New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 10 of 10
  1. - Top - End - #1
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Under construction, please ignore

    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.
    Last edited by rferries; 2021-02-24 at 07:05 PM.

  2. - Top - End - #2
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Revised Wizard (generic MAD spellcaster replacing all others)

    CLASS
    The Wizard


    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

    Spoiler: Magic Die
    Show
    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).
    Spoiler: Note
    Show
    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)
    Last edited by rferries; 2021-02-24 at 06:54 PM.

  3. - Top - End - #3
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Revised Wizard (generic MAD spellcaster replacing all others)

    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?
    Last edited by rferries; 2021-03-17 at 03:28 AM.

  4. - Top - End - #4
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Revised Wizard (generic MAD spellcaster replacing all others)

    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 (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
    Last edited by rferries; 2021-02-24 at 07:00 PM.

  5. - Top - End - #5
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Revised Wizard (generic MAD spellcaster replacing all others)

    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/showthre...-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
    Last edited by rferries; 2021-03-22 at 06:06 PM.

  6. - Top - End - #6
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Revised Wizard (generic MAD spellcaster replacing all others)

    magic items/crafting etc etc

    feats, skills, spells (brew potion spell as 5e glyph of warding/symbol) etc
    Last edited by rferries; 2021-02-24 at 07:13 PM.

  7. - Top - End - #7
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Revised Wizard (generic MAD spellcaster replacing all others)

    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
    Last edited by rferries; 2021-03-23 at 05:00 PM.

  8. - Top - End - #8
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Revised Wizard (generic MAD spellcaster replacing all others)

    strongholds etc etc

  9. - Top - End - #9
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Revised Wizard (generic MAD spellcaster replacing all others)

    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. . . .
    Last edited by rferries; 2021-02-24 at 07:15 PM.

  10. - Top - End - #10
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Revised Wizard (generic MAD spellcaster replacing all others)

    extra space in case of emergency

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •