• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Revised wizard

Kerrick

First Post
Well, since no one seems inclined to post anything, I might as well get the ball rolling. :)

This is the new version of the wizard I want to use for Project Phoenix. I'm posting this one because I'm missing one or two abilities and was hoping for some ideas. I've posted the monk and the sorcerer in the House Rules forum in the past few months, and they've gotten really good reviews. The wizard didn't change nearly as much as those two (they were completely overhauled), but I still think it's a lot more interesting to play now.
Basically, all the base abilities (saves, BAB, bonus feats, spells) are the same; they get 4 + Int skill points now. at 3rd, 8th, 13th, and 18th levels, they get an ability related to their specialization (school); generalists also get generic abilities.

Cantrips (Sp): Wizards can prepare a number of cantrips, or 0-level spells, each day, and can cast these spells at will as a spell-like ability.

Arcane Training: At 1st and 2nd levels, wizards undergo advanced training; those who wish to specialize (specialists) focus more on their chosen school, while those who don't (arcanists) broaden their knowledge of arcane magic as a whole.

At 1st level, the wizard can choose either of the following:

Preferred School (Ex): The wizard chooses a school of magic. She gets a +2 bonus to Spellcraft checks related to magic and spells from this school, and gets 1 extra spell (from the chosen school) per spell level that she can cast to scribe into her spellbook. She must also choose the school(s) of spells that her specialization will cause him to neglect.

Expanded Knowledge (Ex): The wizard gains a +2 bonus to Knowledge (arcana) and Spellcraft checks.

At 2nd level, the wizard can choose either of the following:

Specialty School (Ex): The specialist wizard can prepare and cast one extra 1st level spell each day from the preferred school selected at 1st level.

Cantrip Expertise (Ex): The wizard can prepare a number of cantrips equal to 1/2 her Int modifier without referring to a spellbook (as if she had take the Spell Mastery feat).

School Ability: At 3rd level, the wizard must choose to fully specialize in her preferred school, or give up those abilities in favor of becoming an arcanist (likewise, an arcanist can choose to become a specialist). In either case, the wizard loses the abilities gained from her former path and gains those from her new path. Once this choice is made, it is permanent.

At 8th, 13th, and 18th levels, the wizard gains additional abilities related to her specialization (or lack thereof).

School Specialization

A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard can specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.

A specialist wizard gains additional abilities at 3rd, 8th, 13th, and 18th levels, as noted below. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school. She must choose whether to specialize and, if she does so, choose her specialty at 1st level.

At this time, she must also give up two other schools of magic (unless she specializes in Divination; see below), which become her prohibited schools. She cannot give up Divination as a prohibited school. Spells of the prohibited school(s) are not available, and she can’t even cast such spells from scrolls or fire them from wands. She cannot change either her specialization or her prohibited schools later.

The eight schools of arcane magic are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation.

Spells that do not fall into any of these schools are called universal spells.

Abjuration
[sblock]Spells that protect, block, or banish. An Abjuration specialist is called an abjurer. Abjurers gain proficiency with light armor and have the following abilties.

Resistance to Energy (Su): Once per day at 3rd level, an abjurer can create a mystical shield that grants herself or any one creature that she touches resistance 5 + half her class level against a chosen energy type (acid, cold, electricity, fire, or sonic). Activating this ability is a standard action. Once activated, the protection lasts for 1 hour. This protection overlaps the effects of spells such as resist energy.

Spontaneous Dispelling (Ex): At 8th level, an abjurer can sacrifice a prepared spell of 3rd level or higher to spontaneously cast dispel magic. She can use this ability in conjunction with a readied action to use dispel magic (or greater dispel magic or disjunction; see below) as a counterspell.

At 13th level, she can sacrifice a prepared spell or 6th level or higher to spontaneously cast greater dispel magic.

At 18th level, she can sacrifice a prepared spell or 9th level or higher to spontaneously cast disjunction.

Aura of Protection (Ex): Once per day at 13th level, an abjurer can generate a protective aura around herself or another creature that she touches that shields against both physical and magical attacks. It grants deflection bonus to her Armor Class and a resistance bonus on all saves equal to her Intelligence modifier (this overlaps similar bonuses from other sources). This ability requires a standard action to activate; once activated, the aura lasts for 1 minute or until the abjurer dismisses it, whichever comes first. She gains an additional use every 3 class levels after 13th.

Mastery of Counterspelling: At 18th level, when the wizard counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely countered.[/sblock]


Conjuration
[sblock]
Spells that bring creatures or materials to the caster. A Conjuration specialist is called a conjurer. Conjurers gain Diplomacy and Intimidate as class skills and a +2 bonus to Knowledge (the planes) checks, and have the following abilities.

Spontaneous Summoning (Ex): At 3rd level, a conjurers can sacrifice a prepared spell to cast any summon monster spell of a lower level. For example, a conjurer who has prepared greater invisibility (a 4th-level spell) can sacrifice that spell to cast summon monster I, II, or III.

Note: Since conjurers obviously summon monsters frequently, the DM should
require the player to prepare simple record sheets ahead of time for each monster that the character commonly summons. It is also important to emphasize speedy play on the part of the conjurer and his summoned monsters.

Enhanced Summoning (Ex): At 8th level, the conjurer's summoned creatures become harder to dispel – they gain a +2 bonus to the DC against caster level checks. At 18th level, this increases to +4.

Rapid Summoning (Ex): At 13th level, the casting time for conjurers using any summon monster spell is reduced to 1 standard action, rather than 1 round. (Creatures so summoned can only take a standard action in the round they are summoned.) The conjurer gains the normal benefits from quickening such a spell.

Multiple Summoning (Ex): At 18th level, a conjurer can call one extra creature when casting a summon monster spell.[/sblock]

Divination
[sblock] Spells that reveal information. A Divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school. Diviners gain Gather Information, Perception, and Search as class skills and have the following abilities.

Enhanced Awareness (Ex): At 3rd level, a diviner needs to study an item for only 1 round (rather than 1 minute) when casting identify.

An arcane eye cast by the diviner travels at 20 feet per round when studying its surroundings (rather than 10 feet per round).

Enhanced Divination (Ex): A diviner can cast divination rituals more quickly than normal – the casting time is halved.

All-Seeing Eye (Ex): At 13th level, a diviner's proficiency with scrying is such that she can use any smooth, reflective surface to scry with, as long as she has sufficient light to see. She can also hear the subject and its surroundings (anything that is not immediately visible, like another person outside of the sensor's sight, requires a DC 15 Perception check to hear it), and her area of view is doubled if the target makes its save (she can view a 20-foot radius).

Foresight (Ex): At 18th level, a diviner can view the lines of probability a few seconds into the future. This grants her a +2 insight bonus to Armor Class and attack rolls, but only against opponents she can see. This bonus applies even if she is flat-footed.[/sblock]

Enchantment
[sblock]Spells that imbue the recipient with some property or grant the caster power over another being. An Enchantment specialist is called an enchanter. Enchanters gain Bluff, Diplomacy, and Gather Information as class skills and have the following abilities.

Extended Enchantment (Su): At 3rd level, Enchanters can ensnare the minds of others more easily with their magic, and as a result their Enchantment spells last longer than those cast by other spellcasters. Once per day per point of her Int bonus, an enchanter can cast an Enchantment modified by the Extend Spell feat without a level adjustment. This ability cannot be used to extend a spell with a duration of concentration, instantaneous, or permanent.

Cohort (Ex): Any time after reaching 8th level, the enchanter gains the service of a loyal cohort of the player's choice (with the DM's approval). The cohort is a 4th-level character (or a creature up to ECL 4) when first gained; after that point, follow the normal rules described in the Leadership feat to determine the cohort's level, but treat the enchanter's level as being two lower than normal.

The enchanter doesn't gain any followers from this ability. If she selects the Leadership feat, she attracts followers as normal, the penalty to her effective level is eliminated, and she automatically qualifies for the "special power" modifier to her Leadership score.

Empowered Enchantment (Ex): At 13th level, an Enchanter's ability with charm and compulsion spells is unparalleled. Charm effects increase the target's attitude by three steps instead of two, and the save made when given self-destructive commands (as with dominate person) receives no bonus.

Charm the Masses (Ex): At 18th level, the number of targets an enchanter can have under her influence at any given time via the charm and dominate spells is increased to 1 per point of her Int bonus.[/sblock]

Evocation
[sblock]Spells that manipulate energy or create something from nothing. An Evocation specialist is called an evoker. Evokers gain a +2 bonus to caster level checks to counter evocation spells.

Energy Affinity (Ex): At 3rd level an evoker can choose an energy type (acid, cold, electricity, fire, or sonic), which cannot be changed afterward. Any time she casts an Evocation spell with the chosen energy type, her caster level is 1 higher for purposes of range, duration, damage, caster level checks, and any other relevant factors. She also gains resistance 5 to that energy type, which stacks with resistances gained from other sources.

Mastery of Elements (Ex): At 8th level, an evoker can substitute energy of one type for another. When casting a spell that has an energy descriptor (acid, cold, electricity, fire, or sonic), she can change the energy descriptor and the spell's effects to energy of a different type. Using this ability is a free action that must be declared before the spell is cast. She can use this ability once per day per point of her Int bonus.

Overcome Resistance (Ex): At 13th level, an evoker's energy spells can ignore some or all of a target's energy resistance. Using this ability is a free action that must be announced before the evoker casts the spell to be affected. Every creature affected by the spell is treated as if its resistance to the spell's energy type were 10 points lower, to a minimum of 0. (This lowered resistance applies only to this spell; other effects with the same energy descriptor must get through the creature's normal resistance.) If the creature does not have resistance to that energy type, it is unaffected by this ability.

The evoker can use this ability once per day per point of her Int bonus.

Increased Damage Cap (Ex): At 18th level, an evoker's energy spells deal more damage; the damage cap for all such spells is increased by 5 dice (so a fireball deals a maximum of 15d6 instead of 10d6).[/sblock]

Illusion
[sblock]Spells that alter perception or create false images. An Illusion specialist is called an illusionist. Illusionists gain Bluff and Stealth as class skills and have the following abilities.

Illusion Affinity (Ex): An illusionist can recognize an illusion for what it is – he gains a +4 bonus to Will saves to disbelieve illusions. If the spell doesn't allow a save, he gets one with no bonus.

Chains of Disbelief (Ex): Even if a viewer disbelieves an illusion created by an illusionist and communicates the details of the illusion to other creatures, those others do not receive the normal +4 bonus on their saves to disbelieve it. Furthermore, even when presented with incontrovertible proof that the illusion isn't real, creatures must still succeed on a Will save to see objects or creatures that the illusion obscures, though they get a +10 bonus on the save.

Shadow Shaper (Ex): At 13th level, an illusionist has a special bond with the Plane of Shadow. All spells of the Shadow subschool gain a +10% increase in the amount of shadow essence infusing them. This increases to 20% at 13th level and 30% at 18th level.

Illusion Mastery (Ex): At 18th level, the illusionist treats all illusion spells he learns as if he had mastered them with the Spell Mastery feat.[/sblock]

Necromancy
[sblock]Spells that manipulate, create, or destroy life or life force. A Necromancy specialist is called a necromancer. Necromancers have a +4 competence bonus to all Knowledge checks regarding the undead, can command or rebuke undead as a cleric of equal level, and gain the following abilities.

Skeletal Minion: At 3rd level, a necromancer can create an undead minion (the default is a human skeleton, but she can have other creatures, with the DM's approval). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp. This minion takes the place of her normal familiar.

This creature is a loyal servant that follows the necromancer's commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and can replace it by performing a ceremony identical to the one that allowed her to obtain her first servant.

At 3rd level, the skeleton is completely typical, but it gains power as the necromancer gains levels. It has a number of Hit Dice equal to the necromancer's class level. Add half her class level to the skeleton's natural armor bonus and one-third of her class level to the skeleton's Strength and Dexterity scores.

Enhanced Undead (Ex): At 8th level, undead created by the necromancer via animate dead, create undead, or create greater undead are more powerful. They gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die. This ability does not affect the number or Hit Dice of animated creatures that the necromancer can create or control.

Undead Affinity (Ex): At 13th level, a necromancer can walk among undead without harm, as if she were one of them. Mindless undead will ignore her unless attacked first or ordered to do so by another creature controlling them.

Master of the Dead (Ex): At 18th level, the number of undead the necromancer can create or control is increased to 3 HD/level for creation and 6 HD/level for control. This increase stacks with any increases gained from prestige classes or other abilities – for example, if a class ability doubled the number of HD of undead she could create/control.[/sblock]

Transmutation
[sblock]Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter. Transmuters gain Bluff and Disguise as class skills and have the following abilities.

Enhance Attribute (Su): At 3rd level, a transmuter can add a +2 enhancement bonus to any one of her ability scores as a standard action. This bonus lasts for a number of minutes equal to her class level. She can use this ability once per day per point of her Int modifier.

At 13th level, she automatically adds +2 to the bonus granted by any of the "animal buff" spells – bull's strength, cat's grace, etc.

Mastery of Shaping (Ex): At 8th level, the transmuter can alter area effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.

Change Shape (Su): At 13th level, a transmuter can change her shape, as the spell polymorph, as a standard action. This lasts for a number of rounds per day equal to her class level. The time spent in another form need not be all at once – she could change for 5 rounds once, then another 3 later, for example. Any form she takes cannot have a CR greater than her class level.

Transmutable Memory (Ex): At 18th level, a transmuter can alter some of her prepared spells in a short amount of time. Once per day, the transmuter can give up a number of prepared spell levels (up to a total equal to half her class level) and prepare different spells in their place, as long as the number of newly prepared spell levels is equal to or less than the number of spell levels given up (0-level spells don't count).

For example, a 12th-level transmuter can lose two 1st-level spells and two 2nd-level spells from memory (a total of six spell levels, half her class level) and prepare two 3rd-level spells.

Using this ability requires a number of minutes of concentration equal to the number of spell levels given up. If the transmuter's concentration is broken during this time, all spells to be lost are gone and no spells are gained in their place.[/sblock]

Universal
Not a school, but a category for spells that all wizards can learn. A wizard cannot select Universal as a specialty or prohibited school. Only a limited number of spells fall into this category.

Generalist Wizards
Wizards who choose not to specialize are called Generalists; they can choose any three skills as class skills and gain the following abilities.

Versatile Arcanist I (Ex): The Arcanist can cast any one 1st level spell she has prepared one additional time per day (that is, she prepares the spell once, but can cast it twice before losing it from her memory).

Versatile Arcanist II (Ex): At 8th level, the Arcanist can cast any two extra 1st or 2nd level spells per day, as per Versatile Arcanist I, and can cast one extra 3rd or 4th level spell per day, selected from any prepared 3rd or 4th level spell.

Versatile Arcanist III (Ex): At 13th level, the arcanist can cast one extra 5th or 6th level spell per day from her prepared spells, as per Versatile Arcanist I.

Versatile Arcanist III (Ex): At 18th level, the arcanist can cast two extra spells from 1st to 4th level, and one extra spell from 7th to 9th level, per day from her prepared spells, as per Versatile Arcanist I.
 
Last edited:

log in or register to remove this ad

Hawken

First Post
Note: I'm going for emphatic with my statements, not hostile or insulting. So, don't take anything too personal.

Why give abilities at 3, 8, 13, 18? What is the significance of those levels?

I think it would be best to prevent specialization before 3rd level. Look at college for an example: Yes, students can declare their major (specialization) early on, but for the most part, the first two years (levels) is for getting the general requirements out of the way before any time is wasted working toward a major (specialization) they may not want once they learn more about it.

You could make a requirement for specialization to have 3 spells of the desired specialty school per spell level (0, 1st and 2nd), as well as having Spell Focus in the desired school.

Consider different names for a non-specialist wizard too.
Page: "Introduce yourselves to the King!"
X: "I'm X the Conjurer!"
Y: "I'm Y the Enchantress!"
Z: "I'm Z the...uh, generalist...uh, wizard!"
Page: "So, X and Y are not wizards?"
X: "No sir! I'm a wizard, but as a Conjurer, I'm especially good at Conjuration."
Y: "And I'm especially good at Enchantments."
Page: "So, Z, what is it you are especially good at?"
Z: "...nothing."

Also, your abilities for Generalists suck. 3 extra class skills. Big deal! Even with the 2 extra skill points per level, that's still not enough points to seriously invest in other skills, when wizards are forced to rely on an exceptional Intelligence just to get a mediocre amount of skills to begin with. And extra class skills does not compensate for the deficiency in power compared to your specialists.

+2 to Arcana and Spellcraft. Lame! That doesn't help a Generalist in the slightest and is crappy when you compare it to the benefits of a specialist--any of the ones you've listed.

Abjurers get Energy Resistance. Conjurers swap out spells. Diviners get to cast Identify in 1 round instead of 1 HOUR. Enchanters get extra long enchantment spells. Evokers get increased spell levels AND energy resistance. Illusionists get bonuses to saves or gets a save on Illusions. Necromancers get an undead minion. Transmuters get a +2 bonus to a stat.

The Generalist benefits are a joke compared to any of those and they actually get worse as their levels increase! Spell Mastery may be neat for 1st level, but it is ludicrous to give it to them at 18th level when they have the potential to alter reality (Wish!).

What you need to do is make non-specialized wizardry something worth pursuing. Your write ups practically force wizards to choose a specialty otherwise they are going to fall behind on the power curve in relation to specialists and even other classes if you are beefing up other classes (you mentioned Monk and Sorcerer).

The extra spell in the spellbook and bonus to Spellcraft balance out the lack of spells from forbidden schools that specialists get. But there is nothing to balance out the extra 10 spells a day (levels 0-9) a specialist gets that a non-specialist does not.

Here's a couple of suggestions you could give for Arcanists (my name for non-specialist Wizards--just off the top of my head). These are in keeping with the suggestion of not allowing specialization until 3rd level.

Level 1: The Wizard chooses one of the following abilities: Cantrip Expertise or Preferred School.
Cantrip Expertise: The Arcanist can cast an extra number of cantrips per day equal to 1/2 of their Intelligence modifier and for purposes of Save DCs, their Cantrips are treated as 1st level spells.
Preferred School: The Arcanist chooses a school of magic. He gets a +2 bonus to Spellcraft checks related to magic and spells from this school and gets 1 extra spell (from the chosen school) per spell level to scribe into his
spellbook. The wizard must also choose the school(s) of spells that his specialization will cause him to neglect. The wizard cannot learn or cast Cantrips or 1st level spells from these Forbidden Schools.

Level 2: The Wizard gains one of the following; Specialty School if he has chosen the Preferred School benefit at 1st level; or Versatile Arcanist I if he had selected Cantrip Expertise.
Specialty School: The specialist wizard can prepare and cast 1 extra Cantrip and 1st level spell each day. This extra spell must be from his school selected in his Preferred School ability gained at 1st level.
Versatile Arcanist I: The Arcanist can cast any one extra 1st (or 2nd) level spell per day. This extra spell can be any prepared spell.

Level 3: Arcanists gain Cantrip Mastery at this level. Wizards that have selected Preferred School and Specialty school must now commit to becoming a Specialist Wizard or give up their specialization and become an Arcanist.
Specialists that decide to give up their specialty do not gain Cantrip Expertise or Cantrip Mastery and their Specialty School ability switches to Versatile Arcanist I. Specialists that become Arcanists can now start learning and using magic from their previously Forbidden Schools.
Cantrip Mastery: The Arcanist has achieved such a degree of skill and familiarity with Cantrips that he no longer needs to prepare them ahead of time or study them from a spellbook.
Specialist Wizard: The wizard commits himself to being a Specialist. His Preferred School and Specialty School abilities now apply to all spell levels he can cast and he gains his first tier of specialist abilities.

Level 4: Arcanists gain Complete Casting while specialists receive the Spell Focus feat for the school of magic they selected at 1st level.
Complete Casting: The Arcanist can 'expend' his extra spell from Versatile Arcanist to successfully complete a spell if casting is interrupted and the Arcanist fails his Concentration check to finish casting the spell.

Level 8: Arcanists gain Versatile Arcanist II while specialists gain their 2nd tier abilities.
Versatile Arcanist II: The Arcanist can cast any TWO extra 1st or 2nd level spells per day, as per Versatile Arcanist I. The Arcanist also can now cast one extra 3rd or 4th level spell per day, selected from any prepared 3rd or 4th level spell.

Level 13: Arcanists gain Versatile Arcanist III while specialists gain their 3rd tier abilities.
Versatile Arcanist III: The Arcanist can cast any THREE extra 1st or 2nd level spells per day from prepared spells, and also cast TWO extra 3rd or 4th level spells per day from prepared spells, and also cast ONE extra 5th or 6th level spells per day from prepared spells.

Level 18: Arcanists gain Versatile Arcanist IV while specialists gain their 4th tier abilities.
Versatile Arcanist IV: These benefits replace those of Versatile Arcanist III. The Arcanist can now cast a total of THREE extra 1st or 2nd level spells, TWO extra 3rd or 4th level spells, TWO extra 5th or 6th level spells and ONE extra 7th, 8th or 9th level spells from the Arcanists list of prepared spells.
 

Kerrick

First Post
Why give abilities at 3, 8, 13, 18? What is the significance of those levels?
There isn't one, really... when I did the sorcerer, which was the first of the major revisions, I chose those levels for bloodline abilities, 1/6/11/16 for innate powers, and 1/5/10/15/20 for class abilities. It kind of carried over into other classes because it was convenient - 4 abilities was enough to spread out through the class, and the level spread worked.

I think it would be best to prevent specialization before 3rd level. Look at college for an example: Yes, students can declare their major (specialization) early on, but for the most part, the first two years (levels) is for getting the general requirements out of the way before any time is wasted working toward a major (specialization) they may not want once they learn more about it.
You know, you're right. I was looking over the "School Specialization" thing, and it requires you to choose at 1st level, which is silly. I'll change it to "you must choose by 3rd level".

You could make a requirement for specialization to have 3 spells of the desired specialty school per spell level (0, 1st and 2nd), as well as having Spell Focus in the desired school.
Hmm. Interesting idea... when I overhauled the bard, I made four different "groups" of songs, and the higher-level ones required one or more lower-level ones as prereqs. Requiring Spell Focus isn't that big a deal, since most specialists will take it anyway, but I'm not sure I want to add prereqs to something you're taking at L3.

Consider different names for a non-specialist wizard too.
Page: "Introduce yourselves to the King!"
X: "I'm X the Conjurer!"
Y: "I'm Y the Enchantress!"
Z: "I'm Z the...uh, generalist...uh, wizard!"
Page: "So, X and Y are not wizards?"
X: "No sir! I'm a wizard, but as a Conjurer, I'm especially good at Conjuration."
Y: "And I'm especially good at Enchantments."
Page: "So, Z, what is it you are especially good at?"
Z: "...nothing."
:) Yeah, the generalist kinda got the short end of the stick. I wasn't too happy with their powers (I know they suck), but it was the best I could come up with. :( Arcanist sounds like a good name for generalists.

Also, your abilities for Generalists suck. 3 extra class skills. Big deal! Even with the 2 extra skill points per level, that's still not enough points to seriously invest in other skills, when wizards are forced to rely on an exceptional Intelligence just to get a mediocre amount of skills to begin with. And extra class skills does not compensate for the deficiency in power compared to your specialists.
You're right, but I should note that I'm using the Pathfinder skill system - 1 rank = 1 point, no cross-class. It helps, a lot.

The Generalist benefits are a joke compared to any of those and they actually get worse as their levels increase! Spell Mastery may be neat for 1st level, but it is ludicrous to give it to them at 18th level when they have the potential to alter reality (Wish!).
I know. I wanted to take the High Arcana stuff from the Archmage, but most of those fit better in the specialist schools. I wasn't too happy with

What you need to do is make non-specialized wizardry something worth pursuing.
Agreed.

Your write ups practically force wizards to choose a specialty otherwise they are going to fall behind on the power curve in relation to specialists and even other classes if you are beefing up other classes (you mentioned Monk and Sorcerer).
They're not "beefed up" so much as "made more interesting to play". Well, okay - the sorcerer is beefed up, but that's not saying much. The monk is more focused and has more or less the same power level. If you're interested, you can download the zipfile with all the classes (sans wizard) here.

Here's a couple of suggestions you could give for Arcanists (my name for non-specialist Wizards--just off the top of my head). These are in keeping with the suggestion of not allowing specialization until 3rd level.

Level 1: The Wizard chooses one of the following abilities: Cantrip Expertise or Preferred School.
Cantrip Expertise: The Arcanist can cast an extra number of cantrips per day equal to 1/2 of their Intelligence modifier and for purposes of Save DCs, their Cantrips are treated as 1st level spells.
Preferred School: The Arcanist chooses a school of magic. He gets a +2 bonus to Spellcraft checks related to magic and spells from this school and gets 1 extra spell (from the chosen school) per spell level to scribe into his
spellbook. The wizard must also choose the school(s) of spells that his specialization will cause him to neglect. The wizard cannot learn or cast Cantrips or 1st level spells from these Forbidden Schools.
Well, since I'm going with (again) Pathfinder's unlimited cantrips, extra cantrips isn't much good, but I can still use the second part (increased effective level). I like how you have two paths - this is how I've constructed most of the other classes, so it fits perfectly.

Level 2: The Wizard gains one of the following; Specialty School if he has chosen the Preferred School benefit at 1st level; or Versatile Arcanist I if he had selected Cantrip Expertise.
Specialty School: The specialist wizard can prepare and cast 1 extra Cantrip and 1st level spell each day. This extra spell must be from his school selected in his Preferred School ability gained at 1st level.
Versatile Arcanist I: The Arcanist can cast any one extra 1st (or 2nd) level spell per day. This extra spell can be any prepared spell.
One extra L1 spell vs. a L1 or L2 is fine, IMO - losing the cantrip is no big deal. Does the Versatile Arcanist ability mean that you can cast any prepared spell an extra time, or do you gain an additional slot (like from a ring of wizardry) that you can use for any spell you know?

Cantrip Mastery: The Arcanist has achieved such a degree of skill and familiarity with Cantrips that he no longer needs to prepare them ahead of time or study them from a spellbook.
Specialist Wizard: The wizard commits himself to being a Specialist. His Preferred School and Specialty School abilities now apply to all spell levels he can cast and he gains his first tier of specialist abilities.
I'd probably drop Complete Casting here in place of the cantrips thing, and give specialists Spell Focus, then eliminate the L4 ability.

The other VA abilities are definitely worth not specializing, and keep Arcanists on a par with specialists without crossing the lines.
 

Hawken

First Post
Requiring Spell Focus isn't that big a deal, since most specialists will take it anyway, but I'm not sure I want to add prereqs to something you're taking at L3.
True. And my solution I presented later with the 'paths' eliminates the need for this. Without the 'path' solution though, its not too difficult to meet. Two or three feats by 3rd level and having to spend one on Spell Focus is ok. As for the spells, at 1st level, an aspiring specialist will have the 0 and 1st level spells covered. It will be up to them to get the three 2nd level spells, which at least demonstrates to the DM their interest and dedication to their specialty.

If you're interested, you can download the zipfile with all the classes
I just did. The Sorcerer was the only one I had time yet to look at and Holy Beefiness, Batman! That's a lot to take in, reminds me of the story I read today about some guy eating a 15lb hamburger in 4hrs!

One extra L1 spell vs. a L1 or L2 is fine, IMO - losing the cantrip is no big deal. Does the Versatile Arcanist ability mean that you can cast any prepared spell an extra time, or do you gain an additional slot (like from a ring of wizardry) that you can use for any spell you know?
The cantrip thing just represented getting the extra 0 level spell of their specialty.

What I meant with the VA spells was that you can cast any prepared spell an extra time, not an actual extra spell slot. So, if an Arcanist had Magic Missile, Protection from Evil and Burning Hands prepared. He could cast any one of those a second time, but could not use VA to cast Expeditious Retreat which was not a prepared spell.

I'd probably drop Complete Casting here in place of the cantrips thing, and give specialists Spell Focus, then eliminate the L4 ability.
I wanted the Complete Casting and Spell Focus at 4th level because the Wizard is already getting a feat at 3rd level and it seems kind of powerful for a wizard to get two feats at the same level. That and the Cantrip thing and the completion of the Specialization choice seem to be good enough at 3rd level.

At levels 1-5, I like to see classes give characters something at each level at least. With the options and abilities they have, it seems to help ensure survivability as well as set them on a path of customization that they will be able to develop as they go on. Like you, I like things that flesh out the classes and characters rather than beef up their power levels. Just looking at the PHB Wizard, the first thing that comes to mind is "how boring!" when looking at those class abilities and then some other class like Druid, Monk or even Paladin.
 

Kerrick

First Post
True. And my solution I presented later with the 'paths' eliminates the need for this. Without the 'path' solution though, its not too difficult to meet. Two or three feats by 3rd level and having to spend one on Spell Focus is ok. As for the spells, at 1st level, an aspiring specialist will have the 0 and 1st level spells covered. It will be up to them to get the three 2nd level spells, which at least demonstrates to the DM their interest and dedication to their specialty.

I just did. The Sorcerer was the only one I had time yet to look at and Holy Beefiness, Batman! That's a lot to take in, reminds me of the story I read today about some guy eating a 15lb hamburger in 4hrs!
:lol: Like I said, considering they had nothing to begin with, adding anything would be beefing them up. I think they're on a par with wizards now.

What I meant with the VA spells was that you can cast any prepared spell an extra time, not an actual extra spell slot. So, if an Arcanist had Magic Missile, Protection from Evil and Burning Hands prepared. He could cast any one of those a second time, but could not use VA to cast Expeditious Retreat which was not a prepared spell.
Okay, gotcha.

I wanted the Complete Casting and Spell Focus at 4th level because the Wizard is already getting a feat at 3rd level and it seems kind of powerful for a wizard to get two feats at the same level. That and the Cantrip thing and the completion of the Specialization choice seem to be good enough at 3rd level.
Mm, forgot about the normal feat. They get two at 15, though - the normal feat and the bonus feat.

At levels 1-5, I like to see classes give characters something at each level at least. With the options and abilities they have, it seems to help ensure survivability as well as set them on a path of customization that they will be able to develop as they go on.
True, but you could fall into the trap of front-loading the classes and neglecting later abilities, which encourages dipping and/or taking PrCs.

Like you, I like things that flesh out the classes and characters rather than beef up their power levels. Just looking at the PHB Wizard, the first thing that comes to mind is "how boring!" when looking at those class abilities and then some other class like Druid, Monk or even Paladin.
Yeah... that, and I want to make the classes interesting enough that someone will want to stay in them for more than 6 or 8 or 10 levels, because there are more cool abilities at the higher levels.
 

Hawken

First Post
We seem to have a lot of the same goals when it comes to character (class) customization. I dislike my characters multiclassing a lot or "dipping" into Fighter or Rogue and do my best to discourage it among my players. In one of the games I run, I've got a rule that characters can have a maximum of three classes, prestige classes or templates; similar to Neverwinter Nights.

I've also written up my interpretations of classes and what abilities I think they should have. Generally, I'm flexible enough with my players to keep them from multi-classing and often even going into prestige classes--I had one player actually take a Paladin from 6th level (start of the campaign) to 10th without splitting off into any other classes.
 

Kerrick

First Post
We seem to have a lot of the same goals when it comes to character (class) customization. I dislike my characters multiclassing a lot or "dipping" into Fighter or Rogue and do my best to discourage it among my players. In one of the games I run, I've got a rule that characters can have a maximum of three classes, prestige classes or templates; similar to Neverwinter Nights.
I know that PCs with huge numbers of classes with 1-2 levels in each are more an exercise in demonstrating specific builds rather than actual PCs played in games, but I like to discourage that too. OTOH, I don't want to discourage organic builds - a PC should have levels in whatever class(es) fit the concept.

I've also written up my interpretations of classes and what abilities I think they should have.
Same here. That helped a lot when I was rebuilding the classes for Project Phoenix - it enabled me to come up with paths and such.

Generally, I'm flexible enough with my players to keep them from multi-classing and often even going into prestige classes--I had one player actually take a Paladin from 6th level (start of the campaign) to 10th without splitting off into any other classes.
Wow, that's impressive. :)
 

Kerrick

First Post
I've updated the wizard. I adapted the abilities a bit from what you gave me - I moved Expanded Knowledge up to 1st level to more properly reflect the flavor text I'd written, then put Cantrip Mastery at 2nd and moved Versatile Arcanist I down to 3rd. That last also has the advantage of giving the player the ability to refer to it without having to flip back several pages - I'd prefer to keep them all together. I also toned down the VA abilities a bit; getting four extra spells/day plus the ability to cast any spell from the lists is enough to balance the arcanist against the specialist, I think.
 

Sylrae

First Post
Hey Kerrick; I've been working on a revised wizard too. I added something I think they've been needing, though I like what you did, and will definitely want to use some of what you have here.

I added an ability at level one, which is my main revision

Eldritch Jolt: A Magical ranged attack that adds int to damage.
Eldritch Jolt: 1d4, x2, 10ft. Magic.
Its a ranged attack that I give to wizards basically. so they have soemthing to do when they cant/dont want to cast a spell.
 

Kerrick

First Post
Hey Kerrick; I've been working on a revised wizard too. I added something I think they've been needing, though I like what you did, and will definitely want to use some of what you have here.
Feel free - it's all open for whoever wants it. :)

I added an ability at level one, which is my main revision

Eldritch Jolt: A Magical ranged attack that adds int to damage.
Eldritch Jolt: 1d4, x2, 10ft. Magic.
Its a ranged attack that I give to wizards basically. so they have soemthing to do when they cant/dont want to cast a spell.
With at-will cantrips as SLAs, there's no real need for that anymore - just take acid orb and Energy Sub (note to self: add that in), and you're good to go. Adding the Int bonus to damage is handy, though... that could make a good feat.
 

Remove ads

Top