Archive:D20r:Wizard

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==Conjectures==
==Conjectures==
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Activating a conjecture is a swift action and remains until you activate another conjecture. You may only have one conjecture active at a time.
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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.
===Neophyte Conjectures===
===Neophyte Conjectures===
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*+Xd6 [energy] damage
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*+X' range
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*+X' AoE
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*Hits ethereal
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*Turn ray into burst/line/cone/sphere
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*+X DC to Spellcraft to ID/vs counter
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===Acolyte Conjectures===
===Acolyte Conjectures===
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*+status effect (''slow'' for one round, immobilize, etc)
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*+X% duration
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*+X lingering damage
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*+X damage per die
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*+Xd6 damage cap
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*Adds combat maneuver
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===Magus Conjectures===
===Magus Conjectures===
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*Chaining
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*+X DC
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*+X vs SR
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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.
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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.
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*'''Bolstered:''' When casting a spell using this conjecture, increase its saving throw DC by 1.
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*'''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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*'''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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*'''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.
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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.
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*'''Flicker:''' When using this conjecture, all of your movement is teleportation.
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*'''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.
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*'''Intensify:''' Add +1 damage per die to any [Acid, Cold, Electricity, Fire, or Sonic] spell you cast.
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*'''Lingering:''' When casting a non-instantaneous spell, increase the duration of the spell by 50%.
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*'''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).
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*'''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.
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*'''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.
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*'''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.
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*'''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.
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*'''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).
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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.
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*'''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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*'''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.
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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.
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*'''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==

Current revision as of 16:17, 9 November 2011

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