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View Full Version : Campaign Specific Wizard Rework



Baroknik
2013-12-28, 11:29 PM
Hey all, I'm starting up a new campaign soon and was thinking about trying to tinker some with the Wizard class (if I allow it, as the campaign will focus more on T4-T3 range, with a couple of T2s).

Anyway, the idea is this:
Break Wizard into separate classes for each specialization. Specialist wizards will be able to learn spells from their entire school list (and gain sorcerer spells/day), and will have access to only ONE other school (plus universal) which will progress at 1/2 the rate of their main school (so a 10th level conjuror with a secondary in transmutation would be able to cast 5th level conjuration spells, but only 3rd level transmutation spells & universal spells).

Generalist will still exist, but will have a CL = 1/2 his Generalist level in all schools (except for universal, where they will have full caster level).


I'm also thinking about implementing some synergies (allowing 3/4 instead of 1/2 progression for a secondary), things like:

Enchantment/Illusion
Conjuration/Evocation
Abjuration/Divination
Necromancy/Transmutation


Finally, I'm debating allowing Enchantment to have bonuses to magic item creation.

Anyway, any thoughts or suggestions? How would this work for evening the power of wizards in the campaign world? (There are no other T1 classes in the campaign).

Vhaidara
2013-12-28, 11:45 PM
If anything gives bonus to enchanting, it should be Transmutation. The Enchantment school is probably one of the least used in enchanting items (along with conjuration).

I actually kind of really like this. The synergies are pretty accurate, although I would be inclined to make the pairs
Illusion/Enchantment (the deceptive schools)
Abjuration/Divination (the defensive schools)
Conjuration/Necromancy (minionmancy and the power of life, creating life with conj + unlife with necro)
Evocation/Transmutation (the warcaster, with blasting from Evocation and buff ups from Transmutation)

Fax Celestis
2013-12-29, 12:06 AM
You might want to check out my wizard rewrite. (http://www.giantitp.com/forums/showthread.php?t=309205)

Baroknik
2013-12-29, 03:35 PM
If anything gives bonus to enchanting, it should be Transmutation. The Enchantment school is probably one of the least used in enchanting items (along with conjuration).

I actually kind of really like this. The synergies are pretty accurate, although I would be inclined to make the pairs
Illusion/Enchantment (the deceptive schools)
Abjuration/Divination (the defensive schools)
Conjuration/Necromancy (minionmancy and the power of life, creating life with conj + unlife with necro)
Evocation/Transmutation (the warcaster, with blasting from Evocation and buff ups from Transmutation)

From a meta standpoint conj/necro does work better, but I like the flavor of conj/evoc better -- with conjuration you are manipulating reality to create/call something into being (very much like evocation). Transmutation is related to necromancy in that both deal with alterations of the state of pre-existing material.