Even More Speicalized Wizards [Archive] - Wizards Community

Post/Author/DateTimePost
Objulen

02-22-06, 09:09 PM
This is a rough system I cobbled up for a game with only specialist wizards. Each wizard has its niche, and a few spells that only that specialist can cast. They also use the abilities for specialists in the UA, with some alternations I thought were necessary. This focuses wizards more on a specific theme, but it also makes it so wizards aren't just wizards, if that suits your game's fancy (I got the idea from the XPH, to give credit where it's due). If you want divinations, you go to a diviner, for example.

The basic changes:

-Subtract 1 from the number of forbidden schools the specialist must take.
-Gain all special abilities listed on p.59 - 64 of Unearthed Arcana, except that they retain their extra spell slot per day. Changes as noted for individual specialists.
-Any effect that increases a specialist wizard's caster level also increase the ability tied to caster level slots (i.e. the third ability), if it is level dependant, despite it being an extra ability. Thus, if an evoker takes a PrC that increases her/his caster level by 2, it also increases the evoker's Overcome Resistance ability by 1 use per day. All other abilities are treated normally, and do not rise with caster level increases from PrCs.

-List of Specialist only spells -- these spells only appear on the spell lists of the appropriate specialists:

The point here is to be both flavorful and somewhat, but not too limiting. The signature spells of each school should appear here, but not necessarily the most powerful ones at each level, though those are top candidates, especially for later spell levels.
I don't have the Spell Comendium, so this is just from the list from the PHB. It will need updating when I can get my hands on a copy.

Abjurer:

Lvl 3: Magic Circle, Explosive Runes
Lvl 4: Dimensional Anchor, Fire Trap
Lvl 5: Break Enchantment, Dismissal
Lvl 6: Gaurds and Wards, Repulsion
Lvl 7: Banishment, Spell Turning
Lvl 8: Dimensional Lock, Prismatic Wall
Lvl 9: Imprisonment, Prismatic Sphere

Conjurer:

- All Summon Monster Spells
Lvl 3: Sleet Storm
Lvl 4: Minor Creation
Lvl 5: Major Creation, Lesser Planar Binding
Lvl 6: Planar Binding
Lvl 7: Greater Teleport, Teleport Object
Lvl 8: Greater Planar Binding, Trap the Soul
Lvl 9: Gate, Teleportation Circle

Abilities:
-Automatically add the benefits of the Extend Spell metamagic feat to all Summon Monster spells.

Diviner:

Lvl 3: Clairaudience/Clairvoyance
Lvl 4: Locate Creature, Scrying
Lvl 5: Contact Other Plane, Rary's Telepathic Bond
Lvl 6: Analyze Dweomer, Legend Lore
Lvl 7: Greater Scrying, Visions
Lvl 8: Discern Location, Moment of Priscience
Lvl 9: Foresight

Abilites:
-Add Spell Focus(Divination) and Greater Spell Focus(Divination) to the list of Bonus Feats a Diviner may select for the Bonus Feat List ability.

Enchanter:

Lvl 3: Hold Person, Suggestion
Lvl 4: Charm Monster, Lesser Geas
Lvl 5: Dominate Person, Hold Monster
Lvl 6: Geas/Quest, Mass Suggestion
Lvl 7: Mass Hold Person, Insanity
Lvl 8: Demand, Mass Charm Monster
Lvl 9: Dominate Monster, Mass Hold Monster

Abilties
- Instead of gaining a +2 to bonus to either Bluff, Diplomacy, Gather Information, Intimidate, or Sense Motive, the Enchanter instead gains sKill Focus in the appropriate ability as a bonus feat under the Social Proficiency ability.

Evoker:

Lvl 3: Fireball, Lightning Bolt
Lvl 4: Otiluke's Resiliant Sphere, Shout
Lvl 5: Bigby's Interposing Hand, Cone of Cold
Lvl 6: Bigby's Forceful Hand, Chain Lightning
Lvl 7: Bigby's Grasping Hand, Delayed Blast Fireball
Lvl 8: Bigby's Clenched Fist, Otiluke's Telekinetic Sphere, Greater Shout
Lvl 9: Bigby's Crushing Hand, Meteor Swarm

Abilites
- The Energy Affinity grants Energy Substitution as a bonus feat, and the evoker's +1 caster level applies to the energy substitution feat. Sonic, thus, may not be chosen.

Illusionist:

Lvl 3: Major Image
Lvl 4: Hallcinatory Terrain, Phantasmal Killer, Shadow Conjuration
Lvl 5: Mirage Arcana, Persistent Image, Shadow Evocation
Lvl 6: Permanent Image, Programmed Image
Lvl 7: Greater Shadow Conjuration, Simulacrum
Lvl 8: Greater Shadow Evocation
Lvl 9: Shades, Weird

Necromancer:

Lvl 3: Halt Undead, Vampiric Touch
Lvl 4: Animate Dead, Contagion
Lvl 5: Blight, Magic Jar
Lvl 6: Circle of Death, Create Undead, Undeath to Death
Lvl 7: Control Undead, Finger of Death
Lvl 8: Clone, Create Greater Undead
Lvl 9: Soul Bind, Wail of the Banshee

Abilties:
- Instead of a Skeletal Minnion, a necromancer may gain an Undead Cohort. This is as per the Cohort ability that enchanters recieve, except that it uses the the Undead Leadership feat from the Libris Mortis.
- The Enhance Undead ability is treated as being the Corpsecrafter feat from Libris Mortis for the purposes of fulfilling prerequisites (the effects of the feat and this ability do not stack).

Transmuter:

Lvl 2: Alter Self
Lvl 3: Fly, Gaseous Form
Lvl 4: Polymorph
Lvl 5: Baleful Polymorph, Overland Flight
Lvl 6: Disintegrate, Tenser's Transformation
Lvl 7: Control Weather, Reverse Gravity
Lvl 8: Polymorph Any Object, Temporal Stasis
Lvl 9: Shapechange, Time Stop

Abilities:
- A Transmuter may only select one specialist exclusive spell under the Spell Versatility ability, and it must be a spell that the Transmuter can cast.