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View Full Version : Rewriting Core Project 3:The Wizard [PEACH]



asdflove
2013-12-09, 08:55 PM
The Wizard


Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+0
+2
Summon familiar, Scribe Scroll, channeller


2nd
+1
+0
+0
+3
Knowledgeable


3rd
+1
+1
+1
+3
Lore


4th
+2
+1
+1
+4
Bonus feat


5th
+2
+1
+1
+4



6th
+3
+2
+2
+5
Specialty, knowledgeable


7th
+3
+2
+2
+5
Minor master


8th
+4
+2
+2
+6
Bonus feat


9th
+4
+3
+3
+6
Combat Intellect


10th
+5
+3
+7
+3
Knowledgeable


11th
+5
+3
+3
+7



12th
+6/+1
+4
+4
+8
Specialty, bonus feat


13th
+6/+1
+4
+4
+8



14th
+7/+2
+4
+4
+9
Knowledgeable


15th
+7/+2
+5
+5
+9



16th
+8/+3
+5
+5
+10
Bonus feat


17th
+8/+3
+5
+5
+10



18th
+9/+4
+6
+6
+11
Specialty, Knowledgeable


19th
+9/+4
+6
+6
+11



20th
+10/+5
+6
+6
+12
Bonus feat




Alignment: Any.
Hit Die: d4

Class Skills
The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis)

Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.


Class Features
All of the following are class features of the Wizard.

Weapon and Armor Proficiency
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.

Spells
A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell 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. Her base daily spell allotment is given on Table: The Wizard. In addition, they receives bonus spells per day if they have a high Intelligence score.

Unlike a bard or sorcerer, a wizard may know any number of spells. They must choose and prepare their spells ahead of time by getting a good night’s sleep and spending 1 hour studying their spellbook. While studying, the wizard decides which spells to prepare.

Spells per Day

Spellbooks
A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.

School Specialization
A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.

A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.

The wizard must choose whether to specialize and, if they do so, choose their specialty at 1st level. At this time, they must also give up two other schools of magic, which become their prohibited schools.
If a wizard specializes you must give up Transmutation or Conjuration as one of their prohibited schools.

A wizard can never give up divination to fulfill this requirement.

Spells of the prohibited schools are not available to the wizard, and they can't even cast such spells from scrolls or fire them from wands. They may not change either their specialization or their prohibited schools later.

The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.

Spells that do not fall into any of these schools are called universal spells.

Abjuration
Spells that protect, block, or banish. An abjuration specialist is called an abjurer.

Conjuration
Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.

Divination
Spells that reveal information. A divination specialist is called a diviner.

Enchantment
Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.

Evocation
Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.

Illusion
Spells that alter perception or create false images. An illusion specialist is called an illusionist.

Necromancy
Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.

Transmutation
Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.

Universal
Not a school, but a category for spells that all wizards can learn. A wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.

Bonus Languages
A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.

Familiar
A wizard can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Channeller
A wizard must use a wand or staff to help cast their spells. A staff is a specially made quarterstaff that costs an additional hundred gold pieces. A wand acts as a specially made club that costs an additional 150 gold pieces.
To cast a spell a wizard must have their wand or staff in hand. A wizard gets a single staff or wand for free.


Knowledgeable (Ex)
At level 2 and every 4 levels thereafter a wizard receives, as a bonus feat, the Skill Focus feat for the Knowledge skill of their choice.

Lore (Ex)
Thanks to long hours of study, a wizard of at least 3rd level has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the wizard's class level in place of the bard level.

Bonus Feats
At 4th, 8th, 12th, 16th, and 20th level, a wizard gains a bonus feat. At each such opportunity, they can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

Specialty (Su)
At 6th level a wizard can choose a single spell to be particularly good at. The save DC of that spell is increased by 2. The spell must be a spell the wizard has in their spellbook and they are capable of casting at the time that they get this class feature.
At 12th and then again at 18th level the Wizard gets to choose an additional spell to apply this ability to.

Minor Master (Sp)
Starting at 7th level wizards are skilled enough at the minor magic in their specialty that they can use it on a whim. A wizard gains a spell as a spell-like ability at will depending on their specialization: Abjuration: Resistance, Conjuration: Acid Splash, Divination: Detect Magic, Enchantment: Charm of Apathy, Evocation: Ray of Frost, Illusion: Ghost Sound, Necromancy: Touch of Fatigue, Transmutation: Mending, and General: Prestidigitation

Combat Intellect (Ex)
Whenever a wizard of at least 9th level fights a creature, they can make a Knowledge check based on its type provided that they have at least one rank in the appropriate Knowledge skill.
The wizard then receives an insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat. The amount of the bonus depends on the Knowledge check result, as given on the following table. If the Knowledge check result is less than 10 you get no bonus on the attack.

You can make only one Knowledge check per creature type per combat. If you fight creatures of multiple types during the same combat, you can make one Knowledge check per type, thereby possibly gaining different bonuses against different opponents.


Familiars

1. A raven familiar can speak one language of its master’s choice as a supernatural ability.
2. Tiny viper.
A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

Familiar Basics
Use the basic statistics for a creature of the familiar’s kind, but make the following changes:

Hit Dice
For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points
The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks
Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.

Damage equals that of a normal creature of the familiar’s kind.

Saving Throws
For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills
For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.


Familiar Ability Descriptions
All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

Natural Armor Adj.
The number noted here is an improvement to the familiar’s existing natural armor bonus.

Int
The familiar’s Intelligence score.

Alertness (Ex)
While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells
At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.

A master and their familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su)
The master has an empathic link with their familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that their familiar does.

Deliver Touch Spells (Su)
If the master is 3rd level or higher, a familiar can deliver touch spells for them. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex)
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex)
If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

Spell Resistance (Ex)
If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Scry on Familiar (Sp)
If the master is 13th level or higher, they may scry on his familiar (as if casting the scrying spell) once per day.



Arcane Spells And Armor
Wizards and sorcerers do not know how to wear armor effectively.

If desired, they can wear armor anyway (though they’ll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a wizard or sorcerer is wearing armor with which he or she is proficient, however, it might still interfere with spellcasting.

Armor restricts the complicated gestures that a wizards or sorcerer must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

By contrast, bards not only know how to wear light armor effectively, but they can also ignore the arcane spell failure chance for such armor. A bard wearing armor heavier than light or using any type of shield incurs the normal arcane spell failure chance, even if he becomes proficient with that armor.

If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no problem while wearing armor. Such spells can also be cast even if the caster’s hands are bound or if he or she is grappling (although Concentration checks still apply normally). Also, the metamagic feat Still Spell allows a spellcaster to prepare or cast a spell at one spell level higher than normal without the somatic component. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.


Feat:
Wandless Spell [Metamagic]
Benefit
A wandless spell can be cast without a wand or staff.

A wandless spell uses up a spell slot one level higher than the spell’s actual level.

asdflove
2013-12-09, 08:56 PM
A * means it's a new spell, or it was changed in someway.

Sorcerer/Wizard Spells
0-Level Sorcerer/Wizard Spells (Cantrips)
Abjur
Resistance: Subject gains +1 on saving throws.

Conj
Acid Splash: Orb deals 1d3 acid damage.

Div
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.

Ench
Daze: Humanoid creature of 4 HD or less loses next action.
Charm of Apathy: Make one person apathetic*

Evoc
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Ray of Frost: Ray deals 1d3 cold damage.

Illus
Ghost Sound: Figment sounds.
Light: Object shines like a torch.*

Necro
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.

Trans
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.

Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
Mage Hand: 5-pound telekinesis.*


1st-Level Sorcerer/Wizard Spells
Abjur
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Mage Armor: Gives subject +4 armor bonus.*
Dispel Magic, Lesser: As dispel magic, but +1 on check.*

Conj
Grease: Makes 10-ft. square or one object slippery.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Summon Monster I: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.

Div
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Identify M: Determines properties of magic item.
True Strike: +20 on your next attack roll.

Ench
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 4 HD of creatures into magical slumber.

Evoc
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

Illus
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Magic Aura: Alters object’s magic aura.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.

Necro
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Brief Rise: Target corpse becomes zombie for 1 round/level

Trans
Animate Rope: Makes a rope move at your command.
Enlarge Person: Humanoid creature doubles in size.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
Reduce Person: Humanoid creature halves in size.

Univ.
Magic Weapon: Weapon gains +1 bonus.*


2nd-Level Sorcerer/Wizard Spells
Abjur
Arcane Lock M: Magically locks a portal or chest.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.

Conj
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Fog Cloud: Fog obscures vision.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.

Div
Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.
Object Reading: Learn details about an object’s previous owner.

Ench
Daze Monster: Living creature of 6 HD or less loses next action.
Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Mindlink: You forge a limited mental bond with another creature.*

Evoc
Continual Flame M: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.

Illus
Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Magic Mouth M: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Phantom Trap M: Makes item seem trapped.
Glitterdust: Blinds creatures, outlines invisible creatures.*

Necro
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.

Trans
Alter: Changes the surface details of target.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Levitate: Subject moves up and down at your direction.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Spider Climb: Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Sorcerer/Wizard Spells
Abjur
Dispel Magic: Cancels magical spells and effects.
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Nondetection M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.

Conj
Phantom Steed: Magic horse appears for 1 hour/level.
Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Summon Monster III: Calls extraplanar creature to fight for you.

Div
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Tongues: Speak any language.
Destiny Dissonance: Your dissonant touch sickens a foe.

Ench
Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
Suggestion: Compels subject to follow stated course of action.

Evoc
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Tiny Hut: Creates shelter for ten creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Flame Arrow: Arrows deal +1d6 fire damage.*

Illus
Displacement: Attacks miss subject 50%.
Illusory Script M: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.

Necro
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.

Trans
Blink: You randomly vanish and reappear for 1 round/level.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
Secret Page: Changes one page to hide its real content.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Water Breathing: Subjects can breathe underwater.

Univ.
Fly: Subject flies at speed of 60 ft.*
Magic Weapon, Greater: +1/four levels (max +5).*


4th-Level Sorcerer/Wizard Spells
Abjur
Dimensional Anchor: Bars extradimensional movement.
Fire Trap M: Opened object deals 1d4 damage +1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Remove Curse: Frees object or person from curse.
Stoneskin M: Ignore 10 points of damage per attack.

Conj
Black Tentacles: Tentacles grapple all within 20 ft. spread.
Dimension Door: Teleports you short distance.
Minor Creation: Creates one cloth or wood object.
Secure Shelter: Creates sturdy cottage.
Solid Fog: Blocks vision and slows movement.
Summon Monster IV: Calls extraplanar creature to fight for you.

Div
Arcane Eye: Invisible floating eye moves 30 ft./round.
Detect Scrying: Alerts you of magical eavesdropping.
Locate Creature: Indicates direction to familiar creature.
Scrying F: Spies on subject from a distance.

Ench
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Geas, Lesser: Commands subject of 7 HD or less.

Evoc
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Resilient Sphere: Force globe protects but traps one subject.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

Illus
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.

Necro
Animate Dead M: Creates undead skeletons and zombies.
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Enervation: Subject gains 1d2 negative levels.*
Fear: Subjects within cone flee for 1 round/level.

Trans
Animorph: Transforms the target into the shape of an animal. *
Anthromorph: Transforms target into Fey, Humanoid, Giant, or Monstrous
Humanoid. *
Necromorph: Animorph for undead.*
Enlarge Person, Mass: Enlarges several creatures.
Reduce Person, Mass: Reduces several creatures.
Stone Shape: Sculpts stone into any shape.

5th-Level Sorcerer/Wizard Spells
Abjur
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dismissal: Forces a creature to return to native plane.
Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.

Conj
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Mage’s Faithful Hound: Phantom dog can guard, attack.
Major Creation: As minor creation, plus stone and metal.
Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Summon Monster V: Calls extraplanar creature to fight for you.
Teleport: Instantly transports you as far as 100 miles/level.
Wall of Stone: Creates a stone wall that can be shaped.

Div
Contact Other Plane: Lets you ask question of extraplanar entity.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Telepathic Bond: Link lets allies communicate.
Terrible Secret F: Hurts target with unimaginable secret.*

Ench
Dominate Person: Controls humanoid telepathically.
Feeblemind: Subject’s Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.

Evoc
Cone of Cold: 1d6/level cold damage.
Interposing Hand: Hand provides cover against one opponent.
Sending: Delivers short message anywhere, instantly.
Wall of Force: Wall is immune to damage.

Illus
Dream: Sends message to anyone sleeping.
False Vision M: Fools scrying with an illusion.
Mirage Arcana: As hallucinatory terrain, plus structures.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration required.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.

Necro
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Magic Jar F: Enables possession of another creature.
Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
Waves of Fatigue: Several targets become fatigued.

Trans
Aeromorph/Geomorph/Hydromorph/Pyromorph: Transforms creature into elemental type creature.*
Turn to Frog: Transforms target into harmless animal.*
Animal Growth: One animal/two levels doubles in size.
Fabricate: Transforms raw materials into finished items.
Passwall: Creates passage through wood or stone wall.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Xenomorph: Transforms creature into Aberration, Ooze, or Vermin.

Univ
Permanency X: Makes certain spells permanent.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.*


6th-Level Sorcerer/Wizard Spells
Abjur
Antimagic Field: Negates magic within 10 ft.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards: Array of magic effects protect area.
Repulsion: Creatures can’t approach you.

Conj
Acid Fog: Fog deals acid damage.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.*
Summon Monster VI: Calls extraplanar creature to fight for you.
Wall of Iron M: 30 hp/four levels; can topple onto foes.

Div
Analyze Dweomer F: Reveals magical aspects of subject.
Legend Lore M F: Lets you learn tales about a person, place, or thing.
True Seeing M: Lets you see all things as they really are.
Creature Sense: You sense what the creatures around are like.*

Ench
Geas/Quest: As lesser geas, plus it affects any creature.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Suggestion, Mass: As suggestion, plus one subject/level.
Symbol of Persuasion M: Triggered rune charms nearby creatures.

Evoc
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Contingency F: Sets trigger condition for another spell.
Forceful Hand: Hand pushes creatures away.
Freezing Sphere: Freezes water or deals cold damage.

Illus
Mislead: Turns you invisible and creates illusory double.
Permanent Image: Includes sight, sound, and smell.
Programmed Image M: As major image, plus triggered by event.
Shadow Walk: Step into shadow to travel rapidly.
Veil: Changes appearance of group of creatures.

Necro
Circle of Death M: Kills 1d4/level HD of creatures.
Create Undead M: Creates ghouls, ghasts, mummies, or mohrgs.
Eyebite: Target becomes panicked, sickened, and comatose.
Symbol of Fear M: Triggered rune panics nearby creatures.
Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4).

Trans
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Control Water: Raises or lowers bodies of water.
Disintegrate: Makes one creature or object vanish.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Flesh to Stone: Turns subject creature into statue.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
Move Earth: Digs trenches and build hills.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
Stone to Flesh: Restores petrified creature.
Planomorph: Turns creature into outsider.*

7th-Level Sorcerer/Wizard Spells
Abjur
Banishment: Banishes 2 HD/level of extraplanar creatures.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Spell Turning: Reflect 1d4+6 spell levels back at caster.

Conj
Instant Summons M: Prepared object appears in your hand.
Mage’s Magnificent Mansion F: Door leads to extradimensional mansion.
Phase Door: Creates an invisible passage through wood or stone.
Plane Shift F: As many as eight subjects travel to another plane.
Summon Monster VII: Calls extraplanar creature to fight for you.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Teleport Object: As teleport, but affects a touched object.
Planar Binding: As lesser planar binding, but up to 12 HD.

Div
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Scrying, Greater: As scrying, but faster and longer.
Vision M X: As legend lore, but quicker and strenuous.
Sense of Timing F: You do not provoke attacks of opportunity.*

Ench
Hold Person, Mass: As hold person, but all within 30 ft.
Insanity: Subject suffers continuous confusion.
Power Word Blind: Blinds creature with 200 hp or less.
Symbol of Stunning M: Triggered rune stuns nearby creatures.

Evoc
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Forcecage M: Cube or cage of force imprisons all inside.
Grasping Hand: Hand provides cover, pushes, or grapples.
Mage’s Sword F: Floating magic blade strikes opponents.
Prismatic Spray: Rays hit subjects with variety of effects.

Illus
Invisibility, Mass: As invisibility, but affects all in range.
Project Image: Illusory double can talk and cast spells.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
Simulacrum M X: Creates partially real double of a creature.

Necro
Control Undead: Undead don’t attack you while under your command.
Finger of Death: Kills one subject.
Symbol of Weakness M: Triggered rune weakens nearby creatures.
Waves of Exhaustion: Several targets become exhausted.

Trans
Control Weather: Changes weather in local area.
Ethereal Jaunt: You become ethereal for 1 round/level.
Reverse Gravity: Objects and creatures fall upward.
Statue: Subject can become a statue at will.

Univ
Limited Wish X: Alters reality—within spell limits.

8th-Level Sorcerer/Wizard Spells
Abjur
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Prismatic Wall: Wall’s colors have array of effects.
Protection from Spells M F: Confers +8 resistance bonus.

Conj
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Maze: Traps subject in extradimensional maze.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Trap the Soul M F: Imprisons subject within gem.

Div
Discern Location: Reveals exact location of creature or object.
Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.

Ench
Antipathy: Object or location affected by spell repels certain creatures.
Binding M: Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Demand: As sending, plus you can send suggestion.
Irresistible Dance: Forces subject to dance.
Power Word Stun: Stuns creature with 150 hp or less.
Symbol of Insanity M: Triggered rune renders nearby creatures insane.
Sympathy F: Object or location attracts certain creatures.

Evoc
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.

Illus
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Screen: Illusion hides area from vision, scrying.
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.

Necro
Clone M F: Duplicate awakens when original dies.
Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Symbol of Death M: Triggered rune slays nearby creatures.
Trans
Transmogrification: Transforms objects and people into other objects.*
Iron Body: Your body becomes living iron.
Temporal Stasis M: Puts subject into suspended animation.
Dracomorph: Turns target into dragon.*

9th-Level Sorcerer/Wizard Spells
Abjur
Freedom: Releases creature from imprisonment.
Imprisonment: Entombs subject beneath the earth.
Mage’s Disjunction: Dispels magic, disenchants magic items.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Conj
Gate X: Connects two planes for travel or summoning.
Refuge M: Alters item to transport its possessor to you.
Summon Monster IX: Calls extraplanar creature to fight for you.
Teleportation Circle M: Circle teleports any creature inside to designated spot.

Div
Foresight: “Sixth sense” warns of impending danger.
Terrible Revelation: As per Terrible secret but everyone within range.*

Ench
Dominate Monster: As dominate person, but any creature.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Power Word Kill: Kills one creature with 100 hp or less.

Evoc
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.

Illus
Shades: As shadow conjuration, but up to 8th level and 80% real.
Weird: As phantasmal killer, but affects all within 30 ft.

Necro
Astral Projection M: Projects you and companions onto Astral Plane.
Energy Drain: Subject gains 1d4+1 negative levels.*
Soul Bind F: Traps newly dead soul to prevent resurrection.
Wail of the Banshee: Kills one creature/level.

Trans
Etherealness: Travel to Ethereal Plane with companions.
Time Stop: You act freely for 1d4+1 rounds.
Infinimorph: You can rapidly change forms.*

Univ
Wish X: As limited wish, but with fewer limits.*

asdflove
2013-12-09, 08:58 PM
Charm of Apathy
Enchantment (Charm) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: One humanoid creature
Duration: 1 minute
Saving Throw: Will negates
Spell Resistance: Yes

This charm makes a humanoid creature apathetic to you (treat the target’s attitude as indifferent). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.


Light
Illusion [Light]
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

Arcane Material Component
A firefly or a piece of phosphorescent moss.


Mage Hand
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.


Dispel Magic, Lesser
Abjuration
Level: Sor/Wiz 1

This spell functions like dispel magic, except that the maximum caster level on your dispel check is reduced to +1 (instead of +10).


Mage Armor
Abjuration [Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

Focus
A piece of cured leather.


Brief Rise
Necromancy [Evil]
Level: Sor/Wiz 1, Cleric 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Corpse touched
Duration: 1 round/level (D)
Saving Throw: Round
Spell Resistance: No
You briefly raise a corpse to fight for you. That corpse becomes a zombie for the duration of the spell. When the spell ends the corpse falls dead again and cannot be targeted by this spell again.
You can only control 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 immediately have the spell end for them. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

Material Component
A few black grains of sand.

Magic Weapon
Universal
Level: Clr 1, Pal 1, Sor/Wiz 1, War 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.)

You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

Glitterdust
Illusion (Shadow)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within 10-ft.-radius spread
Duration: 1 round/level
Saving Throw: Will negates (blinding only)
Spell Resistance: Yes
An illusory cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

Any creature covered by the illusory dust takes a -40 penalty on Hide checks.

Material Component
Ground mica.

Mindlink
Enchantment [Mind-Affecting]
Level: Sor/Wiz 2, Bard 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels); see text
Target: You and one other willing creature within range that has an Intelligence score of 3 or higher
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

Alter
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature
Duration: 1 hour./level (D)
Saving Throw: None
Spell Resistance: No
You alter the surface features of the target creature to look different in some way. You need not limit your alterations to what would be the natural range of choices for the target creature; indeed, you may alter the creature's appearance so dramatically (within the guidelines presented below) that it appears to be a member of another species entirely--even a species that does not exist! You must stay within the general range of the creature's type, however; you cannot make a human look exactly like a bear, for example, but you could make him look like a bear-like humanoid, even if you have no knowledge of such a humanoid race existing.

You may change the target's coloration, skin texture, facial features, or other topographical details as you wish. You may lengthen or shorten their hair, or cause the appearance of hair or fur to grow where it did not before. You may increase or decrease their height slightly, as long as they remain within the same size class. You may cause them to appear to gain or lose body fat or muscle, giving them the appearance of being up to 25% heavier or lighter, though their actual mass does not change. You may make the creature appear to be of the opposite gender, or of no gender. You may shape the creature's flesh to give it imitation claws, horns, or fangs, or other features, though any such changes are nonfunctional and cannot be used as natural weapons. You can even make the creature look as if it has additional limbs, such as a tail or wings or an extra arm, but they cannot be used (or even moved) by the subject unless they normally possess such a limb. You may not create additional working hands from feet or other limbs, nor can you reduce the number of limbs on the creature. You may not make any changes to the creature's skeleton or internal organs at all.

Alter does not change the target's existing equipment or possessions in any way. However, you can create the appearance of equipment that does not exist, as long as the creature does not have any equipment filling that body slot. For example, you could make the creature appear to be wearing a helmet if it is not, but if the creature were wearing an actual hat or helmet, you could not hide the fact. No equipment mimicked in this way can be used to make an attack or provide any AC, skill, or save bonuses of any kind; it is completely nonfunctional. It i, in fact, a part of the creature, and cannot be removed or separated from it.

Alter counts as a disguise on the target creature, and grants +6 shapechanging bonus and a +4 circumstance bonus to your Disguise check. You may alter a creature that has been granted the Polymorphed template, but note that alter cannot change a creature's size or fundamental structure, so that you cannot anthromorph oneself into a troll and then use alter to appear human. Applying the Polymorphed also template dispels alter, if the subject is under this spell's effects. A true seeing spell reveals the target's natural appearance.

Material Component: A tiny lump of blue clay.

Object Reading
Divinaton
Level: Sor/Wiz 2
Components: V, S
Casting Time:1 minute
Range: Touch
Target: Object touched
Duration: Concentration, up to 10 min./level (D)
Saving Throw: None
Spell Resistance: Yes

You can learn details of an inanimate object’s previous owner. Objects accumulate impressions left by their previous owners, which can be read by use of this spell. The amount of information revealed depends on how long you study a particular object.

1st Minute
Last owner’s race.

2nd Minute
Last owner’s gender.

3rd Minute
Last owner’s age.

4th Minute
Last owner’s alignment.

5th Minute
How last owner gained and lost the object.

6th+ Minute
Next-to-last owner’s race, and so on.

The power always correctly identifies the last owner of the item, and the original owner (if you keep the power active long enough).

There is a 90% chance that this spell will successfully identify all other former owners in sequence, but there is a 10% chance that one former owner will be skipped and thus not identified.

This spell will not identify casual users as owners. (Anyone who uses an object to attack someone or something is not thereafter considered a casual user.)

An object without any previous owners reveals no information. You can continue to run through a list of previous owners and learn details about them as long as the spell’s duration lasts. If you use this power additional times on the same object, the information yielded is the same as if you were using the power on the object for the first time.

Destiny Dissonance
Divination [Mind-affecting]
Level: Sor/Wiz 3, Cleric 4
Components: V, S, M
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: None
Spells Resistance: Yes

Your mere touch grants your foe an imperfect, unfocused glimpse of the many possible futures in store. Unaccustomed to and unable to process the information, the subject becomes sickened for 1 round per level of the caster.


Fly
Universal
Level: Sor/Wiz 3, Travel 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

Arcane Focus
A wing feather from any bird.


Magic Weapon, Greater
Universal
Level: Clr 4, Pal 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).

Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)

Arcane Material Component
Powdered lime and carbon.


Flame Arrow
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes
You imbue ammunition (such as arrows, bolts, shuriken, and stones) with fiery energy that turns them into flaming projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes.

Material Component
A drop of oil and a small piece of flint.

Enervation
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of negative energy
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d2 negative levels.

If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).

Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.

Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from enervation don’t last long enough to do so.

An undead creature struck by the ray gains 1d4×5 temporary hit points for 1 hour.

Animorph
Transmutation
Level: Druid 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
You transform the target into the shape of an animal, granting it the Polymorphed template (http://www.giantitp.com/forums/showpost.php?p=9606712&postcount=3) for the duration of the spell. This replaces any existing Polymorphed template the creature may have had. The assumed shape must be the most common form of any creature of the Animal or Magical Beast type, subject to the following restrictions:
The total Hit Dice of the creature must be equal to or lower than your caster level.
The size of the creature can be no larger than one size greater than the target, and no smaller than Fine.
The creature cannot be one with a template.
The creature cannot have the Swarm subtype.
The creature may be the adult form of the creature or any younger form.
You must be familiar with the kind of creature chosen. The details of what constitutes "familiarity" are left up to the DM, though encountering the creature of that kind in the flesh certainly qualifies.
You are free to designate the cosmetic appearance of the assumed shape, choosing the hair color, hair texture, eye color, height, and weight, within the normal range for creatures of that kind. If the base creature possessed the Shapechanger subtype before gaining the Polymorphed template, they may revert to their original form (that is, lose the Polymorphed template altogether) as a standard action. If slain, the subject reverts to their original form.

This spell dispels animal growth, enlarge person, and reduce person if the target is affected by these spells.

Necromorph
Transmutation
Level: Clr 5, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing undead creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
You may change the shape of an undead creature, granting it the Polymorphed template. This spell works exactly as Animorph, except as noted above and in the choice of assumed shape, which must be that of an untemplated creature of the Undead type, or else an Animal, Giant, Humanoid, Magical Beast, or Monstrous Humanoid with the Skeleton or Zombie template.

Material Component: A mummified caterpillar.

Overland Flight
Universal
Level: Sor/Wiz 5
Components: V, S
Range: Personal
Target: You
Duration: 1 hour/level
This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet).

Anthromorph
Transmutation
Level: Bard 5, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as animorph, except that the assumed shape must be of the Fey, Humanoid, Giant, or Monstrous Humanoid type.

Aeromorph/Geomorph/Hydromorph/Pyromorph
Transmutation
Level: Druid 7, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as animorph, except that the assumed shape must be of the Elemental type, or of the Outsider type with the Air, Earth, Fire, or Water subtype. In addition, you may also grant the target the form of an Animal or Magical Beast with any inherent template that would cause the creature to gain the Elemental type.

When you use this spell to take the form of a creature with the Air, Earth, Fire, or Water subtypes, it is a spell of that type. For example, aeromorph is an air spell when used to take the form of a djinni. While the spell is often called by the name that reflects the element being chosen, it is still one spell, not four separate ones.

Turn to Frog
Transmutation
Level: Druid 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 day/level (D)
Saving Throw: Fortitude negates, Will partial (see text)
Spell Resistance: Yes
You turn one creature into a frog (or, at DM's discretion, a similar inoffensive Diminutive creature with a Challenge Rating less than 1). The creature gains the Polymorphed template with frog as the assumed shape. None of the creature's equipment or carried objects are changed or meld into its new form.

If the target fails its initial Fortitude save, it must also immediately make a secondary Will save. If this also fails, the target cannot use any extraordinary, supernatural, or spell-like abilities for the duration of the spell, and gains the Intelligence, Wisdom, and Charisma scores of a frog.

Material Component: A live insect and a tiny gold crown worth 5 gp.


Xenomorph
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as animorph, except that the assumed shape must be of the Aberration, Ooze, or Vermin type.

Terrible Secret
Divination
Level: Brd 6, Sor/Wiz 5
Components: V, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half (see below)
Spell Resistance: No
This spell uses powerful divination magic to access a secret that was never meant to be known; a sanity-shattering truth that tears at one's brain from within, threatening to destroy it. Unlike other divinations, though, you do not unveil this knowledge unto yourself when casting this spell. You instead reveal this terrible secret to one other creature, whispering in horrific insights into its ear, hoping this will cause his brain to explode at the very understanding of it.
Knowledge of the secret inflicts 1d6 points of damage per caster level (maximum 15d6) if it fully understood. The target can attempt to shut out knowledge with a successful Will save, which reduces the damage by half. The more intelligent the target, however, the more difficult it is to resist the urge to understand the secret. The target adds his Intelligence modifier to the Will saving throw DC, so that the secret is less effective on the blissfully ignorant. Creatures without an Intelligence score ignore this spell entirely, as do deific beings (as they presumably have the faculties to actually accept the secret as fact). Because the secret is whispered to the target, deafened creatures or those in a magical area of silence are also protected. The secret automatically adapts to any language the target knows, or is transmitted as a series of sounds of such primal significance that even the language-deficient can grasp them.
The secret is such that the non-divine mind cannot grasp it for long, and it mostly fades from the target's memory after being revealed. Any creature that has been exposed to the secret remembers enough to help it resist the urge to look or listen should it be revealed again, granting it a +4 circumstance bonus to Will saves against this spell in the future.
Focus
The preserved brain of an outsider with an Intelligence score of 14 or higher.

Planomorph
Transmutation
Level: Clr 7, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as animorph, except that the assumed shape must be of the Outsider type and not possess the Air, Earth, Fire, or Water subtypes. In addition, you may also grant the target the form of an Animal or Magical Beast with the Celestial or Fiendish templates (but not Half-Celestial or Half-Fiend templates) applied. At the DM's discretion, there may be additional templates allowed based on other Outsider types.

For the duration of the spell, your natural weapons and any weapons you wield are treated as aligned with any alignment subtype your assumed shape would have (Chaotic, Evil, Good, or Lawful), though you do not actually gain that subtype. When you use this spell to take the form of a creature with one or more of these subtypes, it is a spell of that type. For example, planomorph is a Chaotic and Evil spell when used to take the form of a demon.

Planar Binding, Lesser
Conjuration (Calling) [see text]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels); see text
Target: One elemental or outsider with 6 HD or less
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No and Yes; see text
Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell’s range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.

To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name in casting the spell.

The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + ½ your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.

Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.

When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


Creature Sense
Divination
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You gain an immediate mental impression of nearby monsters, learning the distance, direction, size, and type (but not subtype) of all creatures within range. You do not learn the specific kind of creature; for example, a minotaur would register only as a Large monstrous humanoid. This spell can be fooled by misdirection, nondetection, or polymorph magic. It can be blocked by a thin sheet of lead, but otherwise penetrates solid earth easily.
Material Component
The brain of a bat.

Planar Binding
Conjuration (Calling) [see text for lesser planar binding]
Level: Sor/Wiz 7
Components: V, S
Targets: Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear
This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a save, makes an independent attempt to escape, and must be individually persuaded to aid you.

Sense of Timing
Divination
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
The creature touched gains a powerful instinct about when attacks are occurring, allowing him to take dangerous or even foolhardy actions in the middle of battle with near-impunity. While benefiting from this sense of timing, the target does not provoke any attacks of opportunity for the duration of the spell, regardless of his actions. The target may choose to ignore his senses if, for some reason, he wishes to provoke an attack of opportunity. In addition, the target fights as if he knew the Combat Reflexes feat for the duration of the spell, allowing him to take advantage of openings he would normally miss.
Focus
A tiny hourglass, filled with diamond dust, worth 500 gp.

Dracomorph
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
The target takes on the form of a mighty dragon. This spell functions as animorph, except that the assumed shape must be of the Dragon type and may be up to two sizes larger than the target's normal size.
In addition, once during the spell's duration, the target may use the breath weapon (if any) of the assumed shape as a standard action. The damage, area, and energy type are identical to those of the assumed shape at that particular age category. The saving throw for the breath weapon is equal to 10 + 1/2 the subject's HD + the subject's Con modifier (which is itself modified by the dracomorph spell).

Transmogrification
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical object of up to 100 cu. ft./level, or one willing construct
Duration: 1 day/level (for objects) or 10 min./level (for construct creatures) (D)
Saving Throw: Fortitude negates (see text)
Spell Resistance: No
You may change any object into any other object, or a creature into an object. You may not increase the size of the target, though you may decrease it as much as you like. The final object must be composed entirely of the same substance, even if the target is not, and you may only create a single object. For example, you could turn a horse into a simple longsword (composed entirely of steel), but not a crossbow (composed of wood, string, and metal). You also could not create a pile of copper coins, though you could create either a single copper coin or a large block of copper.

A creature turned into an object has no Intelligence, Wisdom, or Charisma scores for as long as the spell is in effect. They are not dead, and cannot be raised, reincarnated, or resurrected. However, they are no longer living creatures, either, and cannot be targeted by spells that do not target objects. Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force.

Certain metals have resonances that cannot be duplicated by this spell: gold, silver, platinum, adamantine, mithral, mercury, gemstones, and certain other metals (at the DM's discretion) cannot be created by this spell, though they can be turned into something else. This is part of the reasons why these metals have their value in the first place, and why so many wizards search for the means to turn lead into gold. While iron is viable, any iron objects created do not have the special properties of cold iron. You can create dead organic material, such as wood, rope, bone, or leather, but the object must still be entirely of the same substance, which means you cannot create a complete corpse (which contains dead flesh, bone, blood, hair, etc.).

Because the spell is permanent, the object created radiates magic and can be dispelled. You cannot create magic items or creatures of any kind (living or not). Magic items cannot be targeted, but any spell cast on the target (even permanently) continues to be active. Only creatures or objects attended by a creature receive a saving throw.

You may also use this spell to grant the Polymorphed template to one willing construct. You may give the construct the shape of any Aberration, Animal, Construct, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Vermin type. The construct retains the appearance of the substance that it is constructed from, so that an iron golem transmogrified into a griffon looks like an iron griffon. Unlike most applications of the Polymorphed template, the construct may keep its own natural armor bonus if it is higher than that of the assumed shape.

Material Component: A bit of gum arabic and a drop of mercury.

Infinimorph
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
You gain absolute control of your form. Once per round as a free action, you may apply or remove the Polymorphed template; the assumed shape may be a creature with any type. Any assumed shape must be the most common form of any creature type and may be of any size (from Fine to Colossal) or stage of development. The assumed shape chosen must be a creature that conforms to the following restrictions:
The total Hit Dice of the creature must be equal to or lower than twice your caster level.
The creature may not have more than one template applied. Further, any template cannot be one that increases the Challenge Rating of the creature by an amount greater than one-quarter your caster level.
You must be familiar with the kind of creature chosen. The details of what constitutes "familiarity" are left up to the DM, though encountering the creature of that kind in the flesh certainly qualifies.

Other than the wider range of available shapes and the ability to change shape repeatedly, this spell functions as animorph.

Energy Drain
Necromancy
Level: Clr 9, Sor/Wiz 9
Saving Throw: Fortitude partial; see text for enervation
This spell functions like enervation, except that the creature struck gains 1d4+1 negative levels, and the negative levels last longer.

There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell’s save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject’s character levels is permanently drained.

An undead creature struck by the ray gains 2d4×5 temporary hit points for 1 hour.

Terrible Revelation
Divination
Level: Sor/Wiz 9
Range: Medium (100 ft. + 10 ft./level)
Targets: All living creatures within range
As terrible secret, except this spell reveals the knowledge to all creatures within range. You and up to one creature per caster level of your choice may be shielded from the secret.
Focus
The preserved brain of an outsider with an Intelligence score of 22 or higher.

Wish
Universal
Level: Sor/Wiz 9
Components: V, XP
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes
Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.

Even wish, however, has its limits.

A wish can produce any one of the following effects.

Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.
Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you.
Duplicate any wizard or sorcerer spell of 7th level or lower even if it’s of a prohibited school.
Duplicate any other spell of 5th level or lower even if it’s of a prohibited school.
Undo the harmful effects of many other spells, such as geas/quest or insanity.
Create a nonmagical item of up to 25,000 gp in value.
Create a magic item up to 25,000 gp in value.
Grant a creature a +1 inherent bonus to an ability score. This effect stacks with itself up to 5 times on a given ability score.
Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.
Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level.
Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)

Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).

Material Component
When a wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.

XP Cost
The minimum XP cost for casting wish is 10,000 XP. When a wish duplicates a spell that has an XP cost, you must pay 10,000 XP or that cost, whichever is more.

ngilop
2013-12-09, 09:02 PM
All i see here is a MUCH more powerful Wizard.

honestly you just stook the core wizard and then added on actualy useful and powerful class abilities


If the intent was to 'bring down' you did teh complete opposite. now not only do you have the base wizard as stock.. but you gave the class real and meaningful class abilities.


If you want to weaken the wizard the best way is to break teh class up into different roles the blaster guy ( Warmage) mind sneaky tricky guy ( beguiler) etc etc.

oh and that is not to mention you now gave the Wizard a good fortitude save for no reason.

are you sure your goal wasn't to 'make the wizard even better?"

asdflove
2013-12-09, 09:07 PM
All i see here is a MUCH more powerful Wizard.

honestly you just stook the core wizard and then added on actualy useful and powerful class abilities


If the intent was to 'bring down' you did teh complete opposite. now not only do you have the base wizard as stock.. but you gave the class real and meaningful class abilities.


If you want to weaken the wizard the best way is to break teh class up into different roles the blaster guy ( Warmage) mind sneaky tricky guy ( beguiler) etc etc.

oh and that is not to mention you now gave the Wizard a good fortitude save for no reason.

are you sure your goal wasn't to 'make the wizard even better?"
I modified the spells. And the fortitude save was an accident. I started that table with the paladin and forgot to change it.
It's part of a larger project to have everything in the upper tiers, but I'm not leaving anything unchanged, even those things already there.

ngilop
2013-12-09, 09:15 PM
Oh well.. labeling this a a way to 'bring down' a class is inherently wrong as I think most others would consider "bringing something down' would be analogous to weakening it.

SO you might want to clearify that in your first post that your goal is to make all the classes in the top 2/3? tiers

Seerow
2013-12-09, 09:26 PM
Oh well.. labeling this a a way to 'bring down' a class is inherently wrong as I think most others would consider "bringing something down' would be analogous to weakening it.

SO you might want to clearify that in your first post that your goal is to make all the classes in the top 2/3? tiers

He took the Pathfinder approach. He nerfed a small handful of spells, left the majority in tact, and gave an across the board power boost otherwise. I fully expect it will be really popular for that exact reason.

Kamai
2013-12-09, 09:43 PM
Looking through this, it seems more powerful than the old Wizard, and you really didn't mess with spells meaningfully. Side by side with your Paladin, I feel that this Wizard is still a lot more powerful than your paladin.

anacalgion
2013-12-10, 12:27 AM
Hate to echo everyone else, but you didn't really change the biggest offenders much. Spells are still fantastic. Fly is still fly. Gate still Gates things. Fixing the wizard isn't easy, I'll give you that. The real offender is the spells, and there are a lot of really good spells.

asdflove
2013-12-10, 10:00 AM
Hate to echo everyone else, but you didn't really change the biggest offenders much. Spells are still fantastic. Fly is still fly. Gate still Gates things. Fixing the wizard isn't easy, I'll give you that. The real offender is the spells, and there are a lot of really good spells.
I actually out right wanted to get rid of the planar binding-gate line, but I got yelled at for that one by my IRL homebrew adviser (qwertyu63, if you were curious).
I tried nerfing the spells I found really broken. And I got rid of some spells that were really, really broken (or just made another class useless, I mean you knock :smallannoyed:).
I don't find fly broken. I'm actually giving all the classes in the project a way to fly, so I'm very well not going to take it away from the wizard.
I'm willing to modify my spells more, if you have any suggestions for spells to modify. What ones do you find broken? How could I fix them.

Composer99
2013-12-10, 11:16 AM
With respect to the "Knowledgeable" class feature, would you consider cutting down its incidence from every even level to every four levels, alternating it with the Core bonus feat class feature?

Getting skill focus for free is nice, but getting ten such feats seems like overkill.

E.g. you can get Knowledgeable at 2nd, 6th, 10th, 14th, and 18th level, and the regular bonus feat at 4th, 8th, 12th, 16th, and 20th level.

asdflove
2013-12-12, 09:00 AM
With respect to the "Knowledgeable" class feature, would you consider cutting down its incidence from every even level to every four levels, alternating it with the Core bonus feat class feature?

Getting skill focus for free is nice, but getting ten such feats seems like overkill.

E.g. you can get Knowledgeable at 2nd, 6th, 10th, 14th, and 18th level, and the regular bonus feat at 4th, 8th, 12th, 16th, and 20th level.
In all honesty, I stole that (with permission) directly from a different class that had the know-it-all fluff.

Done.