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The arcane domain system give wizards a little extra oomph. A domain
wizard selects a specific arcane domain of spells, much as a cleric
selects two domains. Doing so gives her several benefits.
- As soon as the wizard is able to cast a domain spell, she adds it
to her spell list. This does not count against the two spells known
per wizard level.
- Every day, the wizard gets one bonus spell per spell level which
must be filled with the specific spell of that level from her domain
list, or a lower one from the same list augmented with
metamagic.
- Whenever the wizard casts one of the spells on her domain list,
whether prepared as a domain spell or normally, she casts it as a
wizard one level higher than normal.
There is no downside: the wizard gives up nothing to be a domain wizard.
She will not be as powerfully focused as a specialist (who cannot also
be a domain wizard), but she has no prohibited schools.
Therefore, this variant rule boosts the power of wizards. We're going
to try it out in Dargas. We had several specialist wizards under 3.0
who were completely unable to continue as specialists in 3.5, since the
requirements become much more burdensome and many spells were shuffled
to new schools. These wizards will be able to regain some of their
"specialist" flavor, using this rule.
Arcane Domains
Domain |
Domain Spells |
Abjuration |
0resistance;
1shield;
2resist energy;
3dispel magic;
4remove curse;
5Mordenkainen's private sanctum;
6greater dispel magic;
7banishment;
8mind blank;
9prismatic sphere.
|
Antimagic |
0detect magic;
1protection from chaos/evil/good/law;
2obscure object;
3dispel magic;
4minor globe of invulnerability;
5break enchantment;
6antimagic field;
7spell turning;
8protection from spells;
9Mordenkainen's disjunction.
|
Battle |
0daze;
1true strike;
2protection from arrows;
3greater magic weapon;
4fire shield;
5Bigby's interposing hand;
6Tenser's transformation;
7power word blind;
8moment of prescience;
9time stop.
|
Cold |
0ray of frost;
1chill touch;
2chill metal (as 2nd-level druid spell);
3sleet storm;
4wall of ice;
5cone of cold;
6Otiluke's freezing sphere;
7delayed blast frostball (as delayed blast
fireball, but deals cold damage instead of fire damage);
8polar ray;
9comet swarm (as meteror swarm, but deals
cold damage instead of fire damage).
|
Conjuration |
0acid splash;
1mage armor;
2web;
3stinking cloud;
4summon monster IV;
5wall of stone;
6acid fog;
7summon monster VII;
8maze;
9gate.
|
Divination |
0detect magic;
1detect secret doors;
2see invisibility;
3arcane sight;
4arcane eye;
5prying eyes;
6true seeing;
7greater arcane sight;
8discern location;
9foresight.
|
Enchantment |
0daze;
1charm person;
2Tasha's hideous laughter;
3suggestion;
4confusion;
5hold monster;
6greater heroism;
7insanity;
8mass charm monster;
9dominate monster.
|
Evocation |
0light;
1magic missile;
2flaming sphere;
3lightning bolt;
4shout;
5wall of force;
6Bigby's forceful hand;
7Mordenkainen's sword;
8Otiluke's telekinetic screen;
9Bigby's crushing hand.
|
Fire |
0flare;
1burning hands;
2scorching ray;
3fireball;
4wall of fire;
5cone of fire (as cone of cold, but deals
fire damage instead of cold damage);
6summon monster VI (fire creatures only);
7delayed blast fireball;
8incendiary cloud;
9meteor swarm.
|
Illusion |
0ghost sound;
1disguise self;
2invisibility;
3major image;
4phantasmal killer;
5shadow evocation;
6mislead;
7mass invisibility;
8scintillating patter;
9shades.
|
Necromancy |
0disrupt undead;
1ray of enfeeblement;
2false life;
3vampiric touch;
4fear;
5waves of fatigue;
6circle of death;
7control undead;
8horrid wilting;
9energy drain.
|
Storm |
0ray of frost;
1obscuring mist (as 1st-level cleric spell);
2gust of wind;
3lightning bolt;
4ice storm;
5control winds (as 5th-level druid spell);
6chain lightning;
7control weather;
8whirlwind (as 8th-level druid spell);
9storm of vengeance (as 9th-level cleric spell).
|
Transmutation |
0mage hand;
1expeditious retreat;
2levitate;
3haste;
4polymorph;
5baleful polymorph;
6disintegrate;
7reverse gravity;
8iron body;
9shapechange.
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