D20r:Wizard

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(Rune Magic)
(Sylphic Tradition)
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===Sylphic Tradition===
===Sylphic Tradition===
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'''1st Level Mystery:'''  
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'''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.
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'''4th Level Mystery:'''  
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'''4th Level Mystery:''' You may add your Charisma modifier to your result when defending against a combat maneuver (such as bull-rush or overrun).
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'''8th Level Mystery:'''  
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'''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.
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'''12th Level Mystery:'''  
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'''12th Level Mystery:''' You gain a fly speed equal to your land speed with average maneuverability.
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'''16th Level Mystery:'''  
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'''16th Level Mystery:''' A number of times per day equal to your Charisma modifier, you may cast ''gaseous form'' as a spell-like ability.
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'''20th Level Mystery:'''  
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'''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:'''
'''Esoterica:'''
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*
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*You gain the scent ability.
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*You may cast ''gust of wind'' as a spell-like ability a number of times per day equal to your Charisma modifier.
'''Spells'''
'''Spells'''

Revision as of 02:34, 19 February 2013

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