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General Tabletop Discussion
*Pathfinder & Starfinder
Improving Wizard School Specialization
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<blockquote data-quote="scholz" data-source="post: 1729240" data-attributes="member: 10028"><p>I am of the opinion that specialists should really be specialists, so I would give them even less access to other schools. </p><p>I would say a specialist pick two schools (apart from Divination, and their chosen school) they can only prepare and cast these as a caster of one half their level (that is subsumed in their normal allotment of spells). They cannot cast spells from other schools.</p><p>They must get something in exchange. </p><p></p><p>+1 Spell in their school per spell level</p><p>+1 DC to school spells they cast, and +2 to saving throws vs those spells</p><p>+1 Effective level for purposes of effects, range, duration etc.. to school spells.</p><p>May select one spell in their school per spell level, that they need not prepare (like Domain spells).</p><p>In addition, starting at 5th level and at each level thereafter, the character can designate a spell outside the school that is of a level she could normally cast (were she not a specialist) as a spell of her school. With the assistance of the DM some special effects should be altered to make the spell fit the school.</p><p>Ex. Conjurer makes Fireball a Conjuration (summons a small fire elemental that runs to the target location (normal speed) and explodes for 1d6/level in a 20 burst.</p><p>Ex. Necromancer makes a Bull's Strength spell. The target is surrounded by an exoskeleton of bone which enhances the creature's strength by +4 for 1 minute per level. This encumbers the character as per medium armor (as Breast plate). </p><p>Ex. Enchanter makes a Lightning bolt. Creatures in 5ft wide line 5ft per level of the caster (or 10ft wide 5ft long per 2 levels) suffer palpitations of their hearts (self induced) for 1d6 damage per level of the caster (a Will save results in half damage). </p><p></p><p>Some conceptions will fit less well than others, and players must get DM's permission to add the spell. </p><p></p><p>This, I think, creates a specialist that is both powerful, and truly specialized, like the First Edition's Illusionist.</p></blockquote><p></p>
[QUOTE="scholz, post: 1729240, member: 10028"] I am of the opinion that specialists should really be specialists, so I would give them even less access to other schools. I would say a specialist pick two schools (apart from Divination, and their chosen school) they can only prepare and cast these as a caster of one half their level (that is subsumed in their normal allotment of spells). They cannot cast spells from other schools. They must get something in exchange. +1 Spell in their school per spell level +1 DC to school spells they cast, and +2 to saving throws vs those spells +1 Effective level for purposes of effects, range, duration etc.. to school spells. May select one spell in their school per spell level, that they need not prepare (like Domain spells). In addition, starting at 5th level and at each level thereafter, the character can designate a spell outside the school that is of a level she could normally cast (were she not a specialist) as a spell of her school. With the assistance of the DM some special effects should be altered to make the spell fit the school. Ex. Conjurer makes Fireball a Conjuration (summons a small fire elemental that runs to the target location (normal speed) and explodes for 1d6/level in a 20 burst. Ex. Necromancer makes a Bull's Strength spell. The target is surrounded by an exoskeleton of bone which enhances the creature's strength by +4 for 1 minute per level. This encumbers the character as per medium armor (as Breast plate). Ex. Enchanter makes a Lightning bolt. Creatures in 5ft wide line 5ft per level of the caster (or 10ft wide 5ft long per 2 levels) suffer palpitations of their hearts (self induced) for 1d6 damage per level of the caster (a Will save results in half damage). Some conceptions will fit less well than others, and players must get DM's permission to add the spell. This, I think, creates a specialist that is both powerful, and truly specialized, like the First Edition's Illusionist. [/QUOTE]
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Improving Wizard School Specialization
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