that level that he had learned previously.

If a learner would gain a blue spell of a level that he can cast, but he doesn't have any spell slots available for that level, he still learns it, but he can't access it. When he gains a new spell slot of that level, or if a spell slot of that level is freed, he immediately gains access to the spell. If there are more spells learned than spell slots gained, the learner gains access to the spell of his choice.

If the learner fails, he does not gain the spell. However, the next time he attempts to learn that spell in the same combat, he gets a +1 bonus on his Will save to learn the spell for each time he has failed.

If the learner is attacked with an Su ability while observing, he gets a +4 bonus on the Will saving throw to learn that ability.

If the learner is observing, and a monster currently affected by Lancelet uses an Su ability, the learner gets a +4 bonus to the Will saving throw to learn that ability.

If the learner is attacked with an Su ability by a monster currently affected by Lancelet while observing, the learner gets a +8 bonus to the Will saving throw to learn that ability.

Lore: Learners are well-versed in the nature of monstrosities. As such, he may make a special knowledge check with a bonus equal to his learner level + his Intelligence modifier to see whether he knows some relevant information concerning a monster or blue magic.

Code:
[color=white][b]DC	Type of Knowledge		Example[/b]
10	Common, known by at least a	The existence of lycanthropes; more
	substantial minority of the 	common blue spells.
	local population.
20	Uncommon but available, known	The nature of angels and eladrins;
	by only a few people in the 	unusual blue spells.
	area.	
25	Obscure, known by few, hard to	The history of a race of monsters; 
	come by.			powerful blue spells.
30	Extremely obscure, known by	The history of an ancient, lost race;
	very few.			blue spells learned from extinct species.[/color]

A successful lore check will not reveal the powers of a magic item related to blue magic but may given a hint as to its general function. A learner may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

A learner can make a Lore check to determine what blue spells can be learned from a given monster; the DC is equal to 10 + the monster’s HD.

Lancelet: As a ranged touch attack, a learner can attach a magical ‘tag’ to a monster. This effect allows the learner to learn any Su abilities the monster uses while it is attached, regardless of its distance from the learner. The lancelet lasts 1 round/learner level, and each round deals 1 damage/learner level to the monster it is attached to.

Each round, the monster the lancelet is attached to may make a Fortitude save against a DC of 10 + the learner's level. Success indicates that the creature successfully removes the tag, eliminating it.

This ability is usable once per day at 1st level, and once more per day every five levels after that (twice a day at 5th, three times a day at 10th, etc).

If the learner is observing, and a monster currently affected by Lancelet uses an Su ability, the learner gets a +4 bonus to the Will saving throw to learn that ability.

If the learner is attacked with an Su ability by a monster currently affected by Lancelet, he gets a +4 bonus on the Will saving throw to learn that ability.

If the learner is attacked with an Su ability by a monster currently affected by Lancelet while observing, the learner gets a +8 bonus to the Will saving throw to learn that ability.

Peep (2nd level): At 2nd level, the learner gains the ability to judge an opponent’s or monster’s capabilities. The learner makes a Sense Motive check, opposed by the target’s Bluff check. If the learner succeeds, he determines the target’s current BAB, AC, and hit points. If the learner fails, he cannot attempt to use this ability on that opponent again for the rest of that day.

Conversion (6th level): At 6th level, the learner has mastered the art of converting his arcane energy into a shield of sorts to help him live through the abilities of monsters. Whenever he is dealt damage, he may make a Will save against a DC equal to the damage dealt. If successful, he can instead subtract that damage from his magic points, rather than take it as damage.

A learner suffers no adverse effects from losing magic points in this way. If he was casting a spell, however, he must make a Concentration check to retain it as though the damage were normal damage. A learner cannot have less than 0 magic points.

Scan (8th level): At 8th level, the learner has become adept at judging his opponents and monsters. The learner makes a Sense Motive check, opposed by the target’s Bluff check. If the learner succeeds, he determines the target’s current BAB, current and max hit points, AC, current saving throw bonuses, and any spells the target is currently affected by. If the learner fails, he cannot attempt to use this ability or Peep on that opponent again for the rest of that day.

Resistance (12th level): At 12th level, the learner begins to become more resistant to conditions that would impede him. He gains a +4 resistance bonus on saving throws against the following: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.

Continual Observation (14th level): At 14th level, the learner has mastered the art of being continually alert. He is therefore considered observing at all times, and he does not need to take a standard action to observe; however, the maximum range for continual observation is 5 feet/2 learner levels.

The learner can still observe as a standard action.

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NEW FEATS

BLUE FOCUS [General]
You are well-versed in the art of blue magic, and your spells are harder to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against blue spells you cast.

IMPROVED OBSERVATION [General]
You are very good at observing.
Prerequisite: Alertness, Observation class ability, Wis 13+.
Benefit: You can Observe as a move-equivalent action, rather than a standard action.

ENHANCED MEMORY [General]
You are adept at remembering things, and can remember more blue spells than normal.
Prerequisite: Ability to cast blue spells.
Benefit: You gain an additional blue spell slot, up to the highest level of blue spell you can cast.
Special: You can take this feat more than once.

BLUE ADEPT [General]
You are capable of casting more spells than normal.
Prerequisite: Ability to cast blue spells.
Benefit: You gain 3 magic points.
Special: You can take this feat more than once. It’s effects stack.

QUICK [General]
You are deft and light on your feet.
Benefit: You receive a +2 bonus to Initiative checks and a +1 bonus on all Reflex saves.

LEVEL-DEPENDENT [Metamagic]
You can cast a blue spell and make it's effect dependent upon level, thus making it cheaper to use.
Prerequisite: Must be able to cast blue magic.
Benefit: Choose a number of spells equal to your Int mod (if your Int mod is lower than 1, choose 1 spell). You can make each of these blue spells level-dependent. For instance, rather than casting Aero, you can cast Level 2 Aero. Each level increase reduces the spell's MP cost by one. For instance, a Level 5 Aero costs 5 MP's less than a normal Aero spell. You cannot make a spell have a level-dependency of 1. You can’t reduce a spells’ mp cost to lower than 1.

All creatures with a level that is a multiple of the level-dependent spell's indicated level are affected by the spell, within the spell's normal range; if the spell creates an area effect, each creature that would be affected becomes a center for the normal area affected. If a creature doesn't have levels, use it's Hit Dice instead; if the creature has both levels and Hit Dice, use it's level.
Special: You can take this feat more than once. Each time you do, you choose new spells that you can apply this feat to.

SPELL DISPERSAL [Metamagic]
You can cast spells that usually have only one target over a larger range, though less effectively.
Prerequisite: Ability to cast spells, magic points.
Benefit: Whenever you cast a spell with a single target, you can instead pay double its mp cost and have the spell create a 20 foot burst effect that affects all those within the area of effect (by tripling the original mp cost, you can set the area to a 30 foot burst; by quadrupling, the area increases to a 40 foot burst. The newly affected area cannot be larger than a 40 foot burst). If the spell deals damage, the die used is reduced by one size (from d8 to d6, for instance; d4's drop to d3's); otherwise, all those in the affected area get a bonus on their saving throws: +4 if a 20-foot burst, +6 if a 30-foot burst, and +8 if a 40-foot burst.

If the spell neither deals damage or heals, nor allows a saving throw, then it cannot be used in conjunction with spell dispersal.

HEIGHTENED SENSES [General]
You are unusually sensitive, in that your senses are stronger than other’s.
Prerequisite: Observation class ability.
Benefit: You get a +4 bonus on your Will saving throws when observing. If you are attacked by the ability, you get a +8 bonus to your Will save; if you are observing a creature with Lancelet, you get a +8 bonus on your Will save; if you are attacked by a creature currently affected by Lancelet while observing, you get a +12 bonus on your Will save.

These bonuses overlap (do not stack with) your normal bonuses.

NEW WEAPONS

Code:
[color=white]				Small	Med
Martial Weapon		Cost	Dmg	Dmg	Critical	Weight	   Type
One-Handed Melee Weapon
   Saber		20 gp	1d6	1d8	19-20/x2	4 lb.	   Slashing and Piercing[/color]

Saber: A long, heavy sword, it is specialized for the long cuts used in mounted combat. You get a +1 circumstance bonus to your attack rolls when you use a saber while mounted.

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Note that spells aren't posted here... I'll post them after I get some feedback on the class itself.

What does everyone think? One of the things I'm currently considering doing is giving them a Bonus Feat at every 4th level, only having the new feats listed above available in addition to the three saving throw feats.

The name 'blue mage' is derived from the class's origin. IMC, I made the place where the class originated called the 'blue hills', known for its vast silver deposits, so it made sense, to an extent. I'm sure that something could be made to work in LEW. Since the name was a little odd, I changed it to 'learner' for general usage, but the term 'blue mage' could still apply.

Also, another element that I've been thinking about is the blue spells themselves. Right now, I have around 60 blue spells written up, roughly 10 per level. Problem is, though, is that, when I looked through them, there is really a lack of correlation between them and many monster abilities: though it can be done (with a little tweaking), it will be quite difficult and may stretch the imagination a little. I used them primarily to preserve the flavor of the class as it was in its original form... however, another idea that has been toyed with (by Sollir) is using the actual monster abilities themselves, though they'd have to be assigned levels and scaling and all that. So my question is - would blue spells that tie loosely to monster abilities, but preserve the original flavor of the class, be preferred? Or should the actual, SRD monster abilities be used instead? I myself prefer the original blue spells, but I am slowly coming to think that that may not be feasible in d20, so I'd like your input on that.

I am also contemplating allowing learners to learn blue spells from other learners, in addition to learning them from monsters. I don't know how balanced that would be, though.

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CS - I remember our email conversation, but I thought that it might be an acceptable idea to throw this out here, since it has been awhile. If you would prefer me to remove it - please, feel free to use your mod powers to edit the post.
 
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Creamsteak

Explorer
I wouldn't remove this. It's just as good a proposal as any. I'm not going to comment "right away" though, as I still need to read through it at this point.
 

nimisgod

LEW Judge
I find the class very "Final Fantasy-esque", which is neither a good nor a bad thing. But it was initial reaction. As long as the Learner is not required to look like a clown with a big tongue...

Anyway, the class introduces a host of new and original mechanics into the game. This may prove to be a problem later on as the game continues. The scaling back and forth of powers in order to find balance is, IMO, the biggest draw. Players may find themselves a little confused by the changes that this class might recieve in the future in the name of balance.

At least, that's how my players felt with my core class, the Psychic Shadow. Add to the fact that my PBEM is set in a homebrew setting. But I digress.

This class will be extremely powerful in later levels as PCs fight creatures with horrible SU abilities like DR/ magic and piercing, Petrification Gaze, or even other classes' SU abilities. The Illithid Savant, a slightly similar class, is, IMO, broken because of it's ability to copy the powers of those it kills. I'm not saying the Lerner is broken, since I haven't seen it action enough to judge, but it is a red flag.
 

dpdx

Explorer
Yeah, I too am wary of anything (like this class, at first glance) that forces the DM to learn and do extra bookkeeping to keep track of a party containing these specialists. I'm even more wary of it being a Core class, like Monk, Wiz, Sorc, etc.
 

GnomeWorks

Adventurer
In playtesting, this class has turned out moderately well.

The need to take an action to learn things, rather than it just occuring, is one balancing factor. Also, the limit on the total number of blue spells known is a big deal.

You can't actually control what you can learn. Though you can choose to learn or not learn an ability, you can't go after a specific ability, unless you know of the creature you can learn it from and specifically go after it.

As for book-keeping: keeping track of blue spells isn't that difficult. It should actually be more the player's job than the DM's. If the player doesn't notice that he can learn a spell from a given monster ability, then it's his problem, not the DM's.
 

GnomeWorks

Adventurer
dpdx said:
I'm even more wary of it being a Core class, like Monk, Wiz, Sorc, etc.

I don't really see it as a PrC, to be honest. It doesn't build off of any class. Sure, arguments could be made for it being based off a combination of the ranger, wizard, and/or druid classes, but I honestly don't. Of those three, only the ranger has anything in common with it... and then only the fact that they interact with monsters. The two classes do it completely differently.

IMO, this class is pretty balanced as a core class. Though there is a possibility for being broken, you'd have to have DMs that were just handing you monster abilities in order for that to happen. Remember, not all monsters have Su abilities, and then not all of them will necessarily be learnable by the learner.
 

Pyrex

First Post
Unfortunately it's hard to judge the class without seeing the list of Blue Spells, but here are my thoughts.

Class:
All good saves, 3/4 BAB, d8 hp and a large (+4) save bonus against any effect that doesn't cause HP damage, casts arcane spells w/o spell failure in light armor, HP effectively double (via Conversion) at lvl 6.

Wow, that's pretty strong right there. Without ever casting a blue spell your class already makes fairly impressive 'Duelist' class. Assuming that your Blue Spells are equivalent in power to wiz/sor spells of the same level my gut feeling is that this class is too good. I'd have to playtest it to be sure though.

How does a BM recover Magic Points?

Feats:
Does 'Quick' stack with 'Improved Initiative'?

'Level Dependent' seems really cumbersome to use in combat, and
is completely broken if you use it for any buffing/healing spells (hmm, the whole party is Lvl 10, so I'll cast a 'Level-Dependent 10 Healing Circle' for 1mp...)
The feat is way too metagame.

'Spell Dispersal' is too good. It's simply better than 'Chain Spell'.
 
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Creamsteak

Explorer
Ok, after full observation I'm going to have to say that the whole thing feels awkward. GW, do you think that you could simplify this class at least a degree? It involves too many strange guidelines that don't follow suit with my feelings about the standard method material is written for d20.

The concept might be acceptable, but the concept also makes sense as a druid/ranger/wizard/bard prestige class in a method. Some advice I would give about making this class approvable by my standards would be to examine, "what's the closest you can come to my goal with just the core rules, and how much needs to be created or modified from that point." Right now this looks more thrown together to provide all the desired results.
 

GnomeWorks

Adventurer
Pyrex said:
Class:
All good saves, 3/4 BAB, d8 hp and a large (+4) save bonus against any effect that doesn't cause HP damage, casts arcane spells w/o spell failure in light armor, HP effectively double (via Conversion) at lvl 6.

You have some points there. The larger HD, moderate BAB, and good saves all around is slightly powerful.

However, I don't think that you can say that HP is effectively doubled; a successful Will save against a DC equal to the damage dealt is necessary. If you're against low-damage creatures, sure, but you're also losing spellcasting capacity in exchange.

How does a BM recover Magic Points?

Same way a wizard recovers spell slots/day.

Does 'Quick' stack with 'Improved Initiative'?

I'd imagine so... no named bonuses, so I think they would.

'Level Dependent' seems really cumbersome to use in combat, and is completely broken if you use it for any buffing/healing spells (hmm, the whole party is Lvl 10, so I'll cast a 'Level-Dependent 10 Healing Circle' for 1mp...)
The feat is way too metagame.

You've got a point.

'Spell Dispersal' is too good. It's simply better than 'Chain Spell'.

Perhaps have Chain Spell as a prereq, then?

Creamsteak said:
Ok, after full observation I'm going to have to say that the whole thing feels awkward. GW, do you think that you could simplify this class at least a degree? It involves too many strange guidelines that don't follow suit with my feelings about the standard method material is written for d20.

The concept might be acceptable, but the concept also makes sense as a druid/ranger/wizard/bard prestige class in a method. Some advice I would give about making this class approvable by my standards would be to examine, "what's the closest you can come to my goal with just the core rules, and how much needs to be created or modified from that point." Right now this looks more thrown together to provide all the desired results.

The real problem with making it a PrC is that most PrC's are only ten levels - and I can't see gaining access to six levels of blue magic in the span that ten levels provides. It increases in power too quickly without sacrificing much. If a 15-level PrC would be alright, though, I could possibly see that working.

Alright... so how about the following changes...

HD: From d8 to d6.

Saves: From good all around to medium all around; or possibly from good all around to good will, poor reflex + fortitude.

Conversion: Add in a maximum amount of damage converted, possibly equal to learner level + wisdom modifier, or something similar.

Resistance: Perhaps replace this with Endurance? Note that this is a relatively high-level ability, and that +4, while it has an impact, won't be game-breaking... at least, I don't think it will.

Feats: Remove Level-Dependent, modify Spell Dispersal to make it not so broken (increase the MP increases, add Chain Spell as a prereq).

I'd rather leave BAB alone, as this is a combat-centric class, and as such should retain some decent amount of combat ability. The casting blue spells in light armor is, again, a combat-centric ability, and shouldn't be removed.

Possible requirements (if it were made into a PrC) would be decent base saving throw requirements, knowledge (arcana or nature) ranks... don't know what else would work.
 

Hof

Explorer
I'd advise spreading the resistance effects, it is very good right now. Perhaps giving the +4 bonus to one of the effects in the list at level (say) 8, and then adding resisted effects by choice every 2 levels thereafter? True, the character will not have every resistance at lvl 20, but then the flavor of the class is to be unique individuals with wildly differing abilities anyway.

Hof.
 

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