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Wednesday 17 June 2020

Specialist Wizards (from 2e AD&D PHB)

Specialist Wizards
 A wizard who concentrates his effort in a single school of
magic is called a specialist. There are specialists in each type
of magic, although some are extremely rare. Not all specialists
are well-suited to adventuring—the diviner’s spells are limited
and not generally useful in dangerous situations. On the other
hand, player characters might want to consult an NPC diviner
before starting an adventure.
 Specialist wizards have advantages and disadvantages
when compared to mages. Their chance to know spells of
their school of magic is greatly increased, but the intensive
study results in a smaller chance to know spells outside their
school. The number of spells they can cast increases, but they
lose the ability to cast spells of the school in opposition to
their specialty (opposite it in the diagram). Their ability to
research and create new spells within their specialty is
increased, but the initial selection of spells in their school may
be quite limited. All in all, players must consider the advantages and disadvantages carefully.
Not all wizards can become specialists. The player character
must meet certain requirements to become a specialist. Most
specialist wizards must be single-classed; multi-classed characters cannot become specialists, except for gnomes, who seem to have more of a natural bent for the school of illusion than
characters of any other race. Dual-class humans cannot choose to become specialists. The dedication to the particular school of magic requires all the attention and concentration of the character. He does not have time for other class-related pursuits.

In addition, each school has different restrictions on race, ability scores, and schools of magic allowed. These restrictions are given below. Note that lesser divination (divination level 1-4) is not available as a specialty. The spells of this group, vital to the functioning of a wizard, are available to all wizards.

Wizard Specialist Requirements Min. Ability School Race Min. Score Opposition School(s) 
Abjurer Abjuration H 15 Wis vs Alteration & Illusion
Conjurer Conj./Summ. H, 1 ⁄2E 15 Con vs Gr. Divin. & Invoc./Evoc.
Diviner Gr. Divin. H, 1 ⁄2E, E 16 Wis vs Conj./Summ.
Enchanter Ench./Charm H, 1 ⁄2E, E 16 Cha vs Invoc./Evoc. & Necromancy
Invoker Invoc./Evoc. H 16 Con vs Ench./Charm & Conj./Summ.
Necromancer Necromancy H 16 Wis vs Illusion & Ench./Charm
Transmuter Alteration H, 1 ⁄2E 15 Dex vs Abjuration & Necromancy

Race lists those races that, either through a natural tendency or a quirk of fate, are allowed to specialize in that art.
Minimum Ability Score lists the ability minimums needed to study intensively in that school. All schools require at least the minimum Intelligence demanded of a mage and an additional prime requisite, as listed.
Opposition School(s) always includes the school directly opposite the character’s school of study in the diagram. In addition, the schools to either side of this one may also be disallowed due to the nature of the character’s school. For example, an invoker cannot learn enchantment/charm or conjuration/summoning spells and cannot use magical items that duplicate spells from these schools.

Specialist Advantages
Being a specialist does have significant advantages to balance the trade-offs the character must
make. These are listed here:
1. One additional spell/day per spell level, provided the additional spell is taken
in the specialist’s school.
2. Because specialists have an enhanced understanding of spells within their school, they
receive a +1 bonus when making saving throws against spells of their School.
3. Specialists receive a +15% bonus when learning spells from their school, although they also have a penalty of –15% when learning spells from other schools. The bonus or penalty is applied to the percentile dice roll the player must make when the character tries to learn a new spell.

Common Bonus Spells By Spell Level

Abjuration
1 1st - Protection from Evil
2
3
4
5 3rd - Dispel Magic
6 4th - Minor Globe of Invulnerability

Alteration
1 1st - Feather Fall
2 1st - Comprehend Languages
3 2nd - Continual Light
4 2nd - Darkness 15' Radius
5 3rd - Blink
6 4th - Dimension Door

Conjuration
1 1st - Find Familiar
2 1st - Unseen Servant
3
4
5 3rd - Monster Summoning I
6 4th - Monster Summoning II

Divination
1 - Detect Magic
2 - Identify
3 - ESP
4 - Locate Object
5 - Clairuadience
6 - Confusion

Enchantment
1 1st - Friends
2 1st - Charm Person
3 2nd - Forget
4 2nd - Ray of Enfeeblement
5 3rd - Suggestion
6 4th - Fire Charm

Evocation
1 1st - Magic Missile
2 1st - Shield
3 2nd - Web
4 2nd - Stinking Cloud
5 3rd - Lightning Bolt
6 4th - Fire Shield

Necromancy
1
2
3
4
5 - Feign Death
6
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MAGIC-USER ATTACK CANTRIPS

Acid Splash
Conjuration cantrip
Casting Time: 1 segment
Range: 60 feet
Components: V, S
Duration: Instantaneous
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Spell saving throw or take 1d3 acid damage.

Chill Touch
Necromancy cantrip
Casting Time: 1 segment
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. The creature must save vs Death Magic or take 1d4 hp negative energy damage, and it can't regain hit points until the start of the next round. Until then, the hand clings to the target.

Fire Bolt
Evocation cantrip
Casting Time: 1 segment
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. The target must save vs Spell or take 1d6 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Poison Spray
Conjuration cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a saving throw versus Poison or take 1d8 poison damage.

Ray of Frost
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. The target must save vs Spell or take 1d4 cold damage, and its speed is reduced by 30' until the start of the next round.

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