I was wondering if anyone had rules for Wizardly specialization or the use of metamagic.
I was thinking of allowing a Wizard to become specialized in one of the traditional fields of magic, granting them either a +1 or +2 caster level bonus for that field of magic, in exchange for giving up either one or two other schools of magic permanently. Is +1 caster level a big enough effect to be worthwhile? Is +2 caster level too much?
I imagine that one could use Intelligence-based SIEGE checks for most metamagic purposes- I suppose the real trouble is finding out the proper CLs. Does anyone have any rough guides to this. For example, potentially for a Selective Spell effect, the wizard could do Base CL + Spell Level + No. Exempted as the difficulty guide, or even 2 per person exempted.
Specialization and Metamagic for Wizards
- KaiserKris
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Re: Specialization and Metamagic for Wizards
+2 is huge. Saves are hard enough as-is without needing to make them potentially exponentially more difficult. Even a +1 is dangerous, but there would need to be "something" to get for losing flexibility.
I have a system for "metamagic," based on AD&D 2nd edition... so some slight modification is in order:
Effect / Penalty
Increase Range by Base* -2
Base Range Increased to Higher -4
Do not need Verbal -2
Do not need Somatic -2
Do not need Material -2
Duration Increase to Higher* -2
Double Duration -4
Triple Duration -6
Quadruple Duration -8
Quintuple Duration -10
Permanent Effect -12
½ Casting Time* -2
Instant Casting -4
Affect +1 Level or HD* -1
Switch from Caster to Another -3
Switch from Touch to 10’ -2
Double Area of Effect -4
Triple Area of Effect -6
Area of Effect to 10’ Radius -2
Additional Die of Damage* -3
Additional +1 Point of Damage* -1
Base Die to Higher Type -5
Save Penalty of 1* -2
Allow No Save -8
Cast in Armor to AC 14 -2
Cast in Armor to AC 16 -4
Cast in Armor to AC 18 -6
Cast in Armor to AC 20 -8
Maximum Effect -10
Double Maximum Effect -20
*Multiples are allowed of this type, to a maximum of the spell’s level
Obviously, some d20 effects would need to be replicated, as this was created before that.
I have a system for "metamagic," based on AD&D 2nd edition... so some slight modification is in order:
Effect / Penalty
Increase Range by Base* -2
Base Range Increased to Higher -4
Do not need Verbal -2
Do not need Somatic -2
Do not need Material -2
Duration Increase to Higher* -2
Double Duration -4
Triple Duration -6
Quadruple Duration -8
Quintuple Duration -10
Permanent Effect -12
½ Casting Time* -2
Instant Casting -4
Affect +1 Level or HD* -1
Switch from Caster to Another -3
Switch from Touch to 10’ -2
Double Area of Effect -4
Triple Area of Effect -6
Area of Effect to 10’ Radius -2
Additional Die of Damage* -3
Additional +1 Point of Damage* -1
Base Die to Higher Type -5
Save Penalty of 1* -2
Allow No Save -8
Cast in Armor to AC 14 -2
Cast in Armor to AC 16 -4
Cast in Armor to AC 18 -6
Cast in Armor to AC 20 -8
Maximum Effect -10
Double Maximum Effect -20
*Multiples are allowed of this type, to a maximum of the spell’s level
Obviously, some d20 effects would need to be replicated, as this was created before that.
- KaiserKris
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Re: Specialization and Metamagic for Wizards
Then +1 for losing a spell school, I think. I could go down the extra spell route, but that seems more powerful, actually.
What you've got down there looks to be quite useable. Might need to add a few things potentially, but it's definitely a good start.
What you've got down there looks to be quite useable. Might need to add a few things potentially, but it's definitely a good start.
serleran wrote:+2 is huge. Saves are hard enough as-is without needing to make them potentially exponentially more difficult. Even a +1 is dangerous, but there would need to be "something" to get for losing flexibility.
I have a system for "metamagic," based on AD&D 2nd edition... so some slight modification is in order:
Effect / Penalty
Increase Range by Base* -2
Base Range Increased to Higher -4
Do not need Verbal -2
Do not need Somatic -2
Do not need Material -2
Duration Increase to Higher* -2
Double Duration -4
Triple Duration -6
Quadruple Duration -8
Quintuple Duration -10
Permanent Effect -12
½ Casting Time* -2
Instant Casting -4
Affect +1 Level or HD* -1
Switch from Caster to Another -3
Switch from Touch to 10’ -2
Double Area of Effect -4
Triple Area of Effect -6
Area of Effect to 10’ Radius -2
Additional Die of Damage* -3
Additional +1 Point of Damage* -1
Base Die to Higher Type -5
Save Penalty of 1* -2
Allow No Save -8
Cast in Armor to AC 14 -2
Cast in Armor to AC 16 -4
Cast in Armor to AC 18 -6
Cast in Armor to AC 20 -8
Maximum Effect -10
Double Maximum Effect -20
*Multiples are allowed of this type, to a maximum of the spell’s level
Obviously, some d20 effects would need to be replicated, as this was created before that.
Re: Specialization and Metamagic for Wizards
An added spell slot can be more powerful. I think it depends on the "school." Something like being a divination specialist is unlikely to be game imbalanced, unless you're playing a multi-layered illusion/truth/drama. Enchantments can be somewhat unfair, though with the general reduction in duration, perhaps not so much. Might consider a series of three different effects to select based on the school mastered. A few quick examples, none of which are anything more than thoughts thrown down (so some may be more potent than others...)KaiserKris wrote:Then +1 for losing a spell school, I think. I could go down the extra spell route, but that seems more powerful, actually.
Abjuration
+1 Armor Class
+2 on saves vs. Arcane Magic
Elemental Resistance: select an element; reduce damage from that element by 1 point
Alteration
Increase value - gain +5 to 15% gain in GP value
+1 on saves vs. Player's Choice
Bonus spell slot
Conjuration
+1 HD when calling/summoning
Bonus spell slot
Duration increase
Divination
Decipher script is a class ability
+2 saves vs. Illusions
+1 Initiative
Enchantment
+2 on saves vs. mind-affecting magic
Bonus spell slot
Duration increase
Illusion
Disguise is a class ability
Free cast -- dispel illusion (functions at character level) 1 / day
Imbue with Reality -- 1 / day, a single spell can be made quasi-real making it 25% physical/real
Invocation
+1 spell damage
Attune Element -- grant weapon element-based attack dealing +1d4 damage; lasts 10 rounds (does not need to be consecutive) 1/day
Free cast -- magic missile (variant) which deals 1d3 damage; requires attack roll. No limit on usage.
Necromancy
Restore/cause 1 Hit Point on touch; use Intelligence modifier per day
+1 saves vs. Undead attacks/effects
Turn/Rebuke Undead as cleric -3 levels
Just some ideas. Far from perfect.
- KaiserKris
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Re: Specialization and Metamagic for Wizards
Would the +1 spell damage be per projectile/level of damage, or in total? Because +1 total seems pretty paltry, and +1 per level of damage, for spells that stack by level would be quite huge. Perhaps +1 damage per projectile or target? I like the attune element thing, though. As for the free casting, I think the damage could probably be 1d4+1, considering it's one projectile and requires an attack roll.serleran wrote: Invocation
+1 spell damage
Attune Element -- grant weapon element-based attack dealing +1d4 damage; lasts 10 rounds (does not need to be consecutive) 1/day
Free cast -- magic missile (variant) which deals 1d3 damage; requires attack roll. No limit on usage.
One thing I was thinking of for an invoker is that they could change the 'element' of any spell freely, without a SIEGE check. So a fireball could actually do electrical or cold damage instead.
Re: Specialization and Metamagic for Wizards
I'd probably go with +1 damage / spell level. This would be in addition to the spell's normal accumulation of damage. For example, a fireball from a specialist, at best, would deal 20d6+3. A burning hands spell would do 1d6+1+1 (or whatever.)
Having elemental switch-out could be fun as well.
Like I'd said before, just random thoughts that seemed somewhat appropriate... not necessarily the best ideas. I'd also always include a "player's choice" if they don't like anything listed, but then dictate that Castle Keepers must approve the choice.
Having elemental switch-out could be fun as well.
Like I'd said before, just random thoughts that seemed somewhat appropriate... not necessarily the best ideas. I'd also always include a "player's choice" if they don't like anything listed, but then dictate that Castle Keepers must approve the choice.
- KaiserKris
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- Joined: Mon Dec 13, 2010 5:53 am
- Location: Manitoba, Canada
Re: Specialization and Metamagic for Wizards
I rather liked your random suggestions! Some of them actually look like things that could be tooled with a bit and rolled out gradually, rather than all at once. With say, a benefit at 1st level, one at 5th and one at 10th, or something of the sort.