Open Grammarsalad opened 4 years ago
Conservative
Revised Kit: Abjurer--radical version
No opposition schools
Advantages:
177 or 326 the affected spells. May apply it to any spell that removes magical affects
Name these creatures Augmented (name)
Disadvantages:
Restrictions:
One prepared spell per level must be from the abjuration school
doable? Ask Kjeron
Revised kit: (Dread) Necromancer--radical version
Has Opposition schools
Advantages:
Will have a number of unique spells that only they can cast
Disadvantages:
Can cast one fewer spell per level
Opposition schools: Evocation, Enchantment, Illusion
Restrictions:
Non-good alignments only
One prepared spell per level must be from the necromancy school
doable? Ask Kjeron
Revised kit: Conjurer--radical version
No opposition schools
Will create a summon monster spell for every level if SR not installed
Advantages:
Convert wizard summoning spells to use 177effects
Name these creatures Augmented (name)
Extra Summons: You summon 50% More creatures than you otherwise would when casting any Summon Monster spell. These additional summons can exceed the normal summoning limit
At
Disadvantages:
Restrictions:
One prepared spell per level must be from the conjurer school
doable? Ask Kjeron
Diviner
Enchanter
Transmuter
Evoker
Illusion
New Kit: Exalted Arcanist
See book of exalted deeds
Alchemist: mage kit. Transmutation specialist. Can create unique alchemical items. Penalty?
Alchemist: mage kit. Transmutation specialist. Can create unique alchemical items and can gain 7 ranks in alch (if proficiencies).
Radical: Illusionists (and, I guess, other specialists) can only learn spells of their discipline (but add a lot more that are exclusive)
Mage Kits:
Sorcerer Kits:
Radical Version
Basic idea: Make them a bit better in the early game and a bit worse late game.
Gets more spells early game, fewer spells late game
The generalist will actually get one more spell/lev than specialists, and most specialists will not have a prohibited school. Will remove diviner, and change their spells to "universal". Will use most of the existing slots to create new kits, like the shadow caster.
All 'full' casters and bards will get an innate 'wondrous recall' that allows them to recall spells up to the second most powerful spells that they can cast (min at 3rd level when get 2nd level spells).
Universal Spells: All Divination spells, Dispel Magic, Find Familiar (innate), Spell Sequencer, Spell Trigger, Minor Sequencer, Contingency, Chain Contingency, Wizard Eye.
Spells to move to 10th level: Wish and Time Stop (though, ensure that npc enemies still use the original--just make them unavailable to players except as a HLA).
Generalist useability flag: generalist, evoker, transmuter, abjurer, enchanter, conjurer.
Necromancer flag: necro: unique necro spells
Diviner flag: white necro: unique spells
Illusionist flag: Illusionist (gnomes, see). Unique spells, prolly
http://gibberlings3.net/forums/index.php?showtopic=21289&page=1
0011-???: The Mage
Revision Notes
The mage has taken some inspiration from pnp, especially the Complete Wizard's Handbook, the Player's Option books, as well the 5e version of the wizard.
0011: The Mage: Liberal Version
This component will install the 'conservative' mage revision. The overall changes to the Mage class are as follows (see the revised descriptions below for more detail):
Spell progression: more spells for lower level characters. The generalist mage effectively gets an additional 2 spells per level compared to vanilla for spell levels 1-6. This means that they will effectively be able to cast one additional spell of each level per day compared to specialist mages.
Spell Research: All mages gain an additional +1 spell/level. This spell can be of any level that the mage can cast. In addition, certain all purpose utility spells are converted to mage innate abilities.
Arcane Recovery: All 'full' casters and bards will get an innate 'wondrous recall' that allows them to recall spells up to the second most powerful spells that they can cast (min at 3rd level when get 2nd level spells).
Signature Spells and Arcane Mastery: Wizards become particularly adept at casting favored spells.
Specialists: Specialists typically get additional bonuses when casting spells of their favored schools. Additionally, specialists can only have mastery or signature spells from spells within their specialized school.
Certain spells are converted to innate and/or universal spells. This includes Chain Contingency, Contingency, Detect Magic (if OlvynSpells is installed), Dispel Magic, Remove Curse, Reveal Magic (in Spells & Magic is installed), Spell Sequencer, Spell Trigger, CONTINUE
Also, see the Cantrip global option, and the attribute extra section for more options for mages.
Revised Spell Progression Table
Revised Spells Per Level. Note that this table assumes that the mage spells/day table has not been altered. If it has, the generalist mage gains an additional 2 spells per day of any spell level up to 6.
Specialist spells/day are unchanged.
Mage (Revised Base Class)
MAGE: CONTINUE
Class Features:
ARCANE RECOVERY: The mage has learned to regain some of magical energy by studying spellbook. Once per day, can take a brief rest and recover a number of spell slots equal to 1/3 level (rounded down). The highest level spell that can be recovered is equal to the second highest level spell that can cast (max 6th level).
The mage cannot use Arcane Recovery if there are enemies present.
CONTINGENCY: This ability allows the wizard to choose a spell out of repertoire of known spells. One spell level every 3 levels of the caster is allowed, up to 6th-level spells at 18th level. Once the spell is chosen, the caster may choose a condition of some kind from the list provided. The starting condition can be anything from reaching 10% of Hit Points to an enemy being sighted. Once this starting condition is satisfied, the spell that was chosen will be cast automatically.
A limitation of this spell is that the target of the spell placed in the contingency must be the caster: Therefore, it may not be an offensive spell, nor may it target any other party members.
At 19th level, this ability increases in potency. It can target any creature, can contain up to three spells, and can contain spells of up to 8th level.
SPELL SEQUENCER: This ability allows a wizard to store three spells and activate them all at the same time from Special Ability button. All spells must be of 4th level or lower. To create a sequencer, a Mage must memorize have in memory the spells intends to store in it in. After using Spell Sequencer, the player will be prompted to choose the sequenced spells from those has memorized.
A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Spell Sequencer at a time, and it may not be given to other characters.
At 20th level, this ability improves significantly. It will allow to store three spells to be released simultaneously, all of which must be of 6th level or lower.
Abjurer (Revised Kit)
ABJURER: CONTINUE
Advantages:
Disadvantages:
Restrictions:
Conjurer (Revised Kit)
CONJURER: CONTINUE
Advantages:
Disadvantages:
Restrictions:
Enchanter (Revised Kit)
ENCHANTER: CONTINUE
Advantages:
Disadvantages:
Restrictions:
Evoker (Revised Kit)
EVOKER: CONTINUE
Advantages:
Disadvantages:
Restrictions:
Illusionist (Revised Kit)
ILLUSIONIST: CONTINUE
Advantages:
Disadvantages:
Restrictions:
Necromancer (Revised Kit)
NECROMANCER: CONTINUE
Advantages:
Disadvantages:
Restrictions: