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eftexar
2012-04-11, 05:01 PM
Mage (3.5)

A bit of a forward to this project:I've always had a problem with the spellcasting classes in D&D, particularly the whole vanacian system. Those with access to up to 6th level spells never really bothered me, but 8th and 9th level spells are just too much. My biggest problem is the number of autowin spells (particularly those that replace skill checks, as well as spells like power word and antimagic), strict per day limits without any abilities when you run out, and perhaps more broadly the balance of magic compared to mundane.
I'm thinking a reduction in range, most spells will be subject to spell resistance, and no autosuccess spells (though, as an exception, I think spells that can counter each other would be rather interesting) for a start. Spells will also need to scale much better than they did before, while each grade of spells should be better than the last even with the scaling.
And finally no more vanacian system. Sure there are still spells per day present, but you don't have to prepare your spells, you have a smaller number of them (unless you play the scholar, but that's sort of its purpose), and you can use your weaker spells at will. Your most powerful spells are your nukes and problems solvers, even more so than before, and using a single one of those spells puts a sizable dent in your resources. This system scales in a way that represents the difficulty of spellcasting and a spellcaster overcoming them.
Beyond this D&D spellcasting doesn't allow for magic duels. Why is it so hard to unravel or dispel a spell? Shouldn't a spellcaster understand how to put together a spell and pull it apart? Because of this mages will be able to dispel and counterspell almost at will.
This class, alongside the spellcasting system posted below, is an attempt to rectify these problems as well as others. I more than welcome help on rewriting the spells.
Some spells didn't make it through the chopping block. Obviously I had to remove or rename some because of their trademarked names. I've already eliminated the evocation school (splitting it between transmutation and conjuration). Others have been moved.
I'm hoping to make this a tier 3 spell casting class. After this I plan to replace the Cleric with a priest class of the same tier. Beyond that specialty classes might be in order with their own unique spell lists (I'm definitely hoping to create a duskblade or warmage like class and some sort of beguiler at some point).

Class Features

Hit Die: d6

Starting Gold: As Wizard

Skills: Appraise (Int), Concentration (Con), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language (n/a), Spellcraft (Int), and Use Magic Device (Int).

Skill Points: 4 + Int mod (x 4 at first level)

{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |{colsp=3} Spells Known Apprentice / Initiate / Master | Metamagic Feats
1st | +0 | +0 | +0 | +2 | Spellcasting, Metamagic | 3 | - | - |
2nd | +1 | +0 | +0 | +3 | | 4 | - | - |
3rd | +1 | +1 | +1 | +3 | | 5 | - | - |
4th | +2 | +1 | +1 | +4 | Dispel | 6 | - | - |
5th | +2 | +1 | +1 | +4 | | 6 | 1 | - | +1
6th | +3 | +2 | +2 | +5 | Caster Strength +1 | 7 | 2 | - |
7th | +3 | +2 | +2 | +5 | Innate Arcana | 7 | 2 | - |
8th | +4 | +2 | +2 | +6 | Counterspell | 8 | 3 | - |
9th | +4 | +3 | +3 | +6 | | 8 | 3 | 1 | +1
10th | +5 | +3 | +3 | +7 | Caster Strength +2 | 9 | 4 | 2 |
11th | +5 | +3 | +3 | +7 | Innate Arcana | 9 | 4 | 2 |
12th | +6/+1 | +4 | +4 | +8 | Chain Dispel | 9 | 5 | 3 |
13th | +6/+1 | +4 | +4 | +8 | | 9 | 5 | 3 | +1
14th | +7/+2 | +4 | +4 | +9 | Caster Strength +3 | 9 | 6 | 4 |
15th | +7/+2 | +5 | +5 | +9 | Innate Arcana | 9 | 6 | 4 |
16th | +8/+3 | +5 | +5 | +10 | Steal Spell | 9 | 6 | 5 |
17th | +8/+3 | +5 | +5 | +10 | | 9 | 6 | 5 | +1
18th | +9/+4 | +6 | +6 | +11 | Caster Strength +4 | 9 | 6 | 5 |
19th | +9/+4 | +6 | +6 | +11 | Innate Arcana | 9 | 6 | 5 |
20th | +10/+5 | +6 | +6| +12 | Reflect Spell | 9 | 6 | 5 |
[/table]

Weapons and Armor Proficiencies: The Mage is proficient with simple weapons, but not with armor or shields.

Class Abilities
[B]Spellcasting:
The mage casts spells from the scholar/mage spell list. He learns spells as listed on the table above. The mage may not learn a spell of a new rank unless he has at least 2 spells of the same school of the previous rank (though obviously this does not apply to apprentice spells). The mage is a spontaneous caster and, so, may cast any spell he knows (within limitations of course).
The save DC for any spell cast by the mage is equal to 10 + 1/2 his caster strength + his charisma modifier. His caster strength, for the purposes of casting mage spells, is equal to his total mage levels + 1/2 of his total levels in all other classes.
The mage has limitations to casting based on what spells he has access to and how many he knows:

With access to only apprentice spells:

• Casting spells requires extreme effort on part of the caster and channeling arcane energies taxes the mind. The mage must make a will save to cast any apprentice spell. The DC for this is the same as the spell's save DC.
With access to initiate spells:

• The mage may only cast his initiate spells a combined number of times each day equal to the number of initiate spells he knows. He recovers all uses after 8 hours of rest.
• As long as the mage has initiate spells left for the day he may cast apprentice spells without making a will save.
With access to master spells:

• The mage may only cast his master spells a combined number of times each day equal to the number of master spells he knows. He recovers all uses after 8 hours of rest.
• He may now use his apprentice spells at will, without any sort of limitations to their use.
• Once per round during the mage's turn, as a swift action that does not provoke attacks of opportunity, he may burn 1 master spell use to recover 3 uses of his initiate spells.

Casting any spell requires the mage to make gestures with both hands. Gestures may not be made with a hand that holds something. The act of casting a spell also provokes attacks of opportunity.
Furthermore any of the following conditions provokes a concentration check (DC 10 + his total HD + the minimum level needed to know the spell):

• When the mage takes damage or is afflicted by a special condition
• Attempting to cast or maintain a spell while grappled or pinned
• Vigorous Motion (such as while on a rocking wagon or in violent weather).
• Attempting to cast or maintain a spell while entangled
• Attempting to cast a spell while wearing medium or heavy armor
If more than one condition is present at one time, then only one check needs to be made. Failure results in a mishap taking place, rolled with a d4:

1. A surge of energy slams into the mage, as the spell fails, dealing 1d6 per 3 mage levels needed to cast the spell (minimum of 1d6, round to nearest number of die) + 1/4 his caster strength (round up) damage, bypassing any protection or resistences he may have.
2. The spell is still cast, but its area or target(s) is randomly altered to a new area or target(s). If it has no area or target (such as a range of personal), then use option 3 instead.
3. The mage simply fails to cast the spell.
4. The spell is still cast, but targets the mage instead. If the original intent was to target himself, then use option 1 instead.
Note that regardless of the mishap if the spell had limitations to uses, that use, alongside the action, is wasted.
Spellcasting otherwise follows the revised rules listed within the spellcasting post. Note that this is not an addendum to the original spellcasting rules, but is instead a replacement.

Lv1 > Metamagic (Ex):
The mage is immediately granted access to metamagic feats and now qualifies for them through normal leveling. He also gains additional metamagic feats as noted above (see table).
The mage may only apply one metamagic feat at a time to any spell and doing so requires no additional action on his part. Once a metamagic feat is used the mage must wait 1d4 + 1/2 the level needed to cast the spell (rounded down) rounds before he can apply another metamagic feat to another spell.
The mage may only apply this method of using metamagic feats to mage spells, as other spellcasting classes may use different restrictions.

Lv4 > Dispel (Sp):
As a standard action the mage may attempt to dispel a single spell already in effect within 30ft that he is aware of (usually includes spells he has seen cast or that the effects are visible of). He must make a successful spellcraft check (DC 10 + the spells save DC) to do so.

Lv6, 10, 14, 18 > Caster Strength (Sp):
The mage gains the bonus indicated (note that this is not a cumulative bonus) to his caster strength.

Lv7, 11, 15, 19 > Innate Arcana (Sp):
At each indicated level the mage may choose a single apprentice rank spell that he knows. Once per day he may cast that spell as a spell-like ability. He may choose the same spell multiple times, gaining an additional use (as a spell-like ability) each time.
Because these are cast as spell-like abilities they do not follow the mage's normal rules for spellcasting (see the revised spellcasting rules section).

Lv8 > Counterspell (Sp):
Any spell, but not spell-like ability, cast within 60ft of the mage provokes an attack of opportunity if it didn't already.
If the spell wouldn't normally have provoked an attack of opportunity he must however, instead of an actual attack of opportunity, attempt to stop the target from casting with a counterspell attempt. He may attempt to counterspell even if this isn't the case however (thought it still replaces his attack of opportunity). The mage may not counterspell spell-like abilities.
Anyone the mage counterspells must make a concentration check or lose the spell that provoked it (failing to cast it). Unlike normal concentration checks it does not have the chance to interrupt any spells other than the one that provoked the counterspell attempt and does not result in a mishap.

Lv12 > Chain Dispel (Sp):
If the mage is successful with a dispel attempt against a targeted creature or object, he may extend his dispel action into a full round action to attempt to dispel all remaining effects. He need only make one check against all remaining effects, but takes a -4 to this check.

Lv16 > Steal Spell (Sp):
If the mage is successful with a dispel attempt (see his Dispel ability) against a targeted creature or object, he may extend his dispel action into a full round action to immediately gains the remaining effects of that spell as if it had been cast on him.

Lv20 > Reflect Spell (Sp):
If the mage successfully prevents a target from casting a spell with his counterspell ability, he may immediately reflect the effect back on his target.
Treat this as if, for all purposes, the mage had cast the spell himself. This does not, however, require the mage take part in any of the processes normally needed to cast the spell (nor does it provoke attacks of opportunity or allow for a counterspell itself).

eftexar
2012-04-11, 05:03 PM
Scholar (3.5)


Class Features

Hit Die: d6

Starting Gold: As Wizard

Skills: Appraise (Int), Concentration (Con), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language (n/a), Spellcraft (Int), and Use Magic Device (Int).

Skill Points: 8 + Int mod (x 4 at first level)

{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |{colsp=2} Spells Prepared Apprentice / Initiate | Metamagic Feats
1st | +0 | +0 | +0 | +2 | Spellcasting, Spell Book, Metamagic | 3 | - |
2nd | +1 | +0 | +0 | +3 | | 4 | - |
3rd | +1 | +1 | +1 | +3 | | 5 | - | +1
4th | +2 | +1 | +1 | +4 | Dispel | 6 | - |
5th | +2 | +1 | +1 | +4 | | 7 | 1 | +1
6th | +3 | +2 | +2 | +5 | Erudite | 7 | 2 |
7th | +3 | +2 | +2 | +5 | | 8 | 3 | +1
8th | +4 | +2 | +2 | +6 | Counterspell | 9 | 3 |
9th | +4 | +3 | +3 | +6 | | 9 | 4 | +1
10th | +5 | +3 | +3 | +7 | Erudite | 10 | 4 |
11th | +5 | +3 | +3 | +7 | | 11 | 5 | +1
12th | +6/+1 | +4 | +4 | +8 | Chain Dispel | 11 | 5 |
13th | +6/+1 | +4 | +4 | +8 | | 12 | 6 | +1
14th | +7/+2 | +4 | +4 | +9 | Erudite | 12 | 6 |
15th | +7/+2 | +5 | +5 | +9 | | 13 | 7 | +1
16th | +8/+3 | +5 | +5 | +10 | Steal Spell | 13 | 7 |
17th | +8/+3 | +5 | +5 | +10 | | 14 | 8 | +1
18th | +9/+4 | +6 | +6 | +11 | Erudite | 15 | 8 |
19th | +9/+4 | +6 | +6 | +11 | | 15 | 8 | +1
20th | +10/+5 | +6 | +6| +12 | Reflect Spell | 16 | 8 |
[/table]

Weapons and Armor Proficiencies: The Scholar is proficient with simple weapons and light armor, but not with shields.

Class Abilities
[B]Spellcasting:
The scholar casts spells from the scholar/mage spell list. He does not learn spells as the mage does. The scholar is a prepared caster and so must prepare spells. For this purpose he begins knowing 3 spells and learns 2 new spells at each level of scholar. The scholar may not learn a spell of initiate rank unless he has at least 6 spells of the same school of the apprentice rank.
The scholar must prepare these spells to be able to cast them, each spell he prepares counting towards his limit (see spells per day on table). The scholar may prepare new spells at the start of each day when he wakes, requiring 8 hours of rest.
The save DC for any spell cast by the scholar is equal to 10 + 1/2 his caster strength + his intelligence modifier. His caster strength, for the purposes of casting scholar spells, is equal to his total scholar levels + 1/2 of his total levels in all other classes.
The scholar has limitations to casting based on what spells he has access to and how many he knows:

With access to only apprentice spells:

• Casting spells requires extreme effort on part of the caster and channeling arcane energies taxes the mind. The scholar must make a will save to cast any apprentice spell. The DC for this is the same as the spell's save DC.
With access to initiate spells:

• The scholar may only cast his initiate spells a combined number of times each day equal to the number of apprentice spells he knows, to maximum of his scholar levels per day. He recovers all uses after 8 hours of rest.
• As long as the scholar has initiate spells left for the day, he may add half his remaining number of initiate spells left to his will saves made to cast apprentice spells.
Casting any spell requires the scholar to make gestures with both hands. Gestures may not be made with a hand that holds something. The act of casting a spell also provokes attacks of opportunity.
Furthermore any of the following conditions provokes a concentration check (DC 10 + his total HD + the minimum level needed to know the spell):

• When the scholar takes damage or is afflicted by a special condition
• Attempting to cast or maintain a spell while grappled or pinned
• Vigorous Motion (such as while on a rocking wagon or in violent weather).
• Attempting to cast or maintain a spell while entangled
• Attempting to cast a spell while wearing medium or heavy armor
If more than one condition is present at one time, then only one check needs to be made. Failure results in a mishap taking place, rolled with a d4:

1. A surge of energy slams into the scholar, as the spell fails, dealing 1d6 per 3 scholar levels needed to cast the spell (minimum of 1d6, round to nearest number of die) + 1/4 his caster strength (round up) damage, bypassing any protection or resistances he may have.
2. The spell is still cast, but its area or target(s) is randomly altered to a new area or target(s). If it has no area or target (such as a range of personal), then use option 3 instead.
3. The scholar simply fails to cast the spell.
4. The spell is still cast, but targets the scholar instead. If the original intent was to target himself, then use option 1 instead.
Note that regardless of the mishap if the spell had limitations to uses, that use, alongside the action, is wasted.
Spellcasting otherwise follows the revised rules listed within the spellcasting post. Note that this is not an addendum to the original spellcasting rules, but is instead a replacement.

Lv1 > Metamagic (Ex):
The scholar is immediately granted access to metamagic feats and now qualifies for them through normal leveling. He also gains additional metamagic feats as noted above (see table).
The scholar may only apply one metamagic feat at a time to any spell, but doing so requires the expenditure of an immediate action. If the scholar applies a metamagic feat to an apprentice spell he may not apply a metamagic feat to any initiate spell until after the end of his next turn. If the scholar instead applies a metamagic feat to an initiate spell he must wait 1d4 rounds before he can apply another metamagic feat to any spell.
The scholar may only apply this method of using metamagic feats to scholar spells, as other spellcasting classes may use different restrictions.

Lv4 > Dispel (Sp):
As a standard action the scholar may attempt to dispel a single spell already in effect within 30ft that he is aware of (usually includes spells he has seen cast or that the effects are visible of). He must make a successful spellcraft check (DC 10 + the spells save DC) to do so.

Lv6, 10, 14, 18 > Erudite:
The scholar may select a single spell not on the scholar/mage spell list*. Whenever he prepares spells he automatically prepares these spells in addition to those on he prepares normally.
The scholar gains a +1 bonus to all knowledge checks each time he gains a spell from this ability.
*Note that the spells it refers to are those of the new spell lists for the specialty classes that have yet be designed for this system.

Lv8 > Counterspell (Sp):
Any spell, but not spell-like ability, cast within 60ft of the scholar provokes an attack of opportunity if it didn't already.
If the spell wouldn't normally have provoked an attack of opportunity he must however, instead of an actual attack of opportunity, attempt to stop the target from casting with a counterspell attempt. He may attempt to counterspell even if this isn't the case however (thought it still replaces his attack of opportunity). The scholar may not counterspell spell-like abilities.
Anyone the scholar counterspells must make a concentration check or lose the spell that provoked it (failing to cast it). Unlike normal concentration checks it does not have the chance to interrupt any spells other than the one that provoked the counterspell attempt and does not result in a mishap.

Lv12 > Chain Dispel (Sp):
If the scholar is successful with a dispel attempt against a targeted creature or object, he may extend his dispel action into a full round action to attempt to dispel all remaining effects. He need only make one check against all remaining effects, but takes a -4 to this check.

Lv16 > Steal Spell (Sp):
If the scholar is successful with a dispel attempt (see his Dispel ability) against a targeted creature or object, he may extend his dispel action into a full round action to immediately gains the remaining effects of that spell as if it had been cast on him.

Lv20 > Reflect Spell (Sp):
If the scholar successfully prevents a target from casting a spell with his counterspell ability, he may immediately reflect the effect back on his target.
Treat this as if, for all purposes, the scholar had cast the spell himself. This does not, however, require the scholar take part in any of the processes normally needed to cast the spell (nor does it provoke attacks of opportunity or allow for a counterspell itself).



The Mage and Scholar were, I believe, originally Amechra's concept. He was fine with me adopting them if I gave credit. It's been Years since I was last Online, so I don't know if it's just hidden in the thread somewhere, but I don't see this Disclaimer now, so I'm "correcting it."

I think, perhaps, I had his name in the Title, and then changed it for some reason? Anyway, sorry for that Amechra,

eftexar
2012-04-11, 05:05 PM
Spellcasting Rules

Stacking Rules and Conflicting Effects
Untyped bonuses don't stack with other untyped bonuses to the same attribute or stat. Stacking rules are otherwise followed as normal.
If multiple of the same effects are present that don't stack use the highest of the effects for their duration, resuming lower effects later if they last longer.
These limitation do not apply to instantaneous effects. Really no changes here... Just shorter wording. But now for the big changes.
If two spell effects are unable to coincide with each other (after stacking rules are factored in) the higher ranked effect takes or remains in effect and removes the lower effect. If they are of the same rank the newer effect simply fails to take place.

Spell resistance and Immunity
Spell resistance is no longer reliant on complete negation. Instead a caster strength check (caster strength + d20) is made against the spell resistance they have.
If this check does not exceed their spell resistance total, you reduce your effective caster strength by the difference for the purposes of the spells effects against that target (or targets within area on an individual basis) for that spell (for the rest of its duration). A spell reduced to 0 or lower caster strength simply has no effect. A natural 20 ignores spell resistance entirely.
Immunity still functions as immunity. On a natural 20 you bypass their immunity, though your caster strength is only considered half its normal total against them.
One major difference, however, is that most spells are subject to spell resistance. You can assume a spell is subject to spell resistance unless noted otherwise.

Special Rules Regarding Touch Spells
If you miss a target with a melee or ranged touch spell, because of a miss chance (such as from concealment or incorporeality) you roll as if you had missed with a splash/grenade weapon.
You immediately target the new space or new target (if applicable). New attack rolls must be made. This process may be continued indefinitely, but if the new area rolled is out of range this ends.

Identifying Spells
Anyone capable of casting spells may attempt to identify any spell they observe and are aware of being cast within 100ft of them.
A spellcraft check must be made (as a free action) to do this. The DC for this starts at 10 + the casters casting modifier (to a maximum of their caster strength), but also increases based on the rank of the spell. Increase the DC by 3 for apprentice spells, 6 for initiate spells, and 9 for master spells.
If a spellcaster has concealment or cover this identification procedure has a chance to fail equal to percentage of concealment/cover.
Spell-like abilities and supernatural abilities are not identifiable in this manner.

Spell School and Descriptors
Schools have been changed as follows. Descriptors, such as cold or fire, remain the same as before.
Abjuration
This school consists of protective spells. All abjuration spells interfere with the function of other spells or shield against hostile effects, usually without creating a physical barrier.

Conjuration
This school consists of spells that summon or create things. They are split into two subschools.
The first is Creation which involves the creation of anything, usually by summoning materials from other planes (but also sometimes from nothing).
The latter is Teleportation which involves the summoning of creations or already-made objects, including to locations other than yourself.

Divinations
This school consists of spells that predict the future or discern information. Information from even the most powerful divinations is spotty at best.

Enchantment
Any spells in this school alter one's state of mind, sometimes permanently. Spells that protect one's mind do not usually fall under this school (see abjuration).

Illusion
This school consists of spells that make others see something that isn't there. As such most illusion spells are classified under the Glamer subschool.
Other illusion spells are partially real, and so some of their effects are real. These are classified as Figments.

Necromancy
This school consists of any spell that manipulates the energies of death. It sometimes also includes spells that can only target undead.
Necromancy also includes healing and regenerative spells.

Transmutation
This school consists of spells that alter the state of things. These are classified under two subschools.
The first type, Alteration, only affects objects (this sometimes includes constructs and undead as an exception), while the second, Mutation, only affects living creatures (this includes constructs and undead as an exception unless otherwise noted).

Spell Like Abilities
Spell-like abilities follow the spellcasting rules here and any spells they imitate, but do not follow the rules listed for casting spells in your class.
They are subject to effects that affect spells (such as the mage's dispel ability, as well as metamagic feats), unless otherwise noted. They also provoke attacks of opportunity for being used.

Supernatural Abilities
Supernatural abilities follow the spellcasting rules here and any spells they imitate, but do not follow the rules listed for casting spells in your class.
They are not subject to effects that affect spells (such as the mage's dispel ability or metamagic feats), unless otherwise noted. They also do not provoke attacks of opportunity for being used and are not subject to spell resistance even if they mimicked a spell effect that was.

Changed Skills
These skills no longer function as they did before. See their descriptions for their replaced functions.

Spellcraft (Int)
Spellcraft checks are used for the purpose of crafting certain types of magic items (specifically those that are only available to spellcasters), as well as for certain spell-related checks. See those entries for further information.

Use Magic Device (Int)
In order to use any magic item (other than armor, weapons, potions/oils, and wondrous items) one must meet the required DC with a check with this skill. See those entries for further information.


Feats
You should assume that all previous spell related feats have been removed to be replaced by these feats. As a DM though you may add feats from books I may not have anticipated as you see fit, though some may need modifications.
Metamagic feats may not be taken unless access has first been granted to them (usually through a class feature).
Chain Spell [Metamagic]
Chain spell only works with spells that target a single creature. You may add an additional target within 30ft of your original target to affect with your spell. This second target is subject to the spell as if your caster strength were 4 lower (to a minimum of 1).

Spell Blitz [Metamagic]
You may cast a single spell that takes a full round action or less to cast, as a swift action. You are immediately dazed until the end of your next turn.
If you catch your target flat footed with this spell treat your caster strength as being 4 higher for the purpose of damage dealt.

Out of Touch [Metamagic]
You may cast a single spell with a range of melee touch or ranged touch at a longer range than usual.
Increase your ranged touch, if applicable, by 20ft. Your Melee touch, if applicable, is treated as 20ft ranged touch attack.

Out of Touch, Sudden [Metamagic]
Requirements: Out of Touch feat
You may cast a single spell with a range of melee touch as a 20ft touch attack. Unlike normal metamagic feats you may ignore your classes usual requirements for using them. Each time you take this feat you may use it 1/day.

Mirror Cast [Metamagic]
If you successfully identify an initiate or master rank spell cast by another spellcaster within 60ft of you, you may apply this to the next spell you cast if it is the same spell cast as that spellcaster.
You may treat that spell as a rank lower for all purposes relating to how you cast it (see your classes spellcasting method), but not for how long your metamagic recharge time is if you are a Mage.

Twin Spell [Metamagic]
Requirements: Spell Blitz feat
You may cast two spells of a standard action or less at once. You are immediately dazed until the end of your next turn and take nonlethal damage equal to half your caster strength (or lethal if you are immune).

Arcane Tactician
Requirements: Intelligence 16+ and ability to cast initiate spells
If you use a metamagic feat on a spell, you gain a +2 to the save DC of your next spell against that opponent (or including that opponent) as long as that spell is cast within the next round.

Noxious Fumes [Metamagic]
Requirements: Arcane Tactician feat
If you apply this to a spell that deals fire damage against a target who has suffered acid damage since your last turn it releases a cloud of noxious fumes around your opponent.
Your target must hold their breath, if they breath, or begin to suffocate. These fumes last for 2d4 + 1 minutes or they are submerged completely in water.

Lightening Rod [Metamagic]
Requirements: Arcane Tactician feat
If you apply this to a spell that deals electricity damage against a target who has suffered cold damage or damage from a water spell since your last turn the electricity crackles and snaps with added power dealing an additional 1d6 electricity damage and raising the DC for any of its effects by +2.

Flash Freeze [Metamagic]
Requirements: Arcane Tactician feat
If you apply this to a spell that deals cold damage against a target who has suffered damage from a water spell since your last turn the lingering water on your target freezes and your target becomes entangled for 1d4 rounds. Being dealt any fire damage ends the entangled effect.

Freezer Burn [Metamagic]
Requirements: Arcane Tactician feat
If you apply this to a spell that deals fire damage against a target who has suffered cold damage, or vice versa, since your last turn, you immediately end that spells effects (if any), and your targets AC and DR is reduced by 4 for 1 round.

Shatter Spell [Metamagic]
Requirements: Arcane Tactician feat
If you apply this to a spell that deals sonic damage against a target who has suffered cold damage since your last turn your target is deafened for 2d4 rounds.

Vexing Combatant
If you attack a spellcaster and miss with a melee attack your target must still make a concentration check to cast a spell, as if you had dealt damage.

Break the Immovable Force
Requirements: Power Attack feat
If you successfully strike an opponent protected by a [(force)] spell that provides and AC bonus, such as shield, you deal additional damage equal to 1d6 per AC it provided (to a maximum number of die equal to half your base attack bonus).

Dispelling Strike
Requirements: Have at least 1 spell, 1 spell-like ability, or 1 supernatural ability
In order to use dispelling strike you must make a single melee attack as a full round action. If your attack roll exceeds 10 + the spells DC you dispel any ongoing spells tied to your target.

Arcane Blast
Requirements: Access to master spells
As long as you have master spells remaining for the day you may fire a single blast of pure magic as a 20ft ranged touch attack, as a full round action spell-like ability.
You deal an amount of untyped damage equal to your caster strength + 1d6 per each remaining master spells per the day. If you have access to invocations you may modify this ability as if it were an eldritch blast.

Reaving Strike
Requirements: Dispelling Strike
Whenever you successfully dispel ongoing effects with dispelling strike you deal 1d6 damage per spell dispelled (to a maximum number of die equal to half your base attack bonus).

Legendary Blacksmithing
You are a blacksmith of legend, able to craft arms and armor with enchantments, though you have little magical talent yourself.
See the Magic Items section for more details.

Alchemist
You gain a +4 bonus to all craft (alchemy) checks. Furthermore you may now use alchemy to brew potions and oils.
See the Magic Items section for more details.

plans
+revised and new metamagic feats (avoid boring and sometimes unbalancing numeric alterations)

+feats to combat spellcasters (such as forcing concentration and ignoring defensive casting bonuses)

+energy gestalt inspired feats for spells

+reserve style feats



Magic Items

Potions and Oils
Potions and oils remain much the same as before, however spells are not needed to make them and the Brew Potion feat no longer exists.
Only players with access to spells or that have the Alchemist feat can brew potions/oils. The potions/oils base price is equal to its caster level x 50gp and it takes 4 hours + 1 hour per caster level to create. Any apprentice rank spell that targets one or more creatures can be made into a potion/oil. XP is not needed.
The brewer in question needn't know the spell, but if the spell is unavailable to them, they must expend a scroll (of that spell) during its creation or use a craft (alchemy) check to replace the functions of the spell.
-figure out how to set check-
The target of any spell is changed to the user, instead of its original targets, and any choices that need to be made for casting the spell must be made when the potion/oil is created. Any potion/oil created expires after 2d4 days. As the world is well aware of this, finding someone to buy a potion/oil is unlikely.
Making an elixir, or a permanent potion/oil, is much the same but has a few differences. It takes 4 hours + 2 hours per caster level to create instead, costs twice the normal amount, and costs 1/20 the gold cost worth of XP.

Alchemical Items
Anyone with the craft(alchemy) skill can make alchemical items. Spell knowledge is not required and alchemical items are not magical in nature.
-still trying to figure out how to fix this-

plans
Armor : minor changes, now unrelated to spells
Weapons : minor changes, now unrelated to spells
Potions/Oils : minor changes, now unrelated to spells

Rings : minor changes
Scrolls : anyone may cast a spell from a scroll, but it only has 1 use
Wands : only someone with access to the rank of the spell may cast it, has multiple charges and caster isn't subject to concentration when casting from a wand
Staffs : store metamagic effects that ignore normal metamagic rules, but have a limited number of charges
Rods
Wondrous Items : minor changes

- remove need for item creation feats; except for armor, weapons, and potions
- make so anyone with the right spells can craft certain items


Scholar/Mage Spell List

Apprentice
Abjuration
Alarm
Shield
Protection From
Obscure Object
Nondetection
Magic Circle Against
Protection From Energy

Conjuration
Grease
Mage Armor
Summon Monster I, II, & III
Fog Cloud
Glitterdust
Acid Arrow
Web
Sleet Storm
Stinking Cloud
Magic Missile
Floating Disc
Scorching Ray
Flaming Sphere
Gust of Wind
Shatter
Lightning Bolt
Produce Flame

Divination
Detect Undead
Truestrike
Detect Thoughts
Locate Object
Arcane Sight
Clairvoyance
Detect Scrying
Arcane Eye
Locate Creature

Enchantment
Charm Monster/Person
Hypnotism
Sleep
Daze Monster
Hideous Laughter
Hold Person
Rage
Confusion
Crushing Despair

Illusion
Color Spray
Disguise Self
Silent Image
Ventriloquism
Blur
Mirror Image
Misdirection
Illusory Script
Major Image

Necromancy
Cause Fear/Scare
Chill Touch
Gentle Repose
Blindness/Deafness
Ghoul Touch
Spectral Hand
Halt Undead
Ray of Exhaustion
Vampiric Touch

Transmutation
Invisibility
Animate Rope
Magic Weapon
Levitate
Pyrotechnics
Rope Trick
Whispering Wind
Blink
Haste/Slow
Burning Hands
Shocking Grasp
Stoneskin

Initiate
Abjuration
Explosive Runes
Dimensional Anchor
Fire Trap
Globe of Invulnerability, Apprentice
Break Enchantment
Dismissal

Conjuration
Dimension Door
Black Tentacles
Secure Shelter
Solid Fog
Summon Monster IV & VI
Fire Shield
Ice Storm
Resilient Sphere
Shout
Chain Lightning
Freezing Sphere
Forcecage
Cone of Cold

Divination
Scrying
Prying Eyes
Telepathic Bond
Analyze Dwoemer
Legend Lore

Enchantment
Suggestion
Dominate Person
Hold Monster
Mind Fog

Illusion
Displacement
Illusory Script
Hallucinatory Terrain
Illusory Wall
Phantasmal Killer
Dream
False Vision
Persistent Image
Seeming

Necromancy
Enervation
Fear
Blight
Waves of Fatigue

Transmutation
Gaseous Form
Stone Shape
Passwall
Transmute Mud to Rock & Transmute Rock to Mud
Wall of Stone
Wall of Fire
Wall of Ice
Wall of Force

Master
Abjuration
Antimagic Field
Globe of Invulnerability, Initiate
Repulsion
Banishment
Spell Turning

Conjuration
Acid Fog
Summon Monster VII, VIII, & IX
Instant Summons
Teleport
Teleport Object
Telekinetic Sphere
Polar Ray
Meteor Swarm

Divination
True Seeing
Discern Location
Moment of Prescience
Truestrike, Mass

Enchantment
Mass Suggestion
Geas/Quest
Hold Monster, Mass
Insanity
Charm Monster, Mass
Sympathy/Antipathy
Dominate Monster

Illusion
Shadow Cast
Mislead
Permanent Image

Necromancy
Circle of Death
Eyebite
Undead to Death
Finger of Death
Waves of Exhaustion

Transmutation
Flesh to Stone / Stone to Flesh
Move Earth
Ethereal Jaunt
Reverse Gravity
Fly
Alter Self
Wall of Iron

eftexar
2012-04-11, 05:09 PM
Spells
Acid Arrow
Conjuration [Creation (Acid)] (Apprentice)
Casting Time: Standard Action
Range, Target: 200ft Ranged Touch, 1 target
A bolt of acid springs from your hand and slams into your foe dealing 2d4 acid damage + 1d4 acid damage per 4 caster strength.
Your target must make a fortitude save or take an additional amount of acid damage equal to half your caster strength (minimum of 1) each round, either until they make a successful save or this effect has lasted for a number of rounds equal to half your caster strength.
Complete submersion in water or taking fire damage negates the round by round effects of acid arrow.

Alarm
Abjuration [(Sound)] (Apprentice)
Casting Time: 1 minute
Range, Target: 60ft, 5ft to 30ft area
You set a ward down on the area in question. Its area may be shaped (aka you may exclude certain squares). You may then set a condition for the ward to go off:

• Anyone enters the area
• Somebody opens an object or entry-way you designate within the area of your ward
• A certain amount of time has passed
When the ward goes off it creates a load ringing sound, ending the effect. The ward disappears on its own after 12 hours. This spell is not subject to spell resistance (for obvious reasons).

Antimagic Field
Abjuration (Master)
Casting Time: Full Round Action
Range, Target: 100ft, see text
You funnel a torrent of energy into any 10ft area within range, that disrupts the use of magic.
Any target who enters the range of this spell or is within the range of this spell when it is cast must make a will save or be unable to cast spells, but not spell-like or supernatural abilities, for 2d4 + 1 rounds.
Furthermore any target who attempts to cast into an antimagic field or from within the antimagic field, must make a concentration check (as if they were dealt damage).

Banishment
Abjuration (Master)
Casting Time: Standard Action
Range, Target: 60ft emanation, see text
This spell functions as dismissal with a few differences:
You may select any number of targets within the new range listed.
And this spell is not subject to spell resistance.

Blur
Illusion [Glamer] (Apprentice)
Casting Time: Standard Action
Range, Target: Melee Touch, 1 creature
Your targets form becomes distorted and wavers and flickers, granting your target concealment (20% miss chance) on any round they move at least 30ft.
This effect lasts for 2d4 rounds.

Chain Lightning
Conjuration [Creation (Electricity)] (Initiate)
Casting Time: Standard Action
Range, Target: 120ft, 1 target
Chain lightning may either be fired at a creature or against a conductive surface (usually water or metal).
If fired at a creature it deals 1d6 electricity damage per 3 caster strength. Your target may make a fortitude save to half this damage.
Regardless of your save another bolt of lightning arcs into a random target, within 30ft of your original target (roll for splash), dealing half the number of previous die in electricity damage. This new target may make a reflex save to negate damage.
If fired into a conductive surface it instead radiates outword in a 30ft spread dealing 1d6 electricity damage per 5 caster strength.
Special: The primary fork of chain lightning, if fired at a foe, requires a ranged touch attack if the target is not carrying at least 20lbs of conductive material (metal, water, etc.) or isn't touching a sizable conductive surface (for example a 5ft wide slate of metal).

Cone of Cold
Conjuration [Creation (Cold)] (Initiate)
Casting Time: Full Round Action
Range, Target: 30ft cone from self
You breathe out a large cone of shattered ice dealing 1d4 cold damage per 3 caster strength and 1d6 piercing damage per 4 caster strength. Your targets may make a reflex save to avoid the piercing damage.
Constructs, Undead, and plant type creatures who fail their save also become entangled for 1d4 + 1 rounds.

Disguise Self
Illusion [Glamer] (Apprentice)
Casting Time: 1 minute
Range, Target: self
For the next 2d4 hours, you appear as another creature of your choice. You are limited to a creature within one size category of yourself and may mimic a specific person or creature if you wish. You may dismiss this spell as a swift action.

Dimensional Anchor
Abjuration (Initiate)
Casting Time: Standard Action
Range, Target: 200ft ranged touch, 1 creature
For the next 2d4 minutes, your target takes untyped damage equal to half your caster strength each time they attempt to use any form of dimensional travel, instigating a concentration check, as normal for taking damage, which may interrupt the casting of such a spell.
The use of any conjuration spells or the blink spell, also instigates this damage.

Dimension Door
Conjuration [Teleportation] (Initiate)
Casting Time: Swift Action
Range, Target: see text
You may teleport to a single point, within line of sight, within 5ft per caster strength, slipping through several other planes to arrive there in the fastest manner possible. You must make a will save at the end of this movement or become dazed for 1 round.

Dismissal
Abjuration (Initiate)
Casting Time: Full Round Action
Range, Target: 60ft Ranged Touch, 1 target
You may select a single target withing range. If your target is an extraplanar creature they must make a will save or be banished back to their home plane.
A target who fails by 4 or more is also afflicted with the effects of the dimensional anchor spell, except that conjuration spells and the blink spell do not force damage, for the next 4d12 hours.

Displacement
Illusion [Glamer] (Initiate)
Casting Time: Standard Action
Range, Target: Melee Touch, 1 creature
You may select a single target within range. For the next 2d4 rounds the field of vision around your target is warped.
Your target appears to be in a space adjacent to where it actually is (roll as if splash/grenade miss, rerolling each time they move).

Explosive Runes
Abjuration (Initiate)
Casting Time: Standard Action
Range, Target: Melee Touch, nearby surface or unattended object
The object or surface you touch is etched with a rune. A DC 15 spot check notices any such rune.
Anyone who enters within 5ft of the rune, other than yourself, detonates it, causing it to deal 2d6 force damage + 1d6 force damage per 6 caster strength to everyone within 10ft, knocking everyone prone. Targets not within 5ft of it may make a reflex save to half damage and avoid being knocked prone.
Explosive runes lasts indefinitely or until detonated, but placing a rune beyond a total equal to half your caster strength immediately causes the oldest one placed by you to fade away.
The explosive rune spell is not subject to spell resistance and ignores the effects of antimagic.
Special: Any explosive rune within the blast radius of a detonated rune is also set off. Regardless of the number of runes detonated no target may take more than 20d6 damage from any number of iterations of this spell (specifically those cast by you) in a single round.

Glitterdust
Conjuration [Creation (Light)] (Apprentice)
Casting Time: Standard Action
Range, Target: 20ft, 10ft area
You release a flash of shimmering light that hovers in the area you designated. Creatures within take a -4 penalty to hide checks. This dust lasts for 1 minute, but is blown away in 1d4 rounds from Moderate or stronger wind, and instantly in Severe winds or stronger.
Targets who are invisible become visible in an area of glitterdust, though, if benefiting from the invisibility spell they still benefit from concealment.
This spell is not subject to spell resistance (for obvious reasons).

Globe of Invulnerability, Apprentice
Abjuration [(Force)] (Initiate)
Casting Time: Full Round Action
Range, Target: self
You gain spell resistance equal to 15 + your caster strength. This spell resistance only functions against apprentice rank spells and lasts for 2d4 + 1 rounds.

Globe of Invulnerability, Initiate
Abjuration [(Force)] (Master)
Casting Time: Full Round Action
Range, Target: self
You gain spell resistance equal to 15 + your caster strength. This spell resistance only functions against initiate rank spells. Furthermore you are become immune to the effects of all apprentice rank spells not already affecting you.
This bonus lasts for 2d4 + 1 rounds.

Gust of Wind
Conjuration [Creation (Air)] (Apprentice)
Casting Time: Standard Action
Range, Target: 15ft burst or 30ft cone or 60ft line from self
You release a torrent of wind from your position in your desired range. This create a Severe blast of wind for a brief second (see DMG for effects). For every 6 caster strength you possess this wind category increases by 1, to a maximum of Tornado strength. The save DCs are set by the spell, instead of the weather chart, however.
This spell is not subject to spell resistance.

Invisibility
Transmutation [Mutation] (Apprentice)
Casting Time: Standard Action
Range, Target: Melee Touch, 1 creature
You may select a single target within range. For the next 2d4 minutes your target becomes particularly hard to see as they become somewhat translucent. This effect is far from perfect however.
Your target effectively becomes invisible. Anyone they are within the line of site of is entitled to a spot or listen check (DC 10 + caster strength), each time the target takes a move, standard, or full round action to see through this effect for the rest of its duration. Even if they see through this effect, your target is treated as having concealment.

Lightning Bolt
Conjuration [Creation (Electricity)] (Apprentice)
Casting Time: Standard Action
Range, Target: 200ft Ranged Touch, 1 target
A torrent of lightning is unleashed from your fingertips forking into your foe and dealing 1d6 electricity damage per 3 caster strength. If your target is wearing metal armor, wielding a metal weapon, or is within 6 inches or more of water this spell automatically hits. Your target must make a fortitude save or be dazed for 1 round.
If this spell is aimed at a conductive surface it radiates outward 30ft through that material, and into other conductive material if applicable, dealing 1d6 electricity damage per 4 caster strength.

Magic Missile
Conjuration [Creation (Force)] (Apprentice)
Casting Time: Standard Action
Range, Target: 30ft, varies
You fire a single missile made of force at a target within 30ft. It ignores cover and concealment, dealing 1d4 + 1 force damage.
For every 4 caster strength you have, you may fire another missile. These missiles may be against the same target as before or against different targets.
Furthermore by sacrificing any number of missiles, the remaining missiles gain a 30ft bonus to their range per missile sacrificed.
Special: The magic missile spell is one of the first spells created, so Scholars have been messing with it for a long time. A scholar with an intelligence modifier of 6 or higher may fire missiles that deal fire, cold, or electricity damage instead of force. Scholars must choose a single type for all missiles. Such missiles require ranged touch attacks, no longer ignore cover or concealment, deal 2d6 damage instead of 1d4 + 1, and have a different element subtype (as appropriate).

Magic Weapon
Transmutation [Alteration] (Apprentice)
Casting Time: Standard Action
Range, Target: Melee Touch, 1 object
You may target a single weapon (even a natural weapon) touched. This weapon grants a +1 enhancement bonus to damage and attack rolls. For every 6 caster strength these bonuses increase by +1. Furthermore it counts as being masterwork for the duration.
This lasts for 10 minutes. This spell is not subject to spell resistance.

Polar Ray
Conjuration [Creation (Cold)] (Master)
Casting Time: Standard Action
Range, Target: 200ft Ranged Touch, 1 target
A bolt of frosty air flies toward your target, dealing 5d6 cold damage + 1d6 cold damage per 2 caster strength.
Your target must also make a fortitude save or be entangled for 2d4 rounds or until the next time they take fire damage. Targets who fail by 5 or more are unable to take move actions (though they may still take full round actions).

Protection
Abjuration (Apprentice)
Casting Time: Full Round Action
Range, Target: Melee Touch, 1 creature
You may select a single target within range. Also select an alignment. Your target takes half damage from any attacks made by summoned creatures with this alignment, as well as gaining +4 bonus to AC and as a bonus to all saves versus all effects and attacks created or originating from a foe of that alignment. This bonus lasts for 1 minute.
Using the protection from spell as an alignment opposed to another protection from spell that is already in place dispels the previous effect instead of its normal effect.

Protection from Energy
Abjuration (Apprentice)
Casting Time: Full Round Action
Range, Target: Melee Touch, 1 creature
When casting this spell you must choose a single type of energy: fire, cold, electricity, acid, sonic, and force. After casting this spell your target gains energy resistance equal to 2 + half your caster strength (to a minimum of 3) for 2d4 minutes.
This resistance does not provide immunity to natural energy damage, such as lava, by virtue of just having it. It still reduces damage as applicable.

Shadow Cast
Illusion [Figment (Shadow)] (Master)
Casting Time: see text
Range, Target: varies, varies
You may mimic a single spell of the conjuration school on the scholar/mage spell list, as long as it takes no longer than a full round action to normally cast. It now, however, takes a full round, regardless of its original casting time, and functions as an illusion (meaning it has no effect on anything not capable of perceiving it). It only deals 50% of the normal damage and non-damaging effects only have a 50% chance of taking effect.
In addition to your targets normal save, a will save may be made when it is first cast on your target or your target first enters its area to reduce its effects to 20%.

Shield
Abjuration [(Force)] (Apprentice)
Casting Time: Standard Action
Range, Target: Melee Touch, 1 creature
You may target a single target within range. The target in question gains a +4 deflection bonus to their AC as an invisible force deflects attacks made against them. This deflection bonus increases by 1 per 4 caster strength you have. It also blocks the magic missile spell. This bonus lasts for 5 rounds.
Unfortunately the effect is distracting to the target. Your target must make a concentration check anytime they attempt to cast a spell, as if they were wearing medium or heavy armor.

Shocking Grasp
Transmutation [Mutation(Electricity)] (Apprentice)
Casting Time: Standard Action
Range, Target: self
After casting this your fingers arc with lightning. The next time you touch something or someone you release a jolt of static dealing 1d6 + your casting modifier electricity damage to any target you touch.
If your target is wearing metal armor they must make a fortitude save or take 1d6 fire damage and be dazed for 1 round.
You take 2d6 electricity damage yourself and this effect ends, if you don't discharge this static within 1 minute.

Spectral Hand
Necromancy (Apprentice)
Casting Time: Move Action
Range, Target: self
You may cast your next melee touch spell as a 30ft ranged touch spell instead. This benefit must be spent before the end of your turn or it is lost.
Alternatively you may expend the spell to perform a bull rush or trip against a target within 60ft by flinging a ghostly hand at your target. You do not provoke attacks of opportunity for this and use your casting modifier instead of your normal ability modifier for this.

Spell Turning
Abjuration (Master)
Casting Time: Immediate Action
Range, Target: see text
You gain spell resistance equal to 10 + your caster strength for a brief moment (long enough to use against the spell in question). If your opponent doesn't exceed this spell resistance you completely negate or aren't affected by the spell (whichever is most relevant), instead of just receiving reduced effects as normal.
Furthermore you reflect the spell back on your target as if you had cast it for all intensive purposes (except that it doesn't expend any resources and is not modified by your statistics or abilities).
If your target reflects their reflected spell (such as through this spell), the spell misfires dealing 1d6 untyped damage per the highest caster strength (between the two) to both spellcasters, also knocking them prone.

Stoneskin
Transmutation [Mutation] (Apprentice)
Casting Time: Standard Action
Range, Target: Melee Touch, 1 creature
You may target a single target within range thickening their skin. Your target gains DR/- equal to half your caster strength or half your targets HD (whichever is lower). This bonus lasts for 4 rounds.
Unfortunately this spell also causes their skin to become incredibly heavy, reducing their speed by 10ft.

Suggestion
Enchantment (Initiate)
Casting Time: Standard Action
Range, Target: 60ft, 1 living creature
You may select a single living target within range. Select a single command from the following list:

• Direct target to a single point within your line of sight, they must move there as quickly as possible.
• Have your target make a single melee/ranged/natural attack. This may include special attacks (such as grappling or disarming), but not special abilities they have.
• Your target must retrieve an item for you and give it to you.
Your target must make a will save or be forced to follow that course of action. If your target doesn't complete this action within 10 rounds they are released from suggestion.
If you cast suggestion on a target already affected by another enchantment you may attempt a will save (4 lower than the DC of the spell in question) to remove it. Failure to remove this effect results in your suggestion spell failing to take any effect.

Summon Monster, Apprentice
Conjuration [Teleportation (varies)] (Apprentice)
Casting Time: see text
Range, Target: see text
This spell takes 3 rounds to cast when you fast gain access to it. When you gain the initiate version of Summon Monster this casting time reduces to 2 rounds and when you gain access to the master version it is reduced to a standard action casting time. Because of its long casting time this spell may be interrupted more easily (see rules for spellcasting).
You may summon a single extraplanar creature to any unoccupied space(s) within 100ft of you. It appears at this position.
The summoned creature attacks does not act on its own. It does, however, follow simple orders regardless of language or its nature (such as attack the orc until it dies, move there, pick that up, etc). Giving a single direction is a move action and the creature acts immediately.
You may only summon creatures available to your caster strength. Use the tables from the Summon Monster Spells in the Player Handbook spell list (see page 287) for reference. You may summon any creature from these lists as long as your caster strength is equal to twice the level on that particular list. Apprentice Summon Monster, aka this spell, may not draw from a list higher than 3rd level.
A summoned creature may not summon other creatures, nor may it use any ability that permanently moves itself or other to another plane. Creatures may not be summoned into an environment if it can't support them (ie a whale may not be summoned in a desert).
This creature remains for 10 minutes before being shunted back to its own plane of existence.
The summoned creature may make a will save each time an order is given and attempt to escape from the spells control. If it breaks control it may act on its own, but is still dismissed at the end of the spell.
This spell is of the same alignment and elemental type as the creature being summoned, if applicable. Summon Monster is never subject to spell resistance.
If you cast any Summon Monster spell while a summon from a previous Summon Monster spell of yours is in effect, you immediately end the previous effect. Your summoned monster(s), if it had escaped your control, may make a will save to prevent this dismissal each time you attempt to dismiss it. If even one creature from your previous Summon Monster spell remains your new Summon Monster spell fails.

Summon Monster, Initiate
Conjuration [Teleportation (varies)] (Initiate)
Casting Time: see text
Range, Target: see text
This spell takes 3 rounds to cast when you fast gain access to it. When you gain the master version of Summon Monster this casting time reduces to 2 rounds. Because of its long casting time this spell may be interrupted more easily (see rules for spellcasting).
This spell works as Apprentice Summon Monster, except as noted here. You are now able to draw from lists up to 6th level. Furthermore if you summon a monster from the 1st level list you may summon up to 5, up to 3 from the 2nd level list, and up to 2 from the 3rd level list.
You may direct as many summoned creatures as you wish from this spell, by taking a full round action instead of a move action.

Summon Monster, Master
Conjuration [Teleportation (varies)] (Master)
Casting Time: 3 Rounds
Range, Target: see text
Because of its long casting time this spell may be interrupted more easily (see rules for spellcasting).
This spell works as Apprentice Summon Monster, except as noted here. You are now able to draw from lists up to 9th level. Furthermore if you summon a monster from the 1st level list you may summon up to 10, up to 7 from the 2nd level list, up to 5 from the 3rd level list, up to 3 for the 4th level list, and 2 for the 5th.
You may direct as many summoned creatures as you wish from this spell, by taking a full round action instead of a move action.

Truestrike
Abjuration (Apprentice)
Casting Time: Swift Action
Range, Target: Melee Touch, 1 creature
You may target a single target within range, other than yourself. Your target gains a +4 insight bonus to their next attack roll. This bonus increases by 1 per 6 caster strength. This bonus is lost if not used with 10 minutes.
This bonus is not applied to attacks made against targets benefiting from the blur or blink spell, but immediately ends either effect if present.

Truestrike, Mass
Abjuration (Master)
Casting Time: Standard Action
Range, Target: 20ft, varies
You may target a number of targets up to half your caster strength within range, other than yourself. Your targets each gain a +2 insight bonus to their next attack roll. This bonus increases by 1 per 6 caster strength. This bonus is lost if not used with 10 minutes.
This bonus is not applied to attacks made against targets benefiting from the blur or blink spell, but immediately ends either effect if present.

Vampiric Touch
Necromancy (Apprentice)
Casting Time: Standard Action
Range, Target: Melee Touch, 1 creature
You deal 2d6 points of damage, from negative energy, to your target. This damage increases by 1d6 per 3 caster strength.
If your target was living, you recover hit points equal to the damage you deal. Extra hit points are gained as temporary hit points, which are retained until lost or until 12 hours have passed (whichever comes first). Temporary hit points gained in this way do not stack with other temporary hit points (use the higher total).
Special: If used against a target healed by negative energy, such as undead, you heal the target, taking damage equal to the total you heal.



checklist
Abjuration (apprentice)
Alarm, Shield, Protection From, Obscure Object, Nondetection, Magic Circle Against, Protection From Energy, Stoneskin
(initiate)
Explosive Runes, Dimensional Anchor, Fire Trap, Globe of Invulnerability - Apprentice, Break Enchantment, Dismissal
(master)
Antimagic Field, Globe of Invulnerability - Initiate, Repulsion, Banishment, Spell Turning -Apprentice

conjuration
(apprentice)
Grease, Mage Armor, Summon Monster I, II, & III, Fog Cloud, Glitterdust, Acid Arrow, Web, Sleet Storm, Stinking Cloud, Magic Missile, Floating Disc, Scorching Ray, Flaming Sphere, Gust of Wind, Shatter, Lightning Bolt, Produce Flame
(initiate)
Dimension Door, Black Tentacles, Secure Shelter, Solid Fog, Summon Monster IV & VI, Fire Shield, Ice Storm, Resilient Sphere, Shout, Chain Lightning, Freezing Sphere, Forcecage, Cone of Cold
(master)
Acid Fog, Summon Monster VII, VIII, & IX, Instant Summons, Teleport, Teleport Object, Telekinetic Sphere, Polar Ray, Meteor Swarm

Divination
(apprentice)
Detect Undead, Truestrike, Detect Thoughts, Locate Object, Arcane Sight, Clairvoyance, Detect Scrying, Arcane Eye, Locate Creature
(initiate)
Scrying, Prying Eyes, Telepathic Bond, Analyze Dwoemer, Legend Lore
(master)
True Seeing (change to not be autosuccess), Discern Location, Moment of Prescience, Truestrike - Mass

Enchantment
(apprentice)
Charm Monster/Person, Hypnotism, Sleep, Daze Monster, Hideous Laughter, Hold Person, Rage, Confusion, Crushing Despair
(initiate)
Suggestion, Dominate Person, Hold Monster, Mind Fog
(master)
Mass Suggestion, Geas/Quest, Hold Monster - Mass, Insanity, Charm Monster - Mass, Sympathy/Antipathy, Dominate Monster

Illusion
(apprentice)
Color Spray, Disguise Self, Silent Image, Ventriloquism, Blur, Mirror Image, Misdirection, Illusory Script, Major Image
(initiate)
Displacement, Illusory Script, Hallucinatory Terrain, Illusory Wall, Phantasmal Killer, Dream, False Vision, Persistent Image, Seeming
(master)
Shadow Conjuration/Evocation, Mislead, Permanent Image

Necromancy
(apprentice)
Cause Fear/Scare, Chill Touch, Gentle Repose, Blindness/Deafness, Ghoul Touch, Spectral Hand, Halt Undead, Ray of Exhaustion, Vampiric Touch
(initiate)
Enervation, Fear, Blight, Waves of Fatigue
(master)
Circle of Death, Eyebite, Undead to Death, Finger of Death, Waves of Exhaustion

Transmutation
(apprentice)
Invisibility (no autosuccess), Animate Rope, Magic Weapon, Levitate, Pyrotechnics, Rope Trick, Whispering Wind, Blink, Haste/Slow, Burning Hands, Shocking Grasp
(initiate)
Gaseous Form, Stone Shape, Passwall, Transmute Mud to Rock & Transmute Rock to Mud, Wall of Stone, Wall of Fire, Wall of Ice, Wall of Force
(master)
Flesh to Stone / Stone to Flesh, Move Earth, Ethereal Jaunt, Reverse Gravity, Fly, Alter Self, Wall of Iron

NeoSeraphi
2012-04-11, 05:50 PM
How is the summon monster spell subject to spell resistance? Or the web spell? Or the arcane eye spell?

Generally speaking, Conjuration (Summoning) and Conjuration (Creation) spells don't allow spell resistance simply because they don't involve casting on a target, they involve creating something (or calling it) out of nothing. The world itself doesn't have SR, so who is the SR being applied against?

eftexar
2012-04-11, 06:01 PM
Hmm... Good point. Didn't catch that. I guess I should change that or add specifications. Problem fixed. Any other thoughts so far, at least to my approach?
I'm not sure if I can do it, but I am hoping to create a tier 3 spellcaster. I guess even low tier 2 would be fine. I'm thinking range reduction and no auto-success spells for a start.

Edit > Started reworking spells.

NeoSeraphi
2012-04-11, 10:37 PM
SR is much better and much more meaningful in your fix, so that's a major plus.

Dispelling as an at-will class feature rather than a spell is nice and makes sense, plus with your way it takes into account the level of the spell rather than the level of the caster, which is more likely to end up making it harder to dispel higher level spells (since high level casters always max their casting score).

You don't mention if the mage is arcane or divine, nor do you mention if he is spontaneous or prepared. Both of these things are important.

The required two-handed somatic casting is very nicely done, though I'm not sure how concentrating really hard is supposed to let you cast in heavy armor. (It's not unbalanced, it just strikes me as odd).

Counterspelling as an AoO is a stroke of genius, and now any mage who has a high Dex score and a feat to spare can grab Combat Reflexes and be a real controller (something that was pretty hard to do in 3.5).

All in all, I really like this fix.

Steward
2012-04-11, 10:47 PM
I feel like this system lends itself to the idea of a magic duel. I never really liked the way counter-spelling worked in 3.5 -- it felt like it consumed way too much effort and resources to be useful in a combat situation (outside of the listed exceptions, it pretty much only worked if you had the same spell prepared or known as the other guy, right?). Under your system, it feels like it's definitely a lot more versatile and two mages can go head to head even if they haven't memorized each other's spell lists.

I'm also interested in seeing your idea of scaling. I think it's important for spells to actually get better as you get stronger, even lower-level spells. You brought up True Strike -- why should a spell like that cast by a 2nd-level stripling be just as powerful and effective as the same spell cast by a supreme archmage or something?

eftexar
2012-04-12, 03:33 PM
Thanks for the compliments guys.

I'll definitely have to mention that it is spontaneous spellcasting (no changing spells every day for you). As far as divine or arcane though, it shouldn't be too much of an issue. This is meant to replace arcane spellcasting, while I have a priestly class planned for divine magic (for a cleric replacement) which won't even use spells. At some point I would like to create specialty classes using this system. But if someone plans to use it in a campaign with divine spellcasters, I guess arcane would be what it would default to.

I guess concentrating to cast in armor is kind of funny, but it feels more elegant than rolling for failure every time (I guess the rattling of the armor breaks concentration, is that a good enough excuse?). I was trying to keep the number of mechanics to a minimum.

As far as counterspelling and dispelling goes, I really didn't understand why they were so difficult to use in the first place. You would think something as fundamental as stopping magic from working would be just as important to learn as making it work. Plus rule of cool.
As an extension of this mage dueling aspect I plan to have a lot of spells play off of each other. Ironically auto-successes don't bother me if there is another auto-success to counter it (see how I did glitterdust (which counters the invisibility spell I haven't made yet) and the gust of wind spell that counters it; And even then mr. invisible guy still has concealment).

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*Bump*

Eldest
2012-04-12, 03:46 PM
I think you may want to add more depth to which spells the Mage has access to, because as written the Mage can cast Summon Monster III at level 1 as many times as he wishes, as long as he can make the will save.

eftexar
2012-04-12, 03:54 PM
Can you clarify? What do you mean more depth? Besides, the summon monster spells will be split into three spells that scale by caster strength (that's why I grouped them together).
Though I guess splitting it between the initiate and master ranks only might be good idea. Even weak summoning is still summoning... That or I need to come up with a drawback (maybe it has to be directed by the mage as a move action?).

Garryl
2012-04-12, 04:43 PM
Spell resistance is no longer reliant on complete negation. Instead a caster strength check (caster strength + d20) is made against the spell resistance they have.
If this check exceeds their spell resistance total, you use the difference as your effective caster strength for the purposes of the spells effects against that target (or targets within area on an individual basis) for that spell (for the rest of its duration). A natural 20 ignores spell resistance entirely.


Woe betide the poor fool who has an SR of less than 10. The Mage's caster strength against targets with SR is (normal caster strength + 1d20 - SR), so any SR of less than 20 can result in a more powerful effect than normal, and any SR of less than 11 will result in a higher caster strength on average.

Why are the ranges on spells so short? 30 feet is painfully close, and 10 feet can easily be less than melee range. The longest range spell I saw was 100 feet (Acid Arrow, Polar Ray), which is okay for ranged effects (although not truly long range in the grand scheme of things).

eftexar
2012-04-12, 04:52 PM
Ouch, Nice catch. That is not the way I intended it to work... I'm going to have to reword it. My intent was for it to reduce the caster strength by the amount your check failed or something like that, but I guess I screwed up and posted its older iteration (and I think I deleted the new one, ugh).

The reason spell ranges are so short is because I think the ranges in original spells are obscenely long. I was hoping to bring them more 'down to earth' matching ranges of mundane weapons.
Besides that I plan to have metamagic feats to increase range (though I'm hoping to figure out how to do that in a less boring manner than 'plus to range'). The only 10ft one should be glitterdust I believe and it really isn't that big of a deal because of how it works.

Edit > spell resistance should work now

Garryl
2012-04-12, 05:32 PM
Yeah. Ranges don't need to be as long as they are for normal 3.5 spells. Still, the longer range ones should probably outdistance the trivial range of a bow (so, about 200-300 feet, maybe 400 but that's probably enough for most reasonable purposes). Standard ranges can be around 60-100 feet. 30 feet is still a very close range (it's within a single move action for all but the slowest melee characters). It might be kind of nice to have some sort of scaling range like ranged weapons' range increments, where you can cast further out but it's less effective, but that might be asking too much of the system.

eftexar
2012-04-13, 08:38 PM
Most of the ranges have now been doubled. But, yeah I think range increments will be too difficult to integrate into this system.
I also added in some new feats, tweaked some spells, and started working on magic item crafting. Also added in special touch spell rules.

Epsilon Rose
2012-04-13, 09:06 PM
I'd like to suggest removing the requirement that both their hands be free. To my knowledge the only thing that does is prevent people from making gishes, which tend to be less broken then pure casters. It also means they're extra fubared if any one ever closes to close range with them, which seems a little excessive.

Codemus
2012-04-14, 10:10 AM
Say, this is pretty cool. I really the changes. Good job, keep up the good work. :smallbiggrin: I don't have any criticisms or problems to point out, but I'll look through it again and double check it.

Wavelab
2012-04-15, 08:28 AM
I think I might be missing something. It seems to me that at 1st level he can take summon monster III(as pointed out above) which is much better than just taking summon monster I.

If I'm not missing something I think you should put somewhere that you can't take Summon Monster II until you have taken Summon Monster I(Maybe make it that you can replace it with the higher level one.)

eftexar
2012-04-15, 07:07 PM
I'm not really too keen on removing the gesturing requirements, Epsilon Rose. I'm fine with them not being able to do close range combat. And why should they? The majority of 'fighter' builds can do ranged or melee efficiently, but not both.
One of my biggest problems with the sorcerer/wizard is that they could step on the fighters toes by replicating melee with magic (I'm looking at you truestrike and mage armor). I'm trying to create a spellcaster that can't do that as well and I feel like allowing a gish does that. Besides that I plan to eventually remake the duskblade with this system, who won't have access to master spells but will have less restrictions.

As far as the concerns to summon monster, as I said earlier, I plan to have it scale by caster strength. Regardless I might steal your idea, of needing to gain each one incrementally, wavelab. Summoning can be pretty useful and allowing them all as only 3 spells in any manor might be unbalancing.

And thanks for the interest Codemus.

Now, back to work on the spell list...

Wavelab
2012-04-15, 07:20 PM
Well I really like this system, it's balanced well. I'd definitely want to play one of these.

The class has 4 dead levels at 7, 11, 13 and 18. If you can find a way to get rid of these(possibly bonus feats) then the class will be interesting to play from 1 till 20.

eftexar
2012-04-15, 07:39 PM
I'd rather not do bonus feats. I will have to come up with something else (unless you or anyone else has any ideas, maybe a limited eldritch blast (but that seems kind of pointless since they can cast acid arrow at will)).
On another note what are people's thoughts on removing the necromancy school entirely? I'm thinking necromancy might be better off with a specialized class or with my yet-to-be made priest class. I mean you never see the wizards in stories using these spells unless they were dark mages or necromancers.

Ilorin Lorati
2012-04-15, 07:44 PM
I have but one question, and it's related to readability: Why does Metamagic have its own column? Even with the replacement, you only get four of them. It seems like an unnecessary (and potentially confusing) complication to have them in their own column if there's no special reason behind it.

Wavelab
2012-04-15, 07:58 PM
I'd rather not do bonus feats. I will have to come up with something else (unless you or anyone else has any ideas, maybe a limited eldritch blast (but that seems kind of pointless since they can cast acid arrow at will)).
On another note what are people's thoughts on removing the necromancy school entirely? I'm thinking necromancy might be better off with a specialized class or with my yet-to-be made priest class. I mean you never see the wizards in stories using these spells unless they were dark mages or necromancers.

Well you could move reflect spell to level 19 and give it a full fledged capstone. Something that has significance with the class, maybe a creature template.

Or;

You can put in maybe caster level boosts, or something similar to eldritch blast except that you apply it to your spells, so 1 spell each round deals 1 die of extra damage. Which upgrades at different levels. If going this route it would be wise to make it follow a pattern and move some of the abilities around.

I don't think you should remove necromancy for two reasons:
1. Some casters use necromancy to great effect without being necromancers. Enervation is a favourite.

2. Necromancer need access to all the other schools too. You could make a stable necromancer with this class, which is good.

If you're going to make school based classes, I'd suggest making one for each school, give them access to a wide range of special abilities and say 3 school(the main school and two minor ones).

eftexar
2012-04-17, 09:49 PM
Alright, I've made some updates, including the ability to identify spells (see spell identification) and some spell wording fixes. Just need to get up the rules for supernatural abilities now and that should cover all of the spellcasting rules.
I also filled in some dead levels (7, 11, 15, 19) with the innate arcana ability, but some of the levels you listed had metamagic feats, wavelab, and I think a capstone for a class without a particular flavor is a bad idea (and any capstone not focusing on a particular school will probably just boost power).
But I guess I'll keep the necromancy spells though. I see your point. Besides the specialty classes will be cool enough that a necromancer will be more interesting to play than the mage with those type of spells anyways.
I'll also use your plan for specialty classes when I get around to them, but in addition to that I plan on giving them spells unique to them (the wizard and sorcerer had access to too many spells across so many books and didn't leave many unique spells to any non-core classes). I want the spells in themselves to feel more unique as too many people say that 'spells aren't class features'.

As far as the weird way I tabled metamagic (yes I admit it is a bit strange) into its own column, there is a method to my madness... No its really just aesthetics. I hate cluttered tables and I feel like moving those off to the side made the clutter look nicer.

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Added the displacement spell, which functions nothing like it did before (though it sort of follows the fluff). I think I'm going to start a seperate thread to discuss how to fix magic item crafting shortly.
Also I think I've figured out some specialty classes I'm going to create based off of this system (after I redo magic items and I get through the nightmare of redesigning some 130 spells): The spellblade (with midcasting, and the ability to cast in armor and channel spells), the necromancer (probably a gish based off of my previous necromancer rebuild, but more elegantly made), a magician (full caster that is illusion heavy, but has school restrictions), an oracle (for divinations spells, no ideas yet), a puppeteer (for enchantments, again no ideas for this yet), and an alchemist (for transmutations).

Wavelab
2012-04-18, 02:24 AM
Added the displacement spell, which functions nothing like it did before (though it sort of follows the fluff). I think I'm going to start a seperate thread to discuss how to fix magic item crafting shortly.
Also I think I've figured out some specialty classes I'm going to create based off of this system (after I redo magic items and I get through the nightmare of redesigning some 130 spells): The spellblade (with midcasting, and the ability to cast in armor and channel spells), the necromancer (probably a gish based off of my previous necromancer rebuild, but more elegantly made), a magician (full caster that is illusion heavy, but has school restrictions), an oracle (for divinations spells, no ideas yet), a puppeteer (for enchantments, again no ideas for this yet), and an alchemist (for transmutations).

I don't get why you would want to make the necromancer a gish? Most necromancers are either minion masters(who let the undead fight in melee for them) or debuff attackers(who stay out of combat). The closest thing to a necromancer gish is probably a death knight.

eftexar
2012-04-24, 10:56 PM
Updated the spell list with two more spells and added several new feats.

Anyways as far as making the necromancer a gish, wavelab, it is a combination of a few things:

I want more than one gish class for the specialty classes, preferably about half of them.

Secondly I'm hoping to let players have a little bit of everything with the necromancer, including minionmancy, debuff attacks, and melee. I think these three aspects work really well together.

For whatever reason this is the image of necromancer that is stuck in my head, though I'm no sure from what. Probably some anime or manga I don't remember.

My necromancer will probably be heavily based off of my previous necromancer (http://www.giantitp.com/forums/showthread.php?t=226293) (but without desecration points, because I realized how inelegant they were for the situation).

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I updated the spell list with the dimension door spell and the summon monster spells. I tried my best to balance the summon monster spells but am not quite sure on how I did, so thoughts on that are more than welcome. I'm also still debating the Explosive Runes spell. I really want to have the chain reaction effect going on, but having to cap damage really irks me.
Additionally if anybody has any suggestions on how they want to see any of their favorite spells redone (from the list), it would be a great help.

I have added the scholar class I'll also be adding the scholar class below the mage shortly (if there's room). While the mage is sort of like the sorcerer, the scholar will be its more wizardly counterpart.

On another not, I'm curious if people think I've hit the tier 3 point with these classes. I'm thinking they might more tier 2, but I hope not.

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Updated the spell list gain.

Wavelab
2012-04-26, 03:29 AM
I'm wondering why the Scholar doesn't get master spells? :smallconfused:

eftexar
2012-05-05, 12:58 AM
The intent was for the scholar to be more of a jack of all trades as far as spells. His spell's known is massive compared to the mage and he can prepare more of them. Further the scholar gains spells not on his list and has more metamagic feats that have less restrictions on their use.
I'm thinking that because of how spells scale it only averages 1/4 less damage and loss of access to a few of the more powerful non-damaging spells, and rapid fire metamagic should make up for that. The difference in power/utility between the classes should average with the mage just barely on top.
Ugh, I need to get back to working on the spells for this again instead of working on several projects at once...


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Yes this still exists. :smalltongue:
Added the disguise self spell.

TheOneWhoWalks
2012-05-06, 01:59 AM
I like what I've read so far a great deal. Mind you, I have not had a chance to read it in depth, but I've given it more than a cursory read through, and read some of the cometary, too. Well done! :smallbiggrin:

One small-ish thing bothers me, however; The use of will saves to cast spells. This is almost literally a matter of semantics, but not quite, so I feel it's worth addressing. It really hinges on how you see magic working form the perspective of the spellcaster. (and if I missed something above that enplanes this, and thus makes the rest of this post moot, then I apologize in advance, and feel free to just skip the rest of this...)

My problem with the will save activation is that saves are, traditionally, used to resist something negative, not invoke something positive. Normally, to make something happen, you make some kind of check, instead. I've been toying with making a skill-based system for magic for quite a while now, and that is where my mind jumps to automatically; introduce the Magecraft skill, and have them make a check to cast spells. If you want to keep players from laying on endless skill bonuses to the check, make it a caster level check instead (relatively few things gives a non-circumstance-specific bonus to your overall caster level - or, at least, few things that I'm aware of...). I just feel like having them make a save to do something is... counter intuitive.

UNLESS, of course, your magic is difficult to control in some way. I don't know if you've read the Wheel of Time books, but men who "channel" (use the magic of that world), are more or less engaging in a mental struggle to bring the power to heel. In fact the act of readying themselves to channel is often referred to as "seizing" the power. Although there is a d20 game based on those books and this isn't how it worked, I could absolutely see them requiring a will save to make something happen, because they're struggling to keep from being overwhelmed by the power at their disposal, even as they shape it.

So I suppose what I'm suggesting is, either consider changing the will save to come kind of check (skill, caster level, or something altogether different), or add some kind of mental struggle to spellcasting in the fluff, and keep it as a save. Maybe even levy some small penalty, (other than the spell fizzling, arguably bad enough in itself...) if they fail the save? Maybe they become flat-footed until the beginning of their next turn (basically, the spell energy overwhelmed them and distracted them briefly)? Maybe only in the roll a 1 on the save?

Or, alternatively, just ignore me completely :smalltongue: I claim no expertise, just offering my 2 cents. By and large, I like it a lot. I'm up for anything that get's away form Vancian casting, but this I think has particular merit.

eftexar
2012-05-06, 04:00 PM
Actually what you had said is similar to what I had intended. I had mentioned a little about it, but it really wasn't specific enough. I'll probably add the mental struggle thing to the casting method.
The main mechanical reason I went with saves is that it is a bit more difficult to boost saves than to boost skills. Besides that if you are boosting your DCs it ends up balancing out.
Thanks for your thoughts.