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Altering subschools around for a new flavor- final version post #16
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<blockquote data-quote="Sadrik" data-source="post: 3203969" data-attributes="member: 14506"><p><strong>Wizard's of a New Shade</strong></p><p></p><p><strong>Magic Schools</strong></p><p>Alchemy: transmutation, conjuration (non-damaging creation spells)</p><p>Elementalism: evocation, conjuration (damaging creation spells)</p><p>Light: abjuration, divination, conjuration (healing) and all good, law and light descriptor spells</p><p>Mentalism: illusion (un-subtyped), illusion (figment), illusion (pattern), enchantment, and all force descriptor spells</p><p>Shadow: necromancy, illusion (shadow), illusion (glamer), illusion (phantasm) and all chaos, darkness and evil descriptor spells</p><p>Temporalism: conjuration (un-subtyped), conjuration (teleportation), conjuration (calling), conjuration (summoning), all spells similar to ethereal jaunt in other schools, and this is the only school that can "summon" or "call" </p><p></p><p><strong>Wizard Classes</strong></p><p>Wizards begin with only use of spells from their own school. Wizards lose scribe scroll and summon familiar as bonus feats at first level but instead gain a class feature that they can select from their list of class features. The Wizard also gains an additional class feature at levels 5, 10, 15 and 20 instead of a bonus Wizard feat. In place of a Wizard selecting one of the class features they can select a meta magic feat, the spell mastery feat, or gain access to another magic school (note they do not gain the classes flavor or access to the classes class feature list).</p><p></p><p>Alchemy </p><p>Class: Alchemist (alternate names: Archemist, Transmuter, Artificer, Runecaster)</p><p>Flavor: Artificer's magic functions buy preparing their "potions, oils, unguents and charms" out of their alchemists kit for the day. They cast their spells by finding the right item and then applying it, drinking it, burning it, or breaking the charm. All rules apply as if they were normally "casting" the spell. </p><p>Bonus Class Skills: Search, Open Locks and Disable Device</p><p>Class Feature List: Craft Minor Magic Item feat, Craft Magic Item feat, Craft Clockwork Item feat, Runecaster: Allows the Alchemist to use their magic by drawing a rune on the intended object to be effected, Craft Mastery: XP costs are halved for creating items</p><p></p><p>Elementalism</p><p>Class: Elementalist (alternate names: Hydromancer, Pyromancer, Aeromancer, or Geomancer)</p><p>Flavor: The Elementalist must specializes in one element and all spells deal that elements type of damage. The specializations are: water- cold, fire- fire, air- lightning, and earth- bludgeoning.</p><p>Bonus Class Skills: Survival, Spot and Listen</p><p>Class Feature List: Elemental Resistance: ER 5 fire, cold or electricity or DR 5/-, Elemental Defense: +2 to save and AC against magic of their element of specialization, Elemental Expansion: Select another element and be able to blend the damage with the element they are specialized in. (The blended elemental damage types: Scorching steam: ½ fire ½ water, Super-heated smoke: ½ fire ½ air, Magma: ½ fire ½ earth, Sandstorm: ½ earth ½ air, Ice: ½ water ½ earth, and Acid: ½ water ½ air.), Elemental Servant: As Summon Familiar class feature but small elemental of their chosen type, Elemental Penetration: +2 to SR rolls with your chosen elemental type.</p><p></p><p>Light</p><p>Class: Luminomancer (alternate names: Lightbringer, Light Mage, Priest of Light, Diviner)</p><p>Flavor: Light Bringers draw their power from channeling positive energy to them.</p><p>Bonus Class Skills: Sense Motive, Diplomacy, and Heal</p><p>Class Feature List: Positive Energy Channeling: Channel their spells to power divine feats and can turn undead by doing this, select a divine feat, Shadow Defense: gain +2 to save and AC against Shadow school spells, Light Defense: gain +2 to save and AC against Light school spells, Destroy Undead: you can now destroy undead with your Positive Energy Channeling ability.</p><p></p><p>Mentalism</p><p>Class: Mentalist (alternate names: Psion, Mind Mage, Force Master, Illusionist)</p><p>Flavor: Mentalists draw their magic from their mind. </p><p>Bonus Class Skills: Balance, Escape Artist, and Bluff</p><p>Class Feature List: Psionics: No somatic or verbal components, Wild Talent feat, Telekinetic Mastery: force effects ignore DR, Slippery Mind: (as the rogue), Select a psionic feat.</p><p></p><p>Shadow</p><p>Class: Shadowmancer (alternate names: Shadow Mage, Necromancer, Nightbringer, Priest of Darkness)</p><p>Flavor: Shadowmancers draw their power from channeling negative energy to them. </p><p>Bonus Class Skills: Disguise, Hide and Move Silently</p><p>Class Feature List: Negative Energy Channeling: Channel their spells to power divine feats and can rebuke/command undead by doing this, select a divine feat, Light Defense: gain +2 to save and AC against Light school spells, Shadow Defense: select a divine feat, gain +2 to save and AC against Shadow school spells, Command Undead: you can now command undead with your Negative Energy Channeling ability.</p><p></p><p>Temporalism</p><p>Class: Temoralist (alternate names: Portal Master, Summoner, Teleporter, Planar Mage)</p><p>Flavor: Temporalists create portals through which all of their magic functions. </p><p>Bonus Class Skills: Sleight of Hand, Handle Animal, and Diplomacy</p><p>Class Feature List: Planar Servant: celestial or fiendish animal companion (as druid) that can be summoned and dismissed, Portal Cache: access to a portable hole at all times that only he can open and use, Ranged Legerdemain: (as arcane trickster), Planar Affinity: Gain the celestial or fiendish template, Portal Attack: make a melee attack at close range as a standard action.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 3203969, member: 14506"] [B]Wizard's of a New Shade[/B] [B]Magic Schools[/B] Alchemy: transmutation, conjuration (non-damaging creation spells) Elementalism: evocation, conjuration (damaging creation spells) Light: abjuration, divination, conjuration (healing) and all good, law and light descriptor spells Mentalism: illusion (un-subtyped), illusion (figment), illusion (pattern), enchantment, and all force descriptor spells Shadow: necromancy, illusion (shadow), illusion (glamer), illusion (phantasm) and all chaos, darkness and evil descriptor spells Temporalism: conjuration (un-subtyped), conjuration (teleportation), conjuration (calling), conjuration (summoning), all spells similar to ethereal jaunt in other schools, and this is the only school that can "summon" or "call" [B]Wizard Classes[/B] Wizards begin with only use of spells from their own school. Wizards lose scribe scroll and summon familiar as bonus feats at first level but instead gain a class feature that they can select from their list of class features. The Wizard also gains an additional class feature at levels 5, 10, 15 and 20 instead of a bonus Wizard feat. In place of a Wizard selecting one of the class features they can select a meta magic feat, the spell mastery feat, or gain access to another magic school (note they do not gain the classes flavor or access to the classes class feature list). Alchemy Class: Alchemist (alternate names: Archemist, Transmuter, Artificer, Runecaster) Flavor: Artificer's magic functions buy preparing their "potions, oils, unguents and charms" out of their alchemists kit for the day. They cast their spells by finding the right item and then applying it, drinking it, burning it, or breaking the charm. All rules apply as if they were normally "casting" the spell. Bonus Class Skills: Search, Open Locks and Disable Device Class Feature List: Craft Minor Magic Item feat, Craft Magic Item feat, Craft Clockwork Item feat, Runecaster: Allows the Alchemist to use their magic by drawing a rune on the intended object to be effected, Craft Mastery: XP costs are halved for creating items Elementalism Class: Elementalist (alternate names: Hydromancer, Pyromancer, Aeromancer, or Geomancer) Flavor: The Elementalist must specializes in one element and all spells deal that elements type of damage. The specializations are: water- cold, fire- fire, air- lightning, and earth- bludgeoning. Bonus Class Skills: Survival, Spot and Listen Class Feature List: Elemental Resistance: ER 5 fire, cold or electricity or DR 5/-, Elemental Defense: +2 to save and AC against magic of their element of specialization, Elemental Expansion: Select another element and be able to blend the damage with the element they are specialized in. (The blended elemental damage types: Scorching steam: ½ fire ½ water, Super-heated smoke: ½ fire ½ air, Magma: ½ fire ½ earth, Sandstorm: ½ earth ½ air, Ice: ½ water ½ earth, and Acid: ½ water ½ air.), Elemental Servant: As Summon Familiar class feature but small elemental of their chosen type, Elemental Penetration: +2 to SR rolls with your chosen elemental type. Light Class: Luminomancer (alternate names: Lightbringer, Light Mage, Priest of Light, Diviner) Flavor: Light Bringers draw their power from channeling positive energy to them. Bonus Class Skills: Sense Motive, Diplomacy, and Heal Class Feature List: Positive Energy Channeling: Channel their spells to power divine feats and can turn undead by doing this, select a divine feat, Shadow Defense: gain +2 to save and AC against Shadow school spells, Light Defense: gain +2 to save and AC against Light school spells, Destroy Undead: you can now destroy undead with your Positive Energy Channeling ability. Mentalism Class: Mentalist (alternate names: Psion, Mind Mage, Force Master, Illusionist) Flavor: Mentalists draw their magic from their mind. Bonus Class Skills: Balance, Escape Artist, and Bluff Class Feature List: Psionics: No somatic or verbal components, Wild Talent feat, Telekinetic Mastery: force effects ignore DR, Slippery Mind: (as the rogue), Select a psionic feat. Shadow Class: Shadowmancer (alternate names: Shadow Mage, Necromancer, Nightbringer, Priest of Darkness) Flavor: Shadowmancers draw their power from channeling negative energy to them. Bonus Class Skills: Disguise, Hide and Move Silently Class Feature List: Negative Energy Channeling: Channel their spells to power divine feats and can rebuke/command undead by doing this, select a divine feat, Light Defense: gain +2 to save and AC against Light school spells, Shadow Defense: select a divine feat, gain +2 to save and AC against Shadow school spells, Command Undead: you can now command undead with your Negative Energy Channeling ability. Temporalism Class: Temoralist (alternate names: Portal Master, Summoner, Teleporter, Planar Mage) Flavor: Temporalists create portals through which all of their magic functions. Bonus Class Skills: Sleight of Hand, Handle Animal, and Diplomacy Class Feature List: Planar Servant: celestial or fiendish animal companion (as druid) that can be summoned and dismissed, Portal Cache: access to a portable hole at all times that only he can open and use, Ranged Legerdemain: (as arcane trickster), Planar Affinity: Gain the celestial or fiendish template, Portal Attack: make a melee attack at close range as a standard action. [/QUOTE]
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Altering subschools around for a new flavor- final version post #16
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