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rferries
2021-02-24, 06:41 PM
Under construction, please ignore for now!

Intro/rationale (skills, magic as spells, flavour/theme balanced with MADness)/table of contents

RATIONALE

Ability Scores
In keeping with reducing the power level of spellcasters, the wizard is MAD rather than SAD. This also feels better thematically, IMHO - think of a wizard gritting her teeth and overpowering an enemy’s Will save with her force of personality (Charisma), drawing on reserves of mental energy (Wisdom) to cast spells, and only being able to memorise complex spells if she’s smart enough (Intelligence).

Hit Die
Improving to d6 is a boost, but I think a fair one. No other class (or even creature type) uses d4 Hit Dice, and it contributes to the “glass cannon” stereotype. However can be bumped back down if desired.

Magic Die
Vancian casting is flavourful and traditional, but obsolete and overcomplicated. This system is easier to work with, though it can easily be tweaked (e.g. to give a set amount of magic points per level, or to use the 3.5 spell point variant, etc.) or even scrapped.

Skills
Note the addition of social skills (wizards are often depicted as peacemakers, manipulators, or formidable presences even if not necessarily evil), utility skills (Perform and Heal), and especially Use Magic Device.

Skill Points
Wizards are supposed to be knowledgeable, so I’ve never understood why they had so few skill points in 3.5. I’ve given them loads (basically to feed into their Knowledge skills), but if it’s too many they could be reduced as low as 4 per level. Keep in mind that they should have Concentration, a social skill (Bluff, Diplomacy, Intimidate, Sense Motive), Spellcraft, Use Magic Device, and at least a couple Knowledge skills to properly fit the archetype.

Base Attack Bonus
I’m considering buffing this to 3/4ths (think Gandalf fighting with his sword and staff), but that’s probably deviating from the class concept a bit too much.

Saving Throws
Note the class has all Poor saves. Fiction is replete with wizards with poor Will saves who became corrupted by evil artifacts or entities… clearly they needed better WIsdom scores! However, a Good Will save could be restored.

Weapon & Armour Proficiency
Note no Arcane Spell Failure; a Witch-King (multiclass fighter/wizard) can stride into battle in full plate at no penalty. This could also be reduced further to “a wizard ignores the ACP of any armour with with she is proficient”, or worsened with “a wizard takes an additional -4 penalty to COncentration checks while wearing armour with which she is not proficient”.

Spells

Maximum Spell Level
Easy to calculate magic point cost and maximum spell level you can cast - simply spell levelx2 in magic points or class levels. now - you need class levels = spell level x2 to cast a spell (same formula for the magic point cost of the spell, too).

This is a debuff at lower levels - you can’t cast 1st-level spells until 2nd level, and thereafter your spell progression is ‘only’ as good as a sorcerer. However, the class has a proper capstone in the form of 10th-level spells -either lower-level spells that have been metamagicked, or unique spells you’ve researched yourself, or ‘problem’ spells (shapechange, wish, etc) that have been bumped up.

MADness has already been discussed, though I may revert the minimum Intelligence needed to 10 + spell level (rather than spell level =Int mdfier)....currently forces an Int of 30 at 20th level to cast 10th-level spells; achievable with +5 tome, +6 item, etc but blocks out other archetypes...unless metamgic unrestricted

Aura
A flavour feature, cribbed from the cleric. A wizard typically has an aura of power in fiction, and can recognise other spellcasters and supernatural entities (see detect aura)

Counterspells
To make the supporting role more attractive (rather than having spellcasters that overshadow martials), counterspelling is now easier.





Magical abilities - turning, wild empathy, etc should all really be converted into spells

10th-level spells - I swear I was planning this before Pathfinder 2nd edition! Seriously though, this caps off the progression of spell level x 2 = minimum class level to cast that spell.

rferries
2021-02-24, 06:41 PM
CLASS

The Wizard
https://i.imgur.com/sUSO3CE.jpg


Wizards, witches, sorcerers, magicians, enchantresses, oracles, magi, conjurors, necromancers, priests, clerics, druids, warlocks… there are many different names for spellcasters, but they all refer to essentially the same thing: individuals who have learned to control the all-powerful force that mortals call ‘magic’. A wizard can divine inscrutable truths, summon entities from other planes (or visit those planes herself), control the minds of others, and so muc more. (or summon A wizard is someone to be respected - or feared.


share the ability to manipulate the Wizards generally have strong personalities, though they do not necessarily lead parties. Noble wizards serve best as advisors, healers, or protectors. Beware! However, power corrupts, and wizards have more power than most. Their pursuit of knowledge can lead them to become terrible witch-sovereigns or arch-necromancers.

Adventures: For a wizard, knowledge is power. Wizards generally quest in search of new spells or enchanted items, though some are content with the companionship of trusted allies or even simple material wealth.

Characteristics: An experienced wizard is adept at persuading (or frightening) others into following her cause, and possesses lore of great depth and breadth. However, her spells are by far her most powerful tools - with them, she can accomplish almost any goal (albeit not every goal).

Alignment: Noble wizards serve best as advisors, healers, or protectors. They might guide other heroes on their quests, or lead parties themselves.

However, power corrupts, and wizards have more power than most. Their ambition can lead them to become tyrannical witch-sovereigns or arch-necromancers that conduct wicked experiments.….wicked experiements

Religion: For obvious reasons, all wizards acknowledge the supernatural power of magic. Beyond that… Some choose to revere particular deities or even pantheons of deities (see the Cleric, Druid, and Polytheist feats).

Background: Wizards can arise from virtually any background. They might have trained at the finest and most expensive magical academies, apprenticed at the side of their village’s hedge-witch, recently graduated from a local priesthood, or learned magic through almost any other means.

Races: Magic does not discriminate. Any sentient being can learn to wield magic, from aristocratic elven intellectuals to the most primitive orc shaman.

Other Classes: Wizards are often distrusted by non-spellcasters.

Role: Magic is an extremely versatile tool, but it is not omnipotent. A wizard can fulfill many roles in an adventuring party, but not every role.

Adaptation: This wizard is well-suited for almost any campaign. is best suited to gothic horror or urban fantasy (e.g. Planescape), but can be adapted for any high-magic setting. The tattoos and spells in particular will need to be tailored for unique campaigns - a DM might draft up Faction (e.g. Godsmen, Sensates, etc. ) feats to use certain Nameless One tattoos and abilities.

GAME RULE INFORMATION
Wizards have the following game statistics.

Abilities: A wizard makes good use of all of her mental ability scores. Charisma represents her force of personality and therefore determines the effectiveness of her magic (i.e. her save DCs and caster level). Wisdom represents her reserves of mental strength and determines the number of magic points she has available to cast spells. Intelligence represents her ability to calculate and remember, and determines the complexity (i.e. level) of the spells she can cast and the number of spells she can have memorised without referring to her spellbook.

Alignment
Any.

Hit Die: d6

Magic Die: d12

A wizard uses magic points to cast spells. She gains d12 + Wis modifier magic points per level, just as she gains Hit Points per Hit Die (including gaining/losing magic points with increases to her Wisdom score, Wisdom damage, Wisdom drain, etc.)....aximum at first level? wis increases never gain immediate points… flat number of points like psion
***spell point costs reduced by 1/3rd class level?

A wizard's magic points are replenished after 8 hours of rest....plus per hour? plus wis midifier/multiplied by wis modifier

A multiclass wizard gains magic points from her other classes, in an amount inverse to the Hit Die of those classes (see below). A character must have at least one level of wizard to cast spells, regardless of her magic point total. Note that exceptions may exist (e.g. racial Hit Die of monsters, Hit Die of NPC classes such as commoners, etc.).

Class Hit Die & Magic Die


Hit Die
Magic Die


d4
d12


d6
d10


d8
d8


d10
d6


d12
d4






Base Attack Bonus
Caster Level


1/2th
Full


3/4ths
3/4ths


Full
1/2th



Class Skills
The wizard’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Perform (illusions) (Cha)*, Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).

Perform (magic) rather than Perform (illusions)...but illusion spells grant ad hoc bonus...expanded use of Perform (as epic skills)... even new subsystem based on duration/effect...even necromantic fear can be enjoyable

Skill Points per Level: 8 + Int modifier

Table: The Wizard


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special

Maximum Spell Level



1st

+0



+0



+0



+0


Aura, Counterspells, Spells

0th



2nd

+1



+0



+0



+0


Lore

1st



3rd

+1



+1



+1



+1



1st



4th

+2



+1



+1



+1



2nd



5th

+2



+1



+1



+1



2nd



6th

+3



+2



+2



+2



3rd



7th

+3



+2



+2



+2



3rd



8th

+4



+2



+2



+2



4th



9th

+4



+3



+3



+3



4th



10th

+5



+3



+3



+3



5th



11th

+5



+3



+3



+3



5th



12th

+6/+1



+4



+4



+4



6th



13th

+6/+1



+4



+4



+4



6th



14th

+7/+2



+4



+4



+4



7th



15th

+7/+2



+5



+5



+5



7th



16th

+8/+3



+5



+5



+5



8th



17th

+8/+3



+5



+5



+5



8th



18th

+9/+4



+6



+6



+6



9th



19th

+9/+4



+6



+6



+6



9th



20th

+10/+5



+6



+6



+6



10th



Class Features
All of the following are class features of the wizard.

Weapon and Armor Proficiency
Wizards are proficient with all simple weapons, but not with any type of armor or shield. (Or no proficiencies, or only 1 chosen weapon)

Armor of any type interferes with a wizard’s movements; she suffers the Armour Check penalty of her armour (and/or shield, if any) as a penalty on Concentration checks when casting spells with somatic components.

Aura (Ex)
A wizard is an inherently magical entity. She radiates a magical aura (see detect magic) of a strength equal to her character level. She radiates an alignment aura (see detect chaos/evil/good/law) as a magic item of her alignment.

OR:

She radiates an aura (see detect aura)....detect aura only functions on lgendary creatures if nonmagical (11th level or greater)... aura strength = caster level + ½ levels in non-wizard classes...or just refer to detect aura and move this calculation there

Detect Aura
Emanation rather than cone…close/medium/long depending on aura strength
Caster level of spell/item vs hd of creature; also tells alignment for non-mundane creatures
True seeing also tells mundane
-can’t move while using it

Lore - or bonus feat, which may be Lore

Spells (Ex)
A wizard
A wizard casts spells which are drawn from the master spell list. She can cast any spell she has memorised, and may also cast ritual spells (see Spellbook and Spells Known, below).
The master spell list is all 3.5. spell lists combined. If a spell appears at different levels on different 3.5 spell lists, use the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. If a spell requires a divine focus the wizard must provide one but need not use one of a particular deity unless they have a [Divine] feat (in which case they must use a divine focus corresponding to their deity or deities).
Note also that wizards don't have to prepare spells in advance.
To learn or cast a spell, the 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 Charisma modifier.

know number of spells equal to Int modifer (plus 10 minus spell level? x2 for cantrips?)
-cantrip allows skill check untrained, +1 per 2 levels? or allows double aid another, even if untrained?
-int MODIFIER + 10 to cast spells (or int SCORE to cast ritual spells
-use 5e level + int modifier memorised spells?
memorised 0th-level spells = 2x int modifier

To cast a spell a wizard must spend magic points equal to the minimum wizard level needed to know that spell (e.g. 6 magic points for a 3rd-level spell). Cantrips cost 1 magic points.

A wizard's caster level is equal to their class level plus one-half their levels in all other classes plus their Charisma modifier.

Magic Points/Day
A wizard’s ability to cast spells is limited by the magic points she has available. Her base daily allotment of magic points is given on Table: The Wizard, above. In addition, she receives bonus magic points per day if she has a high Wisdom score (see Table: Bonus Magic Points, below). Her race may also provide bonus magic points per day, as may certain feats and items.

A wizard automatically regains magic points equal to their Wisdom modifier every hour, and completely regains their total magic points after 8 hours of rest.

Spellbook and Spells Known
All of a wizard's spells known must be inscribed in their spellbook. Thereafter they are divided into memorised spells and ritual spells.

Spellbook: A wizard begins play with a spellbook containing all 0-level spells but no others. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own, or research her own spells. A wizard does not gain any spells when leveling up. There is no limit to how many spellbooks (and corresponding inscribed spells) a wizard may accumulate.

Memorised Spells: These are spells that a wizard has committed to memory. A wizard may memorise a number of spells of each level she can cast equal to her Intelligence modifier, and thereafter may cast them freely without referring to her spellbook. She may replace a memorised spell with a different one from her spellbook by studying her spellbook for one day per level of the spells to be exchanged.

Ritual Spell: Wizards can cast spells directly from their spellbooks without having them memorised, but the process is a lengthy and painstaking ritual. For spells with a base casting time of less than one hour, a ritual to cast that spell requires one hour per spell level. For spells with a base casting time greater than one hour, multiply the casting time by the spell level to see how long the ritual will take. A wizard must spend twice the usual number of magic points when casting a spell as a ritual, and their spellbook becomes an additional focus component required by the spell during the ritual. All other requirements and effects of a spell cast as a ritual are unchanged.

-detect magic/alignment & prestidigitation & light don’t use magic points (same as all spells)
-automatically know detect aura, prestidigitation, dispel magic, my counterspells
Telekinesis, energy bolts every 1d4 rounds…using spell points…need Invocation feat to use evocationblaster spells

Turn into pun-pun, ascend, roll new character (of a different class, since you mastered the last one)

Metamagic feats don’t apply to int mod restriction (simply pumping more power through the same base spell framework, not more complex)

All spell levels +1 (0th become 1st, 9th become 10th, etc…no, doesn’t work, nothing to cast at 1st level)

Ritual spell – need laboratory or gp as npc spellcaster

Detect aura – evil descriptor means automtc overpowering 9or strong…then use magic aura to determine actual level, or advance one category), including divine casters/cleric or druid feat who worship an evil deity of nature

EXCEPTION: metamagicked spells are treated as spells of their original level; can be prepared in a higher level spell slot/count as spell of original level/ignore metamagic adjustments for this purpose

Revised wizard-start at 0th, up to 10th-level spells

Revised wizard – intelligence MODIFIER =spell level…archetypes (necromancer-ability damage, fear, death effects work on creature types with bonus, bonus reduces with levels…); detect magic/evil/etc at will…by touch, etc. (even if blind) or can only detect supernatural evil?…as feat; languages (speak with plants), new language (of Magic)
0th spells, 1st at 2nd level, 10th at 20th level, mp per level rather than exponential?
Magic Strike, Bolt, Sundering...
Wizard fix…n.b. Glinda/Evanora high-magic fight vs Gandalf/Saruman low-magic fight
Arcane blast→uses BAB (therefore eventually multiple attacks), d4 die, telekinetic (piercing, bludge, or slashing)…eventually becomes energy types
->channeling (against objects, or in duel – energy coalescing into dangerous mass and pushed either way)
->replaces evocation entirely? Feats to change shape etc.
-agonising (morale penalty), merciful (subdual damage and sleep)
Scry-feat and/or skill, needs mirror/crystal ball/scrying pool

Cantrips→ class feature, 1 magic point per use (or none)

rferries
2021-02-24, 06:42 PM
FEATS

tribal shaman/witch doctor/etc-ignore racial penalties to mental ability scores (but take -2 penalty to each physical ability score?)

pyromancer/elementalist/etc-gain control flames cantrip from 5e etc, reduce fire resistance by caster level (fire immunity treated as resistance 40)

school focus-prerequisite for necromancer etc, gives generic +2 bonus to all mental abilities for purposes of spellcasting, bonus spells from int must be used on spells of that school

apprentice feat or class ability-gain a number of apprentices equal to cha bonus, can only learn spells you know, mental abilities can't exceed your own -2?, character level = your own -10, if slain can attract others

priest feat-+2 mental abilities, benefit from deity’s primary domain/aspect (e.g. just Sun for pelor)

illusionist feat-no need to spend magic points on Perform checks, just gain bonus = ½ caster level on perform checks
-can use sleight of hand to conceal spellcasting

item of power-doubles as spellbook (e.g. meditate on staff for spells)
-cleric/druid feat lets you exchange spells via deity/cosmos

epic familiar feat -can have a pitfiend/dragon/etc of cr = your own -1/-2/etc

shaman/witch doctor feat - ignore racial penalties to menatl ability scores (or lessened by 2), and/or gain +2 wisdom...or lessen each mental ability score by 2 in exchange for taking -2 penalty to a physical ability score...or something like “-2 each physical ability score/+2 each physical ability score, may repeat with dm’s permission, cannot raise a racial mental ability modifier above +0”

arcane tradition alter memories (at your option make forget or not), illusory reality
At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.
Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum of 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.

necromancer undead empathy, evokers ignore/reduce energy resistance

polytheist-special-usually can only select deities from the same pantheon (or make this nonnegotiable)

wild empathy-prereq feat for druid, allows you to use handle animal/diplomacy on animals/plants/etc, may also substitute/add wisdom bonus (if any)

acquire familiar/steed/animal companion etc… can only have 1 of each type unless you take separate feat allowing extra? or animal companions can be trained from normal animals then gain extra hd/become dire/etc from spells? or simply increase their hd to match yours (and can take feat improving their own physical ability scores),

hermit-feat for druids/shamans/reclusive wizaqrds… and/or hedge witch feat?...must be selected at first level

feat giving +4 caster level bonus vs dispelling/counterspells - prevents DM from spamming counterspells, and can be taken by powerful npcs to prevent pcs from locking them down

“sword and sorcery”/witch-king - martial/spellcaster feat chain...allowing full attack plus spellcasting (or standard attack plus spell)

magic addiction feat

darkest dungeon crawling dead - summon a bonus skeleton (or advanced skeleton for higher spells) when casting spells

Feat/spell-detect scrying, doesn’t need tobe cast (just while memorised)...or built in to scrying mechanic

priest feat - allows domain feats (that give domain spells)

elemental mastry faeat -automatically know spells with particular descripto of each level (incluing summon monster for fire)...prereqs are knowing some spells already? or arcane/cleric/druid feat is prereq for various descriptors (fire, evil, animal (and fire) etc)
-archmage mastery of elements, except you need a feat for each one (e.g. “ice wizard” allows you to cast fireballs as coldballs etc...and mage’s sword/crushing fist spells gain frost property etc)
-Frost Wizard - prereqs Elementalist, Conjurer...above benefits and can cast [Cold] summoning

abjurer-bonus on dispel checks, bonus to AC/energy resistance/saving throw spells, etc
-evasion/mettle against spells (or simply spell resistance)

conjurer-augment summoning (bonus hd instead of ability bonuses), extend summoning, cast summoning spells as standard actions (allowing them to be quickened), summon additional creature, reduce metamagic adjustment


evoker-elementalist...overcome energy resistance/immunity, overcome evasion/improved evasion (and equivalent for mettle/improved mettle for enchantment/necromancy)

diviner-uncanny dodge, bonus on initiative checks/spot/listen/search/sense motive/gather information/knowledge/etc, scrying one step more familiar

illusionist-subtle spellcasting (stilled silent eschew material component spell), illusions resist true seeing

megalomania/insanity/corruption feat - scaling cha bonus and wis penalty, but use cha for spellcasting and will saves

arcane blast feat chain - spend mp to enhance melee attacks, make ranged blasts without verbal components

aura sense feat - use sense motive to detect alignment/magic...my wizards get as bonus feat?

priest/cultist/druid/pyromancer/etc feat-knowledge religion, speak language (celestial, abyssal, terran, etc)

white magic feat - benefits abjuration, conjuration (healing), divination, [good] spells, etc

apprentice feat - mini-cohort

necromancer/enchanter/etc feat - can affect normally immune creatures, but they get a +8/+4/+2 bonus, or can roll twice and take better result?
-+4 bonus if ummune due to type or class feature, +2 bonus if immune due to spell or item
-account for elven/dragon/etc immunity to sleep etc
-charm person/hold person now broader ? (any giant/fey/humanoid-shaped creature / any creature of Large size or smaller)
-if creature saves successfully, still get 1 round of effect or milder effect, or another will save to avoid 1 round of effect, or charisma/diplomacy check to persuade nothing happened, or will save to notice attempt...precise effect depends on whether it was a charm/confusion/hold/etc spell

aeromancer, hydromancer, pyromancer, cryomancer, etc… or elementalist/weather witch/etc?

extend spell -increases duration one step, can take the feat multiple times toi allow increasing by more than one step
-similarly, “reach” spell allows increasing range, can be taken multiple times

white necromancy - can learn conjuration (healing) spells

feat to allow personal spells as quickened reactions/immediate actions eg shield, mage armour… can counterspell spell targeting yourself as immediate action, need to ready action to counter spell targeting somebody else

metamagic feat for nonlethal damage...merciful spell/subduing spell

limitation on how mant [wizard] or even [specialist] feats you can take?
specialist feats grant you spells known (but not memorised), so you don’t have to research them...or reduce the time/gp of researching schools of that specialty by ½...or just have general “researcher” feat?

gp costs of spells should scale as much as the weapons/armour of martials

Lore feat - as pathfinder bard benefit, bonus for bards and loremasters, can be taken by others

Abjurer-bonus on exorcise/turning spells, bonus on counterspelling

Alchemist
You have mastered alchemy.

Prerequisites
Wizard level 1st, Intelligence 12, Craft (alchemy) 4 ranks.

Benefits
You may craft masterwork alchemical items.

Add “homunculus” to your list of permitted familiars.

replace with trnsmuter… trnasmuter gains natural spell (or that’s druid? or shapechanger feat?)
can brew potions...or grant my revised brew potion benefits to it

can craft potions/etc that duplicate spells? (whereas non-alchemists can only brew potions of healing, personal/touch range spells, etc)

Archivist-scribe scrolls… and/or Diviner feat

Artificer...non--alchemy crafting bonuses, animated object/lesser animate object/summoned construct bonuses
artificer feat - disable device etc are class skills, bonus on craft skills and/or can use untrained, gp discount for crafting, can split xp costs with allies for crafting

Archmage-+2 to all mental abilities...automatic legendary-level feat

Cleric - gain access to miracle planar ally etc (and edit master spell list to reflect), whenever you cast exorcise/turning spell creatures of opposed alignment take penalty/are destroyed/take damage if you have enough caster levels, creatures of same alignment are instead charmed or you gain immediate diplomacy check against them

Polytheist feat - +2 all mentals, any spells learned/known from the Int bonus must be ones you could learn through one of your cleric/druid ([Divine]?) feats

Conjurer - whenever you cast one of my revised summoning spells, may instead bargain with the creature as if planar ally/planar binding… those spells are struck off (unless cleric in which case can use planar ally etc)... can increase the cr of the summoned creature (but not for 1st-level spell)?,,, also the spell becomes a conjuration (calling) effect
=if not using homebrew spells, simply increase duration of conjuration summoning spells by 1 minute and if casting time is 1 round reduce to standard action
-use as if not using homebrew summons
“Summoner” feat for summons?, with conjurer feat as prereq

Druid -may use animal handling on elementals, fey, magical beasts, outsiders with elemental subtypes, etc
-alignment/deity restriction, +2 bonus to all mental ability scores, any spells memorised with the Int bonus/Int mod learnable cap must be elemental/animal/plant spells

-Wild Empathy is prereq (and itself has no mystical prereqs so can be taken by ranger-fighters)

Lore feat-prereq knowledge (any two/three) 4 ranks, prereq for Diviner
Diviner/Seer/Oracle - search, listen, spot, sense motive, gather information, etc (and gain Lore bonus on them… so Lore feat is prereq too?)… gain elven and dwarven keen senses (and bonus that stacks with them for elven/dwarven characters… either range increases or Search bonus increases to +1 per level), gains wisdom +2, can use detect aura on nonmagical… gain scrying benefits (including detect scrying)...gain limited precognition?
-bonus on search etc only applies to magic traps, bonus on initiative only against invisible opponents, etc

tighten prereqs to 5th/6th level and knowing a bunch of spells of the specialist school

Special

Enchanter
You have mastered Enchantment spells.

Prerequisites
Wizard level 1st, Charisma 12, Diplomacy 4 ranks.

Benefits
Creatures that would normally be immune to your [Mind-Affecting] Enchantment spells must save as normal. Such creatures gain a +2 untyped bonus on their saves.

Creatures that fail their saves against your Enchantment (Charm) spells do not realise that you charmed them. Whenever a creature successfully saves against one of your Enchantment (Charm) spells, it must make an additional Will save (at the same DC) to notice that you attempted to charm it.

Whenever a creature successfully saves against one of your Enchantment (Compulsion) spells, it must make an additional Will save (at the same DC) or become dazed for one round.

-affect even mindless creatures (though may be limited in what they can do for you)

Special

Evoker/Blaster/War Wizard- +2 to DC of evocation spells, increases area by 5 feet, mastery of shaping benefits

Illusionist
You have mastered Illusion spells.

Prerequisites
Wizard level 1st, Charisma 12, Bluff 4 ranks.

Benefits
Creatures that would normally be immune to your [Mind-Affecting] illusion spells must save as normal. Such creatures gain a +2 untyped bonus on their saves.

The duration of your Illusion (Figment) spells is increased by 1 round per caster level.

You may concentrate to maintain your Illusion (Glamer) spells. Time spent concentrating does not count towards the duration of those spells.

Your Illusion (Shadow) spells are +1% more real per caster level (to a maximum of +20% at 20th level).

See invisibility, true seeing, and similar effects do not automatically pierce your illusions. Instead, creatures benefiting from such effects are entitled to a Will save to disbelieve any of your illusions they observe (as though they had directly interacted with it).

Creatures that are faced with proof that your illusions aren’t real must still make Will saves to disbelieve them. If any viewer successfully disbelieves one of your illusions and communicates this fact to others, each such viewer gains a saving throw but not the usual +4 bonus.

Special

Necromancer
You have mastered Necromancy spells.

Prerequisites
Wizard level 1st, Wisdom 12, Knowledge (religion) 4 ranks.

Benefits
Creatures that would normally be immune to Necromancy spells are affected as though they were susceptible. Such creatures gain a +2 untyped bonus on their saves (if any).

You may rebuke undead creatures as a 3.5 evil cleric.

Special

Eldritch Knight/mage knight/etc- BAB from wizard levels increases to 3/4ths, gain ½ caster levels from non-wizard levels (caster level = wizard class level + ½ non-wizard levels + cha mod)...also wizard HD increases?
Witch-King: BAB from wizard levels increases to full, caster level from non-wizard levels increases to full...also wizard HD increases?
-the above feats depend on whether i grant chassis with better BAB/hit points… Gandalf was good in combat but perhaps he had mage knight feat? AKA “Swords and Spells/spellcaster/sorcery”
mage-thief for rogue gestalts?- BAB, HD, reflex saves, sneak attack, skill points

adept shapechanger - from my polymorph fix

Abjuration/improved counterspelling – extra immediate action each turn, but only for counterspell/turning/dispel magic

Polytheist-choose a deity with an alignment within one stepon either axis, you gain cleric/druid for that deity…
Pantheon-must be neutral, or alignment must match cheif deity of pantheon?

cleric feat – spells are divine spells, meaning that you need a holy symbol to cast them...ignore cha/int minimums for bonus spells

Feats that are very barebones – eg.g. wild empathy needs ranks in handle animal, animal companion needs wild empathy prereq OR can’t have multiple animal companions, but can have rebuked/emapthied animals afterwards
-polytheist-must share alignment on moral (good vs evil axis) and only 1 step removed on ethical (law vs chaos) axis

Prereqs for feats!

Cleric feat-automatically know atonement/miracle etc (check my revised cleric list), DON’T automatically rebuke undead if evil… auto gain all grantes powers (not domain spells though)... break into cleric/priest/high priest/acolyte/etc

Necromancer feat – can use turn spells to control undead, prereq:knowledge religion, know necromancy spells

BlackMagic feat - +1 spellcaster level, +1 level adjustment (dark side is faster and easier)

Lore-may use all knowledge skills untrained, gain +2 bonus if at least 5 ranks/+1 per two levels on each

Cleric feat instead called priest (more flavourful)

Specialist -enchantment/necromancy spells can still affect immune creatures, illusion (figment) cast as illusion (shadow) (1% per level real, or base 5%/10% real)……illusions not automatically overcome with true seeing/see invisibility (but enemies gain bonus), check others from last post

Metamagic feats – increase spell point cost but not spell level…when used, must wait 1d4 rounds before using again (or even using any magic at all), another feat to offset…don’t even need feats, just spellcraft check? (and can fail on natural 1)

Feat to subtract 1 mp from casting cost of all spells

Feat for improving maximum caster level cap of spells (e.g. so witch-king can use dispel magic without access to greater dispel magic)

Wizard-nature deities are better served via druid feat than cleric feat
Necromancer, cleric feat etc – spontaneous casting of rebuke/turn spells ofequal or lower level…or remove rebuking turning entirely… or at least as spells
Feat - +2 bonus to lowest mental ability score (in case of a tie, choose one)
Specialist wizard feats – gain a spell of each level (even if int not high enough), these spells don’t count towards memorised spells

-no magical effects from feats, that’s for spells to handle

-ability score feats (+2 to ability score, great frt/iron will/lightn ref as prereq)
-turn undead and dispel magic as feats (that use magic points)


Wild empathy- a druid adds her wisdom modifier as a bonus on Handle animal checks, and on diplomacy checks made to influence the attitude of elementals, fey, etc
Rebuk/command animals…”menagerie”
-wild empathy-feat that allows you to use handle animal as diplomacy for fey/vermin/ etc, prereq is druid feat
Expanding wild empathy/handle animal according to creature types..then wild empathy just bonus on handle animl checks
Handle animal to rebuke animals (and grant animal companion bonuses)/Beastmaster feat
…druid feat as prerequisite
Wild empathy: put into Handle Animal, druids/rangers add their Wisdom modifiers to it
-simply gives bonus to diplomacy/intimidate/bluff/sense motive when dealing with animals/fey/etc



Apprentice general feat -fighters (squires), wizards, clerics, always ½ your level, take second time to increase number of apprentices to your charisma modifier, must be 6th level to take
Apprentice [sorcerer/wizard] (feat).. as leadership but must be same class, and no followers

Wizard fighting with quarterstaff-blocking/shield bonus…

Feat for Negative level spells – creatures rising as wights are under your control (subject to hd limit)… also juju zombie
Necromancer speak with dead, lifesense

Item of power, other feats from prior attempts

Familiars – speak languages
-owl, snake, etc. abilities (owl is wise and has Knowledge, etc.)

METAMAGIC
silent spell - if suggestion, power word, wish etc it becomes telepathic...can’t be applied to sonic spells?

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2021-02-24, 06:43 PM
SPELLS
0th-detect aura, minor magic

3rd-deep slumber deals nonlethal damage
-suggestion, mass suggestion now charm subschool? (especially since worded to seem reasonable)

6th-disintegrate now an Evocation ([Force]) spell that deals force damage...see other fixes from my polymorph and evocation fixes

9th-power word kill (and other power words) can affect creatures with more hp but allows a save (and even allows a save for lower hp, but at -4 penalty)

10th
Abjur- my invulnerability?
Conj-gate
Div-? my foresight, or gain answer to any one question or knowledge check
Ench-mass dominate monster?
Evoc-?
Illusion-my greater shadow magic?
Necro-soul bind? my raise undead army?
Trans-shapechange
Univ-wish, miracle

minor magic- noninstantaneous minor effects, instantaneous minor effects (e.g. +1 bonus on skill check, or can make skill check untrained)
detect magic/evil/good has no components, just sensing (or is class features)

detect magic/evil/etc not blocked by mundane materials, though enchantments/some magic materials can obscure/block it
detect magic also reveals subschool (e.g. teleportation/curse/etc runes)

shapechange-can’t become constructs/undead/outsiders/elementals/fey...specific holy/unholy/etc spells to become outsiders etc

lesser dispel - single-target
dispel [subschool] spell...or break glamour (ench/illusion), counter invocation (evocation/conjuration)

mirage arcana-shadow school (tactile)? or still more a glamour
telekinesis etc are evocation [force] spells

power word/dictum/etc spells are quickened

erase spell (and other minor effects) reincorporated into cantrip
, aligned spellcasters automatically add alignment descriptor to spells
minor cantrip/magic- +1 bonus on skill checks can be used for bluff/assist disarm/etc in combat etc

if using my summon monster spells, need to concentrate on them to maintain it

spells cost 2x level magic points, cantrips can be used to grant 5 energy resistance or +5 bonus on skill check (provided ally has ranks in the skill i.e. no Open Lock untrained)

turn/rebuke undead fix - +2 bonus to turn check if 5 ranks knowledge (religion)
-renamed to exorcise...subsets e.g. exorcise: evil outsider
general wizard exorcise- applies against any creature with supernatural ability not derived from class levels?
-goes under new mechanics section - Turn/Rebuke Undead: see exorcise spells, cleric feat, etc

section for other fixes eg hd limit for dominate spells, wall of stone/iron is duration permanent and portions removed from the area vanish

power word spells - affect even creatures with excess hp, just no save (or save penalty) if below hp… or partial effect if excess hp
charm/compulsions have hd limit like animate dead

illusion (phantasm) → enchantment?
etherealness/ethereal jaunt-->illusion (shadow) or conjuration (teleportation)?...alternatively, reduce benefits of incorporeality and “Incorporeality” is now a spell

wish bestows a negative level on you (don’t lose a spell slot, but otherwise normal)
wish can increase an ability score to 20 plus racial modifiers (or 12...or first to 12, then to 20… then +2 thereafter...“I wish for great strength”)...xp cost is a full level?
i wish for great X => increases base ability score to 20, before adding racial modifiers, regain points spent when levelling up, or any other effects...or increases using a point-buy scale
…”wish for perfect _” - gain 18 plus racial modifiers; +2 thereafter
-can instead wish for general perfection (+2/+4 to all ability scores, or all scores below 14/12/10? increased to that level)
-can only benefit from general perfection or specific ability perfection for one score, casting again replaces prior benefit

Start with master spell list
-converted spell list
Wizard – wish, shapechange, etc. are 10th-level spells

Specific school counterspells (as immediate actions)
Recitation etc streamlined spells
Trimming the fat -rope trick,water breathing, tensers disc, banebless, etc; mage armour becomes dr/magic or cold iron
Charm person – penalty on diplomacy checks, sense motive checks, gather information
Antimagic/metamagic descriptor
Temporal descriptor

New Schools
Abjuration
Conjuration (plus Evocation)
Divination (plus Illusion…)
Enchantment (plus Transmutation…plus illusion (esp. glamers))
Illusion
Necromancy (plus conjuration (healing))
Universal…including prestidigitation spells that can duplicate all the removed effects


Detect Aura
Divination
Level: Bard 0, Cleric 0, Druid 0, Paladin 0, Ranger 0, Sor/Wiz 0
Components: V, S, DF
Casting Time: 1 standard action
Range: See text
Area: Spherical emanation centred on you; see text
Duration: Concentration
Saving Throw: None
Spell Resistance: No

Your allies look at you with trepidation as you incant the spell, reaching out with your mind to scry the tomb around you.

"I sense great power in this place... and great evil."

You sense auras - of spells, magic items, and spellcasting or otherwise magical creatures, or creatures of a particularly strong alignment even if nonspellcasting. The spell's power penetrates all non-magical barriers.

Due to the concentration and imprecision involved, the spell is generally not useful for pinpointing the location of invisible opponents.

THINK – necessary to specify CR vs CL for creatures???

Focus
The amount of information revealed depends on how long you study a particular area or subject.



Concentration Time
Information Gained


1st round
Presence or absence of magical auras.


2nd Round
Number of different magical auras and the power of the most potent aura.


3rd Round
The strength and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. If the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level or CR for a nonspell effect.)




Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength & Distance
The spell detects the auras of creatures, magic items, and active spells.

The aura of a spell effect or magic item is dependent on its caster level.

The aura of a spellcasting creature is dependent on its caster level or Challenge Rating, whichever is greater.

The aura of a non-spellcasting creature is dependent on its Challenge Rating.

If an aura falls into more than one of the above categories, detect aura reveals whichever is strongest. An aura's magical strength is determined independently from any alignment components (see below).

Unless otherwise specified, animals and non-spellcasting humanoids are nonmagical and do not have auras. There may be other exceptions at the DM's discretion (e.g. nonmagical constructs).

Stronger auras can be detected at greater distances, dependent on your caster level.

Detect auras…or simply use detect magic/evil etc save all directions and only magical



Caster Level/CR
Aura Strength
Detectable Range


1-5
Faint
Close (25 ft. + 5 ft./2 levels)


6-11
Moderate
Medium (100 ft. + 10 ft./level)


12-20
Strong
Long (400 ft. + 40 ft./level)


21+ (artifact, epic creature, or deity)
Overwhelming
1 mile (or more, at DM's discretion)



Aligned Auras
In addition to revealing magical auras, the spell also reveals the presence of particularly strong alignment components (chaotic, evil, good, or lawful) to those auras, if any.

Aligned spells and aligned magic items register for this purpose (using their caster level), as do creatures with alignment subtypes (using their caster level or CR, whichever is greater).

The spell does not detect non-magical alignments - mundane traps, nonmagical poisons, and creatures without alignment subtypes do not register unless they are legendary (http://www.d20srd.org/srd/spells/legendLore.htm) (caster level or CR 11+) or possess the Cleric feat. There may be exceptions at the DM's discretion (e.g. a skeleton might register as evil due to animate dead's [Evil] descriptor).

Lingering Auras
An aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item or creature). If detect aura is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power (see below).

If you have line of sight to dim auras on which you have concentrated for at least 3 rounds, you can make Spellcraft skill checks to determine the original strength of each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level or CR for a nonspell effect.)



Original Strength

Duration of Lingering Aura



Faint

1d6 rounds



Moderate

1d6 minutes



Strong

1d6 x 10 minutes



Overwhelming

1d6 days (or more, at DM's discretion)




Opposing Auras
Auras of overwhelming strength are taxing to focus upon if they possess an alignment opposed to your own (on either axis). If you have concentrated on detect aura for at least 3 rounds while any such auras are within range, you must make Concentration checks each subsequent round to maintain the spell. (Make one check per aura per round; DC 15 + spell level, or 15 + half caster level or CR for a nonspell effect.) Failure discharges and ends the spell. If you are true neutral you have trouble concentrating on auras of any extreme alignment (chaotic evil, chaotic good, lawful evil, or lawful good).

outsiders, clerics, subtypes...bump to next level
counterspelling/dispelling-allows will save if not protecting self

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2021-02-24, 06:43 PM
houserules/mechanics

HOUSERULES/RATIONALE
harvesting xp/crafting xp/gp from creatures by Cr (except for class levels… or necromancers can use that too)

supernatural class features should be represented by spells

multiclassing-caster level + 1/2 caster level in non-wizard classes
effective level for magic points - wizard level + 1/2 levels in non-wizard classes

feat or class feature of becoming legendary (as legend lore)/gain title of “archwizard” (lichdom possible at this level)... simple +2 bonus to all mental ability scores

as with Perform can use cantrips/spells (Illusion school only?) to enhance Intimidate/Diplomacy (and even Bluff?) checks

spell books can also be scrolls/tablets/bags of bones or runestones/fetishes
domination hd limit control...lose spellcasting too?/are feebleminded...as with undead, creatures of low enough cr don’t count towards limit (with feat)

all spells use saviung throws, not touch/ranged attacks

counterspelling-gain control of the spell (to sweeten readied action cost), or only if beat check by certain amount… dooku/yoda lightning (spell can be usurped only once but deflected multiple times)...need feat to be able to gain control (as mastery of turning arcana)?

eyes turn black for necromancy
physical changes (like taint, but for all schools/subtypes +/- only while spellcasting)
multi-school spells e.g. casting bones/haruspicy is necromancy and divination, astral projection is all that plus conjuration, etc

coubterspelling-ready action, use it for either counterspellinbg or casting a spell (if nothing to counterspell)
-only once per encounter, with feat for extra attempts

minor magic as alternative to cantrips… or 1st/2nd/3rd-level “minor miracle/wish” to duplicate various lesser spells if my “minor magic” is too versatile...or use prestidigitation as base and add other effects, or have prestidigitation/druidcraft/divine version etc

any elemental descriptor can counter any other, only opposed elements can dispel? or opposed elements gain bonus on dispel check = to spell level?

variety of counterspells for failed spells...but gain level instead...but break enchantment already fills that role

magic weapons/armour/shields can deflect/parry spells, even back at caster? especially for ray spells?

all spells allow SR, saves, +/- need attack rolls

cure spells - convert all damage to subdual, then restore some of it, plus attempt to cure poisons/diseases/blindness/etc using caster level as heal check, plus give excess as temporary hp
remove disease - immune to it thereafter? or feat (for poisons as well)
….or revamp healing spell line as summon monster spells-check my premade healing spells first

spell resistance and adapative/selective spell resistance feats- for non-instantaneous effects, check once at start or once per round (or feat for the latter benefit as its too good)...applies to spells, breath weapons, etc -added to “suggested houserules”

[temporal] spells including my aging, haste, etc

Rainbow Mastery feat - ensure enough spells per level of each descriptor (Light, Fire, Death, etc)

revised schools : evocation → conjuration, levitate/fly/overland flight/etc all in telekinisis spell (extra mp to cast on self with longer flght durtion… even animate objects is telekinetic? or can duplicate it, but requires concentration? but no, a statue’s arms would crack etc if forced), cantrips- 0 fire damage (+1 vs wood); slowly move object or willing creature weighing no more than 1 pound/level, 1 effect @ Close range →1 effect/level @ Medium range → any number of effects (or 10 effects/level) in Long range

counterspells-immediate action, bloack against self, redirect spell (nonsi’s feats)

spell resistance applies to everything, everything allows a save (check each spell)

wealth taxes - pay for spells, pay 1percent per level of estimated wbl

suggested houserule: conjuration (healing) now necromancy (healing) )and evocation fix, etc)
counterspelling - by using turn undead (willpower), or by simply expending mp… or by using actual spells i,e, dispel magic and my homebrewed counterspells and school-specific counterspells (best option)
...just as “summon fire creature/summon celestial/etc” are generic versions, can have counterspell affecting other schools i.e. “counter attack spell” that counters evocation and/or necromancy or that targets Fort saves

wizards have speak language as a class skilll, but only for draconic, dwarven, elven, celestial, etc


spellcraft check to identify spell as it is being cast - first gives school, then descriptors, then actual spell name?

teleportation requires time to materialise (and dematerialise)... whether using a portal to walk through or not… can be counterspelled in action, and allows enemies to follow you (though portal or by grabbing on to PC)...or arrival is preceded by 1 to 1d4 rounds of wind/energy

scrying allows better chances to detect it (even for noncasters?), and to learn who is scrying / scry back

wish - gain temporary negative level

miracle- need cleric or druid feat to cast

“burst conservancy” from homebrewed class - as houserule or feat? also spell reflection for lines

my homebrewed metamagic feats - plus replace quicken spell benefits with those of sudden quicken (usable once per encounter? per 1d4 rounds?)
counterspell - same /opposed desciptors (light/darkness, cold/fire)

material components rated as Common, Uncommon, Rare according to cost
spell components for wealth tax

counterspells/dispel magic allow will save
=instead of countering, grant save bonus to that spell’s targets?
-if successful, target doesn’t lose spell slot (or just loses half the points needed to cast the spell) - alternate costs instead of yes/no
-spell with alignment, elemental etc subtype can be used to counter and dispel spells of equal or lower level with the same or opposed subtype

adapted mechanic for researching/copying new spells
links from my other homebrew eg revised evocation
https://forums.giantitp.com/showthread.php?612384-What-Should-A-Wizard-Be-Able-to-Do

suggested houserules-limit items that grant bonuses to mental ability scores

durations -encounter (1 rond/level +/- 1 minute), medium (1 day? or 1 hour/level), long (permanent/1 day or year per level)

minor magic - subdivided into arcane, divine, nature?
-all subject to Dm approval
+1 bonus on skill checks
-light cndles, clean 5-foot space and/or clothes, animate objects (noncombat, as sleeping beauty), blossom, wither, bird, at higher caster level multiple candles at Long range


point by point - hd, magic die, saves, etc

What does a wizard do? Give ominous warnings, fend off supernatural attacks while the fighter fights physically, etc.

remove evocation, spell lists, feats


This class is intended to replace all other spellcasting classes (bard, cleric, druid, paladin, ranger, sorcerer, and wizard; bards, paladins and rangers in particular are encouraged to become multiclass wizards with appropriate feat selections). Although magic can do anything it cannot do everything at once.

easier to calculate

-can sense magic and alignments, and always radiate magic and alignments (but only for supernatural creatures)
Dispel magic-can counter or dispel supernatural abilities; hardness is exceptional but damage reduction isn’t; dispel magic also does turn attempts?...in this way no separate energy reserves for turning vs. spellcasting
Wizard can sense supernatural evil/magic; turn undead/evil/elemental spells etc.

counterspelling…

-dragons use mp for breath weaponsand it’s treated like a spell (e.g. just as a demon’s summon is the equivalent of a 4th-level spell)

-caster level equal character level (witch-king has fireball and dispel magic, but will have less-great mental ability scores)

don't give plant immunities /undead/construct to mind-affecting?...or revamp types entirely? - mindless isnt immune, instead they get NO save as its child's play?...precendent with command undead not allowing a save

revised wizard-no turning or counterspelling, but know turn/rebuke spells (turn alignment, turn element) and detect spells…instead of read magic make spellcraft check

-strange vs thanos spell battle (support role but still “cool”)

wizard revamp – counterspells avoid rocket tag

D4, d6, d8, d10, d12

Skill points 2, 4, 6, 8

Druid-wis (and int)
Wiz-int (and cha)
Priest-cha (and wis)

“Suggested Houserules”...Skills – no1/2 ranks, just max is ½ (and if class skill for any class, class skill for all classes), can always use class skills untrained…gain +5/+2/+3 bonus on class skills (improved with level?)

HP = con score at 1st level (or actual score, which ever is greater), plus set amount per level , plus con mod/level

Adding material component costs: common (1 gp per minimum caster level of spell), uncommon (5 gp per minimum cl), rare (25 gp per miniumum CL), have to be purchased in advance or handwaved as always in pouch, up to 3rd level spells are c, up to 6th are u, up to 9th are r…or 1% of wbl per caster level goes to components

No ngative levels, just con/str/dex drain/fatigue/negative energy damage

Npcs/commoners gain a level with each age category, even PCs do

polymorph: animal -into animal with hd/cr less than caster level
polymorph spells- give la for purpose of xp?
Acf – must make concentration check (10+ spell level + acp)…put in spoiler as houserule? Or acf, but only for nonproficient armour? Or increase casting time to full round?
Psionics subsystem?

School dispel e.g. necro dispel -autosucceed or control necromanti effects

Fists of fury-feat for 2 slam attacks in place of unarmed strikes; kickboxing feat, headbutt feat…more generally, unarmed strikes replaced with slam attacks

Wizard-things to do other than “win encounter” – counterspelling, turn otherworldly, counter magic
-[antimagic] descriptor, including for remove curse, dispel evil, etc.
-alter self-banned, or simply as disguise self plus longer duration
-waterbreathing – 1st-level

Animal type-detect unnatural/evil/undead/shapechangers (but also good)…bonus feat
Animals, plants, vermin-sense unnatural
Incorporeal undead -should have telepathy…they and outsiders get the same bonus feat as above animals

Prestidigitation-absorb light, mage hand, rope trick
Solve few uses per day at low levels of casters, overpowered at high levels

races with bonus magic points
dragons etc use mp for breath weapons (treated as a spell, just like a demon’s summoning)
sla’s can be countered

LANGUAGE
language of magic (arcanum etc), crawling/animated runes cab be read even by blind or eyeless creatures (but writing them is expensive as a spellbook and/or they fade if not meaningful so no abuse), spoken by elementals/gods/unicorns/dragons/ec and can be understood/heard/spoken even by deaf/mure creatures (and spoken too), reference to takhisis and blind priestess

arcana/arcanum-the language of magic, can’t be used for bluff/diplomacy/intimidate/ etc checks

language of magic - spellcasters can always understand each other...also clestial/infernal/sylvan etc

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2021-02-24, 06:44 PM
magic items/crafting etc etc

feats, skills, spells (brew potion spell as 5e glyph of warding/symbol) etc

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2021-02-24, 06:44 PM
familiars etc etc (including familiar class)

FAMILIARS
standard familiars gain evasion/mettle/spell resistance etc, more powerful ones just have empathic link (and shared hp, if still weak?)

conjure lesser familiar-base spell

conjure familiar-improved familiar or animal companion

conjure greater familiar-dragons etc...or allows bond to willing creature? or excise, too OP

base familiars have str 1, animal companions are medium/large size

if familiar slain can resummon it, but can only switch familiar once per level

have to expend magic points each day to maintain the bond with familiar and/or keep the spell memorised

basic animals with template depending on alignment...
-good-celestial creature, speak celestial
-evil-fiendish creature, speak abyssal or infernal
-fey-magical beast, speak sylvan
-elemental etc

can command a number of minor familiars = cha bonus (minimum +1)

ornate box turtle…+1 ac (improves at 11th level)...in 5e permanent mage armour (or doesn’t count towards spells known)

-sage-bardic lore, higher int, bonus skill points
-entertainer-perform
-guardian/mount
-alert-spot/listen
-trickster-bluff, open lock, etc

-my gitp greater unseen servant fairy

mount familiars-pegasus, unicorn, griffin, etc ghoulsteed, stallion of ashmouth, voja
swan
fox -red, white, etc… for bard/fey/illusionist etc
dragonfly familiar (as Spyro)
celestial dove messengers
familiars-draconic firebreath, fey sneak attack/glitterdust/bard spells, divine, serpent-poison/gaze, owl/raven, swarm
chameleon familiar - shapechanger subtype, bonuses on illusion(glamer)/transmutation spells...or each familiar gives you a menu of benefits eg transmutation OR illusion bonus
Salamander familiar
contagion cat is “black cat” or graymalkin or other specific evil/dark familiar type
section for custom familiars e.g. scrounging bandar
snow leopard griffin
parrot familiar-jafar pic
snake familiar… feat to grow to king cobra
familiars have their own skills eg don’t automatically have master’s knowledge (or at least not full knowledge)...monkeys have some rogue skills and climb speeds etc
feat for swarm familiar/animal companion (e.g. Saruman’s crows)-link to my homebrewed feat
crawling claw/brain in a jar/etc for necromancer
bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. (and pathfinder list, and 3.5 list), and 5e spell description

5e-add ½ proficiency bonus to various kjnowledge/medicine checks, gain expertise in all such trained checks

APPRENTICES

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2021-02-24, 06:45 PM
strongholds etc etc

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2021-02-24, 06:45 PM
monsters (including spellcasting)...specific naga, sphinx, etc

lichdom

MONSTERS/LICHDOM/GHOSTDOM/IMMORTALITY/ETC

I could tell you the truth. I could tell you that she was a lich. I could tell you she had been alive since before the Cataclysm. I could tell you that she had been Councillor of Mereklar since its beginning, taking the guise of one person, then another. I could tell you her life was bound in that opal necklace, giving her the semblance of youth, of beauty. I could tell you, my brother, that the lips you kissed were, in reality, rotting and decaying flesh. . . .

rferries
2021-02-24, 06:46 PM
extra space in case of emergency