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wizard [2013/06/22 01:53] – [Necromancy] archmagewizard [2016/07/22 20:40] (current) – [Enchantment] archmage
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 <php>echo "<b><font color=\"#FFC671\">Arcane Bond (Ex):</font></b>";</php> At 1st level, wizards form a powerful bond with an object or a creature. The wizard selects one of the following abilities:  <php>echo "<b><font color=\"#FFC671\">Arcane Bond (Ex):</font></b>";</php> At 1st level, wizards form a powerful bond with an object or a creature. The wizard selects one of the following abilities: 
-  * <php>echo "<i><font color=\"#BDDEFF\">Familiar:</font></i>";</php> A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magical endeavors. Rules for familiars appear on the familiars page of the wiki.+  * <php>echo "<i><font color=\"#BDDEFF\">Familiar:</font></i>";</php> A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magical endeavors. Rules for familiars appear on the [[Familiars|Familiars]] page of the wiki.
   * <php>echo "<i><font color=\"#BDDEFF\">Bonded Object:</font></i>";</php> Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects always possess the masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a Concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school). A wizard can add additional magic abilities to his bonded object as if he has the required crafting feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.   * <php>echo "<i><font color=\"#BDDEFF\">Bonded Object:</font></i>";</php> Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects always possess the masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a Concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school). A wizard can add additional magic abilities to his bonded object as if he has the required crafting feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
  
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 <php>echo "<b><font color=\"#FFC671\">School Powers:</font></b>";</php> Your focus in divination magic grants you special abilities, which are detailed below.\\ <php>echo "<b><font color=\"#FFC671\">School Powers:</font></b>";</php> Your focus in divination magic grants you special abilities, which are detailed below.\\
 <php>echo "<i><font color=\"#BDDEFF\">Diviner’s Insight (Sp):</font></i>";</php> At 4th level, as an immediate action you can grant yourself an insight bonus on all attack rolls, skill checks, ability checks, and saving throws equal to ½ your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.\\ <php>echo "<i><font color=\"#BDDEFF\">Diviner’s Insight (Sp):</font></i>";</php> At 4th level, as an immediate action you can grant yourself an insight bonus on all attack rolls, skill checks, ability checks, and saving throws equal to ½ your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.\\
-<php>echo "<i><font color=\"#BDDEFF\">Scrying Adept (Su):</font></i>";</php> At 12th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.\\ +<php>echo "<i><font color=\"#BDDEFF\">Scrying Adept (Su):</font></i>";</php> At 12th level, you are always aware when you are being observed via magic, as if you had a permanent //detect scrying//. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.\\ 
-<php>echo "<i><font color=\"#BDDEFF\">Seer’s Gift (Sp):</font></i>";</php> At 20th level, you can use clairaudience/clairvoyance and scrying at will as spell-like abilities with a caster level equal to your wizard level, but they require concentration to maintain and their effects last only for as long as you concentrate.+<php>echo "<i><font color=\"#BDDEFF\">Seer’s Gift (Sp):</font></i>";</php> At 20th level, you can use //clairaudience/clairvoyance// and //scrying// at will as spell-like abilities with a caster level equal to your wizard level, but they require concentration to maintain and their effects last only for as long as you concentrate.
  
 ==== Enchantment ==== ==== Enchantment ====
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 <php>echo "<i><font color=\"#BDDEFF\">Extended Enchantment (Ex):</font></i>";</php> At 4th level, whenever you cast a spell from the enchantment school you may treat it as if it were enhanced by the Extend Spell metamagic feat. This enhancement does not affect the spell’s level. This ability cannot be used to extend a spell with a duration of concentration, instantaneous, or permanent. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.\\ <php>echo "<i><font color=\"#BDDEFF\">Extended Enchantment (Ex):</font></i>";</php> At 4th level, whenever you cast a spell from the enchantment school you may treat it as if it were enhanced by the Extend Spell metamagic feat. This enhancement does not affect the spell’s level. This ability cannot be used to extend a spell with a duration of concentration, instantaneous, or permanent. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.\\
 <php>echo "<i><font color=\"#BDDEFF\">Mental Assault (Ex):</font></i>";</php> At 12th level, whenever a creature successfully saves against one of your mind-affecting enchantment spells, they suffer a -2 penalty on saves against mind-affecting spells and abilities for 1 minute. If a creature successfully saves against another one of your mind-affecting enchantment spells while under the effects of this ability, they must succeed at a Will saving throw (using the same DC as the spell they just saved against) or be dazed for 1 round.\\ <php>echo "<i><font color=\"#BDDEFF\">Mental Assault (Ex):</font></i>";</php> At 12th level, whenever a creature successfully saves against one of your mind-affecting enchantment spells, they suffer a -2 penalty on saves against mind-affecting spells and abilities for 1 minute. If a creature successfully saves against another one of your mind-affecting enchantment spells while under the effects of this ability, they must succeed at a Will saving throw (using the same DC as the spell they just saved against) or be dazed for 1 round.\\
-<php>echo "<i><font color=\"#BDDEFF\">Beguiling Presence (Su):</font></i>";</php> At 20th level, you gain a +4 bonus on saves made against mind-affecting abilities, and whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning. +<php>echo "<i><font color=\"#BDDEFF\">Beguiling Presence (Su):</font></i>";</php> At 20th level, you gain a +4 bonus on saves made against mind-affecting abilities, and whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per //spell turning//. In addition, whenever you engage in social interaction with a creature for at least 1 minute, you may subject them a Will saving throw (DC equal to 10 + ½ your wizard level + your Intelligence modifier). On a failed save, the creature is treated as being under the effects of a //charm monster// spell cast by you, except with a duration of 4 hours.
-In addition, whenever you engage in social interaction with a creature for at least 1 minute, you may subject them a Will saving throw (DC equal to 10 + ½ your wizard level + your Intelligence modifier). On a failed save, the creature is treated as being under the effects of a charm monster spell cast by you, except with a duration of 4 hours.+
  
 ==== Evocation ==== ==== Evocation ====
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 <php>echo "<b><font color=\"#FFC671\">School Powers:</font></b>";</php> Your focus in evocation magic grants you special abilities, which are detailed below.\\ <php>echo "<b><font color=\"#FFC671\">School Powers:</font></b>";</php> Your focus in evocation magic grants you special abilities, which are detailed below.\\
 <php>echo "<i><font color=\"#BDDEFF\">Versatile Evocation (Su):</font></i>";</php> At 4th level, when you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other three energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to DM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.\\ <php>echo "<i><font color=\"#BDDEFF\">Versatile Evocation (Su):</font></i>";</php> At 4th level, when you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other three energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to DM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.\\
-<php>echo "<i><font color=\"#BDDEFF\">Force Barrage (Ex):</font></i>";</php> At 12th level, as a standard action you can expend a prepared spell slot to unleash a flurry of force missiles that automatically strike your foes. This ability is treated in all ways as per the magic missile spell, except that the amount of missiles fired is equal to the level of the consumed spell slot, and each missile deals 1d6+1 force damage. This ability is treated as an evocation (force) effect with a spell level equal to the level of the consumed spell slot.+<php>echo "<i><font color=\"#BDDEFF\">Force Barrage (Ex):</font></i>";</php> At 12th level, as a standard action you can expend a prepared spell slot to unleash a flurry of force missiles that automatically strike your foes. This ability is treated in all ways as per the //magic missile// spell, except that the amount of missiles fired is equal to the level of the consumed spell slot, and each missile deals 1d6+1 force damage. This ability is treated as an evocation (force) effect with a spell level equal to the level of the consumed spell slot.
 Additionally, whenever you cast an evocation (force) spell, you gain a +4 bonus on caster level checks to overcome spell resistance.\\ Additionally, whenever you cast an evocation (force) spell, you gain a +4 bonus on caster level checks to overcome spell resistance.\\
 <php>echo "<i><font color=\"#BDDEFF\">Piercing Energy (Ex):</font></i>";</php> At 20th level, any energy spells that you cast can ignore some or all of a target’s resistance to energy. When casting an evocation spell with an energy descriptor, every creature affected by the spell is treated as if its resistance to the spell’s energy type was 15 points lower, to a minimum of 0. (This lowered resistance applies only for the purposes of this spell; other effects with the same energy descriptor must get through the creature’s normal resistance.) This ability does not give the affected spell any ability to affect creatures with immunity to the spell’s energy type, nor does the affected spell have any additional effect on creatures that do not have resistance to energy. Additionally, whenever you roll a caster level check to overcome spell resistance when casting an evocation spell, you may roll twice and taker the higher result. <php>echo "<i><font color=\"#BDDEFF\">Piercing Energy (Ex):</font></i>";</php> At 20th level, any energy spells that you cast can ignore some or all of a target’s resistance to energy. When casting an evocation spell with an energy descriptor, every creature affected by the spell is treated as if its resistance to the spell’s energy type was 15 points lower, to a minimum of 0. (This lowered resistance applies only for the purposes of this spell; other effects with the same energy descriptor must get through the creature’s normal resistance.) This ability does not give the affected spell any ability to affect creatures with immunity to the spell’s energy type, nor does the affected spell have any additional effect on creatures that do not have resistance to energy. Additionally, whenever you roll a caster level check to overcome spell resistance when casting an evocation spell, you may roll twice and taker the higher result.
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 <php>echo "<b><font color=\"#FFC671\">School Arcana:</font></b>";</php> You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells.\\ <php>echo "<b><font color=\"#FFC671\">School Arcana:</font></b>";</php> You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells.\\
 <php>echo "<b><font color=\"#FFC671\">School Powers:</font></b>";</php> Your focus in transmutation magic grants you special abilities, which are detailed below.\\ <php>echo "<b><font color=\"#FFC671\">School Powers:</font></b>";</php> Your focus in transmutation magic grants you special abilities, which are detailed below.\\
-<php>echo "<i><font color=\"#BDDEFF\">Transmutable Memory (Ex):</font></i>";</php> At 4th level, you can alter some of your prepared spells in a short amount of time. Once per day, you can give up a number of prepared spell levels (up to a maximum total equal to half your class level) and prepare different spells in their place, as long as the number of newly prepared spell levels is equal to or less than the number of spell levels given up (0-level spells don’t count). For example, a 12th-level transmuter who uses this variant can lose two 1st- level spells and two 2nd-level spells from memory (a total of six spell levels, half the character’s class level) and prepare two 3rd- level spells. +<php>echo "<i><font color=\"#BDDEFF\">Transmutable Memory (Ex):</font></i>";</php> At 4th level, you can alter some of your prepared spells in a short amount of time. Once per day, you can give up a number of prepared spell levels (up to a maximum total equal to half your class level) and prepare different spells in their place, as long as the number of newly prepared spell levels is equal to or less than the number of spell levels given up (0-level spells don’t count). For example, a 12th-level transmuter who uses this variant can lose two 1st- level spells and two 2nd-level spells from memory (a total of six spell levels, half the character’s class level) and prepare two 3rd- level spells. Using this ability requires a number of minutes of concentration equal to the number of spell levels given up. If your concentration is broken during this time, all spells to be lost are gone and no spells are gained in their place.\\
-Using this ability requires a number of minutes of concentration equal to the number of spell levels given up. If your concentration is broken during this time, all spells to be lost are gone and no spells are gained in their place.\\+
 <php>echo "<i><font color=\"#BDDEFF\">Change Shape (Sp):</font></i>";</php> At 12th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like the //polymorph// spell.\\ <php>echo "<i><font color=\"#BDDEFF\">Change Shape (Sp):</font></i>";</php> At 12th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like the //polymorph// spell.\\
-<php>echo "<i><font color=\"#BDDEFF\">Mutable Form (Su):</font></i>";</php> At 20th level, you gain DR 3/- and are considered to be constantly under the effects of one of the following spells: //alter self//, //enlarge person//, //expeditious retreat//, //reduce person//, //spider climb//, or //water breathing//. Switching between these effects is a swift action. In addition, you are immune to any spell or ability that would alter your physical form against your will (such as the //baleful polymorph// or flesh to stone spells).+<php>echo "<i><font color=\"#BDDEFF\">Mutable Form (Su):</font></i>";</php> At 20th level, you gain DR 3/- and are considered to be constantly under the effects of one of the following spells: //alter self//, //enlarge person//, //expeditious retreat//, //reduce person//, //spider climb//, or //water breathing//. Switching between these effects is a swift action. In addition, you are immune to any spell or ability that would alter your physical form against your will (such as the //baleful polymorph// or //flesh to stone// spells).
  
 ==== Universal ==== ==== Universal ====
wizard.1371891188.txt.gz · Last modified: 2013/06/22 01:53 by archmage