Trainz
Explorer
I have never once seen a specialist wizard IMC because loosing access to 2 schools has always felt like too hard on my players and me.
SO...
Here's a variant. When you specialize, instead of gaining an extra spell, you gain a certain benefit associated with your school:
Abjuration: An abjurer generates a cohesive field around him that enhances whatever protection items he currently wears. In game terms, this means that any bonus to armor class gained by the items he wears are converted to force effects that apply against incorporeal or touch attacks for example. An abjurer wearing bracers of armor +4, amulet of natural armor +2, and ring of protection +2 would have an effective AC of 18 versus any attack, be it a touch attack or a bash from a spectre. Note that armors and shields aren't enhanced by an abjurer's cohesive field. The total number of AC points thus converted cannot surpass his abjurer class level.
Conjuration: When a conjurer summons a creature(s), twice the normal number appear. This only applies to creatures summoned with his conjurer spells, not summoning abilities or spells granted by another class. He is treated as being 3 levels higher in order to determine his familiar's abilities.
Divination: When casting a spell from the divination school, the diviner is treated as being 4 levels higher (caster level +4). This only applies to his diviner spells, not divination spells or abilities granted by another class.
Enchantment: All enchantment spells cast by an enchanter have their saving throws DC augmented by two. This only applies to his enchanter spells, not enchantment abilities or spells granted by another class.
Evocation: All evocations spells cast by an evoker do +1 damage per die. A fireball cast by an 8th level evoker would do 8d6+8 points of damage. This only applies to his evoker spells, not evoker abilities or spells granted by another class.
Illusion: All illusion spells are one spell level lower for an illusionist. Color spray is a cantrip (as well as ghost sound), and invisibility sphere becomes a 2nd level spell.
Necromancy: A necromancer is so attuned to the negative plane that he rebukes or commands undead much like an evil cleric does. He uses wisdom instead of charisma to determine the turning effects, and his daily turning attempts cannot be used in conjunction with feats such as Divine Might or Extra Turning.
Transmutation: All transmutation spells cast by a transmuter have their saving throw DC's raised by 2. This only applies to his transmuter spells, not transmutation abilities or spells granted by another class.
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Some of these might be unbalanced, as I'm making this up as I go. I still don't think we'll be using these in our campaign (old habits die hard), but hey...
SO...
Here's a variant. When you specialize, instead of gaining an extra spell, you gain a certain benefit associated with your school:
Abjuration: An abjurer generates a cohesive field around him that enhances whatever protection items he currently wears. In game terms, this means that any bonus to armor class gained by the items he wears are converted to force effects that apply against incorporeal or touch attacks for example. An abjurer wearing bracers of armor +4, amulet of natural armor +2, and ring of protection +2 would have an effective AC of 18 versus any attack, be it a touch attack or a bash from a spectre. Note that armors and shields aren't enhanced by an abjurer's cohesive field. The total number of AC points thus converted cannot surpass his abjurer class level.
Conjuration: When a conjurer summons a creature(s), twice the normal number appear. This only applies to creatures summoned with his conjurer spells, not summoning abilities or spells granted by another class. He is treated as being 3 levels higher in order to determine his familiar's abilities.
Divination: When casting a spell from the divination school, the diviner is treated as being 4 levels higher (caster level +4). This only applies to his diviner spells, not divination spells or abilities granted by another class.
Enchantment: All enchantment spells cast by an enchanter have their saving throws DC augmented by two. This only applies to his enchanter spells, not enchantment abilities or spells granted by another class.
Evocation: All evocations spells cast by an evoker do +1 damage per die. A fireball cast by an 8th level evoker would do 8d6+8 points of damage. This only applies to his evoker spells, not evoker abilities or spells granted by another class.
Illusion: All illusion spells are one spell level lower for an illusionist. Color spray is a cantrip (as well as ghost sound), and invisibility sphere becomes a 2nd level spell.
Necromancy: A necromancer is so attuned to the negative plane that he rebukes or commands undead much like an evil cleric does. He uses wisdom instead of charisma to determine the turning effects, and his daily turning attempts cannot be used in conjunction with feats such as Divine Might or Extra Turning.
Transmutation: All transmutation spells cast by a transmuter have their saving throw DC's raised by 2. This only applies to his transmuter spells, not transmutation abilities or spells granted by another class.
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Some of these might be unbalanced, as I'm making this up as I go. I still don't think we'll be using these in our campaign (old habits die hard), but hey...