Specialist mages, have they lost feeling

RigaMortus said:
Specialist Wizards suck... So you give up access to ALL spells from TWO schools, for the ability to cast a mere one extra spell from one specific school. Ahhh, yeah, right. That is soooo not worth it. They should at least get some sort of Spell Focus in their chosen school, or something. Maybe increased spell level in that school? Maybe they get spells 1 level earlier, but only in that school!?

Definately not worth it as is IMO...

I agree. I liked the system in 3.0 much better. In 3.0, they acknowledged that some schools were better than other schools, and a specialist's opposition schools were based on the power of his specialty. If you wanted to specialize in a high-power school, you had to give up another high power school, or two medium-power schools. If you wanted to specialize in a medium-power school, you had to give up another medium-power school or both low-power schools, etc. So basically, you were giving up something that was about equal to what you were specializing in.

But now, in 3.5, all the schools are (supposedly) balanced, and specialists have to give up two schools. So now, you have to give up something that's twice as good as what you're specializing in. Not really an attractive option.
 

log in or register to remove this ad

Ridley's Cohort said:
I do not really see that 3.0 was different from 2e in feel.

I do think that 3.5 has severely limited the practical choices for an adventuring wizard. That is not a good thing.
I think it's okay. One of the few things in the 2E PHB that I actually found myself going "that makes sense" to was the comment that not all specialties are going to be equally useful for an adventurer. Eg you're not likely to find lots of diviners going into dungeons, but the PCs might hire an NPC diviner if they want some scrying done.

The alternative philosophy, that every archetype has to find some sort of use in an adventuring situation, just leads to screwy, contrived prestige classes like the divine oracle. WTF does uncanny dodge have to do with divining the portents of the gods? And yes, you can find a handwave for anything. However, some handwaves are better than others.
 

At high levels, an extra spell per level doesn't make much difference, as you simply have so many. However, at low to mid levels, that extra spell of each level can be critical. To take the extreme case, a specialist have half as many spells again over the generalist at first level, and that's a huge boost.
So yeah, if you are making your wizard at 12th level or higher, you probably want a generalist for the flexibility. If you are making your character at 1st level, you definately want a specialist, and if you really want a generalist, make your character a Diviner.

--Seule
 


well, I've been working on something like that.

any constructive feedback would be most appreciated.

******************************************
Specialist Wizards

In every wizard’s vocation, there comes a time when a crucial question must be asked.

Namely, should a wizard strive to keep his options opened and strive for all spell knowledge, or cut a corner or two and undertake a specialization in the arcane art.

The following options should make these choices a lot more difficult to select your options.

The specializations:

Abjuration: The fine art of protection. Specialists in this power can generate a number of such powers, such as warding off specific types of weapons, generating shields and walls to repelling and/or dispelling the opponent itself.

Conjuration/Summoning: Joined at the hip, both schools of spells created something from nothing. Wheras Conjuration deals with the spontaneous generation of non-living material, summoning entices or cajoles creatures to come to the conjurer’s beckoned call.

Divination: Everybody needs a bit of information now and then, and this is the school for obtaining that information.

Enchantment/Charm: This is another strange combination of schools that imbues magical energy to create particular effects. Charms spells either cause changes, and influence the emotional state or mind of a target. Enchantment, in contrast, invests non-magical objects with magical energy.

Illusion: For those who are reality is subjective, this school is for you. It alters perceptions (phantasms) and generates false images (illusions).

Evocation: These are the spells that directly generate and manipulate magical energy. These are usually from nothing and usually a power of extreme offense.

Necromancy: These are the spells that manipulate, create or destroy life or life force. Often, but not limited to animating the dead, these are the boogie men of specialists.

Transmutation: If magic schools were faculties, this would be the engineering. By using the magical energies, one can change virtually anything physical to whatever one wishes.

To give the specialist mage more oomph, we recommend a sort of domain, much like clerics do for their own power.

Skills for Specialist mage. Due to the specialization of their work, there are some skills that either give a bonus of +2 to a class skill or give a crossclass skill as a class skill. The following notes are given below. The specialist gets both advantages at the cost of one feat.

Abjuration: Craft (Fortification), Knowledge (Architecture) : +2 to either
Conjuration/Summoning: knowledge (planes): +2, language considered a class skill.
Divination: Spot, Search considered class skills
Enchantment: Charm: Diplomacy, Use Magic Device considered class skills.
Illusion: Move Silently, Hide considered cross class skill
Evocation: Concentration (Con), Leadership (Cha) considered cross class skill
Necromancy: Knowledge (anatomy) : +2, Healing (wis) considered a class skill
Transmutation: Craft (blacksmithing), Craft (leatherworking): +2 to either

Feats:

Abjuration Fortification:
Requirements: 9th level Abjurer, craft (fortifications) 5 or better.
Benefits: At the cost of 5 spell levels, The Abjurer can enhance a buildings saving throws, for a fortification up to 4 ss. Basically it allows a fortification to have a save equal to the will save of the abjurer. It last's for as many saving throws as "pluses" of wisdom. For example, a abjurer with 13 wisdom (+1) could do this 1/day. Each save is only used once.

A Charmed life:
Requirements: Specialist of Enchantment, Diplomacy 5 or better
Benefits: Due to the easy going nature of the enchanter, they have an ability to miss out on bad luck. By sacrificing 5 spell levels, the enchanter can reroll any single die roll per day. It can only be done once per day and the 2nd roll counts no matter what.

Arcane ConMan:
Requirements: Specilalist in Conjuration, Bluff 5 or more
Benefits: This power allows a spellcaster to get away with cheaper spell components. It requires a successful bluf check that is determined by the table below

Difference DC
up to 15 gp 20
15-100 gp 25
100-300 gp 30

Differences over 300 gold pieces can't be affected by this
A failures means that the spell is wasted.
Normal: The spellcaster must pay normal cost for spell components.

Arcane Itemizer:
Requirements: Specialist of Conjuration, Craft Wonderous Item, Craft (weaving) 5 or more, Knowledge arcana 5 or higher.
Benefits: The spellcaster is able to better utilize certain conjuring items, usually limited to the robe of useful items and the bag of tricks. With a successful roll against knowledge arcana (dc 20), the spell caster is able to select the object received. Additionally, if a knowledge arcana roll is made (dc 25), the usage doesn't count towards its overall expendature. It can be used up to the intelligence bonus per day.
Normal: The magical item is used and used up as per normally.

Defensive Focus:
Prerequisites: Abjurer specialization, Spellcraft 5 or better, any metamagic feat
Benefits: This allows a +2 to all Armor classes when produced by magic. For example, a mage armor would have a +6 protection, rather then +4
Normal: one only gets the standard bonus for armor class for a defensive spell.

Efficent Spellcasting
Requirements: Must be able to learn spells without Preparation
Benefits: Once every level, a sorceror or bard, can “forget” a single spell that he knows in favor of another. He is still subject to the maximum known spells and once a spell is removed from his spell list, it can never learn it again.

Constructor:
Requirements: Specialist in Transmutor or Conjuration, 5 or more ranks in craft (fortification).
Benefits: This spell allows stronger physical changes to occur. If altering a non-living object to act as a defensive structure, you get an additional +1 hp per die of the object
Normal: You get original hp of the object in question

Detective :
Requirements: Specialist of divination, Spellcraft 5 or higher
Benefits: By expending 5 levels of spell slots, the spellcaster can increase his (or her) bonus to spot and search. It gives a +2 to spot and search checks for a 1 minute per level of experience
Normal: One normally cannot burn spell slots to enhance skills.

Enhanced Signature spell:
Requirements: Signature Spell.
Benefits: This feat allows you to take one spell and reduce any enhancement feats on it by one level for the purposes of putting a metamagic feat on it. For example, a specialist of transmutation that has an enhanced signature on burning hands, and uses empower spell would only use up a spell slot one level higher, instead of two.. This always has a minimum of one spell level higher. Each time it is taken, it can be used on another spell that has been made signature spell.

Secondary Strength:
Requirements: Specialist wizard, Secondary attribute (see below) of 14 or higher.
Benefits: This feat allows you to half of an additional attribute base to your spell strength (round down), depending on whatever your specialization is.
Abjuration: Wis
Conjuration/Summoning: Con
Divination: Wis
Enchantment: Charm: Cha
Illusion: Dex
Evocation: Con
Necromancy: Wis
Transmutation: Dex
For example, a 1st level illusionist with a int of 16 (+3) and a dex of 14 (+2/2=1) casting a 0th level spell would have a save against it of 14, rather then 13. It can only get a maximum of +2 through the secondary attribute.

Seer:
Requirements: Specialist in diviniation, scry 5 or higher, concentration 5 or higher
Benefits: By expending 5 levels of spell slots, The diviner can find out the class and level of a particular person. If the person being observed has bluff and/or disguise, he needs to make a contested concentration check, against the particular skill (defenders choice if they have both). Note that this ability can be blocked by divinition magic.

Signature Spell:
Requirements: Specialist mage of 5th level or higher., Any metamagic feats
Benefits: This allows a specialist mage to substitue one spell of the specialist school of choice for any spell that is currently known. When first taken, it only allows a substitution is 1st level spell. For example, a 5th specialist of evocation with 3 1st level spells per day, can choose magic missile as his signature spell to replace any of them.
Now realize that this can be taken multiple times, but only one signature spell can be taken per spell level. So if taken twice, it means that you get a signature spell for levels 1 and 2. It can be taken a maximum of 4 times.

Transporter
Requirements: Specialist in Tramutation, Spellcraft 5 or more
Benefits: This practitioner is better at carrying objects using transportation spells. Every transportation spell (ex dimension door, teleportation), is able to carry an additional 5 lbs per level
Normal: The spell is only able to carry the standard amount
 

Check out the Unearthed Arcana thread on the General RPG discussion board. It apparently has some pretty interesting options for specialist wizards.
 

hong said:
I think it's okay. One of the few things in the 2E PHB that I actually found myself going "that makes sense" to was the comment that not all specialties are going to be equally useful for an adventurer. Eg you're not likely to find lots of diviners going into dungeons, but the PCs might hire an NPC diviner if they want some scrying done.

The alternative philosophy, that every archetype has to find some sort of use in an adventuring situation, just leads to screwy, contrived prestige classes like the divine oracle. WTF does uncanny dodge have to do with divining the portents of the gods? And yes, you can find a handwave for anything. However, some handwaves are better than others.

Good points, Hong.

What I was mostly alluding to is the fact that their are a few obvious choices for dead schools. Losing Illusion+Necromancy or Enchantment+Necromancy become the standard options for Transmuters, Conjurers, and Evokers -- everyone. There are other playable options, but these two really become Plan A. I find that boring.

I do not find the 3.5 rule changes for specialists to be an improvement upon 3.0 in any respect. The spell lists have been rejeggered and that have been that.
 

Ridley's Cohort said:
What I was mostly alluding to is the fact that their are a few obvious choices for dead schools. Losing Illusion+Necromancy or Enchantment+Necromancy become the standard options for Transmuters, Conjurers, and Evokers -- everyone. There are other playable options, but these two really become Plan A. I find that boring.

You know, I play a specialist Diviner, and I wouldn't give up Necromancy, Illusion or Enchantment for all the world. :)

Necromancy, in particular, is nasty in 3.5E. Lots of touch and ranged touch spells that skip those oh-so-irritating saving throws. Chill Touch, Ray of Enfeeblement and Vampiric Touch are all on my daily list of spells, while I crafted a magic item (Spectral Gloves) specifically to allow me 2 Spectral Hands a day.

Halgo's current typical daily spell list is:

0-level
Acid Splash
Mage Hand
Prestidigitation
Read Magic
Touch of Fatigue


1st level
Chill Touch
Daze [extended]
Enlarge Person
Feather Fall
Identify
Ray of Enfeeblement


2nd level
Detect Thoughts
Glitterdust
Melf's Acid Arrow [sonic-substituted]
See Invisibility
Touch of Idiocy


3rd level
Clairaudience/Clairvoyance
Dispel Magic
Fly
Vampiric Touch


4th level
Arcane Eye
Haste [extended]
Soul Burst
 

The main thing I see missing from MOST wizards and sorcs, let alone specialists -- is player willingness to create spells. It's really weird. You tell them over and over they can invent any spell they can dream up, and they go..."Hmmmm...let's see....Fireball?"

I think specialists would be much more intriguing if the players would take a role in creating the magic of their mage.


wolfen
 

Wolfen, trying to craft your own unique spell is (a) risking the brand of "munchkin" form overly-paranoid GMs, and (b) often re-inventing the wheel. Fireball and Lightning Bolt both do the job of "third level area of effect energy-based damage spell" ... there's just not always going to be that much room to innovate, really.
 

Remove ads

Top