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General Tabletop Discussion
*Pathfinder & Starfinder
How Should Specialist Wizards be handled?
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<blockquote data-quote="mkill" data-source="post: 5816750" data-attributes="member: 55985"><p>Keep the 8 schools of magic! Sure, they are arbitrary and ambiguous, but any attemp to slice magic into equal parts will be arbitrary and ambiguous. So just stick with the classic partition.</p><p></p><p>As for the rules, go the Pathfinder / Essentials route. All specialists have access to the same list of spells, but at certain levels you get a freebie that makes you better at spells of your school. Necromancers summon more undead, enchanters have harder to resist charm spells, evokers cast bigger fireballs... It's pretty straightforward, actually, and I wonder why it took so long until the game evolved to this point.</p><p></p><p>In addition, I'd tie the at-will magic feats to schools. </p><p>* Evocation is easy, Thunderwave, Burning Hands and many others fit the bill.</p><p>* Necromancy gets the Diablo II Bone Spear. I could also imagine an at-will Summon Skeleton Archer that takes a standard action to direct to attack</p><p>* Divination gets Sightless Shot, an Int-based ranged weapon attack with +4 to attack that ignores darkness, cover, and concealment</p><p>* Transmutation gets Painful Warp, damage and slow against fort save, and Dragontooth, which transforms your head into a dragon for a round to breathe fire</p><p>* Conjuration gets Furious Elemental, which calls a small elemental that smashes into the enemy and explodes</p><p>* Illusion gets Shadow Bolt, a missile attack that blinds on a crit</p><p>* Enchantment get that Essentials at-will that forces an enemy to hit someone</p><p>* Abjuration gets sparking shield, which gives +2 AC and can be dissolved as an immediate reaction to hit an enemy that attacks you</p></blockquote><p></p>
[QUOTE="mkill, post: 5816750, member: 55985"] Keep the 8 schools of magic! Sure, they are arbitrary and ambiguous, but any attemp to slice magic into equal parts will be arbitrary and ambiguous. So just stick with the classic partition. As for the rules, go the Pathfinder / Essentials route. All specialists have access to the same list of spells, but at certain levels you get a freebie that makes you better at spells of your school. Necromancers summon more undead, enchanters have harder to resist charm spells, evokers cast bigger fireballs... It's pretty straightforward, actually, and I wonder why it took so long until the game evolved to this point. In addition, I'd tie the at-will magic feats to schools. * Evocation is easy, Thunderwave, Burning Hands and many others fit the bill. * Necromancy gets the Diablo II Bone Spear. I could also imagine an at-will Summon Skeleton Archer that takes a standard action to direct to attack * Divination gets Sightless Shot, an Int-based ranged weapon attack with +4 to attack that ignores darkness, cover, and concealment * Transmutation gets Painful Warp, damage and slow against fort save, and Dragontooth, which transforms your head into a dragon for a round to breathe fire * Conjuration gets Furious Elemental, which calls a small elemental that smashes into the enemy and explodes * Illusion gets Shadow Bolt, a missile attack that blinds on a crit * Enchantment get that Essentials at-will that forces an enemy to hit someone * Abjuration gets sparking shield, which gives +2 AC and can be dissolved as an immediate reaction to hit an enemy that attacks you [/QUOTE]
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