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Xervous
2013-06-06, 09:44 PM
So here's an old idea: what if the Wizard had its access to spells restricted in a manner similar to how Psions have access to their powers? I stumbled across something like this in an old Rebalancing Compendium (http://brilliantgameologists.com/boards/index.php?topic=2096.0) and I was just wondering what everyone thinks of it.

Given: wizards must choose one school as their specialty.
Things to be considered...

A: Wizards learn spells from non-specialty schools later (i.e. as higher level spells)
B: There is a set list of spells for each school that, for wizards who do not specialize in that school, are learned at later levels.
C: There is a set list of spells for each school that cannot be learned by wizards who do not specialize in that school.

TuggyNE
2013-06-06, 11:28 PM
I'd suggest C, like Psions, and then make sure you pick a reasonably small subset to be specialist-only. Actually, didn't Ernir do this?


Abjurer Spells
1 Mage Armor: Gives subject +4 armor bonus.
2 Resistance : Grants a Resistance bonus on saving throws.
3 Nondetection: Masks object or creature against scrying.
4 Globe of Invulnerability: Stops low-powered spell effects.
5 Dismissal: Forces a creature to return to native plane.
6 Antimagic Field: Negates magic within 10 ft.
7 Spell Turning: Reflect spells back at caster.
8 Dimensional Lock: Teleportation and interplanar travel blocked for one day/level within an area.
9 Mage’s Disjunction: Dispels magic, disenchants magic items.

Conjurer Spells
1 Fog: Fog surrounds you.
2 Matter Creation: Creates one cloth or wood object.
2 Summon Demon: Summons a demon to fight for you.
2 Summon Devil: Summons a devil to fight for you.
3 Noxious Vapors: Nauseating vapors, 1 round/level.
4 Black Tentacles: Tentacles grapple all within 20 ft. spread.
4 Dimension Door: Teleports you short distance.
4 Summon Celestial: Summons a celestial to defend you.
5 Planar Binding: Traps extraplanar creature of 6 HD or less.
6 Wall of Iron: Flat iron wall appears, may topple on to foes.
7 Plane Shift: As many as eight subjects travel to another plane.
8 Maze: Traps subject in extradimensional maze.
9 Gate: Connects two planes for travel or calling.

Diviner Spells
1 Comprehend Languages: You understand all spoken and written languages.
2 Clairvoyance: See and hear a distant location.
3 Mnemonic Enhancer: You magically enhance your own ability to recall information.
4 Scrying: Spies on subject from a distance.
5 Contact Other Plane: Lets you ask question of extraplanar entity.
6 Legend Lore: Lets you learn tales about a person, place, or thing.
7 Precognition: You see the future of one creature.
8 Absolute Revelation: Reveals exact location of creature or object.
9 Foresight: “Sixth sense“ warns of impending danger.

Enchanter Spells
1 Charm: Makes one creature your friend.
2 Read Thoughts: Detect surface thoughts of crea- tures in range.
3 Suggestion: Compels subject to follow stated course of action.
4 Geas/Quest: Commands subject of 7 HD or less.
5 Dominate: Controls humanoid telepathically.
6 Deadly Fright*: Humanoid dies of fright.
7 Power Word: Overwhelms the minds of lesser creatures with a single word of power.
8 Irresistible Dance: Forces subject to dance.
9 Crushing the Essence*: Suppresses all immunities to enchantments for one round.

Evoker Spells
1 Burn: Creature catches on fire if it takes fire damage.
2 Fireball: Deal 3d6 energy damage in a burst.
2 Lightning Bolt: Deal 3d6 energy damage in a line.
2 Pyrotechnics: Turns fire into blinding light or choking smoke.
3 Maneuvering Hand: Hand composed of force performs combat maneuvers.
4 Resilient Sphere: Force globe protects but traps one subject.
5 Cone of Cold: 9d6 points of energy damage in a cone, and all in area must save or be slowed.
6 Chain Lightning: 1d6/level damage to multiple subjects.
8 Polar Ray: Ranged touch attack deals cold damage and immobilizes.
9 Meteor: Sphere descends, destroys everything.

Illusionist Spells
1 Image: Creates illusion of your design.
2 Invisibility: Subject is invisible for 1 min./level or until it attacks.
2 Mirror Image: Creates decoy duplicates of you.
3 Hall of Mirrors*: Subject’s movement is randomized.
4 Shadow Conjuration: Mimics certain conjurations.
5 Shadow Evocation: Mimics certain Evocations.
6 Mislead: Turns you invisible and creates illusory double.
6 Programmed Image: Causes Image spell to be triggered by event.
7 Simulacrum: Creates partially real double of a creature.
8 Screen: Illusion hides area from vision, scrying.
9 Reality Veil*: Creatures live forevermore in world of your imagination.

Necromancer Spells
1 Fear: One creature flees for 1d4 rounds.
2 Command Undead: Undead creature obeys your commands.
3 Gentle Repose: Preserves one corpse.
4 Animate Dead: Creates undead skeletons and zombies.
4 Enervation: Subject gains 1d4 negative levels.
5 Baleful Resurrection: Returns subject from the dead - mostly.
5 Possession: You assume a spirit form and take control of another creature’s body.
6 Create Undead: Creates ghouls, and more powerful creatures with augment.
6 Life and Death: Kills living creatures or destroys undead creatures.
7 Control Undead: You force an undead creature to bow to your will.
8 Horrid Wilting: Dessicates nearby creatures.
9 Soul Bind: Traps dead soul to prevent resurrection.

Transmuter Spells
1 Alter Size: Humanoid creature changes size.
2 Form of the Scout: Subject gains the form of a nimble creature.
3 Fly: Subject flies at speed of 40 ft.
3 Form of the Avian: Subject gains the form of a bird.
3 Form of the Fish: Subject gains the form of a water- dwelling creature.
4 Form of the Carnivore: Subject gains the form of a dangerous beast.
4 Form of the Vermin: Subject gains the form of a vermin.
4 Form of the Viper: Subject gains the form of a snake.
5 Form of the Horror: Subject gains the form of a tentacled monstrosity.
5 Form of the Treant: Subject gains the form of a plant creature.
6 Form of the Dragon: Subject gains the form of a mighty dragon.
7 Form of the Elemental: Subject becomes a living creature of the elements.
8 Form of the Iron Golem: Subject’s body changes into a creature of living iron.
9 Shapechange: Transforms you into any creature whose form you know, and change forms once per round.