Moorcrys wrote:
Interesting, 'cause that's exactly what I don't like about 2e 'specialists'. To my mind, a specialist is someone trained to do something that others can't do. A specialist wizard in 2e can't do anything that a generalist can't do. In fact, if you have an 'illusionist' speciaist, he can't cast an illusion spell that's mixed with a prohibited school. So, in fact, a specialist in 2nd edition is even more limited than a generalist, even in their supposed sphere of specialization. All they can do is cast one more spell per day and receive some other minor bonus to saving throws. Oh, and they have a better chance of memorizing a spell from their school, at the expense of all other schools. Flavorless in my opinion.
A specialist should have access to spells in their area of study that a generalist wizard shouldn't. They should be able to do things in their area of mastery that others who haven't delved into the depths of that specific arcana can't. Shouldn't they?
I didn't go with "spells only the specialist can cast", because spells do not have inherent security codes to make it possible to limit them to only a "specialist". So a specialist's only real advantage were the extra spells per level and the save modifier.
So to me adding "powers" (feats) to make their castings of their "specialization" deadlier makes the most sense to me.
Here are some examples that come to my mind as I write this:
Evokers cast damage spells automatically "maximized". Longer ranges.
Conjurers summon more powerful creatures (extra HD, max HP's, all the above?), maybe even allow them to know how to "turn"? Or at least dispel other summoned creatures like a turn?
Illusionists. First solid rules for adjudicating Illusionists need to be created. The school of Illusion really has the potential of being the most powerful. The imagination is literally the limit with what Illusions can do. Even so powers that come to mind for them are: Increased durations without concentration, higher save TN's (no more than +2 here, Save TN's in C&C are tough as it is.), increased area of effects for Illusions. Can concentrate on multiple illusion spells at one time.
Necromancers, much like Conjurers, so higher HP undead, higher HD, some kind of turning ability.
Anyways, rather than limit spells, give the "specialized" powers.
Then what about the generalist? Thats the toughy. What would make the generalist a viable alternative?
My thoughts are to make him more awesome at simply casting spells. Allow them to do things like not need components, to not need to gesture, maybe not even speak, purely cast by will alone.
How does these lines of thought sound?
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
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