Archive:D20r:Wizard

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(Conjectures)
 
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{|border=1px
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{|class="bordered zebra header class"
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!Level !!BAB !!Fort !!Ref !!Will !!Special !!0th !!1st !!2nd !!3rd !!4th !!5th !!6th !!7th !!8th !!9th !!10th
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!Level !!BAB !!Fort !!Ref !!Will !!Special !!1st !!2nd !!3rd !!4th !!5th !!6th !!7th !!8th !!9th !!10th
|-
|-
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|'''1st''' || +0 || +0 || +0 || +2 || Academic Training, Elective || 5 || 3 || - || - || - || - || - || - || - || - || -
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|'''1st''' || +0 || +0 || +0 || +2 || Cantrips, Conjecture (Neophyte) || 3 || - || - || - || - || - || - || - || - || -
|-
|-
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|'''2nd''' || +1 || +0 || +0 || +3 || Arcane Thesis || 6 || 4 || - || - || - || - || - || - || - || - || -
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|'''2nd''' || +1 || +0 || +0 || +3 || Arcane Thesis|| 4 || - || - || - || - || - || - || - || - || -
|-
|-
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|'''3rd''' || +1 || +1 || +1 || +3 || - || 7 || 4 || 3 || - || - || - || - || - || - || - || -
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|'''3rd''' || +1 || +1 || +1 || +3 || - || 4 || 3 || - || - || - || - || - || - || - || -
|-
|-
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|'''4th''' || +2 || +1 || +1 || +4 || Eternal Magic, Elective || 8 || 5+1 || 4 || - || - || - || - || - || - || - || -
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|'''4th''' || +2 || +1 || +1 || +4 || Eternal Magic, Conjecture (Neophyte) || 5 || 4 || - || - || - || - || - || - || - || -
|-
|-
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|'''5th''' || +2 || +1 || +1 || +4 || Arcane Thesis || 9 || 5+1 || 4 || 3 || - || - || - || - || - || - || -
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|'''5th''' || +2 || +1 || +1 || +4 || Arcane Thesis || 5 || 4 || 3 || - || - || - || - || - || - || -
|-
|-
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|'''6th''' || +3 || +2 || +2 || +5 || - || 10 || 5+1 || 5 || 4 || - || - || - || - || - || - || -
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|'''6th''' || +3 || +2 || +2 || +5 || - || 5 || 5 || 4 || - || - || - || - || - || - || -
|-
|-
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|'''7th''' || +3 || +2 || +2 || +5 || Elective || 12 || 6+1 || 5 || 4 || 3 || - || - || - || - || - || -
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|'''7th''' || +3 || +2 || +2 || +5 || Conjecture (Acolyte) || 6 || 5 || 4 || 3 || - || - || - || - || - || -
|-
|-
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|'''8th''' || +4 || +2 || +2 || +6 || Arcane Thesis || 14 || 6+1 || 5+1 || 5 || 4 || - || - || - || - || - || -
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|'''8th''' || +4 || +2 || +2 || +6 || Arcane Thesis || 6 || 5 || 5 || 4 || - || - || - || - || - || -
|-
|-
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|'''9th''' || +4 || +3 || +3 || +6 || - || 16 || 6+1 || 6+1 || 5 || 4 || 3 || - || - || - || - || -
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|'''9th''' || +4 || +3 || +3 || +6 || - || 6 || 6 || 5 || 4 || 3 || - || - || - || - || -
|-
|-
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|'''10th''' || +5 || +3 || +3 || +7 || Elective || 18 || 6+1 || 6+1 || 5 || 5 || 4 || - || - || - || - || -
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|'''10th''' || +5 || +3 || +3 || +7 || Conjecture (Acolyte) || 6 || 6 || 5 || 5 || 4 || - || - || - || - || -
|-
|-
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|'''11th''' || +5 || +3 || +3 || +7 || Arcane Thesis || 20 || 7+1 || 6+1 || 6 || 5 || 4 || 3 || - || - || - || -
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|'''11th''' || +5 || +3 || +3 || +7 || Arcane Thesis || 7 || 6 || 6 || 5 || 4 || 3 || - || - || - || -
|-
|-
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|'''12th''' || +6/+1 || +4 || +4 || +8 || - || 22 || 7+2 || 6+1 || 6+1 || 5 || 5 || 4 || - || - || - || -
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|'''12th''' || +6/+1 || +4 || +4 || +8 || - || 7 || 6 || 6 || 5 || 5 || 4 || - || - || - || -
|-
|-
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|'''13th''' || +6/+1 || +4 || +4 || +8 || Elective || 25 || 7+2 || 7+1 || 6+1 || 6 || 5 || 4 || 3 || - || - || -
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|'''13th''' || +6/+1 || +4 || +4 || +8 || Conjecture (Magus) || 7 || 7 || 6 || 6 || 5 || 4 || 3 || - || - || -
|-
|-
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|'''14th''' || +7/+2 || +4 || +4 || +9 || Arcane Thesis || 28 || 7+2 || 7+1 || 6+1 || 6 || 5 || 5 || 4 || - || - || -
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|'''14th''' || +7/+2 || +4 || +4 || +9 || Arcane Thesis || 7 || 7 || 6 || 6 || 5 || 5 || 4 || - || - || -
|-
|-
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|'''15th''' || +7/+2 || +5 || +5 || +9 || - || 32 || 7+2 || 7+1 || 7+1 || 6 || 6 || 5 || 4 || 3 || - || -
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|'''15th''' || +7/+2 || +5 || +5 || +9 || - || 7 || 7 || 7 || 6 || 6 || 5 || 4 || 3 || - || -
|-
|-
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|'''16th''' || +8/+3 || +5 || +5 || +10 || Elective || 35 || 7+3 || 7+2 || 7+1 || 6+1 || 6 || 5 || 5 || 4 || - || -
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|'''16th''' || +8/+3 || +5 || +5 || +10 || Conjecture (Magus) || 7 || 7 || 7 || 6 || 6 || 5 || 5 || 4 || - || -
|-
|-
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|'''17th''' || +8/+3 || +5 || +5 || +10 || Arcane Thesis || 38 || 7+3 || 7+2 || 7+1 || 7+1 || 6 || 6 || 5 || 4 || 3 || -
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|'''17th''' || +8/+3 || +5 || +5 || +10 || Arcane Thesis || 7 || 7 || 7 || 7 || 6 || 6 || 5 || 4 || 3 || -
|-
|-
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|'''18th''' || +9/+4 || +6 || +6 || +11 || - || 42 || 7+3 || 7+2 || 7+1 || 7+1 || 6 || 6 || 5 || 5 || 4 || -
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|'''18th''' || +9/+4 || +6 || +6 || +11 || - || 7 || 7 || 7 || 7 || 6 || 6 || 5 || 5 || 4 || -
|-
|-
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|'''19th''' || +9/+4 || +6 || +6 || +11 || Elective || 46 || 7+3 || 7+2 || 7+1 || 7+1 || 7 || 6 || 6 || 5 || 5 || 3
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|'''19th''' || +9/+4 || +6 || +6 || +11 || - || 7 || 7 || 7 || 7 || 7 || 6 || 6 || 5 || 5 || 3
|-
|-
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|'''20th''' || +10/+5 || +6 || +6 || +12 || Arcane Thesis || 50 || 7+4 || 7+3 || 7+2 || 7+1 || 7+1 || 6 || 6 || 6 || 6 || 4
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|'''20th''' || +10/+5 || +6 || +6 || +12 || Arcane Thesis, Conjecture (Archmage) || 7 || 7 || 7 || 7 || 7 || 6 || 6 || 6 || 6 || 4
|}
|}
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'''Prowess:''' A Wizard gains two Prowess per level.
'''Prowess:''' A Wizard gains two Prowess per level.
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'''Skills:''' A Wizard is trained in the Mage and Scribe skill sets and chooses one other.
+
'''Skills:''' A Wizard is trained in the Mage skill set and chooses one other set.
'''Proficiencies:''' Wizards are proficient in all simple weapons, plus any one weapon group of their choice, but not with armor or shields. Armor interferes with their motions, which can cause spells with somatic components to be at risk of failure.
'''Proficiencies:''' Wizards are proficient in all simple weapons, plus any one weapon group of their choice, but not with armor or shields. Armor interferes with their motions, which can cause spells with somatic components to be at risk of failure.
-
'''Academic Training:''' A Wizard's basic academic training typically involves learning from three of the myriad schools of magic. (These are ''not'' to be confused with the eight "schools" - now called ''categories'' - of magic from 3.5). They can cast any spell they've learned from these schools without preparing them ahead of time. Casting these spells requires an Intelligence score of at ''least'' 10+(Spell level). The Difficulty Class for a saving throw against the spell is 10 + The spell level + The Wizard's Intelligence modifier.
+
'''Spellcasting:''' Prepares spells per level every day, casts from those prepared spells spontaneously. See Eternal Magic for +1s.
-
A Wizard casts spells per day by the number slots above (''ignoring the "+X" - see Eternal Magic, below''). They receive bonus spells per day if they have a high Intelligence score (one if their Intelligence modifier is equal to or above the spell level, and an additional one for every four above the modifier needed for the first).
+
''Prepared Spells Per Level''
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{|class="bordered zebra header class"
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!Level !!1st !!2nd !!3rd !!4th !!5th !!6th !!7th !!8th !!9th !!10th
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|-
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|'''1st''' || 2 || - || - || - || - || - || - || - || - || -
 +
|-
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|'''2nd''' || 3 || - || - || - || - || - || - || - || - || -
 +
|-
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|'''3rd''' || 3 || 1 || - || - || - || - || - || - || - || -
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|-
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|'''4th''' || 3+1 || 1 || - || - || - || - || - || - || - || -
 +
|-
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|'''5th''' || 3+1 || 1 || 1 || - || - || - || - || - || - || -
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|-
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|'''6th''' || 3+1 || 2 || 1 || - || - || - || - || - || - || -
 +
|-
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|'''7th''' || 3+1 || 2 || 1 || 1 || - || - || - || - || - || -
 +
|-
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|'''8th''' || 4+1 || 2+1 || 2 || 1 || - || - || - || - || - || -
 +
|-
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|'''9th''' || 4+1 || 2+1 || 2 || 1 || 1 || - || - || - || - || -
 +
|-
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|'''10th''' || 4+1 || 3+1 || 2 || 2 || 1 || - || - || - || - || -
 +
|-
 +
|'''11th''' || 4+1 || 3+1 || 2 || 2 || 1 || 1 || - || - || - || -
 +
|-
 +
|'''12th''' || 4+2 || 3+1 || 3+1 || 2 || 2 || 1 || - || - || - || -
 +
|-
 +
|'''13th''' || 5+2 || 3+1 || 3+1 || 2 || 2 || 1 || 1 || - || - || -
 +
|-
 +
|'''14th''' || 5+2 || 3+1 || 3+1 || 3 || 2 || 2 || 1 || - || - || -
 +
|-
 +
|'''15th''' || 5+2 || 4+1 || 3+1 || 3 || 2 || 2 || 1 || 1 || - || -
 +
|-
 +
|'''16th''' || 5+3 || 4+2 || 3+1 || 3+1 || 3 || 2 || 2 || 1 || - || -
 +
|-
 +
|'''17th''' || 5+3 || 4+2 || 4+1 || 3+1 || 3 || 2 || 2 || 1 || 1 || -
 +
|-
 +
|'''18th''' || 6+3 || 4+2 || 4+1 || 3+1 || 3 || 3 || 2 || 2 || 1 || -
 +
|-
 +
|'''19th''' || 6+3 || 4+2 || 4+1 || 4+1 || 3 || 3 || 2 || 2 || 2 || 1
 +
|-
 +
|'''20th''' || 6+4 || 5+3 || 4+2 || 4+1 || 3+1 || 3 || 3 || 2 || 2 || 1
 +
|}
-
Academic Training also allows spells to be enhanced with Conjectures (see below).
+
'''Cantrips (Sp):''' Know cantrips == INT mod, can cast at will.
-
'''Elective:''' Wizards take most spells from three core schools, but, like most people, like having a ''little'' variety in life. Whenever they gain an elective (at 1st level, 4th level, 7th level, 10th level, etc.), they may take any one Wizard spell from outside their three schools, and learn it as if it were of their three schools. Electives cannot be modified with Conjectures.
+
'''Conjecture:''' Gain a conjecture from the tier listed or less.
'''Arcane Thesis:''' At 2nd level and every three levels afterward, Wizards spend time working on a spell to develop an arcane thesis. The spell is intrinsically modified by the wizard using their own schematics: to do so, a wizard selects one spell they are capable of casting and one option from the list of arcane thesis options. After that point, the chosen spell's effects always include those of the selected thesis. A spell may have more than one thesis applied to it, though few wizards put that much faith in a singular spell.
'''Arcane Thesis:''' At 2nd level and every three levels afterward, Wizards spend time working on a spell to develop an arcane thesis. The spell is intrinsically modified by the wizard using their own schematics: to do so, a wizard selects one spell they are capable of casting and one option from the list of arcane thesis options. After that point, the chosen spell's effects always include those of the selected thesis. A spell may have more than one thesis applied to it, though few wizards put that much faith in a singular spell.
-
'''Eternal Magic:''' As Wizards develop their powers, they begin learning the advantages of having a few specific spells prepared. Eternal Spell slots are prepared with any one spell as a Wizard refreshes their spells. Any spell in an Eternal Slot can be used, in a weakened form, as an at-will power. In a pinch, the Eternal Slot itself can be spent for the day, casting the spell itself - however, doing so offers no particular advantage, and does mean you cannot use the weakened version at-will anymore.
+
'''Eternal Magic:''' As Wizards develop their powers, they begin learning the advantages of having a few specific spells prepared. Eternal Spell slots are prepared with any one spell as a Wizard refreshes their spells. Any spell in an Eternal Slot can be used, in a weakened form, as an at-will power.
==Conjectures==
==Conjectures==
 +
Activating a conjecture is a swift action and remains until you activate another conjecture. You may only have one conjecture active at a time. Conjectures are supernatural effects and as such will deactivate within an ''antimagic field'' or similar zone.
-
Activating a Conjecture is a swift action, and applies the Conjecture's effect to the next spell you cast this turn. Only one Conjecture may be activated at a time.
+
===Neophyte Conjectures===
-
*+X DC
+
===Acolyte Conjectures===
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*+Xd6 [energy] damage
+
 
-
*+status effect (''slow'' for one round, immobilize, etc)
+
===Magus Conjectures===
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*+X lingering damage
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-
*+X damage per die
+
===Archmage Conjectures===
-
*+X' range
+
 
-
*+X' AoE
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-
*Chaining
+
*'''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.
-
*Trap-trigger
+
*'''Blinding:''' Creatures affected by your [Radiant] spells as they are cast must make a Fortitude save or be blinded for 1d3 rounds.
-
*+Xd6 damage cap
+
*'''Bolstered:''' When casting a spell using this conjecture, increase its saving throw DC by 1.
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*+X% duration
+
*'''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.
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*Adds combat maneuver
+
*'''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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*Hits ethereal
+
*'''Elemental:''' When you choose this conjecture, choose one of the following elemental descriptors: [Acid, Cold, Electricity, Entropic, Fire, Radiant, Sonic]. When using this conjecture, add that descriptor to any spell you cast.
-
*+X vs SR
+
*'''Far Hand of Meskan:''' When casting a spell, add 5' multiplied by your caster level to the spell's maximum range.
-
*+X DC to Spellcraft to ID/vs counter
+
*'''Flicker:''' When using this conjecture, all of your movement is teleportation.
-
*Turn ray into burst/line/cone/sphere
+
*'''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').
 +
*'''Freezing:''' Creatures affected by your [Cold] spells as they are cast must make a Fortitude save or be immobilized for one round.
 +
*'''Igniting:''' Creatures affected by your [Fire ] spells as they are cast must make an additional Reflex save or catch on fire.
 +
*'''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.
 +
*'''Lingering:''' When casting a non-instantaneous spell, increase the duration of the spell by 50%.
 +
*'''Piercing:''' when casting a spell using this conjecture, you gain a bonus on caster level checks made to overcome Spell Resistance equal to one-quarter your caster level (minimum +1).
 +
*'''Ray Bursting:''' When casting a ray spell, you may alter its shape to a 30' radius burst. If the spell does not offer a saving throw, it gains a Reflex save to negate the spell.
 +
*'''Ray Coning:''' When casting a ray spell, you may alter its shape to a 30' cone. If the spell does not offer a saving throw, it gains a Reflex save to negate the spell.
 +
*'''Rebounding:''' When casting a spell that chooses a non-Personal target or multiple targets, choose an additional target within half of the spell's range. This additional target is affected by the spell, except for the following: duration, numeric values (such as ''haste'''s speed bonus), and damage are halved.
 +
*'''Shadowcaster:''' When casting a spell, designate a square adjacent to you. You count as being in that square instead of your own when determining if you provoke an attack of opportunity from casting a spell.
 +
*'''Signature:''' Add your Intelligence modifier to Spellcraft DCs to identify your spells, to your caster level when resisting having one of your spells countered, and to your caster level when resisting ''dispel magic'' (and variants).
 +
*'''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..
 +
*'''Tactical Magic:''' After an enemy is affected by a spell altered by this conjecture that requires a saving throw, they are inflicted with a -1 stacking penalty on saving throws against spells using this conjecture until the end of the round. An affected enemy gains the penalty even if they succeed on the saving throw, but not if they ignore the spell via spell resistance.
 +
*'''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.
==Arcane Thesis Possibilities==
==Arcane Thesis Possibilities==
*Any known conjecture
*Any known conjecture
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 +
== Possible Schools Design? ==
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 +
 +
* Analysis: A "meta-school" that ''all'' wizards get automatically - techniques related to seeing/understanding magic around them (Read Magic, Detect Magic, Identify being the iconic three).
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* Air: The manipulation of air and the currents that move it.
 +
* Calling: The summoning/manipulation of extraplanar creatures that are ''not'' elementals.
 +
* Command: Making people do things with magic (that is, compulsion).
 +
* Divination: The seeing of things beyond one's immediate perception (distant viewing, attempting to read the past/future).
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* Elementals: The summoning/manipulation of elementals.
 +
* Emotion: The placement of and manipulation of other's emotions (charm effects, also fear).
 +
* Enhancement: The introduction of foreign energies into living beings to enhance them.
 +
* Fire: The creation of and manipulation of raw burning.
 +
* Force: The manipulation of raw force.
 +
* Frost: The creation of and manipulation of raw cold.
 +
* Imbuing: The placement of foreign energies into objects.
 +
* Life: The arcane manipulation of life - acting to preserve or drain it in various ways.
 +
* Light: The creation, removal, and manipulation of light.
 +
* Necromancy: The creation/manipulation of Undead. (Unlike old, does ''not'' include things that drain life or the like. ONLY manipulation of the dead.)
 +
* Symbols: The placement of runic symbols that, when looked at, have effects.
 +
* Thunder: Thunder, THUNDERCATS, HOOOOOO~! (Couldn't resist.)
 +
* Words: The uttering of single, powerful words.
 +
 +
==Disciplines Concept==
 +
 +
When taking your primary school, you have to forsake a Discipline other than the one your school is in. You cannot learn from schools in your forbidden Discipline, including using tomes penned by those Schools (though tomes of the same spell may be written by two different schools in two different Disciplines).
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 +
===The Disciplines===
 +
'''Alteration:''' Changing the states of things, temporarily but directly
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 +
'''Conjuration:''' Creating or summoning things, bringing things forth temporarily
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 +
'''Divination:''' Foreseeing things and altering the future
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 +
'''Evocation:''' Pure magic with limited structure, magic not confined by effect
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 +
'''Motivation:''' Changing or creating states of mind, prompting such changes in external fashion
 +
 +
'''Preparation:''' Changes a state indefinitely or in a preset fashion, reacts to outside influences
 +
 +
===Example School: Arcane Armory===
 +
'''Evocation'''
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 +
'''Basic Power:''' When you full-cast a single-target spell on yourself or an ally, the recipient of that spell gets a +1 insight bonus to attack rolls, damage rolls and AC for 1 round per level of the spell. Multiple such boons overlap in duration and do not stack.
 +
 +
1st: ''mage armor*, magic weapon, shield*''
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 +
2nd: ''acid arrow*, bear's endurance*, bull's strength*''
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 +
3rd: ''flame arrow*, greater magic weapon, keen edge''
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 +
4th: ''resilient sphere, stoneskin*''
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5th: ''break enchantment, interposing hand''
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6th: ''disintegrate, transformation''
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 +
7th: ''mage's sword''
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 +
8th: ''telekinetic sphere''
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9th: ''mage's disjunction''
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 +
===Example School: Dazzling Display===
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'''Evocation'''
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 +
'''Basic Power:''' Increase the save DC of mind-affecting effects you produce by 1. You get a +1 bonus to Will saves against patterns and figments.
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1st: ''color spray*, hypnotism*, ventriloquism''
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2nd: ''hypnotic pattern*, levitate, pyrotechnics*''
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3rd: ''daylight, major image, stinking cloud*''
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4th: ''rainbow pattern*, shadow conjuration*''
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5th: ''seeming, shadow evocation*''
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6th: ''mislead, veil''
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7th: ''instant summons''
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8th: ''scintillating pattern''
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9th: ''shades''
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===Example School: Dimensional Interpolation===
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'''Alteration'''
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'''Basic Power:'''
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 +
1st: ''enlarge person, expeditious retreat*, reduce person''
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2nd: ''alter self, blur*, obscure object''
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3rd: ''blink*, displacement*, shrink item''
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4th: ''dimension door*, mass reduce person''
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5th: ''secret chest, wall of force*''
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6th: ''move earth, repulsion''
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7th: ''phase door''
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8th: ''maze''
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9th: ''etherealness''
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===Example School: Immersion Alchemy===
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'''Conjuration'''
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 +
'''Basic Power:''' +1 acid intensity.
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1st: ''floating disk, grease*, obscuring mist*''
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2nd: ''acid arrow*, invisibility*, web''
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3rd: ''gentle repose, stinking cloud, water breathing''
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4th: ''contagion*, minor creation''
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5th: ''cloudkill, mind fog''
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6th: ''acid fog, flesh to stone''
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7th: ''statue''
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8th: ''horrid wilting''
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9th: ''foresight''
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===Example School: Necromantic Orchestration===
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'''Motivation'''
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'''Basic Power:'''
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1st: ''cause fear*, detect undead, unseen servant''
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2nd: ''command undead, daze monster*, scare*''
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3rd: ''deep slumber, halt undead*, ray of exhaustion*''
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4th: ''animate dead*, crushing despair''
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5th: ''magic jar, waves of fatigue*''
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6th: ''create undead, undeath to death''
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7th: ''control undead''
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8th: ''create greater undead''
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9th: ''weird''
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===Example School: Phantasmal Induction===
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'''Conjuration'''
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'''Basic Power:'''
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1st: ''animate rope, floating disk, unseen servant''
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2nd: ''command undead, knock, spectral hand''
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3rd: ''fly*, halt undead*, phantom steed''
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4th: ''animate dead*, confusion*''
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5th: ''mage's faithful hound, telekinesis*''
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6th: ''repulsion, undeath to death''
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7th: ''reverse gravity''
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 +
8th: ''irresistible dance''
 +
 +
9th: ''dominate monster''
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===Example School: Voice of Power===
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'''Motivation'''
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'''Basic Power:''' Increase the save DC of language-dependent and sonic effects you produce by 1. You get a +1 bonus to saves against language-dependent and sonic effects.
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1st: ''charm person*, comprehend languages, ventriloquism''
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2nd: ''daze monster*, hideous laughter*, whispering wind''
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3rd: ''dispel magic*, suggestion, tongues''
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4th: ''charm monster*, shout*''
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5th: ''dominate person*, sending''
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6th: ''greater dispel magic, mass suggestion''
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7th: ''power word blind''
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8th: ''power word stun''
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9th: ''power word kill''
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===Example School: Warding Guardian===
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'''Preparation'''
 +
 +
'''Basic Power:''' +1 deflection bonus to AC per spell level available to you (excluding cantrips).
 +
 +
1st: ''alarm, hold portal, shield*''
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2nd: ''arcane lock, protection from arrows*, phantom trap''
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3rd: ''explosive runes, hold person*, protection from energy*''
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4th: ''fire trap, lesser globe of invulnerability*''
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5th: ''hold monster*, private sanctum''
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6th: ''globe of invulnerability, guards and wards''
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7th: ''spell turning''
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8th: ''symbol of death''
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9th: ''imprisonment''

Current revision as of 16:17, 9 November 2011

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