Jormengand
2014-04-05, 07:42 AM
Specialisation has often been considered the way to go - that is, making classes who are incredibly good at a small range of things, AKA T3. And that's really what this is about; nine-level casters who are restricted in their choice of schools to the point of T3-ness. Let's do this!
The Devoted Specialist
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Universal Aptitude, Schools31————————
2nd+1+0+0+3Alpha School Power42————————
3rd+1+1+1+3Extra spell: 1st level421———————
4th+2+1+1+4Beta School Power432———————
5th+2+1+1+4Universal Power4321——————
6th+3+2+2+5Alpha School Power4332——————
7th+3+2+2+5Extra spell: 2nd level44321—————
8th+4+2+2+6Beta School Power44332—————
9th+4+3+3+6Universal Power444321————
10th+5+3+3+7Alpha School Power444332————
11th+5+3+3+7Extra spell: 3rd level4444321———
12th+6/+1+4+4+8Beta School Power4444332———
13th+6/+1+4+4+8Universal Power44444321——
14th+7/+2+4+4+9Alpha School Power44444332——
15th+7/+2+5+5+9Extra spell: 4th level444444321—
16th+8/+3+5+5+10Beta School Power444444332—
17th+8/+3+5+5+10Universal Power4444444321
18th+9/+4+6+6+11Alpha School Power4444444332
19th+9/+4+6+6+11Extra spell: 5th level4444444433
20th+10/+5+6+6+12Ultimate Power, Beta School Power4444444444
Alignment: Any
Hit Die: 1d4
Class Skills:
The devoted specialist's class skills depend on the chosen schools of magic, chosen at first level.
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armour Proficiency:
Devoted specialists are proficient with all simple weapons, but not with any type of armor or shield. Armor of any type interferes with a devoted specialist’s movements, which can cause spells with somatic components to fail.
Spells
The devoted specialist's spells depend on which schools are chosen. They are neither prepared like a wizard's nor learnt like a sorcerer's; the devoted specialist knows all spells of the chosen schools, and casts them as arcane spells in the same manner a sorcerer would.
To regain spells, the devoted specialist must spend an hour each morning after at least eight hours' rest contemplating the chosen schools.
The devoted specialist uses intelligence to determine which spells can be cast, and their save DCs
Universal Aptitude
All devoted specialists know all spells from the universal school of magic.
Schools
Of the eight schools of magic, the devoted specialist must pick one to be the devoted specialist's primary speciality (or "Alpha School"), and another to be the secondary speciality ("Beta School"). Two more are then chosen, of which the devoted specialist has some cursory knowledge.
The devoted specialist knows all spells from the primary speciality, so long as they appear on the cleric, sorcerer/wizard or druid spell lists. The beta school gives all sorcerer/wizard spells, or all cleric spells, or all druid spells, of that school. The two additional schools each yield knowledge of all relevant cantrips. Even if these spells are drawn from a divine caster's spell list, they are considered arcane spells when the devoted specialist casts them.
Note for DMs: The devoted specialist should, in most cases, be restricted to the spells appearing in the Player's Handbook. Further, the use of the extra spell feat or similar feats should be limited to spells within one of the devoted specialist's first two schools, either to take spells not appearing in the Player's Handbook, or in the beta school's case to take spells from a list not chosen. However, if your game includes other 9-level casters who are not under such limits, it may be best to allow the devoted specialist more freedom in using spells. Just remember that the devoted specialist can spontaneously cast all spells you give him access to!
The class skills of the devoted specialist depend on the specialist schools - all of those from the Alpha School and Universal, half of those from the Beta School and one from each of the other two schools is taken. Conjuration has two fewer class skills than most schools, and this is deliberate.
Abjuration: Escape Artist, Hide, Sense Motive, Psicraft, Spot, Tumble.
Conjuration: Handle Animal, Heal, Knowledge (Architecture and Engineering), Knowledge (The Planes).
Divination: Appraise, Gather Information, Knowledge (Geography) Knowledge (Local), Listen, Search.
Enchantment: Diplomacy, Intimidate, Knowledge (Nobility and Royalty), Perform, Use Magic Device, Use Rope
Evocation: Balance, Climb, Jump, Knowledge (Dungeoneering), Survival, Swim
Illusion: Bluff, Disguise, Forgery, Move Silently, Open Lock, Sleight of Hand
Necromancy: One from each of Abj, Con, Div, Enc, Evo and Ilu, if one of these is your alpha school substitute knowledge (Religion) instead.
Transmutation: Choose another school and copy its class skills.
Universal: Concentration, Craft, Knowledge (Arcana), Profession, Spellcraft
School Powers (Su)
Each school has five powers and one Ultimate Power, except for universal which has only four powers. These powers are gained at second level for the alpha school, fourth for the beta school and fifth for universal, and every fourth level thereafter, while the alpha school's ultimate power is gained at 20th level.
Extra Spell
At third level, and every fourth level thereafter, the devoted specialist learns a single spell from each of the cursory schools, at the level given on the table.
The Schools of Magic
Abjuration
Passive: You gain a bonus to all saves equal to one quarter of your devoted specialist level, minimum 1.
1st: You gain spell resistance equal to 10 + your devoted specialist level. You may suppress or reinstate your spell resistance as a free action, even if it's not your turn.
2nd: You learn the Deflect Spell ability. When you have a spell cast on you, you may make an opposed caster level check against the caster. If you succeed, the caster takes the effect too. If you succeed by 10 or more, you do not take the effect.
Generally, beneficial effects cannot be deflected. Dubiously beneficial effects (such as a Rage spell) may be deflected by DM discretion.
3rd: You learn the Mindless Counterspell ability. You may counter a spell without actually using the correct spell, substituting only a spell slot of relevant level, and three times per day you needn't cast a spell at all.
4th: You learn the Power Drain ability if you chose Conjuration, Evocation or Necromancy as a specialist school. Any damage you deal with such a spell (including damage dealt by summoned, called, raised etc. creatures) causes the target to take the following effects:
Vancian casters (Bard, paladin, wizard, etc) lose a number of spell levels equal to half the damage dealt. Highest-level spells are taken first (So taking 25 damage may cause the loss of a ninth and a third-level spell).
Psionic casters (Psion, Wilder, etc.) lose power points equal to the damage dealt.
Truespeak users (Truenamer, Worldspeaker, etc.) take a penalty to truespeak checks equal to a quarter of the damage dealt until they next reset the law of resistance.
Other classes with large numbers of spell-like abilities or similar take penalties determined by the DM. They should be on a similar scale to those given above.
If you chose enchantment or transmutation, you instead gain the Protected Spell ability. Your spells of these schools cannot be dispelled.
If you chose Divination or Illusion, you gain the Diplomatic Immunity ability. While you concentrate on such a spell, you cannot be attacked or targeted until you spend your standard action to do something other than concentrate or you use one of your other actions to deal damage deliberately.
5th: You gain the Shift Spell ability. Three times per day, plus one more per point of intelligence bonus, you may make an opposed caster level check against a creature who casts a spell. If you win, you choose the target for the spell.
Ultimate: You gain the Zone of Obliteration ability. This works exactly like the spell Antimagic Field, except that anyone and anything in the area is constantly subject to the spell Mage's Disjunction and Dismissal, then Nondetection, curse of Magic Negation, Remove Curse, True Form, Ward Shield, Globe of Invulnerability, True Seeing, Spell Turning, Expend, Freedom and Protection from Spells, while the area itself is subject to Suppress Primal Magic, Circle of Clarity, Dimensional Lock, Spellbane, Wall of Supression, Mage's Private Sanctum, and of course antimagic field, all of which have the Irresistible Spell Metamagic applied to them and ignore spell resistance, essentially rendering every form of supernatural ability completely useless - even Prismatic Wall.
Mage's Disjunction will not destroy magic items - they are instead merely suppressed for the duration if they fail their saves. All the spell effects stop immediately after the subject leaves the Zone of Obliteration, except for Dismissal which works as normal.
The effect of Zone of Obliteration is not affected by the effect of Zone of Obliteration. Zone of Obliteration can be used or recalled at will.
Conjuration
Passive: Once per day, if you would go below zero hit points, you gain hit points equal to twice your devoted specialist level.
1st: All spells you cast which heal hit point or ability damage are subject to the maximise spell feat, though their level does not change.
2nd: You learn the Conjure Companion ability. You gain an animal companion, like that of the ranger.
3rd: You learn the Planar Superiority ability. Creatures you summon or call gain 4 hit dice of advancement.
4th: You learn the Glorious Intervention ability. Creatures you call or summon gain your passive conjuration ability.
5th: You learn the Heroic Sacrifice ability. When you would take damage, a creature you have called or summoned may take the damage instead, but it may not take more damage than it has hit points (if summoned) or that would kill it (if called).
Ultimate: You gain access to the Second Wind ability. If you die, you immediately call a creature, as the Gate spell, but it can have no more hit dice than you (plus the four hit dice from Planar Superiority). You transfer your consciousness to this creature, and if it survives for twenty-four hours, you return to life as though the subject of True Ressurection in the creature's location. It cannot cast any spells, spell-like abilities, powers or psi-like abilities. After 24 hours, it returns to its home plane.
Divination
Passive: The save DC of divination spells you cast is increased by one third of your devoted specialist level, minimum 1.
1st: Divinations you cast do not allow spell resistance.
2nd: You gain the Faithful Bond ability. As a standard action, you may form a Faithful Bond with any number of willing creatures within 60 feet. From then onwards, you can always see what each other sees, hear what each other hears, and so forth. This means that, of those of you in the same combat, none of you are surprised or flat-footed unless you all are. A creature can leave a Faithful Bond as a free action.
3rd: You gain the Danger Sense ability. Whenever someone speaks about you or casts a spell targeting you, you become aware of this fact, as well as who did this and which spell (if any) they cast.
4th: You gain the Scry-and-Die ability. You may cast spells through a scrying sensor or similar divination, but only once for each such spell, and you cannot cast death spells through the sensor. You are considered to be 20 feet directly above the divination spell's target when measuring range. You can also concentrate on such spells if needed through the scrying sensor.
5th: You gain the Parasitic Bond ability. Once per day, you may use this ability on a creature you can see, even through a scrying sensor. They may take a will save (DC 10 + 1/2 your devoted specialist level + your INT modifier) to negate the effect, otherwise for the next 24 hours, you gain access to their senses as though you had a Faithful Bond with them, but they are completely unaware of the effect.
Ultimate: You gain the Moment of Omniscience ability. Once per day, you may ask the DM anything in the context of the game. The DM must answer truthfully, unless you are being blocked by a deity's block sensing ability.
Enchantment
Passive: The save DC of enchantment spells you cast is increased by one third of your devoted specialist level, minimum 1.
1st: Enchantments you cast do not allow spell resistance.
2nd: You gain the Undeniable Command ability. Targets of your enchantments do not break free or get extra saves for performing suicidal acts or acts against their nature
3rd: You gain the Extended Command ability. All your Enchantments are subject to the Extend Spell metamagic, though they do not actually take up higher-level spell slots.
4th: You gain the Powerful Command ability. Those who are under your command due to your enchantments gain bonuses depending on your other school:
Abj: +3 all saves
Conj: Benefits from Glorious Intervention
Divination: Automatic Faithful Bond with you, ends with the effect.
Evocation: Maximum damage on all attacks and spells.
Illusion: Creature is invisible
Necromancy: Creature gains undead immunities.
Transmutation: Creature gains +4 to an ability score of your choice for the duration.
5th: You gain the Instant Likability ability. All creatures who see you must take a will save (DC 10+1/2 your devoted specialist level+your intelligence modifier) or treat you one step better, as detailed in the diplomacy skill.
Ultimate: You gain the Eternal Servitude ability. Eternal Servitude works just like a Quest spell, but its duration is truly unlimited. The target receives a new saving throw to end the effect after 1 day/caster level, and every week thereafter.
Evocation
Passive: You count your caster level as one higher than normal per four levels (minimum 1) when casting evocation spells, and also increase the level limit to increase damage by the same number of levels (so at level 12, fireball deals a maximum of 13d6 damage, not 10d6)
1st: Your evocation spells are not subject to spell resistance.
2nd: Your evocation spells are subject to the empower spell metamagic, though their level does not actually change.
3rd: Your evocation spells are not subject to counterspells, and can be cast in or into an antimagic field or similar without penalty
4th: Your evocation spells ignore resistances and immunities.
5th: Your evocation spells are subject to the maximise spell metamagic, though their level does not actually change.
Ultimate: Your evocation spells are subject to the quicken spell metamagic, though their level does not actually change.
Illusion
Passive: The save DC of illusion spells you cast is increased by one third of your devoted specialist level, minimum 1.
1st: You may concentrate on your illusions as a move action.
2nd: You gain the Solid Illusion ability. You may, as a swift action, cause one of your illusions to become solid for your own purposes, and those of willing allies, but not those of your enemies. For example, if you create an illusory staircase, you may walk up the staircase, or you may walk through the staircase.
3rd: You gain the Illusory Double ability. You gain a faithful companion who takes damage, is affected by abilities, and dies as normal, but can also take actions including casting non-illusion spells that you can cast. However, these never actually have any effect; and only appear to (Spells such as Light function normally, spells such as Summon Monster create an illusory monster, arrows the creature fires go to the target and cause illusory blood to spurt out if they hit, and so forth). If you chose divination as your other school, the illusory double may instead cast conjuration spells in this manner.
If the illusory double dies, or if you wish to start anew (perhaps if the double is cursed or is running out of spells), you may remake it while you are regaining your spells for the day.
4th: You gain the Confounding Illusion ability. Whenever you cast an illusion resembling an object or creature within medium range (100 ft + 10 ft/level), you may cause that object creature to become Invisible, as Greater Invisibility, for the duration. The object or creature in question seems to have been affected by a conjuration (Teleportation) spell. In any case, illusions you cast with a duration of concentration instead have a duration of concentration + 1 round/level.
5th: You gain the Cloak of Shadows ability. When you use any spell causing you to be invisible, inaudible or so forth, you cannot be revealed by mortal magic. Throwing flour or even glitterdust on you does not reveal you either; the substance becomes invisible too (which does, however, mean that your location is known for a single moment when it disappears).
Ultimate: You gain the Retroactive Illusion ability. You may choose to swap positions and existences with your illusory double, taking their hit points, condition and remaining spells as your own. The illusory double must be within short range (25 ft + 5 ft/2 levels) to do this.
Necromancy
Passive: Negative Energy and Positive Energy both heal you. All Inflict Wounds spells you cast benefit from the empower spell feat, though their level does not change.
1st: You are immune to certain effects as though you were undead. Your type does not change.
2nd: You gain the Draining Spell ability. All necromancy spells you cast gain the Fell Drain metamagic, if applicable, though their level does not actually change.
3rd: You learn the Bonelord ability. Creatures you raise gain 4 hit dice of advancement.
4th: You gain the Undying Legion ability. Creatures you raise gain DR 10/- and resistance to everything 10.
5th: You gain the Death Touch ability. Creatures you raise gain the Energy Drain ability of Wights.
Ultimate: You gain the Instant Undeath ability. Once per day, you may kill a creature within 60 feet (fortitude negates). If the save is failed, the creature becomes an undead under your control.
Transmutation
Passive: You gain a +2 to one ability score. At fifth level, and every fifth level thereafter, you gain +2 to another ability score (you must choose a different one each time). When you prepare spells, you may rearrange your bonuses.
1st: You gain DR 5/- and resistance to everything 5.
2nd: You gain the Malleable Form ability, allowing you to change your dimensions to as little as a quarter of their normal, but this squeezing must be compensated for, potentially causing your body to grow up to 16 times in one direction. The obvious physical and gravitational effects of this are ignored, and you do not change size category nor gain a longer reach, though you may take up a larger space.
3rd: You gain the All is Dust ability. You may cause your body and items to disintegrate, rendering you immune to attacks but unable to fight, and you gain a 60 ft fly speed. You may reform as a free action in any space where you fit. You may stay in this state 1 round per level at a time, after which you must wait a minute without using the ability again - you may stop and start using the ability, but must go a full minute without using it at all to regain uses of it.
4th: You gain the Goldstrike ability. The ability acts as flesh to stone (DC 10 + 1/2 your devoted specialist levels + your INT modifier), but turns the target into gold. As such, they cannot be turned back again, and are forever a statue. This ability may be used once per day.
5th: You gain the Perfect Being ability. Once per day per two devoted specialist levels, you may add half your devoted specialist levels to a single ability score for one minute as a swift action.
Ultimate: You gain the Death Mission ability. Once per day, you may turn an ally within 100 feet into a frenzied killing machine for one minute. The ally gains +10 to his strength, dexterity, all saves (including his newly improved reflex save), attack rolls, damage rolls, and his armour class, +100 feet to all modes of transport, DR 20/-, resistance to everything 20 and 100 temporary hit points, but cannot use spells, powers or spell-like or psi-like abilities for the duration.
Universal
Passive: There is no passive Universal power.
1st: You may cast cantrips at will.
2nd: You gain the Instant Metamagic ability. Even though you cast spells spontaneously, you can cast metamagic spells in the normal time, allowing you to use quickened spell normally.
3rd: You gain the Delayed Spell ability. Once per day per Devoted Specialist level, you may designate a spell to take effect after a certain amount of time, up to one minute per caster level. This time must be set at the time of casting, however.
4th: You gain the Serial Spell ability. Once per day, you may cast a Delayed spell in such a manner that it takes effect both immediately, and at the delayed time (at least one round later).
Alternate Class Features/Archetypes
Ultimate Specialist
If a devoted specialist is someone who seeks to learn only two different schools of magic, and then proceeds to learn every spell of those schools ever to come to pass, then the ultimate specialist is someone who learns two different spells, and proceeds to learn how to cast those spells as many times as he can each day. While in reality, the ultimate specialist is not quite this limited, he does go one step further than the devoted specialist and limit access even within his schools.
The ultimate specialist must learn spells in the same manner as a sorcerer, gaining the number given on table: sorcerer spells known for his alpha school, and half as many again (rounding up) for the beta school, but has the same number of spells per day as a sorcerer as well. If the ultimate specialist has a spell level that a sorcerer would not, he gets two spells of that level per day, and knows a single spell from the Alpha school but not the Beta school.
The Devoted Specialist
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Universal Aptitude, Schools31————————
2nd+1+0+0+3Alpha School Power42————————
3rd+1+1+1+3Extra spell: 1st level421———————
4th+2+1+1+4Beta School Power432———————
5th+2+1+1+4Universal Power4321——————
6th+3+2+2+5Alpha School Power4332——————
7th+3+2+2+5Extra spell: 2nd level44321—————
8th+4+2+2+6Beta School Power44332—————
9th+4+3+3+6Universal Power444321————
10th+5+3+3+7Alpha School Power444332————
11th+5+3+3+7Extra spell: 3rd level4444321———
12th+6/+1+4+4+8Beta School Power4444332———
13th+6/+1+4+4+8Universal Power44444321——
14th+7/+2+4+4+9Alpha School Power44444332——
15th+7/+2+5+5+9Extra spell: 4th level444444321—
16th+8/+3+5+5+10Beta School Power444444332—
17th+8/+3+5+5+10Universal Power4444444321
18th+9/+4+6+6+11Alpha School Power4444444332
19th+9/+4+6+6+11Extra spell: 5th level4444444433
20th+10/+5+6+6+12Ultimate Power, Beta School Power4444444444
Alignment: Any
Hit Die: 1d4
Class Skills:
The devoted specialist's class skills depend on the chosen schools of magic, chosen at first level.
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armour Proficiency:
Devoted specialists are proficient with all simple weapons, but not with any type of armor or shield. Armor of any type interferes with a devoted specialist’s movements, which can cause spells with somatic components to fail.
Spells
The devoted specialist's spells depend on which schools are chosen. They are neither prepared like a wizard's nor learnt like a sorcerer's; the devoted specialist knows all spells of the chosen schools, and casts them as arcane spells in the same manner a sorcerer would.
To regain spells, the devoted specialist must spend an hour each morning after at least eight hours' rest contemplating the chosen schools.
The devoted specialist uses intelligence to determine which spells can be cast, and their save DCs
Universal Aptitude
All devoted specialists know all spells from the universal school of magic.
Schools
Of the eight schools of magic, the devoted specialist must pick one to be the devoted specialist's primary speciality (or "Alpha School"), and another to be the secondary speciality ("Beta School"). Two more are then chosen, of which the devoted specialist has some cursory knowledge.
The devoted specialist knows all spells from the primary speciality, so long as they appear on the cleric, sorcerer/wizard or druid spell lists. The beta school gives all sorcerer/wizard spells, or all cleric spells, or all druid spells, of that school. The two additional schools each yield knowledge of all relevant cantrips. Even if these spells are drawn from a divine caster's spell list, they are considered arcane spells when the devoted specialist casts them.
Note for DMs: The devoted specialist should, in most cases, be restricted to the spells appearing in the Player's Handbook. Further, the use of the extra spell feat or similar feats should be limited to spells within one of the devoted specialist's first two schools, either to take spells not appearing in the Player's Handbook, or in the beta school's case to take spells from a list not chosen. However, if your game includes other 9-level casters who are not under such limits, it may be best to allow the devoted specialist more freedom in using spells. Just remember that the devoted specialist can spontaneously cast all spells you give him access to!
The class skills of the devoted specialist depend on the specialist schools - all of those from the Alpha School and Universal, half of those from the Beta School and one from each of the other two schools is taken. Conjuration has two fewer class skills than most schools, and this is deliberate.
Abjuration: Escape Artist, Hide, Sense Motive, Psicraft, Spot, Tumble.
Conjuration: Handle Animal, Heal, Knowledge (Architecture and Engineering), Knowledge (The Planes).
Divination: Appraise, Gather Information, Knowledge (Geography) Knowledge (Local), Listen, Search.
Enchantment: Diplomacy, Intimidate, Knowledge (Nobility and Royalty), Perform, Use Magic Device, Use Rope
Evocation: Balance, Climb, Jump, Knowledge (Dungeoneering), Survival, Swim
Illusion: Bluff, Disguise, Forgery, Move Silently, Open Lock, Sleight of Hand
Necromancy: One from each of Abj, Con, Div, Enc, Evo and Ilu, if one of these is your alpha school substitute knowledge (Religion) instead.
Transmutation: Choose another school and copy its class skills.
Universal: Concentration, Craft, Knowledge (Arcana), Profession, Spellcraft
School Powers (Su)
Each school has five powers and one Ultimate Power, except for universal which has only four powers. These powers are gained at second level for the alpha school, fourth for the beta school and fifth for universal, and every fourth level thereafter, while the alpha school's ultimate power is gained at 20th level.
Extra Spell
At third level, and every fourth level thereafter, the devoted specialist learns a single spell from each of the cursory schools, at the level given on the table.
The Schools of Magic
Abjuration
Passive: You gain a bonus to all saves equal to one quarter of your devoted specialist level, minimum 1.
1st: You gain spell resistance equal to 10 + your devoted specialist level. You may suppress or reinstate your spell resistance as a free action, even if it's not your turn.
2nd: You learn the Deflect Spell ability. When you have a spell cast on you, you may make an opposed caster level check against the caster. If you succeed, the caster takes the effect too. If you succeed by 10 or more, you do not take the effect.
Generally, beneficial effects cannot be deflected. Dubiously beneficial effects (such as a Rage spell) may be deflected by DM discretion.
3rd: You learn the Mindless Counterspell ability. You may counter a spell without actually using the correct spell, substituting only a spell slot of relevant level, and three times per day you needn't cast a spell at all.
4th: You learn the Power Drain ability if you chose Conjuration, Evocation or Necromancy as a specialist school. Any damage you deal with such a spell (including damage dealt by summoned, called, raised etc. creatures) causes the target to take the following effects:
Vancian casters (Bard, paladin, wizard, etc) lose a number of spell levels equal to half the damage dealt. Highest-level spells are taken first (So taking 25 damage may cause the loss of a ninth and a third-level spell).
Psionic casters (Psion, Wilder, etc.) lose power points equal to the damage dealt.
Truespeak users (Truenamer, Worldspeaker, etc.) take a penalty to truespeak checks equal to a quarter of the damage dealt until they next reset the law of resistance.
Other classes with large numbers of spell-like abilities or similar take penalties determined by the DM. They should be on a similar scale to those given above.
If you chose enchantment or transmutation, you instead gain the Protected Spell ability. Your spells of these schools cannot be dispelled.
If you chose Divination or Illusion, you gain the Diplomatic Immunity ability. While you concentrate on such a spell, you cannot be attacked or targeted until you spend your standard action to do something other than concentrate or you use one of your other actions to deal damage deliberately.
5th: You gain the Shift Spell ability. Three times per day, plus one more per point of intelligence bonus, you may make an opposed caster level check against a creature who casts a spell. If you win, you choose the target for the spell.
Ultimate: You gain the Zone of Obliteration ability. This works exactly like the spell Antimagic Field, except that anyone and anything in the area is constantly subject to the spell Mage's Disjunction and Dismissal, then Nondetection, curse of Magic Negation, Remove Curse, True Form, Ward Shield, Globe of Invulnerability, True Seeing, Spell Turning, Expend, Freedom and Protection from Spells, while the area itself is subject to Suppress Primal Magic, Circle of Clarity, Dimensional Lock, Spellbane, Wall of Supression, Mage's Private Sanctum, and of course antimagic field, all of which have the Irresistible Spell Metamagic applied to them and ignore spell resistance, essentially rendering every form of supernatural ability completely useless - even Prismatic Wall.
Mage's Disjunction will not destroy magic items - they are instead merely suppressed for the duration if they fail their saves. All the spell effects stop immediately after the subject leaves the Zone of Obliteration, except for Dismissal which works as normal.
The effect of Zone of Obliteration is not affected by the effect of Zone of Obliteration. Zone of Obliteration can be used or recalled at will.
Conjuration
Passive: Once per day, if you would go below zero hit points, you gain hit points equal to twice your devoted specialist level.
1st: All spells you cast which heal hit point or ability damage are subject to the maximise spell feat, though their level does not change.
2nd: You learn the Conjure Companion ability. You gain an animal companion, like that of the ranger.
3rd: You learn the Planar Superiority ability. Creatures you summon or call gain 4 hit dice of advancement.
4th: You learn the Glorious Intervention ability. Creatures you call or summon gain your passive conjuration ability.
5th: You learn the Heroic Sacrifice ability. When you would take damage, a creature you have called or summoned may take the damage instead, but it may not take more damage than it has hit points (if summoned) or that would kill it (if called).
Ultimate: You gain access to the Second Wind ability. If you die, you immediately call a creature, as the Gate spell, but it can have no more hit dice than you (plus the four hit dice from Planar Superiority). You transfer your consciousness to this creature, and if it survives for twenty-four hours, you return to life as though the subject of True Ressurection in the creature's location. It cannot cast any spells, spell-like abilities, powers or psi-like abilities. After 24 hours, it returns to its home plane.
Divination
Passive: The save DC of divination spells you cast is increased by one third of your devoted specialist level, minimum 1.
1st: Divinations you cast do not allow spell resistance.
2nd: You gain the Faithful Bond ability. As a standard action, you may form a Faithful Bond with any number of willing creatures within 60 feet. From then onwards, you can always see what each other sees, hear what each other hears, and so forth. This means that, of those of you in the same combat, none of you are surprised or flat-footed unless you all are. A creature can leave a Faithful Bond as a free action.
3rd: You gain the Danger Sense ability. Whenever someone speaks about you or casts a spell targeting you, you become aware of this fact, as well as who did this and which spell (if any) they cast.
4th: You gain the Scry-and-Die ability. You may cast spells through a scrying sensor or similar divination, but only once for each such spell, and you cannot cast death spells through the sensor. You are considered to be 20 feet directly above the divination spell's target when measuring range. You can also concentrate on such spells if needed through the scrying sensor.
5th: You gain the Parasitic Bond ability. Once per day, you may use this ability on a creature you can see, even through a scrying sensor. They may take a will save (DC 10 + 1/2 your devoted specialist level + your INT modifier) to negate the effect, otherwise for the next 24 hours, you gain access to their senses as though you had a Faithful Bond with them, but they are completely unaware of the effect.
Ultimate: You gain the Moment of Omniscience ability. Once per day, you may ask the DM anything in the context of the game. The DM must answer truthfully, unless you are being blocked by a deity's block sensing ability.
Enchantment
Passive: The save DC of enchantment spells you cast is increased by one third of your devoted specialist level, minimum 1.
1st: Enchantments you cast do not allow spell resistance.
2nd: You gain the Undeniable Command ability. Targets of your enchantments do not break free or get extra saves for performing suicidal acts or acts against their nature
3rd: You gain the Extended Command ability. All your Enchantments are subject to the Extend Spell metamagic, though they do not actually take up higher-level spell slots.
4th: You gain the Powerful Command ability. Those who are under your command due to your enchantments gain bonuses depending on your other school:
Abj: +3 all saves
Conj: Benefits from Glorious Intervention
Divination: Automatic Faithful Bond with you, ends with the effect.
Evocation: Maximum damage on all attacks and spells.
Illusion: Creature is invisible
Necromancy: Creature gains undead immunities.
Transmutation: Creature gains +4 to an ability score of your choice for the duration.
5th: You gain the Instant Likability ability. All creatures who see you must take a will save (DC 10+1/2 your devoted specialist level+your intelligence modifier) or treat you one step better, as detailed in the diplomacy skill.
Ultimate: You gain the Eternal Servitude ability. Eternal Servitude works just like a Quest spell, but its duration is truly unlimited. The target receives a new saving throw to end the effect after 1 day/caster level, and every week thereafter.
Evocation
Passive: You count your caster level as one higher than normal per four levels (minimum 1) when casting evocation spells, and also increase the level limit to increase damage by the same number of levels (so at level 12, fireball deals a maximum of 13d6 damage, not 10d6)
1st: Your evocation spells are not subject to spell resistance.
2nd: Your evocation spells are subject to the empower spell metamagic, though their level does not actually change.
3rd: Your evocation spells are not subject to counterspells, and can be cast in or into an antimagic field or similar without penalty
4th: Your evocation spells ignore resistances and immunities.
5th: Your evocation spells are subject to the maximise spell metamagic, though their level does not actually change.
Ultimate: Your evocation spells are subject to the quicken spell metamagic, though their level does not actually change.
Illusion
Passive: The save DC of illusion spells you cast is increased by one third of your devoted specialist level, minimum 1.
1st: You may concentrate on your illusions as a move action.
2nd: You gain the Solid Illusion ability. You may, as a swift action, cause one of your illusions to become solid for your own purposes, and those of willing allies, but not those of your enemies. For example, if you create an illusory staircase, you may walk up the staircase, or you may walk through the staircase.
3rd: You gain the Illusory Double ability. You gain a faithful companion who takes damage, is affected by abilities, and dies as normal, but can also take actions including casting non-illusion spells that you can cast. However, these never actually have any effect; and only appear to (Spells such as Light function normally, spells such as Summon Monster create an illusory monster, arrows the creature fires go to the target and cause illusory blood to spurt out if they hit, and so forth). If you chose divination as your other school, the illusory double may instead cast conjuration spells in this manner.
If the illusory double dies, or if you wish to start anew (perhaps if the double is cursed or is running out of spells), you may remake it while you are regaining your spells for the day.
4th: You gain the Confounding Illusion ability. Whenever you cast an illusion resembling an object or creature within medium range (100 ft + 10 ft/level), you may cause that object creature to become Invisible, as Greater Invisibility, for the duration. The object or creature in question seems to have been affected by a conjuration (Teleportation) spell. In any case, illusions you cast with a duration of concentration instead have a duration of concentration + 1 round/level.
5th: You gain the Cloak of Shadows ability. When you use any spell causing you to be invisible, inaudible or so forth, you cannot be revealed by mortal magic. Throwing flour or even glitterdust on you does not reveal you either; the substance becomes invisible too (which does, however, mean that your location is known for a single moment when it disappears).
Ultimate: You gain the Retroactive Illusion ability. You may choose to swap positions and existences with your illusory double, taking their hit points, condition and remaining spells as your own. The illusory double must be within short range (25 ft + 5 ft/2 levels) to do this.
Necromancy
Passive: Negative Energy and Positive Energy both heal you. All Inflict Wounds spells you cast benefit from the empower spell feat, though their level does not change.
1st: You are immune to certain effects as though you were undead. Your type does not change.
2nd: You gain the Draining Spell ability. All necromancy spells you cast gain the Fell Drain metamagic, if applicable, though their level does not actually change.
3rd: You learn the Bonelord ability. Creatures you raise gain 4 hit dice of advancement.
4th: You gain the Undying Legion ability. Creatures you raise gain DR 10/- and resistance to everything 10.
5th: You gain the Death Touch ability. Creatures you raise gain the Energy Drain ability of Wights.
Ultimate: You gain the Instant Undeath ability. Once per day, you may kill a creature within 60 feet (fortitude negates). If the save is failed, the creature becomes an undead under your control.
Transmutation
Passive: You gain a +2 to one ability score. At fifth level, and every fifth level thereafter, you gain +2 to another ability score (you must choose a different one each time). When you prepare spells, you may rearrange your bonuses.
1st: You gain DR 5/- and resistance to everything 5.
2nd: You gain the Malleable Form ability, allowing you to change your dimensions to as little as a quarter of their normal, but this squeezing must be compensated for, potentially causing your body to grow up to 16 times in one direction. The obvious physical and gravitational effects of this are ignored, and you do not change size category nor gain a longer reach, though you may take up a larger space.
3rd: You gain the All is Dust ability. You may cause your body and items to disintegrate, rendering you immune to attacks but unable to fight, and you gain a 60 ft fly speed. You may reform as a free action in any space where you fit. You may stay in this state 1 round per level at a time, after which you must wait a minute without using the ability again - you may stop and start using the ability, but must go a full minute without using it at all to regain uses of it.
4th: You gain the Goldstrike ability. The ability acts as flesh to stone (DC 10 + 1/2 your devoted specialist levels + your INT modifier), but turns the target into gold. As such, they cannot be turned back again, and are forever a statue. This ability may be used once per day.
5th: You gain the Perfect Being ability. Once per day per two devoted specialist levels, you may add half your devoted specialist levels to a single ability score for one minute as a swift action.
Ultimate: You gain the Death Mission ability. Once per day, you may turn an ally within 100 feet into a frenzied killing machine for one minute. The ally gains +10 to his strength, dexterity, all saves (including his newly improved reflex save), attack rolls, damage rolls, and his armour class, +100 feet to all modes of transport, DR 20/-, resistance to everything 20 and 100 temporary hit points, but cannot use spells, powers or spell-like or psi-like abilities for the duration.
Universal
Passive: There is no passive Universal power.
1st: You may cast cantrips at will.
2nd: You gain the Instant Metamagic ability. Even though you cast spells spontaneously, you can cast metamagic spells in the normal time, allowing you to use quickened spell normally.
3rd: You gain the Delayed Spell ability. Once per day per Devoted Specialist level, you may designate a spell to take effect after a certain amount of time, up to one minute per caster level. This time must be set at the time of casting, however.
4th: You gain the Serial Spell ability. Once per day, you may cast a Delayed spell in such a manner that it takes effect both immediately, and at the delayed time (at least one round later).
Alternate Class Features/Archetypes
Ultimate Specialist
If a devoted specialist is someone who seeks to learn only two different schools of magic, and then proceeds to learn every spell of those schools ever to come to pass, then the ultimate specialist is someone who learns two different spells, and proceeds to learn how to cast those spells as many times as he can each day. While in reality, the ultimate specialist is not quite this limited, he does go one step further than the devoted specialist and limit access even within his schools.
The ultimate specialist must learn spells in the same manner as a sorcerer, gaining the number given on table: sorcerer spells known for his alpha school, and half as many again (rounding up) for the beta school, but has the same number of spells per day as a sorcerer as well. If the ultimate specialist has a spell level that a sorcerer would not, he gets two spells of that level per day, and knows a single spell from the Alpha school but not the Beta school.