Comments (1)
Radical Version
Basic idea: Make them a bit better in the early game and a bit worse late game.
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Gets more spells early game, fewer spells late game
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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.
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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).
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Universal Spells: All Divination spells, Dispel Magic, Find Familiar (innate), Spell Sequencer, Spell Trigger, Minor Sequencer, Contingency, Chain Contingency, Wizard Eye.
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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
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