Difference between revisions of "Specialist Wizard (Apath)"

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=== Prohibited Schools ===
 
=== Prohibited Schools ===
  
A specialist wizard must select three other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. These restrictions are more significant than those most wizards follow, and are known as prohibited schools.
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A specialist wizard must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. These restrictions are more significant than those most wizards follow, and are known as prohibited schools.
  
 
A specialist wizard can never prepare a spell that is in one of his
 
A specialist wizard can never prepare a spell that is in one of his
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Universal spells are the only spells a specialist wizard casts normally.
 
Universal spells are the only spells a specialist wizard casts normally.
 
=== Classic Schools of Specialization ===
 
{|
 
||'''School Name'''|||'''Description'''|||'''Opposed Schools'''
 
|-
 
||Abjuration||| The art of suppressing and trapping magic. |||Divination, transmutation, illusion.
 
|-
 
||Conjuration||| Calling agents and minions, or creating what you need. |||Transmutation, divination, evocation.
 
|-
 
||Divination||| Gaining information.|||Enchantment, conjuration, abjuration.
 
|-
 
||Enchantment||| Controlling minds. |||Divination, evocation, necromancy.
 
|-
 
||Evocation||| Channeling forces, mainly for destruction. |||Illusion, enchantment, conjuration.
 
|-
 
||Illusion||| Deceiving the senses. |||Evocation, necromancy, abjuration.
 
|-
 
||Necromancy||| Magic of death. |||Transmutation, illusion, enchantment.
 
|-
 
||Transmutation||| Transforming creatures, objects, and forces. |||Necromancy, abjuration, conjuration.
 
|}
 
 
'''Abjurers''': Specialists in negating magic and using magic to negate other effects, abjurers are hindered from using subtle magics that divine or change qualities of reality.
 
 
'''Conjurers''': Callers of creatures and relatively advanced phenomena from other planes, they are unable to evoke raw energies or to either change or divine what is already present.
 
 
'''Diviners''': Masters of the truth, diviners are repelled by the falsehood of illusions, enchantments, and the anti-life of necromancy.
 
 
'''Enchanters''': Masters of the mysteries of the mind and how to deceive it, enchanters are limited in their ability to work the straight-line effect of evocation, the truth-finding of divination, or the rigidity of the undead.
 
 
'''Evokers''': Masters of the direct application of energy, evokers have trouble with subtlety and fine control. Things they call from other planes are raw and unformed.
 
 
'''Illusionists''': Masters of the ephemeral, illusionists have trouble with the straightforward effects of evocation and abjuration and are baffled by undeath.
 
 
'''Necromancers''': Masters of the barrier between life and death, necromancers are the ultimate realists and won't meddle in the deceptive abilities of transmutation, illusion, and enchantment.
 
 
'''Transmuters''': Masters of form, their control is disrupted by the forces of undeath and cannot tolerate abjuration. They can call raw energies, but their control of planar forms is too lacking for conjuration.
 
  
 
== Summary of Changed Class Abilities ==
 
== Summary of Changed Class Abilities ==

Latest revision as of 08:42, 17 April 2016

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Unofficial rules compendium
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A specialist wizard has more focus on his magic that normally afforded by arcane schools, giving up some areas of magic completely to focus on the school in question.

Not all these specializations may exist in all worlds. Even in settings that allow some of them, others might be unavailable. Historically illusionists are the most common specialist wizards.

Class Information

This is a wizard archetype.

Hit Dice: d6.

Class Abilities

The specialist has all the standard wizard's class abilities except as noted below.

School Specialization

The specialist wizard specializes in one school of magic and gains great advantage in this field. In return, they give up several other schools of magic completely.

Spells of the school the specialist is focused on are prepared in a spell slot one level lower than normal. This means that an illusionist casts illusion spells as if they were all one spell level lower. Shadow conjuration is a 4th level wizard spell, but is only a 3rd level spell to a specialist wizard of the illusionist school. What is ordinarily first level spells of the chosen school now becomes cantrips and can be cast any number of times in a day. This bonus does not apply when creating magic items; the cost of a scroll, potion, wand or other magic item is always calculated based on the spell's normal level, tough a specialist wizard may learn the prerequisites for creating a magic item earlier than a normal wizard.

This replaces the arcane school ability. Specialist wizards do not receive school slots or school powers.

Prohibited Schools

A specialist wizard must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. These restrictions are more significant than those most wizards follow, and are known as prohibited schools.

A specialist wizard can never prepare a spell that is in one of his prohibited schools-he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.

Opposition Schools

All schools that are not the specialist wizard's school specialization or prohibited school are opposition schools. A specialist wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a specialist wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.

Universal spells are the only spells a specialist wizard casts normally.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Arcane School
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