WIZARD - ELEMENTALIST Hyperspecialist Kit Description: It has been stated that Aeromancers, Geomancers, Hydromancers, and Pyromancers are generally considered at least borderline fanatics regarding their chosen element. Even among those wizards, however, there stand out those devoted (or insane, or both) fanatics among fanatics, and those are the Hyperspecialists. They not only believe in the exclusive primacy of their chosen field among the provinces of elemental magic, but over all magic. A Hyperspecialist devotes him- or herself mind, body, and soul to the practice of his or her chosen elemental magic and only that magic! A Hyperspecialist eschews other magic as irrelevant and pointless in the face of the clear superiority and glorious purity of their elemental mastery, and can be very dangerous individuals for others (particularly other wizards) to deal with, both because of their great power within their field and also because of their generally temperamental and hot-tempered personalities. The entire concept of the Hyperspecialist is considered very 'out there' by other wizards, even other Elementalists, and most give Hyperspecialists a wide berth whenever possible. The Hyperspecialist is in effect a 'sub-kit' that can be overlaid on any of the four elemental specialist kits. The information given below applies equally to any of the four when taken to the Hyperspecialist extreme. Restrictions: As a standard Elementalist of the base kit type (Aero-, Geo-, Hydro-, or Pyromancer). In addition to the ability score requirements for their particular specialty, all Hyperspecialists must have scores of at least 15 in Intelligence, Wisdom, and Constitution. Weapon Proficiencies: As a standard Elementalist of the base kit type (Aero-, Geo-, Hydro-, or Pyromancer). Special Benefits: Hyperspecialists gain all of the benefits of an Elementalist of the appropriate elemental specialist type (save that they do not gain the normal bonus when learning spells of their element, substituting instead their Elemental Spellcraft ability described below), with the following modifications: Elemental Defense: A Hyperspecialist an additional +2 saving throw bonus over and above those normally gained vs. his or her chosen element and suffers only half damage (or half duration of effects) from attacks of his or her element. In addition, a Hyperspecialist of 10th level or above can use his or her mastery of elemental forces to avoid harm from his or her chosen element once per day for a number of rounds equal to half his or her level, essentially ignoring elemental effects and objects as if they did not exist and allowing a Hyperspecialist to survive even on the Elemental Plane of the appropriate type. This power could enable a Geomancer to walk through stone or ignore metal weapons, a Pyromancer to ignore red dragon breath, and so on. Note that this power can be invoked only once per day regardless of how many rounds it is maintained. Upon reaching 20th level, this ability becomes usable as often and for as long as the Hyperspecialist desires; hence, unless surprised or asleep a high-level Hyperspecialist essentially cannot be harmed by his or her chosen element. This power is activated by force of will, precluding spellcasting during the round of initiation, but it does not interfere with spellcasting or other activities while it is being maintained. This ability is 'reflexive' to a certain extent; that is, a Hyperspecialist can elect to abandon another action during the round if he or she is suddenly struck with an elemental attack of his or her type, in order to use this power to avoid harm. Elemental Mastery: A Hyperspecialist's elemental spells take effect as if he or she was 2 levels higher than his or her actual level. In addition to this, every time a Hyperspecialist casts an elemental spell, he or she can modify its effects in one of the following ways. The caster can choose one of these modifications for every ten levels of experience (rounding up), but no modification may be chosen more than twice (e.g., range, duration, damage, or area of effect can never be increased by more than 50%): - Increase range by 25% - Increase duration by 25% - Increase damage by 25% - Increase area of effect (radius or number of targets) by 25% - Reduce casting time by 1 per 2 levels of experience (round down), to a minimum of 0 - Omit one component (verbal, somatic, or material) from spellcasting A Hyperspecialist never needs to concentrate to control a summoned elemental or elemental creature, and such a creature will never turn on him or her. Elemental Spellcraft: A Hyperspecialist is automatically able to recognize the words of magic, regardless of the type of magical writing, of spells of his or her element. Hyperspecialists do not use or need the read magic spell, having a chance equal to their base Chance to Know Spell percentage, plus 1% per level of experience, to be able to read, recognize (either in written form or when such a spell is cast), and understand any magical spell, item command word, scroll spell, or other magical writing relevant to their school. This percentage also applies as a chance to recognize magical items, once their dweomer has been detected, as being empowered with their chosen element. Unlike other wizards, Hyperspecialists can attempt to learn spells that they could not previously understand each time they are trained (e.g., if a Pyromancer Hyperspecialist had previously failed to learn fireball and then trained up to 7th level, he or she could attempt to learn fireball again using his or her current Chance to Know Spell, adjusted for level). When researching spells of his or her school, a Hyperspecialist treats them as if they were two levels lower than their actual level (a net result of 0 or less should be treated as 1/2) for determining cost, success, etc., and in any event research requires only half the usual amount of time. Special Hindrances: Hyperspecialists are considered at least slightly mentally imbalanced by others, particularly other wizards, and they suffer a -3 reaction penalty with other wizards (reduced to -2 for Elementalists and -1 for specialists in their chosen element). Common folk see them as little different from other wizards, but the fanatic gleam that burns in their eyes does tend to put them off a bit, imposing a -1 reaction penalty with non-wizards of all types. A much larger hindrance, however, is the fact that other than the Realm of Universal Magic and the spells contained therein, a Hyperspecialist is incapable of using any spell that is not associated with their chosen element. He or she also cannot use magical items of that draw upon magical powers not associated with their element (in the case of multi-function items, such as a staff of power or helm of brilliance, they may use only those powers that are aligned with their element). Exceptions to this rule include protective magical items without special abilities, such as rings and cloaks of protection and bracers of defense), rings of wizardry, pearls of power, Zagyg's spell component case, robes of the arch-magi, magical books, tomes, manuals, and librams, protection scrolls, potions, and magical weapons (of appropriate types) with no special functions or powers. All other magical items will be shunned. In addition to the above, the intimate connection of Hyperspecialists with the elemental forces he or she studies renders them somewhat more vulnerable to certain forms of damage, as noted below: Aeromancer -2 to saves vs. fire Geomancer -2 to saves vs. acid Hydromancer -2 to saves vs. electricity Pyromancer -2 to saves vs. water & cold Hyperspecialists naturally share all of the Special Hindrances of other elemental specialists of their type, though if anything the elemental 'energy signature' of their spellcasting is even more pronounced, usually surrounding a hyperspecialist with an aura of blue-white (air), brown-gold (earth), red-orange (fire), or blue-green (water) light of a brightness that reflects the power of the spell being invoked. Bonus Proficiencies: As a standard Elementalist of the base kit type (Aero-, Geo-, Hydro-, or Pyromancer) Required Proficiencies: Reading/Writing, Spellcraft Preferred Proficiencies: As a standard Elementalist of the base kit type (Aero- , Geo-, Hydro-, or Pyromancer) ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >