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Old 03-25-2012, 07:32 PM   #9
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Rules Post #4 - Wizardly Magic


Wizard Magic


Much like Divine Magic, Artificers and Battle Magi start with one spell of their choice. However, that is where the comparison ends. They have a spellbook, and as they find Magic Scrolls, they can choose to inscribe the spell in their book if it is a Wizard Magic spell, and the scroll is destroyed. Thereafter, they can cast that spell when needed. Wizards never have to memorize any spell, and they can use whatever spells they know as much as they want, to a certain limit, equal to Divine Mages. Those limits are:

Level 1 – 1 Rank One Spell
Level 2 – 2 Rank One Spells
Level 3 – 2 Rank One, 1 Rank Two.
Level 4 - 2 Rank One, 2 Rank Two
Level 5 – 2 Rank One, 2 Rank Two, 1 Rank Three
Level 6 - 2 Rank One, 2 Rank Two, 2 Rank Three
Level 7 - 2 Rank One, 2 Rank Two, 2 Rank Three, 1 Rank Four
Level 8 - 3 Rank One, 3 Rank Two, 3 Rank Three, 1 Rank Four
Level 9 - 3 Rank One, 3 Rank Two, 3 Rank Three, 2 Rank Four


So, if a Battle Mage has four rank one spells in her spellbook, and is second level, she can cast any combination of those spells in one day, up to two total. So, she could cast Magic Missile twice in combat, for example, or Detect Magic in two rooms, once before moving and once after, or Armor to protect herself early and then Magic Missile in combat, etc.

Note that spell progression for Wizard Magic is slightly different than that for Divine spell casters.

If you do not want to use a spell that is used automatically at the beginning of each day (like Armor or Floating Disk), just tell me.


Wizard Spells:


First Rank:

Armor - This spell increases your armor to the level it would be at if you wore chain mail. It interferes with any magical armor you might find later, and it is cast at the beginning of each day automatically, not requiring an action for use.
Detect Magic – This is an action that can be taken at any time, and can be used as part of a search action.. It will cause any magical items in the room to glow. It does not tell you what they are, only that they are magical.
Dodge – This combat spell enables you to dodge every attack that comes your way for this round and the next. It does not work on magic, or area effects like Icy Blast.
Floating Disk - This spell increases your normal carrying capacity, allowing you to carry all items you find. It is used at the beginning of each day automatically.
Identify - This spell allows you to identify two magic items per day. You need only to PM me which items in your inventory you would like to examine. This does not take an action
Magic Missile - This combat spell attacks your opponent for 1d4+1 damage per level.
Shrink – You can cast this spell as to enter a room that you would not normally be able to enter.
Spook - This combat spell forces one opposing creature to flee for one round, requiring a second round for it to return, so you get two rounds to flee, take combat actions, prepare defensive spells, pepper it with arrows, drink potions, and so forth.


Second Rank –

Acid Arrow - This combat spell hits your opponent for acid damage equal to your max hit points this turn, and an equal amount next turn for free as well.
Create Poison – This spell poisons your weapon with a powerful poison whose deadliness increases as you level up. That weapon then poisons the next time it hits in combat.
Icy Blast - This combat spell deals ice damage to all opponents equal to your maximum hit points. The damage radiates out from you for fifteen feet and all enemies will take damage if in the radius.
Invisibility - This combat spell gives you the Ambush special attack during your first battle of each day, at the power of a 5th level scout ignoring infravision. It can also be used to automatically flee a battle without an attack of opportunity by those engaging you.
Mirror Image - This defensive combat spell creates a few phantom copies of yourself. These phantom copies are hit in combat before you are, with a number of copies being made equal to your level. This spell wears off at the end of a combat.
Oracle - This is an action that can be taken at any time, and can be used as part of a search action.. For that action, you will know every piece of information about a room, including secret doors, traps, and other hidden information. This does not detect magic or dispel illusions.
Sleep - This combat spell puts to sleep one opposing creature, no matter size, type or experience level. The amount of rounds the creature is asleep equals your level.



Third Rank -




Dispel Magic - This combat spell dispels any defensive spells an opponent might have operating, such as Stoneskin or Mirror Image. It also has many uses in rooms.
Lightning Bolt - This combat spell deals a significant amount of damage to one opponent, killing many outright. It will dole out 1d10 damage per level.
Pierce Armor – For the rest of the combat, one enemy’s armor is dropped to the level of humble robes.
Rebound – This combat defensive spell sends the next offensive spell that attacks you back at its caster.
Seduce - This combat spell will stop many monsters from attacking you. It will only work on one monster, and it will only work on those with a mind. It works on many more creatures than the 2nd level Divine spell Charm.
Stone to Flesh – When you cast this spell, you can target any person that has been petrified. That person returns to normal. If you are petrified, and you have a spare third rank spell left to cast for the day, you can instantly cast this spell as you are turning to rock in order to stop it.
Stoneskin - This unusual defensive spell is not combat, and creates a number of false skins which absorb damage before being destroyed. A number of skins is created equal to your level at the beginning of the day. Unlike Mirror Image, they wear off at the end of the day if unused, instead of at the end of a combat. This is used automatically.
True Sight - All spells and magical effects that rely on illusion are dispelled. This will counter Mirror Image or Invisibility, for example. It is often used in combat to counter illusionary defenses, and can also be used as an action in a room to remove all illusions and reveal all magic and evil items and people. It can also be used as a part of a room search.
Passwall – You may move through a wall to the next adjacent room, even when there is no door there.


Fourth Rank -

Divinity - This spell allows you to select one item you own that can normally only be used by Clerics. You can use that item in perpetuity for the day. It can only be used automatically at the beginning of each day.
Enervate - This is the only Wizard spell that can target a player. As an action, you may cast this at another player in the same room as you, and that player permanently loses one level. Only evil characters can use Enervate.
Finger of Death - This combat spell gives one opponent a 50/50 chance of dying instantly.
Fire Rage – This spell inflames every enemy in the room for 1d12 damage per level.
Globe of Invulnerability - This combat defensive spell prevents you from being targeted by spells or damaged by normal weapons for the duration of the combat. It can be disenchanted by a Dispel Magic and area effect spells, like Icy Blast, will not be countered.
Mystic Summons - This combat spell summons a powerful minion, randomly chosen, to fight in your
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