Archade
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I've now reviewed the Alpha 2 release, and I've re-examined the specialist wizard abilities.
I love the idea, and it has the potential to be far more evocative of a necromaner, or abjurer. That being said, the abilities as written are skewed across the board for balance. Why play an abjurer to gain a resistance to an energy type 5, when you can be a transmuter and gain +1 to +5 to a given ability that changes each day?
I made a proposal before, but it got lost in the mess of the Alpha 1 forums. I propose a slightly more balanced write-up for speicalist wizards ...
ABJURERS
Specialist Bonus: All abjurers gain a +1 resistance bonus to all saving throws. This bonus increases by +1 for every five class levels you possess, up to a maximum of +5 at 20th level.
1st Protective Ward (Su): As a standard action, you can grant any one protective spell effect currently active on yourself to any one ally you touch for a duration of 1 round.
2nd Shield (Sp): You can cast shield 1/day per 2 caster levels you possess.
3rd Resist Energy (Sp): You can cast resist energy 1/day.
6th Dispel Magic (Sp): You can cast dispel magic 1/day.
8th Abjurant Wards (Su): Any one abjuration spell or spell-like ability the caster can use of up to 3rd level may be used on himself with a duration of 24 hours.
10th Break Enchantment (Sp): You can cast break enchantment 1/day
12th Globe of Invulnerability (Sp): You can cast globe of invulnerability 1/day.
14th Spell Turning (Sp): You can cast spell turning 1/day
16th Protection From Spells (Sp): You can cast protection from Spells 1/day.
18th Mage’s Disjunction (Sp): You can cast mage’s disjunction 1/day
20th Elemental Immunity (Su): Choose one element upon gaining 20th level. You are immune to damage from that element.
CONJURERS
Specialist Bonus: Any conjuration spell cast is considered to have a total duration of 2 extra rounds.
1st Summon Object (Su): A conjurer can summon any object weighing up to 1 lb per 2 caster levels to his hand within 30 feet. If the object is possessed by another, they may make a Will save to negate the effect. This ability is a conjuration (teleportation) effect.
2nd Summon Monster I (Sp): You can cast summon monster I 1/day per 2 caster levels you possess.
4th Web (Sp): You can cast web 1/day
6th Stinking Cloud (Sp): You can cast stinking cloud 1/day
8th Teleportation Master (Su): Any conjuration (teleportation) spell cast can transport double the number of targets allowed beyond the caster, and can be used offensively to transport a single unwilling creature within 30 feet that fails their Will save.
10th Major Creation (Sp): You can cast major creation 1/day
12th Summon Monster VI (Sp): You can cast summon monster vi 1/day
14th Plane Shift (Sp): You can cast plane shift 1/day
16th Maze (Sp): You can cast maze 1/day
18th Gate (Sp): You can cast gate 1/day
20th Summoning Master (Su): Once per day you can cast any summon monster spell that you have prepared, extending its duration to 1 day. Creatures summoned in this way have maximum hit points and gain a +2 insight bonus on ability checks, attack rolls, saving throws, and skill checks.
DIVINERS
Specialist Bonus: You gain a +1 insight bonus on Reflex saves and your Armor Class, plus an additional +1 per five levels, to a maximum of +5 at 20th level.
1st Avoid Dire Peril (Su): A diviner may “take 5” on any attack roll, saving throw, skill check, or attack roll at any time, whether they are distracted, threatened, or rushed.
2nd True Strike (Sp): You can cast true strike 1/day per 2 caster levels.
4th See Invisibility (Sp): You can cast see invisibility 1/day.
6th Tongues (Sp): You can cast tongues 1/day.
8th Scrying Adept (Su): You are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, when you are scrying, treat the subject as one step more familiar to you, and you do not need the arcane focus or a mirror costing 1,000 gp, you are able to use a simple mirror or pool of water.
10th Contact Other Plane (Sp): You can cast contact other plane 1/day
12th True Seeing (Sp): You can cast true seeing 1/day
14th Greater Scrying (Sp): You can cast greater scrying 1/day
16th Moment of Prescience (Sp): You can cast moment of prescience 1/day.
18th Foresight (Sp): You can cast foresight 1/day
20th Master of Secrets (Su): You gain the evasion and uncanny dodge abilities, and cannot be surprised. As well, you can cast scrying at will and subjects get a -10 penalty on their save, regardless of how familiar they are to you. You can even use this ability to scry on areas protected from scrying, although the subjects get a +5 bonus on their save to resist.
ENCHANTERS
Specialist Bonus: You gain a +1 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every 5 caster levels you possess, up to a maximum of +5 at 20th level.
1st Commanding Voice (Su): If you can succeed in a DC 20 Diplomacy, Intimidate or Bluff check as a standard action, you can target a single creature within range to the effects of a command spell. Your target still receives a Will save against this effect, as the command spell.
2nd Charm Person (Sp): You can cast charm person 1/day per 2 caster levels you possess.
4th Touch of Idiocy (Sp): You can cast touch of idiocy 1/day
6th Suggestion (Sp): You can cast suggestion 1/day
8th Aura of Enchantment (Su): You can emit a continuous 30-foot aura, either granting allies a +1 morale bonus, or foes a -1 penalty on all ability checks, attack rolls, saving throws, and skill checks.
10th Hold Monster (Sp): You can cast hold monster 1/day
12th Mass Suggestion (Sp): You can cast mass suggestion 1/day
14th Insanity (Sp): You can cast insanity 1/day
16th Antipathy (Sp): You can cast antipathy 1/day
18th Power Word Kill (Sp): You can cast power word kill 1/day
20th Legendary Charm (Su): You can cast dominate monster 1/day with a duration of permanent. You can only have one such creature in your control at a time. If you cast this spell again, the first creature is immediately released.
EVOKERS
Specialist Bonus: Whenever you cast an evocation spell that deals damage, it deals +1 point of damage. This bonus only applies once to a spell, not once per missile or ray. The damage is of the same type as the spell. This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +5 at 20th level
1st Force Darts (Su): As a standard action, you can unleash darts of force energy that can target any foe within 30 feet as a ranged touch attack. The force darts deal 1d6 points of damage. Your specialist bonus applies to this spell.
2nd Magic Missile (Sp): You can cast magic missile 1/day per 2 caster levels you possess.
4th Shatter (Sp): You can cast shatter 1/day
6th Lightning Bolt (Sp): You can cast lightning bolt 1/day
8th Evoker’s Wrath (Su): You can cause any object or creature (even the caster) within 30 feet that does not exceed Medium size to emit an energy type of your choice, damaging all who touch it with 1d4 points of damage per 2 caster levels, but not harming the original object or creature. Objects targeted that are held by, or are opposing creatures are allowed a Will save. The effect lasts for as long as the caster concentrates.
10th Wall of Force (Sp): You can cast wall of force 1/day
12th Chain Lightning (Sp): You can cast chain lightning 1/day
14th Forcecage (Sp): You can cast forcecage 1/day
16th Greater Shout (Sp): You can cast greater shout 1/day
18th Meteor Swarm (Sp): You can cast meteor swarm 1/day
20th Master of the Elements (Su): When dealing damage by an evocation spell with an energy descriptor, half of the resulting damage is untyped, bypassing most resistances.
ILLUSIONISTS
Specialist Bonus: Any illusion spell you cast with a duration of “concentration” lasts an additional 2 rounds after you stop maintaining concentration. This bonus increases by 1 round for every 5 levels you possess, to a maximum of 6 rounds at 20th level.
1st Misdirection (Su): All Perception checks against the illusionist suffer a -1 check per two caster levels, to a maximum of -10 at 20th level.
2nd Silent Image (Sp): You can cast silent image 1/day per 2 caster levels you possess.
4th Invisibility (Sp): You can cast invisibility 1/day
6th Displacement (Sp): You can cast displacement 1/day
8th Master of Disguises (Su): An illusionist of this level is considered to have a continuous disguise self spell in effect, granting a permanent +10 to disguise and the ability to change their appearance at will.
10th Shadow Evocation (Sp): You can cast shadow evocation 1/day
12th Mislead (Sp): You can cast mislead 1/day
14th Project Image (Sp): You can cast project image 1/day
16th Screen (Sp): You can cast screen 1/day
18th Weird (Sp): You can cast weird 1/day
20th Shadow Adept (Su): Any shadow spell cast is considered +20% more real, such as shadow evocation or shadow conjuration.
NECROMANCERS
Specialist Bonus: You can control double the normal HD of undead creatures (4 HD per caster level). As well, you gain a +5 bonus to diplomacy checks vs Undead.
1st Fell Magic (Su): Whenever an opponent is damaged by a necromantic spell cast by yourself, you impose a -2 penalty to Strength that lasts for 1 minute.
2nd Ray of Enfeeblement (Sp): You can cast ray of enfeeblement 1/day per 2 caster levels you possess.
4th False Life (Sp): You can cast false life 1/day
6th Vampiric Touch (Sp): You can cast vampiric touch 1/day
8th Master’s Call (Su): Necromancers can command undead under their control as a free action, rather than a standard action.
10th Waves of Fatigue (Sp): You can cast waves of fatigue 1/day
12th Create Undead (Sp): You can cast create undead 1/day
14th Finger of Death (Sp): You can cast finger of death 1/day
16th Horrid Wilting (Sp): You can cast horrid wilting 1/day
18th Energy Drain (Sp): You can cast energy drain 1/day
20th Deathless (Su): You cease to age, and you gain moderate fortification, ignoring 75% of all critical hits and sneak attacks. Furthermore, you become immune to poison, sleep effects, paralysis, stunning, disease, and death effects, and death from massive damage.
TRANSMUTERS
Specialist Bonus: You gain a +1 to Constitution, and a further +1 for every 5 caster levels, up to a total of +5 to Constitution at 20th level.
1st Animating Aura (Su): As a standard action, a transmuter may animate a single object, causing it to act as a animated object monster. You may animate an object of a CR equal to one-half your caster level, and the duration that the animation lasts is as long as the transmuter concentrates.
2nd Enlarge Person (Sp): You can cast enlarge person 1/day per 2 caster levels you possess.
4th Spider Climb (Sp): You can cast spider climb 1/day
6th Haste (Sp): You can cast haste 1/day.
8th Transmuting Touch (Su): Once per day, you can touch an object, increasing or decreasing its hardness by 1 point per 2 levels of Transmuter you possess. If you choose, you may change the object to a material that matches its’ new hardness. This effect lasts for 1 hour/level. If used on a creature, it may be used to gain Damage Reduction, or reduce Damage Reduction. If used on an unwilling target, they gain a Fortitude save to negate the effect.
10th Telekinesis (Sp): You can cast telekinesis 1/day
12th Disintegrate (Sp): You can cast disintegrate 1/day
14th Statue (Sp): You can cast statue 1/day
16th Iron Body (Sp): You can cast iron body 1/day
18th Shapechange (Sp): You can cast shapechange 1/day
20th Fluid Form (Su): As a swift action, you can turn yourself into the ooze type, with the traits of blind, blindsight 30 ft, immunity to sleep, poison, paralysis, polymorph and stunning, not subject to flanking or crticial hits, a lack of need to sleep, and the ability to constrict their body to travel through any opening, no matter how small.
Archade
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Commanding Voice is, at level 1, pretty lame.
Evokers still have a worthless specialist bonus.
I like the new Abjurer.
Thanks for the commentary.
Why is commanding voice lame? It's an ability that can be used pretty much at will, with the only limitation being a skill check.
As well, I meant to put the Conjurer's ability at conjuration spells last +2 rounds, +1 round per 5 levels to a maximum of +6 rounds at 20th level.
| Orion Anderson |
Let's say, optimistically, that you have Diplomacy maxed out. I don't remember whetherit's a class skill, but let's say it is and further, that for some reason you have a 14 Charisma. You have Diplomacy +6 and DC 13.
So if you unleash commanding voice on joe goblin (Will +0) you have a (60%) X (35%) = (~20%) chance of effectively stunning him.
On the other hand, if you shoot him with a crossbow for +2 to hit and he has, say, AC 15 and 4 hp, you have a (40%) X (~62%) = ~25% chance of *killing* him.
Archade
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Let's say, optimistically, that you have Diplomacy maxed out. I don't remember whetherit's a class skill, but let's say it is and further, that for some reason you have a 14 Charisma. You have Diplomacy +6 and DC 13.
So if you unleash commanding voice on joe goblin (Will +0) you have a (60%) X (35%) = (~20%) chance of effectively stunning him.
On the other hand, if you shoot him with a crossbow for +2 to hit and he has, say, AC 15 and 4 hp, you have a (40%) X (~62%) = ~25% chance of *killing* him.
OK ... that's very good logic to argue!
Keep in mind an Enchanter gets +1 to Diplomacy right off the get-go, and with this ability, there's a very good chance they might take Skill Focus (Diplomacy), so they could max out their Diplomacy skill at 1st level at +12 withan 18 Charisma.
If the enchanter would rather kill the goblin, by all means shoot him! Or use magic missile, or what have you. The ability isn't to kill things, but to offer the equivalent of a 0-level spell at will, Hand of the Apprentice, or some other constant enchanter-y effect they can use.
It's not the 1st level I was concerned about -- it's the higher levels. Imagine a 10th level enchanter wanting to stun people. What are their skill roll chances? Pretty automatic, right? Then it boils down to their Save DC that the victim has to roll.
I wanted an at-will ability, but I wanted some sort of control, otherwise 1st level enchanters the world over are going to be stunning little old ladies, and causing town guards to lie down and go to sleep for 6 seconds. I'd be interested in a better 'limiter' on the ability, if you can provide one.
Archade
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I like the balance and have been toying with something similar. The one difference was that i was considering giving specialist access to one cleric or druid only spell as one of the 1/day spell-like abilities. This would allow a specialist to pull of something that no other wizard could do.
That's a good idea, but I'd create a feat to do that called Spell Secret, or something, with the prerequisite being Spell Focus. So, if you had Spell Focus (necromancy), you could gain 1 extra necromancy spell per spell level to your list. Or something like that.
| blope |
I'd just like to see a new conjuration special ability. The current one is nerfed by the school's own first level spell. Unless mage armor is getting moved to abjuration. Or it can be replaced cheaply with a twilight mithril chain shirt.
Instead, I'd like to see a summoning boosting ability or the addition of all summon nature's ally spells to conjuration list as a special ability.
And leave the teleporting special ability at eigth alone. I like it as-is.
Andrew Vallas
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Well, I would prefer they did away with the spell-duplicating SLAs for specialist wizards (I like to be in charge of picking my spells, plus the mechanics of working off charisma trouble me), but if they have to stick with their current model, I think the ideas you've presented in this thread are much better than the current ones. The unique abilities are more flavorful (I love the animating ability of the transmuter) and balanced.
Well done!
| Brett Blackwell |
I like the change to the Conjurer, as it helps with one of the biggest drawbacks to Summon Monster... the fact that it lasts 1 freaking round at first level!!
Personally, while I want to see Summon Monster spells on the lists, being able to cast Summon Monster I 5 times per day at 10th level is... pretty worthless. Compare that to the Evoker's Magic Missile 5x per day, cast as a 10th level caster for 5d4+5 damage each time (+5 for their extra damage ability).
| Majuba |
I'd just like to see a new conjuration special ability. The current one is nerfed by the school's own first level spell. Unless mage armor is getting moved to abjuration. Or it can be replaced cheaply with a twilight mithril chain shirt.
Instead, I'd like to see a summoning boosting ability or the addition of all summon nature's ally spells to conjuration list as a special ability.
And leave the teleporting special ability at eigth alone. I like it as-is.
I think the conjuration special ability works pretty well. At low level the increased duration relative to Mage Armor is well worth having, and at higher level it negates the need for it, then is better than it. The wizard starting in my game immediately picked Conjuration and was happy with that power.
| Gnome Ninja |
I still like these for abilities. I like your conjuration ability, but I think this one has more offensive ability, and makes it more pickable.
Abjuration
Specialist Bonus: You gain a +2 deflection bonus to your armor class. This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +6 at 20th level.
1st – Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered around you. All allies in this area receive a +1 deflection bonus to armor class and a +1 resistance bonus to saving throws for one round. Both bonuses increase by +1 for every 5 caster levels you possess.
2nd – shield 1/day per two caster levels you possess. The AC bonus from this spell-like ability increases by +1 for every 5 caster levels you possess, to a maximum of +8 at 20th level.
4th – resist energy 1/day or protection from arrows 1/day.
6th – dispel magic 1/day or nondetection 1/day.
8th – Energy Absorption (Su): You gain an amount of energy absorption equal to 3 times your level per day. Whenever you take energy damage, apply resistance and immunity first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.
10th – stoneskin 3/day or break enchantment 1/day.
12th – globe of invulnerability 1/day or antimagic field 1/day.
14th – spell turning 1/day or banishment 1/day.
16th – protection from spells 1/day or mind blank 1/day.
18th – prismatic sphere 1/day or freedom 1/day.
20th – Choose one energy type upon gaining 20th level. You are immune to damage from that energy type.
Conjuration
Specialist Bonus: Whenever you cast any conjuration spell or spell-like ability with a casting time of a full-round action, it instead takes a standard action to cast.
1st – Weapon Throw (Su): As a standard action, you can unleash a large conjured bolt of metal, wood, or some other simple, non-magical, solid substance, targeting any foe within 30 feet as a ranged touch attack. The bolt deals 1d6 points of damage +1 for every 2 caster levels you possess. The damage type is piercing, slashing or bludgeoning, chosen by the caster when the bolt is unleashed. In addition, at 10th level, this ability deals damage as though it were magic.
2nd – summon monster I 1/day per two caster levels you possess. This changes to summon monster II at 5th level, summon monster III at 10th level, summon monster IV at 15th level, and summon monster V at 20th level.
4th – web 1/day or acid arrow 1/day.
6th – stinking cloud 1/day or sleet storm 1/day.
8th – Dimensional Steps (Su): You can teleport up to 30 feet per caster level per day as a standard action. This teleportation can be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring along other willing creatures with you, but you must expend an equal amount of distance for each creature brought with you.
10th – major creation 1/day or teleport 1/day.
12th – wall of iron 1/day or planar binding 1/day.
14th – plane shift[/] 1/day or [I]phase door 1/day.
16th – maze 1/day or incendiary cloud 1/day.
18th – gate 1/day or refuge 1/day.
20th – Summoning Master (Su): Once per day you can cast any summon monster spell that you have prepared, extending its duration to 1 day. Creatures summoned in this way have maximum hit points and a +2 bonus to all ability scores.
Divination
Specialist Bonus: You gain a +4 bonus on initiative checks. This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +8 at 20th level.
1st – Diviner’s Fortune (Su): You can touch a creature as a standard action, giving it an enhancement bonus to a single attack roll, skill check, ability check or saving throw equal to your caster level. This bonus lasts for 3 rounds or until used. Once a creature has benefited from diviner’s fortune, it gains no further benefit from this ability for 1 day.
2nd – true strike 1/day per two caster levels you possess. At 10th level, you may change the range to “touch” and target to “target touched”, though it only bestows half of the normal bonus to attack (+10).
4th – see invisibility 1/day or detect thoughts 1/day.
6th – tongues 1/day or clairaudience/clairvoyance 1/day.
8th – Scrying Adept (Su): You are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -10 penalty on their save to avoid your scrying attempts.
10th – contact other plane 1/day or arcane eye 3/day.
12th – true seeing 1/day or analyze dweomer 1/day.
14th – greater scrying 1/day or greater arcane sight 1/day.
16th – moment of prescience 1/day or discern location 1/day.
18th – foresight 1/day or greater prying eyes 1/day.
20th – Near Omniscience (Su): You cannot be caught flat-footed. You can cast scrying at will as a spell-like ability, and subjects get a –10 penalty on their save, regardless of how familiar they are with you. In addition, subjects gain no penalty or bonus on their save based on how familiar they are with you. You can even use this ability to scry on areas protected from scrying, although the subjects do not take the –10 penalty on their save to resist.
Enchantment
Specialist Bonus: Deception, Diplomacy and Intimidate are considered wizard class skills for you. You also gain a +2 bonus on Deception, Diplomacy and Intimidate skill checks. This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +6 at 20th level.
1st – Dazing Blast (Su): As a standard action, you can target any foe within 30 feet with a dazing blast as a ranged touch attack. If the attack is successful, this dazing blast dazes the target for one round. This ability has no effect on creatures with more HD than your caster level. Once a creature has been affected by this ability, it is immune to its effects for 1 day.
2nd – charm person 1/day per two caster levels you possess. At 10th level, this changes to charm monster.
4th – touch of idiocy 1/day or hideous laughter 1/day.
6th – heroism 1/day or hold person 1/day.
8th – Aura of Despair (Su): You can emit a 30-foot radius of despair a number of rounds equal to your caster level. Enemies within this area take a -2 penalty on ability checks, attack rolls, damage rolls, saving throws and skill checks. These rounds do not need to be consecutive.
10th – hold monster 1/day or dominate person 1/day.
12th – mass suggestion 1/day or geas/quest 1/day.
14th – insanity 1/day or power word blind 1/day.
16th – power word stun 1/day or irresistible dance 1/day.
18th – power word kill 1/day or mass hold monster 1/day.
20th – Legendary Charm (Su): You can cast dominate monster 1/day as a spell-like ability with a duration or permanent. You can only have one such creature in your service at a time. If you cast this spell again, a creature already under this spell is automatically released.
Evocation
Specialist Bonus: Whenever you cast an evocation spell or spell-like ability that deals damage, it deals +1 damage per caster level, to a maximum of +20 at 20th level. This bonus only applies once to a spell or spell-like ability, not once per missile or ray, though it is applied to the damage against all creatures in the area of an area spell or spell-like ability. This damage is of the same type as the damage normally dealt by the spell.
1st – Energy Ray (Su): As a standard action you can unleash an energy ray targeting any foe within 30 feet as a ranged touch attack. The energy ray deals 1d6 points of damage +1 for every two caster levels you possess. The type of damage dealt is acid, cold, electricity or fire, chosen by the caster when the ray is unleashed. Your specialist bonus does not apply to this ability.
2nd – magic missile 1/day per two caster levels you possess. Unlike normal, the number of missiles produced by this magic missile increases by one every two levels after 9th level, to a maximum of ten missiles at 20th level.
4th – scorching ray 1/day or flaming sphere 1/day.
6th – lightning bolt 1/day or fireball 1/day.
8th – Elemental Wall (Su): You can create a wall of energy that lasts for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.
10th – wall of force 1/day or cone of cold 1/day.
12th – chain lightning 1/day or freezing sphere 1/day.
14th – prismatic wall 1/day or grasping hand 1/day.
16th – polar ray 1/day or clenched fist 1/day.
18th – meteor swarm 1/day or crushing hand 1/day.
20th – Elemental Power (Su): Creatures affected by your spells only receive ½ of their energy resistance. Creatures with energy immunity are instead treated as if they have resistance 20 to that energy.
Illusion
Specialist Bonus: Any illusion spell or spell-like ability you cast with a duration of concentration lasts an additional 2 rounds after you stop maintaining concentration. You still have full control over the illusion during this time. The number of these bonus rounds increases by 1 for every 5 caster levels you possess, to a maximum of 6 rounds at 20th level.
1st – Blinding Ray (Su): As a standard action you can fire a blinding ray targeting any foe within 30 feet as a ranged touch attack. If the attack is successful, the target is blinded for one round. Creatures with more HD than your caster level are dazzled for 1 round instead.
2nd – silent image 1/day per two caster levels you possess. This changes to minor image at 5th level, major image at 10th level, and persistent image at 20th level.
4th – invisibility 1/day or mirror image 1/day.
6th – displacement 1/day or illusory script 1/day.
8th – Invisibility Field (Su): You can make yourself invisible as a swift action for a number of rounds per day equal to your caster level. These rounds need not be consecutive. This otherwise functions as greater invisibility.
10th – shadow evocation 1/day or mirage arcana 1/day.
12th – mislead 1/day or shadow walk 1/day.
14th – project image 1/day or greater shadow conjuration 1/day.
16th – screen 1/day or scintillating pattern 1/day.
18th – weird 1/day or shades 1/day.
20th – Master of Illusions (Su): You can assume the form of any creature of between one size category smaller and one larger than your size as a standard action. You can make yourself appear to be carrying any sort of gear or clothing as well. You can use this ability to exactly mimic any specific individual you have observed for more than 1 minute in the past day. This illusion fools all five senses and does not radiate magic if checked. true seeing and similar effects reveal that an illusion is present, but do not reveal your identity.
Necromancy
Specialist Bonus: You can control up to 8 HD worth of undead creatures per caster level. If you prepare spells of your opposing schools, excess undead immediately become free-willed and do not return to your control when you regain this bonus. You choose which undead are released from your control.
1st – Grave Bolt (Su): As a standard action, you can make a ranged touch attack that deals 1d6 points of negative energy damage +1 for every two caster levels you possess. Creatures damaged by the grave ray automatically fail all stabilization checks made within 1 minute of being damaged. In addition, if this attack is used against an undead creature, it does not heal it nor harm it; instead, it causes them to take a –2 penalty on attack rolls and damage rolls for 1 round.
2nd – ray of enfeeblement 1/day per two caster levels you possess. Unlike normal, the Strength penalty induced by this ray of enfeeblement[I] increases by one for every three caster levels you possess beyond 5th, up to a maximum of 1d6 + 10 at 20th level.
4th – [I]false life 1/day or command undead 1/day.
6th – vampiric touch 1/day or ray of exhaustion 1/day.
8th – Animate (Su): You can animate a number of skeletons and zombies per day with a total number of HD equal to your caster level. This ability otherwise functions as animate dead, though you need not supply a material component.
10th – waves of fatigue 1/day or enervation 3/day.
12th – create undead 1/day or eyebite 1/day.
14th – finger of death 1/day or waves of exhaustion 1/day.
16th – horrid wilting 1.day or create greater undead 1/day.
18th – energy drain 1/day or wail of the banshee 1/day.
20th – Deathless (Su): You cease to age and your type changes to undead, granting you all of the benefits and weaknesses associated with the type. You are immune to positive energy damage.
Transmutation
Specialist Bonus: You gain a +1 bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells.
1st – Morphic Body (Su): As a swift action, you can choose to gain one of the following abilities: two primary claw attacks that deal 1d6 damage, one primary bite attack that deals 1d8 damage, two primary slam attacks that deal 1d6 damage, or a +10 bonus to your base land speed. You can only have one such ability active at one time, but you may change it as often as you like. The damage dealt by these attacks increases by +1 for every four caster levels you have, and the speed bonus increases by 5 feet for every four caster levels you possess as well. In addition, at 10th level, the attacks overcome damage reduction as though they were magic.
2nd – enlarge person, reduce person, expeditious retreat, jump or feather fall 1/day per two caster levels you possess. You choose one of the above spells at 2nd level, and choose an additional one for every 5 caster levels you possess. When you activate this ability, you may choose to use any of the above spells as long as you have chosen them previously for this ability, and then cast the chosen one as a spell-like ability.
4th – spider climb 1/day or bull’s strength 1/day.
6th – haste 1/day or keen edge 1/day.
8th – You can change your shape for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This ability otherwise functions like polymorph.
10th – telekinesis 1/day or baleful polymorph 1/day.
12th – disintegrate 1/day or mage’s transformation 1/day.
14th – ethereal jaunt 1/day or reverse gravity 1/day.
16th – iron body 1/day or polymorph any object 1/day.
18th – time stop 1/day or etherealness 1/day.
20th – Fluid Form (Su): As a swift action, you can gain one of the following abilities: blindsense with a range of 30 feet, burrow with a speed of 30 feet, climb with a speed of 60 feet, darkvision with a range of 120 feet, fly with a speed of 120 feet, gaseous form, or swim with a speed of 60 feet. You can only have one such ability active at one time, but you may change it as often as you like.
Universal
The Universal school is unchanged. It is overall less powerful than the others without the scaling of the 2nd-level ability and no Specialist Bonus, but you need not give up any other schools. It also has no choices for spell-like abilities.
Andrew Vallas
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Those are nice ideas as well, Gnome Ninja. I especially like how you've included choices for the player to make. My main gripe with the Alpha 1&2 approaches is that they force the character to have specific spells (or SLAs), some of which I wouldn't want to take. Your approach would be greatly appreciated.
I hope the designers look at this thread and take some of the improvements to heart, even if only in theory.
| Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
Those are nice ideas as well, Gnome Ninja. I especially like how you've included choices for the player to make.
I agree. The either/or spell-like abilities were a nice touch. Did you mean them to be "choose one ability at this level: X 1/day or Y 1/day" or did you mean them to be "1/day - X or Y, choose each time you activate this ability"? Either way would work, I imagine.
| Gnome Ninja |
Moab wrote:Those are nice ideas as well, Gnome Ninja. I especially like how you've included choices for the player to make.I agree. The either/or spell-like abilities were a nice touch. Did you mean them to be "choose one ability at this level: X 1/day or Y 1/day" or did you mean them to be "1/day - X or Y, choose each time you activate this ability"? Either way would work, I imagine.
I meant the former, but either would work.
| Remmington Steele |
Those are nice ideas as well, Gnome Ninja. I especially like how you've included choices for the player to make. My main gripe with the Alpha 1&2 approaches is that they force the character to have specific spells (or SLAs), some of which I wouldn't want to take. Your approach would be greatly appreciated.
I hope the designers look at this thread and take some of the improvements to heart, even if only in theory.
I'm not sure the designers really read the "new rules" threads. I mean, if a designer could prove me wrong, that would be great!
| Doug Bragg 172 |
My biggest gripe with the school powers, in general, is that it assumes that all conjurers summon monsters, that all universalists take a lot of metamagic feats, that all enchanters are going to want to be charismatic characters.
Last time I played a conjurer... my spells of choice were Orbs. How does that work what's been proposed here. +2 rounds duration on an orb spell?
The abjurer's ward... really needs to be an immediate action, not a standard action, if it's going to be used.
Ultimately, I'd really like to see the Wizard powers done like the Rogue talents. And have the specialist wizards revert to 3.5. 2 prohibited schools that are truly prohibited, and gain an extra spell per level you can cast. I really don't see any of the specialist bonuses stacking up to the extra spells. The abjurer (as proposed above) gets either a Cloak of Resistance +5 (25,000 gp item for free) or a Ring of Protection +5 (50,000 gp item for free).
Archade
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Last time I played a conjurer... my spells of choice were Orbs. How does that work what's been proposed here. +2 rounds duration on an orb spell?
Actually, one of the things that occured to me when I revised the Conjurer was the increased duration for Melf's Acid Arrow. Heck, I don't remember, is Hail of Stone a conjuration spell?
| Gnome Ninja |
Actually, one of the things that occured to me when I revised the Conjurer was the increased duration for Melf's Acid Arrow. Heck, I don't remember, is Hail of Stone a conjuration spell?
I believe so, but its duration is Instantaneous. I'll agree with the fact that not all Conjurers summon, but most do. You have to at leas tpartially run on stereotypes. Sure, you could have an evoker who doesn't hurt things, a necromancer who hates undead or an abjurer who doesn't want to help others survive, but they are rare compared to the normal. And the normal is what you must work based upon.