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#1
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
Although I haven't made any major decisions in this area, I have thought of giving Specialist Wizards a bit more attention and depth as well as having more specialist opponents (including Irenicus) rather than simple mages. Most of the specialists would naturally specialize in schools that match their character.
The specialist wizards will recieve the following stats: Abjurer: Requirements: - Must be a human with a wisdom of at least 15 Bonuses: - An abjurer can memorize an extra spell at each spell level (via innate ability), provided it is from the school of abjuration. That extra spell is chosen by the player at the level up of the abjurer - An abjurer adds a +1 bonus when saving against wizard/priest abjuration spells - At 17th level, immunity hold spells is granted - At 17th level a +1 bonus when saving against poison, paralyzation, and death magic is granted - At 20th level, his base Armor Class is permanently raised from 10 to 9 Penalties: - An abjurer cannot learn spells from the schools of alteration and illusion Transmuter: Requirements: - Must be a human or half-elf with a dexterity of at least 15 Bonuses: - A transmuter can memorize an extra spell at each spell level (via innate ability), provided it is from the school of alteration. That extra spell is chosen by the player at the level up of the transmuter - A transmuter adds a +1 bonus when saving against wizard/priest alteration spells - At 17th level, the transmuter may increase any of his weapon proficiencies by one - At 20th level, the transmuter may further increase any of his weapon proficiencies by one Penalties: - A transmuter cannot learn spells from the schools of abjuration and necromancy NOTE: When increasing a weapon proficiency of his choice, the transmuter may only do so for any of the weapons that are normally usable by a mage Conjurer: Requirements: - Must be a human or half-elf with a constitution of at least 15 Bonuses: - A conjurer can memorize an extra spell at each spell level (via innate ability), provided it is from the school of conjuration. That extra spell is chosen by the player at the level up of the conjurer - A conjurer adds a +1 bonus when saving against wizard/priest conjuration spells - At 17th level, the conjurer ??? - At 20th level, the conjurer may dispel up to a total of 10HD worth of summoned creatures, each less than 6HD thrice per day Penalties: - A conjurer cannot learn spells from the schools of divination and invocation/evocation Enchanter: Requirements: - Must be a human, elf, or half-elf with a charisma of at least 16 Bonuses: - An enchanter can memorize an extra spell at each spell level (via innate ability), provided it is from the school of enchantment. That extra spell is chosen by the player at the level up of the enchanter - An enchanter adds a +1 bonus when saving against wizard/priest enchantment spells - At 17th level, the enchanter becomes immune to all forms of charm and domination - At 20th level, the enchanter may cast free action once per day that lasts a single hour and has a casting time of 1 Penalties: - An enchanter cannot learn spells from the schools of invocation/evocation and necromancy Diviner: Requirements: - Must be a human, elf, or half-elf with a wisdom of at least 16 Bonuses: - A diviner can memorize an extra spell at each spell level (via innate ability), provided it is from the school of divination. That extra spell is chosen by the player at the level up of the diviner. - A diviner adds a +1 bonus when saving against divinations - At 17th level, the diviner gains a permanent nondetection ability - At 19th level, the diviner may cast find traps thrice per day - At 20th level, the diviner may cast clairvoyance once per day Penalties: - The diviner is denied access to the school of conjuration/summoning Illusionist: Requirements: - Must be a human or gnome with a dexterity of at least 16 Bonuses: - An illusionist can memorize an extra spell at each spell level (via innate ability), provided it is from the school of illusion. That extra spell is chosen by the player at the level up of the illusionist. - An illusionist adds a +1 bonus when saving against illusions - At 17th level, the illusionist gains an additional +1 bonus when saving against illusions - At 20th level, the illusionist may cast dispel illusion thrice per day. It functions similarly to dispel magic, except the area effect is one creature and the chance of success is 99% Penalties: - An illusionist cannot learn spells from the schools of necromancy, invocation/evocation, and abjuration NOTE: The illusionist will recieve the widest variety of spells that are restricted to illusionists. Invoker: Requirements: - Must be a human with a constitution of at least 16 Bonuses: - An invoker can memorize an extra spell at each spell level (via innate ability), provided it is from the school of invocation. That extra spell is chosen by the player at the level up of the invoker - An invoker adds a +1 bonus when saving against wizard/priest invocation spells - At 17th level, the invoker gains an additional +1 bonus when saving against invocation spells - At 20th level, the invoker gains an additional +1 bonus when saving against invocation spells Penalties: - The invoker is denied access to spells from the schools of enchantment/charm and conjuration/summoning Necromancer: Requirements: - Must be a human with a wisdom of at least 16 Bonuses: - An necromancer can memorize an extra spell at each spell level (via innate ability), provided it is from the school of necromancy. That extra spell is chosen by the player at the level up of the necromancer - A necromancer adds a +1 bonus when saving against wizard/priest necromancy spells - At 17th level, the necromancer gains a +2 bonus to saving throws and armor class against undead in addition to a further +1 bonus when saving against wizard/priest necromancy spells - At 20th level, the necromancer may cast raise dead once per day Penalties: - The necromancer cannot learn spells from the schools of illusion and enchantment/charm NOTE: The necromancer will recieve the second widest variety of spells that are restricted to necromancers. -------------------------------------------------------------------------------------- Here is what I have thought so far about NPC specialists: Abjurer - Nalia Conjurer - Zallanora (a high-level cowled enforcer official) Invoker - Edwin (I am not sure about this, but he does mention himself as someone hurling fireballs) - Sendai Necromancer - Just about any Lich with a few exceptions (they might be conjurers, invokers, or simple mages) - Lavok - Irenicus Some of the above are listed as NPCs that have dual classed, but I will remove the unkitted dual class restrictions from the game (so you can have a Dweomerkeeper of Mystra dualed to an Abjurer) by applying the AddSuperKit() command. At the moment I am unsure how to allow 2 kits to be active with multi-classed characters, but I will hopefully have it figured out when I get there. -Galactygon -------------------- |
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Post
#2
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
That would be even harder to implement than allowing conjurers to pick their monsters.
Otherwise, your idea would be the closest to AD&D. -Galactygon -------------------- |
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Lo-Fi Version | Time is now: 24th June 2025 - 01:54 PM |