D20r:Wizard

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Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
1st +0 +0 +0 +2 Arcana, Cantrips, Mastery, Mystery 3 - - - - - - - - -
2nd +1 +0 +0 +3 Esoterica 4 - - - - - - - - -
3rd +1 +1 +1 +3 - 4 2 - - - - - - - -
4th +2 +1 +1 +4 Mystery 4 3 - - - - - - - -
5th +2 +1 +1 +4 Bonus Feat, Esoterica 4 3 2 - - - - - - -
6th +3 +2 +2 +5 - 5 3 3 - - - - - - -
7th +3 +2 +2 +5 - 5 3 3 2 - - - - - -
8th +4 +2 +2 +6 Esoterica, Mystery 5 4 3 3 - - - - - -
9th +4 +3 +3 +6 - 5 4 3 3 2 - - - - -
10th +5 +3 +3 +7 Bonus Feat 6 4 4 3 3 - - - - -
11th +5 +3 +3 +7 Esoterica 6 4 4 3 3 2 - - - -
12th +6/+1 +4 +4 +8 Mystery 6 5 4 4 3 3 - - - -
13th +6/+1 +4 +4 +8 - 6 5 4 4 3 3 2 - - -
14th +7/+2 +4 +4 +9 Esoterica 7 5 5 4 4 3 3 - - -
15th +7/+2 +5 +5 +9 Bonus Feat 7 5 5 4 4 3 3 2 - -
16th +8/+3 +5 +5 +10 Mystery 7 6 5 5 4 4 3 3 - -
17th +8/+3 +5 +5 +10 Esoterica 7 6 5 5 4 4 3 3 2 -
18th +9/+4 +6 +6 +11 - 7 6 6 5 5 4 4 3 3 -
19th +9/+4 +6 +6 +11 - 7 6 6 5 5 4 4 3 3 2
20th +10/+5 +6 +6 +12 Bonus Feat, Esoterica, Mystery 7 7 6 6 5 5 4 4 3 3

HD: d4

Prowess: A Wizard gains two Prowess per level.

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.

Spellcasting [Arcane, Progressing]: A wizard casts arcane spells, which are drawn from the spell lists granted to him by his Mastery and his Arcana. He must prepare spells before casting them. To prepare or cast a spell, a wizard must have an Intelligence score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the class table. In addition, he receives bonus spells per day if he has a high Intelligence score.

He can cast any spell he has prepared at any time, assuming he has not yet used up his spells per day for that spell level. For example, a 3rd level wizard can prepare three 1st level and one 2nd level spells. He can cast 1st level spells four times and 2nd level spells three times in the course of the day. He might end up using the same 1st level spell four times, or one 1st level spell two times and another 1st level spell two times, or any combination that adds up to four uses of any of his 1st level spells. If a wizard knows any metamagic feats, he applies them to his spells when he prepares his spells for the day.

A wizard may recover expended spell slots and alter his spells prepared by spending an hour in meditation or study, and may only do so once a day.

Prepared Spells [Arcane, Progressing]: A wizard prepares a limited number of spells of each level: he may cast these spells spontaneously as long as he has spell slots capable of casting them. Use the table below to determine how many spells a wizard may prepare of each level. At higher levels, he also receives additional preparation slots at each level (indicated by a "+1" on the table below): he must prepare an Eternal spell in this slot. See the Eternal Magic class feature.

A wizard may change his prepared spells when he recovers his spell slots.

Prepared Spells Per Level

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
1st 2 - - - - - - - - -
2nd 3 - - - - - - - - -
3rd 3 1 - - - - - - - -
4th 3+1 1 - - - - - - - -
5th 3+1 1 1 - - - - - - -
6th 3+1 2 1 - - - - - - -
7th 3+1 2 1 1 - - - - - -
8th 4+1 2+1 2 1 - - - - - -
9th 4+1 2+1 2 1 1 - - - - -
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

Cantrips (Sp) [Arcane]: A wizard knows a number of 0th level wizard spells (cantrips) equal to their Intelligence modifier. These spells are usable as spell-like abilities at will. Should a wizard receive a temporary Intelligence adjustment (such as from natural insight), he does not learn new cantrips; however, a permanent adjustment (such as from leveling up) allows him to learn additional cantrips.

Mastery [Arcane, Progressing]: At first level, a wizard chooses a school as his main school of training: this is his Mastery. All spells associated with this Mastery are on the wizard's spell list, and the wizard gains Mysteries associated with his Mastery at 1st level, at 4th level, and at every four levels thereafter (8th, 12th, 16th, and finally at 20th).

Arcana [Arcane]: In addition to his Mastery, a wizard selects two schools as secondary schools of training. He draws spells from these Arcana and may select Esoterica from within them, but he does not gain Mysteries from his Arcana.

Mystery [Lore, Progressing]: A wizard's Mastery grants him unique powers granted at the levels indicated on the class progression. Mysteries are spell-like abilities except where otherwise noted. See the school descriptions for details. Unless otherwise noted, a Mystery's saving throw is 10 + Hero Value + Intelligence modifier.

Esoterica [Lore]: At 2nd level, and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th), a wizard gains a new Esoterica, selected from either his Mastery or from his Arcana. See the school descriptions for details.

Eternal Magic [Arcane]: As wizards develop their powers, they begin learning the advantages of having a few specific spells prepared. Starting at 4th level, a wizard may prepare spells in eternal slots, indicated by the +1 on the spells prepared per day table.

Eternal spell slots are prepared as a wizard refreshes their spells. Any spell in an eternal slot can be used, in a weakened form, as an at-will power. A wizard uses his normal spells known to determine what eternal spells he can prepare. He must prepare spells before casting them. To ready or cast an eternal spell, a wizard must have an Intelligence score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a wizard's eternal spell is 10 + the spell level + the wizard's Intelligence modifier.

Once readied, he may cast the readied spells as frequently as he likes. However, spells readied in this fashion must be spells that have the [Eternal] descriptor, and any spell cast this way uses its eternal effect, rather than its standard one: see the individual spell descriptions for details.

Bonus Feat [Lore]: At fifth level, and every five levels thereafter (10th, 15th, and 20th), a wizard gains a bonus metamagic feat.

Contents

Schools

Alchemy

1st Level Mystery: You gain the Brew Potion feat as a bonus feat.

4th Level Mystery: You gain the ability to brew spell grenades. A spell grenade functions in all ways like a potion, except that instead of being imbibed, it is thrown on a target. Unlike a potion, a spell grenade can only contain single-target spells or spells that have a burst or cylinder shape. Cost, creation times, effects that alter how a potion can be crafted, maximum spell level you can store in a potion, and similar effects that specifically change potions also apply to spell grenades. This ability augments the Brew Potion feat, so spell grenades use the same basic rules as potions do.

Hitting a target with a spell grenade requires a ranged touch attack, with a range increment of 10'. If the original spell had a saving throw, it is unchanged. A consumed spell grenade has no effect.

8th Level Mystery: Whenever you brew a potion, you instead brew a number of potions equal to one-quarter your level. The cost is not changed.

12th Level Mystery: With an hour of intense labor, you may change the substance a piece of metal equipment is made of. The item to be changed must be of masterwork (or better) quality. You may alter the item's material to any metal that it could normally be fabricated of: nothing else about the item (size, enhancements, or similar) is changed. For instance, you can change a mithril breastplate of spell resistance +1 into an adamantine breastplate of spell resistance +1, but not into an adamantine breastplate of invulnerability +1. You could also turn an adamantine greataxe +1 into a cold iron greataxe +1, but could not use this ability on a weapon that has a striking surface made up of wood (such as a quarterstaff), even if that item is made of darkwood or ironwood. Using this ability requires access to an alchemist's lab, which is consumed in the process.

16th Level Mystery: You gain Craft Construct as a bonus feat.

20th Level Mystery: Through intense labor, you modify your form with construct parts and alchemical remnants. Your type becomes Construct, and you gain all the features of the Construct type except as noted here. You retain your Constitution score, but you do not gain bonus Hit Points based upon your size. You gain a natural armor bonus equal to twice your Constitution modifier and DR/adamantine equal to your Intelligence modifier. You gain a slam attack that deals 2d8 damage for a Medium creature. Spells and effects that specifically target your original type still affect you, but spells and effects that specifically target constructs also apply to you. Healing spells have their effects halved (round down). You gain 50% resistance to critical hits.

Esoterica:

  • Increase the level of spells you may brew into a potion by 1. You may take this esoterica multiple times, each time increasing the level of spells you may brew into a potion by a further 1.
  • You may delay the effects of a potion you have imbibed for a number of hours equal to your Constitution modifier. Activating a delayed potion requires a swift action.
  • You gain the ability to cast chill metal and heat metal as spell-like abilities, each usable up to a number of times equal your Intelligence modifier per day.

Spells

1st - endure elements, expeditious retreat, mage armor

2nd - enlarge person, feral might, natural insight

3rd - blink, invisibility, nondetection

4th - break enchantment, fly, haste

5th - phantom limb, rhabdomantic hack

6th - mass feral might, mass natural insight

7th - antimagic field, greater arcane sight

8th - greater phantom limb, iron body

9th - protection from spells

Astrology

1st Level Mystery: You are trained in Awareness. Further, you add your Charisma modifier to your Awareness checks (in addition to your Wisdom modifier).

4th Level Mystery: You are gifted with extraordinary insight and perceptive abilities: you can add an insight bonus equal to your Charisma modifier to any attack roll, saving throw, skill check, or level check you make. You can use this ability once per day, plus one additional time per day for every five class levels attained. Using this ability is a free action that can be taken out of turn if needed, but you must choose to use this ability before the die roll is made.

8th Level Mystery: A number of times per day equal to your Charisma modifier, you can generate a protective aura that shields against both physical and magical attacks. When you generate this field, you gain a deflection bonus to your Armor Class and a resistance bonus on all saving throws equal to your Charisma modifier. This ability requires an immediate action to activate, and each use protects against only one attack or spell. Once activated, the protective aura lasts for 1 minute or until you are attacked or required to make a saving throw, whichever comes first.

12th Level Mystery: You gain spell resistance equal to your caster level + your Charisma modifier.

16th Level Mystery: You add your Charisma modifier to caster level checks.

20th Level Mystery: Once per day, at the end of your turn, you may decide to restart your turn, regaining all spells and items used, charges spent, etc. Any status effects or damage inflicted during the course of your turn do not take place, and you (and any other creatures that may have also moved) move back to the position where you started your turn. Activating this ability is a free action.

Esoterica:

  • You gain radiant resist 1. You may take this esoterica up to six times: each time, increase your radiant resist by 1.
  • You gain sneak attack, as the rogue feature of the same name, except your sneak attack deals 1d4 radiant damage rather than 1d6 untyped damage. This is a [Precision] ability. You may take this esoterica multiple times: each time, increase your radiant sneak attack by 1d4.
  • Whenever you roll to determine the variable effect of a spell (such as plane shift or confusion, but not a spell like fireball), you may roll twice and select the result you prefer.

Spells

1st - detect, identify, true strike

2nd - augury, locate object, status

3rd - clairvoyance, discern lies, see invisibility

4th - detect scrying, locate creature, scrying

5th - contact other plane, telepathic bond

6th - analyze dweomer, legend lore

7th - greater scrying, vision

8th - discern location, foresight

9th - moment of prescience

Enchantment

1st Level Mystery: You become trained in Bluff, Diplomacy, and Intimidate.

4th Level Mystery: You may substitute your Intelligence modifier for your Charisma modifier for any Charisma-based social skill check.

8th Level Mystery: Creatures that are immune to [Mind-Affecting] effects instead only receive a +5 bonus on saving throws against your [Mind-Affecting] abilities and spells.

12th Level Mystery: When you cast any [Enchantment] spell, your spells are automatically Stilled, as if by the metamagic feat, without any level adjustment.

16th Level Mystery: When you cast any [Enchantment] spell, your spells are automatically Silenced, as if by the metamagic feat, without any level adjustment.

20th Level Mystery: Once per day when casting an [Enchantment] spell, you may alter its duration to "Permanent" by expending an additional 10th level spell slot.

Esoterica:

  • You gain Obtain Familiar as a bonus feat.
  • If you know the charm spell and can prepare it in an eternal slot, you are considered to always have charm prepared in an eternal slot even if you do not.

Spells

1st - charm, command, sleep

2nd - aid, hold, zone of truth

3rd - confusion, heroism, suggestion

4th - crushing despair, dominate, lesser geas

5th - feeblemind, mind fog

6th - greater heroism, mass suggestion

7th - insanity, mass hold

8th - binding, demand

9th - antipathy, sympathy

Enochian Magic

1st Level Mystery: Any time you cast a summon monster spell, its casting time is 1 standard action rather than 1 full round. Creatures so summoned can only take a standard action in the round they are summoned.

4th Level Mystery: Your [Calling] and [Summoning] spells are automatically Extended, as if by the metamagic feat, without any level adjustment.

8th Level Mystery: When you cast a [Summoning] or [Calling] spell, you can choose to grant the summoned creature the benefit of any spell of 3rd level or lower you can cast that has a range of touch. You cast the spell you wish to grant the creature--using an appropriate spell slot, as normal--at the same time you cast your summoning spell. The creature gains the benefit of the spell when it appears. You may only use this ability once per summon, and if you summon multiple creatures you may apply the spell effect to all of them.

12th Level Mystery: When you cast an instantaneous burst, line, cone, or cylinder spell that deals damage, you may choose whether or not it affects your summoned creatures.

16th Level Mystery: You gain the ability to summon creatures inside other creatures. When casting a [Summoning] or [Calling] spell that summons a single creature, you may choose to have the summoned creature attempt to appear in an occupied space. The spell does 2d6 damage per spell level to the target as the summoned creature attempts to materialize within the other creature. A successful Fortitude save (DC 10 + your Hero Value + your Intelligence modifier) halves the damage. If the damage does not kill the targeted creature, the summoning spell fails. If it kills the creature, the summoned creature bursts forth from the targeted creature's body. The summoned creature is affected as if by a rage spell and gains an additional +4 bonus to Strength and Constitution: both these effects last for one round per caster level. You may use this ability a number of times per day equal to your Intelligence modifier. If the creature you use this ability on a creature has less than half the Hit Dice than the creature you summon, the summoned creature does not gain the increased ability scores granted by this ability, nor are they affected as if by the rage spell.

20th Level Mystery: You have constant telepathy with all your summoned creatures, as long as you are all on the same plane. If you or one of your summoned creatures is aware of a particular danger, you all are. If you or one of your summoned creatures within 30' of you is not flat-footed, none of them are. Neither you nor your summoned creatures in a group is considered flanked unless all of them within 30' of you are.

Esoterica:

  • When you summon multiple creatures with a [Summoning] spell or effect, increase the number of creatures summoned by one.
  • As long as you and one of your summoned creatures are both adjacent to an enemy, both you and the summoned creature treat the enemy as flanked.
  • You gain the Augmented Summoning feat as a bonus feat.

Spells

1st - mount, summon monster I, unseen servant

2nd - feral might, summon monster II, summon swarm

3rd - harras, phantom steed, summon monster III

4th - dismissal, faithful hound, summon monster IV

5th - lesser planar binding, summon monster V

6th - planar binding, summon monster VI

7th - binding, summon monster VII

8th - greater planar binding, summon monster VIII

9th - summon monster IX

High Arcana

1st Level Mystery: You gain Scribe Scroll as a bonus feat.

4th Level Mystery: You add 1/2 your class level (minimum 1) as a bonus on all Knowledge (arcana), Spellcraft, and Use Magic Device checks. You can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered.

8th Level Mystery: You gain the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level) that deals 1d6 points of damage per two caster levels (round down) plus 1d6 points of damage per level of the spell used to create the effect.

12th Level Mystery: You may take 10 on Caster Level checks.

16th Level Mystery: Whenever you cast a spell with an area, you can shape the spell's area so that one creature within the area is unaffected by the spell. You may use this ability a number of times per day equal to your Wisdom modifier.

20th Level Mystery: You add your Wisdom modifier to Caster Level checks made to overcome Spell Resistance, to counter a spell, or to dispel a spell. You also add your Wisdom modifier to your Caster Level to determine a spell's maximum duration. You also increase the DC of identifying one of your spells as it is cast by 5.

Esoterica:

  • Increase your Caster Level by 1 when determining your effective Caster Level for dispelling or counterspelling. You may take this esoterica multiple times: its effects stack.
  • Increase your Caster Level by 1 when determining your effective Caster Level for overcoming Spell Resistance. You may take this esoterica multiple times: its effects stack.
  • Increase your Caster Level by 1 when determining your effective Caster Level for determining spell durations. You may take this esoterica multiple times: its effects stack.

Spells

1st - comprehend languages, identify, magic missile

2nd - continual flame, see invisibility, spell scan

3rd - arcane sight, dispel magic, teleportation trace

4th - dimensional anchor, imbue with spell ability, invocation

5th - break enchantment, permanency

6th - contingency, greater dispel magic

7th - globe of invulnerability, greater arcane sight

8th - great invocation, mind blank

9th - disjunction

Jotunnskyn

1st Level Mystery: You may breathe a cone of cold as a standard action, creating a 20' cone. This cone of cold deals 1d4 points of cold damage per two caster levels and offers a Fortitude save for half damage. This is a [Cold] effect.

4th Level Mystery: You are sheathed in a constant aura of cold. While this has no effect on you or on your everyday activities (including interacting with others), some people might find the cold around you unnerving. Further, the cold selectively intensifies whenever you are attacked: any creature that attacks you in melee without a reach weapon must make a Reflex save or take 1d6 cold damage per three caster levels. This is a [Cold] effect.

8th Level Mystery: As a standard action, you may target a creature within 60' that is on the ground. The targeted creature must make a Reflex save or be immobilized by ice binding their feet to the ground. A creature immobilized in this fashion takes cold damage equal to your Intelligence modifier each round until it is freed. A successful Strength check or Acrobatics check (DC 10 + your Hero Value + your Intelligence modifier) lets the creature escape: making this check is a move action. Conversely, if the creature takes fire damage exceeding your Hero Value, it is immediately freed as the ice melts off. This is a [Cold] effect.

12th Level Mystery: As a standard action, you may fire a lance of ice from your fingertips at a target within 100'. To hit with an ice lance, make a ranged attack roll (not a touch attack). If you hit, your target takes 1d4 points of cold damage per caster level and must make a Fortitude save or be stunned for one round. This is a [Cold] effect.

16th Level Mystery: Creatures that are immune to cold are instead treated as having cold resist 6 against your [Cold] abilities and spells. Further, when a creature is affected by one of your Jotunnskyn mysteries and is immune to a status effect rendered by that mystery, they are considered not immune and instead get a +5 bonus on the saving throw to resist.

20th Level Mystery: A number of times per day equal to your Intelligence modifier, you may spend a swift action after you cast a [Cold] spell. If you do so, you do not expend the spell slot.

Esoterica:

  • You gain cold resist 1. You may take this esoterica up to six times: each time, increase your cold resist by 1.
  • Your [Cold] spells that have Reflex saves instead have Fortitude saves. Partial, halved, or negated, or reduced effects do not change, just the targeted saving throw.
  • Once per day, you may alter any [Cold] spell as it is cast: if you do so, treat it as if it were affected by the Empower Spell metamagic feat, but without the level adjustment.

Spells

1st - endure elements, frozen grasp, ray of frost

2nd - chill metal, resist energy, snowball

3rd - cold snap, icy clutch, sleet storm

4th - ice storm, spray of ice, wall of ice

5th - cone of cold, crystallize

6th - freezing sphere, spreading frost

7th - armor of ice, freezing glance

8th - polar ray, permafrost

9th - wintrous ascension

Lernaen Magic

1st Level Mystery: You are trained in the use of poison and never risk accidentally poisoning yourself when applying poison to a weapon. In addition, you gain a bonus equal to your Constitution modifier on saves against [Poison] effects.

4th Level Mystery: A number of times per day equal to your Constitution modifier, you may coat your hand in a venomous contact poison. This is a contact poison with a Fortitude save DC equal to 10 + your Hero Value + your Constitution modifier. This poison deals 1 point of Constitution damage each round. Two successful saves ends the poison, and the poison stagnates after a number of rounds equal to your Intelligence modifier (even if successfully used on a target). You are immune to your own venom. This is a [Poison] effect.

8th Level Mystery: You may spit a glob of poison against a target within 30' as a standard action. Make a ranged touch attack with a -4 penalty. If you hit, your target is blinded for 1d6 rounds. In addition, they must make a Fortitude save (DC 10 + your Hero Value + your Constitution modifier) or be poisoned as if by the poison granted to you by your 4th level ability. A creature blinded by this ability may take a full-round action that provokes attacks of opportunity to wipe the venom from their eyes: doing so ends the blinding effect but not the poison. You may use this ability a number of times per day equal to your Constitution modifier. This is a [Poison] effect.

12th Level Mystery: Creatures normally immune to [Poison] effects instead only get a +5 bonus on saving throws against your [Poison] effects.

16th Level Mystery: You are immune to [Poison] effects.

20th Level Mystery: If you are damaged by an attack or spell that originated from within 30', your poisonous blood counterattacks in a caustic spurt of venom. Make a touch attack against the attacker: if you succeed, your opponent must make a Fortitude save (DC 10 + your Hero Value + your Constitution modifier) or be afflicted by a poison that inflicts 1d4 points of Constitution damage. You may only make one counterattack per attack or spell (including a full-attack), and another Lernaen wizard's counterattack (or a similar counterattack ability) does not activate your counterattack. This is a [Poison] effect.

Esoterica:

  • Increase the save DC of your [Poison] abilities by 1.
  • If you have the 4th level Lernaen mystery, its effects work reflexively if you are swallowed whole or grappled. You may take an immediate action if you are swallowed whole or grappled to affect the creature grappling or swallowing you with your 4th level Lernaen mystery, except you do not need to make the initial touch attack (as the creature is already touching you).
  • You gain a bite attack that deals 1d6 damage. This is a secondary natural attack (unless you have no other natural attacks, in which case it is your primary natural attack). On a critical hit, in addition to your bonus damage you deal 1 point of Constitution damage.

Spells

1st - cobra fangs, delay poison, invigorate venom

2nd - envenom weapon, minor venom revision, venomlink

3rd - hydrablood, neutralize poison, poison

4th - greater venomlink, mass envenom weapon, venom revision

5th - antivenin, lernaen breath

6th - greater envenom weapon, virulence

7th - major venom revision, wrath of the hydra

8th - mass greater envenom weapon, taint earth

9th - mighty wrath of the hydra

Might of Talos

1st Level Mystery: You gain extra Hit Points per wizard Hit Die equal to your Strength modifier or your Constitution modifier, whichever is higher.

4th Level Mystery: You gain an armor bonus to AC equal to your Strength modifier as your skin harden and becomes slightly metallic. As an armor bonus, it dos not stack with worn armor. However, it has no armor check penalty and no arcane spell failure chance. Your skin is considered masterwork and can be enchanted as normal. For effects that measure their effectiveness based upon the weight of the armor you wear, your skin is considered light armor.

8th Level Mystery: As a standard action, you can form encircling bands of metal around a creature within 30'. The targeted creature must make a Reflex save or be rendered unable to attack or cast spells with somatic components. The affected creature's movement speeds are reduced to 0', except for any land speed the creature has: it is instead reduced to 5'. A creature that fails this save must also make an Acrobatics check (DC 10 + your Hero Value + your Strength modifier) or be struck prone. A creature held in this fashion can break free by making a Strength or Acrobatics check (DC 10 + your Hero Value + your Strength modifier) as a full-round action that provokes attacks of opportunity. You may use this ability a number of times per day equal to your Strength modifier.

12th Level Mystery: As a standard action, you may expend a spell slot of 5th level or higher to end any or all of the following conditions currently affecting you: Blinded, Confused, Dazzled, Deafened, Energy Drained, Entangled, Exhausted, Fatigued, Flat-Footed, Frightened, Immobilized, Knocked Down, Nauseated, On Fire, Paralyzed, Petrified, Prone, Shaken, Sickened, Slowed, Staggered, or Turned. This ability may be activated even if the condition affecting you would normally make you unable to take actions (such as being paralyzed): however, if you use this ability in this fashion, this ability requires a full-round action instead of a standard.

16th Level Mystery: As a standard action, by expending a spell slot of 7th level or higher, you may telekinetically throw a metal object within 30' at a creature within 100'. The metal object sharpens magically on the way and aims for the creature's neck (should it have one). Make a ranged touch attack against the targeted creature: if you successfully hit, the creature must make a Fortitude save (DC 10 + your Hero Value + your Strength modifier) or be slain instantly as it is decapitated. A creature without a neck or a head, one that is immune to critical hits, or one that makes its saving throw instead takes 10d8 damage.

20th Level Mystery: As a standard action, by expending a spell slot of 9th level or higher, you may telekinetically rip the iron and other ferrous metals out of the body of a corporeal targeted creature within 60' and form it into an iron golem that appears adjacent to you. A creature targeted in this way takes 4d6 Constitution damage and is fatigued for 24 hours. A successful Fortitude save (DC 10 + your Hero Value + your Strength modifier) halves the Constitution damage and negates the fatigue effect. The iron golem follows your bidding for a number of minutes equal to your Strength modifier before crumbling to rust. Creatures immune to critical hits or lacking a Constitution score are unaffected by this ability and no iron golem is made.

Esoterica:

  • You gain DR/adamantine equal to your Strength modifier.
  • Increase your Base Attack Bonus by 1. You may take this esoterica multiple times: its effects stack.
  • Decrease your total spell failure chance from armor by 10%. You may take this esoterica multiple times: its effects stack.

Spells

1st - graft weapon, mage armor, magic weapon

2nd - chill metal, corrosive grasp, heat metal

3rd - daggerveil, greater magic weapon, rend metal

4th - iron body, malleate, rusting grasp

5th - absolute position, exploit defect

6th - midas touch, wall of iron

7th - mage's sword, repel metal or stone

8th - impale, perfection

9th - deflecting daggerveil

Ondinic Tradition

1st Level Mystery: As a standard action, you can breathe forth a stream of water in a 30' line. It deals 1d6 points of bludgeoning damage per two wizard levels and bull-rushes creatures affected with an effective bonus equal to your caster level plus your Charisma modifier. A successful Reflex save halves the damage and negates the bull-rush. Creatures with the Fire subtype take double damage from this ability.

4th Level Mystery: You gain the Amphibious subtype and a swim speed equal to your land speed. If you have the Aquatic subtype and you do not possess a land speed (or your land speed is less than your swim speed), your land speed increases to match your swim speed.

8th Level Mystery: You may cast water breathing and air breathing at will.

12th Level Mystery: Your body becomes partially liquid. You gain the Water subtype. As an immediate action, you may grant yourself 20% concealment for one round. You may use this ability a number of times per day equal to your Charisma modifier.

16th Level Mystery: As a standard action, you may expend a 6th level or higher spell slot and target a creature within 30'. They must make a Fortitude (10 + your Hero Value + your Charisma modifier) save or immediately begin drowning. See the drowning rules for details. This is a spell-like ability, and creatures that do not need to breathe (such as undead and constructs) are immune to this ability.

20th Level Mystery: As a standard action, by expending a spell slot of 9th level or higher, you may telekinetically rip water and other liquid out of the body of a corporeal targeted creature within 60' and form it into an elder water elemental that appears adjacent to you. A creature targeted in this way takes 4d6 Constitution damage and is fatigued for 24 hours. A successful Fortitude save (DC 10 + your Hero Value + your Strength modifier) halves the Constitution damage and negates the fatigue effect. The water elemental follows your bidding for a number of minutes equal to your Strength modifier before crumbling to rust. Creatures immune to critical hits or lacking a Constitution score are unaffected by this ability and no water elemental is made.

Esoterica:

  • You gain acid resist 1. You may take this esoterica up to six times: each time, increase your acid resist by 1.
  • You gain a +2 bonus to resist combat maneuvers.
  • When you have a miss chance (due to concealment, magic, equipment, or otherwise), increase the miss chance provided by 5%.

Spells

1st - obscuring mist, salt spray, steam vent

2nd - rain sheath, sudden storm, wake of the sea turtle

3rd - steam blast, wake of the dolphin, water walk

4th - control water, selkie's kiss, wake of the shark

5th - liquefy, wake of the whale

6th - ocean's wrath, wall of water

7th - armor of water, wake of the leviathan

8th - polar ray, selkie's favor

9th - ocean's mighty wrath

Oreadic Tradition

1st Level Mystery: As a standard action, you can cause a stalagmite to burst from the earth within 30'. It deals 1d6 points of piercing damage per two wizard levels and renders the struck creature immobilized. A successful Reflex save halves the damage and negates the immobilizing effect. The stalagmite is 10' tall, so creatures higher than 10' cannot be targeted by this ability. An immobilized creature can attempt to break free by making a Strength check to break free or an Acrobatics check to escape as a standard action against a DC equal to 10 + your Hero Value + your Intelligence modifier.

4th Level Mystery: A number of times per day equal to your Intelligence modifier, you may ignore a creature's damage reduction when damaging them with an attack or spell. Activating this ability takes no action. You gain a slam attack that deals 1d8 damage and counts as adamantine for the purposes of overcoming damage reduction.

8th Level Mystery: You gain DR/adamantine equal to your Intelligence modifier.

12th Level Mystery: You gain a burrow speed equal to your land speed.

16th Level Mystery: You ignore an amount of Damage Reduction equal to your Intelligence modifier when damaging a creature with an attack or spell. This ability requires no action.

20th Level Mystery: Your form modifies and becomes like an elemental. Your type becomes Avatar, and you gain all the features of the Avatar type except as noted here. You gain a second slam attack that deals 2d8 damage for a Medium creature. Spells and effects that specifically target your original type still affect you, but spells and effects that specifically target avatars also apply to you. You gain 50% resistance to critical hits.

Esoterica:

  • You gain DR 2/-. You may take this esoterica up to five times: each time, increase your DR by 2.
  • Increase your natural armor bonus by 1. You make take this esoterica up to five times: its effects stack.
  • Increase your Constitution score by 2.

Spells

1st - fists of stone, magic stone, salt spray

2nd - rampart, petrify, shifting sands

3rd - choking dust, meld into stone, stone shape

4th - earthsight, fissure, spike stones

5th - move earth, wall of stone

6th - parapet, stoneskin

7th - armor of earth, stone tell

8th - earthquake, repel metal or stone

9th - volcanic eruption

Phantasmagoria

1st Level Mystery: You are trained in Stealth. Further, you add your Charisma modifier to your Stealth checks (in addition to your Dexterity modifier).

4th Level Mystery: Even if a viewer disbelieves an illusion created by an illusionist and communicates the details of the illusion to other creatures, those other creatures do not receive the normal +4 bonus on their saying throws to disbelieve the illusion. Furthermore, even when presented with incontrovertible proof that the illusion isn't real, creatures must still succeed on a Will saving throw (DC 10 + your Hero Value + your Charisma modifier) to see objects or creatures that the illusion obscures, although they get a +10 bonus on the saving throw.

8th Level Mystery: In any condition of illumination that would normally grant you concealment, you instead gain total concealment.

12th Level Mystery: As a free action, you may designate a square adjacent to you. If no one threatens that square, you do not provoke an attack of opportunity when you cast a spell or use a spell-like ability.

16th Level Mystery: Once per minute, you may cast mirror image as a free action that does not provoke attacks of opportunity.

20th Level Mystery: You become half-real, half-illusion through your extended exposure to phantasmagoric magics. You are permanently affected as if by a blur spell, gain resistance 3 to all energy types, and are immune to others' [Illusion] spells and effects, if you so desire.

Esoterica:

  • You may cast disguise self at will as a spell-like ability.
  • Your mysteries and esoterica that base their effects on your Intelligence score instead base their effects on your Charisma score.
  • Creatures that are immune to [Illusion] spells and effects are not immune to yours: instead, they get a bonus on their saving throws against your [Illusion] spells equal to 10 minus your Charisma modifier.

Spells

1st - disguise self, silent image, ventriloquism

2nd - blur, mirror image, misdirection

3rd - invisibility, major image, silence

4th - hallucinatory terrain, seeming, phantasmal killer

5th - greater invisibility, illusory wall

6th - mirage arcana, mislead

7th - permanent image, programmed image

8th - mass invisibility, project image

9th - screen

Promethean Magic

1st Level Mystery: You may throw a small ball of fire as a standard action, creating a 5' radius burst within 30'. This burst deals 1d6 points of fire damage per two caster levels and offers a Reflex save for half damage. This is a [Fire] effect.

4th Level Mystery: You may breathe a cone of fire as a standard action, creating a 20' cone. This cone of fire deals 1d4 points of fire damage per two caster levels and offers a Reflex save for half damage. Creatures caught in the area of effect who fail their Reflex saves catch on fire. This is a [Fire] effect.

8th Level Mystery: As a standard action, you may create a glyph on a flat surface within 50'. The glyph glows faintly until it is touched (for instance, by a creature moving into its square), at which point it explodes, creating a 10' radius burst of flame that deals 1d6 damage per caster level. This ability offers a save for half damage. A creature touching the glyph when it is created does not trigger it: a creature must touch it after it is created to trigger the effect.

12th Level Mystery: Targets of your [Fire] spells that have fire immunity are instead treated as having fire resist 6.

16th Level Mystery: You may cast fireball as a spell-like ability at will. Use your caster level to determine its effects.

20th Level Mystery: A number of times per day equal to your Intelligence modifier, you may spend a swift action after you cast a [Fire] spell. If you do so, you do not expend the spell slot.

Esoterica:

  • Your [Fire] spells and abilities deal +1 damage per die.
  • You gain fire resist 1. You may take this esoterica up to six times: each time, increase your fire resist by 1.
  • If you know the fireball spell and can prepare it in an eternal slot, you are considered to always have fireball prepared in an eternal slot even if you do not.
  • Once per day, you may alter any [Fire] spell as it is cast: if you do so, treat it as if it were affected by the Maximize Spell metamagic feat, but without the level adjustment.

Spells

1st - burning hands, endure elements, flaming sphere

2nd - continual flame, pyrotechnics, scorching ray

3rd - explosive runes, fireball, flame arrow

4th - fire shield, fire trap, wall of fire

5th - protection from energy, spontaneous combustion

6th - armor of flame, meteor strike

7th - delayed blast fireball, fire storm

8th - eruption, incendiary cloud

9th - meteor swarm

Raghnialt's Kiss

1st Level Mystery: You may throw a small lightning bolt as a standard action, creating a 15' line. This line deals 1d6 points of electrical damage per two caster levels and offers a Reflex save for half damage. This is an [Electricity] effect.

4th Level Mystery: Whenever you take damage from an [Electricity] effect, you may send a line of electricity arcing from your body at any single target within 30'. This bolt deals half the damage you just took; a Reflex save (DC 10 + your Hero Value + your Constitution modifier) halves this damage. This is an [Electricity] effect.

8th Level Mystery: You are unaffected by high winds, rain, and other harmful weather effects.

12th Level Mystery: Targets of your [Electricity] spells and effects that have electrical immunity are instead treated as having electrical resist 6.

16th Level Mystery: You may cast lightning bolt as a spell-like ability at will. Use your caster level to determine its effects.

20th Level Mystery: A number of times per day equal to your Intelligence modifier, you may spend a swift action after you cast an [Electricity] spell. If you do so, you do not expend the spell slot.

Esoterica:

  • Your [Electricity] spells and abilities deal +1 damage per die.
  • You gain electrical resist 1. You may take this esoterica up to six times: each time, increase your electrical resist by 1.
  • If you know the lightning bolt spell and can prepare it in an eternal slot, you are considered to always have lightning bolt prepared in an eternal slot even if you do not.
  • Once per day, you may alter any [Electricity] spell as it is cast: if you do so, treat it as if it were affected by the Quicken Spell metamagic feat, but without the level adjustment.

Spells

1st - endure elements, frozen grasp, shocking grasp

2nd - gust of wind, resist energy, sudden storm

3rd - call lightning, lightning bolt, wind wall

4th - cold snap, protection from energy, shocking dispel

5th - call lightning storm, control winds

6th - biting winds, chain lightning

7th - armor of lightning, hold vapor

8th - impending thunderburst, whirlwind

9th - tempest

Rune Magic

1st Level Mystery: A rune magic user can attach an area of effect or ray spell of instantaneous duration to an alarm spell. As a free action, you can warp an area or ray spell with instantaneous duration and a range greater than touch, leaving your arcane mark (as the spell) in the center of the effect. The spell's level, components, range, and damage (if any) do not change.

The spell remains dormant for the duration of the alarm spell. When the alarm spell is triggered, the alarm spell reacts as normal, and the spell attached to it immediately goes off, aimed at the creature that triggered the alarm spell. In the cases of area of effect spells, the triggering creature is treated as the center of the effect. When this occurs, the alarm spell is dispelled.

You must decide to warp the spell as you cast it. You do not need to prepare it as a warped spell. You can apply metamagic feats as normal to the spell. Attaching a spell consumes an appropriate spell slot for the attached spell.

4th Level Mystery: By inscribing your arcane mark on a magic weapon or armor with a total equivalent enhancement bonus equal to your Intelligence modifier or less, you may grant it an additional +1 equivalent enhancement bonus ability (such as flaming or light fortification). The additional enchantment lasts for 1 hour before dissipating, and you may have a maximum number of weapons and armor enhanced in this way equal to your Intelligence modifier.

8th Level Mystery: You add a number of new features to the alarm spell. First, the spell triggers for ethereal or astral creatures, if so desired. Second, you can control the area of the spell to some degree: you can lessen the area of the spell to as small as a 5' square, or enlarge it to as large as a 40' radius. Third, you may attach a [Detection] spell to an alarm in addition to a spell you warp. If you do so, the trap will only trigger if the [Detection] spell registers a valid target. The [Detection] spell detects within the normal area of the alarm instead of its normal area. You must know the [Detection] spell in question to be able to add it to your alarm spell, and using this ability counts as a use of a second-level spell.

12th Level Mystery: When using your fourth level mystery, you may add an enchantment of up to a +2 bonus or two +1 bonuses.

16th Level Mystery: You may make a spell that targets an object or creature permanent by inscribing it as a rune. When casting a spell in this way, you increase the casting time to an hour and alter the duration to "permanent". You may have a maximum number of active spells inscribed in this fashion equal to your Intelligence modifier, and may end an inscription's effects as a standard action.

20th Level Mystery: As a standard action, you may inscribe a spell tattoo upon yourself or another creature. Doing so allows the tattooed creature to cast that spell once, without a Use Magic Device check. The spell uses your statistics to determine its effects (your caster level, your ability modifiers, etc.), but all variable aspects--such as targeting or damage type--are chosen by the tattooed creature. The spell is otherwise unchanged, including such things as casting time and spell level. You may have a total number of spell levels tattooed in this way equal to three times your caster level (twenty 1st level spells, ten 2nd level spells, etc.). Casting a tattooed spell immediately consumes the tattoo and removes the ability to cast that spell from the tattooed creature.

Esoterica:

  • If you are within 30' of an alarm spell, detect spell, or trap, one you cast or otherwise, you get a sense that it is there and may make an Awareness check to attempt to pinpoint its location.
  • You may cast alarm as a spell-like ability a number of times per day equal to your Intelligence modifier.

Spells

1st - alarm, detect, magic weapon

2nd - arcane lock, secret page, comprehend languages

3rd - explosive runes, illusory script, sepia snake sigil

4th - dimensional anchor, fire trap, symbol of sleep

5th - permanency, symbol of pain

6th - symbol of fear, symbol of persuasion

7th - instant summons, symbol of stunning

8th - dimensional lock, symbol of insanity

9th - symbol of death


Sylphic Tradition

1st Level Mystery: While airborne, you gain a +1 bonus on attack and weapon damage rolls. If both you and your opponent are airborne, increase your attack and weapon damage bonus to +2. You deal +1 damage per die for spells with the [Air] descriptor.

4th Level Mystery: You may add your Charisma modifier to your result when defending against a combat maneuver (such as bull-rush or overrun).

8th Level Mystery: You no longer need to breathe to survive. This means you are immune to inhaled poisons, gas-based attacks, and cannot drown, among other things. While you do not need to breathe, you may continue to do so to make use of scent, if you have it.

12th Level Mystery: You gain a fly speed equal to your land speed with average maneuverability.

16th Level Mystery: A number of times per day equal to your Charisma modifier, you may cast gaseous form as a spell-like ability.

20th Level Mystery: A number of times per day equal to your Charisma modifier, you may spend a swift action after you cast an [Air] spell. If you do so, you do not expend the spell slot.

Esoterica:

  • You gain the scent ability.
  • You may cast gust of wind as a spell-like ability a number of times per day equal to your Charisma modifier. Weather and [Air] effects that have effects based upon your size always treat you as if you were Colossal, regardless of your actual size.
  • Increase any fly speeds you possess by 10' and improve your flight maneuverability by one step.

Spells

1st - protection from arrows, sound burst, whispering wind

2nd - gust of wind, shatter, wind wall

3rd - fly, iron lung, wind wall

4th - air walk, shout, solid fog

5th - biting winds, control winds

6th - sympathetic vibration, wind walk

7th - armor of wind, mass fly

8th - greater shout, whirlwind

9th - control weather

Thanaturgy

1st Level Mystery: At first level, you gain the ability to create an undead minion (a human warrior skeleton). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp.

This creature is a loyal servant that follows your commands and accompanies you on adventures if desired. If the skeletal minion is destroyed, you suffer no ill effects and may replace it by performing a ceremony identical to the one that allowed you to obtain your first servant.

At 1st level, the skeleton is completely typical, but it gains power as you gain levels. The skeleton has a number of Hit Dice equal to your class level. Add one-half of your class level to the skeleton's natural armor bonus. Add one-third of your class level to the skeleton's Strength and Dexterity scores.

4th Level Mystery: A number of times per day equal to your Wisdom modifier, you can peer into the spirit world for a number of rounds equal to your Hero Value. While doing so, you gain darkvision out to 60', can see invisible and ethereal creatures, and gain a bonus on Awareness checks equal to your Wisdom modifier.

8th Level Mystery: Whenever you inflict entropic damage to a living creature, you heal 1 Hit Point per die of entropic damage dealt.

12th Level Mystery: As a standard action, you may gain or lose the incorporeal subtype. You may only remain incorporeal (or physical, if you naturally have the incorporeal subtype) for a number of rounds per day equal to your Caster Level. These rounds do not have to be consecutive and can be broken up as needed. While incorporeal, you gain the benefits of your 4th level mystery at no cost.

16th Level Mystery: Mindless undead cannot attack you unless they are magically compelled: undead creatures with an Intelligence score must make a Will save (DC 10 + your Hero Value + your Wisdom modifier) to be able to directly attack you. In either case, if you attack them, they become immune to this effect for 24 hours.

20th Level Mystery: You gain the lich template.

Esoterica:

  • You gain entropic resist 1. You may take this esoterica up to six times: each time, increase your entropic resist by 1.
  • You gain the ability to inflict entropic damage with a touch. By expending a spell slot and making a melee touch attack, you may inflict 1d4 points of entropic damage per level of the spell slot expended.
  • You become immune to Hero Value damage.

Spells

1st - chill touch, deathwatch, detect undead

2nd - command undead, gentle repose, ghoul touch

3rd - animate dead, false life, speak with dead

4th - contagion, death ward, vampiric touch

5th - blight, slay living

6th - create undead, undeath to death

7th - control undead, finger of death

8th - create greater undead, horrid wilting

9th - soul bind

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