Sweeten Universalist School Wizard?


Homebrew and House Rules


I feel like the specialist wizards really get a better deal with PF. No forbidden schools and extra spells every day.

What do people think?

I'm kicking around one of these ideas:

1. Add your level to the number of times you can use 'Hand of Apprentice'

2. Free brew potion feat

3. +4 spellcraft

Dark Archive

I'd be very wary of adding anything significant to the Universalist. *Anything* it gains over 3.5 is just gravy (such as Hand of the Apprentice and that Metamagic thing).

Things I *might* consider;

1) +1 skill point / level, due to the breadth of their training, compared to a Specialist, and even that is just a sideways way of getting around the Wizard having less skill points than I'd like.

Alternately, just extra skill points equal to his Int modifier, gained one time, at 1st level (and perhaps only applicable to Knowledge skills?), but that runs the risk of being annoying, given that Pathfinder went out of it's way to get rid of that 'more skill points at 1st level' business.

2) The ability to swap out one spell per day, spontaneously, as a full-round action. The spell must be of one level below the highest level spell you can cast, and can never be a spell of a higher level than your Intelligence modifier. (So a 1st or 2nd level Universalist Wizard would only be able to swap out a Cantrip. By 9th level, he can cast 5th level spells, but could only swap out a 4th level prepared spell for one in his spellbook as a full-round action, and that would require him to have an 18+ Intelligence, for a +4 Int modifier.) Since it takes a full-round action to make the swap, the Universalist wouldn't be able to cast that spell until the next round.

.

Note that Specialist Wizards may not be *forbidden* to use spells from their restricted schools, but they still lose access to their bonus spell slots *and* their School powers, if they prepare any of those restricted spells, making them, for that day, strictly inferior to the Universalist (who retains use of his Familiar / Arcane Bond and Hand of the Apprentice, etc. no matter what he prepares).


The benefits for being universalist are minor compared to specializing (extra spells!) and the penalty for specializing is almost nothing.

I would say this, instead of a straight compliment of extra spells, additional uses of the bonded item. Maybe one additional use at 7th, 14th, and 20th levels. It's not 9 extra spells, one of each level, its 3 extra spells, of any level, from your spellbook.

Dark Archive

meatrace wrote:
I would say this, instead of a straight compliment of extra spells, additional uses of the bonded item. Maybe one additional use at 7th, 14th, and 20th levels. It's not 9 extra spells, one of each level, its 3 extra spells, of any level, from your spellbook.

The Bonded Item, IMO, is utter junk. I would wholly support any reasonable upgrade to that option!


Set wrote:
meatrace wrote:
I would say this, instead of a straight compliment of extra spells, additional uses of the bonded item. Maybe one additional use at 7th, 14th, and 20th levels. It's not 9 extra spells, one of each level, its 3 extra spells, of any level, from your spellbook.

The Bonded Item, IMO, is utter junk. I would wholly support any reasonable upgrade to that option!

I disagree, but I understand your point. Bonded Items are great for wizards pursuing martial paths, like Eldritch Knight.

I do think this is a fantastic idea, however- but how would it play in with the familiar? This basically railroads a wizard into using the bonded item over the familiar, which is something many players wouldn't want.


I like the idea of allowing the wizard to take both the skill point and the hp.

What about allowing him\her the familiar _and_ a staff (bonded item)? This would presumably be an unimproved version if it was a bonus.

I like the idea of having all the wizardly trappings. Would it be a meaningful restriction to say the additional bonded item had to be a staff or spellbook?

Is the greatsword wielding Gandalf a strong enough image to allow the wizard greatsword?

Should we try and gimp bonded item gish builds?

Sigurd


Set wrote:


The Bonded Item, IMO, is utter junk. I would wholly support any reasonable upgrade to that option!

Yeah! Who needs a lifesaver 1/day? 8-|


I think generalists are fine. You don't have to pay double for spells from two schools and you do get some abilities. For the first time since practically forever, it makes sense to play a specialist.


i give them the collegiate wizard feat from complete arcane pg 181 .
never had a problem with it its a pretty good balances for them


KaeYoss wrote:


Yeah! Who needs a lifesaver 1/day? 8-|

Ha ha! Good point.

How about this, then? At 7th level, the universalist may either gain an extra spell per day through his bonded item, or, alternately, get the Improved Familiar feat for free.

It gives him a strong something extra through his arcane bond, without any surgery to the class as is.

Just throwing it out there...


Set wrote:
Note that Specialist Wizards may not be *forbidden* to use spells from their restricted schools, but they still lose access to their bonus spell slots *and* their School powers, if they prepare any of those restricted spells, making them, for that day, strictly inferior to the Universalist (who retains use of his Familiar / Arcane Bond and Hand of the Apprentice, etc. no matter what he prepares).

The bolded section above is not true. Specialists lose nothing when preparing an opposed school spell except the extra spell slot it takes to memorize it.

In Pathfinder BETA, they lost the 1st level ability, but retained all the other bonuses.

Personally, I would have been fine with Universalists keeping a bonus spell per level, as under 3.5 I never saw any reason to ever play a non-specialist - the bonus spell was too valuable. However I have realized I am at an extreme of the opinion spectrum concerning that.

I would heartily argue *against* giving additional uses of Arcane Bond for a spell though - that ability is far far too powerful to toss out extras of all over the place. In fact the only real advantage I've noticed a Universalist has over a specialist is the unrestricted use of Arcane Bond (no opposed schools are blocked). The "one extra use or Improved Familiar"... I could see.


Sgm Kobold wrote:

i give them the collegiate wizard feat from complete arcane pg 181 .

never had a problem with it its a pretty good balances for them

I posted my suggestion before I saw yours. I like it.


How about this, then?

At 1st level, the "collegiate wizard" feat applies, meaning that even if the universalist is far from any source for spell acquisition, he adds 4, not 2 "free" spells to his spellbook for advancing a level.

Makes sense that a universalist is probably better-trained than the other wizards who have a hard time learning opposed-school spells. He can master any school, and would have a fatter spellbook, as a result. No spell is too rare or obscure for his all-encompassing ease with magic. The universalist knows that a little-used spell can still come in handy in the right situation, and he's more likely to have it ready in short notice. After all, he doesn't struggle to learn any particular spell.

At 8th level, the universalist's arcane bond becomes stronger than that of other wizards. He may take the improved familiar feat for free, or, alternately, gain an extra use of his bonded item to cast any spell he knows once per day.

The benefits of an improved familiar don't need comment. What wizard wouldn't like that? The "lifesaver" spell from his bonded object can be used twice, not once per day. The universalist has more spell knowledge in reserve than a specialist caster, and can make use of it twice as often.

IMHO, these two things reinforce the idea of a universalist being "ready for anything," and compensate nicely for the spell slots he loses to specialists, while giving him some unique, useful features.

What say ye?


I'ma sit in on this one to find out how things turn out.


I like that Dave.

What do people think? Would you still play your specialists?

Failing that what about some sort of spellcraft penalty for devalued schools of magic? Or perhaps an item creation bonus for universalists.

Sigurd


So then this is what you propose?

Before

Quote:

Universalist School

Wizards who do not specialize (known as as universalists) have the most diversity of all arcane spellcasters.

Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Metamagic Mastery (Su): At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

After

Quote:

Universalist School

Wizards who do not specialize (known as universalists) have the most diversity of all arcane spellcasters.

Studied Practitioner (Ex): You've long studied a broad variety of magical concepts and the forces that will such power into creation. At 1st level you choose double the amount of 1st level spells that you would normally choose. Furthermore at each level of advancement after that where you would gain additional spells, you gain twice that many number of spells instead.

Universalist's Bond (Ex): At 8th level the Bond that a Universalist Wizard shares is enhanced. You may choose one of the two following options. You may take the Improved Familiar Feat, or alternatively, You gain one extra use of your bonded item to cast any spell you know once per day.


I'd use both. Why not?


I feel the universalist should get the same ability as an arcane bond item, 1 spontaneous spell per day. Fits the theme and is really good.


Sigurd wrote:
Failing that what about some sort of spellcraft penalty for devalued schools of magic? Or perhaps an item creation bonus for universalists.

Specialists do have a -5 penalty to crafting items of their opposed schools.

I'm rather torn. I strongly feel Universalists are under-powered vs. Specialists. However at the same time that difference is subtle and more to do with the breadth of ability than the height of their strength. All those lower level bonus spells generally.

They already *get* better arcane bond, and better spells learned each leveled (unrestricted on school).

In the end, perhaps a +2 (+1 per 5 levels) bonus on Spellcraft would be the most appropriate. That impacts counterspelling, item identification, and item creation.


Had a response but the board ate it.

Basically I would give them the choice of a bonus power Studied Practitioner or Improved Familiar.

The problem is that a great deal of this is campaign specific. In some campaigns Studied practitioner is almost useless because there's easy access to spells. Many players are already down on familiars.

As it is an improvement on top of their current deal I'd be inclined to give the player a choice.

Either

Studied Practitioner
or
Improved Familiar as a free feat when the qualify
or
Both the normal familiar and the bonded item.

Sigurd

I'm not averse to the spellcraft bonus either but I don't think it offsets an extra spell slot for each spell level.

What do people think?


When I made the suggestions Eyolf so nicely rephrased, I meant to add them to the existing generalist abilities.

4 "free" spells per spell level is nothing to sneeze at, even if you have no trouble finding the spells you want. Just add two more. Pick some weird ones and make a scroll or two. You never know when they'll be just what you need.

The one extra use of the ring per day would be perhaps the most overpowered thing for the generalist. Not one but two get out of jail free cards per day.

My guy has a bonded object, but I'm really careful about using it for the lifesaver spell. The generalist wouldn't be so frugal with his. The free improved familiar feat is just the mirror image of that, and not really broken, IMHO. What does a homunculus cost? Players who really like familiars would like that.

I dunno. It should be playtested. All I know is that I agree that the generalist could use a little help. A fat spellbook and some tchotchkes might be all it takes to make players give him a good look. He should be just as good a choice as any other school.

After all, he casts all kinds of crazy *#&^, in unexpected ways.


I can has crazy old cat lady?

The female wizard with two or three cat familiars?

Plz?

Dark Archive

Abraham spalding wrote:

I can has crazy old cat lady?

The female wizard with two or three cat familiars?
Plz?

One of the Scarred Lands books (Strange Lands, IIRC) has a 'Prodigalist' PrC that allows for that. I was not a fan of the mechanics they used, but it was a neat concept, and I always wanted to see a Wizard PrC that either went the direction of allowing multiple familiars, or went the direction of significantly buffing up the singular Familiar to Animal-Companion-esque levels.

Barring all of that work, I just made up a 4th level version of Animal Growth that only worked on a Familiar, called 'Death by Kitty' that caused a size Tiny familiar to increase X number of size classes (to Large when you first get it, Huge later, etc.) with the appropriate increases in Strength, damage, etc. Mainly 'cause I watched that Star Trek TOS show where the 'witch' turns her black cat into a giant monster that wanders around eating hapless redshirted crewmen and thought, 'That would be so cool!!!'

A different version called 'Commoner's Nightmare' could instead multiply your familiar, so that your black cat becomes a hoard of black cats, perhaps using swarm rules.

Of course, either spell would be utterly worthless if you're the schlub who took a Toad for a familiar.

"Let's see, zero damage, increase by four size classes, is, uh, 1d4. Yes, my 800 lb toad-the-size-of-a-bison does 1d4 damage with a fierce tongue-lashing..."


Set wrote:
Abraham spalding wrote:

I can has crazy old cat lady?

The female wizard with two or three cat familiars?
Plz?

One of the Scarred Lands books (Strange Lands, IIRC) has a 'Prodigalist' PrC that allows for that. I was not a fan of the mechanics they used, but it was a neat concept, and I always wanted to see a Wizard PrC that either went the direction of allowing multiple familiars, or went the direction of significantly buffing up the singular Familiar to Animal-Companion-esque levels.

Barring all of that work, I just made up a 4th level version of Animal Growth that only worked on a Familiar, called 'Death by Kitty' that caused a size Tiny familiar to increase X number of size classes (to Large when you first get it, Huge later, etc.) with the appropriate increases in Strength, damage, etc. Mainly 'cause I watched that Star Trek TOS show where the 'witch' turns her black cat into a giant monster that wanders around eating hapless redshirted crewmen and thought, 'That would be so cool!!!'

A different version called 'Commoner's Nightmare' could instead multiply your familiar, so that your black cat becomes a hoard of black cats, perhaps using swarm rules.

Of course, either spell would be utterly worthless if you're the schlub who took a Toad for a familiar.

"Let's see, zero damage, increase by four size classes, is, uh, 1d4. Yes, my 800 lb toad-the-size-of-a-bison does 1d4 damage with a fierce tongue-lashing..."

Don't giant toads get a free grapple check with their tongue as well as swallow whole?


Eyolf The Wild Commoner wrote:


After
Quote:

Universalist School

Wizards who do not specialize (known as universalists) have the most diversity of all arcane spellcasters.

Studied Practitioner (Ex): You've long studied a broad variety of magical concepts and the forces that will such power into creation. At 1st level you choose double the amount of 1st level spells that you would normally choose. Furthermore at each level of advancement after that where you would gain additional spells, you gain twice that many number of spells

...

you know - that "double" amount can be a LOT of spells. They get 2+Int mod of spells per level ... double that??? Jeez!!! Maybe making it 4+ int mod instead would be a more reasonable way to phrase it up. A straight doubling, though, is frightening!!


The Speaker in Dreams wrote:
you know - that "double" amount can be a LOT of spells. They get 2+Int mod of spells per level ... double that??? Jeez!!! Maybe making it 4+ int mod instead would be a more reasonable way to phrase it up. A straight doubling, though, is frightening!!

The int mod only applies at 1st level. Every level after that, they only get a flat two spells. Bottom of page 79.


Parka wrote:
The int mod only applies at 1st level. Every level after that, they only get a flat two spells. Bottom of page 79.

More reasonable, then ... but still - not much of a limiting factor to them with all the sources of spell available to them from like every "Ye Olde Magic Shoppe" in the game and/or enemy casters that they come across.


The Speaker in Dreams wrote:
More reasonable, then ... but still - not much of a limiting factor to them with all the sources of spell available to them from like every "Ye Olde Magic Shoppe" in the game and/or enemy casters that they come across.

It would vary by the kind of game you're in, certainly. I think it would still be a nice perk for the generalist. Not every game has easy-to-find magic spells in every town.

You could level while you're far away from any sources of new spells; on a ship or out in the wilderness, etc. The generalist would have a situational advantage there. It's not huge, but fits the theme of a versatile wizard who can pull something out of his hat in a pinch.


I don't mind having these questions actually. It means we are talking about the core of the class - as we should for this sort of issue.

I have been in games where there always seemed to be scrolls kicking around. Practiced caster would not be super powerful here. For the record in every level after 1st the practiced caster gets 2 extra spells known. (I don't think that overpowered)

A bonus to the bonded item would be more appealing in those. Perhaps it doesn't need to be a spell. Perhaps the ability to call it back from anywhere in the plane would be enough?

I know a fair number of wizards who like the familiar option. Also a fair number on the fence about the idea who would jump if there was a free improved familiar at level 7 (or whatever)

I like the universal reach of spellcraft too. Depending on the game world that would be very handy for crafting items....

Considering all of the powers are core wizard it might be most reasonable to make it a choice. (With the blessings of the DM)

What do people think. Is that just too much work?

Sigurd

What are people's most overpowered option.


So if I'm to understand then, THIS is what we currently have as our overall decision??

Quote:

Universalist School

Wizards who do not specialize (known as as universalists) have the most diversity of all arcane spellcasters.

Studied Practitioner (Ex): You've long studied a broad variety of magical concepts and the forces that will such power into creation. At 1st level you choose double the amount of 1st level spells that you would normally choose. Furthermore at each level of advancement after that where you would gain additional spells, you gain twice that many number of spells instead.

Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Universalist's Bond (Ex): At 7th level the Bond that a Universalist Wizard shares is enhanced. You may choose one of the two following options. You may take the Improved Familiar Feat, or alternatively, You gain one extra use of your bonded item to cast any spell you know once per day

Metamagic Mastery (Su): At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.


So I was posting this idea around, and this is a reaction that I got.

DrakeEvancore wrote:


OH well then, if that's the case I would never be a specialist ever. Why would anyone sacrifice anything when you can be far better if you don't focus at all? (Which was the problem with 3.5 specialists)

I think Studied Practitioner would be a great feat though, probably with requiring ranks in Spellcraft or Knowledge (arcana)....perhaps a min Intelligence.

I can see, the Universalist's Bond being like Improved Familiar for bonded items.


I added it up once during the beta testing... using the old rules for copying spells over and assuming that you found someone to share spells with you as per the magic section of the 3.5 players handbook it ended up costing a wizard about 240k gold pieces to learn every spell in the game (in regular spell books... I included the prices for those too) and have enough material components and focuses to cast those spells once each.


Abraham spalding wrote:
I added it up once during the beta testing... using the old rules for copying spells over and assuming that you found someone to share spells with you as per the magic section of the 3.5 players handbook it ended up costing a wizard about 240k gold pieces to learn every spell in the game (in regular spell books... I included the prices for those too) and have enough material components and focuses to cast those spells once each.

The number of spells is part of the dilemma. Since there are way too many spells to ever be able to cast. Taking a penalty on 20% of them isn't really such a penalty. Sure you lose a few old faithfuls but its quite possible you might have had other choices anyway. Add to that that the bonus per spell level effectively removes one penalty per spell level and its not much of a penalty.

Sigurd

I'm beginning to be satisfied with the amended state of the universalist. Much thanks to Eyolf The Wild Commoner for his clear thinking and trotting the options around.
I don't want to reduces the specialists because players will whine. I think some people will play universalists to keep their options open. Maybe with the amendments I won't feel too much like they're picking such a short straw.


Yeah I was just posting it up for the information, not to make a statement one way or the other.


Eyolf The Wild Commoner wrote:

So I was posting this idea around, and this is a reaction that I got.

DrakeEvancore wrote:


OH well then, if that's the case I would never be a specialist ever. Why would anyone sacrifice anything when you can be far better if you don't focus at all? (Which was the problem with 3.5 specialists)

I think Studied Practitioner would be a great feat though, probably with requiring ranks in Spellcraft or Knowledge (arcana)....perhaps a min Intelligence.

I can see, the Universalist's Bond being like Improved Familiar for bonded items.

Interesting response. I can see the universalist as much improved with the suggested mods, but specialists still get that extra spell per spell level, and that's pretty awesome. Their opposed schools can still be used at a small cost, just burning their extra slot and still ending up with as many spells memorized as the universalist. That's why he needs a bump.

I'd still play a specialist for the extra spells, but the universalist looks like a more attractive option, now, with a more defined "ready with a spell for any occasion" sort of theme.

JMHO.


See.. I would think that this would balance the class out because of it, but since I did have a negative opinion given. I'd like to revise it shortly, also I don't much get the improved familiar thingy for the bonded object, how would that work?

Anyway I propose this.

Quote:

Studied Practitioner (Ex): You've long studied a broad variety of magical concepts and the forces that will such power into creation.

At 1st level you may choose six first level spells plus an additional spell known for each point of intelligence modifier, instead of the normal three plus intelligence modifier. Furthermore upon each level of Universalist advancement you acquire a single bonus spell known for each spell level that you can cast.

Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Universalist's Bond (Ex): At 7th level the Bond that a Universalist Wizard shares is enhanced. You may choose one of the two following options. You may take the Improved Familiar Feat, or alternatively, You gain one extra use of your bonded item to cast any spell you know once per day

Metamagic Mastery (Su): At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

So yeah, first level I get 6 + Int Mod spells instead of 3 + Int mod like any other specialist.

Then in addition, instead of two spells known learned at each new level. I'd get three spells known learned.

So it would increase their initial spells known, and then give them extra spells known.

I think perhaps this might be a more balanced upgrade, considering that we are giving the Improved Familiar feat.

I'll attempt to contact Treantmonk, I think his knowledge of wizard's and balance would be VERY valuable in this precise predicament.


I think the best idea of a universalist is to make they really universal and give them back their bonus spells from beta.


Captain Sir Hexen Ineptus wrote:
I think the best idea of a universalist is to make they really universal and give them back their bonus spells from beta.

Doesn't that put us back to "why play a specialist?"


Not necessarily if we make it function like this.

Quote:

Studied Practitioner (Ex): You've long studied a broad variety of magical concepts and the forces that will such power into creation.

At 1st level you may choose six first level spells plus an additional spell known for each point of intelligence modifier, instead of the normal three plus intelligence modifier. Furthermore upon each level of Universalist advancement you acquire a single bonus spell known for each spell level that you can cast.

Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Metamagic Mastery (Su): At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

Universalist definitely would know more spells, though the specialists would be able to cast more.


What if its not an extra spell slot but a spontaneous one.

I've often thought what if a wizard chose a number of spells to cast as normal but could cast any of those spells up to his daily total. So if you can cast 4 first level spells, you choose 4 that can be cast once each or four of one.

I played a splat wizard (Wizard of the Shadowfell) that could pick their spellcraft total ranks in 1st and 2nd level spells spontaneously. It was fun. They just began their normal wizard progression when they could cast 3rd level spells.

Sigurd


Benicio Del Espada wrote:
Captain Sir Hexen Ineptus wrote:
I think the best idea of a universalist is to make they really universal and give them back their bonus spells from beta.
Doesn't that put us back to "why play a specialist?"

NO!

The specialist get much better abilities due to their school.

But if this is too much, just give them bonus spells known.


I would just allow the Universalist to have a Familiar and a Bonded Item.

(Hint: Make your bonded item out of adamantium, and make sure you can call it to get it back.)


Set wrote:
2) The ability to swap out one spell per day, spontaneously, as a full-round action.

I like this idea. Seems to fit pretty well with a generalist theme of versatility.


Coriat wrote:
Set wrote:
2) The ability to swap out one spell per day, spontaneously, as a full-round action.
I like this idea. Seems to fit pretty well with a generalist theme of versatility.

I'll second that - seems a solid, and useful ability withing the theme/concept.

Win/win, IMO, by that measure ...


The Speaker in Dreams wrote:
Coriat wrote:
Set wrote:
2) The ability to swap out one spell per day, spontaneously, as a full-round action.
I like this idea. Seems to fit pretty well with a generalist theme of versatility.

I'll second that - seems a solid, and useful ability withing the theme/concept.

Win/win, IMO, by that measure ...

+3


Set wrote:


Note that Specialist Wizards may not be *forbidden* to use spells from their restricted schools, but they still lose access to their bonus spell slots *and* their School powers, if they prepare any of those restricted spells, making them, for that day, strictly inferior to the Universalist (who retains use of his Familiar / Arcane Bond and Hand of the Apprentice, etc. no matter what he prepares).

Where do you see that the specialist lose their school powers? Its true that they cannot use their extra slot to hold the restricted spell. That and the double spell, to my reading are the only casting limitations.

I'm leaning towards one swappable spell a day and two extra prepared cantrips. They may not have the extra slots that specialists do but they can be more flexible. I like 0 level spells they're fun.

Sigurd


I always just let casters get extra cantrip/orisons memorized per day equal to their ability modifier.

Int 18 = +4 Cantrips.

Seems silly to get extra spells of a higher magical level for ability mods, and no bonuses for the easy ones...

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