PDA

View Full Version : D&D 5e/Next Wizard Archetype: Red Wizard of Thay



Mordrigar
2018-01-06, 12:46 PM
Hi playgrounders!

This is my very first homebrew content for 5th edition. I always liked the Red Wizards and too bad they don't have their own archetype in 5th Edition. So I made one. This one needs a lot of work on it but here is a start:

http://homebrewery.naturalcrit.com/share/HyOalwCXM

Feel free to comment!

Calen
2018-01-06, 04:18 PM
Very interesting, the dynamics of getting your party to sacrifice for your benefit is an interesting concept in a group game. I would be interested to see how it would work in real life.


Participants can be a spellcaster of any type. The ritual 1 full hour of uninterrupted concentration on the part of all participants and the Circle Leader. Participating in a Circle Magic ritual can be done as part of a Short or Long Rest. Each participant casts any single prepared spell, which is consumed by the circle and has no effect other than expending the spell slot. The spell slot levels expended by the circle participants are totaled as Circle Points.

I would rephrase that for clarity. At least how I understand it you are saying...

"Any [willing friendly] creature that has the spell-casting feature can participate in the Circle. The circle is a ritual of 1 hour that requires concentration from all participants. Each participant sacrifices a spell slot of their choice during the ritual. Total the value of the spell slots sacrificed. You gain this value as Circle Points."

Zulkir might be a little overpowered.

Blackbando
2018-01-07, 01:51 AM
Review time, let's do this. Conceptually, I like this. Mechanically? That's another story.

Arcane Specialization
I'm fine with this.

Tattoo Focus
Little bit weird on the wording, but not letting you be able to change them is a bit... odd. Kinda restrictive, in my opinion.

Circle Magic
So, for the cost of spell slots, a wizard can become a sorcerer, except better. While you may not see how this is better, think about this; high level casters don't usually need 1st, 2nd, or 3rd level slots (let's not even think about **** like Deep Gnomes which can potentially cast a 3rd level spell at will for this), so if you get a lot of casters in a party, you can easily gain a huge amount of circle points. You also get every single option listed. You're seriously just a better sorc at this point.

Circle Master
And this brings up the issue even more. Even with 2 other casters, if they cast 2nd level spells, you have 8 circle points. And that's for such a tiny sacrifice!

Zulkir
Yeah, this is way too much. I'd lower it to 1/long rest, though even then I'm finnicky on the balance of that.

Overall, this class outclasses sorcerers, doing the one thing they do, but *better*.

Mordrigar
2018-01-07, 07:37 AM
Thank you both for your feedbacks! English is not my main language thus the wording is a bit problematic. I'll soon edit and fix it.

On defense of Circle Magic is not being OP as it seems, I'd like to say that you need other people to use your class feature. It's not like Rogue's sneak attack (you -kinda- need other people for that too) You're heavily dependant on other spellcasters. In the classic party of 4, usual formation is Cleric, Fighter, Rogue and Wizard. Of course there are nearly limitless other options but I believe "at least 3 spellcasters" is a drawback. Of course parties with 4+ members, Red Wizards can become "OP" but I don't believe it is a game-breaking level.

In game terms, sorcerers have their own "circle magic". They use their spell slots to create "Sorcery Points" and they can use those points to enhance their spellcasting capabilities. Red Wizards do the same. But with one big difference: They need other spellcasters to sacrifice their spell slots. In a setting like Forgotten Realms, it is easy to find casters but in low fantasy worlds, I'm not sure you can use your class feature anytime you want. I'm thinking about campaign perspective of course.

But if you still think this is a bit overpowered, maybe I can add a sentence like "You can use each option only 1 time per ritual"

I changed Zulkir to 2/long rest.

Why not 2, instead of 1?
Because Diviner's "Portent" is more or less same (I believe it is more powerful but it's just my idea) and you can use it 3 times per rest.

I want to make Red Wizard "The best at what he/she do" kind of Wizard. A Devoted specialist.

Maybe, I can add some drawbacks on the schools that the Red Wizard didn't specialize on. But in 5e, there is no real drawbacks like this.

Another idea: What about hp damage (lets say d6) whenever you use Sorcery Point? Could this bring balance? It also encourages to think risk/reward point of view.

Arkhios
2018-01-07, 11:30 PM
Maybe, I can add some drawbacks on the schools that the Red Wizard didn't specialize on. But in 5e, there is no real drawbacks like this.

Another idea: What about hp damage (lets say d6) whenever you use Sorcery Point? Could this bring balance? It also encourages to think risk/reward point of view.

Technically you could add a negative form of Arcane Specialization's effect: spells from a school other than the chosen one take twice the time and cost as normal. It's still relatively weak and ribbon-ish in the end.

How's this: Expend one Hit Die per use of Sorcery Point. Effectively this creates a situation where the Red Wizard would have less Hit Dice to use for "Short Rest Recovery" as I've taken to calling it. It has no direct penalty to combat, but it should make you more considerate about using Sorcery Points during the day.

JNAProductions
2018-01-08, 12:39 AM
I cannot read it. Half of it is cut off.

Arkhios
2018-01-08, 04:51 AM
I cannot read it. Half of it is cut off.

works fine for me both on android (chrome) and PC (chrome). Homebrewery doesn't work well with browsers other than chrome, unfortunately, so I'd suggest to swap to chrome if you're interested to read it. OP can't do anything about it, since it's a service provider's lack of effort or knowledge to fix browser layout issues.

JNAProductions
2018-01-08, 11:12 AM
I am on Chrome, so... Any chance someone could rewrite it on the forum?

Blackbando
2018-01-08, 01:15 PM
I am on Chrome, so... Any chance someone could rewrite it on the forum?

Your wish is my command.

Red Wizard of Thay
The Red Wizards are the masters of Thay, the conquerors of that land's native Rashemi, and the would-be magical overlords of Faerun. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings. Early in their careers, would-be Red Wizards specialize in a school of magic and acquire the Tattoo Focus that prepares them for entry into the full Red Wizard archetype.

Arcane Specialization
When you choose this archetype at 2nd level, also choose one of eight Wizard Schools. From now on, this school is your Arcane Specialization. The gold and time you must spend to copy a chosen school's spell into your spellbook is halved.

Tattoo Focus
Starting at 2nd level, when you choose this school, you master art of scribe a magic tattoo on yourself. From now on, you can pick number of Wizard spells, from your school of magic that you have chosen as Arcane Specilization, up to your Intelligence Modifier (minimum of one) and scribe them as Tatoos on your body. Scribed spells are always prepared for you. You can choose those spells anytime on your progress but you can't change them later.
When you scribe your first Magic Tattoo on yourself, you also gain proficiency in the Intimidate skill if you don't already have it.

Circle Magic
Beginning at 6th level, you master the art of Circle Magic. You can lead a Magic Circle up to 5 participants. You may spend Circle Points as described below.
Careful Magic
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 Circle Point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature).
A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 Circle Point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 Circle Point to make the range of the spell 30 feel.
Empowered Spell
When you roll damage for a spell, you can spend 1 Circle Point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell lhat has a duration of 1 minute or longer. you can spend 1 Circle Point to double its duration, to a maximum duration of 24 hours.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 Circle Points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 Circle Point to cast it without any somatic ar verbal components.
Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of Circle Points equal to the spell's levei to target a second creature in range with the same spell (1 Circle Point if the spell is a cantrip).

Circle Magic (this is a sidebar-type deal thing, in one of those green squares)
The use Circle Magic is to empower the Circle Leader with the strength of all the participants. To create a Magic Circle, the leader needs at least 2 participants. Participants can be a spellcaster of any type. The ritual 1 full hour of uninterrupted concentration on the part of all participants and the Circle Leader. Participating in a Circle Magic ritual can be done as part of a Short or Long Rest. Each participant casts any single prepared spell, which is consumed by the circle and has no effect other than expending the spell slot. The spell slot levels expended by the circle participants are totaled as Circle Points. Any unused points are lost when the Circle Leader takes a long rest.

Circle Master
Beginning at 10th leveI, your mastery of Circle Magic increases further. You can lead a Magic Circle up to 9 participants. Also, when you lead a Magic Circle, the amount of Circle Points you gain from the ritual is doubled.

Zulkir
Starting at 14th level your mastery over your Specialized School increases. Whenever you cast a spell from your Specialized School, targeted enemies have Disadvantage on their saving throw if the spell allows it. You can use this feature 2 times per long rest.

JNAProductions
2018-01-08, 02:23 PM
Tattoo focus seems weird-why Intimidate?

You gain every single metamagic, and get to borrow from other casters to use them. That is ridiculously good.

And at level 10, you can gain even more from a slot than a Sorcerer can. Also ridiculous.

Also, Zulkir is probably too good as well.

Mith
2018-01-08, 07:22 PM
If I were to implement Circle Magic, I would make each additional Circle Point cost more to generate, making it more inefficient than Sorcery. Plus, I would limit the Metamagics available to Int modifier at most.

PeacefulOak
2018-01-09, 02:52 PM
A thought on balancing Circle Magic:

Each spellcaster who participates in the Circle must spend their Concentration in addition to a spell slot in order to provide the Red Mage with Circle Points. Should any spellcaster's Concentration be broken (voluntarily, through damage, or the use of another Concentration effect/spell), the points that were gained through that caster's participation are lost. This process also requires the Concentration of the Red Mage. Points lost through loss of concentration are always deducted from the remaining pool of Circle Points, not from expended points.

This might require a little more records-keeping, but is a significant balancing factor.

CapnZapp
2018-01-12, 08:03 AM
Let me first say: excellent initiative, and on first blush it looks very good. (I came up with something very similar in parallel, just over in the main thread. Great minds think alike and all that :smallcool:)

I especially like how you've managed to get in the core ability of the d20 prestige class - Zulkir - since that's why you would want to mess with this subclass in the first place!

Sure, you gain Circle Magic, but without a whole school bus full of students that's essentially worthless. And as a player character, you don't have that - just be a Sorcerer instead.

Otherwise, you're giving up "your" school's main ability (such as Portent for a diviner etc) for small things that are essentially ribbon abilities.

So if you don't plan on getting to Zulkir, my summary is "don't bother". In other words, it needs to be very strong, since that's why you spent thirteen levels as a sub-par sorcerer or a wizard without your school abilities...

Now for a more detailed read-thru... :)

CapnZapp
2018-01-12, 08:05 AM
Under twinned spell it says "the spell's levei" (should be a lower-case L, not an i)

CapnZapp
2018-01-12, 08:11 AM
Tattoo Focus
Little bit weird on the wording, but not letting you be able to change them is a bit... odd. Kinda restrictive, in my opinion.

Thematically, it fits though. Tattoos ARE permanent, after all.

Since it's more or less a ribbon ability, I'm fine with this restriction. In other words, even if you never inscribe any tattoo at all, it doesn't sink the subclass.

That way the restriction isn't so... restrictive: Don't choose a spell unless you're absolutely sure you can live with your choice for the rest of your career... you don't have to scribe all tattoos already at level 2, after all!

I think it's neat how a powerful arch-Wizard can look back with fondness on an old tattoo he or she inscribed at low level; a spell no longer needed... "how foolish I was then" :)

Yes, the phrasing needs a bit of polish, but nothing big. The meaning is clear :)

CapnZapp
2018-01-12, 08:17 AM
Circle Magic
So, for the cost of spell slots, a wizard can become a sorcerer, except better. While you may not see how this is better, think about this; high level casters don't usually need 1st, 2nd, or 3rd level slots (let's not even think about **** like Deep Gnomes which can potentially cast a 3rd level spell at will for this), so if you get a lot of casters in a party, you can easily gain a huge amount of circle points. You also get every single option listed. You're seriously just a better sorc at this point.

Circle Master
And this brings up the issue even more. Even with 2 other casters, if they cast 2nd level spells, you have 8 circle points. And that's for such a tiny sacrifice!
My main criticism is the same as for the d20 prestige class:

Why bother with two stages of circle leadership? That's just the kind of fiddly detail we should leave behind.

(In my own mind, I made circle magic do seven people, with no stages)

I agree there is no need for the rebate. To the OP: I understand if you wanted to make Circle Master mean more than the upgrade from 5 to 10 participants (which, as I said, is a fiddly detail we'd best ignore), but this is too good.

Really, I'd just dump Circle Master altogether, replacing it with something else.

In a constructive vein, remember that the d20 PrC provided not only bonuses to spell save DC (which you masterfully have interpreted as "zulkir" but also bonuses to defenses (=saves).

How about replacing "Circle Master" with "You gain advantage on saves vs spells from your chosen school of specialization" (and a fancy name for that ability)? :smallsmile:

CapnZapp
2018-01-12, 08:22 AM
Zulkir
Yeah, this is way too much. I'd lower it to 1/long rest, though even then I'm finnicky on the balance of that.
On the other hand, this is the definitive ability of d20 Red Wizards.

I don't disagree it is powerful, but sometimes it's better to add a small box saying "You can only choose this with the express consent of the DM", than to nerf it into mediocrity.

In other words, we already have the official take on Red Wizard abilities: no special abilities at all.

To make this effort meaningful, we can discuss the number of uses, but I strongly encourage the OP to keep the Zulkir ability exactly as written.

Then each group can decide for themselves if they want balanced Red Wizards or if they want truly fearsome Red Wizards, worthy of their legendary reputation! :smallsmile:

CapnZapp
2018-01-12, 08:25 AM
I changed Zulkir to 2/long rest.
Out of curiosity, what was it before?

CapnZapp
2018-01-12, 08:37 AM
Technically you could add a negative form of Arcane Specialization's effect: spells from a school other than the chosen one take twice the time and cost as normal. It's still relatively weak and ribbon-ish in the end.

How's this: Expend one Hit Die per use of Sorcery Point. Effectively this creates a situation where the Red Wizard would have less Hit Dice to use for "Short Rest Recovery" as I've taken to calling it. It has no direct penalty to combat, but it should make you more considerate about using Sorcery Points during the day.
I commend the OP for not going with the 3E idea of (more) barred schools.

Not being able to cast spells from a particular school is... mostly a huge pain in the rear, and much too fiddly for 5E IMHO. Having to look up a spell's school just to make sure you don't accidentally "cheat" is a step you'd have to do for each spell, and it goes against what you chose the Wizard class for: being able to cast lots of spells.

Also: unlike d20 5E Wizards are balanced with no prohibited schools in mind. Also: balancing a class with "can't cast these spells" is a lousy balancing factor in the first place - it really isn't balancing anything at all. Your power is just as great as before, you just have to accommodate your deficiencies in a smart way.

I hearily recommed the OP to keep doing what he's already doing, that is: dumping the idea of prohibited schools! :smallsmile:

---

The other suggestion I like, if mostly in theory. That is: it's a significant penalty for player characters but nothing that makes it more complex to run NPCs. That's good.

Also, it's an indirect penalty.

Probably 1 HD per circle/sorcery point is too steep, though.

Spontaneously I'd say "expend 1 HD each time you cast a spell with any metamagic effects" so you can spend more than one CP/SP for each hit die... but I welcome analysis on this.

CapnZapp
2018-01-12, 08:43 AM
You gain every single metamagic, and get to borrow from other casters to use them. That is ridiculously good.

And at level 10, you can gain even more from a slot than a Sorcerer can. Also ridiculous.

Also, Zulkir is probably too good as well.
Zulkir is supposed to be good. And advantage/disadvantage is really the only proper way to implement it in 5E.

I like the way Zulkir doesnt cost circle points/sorcery points. If it did, you'd use all cp/sps on that, and the metamagic would go to waste.

As I said previously, I agree the 2 sp per spell slot is overdoing it.

As for metamagic, I seem to remember RWs didn't get all metamagic options.

One suggestion: restrict the spells you can metamagic-up to your chosen school of specialization?

noob
2018-01-12, 01:45 PM
to captainzapp:
About weird spells red wizards of thay got in 3.5 here is some:
http://archive.wizards.com/default.asp?x=dnd/mb/20041215a
And do not multipost: use the edit button instead.

in thread:
That red wizard base class is silly: it takes the most op stuff from the prc and turn it into a base class feature.
I mean why would you ever take another class.
Even worse the more of that class you get in a team the more you benefit easily from circle magic.(make a party of four of them and see how you basically get a party where each member gets as much power as if it was both a sorcerer and a wizard of his level)
I think circle magic must not be "hey you get all the cool class features of the sorcerer in addition to being a wizard"


On defense of Circle Magic is not being OP as it seems, I'd like to say that you need other people to use your class feature. It's not like Rogue's sneak attack (you -kinda- need other people for that too) You're heavily dependant on other spellcasters. In the classic party of 4, usual formation is Cleric, Fighter, Rogue and Wizard. Of course there are nearly limitless other options but I believe "at least 3 spellcasters" is a drawback. Of course parties with 4+ members, Red Wizards can become "OP" but I don't believe it is a game-breaking level.
There is a fighter sub class that gives casting and it is generally considered as one of the good fighter sub classes.
Then there is arcane trickster for the rogue(I think a rogue is quite ready to spend a level 1 spell to make the wizard suddenly get the power of metamagic)

Garfunion
2018-01-12, 01:55 PM
Does anyone know what the magic circle ritual is called ?

noob
2018-01-12, 02:08 PM
Does anyone know what the magic circle ritual is called ?

I believe it is called circle magic or does not have a name.
But there is probably someone more versed in thayan lore who knows the truth.

Garfunion
2018-01-12, 02:14 PM
I believe it is called circle magic or does not have a name.
But there is probably someone more versed in thayan lore who knows the truth.

The problem with calling it that is, there is a spell with the same name.

noob
2018-01-12, 02:18 PM
The problem with calling it that is, there is a spell with the same name.

I believe there is a magic circle spell in 5e but there is no circle magic spell.
if you found a circle magic spell then show me from where it is.(do not forget the order of the words in a name: circle magic is not the same thing as magic circle)

Garfunion
2018-01-12, 02:21 PM
I believe there is a magic circle spell in 5e but there is no circle magic spell.
if you found a circle magic spell then show me from where it is.(do not forget the order of the words in a name: circle magic is not the same thing as magic circle)

I found a website that discusses magic circle.
http://www.realmshelps.net/magic/circle.shtml

If I were to give the ritual a name I would probably call it Ethran Circle ritual.

noob
2018-01-12, 02:28 PM
I found a website that discusses magic circle.
http://www.realmshelps.net/magic/circle.shtml

If I were to give the ritual a name I would probably call it Ethran Circle ritual.

Except for the fact that red wizards are from thay and so can not take Ethran feat nor have anything to do with it.(they instead tattoo focus for participating)
in the red wizard prc there is the following line:

Circle Leader: The Red Wizard gains the ability to become a circle leader, who is the focus person for Red Wizard circle magic.
so maybe the name could depend on the initiator.
so if the initiator is a red wizard it is called Red Wizard Circle Ritual and if the initiator is a hathran then it is the name you gave

Again it is never ever called anything remotely close to magic circle: each time it is called Circle magic.(getting multiple people for channeling magic is called circle magic and not magic circle)
In the page you quoted the name magic circle appears 0 times each time it says circle magic and those two names have entirely different meaning.
Please remember the order of the words.


Magic circle is a spell and circle magic is what you do for combining the power of multiple casters.
the order of the words is infinitely important and if you forget it then you will spontaneously explode if you play 3.5(because 3.5 is the professional of having everything named with the same words and changing the order of those words).
So either you import 3.5 stuff and care about the order of the words or you do not and live with 5e content that is not infinitely dependent on the order of the words.

Garfunion
2018-01-12, 02:38 PM
You are right I did get the words backwards, it still sounds boring for what the ritual does.

noob
2018-01-12, 02:44 PM
You are right I did get the words backwards, it still sounds boring for what the ritual does.
In that universe it is likely each group of mages that use circle magic give it a different name.
So maybe in thay red wizards often call it khtlatt while that group of druid in an isolated village calls circle magic vrezug.
(Since it is something a circle leader probably does every morning it would be fairly normal that they use a short name for that)
But because all of those rituals use the same mechanics the game gives it the same name to them for speaking of the mechanics uniformly.

iurialbandes
2018-10-31, 11:57 AM
I will be playing as a evil red wizard of thay (RWT) soon (:xykon:), so i was very interested in this archtype. I decided to change some of the powers of the RWT and would like to have some opnions about it. I will elaborate on the changes and the reasons for it.

Some people say "Oh but the red wizard is just one of the PhB archtypes". My concept for the mechanics of the red wizard of thay is a character tha excel when CAST a spell from their specialized school, can defend and against such spells and know how use circle magic to empower their spells. Most of the PhB archetypes just give some different powers that do not really improve when casting the spells of the school.

Change #1: Enchanted Tattoo (old tattoo focus)
Starting at 2nd level, you you master the art of scribe the powerful and intimidating magical tattoos of a Red Wizard of Thay. Choose any spell, or cantrip, from your specialized school from any class, you always have it prepared. You gain an extra spell at 6th, 10th and 14th level. You also gain proficiency in the Intimidate skill if you don't already have it.

At first i was thinking in give a plain +1 DC for the spells of the specialized school, but it is just a lazy idea. So i thought that it would be interesting if the red wizard could learn spells from any class (from the specialized schooll). My point is that the RWT knowledge, with the help of the enchanted tattoos, can access spells that usaally is not reachable.


Change #2: Specialist Defense
At 6th level the red wizard understand intimally the spells of the specialized school. You have +2 saving throw bonus against spells from your specialized school. Also, by spending a reaction you can give you or a ally advantage against in a saving throw against spells from your specialized school.

Pretty simple idea, the knowledge of the specialized school allows the RWT to be more resiliant and to react against the spells of the the specialized school.

Change #3: Magic Circle Leader
Beginning at 6th level, you master the art of Circle Magic. You can lead a Magic Circle up to 5 participants. You may spend Circle Points as described below.

Careful Magic
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 2 Circle Point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 2 Circle Point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 2 Circle Point to make the range of the spell 30 feel.

Empowered Spell
When you roll damage for a spell, you can spend 2 Circle Point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell
When you cast a spell lhat has a duration of 1 minute or longer. you can spend 2 Circle Point to double its duration, to a maximum duration of 24 hours.

Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 3 Circle Points to change the casting time to 1 bonus action for this casting.

Subtle Spell
When you cast a spell, you can spend 1 Circle Point to cast it without any somatic ar verbal components.

Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of Circle Points equal to the spell's level plus 2 to target a second creature in range with the same spell (1 Circle Point if the spell is a cantrip).

Circle Magic
The use Circle Magic is to empower the Circle Leader with the strength of all the participants. To create a Magic Circle, the leader needs at least 2 participants. Participants can be a spellcaster of any type. The ritual 1 full hour of uninterrupted concentration on the part of all participants and the Circle Leader. Participating in a Circle Magic ritual can be done as part of a Short or Long Rest. Each participant casts any single prepared spell, which is consumed by the circle and has no effect other than expending the spell slot. The sum of spell slot levels expended by the circle participants are totaled are halved (round up) and given to the circle leader as Circle Points. Also, the max amount of circle magic points is limited to the leader wizard level. Any unused points are lost when the Circle Leader takes a long rest.

I did a lot of changes here, first i adjusted the costs of the metamagics:

Careful Magic: 2 circle points
Distant Spell: 2 circle points
Empowered Spell: 2 circle points
Extended Spell: 2 circle points
Quickened Spell: 3 circle points
Subtle Spell: 1 circle point
Twinned Spell: spell-level+2

The second change i did is to limit the total number of points the circle leader can have. The max is the wizard level (later it improves to level+int mod)

The last change is the calculation to create the circle points. Now it is the sum of the expended slots divided by 2 (round up)

Change #4: Improved Specialist Defense
At 10th level you master the knowledge you have about the spells from you specialized school, allowing you to know exactly how to quickly identify and counteract against these spells. You have advantage to counter-spell against spells of your specialized school (you also know which spell of you school is being cast before deciding to counter it, assuming you can see the spellcaster during the incantation). Also, you can spend a reaction to give you and allies in a 30ft radius a +4 bonus to saving throws against spells of you specialized school.

Again the idea is that the RWT dominate whenever a spell from the specialized school is cast.

Change #5: Zulkir
All spells you cast from your specialized scholl are naturally more powerful. You can choose between add a +2 DC to the spell or casting it as one level higher without any extra cost. Also you now can lead a magic circle up to 9 participants, and your max circle points is your level+int modifier.

A direct power up for the RWT spells. There is two option to use, the initial idea was to just have the spell slot power up, however there are many spells that would not benefits from it, so i added the +2 DC.