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    Default [d20r, Class] The Wizard

    This is part of the d20 Rebirth project, a collection of rewrites and revamps aimed at extending the lifespan of 3.5e D&D and balancing core mechanics to provide a more functional, more fun, and more intuitive game.

    Other items in the d20 Rebirth project can be found under the d20r tag, or on my wiki.


    Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
    1st +0 +0 +0 +2 Arcana, Cantrips, Mastery, Mystery 3 - - - - - - - - -
    2nd +1 +0 +0 +3 Esoterica 4 - - - - - - - - -
    3rd +1 +1 +1 +3 - 4 2 - - - - - - - -
    4th +2 +1 +1 +4 Mystery 4 3 - - - - - - - -
    5th +2 +1 +1 +4 Bonus Feat, Esoterica 4 3 2 - - - - - - -
    6th +3 +2 +2 +5 - 5 3 3 - - - - - - -
    7th +3 +2 +2 +5 - 5 3 3 2 - - - - - -
    8th +4 +2 +2 +6 Esoterica, Mystery 5 4 3 3 - - - - - -
    9th +4 +3 +3 +6 - 5 4 3 3 2 - - - - -
    10th +5 +3 +3 +7 Bonus Feat 6 4 4 3 3 - - - - -
    11th +5 +3 +3 +7 Esoterica 6 4 4 3 3 2 - - - -
    12th +6/+1 +4 +4 +8 Mystery 6 5 4 4 3 3 - - - -
    13th +6/+1 +4 +4 +8 - 6 5 4 4 3 3 2 - - -
    14th +7/+2 +4 +4 +9 Esoterica 7 5 5 4 4 3 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 6 5 5 4 4 3 3 - -
    17th +8/+3 +5 +5 +10 Esoterica 7 6 5 5 4 4 3 3 2 -
    18th +9/+4 +6 +6 +11 - 7 6 6 5 5 4 4 3 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 6 6 5 5 4 4 3 3

    HD: d4

    Prowess: A Wizard gains two Prowess per level.

    Skills: A Wizard is trained in the Mage skill set and chooses one other set.

    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 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.

    He can cast any spell he has prepared at any time, assuming he has not yet used up his spells per day for that spell level. For example, a 3rd level wizard can prepare three 1st level and one 2nd level spells. He can cast 1st level spells four times and 2nd level spells three times in the course of the day. He might end up using the same 1st level spell four times, or one 1st level spell two times and another 1st level spell two times, or any combination that adds up to four uses of any of his 1st level spells. If a wizard knows any metamagic feats, he applies them to his spells when he prepares his spells for the day.

    A wizard may recover expended spell slots and alter his spells prepared by spending an hour in meditation or study, and may only do so once a day.

    Prepared Spells [Arcane, Progressing]: A wizard prepares a limited number of spells of each level: he may cast these spells spontaneously as long as he has spell slots capable of casting them. Use the table below to determine how many spells a wizard may prepare of each level. At higher levels, he also receives additional preparation slots at each level (indicated by a "+1" on the table below): he must prepare an Eternal spell in this slot. See the Eternal Magic class feature.

    A wizard may change his prepared spells when he recovers his spell slots.

    Prepared Spells Per Level
    Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
    1st 2 - - - - - - - - -
    2nd 3 - - - - - - - - -
    3rd 3 1 - - - - - - - -
    4th 3+1 1 - - - - - - - -
    5th 3+1 1 1 - - - - - - -
    6th 3+1 2 1 - - - - - - -
    7th 3+1 2 1 1 - - - - - -
    8th 4+1 2+1 2 1 - - - - - -
    9th 4+1 2+1 2 1 1 - - - - -
    10th 4+1 3+1 2 2 1 - - - - -
    11th 4+1 3+1 2 2 1 1 - - - -
    12th 4+2 3+1 3+1 2 2 1 - - - -
    13th 5+2 3+1 3+1 2 2 1 1 - - -
    14th 5+2 3+1 3+1 3 2 2 1 - - -
    15th 5+2 4+1 3+1 3 2 2 1 1 - -
    16th 5+3 4+2 3+1 3+1 3 2 2 1 - -
    17th 5+3 4+2 4+1 3+1 3 2 2 1 1 -
    18th 6+3 4+2 4+1 3+1 3 3 2 2 1 -
    19th 6+3 4+2 4+1 4+1 3 3 2 2 2 1
    20th 6+4 5+3 4+2 4+1 3+1 3 3 2 2 1

    Cantrips (Sp) [Arcane]: A wizard knows a number of 0th level wizard spells (cantrips) equal to their Intelligence modifier. These spells are usable as spell-like abilities at will. Should a wizard receive a temporary Intelligence adjustment (such as from natural insight ), he does not learn new cantrips; however, a permanent adjustment (such as from leveling up) allows him to learn additional cantrips.

    Mastery [Arcane, Progressing]: At first level, a wizard chooses a school as his main school of training: this is his Mastery. All spells associated with this Mastery are on the wizard's spell list, and the wizard gains Mysteries associated with his Mastery at 1st level, at 4th level, and at every four levels thereafter (8th, 12th, 16th, and finally at 20th).

    Arcana [Arcane]: In addition to his Mastery, a wizard selects two schools as secondary schools of training. He draws spells from these Arcana and may select Esoterica from within them, but he does not gain Mysteries from his Arcana.

    Mystery [Lore, Progressing]: A wizard's Mastery grants him unique powers granted at the levels indicated on the class progression. Mysteries are spell-like abilities except where otherwise noted. See the school descriptions for details. Unless otherwise noted, a Mystery's saving throw is 10 + Hero Value + Intelligence modifier.

    Esoterica [Lore]: At 2nd level, and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th), a wizard gains a new Esoterica, selected from either his Mastery or from his Arcana. See the school descriptions for details.

    Eternal Magic [Arcane]: As wizards develop their powers, they begin learning the advantages of having a few specific spells prepared. Starting at 4th level, a wizard may prepare spells in eternal slots, indicated by the +1 on the spells prepared per day table.

    Eternal spell slots are prepared as a wizard refreshes their spells. Any spell in an eternal slot can be used, in a weakened form, as an at-will power. A wizard uses his normal spells known to determine what eternal spells he can prepare. He must prepare spells before casting them. To ready or cast an eternal 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 eternal spell is 10 + the spell level + the wizard's Intelligence modifier.

    Once readied, he may cast the readied spells as frequently as he likes. However, spells readied in this fashion must be spells that have the [Eternal] descriptor, and any spell cast this way uses its eternal effect, rather than its standard one: see the individual spell descriptions for details.

    Bonus Feat [Lore]: At fifth level, and every five levels thereafter (10th, 15th, and 20th), a wizard gains a bonus metamagic feat.
    Last edited by Fax Celestis; 2014-08-18 at 06:13 PM.

  2. - Top - End - #2
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    Default Re: [d20r, Class] The Wizard

    Schools
    Alchemy
    Spoiler
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    1st Level Mystery: You gain the Brew Potion feat as a bonus feat.

    4th Level Mystery: You gain the ability to brew spell grenades. A spell grenade functions in all ways like a potion, except that instead of being imbibed, it is thrown on a target. Unlike a potion, a spell grenade can only contain single-target spells or spells that have a burst or cylinder shape. Cost, creation times, effects that alter how a potion can be crafted, maximum spell level you can store in a potion, and similar effects that specifically change potions also apply to spell grenades. This ability augments the Brew Potion feat, so spell grenades use the same basic rules as potions do.

    Hitting a target with a spell grenade requires a ranged touch attack, with a range increment of 10'. If the original spell had a saving throw, it is unchanged. A consumed spell grenade has no effect.

    8th Level Mystery: Whenever you brew a potion, you instead brew a number of potions equal to one-quarter your level. The cost is not changed.

    12th Level Mystery: With an hour of intense labor, you may change the substance a piece of metal equipment is made of. The item to be changed must be of masterwork (or better) quality. You may alter the item's material to any metal that it could normally be fabricated of: nothing else about the item (size, enhancements, or similar) is changed. For instance, you can change a mithril breastplate of spell resistance +1 into an adamantine breastplate of spell resistance +1, but not into an adamantine breastplate of invulnerability +1 . You could also turn an adamantine greataxe +1 into a cold iron greataxe +1, but could not use this ability on a weapon that has a striking surface made up of wood (such as a quarterstaff), even if that item is made of darkwood or ironwood. Using this ability requires access to an alchemist's lab, which is consumed in the process.

    16th Level Mystery: You gain Craft Construct as a bonus feat.

    20th Level Mystery: Through intense labor, you modify your form with construct parts and alchemical remnants. Your type becomes Construct, and you gain all the features of the Construct type except as noted here. You retain your Constitution score, but you do not gain bonus Hit Points based upon your size. You gain a natural armor bonus equal to twice your Constitution modifier and DR/adamantine equal to your Intelligence modifier. You gain a slam attack that deals 2d8 damage for a Medium creature. Spells and effects that specifically target your original type still affect you, but spells and effects that specifically target constructs also apply to you. Healing spells have their effects halved (round down). You gain 50% resistance to critical hits.

    Esoterica:
    *Increase the level of spells you may brew into a potion by 1. You may take this esoterica multiple times, each time increasing the level of spells you may brew into a potion by a further 1.
    *You may delay the effects of a potion you have imbibed for a number of hours equal to your Constitution modifier. Activating a delayed potion requires a swift action.
    *You gain the ability to cast chill metal and heat metal as spell-like abilities, each usable up to a number of times equal your Intelligence modifier per day.

    Spells
    1st - endure elements, expeditious retreat, mage armor
    2nd - enlarge person, feral might, natural insight
    3rd - blink, invisibility, nondetection
    4th - break enchantment, fly, haste
    5th - phantom limb, rhabdomantic hack
    6th - mass feral might, mass natural insight
    7th - antimagic field, greater arcane sight
    8th - greater phantom limb, iron body
    9th - protection from spells


    Astrology
    Spoiler
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    1st Level Mystery: You are trained in Awareness. Further, you add your Charisma modifier to your Awareness checks (in addition to your Wisdom modifier).

    4th Level Mystery: You are gifted with extraordinary insight and perceptive abilities: you can add an insight bonus equal to your Charisma modifier to any attack roll, saving throw, skill check, or level check you make. You can use this ability once per day, plus one additional time per day for every five class levels attained. Using this ability is a free action that can be taken out of turn if needed, but you must choose to use this ability before the die roll is made.

    8th Level Mystery: A number of times per day equal to your Charisma modifier, you can generate a protective aura that shields against both physical and magical attacks. When you generate this field, you gain a deflection bonus to your Armor Class and a resistance bonus on all saving throws equal to your Charisma modifier. This ability requires an immediate action to activate, and each use protects against only one attack or spell. Once activated, the protective aura lasts for 1 minute or until you are attacked or required to make a saving throw, whichever comes first.

    12th Level Mystery: You gain spell resistance equal to your caster level + your Charisma modifier.

    16th Level Mystery: You add your Charisma modifier to caster level checks.

    20th Level Mystery: Once per day, at the end of your turn, you may decide to restart your turn, regaining all spells and items used, charges spent, etc. Any status effects or damage inflicted during the course of your turn do not take place, and you (and any other creatures that may have also moved) move back to the position where you started your turn. Activating this ability is a free action.

    Esoterica:
    *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.
    *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
    1st - detect, identify, true strike
    2nd - augury, locate object, status
    3rd - clairvoyance, discern lies, see invisibility
    4th - detect scrying, locate creature, scrying
    5th - contact other plane, telepathic bond
    6th - analyze dweomer, legend lore
    7th - greater scrying, vision
    8th - discern location, foresight
    9th - moment of prescience


    Enchantment
    Spoiler
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    1st Level Mystery: You become trained in Bluff, Diplomacy, and Intimidate.

    4th Level Mystery: You may substitute your Intelligence modifier for your Charisma modifier for any Charisma-based social skill check.

    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: When you cast any [Enchantment] spell, your spells are automatically Stilled, as if by the metamagic feat, without any level adjustment.

    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: Once per day when casting an [Enchantment] spell, you may alter its duration to "Permanent" by expending an additional 10th level spell slot.

    Esoterica:
    *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
    1st - charm, command, sleep
    2nd - aid, hold, zone of truth
    3rd - confusion, heroism, suggestion
    4th - crushing despair, dominate, lesser geas
    5th - feeblemind, mind fog
    6th - greater heroism, mass suggestion
    7th - insanity, mass hold
    8th - binding, demand
    9th - antipathy/sympathy


    Enochian Magic
    Spoiler
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    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: Your [Calling] and [Summoning] spells are automatically Extended, as if by the metamagic feat, without any level adjustment.

    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 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: 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: 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:
    *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
    1st - mount, summon monster I, unseen servant
    2nd - feral might, summon monster II, summon swarm
    3rd - harras, phantom steed, summon monster III
    4th - dismissal, faithful hound, summon monster IV
    5th - lesser planar binding, summon monster V
    6th - planar binding, summon monster VI
    7th - binding, summon monster VII
    8th - greater planar binding, summon monster VIII
    9th - summon monster IX


    High Arcana
    Spoiler
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    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, ventriloquism
    2nd - continual flame, see invisibility, spell scan
    3rd - arcane sight, dispel magic, teleportation trace
    4th - dimensional anchor, invocation, lesser globe of invulnerability
    5th - break enchantment, permanency
    6th - contingency, greater dispel magic
    7th - globe of invulnerability, greater arcane sight
    8th - great invocation, mind blank
    9th - disjunction


    Jotunnskyn
    Spoiler
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    1st Level Mystery: You may breathe a cone of cold as a standard action, creating a 20' cone. This cone of cold deals 1d4 points of cold damage per two caster levels and offers a Fortitude save for half damage. This is a [Cold] effect.

    4th Level Mystery: You are sheathed in a constant aura of cold. While this has no effect on you or on your everyday activities (including interacting with others), some people might find the cold around you unnerving. Further, the cold selectively intensifies whenever you are attacked: any creature that attacks you in melee without a reach weapon must make a Reflex save or take 1d6 cold damage per three caster levels. This is a [Cold] effect.

    8th Level Mystery: As a standard action, you may target a creature within 60' that is on the ground. The targeted creature must make a Reflex save or be immobilized by ice binding their feet to the ground. A creature immobilized in this fashion takes cold damage equal to your Intelligence modifier each round until it is freed. A successful Strength check or Acrobatics check (DC 10 + your Hero Value + your Intelligence modifier) lets the creature escape: making this check is a move action. Conversely, if the creature takes fire damage exceeding your Hero Value, it is immediately freed as the ice melts off. This is a [Cold] effect.

    12th Level Mystery: As a standard action, you may fire a lance of ice from your fingertips at a target within 100'. To hit with an ice lance, make a ranged attack roll (not a touch attack). If you hit, your target takes 1d4 points of cold damage per caster level and must make a Fortitude save or be stunned for one round. This is a [Cold] effect.

    16th Level Mystery: Creatures that are immune to cold are instead treated as having cold resist 6 against your [Cold] abilities and spells. Further, when a creature is affected by one of your Jotunnskyn mysteries and is immune to a status effect rendered by that mystery, they are considered not immune and instead get a +5 bonus on the saving throw to resist.

    20th Level Mystery: A number of times per day equal to your Intelligence modifier, you may spend a swift action after you cast a [Cold] spell. If you do so, you do not expend the spell slot.

    Esoterica:
    *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.
    *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
    1st - endure elements, frozen grasp, ray of frost
    2nd - chill metal, resist energy, snowball
    3rd - cold snap, icy clutch, sleet storm
    4th - ice storm, spray of ice, wall of ice
    5th - cone of cold, crystallize
    6th - freezing sphere, spreading frost
    7th - armor of ice, freezing glance
    8th - polar ray, permafrost
    9th - wintrous ascension

  3. - Top - End - #3
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    Default Re: [d20r, Class] The Wizard

    Lernaen Magic
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    1st Level Mystery: You are trained in the use of poison and never risk accidentally poisoning yourself when applying poison to a weapon. In addition, you gain a bonus equal to your Constitution modifier on saves against [Poison] effects.

    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. 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.

    16th Level Mystery: You are immune to [Poison] effects.

    20th Level Mystery: If you are damaged by an attack or spell that originated from within 30', your poisonous blood counterattacks in a caustic spurt of venom. Make a touch attack against the attacker: if you succeed, your opponent must make a Fortitude save (DC 10 + your Hero Value + your Constitution modifier) or be afflicted by a poison that inflicts 1d4 points of Constitution damage. You may only make one counterattack per attack or spell (including a full-attack), and another Lernaen wizard's counterattack (or a similar counterattack ability) does not activate your counterattack. This is a [Poison] effect.

    Esoterica:
    *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).
    *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
    1st - cobra fangs, delay poison, invigorate poison
    2nd - envenom weapon, minor venom revision, venomlink
    3rd - hydrablood, neutralize poison, poison
    4th - greater venomlink, mass envenom weapon, venom revision
    5th - antivenin, lernaen breath
    6th - greater envenom weapon, virulence
    7th - major venom revision, wrath of the hydra
    8th - mass greater envenom weapon, taint earth
    9th - mighty wrath of the hydra


    Might of Talos
    Spoiler
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    1st Level Mystery: You gain extra Hit Points per wizard Hit Die equal to your Strength modifier or your Constitution modifier, whichever is higher.

    4th Level Mystery: You gain an armor bonus to AC equal to your Strength modifier as your skin harden and becomes slightly metallic. As an armor bonus, it dos not stack with worn armor. However, it has no armor check penalty and no arcane spell failure chance. Your skin is considered masterwork and can be enchanted as normal. For effects that measure their effectiveness based upon the weight of the armor you wear, your skin is considered light armor.

    8th Level Mystery: As a standard action, you can form encircling bands of metal around a creature within 30'. The targeted creature must make a Reflex save or be rendered unable to attack or cast spells with somatic components. The affected creature's movement speeds are reduced to 0', except for any land speed the creature has: it is instead reduced to 5'. A creature that fails this save must also make an Acrobatics check (DC 10 + your Hero Value + your Strength modifier) or be struck prone. A creature held in this fashion can break free by making a Strength or Acrobatics check (DC 10 + your Hero Value + your Strength modifier) as a full-round action that provokes attacks of opportunity. You may use this ability a number of times per day equal to your Strength modifier.

    12th Level Mystery: As a standard action, you may expend a spell slot of 5th level or higher to end any or all of the following conditions currently affecting you: Blinded, Confused, Dazzled, Deafened, Energy Drained, Entangled, Exhausted, Fatigued, Flat-Footed, Frightened, Immobilized, Knocked Down, Nauseated, On Fire, Paralyzed, Petrified, Prone, Shaken, Sickened, Slowed, Staggered, or Turned. This ability may be activated even if the condition affecting you would normally make you unable to take actions (such as being paralyzed): however, if you use this ability in this fashion, this ability requires a full-round action instead of a standard.

    16th Level Mystery: As a standard action, by expending a spell slot of 7th level or higher, you may telekinetically throw a metal object within 30' at a creature within 100'. The metal object sharpens magically on the way and aims for the creature's neck (should it have one). Make a ranged touch attack against the targeted creature: if you successfully hit, the creature must make a Fortitude save (DC 10 + your Hero Value + your Strength modifier) or be slain instantly as it is decapitated. A creature without a neck or a head, one that is immune to critical hits, or one that makes its saving throw instead takes 10d8 damage.

    20th Level Mystery: As a standard action, by expending a spell slot of 9th level or higher, you may telekinetically rip the iron and other ferrous metals out of the body of a corporeal targeted creature within 60' and form it into an iron golem that appears adjacent to you. A creature targeted in this way takes 4d6 Constitution damage and is fatigued for 24 hours. A successful Fortitude save (DC 10 + your Hero Value + your Strength modifier) halves the Constitution damage and negates the fatigue effect. The iron golem follows your bidding for a number of minutes equal to your Strength modifier before crumbling to rust. Creatures immune to critical hits or lacking a Constitution score are unaffected by this ability and no iron golem is made.

    Esoterica:
    *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.
    *Decrease your total spell failure chance from armor by 10%. You may take this esoterica multiple times: its effects stack.

    Spells
    1st - graft weapon, mage armor, magic weapon
    2nd - chill metal, corrosive grasp, heat metal
    3rd - daggerveil, greater magic weapon, rend metal
    4th - iron body, malleate, rusting grasp
    5th - absolute position, exploit defect
    6th - midas touch, wall of iron
    7th - mage's sword, repel metal or stone
    8th - impale, perfection
    9th - deflecting daggerveil


    Ondinic Tradition
    Spoiler
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    1st Level Mystery: As a standard action, you can breathe forth a stream of water in a 30' line. It deals 1d6 points of bludgeoning damage per two wizard levels and bull-rushes creatures affected with an effective bonus equal to your caster level plus your Charisma modifier. A successful Reflex save halves the damage and negates the bull-rush. Creatures with the Fire subtype take double damage from this ability.

    4th Level Mystery: You gain the Amphibious subtype and a swim speed equal to your land speed. If you have the Aquatic subtype and you do not possess a land speed (or your land speed is less than your swim speed), your land speed increases to match your swim speed.

    8th Level Mystery: You may cast water breathing and air breathing at will.

    12th Level Mystery: Your body becomes partially liquid. You gain the Water subtype. As an immediate action, you may grant yourself 20% concealment for one round. You may use this ability a number of times per day equal to your Charisma modifier.

    16th Level Mystery: As a standard action, you may expend a 6th level or higher spell slot and target a creature within 30'. They must make a Fortitude (10 + your Hero Value + your Charisma modifier) save or immediately begin drowning. See the drowning rules for details. This is a spell-like ability, and creatures that do not need to breathe (such as undead and constructs) are immune to this ability.

    20th Level Mystery: As a standard action, by expending a spell slot of 9th level or higher, you may telekinetically rip water and other liquid out of the body of a corporeal targeted creature within 60' and form it into an elder water elemental that appears adjacent to you. A creature targeted in this way takes 4d6 Constitution damage and is fatigued for 24 hours. A successful Fortitude save (DC 10 + your Hero Value + your Strength modifier) halves the Constitution damage and negates the fatigue effect. The water elemental follows your bidding for a number of minutes equal to your Strength modifier before crumbling to rust. Creatures immune to critical hits or lacking a Constitution score are unaffected by this ability and no water elemental is made.

    Esoterica:
    *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.
    *When you have a miss chance (due to concealment, magic, equipment, or otherwise), increase the miss chance provided by 5%.

    Spells
    1st - obscuring mist, salt spray, steam vent
    2nd - rain sheath, sudden storm, wake of the sea turtle
    3rd - steam blast, wake of the dolphin, water walk
    4th - control water, selkie's kiss, wake of the shark
    5th - liquefy, wake of the whale
    6th - ocean's wrath, wall of water
    7th - armor of water, wake of the leviathan
    8th - polar ray, selkie's favor
    9th - ocean's mighty wrath


    Oreadic Tradition
    Spoiler
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    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.

    4th Level Mystery: A number of times per day equal to your Intelligence modifier, you may ignore a creature's damage reduction when damaging them with an attack or spell. Activating this ability takes no action. You gain a slam attack that deals 1d8 damage and counts as adamantine for the purposes of overcoming damage reduction.

    8th Level Mystery: You gain DR/adamantine equal to your Intelligence modifier.

    12th Level Mystery: You gain a burrow speed equal to your land speed.

    16th Level Mystery: You ignore an amount of Damage Reduction equal to your Intelligence modifier when damaging a creature with an attack or spell. This ability requires no action.

    20th Level Mystery: Your form modifies and becomes like an elemental. Your type becomes Avatar, and you gain all the features of the Avatar type except as noted here. You gain a second slam attack that deals 2d8 damage for a Medium creature. Spells and effects that specifically target your original type still affect you, but spells and effects that specifically target avatars also apply to you. You gain 50% resistance to critical hits.

    Esoterica:
    *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 Constitution score by 2.

    Spells
    1st - fists of stone, magic stone, salt spray
    2nd - rampart, petrify, shifting sands
    3rd - choking dust, meld into stone, stone shape
    4th - earthsight, fissure, spike stones
    5th - move earth, wall of stone
    6th - parapet, stoneskin
    7th - armor of earth, stone tell
    8th - earthquake, repel metal or stone
    9th - volcanic eruption


    Phantasmagoria
    Spoiler
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    1st Level Mystery: You are trained in Stealth. Further, you add your Charisma modifier to your Stealth checks (in addition to your Dexterity modifier).

    4th Level Mystery: Even if a viewer disbelieves an illusion created by an illusionist and communicates the details of the illusion to other creatures, those other creatures do not receive the normal +4 bonus on their saying throws to disbelieve the illusion. Furthermore, even when presented with incontrovertible proof that the illusion isn't real, creatures must still succeed on a Will saving throw (DC 10 + your Hero Value + your Charisma modifier) to see objects or creatures that the illusion obscures, although they get a +10 bonus on the saving throw.

    8th Level Mystery: In any condition of illumination that would normally grant you concealment, you instead gain total concealment.

    12th Level Mystery: As a free action, you may designate a square adjacent to you. If no one threatens that square, you do not provoke an attack of opportunity when you cast a spell or use a spell-like ability.

    16th Level Mystery: Once per minute, you may cast mirror image as a free action that does not provoke attacks of opportunity.

    20th Level Mystery: You become half-real, half-illusion through your extended exposure to phantasmagoric magics. You are permanently affected as if by a blur spell, gain resistance 3 to all energy types, and are immune to others' [Illusion] spells and effects, if you so desire.

    Esoterica:
    *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
    1st - disguise self, silent image, ventriloquism
    2nd - blur, mirror image, misdirection
    3rd - invisibility, major image, silence
    4th - hallucinatory terrain, seeming, phantasmal killer
    5th - greater invisibility, illusory wall
    6th - mirage arcana, mislead
    7th - permanent image, programmed image
    8th - mass invisibility, project image
    9th - screen


    Promethean Magic
    Spoiler
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    1st Level Mystery: You may throw a small ball of fire as a standard action, creating a 5' radius burst within 30'. This burst deals 1d6 points of fire damage per two caster levels and offers a Reflex save for half damage. This is a [Fire] effect.

    4th Level Mystery: You may breathe a cone of fire as a standard action, creating a 20' cone. This cone of fire deals 1d4 points of fire damage per two caster levels and offers a Reflex save for half damage. Creatures caught in the area of effect who fail their Reflex saves catch on fire. This is a [Fire] effect.

    8th Level Mystery: As a standard action, you may create a glyph on a flat surface within 50'. The glyph glows faintly until it is touched (for instance, by a creature moving into its square), at which point it explodes, creating a 10' radius burst of flame that deals 1d6 damage per caster level. This ability offers a save for half damage. A creature touching the glyph when it is created does not trigger it: a creature must touch it after it is created to trigger the effect.

    12th Level Mystery: Targets of your [Fire] spells that have fire immunity are instead treated as having fire resist 6.

    16th Level Mystery: You may cast fireball as a spell-like ability at will. Use your caster level to determine its effects.

    20th Level Mystery: A number of times per day equal to your Intelligence modifier, you may spend a swift action after you cast a [Fire] spell. If you do so, you do not expend the spell slot.

    Esoterica:
    *Your [Fire] spells and abilities deal +1 damage per die.
    *You gain fire resist 1. You may take this esoterica up to six times: each time, increase your fire resist by 1.
    *If you know the fireball spell and can prepare it in an eternal slot, you are considered to always have fireball prepared in an eternal slot even if you do not.
    *Once per day, you may alter any [Fire] spell as it is cast: if you do so, treat it as if it were affected by the Maximize Spell metamagic feat, but without the level adjustment.

    Spells
    1st - burning hands, endure elements, flaming sphere
    2nd - continual flame, pyrotechnics, scorching ray
    3rd - explosive runes, fireball, flame arrow
    4th - fire shield, fire trap, wall of fire
    5th - protection from energy, spontaneous combustion
    6th - armor of flame, meteor strike
    7th - delayed blast fireball, fire storm
    8th - eruption, incendiary cloud
    9th - meteor swarm

  4. - Top - End - #4
    Titan in the Playground
     
    Fax Celestis's Avatar

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    Default Re: [d20r, Class] The Wizard

    Raghnialt's Kiss
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    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.

    4th Level Mystery: Whenever you take damage from an [Electricity] effect, you may send a line of electricity arcing from your body at any single target within 30'. This bolt deals half the damage you just took; a Reflex save (DC 10 + your Hero Value + your Constitution modifier) halves this damage. This is an [Electricity] effect.

    8th Level Mystery: You are unaffected by high winds, rain, and other harmful weather effects.

    12th Level Mystery: Targets of your [Electricity] spells and effects that have electrical immunity are instead treated as having electrical resist 6.

    16th Level Mystery: You may cast lightning bolt as a spell-like ability at will. Use your caster level to determine its effects.

    20th Level Mystery: A number of times per day equal to your Intelligence modifier, you may spend a swift action after you cast an [Electricity] spell. If you do so, you do not expend the spell slot.

    Esoterica:
    * Your [Electricity] spells and abilities deal +1 damage per die.
    * 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.
    * 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
    1st - endure elements, frozen grasp, shocking grasp
    2nd - gust of wind, resist energy, sudden storm
    3rd - call lightning, lightning bolt, wind wall
    4th - cold snap, protection from energy, shocking dispel
    5th - call lightning storm, control winds
    6th - biting winds, chain lightning
    7th - armor of electricity, hold vapor
    8th - impending thunderburst, whirlwind
    9th - tempest


    Rune Magic
    Spoiler
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    1st Level Mystery: A rune magic user can attach an area of effect or ray spell of instantaneous duration to an alarm spell. As a free action, you can warp an area or ray spell with instantaneous duration and a range greater than touch, leaving your arcane mark (as the spell) in the center of the effect. The spell's level, components, range, and damage (if any) do not change.

    The spell remains dormant for the duration of the alarm spell. When the alarm spell is triggered, the alarm spell reacts as normal, and the spell attached to it immediately goes off, aimed at the creature that triggered the alarm spell. In the cases of area of effect spells, the triggering creature is treated as the center of the effect. When this occurs, the alarm spell is dispelled.

    You must decide to warp the spell as you cast it. You do not need to prepare it as a warped spell. You can apply metamagic feats as normal to the spell. Attaching a spell consumes an appropriate spell slot for the attached spell.

    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.

    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.

    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.

    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:
    *If you are within 30' of an alarm spell, detect spell, or trap, one you cast or otherwise, you get a sense that it is there and may make an Awareness check to attempt to pinpoint its location.
    *You may cast alarm as a spell-like ability a number of times per day equal to your Intelligence modifier.

    Spells
    1st - alarm, detect, magic weapon
    2nd - arcane lock, secret page, comprehend languages
    3rd - explosive runes, illusory script, sepia snake sigil
    4th - dimensional anchor, fire trap, symbol of sleep
    5th - permanency, symbol of pain
    6th - symbol of fear, symbol of persuasion
    7th - instant summons, symbol of stunning
    8th - dimensional lock, symbol of insanity
    9th - symbol of death


    Sylphic Tradition
    Spoiler
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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.

    4th Level Mystery: You may add your Charisma modifier to your result when defending against a combat maneuver (such as bull-rush or overrun).

    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.

    12th Level Mystery: You gain a fly speed equal to your land speed with average maneuverability.

    16th Level Mystery: A number of times per day equal to your Charisma modifier, you may cast gaseous form as a spell-like ability.

    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:
    *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. 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
    1st - protection from arrows, sound burst, whispering wind
    2nd - gust of wind, shatter, wind wall
    3rd - fly, iron lung, wind wall
    4th - air walk, shout, solid fog
    5th - biting winds, control winds
    6th - sympathetic vibration, wind walk
    7th - armor of wind, mass fly
    8th - greater shout, whirlwind
    9th - control weather


    Thanaturgy
    Spoiler
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    1st Level Mystery: At first level, you gain the ability to create an undead minion (a human warrior skeleton). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp.

    This creature is a loyal servant that follows your commands and accompanies you on adventures if desired. If the skeletal minion is destroyed, you suffer no ill effects and may replace it by performing a ceremony identical to the one that allowed you to obtain your first servant.

    At 1st level, the skeleton is completely typical, but it gains power as you gain levels. The skeleton has a number of Hit Dice equal to your class level. Add one-half of your class level to the skeleton's natural armor bonus. Add one-third of your class level to the skeleton's Strength and Dexterity scores.

    4th Level Mystery: A number of times per day equal to your Wisdom modifier, you can peer into the spirit world for a number of rounds equal to your Hero Value. While doing so, you gain darkvision out to 60', can see invisible and ethereal creatures, and gain a bonus on Awareness checks equal to your Wisdom modifier.

    8th Level Mystery: Whenever you inflict entropic damage to a living creature, you heal 1 Hit Point per die of entropic damage dealt.

    12th Level Mystery: As a standard action, you may gain or lose the incorporeal subtype. You may only remain incorporeal (or physical, if you naturally have the incorporeal subtype) for a number of rounds per day equal to your Caster Level. These rounds do not have to be consecutive and can be broken up as needed. While incorporeal, you gain the benefits of your 4th level mystery at no cost.

    16th Level Mystery: Mindless undead cannot attack you unless they are magically compelled: undead creatures with an Intelligence score must make a Will save (DC 10 + your Hero Value + your Wisdom modifier) to be able to directly attack you. In either case, if you attack them, they become immune to this effect for 24 hours.

    20th Level Mystery: You gain the lich template.

    Esoterica:
    *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 become immune to Hero Value damage.

    Spells
    1st - chill touch, deathwatch, detect undead
    2nd - command undead, gentle repose, ghoul touch
    3rd - animate dead, false life, speak with dead
    4th - contagion, death ward, vampiric touch
    5th - blight, slay living
    6th - create undead, undeath to death
    7th - control undead, finger of death
    8th - create greater undead, horrid wilting
    9th - soul bind

  5. - Top - End - #5
    Titan in the Playground
     
    Fax Celestis's Avatar

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    Default Re: [d20r, Class] The Wizard

    New Spells

    Absolute Position *[Force]
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    Level: Might of Talos 5
    Casting Time: 1 full-round action
    Range: Touch
    Target: Metallic object touched
    Duration: Permanent (D)
    Saving Throw: None (object)
    Spell Resistance: Yes (object)

    The touched metal object is immobilized with magnetic power. It may not be moved from where it rests, even if it is in midair, functioning identically to an immovable rod except as noted here. An object subjected to absolute position can support up to 1000 lbs per Caster Level before it falls, and it requires a Strength check (with a DC equal to 10 + your Caster Level) to move it up to 10' in one round. A creature trapped by or in the immobilized object may make an Acrobatics check (with a DC equal to 10 + your Caster Level) as a move action to escape the immobilized object, although this does not free the object from the effect.


    Alarm *[Abjuration, Eternal]
    Spoiler
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    Level: Sorcerer 1, Wealth 2, Wizard 1
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 20 ft. radius emanation centered on a point in space
    Duration: 2 hours/level
    Saving Throw: None
    Spell Resistance: No

    Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters or touches the warded area or object. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.

    Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

    Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

    In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

    Ethereal or astral creatures do not trigger the alarm.

    Alarm can be made permanent with a permanency spell.

    Eternal: As a swift action, you modify the shape of your next spell with a range other than "personal" into a "ward". Rather than its typical effects, you place it within an unoccupied square adjacent to you. You must specify all effects, options, and other relevant variables when you cast the spell, and you must place the spell on a solid surface.

    The next creature to enter the warded square triggers the spell, and all of the spell's effects take place at that time. Even if the spell affects an area, only the creature that is in the square when the ward is triggered is affected. Spells that require an attack roll make the attack roll when triggered, substituting your caster level for your Base Attack Bonus. A spell that allows a saving throw or Spell Resistance modified by this spell uses its original save DCs and caster level, rather than this spell's save DC and caster level.

    A ward remains for one minute or until it is triggered. A Search check (against the spell's normal DC) reveals its presence, as do detect magic and similar abilities. A character who has located the ward can make a Disable Device check (against the spell's normal DC) to remove it: success indicates that the spell has been disarmed; failure indicates that the person attempting to remove the ward has triggered it and suffers full effects of the spell. Dispel magic or similar effects can remove a ward: they do not trigger it even on a failed check.

    If you do not cast another spell before the end of your turn, this effect is wasted.


    Animate Dead *[Animation, Eternal, Necromancy]
    Spoiler
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    Level: Sorcerer 4, Undeath 3, Wizard 4
    Casting Time: 1 standard action
    Range: Touch
    Target: One or more corpses touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
    The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.

    Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)
    The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released.

    Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

    Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

    Eternal: As a standard action, you may create a skeleton or zombie as described above. However, the creature only remains animated for one hour, and you may only animate one creature this way: animating another immediately causes the first to return to death.

    Special: If readied in an eternal slot, this spell may be readied as a second level spell.


    Armor of Earth *[Earth, Eternal]
    Spoiler
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    Level: Eternal 7, Oreadic Tradition 7
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You encase the touched creature in a case of stone. This stone does not restrict the target's mobility, but does provide several benefits to the touched creature.

    A creature encased in stone like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Earth subtype, and gains 50% resistance to critical hits. In addition, the targeted creature gains damage reduction equal to your primary spellcasting modifier. This damage reduction cannot be overcome.

    Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of bludgeoning damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage.

    The armored creature also radiates an aura of swirling sand: creatures within 10' at the start of the armored creature's turn must make a Fortitude save or be blinded for one round.

    During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional bludgeoning damage equal to her Hero Value. If she misses, the attempt is wasted.

    Eternal: This spell functions as above, but the spell's duration is one round per level.


    Armor of Flame *[Eternal, Fire]
    Spoiler
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    Level: Eternal 6, Promethean 6
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You encase the touched creature in a wreath of fire. This fire does not restrict the target's mobility, but does provide several benefits to the touched creature.

    A creature wreathed in fire like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Fire subtype, and gains a +2 bonus to perform combat maneuvers (such as disarm, bull-rush, or overrun).

    Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of fire damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage.

    The armored creature also radiates an aura of unbearable heat: creatures within 10' at the start of the armored creature's turn must make a Fortitude save or be fatigued for one round.

    During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional fire damage equal to her Hero Value. If she misses, the attempt is wasted.

    Eternal: This spell functions as above, but the spell's duration is one round per level.


    Armor of Ice *[Cold, Eternal]
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    Level: Eternal 7, Jotunnskyn 7
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You encase the touched creature in a shell of ice. This ice does not restrict the target's mobility, but does provide several benefits to the touched creature.

    A creature encased in ice like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Cold subtype, and gains a +4 bonus to resist combat maneuvers (such as disarm, bull-rush, or overrun). In addition, the targeted creature gains an insight bonus on Fortitude saving throws equal to your primary spellcasting modifier.
    Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of cold damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage.

    The armored creature also radiates an aura of stifling cold: creatures within 10' at the start of the armored creature's turn must make a Fortitude save or be silenced, as the spell, for one round.

    During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional cold damage equal to her Hero Value. If she misses, the attempt is wasted.

    Eternal: This spell functions as above, but the spell's duration is one round per level.


    Armor of Lightning *[Electricity, Eternal]
    Spoiler
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    Level: Eternal 7, Raghnialt's Kiss 7
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You sheathe the touched creature in a crackling ring of electricity. This electricity does not restrict the target's mobility, but does provide several benefits to the touched creature.

    A creature wreathed in electricity like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Electric subtype, and gains the evasion special ability (as a rogue). In addition, the targeted creature gains an insight bonus on Reflex saving throws equal to your primary spellcasting modifier.

    Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of electrical damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage.

    The armored creature also radiates an aura of sparking electricity: creatures within 10' at the start of the armored creature's turn must make a Fortitude save or take a -2 penalty to Dexterity for one round.

    During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional electrical damage equal to her Hero Value. If she misses, the attempt is wasted.

    Eternal: This spell functions as above, but the spell's duration is one round per level.


    Armor of Water *[Acid, Eternal, Water]
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    Level: Eternal 7, Ondinic Tradition 7
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You sheathe the touched creature in a bubble of water. This bubble does not restrict the target's mobility, but does provide several benefits to the touched creature.

    A creature armored in water like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Water and Amphibious subtypes, and gains a swim speed equal to her land speed. In addition, the targeted creature gains an insight bonus on Will saving throws equal to your primary spellcasting modifier.

    Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of acid damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage.

    The armored creature also radiates an aura of swirling water: creatures within 10' at the start of the armored creature's turn must make a Reflex save or be knocked prone.

    During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional acid damage equal to her Hero Value. If she misses, the attempt is wasted.

    Eternal: This spell functions as above, but the spell's duration is one round per level.


    Armor of Wind *[Air, Eternal]
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    Level: Eternal 7, Sylphic Tradition 7
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You encase the touched creature in a swirling whirlwind. This whirlwind does not restrict the target's mobility, but does provide several benefits to the touched creature.

    A creature sheathed in air like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Air subtype, and gains a fly speed equal to her land speed, with good maneuverability. In addition, the targeted creature gains a deflection bonus to Armor Class against ranged attacks equal to your primary spellcasting modifier.

    Creatures who touch or attack the armored creature in melee must make a Reflex save or take a -10' penalty to all modes of movement for one round. Multiple applications of this penalty do not stack. A creature who grapples or is grappled by the armored creature is not allowed a save against this effect.
    The armored creature also radiates an aura of buffeting winds: creatures within 10' at the start of the armored creature's turn must make a Reflex save or be pushed away from the armored creature 5'.

    During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional sonic damage equal to her Hero Value. If she misses, the attempt is wasted.

    Eternal: This spell functions as above, but the spell's duration is one round per level.


    Biting Winds *[Air, Eternal]
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    Level: Eternal 5, Raghnialt's Kiss 6, Sylphic Tradition 5
    Casting Time: 1 standard action
    Range: Medium (100' + 10'/level)
    Area: 40' radius burst
    Duration: 1 round/level
    Saving Throw: Reflex negates
    Spell Resistance: No

    You give form to the very air, sharpening it to weaponize against your enemies. Creatures moving through the spell's area must make a Reflex save or take 1d6 points of magic, slashing damage for each 5' they move. A creature that takes more than 5d6 points of damage in this way must also make an additional Reflex save or be knocked prone.

    Eternal: This spell functions as above, except the spell targets a single creature instead of an area and only affects the targeted creature's movement.


    Burning Hands *[Eternal, Fire]
    Spoiler
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    Level: Fire 1, Sorcerer 1, Wizard 1
    Casting Time: 1 standard action
    Range: 15 ft.
    Area: Cone-shaped burst
    Duration: Instantaneous
    Saving Throw: Reflex partial; see text
    Spell Resistance: Yes

    A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 8d4). Flammable materials and creatures that fail a Reflex save catch on fire. A character can extinguish itself or burning items as a full-round action.

    Eternal: You make a touch attack that inflicts 1d6 fire damage, plus additional fire damage equal to one-half your caster level. A touched creature must make a Reflex save or catch on fire.


    Choking Dust *[Cloud, Earth, Eternal]
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    Level: Eternal 3, Oreadic Tradition 3
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Area: 10' radius burst
    Duration: 1 round/level
    Saving Throw: Fortitude negates
    Spell Resistance: No

    You create a cloud of dust that stifles and chokes creatures within its area. Creatures that are in the area at the time you cast this spell, that begin their turns within the spell's area, or that enter the spell's area must make a Fortitude save or be nauseated for one round. In addition, the cloud of dust is thick enough to block sight to a limited degree. Creatures on opposite sides of the dust cloud that cannot see over it gain concealment from each other.

    Eternal: As above, but the casting time is one immediate action and the spell's duration is one round.


    Cobra Fangs *[Eternal, Poison, Polymorph]
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    Level: Lernaen 1
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level (D)
    Saving Throw: None (harmless)
    Spell Resistance: No (harmless)

    You grow a pair of venomous fangs. These fangs can be used as a bite natural attack, if you do not have one already. If you already possess a bite natural attack, instead increase your effective size category with your bite attack by one size (to a maximum of two size category increases, with other similar size-increasing effects). In either instance, your bite attack is (or becomes) your primary natural attack.

    This bite attack deals 1d4 damage. At caster level 4 and every four caster levels thereafter, your bite attack gains a +1 enhancement bonus (so that a sixteenth level caster's bite attack would be treated as a +4 weapon).
    Upon successfully biting an opponent, you may discharge the spell as an immediate action to poison the bitten target. This is an injury poison that has the same DC as this spell, inflicting 1d6 points of damage each round. Staving off the poison requires a number of successful saves equal to the caster's Charisma modifier.

    Eternal: You grow a pair of fangs, as above, except you cannot discharge the spell to inflict poison on your opponent, the spell's duration is "1 round", and this spell can be cast as an immediate action.


    Cold Snap *[Cold, Eternal]
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    Level: Eternal 3, Jotunnskyn 3, Raghnialt's Kiss 4
    Casting Time: 1 standard action
    Range: Long (400' + 40'/level)
    Area: 20' radius burst
    Duration: Instantaneous
    Saving Throw: Fortitude half
    Spell Resistance: Yes

    With a quick motion and a snap of your fingers, the temperature of an area of your choosing within range plummets. Creatures in the area take 1d6 points of cold damage per caster level (maximum 10d6). A successful Fortitude save halves the damage.

    Unprotected, non-magical liquids inside the area freeze solid. Non-magical fires are extinguished. Magical fires and liquids receive a saving throw to resist being extinguished or frozen (as appropriate). Fragile materials or those susceptible to low temperatures (such as plants or glass) may break or wither, at the DM's discretion.

    Eternal: As above, except the range is Close (25' + 5'/2 caster levels) and the area is reduced to a 10' radius burst.


    Corrosive Grasp *[Acid, Eternal]
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    Level: Might of Talos 2
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You deal 2d6 points of acid damage plus an additional 1d6 per two caster levels of acid damage to any creature or object you touch with your successful melee touch attack. Acid you secrete denatures 1 round after use, losing all efficacy and ability to deal damage. You are immune to your own acid.

    Eternal: As above, except measure the dice of damage in d4s.


    Crystallize *[Cold, Eternal]
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    Level: Eternal 5, Jotunnskyn 5
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: One round/level
    Saving Throw: Fortitude partial or Fortitude and Reflex partial
    Spell Resistance: Yes

    This spell has different effects if it is used on a living or a nonliving creature.

    If used on a living creature, the touched creature must make a Fortitude save or be encased in ice and paralyzed for the duration of the spell. In either instance, the touched creature takes 3d6 points of cold damage per round for the duration of the spell from their blood freezing in their veins.

    If used on a nonliving creature, the spell functions as above but does not deal ongoing damage. Instead, the creature must make a Reflex save each round or be immobilized.

    Eternal: This spell immobilizes its target on a failed Fortitude save. Regardless of the save's outcome, the touched creature takes 1d6 points of cold damage per two caster levels.


    Daggerveil *[Animation, Metal]
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    Level: Might of Talos 3
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    This spell creates a swarm of quickly moving self-animated knives swirling about you. The swarm fills your own square as well as any square you are adjacent to. It is not a creature, nor does it act like one. When you move, the swarm follows you.

    At the end of each of your turns, any creature other than yourself that is within the swarm's area takes 1d6 magic slashing and piercing damage, plus an additional point of damage per caster level.

    In addition, as a swift action on your turn, you may fire one dagger at a target within 30'. This functions in all ways like a thrown weapon attack except a successful hit deals 1d6 + your caster level magic piercing and slashing damage and you do not add your Strength modifier to the attack's damage.


    Deflecting Daggerveil *[Animation, Metal]
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    Level: Might of Talos 9
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    You surround yourself in a whirling barrier of blades that sends any attack that misses you hurling back toward its source. When an attacker misses you due to your Armor Class (but not an attack that misses you due to other circumstances, such as concealment), he must immediately make a second attack roll against himself: if he hits his own Armor Class, he suffers the effects of the attack, using any attack or damage modifiers of the original attack. If the attack carried non-damage side effects (such as a Strength penalty), they also apply to the attacker.

    This spell also functions as daggerveil, except as noted here.


    Earthsight *[Earth]
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    Level: Oreadic Tradition 4
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: 10 minutes/level
    Saving Throw: None
    Spell Resistance: No

    Upon casting this spell, you gain the ability to see through earth and stone within 60' as if it were glass. These materials still block line of effect and provide other such barriers, but you can see through them with little issue. You also gain tremorsense 30' while under the effects of this spell.


    Envenom Weapon *[Eternal, Poison]
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    Level: Lernaen 2
    Casting Time: 1 standard action
    Range: Touch
    Target: Weapon touched
    Duration: 1 minute/level

    You coat a weapon with a caustic, burning poison. This is an injury poison that inflicts 2 points of Strength, Dexterity, or Constitution damage (your choice upon casting the spell) upon a failed save. A number of saves equal to your Charisma modifier (minimum 1 save) ends the effect, as does this spell's dismissal, dispelling, or end of duration. If this spell is used to envenom a natural attack, the natural attack's possessor is immune to the poison created by this spell (but not by other instances of this spell).

    Eternal: As above, except the time required to cast this spell is a swift action and its duration is 1 round.


    Greater Envenom Weapon *[Eternal, Poison]
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    Level: Lernaen 6
    Casting Time: 1 standard action
    Range: Touch
    Target: Weapon touched
    Duration: 1 minute/level

    This spell functions as envenom weapon, except the damage is increased to 2d3 Strength, Dexterity, or Constitution damage (again, your choice upon casting the spell).

    Eternal: As above, except the time required to cast this spell is a swift action and its duration is shortened to 1 round per level.


    Mass Envenom Weapon *[Poison]
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    Level: Lernaen 4
    Casting Time: 1 round
    Range: 30'
    Target: Weapons of your choice in the area, to a maximum of 1 weapon per level
    Area: 30' radius burst, centered on you
    Duration: 1 round/level
    This spell functions as evenom weapon except as described here.
    Mass Greater Envenom Weapon *[Poison]
    Level: Lernaen 8
    Casting Time: 1 round
    Range: 30'
    Target: Weapons of your choice in the area, to a maximum of 1 weapon per level
    Area: 30' radius burst, centered on you
    Duration: 1 round/level

    This spell functions as greater evenom weapon except as described here.


    Exploit Defect *[Fire, Force]
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    Level: Might of Talos 5
    Casting Time: 1 standard action
    Range: Medium (100' + 10'/level)
    Target: One non-magical metal object of up to 1 lb. per Caster Level
    Duration: Instantaneous
    Saving Throw: Fortitude or Reflex half; see text
    Spell Resistance: No

    The targeted object takes 2d6 points of fire damage per caster level. The object only receives a Fortitude saving throw for half damage if it is masterwork or attended: if it is a masterwork attended object, it receives a +2 bonus on the saving throw. If the object would break from this damage, it explodes like a grenade, utterly destroying the object (as if by disintegrate) and sending shards of metal in all directions. All creatures and objects within 30' take 1d8 damage, plus an additional 1d8 damage per pound of the exploding object. Half of the damage is fire damage, and the other half is piercing and slashing damage. Affected creatures (except any creatures sharing a space with the object) may make a Reflex save for half damage. If the exploded object is made of a special substance (such as adamantine), then the damage from this attack overcomes damage reduction as if also made of that material.


    Fissure *[Earth]
    Spoiler
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    Level: Oreadic Tradition 4
    Casting Time: 1 standard action
    Range: 60'
    Area: 60' line-shaped emanation
    Duration: Instantaneous
    Saving Throw: Reflex negates and Fortitude half; see text
    Spell Resistance: No

    You rip open a crack in the ground, creating a fissure 10' wide and with a depth of 5' per caster level. The fissure starts adjacent to you and radiates outwards in a direction of your choosing. You may choose to make the fissure less deep when casting this spell, but the typical depth is the available maximum.

    Creatures in the area who are standing on the ground must make a Reflex save or plummet into the fissure, taking appropriate falling damage. The fissure then closes, crushing creatures within its bounds for 1d6 points of bludgeoning damage per caster level. A successful Fortitude save halves this damage but not the falling damage.

    The closing action of the fissure forces creatures trapped within it towards the surface: once the fissure is closed, any creature that fell into it is deposited on the ground, prone.

    Creatures with the [Earth] subtype are immune to the bludgeoning damage from the fissure's closure, but still may take falling damage from the fissure's opening.

    Fists of Stone *[Earth, Polymorph]
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    Level: Oreadic Tradition 1
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    Your hands harden and become stonelike. For the duration of this spell, your fists deal lethal damage and inflict 1d6 points of bludgeoning damage. You are considered armed when using a fist of stone. Your fists also have an enhancement bonus equal to 1/4 your level (round down, minimum +0) and overcome damage reduction as if they were adamantine. Despite your hands now being made of a normally less-pliable material, you do not lose functionality or precision with your movements. A creature that does not have hands can cast this spell, but the spell has no effect.


    Freezing Glance *[Cold, Gaze]
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    Level: Jotunnskyn 7
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: Will negates and Fortitude partial; see text
    Spell Resistance: No

    You gain a gaze attack for this spell's duration. Creatures affected by your gaze feel the wintry chill of the arctic flood through them, dealing 3d6 cold damage and inflicting a -4 penalty to their Dexterity. A successful Will save negates this effect. A creature who fails his save against your gaze two times in a row must also make a Fortitude save or be immobilized for two rounds. A creature already immobilized by your gaze and who fails both the Will and Fortitude saves again is instead paralyzed for 1d4 additional rounds.


    Frozen Grasp *[Cold]
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    Level: Jotunnskyn 1, Raghnialt's Kiss 1
    Casting Time: 1 standard action
    Range: Touh
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: No

    Your successful melee touch attack deals 1d6 points of cold damage per caster level (maximum 5d6). A creature touched in this way must make a Fortitude save or be rendered fatigued for one round per two Caster Levels (minimum one round).
    Last edited by Fax Celestis; 2013-10-15 at 11:42 PM.

  6. - Top - End - #6
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    Default Re: [d20r, Class] The Wizard

    Graft Weapon *[Metal, Polymorph]
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    Level: Might of Talos 1
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    You attach any melee weapon you can use in one hand--mundane or magical--onto the end of one of your arms. The weapon becomes a natural extension of your arm, and that hand blends seamlessly into the shaft, hilt, or head of the weapon. Now that the weapon and you are one, you gain a +1 competence bonus on all attack and damage rolls while using the weapon.
    The grafted weapon is considered both a standard weapon and a natural weapon for the purpose of effects that distinguish between either weapon type. For instance, the grafted weapon is treated as a natural weapon for the purpose of delivering a touch attack with a power in conjunction with the weapon attack. As with any power (or spell) melee touch attack made in conjunction with a natural weapon attack, the touch attack effect is not delivered unless the natural weapon strikes normally; on a failed attack, the touch power (or spell) is wasted.

    While your hand is grafted to a weapon, you lose the use of that hand and take a -2 penalty on all skill checks requiring the use of hands. Powers that temporarily polymorph you can ignore the grafted weapon or alter it normally, at your discretion. If the weapon takes damage, you take damage as well. If you are healed, so is your grafted weapon. If your weapon is destroyed, you take 2 points of Constitution damage.

    When this spell's duration expires, the grafted weapon falls to the ground and your hand returns.


    Harras *[Summoning]
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    Level: Enochian 3
    Casting Time: 1 action
    Range: Close (25' + 5'/2 levels)
    Effect: One mount plus up to one additional mount per two caster levels
    Duration: 2 hours/level
    Saving Throw: None
    Spell Resistance: No

    This spell functions as mount, except as described here.


    Hydrablood *[Poison]
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    Level: Lernaen 3
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    The targeted creature's blood is infused with a numbing venom: each round, they must make a Fortitude saving throw or be slowed (as the spell) for one round. A number of successful saving throws equal to your Charisma modifier (minimum 1 save) ends the effect.


    Icy Clutch *[Cold]
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    Level: Jotunnskyn 3
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: No

    Your successful melee touch attack deals 2d4 points of cold damage per caster level (maximum 20d4). A creature touched in this way must make a Fortitude save or be rendered exhausted for one round and fatigued for one additional round per Caster Levels (minimum one round).


    Impale *[Metal]
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    Level: Might of Talos 8
    Casting Time: 1 standard action
    Range: Long (400' + 40'/level)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    You create a giant sliver of metal and spear one opponent with it. An impaled creature takes 2d6 points of magic, piercing damage per Caster Level, is stunned for one round, and is immobilized until it can break free.

    A successful Fortitude save negates the stunning and halves the damage. A creature is still immobilized on a successful save. An immobilized creature can break free as a standard action by making a Strength check against this spell's DC. An impaled creature takes an additional 2 damage per die from [Electricity] effects while immobilized.

    Once the impaled creature breaks free, the sliver of metal rusts away to nothingness in a matter of moments.


    Invigorate Venom *[Eternal, Poison]
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    Level: Lernaen 1
    Casting Time: 1 swift action
    Range: Close (25' + 5'/2 levels)
    Target: One creature currently afflicted by a poison.
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: No

    You agitate the poison coursing through a creature's veins to stir and wound. The targeted creature takes 1d4 points of damage per two caster levels (rounded down, minimum no damage) and must make a saving throw against the most virulent (highest DC) ongoing [Poison] effect they currently suffer from. Successfully saving against this forced save does not add to the number of successes required to defeat a poison, nor does it shorten any ongoing duration the [Poison] effect may have.

    Eternal: This spell functions as described above, except its casting time is one standard action, rather than one swift action.


    Invocation *[Abjuration]
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    Level: High Arcana 4
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round
    Saving Throw: None
    Spell Resistance: No

    Spells you cast of third level or lower while under the effect of this spell are unaffected by the effects of antimagic field and similar anti-magic effects for one round. This includes such impediments as a dead magic zone or a monk's Arcane Denial strike. Invocation may be cast within the area of a magic-impeding effect at no penalty


    Great Invocation *[Abjuration]
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    Level: High Arcana 8
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round
    Saving Throw: None
    Spell Resistance: No

    This spell functions as invocation, except you may cast spells of any level.


    Iron Lung *[Air, Eternal]
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    Level: Eternal 3, Sylphic Tradition 3
    Casting Time: 1 standard action
    Range: Close (25' + 5/2 levels)
    Target: One [Cloud] or [Breath] effect that covers up to one square/level
    Duration: 1 round/level
    Saving Throw: None; see text
    Spell Resistance: No

    You inhale deeply, placing tiny extra-dimensional spaces within your lungs. You inhale a single [Cloud] or [Breath] effect, negating its effects and storing it within you. In order to inhale a [Cloud] or [Breath] effect with an instantaneous duration, you must ready an action with this spell.
    In order to keep the inhaled effect within your lungs, you must hold your breath, making Constitution checks as necessary to do so. If you fail a Constitution check to hold your breath or if this spell ends, you immediately exhale an inhaled spell (as below).

    You may exhale a stored effect as a standard action, in essence recasting the original spell into a 30' cone emanation. If the inhaled effect was an instantaneous effect, the exhaled one is instantaneous as well. If the effect has any targeting limitations or other choices to be made upon casting, you make them as you exhale. Exhaling an effect in this fashion is a [Breath] effect.

    Eternal: This spell functions identically when prepared in an eternal slot.


    Lernaen Breath *[Poison]
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    Level: Lernaen 5
    Casting Time: 1 standard action
    Range: 30'
    Area: Cone-shaped burst
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    Lernaen breath lets you exhale a cloud of potent, airborne toxins. Breathing creatures (including those who attempt to hold their breath) within the spell's area must make a Fortitude save or be poisoned. This poison uses this spell's DC and inflicts 2 damage to a random ability score upon a failed saving throw. A number of successful saves equal to your Charisma modifier (minimum 1 save) ends the effect.


    Liquefy *[Polymorph, Water]
    Spoiler
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    Level: Ondinic Tradition 5
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The target's body becomes liquid and appears to melt into a cohesive, gel-like puddle of water.

    The creature's size does not change, but its type becomes Ooze. Its ability scores remain the same, but it gain temporary Hit Points equal to your Caster Level. If the target is slain while under the effect of this power, it reverts to its original form--but remains dead.

    When in this form, the targeted creature gains the following traits:
    • The targeted creature gains a slam attack that deals 1d8 bludgeoning damage and one additional slam attack for each three caster levels above 9th level. All slam attacks granted by this spell have an enhancement bonus equal to one-third your Caster Level (round down, minimum +1).
    • The targeted creature gains the ability to exist comfortably in water without breathing indefinitely, and it gains a swim speed equal to its land speed.
    • The targeted creature gains immunity to critical hits, sneak attacks, stunning, and paralysis.
    • The targeted creature gains amorphous evasion: if it is affected by an effect that has a Reflex save for a reduced effect and it makes the save, it is unaffected by the effect. On a successful save, the creature may also make a 5' step.
    • The targeted creature gains the ability to pass through gaps and openings as small as an inch in diameter.
    • The targeted creature gains the ability to see in all directions and is immune to flanking.
    • The targeted creature gains Tremorsense out to 60'.

    The transformed creature retains all supernatural and spell-like special attacks and special qualities of its normal form, except for those requiring a body part that the new form does not have, if any. The transformed creature keeps all extraordinary special attacks and special qualities derived from class levels, but loses any benefits of the racial traits of its normal form. If the transformed creature has a template, special abilities it provides are likewise not retained. The transformed creature can communicate normally. The transformed creature retains any spellcasting ability it had in its original form, but also is inflicted with a 25% chance of spell failure.
    The transformed creature can freely designate the new form's minor physical qualities--such as color and general appearance--within the normal ranges for an ooze.

    When the change occurs, the transformed creature's equipment melds into the new form and becomes nonfunctional. When it reverts to its normal form, any objects previously melded into the ooze form reappear in the same location on the creature's body they previously occupied and are once again functional. Any new items worn in the ooze form and can't wear in your normal form fall off and land at your feet; any that could be worn in either form or carry in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its normal form.


    Magic Missile *[Eternal, Force]
    Spoiler
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    Level: Sorcerer 1, Star 2, Wizard 1
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: Up to five creatures, no two of which can be more than 15 ft. apart
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

    The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

    For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

    Eternal: You fire a single missile as described above.


    Malleate *[Eternal, Metal]
    Spoiler
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    Level: Eternal 4, Might of Talos 4
    Casting Time: 1 standard action
    Range: Touch
    Target: Metal or metal object touched, up to 10 cubic ft, +1 cubic ft/level
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You can form an existing piece of metal into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with malleate, fine detail isn’t possible. There is a 30% chance (-1% per caster level) that any shape including moving parts simply doesn't work.

    Eternal: As above, except you do not have the additional cubic ft per level of available material.


    Meteor Strike *[Fire]
    Spoiler
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    Level: Promethean 6
    Casting Time: 1 swift action
    Range: 0'
    Target: 1 weapon, wielded by you
    Duration: 1 round or until discharged
    Saving Throw: None and Reflex half; see text
    Spell Resistance: No

    You quickly wreath your weapon in white-hot flames. The next attack you make with the ensorcelled weapon deals an additional 1d6 fire damage per two caster levels, and you gain a bonus on the attack roll equal to your primary casting modifier.

    Upon striking, your weapon explodes outwards, sending shards of metal, wood, and fire in all directions. Creatures other than yourself within 10' of the struck creature take an additional 1d6 points of damage per two caster levels. Half of the damage is fire while the other half is magical piercing and slashing damage. Creatures other than the struck creature may make a Reflex save for half damage. Your weapon reforms in its previous condition immediately after this explosion--no harm comes to it from this spell, though harm from other sources may occur and previously inflicted damage remains.
    If the weapon used for this spell is made of a special material, the physical damage portion of this spell overcomes damage as if it were made of that material.


    Midas Touch *[Curse, Metal, Polymorph]
    Spoiler
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    Level: Might of Talos 6
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature or object touched
    Duration: Permanent
    Saving Throw: Fortitude negates (object)
    Spell Resistance: Yes (object)

    The touched creature or object (along with all its carried gear, if a creature), turns into a mindless, inert statue made of gold. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Magical items transformed in this fashion lose their magical properties until restored to their previous state. Weapons and armor modified in this way become masterwork (if they are not already). Weapons take a -4 penalty to attack rolls, and armor takes a -4 penalty to AC. Creatures and objects quadruple their weight while polymorphed by this spell and are worth approximately their weight in gold pieces if sold.


    Mighty Wrath of the Hydra *[Poison, Polymorph]
    Spoiler
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    Level: Lernaen 9
    Casting Time: 1 full-round action
    Range: Medium (100' + 10'/level)
    Target: One creature/level, no two of which can be more than 30' apart
    Duration: Instantaneous
    Saving Throw: Fortitude partial; see text
    Spell Resistance: Yes

    This spell functions as wrath of the hydra except as noted here.


    Ocean's Mighty Wrath *[Water]
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    Level: Ondinic Tradition 9
    Casting Time: 1 standard action
    Range: Medium (100' + 10'/level)
    Area: 60' radius burst
    Duration: Instantaneous
    Saving Throw: Reflex and Fortitude partial; see text
    Spell Resistance: No

    This spell functions as ocean's wrath except as noted here. Creatures that fail their Fortitude save against this effect also are dealt 1d6 Strength damage and are paralyzed for one round. Creatures with the (Fire) subtype automatically fail the Fortitude saving throw.


    Ocean's Wrath *[Water]
    Spoiler
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    Level: Ondinic Tradition 6
    Casting Time: 1 standard action
    Range: Medium (100' + 10'/level)
    Area: 30' radius burst
    Duration: Instantaneous
    Saving Throw: Reflex and Fortitude partial; see text
    Spell Resistance: No

    A mighty deluge of water suffuses the area. Creatures within the area must make a Reflex save or be knocked prone. Regardless of the save, creatures within the area must also make a Fortitude save or take 1d6 points of magic, bludgeoning damage per Caster Level. Independent of both saving throws, creatures within the area of effect are soaked in water and take a -4 penalty to Dexterity for one minute. The deluge of water will extinguish nonmagical fires and dispel magical fires (roll to dispel magical fires as if you were using greater dispel magic). Sensitive materials are drenched and may be ruined.


    Parapet *[Earth, Eternal]
    Spoiler
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    Level: Eternal 6, Ondinic Tradition 6
    Casting Time: 1 standard action
    Range: 60'
    Effect: Up to one 5' square, 20' tall pillar of stone per round
    Duration: 1 round/level and permanent; see text
    Saving Throw: Reflex negates; see text
    Spell Resistance: No

    For the duration of this spell, you gain the ability to summon gigantic pillars of stone from the earth. During this spell's duration, as a standard action, you may call a pillar of stone 5' square and 20' tall from the earth, filling any one square within 60' of you. A creature standing on a square where you create a pillar must make a Reflex save or be knocked prone. A Large or smaller creature that fails the Reflex save also takes 4d6 points of bludgeoning damage from being tossed into the air.

    You may only create a pillar from a natural, horizontal, solid surface (typically, the ground).

    If this spell is used inside (such as in a cavern) and the ceiling is lower than 20', a creature of any size that occupies a square where you create a pillar must make a Reflex save or be crushed against the ceiling, taking 6d6 points of bludgeoning damage. A creature damaged in this way is immobilized and loses its Dexterity bonus to AC. An immobilized creature must make a Strength check or Acrobatics check as a move action (with a DC equal to this spell's save DC) to become unstuck.

    A pillar, once created, is permanent. A stone pillar has 480 Hit Points, AC -5, and Hardness 8.

    Eternal: As a standard action, you create a single pillar functionally identical to the above description. This spell's duration is reduced to "one round", but a created pillar is still permanent.


    Perfection *[Alteration]
    Spoiler
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    Level: Eternal 8, Might of Talos 8
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 24 hours
    Saving Throw: None (harmless)
    Spell Resistance: Yes (harmless)

    You grant the touched creature a +4 insight bonus to all its ability scores.

    Eternal: This spell functions as above, except it provides a +6 bonus, the casting time is a swift action, and the duration is reduced to 1 round/level.


    Permafrost *[Cold]
    Spoiler
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    Level: Jotunnskyn 8
    Casting Time: 10 minutes
    Range: 0'
    Area: 100'/level radius spread, initially centered on you
    Effect: Early onset of winter
    Duration: 1 hour/level
    Saving Throw: Fortitude negates or partial; see text
    Spell Resistance: Yes

    The area surrounding you when you cast this spell plummets into an early winter. The temperature drops to between 0 and 20 degrees (F), and a light snow begins to fall. Unprotected, non-magical liquids inside the area freeze solid. Non-magical fires are extinguished. Magical fires and liquids receive a saving throw to resist being extinguished or frozen (as appropriate). Fragile materials or those susceptible to low temperatures (such as plants or glass) may break or wither, at the DM's discretion. After the initial casting of this spell, lighting a fire within the spell's area requires a DC 15 Survival check.
    Spells or abilities with the [Fire] descriptor are weakened, dealing half their normal damage (round down, minimum one point of damage per die). Spells or abilities with the [Fire] descriptor that do not deal damage have their durations halved. Spells or abilities with the [Cold] descriptor are empowered, dealing one and a half times their normal damage. Spells or abilities with the [Cold] descriptor that do not deal damage instead have their durations doubled.

    Living creatures within the spell's area take 1 points of cold damage per round from the biting cold and are slowed (as the spell). A successful Fortitude save negates this damage. Creatures with the (Fire) subtype (living or not) instead take 1d4 points of cold damage per round and are slowed. A successful Fortitude saving throw in this case does not negate the damage, but does negate the slow effect. In any case, a creature with Spell Resistance rolls to resist the spell once per minute they remain within the spell's area: successfully resisting the spell negates the spell's effects for that minute, and a new Spell Resistance check must be made the following minute.


    Petrify *[Curse, Earth, Polymorph]
    Spoiler
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    Level: Oreadic Tradition 2
    Casting Time: 10 minutes
    Range: Touch
    Target: Object touched, not exceeding 1 cubic foot of material per 2 levels
    Duration: Instantaneous
    Saving Throw: Fortitude negates (object)
    Spell Resistance: Yes (object)

    The touched object transforms under your touch, becoming made of stone. A touched object transformed in this way loses no pliability and remains fully functional. It also increases its hardness to 10 and its Hit Points to 8 per inch of thickness.

    Previously combustible items that have been altered by petrify are no longer flammable. An article of clothing altered via petrify provides its wearer a +2 bonus to Armor Class and has no armor check penalty, spell failure chance, or maximum Dexterity bonus; similarly, a weapon altered by petrify changes its damage type to bludgeoning. In any instance, the item can be enchanted as if it were masterwork.

    Items modified by petrify also alter their weights (generally heavier) to be consistent with a similarly-sized item made of stone. They also become susceptible to spells or effects that specifically alter or affect stone (such as stone shape or earthsight). Some items may gain or lose functionality when subjected to this spell: while a piece of parchment will become non-flammable, it will also not readily accept ink (though any existing ink will be similarly petrified when subjected to this spell).

    A break enchantment or remove curse spell will reverse this spell's effects.


    Phantom Limb *[Eternal, Force]
    Spoiler
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    Level: Alchemy 5, Eternal 5
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: 1 hour/level
    Saving Throw: None
    Spell Resistance: No

    You craft a phantom limb tied to your spirit energy, which allows you to benefit from an item you place in this location. Essentially, you create a floating item slot outside your body where you can "wear" a wondrous item to gain its benefit without actually taking up the location on your body. This slot may mimic the throat, ring, arms, or feet body slots, chosen at time of casting. You may only have one phantom limb at a time.

    Eternal: As above, but the casting time is one swift action and the duration is one round per level. In addition, if you touch an unattended, valid item while you cast this spell, it automatically fills the phantom slot.


    Greater Phantom Limb *[Eternal, Force]
    Spoiler
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    Level: Alchemy 8, Eternal 8
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: 1 hour/level
    Saving Throw: None
    Spell Resistance: No

    This spell functions like phantom limb, except it may mimic any body slot. You may not be under the effects of phantom limb and greater phantom limb at the same time.

    Eternal: As above, but the casting time is one swift action and the duration is one round per level. In addition, if you touch an unattended, valid item while you cast this spell, it automatically fills the phantom slot.
    Last edited by Fax Celestis; 2013-10-15 at 11:44 PM.

  7. - Top - End - #7
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    Default Re: [d20r, Class] The Wizard

    Rain Sheath *[Eternal, Water]
    Spoiler
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    Level: Eternal 2, Ondinic Tradition 2
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    Small storm clouds gather over your head and begin raining upon you. The clouds follow you as you move. The water created by this spell is purely magical and evaporates uselessly before being able to nourish a plant or slake a creature's thirst. However, the rain provides you some benefits. You gain concealment against ranged attacks, resistance to electricity 2, and Spell Resistance equal to 10 plus your Caster Level against spells or effects with the [Fire] or [Water] descriptors.

    Eternal: As above, but the spell's casting time is 1 immediate action, and its duration is 1 round.


    Rampart *[Earth, Eternal]
    Spoiler
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    Level: Oreadic Tradition 2, Eternal 2
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Effect: One 15' long, 5' high wall of stone
    Duration: One round/level
    Saving Throw: None
    Spell Resistance: No

    This spell functions like wall of stone except as noted here.

    Rampart does not need to meld with existing stone: it can stand on its own, but in this instance must be placed on a firm foundation.

    At the end of this spell's duration, the rampart dissolves uselessly into mud.

    Eternal: This spell functions identically when prepared as an eternal spell.


    Ray of Frost *[Cold, Eternal]
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    Level: Jotunnskyn 1
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Target: One creature
    Effect: Ray
    Duration: Instantaneous; see text
    Saving Throw: None
    Spell Resistance: Yes

    A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d4 points of cold damage. You may maintain your concentration on this spell as a swift action: each round you do so, you may maintain the ray on your chosen target, up to a maximum number of rounds equal to your level, inflicting damage at the end of your turn each round. If you do not have line of effect to your target at any point, you must make a new attack roll once you regain line of effect to continue dealing damage with this spell to your target. As long as you have not lost line of effect to your target (even temporarily, such as your target moving around a tree), you do not need to make a new attack roll. If you do not have line of effect to your target at the end of your turn, the spell ends.

    Eternal: As above, except the duration is "instantaneous" and only inflicts damage once.


    Rend Metal *[Metal]
    Spoiler
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    Level: Might of Talos 3
    Casting Time: 1 standard action
    Range: Close (25' +5'/2 levels)
    Target: 1 Small metal object/level, all within a 20' radius
    Duration: Instantaneous
    Saving Throw: Will negates (object)
    Spell Resistance: Yes (object)

    You cause metal to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls. Warped armor suffers a -3 penalty to Armor Class.
    You may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two.

    Alternatively, you can unwarp metal (effectively warping it back to normal) with this spell, straightening metal that has been warped by this spell or by other means. Make whole, on the other hand, does no good in repairing a warped item.

    You can combine multiple consecutive rend metal spells to warp (or unwarp) an object that is too large for you to warp with a single spell.

    Until the object is completely warped, it suffers no ill effects.


    Rhabdomantic Hack
    Spoiler
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    Level: Alchemy 5
    Casting Time: 1 standard action or longer; see text
    Range: Close (25' + 5'/2 levels)
    Target: One wand; see text
    Duration: Instantaneous
    Saving Throw: Will negates; see text
    Spell Resistance: No

    You activate the targeted wand, choosing target and any other options the wand has upon casting. If you activate a wand that has a range of touch, you may make a ranged touch attack against a target within 20' of the wand: if you hit, you treat the target as though it were touched.
    The wand expends double its normal charges for activation. If you do not have the ability to cast a spell from the targeted wand, you must make a Use Device check as part of the casting of this spell in order to activate the wand. If the wand is of a spell that takes a longer time to cast than a standard action, this spell's casting time increases to that time.

    The targeted wand receives a Will saving throw to negate if it is attended; otherwise, it does not receive a saving throw.


    Salt Spray *[Earth, Eternal, Water]
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    Level: Eternal 1, Ondinic Tradition 1, Oreadic Tradition 1
    Casting Time: 1 standard action
    Range: 15'
    Area: 15'cone-shaped emanation
    Duration: Instantaneous
    Saving Throw: Reflex partial
    Spell Resistance: No

    A spray of salt bursts from your outstretched hands peppering your opponents. Creatures in the spray's area take 1d4 points of magic, bludgeoning damage per two caster levels and are blinded for one round. A successful Reflex save negates the blindness and halves the damage.

    Eternal: This spell functions identically when prepared as an eternal spell.


    Selkie's Favor *[Water]
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    Level: Ondinic Tradition 8
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    This spell functions identically to selkie's kiss, but the enhancement bonus to ability scores increases to +8 and the wake created is identical to that in wake of the whale.


    Selkie's Kiss *[Water]
    Spoiler
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    Level: Ondinic Tradition 4
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    The touched creature gains the Amphibious subtype and a swim speed equal to their land speed. In addition, the touched creature gains a +4 enhancement bonus to Strength, Dexterity, and Charisma. Finally, whenever the touched creature makes a charge attack, they emit a wake identical to that created by the sea turtle in wake of the sea turtle.


    Shifting Sands *[Earth, Polymorph]
    Spoiler
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    Level: Eternal 2, Oreadic Tradition 2
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Area: 15' radius burst
    Duration: 1 round/level
    Saving Throw: Reflex partial; see text
    Spell Resistance: No

    The ground within the targeted area transforms into loose and quickly-shifting sand. Creatures that start their turns within the area or are within the spell's area at the time of casting must make Acrobatics checks (against a DC equal to this spell's DC) or be considered flat-footed. Regardless of the save, the area is considered difficult terrain.

    Eternal: This spell functions identically when prepared as an eternal spell, except it only covers a 10' radius burst.


    Shocking Dispel *[Electricity]
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    Level: Eternal 4, Raghnialt's Kiss 4
    Casting Time: 1 standard action
    Range: Medium (100' + 10'/level)
    Target: One spellcaster, creature, or object; or 20' radius burst
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This spell functions as dispel magic, except that any spell dispelled by this spell deals its target (if affecting a particular creature) or its caster (if used to counterspell or to dispel an ongoing area effect) electricity damage equal to the twice the spell's level. In the latter case, if the spell's caster is outside this spell's range, the caster takes no damage.

    Eternal: As above, except this spell's range is Close (25' + 5'/2 levels)


    Snowball *[Cold]
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    Level: Eternal 2, Jotunnskyn 2
    Casting Time: 1 standard action
    Range: Medium (100' + 10'/level)
    Effect: One snowball
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    You form a snowball and fling it at your target, dealing 1d8 points of cold damage, plus 1 bonus point of cold damage per caster level. This spell also deals an additional 1d8 points of cold damage per three caster levels.

    Instead of immediately throwing the snowball, you can hold it in your hand or put it down to throw at a later time. However, it loses one point of cold damage per round after it is cast. If the bonus cold damage reaches zero, the snowball melts into water uselessly. If someone other than the caster throws the snowball, treat it as a thrown weapon with a 10' range increment: the snowball carries residual magic from the caster that allows it to deal cold damage, but only the caster is attuned to a snowball well enough to throw it with perfect accuracy and at incredible range.

    Eternal: As above, but the spell does not deal the additional d8s of damage, and the range is Close (25' + 5'/2 levels).


    Spell Scan *[Detection, Eternal]
    Spoiler
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    Level: Eternal 2, High Arcana 2
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    You learn of a number of spells prepared by the target equal to your Caster Level. You do not learn how many spells remaining the target has, nor do you learn any other defenses or information about the creature. You may specify a number of spells equal to your primary spellcasting ability modifier: if you do so, you may prioritize learning about those spells first. Otherwise, determine which spells you discover randomly. If the target is capable of casting both eternal and prepared magic (such as a wizard or a sorcerer), spell scan will inform you of whether or not the identified spell is readied as an eternal or a prepared spell. Spell scan will inform you if the targeted creature is capable of casting spell-like abilities, but will not inform you of what they are or how often they can be used.

    Eternal: This spell functions identically when readied as an eternal spell.


    Spontaneous Combustion *[Fire]
    Spoiler
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    Level: Promethean 5
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Reflex negates or half; see text
    Spell Resistance: Yes

    The targeted creature erupts in vicious flames, dealing 1d6 points of fire damage per Caster Level. A successful Reflex save negates this damage and ends this spell's effects. In addition, the creature takes an additional 4d6 points of fire damage at the start of its turn each round thereafter. The creature may make a Reflex save to halve this damage, and a number of successful saving throws equal to your primary spellcasting modifier ends the effect. The flames from this spell burn so hotly that creatures within 10' of the targeted creature at the start of the targeted creature's turn must also make Reflex saves or take 4d6 points of fire damage.


    Spray of Ice *[Cold, Eternal]
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    Level: Eternal 4, Jotunnskyn 4
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Target: Up to one creature per missile, no two of which can be more than 15' apart
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You create one splinter of ice per three caster levels and spray them towards your opponents. You must succeed on a ranged touch attack to hit an opponent with a splinter of ice. An opponent struck by a splinter takes 2d8 cold damage plus 1 cold damage per caster level. In addition, if you hit a single target with more than one splinter, you may also attempt to bull-rush your opponent. The shard attempts a bull-rush with a total bull-rush modifier equal to your Caster Level. For each splinter beyond the second that strikes your target, you gain a +2 bonus on your bull-rush attempt.

    Eternal: As above, except you only fire one missile and it always attempts to bull-rush.


    Spreading Frost *[Cold]
    Spoiler
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    Level: Jotunnskyn 6
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Area: up to one 10' cube/level, all continuous
    Duration: 1 round/level
    Saving Throw: Fortitude partial; see text
    Spell Resistance: No

    Upon casting this spell, you choose a 10' cube: a powerful frost accompanied by a significant loss in temperature saps the area. Creatures within the area and that start their turns inside the spell's area are dealt 5d6 cold damage and must make a Fortitude save or be immobilized. Squares affected by this spell are considered difficult terrain.

    Once per turn, on your turn as a free action, you may spread the frost zone by designating another 10' cube to include in the spell's area of effect. Area added to the frost zone in this fashion must be contiguous with an existing part of the frost zone.

    Cold spells cast from within the frost zone increase their save DCs by 1.


    Steam Blast *[Eternal, Water]
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    Level: Eternal 3, Ondinic Tradition 3
    Casting Time: 1 standard action
    Range: 30'
    Area: 30' cone-shaped burst
    Duration: Instantaneous
    Saving Throw: Reflex half and Fortitude negates; see text
    Spell Resistance: No

    A burst of searing-hot steam sprays from your outstretched hands. Creatures within the spell's area take 1d6 points of fire damage per caster level (maximum 15d6). Affected creatures may make a Reflex save for half damage. In addition, creatures damaged by this spell must make a Fortitude save or be blinded for one round by the sudden burst of steam.

    Eternal: This spell functions as above but does not blind its targets.


    Steam Vent *[Eternal, Water]
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    Level: Eternal 1, Ondinic Tradition 1
    Casting Time: 1 standard action
    Range: 30'
    Area: 30' line
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: No

    You create a fissure in the ground. Creatures within the spell's area within 5' of the ground take 1d4 points of fire damage per caster level (maximum 5d4). Affected creatures can make a Reflex save for half damage.

    Eternal: This spell functions identically when prepared as an eternal spell.


    Sudden Storm *[Eternal, Water]
    Spoiler
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    Level: Eternal 2, Ondinic Tradition 2
    Casting Time: 1 full-round action
    Range: Medium (100' + 10'/caster level)
    Area: 100' + 10'/caster level radius burst, centered on you
    Duration: 2 rounds/level
    Saving Throw: None
    Spell Resistance: No

    On the first round you cast this spell, dark stormclouds gather overhead. On the second round and for the remaining duration of the spell, a heavy rain falls on the area. This has all typical effects in combat for a severe rainstorm, which are delineated here.

    The rain reduces visibility ranges by half and inflicts a -4 penalty on ranged attack rolls. Unprotected nonmagical fires are automatically extinguished, and protected nonmagical fires have a 50% chance of being extinguished. As part of this spell, you make a Caster Level check as if you were dispelling: if your Caster Level check is high enough to dispel an ongoing magical fire effect within the area of this spell, it is suppressed for this spell's duration. Spells with the [Fire] descriptor cast within the rain take a -2 penalty to their effective Caster Level.

    This spell does not function indoors, underground, or underwater. Casting this spell in a normally dry area may have side effects at the DM's discretion, up to and including flash floods, mudslides, and other potential hazards.
    Spells and effects that have altered effects during a storm use their altered traits during a sudden storm.

    Eternal: As above, but the range, area, and duration is halved.

    Taint Earth *[Curse, Earth, Plant, Poison]
    Spoiler
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    Level: Lernaen 8
    Casting Time: 1 hour
    Range: 0'
    Area: 1 mile radius, 1 mile high cylinder, centered on you
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: No

    Upon completion of this spell, the area surrounding the caster becomes blighted and has difficulty providing nourishment to vegetation within the area. Crops and farmlands within the area wither and die over the next few days from this lack of nutrition.

    This spell effectively makes it twice as difficult to successfully farm, hunt, or fish with the Profession skill, gather food with the Survival skill, or similar tasks. Halve the results of all checks for these skills (round down) while this spell is in effect. A skilled--or lucky--farmer or gatherer may still be able to harvest, but it will be far more difficult to bring in any sort of meaningful amount of food.

    This spell can only be overcome by a plant growth spell followed immediately by a remove curse spell cast at the center of the effect.


    Teleportation Trace *[Detection]
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    Level: Eternal 3, High Arcana 3
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    Upon completion of this spell, you know the starting and ending points of all [Teleportation] spells that either began or ended within 25', plus 5' per caster level, within the past hour. As an instantaneous effect, this spell does not travel with you; instead, it merely reads the area around you and gives you the appropriate information, dissipating harmlessly afterwards. In addition, you are considered to have "seen the area casually" for the purposes of determining familiarity with the locations involved with the teleports in question (unless you are already more familiar with the area, in which case, use your higher familiarity) for one minute per caster level.

    Eternal: As above, but you do not increase the spell's area per caster level.


    Tempest *[Electricity]
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    Level: Raghnialt's Kiss 9
    Casting Time: 1 standard action
    Range: 120'
    Area: 120' radius cylinder, centered on you
    Duration: 1 round/level
    Saving Throw: Reflex negates; see text
    Spell Resistance: Yes

    You summon forth the unyielding fury of the tempest: dark clouds form overhead, and it begins to rain. This spell functions as sudden storm, plus as additionally defined here.

    While this spell is active, you may call down a bolt of lightning from the sky as a free action once on your turn. A called bolt strikes anywhere within the spell's area, striking all creatures in a 5' radius cylinder. A struck creature takes 15d6 points of electrical damage: a successful Reflex save negates this damage.

    In addition, allied creatures within the area deal an additional 4d6 electrical damage with melee and missile attacks and gain resistance to electricity 4.
    You gain a fly speed equal to twice your land speed with perfect maneuverability and gain the (Electricity) subtype.

    As a move action, you may teleport up to your land speed in any direction: if you do so, you create a lightning bolt (as the spell) between your starting and ending points. The lightning bolt bases its effects on your Caster Level as normal.


    Venomlink *[Creation, Poison]
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    Level: Lernaen 2
    Casting Time: 1 standard action
    Range: Touch and close range (25' + 5'/2 levels); see text
    Target: Touched object and one object within close range (25' 5'/2 levels)
    Duration: 1 round/level
    Saving Throw: Fortitude negates (object)
    Spell Resistance: No

    You create an arcane bond between the two targeted objects. If they are weapons and one is poisoned, both are. If one object becomes un-poisoned (from being cleansed or from being used, for instance), both are. If one object is poisoned as this spell is cast, both become poisoned; if both are poisoned, select one poison to overwrite the other.

    At least one of the targeted objects must remain in your possession at all times. If you lose possession of both of the objects for any duration, the spell immediately ends.

    If the objects are poisoned at the end of the spell's duration, you select one object to keep the poison.


    Greater Venomlink *[Creation, Poison]
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    Level: Lernaen 4
    Casting Time: 1 standard action
    Range: Medium (100' + 10'/level)
    Target: Two objects
    Duration: 1 round/level
    Saving Throw: Fortitude negates (object, harmless)
    Spell Resistance: No

    This spell functions as venomlink except as described here. You do not need to maintain possession of the objcts in order for the spell to be maintained. Both objects may have poisons applied independently: if this is done, both objects concurrently utilize both poisons (so that two daggers poisoned and then linked in this fashion would apply two poisons on a successful strike).


    Venom Revision *[Poison, Polymorph]
    Spoiler
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    Level: Lernaen 4
    Casting Time: 1 round
    Range: Touch
    Target: Poison touched
    Duration: Instantaneous
    Saving Throw: Fortitude negates (object)
    Spell Resistance: Yes (object)

    This spell functions as minor venom revision, except that the maximum DC that can be transmuted is equal to your Intelligence score plus 5 (though the new poison's DC must still be equal to or lower than the starting poison's DC), and as noted here.


    Major Venom Revision *[Poison, Polymorph]
    Spoiler
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    Level: Lernaen 7
    Casting Time: 1 standard action
    Range: Touch
    Target: Poison touched
    Duration: Instantaneous
    Saving Throw: Fortitude negates (object)
    Spell Resistance: Yes (object)

    This spell functions as minor venom revision, except that there is no maximum DC for eligible transmutation origins and results, and as noted here.


    Minor Venom Revision *[Poison, Polymorph]
    Spoiler
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    Level: Lernaen 2
    Casting Time: 1 minute
    Range: Touch
    Target: Poison touched
    Duration: Instantaneous
    Saving Throw: Fortitude negates (object)
    Spell Resistance: Yes (object)

    You transmute a poison from one type to another. The touched poison is fundamentally and permanently altered from its original form into another poison of your choosing. The new poison must have a save DC equal to or lower than the original poison, and the save DC of both the new poison and the original poison must be lower than your Intelligence score.


    Virulence *[Poison, Polymorph]
    Spoiler
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    Level: Lernaen 6
    Casting Time: 1 standard action
    Range: Touch
    Target: Poison or creature touched; see text
    Duration: 1 round/level
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)

    The poison you touch is infused with arcane energies, increasing its potency.
    While so imbued, the poison's save DC increases by 2 (or to this spell's save DC, whichever is higher). Furthermore, any damage it deals is increased by 2 (if it inflicts ability score damage) or doubled (if it inflicts Hit Point damage). Other effects of the poison (such as unconsciousness) are unaffected.
    You do not need to directly touch a poison: touching its container is sufficient. You may imbue a number of doses equal to your Charisma modifier with one casting of the spell, as long as they are all within a close proximity of each other.

    Alternatively, you may touch a creature that naturally creates poison. During this spell's duration, the touched creature's poisons are affected as described above. When using the spell in this fashion, you may only imbue the poisons of one creature, rather than as many doses as are available.


    Volcanic Eruption *[Earth, Fire]
    Spoiler
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    Level: Oreadic Tradition 9
    Casting Time: 1 standard action
    Range: Medium (100' + 10'/level)
    Area: 60' radius burst
    Duration: 4 rounds
    Saving Throw: Reflex half and partial; see text
    Spell Resistance: No

    You create a violent eruption from the earth. Upon casting this spell, the earth explodes upwards, dealing 1d6 damage per Caster Level to all creatures within the spell's area: half of the damage is fire, while the other half is magic bludgeoning damage. A successful Reflex saving throw halves this damage. Flying creatures in the spell's area that fail their saves are knocked prone.

    On the second round of the spell, the ground within the spell's area becomes a flaming pool of lava. Creatures on the ground within the area take 20d6 points of fire damage and are entangled for one round. A successful Reflex save reduces this to 4d6 fire damage and negates the entangling effect.
    On the third round of the spell, the ground begins to cool rapidly. Creatures on the ground within the spell's area take 10d6 points of fire damage and are entangled for one round. A successful Reflex save reduces this to 2d6 fire damage and negates the entangling effect.

    On the fourth round of the spell, the ground solidifies. Creatures on the ground within the spell's area are permanently immobilized and can only be freed by breaking them free of the stone (requiring a Strength check or an Acrobatics check to escape with a DC equal to this spell's DC).

    Wake of the Dolphin *[Force, Water]
    Spoiler
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    Level: Ondinic Tradition 3
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Effect: One dolphin, made of force
    Duration: Instantaneous
    Saving Throw: Reflex half; see text
    Spell Resistance: Yes

    You call a dolphin made of arcane energies into being. At your direction (a free action), the dolphin charges a foe, trailing a wake of water. As part of this spell, the dolphin must make a charge against a target. This charge must be in a straight line and has a maximum distance equal to 30', + 5' per Caster Level beyond 5th. The dolphin does not need to be underwater to charge.
    A cone grows behind the dolphin as it charges. For each 10' it travels, the size of the cone increases by 5' (to a maximum of 30'). Creatures caught in the cone during the course of the dolphin's charge take 4d6 points of bludgeoning damage with a Reflex save for half damage. In addition, those creatures that fail their save are tripped by the dolphin's wake. The wake is treated as having a Strength modifier of +5 for making its trip check. A creature may only be affected once each round by this wake.

    Upon reaching the target, the dolphin makes a single slam attack, using your Base Attack Bonus and substituting your primary casting statistic for its Strength score. This slam attack deals 3d6 points of damage plus one and a half times your primary casting statistic modifier.

    The dolphin dissipates harmlessly after attacking its target.

    This spell is cast at +1 Caster Level when underwater.


    Wake of the Leviathan *[Force, Water]
    Spoiler
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    Level: Ondinic Tradition 7
    Casting Time: 1 standard action
    Range: Medium (100' + 10'/level)
    Effect: One leviathan, made of force
    Duration: Instantaneous
    Saving Throw: Fortitude half and Reflex negates; see text
    Spell Resistance: Yes

    You call a leviathan made of arcane energies into being. At your direction (a free action), the leviathan charges a foe, trailing a wake of water. As part of this spell, the leviathan must make a charge against a target. This charge must be in a straight line and has a maximum distance equal to 60', + 5' per Caster Level beyond 7th. The leviathan does not need to be underwater to charge.

    A cone grows behind the leviathan as it charges. For each 10' it travels, the size of the cone increases by 10' (to a maximum of 60'). Creatures caught in the cone during the course of the leviathan's charge take 10d6 points of bludgeoning damage with a Fortitude save for half damage. In addition, those creatures that fail their save are bull-rushed and knocked prone by the leviathan's wake. The wake is treated as having a Strength modifier of +15 for making its bull-rush check and carries a Reflex save to prevent being knocked prone. Creatures may be bull-rushed outside the maximum area of the wake by this effect. A creature may only be affected once each round by this wake.

    Upon reaching the target, the leviathan makes a single slam attack, using your Base Attack Bonus and substituting your primary casting statistic for its Strength score. This slam attack deals 15d6 points of damage plus one and a half times your primary casting statistic modifier.

    The leviathan dissipates harmlessly after attacking its target.

    This spell is cast at +2 Caster Levels when underwater.


    Wake of the Sea Turtle *[Force, Water]
    Spoiler
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    Level: Ondinic Tradition 2
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Effect: One sea turtle, made of force
    Duration: Instantaneous
    Saving Throw: Reflex half; see text
    Spell Resistance: Yes

    You call a sea turtle made of arcane energies into being. At your direction (a free action), the sea turtle charges a foe, trailing a wake of water. As part of this spell, the sea turtle must make a charge against a target. This charge must be in a straight line and has a maximum distance equal to 30', +5' per two Caster Levels beyond 3rd. The sea turtle does not need to be underwater to charge.

    A cone grows behind the turtle as it charges. For each 10' it travels, the size of the cone increases by 5' (to a maximum of 20'). Creatures caught in the cone during the course of the turtle's charge take 2d6 points of bludgeoning damage with a Reflex save for half damage. In addition, those creatures that fail their save are bull-rushed back by the turtle's wake. The wake is treated as having a Strength modifier of +2 for making its bull-rush check. Creatures bull-rushed by this ability can be bull-rushed outside the maximum range of the cone. A creature may only be affected once each round by this wake.
    Upon reaching the target, the sea turtle makes a single slam attack, using your Base Attack Bonus and substituting your primary casting statistic for its Strength score. This slam attack deals 1d6 points of damage plus one and a half times your primary casting statistic modifier.

    The turtle dissipates harmlessly after attacking its target.

    This spell is cast at +1 Caster Level when underwater.


    Wake of the Shark *[Force, Water]
    Spoiler
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    Level: Ondinic Tradition 4
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Effect: One shark, made of force
    Duration: Instantaneous
    Saving Throw: Fortitude partial; see text
    Spell Resistance: Yes

    You call a shark made of arcane energies into being. At your direction (a free action), the shark charges a foe, trailing a wake of water. As part of this spell, the shark must make a charge against a target. This charge must be in a straight line and has a maximum distance equal to 60', + 5' per Caster Level beyond 7th. The shark does not need to be underwater to charge.
    A cone grows behind the shark as it charges. For each 10' it travels, the size of the cone increases by 5' (to a maximum of 30'). Creatures caught in the cone during the course of the shark's charge take 2 points of Constitution damage with a Fortitude save to negate the damage. For each point of Constitution damage you inflict in this way, you gain two temporary hit points. A creature may only be affected once each round by this wake.
    Upon reaching the target, the shark makes a single slam attack, using your Base Attack Bonus and substituting your primary casting statistic for its Strength score. This slam attack deals 6d6 points of damage plus one and a half times your primary casting statistic modifier.

    The shark dissipates harmlessly after attacking its target.

    This spell is cast at +1 Caster Level when underwater.


    Wake of the Whale *[Force, Water]
    Spoiler
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    Level: Ondinic Tradition 5
    Casting Time: 1 standard action
    Range: Medium (100' + 10'/level)
    Effect: One whale, made of force
    Duration: Instantaneous
    Saving Throw: Reflex half; see text
    Spell Resistance: Yes

    You call a whale made of arcane energies into being. At your direction (a free action), the whale charges a foe, trailing a wake of water. As part of this spell, the whale must make a charge against a target. This charge must be in a straight line and has a maximum distance equal to 60', + 5' per Caster Level beyond 7th. The whale does not need to be underwater to charge.
    A cone grows behind the whale as it charges. For each 10' it travels, the size of the cone increases by 10' (to a maximum of 60'). Creatures caught in the cone during the course of the whale's charge take 6d6 points of bludgeoning damage with a Reflex save for half damage. In addition, those creatures that fail their save are bull-rushed by the whale's wake. The wake is treated as having a Strength modifier of +10 for making its bull-rush check. Creatures may be bull-rushed outside the maximum area of the wake by this effect. A creature may only be affected once each round by this wake.

    Upon reaching the target, the whale makes a single slam attack, using your Base Attack Bonus and substituting your primary casting statistic for its Strength score. This slam attack deals 10d6 points of damage plus one and a half times your primary casting statistic modifier.

    The whale dissipates harmlessly after attacking its target.

    This spell is cast at +1 Caster Level when underwater.


    Wall of Water *[Water]
    Spoiler
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    Level: Ondinic Tradition 6
    Casting Time: 1 standard action
    Range: Medium (100' + 10'/level)
    Area: Up to one 10' cube/2 levels, all contiguous
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    You create a flowing wall of water. The water does not need to be supported or contained: the spell's magic keeps the water constrained within the area you designate.

    Creatures on opposing sides of the wall have total cover from one another. In addition, a wall of water blocks line of effect for [Fire] spells and effects.
    A creature within the wall must hold its breath or begin to drown. Moving through a wall of water takes three squares of movement per square due to the water's density and resistance. A creature that starts its turn within a wall of water must make an Acrobatics check or be pulled forcibly from the ground by the water. While not suffering any damage, a creature trapped in this way must make Athletics checks to swim out of the wall of water rather than using other movement methods. A wall of water is considered stormy water for the purposes of determining spellcasting and Athletics checks made to swim.

    A creature with a swim speed can move through a wall of water effortlessly.
    When the spell ends, the water evaporates harmlessly.


    Wintrous Ascension *[Cold, Eternal]
    Spoiler
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    Level: Jotunnskyn 9
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    With a word and a gesture, you become as the frost and fury of winter. For the duration of this spell, you gain the (Cold) subtype. Creatures within 20' of you at the start of your turn must make Fortitude saves or be dealt 4d6 cold damage and be immobilized: a successful save negates both the damage and the immobilization.

    You form ephemeral wings made of snowflakes: while they are not wholly physical, they grant you a fly speed of 60' with perfect maneuverability.
    You are considered armed with an infinite supply of shurikens. These shurikens are made of snowflakes and deal their damage as cold damage instead of slashing damage. Further, your arms coat in a thick layer of tough ice: you gain two slam attacks that deal 1d10 damage, and you gain a +8 bonus to your natural Armor Class. You may cast the snowball spell at will, your Hero Value increases by 1, you gain 50% immunity to critical hits and [Precision] effects, and you gain Spell Resistance equal to 15 plus your Caster Level versus [Fire] spells.

    Creatures with the [Cold] or [Fire] subtype must make Will saves upon coming within 60' you or be rendered frightened for one minute. A successful save negates the frightening effect and renders the creature immune to further Will saves from this ability for 24 hours.

    You gain a breath weapon: this is a [Breath] effect that inflicts 15d6 cold damage and offers a Reflex save for half damage. You may use this breath weapon as a standard action once every 1d4 rounds.


    Wrath of the Hydra *[Poison, Polymorph]
    Spoiler
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    Level: Lernaen 7
    Casting Time: 1 full-round action
    Range: Medium (100' + 10'/level)
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial; see text
    Spell Resistance: Yes

    You transform the bodily fluids of one living creature into a virulent, consuming poison. The targeted creature must make a Fortitude save or perish instantly. A creature who successfully makes the save is instead afflicted with a potent venom that deals 2d3 Constitution damage per round. A number of successful saving throws equal to your Intelligence modifier ends the poison. The initial save against this spell does not count towards this total.
    Last edited by Fax Celestis; 2013-10-15 at 11:54 PM.

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    Default Re: [d20r, Class] The Wizard

    Okay, I know it's a lot, but here it is! All done.

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    Default Re: [d20r, Class] The Wizard

    I feel like I never need to see a wizard fix again. This looks so good.

    What should we refer to for spells not listed here (e.g. cone of cold, move earth). Are those as per core, or do you have some fixes somewhere? I hope so, 'cause cone of cold does not deserve a 5th level slot.

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    Default Re: [d20r, Class] The Wizard

    It's been a while since I saw a new Reborn class. Thought you had given up! Glad to see not so. Say, do you have an Extended Homebrew Signature, because I believe you have a lot more on this board than your signature lets on.

    Why do they get 10th level spells? I don't see any 10th level spells in here, at least not on a skim.
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    Default Re: [d20r, Class] The Wizard

    Quote Originally Posted by Just to Browse View Post
    What should we refer to for spells not listed here (e.g. cone of cold, move earth). Are those as per core, or do you have some fixes somewhere? I hope so, 'cause cone of cold does not deserve a 5th level slot.
    Core for now, but I am working my way through rewriting all of them as I go.

    Quote Originally Posted by Morph Bark View Post
    It's been a while since I saw a new Reborn class. Thought you had given up! Glad to see not so. Say, do you have an Extended Homebrew Signature, because I believe you have a lot more on this board than your signature lets on.
    I used to, but I haven't touched it in a long while. You could try this for starters: https://www.google.com/#q=site%3Agia...esign&safe=off . Or you could try my wiki.

    Why do they get 10th level spells? I don't see any 10th level spells in here, at least not on a skim.
    Symmetry and metamagic.

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    Default Re: [d20r, Class] The Wizard

    I do like how the Mysteries use Charisma and Wisdom modifiers. Wizards definitely need to be less able to dump everything but Intelligence. I don't think there's enough such abilities, but it's still good. Do you plan to add more schools?
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    Default Re: [d20r, Class] The Wizard

    Not immediately, but adding an additional school is a lot easier than drawing up another class. The hardest part is the spell list, and I've left plenty of gaps from cut schools. I used to have Polymorphism, Augury, Oneiromancy, and Spatial Dynamism (teleportation), but I cut them from the final due to balance concerns, trouble coming up with a complete set of skills (and spells, in the case of Oneiromancy), and the fact that the wizard is already 20 pages long.
    Last edited by Fax Celestis; 2013-10-16 at 10:47 AM.

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    Default Re: [d20r, Class] The Wizard

    I see. Those are certainly fair reasons. The current schools seem pretty diverse, anyway. If I were to add anything, it'd be a school based around telekinesis and force effects... but then, force effects are in dire need of balancing.
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    Default Re: [d20r, Class] The Wizard

    Two things (as I start looking at character creation possibilities):

    1. I was looking at Raghnialt's Kiss, and saw a lot of lightning bolt-dependent abilities, but I can't find the d20r version of lightning bolt.

    2. Slyphic Tradition lists wind wall as a second and third level spell. Is this intentional?

    Obviously I think this is great and want to play it immediately, hence the nitpicking.
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    Default Re: [d20r, Class] The Wizard

    I'll fix Sylphic Tradition. I'll just have to come up with something to fill the hole.

    As far as regular 3.5 spells that aren't updated yet, you can use the core versions in the meantime: I haven't gotten to updating existing spells yet.

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    Default Re: [d20r, Class] The Wizard

    Quote Originally Posted by Fax Celestis View Post
    As far as regular 3.5 spells that aren't updated yet, you can use the core versions in the meantime: I haven't gotten to updating existing spells yet.
    My issue was more that Raghnialt's Kiss allows an eternal version for Lightning Bolt
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    Default Re: [d20r, Class] The Wizard

    Quote Originally Posted by MandibleBones View Post
    My issue was more that Raghnialt's Kiss allows an eternal version for Lightning Bolt
    The eternal version will probably be a 60' line for 1d6/2 CL. If you're really worried about it, you can just use the text for the Storm Bolt reserve feat in the interim.

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    Default Re: [d20r, Class] The Wizard

    Awesome, thanks! Am attempting to get into a pirate game, so stormy things are for yes.
    Mandible Bones, the Worst Pirate Ever.
    I prepared explosive rum this morning.
    Homebrew base class: The Iron Chef

  20. - Top - End - #20
    Bugbear in the Playground
     
    Just to Browse's Avatar

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    Nov 2011

    Default Re: [d20r, Class] The Wizard

    I freaking love Might of Talos. Really smart idea there.

  21. - Top - End - #21
    Titan in the Playground
     
    Fax Celestis's Avatar

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    Jun 2006
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    Default Re: [d20r, Class] The Wizard

    Quote Originally Posted by Just to Browse View Post
    I freaking love Might of Talos. Really smart idea there.
    I wanted to put a gish in a box.

    I think Might of Talos focus with Oreadic and either Raghnialt's Kiss or Promethean magic makes for a great gish-type.

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