| Elghinn Lightbringer |
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In my endeavors to develop Multiclass Arcehtypes, I've also come to develop alternate base classes designed around the Summonoer base class for the other Arcane Schools.
These include the
Abjurer
Diviner
Enchanter
Evoker
Illusionist
Necromancer
Transmuter
I'll post them as time and circumstance permits. Any feedback would be great.
| Elghinn Lightbringer |
Here's the first one, the Abjurer.
While many wizards practice arcane arts of both defense and resistance, the abjurer is the most adept. Focusing on protection, banishment, and dispelling magic, as well as spells that otherwise suspend or destroys magical enchantments, the abjurer is fearsome foe in the face of all spellcasters alike. Able to disrupt a spell by a mere touch, increase his own magical resistances, or disjoin magical energies outright, the abjurer can be apowerful enemy or a trusted friend.
Role: Abjurers spend much of their time tweaking protective spells, seeking to enhance or increase their effectiveness. Most abjurers tend to protective and calm under fire, relying on their abjuration magic to protect them and their allies in the face of a magical barrage of offensive spells. Social by nature, abjurers seek to prevent harm to themselves and their allies.
Alignment: Any.
Hit Dice: d8.
Class Skills: The abjurer’s class abilities are Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Lingusitics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiency: The abjurer is proficient with all simple weapons. An abjurer is proficient with light armor, but not with shields. He can cast abjurer spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an abjurer wearing medium armor, heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass abjurer still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: An abjurer casts arcane spells drawn from the abjurer spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, an abjurer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an abjurer’s spell is 10 + the spell level + the abjurer’s Charisma modifier.
An abjurer can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Abjurer. In addition, he receives bonus spells per day if he has a high Charisma.
An abjurer’s selection of spells is extremely limited. An abjurer begins play knowing four 0-level spells and two 1st-level spells of the abjurer’s choice. At each new abjurer level, he gains one or more new spells as indicated on Table: Abjurer Spells Known. (Unlike spells per day, the number of spells an abjurer knows is not affected by his Charisma score. The numbers on Table: Abjurer Spells Known are fixed.)
Upon reaching 5th level, and at every third abjurer level thereafter (8th, 11th, and so on), an abjurer can choose to learn a new spell in place of one he already knows. In effect, the abjurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level abjurer spell he can cast. An abjurer may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Cantrips: An abjurer learns a number of cantrips, or 0-level spells, as noted on Table: Abjurer Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.
Abjurer’s Touch (Su): At 1st level, an abjurer gains the ability to disrupt spellcasting with a touch. As a melee touch attack, an abjurer can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is wasted. This field lasts for a number of rounds equal to 1/2 the abjurer’s level (minimum 1). An abjurer can use this ability a number of times per day equal to 3 + his Charisma modifier.
Arcane Shield (Su): As a standard action, an abjurer can create an aura of protective magic for a number of rounds equal to his Charisma modifier. The abjurer gains a +1 deflection bonus to his Armor Class. This bonus increases by +1 for every five levels the abjurer possesses. An abjurer can use this ability a number of times per day equal to 3 + his Charisma modifier.
Expert Abjuration (Ex): An abjurer adds half his class level (minimum 1) to all Spellcraft skill checks made to counter spells, and to identify or learn spells from the Abjuration school.
Abjuring Step (Sp): At 2nd level, an abjurer can use abjuring step as a spell-like ability as a standard action. He can take two 5-foot steps each round and still cast spells and use spell-like abilities without provoke attacks of opportunity. This effect automatically discharges as soon as the abjurer makes an attack, casts a harmful spell against another creature, or moves more than 5 feet with a single move action. If the action that discharges the spell also provokes attacks of opportunity, that action still provokes attacks of opportunity as normal. An abjurer can use this ability a number of times per day equal to 3 + his Intelligence modifier.
Improved Counterspell (Ex): At 2nd level, an abjurer gains Improved Counterspell as a bonus feat.
Arcane Resistance (Su): Starting at 3rd level, an abjurer gains a +2 bonus on saving throws against spells and spell-like abilities. At 12th level, this bonus increases to +4.
Spell Invulnerability (Su): Starting at 3rd level, an abjurer can surround himself with a mobile, faintly shimmering magical shield as a number of times per day equal to 3 + his Charisma modifier, as a standard action. The abjurer can exclude spell effects of 1st level or lower, unless the opposing spellcaster succeeds on an opposed caster level check (1d20 + caster level) against the abjurer. The abjurer adds his Charisma modifier to this check. Spells of 2nd level and higher are not affected by the shield, nor are spells already in effect when the ability is activated.
At 5th level and every 2 levels thereafter, the spell level the shield excludes increases by one spell level (2nd, 3rd, etc.), to a maximum of 9th–level spells at 19th level. An abjurer cannot have more than one shield active in this way at one time. If this ability is used again, any existing shield immediately ends. The area or effect of any such spells does not include the abjurer and fail to affect him. Excluded effects include spell-like abilities and spells or spell-like effects from items. Any type of spell, however, can be cast through or out of the magical shield. The shield can be brought down by a dispel magic spell. Spell effects are not disrupted unless their effects enter the shield, and even then they are merely suppressed, not dispelled.
If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether the shield stops it.
Spell invulnerability otherwise functions as the globe of invulnerability spell, and is considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Dispel Magic (Sp): At 4th level, an abjurer can use dispel magic as a spell-like ability once per day. At 10th level and every four levels thereafter, an abjurer can use dispel magic one additional time per day, up to a maximum of four times per day. At 12th level, this ability functions as greater dispel magic.
Energy Absorption (Su): At 6th level, an abjurer gains an amount of energy absorption equal to 3 times his abjurer level per day (maximum of 60 at 20th level). Whenever the abjurer takes energy damage (acid, cold, electricity, fire, or sonic), he applies immunity, vulnerability (if any), and resistance first and applies the rest to this absorption, reducing his daily total by that amount. Any damage in excess of his absorption is applied to the abjurer normally.
Greater Counterspell (Ex): At 8th level, an abjurer can attempt to counterspell an opponent’s spell once per day as an immediate action (instead of a readied action). He must use a spell at least one level higher than the spell being countered to use this ability. An abjurer can use this ability once per day at 8th level, plus one additional time per day for every four levels beyond 6th.
Aura of Banishment (Su): At 10th level, an abjurer can emit a 30-foot aura of banishment for a number of rounds per day equal to his abjurer level. Any summoned or called creature in the area must make a Will save each round. Once the creature fails a Will saving throw, it is staggered as long as it remains inside the aura. If it fails a second Will saving throw, it is immediately sent back to its home plane and the spell that summoned it immediately ends. If that spell summoned more than one creature, only the creature that failed its saving throws is affected. These rounds do not need to be consecutive.
Master Counterspell (Ex): At 16th level, whenever an abjurer successfully counters a spell, it returns back to its caster. This works exactly like the spell turning spell.
Grand Abjuration (Su): At 20th level, an abjurer becomes the true bane of the magical arts. Once per day, the abjurer can cast mage’s disjunction, using his abjurer level as the caster level. In addition, the abjurer adds his Charisma modifier to any saving throws made against spells of the Abjuration school. This supersedes the bonus granted by his arcane resistance.
ABJURER SPELL LIST
Abjurers gain access to the following spells.
0-Level Abjurer Spells—acid splash, arcane mark, detect magic, detect poison, disrupt undead, light, mage hand, mending, message, open/close, prestidigitation, read magic, resistance.
1st-Level Abjurer Spells—adjuring step, alarm, animate rope, comprehend languages, endure elements, erase, expeditious retreat, feather fall, floating disk, forced quiet, hold portal, identify, mage armor, magic aura, magic missile, magic weapon, moment of greatness, obscuring mist, peacebond, protection from chaos/evil/good/law, ray of enfeeblement, see alignment, shield, shock shield, shocking grasp, unprepared combatant.
2nd-Level Abjurer Spells—acid arrow, arcane lock, bullet shield, compassionate ally, continual flame, create pit, darkness, darkvision, defensive shock, dust of twilight, endure elements (communal), fog cloud, glitterdust, gust of wind, knock, levitate, locate object, miserable pity, obscure object, protection from arrows, protection from chaos (communal), protection from energy, protection from evil (communal), protection from good (communal), protection from law (communal), protective penumbra, resist energy, rope trick, see invisibility, tactical acumen, warding weapon.
3rd-Level Abjurer Spells—ablative barrier, arcane sight, ash storm, blink, cloak of winds, darkvision (communal), daylight, dimensional anchor, dispel magic, displacement, distracting cacophony, draconic reservoir, explosive runes, fly, gaseous form, gentle repose, globe of invulnerability (lesser), halt undead, haste, hold person, magic circle against chaos/evil/good/law, nondetection, protection from arrows (communal), remove curse, resist energy (communal), secret page, sepia snake sigil, sleet storm, slow, spiked pit, stinking cloud, stoneskin, tiny hut, tongues, water breathing, wind wall.
4th-Level Abjurer Spells—age resistance (lesser), curse of magic negation, darkvision (greater), detect scrying, dimension door, fire shield, fire trap, globe of invulnerability, locate creature, malfunction, nondetection (communal), planar binding (lesser), protection from energy (communal), resilient sphere, scrying, secure shelter, shadow step, stone shape, stoneskin (communal), tongues (communal), true form.
5th-Level Abjurer Spells—absorb toxicity, antimagic field, astral projection (lesser), banishment, break enchantment, deflection, dismissal, dispel magic (greater), echolocation, expend, fickle winds, hold monster, interposing hand, life bubble, mage's faithful hound., mage's private sanctum, overland flight, passwall, permanency, planar adaptation, polymorph, prismatic wall, secret chest, sending, soothe construct, spell turning, telekinesis, telepathic bond, teleport, unbreakable construct, wall of force, wall of stone, wreath of blades.
6th-Level Abjurer Spells—age resistance, analyze dweomer, battlemind link, contingency, control water, dimensional lock, forceful hand, getaway, guards and wards, mage's disjunction, mind blank, move earth, planar binding, prismatic sphere, protection from spells, repulsion, stone to flesh, symbol of sealing, teleport (greater), true seeing, wall of iron, wall of suppression.
Table: Abjurer
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Abjurer’s touch, arcane shield, cantrips, 3 1 — — — — —
expert abjuration
2nd +1 +0 +3 +3 Abjuring step, improved counterspell 4 2 — — — — —
3rd +2 +1 +3 +3 Arcane resistance, spell invulnerability I 4 3 — — — — —
4th +3 +1 +4 +4 Dispel magic 4 3 1 — — — —
5th +3 +1 +4 +4 Spell invulnerability II 4 4 2 — — — —
6th +4 +2 +5 +5 Energy absorption 5 4 3 — — — —
7th +5 +2 +5 +5 Spell invulnerability III 5 4 3 1 — — —
8th +6/+1 +2 +6 +6 Greater counterspell 5 5 4 2 — — —
9th +6/+1 +3 +6 +6 Spell invulnerability IV 5 5 4 3 — — —
10th +7/+2 +3 +7 +7 Aura of banishment 5 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Spell invulnerability V 5 5 4 4 2 — —
12th +9/+4 +4 +8 +8 5 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Spell invulnerability VI 5 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 5 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Spell invulnerability VII 5 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Master counterspell 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Spell invulnerability VIII 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Spell invulnerability IX 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Grand abjuration 5 5 5 5 5 5 5
Table: Abjurer Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —
2nd 5 3 — — — — —
3rd 6 4 — — — — —
4th 6 4 2 — — — —
5th 6 4 3 — — — —
6th 6 4 4 — — — —
7th 6 5 4 2 — — —
8th 6 5 4 3 — — —
9th 6 5 4 4 — — —
10th 6 5 5 4 2 — —
11th 6 6 5 4 3 — —
12th 6 6 5 4 4 — —
13th 6 6 5 5 4 2 —
14th 6 6 6 5 4 3 —
15th 6 6 6 5 4 4 —
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5
| Elghinn Lightbringer |
None. I suppose I should have specified. These aren't alternate Sumoner classes, they're just hybrid spellcaster classes similar to the Summoner, which is essentially a specalist Conjurer.
Some of the other classes posssess abilities based upon other class mechanics, like bardic performance, bombs, or wild shape. You'll have to wait and see as they get posted.
Most have something along the lines of the summoner's Summon Monster ability mechanic, that increases in power every other level.
| Elghinn Lightbringer |
Here's the Diviner. I'll let people chew on these for a while. :D
Explorers, private detectives, archaeologists–they all are on a path of seeking knowledge and determining the truth. Through the use of arcane means, diviners stand at its pinnacle, for they are masters of remote viewing, prophetic utterances, and using magic to explore the world around them. Through the use of magical scrying devices, diviners can learn secrets long forgotten, predict the future, find hidden things, and foil deceptive spells. While not infallible, the diviner does possess a propensity for perfection, seeking to know all and understand all.
Role: Diviners spend much of their time in the pursuit of knowledge and, no matter what the source may be. Most abjurers are skeptical, waiting until they “know” before they decide upon a course of action. Every aspect of an endeavor must be scrutinized until the most logical and beneficial course is surmised. Then, once this is determined, he acts without hesitation, usually to the great benefit of his allies.
Alignment: Any.
Hit Dice: d8.
Class Skills: The diviner’s class abilities are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Lingusitics (Int), Profession (Wis), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Weapon and Armor Proficiency: The diviner is proficient with all simple weapons. A diviner is not proficient with armor or shields. Armor interferes with a diviner’s gestures, which can cause his spells with somatic components to fail.
Spells: A diviner casts arcane spells drawn from the diviner spell list. A diviner must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the diviner must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a diviner’s spell is 10 + the spell level + the diviner’s Intelligence modifier.
A diviner can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Diviner. In addition, he receives bonus spells per day if he has a high Intelligence score.
A diviner may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the diviner decides which spells to prepare.
Cantrips: A diviner can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Diviner under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spellbook: A diviner must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all diviners can prepare from memory. A diviner begins play with a spellbook containing all 0-level diviner spells plus three spells of his choice. The diviner also selects a number of additional 1st-level diviner spells equal to his Intelligence modifier to add to his spellbook. At each new diviner level, he gains two new diviner spells of any spell level or levels that he can cast (based on his new diviner level) for his spellbook. At any time, a diviner can also add spells found in other spellbooks to his own.
A diviner can learn spells from a wizard’s spellbook, just as a wizard can from a diviner’s spellbook. The spells learned must be on the diviner spell list, as normal. An alchemist can learn formulae from a diviner’s spellbook, if the spells are also on the alchemist spell list. A diviner cannot learn spells from an alchemist.
Detect Magic (Sp): At will, a diviner can use detect magic, as the spell. A diviner can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magical, learning the number and strength of each aura as if having studied it for 3 rounds. While focusing on one individual or object, the diviner does not detect magic in any other object or individual within range.
Diviner’s Gift: A diviner adds half his level to all Knowledge skill checks and Spellcraft skill checks made to determine the properties of magic items. The diviner can make all Knowledge skill checks untrained. The bonuses gained from this ability stack with those gained from Bardic Knowledge.
Orb of Scrying (Sp): As a standard action, a diviner can bring into existence a transparent sphere of force that serves him as both a defensive mechanism and a magical scrying device. Once created, the orb takes up a circling orbit 3 feet away from diviner. This grants him the benefits of the Deflect Arrows feat. Thereafter, the diviner can summon the orb to his hand as a swift action, suspending the Deflect Arrows effect until it is again released.
While the orb is held, the diviner can place an invisible scrying sensor at a point within medium range (100 feet + 10 feet per diviner level) that he can see and has line of effect to. The diviner can see or hear (not both) through this sensor (via the orb) for number of rounds equal to his diviner level + his Charisma modifier (minimum 1). The sensor otherwise functions as a clairaudience/clairvoyance spell with a caster level equal to the diviner’s level. A diviner can use this ability a number of times per day equal to 3 + his Intelligence modifier. A diviner’s detect magic ability functions reliably through the sensor.
At 3rd level, and every 2 levels thereafter, the power of this ability increases, allowing him to divine greater knowledge about the locations and creatures he is scrying upon. While the device is present, a diviner can use message as a free action to send and receive silent mental messages with a creature appearing in the orb.
At 5th level, a diviner can both see and hear through the sensor as the clairaudience/clairvoyance spell. The sensor can now be placed at any point within long range (100 feet + 10 feet per diviner level) of the diviner without having to see its destination or have line of effect.
At 7th level, whenever a diviner observes through his sensor, he can see any objects or beings that are invisible within the range of the sensor, as well as any that are ethereal, as if they were normally visible. This functions like the see invisibility spell.
At 9th level, a diviner can read the mind of as if he had cast detect thoughts. This allows the diviner to read the surface thoughts of any creature that he can see and is within 30 feet of the sensor after only 1 round of concentration. Creatures in this area are allowed a Will save (DC 10 + 1/2 the diviner’s level + his Charisma modifier) to negate the effect.
At 11th level, a diviner can send and receive silent mental messages with a creature with which he is familiar as the sending spell.
At 13th level, a diviner can mentally communicate with any creature that he can see within the sensor that has a language. It is possible for the diviner to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. This functions as the telepathy ability described in the Universal Monster Rules.
At 15th level, a diviner can observe all things through the sensor as they truly are. This functions as the true seeingspell.
At 19th level, a diviner can locate any create he is seeking. Once per day, a diviner can place the sensor within 5 feet of his target as if he had cast discern location.
Diviner’s Touch (Sp): At 2nd level, a diviner can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, the diviner gains information as if he made the appropriate Knowledge skill check with a result equal to 15 + his diviner level + his Charisma modifier.
Master Linguist (Su): At 2nd level, a diviner is constantly under the effects of a comprehend language spell.
Share Languages (Sp): At 3rd level, a diviner can use share languages as a spell-like ability, once per day.
Bonus Languages: At 4th level, and every six levels thereafter, a diviner can learn any new language that he is not prohibited from learning.
Protective Acumen (Ex): At 4th level, a diviner gains a limited form of omniscience awareness that grants him a +1 insight bonus to his AC. This bonus increases by +1 at 9th level and every five levels thereafter, to a maximum of +4 at 19th level.
Diviner’s Oracle (Su): Starting at 6th level, a diviner can use his sensor to peer into the immediate future. The diviner can determine whether a particular action will bring a good or bad result as if he had cast augury. At 12th level, this ability functions as if the diviner had cast divination. At 18th level, this ability functions as if the diviner had cast contact other plane. Peering into the sensor and receiving the results of the divination requires 1 minute regardless of the effect.
Great Insight (Ex): At 6th level, a diviner gains the ability to understand magic items. Whenever a diviner examines a magic item to determine its properties, he gains a +10 circumstance bonus on his Spellcraft skill check.
Divination Adept (Su): At 8th level, a diviner is always aware when he is being observed via magic, as if he had a permanent detect scrying. In addition, whenever the diviner attempts to scry on a subject, treat the subject as one step more familiar to the diviner. Very familiar subjects get a –10 penalty on their save to avoid the diviner’s scrying attempts.
Improved Orb (Sp): At 9th level, the duration of the diviner’s orb of scrying increases to 1 minute per diviner level, and otherwise functions as the scrying spell.
Master of Lore (Ex): At 14th level, a diviner’s knowledge becomes vast indeed. Once per day a diviner can use his knowledge to gain the effect of a legend lore spell or an analyze dweomer spell. If used to create a legend lore effect, this ability has a casting time of 1 minute, regardless of how much information is already known about the subject in question.
Greater Orb (Sp): At 17th level, a diviner’s scrying orb functions as the greater scrying spell.
Master of Divination (Su): At 20th level, a diviner becomes a true master of the divining arts. Once per day, a diviner can gain the benefits of foresight for a number of rounds per day equal to his diviner level. These rounds do not need to be consecutive. In addition, a diviner can reroll any Knowledge skill check he makes and choose the better of the two rolls.
DIVINER SPELL LIST
Diviners gain access to the following spells.
0-Level Diviner Spells—arcane mark, daze, detect magic, detect poison, light, mage hand, mending, message, open/close, prestidigitation, read magic, resistance.
1st-Level Diviner Spells—alarm, anticipate peril, burning hands, comprehend languages, crafter's curse, crafter's fortune, detect secret doors, detect undead, endure elements, erase, expeditious retreat, feather fall, floating disk, hold portal, identify, mage armor, magic aura, magic missile, moment of greatness, mount, obscuring mist, protection from chaos/evil/good/law, ray of enfeeblement, see alignment, shield, shocking grasp, sleep, true strike, unerring weapon, unseen servant.
2nd-Level Diviner Spells—arcane lock, blood transcription, cat's grace, continual flame, create treasure map, darkness, darkvision, detect thoughts, elemental speech, flaming sphere, fox's cunning, glitterdust, gust of wind, knock, levitate, locate object, magic mouth, owl’s wisdom, protection from arrows, protection from chaos (communal), protection from evil (communal), protection from good (communal), protection from law (communal), resist energy, scorching ray, see invisibility, share language, share memory, shatter, spider climb, stone call, tactical acumen, whispering wind.
3rd-Level Diviner Spells—arcane sight, blink, blood biography, clairaudience/clairvoyance, countless eyes, darkvision (communal), daylight, detect scrying, dispel magic, flame arrow, fly, force punch, gaseous form, haste, lightning bolt, locate weakness, magic circle against chaos/evil/good/law, nondetection, protection from energy, seek thoughts, sepia snake sigil, share language (communal), sleet storm, tiny hut, tongues, twilight knife, versatile weapon, water breathing, wind wall.
4th-Level Diviner Spells—age resistance (lesser), arcane eye, ball lightning, darkvision (greater), dimension door, dimensional anchor, fire shield, globe of invulnerability (lesser), locate creature, minor creation, named bullet, nondetection (communal), resilient sphere, scrying, secure shelter, share senses, stone shape, stoneskin, symbol of revelation, telekinetic charge, telepathic bond, tongues (communal), wall of fire, wall of ice.
5th-Level Diviner Spells—analyze dweomer, arcane sight (greater), astral projection (lesser), blight, break enchantment, cloudkill, contact other plane, dismissal, echolocation, dispel magic (greater), elemental body II, legend lore, lightning arc, mage's faithful hound., mage's private sanctum, major creation, overland flight, passwall, permanency, planar daptation, planar binding (lesser), polymorph, prying eyes, scrying (greater), sending, symbol of scrying, telekinesis, teleport, transmute mud to rock, transmute rock to mud, true seeing, wall of force, wall of stone.
6th-Level Diviner Spells—age resistance, antimagic field, battlemind link, cat's grace (mass), chain lightning, contingency, discern location, eyebite, flesh to stone, forceful hand, foresight, fox's cunning (mass), freezing sphere, globe of invulnerability, moment of prescience, move earth, named bullet (greater), owl's wisdom (mass), serenity, stone to flesh, symbol of fear, vision, wall of iron.
Table: Diviner
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Cantrips, detect magic, diviner’s gift, orb of scrying 3 1 — — — — —
2nd +1 +0 +0 +3 Diviner’s touch, master linguist 4 2 — — — — —
3rd +2 +1 +1 +3 Message, share languages 4 3 — — — — —
4th +3 +1 +1 +4 Bonus language, protective acumen 4 3 1 — — — —
5th +3 +1 +1 +4 Clairaudience/clairvoyance 4 4 2 — — — —
6th +4 +2 +2 +5 Diviner’s oracle, great insight 5 4 3 — — — —
7th +5 +2 +2 +5 See invisibility 5 4 3 1 — — —
8th +6/+1 +2 +2 +6 Divination adept 5 5 4 2 — — —
9th +6/+1 +3 +3 +6 Detect thoughts, improved orb 5 5 4 3 — — —
10th +7/+2 +3 +3 +7 Bonus language 5 5 4 3 1 — —
11th +8/+3 +3 +3 +7 Sending 5 5 4 4 2 — —
12th +9/+4 +4 +4 +8 5 5 5 4 3 — —
13th +9/+4 +4 +4 +8 Telepathy 5 5 5 4 3 1 —
14th +10/+5 +4 +4 +9 Master of lore 5 5 5 4 4 2 —
15th +11/+6/+1 +5 +5 +9 True seeing 5 5 5 5 4 3 —
16th +12/+7/+2 +5 +5 +10 Bonus language 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +5 +10 Greater orb 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +6 +11 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +6 +11 Discern location 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +6 +12 Master of divination 5 5 5 5 5 5 5
| Byrdology |
Very nice! Why only one save though?
I would suggest that the spell DC be 10 + 1/2 lvl + ability on these or you will end up with some crappy save or sucks. That would make everything even across the board without needing class abilities to boost you further...
Then I would give each class something sexy. Here is a short list of ideas:
Necromancy- channel negative energy
Conjuration- channel positive energy
Enchanter- a pet
Transmutation- rage
Evocation weapon training (spells?)
Divination- bardic knowledge
Illusion- sneak attack
Just to name a few.
| Elghinn Lightbringer |
Yes, I do indeed! These are already made Byrd, but feedback on what I post would be awesome.
As to only 1 good save, that's all the Summoner has. Some of these will have 1 good save, while others will have 2, depending on the flavor and role they play.
BTW, here's the next one.
Charms and enchantments are the tricks of the trade for an enchanter. Enchanters do not rely upon offensive spells. Instead, they employ magical energies that affect the minds of others, and influences or controls their behaviors through the subtle manipulation of their emotions or implanting mental suggestions. By sheer force of personality, the enchanter uses his spells to subjugate minds, control another’s actions, or dominate them completely. An enchanter, while not among the most feared of magical practitioners, they are powerful in their own right, for they can delve deeply into the mind, and explore or even alter the nature of an individual’s thoughts.
Role: Enchanters spend much of their time pondering the mind, its subtle nuances, and how to better control and dominate it. Most abjurers are arrogant and self-assured, believing themselves mentally superior to other spellcasters due to the nature and focus of their arcane arts. hot-heads, relying upon brute arcane power to defeat their foes or bring them to their knees. While they seek to subjugate those around them, they often aid their allies by bolstering their confidence and increasing their resolve.
Alignment: Any.
Hit Dice: d8.
Class Skills: The enchanter’s class abilities are Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Lingusitics (Int), Profession (Wis), Perception (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiency: The enchanter is proficient with all simple weapons. An enchanter is not proficient with armor or shields. Armor interferes with an enchanter’s gestures, which can cause his spells with somatic components to fail.
Spells: An enchanter casts arcane spells drawn from the enchanter spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, an enchanter must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an enchanter’s spell is 10 + the spell level + the enchanter’s Charisma modifier.
An enchanter can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Enchanter. In addition, he receives bonus spells per day if he has a high Charisma.
An enchanter’s selection of spells is extremely limited. An enchanter begins play knowing four 0-level spells and two 1st-level spells of the enchanter’s choice. At each new enchanter level, he gains one or more new spells as indicated on Table: Enchanter Spells Known. (Unlike spells per day, the number of spells an enchanter knows is not affected by his Charisma score. The numbers on Table: Enchanter Spells Known are fixed.)
Upon reaching 5th level, and at every third enchanter level thereafter (8th, 11th, and so on), an enchanter can choose to learn a new spell in place of one he already knows. In effect, the enchanter “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level enchanter spell he can cast. An enchanter may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Cantrips: An enchanter learns a number of cantrips, or 0-level spells, as noted on Table: Enchanter Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.
Beguile (Sp): Starting at 1st level, an enchanter can make cast charm person as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. He can cast this spell as a standard action and the target remains affected for 1 minute per level (instead of 1 hour per level) and he can dismiss the charm at any time as a free action. The target can make a Will save (DC 10 + 1/2 the enchanter’s level + the enchanter’s Charisma modifier) to avoid the effect. The enchanter can only have one creature charmed in this way at a time, unless otherwise noted.
At 3rd level, and every 2 levels thereafter, the power of this ability increases, allowing him to place a secondary effect upon a single target of his beguile ability. Placing a secondary effect upon the target requires a move action. The target can make a Will save to avoid this secondary effect. If the save fails, the target remains under its effect for the duration of the spell or until the enchanter’s beguile ability has ended, whichever comes first. Only one target can be subject to a secondary effect, unless otherwise noted. Once the beguile effect ends, all secondary effects also end.
The enchanter can choose from the following secondary effects.
Allied Assistance (Sp): An enchanter of 3rd level or higher can compel a creature that he has already beguiled (see above) to show compassion towards an injured ally. The creature immediately disengages from its current course of action and rushes to provide aid to one of the enchanter’s allies. If the creature possesses curative spells or magic items, it utilizes them to help the injured ally. If not, the target provides aid by performing a Heal check. The target remains with the injured ally to assure his safety and refuses to leave the ally’s side until his wounds are fully treated or the compulsion effect ends, but can otherwise defend itself and make attacks. A successful Will save negates the effect. This ability affects only a single creature and otherwise functions as the compassionate ally spell.
Command (Sp): An enchanter of 5th level or higher can compel a creature he has already beguiled (see above) to obey a single command (as the spell). If the creature can't carry out the enchanter’s command on its next turn, the effect automatically fails. A successful Will save negates the effect. This ability affects only a single creature.
Suggestion (Sp): An enchanter of 7th level or higher can make a suggestion (as per the spell) to a creature that he has already beguiled (see above). Using this ability does not disrupt the beguile effect, but it does require a standard action to activate. An enchanter can use this ability more than once against an individual creature during an individual beguilement. A successful Will save negates the effect. This ability affects only a single creature (but see mass suggestion below).
Coercion (Sp): An enchanter of 11th level or higher can compel a creature that he has already beguiled (see above) to carry out some service or to refrain from some action or course of activity, as desired by the enchanter. The creature must have at least 3 HD lower than the enchanter’s level and be able to understand the enchanter. While this compulsion cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity. A successful Will save negates the effect. This ability affects only a single creature. This effect otherwise functions the lesser geas spell.
Greater Command (Sp): This effect functions like command, except that any creatures already beguiled (see above) by an enchanter of 15th level or higher may be affected, and the activities continue for the duration of the beguile effect. A successful Will save negates the effect. This effect otherwise functions the greater command spell.
Greater Coercion (Sp): This effect functions like coercion, but allows an enchanter of 17th level or higher to affect a single creature regardless of Hit Dice, and allows no Will save to negate the effect. This effect otherwise functions as the geas/quest spell.
Mass Suggestion (Sp): This effect functions like suggestion, but allows an enchanter of 19th level or higher to make a suggestion simultaneously to any number of creatures that he has already beguiled.
Detect Charm (Sp): At will, an enchanter can use detect charm*, as the spell. An enchanter can, as a move action, concentrate on a single item or individual within 60 feet and learning the number and strength of each charm, compulsion, or possession aura as if having studied it for 3 rounds. While focusing on one individual or object, the enchanter does not detect charm in any other object or individual within range. (*Pathfinder Companion: Andoran, Spirit of Liberty)
Enchanter’s Allure (Ex): An enchanter adds half his level to all Bluff, Diplomacy, and Intimidate skill checks.
Enchanter’s Will (Su): At 2nd level, an enchanter can send thoughts and instructions telepathically to any creature within 60 feet that he has charmed or dominated (including his beguile ability) as though he shared a common language. At 6th level, the affected creatures can communicate back to the enchanter via the telepathic link as well.
Mental Ray (Sp): Starting at 2nd level, an enchanter can unleash a ray of focused mental energy as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage + 1 for every two levels the enchanter possesses. On a successful critical hit, the target is dazed for 1 round. The enchanter can use this ability a number of times per day equal to 3 + his Charisma modifier.
Impenetrable Mind (Ex): Starting at 4th level, an enchanter gains a +4 bonus on Will saves against all enchantment spells and effects.
Veiled Perceptions (Su): At 6th level enchanter can release a wave of mental energy once per day. Releasing this energy causes a burst that clouds the minds of all non-allied creatures in a 30-foot radius centered on the enchanter to regard even the strangest actions as innocuous. Creatures within this area receive a Will save to negate this effect. The DC of this save is equal to DC 10 + 1/2 the enchanter’s level + the enchanter’s Charisma modifier. Creature that fail this save as affected as if by an aura of the unremarkable spell with a caster level equal to the enchanter’s level. This is a standard action that does not provoke an attack of opportunity.
Imminent Domination (Sp): At 8th level, an enchanter can force others to do his bidding. As a standard action, an enchanter can attempt to dominate a creature as though using the dominate monster spell, except that the creature must have a number of Hit Dice equal to or less than the enchanter’s level. The targeted creature receives a Will saving throw each round to negate the effect. The DC is equal to 10 + 1/2 the enchanter’s level + the enchanter’s Charisma modifier. An enchanter can dominate creatures for a number of rounds per day equal to his enchanter level. These rounds do not need to be consecutive. The enchanter must concentrate as a standard action to maintain control over a dominated creature.
Greater Beguile (Sp): At 9th level, an enchanter’s beguile ability can now affect any creature, regardless of type. This is similar to charm monster.
Burst of Indecision (Su): At 12th level, an enchanter can release a wave of mental energy in a 30-foot burst once per day as a standard action. Any non-allied creature within the area is suddenly beset with unexplainable doubts about the effectiveness or relevance of its actions. The creature takes a –4 penalty on its ability checks, skill checks, and concentration checks for a number of rounds equal to the enchanter’s level, unless it makes a successful Will save (DC 10 + 1/2 the enchanter’s level + the enchanter’s Charisma modifier) to negate this effect. This is a standard action that does not provoke an attack of opportunity. This penalty increases to –6 at 15th level, and –8 at 18th level. This is a mind-affecting effect.
Mass Beguile (Sp): At 15th level, an enchanter’s beguile ability affects a number of creatures whose combined HD do not exceed twice his enchanter level, or at least one creature regardless of HD. If there are more potential targets than the enchanter can affect, he can choose them one at a time until he must choose a creature with too many HD to affect. This is similar to mass charm monster.
Perilous Resolve (Su): At 16th level, an enchanter can release a wave of energy that weakens the mental resistance of all non-allied creatures in a 20-foot burst. Creatures caught within the burst must make a successful Will save or take a –10 penalty on Wisdom checks and Will saves. Affected creatures take the penalty for a number of rounds equal to the enchanter’s level. This ability can be used once per day and requires a standard action that does not provoke an attack of opportunity. This is a mind-affecting effect.
Master of Enchantments (Su): At 20th level, an enchanter’s mastery over and resilience to mind-affecting effects is unparalleled. The bonus granted by his impenetrable mind ability increases to +8 and he becomes immune to the confused, cowering, dazed, and shaken conditions. In addition, the enchanter can cast dominate monster (as the spell) once per day with a caster level equal to his enchanter level.
ENCHANTER SPELL LIST
Enchanters gain access to the following spells.
0-Level Enchanter Spells—acid splash, arcane mark, dancing lights, daze, detect magic, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, read magic, resistance, touch of fatigue.
1st-Level Enchanter Spells—bungle, charm person, comprehend languages, delusional pride, ear-piercing scream, endure elements, erase, expeditious retreat, feather fall, floating disk, grease, hold portal, hypnotism, identify, illusion of calm, interrogation, jump, lock gaze, mage armor, magic aura, magic missile, magic weapon, memory lapse, moment of greatness, mount, negative reaction, obscuring mist, protection from chaos/evil/good/law, ray of enfeeblement, shield, sleep, summon monster I , unseen servant, vanish.
2nd-Level Enchanter Spells—adoration, arcane lock, bestow weapon proficiency, blindness/deafness, blur, burning gaze, cat's grace, compassionate ally, continual flame, darkness, daze monster, delay pain, detect thoughts, eagle's splendor, flaming sphere, fox's cunning, glitterdust, gust of wind, haunting mists, hideous laughter, hypnotic pattern, invisibility, knock, levitate, miserable pity, oppressive boredom, protection from arrows, protection from chaos (communal), protection from evil (communal), protection from good (communal), protection from law (communal), qualm, resist energy, ricochet shot, scare, share language, share memory, shatter, summon monster II, tactical acumen, touch of idiocy, unnatural lust.
3rd-Level Enchanter Spells—arcane sight, deep slumber, dispel magic, displacement, distracting cacophony, elemental aura, fly, force punch, gaseous form, haste, heroism, hold person, keen edge, magic circle against chaos/evil/good/law, magic weapon (greater), nondetection, pain strike, protection from energy, rage, reckless infatuation, secret page, seek thoughts, slow, suggestion, summon monster III, tongues, twilight knife, unadulterated loathing, water breathing, wind wall.
4th-Level Enchanter Spells—agonize, arcane eye, bestow curse, charm monster, confusion, control summoned creature, crushing despair, curse of magic negation, darkvision (greater), daze (mass), detect scrying, dimension door, dominate person, feeblemind, fire shield, geas (lesser), globe of invulnerability (lesser), hold monster, invisibility (greater), malfunction, malicious spite, moonstruck, overwhelming grief, phantasmal killer, remove curse, scrying, secure shelter, shout, stone shape, stoneskin, summon monster IV, telekinetic charge, terrible remorse.
5th-Level Enchanter Spells—acidic spray, astral projection (lesser), baleful polymorph, break enchantment, charm monster (mass), cloudkill, contact other plane, curse of disgust, demand, hold person (mass), interposing hand, mage's private sanctum, magic jar, mind fog, nightmare, pain strike (mass), permanency, persistent image, planar adaptation, planar binding (lesser), polymorph, power word blind, prying eyes, secret chest, sending, smug narcissism, summon monster V, symbol of pain, symbol of sleep, telekinesis, telepathic bond, teleport, wall of force, waves of fatigue.
6th-Level Enchanter Spells—acid fog, analyze dweomer, cloak of dreams, curse (major), dispel magic (greater), dominate monster, eagle's splendor (mass), envious urge, eyebite, flesh to stone, fluid form, forceful hand, fox's cunning (mass), geas/quest, globe of invulnerability, guards and wards, heroism (greater), hold monster (mass), insanity, planar binding, power word stun, repulsion, serenity, stone to flesh, suggestion (mass), summon monster VI, symbol of fear, symbol of persuasion, true seeing, utter contempt, vengeful outrage.
Table: Enchanter
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Beguile, cantrips, detect charm, enchanter’s allure 3 1 — — — — —
2nd +1 +0 +0 +3 Enchanter’s will, mental ray 4 2 — — — — —
3rd +2 +1 +1 +3 Allied assistance 4 3 — — — — —
4th +3 +1 +1 +4 Impenetrable mind 4 3 1 — — — —
5th +3 +1 +1 +4 Command 4 4 2 — — — —
6th +4 +2 +2 +5 Veiled perceptions 5 4 3 — — — —
7th +5 +2 +2 +5 Suggestion 5 4 3 1 — — —
8th +6/+1 +2 +2 +6 Imminent domination 5 5 4 2 — — —
9th +6/+1 +3 +3 +6 Greater beguile 5 5 4 3 — — —
10th +7/+2 +3 +3 +7 5 5 4 3 1 — —
11th +8/+3 +3 +3 +7 Coercion 5 5 4 4 2 — —
12th +9/+4 +4 +4 +8 Burst of indecision 5 5 5 4 3 — —
13th +9/+4 +4 +4 +8 Greater command 5 5 5 4 3 1 —
14th +10/+5 +4 +4 +9 5 5 5 4 4 2 —
15th +11/+6/+1 +5 +5 +9 Mass beguile 5 5 5 5 4 3 —
16th +12/+7/+2 +5 +5 +10 Perilous resolve 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +5 +10 Greater coercion 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +6 +11 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +6 +11 Mass suggestion 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +6 +12 Master of enchantments 5 5 5 5 5 5 5
| Ciaran Barnes |
I really like how each class's skill selection gives it a feel. It further sets each one aprt. Since the classes are not intelligence based, shouldn't they get 4+int instead of 2+int?
The diviner has what I consider a few strange combinations of features. Linguistics as a class skills, master linguist for free languages, and then constant comprehend languages? I understand being able to understand a language and being able to speak it are different, but you do have a lot of overlap here. I might change master linguist to a bonus to linguistics checks. Then we have determining the properties of magic items. Diviners Gift gives a scaling bonus, then suddenly Great Insight gives a +10. Again, its overlap. I would trim some off and replace. I know you have other ideas to fill in the gaps.
| Elghinn Lightbringer |
I really like how each class's skill selection gives it a feel. It further sets each one aprt. Since the classes are not intelligence based, shouldn't they get 4+int instead of 2+int?
The diviner has what I consider a few strange combinations of features. Linguistics as a class skills, master linguist for free languages, and then constant comprehend languages? I understand being able to understand a language and being able to speak it are different, but you do have a lot of overlap here. I might change master linguist to a bonus to linguistics checks. Then we have determining the properties of magic items. Diviners Gift gives a scaling bonus, then suddenly Great Insight gives a +10. Again, its overlap. I would trim some off and replace. I know you have other ideas to fill in the gaps.
Some are Intelligence based (spellbook users) and others Charisma based (spontaneous). Summoners (Cha based) only have 2 + Int. Certai ones have 4 + Int depending on their role again. Diviner has 4 + Int, and I think the Illusionist and Transmuter too. All theothers have only 2 + Int.
As to your overlapping points, I shall take a look and get back to you. I may indeed have some redundancies going on. Good suggestions on fixes by the way. I always prefer constructive criticisms with possible fixes instead of just criticisms without possible fixes.
| AnnoyingOrange |
Here's the first one, the Abjurer.
** spoiler omitted **...
I have scanned through it, a few points :
Arcane shield, underwhelming it seems to be a waste of action at any level. I'd rather see it as a swift action lasting a single round, or an immediate action for a single attack. Also, it might be a good idea to start it at +2 and climb as shield of faith does, a +1 bonus to start off is a bit unexciting.
Abjurer's touch, the duration is a nice touch, I find something is missing here though, like with arcane shield it is not BIG enough to use an action on, let alone a touch action by itself. Possibly suppresing magic on the target for a single round or something (like a temporary dispel) might be cool.
Expert Abjurer, it's fine except you do not really need a bonus to learn spells as a spontaneous caster.
Abjuring Step, ok, though I found it odd that you went for an 3+int ability here instead.
Spell invulnerability, the opposed checks I am not sure on, it adds more rolls and I wonder if that is really needed for a similar result, can you not just give opposing casters a number to beat ?
Furthermore, I am not so sure on that it kinda copies but not quite is like the globe of invulnerability spells. It effectively will eliminate those spells from the casters 'to have' list, but sadly is in some respects inferior to those spells.
Finally, it is another ability with 3+cha times per day, it is a bit too much, perhaps by this point you should look at a system more like Arcane Points to fuel all the abilities to diminish the book keeping of separate abilities ?
Dispel Magic, is of course a trademark if not the trademark of the abjurer. One thing I am missing in the class is a bonus on dispel checks, something like a +2 and later +4, I'd look for feats that do something similar and consider granting those as (a) bonus feat(s) at some point to prevent overkill stacking on dispel checks.
Grand Abjuration, is a bit meh.. a bonus on saves versus abjuration is great when you are an outsider I guess.. but otherwise.. not so much, A casting of a spell that is likely on his spell list for some levels now is likewise not spectacular.
Spells :
Dispel Magic to lvl 2
Dismissal to lvl 4 (like cleric, also banishment is lvl 5)
Break Enchantment lvl 4 (like bard)
I'd also consider adding some of these :
Delay Poison (2)
Remove Fear (1)
Detect Charm (1)
Detect undead (1)
Hide from undead (1)
Entropic Shield (1)
Sanctuary (1)
Calm emotions (2)
Delay Pain (2)
Shield Other (1 or 2)
Status (2)
Undetectable alignment (2)
Daylight (3)
Invisibility purge (3)
Magic Vestment (3)
Dimensional Anchor (4)
Freedom of movement (4)
Ward Shield (4)
Life Bubble (4)
Siphon Magic (4)
True Seeing (5)
Antilife Shell (6)
Word of Recall (6)
| Elghinn Lightbringer |
How's this Ciaran Barnes?
1) Move Shared Languages to 2nd.
2) Move Protective acumen to 3rd (+1, +2 at 8th, +3 at 13th, +4 at 18th)
3) Replaced Great Insight with this.
Master Linguist (Ex): At 6th level, a diviner can decipher the subtle nuances and phonetic patterns of verbal communication. If a diviner listens carefully to a conversation spoken in an unfamiliar language for 3 rounds and then makes a successful Linguistics check, he can decipher the linguistic patterns of the language enough to understand what is being said for 1 minute. A successful DC 20 Linguistics check allows the diviner to gain only a rudimentary understanding of what is being said, 25 for a basic comprehension of the conversation, and 30 or higher for total comprehension as if the words had been translated directly to him. If the check fails, a DC 5 Wisdom check is made to avoid drawing a false conclusion about the conversation. (Success means that you do not draw a false conclusion; failure means that you do.) Once the diviner has completed the 3 rounds of listening, he must make the Linguistics check within the next 3 rounds. If he fails to do so, the diviner must spend an additional 3 rounds listening to the conversation before making another Linguistics attempt.
4) Now, I could still add in a simple bonus to Linguistics check (like adding his Int bonus or something or 1/2 level?) at 2nd, and move the other two abilities back to where they were. But that would then aid his Master Linguist ability. Do you think that would be overpowered?
He would gain a +3 bonus to Master Linguist ability at 6th level, up to a +10 at 19th. By 20th, he could pretty much understand any language by just listening, but then, that's no worse than having a constant comprehend language spell, right? Maybe that would work.
So put Shared Language back to 3rd, Protective Acumen back to 4th, keep Master Linguist at 6th and add the following at 2nd.
Linguistics Expert (Ex): At 2nd level, a diviner adds half his class level as a bonus on all Linguistic checks involving verbal or written language.
With these in place, I think I can remove the Bonus Language ability and replace them with soemthing else.
| Elghinn Lightbringer |
Elghinn Lightbringer wrote:Here's the first one, the Abjurer.
** spoiler omitted **...
I have scanned through it, a few points :
Arcane shield, underwhelming it seems to be a waste of action at any level. I'd rather see it as a swift action lasting a single round, or an immediate action for a single attack. Also, it might be a good idea to start it at +2 and climb as shield of faith does, a +1 bonus to start off is a bit unexciting.
Abjurer's touch, the duration is a nice touch, I find something is missing here though, like with arcane shield it is not BIG enough to use an action on, let alone a touch action by itself. Possibly suppresing magic on the target for a single round or something (like a temporary dispel) might be cool.
I'll have more later..
Great Suggestions AO! Thanks!
Abjurer's Touch is actually the Counterspell Focused School's "Disruption" ability word for word, and Aracen Shield is the Aburation School's Protective Ward ability word for word. Now as a true Abjurist, these abilities could certainly be altered in the way you suggested, making them just a bit better than the regualar Specialist Wizard. But my concern is they would then be BETTER than the normal abilities. Mind you, these guys don't get the extra school spell slots that a specialist wizard does. Thoughts?
| AnnoyingOrange |
AnnoyingOrange wrote:Great Suggestions AO! Thanks!Elghinn Lightbringer wrote:Here's the first one, the Abjurer.
** spoiler omitted **...
I have scanned through it, a few points :
Arcane shield, underwhelming it seems to be a waste of action at any level. I'd rather see it as a swift action lasting a single round, or an immediate action for a single attack. Also, it might be a good idea to start it at +2 and climb as shield of faith does, a +1 bonus to start off is a bit unexciting.
Abjurer's touch, the duration is a nice touch, I find something is missing here though, like with arcane shield it is not BIG enough to use an action on, let alone a touch action by itself. Possibly suppresing magic on the target for a single round or something (like a temporary dispel) might be cool.
I'll have more later..
I edited/added to my post some, I wrote down some things as I saw them when reading. Hope there is something useful in there. Glad to see some abjurer love, it seems like it might turn out a great support character in a party.
| Elghinn Lightbringer |
I edited/added to my post some, I wrote down some things as I saw them when reading. Hope there is something useful in there. Glad to see some abjurer love, it seems like it might turn out a great support character in a party.
Yes you did add more! And at the same time, I added more too. :D
I'll take alook at these additional suggestions too.
| Ciaran Barnes |
Your revised master linguist is very clever. I like the use of existing rules in new ways. It is pretty complicated though. I might go something like this: after listening to the conversation for 3 rounds, the diviner can understand what is being said in that language as long as he concentrates. That is not polished wording, of course, but it would be simpler to use. You could include an opposed roll I supposed, Linguistics vs Bluff, for example.
I like the simplicity of Linguistics Expert. Would it be too much to add "a diviner can use Linguistics to read magical writing."? That would require additional explantion too though, such as explaining the DC is equal to 20 + 1/2 the caster level.
I don't want to get you caught upon something so minor, though. You've obviously put a great deal of work into these.
| AnnoyingOrange |
AnnoyingOrange wrote:Elghinn Lightbringer wrote:Here's the first one, the Abjurer.
** spoiler omitted **...
I have scanned through it, a few points :
Arcane shield, underwhelming it seems to be a waste of action at any level. I'd rather see it as a swift action lasting a single round, or an immediate action for a single attack. Also, it might be a good idea to start it at +2 and climb as shield of faith does, a +1 bonus to start off is a bit unexciting.
Abjurer's touch, the duration is a nice touch, I find something is missing here though, like with arcane shield it is not BIG enough to use an action on, let alone a touch action by itself. Possibly suppresing magic on the target for a single round or something (like a temporary dispel) might be cool.
I'll have more later..
Great Suggestions AO! Thanks!
Abjurer's Touch is actually the Counterspell Focused School's "Disruption" ability word for word, and Aracen Shield is the Aburation School's Protective Ward ability word for word. Now as a true Abjurist, these abilities could certainly be altered in the way you suggested, making them just a bit better than the regualar Specialist Wizard. But my concern is they would then be BETTER than the normal abilities. Mind you, these guys don't get the extra school spell slots that a specialist wizard does. Thoughts?
I do not mind making the abilities better than a full caster's abilities, what I would be careful with is making them better from level 1 on. Since the wizard and 'abjurer' are at that point the most similar, later they will start to diverge more and you can easily justify giving them better class abilities.
As to the protective ward, it is not the same exactly :
Protective Ward (Su)
"As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier."
This wizard's (abjurer) ability is a 10' radius field, while your version was a personal effect. The original ability wasn't spectacular but possibly fun, yours was mobile but without radius field. Using a standard action to keep yourself a little safer is not very fun, possibly preventing others from getting hit (and motivating them to stay close to you) is in my view more fun. By making the ability more dynamic swift/immediate it regains a lot of use while still being suboptimal compared to a casting of shield of faith.
The disruption ability, like stated, I personally would rarely use, if you have a chance to ignore a single spell effect for a round then it becomes a fun ability. Seeing as you get the ability to dispel magic at 4 it is hardly overpowered, but it might see actually see use that way.
| Elghinn Lightbringer |
Your revised master linguist is very clever. I like the use of existing rules in new ways. It is pretty complicated though. I might go something like this: after listening to the conversation for 3 rounds, the diviner can understand what is being said in that language as long as he concentrates. That is not polished wording, of course, but it would be simpler to use. You could include an opposed roll I supposed, Linguistics vs Bluff, for example.
I like the simplicity of Linguistics Expert. Would it be too much to add "a diviner can use Linguistics to read magical writing."? That would require additional explantion too though, such as explaining the DC is equal to 20 + 1/2 the caster level.
I don't want to get you caught upon something so minor, though. You've obviously put a great deal of work into these.
How's this CB?
Linguistics Expert (Ex): At 2nd level, a diviner adds half his class level as a bonus on all Linguistic checks involving verbal or written language, as well as Spellcraft checks made to decipher written magical items.
Master Linguist (Ex): At 6th level, a diviner can decipher the subtle nuances and phonetic patterns of verbal communication. If a diviner listens carefully to a conversation spoken in an unfamiliar language for 3 rounds and then makes a successful DC 20 Linguistics check, he can understand what is being said for as long as he is concentrates. Once the diviner has completed the 3 rounds of listening, he must make the Linguistics check within the next 3 rounds. If he fails to do so, the diviner must spend an additional 3 rounds listening to the conversation before making another Linguistics attempt.
| Elghinn Lightbringer |
In response to your comments AO:
I have scanned through it, a few points :
I’ve made a number of changes in bold, as follows.
Arcane shield, underwhelming it seems to be a waste of action at any level. I'd rather see it as a swift action lasting a single round, or an immediate action for a single attack. Also, it might be a good idea to start it at +2 and climb as shield of faith does, a +1 bonus to start off is a bit unexciting.
Arcane Shield (Su): As a swift action, an abjurer can create an aura of protective magic in a 10-foot radius around himself for a number of rounds equal to his Charisma modifier. Any allies (including the abjurer) within the radius gains a +2 deflection bonus to his Armor Class, and an additional +1 to the bonus every six levels thereafter (maximum +5 at 18th level). An abjurer can use this ability a number of times per day equal to 3 + his charisma modifier.
Abjurer's touch, the duration is a nice touch, I find something is missing here though, like with arcane shield it is not BIG enough to use an action on, let alone a touch action by itself. Possibly suppresing magic on the target for a single round or something (like a temporary dispel) might be cool.
Abjurer’s Touch (Su): At 1st level, an abjurer gains the ability to disrupt spellcasting with a touch. As a melee touch attack, an abjurer can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is wasted. This field lasts for a number of rounds equal to half the abjurer’s level (minimum 1). Alternatively, an abjurer can make a melee touch attack against a creature or object to temporarily suppress the magical abilities of a magic item for 1 round (as dispel magic). An abjurer can use this ability a number of times per day equal to 3 + his Charisma modifier.
Expert Abjurer, it's fine except you do not really need a bonus to learn spells as a spontaneous caster.
Removed the “learn” part of this ability.
Abjuring Step, ok, though I found it odd that you went for an 3+int ability here instead.
Adjuring Step (Sp): At 2nd level, an abjurer can, as a swift action, use adjuring step as a spell-like ability for a number of rounds per day equal to his class level. These rounds do not need to be consecutive. An abjurer can take two 5-foot steps each round and still cast spells and use spell-like abilities without provoke attacks of opportunity. This effect automatically discharges as soon as the abjurer makes an attack, casts a harmful spell against another creature, or moves more than 5 feet with a single move action. If the action that discharges the spell also provokes attacks of opportunity, that action still provokes attacks of opportunity as normal.
Spell invulnerability, the opposed checks I am not sure on, it adds more rolls and I wonder if that is really needed for a similar result, can you not just give opposing casters a number to beat ?
Furthermore, I am not so sure on that it kinda copies but not quite is like the globe of invulnerability spells. It effectively will eliminate those spells from the casters 'to have' list, but sadly is in some respects inferior to those spells.
Finally, it is another ability with 3+cha times per day, it is a bit too much, perhaps by this point you should look at a system more like Arcane Points to fuel all the abilities to diminish the book keeping of separate abilities ?
Completely changed this one.
Spell Invulnerability (Su): Starting at 3rd level, an abjurer can, as a standard action, generate an immobile, faintly shimmering magical shield, centered on himself. He can use this ability for a number of rounds per day equal to his class level + his Charisma modifier. These rounds do not need to be consecutive. This shield is a 10-foot-radius spherical emanation that excludes spell effects of 1st level or lower. Spells of 2nd level and higher are not affected by the shield, nor are spells already in effect when the ability is activated. The area or effect of any such spells does not include the area of the shield and fail to affect those within it. Excluded effects include spell-like abilities and spells or spell-like effects from items. Any type of spell, however, can be cast through or out of the magical shield. The shield can be brought down by a dispel magic spell. Spell effects are not disrupted unless their effects enter the shield, and even then they are merely suppressed, not dispelled. If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether the shield stops it.
At 5th level and every 2 levels thereafter, the spell level the shield excludes increases by one spell level (2nd, 3rd, etc.), to a maximum of 9th–level spells at 19th level. Spell invulnerability otherwise functions as the globe of invulnerability spell, and is considered to be part of his spell list for the purposes of spell trigger and spell completion items.
Dispel Magic, is of course a trademark if not the trademark of the abjurer. One thing I am missing in the class is a bonus on dispel checks, something like a +2 and later +4, I'd look for feats that do something similar and consider granting those as (a) bonus feat(s) at some point to prevent overkill stacking on dispel checks.
I added the following ability at 4th level.
Master Abjurer (Ex): At 4th level, an abjurer gains a competence +2 bonus on all dispel checks. This bonus increases to +4 at 10th level. This bonus does not stack with any feats that grant a similar benefit.
Grand Abjuration, is a bit meh.. a bonus on saves versus abjuration is great when you are an outsider I guess.. but otherwise.. not so much, A casting of a spell that is likely on his spell list for some levels now is likewise not spectacular.
I’ve changed Grand Abjuration to the following instead.
Grand Abjuration (Su): At 20th level, an abjurer becomes the true bane of the magical arts. Whenever an abjurer casts mage’s disjunction, he can select a number of allies equal to his Charisma modifier that are not affected by the spell. In addition, whenever an abjurer casts mage’s disjunction, it has the following improved effects:
• Magical items within the burst are destroyed instead of suppressed if their saving throws result in a natural 1 or 2 on the die.
• An abjurer has a 2% chance per caster level of destroying an antimagic field.
• When targeting a single item, the item’s Will save penalty to avoid being permanently destroyed increases to –10.
When an artifacts that are destroyed by an abjurer, there is only a 50% chance of attracting the attention of some powerful being who has an interest in or connection with the device.
Spells :
Dispel Magic to lvl 2
Dismissal to lvl 4 (like cleric, also banishment is lvl 5)
Break Enchantment lvl 4 (like bard)
Added the ones above, and will be adding the ones below with an asterisk, which seem like a good fit.
I'd also consider adding some of these :
Delay Poison (2)
Remove Fear (1)*
Detect Charm (1)
Detect undead (1)
Hide from undead (1)
Entropic Shield (1) *
Sanctuary (1) *
Calm emotions (2)
Delay Pain (2)
Shield Other (1 or 2) *
Status (2)
Undetectable alignment (2)*
Daylight (3) *
Invisibility purge (3) *
Magic Vestment (3)
Dimensional Anchor (4) *
Freedom of movement (4)*
Ward Shield (4) *
Life Bubble (4) *
Siphon Magic (4) *
True Seeing (5) *
Antilife Shell (6)*
Word of Recall (6)
| AnnoyingOrange |
The changes to the abjurer are very nice, though I admit I wasn't sure about :
* Spell Invulnerability :
my first reading I was a bit like.. woah isn't that too powerful ?! I think it will turn out to be quite alright in play though, if it is powerful it is only because the magic at that level is. I'd personally top it out at level 7 spells, but I might play test it in this version.
* Grand Abjuration :
- what if the abjurer does not want to destroy magical items ?
- destroying artifacts should not be commonplace and I consider the the attention of a powerful being more or less an indirect result, which has not much at all to do with the spell itself.
- Also, most abjurers will have Mage's Disjunction as a spell but they are not guaranteed to have it unless they pick it up.
I'd add dispel magic at lvl 2, greater dispel magic at lvl 4 and mage's disjunction at lvl 6 as bonus spells as soon as they can cast spells for that level.
Dispel Magic will be available at level 4 (versus a wizard at level 5)
Greater Dispel Magic will be available to them at level 10 then rather than 13 (versus a wizard at level 11)
Mage's disjunction at level 16 (versus a wizard at level 17)
So an abjurer will have it's trademark spells always one level earlier than a full wizard.
* BTW, how can I type in blue ?
| AnnoyingOrange |
@AnnoyingOrange - check the "How to format your text" tab, below. It's the "ooc" format - "out of character" - useful in PbP (Play by Post) for information outside the game world, but handy here. Bold text helps too...!
Thanks OceanshieldWolf, never knew that. I have sofar only used about 4 of the functions there. I'll try to be less lazy and polish up my posts with some fancy effects to increase readability.
@ Elghinn/Bardess, I second the request to document it. I would like to come up with some alternate classes to replace the more traditional magic users (most notably the wizard) in my campaigns and this might fit quite well.
I'd love to see what you have done with the other "specialists", I'll gladly give you feedback on the others as well whenever I can spare the time. I might even be tempted to work on some archetypes for whatever you come up with.
| Elghinn Lightbringer |
@Bardess: Yes, I can pdf these, ONCE they are finalized and well balanced. Busy doing another set of pfds right now so i may be a while. Can always put the doc on my mediafire or something.
@AO: Archetypes would be great! Go for it. I'm going to hold off on the other classes for now, until the three that are up have been hammered through. Otherwise, it's going to be difficult for me (and likely all of us) to keep jumping from one class to the othe once all of them are up.
Also, I shall take your suggestions into consideration. I think the Spell Invulnerability should be OK, since its rounds per day, not times per day, which should balance with the power level of blocking 9th level spells.
| AnnoyingOrange |
The diviner
I rather see all of them charisma based really, the bonus on knowledge skills and additional skill points do enough to make him an impressive fountain of knowledge, making him an intelligence based caster is overkill in my opinion.
Though, and this goes for all of them really, I'd like to have some option for them to utilize a spellbook. Maybe let them have a single spell known every spell level they can replace with another spell by studying ?
The following two abilities overlap and is a bit much together, I'd just remove the bonus on identifying magical items from Diviner's Gift :
Diviner’s Gift: A diviner adds half his level to all Knowledge skill checks and Spellcraft skill checks made to determine the properties of magic items. The diviner can make all Knowledge skill checks untrained. The bonuses gained from this ability stack with those gained from Bardic Knowledge.
Great Insight (Ex): At 6th level, a diviner gains the ability to understand magic items. Whenever a diviner examines a magic item to determine its properties, he gains a +10 circumstance bonus on his Spellcraft skill check.
| Elghinn Lightbringer |
The diviner
I rather see all of them charisma based really, the bonus on knowledge skills and additional skill points do enough to make him an impressive fountain of knowledge, making him an intelligence based caster is overkill in my opinion.
Though, and this goes for all of them really, I'd like to have some option for them to utilize a spellbook. Maybe let them have a single spell known every spell level they can replace with another spell by studying ?The following two abilities overlap and is a bit much together, I'd just remove the bonus on identifying magical items from Diviner's Gift :
Diviner’s Gift: A diviner adds half his level to all Knowledge skill checks and Spellcraft skill checks made to determine the properties of magic items. The diviner can make all Knowledge skill checks untrained. The bonuses gained from this ability stack with those gained from Bardic Knowledge.
Great Insight (Ex): At 6th level, a diviner gains the ability to understand magic items. Whenever a diviner examines a magic item to determine its properties, he gains a +10 circumstance bonus on his Spellcraft skill check.
Already addressed these up the thread. Sorry, he's staying a prepared caster. Plus, a Diviner should be a fountain of knowledge.
As we keep hashing out the current three posted classes, I'll repost the updated versions.
| Ciaran Barnes |
How's this CB?Linguistics Expert (Ex): At 2nd level, a diviner adds half his class level as a bonus on all Linguistic checks involving verbal or written language, as well as Spellcraft checks made to decipher written magical items.
Master Linguist (Ex): At 6th level, a diviner can decipher the subtle nuances and phonetic patterns of verbal communication. If a diviner listens carefully to a conversation spoken in an unfamiliar language for 3 rounds and then makes a successful DC 20 Linguistics check, he can understand what is being said for as long as he is concentrates. Once the diviner has completed the 3 rounds of listening, he must make the Linguistics check within the next 3 rounds. If he fails to do so, the diviner must spend an additional 3 rounds listening to the conversation before making another Linguistics attempt.
You could shorten ML a bit by making the check automatic at the end of the three rounds, instead of allowing three more rounds to make it. I like what you've done though.
Don't forget to lower the level of the abjurer's Greater Dispel Magic.
I'm really excited to see your evoker. I am hoping that instead of a pure plaster, it has a bunch of utility powers and party buffs. Maybe with elemental/energy flavor?
| Elghinn Lightbringer |
You could shorten ML a bit by making the check automatic at the end of the three rounds, instead of allowing three more rounds to make it. I like what you've done though.Don't forget to lower the level of the abjurer's Greater Dispel Magic.
I'm really excited to see your evoker. I am hoping that instead of a pure plaster, it has a bunch of utility powers and party buffs. Maybe with elemental/energy flavor?
I'll see what I can do with ML. Now what Greater Dispel Magic are you talking about? As part of his Dispel Magic ability? or on his spell list?
Re Evoker: Guess you'll have to see.
So no one has anything to say on the Enchanter yet, huh?
| Elghinn Lightbringer |
OK, with all the changes to the Abjurer, I'm reposting it in it's updated form.
I moved Dispel magic to 3rd, and Arcane REsitance to 4th. Also added a new ability at 18th and changed Grand Abjuration completely.
While many wizards practice arcane arts of both defense and resistance, the abjurer is the most adept. Focusing on protection, banishment, and dispelling magic, as well as spells that otherwise suspend or destroys magical enchantments, the abjurer is fearsome foe in the face of all spellcasters alike. Able to disrupt a spell by a mere touch, increase his own magical resistances, or disjoin magical energies outright, the abjurer can be apowerful enemy or a trusted friend.
Role: Abjurers spend much of their time tweaking protective spells, seeking to enhance or increase their effectiveness. Most abjurers tend to protective and calm under fire, relying on their abjuration magic to protect them and their allies in the face of a magical barrage of offensive spells. Social by nature, abjurers seek to prevent harm to themselves and their allies.
Alignment: Any.
Hit Dice: d8.
Class Skills: The abjurer’s class abilities are Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Lingusitics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiency: The abjurer is proficient with all simple weapons. An abjurer is proficient with light armor, but not with shields. He can cast abjurer spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an abjurer wearing medium armor, heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass abjurer still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: An abjurer casts arcane spells drawn from the abjurer spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, an abjurer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an abjurer’s spell is 10 + the spell level + the abjurer’s Charisma modifier.
An abjurer can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Abjurer. In addition, he receives bonus spells per day if he has a high Charisma.
An abjurer’s selection of spells is extremely limited. An abjurer begins play knowing four 0-level spells and two 1st-level spells of the abjurer’s choice. At each new abjurer level, he gains one or more new spells as indicated on Table: Abjurer Spells Known. (Unlike spells per day, the number of spells an abjurer knows is not affected by his Charisma score. The numbers on Table: Abjurer Spells Known are fixed.)
Upon reaching 5th level, and at every third abjurer level thereafter (8th, 11th, and so on), an abjurer can choose to learn a new spell in place of one he already knows. In effect, the abjurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level abjurer spell he can cast. An abjurer may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Cantrips: An abjurer learns a number of cantrips, or 0-level spells, as noted on Table: Abjurer Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.
Abjurer’s Touch (Su): At 1st level, an abjurer gains the ability to disrupt spellcasting with a touch. As a melee touch attack, an abjurer can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is wasted. This field lasts for a number of rounds equal to half the abjurer’s level (minimum 1). Alternatively, an abjurer can make a melee touch attack against a creature or object to temporarily suppress the magical abilities of a magic item for 1 round (as dispel magic). An abjurer can use this ability a number of times per day equal to 3 + his Charisma modifier.
Arcane Shield (Su): As a swift action, an abjurer can create an aura of protective magic in a 10-foot radius around himself for a number of rounds equal to his Charisma modifier. Any allies (including the abjurer) within the radius gains a +2 deflection bonus to his Armor Class, and an additional +1 to the bonus every six levels thereafter (maximum +5 at 18th level). An abjurer can use this ability a number of times per day equal to 3 + his Charisma modifier.
Expert Abjuration (Ex): An abjurer adds half his class level (minimum 1) to all Spellcraft skill checks made to counter spells, and to identify spells from the Abjuration school.
Adjuring Step (Sp): At 2nd level, an abjurer can, as a swift action, use adjuring step as a spell-like ability for a number of rounds per day equal to his class level. These rounds do not need to be consecutive. An abjurer can take two 5-foot steps each round and still cast spells and use spell-like abilities without provoke attacks of opportunity. This effect automatically discharges as soon as the abjurer makes an attack, casts a harmful spell against another creature, or moves more than 5 feet with a single move action. If the action that discharges the spell also provokes attacks of opportunity, that action still provokes attacks of opportunity as normal.
Improved Counterspell (Ex): At 2nd level, an abjurer gains Improved Counterspell as a bonus feat.
Dispel Magic (Sp): At 3rd level, an abjurer can use dispel magic as a spell-like ability once per day. At 8th level and every five levels thereafter, an abjurer can use dispel magic one additional time per day, up to a maximum of four times per day at 18th level. At 9th level, this ability functions as greater dispel magic.
Arcane Resistance (Su): Starting at 4th level, an abjurer gains a +2 bonus on saving throws against spells and spell-like abilities. At 12th level, this bonus increases to +4.
Spell Invulnerability (Su): Starting at 3rd level, an abjurer can, as a standard action, generate an immobile, faintly shimmering magical shield, centered on himself. He can use this ability for a number of rounds per day equal to his class level + his Charisma modifier. These rounds do not need to be consecutive. This shield is a 10-foot-radius spherical emanation that excludes spell effects of 1st level or lower. Spells of 2nd level and higher are not affected by the shield, nor are spells already in effect when the ability is activated. The area or effect of any such spells does not include the area of the shield and fail to affect those within it. Excluded effects include spell-like abilities and spells or spell-like effects from items. Any type of spell, however, can be cast through or out of the magical shield. The shield can be brought down by a dispel magic spell. Spell effects are not disrupted unless their effects enter the shield, and even then they are merely suppressed, not dispelled. If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether the shield stops it.
At 5th level and every 2 levels thereafter, the spell level the shield excludes increases by one spell level (2nd, 3rd, etc.), to a maximum of 9th–level spells at 19th level. Spell invulnerability otherwise functions as the globe of invulnerability spell, and is considered to be part of his spell list for the purposes of spell trigger and spell completion items.
Master Abjurer (Ex): At 4th level, an abjurer gains a competence +2 bonus on all dispel checks. This bonus increases to +4 at 10th level. This bonus does not stack with any feats that grant a similar benefit.
Energy Absorption (Su): At 6th level, an abjurer gains an amount of energy absorption equal to 3 times his abjurer level per day (maximum of 60 at 20th level). Whenever the abjurer takes energy damage (acid, cold, electricity, fire, or sonic), he applies immunity, vulnerability (if any), and resistance first and applies the rest to this absorption, reducing his daily total by that amount. Any damage in excess of his absorption is applied to the abjurer normally.
Greater Counterspell (Ex): At 8th level, an abjurer can attempt to counterspell an opponent’s spell once per day as an immediate action (instead of a readied action). He must use a spell at least one level higher than the spell being countered to use this ability. An abjurer can use this ability once per day at 8th level, plus one additional time per day for every four levels beyond 8th.
Aura of Banishment (Su): At 10th level, an abjurer can emit a 30-foot aura of banishment for a number of rounds per day equal to his abjurer level. Any summoned or called creature in the area must make a Will save each round. Once the creature fails a Will saving throw, it is staggered as long as it remains inside the aura. If it fails a second Will saving throw, it is immediately sent back to its home plane and the spell that summoned it immediately ends. If that spell summoned more than one creature, only the creature that failed its saving throws is affected. These rounds do not need to be consecutive.
Master Counterspell (Ex): At 16th level, whenever an abjurer successfully counters a spell, it returns back to its caster. This works exactly like the spell turning spell.
Greater Spell Resistance (Su): At 18th level, an abjurer gains spell resistance equal to 12 + his abjurer level + his Charisma modifier for a number of rounds equal to his level. These rounds do not need to be consecutive.
Grand Abjuration (Su): At 20th level, an abjurer becomes the true bane of all magical items. Once per day, an abjurer can touch a magical item and drain it of all magical properties. The item touched must make a successful Will save (DC 10 + 1/2 the abjurer’s level + his Charisma modifier) to prevent the abjurer from draining it. If a creature is holding it at the time, then the item can use the holder's Will save bonus in place of its own if the holder's is better. In such cases, contact is made by making a melee touch attack roll. Upon draining an item, the abjurer becomes fatigued for 1d4 rounds. A drained item can only be restored by a wish or miracle spell.
In addition, an abjurer can use this ability to destroy a sphere of annihilation. Upon touching the sphere, there is a 50% chance (01—50 on d%) that the sphere of annihilation is destroyed in a tremendous explosion that deals 2d6 x10 points of damage to everything within a 60-foot radius (Reflex save for half damage). If the attempt to destroy the sphere fails, the abjurer must make a DC 30 Fortitude save or be instantly sucked into the sphere and utterly destroyed. If the save is successful, the abjurer takes 5d6 points of damage and is otherwise unaffected by the sphere of annihilation. An abjurer cannot use this ability against the same sphere of annihilation more than once, though another abjurer could attempt to destroy it in the same manner.
ABJURER SPELL LIST
Abjurers gain access to the following spells.
0-Level Abjurer Spells—acid splash, arcane mark, detect magic, detect poison, disrupt undead, light, mage hand, mending, message, open/close, prestidigitation, read magic, resistance.
1st-Level Abjurer Spells—adjuring step, alarm, animate rope, comprehend languages, endure elements, entropic shield, erase, expeditious retreat, feather fall, floating disk, forced quiet, hold portal, identify, mage armor, magic aura, magic missile, magic weapon, moment of greatness, obscuring mist, peacebond, protection from chaos/evil/good/law, ray of enfeeblement, remove fear, sanctuary, see alignment, shield, shock shield, shocking grasp, unprepared combatant.
2nd-Level Abjurer Spells—acid arrow, arcane lock, bullet shield, compassionate ally, continual flame, create pit, darkness, darkvision, defensive shock, dispel magic, dust of twilight, endure elements (communal), fog cloud, glitterdust, gust of wind, knock, levitate, locate object, miserable pity, obscure object, protection from arrows, protection from chaos (communal), protection from energy, protection from evil (communal), protection from good (communal), protection from law (communal), protective penumbra, resist energy, rope trick, see invisibility, shield other, tactical acumen, undetectable alignment, warding weapon.
3rd-Level Abjurer Spells—ablative barrier, arcane sight, ash storm, blink, cloak of winds, darkvision (communal), daylight, displacement, distracting cacophony, draconic reservoir, explosive runes, fly, gaseous form, gentle repose, globe of invulnerability (lesser), halt undead, haste, hold person, invisibility purge, magic circle against chaos/evil/good/law, nondetection, protection from arrows (communal), remove curse, resist energy (communal), secret page, sepia snake sigil, sleet storm, slow, spiked pit, stinking cloud, stoneskin, tiny hut, tongues, water breathing, wind wall.
4th-Level Abjurer Spells—age resistance (lesser), break enchantment, curse of magic negation, darkvision (greater), detect scrying, dimension door, dimensional anchor, dismissal, dispel magic (greater), fire shield, fire trap, freedom of movement, globe of invulnerability, life bubble, locate creature, malfunction, nondetection (communal), planar binding (lesser), protection from energy (communal), resilient sphere, scrying, secure shelter, shadow step, siphon magic, stone shape, stoneskin (communal), tongues (communal), true form, ward shield.
5th-Level Abjurer Spells—absorb toxicity, antimagic field, astral projection (lesser), banishment, deflection, echolocation, expend, fickle winds, hold monster, interposing hand, life bubble, mage's faithful hound, mage's private sanctum, overland flight, passwall, permanency, planar adaptation, polymorph, prismatic wall, secret chest, sending, soothe construct, spell turning, telekinesis, telepathic bond, teleport, true seeing, unbreakable construct, wall of force, wall of stone, wreath of blades.
6th-Level Abjurer Spells—age resistance, analyze dweomer, antilife shell, battlemind link, contingency, control water, dimensional lock, forceful hand, getaway, guards and wards, mage's disjunction, mind blank, move earth, planar binding, prismatic sphere, protection from spells, repulsion, stone to flesh, symbol of sealing, teleport (greater), true seeing, wall of iron, wall of suppression.
Table: Abjurer
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Abjurer’s touch, arcane shield, cantrips, 3 1 — — — — —
expert abjuration
2nd +1 +0 +3 +3 Adjuring step, improved counterspell 4 2 — — — — —
3rd +2 +1 +3 +3 Dispel magic, spell invulnerability I 4 3 — — — — —
4th +3 +1 +4 +4 Arcane resistance, master abjurer 4 3 1 — — — —
5th +3 +1 +4 +4 Spell invulnerability II 4 4 2 — — — —
6th +4 +2 +5 +5 Energy absorption 5 4 3 — — — —
7th +5 +2 +5 +5 Spell invulnerability III 5 4 3 1 — — —
8th +6/+1 +2 +6 +6 Greater counterspell 5 5 4 2 — — —
9th +6/+1 +3 +6 +6 Spell invulnerability IV 5 5 4 3 — — —
10th +7/+2 +3 +7 +7 Aura of banishment 5 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Spell invulnerability V 5 5 4 4 2 — —
12th +9/+4 +4 +8 +8 5 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Spell invulnerability VI 5 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 5 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Spell invulnerability VII 5 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Master counterspell 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Spell invulnerability VIII 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Greater spell resistance 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Spell invulnerability IX 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Grand abjuration 5 5 5 5 5 5 5
Table: Abjurer Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —
2nd 5 3 — — — — —
3rd 6 4 — — — — —
4th 6 4 2 — — — —
5th 6 4 3 — — — —
6th 6 4 4 — — — —
7th 6 5 4 2 — — —
8th 6 5 4 3 — — —
9th 6 5 4 4 — — —
10th 6 5 5 4 2 — —
11th 6 6 5 4 3 — —
12th 6 6 5 4 4 — —
13th 6 6 5 5 4 2 —
14th 6 6 6 5 4 3 —
15th 6 6 6 5 4 4 —
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5
| Byrdology |
So many suggestions EL - Byrdology, Bardess, Ciaran Barnes, AnnoyingOrange, heck even I got excited during the email passes. You know what this means:
Many plenties of archetypes!!!
Yeah, I think Lemon and I flooded the MCA thread with samurai and ninja archetypes *sheepish grin*
But I already have wheels a turning for these... Great work EL!
| AnnoyingOrange |
I think Abjurer should have perception on it's skill list, but I think it can drop intimidate.
I think enchanter should have sense motive on it's skill list, but can drop perception.
I notice you added more spells to the enchanter's list that are not directly in line with it's role, the enchanter also has more spells than both the diviner and abjurer, possibly you overshot the goal to diversify the spell list a bit, or possibly should adjust the other spell lists a bit too ?
I see several spells in the enchanter's list that could/should be lower level, spells that fit thematically are lower level on other spell lists like bard and sometimes summoner (though I think the summoner list has some issues, but bard is a good comparison).
Adoration (bard 1), daze monster (summoner 1), hideous laughter (bard 1), unnatural lust (bard 1), heroism (bard 2), hold person (everyone but wizard 2), rage (bard 2), reckless infatuation (bard 2), suggestion (bard 2), unadulterated loathing (bard 2), charm monster (bard 3), confusion (bard 3), crushing despair (bard 3), malicious spite (bard 3), overwhelming grief (bard 3), terrible remorse (bard 3), break enchantment (bard 4)..
There are more but these are some spells up to lvl 4 that seem at least as suited to the enchanter. Additionally there are quite a few spells on the bard list that the enchanter should have in my opinion, I'd advise to browse the bard list for suitable spells and when considering the level of those spells. Keep in mind that in many cases dropping a spell 1 or 2 levels might mean a wizard still has access to it sooner.
Lvl 1 spell – wiz 1, enchanter 1
lvl 2 spell – wiz 3, enchanter 4
lvl 3 spell – wiz 5, enchanter 7
lvl 4 spell – wiz 7, enchanter 10
lvl 5 spell – wiz 9, enchanter 13
lvl 6 spell – wiz 11, enchanter 16
I think you should strive to have trademark spells accessible to the enchanter 1 character level earlier, so suggestion should be a lvl 2 spell (enchanter 4, wiz 5), dominate monster lvl 6 (enchanter 16, wiz 17).
Dominate person sits on an awkward level, making it lvl 3 is too low, lvl 4 makes it a lvl late to compete with the wizard in the party, that makes it a good candidate for a spell like ability at lvl 8 or 9. Imminent domination comes close but it more restrictive in some ways.
I think these specialists should compare favorably to wizards and other casters concerning their chosen specialty compared to other more general casters, at least not be beaten by them in that regard.
| Elghinn Lightbringer |
I think Abjurer should have perception on it's skill list, but I think it can drop intimidate.
Good idea!
I think enchanter should have sense motive on it's skill list, but can drop perception.
Good idea!
I notice you added more spells to the enchanter's list that are not directly in line with it's role, the enchanter also has more spells than both the diviner and abjurer, possibly you overshot the goal to diversify the spell list a bit, or possibly should adjust the other spell lists a bit too ?
If you could point out what spells you would consider removing, that would be great! I've also looked at a comparision of the number of spells of each spell level between all of my classes. Some have too many at certain levels, some too few, but yes, Enchanter has WAY too many spells (as you can see below) compared to my other classes. So some help in paring the lists down would be awesome.
However, that said the Summoner has the following spell numbers: 12/34/40/51/34/29/19. I think I should be using the following number of spells per spell level as a guide: 0 (12-14), 1st (32-34), 2nd (35-38), 3rd (40-44), 4th (32-34), 5th (27-31), 6th (20-24). Or somewhere there about!
Spell Levels
Class: 0/1st/2nd/3rd/4th/5th/6th
Abjurer: 13/32/34/38/29/31/23
Diviner: 12/33/33/32/24/34/23
Enchanter: 18/46/53/41/32/36/28
Evoker: 15/38/39/35/27/23/31
Illusionist: 17/37/40/32/22/27/21
Necromancer: 14/26/34/44/32/37/20
Transmuter: 13/29/35/32/20/34/24
Summoner: 12/34/40/51/34/29/19
So I may need to add some here and there to balance things out. All depends on what spells too.
I see several spells in the enchanter's list that could/should be lower level, spells that fit thematically are lower level on other spell lists like bard and sometimes summoner (though I think the summoner list has some issues, but bard is a good comparison).
Adoration (bard 1), daze monster (summoner 1), hideous laughter (bard 1), unnatural lust (bard 1), heroism (bard 2), hold person (everyone but wizard 2), rage (bard 2), reckless infatuation (bard 2), suggestion (bard 2), unadulterated loathing (bard 2), charm monster (bard 3), confusion (bard 3), crushing despair (bard 3), malicious spite (bard 3), overwhelming grief (bard 3), terrible remorse (bard 3), break enchantment (bard 4)..
There are more but these are some spells up to lvl 4 that seem at least as suited to the enchanter. Additionally there are quite a few spells on the bard list that the enchanter should have in my opinion, I'd advise to browse the bard list for suitable spells and when considering the level of those spells. Keep in mind that in many cases dropping a spell 1 or 2 levels might mean a wizard still has access to it sooner.
I actually did just this prior to your posting your post. Went through the bard, as the current resident "enchantment" class and put al enchantment spells at the same level as the bard.
Lvl 1 spell – wiz 1, enchanter 1
lvl 2 spell – wiz 3, enchanter 4
lvl 3 spell – wiz 5, enchanter 7
lvl 4 spell – wiz 7, enchanter 10
lvl 5 spell – wiz 9, enchanter 13
lvl 6 spell – wiz 11, enchanter 16
I think you should strive to have trademark spells accessible to the enchanter 1 character level earlier, so suggestion should be a lvl 2 spell (enchanter 4, wiz 5), dominate monster lvl 6 (enchanter 16, wiz 17).
Dominate person sits on an awkward level, making it lvl 3 is too low, lvl 4 makes it a lvl late to compete with the wizard in the party, that makes it a good candidate for a spell like ability at lvl 8 or 9. Imminent domination comes close but it more restrictive in some ways.
See Imminent Domination at 8th level
I think these specialists should compare favorably to wizards and other casters concerning their chosen specialty compared to other more general casters, at least not be beaten by them in that regard.
Agreed
| Elghinn Lightbringer |
I'm thinking that, just like we did with the Enchanter, moving all the "enchantment" spells up 1 level, of doing the same with the other classes' primary school spells. Thoughts? The Evoker would be getting fireball and lightning bolt at 2nd, but they scale with level anyways, making a 2d6 fireball or lightning bolt. Also, it may depend on the individual spells too.
| Elghinn Lightbringer |
| 1 person marked this as a favorite. |
OK, here are the revised Spell Lists for the Abjurer, Diviner, and Enchanter.
0-Level Abjurer Spells—acid splash, arcane mark, detect magic, detect poison, disrupt undead, light, mage hand, mending, message, open/close, prestidigitation, read magic, resistance.
1st-Level Abjurer Spells—adjuring step, alarm, animate rope, comprehend languages, endure elements, entropic shield, erase, expeditious retreat, feather fall, floating disk, forced quiet, hold portal, identify, mage armor, magic aura, magic missile, magic weapon, moment of greatness, obscuring mist, peacebond, protection from arrows, protection from chaos/evil/good/law, ray of enfeeblement, remove fear, resist energy, sanctuary, see alignment, shield, shock shield, shocking grasp, unprepared combatant.
2nd-Level Abjurer Spells—acid arrow, arcane lock, bullet shield, compassionate ally, continual flame, create pit, darkness, darkvision, defensive shock, dispel magic, dust of twilight, endure elements (communal), fog cloud, glitterdust, gust of wind, knock, levitate, locate object, magic circle against chaos/evil/good/law, miserable pity, nondetection, obscure object, protection from chaos/evil/good/law (communal), protection from arrows (communal), protection from energy, protective penumbra, resist energy (communal), rope trick, see invisibility, shield other, tactical acumen, undetectable alignment, warding weapon.
3rd-Level Abjurer Spells—ablative barrier, arcane sight, ash storm, blink, cloak of winds, curse of magic negation, darkvision (communal), daylight, displacement, distracting cacophony, draconic reservoir, explosive runes, fly, gaseous form, gentle repose, globe of invulnerability (lesser), halt undead, haste, hold person, invisibility purge, nondetection (communal), protection from energy (communal), remove curse, secret page, sepia snake sigil, sleet storm, slow, spiked pit, stinking cloud, stoneskin, tiny hut, tongues, water breathing, wind wall.
4th-Level Abjurer Spells—age resistance (lesser), antimagic field, break enchantment, darkvision (greater), detect scrying, dimension door, dimensional anchor, dismissal, dispel magic (greater), guards and wards, fire shield, fire trap, freedom of movement, globe of invulnerability, life bubble, locate creature, mage's private sanctum, malfunction, , repulsion, resilient sphere, scrying, secure shelter, shadow step, siphon magic, stone shape, stoneskin (communal), symbol of sealing, tongues (communal), true form, ward shield.
5th-Level Abjurer Spells—absorb toxicity, astral projection (lesser), banishment, deflection, circle of clarity, deflection, echolocation, expend, fickle winds, hold monster, interposing hand, life bubble, mage's faithful hound, overland flight, passwall, permanency, planar adaptation, planar binding (lesser), polymorph, prismatic wall, secret chest, sending, sequester, soothe construct, spell turning, telekinesis, telepathic bond, teleport, true seeing, unbreakable construct, wall of force, wall of stone, wreath of blades.
6th-Level Abjurer Spells—age resistance, analyze dweomer, antilife shell, battlemind link, contingency, control water, dimensional lock, forceful hand, freedom, getaway, imprisonment, mage's disjunction, mind blank, move earth, planar binding, prismatic sphere, protection from spells, stone to flesh, symbol of vulnerability, teleport (greater), true seeing, wall of iron, wall of suppression.
0-Level Diviner Spells—arcane mark, daze, detect magic, detect poison, light, mage hand, mending, message, open/close, prestidigitation, read magic, resistance.
1st-Level Diviner Spells—alarm, anticipate peril, burning hands, comprehend languages, crafter's curse, crafter's fortune, detect secret doors, detect undead, endure elements, erase, expeditious retreat, feather fall, floating disk, hold portal, identify, mage armor, magic aura, magic missile, moment of greatness, mount, obscuring mist, protection from chaos/evil/good/law, ray of enfeeblement, see alignment, shield, shocking grasp, sleep, true strike, unerring weapon, unseen servant.
2nd-Level Diviner Spells—arcane lock, arcane sight, blood biography, blood transcription, cat's grace, clairaudience/clairvoyance, continual flame, create treasure map, darkness, darkvision, detect thoughts, elemental speech, flaming sphere, fox's cunning, glitterdust, gust of wind, knock, levitate, locate object, locate weakness, magic mouth, owl’s wisdom, protection from arrows, protection from chaos/evil/good/law (communal), resist energy, scorching ray, see invisibility, seek thoughts, share language, share memory, shatter, spider climb, stone call, tactical acumen, tongues, whispering wind.
3rd-Level Diviner Spells—arcane eye, blink, contact other plane, countless eyes, darkvision (communal), daylight, detect scrying, dispel magic, flame arrow, fly, force punch, gaseous form, haste, lightning bolt, locate creature, magic circle against chaos/evil/good/law, named bullet, nondetection, protection from energy, prying eyes, scrying, sepia snake sigil, share language (communal), share senses, sleet storm, symbol of revelation, symbol of scrying, telepathic bond, tiny hut, tongues (communal), twilight knife, versatile weapon, water breathing, wind wall.
4th-Level Diviner Spells—age resistance (lesser), analyze dweomer, ball lightning, battlemind link, darkvision (greater), dimension door, dimensional anchor, fire shield, globe of invulnerability (lesser), legend lore, minor creation, named bullet (greater), nondetection (communal), resilient sphere, secure shelter, stone shape, stoneskin, telekinetic charge, true seeing, wall of fire, wall of ice.
5th-Level Diviner Spells—arcane sight (greater), astral projection (lesser), blight, break enchantment, cloudkill, dismissal, echolocation, eyebite, dispel magic (greater), elemental body II, lightning arc, mage's faithful hound., mage's private sanctum, major creation, overland flight, passwall, permanency, planar adaptation, planar binding (lesser), polymorph, scrying (greater), sending, telekinesis, teleport, transmute mud to rock, transmute rock to mud, vision, wall of force, wall of stone.
6th-Level Diviner Spells—age resistance, antimagic field, cat's grace (mass), chain lightning, contingency, discern location, flesh to stone, forceful hand, foresight, fox's cunning (mass), freezing sphere, globe of invulnerability, moment of prescience, move earth, owl's wisdom (mass), prediction of failure, prying eyes (greater), serenity, stone to flesh, symbol of fear, wall of iron.
0-Level Enchanter Spells—acid splash, arcane mark, dancing lights, daze, detect magic, flare, ghost sound, light, mage hand, message, open/close, read magic, resistance, touch of fatigue.
1st-Level Enchanter Spells—adoration, beguiling gift, borrow skill, bungle, charm person, compel hostility, confusion (lesser), comprehend languages, delusional pride, detect charm, endure elements, erase, expeditious retreat, feather fall, floating disk, forbid action, forced quiet, fumbletongue, hold portal, hypnotism, identify, illusion of calm, interrogation, lock gaze, mage armor, magic aura, magic missile, memory lapse, moment of greatness, negative reaction, obscuring mist, ray of enfeeblement, shield, sleep.
2nd-Level Enchanter Spells—arcane lock, bestow weapon proficiency, blindness/deafness, burning gaze, calm animal, calm emotions, cat's grace, charm animal, command, compassionate ally, darkness, daze monster, deep slumber, delay pain, detect thoughts, eagle's splendor, enthrall, flaming sphere, heroism, hideous laughter, hold person, hypnotic pattern, invisibility, knock, levitate, miserable pity, oppressive boredom, protection from arrows, qualm, rage, reckless infatuation, ricochet shot, scare, suggestion, tactical acumen, touch of idiocy, unadulterated loathing, unnatural lust.
3rd-Level Enchanter Spells—arcane sight, aura of the unremarkable, charm monster, confusion, control summoned creature, crushing despair, curse of disgust, daze (mass), dispel magic, displacement, distracting cacophony, dominate person, elemental aura, feeblemind, fly, force punch, gaseous form, geas (lesser), good hope, haste, hold animal, hold monster, keen edge, malfunction, malicious spite, moonstruck, nondetection, overwhelming grief, pain strike, protection from energy, resist energy, secret page, seek thoughts, slow, smug narcissism, symbol of sleep, terrible remorse, tongues, twilight knife, water breathing, wind wall, zone of truth.
4th-Level Enchanter Spells—agonize, arcane eye, bestow curse, cloak of dreams, curse of magic negation, darkvision (greater), detect scrying, dimension door, dominate animal, envious urge, fear, fire shield, forbid action (greater), geas/quest, globe of invulnerability (lesser), heroism (greater), invisibility (greater), modify memory, phantasmal killer, remove curse, scrying, secure shelter, serenity, shout, sleepwalk, stone shape, stoneskin, suggestion (mass), symbol of persuasion, telekinetic charge, utter contempt, vengeful outrage.
5th-Level Enchanter Spells—acidic spray, astral projection (lesser), break enchantment, charm monster (mass), cloudkill, command (greater), demand, hold person (mass), insanity, mage's private sanctum, magic jar, mind fog, nightmare, pain strike (mass), permanency, planar adaptation, planar binding (lesser), polymorph, power word blind, prying eyes, secret chest, sending, symbol of pain, symbol of stunning, telekinesis, telepathic bond, teleport, wall of force, waves of ecstacy, waves of fatigue.
6th-Level Enchanter Spells—analyze dweomer, antipathy, binding, charm monster (mass), curse (major), demand, dispel magic (greater), dominate monster, euphoric tranquility, flesh to stone, globe of invulnerability, heroic invocation, hold monster (mass), irresistible dance, overwhelming presence, power word kill, power word stun, stone to flesh, symbol of fear, symbol of insanity, symbol of strife, sympathy, true seeing.
| AnnoyingOrange |
OK, here are the revised Spell Lists for the Abjurer, Diviner, and Enchanter.
** spoiler omitted **...
Have you considered just giving them access to all wizard/sorcerer spells at the appropriate spell level, but listing the exceptions instead, a list of favored spells (that they get earlier access to) ?
This will delay or deny them access to most spells after 1st level but keeps the list at least partially auto-updated.
I would also give them a free spell known from their list of favored spells at each spell level and maybe give a bonus with those spells, +1 DC and +2 concentration checks with their preferred spells increasing by +1/+2 at level 9 and 17 for example.
Just brainstorming a bit here, I never was fond of limited spell lists in 3.5 and this would allow them to function and blend in with the classic spell casters much more easily. I know it is not how the summoner does things but there is a lot of criticism on that spell list, this will allow you to make more conscious decisions about favored spells.
EDIT: I will go through the spell lists when I have the time, juggling a few things at the moment though.
| Arcanemuses |
| 1 person marked this as a favorite. |
I had this same basic idea a few days ago, combat savvy school specialists. But here is the one big thing that I added that was different and might fit in with your idea, Lightbringer.
Somatic Weapons
Each School Specialist is proficient with a martial or exotic light weapon that symbolizes the virtues of their school's magic. The specialist may fight with their somatic weapons in either hand as if they had the Two Weapon Fighting Feat. Additionally, they may make somatic gestures with the weapon in hand by making flourishing gestures and writing runes in the air.
Abjuration/Tonfa: Representing the protective virtues abjuration, tonfas are the somatic weapons of Abjurers.
Conjuration/Kerambit: In regards to their ability to be hidden and then "conjured" by sleight of hand, the kerambit is the somatic weapon of conjurers.
Divination/Butterfly Swords: With wide blades polished like mirrors, the butterfly swords inspire reflective insight for diviners.
Enchantment/Tekko-Kagi (Iron Claw): Just as enchantment spells disarm men of their wits and reason, tekko-kagi disarms them of their weapons.
Evocation/Starknives: In reverence to the bright splendor and ranged deadliness of evocation spells, the starknives are the somatic weapons of evokers.
Illusion/Fighting Fans: Made to baffle the senses, the ever-deceptive fighting fans are the somatic weapons of illusionists.
Necromancy/Quardens: For their virtue in making victims bleed the brutal quadrens are the somatic weapons of necromancers.
Transmutation/Wakizashi: What once began as crude iron has been transformed into the finest steel. Held in high regard for symbolizing transitional refinement, the wakizashi are the somatic weapons of transmuters.
Somatic Strike
At (???) level the specialist may combine a somatic gesture and an attack into a single movement. As a full round action they may make a full attack AND cast a spell at a single target. All attacks made are at a penalty equal to the level of the spell being cast. This cast be used once per day. Casting the spell does not provoke attacks of opportunity.