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Specialist Mages...

Edwin_OdesseironEdwin_Odesseiron Member Posts: 226
edited September 2013 in Feature Requests
... Should have special abilities for their school of specialization. Kind of like the cleric kits have special abilities.

Just throwing out some ideas:

An Abjurer could have some kind of stoneskin-type ability (because I always found it ridiculous that an ABJURER could not cast arguably the most powerful defensive spell in the game: Stoneskin.)

A conjurer could summon a creature once a day.

A diviner could ID an item once per day.

An enchanter could charm person once per day.

(These skills would get an extra cast per day every 5 levels, for example)

And so on.

Alternatively, new, specific skills do not even have to be made for them. Instead, just make certain wizard spells available as special abilities (with advancements as they grow). For example, a Necromancer gets the special ability: Larloch's minor drain at level 1. Then gets Vampiric touch at level 5. Then Skull Trap at level 10. And so on, gaining more powerful, specilization-specific abilities as the game goes on. An invoker could get magic missile at level 1, Aganazzars Scorcher at level 5, Fireball at level 10, something else at level 15, 20, 25, 30 etc.

Nothing game breaking, nothing overly-powerful, but enough to ascertain that the mage is defined by his school, defined by what he CAN cast, instead of being defined by what he CAN'T (as is the case now.)

To add further flavour, at each spell level, at least 1 spell of the specialized school must be memorized, and spells of the opposing school can't be cast AT ALL (not via scroll, nothing.)

These changes would make the mages feel much more specialized. People could say "I love the Enchanter because he CAN do the following...." instead of "I hate the Enchanter because he CAN'T cast Invocation spells."

Specialist mages are based on what they can't do, not what they can. Which, needless to say, is stupid.
Post edited by Dee on
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Comments

  • I love the Echanter because he CAN cast an extra spell/level
  • Edwin_OdesseironEdwin_Odesseiron Member Posts: 226
    Invalid argument, so can they all. Hardly defines a SPECIFIC school. Nice try, move along. I only want productive comments, not time-wasting drivel.
  • doggydoggy Member Posts: 313
    Mages will become so op in them self so personally I don't think they need anything else.

    There's always the generic mage for all spells. Playing a kit is just more fun for RP reasons.

    Of course it's annoying there are some spells they can't learn depending on their school. And it seems to be important ones no matter your choice.

    Saying that it will make anyone think about their choice especially when you have planned who to bring along.

    "Great none in the party can identify the nice things we found"
  • mjsmjs Member Posts: 742
    I'd love to see a new approach to the wizard specialisation, i had thoughts on how to super specialise them in a mod.

    Generic: All specialised mages lose one spell slot, which is replaced by a sorcerer type mechanism where you can any cast any one spell of your specialism. So at level an Invoker can cast any one spell (except Enchantment of course) and one spell that must either be MM, Chromatic Orb or Shield. And specialised mages have all their school's spells scribed in their book at level 1, without the option to remove them.

    Specific

    Abjurer:

    Level 1: Special ability
    -1 AC, +1 bonus to saves for 1 turn

    Level 9: Passive ability
    Abjuration spells cast at twice their level, abjuration effects last twice as long

    Transmuter:

    Level 1: Special ability
    Shapeshift wolf

    Level 9: Passive ability
    The level 5 spell Polymorph self has extra forms available

    Illusionist:

    Level 1: Special ability
    Immunity divination spell

    Level 9: Passive ability
    Improved Invisibility resets on the illusionist once per 5 turns

    Necromancer:

    Level 1: Special ability
    Ghoul immunities for 3 rounds

    Level 9: Passive ability
    Enemies below level 9 must make save vs death or flee in fear. This is permanently centred on the Necromancer

    Conjurer:

    Level 1: Special ability
    Summon a creature

    Level 9: Passive ability
    Summons always summon an extra creature

    Diviner:

    Level 1: Special ability
    Remote strike (the diviner can cast any memorised spell at any single target anywhere on the map with unlimited range)

    Level 9: Passive ability
    Knowing the minds of his enemies keeps the Diviner a step ahead. -1 to spellcasting time

    Invoker:

    Level 1: Special ability
    Reduce Magic Damage by 10% in a single target for 1 turn

    Level 9: Passive ability
    Evocation spells are more powerful. +1 die roll to spells like fireball and lightning bolt, MM gets an missile etc.

    Enchanter:

    Level 1: Special ability
    Immunity to charm/domination/confusion for 1 turn

    Level 9: Passive ability
    Enemies must make their saves vs enchantment spells with a -4 penalty


    None of those seem massively overpowered and they could be implemented in enemy mages too
  • Edwin_OdesseironEdwin_Odesseiron Member Posts: 226
    Some of those abilities sound way overpowered. I was talking about introducing just small things in order to differentiate the specalizations and make them unique. More for flavour, because a specialist mage doesn't *feel* specialized at the moment.

    Although, some other suggestions I like. Some good ideas, there.

    They should work on doing this. Specialist mages have been overlooked for too long! Amend!
  • mjsmjs Member Posts: 742



    They should work on doing this. Specialist mages have been overlooked for too long! Amend!

    Although i do think any changes should only exist as a mod
  • Edwin_OdesseironEdwin_Odesseiron Member Posts: 226
    mjs said:



    They should work on doing this. Specialist mages have been overlooked for too long! Amend!

    Although i do think any changes should only exist as a mod
    And I was just starting to respect your opinion.
  • KidCarnivalKidCarnival Member Posts: 3,747

    mjs said:



    They should work on doing this. Specialist mages have been overlooked for too long! Amend!

    Although i do think any changes should only exist as a mod
    And I was just starting to respect your opinion.
    #so_edgy
  • JarrakulJarrakul Member Posts: 2,029
    I'd like to see the PnP restriction that their bonus spell slots can only be filled with spells from their chosen school. Problem is, some levels are aren't any spells of some schools. Notably, there are no divination spells above 6th level. I'm also not sure the game could implement such a restriction even if mages could potentially meet it.

    That aside, wouldn't this thread make more sense in Feature Requests?
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    Here's some ideas (with credit to the 3E SRD):

    Abjurer: Resistance to Energy
    Once per day, an abjurer an create a mystical shield that grants herself or any one creature that she touches limited protection against a chosen energy type (acid, cold, electricity, or fire). The affected creature gains resistance equal 20% + 5% per 5 caster levels (up to a maximum of 50% at 30th level). Once activated, the protection lasts for 1 turn.

    Conjurer: Summon Minions
    Once per day, a conjurer can summon creatures to serve him, as per the monster summoning spells. It starts weaker that Monster Summoning I (since the ability starts at 1st level), but scales with level, summoning more and/or stronger creatures.

    Diviner: Bardic Lore
    A diviner has a Lore score equal to a Bard of the same level. Alternative: Once per day Wizard Eye?

    Enchanter: Universal Charm
    Once per day, an enchanter can cast an enhanced version of Charm Person spell. At 1st level, it basically functions as Charm Person. At 4th level, this is extended to include animals, as per the druid Charm Person or Mammal spell. At 7th level, it extends to giants and monsters as well. Mindless creatures (constructs, oozes, undead) and those immune to charm are also immune to this effect.

    Evoker: Overcome Resistance
    An evoker can temporarily lower a target's resistance to one of magical fire, magical cold, or magic damage (note, not general magic resistance; this is about letting the evoker hit a target with damaging spells). The resistance is lowered by 10% + 5% per 5 caster levels (up to a maximum of 40% at 30th level). The lowered resistance last a short time (~1 round, just long enough for the evoker to hit the target with a spell). An evoker may use this ability one time per day, plus one additional time per day for every five levels attained (2/day at 5th, 3/day at 10th, and so forth).

    Illusionist: Detect Illusion
    Once per day, an illusionist can activate an ability to see through the illusions of his/her enemies. This ability is similar to the True Sight spell, but the maximum level of the illusion affected scales with the illusionist (i.e., a 1st level illusionist can't detect a Simulacrum).

    Necromancer: Skeleton Minion
    Once per day, a necromancer can summon an undead minion (a human warrior skeleton). The minion lasts for up to 8 hours, as per the animate dead spell. At 1st level, the skeleton summoned is completely typical (1 HD), but it gains power as the necromancer gains levels.

    Transmuter: Enhance Attribute
    Once per day, a transmuter can add an enhancement bonus to any one of his ability scores. This bonus lasts for 1 turn. The bonus begins at +2 at 1st level, and increases by +1 for every 5 levels of the caster to a maximum of +6 at 20th level.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    Or you know, just implement their +1 save bonus self, -1 save penalty target to spells of their chosen school.

    Complete book of mages added extra abilities at 17 and 20 for most specialists. Though it was mostly just another +1 save/-1 save. For a total of +3/-3.

    Illusionists, Abjurers, and Diviners got other stuff though.
  • SCARY_WIZARDSCARY_WIZARD Member Posts: 1,438
    I'd like to see the v3.5 Unearthed Arcana benefits. :S
  • LateralusLateralus Member Posts: 903

    Specialist Mages shouldn't even be kits in the first place. Just cram them all into a single kit slot, let the player choose which school he or she wants to specialize in and be gone with it.

    All they do is take away all available kit slots, which could be utilized more efficiently by the *real* wizard kits: the Academician, Anagakok, Militant Wizard, Mystic, Patrician, Peasant Wizard, Savage Wizard, Witch or the Wu Jen, amongst others.

    Wow I totally forgot about those, good stuff.

    Also, I think they should get a +2 to save vs. spells from their specialized school.
  • sarevok57sarevok57 Member Posts: 5,975
    basically what @Jarrakul said, I think the original idea was kind of the way that 3.5 does it where each extra spell per day was supposed to be from your specialized school, works for bg1, but bg2 it doesn't for divination as @Jarrakul also said, so in other words, conjurer is the best specialist wizard in the game, clerics get true seeing faster and goggles of identification makes up for identify ( but if we are talking about bg1, well since there is SOOOO much gold, paying 100 gold to identify big items is no big deal ( some shop keepers do it for less), and any real troublesome illusions spells can still be dispelled by clerics, horray being OP :) )
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    Exactly why they should change the Conjurer's opposed school to evocation, as per PnP.

    (In 2nd edition, divination is split into 2 schools, lesser (4th and under, absolutely required for a mage to function) and greater (5th+, 3 total spells by the core book), and PnP Conjurers only lose greater divination and all of evocation. And in 3rd (aside from NWN, which used BG2's opposed school list), divination could never be chosen as an opposed school at all.)

    If they were going to only pick 1 opposed school, they should've went with evocation, since that's the school conjuration loses the most of (aka, all of it). (in Pnp, every specialist except the diviner loses at least 2 schools, Illusion losing 3 due to being the most powerful school).
  • sarevok57sarevok57 Member Posts: 5,975
    I believe in icewind dale when you install heart of winter, they change it to proper pnp, because a lot of them have 2 opposed schools and they are all whacky and all over the place
  • mylegbigmylegbig Member Posts: 292



    Nothing game breaking, nothing overly-powerful, but enough to ascertain that the mage is defined by his school, defined by what he CAN cast, instead of being defined by what he CAN'T (as is the case now.)


    These changes would make the mages feel much more specialized. People could say "I love the Enchanter because he CAN do the following...." instead of "I hate the Enchanter because he CAN'T cast Invocation spells."

    Specialist mages are based on what they can't do, not what they can. Which, needless to say, is stupid.

    Yes
  • leddyhsleddyhs Member Posts: 54
    edited September 2013
    @mjs

    Wow, I love that idea. I had something similar in mind few months back, but in a more simplistic form.

    The idea was to make wisdom to give both priest and mages more spell casts per day, and have intelligence modify the character's caster level scaling component. (+1 levels per 2 intelligence above 14).

    As it stands, there's no real gameplay benefit of having a priest/druid with high intelligence, or a mage/bard/sorc with high wisdom. And the way intelligence works is just not very good design to begin with. :P

    So the general idea behind this kind of desing is to make both stats useful for all of the classes/kits that have access to spellbooks both wizardly and priestly. Like a paladin or a ranger would benefit from high intelligence through being able to cast their spells at a higher caster level (a lvl8 paladin with 20 intelligence would cast AoF as if he was a lvl 11 paladin).

    And for specialist mages, their bonus would've been just a flat +2 caster level bonus to the spells of their selected school. (A lvl 1 evoker with 14 intellect would cast evocation spells as if he was a lvl3 mage).

    I think I asked Kaeloree if this was possible, and the reply was that it wasn't. :( Such a shame though. When you have less "dump stats", the game tends to become more interesting.
    Post edited by leddyhs on
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    sarevok57 said:

    basically what @Jarrakul said, I think the original idea was kind of the way that 3.5 does it where each extra spell per day was supposed to be from your specialized school, works for bg1, but bg2 it doesn't for divination as @Jarrakul also said

    This breaks the worst for enchanters and diviners (no enchantment spells above 5th(!), no divination spells above 6th), but there's also no alteration spells at 8th, and no illusion spells at 9th.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    I actually wouldn't mind seeing specialists get ALL their bonuses/penalties, but before that can happen they have to flesh out the spell-catalog more, especially Illusion and enchantment, who are lacking most of their best spells.
  • ghostowlghostowl Member Posts: 171
    Throw away all the differnet school mages, and add in mages that have their owns / perks like the Dragon Disciple

    For example, we have:
    Mage (Standard spellcaster)
    Necromancer (standard spellcaster + ability to raise dead (skeletons arise from dead corpses to help you fight) + ability to curse enemies)

    Elder magick mage (weird spell bonuses, + more creative ideas)

    Elemental mage (Standard spellcaster, fire / ice / lightning spells do 40% more damage, can cast a "Storm" spell at high levels, etc)
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    There actually is an elementalist kit.

    They're kind of like a specialist, but instead of losing a school, they lose access to spells of the opposed element, and a suffer a massive penalty for learning non-elemental spells (except divination).

    Gains +2 bonus/penalty vs/to spells of their element.

    And a 25% bonus when learning spells of that element.

    They gain a 15% bonus when learning other elemental spells. But suffer a huge -30% penalty for learning non-elemental spells (except Divination, which has no bonus or penalty). And can't learn spells of their opposed element at all.

    Gains 1 extra slot per level, but must be used for elemental spells (does not have to be of their element).

    Fire <---> Water, Air <----> Earth (Acid)

    Once per day they can raise their caster level by 1d4+1 that affects the next spell they cast of their element.

    At 15+, when summoning an elemental of their element, the mage are no longer has to battle-wills, but still has a 5% chance of going berserk.

    At 20+, Elementals of their element no longer have a chance of going berserk.


    Possible changes for BG. Make special versions of each elemental summoning spells for each elemental summoning (including the missing water elementals), that the elementalist of the proper element automatically knows when starting a new game (and cannot learn the normal version of it).

    Only gets spell-capacity and elemental summoning/Greater elemental summoning HLA (only summons elementals of their chosen element). Fire mages get Dragon's breath instead of elemental summoning.
  • QuartzQuartz Member Posts: 3,853

    Invalid argument, so can they all. Hardly defines a SPECIFIC school. Nice try, move along. I only want productive comments, not time-wasting drivel.

    I see you are role-playing your username
  • SaradasSaradas Member Posts: 148
    I'm working on this right in these days. My mod will be end-game oriented, so many of you would rate those skills overpowered, but who cares, mages are supposed to be that way :D
  • Edwin_OdesseironEdwin_Odesseiron Member Posts: 226
    edited September 2013
    Quartz said:

    Invalid argument, so can they all. Hardly defines a SPECIFIC school. Nice try, move along. I only want productive comments, not time-wasting drivel.

    I see you are role-playing your username
    Nah, I'm just naturally angry and intolerant of stupidity. Choosing this user-name enables me to get away with it easier, because people tend to think what you just did.

    (Yes, they are likely to believe anything I tell them, the fools.)
    Post edited by Edwin_Odesseiron on
  • GallowglassGallowglass Member Posts: 3,356
    I agree that the way mage-specialisation works wasn't perfectly designed when it was originally introduced, but that's original content so it's presumably now set in stone, for better or worse. Of course a mod could make changes, but we can't expect it to be changed in the official game.
  • DeeDee Member Posts: 10,447
    This thread really belongs in Feature Requests.

    And @Edwin_Odesseiron, you need to be a bit more respectful of other people's opinions. Yes, even when they disagree with you.
  • Edwin_OdesseironEdwin_Odesseiron Member Posts: 226
    I would have put it in feature requests. Except I noticed something when I did that. It gets about 10% of the views that the discussions here get. And I want to be heard.

    Secondly, I don't mind others disagreeing with me. In fact, I welcome intelligent thought and conversation. What I don't like is smart-assery that doesn't contribute to the thread (see first response to my OP). Perhaps you should address that instead of rebuking me for wanting a constructive discussion.
  • DeeDee Member Posts: 10,447
    If you think someone is posting spam in your thread, contact a moderator. When you engage people directly in an uncivil manner, you stop being the victim and start being the aggressor.

    The thread belongs in Feature Requests because it's a feature request. I can guarantee you that the development team at least looks at all of the threads here, so if your goal is to get something implemented, Feature Requests is a much better place to post it.
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