| Arcanemuses |
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Bonded Ring School
Rather than devote study to spellcraft, the ring school of wizardry focuses on the deeper aspects of ringcraft.
Digital Harmony: Your bonded ring is not jealous of their rings, and therefore does not take up a ring slot when worn and activated. It can only be removed if you willingly remove it or you are dead. At 20th level, your ring is considered a part of you, and can be used in place of a diamond to bring you back to life via spells such as true resurrection and resurrection.
Expanding Circles: When casting spells with circular area effects (such as cones, cylinders, or spheres), you can expand the area by loft. You can use this ability a number of times per day equal to 3+ you Int modifier.
One Ring to Rule Them All: At 8th level, when a magical ring is worn by a target within 100 ft of you, you may seize control over the wearer as a standard action. The target must make a will save DC 10 +1/2 level + your Int modifier. If they fail they are under your control as per the dominate person spell. You can only control one such person in this way at a time.
Bonded Amulet School
Rather than focus on spell craft, the amulet school offers health and hardiness when in dire need.
Pulse of Life: Your bonded amulet pulses dimly with the rhythm of your heart (or essence). You gain a bonus to fortitude saves vs. magical effects equal to your Int Bonus. This bonus increases by +1 at 7th and 15th level. At 20th level, you become immune to transmutation or necromancy effects (choose one).
Arcane Heart: Once per day, you can heal yourself up to a number of hit points equal to your Int score as a standard action. This can be done additional times per day at 7th and 15th level.
Cleansing Gem: At 8th level, while wearing your bonded amulet, you become immune to all diseases, including supernatural diseases. You also gain a Fort bonus vs. poison equal to your Int bonus. If you are undead, you instead gain a +4 bonus to will saves vs. positive energy.
Bonded Weapon School
Rather than focus on the finer points of spellcraft, the Bonded Weapon School prepares the wizard for times when spells fail, and steel is needed.
Observant Defender: You add your Int bonus in place of your Str bonus to you CMD and CMB Checks when wielding your bonded weapon. Your CMD and CMB increase by +1 at 7th and 15th levels. At 20th level, you can no longer be disarmed of you Bonded weapon.
Covalent Bond: Your bonded weapon has half your number of hit points, rounded down (not including temporary hit points).
Spell Extension: At 8th level, your bonded weapons augments spell of its damage type. When wielding your bonded weapon and casting a spell that deals damage of your weapon's type, add your bonded weapon's damage in addition to the spells damage. If the spell damages multiple targets, this extra damage is applied to all targets. If the bonded weapon has enhancements that deal extra damage, this extra damage is only applied to one target (player's choice).
Familiar School
While some arcane schools focus on the various forms of spellcraft, the familiar school specializes in the art of familiar keeping.
Improved Special Ability: The special ability bonus granted by your familiar is doubled. This bonus increases by +1 every five wizard level you possess, up to a maximum of +4 at 20th level. At 20th level, you may always take 10 when rolling the relative check to this bonus. If the bonus does not apply to a d20 check, simply increase the bonus by +10.
Arcane Grooming: Your familiar is more stern of body and mind than others. Choose on elemental and one physical ability score. You familiar gains a +4 bonus to these abilities. These abilities do not stack with magical enhancements. If you acquire a new familiar, these same bonuses apply to their same abilities.
Aura of Familiarity: At 8th Level, animals of your familiar's kind will not attack you, even if they are summoned or magically compelled to do so. If you attack or directly harm such a creature, you lose your aura for 24hrs. So long as your familiar remain within 30ft of you, it gain the druid's Devotion feature, granting it a +4 moral bonus on Will saves against enchantment spells and effects.
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It may be because I'm not a naitive speaker, but what does "expand the area by loft" mean?
Thanks in advance.
P.S.: On the familiar school, you choose an "elemental" ability score... which are those? :P
Thank you for catching those typos, Efreeti. I meant to write "expand the area by 10 ft" and "mental score", not elemental score.
I'm Hiding In Your Closet
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To answer the original question from Greatbear, these four schools can be selected in place of the Universalist School, and like the Universalist School, they provide none of the bonuses or drawbacks concerning spells. I hope that makes sense.
On the one hand, I guess that's passable; on the other hand, I kind of feel like you're passing up the opportunity to create your own interesting spell lists to go with these (think of the Bonded Witch).
What about Wand and Staff Schools?