Toril 2.0 features a very different approach to the Arcane spellcasters - which currently consist of Invokers, Illusionists, Enchanters, Necromancers, and Elementalists. Currently, these are all different classes that, while they share some similarities, all have separate abilities and spell lists. Toril 2.0 will merge all of these classes into one, with many options for specialization.
Wizard is a new class for Toril 2.0. All Arcane casters will start as a Wizard, though they may pick to specialize later. There is one unified Arcane spell list which Wizards can cast from. This spell list includes spells from every school of magic and is quite vast. Wizards may cast from all the schools of magic, and receive bonus Metamagic feats to modify and empower their spells.
Wizards are a highly versatile class and can fill many roles within a group as they have access to the entire Arcane spell list. They can be incredibly powerful, but are very weak in physical combat and depend on the hardier classes for protection while they cast their spells.
Note: All current Mages will b e converted to Wizards, and may then choose a specialization if they so desire.
If desired, a Wizard may choose to specialize in a specific school of magic. The benefits to this include:
- - Greater effectiveness at their chosen school,
- One extra spell slot per circle from their chosen school,
- Access to a limited number of powerful spells from their chosen school
- A special time-limited ability that matches their chosen school.
In return,a specialist must permanently ban two schools of magic from their list. All schools except Divination and Universal may be specialized in, and any two schools may be banned (player's choice) except for Universal and Divination.
After specializing, the Wizard's class will change to that of their specialization. There will be a method for reversing or changing one's specialization which will be detailed later.
The following are the types of specialists available, and a brief synopsis of their chosen focus. More information on the schools of magic can be found in the Magic announcement.
Abjurers - specialists in spells that protect, block, or banish. This is primarily a defensive specialty.
Conjurers - this specialist class focuses on bringing creatures or materials to the caster to aid him or her.
Enchanters - specialists in spells that imbue the recipient with some property or grant the caster power over another creature.
Evokers - these specialists focuses on spells that manipulate energy. This primarily an offensive specialty.
Illusionists - focus on spells that alter perception or manipulate shadow energy.
Necromancers - masters of death and undeath, focusing on spells that manipulate, create, or destroy life.
Transmuters - these specialists focus on spells that transform the target physically or change its properties in a subtle way.
The above outlines a vastly different way of doing things. Rather than having several distinct and highly specialized mage classes, we will now have one primary class that can branch out into one of seven different specialties. All of these classes, however, share the same spell list - although the specialists will have to ban two schools of magic. Note that you do not have to specialize. Some of the benefits of specializing can be obtained via feats (although certainly not all), and the option of remaining a generalist wizard that can cast from every school is a highly viable one.
Its also worth noting that the Arcane spell list is huge, and includes a large amount of rare and uncommon spells to be found in your adventures.
In keeping with the common theme of 2.0, this new system should allow for great variety and the power to customize your character to suit your play style. I look forward to your feedback and constructive criticism.