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{{d20r}} {|class="bordered zebra header class" !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 || 3 || - || - || - || - || - || - || - || - |- |'''4th''' || +2 || +1 || +1 || +4 || Mystery || 5 || 4 || - || - || - || - || - || - || - || - |- |'''5th''' || +2 || +1 || +1 || +4 || Bonus Feat, Esoterica || 5 || 4 || 3 || - || - || - || - || - || - || - |- |'''6th''' || +3 || +2 || +2 || +5 || - || 5 || 5 || 4 || - || - || - || - || - || - || - |- |'''7th''' || +3 || +2 || +2 || +5 || - || 6 || 5 || 4 || 3 || - || - || - || - || - || - |- |'''8th''' || +4 || +2 || +2 || +6 || Esoterica, Mystery || 6 || 5 || 5 || 4 || - || - || - || - || - || - |- |'''9th''' || +4 || +3 || +3 || +6 || - || 6 || 6 || 5 || 4 || 3 || - || - || - || - || - |- |'''10th''' || +5 || +3 || +3 || +7 || Bonus Feat || 6 || 6 || 5 || 5 || 4 || - || - || - || - || - |- |'''11th''' || +5 || +3 || +3 || +7 || Esoterica || 7 || 6 || 6 || 5 || 4 || 3 || - || - || - || - |- |'''12th''' || +6/+1 || +4 || +4 || +8 || Mystery || 7 || 6 || 6 || 5 || 5 || 4 || - || - || - || - |- |'''13th''' || +6/+1 || +4 || +4 || +8 || - || 7 || 7 || 6 || 6 || 5 || 4 || 3 || - || - || - |- |'''14th''' || +7/+2 || +4 || +4 || +9 || Esoterica || 7 || 7 || 6 || 6 || 5 || 5 || 4 || - || - || - |- |'''15th''' || +7/+2 || +5 || +5 || +9 || Bonus Feat || 7 || 7 || 7 || 6 || 6 || 5 || 4 || 3 || - || - |- |'''16th''' || +8/+3 || +5 || +5 || +10 || Mystery || 7 || 7 || 7 || 6 || 6 || 5 || 5 || 4 || - || - |- |'''17th''' || +8/+3 || +5 || +5 || +10 || Esoterica || 7 || 7 || 7 || 7 || 6 || 6 || 5 || 4 || 3 || - |- |'''18th''' || +9/+4 || +6 || +6 || +11 || - || 7 || 7 || 7 || 7 || 6 || 6 || 5 || 5 || 4 || - |- |'''19th''' || +9/+4 || +6 || +6 || +11 || - || 7 || 7 || 7 || 7 || 7 || 6 || 6 || 5 || 5 || 3 |- |'''20th''' || +10/+5 || +6 || +6 || +12 || Bonus Feat, Esoterica, Mystery || 7 || 7 || 7 || 7 || 7 || 6 || 6 || 6 || 6 || 4 |} '''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 Calling and his Vocations. 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'' {|class="bordered zebra header class" !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. ==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 - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th - ===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. '''Spells''' 1st - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th - ===Augury=== '''1st Level Mystery:''' '''4th Level Mystery:''' '''8th Level Mystery:''' When casting a spell with the [Teleportation] descriptor, you may opt to delay your arrival (and the arrival of anyone or anything teleporting with you) by up to a number of rounds equal to your Intelligence modifier. During this delayed time, you may observe the area within 60' of your intended destination and may reposition the destination of your [Teleportation] spell by up to 30'. The new destination must still be within the spell's range, measured from the original source of the [Teleportation] spell. '''12th Level Mystery:''' '''16th Level Mystery:''' '''20th Level Mystery:''' '''Esoterica:''' *When casting a spell with a randomized effect determined by a die roll (such as ''confusion'' or ''plane shift''), you may roll twice and choose the result you prefer. '''Spells''' 1st - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th - ===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. '''Spells''' 1st - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th - ===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 - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th - ===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. '''Spells''' 1st - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th - ===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 times per day. 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). '''Spells''' 1st - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th - ===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. '''Spells''' 1st - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th - ===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. '''Spells''' 1st - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th - ===Oneiromancy=== '''1st Level Mystery:''' You have telepathic communication with creatures with an Intelligence score of 2 or higher who are unconscious within 100' of you. This contact ends when you move outside the range or when the creature wakes up. '''4th Level Mystery:''' As a standard action, you may attempt to force a creature within 30' to fall into a deep slumber. They must make a Will save (DC 10 + your Hero Value + your Wisdom modifier) or fall asleep for one minute. You may successfully affect a total number of Hit Dice each day equal to three times your Wizard level. '''8th Level Mystery:''' '''12th Level Mystery:''' As a standard action, you may cast ''phantasmal killer'' as a spell-like ability once every five rounds. '''16th Level Mystery:''' '''20th Level Mystery:''' '''Esoterica:''' * '''Spells''' 1st - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th - ===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. '''Spells''' 1st - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th - ===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:''' '''16th Level Mystery:''' '''20th Level Mystery:''' '''Esoterica:''' * '''Spells''' 1st - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th - ===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 - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th - ===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. '''Spells''' 1st - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th - ===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:''' '''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 ''detect'' spell to an ''alarm'' in addition to a spell she warps. If you do so, the trap will only trigger if the ''detect'' spell registers a valid target. The ''detect'' spell detects within the normal area of the ''alarm'' instead of its normal area. You must know the ''detect'' spell to use the third function, and using this ability counts as a use of a second-level spell. '''12th Level Mystery:''' '''16th Level Mystery:''' '''20th Level Mystery:''' '''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. '''Spells''' 1st - ''alarm'' 2nd - ''detect'' 3rd - 4th - 5th - 6th - 7th - 8th - 9th - ===Sylphic Tradition=== '''1st Level Mystery:''' '''4th Level Mystery:''' '''8th Level Mystery:''' '''12th Level Mystery:''' '''16th Level Mystery:''' '''20th Level Mystery:''' '''Esoterica:''' * '''Spells''' 1st - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th - ===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:''' '''12th Level Mystery:''' '''16th Level Mystery:''' '''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. '''Spells''' 1st - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th -
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