Removing a wizard's prohibited school...?


Advice


Fairly simple question - is there a feat, or trait, or whatever, that can remove a wizard's prohibited school(s)? I could swear I remember seeing something like this, but I can't find it for the life of me. I've got a player who wants to play a Spellslinger (Ultimate Combat), but is agonizing over having four prohibited schools, and I'd like to cut him a break, so I thought I'd see if there's a legitimate out before making something up.

Scarab Sages

AS far as I am aware of, there is nothing that removes your prohibited schools. I know 3.5 had some Expanded Arcana feats and things like that in the splatbooks, but I haven't seen anything like that in PF.


Yes. Look up the "Opposition Research" arcane discovery from Ultimate Magic.


There is a "discovery" which can be taken in place of a feat to remove one prohibited school. It is in Ultimate magic.

Quote:
Opposition Research: By completing strenuous studies, you have broken through the mental barriers that made it hard for you to prepare spells from one of your opposition schools. Select one wizard opposition school; preparing spells of this school now only requires one spell slot of the appropriate level instead of two, and you no longer have the –4 Spellcraft penalty for crafting items from that school. You must be at least a 9th-level wizard to select this discovery.

Scarab Sages

Looks like Wraith and Eric had stronger search-fu... Note that that kicks in at ninth level in place of a feat though, so your spellslinger will be without that school for a while.


Remember prohibited schools aren't as damning as 3.5, they just take double the slots to use.

Scarab Sages

Just cut them a break. 4 schools is too much for what you gain.

Scarab Sages

To clarify, the spells that can actually benefit from the improved DCs from the arcane gun are:

1st-Level: burning hands, color spray, ray of enfeeblement, ray of sickening (UM)
2nd-Level: acid arrow, fire breath (APG), gust of wind, scorching ray
3rd-Level: pellet blast (UC), lightning bolt, ray of exhaustion
4th-Level: dragon’s breath (APG), river of wind, shout, enervation, fear
5th-Level: acidic spray (UM), cone of cold, waves of fatigue
6th-Level: cold ice strike (UM), contagious flame (APG), disintegrate
7th-Level: prismatic spray, waves of exhaustion
8th-Level: polar ray, greater shout
9th-Level: clashing rocks (APG), meteor swarm, energy drain

Three opposed schools maybe enough of a balancing factor; I can't see any reason for it to be four.


Thanks, folks. I knew I'd seen that somewhere.


minoritarian wrote:

To clarify, the spells that can actually benefit from the improved DCs from the arcane gun are:

1st-Level: burning hands, color spray, ray of enfeeblement, ray of sickening (UM)
2nd-Level: acid arrow, fire breath (APG), gust of wind, scorching ray
3rd-Level: pellet blast (UC), lightning bolt, ray of exhaustion
4th-Level: dragon’s breath (APG), river of wind, shout, enervation, fear
5th-Level: acidic spray (UM), cone of cold, waves of fatigue
6th-Level: cold ice strike (UM), contagious flame (APG), disintegrate
7th-Level: prismatic spray, waves of exhaustion
8th-Level: polar ray, greater shout
9th-Level: clashing rocks (APG), meteor swarm, energy drain

Three opposed schools maybe enough of a balancing factor; I can't see any reason for it to be four.

Found another one: Dimensional Anchor.

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