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| Objulen02-22-06, 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. |