D20r:Wizard

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(Thanaturgy)
(High Arcana)
 
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|'''2nd''' || +1 || +0 || +0 || +3 || Esoterica || 4 || - || - || - || - || - || - || - || - || -
|'''2nd''' || +1 || +0 || +0 || +3 || Esoterica || 4 || - || - || - || - || - || - || - || - || -
|-
|-
-
|'''3rd''' || +1 || +1 || +1 || +3 || - || 4 || 3 || - || - || - || - || - || - || - || -
+
|'''3rd''' || +1 || +1 || +1 || +3 || - || 4 || 2 || - || - || - || - || - || - || - || -
|-
|-
-
|'''4th''' || +2 || +1 || +1 || +4 || Mystery || 5 || 4 || - || - || - || - || - || - || - || -
+
|'''4th''' || +2 || +1 || +1 || +4 || Mystery || 4 || 3 || - || - || - || - || - || - || - || -
|-
|-
-
|'''5th''' || +2 || +1 || +1 || +4 || Bonus Feat, Esoterica || 5 || 4 || 3 || - || - || - || - || - || - || -
+
|'''5th''' || +2 || +1 || +1 || +4 || Bonus Feat, Esoterica || 4 || 3 || 2 || - || - || - || - || - || - || -
|-
|-
-
|'''6th''' || +3 || +2 || +2 || +5 || - || 5 || 5 || 4 || - || - || - || - || - || - || -
+
|'''6th''' || +3 || +2 || +2 || +5 || - || 5 || 3 || 3 || - || - || - || - || - || - || -
|-
|-
-
|'''7th''' || +3 || +2 || +2 || +5 || - || 6 || 5 || 4 || 3 || - || - || - || - || - || -
+
|'''7th''' || +3 || +2 || +2 || +5 || - || 5 || 3 || 3 || 2 || - || - || - || - || - || -
|-
|-
-
|'''8th''' || +4 || +2 || +2 || +6 || Esoterica, Mystery || 6 || 5 || 5 || 4 || - || - || - || - || - || -
+
|'''8th''' || +4 || +2 || +2 || +6 || Esoterica, Mystery || 5 || 4 || 3 || 3 || - || - || - || - || - || -
|-
|-
-
|'''9th''' || +4 || +3 || +3 || +6 || - || 6 || 6 || 5 || 4 || 3 || - || - || - || - || -
+
|'''9th''' || +4 || +3 || +3 || +6 || - || 5 || 4 || 3 || 3 || 2 || - || - || - || - || -
|-
|-
-
|'''10th''' || +5 || +3 || +3 || +7 || Bonus Feat || 6 || 6 || 5 || 5 || 4 || - || - || - || - || -
+
|'''10th''' || +5 || +3 || +3 || +7 || Bonus Feat || 6 || 4 || 4 || 3 || 3 || - || - || - || - || -
|-
|-
-
|'''11th''' || +5 || +3 || +3 || +7 || Esoterica || 7 || 6 || 6 || 5 || 4 || 3 || - || - || - || -
+
|'''11th''' || +5 || +3 || +3 || +7 || Esoterica || 6 || 4 || 4 || 3 || 3 || 2 || - || - || - || -
|-
|-
-
|'''12th''' || +6/+1 || +4 || +4 || +8 || Mystery || 7 || 6 || 6 || 5 || 5 || 4 || - || - || - || -
+
|'''12th''' || +6/+1 || +4 || +4 || +8 || Mystery || 6 || 5 || 4 || 4 || 3 || 3 || - || - || - || -
|-
|-
-
|'''13th''' || +6/+1 || +4 || +4 || +8 || - || 7 || 7 || 6 || 6 || 5 || 4 || 3 || - || - || -
+
|'''13th''' || +6/+1 || +4 || +4 || +8 || - || 6 || 5 || 4 || 4 || 3 || 3 || 2 || - || - || -
|-
|-
-
|'''14th''' || +7/+2 || +4 || +4 || +9 || Esoterica || 7 || 7 || 6 || 6 || 5 || 5 || 4 || - || - || -
+
|'''14th''' || +7/+2 || +4 || +4 || +9 || Esoterica || 7 || 5 || 5 || 4 || 4 || 3 || 3 || - || - || -
|-
|-
-
|'''15th''' || +7/+2 || +5 || +5 || +9 || Bonus Feat || 7 || 7 || 7 || 6 || 6 || 5 || 4 || 3 || - || -
+
|'''15th''' || +7/+2 || +5 || +5 || +9 || Bonus Feat || 7 || 5 || 5 || 4 || 4 || 3 || 3 || 2 || - || -
|-
|-
-
|'''16th''' || +8/+3 || +5 || +5 || +10 || Mystery || 7 || 7 || 7 || 6 || 6 || 5 || 5 || 4 || - || -
+
|'''16th''' || +8/+3 || +5 || +5 || +10 || Mystery || 7 || 6 || 5 || 5 || 4 || 4 || 3 || 3 || - || -
|-
|-
-
|'''17th''' || +8/+3 || +5 || +5 || +10 || Esoterica || 7 || 7 || 7 || 7 || 6 || 6 || 5 || 4 || 3 || -
+
|'''17th''' || +8/+3 || +5 || +5 || +10 || Esoterica || 7 || 6 || 5 || 5 || 4 || 4 || 3 || 3 || 2 || -
|-
|-
-
|'''18th''' || +9/+4 || +6 || +6 || +11 || - || 7 || 7 || 7 || 7 || 6 || 6 || 5 || 5 || 4 || -
+
|'''18th''' || +9/+4 || +6 || +6 || +11 || - || 7 || 6 || 6 || 5 || 5 || 4 || 4 || 3 || 3 || -
|-
|-
-
|'''19th''' || +9/+4 || +6 || +6 || +11 || - || 7 || 7 || 7 || 7 || 7 || 6 || 6 || 5 || 5 || 3
+
|'''19th''' || +9/+4 || +6 || +6 || +11 || - || 7 || 6 || 6 || 5 || 5 || 4 || 4 || 3 || 3 || 2
|-
|-
-
|'''20th''' || +10/+5 || +6 || +6 || +12 || Bonus Feat, Esoterica, Mystery || 7 || 7 || 7 || 7 || 7 || 6 || 6 || 6 || 6 || 4
+
|'''20th''' || +10/+5 || +6 || +6 || +12 || Bonus Feat, Esoterica, Mystery || 7 || 7 || 6 || 6 || 5 || 5 || 4 || 4 || 3 || 3
|}
|}
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'''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.
'''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.
+
'''Spellcasting [Arcane, Progressing]:''' A wizard casts arcane spells, which are drawn from the spell lists granted to him by his Mastery and his Arcana. 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.
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.
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'''Spells'''
'''Spells'''
-
1st -  
+
1st - ''endure elements'', ''expeditious retreat'', ''mage armor''
-
2nd -  
+
2nd - ''enlarge person'', ''feral might'', ''natural insight''
-
3rd -  
+
3rd - ''blink'', ''invisibility'', ''nondetection''
-
4th -  
+
4th - ''break enchantment'', ''fly'', ''haste''
-
5th -  
+
5th - ''phantom limb'', ''rhabdomantic hack''
-
6th -  
+
6th - ''mass feral might'', ''mass natural insight''
-
7th -
+
7th - ''antimagic field'', ''greater arcane sight''
-
8th -
+
8th - ''greater phantom limb'', ''iron body''
-
9th -
+
9th - ''protection from spells''
===Astrology===
===Astrology===
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*You gain radiant resist 1. You may take this esoterica up to six times: each time, increase your radiant resist by 1.  
*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.
*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.
 +
*Whenever you roll to determine the variable effect of a spell (such as ''plane shift'' or ''confusion'', but not a spell like ''fireball''), you may roll twice and select the result you prefer.
'''Spells'''
'''Spells'''
-
1st -  
+
1st - ''detect'', ''identify'', ''true strike''
-
2nd -  
+
2nd - ''augury'', ''locate object'', ''status''
-
3rd -  
+
3rd - ''clairvoyance'', ''discern lies'', ''see invisibility''
-
4th -  
+
4th - ''detect scrying'', ''locate creature'', ''scrying''
-
5th -  
+
5th - ''contact other plane'', ''telepathic bond''
-
6th -  
+
6th - ''analyze dweomer'', ''legend lore''
-
7th -
+
7th - ''greater scrying'', ''vision''
-
8th -
+
8th - ''discern location'', ''foresight''
-
9th -
+
9th - ''moment of prescience''
-
===Augury===
+
===Enchantment===
-
'''1st Level Mystery:'''  
+
'''1st Level Mystery:''' You become trained in Bluff, Diplomacy, and Intimidate.
-
'''4th Level Mystery:'''  
+
'''4th Level Mystery:''' You may substitute your Intelligence modifier for your Charisma modifier for any Charisma-based social skill check.
-
'''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.
+
'''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:'''
+
'''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:'''  
+
'''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:'''  
+
'''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:'''
'''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.
+
*You gain Obtain Familiar as a bonus feat.
 +
*If you know the ''charm'' spell and can prepare it in an eternal slot, you are considered to always have ''charm'' prepared in an eternal slot even if you do not.
'''Spells'''
'''Spells'''
-
1st -  
+
1st - ''charm'', ''command'', ''sleep''
-
2nd -  
+
2nd - ''aid'', ''hold'', ''zone of truth''
-
3rd -  
+
3rd - ''confusion'', ''heroism'', ''suggestion''
-
4th -  
+
4th - ''crushing despair'', ''dominate'', ''lesser geas''
-
5th -  
+
5th - ''feeblemind'', ''mind fog''
-
6th -  
+
6th - ''greater heroism'', ''mass suggestion''
-
7th -
+
7th - ''insanity'', ''mass hold''
-
8th -
+
8th - ''binding'', ''demand''
-
9th -
+
9th - ''antipathy'', ''sympathy''
-
===Enchantment===
+
===Enochian Magic===
-
'''1st Level Mystery:''' You become trained in Bluff, Diplomacy, and Intimidate.
+
'''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:''' You may substitute your Intelligence modifier for your Charisma modifier for any Charisma-based social skill check.
+
'''4th Level Mystery:''' Your [Calling] and [Summoning] spells are automatically Extended, as if by the metamagic feat, without any level adjustment.
-
'''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.
+
'''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 any [Enchantment] spell, your spells are automatically Stilled, as if by the metamagic feat, without any level adjustment.  
+
'''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:''' When you cast any [Enchantment] spell, your spells are automatically Silenced, as if by the metamagic feat, without any level adjustment.  
+
'''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:''' Once per day when casting an [Enchantment] spell, you may alter its duration to "Permanent" by expending an additional 10th level spell slot.
+
'''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:'''
'''Esoterica:'''
-
*You gain Obtain Familiar as a bonus feat.
+
*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'''
'''Spells'''
-
1st -  
+
1st - ''mount'', ''summon monster I'', ''unseen servant''
-
2nd -  
+
2nd - ''feral might'', ''summon monster II'', ''summon swarm''
-
3rd -  
+
3rd - ''harras'', ''phantom steed'', ''summon monster III''
-
4th -  
+
4th - ''dismissal'', ''faithful hound'', ''summon monster IV''
-
5th -  
+
5th - ''lesser planar binding'', ''summon monster V''
-
6th -  
+
6th - ''planar binding'', ''summon monster VI''
-
7th -
+
7th - ''binding'', ''summon monster VII''
-
8th -
+
8th - ''greater planar binding'', ''summon monster VIII''
-
9th -
+
9th - ''summon monster IX''
-
===Enochian Magic===
+
===High Arcana===
-
'''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.
+
'''1st Level Mystery:''' You gain Scribe Scroll as a bonus feat.
-
'''4th Level Mystery:''' Your [Calling] and [Summoning] spells are automatically Extended, as if by the metamagic feat, without any level adjustment.
+
'''4th Level Mystery:''' You add 1/2 your class level (minimum 1) as a bonus on all Knowledge (arcana), Spellcraft, and Use Magic Device checks. You can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered.
-
'''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.
+
'''8th Level Mystery:''' You gain the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level) that deals 1d6 points of damage per two caster levels (round down) plus 1d6 points of damage per level of the spell used to create the effect.  
-
'''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.
+
'''12th Level Mystery:''' You may take 10 on Caster Level checks.
-
'''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.
+
'''16th Level Mystery:''' Whenever you cast a spell with an area, you can shape the spell's area so that one creature within the area is unaffected by the spell. You may use this ability a number of times per day equal to your Wisdom modifier.
-
'''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.  
+
'''20th Level Mystery:''' You add your Wisdom modifier to Caster Level checks made to overcome Spell Resistance, to counter a spell, or to dispel a spell. You also add your Wisdom modifier to your Caster Level to determine a spell's maximum duration. You also increase the DC of identifying one of your spells as it is cast by 5.
'''Esoterica:'''
'''Esoterica:'''
-
*When you summon multiple creatures with a [Summoning] spell or effect, increase the number of creatures summoned by one.
+
*Increase your Caster Level by 1 when determining your effective Caster Level for dispelling or counterspelling. You may take this esoterica multiple times: its effects stack.
-
*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.
+
*Increase your Caster Level by 1 when determining your effective Caster Level for overcoming Spell Resistance. You may take this esoterica multiple times: its effects stack.
-
*You gain the Augmented Summoning feat as a bonus feat.
+
*Increase your Caster Level by 1 when determining your effective Caster Level for determining spell durations. You may take this esoterica multiple times: its effects stack.
'''Spells'''
'''Spells'''
-
1st -  
+
1st - ''comprehend languages'', ''identify'', ''magic missile''
-
2nd -  
+
2nd - ''continual flame'', ''see invisibility'', ''spell scan''
-
3rd -  
+
3rd - ''arcane sight'', ''dispel magic'', ''teleportation trace''
-
4th -  
+
4th - ''dimensional anchor'', ''imbue with spell ability'', ''invocation''
-
5th -  
+
5th - ''break enchantment'', ''permanency''
-
6th -  
+
6th - ''contingency'', ''greater dispel magic''
-
7th -
+
7th - ''globe of invulnerability'', ''greater arcane sight''
-
8th -
+
8th - ''great invocation'', ''mind blank''
-
9th -
+
9th - ''disjunction''
===Jotunnskyn===
===Jotunnskyn===
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*You gain cold resist 1. You may take this esoterica up to six times: each time, increase your cold resist by 1.
*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.  
*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.  
 +
*Once per day, you may alter any [Cold] spell as it is cast: if you do so, treat it as if it were affected by the Empower Spell metamagic feat, but without the level adjustment.
'''Spells'''
'''Spells'''
-
1st -  
+
1st - ''endure elements'', ''frozen grasp'', ''ray of frost''
-
2nd -  
+
2nd - ''chill metal'', ''resist energy'', ''snowball''
-
3rd -  
+
3rd - ''cold snap'', ''icy clutch'', ''sleet storm''
-
4th -  
+
4th - ''ice storm'', ''spray of ice'', ''wall of ice''
-
5th -  
+
5th - ''cone of cold'', ''crystallize''
-
6th -  
+
6th - ''freezing sphere'', ''spreading frost''
-
7th -
+
7th - ''armor of ice'', ''freezing glance''
-
8th -
+
8th - ''polar ray'', ''permafrost''
-
9th -
+
9th - ''wintrous ascension''
===Lernaen Magic===
===Lernaen Magic===
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'''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.
'''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.
+
'''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. 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.
'''12th Level Mystery:''' Creatures normally immune to [Poison] effects instead only get a +5 bonus on saving throws against your [Poison] effects.
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*Increase the save DC of your [Poison] abilities by 1.
*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).
*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).
 +
*You gain a bite attack that deals 1d6 damage. This is a secondary natural attack (unless you have no other natural attacks, in which case it is your primary natural attack). On a critical hit, in addition to your bonus damage you deal 1 point of Constitution damage.
'''Spells'''
'''Spells'''
-
1st -  
+
1st - ''cobra fangs'', ''delay poison'', ''invigorate venom''
-
2nd -  
+
2nd - ''envenom weapon'', ''minor venom revision'', ''venomlink''
-
3rd -  
+
3rd - ''hydrablood'', ''neutralize poison'', ''poison''
-
4th -  
+
4th - ''greater venomlink'', ''mass envenom weapon'', ''venom revision''
-
5th -  
+
5th - ''antivenin'', ''lernaen breath''
-
6th -  
+
6th - ''greater envenom weapon'', ''virulence''
-
7th -
+
7th - ''major venom revision'', ''wrath of the hydra''
-
8th -
+
8th - ''mass greater envenom weapon'', ''taint earth''
-
9th -
+
9th - ''mighty wrath of the hydra''
===Might of Talos===
===Might of Talos===
Line 406: Line 412:
*You gain DR/adamantine equal to your Strength modifier.
*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.
*Increase your Base Attack Bonus by 1. You may take this esoterica multiple times: its effects stack.
 +
*Decrease your total spell failure chance from armor by 10%. You may take this esoterica multiple times: its effects stack.
'''Spells'''
'''Spells'''
-
1st -  
+
1st - ''graft weapon'', ''mage armor'', ''magic weapon''
-
2nd -  
+
2nd - ''chill metal'', ''corrosive grasp'', ''heat metal''
-
3rd -  
+
3rd - ''daggerveil'', ''greater magic weapon'', ''rend metal''
-
4th -  
+
4th - ''iron body'', ''malleate'', ''rusting grasp''
-
5th -  
+
5th - ''absolute position'', ''exploit defect''
-
6th -  
+
6th - ''midas touch'', ''wall of iron''
-
7th -
+
7th - ''mage's sword'', ''repel metal or stone''
-
8th -
+
8th - ''impale'', ''perfection''
-
9th -
+
9th - ''deflecting daggerveil''
===Ondinic Tradition===
===Ondinic Tradition===
Line 443: Line 450:
*You gain acid resist 1. You may take this esoterica up to six times: each time, increase your acid resist by 1.  
*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.  
*You gain a +2 bonus to resist combat maneuvers.  
 +
*When you have a miss chance (due to concealment, magic, equipment, or otherwise), increase the miss chance provided by 5%.
'''Spells'''
'''Spells'''
-
1st -  
+
1st - ''obscuring mist'', ''salt spray'', ''steam vent''
-
2nd -  
+
2nd - ''rain sheath'', ''sudden storm'', ''wake of the sea turtle''
-
3rd -  
+
3rd - ''steam blast'', ''wake of the dolphin'', ''water walk''
-
4th -  
+
4th - ''control water'', ''selkie's kiss'', ''wake of the shark''
-
5th -  
+
5th - ''liquefy'', ''wake of the whale''
-
6th -  
+
6th - ''ocean's wrath'', ''wall of water''
-
7th -
+
7th - ''armor of water'', ''wake of the leviathan''
-
8th -
+
8th - ''polar ray'', ''selkie's favor''
-
9th -
+
9th - ''ocean's mighty wrath''
-
 
+
-
===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===
===Oreadic Tradition===
Line 516: Line 488:
*You gain DR 2/-. You may take this esoterica up to five times: each time, increase your DR by 2.  
*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.
*Increase your natural armor bonus by 1. You make take this esoterica up to five times: its effects stack.
 +
*Increase your Constitution score by 2.
'''Spells'''
'''Spells'''
-
1st -  
+
1st - ''fists of stone'', ''magic stone'', ''salt spray''
-
2nd -  
+
2nd - ''rampart'', ''petrify'', ''shifting sands''
-
3rd -  
+
3rd - ''choking dust'', ''meld into stone'', ''stone shape''
-
4th -  
+
4th - ''earthsight'', ''fissure'', ''spike stones''
-
5th -  
+
5th - ''move earth'', ''wall of stone''
-
6th -  
+
6th - ''parapet'', ''stoneskin''
-
7th -
+
7th - ''armor of earth'', ''stone tell''
-
8th -
+
8th - ''earthquake'', ''repel metal or stone''
-
9th -
+
9th - ''volcanic eruption''
===Phantasmagoria===
===Phantasmagoria===
Line 552: Line 525:
'''Esoterica:'''
'''Esoterica:'''
*You may cast ''disguise self'' at will as a spell-like ability.
*You may cast ''disguise self'' at will as a spell-like ability.
 +
*Your mysteries and esoterica that base their effects on your Intelligence score instead base their effects on your Charisma score.
 +
*Creatures that are immune to [Illusion] spells and effects are not immune to yours: instead, they get a bonus on their saving throws against your [Illusion] spells equal to 10 minus your Charisma modifier.
'''Spells'''
'''Spells'''
-
1st -  
+
1st - ''disguise self'', ''silent image'', ''ventriloquism''
-
2nd -  
+
2nd - ''blur'', ''mirror image'', ''misdirection''
-
3rd -  
+
3rd - ''invisibility'', ''major image'', ''silence''
-
4th -  
+
4th - ''hallucinatory terrain'', ''seeming'', ''phantasmal killer''
-
5th -  
+
5th - ''greater invisibility'', ''illusory wall''
-
6th -  
+
6th - ''mirage arcana'', ''mislead''
-
7th -
+
7th - ''permanent image'', ''programmed image''
-
8th -
+
8th - ''mass invisibility'', ''project image''
-
9th -
+
9th - ''screen''
===Promethean Magic===
===Promethean Magic===
Line 594: Line 569:
'''Spells'''
'''Spells'''
-
1st -  
+
1st - ''burning hands'', ''endure elements'', ''flaming sphere''
-
2nd -  
+
2nd - ''continual flame'', ''pyrotechnics'', ''scorching ray''
-
3rd -  
+
3rd - ''explosive runes'', ''fireball'', ''flame arrow''
-
4th -  
+
4th - ''fire shield'', ''fire trap'', ''wall of fire''
-
5th -  
+
5th - ''protection from energy'', ''spontaneous combustion''
-
6th -  
+
6th - ''armor of flame'', ''meteor strike''
-
7th -
+
7th - ''delayed blast fireball'', ''fire storm''
-
8th -
+
8th - ''eruption'', ''incendiary cloud''
 +
 
 +
9th - ''meteor swarm''
-
9th -
 
===Raghnialt's Kiss===
===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.  
'''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.  
Line 628: Line 604:
* You gain electrical resist 1. You may take this esoterica up to six times: each time, increase your electrical resist by 1.
* 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.  
* 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.  
 +
* Once per day, you may alter any [Electricity] spell as it is cast: if you do so, treat it as if it were affected by the Quicken Spell metamagic feat, but without the level adjustment.
'''Spells'''
'''Spells'''
-
1st -  
+
1st - ''endure elements'', ''frozen grasp'', ''shocking grasp''
-
2nd -  
+
2nd - ''gust of wind'', ''resist energy'', ''sudden storm''
-
3rd -  
+
3rd - ''call lightning'', ''lightning bolt'', ''wind wall''
-
4th -  
+
4th - ''cold snap'', ''protection from energy'', ''shocking dispel''
-
5th -  
+
5th - ''call lightning storm'', ''control winds''
-
6th -  
+
6th - ''biting winds'', ''chain lightning''
-
7th -
+
7th - ''armor of lightning'', ''hold vapor''
-
8th -
+
8th - ''impending thunderburst'', ''whirlwind''
-
9th -
+
9th - ''tempest''
===Rune Magic===
===Rune Magic===
Line 672: Line 649:
'''Spells'''
'''Spells'''
-
1st - ''alarm''
+
1st - ''alarm'', ''detect'', ''magic weapon''
 +
 
 +
2nd - ''arcane lock'', ''secret page'', ''comprehend languages''
-
2nd - ''detect magic''
+
3rd - ''explosive runes'', ''illusory script'', ''sepia snake sigil''
-
3rd -  
+
4th - ''dimensional anchor'', ''fire trap'', ''symbol of sleep''
-
4th -  
+
5th - ''permanency'', ''symbol of pain''
-
5th -  
+
6th - ''symbol of fear'', ''symbol of persuasion''
-
6th -  
+
7th - ''instant summons'', ''symbol of stunning''
-
7th -
+
8th - ''dimensional lock'', ''symbol of insanity''
-
8th -
+
9th - ''symbol of death''
-
9th -
 
===Sylphic Tradition===
===Sylphic Tradition===
Line 705: Line 683:
'''Esoterica:'''
'''Esoterica:'''
*You gain the scent ability.
*You gain the scent ability.
-
*You may cast ''gust of wind'' as a spell-like ability a number of times per day equal to your Charisma modifier.
+
*You may cast ''gust of wind'' as a spell-like ability a number of times per day equal to your Charisma modifier. Weather and [Air] effects that have effects based upon your size always treat you as if you were Colossal, regardless of your actual size.
 +
*Increase any fly speeds you possess by 10' and improve your flight maneuverability by one step.
'''Spells'''
'''Spells'''
-
1st -  
+
1st - ''protection from arrows'', ''sound burst'', ''whispering wind''
-
2nd -  
+
2nd - ''gust of wind'', ''shatter'', ''wind wall''
-
3rd -  
+
3rd - ''fly'', ''iron lung'', ''wind wall''
-
4th -  
+
4th - ''air walk'', ''shout'', ''solid fog''
-
5th -  
+
5th - ''biting winds'', ''control winds''
-
6th -  
+
6th - ''sympathetic vibration'', ''wind walk''
-
7th -
+
7th - ''armor of wind'', ''mass fly''
-
8th -
+
8th - ''greater shout'', ''whirlwind''
-
9th -
+
9th - ''control weather''
===Thanaturgy===
===Thanaturgy===
Line 747: Line 726:
*You gain entropic resist 1. You may take this esoterica up to six times: each time, increase your entropic resist by 1.  
*You gain entropic resist 1. You may take this esoterica up to six times: each time, increase your entropic resist by 1.  
*You gain the ability to inflict entropic damage with a touch. By expending a spell slot and making a melee touch attack, you may inflict 1d4 points of entropic damage per level of the spell slot expended.
*You gain the ability to inflict entropic damage with a touch. By expending a spell slot and making a melee touch attack, you may inflict 1d4 points of entropic damage per level of the spell slot expended.
 +
*You become immune to Hero Value damage.
'''Spells'''
'''Spells'''
-
1st -  
+
1st - ''chill touch'', ''deathwatch'', ''detect undead''
-
2nd -  
+
2nd - ''command undead'', ''gentle repose'', ''ghoul touch''
-
3rd -  
+
3rd - ''animate dead'', ''false life'', ''speak with dead''
-
4th -  
+
4th - ''contagion'', ''death ward'', ''vampiric touch''
-
5th -  
+
5th - ''blight'', ''slay living''
-
6th -  
+
6th - ''create undead'', ''undeath to death''
-
7th -
+
7th - ''control undead'', ''finger of death''
-
8th -
+
8th - ''create greater undead'', ''horrid wilting''
-
9th -
+
9th - ''soul bind''

Current revision as of 14:46, 26 August 2014

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