Page 1 of 1

Elemental Schools of Specialization

Posted: Sat Nov 10, 2007 7:34 pm
by Tobias
I was curious and haven't seen it in along time. Back when I first started DnD I played a wizard who specialized in elemental spells. I was thinking of perhaps making a further specialization that might go atop of the mage guild or just be in a whole thing of thier own. It modifies thier list and lets them go beyond expert in the element choice of Fire - fire Water - Ice
Air - Caustic(acid) Earth - Earth based spells like such? This would limit some of there spells like the rest of the school and then let them gm the elemental property spells. but allow them to keep expert in some of the more higher ones perhaps? :idea:

Posted: Sat Nov 10, 2007 9:02 pm
by Glim
What would be the drawback to specializing in one element?

Posted: Sat Nov 10, 2007 9:12 pm
by Tobias
You'd not be able to use any spell related to any other element. PErsay fire would not be able to use any other elemental shield or based spell. So someone specialized in water or fire or earth couldn't use like earth reaver or fireball spells.

Posted: Sat Nov 10, 2007 9:54 pm
by Nysan
Hmm, I current run a necromancer who sticks to acid and cold based spells for faith related reasons, so I have some understanding of the RP aspect this line of thought provides.

However, I agree with Glim in thinking if there were new code rules placed for spell GMing spells then some drawback should be placed; cannot learn opposite element spells (fire/water, earth/air, light/dark...whats acid's opposite?) for example to stay in line with current opposite school spell restrictions.

Either way, this would be a rather time intense investment to:

A. Code new guilds for mages. (spell lists, in-game schools/questlines to enter said school, ect). EDIT: I had an idea on this while typing this: make the element specialization a level restricted aspect, like level 25 or 30, and place the questlines for the guilds in already ingame areas...the elemental temples we all know and love. Reduces some of the work code-wise and it makes sense RP wise.

B. Alter exisiting code for new spell level and opposing school rules.

Its a fine idea, but I don't see it on the to-do list top 10 any time soon.

Few examples of element opposite would be fire mage not using chill touch/cone of cold. Water/cold mage not using burning touch or flame arrow. Earth mage not using fly/levitate (yea, I went there. It would be a harder school to play). Light and dark mages would be a bit hard to code balance wise considering the limited selection of the respected schools. Hmm, what would acid or electrical mages be restricted from... Maybe we should stick to the 4 base elements for this idea; earth, air, fire, water.

Posted: Sat Nov 10, 2007 10:02 pm
by Tobias
hmm. For now I'd keep the idea pinned down to the four core elementsl fire water earth air. Acid aka Caustic would be categorized with air while ice with water. Fire with fire and earth with earth.

Posted: Sat Nov 10, 2007 10:54 pm
by Nysan
Tobias wrote:hmm. For now I'd keep the idea pinned down to the four core elementsl fire water earth air. Acid aka Caustic would be categorized with air while ice with water. Fire with fire and earth with earth.
Water is ice, thats a given. But, please explain your acid is air reasoning beyond it is easier than restricting fly/levitate. I'm curious...

Posted: Sat Nov 10, 2007 11:43 pm
by Aegir
Actually, associations in D&D usually work like this:

Fire: Duh
Water: Ice
Earth: Acid
Air: Electricity

Its only semi-relevant I know, but figured I'd toss it in. Personally, I think adding some form of elemental specialization to FK would work better not as a wizard school, but as cleric domains based on elemental deities. A wizard can effectively specialize in elements by becoming a conjurer or Evoker, and simply choosing to not use the spells associated with his opposite element (or do, and simply be an elementalist, instead of an elemental specialist).

Posted: Sun Nov 11, 2007 12:10 am
by Alvirin
Actually in D&D exist feats that grants a bonus to the DC check of spells which share the same descriptor that the feat.

Posted: Sun Nov 11, 2007 12:50 am
by Tobias
Actually alot of the elemental based spells are mostly Invoker or Conjuration school Which means being an invoker or conjurer you get cut off from 50% of the chosen elements type of spell. Being a mage you can act that but then your cut low on how effective you are with them. I remember playing wizard specializations like that on 2nd ed my first wizard >.>

Posted: Sun Nov 11, 2007 3:05 am
by Nysan
Aegir wrote:Actually, associations in D&D usually work like this:

Fire: Duh
Water: Ice
Earth: Acid
Air: Electricity

Its only semi-relevant I know, but figured I'd toss it in. Personally, I think adding some form of elemental specialization to FK would work better not as a wizard school, but as cleric domains based on elemental deities. A wizard can effectively specialize in elements by becoming a conjurer or Evoker, and simply choosing to not use the spells associated with his opposite element (or do, and simply be an elementalist, instead of an elemental specialist).
Saddly, my many attempts to mainstream any of the elemental faiths with their own coded clergy, faith gear (beyond the simple shops in the temples), and the like has been shot down at every turn. (well, it was mainly a water temple driven goal but branched to the other three.) Perhaps interest beyond my own might change a few admin minds.