D20r:Wizard

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(Rune Magic)
(Rune Magic)
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'''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.
'''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.
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'''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 you warp. 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.
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'''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.
'''12th Level Mystery:''' When using your fourth level mystery, you may add an enchantment of up to a +2 bonus or two +1 bonuses.
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'''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.
'''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.
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'''20th Level Mystery:'''  
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'''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:'''
'''Esoterica:'''

Revision as of 22:42, 18 February 2013

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