| Arcesilaus |
Although I really like the specialist abilities and the distinction they add to the various specialist wizards, I fear that they ultimately lead to the same problem that clerics always faced in 3.5: domain abilities and spells didn't go far enough to make a cleric of a god of death, for example, feel really different in tone than a cleric of a god of war, for example. A single spell per spell level, with a fair amount of overlap between domains, does not create enough distinction between clerics (an issue that it seems the team recognizes, hence the changes to cleric domains). The specialist abilities seem to face the same problem. As has been brought up several other times on these boards, the primary benefit of specializing is an additional spell at each spell level, something specialists already had (with the flexibility to choose a spell, rather than having it assigned). I like the specialist bonus powers, the at-will component of the 1st level ability, and the fact that the 2nd level ability is available 1/day per 2 caster levels. In fact, I was thinking that the other powers should actually be extended along this line.
Suggestion: the 4th level power should be available 1/day per 3 caster levels, the 6th level power 1/day per 4 caster levels, etc.
Thus, a 9th level Illusionist would have illusions that last 3 extra rounds (specialist bonus), can shoot a blinding ray at will (1st level), can create a silent image 4/day (2nd level), can cast invisibility 3/day, can cast displacement 2/day, and can use his invisibility field power for a total of 9 rounds every day.
Although some might think this is a bit too overpowering for the specialist wizard, the spells that are being discussed here are not game breaking and make the wizard truly seem like part of a specialist group, rather than a dabbler (players shouldn't have to ask if an NPC is a specialist).
Thoughts?
O
| Brett Blackwell |
I sort of agree in that the spell-like abilities don't really give the specialists the flavor they deserve. I disagree though with your idea of giving them the ability to cast the spells more often.
Here is my take on specialist...
First, they should get back the bonus spell per spell level, usable for any spell of their chosen school. In exchange, I think they should have to choose one "restricted" school that they would not be able to cast any spells from (I always thought 2 schools was a little too harsh).
In addition, each school should grant powers that directly affect the specialist's spells, allowing the specialist to do things with their choosen school that no other non-specialist could. Here is an example of the Conjurer;
Specialist ability - AC bonus per Alpha rules (I don't like it though)
1st - Acid Dart
2nd - Summoning spells last an additional 2 rounds
4th - Cast Monster Summoning spells as standard action - 3/day
6th - Summoned creatures gain +1 HD
8th - Dimensional Steps (because it is a cool ability :) )
10th - Can summon 1 additional creature with the Summon Monster spell or treat the spell as maximized when summoning creatures from a lower-level list - 2/day
12th - Summoning spells with a duration of 1/round per level are now 1 minute/level (+2 minutes for the 2nd level ability)
14th - Summoned creatures gain +2 HD (replaces 6th level ability)
16th - Can attempt to Banish (as Banishment spell) all summoned creatures within a 30' radius - 1/day
18th - Summoned creatures can bypass spells that would normally block them such as Protection from Evil or Magic Circle against Evil
20th - Summoning Master (as Alpha document)
This is rough of course, and I'm sure a lot of people wouldn't like the increase in HD (thought I personally like the extra book work).
With this, a 10th level Conjurer could cast Summon Monster IV (or lower)as a standard action 3/day, lasting 12 rounds, get an extra creature 2/day, and all creatures summoned are stronger/tougher/bigger/etc.
Now the Conjurer has some flavor (as well as some perks for not being able cast some spells). He is set apart from the other specialists. Sure, Evoker or "Universalist" could cast Summon Monster IV, but when the Conjurer casts it everyone knows they are in the presense of a master of that school of magic!