We have the following specialty spheres available:
Type: .......... Forbidden school:
Mage ........... NONE
Abjurers ........... Transmutation
Conjurers ...........Evocation
Enchanters ........ Evocation
Invokers ........... Conjuration + Enchantment
Illusionists ..........Necromancy
Necromancers .....Illusion
Transmuters ......Abjuration + Necromancy
Why do we have two schools that have two forbidden schools while the others have only one?
Lets look at some numbers to go along with this: (Thanks goes to Selveem for the numbers)
(Dont forget that all specialists have a lower spell level max than mages except for their specialty school which only they can GM)
Total spells available for a mage (not including level 0): 177
Code: Select all
SCHOOL: Total spells available Specialty spells non-spec spells (weaker than mage)
Abjurers 136 | 21 | 115
Conjurers 161 | 24 | 137
Enchanters 161 | 26 | 135
Invokers 127 | 16 | 111
Illusionists 154 | 13 | 141
Necromancers 164 | 23 | 141
Transmuters 133 | 41 | 92
The only advantage to being a specialist is that you can GM your specialty spells at a loss of power to all other spells.
One has to weigh the risk / benefit ratio and decide if the benefits are really worth the risks...
The biggest winner? Transmuters. Although they have the second lowest number of spells available, they can GM 41 possible spells which is not quite double the runner up being enchanters.
Who are the biggest losers:
Invokers. Not only can they cast the fewest spells, but they are also at the bottom 2 for GM'able spells. 16 for Invokers and only 13 for illusionist is rather sad.
Although transmuters have 2 schools forbidden, they have the most GM'able spells. Invokers take the shaft here with their two forbidden spheres, not to mention that nearly all their GM'able spells are subject to the three resist element spells.
Conclusions?:
Lets get some balance:
1)Let us remove the double forbidden spheres for Invokers and Transmuters OR double up the forbidden schools on each sphere.
2)Let us add a few more spells for Illusionists and Invokers.