
Dungeon & Dragons Campaign: Conjurer #5 Riding Hippogriffs
https://www.twitch.tv/dirtydungeon
https://twitter.com/CaptainJack4565
Tayo (Our Grey Elf Conjurer) and Me (The Dungeon Master) endeavor on a solo adventure.
The campaign is set in 2nd edition AD&D with some homebrew. If you are not familiar with this kind of D&D give it a chance or if you are unsure about any rules leave a question in the comments. It is of note that I will mess up from time to time so go easy me. Also of note is that my campaigns tend to focus on roleplay over things like power gaming. My hope with the Solo stories campaigns is to build a strong story experience for the viewer. Finally thanks for watching!
Wizard?:
A wizard who concentrates his effort in a single school of magic is called a specialist. There are specialists in each type of magic, although some are extremely rare. Not all specialists are well-suited to adventuring--the diviner's spells are limited and not generally useful in dangerous situations. On the other hand, player characters might want to consult an NPC diviner before starting an adventure.
Specialist wizards have advantages and disadvantages when compared to mages. Their chance to know spells of their school of magic is greatly increased, but the intensive study results in a smaller chance to know spells outside their school. The number of spells they can cast increases, but they lose the ability to cast spells of the school in opposition to their specialty (opposite it in the diagram). Their ability to research and create new spells within their specialty is increased, but the initial selection of spells in their school may be quite limited. All in all, players must consider the advantages and disadvantages carefully.
Minimum Ability Score lists the ability minimums needed to study intensively in that school. All schools require at least the minimum Intelligence demanded of a mage and an additional prime requisite, as listed.
Opposition School(s) always includes the school directly opposite the character's school of study in the diagram. In addition, the schools to either side of this one may also be disallowed due to the nature of the character's school. For example, an invoker/evoker cannot learn enchantment/charm or conjuration/summoning spells and cannot use magical items that duplicate spells from these schools.
Being a specialist does have significant advantages to balance the trade-offs the character must make. These are listed here:
A specialist gains one additional spell per spell level, provided the additional spell is taken in the specialist's school. Thus, a 1st-level illusionist could have two spells--one being any spell he knows and the other limited to spells of the illusion school.
Because specialists have an enhanced understanding of spells within their school, they receive a +1 bonus when making saving throws against those spells when cast by other wizards. Likewise, other characters suffer a -1 penalty when making saving throws against a specialist casting spells within his school. Both of these modifiers can be in effect at the same time--for example, when an enchanter casts an enchantment spell at another enchanter, the modifiers cancel each other out.
Specialists receive a bonus of +15% when learning spells from their school and a penalty of -15% when learning spells from other schools. The bonus or penalty is applied to the percentile dice roll the player must make when the character tries to learn a new spell (see Table 4).
Whenever a specialist reaches a new spell level, he automatically gains one spell of his school to add to his spell books. This spell can be selected by the DM or he can allow the player to pick. No roll for learning the spell need be made. It is assumed that the character has discovered this new spell during the course of his research and study.
When a specialist wizard attempts to create a new spell (using the rules given in the DMG), the DM should count the new spell as one level less (for determining the difficulty) if the spell falls within the school of the specialist. An enchanter attempting to create a new enchantment spell would have an easier time of it than an illusionist attempting to do the same.
Tags:
Dungeons and Dragons,elf,wizard,conjurer,Dungeon Master,D&D,Fantasy,2nd edition,campaign,homebrew,solo,solo d&d,dragons,dungeons,grey elf,magic,spells,goblins,halflings,2e,roleplay,rollplay,level,dungeons & dragons,grey elves,conjuration,Conjuration,summoning,specialist wizard,schools of magic,D&D Magic,D&D Magic,d&d magic items,advanced dungeons & dragons,d&d campaign,D&D worldbuilding,D&D spellcaster,D&D summoning,d&d summoning ritual,grey elf race,elves,elf spell caster, summoner, summoning wizard, summoning caster, Dungeons and Dragons fun, Roleplaying dungeons and dragons, dmg, Dming, player character wizard, AD&D campaign,2nd edition D&D, 3rd level spells,
Other Videos By Dirty Dungeon
Other Statistics
The Specialists Statistics For Dirty Dungeon
Dirty Dungeon presently has 274 views for The Specialists across 7 videos, and about 14 hours worth of The Specialists videos were uploaded to his channel. This is 1.92% of the total watchable video on Dirty Dungeon's YouTube channel.