Specialist Wizards: Where's da Oomph?

Glacialis

Explorer
I don't want a debate as to whether or not specialist wizards are too weak or too strong. This thread starter assumes they are underpowered probably once they hit mid levels and most certainly at high levels.

Unearthed Arcana describes alternate class features for specialist wizards, and I have to admit I do sort of like them. But you have to give up things to get them, and with a few exceptions they're not really worth it in terms of effectiveness. Character customization? Flavor? Thematics? Oh yeah! Great stuff.

What other products have possible solutions? Or do you yourself have some ideas? Let's hear 'em!
 

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Aust Diamondew

First Post
Give them spell focus for free.
Give them +1 caster level with their school for free.
Give them them some/all of the variants in UA for free.
Only make them take 1 prohibited school
Give them 2 extra spells per spell level for their school instead of one.
Any combination of the above (have o be careful not to give them too much though).
 

Pinotage

Explorer
Antra said:
What other products have possible solutions? Or do you yourself have some ideas? Let's hear 'em!

Misfit Studios has several core classes based on the various specialist wizards that are worth a look.

Pinotage
 

KarinsDad

Adventurer
Antra said:
What other products have possible solutions? Or do you yourself have some ideas? Let's hear 'em!

If you play in Forgotten Realms, Lost Empires of Faerûn has 3 feats which allow you to eventually gain back one of your two restricted schools of magic. I do not remember the names of the feats, but one gives you back a single spell, one gives back the use of items, and the third in the chain gives back the use of all spells for that school. Three feats is pricey, but compared to the fact that you've already had a lot of levels with bonus spells per day, it does even it out a little.
 

ForceUser

Explorer
Antra said:
This thread starter assumes they are underpowered probably once they hit mid levels and most certainly at high levels.
You know what they say about making assumptions. Don't assume anything until you've actually seen one in play.
 

Glacialis

Explorer
Our group has been together for five years, and we've always had a specialist wizard in it. We're currently at 16th level. We level slowly, but that's fine because it leaves more time between leaps in power for character development.

I think I've seen them in play enough to make my own decisions on the matter. Please respect the intent of the thread, debate off the topic will only dilute the amount of information usable for peoples' campaigns.
 

ForceUser

Explorer
16th level is high enough to make a judgment based upon empirical evidence. You didn't mention that in your original post. Carry on.
 

Jarrod

First Post
I'm not sure they're underpowered. Depending on the specialized school, that is...

I've been running a specialist Diviner, prohibited school Necromancy. I could have picked something else weaker (MAN does Necro have some powerful spells). The extra divinations have been nice, and giving up one school for it isn't that bad. Say, Evo (since Conjuration has been beating on it) or Enchantment.

Giving up two schools... not sure it's worth it for one more spell slot per level. The other specialist bonii aren't really worth it as the DCs go from "actually hard" to "trivial" over a very short span of time.
 

Glacialis

Explorer
Sorry for being snippy. It's lunchtime and I haven't eaten. I apologize even though it wasn't requested, because your response was civil and by comparison, mine was rude.
 

Glacialis

Explorer
Jarrod: Specialist Diviners as adventurers? That's great! Excellent roleplaying opportunities, and little chance for powergaming. But yes, giving up two schools...o_O
 

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