Ziegander
2008-11-13, 04:19 PM
The Wizard
**Designer's Note** Over at Brilliant Gameologists, Robby Pants is trying to rebalance core, but he ran into the conundrum of balancing Generalist Wizards against Specialist Wizards. He had the idea of making new Specialist classes in the same vein as Warmage, Beguiler, and Dread Necromancer for other schools like Abjur/Div, Conjuration, and Transmutation. So, I went along with the idea expressing that perhaps the answer was a new, unique, "Generalist" Wizard class. This is what I came up with.
HD: d6
Saves: Good Will, Poor others
LV Base Attack Class Features
1. +0 Scribe Scroll, Spellgrace +1
2. +1 Magicsense
3. +1 Advanced Learning
4. +2 Spellgrace +2
5. +2 Bonus Feat
6. +3 Advanced Learning
7. +3
8. +4 Spellgrace +3
9. +4 Advanced Learning
10. +5 Bonus Feat
11. +5
12. +6/+1 Advanced Learning, Spellgrace +4
13. +6/+1
14. +7/+2
15. +7/+2 Advanced Learning, Bonus Feat
16. +8/+3 Spellgrace +5
17. +8/+3
18. +9/+4 Advanced Learning
19. +9/+4 Bonus Feat
20. +10/+5 Spellgrace +6, Something Awesome
Class Skills (4+Int per level): Appraise, Concentration, Craft, Decipher Script, Disguise, Heal, Intimidate, Knowledge (any), Profession, Sense Motive, Spellcraft
Proficiencies: As Normal.
Spellcasting: A Wizard gets spells per day, and has higher level spells available to him at the same rate as a normal Wizard, however his spell list is much more restricted, and his spells are drawn from the new Generalist spell list given below. In order to cast a spell he must have an Wisdom score at least 10+spell level, and his bonus spell slots are determined by his Wisdom. The saving throw DCs of spells he casts are determined by Intelligence. Wizards know all cantrips/orisons from all spell lists and can cast them at will.
A Wizard begins play knowing 3 1st level spells, and learns an additional spell of any spell level available for him to cast at every class level. Wizards may record additional spells into spellbooks. If a Wizard chooses he may learn an additional spell at each level but these spells must be transcribed into a spellbook. If he does not have access to the spellbook he may not prepare spells learned in this way.
Bonus Feats: At first level a Wizard gains Scribe Scroll as a bonus feat. He also gains bonus feats at 5th, 10th, 15th, and 19th levels. These feats can be any metamagic, heritage (counts as a Sorcerer to qualify), item creation feats, or reserve feats that the Wizard qualifies for.
Spellgrace: A Wizard adds his Wisdom modifier to AC against spells, spell-like abilities, and supernatural abilities. He also adds the bonus indicated by the table to his saving throws against those abilities.
Sense Magic: As Swordsage.
Advanced Learning: At the indicated levels a Wizard can add any spell from any spell list to his list of spells known so long as his Wisdom score is at least 10+spell level. A spell added this way must be at least one level lower than the highest level spell a Wizard could normally learn.
Something Awesome: It is what it is. At 20th level, a Wizard gets something awesome. Capstone... not sure what to put here.
The Generalist Spell list
1st - Alarm, Endure Elements, Hold Portal, Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster I, Comprehend Languages, True Strike, Charm Person, Burning Hands, Magic Missile, Shocking Grasp, Tenser's Floating Disk, Disguise Self, Hypnotism, Silent Image, Cause Fear, Animate Rope, Enlarge/Reduce Person, Erase, Expeditious Retreat, Feather Fall, Jump
2nd - Summon Monster II, Ray of Enfeeblement, Arcane Lock, Obscure Object, Protection from Arrows, Resist Energy, Fog Cloud, Melf's Acid Arrow, See Invisibility, Daze Monster, Continual Flame, Darkness/Daylight, Flaming Sphere, Gust of Wind, Scorching Ray, Shatter, Blur, Hypnotic Pattern, Invisibility, Minor Image, Misdirection, Blindness/Deafness, False Life, Scare, Darkvision, Knock, Levitate, Pyrotechnics, Spider Climb, Whispering Wind
3rd - Glitterdust, Summon Monster III, Summon Swarm, Web, Touch of Idiocy, Nondetection, Protection from Energy, Phantom Steed, Sepia Snake Sigil, Sleet Storm, Tongues, Deep Slumber, Heroism, Hold Person, Fireball, Lightning Bolt, Wind Wall, Major Image, Ray of Exhaustion, Blink, Fly, Haste, Slow
4th - Dispel Magic, Stinking Cloud, Summon Monster IV, Dimensional Anchor, Fire Trap, Dimension Door, Solid Fog, Arcane Eye, Charm Monster, Crushing Despair, Fire Shield, Ice Storm, Shout, Greater Invisibility, Bestow Curse, Contagion, Fear, Mass Enlarge/Reduce Person, Rary's Mnemonic Enhancer
5th - Summon Monster V, Minor Creation, Detect Scrying, Otiluke's Resilient Sphere, Dismissal, Teleport, Prying Eyes, Hold Monster, Symbol of Sleep, Bigby's Interposing Hand, Cone of Cold, Dream, False Vision, Nightmare, Persistent Image, Blight, Waves of Fatigue, Overland Flight, Passwall, Telekinesis
6th - Cloudkill, Summon Monster VI, Dominate Person, Wall of Force, Antimagic Field, Repulsion, True Seeing, Greater Heroism, Symbol of Persuasion, Bigby's Forceful Hand, Chain Lightning, Permanency, Otiluke's Freezing Sphere, Permanent Image, Programmed Image, Eyebite, Symbol of Fear, Control Water, Flesh to Stone, Mordenkainen's Lucubration
7th - Greater Dispel Magic, Acid Fog, Summon Monster VII, Disintegrate, Banishment, Sequester, Drawmij's Instant Summons, Phase Door, Plane Shift, Greater Teleport, Teleport Object, Mass Hold Person, Power Word Blind, Bigby's Grasping Hand, Mordenkainen's Sword, Prismatic Spray, Mass Invisibility, Finger of Death, Waves of Exhaustion, Control Weather
8th - Spell Turning, Summon Monster VIII, Delayed Blast Fireball, Ethereal Jaunt, Protection from Spells, Incendiary Cloud, Moment of Prescience, Greater Prying Eyes, Mass Charm Monster, Demand, Power Word Stun, Bigby's Clenched Fist, Otiluke's Telekinetic Sphere, Polar Ray, Scintillating Pattern, Horrid Wilting
9th - Dimensional Lock, Summon Monster IX, Temporal Stasis, Imprisonment, Gate, Refuge, Mass Hold Monster, Bigby's Crushing Hand, Astral Projection, Time Stop, Limited Wish
Of course the spell list above is just with the normal PHB spell lists taken into consideration. If you wanted to work with spells from PHB2, or from Spell Compendium or Complete Arcane, etc, keep in mind that you should delay some of the more powerful effects by a level or two, and/or completely remove spells that seem to step on the toes of the Specialist caster classes (for example I ignored a lot of undead manipulation, powerful charms and illusions, and scrying effects with the Generalist list since those are fairly iconic to their particular specialists).
**Designer's Note** Over at Brilliant Gameologists, Robby Pants is trying to rebalance core, but he ran into the conundrum of balancing Generalist Wizards against Specialist Wizards. He had the idea of making new Specialist classes in the same vein as Warmage, Beguiler, and Dread Necromancer for other schools like Abjur/Div, Conjuration, and Transmutation. So, I went along with the idea expressing that perhaps the answer was a new, unique, "Generalist" Wizard class. This is what I came up with.
HD: d6
Saves: Good Will, Poor others
LV Base Attack Class Features
1. +0 Scribe Scroll, Spellgrace +1
2. +1 Magicsense
3. +1 Advanced Learning
4. +2 Spellgrace +2
5. +2 Bonus Feat
6. +3 Advanced Learning
7. +3
8. +4 Spellgrace +3
9. +4 Advanced Learning
10. +5 Bonus Feat
11. +5
12. +6/+1 Advanced Learning, Spellgrace +4
13. +6/+1
14. +7/+2
15. +7/+2 Advanced Learning, Bonus Feat
16. +8/+3 Spellgrace +5
17. +8/+3
18. +9/+4 Advanced Learning
19. +9/+4 Bonus Feat
20. +10/+5 Spellgrace +6, Something Awesome
Class Skills (4+Int per level): Appraise, Concentration, Craft, Decipher Script, Disguise, Heal, Intimidate, Knowledge (any), Profession, Sense Motive, Spellcraft
Proficiencies: As Normal.
Spellcasting: A Wizard gets spells per day, and has higher level spells available to him at the same rate as a normal Wizard, however his spell list is much more restricted, and his spells are drawn from the new Generalist spell list given below. In order to cast a spell he must have an Wisdom score at least 10+spell level, and his bonus spell slots are determined by his Wisdom. The saving throw DCs of spells he casts are determined by Intelligence. Wizards know all cantrips/orisons from all spell lists and can cast them at will.
A Wizard begins play knowing 3 1st level spells, and learns an additional spell of any spell level available for him to cast at every class level. Wizards may record additional spells into spellbooks. If a Wizard chooses he may learn an additional spell at each level but these spells must be transcribed into a spellbook. If he does not have access to the spellbook he may not prepare spells learned in this way.
Bonus Feats: At first level a Wizard gains Scribe Scroll as a bonus feat. He also gains bonus feats at 5th, 10th, 15th, and 19th levels. These feats can be any metamagic, heritage (counts as a Sorcerer to qualify), item creation feats, or reserve feats that the Wizard qualifies for.
Spellgrace: A Wizard adds his Wisdom modifier to AC against spells, spell-like abilities, and supernatural abilities. He also adds the bonus indicated by the table to his saving throws against those abilities.
Sense Magic: As Swordsage.
Advanced Learning: At the indicated levels a Wizard can add any spell from any spell list to his list of spells known so long as his Wisdom score is at least 10+spell level. A spell added this way must be at least one level lower than the highest level spell a Wizard could normally learn.
Something Awesome: It is what it is. At 20th level, a Wizard gets something awesome. Capstone... not sure what to put here.
The Generalist Spell list
1st - Alarm, Endure Elements, Hold Portal, Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster I, Comprehend Languages, True Strike, Charm Person, Burning Hands, Magic Missile, Shocking Grasp, Tenser's Floating Disk, Disguise Self, Hypnotism, Silent Image, Cause Fear, Animate Rope, Enlarge/Reduce Person, Erase, Expeditious Retreat, Feather Fall, Jump
2nd - Summon Monster II, Ray of Enfeeblement, Arcane Lock, Obscure Object, Protection from Arrows, Resist Energy, Fog Cloud, Melf's Acid Arrow, See Invisibility, Daze Monster, Continual Flame, Darkness/Daylight, Flaming Sphere, Gust of Wind, Scorching Ray, Shatter, Blur, Hypnotic Pattern, Invisibility, Minor Image, Misdirection, Blindness/Deafness, False Life, Scare, Darkvision, Knock, Levitate, Pyrotechnics, Spider Climb, Whispering Wind
3rd - Glitterdust, Summon Monster III, Summon Swarm, Web, Touch of Idiocy, Nondetection, Protection from Energy, Phantom Steed, Sepia Snake Sigil, Sleet Storm, Tongues, Deep Slumber, Heroism, Hold Person, Fireball, Lightning Bolt, Wind Wall, Major Image, Ray of Exhaustion, Blink, Fly, Haste, Slow
4th - Dispel Magic, Stinking Cloud, Summon Monster IV, Dimensional Anchor, Fire Trap, Dimension Door, Solid Fog, Arcane Eye, Charm Monster, Crushing Despair, Fire Shield, Ice Storm, Shout, Greater Invisibility, Bestow Curse, Contagion, Fear, Mass Enlarge/Reduce Person, Rary's Mnemonic Enhancer
5th - Summon Monster V, Minor Creation, Detect Scrying, Otiluke's Resilient Sphere, Dismissal, Teleport, Prying Eyes, Hold Monster, Symbol of Sleep, Bigby's Interposing Hand, Cone of Cold, Dream, False Vision, Nightmare, Persistent Image, Blight, Waves of Fatigue, Overland Flight, Passwall, Telekinesis
6th - Cloudkill, Summon Monster VI, Dominate Person, Wall of Force, Antimagic Field, Repulsion, True Seeing, Greater Heroism, Symbol of Persuasion, Bigby's Forceful Hand, Chain Lightning, Permanency, Otiluke's Freezing Sphere, Permanent Image, Programmed Image, Eyebite, Symbol of Fear, Control Water, Flesh to Stone, Mordenkainen's Lucubration
7th - Greater Dispel Magic, Acid Fog, Summon Monster VII, Disintegrate, Banishment, Sequester, Drawmij's Instant Summons, Phase Door, Plane Shift, Greater Teleport, Teleport Object, Mass Hold Person, Power Word Blind, Bigby's Grasping Hand, Mordenkainen's Sword, Prismatic Spray, Mass Invisibility, Finger of Death, Waves of Exhaustion, Control Weather
8th - Spell Turning, Summon Monster VIII, Delayed Blast Fireball, Ethereal Jaunt, Protection from Spells, Incendiary Cloud, Moment of Prescience, Greater Prying Eyes, Mass Charm Monster, Demand, Power Word Stun, Bigby's Clenched Fist, Otiluke's Telekinetic Sphere, Polar Ray, Scintillating Pattern, Horrid Wilting
9th - Dimensional Lock, Summon Monster IX, Temporal Stasis, Imprisonment, Gate, Refuge, Mass Hold Monster, Bigby's Crushing Hand, Astral Projection, Time Stop, Limited Wish
Of course the spell list above is just with the normal PHB spell lists taken into consideration. If you wanted to work with spells from PHB2, or from Spell Compendium or Complete Arcane, etc, keep in mind that you should delay some of the more powerful effects by a level or two, and/or completely remove spells that seem to step on the toes of the Specialist caster classes (for example I ignored a lot of undead manipulation, powerful charms and illusions, and scrying effects with the Generalist list since those are fairly iconic to their particular specialists).