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Magician (3.5e Class)

238 bytes added, 21:58, 25 August 2011
Magicians in the Game
Like wizards, a magician's party role is contingent on his selection of memorized spells. Since a magician at any one time knows less spells than a sorcerer, he must be especially careful in choosing his daily spells. Magicians are very versatile, and can be a summoner, controller, or blaster, though combining several roles may be a more difficult proposition. The Arcane Versatility class ability allows the magician a degree of freedom and can even be used to cast some utility spells, freeing spells memorized for more commonly useful spells. Depending on skill selection, a magician can even make an excellent party spokesman, as adept in social circles as he or she is in spellcasting. It is important for the magician to avoid direct combat unless very well prepared, as he or she is no hardier than any other arcane spellcaster.
'''Adaptation:''' A possible variation would be to replace the use of a spellbook with an attendant spirit of some kind (such as in the Spirit Shaman of WOTC's Complete Divine). In that instance, the magician should not receive a familiar, instead replacing it with the spirit, which could be a elemental or genie (with no in game physical presence or combat ability). In this instance, the spell list should be more restricted, to avoid an unholy fusion of cleric and sorcerer(This could be specific schools, such as Abjuration, Conjuration, and Evocation, or subtypes, such as summoning, fire, electricity. In this instance, only sorcerer/wizard spells should be available, as opposed to bard, cleric, or druid). The Arcane Versatility feature could be tied to the attendant spirit, and could even be randomized (DM's decision), depending on what spells the spirit can retrieve in such a short time.
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