D20r:Wizard

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(Might of Talos)
(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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'''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''
===Enchantment===
===Enchantment===
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'''Esoterica:'''
'''Esoterica:'''
*You gain Obtain Familiar as a bonus feat.
*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''
===Enochian Magic===
===Enochian Magic===
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'''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''
 +
 
 +
===High Arcana===
 +
'''1st Level Mystery:''' You gain Scribe Scroll as a bonus feat.
 +
 
 +
'''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:''' 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:''' You may take 10 on Caster Level checks.
 +
 
 +
'''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 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:'''
 +
*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.
 +
*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.
 +
*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'''
 +
 
 +
1st - ''comprehend languages'', ''identify'', ''magic missile''
 +
 
 +
2nd - ''continual flame'', ''see invisibility'', ''spell scan''
 +
 
 +
3rd - ''arcane sight'', ''dispel magic'', ''teleportation trace''
 +
 
 +
4th - ''dimensional anchor'', ''imbue with spell ability'', ''invocation''
 +
 
 +
5th - ''break enchantment'', ''permanency''
 +
 
 +
6th - ''contingency'', ''greater dispel magic''
 +
 
 +
7th - ''globe of invulnerability'', ''greater arcane sight''
 +
 
 +
8th - ''great invocation'', ''mind blank''
 +
 
 +
9th - ''disjunction''
===Jotunnskyn===
===Jotunnskyn===
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'''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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'''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===
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'''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===
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*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''
===Oreadic Tradition===
===Oreadic Tradition===
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*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===
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'''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===
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'''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.  
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'''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===
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'''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 638: 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 680: 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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