Specialist Wizard kits revision
#1
Posted 10 November 2010 - 09:58 PM
My basic idea was to grant to every Specialist Wizard two abilities. One at 1st level, 2nd at 10th level. (but could be shifted to 5th and 10th level, because some of those abilities aren't granting anything for some wizards).
So, for example:
Necromancer
- At 5th level: any ally Undead creature gains +1 bonus to Attack rolls, Saving Throws and +8 Hit Points. It also become immune to Turn Undead ability.
- At 10th level: every enemy in 5' radius from Necromancer gains -2 penalty to Saving Throws vs. Death
Other ideas:
- Immunity to disease (and poisons): Necromancers usually hang around graves, tombs and undead creatures. That's quite a good reason to make them immune to diseases.
- Augmented Hit Points (+1 Hit Point per level): minor bonus, presented in Handbook of Necromancers. Necromancers are learning how to cheat death and make their life longer. That's one way of reflecting it. Minor regeneration would also be fine. (1 Hit Point per Turn).
- Chilling Touch: nice thing for higher levels. In Handbook of Necromancers, they have possibility of using this spell at higher levels at-will or just as Innate Ability.
Abjurer
- Banish: ability to un-summon creatures which won't make saving throw against wands.
- Saving Throw/AC bonus: because those wizards are specialists in defense.
Conjurers
- Augmented Summons: +1 bonus to Attack Rolls, Damage, AC and +8 HP bonus for summoned creatures. Close to rising their level by 1.
- Loyal Summons: more of an role-playing add-on than in-game ability. Summons become immune to Charm and Fear effects.
- Instant Summoning: reduction of Monster Summoning spells casting time to 1. Very powerfull ability, would also need to create custom spells and automatically add those to him.
Transmuters
- Form stability: immunity to polymorphy/petrification. At first sight very powerfull ability... but who uses those spells?
Invokers
- Reducing of Magic Damage Resistance of enemies by 10%/20% in 5' radius around spellcaster.
- Gaining Magic Damage Resistance.
Diviners
- Gain 10 lore points per level.
- Special ability which makes him automatically success in any saving throw in next round. (quite powerfull ability, but this specialisation is highly under-used)
- (probably un-implementable) Possibility of knowing more details about enemies
- Tracking-like ability
- Immunity to Backstab
Illusionist
- (for Multiclass/Dual-class characters) +10% bonus to Hide in Shadows
- +1 bonus to Armor Class, additional +1 bonus vs. Missles
- Lesser Non-Detection usable once per day?
Enchanter
- +1 bonus to Charisma score
- -2 bonus to saves vs. spells for foes in 5' radius from Enchanter
- Immunity to Charm
Specialist Wizards additional hindrances
- Quite interesting disadvantage. Specialist Wizard cannot use items close to their forbidden school/schools. Necromancers who cannot use Invisibility Ring, Enchanters who don't want to touch Wand of Magic Missles, Transmuters who's jealous of his friend's Cloak of Cheese. These are only examples.
- In PnP most of Specialist Wizards have 2 restriced spells Schools
I hope that Demi and Company will find something interesting here or show their ideas (probably better and more balanced). Thanks for attention!
#2
Posted 10 November 2010 - 11:34 PM
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Some quick thoughts:
Necromancer
Augmented undead and HP bonus.
Abjurer
MR is better imo.
Conjurers
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Transmuters
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Outside of SCS? Quite a number of people, although not that much indeed. But something better would be better.
Invokers
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Diviners
I'd go with lore bonus and permanent SR's Clairvoyance.
Illusionist
Only AC vs Missile looks good.
Enchanter
+2 CHA and charm imm should suffice.
Before you start breaking wall tiles with your bare fists, ask yourself first - do you truly need it?
#3
Posted 11 November 2010 - 02:31 AM
I wonder if it is possible to add a bonus to spell learning % for spells of your chosen school? I'm not a fan of of "100%" learning tweaks and think this would give more flavour.
Am looking forward to Kit revisions!
#4
Posted 11 November 2010 - 06:23 AM
I already had various things in mind, most inspired by 3rd edition Specialist Wizard Variants, and AD&D Complete Wizard's Handbook, but let's start with the global design.
Global Changes
We have quite a few global things to discuss:
1) templates
2) restricted schools
3) Find Familiar
4) HLAs
1) I'll discuss it later for each kit. The question is: "is there a template we could follow for all kits?" Probably not.
Two possible templates are:
a) a bunch of permanent effects plus a couple of custom innates like most BG kits
b) PnP specialists described in the PHB simply have school restrictions and they are simply "forced" to use tons of spells related to their school (see the following point).
c) unique features as per PnP Specialist Wizard Variants
b) The only way to do this is like I suggested to do for the revised cleric kits, granting them 1 spell per lvl via custom innate. The obvious "problem" with this is that each kit would end up with 9 innates just for this feature.
This is a rather crucial decision to make, because having those 9 innates or not is a huge difference when it comes to decide other possible features (e.g. immunities or powers).
Conceptually I really like this, but in terms of implementation I'm less sure because it kinda clashes with eventual custom innates. Perhaps some kits might have to follow this pattern like the Invoker while others are better off with a more BG-like template like Abjurers.
c) This is actually a variant of b) imo, I'll better explain it later for each kit, but the most outstanding example is Conjurer's Augmented Summons. It's neither a permanent bonus/immunity for the caster nor a custom innate, but "it takes their place".
2) Do we really want to go for PnP two prohibited schools instead of one? I'm not sure how much it's doable, and not much necessary if you accept my following suggestion.
One more thing I'd really like to do but I'm not sure of (is it doable? would it cause a mess?) is fixing a couple of absurd choices:
* Illusion's opposite school should be Divination not Necromancy (really, isn't that obvious?!?)
* Conjurer's opposite school should be Invocation not Divination
* why the hell Invokers are the only ones with two opposite schools?! Conjuration is enough imo, and Enchantment doesn't even look so "opposite"
Abjuration vs. Alteration is really fine instead (though Alteration vs. Enchantment makes sense too), while Necromancy vs Enchantment is not perfect (though undead being immune to all mind-affecting speels does ring a bell), but at least it makes more sense than Necromancy vs Illusion, and I cannot see a much better candidate to "oppose" Necromancy.
3) This is a neverending story, familiars would be uber cool to work on but I never found the time and will to work on them because they are very time consuming. Anyway, one thing that should b done imo is to make Find Familiar an innate ability, removing that sad scroll from game and the lame "memorize a spell you have to cast once in a lifetime" thing.
4) I won't discuss them much here, but as for the other KR kits they more or less continue the path set by the main BG-like template with few permanent passive HLAs and at least one powerful spell per kit. Refinements already do the latter, but as I discussed elsewhere, I think HLA spells (e.g. Dragon Breath) should be innates, and not use 9th lvl slots.
One thing I'm almost sure of is that I'll switch the current behaviour, True Mages will have 1 slot per level more than specialists. This is the only way to make sure the generalist mage remains very appealing on his own, and not outshined, not to mention it really improves the global rule I'd liket all True classes to share: VERSATILITY.
This way, specialists would already have some serious drawback with 1 restricted school and -1 spell slot per lvl, enough to justify their added features.
Abjurer
Well, I have two quite obvious ideas:
a) Greater Dispel (a la Inquisitor)
b) permanent Magic Resistance (a la WS, but probably less then them)
a) this is a must have imo, Abjurers should be able to dispel magic at least as effectively as Inquisitors imo. Unlike them Abjurers should probably use Remove Magic instead of Dispel Magic, or both.
b) PnP variant suggets Energy Resistance or permanent improved saves, but like Ardanis I think Magic Resistance would fit A LOT more.
Conjurer
a) Augmented Summons
b) Improved "Familiar"
a) Augmented Summons can be more or less what yarpen suggests. Creatures summoned by a Conjurer can be slightly more powerful adding them few additional bonuses via scripts. The problem is that such feature is only doable within SR, or patching any vanilla or mod added summon's AI scripts, and the latter might cause compatibility issues imo (e.g. a mess in the install order required for compatibility).
b) I think Conjurer's custom innate ability could be a sort of companion (perhaps replacing the familiar). A powerful summoned ally which becomes stronger with caster's lvl, or different creatures based on caster's lvl.
Ardanis, on Nov 11 2010, 08:34 AM, said:
Ardanis, on Nov 11 2010, 08:34 AM, said:
Diviner
Here I have more problems. A good candidate for "permanent features" would be something similar to SR's Claivoyance, like Ardanis says. But at the same time I'd like it to not deprecate the few Divination spells a Diviner can use. Thus I'd probably limit it to something like AC bonus and save vs breath bonuses.
I've the same concern for an eventual custom innate, because the best candidate is pretty obvious, a True Seeing-like ability which improves with caster lvl (e.g. at 1st lvl you can't have more than a Detect Invisibility-like effect imo), but a full TS deprecates almost the entire Divination spellbook (well, SR adds a couple of different spells like Know Opponent and Clairvoyance, but not much more).
One permanent effect that could be really nasty imo is grant them "Invisible Detection by Script", which means letting them cast spells against improved invisible targets in their semi-invisible state.
Enchanters
Well, eventual permanent effects are pretty obvious here, improved saves vs spell and/or immunity to charm effects (though this deprecates IR's Staff of Command and its current lore
His/her innate ability is pretty obvious, a charm/domination spell which improves with lvl and lasts longer than normal charm spells.
Evoker
This is a real pain to do. Its suggested PnP abilities are not implementable, and its a damn shame. Energy Substitution is not doable, Overcome Resistance is not doable (wll, it is, but only in a way which leads to serious balance issues as Ardanis says) and incresing the damage dealt by their invocations is not doable too within BG (I think it works only within PSTorment).
Elemental resistances may be ok, though it sounds more like a defensive abjuration-like feature.
The only solution I see is granting them a bunch of custom versions of their most powerful spells.
Illusionist
PnP would suggest hide in shadow bonus, and later on hide in plain sight, but the only way to simulate that is an innate spell, aka an Invisibility spell.
It could be interesting to completely re-think the suggested Shadow Shaper thing (which in PnP is the above hide in shadows ability), and grant to illusionist the ability to create illusionary versions of some spells as per PnP Shadow Conjuration/Evocation.
Necromancer
Here it's pretty easy instead to find possible things to do. Permanent features are very predictable, like save vs death bonus (as per PnP Undead Apotheosis), or immunities to various necromantic effects. As with the Enchanter I don't know which one is the best path to follow.
They should also be similar to Conjurers, with better undead summons, and PnP Skeletal Minion is cool too. Instead of a little familiar you have a skeleton guard which improves with caster's lvl.
Transmuter
Permanent effects are again kinda obvious, either following the "save vs polymorph" path or the "immunity" one. (P.S shouldn't spells like Slow use this save instead of save vs spell?
PnP Enhance Attribute is more or less a variation of Draw Upon Divine Might, whereas I thought that a permanent bonus to physical stats, perhaps via HLAs would be more interesting.
Spell Versatility makes no sense imo, and Transmutable Memory is not really doable, unless we just make a Wondrous Recall like ability (which would just be like granting him more spell slots).
Edited by Demivrgvs, 11 November 2010 - 06:49 AM.
#6
Posted 11 November 2010 - 06:55 AM
Demivrgvs, on Nov 11 2010, 04:23 PM, said:
One thing I'm almost sure of is that I'll switch the current behaviour, True Mages will have 1 slot per level more than specialists. This is the only way to make sure the generalist mage remains very appealing on his own, and not outshined, not to mention it really improves the global rule I want all True classes to share, VERSATILITY.
This way, specialists would already have some serious drawback with 1 restricted school and -1 spell slot per lvl, enough to justify their added features.
The restricted items can be taken care of in the Item Revision...
Dermit, on Nov 11 2010, 04:53 PM, said:
Demivrgvs, on Nov 11 2010, 04:23 PM, said:
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b) Improved "Familiar"
...
b) I think Conjurer's custom innate ability could be a sort of companion (perhaps replacing the familiar). A powerful summoned ally which becomes stronger with caster's lvl, or different creatures based on caster's lvl.
Enchanters gets an "animated sword".
Diviner gets an beholder-kin.
Abjurer gets a fay/fairy, a creature that has an permanent protection aura effect.
And Conjurer can choose which one of the other he takes each time he uses the ability(once per 8 hours of sleep), but the old one needs to be dead or dispelled... ouh yeah, and the familiars need to be dispel-able by their masters, and no one else.
Edited by Jarno Mikkola, 11 November 2010 - 07:52 AM.
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#7
Posted 11 November 2010 - 07:31 AM
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You're right.
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Isn't it easier to do it via aura-like effect with .eff working only on allied summons?
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Additional suggestion: we can always limit Specialist Wizards's advantages to granting them some additional, unique spells. Arcane Remixes did that and had few interesting ideas (undead-buff spell for Necromancers, lesser Mislead for Illusionist).
#8
Posted 11 November 2010 - 08:05 AM
Pacek, on Nov 11 2010, 11:31 AM, said:
* put 100% chance to learn spells tweak
* then change all scrolls adding tons of different EFF files to determine the chance of learning it based on user's kit
But you'd lose the % chance based on INT.
Thus no, it's not really doable afaik.
Jarno Mikkola, on Nov 11 2010, 03:55 PM, said:
Demivrgvs, on Nov 11 2010, 04:23 PM, said:
This way, specialists would already have some serious drawback with 1 restricted school and -1 spell slot per lvl, enough to justify their added features.
1) a Priest/Mage is not going to have more mage spells because being a multi he will be several levels behind compared to a specialized mage
2) The Specialist Wizard will have his innate abilities to make up for those spell slots. For example granting an Enchanter a once per day Domintaion-like effect for every 3 or 4 levels is like granting him those spell slots were he should put his charming spells. And his innate ability improves with levels too (e.g. starts as a Charm-like spell and improves into a Domination-like spell), thus a 9th lvl Enchanter might end up having 3-4/day Domination (which is somthing like three or four 5th lvl spells) and one 5th lvl spell slot whereas the True Mage would just have two 5th lvl slots and nothing else. Then, on top of it the Enchanter would either be highly resistant to mind-affecting spells, or immune to charm. Do you really think True Mages don't deserve to have at least that damn slot?!?
Anyway, as you probably noticed the whole thing is far from finished, and you kindly took the Evoker, which is the kit I explicitly said I'm most unsure of.
Jarno Mikkola, on Nov 11 2010, 03:55 PM, said:
Jarno Mikkola, on Nov 11 2010, 03:55 PM, said:
Dermit, on Nov 11 2010, 04:53 PM, said:
* I don't know if we can make it work well within BG
* we don't have as many spells as in PnP and giving up to 2 schools may lead to an unplayable character
* I think one prohibited school is already a nasty disadvantage, and I prefer to remove their +1 spell per lvl instead to balance off their added special abilities (as I said, those abilities sort of work as added spell slot themselves)
* we'd probably create more inconsistencies with SCS AI (David assigns specializations to many mages, but he obviously can't take our added restriction into account - and I wouldn't ask him so much)
Familiars
Jarno Mikkola, on Nov 11 2010, 03:55 PM, said:
Enchanters gets an "animated sword".
Diviner gets an beholder-kin.
Abjurer gets a fay/fairy, a creature that has an permanent protection aura effect.
Augmented Summons
yarpen, on Nov 11 2010, 04:31 PM, said:
P.S Assuming SR is installed or making these kits part of SR would obviously make it very simple.
New Spells
yarpen, on Nov 11 2010, 04:31 PM, said:
Furthermore it would not achive one truly important goal, making Specialist mages stand out as clearly belonging to a particular school. If I grant them tons of memorizable spells they can just as well ignore them, and you'd end up with the current broken system again, where a Conjurer can walk around with not a single conjuration memorized. With custom innates and permanent features tied to the specialization you're instead sure that such mage is going to be identifiable as a specialist mage.
Edited by Demivrgvs, 11 November 2010 - 08:25 AM.
#9
Posted 11 November 2010 - 08:32 AM
Do keep in mind that it will screw enemy mages' spellbooks. At best, let's just give him +1 bonus slot and not touch specialists.
Abjurer
1) MR
2) Greater Dispel. I wish they could cast vanilla dispels with better efficiency, but since even playing with force casting at specific level doesn't work for dispel, I suppose an innate will do too.
Hm, it reminds me the Staff of Magi. If Remove Magic contains a header for each level with designated dispel power, then casting it at 30th level is possible.
Conjurer
1) Augmented summons.
2) Not so sure about improved familiar. And with SR v4 in mind we'll have easier time bargaining with demons/wish genies. Yes, it means relying on another mod, but so what?
Diviner
1) Why not lore bonus? If you ask me, many classes have huge amount of it, rendering Identify near useless. Even within IR, albeit not to such a frightening degree.
Warrior - 0/lvl
Priest - 1/lvl
Thief & Wizard - 2/lvl
Bard - 4/lvl
Now, the 10/lvl becomes a real boost.
2) Seeing invis is more than fine.
Enchanter
1) Charm imm/+2 vs spells.
2) +2 CHA.
Evoker
1) Slight bonus to energy res.
2) I very very much would like to see them casting better invocation spells, almost to the point to start advocating the use of shells. Shit...
Illusionist
Huh?
Necromancer
1) Augmented undead, slightly better so than Conjurer's (non-turnable, Iron Bones, +1 hit die).
2) +1 hp/lvl.
Transmuter
1) Well, yes, either immunity or saves vs polymorph
2) See nothing wrong with Wondrous Recall. This kit must be really attractive to compensate the loss of indispensable protective spells.
Edited by Ardanis, 11 November 2010 - 08:36 AM.
Before you start breaking wall tiles with your bare fists, ask yourself first - do you truly need it?
#10
Posted 11 November 2010 - 09:09 AM
Ardanis, on Nov 11 2010, 05:32 PM, said:
Abjurer
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Conjurer
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Diviner
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Warrior - 0/lvl
Priest - 1/lvl
Thief & Wizard - 2/lvl
Bard - 4/lvl
Now, the 10/lvl becomes a real boost.
That being said, a lore bonus for them is really fine yes, just not so higher than bards imo.
Evoker
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Obviously this would be a cheap way to make them appealing, especially because it would make quite easy to make such mage highly resistant if not immune with the help of a bunch of spells.
@Ardanis, I've an idea on this matter, but I'll speak my mind here only after discussing it a little with you.
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P.S those are just quick random ideas for improved invocations, don't insult me if their concept sucks!
Necromancer
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Transmuter
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Edited by Demivrgvs, 11 November 2010 - 09:26 AM.
#11
Posted 11 November 2010 - 09:17 AM
Demivrgvs, on Nov 11 2010, 06:05 PM, said:
Jarno Mikkola, on Nov 11 2010, 03:55 PM, said:
Ardanis, on Nov 11 2010, 06:32 PM, said:
1) Why not lore bonus? If you ask me, many classes have huge amount of it, rendering Identify near useless. Even within IR, albeit not to such a frightening degree.
Warrior - 0/lvl
Priest - 1/lvl
Thief & Wizard - 2/lvl
Bard - 4/lvl
FAQ for the Megamods. Frequently Answered Questions.
#12
Posted 11 November 2010 - 09:51 AM
Bards imo should NOT outclass a wizard who specializes in divination, it's just... silly.
Maybe not 10/level, but still enough to make Identify, indeed, not so needed in a party with Diviner protagonist.
Transmuter
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Before you start breaking wall tiles with your bare fists, ask yourself first - do you truly need it?
#13
Posted 11 November 2010 - 10:31 AM
Ardanis, on Nov 11 2010, 06:51 PM, said:
Maybe not 10/level, but still enough to make Identify, indeed, not so needed in a party with Diviner protagonist.
Transmuter
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Speaking of Transmutable Memory, I've just noticed that within PnP (I can't post the link to the Specialist Wizard Variant source for some reason) a Transmuter with this ability gives up to his +1 spell per level...just to remind that the whole idea behind "specialists don't get +1 spell per lvl" is not so crazy.
#14
Posted 11 November 2010 - 02:14 PM
#15
Posted 31 January 2011 - 03:56 PM
"The LEARN_SPELL value is modified for mage specialists, with +15 for same school spells, and -15 for non-same school spells."
That is, if I understand correctly, that Specialists have a +/- 15 bonus and penalty when memorizing spells from scrolls!
SHS
G3
Edited by Dakk, 31 January 2011 - 03:57 PM.
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