Best Specialist?

darkbard

Legend
I rarely play wizards, preferring the (limited) flexibility of spontaneous casting (if you understand what I mean by limited flexibility). However, in a new Ptolus (largely urban adventures for those not in-the-know) campaign, I'm considering a dwarf wizard. I like the idea of the bonus spells per day specialists pick up, but the trade-off of losing school access makes this a difficult decision. A diviner or transmuter might work particularly nicely in such a campaign....

Anyone with experience (or just a really cool angle/concept on a particular specialist) care to offer up an opinion?
 

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I like Diviner. It fits the image of the scholarly wizard very well, having to prepare one divination spell per level isn't really a big downside, since you often prepare a few of those, anyways, and as an added bonus you only have to give up one school. :D

With the UA specialist variants, the Conjurer is a very decent choice. They get some really nifty abilities there, especially being able to cast summon spells in one standard action is a pretty big one.

Bye
Thanee
 

I prefer abjurers. But that's offcourse a personal preference since I prefer to focus my wizard on counterspelling, dispelling, disabling hostile casters, manipulating the battlefield, countering and protecting against hostile effects and removing outsiders from the field of battle :).

FR feats (reactive counterspell ect) and some custom spells help along way with this though. Since imho the Abjuration spells in the PHB are a bit lacking and the school has so much untapped potential.
 

Forsaken One, any specific abjuration feats or spells (beyond what you've mentioned) you'd recommend in particular? I like your concept for such a caster and am curious as to how you go about implementing it.
 

Thanee said:
With the UA specialist variants, the Conjurer is a very decent choice. They get some really nifty abilities there, especially being able to cast summon spells in one standard action is a pretty big one.

Bye
Thanee

I'll second that. I'm playing one of those now, and the UA variant makes it great!

Pinotage
 

I like conjurers in general. It's a very strong school (even core only). It includes Mage Armor, which is a pretty standard first level spell, Web and Glitterdust are excellent second level spells, and Stinking Cloud at third level actually very good.

One thing I'm curious about is how people feel about specialization in general. Even giving up one school, it seems like I often really feel the loss of versatility from prohibited schools. Anyone feel that generalist is the way to go?

--Axe
 

darkbard said:
Forsaken One, any specific abjuration feats or spells (beyond what you've mentioned) you'd recommend in particular? I like your concept for such a caster and am curious as to how you go about implementing it.

Just came down with a fever today but I'll post some stuff later on when my head doesn't feel like a meteor swarm in a (3.0) hemispherical wall of force.

Got a custom PrC which is currently being worked on and being debated by my GM and myself to work it out in an acceptable manner. Made a bunch of spells which I'll have to word more correctly if I''m to post them here and a feat or two is currently being discussed to. I'll get back to you about this today or tomorrow in this thread :).
 

Ok here's some stuff, had to translate most of it from dutch and reword it a bit hehe. I didn't do my PrC since the file seems corrupted as it crashes every time I try to edit it and its a lot to translate. I might do it later if this seems to suit you.

Some of these feats and spells have been taken from other sources and modified to my personal needs and preferences.

Cercei’s Static Charge
Evocation [Electricity]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
1d6 dmg/caster level, max 10d6, just harms creatures.

Cercei’s Prismatic Ray
Evocation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One ray
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
This spell causes seven shimmering, intertwined, multicolored beams of light to spring from your hand in a concentrated ray. Each beam has a different power. Creatures struck by the spell with 8 HD or less are automatically blinded for 2d4 rounds. The target creature is randomly struck by one or more beams, which have additional effects.
1d8 Color of Beam Effect
1 Red 20 points fire damage (Reflex half)
2 Orange 40 points acid damage (Reflex half)
3 Yellow 80 points electricity damage (Reflex half)
4 Green Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead)
5 Blue Turned to stone (Fortitude negates)
6 Indigo Insane, as insanity spell (Will negates)
7 Violet Sent to another plane (Will negates)
8 Struck by two rays; roll twice more, ignoring any “8” results.


Cercei’s Synaptic Shock
Evocation [Electricity]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: 1 round /level
Saving Throw: Fortitude negates, special (see text)
Spell Resistance: Yes
2d8 electricity dmg/round + fort save or cannot take any actions that round. A succesfull save does not end the spell’s effect but just negates the damage and restriction for that round. This spell can be altered to deal subdual damage instead. The type is selected by the caster upon the moment of casting. Creatures immune to electricity are also immune to the incapacitating effect.


Cercei’s Untiring Nourishment
Abjuration
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Self or one creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Subject does not need to eat, drink, breathe or sleep for the duration of the spell’s effect. In addition the target is protected from any hostile nonmagical environmental effects such as from lava or strong winds and protected from hostile planar traits.


Cercei’s Plasma Cascade
Evocation [Electricity]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One pillar of burning hot plasma / level
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
One pillar of burning hot plasma per caster level which deal 1d6 damage per caster level up to a maximum of 15d6. One pillar effects one creature or 5ft square, occupies the same space as the target creature and is up to long range high. This spell damages unattended objects or structures. Pillars can be split up into more numerous but weaker pillars. A 10th level caster can create 10 pillars of 10d6 damage each or for example 5 pillars of 10d6 damage and 10 of 5d6 damage.


Cercei’s Spell Fortifier
Abjuration
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Duration: 10 min. / level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
All of the spells on the target gain a +4 bonus on the check to resist being dispelled. Against a targeted dispel magic this spell is always checked last. In addition this spell grants a +4 bonus on the check to prevent spells cast by the target to be counterspelled.


Cercei’s Spell Sequencer
Abjuration
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 swift action.
Range: Self
Effect: Alteration of next spell cast
Duration: 1 round /level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
After casting this spell on yourself you can alter one of your spells cast in one of the following ways:
Cannot be counterspelled,
Is cast at a increased casterlevel (1 level per 4 levels of the caster (max +5)),
Automatically succeeds on the casterlevel check against spellresistance,
Automatically counterspells any spell of its level or lower,
Upon completion of casting changes the spell into another spell you have memorized of the same level or lower.
Focus: A tiny ruby matrix worth at least 1000gp.



Cercei’s Powerfull Discharge
Evocation [Electricity]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 10 ft diameter line up to medium range
Duration: Instantaneous
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes
A Powerfull Discharge spell is an explosion of burning hot plasma that detonates from your hand with a thundering roar and deals 2d6 points of electricity damage per caster level to every creature within the area. Unattended objects also take this damage. Any creature or unattended object reduced to 0 hitpoints by this spell is totally disintegrated leaving no trace.
The Powerfull Discharge sets fire to combustibles and damages objects in the area. It can melt metals of any kind. If the damage caused to an interposing barrier shatters or breaks through it, the Powerfull Discharge may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. This spell even affects objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.
If a creature or object successfully saves against this spell it takes 10d6 damage instead.


Cercei’s Violent Repulsion
Evocation [Force]
Level: Sor/Wiz 4
Components: V
Casting Time: 1 swift action
Range: 40 ft.
Area: 40 ft diameter burst expanding from the caster
Duration: Instantaneous
Saving Throw: Fort partial (see text)
Spell Resistance: Yes
A powerfull wave of force ripples out from the caster pushing creatures away from him. Creatures are automatically pushed back to the outer limit of the effect. In addition, if a Large or smaller creature fails its save against the spells effect it takes 1d6 points of damage for each 10ft. traveled this way and lands prone at the edge of the spells effect, larger creatures remain unaffected by the damage or prone landing but are still moved. This spell automatically breaks a grapple upon the caster. If this spell is cast while the caster is swallowed whole or otherwise trapped in another creature the creature takes 1d8 points of damage per caster level (max 15d8) and the caster is forcefully expelled from its body.


Cercei’s Early Prismatic Experiment
Abjuration
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 immediate action
Range: Close (25t. + 5 ft./2 levels)
Target: one or more creatures
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
Up to one target per three levels (max 5 at level 15) is surrounded by a primatic shimmer and is immune to all magic and damage for one round. This spell cast be cast as an immediate action to gain its benefit even when it is not your turn.


Cercei’s Arclight Spray
Transmutation
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes
A mass of thin, green rays springs forth from your body. Upon casting the caster specifies one type of creature or object (such as: Elves, Lawful Outsiders, weapons, armor, gold or even more specific like greatswords). Any creature or object struck by a ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature or object reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
When used against an unattended objects, the rays simply disintegrate everything in range they can reach. Thus, the spell disintegrates only part of any very large object or structure targeted. The rays affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.
A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Arcane Material Component: A pinch of dust.
Arcane Focus: An emerald prism worth at least 1000gp.


Cercei’s Ion Storm
Evocation [Electricity]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Self
Area: 20 ft radius surrounding the caster
Duration: 1 round /level
Saving Throw: Fortitude half, special (see text)
Spell Resistance: Yes
This spell evokes a cloud of static particles that surround the caster which damages and incapacitates his enemies and protects him from electricity damage. Anyone entering the area surrounding the caster takes 1d4 damage per casterlevel (max 20d4) with a fortitude save for half damage each round he remains in the area. In addition to the damage anyone within the cloak not immune to electicity who fails his save is also incapacitated for one round and reduced to a single move action for that round. This spell also grants immunity to electricity damage to the caster for the duration of the spell.


Cercei’s Prismatic Eye
Evocation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: 1 multicolored orb
Duration: 1 round /level
Saving Throw: None
Spell Resistance: None
Creates one multicolored orb that stays within 5 ft of the caster and follows at a fly speed of 100ft (perfect) while still being able to fire and at a maximum speed of 400ft in a round without being able to fire its ray. As a move action the caster can direct the eye at its speed to any point within range. If the eye gets out of the spells range it simply disappears and the spell ends. The eye can fire a Prismatic Ray once per round at a target in range at the casters ranged attack bonus. The caster can select the eyes target once per round as a free action. The eye is a tiny construct with AC 18 + the casters int bonus as a deflection modifier to AC and with hitpoints equal to half that of the caster and has his saves.


Cercei’s Sky Call
Evocation [Force]
Level: Sor/Wiz 8
Components: S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: one creature or object (100lb/level) per level, no two creatures or objects can be more then 30 ft. apart
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: None
A powerfull force throws your enemies skywards. Targets who fail their save are flung up to a mile into any direction specified by the caster. If the targets are unable to fly they take appropriate falling damage.


Cercei’s Temporary Expulsion
Abjuration
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One ray
Duration: one round /level
Saving Throw: Will negates
Spell Resistance: Yes
A glimmering orange ray springs from your hand. It requires a ranged touch attack to hit your target. If the target is hit by the ray and fails it save it is hurled through the dimensional barrier and to a temporary demiplane. After the spells duration the target reappears right where it left. If the space is occupied at the moment of return the target reappears at the nearest available space.


Cercei’s Intimidating Presence
Illusion [Glamer]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Self
Effect: Minor visual alterations to the casters appearance
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Grants +4 to the casters intimidate checks and allows the caster to make esthetic changes to his appearance. This spell does not allow to caster to change his appearance into another form then his own or grant a bonus to disguise checks. It is possible though that the caster might for example be mistaken as a firegenasi if he chooses to appear with a paler skin and flaming eyes and hair.


Cercei’s Defensive Matrix
Abjuration
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft + 5ft / 2 levels)
Effect: A damage absorbing shield
Duration: 10 min. /level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A bright white matrix surrounds the target and absorbs damage. The Defensive Matrix absorbs up to 10 hp worth of damage per level from any source that would have otherwise damaged the target.
Arcane Focus: A clear cut brilliant diamond matrix worth at least 1000gp.


Cercei’s Perimiter
Abjuration
Level: Sor/Wiz ??
Components: V, S
Casting Time: 1 standard action
Range: -
Effect: -
Duration: -
Saving Throw: -
Spell Resistance: -
In devellopment


Cercei’s Spellcell Version 1
Abjuration
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or object
Duration: 1 round / level
Saving Throw: None
Spell Resistance: None
A tangle of bright blue rays springs forth from your body and launches itself at its target. It requires a ranged touch attack to hit. The rays form a shimmering matrix around its target which prevents any extra dimensional travel. In addition the target enclosed by the Spellcell is the target of a counterspell effect (as if by a Greater Dispell Magic spell cast by the caster of the Spellcell) each time he tries to cast a spell.
Arcane Focus: A miniature sapphire cage worth at least 1000gp.


Cercei’s Spellcell Version 2
Abjuration
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or object
Duration: 1 round / level
Saving Throw: Will negates
Spell Resistance: Yes
A tangle of bright blue rays springs forth from your body and launches itself at its target. It requires a ranged touch attack to hit. The rays form a shimmering matrix around its target and affect it with an antimagic aura, which prevents the target from using any of its magical items, casting spells, supernatural or spelllike abilities for the duration of the spell.


Cercei’s Thought Shield
Abjuration
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action.
Range: Self
Effect: Deflection bonus to armor class
Duration: 1 hour /level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell grants a deflection bonus to armor class equal to the casters intelligence bonus.

-----------------------------

Feats


Metaweaver [Metamagic]
Prerequisite: Any other Metamagic feat.

Benefit: When applying a metamagic feat to a spell from the school of Abjuration you may reduce the additional level cost from the metamagic feat by 1 to a minimum of 1.

Special: This feat may be taken multiple times, it effects stack, however no spell may be reduced to lower than it actual spell level plus one.


Antispell [Metamagic]
Prerequisite: Any other Metamagic feat.

Benefit: Spells altered by the Antispell metamagic feat affect their targets as if hit by a dispel effect. If this spells alters a spell that affects an area or multiple targets treat the targets as it they were hit by the area variant of a dispel magic effect. If this spells alters a spell that targets a single creature or object treat the target as if it was affected by a targeted dispel magic effect. The bonus on the dispel magic check is equal to the casterlevel of the caster of the spell without a maximum.
Altering a spell with this feat increases its spell level by 3.


Fortified protections [General]
Benefit: When someone attempts to dispel your abjuration or divination spells, the dispel check DC is 15 + the spell's caster level.

Normal: The dispel check DC to dispel any spell is 11 + the spell's caster level.


Spell Veil [General]
Benefit: Whenever someone uses a spell, spelllike ability or item that could detect the magical aura of one of your spells he must make a caster level check (11 + your caster level) to succeed. Also when someone tries to reveal the effects of one of your spells through the means of a divination spell (such as see invisibility) he is also forced to make a similar check to succeed. The user of the divination may only check once per spell no matter how many of your spell effects are operating in the area.


Spell Focus (Abjuration): This feat gives you a +2 DC to dispel checks made against your spells in addition to the +2 DC to resist your Abjuration spells.


Spell Focus (Divination): This feat gives you a +2 bonus to penetrate spell resistance with your divination spells in addition to the +2 DC to resist your Divination spells. This bonus stacks with the bonus derived from the spell penetration feat.


Master of counterspelling:
Prerequisite: Improved initiative, Improved counterspell, Reactive counterspell

Benefit: This feat lets you counterspell a spell with any spell of the same level regardless of school.
 
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For the rest I'm a huge fan of Wall spells, or other spells that modify the combat terrain like Reality Maelstrom, Miasma spells, Fog spells.

Proper modification of the battlefield and counteracting your enemies actions is often more productive for a battle in your favor then damaging them or blasting with spells. If you protect your allies and hamper your enemies you give your allies a better chance to dish out the damage. And especially at higher levels you get behind as a caster vs meleers anyway :).
 

Wow, Forsaken One! That's quite a lot of help there! More than I could have hoped for. Looks like I've got to invest some more time than the cursory read through I've given it so far....

Thanks!
 

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