D20r:Wizard

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(Ondinic Tradition)
(Ondinic Tradition)
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'''4th Level Mystery:''' You gain the Amphibious subtype and a swim speed equal to your land speed.
'''4th Level Mystery:''' You gain the Amphibious subtype and a swim speed equal to your land speed.
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'''8th Level Mystery:'''  
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'''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.
'''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.
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'''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.
'''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.
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'''20th Level Mystery:'''  
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'''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:'''
'''Esoterica:'''

Revision as of 00:45, 18 February 2013

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