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View Full Version : reworking/retiering wizards/sorcerers based on arcane schools



Leprechaun
2017-03-07, 11:52 AM
Not all classes are created equal. The most powerful classes in 3.5 d&d are the full spellcasters: wizard, sorcerer, druid and cleric. The problem is not that these classes are powerful, the problem is that they invalidate entire other classes, and make the game less fun for players playing those classes. With many arcane schools, gods and domains to choose from it could be more fun and viable for players building wizards to make a really unique character: indeed, the spellcasting classes themselves are not lacking in fluff to do so.

Therefore one of the ideas I had for my next campaign is to limit wizards to one arcane school, and rework the arcane schools themselves. The ability to have all the powerfull options at the same time is simply too good. Spell lists are (hopefully) thematically fitting and still give powerfull options, but at the expense of other options. Players now face real and hard choices how to progress their character, as the game should be in my opinion.

My main question is in which tier you would place the following classes/spell lists? The ideal would be to bring all wizards below to the same powerlevel as other classes in the player handbook (ie tier 3), as this would enhance the fun for everybody involved. In order to achieve this goal I have tried to re-imagine the wizard while staying within core.

Note: Divine casters fall outside the scope of this topic, as is everything non core. I am only looking for feedback and constructive criticisms on my proposal, I am not intending to start a caster vs mundane flamewar. The main things are getting them all to tier 3 and improved fluff.



Wizards and sorcerers get collapsed into one class, wizard. The wizard class is actually a composite of many classes: abjurer, conjurer, diviner, enchanter, evoker, illusionist, necromancer, and transmuter. When you advance a level in wizard, you have to choose one of its subclasses to gain a level in.

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Alignment: Any.

Hit Die: D4

Class Skills

The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Some arcane schools gain or lose class skills, so carefully read the description of your chosen school’s special abilities.

Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.

Spells

A wizard casts arcane spells which are drawn from his chosen arcane school spell list. A wizard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

To learn or cast a spell, a wizard must have an intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s casting ability modifier. The casting ability modifier depends on your chosen arcane schools, so read that section carefully. It will be either charisma or wisdom.

Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. Bonus spells per day are eliminated. Level 0 spells no longer have a limit per day to be cast.

A wizard’s selection of spells is limited. A wizard begins play knowing all 0-level spells of his chosen school and the universal school, and two 1st-level spells of his chosen school of your choice.

A wizard must study her spellbook in order to prepare newly gained spells from memory. New spells require one day per spell level to permanently commit to memory. He cannot prepare any spell not recorded in her spellbook. A wizard can add spells found in other wizards’ spellbooks or on scrolls to his own spellbook, but only from his chosen arcane school. This is because a spellbook can only attune to one specific wizard and one arcane school of magic. A wizard does not learn any new spells automatically on leveling, this must be done by purchasing scrolls or tuition from a mage guild, library, mentor or by defeating an enemy wizard and looting his stuff.

School Specialization

A school is one of eight groupings of spells, each defined by a common theme. A wizard must specialize in one school of magic (see below). A wizard never learns to cast spells from any of the other schools, with the exception of the universal school. He can however cast any spell from a scroll or wands with use magic device skill. He can also start specializing in other schools by taking levels in them, but only his highest level in any school governs his spells per day.

For example, a level 6 character with 4 levels as abjurer and 2 as conjurer would only get 6 level 1 spells per day, and 3 level 2 spells per day as per the table above. He can however cast both from the abjuration and conjuration school. This presents an interesting choice between specialization and generalization, and forces the wizard to invest in wands and scrolls.

The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.

Spells that do not fall into any of these schools are part of the universal school.





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Conjuration loses all healing subschool spells, those go to necromancy.

The teleportation subschool spells go to divination because of the link with the astral plane. I am however of taking teleportation spells out because of world building reasons.

The necromancy subschool loses all fear and mindaffecting spells, those go to enchantment.

There are smaller shifts as well: the divination schools gains all spells pertaining to the use and speed of time, as well as some spells that can be imaged as having access to the spirit world / astral plane.




• Arcane Mark: Inscribes a personal rune (visible or invisible).
• Prestidigitation: Performs minor tricks.
• Read Magic: Read scrolls and spellbooks.



• Permanency X: Makes certain spells permanent.



• Contingency: Sets trigger condition for another spell.

Leprechaun
2017-03-07, 11:53 AM
Abjurers



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Abjuration magic is blue and the abjuration order tends to use blue cloaks and robes. Abjurers’ casting stat is WISDOM.

Although it’s hardly a simple matter to wield the magic that will produce a blast of fire or slay a giant with a word, the highest form of the mage’s art lies at the place where magic interacts with magic. To study the school of abjuration is to wield spells that manipulate the fabric of arcane power itself.

Abjurers are deliberate, prudent, and thoughtful, possessing an unequaled determination and resolve that allows them to carefully consider all aspects of a problem before devising an efficient and effective response. They generally regard adherents of other schools of magic as reckless and wasteful, and they continuously evolve strategies for defeating other wizards in magic duels (whether such confrontations ever become necessary or not). Whether their lives are given over to adventuring or experimentation, abjurers are always well prepared. The study of abjuration requires a meticulous and deliberate personality that generally favors a lawful alignment. Since abjuration often focuses on limiting the ability of others to do harm, many abjurers are inclined to walk the path of morality on the side of good. At the same time, the ruthless efficiency of abjuration used as a weapon against other spellcasters means that many wizards are drawn to the school by dreams of personal power that quickly override the orderly and benevolent philosophies of their fellows. Though abjurers are often reluctant adventurers, good abjurers sometimes take up the life to undo the evil that magic too often spawns. Good and neutral abjurers tend to position themselves where they can prevent others from victimizing folk who lack the ability to defend themselves. Evil abjurers are often found as lieutenants or elite advisors to sinister overlords, selling their valuable skills to the highest bidder. Abjurers make their homes anywhere, but most prefer smaller towns to large cities. They generally enjoy the trust and good regard of their neighbors, and are sometimes willing to use their power on behalf of others with little thought of compensation or reward.

Masters of protective magic, abjurers can fill many roles in a campaign, from bodyguard to battlemage to adventurer. Although it lacks offensive options, the school of abjuration provides some of the most effective combat spells in the game. An evoker or transmuter might find it easier to bring down large groups of foes, but an abjurer is far more likely to bring herself and her companions through a fight alive.

In a campaign with a high degree of intrigue or political machinations, the protective abilities of an abjurer can guard against foes both obvious and unexpected, and rival groups of abjurers, all with slightly different powers, might vie for prominence among each nation's schemers and courtiers. In combat-heavy campaigns, realms might employ abjuration specialists to protect against the battle magic of their rivals, and in any campaign, adventurers might come to rely on the skills of an abjurer to protect against the dangers of dungeon and wilderness.




Initiate abjurer
At level 4, if you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.

Specialist abjurer
At level 7, you gain a competence bonus on dispel checks equal to 1/2 your abjurer level.

Master abjurer
At level 10, when casting an abjuration spell that normally has a range of personal, you can instead choose to cast it as a touch spell that affects a single creature. When casting an abjuration spell that is an emanation centered on you, you can instead choose to cast it as a touch spell that emanates from the touched creature.






Resistance: Subject gains +1 on saving throws.




• Alarm: Wards an area for 2 hours/level.
• Endure Elements: Exist comfortably in hot or cold environments.
• Hold Portal: Holds door shut.
• Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
• Sanctuary: Opponents can’t attack you, and you can’t attack.
• Shield: Invisible disc gives +4 to AC, blocks magic missiles.





• Arcane Lock: Magically locks a portal or chest.
• Ectoplasmic Feedback: reflects damage on incorporeal creatures
• Obscure Object: Masks object against scrying.
• Protection from Arrows: Subject immune to most ranged attacks.
• Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.



• Dispel Magic: Cancels magical spells and effects.
• Explosive Runes: Deals 6d6 damage when read.
• Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
• Nondetection M: Hides subject from divination, scrying.
• Protection from Energy: Absorb 12 points/level of damage from one kind of energy.



• Dimensional Anchor: Bars extradimensional movement.
• Fire Trap M: Opened object deals 1d4 damage +1/level.
• Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
• Remove Curse: Frees object or person from curse.
• Spell Immunity: Subject is immune to one spell per four levels.
• Stoneskin: Ignore 10 points of damage per attack.



• Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
• Dismissal: Forces a creature to return to native plane.
• Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
• Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
• Spell Resistance: Subject gains SR 12 + level.



• Antimagic Field: Negates magic within 10 ft.
• Dispel Magic, Greater: As dispel magic, but +20 on check.
• Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
• Guards and Wards: Array of magic effects protect area.
• Repulsion: Creatures can’t approach you.



• Banishment: Banishes 2 HD/level of extraplanar creatures.
• Sequester: Subject is invisible to sight and scrying; renders creature comatose.
• Spell Turning: Reflect 1d4+6 spell levels back at caster.



• Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
• Mind Blank: Subject is immune to mental/emotional magic and scrying.
• Prismatic Wall: Wall’s colors have array of effects.
• Protection from Spells M F: Confers +8 resistance bonus.
• Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.



• Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
• Mind Blank: Subject is immune to mental/emotional magic and scrying.
• Prismatic Wall: Wall’s colors have array of effects.
• Protection from Spells M F: Confers +8 resistance bonus.
• Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.

Leprechaun
2017-03-07, 11:55 AM
Conjurers



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Conjuration magic is orange and the conjuration order tends to use orange cloaks and robes. Conjurers’s casting stat is CHARISMA.

The Material Plane is nothing but a small and unimportant crossroads in the cosmos. All that exists in this physical world is a mere reflection of the iconic truths embodied in the unseen worlds that border it.

Confident, headstrong, and opinionated, conjurers can often seem indolent and unconcerned with the difficulties of others, rarely inclined to think their way around any obstacle or foe that can be more simply hammered down with the right application of summoned power. Because of the great control they wield over many dreadful extraplanar creatures, most conjurers view the other schools of magic with disdain—illusion and divination are trivial, transmutation and evocation are inconsequential, abjuration and enchantment are too weak, and necromancy is repulsive (possibly because, of all the schools, it alone can challenge the conjurer’s sense of her own power). Conjurers must be strong-willed, decisive, and just a little bit reckless to excel in their chosen field, favoring chaotic alignments and preferring quick and decisive solutions over slower and more deliberate methods of problem-solving. Like necromancers, conjurers stare unflinching into the face of dark and powerful forces, and most rarely feel that they can afford the luxury of high (in other words, good) moral standards. As such, conjurers often favor evil and neutral alignments.

Conjurers undergo adventures when the prospect of finding easy power and wealth seems to outweigh the risks and effort involved. They can be difficult companions, speaking their minds freely and having little patience for the opinions of those they consider inferior. It takes a leader of proven worth and unyielding strength to earn a conjurer’s respect. In an adventuring group, conjurers prefer action to discussion, and tend to view overwhelming and immediate attack as the first step in any successful encounter. Most conjurers prefer to live in isolated frontier or wilderness areas, both because of their lack of interest in associating with those they deem beneath them (which is to say, most people) and as a means to practice the most dangerous aspects of their craft without worrying about the neighbors complaining (or being eaten). Aside from magical research, conjurers shun all activities that would normally constitute a career or an occupation, and when funds are low, they often simply summon creatures to fetch treasure for them.

One of the most versatile schools of magic, conjuration offers its disciples an effective solution to nearly any task: simply summon the appropriate monster and let it solve the problem. In combat, high-level conjurers fight from behind wave after wave of summoned foes, and in most battles they simply direct their summoned allies into the conflict. In addition to these vaunted summoning powers, conjuration provides effective combat spells.

While virtually any campaign can benefit from rival groups of conjurers serving diverse agendas, conjurers are particularly effective in combat-heavy campaigns. Campaigns that feature travel between the planes also benefit from including diverse groups of conjurers, because their specialty encourages a thorough understanding of the creatures of the Outer Planes.





Initiate conjurer
Starting at level 4, any creature you summon or call appears with extra hit points equal to your caster level.

Specialist conjurer
Starting at level 7, dispel checks made against your conjuration spells treat your caster level as if it were 5 higher than normal.

Master conjurer
Starting at level 10, you can cast a conjuration spell with a casting time of 1 standard action as a swift action.

Note: Since conjurers using this variant obviously summon monsters frequently, the DM should require the conjurer's player to prepare simple record sheets ahead of time for each monster that the character commonly summons. It is also important to emphasize speedy play on the part of the conjurer and his summoned monsters.








• Drench: A sudden downpour soaks a target creature or object.





• Grease: Makes 10-ft. square or one object slippery.
• Mount: Summons riding horse for 2 hours/level.
• Obscuring Mist: Fog surrounds you.
• Summon Monster I: Calls extraplanar creature to fight for you.
• Unseen Servant: Invisible force obeys your commands.





• Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
• Fog Cloud: Fog obscures vision.
• Glitterdust: Blinds creatures, outlines invisible creatures.
• Summon Monster II: Calls extraplanar creature to fight for you.
• Summon Swarm: Summons swarm of bats, rats, or spiders.
• Web: Fills 20-ft.-radius spread with sticky spiderwebs.



• Phantom Steed: Magic horse appears for 1 hour/level.
• Sepia Snake Sigil: Creates text symbol that immobilizes reader.
• Sleet Storm: Hampers vision and movement.
• Stinking Cloud: Nauseating vapors, 1 round/level.
• Summon Monster III: Calls extraplanar creature to fight for you.




• Black Tentacles: Tentacles grapple all within 20 ft. spread.
• Dimension Door: Teleports you short distance.
• Minor Creation: Creates one cloth or wood object.
• Secure Shelter: Creates sturdy cottage.
• Solid Fog: Blocks vision and slows movement.
• Summon Monster IV: Calls extraplanar creature to fight for you.




• Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
• Mage’s Faithful Hound: Phantom dog can guard, attack.
• Major Creation: As minor creation, plus stone and metal.
• Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
• Summon Monster V: Calls extraplanar creature to fight for you.
• Wall of Stone: Creates a stone wall that can be shaped.




• Acid Fog: Fog deals acid damage.
• Summon Monster VI: Calls extraplanar creature to fight for you.
• Wall of Iron: 30 hp/four levels; can topple onto foes.




• Instant Summons: Prepared object appears in your hand.
• Mage’s Magnificent Mansion: Door leads to extradimensional mansion.
• Phase Door: Creates an invisible passage through wood or stone.
• Summon Monster VII: Calls extraplanar creature to fight for you.




• Incendiary Cloud: Cloud deals 4d6 fire damage/round.
• Summon Monster VIII: Calls extraplanar creature to fight for you.
• Trap the Soul: Imprisons subject within gem.




• Refuge: Alters item to transport its possessor to you.
• Summon Monster IX: Calls extraplanar creature to fight for you.

Leprechaun
2017-03-07, 11:56 AM
Diviners



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Divination magic is white and the divination order tends to use white cloaks and robes. Diviners’ casting stat is WISDOM. Add the following skills to the character's list of wizard class skills: Gather Information, Sense Motive.

History is full of missed opportunities, personal tragedies, and kingdom-shattering defeats that might easily have been averted but for a single piece of information that could have changed the course of lives and worlds. Knowledge is power, and those who know all hold ultimate power in their hands.

Diviners are perhaps the wisest of all wizards. Like abjurers, they are often cautious and deliberate spell casters, happy to avail themselves of every possible preparation and precaution before embarking on a hazardous course. For the diviner, though, the best of all possible preparations is to choose the course of action that will avoid conflict and peril altogether. While diviners aren’t cowards (at least not all of them), few are likely to rush headlong into a fight before every other option has been exhausted. Diviners are students not only of the arcane workings of spells and magical lore but also of the mechanisms of nature, the arts and sciences, and even human behavior. Few are better judges of character than diviners. In addition to being thoughtful and orderly in their affairs, diviners prize the quality of objectivity. A mind closed to any possibility (however remote or distasteful one may be) is a mind that might be closed to the truth, for the truth is not always simple or pleasant. Diviners are therefore strongly inclined toward neutral alignments, and usually favor law over chaos. Good diviners use their powers to anticipate and prevent harm to others; evil diviners use the knowledge they accumulate for their own gain.

Diviners are not predisposed to the adventuring life, and many accept such a career only reluctantly. Still, with her judgment, cunning, and common sense, a diviner makes a valuable addition to most adventuring parties. In combat, though, diviners sometimes hesitate, overly conscious of the consequences of making the wrong choice when life and death are on the line. Diviners are loners at heart and do not make close friends easily. Even those who live in great cities tend to remain aloof and apart from their neighbors, avoiding interactions in the present to better study the past and the future. Although they show little interest in material possessions, diviners often cover their research and living expenses by charging for their services as seers, fortunetellers, and finders of lost objects and people.

Seekers of knowledge, hoarders of lore, and master spies, diviners are perhaps the most underrated specialist wizards. More than any other specialists, diviners excel at gathering information, and an adventuring party that includes a diviner is much more likely to prepare properly for an adventure.

Many campaigns benefit from featuring more than one type of divination specialist, and diviners can play important parts in any game revolving around information gathering. Their specialty also facilitates interplanar travel.Campaigns that feature mysteries and detective-style adventures, themes of prophecy and oracles, or large amounts of social interaction and espionage all make excellent forums for a diviner's powers. In campaigns that feature variant diviners with different class abilities, one simple way to add more variety is to make each distinct group of specialists experts in and proponents of a different form of divination. In game terms, this divergence is represented by altering the material components for some divination spells. For example, one group of diviners might favor osteomancy and require a collection of bones to use as components for their spells.






Initiate diviner
Starting at level 4, divination spells you cast that have a duration of concentration remain in effect for a number of extra rounds equal to 1/2 your diviner level after you cease concentrating. You can cast other spells and otherwise act normally during this duration.

Specialist diviner
Starting at level 7, a diviner can add an insight bonus equal to her Intelligence modifier to any attack roll, saving throw, skill check, or level check she makes. The diviner can use this ability once per day, plus one additional time per day for every five class levels attained. Using this ability is a free action that can be taken out of turn if needed, but the character must choose to use this ability before the die roll is made.

Master diviner
Gifted with extraordinary foresight and perceptive abilities, a diviner is very hard to catch off-guard. Starting at level 10, you gain the following:

You gain an insight bonus to your initiative equal to 1/2 your diviner level.
You gain uncanny dodge and improved uncanny dodge as per the rogue abilities.
A diviner can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
A diviner can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.











• Detect Poison: Detects poison in one creature or small object.
• Detect Magic: Detects spells and magic items within 60 ft.






• Comprehend Languages: You understand all spoken and written languages.
• Detect Secret Doors: Reveals hidden doors within 60 ft.
• Detect Undead: Reveals undead within 60 ft.
• Identify M: Determines properties of magic item.
• Mage Armor: Gives subject +4 armor bonus.
• True Strike: +20 on your next attack roll.




• Detect Thoughts: Allows “listening” to surface thoughts.
• Levitate: Subject moves up and down at your direction.
• Locate Object: Senses direction toward object (specific or type).
• See Invisibility: Reveals invisible creatures or objects.
• Whispering Wind: Sends a short message 1 mile/level.




• Arcane Sight: Magical auras become visible to you.
• Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
• Gaseous Form: Subject becomes insubstantial and can fly slowly.
• Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
• Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
• Tongues: Speak any language.




• Arcane Eye: Invisible floating eye moves 30 ft./round.
• Detect Scrying: Alerts you of magical eavesdropping.
• Locate Creature: Indicates direction to familiar creature.
• Scrying: Spies on subject from a distance.





• Contact Other Plane: Lets you ask question of extraplanar entity.
• Prying Eyes: 1d4 +1/level floating eyes scout for you.
• Telekinesis: Moves object, attacks creature, or hurls object or creature.
• Telepathic Bond: Link lets allies communicate.
• Teleport: Instantly transports you as far as 100 miles/level.





• Analyze Dweomer: Reveals magical aspects of subject.
• Legend Lore: Lets you learn tales about a person, place, or thing.
• Mage’s Lucubration: Recalls spell of 5th level or lower.
• True Seeing: Lets you see all things as they really are.





• Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
• Plane Shift: As many as eight subjects travel to another plane.
• Scrying, Greater: As scrying, but faster and longer.
• Teleport, Greater: As teleport, but no range limit and no off-target arrival.
• Teleport Object: As teleport, but affects a touched object.
• Vision: As legend lore, but quicker and strenuous.





• Discern Location: Reveals exact location of creature or object.
• Maze: Traps subject in extradimensional maze.
• Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
• Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
• Temporal Stasis: Puts subject into suspended animation.



• Astral Projection: Projects you and companions onto Astral Plane.
• Foresight: “Sixth sense” warns of impending danger.
• Teleportation Circle: Circle teleports any creature inside to designated spot.
• Time Stop: You act freely for 1d4+1 rounds.

Leprechaun
2017-03-07, 11:57 AM
Enchanters



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Enchantment magic is black and the enchantment order tends to use black cloaks and robes. Enchanters casting stat is CHARISMA. Add the following skills to the character's list of wizard class skills: Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive.

The mind is the ultimate power. Any fool can oppose an enemy by physical means, but to halt a foe through the sheer force of one’s will—or to turn a most hateful enemy into a loyal ally—is the purest and most subtly effective manifestation of arcane might.

Charismatic, sensitive, and passionate, enchanters tend to be personable and attractive, enjoying fine arts and good conversation. Even the most black hearted enchanter can be a mesmerizing individual—confident, self-assured, and holding others in thrall with manner and word even before the first syllables of his charm spell are uttered. Other enchanters are distant and clinical, viewing themselves as coldly rational students of the only subject worth studying—the mind. Enchanters have few predilections in alignment, though their belief that individual will is the strongest force in the multiverse slants them slightly toward chaos over law. Evil enchanters believe that those who lack the ability to overcome or resist the power of the mind deserve to be servants to that power, existing only to be commanded by those with the ability to do so. Good enchanters adopt the viewpoint that bending another being to one’s will is rarely right, but is preferable by far to killing. A good enchanter deprives an enemy of his volition only as long as he needs to, and, when such is warranted, often takes pains to return the subject to his normal state in such a way as to avoid a traitor’s punishment at the hands of his comrades or people.

Enchanters are commonly the voice of reason in an adventuring party; they view physical combat as a last resort and work hard to devise options and solutions to problems that might otherwise elude their companions. Excellent team players, shrewd negotiators, and superb bargainers, enchanters favor frequenting, or living in, large towns and cities where they easily find many minds that they can study (or manipulate) with impunity.

Charmer, schemer, deceiver, and pacifist: an enchanter can be all these and more. As a practitioner of one of the most subtle schools of magic, an enchanter might charm a guard into opening a well-defended gate that fifty warriors couldn't take by force. Good-aligned enchanters use their powers to seek out truth and encourage others onto the path of good, while their evil counterparts bend others’ minds at their whim and gather personal power as rapidly as possible.

Campaigns that feature a large amount of social scenarios, political intrigue, or investigation benefit greatly from the inclusion of variant enchanters. These spellcasters, skilled in the manipulation of others and capable of concealing their own identities, make excellent villains and manipulators, or even investigators skilled at using magic to draw the truth out of opponents. Players and game masters alike should also consider the ramifications that enchantment spells and similar effects have on a game world. Is casting charm person legal? Is a character legally responsible for actions taken while charmed? Do most of the campaign's inhabitants know that enchantment effects exist? Are there folk remedies that supposedly provide protection against enchantment effects? Do they actually work? Having ready answers to these and similar questions not only adds consistency to the game, but also clarifies and highlights the role of the enchanter.





Initiate enchanter
Starting at level 4, when an enemy that has HD equal to or less than your wizard level makes a melee attack against you, you can immediately try to daze him (Will negates, DC 10 + INT modifier). The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. A dazed condition typically lasts 1 round. This is a compulsion, mind affecting ability. You can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1).

Specialist enchanter
Starting at level 7, you can immediately reroll any failed Will save against an enchantment or mind-affecting spell or ability; you must accept the result of the second roll.

Master enchanter
Starting at level 10, any creature that successfully saves against one of your enchantment spells must save again 1 round later (as if you had cast the spell again) with a +5 bonus on the save. 










• Daze: Humanoid creature of 4 HD or less loses next action.






• Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
• Charm Person: Makes one person your friend.
• Hypnotism: Fascinates 2d4 HD of creatures.
• Sleep: Puts 4 HD of creatures into magical slumber.





• Daze Monster: Living creature of 6 HD or less loses next action.
• Hideous Laughter: Subject loses actions for 1 round/level.
• Scare: Panics creatures of less than 6 HD.
• Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.





• Deep Slumber: Puts 10 HD of creatures to sleep.
• Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
• Hold Person: Paralyzes one humanoid for 1 round/level.
• Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
• Suggestion: Compels subject to follow stated course of action.





• Charm Monster: Makes monster believe it is your ally.
• Confusion: Subjects behave oddly for 1 round/level.
• Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
• Fear: Subjects within cone flee for 1 round/level.
• Geas, Lesser: Commands subject of 7 HD or less.






• Dominate Person: Controls humanoid telepathically.
• Feeblemind: Subject’s Int and Cha drop to 1.
• Hold Monster: As hold person, but any creature.
• Mind Fog: Subjects in fog get -10 to Wis and Will checks.
• Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.





• Geas/Quest: As lesser geas, plus it affects any creature.
• Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
• Suggestion, Mass: As suggestion, plus one subject/level.
• Symbol of Fear: Triggered rune panics nearby creatures.
• Symbol of Persuasion: Triggered rune charms nearby creatures.




• Hold Person, Mass: As hold person, but all within 30 ft.
• Insanity: Subject suffers continuous confusion.
• Power Word Blind: Blinds creature with 200 hp or less.
• Symbol of Stunning: Triggered rune stuns nearby creatures.




• Antipathy: Object or location affected by spell repels certain creatures.
• Binding: Utilizes an array of techniques to imprison a creature.
• Charm Monster, Mass: As charm monster, but all within 30 ft.
• Demand: As sending, plus you can send suggestion.
• Irresistible Dance: Forces subject to dance.
• Power Word Stun: Stuns creature with 150 hp or less.
• Symbol of Insanity: Triggered rune renders nearby creatures insane.
• Sympathy: Object or location attracts certain creatures.




• Dominate Monster: As dominate person, but any creature.
• Hold Monster, Mass: As hold monster, but all within 30 ft.
• Power Word Kill: Kills one creature with 100 hp or less.

Leprechaun
2017-03-07, 11:58 AM
Evokers



https://s30.postimg.org/zfzjxc18h/Untitled.png
Evocation magic is red and the evocation order tends to use red cloaks and robes. Evokers casting stat is WISDOM.

The universe is the interplay of impersonal forces—some spiritual, some political, some moral, some elemental, and some whose natures have yet to be revealed. Beneath the surface of the merely physical, fundamental energies form the true nature of all things.

The school of evocation attracts the most serious-minded, intense, and determined wizards, devoted to the mastery of their craft to the exclusion of almost all else. Notable ascetics in their personal habits, evokers favor Spartan surroundings, simple garb, and plain fare, eschewing clutter and luxury as distractions that deaden one’s perceptions of the real world. In personality, evokers are decisive, forthright, and often stubborn. Good evokers perceive evil as an unbalancing force that must be opposed, while neutral or evil evokers tend to be heartless, seeing the trials and ordeals of mortals as the superficial results of a larger unseen world at work. Good evokers undertake adventures in response to the currents and forces they perceive in the world, striving to respond when and where evil stirs. Evil evokers, not content to settle for reaction to the universal forces around them, seek to manipulate those forces, altering their ebb and flow through their own actions. Regardless of alignment, evokers are natural leaders—fearless, inspiring, and authoritative. Among wizards, their courage on the battlefield has no equal. Evokers prefer quiet and plain homes, seldom dwelling among large numbers of people. More than a few are hermits, choosing to live in the most rugged and forbidding natural sites. Common people leave evokers alone, fearing their power and the danger their reputation suggests—a reputation that many evokers do little to discourage.

Masters of the raw power of magical energy, evokers can turn the tide of a battle with a single powerful spell, leveling groups of foes faster than any other practitioner of magic. Where some wizards focus on careful spell preparation and protective spells to survive combat encounters, evokers simply blast away with powerful energy attacks. Their prodigious offensive abilities ensure that evokers become the center of an adventuring group's battle plan.

Campaigns that include large numbers of wizards aligned to different nations are particularly suitable for variant evokers, since each nation develops unique cadres of evokers to serve in battle. Groups of militant evokers marching in unison with more conventional groups can change the tide of nearly any battle. In addition, campaigns that include themes of primal energy, raw nature, or extreme elemental conditions can all benefit from introducing evokers with variant abilities. Evokers in these sorts of campaigns might explore the raw essence of magic, struggling to harness its energies in new and unique ways.





Initiate evoker
Starting at level 4, the energy spells of an evoker can ignore some or all of a target's resistance to energy. Using this ability is a free action that must be announced before the evoker casts the spell to be affected. Every creature affected by the spell is treated as if its resistance to the spell's energy type was 10 points lower, to a minimum of 0. (This lowered resistance applies only to this spell; other effects with the same energy descriptor must get through the creature's normal resistance.)
The overcome resistance ability does not give the affected spell any ability to affect creatures with immunity to the spell's energy type, nor does the affected spell have any additional effect on creatures that do not have resistance to energy.
An evoker may use this ability one time per day per two caster levels. (2/day at 4th, 3/day at 6th, and so forth).

Specialist evoker
An evoker of 7th level or higher can substitute energy of one type for another. When casting a spell that has an energy descriptor (acid, cold, electricity, fire, or sonic), the evoker can change the energy descriptor and the spell's effects to energy of a different type.
Using this ability is a free action that must be declared before the spell is cast. The evoker can use this ability once per day equal to his intelligence modifier. (Minimum 1 time per day)

Master evoker
Starting at level 10, Evokers must choose an energy type (acid, cold, electricity, fire, or sonic). Once this choice is made it cannot be altered thereafter. Any time the character casts an evocation spell with the chosen energy type, she casts the spell as if her caster level were one higher (affecting range, duration, damage, caster level checks, and any other factor influenced by caster level).







• Breeze: Create a light wind that blows against target from direction of your choice.
• Dancing Lights: Creates torches or other lights.
• Flare: Dazzles one creature (-1 on attack rolls).
• Light: Object shines like a torch.
• Ray of Frost: Ray deals 1d3 cold damage.
• Spark: Ignites flammable objects.







• Burning Hands: 1d4/level fire damage (max 5d4).
• Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
• Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
• Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).





• Continual Flame: Makes a permanent, heatless torch.
• Darkness: 20-ft. radius of supernatural shadow.
• Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
• Gust of Wind: Blows away or knocks down smaller creatures.
• Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
• Shatter: Sonic vibration damages objects or crystalline creatures.






• Daylight: 60-ft. radius of bright light.
• Fireball: 1d6 damage per level, 20-ft. radius.
• Lightning Bolt: Electricity deals 1d6/level damage.
• Tiny Hut: Creates shelter for ten creatures.
• Wind Wall: Deflects arrows, smaller creatures, and gases.




• Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
• Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
• Resilient Sphere: Force globe protects but traps one subject.
• Shout: Deafens all within cone and deals 5d6 sonic damage.
• Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
• Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.




• Cone of Cold: 1d6/level cold damage.
• Interposing Hand: Hand provides cover against one opponent.
• Sending: Delivers short message anywhere, instantly.
• Wall of Force: Wall is immune to damage.




• Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
• Forceful Hand: Hand pushes creatures away.
• Freezing Sphere: Freezes water or deals cold damage.





• Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
• Forcecage: Cube or cage of force imprisons all inside.
• Grasping Hand: Hand provides cover, pushes, or grapples.
• Mage’s Sword: Floating magic blade strikes opponents.
• Prismatic Spray: Rays hit subjects with variety of effects.





• Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
• Polar Ray: Ranged touch attack deals 1d6/level cold damage.
• Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
• Sunburst: Blinds all within 10 ft., deals 6d6 damage.
• Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.





• Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
• Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.

Leprechaun
2017-03-07, 11:59 AM
Illusionists



https://s11.postimg.org/ikbmvwo6b/Untitled.png
Illusion magic is grey and the illusion order tends to use grey cloaks and robes. Illusionists’ casting stat is CHARISMA.

The universe is all in the mind that perceives it, and sensation is the first and only reality. If a tree falls in the forest with no creature to hear it, then there is no tree.

Illusionists tend to be flamboyant, outgoing, and selfassured, many exhibiting a hedonistic streak that can lead to dark and cruel practices in the pursuit of rare and unusual perceptions. Remarkably creative, illusionists enjoy art, literature, poetry, and music, and many are accomplished artists in their own right. Although their aptitude for scholarly pursuits is as great as that of any other specialist, illusionists spend less time in research than most, forgoing the isolation of the laboratory for the company of people and the constant thrill of manipulating the powers of sensation. Illusionists have sharp minds but are not particularly deep thinkers. Pragmatic by nature, they accept the impermanence of all things, and see only futility in the acts of those who dedicate their lives to the development of all-encompassing philosophies of existence and meaning.

Illusionists have no strong alignment tendencies. While good illusionists share their creative impulses for the benefit of others, evil illusionists sometimes take their worldview to dark extremes—the beings around them seem as less-than-real toys and tools to be manipulated or destroyed like any other figment or shadow. An illusionist’s forceful personality and sharp mind make her an equally good choice for leader or right-hand strategist of an adventuring group. Like enchanters, illusionists know that their arts require an audience, and they enjoy the hustle and bustle of urban life, usually maintaining well-furnished homes in large and sophisticated cities.

Illusionists control their surroundings by shaping, distorting, and deceiving the perceptions of others. To some their abilities seem weak, because they only distort and disguise rather than effecting true change, but those affected by an illusionist's spells know better, understanding that their own senses can be turned against them at any time.

Campaigns that deal in deception or that have a high level of social interaction, a fair number of mystery adventures, or even simply suspicious players can benefit from the introduction of variant illusionists. Campaigns featuring multiple types of variant illusionists might give each group or variant an even more distinctive flavor by making each the master of a particular subset of illusion spells. Illusionists from one nation might, for example, have the chains of disbelief variant ability and favor phantasms, while the illusionist thieves of the Guild of Shadows might have the shadow shaper variant ability and favor glamers and shadow magic.





Initiate illusionist
Starting at level 4, the save DCs of your illusion spells that have a saving throw entry of "Will disbelief" increase by 2.

Specialist illusionist
Starting at level 7, you gain concealment.

Master illusionist
Starting at level 10, you can cast any illusion spell as stilled and silent spell and eschew the materials (per the Still Spell, Silent Spell, and Eschew Materials feats) without an increase in caster level or casting time.







• Ghost Sound: Figment sounds.





• Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
• Disguise Self: Changes your appearance.
• Magic Aura: Alters object’s magic aura.
• Silent Image: Creates minor illusion of your design.
• Ventriloquism: Throws voice for 1 min./level.





• Blur: Attacks miss subject 20% of the time.
• Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
• Invisibility: Subject is invisible for 1 min./level or until it attacks.
• Magic Mouth M: Speaks once when triggered.
• Minor Image: As silent image, plus some sound.
• Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
• Misdirection: Misleads divinations for one creature or object.
• Phantom Trap: Makes item seem trapped.




• Displacement: Attacks miss subject 50%.
• Illusory Script: Only intended reader can decipher.
• Invisibility Sphere: Makes everyone within 10 ft. invisible.
• Major Image: As silent image, plus sound, smell and thermal effects.





• Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
• Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
• Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
• Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
• Rainbow Pattern: Lights fascinate 24 HD of creatures.





• Dream: Sends message to anyone sleeping.
• False Vision: Fools scrying with an illusion.
• Mirage Arcana: As hallucinatory terrain, plus structures.
• Nightmare: Sends vision dealing 1d10 damage, fatigue.
• Persistent Image: As major image, but no concentration required.
• Seeming: Changes appearance of one person per two levels.






• Mislead: Turns you invisible and creates illusory double.
• Permanent Image: Includes sight, sound, and smell.
• Programmed Image: As major image, plus triggered by event.
• Shadow Walk: Step into shadow to travel rapidly.
• Veil: Changes appearance of group of creatures.






• Invisibility, Mass: As invisibility, but affects all in range.
• Project Image: Illusory double can talk and cast spells.




• Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
• Screen: Illusion hides area from vision, scrying.




• Weird: As phantasmal killer, but affects all within 30 ft.

Leprechaun
2017-03-07, 12:00 PM
Necromancers



https://s15.postimg.org/56lmehc17/Untitled.png
Necromantic magic is purple and the necromancy order tends to use purple cloaks and robes. Necromancers’ casting stat is WISDOM. Add the following skills to the character's list of wizard class skills: heal.

Life and death are one, for all living things die in time.

Necromancers devote their careers to the scientific study of the body, often using magical means to aid or inform their research. These wizards are profoundly fascinated by the seemingly infinite mysteries of the humanoid form. Necromancers gain their knowledge after years of extensive research, typically performed on cadavers. Their exhaustive experience makes them vastly superior doctors when compared with the typical village healers who rely chiefly on herbal medicine to cure the sick. While most Necromancers use their knowledge to heal, others adopt this profession to further their own dark motives. Some, falling into the "insane scientist" category, using their expertise to create blasphemous experiments, the least repellent of which include the creation of cadaveric automatons, like flesh golems.

Though casual acquaintances will often view them as cold and hostile, those who befriend necromancers might come to know them as thoughtful, stoic, and loyal comrades. Most necromancers prefer solitude to companionship, though, and even the most trustworthy and valued among them can be prone to black spells of despondency during which they question the value of life and all things living. Continual exposure to the forces of death and undeath can have a corrupting effect on wizards who have even the slightest inclination toward evil. Consequently, evil necromancers tend to outnumber good-aligned ones. Neutral necromancers are rare, since most necromancers either have a will strong enough to resist the lure of darkness, or they submit eventually to its corruption. Necromancers have little tendency toward either chaos or law; although a sense of order appeals to their clinical and meticulous nature, most necromancers are all too willing to turn their backs on the accepted norms of society in the pursuit of knowledge and power.

Though necromancers are generally ill suited for leadership, such an arcanist can make a valuable addition to an adventuring group, both for the formidable power he wields and a familiarity with the dark forces of the world that makes him virtually fearless. On the other hand, a necromancer is slow to follow orders simply for their own sake, and one who disagrees with his comrades’ strategy might strike out on his own at any time. Necromancers who are not adventurers spend most of their time engaged in arcane research and writing, and since they have little need for the company of the living, they usually reside far from civilized regions, establishing homes in ancient castles, deep caverns, or even abandoned crypts.

Wrapped in mystery and burdened by reputations of evil, necromancers control dangerous energies that can rob the living of strength and grant unlife to the dead, or vice versa. The most powerful necromancers command dangerous undead minions and threaten towns, cities, and sometimes even entire kingdoms with their power. Although necromancers make excellent villains and nemeses for a group of adventurers, neutral- and good-aligned necromancers who view themselves as the healers of the living and guardians of the dead can also prove valuable allies.


Contrary to the dark brooding evil stereotype the necromancer has become, the necromancer here is reimagined in a more neutral role, chiefly inspired by the physicians of the 15th-19th centuries who increasingly turned to the dissection of cadavers to improve their medical expertise. Because of laws which prohibited exhumation and mutilation of the dead, physicians resorted to unsavory grave robbers to supply them with fresh corpses for study. As a result of public beliefs in divine or supernatural retribution for mutilating the dead, these dissections took place in the most secret confines of the universities, reinforcing the notion that physicians took part in arcane, cabalistic practices. Mary Shelly's Frankenstein - written in 1817 (before England's Anatomy Act of 1832, which for the first time legally provided British physicians with cadavers for study) - drew further parallels between the genius physician and the experimenting necromancer.





Initiate necromancer
Necromancers make excellent doctors. Through their studies, Necromancers gain knowledge to help the living.
Starting at level 4,they gain a +2 on their skill checks for the healing skill. Patients resting under their care restore damage at an accelerated rate of 3 hp per day (5 hp per day with complete bedrest). A single Anatomist can care for up to 12 people in this fashion. When treating poisons or diseases (even those of magical origin), their patients are entitled to a second saving throw relevant to the disease or poison with a +4 bonus.

Specialist necromancer
Starting at level 7, you can immediately reroll any failed fortitude save against negative energy effects such as ability damage, ability drain, energy drain, and negative levels; you must accept the result of the second roll.

Master necromancer
Starting at level 10, you are immune to negative energy effects such as ability damage, ability drain, energy drain, and negative levels.








• Cure Minor Wounds: Cures 1 point of damage.
• Disrupt Undead: Deals 1d6 damage to one undead.
• Inflict Minor Wounds: Touch attack, 1 point of damage.
• Touch of Fatigue: Touch attack fatigues target.





• Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
• Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
• Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
• Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.




• Blindness/Deafness: Makes subject blinded or deafened.
• Command Undead: Undead creature obeys your commands.
• Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
• False Life: Gain 1d10 temporary hp +1/level (max +10).
• Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
• Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
• Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.




• Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
• Gentle Repose: Preserves one corpse.
• Halt Undead: Immobilizes undead for 1 round/level.
• Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
• Ray of Exhaustion: Ray makes subject exhausted.
• Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.




• Animate Dead: Creates undead skeletons and zombies.
• Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
• Contagion: Infects subject with chosen disease.
• Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
• Enervation: Subject gains 1d4 negative levels.
• Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).




• Blight: Withers one plant or deals 1d6/level damage to plant creature.
• Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
• Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
• Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
• Waves of Fatigue: Several targets become fatigued.




• Circle of Death: Kills 1d4/level HD of creatures.
• Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
• Eyebite: Target becomes panicked, sickened, and comatose.
• Heal: Cures 10 points/level of damage, all diseases and mental conditions.
• Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
• Undeath to Death: Destroys 1d4/level HD of undead (max 20d4).




• Control Undead: Undead don’t attack you while under your command.
• Finger of Death: Kills one subject.
• Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
• Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
• Symbol of Weakness: Triggered rune weakens nearby creatures.
• Waves of Exhaustion: Several targets become exhausted.




• Clone: Duplicate awakens when original dies.
• Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
• Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
• Horrid Wilting: Deals 1d6/level damage within 30 ft.
• Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
• Symbol of Death: Triggered rune slays nearby creatures.





• Energy Drain: Subject gains 2d4 negative levels.
• Heal, Mass: As heal, but with several subjects.
• Soul Bind: Traps newly dead soul to prevent resurrection.
• Wail of the Banshee: Kills one creature/level.

Leprechaun
2017-03-07, 12:01 PM
Transmuters



https://s30.postimg.org/ez8n703hd/Untitled.png
Transmutation magic is green and the transmutation order tends to use green cloaks and robes. Transmuters’ casting stat is CHARISMA. Add the following skills to the character's list of wizard class skills: Craft (alchemy).

Like a reflection of the larger processes by which worlds are built and torn down once more, all life is change. Anything that has ceased to change, to grow, to evolve from what it was ceases to be a part of the world, and the ultimate power is that which manipulates these forces of transmutation.

Wizards drawn to the specialty of transmutation are typically curious, sharp minded, and deeply analytical. Fascinated by the exercise of putting things together and taking them apart again, transmuters are natural tinkerers, often more interested in objects than in the creatures who create and wield them. With minds attuned more to finding out how things work than to reasoning out why things are as they are, transmuters can be obsessive collectors, excellent scholars, and clear thinkers, but they aren’t especially prone to profound philosophical insights.

As a result of their focus on change and the forces that drive it, transmuters tend to see moral matters in terms of that change. Neutral and evil transmuters believe that good and evil are relative concepts, dependent on existing conditions and seldom permanent, and so they make little distinction between them. Good transmuters look past the universal constant of change to its effects on life, aspiring to ensure that change happens for the better. Regardless of their moral standing, transmuters favor chaotic alignments, for chaos is the essence of change.

Eager to explore the world around them, transmuters are often eager members of adventuring groups, but in the role of loyal follower rather than reluctant leader, since they lack determination and rarely see the value in sticking to an inflexible purpose. Transmuters are most comfortable in large cities, where they have access to the supplies, consultants, and other resources that their studies demand. In general, common folk are less distrustful of transmuters than they are of most other wizards; the lack of high-level destructive or controlling capability in the magic of transmuters (notwithstanding the occasional baleful polymorph) leads most commoners to consider them inspired but harmless eccentrics.

Masters of change, transmuters are among the most varied and versatile specialists. Transmutation spells, by their very nature, can change the environment and allow the spellcaster to solve nearly any problem.






Initiate transmuter
Starting at level 4, a transmuter can add a +2 enhancement bonus to any one of his ability scores. This bonus lasts for a number of minutes equal to the transmuter's class level. Using this ability is a swift action. A transmuter may use this ability one time per day per four caster levels. (1/day at 4th, 2/day at 8th …)

Specialist transmuter
Starting at level 7, you temporarily change your form to grant yourself a climb, fly, or swim speed equal to your current land speed. If you activate this ability during your turn, it lasts until the end of that turn; otherwise it lasts until the end of your next turn.

Master transmuter
Starting at level 10, the transmuter gains power over metal objects. He can change any metal object he touches into the metal of his choice, with a full-round action. For example, he could shift the fighter's sword from normal steel to adamantine, to beat a monster's damage reduction. This shift lasts for one round per creator level.








• Mage Hand: 5-pound telekinesis.
• Mending: Makes minor repairs on an object.
• Message: Whispered conversation at distance.
• Open/Close: Opens or closes small or light things.





• Animate Rope: Makes a rope move at your command.
• Enlarge Person: Humanoid creature doubles in size.
• Erase: Mundane or magical writing vanishes.
• Expeditious Retreat: Your speed increases by 30 ft.
• Feather Fall: Objects or creatures fall slowly.
• Jump: Subject gets bonus on Jump checks.
• Magic Weapon: Weapon gains +1 bonus.
• Reduce Person: Humanoid creature halves in size.





• Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
• Bull’s Strength: Subject gains +4 to Str for 1 min./level.
• Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
• Darkvision: See 60 ft. in total darkness.
• Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
• Fox’s Cunning: Subject gains +4 Int for 1 min./level.
• Knock: Opens locked or magically sealed door.
• Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
• Pyrotechnics: Turns fire into blinding light or choking smoke.
• Spider Climb: Grants ability to walk on walls and ceilings.




• Blink: You randomly vanish and reappear for 1 round/level.
• Flame Arrow: Arrows deal +1d6 fire damage.
• Fly: Subject flies at speed of 60 ft.
• Keen Edge: Doubles normal weapon’s threat range.
• Magic Weapon, Greater: +1/four levels (max +5).
• Secret Page: Changes one page to hide its real content.
• Shrink Item: Object shrinks to one-sixteenth size.
• Water Breathing: Subjects can breathe underwater.





• Enlarge Person, Mass: Enlarges several creatures.
• Mnemonic Enhancer: Wizard only. Prepares extra spells or retains one just cast.
• Reduce Person, Mass: Reduces several creatures.
• Stone Shape: Sculpts stone into any shape.





• Animal Growth: One animal/two levels doubles in size.
• Baleful Polymorph: Transforms subject into harmless animal.
• Fabricate: Transforms raw materials into finished items.
• Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
• Passwall: Creates passage through wood or stone wall.
• Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
• Transmute Rock to Mud: Transforms two 10-ft. cubes per level.





• Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
• Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.
• Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
• Control Water: Raises or lowers bodies of water.
• Disintegrate: Makes one creature or object vanish.
• Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
• Flesh to Stone: Turns subject creature into statue.
• Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
• Move Earth: Digs trenches and build hills.
• Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
• Stone to Flesh: Restores petrified creature.
• Transformation M: You gain combat bonuses.





• Control Weather: Changes weather in local area.
• Ethereal Jaunt: You become ethereal for 1 round/level.
• Reverse Gravity: Objects and creatures fall upward.
• Statue: Subject can become a statue at will.





• Iron Body: Your body becomes living iron.




• Etherealness: Travel to Ethereal Plane with companions.

Grod_The_Giant
2017-03-07, 12:21 PM
Speaking as someone who's put a lot of work into a project like this (http://www.giantitp.com/forums/showthread.php?317861-Fixed-List-Caster-Project-%283-5%29&p=16545265#post16545265)... it ain't easy. Writing specific spell lists is the right path to take, for sure, but you need to do more than just strip out the overpowered spells. Look at the poor Abjurer's list; they have a handful of defensive spells but for the most part can accomplish essentially nothing for most of their career.

Leprechaun
2017-03-07, 05:53 PM
Speaking as someone who's put a lot of work into a project like this (http://www.giantitp.com/forums/showthread.php?317861-Fixed-List-Caster-Project-%283-5%29&p=16545265#post16545265)... it ain't easy. Writing specific spell lists is the right path to take, for sure, but you need to do more than just strip out the overpowered spells.

Oh wow, that's a great resource! I'll look it over, you have very likely done a better job than me. I am working on something similar where the cleric basically chooses a God, and only gets the domain spell lists the chosen god's domains provide. The druid would basically be a specialist cleric.

I have been a player for quite some years, and about a year ago I took up the mantle of being a DM for a group of 5 friends who were interested in getting into D&D. I am always enthusiastic about passing on the hobby, and so far everybody is having a blast. I would like for my new group to avoid the common pitfalls of powergaming (saving their gaming souls in the process :smallbiggrin: ) in order to make sure all players around the table have a great time.

No need to reinvent the wheel (entirely), and judging from a cursory look at your sig links we seem to have common interests, but no doubt your system mastery is far greater than mine. I'll be in for some reading the coming days!


Look at the poor Abjurer's list; they have a handful of defensive spells but for the most part can accomplish essentially nothing for most of their career.

Well, they still can use magic device to cast from scrolls or wands. From a mechanical point of view that means they suffer from lower save dc's for spells outside their school, needing skill points in UMD, and it costs money on top. Your concern was my original question though: how playable would these lists be, and how high would they rate on the tier list? They all seem rather playable except the abjurer (maybe) and the diviner (definitely).

It's also probably too optimistic of me to think my players would come up with novel ways to use their limited spells? I believe scarcity tends to inspire creativity.

Telok
2017-03-08, 01:03 AM
My thoughts: don't be afraid to have spells be dual school and ixnay on the necromancer healing.

You can give the abjurer stuff like blade barrier and fire shield to beef up offense, maybe spike stones or entangle, but the trap spells feel a little odd. I don't know quite what to do about the diviner, maybe import some of the psion clairvoyance powers? And why is mage armor divination instead of abjuration?

If you want them to use UMD it must be a class skill. It's useless until you can hit 20+ DCs at least 75% of the time.

Leprechaun
2017-03-09, 07:16 PM
My thoughts: don't be afraid to have spells be dual school and ixnay on the necromancer healing.You can give the abjurer stuff like blade barrier and fire shield to beef up offense, maybe spike stones or entangle, but the trap spells feel a little odd. I don't know quite what to do about the diviner, maybe import some of the psion clairvoyance powers? And why is mage armor divination instead of abjuration?

Dual schooling might not be a bad idea for the weaker lists. I might even go so far as to combine diviner and abjurer, but I would really dislike if it came to that. Another idea I had, why not give the summon monster spell line to the diviner? The way I see it, the diviner is the type of wizard par excellence to be connected to other planes and the spirit world, and I envision mage armor as some kind of spirit armor.
Hmm, thinking about that, in a way it makes sense for summoning types of spells to be in the diviner's list. Makes the conjurer a lot less powerful though...as you say, might dual school those and then limit the type of monster you can summon based on your wizard type. One of the problems I have is that I only own the core books and don't have access to the spell compendium.

If you mean the various runes by trap spells, I rather like those: a creative player/party can use those to lay traps for the enemy, it seems to offer great synergy with rogues. I agree however that he could have some more offensive spells...maybe shift some of them to lower levels because the abjurers spell list seems quite strong in the higher levels?

Healing in necromancy I want to keep in: it's too stereotypical to portrait the necromancer as the icky evil guy, it's a lot more interesting if they can also actually heal like a boss, makes them more mysterious/morally grey. Besides, I am working on a similar rework for domain based spell lists for clerics and druid, so healing in general would be less accessible (unless playing a cleric of Pelor).

Another radical option would be to say to my players, look, you can play a diviner but you have to accept it's probably the weakest list and probably more suited to being a NPC. Make sure to stock up on wands.


If you want them to use UMD it must be a class skill. It's useless until you can hit 20+ DCs at least 75% of the time.

Yes, that's already in under the first spoiler in the OP.

In general, would you say the wizards as they are proposed in the OP fall in tier 3-4?

weckar
2017-03-09, 07:20 PM
Afaik, Healing used to be a necromancy thing anyway until 3e came around and shoved it into conjuration...