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View Full Version : D&D 3.x Other Revamped Wizard, Take 2 (Arcane Feats: Abjuration to Enchantment)



rferries
2017-06-29, 10:35 PM
Here's the first half (Abjuration, Conjuration, Divination, Enchantment) of the specialist wizard feats for my revamped wizard class (http://www.giantitp.com/forums/showthread.php?528549-Revamped-Wizard-Take-2-(the-class)&p=22138925#post22138925). Each school of magic gets 3 feats.

Apprentice Abjurer [Arcane]
You have started specialist training in abjuration magic.

Prerequisites
Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (the planes) 4 ranks, Spellcraft 4 ranks, Iron Will, Wisdom 12.

Benefit
You may turn creatures with the [Extraplanar] subtype as a 3.5 cleric turns undead (by expending a use of Willpower instead of a turn attempt).

You gain additional uses per day of Willpower equal to your Wisdom modifier (including any spellcasting bonuses). These extra uses may only be used for counterspelling or to turn extraplanar creatures.

Special
A wizard with 5 or more ranks in Knowledge (the planes) gains a +2 bonus on turning checks against [Extraplanar] creatures.

A wizard with 5 or more ranks in Knowledge (arcana) gets a +2 bonus on opposed caster level checks to counter spells.

Master Abjurer [Arcane]
You have completed your formal training in abjuration magic.

Prerequisites
Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (the planes) 9 ranks, Spellcraft 9 ranks, Apprentice Abjurer, Iron Will, Spell Focus (abjuration), Wisdom 14.

Benefit
You gain spell resistance equal to your caster level +5.

You gain resistance to acid, cold, electricity, fire, negative, and sonic energy each equal to your caster level. This resistance stacks with energy resistance from all other sources, and is applied before protection from energy, temporary hit points, and similar effects.




Arch-Abjurer [Arcane]
You represent the pinnacle of abjuration magic proficiency.

Prerequisites
Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (the planes) 15 ranks, Spellcraft 15 ranks, Apprentice Abjurer, Greater Spell Focus (abjuration), Iron Will, Master Abjurer, Spell Focus (abjuration), Wisdom 16.

Benefit
Your spell resistance increases to your character level +10.

Add your Charisma modifier (including any spellcasting bonuses) as an arcane bonus to your saving throws and Armour Class.

You may counter spell-like abilities as if they were spells. You may even counter supernatural abilities as well, at the DM’s discretion and on a case-by-case basis. To counter a spell-like ability you must identify it with a successful Spellcraft check. To counter a supernatural ability you must identify it with a successful Knowledge check (as appropriate for the enemy’s creature type). The effective magic point cost and caster level of a supernatural ability is equal to the CR of the creature using it.


Apprentice Conjurer [Arcane]
You have started specialist training in conjuration magic.

Prerequisites
Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (the planes) 4 ranks, Spellcraft 4 ranks, Spell Focus (conjuration), Intelligence 12.

Benefit
You gain the summoner empathy class feature. This works as the 3.5 druid’s wild empathy class feature save that you may only use it to influence the attitudes of creatures with the [Extraplanar] subtype and creatures called or summoned through magic (typically summoned monsters). You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were turning evil, but if successful the creatures are freed of the control rather than turned or destroyed).

Whenever you cast a conjuration (summoning) spell, you may spend a daily use of Willpower to increase the duration of that spell to one hour per caster level. Whenever you use this ability, any active spell you have already prolonged with this ability is automatically dismissed.

Special
A wizard with 5 or more ranks in Knowledge (the planes) gains a +2 bonus on summoner empathy checks.

Master Conjurer [Arcane]
You have completed your formal training in conjuration magic.

Prerequisites
Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (the planes) 9 ranks, Spellcraft 9 ranks, Apprentice Conjurer, Augment Summoning, Spell Focus (conjuration), Intelligence 14.

Benefit
Any familiars, animal companions, and special mounts you possess gains the benefit of your Augment Summoning feat as though they were summoned creatures..

Whenever you apply metamagic feats to a conjuration (healing) or conjuration (creation) spell, you may spend a daily use of Willpower to reduce the total metamagic adjustment of that spell by your Intelligence modifier (to a minimum of +1). The casting time of any spell you cast in this way is increased to one full-round action (or more, if it already had a longer casting time).



Arch-Conjurer [Arcane]
You represent the pinnacle of conjuration magic proficiency.

Prerequisites
Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (the planes) 15 ranks, Spellcraft 15 ranks, Apprentice Conjurer, Augment Summoning, Greater Spell Focus (conjuration), Master Conjurer, Spell Focus (conjuration), Intelligence 16.

Benefit
You may spend a daily use of Willpower to cast any conjuration (teleportation) spell you have memorised as a spell-like ability. You may apply the benefits of any number of metamagic feats you possess to a spell you cast in this way, so long as the total effective metamagic adjustment does not exceed your Intelligence modifier.

Whenever you cast genesis or a conjuration (calling) spell as a ritual spell, you may spend a daily use of Willpower to ignore all expensive material components and XP costs and waive any payments (you may cast these spells as ritual spells even if you have them memorised).

Whenever you spend a daily use of Willpower to prolong the duration of a conjuration (summoning) spell, spells you have already prolonged with that ability are not automatically dismissed.


Apprentice Diviner [Arcane]
You have started specialist training in divination magic.

Prerequisites
Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (history) 4 ranks, Spellcraft 4 ranks, Investigator, Wisdom 12.

Benefit
Gather Information, Listen, Search, Sense Motive, and Spot are always considered class skills for you. You gain 1 skill point for each cross-class rank you have already invested in these skills when you take this feat.

As an immediate action you may spend a daily use of Willpower to gain a bonus on an initiative check equal to your caster level. You may use this ability after you have already rolled for your check result.

Special
If you have selected the Supernatural Sagacity feat, you may spend the bonus skill points from that feat on Gather Information, Listen, Search, Sense Motive, and Spot.

Master Diviner [Arcane]
You have completed your formal training in divination magic.

Prerequisites
Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (history) 9 ranks, Spellcraft 9 ranks, Apprentice Diviner, Investigator, Spell Focus (divination), Wisdom 14.

Benefit
Whenever you cast a divination spell, you may spend a daily use of Willpower to reduce the XP cost and the cost of any expensive material components or focus by 5% per caster level (to a maximum of 100% reduction). If the spell requires a focus you must still provide an equivalent item, albeit one with a reduced or negligible cost.

Whenever you use scrying, legend lore, teleport, or similar spells that require you to have a connection to or familiarity with a subject, your relationship with the subject is treated as being one step better (for contact other plane and similar effects, your risks of incurring penalties are instead treated as one step less severe). If you already have the best possible relationship, you gain a +5 bonus on your caster level for that spell and the Save DC (if any) is increased by 4.



Arch-Diviner [Arcane]
You represent the pinnacle of divination magic proficiency.

Prerequisites
Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (history) 15 ranks, Spellcraft 15 ranks, Apprentice Diviner, Greater Spell Focus (divination), Investigator, Master Diviner, Spell Focus (divination), Wisdom 16.

Benefit
You gain a bonus on Gather Information, Listen, Search, Sense Motive, and Spot checks equal to one-third your caster level.

Whenever you succeed on a Sense Motive check against a creature you may read its mind as if by detect thoughts (even if that creature would normally be immune to that effect).

As an immediate action you may spend three daily uses of Willpower to look one round into the future. Allow all creatures present to play out their actions, then restart that turn using your foreknowledge (even if you were killed during that turn). All characters except you must repeat the same actions (and roll the same die results) they did last time -unless you choose to take a different action than you did last time, in which case they are permitted to react logically (and roll different results, as appropriate). You may use this ability retroactively, even if you are dead (it is assumed that your foreknowledge warned you that you would need to use the ability). You may use this ability more than once to repeat the same round, but you must spend another three daily uses of Willpower plus a daily use of Willpower for each prior repeat of that round.


Apprentice Enchanter [Arcane]
You have started specialist training in enchantment magic.

Prerequisites
Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (nobility and royalty) 4 ranks, Spellcraft 4 ranks, Persuasive, Charisma 12.

Benefit
Bluff, Diplomacy, Gather Information, Intimidate, Perform and Use Magic Device are always considered class skills for you. You gain 1 skill point for each cross-class rank you have already invested in these skills when you take this feat.

You gain the enchanted empathy class feature. This works as the 3.5 druid’s wild empathy class feature save that you may only use it to influence the attitudes of constructs, fey, intelligent magic items, creatures with psionic abilities, and creatures under the effect of charm, compulsion, and morale effects. You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were turning evil, but if successful the creatures are freed of the control rather than turned or destroyed).

A creature that rolls a natural 20 when saving against your enchantment spells does not automatically succeed on their saving throw.

Special
A wizard with at least 5 ranks in Knowledge (nobility and royalty) gains a +2 bonus on enchanted empathy checks.

If you have selected the Supernatural Sagacity feat, you may spend the bonus skill points from that feat on Bluff, Diplomacy, Gather Information, Intimidate, Perform and Use Magic Device.

Master Enchanter [Arcane]
You have completed your formal training in enchantment magic.

Prerequisites
Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (nobility and royalty) 9 ranks, Spellcraft 9 ranks, Apprentice Enchanter, Persuasive, Spell Focus (enchantment), Charisma 14.

Benefit
Whenever you successfully cast an enchantment spell, you may spend a daily use of Willpower to give all creatures affected by that spell a morale bonus or penalty (your choice) on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls equal to your Charisma modifier (overlapping with any morale bonus or penalty granted by the spell itself). If you use this ability to give a charmed or compelled creature a morale bonus, that bonus is instead considered a penalty on saves made to resist or break your control (but is still treated as a bonus for all other purposes). This effect lasts for as long as a given creature is influenced by the spell.

Creatures that are immune to mind-affecting effects are not immune to your enchantment spells and effects, though they gain a +4 bonus on saves against such spells.



Arch-Enchanter [Arcane]
You represent the pinnacle of enchantment magic proficiency.

Prerequisites
Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (nobility and royalty) 15 ranks, Spellcraft 15 ranks, Apprentice Enchanter, Greater Spell Focus (enchantment), Master Enchanter, Persuasive, Spell Focus (enchantment), Charisma 16.

Benefit
Whenever you successfully cast an enchantment spell with a duration of one day per level or greater, you may spend a daily use of Willpower to increase the duration to permanent.

Furthermore, whenever you make a Bluff, Intimidate, or Diplomacy check you may spend a daily use of Willpower. If you succeed on that check you may then influence all affected creatures in the following ways (according to the skill check made):

Bluff: You may affect each creature as if by confusion, modify memory, or suggestion. The confusion effect lasts 24 hours. The modify memory is permanent and allows you to modify the last 24 hours of the creature's memories, not just the last 5 minutes. The suggestion lasts one day per caster level, and furthermore may be implanted as a subconscious impulse that triggers under specified conditions (time spent untriggered does not count towards the suggestion's duration). In all these cases, the creatures are not aware that you have influenced them (unless you choose otherwise).

Intimidate: The affected creatures are shaken while in your presence for the next 24 hours. This effect stacks with itself, up to panicked. If you use this effect on creatures that you have already panicked in this way, they are permanently driven insane with fear of you. If you use this effect on creatures you have driven insane in this way, their wills are utterly broken - they are no longer insane but are now permanently dominated by you.

Diplomacy: The affected creatures are permanently charmed by you, and gain a morale bonus as described under the Master Enchanter feat while they are aiding or serving your cause (including the penalty against your enchantment spells and effects). They will not necessarily fight for you are are more than happy to serve you as followers, as described under the Leadership feat.

These are magical mind-influencing effects that can affect creatures immune to mind-influencing effects (as described under Master Enchanter). They cannot be dispelled but they are suppressed in an antimagic field and may be removed by break enchantment, heal, greater restoration, miracle, or wish spells with a successful opposed caster level check. Caster level for each of these effects equals your caster level. A successful Sense Motive check (DC 25 or 15) detects your influence as normal.

rferries
2017-06-29, 10:36 PM
Rationale
It’s been pointed out that the divine feats were very powerful, so I’ve increased the prereqs for these feats (though arguably they’re even more broken -especially the conjuration and divination capstones!). Note that the capstone feats require a feat investment of six feats (3 prereq feats, 3 feats in the chain) so you have to be 15th level to get them, in spite of the listed skill rank and wizard level requirements. However I’ve realised I have the bad habit of running wild (e.g. Arch-Conjurer originally just gave you the ability to use greater teleport (self plus 50 pounds) at will) so nerfs are most likely in order.

Note also that unlike divine feats, these specialist feats require proper levels of wizard (you get the benefits from direct study of your field of magic, rather than simple worship of a god while you pursue other classes)

Metamagic adjustment = shorthand for the level increase of a spell due to the metamagic feat(s) applied to it; I'm sure this term already exists somewhere but I can't remember.

I wanted one school of magic to deal with constructs and magic items so I slotted that in for enchantment since I vaguely recall it being associated with creating magic items in old school D&D. However perhaps enchantment should possess the “ultimate empathy” class feature – able to influence ANY creature type.

AOKost
2017-06-30, 04:28 AM
Let me start off by saying I love what you're doing here! Please don't take my comments to heart... I hope you find them helpful! I'm thinking about using some of these feats in my games as they are! :D


Here's the first half (Abjuration, Conjuration, Divination, Enchantment) of the specialist wizard feats for my revamped wizard class (http://www.giantitp.com/forums/showthread.php?528549-Revamped-Wizard-Take-2-(the-class)&p=22138925#post22138925). Each school of magic gets 3 feats.

Apprentice Abjurer [Arcane]
You have started specialist training in abjuration magic.

Prerequisites
Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (the planes) 4 ranks, Spellcraft 4 ranks, Iron Will, Wisdom 12.

Benefit
You may turn creatures with the [Extraplanar] subtype as a 3.5 cleric turns undead, by expending a use of Willpower.

You gain additional uses per day of Willpower equal to your Wisdom modifier (including any spellcasting bonuses). These extra uses may only be used for counterspelling or to turn extraplanar creatures.

Special
A wizard with 5 or more ranks in Knowledge (the planes) gains a +2 bonus on turning checks against [Extraplanar] creatures.

A wizard with 5 or more ranks in Knowledge (arcana) gets a +2 bonus on opposed caster level checks to counter spells.

These are actually really great small bonuses that also require you continue increasing your Knowledge skills. Love it!



Master Abjurer [Arcane]
You have completed your formal training in abjuration magic.

Prerequisites
Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (the planes) 9 ranks, Spellcraft 9 ranks, Apprentice Abjurer, Iron Will, Spell Focus (abjuration), Wisdom 14.

Benefit
You gain spell resistance equal to your caster level +5. This spell resistance does not apply against beneficial effects, at your option.

When you spend magic points to boost your caster level when counterspelling, you gain a +2 bonus for each magic point spent (instead of +1).

I feel Spell Resistance should start with the next feat, but it should grant something more than the +1 increase per point, though I love that! Maybe increase the Synergy bonus you get from having 5 ranks in certain skills from +2 to +3 and have it increase at 10, 15 and 20 ranks.



Arch-Abjurer [Arcane]
You represent the pinnacle of abjuration magic proficiency.

Prerequisites
Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (the planes) 15 ranks, Spellcraft 15 ranks, Apprentice Abjurer, Greater Spell Focus (abjuration), Iron Will, Master Abjurer, Spell Focus (abjuration), Wisdom 16.

Benefit
Your spell resistance increases to your character level +10.

You gain resistance to acid, cold, electricity, fire, negative, and sonic energy each equal to your caster level.

Add your Charisma modifier (including any spellcasting bonuses) as an arcane bonus on your saving throws and your Armour Class.

You may counter spell-like abilities as if they were spells. You may even counter supernatural abilities as well, at the DM’s discretion and on a case-by-case basis. To counter a spell-like ability you must identify it with a successful Spellcraft check. To counter a supernatural ability you must identify it with a successful Knowledge check (as appropriate for the enemy’s creature type). The effective magic point cost and caster level of a supernatural ability is equal to the CR of the creature using it.

I suggest reducing the Spell Resistance to 5 + Character Level, and maybe requiring a use of Willpower or spending Spell Points to gain the benefits of the Resistances and they stay for a number of rounds or minutes equal to the character's level. I'd suggest the same for the Charisma bonus to saving throws and Armor Class. That way this feat isn't quite so powerful and giving, though it will still be amazing to have!



Apprentice Conjurer [Arcane]
You have started specialist training in conjuration magic.

Prerequisites
Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (the planes) 4 ranks, Spellcraft 4 ranks, Spell Focus (conjuration), Intelligence 12.

Benefit
You gain the summoner empathy class feature. This works as the 3.5 druid’s wild empathy class feature save that you may only use it to influence the attitudes of creatures with the [Extraplanar] subtype and creatures called or summoned through magic (typically summoned monsters). You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were turning evil, but if successful the creatures are freed of the control rather than turned or destroyed).
This seems a little over the top, but I do like it. It's combining a bunch of abilities from other classes, but in a very limited way, so it's hard to really say weather it should be purchasable with even the prerequisites as given... It's harsh but doable. I'm on the fence.

Whenever you cast a conjuration (summoning) spell, you may spend a daily use of Willpower to increase the duration of that spell to one hour per caster level. Whenever you use this ability, any active spell you have already prolonged with this ability is automatically dismissed.
I feel this is virtually perfect the way it is!

Special
A wizard with 5 or more ranks in Knowledge (the planes) gains a +2 bonus on summoner empathy checks. Nice little extra bonus.


Master Conjurer [Arcane]
You have completed your formal training in conjuration magic.

Prerequisites
Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (the planes) 9 ranks, Spellcraft 9 ranks, Apprentice Conjurer, Augment Summoning, Spell Focus (conjuration), Intelligence 14.

Benefit
Any familiar, animal companion, or special mount you possess gains the benefit of your Augment Summoning feat.
LOVE this! Great! But maybe a little better fit under Transmutation? Hard call...

Whenever you apply a metamagic spell to a conjuration (healing) or conjuration (creation) spell, you may reduce the total metamagic adjustment of that spell by your Intelligence modifier (to a minimum of +1). The casting time of any spell you cast in this way is increased to one full-round action (or more, if it already had a longer casting time).
Great reduction, and love using Intelligence to do it. And it gives incentive to take feats that would affect those spells! Thumbs up!




Arch-Conjurer [Arcane]
You represent the pinnacle of conjuration magic proficiency.

Prerequisites
Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (the planes) 15 ranks, Spellcraft 15 ranks, Apprentice Conjurer, Augment Summoning, Greater Spell Focus (conjuration), Master Conjurer, Spell Focus (conjuration), Intelligence 16.

Benefit
You may cast any conjuration (teleportation) spell you have memorised at will as a spell-like ability. You may apply the benefits of any number of metamagic feats you possess to a spell you cast in this way, so long as the total effective metamagic adjustment is less than your Intelligence modifier.
Very interesting. I like it a lot, and being able to change out your spells means that you don't always have to have a Teleportation spell memorized...

Whenever you cast genesis or a conjuration (calling) spell as a ritual spell, you may ignore all expensive material components and XP costs and waive any payments. You may cast these spells as ritual spells even if you have them memorised.
Great ability to have, though I would suggest having a Diplomacy check with an intelligent creature you summon (as appropriate depending on the creature) to not pay it, or else you pay 1/2 the normal cost, but still don't need the material components or XP cost...

Whenever you spend a daily use of Willpower to prolong the duration of a conjuration (summoning) spell, spells you have already prolonged with that ability are not automatically dismissed.
Great capstone for this feat tree!



Apprentice Diviner [Arcane]
You have started specialist training in divination magic.

Prerequisites
Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (history) 4 ranks, Spellcraft 4 ranks, Investigator, Wisdom 12.

Benefit
Gather Information, Listen, Search, Sense Motive, and Spot are always considered class skills for you. You gain 1 skill point for each cross-class rank you have already invested in these skills when you take this feat.
I feel it's going to be hard for a wizard to have enough skill points to distribute to those skills to begin with, but it's a very nice ability to not have to pay 2 to have 1 point (assuming D&D rules and not Pathinder).

As an immediate action you may spend a daily use of Willpower to gain a bonus on an initiative check equal to your caster level. You may use this ability after you have already rolled for your check result.
Very nice trick to have up your sleeve, but I feel like it should come with Master or Arch... Though it should be kept as is in all other ways!


Master Diviner [Arcane]
You have completed your formal training in divination magic.

Prerequisites
Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (history) 9 ranks, Spellcraft 9 ranks, Apprentice Diviner, Investigator, Spell Focus (divination), Wisdom 14.

Benefit
Whenever you cast a divination spell, reduce the XP cost and the cost of any expensive material components or focus by 5% per caster level (to a maximum of 100% reduction. If the spell requires a focus you must still provide an equivalent item, albeit one with a reduced or negligible cost.
Perfect! Love it, and keep it as is!

Whenever you use scrying, legend lore, teleport, or similar spells that require you to have a connection to or familiarity with a subject, your relationship with the subject is treated as being one step better. If you already have the best possible relationship, you gain a +5 bonus on your caster level for that spell and the Save DC (if any) is increased by 4.
Again, perfect the way it is!



Arch-Diviner [Arcane]
You represent the pinnacle of divination magic proficiency.

Prerequisites
Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (history) 15 ranks, Spellcraft 15 ranks, Apprentice Diviner, Greater Spell Focus (divination), Investigator, Master Diviner, Spell Focus (divination), Intelligence 16.

Benefit
You gain a bonus on Gather Information, Listen, Search, Sense Motive, and Spot checks equal to one-half your caster level.
I'd suggest 1/4 of your level, but still nice either way!

Whenever you succeed on a Sense Motive check against a creature you may read its mind as if by detect thoughts (even if that creature would normally be immune to that effect).
Maybe spend the cost as a free action on a successful sense motive check... but I like the idea and feel

Creatures do not benefit from supernatural means to elude or deceive you (invisible creatures do not get a bonus on Hide checks, polymorphed creatures do not get a bonus on Disguise checks, displaced creatures do not get 50% concealment, etc.). However, mundane methods (ranks in Disguise, total cover, etc.) are still effective against you and you are still susceptible to mind-affecting effects.
Very nice! You could even split this up between Master and Arch to give the feeling of fully leading into something, but either way very nice!

As an immediate action you may spend a daily use of Willpower to look one round into the future. Allow all creatures present to play out their actions, then restart that turn using your foreknowledge. All characters except you must repeat the same actions (and roll the same die results) they did last time -unless you choose to take a different action than you did last time, in which case they are permitted to react logically (and roll different results, as appropriate). You may use this ability retroactively, even if you are dead (it is assumed that your foreknowledge warned you that you would need to use the ability). You may use this ability more than once to repeat the same round, but you must spend another daily use of Willpower plus daily uses of Willpower equal to the total you have spent in prior repeats of that round.
I'm not sure how to feel about this ability. I feel that the second part should say that you can not use it retroactively... though I do agree that if it's allowed that it should be usable multiple times in the same round, but impose a strain on the wizard.... maybe make them Fatigued for a number of rounds afterward...



Apprentice Enchanter [Arcane]
You have started specialist training in enchantment magic.

Prerequisites
Wizard level 1st, Knowledge (arcana) 4 ranks, Knowledge (nobility and royalty) 4 ranks, Spellcraft 4 ranks, Persuasive, Charisma 12.

Benefit
Bluff, Diplomacy, Gather Information, Intimidate, Perform and Use Magic Device are always considered class skills for you. You gain 1 skill point for each cross-class rank you have already invested in these skills when you take this feat.
Copy and paste Apprentice Diviner about skills... Nice, but the way the class is designed, skill points are probably already a scarce resource...

You gain the enchanted empathy class feature. This works as the 3.5 druid’s wild empathy class feature save that you may only use it to influence the attitudes of constructs, fey, intelligent magic items, creatures with psionic abilities, and creatures under the effect of charm, compulsion, and morale effects. You may also spend a daily use of Willpower to bolster such creatures (as a 3.5 evil cleric bolsters undead) or to break a magical effect controlling them (make a turn attempt as if you were turning evil, but if successful the creatures are freed of the control rather than turned or destroyed).
This is a very nice ability

A creature that rolls a natural 20 when saving against your enchantment spells does not automatically succeed on their saving throw.
Very nice.

Special
A wizard with at least 5 ranks in Knowledge (nobility and royalty) gains a +2 bonus on enchanted empathy checks.


Master Enchanter [Arcane]
You have completed your formal training in enchantment magic.

Prerequisites
Wizard level 6th, Knowledge (arcana) 9 ranks, Knowledge (nobility and royalty) 9 ranks, Spellcraft 9 ranks, Apprentice Enchanter, Persuasive, Spell Focus (enchantment), Charisma 14.

Benefit
Whenever you successfully cast an enchantment spell on a creature, that creature gains a morale bonus or penalty (your choice) on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls equal to your Charisma modifier (stacking with any morale bonus or penalty granted by the spell itself). If you use this ability to give a charmed or compelled creature a morale bonus, that bonus is instead considered a penalty on saves made to resist or break your control (but is still treated as a bonus for all other purposes). This effect lasts for as long as the creature is influenced by the spell.
I can see some abuse with this as a wizard could convince his companions to charm them to give them a nice bonus on top of every other spell they can already buff them with... but still a very nice ability and it's not vastly over powered.

Creatures that are immune to mind-affecting effects are not immune to your enchantment spells, though they gain a +4 bonus on saves against such spells.
Always love immunity breaking abilities...




Arch-Enchanter [Arcane]
You represent the pinnacle of enchantment magic proficiency.

Prerequisites
Wizard level 12th, Knowledge (arcana) 15 ranks, Knowledge (nobility and royalty) 15 ranks, Spellcraft 15 ranks, Apprentice Enchanter, Greater Spell Focus (enchantment), Master Enchanter, Persuasive, Spell Focus (enchantment), Charisma 16.

Benefit
Whenever you succeed on a Bluff check against a creature, you may influence that creature as any or all of confusion, modify memory, and/or suggestion. The confusion and suggestion effects last 24 hours. The modify memory is permanent and allows you to modify the last 24 hours of the creature's memories, not just the last 5 minutes.
Intriguing ability and very powerful. Worthy of a capstone in a feat tree on it's own. I suggest either using a use of Willpower or spending Magic Points as a free action to cast the spells.

Whenever you succeed on an Intimidate check against a creature, you may choose to make it shaken while in your presence for the next 24 hours (this effect stacks with repeated successful checks, up to panicked). When you succeed on an Intimidate check against a creature you have panicked in this way, it is permanently driven insane with fear. When you succeed on an Intimidate check against a creature you have driven insane in this way, its will is utterly broken - it is no longer insane but it is permanently dominated by you.
Very powerful ability. I love it. Worthy of it's own feat chain as a capstone!

Whenever you succeed on a Diplomacy check against a creature you may choose to affect it as if by charm monster or greater heroism or both for 24 hours. The bonus to saves from the greater heroism effect is instead treated as a penalty when it comes to attempts to resist or break your control, including save attempts against enchantment spells you cast.
This is a very nice ability all around, and great for a party Face.

None of the above effects allow a save other than the opposed skill checks. The effects are magical but cannot be dispelled (though they are suppressed in antimagic fields and the like). Creatures immune to mind-affecting effects are not immune to these effects, nor do they gain any special bonus on resisting them.

Whenever you successfully cast an enchantment spell with a duration of one day/level or greater, you may spend a daily use of Willpower to increase the duration to permanent.
Powerful... Though not as morally ambiguous as breaking some one's mind with fear and then dominating them for the rest of their life...


Overall, they are ballanced within themselves, and if only a few of them can be taken by any given Wizard, then the end result shouldn't be too bad... But say an Elan decides to become a Wizard... Could they possibly learn them all? That would be an insane fight that's totally broken on so many levels it's rediculous... I can't wait to see the other feat's you're working on! Keep up the amazing work!

AOKost
2017-06-30, 04:31 AM
Rationale
It’s been pointed out that the divine feats were very powerful, so I’ve increased the prereqs for these feats (though arguably they’re even more broken -especially the conjuration and divination capstones!). Note that the capstone feats require a feat investment of six feats (3 prereq feats, 3 feats in the chain) so you have to be 15th level to get them, in spite of the listed skill rank and wizard level requirements. However I’ve realised I have the bad habit of running wild (e.g. Arch-Conjurer originally just gave you the ability to use greater teleport (self plus 50 pounds) at will) so nerfs are most likely in order.

Note also that unlike divine feats, these specialist feats require proper levels of wizard (you get the benefits from direct study of your field of magic, rather than simple worship of a god while you pursue other classes)

Metamagic adjustment = shorthand for the level increase of a spell due to the metamagic feat(s) applied to it; I'm sure this term already exists somewhere but I can't remember.

I wanted one school of magic to deal with constructs and magic items so I slotted that in for enchantment since I vaguely recall it being associated with creating magic items in old school D&D. However perhaps enchantment should possess the “ultimate empathy” class feature – able to influence ANY creature type.

I feel you've done a very fine job, and the Prerequisites are perfect for each! It makes each specialization feat enterable at level 1, but you can only take 1 at level 1... and maybe another later on, but that would be very hard. Overall, they flesh out the Wizard class VERY nicely!

rferries
2017-07-03, 02:25 AM
AOKost, thanks for all your advice on this and the other posts! I've incorporated bits and pieces of it; once I finish this set of posts I owe you feedback on your own work! :)

Main changes: Adding Willpower as a cost for many of the abilities, and trimming the power levels here and there.

AOKost
2017-07-03, 05:20 AM
AOKost, thanks for all your advice on this and the other posts! I've incorporated bits and pieces of it; once I finish this set of posts I owe you feedback on your own work! :)

Main changes: Adding Willpower as a cost for many of the abilities, and trimming the power levels here and there.

lol no worries, and I'm very happy to help, though I don't know how much help my suggestions are. I think you've got the right ideas though. A lot of what I do is related to a homebrew system I found years ago called Custom Characters, using the D&D 3.X and Pathfinder rules as basis and going from there lol It's not the 'traditional class system' at all, so dealing with your Wizard and these feats was a nice treat lol it's very similar in many ways :)