Archive:D20r:Wizard

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(Archmage Conjectures)
(Archmage Conjectures)
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*'''Boomerang:''' When casting a spell that makes a ranged touch attack and the attack roll fails, you may attempt a second ranged touch attack at -5.
*'''Boomerang:''' When casting a spell that makes a ranged touch attack and the attack roll fails, you may attempt a second ranged touch attack at -5.
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*'''Blinding:''' Creatures affected by your [Radiant] spells as they are cast must make a Fortitude save or be blinded for 1d3 rounds.
*'''Broad:''' When casting a spell with a radius area of effect, add up to 5' radius per two levels of the spell to the spell's effective area.
*'''Broad:''' When casting a spell with a radius area of effect, add up to 5' radius per two levels of the spell to the spell's effective area.
*'''Dimension Hop:''' When casting a spell with an area of effect, you may teleport to any square within that spell's area of effect as long as you also have line of sight to your destination. Your teleportation takes place after you cast the spell, so you avoid any of the spell's effects (unless you were initially within the spell's area).
*'''Dimension Hop:''' When casting a spell with an area of effect, you may teleport to any square within that spell's area of effect as long as you also have line of sight to your destination. Your teleportation takes place after you cast the spell, so you avoid any of the spell's effects (unless you were initially within the spell's area).
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*'''Far Hand of Meskan:''' When casting a spell, add 5' multiplied by your caster level to the spell's maximum range.
*'''Far Hand of Meskan:''' When casting a spell, add 5' multiplied by your caster level to the spell's maximum range.
*'''Forceful Hand of Meskan:''' When casting a spell, you may move any affected targets up to 5' per two levels of the spell, rounded down (so that a fifth level spell would let you move affected targets up to 10').
*'''Forceful Hand of Meskan:''' When casting a spell, you may move any affected targets up to 5' per two levels of the spell, rounded down (so that a fifth level spell would let you move affected targets up to 10').
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*'''Freezing:''' Creatures affected by your [Cold] spells as they are cast must make a Fortitude save or be immobilized for one round.
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*'''Igniting:''' Creatures affected by your [Fire ] spells as they are cast must make an additional Reflex save or catch on fire.
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*'''Impeding:''' Creatures affected by your [Entropic] spells as they are cast must make an additional Will save or be ''slowed'' for one round.
*'''Intensify:''' Add +1 damage per die to any [Acid, Cold, Electricity, Fire, or Sonic] spell you cast.
*'''Intensify:''' Add +1 damage per die to any [Acid, Cold, Electricity, Fire, or Sonic] spell you cast.
*'''Lingering:''' When casting a non-instantaneous spell, increase the duration of the spell by 50%.
*'''Lingering:''' When casting a non-instantaneous spell, increase the duration of the spell by 50%.
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*'''Spellchanneling:''' When casting a touch-range spell, you may instead channel the spell into a weapon you are holding. If you do so, you make the spell's attack roll against your target's full armor class instead of their touch armor class. Successfully striking your opponent deals weapon damage (modified by any feats or abilities you may possess) as well as causes them to be affected by the spell.
*'''Spellchanneling:''' When casting a touch-range spell, you may instead channel the spell into a weapon you are holding. If you do so, you make the spell's attack roll against your target's full armor class instead of their touch armor class. Successfully striking your opponent deals weapon damage (modified by any feats or abilities you may possess) as well as causes them to be affected by the spell.
*'''Strong Ray:''' When casting a ray spell, you may alter its shape to a line, using the maximum range of the ray as the length of the line. If the spell does not offer a saving throw, it gains a Reflex save to negate the spell.
*'''Strong Ray:''' When casting a ray spell, you may alter its shape to a line, using the maximum range of the ray as the length of the line. If the spell does not offer a saving throw, it gains a Reflex save to negate the spell.
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*'''Thundering:''' Creatures affected by your [Sonic] spells as they are cast must make a Fortitude save or be stunned for one round.
*'''Transdimensional Magic:''' Your spells have full normal effect on incorporeal creatures, ethereal (or similarly out-of-phase) creatures, and creatures within an extradimensional space in the spell's area.
*'''Transdimensional Magic:''' Your spells have full normal effect on incorporeal creatures, ethereal (or similarly out-of-phase) creatures, and creatures within an extradimensional space in the spell's area.

Revision as of 02:22, 17 June 2011

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