Wizard specialization incentives

Roman

First Post
Discounting roleplaying reasons and flavour reasons (these are of course very important, but not pertinent to what I am asking about) why (mechanically speaking) would a player want his wizard to specialize? The costs seem to FAR outweigh the benefits at all but the lowest levels.

Costs:
Lose access to 2 schools of spells and the inability to use magic items duplicating effects of spells from these schools. That means the loss of access to 25%! of the spell selection and directly detracts from the wizard's main strength - versatility.

Benefits:
+2 bonus to spellcraft checks to learn spells of the chosen school.
+1 spell of the chosen schools specialty per spell level.


Really, it seems to me that the costs are much worse than the benefits and there is basically no mechanical incentive to specialize (even though I think specialized wizards are more interesting from a flavour and roleplaying point of view than generalists). How could this be rectified?

Perhaps something along the lines of:

Extra Benefits:
+1 bonus to save DC of spells of the chosen school cast by the specialist wizard
+1 bonus to saving throws against spells of the chosen school
Cast 0th level spells of the chosen school at will
Every 3 levels choose a spell the specialist can cast from the chosen school. The spell will become an innate spell-like ability usable 1/day. Spells requiring material components worth more than 1gp and/or any XP components cannot be chosen for this purpose. Selecting the same spell multiple times grants 1 additional use per day for each time the spell is selected.

Frankly, I am not sure even the above would be enough - the loss of access to 25% of all spells is simply such a huge blow to versatility.
 

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Hi Roman,

The roleplaying funnily enough is enough reward for me.

However, don't underestimate the added benefits of that one extra spell a level at low levels. It can make the difference between survival or not which should not be discounted. As well, that extra "bomb" at higher levels should not be discounted either.

Perhaps the only thing I could imagine that would not be too unbalancing is giving spell focus (the specialized school) as a bonus feat at 1st level. It's not much but it's something.

My story hour revolves around a currently 14th level conjurer/alienist. The benefits and detractions are part and parcel of a specialist. I'm happy enough with how it is.

Best Regards
Herremann the Wise
 

Are you joking?

Giving up necromancy, boo hoo, no real detriment, lots of ways to still blast foes and animating is neat but not essential. Giving up enchantment leaves you still with mind affecting illusions, giving up evocation leaves you still with conjurations which are the new non-sr blastems in WotC's expansions.

So no real big deal on cost mechanically, you can do pretty much everything and still get your bonuses.

And those bonuses, an extra spell slot of your highest level is very powerful no matter what level you are playing at.
 

I've actually considered setting up a future campaign with a houserule that would prevent generalist wizards, and force all of them to specialize.
 

With the current rules for wizard specialists there isn't a reason why a wizard would ever *not* want to specialize. Wizard specialization is too good, an extra spell at every spell level (most importnantly at your highest spell level) makes a great difference in power. You effectively double your spells at your highest spell level when you first gain access to it by being a specialist.

There are just so many spells available to a wizard and so many schools, the loss of only two schools hardly effects a wizard's spell selection. Afterall, even a wizard's versitality comes at a cost (gold!) and a wizard still must need to select spells they put into their spellbook carefully. A wizard by default can't have access to all the spells (too costly) and instead must pick and choose. Since a wizard must pick and choose spells anyhow (in a limited way due to cost) they might as well specialize and gains those bonus spells!

By being a specialist they get those extra spells: taking them to base 5 spells/day/spell level and for comparison the sorcerer gets base 6 spells/day/level - making a specialist wizard arguably better than the sorcerer since they can almost cast as many spells/day/spell level but may reselect which ones they have access to.

No need to make wizard specialization more butch than it already is lol. :p
 

Liquidsabre said:
With the current rules for wizard specialists there isn't a reason why a wizard would ever *not* want to specialize.

Being an elf and using the alternate wizard levels from Races of the wild looks like a serious exception. Still, It's only an exception.
I think a DM can add some flavour to the specialists by creating schools or societies that give them important or special places in the world. Use the specialists names not as mere class names but as titles !



Chacal
 

Hmm, I am surprised at the sentiments on this topic. An extra spell per day per spell level just does not seem like anything like proper compensation for giving up access to 25% of all spells, yet people seem to think it is worth the cost.

That said, I do think that specialists are more flavourful than generalists and agree with Kalendraf that a campaign with only specialists would be interesting.
 

Roman said:
Hmm, I am surprised at the sentiments on this topic. An extra spell per day per spell level just does not seem like anything like proper compensation for giving up access to 25% of all spells, yet people seem to think it is worth the cost.

That said, I do think that specialists are more flavourful than generalists and agree with Kalendraf that a campaign with only specialists would be interesting.

Probably because you really aren't giving up 25% of all spells. Depending on the schools you give up, of course, it can anywhere from 15-25%. Add in the new spells from even just WotC sources and you will have plenty for your specialist wizard to cast. Remember even at their highest level Wizards only get 4 spells per spell level. You are getting a (you guessed it) 25% increase in avaialable spells. Specialist wizards really don't need a power boost in anyway.
 

Psychic Warrior said:
Probably because you really aren't giving up 25% of all spells. Depending on the schools you give up, of course, it can anywhere from 15-25%. Add in the new spells from even just WotC sources and you will have plenty for your specialist wizard to cast. Remember even at their highest level Wizards only get 4 spells per spell level. You are getting a (you guessed it) 25% increase in avaialable spells. Specialist wizards really don't need a power boost in anyway.

Thanks, you made me see this in a whole new light.
 

Kalendraf said:
I've actually considered setting up a future campaign with a houserule that would prevent generalist wizards, and force all of them to specialize.

I ran an FR campaign under 2E that way. It worked out well. I increased the number of spell slots however. More Sorcerer-like, before there were Sorcerers...
 

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