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General Tabletop Discussion
*Pathfinder & Starfinder
How Should Specialist Wizards be handled?
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<blockquote data-quote="steeldragons" data-source="post: 5817090" data-attributes="member: 92511"><p>I say, if you're going to bother having specialist arcane schools, then you define them.</p><p></p><p>No more of this "exclude what you" nonsense.</p><p></p><p>You want to be a "specialist" of this sort of magic, then you sacrifice these other kinds.</p><p></p><p>My own homebrewed way of doing allows for access to all schools of 2 kinds, "minor" (3rd or less level spells) access to other/periphary schools, and other schools are comPLEtEly outside your realm/comprehension.</p><p></p><p>For example...and just example, eh? Please don't lecture me on how things in magic "should" work. Also, going off of total memory here, so don't quote me on this....Please and thank you.</p><p></p><p>Necromancer: Any spell of the Necromancy or Conjuration schools, "Minor" (3rd level or less) to Divination, Abjuration and Evocation.</p><p></p><p>Throw your fireballs. Dispel other mages effects. But don't expect to be able to "Chain Lightning" or "Globe of Invulnerability".</p><p></p><p>"Charm Undead", yeah, that's an "enchantment" spell that speaks directly to the Necromancer's specialty (in the case of the homevrew, it's more like "Control Undead" but, yeah). They get that. "Charm Person" or "Charm Monster", no. </p><p></p><p>Or course, my homebrew also allows for things like: All cantrips, Read Magic, Detect Magic, Wish (eventually) and such that are simple too general or valuable (to <em>any</em> mage) or things that the wizard learned before specializing, to exclude.</p><p></p><p>But that's it!</p><p></p><p>If you're going to have the specialist, presented as a class (and I <em>am assuming </em>they will be presented as their own classes), then SPECIALIZE them.</p><p></p><p>It is also, a GREAT incentive, for the "general" mage being/becoming the default.</p><p></p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5817090, member: 92511"] I say, if you're going to bother having specialist arcane schools, then you define them. No more of this "exclude what you" nonsense. You want to be a "specialist" of this sort of magic, then you sacrifice these other kinds. My own homebrewed way of doing allows for access to all schools of 2 kinds, "minor" (3rd or less level spells) access to other/periphary schools, and other schools are comPLEtEly outside your realm/comprehension. For example...and just example, eh? Please don't lecture me on how things in magic "should" work. Also, going off of total memory here, so don't quote me on this....Please and thank you. Necromancer: Any spell of the Necromancy or Conjuration schools, "Minor" (3rd level or less) to Divination, Abjuration and Evocation. Throw your fireballs. Dispel other mages effects. But don't expect to be able to "Chain Lightning" or "Globe of Invulnerability". "Charm Undead", yeah, that's an "enchantment" spell that speaks directly to the Necromancer's specialty (in the case of the homevrew, it's more like "Control Undead" but, yeah). They get that. "Charm Person" or "Charm Monster", no. Or course, my homebrew also allows for things like: All cantrips, Read Magic, Detect Magic, Wish (eventually) and such that are simple too general or valuable (to [I]any[/I] mage) or things that the wizard learned before specializing, to exclude. But that's it! If you're going to have the specialist, presented as a class (and I [I]am assuming [/I]they will be presented as their own classes), then SPECIALIZE them. It is also, a GREAT incentive, for the "general" mage being/becoming the default. --SD [/QUOTE]
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