really specialized wizards

AbeTheGnome

First Post
i'm thinking about running a game using really specialized wizards... i.e. wizards that learn spells from only their given schools. they would work mechanically like Psions... a certain alotment of spell points and spells known per level. another option is to simply give them access to every spell of that level within their given school whenever they would have access to a new spell level. i would use these classes to represent the fact that the schools of magic in this homebrew are actually schools (universities) whose libraries and professors are dedicated singularly to one tradition of magic.

the big difference would be the lack of versatility. this could be compensated for somewhat by multiclassing. a PC could take three levels in Illusionist and three levels in Conjuror, thereby granting them access to some illusion spells and some conjuration spells. a wizard who multiclasses, of course, would never gain access to the highest-level spells of any school. also, there's always the Extra Spell feat.

these classes would be supplemented by another class, similar to the Wilder, who would be able to learn spells from any school, but a much more limited amount. these casters would be given Eschew Materials as a bonus feat at 1st level, but would suffer the risk of spell burn (nonlethal damage failing a Fort save) each time they cast a spell. this would represent the physical stress caused by channeling magic without the proper knowledge and tools.

thoughts, constructive criticism?
 

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First give them access to all spells of their school, e.g. divine spells, bard spells, etc.

Second create additional spells if necessary to round out their repetoire. For example fireball is an area effect damage dealing spell. What does a diviner do instead? Or an abjurer? This is the key to exclucivity, working through the replacements. A lot of work but potentially a ton of flavour and a lot of fun.

Multiclassing is not the answer because the levels would be split across so many schools (evocation, enchantment, divination, etc.) that casters would become far less effective than what the system assumes.

Another way (and I'm toying with this) is to create skill requirements. For example, require 6 ranks in Knowledge (Divination) and spellcraft in order to learn a 2nd level Divination spell. You could also require Skill Focus (Divination) as the entry point into Divination University. (For that matter, require Skill Focus (Spellcraft) also.) Even a wizard with an 18-23 Int will not have enough skill points to learn 9th level spells in all schools. And if you require feats as well, you'll see a lot more specialisation. One advantage of this variant is that players would have a lot more control over how far to advance in which schools without having to multiclass.

In addition, any character who wishes to acquire wizard levels may have to gain at least 3 ranks in a particular school before they can become a 1st level wizard. And as a 1st level wizard, they spend the additional skill point and feats to become the equivalent of a wizard who started off as a 1st level character. The d20 Modern SRD has a feat granting wizard skills as class skills and another feat granting the ability to cast 3 cantrips or orisons per day. Each or both feats could be prerequisites for entrance into the universities.

Personally I think imposing the historical Medieval university system into D&D has merit. Wizards could get an M.D. (Magicae Doctor) or D.M. (Doctor of Magic) degree. They could swear a Hermetic Oath (do no harm like the Hippocratic Oath). And maybe a board of wizards (college of wizards) or some such could grant licenses to practice magic. Or it might be the crown that grants a license. In any event, since magic has become so ubiquitous in typical D&D game, why not apply Medieval institutions?
 
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Sounds painful for anyone who wanted to play a Wizard. Your "wilder" would be like a Sorcerer, then? Those might be a lot more popular.

Would Clerics & Druids be similarly limited? Would Bards be limited?

- - -

Here's something you could consider like your idea, but less painful:
- Specialists choose one specialty "major" school and two barred schools. Diviners choose one barred school.
- Specialists then choose two "minor" schools from the remaining schools.

You get spell-slots like a Specialist (i.e. wizard + 1). Your top level of spell slots can only be filled with spells from your "major" school. Your 2nd highest level of spell slots can only be filled with spells from your "major" or "minor" schools. Below that, you can fill with spells from any non-barred school.

Now you have a similar effect, but it's survivable.

Cheers, -- N
 

- bonus spells per day as with normal specialization
- at least half of the spells learned at level up must belong to the specialization school
- at least half of the spells slots of each spell level must be used for spells of the specialization school
- all other spells learned have to be slightly modified (in flavor only) to fit with the specialization school
- no prohibited schools

For example a Necromancer with Int 16 learns 6 spells at level 1, and at least 3 must be of the necromancy school. Every new level she learns 2 spells, at least 1 must be a necromancy.

If she prepares 5/4/2/1 spells per day, 3/2/1/1 must be necromancies, and 2/2/1/0 can be anything else.

When she learns a spell that doesn't belong to the necromancy school, she learns a slightly different version with one or more parameters related to necromancy such as:
- the visual effect of the spell (e.g. a Mage Armor appears as made of bone, a Mount summons a skeletal horse)
- the components of the spell (e.g. Fireball uses grave dust instead of bat guano)

This idea might be hard for certain schools. OTOH it could be considered also for cross-school specialization, such as "Fire school" or "Summoning school".
 

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