Aaron2
Explorer
I never liked D&D's way of doing specialty wizards, they seem too bland. Their bonuses is only worth they cost of a few scrolls and their penalties can be overcome (for the most part) with a few Wondrous Items. Plus, an illusionist isn't better at illusion spells that a generalist, he's just worse at some other thing (the forbidden schools). I all but wrote them out of my campaign world.
Anyway, I decided to change how they work. A specialty wizard is treated like a Wizard of one level higher than his class level for both caster level and spells per day, but these spells can only be from his chosen school. For all other spells, he is treated as a wizard two levels below his class level, again both for spells per day and caster level. These two spell lists don't add, they overlap.
For example, a fourth level illusionist can cast three first level spells, of which only two can be non-illusionist spells [this is written 3(2) in the chart]. Illusion spells will be at Caster Level 5 whereas all other spells are at Caster Level 3. A fourth level illusionist can already cast one third level illusion spell. A fourth level evoker will get a 5d6 fireball, the same fireball as a seventh level illusionist.
When comparing to the stock way, my specialists actually gets fewer extra spells per day since the number tops out at 4 but these extra spells are usually at his highest spell level.
The complete write-up is here: http://jtjaguar.home.texas.net/WizardSpecialty.html
The only downside I can see is that my way requires the player to keep track of two different caster levels. Of course, you will probably think of some others.
Finally, I'd also like to come up with several specialist-only feat chains like the ones in Dragon Mag.
Aaron
Anyway, I decided to change how they work. A specialty wizard is treated like a Wizard of one level higher than his class level for both caster level and spells per day, but these spells can only be from his chosen school. For all other spells, he is treated as a wizard two levels below his class level, again both for spells per day and caster level. These two spell lists don't add, they overlap.
For example, a fourth level illusionist can cast three first level spells, of which only two can be non-illusionist spells [this is written 3(2) in the chart]. Illusion spells will be at Caster Level 5 whereas all other spells are at Caster Level 3. A fourth level illusionist can already cast one third level illusion spell. A fourth level evoker will get a 5d6 fireball, the same fireball as a seventh level illusionist.
When comparing to the stock way, my specialists actually gets fewer extra spells per day since the number tops out at 4 but these extra spells are usually at his highest spell level.
The complete write-up is here: http://jtjaguar.home.texas.net/WizardSpecialty.html
The only downside I can see is that my way requires the player to keep track of two different caster levels. Of course, you will probably think of some others.
Finally, I'd also like to come up with several specialist-only feat chains like the ones in Dragon Mag.
Aaron
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