well, I've been working on something like that.
any constructive feedback would be most appreciated.
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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