Fax Celestis
2013-10-01, 03:30 PM
High Arcana
1st Level Mystery: You gain Scribe Scroll as a bonus feat.
4th Level Mystery: You add 1/2 your class level (minimum 1) as a bonus on all Knowledge (arcana), Spellcraft, and Use Magic Device checks. You can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered.
8th Level Mystery: You gain the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level) that deals 1d6 points of damage per two caster levels (round down) plus 1d6 points of damage per level of the spell used to create the effect.
12th Level Mystery: You may take 10 on Caster Level checks.
16th Level Mystery: Whenever you cast a spell with an area, you can shape the spell's area so that one creature within the area is unaffected by the spell. You may use this ability a number of times per day equal to your Wisdom modifier.
20th Level Mystery: You add your Wisdom modifier to Caster Level checks made to overcome Spell Resistance, to counter a spell, or to dispel a spell. You also add your Wisdom modifier to your Caster Level to determine a spell's maximum duration. You also increase the DC of identifying one of your spells as it is cast by 5.
Esoterica:
Increase your Caster Level by 1 when determining your effective Caster Level for dispelling or counterspelling.
Increase your Caster Level by 1 when determining your effective Caster Level for overcoming Spell Resistance.
Increase your Caster Level by 1 when determining your effective Caster Level for determining spell durations.
Spells
1st - comprehend languages, identify, ventriloquism
2nd - continual flame, spell scan, shatter
3rd - arcane sight, dispel magic, teleportation trace
4th - dimension door, dimensional anchor, lesser globe of invulnerability
5th - break enchantment, permanency
6th - contingency, greater dispel magic
7th - globe of invulnerability, greater arcane sight
8th - dimensional lock, mind blank
9th - disjunction
Mastery [Arcane, Progressing]: At first level, a wizard chooses a school as his main school of training: this is his Mastery. All spells associated with this Mastery are on the wizard's spell list, and the wizard gains Mysteries associated with his Mastery at 1st level, at 4th level, and at every four levels thereafter (8th, 12th, 16th, and finally at 20th).
Arcana [Arcane]: In addition to his Mastery, a wizard selects two schools as secondary schools of training. He draws spells from these Arcana and may select Esoterica from within them, but he does not gain Mysteries from his Arcana.
Mystery [Lore, Progressing]: A wizard's Mastery grants him unique powers granted at the levels indicated on the class progression. Mysteries are spell-like abilities except where otherwise noted. See the school descriptions for details. Unless otherwise noted, a Mystery's saving throw is 10 + Hero Value + Intelligence modifier.
Esoterica [Lore]: At 2nd level, and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th), a wizard gains a new Esoterica, selected from either his Mastery or from his Arcana. See the school descriptions for details.
I'm having some trouble with this school. It's supposed to be the magic school of magic about magic for magic--the d20r equivalent of being a generalist wizard--but I don't really feel like it's getting across. The spells in the higher levels seem all over the place, and the upper level mysteries seem mediocre--the higher, the worse.
So, dudebros and ladychicas, help me out here: help me make this school less "suck" and more "viable option".
Addendum: time stop and teleport-derivatives don't go in this school. Wish and limited wish are off the table. And please make the assumption that I'm going to fix broken spells (like disjunction and mind blank). I am not averse to making new spells to fit into these slots either.
1st Level Mystery: You gain Scribe Scroll as a bonus feat.
4th Level Mystery: You add 1/2 your class level (minimum 1) as a bonus on all Knowledge (arcana), Spellcraft, and Use Magic Device checks. You can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered.
8th Level Mystery: You gain the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level) that deals 1d6 points of damage per two caster levels (round down) plus 1d6 points of damage per level of the spell used to create the effect.
12th Level Mystery: You may take 10 on Caster Level checks.
16th Level Mystery: Whenever you cast a spell with an area, you can shape the spell's area so that one creature within the area is unaffected by the spell. You may use this ability a number of times per day equal to your Wisdom modifier.
20th Level Mystery: You add your Wisdom modifier to Caster Level checks made to overcome Spell Resistance, to counter a spell, or to dispel a spell. You also add your Wisdom modifier to your Caster Level to determine a spell's maximum duration. You also increase the DC of identifying one of your spells as it is cast by 5.
Esoterica:
Increase your Caster Level by 1 when determining your effective Caster Level for dispelling or counterspelling.
Increase your Caster Level by 1 when determining your effective Caster Level for overcoming Spell Resistance.
Increase your Caster Level by 1 when determining your effective Caster Level for determining spell durations.
Spells
1st - comprehend languages, identify, ventriloquism
2nd - continual flame, spell scan, shatter
3rd - arcane sight, dispel magic, teleportation trace
4th - dimension door, dimensional anchor, lesser globe of invulnerability
5th - break enchantment, permanency
6th - contingency, greater dispel magic
7th - globe of invulnerability, greater arcane sight
8th - dimensional lock, mind blank
9th - disjunction
Mastery [Arcane, Progressing]: At first level, a wizard chooses a school as his main school of training: this is his Mastery. All spells associated with this Mastery are on the wizard's spell list, and the wizard gains Mysteries associated with his Mastery at 1st level, at 4th level, and at every four levels thereafter (8th, 12th, 16th, and finally at 20th).
Arcana [Arcane]: In addition to his Mastery, a wizard selects two schools as secondary schools of training. He draws spells from these Arcana and may select Esoterica from within them, but he does not gain Mysteries from his Arcana.
Mystery [Lore, Progressing]: A wizard's Mastery grants him unique powers granted at the levels indicated on the class progression. Mysteries are spell-like abilities except where otherwise noted. See the school descriptions for details. Unless otherwise noted, a Mystery's saving throw is 10 + Hero Value + Intelligence modifier.
Esoterica [Lore]: At 2nd level, and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th), a wizard gains a new Esoterica, selected from either his Mastery or from his Arcana. See the school descriptions for details.
I'm having some trouble with this school. It's supposed to be the magic school of magic about magic for magic--the d20r equivalent of being a generalist wizard--but I don't really feel like it's getting across. The spells in the higher levels seem all over the place, and the upper level mysteries seem mediocre--the higher, the worse.
So, dudebros and ladychicas, help me out here: help me make this school less "suck" and more "viable option".
Addendum: time stop and teleport-derivatives don't go in this school. Wish and limited wish are off the table. And please make the assumption that I'm going to fix broken spells (like disjunction and mind blank). I am not averse to making new spells to fit into these slots either.