D20r:Wizard

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(Ondinic Tradition)
(Oneiromancy)
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===Oneiromancy===
===Oneiromancy===
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'''1st Level Mystery:'''  
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'''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.
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'''4th Level Mystery:'''  
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'''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:'''  
'''8th Level Mystery:'''  
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'''12th Level Mystery:'''  
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'''12th Level Mystery:''' As a standard action, you may cast ''phantasmal killer'' as a spell-like ability once every five rounds.
'''16th Level Mystery:'''  
'''16th Level Mystery:'''  
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9th -
9th -
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===Oreadic Tradition===
===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.
'''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.

Revision as of 01:03, 18 February 2013

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