Limper removes the "Shaft" from specialists...(new stuff0612)

Very good indeed!

I will give some more advice. Feel to use them as you want.

Enchantement/Charme:

Alluring (song and silence) without meeting the right prerequisites.

Evocation

you choose an element (fire,water,earth,air): casting spell from this elements you add another dice (fireball 11d6....)

Steven McRownt
 

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Thank you all for the support.

Steven McRownt good one for Evocation MUCH simpler than what I've been thinking.

We'll have them unshafted in no time!
:)
 


Abjuring Mastery

Abjuring Mastery:

Prereq: School Focus and Greater School Focus Abjuration and either Toughness or Dodge.

Benefits: All you defensive spells effects are increased by one unit (this aplies to the lesser of the units for combinations). Examples if the spell gives DR 5/+1 its 6/+1 for you. or if it increases your AC by 4 for you its 5, resistances vs element 5 for you its a 6.

I wish I could think of better 3ese for this but.... first try for abjurerers.

You Cheerful Sadist you.... this overlaps the ability of the Archmage a bit but might be workable.


Arcane Defense:

Prereq: School Focus and Greater School Focus Abjuration

Benefits: As long as you have at least one abjuration per level IN memory you recieve SR equal to the total number of abjuration spells in memory.

Hey Jack hows this version... I think its a little more balanced.


Scent of Death:

Prereqs: School and Greater School Focus Necromancy

Benefits: You recieve a bonus to intimidate checks equal to the total number of Necromancy spells in memory. 1 per day/ per Char bonus you may force an opponent to make a will save DC 10 + Char bonus or become shaken. This supernatural ability can be activated when you cast a Necromancy spell with a range other than personal.

Some more..... don't you love being stuck in traffic on the way to work.... so many ideas.
 

Re: Abjuring Mastery

Limper said:
Arcane Defense:

Prereq: School Focus and Greater School Focus Abjuration

Benefits: As long as you have at least one abjuration per level IN memory you recieve SR equal to the total number of abjuration spells in memory.

Hey Jack hows this version... I think its a little more balanced.

As a powergaming Abjurer, here's what I'd do to unbalance it.

Let's say I'm a 10th level Abjurer, with at least a 14 Intellegence. I get 5 0-level, 6 1st level and 6 2nd level spells. One spell from each of those levels must be an abjuration. In the morning, I prepare 5 Resistance, Alarm, Hold Portal, Endure Elements, Prot. from Evil, 2 Shield, Arcane Lock, Obscure Object, 2 Prot. from Arrows and 2 Resist Elements.

Now, even aside from any higher level abjurations I have prepared, that gives me an SR of at least 17. Plus, I don't have to cast any 0-2nd level spells, unless I'm in a dire emergency, since I took Craft Wands at 5th level. Any truly useful low-level spell I would have a wand for.

The idea behind my version, is that the power of the SR would scale with the power of the spellcaster, but he would have to "concentrate" and use up a partial action to keep up the defense. Think about it.
 

"As a powergaming Abjurer"

The winner of the "Words I never expected to hear or see" award goes to..... Jack Haggerty.

Any way that makes you spend Xps and gold for every spell you sling and all your magics are easy to resist.... I don't see what your doing as all that bad.


But back to my project....

Mastery of Destruction:

Prereqs: School and Greater School Focus Evocation, Lightning Reflexes (maybe I want some thing here just not sure what)

Benefits: Your damage dealing Evocation spells are capable of doing one more increment of damage IF you are of apropriate level to qualify..... example lvl 10 caster does not get an extra d6 to his fire ball but a lvl 11 does.

Adds one extra die of damage if of appropriate level



Kiss of Doom:

Prereqs: School and Greater School Focus Enchantment, 5 ranks Bluff, 5 ranks Diplomacy

Benefits: 1/day per Wis bonus you may add Char bonus to DC of your enchantment spell as well as the relevent attribute score. (it stacks)

More soon.... I hope.
 

Sixth Sense (another name by Jack Haggerty):

Prereqs: School and Greater School Focus Divination

Benefits: Your mastery of divination grants you an insight bonus of +1 to hit, saves and AC.

I had to bump this up a notch in power..... can you imagine how useful those two School Focuses are? There should be SOME payoff for taking these.
 

Limper said:
"As a powergaming Abjurer"

The winner of the "Words I never expected to hear or see" award goes to..... Jack Haggerty.

Thank you.
Thank you.
And... Thank you.
I'll be here all week.
Try the veal.

Limper said:
Any way that makes you spend Xps and gold for every spell you sling and all your magics are easy to resist.... I don't see what your doing as all that bad.

Right... But...

0th-level wand at 1st caster level: 162.5 gp, 13 xp. There is not a single Cantrip that has a level dependant effect, so they never need to cost more than this. A cost which is next to nothing for a 10th level character.

1st-level wand at 1st caster level: 325 gp, 26 xp. Many 1st level spells are level dependant, but for most it's only the duration, and so they don't NEED to be cast at a higher caster level. Spells for which their damage depends on level are a notable exception. Still, not an extraordinary cost for 10th level character.

2nd-level wand at 3rd caster level: 2250 gp, 180 xp. Now we're getting a little expensive, and we've got more spells that are worth casting at higher caster levels.

Still, you get 50 of each spell for the gold and xp you spend. After reaching 5th level, there is little reason for a Wizard to cast a 0th or 1st level spell without a wand, except in emergencies.

Just wanted to point out one possible abuse.

Limper said:
But back to my project....

I agree.

Sixth Sense... I just thought, if you are trying to jack it up a little, how about an additional bonus to Sense Motive skill checks?
 

Also 17 aint so impressive at level 10.... it can be beaten most of the time.

How is thet Veal prepared..... I could kill for a good Modiga.
 

Limper said:
Also 17 aint so impressive at level 10.... it can be beaten most of the time.

Yup, and that's only if you dump Abjuration spells into all of your 0-1st level spell slots at 10th level. Most of the time, it'll be lower.

Which is why I was thinking something more like... A MEA to provide something like SR = 10(?) + caster level + Int mod(?) for one round.

More SR for protection, but the Wizard has to concentrate, spending time to keep the defense up... Rather than him just having a relatively weak protection in place all the time.

Limper said:
How is thet Veal prepared..... I could kill for a good Modiga.

I think it's Wienerschnitzel, with a side of fries and cole slaw.
 
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