Arcane Specialist PrC

Post/Author/DateTimePost
#1

kalthandrix

Sep 15, 2005 22:42:35
FINAL VERSION

Arcane Specialist

“You believe that you know what magic can do? Phah, you know nothing of the true path of power!”
-Alekzander, Master of Evocation


For the last several millennia, arcane magic has been a source of fear and hatred, driving normally calm and passive people into a howling and blood-thirsty mob. Arcane magic is outlawed in the city-states and those whom practice these forbidden arts are hunted by the sorcerer-kings and their minions. Schools of magic are unheard of. But now, many of the city-states rulers are dead or missing and those who live strive to retain their hold on the power they have and have therefore called in their hunters to preserve their seats of power in the wake of this chaos, allowing a school, far to the north of the Tyr Region to begin to thrive.

In the most unlikely of places, a secret college of arcane magic has begun to grow, sheltered underneath the ruins of the city ironically named Magehome that is perched on the lip of the Lava Gorge. It is here that those who seek to master the art of magic and become arcane specialists receive their training.

Arcane specialists are some of the most elite wizards on the face of Athas, focusing and dedicating their lives to the study of one school of magic in which they can become the undisputed masters of. Those wizards who are found to be worthy of entering the school at Magehome are carefully screened and subject to intense mundane and arcane scrutiny to insure that defilers and active members of the Veiled Alliance are not allowed into the school.

Arcane specialists tend to be rather arrogant, but in most cases they maintain the same relationships with other classes as standard wizards. Much of what an arcane specialist does depends upon their school of specialization; evokers tend to go in blazing, while diviners tend to be more inquisitive.

Hit Dice: d4

Requirements:
To qualify to become an arcane specialist, a character must fulfill the following criteria.
Skills: Concentration 8 ranks, Knowledge (arcane) 8 ranks, Spellcraft 8 ranks
Feats: Combat Casting, Spell Focus (specialized school), one item creation feat, one metamagic feat.
Spells: Cast 3rd level arcane spells
Special: Must be a preserver. Candidates need to be sponsored by a current member and pass the Test.
Level BAB Fort Ref Will Special Bonus Spell<br /> 1 +0 +0 +0 +2 Specialization 0 +1 level in existing arcane spellcaster class<br /> 2 +1 +0 +0 +3 Lore 1st +1 level in existing arcane spellcaster class<br /> 3 +1 +1 +1 +3 School Secret I 2nd +1 level in existing arcane spellcaster class<br /> 4 +2 +1 +1 +4 3rd +1 level in existing arcane spellcaster class<br /> 5 +2 +1 +1 +4 Lore 4th +1 level in existing arcane spellcaster class<br /> 6 +3 +2 +2 +5 School Secret II 5th +1 level in existing arcane spellcaster class<br /> 7 +3 +2 +2 +5 6th +1 level in existing arcane spellcaster class <br /> 8 +4 +2 +2 +6 Lore 7th +1 level in existing arcane spellcaster class<br /> 9 +4 +3 +3 +6 8th +1 level in existing arcane spellcaster class<br /> 10 +5 +3 +3 +7 School Secret III 9th +1 level in existing arcane spellcaster class
#2

Pennarin

Sep 15, 2005 22:53:52
I'll reserve thoughts until its more complete.

Does this PrC exist because you want ordinary specialist wizards to not exist on Athas, or do you accept that specialist wizards exist on Athas? (I asked because people have voiced their opinion and I can't recall who said what...)
#3

kalthandrix

Sep 16, 2005 6:21:43
I'll reserve thoughts until its more complete.

Does this PrC exist because you want ordinary specialist wizards to not exist on Athas, or do you accept that specialist wizards exist on Athas? (I asked because people have voiced their opinion and I can't recall who said what...)

Sorry about it not being finished- but this project has been just sitting around and now I have to finish it.

My take on the 'core rule' specialist is that they really do not exist within DS, due to several factors (hiding, no schools of magic, ect) that would allow for specialists to exist. Add to that that the PH version is just really boring IMO and the trade off of benefits and restrictions is not really that good.

With the specialist being a PrC, you get the ability to decide to become one when you have gotten to know your character better and the trade off is much more rewarding I think.
#4

ruhl-than_sage

Sep 16, 2005 13:17:21
How do the restricted schools work though? It says you choose restricted schools, but you don't explain what the means in this case. If you already know spells of those schools, can you no longer cast them? Or, can you merely not learn any more? Plus, I really don't like the least access and lesser access abilities, if you can already cast up to forth level spells from those schools that you learned before becoming a specialist, isn't that enough? Why have one of the schools become mostly unrestricted again?

Also, I think it would be really cool if some of the powers varied based on the school choosen. I know its a lot more work, but maybe a series of PrCs (one for each school) would be better, or making this an early entry 5 level PrC that retains its generic bent.

Just some thoughts ;)
#5

kalthandrix

Sep 17, 2005 15:50:41
How do the restricted schools work though? It says you choose restricted schools, but you don't explain what the means in this case. If you already know spells of those schools, can you no longer cast them? Or, can you merely not learn any more? Plus, I really don't like the least access and lesser access abilities, if you can already cast up to forth level spells from those schools that you learned before becoming a specialist, isn't that enough? Why have one of the schools become mostly unrestricted again?

Also, I think it would be really cool if some of the powers varied based on the school choosen. I know its a lot more work, but maybe a series of PrCs (one for each school) would be better, or making this an early entry 5 level PrC that retains its generic bent.

Just some thoughts ;)

I am thinking about totally removing the least and lesser abilities- the restricted schools are there to balance out the PrC and I got a little wild with the idea. As for already being able to cast the spells- well when you pick up the PrC you make the sacrifice of vesting yourself of those items and spells that are from the restricted schools.

I like the idea of school specific abilities- so I am sneaking into your house and taking it :D I will work on some stuff, like three to five specific school abilities and then you will be able to choose from them as you progress.
#6

ruhl-than_sage

Sep 17, 2005 18:10:28
, sounds good. I know its a work in progress, but you should specifically note that a character who takes this PrC loses the spells he already knows from his restricted schools, if that is your intention.
#7

kalthandrix

Sep 17, 2005 21:03:45
, sounds good. I know its a work in progress, but you should specifically note that a character who takes this PrC loses the spells he already knows from his restricted schools, if that is your intention.

It is and I will be adding material and stuff soon- I already have soem things worked out for the specialist school specific abilities.
#8

kalthandrix

Sep 19, 2005 21:39:41
Okay- I have a majority of the PrC finished, all I need to do now is detail out some of the school specific specialist abilities and add the flavor text.

Look it over and let me know what you think so far or if there are some issues you can see that need fixing.
#9

ruhl-than_sage

Sep 20, 2005 0:36:59
Here are some possiblities for school abilities... come up with some more ideas later.

• Abjuration: (NEED)
Some options:
-You gain Improved Counterspell as a bonus feat
Or-You gain a +1 bonus to all of your Saving Throws
Or-Once per day can automatically suceed at any one saving throw, or cause an opponent to automatically fail at anyone attack, trip attempt, bull rush, disarm attempt, or grapple against you.
• Divination: (NEED)
Some options:
-You no longer need to concentrate to maintain divination spells that require concentration, such as detect magic and detect thoughts. You are now able to direct the focus of your divination spells as a swift action.
Or-You gain the effects of Detect Magic permanently
Or-You gain a +4 to save vs. all illusion spells and effects.
Or-You can learn divination spells from any class' spell list as though they were an arcane spell of one level higher
• Illusion: (NEED)
-You gain the effects of Disquise Self permanently and can change your appearance with the ability as a standard action
#10

kalthandrix

Sep 20, 2005 8:41:01
Here are some possiblities for school abilities... come up with some more ideas later.

• Abjuration: (NEED)
Some options:
-You gain Improved Counterspell as a bonus feat
Or-You gain a +1 bonus to all of your Saving Throws
Or-Once per day can automatically suceed at any one saving throw, or cause an opponent to automatically fail at anyone attack, trip attempt, bull rush, disarm attempt, or grapple against you.
• Divination: (NEED)
Some options:
-You no longer need to concentrate to maintain divination spells that require concentration, such as detect magic and detect thoughts. You are now able to direct the focus of your divination spells as a swift action.
Or-You gain the effects of Detect Magic permanently
Or-You gain a +4 to save vs. all illusion spells and effects.
Or-You can learn divination spells from any class' spell list as though they were an arcane spell of one level higher
• Illusion: (NEED)
-You gain the effects of Disquise Self permanently and can change your appearance with the ability as a standard action

Thanks for the input Sage.

Here are my thoughts in reply to what you posted-
All of the abilities that they get strictly focus on their schol of specialization, therefore I do not think that your suggestions for the Abjuration school will work as they like- improved counter spell and a +1 on all saves is very simular to the ability they already get.

I also wanted to stay away from giving out spell-like abilities, but that is just my personal preference.

I do like the idea you had for the Dinination school- being able to shift your focus while using divination spells as a swift action would be very cool- I will most likely use this or something very close to it for the School Lore Secret II for the divination school.

On another note- what does everyone think about how I set up the restricted schools?

I pulled out my old 2e Wizards handbook and found a chart that had opposed schools on it and went from there with it. I really think that making the choices of restricted schools limited in regard to the arcane specialists school of magic is a pretty fair trade-off. I just wanted something in place that would stop some of the power gaming that I have seen with being able to freely select your restricted schools.

I would really like any thoughts that you all may have and am very open to suggestions. :D
#11

kalthandrix

Sep 20, 2005 17:35:40
#12

kalthandrix

Sep 22, 2005 18:52:00
Here is a version that is close to being complete- I am still having problems with a few of the specialist abilities, but other then those few marked (NEED) it is finished.

I just decided to re-post it here at the bottom for now- the finished and final version will be placed at the top of the thread.

Please, if you have any suggestions let me know- I will be play testing this PrC class soon myself but I would like to hear from all of you guys to see if things could be better.

Arcane Specialist
“You believe that you know what magic can do? Phah, you know nothing of the true path of power!”
-Alekzander, Master of Envocation


Hit Dice: d4

Requirements:
To qualify to become an arcane specialist, a character must fulfill the following criteria.
Skills: Concentration 8 ranks, Knowledge (arcane) 8 ranks, Spellcraft 8 ranks
Feats: Combat Casting, Spell Focus (specialized school), one item creation feat, one metamagic feat.
Spells: Cast 3rd level arcane spells
Special: Must be sponsored by a current member and pass the Test.

Class Skills:
The arcane specialist’s class skills (and key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). Some arcane specialists gain an additional class skill depending on their school of specialization as follows; Abjuration- Survival (Wis) , Conjuration- Intimidate (Str), Divination- Gather Information (Cha), Enchantment- Diplomacy (Cha), Transmutation- Disguise (Cha). Skill points at each level: 2+ Int modifier.

Class Features:
All of the following are class features of the arcane specialist prestige class.

Weapons and Armor Proficiency: The arcane specialist gains no proficiency with any weapon or armor.

Spells Known: A arcane specialist gains a the spells per day as if he had gained a level in what ever arcane spellcasting class that he belonged to before he gained the prestige class. If he has more than one arcane spell class then he must choose only one to which to apply the increase. He does not gain any other benefit that a character of that class would normally gained, such as bonus feats or metamagic feats.

Bonus Spell: Your dedication and focused study within your specialized school of magic has enabled you to. At 1st level, the arcane specialist gains an extra 0 level spell that they can memorize per day. The bonus spell must be selected from the arcane specialist‘s specialized school of magic. Every level the arcane specialist progresses within this class grant him a additional bonus spell of the next higher level. So at 2nd level, he gains a bonus 1st level spell, at 3rd he gains a 2nd, and so on.

Specialization: You choose a school of magic to devote yourself to from the table below. That school is now your specialist school. The school listed as the opposed school and one school of your choice from the two listed as secordary opposed schools now become the schools of magic that your are restricted from. For example, a wizard selectes alteration for his specialized school. Abjuration automatically becomes one of his restricted schools. For his secord restricted school, the wizard may select either conjuration/summoning or necormancy. In this case, he selects necormancy as his second restricted school. Once specialized and opposed schools are selected they may never be changed.

Your devotion to your specialized school of magic provieds you with a +2 spellcraft checks to learn spells from specialized school. In addition to this, countless hours of pouring over old tomes, scrolls, other arcane material has enabled you to advance your arcane studies. Upon gaining 1st level as an arcane specialist and every level thereafter within this class, you may scribe an additional spell within your spellbook in addition to the two that you already gain. At least one of the spells selected must be from your specialized school of magic.
[b]Specialist School[/b] [b]Directly Opposed[/b] [b]Secondary Opposed School[/b]<br /> Abjuration Transmutation Divination or Illusion<br /> Conjuration Divination Evocation or Transmutation<br /> Divination Conjuration Enchantment or Abjuration<br /> Enchantment Evocation Divination or Necromancy<br /> Evocation Enchantment Conjuration or Illusion<br /> Illusion Necromancy Abjuration or Evocation<br /> Necromancy Illusion Enchantment or Transmutation<br /> Transmutation Abjuration Conjuration or Necromancy
#13

kalthandrix

Sep 23, 2005 8:07:19
I am super confused- I thought that there were some people out there who was interested in seeing this PrC and as of this post I have only have Sage comment on it!

I am not trying to be pushy or anything, but come on, I worked my tail off writing this thing up would really like to hear some feedback- good, bad, anything.
#14

Sysane

Sep 23, 2005 9:47:43
Very Wizard of High Sorcery like. Cool idea. Wasn't there a Order PrC that was similar to this posted awhile back?
#15

Pennarin

Sep 23, 2005 11:48:52
I am super confused- I thought that there were some people out there who was interested in seeing this PrC and as of this post I have only have Sage comment on it!

I'm sorry to say that it doesn't boast the right kind of "wizard specialisation" for me. Its also not a good thing IMHO that you discard there being specialist wizards already on Athas; a PrC on that subject could have worked from there.

Maybe I'll do an attempt myself later, if I get good ideas. The darn direction the PrC should take is what I find difficult to fathom.
#16

kalthandrix

Sep 23, 2005 12:25:37
Very Wizard of High Sorcery like. Cool idea. Wasn't there a Order PrC that was similar to this posted awhile back?

I don't have that much experience with DL, having only bought the books on a whim a few weeks ago, but I never even looked in to it until last night- I was rather surprised to see that I had at least one ability that was very simular to on that the Red Robe gets- I was really shocked.

I don't recall any PrC for the Order so I would not be able to say if they were similar or not.
I'm sorry to say that it doesn't boast the right kind of "wizard specialisation" for me. Its also not a good thing IMHO that you discard there being specialist wizards already on Athas; a PrC on that subject could have worked from there.

Maybe I'll do an attempt myself later, if I get good ideas. The darn direction the PrC should take is what I find difficult to fathom.

I am not really following what you mean with "the right kind of wizard specialization", every ability that they have is keyed directly to their specialized school.

The reason that I think that specialization is not something for a 'core' class is just that
1) there are no schools of magic,
2)wizards hide their skill and very infrequently IMO seek out people to teach due to ->
3) wizards, at least perservers, have been hunted like dogs by the SK's and arcane magic is against the law in every city-state, or at least in the one controlled by SK's depending on which era you play in
4)how many people would even seek out a wizard to get training, most common people beleave that the world it in the shape it is due to all arcane spellcasters, so that would really limit the number of people even looking to become one, and
5)the kind of super focuses training that a specialist needs is really hard to do when you are on the run and have to hide all arcane material so the templars do not find it.

All of these reasons are pretty well supported by events in the canon material IMO, and even though there are some 2e specialists in the that were written into the games, I feel that they did that only due to the fact that they could without really thinking about the reality of what a specialist wizard needs in the way of training.

I am only trying to give you the validation behide the reasoning I had for making this PrC- not trying to start an argument with you.

What I could use is feedback on the mechanical and overall playability of the PrC- if people want to use the PH specialist that is fine- but I am sure that there are others who would like something that is a bit more rewarding for the restrictions placed on the class- so I made this and would like to get it as tight and blanced as possible.

Thanks- you know I like many of your suggestions Penn so if you have some ideas then throw them out there.
#17

Pennarin

Sep 23, 2005 13:56:36
I agree that your examples are present in the novels, that's a fact.

What I don't agree on is that a specialist wizard should require more "study" than another wizard.

The main argument against this is simple: specialists are a base class, and don't require any prerequisites that a generalist wizard doesn't, and that's that. Specialisation in the PHB, besides using the term "specialist", does not indicate that the student makes greater efforts, or takes longer to learn.

I can argue you could find as many, perhaps even more, specialists on Athas than in other campaign settings: For example, those few defilers and preservers in the cities or the wastes that accept apprentices will more likely be without a full set of magical documents partaining to spells from all schools. A city defiler might be limited to a document on evocation spells and another on a bunch of spells that don't cover more than three schools between them, so it would be in the apprentice's best interest to specialise (that is, focus on) on one of the schools in those documents, that way he can maximize the presence of said spells (learning more of them, filling those extra spell slots) and won't suffer more than others would have from the lack of the other schools, since if he'd been a straigth defiler he still wouldn't have had access to spells from those missing schools, on the account of their being missing.

I find it unlikely that the majority of documents containing spells would contain a nice, distributed selection from among all the schools. Since those documents (scrolls, books, i.e. spellbooks) are rare on Athas (wizards don't drink at the local pub) I would surmise that, whenever some are found, fractions of those documents are sold, i.e. those necklaces of colored beads are chopped up and sold in fragments, so as to get more buyers out of it and thus higher prices from competition among them.

And since defilers tend to focus on 2 schools due to their Path Sinister feat, and the same for preservers, its more likely that spells from those 4 schools will be the most often encountered spells on Athas, and also more likely that the specialists out there happen to be specialized in one of those 4 schools, to take advantage of the more bountiful spell selection from all those documents out there that have spells from those 4 schools.

I also surmise that those wizards with full selections of spells are royal defilers with access to a royal library, and veiled alliance members with access to the magic library of the organization.
#18

kalthandrix

Sep 23, 2005 16:22:15
Well there is also this- even if specialists do exist on DS- I really do not care either way- this PrC allows wizards to pick up specialization later on in their career, whereas the basic specialist must be selected at 1st level.

I think that this pigion-holeing a character that early is not all that fun- you have not even really started developing the character at that point and do not really know what you want him/her to do. Also, there is noting to say that a specialist could not take up this PrC as well- some of the things would not apply to them like the bonus spells and stuff, but the added abilities would be a great addition, because you have to agree with me on the point that the basic specialist is kinda ripped off in that they have to give up two schools of magic and all of the materials and items that go with it for one extra spell per spell level and a +2 to spellcraft checks to learn spells from their own school.

Either way, o think that this PrC is pretty well balanced against some of the others out there is is perfect for perservers- whom are seriously lacking in DS setting PrC's.
#19

the_peacebringer

Sep 29, 2005 13:45:26
As an aside to you PeaceBringer- do you have any ideas for the missing abilities of the Arcane Specialist PrC- I need a few more and have kinda run into the perverbial brickwall in my efforts to think up something that is cool and in line with the other specialists abilities.

Honestly, I'm not that strong at creating PrCs... but I try. :D
How's this?

School Lore Secret II:

• Illusion: Vision of truth. Your eyes know the difference between what is real and what is not. You don't need to actively disbelieve illusions that are not your own; you get an automatic save even if one would not be allowed.
• Transmutation: Mind over body. You've experienced many changes in your body practicing your art and so have acquired unparraled control. Every time you are forced into changing (petrification, polymorph, etc.) and you miss your first save, you get a second chance to fight off the changes.

School Lore Secret III:

• Abjuration: Undying aura. You've dabbled in protective energy so much that it permanently surrounds your body. You gain protection from [chaos, evil, good or law] permanently. You must choose which form and may not change it from then on.

Hope this inspires you.
#20

kalthandrix

Sep 29, 2005 15:05:35
Honestly, I'm not that strong at creating PrCs... but I try. :D
How's this?

School Lore Secret II:

• Illusion: Vision of truth. Your eyes know the difference between what is real and what is not. You don't need to actively disbelieve illusions that are not your own; you get an automatic save even if one would not be allowed.
• Transmutation: Mind over body. You've experienced many changes in your body practicing your art and so have acquired unparraled control. Every time you are forced into changing (petrification, polymorph, etc.) and you miss your first save, you get a second chance to fight off the changes.

School Lore Secret III:

• Abjuration: Undying aura. You've dabbled in protective energy so much that it permanently surrounds your body. You gain protection from [chaos, evil, good or law] permanently. You must choose which form and may not change it from then on.

Hope this inspires you.

Nice :D - I plan on using these items, with some minor changes, but overall they are exactly what I was looking for.

Now if only I could get some additional ideas for School Lore Secret III:Transmutation (NEED), Abjuration (NEED)
#21

the_peacebringer

Sep 30, 2005 7:20:09
Nice :D - I plan on using these items, with some minor changes, but overall they are exactly what I was looking for.

Now if only I could get some additional ideas for School Lore Secret III:Transmutation (NEED), Abjuration (NEED)

Well I see a permanent form (tweeked so as to not be too powerful) of alter self to simulate more control over your body (claws to fight, wings to fly, special gills to breathe silt, etc). It could be a spell-like power, 3/day cast as a mage of that level or somethin'. As for enchantment, how about a lesser thrall of some kind, like a charmed bodyguard.

I was also thinking you could get magic resistance in your school at some point.

All in all, I can see your PrC working even if "small time" core class specialists are accepted in a campaign; just makes them more specialized. Nice work Kal!
#22

kalthandrix

Sep 30, 2005 7:58:56
Well I see a permanent form (tweeked so as to not be too powerful) of alter self to simulate more control over your body (claws to fight, wings to fly, special gills to breathe silt, etc). It could be a spell-like power, 3/day cast as a mage of that level or somethin'. As for enchantment, how about a lesser thrall of some kind, like a charmed bodyguard.

I was also thinking you could get magic resistance in your school at some point.

All in all, I can see your PrC working even if "small time" core class specialists are accepted in a campaign; just makes them more specialized. Nice work Kal!

Thanks PB

If you look at the Arcane Infusion ability you will see that they arcane specialists do get SR against their own school of magic.

For the abilities, I really am trying to stay away from anything that is a spell-like ability, but it is something I am considering as not other ideas come to me.

I agree that this PrC would also be great to use for the core specialist wizard, their core specialist bonus spells would take precidence over the PrC's progression and the specialist material at 1st level in the PrC would not apply either, but it would be a great way to spice up the 'regular' specialist class- which was why I made this PrC- because the core specialist was too boring and the trade off of rewards and restrictions were not that great.

Thanks again for your input- let me know if you decide to use this PrC- I have one character in my group that will be taking this class soon and even though he has not seen it yet, he told me that he was looking forward to playing it.
#23

the_peacebringer

Sep 30, 2005 11:07:52
If you look at the Arcane Infusion ability you will see that they arcane specialists do get SR against their own school of magic.

Oops! Right. :D
Thanks again for your input- let me know if you decide to use this PrC- I have one character in my group that will be taking this class soon and even though he has not seen it yet, he told me that he was looking forward to playing it.

No problem, will do.
#24

kalthandrix

Oct 05, 2005 17:31:57
Okay- here is the finished version. I am hoping to get some additional feedback at this point and then when everything is hammered out I will post the whole entry at the top of the thread.

This PrC does not, and I would like to stress, does not replace the specialist core class- this is a PrC that will enable preserver wizards of higher levels to specialize, and if the DM wishes, this PrC is open to specialist preservers too, with some modifications like those wizards whom are already specialists would not get another bonus spell nor would they get the bonus spells for their spellbooks or and additional +2 to Spellcraft checks.

Actually, this PrC could be made into a core class, all that would habe to be donne is the special ability accumulation would be every other level.

Arcane Specialist
“You believe that you know what magic can do? Phah, you know nothing of the true path of power!”
-Alekzander, Master of Evocation


Hit Dice: d4

Requirements:
To qualify to become an arcane specialist, a character must fulfill the following criteria.
Skills: Concentration 8 ranks, Knowledge (arcane) 8 ranks, Spellcraft 8 ranks
Feats: Combat Casting, Spell Focus (specialized school), one item creation feat, one metamagic feat.
Spells: Cast 3rd level arcane spells
Special: Must be a preserver. Candidates need to be sponsored by a current member and pass the Test.

Level BAB Fort Ref Will Special Bonus Spell<br /> 1 +0 +0 +0 +2 Specialization 0 +1 level in existing arcane spellcaster class<br /> 2 +1 +0 +0 +3 Lore 1st +1 level in existing arcane spellcaster class<br /> 3 +1 +1 +1 +3 School Secret I 2nd +1 level in existing arcane spellcaster class<br /> 4 +2 +1 +1 +4 3rd +1 level in existing arcane spellcaster class<br /> 5 +2 +1 +1 +4 Lore 4th +1 level in existing arcane spellcaster class<br /> 6 +3 +2 +2 +5 School Secret II 5th +1 level in existing arcane spellcaster class<br /> 7 +3 +2 +2 +5 6th +1 level in existing arcane spellcaster class <br /> 8 +4 +2 +2 +6 Lore 7th +1 level in existing arcane spellcaster class<br /> 9 +4 +3 +3 +6 8th +1 level in existing arcane spellcaster class<br /> 10 +5 +3 +3 +7 School Secret III 9th +1 level in existing arcane spellcaster class
#25

Pennarin

Oct 05, 2005 18:39:40
Nitpicking:

Envocation = Evocation
Lesions = Lessons
Mageholm = Magehome


Question: Moral integrity? A master of abjuration is a former VA member? This points to the exclusion of defilers...which would be thematically unrelated to specialization, and going against the fact you didn't include "Must be a preserver" in the requirements.
#26

ruhl-than_sage

Oct 05, 2005 23:41:30
This is just my first run over the class, I'll get to critiquing it for balance in greater detail later.

Bonus Spell: Your dedication and focused study within your specialized school of magic has enabled you to. At 1st level, the arcane specialist gains an extra 0 level spell that they can memorize per day. The bonus spell must be selected from the arcane specialist‘s specialized school of magic. Every level the arcane specialist progresses within this class grant him a additional bonus spell of the next higher level. So at 2nd level, he gains a bonus 1st level spell, at 3rd he gains a 2nd, and so on.

You should add that the character must already be capable of casting spells of the appropriate level before gaining the bonus spells from this ability. This wouldn't be an issue at lower levels in the class, but it is cocievable that it would at later ones. A character with Wizard 5th/Arcane Specialist 10th as a 15th level caster would only be able to cast 8th level spells and so shouldn't yet recieve the bonus 9th level spell.

Specialization: You choose a school of magic to devote yourself to from the table below. That school is now your specialist school. The school listed as the opposed school and one school of your choice from the two listed as secordary opposed schools now become the schools of magic that your are restricted from. For example, a wizard selectes alteration for his specialized school. Abjuration automatically becomes one of his restricted schools. For his secord restricted school, the wizard may select either conjuration/summoning or necormancy. In this case, he selects necormancy as his second restricted school. Once specialized and opposed schools are selected they may never be changed.

You should probably to alter the rules for Divination Specailists and some of the entries in the chart of opposed schools. Divination is a universal form of magic that cannot be restricted, without divination you cannot even cast detect magic and read magic, spells that are essential to being a wizard. You cannot learn new spells without read magic. Divination specailization is generally considered to be a lesser form of specailization causing the loss of only one school under traditional specailist rules.

Metamastery: Are now so intimately familiar with the spells within your specialized school that you are able to increase their effectiveness without the need of prior preparation. At 9th level the arcane specialist learns to enhance the spells within his school of specialization with any metamagic feats that he knows on the fly without the added level cost. He may do this as many time per day as half his Int bonus, but may not apply more then one metamagic feat on the fly to any spell nor may he do so to a spell that he has already prepared that has been modified with by a metamagic feat.

This ability needs to be toned down a bit. Put some sort of limit on the spell level adjustment that the metamagic feat can have. I would suggest two (or three if you really want to push it). Remember there are metamagic feats that can have huge spell level adjustments like Heighten Spell for instance. With the rules as they stand, you could use this ability to cast a Charm Person spell as though it were a Ninth level spell, for free.
#27

kalthandrix

Oct 06, 2005 11:45:35
Nitpicking:

Envocation = Evocation
Lesions = Lessons
Mageholm = Magehome


Question: Moral integrity? A master of abjuration is a former VA member? This points to the exclusion of defilers...which would be thematically unrelated to specialization, and going against the fact you didn't include "Must be a preserver" in the requirements.

Thanks Pennarin- I thought I had caught all of those Envocation/Evocation things.

BTW- I think that Mageholm is correctly spelled, I will have to refer to the map to be sure though.

There is a background story on Norgard Der'Live which explanes why he is an ex mamber of the VA and why active members of the VA are not allowed to join the school- that is another project though.

I have added the requirement that the wizards needs to be a preserver to take up this PrC.
#28

kalthandrix

Oct 06, 2005 12:00:53
[Bonus Spells] You should add that the character must already be capable of casting spells of the appropriate level before gaining the bonus spells from this ability. This wouldn't be an issue at lower levels in the class, but it is cocievable that it would at later ones. A character with Wizard 5th/Arcane Specialist 10th as a 15th level caster would only be able to cast 8th level spells and so shouldn't yet recieve the bonus 9th level spell.

Originally- the character needed to be 7th level (cast 4th lvl spells) to take up this PrC- so the bonus spell aquisition worked out perfectly- I only just changed to to 5th lvl (cast 3rd lvl spells)- I though about adding it before, but wanted to see if anyone else though that the language need to be there first.
[Specialization] You should probably to alter the rules for Divination Specailists and some of the entries in the chart of opposed schools. Divination is a universal form of magic that cannot be restricted, without divination you cannot even cast detect magic and read magic, spells that are essential to being a wizard. You cannot learn new spells without read magic. Divination specailization is generally considered to be a lesser form of specailization causing the loss of only one school under traditional specailist rules.

I thought about this, and I am torn. I was following closely to the 2e books, and it is there I got the chart that showed me the opposed schools and stuff. Some ideas I had to fix this was

1) have each school devolope their own versions of detect magic and read magic- necromancy would use the skull of a creature and the dead would tell them if something was magic, or the transmuters would have a spell that altered their eyes in such a way that allowed them to read the language of magic.

2) make detect/ read magic universal spells.

3) make those two zero level spells the exception to the rule

The 2e books broke divination into lesser and greater- and a wizard could specialize in the greater form.

I will need to do more thinking on this matter- but what does everyone else think?
[Metamastery] This ability needs to be toned down a bit. Put some sort of limit on the spell level adjustment that the metamagic feat can have. I would suggest two (or three if you really want to push it). Remember there are metamagic feats that can have huge spell level adjustments like Heighten Spell for instance. With the rules as they stand, you could use this ability to cast a Charm Person spell as though it were a Ninth level spell, for free.

Done- added some restriction to the metamastery ability- I am not sure if the material I added is clear enough though, but I think it does a good job of placing some restriction to this ability.

Thanks for the F.B. Sage
#29

the_peacebringer

Oct 06, 2005 13:29:06
Cool! You used some of my ideas and I think you managed pretty well in the end with the rest of your missing powers.

I'd say it's not overpowered but I have chaotic good tendencies so I'm not really good with balance. :P
#30

kalthandrix

Oct 06, 2005 13:37:41
Cool! You used some of my ideas and I think you managed pretty well in the end with the rest of your missing powers.

I'd say it's not overpowered but I have chaotic good tendencies so I'm not really good with balance. :P

Thanks- I don't think it i overpowered either, but then again my perspective is biased.

I told you that I liked your suggestions- in fact the idea of the Abjuration ability Spell Ward was a spin off of the idea you had given me of the permanent protection aura- my train of though is often chaotic and untraceable so I would understand if someone cannot see the connection.

Next week, one of the PC's in my group will be taking up this PrC and I am hoping to have it all hammered out by then so if anyone has any suggestions, or praise for my genius :D , let me know.
#31

ruhl-than_sage

Oct 07, 2005 0:26:48
Thanks- I don't think it i overpowered either, but then again my perspective is biased.

I have to disagree, right now I'd say that the PrC is rather overpowered. But, before I make my argument as to how to rebalance the class, I need to look over some PrCs for comparison and take some more time to look at the features of the class in depth.

Right off I can say that, you are simply giving away too many specail abilties. My initial judgement is that you need to drop about half of them. I mean you're effectively giving away the equivilent of 11 feats without any loss in caster levels. I think you've got a lot of great ideas here, but its just too much.
#32

kalthandrix

Oct 07, 2005 22:38:53
I have an idea to fix, I hope, the overpoweredness (<= I don't know if it is a word but I will use it :D ).

I have kinda redid the aquisition of abilities and made some dependent on others to gain. This does two things 1) reduces the number of abilities the class gets and 2) makes each arcane specialist a little different from another one.

As for taking away the Divination school, I thought of this, make all zero level spells the exception to the rule for specialists school restrictions on casting spells from their restricted spells. Cantrips are the most basic, simplistic magic a wizard learns, and it would be reasonable to assume that they are learned so well that they could still be cast as a specialist. In my campaign I do not even require that wizards have the zero level spells recorded as I believe that they have mastered them after years of practice.

Look over the stuff and let me know. I have not made the changes to the big post that has all of the PrC info in it.
Level BAB Fort Ref Will Special Bonus Spell<br /> 1 +0 +0 +0 +2 Specialization 0 +1 level in existing arcane spellcaster class<br /> 2 +1 +0 +0 +3 Lore 1st +1 level in existing arcane spellcaster class<br /> 3 +1 +1 +1 +3 School Secret I 2nd +1 level in existing arcane spellcaster class<br /> 4 +2 +1 +1 +4 3rd +1 level in existing arcane spellcaster class<br /> 5 +2 +1 +1 +4 Lore 4th +1 level in existing arcane spellcaster class<br /> 6 +3 +2 +2 +5 School Secret II 5th +1 level in existing arcane spellcaster class<br /> 7 +3 +2 +2 +5 6th +1 level in existing arcane spellcaster class <br /> 8 +4 +2 +2 +6 Lore 7th +1 level in existing arcane spellcaster class<br /> 9 +4 +3 +3 +6 8th +1 level in existing arcane spellcaster class<br /> 10 +5 +3 +3 +7 School Secret III 9th +1 level in existing arcane spellcaster class
#33

ruhl-than_sage

Oct 08, 2005 6:22:24
Everything seems very reasonable with your latest proposal .

As for taking away the Divination school, I thought of this, make all zero level spells the exception to the rule for specialists school restrictions on casting spells from their restricted spells. Cantrips are the most basic, simplistic magic a wizard learns, and it would be reasonable to assume that they are learned so well that they could still be cast as a specialist. In my campaign I do not even require that wizards have the zero level spells recorded as I believe that they have mastered them after years of practice.

That sounds perfectly fine, and saves a bit of a headache on trying to balance the rules for oppositional schools. Just note that change in the description of specailization.

Great class Kal! :D
#34

kalthandrix

Oct 08, 2005 10:55:05
Thanks Sage- I will get the revised version up tonight sometime so everyone can see who whole piece. There are aosl a few other areas that need some clarification- e.i. the specialist area and that will be fixed too.
#35

kalthandrix

Oct 08, 2005 21:21:45
final version at beginning of thread.
#36

kalthandrix

Oct 10, 2005 15:57:22
If no one has any further comments then I will do a final read through and edit and make this the final version to repost at the top of the thread- so if you want to seen any other changes then get your suggestions to me in the next couple of days.
#37

kalthandrix

Oct 18, 2005 22:35:13
final version posted at begining of thread.