[PC2] Wizard Classes Group
Abjurer2 / Thaumaturgist
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 32- --- ---
| 5
| 20
| 421 --- ---
| 6
| 40
| 422 --- ---
|
7
| 60
| 432 1-- ---
| 8
| 90
| 433 2-- ---
| 9
| 135
| 433 21- ---
|
10
| 250
| 443 22- ---
| 11
| 375
| 444 33- ---
| 12
| 750
| 444 441 ---
|
13
| 1125
| 555 442 ---
| 14
| 1500
| 555 442 1--
| 15
| 1875
| 555 552 1--
|
16
| 2250
| 555 553 21-
| 17
| 2625
| 555 553 32-
| 18
| 3000
| 555 553 321
|
19
| 3375
| 555 553 331
| 20
| 3750
| 555 554 332
| 21
| 4125
| 555 554 442
|
22
| 4500
| 555 555 443
| 23
| 4875
| 555 555 553
| 24
| 5250
| 555 555 554
|
25
| 5625
| 555 555 555
| 26
| 6000
| 666 655 555
| 27
| 6375
| 666 666 655
|
28
| 6750
| 666 666 666
| 29
| 7125
| 777 766 666
| 30
| 7500
| 777 777 766
|
31
| 7875
| 777 777 777
| 32
| 8250
| 888 877 777
| 33
| 8625
| 888 888 877
|
34
| 9000
| 888 888 888
| 35
| 9375
| 999 988 888
| 36
| 9750
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 9, Wis 15
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| PH2-31
| Groups:
| Wizard
|
|
|
|
|
[PC2] Wizard Classes Group
Alchemist1
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| --- --- ---
| 2
| 1
| --- --- ---
| 3
| 3.2
| 1-- --- ---
|
4
| 6
| 2-- --- ---
| 5
| 10
| 3-- --- ---
| 6
| 18.5
| 41- --- ---
|
7
| 30
| 421 --- ---
| 8
| 50
| 432 --- ---
| 9
| 75
| 433 1-- ---
|
10
| 110
| 443 21- ---
| 11
| 200
| 444 22- ---
| 12
| 380
| 444 221 ---
|
13
| 560
| 444 332 ---
| 14
| 640
| 444 443 ---
| 15
| 820
| 444 444 ---
|
16
| 1000
| 544 444 1--
| 17
| 1180
| 554 444 2--
| 18
| 1360
| 555 444 3--
|
19
| 1540
| 555 544 4--
| 20
| 1720
| 555 554 41-
| 21
| 1900
| 555 555 42-
|
22
| 2080
| 555 555 53-
| 23
| 2260
| 555 555 54-
| 24
| 2440
| 555 555 55-
|
25
| 2620
| 655 555 551
| 26
| 2800
| 665 555 552
| 27
| 2980
| 666 555 553
|
28
| 3160
| 666 655 554
| 29
| 3340
| 666 665 555
| 30
| 3520
| 666 666 555
|
31
| 3700
| 666 666 655
| 32
| 3880
| 666 666 665
| 33
| 4060
| 666 666 666
|
34
| 4240
| 777 666 666
| 35
| 4420
| 777 777 666
| 36
| 4600
| 777 777 777
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Str 9, Dex 9, Con 14, Int 10, Wis 6
| Alignment:
| any
| HD/level:
| d3
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| BoD3
| Groups:
| Wizard
|
|
|
|
Level 1: One occupation non-weapon proficiency per level (free).
| Level 1: Read Languages (47+level*3)%.
| Level 2: Identify minerals by sight.
| Level 3: Identify potions and poisons by sight.
| Level 3: Considered specialized in Enchantment/Charm (no opposite).
| Level 4: Identify plants by sight.
| Level 4: Can create potions in 1/(level-3) the normal time.
| Level 5: Identify animals by sight.
| Level 6: Can write scrolls in 1/(level-5) the normal time.
| Level 6: Considered specialized in Alteration (no opposites still).
| Level 7: Can create any expendible/charged item in 1/(level-6) the normal time.
| Level 9: Predict miscibility (Level-8)*10%.
| Level 9: Can create any non-artifact magic item in 1/(level-8) the normal time.
| Level 9: Identify any non-artifact magic item by sight.
| Level 9: Identify non-immortal monsters by sight.
| Level 9: Can specialize in (third) school; if this is done, select an opposite.
|
|
[PC2] Wizard Classes Group
Amulet Destroyer1JG
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.25
| 2-- --- ---
| 3
| 4.5
| 3-- --- ---
|
4
| 9
| 41- --- ---
| 5
| 18
| 421 --- ---
| 6
| 36
| 432 --- ---
|
7
| 72
| 433 1-- ---
| 8
| 144
| 443 21- ---
| 9
| 288
| 444 22- ---
|
10
| 576
| 444 221 ---
| 11
| 1076
| 444 332 ---
| 12
| 1576
| 444 443 ---
|
13
| 2076
| 444 444 ---
| 14
| 2576
| 544 444 1--
| 15
| 3076
| 554 444 2--
|
16
| 3576
| 555 444 3--
| 17
| 4076
| 555 544 4--
| 18
| 4576
| 555 554 41-
|
19
| 5076
| 555 555 42-
| 20
| 5576
| 555 555 53-
| 21
| 6076
| 555 555 54-
|
22
| 6576
| 555 555 55-
| 23
| 7076
| 655 555 551
| 24
| 7576
| 665 555 552
|
25
| 8076
| 666 555 553
| 26
| 8576
| 666 655 554
| 27
| 9076
| 666 665 555
|
28
| 9576
| 666 666 555
| 29
| 10076
| 666 666 655
| 30
| 10576
| 666 666 665
|
31
| 11076
| 666 666 666
| 32
| 11576
| 777 666 666
| 33
| 12076
| 777 777 666
|
34
| 12576
| 777 777 777
| 35
| 13076
| 888 777 777
| 36
| 13576
| 888 888 777
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +1
| 4 8 5 4 7 0 1 2
| +2
| 4 8 6 4 7 1 2 2
|
+3
| 5 9 7 5 8 2 3 3
| +4
| 5 10 7 5 9 2 3 4
| +5
| 6 10 8 6 9 3 4 5
|
+6
| 6 11 8 6 10 3 4 5
| +7
| 7 12 9 7 11 4 5 6
| +8
| 7 12 9 8 11 4 5 7
|
+9
| 8 13 10 8 12 5 6 8
| +10
| 8 13 11 9 12 6 7 8
| +11
| 9 14 11 10 13 6 7 9
|
+12
| 9 14 12 10 13 7 8 10
| +13
| 10 15 13 11 14 8 9 11
| +14
| 10 15 13 11 15 8 9 11
|
+15
| 11 16 13 12 15 9 10 12
| +16
| 11 16 14 12 15 9 10 13
| +17
| 12 16 14 13 16 10 11 14
|
|
Requisites:
| Str 16
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 1+level/2
| To Hit Table:
| War
| Save Table:
| 1˝xWiz
| Reference:
| DM {Planeshifted Amulet Maker1JG}
| Groups:
| Warrior, Wizard, Alternate
|
|
|
|
Level 1: Irreducible Pick Pockets LVL*5% (not shifted by target's HD/Level)
| Level 1: 0, 1 attack: Destroy a magic item.
| Level 1: 1P: Dispel a spell/psionic effect.
| Level 1: Your Personality Score = Con+Int+Wis+Chr+2*LVL.
| Level 1: +LVL distributed among AC, TH, or dmg.
| Level 2: 1M, heavy concentration (lose 1M each round): Lockdown E actions.
| Level 18: Immune to the effects of ego from any item of your multiplier or less.
|
|
[PC2] Wizard Classes Group
Amulet Maker1JG
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| --- --- ---
| 2
| 2
| --- --- ---
| 3
| 4
| 1-- --- ---
|
4
| 8
| 2-- --- ---
| 5
| 16
| 3-- --- ---
| 6
| 32
| 41- --- ---
|
7
| 64
| 421 --- ---
| 8
| 128
| 432 --- ---
| 9
| 256
| 433 1-- ---
|
10
| 656
| 443 21- ---
| 11
| 1056
| 444 22- ---
| 12
| 1456
| 444 221 ---
|
13
| 1856
| 444 332 ---
| 14
| 2256
| 444 443 ---
| 15
| 2656
| 444 444 ---
|
16
| 3056
| 544 444 1--
| 17
| 3456
| 554 444 2--
| 18
| 3856
| 555 444 3--
|
19
| 4256
| 555 544 4--
| 20
| 4656
| 555 554 41-
| 21
| 5056
| 555 555 42-
|
22
| 5456
| 555 555 53-
| 23
| 5856
| 555 555 54-
| 24
| 6256
| 555 555 55-
|
25
| 6656
| 655 555 551
| 26
| 7056
| 665 555 552
| 27
| 7456
| 666 555 553
|
28
| 7856
| 666 655 554
| 29
| 8256
| 666 665 555
| 30
| 8656
| 666 666 555
|
31
| 9056
| 666 666 655
| 32
| 9456
| 666 666 665
| 33
| 9856
| 666 666 666
|
34
| 10256
| 777 666 666
| 35
| 10656
| 777 777 666
| 36
| 11056
| 777 777 777
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 8 5 4 7 0 1 2
| +0
| 4 8 6 4 7 1 2 2
|
+1
| 5 9 7 5 8 2 3 3
| +1
| 5 10 7 5 9 2 3 4
| +1
| 6 10 8 6 9 3 4 5
|
+2
| 6 11 8 6 10 3 4 5
| +2
| 7 12 9 7 11 4 5 6
| +2
| 7 12 9 8 11 4 5 7
|
+3
| 8 13 10 8 12 5 6 8
| +3
| 8 13 11 9 12 6 7 8
| +3
| 9 14 11 10 13 6 7 9
|
+4
| 9 14 12 10 13 7 8 10
| +4
| 10 15 13 11 14 8 9 11
| +4
| 10 15 13 11 15 8 9 11
|
+5
| 11 16 13 12 15 9 10 12
| +5
| 11 16 14 12 15 9 10 13
| +5
| 12 16 14 13 16 10 11 14
|
|
Requisites:
| Str 16
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 1+level/2
| To Hit Table:
| Wiz
| Save Table:
| 1˝xWiz
| Reference:
| FGE1JG
| Groups:
| Wizard
|
|
|
|
Level 1: Can wear 1 amulet/necklace per level.
| Level 1: Can make amulets of unusual materials (see [E5]). The maximum "S" factor is equal to your level. You must spend 25% of the cost of the unusual material, using a base cost of 10 gp per pound (minimum 1 pound). You get all the effects of the unusual material, as if you were wearing armor of that type. The amulet has a base AT of +0.
| Level 1: Can create counterspell amulets. Choose one of the following:
| (option a) When the amulet is created, choose a specific effect. 0, 1/reset: Counter an effect that you named.
| (option b) All effects that directly target you must roll SR vs. (your CL)*2.
| (option c) Gain MPIRR=(level*5%) vs. effects that directly target you.
| You may own 1 such counterspell amulet per level (but you might not be able to wear them all at the same time, due to the 1 amulet per level restriction above). The SR and MPIRR amulets stack using the A/1+B/2+C/3+D/4+... formula.
| Level 1: Can make a spell storing amulet. It stores your level in spell levels. You can have only one of these amulets.
| Level 1: Unlike other JG classes, AmuletMaker gets no bonuses to AC, TH, or dmg. (This is here to tell you nothing is missing.)
| Level 2: For each effect you cast that targets just you (even effects from other classes such as psionics), you may place the effect in an unused amulet. The effect works normally on you, but multiply the duration by your level. Each amulet can hold only one such effect. Artifact amulets cannot hold an effect.
| Level 9: The MPIRR of the level 1 ability (option c) becomes AaAR (RMPIWEaRaMaPaIaWaER)
| Level 18: Immune to the effects of ego from amulets or necklaces.
|
|
[PC2] Wizard Classes Group
Anti-Magic-User1
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 3.75
| 2-- --- ---
| 3
| 7.5
| 21- --- ---
|
4
| 15
| 32- --- ---
| 5
| 33.75
| 421 --- ---
| 6
| 60
| 422 --- ---
|
7
| 90
| 432 1-- ---
| 8
| 135
| 433 2-- ---
| 9
| 202.5
| 433 21- ---
|
10
| 375
| 443 22- ---
| 11
| 562.5
| 444 33- ---
| 12
| 1125
| 444 441 ---
|
13
| 1687.5
| 555 442 ---
| 14
| 2250
| 555 442 1--
| 15
| 2812.5
| 555 552 1--
|
16
| 3375
| 555 553 21-
| 17
| 3937.5
| 555 553 32-
| 18
| 4500
| 555 553 321
|
19
| 5062.5
| 555 553 331
| 20
| 5625
| 555 554 332
| 21
| 6187.5
| 555 554 442
|
22
| 6750
| 555 555 443
| 23
| 7312.5
| 555 555 553
| 24
| 7875
| 555 555 554
|
25
| 8437.5
| 555 555 555
| 26
| 9000
| 666 655 555
| 27
| 9562.5
| 666 666 655
|
28
| 10125
| 666 666 666
| 29
| 10687.5
| 777 766 666
| 30
| 11250
| 777 777 766
|
31
| 11812.5
| 777 777 777
| 32
| 12375
| 888 877 777
| 33
| 12937.5
| 888 888 877
|
34
| 13500
| 888 888 888
| 35
| 14062.5
| 999 988 888
| 36
| 14625
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 14, Wis 9
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM {Planeshifted Magic-User1}
| Groups:
| Wizard, Alternate
|
|
|
|
Specialization in Anti-Magic; no opposite.
| Level 1: May use 1 material component effect per spell as a zero action.
|
|
[PC2] Wizard Classes Group
Anti-Magic Spells
Level
| #
| Spell
| Effect
|
1
| 1
| Anti-Magic Armor
| Armor has +1/+1 AC/saves for 1t
| 1
| 2
| Anti-Magic Missile
| (L+1)/2 missiles; 1d4+1 dmg gravity (no save)
| 1
| 3
| Anti-Magic Mouth
| Mouth that moves around (like Wizard Eye), can speak through it
|
1
| 4
| Detect/Identify Anti-Magic
| Detect/Identify Anti-Magic
| 1
| 5
| Foul Potions
| Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
| 1
| 6
| Nystul's Anti-Magic Aura
| Makes an object radiate anti-magic; considered a +0 weapon on the damage side
|
2
| 1
| Anti-Magic Resistance
| aMR 50+CL*5% [duration 2 hours]
| 2
| 2
| Blank
| [1Z to cast] Counter a Blink effect
| 2
| 3
| Dispel Magic (one effect)
| Dispels one magic effect (no option to dispel an area like normal Dispel Magic)
|
2
| 4
| Drain Charges
| Target magic item loses 10*CL charges (no save)
| 2
| 5
| Rope Trap
| Create a x1 magical trap of Maze
| 2
| 6
| Spectral Mouth
| Can have a breath effect start from a remote location
|
3
| 1
| Anti-Magic Circle Against T/N/S/J/A/Nil
| As "Protection from [alignment]" spells, against one of T/N/S/J/A/Nil
| 3
| 2
| Delay Life
| [1bM to cast] Counter a Raise effect (Resurrection still works), or Turn off someone's Regen Buffer
| 3
| 3
| Flowform
| Enter the nearby border Phlogiston plane
|
3
| 4
| Greater Anti-Magic Armor
| Armor has +CL/3 AC and +CL/3 saves for 1t
| 3
| 5
| Pro. from Magic Armor
| You ignore the AC plusses from magic armor for 1t
| 3
| 6
| Pro. from Shields
| Ignore damaging shield effects
|
4
| 1
| Airskin
| 4+CL/2 Airskins. Each Airskin halves the damage from an energy-based attack. Can use 1Z to have a second Airskin halve it again.
| 4
| 2
| Anti-Magic Mirror
| Like crystal ball but with sound and scent instead of sight
| 4
| 3
| Create Exhaustion
| Target takes 50% more damage than the damage he's taken so far (RSW save for 25%)
|
5
| 1
| Anti-Magic Jar
| Exorcism and Remove Domination/Charm/Magic Jar on 1 target, or the target drops an item that's Ego Dominating him (no resistance)
| 5
| 2
| Anti-Magic Shell (one SL)
| Pick one SL. Turns off magical spells and effects of exactly that SL (lower or higher is not affected)
| 5
| 3
| Shadow Anti-Magic
| CLd6 dmg (pick a normal or para element) to a group, Int check for half damage
|
6
| 1
| Anti-Anti-Magic Shell
| Turns off anti-magical spells and effects of spell levels 0-5
| 6
| 2
| Demi-Shadow Anti-Magic
| CLd8 dmg (pick a normal, para, or quasi element) to a group, Int check for half damage
| 6
| 3
| Create DMZ
| Create a DMZ (Dispel Magic Zone), a x1 Special on the room
|
7
| 1
| First Level Anti-Magic-User Spells (DM1)
| Cast any four 1st level Anti-Magic spells simultaneously when it is cast.
| 7
| 2
| First Level Anti-Magic-User Spells (DM2)
| Can cast one 1st Level Anti-Magic spell per round as Z action
| 7
| 3
|
|
|
8
| 1
|
|
| 8
| 2
|
|
| 8
| 3
|
|
|
9
| 1
| Megaskin
| CL/4 Megaskins. Each Megaskin lets you ignore one energy based attack.
| 9
| 2
| Round Stop
| The current round will end after the end of this segment (the rest of the segments this round will not occur)
| 9
| 3
|
|
|
10
| 1
| Anti-Anti-Dispel Magic Shell
| Lower an Anti-Dispel Magic Shell
| 10
| 2
| Anti-Dispel Anti-Magic Shell
| Your effects are immune to low MF, Instantaneous, Look at Me I'm the DCI
| 10
| 3
|
|
|
|
[PC2] Wizard Classes Group
Apothecary2
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 10- --- ---
| 3
| 5
| 20- --- ---
|
4
| 10
| 200 --- ---
| 5
| 20
| 200 0-- ---
| 6
| 40
| 300 0-- ---
|
7
| 60
| 300 0-- ---
| 8
| 80
| 320 0-- ---
| 9
| 125
| 431 0-- ---
|
10
| 200
| 432 10- ---
| 11
| 350
| 433 20- ---
| 12
| 650
| 433 210 ---
|
13
| 950
| 443 220 ---
| 14
| 1250
| 444 330 ---
| 15
| 1550
| 444 431 0--
|
16
| 1850
| 554 442 0--
| 17
| 2150
| 555 442 10-
| 18
| 2450
| 555 543 20-
|
19
| 2750
| 555 554 210
| 20
| 3050
| 555 555 320
| 21
| 3350
| 555 555 321
|
22
| 3650
| 555 555 332
| 23
| 3950
| 555 555 443
| 24
| 4250
| 655 555 554
|
25
| 4550
| 666 665 555
| 26
| 4850
| 776 666 666
| 27
| 5150
| 777 777 777
|
28
| 5450
| 877 777 777
| 29
| 5750
| 887 777 777
| 30
| 6050
| 888 777 777
|
31
| 6350
| 888 877 777
| 32
| 6650
| 888 887 777
| 33
| 6950
| 888 888 777
|
34
| 7250
| 888 888 877
| 35
| 7550
| 888 888 887
| 36
| 7850
| 888 888 888
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Con 10, Int 12
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| S&S2
| Groups:
| Wizard
|
|
|
|
Level 1: Does not require spellbooks, may cast any Wizard spell that is known. If this is done, there is a (101-Int*5-CL*2)% chance of spell failure.
| Level 1: If Dex is 15 or more, can 2nd edition specialize in Alteration (pick an opposite school).
| Level 1: Identify potions, medicines, poison.
| Level 1: For a potion: Can increase duration by 100% or effect by 50%. Each potion can be improved in this way only once.
| Level 1: Can build a lab. It costs 1000 gp to build a level 1 lab, an additional 2000 gp to build a level 2 lab, an additional 3000 gp to build a level 3 lab, etc. If the lab is higher level than your Apothecary2 level, treat it as your Apothecary2 level.
| Level 1: [If a lab is available] 8 hours of actions: Brew potion, make a lab level check, if successful, roll a random potion. If power score, roll twice, picking better result. If fail, there is a minor explosion or some other annoyance (chemical burn, blindness for a day, etc.).
| Level 1: [If a lab is available] Each reset, add to memorization 1 Alteration spell per spell level up to (lab level)/2, round up.
| Level 1: [If a lab is available] 1 hour of actions: Roll a (your CL)+(lab CL) check, if success: Make a concoction, some effects follow Aphrodisiac, Beauty Cream (+1 Chr for 1d), Chemical Light, Emetic (causes vomiting), Healing Salve (1d4), Painkiller, Poison (1 use, CLd4 damage or death at CL=9), Poison Antidote, Relaxant, Stimulant
|
|
[PC2] Wizard Classes Group
Arcane Alchemist
Level
| KXP
| Wizard/Priest 123 456 789
| TH
|
1
| 0
| 1-- --- ---
| +0
| 2
| 1.5
| 2-- --- ---
| +0
| 3
| 4.8
| 30- --- ---
| +0
|
4
| 9
| 41- --- ---
| +1
| 5
| 15
| 421 --- ---
| +1
| 6
| 27.75
| 432 --- ---
| +1
|
7
| 45
| 433 1-- ---
| +2
| 8
| 75
| 443 21- ---
| +2
| 9
| 112.5
| 444 22- ---
| +2
|
10
| 165
| 444 221 ---
| +3
| 11
| 300
| 444 332 ---
| +3
| 12
| 570
| 444 443 ---
| +3
|
13
| 840
| 444 444 0--
| +4
| 14
| 960
| 544 444 1--
| +4
| 15
| 1230
| 554 444 2--
| +4
|
16
| 1500
| 555 444 3--
| +5
| 17
| 1770
| 555 544 40-
| +5
| 18
| 2040
| 555 554 41-
| +5
|
19
| 2310
| 555 555 42-
| +6
| 20
| 2580
| 555 555 53-
| +6
| 21
| 2850
| 555 555 54-
| +6
|
22
| 3120
| 555 555 550
| +7
| 23
| 3390
| 655 555 551
| +7
| 24
| 3660
| 665 555 552
| +7
|
25
| 3930
| 666 555 553
| +8
| 26
| 4200
| 666 655 554
| +8
| 27
| 4470
| 666 665 555
| +8
|
28
| 4740
| 666 666 555
| +9
| 29
| 5010
| 666 666 655
| +9
| 30
| 5280
| 666 666 665
| +9
|
31
| 5550
| 666 666 666
| +10
| 32
| 5820
| 777 666 666
| +10
| 33
| 6090
| 777 777 666
| +10
|
34
| 6360
| 777 777 777
| +11
| 35
| 6630
| 888 777 777
| +11
| 36
| 6900
| 888 888 777 1
| +11
|
37
| 13800
| 888 888 777 2
| +12
| 38
| 20700
| 888 888 777 3
| +12
| 39
| 27600
| 888 888 777 4
| +12
|
45
| 69000
| 888 888 888 7
| +14
| 54
| 131100
| 999 999 988 81
| +17
| 63
| 193200
| 999 999 999 88
| +20
|
72
| 255300
| AAA AAA 999 991
| +23
|
|
Requisites:
| Con 14, Int 20, Wis 12,
|
| Class Slots 2
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard, Priest
| Complexity:
| CF=2
|
|
| Saving Throws:
|
| PPD:
| level+3
| RSW:
| level+6
| PP:
| level+4
| BW:
| level+2
| Spell:
| level+5
| Fort:
| level+4
| Reflex:
| level+0
| Will:
| level+3
|
|
|
Gets spell progression additionally in potions per day (without Wis bonus). These potions have DL instead of SL ratings. For example, at level 4, besides having four 1st and one 2nd level spell in your progression, you also get four DL=1 and one DL=2 potion each day.
| Potions have 10 doses each. If you give or feed potions to other party members (or sell them), you need to spend an extra dose (so giving someone 3 doses at once actually costs you 4).
| If you have a "0" in a SL in your progression, you may make one potion with half the number of doses.
| It costs 1V action to drink a potion, or to feed it to someone else.
| Level 1: Identify potions and poisons by sight.
| Level 1: Considered specialized in Enchantment/Charm (no opposite).
| Level 4: May "Frugal" potions, except for the ones you make. Frugal-ed potions give x1.5 the number of doses (round down), and cannot be Frugal-ed again or sold.
| Level 9 ¶: Your potions have LVL+2 doses instead of 10.
| Level 9 ¶: During reset time, N research points: Research a DL=N potion to add to what you can create with this class. It may or may not be permanently added to the list (at DM's discretion).
|
| New Spells:
| Refill Potion (SL=N): Refill a DL=N potion to it's max (or +10 doses, whichever is smaller). This spell cannot be channelled or material componented. If a potion has no DL rating, take it's (XP value)/200, rounded up.
|
| CF=3:
| Level 11: It costs only ˝V action to drink a potion.
| Level 13: It costs only ˝V action to feed a potion to someone else (it still costs 2 doses though).
|
|
[PC2] Wizard Classes Group
Arcane Alchemist Potions
DL
| #
| Potion
| Effect
|
1
| 1
| Cure 10
| Cures 10 hp
| 2
| Fire Aura
| Fire Shield (50%) for 1 turn (each additional dose is +10%)
| 3
| Fire Breath
| You breathe fire (=current hp, BW save for 1/2; 1 breath per dose)
| 4
| Giant Strength
| Set Str 20+LVL for 1 turn (each additional dose is +1 Set Str)
| 5
| Invulnerability
| +10/+10 protection (AC/saves) for 1 turn (each additional dose is +1/+1)
| 6
| Poison
| Poison CL^2 dmg (can throw to do this effect, need not hit, "splashes" rest of group for CL dmg)
|
2
| 1
| Cure 40
| Cures 40 hp
|
2
| 2
| Displacement
| Displaced (+2 AC)
|
2
| 3
| Elemental Immunity
| Immune to one Element for 1 turn
|
2
| 4
| Lesser Restoration
| Cure CL ability score damage or 1 negative level
|
2
| 5
| Speed
| +3A actions (counts as your Haste) (each additional dose is +3" movement rate)
|
2
| 6
| Stone Skins
| S.S. 4+CL*2 (each additional dose is +3 S.S.)
|
3
| 1
| Cure 90
| Cures 90 hp; "vile" dmg costs 10 each
|
3
| 2
| Oil of Disenchantment
| Dispel Radiation, Magic, Psi, or Innate (1 effect per dose, may use multiple doses at once)
|
3
| 3
| Dissolve
| Destroy one magic item or do CL Hdmg (Hull dmg) to an inanimate object
|
3
| 4
| Free Action
| Free Action
|
3
| 5
| Monster Control
| You have "1M: Charm Monster (Spell save)" for 1 turn.
|
3
| 6
| Remove Status Effect
| Removes one [C8] Status Effect (the "easier effects" from SL=1 to SL=4 only)
|
4
| 1
| Cure 160
| Cures 160 hp; "vile" dmg costs 5 each
|
4
| 2
| Dust of Disappearance
| Dust of Disappearance (+8 AC)
|
4
| 3
| Dust of Tracelessness
| Cannot be targetted, detected, located, or tracked/trailed
|
4
| 4
| Iron Skins
| I.S. 6+CL (each additional dose is +2 I.S.)
|
4
| 5
| Oil of Etherealness
| Enemies need +1 weapon to hit you (+1 more per extra dose); for 3 doses can use Ethereal Projection
|
4
| 6
| True Seeing
| True Seeing
|
5
| 1
| Abyssal Water
| Abyssal Water (DM has table; does a random effect, usually permanent, can be good or bad or both.)
|
5
| 2
| Create Any Monster
| Creates a DL=1d6+4 monster of random type (loyal to you; doesn't use a summon slot)
|
5
| 3
| Cure 250
| Cures 250 hp; "vile" dmg costs 2 each
|
5
| 4
| Oil of Timelessness
| Immune unnatural Aging, Time, Chronomancy effects for 1 turn
|
5
| 5
| Spell Potion 5
| When created, spend a SL 1-4 spell slot. This potion is of that effect.
|
6
| 1
| Duplicate Potion
| Duplicates another potion you have (this potion has only LVL/3 doses)
|
6
| 2
| Harm
| Harm (can throw to do this effect, need not hit target, "splashes" rest of group for 25% of current)
|
6
| 3
| Heal
| Heal
|
6
| 4
| Stat Point
| [Choose a stat point when making potion] +1 to that stat permanently, up to a max of LVL
|
7
| 1
| Ambrosia
| Considered a x2 being this round
|
7
| 2
| Cureall
| Cureall
|
7
| 3
| Universal Solvent
| Can throw to do this effect, need not hit, CL^3 dmg, does CL^2 splash dmg to rest of group
|
8
| 1
| Fix
| Fix
|
8
| 2
| Wish
| Wish (SL 0-8 effect Wizard or Priest)
|
9
| 1
| Artificial Reset
| Artificial Reset
|
|
[PC2] Wizard Classes Group
Arcane Wizard
Level
| KXP
| Arcane Wizard 123 456 789 A
|
1
| 0
| 1-- --- --- -
| 2
| 5
| 20- --- --- -
| 3
| 10
| 21- --- --- -
|
4
| 20
| 320 --- --- -
| 5
| 40
| 321 --- --- -
| 6
| 80
| 432 0-- --- -
|
7
| 120
| 432 1-- --- -
| 8
| 180
| 543 20- --- -
| 9
| 270
| 543 21- --- -
|
10
| 500
| 654 320 --- -
| 11
| 750
| 654 321 --- -
| 12
| 1500
| 765 432 0-- -
|
13
| 2250
| 765 432 1-- -
| 14
| 3000
| 776 543 20- -
| 15
| 3750
| 776 543 21- -
|
16
| 4500
| 777 654 320 -
| 17
| 5250
| 777 654 321 -
| 18
| 6000
| 777 765 432 -
|
19
| 6750
| 777 776 543 -
| 20
| 7500
| 777 777 654 -
| 21
| 8250
| 777 777 765 -
|
22
| 9000
| 777 777 776 -
| 23
| 9750
| 777 777 777 -
| 24
| 10500
| 888 877 777 -
|
25
| 11250
| 888 888 877 -
| 26
| 12000
| 888 888 888 -
| 27
| 12750
| 888 888 888 b
|
28
| 13500
| 888 888 888 0
| 29
| 14250
| 888 888 888 1
| 30
| 15000
| 888 888 888 2
|
31
| 15750
| 888 888 888 3
| 32
| 16500
| 888 888 888 4
| 33
| 17250
| 888 888 888 5
|
34
| 18000
| 888 888 888 6
| 35
| 18750
| 888 888 888 7
| 36
| 19500
| 888 888 888 8
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 18
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Gets Int bonus to spell progression.
| Has access only to Wizard Minor Schools that have been written in the Collective. This class is 0.1 of a Collective edition "behind" in what Schools it knows, for example in Collective 3.9 this class knows Collective 3.8 minor Schools (and earlier). When Collective 4.0 comes out, this class will know Collective 3.9 minor Schools.
| This class cannot cast normal Wizard spells at all. If you generate a "wishoid" effect that emulates a Wizard (or Priest) spell, you may pick only "common" spells (those with source RC0, PH1, UA1, PH2, or PH3). You may "wishoid" for other Arcane Wizard spells, of course. Wishoids for psionic effects are limited to Psi1, Psi2, or Psi3; source PH1, PHBR5, or PsiHB3 only.
| May specialize in a minor School, if you do, choose an opposite minor School.
| Wizard Schools that are cross-listed with Concordant group (e.g. Aspirant, Henchman) can be cast by this class, but at a +1 SL penalty. Spells of SL=10 and above do not suffer this penalty and are not adjusted.
| Does not get Wizard of the Coast class MTG G (Green) and MTG W (White) spells, since they are specifically noted to be Priest Spheres (not Wizard Schools).
|
| As of Collective 3.9, this class knows the following Schools (number of spells in parentheses):
| Anti-Magic (33), Aspirant/Lich (102), Bovinomancy (12), Chronomancy (54), Cthulhu (114), Delusion/Illusion (42), Eelemental (72), Force (54), Henchman/Villain (72), Incantatrix (42), Logic (10), Metamagic (6), MTG B (7), MTG U (15), MTG R (9), Ovinomancy (12), Poultrymancy (12), Quintessential (2), Technology (9)
| Total number of spells = 668.
|
|
[PC2] Wizard Classes Group
Arcane Wizard Spells
SL
| #
| Spell
| School
| Effect
|
0
| 1
| Candle Communication
| Cthulhu
| Can communicate to someone you know (across planes) if they are running this spell too
| 0
| 2
| Detect Life
| Cthulhu
| Detect Life
| 0
| 3
| Elder Sign
| Cthulhu
| Outer planar creatures cannot cross the line
|
0
| 4
| Message
| Cthulhu
| Message
| 1
| 1
| Anti-Magic Armor
| Anti-Magic
| Armor has +1/+1 AC/saves for 1t
| 1
| 2
| Anti-Magic Missile
| Anti-Magic
| (L+1)/2 missiles; 1d4+1 dmg gravity (no save)
|
1
| 3
| Anti-Magic Mouth
| Anti-Magic
| Mouth that moves around (like Wizard Eye), can speak through it
| 1
| 4
| Augury
| Cthulhu
| Augury
| 1
| 5
| Bind Enemy
| Cthulhu
| Choose a target. You can't attack or target him, and vice versa.
|
1
| 6
| Chant of Thoth
| Cthulhu
| +CL Int checks
| 1
| 7
| Charm Chicken
| Poultrymancy
| Charm all chickens in a group (no save).
| 1
| 8
| Charm Cow
| Bovinomancy
| Charm all cows in a group (no save).
|
1
| 9
| Charm Eelemental N
| Eelemental, Enc.
| Charm a DL=1 Eelemental
| 1
| 10
| Charm Sheep
| Ovinomancy
| Charm all sheep in a group (no save).
| 1
| 11
| Chicken Person
| Poultrymancy
| Person becomes lethargic and loses all actions for CL rounds.
|
1
| 12
| Chicken Swarm Summoning
| Poultrymancy
| Summons CL*10 chickens. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
| 1
| 13
| Cloud Memory
| Cthulhu
| Forget (Will save)
| 1
| 14
| Communication
| Logic
| Allows communication with any creature with Int 1+
|
1
| 15
| Contact Human
| Cthulhu
| Contact a specific person
| 1
| 16
| Control Weather
| Cthulhu
| Control Weather
| 1
| 17
| Counter Wishoid
| Incantatrix
| 1bM: Counter a Wishoid or Miracle (need not be magical in nature)
|
1
| 18
| Cow Person
| Bovinomancy
| Person becomes lethargic and loses all actions for CL rounds.
| 1
| 19
| Cow Swarm Summoning
| Bovinomancy
| Summons CL*10 cows. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
| 1
| 20
| Create Bad-Corpse Dust
| Cthulhu
| Create a line that Undead cannot cross
|
1
| 21
| Create Technological Item 1
| Technology
| Creates a technological item of TechL = 1 (duration 1 turns; material componenting may be used to double the TechL or duraton).
| 1
| 22
| Darkness
| MTG B
| 1bM: Immune to a P attack from someone
| 1
| 23
| Deflect Harm
| Cthulhu
| Deflect next CL physical attacks on you, but each causes 2 Int dmg to you
|
1
| 24
| Delay Image
| Chronomancy
| +2 AC, +1 saves
| 1
| 25
| Detect Chaos
| Logic
| Detects all Chaotic creatures within 360'
| 1
| 26
| Detect Eelementals N
| Eelemental, Div.
| Detect all Eelementals within 10 feet, ID within sight
|
1
| 27
| Detect Magic
| Cthulhu
| Detect Magic
| 1
| 28
| Detect Temporal Anomaly
| Chronomancy
| Detect Temporal Anomaly
| 1
| 29
| Detect/Identify Anti-Magic
| Anti-Magic
| Detect/Identify Anti-Magic
|
1
| 30
| Detect/Locate Chicken
| Poultrymancy
| Detects and Locates chickens within CL miles.
| 1
| 31
| Detect/Locate Cow
| Bovinomancy
| Detects and Locates cows within CL miles.
| 1
| 32
| Detect/Locate Sheep
| Ovinomancy
| Detects and Locates sheep within CL miles.
|
1
| 33
| Determine Operation of Mechanism
| Logic
| Can use a tech level object of less than or equal to LVL
| 1
| 34
| Dispel Abjuration/Protection
| Incantatrix
| Dispels an Abjuration or Protection effect
| 1
| 35
| Dispel Illusion/Metamagic
| Incantatrix
| Dispels an Illusion or Metamagic effect
|
1
| 36
| Dominate Animal
| Cthulhu
| Dominate Animal (save)
| 1
| 37
| Eelemental Ball N
| Eelemental, Inv.
| CLd1 dmg to a group, no save, EE=1
| 1
| 38
| Eelemental Form N
| Eelemental, Alt.
| Become an Eelemental of EE=1
|
1
| 39
| Eelemental Summoning N
| Eelemental, Cnj.
| Summon a DL=1 Eelemental
| 1
| 40
| Eelusionary Double N
| Eelemental, Ill.
| 1 Mirror Images, each has 1 hp to be detected as such
| 1
| 41
| Eibon’s Wheel of Mist
| Cthulhu
| Your group is Invisible
|
1
| 42
| Fly 3"
| Force
| Fly at 3" (F)
| 1
| 43
| Force Ball 1
| Force
| CL*2 force dmg to one group (no save)
| 1
| 44
| Force Feather Fall
| Force
| Feather Fall (or) Immune to TK or falling dmg this segment (can cast using 1bM action)
|
1
| 45
| Foul Potions
| Anti-Magic
| Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
| 1
| 46
| Haste A1
| Chronomancy
| +1A action
| 1
| 47
| Heel N
| Eelemental, Nec.
| Cures 4% of max hp
|
1
| 48
| Invisibility Purge
| Cthulhu
| Dispel Invisibility
| 1
| 49
| Know Time
| Chronomancy
| Know date and day
| 1
| 50
| Lightning Bolt
| MTG R
| Target takes 30 lightning dmg (Spell save for 0)
|
1
| 51
| Magic Resistance
| Incantatrix
| MR CL*10%
| 1
| 52
| Memory Protection
| Incantatrix
| Immune to one memory/action/spell stealing effect (lasts until used)
| 1
| 53
| Mind Games
| MTG U
| Target loses his next action (Spell save)
|
1
| 54
| Mirror of Tarkhun Atep
| Cthulhu
| Creates a mirror
| 1
| 55
| Nightmare
| Cthulhu
| Target sleeping person has a nightmare
| 1
| 56
| Nystul's Anti-Magic Aura
| Anti-Magic
| Makes an object radiate anti-magic; considered a +0 weapon on the damage side
|
1
| 57
| Ooze Shieeld N
| Eelemental, Abj.
| Eelemental damage shield 25% (EE=1)
| 1
| 58
| Order Objects
| Logic
| Arrange group of small objects by some order (or) count a group of objects (or) weigh an object
| 1
| 59
| Pose Mundane
| Cthulhu
| Illusion: Room appears to be normal/ordinary (x1 Trick)
|
1
| 60
| Power of Nyambe
| Cthulhu
| +2d6 SL's added to your current progression for today; -1 Con (permanent)
| 1
| 61
| Precognitive Sense
| Chronomancy
| Precognition
| 1
| 62
| Remove Magical Snare
| Incantatrix
| Removes a Magical Snare, a Glyph, or a Symbol (does not cover Magical Traps in general, see SL 3)
|
1
| 63
| Seal of Isis
| Cthulhu
| Object will make it's next item saving throw
| 1
| 64
| Shatter x0
| Force
| Destroys a x0 item
| 1
| 65
| Sheep Person / Ovinize
| Ovinomancy
| Person becomes lethargic and loses all actions for CL rounds.
|
1
| 66
| Sheep Swarm Summoning
| Ovinomancy, MTG U
| Summons CL*10 sheep. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
| 1
| 67
| Slow Metabolism
| Chronomancy
| Need not eat/drink
| 1
| 68
| Snare Dreamer
| Cthulhu
| Dispel a Somniomancy effect
|
1
| 69
| TK Push 1
| Force
| Size M target is pushed CL*10' (takes falling damage), ×/÷ 2 for each size difference
| 1
| 70
| TK Shield 1
| Force
| AC +8+CL; +1 saves vs. anything that causes damage
| 1
| 71
| True Strike
| Cthulhu
| Next attack at +20 TH
|
1
| 72
| Unmask Demon
| Cthulhu
| Dispel a Change Self or Alter Appearance effect
| 1
| 73
| View Gate
| Cthulhu
| Can see through a Gate to other side clearly
| 1
| 74
| Voice of Ra
| Cthulhu
| +1d6+1 Chr
|
1
| 75
| Warding the Eye
| Cthulhu
| Immune to the "Evil Eye" spell (on this list)
| 2
| 1
| Accelerate Plant Growth
| Chronomancy
| Plant Growth
| 2
| 2
| Animate Dead
| MTG B
| Animates a dead monster as your summon (1 DL lower)
|
2
| 3
| Anti-Magic Resistance
| Anti-Magic
| aMR 50+CL*5% [duration 2 hours]
| 2 (1+1)
| 4
| Aspirant 1-1
| Aspirant/Lich
| 1M, 1/r: Any 0th level Wizard spell
| 2 (1+1)
| 5
| Aspirant 1-2
| Aspirant/Lich
| 1M, 1/r: Any 0th level Priest spell
|
2 (1+1)
| 6
| Aspirant 1-3
| Aspirant/Lich
| 1M, 1/r: Any 0th level psionic effect (Psi1, Psi2, or Psi3 only)
| 2 (1+1)
| 7
| Aspirant 1-4
| Aspirant/Lich
| 1M: Turn Undead at CL=LVL
| 2 (1+1)
| 8
| Aspirant 1-5
| Aspirant/Lich
| 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
|
2 (1+1)
| 9
| Aspirant 1-6
| Aspirant/Lich
| +10*LVL% WR
| 2 (1+1)
| 10
| Aspirant 1-7
| Aspirant/Lich
| Mask Undead status; Turn as if double HD
| 2 (1+1)
| 11
| Aspirant 1-8
| Aspirant/Lich
| Detect Magic Items; 1M: Identify Magic Item
|
2 (1+1)
| 12
| Aspirant 1-9
| Aspirant/Lich
| 1M, 1/d: Gain +1 XP
| 2 (1+1)
| 13
| Aspirant 1-10
| Aspirant/Lich
| 1P: Create x1 Trap 15*LVL%
| 2 (1+1)
| 14
| Aspirant 1-11
| Aspirant/Lich
| Material componenting costs ˝V action
|
2 (1+1)
| 15
| Aspirant 1-12
| Aspirant/Lich
| +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
| 2 (1+1)
| 16
| Aspirant 1-13
| Aspirant/Lich
| Cold LVL dmg by touch
| 2 (1+1)
| 17
| Aspirant 1-14
| Aspirant/Lich
| +1 Research Point (or drawn sheet) per reset (see [P12])
|
2 (1+1)
| 18
| Aspirant 1-15
| Aspirant/Lich
| 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
| 2
| 19
| Aura of Dominion
| MTG U
| Target can use 2M this segment.
| 2
| 20
| Blank
| Anti-Magic
| [1Z to cast] Counter a Blink effect
|
2
| 21
| Bring Pestilence
| Cthulhu
| Disease (1d4 stat dmg to Str, Dex, or Con) (Fort save)
| 2
| 22
| Cast Out Shan
| Cthulhu
| Dismiss a DL I-II Insect or Undead
| 2
| 23
| Cause Fear
| Cthulhu
| Fear (Will save)
|
2
| 24
| Charm Eelemental N
| Eelemental, Enc.
| Charm a DL=2 Eelemental
| 2
| 25
| Chickenskin
| Poultrymancy
| Get 6+CL chickenskins. Each chickenskin is a DL 20/- effect vs. one attack.
| 2
| 26
| Circle of Nausea
| Cthulhu
| Nausea to one group (Fort save)
|
2
| 27
| Command
| Logic
| As per priest spell but can use 2 words
| 2
| 28
| Confusion
| Incantatrix
| One target is confused (save)
| 2
| 29
| Contact Creature
| Cthulhu
| Contact a specific creature type
|
2
| 30
| Countermagic
| Incantatrix
| 1bM: Counter a magical spell or magic item activation.
| 2
| 31
| Cowskin
| Bovinomancy
| Get 6+CL cowskins. Each cowskin is a DL 20/- effect vs. one attack.
| 2
| 32
| Create Technological Item 2
| Technology
| Creates a technological item of TechL = 2 (duration 2 turns; material componenting may be used to double the TechL or duraton).
|
2
| 33
| Darkness
| Cthulhu
| Darkness
| 2
| 34
| Detect Eelementals N
| Eelemental, Div.
| Detect all Eelementals within 100 feet, ID within sight
| 2
| 35
| Detect/Dispel Charm/Ego
| Incantatrix
| Detects/Dispels Charm or Ego Domination (for 1s, lets you drop the item)
|
2
| 36
| Dismissal
| Cthulhu
| Dismiss an outer planar creature (save)
| 2
| 37
| Dispel Magic
| Incantatrix
| Dispel Magic
| 2
| 38
| Dispel Magic (one effect)
| Anti-Magic
| Dispels one magic effect (no option to dispel an area like normal Dispel Magic)
|
2
| 39
| Disrupt Concentration
| Incantatrix
| Target cannot heavy concentrate (no save)
| 2
| 40
| Dominate Person
| Cthulhu
| Dominate Person (save)
| 2
| 41
| Drain Charges
| Anti-Magic
| Target magic item loses 10*CL charges (no save)
|
2
| 42
| Dread Curse of Azathoth
| Cthulhu
| 1d3 Chr dmg
| 2
| 43
| Echoing Ruin
| MTG R
| Destroy all magic items of the same exact type (Disint. save each)
| 2
| 44
| Eelemental Ball N
| Eelemental, Inv.
| CLd2 dmg to a group, no save, EE=2
|
2
| 45
| Eelemental Form N
| Eelemental, Alt.
| Become an Eelemental of EE=2
| 2
| 46
| Eelemental Summoning N
| Eelemental, Cnj.
| Summon a DL=2 Eelemental
| 2
| 47
| Eelusionary Double N
| Eelemental, Ill.
| 2 Mirror Images, each has 4 hp to be detected as such
|
2
| 48
| Enchant Item
| Cthulhu
| Add a half plus to an item (for 1 hour)
| 2
| 49
| Evil Eye
| Cthulhu
| Curse: -4 TH, checks, saves (save)
| 2
| 50
| Fast-Talking
| Logic
| All targets must save vs. spell at a penalty equal to 2*CL or believe what he is saying as true
|
2
| 51
| Find Gate
| Cthulhu
| Detect Gates
| 2
| 52
| Fist of Yog-Sothoth
| Cthulhu
| CLd6 force dmg to one target (no save)
| 2
| 53
| Flesh Ward
| Cthulhu
| DR 10/+1
|
2
| 54
| Fly 9"
| Force
| Fly at 9" (E)
| 2
| 55
| Force Ball 2
| Force
| CL*4 force dmg to one group (no save)
| 2
| 56
| Force Spike
| Metamagic, MTG U
| 1 bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
|
2
| 57
| Frozen Tracks
| Cthulhu
| Stop (save)
| 2
| 58
| Grasp of Cthulhu
| Cthulhu
| Target takes 2d6 dmg /r (save)
| 2
| 59
| Haste A2
| Chronomancy
| +2A or +1B actions
|
2
| 60
| Healing Touch
| Cthulhu
| Touch to cure 1d8+CL hp and 1 stat point dmg
| 2
| 61
| Heel N
| Eelemental, Nec.
| Cures 9% of max hp
| 2 (1+1)
| 62
| Henchman 1-1
| Henchman/Villain
| 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
|
2 (1+1)
| 63
| Henchman 1-2
| Henchman/Villain
| 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
| 2 (1+1)
| 64
| Henchman 1-3
| Henchman/Villain
| 1M: Monster Summoning (CL+1)/2
| 2 (1+1)
| 65
| Henchman 1-4
| Henchman/Villain
| You adjust all BlahR by -5*level%
|
2 (1+1)
| 66
| Henchman 1-5
| Henchman/Villain
| +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
| 2 (1+1)
| 67
| Henchman 1-6
| Henchman/Villain
| You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
| 2 (1+1)
| 68
| Henchman 1-7
| Henchman/Villain
| You ignore one level of Resist Hold/Stun/Para. on other people
|
2 (1+1)
| 69
| Henchman 1-8
| Henchman/Villain
| You ignore one level of Resist Action/Memory/Other Stealing on other people
| 2 (1+1)
| 70
| Henchman 1-9
| Henchman/Villain
| 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
| 2 (1+1)
| 71
| Henchman 1-10
| Henchman/Villain
| 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
|
2 (1+1)
| 72
| Henchman 1-11
| Henchman/Villain
| 1bF: Counter a counterspell effect.
| 2 (1+1)
| 73
| Henchman 1-12
| Henchman/Villain
| You can have two summons (same group).
| 2
| 74
| Hide from the Eye
| Cthulhu
| Invisibility
|
2
| 75
| Hypnotism
| Cthulhu
| Hypnosis (save)
| 2
| 76
| Identify Spirit
| Cthulhu
| Detect Possession
| 2
| 77
| Insect Plague
| Cthulhu
| Area effect 1 dmg /s insects
|
2
| 78
| Levitate
| Cthulhu
| Levitate
| 2
| 79
| Life Sounding
| Chronomancy
| Know target's age and how many years of natural lifespan is left
| 2
| 80
| Locate Object
| Cthulhu
| Locate Object
|
2
| 81
| Magic Weapon
| Cthulhu
| Weapon gets +1/+1 for 1 turn
| 2
| 82
| Mass Feather Fall
| Force
| Feather Fall any number of targets within sight (each gets a save)
| 2
| 83
| Mind Blank
| Incantatrix
| Mind Blank
|
2
| 84
| Obscuring Mist
| Cthulhu
| Wall of Fog
| 2
| 85
| Ooze Shieeld N
| Eelemental, Abj.
| Eelemental damage shield 50% (EE=1)
| 2
| 86
| Preserve
| Chronomancy
| Target object is preserved and will not spoil/rot
|
2
| 87
| Protection from Chaos
| Logic
| As per Pro.Evil but against Chaotic creatures
| 2
| 88
| Rope Trap
| Anti-Magic
| Create a x1 magical trap of Maze
| 2
| 89
| Sekhmenkenhep's Words
| Cthulhu
| Convince people that what you're saying is true (save)
|
2
| 90
| Shatter x1
| Force
| Destroys a x0 to x1 item
| 2
| 91
| Sheepskin
| Ovinomancy
| Get 6+CL sheepskins. Each sheepskin is a DL 20/- effect vs. one attack.
| 2
| 92
| Skin of Sedefkar
| Cthulhu
| +CL/5 AC
|
2
| 93
| Song of Hastur
| Cthulhu
| Target takes 2d6 dmg /r (save)
| 2
| 94
| Soul Trap
| Cthulhu
| Speak with Dead but you had to be the one who killed him
| 2
| 95
| Spectral Mouth
| Anti-Magic
| Can have a breath effect start from a remote location
|
2
| 96
| Spectral Razor
| Cthulhu
| Magical blade that's 2d6 dmg and counts as a +5 weapon
| 2
| 97
| Suggestion
| Cthulhu
| Suggestion (save)
| 2
| 98
| Time Stop Object
| Chronomancy
| Time stops an inanimate object for 1-3 rounds
|
2
| 99
| Timeslip
| Chronomancy
| (can cast in response to being attacked) You disappear from the combat until next round.
| 2
| 100
| TK Push 2
| Force
| Size M target is pushed CL*20' (takes falling damage), ×/÷ 2 for each size difference
| 2
| 101
| TK Shield 2
| Force
| AC +7+CL*4/3; +3 saves vs. anything that causes damage
|
2
| 102
| Voorish Sign
| Cthulhu
| The next spell you cast will be at +3 CL
| 2
| 103
| Wandering Soul
| Cthulhu
| Dream Travel
| 2
| 104
| Ward against Pyschics
| Cthulhu
| Psionic Feats cannot be used in the room (x1 Special)
|
3
| 1
| Anti-Magic Circle Against T/N/S/J/A/Nil
| Anti-Magic
| As "Protection from [alignment]" spells, against one of T/N/S/J/A/Nil
| 3
| 2
| Articus's Melee Manager
| Chronomancy
| Target gets +CL/5 melee attacks per P action for 2*CL rounds
| 3 (2+1)
| 3
| Aspirant 2-1
| Aspirant/Lich
| 1M, 1/r: Any 0th-1st level Wizard spell
|
3 (2+1)
| 4
| Aspirant 2-2
| Aspirant/Lich
| 1M, 1/r: Any 0th-1st level Priest spell
| 3 (2+1)
| 5
| Aspirant 2-3
| Aspirant/Lich
| 1M, 1/r: Any 0th-1st level psionic effect (Psi1, Psi2, or Psi3 only)
| 3 (2+1)
| 6
| Aspirant 2-4
| Aspirant/Lich
| Immune Turning
|
3 (2+1)
| 7
| Aspirant 2-5
| Aspirant/Lich
| 1M: Control Undead (as per Turn Undead)
| 3 (2+1)
| 8
| Aspirant 2-6
| Aspirant/Lich
| +10*LVL% RaRR
| 3 (2+1)
| 9
| Aspirant 2-7
| Aspirant/Lich
| Detect Concordant Beings; 1M: Legend Lore Concordant Being
|
3 (2+1)
| 10
| Aspirant 2-8
| Aspirant/Lich
| 1M: Create x1 Trick 15*LVL%
| 3 (2+1)
| 11
| Aspirant 2-9
| Aspirant/Lich
| Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
| 3 (2+1)
| 12
| Aspirant 2-10
| Aspirant/Lich
| +LVL/3 M actions
|
3 (2+1)
| 13
| Aspirant 2-11
| Aspirant/Lich
| 1M, Touch: Energy Drain 2 levels
| 3 (2+1)
| 14
| Aspirant 2-12
| Aspirant/Lich
| Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
| 3
| 15
| Attrition
| MTG B
| Sacrifice a summon: Target is slain (PPD save)
|
3
| 16
| Black Binding
| Cthulhu
| Animate a dead corpse as a DL III Undead
| 3
| 17
| Breath of the Deep
| Cthulhu
| Target is drowning (Fort save per segment or 2d6 dmg)
| 3
| 18
| Charisma
| MTG U
| Your attacks are charm branded (Will save)
|
3
| 19
| Charm Eelemental N
| Eelemental, Enc.
| Charm a DL=3 Eelemental
| 3
| 20
| Chromatic Blast
| Delusion/Illusion
| Chromatic Orb for a group, don't need to roll to hit
| 3
| 21
| Contact Deity
| Cthulhu
| Contact a specific deity 50+CL%; caster becomes insane (Will save)
|
3
| 22
| Create Technological Item 3
| Technology
| Creates a technological item of TechL = 3 (duration 3 turns; material componenting may be used to double the TechL or duraton).
| 3
| 23
| Curse of the Stone
| Cthulhu
| Target cannot act (save) as long as you heavy concentrate (can't use M actions)
| 3
| 24
| Delay Life
| Anti-Magic
| [1bM to cast] Counter a Raise effect (Resurrection still works), or Turn off someone's Regen Buffer
|
3
| 25
| Detect Eelementals N
| Eelemental, Div.
| Detect all Eelementals within 1,000 feet, ID within sight
| 3
| 26
| Displacement I
| Delusion/Illusion
| Displaced (AC +2, first attack misses)
| 3
| 27
| Divination
| Cthulhu
| Divination
|
3
| 28
| Drainheal
| Incantatrix
| Drain the local MF by 1: Heal self.
| 3
| 29
| Eelemental Ball N
| Eelemental, Inv.
| CLd3 dmg to a group, no save, EE=3
| 3
| 30
| Eelemental Form N
| Eelemental, Alt.
| Become an Eelemental of EE=3
|
3
| 31
| Eelemental Summoning N
| Eelemental, Cnj.
| Summon a DL=3 Eelemental
| 3
| 32
| Eelusionary Double N
| Eelemental, Ill.
| 3 Mirror Images, each has 9 hp to be detected as such
| 3
| 33
| Fervor
| MTG R
| You and your summons are not summoning sick.
|
3
| 34
| Flowform
| Anti-Magic
| Enter the nearby border Phlogiston plane
| 3
| 35
| Fly 18"
| Force
| Fly at 18" (D)
| 3
| 36
| Force Ball 3
| Force
| CL*6 force dmg to one group (no save)
|
3
| 37
| Fowl Play
| Poultrymancy, MTG U
| Target gets polymorphed into a chicken (PP save). If save missed target gains the mentality of a chicken (Will save).
| 3
| 38
| Greater Anti-Magic Armor
| Anti-Magic
| Armor has +CL/3 AC and +CL/3 saves for 1t
| 3
| 39
| Haste A3
| Chronomancy
| +3A, +2B, or +1C actions
|
3
| 40
| Heel N
| Eelemental, Nec.
| Cures 16% of max hp
| 3 (2+1)
| 41
| Henchman 2-1
| Henchman/Villain
| 1V: Twist (Remove an effect on a person)
| 3 (2+1)
| 42
| Henchman 2-2
| Henchman/Villain
| 1P, 1/d: Slay someone with the Sidekick class (PPD save)
|
3 (2+1)
| 43
| Henchman 2-3
| Henchman/Villain
| 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
| 3 (2+1)
| 44
| Henchman 2-4
| Henchman/Villain
| 1M, 1/r: Causeall one target.
| 3 (2+1)
| 45
| Henchman 2-5
| Henchman/Villain
| Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
|
3 (2+1)
| 46
| Henchman 2-6
| Henchman/Villain
| Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
| 3 (2+1)
| 47
| Henchman 2-7
| Henchman/Villain
| All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
| 3 (2+1)
| 48
| Henchman 2-8
| Henchman/Villain
| +1 minor in a psionic progression you have.
|
3 (2+1)
| 49
| Henchman 2-9
| Henchman/Villain
| 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
| 3 (2+1)
| 50
| Henchman 2-10
| Henchman/Villain
| 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
| 3 (2+1)
| 51
| Henchman 2-11
| Henchman/Villain
| 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
|
3 (2+1)
| 52
| Henchman 2-12
| Henchman/Villain
| May wear two suits of armor, your AT sources fully stack
| 3
| 53
| Hold Monster
| Logic
| As per Enc/Cha spell, save at -2*CL
| 3
| 54
| Illusion Summoning III
| Delusion/Illusion
| Summons an Illusion/Hologram, attacks as a DL IV, defends as a DL II
|
3
| 55
| Imprison Mind
| Cthulhu
| Target spirit / life essence cannot leave the body it's in (save)
| 3
| 56
| Life Tether
| Chronomancy
| You know when in time the target is at all times, when time travelling can use the target as anchor
| 3
| 57
| Maladweomer
| Incantatrix
| Target has minimum effect with spells (others have +4 saves) for 1t, this can be reversed (Empradweomer)
|
3
| 58
| Mana Leak
| Metamagic, MTG U
| 1 bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
| 3
| 59
| Mindblast
| Cthulhu
| Insanity (save)
| 3
| 60
| Mini Globe of Invulnerability
| Incantatrix
| Immune to SL 0-2 spells
|
3
| 61
| Minor Paradox
| Chronomancy
| Counter an effect that just occured last segment (it is undone)
| 3
| 62
| Mirror Image III
| Delusion/Illusion
| 6 Mirror Images, can't be dispelled/disbelieved
| 3
| 63
| Ooze Shieeld N
| Eelemental, Abj.
| Eelemental damage shield 75% (EE=1)
|
3
| 64
| Personal Illusion
| Logic
| Makes an exact illusion (all senses) of a creature
| 3
| 65
| Phantom Shield
| Delusion/Illusion
| AC +CL*2; saves +CL; MDeflection CL*10%
| 3
| 66
| Polymorph to Cow
| Bovinomancy
| Target gets polymorphed into a cow (PP save). If save missed target gains the mentality of a cow (Will save).
|
3
| 67
| Polymorph to Sheep
| Ovinomancy
| Target gets polymorphed into a sheep (PP save). If save missed target gains the mentality of a sheep (Will save).
| 3
| 68
| Pro. from Magic Armor
| Anti-Magic
| You ignore the AC plusses from magic armor for 1t
| 3
| 69
| Pro. from Shields
| Anti-Magic
| Ignore damaging shield effects
|
3
| 70
| Raise Night Fog
| Cthulhu
| Fog
| 3
| 71
| Red Sign of Shudde M'ell
| Cthulhu
| Group takes 1d6+LVL dmg (no save)
| 3
| 72
| Remove Curse
| Incantatrix
| Remove Curse
|
3
| 73
| Remove Magical Trap
| Incantatrix
| Removes a Magical Trap; you have 100+CL*5% chance in it (minus the usual FRTraps shift)
| 3
| 74
| Shatter x2
| Force
| Destroys a x0 to x2 item
| 3
| 75
| Shriveling
| Cthulhu
| CLd4 dark energy dmg to one target (no save)
|
3
| 76
| Siren's Song
| Cthulhu
| Charm 2*CL HD of creatures (save)
| 3
| 77
| Slow
| Chronomancy
| Slow (save)
| 3
| 78
| Steal Magical Enchantment
| Incantatrix
| Steal a magical effect someone is running; it is on you now, you need to maintain it
|
3
| 79
| Summon/Bind Creature
| Cthulhu
| Summons a DL 1d4 Outer creature
| 3
| 80
| Time Snare
| Chronomancy
| Target will do the same actions it did last time it acted (Spell save each round until made)
| 3
| 81
| TK Push 3
| Force
| Size M target is pushed CL*30' (takes falling damage), ×/÷ 2 for each size difference
|
3
| 82
| TK Shield 3
| Force
| AC +6+CL*5/3; +6 saves vs. anything that causes damage
| 3
| 83
| True Darkness
| Delusion/Illusion
| Total Darkness, Infravision / See in Darkness / Truesight doesn't work
| 3
| 84
| Wall of Force
| Force
| Wall of Force (not solid)
|
3
| 85
| Wave of Oblivion
| Cthulhu
| If near a body of water, creates a large wave (CLd4 water dmg, no save)
| 3
| 86
| Wither Limb
| Cthulhu
| Sharpness a random limb (save)
| 3
| 87
| Wrack
| Cthulhu
| Pain (-2 all rolls) (save)
|
4
| 1
| AEther Flash
| MTG R
| Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
| 4
| 2
| Airskin
| Anti-Magic
| 4+CL/2 Airskins. Each Airskin halves the damage from an energy-based attack. Can use 1Z to have a second Airskin halve it again.
| 4
| 3
| Animal Form
| Cthulhu
| Polymorph Self into a specific animal
|
4
| 4
| Anti-Chicken Shell
| Poultrymancy
| You are completely immune to anything a chicken might do to you. You can still affect them normally.
| 4
| 5
| Anti-Cow Shell
| Bovinomancy
| You are completely immune to anything a cow might do to you. You can still affect them normally.
| 4
| 6
| Anti-Magic Mirror
| Anti-Magic
| Like crystal ball but with sound and scent instead of sight
|
4
| 7
| Anti-Sheep Shell
| Ovinomancy
| You are completely immune to anything a sheep might do to you. You can still affect them normally.
| 4 (3+1)
| 8
| Aspirant 3-1
| Aspirant/Lich
| 1M, 1/r: Any 0th-2nd level Wizard spell
| 4 (3+1)
| 9
| Aspirant 3-2
| Aspirant/Lich
| 1M, 1/r: Any 0th-2nd level Priest spell
|
4 (3+1)
| 10
| Aspirant 3-3
| Aspirant/Lich
| 1M, LVL/d: Grant Undead Status
| 4 (3+1)
| 11
| Aspirant 3-4
| Aspirant/Lich
| +10*LVL MR
| 4 (3+1)
| 12
| Aspirant 3-5
| Aspirant/Lich
| 1F: Create x1 Special 5*LVL%
|
4 (3+1)
| 13
| Aspirant 3-6
| Aspirant/Lich
| 0, Gaze: Life Trapping (as per Mirror) (save)
| 4 (3+1)
| 14
| Aspirant 3-7
| Aspirant/Lich
| Immune to Twilight
| 4 (3+1)
| 15
| Aspirant 3-8
| Aspirant/Lich
| 1M, touch: Imprisonment (save)
|
4 (3+1)
| 16
| Aspirant 3-9
| Aspirant/Lich
| 1M: LVLd10 Colorless Fire dmg to one target (no save)
| 4 (3+1)
| 17
| Aspirant 3-10
| Aspirant/Lich
| Troll-like Regen LVL hp /s
| 4 (3+1)
| 18
| Aspirant 3-11
| Aspirant/Lich
| Double the memorization of 1 SL (Wizard or Priest)
|
4 (3+1)
| 19
| Aspirant 3-12
| Aspirant/Lich
| Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
| 4
| 20
| Bind Loup-Garou
| Cthulhu
| Force Shapechange and Dispel a Psi14 effect
| 4
| 21
| Bind Soul
| Cthulhu
| Put someone's soul in a receptacle (Will save)
|
4
| 22
| Blur Zone
| Delusion/Illusion
| Nothing can be targetting in the room (x1 Special)
| 4
| 23
| Breeding Pit
| MTG B
| Once per round, get a DL I Thrull as a summon (limit=LVL)
| 4
| 24
| Charm Eelemental N
| Eelemental, Enc.
| Charm a DL=4 Eelemental
|
4
| 25
| Charm Lawful Creature
| Logic
| Target Lawful creature is charmed (no save)
| 4
| 26
| Cloak of Fire
| Cthulhu
| +1d4+1 Dex; +3" move rate; Fire damaging shield (1d8 fire dmg /hit); You take 1 dmg /r
| 4
| 27
| Coastal Piracy
| MTG U
| Whenever you kill a creature, restore 1 SL in memorization
|
4
| 28
| Counterspell
| Metamagic, MTG U
| 1 bM or 1 OppM: Counter target magical/psionic effect.
| 4
| 29
| Create Exhaustion
| Anti-Magic
| Target takes 50% more damage than the damage he's taken so far (RSW save for 25%)
| 4
| 30
| Create Scrying Window
| Cthulhu
| Postcognition
|
4
| 31
| Create Technological Item 4
| Technology
| Creates a technological item of TechL = 4 (duration 4 turns; material componenting may be used to double the TechL or duraton).
| 4
| 32
| Curse of the Putrid Husk
| Cthulhu
| Curse: Insanity (save)
| 4
| 33
| Curse of the Rat-thing
| Cthulhu
| Animate a dead corpse as a DL IV Undead
|
4
| 34
| Dark Resurrection
| Cthulhu
| Raise Dead
| 4
| 35
| Deflection
| Incantatrix
| 1bM: Redirect a magical spell or magic item activation to hit a different target.
| 4
| 36
| Detect Eelementals N
| Eelemental, Div.
| Detect all Eelementals within 10,000 feet, ID within sight
|
4
| 37
| Disrupt Undead
| Incantatrix
| Each segment for 4 segments, choose a group of undead: <= Shadow is D(usted), <= Lich takes CLd6 dmg
| 4
| 38
| Eelemental Ball N
| Eelemental, Inv.
| CLd4 dmg to a group, no save, EE=4
| 4
| 39
| Eelemental Form N
| Eelemental, Alt.
| Become an Eelemental of EE=4
|
4
| 40
| Eelemental Summoning N
| Eelemental, Cnj.
| Summon a DL=4 Eelemental
| 4
| 41
| Eelusionary Double N
| Eelemental, Ill.
| 4 Mirror Images, each has 16 hp to be detected as such
| 4
| 42
| Fly 30"
| Force
| Fly at 30" (C)
|
4
| 43
| Force Ball 4
| Force
| CL*8 force dmg to one group (no save)
| 4
| 44
| Fork
| Metamagic, MTG R
| 1 bM or 1 OppM: Copy target magical/psionic effect.
| 4
| 45
| Hands of Colubra
| Cthulhu
| Your arms turn into snakes that deal 1d6 dmg + 1d6 Str dmg
|
4
| 46
| Haste A4
| Chronomancy
| +4A, +3B, or +2C actions
| 4
| 47
| Heel N
| Eelemental, Nec.
| Cures 25% of max hp
| 4 (3+1)
| 48
| Henchman 3-1
| Henchman/Villain
| You can have three summons (same group).
|
4 (3+1)
| 49
| Henchman 3-2
| Henchman/Villain
| You can have one familiar. This spell does the "Find Familiar" effect when you take it.
| 4 (3+1)
| 50
| Henchman 3-3
| Henchman/Villain
| 1M: Fascinate a group (Will save)
| 4 (3+1)
| 51
| Henchman 3-4
| Henchman/Villain
| 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
|
4 (3+1)
| 52
| Henchman 3-5
| Henchman/Villain
| 1M, 1/d: Set (reverse Reset) one target.
| 4 (3+1)
| 53
| Henchman 3-6
| Henchman/Villain
| You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
| 4 (3+1)
| 54
| Henchman 3-7
| Henchman/Villain
| 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
|
4 (3+1)
| 55
| Henchman 3-8
| Henchman/Villain
| 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
| 4 (3+1)
| 56
| Henchman 3-9
| Henchman/Villain
| 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
| 4 (3+1)
| 57
| Henchman 3-10
| Henchman/Villain
| 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
|
4 (3+1)
| 58
| Henchman 3-11
| Henchman/Villain
| Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
| 4 (3+1)
| 59
| Henchman 3-12
| Henchman/Villain
| 1F, 1/d: Multiply an effect you do by x1+LVL/10.
| 4
| 60
| Hold Illusion
| Delusion/Illusion
| Next Illusion spell you cast requires no maintained, doesn't drop if you drop
|
4
| 61
| Illusion Summoning IV
| Delusion/Illusion
| Summons an Illusion/Hologram, attacks as a DL VI, defends as a DL II
| 4
| 62
| Locate Creature
| Cthulhu
| Locate a specific creature
| 4
| 63
| Look to the Future
| Cthulhu
| Can see into the future
|
4
| 64
| Maintain Dampen
| Incantatrix
| Everyone in the room gets -CL to their # of maintained effects (treat as a x1 Special), or affect just one target
| 4
| 65
| Mind Transfer
| Cthulhu
| Switch bodies with someone (save)
| 4
| 66
| Mirror Image IV
| Delusion/Illusion
| 8 Mirror Images, can't be dispelled/disbelieved
|
4
| 67
| Ooze Shieeld N
| Eelemental, Abj.
| Eelemental damage shield 100% (EE=1)
| 4
| 68
| Pipes of Madness
| Cthulhu
| Insanity to a group (save)
| 4
| 69
| Prophecy
| Chronomancy
| Improved Precognition
|
4
| 70
| Ray of Oblivion
| Incantatrix
| Target forgets how to cast CL spells by name (the spell slots are not regained until next reset)
| 4
| 71
| Return to Rest
| Cthulhu
| Destroy an undead (save)
| 4
| 72
| Rope Trap
| Delusion/Illusion
| Target is ejected to Astral and Heavily Stunned (PP save)
|
4
| 73
| Shatter x3
| Force
| Destroys a x0 to x3 item
| 4
| 74
| Soul Singing
| Cthulhu
| Illusion: Target sees and hears what you wish, no one else affected (save)
| 4
| 75
| Speak with Dead
| Cthulhu
| Speak with Dead
|
4
| 76
| Steal Mental
| Incantatrix
| Target loses 1M from his remaining mentals (or owes one), you gain 1M (target saves vs. Spell)
| 4
| 77
| Steal Summon
| Incantatrix
| Steal someone's summon (your summon slot needs to be open to do this)
| 4
| 78
| Summon Time Elemental
| Chronomancy
| Summons a normal (non-special) DL IV Time Elemental
|
4
| 79
| Teleport
| Force
| Teleport
| 4
| 80
| Temporal Push
| Chronomancy
| Target is thrown CL+1 rounds into the future (Will save)
| 4
| 81
| Timeheal
| Chronomancy
| Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
|
4
| 82
| TK Push 4
| Force
| Size M target is pushed CL*40' (takes falling damage), ×/÷ 2 for each size difference
| 4
| 83
| TK Shield 4
| Force
| AC +5+CL*2; +10 saves vs. anything that causes damage
| 4
| 84
| Unspeakable Oath
| Cthulhu
| Get a random minor magic item (50%) or +1 Int (50%) for 1 turn
|
4
| 85
| Wesley's Temporal Disjunction
| Chronomancy
| -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
| 4
| 86
| X-ray Vision
| Delusion/Illusion
| X-ray Vision
| 5
| 1
| Accelerate Animal Growth
| Chronomancy
| Age a creature CL months, is at half number of attacks for CL turns (RSW save)
|
5
| 2
| Anti-Magic Jar
| Anti-Magic
| Exorcism and Remove Domination/Charm/Magic Jar on 1 target, or the target drops an item that's Ego Dominating him (no resistance)
| 5
| 3
| Anti-Magic Shell (one SL)
| Anti-Magic
| Pick one SL. Turns off magical spells and effects of exactly that SL (lower or higher is not affected)
| 5
| 4
| Anti-Magic Shell 5
| Incantatrix
| Spells of SL 0-4 don't work in your group
|
5
| 5
| Articus's Devolutionary Warrior
| Chronomancy
| Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
| 5 (4+1)
| 6
| Aspirant 4-1
| Aspirant/Lich
| 1M, 1/r: Any 0th-3rd level Wizard spell
| 5 (4+1)
| 7
| Aspirant 4-2
| Aspirant/Lich
| 1M, 1/r: Any 0th-3rd level Priest spell
|
5 (4+1)
| 8
| Aspirant 4-3
| Aspirant/Lich
| 1M, 1/r: Any psionic minor (Psi1, Psi2, or Psi3 only)
| 5 (4+1)
| 9
| Aspirant 4-4
| Aspirant/Lich
| +10*LVL PaPR
| 5 (4+1)
| 10
| Aspirant 4-5
| Aspirant/Lich
| 1M: Dispel Innate or Racial ability effect
|
5 (4+1)
| 11
| Aspirant 4-6
| Aspirant/Lich
| 1M, 1/d: Reset
| 5 (4+1)
| 12
| Aspirant 4-7
| Aspirant/Lich
| 1M, 1/d: Contact Alternate Reality
| 5 (4+1)
| 13
| Aspirant 4-8
| Aspirant/Lich
| 1M, 1/d: Create Any DL 4 Monster
|
5 (4+1)
| 14
| Aspirant 4-9
| Aspirant/Lich
| 1M, touch: Steal all spells (save)
| 5 (4+1)
| 15
| Aspirant 4-10
| Aspirant/Lich
| 1M, touch: Lose LVLd4 stat pts
| 5 (4+1)
| 16
| Aspirant 4-11
| Aspirant/Lich
| 1bF: Fork
|
5 (4+1)
| 17
| Aspirant 4-12
| Aspirant/Lich
| Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
| 5
| 18
| Banishment of Yde Etad
| Cthulhu
| Banish an outer planar creature to home plane (Will save)
| 5
| 19
| Blind/Deafen
| Cthulhu
| Blind and Deafen target (Fort save on each)
|
5
| 20
| Cast Out Devil
| Cthulhu
| Exorcise
| 5
| 21
| Charm Eelemental N
| Eelemental, Enc.
| Charm a DL=5 Eelemental
| 5
| 22
| Chicken Life
| Poultrymancy
| 0 action to cast, consume a chicken in your group: Heal self.
|
5
| 23
| Chickening Doom
| Poultrymancy
| Like a Creeping Doom, but it's Rabid Dire Chickens. You get CL*3 chickens, each with 10 hp/dmg.
| 5
| 24
| Cow Life
| Bovinomancy
| 0 action to cast, consume a cow in your group: Heal self.
| 5
| 25
| Cowing Doom
| Bovinomancy
| Like a Creeping Doom, but it's Rabid Dire Cows. You get CL*3 cows, each with 10 hp/dmg.
|
5
| 26
| Create Barrier of Naach-Tith
| Cthulhu
| Wall: Spells cannot pass, Str check (DC 40) to pass
| 5
| 27
| Create Slipgate
| Chronomancy
| Create a temporal gate
| 5
| 28
| Create Technological Item 5
| Technology
| Creates a technological item of TechL = 5 (duration 5 turns; material componenting may be used to double the TechL or duraton).
|
5
| 29
| Deflection
| Metamagic, MTG U
| 1 bM or 1 OppM: Redirect target magical/psionic effect to another target.
| 5
| 30
| Detect Eelementals N
| Eelemental, Div.
| Detect all Eelementals within 100,000 feet, ID within sight
| 5
| 31
| Eelemental Ball N
| Eelemental, Inv.
| CLd5 dmg to a group, no save, EE=5
|
5
| 32
| Eelemental Form N
| Eelemental, Alt.
| Become an Eelemental of EE=5
| 5
| 33
| Eelemental Summoning N
| Eelemental, Cnj.
| Summon a DL=5 Eelemental
| 5
| 34
| Eelusionary Double N
| Eelemental, Ill.
| 5 Mirror Images, each has 25 hp to be detected as such
|
5
| 35
| Evacuation
| MTG U
| A group of summons is unsummoned
| 5
| 36
| Extinction
| MTG B
| Slay all creatures of one race in a group (PPD save)
| 5
| 37
| False Skin
| Delusion/Illusion
| CL*3/2+5 False Skins (F.S.), each causes enemy to roll a natural "2" TH
|
5
| 38
| Fissure
| MTG R
| Slay target creature (RSW save), or Earthquake the floor
| 5
| 39
| Fly 45"
| Force
| Fly at 45" (B)
| 5
| 40
| Force Ball 5
| Force
| CL*10 force dmg to one group (no save)
|
5
| 41
| Gravity Wave
| Force
| Increase/decrease gravity in area by +/- CL G's (treat as a x1 Special)
| 5
| 42
| Haste A5
| Chronomancy
| +5A, +4B, or +3C actions
| 5
| 43
| Heel N
| Eelemental, Nec.
| Cures 36% of max hp
|
5 (4+1)
| 44
| Henchman 4-1
| Henchman/Villain
| 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
| 5 (4+1)
| 45
| Henchman 4-2
| Henchman/Villain
| You can't be targetted until your summons are destroyed.
| 5 (4+1)
| 46
| Henchman 4-3
| Henchman/Villain
| 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
|
5 (4+1)
| 47
| Henchman 4-4
| Henchman/Villain
| Pick a spell you have. It costs ˝M to use.
| 5 (4+1)
| 48
| Henchman 4-5
| Henchman/Villain
| Pick a psionic power you have. It costs ˝M to use.
| 5 (4+1)
| 49
| Henchman 4-6
| Henchman/Villain
| Pick an innate ability you have. It costs ˝M to use.
|
5 (4+1)
| 50
| Henchman 4-7
| Henchman/Villain
| 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
| 5 (4+1)
| 51
| Henchman 4-8
| Henchman/Villain
| +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
| 5 (4+1)
| 52
| Henchman 4-9
| Henchman/Villain
| 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
|
5 (4+1)
| 53
| Henchman 4-10
| Henchman/Villain
| 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
| 5 (4+1)
| 54
| Henchman 4-11
| Henchman/Villain
| -1 actions of all types to everyone in the room (x1 Special)
| 5 (4+1)
| 55
| Henchman 4-12
| Henchman/Villain
| 1F, 1/d: +1 to your multiplier for 1 round
|
5
| 56
| Illusion Summoning V
| Delusion/Illusion
| Summons an Illusion/Hologram, attacks as a DL VIII, defends as a DL II
| 5
| 57
| Magic Jar
| Cthulhu
| Magic Jar
| 5
| 58
| Mirror Image V
| Delusion/Illusion
| 10 Mirror Images, can't be dispelled/disbelieved
|
5
| 59
| N-ray Vision
| Delusion/Illusion
| N-ray Vision (pick an element it's blocked by)
| 5
| 60
| Ooze Shieeld N
| Eelemental, Abj.
| Eelemental damage shield 125% (EE=1)
| 5
| 61
| Power Word Feeblemind
| Incantatrix
| Target with <= 80 hp is Feebleminded (no save)
|
5
| 62
| Quash
| Incantatrix
| 1bM: Counter a magical spell or magic item activation. This cannot be responded to (except by Capital I Insist). This spell or item activation cannot be used again by that person for 1 turn.
| 5
| 63
| Remove Magical Trap
| Incantatrix
| Removes a Magical Trap; you have 50+CL*10% chance in it (minus the usual FRTricks shift)
| 5
| 64
| Shadow Anti-Magic
| Anti-Magic
| CLd6 dmg (pick a normal or para element) to a group, Int check for half damage
|
5
| 65
| Shadow Magic
| Delusion/Illusion
| Wishoid for a SL 0-5 Wizard spell, has only 50% effect
| 5
| 66
| Shatter x4
| Force
| Destroys a x0 to x4 item
| 5
| 67
| Sheep Life
| Ovinomancy
| 0 action to cast, consume a sheep in your group: Heal self.
|
5
| 68
| Sheeping Doom
| Ovinomancy
| Like a Creeping Doom, but it's Rabid Dire Sheep. You get CL*3 sheep, each with 10 hp/dmg.
| 5
| 69
| Spell Shield
| Incantatrix
| +CL saves vs. magic effects; +CL saves vs. mental effects (they do stack)
| 5
| 70
| Steal Enchantment
| Incantatrix
| Steal an effect (not necessarily magical) someone is running; it is on you now, you need to maintain it
|
5
| 71
| Steal Illusion
| Delusion/Illusion
| Gain control of an Illusion effect (no save, ER to resist)
| 5
| 72
| Temporal Wall
| Chronomancy
| Anyone touching wall is double slowed and Wesley's Temporal Disjunction
| 5
| 73
| Tempus Fugit
| Chronomancy
| Tempus Fugit
|
5
| 74
| TK Push 5
| Force
| Size M target is pushed CL*50' (takes falling damage), ×/÷ 2 for each size difference
| 5
| 75
| TK Shield 5
| Force
| AC +4+CL*7/3; +15 saves vs. anything that causes damage
| 6
| 1
| *Remove Curse*
| Incantatrix
| Remove Heavy Curse
|
6
| 2
| Anti-Anti-Magic Shell
| Anti-Magic
| Turns off anti-magical spells and effects of spell levels 0-5
| 6 (5+1)
| 3
| Aspirant 5-1
| Aspirant/Lich
| 1M, 1/r: Any 0th-4th level Wizard spell
| 6 (5+1)
| 4
| Aspirant 5-2
| Aspirant/Lich
| 1M, 1/r: Any 0th-4th level Priest spell
|
6 (5+1)
| 5
| Aspirant 5-3
| Aspirant/Lich
| +10*LVL aMR
| 6 (5+1)
| 6
| Aspirant 5-4
| Aspirant/Lich
| 1M: Project Image
| 6 (5+1)
| 7
| Aspirant 5-5
| Aspirant/Lich
| 1M: Teleport
|
6 (5+1)
| 8
| Aspirant 5-6
| Aspirant/Lich
| 1M: Contact Other Plane
| 6 (5+1)
| 9
| Aspirant 5-7
| Aspirant/Lich
| Conduct M actions through psi link (range sight)
| 6 (5+1)
| 10
| Aspirant 5-8
| Aspirant/Lich
| 1M, touch: Drain all psionic pools (save)
|
6 (5+1)
| 11
| Aspirant 5-9
| Aspirant/Lich
| 1M, touch: Slay Living (save)
| 6 (5+1)
| 12
| Aspirant 5-10
| Aspirant/Lich
| 1F: Get 2M you can use this segment
| 6 (5+1)
| 13
| Aspirant 5-11
| Aspirant/Lich
| +LVL/5 QM actions
|
6 (5+1)
| 14
| Aspirant 5-12
| Aspirant/Lich
| Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
| 6
| 15
| Become Spectral Hunter
| Cthulhu
| You take on the stats of a random DL VII Weird monster, will be Crapped in CL rounds
| 6
| 16
| Body Warping of Gorgoroth
| Cthulhu
| Polymorph Self into a creature of +/- 1 size, you get it's Str/Dex/Con
|
6
| 17
| Charm Eelemental N
| Eelemental, Enc.
| Charm a DL=6 Eelemental
| 6
| 18
| Clutch of Nyogtha
| Cthulhu
| Paralysis (Will save) for as long as you heavy concentrate (can't use M actions)
| 6
| 19
| Conceal Temporal Anomaly
| Chronomancy
| Hides an Anomaly and reduces it's effects
|
6
| 20
| Cow Machine
| Bovinomancy
| Like Cow Person, but no save. You don't see anything if you look at the target.
| 6
| 21
| Create DMZ
| Anti-Magic
| Create a DMZ (Dispel Magic Zone), a x1 Special on the room
| 6
| 22
| Create Gate
| Cthulhu
| Gate
|
6
| 23
| Create Monster VI
| Quintessential
| Create a DL=1 monster, it's loyal, it's not a summon slot {Soulforger}
| 6
| 24
| Create Technological Item 6
| Technology
| Creates a technological item of TechL = 6 (duration 6 turns; material componenting may be used to double the TechL or duraton).
| 6
| 25
| Curse of the Chaugnar Faugn
| Cthulhu
| *Curse* (subject loses 1d4 Chr per day and cannot Reset) (save)
|
6
| 26
| Dark Offering
| MTG B
| Slay a creature (PPD save), you gain it's hp to current hp
| 6
| 27
| Demi-Shadow Anti-Magic
| Anti-Magic
| CLd8 dmg (pick a normal, para, or quasi element) to a group, Int check for half damage
| 6
| 28
| Detect Eelementals N
| Eelemental, Div.
| Detect all Eelementals within 1,000,000 feet, ID within sight
|
6
| 29
| Disenchant an Item
| Incantatrix
| Item loses 1 multiplier; x(-1) means the item is destroyed
| 6
| 30
| Dispel Possession
| Incantatrix
| Dispels possession, magic jar, control actions, etc.
| 6
| 31
| Displacement II
| Delusion/Illusion
| Double Displaced (AC +4, first-second attacks miss)
|
6
| 32
| Dragon Roost
| MTG R
| Once per round, get a DL V Dragon as a summon (limit=LVL/3)
| 6
| 33
| Dust of Disappearance
| Delusion/Illusion
| Dust of Disappearance (AC +8)
| 6
| 34
| Eelemental Ball N
| Eelemental, Inv.
| CLd6 dmg to a group, no save, EE=6
|
6
| 35
| Eelemental Form N
| Eelemental, Alt.
| Become an Eelemental of EE=6
| 6
| 36
| Eelemental Summoning N
| Eelemental, Cnj.
| Summon a DL=6 Eelemental
| 6
| 37
| Eelusionary Double N
| Eelemental, Ill.
| 6 Mirror Images, each has 36 hp to be detected as such
|
6
| 38
| Eldritch Fire Shield
| Quintessential
| Eldritch Fire damaging Shield (200% back) {Sun Mage}
| 6
| 39
| Eyes of the Zombie
| Cthulhu
| See through the eyes of a zombie (that you control)
| 6
| 40
| Fire Maze
| Delusion/Illusion
| Like Maze but the subject takes 1 cumulative dmg per segment (no resist)
|
6
| 41
| Fly 63"
| Force
| Fly at 63" (A)
| 6
| 42
| Force Ball 6
| Force
| CL*12 force dmg to one group (no save)
| 6
| 43
| Haste A6
| Chronomancy
| +6A, +5B, or +4C actions
|
6
| 44
| Heel N
| Eelemental, Nec.
| Cures 49% of max hp
| 6 (5+1)
| 45
| Henchman 5-1
| Henchman/Villain
| You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
| 6 (5+1)
| 46
| Henchman 5-2
| Henchman/Villain
| You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
|
6 (5+1)
| 47
| Henchman 5-3
| Henchman/Villain
| 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
| 6 (5+1)
| 48
| Henchman 5-4
| Henchman/Villain
| You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
| 6 (5+1)
| 49
| Henchman 5-5
| Henchman/Villain
| 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
|
6 (5+1)
| 50
| Henchman 5-6
| Henchman/Villain
| 1F: Charm or Dominate target x0 or x1 creature (save)
| 6 (5+1)
| 51
| Henchman 5-7
| Henchman/Villain
| You adjust all AllR by -5*level% (this stacks with the lower level version of this)
| 6 (5+1)
| 52
| Henchman 5-8
| Henchman/Villain
| 1V, 1/d: Ignore an Immunity to something.
|
6 (5+1)
| 53
| Henchman 5-9
| Henchman/Villain
| 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
| 6 (5+1)
| 54
| Henchman 5-10
| Henchman/Villain
| 1M: All x1 and lower effects on one target are dispelled.
| 6 (5+1)
| 55
| Henchman 5-11
| Henchman/Villain
| Lockdown X actions continuous in your group
|
6 (5+1)
| 56
| Henchman 5-12
| Henchman/Villain
| 1V, LVL/d: You ignore one level of Resist to something
| 6
| 57
| Illusion Summoning VI
| Delusion/Illusion
| Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL III
| 6
| 58
| Magic Manager
| Chronomancy
| May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
|
6
| 59
| Mind's Desire
| MTG U
| You can cast 1d6 spells of SL=1d6 next segment as 1M
| 6
| 60
| Ooze Shieeld N
| Eelemental, Abj.
| Eelemental damage shield 150% (EE=1)
| 6
| 61
| Paradox
| Chronomancy
| Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
|
6
| 62
| Power Drain
| Cthulhu
| Target loses 1d6 stat points (save), you temporarily gain the amount he lost
| 6
| 63
| Quash
| Metamagic, MTG U
| 1 bM or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
| 6
| 64
| Rope Special
| Delusion/Illusion
| Entire room gets Rope Tricked (x1 Special, unwilling get RSW save)
|
6
| 65
| Shatter x5
| Force
| Destroys a x0 to x5 item
| 6
| 66
| Sheep Machine
| Ovinomancy
| Like Sheep Person, but no save. You don't see anything if you look at the target.
| 6
| 67
| Solid Wall of Force
| Force
| Wall of Force (solid)
|
6
| 68
| Spell Reflection
| Incantatrix
| iMReflection CL*5%
| 6
| 69
| Steal Item
| Incantatrix
| Pick Pockets CL*20% (-5% per LVL of target or -2% per HD of target)
| 6
| 70
| Stealcharge
| Incantatrix
| Target item loses CL charges, one of your items gains 1 charge (you may reduce CL down to a minimum of 2)
|
6
| 71
| Tempus Lawfulness
| Chronomancy
| Fixes temporal anomolies in area
| 6
| 72
| Tempus Vere Fugit
| Delusion/Illusion
| Like Tempus Fugit but x10 speed
| 6
| 73
| TK Push 6
| Force
| Size M target is pushed CL*60' (takes falling damage), ×/÷ 2 for each size difference
|
6
| 74
| TK Shield 6
| Force
| AC +3+CL*8/3; +21 saves vs. anything that causes damage
| 6
| 75
| Unaging
| Chronomancy
| You do not age this day (Duration 1 day)
| 6
| 76
| Undead Robotic Chicken
| Poultrymancy
| True time travel across barriers
|
7
| 1
| *Dispel Magic*
| Incantatrix
| Dispels a Prismatic Wall/Sphere (in one spell), an Anti-Dispel Magic Shell, or an entire Chain Contingency chain
| 7 (6+1)
| 2
| Aspirant 6-1
| Aspirant/Lich
| 1M, 1/r: Any 0th-5th level Wizard spell
| 7 (6+1)
| 3
| Aspirant 6-2
| Aspirant/Lich
| 1M, 1/r: Any 0th-5th level Priest spell
|
7 (6+1)
| 4
| Aspirant 6-3
| Aspirant/Lich
| 1M, 1/r: Any psionic major (Psi1, Psi2, or Psi3 only)
| 7 (6+1)
| 5
| Aspirant 6-4
| Aspirant/Lich
| 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
| 7 (6+1)
| 6
| Aspirant 6-5
| Aspirant/Lich
| 1M: Teleport without Error
|
7 (6+1)
| 7
| Aspirant 6-6
| Aspirant/Lich
| +10*LVL IR
| 7 (6+1)
| 8
| Aspirant 6-7
| Aspirant/Lich
| 1M, touch: Steal a random powers for 1 round (no save)
| 7 (6+1)
| 9
| Aspirant 6-8
| Aspirant/Lich
| 1M, touch: Erase Truename (must know their Truename first)
|
7 (6+1)
| 10
| Aspirant 6-9
| Aspirant/Lich
| Troll-like regen LVL hp (including vile) /s
| 7 (6+1)
| 11
| Aspirant 6-10
| Aspirant/Lich
| Conduct effects through psi link (within sight)
| 7 (6+1)
| 12
| Aspirant 6-11
| Aspirant/Lich
| +LVL/10 number of segments per round
|
7 (6+1)
| 13
| Aspirant 6-12
| Aspirant/Lich
| Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
| 7
| 14
| Blatant Thievery
| MTG U
| Pick Pockets LVL*10% on each target in a group
| 7
| 15
| Charm Eelemental N
| Eelemental, Enc.
| Charm a DL=7 Eelemental
|
7
| 16
| Commune with Time of Legends
| Chronomancy
| Commune with Time of Legends
| 7
| 17
| Create Self-Ward
| Cthulhu
| DR 10/+1; Resist Aging
| 7
| 18
| Create Technological Item 7
| Technology
| Creates a technological item of TechL = 7 (duration 7 turns; material componenting may be used to double the TechL or duraton).
|
7
| 19
| Create Time Gate
| Cthulhu
| Create a Time Gate 10^(N-4) years
| 7
| 20
| Delusion
| Delusion/Illusion
| Potion of Delusion, works as real XPV LVL*100 potion unless disbelieved
| 7
| 21
| Demi-Shadow Door
| Delusion/Illusion
| Plane Shift up to CL/3 planes distance or to any Inner plane, no redirection
|
7
| 22
| Demi-Shadow Magic
| Delusion/Illusion
| Wishoid for a SL 0-7 Wizard spell, has only 50% effect
| 7
| 23
| Detect Eelementals N
| Eelemental, Div.
| Detect all Eelementals within 10,000,000 feet, ID within sight
| 7
| 24
| Disjoin Exhaustion
| Delusion/Illusion
| Cure all damage taken; Get +1P and +1V action this round
|
7
| 25
| Eelemental Ball N
| Eelemental, Inv.
| CLd7 dmg to a group, no save, EE=7
| 7
| 26
| Eelemental Form N
| Eelemental, Alt.
| Become an Eelemental of EE=7
| 7
| 27
| Eelemental Summoning N
| Eelemental, Cnj.
| Summon a DL=7 Eelemental
|
7
| 28
| Eelusionary Double N
| Eelemental, Ill.
| 7 Mirror Images, each has 49 hp to be detected as such
| 7
| 29
| First Level Anti-Magic-User Spells (DM1)
| Anti-Magic
| Cast any four 1st level Anti-Magic spells simultaneously when it is cast.
| 7
| 30
| First Level Anti-Magic-User Spells (DM2)
| Anti-Magic
| Can cast one 1st Level Anti-Magic spell per round as Z action
|
7
| 31
| Flame Wave
| MTG R
| CL/3 groups each take 40 eldritch fire dmg (no save)
| 7
| 32
| Fly 84"
| Force
| Fly at 84" (AA)
| 7
| 33
| Force Ball 7
| Force
| CL*14 force dmg to one group (no save)
|
7
| 34
| Haste A7
| Chronomancy
| +7A, +6B, or +5C actions
| 7
| 35
| Heel N
| Eelemental, Nec.
| Cures 64% of max hp
| 7
| 36
| Hyperkinetic Haste A
| Force
| CL A Action Haste (party); The caster (not everyone in the Haste) can convert 2V->1QV, 2P->1QP, 2QV->1QQV, 2QP->2QQP, etc.
|
7
| 37
| Illusion Summoning VII
| Delusion/Illusion
| Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL V
| 7
| 38
| Incurse
| Chronomancy
| Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
| 7
| 39
| Mordenkainen's Disjunction
| Incantatrix
| Mordenkainen's Disjunction
|
7
| 40
| Nightmare
| Delusion/Illusion
| Group affected by a random SL 1d4+2 Psi10 effect (will be harmful, no save)
| 7
| 41
| Ooze Shieeld N
| Eelemental, Abj.
| Eelemental damage shield 175% (EE=1)
| 7
| 42
| Remove Magical Special
| Incantatrix
| Removes a Magical Special; you have CL*15% chance in it (minus the usual FRSpecials shift)
|
7
| 43
| Sands of Time
| Chronomancy
| Reverse the effect of time on objects.
| 7
| 44
| Shatter x6
| Force
| Destroys a x0 to x6 item
| 7
| 45
| Steal Life
| Cthulhu
| Drain 1 stat point per segment from target and add to you temporarily (save per segment)
|
7
| 46
| Stealspell
| Incantatrix
| Target loses CL unused spell slots in memorization, you gain 1 of them (target saves vs. Spell) (you may reduce CL down to a minimum of 2)
| 7
| 47
| Temporal Eye
| Chronomancy
| Can scry into other times at this location
| 7
| 48
| TK Push 7
| Force
| Size M target is pushed CL*70' (takes falling damage), ×/÷ 2 for each size difference
|
7
| 49
| TK Shield 7
| Force
| AC +2+CL*3; +28 saves vs. anything that causes damage
| 7
| 50
| Unbinding
| Incantatrix
| Hold, Stun, Guards and Wards, Temporal Stasis, Imprisonment, Time Stop, Wizard Lock, Wall of Force, Cube of Force, Forcecage, Maze all end immediately (no effect) if comes into contact with your group. Your group walks around as a mobile DMZ.
| 7
| 51
| Unfamiliar
| Incantatrix
| Target loses a familiar (the familiar is returned to the Plane of Familiars) (save vs. Spells)
|
7
| 52
| Wesley's Delayed Damage
| Chronomancy
| Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
| 7
| 53
| Word of Recall
| Cthulhu
| Word of Recall
| 8
| 1
| Accelerate Lifeline
| Chronomancy
| Target ages CL years (Spell save)
|
8 (7+1)
| 2
| Aspirant 7-1
| Aspirant/Lich
| 1M, 1/r: Any 0th-6th level Wizard spell
| 8 (7+1)
| 3
| Aspirant 7-2
| Aspirant/Lich
| 1M, 1/r: Any 0th-6th level Wizard spell
| 8 (7+1)
| 4
| Aspirant 7-3
| Aspirant/Lich
| +10*LVL EaER
|
8 (7+1)
| 5
| Aspirant 7-4
| Aspirant/Lich
| 1M, touch: Annihilation (save)
| 8 (7+1)
| 6
| Aspirant 7-5
| Aspirant/Lich
| 1M, touch: Incursion (save)
| 8 (7+1)
| 7
| Aspirant 7-6
| Aspirant/Lich
| Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
|
8
| 8
| Beacon of Tomorrows
| MTG U
| You get an extra segment this round (segment 11 at end)
| 8
| 9
| Charm Eelemental N
| Eelemental, Enc.
| Charm a DL=8 Eelemental
| 8
| 10
| Consume Likeness
| Cthulhu
| Alter Appearance to someone specific who recently died (it's very convincing)
|
8
| 11
| Continuous Illusion
| Delusion/Illusion
| Next Illusion spell you cast is Continuous
| 8
| 12
| Create Technological Item 8
| Technology
| Creates a technological item of TechL = 8 (duration 8 turns; material componenting may be used to double the TechL or duraton).
| 8
| 13
| Death by Flames
| Cthulhu
| Target takes 1d10 fire dmg /s (no save)
|
8
| 14
| Decree of Pain
| MTG B
| Slay all creatures in two groups (PPD save) or one group (no save)
| 8
| 15
| Detect Eelementals N
| Eelemental, Div.
| Detect all Eelementals within 100,000,000 feet, ID within sight
| 8
| 16
| Eelemental Ball N
| Eelemental, Inv.
| CLd8 dmg to a group, no save, EE=8
|
8
| 17
| Eelemental Form N
| Eelemental, Alt.
| Become an Eelemental of EE=8
| 8
| 18
| Eelemental Summoning N
| Eelemental, Cnj.
| Summon a DL=8 Eelemental
| 8
| 19
| Eelusionary Double N
| Eelemental, Ill.
| 8 Mirror Images, each has 64 hp to be detected as such
|
8
| 20
| Eye of Light & Darkness
| Cthulhu
| All outer planar creatures take 1 Wis dmg per segment (x1 Special)
| 8
| 21
| First Level Priest Spells
| Delusion/Illusion
| 0, 1/r: Cast a 1st level Priest spell
| 8
| 22
| Fly 108"
| Force
| Fly at 108" (SF)
|
8
| 23
| Force Ball 8
| Force
| CL*16 force dmg to one group (no save)
| 8
| 24
| Haste A8
| Chronomancy
| +8A, +7B, or +6C actions
| 8
| 25
| Heel N
| Eelemental, Nec.
| Cures 81% of max hp
|
8
| 26
| Hyperkinetic Haste B
| Force
| CL B Action Haste (party); The caster (not everyone in the Haste) cannot have his hV, hP, bV, bP actions locked down
| 8
| 27
| Illusion Summoning VIII
| Delusion/Illusion
| Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VI
| 8
| 28
| Insurrection
| MTG R
| Charm a group (Will save, ignores immunity to Charm effects)
|
8
| 29
| Item Supercharger
| Chronomancy
| A magic item can be used twice as often (per turn or day) or it's effects has twice duration
| 8
| 30
| Mass Mirage Arcana
| Delusion/Illusion
| As Mirage Arcana but covers CL sq. miles
| 8
| 31
| Ooze Shieeld N
| Eelemental, Abj.
| Eelemental damage shield 200% (EE=1)
|
8
| 32
| Planar Displacement
| Delusion/Illusion
| Planar Displacement
| 8
| 33
| Prismatic Beam
| Delusion/Illusion
| Like Prismatic Spray but they take all 7 colors
| 8
| 34
| Protection from Time
| Chronomancy
| Immune to and can't use temporal effects
|
8
| 35
| Shatter x7
| Force
| Destroys a x0 to x7 item
| 8
| 36
| Time/Reality Stability
| Chronomancy
| Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
| 8
| 37
| Timereaver
| Chronomancy
| Time Travel Other +/- 5*CL years (Spell save)
|
8
| 38
| TK Push 8
| Force
| Size M target is pushed CL*80' (takes falling damage), ×/÷ 2 for each size difference
| 8
| 39
| TK Shield 8
| Force
| AC +1+CL*10/3; +36 saves vs. anything that causes damage
| 9
| 1
| Change Reality
| Delusion/Illusion
| Wishoid for a SL 0-9 Wizard spell, has only 75% effect
|
9
| 2
| Charm Eelemental N
| Eelemental, Enc.
| Charm a DL=9 Eelemental
| 9
| 3
| Create Technological Item 9
| Technology
| Creates a technological item of TechL = 9 (duration 9 turns; material componenting may be used to double the TechL or duraton).
| 9
| 4
| Detect Eelementals N
| Eelemental, Div.
| Detect all Eelementals within 1,000,000,000 feet, ID within sight
|
9
| 5
| Disbelieve Reality
| Delusion/Illusion
| Can disbelieve something that's real (Incursion - PP save)
| 9
| 6
| Displacement III
| Delusion/Illusion
| Triple Displaced (AC +6, first-third attacks miss)
| 9
| 7
| Eelemental Ball N
| Eelemental, Inv.
| CLd9 dmg to a group, no save, EE=9
|
9
| 8
| Eelemental Form N
| Eelemental, Alt.
| Become an Eelemental of EE=9
| 9
| 9
| Eelemental Summoning N
| Eelemental, Cnj.
| Summon a DL=9 Eelemental
| 9
| 10
| Eelusionary Double N
| Eelemental, Ill.
| 9 Mirror Images, each has 81 hp to be detected as such
|
9
| 11
| Effects Bubble
| Delusion/Illusion
| Your effects protect each other (and themselves); ER +CL*10%
| 9
| 12
| Fly 135"
| Force
| Fly at 135" (SW)
| 9
| 13
| Force Ball 9
| Force
| CL*18 force dmg to one group (no save)
|
9
| 14
| Haste A9
| Chronomancy
| +9A, +8B, or +7C actions
| 9
| 15
| Heel N
| Eelemental, Nec.
| Cures 100% of max hp
| 9
| 16
| Hyperkinetic Haste C
| Force
| CL C Action Haste (party); The caster (not everyone in the Haste) cannot have his OppV, OppP actions locked down
|
9
| 17
| Illusion Summoning IX
| Delusion/Illusion
| Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VIII
| 9
| 18
| Major Paradox
| Chronomancy
| Wish (as spell)
| 9
| 19
| Megaskin
| Anti-Magic
| CL/4 Megaskins. Each Megaskin lets you ignore one energy based attack.
|
9
| 20
| Moo
| Bovinomancy
| Does a Moo on one target ([C] section effect)
| 9
| 21
| Ooze Shieeld N
| Eelemental, Abj.
| Eelemental damage shield 225% (EE=1)
| 9
| 22
| Round Stop
| Anti-Magic
| The current round will end after the end of this segment (the rest of the segments this round will not occur)
|
9
| 23
| Second Level Priest Spells
| Delusion/Illusion
| 0, 1/r: Cast a 2nd level Priest spell
| 9
| 24
| Sever Lifeline
| Chronomancy
| You do not have or require a silver cord. Immune to aging.
| 9
| 25
| Shatter x8
| Force
| Destroys a x0 to x8 item
|
9
| 26
| Stampede of Rabid Chickens
| Poultrymancy
| Like a Meteor Swarm, but damage is of type Chicken and Poison instead of Eldritch Earth and Eldritch Fire. "Chicken" is an EE=3 Eelement. "Poison" is an E=3 Element (Alcohol+Negative).
| 9
| 27
| Stampede of Rabid Sheep
| Ovinomancy
| Like a Meteor Swarm, but damage is of type Sheep and Poison instead of Eldritch Earth and Eldritch Fire. "Sheep" is an EE=3 Eelement. "Poison" is an E=3 Element (Alcohol+Negative).
| 9
| 28
| Temporal Shell
| Chronomancy
| Immune time
|
9
| 29
| Temporal Stasis
| Chronomancy
| The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
| 9
| 30
| Time Stop
| Chronomancy
| Stops time for 1d4 rounds
| 9
| 31
| TK Push 9
| Force
| Size M target is pushed CL*90' (takes falling damage), ×/÷ 2 for each size difference
|
9
| 32
| TK Shield 9
| Force
| AC +CL*11/3; +45 saves vs. anything that causes damage
| 10
| 1
| Anti-Anti-Dispel Magic Shell
| Anti-Magic
| Lower an Anti-Dispel Magic Shell
| 10
| 2
| Anti-Dispel Anti-Magic Shell
| Anti-Magic
| Your effects are immune to low MF, Instantaneous, Look at Me I'm the DCI
|
10
| 3
| Aspirant 10-1
| Aspirant/Lich
| 0, 1/r: Any 0th-5th level Wizard spell
| 10
| 4
| Aspirant 10-2
| Aspirant/Lich
| 0, 1/r: Any 0th-4th level Priest spell
| 10
| 5
| Aspirant 10-3
| Aspirant/Lich
| 0, 1/r: Any psionic cantrip (Psi1, Psi2, or Psi3 only)
|
10
| 6
| Aspirant 10-4
| Aspirant/Lich
| +5*(Lich level)% WR (not irreducible) that can't be ignored
| 10
| 7
| Aspirant 10-5
| Aspirant/Lich
| Resist Turning (you are double the rating)
| 10
| 8
| Aspirant 10-6
| Aspirant/Lich
| 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
|
11
| 1
| Aspirant 11-1
| Aspirant/Lich
| 0, 1/r: Any 1st-6th level Wizard spell
| 11
| 2
| Aspirant 11-2
| Aspirant/Lich
| 0, 1/r: Any 1st-5th level Priest spell
| 11
| 3
| Aspirant 11-3
| Aspirant/Lich
| 0, 1/r: Any psionic minor (Psi1, Psi2, or Psi3 only)
|
11
| 4
| Aspirant 11-4
| Aspirant/Lich
| 1M: Banish Undead
| 11
| 5
| Aspirant 11-5
| Aspirant/Lich
| Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
| 11
| 6
| Aspirant 11-6
| Aspirant/Lich
| +10*(Lich level)% iWR that can't be ignored
|
11
| 7
| Aspirant 11-7
| Aspirant/Lich
| Mask Undead status; Can't be turned
| 11
| 8
| Aspirant 11-8
| Aspirant/Lich
| Detect Artifacts; 1M: Legend Lore Artifact
| 11
| 9
| Aspirant 11-9
| Aspirant/Lich
| 1M, (lich level)/d: Gain +10 XP
|
11
| 10
| Aspirant 11-10
| Aspirant/Lich
| 0: Create Traps 15*(Lich level)%
| 11
| 11
| Aspirant 11-11
| Aspirant/Lich
| All spells cost 0 P actions; Material componenting does not cost 1 V action
| 11
| 12
| Aspirant 11-12
| Aspirant/Lich
| +(Lich level) OppV or QM actions
|
11
| 13
| Aspirant 11-13
| Aspirant/Lich
| Negative Cold (Lich level)d10 dmg by touch
| 11
| 14
| Aspirant 11-14
| Aspirant/Lich
| +(Lich level) Research Points per reset (see [P12])
| 11
| 15
| Aspirant 11-15
| Aspirant/Lich
| 1F or 1X: Duplicate any level 0 Concordant spell
|
11
| 16
| Call Deity
| Cthulhu
| Summons the material form of the god of your choice (remember this is only a x1 effect by itself)
| 11
| 17
| Dismiss Deity
| Cthulhu
| Dismisses the material form of a god (remember this is only a x1 effect by itself)
| 11
| 18
| Henchman 11-1
| Henchman/Villain
| 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
|
11
| 19
| Henchman 11-2
| Henchman/Villain
| 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
| 11
| 20
| Henchman 11-3
| Henchman/Villain
| You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
| 11
| 21
| Henchman 11-4
| Henchman/Villain
| You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
|
11
| 22
| Henchman 11-5
| Henchman/Villain
| +10% XP in all your non-Concordant classes.
| 11
| 23
| Henchman 11-6
| Henchman/Villain
| You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
| 11
| 24
| Henchman 11-7
| Henchman/Villain
| You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
|
11
| 25
| Henchman 11-8
| Henchman/Villain
| You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
| 11
| 26
| Henchman 11-9
| Henchman/Villain
| 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
| 11
| 27
| Henchman 11-10
| Henchman/Villain
| The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
|
11
| 28
| Henchman 11-11
| Henchman/Villain
| NF, may borrow: Counter a level N Concordant ability.
| 11
| 29
| Henchman 11-12
| Henchman/Villain
| xVL number of henchmen, followers, summons, familiars
|
|
[PC2] Wizard Classes Group
Arch-Alchemist1
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1.5
| 2-- --- ---
| 3
| 4.8
| 3-- --- ---
|
4
| 9
| 41- --- ---
| 5
| 15
| 421 --- ---
| 6
| 27.75
| 432 --- ---
|
7
| 45
| 433 1-- ---
| 8
| 75
| 443 21- ---
| 9
| 112.5
| 444 22- ---
|
10
| 165
| 444 221 ---
| 11
| 300
| 444 332 ---
| 12
| 570
| 444 443 ---
|
13
| 840
| 444 444 ---
| 14
| 960
| 544 444 1--
| 15
| 1230
| 554 444 2--
|
16
| 1500
| 555 444 3--
| 17
| 1770
| 555 544 4--
| 18
| 2040
| 555 554 41-
|
19
| 2310
| 555 555 42-
| 20
| 2580
| 555 555 53-
| 21
| 2850
| 555 555 54-
|
22
| 3120
| 555 555 55-
| 23
| 3390
| 655 555 551
| 24
| 3660
| 665 555 552
|
25
| 3930
| 666 555 553
| 26
| 4200
| 666 655 554
| 27
| 4470
| 666 665 555
|
28
| 4740
| 666 666 555
| 29
| 5010
| 666 666 655
| 30
| 5280
| 666 666 665
|
31
| 5550
| 666 666 666
| 32
| 5820
| 777 666 666
| 33
| 6090
| 777 777 666
|
34
| 6360
| 777 777 777
| 35
| 6630
| 888 777 777
| 36
| 6900
| 888 888 777
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Str 10, Dex 11, Con 17, Int 14, Wis 11
| Alignment:
| any
| HD/level:
| d5
| Weapon Prof.:
| 1+level/4
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Level 1: +2 Non-weapon proficiencies per level.
| Level 1: Read Languages.
| Level 1: Identify minerals by sight.
| Level 1: Identify potions and poisons by sight.
| Level 1: Considered specialized in Enchantment/Charm (no opposite).
| Level 1: Identify plants by sight.
| Level 1: For a potion: Can increase duration by 100% or effect by 50%. Each potion can be improved in this way only once.
| Level 1: Can build a lab. It costs 1000 gp to build a level 1 lab, an additional 2000 gp to build a level 2 lab, an additional 3000 gp to build a level 3 lab, etc. If the lab is higher level than your level, treat it as your level.
| Level 1: [If a lab is available] 8 hours of actions: Brew potion, make a lab level check, if successful, roll a random potion. If power score, roll twice, picking better result. If fail, there is a minor explosion or some other annoyance (chemical burn, blindness for a day, etc.).
| Level 1: [If a lab is available] Each reset, add to memorization 1 Alteration spell per spell level up to (lab level)/2, round up.
| Level 1: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.
| Level 2: Identify animals by sight.
| Level 3: Considered specialized in Alteration (no opposites still).
| Level 4: Predict miscibility (Level-3)*10%.
| Level 4: Identify any non-artifact magic item by sight.
| Level 5: Identify non-immortal monsters by sight.
| Level 6: Can specialize in (third) school; if this is done, select an opposite.
| Level 9: Fast-Create Potions: 1F, lose N SL=N spells in memorization: Make a potion of a SL=N effect
|
| Known Spells:
| Foul Potions (SL=1, Anti-Magic): Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
| Potion Ball (SL=3, Invocation): Spend a potion while casting: Do a "ball" of that effect.
|
|
[PC2] Wizard Classes Group
Arch-Mage
Level
| KXP
| Wizard 123 456 789 AB
|
1
| 0
| 2˝- --- --- --
| 2
| 5
| 31˝ --- --- --
| 3
| 10
| 421 --- --- --
|
4
| 20
| 532 ˝-- --- --
| 5
| 40
| 643 1˝- --- --
| 6
| 80
| 754 21- --- --
|
7
| 120
| 865 32˝ --- --
| 8
| 180
| 976 43˝ --- --
| 9
| 270
| A87 541 ˝-- --
|
10
| 500
| A98 652 1-- --
| 11
| 750
| AA9 763 2˝- --
| 12
| 1500
| AAA 874 3˝- --
|
13
| 2250
| AAA 985 4˝- --
| 14
| 3000
| AAA A96 51˝ --
| 15
| 3750
| AAA AA7 621 --
|
16
| 4500
| AAA AA8 732 --
| 17
| 5250
| AAA AA9 843 --
| 18
| 6000
| AAA AAA 954 ˝-
|
19
| 6750
| AAA AAA A65 ˝-
| 20
| 7500
| AAA AAA A76 1-
| 21
| 8250
| AAA AAA A87 1-
|
22
| 9000
| AAA AAA A98 2-
| 23
| 9750
| AAA AAA AA9 2-
| 24
| 10500
| AAA AAA AAA 3-
|
25
| 11250
| BBB BBB BBB 3-
| 26
| 12000
| BBB BBB BBB 4-
| 27
| 12750
| CCC CCC CCC 4˝
|
28
| 13500
| CCC CCC CCC 5˝
| 29
| 14250
| DDD DDD DDD 5˝
| 30
| 15000
| DDD DDD DDD 51
|
31
| 15750
| DDD DDD DDD 61
| 32
| 16500
| EEE EEE EEE 61
| 33
| 17250
| EEE EEE EEE 71
|
34
| 18000
| FFF FFF FFF 71
| 35
| 18750
| FFF FFF FFF 81
| 36
| 19500
| FFF FFF FFF 82
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
-1
| 4 7 5 3 7 0 1 1
| +0
| 4 8 6 4 7 1 2 2
| +0
| 5 9 7 5 8 2 3 3
|
+0
| 6 10 7 6 9 2 3 4
| +0
| 6 11 8 6 10 3 4 5
| +0
| 7 12 9 7 11 4 5 6
|
+0
| 7 13 10 8 11 5 6 7
| +1
| 8 13 11 9 12 6 7 8
| +1
| 9 14 11 10 13 6 7 9
|
+1
| 9 15 12 10 14 7 8 10
| +1
| 10 15 13 11 15 8 9 11
| +1
| 11 16 13 12 15 9 10 12
|
+1
| 12 16 14 13 15 10 11 13
| +2
| 12 16 14 14 16 10 11 14
| +2
| 13 16 15 14 16 11 12 15
|
+2
| 14 16 15 15 16 12 13 16
| +2
| 15 17 16 16 16 13 14 17
| +2
| 16 17 16 16 17 14 15 18
|
|
Requisites:
| Con 12, Int 18
| Alignment:
| any
| HD/level:
| d3
| Weapon Prof.:
| 1+level/9
| To Hit Table:
| ˝xWiz
| Save Table:
| 2xWiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Level 1: Each level, pick one spell. That spell requires only ˝ of a spell to cast. This isn't cumulative with school specialization.
| Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Mage and another Wizard class, this rule has priority.
| Level 1: MR adjustment is -5*level% instead of +60-5*level%.
| Level 1: Can specialize in 1 school for free. Can specialize in another school, but then must pick an opposite. Specialization may be either "Collective type" (1/2 cost on spells) or "2nd edition type" (+1 spell of the school each level).
| Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Mage being too low level. If the Arch-Mage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
| Level 4: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
| Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 2 times Arch-Mage's level (for this rule only).
| Level 9: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
| Level 11: Each level starting at 11th, pick one spell. That spell requires only ˝ the number of Mental actions to cast.
| Level 16: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
| Level 21: Each level starting at 21st, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
| Level 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
| Level 31: Each level starting at 31st, pick one spell. That spell can be cast as a 0 action.
| Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.
|
|
[PC2] Wizard Classes Group
Arch-Mentaler0
Level
| KXP
| Wizard 123 456 789 AB
|
1
| 0
| 2˝- --- --- --
| 2
| 3.75
| 31˝ --- --- --
| 3
| 7.5
| 421 --- --- --
|
4
| 15
| 532 ˝-- --- --
| 5
| 30
| 643 1˝- --- --
| 6
| 60
| 754 21- --- --
|
7
| 120
| 865 32˝ --- --
| 8
| 225
| 976 43˝ --- --
| 9
| 450
| A87 541 ˝-- --
|
10
| 675
| A98 652 1-- --
| 11
| 900
| AA9 763 2˝- --
| 12
| 1125
| AAA 874 3˝- --
|
13
| 1350
| AAA 985 4˝- --
| 14
| 1575
| AAA A96 51˝ --
| 15
| 1800
| AAA AA7 621 --
|
16
| 2025
| AAA AA8 732 --
| 17
| 2250
| AAA AA9 843 --
| 18
| 2475
| AAA AAA 954 ˝-
|
19
| 2700
| AAA AAA A65 ˝-
| 20
| 2925
| AAA AAA A76 1-
| 21
| 3150
| AAA AAA A87 1-
|
22
| 3375
| AAA AAA A98 2-
| 23
| 3600
| AAA AAA AA9 2-
| 24
| 3825
| AAA AAA AAA 3-
|
25
| 4050
| BBB BBB BBB 3-
| 26
| 4275
| BBB BBB BBB 4-
| 27
| 4500
| CCC CCC CCC 4˝
|
28
| 4725
| CCC CCC CCC 5˝
| 29
| 4950
| DDD DDD DDD 5˝
| 30
| 5175
| DDD DDD DDD 51
|
31
| 5400
| DDD DDD DDD 61
| 32
| 5625
| EEE EEE EEE 61
| 33
| 5850
| EEE EEE EEE 71
|
34
| 6075
| FFF FFF FFF 71
| 35
| 6300
| FFF FFF FFF 81
| 36
| 6525
| FFF FFF FFF 82
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 5 4 5 2 3 0 1 1
| +1
| 5 4 5 3 3 0 1 1
| +1
| 5 4 5 3 4 0 1 2
|
+1
| 5 5 5 3 4 1 2 2
| +2
| 6 5 5 3 4 1 2 3
| +3
| 7 6 7 4 6 2 3 3
|
+3
| 7 6 7 5 6 2 3 4
| +3
| 7 7 7 5 6 2 3 4
| +3
| 7 7 7 5 7 3 4 5
|
+4
| 8 7 7 5 7 3 4 5
| +5
| 9 8 9 6 9 4 5 6
| +5
| 9 8 9 7 9 4 5 6
|
+5
| 9 9 9 7 9 4 5 7
| +5
| 10 9 9 7 9 5 6 7
| +6
| 10 9 10 7 9 5 6 8
|
+7
| 11 10 11 8 12 6 7 8
| +7
| 11 10 11 9 12 6 7 9
| +7
| 11 11 11 9 12 6 7 9
|
|
Requisites:
| Int 20, Dex 18
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| M-U0
| Save Table:
| M-U0
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Hold M actions. You may convert 2M -> 1QM.
| Level N (every level): +1M action
|
|
[PC2] Wizard Classes Group
Arch-Sage0
Level
| KXP
| Wizard 123 456 789 AB
|
1
| 0
| 2˝- --- --- --
| 2
| 5
| 31˝ --- --- --
| 3
| 10
| 421 --- --- --
|
4
| 20
| 532 ˝-- --- --
| 5
| 40
| 643 1˝- --- --
| 6
| 80
| 754 21- --- --
|
7
| 120
| 865 32˝ --- --
| 8
| 180
| 976 43˝ --- --
| 9
| 270
| A87 541 ˝-- --
|
10
| 500
| A98 652 1-- --
| 11
| 750
| AA9 763 2˝- --
| 12
| 1050
| AAA 874 3˝- --
|
13
| 1350
| AAA 985 4˝- --
| 14
| 1650
| AAA A96 51˝ --
| 15
| 1950
| AAA AA7 621 --
|
16
| 2250
| AAA AA8 732 --
| 17
| 2550
| AAA AA9 843 --
| 18
| 2850
| AAA AAA 954 ˝-
|
19
| 3150
| AAA AAA A65 ˝-
| 20
| 3450
| AAA AAA A76 1-
| 21
| 3750
| AAA AAA A87 1-
|
22
| 4050
| AAA AAA A98 2-
| 23
| 4350
| AAA AAA AA9 2-
| 24
| 4650
| AAA AAA AAA 3-
|
25
| 4950
| BBB BBB BBB 3-
| 26
| 5250
| BBB BBB BBB 4-
| 27
| 5550
| CCC CCC CCC 4˝
|
28
| 5850
| CCC CCC CCC 5˝
| 29
| 6150
| DDD DDD DDD 5˝
| 30
| 6450
| DDD DDD DDD 51
|
31
| 6750
| DDD DDD DDD 61
| 32
| 7050
| EEE EEE EEE 61
| 33
| 7350
| EEE EEE EEE 71
|
34
| 7650
| FFF FFF FFF 71
| 35
| 7950
| FFF FFF FFF 81
| 36
| 8250
| FFF FFF FFF 82
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 4 7 5 3 7 0 1 1
| +1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 7 5 8 2 3 3
|
+1
| 6 10 7 6 9 2 3 4
| +2
| 6 11 8 6 10 3 4 5
| +3
| 7 12 9 7 11 4 5 6
|
+3
| 7 13 10 8 11 5 6 7
| +3
| 8 13 11 9 12 6 7 8
| +3
| 9 14 11 10 13 6 7 9
|
+4
| 9 15 12 10 14 7 8 10
| +5
| 10 15 13 11 15 8 9 11
| +5
| 11 16 13 12 15 9 10 12
|
+5
| 12 16 14 13 15 10 11 13
| +5
| 12 16 14 14 16 10 11 14
| +6
| 13 16 15 14 16 11 12 15
|
+7
| 14 16 15 15 16 12 13 16
| +7
| 15 17 16 16 16 13 14 17
| +7
| 16 17 16 16 17 14 15 18
|
|
Requisites:
| Con 12, Int 22
| Alignment:
| any
| HD/level:
| d2
| Weapon Prof.:
| 1+level/8
| To Hit Table:
| M-U0
| Save Table:
| 2xWiz
| Reference:
| DM {Planeshifted Arch-Mage}
| Groups:
| Wizard
|
|
|
|
Specialized in Divination. Can specialize in another school, if you do, choose an opposite major school.
| Level 1: Each level, pick one spell. That spell requires only ˝ of a spell to cast. This isn't cumulative with school specialization.
| Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Sage and another Wizard class, this rule has priority.
| Level 1: MR adjustment is -5*level% instead of +60-5*level%.
| Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Sage being too low level. If the Arch-Sage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
| Level 1: May use 1 material component effect per spell as a zero action. If you use 1V action, you get double material componenting.
| Level N (every level): +4 Nonweapon proficiencies.
| Level 4: When modifying an existing spell using spell research [S5], the base time is in hours instead of weeks, and CL (Caster level) is 3 times Arch-Sage's level (for this rule only).
| Level 5: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
| Level 11: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
| Level 12: Each level starting at 12th, pick one spell. That spell requires only ˝ the number of Mental actions to cast.
| Level 19: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
| Level 23: Each level starting at 23rd, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
| Level 29: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
| Level 34: Each level starting at 34th, pick one spell. That spell can be cast as a 0 action.
| Level 41: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.
|
| Divination spells from Sage0 class:
| True Lore (SL=1): Get a +20 on your next Int stat check (or Int-based proficiency or skill check).
| Eagle Eye Vision (SL=2): Gives Eagle Eye Vision (far distance vision); reverse gives Fine/Telescopic Vision
| Planar Locate Person/Object (SL=3): Tells you which plane a person or object is in (but not where in that plane).
| Tap Psionic Link (SL=4): Taps a psionic link so you can listen in. At least one of the people in the link must be within sight.
| No Friendly Fire (SL=5): While this effect is running, you know exactly how to center your area effects (even the huge ones) so you hit no friendly people.
| Predict Chaos (SL=6): You can predict the outcome of the next chaotic effect (Wand of Wonder, Magical Pool, Deck of Many Things, etc.). This spell has a 37-LVL% (unadjustible) chance of causing you to be Spent and gain 1 insanity.
|
|
[PC2] Wizard Classes Group
Artificer
Level
| KXP
| Wizard 123 456 789 AB
|
1
| 0
| 1-- --- --- --
| 2
| 10
| 2-- --- --- --
| 3
| 15
| 21- --- --- --
|
4
| 22
| 12- --- --- --
| 5
| 33
| 021 --- --- --
| 6
| 49
| 012 --- --- --
|
7
| 73
| 102 1-- --- --
| 8
| 109
| 201 2-- --- --
| 9
| 163
| 310 21- --- --
|
10
| 244
| 410 12- --- --
| 11
| 366
| 521 021 --- --
| 12
| 549
| 621 012 --- --
|
13
| 823
| 731 102 1-- --
| 14
| 1234
| 832 101 2-- --
| 15
| 1851
| 942 110 21- --
|
16
| 2776
| A42 110 12- --
| 17
| 4164
| B53 211 021 --
| 18
| 6400
| C53 211 012 --
|
19
| 6800
| D63 211 102 1-
| 20
| 7200
| E64 221 101 2-
| 21
| 7600
| F74 321 110 21
|
22
| 8000
| G74 321 110 32
| 23
| 8400
| H85 322 111 32
| 24
| 8800
| I85 322 111 33
|
25
| 9200
| J95 432 111 43
| 26
| 9600
| K96 432 211 43
| 27
| 10000
| LA6 432 211 44
|
28
| 10400
| NA6 432 211 44
| 29
| 10800
| OB7 533 221 54
| 30
| 11200
| PB7 543 221 54
|
31
| 11600
| QC7 543 221 55
| 32
| 12000
| RC8 543 222 55
| 33
| 12400
| SD8 643 322 55
|
34
| 12800
| TD8 643 322 65
| 35
| 13200
| UE9 653 322 65
| 36
| 13600
| VE9 653 322 66
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +1
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +2
| 5 9 6 4 8 1 2 3
| +2
| 5 9 7 5 8 2 3 3
|
+3
| 5 10 7 5 9 2 3 4
| +3
| 6 10 7 6 9 2 3 4
| +4
| 6 10 8 6 9 3 4 5
|
+4
| 6 11 8 6 10 3 4 5
| +5
| 7 11 9 7 10 4 5 6
| +5
| 7 12 9 7 11 4 5 6
|
+6
| 7 12 9 8 11 4 5 7
| +6
| 7 13 10 8 11 5 6 7
| +7
| 8 13 10 8 12 5 6 8
|
+7
| 8 13 11 9 12 6 7 8
| +8
| 8 14 11 9 13 6 7 9
| +8
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Str 9, Con 11, Int 20, Chr 9
| Alignment:
| any
| HD/level:
| d5
| Weapon Prof.:
| 5+level/5
| To Hit Table:
| Rog
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Specialized in Enchantment; pick an opposite.
| Level 1: All your items are considered x2 items.
| Level 1: Identify Artifacts by sight.
| Level 1: May material component a spell by spending 1V action. See [S0] for effects of material componenting. Generally, you will can pick from: double effect, double level for purposes of MR shift, double duration, or double range ("0" going to "touch" and "touch" going to 10 feet).
| Level 1: Allowed to use 1st edition illusionist spells (in PH1, UA1, etc.) as if they were normal wizard spells; you don't have to be an illusionist to use them.
| Level N: May cast spells of spell level N/3 (round down) without using a P action, if you are specialized in that school.
| Level N: May cast spells of spell level N/4 (round down) without using a P action.
| Level 1: 1F, (max of level times per day): Create a temporary artifact which lasts for level rounds.
| Level 9: Know How to Destroy Artifacts by sight.
|
| Artificers also have the following ability:
| 1F, (max of level times per day): Create a temporary artifact which lasts for level rounds. For each level, roll once on the table below (e.g. If the Artificer is level 10 you would roll 8 times on the first column and 2 times on the second column).
| Then determine a random power of that type (Conc = Concordant Spell, Ioun = Ioun Stone, DMG1 Art = DMG1 Artifact Table,
| Rog Abil = Rogue Ability at level*50%, MD&D = Master's Set Artifact Table). None of these rolls may be modified.
|
| Caster Level
| d12
| 1-8
| 9-17
| 18-26
| 27-35
| 36+
|
1
| Wiz SL 1-3
| Wiz SL 4-6
| Wiz 7-9
| Wiz 10-12
| Wiz 13-15
| 2
| Pri SL 1-2
| Pri SL 3-5
| Pri SL 6-7
| Pri SL 8-10
| Pri SL 11-12
| 3
| Conc SL 1
| Conc SL 2
| Conc SL 3
| Conc SL 4
| Conc SL 5
|
4
| Psi Minor *
| Psi Major *
| Psi Grand *
| Psi Super *
| Psi Ultra *
| 5
| Psi Minor *
| Psi Major *
| Psi Grand *
| Psi Super *
| Psi Ultra *
| 6
| Familiar Normal
| Familiar Super
| Familiar Super
| Familiar Ultra
| Familiar Ultra
|
7
| Ioun Normal
| Ioun Don
| Ioun Don
| Ioun Super
| Ioun Super
| 8
| DMG1 Art Minor
| DMG1 Art Major
| DMG1 Art Prime
| DMG1 Art Prime
| DMG1 Art Prime
| 9
| DL 1-2 item
| DL 3-4 item
| DL 5-6 item
| DL 7-8 item
| DL 9-10 item
|
10
| DL 1-2 item
| DL 3-4 item
| DL 5-6 item
| DL 7-8 item
| DL 9-10 item
| 11
| Rog Abil 1-8
| Rog Abil 9-17
| Rog Abil 18-26
| Rog Abil 27-35
| Rog Abil 36
| 12
| MD&D 0-25 PP
| MD&D 30-50 PP
| MD&D 55-75 PP
| MD&D 80-95 PP
| MD&D 100 PP
|
* For Psionics, roll 1d30 for frequency number.
|
|
[PC2] Wizard Classes Group
Artificer24
Level
| KXP
| Wizard/Psi24 123 456 789 AB
|
1
| 0
| 1-- --- --- --
| 2
| 10
| 2-- --- --- --
| 3
| 15
| 21- --- --- --
|
4
| 22
| 12- --- --- --
| 5
| 33
| 021 --- --- --
| 6
| 49
| 012 --- --- --
|
7
| 73
| 102 1-- --- --
| 8
| 109
| 201 2-- --- --
| 9
| 163
| 310 21- --- --
|
10
| 244
| 410 12- --- --
| 11
| 366
| 521 021 --- --
| 12
| 549
| 621 012 --- --
|
13
| 823
| 731 102 1-- --
| 14
| 1234
| 832 101 2-- --
| 15
| 1851
| 942 110 21- --
|
16
| 2776
| A42 110 12- --
| 17
| 4164
| B53 211 021 --
| 18
| 6400
| C53 211 012 --
|
19
| 6800
| D63 211 102 1-
| 20
| 7200
| E64 221 101 2-
| 21
| 7600
| F74 321 110 21
|
22
| 8000
| G74 321 110 32
| 23
| 8400
| H85 322 111 32
| 24
| 8800
| I85 322 111 33
|
25
| 9200
| J95 432 111 43
| 26
| 9600
| K96 432 211 43
| 27
| 10000
| LA6 432 211 44
|
28
| 10400
| NA6 432 211 44
| 29
| 10800
| OB7 533 221 54
| 30
| 11200
| PB7 543 221 54
|
31
| 11600
| QC7 543 221 55
| 32
| 12000
| RC8 543 222 55
| 33
| 12400
| SD8 643 322 55
|
34
| 12800
| TD8 643 322 65
| 35
| 13200
| UE9 653 322 65
| 36
| 13600
| VE9 653 322 66
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 3 8 2 3 1 1 1
| +0
| 5 4 8 2 3 1 1 2
| +1
| 6 4 8 3 4 2 2 2
|
+1
| 6 5 8 4 4 2 2 3
| +2
| 7 5 9 5 4 3 2 3
| +2
| 8 6 9 6 5 3 3 4
|
+3
| 8 6 9 7 5 4 3 4
| +3
| 9 7 9 8 6 4 4 5
| +4
| 10 8 10 9 7 5 4 5
|
+4
| 11 8 10 10 7 5 4 6
| +5
| 11 9 10 11 8 6 5 6
| +5
| 12 10 11 12 9 6 5 7
|
+6
| 13 11 12 13 10 7 6 7
| +6
| 14 11 13 14 10 7 6 8
| +7
| 14 12 13 14 11 8 6 8
|
+7
| 14 12 14 14 11 8 7 9
| +8
| 14 13 14 14 12 9 7 9
| +8
| 15 13 14 14 12 9 8 10
|
|
Requisites:
| Str 8, Con 10, Int 25, Chr 8
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 4+level/3
| To Hit Table:
| Rog
| Save Table:
| Wiz/Psi
| Reference:
| DM
| Groups:
| Wizard, Psionicist, Technology
|
|
|
|
Specialized in Enchantment; pick an opposite.
| See [Q24] for rules and powers. DM Note: This is not the same as the previous Psi24 (Class-based psionics), this was moved to [X24].
| For this class only, Psi24 minors are SL=1, majors are SL=3, grands are SL=5, supers are SL=8, and ultras are SL=11.
| Can convert S -> E actions. You can use E actions as a person; if you do, it takes the place of your M or P action for the segment.
| Psi24 powers cost 1E action to use.
| Level 1: All your items are considered x2 items.
| Level 1: Identify Artifacts by sight.
| Level 1: Allowed to use 1st edition illusionist spells (in PH1, UA1, etc.) as if they were normal wizard spells; you don't have to be an illusionist to use them.
| Level 1: 1F, (max of level times per day): Create a temporary artifact which lasts for level rounds (see table).
| Level 1 ¶: You can use E actions on items that you wield for your own Psi24 powers (essentially turning every intelligent item you possess into a "Beanie of +1E Action" for you).
| Level 1 ¶: 1E: Lend an E action to a magic item. At level 4, you do not need to be touching the item; it can be elsewhere in the party. At level 9, you can lend another Psi24 character an E action with this ability.
| Level 1 ¶: xLVL Personality score.
| Level 9: Know How to Destroy Artifacts by sight.
|
| Caster Level
| d12
| 1-6
| 7-13
| 14-20
| 21-27
| 28+
|
1
| Wiz SL 1-3
| Wiz SL 4-6
| Wiz 7-9
| Wiz 10-12
| Wiz 13-15
| 2
| Pri SL 1-2
| Pri SL 3-5
| Pri SL 6-7
| Pri SL 8-10
| Pri SL 11-12
| 3
| Conc SL 1
| Conc SL 2
| Conc SL 3
| Conc SL 4
| Conc SL 5
|
4
| Psi Minor *
| Psi Major *
| Psi Grand *
| Psi Super *
| Psi Ultra *
| 5
| Psi Minor *
| Psi Major *
| Psi Grand *
| Psi Super *
| Psi Ultra *
| 6
| Familiar Normal
| Familiar Super
| Familiar Super
| Familiar Ultra
| Familiar Ultra
|
7
| Ioun Normal
| Ioun Don
| Ioun Don
| Ioun Super
| Ioun Super
| 8
| DMG1 Art Minor
| DMG1 Art Major
| DMG1 Art Prime
| DMG1 Art Prime
| DMG1 Art Prime
| 9
| DL 1-2 item
| DL 3-4 item
| DL 5-6 item
| DL 7-8 item
| DL 9-10 item
|
10
| DL 1-2 item
| DL 3-4 item
| DL 5-6 item
| DL 7-8 item
| DL 9-10 item
| 11
| Rog Abil 1-8
| Rog Abil 9-17
| Rog Abil 18-26
| Rog Abil 27-35
| Rog Abil 36
| 12
| MD&D 0-25 PP
| MD&D 30-50 PP
| MD&D 55-75 PP
| MD&D 80-95 PP
| MD&D 100 PP
|
* For Psionics, roll 1d50 for frequency number:
| [1-10:] --2, -40, -17, -15, -12, -9, -6, -5, -3, -2,
| [11-20:] -1, 0, 0.01, 1, 2, 3, 3.5, 5, 6, 7,
| [21-30:] 8, 9, 10, 12, 14, 15, 16, 17, 18, 19,
| [31-40:] 23, 27, 29, 30, 36, 45, 48, 54, 60, 72,
| [41-50:] 81, 100, ∞, X-7, X4, X7, X14, X21, X24, roll 1d100-30
|
|
[PC2] Wizard Classes Group
[Q24.4] Intelligent Item Psionics - Minor
Effect
| gp cost (3E)
| Source
| d77
|
10 ranks in Bluff
| 5000
| DMG3.5?
| 1
| 10 ranks in Decipher Script
| 5000
| DMG3.5?
| 2
| 10 ranks in Diplomacy
| 5000
| DMG3.5?
| 3
|
10 ranks in Intimidate
| 5000
| DMG3.5?
| 4
| 10 ranks in Knowledge (choose category)
| 5000
| DMG3.5?
| 5
| 10 ranks in Listen
| 5000
| DMG3.5?
| 6
|
10 ranks in Search
| 5000
| DMG3.5?
| 7
| 10 ranks in Sense Motive
| 5000
| DMG3.5?
| 8
| 10 ranks in Spellcraft
| 5000
| DMG3.5?
| 9
|
10 ranks in Spot
| 5000
| DMG3.5?
| 10
| 1E: activate zone of truth 3/day
| 6500
| DMG3.5?
| 11
| 1E: bless its allies 3/day
| 1000
| DMG3.5?
| 12
|
1E: cure moderate wounds (2d8+3) on wielder 3/day
| 6500
| DMG3.5?
| 13
| 1E: darkness 3/day
| 6500
| DMG3.5?
| 14
| 1E: daze monster 3/day
| 6500
| DMG3.5?
| 15
|
1E: detect magic at will
| 3600
| DMG3.5?
| 16
| 1E: faerie fire 3/day
| 1100
| DMG3.5?
| 17
| 1E: hold person on an enemy 3/day
| 6500
| DMG3.5?
| 18
|
1E: locate object 3/day
| 6500
| DMG3.5?
| 19
| 1E: major image 1/day
| 5400
| DMG3.5?
| 20
| 1E: minor image 1/day
| 2200
| DMG3.5?
| 21
|
Anti-Magic 10% (DR 6T)
|
| 0D&D-Master
| 22
| Bless(R60',DR6T,EF20'sq, + 1ML/Hit/Dmg; X5)
|
| 0D&D-Master
| 23
| Blight' (R 60', DR 6T, EF 20'sq, -1 ML/Hit/Dmg; X5)
|
| 0D&D-Master
| 24
|
Bouyancy, to 10,000 cn (DR 6T)
|
| 0D&D-Master
| 25
| Cause Fear* (R 120', DR 2T; X5)
|
| 0D&D-Master
| 26
| Cause Wounds, Light* (EF 7 hp; X5)
|
| 0D&D-Master
| 27
|
Change Odors (EF 30' cube)
|
| 0D&D-Master
| 28
| Change Tastes (EF 40 meals or 20 cu.ft.)
|
| 0D&D-Master
| 29
| Climb Walls, 70% (DR 12T)
|
| 0D&D-Master
| 30
|
ConfuseAlignment*(R Touch, DR 40T;
|
| 0D&D-Master
| 31
| Container, to 5,000 cn (DR 6 hours)
|
| 0D&D-Master
| 32
| Cure Wounds (EF 7 hp; B26)
|
| 0D&D-Master
| 33
|
Darkness*(R 120', DR46T, EF30' dia; X11)
|
| 0D&D-Master
| 34
| deathwatch continually active
| 2700
| DMG3.5?
| 35
| detect elevator/shifting rooms/walls in a 10' radius
|
| DMG1
| 36
|
Detect Evil (DR 6T, EF R 60'; B41)
|
| 0D&D-Master
| 37
| detect evil/good in a 10' radius
|
| DMG1
| 38
| detect gems, kind, and number in a 10' radius
|
| DMG1
| 39
|
detect invisible objects in a 10' radius
|
| DMG1
| 40
| Detect Magic (DR 6T, EF R 60'; B39)
|
| 0D&D-Master
| 41
| detect magic in a 10' radius
|
| DMG1
| 42
|
Detect New Construction (R 60', DR 36T)
|
| 0D&D-Master
| 43
| detect precious metals, kind, and amount in a 20' radius
|
| DMG1
| 44
| detect secret doors in a 5' radius
|
| DMG1
| 45
|
Detect Slopes (R 30', DR 36T)
|
| 0D&D-Master
| 46
| detect sloping passages in a 10' radius
|
| DMG1
| 47
| detect traps of large size in a 10' radius
|
| DMG1
| 48
|
Find Traps, 50% (DR 6T)
|
| 0D&D-Master
| 49
| FloatingDisc(DR 6T, EF 5,000 cn; B39)
|
| 0D&D-Master
| 50
| HoldAnimal(R 180', DR 40T, EF one type, 4 cr; C15)
|
| 0D&D-Master
| 51
|
Levitate (DR 46T; B41)
|
| 0D&D-Master
| 52
| locate object in a 120' radius
|
| DMG1
| 53
| Magic Missile (EF 5 missiles, ld6 + 1D each; B40)
|
| 0D&D-Master
| 54
|
Memorize + 1 bonus spell level
|
| 0D&D-Master
| 55
| Mindmask (R Touch, DR 12T; X11)
|
| 0D&D-Master
| 56
| Open Locks, 60% (DR 6T)
|
| 0D&D-Master
| 57
|
Predict Weather(DR 12 hours, EF 40 miles; C 15)
|
| 0D&D-Master
| 58
| Produce Fire (DR 2T; C15)
|
| 0D&D-Master
| 59
| Protection from Evil (DR 6T; B40)
|
| 0D&D-Master
| 60
|
Purify Food and Water (R lo', EF 6 waterskins or 12 food; B27)
|
| 0D&D-Master
| 61
| Read Languages (DR 6T; B40)
|
| 0D&D-Master
| 62
| Read Magic (DR 3T; B40)
|
| 0D&D-Master
| 63
|
Remove Fear (DR 3T, EF +6 SAve; B27)
|
| 0D&D-Master
| 64
| Repair normal objects (EF up to 1,000
|
| 0D&D-Master
| 65
| Resist Cold (DR 12T, EF + 2ST, -l/die D, 30'; B27)
|
| 0D&D-Master
| 66
|
Resist Fire (DR 6T, EF + 2ST, -1ldie D;
|
| 0D&D-Master
| 67
| Shield (DR 6T; B40)
|
| 0D&D-Master
| 68
| Sleep (R 240', DR 20 T, EF up to 20 HD, 40' sq; B40)
|
| 0D&D-Master
| 69
|
Speak with Animals (R 30', DR 6T; X6)
|
| 0D&D-Master
| 70
| Timekeeping (DR to 24 hours from 1 mark)
|
| 0D&D-Master
| 71
| Tree movement (DR 12T)
|
| 0D&D-Master
| 72
|
Ventriloquism (R go', DR 3T; B40)
|
| 0D&D-Master
| 73
| Warp Wood(R240', EF40 arrows; C15)
|
| 0D&D-Master
| 74
| Water Breathing (R30', DR 1 day; X12)
|
| 0D&D-Master
| 75
|
Weapon damage bonus + 2 (DR 1T)
|
| 0D&D-Master
| 76
| Web (R lo'cu, DR 48T; B42)
|
| 0D&D-Master
| 77
|
|
[PC2] Wizard Classes Group
[Q24.5] Intelligent Item Psionics - Major
Effect
| gp cost (3E)
| Source
| d259
|
10 ranks in Sense Motive
|
| ELH3?
| 1
| 10 ranks in Survival
|
| ELH3?
| 2
| 1E: arcane eye 1/day
| 10000
| DMG3.5?
| 3
|
1E: cause fear in an enemy at will
| 7200
| DMG3.5?
| 4
| 1E: clairvoyance 3/day
| 16000
| DMG3.5?
| 5
| 1E: create daylight 3/day
| 16000
| DMG3.5?
| 6
|
1E: create deeper darkness 3/day
| 16000
| DMG3.5?
| 7
| 1E: create magic circle against (opposing alignment) at will
| 16000
| DMG3.5?
| 8
| 1E: detect (opposing alignment) at will
| 7200
| DMG3.5?
| 9
|
1E: detect thoughts at will
| 44000
| DMG3.5?
| 10
| 1E: detect undead at will
| 7200
| DMG3.5?
| 11
| 1E: dimensional anchor on a foe 1/day
| 10000
| DMG3.5?
| 12
|
1E: dismissal on a foe 1/day
| 10000
| DMG3.5?
| 13
| 1E: fear against foes 3/day
| 30000
| DMG3.5?
| 14
| 1E: gust of wind 3/day
| 11000
| DMG3.5?
| 15
|
1E: haste on its owner 3/day
| 16000
| DMG3.5?
| 16
| 1E: invisibility purge (30 ft. range) 3/day
| 16000
| DMG3.5?
| 17
| 1E: lesser globe of invulnerability 1/day
| 10000
| DMG3.5?
| 18
|
1E: locate creature 3/day
| 30000
| DMG3.5?
| 19
| 1E: quench on fires 3/day
| 16000
| DMG3.5?
| 20
| 1E: slow on its enemies 3/day
| 16000
| DMG3.5?
| 21
|
Ability Score bonus (DR 6T, EF 1 random score)
|
| 0D&D-Master
| 22
| Ability Score bonus (DR 6T, EF 2 random scores)
|
| 0D&D-Master
| 23
| AC bonus -2 (DR 6T)
|
| 0D&D-Master
| 24
|
AC bonus -4 (DR 6T)
|
| 0D&D-Master
| 25
| Adds 1 point to possessor’s maior attribute
|
| DMG1
| 26
| Animate dead (1 figure) (by touch) - 7 times/week
|
| DMG1
| 27
|
Anti-Animal Shell (DR 40T C16)
|
| 0D&D-Master
| 28
| Anti-Magic 20% (DR 6T)
|
| 0D&D-Master
| 29
| Anti-Plant Shell (DR 6T; Cl6)
|
| 0D&D-Master
| 30
|
Audible glamer upon command - 3 times/day
|
| DMG1
| 31
| Bearhug (DR 1T)
|
| 0D&D-Master
| 32
| Bless (by touch)
|
| DMG1
| 33
|
Bug Repellant (DR 40T, + 4 ST)
|
| 0D&D-Master
| 34
| Buoyancy, to 20,000 cn (DR 12T)
|
| 0D&D-Master
| 35
| Buoyancy, to 40,000 cn (DR 18T)
|
| 0D&D-Master
| 36
|
Calm Others (R 120', EF up to 40 HD)
|
| 0D&D-Master
| 37
| Cause Disease*(R 30'; X6)
|
| 0D&D-Master
| 38
| Cause Wounds, Critical* (EF 21 hp;
|
| 0D&D-Master
| 39
|
Cause Wounds, Serious* (EF 14 hp;
|
| 0D&D-Master
| 40
| Charm Monster(R 120', EF 18 at 3 HD or 1 at 3 + HD; X13)
|
| 0D&D-Master
| 41
| Charm Person (R 120'; B39)
|
| 0D&D-Master
| 42
|
charm person on contact - 3 times/day
|
| DMG1
| 43
| Charm Plant (R 120', DR 3 mon, EF 1/6/12/24 plants; C21)
|
| 0D&D-Master
| 44
| Choose Best Option (R lT, EF 1 choice)
|
| 0D&D-Master
| 45
|
Clairaudience (when touched to the ear)
|
| DMG1
| 46
| clairoudience, 30' range-3 times/day 1 round per use
|
| DMG1
| 47
| Clairvoyance (when touched to the eyes)
|
| DMG1
| 48
|
Clairvoyance(R 60', DR 12T; X11)
|
| 0D&D-Master
| 49
| clairvoyance, 30' range - 3 times/day, 1 round per use
|
| DMG1
| 50
| Climb Walls, 100% (DR 12T)
|
| 0D&D-Master
| 51
|
Climb Walls, 80% (DR 12T)
|
| 0D&D-Master
| 52
| Climb Walls, 90% (DR 12T)
|
| 0D&D-Master
| 53
| Cloudkill (R l', DR 6T, EF 1 pth, 5HD or less Save vs. Poison, 30' x 20'; X14)
|
| 0D&D-Master
| 54
|
Color spray - 3 times/day
|
| DMG1
| 55
| Communication (DR 6T)
|
| 0D&D-Master
| 56
| Comprehend languages when held
|
| DMG1
| 57
|
Confusion (R 120', DR 12r, EF up to 18 cr in 30' rad; X13)
|
| 0D&D-Master
| 58
| Container, to 10,000 cn (DR 6 hours)
|
| 0D&D-Master
| 59
| Container, to 20,000 cn (DR 6 hours)
|
| 0D&D-Master
| 60
|
Container. to 15,000 cn (DR 6 hours)
|
| 0D&D-Master
| 61
| Continual Darkness* (R 120', EF 30' rad; X6)
|
| 0D&D-Master
| 62
| continuous detect scrying effect
| 10000
| DMG3.5?
| 63
|
Control Plants (R all in 30' x 30', DR 20T; X61)
|
| 0D&D-Master
| 64
| Control Temperature 10' radius (DR 40T, EF 50 degrees; C 15)
|
| 0D&D-Master
| 65
| Create Food (R lo', EF 400 men 30 Control Winds (DR 40T, EF 400'; C16)
|
| 0D&D-Master
| 66
|
Create food and water - 1 time/day
|
| DMG1
| 67
| Create magic aura (R 120', DR 3T, EF 40' cube)
|
| 0D&D-Master
| 68
| Create Normal Animals (R 30', DR lOT, EF 1-6 cr; C12)
|
| 0D&D-Master
| 69
|
Create Normal Monsters (R 30', DR 2T, EF 40 HD total; C22)
|
| 0D&D-Master
| 70
| Create Poison * (R Touch; X8)
|
| 0D&D-Master
| 71
| Create Water (RDR 6T, EF 50 gallons; X7)
|
| 0D&D-Master
| 72
|
Cure Blindness (R Touch; X6)
|
| 0D&D-Master
| 73
| Cure Disease (R 30 ' ; X6)
|
| 0D&D-Master
| 74
| Cure light wounds (1d8+5) on wielder 1/day
|
| ELH3?
| 75
|
Cure light wounds- 7 times/week
|
| DMG1
| 76
| Cure Wounds, Critical(EF 21 hp; C12)
|
| 0D&D-Master
| 77
| Cure Wounds, Serious (EF 14 hp; X7)
|
| 0D&D-Master
| 78
|
Curse* (R Touch; EF limited, see X14)
|
| 0D&D-Master
| 79
| Darkness (5', 10', or 15‘ radius) - 3 times/day
|
| DMG1
| 80
| Detect [opposing alignment] at will
|
| ELH3?
| 81
|
Detect charm - 3 times/day
|
| DMG1
| 82
| Detect Danger (R 200 ' , DR 6T; M4)
|
| 0D&D-Master
| 83
| Detect evil/good when held or ordered
|
| DMG1
| 84
|
Detect invisibility when held and ordered
|
| DMG1
| 85
| Detect Invisible (R 400', DR 6T; B41)
|
| 0D&D-Master
| 86
| Detect magic - 3 times/day
|
| DMG1
| 87
|
Detect magic at will
|
| ELH3?
| 88
| Detect secret doors at will
|
| ELH3?
| 89
| determine directions and depth - 2 times/day
|
| DMG1
| 90
|
Dimension Door (R lo', DR lr, EF 360'; X13)
|
| 0D&D-Master
| 91
| Disarm Attack (DR 6T)
|
| 0D&D-Master
| 92
| Dispel Evil (R 30', DR 1T; X8)
|
| 0D&D-Master
| 93
|
Dissolve (R 120', DR 3-18 days, EF 3,000 sq.ft. x 10'; C20)
|
| 0D&D-Master
| 94
| Dodge normal missiles (DR lT, EF Save vs. wands)
|
| 0D&D-Master
| 95
| Elasticity (DR 12T, EF 1/2 Dmg blunt weapons)
|
| 0D&D-Master
| 96
|
ESP (30’-60' range) - 3 times/day
|
| DMG1
| 97
| ESP(R 60', DR 12T; B41)
|
| 0D&D-Master
| 98
| ESP, 30' range - 3 times/day 1 round per use
|
| DMG1
| 99
|
Feather fall on wielder 1/day
|
| ELH3?
| 100
| Feather fall when grasped and ordered
|
| DMG1
| 101
| Feeblemind (R 240', EF -4S?, INT 2;
|
| 0D&D-Master
| 102
|
Find Secret Doors (R lo', DR 6T)
|
| 0D&D-Master
| 103
| Find traps - 3 times/day
|
| DMG1
| 104
| Find Traps (DR 2T, EF 30' ; X5)
|
| 0D&D-Master
| 105
|
Find traps at will
|
| ELH3?
| 106
| Find Traps, 60% (DR 6T)
|
| 0D&D-Master
| 107
| Find Traps, 70% (DR 6T)
|
| 0D&D-Master
| 108
|
Find Traps, 80% (DR 6T)
|
| 0D&D-Master
| 109
| Fly (DR 40 + ld6T, MV 360'; X12)
|
| 0D&D-Master
| 110
| Fly when held and ordered - 1 time/day
|
| DMG1
| 111
|
flying, 12" - 1 hour/day
|
| DMG1
| 112
| fnfravision when held or worn
|
| DMG1
| 113
| Free Monster* (R 120', EF up to 4 cr; X15)
|
| 0D&D-Master
| 114
|
Free Person* (R 120', EF up to 4 cr;
|
| 0D&D-Master
| 115
| Gaseous Form (DR 3T)
|
| 0D&D-Master
| 116
| Growth of Animal (R 120', DR 12T, EF
|
| 0D&D-Master
| 117
|
Growth of Plants (R 120', EF 3,000
|
| 0D&D-Master
| 118
| Hallucinatory Terrain (R 240'; X13)
|
| 0D&D-Master
| 119
| Harden* (R 120', EF 3,000 sq.ft. X
|
| 0D&D-Master
| 120
|
Haste (R 240', DR 3T, EF 24 cr in 60';
|
| 0D&D-Master
| 121
| heal - 1 time/day
|
| DMG1
| 122
| Hear Noise, 50% (DR 12T)
|
| 0D&D-Master
| 123
|
Heat Metal (R 30', DR 7r; M4)
|
| 0D&D-Master
| 124
| Hide in Shadows, 30% (DR 6T)
|
| 0D&D-Master
| 125
| Hide in Shadows, 50% (DR 6T)
|
| 0D&D-Master
| 126
|
Hit points bonus + 1 per Hit Die (DR
|
| 0D&D-Master
| 127
| Hit rolls bonus + 2 (DR 1T)
|
| 0D&D-Master
| 128
| Hit rolls bonus + 3 (DR 1T)
|
| 0D&D-Master
| 129
|
Hit rolls bonus + 4 (DR 1T)
|
| 0D&D-Master
| 130
| Hold Monster (R 120', DR 46T, EF up to 4 cr; X15)
|
| 0D&D-Master
| 131
| Hold Person (R 120 I , DR 40T, EF up to 4 cr; X12)
|
| 0D&D-Master
| 132
|
Hold Portal (DR 12T; B39)
|
| 0D&D-Master
| 133
| Hypnotic pattern (when moved) - 3 times/day
|
| DMG1
| 134
| Ice, Storm (R 120', EF 20d6 D, 20' cube; X13)
|
| 0D&D-Master
| 135
|
Ice, Wall (R 120', DR 12T, EF 1200 sq.ft.; X13)
|
| 0D&D-Master
| 136
| illusion, 120' range - 2 times/day, as the wand
|
| DMG1
| 137
| Immune to Disease (R Touch, DR 18T)
|
| 0D&D-Master
| 138
|
Immune to Paralysis (R Touch, DR 6T)
|
| 0D&D-Master
| 139
| Immune to Poison (DR 18T, EF self
|
| 0D&D-Master
| 140
| Infravision (R Touch, DR 1 day, EF see 60'; X12)
|
| 0D&D-Master
| 141
|
Invisibility (B41)
|
| 0D&D-Master
| 142
| Invisibility (improved) - 3 times/day
|
| DMG1
| 143
| Invisibility lO'radius(R 120'; X12)
|
| 0D&D-Master
| 144
|
Item creates wall of fire in a ring with the wielder at the center 1/day
| 10000
| DMG3.5?
| 145
| Jump for 20 minutes on wielder 1/day
|
| ELH3?
| 146
| Knock (R 60'; B41)
|
| 0D&D-Master
| 147
|
Know Alignment (DR lr, EF R 30; X5)
|
| 0D&D-Master
| 148
| Know alignment when held and ordered - 1 time/day
|
| DMG1
| 149
| Leap to 30', + 2 Hit roll bonus (DR 1T)
|
| 0D&D-Master
| 150
|
Levitate when held and ordered - 3 times/day
|
| DMG1
| 151
| levitation, 1 turn duration - 3 times/day ot 6th level of magic
|
| DMG1
| 152
| Light (R 120', DR 46T, EF 30' dia; B40)
|
| 0D&D-Master
| 153
|
Light-7 time/week
|
| DMG1
| 154
| Locate object in a 120-ft. radius
|
| ELH3?
| 155
| Locate Object(DR 6T, EF 120'; X6)
|
| 0D&D-Master
| 156
|
Lower Water (R 240', DR lOT, EF 1/2 height; X16)
|
| 0D&D-Master
| 157
| Magic Door (R lo', DR 7 uses; C22)
|
| 0D&D-Master
| 158
| Massmorph (R 240', EF 100 mansize; X13)
|
| 0D&D-Master
| 159
|
Memorize + 2 bonus spell levels
|
| 0D&D-Master
| 160
| Memorize + 3 bonus spell levels
|
| 0D&D-Master
| 161
| Memorize + 4 bonus spell levels
|
| 0D&D-Master
| 162
|
Merging (DR 18T, EF 7 cr)
|
| 0D&D-Master
| 163
| Mind blank - 3 times/day
|
| DMG1
| 164
| MirrorImage(DR 6T, EF 5 false images; B42)
|
| 0D&D-Master
| 165
|
Move Silently, 50% (DR 6T)
|
| 0D&D-Master
| 166
| Neutralize Poison (R Touch; X8)
|
| 0D&D-Master
| 167
| Obscure (DR 40T, EF 400fsq/40'high; C15)
|
| 0D&D-Master
| 168
|
Obscurement- 1 time/day
|
| DMG1
| 169
| Open Locks, 70% (DR 6T)
|
| 0D&D-Master
| 170
| Open Locks, 80% (DR 6T)
|
| 0D&D-Master
| 171
|
Parry (DR 6T)
|
| 0D&D-Master
| 172
| Pass Plant (EF 300-600 yards; C16)
|
| 0D&D-Master
| 173
| Pass without trace - 1 time/day
|
| DMG1
| 174
|
Pass-Wall(R 60', DR 6T, EF 5' X 10'; C22)
|
| 0D&D-Master
| 175
| Pick Pockets, 50% (DR 6T)
|
| 0D&D-Master
| 176
| Plant Door(DR 40T; C15)
|
| 0D&D-Master
| 177
|
Polymorph Other(R 60', up to 2x HD; X13)
|
| 0D&D-Master
| 178
| Possessor immune to disease
|
| DMG1
| 179
| Possessor immune to fear
|
| DMG1
| 180
|
Possessor immune to gas of any type
|
| DMG1
| 181
| Possessor need neither eat nor drink for up to 1 week
|
| DMG1
| 182
| Protection +2 when held or worn
|
| DMG1
| 183
|
Protection from Evil IO' Radius (DR 12T, EF + 1 ST; X8)
|
| 0D&D-Master
| 184
| Protection from Lightning (R Touch, DR 40T, EF 40 dice D; C 15)
|
| 0D&D-Master
| 185
| Protection from many creatures (DR 6T, EF up to 15HD)
|
| 0D&D-Master
| 186
|
Protection from Normal Missiles (R 30', DR 12T X12)
|
| 0D&D-Master
| 187
| Protection from Poison (R Touch, DR 40T, EF + 4 vs. breath; M5)
|
| 0D&D-Master
| 188
| Protection from some creatures (DR 6T, EF up to 5 HD)
|
| 0D&D-Master
| 189
|
Remove fear by touch
|
| DMG1
| 190
| Remove Geas* (R 30'; X16)
|
| 0D&D-Master
| 191
| Remove Traps, 50% (DR 6T)
|
| 0D&D-Master
| 192
|
Repair temporary magical object (1 obj)
|
| 0D&D-Master
| 193
| Sanctuary when held or worn - 1 time/day
|
| DMG1
| 194
| Saving Throws bonus + 2 (DR 6T)
|
| 0D&D-Master
| 195
|
Security (EF Trap 5 items, alarm only)
|
| 0D&D-Master
| 196
| Set normal Trap, 50% (DR 6T)
|
| 0D&D-Master
| 197
| Set normal Trap, 70% (DR 6T)
|
| 0D&D-Master
| 198
|
Shelter
|
| 0D&D-Master
| 199
| Shield, when held or worn, upon command - 3 times/day
|
| DMG1
| 200
| Shrink Plants* (R 120', EF 3,000 sq.ft.;
|
| 0D&D-Master
| 201
|
Silence15'radius(R 180', DR 12T; X6)
|
| 0D&D-Master
| 202
| Size Control (DR 6T, 3' to 18')
|
| 0D&D-Master
| 203
| Slow* (R 240', DR 3T, EF up to 24 cr, 30' radius; X12)
|
| 0D&D-Master
| 204
|
Speak with animals- 3 timedday
|
| DMG1
| 205
| Speak with dead- 1 timelday
|
| DMG1
| 206
| Speak with plants - 7 times/week
|
| DMG1
| 207
|
Speak with Plants(R 30', DR 3T; X8)
|
| 0D&D-Master
| 208
| Speak with the Dead (R 30', EF 3 questions; X7)
|
| 0D&D-Master
| 209
| Spell damage bonus, + l/die (DR 1 spell)
|
| 0D&D-Master
| 210
|
Spider climb for 20 minutes on wielder 1/day
|
| ELH3?
| 211
| status effect, usable at will
| 11000
| DMG3.5?
| 212
| strength - 1 time/day (upon wielder only)
|
| DMG1
| 213
|
Striking (R 30', DR lT, EF + ld6 D;
|
| 0D&D-Master
| 214
| Summon Animals (R 360', DR 3T; M5)
|
| 0D&D-Master
| 215
| Telekinesis (R 120', DR 6r, EF 8000 cn, MV 20'/r; C20)
|
| 0D&D-Master
| 216
|
telekinesis, 2,500 g.p. wt. maximum - 2 times/day, 1 round each
|
| DMG1
| 217
| telepathy, 60' range - 2 times/day
|
| DMG1
| 218
| teleportation - 1 time/day 6,000 g.p. wt. maximum, 2 segments
|
| DMG1
| 219
|
Tongues when held or worn and commanded
|
| DMG1
| 220
| Tracking (DR 6 hours, EF 90% outdoor, 50% indoor)
|
| 0D&D-Master
| 221
| Transport Through Plants (EF +2 cr;C16)
|
| 0D&D-Master
| 222
|
Turn Undead as Cleric L12 (DR 2T)
|
| 0D&D-Master
| 223
| Turn Undead as Cleric L6 (DR 1T)
|
| 0D&D-Master
| 224
| Turn undead bonus + 2 to roll, + 1d6 HD (DR 1T)
|
| 0D&D-Master
| 225
|
Turn undead bonus + 4 to roll, + 2d6 HD (DR 1T)
|
| 0D&D-Master
| 226
| Turn Wood(R 30', DR 40T, EF 120' X 60'; M5)
|
| 0D&D-Master
| 227
| Ultravision when held or worn
|
| DMG1
| 228
|
Ventriloquism upon command - 3 times/day
|
| DMG1
| 229
| Wall of Stone (R 60', EF 1,000 cu.ft.; X15)
|
| 0D&D-Master
| 230
| Wall ofFire(R 60', DRConc., EF 1200 sq.ft.; X14)
|
| 0D&D-Master
| 231
|
Water breathing upon command
|
| DMG1
| 232
| Water walking ability
|
| DMG1
| 233
| Weapon damage bonus + 3 (DR 1T)
|
| 0D&D-Master
| 234
|
Weapon damage bonus + 4 (DR 1T)
|
| 0D&D-Master
| 235
| Weapon damage bonus + 5 (DR 1T)
|
| 0D&D-Master
| 236
| Weapon strength bonus + 1 (DR 1T)
|
| 0D&D-Master
| 237
|
Weapon strength bonus + 2 (DR 1T)
|
| 0D&D-Master
| 238
| Wearer immune ta charm or hold spells
|
| DMG1
| 239
| Wearer immune to magic missiles
|
| DMG1
| 240
|
Web- 1 time/day
|
| DMG1
| 241
| Web movement (DR 12T)
|
| 0D&D-Master
| 242
| Wielder can use see invisibility at will
|
| ELH3?
| 243
|
Wielder does not need to breathe
|
| ELH3?
| 244
| Wielder does not need to sleep
|
| ELH3?
| 245
| Wielder has free use of Blind-Fight
|
| ELH3?
| 246
|
Wielder has free use of Combat Expertise
|
| ELH3?
| 247
| Wielder has free use of Combat Reflexes
|
| ELH3?
| 248
| Wielder has free use of evasion
|
| ELH3?
| 249
|
Wielder has free use of Improved Initiative
|
| ELH3?
| 250
| Wielder has free use of Improved Sunder
|
| ELH3?
| 251
| Wielder has free use of Mobility
|
| ELH3?
| 252
|
Wielder has free use of uncanny dodge (as a 5th-level barbarian)
|
| ELH3?
| 253
| Wizard lock - 7 time/week
|
| DMG1
| 254
| Wizard Lock (R 10'; B42)
|
| 0D&D-Master
| 255
|
WizardEye (R 240', DR 6I', MV 120'; X14)
|
| 0D&D-Master
| 256
| Write - 1 time/day
|
| DMG1
| 257
| X-ray vision, 40' range - 2 times/day 1 turn per use
|
| DMG1
| 258
|
Zombie animation - 1 time/week
|
| DMG1
| 259
|
|
[PC2] Wizard Classes Group
[Q24.6] Intelligent Item Psionics - Grand
Effect
| gp cost (3E)
| Source
| d209
|
+2 to armor class of possessor or AC 20, whichever is better
|
| DMG1
| 1
| 1E: 10d6 fireball
| 60000
| DMG3.5?
| 2
| 1E: 10d6 lightning bolt
| 60000
| DMG3.5?
| 3
|
1E: 15d6 greater shout 3/day
| 130000
| DMG3.5?
| 4
| 1E: Clairaudience/clairvoyance (100-ft. range, 1 minute per use)
|
| ELH3?
| 5
| 1E: confusion
| 50000
| DMG3.5?
| 6
|
1E: contagion (heightened to 4th level) as touch attack
| 56000
| DMG3.5?
| 7
| 1E: crushing despair
| 50000
| DMG3.5?
| 8
| 1E: dimension door on itself and wielder
| 50000
| DMG3.5?
| 9
|
1E: Finger of death (100 ft. range, DC 171)
|
| ELH3?
| 10
| 1E: Globe of invulnerability
|
| ELH3?
| 11
| 1E: Heal
|
| ELH3?
| 12
|
1E: ice storm
| 50000
| DMG3.5?
| 13
| 1E: Lightning bolt (8d6 points of damage, 200-ft. range, DC 131)
|
| ELH3?
| 14
| 1E: Magic missile (200-ft. range, 3 missiles)
|
| ELH3?
| 15
|
1E: mass inflict light wounds
| 81000
| DMG3.5?
| 16
| 1E: phantasmal killer
| 50000
| DMG3.5?
| 17
| 1E: poison (heightened to 4th level) as touch attack
| 56000
| DMG3.5?
| 18
|
1E: prying eyes
| 81000
| DMG3.5?
| 19
| 1E: rusting grasp as touch attack
| 56000
| DMG3.5?
| 20
| 1E: song of discord
| 81000
| DMG3.5?
| 21
|
1E: Stoneskin (wielder only, 10 minutes per use)
|
| ELH3?
| 22
| 1E: Summon monster III
|
| ELH3?
| 23
| 1E: Summon monster VI
|
| ELH3?
| 24
|
1E: Telekinesis (250 lb. maximum, 1 minute each use)
|
| ELH3?
| 25
| 1E: Teleport, 600 lb. maximum
|
| ELH3?
| 26
| 1E: true resurrection on wielder, once per month
| 200000
| DMG3.5?
| 27
|
1E: Wall of force
|
| ELH3?
| 28
| 1E: waves of exhaustion
| 164000
| DMG3.5?
| 29
| Ability Score bonus (DR 6T, EF 3 random scores)
|
| 0D&D-Master
| 30
|
AC bonus -6 (DR 6T)
|
| 0D&D-Master
| 31
| Acid Breath (EF 30' X 5')
|
| 0D&D-Master
| 32
| Animal summoning (II or III)-2 times/day
|
| DMG1
| 33
|
Animate object upon command- 1 time/day
|
| DMG1
| 34
| Animate Objects (R 60', DR 6T, EF 4,000 cn; X9)
|
| 0D&D-Master
| 35
| AnimateDead(R60', EF40 HD; X14)
|
| 0D&D-Master
| 36
|
Anti-Magic 30% (DR 6T)
|
| 0D&D-Master
| 37
| Anti-Magic 40% (DR 6T)
|
| 0D&D-Master
| 38
| Anti-Magic Shell (DR 12T; X15)
|
| 0D&D-Master
| 39
|
Appear+ (R 240', DR lT, EF 20'cube;
|
| 0D&D-Master
| 40
| Babble* (R 60', DR 40T; X9)
|
| 0D&D-Master
| 41
| Barrier (R 60', DR 12T, EF 7-70 D;
|
| 0D&D-Master
| 42
|
blindness brand (2-12 rounds)
|
| DMG1
| 43
| Bull’s strength (wielder only)
|
| ELH3?
| 44
| Buoyancy, any weight (DR 36T)
|
| 0D&D-Master
| 45
|
Buoyancy, to 80,000 cn (DR 24T)
|
| 0D&D-Master
| 46
| Burrowing (DR 6T, MV lo', 30', or60 ' )
|
| 0D&D-Master
| 47
| Cat’s grace (wielder only)
|
| ELH3?
| 48
|
Cause serious wounds by touch
|
| DMG1
| 49
| Charm monster-2 time/day
|
| DMG1
| 50
| Charm person (DC 111) on contact
|
| ELH3?
| 51
|
Charm person -7 times/week
|
| DMG1
| 52
| Climb Walls, 110% (DR 12T)
|
| 0D&D-Master
| 53
| Climb Walls, 120% (DR 12T)
|
| 0D&D-Master
| 54
|
Cone of cold (9-12 dice) -2 times/day
|
| DMG1
| 55
| Confusion - 1 time/day
|
| DMG1
| 56
| confusion brand (2-12 rounds)
|
| DMG1
| 57
|
Container, to 25,000 cn (DR 6 hours)
|
| 0D&D-Master
| 58
| Container, to 30,000 cn (DR 6 hours) + mounts; X8)
|
| 0D&D-Master
| 59
| Container, to 35,000 cn (DR 6 hours)
|
| 0D&D-Master
| 60
|
Control Animals (DR 20T, EF up to 40HD, 20 cr)
|
| 0D&D-Master
| 61
| Control Lesser Undead (DR 20T, EF up to 7 HD, 20 HD, 10 cr)
|
| 0D&D-Master
| 62
| Create normal objects (EF up to 1,000
|
| 0D&D-Master
| 63
|
Cure blindness by touch
|
| DMG1
| 64
| Cure disease by touch
|
| DMG1
| 65
| Dance (R Touch, DR 8r, EF -4STIAC; C24)
|
| 0D&D-Master
| 66
|
Death Spell (R 240', EF 32 HD in 60' cube, to HD 7 + ; X16)
|
| 0D&D-Master
| 67
| Defeat/slay a particular creature type (see the bane special ability for choices)
|
| DMG3.5?
| 68
| Defeat/slay a particular race or kind of creature
|
| DMG3.5?
| 69
|
Defeat/slay all (other than the item and the wielder)
|
| DMG3.5?
| 70
| Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities)
|
| DMG3.5?
| 71
| Defeat/slay diametrically opposed alignment
|
| DMG3.5?
| 72
|
Defeat/slay divine spellcasters (including divine entities and servitors)
|
| DMG3.5?
| 73
| Defeat/slay nonspellcasters
|
| DMG3.5?
| 74
| Defeat/slay the servants of a specific deity
|
| DMG3.5?
| 75
|
Defend a particular race or kind of creature
|
| DMG3.5?
| 76
| Defend the servants and interests of a specific deity
|
| DMG3.5?
| 77
| Delayed Blast Fire Ball (R 240 ' , DR 0-60r, EF 20d6 D; C22)
|
| 0D&D-Master
| 78
|
Detect thoughts (100-ft. range, 1 minute per use)
|
| ELH3?
| 79
| Dimension door- 2 times/day
|
| DMG1
| 80
| Disintegrate - 1 time/day
|
| DMG1
| 81
|
disintegrate brand
|
| DMG1
| 82
| Dispel illusion upon command - 2 times/day
|
| DMG1
| 83
| Dispel magic upon command- 2 timeslday
|
| DMG1
| 84
|
DispelMagic(R 120', EF 20'cube; X8)
|
| 0D&D-Master
| 85
| Dodge any missiles (DR lT, EF Save vs. Wands)
|
| 0D&D-Master
| 86
| Dodge directional attacks (DR lT, EF Save vs. Wands)
|
| 0D&D-Master
| 87
|
Double movement speed (on foot)
|
| DMG1
| 88
| Double weapon damage (DR 1T)
|
| 0D&D-Master
| 89
| Emotion - 2 times/day
|
| DMG1
| 90
|
Exorcise - 1 timelmonth
|
| DMG1
| 91
| Explosive Cloud (R l', DR 6T, EF 20' x 30' x 30', 20hplr; C24)
|
| 0D&D-Master
| 92
| fear brand (1-4 rounds)
|
| DMG1
| 93
|
Fear by touch or gaze
|
| DMG1
| 94
| Feeblemind by touch
|
| ELH3?
| 95
| Find Traps, 100 % (DR 6T)
|
| 0D&D-Master
| 96
|
Find Traps, 110% (DR 6T)
|
| 0D&D-Master
| 97
| Find Traps, 90% (DR 6T)
|
| 0D&D-Master
| 98
| Finger ofDeath*(R 60'; X9, C12)
|
| 0D&D-Master
| 99
|
Fire Ball (R 240', EF 20d6 D; X11)
|
| 0D&D-Master
| 100
| Fire Breath (EF 30' x 10' D = hp)
|
| 0D&D-Master
| 101
| Fire shield- 2 times/day
|
| DMG1
| 102
|
Fireball (9-12 dice) - 2 times/day
|
| DMG1
| 103
| Flesh to Stone* (R 120', EF 1 cr or 10' cube; X16)
|
| 0D&D-Master
| 104
| Fly (30 minutes per use)
|
| ELH3?
| 105
|
Geas Another (R 30'; X16)
|
| 0D&D-Master
| 106
| Giant strength (determine type) for 2 turns
|
| DMG1
| 107
| Haste - 1 time/day
|
| DMG1
| 108
|
Haste (wielder only, 10 rounds)
|
| ELH3?
| 109
| Heal - 1 time/day
|
| DMG1
| 110
| Hear Noise, 140% (DR 36T)
|
| 0D&D-Master
| 111
|
Hear Noise, 90% (DR 24T)
|
| 0D&D-Master
| 112
| Hide in Shadows, 70% (DR 6T)
|
| 0D&D-Master
| 113
| Hit points bonus + 2 per Hit Die (DR
|
| 0D&D-Master
| 114
|
Hit rolls bonus + 5 (DR 1T)
|
| 0D&D-Master
| 115
| Hit rolls bonus + 6 (DR 1T)
|
| 0D&D-Master
| 116
| Hold animal - 1 time/day
|
| DMG1
| 117
|
Hold monster- 1 time/day
|
| DMG1
| 118
| Hold person - 1 time/day
|
| DMG1
| 119
| Ice Breath (EF 30' x 10' D = hp)
|
| 0D&D-Master
| 120
|
Immune to Aging attacks (R Touch, DR
|
| 0D&D-Master
| 121
| insanity brand (1-4 rounds)
|
| DMG1
| 122
| Invisibility (wielder only, up to 30 minutes per use)
|
| ELH3?
| 123
|
Leap to 60', + 4 Hit roll bonus (DR 1T)
|
| 0D&D-Master
| 124
| Leap to go', + 6 Hit roll bonus (DR 1T)
|
| 0D&D-Master
| 125
| Levitation (wielder only, 10 minute duration)
|
| ELH3?
| 126
|
Lie Detection (R 120', DR 3T)
|
| 0D&D-Master
| 127
| Life Drain' (R Touch; EF Drains 1 level; C13)
|
| 0D&D-Master
| 128
| Lightning bolt (9-12 dice) -2 times/day
|
| DMG1
| 129
|
Lightning Bolt (R 180', EF 20d6 D,
|
| 0D&D-Master
| 130
| Lore (DR 1T or 1 day; C22)
|
| 0D&D-Master
| 131
| Magic Lock*(R lo', DR 7 uses, EF 10'
|
| 0D&D-Master
| 132
|
Mapmaking (DR lT, EF Sense 60' range)
|
| 0D&D-Master
| 133
| Mass Charm (R 120', EF 30HD, -2 Save; C24)
|
| 0D&D-Master
| 134
| MassInvisibility(R 240', EF 60'sq, 300 man-size; C22)
|
| 0D&D-Master
| 135
|
Memorize + 5 bonus spell levels
|
| 0D&D-Master
| 136
| Memorize + 6 spell bonus levels
|
| 0D&D-Master
| 137
| Memorize + 7 bonus spell levels
|
| 0D&D-Master
| 138
|
Minor globe of invulnerability - 1 time/day
|
| DMG1
| 139
| Move Earth (R 240', DR 6T C21)
|
| 0D&D-Master
| 140
| Move Silently, 70% (DR 6T)
|
| 0D&D-Master
| 141
|
Move Silently, 90% (DR 6T)
|
| 0D&D-Master
| 142
| Open Locks, 100% (DR 6T)
|
| 0D&D-Master
| 143
| Open Locks, 90% (DR 6T)
|
| 0D&D-Master
| 144
|
paralysis brand (1-4 rounds)
|
| DMG1
| 145
| Paralyzation by touch
|
| DMG1
| 146
| Passwall
|
| ELH3?
| 147
|
Passwall-2 times/day
|
| DMG1
| 148
| Phantasmal killer- 1 time/day
|
| DMG1
| 149
| PhantasmalForce(R 240', EF 40'cube; B42)
|
| 0D&D-Master
| 150
|
Pick Pockets, 75% (DR 6T)
|
| 0D&D-Master
| 151
| Plane Travel (self only, 1 shift)
|
| 0D&D-Master
| 152
| Poison gas breath (DR 3r, EF 20')
|
| 0D&D-Master
| 153
|
Polymorph Any Object (R 240', DR 40-240T, EF l0'cube; C25)
|
| 0D&D-Master
| 154
| Polymorph Self (DR 46T; X14)
|
| 0D&D-Master
| 155
| Polymorph self-7 timeslweek
|
| DMG1
| 156
|
Power Word Stun (R 120', DR up to 35hp = 12r, up to 70hp = 6r; C22)
|
| 0D&D-Master
| 157
| Projected Image (R 240', DR 6T; X16)
|
| 0D&D-Master
| 158
| Protection from most creatures (DR 6T, EF up to 15 HD)
|
| 0D&D-Master
| 159
|
Raise Dead (R 120', EF 132 days dead;
|
| 0D&D-Master
| 160
| Regenerate 2 h.p./turn (but not if killed)
|
| DMG1
| 161
| Remove Barrier*(R 60'; C12)
|
| 0D&D-Master
| 162
|
Remove Charm* (R 120', EF up to X12)
|
| 0D&D-Master
| 163
| Remove curse by touch - 7 times/week
|
| DMG1
| 164
| Remove Traps, 75% (DR 6T)
|
| 0D&D-Master
| 165
|
Repair permanent magical object (1 obj)
|
| 0D&D-Master
| 166
| Reverse Gravity (R go', EF 30'cube;
|
| 0D&D-Master
| 167
| Rulership (EF + 10 to + 50 Confidence)
|
| 0D&D-Master
| 168
|
Saving Throws bonus + 4 (DR 6T)
|
| 0D&D-Master
| 169
| Saving Throws bonus + 6 (DR 6T)
|
| 0D&D-Master
| 170
| Set normal Trap, 90% (DR 6T)
|
| 0D&D-Master
| 171
|
Shield on wielder
|
| ELH3?
| 172
| Slow- 1 time/day
|
| DMG1
| 173
| Speak with monster- 2 times/day
|
| DMG1
| 174
|
Speak with Monsters (DR 6T; X9)
|
| 0D&D-Master
| 175
| Spell damage bonus, + 2/die (DR 1 spell)
|
| 0D&D-Master
| 176
| Statue (DR 80T, EF + 2 Init; C23)
|
| 0D&D-Master
| 177
|
Stone to flesh - 1 time/day
|
| DMG1
| 178
| Stone to Flesh (R 120', EF l0'cube; X16)
|
| 0D&D-Master
| 179
| Suggestion - 2 times/day
|
| DMG1
| 180
|
Summon Weather (DR 240T, EF 30 miles; C 16)
|
| 0D&D-Master
| 181
| Survival (DR 48 hours; M3)
|
| 0D&D-Master
| 182
| Sword(R 30', DR 40r, EF as 2-Handed, 2 atWr; C24)
|
| 0D&D-Master
| 183
|
Telekinesis (1,000-6,000 g.p. weight) -- 2 times/day
|
| DMG1
| 184
| Telepathy (100 ft. range)
|
| ELH3?
| 185
| Teleport (no error) - 2 times/day
|
| DMG1
| 186
|
Teleport (R 10'; X15)
|
| 0D&D-Master
| 187
| Tracking (DR 6 hours, EF 90% anywhere)
|
| 0D&D-Master
| 188
| Transmute rock to mud - 2 times/day
|
| DMG1
| 189
|
Treasure Finding (DR 6T, EF 400')
|
| 0D&D-Master
| 190
| True seeing
|
| ELH3?
| 191
| True seeing - 1 time/day
|
| DMG1
| 192
|
Truesight (DR 5T, EF 120'; '212)
|
| 0D&D-Master
| 193
| Turn Undead as Cleric L24 (DR 3T)
|
| 0D&D-Master
| 194
| Turn Undead bonus +6 to roll, +3d6 HD (DR 1T)
|
| 0D&D-Master
| 195
|
Turn wood- 1 time/day
|
| DMG1
| 196
| Victory (EF +25 CR Roll, on CRT worst 91-100)
|
| 0D&D-Master
| 197
| Wall of fire - 2 time/day
|
| DMG1
| 198
|
Wall of ice - 2 times/day
|
| DMG1
| 199
| Wall of Iron (R120', EF500sq. ft.;C21)
|
| 0D&D-Master
| 200
| Wall of thorns - 2 times/day
|
| DMG1
| 201
|
Weapon damage is +2 hit points
|
| DMG1
| 202
| Weapon strength bonus + 3 (DR 1T)
|
| 0D&D-Master
| 203
| Weapon strength bonus + 4 (DR 1T)
|
| 0D&D-Master
| 204
|
Wielder gets +2 luck bonus on attacks, saves, and checks
| 80000
| DMG3.5?
| 205
| Wind walk - 1 time/day
|
| DMG1
| 206
| Wizard eye - 2 times/day
|
| DMG1
| 207
|
Word of recall - 1 time/day
|
| DMG1
| 208
| X-ray vision - 2 times/day
|
| DMG1
| 209
|
|
[PC2] Wizard Classes Group
[Q24.7] Intelligent Item Psionics - Super
Effect
| gp cost (3E)
| Source
| d170
|
1E: Chain lightning (enhanced; 20d6 damage; DC 161)
|
| ELH3?
| 1
| 1E: Finger of death (heightened to 9th level; DC 191)
|
| ELH3?
| 2
| 1E: Gate
|
| ELH3?
| 3
|
1E: Greater teleport
|
| ELH3?
| 4
| 1E: Mass heal
|
| ELH3?
| 5
| 1E: Meteor Swarm (DC 191)
|
| ELH3?
| 6
|
1E: Phase Door
|
| ELH3?
| 7
| 1E: Prismatic Sphere (DC 191)
|
| ELH3?
| 8
| 1E: Summon monster IX
|
| ELH3?
| 9
|
1E: Sunburst (heightened to 9th level; DC 191)
|
| ELH3?
| 10
| Ability Scores bonus (DR 6T, EF 4 random scores)
|
| 0D&D-Master
| 11
| Ability Scores bonus (DR 6T, EF all scores)
|
| 0D&D-Master
| 12
|
AC bonus -10 (DR 6T)
|
| 0D&D-Master
| 13
| AC bonus -8 (DR 6T)
|
| 0D&D-Master
| 14
| All of possessor's ability totals permanently raised 2 points each upon pronouncement of a command word (18 maximum)
|
| DMG1
| 15
|
All of possessor's ability totals raised to 18 each upon pronouncement of a command word
|
| DMG1
| 16
| Anti-Magic 50% (DR 6T)
|
| 0D&D-Master
| 17
| Anti-Magic Ray (DR lT, EF 100%)
|
| 0D&D-Master
| 18
|
Astral projection
|
| ELH3?
| 19
| Bear’s endurance (wielder only; intensified; +10 enhancement bonus to Constitution)
|
| ELH3?
| 20
| Blasting (EF 60' x 20', 2d6 + deafen)
|
| 0D&D-Master
| 21
|
Blend with surroundings (DR 6T)
|
| 0D&D-Master
| 22
| Bones/exoskeleton/cartilage of opponent turned to jelly - 1 time/day
|
| DMG1
| 23
| Bull’s strength (wielder only; intensified; +10 enhancement bonus to Strength)
|
| ELH3?
| 24
|
Cacodemon-like power summons a demon lord, arch-devil, or nycadaemon - 1 time/month
|
| DMG1
| 25
| Cat’s grace (wielder only; intensified; +10 enhancement bonus to Dexterity)
|
| ELH3?
| 26
| Clone (R 10'; M6)
|
| 0D&D-Master
| 27
|
Close Gate*(R 30'; C26)
|
| 0D&D-Master
| 28
| Container, to 40,000 cn (DR 6 hours)
|
| 0D&D-Master
| 29
| Container, to 50,000 cn (DR 6 hours)
|
| 0D&D-Master
| 30
|
Control Dragons (DR ZOT, EF one type, 3 Small or 1 Large)
|
| 0D&D-Master
| 31
| Control Giants (DR 20T, EF one type, 4
|
| 0D&D-Master
| 32
| Control Greater Undead (DR ZOT, EF any, 40 HD, 20 cr)
|
| 0D&D-Master
| 33
|
Control Humans (DR 20T, EF up to 7 HD, 40 HD total, 20 cr)
|
| 0D&D-Master
| 34
| Create Magical Monsters (R 60', DR 3T, EF 40 HD total; M7)
|
| 0D&D-Master
| 35
| CreateAnyMonster(R go', DR 4T, EF 40 HD; M8)
|
| 0D&D-Master
| 36
|
Creeping doom callable- 1 time/day
|
| DMG1
| 37
| Death spell power of 110%-200% effectiveness with respect to number of levels affected - 1 time/day
|
| DMG1
| 38
| Deoth ray equal to a finger of death with no saving throw - 1 time/day
|
| DMG1
| 39
|
Disintegrate (R 60', EF 1 cr; X16)
|
| 0D&D-Master
| 40
| Dominate monster (DC 191) on contact
|
| ELH3?
| 41
| Earthquake (R 120 yards, DR lT, EF 175'sq; C13)
|
| 0D&D-Master
| 42
|
Energy drain (DC 191) on contact
|
| ELH3?
| 43
| Find the Path (DR 46T; XU)
|
| 0D&D-Master
| 44
| Force Field (R 120', DR 6T, EF 5000 sq.ft.; M8)
|
| 0D&D-Master
| 45
|
Foresight (wielder only)
|
| ELH3?
| 46
| Gate (R 30', DR 1T or d%T; C26)
|
| 0D&D-Master
| 47
| Gate spell power, 100% effective - 1 time/day
|
| DMG1
| 48
|
Greater invisibility (wielder only; extended; 40-minute duration)
|
| ELH3?
| 49
| Haste (wielder only; extended; 40-round duration)
|
| ELH3?
| 50
| Heal (R Touch; M9)
|
| 0D&D-Master
| 51
|
Hit points bonus +3 per Hit Die (DR
|
| 0D&D-Master
| 52
| Immune to Breath Weapons (R Touch, DR 1T)
|
| 0D&D-Master
| 53
| Immune to Energy Drain (R Touch, DR
|
| 0D&D-Master
| 54
|
Immunity (DR 40T, EF blocks L1 -3 spells and half effect of magic weapons + L4,L5; M9)
|
| 0D&D-Master
| 55
| Imprisonment spell power - 1 time/week
|
| DMG1
| 56
| Inertia control (DR 4 hours, 1 obj)
|
| 0D&D-Master
| 57
|
Legend lore, commune, or contact higher plane (7th-10th) - 1 time/week
|
| DMG1
| 58
| Life Trapping
|
| 0D&D-Master
| 59
| Luck (DR lT, EF Choose result of 1 roll)
|
| 0D&D-Master
| 60
|
Magical resistance of 50%-75% for possessor upon command word- 1 time/day
|
| DMG1
| 61
| Major attribute permanently raised to 19 upon command word
|
| DMG1
| 62
| Maze (R 60', DR 6T to 4r; C26)
|
| 0D&D-Master
| 63
|
Memorize + 10 bonus spell levels
|
| 0D&D-Master
| 64
| Memorize + 8 bonus spell levels
|
| 0D&D-Master
| 65
| Memorize + 9 bonus spell levels
|
| 0D&D-Master
| 66
|
Metal to Wood (R 120', EF 2,000 cn; C16)
|
| 0D&D-Master
| 67
| Meteor Swarm (R 240', EF 4 for 8d6 + 8d6 or 8 for 4d6 + 4d6; C26)
|
| 0D&D-Master
| 68
| Meteorswarm - 1 time/day
|
| DMG1
| 69
|
Mind Barrier (R lo', DR 48 hours, EF + 8 ST; C24)
|
| 0D&D-Master
| 70
| Monster summoning VIII- 2 times/day
|
| DMG1
| 71
| Obliterate* (R 60', EF kill 7 HD; to 12 HD ST at -4, 12 + HD 6d10; C13)
|
| 0D&D-Master
| 72
|
Open Locks, 110% (DR 6T)
|
| 0D&D-Master
| 73
| Open Locks, 120% (DR 6T)
|
| 0D&D-Master
| 74
| Open Mind' (R Touch, EF -8ST; C24)
|
| 0D&D-Master
| 75
|
Permanence (R 10'; C25)
|
| 0D&D-Master
| 76
| Pick Pockets, 100% (DR 6T)
|
| 0D&D-Master
| 77
| Plane shift- 1 time/day
|
| DMG1
| 78
|
Polymorph any object- 1 time/day
|
| DMG1
| 79
| Power word blind/kill/stun - 1 time/day
|
| DMG1
| 80
| Power Word Kill (R 120', EF kill 60 hp, stun 61-100 hp, DR 4T; C26)
|
| 0D&D-Master
| 81
|
Power WordBlind(R 120', DR up to 40 hp = 4 days, up to 80 hp = 2d4 hrs; C25)
|
| 0D&D-Master
| 82
| Premonition of death or serious harm to possessor
|
| DMG1
| 83
| Prismatic spray- 1 time/day
|
| DMG1
| 84
|
Prismatic Wall (R 60', DR 6T, EF 10'radius or 500 sq.ft.; M9)
|
| 0D&D-Master
| 85
| Protection from all creatures (DR 6T)
|
| 0D&D-Master
| 86
| Protection from Magical Detection (DR 6T, EF self + items)
|
| 0D&D-Master
| 87
|
Raise Dead Fully (R 60', EF up to 8 years dead; C 13)
|
| 0D&D-Master
| 88
| Random Avangion2 spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 89
| Random Avangion2 spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 90
|
Random Avangion2 spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 91
| Random Bug spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 92
| Random Bug spell, CSL=6, CCL=4 (see [PC7])
|
| DM
| 93
|
Random Bug spell, CSL=9, CCL=1 (see [PC7])
|
| DM
| 94
| Random Clerical Elemental2 spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 95
| Random Clerical Elemental2 spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 96
|
Random Clerical Elemental2 spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 97
| Random Hero spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 98
| Random Hero spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 99
|
Random Hero spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 100
| Random Hero spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 101
| Random Hero spell, CSL=5, CCL=5 (see [PC7])
|
| DM
| 102
|
Random Immortal0 spell, CSL=9, CCL=1 (see [PC7])
|
| DM
| 103
| Random Legend spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 104
| Random Legend spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 105
|
Random Legend spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 106
| Random Legend spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 107
| Random Legend spell, CSL=5, CCL=5 (see [PC7])
|
| DM
| 108
|
Random Legend spell, CSL=6, CCL=4 (see [PC7])
|
| DM
| 109
| Random Legend spell, CSL=7, CCL=3 (see [PC7])
|
| DM
| 110
| Random Legend spell, CSL=8, CCL=2 (see [PC7])
|
| DM
| 111
|
Random Lich spell, CSL=0, CCL=10 (see [PC7])
|
| DM
| 112
| Random Lich spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 113
| Random Lich spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 114
|
Random Lich spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 115
| Random Lich spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 116
| Random Lich spell, CSL=5, CCL=5 (see [PC7])
|
| DM
| 117
|
Random Lich spell, CSL=6, CCL=4 (see [PC7])
|
| DM
| 118
| Random Lich spell, CSL=7, CCL=3 (see [PC7])
|
| DM
| 119
| Random Lich spell, CSL=8, CCL=2 (see [PC7])
|
| DM
| 120
|
Random Psi14 super, CCL=9 (see [PC7])
|
| DM
| 121
| Random Psi14 ultra, CCL=6 (see [PC7])
|
| DM
| 122
| Random Psi14 ultra+1, CCL=3 (see [PC7])
|
| DM
| 123
|
Random Psi7 super, CCL=9 (see [PC7])
|
| DM
| 124
| Random Psi7 ultra, CCL=6 (see [PC7])
|
| DM
| 125
| Random Psi7 ultra+1, CCL=3 (see [PC7])
|
| DM
| 126
|
Random Villain spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 127
| Random Villain spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 128
| Random Villain spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 129
|
Random Villain spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 130
| Random Villain spell, CSL=5, CCL=5 (see [PC7])
|
| DM
| 131
| Random Villain spell, CSL=6, CCL=4 (see [PC7])
|
| DM
| 132
|
Random Warlord spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 133
| Random Warlord spell, CSL=8, CCL=2 (see [PC7])
|
| DM
| 134
| Regeneration (EF 3hP'r for IT)
|
| 0D&D-Master
| 135
|
Remove Traps, 100% (DR 6T)
|
| 0D&D-Master
| 136
| Restoration - 1 time/day
|
| DMG1
| 137
| Resurrection - 7 times/week
|
| DMG1
| 138
|
Shades - 2 times/day
|
| DMG1
| 139
| Shape change - 2 times/day
|
| DMG1
| 140
| Shapechange (DR 40T, EF any cr or obj 40'/4000cn; M9)
|
| 0D&D-Master
| 141
|
Smash attack (DR 1T)
|
| 0D&D-Master
| 142
| Spell absorption, 19-24 levels- 1 time/week
|
| DMG1
| 143
| Spell damage bonus, + 3/die (DR 1 spell)
|
| 0D&D-Master
| 144
|
Spell damage bonus,-+ 4/die (DR 1 spell)
|
| 0D&D-Master
| 145
| Stoneskin (wielder only; extended; 400-minute duration)
|
| ELH3?
| 146
| Summon 1 of each type of elemental, 16 hit dice each, no need for control - 1 time/week
|
| DMG1
| 147
|
Summon diinn or efreet lord (8 h.p./die, f 2 "to hit" and +4 damage) for 1 day of service- 1 time/week
|
| DMG1
| 148
| Super sleep spell affects double the number of creatures plus up to 2 5th or 6th and 1 7th or 8th level creature
|
| DMG1
| 149
| Teleport any Object (EF 1 cr/obj/lO' cube or seif safe, -2 save other; C24)
|
| 0D&D-Master
| 150
|
Temporal stasis, no saving throw, upon touch - 1 time/month
|
| DMG1
| 151
| Time stop of twice normal duration - 1 time/week
|
| DMG1
| 152
| Timestop (DR 1 + ld4r; M10)
|
| 0D&D-Master
| 153
|
Total fire/heat resistance for all creatures within 20' of the item
|
| DMG1
| 154
| Total immunity from all forms of cold
|
| DMG1
| 155
| Total immunity from all forms of mental and psionic attacks
|
| DMG1
| 156
|
Trap the soul with 90% effectiveness- 1 time/month
|
| DMG1
| 157
| Travel(DR 40T, MV 360'/720'gaseous;
|
| 0D&D-Master
| 158
| Triple weapon damage (DR 1T)
|
| 0D&D-Master
| 159
|
Turn Undead as Cleric L36 (DR 3T)
|
| 0D&D-Master
| 160
| User can cast combination spells (if a spell caster) as follows (d4):
|
| DMG1
| 161
| Vanish -2 timeslday
|
| DMG1
| 162
|
Vision - 1 time/day
|
| DMG1
| 163
| Weapon strength bonus + 5 (DR 1T)
|
| 0D&D-Master
| 164
| Weather Control (DR Conc., EF 240 yards; C16)
|
| 0D&D-Master
| 165
|
Wish - 1 time/day
|
| DMG1
| 166
| Wish (M10)
|
| 0D&D-Master
| 167
| Word of Recall (X9)
|
| 0D&D-Master
| 168
|
X-Ray Vision (R 30', DR 1T)
|
| 0D&D-Master
| 169
| Youth restored to creature touched - 1 time/month
|
| DMG1
| 170
|
|
[PC2] Wizard Classes Group
Aspirant
Level
| KXP
| Wizard 123 456 789 AB
|
1
| 75
| 2˝- --- --- --
| 2
| 550
| 31˝ --- --- --
| 3
| 1025
| 421 --- --- --
|
4
| 1500
| 532 ˝-- --- --
| 5
| 1975
| 643 1˝- --- --
| 6
| 2450
| 754 21- --- --
|
7
| 2925
| 865 32˝ --- --
| 8
| 3400
| 976 43˝ --- --
| 9
| 3875
| A87 541 ˝-- --
|
10
| 4350
| A98 652 1-- --
| 11
| 4825
| AA9 763 2˝- --
| 12
| 5300
| AAA 874 3˝- --
|
13
| 5775
| AAA 985 4˝- --
| 14
| 6250
| AAA A96 51˝ --
| 15
| 6725
| AAA AA7 621 --
|
16
| 7200
| AAA AA8 732 --
| 17
| 7675
| AAA AA9 843 --
| 18
| 8150
| AAA AAA 954 ˝-
|
19
| 8625
| AAA AAA A65 ˝-
| 20
| 9100
| AAA AAA A76 1-
| 21
| 9575
| AAA AAA A87 1-
|
22
| 10050
| AAA AAA A98 2-
| 23
| 10525
| AAA AAA AA9 2-
| 24
| 11000
| AAA AAA AAA 3-
|
25
| 11475
| BBB BBB BBB 3-
| 26
| 11950
| BBB BBB BBB 4-
| 27
| 12425
| CCC CCC CCC 4˝
|
28
| 12900
| CCC CCC CCC 5˝
| 29
| 13375
| DDD DDD DDD 5˝
| 30
| 13850
| DDD DDD DDD 51
|
31
| 14325
| DDD DDD DDD 61
| 32
| 14800
| EEE EEE EEE 61
| 33
| 15275
| EEE EEE EEE 71
|
34
| 15750
| FFF FFF FFF 71
| 35
| 16225
| FFF FFF FFF 81
| 36
| 16700
| FFF FFF FFF 82
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
Mon
| 0 0 0 0 0 0 0 0
| +1
| 1 1 1 1 1 1 1 1
| +1
| 1 1 1 1 1 1 1 1
|
+2
| 2 2 2 2 2 2 2 2
| +2
| 2 2 2 2 2 2 2 2
| +3
| 3 3 3 3 3 3 3 3
|
+3
| 3 3 3 3 3 3 3 3
| +4
| 4 4 4 4 4 4 4 4
| +4
| 4 4 4 4 4 4 4 4
|
+5
| 5 5 5 5 5 5 5 5
| +5
| 5 5 5 5 5 5 5 5
| +6
| 6 6 6 6 6 6 6 6
|
+6
| 6 6 6 6 6 6 6 6
| +7
| 7 7 7 7 7 7 7 7
| +7
| 7 7 7 7 7 7 7 7
|
+8
| 8 8 8 8 8 8 8 8
| +8
| 8 8 8 8 8 8 8 8
| +9
| 9 9 9 9 9 9 9 9
|
|
Requisites:
| Int 20, Wis 12, Chr 8
| Alignment:
| any E
| HD/level:
| +&d6
| Weapon Prof.:
| 0+level/2
| To Hit Table:
| ˝xMon
| Save Table:
| Mon
| Reference:
| DM
| Groups:
| Wizard, Concordant (x1)
|
|
|
|
This gets the abilities (and spell progression) of Death Master1 and ArchMage.
| In addition, each level Aspirant gains 1 spell level for Lich spells. This spell level may be spent immediately (for a 1st level Lich spell) or saved for a larger spell. The Aspirant's Lich "progression" must be decreasing, so the soonest the Aspirant could gain a 6th level Lich spell would be level 21 (progression = 111111).
| DM Note: Note that Aspirant is cheaper than ArchMage at high levels.
| Level 1: Each level, pick one spell. That spell requires only ˝ of a spell to cast. This isn't cumulative with school specialization.
| Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Mage and another Wizard class, this rule has priority.
| Level 1: MR adjustment is -5*level% instead of +60-5*level%.
| Level 1: Can specialize in 1 school for free. Can specialize in another school, but then must pick an opposite. Specialization may be either "Collective type" (1/2 cost on spells) or "2nd edition type" (+1 spell of the school each level).
| Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Mage being too low level. If the Arch-Mage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
| Level 1: Have their own language called "The Language of Death".
| Level 1: +1 XP for each grave dug; +2 XP for each stolen body.
| Level 1: Potion of Undead Control and Ring of Regeneration has double effect.
| Level 1: Undead must save vs. (8+DM's level) to attack the Death Master.
| Level 1: 5% per level resistance to Charm spells.
| Level 2: +2 XP for putting a body to rest.
| Level 3: +3 XP for a properly embalmed body.
| Level 4: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
| Level 4: Speak with Undead at will.
| Level 7: Speak with Dead 1/d.
| Level 9: Immune to Paralysis, Hold, and any undead touch effect.
| Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 2 times Arch-Mage's level (for this rule only).
| Level 9: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
| Level 11: Each level starting at 11th, pick one spell. That spell requires only ˝ the number of Mental actions to cast.
| Level 11: Immune to all Energy/Stat drains.
| Level 16: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
| Level 21: Each level starting at 21st, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
| Level 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
| Level 31: Each level starting at 31st, pick one spell. That spell can be cast as a 0 action.
| Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.
|
|
[PC2] Wizard Classes Group
Astral PhysAdept
Level
| KXP
| Psi30 SL's 123 456 789 A
|
1
| 0
| 3-- --- --- -
| 2
| 10
| 6-- --- --- -
| 3
| 20
| 61- --- --- -
|
4
| 30
| 62- --- --- -
| 5
| 40
| 63- --- --- -
| 6
| 50
| 631 --- --- -
|
7
| 100
| 932 --- --- -
| 8
| 200
| 963 --- --- -
| 9
| 300
| 963 1-- --- -
|
10
| 400
| 993 2-- --- -
| 11
| 500
| 996 3-- --- -
| 12
| 1000
| 996 31- --- -
|
13
| 1500
| 999 32- --- -
| 14
| 2000
| 999 63- --- -
| 15
| 2500
| 999 631 --- -
|
16
| 3000
| 999 932 --- -
| 17
| 3500
| 999 963 --- -
| 18
| 4000
| 999 963 1-- -
|
19
| 4500
| 999 993 2-- -
| 20
| 5000
| 999 996 3-- -
| 21
| 5500
| 999 996 31- -
|
22
| 6000
| 999 999 32- -
| 23
| 6500
| 999 999 63- -
| 24
| 7000
| 999 999 631 -
|
25
| 7500
| 999 999 632 -
| 26
| 8000
| 999 999 963 -
| 27
| 8500
| 999 999 964 -
|
28
| 9000
| 999 999 965 -
| 29
| 9500
| 999 999 966 -
| 30
| 10000
| 999 999 976 -
|
31
| 10500
| 999 999 977 -
| 32
| 11000
| 999 999 987 -
| 33
| 11500
| 999 999 988 -
|
34
| 12000
| 999 999 998 -
| 35
| 12500
| 999 999 999 -
| 36
| 13000
| 999 999 999 1
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 3 8 2 3 1 0 1
| +0
| 5 4 8 2 3 1 0 2
| +0
| 6 4 8 3 4 2 0 2
|
+1
| 6 5 8 3 4 2 1 3
| +1
| 6 5 9 3 4 2 1 3
| +1
| 6 6 9 4 5 3 1 4
|
+2
| 7 6 9 4 5 3 2 4
| +2
| 7 7 9 4 5 4 2 5
| +2
| 7 7 10 5 6 4 2 5
|
+3
| 7 8 10 5 6 4 3 6
| +3
| 8 8 10 5 6 5 3 6
| +3
| 8 9 10 6 7 5 3 7
|
+4
| 8 9 11 6 7 6 4 7
| +4
| 8 10 11 6 7 6 4 8
| +4
| 9 10 11 7 8 6 4 8
|
+5
| 9 11 11 7 8 7 5 9
| +5
| 9 11 12 7 9 7 5 9
| +5
| 9 12 12 8 9 8 5 10
|
|
Requisites:
| Int 12, Wis 12, Chr 12
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Save Table:
| Psi
| Reference:
| Shadowrun
| Groups:
| Wizard, Psionicist
|
|
|
|
This is a mage which casts Shadowrun powers as if they were spells. AstralPA cannot cast normal Wizard spells.
| Take the Drain Code of the power, and convert it to a spell level, as follows:
|
Letter of Drain Code
|
| (so an S5 is spell level 6)
| L
| M
| S
| D
| X
| Spell Level
| AstralPA cannot use Material Componenting at all, instead, you may burn extra spells from your memorization to get that number of times effect (e.g. if you burn five 1st level spells for one spell, you get x5 effect). This costs no extra actions.
|
1
| -
| -
| -
| -
| 0 (1/4 of a 1st level spell)
| Your number of "successes" equals your level (unless you multiply the effect, of course).
| 2-3
| 1
| -
| -
| -
| 1
| Level 1: May use astral perception.
| 4-6
| 2
| 1
| -
| -
| 2
| Level 9: May use astral projection.
|
7-10
| 3
| 2
| 1
| -
| 3
|
| 11-15
| 4
| 3
| 2
| 1
| 4
|
| 16-21
| 5
| 4
| 3
| -
| 5
|
|
22-28
| 6-7
| 5
| 4
| 2
| 6
|
| 29+
| 8-9
| 6
| 3
| -
| 7
|
| -
| 10+
| 7
| 6
| 3
| 8
|
|
-
| -
| 8+
| 7
| -
| 9
|
| -
| -
| -
| 8+
| 4
| 10
|
| -
| -
| -
| -
| 5+
| 11 (you can't normally get this because it's not on the spell progression)
|
|
|
[PC2] Wizard Classes Group
Psi30 Simplified Minor Powers
#
| Name
| Field
| Drain
| PSPs
| Notes
|
1
| Armor
| Manip
| L3
| 30
| +CL/2 AC; -CL dmg per physical attack
| 2
| Combat Sense (personal)
| Detect
| L2
| 20
| +CL initiative; +CL saves
| 3
| Detect Psionics
| Detect
| L2
| 20
| Gives freq. & field of psi
|
4
| Enhanced Hearing
| Detect
| L1
| 10
| 10*CL% Detect Noise
| 5
| Entertainment
| Illus
| L1
| 10
| Two D'lusion (as spell)
| 6
| Invisibility
| Illus
| L2
| 20
| Invisibility (+2 AC)
|
7
| Levitate Item
| Manip
| L2
| 20
| Caster controls up+down
| 8
| Spectacle
| Illus
| L2
| 20
| Entertainment power with sound
| 9
| Stun Touch
| Combat
| L1
| 10
| Touch: Target is at -CL all actions
|
10
| Treat Light Wounds
| Health
| L1
| 10
| Heals 10% max hp (material componenting gives 20%)
| 11
| Treat Mental Drain
| Health
| L34
| 340
| Regain 10*CL PSPs in one pool
| 12
| X-ray Gem
| Detect
| L2
| 20
| Gem of X-ray vision (CL feet)
|
13
| (new) Combine
| Construct
| L6
| 60
| Combine two groups of enemies into one group (no save).
| 14
| (new) Erase Question Mark
| Construct
| L6
| 60
| Lock a door [or] Erase a "?".
| 15
| (new) Twist
| Construct
| L3
| 30
| Twist an effect on a target (use ER to resist)
|
|
Psi30 Simplified Major Powers
#
| Name
| Field
| Drain
| PSPs
| Notes
|
1
| Air Bridge
| Manip
| M2
| 40
| Beam of Air than can walk on
| 2
| Animate
| Manip
| M2
| 40
| Animate Object (as spell), can be used as a DL=CL/2 Golem summon
| 3
| Antidote Toxin
| Health
| M3
| 60
| Neutralize Poison (as spell)
|
4
| Astral Psi Fingers
| Manip
| M2
| 40
| Telekinesis; Str=CL, Dex=CL with it
| 5
| Blackout
| Illus
| M2
| 40
| Blast:Cause Blindness(as spell)
| 6
| Clairaudience
| Detect
| M1
| 20
| Clairaudience,can move
|
7
| Clairvoyance
| Detect
| M1
| 20
| Clairvoyance,can move
| 8
| Death Touch
| Combat
| M3
| 60
| Touch: 10*CL necromantic dmg
| 9
| Detect Life
| Detect
| M1
| 20
| Detect Life
|
10
| Dimension Door
| Manip
| M4
| 80
| Dimension Door
| 11
| Flight
| Manip
| M1
| 20
| Fly at 3*CL"
| 12
| Improved Invisibility
| Illus
| M2
| 40
| Improved Invisibility (+2 AC)
|
13
| Know Exit
| Detect
| M2
| 40
| Know dir./dist. to nearest exit
| 14
| Lock/Unlock
| Manip
| M1
| 20
| Locks/Unlocks (nonmagical lock)
| 15
| Mana Touch
| Combat
| M2
| 40
| Touch: 10*CL astral dmg
|
16
| Mind Link
| Detect
| M1
| 20
| Psionic Link
| 17
| Petrify/Reverse Petrify
| Manip
| M6
| 120
| Flesh to Stone, Fort save
| 18
| Physical Mask
| Illus
| M1
| 20
| Changes appearance physically
|
19
| Ram Touch
| Combat
| M2
| 40
| CL hull damage (physical) to one target
| 20
| Stun Bolt
| Combat
| M1
| 20
| One target: -CL all actions (max -10); (CL-10)*10 astral dmg
| 21
| Treat Moderate Wounds
| Health
| M1
| 20
| Heals 30% max hp (material componenting gives 60%)
|
22
| Tri-D Spectacle
| Illus
| M3
| 60
| Tri-D Enter. power with sound
| 23
| (new) Become Insubstantial
| Construct
| M6
| 120
| Become Insubstantial; pass through objects/walls (including Wall spells, but not Wards)
| 24
| (new) Remove BlahR
| Construct
| M3
| 60
| Remove a BlahR [or] Halve the irrBlahR from 1 target
|
25
| (new) Stop
| Construct
| M6
| 120
| One group Stopped (cannot move or use V actions) (InnR to resist)
|
|
[PC2] Wizard Classes Group
Psi30 Simplified Grand Powers
#
| Name
| Field
| Drain
| PSPs
| Notes
|
1
| Acid Bolt
| Manip
| S4
| 120
| 1 target: CL*10 acid dmg
| 2
| Air Bolt
| Manip
| S3
| 90
| 1 target: CL*10 air dmg
| 3
| Analyze Device
| Detect
| S2
| 60
| How to use object & its use
|
4
| Analyze Truth
| Detect
| S2
| 60
| Detect Lie
| 5
| Bind
| Manip
| S2
| 60
| 1 target: Stopped and CL/2 Str dmg
| 6
| Confusion
| Illus
| S1
| 30
| Confusion (as spell)
|
7
| Control Actions
| Manip
| S4
| 120
| Caster controls next CL/3 P actions (Str check at -CL)
| 8
| Control Movement
| Manip
| S2
| 60
| Caster controls next CL/2 V actions (Str check at -CL)
| 9
| Cure Disease
| Health
| S3
| 90
| Cure Disease (as spell)
|
10
| Death Bolt
| Combat
| S3
| 90
| 1 target: CL*5 vile necromantic dmg
| 11
| Detect Enemies
| Detect
| S1
| 30
| Detect Enemies
| 12
| Detect Planar Energy
| Detect
| S1
| 30
| Gives color of planar cord
|
13
| Dimension Walk
| Manip
| S3
| 90
| Dimension Walk
| 14
| Earth Bolt
| Manip
| S3
| 90
| 1 target: CL*10 earth dmg
| 15
| Fire Bolt
| Manip
| S3
| 90
| 1 target: CL*10 fire dmg
|
16
| Flame Shield
| Manip
| S2
| 60
| Protection from Fire
| 17
| Grease Blast
| Manip
| S3
| 90
| Grease & area Fumble (as spell)
| 18
| Healthy Glow
| Health
| S2
| 60
| +CL Cml; Clean cantrip
|
19
| Ice Bolt
| Manip
| S4
| 120
| 1 target: CL*10 ice dmg
| 20
| Incr./Decr. Movements
| Health
| S7
| 210
| ±CL/2 V actions (save is Dex check at -CL)
| 21
| Lightning Bolt
| Manip
| S4
| 120
| 1 target: CL*10 lightning dmg
|
22
| Luck
| Detect
| S2
| 60
| Gains +CL (+5*CL%) on 1 action (once)
| 23
| Mana Bolt
| Combat
| S2
| 60
| 1 target: CL*10 astral dmg
| 24
| Mind Probe
| Detect
| S1
| 30
| Ps2P "Probe", 1 question/succ
|
25
| Movement
| Manip
| S3
| 90
| Gives +1V action
| 26
| Nightvision
| Detect
| S1
| 30
| Can see in magical/psi darkness
| 27
| Prophylaxis
| Health
| S3
| 90
| Double Resist Poison and Drugs
|
28
| Psi Sword
| Combat
| S2
| 60
| Considered +CL weapon; base dmg=10*CL; cannot critical
| 29
| Resist Allergy
| Health
| S3
| 90
| For 1 turn, remove a Vulnerability or reduce Severe Allergy -> Vulnerability
| 30
| Shapechange (Personal)
| Manip
| S3
| 90
| Shapechange (self; can material component to hit someone else)
|
31
| Spherical Vision
| Detect
| S2
| 60
| All-Around Sight
| 32
| Stabilize
| Health
| S1
| 30
| Death's Door (target at negative hp goes to 1 hp)
| 33
| Sterilize
| Combat
| S1
| 30
| Removes bacteria, bugs, etc. (will destroy a Creeping Doom)
|
34
| Stun Blast
| Combat
| S1
| 30
| 1 group: -CL all actions (max -10); (CL-10)*10 astral dmg
| 35
| Treat Serious Wounds
| Health
| S1
| 30
| Heals 60% max hp (material componenting gives 120%)
| 36
| Turn to Goo
| Manip
| S6
| 180
| Polymorphs target to sludge (PPD save)
|
37
| Warpsense
| Detect
| S3
| 90
| Infravision; Ultravision
| 38
| Water Bolt
| Manip
| S3
| 90
| 1 target: CL*10 water dmg
| 39
| Weather Guard
| Manip
| S3
| 90
| Protection from Weather
|
40
| (new) Remove Racial Ability/Immunity
| Construct
| S3
| 90
| Remove a racial ability or immunity from a group (ER to resist).
| 41
| (new) Restore BlahF
| Construct
| S6
| 180
| Restore the MF/PF/TF/PsiF/TechF in area, Repair other forms of discontinuities/tears
| 42
| (new) Time Stop
| Construct
| S6
| 180
| Time Stop (as spell, use InnR to resist)
|
|
[PC2] Wizard Classes Group
Psi30 Simplified Super Powers
#
| Name
| Field
| Drain
| PSPs
| Notes
|
1
| Acid Blast /Toxic Wave
| Manip
| D4
| 160
| 1 group: CL*10 acid dmg
| 2
| Air Blast
| Manip
| D3
| 120
| 1 group: CL*10 air dmg
| 3
| Barrier
| Manip
| D2
| 80
| Solid Wall of Force (as spell)
|
4
| Control Thoughts
| Manip
| D4
| 160
| Caster controls next CL/4 M actions (Int check at -CL)
| 5
| Death Blast
| Combat
| D3
| 120
| 1 group: CL*5 vile necromantic dmg
| 6
| Decrease Charisma
| Health
| D2
| 80
| CL Chr dmg (no save)
|
7
| Decrease Constitution
| Health
| D2
| 80
| CL Con dmg (no save)
| 8
| Decrease Dexterity
| Health
| D2
| 80
| CL Dex dmg (no save)
| 9
| Decrease Intelligence
| Health
| D2
| 80
| CL Int dmg (no save)
|
10
| Decrease Strength
| Health
| D2
| 80
| CL Str dmg (no save)
| 11
| Decrease Wisdom
| Health
| D2
| 80
| CL Wis dmg (no save)
| 12
| Earth Blast
| Manip
| D3
| 120
| 1 group: CL*10 earth dmg
|
13
| Fire Blast /Hellblast
| Manip
| D3
| 120
| 1 group: CL*10 unholy fire dmg
| 14
| Ice Blast
| Manip
| D4
| 160
| 1 group: CL*10 ice dmg
| 15
| Ice Sheet
| Manip
| D4
| 160
| Wall of Ice (CL*10 ice dmg)
|
16
| Incr./Decr. Physicals
| Health
| D7
| 280
| ±CL/3 P actions (save is Str check at -CL)
| 17
| Increase Charisma
| Health
| D2
| 80
| +CL Chr
| 18
| Increase Constitution
| Health
| D2
| 80
| +CL Con
|
19
| Increase Dexterity
| Health
| D2
| 80
| +CL Dex
| 20
| Increase Intelligence
| Health
| D2
| 80
| +CL Int
| 21
| Increase Strength
| Health
| D2
| 80
| +CL Str
|
22
| Increase Wisdom
| Health
| D2
| 80
| +CL Wis
| 23
| Influence
| Manip
| D2
| 80
| Command (no save); Suggestion (Will save); Demand (Will save)
| 24
| Lightning Blast
| Manip
| D4
| 160
| 1 group: CL*10 lightning dmg
|
25
| Mana Barrier
| Manip
| D3
| 120
| Wall: Psionics (all freq.) cannot pass through
| 26
| Mana Blast
| Combat
| D2
| 80
| 1 group: CL*10 astral dmg
| 27
| Mirage Arcana
| Illus
| D5
| 200
| (no PsiR) Even vs. those immune
|
28
| Omniscience
| Detect
| D2
| 80
| Divination 1 question/succ
| 29
| Probability Travel
| Manip
| D4
| 160
| Probability Travel
| 30
| Ram Blast /Urban Renewal
| Combat
| D2
| 80
| 1 group of objects (or 30'x30' area): CL*10 hull dmg (inanimate objects only)
|
31
| Resist Stun
| Health
| D1
| 40
| Resist Stun (including Capital S Stun)
| 32
| Slay
| Combat
| D3
| 120
| 1 target: CL*10 vile necromantic dmg
| 33
| Spell Barrier
| Manip
| D5
| 200
| Wall: Magic (all types) cannot pass through
|
34
| Teleportation
| Manip
| D3
| 120
| Teleport, no error, up to 1 plane
| 35
| Temporary Insanity
| Manip
| D2
| 80
| CL targets (may multi-target): Insanity (Will save for each)
| 36
| Thunderclap
| Manip
| D5
| 200
| 1 group: CL*10 sound dmg
|
37
| Treat Deadly Wounds
| Health
| D1
| 40
| Heals 100% max hp (material componenting gives 200%)
| 38
| Unhealthy Glow
| Health
| D2
| 80
| CL Cml dmg (no save); Dirty cantrip
| 39
| Water Blast
| Manip
| D3
| 120
| 1 group: CL*10 water dmg
|
40
| (new) Fork
| Construct
| D6
| 240
| 1bM: Fork (can be used on up to a x8 multiplier effect)
| 41
| (new) Defile BlahF
| Construct
| D6
| 240
| Defile the MF/PF/TF/PsiF/TechF in area; Tempus Chaos
| 42
| (new) Remove Class Ability/Immunity
| Construct
| D3
| 120
| Remove a class ability or immunity from an element (affects 1 group).
|
|
[PC2] Wizard Classes Group
Psi30 Simplified Ultra Powers
#
| Name
| Field
| Drain
| PSPs
| Notes
|
1
| Annihilation Bolt
| Combat
| X10
| 500
| 1 group: CL*100 annihilation dmg [or] 1 idmg; Annihilated (PsiR; no save)
| 2
| HyperGate
| Manip
| X2
| 100
| Gate, no summoning sickness, up to CL planes removed
| 3
| Incr./Decr. Mentals
| Health
| X7
| 350
| ±CL/4 M actions (save is Int check at -CL)
|
4
| Solid Stun Blast
| Combat
| X1
| 50
| 1 group: -CL*10 all actions; (CL-10)*100 astral dmg
| 5
| Super Luck
| Detect
| X3
| 150
| Choose result on next die roll
| 6
| (new) Become Immaterial
| Construct
| X6
| 300
| Insubstantial (see Major power); Immune to matter & energy; Can't be targetted.
|
7
| (new) Halving
| Construct
| X3
| 150
| Halve the hp on up to (CL-7)/3 targets (no save, IR to resist, may multi-target one target)
| 8
| (new) Lock Down
| Construct
| X3
| 150
| Lock down one action type in the room.
| 9
| (new) Power Magnet
| Construct
| X6
| 300
| Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
|
10
| (new) Remove Terrain Feature
| Construct
| X6
| 300
| Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).
| 11
| (new) Set Off Triggers
| Construct
| X6
| 300
| Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
| 12
| (new) Temporary Artifact
| Construct
| X9
| 450
| Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).
|
|
[PC2] Wizard Classes Group
Basic Psi30 Information
P30Ps = Int + Wis + Chr - 36 +level*6.
| Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
| 1 P30P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
|
|
|
Drain Code:
| L
| M
| S
| D
| X
|
Type of Power:
| Minor
| Major
| Grand
| Super
| Ultra
| P30P multiplier:
| x1
| x2
| x3
| x4
| x5
|
|
| Multiply the P30P multiplier by the Drain Staging to get P30P cost.
| For example, "Air Bolt" is an S3, so it's a Grand that costs 9 P30Ps.
| (DM Note: The modern version of the power tables includes P30P costs for you.)
|
| # Successes = Your level (or level/2 if wild talent).
|
| Powers that do damage do 10% of max hp per success, with a save for half damage.
|
| In the power progression, you may "three for one trade" upwards (3 Minors can be replaced with 1 Major, even at level 1).
|
|
[PC2] Wizard Classes Group
Psi30 Minor Powers
Name
| Field
| Targ
| Type
| Drain
| P30Ps
| Notes
|
Armor
| Manip
| 3
| Phys
| L3
| 3
| Melee:+˝ AC,-1dmg per hit/succ
| Combat Sense (personal)
| Detect
| 2
| Phys
| L2
| 2
| +1 initiative,+1 saves/succ
| Control Emotion
| Manip
| Chr
| Ment
| L4
| 4
| Emotion:-1/succ on actions
|
Detect Psionics
| Detect
| R-1
| Ment
| L2
| 2
| Gives freq. & field of psi
| Enhanced Hearing
| Detect
| 4
| Ment
| L1
| 1
| 10%/succ Detect Noise
| Entertainment
| Illus
| 2
| Ment
| L1
| 1
| Two D'lusion (as spell)
|
Hibernate
| Manip
| Con
| Phys
| L2
| 2
| Feign Death & Suspend Animation
| Invisibility
| Illus
| Int
| Ment
| L2
| 2
| As spell, each creature resists
| Levitate Item
| Manip
| W
| Phys
| L2
| 2
| Caster controls up+down
|
Mask
| Illus
| Cml
| Ment
| L1
| 1
| Alters appearance, Chr resists
| Mental Armor
| Manip
| 9
| Ment
| L6
| 6
| -˝ hit/succ per mental attack
| Mob Mood
| Manip
| Int
| Ment
| L8
| 8
| Control Emotions Blast
|
Object Mask
| Illus
| Cml
| Ment
| L2
| 2
| Alters appearance, Chr resists
| Spectacle
| Illus
| 3
| Ment
| L2
| 2
| Entertainment power with sound
| Stun Touch
| Combat
| Wis
| Ment
| L1
| 1
| Astral stunning
|
Treat Light Wounds
| Health
| Con
| Phys
| L1
| 1
| Heals 10% max hp (1 succ)
| Treat Mental Drain
| Health
| 7
| Ment
| L34
| 34
| regain 10*succ% Psi (all freq)
| X-ray Gem
| Detect
| 3
| Phys
| L2
| 2
| Gem of X-ray vision (1'/succ)
|
|
[PC2] Wizard Classes Group
Psi30 Major Powers
Name
| Field
| Targ
| Type
| Drain
| P30Ps
| Notes
|
[creature type] Form
| Manip
| W
| Phys
| M3
| 6
| Polymorph Self (as spell)
| Air Bridge
| Manip
| 4
| Phys
| M2
| 4
| Beam of Air than can walk on
| Animate
| Manip
| W
| Phys
| M2
| 4
| Animate Object (as spell)
|
Antidote Toxin
| Health
| Con
| Phys
| M3
| 6
| Neutralize Poison (as spell)
| Anti-Missile Barrier
| Manip
| 4
| Phys
| M2
| 4
| Ranged:+˝ AC,-1dmg per hit/succ
| Astral Psi Fingers
| Manip
| 4
| Phys
| M2
| 4
| 1 Str,1 Dex/succ
|
Blackout
| Illus
| Int
| Ment
| M2
| 4
| Blast:Cause Blindness(as spell)
| Clairaudience
| Detect
| R+1
| Ment
| M1
| 2
| Clairaudience,can move
| Clairvoyance
| Detect
| R+2
| Ment
| M1
| 2
| Clairvoyance,can move
|
Clout
| Manip
| 3
| Phys
| M2
| 4
| TK punch:roll TH, dmg=˝*ä(succ)
| Combat Sense
| Detect
| 3
| Phys
| M2
| 4
| +1 initiative,+1 saves/succ
| Control Animal
| Manip
| Str
| Ment
| M4
| 8
| Caster controls ˝P action/succ
|
Death Touch
| Combat
| Wis
| Phys
| M3
| 6
| Necromantic damage
| Detect [creature type]
| Detect
| R
| Ment
| M2
| 4
| Int resists,mult.targets
| Detect [Object]
| Detect
| R
| Ment
| M2
| 4
| Locates Object (dir./dist.)
|
Detect Life
| Detect
| R+2
| Ment
| M1
| 2
| Chr resists,mult.targets
| Detect Psionics (ext.)
| Detect
| R-3
| Ment
| M3
| 6
| Gives freq. & field of psi
| Dimension Door
| Manip
| R-2
| Phys
| M4
| 8
| Ps1N "Dimension Door"
|
Enlarge/Reduce
| Manip
| Str
| Phys
| M3
| 6
| ń10%/succ size
| Existential Blues
| Manip
| Chr
| Ment
| M1
| 2
| Depresses target (-˝/succ)
| Fashion
| Manip
| 3
| Phys
| M1
| 2
| Makes clothes look better
|
Flight
| Manip
| 3
| Ment
| M1
| 2
| Fly at 3"/succ
| Ignite
| Manip
| W+4
| Phys
| M4
| 8
| Item save:magical fire+4-1/succ
| Improved Invisibility
| Illus
| Int
| Ment
| M2
| 4
| As spell, each creature resists
|
Know Exit
| Detect
| R+1
| Ment
| M2
| 4
| Know dir./dist. to nearest exit
| Levitate Person
| Manip
| W+2
| Phys
| M2
| 4
| Caster controls, Str resists
| Light/Darkness
| Manip
| 3
| Phys
| M1
| 2
| Modifies light in area
|
Lock/Unlock
| Manip
| 4
| Phys
| M1
| 2
| Locks/Unlocks (nonmagical lock)
| Makeover
| Manip
| Cml
| Phys
| M1
| 2
| Fixes hair,makeup,fingernails
| Mana Touch
| Combat
| Int
| Phys
| M2
| 4
| Astral damage
|
Mind Link
| Detect
| Int
| Ment
| M1
| 2
| Ps2P "Mindlink", 1 target
| Nausea Blast
| Health
| Con
| Phys
| M2
| 4
| Area effect Nausea (-˝TH/succ)
| Object Physical Mask
| Illus
| Cml
| Phys
| M2
| 4
| Changes appearance physically
|
Oxygenate
| Health
| Con
| Phys
| M3
| 6
| +˝ Con/succ vs. suffocation
| Pathfinder
| Manip
| Dex
| Phys
| M3
| 6
| Ps1N "Body Equilibrium"
| Petrify/Reverse Petrify
| Manip
| Str
| Phys
| M6
| 12
| Flesh to Stone, Con resists
|
Physical Mask
| Illus
| Cml
| Phys
| M1
| 2
| Changes appearance physically
| Power Touch
| Combat
| Con
| Phys
| M1
| 2
| Astral damage
| Ram Touch
| Combat
| Con
| Phys
| M2
| 4
| 1 hull point damage/succ
|
Seal
| Manip
| 5
| Phys
| M2
| 4
| Hold Portal (as spell)
| Stimulation
| Illus
| Wis
| Ment
| M1
| 2
| Euphoria:+˝ (mental)hit/succ
| Stun Beam
| Combat
| Wis
| Ment
| M2
| 4
| Astral stunning
|
Stun Bolt
| Combat
| Wis
| Ment
| M1
| 2
| Astral stunning
| Treat Moderate Wounds
| Health
| Con
| Phys
| M1
| 2
| Heals 30% max hp (2 succ)
| Tri-D Entertainment
| Illus
| 4
| Phys
| M2
| 4
| Phantasmal Force with touch
|
Tri-D Spectacle
| Illus
| 5
| Phys
| M3
| 6
| Tri-D Enter. power with sound
| Use [Prof.] Fingers
| Manip
| 5
| Phys
| M4
| 8
| Can use prof. over Psi Fingers
| Warplight
| Manip
| 8
| Phys
| M3
| 6
| Object seen with Infra/Ultra
|
|
[PC2] Wizard Classes Group
Psi30 Grand Powers
Name
| Field
| Targ
| Type
| Drain
| P30Ps
| Notes
|
Acid Bolt
| Manip
| 4
| Phys
| S4
| 12
| Acid damage, Con resists
| Air Bolt
| Manip
| 3
| Phys
| S3
| 9
| Ele.Air damage, Dex resists
| Analyze Device
| Detect
| C
| Ment
| S2
| 6
| How to use object & its use
|
Analyze Psionic Item
| Detect
| C
| Ment
| S1
| 3
| How to use item & its use
| Analyze Truth
| Detect
| Wis
| Ment
| S2
| 6
| Detects Lies,1 target
| Bind
| Manip
| Dex
| Phys
| S2
| 6
| Stopped & -˝ Str/succ
|
Chaos
| Illus
| Int
| Ment
| S2
| 6
| Distract:-1 TH/succ,1target
| Clairaudience (ext.)
| Detect
| R-2
| Ment
| S2
| 6
| Clairaudience,can move
| Clairvoyance (ext.)
| Detect
| R
| Ment
| S2
| 6
| Clairvoyance,can move
|
Confusion
| Illus
| Int
| Phys
| S1
| 3
| Confusion (as spell)
| Control Actions
| Manip
| Str
| Ment
| S4
| 12
| Caster controls ˝P action/succ
| Control Movement
| Manip
| Str
| Ment
| S2
| 6
| Caster controls ˝V action/succ
|
Cure Disease
| Health
| Con
| Phys
| S3
| 9
| Cure Disease (as spell)
| Death Beam
| Combat
| Wis
| Phys
| S4
| 12
| Necromantic damage
| Death Bolt
| Combat
| Wis
| Phys
| S3
| 9
| Necromantic damage
|
Detect [cr. type] (ext.)
| Detect
| R-2
| Ment
| S3
| 9
| Int resists,mult.targets
| Detect [Object] (ext.)
| Detect
| R-2
| Ment
| S3
| 9
| Locates Object (dir./dist.)
| Detect Enemies
| Detect
| R+1
| Ment
| S1
| 3
| Wis resists,mult.targets
|
Detect Life (ext.)
| Detect
| R
| Ment
| S2
| 6
| Chr resists,mult.targets
| Detect Planar Energy
| Detect
| Chr
| Ment
| S1
| 3
| Gives color of planar cord
| Dimension Walk
| Manip
| 6
| Phys
| S3
| 9
| Ps1N "Dimension Walk"
|
Earth Bolt
| Manip
| 3
| Phys
| S3
| 9
| Ele.Earth damage,Con resist
| Eyes of the Pack
| Detect
| Int
| Ment
| S1
| 3
| Blast:can see through eyes
| Fire Bolt
| Manip
| 3
| Phys
| S3
| 9
| Ele.Fire damage,Con resist
|
Flame Shield
| Manip
| 4
| Phys
| S2
| 6
| Protection from Fire
| Grease Blast
| Manip
| 4
| Phys
| S3
| 9
| Grease & area Fumble (as spell)
| Healthy Glow
| Health
| Cml
| Phys
| S2
| 6
| +1 Cml/succ, Clean cantrip
|
Ice Bolt
| Manip
| 4
| Phys
| S4
| 12
| Ice damage, Con resists
| Incr./Decr. Movements
| Health
| 8
| Phys
| S7
| 21
| ±1 V action /r per 2 successes
| Lightning Bolt
| Manip
| 4
| Phys
| S4
| 12
| Lightning damage, Dex resists
|
Luck
| Detect
| 4
| Ment
| S2
| 6
| Gains +1(+5%)/succ on 1 action
| Mana Beam
| Combat
| Int
| Phys
| S3
| 9
| Astral damage
| Mana Bolt
| Combat
| Int
| Phys
| S2
| 6
| Astral damage
|
Mind Probe
| Detect
| Int
| Ment
| S1
| 3
| Ps2P "Probe", 1 question/succ
| Mob Rush
| Manip
| Str
| Ment
| S6
| 18
| Control Movement Blast
| Mob Scene
| Manip
| Str
| Ment
| S8
| 24
| Control Actions Blast
|
Movement
| Manip
| Dex
| Phys
| S3
| 9
| Gives +1V action
| Nightvision
| Detect
| 4
| Ment
| S1
| 3
| Can see in magical/psi darkness
| Overstimulation
| Illus
| Wis
| Ment
| S1
| 3
| Massive Euphoria:+1 hit/succ
|
Poltergeist
| Manip
| 4
| Phys
| S2
| 6
| Objects fly around, 1 dmg/succ
| Power Beam
| Combat
| Con
| Phys
| S2
| 6
| Astral damage
| Power Bolt
| Combat
| Con
| Phys
| S1
| 3
| Astral damage
|
Prophylaxis
| Health
| Con
| Phys
| S3
| 9
| +˝ Con/succ vs. poison,drugs
| Psi Sword
| Combat
| 5
| Ment
| S2
| 6
| Roll TH (+succ), dmg=ä(succ)
| Psi Sword II
| Combat
| 6
| Ment
| S3
| 9
| As Psi Sword, can hit nonliving
|
Ram Beam /Wrecker
| Combat
| Con
| Phys
| S3
| 9
| 1 hull point damage/succ
| Ram Bolt
| Combat
| Con
| Phys
| S2
| 6
| 1 hull point damage/succ
| Resist Allergy
| Health
| *
| Phys
| S3
| 9
| Remove -1 penalty/succ
|
Resist Pain
| Health
| Con
| Phys
| S1
| 3
| Resists physical pain
| Shadow (Personal)
| Manip
| Chr
| Phys
| S1
| 3
| Polymorph & go to Shadow plane
| Shapechange (Personal)
| Manip
| W
| Phys
| S3
| 9
| Polymorph to any monster
|
Spark
| Manip
| W+5
| Phys
| S4
| 12
| Item save:lightning+2-1/succ
| Spherical Vision
| Detect
| 4
| Ment
| S2
| 6
| All-Around Sight
| Stabilize
| Health
| -hp
| Phys
| S1
| 3
| Target at 1 hp (Target#=-hp/3)
|
Sterilize
| Combat
| 3
| Phys
| S1
| 3
| Removes bacteria,bugs,etc.
| Stink
| Illus
| Con
| Phys
| S2
| 6
| Stinking Cloud effect
| Stun Blast /Sleep
| Combat
| Wis
| Ment
| S1
| 3
| Astral stunning
|
Treat Serious Wounds
| Health
| Con
| Phys
| S1
| 3
| Heals 60% max hp (3 succ)
| Turn to Goo
| Manip
| Con
| Phys
| S6
| 18
| Polymorphs target to sludge
| Warpsense
| Detect
| R+1
| Phys
| S3
| 9
| Can see with Infra/Ultra
|
Water Bolt
| Manip
| 3
| Phys
| S3
| 9
| Ele.Water damage,Str resist
| Weather Guard
| Manip
| C
| Phys
| S3
| 9
| Protection from Weather
|
|
[PC2] Wizard Classes Group
Psi30 Super Powers
Name
| Field
| Targ
| Type
| Drain
| P30Ps
| Notes
|
Acid Blast /Toxic Wave
| Manip
| 4
| Phys
| D4
| 16
| Acid damage, Con resists
| Air Blast
| Manip
| 3
| Phys
| D3
| 12
| Ele.Air damage, Dex resists
| Astral Hearing
| Detect
| 9
| Ment
| D1
| 4
| Clairaudience to Astral Plane
|
Astral Static/Fog
| Manip
| 6
| Ment
| D3
| 12
| +1 target#/succ penalty in area
| Barrier
| Manip
| 5
| Phys
| D2
| 8
| Solid Wall of Force (as spell)
| Chaotic World
| Illus
| Int
| Ment
| D2
| 8
| Chaos Blast
|
Control Thoughts
| Manip
| Int
| Ment
| D4
| 16
| Caster controls ˝M action/succ
| Death Blast
| Combat
| Wis
| Phys
| D3
| 12
| Necromantic damage
| Decrease Charisma
| Health
| Chr
| Ment
| D2
| 8
| -1 Chr/succ
|
Decrease Constitution
| Health
| Con
| Phys
| D2
| 8
| -1 Con/succ
| Decrease Dexterity
| Health
| Dex
| Phys
| D2
| 8
| -1 Dex/succ
| Decrease Intelligence
| Health
| Int
| Ment
| D2
| 8
| -1 Int/succ
|
Decrease Strength
| Health
| Str
| Phys
| D2
| 8
| -1 Str/succ
| Decrease Wisdom
| Health
| Wis
| Ment
| D2
| 8
| -1 Wis/succ
| Detect Enemies (ext.)
| Detect
| R-1
| Ment
| D2
| 8
| Wis resists,mult.targets
|
Earth Blast
| Manip
| 3
| Phys
| D3
| 12
| Ele.Earth damage,Con resist
| Fire Blast /Hellblast
| Manip
| 3
| Phys
| D3
| 12
| Ele.Fire damage,Con resist
| Foresight
| Detect
| 4
| Ment
| D2
| 8
| Augury of next 1r/succ
|
Heal
| Health
| Con
| Phys
| D2
| 8
| Cures 1=10%,2=30%,3=60%,4=100%
| Ice Blast
| Manip
| 4
| Phys
| D4
| 16
| Ice damage, Con resists
| Ice Sheet
| Manip
| 4
| Phys
| D4
| 16
| Wall:Ice damage, Con resists
|
Incr./Decr. Physicals
| Health
| 12
| Phys
| D7
| 28
| ±1 P action /r per 3 successes
| Increase Charisma
| Health
| Chr
| Ment
| D2
| 8
| +1 Chr/succ
| Increase Constitution
| Health
| Con
| Phys
| D2
| 8
| +1 Con/succ
|
Increase Dexterity
| Health
| Dex
| Phys
| D2
| 8
| +1 Dex/succ
| Increase Intelligence
| Health
| Int
| Ment
| D2
| 8
| +1 Int/succ
| Increase Strength
| Health
| Str
| Phys
| D2
| 8
| +1 Str/succ
|
Increase Wisdom
| Health
| Wis
| Ment
| D2
| 8
| +1 Wis/succ
| Influence
| Manip
| Chr
| Ment
| D2
| 8
| 1=Command,2=Suggestion,4=Demand
| Lightning Blast
| Manip
| 4
| Phys
| D4
| 16
| Lightning damage, Dex resists
|
Mana Barrier
| Manip
| 6
| Ment
| D3
| 12
| Wall:Dead Psionics (all freq.)
| Mana Blast
| Combat
| Int
| Phys
| D2
| 8
| Astral damage
| Mirage Arcana
| Illus
| 5
| Ment
| D5
| 20
| (no PsiR) Even vs. those immune
|
Mob Mind
| Manip
| Int
| Ment
| D8
| 32
| Control Thoughts Blast (yuck!)
| Omniscience
| Detect
| 4
| Ment
| D2
| 8
| Divination 1 question/succ
| Power Blast
| Combat
| Con
| Phys
| D1
| 4
| Astral damage
|
Preserve
| Health
| 5
| Phys
| D5
| 20
| Ps1N "Preservation", ˝ lvl/succ
| Probability Travel
| Manip
| 6+#
| Phys
| D4
| 16
| Ps1N "Probability Travel"
| Ram Blast /Urban Renewal
| Combat
| Con
| Phys
| D2
| 8
| 1 hull point damage/succ
|
Resist Stun
| Health
| Wis
| Ment
| D1
| 4
| Resist -1TH/succ from hits
| Slay [creature type]
| Combat
| R
| Phys
| D3
| 12
| Necro. damage,1 target,Wis
| Spell Barrier
| Manip
| 7
| Ment
| D5
| 20
| Wall:Dead Magic (all types)
|
Teleportation
| Manip
| 4+#
| Phys
| D3
| 12
| No error,up to 1plane,#=#people
| Temporary Insanity
| Manip
| Wis
| Ment
| D2
| 8
| 1 insanity [DMG1]/succ
| Thunderclap
| Manip
| 5
| Phys
| D5
| 20
| Blast:Sound damage, Con resists
|
Transform
| Manip
| W+W
| Phys
| D3
| 12
| Polymorph Other, Str resists
| Treat Deadly Wounds
| Health
| Con
| Phys
| D1
| 4
| Heals 100% max hp (4 succ)
| Unhealthy Glow
| Health
| Cml
| Phys
| D2
| 8
| -1 Cml/succ, Dirty cantrip
|
Water Blast
| Manip
| 3
| Phys
| D3
| 12
| Ele.Water damage,Str resist
|
|
[PC2] Wizard Classes Group
Psi30 Ultra Powers
Name
| Field
| Targ
| Type
| Drain
| P30Ps
| Notes
|
Annihilation Bolt
| Combat
| 20
| Phys
| X10
| 50
| (Str+Int) resists, Annihilation
| HyperGate
| Manip
| N*3
| Phys
| X2
| 10
| Gate, no stun, N = # of planes
| Incr./Decr. Mentals
| Health
| 16
| Ment
| X7
| 35
| ±1 M action /r per 4 successes
|
Solid Stun Blast
| Combat
| Wis
| Ment
| X1
| 5
| Astral stunning, x2 normal succ
| Super Luck
| Detect
| 5
| Ment
| X3
| 15
| Choose result on next die roll
|
|
[PC2] Wizard Classes Group
Astral Shaman
Level
| KXP
| Psi30 SL's 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 10
| 2-- --- ---
| 3
| 20
| 21- --- ---
|
4
| 30
| 22- --- ---
| 5
| 40
| 221 --- ---
| 6
| 50
| 222 --- ---
|
7
| 60
| 222 1-- ---
| 8
| 100
| 222 2-- ---
| 9
| 200
| 222 21- ---
|
10
| 300
| 222 22- ---
| 11
| 400
| 322 22- ---
| 12
| 500
| 332 221 ---
|
13
| 600
| 333 222 ---
| 14
| 1000
| 333 322 ---
| 15
| 1600
| 333 332 ---
|
16
| 2200
| 433 333 1--
| 17
| 2800
| 443 333 2--
| 18
| 3400
| 444 333 3--
|
19
| 4000
| 444 433 3--
| 20
| 4600
| 444 443 3--
| 21
| 5200
| 444 444 31-
|
22
| 5800
| 444 444 42-
| 23
| 6400
| 444 444 43-
| 24
| 7000
| 444 444 44-
|
25
| 7600
| 544 444 44-
| 26
| 8200
| 554 444 44-
| 27
| 8800
| 555 444 441
|
28
| 9400
| 555 544 442
| 29
| 10000
| 555 554 443
| 30
| 10600
| 555 555 444
|
31
| 11200
| 555 555 544
| 32
| 11800
| 555 555 554
| 33
| 12400
| 555 555 555
|
34
| 13000
| 666 555 555
| 35
| 13600
| 666 666 555
| 36
| 14200
| 666 666 666
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 3 8 2 3 1 0 1
| +1
| 5 4 8 2 3 1 0 2
| +1
| 6 4 8 3 4 2 0 2
|
+2
| 6 5 8 3 4 2 1 3
| +3
| 6 5 9 3 4 2 1 3
| +3
| 6 6 9 4 5 3 1 4
|
+4
| 7 6 9 4 5 3 2 4
| +5
| 7 7 9 4 5 4 2 5
| +5
| 7 7 10 5 6 4 2 5
|
+6
| 7 8 10 5 6 4 3 6
| +7
| 8 8 10 5 6 5 3 6
| +7
| 8 9 10 6 7 5 3 7
|
+8
| 8 9 11 6 7 6 4 7
| +9
| 8 10 11 6 7 6 4 8
| +9
| 9 10 11 7 8 6 4 8
|
+10
| 9 11 11 7 8 7 5 9
| +11
| 9 11 12 7 9 7 5 9
| +11
| 9 12 12 8 9 8 5 10
|
|
Requisites:
| Int 9, Wis 9, Chr 9
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Pri
| Save Table:
| Psi
| Reference:
| Shadowrun
| Groups:
| Wizard, Psionicist
|
|
|
|
This is an Astral PA, with the following modifications:
| Spell progression (for Shadowrun powers) uses the Witch Doctor table.
| Cannot multiply effects by burning extra spells.
| Level 1: 1M, level/d: Summon a (normal element) elemental of 4*level HD.
| Level 1: 1V, sacrifice an elemental you control: Add (the elemental's HD)/4 spell levels to your memorization, or add (the elemental's HD)/2 to the caster level of your next spell.
| Level 7: You may summon para elementals using the summon ability (Level 1).
| Level 13: You may summon quasi elementals using the summon ability (Level 1).
| Level 19: You may summon semi elementals using the summon ability (Level 1).
| Level 25: You may summon chemical elementals using the summon ability (Level 1).
|
|
[PC2] Wizard Classes Group
Psi30 Simplified Minor Powers
#
| Name
| Field
| Drain
| PSPs
| Notes
|
1
| Armor
| Manip
| L3
| 30
| +CL/2 AC; -CL dmg per physical attack
| 2
| Combat Sense (personal)
| Detect
| L2
| 20
| +CL initiative; +CL saves
| 3
| Detect Psionics
| Detect
| L2
| 20
| Gives freq. & field of psi
|
4
| Enhanced Hearing
| Detect
| L1
| 10
| 10*CL% Detect Noise
| 5
| Entertainment
| Illus
| L1
| 10
| Two D'lusion (as spell)
| 6
| Invisibility
| Illus
| L2
| 20
| Invisibility (+2 AC)
|
7
| Levitate Item
| Manip
| L2
| 20
| Caster controls up+down
| 8
| Spectacle
| Illus
| L2
| 20
| Entertainment power with sound
| 9
| Stun Touch
| Combat
| L1
| 10
| Touch: Target is at -CL all actions
|
10
| Treat Light Wounds
| Health
| L1
| 10
| Heals 10% max hp (material componenting gives 20%)
| 11
| Treat Mental Drain
| Health
| L34
| 340
| Regain 10*CL PSPs in one pool
| 12
| X-ray Gem
| Detect
| L2
| 20
| Gem of X-ray vision (CL feet)
|
13
| (new) Combine
| Construct
| L6
| 60
| Combine two groups of enemies into one group (no save).
| 14
| (new) Erase Question Mark
| Construct
| L6
| 60
| Lock a door [or] Erase a "?".
| 15
| (new) Twist
| Construct
| L3
| 30
| Twist an effect on a target (use ER to resist)
|
|
Psi30 Simplified Major Powers
#
| Name
| Field
| Drain
| PSPs
| Notes
|
1
| Air Bridge
| Manip
| M2
| 40
| Beam of Air than can walk on
| 2
| Animate
| Manip
| M2
| 40
| Animate Object (as spell), can be used as a DL=CL/2 Golem summon
| 3
| Antidote Toxin
| Health
| M3
| 60
| Neutralize Poison (as spell)
|
4
| Astral Psi Fingers
| Manip
| M2
| 40
| Telekinesis; Str=CL, Dex=CL with it
| 5
| Blackout
| Illus
| M2
| 40
| Blast:Cause Blindness(as spell)
| 6
| Clairaudience
| Detect
| M1
| 20
| Clairaudience,can move
|
7
| Clairvoyance
| Detect
| M1
| 20
| Clairvoyance,can move
| 8
| Death Touch
| Combat
| M3
| 60
| Touch: 10*CL necromantic dmg
| 9
| Detect Life
| Detect
| M1
| 20
| Detect Life
|
10
| Dimension Door
| Manip
| M4
| 80
| Dimension Door
| 11
| Flight
| Manip
| M1
| 20
| Fly at 3*CL"
| 12
| Improved Invisibility
| Illus
| M2
| 40
| Improved Invisibility (+2 AC)
|
13
| Know Exit
| Detect
| M2
| 40
| Know dir./dist. to nearest exit
| 14
| Lock/Unlock
| Manip
| M1
| 20
| Locks/Unlocks (nonmagical lock)
| 15
| Mana Touch
| Combat
| M2
| 40
| Touch: 10*CL astral dmg
|
16
| Mind Link
| Detect
| M1
| 20
| Psionic Link
| 17
| Petrify/Reverse Petrify
| Manip
| M6
| 120
| Flesh to Stone, Fort save
| 18
| Physical Mask
| Illus
| M1
| 20
| Changes appearance physically
|
19
| Ram Touch
| Combat
| M2
| 40
| CL hull damage (physical) to one target
| 20
| Stun Bolt
| Combat
| M1
| 20
| One target: -CL all actions (max -10); (CL-10)*10 astral dmg
| 21
| Treat Moderate Wounds
| Health
| M1
| 20
| Heals 30% max hp (material componenting gives 60%)
|
22
| Tri-D Spectacle
| Illus
| M3
| 60
| Tri-D Enter. power with sound
| 23
| (new) Become Insubstantial
| Construct
| M6
| 120
| Become Insubstantial; pass through objects/walls (including Wall spells, but not Wards)
| 24
| (new) Remove BlahR
| Construct
| M3
| 60
| Remove a BlahR [or] Halve the irrBlahR from 1 target
|
25
| (new) Stop
| Construct
| M6
| 120
| One group Stopped (cannot move or use V actions) (InnR to resist)
|
|
[PC2] Wizard Classes Group
Psi30 Simplified Grand Powers
#
| Name
| Field
| Drain
| PSPs
| Notes
|
1
| Acid Bolt
| Manip
| S4
| 120
| 1 target: CL*10 acid dmg
| 2
| Air Bolt
| Manip
| S3
| 90
| 1 target: CL*10 air dmg
| 3
| Analyze Device
| Detect
| S2
| 60
| How to use object & its use
|
4
| Analyze Truth
| Detect
| S2
| 60
| Detect Lie
| 5
| Bind
| Manip
| S2
| 60
| 1 target: Stopped and CL/2 Str dmg
| 6
| Confusion
| Illus
| S1
| 30
| Confusion (as spell)
|
7
| Control Actions
| Manip
| S4
| 120
| Caster controls next CL/3 P actions (Str check at -CL)
| 8
| Control Movement
| Manip
| S2
| 60
| Caster controls next CL/2 V actions (Str check at -CL)
| 9
| Cure Disease
| Health
| S3
| 90
| Cure Disease (as spell)
|
10
| Death Bolt
| Combat
| S3
| 90
| 1 target: CL*5 vile necromantic dmg
| 11
| Detect Enemies
| Detect
| S1
| 30
| Detect Enemies
| 12
| Detect Planar Energy
| Detect
| S1
| 30
| Gives color of planar cord
|
13
| Dimension Walk
| Manip
| S3
| 90
| Dimension Walk
| 14
| Earth Bolt
| Manip
| S3
| 90
| 1 target: CL*10 earth dmg
| 15
| Fire Bolt
| Manip
| S3
| 90
| 1 target: CL*10 fire dmg
|
16
| Flame Shield
| Manip
| S2
| 60
| Protection from Fire
| 17
| Grease Blast
| Manip
| S3
| 90
| Grease & area Fumble (as spell)
| 18
| Healthy Glow
| Health
| S2
| 60
| +CL Cml; Clean cantrip
|
19
| Ice Bolt
| Manip
| S4
| 120
| 1 target: CL*10 ice dmg
| 20
| Incr./Decr. Movements
| Health
| S7
| 210
| ±CL/2 V actions (save is Dex check at -CL)
| 21
| Lightning Bolt
| Manip
| S4
| 120
| 1 target: CL*10 lightning dmg
|
22
| Luck
| Detect
| S2
| 60
| Gains +CL (+5*CL%) on 1 action (once)
| 23
| Mana Bolt
| Combat
| S2
| 60
| 1 target: CL*10 astral dmg
| 24
| Mind Probe
| Detect
| S1
| 30
| Ps2P "Probe", 1 question/succ
|
25
| Movement
| Manip
| S3
| 90
| Gives +1V action
| 26
| Nightvision
| Detect
| S1
| 30
| Can see in magical/psi darkness
| 27
| Prophylaxis
| Health
| S3
| 90
| Double Resist Poison and Drugs
|
28
| Psi Sword
| Combat
| S2
| 60
| Considered +CL weapon; base dmg=10*CL; cannot critical
| 29
| Resist Allergy
| Health
| S3
| 90
| For 1 turn, remove a Vulnerability or reduce Severe Allergy -> Vulnerability
| 30
| Shapechange (Personal)
| Manip
| S3
| 90
| Shapechange (self; can material component to hit someone else)
|
31
| Spherical Vision
| Detect
| S2
| 60
| All-Around Sight
| 32
| Stabilize
| Health
| S1
| 30
| Death's Door (target at negative hp goes to 1 hp)
| 33
| Sterilize
| Combat
| S1
| 30
| Removes bacteria, bugs, etc. (will destroy a Creeping Doom)
|
34
| Stun Blast
| Combat
| S1
| 30
| 1 group: -CL all actions (max -10); (CL-10)*10 astral dmg
| 35
| Treat Serious Wounds
| Health
| S1
| 30
| Heals 60% max hp (material componenting gives 120%)
| 36
| Turn to Goo
| Manip
| S6
| 180
| Polymorphs target to sludge (PPD save)
|
37
| Warpsense
| Detect
| S3
| 90
| Infravision; Ultravision
| 38
| Water Bolt
| Manip
| S3
| 90
| 1 target: CL*10 water dmg
| 39
| Weather Guard
| Manip
| S3
| 90
| Protection from Weather
|
40
| (new) Remove Racial Ability/Immunity
| Construct
| S3
| 90
| Remove a racial ability or immunity from a group (ER to resist).
| 41
| (new) Restore BlahF
| Construct
| S6
| 180
| Restore the MF/PF/TF/PsiF/TechF in area, Repair other forms of discontinuities/tears
| 42
| (new) Time Stop
| Construct
| S6
| 180
| Time Stop (as spell, use InnR to resist)
|
|
[PC2] Wizard Classes Group
Psi30 Simplified Super Powers
#
| Name
| Field
| Drain
| PSPs
| Notes
|
1
| Acid Blast /Toxic Wave
| Manip
| D4
| 160
| 1 group: CL*10 acid dmg
| 2
| Air Blast
| Manip
| D3
| 120
| 1 group: CL*10 air dmg
| 3
| Barrier
| Manip
| D2
| 80
| Solid Wall of Force (as spell)
|
4
| Control Thoughts
| Manip
| D4
| 160
| Caster controls next CL/4 M actions (Int check at -CL)
| 5
| Death Blast
| Combat
| D3
| 120
| 1 group: CL*5 vile necromantic dmg
| 6
| Decrease Charisma
| Health
| D2
| 80
| CL Chr dmg (no save)
|
7
| Decrease Constitution
| Health
| D2
| 80
| CL Con dmg (no save)
| 8
| Decrease Dexterity
| Health
| D2
| 80
| CL Dex dmg (no save)
| 9
| Decrease Intelligence
| Health
| D2
| 80
| CL Int dmg (no save)
|
10
| Decrease Strength
| Health
| D2
| 80
| CL Str dmg (no save)
| 11
| Decrease Wisdom
| Health
| D2
| 80
| CL Wis dmg (no save)
| 12
| Earth Blast
| Manip
| D3
| 120
| 1 group: CL*10 earth dmg
|
13
| Fire Blast /Hellblast
| Manip
| D3
| 120
| 1 group: CL*10 unholy fire dmg
| 14
| Ice Blast
| Manip
| D4
| 160
| 1 group: CL*10 ice dmg
| 15
| Ice Sheet
| Manip
| D4
| 160
| Wall of Ice (CL*10 ice dmg)
|
16
| Incr./Decr. Physicals
| Health
| D7
| 280
| ±CL/3 P actions (save is Str check at -CL)
| 17
| Increase Charisma
| Health
| D2
| 80
| +CL Chr
| 18
| Increase Constitution
| Health
| D2
| 80
| +CL Con
|
19
| Increase Dexterity
| Health
| D2
| 80
| +CL Dex
| 20
| Increase Intelligence
| Health
| D2
| 80
| +CL Int
| 21
| Increase Strength
| Health
| D2
| 80
| +CL Str
|
22
| Increase Wisdom
| Health
| D2
| 80
| +CL Wis
| 23
| Influence
| Manip
| D2
| 80
| Command (no save); Suggestion (Will save); Demand (Will save)
| 24
| Lightning Blast
| Manip
| D4
| 160
| 1 group: CL*10 lightning dmg
|
25
| Mana Barrier
| Manip
| D3
| 120
| Wall: Psionics (all freq.) cannot pass through
| 26
| Mana Blast
| Combat
| D2
| 80
| 1 group: CL*10 astral dmg
| 27
| Mirage Arcana
| Illus
| D5
| 200
| (no PsiR) Even vs. those immune
|
28
| Omniscience
| Detect
| D2
| 80
| Divination 1 question/succ
| 29
| Probability Travel
| Manip
| D4
| 160
| Probability Travel
| 30
| Ram Blast /Urban Renewal
| Combat
| D2
| 80
| 1 group of objects (or 30'x30' area): CL*10 hull dmg (inanimate objects only)
|
31
| Resist Stun
| Health
| D1
| 40
| Resist Stun (including Capital S Stun)
| 32
| Slay
| Combat
| D3
| 120
| 1 target: CL*10 vile necromantic dmg
| 33
| Spell Barrier
| Manip
| D5
| 200
| Wall: Magic (all types) cannot pass through
|
34
| Teleportation
| Manip
| D3
| 120
| Teleport, no error, up to 1 plane
| 35
| Temporary Insanity
| Manip
| D2
| 80
| CL targets (may multi-target): Insanity (Will save for each)
| 36
| Thunderclap
| Manip
| D5
| 200
| 1 group: CL*10 sound dmg
|
37
| Treat Deadly Wounds
| Health
| D1
| 40
| Heals 100% max hp (material componenting gives 200%)
| 38
| Unhealthy Glow
| Health
| D2
| 80
| CL Cml dmg (no save); Dirty cantrip
| 39
| Water Blast
| Manip
| D3
| 120
| 1 group: CL*10 water dmg
|
40
| (new) Fork
| Construct
| D6
| 240
| 1bM: Fork (can be used on up to a x8 multiplier effect)
| 41
| (new) Defile BlahF
| Construct
| D6
| 240
| Defile the MF/PF/TF/PsiF/TechF in area; Tempus Chaos
| 42
| (new) Remove Class Ability/Immunity
| Construct
| D3
| 120
| Remove a class ability or immunity from an element (affects 1 group).
|
|
[PC2] Wizard Classes Group
Psi30 Simplified Ultra Powers
#
| Name
| Field
| Drain
| PSPs
| Notes
|
1
| Annihilation Bolt
| Combat
| X10
| 500
| 1 group: CL*100 annihilation dmg [or] 1 idmg; Annihilated (PsiR; no save)
| 2
| HyperGate
| Manip
| X2
| 100
| Gate, no summoning sickness, up to CL planes removed
| 3
| Incr./Decr. Mentals
| Health
| X7
| 350
| ±CL/4 M actions (save is Int check at -CL)
|
4
| Solid Stun Blast
| Combat
| X1
| 50
| 1 group: -CL*10 all actions; (CL-10)*100 astral dmg
| 5
| Super Luck
| Detect
| X3
| 150
| Choose result on next die roll
| 6
| (new) Become Immaterial
| Construct
| X6
| 300
| Insubstantial (see Major power); Immune to matter & energy; Can't be targetted.
|
7
| (new) Halving
| Construct
| X3
| 150
| Halve the hp on up to (CL-7)/3 targets (no save, IR to resist, may multi-target one target)
| 8
| (new) Lock Down
| Construct
| X3
| 150
| Lock down one action type in the room.
| 9
| (new) Power Magnet
| Construct
| X6
| 300
| Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
|
10
| (new) Remove Terrain Feature
| Construct
| X6
| 300
| Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).
| 11
| (new) Set Off Triggers
| Construct
| X6
| 300
| Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
| 12
| (new) Temporary Artifact
| Construct
| X9
| 450
| Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).
|
|
[PC2] Wizard Classes Group
Basic Psi30 Information
P30Ps = Int + Wis + Chr - 36 +level*6.
| Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
| 1 P30P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
|
|
|
Drain Code:
| L
| M
| S
| D
| X
|
Type of Power:
| Minor
| Major
| Grand
| Super
| Ultra
| P30P multiplier:
| x1
| x2
| x3
| x4
| x5
|
|
| Multiply the P30P multiplier by the Drain Staging to get P30P cost.
| For example, "Air Bolt" is an S3, so it's a Grand that costs 9 P30Ps.
| (DM Note: The modern version of the power tables includes P30P costs for you.)
|
| # Successes = Your level (or level/2 if wild talent).
|
| Powers that do damage do 10% of max hp per success, with a save for half damage.
|
| In the power progression, you may "three for one trade" upwards (3 Minors can be replaced with 1 Major, even at level 1).
|
|
[PC2] Wizard Classes Group
Psi30 Minor Powers
Name
| Field
| Targ
| Type
| Drain
| P30Ps
| Notes
|
Armor
| Manip
| 3
| Phys
| L3
| 3
| Melee:+˝ AC,-1dmg per hit/succ
| Combat Sense (personal)
| Detect
| 2
| Phys
| L2
| 2
| +1 initiative,+1 saves/succ
| Control Emotion
| Manip
| Chr
| Ment
| L4
| 4
| Emotion:-1/succ on actions
|
Detect Psionics
| Detect
| R-1
| Ment
| L2
| 2
| Gives freq. & field of psi
| Enhanced Hearing
| Detect
| 4
| Ment
| L1
| 1
| 10%/succ Detect Noise
| Entertainment
| Illus
| 2
| Ment
| L1
| 1
| Two D'lusion (as spell)
|
Hibernate
| Manip
| Con
| Phys
| L2
| 2
| Feign Death & Suspend Animation
| Invisibility
| Illus
| Int
| Ment
| L2
| 2
| As spell, each creature resists
| Levitate Item
| Manip
| W
| Phys
| L2
| 2
| Caster controls up+down
|
Mask
| Illus
| Cml
| Ment
| L1
| 1
| Alters appearance, Chr resists
| Mental Armor
| Manip
| 9
| Ment
| L6
| 6
| -˝ hit/succ per mental attack
| Mob Mood
| Manip
| Int
| Ment
| L8
| 8
| Control Emotions Blast
|
Object Mask
| Illus
| Cml
| Ment
| L2
| 2
| Alters appearance, Chr resists
| Spectacle
| Illus
| 3
| Ment
| L2
| 2
| Entertainment power with sound
| Stun Touch
| Combat
| Wis
| Ment
| L1
| 1
| Astral stunning
|
Treat Light Wounds
| Health
| Con
| Phys
| L1
| 1
| Heals 10% max hp (1 succ)
| Treat Mental Drain
| Health
| 7
| Ment
| L34
| 34
| regain 10*succ% Psi (all freq)
| X-ray Gem
| Detect
| 3
| Phys
| L2
| 2
| Gem of X-ray vision (1'/succ)
|
|
[PC2] Wizard Classes Group
Psi30 Major Powers
Name
| Field
| Targ
| Type
| Drain
| P30Ps
| Notes
|
[creature type] Form
| Manip
| W
| Phys
| M3
| 6
| Polymorph Self (as spell)
| Air Bridge
| Manip
| 4
| Phys
| M2
| 4
| Beam of Air than can walk on
| Animate
| Manip
| W
| Phys
| M2
| 4
| Animate Object (as spell)
|
Antidote Toxin
| Health
| Con
| Phys
| M3
| 6
| Neutralize Poison (as spell)
| Anti-Missile Barrier
| Manip
| 4
| Phys
| M2
| 4
| Ranged:+˝ AC,-1dmg per hit/succ
| Astral Psi Fingers
| Manip
| 4
| Phys
| M2
| 4
| 1 Str,1 Dex/succ
|
Blackout
| Illus
| Int
| Ment
| M2
| 4
| Blast:Cause Blindness(as spell)
| Clairaudience
| Detect
| R+1
| Ment
| M1
| 2
| Clairaudience,can move
| Clairvoyance
| Detect
| R+2
| Ment
| M1
| 2
| Clairvoyance,can move
|
Clout
| Manip
| 3
| Phys
| M2
| 4
| TK punch:roll TH, dmg=˝*ä(succ)
| Combat Sense
| Detect
| 3
| Phys
| M2
| 4
| +1 initiative,+1 saves/succ
| Control Animal
| Manip
| Str
| Ment
| M4
| 8
| Caster controls ˝P action/succ
|
Death Touch
| Combat
| Wis
| Phys
| M3
| 6
| Necromantic damage
| Detect [creature type]
| Detect
| R
| Ment
| M2
| 4
| Int resists,mult.targets
| Detect [Object]
| Detect
| R
| Ment
| M2
| 4
| Locates Object (dir./dist.)
|
Detect Life
| Detect
| R+2
| Ment
| M1
| 2
| Chr resists,mult.targets
| Detect Psionics (ext.)
| Detect
| R-3
| Ment
| M3
| 6
| Gives freq. & field of psi
| Dimension Door
| Manip
| R-2
| Phys
| M4
| 8
| Ps1N "Dimension Door"
|
Enlarge/Reduce
| Manip
| Str
| Phys
| M3
| 6
| ń10%/succ size
| Existential Blues
| Manip
| Chr
| Ment
| M1
| 2
| Depresses target (-˝/succ)
| Fashion
| Manip
| 3
| Phys
| M1
| 2
| Makes clothes look better
|
Flight
| Manip
| 3
| Ment
| M1
| 2
| Fly at 3"/succ
| Ignite
| Manip
| W+4
| Phys
| M4
| 8
| Item save:magical fire+4-1/succ
| Improved Invisibility
| Illus
| Int
| Ment
| M2
| 4
| As spell, each creature resists
|
Know Exit
| Detect
| R+1
| Ment
| M2
| 4
| Know dir./dist. to nearest exit
| Levitate Person
| Manip
| W+2
| Phys
| M2
| 4
| Caster controls, Str resists
| Light/Darkness
| Manip
| 3
| Phys
| M1
| 2
| Modifies light in area
|
Lock/Unlock
| Manip
| 4
| Phys
| M1
| 2
| Locks/Unlocks (nonmagical lock)
| Makeover
| Manip
| Cml
| Phys
| M1
| 2
| Fixes hair,makeup,fingernails
| Mana Touch
| Combat
| Int
| Phys
| M2
| 4
| Astral damage
|
Mind Link
| Detect
| Int
| Ment
| M1
| 2
| Ps2P "Mindlink", 1 target
| Nausea Blast
| Health
| Con
| Phys
| M2
| 4
| Area effect Nausea (-˝TH/succ)
| Object Physical Mask
| Illus
| Cml
| Phys
| M2
| 4
| Changes appearance physically
|
Oxygenate
| Health
| Con
| Phys
| M3
| 6
| +˝ Con/succ vs. suffocation
| Pathfinder
| Manip
| Dex
| Phys
| M3
| 6
| Ps1N "Body Equilibrium"
| Petrify/Reverse Petrify
| Manip
| Str
| Phys
| M6
| 12
| Flesh to Stone, Con resists
|
Physical Mask
| Illus
| Cml
| Phys
| M1
| 2
| Changes appearance physically
| Power Touch
| Combat
| Con
| Phys
| M1
| 2
| Astral damage
| Ram Touch
| Combat
| Con
| Phys
| M2
| 4
| 1 hull point damage/succ
|
Seal
| Manip
| 5
| Phys
| M2
| 4
| Hold Portal (as spell)
| Stimulation
| Illus
| Wis
| Ment
| M1
| 2
| Euphoria:+˝ (mental)hit/succ
| Stun Beam
| Combat
| Wis
| Ment
| M2
| 4
| Astral stunning
|
Stun Bolt
| Combat
| Wis
| Ment
| M1
| 2
| Astral stunning
| Treat Moderate Wounds
| Health
| Con
| Phys
| M1
| 2
| Heals 30% max hp (2 succ)
| Tri-D Entertainment
| Illus
| 4
| Phys
| M2
| 4
| Phantasmal Force with touch
|
Tri-D Spectacle
| Illus
| 5
| Phys
| M3
| 6
| Tri-D Enter. power with sound
| Use [Prof.] Fingers
| Manip
| 5
| Phys
| M4
| 8
| Can use prof. over Psi Fingers
| Warplight
| Manip
| 8
| Phys
| M3
| 6
| Object seen with Infra/Ultra
|
|
[PC2] Wizard Classes Group
Psi30 Grand Powers
Name
| Field
| Targ
| Type
| Drain
| P30Ps
| Notes
|
Acid Bolt
| Manip
| 4
| Phys
| S4
| 12
| Acid damage, Con resists
| Air Bolt
| Manip
| 3
| Phys
| S3
| 9
| Ele.Air damage, Dex resists
| Analyze Device
| Detect
| C
| Ment
| S2
| 6
| How to use object & its use
|
Analyze Psionic Item
| Detect
| C
| Ment
| S1
| 3
| How to use item & its use
| Analyze Truth
| Detect
| Wis
| Ment
| S2
| 6
| Detects Lies,1 target
| Bind
| Manip
| Dex
| Phys
| S2
| 6
| Stopped & -˝ Str/succ
|
Chaos
| Illus
| Int
| Ment
| S2
| 6
| Distract:-1 TH/succ,1target
| Clairaudience (ext.)
| Detect
| R-2
| Ment
| S2
| 6
| Clairaudience,can move
| Clairvoyance (ext.)
| Detect
| R
| Ment
| S2
| 6
| Clairvoyance,can move
|
Confusion
| Illus
| Int
| Phys
| S1
| 3
| Confusion (as spell)
| Control Actions
| Manip
| Str
| Ment
| S4
| 12
| Caster controls ˝P action/succ
| Control Movement
| Manip
| Str
| Ment
| S2
| 6
| Caster controls ˝V action/succ
|
Cure Disease
| Health
| Con
| Phys
| S3
| 9
| Cure Disease (as spell)
| Death Beam
| Combat
| Wis
| Phys
| S4
| 12
| Necromantic damage
| Death Bolt
| Combat
| Wis
| Phys
| S3
| 9
| Necromantic damage
|
Detect [cr. type] (ext.)
| Detect
| R-2
| Ment
| S3
| 9
| Int resists,mult.targets
| Detect [Object] (ext.)
| Detect
| R-2
| Ment
| S3
| 9
| Locates Object (dir./dist.)
| Detect Enemies
| Detect
| R+1
| Ment
| S1
| 3
| Wis resists,mult.targets
|
Detect Life (ext.)
| Detect
| R
| Ment
| S2
| 6
| Chr resists,mult.targets
| Detect Planar Energy
| Detect
| Chr
| Ment
| S1
| 3
| Gives color of planar cord
| Dimension Walk
| Manip
| 6
| Phys
| S3
| 9
| Ps1N "Dimension Walk"
|
Earth Bolt
| Manip
| 3
| Phys
| S3
| 9
| Ele.Earth damage,Con resist
| Eyes of the Pack
| Detect
| Int
| Ment
| S1
| 3
| Blast:can see through eyes
| Fire Bolt
| Manip
| 3
| Phys
| S3
| 9
| Ele.Fire damage,Con resist
|
Flame Shield
| Manip
| 4
| Phys
| S2
| 6
| Protection from Fire
| Grease Blast
| Manip
| 4
| Phys
| S3
| 9
| Grease & area Fumble (as spell)
| Healthy Glow
| Health
| Cml
| Phys
| S2
| 6
| +1 Cml/succ, Clean cantrip
|
Ice Bolt
| Manip
| 4
| Phys
| S4
| 12
| Ice damage, Con resists
| Incr./Decr. Movements
| Health
| 8
| Phys
| S7
| 21
| ±1 V action /r per 2 successes
| Lightning Bolt
| Manip
| 4
| Phys
| S4
| 12
| Lightning damage, Dex resists
|
Luck
| Detect
| 4
| Ment
| S2
| 6
| Gains +1(+5%)/succ on 1 action
| Mana Beam
| Combat
| Int
| Phys
| S3
| 9
| Astral damage
| Mana Bolt
| Combat
| Int
| Phys
| S2
| 6
| Astral damage
|
Mind Probe
| Detect
| Int
| Ment
| S1
| 3
| Ps2P "Probe", 1 question/succ
| Mob Rush
| Manip
| Str
| Ment
| S6
| 18
| Control Movement Blast
| Mob Scene
| Manip
| Str
| Ment
| S8
| 24
| Control Actions Blast
|
Movement
| Manip
| Dex
| Phys
| S3
| 9
| Gives +1V action
| Nightvision
| Detect
| 4
| Ment
| S1
| 3
| Can see in magical/psi darkness
| Overstimulation
| Illus
| Wis
| Ment
| S1
| 3
| Massive Euphoria:+1 hit/succ
|
Poltergeist
| Manip
| 4
| Phys
| S2
| 6
| Objects fly around, 1 dmg/succ
| Power Beam
| Combat
| Con
| Phys
| S2
| 6
| Astral damage
| Power Bolt
| Combat
| Con
| Phys
| S1
| 3
| Astral damage
|
Prophylaxis
| Health
| Con
| Phys
| S3
| 9
| +˝ Con/succ vs. poison,drugs
| Psi Sword
| Combat
| 5
| Ment
| S2
| 6
| Roll TH (+succ), dmg=ä(succ)
| Psi Sword II
| Combat
| 6
| Ment
| S3
| 9
| As Psi Sword, can hit nonliving
|
Ram Beam /Wrecker
| Combat
| Con
| Phys
| S3
| 9
| 1 hull point damage/succ
| Ram Bolt
| Combat
| Con
| Phys
| S2
| 6
| 1 hull point damage/succ
| Resist Allergy
| Health
| *
| Phys
| S3
| 9
| Remove -1 penalty/succ
|
Resist Pain
| Health
| Con
| Phys
| S1
| 3
| Resists physical pain
| Shadow (Personal)
| Manip
| Chr
| Phys
| S1
| 3
| Polymorph & go to Shadow plane
| Shapechange (Personal)
| Manip
| W
| Phys
| S3
| 9
| Polymorph to any monster
|
Spark
| Manip
| W+5
| Phys
| S4
| 12
| Item save:lightning+2-1/succ
| Spherical Vision
| Detect
| 4
| Ment
| S2
| 6
| All-Around Sight
| Stabilize
| Health
| -hp
| Phys
| S1
| 3
| Target at 1 hp (Target#=-hp/3)
|
Sterilize
| Combat
| 3
| Phys
| S1
| 3
| Removes bacteria,bugs,etc.
| Stink
| Illus
| Con
| Phys
| S2
| 6
| Stinking Cloud effect
| Stun Blast /Sleep
| Combat
| Wis
| Ment
| S1
| 3
| Astral stunning
|
Treat Serious Wounds
| Health
| Con
| Phys
| S1
| 3
| Heals 60% max hp (3 succ)
| Turn to Goo
| Manip
| Con
| Phys
| S6
| 18
| Polymorphs target to sludge
| Warpsense
| Detect
| R+1
| Phys
| S3
| 9
| Can see with Infra/Ultra
|
Water Bolt
| Manip
| 3
| Phys
| S3
| 9
| Ele.Water damage,Str resist
| Weather Guard
| Manip
| C
| Phys
| S3
| 9
| Protection from Weather
|
|
[PC2] Wizard Classes Group
Psi30 Super Powers
Name
| Field
| Targ
| Type
| Drain
| P30Ps
| Notes
|
Acid Blast /Toxic Wave
| Manip
| 4
| Phys
| D4
| 16
| Acid damage, Con resists
| Air Blast
| Manip
| 3
| Phys
| D3
| 12
| Ele.Air damage, Dex resists
| Astral Hearing
| Detect
| 9
| Ment
| D1
| 4
| Clairaudience to Astral Plane
|
Astral Static/Fog
| Manip
| 6
| Ment
| D3
| 12
| +1 target#/succ penalty in area
| Barrier
| Manip
| 5
| Phys
| D2
| 8
| Solid Wall of Force (as spell)
| Chaotic World
| Illus
| Int
| Ment
| D2
| 8
| Chaos Blast
|
Control Thoughts
| Manip
| Int
| Ment
| D4
| 16
| Caster controls ˝M action/succ
| Death Blast
| Combat
| Wis
| Phys
| D3
| 12
| Necromantic damage
| Decrease Charisma
| Health
| Chr
| Ment
| D2
| 8
| -1 Chr/succ
|
Decrease Constitution
| Health
| Con
| Phys
| D2
| 8
| -1 Con/succ
| Decrease Dexterity
| Health
| Dex
| Phys
| D2
| 8
| -1 Dex/succ
| Decrease Intelligence
| Health
| Int
| Ment
| D2
| 8
| -1 Int/succ
|
Decrease Strength
| Health
| Str
| Phys
| D2
| 8
| -1 Str/succ
| Decrease Wisdom
| Health
| Wis
| Ment
| D2
| 8
| -1 Wis/succ
| Detect Enemies (ext.)
| Detect
| R-1
| Ment
| D2
| 8
| Wis resists,mult.targets
|
Earth Blast
| Manip
| 3
| Phys
| D3
| 12
| Ele.Earth damage,Con resist
| Fire Blast /Hellblast
| Manip
| 3
| Phys
| D3
| 12
| Ele.Fire damage,Con resist
| Foresight
| Detect
| 4
| Ment
| D2
| 8
| Augury of next 1r/succ
|
Heal
| Health
| Con
| Phys
| D2
| 8
| Cures 1=10%,2=30%,3=60%,4=100%
| Ice Blast
| Manip
| 4
| Phys
| D4
| 16
| Ice damage, Con resists
| Ice Sheet
| Manip
| 4
| Phys
| D4
| 16
| Wall:Ice damage, Con resists
|
Incr./Decr. Physicals
| Health
| 12
| Phys
| D7
| 28
| ±1 P action /r per 3 successes
| Increase Charisma
| Health
| Chr
| Ment
| D2
| 8
| +1 Chr/succ
| Increase Constitution
| Health
| Con
| Phys
| D2
| 8
| +1 Con/succ
|
Increase Dexterity
| Health
| Dex
| Phys
| D2
| 8
| +1 Dex/succ
| Increase Intelligence
| Health
| Int
| Ment
| D2
| 8
| +1 Int/succ
| Increase Strength
| Health
| Str
| Phys
| D2
| 8
| +1 Str/succ
|
Increase Wisdom
| Health
| Wis
| Ment
| D2
| 8
| +1 Wis/succ
| Influence
| Manip
| Chr
| Ment
| D2
| 8
| 1=Command,2=Suggestion,4=Demand
| Lightning Blast
| Manip
| 4
| Phys
| D4
| 16
| Lightning damage, Dex resists
|
Mana Barrier
| Manip
| 6
| Ment
| D3
| 12
| Wall:Dead Psionics (all freq.)
| Mana Blast
| Combat
| Int
| Phys
| D2
| 8
| Astral damage
| Mirage Arcana
| Illus
| 5
| Ment
| D5
| 20
| (no PsiR) Even vs. those immune
|
Mob Mind
| Manip
| Int
| Ment
| D8
| 32
| Control Thoughts Blast (yuck!)
| Omniscience
| Detect
| 4
| Ment
| D2
| 8
| Divination 1 question/succ
| Power Blast
| Combat
| Con
| Phys
| D1
| 4
| Astral damage
|
Preserve
| Health
| 5
| Phys
| D5
| 20
| Ps1N "Preservation", ˝ lvl/succ
| Probability Travel
| Manip
| 6+#
| Phys
| D4
| 16
| Ps1N "Probability Travel"
| Ram Blast /Urban Renewal
| Combat
| Con
| Phys
| D2
| 8
| 1 hull point damage/succ
|
Resist Stun
| Health
| Wis
| Ment
| D1
| 4
| Resist -1TH/succ from hits
| Slay [creature type]
| Combat
| R
| Phys
| D3
| 12
| Necro. damage,1 target,Wis
| Spell Barrier
| Manip
| 7
| Ment
| D5
| 20
| Wall:Dead Magic (all types)
|
Teleportation
| Manip
| 4+#
| Phys
| D3
| 12
| No error,up to 1plane,#=#people
| Temporary Insanity
| Manip
| Wis
| Ment
| D2
| 8
| 1 insanity [DMG1]/succ
| Thunderclap
| Manip
| 5
| Phys
| D5
| 20
| Blast:Sound damage, Con resists
|
Transform
| Manip
| W+W
| Phys
| D3
| 12
| Polymorph Other, Str resists
| Treat Deadly Wounds
| Health
| Con
| Phys
| D1
| 4
| Heals 100% max hp (4 succ)
| Unhealthy Glow
| Health
| Cml
| Phys
| D2
| 8
| -1 Cml/succ, Dirty cantrip
|
Water Blast
| Manip
| 3
| Phys
| D3
| 12
| Ele.Water damage,Str resist
|
|
[PC2] Wizard Classes Group
Psi30 Ultra Powers
Name
| Field
| Targ
| Type
| Drain
| P30Ps
| Notes
|
Annihilation Bolt
| Combat
| 20
| Phys
| X10
| 50
| (Str+Int) resists, Annihilation
| HyperGate
| Manip
| N*3
| Phys
| X2
| 10
| Gate, no stun, N = # of planes
| Incr./Decr. Mentals
| Health
| 16
| Ment
| X7
| 35
| ±1 M action /r per 4 successes
|
Solid Stun Blast
| Combat
| Wis
| Ment
| X1
| 5
| Astral stunning, x2 normal succ
| Super Luck
| Detect
| 5
| Ment
| X3
| 15
| Choose result on next die roll
|
|
[PC2] Wizard Classes Group
Astrologer1JG
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2
| 20- --- ---
| 3
| 4
| 21- --- ---
|
4
| 8
| 220 --- ---
| 5
| 16
| 221 --- ---
| 6
| 32
| 222 0-- ---
|
7
| 64
| 322 1-- ---
| 8
| 128
| 332 20- ---
| 9
| 256
| 333 21- ---
|
10
| 656
| 333 320 ---
| 11
| 1056
| 433 321 ---
| 12
| 1456
| 444 321 ---
|
13
| 1856
| 444 322 ---
| 14
| 2256
| 444 432 0--
| 15
| 2656
| 544 432 1--
|
16
| 3056
| 555 432 2--
| 17
| 3456
| 655 443 20-
| 18
| 3856
| 655 443 21-
|
19
| 4256
| 655 543 22-
| 20
| 4656
| 655 544 320
| 21
| 5056
| 655 544 321
|
22
| 5456
| 665 554 322
| 23
| 5856
| 666 654 332
| 24
| 6256
| 776 655 432
|
25
| 6656
| 776 655 443
| 26
| 7056
| 777 665 543
| 27
| 7456
| 777 665 554
|
28
| 7856
| 887 666 654
| 29
| 8256
| 887 776 655
| 30
| 8656
| 888 777 665
|
31
| 9056
| 888 777 766
| 32
| 9456
| 988 887 776
| 33
| 9856
| 999 888 777
|
34
| 10256
| 999 988 887
| 35
| 10656
| 999 999 888
| 36
| 11056
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 15, Wis 13
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/3
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| FGE1JG
| Groups:
| Wizard
|
|
|
|
If you reset within real (not magical) sight of the sky, you get Wisdom bonus for spells.
| Level 1: Fly at (level*3)" rate.
| Level 1: If within sight of the sky, can cast spells as if the MF was 1 higher.
| Level 1: 1 full reset: On the following reset, your spell progression in your Astrologer class is doubled.
| Level 2: 1 full reset studying a person (who must be present): All spells you cast on that person are at x(level+1)/2 effect. You are assumed to have already "studied yourself" when you reach level 3.
| Level 3: 1 full reset: Cast a spell you know; it has permanent duration.
|
|
[PC2] Wizard Classes Group
Beast Arch-Mage
Level
| KXP
| Wizard 123 456 789 ABC
|
1
| 0
| 0b- --- --- ---
| 2
| 4.5
| 00c --- --- ---
| 3
| 9
| 000 d-- --- ---
|
4
| 18
| 000 0e- --- ---
| 5
| 39
| 000 00f --- ---
| 6
| 82.5
| 000 000 g-- ---
|
7
| 165
| 000 000 0h- ---
| 8
| 330
| 111 111 1f- ---
| 9
| 675
| 111 111 10i ---
|
10
| 1350
| 111 111 100 j--
| 11
| 2025
| 222 222 211 h--
| 12
| 2700
| 222 222 211 0k-
|
13
| 3375
| 333 333 322 1i-
| 14
| 4050
| 444 444 433 2g-
| 15
| 4725
| 444 444 433 20l
|
16
| 5400
| 555 555 544 31j
| 17
| 6075
| 666 666 655 42h
| 18
| 6750
| 666 666 655 420
|
19
| 7425
| 777 777 766 531
| 20
| 8100
| 777 777 777 652
| 21
| 8775
| 777 777 777 763
|
22
| 9450
| 777 777 777 774
| 23
| 10125
| 777 777 777 775
| 24
| 10800
| 777 777 777 776
|
25
| 11475
| 777 777 777 777
| 26
| 12150
| 877 777 777 777
| 27
| 12825
| 887 777 777 777
|
28
| 13500
| 888 777 777 777
| 29
| 14175
| 888 877 777 777
| 30
| 14850
| 888 887 777 777
|
31
| 15525
| 888 888 777 777
| 32
| 16200
| 888 888 877 777
| 33
| 16875
| 888 888 887 777
|
34
| 17550
| 888 888 888 777
| 35
| 18225
| 888 888 888 877
| 36
| 18900
| 888 888 888 887
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 6 4 7 1 2 2
| +1
| 5 9 7 5 8 2 3 3
|
+1
| 6 10 7 6 9 2 3 4
| +2
| 6 11 8 6 10 3 4 5
| +2
| 7 12 9 7 11 4 5 6
|
+3
| 7 13 10 8 11 5 6 7
| +3
| 8 13 11 9 12 6 7 8
| +4
| 9 14 11 10 13 6 7 9
|
+4
| 9 15 12 10 14 7 8 10
| +5
| 10 15 13 11 15 8 9 11
| +5
| 11 16 13 12 15 9 10 12
|
+6
| 12 16 14 13 15 10 11 13
| +6
| 12 16 14 14 16 10 11 14
| +7
| 13 16 15 14 16 11 12 15
|
+7
| 14 16 15 15 16 12 13 16
| +8
| 15 17 16 16 16 13 14 17
| +8
| 16 17 16 16 17 14 15 18
|
|
Requisites:
| Dex 16, Int 26; Class slots 2
| Alignment:
| any
| HD/level:
| d7
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| Rog
| Save Table:
| 2xWiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Gets Int bonus to spell progression.
| Gets +1 familiar per level (including level 1).
| Level 1: Each level, pick one spell. That spell requires only ˝ of a spell to cast. This isn't cumulative with school specialization.
| Level 1: Free material componenting. Can double material component if 1V is spent.
| Level 1: MR adjustment is -5*level% instead of +60-5*level%.
| Level 1: Can specialize in 1 school for free. Can specialize in another school, but then must pick an opposite. Specialization may be either "Collective type" (1/2 cost on spells) or "2nd edition type" (+1 spell of the school each level).
| Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Mage being too low level. If the Arch-Mage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
| Level 4: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
| Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 2 times Arch-Mage's level (for this rule only).
| Level 9: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
| Level 11: Each level starting at 11th, pick one spell. That spell requires only ˝ the number of Mental actions to cast.
| Level 15: That's an "l" (lower case "L") in 12th's, i.e. -12 (before bonus).
| Level 16: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
| Level 21: Each level starting at 21st, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
| Level 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
| Level 31: Each level starting at 31st, pick one spell. That spell can be cast as a 0 action.
| Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.
|
|
[PC2] Wizard Classes Group
Beast Mage
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| ˝-- --- ---
| 2
| 2.5
| ˝˝- --- ---
| 3
| 5
| ˝˝˝ --- ---
|
4
| 10
| ˝˝˝ ˝-- ---
| 5
| 20
| ˝˝˝ ˝˝- ---
| 6
| 40
| ˝˝˝ ˝˝˝ ---
|
7
| 80
| ˝˝˝ ˝˝˝ ˝--
| 8
| 160
| ˝˝˝ ˝˝˝ ˝˝-
| 9
| 320
| ˝˝˝ ˝˝˝ ˝˝˝
|
10
| 570
| 1˝˝ ˝˝˝ ˝˝˝
| 11
| 820
| 11˝ ˝˝˝ ˝˝˝
| 12
| 1070
| 111 ˝˝˝ ˝˝˝
|
13
| 1320
| 111 1˝˝ ˝˝˝
| 14
| 1570
| 111 11˝ ˝˝˝
| 15
| 1820
| 111 111 ˝˝˝
|
16
| 2320
| 111 111 1˝˝
| 17
| 2570
| 111 111 11˝
| 18
| 3070
| 111 111 111
|
19
| 3570
| 221 111 111
| 20
| 4070
| 222 211 111
| 21
| 4570
| 222 222 111
|
22
| 5070
| 222 222 221
| 23
| 5570
| 222 222 222
| 24
| 6070
| 333 222 222
|
25
| 6570
| 333 333 222
| 26
| 7070
| 333 333 333
| 27
| 8070
| 444 433 333
|
28
| 9070
| 444 444 443
| 29
| 10070
| 444 444 444
| 30
| 11070
| 555 554 444
|
31
| 12070
| 555 555 555
| 32
| 13070
| 666 666 555
| 33
| 14070
| 666 666 666
|
34
| 15070
| 777 777 766
| 35
| 16070
| 777 777 777
| 36
| 18070
| 888 888 887
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 9
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Specialization is allowed (and suggested due to all the ˝'s on the spell progression).
| This class does get the free Material Componenting of Mage.
|
|
[PC2] Wizard Classes Group
Black Robe1
Level
| KXP
| Wizard 123 456 789
|
1
| 2.5
| 1-- --- ---
| 2
| 5
| 2-- --- ---
| 3
| 10
| 21- --- ---
|
4
| 17
| 32- --- ---
| 5
| 35
| 421 --- ---
| 6
| 45
| 422 --- ---
|
7
| 80
| 432 1-- ---
| 8
| 135
| 433 2-- ---
| 9
| 290
| 433 21- ---
|
10
| 375
| 443 221 ---
| 11
| 500
| 444 321 ---
| 12
| 650
| 444 421 1--
|
13
| 800
| 555 432 111
| 14
| 1000
| 555 442 111
| 15
| 1200
| 555 552 111
|
16
| 1400
| 555 553 211
| 17
| 1650
| 555 554 321
| 18
| 1900
| 555 554 321
|
19
| 2150
| 555 554 322
| 20
| 2400
| 555 554 333
| 21
| 2650
| 555 554 444
|
22
| 2900
| 555 555 555
| 23
| 3150
| 666 666 666
| 24
| 3400
| 776 666 666
|
25
| 3650
| 777 766 666
| 26
| 3900
| 777 776 666
| 27
| 4150
| 777 777 666
|
28
| 4400
| 777 777 776
| 29
| 4650
| 777 777 777
| 30
| 4900
| 887 777 777
|
31
| 5150
| 888 777 777
| 32
| 5400
| 888 877 777
| 33
| 5650
| 888 887 777
|
34
| 5900
| 888 888 777
| 35
| 6150
| 888 888 877
| 36
| 6400
| 888 888 887
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 6, Int 9
| Alignment:
| any E
| HD/level:
| d4
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DLA1
| Groups:
| Wizard
|
|
|
|
Specialized in Necromancy. Has Divination and Abjuration as opposite schools.
| Level 1: May use 1 material component effect per spell as a zero action.
|
|
[PC2] Wizard Classes Group
Blaster0
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 22- --- ---
| 5
| 20
| 221 --- ---
| 6
| 40
| 222 --- ---
|
7
| 80
| 322 1-- ---
| 8
| 150
| 332 2-- ---
| 9
| 300
| 333 21- ---
|
10
| 450
| 333 32- ---
| 11
| 600
| 433 321 ---
| 12
| 750
| 444 321 ---
|
13
| 900
| 444 322 ---
| 14
| 1050
| 444 432 ---
| 15
| 1200
| 544 432 1--
|
16
| 1350
| 555 432 2--
| 17
| 1500
| 655 443 2--
| 18
| 1650
| 655 443 21-
|
19
| 1800
| 655 543 22-
| 20
| 1950
| 655 544 32-
| 21
| 2100
| 655 544 321
|
22
| 2250
| 665 554 322
| 23
| 2400
| 666 654 332
| 24
| 2550
| 776 655 432
|
25
| 2700
| 776 655 443
| 26
| 2850
| 777 665 543
| 27
| 3000
| 777 665 554
|
28
| 3150
| 887 666 654
| 29
| 3300
| 887 776 655
| 30
| 3450
| 888 777 665
|
31
| 3600
| 888 777 766
| 32
| 3750
| 988 887 776
| 33
| 3900
| 999 888 777
|
34
| 4050
| 999 988 887
| 35
| 4200
| 999 999 888
| 36
| 4350
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 5 4 5 2 3 0 1 1
| +1
| 5 4 5 3 3 0 1 1
| +1
| 5 4 5 3 4 0 1 2
|
+1
| 5 5 5 3 4 1 2 2
| +2
| 6 5 5 3 4 1 2 3
| +3
| 7 6 7 4 6 2 3 3
|
+3
| 7 6 7 5 6 2 3 4
| +3
| 7 7 7 5 6 2 3 4
| +3
| 7 7 7 5 7 3 4 5
|
+4
| 8 7 7 5 7 3 4 5
| +5
| 9 8 9 6 9 4 5 6
| +5
| 9 8 9 7 9 4 5 6
|
+5
| 9 9 9 7 9 4 5 7
| +5
| 10 9 9 7 9 5 6 7
| +6
| 10 9 10 7 9 5 6 8
|
+7
| 11 10 11 8 12 6 7 8
| +7
| 11 10 11 9 12 6 7 9
| +7
| 11 11 11 9 12 6 7 9
|
|
Requisites:
| Int 16, Dex 13
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| M-U0
| Save Table:
| M-U0
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Can specialize in Invocation, if you do, pick a major opposite school.
| When you material component one of the new spells below, replace "One target" with "CL targets". You cannot material component to hit a group at all. You are allowed to hit 2 targets at level 1.
|
| New Invocation spells for Blaster0 class:
| Acid Blast (all SL's): One target takes CL*SL Vile Acid dmg (no save, cannot be regenerated)
| Force Throw (all SL's): One target is thrown backwards 5*CL*SL feet (no save, takes falling dmg as normal, leaves it's group)
| Glass Shards (all SL's): One target takes CL*SL Glass dmg (no save) and is Sharped (BW save)
| Time Beam (all SL's): One target takes CL*SL Time dmg (no save) and is Slowed for SL s (RSW save)
| Void Zone (all SL's): One target is disintegrated (PP save with DC=CL*SL, yes it's an easy save at low level)
| Wood Spikes (all SL's): One target takes 2*CL*SL Wood dmg (no save)
|
|
[PC2] Wizard Classes Group
Boros Crossmage (MTG R/W)
Level
| KXP
| Wizard/PriHea 123 456 789
|
1
| 0
| 2-- --- ---
| 2
| 4.125
| 21- --- ---
| 3
| 8.25
| 22- --- ---
|
4
| 16.5
| 221 --- ---
| 5
| 33
| 222 --- ---
| 6
| 66
| 322 1-- ---
|
7
| 132
| 332 2-- ---
| 8
| 264
| 333 21- ---
| 9
| 528
| 333 32- ---
|
10
| 1056
| 433 321 ---
| 11
| 1584
| 444 321 ---
| 12
| 2112
| 444 322 ---
|
13
| 2640
| 444 432 ---
| 14
| 3168
| 544 432 1--
| 15
| 3696
| 555 432 2--
|
16
| 4224
| 655 443 2--
| 17
| 4752
| 655 443 21-
| 18
| 5280
| 655 543 22-
|
19
| 5808
| 655 544 32-
| 20
| 6336
| 655 544 321
| 21
| 6864
| 665 554 322
|
22
| 7392
| 666 654 332
| 23
| 7920
| 776 655 432
| 24
| 8448
| 776 655 443
|
25
| 8976
| 777 665 543
| 26
| 9504
| 777 665 554
| 27
| 10032
| 887 666 654
|
28
| 10560
| 887 776 655
| 29
| 11088
| 888 777 665
| 30
| 11616
| 888 777 766
|
31
| 12144
| 988 887 776
| 32
| 12672
| 999 888 777
| 33
| 13200
| 999 988 887
|
34
| 13728
| 999 999 888
| 35
| 14256
| 999 999 998
| 36
| 14784
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 7 5 3 6 0 1 2
| +1
| 8 7 6 3 7 0 1 3
| +1
| 9 8 6 4 7 0 1 3
|
+2
| 9 8 6 4 7 1 2 4
| +3
| 10 9 7 4 8 1 2 4
| +3
| 10 9 7 5 8 2 3 5
|
+4
| 11 10 8 5 9 2 3 5
| +5
| 11 10 9 6 9 2 3 6
| +5
| 12 10 9 6 9 3 4 6
|
+6
| 12 11 9 6 10 3 4 7
| +7
| 13 11 10 7 10 4 5 7
| +7
| 13 12 10 7 11 4 5 8
|
+8
| 13 12 10 8 11 4 5 8
| +9
| 14 13 11 8 11 5 6 9
| +9
| 14 13 11 8 12 5 6 9
|
+10
| 14 13 11 9 12 6 7 10
| +11
| 15 14 12 9 13 6 7 10
| +11
| 15 14 12 10 13 6 7 11
|
|
Requisites:
| Int 16, Dex 14, Chr 14
| Alignment:
| NG, CG, CN, or LE
| HD/level:
| others +0d+4 (see note)
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| Pri
| Save Table:
| Wiz/Pri
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Hit Dice: "others +0d+4" means you add 4 to all your other classes' HD types. This class directly gives 0 hp. Exception: If this is your only class, you get 1d4 per level. (You cannot take this option if you have more than one class.)
| Example: Multiclassed Fighter1 level 1 / Boros Crossmage11 level 1, with +2 Con bonus. The fighter gives 16 hp (1d14+2). The crossmage gives 0 hp. The character has 8 hp (16+0 divided by 2).
| Exceptional Int bonus.
| Channeling.
| Specialized in Wizard Invocation school.
| Turn Undead as a Priest of 3 levels lower.
| Level 1: May cast Priest Healing sphere spells as if they were Wizard spells of the same level.
| Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
| Level 2: 1M: You will win initiative next segment.
| Level 4, 8, 12, etc.: Choose a Priest sphere. May cast spells of that sphere as if they were Wizard spells of the same level.
| Level 9: Specialized in Priest Healing sphere spells.
| Level 9: 1M: Target gains Free Action until end of turn.
| Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
|
|
[PC2] Wizard Classes Group
Boros Swiftblade (MTG R/W)
Level
| KXP
| Wiz/Pri/Psi11RW 123 456 789
| TH
|
1
| 0
| 2-- --- ---
| +0
| 2
| 5.125
| 21- --- ---
| +1
| 3
| 10.25
| 22g --- ---
| +2
|
4
| 20.5
| 221 g-- ---
| +3
| 5
| 41
| 222 f-- ---
| +4
| 6
| 82
| 322 1f- ---
| +5
|
7
| 164
| 332 2e- ---
| +6
| 8
| 328
| 333 21e ---
| +7
| 9
| 656
| 333 32d ---
| +8
|
10
| 1312
| 433 321 ---
| +9
| 11
| 1968
| 444 321 ---
| +10
| 12
| 2624
| 444 322 d--
| +11
|
13
| 3280
| 444 432 c--
| +12
| 14
| 3936
| 544 432 1--
| +13
| 15
| 4592
| 555 432 2c-
| +14
|
16
| 5248
| 655 443 2b-
| +15
| 17
| 5904
| 655 443 21-
| +16
| 18
| 6560
| 655 543 22b
| +17
|
19
| 7216
| 655 544 32a
| +18
| 20
| 7872
| 655 544 321
| +19
| 21
| 8528
| 665 554 322
| +20
|
22
| 9184
| 666 654 332
| +21
| 23
| 9840
| 776 655 432
| +22
| 24
| 10496
| 776 655 443
| +23
|
25
| 11152
| 777 665 543
| +24
| 26
| 11808
| 777 665 554
| +25
| 27
| 12464
| 887 666 654
| +26
|
28
| 13120
| 887 776 655
| +27
| 29
| 13776
| 888 777 665
| +28
| 30
| 14432
| 888 777 766
| +29
|
31
| 15088
| 988 887 776
| +30
| 32
| 15744
| 999 888 777
| +31
| 33
| 16400
| 999 988 887
| +32
|
34
| 17056
| 999 999 888
| +33
| 35
| 17712
| 999 999 998 a
| +34
| 36
| 18368
| 999 999 999 1
| +35
|
37
| 36736
| 999 999 999 2
| +36
| 38
| 55104
| 999 999 999 3
| +37
| 39
| 73472
| 999 999 999 4
| +38
|
45
| 183680
| A99 999 999 9
| +44
| 54
| 348992
| AAA AAA AAA 91
| +53
| 63
| 514304
| AAA AAA AAA A9
| +62
|
72
| 679616
| BBB BBB BAA AA1
| +71
|
|
Requisites:
| Str 14, Dex 14, Int 16, Wis 13, Chr 14,
|
| Class Slots 2
| Alignment:
| NG, CG, CN, or LE
| HD/level:
| d8 (or Others +0d+6)
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| War
| Reference:
| DM
| Groups:
| Warrior, Wizard, Priest
| Complexity:
| CF=2
|
|
| Saving Throws:
|
| PPD:
| level+5
| RSW:
| level+5
| PP:
| level+5
| BW:
| level+5
| Spell:
| level+8
| Fort:
| level+2
| Reflex:
| level+5
| Will:
| level+5
|
|
|
Hit Dice: "Others +0d+6" means you add 6 to all your other classes' HD types.
| Specialized in Wizard Invocation school. Grand in Priest Healing Sphere.
| Level 3: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
| Level 4: 1M: You will win initiative next segment.
| Level 9: 1M: Target gains Free Action until end of turn.
|
| New MTG Spells (count as Wizard Invocation, Priest Healing, or Psi11R/W):
| Duergar Assailant (SL=1): Summon CL Dwarves of DL I; As each one dies, it deals 10 dmg or 1 rdmg to one target.
| Double Cleave (SL=2): One target does double physical damage this segment (this spell has duration 1 segment)
| Lightning Helix (SL=2): Deal 30 fire dmg to one target, cure another target 30 hp.
| Energy Bolt N (SL=N, min SL=3): Deal 10*(N-2) magic dmg to one group, cure that amount to another target
| Glory of Warfare (SL=4): Your subordinates get +2 offensive DL on the top of each segment, and +2 defensive DL on the bottom of each segment.
| Master Warcraft (SL=4): 1bM: A group of monsters changes their mind who they attack (you decide who, but it must be one of their enemies).
| Brightflame N (SL=N, min SL=5): Deal 10*(N-4) dmg to a group, you cure the total amount of damage done (to all creatures) to one target.
| Reflect Damage (SL=5): 1bM: Reflect all damage done by one effect to one target.
| Waves of Aggression (SL=5): Your subordinates can use 2S+1V actions this segment (this spell has duration 1 segment)
|
|
[PC2] Wizard Classes Group
Cancer Mage3
Level
| KXP
| Spells
|
1
| Rog4/Pri2
| (none)
| 2
| 10
| (none)
| 3
| 30
| (none)
|
4
| 60
| (none)
| 5
| 100
| (none)
| 6
| 150
| (none)
|
7
| 210
| (none)
| 8
| 280
| (none)
| 9
| 360
| (none)
|
10
| 450
| (none)
| 11
| 550
| (none)
| 12
| 660
| (none)
|
13
| 780
| (none)
| 14
| 910
| (none)
| 15
| 1050
| (none)
|
16
| 1200
| (none)
| 17
| 1360
| (none)
| 18
| 1530
| (none)
|
19
| 1710
| (none)
| 20
| 1900
| (none)
| 21
| 2100
| (none)
|
22
| 2310
| (none)
| 23
| 2530
| (none)
| 24
| 2760
| (none)
|
25
| 3000
| (none)
| 26
| 3250
| (none)
| 27
| 3510
| (none)
|
28
| 3780
| (none)
| 29
| 4060
| (none)
| 30
| 4350
| (none)
|
31
| 4650
| (none)
| 32
| 4960
| (none)
| 33
| 5280
| (none)
|
34
| 5610
| (none)
| 35
| 5950
| (none)
| 36
| 6300
| (none)
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +1
| 4 7 5 3 7 0 1 1
| +2
| 4 8 5 4 7 0 1 2
|
+3
| 4 8 6 4 7 1 2 2
| +3
| 5 9 6 4 8 1 2 3
| +4
| 5 9 7 5 8 2 3 3
|
+5
| 5 10 7 5 9 2 3 4
| +6
| 6 10 7 6 9 2 3 4
| +6
| 6 10 8 6 9 3 4 5
|
+7
| 6 11 8 6 10 3 4 5
| +8
| 7 11 9 7 10 4 5 6
| +9
| 7 12 9 7 11 4 5 6
|
+9
| 7 12 9 8 11 4 5 7
| +10
| 7 13 10 8 11 5 6 7
| +11
| 8 13 10 8 12 5 6 8
|
+12
| 8 13 11 9 12 6 7 8
| +12
| 8 14 11 9 13 6 7 9
| +13
| 9 14 11 10 13 6 7 9
|
|
Requisites:
|
| Alignment:
| any E
| HD/level:
| d6
| Weapon Prof.:
| 1+/9
| To Hit Table:
| +level*3/4
| Save Table:
| Wiz
| Reference:
| BoVD3-52
| Groups:
| Wizard
|
|
|
|
|
[PC2] Wizard Classes Group
Cartographer2
Level
| KXP
| Spells
|
1
| 0
| (special)
| 2
| 1.25
| (special)
| 3
| 2.5
| (special)
|
4
| 4.5
| (special)
| 5
| 9
| (special)
| 6
| 17.5
| (special)
|
7
| 35
| (special)
| 8
| 60
| (special)
| 9
| 90
| (special)
|
10
| 140
| (special)
| 11
| 200
| (special)
| 12
| 400
| (special)
|
13
| 600
| (special)
| 14
| 800
| (special)
| 15
| 1000
| (special)
|
16
| 1200
| (special)
| 17
| 1400
| (special)
| 18
| 1600
| (special)
|
19
| 1800
| (special)
| 20
| 2000
| (special)
| 21
| 2200
| (special)
|
22
| 2400
| (special)
| 23
| 2600
| (special)
| 24
| 2800
| (special)
|
25
| 3000
| (special)
| 26
| 3200
| (special)
| 27
| 3400
| (special)
|
28
| 3600
| (special)
| 29
| 3800
| (special)
| 30
| 4000
| (special)
|
31
| 4200
| (special)
| 32
| 4400
| (special)
| 33
| 4600
| (special)
|
34
| 4800
| (special)
| 35
| 5000
| (special)
| 36
| 5200
| (special)
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 4 6 2 3 0 2 0
| +0
| 6 4 6 3 4 1 3 0
| +0
| 6 5 6 3 4 1 3 0
|
+1
| 6 5 7 3 5 1 4 1
| +1
| 6 6 7 3 5 2 4 1
| +1
| 7 6 7 4 6 2 5 1
|
+2
| 7 7 7 4 6 3 5 2
| +2
| 7 7 8 4 7 3 6 2
| +2
| 7 8 8 4 7 3 6 2
|
+3
| 8 8 8 5 8 4 7 3
| +3
| 8 9 8 5 8 4 7 3
| +3
| 8 9 9 5 9 5 8 3
|
+4
| 8 10 9 5 9 5 8 4
| +4
| 9 10 9 6 10 5 9 4
| +4
| 9 11 9 6 10 6 9 4
|
+5
| 9 11 10 6 11 6 10 5
| +5
| 9 12 10 6 11 7 10 5
| +5
| 10 12 10 7 12 7 11 5
|
|
Requisites:
| Dex 10, Int 12
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 2+level/5
| To Hit Table:
| Wiz
| Save Table:
| Rog
| Reference:
| S&S2
| Groups:
| Wizard
|
|
|
|
Level 1: Gain your CL in spell levels in memorization. The maximum spell level = (your CL)/2, round up. All spell levels at maximum spell level or lower are assumed to be at least a "0" for purposes of specialization. You may put a "˝ " in a spell level (it costs half). Example: A 10th level Cartographer can have a 0, 1˝, 0, ˝, 1 progression.
| Level 1: May specialize (either edition) in Divination, pick an opposite school. May specialize in Divination using *both* editions at the same time, in this case, pick a total of three opposite schools.
| Level 1: Free Cartography and Forgery proficiencies. A free Read/Write language proficiency per level.
| Level 1: Detect False Maps. This lets you know if a map is generally (over 50%) correct. See "Know Detail on Map" below for abuses of this ability.
| Level 1: Can map any area he's ever been to by memory.
| Level 1: Distance Sense (can estimate the distance to anything, error is less than 1%).
| Level 1: Can copy a non-magical map in 1 hour.
| Level 1: There is a 5*CL% chance you "just happen to have" a rough map to any given location you go to, assuming your race has visited this place before. These maps are usually incomplete and crude, but may have a clue or two.
| Level 1: Gain CL^2 gp per day you spend sitting around making maps for people. (DM Note: Lots of other classes should have a similar ability to this.)
| Level 2: Know Detail on Map. If you make a Forgery roll, you can tell if a minor detail on a map is possible or not (if you don't specify which detail, the DM will point out something interesting about the map). This ability does not allow you to detect the future or whether an individual is in a specific place (e.g. if the map says "Blue Dragon Sizzle lives here", this ability says nothing other than whether a dragon *could* live here). You generally cannot sit down and imagine up maps (or have your friend do it), hoping that some random map you draw gives you information.
| Level 4: Can map any area he's scrying into (via Crystal Ball or whatever).
| Level 5: Gain one 1st level apprentice per level. (Two per level starting at level 9)
| Level 9: May specialize (either edition) in a school of magic, pick an opposite school. If you pick Divination, you get an additional 2nd edition (+1 per SL) source, not 1st edition.
| Level 9: 1M, 1/t: Map dungeon level. This maps the entire DL, up to 1 mile in diameter. Exact details are not given, just rooms, doors, stairs, and vague features. Major features such as statues, altars, and pools may or may not be included at the DM's whim. Individual isolated sections of underground (not connected to the current dungeon) at the same depth probably will not be included. Certain rooms might be shielded in various ways (generally x2 multiplier effects), and might get omitted. If the map cannot be drawn in a 2 dimensional space, the map will probably have errors. If the map cannot be drawn in a 3 dimensional space, it will probably be a jumble of uselessness in the non-mappable sections. This ability can be used in a building; it maps that level of the building.
| Level 12: 1M, 1/h: Map wildnerness. This maps 100 yards diameter in wildnerness or 100 feet diameter in a town/city. Interiors of buildings and cliffs and such are given. This ability can be used underground, it maps 100 feet diameter even through solid rock (and to unconnected underground areas).
| Level 12: Gain a level (CL/2, round down) apprentice per level.
| Level 18: Once per day can modify a map into an Updating Map. Updating Maps change whenever the area they're mapping changes. The amount of detail on the map stays constant, as long as all details on the map when it was made Updating were true. Thus, if you know Blue Dragon Sizzle is sitting on 5 magic items, and make a Updating Map of his room, the map will change whenever Sizzle moves (and it will tell you where he is if he's still on the map). If he gains or loses any magic items, it will tell you how many. If you specifically gave the properties of each magic item, each new item would also be identified, unless it was of a multiplier higher than the person who created the Updating Map.
| Level 27: Once per day can modify an Updating Map into a Temporal Map. Temporal Maps have a "date & time" indicator on them, this can be changed once per turn, and the map changes to reflect that date and time.
| Level 36: Once per day can modify an Updating (or Temporal) Map into a Moving Map. Moving Maps can be "scrolled" in any of the 3 dimensions (up/down, north/south, east/west), the map changes to reflect the change. The Moving Map can "move" any amount of distance once per turn, but it suddenly changes to the new map (if you move the map 100 miles east, you don't get to see it scroll by real fast, it simply switches to the new location).
|
|
[PC2] Wizard Classes Group
Cartographer2 Improved
Level
| KXP
| Example Prog. 123 456 789 A
| TH
|
1
| 0
| 2-- --- --- -
| +0
| 2
| 1.375
| 4-- --- --- -
| +0
| 3
| 2.75
| 03- --- --- -
| +0
|
4
| 4.95
| 04- --- --- -
| +1
| 5
| 9.9
| 103 --- --- -
| +1
| 6
| 19.25
| 004 --- --- -
| +1
|
7
| 38.5
| 010 3-- --- -
| +2
| 8
| 66
| 000 4-- --- -
| +2
| 9
| 99
| 001 03- --- -
| +2
|
10
| 154
| 000 04- --- -
| +3
| 11
| 220
| 000 103 --- -
| +3
| 12
| 440
| 000 004 --- -
| +3
|
13
| 660
| 000 010 3-- -
| +4
| 14
| 880
| 000 000 4-- -
| +4
| 15
| 1100
| 000 001 03- -
| +4
|
16
| 1320
| 000 000 04- -
| +5
| 17
| 1540
| 000 000 103 -
| +5
| 18
| 1760
| 000 000 004 -
| +5
|
19
| 1980
| 000 000 010 3
| +6
| 20
| 2200
| 000 000 000 4
| +6
| 21
| 2420
| 010 000 000 4
| +6
|
22
| 2640
| 000 100 000 4
| +7
| 23
| 2860
| 000 001 000 4
| +7
| 24
| 3080
| 000 000 010 4
| +7
|
25
| 3300
| 000 000 000 5
| +8
| 26
| 3520
| 010 000 000 5
| +8
| 27
| 3740
| 000 100 000 5
| +8
|
28
| 3960
| 000 001 000 5
| +9
| 29
| 4180
| 000 000 010 5
| +9
| 30
| 4400
| 000 000 000 6
| +9
|
31
| 4620
| 010 000 000 6
| +10
| 32
| 4840
| 000 100 000 6
| +10
| 33
| 5060
| 000 001 000 6
| +10
|
34
| 5280
| 000 000 010 6
| +11
| 35
| 5500
| 000 000 000 7
| +11
| 36
| 5720
| 010 000 000 71
| +11
|
37
| 11440
| 110 000 000 71
| +12
| 38
| 17160
| 111 000 000 71
| +12
| 39
| 22880
| 111 100 000 71
| +12
|
45
| 57200
| 211 111 111 71
| +14
| 54
| 108680
| 222 222 222 711
| +17
| 63
| 160160
| 333 333 322 722
| +20
|
72
| 211640
| 444 433 333 733 1
| +23
|
|
Requisites:
| Dex 15, Int 18
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 2+level/5
| Reference:
| S&S2
| Groups:
| Wizard
| Complexity:
| CF=3
|
| Saving Throws:
| PPD:
| level+5
| Fort:
| level+0
| RSW:
| level+4
| Reflex:
| level+4
| PP:
| level+6
| Will:
| level+0
| BW:
| level+2
| Spell:
| level+3
|
|
The spell progression is variable; You get your LVL*2 in spell levels in memorization. The maximum spell level = (your CL)/2, round up, with a maximum of SL=10. All spell levels at maximum spell level or lower are assumed to be at least a "0" for purposes of specialization. You may put a "˝ " in a spell level (it costs half). The spell progression given is just an example; tries to maximimize the highest SL possible.
| Level 1: Free specializion (either edition) in Cartography. May specialize in Cartography using *both* editions at the same time, in this case, pick an opposite school.
| Level 1: Free Cartography and Forgery proficiencies. A free Read/Write language proficiency per level.
| Level 1: Detect False Maps. This lets you know if a map is generally (over 50%) correct. See "Know Detail on Map" below for abuses of this ability.
| Level 1: Can map any area he's ever been to by memory.
| Level 1: Distance Sense (can estimate the distance to anything, error is less than 1%).
| Level 1: Gain LVL^3 gp per day you spend sitting around making maps for people. (DM Note: Lots of other classes should have a similar ability to this.)
|
| Cartography spells:
| Map the Dungeon (SL=1): Maps the current dungeon level in 100*CL' radius (the DM will map only a section if it is very large). Exact details are not given, just rooms, doors, stairs, and vague features. Major features such as statues, altars, and pools may or may not be included at the DM's whim. Individual isolated sections of underground (not connected to the current dungeon) at the same depth probably will not be included. Certain rooms might be shielded in various ways (generally x2 multiplier effects), and might get omitted. If the map cannot be drawn in a 2 dimensional space, the map will probably have errors. This spell can be used in a building; it maps that level of the building.
| Erase Question Mark (SL=1): Erases a "?" in the dungeon. This must be material componented for range to function (otherwise you would erase a "?" in the current room, not very useful). Can be reversed to Create a "?", if for some bizarre reason you wanted to do that.
| Create Door (SL=2): Creates or destroys a door in the current DL (must have line of site to the door).
| Create Staircase (SL=2+N): Creates or destroys a staircase that goes up or down N DL's. Note that going up a staircase to leave a dungeon does not violate the "leaving a fight during combat time" rule.
| Create Trap (SL=3): Creates a Trap in the room (like the Trapper0 class, see list below). Only affects enemies.
| Map the Wildnerness (SL=4): This maps 100 yards diameter in wildnerness or 100 feet diameter in a town/city. Interiors of buildings and cliffs and such are given. This ability can be used underground, it maps 100 feet diameter even through solid rock (and to unconnected underground areas).
| Create Trick (SL=5): Creates a Trick in the room. Only affects enemies. It will be randomly generated by the DM.
| Create Wall (SL=5): Wall of Iron, Stone, Force, or Prismatic of one color; or you can summon a DL V Living Wall as a summon.
| Tessermap (SL=5): Teleport the party to some known place in the current DL; no summoning sickness; there is a 1s delay if you are currently fighting (before the teleport).
| Create Corridor (SL=6): Creates (or destroys) 10*CL' of corridor in the dungeon.
| Updating Map (SL=6): Update a map; this effect lasts for 1 turn. Updated Maps change whenever the area they're mapping changes. The amount of detail on the map stays constant, as long as all details on the map when it was made Updating were true.
| Relocate (SL=7): Moves an "N" (NPC party), "SB" (Subboss), or any non-letter ("?", "!", etc.) symbol in the current DL up to CL/7 rooms distant from where it was. Does not affect "B" (Bosses).
| Temporal Map (SL=8): Update a map to a Temporal Map. Temporal Maps have a "date & time" indicator on them, this can be changed once per turn, and the map changes to reflect what was there at that date and time.
| Moving Map (SL=9): Update a map to a Moving Map. Moving Maps can be "scrolled" in any of the 3 dimensions (up/down, north/south, east/west), the map changes to reflect the change. The Moving Map can "move" any amount of distance once per turn, but it suddenly changes to the new map (if you move the map 100 miles east, you don't get to see it scroll by real fast, it simply switches to the new location).
| Looporal Map (SL=10): Like Temporal Map, except you can adjust the Loop (Timeline) as well.
| Erase B (SL=10+N): Erase a "B" (Boss) from the dungeon, N is the DL you're on. Can be reversed to create a B, if you feel insane today.
|
| Trapper Traps (these affect a group; the effect given is per target):
| Arrows: Get attacked by one arrow with TH bonus +LVL^2 and dmg=LVL^2; natural 20 = Poison (PPD save or death)
| Falling Block: Get automatically hit by one block for LVLd4 dmg (ignores skins)
| Gas: PPD save or (roll 1d8): 1=Blind, 2=Fear, 3=Feeblemind, 4=Nausea, 5=Poison (death in 1 round), 6=Sleep, 7=Slow, 8=Weakness
| Net: You cannot move or physically attack until you use 1V and make a Str check at -LVL.
| Pit: Fall LVL*10' (no save); 1 in 6 chance you fall on a spike for LVL^2 dmg
| Surge: Take a SL=LVL/2 random magical effect (never beneficial, save applies if the effect has a save)
|
|
[PC2] Wizard Classes Group
Challenger
Level
| KXP
| Wizard 123 456 789
|
1
| 90
| 111 --- ---
| 2
| 180
| 222 --- ---
| 3
| 270
| 222 1-- ---
|
4
| 360
| 333 2-- ---
| 5
| 450
| 444 21- ---
| 6
| 540
| 444 31- ---
|
7
| 630
| 444 32- ---
| 8
| 720
| 444 321 ---
| 9
| 900
| 555 332 ---
|
10
| 1800
| 555 432 1--
| 11
| 2700
| 555 433 2--
| 12
| 3600
| 555 543 21-
|
13
| 4500
| 555 543 22-
| 14
| 5400
| 555 543 221
| 15
| 6300
| 555 544 222
|
16
| 7200
| 555 554 322
| 17
| 8100
| 555 555 322
| 18
| 9000
| 555 555 332
|
19
| 9900
| 555 555 432
| 20
| 10800
| 555 555 433
| 21
| 11700
| 555 555 543
|
22
| 12600
| 555 555 554
| 23
| 13500
| 555 555 555
| 24
| 14400
| 666 666 555
|
25
| 15300
| 666 666 666
| 26
| 16200
| 777 777 666
| 27
| 17100
| 777 777 777
|
28
| 18000
| 888 888 777
| 29
| 18900
| 888 888 888
| 30
| 19800
| 999 999 888
|
31
| 20700
| 999 999 999
| 32
| 21600
| AAA AAA 999
| 33
| 22500
| AAA AAA AAA
|
34
| 23400
| BBB BBB AAA
| 35
| 24300
| BBB BBB BBB
| 36
| 25200
| CCC CCC CCC
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 8 5 4 7 0 1 2
| +1
| 4 8 6 4 7 1 2 2
|
+1
| 5 9 7 5 8 2 3 3
| +2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 12 9 7 11 4 5 6
| +4
| 7 12 9 8 11 4 5 7
|
+4
| 8 13 10 8 12 5 6 8
| +5
| 8 13 11 9 12 6 7 8
| +5
| 9 14 11 10 13 6 7 9
|
+6
| 9 14 12 10 13 7 8 10
| +6
| 10 15 13 11 14 8 9 11
| +7
| 10 15 13 11 15 8 9 11
|
+7
| 11 16 13 12 15 9 10 12
| +8
| 11 16 14 12 15 9 10 13
| +8
| 12 16 14 13 16 10 11 14
|
|
Requisites:
| Dex 11, Int 13, Chr 19
| Alignment:
| non-L
| HD/level:
| 2d2
| Weapon Prof.:
| -1+level*2
| To Hit Table:
| 1˝xWiz
| Save Table:
| 1˝xWiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
This is a powerful version of Illusionist1.
| Specialized in Illusion, pick an opposite.
| Level 10: With a 7th level spell, you can create an illusion of a monster so real that persons fighting it actually gain XP from the "monster" if it is killed. Of course the illusion is capable of damaging it's enemy, as if it was a real version of the monster (any attempt to defeat this causes you to gain no XP from the encounter).
| Level 20: With a 9th level spell, you can create illusionary potions which actually affect the persons drinking them. There is a 1% (non-adjustable) chance the drinker will somehow not be affected by the potion. In this case, the person will no longer be able to believe this power (or the Level 10 one, either). The person cannot control this in any way. The only way to avoid this result is with the Avoid Fate power. This power cannot be done earlier in the Challenger's career (even though he has 9th level spells at level 14).
| Level 30: Any illusionary effect you create is in fact real. There is no way to distinguish the created item from a "real" one, except by using Psi14. Note that duplicating unique persons or items can be disastrous (due to Clone Insanity and Truename issues).
|
|
[PC2] Wizard Classes Group
Charm Crafter
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| ˝-- --- ---
| 2
| 1
| 1-- --- ---
| 3
| 2.5
| 2˝- --- ---
|
4
| 6.5
| 31- --- ---
| 5
| 15
| 42˝ --- ---
| 6
| 40
| 531 --- ---
|
7
| 100
| 642 ˝-- ---
| 8
| 250
| 753 1-- ---
| 9
| 600
| 864 2˝- ---
|
10
| 1000
| 975 31- ---
| 11
| 1400
| A86 42˝ ---
| 12
| 1800
| B97 531 ---
|
13
| 2200
| CA8 642 ˝--
| 14
| 2600
| DB9 753 1--
| 15
| 3000
| ECA 864 2˝-
|
16
| 3400
| FDB 975 31-
| 17
| 3800
| GEC A86 42˝
| 18
| 4200
| HFD B97 531
|
19
| 4600
| IGE CA8 642
| 20
| 5000
| JHF DB9 753
| 21
| 5400
| KIG ECA 864
|
22
| 5800
| LJH FDB 975
| 23
| 6200
| MKI GEC A86
| 24
| 6600
| NLJ HFD B97
|
25
| 7000
| OMK IGE CA8
| 26
| 7400
| PNL JHF DB9
| 27
| 7800
| QOM KIG ECA
|
28
| 8200
| RPN LJH FDB
| 29
| 8600
| SQO MKI GEC
| 30
| 9000
| TRP NLJ HFD
|
31
| 9400
| USQ OMK IGE
| 32
| 9800
| VTR PNL JHF
| 33
| 10200
| WUS QOM KIG
|
34
| 10600
| XVT RPN LJH
| 35
| 11000
| YWU SQO MKI
| 36
| 11400
| ZXV TRP NLJ
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 6 4 7 1 2 2
| +0
| 5 9 7 5 8 2 3 3
|
+1
| 6 10 7 6 9 2 3 4
| +1
| 6 11 8 6 10 3 4 5
| +1
| 7 12 9 7 11 4 5 6
|
+2
| 7 13 10 8 11 5 6 7
| +2
| 8 13 11 9 12 6 7 8
| +2
| 9 14 11 10 13 6 7 9
|
+3
| 9 15 12 10 14 7 8 10
| +3
| 10 15 13 11 15 8 9 11
| +3
| 11 16 13 12 15 9 10 12
|
+4
| 12 16 14 13 15 10 11 13
| +4
| 12 16 14 14 16 10 11 14
| +4
| 13 16 15 14 16 11 12 15
|
+5
| 14 16 15 15 16 12 13 16
| +5
| 15 17 16 16 16 13 14 17
| +5
| 16 17 16 16 17 14 15 18
|
|
Requisites:
| Int 8, Chr 9
| Alignment:
| any
| HD/level:
| +d4
| Weapon Prof.:
| 2+level/5
| To Hit Table:
| Wiz
| Save Table:
| 2xWiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Always 1M+1P to cast spells. The 1M action is used to set up the spell in a temporary item (called a Charm). Any number of spells of a single spell level may be placed into the Charm. The Charm may be saved until used up to 1 month later. Until then, the spell memorization put into the Charm is not regained, even at a Reset. The 1P is used to set off the Charm. The effect of the Charm is a cast spell of the appropriate level (determined when the spell is used). The magnitude of the spell is multiplied by the number of spells stored in the Charm.
| Cannot use material componenting; they effectively use their own special form of that.
| Level 1: May specialize in Enchantment/Charm; pick an opposite if you do this.
| Level 1: Can use multiple charges at once from magic items; the effect is multiplied by the number of charges used.
| Level 2: All of your items automatically make all item saving throws.
| Level 4: May specialize in Abjuration; pick an opposite if you do this.
| Level 9: Your magical effects do not turn off in Anti-Magic of any multiplier.
| Level 9: 1M: Your Reason, Intuition, or Leadership becomes (level+9) for this round only.
| Level 9: May specialize in a school of your choice; pick an opposite if you do this.
| Level 18: Your magical effects cannot be dispelled by Dispel Magic of any multiplier.
| Level 27: Any of your spells may have duration "Permanent" if desired.
|
|
[PC2] Wizard Classes Group
Chemist
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1
| 2-- --- ---
| 3
| 3
| 2˝- --- ---
|
4
| 6
| 21- --- ---
| 5
| 10
| 22- --- ---
| 6
| 20
| 33- --- ---
|
7
| 30
| 33˝ --- ---
| 8
| 50
| 331 --- ---
| 9
| 100
| 332 --- ---
|
10
| 150
| 332 ˝-- ---
| 11
| 200
| 332 1-- ---
| 12
| 400
| 332 2-- ---
|
13
| 600
| 333 3-- ---
| 14
| 800
| 333 3˝- ---
| 15
| 1000
| 333 31- ---
|
16
| 1200
| 333 32- ---
| 17
| 1400
| 333 32˝ ---
| 18
| 1600
| 333 321 ---
|
19
| 1800
| 333 322 ---
| 20
| 2000
| 333 333 ---
| 21
| 2200
| 333 333 ˝--
|
22
| 2400
| 333 333 1--
| 23
| 2600
| 333 333 2--
| 24
| 2800
| 333 333 2˝-
|
25
| 3000
| 333 333 21-
| 26
| 3200
| 333 333 22-
| 27
| 3400
| 333 333 33-
|
28
| 3600
| 333 333 33˝
| 29
| 3800
| 333 333 331
| 30
| 4000
| 333 333 332
|
31
| 4200
| 333 333 333
| 32
| 4400
| 444 443 333
| 33
| 4600
| 444 444 444
|
34
| 4800
| 555 554 444
| 35
| 5000
| 555 555 555
| 36
| 5200
| 666 666 666
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 14, Wis 13
| Alignment:
| any
| HD/level:
| d3
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard, Technology
|
|
|
|
Level 1: Identify Psionic Items (level*10)%
| Level 1: +1 Knowledge proficiency per level.
| Level 1: Decipher Code (47+level*3)%
| Level 2: Identify Object's chemical makeup by sight.
| Level 3: Specialization in Alteration gained.
| Level 3: Periodic Table elements are considered Semi for you.
| Level 4: Create Chemical Mixture of (level) Complexity Level (see next page; also Tinker Gnome).
| Level 5: Periodic Table elements are considered Quasi for you.
| Level 6: Can write scrolls.
| Level 7: Specialization in Conjuration gained.
| Level 8: Identify Technological item, function, and (at a -50% penalty) function (level-7)*10%
| Level 9: Identify non-unique monsters by sight.
| Level 9: Periodic Table elements are considered Para for you.
| Level 17: Periodic Table elements are considered normal for you.
|
| Sample Complexity Levels of Chemicals:
|
Complexity
| Substance
|
1
| Smoke Bombs, Low Glues (good old Elmer's), Simple Poisons (Class A/B)
| 2
| Stink Bombs, Medium Glues (superglue), Alcohol, Matches
| 3
| Poison Gas Bombs, High Glues, Acetone, Poison Antidote, Food Preservatives
|
4
| Simple Medicinal Products (aspirin), Water Purification Products
| 5
| Slippery Physical Liquids (oil), Simple SubAttribute Boosters, Flash Powder
| 6
| Low Acids, Basic Fire Retardants, Greek Fire
|
7
| Medium Acids, Ultimate Fire Retardants, Smoke Powder
| 8
| Gunpowder, Chemical Welding Agents
| 9
| Bombs (simple explosive), Stone Dissolving Agents
|
10
| Highly Sophisticated Poisons (Class F), Metal Burning Agents
| 11
| Potions, Cold Bombs, High Acids, Viruses of the order of the Common Cold
| 12
| Combination Bombs, Lightning Bombs, Stone Gas Bombs
|
13
| Potions of x2 strength, Liquid Electronics (!)
| 14
| Dynamite, Combination Time Bombs, Viruses of the order of AIDS/Ebola
| 15
| Rocket Propulsion (up to ˝ the speed of light)
|
16
| Plastic Explosives, Airborne versions of previous liquids
| 17
| Real-burning Gasoline, Tornadium D-19
| 18
| Nuclear Fission, Metal Dissolving Agents
|
|
[PC2] Wizard Classes Group
Chronomancer2
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| ˝-- --- ---
| 2
| 3
| 1-- --- ---
| 3
| 6
| 2˝- --- ---
|
4
| 12
| 21- --- ---
| 5
| 24
| 32˝ --- ---
| 6
| 48
| 321 --- ---
|
7
| 72
| 332 ˝-- ---
| 8
| 105
| 432 1-- ---
| 9
| 160
| 433 2˝- ---
|
10
| 285
| 443 21- ---
| 11
| 425
| 443 32˝ ---
| 12
| 850
| 544 321 ---
|
13
| 1235
| 544 332 ˝--
| 14
| 1610
| 554 432 1--
| 15
| 1985
| 554 433 2˝-
|
16
| 2370
| 555 443 21-
| 17
| 2755
| 655 443 32˝
| 18
| 3140
| 655 544 321
|
19
| 3525
| 665 544 332
| 20
| 3910
| 665 554 432
| 21
| 4295
| 666 554 433
|
22
| 4680
| 666 555 443
| 23
| 5065
| 766 655 443
| 24
| 5450
| 766 655 544
|
25
| 5835
| 776 665 544
| 26
| 6220
| 776 665 554
| 27
| 6605
| 777 666 554
|
28
| 6990
| 777 666 555
| 29
| 7375
| 777 766 655
| 30
| 7760
| 877 766 655
|
31
| 8145
| 877 776 665
| 32
| 8530
| 887 776 665
| 33
| 8915
| 887 777 666
|
34
| 9300
| 888 777 666
| 35
| 9685
| 888 777 766
| 36
| 10070
| 888 877 766
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +1
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +2
| 5 9 6 4 8 1 2 3
| +2
| 5 9 7 5 8 2 3 3
|
+3
| 5 10 7 5 9 2 3 4
| +3
| 6 10 7 6 9 2 3 4
| +4
| 6 10 8 6 9 3 4 5
|
+4
| 6 11 8 6 10 3 4 5
| +5
| 7 11 9 7 10 4 5 6
| +5
| 7 12 9 7 11 4 5 6
|
+6
| 7 12 9 8 11 4 5 7
| +6
| 7 13 10 8 11 5 6 7
| +7
| 8 13 10 8 12 5 6 8
|
+7
| 8 13 11 9 12 6 7 8
| +8
| 8 14 11 9 13 6 7 9
| +8
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 17, Wis 16
| Alignment:
| L any or T any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Rog
| Save Table:
| Wiz
| Reference:
| Chrono2
| Groups:
| Wizard
|
|
|
|
Specialization in Chromancy; pick one opposite school.
| Chronomancy spells are not generally available to regular Wizards. Even if a regular Wizard gets access to Chronomancy spells, each Chronomancy spell costs a regular Wizard two spell slots each.
| Level 3: Time/Reality Stability.
| Level 5: Immune to haste and slow (this immunity may be lowered).
| Level 11: +LVL-10 segments per round. Thus a level 25 Chronomancer has 25 segments.
|
|
[PC2] Wizard Classes Group
Chronomancy Spells
Level
| #
| Spell
| Effect
|
1
| 1
| Delay Image
| +2 AC, +1 saves
| 1
| 2
| Detect Temporal Anomaly
| Detect Temporal Anomaly
| 1
| 3
| Haste A1
| +1A action
|
1
| 4
| Know Time
| Know date and day
| 1
| 5
| Precognitive Sense
| Precognition
| 1
| 6
| Slow Metabolism
| Need not eat/drink
|
2
| 1
| Accelerate Plant Growth
| Plant Growth
| 2
| 2
| Haste A2
| +2A or +1B actions
| 2
| 3
| Life Sounding
| Know target's age and how many years of natural lifespan is left
|
2
| 4
| Preserve
| Target object is preserved and will not spoil/rot
| 2
| 5
| Time Stop Object
| Time stops an inanimate object for 1-3 rounds
| 2
| 6
| Timeslip
| (can cast in response to being attacked) You disappear from the combat until next round.
|
3
| 1
| Articus's Melee Manager
| Target gets +CL/5 melee attacks per P action for 2*CL rounds
| 3
| 2
| Haste A3
| +3A, +2B, or +1C actions
| 3
| 3
| Life Tether
| You know when in time the target is at all times, when time travelling can use the target as anchor
|
3
| 4
| Minor Paradox
| Counter an effect that just occured last segment (it is undone)
| 3
| 5
| Slow
| Slow (save)
| 3
| 6
| Time Snare
| Target will do the same actions it did last time it acted (Spell save each round until made)
|
4
| 1
| Haste A4
| +4A, +3B, or +2C actions
| 4
| 2
| Prophecy
| Improved Precognition
| 4
| 3
| Summon Time Elemental
| Summons a normal (non-special) DL IV Time Elemental
|
4
| 4
| Temporal Push
| Target is thrown CL+1 rounds into the future (Will save)
| 4
| 5
| Timeheal
| Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
| 4
| 6
| Wesley's Temporal Disjunction
| -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
|
5
| 1
| Accelerate Animal Growth
| Age a creature CL months, is at half number of attacks for CL turns (RSW save)
| 5
| 2
| Articus's Devolutionary Warrior
| Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
| 5
| 3
| Create Slipgate
| Create a temporal gate
|
5
| 4
| Haste A5
| +5A, +4B, or +3C actions
| 5
| 5
| Temporal Wall
| Anyone touching wall is double slowed and Wesley's Temporal Disjunction
| 5
| 6
| Tempus Fugit
| Tempus Fugit
|
6
| 1
| Conceal Temporal Anomaly
| Hides an Anomaly and reduces it's effects
| 6
| 2
| Haste A6
| +6A, +5B, or +4C actions
| 6
| 3
| Magic Manager
| May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
|
6
| 4
| Paradox
| Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
| 6
| 5
| Tempus Lawfulness
| Fixes temporal anomolies in area
| 6
| 6
| Unaging
| You do not age this day (Duration 1 day)
|
7
| 1
| Commune with Time of Legends
| Commune with Time of Legends
| 7
| 2
| Haste A7
| +7A, +6B, or +5C actions
| 7
| 3
| Incurse
| Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
|
7
| 4
| Sands of Time
| Reverse the effect of time on objects.
| 7
| 5
| Temporal Eye
| Can scry into other times at this location
| 7
| 6
| Wesley's Delayed Damage
| Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
|
8
| 1
| Accelerate Lifeline
| Target ages CL years (Spell save)
| 8
| 2
| Haste A8
| +8A, +7B, or +6C actions
| 8
| 3
| Item Supercharger
| A magic item can be used twice as often (per turn or day) or it's effects has twice duration
|
8
| 4
| Protection from Time
| Immune to and can't use temporal effects
| 8
| 5
| Time/Reality Stability
| Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
| 8
| 6
| Timereaver
| Time Travel Other +/- 5*CL years (Spell save)
|
9
| 1
| Haste A9
| +9A, +8B, or +7C actions
| 9
| 2
| Major Paradox
| Wish (as spell)
| 9
| 3
| Sever Lifeline
| You do not have or require a silver cord. Immune to aging.
|
9
| 4
| Temporal Shell
| Immune time
| 9
| 5
| Temporal Stasis
| The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
| 9
| 6
| Time Stop
| Stops time for 1d4 rounds
|
|
[PC2] Wizard Classes Group
Color Mage
Level
| KXP
| Wizard 123 456 789
| TH
|
1
| 0
| 1-- --- ---
| +0
| 2
| 3
| 2-- --- ---
| +0
| 3
| 6
| 21- --- ---
| +0
|
4
| 12
| 32- --- ---
| +1
| 5
| 27
| 421 --- ---
| +1
| 6
| 48
| 422 --- ---
| +1
|
7
| 72
| 432 1-- ---
| +2
| 8
| 108
| 433 2-- ---
| +2
| 9
| 162
| 433 21- ---
| +2
|
10
| 300
| 443 22- ---
| +3
| 11
| 450
| 444 33- ---
| +3
| 12
| 900
| 444 441 ---
| +3
|
13
| 1350
| 555 442 ---
| +4
| 14
| 1800
| 555 442 1--
| +4
| 15
| 2250
| 555 552 1--
| +4
|
16
| 2700
| 555 553 21-
| +5
| 17
| 3150
| 555 553 32-
| +5
| 18
| 3600
| 555 553 321
| +5
|
19
| 4050
| 555 553 331
| +6
| 20
| 4500
| 555 554 332
| +6
| 21
| 4950
| 555 554 442
| +6
|
22
| 5400
| 555 555 443
| +7
| 23
| 5850
| 555 555 553
| +7
| 24
| 6300
| 555 555 554
| +7
|
25
| 6750
| 555 555 555
| +8
| 26
| 7200
| 666 655 555
| +8
| 27
| 7650
| 666 666 655
| +8
|
28
| 8100
| 666 666 666
| +9
| 29
| 8550
| 777 766 666
| +9
| 30
| 9000
| 777 777 766
| +9
|
31
| 9450
| 777 777 777
| +10
| 32
| 9900
| 888 877 777
| +10
| 33
| 10350
| 888 888 877
| +10
|
34
| 10800
| 888 888 888
| +11
| 35
| 11250
| 999 988 888
| +11
| 36
| 11700
| 999 999 999 1
| +11
|
37
| 23400
| 999 999 999 2
| +12
| 38
| 35100
| 999 999 999 3
| +12
| 39
| 46800
| 999 999 999 4
| +12
|
45
| 117000
| A99 999 999 9
| +14
| 54
| 222300
| AAA AAA AAA 91
| +17
| 63
| 327600
| AAA AAA AAA A9
| +20
|
72
| 432900
| BBB BBB BAA AA1
| +23
|
|
Requisites:
| Dex 10, Int 16, Cml 20
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/4
| To Hit Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard
| Complexity:
| CF=2
|
|
| Saving Throws:
|
| PPD:
| level+3
| RSW:
| level+6
| PP:
| level+4
| BW:
| level+2
| Spell:
| level+5
| Fort:
| level+0
| Reflex:
| level+3
| Will:
| level+0
|
|
|
Specializated in Color Magic (see list on next page); no opposite.
| Gets Dex or Cml bonus to spell progression (your choice).
| Level 1: 1V: Ignore someone's immunity to Chromatic or Color.
| Level 4: 1V: Ignore someone's immunity to Metallic.
| Level 9: 1V: Ignore someone's immunity to Prismatic.
|
| Chromatic effects:
| CL=1: Pearly (1d4 dmg; light in area; save or blinded for CL r or until leaves area)
| CL=2: Ruby (1d6 dmg; save or -1 Str and -1 Dex for 1 r)
| CL=3: Flame (1d8 dmg; save or 2 fire dmg)
| CL=4: Amber (1d10 dmg; save or blinded 1d4+4 r)
| CL=5: Emerald (1d12 dmg; save or nauseated until leaves area)
| CL=6: Turquoise (2d8 dmg; save or magnetised 3d4 r)
| CL=7: Sapphire (2d4 dmg; save or paralyzed 5d4 r)
| CL=10: Amethyst (slowed 2d4 r (no save); save or petrified)
| CL=12: Ashen (paralyzed 1d4+1 r (no save); save or slain)
|
| Metallic effects:
| CL=1: Lead (1d6 dmg; -3 to base movement rate (save))
| CL=2: Tin (1d8 dmg; Chill L r (save))
| CL=3: Bronze (1d10 dmg; Cold 2'r, dmg=1d6 (save:0))
| CL=4: Copper (1d12 dmg; Hypnotism L r (save))
| CL=6: Silver (2d6 dmg; -2 Con 1 d (no save); Stun L r (save))
| CL=8: Electrum (2d8 dmg; -20% MR 1 d (no save); -10% RR 1 d (no save); Feeblemind (save))
| CL=9: Gold (2d10 dmg; Weakness (no save); Dispel E/N/G(save))
| CL=11: Steel (2d12 dmg; Color Spray; Prismatic Spray)
| CL=13: Platinum (3d8 dmg; Maze (no save); Imprisonment (save))
|
| See next page for more.
|
|
[PC2] Wizard Classes Group
Color Mage (cont.)
Prismatic effects (7 colors; roll d8 for Spray):
| #1. Red: Blocks non-magical missiles; Inflicts 10 dmg (no save); Negated by Cone of Cold
| #2. Orange: Blocks magical missiles; Inflicts 20 dmg (no save); Negated by Gust of Wind
| #3. Yellow: Blocks poisons, gases, petrification; Inflicts 40 dmg (no save); Negated by Disintegrate
| #4. Green: Blocks breath weapons; Poisoned (slain, PPD save) or 20 dmg; Negated by Passwall
| #5. Blue: Blocks location/detection, psionics; Petrified (PP save); Negated by Magic Missile
| #6. Indigo: Blocks magic; Insane (RSW save); Negated by Continual Light
| #7. Violet: Blocks physical (Solid Force Field); Sent to Another Plane (Spell save); Negated by Dispel Magic
| #8. Roll again twice
|
| MultiPrismatic effects (24 colors; roll d30 for Spray):
| #1. Red: Stops all missiles; Inflicts 12 dmg (no save); Negated by Ice Storm
| #2. Blue: Stops all priest spells; Flesh to Stone (PP save); Negated by Disintegrate
| #3. Green: Stops all detections; Poison (PPD save); Negated by Passwall
| #4. Yellow: Stops all breath weapons; 6d10 dmg (no save); Negated by Magic Missile
| #5. Orange: Stops all death spells; 2d12 dmg (no save); Negated by Thunder or Lightning of at least 8 dice
| #6. Purple: Stops disintegration; 1d100 dmg (no save); Negated by Fire of at least 8 dice
| #7. Magenta: Stops all time oriented spells; 3d12 dmg (no save); Negated by Sound dmg of at least 8 dice
| #8. Cyan: Stops all undead; Wrench (no save); Negated by a Turn Undead vs. rating=CL
| #9. Pink: Stops all lycanthropes; Disintegrate (PP save); Negated by a touch from Wolfsbane
| #10. Silver: Stops all devils; Plane Shift to Hell (RSW save); Negated by 1 vial of Holy Water
| #11. Bronze: Stops all magic item activations; One magic item is destroyed (Spell save); Negated by Dispel Magic
| #12. Copper: Stops all psionic item activations; One psionic item is destroyed (Spell save); Negated by Dispel Psionics
| #13. Gold: Stops all demons; Plane Shift to Abyss (RSW save); Negated by Erase (reverse of Write)
| #14. Indigo: Solid Force Field; Frozen Solid (PP save); Negated by Dispel Magic and Disintegrate simulataneously
| #15. Violet: Anti-Magic shell; Insanity (Will save); Negated by priest Continual Light
| #16. Rose: Stops all fire; 5d10 dmg (no save); Negated by Cold of at least 8 dice
| #17. Lavendar: Stops all cold; 4d12 dmg (no save); Negated by Gust of Wind or Cyclone
| #18. Black: A wall of time stop; Time Stop (Level check); A demon summon can lower it, but is destroyed in the process
| #19. Black & Silver: Stops all psychic activity / psionics; Mind Wipe (Level check); Negated by Remember
| #20. Black & Gold: Golem destruction field; Unsummons a summon (no save); Negated by Turn Golem vs. rating=CL/2
| #21. Red & Blue: Stops all liquids, acid, slime; Desiccate (halve current hp; no save); Negated by Create Water
| #22. Green & Yellow: Stops all dragon attacks; Paralysis (PP save); Negated by Contingency
| #23. Purple & Silver: Stops ethereal, gaseous, non-corporeal; 10d10 dmg (no save); Negated by Hold Vapor
| #24. Green & Gold: Can be keyed to stop any one type of attack; 6d10 vile dmg (no save); Negated by Fork
| #25-#27. Roll 1d24 twice
| #28-#29. Roll 1d24 once and 1d30 once
| #30. Roll 1d30 twice
|
|
[PC2] Wizard Classes Group
Color Mage Spells
SL
| #
| Spell
| Effect
|
N
| 1
| Prismatic Sphere N (min SL=3)
| Prismatic Sphere with N-2 colors (random, no repeats until all 7 picked)
| 2
| Prismatic Spray N (min SL=7)
| (Area) Prismatic Spray with N-6 colors
| 3
| Prismatic Wall N (min SL=2)
| Prismatic Wall with N-1 colors (random, no repeats until all 7 picked)
|
1
| 1
| Chromatic Orb
| Chromatic effect to one target (material component gives 2 targets, not area)
| 2
| Cloak of Color
| AC +CL; Immune Color and Chromatic
| 3
| Color Spray
| (Area) Unconscious if HDCL+2 (for all three save if HD>6)
4
| Faerie Fire (3)
| Target gets -2 AC [or] Dispel darkness, blur, displacement, or invisibility
|
2
| 1
| Chromatic Spray
| Chromatic effect to one group, at 1/2 your CL (round down)
| 2
| Cloak of Metal
| Saves +CL; Immune Metallic and Rusting
| 3
| Metallic Orb
| Metallic effect to one target (material component gives 2 targets, not area)
| 4
| Painter's Servant
| (x1 Special) Name an element. All damaging effects in the room are of that element in addition to their other types.
|
3
| 1
| Chromatic Armor
| AT +CL; Immune to 1 element; 1bM, 1/t: Change the element; (can wear this with physical armor)
| 2
| Cloak of Many Colors
| CL*10% distributed among RMPIR; Immune Prismatic
| 3
| Metallic Spray
| Metallic effect to one group, at 1/2 your CL (round down)
| 4
| Ward of Lights
| 1bM: Target becomes immune to an element for the rest of the round.
|
4
| 1
| Prismatic Circle
| Name a summon type. 1N, take DL dmg: Be immune to a creature of that summon type this segment.
| 2
| Prismatic Wardrobe
| Slay a creature that is of a summon type that is not amongst our summons (PPD save)
| 3
| Rainbow
| Create a rainbow bridge CL*30' long [or] Deal CLd8 rainbow dmg to one target (no save)
| 4
| Rainbow Pattern
| 24 HD of monsters cannot physically attack or look away (no save)
|
5
| 1
| Chromatic Wall
| Wall of all the Chromatic colors; take effect of all of them if touched; blocks line of sight: effects can't target through the wall
| 2
| Prismatic Orb
| Prismatic effect (1 random) to one target (material component gives 2 targets, not area)
| 3
| Shifting Sky
| Shapechange a group of Elementals into another element of E=CL/2 or less (no save)
| 4
| Teferi's Moat
| Choose a summon type. Creatures of that summon type cannot attack you unless they have flying.
|
6
| 1
| Chromatic Star
| Convert one SL=5 (or less) spell slot so it can cast a Priest spell. You are "Grand" in Light and Sun.
| 2
| Color Pool
| Create or destroy a Color Pool (acts as a Gate)
| 3
| Metallic Wall
| Wall of all the Metallic colors; take effect of all of them if touched; blocks metal: metal cannot pass through the wall
| 4
| Swirl the Mists
| (Maintained) Choose an element or summon type on a race or class ability in the party. Change it to another element or summon type.
|
7
| 1
| MultiPrismatic Orb
| MultiPrismatic effect to one target (material component gives 2 targets, not area)
| 2
| Rainbow Silver
| Rainbow Silver effect CL times on one target (must spend an action to get spirit back in body) (PPD save for each)
|
8
| 1
| Cloak of Multiple Colors
| CL*10% distributed among CENWR; Immune MultiPrismatic
| 2
| MultiPrismatic Spray
| Do a MultiPrismatic Spray to 1 group; 1 roll of 1d30
|
9
| 1
| Prismatic Floor
| (x1 Special) Everyone in the room that is touching the floor takes a Prismatic Spray per segment.
| 2
| Rain of Colorless Fire
| CL/9 groups are hit with Colorless Fire (1 idmg each, no save)
|
10
| 1
| MultiPrismatic Wall
| MultiPrismatic Wall, all 24 colors
|
11
| 1
| MultiPrismatic Sphere
| MultiPrismatic Sphere, all 24 colors
|
|
|
[PC2] Wizard Classes Group
Companion Mage
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 3
| 2-- --- ---
| 3
| 6
| 3-- --- ---
|
4
| 12
| 4˝- --- ---
| 5
| 24
| 41- --- ---
| 6
| 48
| 42- --- ---
|
7
| 96
| 43- --- ---
| 8
| 192
| 44˝ --- ---
| 9
| 384
| 441 --- ---
|
10
| 750
| 542 --- ---
| 11
| 1500
| 643 --- ---
| 12
| 2000
| 744 ˝-- ---
|
13
| 2500
| 744 1-- ---
| 14
| 3000
| 754 2-- ---
| 15
| 3500
| 764 3-- ---
|
16
| 4000
| 774 4˝- ---
| 17
| 4500
| 774 41- ---
| 18
| 5000
| 775 42- ---
|
19
| 5500
| 776 43- ---
| 20
| 6000
| 777 44˝ ---
| 21
| 6500
| 777 441 ---
|
22
| 7000
| 777 542 ---
| 23
| 7500
| 777 643 ---
| 24
| 8000
| 777 744 ˝--
|
25
| 8500
| 777 744 1--
| 26
| 9000
| 777 754 2--
| 27
| 9500
| 777 764 3--
|
28
| 10000
| 777 774 4˝-
| 29
| 10500
| 777 774 41-
| 30
| 11000
| 777 775 42-
|
31
| 11500
| 777 776 43-
| 32
| 12000
| 777 777 44˝
| 33
| 12500
| 777 777 441
|
34
| 13000
| 777 777 542
| 35
| 13500
| 777 777 643
| 36
| 14000
| 777 777 744
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 9, Chr 19, Cml 9
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM {Planeshifted Pet Mage}
| Groups:
| Wizard, Monster, Alternate
|
|
|
|
Specialized in Enchantment; Normal in Abjuration; all other schools are Opposite.
| Can have 1 animal companion per level.
| Your animal companions have (10+LVL)% of your base XP.
|
|
[PC2] Wizard Classes Group
Conjurer2 / Summoner
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 32- --- ---
| 5
| 20
| 421 --- ---
| 6
| 40
| 422 --- ---
|
7
| 60
| 432 1-- ---
| 8
| 90
| 433 2-- ---
| 9
| 135
| 433 21- ---
|
10
| 250
| 443 22- ---
| 11
| 375
| 444 33- ---
| 12
| 750
| 444 441 ---
|
13
| 1125
| 555 442 ---
| 14
| 1500
| 555 442 1--
| 15
| 1875
| 555 552 1--
|
16
| 2250
| 555 553 21-
| 17
| 2625
| 555 553 32-
| 18
| 3000
| 555 553 321
|
19
| 3375
| 555 553 331
| 20
| 3750
| 555 554 332
| 21
| 4125
| 555 554 442
|
22
| 4500
| 555 555 443
| 23
| 4875
| 555 555 553
| 24
| 5250
| 555 555 554
|
25
| 5625
| 555 555 555
| 26
| 6000
| 666 655 555
| 27
| 6375
| 666 666 655
|
28
| 6750
| 666 666 666
| 29
| 7125
| 777 766 666
| 30
| 7500
| 777 777 766
|
31
| 7875
| 777 777 777
| 32
| 8250
| 888 877 777
| 33
| 8625
| 888 888 877
|
34
| 9000
| 888 888 888
| 35
| 9375
| 999 988 888
| 36
| 9750
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Con 15, Int 9
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| PH2-31
| Groups:
| Wizard
|
|
|
|
|
[PC2] Wizard Classes Group
Crosis Purger (MTG B/U/R) (Dimir/Izzet/Rakdos)
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| ˝˝- --- ---
| 2
| 4.375
| 11- --- ---
| 3
| 8.75
| 21˝ --- ---
|
4
| 17.5
| 221 --- ---
| 5
| 35
| 321 ˝-- ---
| 6
| 70
| 332 1-- ---
|
7
| 140
| 432 1˝- ---
| 8
| 280
| 443 21- ---
| 9
| 560
| 543 21˝ ---
|
10
| 1120
| 554 321 ---
| 11
| 1680
| 654 321 ˝--
| 12
| 2240
| 665 432 1--
|
13
| 2800
| 765 432 1˝-
| 14
| 3360
| 776 543 21-
| 15
| 3920
| 876 543 21˝
|
16
| 4480
| 876 543 211
| 17
| 5040
| 876 543 221
| 18
| 5600
| 876 543 321
|
19
| 6160
| 876 544 321
| 20
| 6720
| 876 554 321
| 21
| 7280
| 876 654 321
|
22
| 7840
| 877 654 321
| 23
| 8400
| 887 654 321
| 24
| 8960
| 987 654 321
|
25
| 9520
| 987 654 322
| 26
| 10080
| 987 654 332
| 27
| 10640
| 987 654 432
|
28
| 11200
| 987 655 432
| 29
| 11760
| 987 665 432
| 30
| 12320
| 987 765 432
|
31
| 12880
| 988 765 432
| 32
| 13440
| 998 765 432
| 33
| 14000
| 998 765 433
|
34
| 14560
| 998 765 443
| 35
| 15120
| 998 765 543
| 36
| 15680
| 998 766 543
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+2
| 5 7 8 3 6 1 2 1
| +2
| 6 7 8 3 7 1 3 2
| +3
| 6 8 8 4 7 2 3 2
|
+3
| 6 8 8 4 7 2 4 3
| +4
| 6 9 9 4 8 2 4 3
| +4
| 7 9 9 5 8 3 5 4
|
+5
| 7 10 9 5 9 3 5 4
| +5
| 7 10 9 6 9 4 6 5
| +6
| 7 10 10 6 9 4 6 5
|
+6
| 8 11 10 6 10 4 7 6
| +7
| 8 11 10 7 10 5 7 6
| +7
| 8 12 10 7 11 5 8 7
|
+8
| 8 12 11 8 11 6 8 7
| +8
| 9 13 11 8 11 6 9 8
| +9
| 9 13 11 8 12 6 9 8
|
+9
| 9 13 11 9 12 7 10 9
| +10
| 9 14 12 9 13 7 10 9
| +10
| 10 14 12 10 13 8 11 10
|
|
Requisites:
| Dex 22, Int 21, Wis 15, 3 class slots
| Alignment:
| LN
| HD/level:
| d30
| Weapon Prof.:
| 7+level/2
| To Hit Table:
| Rog +4 levels
| Save Table:
| Wiz/Rog/Psi
| Reference:
| DM
| Groups:
| Wizard, Rogue
|
|
|
|
Extra Barbarian Dex bonus [bonus = (Dex-16)*5/2]. Barbarian Int bonus.
| Has 135+55*LVL Rogue points.
| Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed. This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
| Channeling. Int bonus to spells. Specialized in Wizard Metamagic school.
| Moving costs you only ˝V action. (This effectively doubles your movement rate.)
| Level 1: +1 borrowed M action per round.
| Level 1: 1M: Summon a kobold (AC 10, hp 10, TH +1, dmg 1). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
| Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
| Level 4: 1V: +1 QV next segment.
| Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
| Level 4: 2M+˝V: Target gets -4*LVL TH, dmg, AC, and saves until end of round.
| Level 4: 1M: Summon a goblin (AC 20, hp 10, TH +20, dmg 20). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
| Level 5: +1 borrowed M action per round.
| Level 9: 1P: +1 QP next segment.
| Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
| Level 9: For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying). This applies to all dice (even those below level 9).
| Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
| Level 9: +1 Q borrowed M action per round.
| Level 9: 1M: Summon a ball lightning (AC 20, hp 10, TH +60, dmg 60). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
|
| New spells:
| Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
| Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
| Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
| Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
| Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
| Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
|
Lvl
| Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| +rating/50 A actions /r this turn || B actions || C actions
| 1F
| 0
| Dex-20
| Dex-25
| 1
| Controlled Blink | Controlled Blink 10'r (unwilling get PP save)
| ˝V
| 50
| Wis-14
| Wis-14
| 1
| Do rating/50 physical attacks with one weapon
| ˝P
| 50
| Str-10
| Str-18
|
1
| Duplicate a Psi1 minor ||| major ||| grand ||| super
| 1M
| 0
| Chr-9
| Chr-12
| 1
| Duplicate a Psi2 minor ||| major ||| grand ||| super
| 1M
| 0
| Con-9
| Con-12
| 1
| Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc.
| 1M
| 0
| Any-18
| Any-24
|
1
| Any Rogue Level 1 ability
| -
| -
| -
| -
| 1
| Any Rogue Level 1 ability
| -
| -
| -
| -
| 1
| Any Rogue Level 1 ability
| -
| -
| -
| -
|
1
| Any Rogue Level 1 ability
| -
| -
| -
| -
| 2
| Duplicate a Psi10 minor ||| major ||| grand ||| super
| 1M
| 0
| Int+Wis-24
| Int+Wis-32
| 2
| Any Rogue Level 2 ability
| -
| -
| -
| -
|
3
| Duplicate a Psi5 minor ||| major ||| grand ||| super
| 1M
| 0
| Chr-15
| Chr-20
| 3
| Any Rogue Level 3 ability
| -
| -
| -
| -
| 4
| Any Rogue Level 4 ability
| -
| -
| -
| -
|
4
| Any Rogue Level 4 ability
| -
| -
| -
| -
| 5
| Any Rogue Level 5 ability
| -
| -
| -
| -
| 5
| Any Rogue Level 5 ability
| -
| -
| -
| -
|
6
| Any Rogue Level 6 ability
| -
| -
| -
| -
| 6
| Any Rogue Level 6 ability
| -
| -
| -
| -
| 7
| Any Rogue Level 7 ability
| -
| -
| -
| -
|
7
| Any Rogue Level 7 ability
| -
| -
| -
| -
| 8
| Any Rogue Level 8 ability
| -
| -
| -
| -
| 8
| Any Rogue Level 8 ability
| -
| -
| -
| -
|
9
| Any Rogue Level 9 ability
| -
| -
| -
| -
| 9
| Any Rogue Level 9 ability
| -
| -
| -
| -
| 9
| Any Rogue Level 9 ability
| -
| -
| -
| -
|
9
| Any Rogue Level 9 ability
| -
| -
| -
| -
| 9
| Any Rogue Level 9 ability
| -
| -
| -
| -
| 9
| Any Rogue Level 9 ability
| -
| -
| -
| -
|
|
[PC2] Wizard Classes Group
Cross Mage
Level
| KXP
| Wizard/Priest 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1
| 20- --- ---
| 3
| 3
| 21- --- ---
|
4
| 9
| 320 --- ---
| 5
| 27
| 421 --- ---
| 6
| 81
| 422 0-- ---
|
7
| 243
| 432 1-- ---
| 8
| 486
| 433 20- ---
| 9
| 972
| 433 21- ---
|
10
| 1458
| 443 22- ---
| 11
| 1944
| 444 330 ---
| 12
| 2430
| 444 441 ---
|
13
| 2916
| 555 442 0--
| 14
| 3402
| 555 442 1--
| 15
| 3888
| 555 552 10-
|
16
| 4374
| 555 553 21-
| 17
| 4860
| 555 553 320
| 18
| 5346
| 555 553 321
|
19
| 5832
| 555 553 331
| 20
| 6318
| 555 554 332
| 21
| 6804
| 555 554 442
|
22
| 7290
| 555 555 443
| 23
| 7776
| 555 555 553
| 24
| 8262
| 555 555 554
|
25
| 8748
| 555 555 555
| 26
| 9234
| 666 655 555
| 27
| 9720
| 666 666 655
|
28
| 10206
| 666 666 666
| 29
| 10692
| 777 766 666
| 30
| 11178
| 777 777 766
|
31
| 11664
| 777 777 777
| 32
| 12150
| 888 877 777
| 33
| 12636
| 888 888 877
|
34
| 13122
| 888 888 888
| 35
| 13608
| 999 988 888
| 36
| 14094
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 7 5 3 6 0 1 2
| +1
| 8 7 6 3 7 0 1 3
| +1
| 9 8 6 4 7 0 1 3
|
+2
| 9 8 6 4 7 1 2 4
| +3
| 10 9 7 4 8 1 2 4
| +3
| 10 9 7 5 8 2 3 5
|
+4
| 11 10 8 5 9 2 3 5
| +5
| 11 10 9 6 9 2 3 6
| +5
| 12 10 9 6 9 3 4 6
|
+6
| 12 11 9 6 10 3 4 7
| +7
| 13 11 10 7 10 4 5 7
| +7
| 13 12 10 7 11 4 5 8
|
+8
| 13 12 10 8 11 4 5 8
| +9
| 14 13 11 8 11 5 6 9
| +9
| 14 13 11 8 12 5 6 9
|
+10
| 14 13 11 9 12 6 7 10
| +11
| 15 14 12 9 13 6 7 10
| +11
| 15 14 12 10 13 6 7 11
|
|
Requisites:
| Int 10, Wis 17
| Alignment:
| any
| HD/level:
| d4+d8
| Weapon Prof.:
| 2+level/2
| To Hit Table:
| Pri
| Save Table:
| Wiz/Pri
| Reference:
| DM
| Groups:
| Wizard, Priest
|
|
|
|
The save entry means "take the better of Wizard and Priest for each category".
| You may cast either Wizard or Priest spells from your memorization.
| Priest spells for this class use schools, not spheres, and any Priest spell falling under a school of your specialization (if any) is considered specialized.
| Cross Mage also gets the Wisdom bonus to spells.
| Gets "Channeling" [P4.9] for free.
|
|
[PC2] Wizard Classes Group
Cthulhu Investigator5
Level
| KXP
| Wizard 123 456 789 AB
|
1
| 0
| 2˝- --- --- --
| 2
| 4.5
| 31˝ --- --- --
| 3
| 14
| 421 --- --- --
|
4
| 33
| 532 ˝-- --- --
| 5
| 70
| 643 1˝- --- --
| 6
| 145
| 754 21- --- --
|
7
| 294
| 865 32˝ --- --
| 8
| 593
| 976 43˝ --- --
| 9
| 1001
| A87 541 ˝-- --
|
10
| 1410
| A98 652 1-- --
| 11
| 1819
| AA9 763 2˝- --
| 12
| 2228
| AAA 874 3˝- --
|
13
| 2637
| AAA 985 4˝- --
| 14
| 3046
| AAA A96 51˝ --
| 15
| 3455
| AAA AA7 621 --
|
16
| 3864
| AAA AA8 732 --
| 17
| 4273
| AAA AA9 843 --
| 18
| 4682
| AAA AAA 954 ˝-
|
19
| 5091
| AAA AAA A65 ˝-
| 20
| 5500
| AAA AAA A76 1-
| 21
| 5909
| AAA AAA A87 1-
|
22
| 6318
| AAA AAA A98 2-
| 23
| 6727
| AAA AAA AA9 2-
| 24
| 7136
| AAA AAA AAA 3-
|
25
| 7545
| BBB BBB BBB 3-
| 26
| 7954
| BBB BBB BBB 4-
| 27
| 8363
| CCC CCC CCC 4˝
|
28
| 8772
| CCC CCC CCC 5˝
| 29
| 9181
| DDD DDD DDD 5˝
| 30
| 9590
| DDD DDD DDD 51
|
31
| 9999
| DDD DDD DDD 61
| 32
| 10408
| EEE EEE EEE 61
| 33
| 10817
| EEE EEE EEE 71
|
34
| 11226
| FFF FFF FFF 71
| 35
| 11635
| FFF FFF FFF 81
| 36
| 12044
| FFF FFF FFF 82
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 7 0 1 1
| +1
| 5 9 6 4 8 1 2 3
| +2
| 5 10 7 5 9 2 3 4
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 12 9 7 11 4 5 6
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 14 11 9 13 6 7 9
| +6
| 9 15 12 10 14 7 8 10
| +7
| 10 15 13 11 15 8 9 11
|
+8
| 11 16 14 12 15 9 10 13
| +8
| 12 16 14 13 16 10 11 14
| +9
| 13 16 15 14 16 11 12 15
|
+10
| 14 16 15 15 16 12 13 16
| +11
| 15 17 16 16 16 13 14 18
| +11
| 16 17 16 16 17 15 15 18
|
+12
| 16 17 16 16 17 17 16 18
| +13
| 17 17 17 17 17 17 16 18
| +14
| 18 18 17 17 17 17 17 18
|
|
Requisites:
| Dex 12+level, Int 4+2*level
| Alignment:
| L any (or) W any
| HD/level:
| d10
| Weapon Prof.:
| 6+level/6
| To Hit Table:
| 2˝xWiz
| Save Table:
| 2˝xWiz
| Reference:
| CoC3 {Planeshifted Cthulhoid Horror5)
| Groups:
| Wizard, Alternate, Planar
|
|
|
|
For abilities, see next page.
|
|
[PC2] Wizard Classes Group
Cthulhu Investigator5 Abilities
The stat requirements for this class is Dex 12+LVL and Int 4+2*LVL. If you gain enough XP to raise in level and do not have the stat requirement, you still go up in level, but you "owe" stat points (can spend stat points only to Dex or Int until you fill the requirements). You cannot add this class unless you have Dex 13 and Int 6 (what you need to be level 1).
| Specialized in Cthulhu school, pick an opposite. Other Wizards cannot access Cthulhu school at all unless they "know" your class; even then, they need to spend 2 slots each for them. DM Note: These spells are listed in the [PC2] section.
| May weapon specialize using the "Spec Non-War" column for number of attacks.
|
| Levels 1-3: Pick one of these per level:
| A. 1M: Dismiss a Ooze or Demon 10*LVL%
| B. 1M: LVL instances of Resist Insanity
| C. Immune Goo and Gray Goo
| D. 1bM, 1/r: Counter a Wild Surge or High-Frequency Sample
| E. Immune to tentacle damage.
| Level 4: Pick two Cthulhoid Investigator5 Level 1-3, one Occultist5 Level 1-3, or one Alien Cultist5 Level 1-3
| Levels 5-7: Pick one of these per level:
| F. 1P, 1/r: +1QM next segment.
| G. Immune head blown off, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
| H. 1M+1P: Cure a Potion or Magical Pool effect that occured within the last round.
| I. 1M+1P: Contact Higher Plane
| J. 2M: Close a Gate or Dimension Door. Your room has a x1 Special of Proof against Teleportation.
| Level 8: Pick two Cthulhu Investigator5 Level 5-7, one Occultist5 Level 5-7, or one Alien Cultist5 Level 5-7
| Levels 9-11: Pick one of these per level:
| K. Capital S Slay is treated as (lower-case) slay for you
| L. Immune Clone Insanity, Mirror of Opposition
| M. 2F, 1/t: Cure Capital C Crapped on someone.
| N. 8F, 1/d: Cure someone's Erased Truename (you Un-Erase his Truename)
| O. 1F: Restore Multiplier; Remove Multiplier damage (incl. Vile Multiplier damage)
| Level 12: Pick two Cthulhu Investigator5 Level 9-11, one Occultist5 Level 9-11, or one Alien Cultist5 Level 9-11
|
|
[PC2] Wizard Classes Group
Cthulhu School Spells
Name
| SL
| Effect
|
Candle Communication
| 0
| Can communicate to someone you know (across planes) if they are running this spell too
| Detect Life
| 0
| Detect Life
| Elder Sign
| 0
| Outer planar creatures cannot cross the line
|
Message
| 0
| Message
| Augury
| 1
| Augury
| Bind Enemy
| 1
| Choose a target. You can't attack or target him, and vice versa.
|
Chant of Thoth
| 1
| +CL Int checks
| Cloud Memory
| 1
| Forget (Will save)
| Contact Human
| 1
| Contact a specific person
|
Control Weather
| 1
| Control Weather
| Create Bad-Corpse Dust
| 1
| Create a line that Undead cannot cross
| Deflect Harm
| 1
| Deflect next CL physical attacks on you, but each causes 2 Int dmg to you
|
Detect Magic
| 1
| Detect Magic
| Dominate Animal
| 1
| Dominate Animal (save)
| Eibon’s Wheel of Mist
| 1
| Your group is Invisible
|
Invisibility Purge
| 1
| Dispel Invisibility
| Mirror of Tarkhun Atep
| 1
| Creates a mirror
| Nightmare
| 1
| Target sleeping person has a nightmare
|
Pose Mundane
| 1
| Illusion: Room appears to be normal/ordinary (x1 Trick)
| Power of Nyambe
| 1
| +2d6 SL's added to your current progression for today; -1 Con (permanent)
| Seal of Isis
| 1
| Object will make it's next item saving throw
|
Snare Dreamer
| 1
| Dispel a Somniomancy effect
| True Strike
| 1
| Next attack at +20 TH
| Unmask Demon
| 1
| Dispel a Change Self or Alter Appearance effect
|
View Gate
| 1
| Can see through a Gate to other side clearly
| Voice of Ra
| 1
| +1d6+1 Chr
| Warding the Eye
| 1
| Immune to the "Evil Eye" spell (on this list)
|
Bring Pestilence
| 2
| Disease (1d4 stat dmg to Str, Dex, or Con) (Fort save)
| Cast Out Shan
| 2
| Dismiss a DL I-II Insect or Undead
| Cause Fear
| 2
| Fear (Will save)
|
Circle of Nausea
| 2
| Nausea to one group (Fort save)
| Contact Creature
| 2
| Contact a specific creature type
| Darkness
| 2
| Darkness
|
Dismissal
| 2
| Dismiss an outer planar creature (save)
| Dominate Person
| 2
| Dominate Person (save)
| Dread Curse of Azathoth
| 2
| 1d3 Chr dmg
|
Enchant Item
| 2
| Add a half plus to an item (for 1 hour)
| Evil Eye
| 2
| Curse: -4 TH, checks, saves (save)
| Find Gate
| 2
| Detect Gates
|
Fist of Yog-Sothoth
| 2
| CLd6 force dmg to one target (no save)
| Flesh Ward
| 2
| DR 10/+1
| Frozen Tracks
| 2
| Stop (save)
|
Grasp of Cthulhu
| 2
| Target takes 2d6 dmg /r (save)
| Healing Touch
| 2
| Touch to cure 1d8+CL hp and 1 stat point dmg
| Hide from the Eye
| 2
| Invisibility
|
Hypnotism
| 2
| Hypnosis (save)
| Identify Spirit
| 2
| Detect Possession
| Insect Plague
| 2
| Area effect 1 dmg /s insects
|
Levitate
| 2
| Levitate
| Locate Object
| 2
| Locate Object
| Magic Weapon
| 2
| Weapon gets +1/+1 for 1 turn
|
Obscuring Mist
| 2
| Wall of Fog
| Sekhmenkenhep's Words
| 2
| Convince people that what you're saying is true (save)
| Skin of Sedefkar
| 2
| +CL/5 AC
|
Song of Hastur
| 2
| Target takes 2d6 dmg /r (save)
| Soul Trap
| 2
| Speak with Dead but you had to be the one who killed him
| Spectral Razor
| 2
| Magical blade that's 2d6 dmg and counts as a +5 weapon
|
Suggestion
| 2
| Suggestion (save)
| Voorish Sign
| 2
| The next spell you cast will be at +3 CL
| Wandering Soul
| 2
| Dream Travel
|
Ward against Pyschics
| 2
| Psionic Feats cannot be used in the room (x1 Special)
| Black Binding
| 3
| Animate a dead corpse as a DL III Undead
| Breath of the Deep
| 3
| Target is drowning (Fort save per segment or 2d6 dmg)
|
Contact Deity
| 3
| Contact a specific deity 50+CL%; caster becomes insane (Will save)
| Curse of the Stone
| 3
| Target cannot act (save) as long as you heavy concentrate (can't use M actions)
| Divination
| 3
| Divination
|
Imprison Mind
| 3
| Target spirit / life essence cannot leave the body it's in (save)
| Mindblast
| 3
| Insanity (save)
| Raise Night Fog
| 3
| Fog
|
Red Sign of Shudde M'ell
| 3
| Group takes 1d6+LVL dmg (no save)
| Shriveling
| 3
| CLd4 dark energy dmg to one target (no save)
| Siren's Song
| 3
| Charm 2*CL HD of creatures (save)
|
Summon/Bind Creature
| 3
| Summons a DL 1d4 Outer creature
| Wave of Oblivion
| 3
| If near a body of water, creates a large wave (CLd4 water dmg, no save)
| Wither Limb
| 3
| Sharpness a random limb (save)
|
Wrack
| 3
| Pain (-2 all rolls) (save)
| Animal Form
| 4
| Polymorph Self into a specific animal
| Bind Loup-Garou
| 4
| Force Shapechange and Dispel a Psi14 effect
|
Bind Soul
| 4
| Put someone's soul in a receptacle (Will save)
| Cloak of Fire
| 4
| +1d4+1 Dex; +3" move rate; Fire damaging shield (1d8 fire dmg /hit); You take 1 dmg /r
| Create Scrying Window
| 4
| Postcognition
|
Curse of the Putrid Husk
| 4
| Curse: Insanity (save)
| Curse of the Rat-thing
| 4
| Animate a dead corpse as a DL IV Undead
| Dark Resurrection
| 4
| Raise Dead
|
Hands of Colubra
| 4
| Your arms turn into snakes that deal 1d6 dmg + 1d6 Str dmg
| Locate Creature
| 4
| Locate a specific creature
| Look to the Future
| 4
| Can see into the future
|
Mind Transfer
| 4
| Switch bodies with someone (save)
| Pipes of Madness
| 4
| Insanity to a group (save)
| Return to Rest
| 4
| Destroy an undead (save)
|
Soul Singing
| 4
| Illusion: Target sees and hears what you wish, no one else affected (save)
| Speak with Dead
| 4
| Speak with Dead
| Unspeakable Oath
| 4
| Get a random minor magic item (50%) or +1 Int (50%) for 1 turn
|
Banishment of Yde Etad
| 5
| Banish an outer planar creature to home plane (Will save)
| Blind/Deafen
| 5
| Blind and Deafen target (Fort save on each)
| Cast Out Devil
| 5
| Exorcise
|
Create Barrier of Naach-Tith
| 5
| Wall: Spells cannot pass, Str check (DC 40) to pass
| Magic Jar
| 5
| Magic Jar
| Become Spectral Hunter
| 6
| You take on the stats of a random DL VII Weird monster, will be Crapped in CL rounds
|
Body Warping of Gorgoroth
| 6
| Polymorph Self into a creature of +/- 1 size, you get it's Str/Dex/Con
| Clutch of Nyogtha
| 6
| Paralysis (Will save) for as long as you heavy concentrate (can't use M actions)
| Create Gate
| 6
| Gate
|
Curse of the Chaugnar Faugn
| 6
| *Curse* (subject loses 1d4 Chr per day and cannot Reset) (save)
| Eyes of the Zombie
| 6
| See through the eyes of a zombie (that you control)
| Power Drain
| 6
| Target loses 1d6 stat points (save), you temporarily gain the amount he lost
|
Create Self-Ward
| 7
| DR 10/+1; Resist Aging
| Create Time Gate
| 7
| Create a Time Gate 10^(N-4) years
| Steal Life
| 7
| Drain 1 stat point per segment from target and add to you temporarily (save per segment)
|
Word of Recall
| 7
| Word of Recall
| Consume Likeness
| 8
| Alter Appearance to someone specific who recently died (it's very convincing)
| Death by Flames
| 8
| Target takes 1d10 fire dmg /s (no save)
|
Eye of Light & Darkness
| 8
| All outer planar creatures take 1 Wis dmg per segment (x1 Special)
| Call Deity
| 11
| Summons the material form of the god of your choice (remember this is only a x1 effect by itself)
| Dismiss Deity
| 11
| Dismisses the material form of a god (remember this is only a x1 effect by itself)
|
|
[PC2] Wizard Classes Group
Dancing Potion Bottle1
Level
| KXP
| Psi24 mMG SU
| TH
|
1
| 0
| 1-- --
|
| 2
| 2.8
| 2-- --
|
| 3
| 5.6
| 2-- --
|
|
4
| 11.2
| 3-- --
|
| 5
| 22.4
| 3-- --
|
| 6
| 44.8
| 31- --
|
|
7
| 89.6
| 32- --
|
| 8
| 179.2
| 32- --
|
| 9
| 350
| 33- --
|
|
10
| 520
| 33- --
|
| 11
| 690
| 331 --
|
| 12
| 860
| 332 --
|
|
13
| 1030
| 332 --
|
| 14
| 1200
| 432 --
|
| 15
| 1370
| 433 --
|
|
16
| 1540
| 433 --
|
| 17
| 1710
| 443 --
|
| 18
| 1880
| 443 1-
|
|
19
| 2050
| 443 2-
|
| 20
| 2220
| 443 3-
|
| 21
| 2390
| 443 3-
|
|
22
| 2560
| 444 3-
|
| 23
| 2730
| 444 3-
|
| 24
| 2900
| 444 4-
|
|
25
| 3070
| 444 4-
|
| 26
| 3240
| 444 4-
|
| 27
| 3410
| 544 4-
|
|
28
| 3580
| 544 4-
|
| 29
| 3750
| 554 41
|
| 30
| 3920
| 554 42
|
|
31
| 4090
| 555 43
|
| 32
| 4260
| 555 44
|
| 33
| 4430
| 555 54
|
|
34
| 4600
| 555 54
|
| 35
| 4770
| 555 55
|
| 36
| 4940
| 665 551
|
|
37
| 5110
| 665 552
|
| 38
| 5280
| 665 553
|
| 39
| 5450
| 665 554
|
|
45
| 6470
| 766 666
|
| 54
| 8000
| 888 877
|
| 63
| 9530
| A99 999
|
|
72
| 11060
| BBB AAA 1
|
|
|
Requisites:
| Int 10, Wis 12
| Alignment:
| non-L
| HD/level:
| d6
| Weapon Prof.:
| 2+level/5
| To Hit Table:
| Wiz
| Reference:
| Wiz
| Groups:
| Psionicist, Wizard, Monster, PC Designed
| Complexity:
| CF=5
|
|
| Saving Throws:
|
| PPD:
| level+3
| RSW:
| level+6
| PP:
| level+4
| BW:
| level+2
| Spell:
| level+5
| Fort:
| level-1
| Reflex:
| level+0
| Will:
| level+0
|
|
|
You count as a potion for effects that refer to potions.
| Divide the cost of potions by LVL.
| Gets +1E action, can use 1S+1E+1V per segment.
| Level 1: Identify potions by sight.
| Level 1: For a potion, can increase duration by 100% or effect by 50%. Each potion may be improved only once.
| Level 1: 1M: Otto's Irresistable Dance (1 creature, no save)
| Level 1: 0, while drinking a potion: Do a "sip" on the potion, which might identify it. Then the rest of the potion resolves. You may reverse the effect of the entire potion of yourself (Harm -> Heal, Poison -> Neutralize Poison or Sweet Water, etc.). This works even if the sip was lethal.
| Level 3: 1V, while drinking a potion: "Material Component" a potion's effect, so it does double effect on you.
| Level 4: Can create potions in 1/(level-3) the normal time.
| Level 5: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.
| Level 5: Can "Frugal" potions (+50% to number of uses).
| Level 5: 1M: Otto's Irresistable Dance (1 group, no save)
| Level 5: 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
| Level 5: 1M+1P: Cure a Potion effect that occured within the last round.
| Level 5: 1M: Potion ball (of a potion you have, the potion is used)
| Level 7: 0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
| Level 10: 1F, while drinking two potions, 1/reset: The mixing of the potions creates a special effect -- one of the potions chosen at random fails to work, but the other has its effects made permanent on the drinker. The potions's effect becomes a spell-like abilitiy that is always on for the drinker.
|
|
[PC2] Wizard Classes Group
[Q24.4] Intelligent Item Psionics - Minor
Effect
| gp cost (3E)
| Source
| d77
|
10 ranks in Bluff
| 5000
| DMG3.5?
| 1
| 10 ranks in Decipher Script
| 5000
| DMG3.5?
| 2
| 10 ranks in Diplomacy
| 5000
| DMG3.5?
| 3
|
10 ranks in Intimidate
| 5000
| DMG3.5?
| 4
| 10 ranks in Knowledge (choose category)
| 5000
| DMG3.5?
| 5
| 10 ranks in Listen
| 5000
| DMG3.5?
| 6
|
10 ranks in Search
| 5000
| DMG3.5?
| 7
| 10 ranks in Sense Motive
| 5000
| DMG3.5?
| 8
| 10 ranks in Spellcraft
| 5000
| DMG3.5?
| 9
|
10 ranks in Spot
| 5000
| DMG3.5?
| 10
| 1E: activate zone of truth 3/day
| 6500
| DMG3.5?
| 11
| 1E: bless its allies 3/day
| 1000
| DMG3.5?
| 12
|
1E: cure moderate wounds (2d8+3) on wielder 3/day
| 6500
| DMG3.5?
| 13
| 1E: darkness 3/day
| 6500
| DMG3.5?
| 14
| 1E: daze monster 3/day
| 6500
| DMG3.5?
| 15
|
1E: detect magic at will
| 3600
| DMG3.5?
| 16
| 1E: faerie fire 3/day
| 1100
| DMG3.5?
| 17
| 1E: hold person on an enemy 3/day
| 6500
| DMG3.5?
| 18
|
1E: locate object 3/day
| 6500
| DMG3.5?
| 19
| 1E: major image 1/day
| 5400
| DMG3.5?
| 20
| 1E: minor image 1/day
| 2200
| DMG3.5?
| 21
|
Anti-Magic 10% (DR 6T)
|
| 0D&D-Master
| 22
| Bless(R60',DR6T,EF20'sq, + 1ML/Hit/Dmg; X5)
|
| 0D&D-Master
| 23
| Blight' (R 60', DR 6T, EF 20'sq, -1 ML/Hit/Dmg; X5)
|
| 0D&D-Master
| 24
|
Bouyancy, to 10,000 cn (DR 6T)
|
| 0D&D-Master
| 25
| Cause Fear* (R 120', DR 2T; X5)
|
| 0D&D-Master
| 26
| Cause Wounds, Light* (EF 7 hp; X5)
|
| 0D&D-Master
| 27
|
Change Odors (EF 30' cube)
|
| 0D&D-Master
| 28
| Change Tastes (EF 40 meals or 20 cu.ft.)
|
| 0D&D-Master
| 29
| Climb Walls, 70% (DR 12T)
|
| 0D&D-Master
| 30
|
ConfuseAlignment*(R Touch, DR 40T;
|
| 0D&D-Master
| 31
| Container, to 5,000 cn (DR 6 hours)
|
| 0D&D-Master
| 32
| Cure Wounds (EF 7 hp; B26)
|
| 0D&D-Master
| 33
|
Darkness*(R 120', DR46T, EF30' dia; X11)
|
| 0D&D-Master
| 34
| deathwatch continually active
| 2700
| DMG3.5?
| 35
| detect elevator/shifting rooms/walls in a 10' radius
|
| DMG1
| 36
|
Detect Evil (DR 6T, EF R 60'; B41)
|
| 0D&D-Master
| 37
| detect evil/good in a 10' radius
|
| DMG1
| 38
| detect gems, kind, and number in a 10' radius
|
| DMG1
| 39
|
detect invisible objects in a 10' radius
|
| DMG1
| 40
| Detect Magic (DR 6T, EF R 60'; B39)
|
| 0D&D-Master
| 41
| detect magic in a 10' radius
|
| DMG1
| 42
|
Detect New Construction (R 60', DR 36T)
|
| 0D&D-Master
| 43
| detect precious metals, kind, and amount in a 20' radius
|
| DMG1
| 44
| detect secret doors in a 5' radius
|
| DMG1
| 45
|
Detect Slopes (R 30', DR 36T)
|
| 0D&D-Master
| 46
| detect sloping passages in a 10' radius
|
| DMG1
| 47
| detect traps of large size in a 10' radius
|
| DMG1
| 48
|
Find Traps, 50% (DR 6T)
|
| 0D&D-Master
| 49
| FloatingDisc(DR 6T, EF 5,000 cn; B39)
|
| 0D&D-Master
| 50
| HoldAnimal(R 180', DR 40T, EF one type, 4 cr; C15)
|
| 0D&D-Master
| 51
|
Levitate (DR 46T; B41)
|
| 0D&D-Master
| 52
| locate object in a 120' radius
|
| DMG1
| 53
| Magic Missile (EF 5 missiles, ld6 + 1D each; B40)
|
| 0D&D-Master
| 54
|
Memorize + 1 bonus spell level
|
| 0D&D-Master
| 55
| Mindmask (R Touch, DR 12T; X11)
|
| 0D&D-Master
| 56
| Open Locks, 60% (DR 6T)
|
| 0D&D-Master
| 57
|
Predict Weather(DR 12 hours, EF 40 miles; C 15)
|
| 0D&D-Master
| 58
| Produce Fire (DR 2T; C15)
|
| 0D&D-Master
| 59
| Protection from Evil (DR 6T; B40)
|
| 0D&D-Master
| 60
|
Purify Food and Water (R lo', EF 6 waterskins or 12 food; B27)
|
| 0D&D-Master
| 61
| Read Languages (DR 6T; B40)
|
| 0D&D-Master
| 62
| Read Magic (DR 3T; B40)
|
| 0D&D-Master
| 63
|
Remove Fear (DR 3T, EF +6 SAve; B27)
|
| 0D&D-Master
| 64
| Repair normal objects (EF up to 1,000
|
| 0D&D-Master
| 65
| Resist Cold (DR 12T, EF + 2ST, -l/die D, 30'; B27)
|
| 0D&D-Master
| 66
|
Resist Fire (DR 6T, EF + 2ST, -1ldie D;
|
| 0D&D-Master
| 67
| Shield (DR 6T; B40)
|
| 0D&D-Master
| 68
| Sleep (R 240', DR 20 T, EF up to 20 HD, 40' sq; B40)
|
| 0D&D-Master
| 69
|
Speak with Animals (R 30', DR 6T; X6)
|
| 0D&D-Master
| 70
| Timekeeping (DR to 24 hours from 1 mark)
|
| 0D&D-Master
| 71
| Tree movement (DR 12T)
|
| 0D&D-Master
| 72
|
Ventriloquism (R go', DR 3T; B40)
|
| 0D&D-Master
| 73
| Warp Wood(R240', EF40 arrows; C15)
|
| 0D&D-Master
| 74
| Water Breathing (R30', DR 1 day; X12)
|
| 0D&D-Master
| 75
|
Weapon damage bonus + 2 (DR 1T)
|
| 0D&D-Master
| 76
| Web (R lo'cu, DR 48T; B42)
|
| 0D&D-Master
| 77
|
|
[PC2] Wizard Classes Group
[Q24.5] Intelligent Item Psionics - Major
Effect
| gp cost (3E)
| Source
| d259
|
10 ranks in Sense Motive
|
| ELH3?
| 1
| 10 ranks in Survival
|
| ELH3?
| 2
| 1E: arcane eye 1/day
| 10000
| DMG3.5?
| 3
|
1E: cause fear in an enemy at will
| 7200
| DMG3.5?
| 4
| 1E: clairvoyance 3/day
| 16000
| DMG3.5?
| 5
| 1E: create daylight 3/day
| 16000
| DMG3.5?
| 6
|
1E: create deeper darkness 3/day
| 16000
| DMG3.5?
| 7
| 1E: create magic circle against (opposing alignment) at will
| 16000
| DMG3.5?
| 8
| 1E: detect (opposing alignment) at will
| 7200
| DMG3.5?
| 9
|
1E: detect thoughts at will
| 44000
| DMG3.5?
| 10
| 1E: detect undead at will
| 7200
| DMG3.5?
| 11
| 1E: dimensional anchor on a foe 1/day
| 10000
| DMG3.5?
| 12
|
1E: dismissal on a foe 1/day
| 10000
| DMG3.5?
| 13
| 1E: fear against foes 3/day
| 30000
| DMG3.5?
| 14
| 1E: gust of wind 3/day
| 11000
| DMG3.5?
| 15
|
1E: haste on its owner 3/day
| 16000
| DMG3.5?
| 16
| 1E: invisibility purge (30 ft. range) 3/day
| 16000
| DMG3.5?
| 17
| 1E: lesser globe of invulnerability 1/day
| 10000
| DMG3.5?
| 18
|
1E: locate creature 3/day
| 30000
| DMG3.5?
| 19
| 1E: quench on fires 3/day
| 16000
| DMG3.5?
| 20
| 1E: slow on its enemies 3/day
| 16000
| DMG3.5?
| 21
|
Ability Score bonus (DR 6T, EF 1 random score)
|
| 0D&D-Master
| 22
| Ability Score bonus (DR 6T, EF 2 random scores)
|
| 0D&D-Master
| 23
| AC bonus -2 (DR 6T)
|
| 0D&D-Master
| 24
|
AC bonus -4 (DR 6T)
|
| 0D&D-Master
| 25
| Adds 1 point to possessor’s maior attribute
|
| DMG1
| 26
| Animate dead (1 figure) (by touch) - 7 times/week
|
| DMG1
| 27
|
Anti-Animal Shell (DR 40T C16)
|
| 0D&D-Master
| 28
| Anti-Magic 20% (DR 6T)
|
| 0D&D-Master
| 29
| Anti-Plant Shell (DR 6T; Cl6)
|
| 0D&D-Master
| 30
|
Audible glamer upon command - 3 times/day
|
| DMG1
| 31
| Bearhug (DR 1T)
|
| 0D&D-Master
| 32
| Bless (by touch)
|
| DMG1
| 33
|
Bug Repellant (DR 40T, + 4 ST)
|
| 0D&D-Master
| 34
| Buoyancy, to 20,000 cn (DR 12T)
|
| 0D&D-Master
| 35
| Buoyancy, to 40,000 cn (DR 18T)
|
| 0D&D-Master
| 36
|
Calm Others (R 120', EF up to 40 HD)
|
| 0D&D-Master
| 37
| Cause Disease*(R 30'; X6)
|
| 0D&D-Master
| 38
| Cause Wounds, Critical* (EF 21 hp;
|
| 0D&D-Master
| 39
|
Cause Wounds, Serious* (EF 14 hp;
|
| 0D&D-Master
| 40
| Charm Monster(R 120', EF 18 at 3 HD or 1 at 3 + HD; X13)
|
| 0D&D-Master
| 41
| Charm Person (R 120'; B39)
|
| 0D&D-Master
| 42
|
charm person on contact - 3 times/day
|
| DMG1
| 43
| Charm Plant (R 120', DR 3 mon, EF 1/6/12/24 plants; C21)
|
| 0D&D-Master
| 44
| Choose Best Option (R lT, EF 1 choice)
|
| 0D&D-Master
| 45
|
Clairaudience (when touched to the ear)
|
| DMG1
| 46
| clairoudience, 30' range-3 times/day 1 round per use
|
| DMG1
| 47
| Clairvoyance (when touched to the eyes)
|
| DMG1
| 48
|
Clairvoyance(R 60', DR 12T; X11)
|
| 0D&D-Master
| 49
| clairvoyance, 30' range - 3 times/day, 1 round per use
|
| DMG1
| 50
| Climb Walls, 100% (DR 12T)
|
| 0D&D-Master
| 51
|
Climb Walls, 80% (DR 12T)
|
| 0D&D-Master
| 52
| Climb Walls, 90% (DR 12T)
|
| 0D&D-Master
| 53
| Cloudkill (R l', DR 6T, EF 1 pth, 5HD or less Save vs. Poison, 30' x 20'; X14)
|
| 0D&D-Master
| 54
|
Color spray - 3 times/day
|
| DMG1
| 55
| Communication (DR 6T)
|
| 0D&D-Master
| 56
| Comprehend languages when held
|
| DMG1
| 57
|
Confusion (R 120', DR 12r, EF up to 18 cr in 30' rad; X13)
|
| 0D&D-Master
| 58
| Container, to 10,000 cn (DR 6 hours)
|
| 0D&D-Master
| 59
| Container, to 20,000 cn (DR 6 hours)
|
| 0D&D-Master
| 60
|
Container. to 15,000 cn (DR 6 hours)
|
| 0D&D-Master
| 61
| Continual Darkness* (R 120', EF 30' rad; X6)
|
| 0D&D-Master
| 62
| continuous detect scrying effect
| 10000
| DMG3.5?
| 63
|
Control Plants (R all in 30' x 30', DR 20T; X61)
|
| 0D&D-Master
| 64
| Control Temperature 10' radius (DR 40T, EF 50 degrees; C 15)
|
| 0D&D-Master
| 65
| Create Food (R lo', EF 400 men 30 Control Winds (DR 40T, EF 400'; C16)
|
| 0D&D-Master
| 66
|
Create food and water - 1 time/day
|
| DMG1
| 67
| Create magic aura (R 120', DR 3T, EF 40' cube)
|
| 0D&D-Master
| 68
| Create Normal Animals (R 30', DR lOT, EF 1-6 cr; C12)
|
| 0D&D-Master
| 69
|
Create Normal Monsters (R 30', DR 2T, EF 40 HD total; C22)
|
| 0D&D-Master
| 70
| Create Poison * (R Touch; X8)
|
| 0D&D-Master
| 71
| Create Water (RDR 6T, EF 50 gallons; X7)
|
| 0D&D-Master
| 72
|
Cure Blindness (R Touch; X6)
|
| 0D&D-Master
| 73
| Cure Disease (R 30 ' ; X6)
|
| 0D&D-Master
| 74
| Cure light wounds (1d8+5) on wielder 1/day
|
| ELH3?
| 75
|
Cure light wounds- 7 times/week
|
| DMG1
| 76
| Cure Wounds, Critical(EF 21 hp; C12)
|
| 0D&D-Master
| 77
| Cure Wounds, Serious (EF 14 hp; X7)
|
| 0D&D-Master
| 78
|
Curse* (R Touch; EF limited, see X14)
|
| 0D&D-Master
| 79
| Darkness (5', 10', or 15‘ radius) - 3 times/day
|
| DMG1
| 80
| Detect [opposing alignment] at will
|
| ELH3?
| 81
|
Detect charm - 3 times/day
|
| DMG1
| 82
| Detect Danger (R 200 ' , DR 6T; M4)
|
| 0D&D-Master
| 83
| Detect evil/good when held or ordered
|
| DMG1
| 84
|
Detect invisibility when held and ordered
|
| DMG1
| 85
| Detect Invisible (R 400', DR 6T; B41)
|
| 0D&D-Master
| 86
| Detect magic - 3 times/day
|
| DMG1
| 87
|
Detect magic at will
|
| ELH3?
| 88
| Detect secret doors at will
|
| ELH3?
| 89
| determine directions and depth - 2 times/day
|
| DMG1
| 90
|
Dimension Door (R lo', DR lr, EF 360'; X13)
|
| 0D&D-Master
| 91
| Disarm Attack (DR 6T)
|
| 0D&D-Master
| 92
| Dispel Evil (R 30', DR 1T; X8)
|
| 0D&D-Master
| 93
|
Dissolve (R 120', DR 3-18 days, EF 3,000 sq.ft. x 10'; C20)
|
| 0D&D-Master
| 94
| Dodge normal missiles (DR lT, EF Save vs. wands)
|
| 0D&D-Master
| 95
| Elasticity (DR 12T, EF 1/2 Dmg blunt weapons)
|
| 0D&D-Master
| 96
|
ESP (30’-60' range) - 3 times/day
|
| DMG1
| 97
| ESP(R 60', DR 12T; B41)
|
| 0D&D-Master
| 98
| ESP, 30' range - 3 times/day 1 round per use
|
| DMG1
| 99
|
Feather fall on wielder 1/day
|
| ELH3?
| 100
| Feather fall when grasped and ordered
|
| DMG1
| 101
| Feeblemind (R 240', EF -4S?, INT 2;
|
| 0D&D-Master
| 102
|
Find Secret Doors (R lo', DR 6T)
|
| 0D&D-Master
| 103
| Find traps - 3 times/day
|
| DMG1
| 104
| Find Traps (DR 2T, EF 30' ; X5)
|
| 0D&D-Master
| 105
|
Find traps at will
|
| ELH3?
| 106
| Find Traps, 60% (DR 6T)
|
| 0D&D-Master
| 107
| Find Traps, 70% (DR 6T)
|
| 0D&D-Master
| 108
|
Find Traps, 80% (DR 6T)
|
| 0D&D-Master
| 109
| Fly (DR 40 + ld6T, MV 360'; X12)
|
| 0D&D-Master
| 110
| Fly when held and ordered - 1 time/day
|
| DMG1
| 111
|
flying, 12" - 1 hour/day
|
| DMG1
| 112
| fnfravision when held or worn
|
| DMG1
| 113
| Free Monster* (R 120', EF up to 4 cr; X15)
|
| 0D&D-Master
| 114
|
Free Person* (R 120', EF up to 4 cr;
|
| 0D&D-Master
| 115
| Gaseous Form (DR 3T)
|
| 0D&D-Master
| 116
| Growth of Animal (R 120', DR 12T, EF
|
| 0D&D-Master
| 117
|
Growth of Plants (R 120', EF 3,000
|
| 0D&D-Master
| 118
| Hallucinatory Terrain (R 240'; X13)
|
| 0D&D-Master
| 119
| Harden* (R 120', EF 3,000 sq.ft. X
|
| 0D&D-Master
| 120
|
Haste (R 240', DR 3T, EF 24 cr in 60';
|
| 0D&D-Master
| 121
| heal - 1 time/day
|
| DMG1
| 122
| Hear Noise, 50% (DR 12T)
|
| 0D&D-Master
| 123
|
Heat Metal (R 30', DR 7r; M4)
|
| 0D&D-Master
| 124
| Hide in Shadows, 30% (DR 6T)
|
| 0D&D-Master
| 125
| Hide in Shadows, 50% (DR 6T)
|
| 0D&D-Master
| 126
|
Hit points bonus + 1 per Hit Die (DR
|
| 0D&D-Master
| 127
| Hit rolls bonus + 2 (DR 1T)
|
| 0D&D-Master
| 128
| Hit rolls bonus + 3 (DR 1T)
|
| 0D&D-Master
| 129
|
Hit rolls bonus + 4 (DR 1T)
|
| 0D&D-Master
| 130
| Hold Monster (R 120', DR 46T, EF up to 4 cr; X15)
|
| 0D&D-Master
| 131
| Hold Person (R 120 I , DR 40T, EF up to 4 cr; X12)
|
| 0D&D-Master
| 132
|
Hold Portal (DR 12T; B39)
|
| 0D&D-Master
| 133
| Hypnotic pattern (when moved) - 3 times/day
|
| DMG1
| 134
| Ice, Storm (R 120', EF 20d6 D, 20' cube; X13)
|
| 0D&D-Master
| 135
|
Ice, Wall (R 120', DR 12T, EF 1200 sq.ft.; X13)
|
| 0D&D-Master
| 136
| illusion, 120' range - 2 times/day, as the wand
|
| DMG1
| 137
| Immune to Disease (R Touch, DR 18T)
|
| 0D&D-Master
| 138
|
Immune to Paralysis (R Touch, DR 6T)
|
| 0D&D-Master
| 139
| Immune to Poison (DR 18T, EF self
|
| 0D&D-Master
| 140
| Infravision (R Touch, DR 1 day, EF see 60'; X12)
|
| 0D&D-Master
| 141
|
Invisibility (B41)
|
| 0D&D-Master
| 142
| Invisibility (improved) - 3 times/day
|
| DMG1
| 143
| Invisibility lO'radius(R 120'; X12)
|
| 0D&D-Master
| 144
|
Item creates wall of fire in a ring with the wielder at the center 1/day
| 10000
| DMG3.5?
| 145
| Jump for 20 minutes on wielder 1/day
|
| ELH3?
| 146
| Knock (R 60'; B41)
|
| 0D&D-Master
| 147
|
Know Alignment (DR lr, EF R 30; X5)
|
| 0D&D-Master
| 148
| Know alignment when held and ordered - 1 time/day
|
| DMG1
| 149
| Leap to 30', + 2 Hit roll bonus (DR 1T)
|
| 0D&D-Master
| 150
|
Levitate when held and ordered - 3 times/day
|
| DMG1
| 151
| levitation, 1 turn duration - 3 times/day ot 6th level of magic
|
| DMG1
| 152
| Light (R 120', DR 46T, EF 30' dia; B40)
|
| 0D&D-Master
| 153
|
Light-7 time/week
|
| DMG1
| 154
| Locate object in a 120-ft. radius
|
| ELH3?
| 155
| Locate Object(DR 6T, EF 120'; X6)
|
| 0D&D-Master
| 156
|
Lower Water (R 240', DR lOT, EF 1/2 height; X16)
|
| 0D&D-Master
| 157
| Magic Door (R lo', DR 7 uses; C22)
|
| 0D&D-Master
| 158
| Massmorph (R 240', EF 100 mansize; X13)
|
| 0D&D-Master
| 159
|
Memorize + 2 bonus spell levels
|
| 0D&D-Master
| 160
| Memorize + 3 bonus spell levels
|
| 0D&D-Master
| 161
| Memorize + 4 bonus spell levels
|
| 0D&D-Master
| 162
|
Merging (DR 18T, EF 7 cr)
|
| 0D&D-Master
| 163
| Mind blank - 3 times/day
|
| DMG1
| 164
| MirrorImage(DR 6T, EF 5 false images; B42)
|
| 0D&D-Master
| 165
|
Move Silently, 50% (DR 6T)
|
| 0D&D-Master
| 166
| Neutralize Poison (R Touch; X8)
|
| 0D&D-Master
| 167
| Obscure (DR 40T, EF 400fsq/40'high; C15)
|
| 0D&D-Master
| 168
|
Obscurement- 1 time/day
|
| DMG1
| 169
| Open Locks, 70% (DR 6T)
|
| 0D&D-Master
| 170
| Open Locks, 80% (DR 6T)
|
| 0D&D-Master
| 171
|
Parry (DR 6T)
|
| 0D&D-Master
| 172
| Pass Plant (EF 300-600 yards; C16)
|
| 0D&D-Master
| 173
| Pass without trace - 1 time/day
|
| DMG1
| 174
|
Pass-Wall(R 60', DR 6T, EF 5' X 10'; C22)
|
| 0D&D-Master
| 175
| Pick Pockets, 50% (DR 6T)
|
| 0D&D-Master
| 176
| Plant Door(DR 40T; C15)
|
| 0D&D-Master
| 177
|
Polymorph Other(R 60', up to 2x HD; X13)
|
| 0D&D-Master
| 178
| Possessor immune to disease
|
| DMG1
| 179
| Possessor immune to fear
|
| DMG1
| 180
|
Possessor immune to gas of any type
|
| DMG1
| 181
| Possessor need neither eat nor drink for up to 1 week
|
| DMG1
| 182
| Protection +2 when held or worn
|
| DMG1
| 183
|
Protection from Evil IO' Radius (DR 12T, EF + 1 ST; X8)
|
| 0D&D-Master
| 184
| Protection from Lightning (R Touch, DR 40T, EF 40 dice D; C 15)
|
| 0D&D-Master
| 185
| Protection from many creatures (DR 6T, EF up to 15HD)
|
| 0D&D-Master
| 186
|
Protection from Normal Missiles (R 30', DR 12T X12)
|
| 0D&D-Master
| 187
| Protection from Poison (R Touch, DR 40T, EF + 4 vs. breath; M5)
|
| 0D&D-Master
| 188
| Protection from some creatures (DR 6T, EF up to 5 HD)
|
| 0D&D-Master
| 189
|
Remove fear by touch
|
| DMG1
| 190
| Remove Geas* (R 30'; X16)
|
| 0D&D-Master
| 191
| Remove Traps, 50% (DR 6T)
|
| 0D&D-Master
| 192
|
Repair temporary magical object (1 obj)
|
| 0D&D-Master
| 193
| Sanctuary when held or worn - 1 time/day
|
| DMG1
| 194
| Saving Throws bonus + 2 (DR 6T)
|
| 0D&D-Master
| 195
|
Security (EF Trap 5 items, alarm only)
|
| 0D&D-Master
| 196
| Set normal Trap, 50% (DR 6T)
|
| 0D&D-Master
| 197
| Set normal Trap, 70% (DR 6T)
|
| 0D&D-Master
| 198
|
Shelter
|
| 0D&D-Master
| 199
| Shield, when held or worn, upon command - 3 times/day
|
| DMG1
| 200
| Shrink Plants* (R 120', EF 3,000 sq.ft.;
|
| 0D&D-Master
| 201
|
Silence15'radius(R 180', DR 12T; X6)
|
| 0D&D-Master
| 202
| Size Control (DR 6T, 3' to 18')
|
| 0D&D-Master
| 203
| Slow* (R 240', DR 3T, EF up to 24 cr, 30' radius; X12)
|
| 0D&D-Master
| 204
|
Speak with animals- 3 timedday
|
| DMG1
| 205
| Speak with dead- 1 timelday
|
| DMG1
| 206
| Speak with plants - 7 times/week
|
| DMG1
| 207
|
Speak with Plants(R 30', DR 3T; X8)
|
| 0D&D-Master
| 208
| Speak with the Dead (R 30', EF 3 questions; X7)
|
| 0D&D-Master
| 209
| Spell damage bonus, + l/die (DR 1 spell)
|
| 0D&D-Master
| 210
|
Spider climb for 20 minutes on wielder 1/day
|
| ELH3?
| 211
| status effect, usable at will
| 11000
| DMG3.5?
| 212
| strength - 1 time/day (upon wielder only)
|
| DMG1
| 213
|
Striking (R 30', DR lT, EF + ld6 D;
|
| 0D&D-Master
| 214
| Summon Animals (R 360', DR 3T; M5)
|
| 0D&D-Master
| 215
| Telekinesis (R 120', DR 6r, EF 8000 cn, MV 20'/r; C20)
|
| 0D&D-Master
| 216
|
telekinesis, 2,500 g.p. wt. maximum - 2 times/day, 1 round each
|
| DMG1
| 217
| telepathy, 60' range - 2 times/day
|
| DMG1
| 218
| teleportation - 1 time/day 6,000 g.p. wt. maximum, 2 segments
|
| DMG1
| 219
|
Tongues when held or worn and commanded
|
| DMG1
| 220
| Tracking (DR 6 hours, EF 90% outdoor, 50% indoor)
|
| 0D&D-Master
| 221
| Transport Through Plants (EF +2 cr;C16)
|
| 0D&D-Master
| 222
|
Turn Undead as Cleric L12 (DR 2T)
|
| 0D&D-Master
| 223
| Turn Undead as Cleric L6 (DR 1T)
|
| 0D&D-Master
| 224
| Turn undead bonus + 2 to roll, + 1d6 HD (DR 1T)
|
| 0D&D-Master
| 225
|
Turn undead bonus + 4 to roll, + 2d6 HD (DR 1T)
|
| 0D&D-Master
| 226
| Turn Wood(R 30', DR 40T, EF 120' X 60'; M5)
|
| 0D&D-Master
| 227
| Ultravision when held or worn
|
| DMG1
| 228
|
Ventriloquism upon command - 3 times/day
|
| DMG1
| 229
| Wall of Stone (R 60', EF 1,000 cu.ft.; X15)
|
| 0D&D-Master
| 230
| Wall ofFire(R 60', DRConc., EF 1200 sq.ft.; X14)
|
| 0D&D-Master
| 231
|
Water breathing upon command
|
| DMG1
| 232
| Water walking ability
|
| DMG1
| 233
| Weapon damage bonus + 3 (DR 1T)
|
| 0D&D-Master
| 234
|
Weapon damage bonus + 4 (DR 1T)
|
| 0D&D-Master
| 235
| Weapon damage bonus + 5 (DR 1T)
|
| 0D&D-Master
| 236
| Weapon strength bonus + 1 (DR 1T)
|
| 0D&D-Master
| 237
|
Weapon strength bonus + 2 (DR 1T)
|
| 0D&D-Master
| 238
| Wearer immune ta charm or hold spells
|
| DMG1
| 239
| Wearer immune to magic missiles
|
| DMG1
| 240
|
Web- 1 time/day
|
| DMG1
| 241
| Web movement (DR 12T)
|
| 0D&D-Master
| 242
| Wielder can use see invisibility at will
|
| ELH3?
| 243
|
Wielder does not need to breathe
|
| ELH3?
| 244
| Wielder does not need to sleep
|
| ELH3?
| 245
| Wielder has free use of Blind-Fight
|
| ELH3?
| 246
|
Wielder has free use of Combat Expertise
|
| ELH3?
| 247
| Wielder has free use of Combat Reflexes
|
| ELH3?
| 248
| Wielder has free use of evasion
|
| ELH3?
| 249
|
Wielder has free use of Improved Initiative
|
| ELH3?
| 250
| Wielder has free use of Improved Sunder
|
| ELH3?
| 251
| Wielder has free use of Mobility
|
| ELH3?
| 252
|
Wielder has free use of uncanny dodge (as a 5th-level barbarian)
|
| ELH3?
| 253
| Wizard lock - 7 time/week
|
| DMG1
| 254
| Wizard Lock (R 10'; B42)
|
| 0D&D-Master
| 255
|
WizardEye (R 240', DR 6I', MV 120'; X14)
|
| 0D&D-Master
| 256
| Write - 1 time/day
|
| DMG1
| 257
| X-ray vision, 40' range - 2 times/day 1 turn per use
|
| DMG1
| 258
|
Zombie animation - 1 time/week
|
| DMG1
| 259
|
|
[PC2] Wizard Classes Group
[Q24.6] Intelligent Item Psionics - Grand
Effect
| gp cost (3E)
| Source
| d209
|
+2 to armor class of possessor or AC 20, whichever is better
|
| DMG1
| 1
| 1E: 10d6 fireball
| 60000
| DMG3.5?
| 2
| 1E: 10d6 lightning bolt
| 60000
| DMG3.5?
| 3
|
1E: 15d6 greater shout 3/day
| 130000
| DMG3.5?
| 4
| 1E: Clairaudience/clairvoyance (100-ft. range, 1 minute per use)
|
| ELH3?
| 5
| 1E: confusion
| 50000
| DMG3.5?
| 6
|
1E: contagion (heightened to 4th level) as touch attack
| 56000
| DMG3.5?
| 7
| 1E: crushing despair
| 50000
| DMG3.5?
| 8
| 1E: dimension door on itself and wielder
| 50000
| DMG3.5?
| 9
|
1E: Finger of death (100 ft. range, DC 171)
|
| ELH3?
| 10
| 1E: Globe of invulnerability
|
| ELH3?
| 11
| 1E: Heal
|
| ELH3?
| 12
|
1E: ice storm
| 50000
| DMG3.5?
| 13
| 1E: Lightning bolt (8d6 points of damage, 200-ft. range, DC 131)
|
| ELH3?
| 14
| 1E: Magic missile (200-ft. range, 3 missiles)
|
| ELH3?
| 15
|
1E: mass inflict light wounds
| 81000
| DMG3.5?
| 16
| 1E: phantasmal killer
| 50000
| DMG3.5?
| 17
| 1E: poison (heightened to 4th level) as touch attack
| 56000
| DMG3.5?
| 18
|
1E: prying eyes
| 81000
| DMG3.5?
| 19
| 1E: rusting grasp as touch attack
| 56000
| DMG3.5?
| 20
| 1E: song of discord
| 81000
| DMG3.5?
| 21
|
1E: Stoneskin (wielder only, 10 minutes per use)
|
| ELH3?
| 22
| 1E: Summon monster III
|
| ELH3?
| 23
| 1E: Summon monster VI
|
| ELH3?
| 24
|
1E: Telekinesis (250 lb. maximum, 1 minute each use)
|
| ELH3?
| 25
| 1E: Teleport, 600 lb. maximum
|
| ELH3?
| 26
| 1E: true resurrection on wielder, once per month
| 200000
| DMG3.5?
| 27
|
1E: Wall of force
|
| ELH3?
| 28
| 1E: waves of exhaustion
| 164000
| DMG3.5?
| 29
| Ability Score bonus (DR 6T, EF 3 random scores)
|
| 0D&D-Master
| 30
|
AC bonus -6 (DR 6T)
|
| 0D&D-Master
| 31
| Acid Breath (EF 30' X 5')
|
| 0D&D-Master
| 32
| Animal summoning (II or III)-2 times/day
|
| DMG1
| 33
|
Animate object upon command- 1 time/day
|
| DMG1
| 34
| Animate Objects (R 60', DR 6T, EF 4,000 cn; X9)
|
| 0D&D-Master
| 35
| AnimateDead(R60', EF40 HD; X14)
|
| 0D&D-Master
| 36
|
Anti-Magic 30% (DR 6T)
|
| 0D&D-Master
| 37
| Anti-Magic 40% (DR 6T)
|
| 0D&D-Master
| 38
| Anti-Magic Shell (DR 12T; X15)
|
| 0D&D-Master
| 39
|
Appear+ (R 240', DR lT, EF 20'cube;
|
| 0D&D-Master
| 40
| Babble* (R 60', DR 40T; X9)
|
| 0D&D-Master
| 41
| Barrier (R 60', DR 12T, EF 7-70 D;
|
| 0D&D-Master
| 42
|
blindness brand (2-12 rounds)
|
| DMG1
| 43
| Bull’s strength (wielder only)
|
| ELH3?
| 44
| Buoyancy, any weight (DR 36T)
|
| 0D&D-Master
| 45
|
Buoyancy, to 80,000 cn (DR 24T)
|
| 0D&D-Master
| 46
| Burrowing (DR 6T, MV lo', 30', or60 ' )
|
| 0D&D-Master
| 47
| Cat’s grace (wielder only)
|
| ELH3?
| 48
|
Cause serious wounds by touch
|
| DMG1
| 49
| Charm monster-2 time/day
|
| DMG1
| 50
| Charm person (DC 111) on contact
|
| ELH3?
| 51
|
Charm person -7 times/week
|
| DMG1
| 52
| Climb Walls, 110% (DR 12T)
|
| 0D&D-Master
| 53
| Climb Walls, 120% (DR 12T)
|
| 0D&D-Master
| 54
|
Cone of cold (9-12 dice) -2 times/day
|
| DMG1
| 55
| Confusion - 1 time/day
|
| DMG1
| 56
| confusion brand (2-12 rounds)
|
| DMG1
| 57
|
Container, to 25,000 cn (DR 6 hours)
|
| 0D&D-Master
| 58
| Container, to 30,000 cn (DR 6 hours) + mounts; X8)
|
| 0D&D-Master
| 59
| Container, to 35,000 cn (DR 6 hours)
|
| 0D&D-Master
| 60
|
Control Animals (DR 20T, EF up to 40HD, 20 cr)
|
| 0D&D-Master
| 61
| Control Lesser Undead (DR 20T, EF up to 7 HD, 20 HD, 10 cr)
|
| 0D&D-Master
| 62
| Create normal objects (EF up to 1,000
|
| 0D&D-Master
| 63
|
Cure blindness by touch
|
| DMG1
| 64
| Cure disease by touch
|
| DMG1
| 65
| Dance (R Touch, DR 8r, EF -4STIAC; C24)
|
| 0D&D-Master
| 66
|
Death Spell (R 240', EF 32 HD in 60' cube, to HD 7 + ; X16)
|
| 0D&D-Master
| 67
| Defeat/slay a particular creature type (see the bane special ability for choices)
|
| DMG3.5?
| 68
| Defeat/slay a particular race or kind of creature
|
| DMG3.5?
| 69
|
Defeat/slay all (other than the item and the wielder)
|
| DMG3.5?
| 70
| Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities)
|
| DMG3.5?
| 71
| Defeat/slay diametrically opposed alignment
|
| DMG3.5?
| 72
|
Defeat/slay divine spellcasters (including divine entities and servitors)
|
| DMG3.5?
| 73
| Defeat/slay nonspellcasters
|
| DMG3.5?
| 74
| Defeat/slay the servants of a specific deity
|
| DMG3.5?
| 75
|
Defend a particular race or kind of creature
|
| DMG3.5?
| 76
| Defend the servants and interests of a specific deity
|
| DMG3.5?
| 77
| Delayed Blast Fire Ball (R 240 ' , DR 0-60r, EF 20d6 D; C22)
|
| 0D&D-Master
| 78
|
Detect thoughts (100-ft. range, 1 minute per use)
|
| ELH3?
| 79
| Dimension door- 2 times/day
|
| DMG1
| 80
| Disintegrate - 1 time/day
|
| DMG1
| 81
|
disintegrate brand
|
| DMG1
| 82
| Dispel illusion upon command - 2 times/day
|
| DMG1
| 83
| Dispel magic upon command- 2 timeslday
|
| DMG1
| 84
|
DispelMagic(R 120', EF 20'cube; X8)
|
| 0D&D-Master
| 85
| Dodge any missiles (DR lT, EF Save vs. Wands)
|
| 0D&D-Master
| 86
| Dodge directional attacks (DR lT, EF Save vs. Wands)
|
| 0D&D-Master
| 87
|
Double movement speed (on foot)
|
| DMG1
| 88
| Double weapon damage (DR 1T)
|
| 0D&D-Master
| 89
| Emotion - 2 times/day
|
| DMG1
| 90
|
Exorcise - 1 timelmonth
|
| DMG1
| 91
| Explosive Cloud (R l', DR 6T, EF 20' x 30' x 30', 20hplr; C24)
|
| 0D&D-Master
| 92
| fear brand (1-4 rounds)
|
| DMG1
| 93
|
Fear by touch or gaze
|
| DMG1
| 94
| Feeblemind by touch
|
| ELH3?
| 95
| Find Traps, 100 % (DR 6T)
|
| 0D&D-Master
| 96
|
Find Traps, 110% (DR 6T)
|
| 0D&D-Master
| 97
| Find Traps, 90% (DR 6T)
|
| 0D&D-Master
| 98
| Finger ofDeath*(R 60'; X9, C12)
|
| 0D&D-Master
| 99
|
Fire Ball (R 240', EF 20d6 D; X11)
|
| 0D&D-Master
| 100
| Fire Breath (EF 30' x 10' D = hp)
|
| 0D&D-Master
| 101
| Fire shield- 2 times/day
|
| DMG1
| 102
|
Fireball (9-12 dice) - 2 times/day
|
| DMG1
| 103
| Flesh to Stone* (R 120', EF 1 cr or 10' cube; X16)
|
| 0D&D-Master
| 104
| Fly (30 minutes per use)
|
| ELH3?
| 105
|
Geas Another (R 30'; X16)
|
| 0D&D-Master
| 106
| Giant strength (determine type) for 2 turns
|
| DMG1
| 107
| Haste - 1 time/day
|
| DMG1
| 108
|
Haste (wielder only, 10 rounds)
|
| ELH3?
| 109
| Heal - 1 time/day
|
| DMG1
| 110
| Hear Noise, 140% (DR 36T)
|
| 0D&D-Master
| 111
|
Hear Noise, 90% (DR 24T)
|
| 0D&D-Master
| 112
| Hide in Shadows, 70% (DR 6T)
|
| 0D&D-Master
| 113
| Hit points bonus + 2 per Hit Die (DR
|
| 0D&D-Master
| 114
|
Hit rolls bonus + 5 (DR 1T)
|
| 0D&D-Master
| 115
| Hit rolls bonus + 6 (DR 1T)
|
| 0D&D-Master
| 116
| Hold animal - 1 time/day
|
| DMG1
| 117
|
Hold monster- 1 time/day
|
| DMG1
| 118
| Hold person - 1 time/day
|
| DMG1
| 119
| Ice Breath (EF 30' x 10' D = hp)
|
| 0D&D-Master
| 120
|
Immune to Aging attacks (R Touch, DR
|
| 0D&D-Master
| 121
| insanity brand (1-4 rounds)
|
| DMG1
| 122
| Invisibility (wielder only, up to 30 minutes per use)
|
| ELH3?
| 123
|
Leap to 60', + 4 Hit roll bonus (DR 1T)
|
| 0D&D-Master
| 124
| Leap to go', + 6 Hit roll bonus (DR 1T)
|
| 0D&D-Master
| 125
| Levitation (wielder only, 10 minute duration)
|
| ELH3?
| 126
|
Lie Detection (R 120', DR 3T)
|
| 0D&D-Master
| 127
| Life Drain' (R Touch; EF Drains 1 level; C13)
|
| 0D&D-Master
| 128
| Lightning bolt (9-12 dice) -2 times/day
|
| DMG1
| 129
|
Lightning Bolt (R 180', EF 20d6 D,
|
| 0D&D-Master
| 130
| Lore (DR 1T or 1 day; C22)
|
| 0D&D-Master
| 131
| Magic Lock*(R lo', DR 7 uses, EF 10'
|
| 0D&D-Master
| 132
|
Mapmaking (DR lT, EF Sense 60' range)
|
| 0D&D-Master
| 133
| Mass Charm (R 120', EF 30HD, -2 Save; C24)
|
| 0D&D-Master
| 134
| MassInvisibility(R 240', EF 60'sq, 300 man-size; C22)
|
| 0D&D-Master
| 135
|
Memorize + 5 bonus spell levels
|
| 0D&D-Master
| 136
| Memorize + 6 spell bonus levels
|
| 0D&D-Master
| 137
| Memorize + 7 bonus spell levels
|
| 0D&D-Master
| 138
|
Minor globe of invulnerability - 1 time/day
|
| DMG1
| 139
| Move Earth (R 240', DR 6T C21)
|
| 0D&D-Master
| 140
| Move Silently, 70% (DR 6T)
|
| 0D&D-Master
| 141
|
Move Silently, 90% (DR 6T)
|
| 0D&D-Master
| 142
| Open Locks, 100% (DR 6T)
|
| 0D&D-Master
| 143
| Open Locks, 90% (DR 6T)
|
| 0D&D-Master
| 144
|
paralysis brand (1-4 rounds)
|
| DMG1
| 145
| Paralyzation by touch
|
| DMG1
| 146
| Passwall
|
| ELH3?
| 147
|
Passwall-2 times/day
|
| DMG1
| 148
| Phantasmal killer- 1 time/day
|
| DMG1
| 149
| PhantasmalForce(R 240', EF 40'cube; B42)
|
| 0D&D-Master
| 150
|
Pick Pockets, 75% (DR 6T)
|
| 0D&D-Master
| 151
| Plane Travel (self only, 1 shift)
|
| 0D&D-Master
| 152
| Poison gas breath (DR 3r, EF 20')
|
| 0D&D-Master
| 153
|
Polymorph Any Object (R 240', DR 40-240T, EF l0'cube; C25)
|
| 0D&D-Master
| 154
| Polymorph Self (DR 46T; X14)
|
| 0D&D-Master
| 155
| Polymorph self-7 timeslweek
|
| DMG1
| 156
|
Power Word Stun (R 120', DR up to 35hp = 12r, up to 70hp = 6r; C22)
|
| 0D&D-Master
| 157
| Projected Image (R 240', DR 6T; X16)
|
| 0D&D-Master
| 158
| Protection from most creatures (DR 6T, EF up to 15 HD)
|
| 0D&D-Master
| 159
|
Raise Dead (R 120', EF 132 days dead;
|
| 0D&D-Master
| 160
| Regenerate 2 h.p./turn (but not if killed)
|
| DMG1
| 161
| Remove Barrier*(R 60'; C12)
|
| 0D&D-Master
| 162
|
Remove Charm* (R 120', EF up to X12)
|
| 0D&D-Master
| 163
| Remove curse by touch - 7 times/week
|
| DMG1
| 164
| Remove Traps, 75% (DR 6T)
|
| 0D&D-Master
| 165
|
Repair permanent magical object (1 obj)
|
| 0D&D-Master
| 166
| Reverse Gravity (R go', EF 30'cube;
|
| 0D&D-Master
| 167
| Rulership (EF + 10 to + 50 Confidence)
|
| 0D&D-Master
| 168
|
Saving Throws bonus + 4 (DR 6T)
|
| 0D&D-Master
| 169
| Saving Throws bonus + 6 (DR 6T)
|
| 0D&D-Master
| 170
| Set normal Trap, 90% (DR 6T)
|
| 0D&D-Master
| 171
|
Shield on wielder
|
| ELH3?
| 172
| Slow- 1 time/day
|
| DMG1
| 173
| Speak with monster- 2 times/day
|
| DMG1
| 174
|
Speak with Monsters (DR 6T; X9)
|
| 0D&D-Master
| 175
| Spell damage bonus, + 2/die (DR 1 spell)
|
| 0D&D-Master
| 176
| Statue (DR 80T, EF + 2 Init; C23)
|
| 0D&D-Master
| 177
|
Stone to flesh - 1 time/day
|
| DMG1
| 178
| Stone to Flesh (R 120', EF l0'cube; X16)
|
| 0D&D-Master
| 179
| Suggestion - 2 times/day
|
| DMG1
| 180
|
Summon Weather (DR 240T, EF 30 miles; C 16)
|
| 0D&D-Master
| 181
| Survival (DR 48 hours; M3)
|
| 0D&D-Master
| 182
| Sword(R 30', DR 40r, EF as 2-Handed, 2 atWr; C24)
|
| 0D&D-Master
| 183
|
Telekinesis (1,000-6,000 g.p. weight) -- 2 times/day
|
| DMG1
| 184
| Telepathy (100 ft. range)
|
| ELH3?
| 185
| Teleport (no error) - 2 times/day
|
| DMG1
| 186
|
Teleport (R 10'; X15)
|
| 0D&D-Master
| 187
| Tracking (DR 6 hours, EF 90% anywhere)
|
| 0D&D-Master
| 188
| Transmute rock to mud - 2 times/day
|
| DMG1
| 189
|
Treasure Finding (DR 6T, EF 400')
|
| 0D&D-Master
| 190
| True seeing
|
| ELH3?
| 191
| True seeing - 1 time/day
|
| DMG1
| 192
|
Truesight (DR 5T, EF 120'; '212)
|
| 0D&D-Master
| 193
| Turn Undead as Cleric L24 (DR 3T)
|
| 0D&D-Master
| 194
| Turn Undead bonus +6 to roll, +3d6 HD (DR 1T)
|
| 0D&D-Master
| 195
|
Turn wood- 1 time/day
|
| DMG1
| 196
| Victory (EF +25 CR Roll, on CRT worst 91-100)
|
| 0D&D-Master
| 197
| Wall of fire - 2 time/day
|
| DMG1
| 198
|
Wall of ice - 2 times/day
|
| DMG1
| 199
| Wall of Iron (R120', EF500sq. ft.;C21)
|
| 0D&D-Master
| 200
| Wall of thorns - 2 times/day
|
| DMG1
| 201
|
Weapon damage is +2 hit points
|
| DMG1
| 202
| Weapon strength bonus + 3 (DR 1T)
|
| 0D&D-Master
| 203
| Weapon strength bonus + 4 (DR 1T)
|
| 0D&D-Master
| 204
|
Wielder gets +2 luck bonus on attacks, saves, and checks
| 80000
| DMG3.5?
| 205
| Wind walk - 1 time/day
|
| DMG1
| 206
| Wizard eye - 2 times/day
|
| DMG1
| 207
|
Word of recall - 1 time/day
|
| DMG1
| 208
| X-ray vision - 2 times/day
|
| DMG1
| 209
|
|
[PC2] Wizard Classes Group
[Q24.7] Intelligent Item Psionics - Super
Effect
| gp cost (3E)
| Source
| d170
|
1E: Chain lightning (enhanced; 20d6 damage; DC 161)
|
| ELH3?
| 1
| 1E: Finger of death (heightened to 9th level; DC 191)
|
| ELH3?
| 2
| 1E: Gate
|
| ELH3?
| 3
|
1E: Greater teleport
|
| ELH3?
| 4
| 1E: Mass heal
|
| ELH3?
| 5
| 1E: Meteor Swarm (DC 191)
|
| ELH3?
| 6
|
1E: Phase Door
|
| ELH3?
| 7
| 1E: Prismatic Sphere (DC 191)
|
| ELH3?
| 8
| 1E: Summon monster IX
|
| ELH3?
| 9
|
1E: Sunburst (heightened to 9th level; DC 191)
|
| ELH3?
| 10
| Ability Scores bonus (DR 6T, EF 4 random scores)
|
| 0D&D-Master
| 11
| Ability Scores bonus (DR 6T, EF all scores)
|
| 0D&D-Master
| 12
|
AC bonus -10 (DR 6T)
|
| 0D&D-Master
| 13
| AC bonus -8 (DR 6T)
|
| 0D&D-Master
| 14
| All of possessor's ability totals permanently raised 2 points each upon pronouncement of a command word (18 maximum)
|
| DMG1
| 15
|
All of possessor's ability totals raised to 18 each upon pronouncement of a command word
|
| DMG1
| 16
| Anti-Magic 50% (DR 6T)
|
| 0D&D-Master
| 17
| Anti-Magic Ray (DR lT, EF 100%)
|
| 0D&D-Master
| 18
|
Astral projection
|
| ELH3?
| 19
| Bear’s endurance (wielder only; intensified; +10 enhancement bonus to Constitution)
|
| ELH3?
| 20
| Blasting (EF 60' x 20', 2d6 + deafen)
|
| 0D&D-Master
| 21
|
Blend with surroundings (DR 6T)
|
| 0D&D-Master
| 22
| Bones/exoskeleton/cartilage of opponent turned to jelly - 1 time/day
|
| DMG1
| 23
| Bull’s strength (wielder only; intensified; +10 enhancement bonus to Strength)
|
| ELH3?
| 24
|
Cacodemon-like power summons a demon lord, arch-devil, or nycadaemon - 1 time/month
|
| DMG1
| 25
| Cat’s grace (wielder only; intensified; +10 enhancement bonus to Dexterity)
|
| ELH3?
| 26
| Clone (R 10'; M6)
|
| 0D&D-Master
| 27
|
Close Gate*(R 30'; C26)
|
| 0D&D-Master
| 28
| Container, to 40,000 cn (DR 6 hours)
|
| 0D&D-Master
| 29
| Container, to 50,000 cn (DR 6 hours)
|
| 0D&D-Master
| 30
|
Control Dragons (DR ZOT, EF one type, 3 Small or 1 Large)
|
| 0D&D-Master
| 31
| Control Giants (DR 20T, EF one type, 4
|
| 0D&D-Master
| 32
| Control Greater Undead (DR ZOT, EF any, 40 HD, 20 cr)
|
| 0D&D-Master
| 33
|
Control Humans (DR 20T, EF up to 7 HD, 40 HD total, 20 cr)
|
| 0D&D-Master
| 34
| Create Magical Monsters (R 60', DR 3T, EF 40 HD total; M7)
|
| 0D&D-Master
| 35
| CreateAnyMonster(R go', DR 4T, EF 40 HD; M8)
|
| 0D&D-Master
| 36
|
Creeping doom callable- 1 time/day
|
| DMG1
| 37
| Death spell power of 110%-200% effectiveness with respect to number of levels affected - 1 time/day
|
| DMG1
| 38
| Deoth ray equal to a finger of death with no saving throw - 1 time/day
|
| DMG1
| 39
|
Disintegrate (R 60', EF 1 cr; X16)
|
| 0D&D-Master
| 40
| Dominate monster (DC 191) on contact
|
| ELH3?
| 41
| Earthquake (R 120 yards, DR lT, EF 175'sq; C13)
|
| 0D&D-Master
| 42
|
Energy drain (DC 191) on contact
|
| ELH3?
| 43
| Find the Path (DR 46T; XU)
|
| 0D&D-Master
| 44
| Force Field (R 120', DR 6T, EF 5000 sq.ft.; M8)
|
| 0D&D-Master
| 45
|
Foresight (wielder only)
|
| ELH3?
| 46
| Gate (R 30', DR 1T or d%T; C26)
|
| 0D&D-Master
| 47
| Gate spell power, 100% effective - 1 time/day
|
| DMG1
| 48
|
Greater invisibility (wielder only; extended; 40-minute duration)
|
| ELH3?
| 49
| Haste (wielder only; extended; 40-round duration)
|
| ELH3?
| 50
| Heal (R Touch; M9)
|
| 0D&D-Master
| 51
|
Hit points bonus +3 per Hit Die (DR
|
| 0D&D-Master
| 52
| Immune to Breath Weapons (R Touch, DR 1T)
|
| 0D&D-Master
| 53
| Immune to Energy Drain (R Touch, DR
|
| 0D&D-Master
| 54
|
Immunity (DR 40T, EF blocks L1 -3 spells and half effect of magic weapons + L4,L5; M9)
|
| 0D&D-Master
| 55
| Imprisonment spell power - 1 time/week
|
| DMG1
| 56
| Inertia control (DR 4 hours, 1 obj)
|
| 0D&D-Master
| 57
|
Legend lore, commune, or contact higher plane (7th-10th) - 1 time/week
|
| DMG1
| 58
| Life Trapping
|
| 0D&D-Master
| 59
| Luck (DR lT, EF Choose result of 1 roll)
|
| 0D&D-Master
| 60
|
Magical resistance of 50%-75% for possessor upon command word- 1 time/day
|
| DMG1
| 61
| Major attribute permanently raised to 19 upon command word
|
| DMG1
| 62
| Maze (R 60', DR 6T to 4r; C26)
|
| 0D&D-Master
| 63
|
Memorize + 10 bonus spell levels
|
| 0D&D-Master
| 64
| Memorize + 8 bonus spell levels
|
| 0D&D-Master
| 65
| Memorize + 9 bonus spell levels
|
| 0D&D-Master
| 66
|
Metal to Wood (R 120', EF 2,000 cn; C16)
|
| 0D&D-Master
| 67
| Meteor Swarm (R 240', EF 4 for 8d6 + 8d6 or 8 for 4d6 + 4d6; C26)
|
| 0D&D-Master
| 68
| Meteorswarm - 1 time/day
|
| DMG1
| 69
|
Mind Barrier (R lo', DR 48 hours, EF + 8 ST; C24)
|
| 0D&D-Master
| 70
| Monster summoning VIII- 2 times/day
|
| DMG1
| 71
| Obliterate* (R 60', EF kill 7 HD; to 12 HD ST at -4, 12 + HD 6d10; C13)
|
| 0D&D-Master
| 72
|
Open Locks, 110% (DR 6T)
|
| 0D&D-Master
| 73
| Open Locks, 120% (DR 6T)
|
| 0D&D-Master
| 74
| Open Mind' (R Touch, EF -8ST; C24)
|
| 0D&D-Master
| 75
|
Permanence (R 10'; C25)
|
| 0D&D-Master
| 76
| Pick Pockets, 100% (DR 6T)
|
| 0D&D-Master
| 77
| Plane shift- 1 time/day
|
| DMG1
| 78
|
Polymorph any object- 1 time/day
|
| DMG1
| 79
| Power word blind/kill/stun - 1 time/day
|
| DMG1
| 80
| Power Word Kill (R 120', EF kill 60 hp, stun 61-100 hp, DR 4T; C26)
|
| 0D&D-Master
| 81
|
Power WordBlind(R 120', DR up to 40 hp = 4 days, up to 80 hp = 2d4 hrs; C25)
|
| 0D&D-Master
| 82
| Premonition of death or serious harm to possessor
|
| DMG1
| 83
| Prismatic spray- 1 time/day
|
| DMG1
| 84
|
Prismatic Wall (R 60', DR 6T, EF 10'radius or 500 sq.ft.; M9)
|
| 0D&D-Master
| 85
| Protection from all creatures (DR 6T)
|
| 0D&D-Master
| 86
| Protection from Magical Detection (DR 6T, EF self + items)
|
| 0D&D-Master
| 87
|
Raise Dead Fully (R 60', EF up to 8 years dead; C 13)
|
| 0D&D-Master
| 88
| Random Avangion2 spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 89
| Random Avangion2 spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 90
|
Random Avangion2 spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 91
| Random Bug spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 92
| Random Bug spell, CSL=6, CCL=4 (see [PC7])
|
| DM
| 93
|
Random Bug spell, CSL=9, CCL=1 (see [PC7])
|
| DM
| 94
| Random Clerical Elemental2 spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 95
| Random Clerical Elemental2 spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 96
|
Random Clerical Elemental2 spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 97
| Random Hero spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 98
| Random Hero spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 99
|
Random Hero spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 100
| Random Hero spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 101
| Random Hero spell, CSL=5, CCL=5 (see [PC7])
|
| DM
| 102
|
Random Immortal0 spell, CSL=9, CCL=1 (see [PC7])
|
| DM
| 103
| Random Legend spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 104
| Random Legend spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 105
|
Random Legend spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 106
| Random Legend spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 107
| Random Legend spell, CSL=5, CCL=5 (see [PC7])
|
| DM
| 108
|
Random Legend spell, CSL=6, CCL=4 (see [PC7])
|
| DM
| 109
| Random Legend spell, CSL=7, CCL=3 (see [PC7])
|
| DM
| 110
| Random Legend spell, CSL=8, CCL=2 (see [PC7])
|
| DM
| 111
|
Random Lich spell, CSL=0, CCL=10 (see [PC7])
|
| DM
| 112
| Random Lich spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 113
| Random Lich spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 114
|
Random Lich spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 115
| Random Lich spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 116
| Random Lich spell, CSL=5, CCL=5 (see [PC7])
|
| DM
| 117
|
Random Lich spell, CSL=6, CCL=4 (see [PC7])
|
| DM
| 118
| Random Lich spell, CSL=7, CCL=3 (see [PC7])
|
| DM
| 119
| Random Lich spell, CSL=8, CCL=2 (see [PC7])
|
| DM
| 120
|
Random Psi14 super, CCL=9 (see [PC7])
|
| DM
| 121
| Random Psi14 ultra, CCL=6 (see [PC7])
|
| DM
| 122
| Random Psi14 ultra+1, CCL=3 (see [PC7])
|
| DM
| 123
|
Random Psi7 super, CCL=9 (see [PC7])
|
| DM
| 124
| Random Psi7 ultra, CCL=6 (see [PC7])
|
| DM
| 125
| Random Psi7 ultra+1, CCL=3 (see [PC7])
|
| DM
| 126
|
Random Villain spell, CSL=1, CCL=9 (see [PC7])
|
| DM
| 127
| Random Villain spell, CSL=2, CCL=8 (see [PC7])
|
| DM
| 128
| Random Villain spell, CSL=3, CCL=7 (see [PC7])
|
| DM
| 129
|
Random Villain spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 130
| Random Villain spell, CSL=5, CCL=5 (see [PC7])
|
| DM
| 131
| Random Villain spell, CSL=6, CCL=4 (see [PC7])
|
| DM
| 132
|
Random Warlord spell, CSL=4, CCL=6 (see [PC7])
|
| DM
| 133
| Random Warlord spell, CSL=8, CCL=2 (see [PC7])
|
| DM
| 134
| Regeneration (EF 3hP'r for IT)
|
| 0D&D-Master
| 135
|
Remove Traps, 100% (DR 6T)
|
| 0D&D-Master
| 136
| Restoration - 1 time/day
|
| DMG1
| 137
| Resurrection - 7 times/week
|
| DMG1
| 138
|
Shades - 2 times/day
|
| DMG1
| 139
| Shape change - 2 times/day
|
| DMG1
| 140
| Shapechange (DR 40T, EF any cr or obj 40'/4000cn; M9)
|
| 0D&D-Master
| 141
|
Smash attack (DR 1T)
|
| 0D&D-Master
| 142
| Spell absorption, 19-24 levels- 1 time/week
|
| DMG1
| 143
| Spell damage bonus, + 3/die (DR 1 spell)
|
| 0D&D-Master
| 144
|
Spell damage bonus,-+ 4/die (DR 1 spell)
|
| 0D&D-Master
| 145
| Stoneskin (wielder only; extended; 400-minute duration)
|
| ELH3?
| 146
| Summon 1 of each type of elemental, 16 hit dice each, no need for control - 1 time/week
|
| DMG1
| 147
|
Summon diinn or efreet lord (8 h.p./die, f 2 "to hit" and +4 damage) for 1 day of service- 1 time/week
|
| DMG1
| 148
| Super sleep spell affects double the number of creatures plus up to 2 5th or 6th and 1 7th or 8th level creature
|
| DMG1
| 149
| Teleport any Object (EF 1 cr/obj/lO' cube or seif safe, -2 save other; C24)
|
| 0D&D-Master
| 150
|
Temporal stasis, no saving throw, upon touch - 1 time/month
|
| DMG1
| 151
| Time stop of twice normal duration - 1 time/week
|
| DMG1
| 152
| Timestop (DR 1 + ld4r; M10)
|
| 0D&D-Master
| 153
|
Total fire/heat resistance for all creatures within 20' of the item
|
| DMG1
| 154
| Total immunity from all forms of cold
|
| DMG1
| 155
| Total immunity from all forms of mental and psionic attacks
|
| DMG1
| 156
|
Trap the soul with 90% effectiveness- 1 time/month
|
| DMG1
| 157
| Travel(DR 40T, MV 360'/720'gaseous;
|
| 0D&D-Master
| 158
| Triple weapon damage (DR 1T)
|
| 0D&D-Master
| 159
|
Turn Undead as Cleric L36 (DR 3T)
|
| 0D&D-Master
| 160
| User can cast combination spells (if a spell caster) as follows (d4):
|
| DMG1
| 161
| Vanish -2 timeslday
|
| DMG1
| 162
|
Vision - 1 time/day
|
| DMG1
| 163
| Weapon strength bonus + 5 (DR 1T)
|
| 0D&D-Master
| 164
| Weather Control (DR Conc., EF 240 yards; C16)
|
| 0D&D-Master
| 165
|
Wish - 1 time/day
|
| DMG1
| 166
| Wish (M10)
|
| 0D&D-Master
| 167
| Word of Recall (X9)
|
| 0D&D-Master
| 168
|
X-Ray Vision (R 30', DR 1T)
|
| 0D&D-Master
| 169
| Youth restored to creature touched - 1 time/month
|
| DMG1
| 170
|
|
[PC2] Wizard Classes Group
Death Master1
Level
| KXP
| Wizard 123 456
|
1
| 0
| --- ---
| 2
| 1.33
| --- ---
| 3
| 2.66
| --- ---
|
4
| 5.33
| 1-- ---
| 5
| 13.3
| 2-- ---
| 6
| 26.6
| 21- ---
|
7
| 53.3
| 211 ---
| 8
| 113
| 221 1--
| 9
| 233
| 222 2--
|
10
| 466
| 333 2--
| 11
| 933
| 333 31-
| 12
| 1877
| 443 32-
|
13
| 3333
| 444 431
| 14
| 3666
| 444 432
| 15
| 3999
| 444 433
|
16
| 4333
| 444 444
| 17
| 4666
| 555 444
| 18
| 4999
| 555 554
|
19
| 5333
| 555 555
| 20
| 5666
| 666 555
| 21
| 5999
| 666 665
|
22
| 6333
| 666 666
| 23
| 6666
| 777 666
| 24
| 6999
| 777 776
|
25
| 7333
| 777 777
| 26
| 7666
| 888 777
| 27
| 7999
| 888 887
|
28
| 8333
| 888 888
| 29
| 8666
| 999 888
| 30
| 8999
| 999 998
|
31
| 9333
| 999 999
| 32
| 9666
| AAA 999
| 33
| 9999
| AAA AA9
|
34
| 10332
| AAA AAA
| 35
| 10665
| BBB AAA
| 36
| 10998
| BBB BBB
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +0
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 3 4 0 1 3
|
+1
| 9 5 6 4 4 1 1 4
| +2
| 10 6 7 4 5 1 1 4
| +2
| 10 6 7 5 5 2 2 5
|
+3
| 11 7 8 5 6 2 2 5
| +3
| 11 7 9 6 6 2 2 6
| +4
| 12 7 9 6 7 3 3 6
|
+4
| 12 8 9 6 7 3 3 7
| +5
| 13 8 10 7 8 4 3 7
| +5
| 13 9 10 7 8 4 4 8
|
+6
| 13 9 10 7 8 4 4 8
| +6
| 14 9 11 8 9 5 4 9
| +7
| 14 10 11 8 9 5 5 9
|
+7
| 14 10 11 9 9 6 5 10
| +8
| 15 11 12 9 10 6 5 10
| +8
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 9, Dex 12, Con 14, Int 15, Wis 13
| Alignment:
| any E
| HD/level:
| d4+1
| Weapon Prof.:
| 1+level/4
| To Hit Table:
| Rog
| Save Table:
| Pri
| Reference:
| BoD4
| Groups:
| Wizard
|
|
|
|
Level 1: Have their own language called "The Language of Death".
| Level 1: +1 XP for each grave dug; +2 XP for each stolen body.
| Level 1: Potion of Undead Control and Ring of Regeneration has double effect.
| Level 1: Undead must save vs. (8+DM's level) to attack the Death Master.
| Level 1: 5% per level resistance to Charm spells.
| Level 2: +2 XP for putting a body to rest.
| Level 3: +3 XP for a properly embalmed body.
| Level 4: Speak with Undead at will.
| Level 7: Speak with Dead 1/d.
| Level 9: Immune to Paralysis, Hold, and any undead touch effect.
| Level 11: Immune to all Energy/Stat drains.
|
|
[PC2] Wizard Classes Group
Defiler2
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1.75
| 2-- --- ---
| 3
| 3.5
| 21- --- ---
|
4
| 7
| 32- --- ---
| 5
| 14
| 421 --- ---
| 6
| 28
| 422 --- ---
|
7
| 42
| 432 1-- ---
| 8
| 63
| 433 2-- ---
| 9
| 94.5
| 433 21- ---
|
10
| 180
| 443 221 ---
| 11
| 270
| 444 321 ---
| 12
| 540
| 444 421 1--
|
13
| 820
| 555 432 111
| 14
| 1080
| 555 442 111
| 15
| 1350
| 555 552 111
|
16
| 1620
| 555 553 211
| 17
| 1890
| 555 554 321
| 18
| 2160
| 555 554 321
|
19
| 2430
| 555 554 322
| 20
| 2700
| 555 554 333
| 21
| 2970
| 555 554 444
|
22
| 3240
| 555 555 555
| 23
| 3510
| 666 666 666
| 24
| 3780
| 776 666 666
|
25
| 4050
| 777 766 666
| 26
| 4320
| 777 776 666
| 27
| 4590
| 777 777 666
|
28
| 4860
| 777 777 776
| 29
| 5130
| 777 777 777
| 30
| 5400
| 887 777 777
|
31
| 5670
| 888 777 777
| 32
| 5940
| 888 877 777
| 33
| 6210
| 888 887 777
|
34
| 6480
| 888 888 777
| 35
| 6750
| 888 888 877
| 36
| 7020
| 888 888 887
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 9
| Alignment:
| any E
| HD/level:
| d4
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DS2
| Groups:
| Wizard
|
|
|
|
Gets Wisdom bonus as bonus Wizard spells. This bonus is in addition to any Wisdom bonus for Priests.
| Level 1: 1M,1P: Steal Strength from the Land (100 yard radius). This gives you back 1 spell level and lowers the local PF and MF by 1 each.
| [Spell progression as Black Robe for now, this may change]
|
|
[PC2] Wizard Classes Group
Delusionist1 / ArchIllusionist1
Level
| KXP
| Wizard 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 3.375
| 20- --- -
| 3
| 6.75
| 21- --- -
|
4
| 13.5
| 32a --- -
| 5
| 27
| 421 --- -
| 6
| 52.5
| 431 f-- -
|
7
| 90
| 432 b-- -
| 8
| 142.5
| 432 1-- -
| 9
| 217.5
| 533 2c- -
|
10
| 330
| 543 21- -
| 11
| 660
| 543 32d -
| 12
| 990
| 554 321 -
|
13
| 1320
| 554 322 e
| 14
| 1650
| 554 322 1
| 15
| 1980
| 554 422 2
|
16
| 2310
| 555 432 2
| 17
| 2640
| 555 532 2
| 18
| 2970
| 555 533 2
|
19
| 3300
| 555 543 2
| 20
| 3630
| 555 543 3
| 21
| 3960
| 555 554 3
|
22
| 4290
| 555 555 4
| 23
| 4620
| 555 555 5
| 24
| 4950
| 666 655 5
|
25
| 5280
| 666 666 6
| 26
| 5610
| 777 766 6
| 27
| 5940
| 777 777 7
|
28
| 6270
| 888 877 7
| 29
| 6600
| 888 888 8
| 30
| 6930
| 999 988 8
|
31
| 7260
| 999 999 9
| 32
| 7590
| AAA A99 9
| 33
| 7920
| AAA AAA A
|
34
| 8250
| BBB BAA A
| 35
| 8580
| BBB BBB B
| 36
| 8910
| CCC CCC C
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 24, Int 23
| Alignment:
| any
| HD/level:
| d1
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
This class treats all spells listed for Illusionist1 in Unearthed Arcana (1st Edition) as Illusion spells.
| Specialized in Illusion, no opposite.
| Double Sphere Robed in Illusion: Illusion spells are 2 SL lower for you. This never causes Twilighting.
| Illusion spells cost ˝M to cast.
| Free Material Componenting for Illusion spells. You may Double Material Component (x3 effect) for ˝V action. You may Triple Material Component (x4 effect) for another ˝V action.
| Gets Dex bonus to spells.
| Level 1: +LVL to number of maintained effects.
| Level 1: You continuously disbelive all Illusions, and automatically power score your check.
|
|
[PC2] Wizard Classes Group
Delusionist1 / ArchIllusionist1 Spells
SL
| #
| Spell
| Effect
|
3
| 1
| Chromatic Blast
| Chromatic Orb for a group, don't need to roll to hit
| 2
| Displacement I
| Displaced (AC +2, first attack misses)
| 3
| Illusion Summoning III
| Summons an Illusion/Hologram, attacks as a DL IV, defends as a DL II
| 4
| Mirror Image III
| 6 Mirror Images, can't be dispelled/disbelieved
| 5
| Phantom Shield
| AC +CL*2; saves +CL; MDeflection CL*10%
| 6
| True Darkness
| Total Darkness, Infravision / See in Darkness / Truesight doesn't work
|
4
| 1
| Blur Zone
| Nothing can be targetting in the room (x1 Special)
| 2
| Hold Illusion
| Next Illusion spell you cast requires no maintained, doesn't drop if you drop
| 3
| Illusion Summoning IV
| Summons an Illusion/Hologram, attacks as a DL VI, defends as a DL II
| 4
| Mirror Image IV
| 8 Mirror Images, can't be dispelled/disbelieved
| 5
| Rope Trap
| Target is ejected to Astral and Heavily Stunned (PP save)
| 6
| X-ray Vision
| X-ray Vision
|
5
| 1
| False Skin
| CL*3/2+5 False Skins (F.S.), each causes enemy to roll a natural "2" TH
| 2
| Illusion Summoning V
| Summons an Illusion/Hologram, attacks as a DL VIII, defends as a DL II
| 3
| Mirror Image V
| 10 Mirror Images, can't be dispelled/disbelieved
| 4
| N-ray Vision
| N-ray Vision (pick an element it's blocked by)
| 5
| Shadow Magic
| Wishoid for a SL 0-5 Wizard spell, has only 50% effect
| 6
| Steal Illusion
| Gain control of an Illusion effect (no save, ER to resist)
|
6
| 1
| Displacement II
| Double Displaced (AC +4, first-second attacks miss)
| 2
| Dust of Disappearance
| Dust of Disappearance (AC +8)
| 3
| Fire Maze
| Like Maze but the subject takes 1 cumulative dmg per segment (no resist)
| 4
| Illusion Summoning VI
| Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL III
| 5
| Rope Special
| Entire room gets Rope Tricked (x1 Special, unwilling get RSW save)
| 6
| Tempus Vere Fugit
| Like Tempus Fugit but x10 speed
|
7
| 1
| Delusion
| Potion of Delusion, works as real XPV LVL*100 potion unless disbelieved
| 2
| Demi-Shadow Door
| Plane Shift up to CL/3 planes distance or to any Inner plane, no redirection
| 3
| Demi-Shadow Magic
| Wishoid for a SL 0-7 Wizard spell, has only 50% effect
| 4
| Disjoin Exhaustion
| Cure all damage taken; Get +1P and +1V action this round
| 5
| Illusion Summoning VII
| Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL V
| 6
| Nightmare
| Group affected by a random SL 1d4+2 Psi10 effect (will be harmful, no save)
|
8
| 1
| Continuous Illusion
| Next Illusion spell you cast is Continuous
| 2
| First Level Priest Spells
| 0, 1/r: Cast a 1st level Priest spell
| 3
| Illusion Summoning VIII
| Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VI
| 4
| Mass Mirage Arcana
| As Mirage Arcana but covers CL sq. miles
| 5
| Planar Displacement
| Planar Displacement
| 6
| Prismatic Beam
| Like Prismatic Spray but they take all 7 colors
|
9
| 1
| Change Reality
| Wishoid for a SL 0-9 Wizard spell, has only 75% effect
| 2
| Disbelieve Reality
| Can disbelieve something that's real (Incursion - PP save)
| 3
| Displacement III
| Triple Displaced (AC +6, first-third attacks miss)
| 4
| Effects Bubble
| Your effects protect each other (and themselves); ER +CL*10%
| 5
| Illusion Summoning IX
| Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VIII
| 6
| Second Level Priest Spells
| 0, 1/r: Cast a 2nd level Priest spell
|
|
[PC2] Wizard Classes Group
Demonologist3
Level
| KXP
| Wizard 123 456
|
1
| Wiz5
| 1-- ---
| 2
| 10
| 11- ---
| 3
| 30
| 211 ---
|
4
| 60
| 221 1--
| 5
| 100
| 322 1--
| 6
| 150
| 332 2--
|
7
| 210
| 333 2--
| 8
| 280
| 433 3--
| 9
| 360
| 443 3--
|
10
| 450
| 444 3--
| 11
| 550
| 444 4--
| 12
| 660
| 544 4--
|
13
| 780
| 544 41-
| 14
| 910
| 544 42-
| 15
| 1050
| 544 43-
|
16
| 1200
| 544 44-
| 17
| 1360
| 554 44-
| 18
| 1530
| 555 44-
|
19
| 1710
| 555 54-
| 20
| 1900
| 555 55-
| 21
| 2100
| 655 55-
|
22
| 2310
| 665 55-
| 23
| 2530
| 666 55-
| 24
| 2760
| 666 65-
|
25
| 3000
| 666 66-
| 26
| 3250
| 666 661
| 27
| 3510
| 666 662
|
28
| 3780
| 666 663
| 29
| 4060
| 666 664
| 30
| 4350
| 666 665
|
31
| 4650
| 666 666
| 32
| 4960
| 766 666
| 33
| 5280
| 776 666
|
34
| 5610
| 777 666
| 35
| 5950
| 777 766
| 36
| 6300
| 777 776
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +1
| 4 7 5 3 7 0 1 1
| +1
| 4 8 5 4 7 0 1 2
|
+2
| 4 8 6 4 7 1 2 2
| +2
| 5 9 6 4 8 1 2 3
| +3
| 5 9 7 5 8 2 3 3
|
+3
| 5 10 7 5 9 2 3 4
| +4
| 6 10 7 6 9 2 3 4
| +4
| 6 10 8 6 9 3 4 5
|
+5
| 6 11 8 6 10 3 4 5
| +5
| 7 11 9 7 10 4 5 6
| +6
| 7 12 9 7 11 4 5 6
|
+6
| 7 12 9 8 11 4 5 7
| +7
| 7 13 10 8 11 5 6 7
| +7
| 8 13 10 8 12 5 6 8
|
+8
| 8 13 11 9 12 6 7 8
| +8
| 8 14 11 9 13 6 7 9
| +9
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Chr 0 (10)
| Alignment:
| CE
| HD/level:
| d4
| Weapon Prof.:
| 1+/9
| To Hit Table:
| +level/2
| Save Table:
| Wiz
| Reference:
| BoVD3-54
| Groups:
| Wizard
|
|
|
|
Level 1: Charm Demon: 1M, 1/d: Charm a demon, ignores SR/MR.
| Level 2: Quasit Familiar: Gain a Quasit as a familiar, will replace a previous familiar.
| Level 3: Summoning Mastery: Whenever a summon monster spell is cast, it is 2 SL higher and will always get a CE monster.
| Level 4: Acid resistance 10, Cold resistance 10, Fire resistance 10, Electricity resistance 20.
| Level 5: Immune to Poison.
| Level 6: Summoning Mastery (see Level 3) is 3 SL higher instead of 2.
| Level 7: Hold Demon: 1M, 1/d: Hold a demon, ignores SR/MR.
| Level 8: Can communicate telepathically with any creature within 100'.
| Level 9: Summoning Mastery (see Level 3) is 4 SL higher instead of 2.
| Level 10: Dominate Demon: 1M, 1/d: Dominate a demon, ignores SR/MR.
|
|
[PC2] Wizard Classes Group
Diabolist3
Level
| KXP
| Wizard Spells
|
1
| Wiz5
| +1 ML
| 2
| 10
| +2 ML
| 3
| 30
| +3 ML
|
4
| 60
| +4 ML
| 5
| 100
| +5 ML
| 6
| 150
| +6 ML
|
7
| 210
| +7 ML
| 8
| 280
| +8 ML
| 9
| 360
| +9 ML
|
10
| 450
| +10 ML
| 11
| 550
| +11 ML
| 12
| 660
| +12 ML
|
13
| 780
| +13 ML
| 14
| 910
| +14 ML
| 15
| 1050
| +15 ML
|
16
| 1200
| +16 ML
| 17
| 1360
| +17 ML
| 18
| 1530
| +18 ML
|
19
| 1710
| +19 ML
| 20
| 1900
| +20 ML
| 21
| 2100
| +21 ML
|
22
| 2310
| +22 ML
| 23
| 2530
| +23 ML
| 24
| 2760
| +24 ML
|
25
| 3000
| +25 ML
| 26
| 3250
| +26 ML
| 27
| 3510
| +27 ML
|
28
| 3780
| +28 ML
| 29
| 4060
| +29 ML
| 30
| 4350
| +30 ML
|
31
| 4650
| +31 ML
| 32
| 4960
| +32 ML
| 33
| 5280
| +33 ML
|
34
| 5610
| +34 ML
| 35
| 5950
| +35 ML
| 36
| 6300
| +36 ML
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +1
| 4 7 5 3 7 0 1 1
| +1
| 4 8 5 4 7 0 1 2
|
+2
| 4 8 6 4 7 1 2 2
| +2
| 5 9 6 4 8 1 2 3
| +3
| 5 9 7 5 8 2 3 3
|
+3
| 5 10 7 5 9 2 3 4
| +4
| 6 10 7 6 9 2 3 4
| +4
| 6 10 8 6 9 3 4 5
|
+5
| 6 11 8 6 10 3 4 5
| +5
| 7 11 9 7 10 4 5 6
| +6
| 7 12 9 7 11 4 5 6
|
+6
| 7 12 9 8 11 4 5 7
| +7
| 7 13 10 8 11 5 6 7
| +7
| 8 13 10 8 12 5 6 8
|
+8
| 8 13 11 9 12 6 7 8
| +8
| 8 14 11 9 13 6 7 9
| +9
| 9 14 11 10 13 6 7 9
|
|
Requisites:
|
| Alignment:
| LE
| HD/level:
| d4
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| +level/2
| Save Table:
| Wiz
| Reference:
| BoVD3-56
| Groups:
| Wizard
|
|
|
|
Level 1: +1 to memorization level in another Wizard class per level. (Diabloist3 does not get a spell progression of it's own.)
| Level 1: Diabolism: 0, 1+level/3 per day: A damaging spell you cast does +1d6 damage and is considered unholy.
| Level 2: Imp Familiar: Gain an Imp as a familiar, will replace a previous familiar.
| Level 5: The Diabolism power (see Level 1) does another +1d6 damage (total +2d6).
| Level 8: Vile Diabolism: 0: Do half damage with a spell, all of the damage is Vile damage (cannot be healed until next reset).
| Level 10: The Diabolism power (see Level 1) does another +1d6 damage (total +3d6).
|
|
[PC2] Wizard Classes Group
Disintegrator3
Level
| KXP
| Wizard 123 456 789 A
| TH
|
1
| 9.2 (owe)
| 00- --0 --- -
| -1
| 2
| 12.8
| 10- --0 --- -
| +0
| 3
| 16.4
| 100 --0 --- -
| +0
|
4
| 23.6
| 110 --0 --- -
| +0
| 5
| 38
| 210 0-0 --- -
| +0
| 6
| 66
| 211 0-0 --- -
| +0
|
7
| 122
| 211 000 --- -
| +0
| 8
| 234
| 221 100 --- -
| +1
| 9
| 468
| 221 110 0-- -
| +1
|
10
| 920
| 222 111 0-- -
| +1
| 11
| 1380
| 222 111 00- -
| +1
| 12
| 1840
| 222 211 10- -
| +1
|
13
| 2300
| 222 221 100 -
| +1
| 14
| 2760
| 222 222 110 -
| +2
| 15
| 3220
| 222 222 211 -
| +2
|
16
| 3680
| 222 222 211 0
| +2
| 17
| 4140
| 222 222 211 1
| +2
| 18
| 4600
| 222 222 221 1
| +2
|
19
| 5060
| 222 222 222 1
| +2
| 20
| 5520
| 222 222 222 2
| +3
| 21
| 5980
| 333 222 222 2
| +3
|
22
| 6440
| 333 333 222 2
| +3
| 23
| 6900
| 333 333 333 2
| +3
| 24
| 7360
| 333 333 333 3
| +3
|
25
| 7820
| 444 333 333 3
| +3
| 26
| 8280
| 444 444 333 3
| +4
| 27
| 8740
| 444 444 444 3
| +4
|
28
| 9200
| 444 444 444 4
| +4
| 29
| 9660
| 555 444 444 4
| +4
| 30
| 10120
| 555 555 444 4
| +4
|
31
| 10580
| 555 555 555 4
| +4
| 32
| 11040
| 555 555 555 5
| +5
| 33
| 11500
| 666 555 555 5
| +5
|
34
| 11960
| 666 666 555 5
| +5
| 35
| 12420
| 666 666 666 5
| +5
| 36
| 12880
| 666 666 666 61
| +5
|
37
| 25760
| 666 666 666 62
| +5
| 38
| 38640
| 666 666 666 63
| +6
| 39
| 51520
| 666 666 666 64
| +6
|
45
| 128800
| 777 766 666 66
| +7
| 54
| 244720
| 877 777 777 771
| +8
| 63
| 360640
| 888 877 777 777
| +10
|
72
| 476560
| 888 888 888 888 1
| +11
|
|
Requisites:
| Int 20, Chr 14,
|
| Class Slots 2
| Alignment:
| any
| HD/level:
| 2d2
| Weapon Prof.:
| 1+level/4
| To Hit Table:
| ˝xWiz
| Reference:
| JF
| Groups:
| Wizard, PC Designed
| Complexity:
| CF=5
|
|
| Saving Throws:
|
| PPD:
| level+3
| RSW:
| level+5
| PP:
| level+2
| BW:
| level+2
| Spell:
| level+5
| Fort:
| level+4
| Reflex:
| level+4
| Will:
| level+5
|
|
|
Barbarian Int bonus.
| Simplified Int bonus to spell progression.
| Free (0 action) Material Componenting for spells.
| Knows the original Spellshaper5 spells.
| +1 summon slot for Undead.
| +1 Familiar slot.
| Level N (each level): Pick a spell, it costs ˝M to cast.
| Level N (each level): +1 Int.
|
| New spell:
| Summon Undead (SL=N): Summon an Undead of DL=N.
|
|
[PC2] Wizard Classes Group
Disintegrator3 (Original Spellshaper spells)
SL
| Name
| School
| Effect
|
0
| Charming 0
| Enc
| Charms a monster, gets a new save every segment
| 0
| Delayed Blast
| Meta
| You next spell has a chosen time delay (max 1 day)
| 0
| Detect/Identify Radiation
| Div
| Detect Radiation; 1M, 1/t: Identify Radioative Item/Effect
|
0
| Natural/Necromancy Resistance
| Abj
| NaNR 70+CL*5% [duration 15 minutes]
| 0
| Ray of Heat {reverse: Ray of Ooze}
| Evo
| CLd2 heat {ooze} damage, area 1 target, no save
| 1
| Charming I
| Enc
| Charms a monster, gets a new save every round
|
1
| Create Item I
| Cnj
| Creates an item of <= CL gp value, lasts for 2 turns
| 1
| Detect/Identify Magic
| Div
| Detect Magic; 1M, 1/t: Identify Magic Item/Effect
| 1
| Inaudibility
| Ill
| Make no sound when walking (reduces wandering monsters)
|
1
| Monster Swarm Summoning I
| Cnj
| Summons CL*4.5 (round down) DL 0 monsters
| 1
| Poisonous Claws
| Nec
| Natural fighting has poison (CL*4 dmg, save for CL)
| 1
| Prepared Blast
| Meta
| Your next spell has -CL saves, -CL*5% MR +CL/2 to CL
1
| Radiation Resistance
| Abj
| RR 60+CL*5% [duration 1 hour]
| 1
| Scales
| Abj
| DR (CL*2)/+(CL/2) [duration 1 day]
| 1
| Shock Bolt {reverse: Grave Bolt}
| Evo
| CLd4 lightning {grave} damage, area 30' line, no save
|
2
| Charming II
| Enc
| Charms up to 2 monsters, gets a new save every turn
| 2
| Cone of Eldritch Shards {Acid}
| Evo
| CLd6 eldritch shards {acid} damage, area 40' cone, no save
| 2
| Create Item II
| Cnj
| Creates an item of <= CL^2 gp value, lasts for 4 turns
|
2
| Detect/Identify Psionics
| Div
| Detect Psionics; 1M, 1/t: Identify Psionic Item/Effect
| 2
| Fluid Movement
| Abj
| +CL Reflex saves
| 2
| Magic Resistance
| Abj
| MR 50+CL*5% [duration 2 hours]
|
2
| Mask Alignment & Blend In
| Ill
| You appear to be another alignment / part of enemy's group
| 2
| Monster Swarm Summoning II
| Cnj
| Summons CL*4 DL I monsters
| 2
| Notched Blast
| Meta
| Your next spell is "held" (release as 0), no spells until released
|
2
| Remove Scent
| Ill
| You (or 1 target) has no scent (reduces wandering monsters)
| 2
| Tail
| Alt
| Grow an extra tail [lose spell slot while running]
| 3
| Charming III
| Enc
| Charms up to 3 monsters, gets a new save every hour
|
3
| Create Item III
| Cnj
| Creates an item of <= CL^3 gp value, lasts for 8 turns
| 3
| Detect/Identify Innates
| Div
| Detect Innates; 1M, 1/t: Identify Innate Item/Effect
| 3
| Monster Swarm Summoning III
| Cnj
| Summons CL*3.5 (round down) DL II monsters
|
3
| Psionic Resistance
| Abj
| PsiR 40+CL*5% [duration 3 hours]
| 3
| Skullcap
| Abj
| +CL Will saves; +CL*2 Personality/Ego score
| 3
| Spellshaping I
| Meta
| Move a spell effect on target to yourself (they get save)
|
3
| Sphere of Composition
| Evo
| CLd8 dmg, picks normal/para/quasi most vuln to, 50' sphere
| 3
| Steal Breath
| Nec
| Target living creature loses 50% hp (save to lose 10% hp)
| 3
| Third Arm Growth
| Alt
| Grow an extra arm or leg [lose spell slot while running]
|
|
|
[PC2] Wizard Classes Group
Diviner2 / Visionist
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 32- --- ---
| 5
| 20
| 421 --- ---
| 6
| 40
| 422 --- ---
|
7
| 60
| 432 1-- ---
| 8
| 90
| 433 2-- ---
| 9
| 135
| 433 21- ---
|
10
| 250
| 443 22- ---
| 11
| 375
| 444 33- ---
| 12
| 750
| 444 441 ---
|
13
| 1125
| 555 442 ---
| 14
| 1500
| 555 442 1--
| 15
| 1875
| 555 552 1--
|
16
| 2250
| 555 553 21-
| 17
| 2625
| 555 553 32-
| 18
| 3000
| 555 553 321
|
19
| 3375
| 555 553 331
| 20
| 3750
| 555 554 332
| 21
| 4125
| 555 554 442
|
22
| 4500
| 555 555 443
| 23
| 4875
| 555 555 553
| 24
| 5250
| 555 555 554
|
25
| 5625
| 555 555 555
| 26
| 6000
| 666 655 555
| 27
| 6375
| 666 666 655
|
28
| 6750
| 666 666 666
| 29
| 7125
| 777 766 666
| 30
| 7500
| 777 777 766
|
31
| 7875
| 777 777 777
| 32
| 8250
| 888 877 777
| 33
| 8625
| 888 888 877
|
34
| 9000
| 888 888 888
| 35
| 9375
| 999 988 888
| 36
| 9750
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 9, Wis 16
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| PH2-31
| Groups:
| Wizard
|
|
|
|
|
[PC2] Wizard Classes Group
Doomdoctor3
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 10
| +1 ML to one class
| 3
| 30
| +1 ML to one class
|
4
| 60
| +2 ML to one class
| 5
| 100
| +2 ML to one class
| 6
| 150
| +3 ML to one class
|
7
| 210
| +3 ML to one class
| 8
| 280
| +4 ML to one class
| 9
| 360
| +4 ML to one class
|
10
| 450
| +5 ML to one class
| 11
| 550
| +5 ML to one class
| 12
| 660
| +6 ML to one class
|
13
| 780
| +6 ML to one class
| 14
| 910
| +7 ML to one class
| 15
| 1050
| +7 ML to one class
|
16
| 1200
| +8 ML to one class
| 17
| 1360
| +8 ML to one class
| 18
| 1530
| +9 ML to one class
|
19
| 1710
| +9 ML to one class
| 20
| 1900
| +10 ML to one class
| 21
| 2100
| +10 ML to one class
|
22
| 2310
| +11 ML to one class
| 23
| 2530
| +11 ML to one class
| 24
| 2760
| +12 ML to one class
|
25
| 3000
| +12 ML to one class
| 26
| 3250
| +13 ML to one class
| 27
| 3510
| +13 ML to one class
|
28
| 3780
| +14 ML to one class
| 29
| 4060
| +14 ML to one class
| 30
| 4350
| +15 ML to one class
|
31
| 4650
| +15 ML to one class
| 32
| 4960
| +16 ML to one class
| 33
| 5280
| +16 ML to one class
|
34
| 5610
| +17 ML to one class
| 35
| 5950
| +17 ML to one class
| 36
| 6300
| +18 ML to one class
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
& +1
| & +1 (all)
| & +1
| & +2 (all)
| & +1
| & +3 (all)
|
& +1
| & +4 (all)
| & +2
| & +5 (all)
| & +2
| & +6 (all)
|
& +2
| & +7 (all)
| & +2
| & +8 (all)
| & +3
| & +9 (all)
|
& +3
| & +10 (all)
| & +3
| & +11 (all)
| & +3
| & +12 (all)
|
& +4
| & +13 (all)
| & +4
| & +14 (all)
| & +4
| & +15 (all)
|
& +4
| & +16 (all)
| & +5
| & +17 (all)
| & +5
| & +18 (all)
|
|
Requisites:
| Int 0, (Wizard 7)
| Alignment:
| any
| HD/level:
| & d5
| Weapon Prof.:
| & (3+level)/4
| To Hit Table:
| & +(3+level)/4
| Save Table:
| & +level
| Reference:
| DM {Planeshifted Doomguard3}
| Groups:
| Wizard, Planar, Alternate
|
|
|
|
Gets Exceptional Int.
| Level 1 ¶: +1 Research point per Reset for new spells.
| Level 1 ¶: +1 Specialty school.
| Level 1 ¶: +LVL to your Wizard CL (in your other Wizard classes)
| Level 1: Blasting: x2 effect with Invocation spells and effects (this becomes x3 total when material componenting).
| Level 2: Arcane Expertise: LVL-1 slots in Spellcraft proficiency; 1M, 1/d: Legend Lore
| Level 3: Shadow Adaptation: Immune Shadow. (You can pick Positive or Negative instead if you prefer.)
| Level 4: Snap or Reply: +LVL-3 stat points distributed among Dex or Int.
| Level 7: Unmaking Natural: 1 attack or ˝M: Dispel Natural
| Level 9: Spell Gate: 1M: Spell Gate
|
| Planar Feats:
| Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
| Air Heritage: Immune Air; Flying 12"; +2 Dex checks
| Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
| Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
| Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
| Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
| Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
| Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
| Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
| Natural Heavyweight: Immune Gravity
| Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
| Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
| Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
| Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
| Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
| Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
| Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
| Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
| Water Heritage: Immune Water; Water Breathing; Swim 18"
|
|
[PC2] Wizard Classes Group
Dragon Mage
Level
| KXP
| Dragon Mage 123 456 789 A
|
1
| 0
| 1-- --- --- -
| 2
| 5
| 20- --- --- -
| 3
| 10
| 21- --- --- -
|
4
| 20
| 320 --- --- -
| 5
| 40
| 321 --- --- -
| 6
| 80
| 432 0-- --- -
|
7
| 120
| 432 1-- --- -
| 8
| 180
| 543 20- --- -
| 9
| 270
| 543 21- --- -
|
10
| 500
| 654 320 --- -
| 11
| 750
| 654 321 --- -
| 12
| 1500
| 765 432 0-- -
|
13
| 2250
| 765 432 1-- -
| 14
| 3000
| 776 543 20- -
| 15
| 3750
| 776 543 21- -
|
16
| 4500
| 777 654 320 -
| 17
| 5250
| 777 654 321 -
| 18
| 6000
| 777 765 432 -
|
19
| 6750
| 777 776 543 -
| 20
| 7500
| 777 777 654 -
| 21
| 8250
| 777 777 765 -
|
22
| 9000
| 777 777 776 -
| 23
| 9750
| 777 777 777 -
| 24
| 10500
| 888 877 777 -
|
25
| 11250
| 888 888 877 -
| 26
| 12000
| 888 888 888 -
| 27
| 12750
| 888 888 888 b
|
28
| 13500
| 888 888 888 0
| 29
| 14250
| 888 888 888 1
| 30
| 15000
| 888 888 888 2
|
31
| 15750
| 888 888 888 3
| 32
| 16500
| 888 888 888 4
| 33
| 17250
| 888 888 888 5
|
34
| 18000
| 888 888 888 6
| 35
| 18750
| 888 888 888 7
| 36
| 19500
| 888 888 888 8
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 4 7 5 3 6 0 1 1
| +2
| 4 7 5 3 7 0 1 1
| +3
| 4 8 5 4 7 0 1 2
|
+4
| 4 8 6 4 7 1 2 2
| +5
| 5 9 6 4 8 1 2 3
| +6
| 5 9 7 5 8 2 3 3
|
+7
| 5 10 7 5 9 2 3 4
| +8
| 6 10 7 6 9 2 3 4
| +9
| 6 10 8 6 9 3 4 5
|
+10
| 6 11 8 6 10 3 4 5
| +11
| 7 11 9 7 10 4 5 6
| +12
| 7 12 9 7 11 4 5 6
|
+13
| 7 12 9 8 11 4 5 7
| +14
| 7 13 10 8 11 5 6 7
| +15
| 8 13 10 8 12 5 6 8
|
+16
| 8 13 11 9 12 6 7 8
| +17
| 8 14 11 9 13 6 7 9
| +18
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Str 13, Int 15
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 1+level/2
| To Hit Table:
| Mon
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Gets your choice of Str or Int bonus to spell progression.
| Specialized in Dragon Magic (AKA Dracomancy) minor school (see next page). Can cast normal Wizard spells. May specialize in Elemental school, if you do, pick an opposite major school.
| Level 1: 2V: You may ride a charmed, subdued, or summoned dragon as your mount. In this case, it functions as a Beast Rider mount. If it is a summon, it is no longer a summon and doesn't use a summon slot (it uses your "mount" slot).
|
|
[PC2] Wizard Classes Group
Dragon Mage Spells
SL
| #
| Spell
| School
| Effect
|
1
| 1
| Charm Dragon
| Dragon, Cha.
| Charm a Dragon (Will save, Wis bonus, missed save by 10 = "Subdued" and no more saves)
| 2
| Claws
| Dragon, Alt.
| Your claw damage is CLd4
| 3
| Resist Dragon Breath
| Dragon, Abj.
| Resist Dragon Breath
| 4
| Summon Dragon I
| Dragon, Summ.
| Summons a DL I Dragon
|
2
| 1
| Bite
| Dragon, Alt.
| Your bite damage is CLd6
| 2
| Immune Fear
| Dragon, Abj.
| Immune Fear
| 3
| Scales
| Dragon, Abj.
| AT +CL*4; MR +CL*10%
| 4
| Summon Dragon II
| Dragon, Summ.
| Summons a DL II Dragon
|
3
| 1
| Double Resist Dragon Breath
| Dragon, Abj.
| Double Resist Dragon Breath
| 2
| Locate Dragon
| Dragon, Div.
| Locate nearest dragon (may specify type or an individual dragon)
| 3
| Summon Dragon III
| Dragon, Summ.
| Summons a DL III Dragon
| 4
| Wings
| Dragon, Alt.
| Fly at CL*6" (D)
|
4
| 1
| Breath Weapon
| Dragon, Alt.
| You have a breath weapon, pick a E=CL/4 element, 3/d or 1/3r, =current hp (BW save:˝)
| 2
| Clairnasience
| Dragon, Div.
| You gain Clairnasience
| 3
| Summon Dragon IV
| Dragon, Summ.
| Summons a DL IV Dragon
| 4
| Tail
| Dragon, Alt.
| Grow a tail, damage is CLd5
|
5
| 1
| Dragon Slaying
| Dragon, Enc.
| Your party does x2 damage (of all types) against dragons
| 2
| Immune Dragon Breath
| Dragon, Abj.
| Immune Dragon Breath
| 3
| Polymorph Dragon Armor
| Dragon, Alt.
| Turn a dragon armor into another type (<= gp value)
| 4
| Summon Dragon V
| Dragon, Summ.
| Summons a DL V Dragon
|
6
| 1
| Anti-Psi15 Shell
| Dragon, Abj.
| Immune to Psi15 and Psi-15 effects; Resist all Elements/Eelements
| 2
| Drolem
| Dragon, Enc.
| Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem), +1 Revive slot
| 3
| Gravity Sphere
| Dragon, MTG R
| No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
| 4
| Summon Dragon VI
| Dragon, Summ.
| Summons a DL VI Dragon
|
7
| 1
| Dragonskin
| Dragon, Abj.
| Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
| 2
| Harm Dragon
| Dragon, Nec.
| This is a Harm that actually works on Dragons (puts a dragon to 1 hp, no halving of hp)
| 3
| Immune Breath Weapons
| Dragon, Abj.
| Immune Breath Weapons (even non-dragon)
| 4
| Summon Dragon VII
| Dragon, Summ.
| Summons a DL VII Dragon
|
8
| 1
| Dragonlancing
| Dragon, Enc.
| Add you or your mount's current hp (if it's a dragon) to your melee dmg
| 2
| Lernaean
| Dragon, Nec.
| Choose one of your limbs (or your head), it is Lernaean
| 3
| Shapechange Dragon
| Dragon, Alt.
| You Shapechange into a dragon (or) Shapechange Other on a dragon
| 4
| Summon Dragon VIII
| Dragon, Summ.
| Summons a DL VIII Dragon
|
9
| 1
| Control Dragon
| Dragon, Cha.
| *Charm* (Subdue) a Dragon (no save, use CR at 1/10 rating, no MR)
| 2
| Dragoncasting
| Dragon, Meta-Magic
| Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
| 3
| Immune Area Innates
| Dragon, Abj.
| Immune to area Innate abilities unless directly targetted
| 4
| Summon Dragon IX
| Dragon, Summ.
| Summons a DL IX Dragon
|
10
| 1
| Anti-Dragon Shell
| Dragon, Abj.
| Hedges out all Dragons in your group; Immune to all Dragon damage and effects
| 2
| Dispel Innates Zone
| Dragon, Anti-Magic
| Creates a DIZ (Dispel Innates Zone) (x1 Special)
| 3
| Dragon of Tyr
| Dragon, Defil.
| 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
| 4
| Summon Dragon X
| Dragon, Summ.
| Summons a DL X Dragon
|
|
[PC2] Wizard Classes Group
Eelementalist(-15)
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| --- --- ---
| 2
| 3
| --- --- ---
| 3
| 6
| 1-- --- ---
|
4
| 12
| 2-- --- ---
| 5
| 24
| 3-- --- ---
| 6
| 48
| 41- --- ---
|
7
| 96
| 421 --- ---
| 8
| 192
| 432 --- ---
| 9
| 350
| 433 1-- ---
|
10
| 700
| 443 21- ---
| 11
| 1050
| 444 22- ---
| 12
| 1400
| 444 221 ---
|
13
| 1750
| 444 332 ---
| 14
| 2100
| 444 443 ---
| 15
| 2450
| 444 444 ---
|
16
| 2800
| 544 444 1--
| 17
| 3150
| 554 444 2--
| 18
| 3500
| 555 444 3--
|
19
| 3850
| 555 544 4--
| 20
| 4200
| 555 554 41-
| 21
| 4550
| 555 555 42-
|
22
| 4900
| 555 555 53-
| 23
| 5250
| 555 555 54-
| 24
| 5600
| 555 555 55-
|
25
| 5950
| 655 555 551
| 26
| 6300
| 665 555 552
| 27
| 6650
| 666 555 553
|
28
| 7000
| 666 655 554
| 29
| 7350
| 666 665 555
| 30
| 7700
| 666 666 555
|
31
| 8050
| 666 666 655
| 32
| 8400
| 666 666 665
| 33
| 8750
| 666 666 666
|
34
| 9100
| 777 666 666
| 35
| 9450
| 777 777 666
| 36
| 9800
| 777 777 777
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 15, Int 15
| Alignment:
| any
| HD/level:
| d5-1
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Specialized in Eelemental school, pick an opposite.
|
| Eelemental spells:
|
|
Spell
| Schools
| Effect
|
Ooze Shieeld N
| Abj/Eel
| Eelemental damage shield 25*N% (EE=1)
| Eelemental Form N
| Alt/Eel
| Become an Eelemental of EE=N
| Eelemental Summoning N
| Cnj/Eel
| Summon a DL=N Eelemental
|
Detect Eelementals N
| Div/Eel
| Detect all Elementals within 10^N feet, ID within sight
| Charm Eelemental N
| Enc/Eel
| Charm a DL=N Eelemental
| Eelusionary Double N
| Ill/Eel
| N Mirror Images, each has N^2 hp to be detected as such
|
Eelemental Ball N
| Inv/Eel
| CLdN dmg to a group, no save, EE=N
| Heel N
| Nec/Eel
| Cures (N+1)^2% of max hp
|
|
[PC2] Wizard Classes Group
Elemental Wizard1JG
Level
| KXP
| Wizard 123 456 7
|
1
| 0
| 2-- --- -
| 2
| 2
| 21- --- -
| 3
| 4
| 321 --- -
|
4
| 8
| 422 --- -
| 5
| 16
| 432 --- -
| 6
| 32
| 432 1-- -
|
7
| 64
| 443 1-- -
| 8
| 128
| 443 2-- -
| 9
| 256
| 543 21- -
|
10
| 656
| 543 32- -
| 11
| 1056
| 553 321 -
| 12
| 1456
| 554 432 1
|
13
| 1856
| 655 543 2
| 14
| 2256
| 666 654 3
| 15
| 2656
| 666 666 6
|
16
| 3056
| 666 666 6
| 17
| 3456
| 666 666 6
| 18
| 3856
| 666 666 6
|
19
| 4256
| 666 666 6
| 20
| 4656
| 666 666 6
| 21
| 5056
| 666 666 6
|
22
| 5456
| 666 666 6
| 23
| 5856
| 666 666 6
| 24
| 6256
| 766 666 6
|
25
| 6656
| 776 666 6
| 26
| 7056
| 777 666 6
| 27
| 7456
| 777 766 6
|
28
| 7856
| 777 776 6
| 29
| 8256
| 777 777 6
| 30
| 8656
| 777 777 7
|
31
| 9056
| 888 777 7
| 32
| 9456
| 888 887 7
| 33
| 9856
| 888 888 8
|
34
| 10256
| 999 888 8
| 35
| 10656
| 999 998 8
| 36
| 11056
| 999 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Wis 12
| Alignment:
| any
| HD/level:
| +d6
| Weapon Prof.:
| 1+level/3
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| FGE1JG
| Groups:
| Wizard
|
|
|
|
Spell progression as per Druid1, with Wisdom bonus, but casts Wizard spells (not Priest).
| Specialized in Elemental spells.
| Level 1: 1F, 2/d: Polymorph into a normal or para elemental for (level) rounds. Your punching damage is (level)d4.
| Level 1: 1V, 2/d: Fly for (level) rounds.
| Level 1: 1V, 2/d: Pass Earth for (level) rounds.
| Level 1: 1V, 2/d: Water Breathing and no hampered movement in water for (level) rounds.
| Level 1: 1V, 2/d: Immune to fire for (level) rounds.
| Level 1: 1M, 1/d: Summon Normal or Para Elemental, (Int+Wis+Con)% chance, has (level*4) or 32 HD (whichever is lower).
| Level 1: Cannot destroy woodlands, avoid slaying wild animals
| Level 1: Speak Druid language
| Level 3: Identify Plant type; Identify Animal type; Identify pure water.
| Level 3: Pass through overgrown areas without trace and at full movement rate.
| Level 3: Gain 1 woodland language per level starting at 3rd. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
| Level 7: Immunity to woodland Charms.
| Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
| Level 12: Only 9 druids of this level in any region. If 9 of this level and advance, must fight one in spell/hand-to-hand combat, winner stays at 12th, loser goes to beginning of 11th.
| Level 12: Gain three 1st to 9th level followers.
| Level 13: Only 3 druids of this level in any region.
| Level 14: Only 1 druid of this level in any region.
| Level 14: Gain nine 11th level followers.
| Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
| Level 15: 6 bonus spell levels, lost when advance to Level 16.
| Level 16: Immunity to all poisons.
| Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
| Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
| Level 17: Hibernate; Suspend Animation up to level*10 years.
| Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
| Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
| Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
| Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
| Level 21: Enter Para-Elemental planes.
| Level 22: Enter plane of Shadow; immune to Shadow-based effects.
| Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.
|
|
[PC2] Wizard Classes Group
Elf0
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 4
| 2-- --- ---
| 3
| 8
| 21- --- ---
|
4
| 16
| 22- --- ---
| 5
| 32
| 221 --- ---
| 6
| 64
| 222 --- ---
|
7
| 120
| 322 1-- ---
| 8
| 250
| 332 2-- ---
| 9
| 400
| 333 21- ---
|
10
| 600
| 333 32- ---
| 11
| 850
| 433 321 ---
| 12
| 1100
| 444 321 ---
|
13
| 1350
| 444 322 ---
| 14
| 1600
| 444 432 ---
| 15
| 1850
| 544 432 1--
|
16
| 2100
| 555 432 2--
| 17
| 2350
| 655 443 2--
| 18
| 2600
| 655 443 21-
|
19
| 2850
| 655 543 22-
| 20
| 3100
| 655 544 32-
| 21
| 3350
| 655 544 321
|
22
| 3600
| 665 554 322
| 23
| 3850
| 666 654 332
| 24
| 4100
| 776 655 432
|
25
| 4350
| 776 655 443
| 26
| 4600
| 777 665 543
| 27
| 4850
| 777 665 554
|
28
| 5100
| 887 666 654
| 29
| 5350
| 887 776 655
| 30
| 5600
| 888 777 665
|
31
| 5850
| 888 777 766
| 32
| 6100
| 988 887 776
| 33
| 6350
| 999 888 777
|
34
| 6600
| 999 988 887
| 35
| 6850
| 999 999 888
| 36
| 7100
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 6 5 5 3 3 0 1 1
| +1
| 6 5 5 4 3 0 1 1
| +2
| 6 5 5 4 4 0 2 1
|
+3
| 10 8 8 7 7 1 2 2
| +3
| 10 8 8 8 7 1 2 2
| +4
| 10 8 8 8 8 2 3 2
|
+5
| 14 11 11 11 11 2 3 3
| +5
| 14 12 11 11 11 2 4 3
| +6
| 14 12 12 11 11 3 4 3
|
+7
| 16 14 14 15 15 3 4 4
| +7
| 16 14 14 15 15 3 4 4
| +8
| 16 14 14 15 15 3 4 4
|
+9
| 16 14 14 15 15 3 4 4
| +9
| 16 14 14 15 15 3 4 4
| +10
| 16 14 14 15 15 3 4 4
|
+11
| 16 14 14 15 15 3 4 4
| +11
| 16 14 14 15 15 3 5 4
| +12
| 16 14 14 15 15 4 5 4
|
|
Requisites:
| Str 9, Int 9
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| Ftr0
| Save Table:
| Elf0
| Reference:
| RC0-25
| Groups:
| Warrior, Wizard
|
|
|
|
Cannot specialize.
| Level 1: May use 1 material component effect per spell as a zero action.
| Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
| Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
| Level 1: +1 slot in Weapon Mastery per level.
| Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
| Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
| Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
| Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
| Level 10: +8 HNCL (this can't be picked)
| Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
| Level 24: If you need a 2 or less to hit a target, you may attack it three times for each attack.
| Level 36: If you need a 2 or less to hit a target, you may attack it four times for each attack.
|
|
[PC2] Wizard Classes Group
Enchanter2 / Mesmeriser
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 32- --- ---
| 5
| 20
| 421 --- ---
| 6
| 40
| 422 --- ---
|
7
| 60
| 432 1-- ---
| 8
| 90
| 433 2-- ---
| 9
| 135
| 433 21- ---
|
10
| 250
| 443 22- ---
| 11
| 375
| 444 33- ---
| 12
| 750
| 444 441 ---
|
13
| 1125
| 555 442 ---
| 14
| 1500
| 555 442 1--
| 15
| 1875
| 555 552 1--
|
16
| 2250
| 555 553 21-
| 17
| 2625
| 555 553 32-
| 18
| 3000
| 555 553 321
|
19
| 3375
| 555 553 331
| 20
| 3750
| 555 554 332
| 21
| 4125
| 555 554 442
|
22
| 4500
| 555 555 443
| 23
| 4875
| 555 555 553
| 24
| 5250
| 555 555 554
|
25
| 5625
| 555 555 555
| 26
| 6000
| 666 655 555
| 27
| 6375
| 666 666 655
|
28
| 6750
| 666 666 666
| 29
| 7125
| 777 766 666
| 30
| 7500
| 777 777 766
|
31
| 7875
| 777 777 777
| 32
| 8250
| 888 877 777
| 33
| 8625
| 888 888 877
|
34
| 9000
| 888 888 888
| 35
| 9375
| 999 988 888
| 36
| 9750
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 9, Chr 16
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| PH2-31
| Groups:
| Wizard
|
|
|
|
|
[PC2] Wizard Classes Group
Epic Wizard3
Level
| KXP
| Wizard (x1 SL's) ABC DEF GHI
|
1
| 360
| 1-- --- ---
| 2
| 730
| 2-- --- ---
| 3
| 1110
| 21- --- ---
|
4
| 1500
| 22- --- ---
| 5
| 1900
| 221 --- ---
| 6
| 2310
| 222 --- ---
|
7
| 2730
| 222 1-- ---
| 8
| 3160
| 222 2-- ---
| 9
| 3600
| 222 21- ---
|
10
| 4050
| 222 22- ---
| 11
| 4510
| 222 221 ---
| 12
| 4980
| 222 222 ---
|
13
| 5460
| 222 222 1--
| 14
| 5950
| 222 222 2--
| 15
| 6450
| 222 222 21-
|
16
| 6960
| 222 222 22-
| 17
| 7480
| 222 222 221
| 18
| 8010
| 222 222 222
|
19
| 8550
| 322 222 222
| 20
| 9100
| 332 222 222
| 21
| 14100
| 333 222 222
|
22
| 19100
| 333 322 222
| 23
| 24100
| 333 332 222
| 24
| 29100
| 333 333 222
|
25
| 34100
| 333 333 322
| 26
| 39100
| 333 333 332
| 27
| 44100
| 333 333 333
|
28
| 49100
| 433 333 333
| 29
| 54100
| 443 333 333
| 30
| 59100
| 444 333 333
|
31
| 64100
| 444 433 333
| 32
| 69100
| 444 443 333
| 33
| 74100
| 444 444 333
|
34
| 79100
| 444 444 433
| 35
| 84100
| 444 444 443
| 36
| 89100
| 444 444 444
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+22
| 19 19 19 19 19 19 19 19
| +24
| 20 20 20 20 20 20 20 20
| +26
| 21 21 21 21 21 21 21 21
|
+28
| 22 22 22 22 22 22 22 22
| +30
| 23 23 23 23 23 23 23 23
| +32
| 24 24 24 24 24 24 24 24
|
+34
| 25 25 25 25 25 25 25 25
| +36
| 26 26 26 26 26 26 26 26
| +38
| 27 27 27 27 27 27 27 27
|
+40
| 28 28 28 28 28 28 28 28
| +42
| 29 29 29 29 29 29 29 29
| +44
| 30 30 30 30 30 30 30 30
|
+46
| 31 31 31 31 31 31 31 31
| +48
| 32 32 32 32 32 32 32 32
| +50
| 33 33 33 33 33 33 33 33
|
+52
| 34 34 34 34 34 34 34 34
| +54
| 35 35 35 35 35 35 35 35
| +56
| 36 36 36 36 36 36 36 36
|
|
Requisites:
| Wizard 21 or HNCL 30,
| Int 57
| Alignment:
| any
| HD/level:
| & d4
| Weapon Prof.:
| & level
| To Hit Table:
| Conc
| Save Table:
| Conc
| Reference:
| ELH3
| Groups:
| Concordant (x2), Wizard
|
|
| [X] Section stats
| ihp
| +2
| iTH
| +1
| P Save
| -1
| M Save
| +0
| War
| -1
| Rog
| -1
| PPsi
| -1
| Wiz
| +6
| Pri
| +1
| MPsi
| +2
|
|
|
|
Gets 1X action per round.
| Can use 2M+1V+1X per segment if desired.
| Gets Massive Barb Int [bonus = (Stat-26)*5].
| Epic Wizard3 spells are resisted using SR (but not MR).
| You may N-ary material component spells, using 1Z+1V+1QV+1QQV+1QQQV+...
| You may convert 2M to 1IM (Instantaneous Mental).
| Level N (every level): +1 Epic Feat.
| Level N (every level): +1 Q^(LVL) M action. (At level 1 you get 1 QM, at level 2 you get 1 QQM, ...)
|
| DM Note 1: The Epic Wizard3 spells are normal Wizard spells, but other Wizards must spend 4 spells per spell slot to cast these (x2 because it's on an odd list, and x2 because it's Concordant).
|
| DM Note 2: Conversion of Epic Spells to Collective SL: SL = (DC)^0.5 *2
| DC 23-30=SL 10, DC 31-35=SL 11, DC 36-42=SL 12, DC 43-48=SL 13, DC 49-56=SL 14, DC 57-63=SL 15, DC 64-72=SL 16, DC 73-80=SL 17, DC 81-90=SL 18.
|
|
[PC2] Wizard Classes Group
Epic Wizard3 Spells
SL
| #
| Spell
| School
| Effect
|
10
| 1
| Dreamscape
| Div
| Plane Shift to any plane you've ever heard of (even if no direct connection to it)
| 10
| 2
| Peripety
| Abj
| iunWReflection 100% vs. missile attacks
| 10
| 3
| Ruin
| Inv
| One target takes (20*CCL)d6 vile dmg (no save) and a Disintegrate (no save)
|
11
| 1
| Mummy Dust
| Nec
| Summon 2*CCL DL X Undead
| 11
| 2
| Vengeful Gaze
| Ill
| One target takes 305d6 Venderant Nelaborong dmg (no save)
| 11
| 3
| Verdigris Wave
| Alt
| 2 groups each take 40d6 Verdant dmg (no save), all Plant monsters in the groups gain +1 DL
|
12
| 1
| Dragon Knight
| Cnj
| +1 summon slot and Summon a DL X Dragon (when the dragon is killed/unsummoned, the slot is removed too)
| 12
| 2
| Eclipse
| Alt
| x2 Terrain Feature: the Sun is Eclipsed, Fear /s to anyone outside (Will save), outside is in Capital D Darkness
| 12
| 3
| Origin Of Species
| Nec
| Create a DL=CCL/4 Humanoid
|
13
| 1
| Epic Mage Armor
| Abj
| AC +20*CCL, or iAT CCL/2
| 13
| 2
| Greater Spell Resistance
| Meta
| SR 35*CCL
| 13
| 3
| Let Go Of Me
| Cnj
| Damaging shield, take 20x (2000%) the dmg back whenever hit (melee or range) (no resistance)
|
14
| 1
| Animus Blast
| Inv
| 4 groups take (10*CCL)d6 cold dmg (no resistance), plus animate up to 20 corpses as DL=CCL/4 Undead.
| 14
| 2
| Contingent Resurrection
| Nec
| Capital F Fix and Artificial Reset upon death (this cannot be triggered prematurely or dispelled while it's on the stack)
| 14
| 3
| Crown Of Vermin
| Cnj
| Summon 1000 Creeping Dooms or DL=CCL/6 Insects.
|
15
| 1
| Create Living Vault
| Enc
| Create a x2 Artifact container that is undetectable, indestructible, has infinite space inside, and can be Capital H Hidden.
| 15
| 2
| Greater Ruin
| Inv
| One target takes (35*CCL)d6 permanent dmg (no resistance) and a Disintegrate (no resistance)
| 15
| 3
| Nailed To The Sky
| Alt
| Teleport someone into deep space and they become Stopped/Immovable and cannot Teleport (no resistance)
|
16
| 1
| Epic Counterspell
| Meta
| Counterspell, Capital O Object, or Really Object
| 16
| 2
| Epic Spell Reflection
| Abj
| iunMReflection 100% vs. SL 0-9 spells
| 16
| 3
| Safe Time
| Chrono
| Contingency Capital E Escape with Time Travel for yourself or someone else (can be used with other contingency effects)
|
17
| 1
| Demise Unseen
| Ill
| Capital S Slay one target (no resistance), animate him as a DL=CCL/3 Undead, do a Mirage Arcana to make him seem alive
| 17
| 2
| Eidolon
| Nec
| Create a level 21 copy of yourself that can act normally (no Clone Insanity, but is summoning sick for 1 full round)
| 17
| 3
| Enslave
| Enc
| Mental Dominate one target (no resistance, effect is undetectable, his allies do no know this has happened)
|
18
| 1
| Damnation
| Cnj
| 1N, 1/t: Send someone to Hell (no resistance, no response)
| 18
| 2
| Dire Winter
| Alt
| x2 Terrain Feature of extreme cold ((2*CL)d6 dmg /s), this cannot be countered or Capital O Objected to
| 18
| 3
| Eternal Freedom
| Abj
| Immune to CCL spells, elements, or [C] section effects (your choice)
|
|
[PC2] Wizard Classes Group
Ethereal Shaman60
Level
| KXP
| Psi60 mMG SU
|
1
| 0
| 1-- --
| 2
| 10
| 2-- --
| 3
| 20
| 2-- --
|
4
| 30
| 2-- --
| 5
| 40
| 21- --
| 6
| 50
| 22- --
|
7
| 60
| 22- --
| 8
| 100
| 22- --
| 9
| 200
| 221 --
|
10
| 300
| 222 --
| 11
| 400
| 322 --
| 12
| 500
| 322 --
|
13
| 600
| 332 --
| 14
| 1000
| 332 --
| 15
| 1600
| 333 --
|
16
| 2200
| 433 1-
| 17
| 2800
| 433 2-
| 18
| 3400
| 443 3-
|
19
| 4000
| 443 3-
| 20
| 4600
| 444 3-
| 21
| 5200
| 444 3-
|
22
| 5800
| 444 4-
| 23
| 6400
| 444 4-
| 24
| 7000
| 444 4-
|
25
| 7600
| 544 4-
| 26
| 8200
| 544 4-
| 27
| 8800
| 554 41
|
28
| 9400
| 554 42
| 29
| 10000
| 555 43
| 30
| 10600
| 555 44
|
31
| 11200
| 555 54
| 32
| 11800
| 555 54
| 33
| 12400
| 555 55
|
34
| 13000
| 665 55
| 35
| 13600
| 666 55
| 36
| 14200
| 666 66
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 3 8 2 3 1 0 1
| +1
| 5 4 8 2 3 1 0 2
| +1
| 6 4 8 3 4 2 0 2
|
+2
| 6 5 8 3 4 2 1 3
| +3
| 6 5 9 3 4 2 1 3
| +3
| 6 6 9 4 5 3 1 4
|
+4
| 7 6 9 4 5 3 2 4
| +5
| 7 7 9 4 5 4 2 5
| +5
| 7 7 10 5 6 4 2 5
|
+6
| 7 8 10 5 6 4 3 6
| +7
| 8 8 10 5 6 5 3 6
| +7
| 8 9 10 6 7 5 3 7
|
+8
| 8 9 11 6 7 6 4 7
| +9
| 8 10 11 6 7 6 4 8
| +9
| 9 10 11 7 8 6 4 8
|
+10
| 9 11 11 7 8 7 5 9
| +11
| 9 11 12 7 9 7 5 9
| +11
| 9 12 12 8 9 8 5 10
|
|
Requisites:
| Str 9, Int 9, Wis 9
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 4+level/2
| To Hit Table:
| Pri
| Save Table:
| Psi
| Reference:
| DM {Planeshifted Astral Shaman30}
| Groups:
| Wizard, Psionicist, Alternate
|
|
|
|
Gets Psi60 powers, see [Q60]
| Level 1: 1M, level/d: Summon a (normal element) elemental of 4*level HD.
| Level 1: 1V, sacrifice an elemental you control: Add (the elemental's HD)/4 spell levels to your memorization, or add (the elemental's HD)/2 to the caster level of your next spell.
| Level 7: You may summon para elementals using the summon ability (Level 1).
| Level 13: You may summon quasi elementals using the summon ability (Level 1).
| Level 19: You may summon semi elementals using the summon ability (Level 1).
| Level 25: You may summon chemical elementals using the summon ability (Level 1).
|
|
[PC2] Wizard Classes Group
Basic Psi60 Information
P60Ps = Str + Int + Wis - 36 +level*6.
| Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
| 1 P60P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
|
|
|
Psi60 Minor Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
Armor
| Manip
| 3
| Phys
| L3
| 3
| Melee:+LVL AC, -LVL/2 dmg per hit
| Combat Sense (personal)
| Detect
| 2
| Phys
| L2
| 2
| +LVL move rate, +LVL TH
| Cure Light Wounds
| Health
| Con
| Phys
| L1
| 1
| Cure 1d8+LVL hp
|
Detect Psionics
| Detect
| R-1
| Ment
| L2
| 2
| Gives freq. & field of psi
| Enhanced Touching
| Detect
| 4
| Ment
| L1
| 1
| +LVL foot reach
| Ethereal Perception
| Detect
| 0
| Ment
| L0
| 0
| Ethereal Perception
|
Inaudibility
| Illus
| Int
| Ment
| L2
| 2
| Move Silently 25*LVL%
| N-ray Gem
| Detect
| 3
| Phys
| L2
| 2
| Gem of N-ray vision (LVL')
| Person Mask
| Illus
| Cml
| Ment
| L2
| 2
| Alters appearance, Chr resists
|
Slide Item
| Manip
| W
| Phys
| L2
| 2
| Caster controls left+right
| Stun Touch
| Combat
| Wis
| Ment
| L1
| 1
| LVL*5 dmg + stun (save)
| Treat Mental Drain
| Health
| 7
| Ment
| L34
| 34
| regain 10*succ% Psi (all freq)
|
|
[PC2] Wizard Classes Group
Psi60 Major Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
Anti-Missile Barrier
| Manip
| 4
| Phys
| M2
| 4
| Ranged: +LVL/2 AC, -LVL dmg per hit/succ
| Avoid Trap
| Manip
| 4
| Phys
| M1
| 2
| You avoid a trap (doesn't include others)
| Blink
| Manip
| R-2
| Phys
| M4
| 8
| Blink (controlled)
|
Clairnasience
| Detect
| R+1
| Ment
| M1
| 2
| Clairnasience,can move
| Combat Sense
| Detect
| 3
| Phys
| M2
| 4
| +LVL move rate, +LVL TH to group
| Control Undead
| Manip
| Str
| Ment
| M4
| 8
| Caster controls ˝P action/succ
|
Cure Moderate Wounds
| Health
| Con
| Phys
| M1
| 2
| Cure 3d8+3*LVL hp
| Detect Life
| Detect
| R+2
| Ment
| M1
| 2
| Chr resists,mult.targets
| Ethereal Projection
| Health
| 0
| Ment
| M0
| 0
| Ethereal Projection
|
Ethereal Psi Fingers
| Manip
| 4
| Phys
| M2
| 4
| 1 Str,1 Dex/succ
| Ethereal Touch
| Combat
| Int
| Phys
| M2
| 4
| LVL random stat damage
| Gaseous/Reverse Gaseous
| Manip
| Str
| Phys
| M6
| 12
| Gaseous Form (or Hold Vapor)
|
Grayout
| Illus
| Int
| Ment
| M2
| 4
| Blast:Cause Deafness(as spell)
| Light/Darkness
| Manip
| 3
| Phys
| M1
| 2
| Modifies light in area
| Passwall
| Manip
| 3
| Ment
| M1
| 2
| Passwall
|
Toxin
| Health
| Con
| Phys
| M3
| 6
| Poison (as spell)
|
|
Psi60 Grand Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
AEther Bolt
| Manip
| 4
| Phys
| S4
| 12
| LVL*10 dmg AEther, ignores PsiR
| Cure Insanity
| Health
| Con
| Phys
| S3
| 9
| Cure Insanity
| Cure Serious Wounds
| Health
| Con
| Phys
| S1
| 3
| Cure 6d8+6*LVL hp
|
Deathly Glow
| Health
| Cml
| Phys
| S2
| 6
| LVL Cml damage, other people think target is Undead
| Detect [cr. type] (ext.)
| Detect
| R-2
| Ment
| S3
| 9
| Int resists,mult.targets
| Detect Life (ext.)
| Detect
| R
| Ment
| S2
| 6
| Chr resists,mult.targets
|
Detect Positive Energy
| Detect
| Chr
| Ment
| S1
| 3
| Detect Positive Energy
| Dimension Walk
| Manip
| 6
| Phys
| S3
| 9
| Ps1N "Dimension Walk"
| Insanity
| Illus
| Int
| Phys
| S1
| 3
| Cause Insanity (save)
|
Luck
| Detect
| 4
| Ment
| S2
| 6
| Gains +1(+5%)*LVL on 1 action
| Movement
| Manip
| Dex
| Phys
| S3
| 9
| Gives +1V action
| Nether Bolt
| Manip
| 3
| Phys
| S3
| 9
| LVL*10 dmg Nether, vile damage
|
Nightvision
| Detect
| 4
| Ment
| S1
| 3
| Can see in magical/psi darkness
| Poltergeist
| Manip
| 4
| Phys
| S2
| 6
| Objects fly around, LVL dmg /s
| Turn to Smoke
| Manip
| Con
| Phys
| S6
| 18
| Polymorphs target to smoke (save)
|
Wraithform
| Manip
| Chr
| Phys
| S1
| 3
| Wraithform
|
|
[PC2] Wizard Classes Group
Psi60 Super Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
Ethereal Seeing
| Detect
| 9
| Ment
| D1
| 4
| Clairvoyance to Ethereal Plane
| Ethereal Static/Fog
| Manip
| 6
| Ment
| D3
| 12
| -LVL to all actions in area
| Barrier
| Manip
| 5
| Phys
| D2
| 8
| Wall that blocks psionics (1 way)
|
Decrease Comeliness
| Health
| Cml
| Ment
| D1
| 4
| -LVL Cml to target
| Decrease Luck
| Health
| Luck
| Phys
| D3
| 12
| -LVL Luck to target, each beyond Luck=0 is -1 all actions
| Decrease HNCL
| Health
| HNCL
| Phys
| D5
| 20
| -LVL HNCL to target, each beyond HNCL=0 is -0.1 to Multiplier
|
Detect Friends (ext.)
| Detect
| R-1
| Ment
| D2
| 8
| Locates closest friendly person (not in party)
| Cureall
| Health
| Con
| Phys
| D2
| 8
| Cureall
| Increase Comeliness
| Health
| Cml
| Ment
| D1
| 4
| +LVL Cml to target
|
Increase Luck
| Health
| Luck
| Phys
| D3
| 12
| +LVL Luck to target
| Increase HNCL
| Health
| HNCL
| Phys
| D5
| 20
| +LVL HNCL and +LVL/2 CL to target
| Phantasmagoria
| Illus
| 5
| Ment
| D5
| 20
| as spell
|
Probability Travel
| Manip
| 6+#
| Phys
| D4
| 16
| Ps1N "Probability Travel"
| Telekinesis
| Manip
| 4+#
| Phys
| D3
| 12
| TK LVL*10' falling damage area
| Treat Deadly Wounds
| Health
| Con
| Phys
| D1
| 4
| Cure 10d6+10*LVL hp (can go up to 60+10*LVL above max)
|
|
Psi60 Ultra Powers
Name
| Field
| Targ
| Type
| Drain
| P60Ps
| Notes
|
Creation Bolt
| Combat
| 20
| Phys
| X10
| 50
| (Str+Int) resists, Creation
| SpellGate
| Manip
| N*3
| Phys
| X2
| 10
| SpellGate (can cast spells through it, but it's 2-way)
| Super Unluck
| Detect
| 5
| Ment
| X3
| 15
| Choose result on next die roll on enemy
|
|
[PC2] Wizard Classes Group
Evoker2 / Invoker
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 32- --- ---
| 5
| 20
| 421 --- ---
| 6
| 40
| 422 --- ---
|
7
| 60
| 432 1-- ---
| 8
| 90
| 433 2-- ---
| 9
| 135
| 433 21- ---
|
10
| 250
| 443 22- ---
| 11
| 375
| 444 33- ---
| 12
| 750
| 444 441 ---
|
13
| 1125
| 555 442 ---
| 14
| 1500
| 555 442 1--
| 15
| 1875
| 555 552 1--
|
16
| 2250
| 555 553 21-
| 17
| 2625
| 555 553 32-
| 18
| 3000
| 555 553 321
|
19
| 3375
| 555 553 331
| 20
| 3750
| 555 554 332
| 21
| 4125
| 555 554 442
|
22
| 4500
| 555 555 443
| 23
| 4875
| 555 555 553
| 24
| 5250
| 555 555 554
|
25
| 5625
| 555 555 555
| 26
| 6000
| 666 655 555
| 27
| 6375
| 666 666 655
|
28
| 6750
| 666 666 666
| 29
| 7125
| 777 766 666
| 30
| 7500
| 777 777 766
|
31
| 7875
| 777 777 777
| 32
| 8250
| 888 877 777
| 33
| 8625
| 888 888 877
|
34
| 9000
| 888 888 888
| 35
| 9375
| 999 988 888
| 36
| 9750
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Con 16, Int 9
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| PH2-31
| Groups:
| Wizard
|
|
|
|
|
[PC2] Wizard Classes Group
Familiar Mage / Petmaster
Level
| KXP
| Wizard 123 456 789 ABC
| TH
|
1
| 0
| 1-- --- ---
| +0
| 2
| 3
| 2-- --- ---
| +0
| 3
| 6
| 21- --- ---
| +0
|
4
| 12
| 32- --- ---
| +1
| 5
| 24
| 421 --- ---
| +1
| 6
| 48
| 422 --- ---
| +1
|
7
| 96
| 432 1-- ---
| +2
| 8
| 192
| 433 2-- ---
| +2
| 9
| 384
| 433 21- ---
| +2
|
10
| 750
| 443 22- ---
| +3
| 11
| 1500
| 444 33- ---
| +3
| 12
| 2000
| 444 441 ---
| +3
|
13
| 2500
| 555 442 ---
| +4
| 14
| 3000
| 555 442 1--
| +4
| 15
| 3500
| 555 552 1--
| +4
|
16
| 4000
| 555 553 21-
| +5
| 17
| 4500
| 555 553 32-
| +5
| 18
| 5000
| 555 553 321
| +5
|
19
| 5500
| 555 553 331
| +6
| 20
| 6000
| 555 554 332
| +6
| 21
| 6500
| 555 554 442
| +6
|
22
| 7000
| 555 555 443
| +7
| 23
| 7500
| 555 555 553
| +7
| 24
| 8000
| 555 555 554
| +7
|
25
| 8500
| 555 555 555
| +8
| 26
| 9000
| 666 655 555
| +8
| 27
| 9500
| 666 666 655
| +8
|
28
| 10000
| 666 666 666
| +9
| 29
| 10500
| 777 766 666
| +9
| 30
| 11000
| 777 777 766
| +9
|
31
| 11500
| 777 777 777
| +10
| 32
| 12000
| 888 877 777
| +10
| 33
| 12500
| 888 888 877
| +10
|
34
| 13000
| 888 888 888
| +11
| 35
| 13500
| 999 988 888
| +11
| 36
| 14000
| 999 999 999 1
| +11
|
37
| 28000
| 999 999 999 2
| +12
| 38
| 42000
| 999 999 999 3
| +12
| 39
| 56000
| 999 999 999 4
| +12
|
45
| 140000
| A99 999 999 9
| +14
| 54
| 266000
| AAA AAA AAA 91
| +17
| 63
| 392000
| AAA AAA AAA A9
| +20
|
72
| 518000
| BBB BBB BAA AA1
| +23
|
|
Requisites:
| Int 13, Chr 19, Cml 12
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level+3
| RSW:
| level+6
| PP:
| level+4
| BW:
| level+2
| Spell:
| level+5
| Fort:
| level+0
| Reflex:
| level+0
| Will:
| level+0
|
|
|
Specialized in Conjuration; Normal in Abjuration; all other schools are Opposite.
| Gets Int bonus to spell progression.
| Can have 1 familiar per level. These function like "Wand of Find Familiar". You may cast it normally or at a (non-hostile) monster. In either case you will get a familiar type which has not existed before. You cannot generate familiars that are actually on the [S10] Familiar List.
| 1/reset: Add a familiar type you have permanently to the [S10] Familiar List.
| Level 9: As a 5th level spell, you can find a special Mount, which will be a new type. Each such mount occupies one familiar slot.
|
|
[PC2] Wizard Classes Group
Force Mage
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 3
| 2-- --- ---
| 3
| 6
| 21- --- ---
|
4
| 12
| 32- --- ---
| 5
| 27
| 421 --- ---
| 6
| 48
| 422 --- ---
|
7
| 72
| 432 1-- ---
| 8
| 108
| 433 2-- ---
| 9
| 162
| 433 21- ---
|
10
| 300
| 443 22- ---
| 11
| 450
| 444 33- ---
| 12
| 900
| 444 441 ---
|
13
| 1350
| 555 442 ---
| 14
| 1800
| 555 442 1--
| 15
| 2250
| 555 552 1--
|
16
| 2700
| 555 553 21-
| 17
| 3150
| 555 553 32-
| 18
| 3600
| 555 553 321
|
19
| 4050
| 555 553 331
| 20
| 4500
| 555 554 332
| 21
| 4950
| 555 554 442
|
22
| 5400
| 555 555 443
| 23
| 5850
| 555 555 553
| 24
| 6300
| 555 555 554
|
25
| 6750
| 555 555 555
| 26
| 7200
| 666 655 555
| 27
| 7650
| 666 666 655
|
28
| 8100
| 666 666 666
| 29
| 8550
| 777 766 666
| 30
| 9000
| 777 777 766
|
31
| 9450
| 777 777 777
| 32
| 9900
| 888 877 777
| 33
| 10350
| 888 888 877
|
34
| 10800
| 888 888 888
| 35
| 11250
| 999 988 888
| 36
| 11700
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 8 5 4 7 0 1 2
| +0
| 4 8 6 4 7 1 2 2
|
+1
| 5 9 7 5 8 2 3 3
| +1
| 5 10 7 5 9 2 3 4
| +1
| 6 10 8 6 9 3 4 5
|
+2
| 6 11 8 6 10 3 4 5
| +2
| 7 12 9 7 11 4 5 6
| +2
| 7 12 9 8 11 4 5 7
|
+3
| 8 13 10 8 12 5 6 8
| +3
| 8 13 11 9 12 6 7 8
| +3
| 9 14 11 10 13 6 7 9
|
+4
| 9 14 12 10 13 7 8 10
| +4
| 10 15 13 11 14 8 9 11
| +4
| 10 15 13 11 15 8 9 11
|
+5
| 11 16 13 12 15 9 10 12
| +5
| 11 16 14 12 15 9 10 13
| +5
| 12 16 14 13 16 10 11 14
|
|
Requisites:
| Con 10, Int 15, Wis 10
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Save Table:
| 1˝xWiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Specializated in Force Magic (see list on next page); no opposite.
| Gets Con or Wis bonus to spells (your choice).
|
| Note the TK Push spells can be reversed, to bring someone towards you.
| Similarly, the TK Shield spells can be reversed to lower someone's AC.
|
|
[PC2] Wizard Classes Group
Force Mage Spells
SL
| #
| Spell
| Effect
|
1
| 1
| Fly 3"
| Fly at 3" (F)
| 2
| Force Feather Fall
| Feather Fall (or) Immune to TK or falling dmg this segment (can cast using 1bM action)
| 3
| Force Ball 1
| CL*2 force dmg to one group (no save)
| 4
| Shatter x0
| Destroys a x0 item
| 5
| TK Push 1
| Size M target is pushed CL*10' (takes falling damage), ×/÷ 2 for each size difference
| 6
| TK Shield 1
| AC +8+CL; +1 saves vs. anything that causes damage
|
2
| 1
| Fly 9"
| Fly at 9" (E)
| 2
| Force Ball 2
| CL*4 force dmg to one group (no save)
| 3
| Mass Feather Fall
| Feather Fall any number of targets within sight (each gets a save)
| 4
| Shatter x1
| Destroys a x0 to x1 item
| 5
| TK Push 2
| Size M target is pushed CL*20' (takes falling damage), ×/÷ 2 for each size difference
| 6
| TK Shield 2
| AC +7+CL*4/3; +3 saves vs. anything that causes damage
|
3
| 1
| Fly 18"
| Fly at 18" (D)
| 2
| Force Ball 3
| CL*6 force dmg to one group (no save)
| 3
| Shatter x2
| Destroys a x0 to x2 item
| 4
| TK Push 3
| Size M target is pushed CL*30' (takes falling damage), ×/÷ 2 for each size difference
| 5
| TK Shield 3
| AC +6+CL*5/3; +6 saves vs. anything that causes damage
| 6
| Wall of Force
| Wall of Force (not solid)
|
4
| 1
| Fly 30"
| Fly at 30" (C)
| 2
| Force Ball 4
| CL*8 force dmg to one group (no save)
| 3
| Shatter x3
| Destroys a x0 to x3 item
| 4
| TK Push 4
| Size M target is pushed CL*40' (takes falling damage), ×/÷ 2 for each size difference
| 5
| TK Shield 4
| AC +5+CL*2; +10 saves vs. anything that causes damage
| 6
| Teleport
| Teleport
|
5
| 1
| Fly 45"
| Fly at 45" (B)
| 2
| Force Ball 5
| CL*10 force dmg to one group (no save)
| 3
| Gravity Wave
| Increase/decrease gravity in area by +/- CL G's (treat as a x1 Special)
| 4
| Shatter x4
| Destroys a x0 to x4 item
| 5
| TK Push 5
| Size M target is pushed CL*50' (takes falling damage), ×/÷ 2 for each size difference
| 6
| TK Shield 5
| AC +4+CL*7/3; +15 saves vs. anything that causes damage
|
6
| 1
| Fly 63"
| Fly at 63" (A)
| 2
| Force Ball 6
| CL*12 force dmg to one group (no save)
| 3
| Shatter x5
| Destroys a x0 to x5 item
| 4
| Solid Wall of Force
| Wall of Force (solid)
| 5
| TK Push 6
| Size M target is pushed CL*60' (takes falling damage), ×/÷ 2 for each size difference
| 6
| TK Shield 6
| AC +3+CL*8/3; +21 saves vs. anything that causes damage
|
7
| 1
| Fly 84"
| Fly at 84" (AA)
| 2
| Force Ball 7
| CL*14 force dmg to one group (no save)
| 3
| Hyperkinetic Haste A
| CL A Action Haste (party); The caster (not everyone in the Haste) can convert 2V->1QV, 2P->1QP, 2QV->1QQV, 2QP->2QQP, etc.
| 4
| Shatter x6
| Destroys a x0 to x6 item
| 5
| TK Push 7
| Size M target is pushed CL*70' (takes falling damage), ×/÷ 2 for each size difference
| 6
| TK Shield 7
| AC +2+CL*3; +28 saves vs. anything that causes damage
|
|
[PC2] Wizard Classes Group
Force Mage Spells (continued)
SL
| #
| Spell
| Effect
|
8
| 1
| Fly 108"
| Fly at 108" (SF)
| 2
| Force Ball 8
| CL*16 force dmg to one group (no save)
| 3
| Hyperkinetic Haste B
| CL B Action Haste (party); The caster (not everyone in the Haste) cannot have his hV, hP, bV, bP actions locked down
| 4
| Shatter x7
| Destroys a x0 to x7 item
| 5
| TK Push 8
| Size M target is pushed CL*80' (takes falling damage), ×/÷ 2 for each size difference
| 6
| TK Shield 8
| AC +1+CL*10/3; +36 saves vs. anything that causes damage
|
9
| 1
| Fly 135"
| Fly at 135" (SW)
| 2
| Force Ball 9
| CL*18 force dmg to one group (no save)
| 3
| Hyperkinetic Haste C
| CL C Action Haste (party); The caster (not everyone in the Haste) cannot have his OppV, OppP actions locked down
| 4
| Shatter x8
| Destroys a x0 to x8 item
| 5
| TK Push 9
| Size M target is pushed CL*90' (takes falling damage), ×/÷ 2 for each size difference
| 6
| TK Shield 9
| AC +CL*11/3; +45 saves vs. anything that causes damage
|
|
[PC2] Wizard Classes Group
Fortune Teller10
Level
| KXP
| Wizard++Psi10 123 456 789 A
|
1
| 0
| 1-- --- --- -
| 2
| 2.5
| 20- --- --- -
| 3
| 5
| 21- --- --- -
|
4
| 10
| 320 --- --- -
| 5
| 25
| 321 --- --- -
| 6
| 50
| 432 0-- --- -
|
7
| 100
| 432 1-- --- -
| 8
| 250
| 543 20- --- -
| 9
| 500
| 543 21- --- -
|
10
| 1000
| 654 320 --- -
| 11
| 1500
| 654 321 --- -
| 12
| 2000
| 765 432 0-- -
|
13
| 2500
| 765 432 1-- -
| 14
| 3000
| 776 543 20- -
| 15
| 3500
| 776 543 21- -
|
16
| 4000
| 777 654 320 -
| 17
| 4500
| 777 654 321 -
| 18
| 5000
| 777 765 432 0
|
19
| 5250
| 777 776 543 1
| 20
| 5500
| 777 777 654 2
| 21
| 5750
| 777 777 765 3
|
22
| 6000
| 777 777 776 4
| 23
| 6250
| 777 777 777 5
| 24
| 6500
| 777 777 777 6
|
25
| 6750
| 777 777 777 7
| 26
| 7000
| 888 877 777 7
| 27
| 7250
| 888 888 877 7
|
28
| 7500
| 888 888 888 7
| 29
| 7750
| 888 888 888 8
| 30
| 8000
| 999 988 888 8
|
31
| 8250
| 999 999 988 8
| 32
| 8500
| 999 999 999 8
| 33
| 8750
| 999 999 999 9
|
34
| 9000
| AAA A99 999 9
| 35
| 9250
| AAA AAA A99 9
| 36
| 9500
| AAA AAA AAA A
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
-1
| 5 3 8 2 3 1 1 1
| -1
| 5 4 8 2 3 1 1 2
| -1
| 6 4 8 3 4 2 2 2
|
-1
| 6 5 8 4 4 2 2 3
| +0
| 7 5 9 5 4 3 2 3
| +0
| 8 6 9 6 5 3 3 4
|
+0
| 8 6 9 7 5 4 3 4
| +0
| 9 7 9 8 6 4 4 5
| +1
| 10 8 10 9 7 5 4 5
|
+1
| 11 8 10 10 7 5 4 6
| +1
| 11 9 10 11 8 6 5 6
| +1
| 12 10 11 12 9 6 5 7
|
+2
| 13 11 12 13 10 7 6 7
| +2
| 14 11 13 14 10 7 6 8
| +2
| 14 12 13 14 11 8 6 8
|
+2
| 14 12 14 14 11 8 7 9
| +3
| 14 13 14 14 12 9 7 9
| +3
| 15 13 14 14 12 9 8 10
|
|
Requisites:
| Int 15, Wis 10, Chr 15
| Alignment:
| any
| HD/level:
| d3
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Psi
| Save Table:
| Wiz/Psi
| Reference:
| DM, Roger
| Groups:
| Wizard, Psionicist, PCDesigned
|
|
|
|
Casts Wizard spells or Psi10 powers. You get this progression twice, once for Wizard, once for Psi10. It is not one shared progression.
|
| The Wizard progression gets Int bonus. Specialized in Enchantment/Charm (no opposite). Can cast Priest Numbers or Thought spells as if they were Wizard spells.
|
| The Psi10 progression gets Chr bonus. Specialized in Empathy discipline. Psi10 PSPs = (LVL+Int+Wis+Chr-25)*5. Can "material component" Psi10 powers, by using 1V action.
|
|
[PC2] Wizard Classes Group
Basic Psi10 Information
Psi10 (class) PSPs = (LVL+Int+Wis-20)*5
| Psi10 (wild) PSPs = (LVL+Int+Wis-13)*2
|
| 1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis)/2 per hour, or (total multipliers of beings within 100') per hour
|
| Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
|
| Powers marked with an asterisk ( * ) can be used as a 0 action.
|
| Level requirement for SL's for Wild Talents:
| SL1=1, SL2=4, SL3=8, SL4=12, SL5=17, SL6=22
|
| Wild Talent Progression:
|
|
|
Int+Wis+level
| Psi10 123 456
|
14-18
| 2-- ---
| 19-21
| 4-- ---
| 22-24
| 6-- ---
|
25-30
| 71- ---
| 31-35
| 82- ---
| 36-40
| 93- ---
|
41-45
| A31 ---
| 46-50
| A42 ---
| 51-55
| A53 ---
|
56-60
| A63 1--
| 61-65
| A64 2--
| 66-70
| A74 3--
|
71-75
| A84 31-
| 76-80
| A85 32-
| 81-85
| A85 43-
|
86-90
| A95 431
| 91-95
| A96 432
|
|
[PC2] Wizard Classes Group
Psi10 First Level Powers (minors)
#
| Name
| Disc.
| PSPs
| Effect
| Source
|
1
| Affect Normal Fires
| Pyro
| 1/r
| Affect Normal Fires
| RAPsi
| 2
| Awaken
| Somn
| 2
| Wakes someone up (removes a sleep effect)
| RAPsi
| 3
| Detect Evil
| Empa
| 3
| Detect Evil 3r
| RAPsi
|
4
| Detect Lie *
| Telep
| 2/r
| Detect Lie
| RAPsi
| 5
| Detect Lie II *
| Empa
| 3
| Detect Lie 1r, Undetectable Lie doesn't work, instead gives save (at +5 bonus)
| RAPsi
| 6
| Dispel Exhaustion
| Telep
| 5
| Target heals 25% of damage taken
| RAPsi
|
7
| Distract
| Telep
| 5/r
| Target cannot cast spells (save vs. spell)
| RAPsi
| 8
| Dream Interpretation
| Somn
| 2
| Interprets a dream; gives some insight
| RAPsi
| 9
| Extrasensory Scan
| Telep
| 2/r
| Detect Life, Detect Psionics
| RAPsi
|
10
| Feather Fall *
| TK
| 2/r
| Feather Fall
| RAPsi
| 11
| Heat I
| Pyro
| 1/r
| Target takes 1d4 dmg /r
| RAPsi
| 12
| Hide Emotion *
| Telep
| 3/r
| Undetectable emotion; immune ESP; +3 saves vs. emotion-changing effects
| RAPsi
|
13
| Ignite
| Pyro
| 4
| Burns an object (item save vs. fire)
| RAPsi
| 14
| Instant Sleep
| Somn
| 1
| Caster goes to sleep; gets x1.5 benefit per unit time
| RAPsi
| 15
| Lift
| TK
| w*S/r
| TK up/down only; w = ln(weight in lbs.); S = ln(speed in ")
| RAPsi
|
16
| Light
| Pyro
| 3/r
| Light
| RAPsi
| 17
| Manipulate
| TK
| D/r
| Fine-control TK; max weight = CL lbs.; D = Dex score desired (max = Wis)
| RAPsi
| 18
| Melt
| Pyro
| 5/r
| Melts an object (item save vs. fire), metal armors get -2 AT
| RAPsi
|
19
| Resistance to Sleep
| Somn
| 2/h
| Immune Sleep
| RAPsi
| 20
| Sleeping Awareness
| Somn
| 1/h
| Aware of surroundings while sleeping
| RAPsi
| 21
| Sleeping Levitation
| Somn
| 1/h
| Levitate while sleeping (do not need to sleep on ground)
| RAPsi
|
22
| Slide
| TK
| ˝*w*S/r
| TK horizontal across floor only (max incline = CL*5°); same w and S as Lift
| RAPsi
| 23
| Spook
| Telep
| 5
| Fear (save vs. spell at -CL/3)
| RAPsi
| 24
| Suggest
| Telep
| 8
| Suggestion (save)
| RAPsi
|
25
| Tongues *
| Telep
| 3/r
| Tongues
| RAPsi
| 26
| Wakefulness
| Somn
| 1/d
| Need not sleep; doesn't gain natural resets while not sleeping
| RAPsi
|
|
[PC2] Wizard Classes Group
Psi10 Second Level Powers (minors)
#
| Name
| Disc.
| PSPs
| Effect
| Source
|
1
| Active Telepathy
| Telep
| 5/r
| Telepathy
| RAPsi
| 2
| Beam of Light
| Pyro
| 5/r
| Line of Blindness (all in area save vs. spell or blinded)
| RAPsi
| 3
| Bend
| TK
| ˝*S/r
| Bend an object; S = Str score desired (max = Int)
| RAPsi
|
4
| Break
| TK
| S/r
| Break an object (item save); S = Str score desired (max = Int)
| RAPsi
| 5
| Chameleon *
| Telep
| 7/r
| +4 set Chr
| RAPsi
| 6
| Confuse
| Telep
| 14
| Confusion (save)
| RAPsi
|
7
| Contingency Awaken
| Somn
| 3
| Set a contingency for conditions to wake up
| RAPsi
| 8
| Cool *
| Pyro
| 8/r
| Keeps object at a normal temperature; Imm. to increase temperature change
| RAPsi
| 9
| Darkness
| Pyro
| 7/r
| Darkness (can target someone to blind them, they get a save)
| RAPsi
|
10
| Detect Charm *
| Empa
| 8
| Detect Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest
| RAPsi
| 11
| Detect Motive *
| Telep
| 10
| Gives motive for why someone is asking the way he is
| RAPsi
| 12
| Dream
| Somn
| 3
| Sleeping target has a dream (caster has no control)
| RAPsi
|
13
| Emotion Read
| Telep
| 10
| Read emotional state
| RAPsi
| 14
| Empathy
| Empa
| 10
| Sense needs, drives, emotions of target
| RAPsi
| 15
| Enforced Sleep
| Somn
| 2/target
| Sleep 3*CL r (save vs. spell); max HD affected /target = CL
| RAPsi
|
16
| Extinguish
| Pyro
| 10
| Puts out a fire, or dispel a fire-based spell (Wall of Fire, Fire Shield, etc.)
| RAPsi
| 17
| False Emotion *
| Telep
| 7/r
| Give off a false emotional state, true emotion is undetectable
| RAPsi
| 18
| Fear
| Telep
| 17
| Fear (save vs. spell at -CL/3); Fumble (save vs. spell)
| RAPsi
|
19
| Feeblemind
| Telep
| 10
| Feeblemind (save)
| RAPsi
| 20
| Fire Protection *
| Pyro
| 8/r
| Resist Fire
| RAPsi
| 21
| Floating Disc
| TK
| w/r
| Floating Disc; w = log(weight in lbs.)
| RAPsi
|
22
| Healing
| Empa
| 15
| Take X dmg, which regen at 1 hp/r: Target is cured X hp (max X = 24)
| RAPsi
| 23
| Homeostasis *
| Pyro
| 1/r
| Resist non-magical Heat and Cold
| RAPsi
| 24
| Intensify Fire *
| Pyro
| 10/r
| Doubles the damage of an existing fire effect
| RAPsi
|
25
| Jump *
| TK
| J
| Jump J" (max J = CL*4)
| RAPsi
| 26
| Know Alignment *
| Telep
| 12
| Know Alignment
| RAPsi
| 27
| Levitate
| TK
| 5/r
| Levitation
| RAPsi
|
28
| Message
| Somn
| 4
| Sends a message; same plane
| RAPsi
| 29
| Mind Read *
| Telep
| 20/r
| Read surface thoughts of target
| RAPsi
| 30
| Pain Erase
| Telep
| 8/r
| Target heals 25% of damage taken; Take only 75% of damage received
| RAPsi
|
31
| Pillar of Fire
| Pyro
| 10/r
| Makes a column of fire (10' wide by 10*CL' high), 1d10 dmg
| RAPsi
| 32
| Prolonged Wakefulness
| Somn
| 2/d
| Need not sleep; only 1 natural reset per 2 days while not sleeping
| RAPsi
| 33
| Push
| TK
| ˝*S/r
| Push an object; S = Str score desired (max = Int)
| RAPsi
|
34
| Remove Fear
| Telep
| 8
| Remove Fear
| RAPsi
| 35
| Shield *
| TK
| A/r
| AT +10+A source (max A = CL)
| RAPsi
| 36
| Talk in Sleep
| Somn
| 4
| Sleeping target talks in his sleep (presumably about his dream)
| RAPsi
|
37
| Troubled Sleep
| Somn
| 4/h
| Fear (save vs. spell); if sleeping, target has nightmares
| RAPsi
| 38
| Untroubled Sleep
| Somn
| 2/h
| Cannot be targetted by Somniomancy effects while sleeping
| RAPsi
| 39
| Warmth *
| Pyro
| 8/r
| Keeps object at a normal temperature; Imm. to decrease temperature change
| RAPsi
|
40
| Wind
| TK
| 3/r
| Gust of Wind
| RAPsi
|
|
[PC2] Wizard Classes Group
Psi10 Third Level Powers (majors)
#
| Name
| Disc.
| PSPs
| Effect
| Source
|
1
| Accelerated Sleep
| Somn
| 4/h
| While sleeping/resting, get x(CL+4)/5 benefit per unit time
| RAPsi
| 2
| Alertness
| Somn
| 3/h
| Target has half chances of surprise
| RAPsi
| 3
| Animal Communication *
| Telep
| 12/r
| Speak with Animals
| RAPsi
|
4
| Automaton
| Telep
| 21/r
| Control target's V actions (save)
| RAPsi
| 5
| Burn
| Pyro
| 13
| Target takes (4+CL/3)d6 fire dmg (save:˝)
| RAPsi
| 6
| Chill Metal
| Pyro
| 11
| Chill Metal
| RAPsi
|
7
| Clairvoyant Dreaming
| Somn
| 10
| Clairvoyance (caster is sleeping while doing this)
| RAPsi
| 8
| Comprehend Languages
| Empa
| 7/r
| Comprehend Languages
| RAPsi
| 9
| Confound *
| Telep
| 15/r
| Telepathy/ESP/etc. on you give false set of thoughts
| RAPsi
|
10
| Control
| Telep
| 30/r
| Control target's P actions (save); Caster cannot use M actions
| RAPsi
| 11
| Crush
| TK
| 10
| Crush an item (item save vs. crushing blow)
| RAPsi
| 12
| Detect Invisible Creatures
| Telep
| 15/r
| Detect Life; Detect Invisibility; Detect Dust of Disappearance
| RAPsi
|
13
| Dream Protection
| Somn
| 5/h
| Immune to Somniomancy effects while sleeping
| RAPsi
| 14
| Emotion Write
| Telep
| 9/r
| Change target's emotional state (save)
| RAPsi
| 15
| Enforced Wakefulness
| Somn
| 1/3t
| Target cannot sleep (and does not get natural resets)
| RAPsi
|
16
| Fire Curtain
| Pyro
| 9/r
| Circular wall of fire around caster, 3d6 dmg
| RAPsi
| 17
| Fire Missiles
| Pyro
| 10
| Shoot (CL-2)/2 fire missiles, each does 1d4+1 fire dmg
| RAPsi
| 18
| Freeze
| Pyro
| 13
| Target takes (4+CL/3)d6 cold dmg (save:˝)
| RAPsi
|
19
| Ground *
| Pyro
| 8/r
| Immune Lightning, must be touching the ground
| RAPsi
| 20
| Heat Metal
| Pyro
| 11
| Heat Metal
| RAPsi
| 21
| Heat Ray
| Pyro
| 12
| Line, all in area CLd6 heat dmg (save:˝), immunity to non-magical heat works
| RAPsi
|
22
| Hold
| Telep
| 5/r
| Hold Monster (save)
| RAPsi
| 23
| Identification
| Somn
| 15
| Identify any x1 item (magic, psi, techonology, etc.)
| RAPsi
| 24
| Impact
| TK
| 12
| (CL+3)d8 telekinetic dmg; one target; no save
| RAPsi
|
25
| Insanity
| Telep
| 16/r
| Target gets Int set to 3; Insanity (save for each)
| RAPsi
| 26
| Know Alignment II *
| Empa
| 17
| Know Alignment, Unknowable Alignment doesn't work, instead gives a save
| RAPsi
| 27
| Locale
| Somn
| 12
| Gives Local Area Knowledge (as per proficiency) in unknown area
| RAPsi
|
28
| Masks *
| Telep
| 20/r
| Immune Telepathy/ESP/etc.
| RAPsi
| 29
| Pain Block
| Telep
| 15/r
| Target heals 50% of damage taken; Take only 50% of damage received
| RAPsi
| 30
| Rapport
| Telep
| 10/r
| Telepathy, can read target's memories
| RAPsi
|
31
| Remote Sensing
| Telep
| 17/r
| Have access to all senses of the target
| RAPsi
| 32
| Remove Fear II
| Empa
| 8
| Remove Fear, target is immune to fear for 1 turn
| RAPsi
| 33
| Shatter
| TK
| 6
| Crush an item (item save vs. crushing blow); only vs. size S or smaller items
| RAPsi
|
34
| Sleeping Automaton
| Somn
| 15
| Control P and V actions on a sleeping target
| RAPsi
| 35
| Static Charge
| Pyro
| 10
| Target takes (2+CL/3)d4 lightning dmg, this effect can be Delayed Blasted
| RAPsi
| 36
| Throw
| TK
| 8
| Throw a small object to deal (CL+4)d6 dmg to a target (don't need to roll to hit)
| RAPsi
|
37
| Ventriloquism *
| Telep
| 18/r
| Ventriloquism
| RAPsi
| 38
| Wall of Fire
| Pyro
| 13
| Wall of Fire, 3d6 dmg
| RAPsi
|
|
[PC2] Wizard Classes Group
Psi10 Fourth Level Powers (majors)
#
| Name
| Disc.
| PSPs
| Effect
| Source
|
1
| Agony
| Telep
| 10/r
| -3 Int, -4 Wis, -3 saves, -3 TH, -3 dmg, can't use magic/psi, slow (save each)
| RAPsi
| 2
| Chill
| TK
| w*T/r
| Lower temperature in object; w = ln(weight in lbs.); T = ln(change °F)
| RAPsi
| 3
| Dream Projection
| Somn
| 10
| Can control details of a sleeping target's dream
| RAPsi
|
4
| Dream Reading
| Somn
| 6/r
| Can view the dreams of sleeping target
| RAPsi
| 5
| Dream Suggestion
| Somn
| 18
| Suggestion (CL/2 saves vs.spell)
| RAPsi
| 6
| Energy Armor *
| Pyro
| 7/r
| AT +10 source, destroy any weapon that strikes you (save vs. lightning)
| RAPsi
|
7
| Fire Stream
| Pyro
| 18/r
| Choose 1 target within 120' per segment, it takes 6d6 fire dmg (save:˝)
| RAPsi
| 8
| Forerunners
| Somn
| 16
| Precognition (caster is sleeping this segment)
| RAPsi
| 9
| Friends *
| Empa
| 15
| Set Chr 19 for CL/3 turns
| RAPsi
|
10
| Heat II
| TK
| w*T/r
| Raise temperature in object; w = ln(weight in lbs.); T = ln(change °F)
| RAPsi
| 11
| Kinetic Wall
| TK
| 8/r
| Immobile wall that blocks missile and melee weapons; must spend 1V to pass
| RAPsi
| 12
| Masquerade
| Empa
| 1/h
| Caster has the mind-set and thought patterns of another
| RAPsi
|
13
| Memory Read
| Telep
| 8/r
| Read memories of target
| RAPsi
| 14
| Memory Protection *
| Telep
| 5/r
| Immune to Memory stealing, mind reading, Capital E Extract
| RAPsi
| 15
| Mental Erasure
| Telep
| 30
| Forget (save at -5-CL/3)
| RAPsi
|
16
| Mental Guard
| Somn
| 12/h
| Imm. Charm,Confusion,Fear,Feeblemind,Possession,Soul Trap,Suggestion
| RAPsi
| 17
| Nightmare
| Somn
| 18
| Target does not gain next natural reset, takes 1d10 dmg (save vs. spell)
| RAPsi
| 18
| Power Shift *
| Telep
| 1/d
| Your psionic powers appear to be a different form of energy (magic, innate, etc.) to Detection effects
| DM
|
19
| Scare
| Empa
| 15
| Fear 1d3+CL/2 r, target must save every round (even if made previous saves)
| RAPsi
| 20
| Sensitivity to Psychic Imp.
| Empa
| 20
| Sensitivity to Psychic Impressions
| RAPsi
| 21
| Sleep of Healing
| Somn
| 21
| Target sleeps this segment, cure CL/2 hp, disease, blind, feeblemind, insanity
| RAPsi
|
22
| Slow
| TK
| 3/r
| Slow; -1P action (save for each)
| RAPsi
| 23
| Stasis *
| Somn
| 18
| Feign Death (can be used on willing others)
| RAPsi
| 24
| Static Discharge
| Pyro
| 35
| All in caster's group (except caster) take (10+CL/3)d6 lightning dmg (save:˝)
| RAPsi
|
25
| Waking Nightmare *
| Somn
| 5/r
| Target is immune to emotion changes and hallucinations
| RAPsi
| 26
| Walking Sleep
| Somn
| 10/h
| Target is fully aware and can use Z and V actions while asleep
| RAPsi
|
|
[PC2] Wizard Classes Group
Psi10 Fifth Level Powers (grands)
#
| Name
| Disc.
| PSPs
| Effect
| Source
|
1
| Charm Person
| Empa
| 15
| Charm Person (make CL saves)
| RAPsi
| 2
| Cleave *
| TK
| N/r
| Mental weapon: Use 1M to get #Att=2, dmg=1dN, considered +N/5 wpn
| RAPsi
| 3
| Dream of Communion
| Somn
| 30
| Contact other Plane (caster is sleeping this segment)
| RAPsi
|
4
| Dream Quest
| Somn
| 30
| Quest/Geas (save vs. spell)
| RAPsi
| 5
| Dream Travel
| Somn
| 50
| Teleport (same plane) (caster is sleeping this segment)
| RAPsi
| 6
| Fire Blast
| Pyro
| 26
| One group takes (8+CL/5)d6 fire dmg (save:˝)
| RAPsi
|
7
| Fire Strands
| Pyro
| 22
| Web spell, everyone within takes Xd6 dmg /r, X is # sizes larger than size T
| RAPsi
| 8
| Fly *
| TK
| S/r
| Fly at S*3"
| RAPsi
| 9
| Hypnotism
| Empa
| 20
| Hypnosis (make CL saves)
| RAPsi
|
10
| Kinetic Dome
| TK
| 10/r
| Kinetic Wall (see above) but is a hemisphere
| RAPsi
| 11
| Lightning Bolt
| Pyro
| 24
| Lightning Bolt, CLd6 dmg (save:˝)
| RAPsi
| 12
| Madness
| Somn
| 35
| Nightmare (see above); Target gains 1 insanity (save vs. spell)
| RAPsi
|
13
| Memory Write
| Telep
| 65
| Change a memory in a target (save)
| RAPsi
| 14
| Mind Block
| Telep
| 17/h
| Can't be mentally targetted; auto make Will/Mental saves; can't be scryed
| RAPsi
| 15
| Mindreave
| Telep
| 70
| Target gets Int set to 3; Insanity; lose all spells; lose all PSPs (save for each)
| RAPsi
|
16
| Object Reading
| Empa
| 35
| Object Reading
| RAPsi
| 17
| Plane Shift
| Somn
| 55
| Plane Shift (caster is sleeping this segment)
| RAPsi
| 18
| Prescient Dream
| Somn
| 62
| Precognition about a person or item, more exact information than Forerunners
| RAPsi
|
19
| Resistance Shift *
| Empa
| 1/d
| Your psionic powers are resisted using a different resistance (MR, IR, etc., but not anti's or GR/XR)
| DM
| 20
| Sleep Guard
| Somn
| 15
| Contigency Awaken, wake up and do a Psi10 power (chosen ahead of time)
| RAPsi
| 21
| Suggestion
| Empa
| 17
| Suggestion (make CL saves)
| RAPsi
|
22
| Transportation
| Somn
| 50+15P
| Teleport (same plane) (P=# of people) (all in the effect are sleeping this seg.)
| RAPsi
|
|
[PC2] Wizard Classes Group
Psi10 Sixth Level Powers (grands)
#
| Name
| Disc.
| PSPs
| Effect
| Source
|
1
| Animate Fire
| Pyro
| 15/r
| Turn fire into 2^(X+1) HD fire elemental, where X is the # sizes beyond size T
| RAPsi
| 2
| Astral Dreaming
| Somn
| 55+15P
| Astral spell (P=# of people) (all in the effect are sleeping this segment)
| RAPsi
| 3
| Compress
| TK
| 10/r
| Target gets -1 size (max weight affected = 2^CL pounds)
| RAPsi
|
4
| Disintegrate
| TK
| 15
| Disintegrate (save)
| RAPsi
| 5
| Dream of Death
| Somn
| 55
| Death Spell 5d20 HD (save vs. Death Magic), sleeping targets get no save
| RAPsi
| 6
| Energy Quench
| Pyro
| 40
| Death Spell 4d20 HD (save vs. Death Magic), works on undead and golems
| RAPsi
|
7
| Enlarge
| TK
| 10/r
| Target gets +1 size (max weight affected = 2^CL pounds)
| RAPsi
| 8
| Group Mind *
| Telep
| 15/r
| Group has each other's proficiencies, feats, kits, memories, thoughts
| RAPsi
| 9
| Mind Quench
| Telep
| 51
| Death Spell 3d20 HD (save vs. Death Magic), creatures w/ Int 1-8 get no save
| RAPsi
|
10
| Mindwipe
| Telep
| 65
| Wipe all memories in target (save)
| RAPsi
| 11
| Sleeping Wish
| Somn
| 60
| Duplicate a SL 1-5 Psi10 power (caster is sleeping this segment)
| RAPsi
| 12
| Summon Fire Elemental
| Pyro
| 40+5/r
| Summons a 12 HD Fire Elemental, or gain control of someone's Fire Ele.
| RAPsi
|
13
| Telempathic Projection
| Empa
| 21
| All others around you can sense your thoughts, feelings, emotions
| RAPsi
| 14
| Telepathy
| Empa
| 10/r
| Telepathy (across planes)
| RAPsi
| 15
| Trigger
| Telep
| 70
| Delayed Blast Mind Quench, only 1 target, will go off on a set condition
| RAPsi
|
|
[PC2] Wizard Classes Group
Psi10 Seventh Level Powers (grands)
#
| Name
| Disc.
| PSPs
| Effect
| Source
|
1
| Chain Contingency
| Somn
| 70
| Chain Contingency for Psi10 powers
| DM
| 2
| Improved Sleep
| Somn
| 70
| Sleep a group (no save, CR to resist)
| DM
| 3
| Magnify Fire *
| Pyro
| 35
| xCL dmg to a fire effect being cast
| DM
|
4
| Remove Charm
| Empa
| 35
| Remove Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest
| DM
| 5
| Spirit Chameleon
| Telep
| 70
| +1 permanent Int, Wis, or Chr (max=LVL*2)
| DM
| 6
| Super Push
| TK
| 35
| Target takes CL*20' falling damage
| DM
|
|
Psi10 Eighth Level Powers (supers)
#
| Name
| Disc.
| PSPs
| Effect
| Source
|
1
| Automaton II
| Telep
| 40
| Control all actions (save)
| DM
| 2
| Falsename *
| Telep
| 80
| You give off a false Truename (it's someone else's)
| DM
| 3
| Fire Protection *
| Pyro
| 80
| Immune any element with a fire component
| DM
|
4
| Improved Rest
| Somn
| 80
| Get 2 resets per reset
| DM
| 5
| Mass Impact
| TK
| 40
| (CL+4)d10 TK dmg to a group (no save)
| DM
| 6
| Predict and Counter *
| Empa
| 40
| Predict what someone is about to do, can counter it
| DM
|
|
Psi10 Ninth Level Powers (supers)
#
| Name
| Disc.
| PSPs
| Effect
| Source
|
1
| Fire Armor *
| Pyro
| 90
| AT +CL*5 source; Disintegration shield (100% dmg back)
| DM
| 2
| Mass Agony
| Telep
| 45
| Group takes CL Int and Wis dmg (no save)
| DM
| 3
| Mass Suggestion
| Somn
| 45
| Group is Suggested (CL saves to avoid)
| DM
|
4
| Megaslow *
| TK
| 45
| Target loses next CL P actions (save for each)
| DM
| 5
| Static Blast
| Pyro
| 90
| (11+CL)d8 Electricity dmg to a group (no save)
| DM
| 6
| True Friends *
| Empa
| 90
| Mirage Arcana that you are the monster's friends
| DM
|
|
Psi10 Tenth Level Powers (supers)
#
| Name
| Disc.
| PSPs
| Effect
| Source
|
1
| Annihilate
| TK
| 100
| Target is Annihilated (save)
| DM
| 2
| Between
| Somn
| 100
| Between (teleport across planes ignoring defenses)
| DM
| 3
| Cleaver *
| TK
| 50
| Mental weapon; #Att=CL; dmg=1dCL
| DM
|
4
| Fire Prison
| Pyro
| 50
| Imprisonment; Takes 1 vile dmg /s (no resistance)
| DM
| 5
| Irresistable Charm
| Empa
| 100
| Charm (no save, CR to resist)
| DM
| 6
| Mindrape
| Telep
| 50
| Capital E Extract; Set Int 2 (no save)
| DM
|
|
[PC2] Wizard Classes Group
Frost Wizard1JG
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1.2
| 2-- --- ---
| 3
| 2.4
| 3-- --- ---
|
4
| 4.8
| 31- --- ---
| 5
| 9.6
| 32- --- ---
| 6
| 19.2
| 33- --- ---
|
7
| 38.4
| 331 --- ---
| 8
| 76.8
| 332 --- ---
| 9
| 153.6
| 333 --- ---
|
10
| 393.6
| 333 1-- ---
| 11
| 633.6
| 333 2-- ---
| 12
| 873.6
| 333 3-- ---
|
13
| 1113.6
| 333 31- ---
| 14
| 1353.6
| 333 32- ---
| 15
| 1593.6
| 333 33- ---
|
16
| 1833.6
| 333 331 ---
| 17
| 2073.6
| 333 332 ---
| 18
| 2313.6
| 333 333 ---
|
19
| 2553.6
| 333 333 1--
| 20
| 2793.6
| 333 333 2--
| 21
| 3033.6
| 333 333 3--
|
22
| 3273.6
| 333 333 31-
| 23
| 3513.6
| 333 333 32-
| 24
| 3753.6
| 333 333 33-
|
25
| 3993.6
| 333 333 331
| 26
| 4233.6
| 333 333 332
| 27
| 4473.6
| 333 333 333
|
28
| 4713.6
| 444 333 333
| 29
| 4953.6
| 444 444 333
| 30
| 5193.6
| 444 444 444
|
31
| 5433.6
| 555 444 444
| 32
| 5673.6
| 555 555 444
| 33
| 5913.6
| 555 555 555
|
34
| 6153.6
| 666 555 555
| 35
| 6393.6
| 666 666 555
| 36
| 6633.6
| 666 666 666
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +1
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +2
| 5 9 6 4 8 1 2 3
| +2
| 5 9 7 5 8 2 3 3
|
+3
| 5 10 7 5 9 2 3 4
| +3
| 6 10 7 6 9 2 3 4
| +4
| 6 10 8 6 9 3 4 5
|
+4
| 6 11 8 6 10 3 4 5
| +5
| 7 11 9 7 10 4 5 6
| +5
| 7 12 9 7 11 4 5 6
|
+6
| 7 12 9 8 11 4 5 7
| +6
| 7 13 10 8 11 5 6 7
| +7
| 8 13 10 8 12 5 6 8
|
+7
| 8 13 11 9 12 6 7 8
| +8
| 8 14 11 9 13 6 7 9
| +8
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Con 14, Wis 14
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| Rog
| Save Table:
| Wiz
| Reference:
| FGE1JG
| Groups:
| Wizard
|
|
|
|
Level 1: May choose a specialty god as if a priest (see [PC3]). The god chosen must be of weather, travellers, or some other connection to cold.
| Level 1: Cold Flame: 1M, 3+LVL /week: Reverse Burning Hands for LVLd8 (save:˝), "Immunity to Cold" is reduced to "Resist Cold" (Resist Cold is not reduced).
| Level 1: Resist cold continuous. 1M, 1/d: Immune to cold for 1 turn.
| Level 1: Any weapon does double damage/effect with a cold-based attack (e.g. Frost Brand).
| Level 2: +LVL/2 damage.
| Level 3: +LVL/3 AC.
|
|
[PC2] Wizard Classes Group
Generic Wizard
Overall Level
| KXP
|
1
| 0
| 2
| 2.5
| 3
| 5
|
4
| 10
| 5
| 20
| 6
| 40
|
7
| 60
| 8
| 90
| 9
| 135
|
10
| 250
| 11
| 375
| 12
| 750
|
13
| 1125
| 14
| 1500
| 15
| 1875
|
16
| 2250
| 17
| 2625
| 18
| 3000
|
19
| 3375
| 20
| 3750
| 21
| 4125
|
22
| 4500
| 23
| 4875
| 24
| 5250
|
25
| 5625
| 26
| 6000
| 27
| 6375
|
28
| 6750
| 29
| 7125
| 30
| 7500
|
31
| 7875
| 32
| 8250
| 33
| 8625
|
34
| 9000
| 35
| 9375
| 36
| 9750
|
|
ML
| Wizard 123 456 789
| KXP
|
1
| 1-- --- ---
| 0
| 2
| 2-- --- ---
| 1.25
| 3
| 21- --- ---
| 2.5
|
4
| 32- --- ---
| 5
| 5
| 321 --- ---
| 10
| 6
| 332 --- ---
| 20
|
7
| 432 1-- ---
| 30
| 8
| 433 2-- ---
| 45
| 9
| 443 21- ---
| 67.5
|
10
| 443 32- ---
| 125
| 11
| 444 321 ---
| 187.5
| 12
| 444 332 ---
| 375
|
13
| 444 432 1--
| 562.5
| 14
| 444 433 2--
| 750
| 15
| 444 443 21-
| 937.5
|
16
| 444 443 32-
| 1125
| 17
| 444 444 321
| 1312.5
| 18
| 444 444 332
| 1500
|
19
| 444 444 433
| 1687.5
| 20
| 444 444 444
| 1875
| 21
| 544 444 444
| 2062.5
|
22
| 554 444 444
| 2250
| 23
| 555 444 444
| 2437.5
| 24
| 555 544 444
| 2625
|
25
| 555 554 444
| 2812.5
| 26
| 555 555 444
| 3000
| 27
| 555 555 544
| 3187.5
|
28
| 555 555 554
| 3375
| 29
| 555 555 555
| 3562.5
| 30
| 655 555 555
| 3750
|
31
| 665 555 555
| 3937.5
| 32
| 666 555 555
| 4125
| 33
| 666 655 555
| 4312.5
|
34
| 666 665 555
| 4500
| 35
| 666 666 555
| 4687.5
| 36
| 666 666 655
| 4875
|
|
CL
| KXP
|
1
| 0
| 2
| 1
| 3
| 2
|
4
| 4
| 5
| 8
| 6
| 16
|
7
| 24
| 8
| 36
| 9
| 54
|
10
| 100
| 11
| 150
| 12
| 300
|
13
| 450
| 14
| 600
| 15
| 750
|
16
| 900
| 17
| 1050
| 18
| 1200
|
19
| 1350
| 20
| 1500
| 21
| 1650
|
22
| 1800
| 23
| 1950
| 24
| 2100
|
25
| 2250
| 26
| 2400
| 27
| 2550
|
28
| 2700
| 29
| 2850
| 30
| 3000
|
31
| 3150
| 32
| 3300
| 33
| 3450
|
34
| 3600
| 35
| 3750
| 36
| 3900
|
|
Stat Pts
| KXP
|
1
| 0
| 2
| 0.5
| 3
| 1
|
4
| 2
| 5
| 4
| 6
| 8
|
7
| 12
| 8
| 18
| 9
| 27
|
10
| 50
| 11
| 75
| 12
| 150
|
13
| 225
| 14
| 300
| 15
| 375
|
16
| 450
| 17
| 525
| 18
| 600
|
19
| 675
| 20
| 750
| 21
| 825
|
22
| 900
| 23
| 975
| 24
| 1050
|
25
| 1125
| 26
| 1200
| 27
| 1275
|
28
| 1350
| 29
| 1425
| 30
| 1500
|
31
| 1575
| 32
| 1650
| 33
| 1725
|
34
| 1800
| 35
| 1875
| 36
| 1950
|
|
[PC2] Wizard Classes Group
Generic Wizard (page 2)
|
Turn Lvl
| HD
| TH
| Wpn / NW Prof.
| Saves PD RS PP BW Sp Fo Re Wi
| KXP
|
1
| 1d4
| +0
| 1+0 / 1
| 4 7 5 3 6 0 1 1
| 0
| 2
| 2d4
| +0
| 1+0 / 2
| 4 7 5 3 7 0 1 1
| 0.25
| 3
| 3d4
| +0
| 1+0 / 3
| 4 8 5 4 7 0 1 2
| 0.5
|
4
| 4d4
| +1
| 1+0 / 4
| 4 8 6 4 7 1 2 2
| 1
| 5
| 5d4
| +1
| 1+1 / 5
| 5 9 6 4 8 1 2 3
| 2
| 6
| 6d4
| +1
| 1+1 / 6
| 5 9 7 5 8 2 3 3
| 4
|
7
| 7d4
| +2
| 1+1 / 7
| 5 10 7 5 9 2 3 4
| 6
| 8
| 8d4
| +2
| 1+1 / 8
| 6 10 7 6 9 2 3 4
| 9
| 9
| 9d4
| +2
| 1+1 / 9
| 6 10 8 6 9 3 4 5
| 13.5
|
10
| 10d4
| +3
| 1+2 / 10
| 6 11 8 6 10 3 4 5
| 25
| 11
| 11d4
| +3
| 1+2 / 11
| 7 11 9 7 10 4 5 6
| 37.5
| 12
| 12d4
| +3
| 1+2 / 12
| 7 12 9 7 11 4 5 6
| 75
|
13
| 13d4
| +4
| 1+2 / 13
| 7 12 9 8 11 4 5 7
| 112.5
| 14
| 14d4
| +4
| 1+2 / 14
| 7 13 10 8 11 5 6 7
| 150
| 15
| 15d4
| +4
| 1+3 / 15
| 8 13 10 8 12 5 6 8
| 187.5
|
16
| 16d4
| +5
| 1+3 / 16
| 8 13 11 9 12 6 7 8
| 225
| 17
| 17d4
| +5
| 1+3 / 17
| 8 14 11 9 13 6 7 9
| 262.5
| 18
| 18d4
| +5
| 1+3 / 18
| 9 14 11 10 13 6 7 9
| 300
|
19
| 19d4
| +6
| 1+3 / 19
| 9 14 12 10 13 7 8 10
| 337.5
| 20
| 20d4
| +6
| 1+4 / 20
| 9 15 12 10 14 7 8 10
| 375
| 21
| 21d4
| +6
| 1+4 / 21
| 10 15 13 11 14 8 9 11
| 412.5
|
22
| 22d4
| +7
| 1+4 / 22
| 10 15 13 11 15 8 9 11
| 450
| 23
| 23d4
| +7
| 1+4 / 23
| 10 15 13 12 15 8 9 12
| 487.5
| 24
| 24d4
| +7
| 1+4 / 24
| 11 16 13 12 15 9 10 12
| 525
|
25
| 25d4
| +8
| 1+5 / 25
| 11 16 14 12 15 9 10 13
| 562.5
| 26
| 26d4
| +8
| 1+5 / 26
| 12 16 14 13 15 10 11 13
| 600
| 27
| 27d4
| +8
| 1+5 / 27
| 12 16 14 13 16 10 11 14
| 637.5
|
28
| 28d4
| +9
| 1+5 / 28
| 12 16 14 14 16 10 11 14
| 675
| 29
| 29d4
| +9
| 1+5 / 29
| 13 16 15 14 16 11 12 15
| 712.5
| 30
| 30d4
| +9
| 1+6 / 30
| 13 16 15 14 16 11 12 15
| 750
|
31
| 31d4
| +10
| 1+6 / 31
| 14 16 15 15 16 12 13 16
| 787.5
| 32
| 32d4
| +10
| 1+6 / 32
| 14 16 15 15 16 12 13 16
| 825
| 33
| 33d4
| +10
| 1+6 / 33
| 14 17 16 15 16 12 13 17
| 862.5
|
34
| 34d4
| +11
| 1+6 / 34
| 15 17 16 16 16 13 14 17
| 900
| 35
| 35d4
| +11
| 1+7 / 35
| 15 17 16 16 16 13 14 18
| 937.5
| 36
| 36d4
| +11
| 1+7 / 36
| 16 17 16 16 17 14 15 18
| 975
|
|
Requisites:
| Int 9
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard, Custom
|
|
|
|
Gets Int bonus to spell progression.
| You may spend your XP in 8 categories for this class. You may spend XP unevenly (e.g. all towards ML). Note that level 1 in all categories costs 0 XP.
| 50% category: ML
| 40% category: CL
| 20% category: Stat Points *
| 10% categories: Hit Dice **, To Hit *, Proficiencies *, Saves
| * These categories are not cumulative with other classes; you treat this as any other class. For example, if you are level 8 in ML and level 1 in Stat Pts, and level 4 in another (normal) class, you have 4 stat points (your highest level), not 4+1=5. (Using the "highest class" rule, the Generic Wizard class here counts as only level 1 for Stat Pts.)
| ** If multi-classed, you still need to divide by number of classes, even if all this class gives is 1 hit die. Hit Dice listed is the total.
|
| The "Overall Level" is given so you know what level you are for purposes of energy drain and HNCL.
| Note that it costs 150% (2.25 KXP for 2nd level) to actually raise all of these categories at the same time, so this class is less "efficient" than a normal Wizard class.
|
|
[PC2] Wizard Classes Group
Geo-Sage1JG
Level
| KXP
| Ioun Stones nds cu
|
1
| 0
| 1-- --
| 2
| 1.8
| 2-- --
| 3
| 3.6
| 3-- --
|
4
| 7.2
| 31- --
| 5
| 14.4
| 32- --
| 6
| 28.8
| 33- --
|
7
| 57.6
| 44- --
| 8
| 115.2
| 441 --
| 9
| 230.4
| 442 --
|
10
| 590.4
| 443 --
| 11
| 950.4
| 444 --
| 12
| 1310.4
| 555 --
|
13
| 1670.4
| 555 1-
| 14
| 2030.4
| 555 2-
| 15
| 2390.4
| 555 3-
|
16
| 2750.4
| 555 4-
| 17
| 3110.4
| 555 5-
| 18
| 3470.4
| 666 6-
|
19
| 3830.4
| 666 61
| 20
| 4190.4
| 666 62
| 21
| 4550.4
| 666 63
|
22
| 4910.4
| 666 64
| 23
| 5270.4
| 666 65
| 24
| 5630.4
| 666 66
|
25
| 5990.4
| 766 66
| 26
| 6350.4
| 776 66
| 27
| 6710.4
| 777 66
|
28
| 7070.4
| 777 76
| 29
| 7430.4
| 777 77
| 30
| 7790.4
| 877 77
|
31
| 8150.4
| 887 77
| 32
| 8510.4
| 888 77
| 33
| 8870.4
| 888 87
|
34
| 9230.4
| 888 88
| 35
| 9590.4
| 988 88
| 36
| 9950.4
| 998 88
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 13
| Alignment:
| any
| HD/level:
| +++d4
| Weapon Prof.:
| 1+level/2
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| FGE1JG
| Groups:
| Wizard
|
|
|
|
Geo-Sages create Ioun Stones. Geo-Sages get no actual spells. The "spell progression" shows which "Open Stone" slots you have each reset:
| n = Normal ioun stone, or stone-based item of 300 XP or less value, or a stone which holds 1 SL 0-1 spell (use once).
| d = Don ioun stone, or stone-based item of 1000 XP or less value, or a stone which holds 1 SL 2-3 spell (use once).
| s = Super ioun stone, or stone-based item of 3000 XP or less value, or a stone which holds 1 SL 4-5 spell (use once).
| c = Congenio ioun stone, or stone-based item of 10000 XP or less value, or a stone which holds 1 SL 6-7 spell (use once).
| u = Ultra ioun stone, or stone-based item of 30000 XP or less value, or a stone which holds 1 SL 8-9 spell (use once).
| The ioun stone progression is downgradable at 2 per 1 (so 1u ® 2c ® 4s ® 8d ® 16n), so you can have a lot of normals.
| If spell-storing stones are used, the spell effect must be a Wizard spell and cannot be material componented.
| Once a stone is filled (no longer an Open Slot), that stone is fixed until the next reset. All stones "empty" at next reset (none of these stones are permanent). It is possible to "use up" an ioun stone (or spell stone), it then reverts to a dull grey stone (holding psionic PSPs) until next reset.
| Level 1: Can use +LVL ioun stones at the same time, beyond the normal limit. (DM note: If you exceed this limit, remember you can create "Y-cable" ioun stones on the fly with "d" picks)
| Level 1: 1M: Identify an item constructed of stone.
| Level 1: 1M, 1/d: Locate a specific ioun stone type 5*LVL%.
| Level 3: +LVL/3 damage.
| Level 9: Can create one normal ioun stone per day, which is permanent.
| Level 18: Can create one ioun Don stone per day, which is permanent.
| Level 27: Can create one super ioun stone per day, which is permanent.
| Level 36: Can create one Congenio ioun stone per day, which is permanent.
| Level 45: Can create one Ultra ioun stone per day, which is permanent.
|
|
[PC2] Wizard Classes Group
Gravity Wizard
Level
| KXP
| Wizard 111 123 456 789 012
| TH
|
1
| 0
| 1-- --- ---
| +1
| 2
| 3
| 2-- --- ---
| +2
| 3
| 6
| 21- --- ---
| +3
|
4
| 12
| 32- --- ---
| +4
| 5
| 27
| 421 --- ---
| +5
| 6
| 48
| 422 --- ---
| +6
|
7
| 72
| 432 1-- ---
| +7
| 8
| 108
| 433 2-- ---
| +8
| 9
| 162
| 433 21- ---
| +9
|
10
| 300
| 443 22- ---
| +10
| 11
| 450
| 444 33- ---
| +11
| 12
| 900
| 444 441 ---
| +12
|
13
| 1350
| 555 442 ---
| +13
| 14
| 1800
| 555 442 1--
| +14
| 15
| 2250
| 555 552 1--
| +15
|
16
| 2700
| 555 553 21-
| +16
| 17
| 3150
| 555 553 32-
| +17
| 18
| 3600
| 555 553 321
| +18
|
19
| 4050
| 555 553 331
| +19
| 20
| 4500
| 555 554 332
| +20
| 21
| 4950
| 555 554 442
| +21
|
22
| 5400
| 555 555 443
| +22
| 23
| 5850
| 555 555 553
| +23
| 24
| 6300
| 555 555 554
| +24
|
25
| 6750
| 555 555 555
| +25
| 26
| 7200
| 666 655 555
| +26
| 27
| 7650
| 666 666 655
| +27
|
28
| 8100
| 666 666 666
| +28
| 29
| 8550
| 777 766 666
| +29
| 30
| 9000
| 777 777 766
| +30
|
31
| 9450
| 777 777 777
| +31
| 32
| 9900
| 888 877 777
| +32
| 33
| 10350
| 888 888 877
| +33
|
34
| 10800
| 888 888 888
| +34
| 35
| 11250
| 999 988 888
| +35
| 36
| 11700
| 999 999 999 1
| +36
|
37
| 23400
| 999 999 999 2
| +37
| 38
| 35100
| 999 999 999 3
| +38
| 39
| 46800
| 999 999 999 4
| +39
|
45
| 117000
| A99 999 999 9
| +45
| 54
| 222300
| AAA AAA AAA 91
| +54
| 63
| 327600
| AAA AAA AAA A9
| +63
|
72
| 432900
| BBB BBB BAA AA1
| +72
|
|
Requisites:
| Str 10, Con 10, Int 15
| Alignment:
| any
| HD/level:
| & 4d2
| Weapon Prof.:
| 3+level/4
| Reference:
| DM
| Groups:
| Wizard
| Complexity:
| CF=4
|
| Saving Throws:
| PPD:
| level+4
| Fort:
| level+4
| RSW:
| level+7
| Reflex:
| level-1
| PP:
| level+5
| Will:
| level+0
| BW:
| level+3
| Spell:
| level+6
|
|
Exceptional Con.
| Specializated in Gravity Magic (see list on next page); no opposite.
| Gets Str or Con bonus to spell progression (your choice).
|
|
[PC2] Wizard Classes Group
Gravity Wizard Spells
SL
| #
| Spell
| Effect
|
1
| 1
| Gravity Ball 1
| 1 group: Gravity dmg of 10% current hp (x0.9), no save. Material comp. is 19% (x0.81)
| 2
| Light Tread
| You don't actually touch the floor as you walk; Leave no tracks; Don't trigger ground traps
| 3
| Lighten Burden
| Divide you encumbrance by 2 [or] One item's weight is divided by CL
|
2
| 1
| Gravity Ball 2
| 1 group: Gravity dmg of 20% current hp (x0.8), no save. Material comp. is 36% (x0.64)
| 2
| No Falling
| Entire party takes no falling damage for 1 turn
| 3
| Wall Walker
| Can walk up walls at full movement rate; Can walk across ceilings at 1/3 movement rate
|
3
| 1
| Alter Gravity I
| [x1 Special] Alter gravity in room by +/- CL G [or] has 0G gravity
| 2
| Gravity Ball 3
| 1 group: Gravity dmg of 30% current hp (x0.7), no save. Material comp. is 51% (x0.49)
| 3
| Mass Levitation
| Entire party can levitate for 1 hour
|
4
| 1
| Gravity Ball 4
| 1 group: Gravity dmg of 40% current hp (x0.6), no save. Material comp. is 64% (x0.36)
| 2
| Gravity Tolerance
| Entire party is immune to natural gravity of area, and artificial changes in gravity
| 3
| Pseudo-Strength
| +CL Str
|
5
| 1
| Alter Gravity II
| [x1 Special, can be Enemy Special] Room has reversed gravity for 1s (fall upwards 10*CL', then fall downwards next segment) [or] has sideways gravity
| 2
| Gravity Ball 5
| 1 group: Gravity dmg of 50% current hp (x0.5), no save. Material comp. is 75% (x0.25)
| 3
| Gravity Elemental
| Summons a DL=6 Gravity Elemental
|
6
| 1
| Defy Gravity
| Immune Gravity; Resist Force
| 2
| Gravity Ball 6
| 1 group: Gravity dmg of 60% current hp (x0.4), no save. Material comp. is 84% (x0.16)
| 3
| Gravity Well
| [x1 Enemy Special] 0, 1/s: Up to CL/3 groups of monsters is merged into the Gravity Well's group
|
7
| 1
| Alter Matter
| Wishoid for a SL 0-6 Alteration spell (or) two SL 0-3 Alteration spells (cast at same time)
| 2
| Gravity Ball 7
| 1 group: Gravity dmg of 70% current hp (x0.3), no save. Material comp. is 91% (x0.09)
| 3
| Gravity Crush
| Target is Crushed (CL*100 G's) (Fort save to take CL*30 dmg instead)
|
8
| 1
| Alter Force
| Wishoid for a SL 0-6 Force Mage spell (it's SL 0-7 if you also have the Force Mage class)
| 2
| Gravity Ball 8
| 1 group: Gravity dmg of 80% current hp (x0.2), no save. Material comp. is 96% (x0.04)
| 3
| Gravity Kinetic Shield
| Stops 4*CL dmg per physical attack
|
9
| 1
| Gravbolt
| Does 2^CL gravity dmg to one target (no save). Material comp. is 2 bolts (not area)
| 2
| Gravity Ball 9
| 1 group: Gravity dmg of 90% current hp (x0.1), no save. Material comp. is 99% (x0.01)
| 3
| Gravity Warp
| Travel at CL^2 c (speed of light). Allows travel between crystal spheres (like a spelljamming helm)
|
|
[PC2] Wizard Classes Group
Gruul Grave-Troll (MTG G/R)
Level
| KXP
| Wizard 123 456 7
|
1
| 0
| 1-- --- ---
| 2
| 3
| 2-- --- ---
| 3
| 7
| 3-- --- ---
|
4
| 15
| 31- --- ---
| 5
| 31
| 32- --- ---
| 6
| 63
| 43- --- ---
|
7
| 127
| 431 --- ---
| 8
| 255
| 432 --- ---
| 9
| 510
| 543 --- ---
|
10
| 1020
| 543 1-- ---
| 11
| 1531
| 543 2-- ---
| 12
| 2041
| 654 3-- ---
|
13
| 2552
| 654 31- ---
| 14
| 3062
| 654 32- ---
| 15
| 3572
| 765 43- ---
|
16
| 4083
| 765 431 ---
| 17
| 4593
| 765 432 ---
| 18
| 5104
| 876 543 ---
|
19
| 5614
| 876 543 1--
| 20
| 6124
| 876 543 2--
| 21
| 6635
| 987 654 3--
|
22
| 7145
| 987 654 31-
| 23
| 7656
| 987 654 32-
| 24
| 8166
| A98 765 43-
|
25
| 8676
| A98 765 431
| 26
| 9187
| A98 765 432
| 27
| 9697
| A98 765 433
|
28
| 10208
| A98 765 444
| 29
| 10718
| A98 765 555
| 30
| 11228
| A98 766 666
|
31
| 11739
| A98 777 777
| 32
| 12249
| A98 888 888
| 33
| 12760
| A99 999 999
|
34
| 13270
| AAA AAA AAA
| 35
| 13780
| BBB BBB BBB
| 36
| 14291
| CCC CCC CCC
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+4
| 4 7 5 3 6 0 1 1
| +5
| 4 7 5 3 7 1 1 1
| +6
| 4 8 5 4 7 1 1 2
|
+7
| 4 8 6 4 7 2 2 2
| +8
| 5 9 6 4 8 2 2 3
| +9
| 5 9 7 5 8 3 3 3
|
+10
| 5 10 7 5 9 3 3 4
| +11
| 6 10 7 6 9 4 4 4
| +12
| 6 10 8 6 9 4 4 5
|
+13
| 6 11 8 6 10 5 5 5
| +14
| 7 11 9 7 10 5 5 6
| +15
| 7 12 9 7 11 6 6 6
|
+16
| 7 12 9 8 11 6 6 7
| +17
| 7 13 10 8 11 7 7 7
| +18
| 8 13 10 8 12 7 7 8
|
+19
| 8 13 11 9 12 8 8 8
| +20
| 8 14 11 9 13 8 8 9
| +21
| 9 14 11 10 13 9 9 9
|
|
Requisites:
| Str 14, Con 16, Int 14
| Alignment:
| CG, CN, CE, or TN
| HD/level:
| 1e6 (see note)
| Weapon Prof.:
| 3+level/6
| To Hit Table:
| Mon+3
| Save Table:
| Wiz/Mon
| Reference:
| DM {Planeshifted Golgari Brute22 / Troll}
| Groups:
| Wizard, Monster, Alternate
|
|
|
|
Hit Dice: "1e6" is an open-ended d6's. If using "Max hp per HD" rule: You automatically roll a "6" once, then get the average (3.5) on the second roll (the max hp rule is not "deep"). So you get 9.5 hp per level (plus Con bonus).
| Exceptional Con bonus.
| Each time you kill a monster, you get +1 TH and +1 dmg for the rest of the fight (1 turn).
| Level 1: You are immune to "summoning sickness" and "teleport sickness".
| Level 1: +1 Con per level. This bonus cannot be used to qualify for this class, and you can't 2 for 1 trade it away.
| Level 3: Barbarian Con bonus.
| Level 5: 1M: Target takes 3*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
| Level 10: Your "fire dmg" ability at level 5 gives no saving throw.
| Level 11: Free Action cont.
| Level 12: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
| Level 24: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.
|
|
[PC2] Wizard Classes Group
Hag0
Level
| KXP
| Wizard++Priest 123 456 789
|
1
| 3.6 (owe)
| 1-- --- ---
| 2
| 7.2
| 20- --- ---
| 3
| 10.8
| 21- --- ---
|
4
| 14.4
| 220 --- ---
| 5
| 28.8
| 221 --- ---
| 6
| 57.6
| 222 0-- ---
|
7
| 115.2
| 322 1-- ---
| 8
| 216
| 332 20- ---
| 9
| 432
| 333 21- ---
|
10
| 648
| 333 320 ---
| 11
| 864
| 433 321 ---
| 12
| 1080
| 444 321 ---
|
13
| 1296
| 444 322 ---
| 14
| 1512
| 444 432 0--
| 15
| 1728
| 544 432 1--
|
16
| 1944
| 555 432 2--
| 17
| 2160
| 655 443 20-
| 18
| 2376
| 655 443 21-
|
19
| 2592
| 655 543 22-
| 20
| 2808
| 655 544 320
| 21
| 3024
| 655 544 321
|
22
| 3240
| 665 554 322
| 23
| 3456
| 666 654 332
| 24
| 3672
| 776 655 432
|
25
| 3888
| 776 655 443
| 26
| 4104
| 777 665 543
| 27
| 4320
| 777 665 554
|
28
| 4536
| 887 666 654
| 29
| 4752
| 887 776 655
| 30
| 4968
| 888 777 665
|
31
| 5184
| 888 777 766
| 32
| 5400
| 988 887 776
| 33
| 5616
| 999 888 777
|
34
| 5832
| 999 988 887
| 35
| 6048
| 999 999 888
| 36
| 6264
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 2 2 2 2 2 2 2 2
| +2
| 2 2 2 2 2 2 2 2
| +3
| 3 3 3 3 3 3 3 3
|
+4
| 3 3 3 3 3 3 3 3
| +5
| 4 4 4 4 4 4 4 4
| +6
| 4 4 4 4 4 4 4 4
|
+7
| 5 5 5 5 5 5 5 5
| +8
| 5 5 5 5 5 5 5 5
| +9
| 6 6 6 6 6 6 6 6
|
+10
| 6 6 6 6 6 6 6 6
| +11
| 7 7 7 7 7 7 7 7
| +12
| 7 7 7 7 7 7 7 7
|
+13
| 8 8 8 8 8 8 8 8
| +14
| 8 8 8 8 8 8 8 8
| +15
| 9 9 9 9 9 9 9 9
|
+16
| 9 9 9 9 9 9 9 9
| +17
| 10 10 10 10 10 10 10 10
| +18
| 10 10 10 10 10 10 10 10
|
|
Requisites:
| Int 12, Wis 16
| Alignment:
| any E
| HD/level:
| ++d6
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| Mon
| Save Table:
| Mon +3 levels
| Reference:
| DM
| Groups:
| Wizard, Priest, Monster
|
|
|
|
Gets Barbarian Int and Wis.
| Level N (each level) ¶: +1 Int and +1 Wis. This bonus cannot be used to qualify for the Hag0 class itself, and you can't 2 for 1 trade it away.
| Casts Wizard and Priest spells. Gets the listed progression twice, once for Wizard (with Int bonus), and once for Priest (with Wis bonus).
| Level 1 ¶: All items that cost <= LVL*3 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
| Level 1: Occult Knowledge: Legend Lore 45+5*LVL%
| Level 1: Sorcery: Can spend ˝M+˝V instead of 1M to cast spells
| Level 1: (Green Hag) MPIRR LVL*10%.
| Level 2: (Brine Hag) Can lose Green Hag, you gain: Curse shield (enemies take a curse each time they hit you; Spell save)
| Level 3: (Scarwood Hag) Can lose Green or Brine Hag, gain: 1M: Unsummon a group of summons, or cause a group of henchmen to check morale.
| Level 4: (Night Hag) Can lose Green, Brine, or Scarwood Hag, gain: 1M: Contact Outer Plane; and 1F, LVL/d: You Gate in a Larva, and it is under your control.
|
| Ogre/Hag Clans:
| Choose one Ogre/Hag Clan at levels 1, 9, 18, 27, and 36. [The names of these clans come from World of Warcraft.] Note that these differ from their Ogre0 class descriptions.
| Bladespire: Specify a species enemy (broad monster type such as Dragons). Get x2 CL vs. that enemy.
| Bloodmaul: The "LVL*3 gp costing 0" power becomes LVL*12 gp instead.
| Boulderfist: MPIRR +LVL*5%.
| Crushridge: +1/3 Size; +1 Int; +2 Wis; If you become a Scarwood Hag the Unsummon ability costs 1V instead of 1M.
| Deadwind: +2 Int; 1M: Summon a DL=(LVL+1)/2 creature of Monster Type = 1d20+20.
| Dreadmaul: Extra-Barbarian Int bonus.
| Dunemaul: Immune Fire, Heat, Sand, Colorless Fire.
| Duskbelch: Mouth's P or Mouth's M, 3/d: Breathe Darkness (1 group, dmg = half current hp, no save)
| Dustbelcher: Mouth's P or Mouth's M, 1/h: Breathe Dust (1 group, dmg = half current hp, no save)
| Firegut: +1 Henchman slot that you can fill will 3 DL=(LVL+3)/2 Ogres during reset time for free.
| Gordok: +3 Int; Sustain Int.
| Gordunni: Resist Priest Magic, Resist Negative
| Laughing Skull: +1 Henchman slot that you can fill will 30 DL=(LVL+4)/3 Ogres during reset time for free.
| Mo'grosh: You can't be targetted by NPC Parties. You ignore MR, SR, MReflection.
| Mok'Nathal: +3 HNCL.
| Mosh'ogg: +1 Chr; If you are an Brine Hag you get +1M action.
| Spirestone: +(LVL+2)/3 Normal Ioun Stones for free.
| Splinter Fist: +3 saves; You do not generate "?" in underground caves/dungeons.
| Stonemaul: x2 CL with Invocation spells.
| Stonegullet: Resist Acid; 1M: Summon a (DL+1)/2 Black Dragon or Drake.
| Torchbelcher: When you read a scroll, if it has more than one spell on it, they all resolve at once.
| Urok: Use d10's instead of d6's for Hit Dice.
| Warmaul: +1 Henchman slot, can use War Priest/Meat Helm's Henchmen table, no reduction in cost though
|
|
[PC2] Wizard Classes Group
Henchman
Level
| KXP
| Hench. Villain 123 45 [1]
|
1
| 0
| 1-- -- [-]
| 2
| 6.5
| 2-- -- [-]
| 3
| 13
| 3-- -- [-]
|
4
| 26
| 31- -- [-]
| 5
| 52
| 32- -- [-]
| 6
| 104
| 42- -- [-]
|
7
| 208
| 421 -- [-]
| 8
| 416
| 431 -- [-]
| 9
| 825
| 432 -- [-]
|
10
| 1650
| 432 1- [-]
| 11
| 3300
| 542 1- [-]
| 12
| 3800
| 543 2- [-]
|
13
| 4300
| 543 21 [-]
| 14
| 4800
| 543 22 [-]
| 15
| 5300
| 543 32 [-]
|
16
| 5800
| 543 33 [-]
| 17
| 6300
| 544 33 [-]
| 18
| 6800
| 544 43 [-]
|
19
| 7300
| 544 44 [-]
| 20
| 7800
| 554 44 [-]
| 21
| 8300
| 555 44 [-]
|
22
| 8800
| 555 54 [-]
| 23
| 9300
| 555 55 [-]
| 24
| 9800
| 655 55 [-]
|
25
| 10300
| 665 55 [-]
| 26
| 10800
| 666 55 [-]
| 27
| 11300
| 666 65 [1]
|
28
| 11800
| 666 66 [1]
| 29
| 12300
| 766 66 [2]
| 30
| 12800
| 776 66 [2]
|
31
| 13300
| 777 66 [3]
| 32
| 13800
| 777 76 [3]
| 33
| 14300
| 777 77 [4]
|
34
| 14800
| 877 77 [4]
| 35
| 15300
| 887 77 [5]
| 36
| 15800
| 888 77 [5]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 0 0 0 0 0 0 0 0
| +2
| 1 1 1 1 1 1 1 1
| +3
| 1 1 1 1 1 1 1 1
|
+4
| 2 2 2 2 2 2 2 2
| +5
| 2 2 2 2 2 2 2 2
| +6
| 3 3 3 3 3 3 3 3
|
+7
| 3 3 3 3 3 3 3 3
| +8
| 4 4 4 4 4 4 4 4
| +9
| 4 4 4 4 4 4 4 4
|
+10
| 5 5 5 5 5 5 5 5
| +11
| 5 5 5 5 5 5 5 5
| +12
| 6 6 6 6 6 6 6 6
|
+13
| 6 6 6 6 6 6 6 6
| +14
| 7 7 7 7 7 7 7 7
| +15
| 7 7 7 7 7 7 7 7
|
+16
| 8 8 8 8 8 8 8 8
| +17
| 8 8 8 8 8 8 8 8
| +18
| 9 9 9 9 9 9 9 9
|
|
Requisites:
| Dex 19, Int 17
| Alignment:
| any E
| HD/level:
| 3d6 (no Con bonus)
| Weapon Prof.:
| 6+level/2
| To Hit Table:
| Mon
| Save Table:
| Mon
| Reference:
| MTG {Reduced Villain}
| Groups:
| Wizard, Concordant (x1)
|
|
|
|
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
|
|
[PC2] Wizard Classes Group
Henchman Spells
Level
| #
| Spell
|
1
| 1
| 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
| 1
| 2
| 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
| 1
| 3
| 1M: Monster Summoning (CL+1)/2
|
1
| 4
| You adjust all BlahR by -5*level%
| 1
| 5
| +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
| 1
| 6
| You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
|
1
| 7
| You ignore one level of Resist Hold/Stun/Para. on other people
| 1
| 8
| You ignore one level of Resist Action/Memory/Other Stealing on other people
| 1
| 9
| 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
|
1
| 10
| 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
| 1
| 11
| 1bF: Counter a counterspell effect.
| 1
| 12
| You can have two summons (same group).
|
2
| 1
| 1V: Twist (Remove an effect on a person)
| 2
| 2
| 1P, 1/d: Slay someone with the Sidekick class (PPD save)
| 2
| 3
| 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
|
2
| 4
| 1M, 1/r: Causeall one target.
| 2
| 5
| Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
| 2
| 6
| Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
|
2
| 7
| All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
| 2
| 8
| +1 minor in a psionic progression you have.
| 2
| 9
| 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
|
2
| 10
| 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
| 2
| 11
| 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
| 2
| 12
| May wear two suits of armor, your AT sources fully stack
|
3
| 1
| You can have three summons (same group).
| 3
| 2
| You can have one familiar. This spell does the "Find Familiar" effect when you take it.
| 3
| 3
| 1M: Fascinate a group (Will save)
|
3
| 4
| 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
| 3
| 5
| 1M, 1/d: Set (reverse Reset) one target.
| 3
| 6
| You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
|
3
| 7
| 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
| 3
| 8
| 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
| 3
| 9
| 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
|
3
| 10
| 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
| 3
| 11
| Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
| 3
| 12
| 1F, 1/d: Multiply an effect you do by x1+LVL/10.
|
4
| 1
| 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
| 4
| 2
| You can't be targetted until your summons are destroyed.
| 4
| 3
| 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
|
4
| 4
| Pick a spell you have. It costs ˝M to use.
| 4
| 5
| Pick a psionic power you have. It costs ˝M to use.
| 4
| 6
| Pick an innate ability you have. It costs ˝M to use.
|
4
| 7
| 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
| 4
| 8
| +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
| 4
| 9
| 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
|
4
| 10
| 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
| 4
| 11
| -1 actions of all types to everyone in the room (x1 Special)
| 4
| 12
| 1F, 1/d: +1 to your multiplier for 1 round
|
5
| 1
| You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
| 5
| 2
| You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
| 5
| 3
| 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
|
5
| 4
| You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
| 5
| 5
| 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
| 5
| 6
| 1F: Charm or Dominate target x0 or x1 creature (save)
|
5
| 7
| You adjust all AllR by -5*level% (this stacks with the lower level version of this)
| 5
| 8
| 1V, 1/d: Ignore an Immunity to something.
| 5
| 9
| 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
|
5
| 10
| 1M: All x1 and lower effects on one target are dispelled.
| 5
| 11
| Lockdown X actions continuous in your group
| 5
| 12
| 1V, LVL/d: You ignore one level of Resist to something
|
Villain 1 (11)
| 1
| 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
| Villain 1 (11)
| 2
| 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
| Villain 1 (11)
| 3
| You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
|
Villain 1 (11)
| 4
| You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
| Villain 1 (11)
| 5
| +10% XP in all your non-Concordant classes.
| Villain 1 (11)
| 6
| You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
|
Villain 1 (11)
| 7
| You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
| Villain 1 (11)
| 8
| You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
| Villain 1 (11)
| 9
| 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
|
Villain 1 (11)
| 10
| The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
| Villain 1 (11)
| 11
| NF, may borrow: Counter a level N Concordant ability.
| Villain 1 (11)
| 12
| xVL number of henchmen, followers, summons, familiars
|
|
[PC2] Wizard Classes Group
High Mage
Level
| KXP
| Wizard 123 456 789 ABC DEF
| TH
|
1
| 0
| 111 --- --- ---
| -1
| 2
| 2.5
| 111 1-- --- ---
| +0
| 3
| 5
| 111 11- --- ---
| +0
|
4
| 10
| 111 111 --- ---
| +0
| 5
| 20
| 211 111 --- ---
| +0
| 6
| 40
| 221 111 1-- ---
| +0
|
7
| 60
| 222 111 1-- ---
| +0
| 8
| 90
| 222 211 11- ---
| +1
| 9
| 135
| 222 221 11- ---
| +1
|
10
| 250
| 222 222 111 ---
| +1
| 11
| 375
| 322 222 211 ---
| +1
| 12
| 750
| 332 222 221 ---
| +1
|
13
| 1125
| 333 222 222 1--
| +1
| 14
| 1500
| 333 322 222 2--
| +2
| 15
| 1875
| 333 332 222 2--
| +2
|
16
| 2250
| 333 333 222 21-
| +2
| 17
| 2625
| 433 333 322 22-
| +2
| 18
| 3000
| 443 333 332 22-
| +2
|
19
| 3375
| 444 333 333 22-
| +2
| 20
| 3750
| 444 433 333 321
| +3
| 21
| 4125
| 444 433 333 322
| +3
|
22
| 4500
| 444 433 333 332
| +3
| 23
| 4875
| 444 433 333 333
| +3
| 24
| 5250
| 444 443 333 333
| +3
|
25
| 5625
| 444 444 333 333
| +3
| 26
| 6000
| 444 444 433 333
| +4
| 27
| 6375
| 444 444 443 333
| +4
|
28
| 6750
| 444 444 444 333
| +4
| 29
| 7125
| 444 444 444 433
| +4
| 30
| 7500
| 444 444 444 443
| +4
|
31
| 7875
| 444 444 444 444
| +4
| 32
| 8250
| 544 444 444 444
| +5
| 33
| 8625
| 554 444 444 444
| +5
|
34
| 9000
| 555 444 444 444
| +5
| 35
| 9375
| 555 544 444 444
| +5
| 36
| 9750
| 555 554 444 444 1
| +5
|
37
| 19500
| 555 554 444 444 2
| +5
| 38
| 29250
| 555 554 444 444 3
| +6
| 39
| 39000
| 555 554 444 444 4
| +6
|
45
| 97500
| 555 555 555 554 4
| +7
| 54
| 185250
| 666 666 555 555 51
| +8
| 63
| 273000
| 666 666 666 665 55
| +10
|
72
| 360750
| 777 776 666 666 661
| +11
|
|
Requisites:
| Int 25
| Alignment:
| any
| HD/level:
| d2
| Weapon Prof.:
| 1+level/11
| To Hit Table:
| ˝xWiz
| Reference:
| DM
| Groups:
| Wizard
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level+3
| RSW:
| level+6
| PP:
| level+4
| BW:
| level+2
| Spell:
| level+5
| Fort:
| level+0
| Reflex:
| level+0
| Will:
| level+0
|
|
|
Can never specialize in a school of magic.
| Cannot use "weird list" or "weird sheet" or "sheets that you know" spells at all, unless you spend 1 research point per spell on them. If you do, the spell is 1 spell slot (not the normal 2 or 3).
| Can never get a stat bonus to spell progression.
| Can never use ML adders, even "Limited ML". Level books (and other sources of full levels) do function normally.
| Level 1: Gets Int bonus as an additional save penalty.
| Level 1: 0, 1/d: Reset your spell memorization in High Mage.
|
|
[PC2] Wizard Classes Group
Historian1JG
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| --- --- ---
| 2
| 1.5
| ˝-- --- ---
| 3
| 3
| 1-- --- ---
|
4
| 6
| 2-- --- ---
| 5
| 12
| 3˝- --- ---
| 6
| 24
| 41- --- ---
|
7
| 48
| 52- --- ---
| 8
| 96
| 63˝ --- ---
| 9
| 192
| 741 --- ---
|
10
| 492
| 852 --- ---
| 11
| 792
| 963 ˝-- ---
| 12
| 1092
| A74 1-- ---
|
13
| 1392
| B85 2-- ---
| 14
| 1692
| C96 3˝- ---
| 15
| 1992
| DA7 41- ---
|
16
| 2292
| EB8 52- ---
| 17
| 2592
| FC9 63˝ ---
| 18
| 2892
| GDA 741 ---
|
19
| 3192
| HEB 852 ---
| 20
| 3492
| IFC 963 ˝--
| 21
| 3792
| JGD A74 1--
|
22
| 4092
| KHE B85 2--
| 23
| 4392
| LIF C96 3˝-
| 24
| 4692
| MJG DA7 41-
|
25
| 4992
| NKH EB8 52-
| 26
| 5292
| OLI FC9 63˝
| 27
| 5592
| PMJ GDA 741
|
28
| 5892
| QNK HEB 852
| 29
| 6192
| ROL IFC 963
| 30
| 6492
| SPM JGD A74
|
31
| 6792
| TQN KHE B85
| 32
| 7092
| URO LIF C96
| 33
| 7392
| VSP MJG DA7
|
34
| 7692
| WTQ NKH EB8
| 35
| 7992
| XUR OLI FC9
| 36
| 8292
| YVS PMJ GDA
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 12, Int 13
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 1+level/3
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| FGE1JG
| Groups:
| Wizard
|
|
|
|
Level 1: Gets the Bard rogue ability table, with 40 points per level.
| Level 1: +LVL Nonweapon proficiencies, must be Int-based.
| Level 3: +LVL-2 Secondary skills, must be Int-based.
| Level 3: +LVL/3 damage.
| Level 6: +LVL-5 Feats, must be Int-based.
| Level 9: +LVL-8 Kits, must be Int-based.
|
|
[PC2] Wizard Classes Group
Historian2
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1.2
| 1-- --- ---
| 3
| 2.4
| 2-- --- ---
|
4
| 4.8
| 2-- --- ---
| 5
| 9.5
| 21- --- ---
| 6
| 19
| 21- --- ---
|
7
| 38
| 32- --- ---
| 8
| 76
| 32- --- ---
| 9
| 150
| 421 --- ---
|
10
| 300
| 421 --- ---
| 11
| 450
| 422 --- ---
| 12
| 600
| 422 --- ---
|
13
| 750
| 432 1-- ---
| 14
| 900
| 432 1-- ---
| 15
| 1050
| 433 2-- ---
|
16
| 1200
| 433 2-- ---
| 17
| 1350
| 433 21- ---
| 18
| 1500
| 433 21- ---
|
19
| 1650
| 443 22- ---
| 20
| 1800
| 443 22- ---
| 21
| 1950
| 444 33- ---
|
22
| 2100
| 444 33- ---
| 23
| 2250
| 444 441 ---
| 24
| 2400
| 444 441 ---
|
25
| 2550
| 555 442 ---
| 26
| 2700
| 555 442 ---
| 27
| 2850
| 555 442 1--
|
28
| 3000
| 555 442 1--
| 29
| 3150
| 555 552 1--
| 30
| 3300
| 555 552 1--
|
31
| 3450
| 555 553 21-
| 32
| 3600
| 555 553 21-
| 33
| 3750
| 555 553 32-
|
34
| 3900
| 555 553 32-
| 35
| 4050
| 555 553 321
| 36
| 4200
| 555 553 321
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 4 6 2 3 0 2 0
| +0
| 6 4 6 3 4 1 3 0
| +1
| 6 5 6 3 4 1 3 0
|
+1
| 6 5 7 3 5 1 4 1
| +2
| 6 6 7 3 5 2 4 1
| +2
| 7 6 7 4 6 2 5 1
|
+3
| 7 7 7 4 6 3 5 2
| +3
| 7 7 8 4 7 3 6 2
| +4
| 7 8 8 4 7 3 6 2
|
+4
| 8 8 8 5 8 4 7 3
| +5
| 8 9 8 5 8 4 7 3
| +5
| 8 9 9 5 9 5 8 3
|
+6
| 8 10 9 5 9 5 8 4
| +6
| 9 10 9 6 10 5 9 4
| +7
| 9 11 9 6 10 6 9 4
|
+7
| 9 11 10 6 11 6 10 5
| +8
| 9 12 10 6 11 7 10 5
| +8
| 10 12 10 7 12 7 11 5
|
|
Requisites:
| Int 12, Wis 10
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Rog
| Save Table:
| Rog
| Reference:
| S&S2
| Groups:
| Wizard
|
|
|
|
Level 1: +1 slot in every "History" proficiency per level.
| Level 2: Legend Lore | Identify Magic/Psi item | Identify Innate item | Identify Technological Item | Identify Artifact = 50*(LVL-1)%.
| Level 3: Time-Reality Stability.
| Level 4: Resist Time/Chronomancy and Anti-Time.
| Level 5: 1M, 1/t: Locate a specific history book (same plane).
| Level 9: 1M, 1/d: Summon a Time Elemental (any existant type).
| Level 12: 1M, 1/t: Locate a specific history book (same multiverse).
| Level 16: 1M, 1/t: Time Travel any distance (up to a temporal barrier).
| Level 17: Immune Time/Chronomancy and Anti-Time.
| Level 18: 1M, 1/d: Summon a Time Elemental, Anti-Time Elemental, or Time Elemental Grue (any existant or non-existant type).
| Level 21: 1M, 1/t: Locate a specific history book (same omniverse).
| Level 25: 1M, 1/t: Time Travel any distance (can cross one natural temporal barrier).
|
|
[PC2] Wizard Classes Group
Illogician-17
Level
| KXP
| Wizard Psi-17 123 456 789 mMG S
|
1
| 0
| 1-- --- --- 1-- -
| 2
| 2
| 2-- --- --- 2-- -
| 3
| 14
| 21- --- --- 3-- -
|
4
| 36
| 32- --- --- 4-- -
| 5
| 68
| 421 --- --- 5-- -
| 6
| 110
| 422 --- --- 51- -
|
7
| 162
| 432 1-- --- 52- -
| 8
| 224
| 433 2-- --- 53- -
| 9
| 296
| 433 21- --- 54- -
|
10
| 378
| 443 22- --- 55- -
| 11
| 470
| 444 33- --- 65- -
| 12
| 572
| 444 441 --- 651 -
|
13
| 684
| 555 442 --- 652 -
| 14
| 806
| 555 442 1-- 653 -
| 15
| 938
| 555 552 1-- 654 -
|
16
| 1080
| 555 553 21- 655 -
| 17
| 1232
| 555 553 32- 665 -
| 18
| 1394
| 555 553 321 666 -
|
19
| 1566
| 555 553 331 766 -
| 20
| 1748
| 555 554 332 776 -
| 21
| 1940
| 555 554 442 777 -
|
22
| 2142
| 555 555 443 877 -
| 23
| 2354
| 555 555 553 887 -
| 24
| 2576
| 555 555 554 887 1
|
25
| 2808
| 555 555 555 887 2
| 26
| 3050
| 666 655 555 887 3
| 27
| 3302
| 666 666 655 887 4
|
28
| 3564
| 666 666 666 887 5
| 29
| 3836
| 777 766 666 887 6
| 30
| 4118
| 777 777 766 887 7
|
31
| 4410
| 777 777 777 888 7
| 32
| 4712
| 888 877 777 888 8
| 33
| 5024
| 888 888 877 988 8
|
34
| 5346
| 888 888 888 998 8
| 35
| 5678
| 999 988 888 999 8
| 36
| 6020
| 999 999 999 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
-12
| -10-10-10-10-10-10-10-10
| -11
| -9 -9 -9 -9 -9 -9 -9 -9
| -10
| -8 -8 -8 -8 -8 -8 -8 -8
|
-9
| -7 -7 -7 -7 -7 -7 -7 -7
| -8
| -6 -6 -6 -6 -6 -6 -6 -6
| -7
| -5 -5 -5 -5 -5 -5 -5 -5
|
-6
| -4 -4 -4 -4 -4 -4 -4 -4
| -5
| -3 -3 -3 -3 -3 -3 -3 -3
| -4
| -2 -2 -2 -2 -2 -2 -2 -2
|
-3
| -1 -1 -1 -1 -1 -1 -1 -1
| -2
| 0 0 0 0 0 0 0 0
| -1
| 1 1 1 1 1 1 1 1
|
+0
| 2 2 2 2 2 2 2 2
| +1
| 3 3 3 3 3 3 3 3
| +2
| 4 4 4 4 4 4 4 4
|
+3
| 5 5 5 5 5 5 5 5
| +4
| 6 6 6 6 6 6 6 6
| +5
| 7 7 7 7 7 7 7 7
|
|
Requisites:
| Wis 18
| Alignment:
| C*
| HD/level:
| d10
| Weapon Prof.:
| 5+level
| To Hit Table:
| +level-13 (d30)
| Save Table:
| +level-11 (d30)
| Reference:
| DM {Planeshifted Logician17}
| Groups:
| Wizard, Psionicist, Alternate
|
|
|
|
Rolls d30's to hit and saves. Automakes (autohits) on 27-30. Automisses on 1-3.
| Spec. Schools: Invocation, Reversed Logic (see below)
| Opp. Schools: Abjuration, Divination
| Can cast spells from Priest Chaos and Priest Astral Spheres
| Level 1: +˝M Action
| Level 1: +1 extra Knowledge Prof/level
| Level 1: Specialized spells cost only ˝M to cast
| Level 1: Can "burn" 1 hp/spell level to cast extra spells
| Here's some sample "Logic" spells, until a better version is added to the Collective.
| This class would cast the opposite of these.
| Logic Spells, Level 1:
| Communication: Allows communication with any creature with Int 1+
| Detect Chaos: Detects all Chaotic creatures within 360'
| Determine Operation of Mechanism: Can use a tech level object of less than or equal to Logician's level
| Order Objects: Arrange group of small objects by some order (or) count a group of objects (or) weigh an object
| Logic Spells, Level 2:
| Command: As per priest spell but can use 2 words
| Fast-Talking: All targets must save vs. spell at a penalty equal to double of Logician's level or believe what he is saying as true
| Protection from Chaos: As per Pro.Evil but against Chaotic creatures
| Logic Spells, Level 3:
| Hold Monster: As per Enc/Cha spell, save at -(2*Logician's level)
| Personal Illusion: Makes an exact illusion (all senses) of a creature
| Logic Spells, Level 4:
| Charm Lawful Creature: Target Lawful creature is charmed (no save)
|
|
[PC2] Wizard Classes Group
Psi-17 Minor Powers
#
| Effect
|
1
| Chaos Ball your group (incl. yourself) for LVLd6 dmg
| 2
| Create a LVL*10' Wall of Stone with random orientation in the room
| 3
| Create a random trap (only enemies trigger it)
|
4
| Darkness to all senses (infravision doesn't work)
| 5
| Destroy door (item save vs. disintegrate)
| 6
| Gain a random Psi9 or Psi-9 minor (use this 1/d)
|
7
| Sleep your entire group (incl. yourself) (save)
| 8
| Wand of Wonder effect
|
|
Psi-17 Major Powers
#
| Effect
|
1
| Chain Lightning: as spell, but jumps randomly (not closest person), can hit someone more than once
| 2
| Confusion shield (whoever hits you saves or is Confused)
| 3
| Create a random trick (only enemies trigger it)
|
4
| Fist of Force (LVLd8 force dmg to one target)
| 5
| Polymorph Randomly: Target is polymorphed into a DL=LVL/3 monster (save)
| 6
| Teleport Other Away
|
|
Psi-17 Grand Powers
#
| Effect
|
1
| Call Chaos: LVL random groups take 75 Chaos dmg (include PC in possibilities)
| 2
| Chaos Branding: Rearranges a magic item's properties (loses old properties, becomes a random Intelligent Magic Item of next lower XP value)
| 3
| Create a random special (only enemies trigger it)
|
4
| Earthquake your group (incl. yourself) for LVLd20 dmg, flying doesn't help
|
|
Psi-17 Super Powers
#
| Effect
|
1
| Invoke Logrus: 66*LVL Vile Eldritch Chaos to a group (no save)
| 2
| Word of Destruction: Room shape is rearranged, everyone in room (incl. PCs) take a slay (save) and a blind (no save), each object in room has 50% chance of shattering
|
|
[PC2] Wizard Classes Group
Illusionist1
Level
| KXP
| Wizard 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 2.25
| 2-- --- -
| 3
| 4.5
| 21- --- -
|
4
| 9
| 32- --- -
| 5
| 18
| 421 --- -
| 6
| 35
| 431 --- -
|
7
| 60
| 432 --- -
| 8
| 95
| 432 1-- -
| 9
| 145
| 533 2-- -
|
10
| 220
| 543 21- -
| 11
| 440
| 543 32- -
| 12
| 660
| 554 321 -
|
13
| 880
| 554 322 -
| 14
| 1100
| 554 322 1
| 15
| 1320
| 554 422 2
|
16
| 1540
| 555 432 2
| 17
| 1760
| 555 532 2
| 18
| 1980
| 555 533 2
|
19
| 2200
| 555 543 2
| 20
| 2420
| 555 543 3
| 21
| 2640
| 555 554 3
|
22
| 2860
| 555 555 4
| 23
| 3080
| 555 555 5
| 24
| 3300
| 666 655 5
|
25
| 3520
| 666 666 6
| 26
| 3740
| 777 766 6
| 27
| 3960
| 777 777 7
|
28
| 4180
| 888 877 7
| 29
| 4400
| 888 888 8
| 30
| 4620
| 999 988 8
|
31
| 4840
| 999 999 9
| 32
| 5060
| AAA A99 9
| 33
| 5280
| AAA AAA A
|
34
| 5500
| BBB BAA A
| 35
| 5720
| BBB BBB B
| 36
| 5940
| CCC CCC C
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 16, Int 15
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| PH1-26
| Groups:
| Wizard
|
|
|
|
See "Specialist Wizards"
| Level 1: Can consider any 1st edition illusionist spell (in PH1, UA1, etc.) as "Illusion" school.
|
|
[PC2] Wizard Classes Group
Illusionist2 / Phantasmist
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 32- --- ---
| 5
| 20
| 421 --- ---
| 6
| 40
| 422 --- ---
|
7
| 60
| 432 1-- ---
| 8
| 90
| 433 2-- ---
| 9
| 135
| 433 21- ---
|
10
| 250
| 443 22- ---
| 11
| 375
| 444 33- ---
| 12
| 750
| 444 441 ---
|
13
| 1125
| 555 442 ---
| 14
| 1500
| 555 442 1--
| 15
| 1875
| 555 552 1--
|
16
| 2250
| 555 553 21-
| 17
| 2625
| 555 553 32-
| 18
| 3000
| 555 553 321
|
19
| 3375
| 555 553 331
| 20
| 3750
| 555 554 332
| 21
| 4125
| 555 554 442
|
22
| 4500
| 555 555 443
| 23
| 4875
| 555 555 553
| 24
| 5250
| 555 555 554
|
25
| 5625
| 555 555 555
| 26
| 6000
| 666 655 555
| 27
| 6375
| 666 666 655
|
28
| 6750
| 666 666 666
| 29
| 7125
| 777 766 666
| 30
| 7500
| 777 777 766
|
31
| 7875
| 777 777 777
| 32
| 8250
| 888 877 777
| 33
| 8625
| 888 888 877
|
34
| 9000
| 888 888 888
| 35
| 9375
| 999 988 888
| 36
| 9750
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 16, Int 9
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| PH2-31
| Groups:
| Wizard
|
|
|
|
|
[PC2] Wizard Classes Group
Incantatrix1
Level
| KXP
| Wizard 123 456 7+
|
1
| 0
| 2-- --- -
| 2
| 3
| 21- --- -
| 3
| 6
| 22- --- -
|
4
| 12
| 32˝ --- -
| 5
| 24
| 421 --- -
| 6
| 48
| 531 --- -
|
7
| 96
| 542 --- -
| 8
| 200
| 652 ˝-- -
| 9
| 400
| 663 ˝˝- -
|
10
| 600
| 664 1˝- -
| 11
| 800
| 665 2˝˝ -
| 12
| 1000
| 666 31˝ ˝
|
13
| 1200
| 666 42˝ ˝
| 14
| 1400
| 666 53˝ ˝
| 15
| 1600
| 666 641 ˝
|
16
| 1800
| 666 652 ˝
| 17
| 2200
| 666 663 1
| 18
| 2600
| 666 664 2
|
19
| 3000
| 666 665 3
| 20
| 3400
| 666 666 4
| 21
| 3800
| 666 666 5
|
22
| 4200
| 666 666 6
| 23
| 4600
| 766 666 6
| 24
| 5000
| 776 666 6
|
25
| 5400
| 777 666 6
| 26
| 5800
| 777 766 6
| 27
| 6200
| 777 776 6
|
28
| 6600
| 777 777 6
| 29
| 7000
| 777 777 7
| 30
| 7400
| 877 777 7
|
31
| 7800
| 887 777 7
| 32
| 8200
| 888 777 7
| 33
| 8600
| 888 877 7
|
34
| 9000
| 888 887 7
| 35
| 9400
| 888 888 7
| 36
| 9800
| 888 888 8
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 9, Wis 9
| Alignment:
| non-L
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| Dragon
| Groups:
| Wizard
|
|
|
|
Specialized in Incantatrix. Opposite schools are Conjuration and Invocation (you may instead choose 3 opposites).
| Can cast normal Wizard spells. Anti-Magic-User spells cost 2 slots each for you. Other specialist Wizard spells cost 4 slots each for you.
| Anti-Magic-Users may cast Incantatrix spells for 2 slots each. Other Wizards may cast Incantatrix spells for 4 (not 2) slots each.
|
| Incantatrix spells are Anti-Magical in nature, and are resisted using aMR instead of MR.
| Level 3: Can see ethereal, astral, and out-of-phase creatures.
| Level 4: Can attack ethereal, astral, and out-of-phase creatures as if they were on the same plane (including spells). This ability may reduce the number of plusses needed to hit that creature.
| Level 5: 1V: Remove LVL-4 plusses of a "need +N weapon to hit" requirement.
| Level 6: Hold Life. Immune Negative.
| Level 8: Continuous Spellcraft and Dwoemercraft checks (assumed die roll is "1").
| Level 14: 1M+1V, drain N charges from items you are touching: Heal (2*N)d4 hp, even above max.
| Level 18: You may cast SL 8 spells out of your SL 7 spell slots.
| Level 27: You may cast SL 9 spells out of your SL 7 spell slots.
| Level 36: You may cast SL 10 spells out of your SL 7 spell slots, and SL 11 spells out of your SL 8 slots.
|
|
[PC2] Wizard Classes Group
Incantatrix1 Spells
SL
| #
| Spell
| Effect
|
1
| 1
| Counter Wishoid
| 1bM: Counter a Wishoid or Miracle (need not be magical in nature)
| 2
| Dispel Abjuration/Protection
| Dispels an Abjuration or Protection effect
| 3
| Dispel Illusion/Metamagic
| Dispels an Illusion or Metamagic effect
| 4
| Magic Resistance
| MR CL*10%
| 5
| Memory Protection
| Immune to one memory/action/spell stealing effect (lasts until used)
| 6
| Remove Magical Snare
| Removes a Magical Snare, a Glyph, or a Symbol (does not cover Magical Traps in general, see SL 3)
|
2
| 1
| Confusion
| One target is confused (save)
| 2
| Countermagic
| 1bM: Counter a magical spell or magic item activation.
| 3
| Detect/Dispel Charm/Ego
| Detects/Dispels Charm or Ego Domination (for 1s, lets you drop the item)
| 4
| Dispel Magic
| Dispel Magic
| 5
| Disrupt Concentration
| Target cannot heavy concentrate (no save)
| 6
| Mind Blank
| Mind Blank
|
3
| 1
| Drainheal
| Drain the local MF by 1: Heal self.
| 2
| Maladweomer
| Target has minimum effect with spells (others have +4 saves) for 1t, this can be reversed (Empradweomer)
| 3
| Mini Globe of Invulnerability
| Immune to SL 0-2 spells
| 4
| Remove Curse
| Remove Curse
| 5
| Remove Magical Trap
| Removes a Magical Trap; you have 100+CL*5% chance in it (minus the usual FRTraps shift)
| 6
| Steal Magical Enchantment
| Steal a magical effect someone is running; it is on you now, you need to maintain it
|
4
| 1
| Deflection
| 1bM: Redirect a magical spell or magic item activation to hit a different target.
| 2
| Disrupt Undead
| Each segment for 4 segments, choose a group of undead: <= Shadow is D(usted), <= Lich takes CLd6 dmg
| 3
| Maintain Dampen
| Everyone in the room gets -CL to their # of maintained effects (treat as a x1 Special), or affect just one target
| 4
| Ray of Oblivion
| Target forgets how to cast CL spells by name (the spell slots are not regained until next reset)
| 5
| Steal Mental
| Target loses 1M from his remaining mentals (or owes one), you gain 1M (target saves vs. Spell)
| 6
| Steal Summon
| Steal someone's summon (your summon slot needs to be open to do this)
|
5
| 1
| Anti-Magic Shell 5
| Spells of SL 0-4 don't work in your group
| 2
| Power Word Feeblemind
| Target with <= 80 hp is Feebleminded (no save)
| 3
| Quash
| 1bM: Counter a magical spell or magic item activation. This cannot be responded to (except by Capital I Insist). This spell or item activation cannot be used again by that person for 1 turn.
| 4
| Remove Magical Trap
| Removes a Magical Trap; you have 50+CL*10% chance in it (minus the usual FRTricks shift)
| 5
| Spell Shield
| +CL saves vs. magic effects; +CL saves vs. mental effects (they do stack)
| 6
| Steal Enchantment
| Steal an effect (not necessarily magical) someone is running; it is on you now, you need to maintain it
|
6
| 1
| Disenchant an Item
| Item loses 1 multiplier; x(-1) means the item is destroyed
| 2
| Dispel Possession
| Dispels possession, magic jar, control actions, etc.
| 3
| *Remove Curse*
| Remove Heavy Curse
| 4
| Spell Reflection
| iMReflection CL*5%
| 5
| Steal Item
| Pick Pockets CL*20% (-5% per LVL of target or -2% per HD of target)
| 6
| Stealcharge
| Target item loses CL charges, one of your items gains 1 charge (you may reduce CL down to a minimum of 2)
|
7
| 1
| *Dispel Magic*
| Dispels a Prismatic Wall/Sphere (in one spell), an Anti-Dispel Magic Shell, or an entire Chain Contingency chain
| 2
| Mordenkainen's Disjunction
| Mordenkainen's Disjunction
| 3
| Remove Magical Special
| Removes a Magical Special; you have CL*15% chance in it (minus the usual FRSpecials shift)
| 4
| Stealspell
| Target loses CL unused spell slots in memorization, you gain 1 of them (target saves vs. Spell) (you may reduce CL down to a minimum of 2)
| 5
| Unbinding
| Hold, Stun, Guards and Wards, Temporal Stasis, Imprisonment, Time Stop, Wizard Lock, Wall of Force, Cube of Force, Forcecage, Maze all end immediately (no effect) if comes into contact with your group. Your group walks around as a mobile DMZ.
| 6
| Unfamiliar
| Target loses a familiar (the familiar is returned to the Plane of Familiars) (save vs. Spells)
|
|
[PC2] Wizard Classes Group
Instantaneous Chaining Wizard
Level
| KXP
| Wizard 123 456 789 A
|
1
| 0
| ˝c- --- --- -
| 2
| 7
| 10e --- --- -
| 3
| 14
| 2˝c g-- --- -
|
4
| 28
| 310 ei- --- -
| 5
| 56
| 42˝ cgk --- -
| 6
| 112
| 531 0ei m-- -
|
7
| 168
| 642 ˝cg ko- -
| 8
| 252
| 753 10e imq -
| 9
| 378
| 864 2˝c gko -
|
10
| 700
| 975 310 eim -
| 11
| 1050
| 986 42˝ cgk -
| 12
| 2100
| 997 531 0ei -
|
13
| 3150
| 998 642 ˝cg z
| 14
| 4200
| 999 753 10e x
| 15
| 5250
| 999 864 2˝c v
|
16
| 6300
| 999 975 310 t
| 17
| 7350
| A99 986 42˝ r
| 18
| 8400
| A99 997 531 p
|
19
| 9450
| AA9 998 642 n
| 20
| 10500
| AA9 999 753 l
| 21
| 11550
| AAA 999 864 j
|
22
| 12600
| AAA 999 975 h
| 23
| 13650
| AAA A99 986 f
| 24
| 14700
| BAA A99 997 d
|
25
| 15750
| BAA AA9 998 b
| 26
| 16800
| BBA AA9 999 ˝
| 27
| 17850
| BBA AAA 999 1
|
28
| 18900
| BBB AAA 999 2
| 29
| 19950
| BBB AAA A99 3
| 30
| 21000
| BBB BAA A99 4
|
31
| 22050
| CBB BAA AA9 5
| 32
| 23100
| CBB BBA AA9 6
| 33
| 24150
| CCB BBA AAA 7
|
34
| 25200
| CCB BBB AAA 8
| 35
| 26250
| CCC BBB AAA 9
| 36
| 27300
| CCC BBB BAA 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
-1
| 4 7 5 3 7 0 1 1
| -1
| 4 8 6 4 7 1 2 2
| -1
| 5 9 7 5 8 2 3 3
|
+0
| 6 10 7 6 9 2 3 4
| +0
| 6 11 8 6 10 3 4 5
| +0
| 7 12 9 7 11 4 5 6
|
+0
| 7 13 10 8 11 5 6 7
| +0
| 8 13 11 9 12 6 7 8
| +0
| 9 14 11 10 13 6 7 9
|
+0
| 9 15 12 10 14 7 8 10
| +0
| 10 15 13 11 15 8 9 11
| +0
| 11 16 13 12 15 9 10 12
|
+0
| 12 16 14 13 15 10 11 13
| +0
| 12 16 14 14 16 10 11 14
| +0
| 13 16 15 14 16 11 12 15
|
+1
| 14 16 15 15 16 12 13 16
| +1
| 15 17 16 16 16 13 14 17
| +1
| 16 17 16 16 17 14 15 18
|
|
Requisites:
| Dex 20, Int 35, Wis 20
| Alignment:
| any
| HD/level:
| d2
| Weapon Prof.:
| 1+level/8
| To Hit Table:
| ĽxWiz
| Save Table:
| 2xWiz
| Reference:
| DM {Planeshifted Quick Chaining Wizard}
| Groups:
| Wizard, Concordant (x1)
|
|
|
|
Never has Channeling (or Semi-Channeling), and can never gain Channeling (or Semi-Channeling). This uses old style D&D spellcasting, once you cast a spell slot, it's gone until you reset.
| Int bonus to spell progression.
| This class has "Instantaneous Chaining": Whenever you cast a spell, you get 1IM (Instantaneous Mental) action to use before the end of the round. Exceptions: If you spent 1Z to cast the spell, you don't get any action back. If you spent ˝M to cast the spell, you get ˝IM back.
| DM Note: IM actions are not "Quick"; if you use an IM in a segment, you cannot use an M in the same segment. If you material component a spell using 1IM+1V as your actions, the resultant spell is not Instantaneous and can be responded to.
| Level 1: You may specialize in Red, and you "know" the Red Wizard class spells. If you do this, pick a major opposite school.
| Level 3: You can convert 1IM -> 1IV action, as often as you like.
| Level 4: Whenever you use 1M action to activate a wand, you get 1M action (not 1IM) to use before the end of the round.
| Level 5: 0, lose 1 of your remaining IM actions, 1/t: Fork.
| Level 9: +LVL-8 IZ actions.
| Level 9: 1F, 1/reset: Reset Self (Artificial of course).
| Level 21: 1F, 1/reset: Step Out of It.
| Level 24: You can benefit from LVL-22 Artificial Resets per Natural Reset.
| Level 27: Instantaneous Instantaneous Chaining: For SL=1 to (LVL-27)/2 spells, you get 1JM back instead of 1IM. J actions are instantaneous even to I, X, and G actions (they are the "same level" as H actions).
|
| New spell:
| Lend Instantaneous Mental (SL=7): You lose 1IM action, target gains 1IM for this round.
|
| MTG Red spells from Red Wizard class:
| Earthbind (SL=1): Target loses flying and takes double normal falling damage (no save).
| False Orders (SL=1): (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
| Raging River (SL=2): Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
| Shatter (SL=2): Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
| Stone Rain (SL=3): Deal CL Hull dmg to one inanimate object (no save)
| Orcish Oriflamme (SL=4): All your subordinates get +1 offensive DL.
|
| Old MTG Red spells from Wizard of the Coast class (you can use these):
| Lightning Bolt (SL=1): Target takes 30 lightning dmg (Spell save for 0)
| Echoing Ruin (SL=2): Destroy all magic items of the same exact type (Disint. save each)
| Fervor (SL=3): You and your summons are not summoning sick.
| AEther Flash (SL=4): Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
| Fissure (SL=5): Slay target creature (RSW save), or Earthquake the floor
| Dragon Roost (SL=6): Once per round, get a DL V Dragon as a summon (limit=LVL/3)
| Flame Wave (SL=7): CL/3 groups each take 40 eldritch fire dmg (no save)
| Insurrection (SL=8): Charm a group (Will save, ignores immunity to Charm effects)
|
|
[PC2] Wizard Classes Group
Instantaneous Mentaler0
Level
| KXP
| Wizard 123 456 789 AB
| TH
|
1
| 0
| 2˝- --- --- --
| +1
| 2
| 4.75
| 31˝ --- --- --
| +1
| 3
| 9.5
| 421 --- --- --
| +1
|
4
| 19
| 532 ˝-- --- --
| +1
| 5
| 38
| 643 1˝- --- --
| +2
| 6
| 76
| 754 21- --- --
| +3
|
7
| 152
| 865 32˝ --- --
| +3
| 8
| 285
| 976 43˝ --- --
| +3
| 9
| 570
| A87 541 ˝-- --
| +3
|
10
| 855
| A98 652 1-- --
| +4
| 11
| 1140
| AA9 763 2˝- --
| +5
| 12
| 1425
| AAA 874 3˝- --
| +5
|
13
| 1710
| AAA 985 4˝- --
| +5
| 14
| 1995
| AAA A96 51˝ --
| +5
| 15
| 2280
| AAA AA7 621 --
| +6
|
16
| 2565
| AAA AA8 732 --
| +7
| 17
| 2850
| AAA AA9 843 --
| +7
| 18
| 3135
| AAA AAA 954 ˝-
| +7
|
19
| 3420
| AAA AAA A65 ˝-
| +7
| 20
| 3705
| AAA AAA A76 1-
| +8
| 21
| 3990
| AAA AAA A87 1-
| +9
|
22
| 4275
| AAA AAA A98 2-
| +9
| 23
| 4560
| AAA AAA AA9 2-
| +9
| 24
| 4845
| AAA AAA AAA 3-
| +9
|
25
| 5130
| BBB BBB BBB 3-
| +10
| 26
| 5415
| BBB BBB BBB 4-
| +11
| 27
| 5700
| CCC CCC CCC 4˝
| +11
|
28
| 5985
| CCC CCC CCC 5˝
| +11
| 29
| 6270
| DDD DDD DDD 5˝
| +11
| 30
| 6555
| DDD DDD DDD 51
| +12
|
31
| 6840
| DDD DDD DDD 61
| +13
| 32
| 7125
| EEE EEE EEE 61
| +13
| 33
| 7410
| EEE EEE EEE 71
| +13
|
34
| 7695
| FFF FFF FFF 71
| +13
| 35
| 7980
| FFF FFF FFF 81
| +14
| 36
| 8265
| FFF FFF FFF 821
| +15
|
37
| 16530
| FFF FFF FFF 822
| +15
| 38
| 24795
| FFF FFF FFF 832
| +15
| 39
| 33060
| FFF FFF FFF 833
| +15
|
45
| 82650
| FFF FFF FFF 866
| +18
| 54
| 157035
| FFF FFF FFF A99 1
| +21
| 63
| 231420
| FFF FFF FFF AA9 9
| +25
|
72
| 305805
| FFF FFF FFF CCB B1
| +29
|
|
Requisites:
| Int 30, Dex 26
| Alignment:
| any
| HD/level:
| d2
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| M-U0
| Reference:
| DM
| Groups:
| Wizard
| Complexity:
| CF=5
|
|
| Saving Throws:
|
| PPD:
| 4+level
| RSW:
| 3+level
| PP:
| 4+level
| BW:
| 1+level
| Spell:
| 2+level
| Fort:
| 0+level
| Reflex:
| 7+level
| Will:
| 0+level
|
|
|
Hold M actions. You may convert 2M -> 1 IM (Instantaneous Mental). Instantaneous Mentals cannot be responded to except by J actions (or better).
| Level N (every level): +1M action
| Level 6: When using an IM action, your spells that offer a Reflex-based saving throw give no saving throw instead.
| Level 9 ¶: You may convert 4M -> 1JM. You may convert 2 IM -> 1 IQM.
| Level 12: When using an IM action, your spells that offer a Will-based saving throw give no saving throw instead.
| Level 15: When using an IM action, your spells that offer a Fort-based saving throw give no saving throw instead.
| Level 18 ¶: You may convert 8M -> 1KM. You may convert 2JM -> 1JQM.
| Level 21: When using an IM action, your spells that offer a saving throw give no saving throw instead.
| Level 27 ¶: You may convert 2KM -> 1KQM. You may convert 2scrM -> 1 IscrM. (scrM = Script Mental)
| Level 36 ¶: You may convert 16M -> 1LM. You may convert 2X -> 1 IX.
|
| Old spell (from Instantaneous Chaining Wizard class):
| Lend Instantaneous Mental (SL=7, Metamagic): You lose 1 IM action, target gains 1 IM for this round.
|
| New spells:
| Lend J Mental (SL=9, Metamagic): You lose 1JM action, target gains 1JM for this round.
| Lend K Mental (SL=11, Metamagic): You lose 1KM action, target gains 1KM for this round.
| Lend L Mental (SL=13, Metamagic): You lose 1LM action, target gains 1LM for this round.
|
|
[PC2] Wizard Classes Group
Itemizer0
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 22- --- ---
| 5
| 20
| 221 --- ---
| 6
| 40
| 222 --- ---
|
7
| 80
| 322 1-- ---
| 8
| 150
| 332 2-- ---
| 9
| 300
| 333 21- ---
|
10
| 450
| 333 32- ---
| 11
| 600
| 433 321 ---
| 12
| 750
| 444 321 ---
|
13
| 900
| 444 322 ---
| 14
| 1050
| 444 432 ---
| 15
| 1200
| 544 432 1--
|
16
| 1350
| 555 432 2--
| 17
| 1500
| 655 443 2--
| 18
| 1650
| 655 443 21-
|
19
| 1800
| 655 543 22-
| 20
| 1950
| 655 544 32-
| 21
| 2100
| 655 544 321
|
22
| 2250
| 665 554 322
| 23
| 2400
| 666 654 332
| 24
| 2550
| 776 655 432
|
25
| 2700
| 776 655 443
| 26
| 2850
| 777 665 543
| 27
| 3000
| 777 665 554
|
28
| 3150
| 887 666 654
| 29
| 3300
| 887 776 655
| 30
| 3450
| 888 777 665
|
31
| 3600
| 888 777 766
| 32
| 3750
| 988 887 776
| 33
| 3900
| 999 888 777
|
34
| 4050
| 999 988 887
| 35
| 4200
| 999 999 888
| 36
| 4350
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 5 4 5 2 3 0 1 1
| +1
| 5 4 5 3 3 0 1 1
| +1
| 5 4 5 3 4 0 1 2
|
+1
| 5 5 5 3 4 1 2 2
| +2
| 6 5 5 3 4 1 2 3
| +3
| 7 6 7 4 6 2 3 3
|
+3
| 7 6 7 5 6 2 3 4
| +3
| 7 7 7 5 6 2 3 4
| +3
| 7 7 7 5 7 3 4 5
|
+4
| 8 7 7 5 7 3 4 5
| +5
| 9 8 9 6 9 4 5 6
| +5
| 9 8 9 7 9 4 5 6
|
+5
| 9 9 9 7 9 4 5 7
| +5
| 10 9 9 7 9 5 6 7
| +6
| 10 9 10 7 9 5 6 8
|
+7
| 11 10 11 8 12 6 7 8
| +7
| 11 10 11 9 12 6 7 9
| +7
| 11 11 11 9 12 6 7 9
|
|
Requisites:
| Int 16, Wis 13
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| M-U0
| Save Table:
| M-U0
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Can specialize in Enchantment, if you do, pick a major opposite school.
| Each reset (including the first reset before the game starts), you create 1 magic item of your choice from the list on the following pages.
| Potions you create have LVL doses each. Scrolls you create have double your CL, but do not "Blow Your Head Off".
| These are normal magic items in every way, and can be sold (at half value), or given to other PCs at no penalty.
| You may "split your level up" into several items, for example at level 8 you could make a level 5, a level 2, and a level 1 item.
|
|
[PC2] Wizard Classes Group
Itemizer0 Items
Level
| Item
| gp Value
| XP Value
|
1
| Potion of Poison (save @ -6 for Death/40)
| 1000
| 100
| 1
| Potion of Healing (70 hp total of healing)
| 2000
| 200
| 2
| Potion of Agility (Dex becomes 18, or +1 to Dex)
| 3000
| 300
|
2
| Potion of Bug Repellant (Resist Bugs)
| 3000
| 300
| 2
| Potion of Ethereality (Become ethereal at will)
| 3000
| 300
| 2
| Potion of Flying
| 3000
| 300
|
2
| Potion of Human Control (Human Control)
| 3000
| 300
| 2
| Potion of Speed (+1 P, +1 V)
| 3000
| 300
| 2
| Potion of Water Breathing
| 3000
| 300
|
2
| Scroll of Pro.Elementals
| 3000
| 300
| 2
| Scroll of Pro.Lycanthropes
| 3000
| 300
| 3
| Potion of Dragon Control (Dragon Control (any type))
| 4000
| 400
|
3
| Potion of Fortitude (Con becomes 18 or +1 to Con)
| 4000
| 400
| 3
| Potion of Giant Control (Giant Control (any type))
| 4000
| 400
| 3
| Potion of Growth (Double base damage)
| 4000
| 400
|
3
| Potion of Invulnerability (+2/+2 protection)
| 4000
| 400
| 3
| Potion of Polymorph Self
| 4000
| 400
| 3
| Potion of Antidote (Neutralize Poison, Immune to Poison)
| 5000
| 500
|
3
| Potion of Defense (+5/+0 protection)
| 5000
| 500
| 3
| Potion of Freedom (Free Action)
| 5000
| 500
| 3
| Potion of Heroism (+(11-(highest War level))/3,round up War lvl)
| 5000
| 500
|
3
| Scroll of Pro.Magic
| 5000
| 500
| 3
| Staff/Command (Command)
| 5000
| 500
| 3
| Potion of Elemental Form (Normal elements only)
| 6000
| 600
|
3
| Potion of Giant Strength (Str becomes 24)
| 6000
| 600
| 3
| Potion of Undead Control
| 6000
| 600
| 3
| Scroll of Pro.Undead
| 6000
| 600
|
3
| Scroll of Shelter (1 M, 1/d: Rope Trick)
| 6000
| 600
| 4
| Potion of Merging (Can merge up to 7 PCs into 1 body)
| 7000
| 700
| 4
| Potion of Sight (Immune Blindness; True Sight)
| 7000
| 700
|
4
| Potion of Super-Healing (580 hp total of healing)
| 7000
| 700
| 4
| Ring of Holiness (+1 Turn Undead roll; +1 Clr spell of SLs 1-3)
| 7000
| 700
| 5
| Bag of Holding (10000 lbs.)
| 10000
| 1000
|
5
| Elven Cloak (can backstab 1/r)
| 10000
| 1000
| 5
| Potion of Longevity (-10 yrs to age)
| 10000
| 1000
| 5
| Potion of Luck (Choose 1 die roll)
| 10000
| 1000
|
5
| Ring of Plant Control (Plant Control)
| 10000
| 1000
| 5
| Ring of Regeneration (Troll-like regen 1 hp/r)
| 10000
| 1000
| 5
| Ring of Spell Storing (N=10= # SL's, max N = 54, max SL = 9)
| 10000
| 1000
|
5
| Rod/Domination (Psi1 Domination)
| 10000
| 1000
| 5
| Scroll of Trapping (2V: Create 1 mechanical trap)
| 10000
| 1000
| 5
| Slate of Identification (1 V,1 M: Identify)
| 10000
| 1000
|
5
| Scroll of Mages (1V: Spellcraft & Dweomercraft 1 effect)
| 12000
| 1200
| 5
| Scroll of Seeing (1V, 1/d: Detect Life (type & number) 100'r)
| 12000
| 1200
| 6
| Gauntlets of Ogre Power (Str 18; +3 TH when unarmed)
| 13000
| 1300
|
6
| Scroll of Questioning (1 M, 3/d: Ask inanimate object a question)
| 13000
| 1300
| 6
| Scroll of Repetition (1 M, 1/d: Repeat a spell cast last segment)
| 15000
| 1500
| 6
| Wand/Negation (Dispel Magic @ 24th CL)
| 15000
| 1500
|
7
| Scroll of Portals (1V, 2/d: Passwall)
| 16000
| 1600
| 7
| Staff/Snake (+1/+1; staff can turn into snake)
| 16000
| 1600
| 7
| Ring of Quickness (0, 1/d: +1 P, +1V for it, stacks with Haste)
| 18000
| 1800
|
7
| Scroll of Creation (1V, 1/d: Major Creation)
| 18000
| 1800
| 7
| Ring of Life Protection (+1/+1 pro; 1M,l/d: Neg.Plane Prot)
| 19000
| 1900
| 7
| Boots of Speed (x2 move rate. +1 V)
| 20000
| 2000
|
7
| Girdle of Giant Strength (Str 19)
| 20000
| 2000
| 7
| Ring of Animal Control
| 20000
| 2000
| 7
| Ring of Safety (0,1 ch: Make a save you missed [has 4 ch])
| 20000
| 2000
|
7
| Ring of Telekinesis (1 M: TK 2000 lbs.)
| 20000
| 2000
| 7
| Scroll of Communication (2 Scrolls: message on one appears on other)
| 20000
| 2000
| 7
| Scroll of Delay (1M, 1/d: Delay the next spell for 1r.)
| 20000
| 2000
|
7
| Wand/Polymorph (Poly Self or Other)
| 20000
| 2000
| 8
| Ring of Remedies (0,1 ch: Do any 'cure' or 'remove' spell)
| 21000
| 2100
| 8
| Scroll of Mapping (1V, lid: Map current dungeon level)
| 21000
| 2100
|
8
| Ring of Djinni Summ. (1M,1/d: Summon 1 Djinni; Resist 1 Ele.; Breathe & Free Action in Ele.)
| 24000
| 2400
| 9
| Wand/Cold (Cone of cold 12d12 dmg (save: 1/2))
| 25000
| 2500
| 9
| Wand/Fireballs (Fireball 24d6 dmg (save: 1/2))
| 25000
| 2500
|
9
| Wand/L.Bolts (Lightning bolt 18d8 dmg (save: 1/2))
| 25000
| 2500
| 9
| Wand/Trap Det. (Detect ALL traps within 20')
| 25000
| 2500
| 9
| Scroll of Spell Catching (1V (can borrow): Catch a spell cast at you)
| 26000
| 2600
|
9
| Potion of Create Any Monster
| 30000
| 3000
| 9
| Scroll of Spell Catching
| 30000
| 3000
| 9
| Amulet of Protection vs. Crystal Balls and ESP (& Scyring)
| 30000
| 3000
|
9
| Flying Carpet
| 30000
| 3000
| 9
| Ring of Human Control
| 30000
| 3000
| 9
| Ring of Memory (1M,1/d: Recast a spell you cast within last t)
| 30000
| 3000
|
9
| Ring of Wishes (N=#ofwishes,maxN=4)
| 30000
| 3000
| 9
| Staff/Withering (Age target by 10 yrs)
| 30000
| 3000
| 11
| Displacer Cloak (1st attack misses. +2/+2 protection)
| 40000
| 4000
|
11
| Ring of Fire Resistance (Resist Fire; -1 per die from Fire)
| 40000
| 4000
| 11
| Ring of Survive (Don't need food, water, air)
| 40000
| 4000
| 11
| Staff/Dispelling (Dispel Magic/Psi/Innate @ 15th CL)
| 40000
| 4000
|
12
| Rod/Cancellation (Mordenkainen's Disjunction)
| 45000
| 4500
| 13
| Bowl Commanding Water Elementals
| 50000
| 5000
| 13
| Ring of Seeing (True Sight)
| 50000
| 5000
|
13
| Scarab of Protection (Immune Curse; Immune Finger/Death)
| 50000
| 5000
| 13
| Rod/Inertia (+3/+3; Stop one target)
| 55000
| 5500
| 13
| Staff/Power (TK 2400 lbs. or CL 24 SL 6 wacky ball)
| 55000
| 5500
|
14
| Staff/Druids (+3/+3: +1 Druid spell per SL)
| 58000
| 5800
| 14
| Crystal Ball with Clairaudience, Clairnasience, ESP
| 60000
| 6000
| 14
| Rod/Health (heal 100 hp + restore all stats and XP)
| 60000
| 6000
|
14
| Staff/Striking (+1/+1; 1 ch: +3/+3)
| 60000
| 6000
| 14
| Wheel of Fortune (similar to Deck of Many Things)
| 60000
| 6000
| 15
| Quill of Copying (copy 1 scroll per day)
| 70000
| 7000
|
15
| Ring of Spell Turning (50% iMReflection)
| 70000
| 7000
| 15
| Staff/Element (Resist 1 Ele; Summ.8 HD Ele; 16d6 Ele ball)
| 70000
| 7000
| 16
| Rod/Wyrm (+5/+5: staff can turn into age 1 dragon)
| 74000
| 7400
|
16
| Rod/Parrying (+5/+5; +5/+0 protection)
| 75000
| 7500
| 17
| Staff/Harming (70 dmg + Blindness, Disease, Poison)
| 85000
| 8500
| 17
| Staff/Healing (heal 70 hp + Blindness. Disease, Poison)
| 85000
| 8500
|
18
| Staff/Wizardry (+1/+1; passwall; conjure 24 HD elemental or CL 27 SL7 wacky ball)
| 95000
| 9500
|
|
[PC2] Wizard Classes Group
Izzet Evoker (MTG U/R)
Level
| KXP
| Spells 123 456 789
|
1
| 0
| ˝˝- --- ---
| 2
| 3.875
| 11- --- ---
| 3
| 7.75
| 21˝ --- ---
|
4
| 15.5
| 221 --- ---
| 5
| 31
| 321 ˝-- ---
| 6
| 62
| 332 1-- ---
|
7
| 124
| 432 1˝- ---
| 8
| 248
| 443 21- ---
| 9
| 496
| 543 21˝ ---
|
10
| 992
| 554 321 ---
| 11
| 1488
| 654 321 ˝--
| 12
| 1984
| 665 432 1--
|
13
| 2480
| 765 432 1˝-
| 14
| 2976
| 776 543 21-
| 15
| 3472
| 876 543 21˝
|
16
| 3968
| 876 543 211
| 17
| 4464
| 876 543 221
| 18
| 4960
| 876 543 321
|
19
| 5456
| 876 544 321
| 20
| 5952
| 876 554 321
| 21
| 6448
| 876 654 321
|
22
| 6944
| 877 654 321
| 23
| 7440
| 887 654 321
| 24
| 7936
| 987 654 321
|
25
| 8432
| 987 654 322
| 26
| 8928
| 987 654 332
| 27
| 9424
| 987 654 432
|
28
| 9920
| 987 655 432
| 29
| 10416
| 987 665 432
| 30
| 10912
| 987 765 432
|
31
| 11408
| 988 765 432
| 32
| 11904
| 998 765 432
| 33
| 12400
| 998 765 433
|
34
| 12896
| 998 765 443
| 35
| 13392
| 998 765 543
| 36
| 13888
| 998 766 543
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 3 8 2 3 1 1 1
| +0
| 5 4 8 2 3 1 1 2
| +0
| 6 4 8 3 4 2 2 2
|
+1
| 6 5 8 4 4 2 2 3
| +1
| 7 5 9 5 4 3 2 3
| +1
| 8 6 9 6 5 3 3 4
|
+2
| 8 6 9 7 5 4 3 4
| +2
| 9 7 9 8 6 4 4 5
| +2
| 10 8 10 9 7 5 4 5
|
+3
| 11 8 10 10 7 5 4 6
| +3
| 11 9 10 11 8 6 5 6
| +3
| 12 10 11 12 9 6 5 7
|
+4
| 13 11 12 13 10 7 6 7
| +4
| 14 11 13 14 10 7 6 8
| +4
| 14 12 13 14 11 8 6 8
|
+5
| 14 12 14 14 11 8 7 9
| +5
| 14 13 14 14 12 9 7 9
| +5
| 15 13 14 14 12 9 8 10
|
|
Requisites:
| Int 20, Dex 14
| Alignment:
| CG, CN, CE, or LN
| HD/level:
| copy other class (see note)
| Weapon Prof.:
| 1+level/4
| To Hit Table:
| Wiz
| Save Table:
| Wiz/Psi
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Hit Dice: "copy other class" means you exactly copy the HD/level of one of your other classes (including bonuses). This class does not copy the "cumulative" (&) modifier. If you have no other classes, this class gets 1d2 per level.
| You may copy a class that itself is a modifier (such as Boros Crossmage11). If all your classes are just modifiers, use the "no other classes" rule for each, then apply mods afterwards.
| Barbarian Int bonus.
| Channeling.
| Int bonus to spells.
| Specialized in Wizard Metamagic school.
| Level 1: +1 borrowed M action per round.
| Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
| Level 5: +1 borrowed M action per round.
| Level 9: For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying). This applies to all dice (even those below level 9).
| Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
| Level 9: +1 Q borrowed M action per round.
|
| New spells:
| Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
| Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
| Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
| Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
| Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
| Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
|
|
[PC2] Wizard Classes Group
Jedi0 / Sith0
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| --- --- ---
| 2
| 2.5
| 1-- --- ---
| 3
| 5
| 2-- --- ---
|
4
| 10
| 21- --- ---
| 5
| 20
| 22- --- ---
| 6
| 40
| 221 --- ---
|
7
| 80
| 322 --- ---
| 8
| 160
| 322 1-- ---
| 9
| 320
| 332 2-- ---
|
10
| 500
| 332 21- ---
| 11
| 875
| 433 22- ---
| 12
| 1250
| 433 221 ---
|
13
| 1625
| 443 322 ---
| 14
| 2000
| 443 322 1--
| 15
| 2375
| 544 332 2--
|
16
| 2750
| 544 332 21-
| 17
| 3125
| 554 433 22-
| 18
| 3500
| 554 433 221
|
19
| 3875
| 655 443 322
| 20
| 4250
| 655 443 322
| 21
| 4625
| 665 544 332
|
22
| 5000
| 665 544 332
| 23
| 5375
| 766 554 433
| 24
| 5750
| 766 554 433
|
25
| 6125
| 776 655 443
| 26
| 6500
| 776 655 443
| 27
| 6875
| 877 665 544
|
28
| 7250
| 877 665 544
| 29
| 7625
| 887 766 554
| 30
| 8000
| 887 766 554
|
31
| 8375
| 988 776 655
| 32
| 8750
| 988 776 655
| 33
| 9125
| 998 877 665
|
34
| 9500
| 998 877 665
| 35
| 9875
| 999 887 766
| 36
| 10250
| 999 887 766
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 5 4 5 2 3 0 1 1
| +1
| 5 4 5 3 3 0 1 1
| +2
| 5 4 5 3 4 0 1 2
|
+3
| 5 5 5 3 4 1 2 2
| +3
| 6 5 5 3 4 1 2 3
| +4
| 7 6 7 4 6 2 3 3
|
+5
| 7 6 7 5 6 2 3 4
| +5
| 7 7 7 5 6 2 3 4
| +6
| 7 7 7 5 7 3 4 5
|
+7
| 8 7 7 5 7 3 4 5
| +7
| 9 8 9 6 9 4 5 6
| +8
| 9 8 9 7 9 4 5 6
|
+9
| 9 9 9 7 9 4 5 7
| +9
| 10 9 9 7 9 5 6 7
| +10
| 10 9 10 7 9 5 6 8
|
+11
| 11 10 11 8 12 6 7 8
| +11
| 11 10 11 9 12 6 7 9
| +12
| 11 11 11 9 12 6 7 9
|
|
Requisites:
| Str 18, Dex 9, Con 14, Int 20, Wis 20, Chr 25
| Alignment:
| any G (Jedi0) (or) any E (Sith0)
| HD/level:
| d20
| Weapon Prof.:
| 4+level/2
| To Hit Table:
| Ftr0
| Save Table:
| M-U0
| Reference:
| Star Wars
| Groups:
| Warrior, Wizard
|
|
|
|
Generic "Level:" abilities as per Warrior. Note this class is Wizard group, not Warrior group.
|
| Gets Wizard spells; there is a SL adjustment (positive numbers are bad), as follows:
| Abj=+1, Alt=+0, Cnj=+3, Div=-1, Enc=+0, Ill=+2, Inv=+2, Nec=+2
|
| For example, a Jedi0 can use a SL=5 slot to cast a SL=2 Conjuration spell (it's a +3 penalty "School Robe").
|
| Level 1: Assumed to always have a light-saber. Base light-saber damage is 1d20.
| Level 9: Base light-saber damage is 2d20.
| Level 18: Base light-saber damage is 3d20.
| Level 27: Base light-saber damage is 4d20.
| Level 36+: Base light-saber damage is (LVL/36, round down)d100.
|
|
[PC2] Wizard Classes Group
Lex Luthor
Level
| KXP
| Hen/GR Villain 123 45 [1]
| TH
|
1
| 0
| 1-- -- [-]
| +1
| 2
| 3.3
| 2-- -- [-]
| +2
| 3
| 6.6
| 21- -- [-]
| +3
|
4
| 13.2
| 31- -- [-]
| +4
| 5
| 26.4
| 32- -- [-]
| +5
| 6
| 52.8
| 321 -- [-]
| +6
|
7
| 106
| 322 -- [-]
| +7
| 8
| 212
| 332 -- [-]
| +8
| 9
| 424
| 332 1- [-]
| +9
|
10
| 660
| 432 1- [-]
| +10
| 11
| 990
| 532 2- [-]
| +11
| 12
| 1320
| 542 21 [-]
| +12
|
13
| 1650
| 543 21 [-]
| +13
| 14
| 1980
| 543 22 [-]
| +14
| 15
| 2310
| 543 32 [-]
| +15
|
16
| 2640
| 543 33 [-]
| +16
| 17
| 2970
| 544 33 [-]
| +17
| 18
| 3300
| 544 43 [-]
| +18
|
19
| 3630
| 544 44 [-]
| +19
| 20
| 3960
| 554 44 [-]
| +20
| 21
| 4290
| 555 44 [-]
| +21
|
22
| 4620
| 555 54 [-]
| +22
| 23
| 4950
| 555 55 [-]
| +23
| 24
| 5280
| 655 55 [-]
| +24
|
25
| 5610
| 665 55 [-]
| +25
| 26
| 5940
| 666 55 [1]
| +26
| 27
| 6270
| 666 65 [1]
| +27
|
28
| 6600
| 666 66 [1]
| +28
| 29
| 6930
| 766 66 [2]
| +29
| 30
| 7260
| 776 66 [2]
| +30
|
31
| 7590
| 777 66 [3]
| +31
| 32
| 7920
| 777 76 [3]
| +32
| 33
| 8250
| 777 77 [4]
| +33
|
34
| 8580
| 877 77 [4]
| +34
| 35
| 8910
| 887 77 [5]
| +35
| 36
| 9240
| 888 77 [51]
| +36
|
37
| 18480
| 888 77 [52]
| +37
| 38
| 27720
| 888 77 [53]
| +38
| 39
| 36960
| 888 77 [54]
| +39
|
45
| 92400
| 888 87 [77]
| +45
| 54
| 175560
| 999 99 [881]
| +54
| 63
| 258720
| 999 99 [998]
| +63
|
72
| 341880
| AAA AA [AA9 1]
| +72
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div
|
-1
| -1
| +3
| +8
| +0
| +3
| +0
| +0
| +0
| +0
| ÷1
|
|
| Requisites:
| Con 10, Int 24, Chr 10,
|
| Race Slots 1, Class Slots 2
| Alignment:
| any E
| HD/level:
| 4d6 (no Con bonus)
| Weapon Prof.:
| 6+level/2
| To Hit Table:
| Mon
| Save Table:
| 4xMon
| Reference:
| DM {Reduced Villain}
| Groups:
| Wizard, Concordant (x1), Archetype
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level*2+0
| RSW:
| level*2+0
| PP:
| level*2+0
| BW:
| level*2+0
| Spell:
| level*2+0
| Fort:
| level*2+0
| Reflex:
| level*2+0
| Will:
| level*2+0
|
|
|
Considered a "Human" race.
| Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
| Can manipulate an object with TechF equal to your level or less.
| Level 1 ¶: Can use "2 for 1" ability score trading.
| Level 1: +1 Technological proficiency slot per level (see [P8.8]).
|
|
[PC2] Wizard Classes Group
Lex Luthor (Henchman / Giant Robot Spells)
Level
| #
| Spell
|
1
| 1
| +10% XP in Lex Luthor, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
| 1
| 2
| +10% XP in Lex Luthor, if this is your only class [Yes there are two of the same spell here]
| 1
| 3
| 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
|
1
| 4
| 1bF: Counter a counterspell effect.
| 1
| 5
| 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
| 1
| 6
| 1M: Monster Summoning (CL+1)/2
|
1
| 7
| 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
| 1
| 8
| 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
| 1
| 9
| 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
|
1
| 10
| MPIRR 5*LVL%
| 1
| 11
| Resist Action/Memory/Ability Stealing
| 1
| 12
| Resist all Elements
|
1
| 13
| Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
| 1
| 14
| You adjust all BlahR by -5*level%
| 1
| 15
| You can have two summons (same group).
|
1
| 16
| You ignore one level of Resist Action/Memory/Other Stealing on other people
| 1
| 17
| You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
| 1
| 18
| You ignore one level of Resist Hold/Stun/Para. on other people
|
2
| 1
| +1 limb (in a new set of limbs) [if this is taken more than once they are all in the same set]
| 2
| 2
| +1 minor in a psionic progression you have.
| 2
| 3
| +1 minor in a psionic progression you have.
|
2
| 4
| 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
| 2
| 5
| 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
| 2
| 6
| 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
|
2
| 7
| 1M, 1/r: Causeall one target.
| 2
| 8
| 1M, 1/t: Cureall one Robot or Golem target (can use on yourself).
| 2
| 9
| 1P, 1/d: Slay someone with the Sidekick class (PPD save)
|
2
| 10
| 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
| 2
| 11
| 1V: Twist (Remove an effect on a person)
| 2
| 12
| All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
|
2
| 13
| All your innate abilities can be used twice as many times per unit time (e.g. 3/d becomes 6/d).
| 2
| 14
| ER 5*LVL%
| 2
| 15
| May wear two suits of armor, your AT sources fully stack
|
2
| 16
| Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
| 2
| 17
| Pick a psionic power you have. It has double effect. [Pick a different power each time you pick this]
| 2
| 18
| Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
|
3
| 1
| +LVL C Actions
| 3
| 2
| 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
| 3
| 3
| 0, 1/t: Reroll a die roll
|
3
| 4
| 1F, 1/d: Multiply an effect you do by x1+LVL/10.
| 3
| 5
| 1F, 1/d: Reset one Golem or Robot target (can use on yourself).
| 3
| 6
| 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
|
3
| 7
| 1M, 1/d: Set (reverse Reset) one target.
| 3
| 8
| 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
| 3
| 9
| 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
|
3
| 10
| 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
| 3
| 11
| 1M: Fascinate a group (Will save)
| 3
| 12
| 1M: Hypnotize a group (Will save)
|
3
| 13
| Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
| 3
| 14
| Resist all Eelements and Unusual Materials
| 3
| 15
| You can have one familiar. This spell does the "Find Familiar" effect when you take it.
|
3
| 16
| You can have three summons (same group).
| 3
| 17
| You get +1 segment per round (starting at segment 11).
| 3
| 18
| You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
|
4
| 1
| +1 Bug action. (1QQS or 1OppS only for technological effects)
| 4
| 2
| +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
| 4
| 3
| -1 actions of all types to everyone in the room (x1 Special)
|
4
| 4
| 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
| 4
| 5
| 1F, 1/d: +1 to your multiplier for 1 round
| 4
| 6
| 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
|
4
| 7
| 1F, 1/t: Target loses 1 to his multiplier for 1 round (no save, TechR)
| 4
| 8
| 1F: Choose one creature. He is Stopped, and cannot use any 0 or V actions on his next segment.
| 4
| 9
| 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
|
4
| 10
| 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
| 4
| 11
| 1M: But wait, the other Robot or Golem over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
| 4
| 12
| 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
|
4
| 13
| Pick a psionic power you have. It costs ˝M to use.
| 4
| 14
| Pick a spell you have. It costs ˝M to use.
| 4
| 15
| Pick an innate ability you have. It costs ˝M to use.
|
4
| 16
| You can convert 1M -> 1QM only for psionic powers.
| 4
| 17
| You can't be targetted until your summons are destroyed.
| 4
| 18
| Your summons can't be targetted.
|
5
| 1
| 0, 1/d: Gain an Immunity to something for the rest of the day (must be a narrow effect like a spell/psi power name)
| 5
| 2
| 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
| 5
| 3
| 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
|
5
| 4
| 1F: Charm or Dominate target x0 or x1 creature (save)
| 5
| 5
| 1F: Remove Charm, Domination, Ego Domination, Control Actions, or Magic Jar on one target.
| 5
| 6
| 1M: All x1 and lower effects on one target are dispelled.
|
5
| 7
| 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
| 5
| 8
| 1V, 1/d: Ignore an Immunity to something.
| 5
| 9
| 1V, LVL/d: You ignore one level of Resist to something
|
5
| 10
| AllR 5*LVL%
| 5
| 11
| Lockdown X actions continuous in your group
| 5
| 12
| You adjust all AllR by -5*level% (this stacks with the lower level version of this)
|
5
| 13
| You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
| 5
| 14
| You have a MOST ANNOYING CONSULTANT: 0, 1/t: Fork one of your actions.
| 5
| 15
| You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
|
5
| 16
| You have and may use 2Z actions per half-segment.
| 5
| 17
| You see the ERROR OF YOUR WAYS, drop Lex Luthor class (and can never return), gain Brass Gnat with x1.5 your Lex Luthor XP.
| 5
| 18
| You see the ERROR OF YOUR WAYS, drop Lex Luthor class (and can never return), gain Sidekick with x1.5 your Lex Luthor XP.
|
Villain 1 (11)
| 1
| 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
| Villain 1 (11)
| 2
| 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
| Villain 1 (11)
| 3
| You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
|
Villain 1 (11)
| 4
| You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
| Villain 1 (11)
| 5
| +10% XP in all your non-Concordant classes.
| Villain 1 (11)
| 6
| You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
|
Villain 1 (11)
| 7
| You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
| Villain 1 (11)
| 8
| You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
| Villain 1 (11)
| 9
| 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
|
Villain 1 (11)
| 10
| The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
| Villain 1 (11)
| 11
| NF, may borrow: Counter a level N Concordant ability.
| Villain 1 (11)
| 12
| xVL number of henchmen, followers, summons, familiars
|
|
[PC2] Wizard Classes Group
Life Master1
Level
| KXP
| Wizard/Priest 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1.77
| 2-- --- ---
| 3
| 3.54
| 21- --- ---
|
4
| 7
| 211 --- ---
| 5
| 14
| 221 1-- ---
| 6
| 28
| 222 2-- ---
|
7
| 56
| 333 2-- ---
| 8
| 112
| 333 31- ---
| 9
| 224
| 443 32- ---
|
10
| 448
| 444 431 ---
| 11
| 896
| 444 432 ---
| 12
| 1792
| 444 433 ---
|
13
| 3584
| 444 444 ---
| 14
| 3777
| 555 444 1--
| 15
| 4111
| 555 554 2--
|
16
| 4444
| 555 555 3--
| 17
| 4777
| 666 555 31-
| 18
| 5111
| 666 665 32-
|
19
| 5444
| 666 666 43-
| 20
| 5777
| 777 666 431
| 21
| 6111
| 777 776 432
|
22
| 6444
| 777 777 443
| 23
| 6777
| 888 777 444
| 24
| 7111
| 888 887 544
|
25
| 7444
| 888 888 554
| 26
| 7777
| 999 888 555
| 27
| 8111
| 999 998 655
|
28
| 8444
| 999 999 665
| 29
| 8777
| AAA 999 666
| 30
| 9111
| AAA AA9 766
|
31
| 9444
| AAA AAA 776
| 32
| 9777
| BBB AAA 777
| 33
| 10111
| BBB BBB 877
|
34
| 10444
| CCC BBB 887
| 35
| 10777
| CCC CCC 888
| 36
| 11111
| CCC CCC 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +0
| 8 4 6 3 4 0 0 3
| +0
| 9 5 6 3 4 0 1 3
|
+1
| 9 5 6 4 4 1 1 4
| +1
| 10 6 7 4 5 1 1 4
| +1
| 10 6 7 5 5 2 2 5
|
+2
| 11 7 8 5 6 2 2 5
| +2
| 11 7 9 6 6 2 2 6
| +2
| 12 7 9 6 7 3 3 6
|
+3
| 12 8 9 6 7 3 3 7
| +3
| 13 8 10 7 8 4 3 7
| +3
| 13 9 10 7 8 4 4 8
|
+4
| 13 9 10 7 8 4 4 8
| +4
| 14 9 11 8 9 5 4 9
| +4
| 14 10 11 8 9 5 5 9
|
+5
| 14 10 11 9 9 6 5 10
| +5
| 15 11 12 9 10 6 5 10
| +5
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 9, Dex 12, Int 15, Wis 13, Chr 14
| Alignment:
| any G
| HD/level:
| d1+4
| Weapon Prof.:
| 1+level/4
| To Hit Table:
| Wiz
| Save Table:
| Pri
| Reference:
| DM {Planeshifted Death Master1}
| Groups:
| Wizard, Priest, Alternate
|
|
|
|
Does not get Wis bonus to spells.
| Limited spell selection: Gets access to one School and one Sphere per level. The School at level 1 must be Abjuration and the Sphere at level 1 must be Healing.
| Level 1: Have their own language called "The Language of Life".
| Level 1: +1 XP for each grave blessed; +2 XP for each buried body.
| Level 1: +1d12 undead turned when successfully roll Turn Undead.
| Level 1: Immune Unlive.
| Level 1: 5% per level resistance to Necromancy spells.
| Level 2: +2 XP for assisting in a child birth.
| Level 4: Speak with anyone with Int > 10 at will.
| Level 7: Locate Person 1/d.
| Level 9: Immune to Stun, reversed healing, and any undead touch effect.
| Level 11: Immune to all Energy/Stat drains.
|
|
[PC2] Wizard Classes Group
Logician17
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2
| 2-- --- ---
| 3
| 14
| 21- --- ---
|
4
| 36
| 32- --- ---
| 5
| 68
| 421 --- ---
| 6
| 110
| 422 --- ---
|
7
| 162
| 432 1-- ---
| 8
| 224
| 433 2-- ---
| 9
| 296
| 433 21- ---
|
10
| 378
| 443 22- ---
| 11
| 470
| 444 33- ---
| 12
| 572
| 444 441 ---
|
13
| 684
| 555 442 ---
| 14
| 806
| 555 442 1--
| 15
| 938
| 555 552 1--
|
16
| 1080
| 555 553 21-
| 17
| 1232
| 555 553 32-
| 18
| 1394
| 555 553 321
|
19
| 1566
| 555 553 331
| 20
| 1748
| 555 554 332
| 21
| 1940
| 555 554 442
|
22
| 2142
| 555 555 443
| 23
| 2354
| 555 555 553
| 24
| 2576
| 555 555 554
|
25
| 2808
| 555 555 555
| 26
| 3050
| 666 655 555
| 27
| 3302
| 666 666 655
|
28
| 3564
| 666 666 666
| 29
| 3836
| 777 766 666
| 30
| 4118
| 777 777 766
|
31
| 4410
| 777 777 777
| 32
| 4712
| 888 877 777
| 33
| 5024
| 888 888 877
|
34
| 5346
| 888 888 888
| 35
| 5678
| 999 988 888
| 36
| 6020
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 18
| Alignment:
| L*
| HD/level:
| d0+10
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| StarTrek
| Groups:
| Wizard
|
|
|
|
(spell progression may change later)
| Spec. Schools: Divination, Logic (see below)
| Opp. Schools: Necromancy, Wild Magic
| Can cast spells from Priest Law and Priest Numbers Spheres
| Level 1: +˝M Action
| Level 1: +1 extra Knowledge Prof/level
| Level 1: All spells cost only 1M to cast
| Level 1: Can "burn" 1 hp/spell level to cast extra spells
| Here's some sample "Logic" spells, until a better version is added to the Collective.
| Logic Spells, Level 1:
| Communication: Allows communication with any creature with Int 1+
| Detect Chaos: Detects all Chaotic creatures within 360'
| Determine Operation of Mechanism: Can use a tech level object of less than or equal to Logician's level
| Order Objects: Arrange group of small objects by some order (or) count a group of objects (or) weigh an object
| Logic Spells, Level 2:
| Command: As per priest spell but can use 2 words
| Fast-Talking: All targets must save vs. spell at a penalty equal to double of Logician's level or believe what he is saying as true
| Protection from Chaos: As per Pro.Evil but against Chaotic creatures
| Logic Spells, Level 3:
| Hold Monster: As per Enc/Cha spell, save at -(2*Logician's level)
| Personal Illusion: Makes an exact illusion (all senses) of a creature
| Logic Spells, Level 4:
| Charm Lawful Creature: Target Lawful creature is charmed (no save)
|
|
[PC2] Wizard Classes Group
Loremaster3
Level
| KXP
| Wizard Spells
|
1
| Wiz5
| +1 ML
| 2
| 10
| +2 ML
| 3
| 30
| +3 ML
|
4
| 60
| +4 ML
| 5
| 100
| +5 ML
| 6
| 150
| +6 ML
|
7
| 210
| +7 ML
| 8
| 280
| +8 ML
| 9
| 360
| +9 ML
|
10
| 450
| +10 ML
| 11
| 550
| +11 ML
| 12
| 660
| +12 ML
|
13
| 780
| +13 ML
| 14
| 910
| +14 ML
| 15
| 1050
| +15 ML
|
16
| 1200
| +16 ML
| 17
| 1360
| +17 ML
| 18
| 1530
| +18 ML
|
19
| 1710
| +19 ML
| 20
| 1900
| +20 ML
| 21
| 2100
| +21 ML
|
22
| 2310
| +22 ML
| 23
| 2530
| +23 ML
| 24
| 2760
| +24 ML
|
25
| 3000
| +25 ML
| 26
| 3250
| +26 ML
| 27
| 3510
| +27 ML
|
28
| 3780
| +28 ML
| 29
| 4060
| +29 ML
| 30
| 4350
| +30 ML
|
31
| 4650
| +31 ML
| 32
| 4960
| +32 ML
| 33
| 5280
| +33 ML
|
34
| 5610
| +34 ML
| 35
| 5950
| +35 ML
| 36
| 6300
| +36 ML
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +1
| 4 7 5 3 7 0 1 1
| +1
| 4 8 5 4 7 0 1 2
|
+2
| 4 8 6 4 7 1 2 2
| +2
| 5 9 6 4 8 1 2 3
| +3
| 5 9 7 5 8 2 3 3
|
+3
| 5 10 7 5 9 2 3 4
| +4
| 6 10 7 6 9 2 3 4
| +4
| 6 10 8 6 9 3 4 5
|
+5
| 6 11 8 6 10 3 4 5
| +5
| 7 11 9 7 10 4 5 6
| +6
| 7 12 9 7 11 4 5 6
|
+6
| 7 12 9 8 11 4 5 7
| +7
| 7 13 10 8 11 5 6 7
| +7
| 8 13 10 8 12 5 6 8
|
+8
| 8 13 11 9 12 6 7 8
| +8
| 8 14 11 9 13 6 7 9
| +9
| 9 14 11 10 13 6 7 9
|
|
Requisites:
|
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 0+level/3
| To Hit Table:
| +level/2
| Save Table:
| Wiz
| Reference:
| DMG3-34
| Groups:
| Wizard
|
|
|
|
No spell progression; gives "+1 memorization level to a Wizard class" per level. If you have no other Wizard classes, use Wizard3 progression with base level 0 (i.e. use your Loremaster3 level on the Wizard3 chart).
| Level 1: Instant mastery: 4 ranks of a skill in which the character has no ranks
| Level 2: Secret health: +3 hp
| Level 2: Legend Lore | Identify Magic/Psi item | Identify Innate item | Analyze Dweomer | Identify Artifact = 40*LVL%.
| Level 3: Secrets of inner strength: +1 Will saves
| Level 4: Lore of true stamina: +1 Fort saves
| Level 4: +1 language slot
| Level 5: Secret knowledge of avoidance: +1 Reflex saves
| Level 6: Weapon trick: +1 to hit
| Level 7: Dodge trick: +1 AC
| Level 8: Applicable knowledge: +1 feat
| Level 8: +1 language slot
| Level 9: Newfound arcana: +1 first level spell in any one memorization (even non-Wizard) per day
| Level 10: More newfound arcana: +1 second level spell in any one memorization (even non-Wizard) per day
|
|
[PC2] Wizard Classes Group
Mage2
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 32- --- ---
| 5
| 20
| 421 --- ---
| 6
| 40
| 422 --- ---
|
7
| 60
| 432 1-- ---
| 8
| 90
| 433 2-- ---
| 9
| 135
| 433 21- ---
|
10
| 250
| 443 22- ---
| 11
| 375
| 444 33- ---
| 12
| 750
| 444 441 ---
|
13
| 1125
| 555 442 ---
| 14
| 1500
| 555 442 1--
| 15
| 1875
| 555 552 1--
|
16
| 2250
| 555 553 21-
| 17
| 2625
| 555 553 32-
| 18
| 3000
| 555 553 321
|
19
| 3375
| 555 553 331
| 20
| 3750
| 555 554 332
| 21
| 4125
| 555 554 442
|
22
| 4500
| 555 555 443
| 23
| 4875
| 555 555 553
| 24
| 5250
| 555 555 554
|
25
| 5625
| 555 555 555
| 26
| 6000
| 666 655 555
| 27
| 6375
| 666 666 655
|
28
| 6750
| 666 666 666
| 29
| 7125
| 777 766 666
| 30
| 7500
| 777 777 766
|
31
| 7875
| 777 777 777
| 32
| 8250
| 888 877 777
| 33
| 8625
| 888 888 877
|
34
| 9000
| 888 888 888
| 35
| 9375
| 999 988 888
| 36
| 9750
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 9
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| PH2-31
| Groups:
| Wizard
|
|
|
|
May specialize as seen in the beginning of the [PC2] section.
| Level 1: May use 1 material component effect per spell as a zero action.
|
|
[PC2] Wizard Classes Group
Magical Pool Mage
Level
| KXP
| Wizard 123 456 789 A
|
1
| 0
| 1-- --- --- -
| 2
| 2.25
| 20- --- --- -
| 3
| 4.5
| 21- --- --- -
|
4
| 9
| 320 --- --- -
| 5
| 18
| 421 --- --- -
| 6
| 35
| 431 a-- --- -
|
7
| 60
| 432 0b- --- -
| 8
| 95
| 432 1ac --- -
| 9
| 145
| 533 20b d-- -
|
10
| 220
| 543 21a ce- -
| 11
| 440
| 543 320 bdf -
| 12
| 660
| 554 321 ace -
|
13
| 880
| 554 322 0bd -
| 14
| 1100
| 554 322 1ac -
| 15
| 1320
| 554 422 20b -
|
16
| 1540
| 555 432 21a -
| 17
| 1760
| 555 532 210 -
| 18
| 1980
| 555 533 211 g
|
19
| 2200
| 555 543 221 f
| 20
| 2420
| 555 543 321 e
| 21
| 2640
| 555 554 321 d
|
22
| 2860
| 555 555 432 c
| 23
| 3080
| 555 555 532 b
| 24
| 3300
| 666 655 532 a
|
25
| 3520
| 666 666 642 0
| 26
| 3740
| 777 766 643 1
| 27
| 3960
| 777 777 743 1
|
28
| 4180
| 888 877 753 1
| 29
| 4400
| 888 888 853 1
| 30
| 4620
| 999 988 854 1
|
31
| 4840
| 999 999 964 2
| 32
| 5060
| AAA A99 964 2
| 33
| 5280
| AAA AAA A64 2
|
34
| 5500
| BBB BAA A75 2
| 35
| 5720
| BBB BBB B75 2
| 36
| 5940
| CCC CCC C75 3
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 14, Con 9, Int 18
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard, Mirror, Planar
|
|
| Specialized in Magical Pools, no opposite.
| Gets Int bonus to spells.
| Level 1: Identify Tricks and Magical Pools by sight.
| Level 1: Swimming proficiency. Free Action underwater.
| Level 4: 1F: Restore the local MF by 1. (This may be done multiple times.)
| Level 9 ¶: When drinking from a magical pool, roll 2 results and pick the better.
| Level 9: 1F: Restore the local PF by 1. (This may be done multiple times.)
| Level 12: 1F, 1/reset: Make a Magical Pool permanent, infinite charges, and it's effects no longer count against your limit of maintains.
| Level 16: 1F: Restore the local TF by 1. (This may be done multiple times.)
| Level 25: 1F: Restore the local LoopF by 1. (This may be done multiple times.)
|
|
|
|
Magical Pool spells:
| Note 1: Magical Pools have CL charges, each charge being a "drink" from the pool. Each person may drink from a Magical Pool only once (using 1V action). If at least one person drinks from a pool, all of that pool's effects together count as 1 effect against your limit of maintains until the next reset. If the pool effect is permanent, after the reset you no longer need to maintain the effect. Only 1 magical pool may be created in a room each reset.
| Note 2: These spells are only a start. There are likely variants to these spells, such as a high level Healing Pool. Research Points may be spent here.
| Abjuration Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC1] Monster Collective, Spells.
| Create Water (SL=1): Creates a non-magical pool of ordinary water.
| Healing Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 Priest Healing spell.
| Protection Pool (SL=2): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC2] Monster Collective, Psionics.
| Reflecting Pool (SL=2): Magical Pool. Acts as a scrying device. Has only 1 charge, if drank, gives a random Divination effect of SL=1d6.
| Wonder (SL=2): Does the Wand of Wonder effect on one target.
| Acid Pool (SL=3): Creates a non-magical pool of nasty acid (1d100 dmg, no save). Can be left behind as a (-50%) Trap. Can be created "through" someone (damaging them).
| Exploding Pool (SL=3): Hits a group, does a random SL=1d6+1 Invocation effect to the group. Does not count as a Magical Pool.
| Remove Trick (SL=3): Removes a Trick in the room (can be reversed to create a random Trick).
| Defensive Pool (SL=4): Magical Pool. The effect (when drank) is a random SL=1d8 defensive effect from [MC1] Monster Collective, Spells.
| Transport via Water (SL=4): Teleport from one body of water to another.
| Remove Special (SL=5): Removes a Special in the room (can be reversed to create a random Special).
| Color Pool (SL=5): Creates a temporary Color Pool (treat as a Gate spell). Does not count as a Magical Pool.
| Enhance Pool (SL=6): Adds CL charges to an existing Magical Pool. The reverse will destroy a Magical Pool.
| Monster Pool (SL=6): Magical pool. Each segment, 1 charge is automatically used, and a DL=1d6+4 monster appears. The monster is not a summon, but will not attack the party, and will attack the party's enemies.
| Enhancement Pool (SL=7): Magical Pool. Items put into the pool (using a charge) gain a small benefit (DM will roll a random 1d1000 item XP flag, or a half-plus). These effects are permanent but each item can be enhanced only once per reset.
| Disjuncting Pool (SL=8): Magical Pool. An item placed in the pool is Disjuncted, with no Artifact Destruction or Retributive Strike effect. The item will absorb N*N charges from the pool, where N is it's multiplier. If the pool has insufficient charges, the item is unaffected. Can alternatively remove a x1 Terrain Feature completely.
| Escape Pool (SL=9): Magical Pool. The effect (when drank) is to Escape to a safe location (home or a safe city/town). The effect is instantaneous (no delay).
| Concordant Sampler Pool (SL=10): Magical Pool. The effect (when drank) is a random CSL=1d4-1 Concordant spell.
|
|
[PC2] Wizard Classes Group
Magic-User0
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 22- --- ---
| 5
| 20
| 221 --- ---
| 6
| 40
| 222 --- ---
|
7
| 80
| 322 1-- ---
| 8
| 150
| 332 2-- ---
| 9
| 300
| 333 21- ---
|
10
| 450
| 333 32- ---
| 11
| 600
| 433 321 ---
| 12
| 750
| 444 321 ---
|
13
| 900
| 444 322 ---
| 14
| 1050
| 444 432 ---
| 15
| 1200
| 544 432 1--
|
16
| 1350
| 555 432 2--
| 17
| 1500
| 655 443 2--
| 18
| 1650
| 655 443 21-
|
19
| 1800
| 655 543 22-
| 20
| 1950
| 655 544 32-
| 21
| 2100
| 655 544 321
|
22
| 2250
| 665 554 322
| 23
| 2400
| 666 654 332
| 24
| 2550
| 776 655 432
|
25
| 2700
| 776 655 443
| 26
| 2850
| 777 665 543
| 27
| 3000
| 777 665 554
|
28
| 3150
| 887 666 654
| 29
| 3300
| 887 776 655
| 30
| 3450
| 888 777 665
|
31
| 3600
| 888 777 766
| 32
| 3750
| 988 887 776
| 33
| 3900
| 999 888 777
|
34
| 4050
| 999 988 887
| 35
| 4200
| 999 999 888
| 36
| 4350
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 5 4 5 2 3 0 1 1
| +1
| 5 4 5 3 3 0 1 1
| +1
| 5 4 5 3 4 0 1 2
|
+1
| 5 5 5 3 4 1 2 2
| +2
| 6 5 5 3 4 1 2 3
| +3
| 7 6 7 4 6 2 3 3
|
+3
| 7 6 7 5 6 2 3 4
| +3
| 7 7 7 5 6 2 3 4
| +3
| 7 7 7 5 7 3 4 5
|
+4
| 8 7 7 5 7 3 4 5
| +5
| 9 8 9 6 9 4 5 6
| +5
| 9 8 9 7 9 4 5 6
|
+5
| 9 9 9 7 9 4 5 7
| +5
| 10 9 9 7 9 5 6 7
| +6
| 10 9 10 7 9 5 6 8
|
+7
| 11 10 11 8 12 6 7 8
| +7
| 11 10 11 9 12 6 7 9
| +7
| 11 11 11 9 12 6 7 9
|
|
Requisites:
| Int 9
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| M-U0
| Save Table:
| M-U0
| Reference:
| RC0-19
| Groups:
| Wizard
|
|
|
|
Cannot specialize.
| Level 1: May use 1 material component effect per spell as a zero action.
|
|
[PC2] Wizard Classes Group
Magic-User1
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 32- --- ---
| 5
| 22.5
| 421 --- ---
| 6
| 40
| 422 --- ---
|
7
| 60
| 432 1-- ---
| 8
| 90
| 433 2-- ---
| 9
| 135
| 433 21- ---
|
10
| 250
| 443 22- ---
| 11
| 375
| 444 33- ---
| 12
| 750
| 444 441 ---
|
13
| 1125
| 555 442 ---
| 14
| 1500
| 555 442 1--
| 15
| 1875
| 555 552 1--
|
16
| 2250
| 555 553 21-
| 17
| 2625
| 555 553 32-
| 18
| 3000
| 555 553 321
|
19
| 3375
| 555 553 331
| 20
| 3750
| 555 554 332
| 21
| 4125
| 555 554 442
|
22
| 4500
| 555 555 443
| 23
| 4875
| 555 555 553
| 24
| 5250
| 555 555 554
|
25
| 5625
| 555 555 555
| 26
| 6000
| 666 655 555
| 27
| 6375
| 666 666 655
|
28
| 6750
| 666 666 666
| 29
| 7125
| 777 766 666
| 30
| 7500
| 777 777 766
|
31
| 7875
| 777 777 777
| 32
| 8250
| 888 877 777
| 33
| 8625
| 888 888 877
|
34
| 9000
| 888 888 888
| 35
| 9375
| 999 988 888
| 36
| 9750
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 6, Int 9
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| PH1-25
| Groups:
| Wizard
|
|
|
|
May specialize as seen in the beginning of the [PC2] section.
| Level 1: May use 1 material component effect per spell as a zero action.
|
|
[PC2] Wizard Classes Group
Magic-User30
Level
| KXP
| Wizard 123 456 789 AB
|
1
| 0
| 20a c-- --- --
| 2
| 6
| 310 bc- --- --
| 3
| 24
| 421 ab- --- --
|
4
| 60
| 532 0ac --- --
| 5
| 120
| 643 10b --- --
| 6
| 210
| 754 21a c-- --
|
7
| 336
| 865 320 b-- --
| 8
| 504
| 976 430 ac- --
| 9
| 720
| A87 541 0b- --
|
10
| 990
| A98 652 1a- --
| 11
| 1320
| AA9 763 20c --
| 12
| 1716
| AAA 874 30b --
|
13
| 2184
| AAA 985 40a --
| 14
| 2730
| AAA A96 510 --
| 15
| 3360
| AAA AA7 621 c-
|
16
| 4080
| AAA AA8 732 b-
| 17
| 4880
| AAA AA9 843 a-
| 18
| 5680
| AAA AAA 954 0-
|
19
| 6480
| AAA AAA A65 0-
| 20
| 7280
| AAA AAA A76 1-
| 21
| 8080
| AAA AAA A87 1-
|
22
| 8880
| AAA AAA A98 2-
| 23
| 9680
| AAA AAA AA9 2-
| 24
| 10480
| AAA AAA AAA 3c
|
25
| 11280
| BBB BBB BBB 3b
| 26
| 12080
| BBB BBB BBB 4a
| 27
| 12880
| CCC CCC CCC 40
|
28
| 13680
| CCC CCC CCC 50
| 29
| 14480
| DDD DDD DDD 50
| 30
| 15280
| DDD DDD DDD 51
|
31
| 16080
| DDD DDD DDD 61
| 32
| 16880
| EEE EEE EEE 61
| 33
| 17680
| EEE EEE EEE 71
|
34
| 18480
| FFF FFF FFF 71
| 35
| 19280
| FFF FFF FFF 81
| 36
| 20080
| FFF FFF FFF 82
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 10, Int 20, Wis 10
| Alignment:
| any
| HD/level:
| d30/4
| Weapon Prof.:
| 0+level*2
| To Hit Table:
| Wiz(d30)
| Save Table:
| Wiz(d30)
| Reference:
| (wizards)
| Groups:
| Wizard, Futureshifted
|
|
|
|
Gets only 1/4 of a HD per level, so you get only 1/4 your Con bonus. Best way to calculate this is (30+Con bonus)*LVL/4, round up.
| Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
| Gets Int bonus to spell progression.
| Gets free material componenting, and can do double material componenting (x3 effect in one category or x2 in two categories) if 1V is spent.
| All dice in all spells is replaced by d30 (so Magic Missile is 1d30+1, wacky balls are always d30 regardless of SL, etc.)
| Rolls 1d30-10 for proficiency checks.
| Level N (every level): +1 school of specialization (no opposite)
|
|
[PC2] Wizard Classes Group
Magus1JG
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2
| 2-- --- ---
| 3
| 4
| 21- --- ---
|
4
| 8
| 32- --- ---
| 5
| 16
| 421 --- ---
| 6
| 32
| 422 --- ---
|
7
| 64
| 432 1-- ---
| 8
| 128
| 433 2-- ---
| 9
| 256
| 433 21- ---
|
10
| 656
| 443 22- ---
| 11
| 1056
| 444 33- ---
| 12
| 1456
| 444 441 ---
|
13
| 1856
| 555 442 ---
| 14
| 2256
| 555 442 1--
| 15
| 2656
| 555 552 1--
|
16
| 3056
| 555 553 21-
| 17
| 3456
| 555 553 32-
| 18
| 3856
| 555 553 321
|
19
| 4256
| 555 553 331
| 20
| 4656
| 555 554 332
| 21
| 5056
| 555 554 442
|
22
| 5456
| 555 555 443
| 23
| 5856
| 555 555 553
| 24
| 6256
| 555 555 554
|
25
| 6656
| 555 555 555
| 26
| 7056
| 666 655 555
| 27
| 7456
| 666 666 655
|
28
| 7856
| 666 666 666
| 29
| 8256
| 777 766 666
| 30
| 8656
| 777 777 766
|
31
| 9056
| 777 777 777
| 32
| 9456
| 888 877 777
| 33
| 9856
| 888 888 877
|
34
| 10256
| 888 888 888
| 35
| 10656
| 999 988 888
| 36
| 11056
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 12
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/3
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| FGE1JG
| Groups:
| Wizard
|
|
|
|
Cannot specialize.
| Level 12: Each level, roll an INT*2% check with no modifiers. If you make it, your familiar (if any) has it's familiar abilities of all levels (i.e. you get Level 18 and 27 abilities now).
|
|
[PC2] Wizard Classes Group
Master Wizard
Level
| KXP
| Wizard 123 456 789 A.:
|
1
| 0
| 20- --- --- ---
| 2
| 4
| 31- --- --- ---
| 3
| 8
| 320 --- --- ---
|
4
| 16
| 431 --- --- ---
| 5
| 32
| 432 0-- --- ---
| 6
| 64
| 443 1-- --- ---
|
7
| 128
| 543 20- --- ---
| 8
| 256
| 544 31- --- ---
| 9
| 512
| 554 320 --- ---
|
10
| 800
| 654 431 --- ---
| 11
| 1200
| 655 432 0-- ---
| 12
| 1600
| 665 443 1-- ---
|
13
| 2000
| 765 543 20- ---
| 14
| 2400
| 766 544 31- ---
| 15
| 2800
| 776 554 32- ---
|
16
| 3200
| 876 654 430 ---
| 17
| 3600
| 877 655 431 ---
| 18
| 4000
| 887 665 442 ---
|
19
| 4400
| 987 765 543 ---
| 20
| 4800
| 988 766 543 0--
| 21
| 5200
| 998 776 554 1--
|
22
| 5600
| A98 876 654 2--
| 23
| 6000
| A99 877 654 3--
| 24
| 6400
| AA9 887 665 3--
|
25
| 6800
| BA9 987 765 40-
| 26
| 7200
| BAA 988 765 41-
| 27
| 7600
| BBA 998 776 42-
|
28
| 8000
| CBA A98 876 53-
| 29
| 8400
| CBB A99 876 53-
| 30
| 8800
| CCB AA9 887 54-
|
31
| 9200
| DCB BA9 987 640
| 32
| 9600
| DCC BAA 987 641
| 33
| 10000
| DDC BBA 998 652
|
34
| 10400
| EDC CBA A98 753
| 35
| 10800
| EDD CBB A98 753
| 36
| 11200
| EED CCB AA9 764
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 0 0 0 0 0 0 0 0
| +0
| 1 1 1 1 1 1 1 1
| +0
| 2 2 2 2 2 2 2 2
|
+1
| 3 3 3 3 3 3 3 3
| +1
| 3 3 3 3 3 3 3 3
| +1
| 4 4 4 4 4 4 4 4
|
+2
| 5 5 5 5 5 5 5 5
| +2
| 6 6 6 6 6 6 6 6
| +2
| 6 6 6 6 6 6 6 6
|
+3
| 7 7 7 7 7 7 7 7
| +3
| 8 8 8 8 8 8 8 8
| +3
| 9 9 9 9 9 9 9 9
|
+4
| 9 9 9 9 9 9 9 9
| +4
| 10 10 10 10 10 10 10 10
| +4
| 11 11 11 11 11 11 11 11
|
+5
| 12 12 12 12 12 12 12 12
| +5
| 12 12 12 12 12 12 12 12
| +5
| 13 13 13 13 13 13 13 13
|
|
Requisites:
| Str 9, Con 9, Int 12, Wis 9, Chr 16
| Alignment:
| any
| HD/level:
| d4+1
| Weapon Prof.:
| 5+level/6
| To Hit Table:
| Wiz
| Save Table:
| 1˝xMon
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
In the spell progression, "." means SL=10+1 (level 10 plus 1 level of feats) and ":" means 10+2 (level 10 plus 2 levels of feats).
|
| Get Int bonus to spell progression. Can specialize in a school; pick an opposite.
|
| Every Level: This class gets a "Level:" pick from other Wizard classes. Take the XP for that Master Wizard-DM level, look it up on the other class's XP chart, and that is the level of the pick you get in the other class. See LordDM for an example.
| If the other class has a level requirement, treat it as an additional 2^(L-1) KXP requirement, where L is the level needed. For example, if a class requires level 5 in another class, that would be treated as an additional 16 KXP requirement.
| You may combine two (or more) picks together to get one pick, in which case you add the XP values together before referencing the other class. Again the pick cannot exceed your Master Wizard-DM level. This lets you pick from a very expensive class.
|
| Level 9: Choose "Priest", "Psionicist", or "Custom". You may now use picks on classes from that group, but your picks of that group get only half the KXP.
| Level 18: Choose "Priest", "Psionicist", or "Custom" with effects as per Level 9. If you choose the same group twice, your picks of that group are at full KXP instead of halving.
| Level 27: Choose any group other than "Concordant" with effects as per Level 9. Choosing a group three times or choosing "Wizard" has no effect.
| Level 36: Choose any group other than "Concordant" with effects as per Level 9. With this choice only, if you choose a group three times or choose "Wizard", your picks in that group are at double KXP (limited still by your Master Wizard-DM level).
|
| Now to *really* confuse things, note that Master Wizard-DM can pick "Level:" abilities from it's own class, which would give it more group choices (did you follow that?).
|
| If you end up with one Rogue ability, you get 10*LVL rogue points. If you end up with two, you get 20*LVL points. If you end up with three or more, you get 30*LVL points (the maximum).
|
| Level 9: All other people in your group get a "256 KXP" Wizard pick, using the Master Wizard-DM rules above. (You do not get this in addition to your normal Level 9 pick). This ability cannot itself be picked.
| Level 9: 0, 1/r: Lend Action (any type)
| Level 9: Gets Chr bonus to spells in addition to Int bonus.
| Level 18: All other people in your group get a "3600 KXP" Wizard pick, using the Master Wizard-DM rules above. (You do not get this in addition to your normal Level 18 pick). This ability cannot itself be picked.
| Level 18: Free wild talent in one of the following psi frequencies: -12L/T, -9, -6 (any), 6 (any), 10, 11W, 12L/T, 18, 19 (any)
| Level 18: 1F, 1/reset: Choose a (willing) ally. You can see/speak/hear through that ally's eyes. At double action cost, you may use your abiltiies through that person (e.g. you can cast a material componented spell through him with 2M+2V). When you use an action through him, he cannot use actions of the same type that segment.
|
|
[PC2] Wizard Classes Group
Mastermind5
Level
| KXP
| Wizard 123 456 789 AB
|
1
| 0
| --˝ --- --- --
| 2
| 3.125
| --1 --- --- --
| 3
| 6.25
| --1 ˝-- --- --
|
4
| 12.5
| -˝2 1-- --- --
| 5
| 25
| -12 1˝- --- --
| 6
| 50
| ˝23 21- --- --
|
7
| 100
| 123 21˝ --- --
| 8
| 200
| 123 321 --- --
| 9
| 400
| 234 321 ˝-- --
|
10
| 700
| 334 432 1-- --
| 11
| 1100
| 444 432 1˝- --
| 12
| 1500
| 544 432 21- --
|
13
| 1900
| 554 432 21˝ --
| 14
| 2300
| 555 432 221 --
| 15
| 2700
| 555 433 221 --
|
16
| 3100
| 555 433 321 --
| 17
| 3500
| 555 433 322 --
| 18
| 3900
| 555 433 332 ˝-
|
19
| 4300
| 555 443 332 ˝-
| 20
| 4700
| 555 444 332 ˝-
| 21
| 5100
| 555 444 432 ˝-
|
22
| 5500
| 555 544 432 1-
| 23
| 5900
| 555 554 432 1-
| 24
| 6300
| 555 555 432 1-
|
25
| 6700
| 555 555 432 2-
| 26
| 7100
| 555 555 433 2-
| 27
| 7500
| 555 555 443 2˝
|
28
| 7900
| 555 555 543 2˝
| 29
| 8300
| 555 555 543 3˝
| 30
| 8700
| 555 555 544 3˝
|
31
| 9100
| 555 555 554 3˝
| 32
| 9500
| 555 555 554 41
| 33
| 9900
| 555 555 555 41
|
34
| 10300
| 555 555 555 42
| 35
| 10700
| 555 555 555 43
| 36
| 11100
| 555 555 555 44
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 17
| Alignment:
| any
| HD/level:
| d2
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Specializes in a school; you do not pick an opposite.
| Each level, get one "5th edition" pick from the choices below.
|
|
Levels
| Pick
| Description
|
Level 1-3:
| A
| +LVL nonweapon proficiencies
| B
| +LVL AC
| C
| +LVL*2 stat points for purposes of qualifying for classes
| D
| Can trade nonweapon <-> weapon proficiencies 1 per 1
| E
| +1 specialty school
|
Level 4:
| Pick any Wizard5 class level 1-3
|
Level 5-7:
| F
| +LVL-4 kits
| G
| Can have 2 groups of the same summon
| H
| Can have 2 of the same familiar using only 1 familiar slot
| I
| +LVL saves
| J
| Can convert 3M -> 1 OppM
|
Level 8:
| Pick any Wizard5 class level 5-7
|
Level 9-12:
| K
|
| L
| Can have 3 groups of the same summon
| M
| Can have 3 of the same familiar using only 1 familiar slot
| N
| 0, 1/d: Immune to one [C] section effect for this day
| O
|
|
Level 13:
| Pick any Wizard5 class level 9-12
|
Level 14-18:
| P
|
| Q
|
| R
|
| S
|
| T
|
|
Level 18:
| Pick any Wizard5 class level 14-18
|
Level 20-26:
| U
|
| V
|
| W
|
| X
|
| Y
|
|
Level 27-36:
| Pick any Wizard5 class level 20-26
|
|
[PC2] Wizard Classes Group
Meat Head
Level
| KXP
| Wizard 123 456 789 ABC
|
1
| 0
| 0b- --- --- ---
| 2
| 9
| 00c --- --- ---
| 3
| 18
| 000 d-- --- ---
|
4
| 36
| 000 0e- --- ---
| 5
| 72
| 000 00f --- ---
| 6
| 144
| 000 000 g-- ---
|
7
| 288
| 000 000 0h- ---
| 8
| 576
| 111 111 1f- ---
| 9
| 1000
| 111 111 10i ---
|
10
| 1450
| 111 111 100 j--
| 11
| 1900
| 222 222 211 h--
| 12
| 2350
| 222 222 211 0k-
|
13
| 2800
| 333 333 322 1i-
| 14
| 3250
| 444 444 433 2g-
| 15
| 3700
| 444 444 433 20l
|
16
| 4150
| 555 555 544 31j
| 17
| 4600
| 666 666 655 42h
| 18
| 5050
| 666 666 655 420
|
19
| 5500
| 777 777 766 531
| 20
| 5950
| 777 777 777 652
| 21
| 6400
| 777 777 777 763
|
22
| 6850
| 777 777 777 774
| 23
| 7300
| 777 777 777 775
| 24
| 7750
| 777 777 777 776
|
25
| 8200
| 777 777 777 777
| 26
| 8650
| 877 777 777 777
| 27
| 9100
| 887 777 777 777
|
28
| 9550
| 888 777 777 777
| 29
| 10000
| 888 877 777 777
| 30
| 10450
| 888 887 777 777
|
31
| 10900
| 888 888 777 777
| 32
| 11350
| 888 888 877 777
| 33
| 11800
| 888 888 887 777
|
34
| 12250
| 888 888 888 777
| 35
| 12700
| 888 888 888 877
| 36
| 13150
| 888 888 888 887
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
& +0
| 8 7 5 3 6 0 1 2
| & +1
| 8 7 6 3 7 0 1 3
| & +1
| 9 8 6 4 7 0 1 3
|
& +2
| 9 8 6 4 7 1 2 4
| & +3
| 10 9 7 4 8 1 2 4
| & +3
| 10 9 7 5 8 2 3 5
|
& +4
| 11 10 8 5 9 2 3 5
| & +5
| 11 10 9 6 9 2 3 6
| & +5
| 12 10 9 6 9 3 4 6
|
& +6
| 12 11 9 6 10 3 4 7
| & +7
| 13 11 10 7 10 4 5 7
| & +7
| 13 12 10 7 11 4 5 8
|
& +8
| 13 12 10 8 11 4 5 8
| & +9
| 14 13 11 8 11 5 6 9
| & +9
| 14 13 11 8 12 5 6 9
|
& +10
| 14 13 11 9 12 6 7 10
| & +11
| 15 14 12 9 13 6 7 10
| & +11
| 15 14 12 10 13 6 7 11
|
|
Requisites:
| Int 30, Class Slots 3
| Alignment:
| any
| HD/level:
| d5
| Weapon Prof.:
| & 2+level/3
| To Hit Table:
| & Wiz
| Save Table:
| 2xWiz
| Reference:
| DM
| Groups:
| Wizard, Alternate
|
|
| This class may multi-class (or dual-class) with the other Meat classes, the combined two classes are only 4 class slots (total).
| You get your (Int bonus)*LVL for bonus number of SL's in progression. For example, if you are level 6, have Ultra Bar Int, with an Int of 30, you would have 32*6 = 192 bonus SL's. If you spent all of it on SL=7 spells, you would have 192/7 = 27 bonus 7th's. Since you start with "g" (-7) 7th's, you actually get 27-7 = 20 of them.
| Level 1: Sustain Int
| Level 1: When casting (or choosing to channel) a spell, you may spend N spells of that SL to get N times the effect, with a maximum multiplier of LVL. Halve the N in cost if you are specialized in the school.
| Level N (every level): +1 instance of Exc Int for this class. This is not optional, you must take this, even if your Int bonus would go down. Bonuses for Int levels are in the table below. Your number of Nonweapon proficiencies is (Int score)*((# Exc Int instances)+2)/2.
|
|
|
|
|
|
|
#
| Name
| Bonus
| Int 20
| Int 30
| Int 40
| Int 50
| Int 60
| Int 70
| Int 80
| Int 90
| Int 100
|
1
| Exc
| (Int-12)
| +8
| +18
| +28
| +38
| +48
| +58
| +68
| +78
| +88
| 2
| Bar
| (Int-14)*2
| +12
| +32
| +52
| +72
| +92
| +112
| +132
| +152
| +172
| 3
| Extra Bar
| (Int-16)*5/2
| +10
| +35
| +60
| +85
| +110
| +135
| +160
| +185
| +210
|
4
| Super Bar
| (Int-18)*3
| +6
| +36
| +66
| +96
| +126
| +156
| +186
| +216
| +246
| 5
| Mega Bar
| (Int-20)*7/2
| +0
| +35
| +70
| +105
| +140
| +175
| +210
| +245
| +280
| 6
| Ultra Bar
| (Int-22)*4
| -8
| +32
| +72
| +112
| +152
| +192
| +232
| +272
| +312
|
7
| Ancillary Bar
| (Int-24)*9/2
| -18
| +27
| +72
| +117
| +162
| +207
| +252
| +297
| +342
| 8
| Massive Bar
| (Int-26)*5
| -30
| +20
| +70
| +120
| +170
| +220
| +270
| +320
| +370
| 9
| Giga Bar
| (Int-28)*11/2
| -44
| +11
| +66
| +121
| +176
| +231
| +286
| +341
| +396
|
10
| Extreme Bar
| (Int-30)*6
| -60
| +0
| +60
| +120
| +180
| +240
| +300
| +360
| +420
| 11
| Tera Bar
| (Int-32)*13/2
| -78
| -13
| +52
| +117
| +182
| +247
| +312
| +377
| +442
| 12
| Utmost Bar
| (Int-34)*7
| -98
| -28
| +42
| +112
| +182
| +252
| +322
| +392
| +462
|
13
| Excessive Bar
| (Int-36)*15/2
| -120
| -45
| +30
| +105
| +180
| +255
| +330
| +405
| +480
| 14
| Exorbitant Bar
| (Int-38)*8
| -144
| -64
| +16
| +96
| +176
| +256
| +336
| +416
| +496
| 15
| Outlandish Bar
| (Int-40)*17/2
| -170
| -85
| +0
| +85
| +170
| +255
| +340
| +425
| +510
|
16
| Ultimate Bar
| (Int-42)*9
| -198
| -108
| -18
| +72
| +162
| +252
| +342
| +432
| +522
| 17
| Inordinate Bar
| (Int-44)*19/2
| -228
| -133
| -38
| +57
| +152
| +247
| +342
| +437
| +532
| 18
| Uber Bar
| (Int-46)*10
| -260
| -160
| -60
| +40
| +140
| +240
| +340
| +440
| +540
|
+
| ?
| (Int-N*2-10)*(N/2+1)
|
|
[PC2] Wizard Classes Group
Mega-Channeler
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 25
| (none)
| 3
| 50
| (none)
|
4
| 100
| (none)
| 5
| 200
| (none)
| 6
| 400
| (none)
|
7
| 800
| (none)
| 8
| 1600
| (none)
| 9
| 3200
| (none)
|
10
| 4000
| (none)
| 11
| 4800
| (none)
| 12
| 5600
| (none)
|
13
| 6400
| (none)
| 14
| 7200
| (none)
| 15
| 8000
| (none)
|
16
| 8800
| (none)
| 17
| 9600
| (none)
| 18
| 10400
| (none)
|
19
| 11200
| (none)
| 20
| 12000
| (none)
| 21
| 12800
| (none)
|
22
| 13600
| (none)
| 23
| 14400
| (none)
| 24
| 15200
| (none)
|
25
| 16000
| (none)
| 26
| 16800
| (none)
| 27
| 17600
| (none)
|
28
| 18400
| (none)
| 29
| 19200
| (none)
| 30
| 20000
| (none)
|
31
| 20800
| (none)
| 32
| 21600
| (none)
| 33
| 22400
| (none)
|
34
| 23200
| (none)
| 35
| 24000
| (none)
| 36
| 24800
| (none)
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 8 5 4 7 0 1 2
| +0
| 4 8 6 4 7 1 2 2
|
+1
| 5 9 7 5 8 2 3 3
| +1
| 5 10 7 5 9 2 3 4
| +1
| 6 10 8 6 9 3 4 5
|
+2
| 6 11 8 6 10 3 4 5
| +2
| 7 12 9 7 11 4 5 6
| +2
| 7 12 9 8 11 4 5 7
|
+3
| 8 13 10 8 12 5 6 8
| +3
| 8 13 11 9 12 6 7 8
| +3
| 9 14 11 10 13 6 7 9
|
+4
| 9 14 12 10 13 7 8 10
| +4
| 10 15 13 11 14 8 9 11
| +4
| 10 15 13 11 15 8 9 11
|
+5
| 11 16 13 12 15 9 10 12
| +5
| 11 16 14 12 15 9 10 13
| +5
| 12 16 14 13 16 10 11 14
|
|
Requisites:
| Str 9, Dex 20, Int 20
| Alignment:
| any
| HD/level:
| 2dLVL
| Weapon Prof.:
| 1+level/9
| To Hit Table:
| Wiz
| Save Table:
| 1˝xWiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
This is a normal Mage using [P4.9] Channeling, except you do not have to pick which spells you have memorized until you cast them.
| Level 9: 1M, 1/t: Mental Fury: Cast 1 instance of each spell you have all at the same time.
| Level 18: 1M, 1/t: Step Out of It: Cast any number of instances of 1 spell you have all at the same time. You must select targets for all your effects before you resolve any of them (the effect isn't "deep" in any way). After the effect resolves, you lose that spell from your memorization until next reset, and you suffer 1 damage for each instance you cast.
|
|
[PC2] Wizard Classes Group
Mentaler0
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 22- --- ---
| 5
| 20
| 221 --- ---
| 6
| 40
| 222 --- ---
|
7
| 80
| 322 1-- ---
| 8
| 150
| 332 2-- ---
| 9
| 300
| 333 21- ---
|
10
| 450
| 333 32- ---
| 11
| 600
| 433 321 ---
| 12
| 750
| 444 321 ---
|
13
| 900
| 444 322 ---
| 14
| 1050
| 444 432 ---
| 15
| 1200
| 544 432 1--
|
16
| 1350
| 555 432 2--
| 17
| 1500
| 655 443 2--
| 18
| 1650
| 655 443 21-
|
19
| 1800
| 655 543 22-
| 20
| 1950
| 655 544 32-
| 21
| 2100
| 655 544 321
|
22
| 2250
| 665 554 322
| 23
| 2400
| 666 654 332
| 24
| 2550
| 776 655 432
|
25
| 2700
| 776 655 443
| 26
| 2850
| 777 665 543
| 27
| 3000
| 777 665 554
|
28
| 3150
| 887 666 654
| 29
| 3300
| 887 776 655
| 30
| 3450
| 888 777 665
|
31
| 3600
| 888 777 766
| 32
| 3750
| 988 887 776
| 33
| 3900
| 999 888 777
|
34
| 4050
| 999 988 887
| 35
| 4200
| 999 999 888
| 36
| 4350
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 5 4 5 2 3 0 1 1
| +1
| 5 4 5 3 3 0 1 1
| +1
| 5 4 5 3 4 0 1 2
|
+1
| 5 5 5 3 4 1 2 2
| +2
| 6 5 5 3 4 1 2 3
| +3
| 7 6 7 4 6 2 3 3
|
+3
| 7 6 7 5 6 2 3 4
| +3
| 7 7 7 5 6 2 3 4
| +3
| 7 7 7 5 7 3 4 5
|
+4
| 8 7 7 5 7 3 4 5
| +5
| 9 8 9 6 9 4 5 6
| +5
| 9 8 9 7 9 4 5 6
|
+5
| 9 9 9 7 9 4 5 7
| +5
| 10 9 9 7 9 5 6 7
| +6
| 10 9 10 7 9 5 6 8
|
+7
| 11 10 11 8 12 6 7 8
| +7
| 11 10 11 9 12 6 7 9
| +7
| 11 11 11 9 12 6 7 9
|
|
Requisites:
| Int 15, Dex 14
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| M-U0
| Save Table:
| M-U0
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Hold M actions. You may convert 2M -> 1QM.
| Level 3: +1M action (total +1)
| Level 6: +1M action (total +2)
| Level 9: +1M action (total +3)
| Level 12: +1M action (total +4)
| Level 15: +1M action (total +5)
| Level 18: +1M action (total +6)
| Level 21: +1M action (total +7)
| Level 24: +1M action (total +8)
| Level 27: +1M action (total +9)
|
|
[PC2] Wizard Classes Group
Middle-Earth Istari
Level
| KXP
| Wizard 9 ABC DEF GHI J
|
1
| 0
| 1 --- --- --- -
| 2
| 500
| 2 1-- --- --- -
| 3
| 1500
| 3 2-- --- --- -
|
4
| 3000
| 3 21- --- --- -
| 5
| 5000
| 4 321 --- --- -
| 6
| 7500
| 5 432 --- --- -
|
7
| 10000
| 5 432 1-- --- -
| 8
| 15000
| 6 543 21- --- -
| 9
| 20000
| 7 654 32- --- -
|
10
| 25000
| 7 654 321 --- -
| 11
| 30000
| 8 765 432 1-- -
| 12
| 35000
| 9 876 543 2-- -
|
13
| 40000
| 9 876 543 21- -
| 14
| 45000
| A 987 654 321 -
| 15
| 50000
| A A98 765 432 -
|
16
| 55000
| A A98 765 432 1
| 17
| 60000
| A A98 765 432 2
| 18
| 65000
| A A98 765 433 2
|
19
| 70000
| A A98 765 433 3
| 20
| 75000
| A A98 765 443 3
| 21
| 80000
| A A98 765 444 3
|
22
| 85000
| A A98 765 444 4
| 23
| 90000
| A A98 765 544 4
| 24
| 95000
| A A98 765 554 4
|
25
| 100000
| A A98 765 555 4
| 26
| 105000
| A A98 765 555 5
| 27
| 110000
| A A98 766 555 5
|
28
| 115000
| A A98 766 655 5
| 29
| 120000
| A A98 766 665 5
| 30
| 125000
| A A98 766 666 5
|
31
| 130000
| A A98 766 666 6
| 32
| 135000
| A A98 776 666 6
| 33
| 140000
| A A98 777 666 6
|
34
| 145000
| A A98 777 766 6
| 35
| 150000
| A A98 777 776 6
| 36
| 155000
| A A98 777 777 61
|
37
| 310000
| A A98 777 777 62
| 38
| 465000
| A A98 777 777 63
| 39
| 620000
| A A98 777 777 64
|
45
| 1550000
| A A98 887 777 77
| 54
| 2945000
| A A99 988 888 881
| 63
| 4340000
| A A99 999 888 888
|
72
| 5735000
| A AAA 999 999 999 1
|
|
Requisites:
| Wizard 15 or HNCL 24, Race Slots 2,
|
| Con 15, Int 35, Chr 15
| Alignment:
| any
| HD/level:
| d12
| Weapon Prof.:
| 0+level*2
| To Hit:
| +level*2+18
| Saves:
| +level*2+18
| Reference:
| Lord of the Rings
| Groups:
| Concordant (x2), Paradigm (Concordant Archetype),
|
| Wizard
|
| [X] Section stats
| Race Adj.
| ihp
| +3
| Str
| +2
| iTH
| +3
| Dex
| +0
| P Save
| +1
| Con
| +8
| M Save
| +1
| Int
| +13
| War
| +1
| Wis
| +3
| Rog
| -2
| Chr
| +2
| PPsi
| -1
| Cml
| +0
| Wiz
| +5
| AT
| +0
| Pri
| +0
| hp
| +100
| MPsi
| +1
| TH
| +0
|
|
| Size
| M
|
|
|
|
|
|
Gets +1H action per round.
| When you material component a spell through your staff (taking the usual +1V action), you do xLVL effect instead of x2.
| Unaging.
|
|
[PC2] Wizard Classes Group
Minion (Arch-Henchman)
Level
| KXP
| Hench./Acc. 123 45 [1]
|
1
| 0
| 1-- -- [-]
| 2
| 7.5
| 2-- -- [-]
| 3
| 15
| 21- -- [-]
|
4
| 30
| 31- -- [-]
| 5
| 60
| 32- -- [-]
| 6
| 120
| 321 -- [-]
|
7
| 240
| 421 -- [-]
| 8
| 480
| 431 -- [-]
| 9
| 960
| 431 1- [-]
|
10
| 1560
| 432 1- [-]
| 11
| 2160
| 542 1- [-]
| 12
| 2760
| 542 21 [-]
|
13
| 3360
| 543 21 [-]
| 14
| 3960
| 543 22 [-]
| 15
| 4560
| 543 32 [-]
|
16
| 5160
| 543 33 [-]
| 17
| 5760
| 544 33 [-]
| 18
| 6360
| 544 43 [-]
|
19
| 6960
| 544 44 [-]
| 20
| 7560
| 554 44 [-]
| 21
| 8160
| 555 44 [-]
|
22
| 8760
| 555 54 [-]
| 23
| 9360
| 555 55 [-]
| 24
| 9960
| 655 55 [-]
|
25
| 10560
| 665 55 [1]
| 26
| 11160
| 666 55 [1]
| 27
| 11760
| 666 65 [2]
|
28
| 12360
| 666 66 [2]
| 29
| 12960
| 766 66 [3]
| 30
| 13560
| 776 66 [3]
|
31
| 14160
| 777 66 [4]
| 32
| 14760
| 777 76 [4]
| 33
| 15360
| 777 77 [5]
|
34
| 15960
| 877 77 [5]
| 35
| 16560
| 887 77 [6]
| 36
| 17160
| 888 77 [6]
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+5
| 1 1 1 1 1 1 1 1
| +6
| 2 2 2 2 2 2 2 2
| +7
| 3 3 3 3 3 3 3 3
|
+8
| 4 4 4 4 4 4 4 4
| +9
| 5 5 5 5 5 5 5 5
| +10
| 6 6 6 6 6 6 6 6
|
+11
| 7 7 7 7 7 7 7 7
| +12
| 8 8 8 8 8 8 8 8
| +13
| 9 9 9 9 9 9 9 9
|
+14
| 10 10 10 10 10 10 10 10
| +15
| 11 11 11 11 11 11 11 11
| +16
| 12 12 12 12 12 12 12 12
|
+17
| 13 13 13 13 13 13 13 13
| +18
| 14 14 14 14 14 14 14 14
| +19
| 15 15 15 15 15 15 15 15
|
+20
| 16 16 16 16 16 16 16 16
| +21
| 17 17 17 17 17 17 17 17
| +22
| 18 18 18 18 18 18 18 18
|
|
Requisites:
| Str 16, Dex 19, Int 25, Logic 7; Class slots 3
| Alignment:
| any E
| HD/level:
| 2d13 (no Con bonus)
| Weapon Prof.:
| 6+level
| To Hit Table:
| 4+level
| Save Table:
| 2xMon
| Reference:
| DM {Reduced Villain/Anti-Hero}
| Groups:
| Wizard, Rogue, Concordant (x1)
|
|
|
|
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
| Can cast Henchman or Accomplice spells.
| Gets Exc Str, Dex, and Int.
| Can weapon specialize and uses the "Ranger" line for number of attacks.
| Gets 80 Rogue points per level. Gets an "Any Rogue" pick each level.
| Level 25: Can cast Villain or Anti-Hero spells. Your CCL is your (CL-23)/2.
|
|
[PC2] Wizard Classes Group
Minion (Arch-Henchman) Spells
Class
| Level
| #
| Spell
|
Henchman
| 1
| 1
| 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
| Henchman
| 1
| 2
| 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
| Henchman
| 1
| 3
| 1M: Monster Summoning (CL+1)/2
|
Henchman
| 1
| 4
| You adjust all BlahR by -5*level%
| Henchman
| 1
| 5
| +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
| Henchman
| 1
| 6
| You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
|
Henchman
| 1
| 7
| You ignore one level of Resist Hold/Stun/Para. on other people
| Henchman
| 1
| 8
| You ignore one level of Resist Action/Memory/Other Stealing on other people
| Henchman
| 1
| 9
| 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
|
Henchman
| 1
| 10
| 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
| Henchman
| 1
| 11
| 1bF: Counter a counterspell effect.
| Henchman
| 1
| 12
| You can have two summons (same group).
|
Accomplice
| 1
| 13
| 10*CL% iaIR
| Accomplice
| 1
| 14
| +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
| Accomplice
| 1
| 15
| 1M: LVLd6 dmg, E=1 element, one target, no save
|
Accomplice
| 1
| 16
| 1M: Target is paralyzed (PPD save)
| Accomplice
| 1
| 17
| 1M: Steal an action or memory (Will save)
| Accomplice
| 1
| 18
| +CL/2 QV actions
|
Accomplice
| 1
| 19
| +LVL SL's in one spell progression (Wizard or Priest)
| Accomplice
| 1
| 20
| +2 CL with psionics
| Accomplice
| 1
| 21
| +1 Str, Dex, Con, Int, Wis, and Chr
|
Henchman
| 2
| 1
| 1V: Twist (Remove an effect on a person)
| Henchman
| 2
| 2
| 1P, 1/d: Slay someone with the Sidekick class (PPD save)
| Henchman
| 2
| 3
| 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
|
Henchman
| 2
| 4
| 1M, 1/r: Causeall one target.
| Henchman
| 2
| 5
| Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
| Henchman
| 2
| 6
| Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
|
Henchman
| 2
| 7
| All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
| Henchman
| 2
| 8
| +1 minor in a psionic progression you have.
| Henchman
| 2
| 9
| 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
|
Henchman
| 2
| 10
| 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
| Henchman
| 2
| 11
| 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
| Henchman
| 2
| 12
| May wear two suits of armor, your AT sources fully stack
|
Accomplice
| 2
| 13
| 10*CL% iaMR
| Accomplice
| 2
| 14
| 1M, 2/d: Causeall
| Accomplice
| 2
| 15
| +CL/3 QP actions
|
Accomplice
| 2
| 16
| Pick a psionic power you have. It does not give a saving throw.
| Accomplice
| 2
| 17
| 1M: Remove one Resist to something (no save, use ER)
| Accomplice
| 2
| 18
| 10*CL% ER
|
Accomplice
| 2
| 19
| 0, 3/d: Counter a counterspell
| Accomplice
| 2
| 20
| 0, 2/r: Force an extra saving throw an effect (doesn't have to be your effect; choose the worst)
| Accomplice
| 2
| 21
| 0, 2/r: Force an extra to hit roll on someone is attacking (choose the worst)
|
Henchman
| 3
| 1
| You can have three summons (same group).
| Henchman
| 3
| 2
| You can have one familiar. This spell does the "Find Familiar" effect when you take it.
| Henchman
| 3
| 3
| 1M: Fascinate a group (Will save)
|
Henchman
| 3
| 4
| 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
| Henchman
| 3
| 5
| 1M, 1/d: Set (reverse Reset) one target.
| Henchman
| 3
| 6
| You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
|
Henchman
| 3
| 7
| 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
| Henchman
| 3
| 8
| 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
| Henchman
| 3
| 9
| 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
|
Henchman
| 3
| 10
| 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
| Henchman
| 3
| 11
| Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
| Henchman
| 3
| 12
| 1F, 1/d: Multiply an effect you do by x1+LVL/10.
|
Accomplice
| 3
| 13
| 10*CL% iaPR
| Accomplice
| 3
| 14
| +1 per damage die on your physical attacks; Enemies get --1 to hit you
| Accomplice
| 3
| 15
| 0, 2/d: Set one target (Fort save, if they make it their hit points halve)
|
Accomplice
| 3
| 16
| 1M: LVLd12 dmg, E=3 element, one target, no save
| Accomplice
| 3
| 17
| 0, 2/d: Incurse one target (Will save, if they make it they lose 3M actions)
| Accomplice
| 3
| 18
| +CL/4 QM actions
|
Accomplice
| 3
| 19
| 1M: Sporacle a group (a random [C] section effect)
| Accomplice
| 3
| 20
| 1V: Lend a V action to someone
| Henchman
| 4
| 1
| 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
|
Henchman
| 4
| 2
| You can't be targetted until your summons are destroyed.
| Henchman
| 4
| 3
| 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
| Henchman
| 4
| 4
| Pick a spell you have. It costs ˝M to use.
|
Henchman
| 4
| 5
| Pick a psionic power you have. It costs ˝M to use.
| Henchman
| 4
| 6
| Pick an innate ability you have. It costs ˝M to use.
| Henchman
| 4
| 7
| 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
|
Henchman
| 4
| 8
| +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
| Henchman
| 4
| 9
| 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
| Henchman
| 4
| 10
| 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
|
Henchman
| 4
| 11
| -1 actions of all types to everyone in the room (x1 Special)
| Henchman
| 4
| 12
| 1F, 1/d: +1 to your multiplier for 1 round
| Accomplice
| 4
| 13
| Pick a spell you have. It costs half the number of actions it normally requires.
|
Accomplice
| 4
| 14
| Pick a psionic power you have. It costs half the number of actions it normally requires.
| Accomplice
| 4
| 15
| +1 to number of segments per round (i.e. you get a segment 11)]
| Accomplice
| 4
| 16
| +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
|
Henchman
| 5
| 1
| You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
| Henchman
| 5
| 2
| You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
| Henchman
| 5
| 3
| 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
|
Henchman
| 5
| 4
| You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
| Henchman
| 5
| 5
| 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
| Henchman
| 5
| 6
| 1F: Charm or Dominate target x0 or x1 creature (save)
|
Henchman
| 5
| 7
| You adjust all AllR by -5*level% (this stacks with the lower level version of this)
| Henchman
| 5
| 8
| 1V, 1/d: Ignore an Immunity to something.
| Henchman
| 5
| 9
| 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
|
Henchman
| 5
| 10
| 1M: All x1 and lower effects on one target are dispelled.
| Henchman
| 5
| 11
| Lockdown X actions continuous in your group
| Henchman
| 5
| 12
| 1V, LVL/d: You ignore one level of Resist to something
|
Accomplice
| 5
| 13
| 10*CL% aER
| Accomplice
| 5
| 14
| +CL/5 Q0 actions
| Accomplice
| 5
| 15
| Pick an action type. You are immune to actions of that type being locked down.
|
Villain
| CSL 1 (11)
| 1
| 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
| Villain
| CSL 1 (11)
| 2
| 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
| Villain
| CSL 1 (11)
| 3
| You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
|
Villain
| CSL 1 (11)
| 4
| You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
| Villain
| CSL 1 (11)
| 5
| +10% XP in all your non-Concordant classes.
| Villain
| CSL 1 (11)
| 6
| You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
|
Villain
| CSL 1 (11)
| 7
| You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
| Villain
| CSL 1 (11)
| 8
| You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
| Villain
| CSL 1 (11)
| 9
| 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
|
Villain
| CSL 1 (11)
| 10
| The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
| Villain
| CSL 1 (11)
| 11
| NF, may borrow: Counter a level N Concordant ability.
| Villain
| CSL 1 (11)
| 12
| xVL number of henchmen, followers, summons, familiars
|
Anti-Hero
| CSL 1 (11)
| 13
| 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
| Anti-Hero
| CSL 1 (11)
| 14
| 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
| Anti-Hero
| CSL 1 (11)
| 15
| 1M: Target is Capital P Paralyzed (no save, use XR to resist)
|
Anti-Hero
| CSL 1 (11)
| 16
| 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
| Anti-Hero
| CSL 1 (11)
| 17
| +1 QX action
| Anti-Hero
| CSL 1 (11)
| 18
| +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
|
Anti-Hero
| CSL 1 (11)
| 19
| 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
| Anti-Hero
| CSL 1 (11)
| 20
| Duplicate a Level: ability of a non-Concordant class
| Anti-Hero
| CSL 1 (11)
| 21
| Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.
|
|
[PC2] Wizard Classes Group
Mordenkainen1
Level
| KXP
| Wizard 123 456 789 AB
| TH
|
1
| 0
| 2*- --- --- --
| +0
| 2
| 5
| 31* --- --- --
| +0
| 3
| 10
| 421 --- --- --
| +1
|
4
| 20
| 532 ˝-- --- --
| +1
| 5
| 40
| 643 1˝- --- --
| +2
| 6
| 80
| 754 21- --- --
| +2
|
7
| 120
| 865 32˝ --- --
| +3
| 8
| 180
| 976 43˝ --- --
| +3
| 9
| 270
| A87 541 ˝-- --
| +4
|
10
| 500
| A98 652 1-- --
| +4
| 11
| 750
| AA9 763 2˝- --
| +5
| 12
| 1500
| AAA 874 3˝- --
| +5
|
13
| 2250
| AAA 985 4˝- --
| +6
| 14
| 3000
| AAA A96 51˝ --
| +6
| 15
| 3750
| AAA AA7 621 --
| +7
|
16
| 4500
| AAA AA8 732 --
| +7
| 17
| 5250
| AAA AA9 843 --
| +8
| 18
| 6000
| AAA AAA 954 ˝-
| +8
|
19
| 6750
| AAA AAA A65 ˝-
| +9
| 20
| 7500
| AAA AAA A76 1-
| +9
| 21
| 8250
| AAA AAA A87 1-
| +10
|
22
| 9000
| AAA AAA A98 2-
| +10
| 23
| 9750
| AAA AAA AA9 2-
| +11
| 24
| 10500
| AAA AAA AAA 3-
| +11
|
25
| 11250
| BBB BBB BBB 3-
| +12
| 26
| 12000
| BBB BBB BBB 4-
| +12
| 27
| 12750
| CCC CCC CCC 4˝
| +13
|
28
| 13500
| CCC CCC CCC 5˝
| +13
| 29
| 14250
| DDD DDD DDD 5˝
| +14
| 30
| 15000
| DDD DDD DDD 51
| +14
|
31
| 15750
| DDD DDD DDD 61
| +15
| 32
| 16500
| EEE EEE EEE 61
| +15
| 33
| 17250
| EEE EEE EEE 71
| +16
|
34
| 18000
| FFF FFF FFF 71
| +16
| 35
| 18750
| FFF FFF FFF 81
| +17
| 36
| 19500
| FFF FFF FFF 821
| +17
|
37
| 20250
| FFF FFF FFF 822
| +18
| 38
| 21000
| FFF FFF FFF 832
| +18
| 39
| 21750
| FFF FFF FFF 833
| +19
|
45
| 26250
| FFF FFF FFF 866
| +22
| 54
| 33000
| FFF FFF FFF A99 1
| +26
| 63
| 39750
| FFF FFF FFF AA9 9
| +31
|
72
| 46500
| FFF FFF FFF CCB B1
| +35
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div
|
-2
| +1
| +2
| +10
| +2
| +5
| +2
| +0
| +0
| +0
| ÷1
|
| Requisites:
| Dex 12, Con 14, Int 25,
|
| Race Slots 1, Class Slots 3
| Alignment:
| L any [or] any G
| HD/level:
| d2
| Weapon Prof.:
| 3+level/8
| Reference:
| DM
| Groups:
| Wizard, Concordant (x1), Archetype
| Complexity:
| CF=3
|
| Saving Throws:
| PPD:
| level*2+2
| Fort:
| level*2+3
| RSW:
| level*2+10
| Reflex:
| level*2+3
| PP:
| level*2+6
| Will:
| level*2+3
| BW:
| level*2+0
| Spell:
| level*2+15
|
|
CF=3 or less: The *'s on the spell progression are - (dash).
| CF=4 or more: The *'s on the spell progression are ˝ (half).
|
| Barbarian Int bonus.
| Gets 2*(Int Score) bonus to spell progression (double your Int score, then look on the table).
| Gets Normal Int bonus to CL, with a maximum bonus of +LVL.
| Specialized in LVL Schools with no opposite.
| Gets +1 familiar per level (including level 1).
| Gets +1 research point per level (including level 1). Can research spells from the Arcane Wizard class at 1 spell per research point.
| Level N (Each level): Pick one spell. That spell requires only ˝ of a spell to cast. This isn't cumulative with school specialization.
| Level N (Each level): Pick one spell. That spell requires only ˝ the number of M actions to cast.
| Level 1: Free material componenting. Can double material component if 1V is spent.
| Level 1: MR adjustment is -5*level% instead of +60-5*level%.
| Level 1: No ill effects for casting a spell above normal casting ability due to being too low level.
| Level 3: All of your spells that offer a saving throw now require 2 saving throws.
| Level 7: All of your spells that offer a saving throw now require 3 saving throws.
| Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 3*LVL (for this rule only).
| Level 9: Each level starting at 9th, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
| Level 12: All of your spells that offer a saving throw now require 4 saving throws.
| Level 18: Each level starting at 18th, pick one spell. That spell can be cast as a 0 action.
| Level 18: All of your spells that offer a saving throw now require 5 saving throws.
| Level 25: All of your spells that offer a saving throw now require 6 saving throws. They also require 2 MSaves instead of 1 if using the [X] section rules.
| Level 27: For spells with multiple saves, for each save that is missed, the target gets another instance of that effect on himself.
| Level 33: All of your spells that offer a saving throw now require 7 saving throws. They also require 3 MSaves instead of 1 if using the [X] section rules.
|
|
[PC2] Wizard Classes Group
Myrmecologist
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2˝- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 32˝ --- ---
| 5
| 20
| 421 --- ---
| 6
| 40
| 422 ˝-- ---
|
7
| 60
| 432 1-- ---
| 8
| 90
| 433 2˝- ---
| 9
| 135
| 433 21- ---
|
10
| 250
| 443 22- ---
| 11
| 375
| 444 33˝ ---
| 12
| 750
| 444 441 ---
|
13
| 1125
| 555 442 ˝--
| 14
| 1500
| 555 442 1--
| 15
| 1875
| 555 552 1˝-
|
16
| 2250
| 555 553 21-
| 17
| 2625
| 555 553 32˝
| 18
| 3000
| 555 553 321
|
19
| 3375
| 555 553 331
| 20
| 3750
| 555 554 332
| 21
| 4125
| 555 554 442
|
22
| 4500
| 555 555 443
| 23
| 4875
| 555 555 553
| 24
| 5250
| 555 555 554
|
25
| 5625
| 555 555 555
| 26
| 6000
| 666 655 555
| 27
| 6375
| 666 666 655
|
28
| 6750
| 666 666 666
| 29
| 7125
| 777 766 666
| 30
| 7500
| 777 777 766
|
31
| 7875
| 777 777 777
| 32
| 8250
| 888 877 777
| 33
| 8625
| 888 888 877
|
34
| 9000
| 888 888 888
| 35
| 9375
| 999 988 888
| 36
| 9750
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Str 7, Dex 5, Con 6, Int 9
| Alignment:
| L any
| HD/level:
| d6
| Weapon Prof.:
| 3+level/5
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Myrmecologist:
| Specialized and School Robed (-1 SL) in Myrmecology (Ants).
| Level 1: May use 1 material component effect per spell as a zero action.
| Level 1: +1+(LVL/3) summon slots, only for Ants, Formians, or Myr.
| Level 4: +1 Familiar, Animal Companion, or Beast Rider Mount slot in Giant Ant. (Level 1: +1 Str; Level 9: x2 PSPs for Psi2; Level 18: 1F: Heal.)
| Level 8: You are considered a WereAnt and may polymorph yourself into a Giant Ant for 1V action. You have 6 limbs (the 2 extra limbs can be considered either arms or legs).
|
| Myrmecology Spells:
| Ant Doom N (SL=N): Creeping Doom of Ants, (1d4+6)*(SL^3) dmg
| Ant Shield N (SL=N): Damaging shield of type Ant (Insect), SL*25%
| Fire Ant N (SL=N): Deals CLd(SL*2) Fiery Insect dmg (no save) plus Blindness (Reflex save) to a group
| Summon Ant N (SL=N): Summon a DL=SL+1 Giant Winged Ant or (11-SL)^2 DL=SL Giant Ants (type Insect)
| Summon Formian N (SL=N): Summon a DL=SL Formian (type Outer from Arcadia/Nirvana). They count as Ants for other spells.
| Summon Myr N (SL=N): Summon a DL=SL Myr (type Golem from MTG). These do not count as Ants. See list below.
| Wall of Ants (SL=N): Creates a Wall of Ants, anyone passing through takes (SL*2)d(SL*2) dmg.
| Ant (SL=0): Summons a normal DL 0 Ant.
| Speak with Ants (SL=1): You can speak with Ants and ask them questions, which they will give reasonable answers to.
| Army Ants (SL=3): Earthquake (as spell)
| Construction (SL=3): Your Ant summons can build a large building/structure or tunnel in a short amount of time. Every DL of Ants is 1 Hull point per S action they have.
| Polymorph into Ant (SL=3): Polymorphs target into a (normal) Ant (PP save)
| Carrion Ants (SL=4): Add +1 DL to your Ant summons (can repeat this spell up to DL X)
| Saber Ants (SL=4): Whenever one of your Ant summons is killed by damage, get another Ant to replace it.
| Yavimaya Ants (SL=4): Your Ant summons have haste.
| Queen Ant (SL=6): Summons a DL VI Queen Ant. It adds a DL I Ant every segment to it's summon group (up to a max of 100).
| Giant Ant Colony (SL=9): Summons a Fuckton (1000000) of DL I Giant Ants. They are in 100 groups of Plenty (10000) Giant Ants, but all together it counts as only one summon slot.
| Giant Ant Empire (SL=10): Summons CL Fucktons (CL*1000000) of DL II Giant Flying Ants. They are in CL*100 groups of Plenty (10000) Giant Flying Ants, but all together it counts as only one summon slot. Alternatively, you can have a single group of 1 Metric Fuckton (100000000) of DL III Giant Flying Saber Ants.
| (More spells will be added if this class is actively being played.)
|
| Myr Types (for reference; this doesn't count monster templates):
| DL=1: Myr Mindservant, Myr Moonvessel, Myr Servitor; DL=2: Alpha Myr, Copper Myr, Coretapper, Gold Myr, Iron Myr, Leaden Myr, Myr Retriever, Omega Myr, Silver Myr; DL=3: Myr Adapter, Myr Landshaper, Suntouched Myr; DL=4: Lodestone Myr, Myr Quadropod, Sarcomite Myr; DL=5: Myr Prototype; DL=7: Myr Enforcer
|
|
[PC2] Wizard Classes Group
Necromancer1JG
Level
| KXP
| Wizard 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 1.8
| 2-- --- -
| 3
| 3.6
| 21- --- -
|
4
| 7.2
| 32- --- -
| 5
| 14.4
| 421 --- -
| 6
| 28.8
| 431 --- -
|
7
| 57.6
| 432 --- -
| 8
| 115.2
| 432 1-- -
| 9
| 230.4
| 533 2-- -
|
10
| 590.4
| 543 21- -
| 11
| 950.4
| 543 32- -
| 12
| 1310.4
| 554 321 -
|
13
| 1670.4
| 554 322 -
| 14
| 2030.4
| 554 322 1
| 15
| 2390.4
| 554 422 2
|
16
| 2750.4
| 555 432 2
| 17
| 3110.4
| 555 532 2
| 18
| 3470.4
| 555 533 2
|
19
| 3830.4
| 555 543 2
| 20
| 4190.4
| 555 543 3
| 21
| 4550.4
| 555 554 3
|
22
| 4910.4
| 555 555 4
| 23
| 5270.4
| 555 555 5
| 24
| 5630.4
| 666 655 5
|
25
| 5990.4
| 666 666 6
| 26
| 6350.4
| 777 766 6
| 27
| 6710.4
| 777 777 7
|
28
| 7070.4
| 888 877 7
| 29
| 7430.4
| 888 888 8
| 30
| 7790.4
| 999 988 8
|
31
| 8150.4
| 999 999 9
| 32
| 8510.4
| AAA A99 9
| 33
| 8870.4
| AAA AAA A
|
34
| 9230.4
| BBB BAA A
| 35
| 9590.4
| BBB BBB B
| 36
| 9950.4
| CCC CCC C
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +0
| 8 4 6 3 4 0 0 3
| +0
| 9 5 6 3 4 0 1 3
|
+1
| 9 5 6 4 4 1 1 4
| +1
| 10 6 7 4 5 1 1 4
| +1
| 10 6 7 5 5 2 2 5
|
+2
| 11 7 8 5 6 2 2 5
| +2
| 11 7 9 6 6 2 2 6
| +2
| 12 7 9 6 7 3 3 6
|
+3
| 12 8 9 6 7 3 3 7
| +3
| 13 8 10 7 8 4 3 7
| +3
| 13 9 10 7 8 4 4 8
|
+4
| 13 9 10 7 8 4 4 8
| +4
| 14 9 11 8 9 5 4 9
| +4
| 14 10 11 8 9 5 5 9
|
+5
| 14 10 11 9 9 6 5 10
| +5
| 15 11 12 9 10 6 5 10
| +5
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Dex 14, Int 15
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 3+level/4
| To Hit Table:
| Wiz
| Save Table:
| Pri
| Reference:
| FGE1JG
| Groups:
| Wizard
|
|
|
|
Specialized in Necromancy; pick an opposite.
| Level 1: 1F, LVL /week: Animate a dead body; it becomes a type of undead equal to the HD/Level of the original creature (referencing the chart in [C6] Turning Undead; so a 9 HD creature animates as a Spectre). Your chance of control is 100% + LVL*5% - (HD of Undead)*5%. Even if you don't control it, the undead will not attack you or your party.
| Level 5: 1V, (LVL-4)/d: Cure LVLd4 hp.
| Level 8: 1M, (LVL-7)/d: Summon a spirit, it is a DL = (LVL/2) creature.
| Level 10: +(LVL-9) AC.
| Level 10: Detect Undead continuous. Detect Life continuous.
| Level 13: May pick a specialty god as per a priest, must be of death, undeath, necromancy, etc.
| Level 15: Detect Unlive continuous.
| Level 17: 1M: Raise Dead or Slay Living
| Level 23: 1M: Raise Dead Fully or Slay Living Fully
|
|
[PC2] Wizard Classes Group
Necromancer2 / Apparitionist
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 32- --- ---
| 5
| 20
| 421 --- ---
| 6
| 40
| 422 --- ---
|
7
| 60
| 432 1-- ---
| 8
| 90
| 433 2-- ---
| 9
| 135
| 433 21- ---
|
10
| 250
| 443 22- ---
| 11
| 375
| 444 33- ---
| 12
| 750
| 444 441 ---
|
13
| 1125
| 555 442 ---
| 14
| 1500
| 555 442 1--
| 15
| 1875
| 555 552 1--
|
16
| 2250
| 555 553 21-
| 17
| 2625
| 555 553 32-
| 18
| 3000
| 555 553 321
|
19
| 3375
| 555 553 331
| 20
| 3750
| 555 554 332
| 21
| 4125
| 555 554 442
|
22
| 4500
| 555 555 443
| 23
| 4875
| 555 555 553
| 24
| 5250
| 555 555 554
|
25
| 5625
| 555 555 555
| 26
| 6000
| 666 655 555
| 27
| 6375
| 666 666 655
|
28
| 6750
| 666 666 666
| 29
| 7125
| 777 766 666
| 30
| 7500
| 777 777 766
|
31
| 7875
| 777 777 777
| 32
| 8250
| 888 877 777
| 33
| 8625
| 888 888 877
|
34
| 9000
| 888 888 888
| 35
| 9375
| 999 988 888
| 36
| 9750
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 9, Wis 16
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| PH2-31
| Groups:
| Wizard
|
|
|
|
|
[PC2] Wizard Classes Group
Nicol Bolas (MTG B/U/R) (Dimir/Izzet/Rakdos)
Level
| KXP
| Wizard 123 456 789 AB
|
1
| 0
| 2˝- --- --- --
| 2
| 5.625
| 31˝ --- --- --
| 3
| 11.25
| 421 --- --- --
|
4
| 22.5
| 532 ˝-- --- --
| 5
| 45
| 643 1˝- --- --
| 6
| 90
| 754 21- --- --
|
7
| 180
| 865 32˝ --- --
| 8
| 360
| 976 43˝ --- --
| 9
| 720
| A87 541 ˝-- --
|
10
| 1440
| A98 652 1-- --
| 11
| 2160
| AA9 763 2˝- --
| 12
| 2880
| AAA 874 3˝- --
|
13
| 3600
| AAA 985 4˝- --
| 14
| 4320
| AAA A96 51˝ --
| 15
| 5040
| AAA AA7 621 --
|
16
| 5760
| AAA AA8 732 --
| 17
| 6480
| AAA AA9 843 --
| 18
| 7200
| AAA AAA 954 ˝-
|
19
| 7920
| AAA AAA A65 ˝-
| 20
| 8640
| AAA AAA A76 1-
| 21
| 9360
| AAA AAA A87 1-
|
22
| 10080
| AAA AAA A98 2-
| 23
| 10800
| AAA AAA AA9 2-
| 24
| 11520
| AAA AAA AAA 3-
|
25
| 12240
| BBB BBB BBB 3-
| 26
| 12960
| BBB BBB BBB 4-
| 27
| 13680
| CCC CCC CCC 4˝
|
28
| 14400
| CCC CCC CCC 5˝
| 29
| 15120
| DDD DDD DDD 5˝
| 30
| 15840
| DDD DDD DDD 51
|
31
| 16560
| DDD DDD DDD 61
| 32
| 17280
| EEE EEE EEE 61
| 33
| 18000
| EEE EEE EEE 71
|
34
| 18720
| FFF FFF FFF 71
| 35
| 19440
| FFF FFF FFF 81
| 36
| 20160
| FFF FFF FFF 82
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+2
| 10 14 16 6 12 2 4 2
| +3
| 12 14 16 6 14 2 6 4
| +3
| 12 16 16 8 14 4 6 4
|
+4
| 12 16 16 8 14 4 8 6
| +4
| 12 18 18 8 16 4 8 6
| +5
| 14 18 18 10 16 6 10 8
|
+5
| 14 20 18 10 18 6 10 8
| +6
| 14 20 18 12 18 8 12 10
| +6
| 14 20 20 12 18 8 12 10
|
+7
| 16 22 20 12 20 8 14 12
| +7
| 16 22 20 14 20 10 14 12
| +8
| 16 24 20 14 22 10 16 14
|
+8
| 16 24 22 16 22 12 16 14
| +9
| 18 26 22 16 22 12 18 16
| +9
| 18 26 22 16 24 12 18 16
|
+10
| 18 26 22 18 24 14 20 18
| +10
| 18 28 24 18 26 14 20 18
| +11
| 20 28 24 20 26 16 22 20
|
|
Requisites:
| Dex 28, Int 26, Wis 17, 4 class slots
| Alignment:
| LN
| HD/level:
| d40
| Weapon Prof.:
| 8+level
| To Hit Table:
| Rog +5 levels
| Save Table:
| (Wiz/Rog/Psi)*2
| Reference:
| DM {Arch- Crosis Purger}
| Groups:
| Wizard, Rogue, Monster
|
|
|
|
Super Barbarian Dex bonus [bonus = (Dex-18)*3]. Extra-Barbarian Int bonus.
| Has 155+65*LVL Rogue points.
| Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed. This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
| Channeling. Int bonus to spells. Specialized in Wizard Metamagic school.
| Moving costs you only ˝V action. (This effectively doubles your movement rate.)
| Level 1: +1 borrowed M action per round.
| Level 1: 1M: Summon a kobold (AC 10, hp 10, TH +1, dmg 1). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
| Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
| Level 4: 1V: +1 QV next segment.
| Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
| Level 4: 2M+˝V: Target gets -4*LVL TH, dmg, AC, and saves until end of round.
| Level 4: 1M: Summon a goblin (AC 20, hp 10, TH +20, dmg 20). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
| Level 5: +1 borrowed M action per round.
| Level 9: 1P: +1 QP next segment.
| Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
| Level 9: For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying). This applies to all dice (even those below level 9).
| Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
| Level 9: +1 Q borrowed M action per round.
| Level 9: 1M: Summon a ball lightning (AC 20, hp 10, TH +60, dmg 60). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
|
| New spells:
| Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
| Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
| Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
| Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
| Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
| Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
|
Lvl
| Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| +rating/50 A actions /r this turn || B actions || C actions
| 1F
| 0
| Dex-20
| Dex-25
| 1
| Controlled Blink | Controlled Blink 10'r (unwilling get PP save)
| ˝V
| 50
| Wis-14
| Wis-14
| 1
| Do rating/50 physical attacks with one weapon
| ˝P
| 50
| Str-10
| Str-18
|
1
| Duplicate a Psi1 minor ||| major ||| grand ||| super
| 1M
| 0
| Chr-9
| Chr-12
| 1
| Duplicate a Psi2 minor ||| major ||| grand ||| super
| 1M
| 0
| Con-9
| Con-12
| 1
| Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc.
| 1M
| 0
| Any-18
| Any-24
|
1
| Any Rogue Level 1 ability
| -
| -
| -
| -
| 1
| Any Rogue Level 1 ability
| -
| -
| -
| -
| 1
| Any Rogue Level 1 ability
| -
| -
| -
| -
|
1
| Any Rogue Level 1 ability
| -
| -
| -
| -
| 2
| Duplicate a Psi10 minor ||| major ||| grand ||| super
| 1M
| 0
| Int+Wis-24
| Int+Wis-32
| 2
| Any Rogue Level 2 ability
| -
| -
| -
| -
|
3
| Duplicate a Psi5 minor ||| major ||| grand ||| super
| 1M
| 0
| Chr-15
| Chr-20
| 3
| Any Rogue Level 3 ability
| -
| -
| -
| -
| 4
| Any Rogue Level 4 ability
| -
| -
| -
| -
|
4
| Any Rogue Level 4 ability
| -
| -
| -
| -
| 5
| Any Rogue Level 5 ability
| -
| -
| -
| -
| 5
| Any Rogue Level 5 ability
| -
| -
| -
| -
|
6
| Any Rogue Level 6 ability
| -
| -
| -
| -
| 6
| Any Rogue Level 6 ability
| -
| -
| -
| -
| 7
| Any Rogue Level 7 ability
| -
| -
| -
| -
|
7
| Any Rogue Level 7 ability
| -
| -
| -
| -
| 8
| Any Rogue Level 8 ability
| -
| -
| -
| -
| 8
| Any Rogue Level 8 ability
| -
| -
| -
| -
|
9
| Any Rogue Level 9 ability
| -
| -
| -
| -
| 9
| Any Rogue Level 9 ability
| -
| -
| -
| -
| 9
| Any Rogue Level 9 ability
| -
| -
| -
| -
|
9
| Any Rogue Level 9 ability
| -
| -
| -
| -
| 9
| Any Rogue Level 9 ability
| -
| -
| -
| -
| 9
| Any Rogue Level 9 ability
| -
| -
| -
| -
|
|
[PC2] Wizard Classes Group
Numot Devastator (MTG U/R/W) (Azorius/Boros/Izzet)
Level
| KXP
| Wizard / Psi 123 456 789 / mMGS
|
1
| 0
| 2˝- --- --- / 2---
| 2
| 5.175
| 32- --- --- / 3---
| 3
| 10.35
| 43˝ --- --- / 40--
|
4
| 20.7
| 442 --- --- / 41--
| 5
| 41.4
| 543 ˝-- --- / 42--
| 6
| 82.8
| 654 2-- --- / 43--
|
7
| 165.6
| 764 3˝- --- / 53a-
| 8
| 331.2
| 776 42- --- / 540-
| 9
| 662.4
| 876 53˝ --- / 541-
|
10
| 1324.8
| 987 642 --- / 542-
| 11
| 1987.2
| A98 642 ˝-- / 543-
| 12
| 2649.6
| AA9 754 1-- / 544-
|
13
| 3312
| BA9 864 1˝- / 554-
| 14
| 3974.4
| CBA 975 31- / 555-
| 15
| 4636.8
| DCB 975 41˝ / 655b
|
16
| 5299.2
| ECB 986 411 / 665a
| 17
| 5961.6
| ECB 986 431 / 6660
| 18
| 6624
| ECB A86 541 / 6661
|
19
| 7286.4
| ECB A88 641 / 6662
| 20
| 7948.8
| ECB A98 642 / 6663
| 21
| 8611.2
| EDB BA8 643 / 6664
|
22
| 9273.6
| EDD CA8 653 / 6665
| 23
| 9936
| FFD CA9 753 / 6666
| 24
| 10598.4
| GFD CA9 764 / 7666
|
25
| 11260.8
| GFE CB9 865 / 7766
| 26
| 11923.2
| GFE CB9 886 / 7776
| 27
| 12585.6
| HGE CBA A86 / 7777
|
28
| 13248
| HGE DCB A87 / 8777
| 29
| 13910.4
| HGF DDC A97 / 8877
| 30
| 14572.8
| HGF EDC B98 / 8887
|
31
| 15235.2
| IGG FEC BA8 / 8888
| 32
| 15897.6
| IIH FED BA9 / 9888
| 33
| 16560
| IIH GED CBA / 9988
|
34
| 17222.4
| IIH GFE CCB / 9998
| 35
| 17884.8
| IIH GFE EDB / 9999
| 36
| 18547.2
| IIH GFF EDC / A999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 7 8 3 6 1 1 2
| +1
| 8 7 8 3 7 1 1 3
| +1
| 9 8 8 4 7 2 1 3
|
+2
| 9 8 8 4 7 2 2 4
| +3
| 10 9 9 4 8 2 2 4
| +3
| 10 9 9 5 8 3 3 5
|
+4
| 11 10 9 5 9 3 3 5
| +5
| 11 10 9 6 9 4 3 6
| +5
| 12 10 10 6 9 4 4 6
|
+6
| 12 11 10 6 10 4 4 7
| +7
| 13 11 10 7 10 5 5 7
| +7
| 13 12 10 7 11 5 5 8
|
+8
| 13 12 11 8 11 6 5 8
| +9
| 14 13 11 8 11 6 6 9
| +9
| 14 13 11 8 12 6 6 9
|
+10
| 14 13 11 9 12 7 7 10
| +11
| 15 14 12 9 13 7 7 10
| +11
| 15 14 12 10 13 8 7 11
|
|
Requisites:
| Dex 18, Int 30, Chr 24, Class Slots 3
| Alignment:
| LN, NG, CG, or CN
| HD/level:
| 3d4 (Normal Chr bonus)
| Weapon Prof.:
| 4+level
| To Hit Table:
| Pri
| Save Table:
| Wiz/Pri/Psi
| Reference:
| DM
| Groups:
| Wizard, Psionicist, Monster
|
|
| Extra-Barbarian Int bonus; stat bonus=(Int-16)*5/2. Barbarian Chr bonus (except for hit points, which uses Normal Chr bonus).
| Channeling.
| Int bonus to spell progression. Chr bonus to psionic progression, with their SLs shifted down by 1 (m=1, M=4, G=7, S=10).
| Specialized in Wizard Invocation and Wizard Metamagic schools.
| Has access to any 2 psionic frequencies.
| PSPs = (Chr*2+Int)*LVL
| Any psionic power that cures hp or removes baneful effects costs only ˝M to use, costs ˝ the number of PSPs, and is only ˝ a memorization slot.
| Turn Undead as a Priest of 3 levels lower.
|
|
|
|
Level 1: +1 borrowed M action per round.
| Level 1: May cast Priest Healing sphere spells as if they were Wizard spells of the same level.
| Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
| Level 2: 1M: You will win initiative next segment.
| Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
| Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
| Level 3: 1M: Counter an effect from an item.
| Level 4: Has access to another psionic frequency (pick one).
| Level 4, 8, 12, etc.: Choose a Priest sphere. May cast spells of that sphere as if they were Wizard spells of the same level.
| Level 5: +1 borrowed M action per round.
| Level 9: For HD/level, this class gains the cumulative (&) modifier. This applies to all dice (even those below level 9).
| Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
| Level 9: +1 Q borrowed M action per round.
| Level 9: NM: Counter an effect from a xN item. This is a xN effect.
| Level 9: Specialized in Priest Healing sphere spells.
| Level 9: 1M: Target gains Free Action until end of turn.
| Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
|
| Izzet Metamagic spells:
| Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
| Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
| Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
| Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
| Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
| Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
|
|
[PC2] Wizard Classes Group
Overseer
Level
| KXP
| Wizard 123 456 789
| TH
|
1
| 0
| ˝-- --- ---
| +0
| 2
| 3
| ˝˝- --- ---
| +1
| 3
| 6
| ˝˝˝ --- ---
| +1
|
4
| 12
| ˝˝˝ ˝-- ---
| +2
| 5
| 24
| ˝˝˝ ˝˝- ---
| +3
| 6
| 48
| ˝˝˝ ˝˝˝ ---
| +3
|
7
| 96
| ˝˝˝ ˝˝˝ ˝--
| +4
| 8
| 192
| ˝˝˝ ˝˝˝ ˝˝-
| +5
| 9
| 350
| ˝˝˝ ˝˝˝ ˝˝˝
| +5
|
10
| 600
| 1˝˝ ˝˝˝ ˝˝˝
| +6
| 11
| 850
| 11˝ ˝˝˝ ˝˝˝
| +7
| 12
| 1100
| 111 ˝˝˝ ˝˝˝
| +7
|
13
| 1350
| 111 1˝˝ ˝˝˝
| +8
| 14
| 1600
| 111 11˝ ˝˝˝
| +9
| 15
| 1850
| 111 111 ˝˝˝
| +9
|
16
| 2100
| 111 111 1˝˝
| +10
| 17
| 2350
| 111 111 11˝
| +11
| 18
| 2600
| 111 111 111
| +11
|
19
| 2850
| 221 111 111
| +12
| 20
| 3100
| 222 211 111
| +13
| 21
| 3350
| 222 222 111
| +13
|
22
| 3600
| 222 222 221
| +14
| 23
| 3850
| 222 222 222
| +15
| 24
| 4100
| 333 222 222
| +15
|
25
| 4350
| 333 333 222
| +16
| 26
| 4600
| 333 333 333
| +17
| 27
| 4850
| 444 433 333
| +17
|
28
| 5100
| 444 444 443
| +18
| 29
| 5350
| 444 444 444
| +19
| 30
| 5600
| 555 554 444
| +19
|
31
| 5850
| 555 555 555
| +20
| 32
| 6100
| 666 666 555
| +21
| 33
| 6350
| 666 666 666
| +21
|
34
| 6600
| 777 777 766
| +22
| 35
| 6850
| 777 777 777
| +23
| 36
| 7100
| 888 888 887 1
| +23
|
37
| 14200
| 888 888 887 2
| +24
| 38
| 21300
| 888 888 887 3
| +25
| 39
| 28400
| 888 888 887 4
| +25
|
45
| 71000
| 988 888 888 8
| +30
| 54
| 134900
| 999 999 999 81
| +36
| 63
| 198800
| 999 999 999 99
| +42
|
72
| 262700
| AAA AAA AA9 991
| +48
|
|
Requisites:
| Dex 12, Int 18, Chr 18,
|
| Class Slots 2
| Alignment:
| any
| HD/level:
| ++d4
| Weapon Prof.:
| 2+level/3
| Reference:
| DM
| Groups:
| Wizard, Rogue
| Complexity:
| CF=3
|
| Saving Throws:
| PPD:
| level+4
| Fort:
| level+4
| RSW:
| level+4
| Reflex:
| level+4
| PP:
| level+4
| Will:
| level+4
| BW:
| level+4
| Spell:
| level+4
|
|
Gets 60 Rogue points per level
| Specialized in a School, no opposite.
| +1 summon slot.
| +1 henchmen slot, and can use special henchmen.
|
|
Lvl
| Overseer Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Avoid Trap (entire party): Mech. | Magic/Psi | OutPhase
| V
| 10
| Int-10
| Int-16
| 1
| Blend in (everyone believes OK that you're here)
| -
| 50
| Chr-12
| Chr-14
| 1
| Charm/Influence Reaction
| M
| 10
| Chr-8
| Chr-12
|
1
| iunPR || iunaPR || iunaaPR
| 0
| 10
| Chr-15
| Chr-20
| 1
| Legend Lore | Identify ||| Know how to defeat a god or destroy an artifact
| 0 | M ||| F
| 0
| Int-15
| Int-16
| 1
| Resources: Gain LVL*Chr*10 gp per reset.
|
1
| Spying | ESP (without him knowing) || Capital E Extract
| -
| 10
| Int-11
| Int-14
| 1
| Connected: You know a friend in every city, for shelter and/or locating a shop/person
| 1
| Detect Lie or Undetectable Lie (1 at a time, cont.)
|
1
| Versatility: x(1+LVL/10) Nonweapon proficiencies.
| 2
| Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane)
| M
| 0
| Int-8
| Int-20
| 2
| Friends (no save, affects anything)
| F
| 5
| Chr-17
| Chr-20
|
3
| Song of Courage (+1 Morale per 5% roll made)
| P*M
| 10
| Chr-13
| Chr-18
| 3
| Song of Fear (Fear a group, Will save target # = rating)
| mouth'sP
| 10
| Int-17
| Int-21
| 4
| Leadership (+1 per 20% made to Leadership)
| M
| 0
| Int-9
| Int-12
|
4
| Presence (+1 per 20% made to Presence)
| M
| 0
| Int-9
| Int-12
| 5
| Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase
| -
| 5
| Int-12
| Int-18
| 5
| Plausible Deniability: You can never be "guilty" of a crime according to the law.
|
6
| Hypnosis/Command
| M
| 25
| Chr-13
| Chr-15
| 6
| Suggestion | Domination | Eyebite
| M
| 10
| Int-10
| Int-14
| 7
| iunCR || iunaCR || iunaaCR
| 0
| 20
| Wis+Chr-28
| Wis+Chr-38
|
7
| Can buy property or businesses at half cost {Businessman}
| 8
| Sending | Demand
| M
| 10
| Int-9
| Int-12
| 8
| Teleport | Teleport without Error || Teleport Other to Self (no save)
| M
| 5
| Int-16
| Int-17
|
9
| Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question
| VM
| 0
| Chr-11
| Chr-21
| 9
| Avoid Special (entire party): x1 | x2 | x3 etc.
| -
| 0
| Int-16
| Int-22
| 10
| Locate (anything unique) Across Planes | Clairvoyance there | TWE there
| M
| 0
| Int-12
| Int-15
|
12
| Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc.
| -
| -5
| Int-22
| Int-30
| 15
| Smooth Talker: As long as you and your friends are not hostile, enemies will not attack you 90% (1 check /min)
| 18
| Control Movements | Control Physicals | Control Mentals
| MM
| 0
| Chr-18
| Chr-20
|
21
| Be a x2 being on defense ||||| x3 ||||||| x4 ||||||||| x5 etc.
| 0
| -150
| Luck-5
| Luck-10
| 24
| Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole
| PMM
| 0
| Int-19
| Int-25
| 27
| LimWish(#=1)| AlterReality(#=2)| Wish(#=3)| ChangeReality(#=4)| UnlimWish(#=5)
| #F
| 0
| Int-21
| Int-26
|
|
Overseer (Henchmen Adjectives)
Name
| gp /day
| Notes
|
Greater
| x1.5
| +1 DL (can take this only once)
| Hardy
| x1.25
| +1 defensive DL (can take this only once)
| Lesser
| x0.75
| -1 DL (can take this only once)
|
More than Enough
| x1.1
| Ability to buy 1000 of these (rather than 100 or 10000), this is called "More than Enough"
| Tough
| x1.1
| +1 rhp (can take this multiple times, each costs x+0.1)
| Vicious
| x1.25
| +1 offensive DL (can take this only once)
|
|
Overseer (Henchmen)
Name
| gp /day
| Effective DL
| Notes
|
Cloistered Cleric
| 3
| DL I
| They throw Cure (or Cause) Lights, once a round.
| Hobbit
| 5
| DL I
| They have the standard 8 Thief abilities (FRT, OL, etc.)
| Muscle Sliver
| 30
| DL I (or more)
| DL=cube root of (number of Muscle Slivers); Have no real "special" abilities
|
Musketeer
| 4
| DL II
| If killed in melee, they explode on their enemy for 1d4 Tech dmg.
| Bulette of Xvim
| 9
| DL II (attack as III)
| Don't have to pay them after the first day, as long as there's plenty of corpses to eat.
| Rogue Invisible Stalker
| 12
| DL III
| Have level 1-8 Rogue-like abilities
|
Cambion
| 20
| DL III
| Psi6 / Psi12 Minor and Major abilities (choose alignment)
| Hound of Ill Omen
| 50
| DL IV
| Shift enemies' die rolls out of their favor
| Luck Cat
| 100
| DL IV
| Adjust 1 die roll per round
|
Faerie
| 65
| DL IV (defend as VI)
| |AC| 18; area effects kill only 1 of them
| Mind Flayer Mercenary
| 150
| DL V
| Lots of Grand psionic effects. This is the closest you're gonna get to Astral Constructs on this table.
| SFB Prime Team
| 200
| DL V
| Like a mini NPC party. Not as clever as the PCs, but they can operate on their own if given orders.
|
Henchman
| 400
| DL VI
| As in the x1 Concordant class. Sidekicks cost the same amount.
| Rakshasa Mercenary
| 900
| DL VII
| Lots of SL 5-8 spell effects
| Proto-Lich
| 1600
| DL VIII
| Nasty Higher Undead. Looking for that last haul before retiring to Lichdom.
|
Small Game Hunter
| 6000
| DL IX
| Looking for something to smash.
| Big Game Hunter
| 15000
| DL X
| Kill All.
| Big Game Faerie
| 22000
| DL X (defend as XI)
| Big Game Hunter with Faerie abilities.
|
|
[PC2] Wizard Classes Group
Ovinomancer / Bovinomancer / Poultrymancer
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 32- --- ---
| 5
| 22.5
| 421 --- ---
| 6
| 40
| 422 --- ---
|
7
| 60
| 432 1-- ---
| 8
| 90
| 433 2-- ---
| 9
| 135
| 433 21- ---
|
10
| 250
| 443 22- ---
| 11
| 375
| 444 33- ---
| 12
| 750
| 444 441 ---
|
13
| 1125
| 555 442 ---
| 14
| 1500
| 555 442 1--
| 15
| 1875
| 555 552 1--
|
16
| 2250
| 555 553 21-
| 17
| 2625
| 555 553 32-
| 18
| 3000
| 555 553 321
|
19
| 3375
| 555 553 331
| 20
| 3750
| 555 554 332
| 21
| 4125
| 555 554 442
|
22
| 4500
| 555 555 443
| 23
| 4875
| 555 555 553
| 24
| 5250
| 555 555 554
|
25
| 5625
| 555 555 555
| 26
| 6000
| 666 655 555
| 27
| 6375
| 666 666 655
|
28
| 6750
| 666 666 666
| 29
| 7125
| 777 766 666
| 30
| 7500
| 777 777 766
|
31
| 7875
| 777 777 777
| 32
| 8250
| 888 877 777
| 33
| 8625
| 888 888 877
|
34
| 9000
| 888 888 888
| 35
| 9375
| 999 988 888
| 36
| 9750
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Con 7, Int 9, Chr 8
| Alignment:
| T any (or) any N
| HD/level:
| d5
| Weapon Prof.:
| 2+level/7
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| MTG, DM
| Groups:
| Wizard
|
|
|
|
Ovinomancer:
| Specialized in Ovinomancy.
| Level 1: May use 1 material component effect per spell as a zero action.
| Level 3: +1 Familiar, Animal Companion, or Beast Rider Mount slot in Sheep. (The Sheep Familiar and Mount's abilities aren't currently defined, but will be, as need warrants.)
| Level 5: You are considered a WereSheep and may polymorph yourself into a sheep for 1V action.
| Level 9: Has knowledge of and may specialize in Bovinomancy or Poultrymancy (see below).
|
| Ovinomancy Spells:
| Charm Sheep (SL=1): Charm all sheep in a group (no save).
| Detect/Locate Sheep (SL=1): Detects and Locates sheep within CL miles.
| Sheep Person (SL=1): Person becomes lethargic and loses all actions for CL rounds.
| Sheep Swarm Summoning (SL=1): Summons CL*10 sheep. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
| Sheepskin (SL=2): Get 6+CL sheepskins. Each sheepskin is a DL 20/- effect vs. one attack.
| Polymorph to Sheep (SL=3): Target gets polymorphed into a sheep (PP save). If save missed target gains the mentality of a sheep (Will save).
| Anti-Sheep Shell (SL=4): You are completely immune to anything a sheep might do to you. You can still affect them normally.
| Sheep Life (SL=5): 0 action to cast, consume a sheep in your group: Heal self.
| Sheeping Doom (SL=5): Like a Creeping Doom, but it's Rabid Dire Sheep. You get CL*3 sheep, each with 10 hp/dmg.
| Sheep Machine (SL=6): Like Sheep Person, but no save. You don't see anything if you look at the target.
| Stampede of Rabid Sheep (SL=9): Like a Meteor Swarm, but damage is of type Sheep and Poison instead of Eldritch Earth and Eldritch Fire. "Sheep" is an EE=3 Eelement. "Poison" is an E=3 Element (Alcohol+Negative).
| (More spells will be added if this class is actively being played.)
|
| Bovinomancer:
| Specialized in Bovinomancy.
| Requires Str 7 instead of Con 7. Other data same as Ovinomancer.
| Bovinomancy:
| Replace "Sheep" with "Cow" in all the spell descriptions.
| There is no "Stampede of Rabid Cow", add "Moo" as a 9th level spell, does a Moo on one target ([C] section effect).
|
| Poultrymancer:
| Specialized in Poultrymancy.
| Requires Dex 7 instead of Con 7. Other data same as Ovinomancer.
| Poultrymancy:
| Replace "Sheep" with "Chicken" in all the spell descriptions.
| There is no "Chicken Machine", add "Undead Robotic Chicken" as a 6th level spell, which allows true time travel across barriers.
| Replace "Polymorph to Chicken" with "Fowl Play" (same effect, it's just renamed).
|
|
[PC2] Wizard Classes Group
Ozla
Level
| KXP
| Wizard/Psi19 123 456 789 ABC
| TH
|
1
| 0
| 0-- --- ---
| +1
| 2
| 2.5
| 1-- --- ---
| +3
| 3
| 5
| 2a- --- ---
| +5
|
4
| 10
| 21- --- ---
| +7
| 5
| 20
| 22b --- ---
| +9
| 6
| 40
| 221 --- ---
| +11
|
7
| 80
| 322 c-- ---
| +13
| 8
| 160
| 322 1-- ---
| +15
| 9
| 320
| 332 2d- ---
| +17
|
10
| 500
| 332 21- ---
| +19
| 11
| 875
| 433 22e ---
| +21
| 12
| 1250
| 433 221 ---
| +23
|
13
| 1625
| 443 322 f--
| +25
| 14
| 2000
| 443 322 1--
| +27
| 15
| 2375
| 544 332 2g-
| +29
|
16
| 2750
| 544 332 21-
| +31
| 17
| 3125
| 554 433 22h
| +33
| 18
| 3500
| 554 433 221
| +35
|
19
| 3875
| 655 443 322
| +37
| 20
| 4250
| 655 443 322
| +39
| 21
| 4625
| 665 544 332
| +41
|
22
| 5000
| 665 544 332
| +43
| 23
| 5375
| 766 554 433
| +45
| 24
| 5750
| 766 554 433
| +47
|
25
| 6125
| 776 655 443
| +49
| 26
| 6500
| 776 655 443
| +51
| 27
| 6875
| 877 665 544
| +53
|
28
| 7250
| 877 665 544
| +55
| 29
| 7625
| 887 766 554
| +57
| 30
| 8000
| 887 766 554
| +59
|
31
| 8375
| 988 776 655
| +61
| 32
| 8750
| 988 776 655
| +63
| 33
| 9125
| 998 877 665
| +65
|
34
| 9500
| 998 877 665
| +67
| 35
| 9875
| 999 887 766
| +69
| 36
| 10250
| 999 887 766 1
| +71
|
37
| 2041
| 999 887 766 2
| +73
| 38
| 2408
| 999 887 766 3
| +75
| 39
| 2775
| 999 887 766 4
| +77
|
45
| 4977
| 999 888 777 7
| +89
| 54
| 8280
| 999 999 988 81
| +107
| 63
| 11583
| 999 999 999 88
| +125
|
72
| 14886
| AAA AAA 999 991
| +143
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div
|
+5
| +3
| +4
| +5
| +6
| +7
| +4
| +0
| +0
| +0
| ÷1
|
|
| Requisites:
| Str 18, Dex 9, Con 14, Int 20, Wis 21, Chr 26,
|
| Race Slots 1, Class Slots 2
| Alignment:
| any G (or) any E
| HD/level:
| d20
| Weapon Prof.:
| & 7+level/2
| To Hit Table:
| 2xWar
| Save Table:
| 2xPri
| Reference:
| DM
| Groups:
| Warrior, Wizard, Archetype
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level*2+6
| RSW:
| level*2+2
| PP:
| level*2+4
| BW:
| level*2+1
| Spell:
| level*2+2
| Fort:
| level*2-2
| Reflex:
| level*2-2
| Will:
| level*2+1
|
|
|
Is a "1st Edition" class and doesn't double XP cost beyond level 36.
| Gets Exceptional Dex and Con. CF=4: Gets Barbarian Dex and Con.
| Uses the Barbarian line for number of attacks. CF=4: Uses the Barbarian line for number of attacks at double level.
| Can cast Wizard spells or Psi19 powers. For this class, Psi19 uses the following SL's: Minor=1, Major=3, Grand=6, Super=9.
| Specialized in Chronomancy (no opposite).
| PSPs = (Wis+Chr)*Level*2.
|
| Level 1: 1 reset of actions: Create a light-saber. You may have at most one light-saber at a time. It is a size M weapon, 1 pound weight, damage 1d10/1d20, and a crit range of 19 for x2 and 20 for x3. Pick "blue" or "green"; blue light-sabers have +LVL*3/2 TH (round down) and +LVL/2 dmg (round down) in plusses; green light-sabers have +LVL TH and +LVL dmg. It has the sharpness flag with range 20, the range improves by 1 per 7 levels. You must still hit the target in order for the sharpness flag to trigger.
| Level 1: There is also the 0 edition light-saber you can have instead. It is 1d20 dmg at level 1, 2d20 at level 9, plus an additional 1d20 dmg every 9 levels after that. It has the normal 20+/x2 critical and no special powers.
| Level 1: 1V, may borrow from the future: May parry up to LVL attacks this segment. Use your total attack bonus with the weapon (or you can use your bare hands, in case add Str+Dex+2 as usual), this is the amount of damage is reduced from the attack. You may parry each attack only once.
| Level 1: 0, 1 attack: Attempt to disarm your opponent. Roll to hit and damage normally, but you do no damage, instead, keep track of this pseudo-damage. When it exceeds the target's Dex+HNCL (treating Warrior as double level and Psi19 classes as triple level), the target is disarmed and the weapon flies off (1d10)*10' in a random direction.
| Level 3: Time/Reality Stability.
| Level 5: Immune to haste and slow (this immunity may be lowered).
| Level 8: Immune to gas.
| Level 9: If your Wis is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).
| Level 11: +LVL-10 segments per round.
| Level 16: Immune to poison.
| Level 18: If your Wis is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).
| Level 27: Can create a "purple" light-saber instead of "blue" or "green". This has a crit range of 19-20 for x3; +LVL*3/2 TH (round down) and +LVL dmg. It is vorpal instead of sharpness, with one less range than the sharpness flag.
|
|
[PC2] Wizard Classes Group
Ozla (Chronomancy Spells)
Level
| #
| Spell
| Effect
|
1
| 1
| Delay Image
| +2 AC, +1 saves
| 1
| 2
| Detect Temporal Anomaly
| Detect Temporal Anomaly
| 1
| 3
| Haste A1
| +1A action
|
1
| 4
| Know Time
| Know date and day
| 1
| 5
| Precognitive Sense
| Precognition
| 1
| 6
| Slow Metabolism
| Need not eat/drink
|
2
| 1
| Accelerate Plant Growth
| Plant Growth
| 2
| 2
| Haste A2
| +2A or +1B actions
| 2
| 3
| Life Sounding
| Know target's age and how many years of natural lifespan is left
|
2
| 4
| Preserve
| Target object is preserved and will not spoil/rot
| 2
| 5
| Time Stop Object
| Time stops an inanimate object for 1-3 rounds
| 2
| 6
| Timeslip
| (can cast in response to being attacked) You disappear from the combat until next round.
|
3
| 1
| Articus's Melee Manager
| Target gets +CL/5 melee attacks per P action for 2*CL rounds
| 3
| 2
| Haste A3
| +3A, +2B, or +1C actions
| 3
| 3
| Life Tether
| You know when in time the target is at all times, when time travelling can use the target as anchor
|
3
| 4
| Minor Paradox
| Counter an effect that just occured last segment (it is undone)
| 3
| 5
| Slow
| Slow (save)
| 3
| 6
| Time Snare
| Target will do the same actions it did last time it acted (Spell save each round until made)
|
4
| 1
| Haste A4
| +4A, +3B, or +2C actions
| 4
| 2
| Prophecy
| Improved Precognition
| 4
| 3
| Summon Time Elemental
| Summons a normal (non-special) DL IV Time Elemental
|
4
| 4
| Temporal Push
| Target is thrown CL+1 rounds into the future (Will save)
| 4
| 5
| Timeheal
| Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
| 4
| 6
| Wesley's Temporal Disjunction
| -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
|
5
| 1
| Accelerate Animal Growth
| Age a creature CL months, is at half number of attacks for CL turns (RSW save)
| 5
| 2
| Articus's Devolutionary Warrior
| Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
| 5
| 3
| Create Slipgate
| Create a temporal gate
|
5
| 4
| Haste A5
| +5A, +4B, or +3C actions
| 5
| 5
| Temporal Wall
| Anyone touching wall is double slowed and Wesley's Temporal Disjunction
| 5
| 6
| Tempus Fugit
| Tempus Fugit
|
6
| 1
| Conceal Temporal Anomaly
| Hides an Anomaly and reduces it's effects
| 6
| 2
| Haste A6
| +6A, +5B, or +4C actions
| 6
| 3
| Magic Manager
| May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
|
6
| 4
| Paradox
| Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
| 6
| 5
| Tempus Lawfulness
| Fixes temporal anomolies in area
| 6
| 6
| Unaging
| You do not age this day (Duration 1 day)
|
7
| 1
| Commune with Time of Legends
| Commune with Time of Legends
| 7
| 2
| Haste A7
| +7A, +6B, or +5C actions
| 7
| 3
| Incurse
| Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
|
7
| 4
| Sands of Time
| Reverse the effect of time on objects.
| 7
| 5
| Temporal Eye
| Can scry into other times at this location
| 7
| 6
| Wesley's Delayed Damage
| Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
|
8
| 1
| Accelerate Lifeline
| Target ages CL years (Spell save)
| 8
| 2
| Haste A8
| +8A, +7B, or +6C actions
| 8
| 3
| Item Supercharger
| A magic item can be used twice as often (per turn or day) or it's effects has twice duration
|
8
| 4
| Protection from Time
| Immune to and can't use temporal effects
| 8
| 5
| Time/Reality Stability
| Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
| 8
| 6
| Timereaver
| Time Travel Other +/- 5*CL years (Spell save)
|
9
| 1
| Haste A9
| +9A, +8B, or +7C actions
| 9
| 2
| Major Paradox
| Wish (as spell)
| 9
| 3
| Sever Lifeline
| You do not have or require a silver cord. Immune to aging.
|
9
| 4
| Temporal Shell
| Immune time
| 9
| 5
| Temporal Stasis
| The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
| 9
| 6
| Time Stop
| Stops time for 1d4 rounds
|
|
[PC2] Wizard Classes Group
Paleontologist
Level
| KXP
| Wizard 123 456 789
| TH
|
1
| 0
| 1-- --- ---
| +0
| 2
| 2.5
| 2˝- --- ---
| +0
| 3
| 5
| 21- --- ---
| +0
|
4
| 10
| 32˝ --- ---
| +1
| 5
| 20
| 421 --- ---
| +1
| 6
| 40
| 422 ˝-- ---
| +1
|
7
| 60
| 432 1-- ---
| +2
| 8
| 90
| 433 2˝- ---
| +2
| 9
| 135
| 433 21- ---
| +2
|
10
| 250
| 443 22- ---
| +3
| 11
| 375
| 444 33˝ ---
| +3
| 12
| 750
| 444 441 ---
| +3
|
13
| 1125
| 555 442 ˝--
| +4
| 14
| 1500
| 555 442 1--
| +4
| 15
| 1875
| 555 552 1˝-
| +4
|
16
| 2250
| 555 553 21-
| +5
| 17
| 2625
| 555 553 32˝
| +5
| 18
| 3000
| 555 553 321
| +5
|
19
| 3375
| 555 553 331
| +6
| 20
| 3750
| 555 554 332
| +6
| 21
| 4125
| 555 554 442
| +6
|
22
| 4500
| 555 555 443
| +7
| 23
| 4875
| 555 555 553
| +7
| 24
| 5250
| 555 555 554
| +7
|
25
| 5625
| 555 555 555
| +8
| 26
| 6000
| 666 655 555
| +8
| 27
| 6375
| 666 666 655
| +8
|
28
| 6750
| 666 666 666
| +9
| 29
| 7125
| 777 766 666
| +9
| 30
| 7500
| 777 777 766
| +9
|
31
| 7875
| 777 777 777
| +10
| 32
| 8250
| 888 877 777
| +10
| 33
| 8625
| 888 888 877
| +10
|
34
| 9000
| 888 888 888
| +11
| 35
| 9375
| 999 988 888
| +11
| 36
| 9750
| 999 999 999 1
| +11
|
37
| 19500
| 999 999 999 2
| +12
| 38
| 29250
| 999 999 999 3
| +12
| 39
| 39000
| 999 999 999 4
| +12
|
45
| 97500
| A99 999 999 9
| +14
| 54
| 185250
| AAA AAA AAA 91
| +17
| 63
| 273000
| AAA AAA AAA A9
| +20
|
72
| 360750
| BBB BBB BAA AA1
| +23
|
|
Requisites:
| Str 14, Con 12, Int 9
| Alignment:
| any N
| HD/level:
| d12
| Weapon Prof.:
| 4+level/4
| To Hit Table:
| Wiz
| Reference:
| DM {Planeshifted Myrmecologist}
| Groups:
| Wizard, Alternate, Lost
| Complexity:
| CF=2
|
|
| Saving Throws:
|
| PPD:
| level+4
| RSW:
| level+7
| PP:
| level+5
| BW:
| level+3
| Spell:
| level+6
| Fort:
| level+3
| Reflex:
| level-1
| Will:
| level-1
|
|
|
Specialized and School Robed (-1 SL) in Paleontology (Dinosaurs).
| Level 1: May use 1 material component effect per spell as a zero action.
| Level 1: +1+(LVL/3) summon slots, only for Dinosaurs.
| Level 4: +1 Brontosaurus Familiar (gives x2 hp; Level 9: x2 dmg), Animal Companion, or Mount (DL I; 200 hp; +1 DL and x3 hp every odd level thereafter)
| Level 8: You are considered a WereDinosaur and may polymorph yourself into a Dinosaur for 1V action. You are Size F.
|
| Paleontology Spells:
| Flatten N (SL=N): Drops a Dinosaur on one target (material component for two), target takes 5^SL dmg, Dinosaur disappears afterwards
| Dino Scale Armor N (SL=N): +CL*N AC; +CL*N saves; +CL*N*10 hp Armor spell
| Trog Chili Pepper N (SL=N): You and your Dinosaurs breathe fire (increase offensive DL by +N-1).
| Summon Dinosaur N (SL=N): Summon a DL=SL+2 Dinosaur
| Summon Reptile N (SL=N): Summon a DL=SL+1 Reptile. It counts as a Dinosaur for other spells.
| Summon Dragon N (SL=N): Summon a DL=SL Dragon. It does not count as a Dinosaur.
| Wall of Dinosaur (SL=N): Creates a Wall of Dinosaur, anyone passing through takes (SL*2)d(SL*2) dmg.
| Dino Egg (SL=0): Summons a DL 0 Dino Egg. It has a 1% chance per reset of hatching into a DL I Dinosaur.
| Speak with Dinosaurs (SL=1): You can speak with Dinosaurs and ask them questions, which they will give reasonable answers to.
| Pterodactyl (SL=2): Your Dinosaur summons Fly at CL".
| Stampede (SL=3): Earthquake (as spell)
| Deconstruction (SL=3): Your Dinosaur summons can destroy large building/structures in a short amount of time. Each Dinosaur does 4^DL Hull dmg per S action.
| Polymorph into Dinosaur (SL=3): Polymorphs target into a Dinosaur (PP save). It is now Size F and its AC and movement rate halves.
| Trog Red Root (SL=4): Your Dinosaur summons get a +2S+2V action Haste.
| Magmasaur (SL=4): 0 action, whenever one of your Dinosaur summons is killed by damage: Deal 10*(DL^3) magma dmg to one target.
| Dino Generator (SL=6): Creates a DL VI Monster Generator for Dinosaurs (one DL VI per segment). These are not summons, but they will only attack enemies.
| Megasaur (SL=9): Summons a DL X Dinosaur with 2^CL rhp.
| Trog Golden Pineapple (SL=9): One of your Dinosaur summons has irhp instead of rhp (at 1 irhp to 10 rhp).
| Megasaur Generator (SL=10): Creates a DL X Monster Generator for Megasaurs (see above).
|
|
[PC2] Wizard Classes Group
Permission Mage
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 3.75
| 2-- --- ---
| 3
| 7.5
| 21- --- ---
|
4
| 15
| 32- --- ---
| 5
| 33.75
| 421 --- ---
| 6
| 60
| 422 --- ---
|
7
| 90
| 432 1-- ---
| 8
| 135
| 433 2-- ---
| 9
| 202.5
| 433 21- ---
|
10
| 375
| 443 22- ---
| 11
| 562.5
| 444 33- ---
| 12
| 1125
| 444 441 ---
|
13
| 1687.5
| 555 442 ---
| 14
| 2250
| 555 442 1--
| 15
| 2812.5
| 555 552 1--
|
16
| 3375
| 555 553 21-
| 17
| 3937.5
| 555 553 32-
| 18
| 4500
| 555 553 321
|
19
| 5062.5
| 555 553 331
| 20
| 5625
| 555 554 332
| 21
| 6187.5
| 555 554 442
|
22
| 6750
| 555 555 443
| 23
| 7312.5
| 555 555 553
| 24
| 7875
| 555 555 554
|
25
| 8437.5
| 555 555 555
| 26
| 9000
| 666 655 555
| 27
| 9562.5
| 666 666 655
|
28
| 10125
| 666 666 666
| 29
| 10687.5
| 777 766 666
| 30
| 11250
| 777 777 766
|
31
| 11812.5
| 777 777 777
| 32
| 12375
| 888 877 777
| 33
| 12937.5
| 888 888 877
|
34
| 13500
| 888 888 888
| 35
| 14062.5
| 999 988 888
| 36
| 14625
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 18, Wis 13
| Alignment:
| any
| HD/level:
| d4+1
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Specialization in Permission school (Counter-Magic); no opposite.
| In combat, you act on the bottom of the segment (with the monsters) instead of the top of the segment with the rest of the PCs. If the party isn't in combat, is moving (using V actions) and encounters monsters, you cannot act again (beyond finishing moving your V action) until the bottom of the segment.
| Level 1: May use 1 material component effect per spell as a zero action.
|
|
[PC2] Wizard Classes Group
Permission Mage Spells
Level
| #
| Spell
| Effect
|
1
| 1
| Foul Charges
| Foul (Destroy) 5*CL doses of potions or charges on items in someone's inventory (no save), the items can be fixed out of combat if done within the hour
| 1
| 2
| Lapse
| Effect is countered unless they lose an additional action from their remaining actions this round (action must be of same type used to cast the effect).
| 1
| 3
| Specific Counter
| When you choose this spell, choose a specific spell/power by name. This spell counters that spell or power.
|
2
| 1
| Fast Specific Counter
| [1Z to cast] When you choose this spell, choose a specific spell/power by name. This spell counters that spell or power.
| 2
| 2
| Counterspell
| Counterspell
| 2
| 3
| Twist
| Dispels one effect
|
3
| 1
| Absorb/Undermine
| [you may cast this spell even if you are as low as -29 hp] Counterspell, you are cured 30 hp, caster takes 30 dmg
| 3
| 2
| Borrowed Borrowed Haste
| +1bbS action per round (counts as your Haste). bbS actions may be used during the PC's half of the segment.
| 3
| 3
| Fork
| Fork
|
4
| 1
| Deflection
| Deflects an effect so it hits a different target than what the caster intended
| 4
| 2
| Mana Drain
| Counterspell, you gain a spell slot equal to the SL of the countered effect (Twilighting still applies)
| 4
| 3
| Splice
| Cast four SL's of Permission Mage spells this segment (max SL=3, each costs 1N to use).
|
5
| 1
| Anti-Magic Shell
| Turns off magical spells and effects of SL 0 to CL/2 in your group, Hole in the Middle for you.
| 5
| 2
| Mass Twist
| Twist up to CL effects on one target, or twist every instance of one effect in a group.
| 5
| 3
| Radiate
| An effect just cast hits every other target it could possibly target. You and the original caster both get your Head Blown Off.
|
6
| 1
| Create D_Z
| Create a DMZ, DPZ, DIZ, DRZ, DTechZ, or DNZ (treat as a x1 Special on the room, cannot be dispelled, must be Remove Special-ed at)
| 6
| 2
| Erase Symbol
| Erases a "?", "!", or other symbol in the dungeon, or makes the party immune to the next segment's Wandering Monster check, or counter someone's moving (with a V) action.
| 6
| 3
| Quick Borrowed Borrowed Haste
| +1bbQS action per round (counts as your Haste, but can be combined with Borrowed Borrowed Haste). bbQS actions may be used during the PC's half of the segment.
|
7
| 1
| Capital O Object
| Capital O Object (this spell cannot be channeled unless you are a Permission Mage)
| 7
| 2
| Look at Me I'm the DCI
| Banhammer one effect in the room (treat this as a x1 Special on the room, cannot be dispelled, must be Remove Special-ed at)
| 7
| 3
| Split Second
| Your next action that you use for a Permission school effect gets the "I" (Instantaneous, cannot be responded to) flag.
|
8
| 1
| Capital I Insist
| Capital I Insist (this spell cannot be channeled unless you are a Permission Mage)
| 8
| 2
| Multiply
| Your next Permission school effect will be at xCL^(1/2) multiplier.
| 8
| 3
| Mutual Lockdown
| You and one target have all actions locked down for CL segments
|
9
| 1
| Quick Quick Borrowed Borrowed Haste
| +1bbQQS action per round (counts as your Haste, but can be combined with the lower versions). bbQQS actions may be used during the PC's half of the segment.
| 9
| 2
| Really O Object
| Really O Object (this spell cannot be channeled unless you are a Permission Mage)
| 9
| 3
| Round Stop
| The current round will end after the end of this segment (the rest of the segments this round will not occur)
|
|
[PC2] Wizard Classes Group
Pet Mage
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 3
| 2-- --- ---
| 3
| 6
| 3-- --- ---
|
4
| 12
| 4˝- --- ---
| 5
| 24
| 41- --- ---
| 6
| 48
| 42- --- ---
|
7
| 96
| 43- --- ---
| 8
| 192
| 44˝ --- ---
| 9
| 384
| 441 --- ---
|
10
| 750
| 542 --- ---
| 11
| 1500
| 643 --- ---
| 12
| 2000
| 744 ˝-- ---
|
13
| 2500
| 744 1-- ---
| 14
| 3000
| 754 2-- ---
| 15
| 3500
| 764 3-- ---
|
16
| 4000
| 774 4˝- ---
| 17
| 4500
| 774 41- ---
| 18
| 5000
| 775 42- ---
|
19
| 5500
| 776 43- ---
| 20
| 6000
| 777 44˝ ---
| 21
| 6500
| 777 441 ---
|
22
| 7000
| 777 542 ---
| 23
| 7500
| 777 643 ---
| 24
| 8000
| 777 744 ˝--
|
25
| 8500
| 777 744 1--
| 26
| 9000
| 777 754 2--
| 27
| 9500
| 777 764 3--
|
28
| 10000
| 777 774 4˝-
| 29
| 10500
| 777 774 41-
| 30
| 11000
| 777 775 42-
|
31
| 11500
| 777 776 43-
| 32
| 12000
| 777 777 44˝
| 33
| 12500
| 777 777 441
|
34
| 13000
| 777 777 542
| 35
| 13500
| 777 777 643
| 36
| 14000
| 777 777 744
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 10, Chr 18, Cml 9
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Specialized in Conjuration; Normal in Abjuration; all other schools are Opposite.
| Can have 1 familiar per level, and what types of familiars you can have are accelerated (see Familiars in section [S]).
|
|
[PC2] Wizard Classes Group
Physicist
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1
| 2-- --- ---
| 3
| 3
| 2˝- --- ---
|
4
| 6
| 21- --- ---
| 5
| 10
| 22- --- ---
| 6
| 20
| 33- --- ---
|
7
| 30
| 33˝ --- ---
| 8
| 50
| 331 --- ---
| 9
| 100
| 332 --- ---
|
10
| 150
| 332 ˝-- ---
| 11
| 200
| 332 1-- ---
| 12
| 400
| 332 2-- ---
|
13
| 600
| 333 3-- ---
| 14
| 800
| 333 3˝- ---
| 15
| 1000
| 333 31- ---
|
16
| 1200
| 333 32- ---
| 17
| 1400
| 333 32˝ ---
| 18
| 1600
| 333 321 ---
|
19
| 1800
| 333 322 ---
| 20
| 2000
| 333 333 ---
| 21
| 2200
| 333 333 ˝--
|
22
| 2400
| 333 333 1--
| 23
| 2600
| 333 333 2--
| 24
| 2800
| 333 333 2˝-
|
25
| 3000
| 333 333 21-
| 26
| 3200
| 333 333 22-
| 27
| 3400
| 333 333 33-
|
28
| 3600
| 333 333 33˝
| 29
| 3800
| 333 333 331
| 30
| 4000
| 333 333 332
|
31
| 4200
| 333 333 333
| 32
| 4400
| 444 443 333
| 33
| 4600
| 444 444 444
|
34
| 4800
| 555 554 444
| 35
| 5000
| 555 555 555
| 36
| 5200
| 666 666 666
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Con 10, Int 17
| Alignment:
| any
| HD/level:
| d5
| Weapon Prof.:
| 1+level/3
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM {Planeshifted Chemist}
| Groups:
| Wizard, Alternate, Technology
|
|
|
|
Level 1: Identify Technological Items and how to use them (level*10)%
| Level 1: +1 Knowledge proficiency per level.
| Level 1: Resist Gravity, Telekinesis, falling damage
| Level 2: Identify Object/Person's weight, home plane, home multiverse (quantum signature) by sight.
| Level 3: Specialization in Enchantment gained.
| Level 3: Immune distance distortion, teleport/plane-shifting traps/tricks/specials
| Level 4: 1/d: Create Technological item of TechL=LVL
| Level 5: Unusual materials are considered elements of E=S for your spells.
| Level 6: Can create ioun stones as a GeoSage of 5 levels lower.
| Level 7: Specialization in Alteration gained.
| Level 8: Identify Alchemical/Chemical item and (at a -50% penalty) function (level-7)*10%
| Level 9: Identify plane and multiverse by sight.
|
| Sample Technology Levels (copied from [A10]):
|
|
TechF
| SFB TechL
| Examples
|
0
| -10X
| No basic tools
| 1
| -9X
| Basic tools; Basic shelter; Basic herbal medicine; Cultivation of plants; Recognition of seasons
| 2
| -8Xe
| Wheel; Use of fire; Star recognition; Constellations; Basic metallurgy; Pulleys; Levers; Basic anatomy; Alchemy
|
3
| -8Xs
| Basic astronomy and navigation; Windmills; Water wheels; Microscope/Magnifying Lens; Animal husbandry
| 4
| -8Xl
| Recognition of other planets; Basic mechanics; Flood control; Cell theory; Classification of compounds
| 5
| -7X
| Solar system mechanics; Steam power; Crude weather prediction; Geologic history; Fossils
|
6
| -6Xe
| Detailed anatomy; Crude surgery (leeches!)
| 7
| -6Xs
| Simple chemistry
| 8
| -6Xl
| Simple atomic theory; Organic chemistry
|
9
| -5X
| Hydroelectric power; Light-bulbs; Radio; X-rays
| 10
| -4Xe
| Celestial mechanics; Heating and cooling systems; Heavy machinery; Tanks; Basic genetics/microbiology
| 11
| -4Xs
| Stellar evolution; Transistors and Basic electronics; Theory of diseases (bacteriology); Earthquake prediction
|
12
| -4Xl
| Radio astronomy; Solid state electronics; Telephones; Basic artificial limbs; Microwave theory
| 13
| -3X
| Relativity; Internal combustion; Simple Computers; DNA/gene research; Basic artificial organs; Organ transplants
| 14
| -2Xe
| Basic astronautics (planet to moon); Unmanned space probes; Simple internet; Fission; Lasers
|
15
| -2Xs
| Manned spaceflight (planet to planet); Environmental suits; Simple cyberware/bioware; Fusion
| 16
| -2Xl
| Unmanned interstellar probes; Advanced cyberware/bioware; Clones; Cold fusion
| 17
| -1X
| Impulse; Manner interstellar travel; Gene surgery; Weather modification; Antimatter reactors
|
18
| 0Xe
| SemiWarp; Basic subspace mechanics; Micromolecular circuitry; Gravity control; Replicators; Phasers
| 19
| 0Xs
| Warp; Dilithium; Deflector shields; Transporters; Tractor beams; Tricorders; Positional Stabilizer
| 20
| 0Xl
| MicroWarp; Automation control systems; SFG; Cloaking Device; Temporal / alternate timeline theory
|
|
[PC2] Wizard Classes Group
Planeswalker Artificer
Level
| KXP
| Wizard 123 456 789 AB
|
1
| 0
| 1-- --- --- --
| 2
| 10
| 2-- --- --- --
| 3
| 15
| 21- --- --- --
|
4
| 22
| 12- --- --- --
| 5
| 33
| 021 --- --- --
| 6
| 49
| 012 --- --- --
|
7
| 73
| 102 1-- --- --
| 8
| 109
| 201 2-- --- --
| 9
| 163
| 310 21- --- --
|
10
| 244
| 410 12- --- --
| 11
| 366
| 521 021 --- --
| 12
| 549
| 621 012 --- --
|
13
| 823
| 731 102 1-- --
| 14
| 1234
| 832 101 2-- --
| 15
| 1851
| 942 110 21- --
|
16
| 2776
| A42 110 12- --
| 17
| 4164
| B53 211 021 --
| 18
| 6400
| C53 211 012 --
|
19
| 6800
| D63 211 102 1-
| 20
| 7200
| E64 221 101 2-
| 21
| 7600
| F74 321 110 21
|
22
| 8000
| G74 321 110 32
| 23
| 8400
| H85 322 111 32
| 24
| 8800
| I85 322 111 33
|
25
| 9200
| J95 432 111 43
| 26
| 9600
| K96 432 211 43
| 27
| 10000
| LA6 432 211 44
|
28
| 10400
| NA6 432 211 44
| 29
| 10800
| OB7 533 221 54
| 30
| 11200
| PB7 543 221 54
|
31
| 11600
| QC7 543 221 55
| 32
| 12000
| RC8 543 222 55
| 33
| 12400
| SD8 643 322 55
|
34
| 12800
| TD8 643 322 65
| 35
| 13200
| UE9 653 322 65
| 36
| 13600
| VE9 653 322 66
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 7 5 3 6 0 1 2
| +1
| 8 7 6 3 7 0 1 3
| +1
| 9 8 6 4 7 0 1 3
|
+2
| 9 8 6 4 7 1 2 4
| +3
| 10 9 7 4 8 1 2 4
| +3
| 10 9 7 5 8 2 3 5
|
+4
| 11 10 8 5 9 2 3 5
| +5
| 11 10 9 6 9 2 3 6
| +5
| 12 10 9 6 9 3 4 6
|
+6
| 12 11 9 6 10 3 4 7
| +7
| 13 11 10 7 10 4 5 7
| +7
| 13 12 10 7 11 4 5 8
|
+8
| 13 12 10 8 11 4 5 8
| +9
| 14 13 11 8 11 5 6 9
| +9
| 14 13 11 8 12 5 6 9
|
+10
| 14 13 11 9 12 6 7 10
| +11
| 15 14 12 9 13 6 7 10
| +11
| 15 14 12 10 13 6 7 11
|
|
Requisites:
| Str 9, Con 12, Int 18
| Alignment:
| any
| HD/level:
| d10
| Weapon Prof.:
| 4+level/2
| To Hit Table:
| Wiz
| Save Table:
| 2xWiz
| Reference:
| MTG / DM
| Groups:
| Wizard, Lost, Demigod (x1)
|
|
|
|
Gets Int bonus to progression. Specialized in Enchantment/Charm and Conjuration/Summoning.
| Casts normal Wizard spells, not MTG spells. Could cast MTG spells at 2 slots each if they are known.
| Can have up to LVL MTG magic items. The maximum CC (Casting Cost, treat as SL) for each is (LVL+2)/3.
|
|
[PC2] Wizard Classes Group
Planeswalker Artificer Items
CC (SL)
| #
| Magic Item
| Effect
|
1
| 1
| AEther Vial
| 0, 1/r: Cast a Conjuration/Summoning spell.
| 1
| 2
| Ivory Tower
| Regenerate 3 hp/s.
| 1
| 3
| Skullclamp
| Your summons get +CL TH/dmg, -CL AC/saves/rhp
|
1
| 4
| Sol Ring
| +2 SL in progression.
| 1
| 5
| Soul Net
| Whenever you kill someone with a spell, cure 1 hp.
| 1
| 6
| Voltaic Key
| 1V: An item gets 1E action this segment.
|
2
| 1
| Chaos Orb
| 1V, 1/reset: Destroy a magic item, effect, or creature (creature gets PPD save)
| 2
| 2
| Helm of Awakening
| All spells in the room are school/sphere robed (x1 Special)
| 2
| 3
| Illusionary Mask
| Your summons are Dust of Disappearanced
|
2
| 4
| Lightning Greaves
| Your summons are not summoning sick
| 2
| 5
| Scythe of the Wretched
| +1 summon slot; 1M: Animate Dead a creature you killed (it's your summon, -1 DL)
| 2
| 6
| Sun Droplet
| Regenerate 10 hp/s.
|
3
| 1
| Ashnod's Altar
| 0, sacrifice a summon: Get back 2 SL in progression
| 3
| 2
| Blasting Station
| 1N, sacrifice a summon: Deal 10 dmg to one target (no save, TechR to resist)
| 3
| 3
| Caltrops
| 10 damage damaging shield (no save, TechR to resist)
|
3
| 4
| Fireshrieker
| One of your summons deals double damage
| 3
| 5
| Forcefield
| Damage Threshold 10 from physical attacks
| 3
| 6
| Loxodon Warhammer
| Vampiric Regen. (can be used on one of your summons)
|
4
| 1
| Giant Fan
| 1V: Move an effect from one person to another (aER to resist)
| 4
| 2
| Icy Manipulator
| 1S: Target loses his next action.
| 4
| 3
| Jester's Cap
| Target forgets how to cast 3 spells or effects by name
|
5
| 1
| Al-Abara's Carpet
| Immune to attackers unless they are flying
| 5
| 2
| Coat of Arms
| Your summons get +N AC/saves/rhp/TH/dmg for each other summon of same race
| 5
| 3
| Mirari
| 1bM, lose a SL=5 spell in memorization: Fork
|
6
| 1
| Joven's Tools
| 1M: Target creature ignores all defenses with one attack
| 6
| 2
| Mindslaver
| 1M, 1/reset: Domination for 1 segment (no save, TechR to resist)
| 6
| 3
| Mirror Universe
| 1M, 1/reset: Switch current hp with target (no save, TechR to resist)
|
7
| 1
| Legacy Weapon
| 1M: *Destroy* (or Capital S Slay) an item, effect, or creature (TechR to resist)
| 8
| 1
| Aladdin's Ring
| 1M: 40 damage to one target (no resistance)
| 9
| 1
| Darksteel Forge
| Your items are indestructible.
|
|
[PC2] Wizard Classes Group
Plator
Level
| KXP
| MTG Wiz/Pri 123 456 789
| TH
|
1
| 0
| 1-- --- ---
| +0
| 2
| 5
| 20- --- ---
| +1
| 3
| 10
| 21- --- ---
| +1
|
4
| 20
| 320 --- ---
| +2
| 5
| 40
| 421 --- ---
| +3
| 6
| 80
| 422 0-- ---
| +3
|
7
| 160
| 432 1-- ---
| +4
| 8
| 250
| 433 20- ---
| +5
| 9
| 500
| 433 21- ---
| +5
|
10
| 700
| 443 22- ---
| +6
| 11
| 900
| 444 330 ---
| +7
| 12
| 1100
| 444 441 ---
| +7
|
13
| 1300
| 555 442 0--
| +8
| 14
| 1500
| 555 442 1--
| +9
| 15
| 1700
| 555 552 10-
| +9
|
16
| 1900
| 555 553 21-
| +10
| 17
| 2100
| 555 553 320
| +11
| 18
| 2300
| 555 553 321
| +11
|
19
| 2500
| 555 553 331
| +12
| 20
| 2700
| 555 554 332
| +13
| 21
| 2900
| 555 554 442
| +13
|
22
| 3100
| 555 555 443
| +14
| 23
| 3300
| 555 555 553
| +15
| 24
| 3500
| 555 555 554
| +15
|
25
| 3700
| 555 555 555
| +16
| 26
| 3900
| 666 655 555
| +17
| 27
| 4100
| 666 666 655
| +17
|
28
| 4300
| 666 666 666
| +18
| 29
| 4500
| 777 766 666
| +19
| 30
| 4700
| 777 777 766
| +19
|
31
| 4900
| 777 777 777
| +20
| 32
| 5100
| 888 877 777
| +21
| 33
| 5300
| 888 888 877
| +21
|
34
| 5500
| 888 888 888
| +22
| 35
| 5700
| 999 988 888
| +23
| 36
| 5900
| 999 999 999 1
| +23
|
37
| 11800
| 999 999 999 2
| +24
| 38
| 17700
| 999 999 999 3
| +25
| 39
| 23600
| 999 999 999 4
| +25
|
45
| 59000
| A99 999 999 9
| +29
| 54
| 112100
| AAA AAA AAA 91
| +35
| 63
| 165200
| AAA AAA AAA A9
| +41
|
72
| 218300
| BBB BBB BAA AA1
| +47
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div
|
-5
| +0
| +0
| +7
| +3
| +0
| +0
| +0
| +0
| +0
| ÷1
|
|
| Requisites:
| Int 25, Wis 9,
|
| Race Slots 1, Class Slots 2
| Alignment:
| any
| HD/level:
| d5
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Pri
| Save Table:
| Wiz/Pri
| Reference:
| MTG / DM
| Groups:
| Wizard, Priest, Archetype
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level+3
| RSW:
| level+6
| PP:
| level+4
| BW:
| level+2
| Spell:
| level+5
| Fort:
| level+0
| Reflex:
| level+0
| Will:
| level+0
|
|
|
Gets Int bonus to progression.
| Has access to the following Schools/Spheres:
| Artifact (Wizard School and Concordant School)
| Black (Wizard School and Priest Sphere)
| Blue (Wizard School and Psionic Discipline)
| Gold (Wizard School, Priest Sphere, and Psionic Discipline)
| Green (Priest Sphere)
| Red (Wizard School)
| White (Priest Sphere)
| Spells are on the following pages. Can cast normal Wizard or Priest spells; they cost 2 spells each.
| Artifact spells are generally cast once, then the effect lasts for the day.
|
|
[PC2] Wizard Classes Group
Plator (MTG Spells)
School/Sphere
| SL
| #
| Spell
| Effect
|
Artifact
| 1
| 1
| AEther Vial
| 0, 1/r: Cast a Conjuration/Summoning spell.
| Artifact
| 1
| 2
| Ivory Tower
| Regenerate 3 hp/s.
| Artifact
| 1
| 3
| Skullclamp
| Your summons get +CL TH/dmg, -CL AC/saves/rhp
|
Artifact
| 1
| 4
| Sol Ring
| +2 SL in progression.
| Artifact
| 1
| 5
| Soul Net
| Whenever you kill someone with a spell, cure 1 hp.
| Artifact
| 1
| 6
| Summon Myr 1
| Summon a DL=1 Myr
|
Artifact
| 1
| 7
| Voltaic Key
| 1V: An item gets 1E action this segment.
| Black
| 1
| 1
| Darkness
| 1bM: Immune to a P attack from someone
| Black
| 1
| 2
| Paralyze
| Target is paralyzed (PP save)
|
Black
| 1
| 3
| Unholy Strength
| Get +2 TH and dmg (considered magical plusses), and +1 AC and saves.
| Blue
| 1
| 1
| Ancestral Recall
| This spell can be cast only once per turn. Target regains 3 SL's in memorization.
| Blue
| 1
| 2
| Flight
| Target flies at 12" (C).
|
Blue
| 1
| 3
| Mind Games
| Target loses his next action (Spell save)
| Green
| 1
| 1
| Awaken
| Removes sleep/fatigue effect on up to CL targets
| Green
| 1
| 2
| Berserk
| Attacking creature does x2 dmg and is slain this segment (not 1bM)
|
Green
| 1
| 3
| Force of Nature I
| Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
| Green
| 1
| 4
| Giant Growth
| Target gets +3 TH, dmg, AC, and saves this round.
| Green
| 1
| 5
| Instill Energy
| You get +1S action per round for CL r (counts as your haste).
|
Green
| 1
| 6
| Natural Healing
| Target is cured equal to his Con score in hp
| Green
| 1
| 7
| Nature’s Lore
| Know direction & distance to an object or person (if they are touching the ground)
| Red
| 1
| 1
| Earthbind
| Target loses flying and takes double normal falling damage (no save).
|
Red
| 1
| 2
| False Orders
| (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
| Red
| 1
| 3
| Lightning Bolt
| Target takes 30 lightning dmg (Spell save for 0)
| White
| 1
| 1
| Angel's Grace
| 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
|
White
| 1
| 2
| Death Ward
| 1bM, cannot act next segment: Avoid a slay effect on someone.
| White
| 1
| 3
| Healing Salve
| One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
| Artifact
| 2
| 1
| Chaos Orb
| 1V, 1/reset: Destroy a magic item, effect, or creature (creature gets PPD save)
|
Artifact
| 2
| 2
| Helm of Awakening
| All spells in the room are school/sphere robed (x1 Special)
| Artifact
| 2
| 3
| Illusionary Mask
| Your summons are Dust of Disappearanced
| Artifact
| 2
| 4
| Lightning Greaves
| Your summons are not summoning sick
|
Artifact
| 2
| 5
| Scythe of the Wretched
| +1 summon slot; 1M: Animate Dead a creature you killed (it's your summon, -1 DL)
| Artifact
| 2
| 6
| Summon Myr 2
| Summon a DL=2 Myr
| Artifact
| 2
| 7
| Sun Droplet
| Regenerate 10 hp/s.
|
Black
| 2
| 1
| Animate Dead
| Animates a dead monster as your summon (1 DL lower)
| Black
| 2
| 2
| Simulacrum
| 1bM: Redirect any amount of damage from you to one of your subordinates.
| Black
| 2
| 3
| Terror
| Target is slain (PPD save, does not affect Undead or Golems, or things without souls)
|
Blue
| 2
| 1
| Aura of Dominion
| Target can use 2M this segment.
| Blue
| 2
| 2
| Force Spike
| 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
| Blue
| 2
| 3
| Invisibility
| Improved Invisibility.
|
Blue
| 2
| 4
| Time Walk
| This spell can be cast only once per turn. You get an extra segment this round (segment 11 at end).
| Gold
| 2
| 1
| Angelic Shield
| All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
| Gold
| 2
| 2
| Azorius First-Wing
| Summon a DL II Griffin, it flies, and can remove bad effects on people.
|
Gold
| 2
| 3
| Azorius Guildmage
| Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
| Gold
| 2
| 4
| Crystalline Sliver
| Summon a DL II Sliver, it can't be targetted.
| Gold
| 2
| 5
| Energy Arc
| 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
|
Gold
| 2
| 6
| Galina's Knight
| Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
| Gold
| 2
| 7
| Meddling Mage
| Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
| Gold
| 2
| 8
| Overrule
| 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
|
Gold
| 2
| 9
| Pride of the Clouds
| Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
| Gold
| 2
| 10
| Prismatic Boon
| Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
| Gold
| 2
| 11
| Sygg, River Guide
| Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
|
Gold
| 2
| 12
| Wings of Aesthir
| Target gets +CL TH/dmg and flying 12" for 1t.
| Gold
| 2
| 13
| Wings of Hope
| Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
| Green
| 2
| 1
| Bind
| 1bM: Counter an item ability.
|
Green
| 2
| 2
| Earth Bolt
| Deal CLd10 Eldritch Earth dmg to one target (no save)
| Green
| 2
| 3
| Gaea’s Bounty
| Regain one first-level Plant/Animal spell to memorization
| Green
| 2
| 4
| Gaea’s Cradle
| One of your summoned creatures is dispelled; Add it's hp/10 in SL to your memorization
|
Green
| 2
| 5
| Gaea’s Might
| Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
| Green
| 2
| 6
| Lifeforce
| 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
| Green
| 2
| 7
| Naturalize
| Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
|
Green
| 2
| 8
| Regeneration
| You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
| Green
| 2
| 9
| Soothing Word
| Removes fear/horror effect on up to CL targets
| Green
| 2
| 10
| Spiritual Energy
| +LVL Con
|
Red
| 2
| 1
| Echoing Ruin
| Destroy all magic items of the same exact type (Disint. save each)
| Red
| 2
| 2
| Raging River
| Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
| Red
| 2
| 3
| Shatter
| Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
|
White
| 2
| 1
| Abeyance
| Target cannot use M actions this segment (Will save)
| White
| 2
| 2
| Circle of Protection
| When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
| White
| 2
| 3
| Disenchant
| Dispel an effect.
|
Artifact
| 3
| 1
| Ashnod's Altar
| 0, sacrifice a summon: Get back 2 SL in progression
| Artifact
| 3
| 2
| Blasting Station
| 1N, sacrifice a summon: Deal 10 dmg to one target (no save, TechR to resist)
| Artifact
| 3
| 3
| Brass Gnat 3-1
| 1M or 1T: 10 dmg 15' radius (Annihilation, centered on you, hole in the middle, no save). Taking this power more than once increases the damage by 10 each time.
|
Artifact
| 3
| 4
| Brass Gnat 3-2
| +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
| Artifact
| 3
| 5
| Brass Gnat 3-3
| 1bV+1bP or 1bT+1bP: Get a full P action of attacks against someone you are getting a parting shot against (or) Get a parting shot against someone who is immune to parting shots, or who is blinking away / leaving the group instantaneously. This cannot be picked more than once.
| Artifact
| 3
| 6
| Brass Gnat 3-4
| Charm Resistance (CR) = CL*15%. Picking this a second time gives aCR or NR, a third time gives aCR or NR (the other that you didn't pick), and the fourth time gives aNR.
|
Artifact
| 3
| 7
| Brass Gnat 3-5
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Dispel an effect of the type chosen. Picking this more than once gives you another pick.
| Artifact
| 3
| 8
| Brass Gnat 3-6
| Resist "Chaos", "Colorless", "Wild", and "Wonder" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.). Picking this twice gives Double Resist, but third and further picks do nothing.
| Artifact
| 3
| 9
| Brass Gnat 3-7
| Resist Polymorph, Clone, Domination, Teleport Other. Picking this a second time gives Immunity.
|
Artifact
| 3
| 10
| Brass Gnat 3-8
| 1M or 1T: Duplicate a Psi8 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 minors.
| Artifact
| 3
| 11
| Brass Gnat 3-9
| 1M or 1T, LVL/d: Raise or lower the Physical Factor (PF) of the area by 1 (min PF = 0, max PF = 11), even if current PF=0. This cannot be picked more than once.
| Artifact
| 3
| 12
| Brass Gnat 3-10
| 1M or 1T: Raise or lower the Tech Level of an object by 1 (max Tech Level = N+LVL, where N is the number of times you pick this power).
|
Artifact
| 3
| 13
| Brass Gnat 3-11
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Counter an effect of the type chosen. Picking this more than once gives you another pick.
| Artifact
| 3
| 14
| Brass Gnat 3-12
| "Luck" effects doesn't work for anyone within sight. This cannot be picked more than once.
| Artifact
| 3
| 15
| Brass Gnat 3-13
| 1N, 1/t: Immune to Head Blown Off or Summoning Sickness. Picking this more than once lets you use this power an additional time per turn.
|
Artifact
| 3
| 16
| Brass Gnat 3-14
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Reverse an effect of the type chosen. (Can cast the effect's reverse within 1 round, even if the reverse is not known.) Picking this more than once gives you another pick.
| Artifact
| 3
| 17
| Brass Gnat 3-15
| 1M or 1T: Summon a DL=CL (max DL=6) Alley creature, it has a DL% chance of becoming uncontrolled per segment. Picking this more than once increases the max DL by 1, but never beyond DL=9 in any case.
| Artifact
| 3
| 18
| Caltrops
| 10 damage damaging shield (no save, TechR to resist)
|
Artifact
| 3
| 19
| Fireshrieker
| One of your summons deals double damage
| Artifact
| 3
| 20
| Forcefield
| Damage Threshold 10 from physical attacks
| Artifact
| 3
| 21
| Loxodon Warhammer
| Vampiric Regen. (can be used on one of your summons)
|
Artifact
| 3
| 22
| Summon Myr 3
| Summon a DL=3 Myr
| Black
| 3
| 1
| Attrition
| Sacrifice a summon: Target is slain (PPD save)
| Black
| 3
| 2
| Gloom
| [x1 Special] Priest spells cost triple spell slots to cast.
|
Blue
| 3
| 1
| Charisma
| Your attacks are charm branded (Will save)
| Blue
| 3
| 2
| Mana Leak
| 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
| Blue
| 3
| 3
| Psionic Blast
| Target takes 40 psionic dmg, you take 20 psionic dmg (no save) (PR to resist)
|
Gold
| 3
| 1
| Absorb
| 1bM: Counterspell, and be cured 30 hp.
| Gold
| 3
| 2
| Azorius AEthermage
| Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
| Gold
| 3
| 3
| Chromatic Armor
| Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
|
Gold
| 3
| 4
| Daring Leap
| One creature flies and gets +10 TH/dmg/AC/saves this segment.
| Gold
| 3
| 5
| Demand (Supply/Demand)
| Wishoid for a SL 2 Psi11U/W spell
| Gold
| 3
| 6
| Guiding Spirit
| Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ˝M each.
|
Gold
| 3
| 7
| Hanna, Ship's Navigator
| Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
| Gold
| 3
| 8
| Leering Gargoyle
| Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
| Gold
| 3
| 9
| Minister of Impediments
| Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
|
Gold
| 3
| 10
| Opaline Sliver
| Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
| Gold
| 3
| 11
| Phantatog
| Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
| Gold
| 3
| 12
| Plumes of Peace
| Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
|
Gold
| 3
| 13
| Reparations
| Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
| Gold
| 3
| 14
| Riptide Crab
| Summon a DL III Crab, when he dies, you get ˝M you can use before the end of the round.
| Gold
| 3
| 15
| Samite Archer
| Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
|
Gold
| 3
| 16
| Silver Drake
| When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
| Gold
| 3
| 17
| Sky Spirit
| Summon a DL III Spirit, it flies.
| Gold
| 3
| 18
| Spectral Shield
| Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
|
Gold
| 3
| 19
| Tempest Drake
| Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
| Green
| 3
| 1
| Adaptation
| NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
| Green
| 3
| 2
| Ancestral Mask
| Target gets +LVL/+LVL TH/dmg for each other of same race in room
|
Green
| 3
| 3
| Force of Nature II
| Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
| Green
| 3
| 4
| Gaea’s Skyfolk
| Winged flight CL^2"
| Green
| 3
| 5
| Nature’s Chosen
| +1S action
|
Green
| 3
| 6
| Tranquility
| Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
| Red
| 3
| 1
| Fervor
| You and your summons are not summoning sick.
| Red
| 3
| 2
| Stone Rain
| Deal CL Hull dmg to one inanimate object (no save)
|
White
| 3
| 1
| Arenson's Aura
| 0, sacrifice a maintained effect: Dispel a maintained effect.
| White
| 3
| 2
| Reverse Damage
| 1bM: One effect that's damaging you heals you for that amount instead.
| Artifact
| 4
| 1
| Giant Fan
| 1V: Move an effect from one person to another (aER to resist)
|
Artifact
| 4
| 2
| Icy Manipulator
| 1S: Target loses his next action.
| Artifact
| 4
| 3
| Jester's Cap
| Target forgets how to cast 3 spells or effects by name
| Artifact
| 4
| 4
| Summon Myr 4
| Summon a DL=4 Myr
|
Black
| 4
| 1
| Breeding Pit
| Once per round, get a DL I Thrull as a summon (limit=LVL)
| Black
| 4
| 2
| Lich
| Cast a 1st level Lich spell. You go to 0 max and current hp for 1 turn.
| Blue
| 4
| 1
| Coastal Piracy
| Whenever you kill a creature, restore 1 SL in memorization
|
Blue
| 4
| 2
| Control Magic
| Charm Monster (Will save)
| Blue
| 4
| 3
| Counterspell
| 1bM or 1 OppM: Counter target magical/psionic effect.
| Gold
| 4
| 1
| AEthermage's Touch
| Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
|
Gold
| 4
| 2
| Ayesha Tanaka
| Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
| Gold
| 4
| 3
| Azorius Ploy
| One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
| Gold
| 4
| 4
| Cloud Cover
| Whenever someone dispels one of your spell/psi effects, you can recast that effect for ˝M within the next round.
|
Gold
| 4
| 5
| Glaciers
| x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
| Gold
| 4
| 6
| Grand Arbiter Augustin IV
| Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
| Gold
| 4
| 7
| Harbor Guardian
| Summon a DL IV Gargoyle, he has near-infinite reach upwards.
|
Gold
| 4
| 8
| Hazerider Drake
| Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
| Gold
| 4
| 9
| Kangee, Aerie Keeper
| Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
| Gold
| 4
| 10
| Meddling Kids
| Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
|
Gold
| 4
| 11
| Reviving Vapors
| Up to 3 targets are cured (1d10+CL)*10 hp
| Gold
| 4
| 12
| Sawtooth Loon
| When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
| Gold
| 4
| 13
| Stand // Deliver
| Unsummon a summon or dispel one effect, and cure one target 80 hp.
|
Gold
| 4
| 14
| Trial (Trial/Error)
| Unsummon all creatures in a group, at least one of your summons must be in that group.
| Gold
| 4
| 15
| Vanish into Memory
| Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
| Green
| 4
| 1
| Aluren
| You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
|
Green
| 4
| 2
| Earth Storm
| Deal CLd12 Eldritch Earth dmg 40' radius (no save)
| Green
| 4
| 3
| Gaea’s Balance
| You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
| Green
| 4
| 4
| Gaea’s Blessing
| Reconstruct up to three effects which were dispelled/twisted within the last turn
|
Green
| 4
| 5
| Gaea’s Touch
| +1QM only for Pixie Queen spells
| Green
| 4
| 6
| Harmony of Nature
| 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
| Green
| 4
| 7
| Living Lands
| Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
|
Green
| 4
| 8
| Nature’s Blessing
| +CL distributed among AC/saves/TH/dmg as you like
| Red
| 4
| 1
| AEther Flash
| Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
| Red
| 4
| 2
| Fork
| 1bM or 1 OppM: Copy target magical/psionic effect.
|
Red
| 4
| 3
| Orcish Oriflamme
| All your subordinates get +1 offensive DL.
| White
| 4
| 1
| Congregate
| Target gains 10*N hp, where N is the number of people in the party+summons
| White
| 4
| 2
| Resurrection
| Resurrect someone who's been killed within the past CL s.
|
Artifact
| 5
| 1
| Al-Abara's Carpet
| Immune to attackers unless they are flying
| Artifact
| 5
| 2
| Coat of Arms
| Your summons get +N AC/saves/rhp/TH/dmg for each other summon of same race
| Artifact
| 5
| 3
| Mirari
| 1bM, lose a SL=5 spell in memorization: Fork
|
Artifact
| 5
| 4
| Summon Myr 5
| Summon a DL=5 Myr
| Black
| 5
| 1
| Extinction
| Slay all creatures of one race in a group (PPD save)
| Blue
| 5
| 1
| Deflection
| 1bM or 1 OppM: Redirect target magical/psionic effect to another target.
|
Blue
| 5
| 2
| Evacuation
| A group of summons is unsummoned
| Gold
| 5
| 1
| Armored Guardian
| Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
| Gold
| 5
| 2
| Hunding Gjornersen
| Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
|
Gold
| 5
| 3
| Isperia the Inscrutable
| Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
| Gold
| 5
| 4
| Ordered Migration
| Summon CL/6 DL I Birds
| Gold
| 5
| 5
| Palliation Accord
| Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
|
Gold
| 5
| 6
| Sky Hussar
| Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
| Gold
| 5
| 7
| Swift Silence
| The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
| Gold
| 5
| 8
| Teferi's Moat
| Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
|
Gold
| 5
| 9
| Tobias Andrion
| Summon a DL V Human, he beats things.
| Gold
| 5
| 10
| Windreaver
| Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
| Green
| 5
| 1
| Brute
| For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
|
Green
| 5
| 2
| Call of the Wild
| Summon any real-world animal (your choice), you get CL/DL of them (round up)
| Green
| 5
| 3
| Doubling Season
| Whenever you summon a creature, you get 2 instead (+1 slot too)
| Green
| 5
| 4
| Force of Nature III
| Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
|
Green
| 5
| 5
| Gaea’s Embrace
| Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
| Green
| 5
| 6
| Life Essence
| If target has less than CL*CL current hp, it is cured so it has CL*CL hp
| Red
| 5
| 1
| Fissure
| Slay target creature (RSW save), or Earthquake the floor
|
White
| 5
| 1
| Angelic Chorus
| Whenever you summon a creature, cure it's hp on yourself
| Artifact
| 6
| 1
| Brass Gnat 6-1
| 1M or 1T: Lower the CL on all effects by 2 in 30' radius (no save, can use ER). Picking this more than once increases the reduction by 2.
| Artifact
| 6
| 2
| Brass Gnat 6-2
| +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
|
Artifact
| 6
| 3
| Brass Gnat 6-3
| Anti-x0/x1 Shell, SL 0-1: Immune to and cannot use 0th-1st SL x0-x1 effects.
| Artifact
| 6
| 4
| Brass Gnat 6-4
| Effects Resistance (ER) = CL*10%. Picking this a second time gives you aER.
| Artifact
| 6
| 5
| Brass Gnat 6-5
| Every other "Going Down a Hole" offense you do not actually go down the Hole. This cannot be picked more than once. (If you somehow get this effect twice, you immediately do down the Deeper Hole.)
|
Artifact
| 6
| 6
| Brass Gnat 6-6
| 1N, 1/t: Immune to Twilight or draining the MF/PF/TF. Picking this more than once lets you use this an additional time per turn.
| Artifact
| 6
| 7
| Brass Gnat 6-7
| 1M or 1T: Duplicate a Psi8 major or Psi16 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 majors.
| Artifact
| 6
| 8
| Brass Gnat 6-8
| 1bM or 1bT: Counter a x0 or x1 effect. This cannot be picked more than once.
|
Artifact
| 6
| 9
| Brass Gnat 6-9
| 1bM or 1bT: Counter a counterspell. Picking this a second time gives you "2bM or 2bT: Insist an effect.". This cannot be picked more than twice.
| Artifact
| 6
| 10
| Brass Gnat 6-10
| You shift TechR by CL*5%, not (CL-12)*5%. Your SL=3 Brass Gnat spells do not give TechR at all (but iTechR can be used at half percentage). This cannot be picked more than once.
| Artifact
| 6
| 11
| Joven's Tools
| 1M: Target creature ignores all defenses with one attack
|
Artifact
| 6
| 12
| Mindslaver
| 1M, 1/reset: Domination for 1 segment (no save, TechR to resist)
| Artifact
| 6
| 13
| Mirror Universe
| 1M, 1/reset: Switch current hp with target (no save, TechR to resist)
| Black
| 6
| 1
| Dark Offering
| Slay a creature (PPD save), you gain it's hp to current hp
|
Blue
| 6
| 1
| Mind's Desire
| You can cast 1d6 spells of SL=1d6 next segment as 1M
| Blue
| 6
| 2
| Quash
| 1bM or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
| Gold
| 6
| 1
| Dovescape
| x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
|
Gold
| 6
| 2
| Kasimir the Lone Wolf
| Summon a DL VI Human Warrior, he beats things down.
| Gold
| 6
| 3
| Rasputin Dreamweaver
| Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
| Green
| 6
| 1
| Desert Twister
| Destroy something (PP save, like a Disintegrate spell)
|
Green
| 6
| 2
| Gaea’s Herald
| When your summoned creatures go below -10 hp, they don't disappear (you can cure)
| Green
| 6
| 3
| Nature’s Cloak
| +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
| Red
| 6
| 1
| Dragon Roost
| Once per round, get a DL V Dragon as a summon (limit=LVL/3)
|
Red
| 6
| 2
| Gravity Sphere
| No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
| White
| 6
| 1
| Beacon of Immortality
| Double current hp (like a Tenser's, but a different source)
| Artifact
| 7
| 1
| Legacy Weapon
| 1M: *Destroy* (or Capital S Slay) an item, effect, or creature (TechR to resist)
|
Artifact
| 7
| 2
| Summon Myr 7
| Summon a DL=7 Myr
| Blue
| 7
| 1
| Blatant Thievery
| Pick Pockets LVL*10% on each target in a group
| Gold
| 7
| 1
| Gosta Dirk
| Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
|
Gold
| 7
| 2
| Iridescent Angel
| Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
| Gold
| 7
| 3
| Ith, High Arcanist
| Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
| Gold
| 7
| 4
| Jedit Ojanen
| Summon a DL VII Cat Warrior, he really beats things down.
|
Green
| 7
| 1
| Force of Nature IV
| Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
| Green
| 7
| 2
| Nature’s Wrath
| Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
| Green
| 7
| 3
| One with Nature
| For every 10 points of damage you deal in unarmed combat, add 1 SL to your memorization
|
Green
| 7
| 4
| Seeds of Life
| 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status
| Green
| 7
| 5
| Tooth and Nail
| Summon DL VII, can pick type, or can pick creature within type
| Red
| 7
| 1
| Flame Wave
| CL/3 groups each take 40 eldritch fire dmg (no save)
|
White
| 7
| 1
| Look at Me, I'm the DCI
| An effect is banned from the room (x1 Special)
| Artifact
| 8
| 1
| Aladdin's Ring
| 1M: 40 damage to one target (no resistance)
| Black
| 8
| 1
| Decree of Pain
| Slay all creatures in two groups (PPD save) or one group (no save)
|
Blue
| 8
| 1
| Beacon of Tomorrows
| You get an extra segment this round (segment 11 at end)
| Green
| 8
| 1
| Biorhythm
| Each person in a group's current hp = (Number of summons)*10
| Green
| 8
| 2
| Dual Nature
| Whenever you summon or create creatures, you get twice as many of them
|
Green
| 8
| 3
| Force of Nature V
| Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
| Green
| 8
| 4
| Gaea’s Avenger
| Immune to x5 and lower artifact effects that you (or your party) do not control
| Red
| 8
| 1
| Insurrection
| Charm a group (Will save, ignores immunity to Charm effects)
|
White
| 8
| 1
| Reverse the Sands
| Switch current hp totals with someone (no save)
| Artifact
| 9
| 1
| Brass Gnat 9-1
| 1M or 1T: 100 dmg 15' radius (UltraBlack damage, centered on you, hole in the middle, no save), followed by a Put Out of Misery. Taking this power more than once increases the damage by 100 each time, (or) you can use a pick to have the effect followed by Really Put Out of Misery (and again for Beast of Xvim).
| Artifact
| 9
| 2
| Brass Gnat 9-2
| 1M, 1/t: Do the T-Bear "Randomly pull an item from 20th century Earth" effect. Each time you use this power, previously pulled items disappear. Picking this more than once lets you do it an extra time per turn (and lets you have an additional item kept at the same time).
|
Artifact
| 9
| 3
| Brass Gnat 9-3
| Immune to NPC status. 1M or 1T: Dust of Disappearance or Dust of Appearance.
| Artifact
| 9
| 4
| Brass Gnat 9-4
| 1Z, eat a Larva, TechL 18+ item you control, or a DL 9+ item you control: Reset.
| Artifact
| 9
| 5
| Brass Gnat 9-5
| When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Capital O Object an effect of the type chosen. Picking this more than once gives you another pick.
|
Artifact
| 9
| 6
| Brass Gnat 9-6
| You may convert 2T -> 1QT as much a you like. Picking this more than once lets you convert to quicker types (second pick: 2QT -> 1QQT; third pick: 2QQT -> 1QQQT; etc.).
| Artifact
| 9
| 7
| Brass Gnat 9-7
| 1M or 1T: Duplicate a Psi8 grand or Psi16 major ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 grands.
| Artifact
| 9
| 8
| Darksteel Forge
| Your items are indestructible.
|
Green
| 9
| 1
| Child of Gaea
| Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
| Green
| 9
| 2
| Everhome
| Your home plane is every plane; when this effect ends, your home plane = current plane
| Green
| 9
| 3
| Force of Nature VI
| Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110
|
Green
| 9
| 4
| Gaea’s Liege
| Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
| White
| 9
| 1
| Blessed Wind
| Target's current hp becomes 200.
|
|
[PC2] Wizard Classes Group
Ponnet
Level
| KXP
| Wizard/Psi30 123 456 789 ABC
| TH
|
1
| 0
| 1-- --- ---
| +0
| 2
| 2.25
| 2˝- --- ---
| +0
| 3
| 4.5
| 21- --- ---
| +0
|
4
| 9
| 32˝ --- ---
| +1
| 5
| 18
| 421 --- ---
| +1
| 6
| 36
| 422 ˝-- ---
| +1
|
7
| 54
| 432 1-- ---
| +2
| 8
| 81
| 433 2˝- ---
| +2
| 9
| 121.5
| 433 21- ---
| +2
|
10
| 225
| 443 22- ---
| +3
| 11
| 337.5
| 444 33˝ ---
| +3
| 12
| 675
| 444 441 ---
| +3
|
13
| 1000
| 555 442 ˝--
| +4
| 14
| 1325
| 555 442 1--
| +4
| 15
| 1650
| 555 552 1˝-
| +4
|
16
| 1975
| 555 553 21-
| +5
| 17
| 2300
| 555 553 32˝
| +5
| 18
| 2625
| 555 553 321
| +5
|
19
| 2950
| 555 553 331
| +6
| 20
| 3275
| 555 554 332
| +6
| 21
| 3600
| 555 554 442
| +6
|
22
| 3925
| 555 555 443
| +7
| 23
| 4250
| 555 555 553
| +7
| 24
| 4575
| 555 555 554
| +7
|
25
| 4900
| 555 555 555
| +8
| 26
| 5225
| 666 655 555
| +8
| 27
| 5550
| 666 666 655
| +8
|
28
| 5875
| 666 666 666
| +9
| 29
| 6200
| 777 766 666
| +9
| 30
| 6525
| 777 777 766
| +9
|
31
| 6850
| 777 777 777
| +10
| 32
| 7175
| 888 877 777
| +10
| 33
| 7500
| 888 888 877
| +10
|
34
| 7825
| 888 888 888
| +11
| 35
| 8150
| 999 988 888
| +11
| 36
| 8475
| 999 999 999 1
| +11
|
37
| 16950
| 999 999 999 2
| +12
| 38
| 25425
| 999 999 999 3
| +12
| 39
| 33900
| 999 999 999 4
| +12
|
45
| 84750
| A99 999 999 9
| +14
| 54
| 161025
| AAA AAA AAA 91
| +17
| 63
| 237300
| AAA AAA AAA A9
| +20
|
72
| 313575
| BBB BBB BAA AA1
| +23
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div
|
+2
| +1
| +2
| +4
| -1
| -1
| -2
| +0
| +0
| +0
| ÷1
|
|
| Requisites:
| Str 7, Dex 5, Con 6, Int 12,
|
| Race Slots 1, Class Slots 2
| Alignment:
| C any
| HD/level:
| & d6
| Weapon Prof.:
| 1+level/3
| To Hit Table:
| Wiz
| Save Table:
| Wiz+1
| Reference:
| DM
| Groups:
| Wizard, PC Designed, Archetype
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level+4
| RSW:
| level+7
| PP:
| level+5
| BW:
| level+3
| Spell:
| level+6
| Fort:
| level+0
| Reflex:
| level+1
| Will:
| level+1
|
|
|
Counts as a "Human" race.
| Specialized in Alteration and Myrmecology.
| May use Psi30 powers as if they were spells with the following SL's: 2=Minor, 4=Major, 6=Grand, 8=Super, 10=Ultra. Your "successes" are equal to your CL.
| Level 1 ¶: Can use "2 for 1" ability score trading.
| Level 1 ¶: "Polymorph Other" is a 1st level spell for you. You may choose the general summon type (1-40) of what the target will turn into.
| Level 1 ¶: May use Astral Perception and Astral Projection.
| Level 9 ¶: 1F, 1/d: Target x0 being becomes a x1 being permanently.
|
| Myrmecology Spells:
| Ant Doom N (SL=N): Creeping Doom of Ants, (1d4+6)*(SL^3) dmg
| Ant Shield N (SL=N): Damaging shield of type Ant (Insect), SL*25%
| Fire Ant N (SL=N): Deals CLd(SL*2) Fiery Insect dmg (no save) plus Blindness (Reflex save) to a group
| Summon Ant N (SL=N): Summon a DL=SL+1 Giant Winged Ant or (11-SL)^2 DL=SL Giant Ants (type Insect)
| Summon Formian N (SL=N): Summon a DL=SL Formian (type Outer from Arcadia/Nirvana). They count as Ants for other spells.
| Summon Myr N (SL=N): Summon a DL=SL Myr (type Golem from MTG). These do not count as Ants. See list below.
| Wall of Ants (SL=N): Creates a Wall of Ants, anyone passing through takes (SL*2)d(SL*2) dmg.
| Ant (SL=0): Summons a normal DL 0 Ant.
| Speak with Ants (SL=1): You can speak with Ants and ask them questions, which they will give reasonable answers to.
| Army Ants (SL=3): Earthquake (as spell)
| Construction (SL=3): Your Ant summons can build a large building/structure or tunnel in a short amount of time. Every DL of Ants is 1 Hull point per S action they have.
| Polymorph into Ant (SL=3): Polymorphs target into a (normal) Ant (PP save)
| Carrion Ants (SL=4): Add +1 DL to your Ant summons (can repeat this spell up to DL X)
| Saber Ants (SL=4): Whenever one of your Ant summons is killed by damage, get another Ant to replace it.
| Yavimaya Ants (SL=4): Your Ant summons have haste.
| Queen Ant (SL=6): Summons a DL VI Queen Ant. It adds a DL I Ant every segment to it's summon group (up to a max of 100).
| Giant Ant Colony (SL=9): Summons a Fuckton (1000000) of DL I Giant Ants. They are in 100 groups of Plenty (10000) Giant Ants, but all together it counts as only one summon slot.
| Giant Ant Empire (SL=10): Summons CL Fucktons (CL*1000000) of DL II Giant Flying Ants. They are in CL*100 groups of Plenty (10000) Giant Flying Ants, but all together it counts as only one summon slot. Alternatively, you can have a single group of 1 Metric Fuckton (100000000) of DL III Giant Flying Saber Ants.
| (More spells will be added if this class is actively being played.)
|
| Myr Types (for reference; this doesn't count monster templates):
| DL=1: Myr Mindservant, Myr Moonvessel, Myr Servitor; DL=2: Alpha Myr, Copper Myr, Coretapper, Gold Myr, Iron Myr, Leaden Myr, Myr Retriever, Omega Myr, Silver Myr; DL=3: Myr Adapter, Myr Landshaper, Suntouched Myr; DL=4: Lodestone Myr, Myr Quadropod, Sarcomite Myr; DL=5: Myr Prototype; DL=7: Myr Enforcer
|
|
[PC2] Wizard Classes Group
Preserver2
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 20- --- ---
| 2
| 2.5
| 21- --- ---
| 3
| 5
| 220 --- ---
|
4
| 10
| 321 --- ---
| 5
| 15
| 432 0-- ---
| 6
| 25
| 432 1-- ---
|
7
| 50
| 543 20- ---
| 8
| 75
| 543 21- ---
| 9
| 100
| 654 320 ---
|
10
| 150
| 654 321 ---
| 11
| 200
| 665 432 0--
| 12
| 300
| 665 432 1--
|
13
| 750
| 666 543 2--
| 14
| 1000
| 666 654 3--
| 15
| 1250
| 666 665 4--
|
16
| 1500
| 666 666 5--
| 17
| 1750
| 666 666 60-
| 18
| 2000
| 666 666 61-
|
19
| 2500
| 666 666 62-
| 20
| 3000
| 666 666 63-
| 21
| 3500
| 666 666 640
|
22
| 4000
| 666 666 651
| 23
| 4500
| 666 666 662
| 24
| 5000
| 666 666 663
|
25
| 5500
| 666 666 664
| 26
| 6000
| 666 666 665
| 27
| 6500
| 666 666 666
|
28
| 7000
| 766 666 666
| 29
| 7500
| 776 666 666
| 30
| 8000
| 777 666 666
|
31
| 8500
| 777 766 666
| 32
| 9000
| 777 776 666
| 33
| 9500
| 777 777 666
|
34
| 10000
| 777 777 766
| 35
| 10500
| 777 777 776
| 36
| 11000
| 777 777 777
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 9, Chr 9
| Alignment:
| any G
| HD/level:
| d5
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DS2
| Groups:
| Wizard
|
|
|
|
Gets Wisdom bonus as bonus Wizard spells. This bonus is in addition to any Wisdom bonus for Priests.
| Level 1: 1M,1P: Give Strength to a Land (level/6 mile radius). This allows Druids to recover their spells, animals to live there, etc. It may take several uses of this ability if the local land is particularly hostile or has been completely drained.
| Level 3: May cast Priest spells of Necromancy & Healing spheres as if they are 2 spell levels higher.
| Level 4: 3M,3P: Restore PF of local area by 1 to a maximum of 10.
| Level 9: 6M,6P: Restore MF of local area by 1 to a maximum of 10.
| Level 9: May cast Priest spells of Necromancy & Healing spheres as if they are 1 spell level higher.
| Level 16: 10M,10P: Restore TF of local area by 1 to a maximum of 10.
| Level 27: May cast Priest spells of Necromancy & Healing spheres at the same spell level.
|
|
[PC2] Wizard Classes Group
Protector Mage
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 3.5
| 2-- --- ---
| 3
| 7
| 21- --- ---
|
4
| 14
| 32- --- ---
| 5
| 28
| 421 --- ---
| 6
| 56
| 422 --- ---
|
7
| 84
| 432 1-- ---
| 8
| 126
| 433 2-- ---
| 9
| 189
| 433 21- ---
|
10
| 350
| 443 22- ---
| 11
| 525
| 444 33- ---
| 12
| 1050
| 444 441 ---
|
13
| 1575
| 555 442 ---
| 14
| 2100
| 555 442 1--
| 15
| 2625
| 555 552 1--
|
16
| 3150
| 555 553 21-
| 17
| 3675
| 555 553 32-
| 18
| 4200
| 555 553 321
|
19
| 4725
| 555 553 331
| 20
| 5250
| 555 554 332
| 21
| 5775
| 555 554 442
|
22
| 6300
| 555 555 443
| 23
| 6825
| 555 555 553
| 24
| 7350
| 555 555 554
|
25
| 7875
| 555 555 555
| 26
| 8400
| 666 655 555
| 27
| 8925
| 666 666 655
|
28
| 9450
| 666 666 666
| 29
| 9975
| 777 766 666
| 30
| 10500
| 777 777 766
|
31
| 11025
| 777 777 777
| 32
| 11550
| 888 877 777
| 33
| 12075
| 888 888 877
|
34
| 12600
| 888 888 888
| 35
| 13125
| 999 988 888
| 36
| 13650
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 7 5 3 6 0 1 2
| +1
| 8 7 6 3 7 0 1 3
| +1
| 9 8 6 4 7 0 1 3
|
+2
| 9 8 6 4 7 1 2 4
| +3
| 10 9 7 4 8 1 2 4
| +3
| 10 9 7 5 8 2 3 5
|
+4
| 11 10 8 5 9 2 3 5
| +5
| 11 10 9 6 9 2 3 6
| +5
| 12 10 9 6 9 3 4 6
|
+6
| 12 11 9 6 10 3 4 7
| +7
| 13 11 10 7 10 4 5 7
| +7
| 13 12 10 7 11 4 5 8
|
+8
| 13 12 10 8 11 4 5 8
| +9
| 14 13 11 8 11 5 6 9
| +9
| 14 13 11 8 12 5 6 9
|
+10
| 14 13 11 9 12 6 7 10
| +11
| 15 14 12 9 13 6 7 10
| +11
| 15 14 12 10 13 6 7 11
|
|
Requisites:
| Con 12, Int 12, Wis 15
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 1+level/3
| To Hit Table:
| Pri
| Save Table:
| Wiz/Pri
| Reference:
| DM {Planeshifted Summoner Mage}
| Groups:
| Wizard, Alternate
|
|
|
|
Multiply your maximum number of maintained effects by (LVL+1)/2.
| Level 1: May have 2 instances of abjuration spells running on others, that stack (so you can give people 2 Armor spells, 2 Stoneskin spells, etc.)
| Level 1: May material component abjuration spells for 2 effects of the same type, and at the same time increase range 0 to range touch.
| Level 1: Specialized in abjuration with no opposite school.
| Level 1: School robed in abjuration (each abjuration spell is 1 SL lower for you)
| Level 1: 0, LVL/d: An abjuration effect does not require a maintenance slot (it can still be dropped with a 0 action).
| Level 3: Your abjurations can't be dispelled or twisted.
| Level 5: (Single) material componenting for abjuration spells is free.
| Level 9: May have 3 instances of abjuration spells running on others, that stack.
| Level 9: May double material component abjuration spells (costing a total of 1M+1V) for 3 effects of the same type (range 0 -> 30').
| Level 9: Can hold abjuration effects across resets between sessions.
| Level 12: 1bM: If a monster randomly rolls to attack someone, you can have it attack you instead.
| Level 13: May have 4 instances of abjuration spells running on others, that stack.
| Level 13: May triple material component abjuration spells (costing a total of 1M+2V) for 4 effects of the same type (range 0 -> sight).
| Level 13: 1M: Steal someone else's abjuration effect. The other spellcaster (the person who created the effect, not necessarily the target) makes a Reflex save to resist this.
| Level 21: May have 5 instances of abjuration spells running on others, that stack.
| Level 21: May quadruple material component abjuration spells (costing a total of 1M+3V) for 5 effects of the same type (range 0 -> same plane in psi link).
| Level 27: Your abjurations cannot be disjoined or instantaneous-ed.
|
|
[PC2] Wizard Classes Group
Quick Chaining Wizard
Level
| KXP
| Wizard 123 456 789 A
|
1
| 0
| ˝a- --- --- -
| 2
| 5
| 10c --- --- -
| 3
| 10
| 2˝a e-- --- -
|
4
| 20
| 310 cg- --- -
| 5
| 40
| 42˝ aei --- -
| 6
| 80
| 531 0cg k-- -
|
7
| 120
| 642 ˝ae im- -
| 8
| 180
| 753 10c gko -
| 9
| 270
| 864 2˝a eim -
|
10
| 500
| 975 310 cgk -
| 11
| 750
| A86 42˝ aei -
| 12
| 1500
| B97 531 0cg z
|
13
| 2250
| CA8 642 ˝ae x
| 14
| 3000
| DB9 753 10c v
| 15
| 3750
| ECA 864 2˝a t
|
16
| 4500
| FDB 975 310 r
| 17
| 5250
| GEC A86 42˝ p
| 18
| 6000
| HFD B97 531 n
|
19
| 6750
| IGE CA8 642 l
| 20
| 7500
| JHF DB9 753 j
| 21
| 8250
| KIG ECA 864 h
|
22
| 9000
| LJH FDB 975 f
| 23
| 9750
| MKI GEC A86 d
| 24
| 10500
| NLJ HFD B97 b
|
25
| 11250
| OMK IGE CA8 0
| 26
| 12000
| PNL JHF DB9 ˝
| 27
| 12750
| QOM KIG ECA 1
|
28
| 13500
| RPN LJH FDB 2
| 29
| 14250
| SQO MKI GEC 3
| 30
| 15000
| TRP NLJ HFD 4
|
31
| 15750
| USQ OMK IGE 5
| 32
| 16500
| VTR PNL JHF 6
| 33
| 17250
| WUS QOM KIG 7
|
34
| 18000
| XVT RPN LJH 8
| 35
| 18750
| YWU SQO MKI 9
| 36
| 19500
| ZXV TRP NLJ A
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
-1
| 4 7 5 3 7 0 1 1
| +0
| 4 8 6 4 7 1 2 2
| +0
| 5 9 7 5 8 2 3 3
|
+0
| 6 10 7 6 9 2 3 4
| +0
| 6 11 8 6 10 3 4 5
| +0
| 7 12 9 7 11 4 5 6
|
+0
| 7 13 10 8 11 5 6 7
| +1
| 8 13 11 9 12 6 7 8
| +1
| 9 14 11 10 13 6 7 9
|
+1
| 9 15 12 10 14 7 8 10
| +1
| 10 15 13 11 15 8 9 11
| +1
| 11 16 13 12 15 9 10 12
|
+1
| 12 16 14 13 15 10 11 13
| +2
| 12 16 14 14 16 10 11 14
| +2
| 13 16 15 14 16 11 12 15
|
+2
| 14 16 15 15 16 12 13 16
| +2
| 15 17 16 16 16 13 14 17
| +2
| 16 17 16 16 17 14 15 18
|
|
Requisites:
| Dex 15, Int 30, Wis 15
| Alignment:
| any
| HD/level:
| d3
| Weapon Prof.:
| 1+level/7
| To Hit Table:
| ˝xWiz
| Save Table:
| 2xWiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Never has Channeling (or Semi-Channeling), and can never gain Channeling (or Semi-Channeling). This uses old style D&D spellcasting, once you cast a spell slot, it's gone until you reset.
| Int bonus to spell progression.
| This class has "Quick Chaining": Whenever you cast a spell, you get 1QM action to use before the end of the round. Exceptions: If you spent 1Z to cast the spell, you don't get any action back. If you spent ˝M to cast the spell, you get ˝QM back.
| DM Note: While you are using this 1QM action to cast a spell, you probably won't be able to material component it, unless you have QV actions, or a source of free material componenting (with QZ actions!).
| Level 1: You may specialize in Chronomancy, and you "know" the Chronomancer class spells. If you do this, pick a major opposite school.
| Level 2: During the normal (non-quick) half of the segment: 1M+1QM: Cast a spell at x2 CL. You get no actions back from this casting. You may material component this (going to x3 CL if you material component for CL).
| Level 3: You can convert 1QM -> 1QV action, as often as you like.
| Level 4: Whenever you use 1M action to read a scroll, you get 1M action (not 1QM) to use before the end of the round. (Before level 5 you get nothing because reading a scroll is not casting a spell in the normal sense.)
| Level 5: 0, lose 1 of your remaining QM actions, 1/t: Counterspell.
| Level 6: You may material component spells for a Z action. (You can use 1M+1V for the first spell, then 1QM+1Z for the second spell, if you haven't used your zero action; or alternatively you could do 1M+1Z then 1QM+1QV).
| Level 7: +LVL-6 QZ actions.
| Level 8: Whenever you use 1M to use a wand/rod/staff and the effect used charges, you get 1M action (not 1QM) to use before the end of the round. If the wand fired itself using it's 1E action, the wand gets 1E action instead of the 1M.
| Level 9: 1F, 1/reset: Reset Self (Artificial of course).
| Level 10: During the normal (non-quick) half of the segment: 1M+1QM+1V+1Z: Cast a spell at x5 CL. You get no actions back from this casting. You cannot material component this.
| Level 11: If one of your spells is countered, and if you have the same action type available (either 1M or 1QM), you can spend that action and cast the spell again immediately (ignoring the rules about how often you can use actions on a given partial segment).
| Level 12: You may material component spells for an N action (i.e. it costs no actions at all to material component).
| Level 18: Quick Quick Chaining: For SL=1 to LVL-17 spells, you get 1QQM back instead of 1QM.
| Level 21: 1F, 1/reset: Step Out of It.
| Level 24: You can benefit from LVL-22 Artificial Resets per Natural Reset.
|
| New spell:
| Lend Quick Mental (SL=5): You lose 1QM action, target gains 1QM for this round.
|
|
[PC2] Wizard Classes Group
Quintessential Mage6
Level
| KXP
| Wizard 123 456 789 A.:
|
1
| 0
| 20- --- --- ---
| 2
| 6
| 31- --- --- ---
| 3
| 18
| 320 --- --- ---
|
4
| 36
| 431 --- --- ---
| 5
| 60
| 432 0-- --- ---
| 6
| 90
| 443 1-- --- ---
|
7
| 126
| 543 20- --- ---
| 8
| 168
| 544 31- --- ---
| 9
| 216
| 554 320 --- ---
|
10
| 486.4
| 654 431 --- ---
| 11
| 729.6
| 655 432 0-- ---
| 12
| 972.8
| 665 443 1-- ---
|
13
| 1216
| 765 543 20- ---
| 14
| 1459.2
| 766 544 31- ---
| 15
| 1702.4
| 776 554 32- ---
|
16
| 1945.6
| 876 654 430 ---
| 17
| 2188.8
| 877 655 431 ---
| 18
| 2432
| 887 665 442 ---
|
19
| 2675.2
| 987 765 543 ---
| 20
| 2918.4
| 988 766 543 0--
| 21
| 3161.6
| 998 776 554 1--
|
22
| 3404.8
| A98 876 654 2--
| 23
| 3648
| A99 877 654 3--
| 24
| 3891.2
| AA9 887 665 3--
|
25
| 4134.4
| BA9 987 765 40-
| 26
| 4377.6
| BAA 988 765 41-
| 27
| 4620.8
| BBA 998 776 42-
|
28
| 4864
| CBA A98 876 53-
| 29
| 5107.2
| CBB A99 876 53-
| 30
| 5350.4
| CCB AA9 887 54-
|
31
| 5593.6
| DCB BA9 987 640
| 32
| 5836.8
| DCC BAA 987 641
| 33
| 6080
| DDC BBA 998 652
|
34
| 6323.2
| EDC CBA A98 753
| 35
| 6566.4
| EDD CBB A98 753
| 36
| 6809.6
| EDD CBB A98 764
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 20
| Alignment:
| any
| HD/level:
| d10
| Weapon Prof.:
| 6+level/9
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| Quintessential Wizard3
| Groups:
| Wizard
|
|
| Gets Int bonus to spells.
| In the spell progression, "." means SL=10+1 (level 10 plus 1 level of feats) and ":" means 10+2 (level 10 plus 2 levels of feats).
|
|
Levels 1-5: (2/level)
| A.
| Add your Chr bonus to your saves, or to the DC of your spells' saves {Knight of the Staff}
| B.
| All magic items cost x0.9 normal price for you {Arcane Craftsman}
| C.
| Can cast Priest Animal and Plant sphere spells {Hedge Wizard}
| D.
| Can cast Priest Divination sphere spells {Investigator}
| E.
| Detect possession, magic jar, ego domination, etc. {Exorcist}
| F.
| 1F: Duplicate a 1st level Rogue ability at LVL*10% {Entertainer}
| G.
| Extra summon slot only for Air Elementals; "Summon Air Elemental N" is a spell. {Wind Mage}
| H.
| Legend Lore / Sage Knowledge LVL*10% {Academic}
| I.
| 0: Shift the elemental composition of a spell you're casting to Earth {Geomancer}
| J.
| +1 spell per SL, only for fire-based spells {Pyromancer}
| K.
| 1 attack that hits: Steal a spell from memorization, add to yours (Spell save, aMR) {Spelleater}
| L.
| Water Breathing, freedom of movement in water, cast spells in water normally {Sea Mage}
|
Level 6: Pick two from: Quintessential level 1-5 or 5th edition level 1-3
|
Levels 7-11: (2/level)
| M.
| Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions. {Alchemist}
| N.
| Choose species enemy (see Strider1), your spells do x2 effect vs. them {Arcane Avenger}
| O.
| Contingency is a SL=4 spell for you; can have 2 Contingencies at same time {Tattoo Mage}
| P.
| 1F: Duplicate a Psi10 1st-3rd level ability {Fortune Teller}
| Q.
| Dust of Disappearance cont. {Gutter Mage}
| R.
| Get a Specialty Priest pick {Theologian}
| S.
| +1 Research Point per day; 0,1/r: Add +1 SL metamagic to a spell for free {Theoretician}
| T.
| Resist Priest spells {Society of Atheists}
| U.
| Write Scrolls: 10F, 1/reset: Create 100*LVL XP value in scrolls. {normal ability}
|
Level 12: Pick two from: Quintessential level 1-11 or 5th edition level 1-7
|
Levels 13-17: (2/level)
| V.
| Affect +1 group with area damaging spells; Material componenting is ˝V {War Mage}
| W.
| Create Monster VI (SL=6): Create a DL=1 monster, it's loyal, it's not a summon slot {Soulforger}
| X.
| Eldritch Fire Shield (SL=6): Eldritch Fire damaging Shield (200% back) {Sun Mage}
| Y.
| iMR LVL*5%; 1bM: Counter a Wizard spell {Wizard Hunter}
| Z.
| "Power Word" spells have double hp range and affect an entire group {Wordbearer}
| AA.
| Spells on "weird lists" are only 1 spell slot each (still need to know them) {Arcane Avatar}
|
Level 18: Pick two from: Quintessential level 1-17 or 5th edition level 1-11
|
|
[PC2] Wizard Classes Group
Red Robe1
Level
| KXP
| Wizard 123 456 789
|
1
| 2.5
| 1-- --- ---
| 2
| 5
| 2-- --- ---
| 3
| 10
| 21- --- ---
|
4
| 18
| 321 --- ---
| 5
| 36
| 431 --- ---
| 6
| 50
| 432 --- ---
|
7
| 90
| 432 1-- ---
| 8
| 180
| 433 2-- ---
| 9
| 350
| 433 21- ---
|
10
| 500
| 543 221 ---
| 11
| 700
| 544 332 ---
| 12
| 900
| 544 342 1--
|
13
| 1100
| 555 442 11-
| 14
| 1300
| 555 442 21-
| 15
| 1500
| 655 452 211
|
16
| 1750
| 655 553 211
| 17
| 2000
| 655 553 321
| 18
| 2250
| 665 553 322
|
19
| 2500
| 665 554 332
| 20
| 2750
| 665 554 433
| 21
| 3000
| 665 554 444
|
22
| 3250
| 665 555 544
| 23
| 3500
| 665 555 555
| 24
| 3750
| 666 655 555
|
25
| 4000
| 666 666 555
| 26
| 4250
| 666 666 665
| 27
| 4500
| 666 666 666
|
28
| 4750
| 776 666 666
| 29
| 5000
| 777 766 666
| 30
| 5250
| 777 777 666
|
31
| 5500
| 777 777 776
| 32
| 5750
| 777 777 777
| 33
| 6000
| 887 777 777
|
34
| 6250
| 888 877 777
| 35
| 6500
| 888 888 777
| 36
| 6750
| 888 888 887
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 6, Int 9
| Alignment:
| C* or *N
| HD/level:
| d4
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DLA1
| Groups:
| Wizard
|
|
|
|
Specialized in Invocation. Has Enchantment and Necromancy as opposite schools.
| Level 1: May use 1 material component effect per spell as a zero action.
|
|
[PC2] Wizard Classes Group
Red Wizard
Level
| KXP
| Wizard/Red 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 22- --- ---
| 5
| 20
| 221 --- ---
| 6
| 40
| 222 --- ---
|
7
| 80
| 322 1-- ---
| 8
| 150
| 332 2-- ---
| 9
| 300
| 333 21- ---
|
10
| 450
| 333 32- ---
| 11
| 600
| 433 321 ---
| 12
| 750
| 444 321 ---
|
13
| 900
| 444 322 ---
| 14
| 1050
| 444 432 ---
| 15
| 1200
| 544 432 1--
|
16
| 1350
| 555 432 2--
| 17
| 1500
| 655 443 2--
| 18
| 1650
| 655 443 21-
|
19
| 1800
| 655 543 22-
| 20
| 1950
| 655 544 32-
| 21
| 2100
| 655 544 321
|
22
| 2250
| 665 554 322
| 23
| 2400
| 666 654 332
| 24
| 2550
| 776 655 432
|
25
| 2700
| 776 655 443
| 26
| 2850
| 777 665 543
| 27
| 3000
| 777 665 554
|
28
| 3150
| 887 666 654
| 29
| 3300
| 887 776 655
| 30
| 3450
| 888 777 665
|
31
| 3600
| 888 777 766
| 32
| 3750
| 988 887 776
| 33
| 3900
| 999 888 777
|
34
| 4050
| 999 988 887
| 35
| 4200
| 999 999 888
| 36
| 4350
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 5 4 5 2 3 0 1 1
| +1
| 5 4 5 3 3 0 1 1
| +1
| 5 4 5 3 4 0 1 2
|
+1
| 5 5 5 3 4 1 2 2
| +2
| 6 5 5 3 4 1 2 3
| +3
| 7 6 7 4 6 2 3 3
|
+3
| 7 6 7 5 6 2 3 4
| +3
| 7 7 7 5 6 2 3 4
| +3
| 7 7 7 5 7 3 4 5
|
+4
| 8 7 7 5 7 3 4 5
| +5
| 9 8 9 6 9 4 5 6
| +5
| 9 8 9 7 9 4 5 6
|
+5
| 9 9 9 7 9 4 5 7
| +5
| 10 9 9 7 9 5 6 7
| +6
| 10 9 10 7 9 5 6 8
|
+7
| 11 10 11 8 12 6 7 8
| +7
| 11 10 11 9 12 6 7 9
| +7
| 11 11 11 9 12 6 7 9
|
|
Requisites:
| Int 16, Dex 13
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| M-U0
| Save Table:
| M-U0
| Reference:
| DM, MTG
| Groups:
| Wizard
|
|
|
|
May specialize in MTG Red school, if you do, pick a major opposite school.
| Can cast Wizard or MTG Red spells.
|
| New MTG Red spells for Red Wizard class:
| Earthbind (SL=1): Target loses flying and takes double normal falling damage (no save).
| False Orders (SL=1): (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
| Raging River (SL=2): Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
| Shatter (SL=2): Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
| Stone Rain (SL=3): Deal CL Hull dmg to one inanimate object (no save)
| Orcish Oriflamme (SL=4): All your subordinates get +1 offensive DL.
|
| Old MTG Red spells from Wizard of the Coast class (you can use these):
| Lightning Bolt (SL=1): Target takes 30 lightning dmg (Spell save for 0)
| Echoing Ruin (SL=2): Destroy all magic items of the same exact type (Disint. save each)
| Fervor (SL=3): You and your summons are not summoning sick.
| AEther Flash (SL=4): Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
| Fissure (SL=5): Slay target creature (RSW save), or Earthquake the floor
| Dragon Roost (SL=6): Once per round, get a DL V Dragon as a summon (limit=LVL/3)
| Flame Wave (SL=7): CL/3 groups each take 40 eldritch fire dmg (no save)
| Insurrection (SL=8): Charm a group (Will save, ignores immunity to Charm effects)
|
|
[PC2] Wizard Classes Group
Sage
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| --- --- ---
| 2
| 2.75
| ˝-- --- ---
| 3
| 5.5
| 1-- --- ---
|
4
| 11
| 2-- --- ---
| 5
| 22
| 3˝- --- ---
| 6
| 44
| 41- --- ---
|
7
| 88
| 52- --- ---
| 8
| 176
| 63˝ --- ---
| 9
| 352
| 741 --- ---
|
10
| 627
| 852 --- ---
| 11
| 902
| 963 ˝-- ---
| 12
| 1177
| A74 1-- ---
|
13
| 1452
| B85 2-- ---
| 14
| 1727
| C96 3˝- ---
| 15
| 2002
| DA7 41- ---
|
16
| 2552
| EB8 52- ---
| 17
| 2827
| FC9 63˝ ---
| 18
| 3377
| GDA 741 ---
|
19
| 3927
| HEB 852 ---
| 20
| 4477
| IFC 963 ˝--
| 21
| 5027
| JGD A74 1--
|
22
| 5577
| KHE B85 2--
| 23
| 6127
| LIF C96 3˝-
| 24
| 6677
| MJG DA7 41-
|
25
| 7227
| NKH EB8 52-
| 26
| 7777
| OLI FC9 63˝
| 27
| 8877
| PMJ GDA 741
|
28
| 9977
| QNK HEB 852
| 29
| 11077
| ROL IFC 963
| 30
| 12177
| SPM JGD A74
|
31
| 13277
| TQN KHE B85
| 32
| 14377
| URO LIF C96
| 33
| 15477
| VSP MJG DA7
|
34
| 16577
| WTQ NKH EB8
| 35
| 17677
| XUR OLI FC9
| 36
| 19877
| YVS PMJ GDA
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
Wiz
| 4 7 5 3 7 0 1 1
| +0
| 4 8 6 4 7 1 2 2
| +0
| 5 9 7 5 8 2 3 3
|
+0
| 6 10 7 6 9 2 3 4
| +0
| 6 11 8 6 10 3 4 5
| +0
| 7 12 9 7 11 4 5 6
|
+0
| 7 13 10 8 11 5 6 7
| +1
| 8 13 11 9 12 6 7 8
| +1
| 9 14 11 10 13 6 7 9
|
+1
| 9 15 12 10 14 7 8 10
| +1
| 10 15 13 11 15 8 9 11
| +1
| 11 16 13 12 15 9 10 12
|
+1
| 12 16 14 13 15 10 11 13
| +2
| 12 16 14 14 16 10 11 14
| +2
| 13 16 15 14 16 11 12 15
|
+2
| 14 16 15 15 16 12 13 16
| +2
| 15 17 16 16 16 13 14 17
| +2
| 16 17 16 16 17 14 15 18
|
|
Requisites:
| Int 12, Wis 9
| Alignment:
| any
| HD/level:
| 2d1
| Weapon Prof.:
| 1+level/8
| To Hit Table:
| ˝xWiz
| Save Table:
| 2xWiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Level 1: +1 Knowledge nonweapon proficiency per level, and another +1 nonweapon proficiency per level.
| Level 1: Legend Lore (as the spell). This takes (XP value of item or creature) / (your level) rounds to research, but the result is always 100% correct (assuming the knowledge can be known at all).
| Level 2: Divination spells are 1 spell level lower for you.
| Level 9: Spell research [S5] takes half the normal amount of time, and has +level% to the chance of success.
|
|
[PC2] Wizard Classes Group
Sage0
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 1˝- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 21˝ --- ---
| 5
| 20
| 221 --- ---
| 6
| 40
| 221 ˝-- ---
|
7
| 80
| 322 1-- ---
| 8
| 150
| 322 1˝- ---
| 9
| 300
| 333 21- ---
|
10
| 450
| 333 32- ---
| 11
| 600
| 433 321 ---
| 12
| 750
| 444 321 ---
|
13
| 900
| 444 322 ---
| 14
| 1050
| 444 322 ˝--
| 15
| 1200
| 544 432 1--
|
16
| 1350
| 555 432 2--
| 17
| 1500
| 555 432 2˝-
| 18
| 1650
| 655 443 21-
|
19
| 1800
| 655 543 22-
| 20
| 1950
| 655 543 22˝
| 21
| 2100
| 655 544 321
|
22
| 2250
| 665 554 322
| 23
| 2400
| 666 654 332
| 24
| 2550
| 776 655 432
|
25
| 2700
| 776 655 443
| 26
| 2850
| 777 665 543
| 27
| 3000
| 777 665 554
|
28
| 3150
| 887 666 654
| 29
| 3300
| 887 776 655
| 30
| 3450
| 888 777 665
|
31
| 3600
| 888 777 766
| 32
| 3750
| 988 887 776
| 33
| 3900
| 999 888 777
|
34
| 4050
| 999 988 887
| 35
| 4200
| 999 999 888
| 36
| 4350
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 5 4 5 2 3 0 1 1
| +1
| 5 4 5 3 3 0 1 1
| +1
| 5 4 5 3 4 0 1 2
|
+1
| 5 5 5 3 4 1 2 2
| +2
| 6 5 5 3 4 1 2 3
| +3
| 7 6 7 4 6 2 3 3
|
+3
| 7 6 7 5 6 2 3 4
| +3
| 7 7 7 5 6 2 3 4
| +3
| 7 7 7 5 7 3 4 5
|
+4
| 8 7 7 5 7 3 4 5
| +5
| 9 8 9 6 9 4 5 6
| +5
| 9 8 9 7 9 4 5 6
|
+5
| 9 9 9 7 9 4 5 7
| +5
| 10 9 9 7 9 5 6 7
| +6
| 10 9 10 7 9 5 6 8
|
+7
| 11 10 11 8 12 6 7 8
| +7
| 11 10 11 9 12 6 7 9
| +7
| 11 11 11 9 12 6 7 9
|
|
Requisites:
| Int 18
| Alignment:
| any
| HD/level:
| d3
| Weapon Prof.:
| 1+level/4
| To Hit Table:
| M-U0
| Save Table:
| M-U0
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Specialized in Divination. Can specialize in another school, if you do, choose an opposite major school.
| Level 1: May use 1 material component effect per spell as a zero action. If you use 1V action, you get double material componenting.
| Level N (every level): +3 Nonweapon proficiencies.
|
| New Divination spells for Sage0 class:
| True Lore (SL=1): Get a +20 on your next Int stat check (or Int-based proficiency or skill check).
| Eagle Eye Vision (SL=2): Gives Eagle Eye Vision (far distance vision); reverse gives Fine/Telescopic Vision
| Planar Locate Person/Object (SL=3): Tells you which plane a person or object is in (but not where in that plane).
| Tap Psionic Link (SL=4): Taps a psionic link so you can listen in. At least one of the people in the link must be within sight.
| No Friendly Fire (SL=5): While this effect is running, you know exactly how to center your area effects (even the huge ones) so you hit no friendly people.
| Predict Chaos (SL=6): You can predict the outcome of the next chaotic effect (Wand of Wonder, Magical Pool, Deck of Many Things, etc.). This spell has a 37-LVL% (unadjustible) chance of causing you to be Spent and gain 1 insanity.
|
|
[PC2] Wizard Classes Group
Savant1
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 3-- --- ---
|
4
| 10
| 31- --- ---
| 5
| 25
| 32- --- ---
| 6
| 50
| 43- --- ---
|
7
| 80
| 431 --- ---
| 8
| 115
| 532 --- ---
| 9
| 155
| 543 --- ---
|
10
| 205
| 543 1-- ---
| 11
| 280
| 553 2-- ---
| 12
| 380
| 654 3-- ---
|
13
| 500
| 654 31- ---
| 14
| 700
| 755 32- ---
| 15
| 900
| 765 43- ---
|
16
| 1100
| 765 431 ---
| 17
| 1300
| 775 532 ---
| 18
| 1500
| 875 543 ---
|
19
| 1700
| 876 543 1--
| 20
| 1900
| 976 553 2--
| 21
| 2100
| 987 654 3--
|
22
| 2300
| 987 654 31-
| 23
| 2500
| 997 755 32-
| 24
| 2700
| 997 765 43-
|
25
| 2900
| 998 765 431
| 26
| 3100
| 998 775 532
| 27
| 3300
| 999 876 543
|
28
| 3500
| 999 877 553
| 29
| 3700
| 999 987 654
| 30
| 3900
| 999 988 664
|
31
| 4100
| 999 998 765
| 32
| 4300
| 999 999 765
| 33
| 4500
| 999 999 876
|
34
| 4700
| 999 999 887
| 35
| 4900
| 999 999 998
| 36
| 5100
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 16, Int 15, Wis 14
| Alignment:
| any
| HD/level:
| &0
| Weapon Prof.:
| 0+level/9
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| Dragon
| Groups:
| Wizard
|
|
|
|
Level 1: Read Languages (25+5*level)%.
| Level 1: Legend Lore (15+5*level)%.
| Level 1: Immune to detrimental effects from reading magical/psionic tomes.
| Level 1: Read/Write/Speak 1 language, plus 1 more every 4 levels.
| Level 1: One knowledge non-weapon proficiency per level for free. Can instead (for each slot) add 20% to Read Languages or 10% to Legend Lore.
| Level 1: +(level/2, round up) on all knowledge-based proficiency checks.
| Level 1: Considered specialized in the school of Divination. You may select an additional school to be specialized; in this case, you must also select an opposite school.
| Level 9: Object Reading 1/d.
| Level 10: Truename 1/w.
| Level 12: Contact Other Plane 1/d.
|
|
[PC2] Wizard Classes Group
Scarlet Necromancer
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.7
| 20- --- ---
| 3
| 5.4
| 21- --- ---
|
4
| 10.8
| 320 --- ---
| 5
| 21.6
| 421 --- ---
| 6
| 43.2
| 422 0-- ---
|
7
| 86.4
| 432 1-- ---
| 8
| 172.8
| 433 20- ---
| 9
| 345.6
| 433 210 ---
|
10
| 885.6
| 443 221 ---
| 11
| 1425.6
| 444 321 0--
| 12
| 1965.6
| 444 421 10-
|
13
| 2505.6
| 555 432 110
| 14
| 3045.6
| 555 442 111
| 15
| 3585.6
| 555 552 111
|
16
| 4125.6
| 555 553 211
| 17
| 4665.6
| 555 554 321
| 18
| 5205.6
| 555 554 321
|
19
| 5745.6
| 555 554 322
| 20
| 6285.6
| 555 554 333
| 21
| 6825.6
| 555 554 444
|
22
| 7365.6
| 555 555 555
| 23
| 7905.6
| 666 666 666
| 24
| 8445.6
| 776 666 666
|
25
| 8985.6
| 777 766 666
| 26
| 9525.6
| 777 776 666
| 27
| 10065.6
| 777 777 666
|
28
| 10605.6
| 777 777 776
| 29
| 11145.6
| 777 777 777
| 30
| 11685.6
| 887 777 777
|
31
| 12225.6
| 888 777 777
| 32
| 12765.6
| 888 877 777
| 33
| 13305.6
| 888 887 777
|
34
| 13845.6
| 888 888 777
| 35
| 14385.6
| 888 888 877
| 36
| 14925.6
| 888 888 887
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +0
| 8 4 6 3 4 0 0 3
| +0
| 9 5 6 3 4 0 1 3
|
+1
| 9 5 6 4 4 1 1 4
| +1
| 10 6 7 4 5 1 1 4
| +1
| 10 6 7 5 5 2 2 5
|
+2
| 11 7 8 5 6 2 2 5
| +2
| 11 7 9 6 6 2 2 6
| +2
| 12 7 9 6 7 3 3 6
|
+3
| 12 8 9 6 7 3 3 7
| +3
| 13 8 10 7 8 4 3 7
| +3
| 13 9 10 7 8 4 4 8
|
+4
| 13 9 10 7 8 4 4 8
| +4
| 14 9 11 8 9 5 4 9
| +4
| 14 10 11 8 9 5 5 9
|
+5
| 14 10 11 9 9 6 5 10
| +5
| 15 11 12 9 10 6 5 10
| +5
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Dex 10, Int 15, Wis 13
| Alignment:
| LE (overwrite)
| HD/level:
| d6
| Weapon Prof.:
| 3+level/4
| To Hit Table:
| Wiz
| Save Table:
| Pri
| Reference:
| DM
| Groups:
| Wizard
|
|
| For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
|
|
|
|
Specialized in Necromancy; pick an opposite.
| Has Barbarian Int bonus. Gets (Barbarian) Int bonus to spell progression.
| Gets (Normal) Wis bonus to this class's Caster Level (CL). This cannot be improved to Exceptional or Barbarian (or higher).
| May have 1.5*LVL (round up) "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
| A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
| A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
| Level 1: iNaNR 10*LVL%.
| Level N (every level): Pick one Necromancy spell. That spell requires only ˝ the number of Mental actions to cast.
| Level 5: Detect Undead continuous. Detect Life continuous.
| Level 8: Detect Unlive continuous.
|
| New spells:
| Revive N (Necromancy, SL N): Revive a DL=N monster.
|
|
[PC2] Wizard Classes Group
Scribe1
Level
| KXP
| Spells
|
1
| 0
| (special)
| 2
| 2.25
| (special)
| 3
| 4.5
| (special)
|
4
| 9
| (special)
| 5
| 18
| (special)
| 6
| 35
| (special)
|
7
| 60
| (special)
| 8
| 95
| (special)
| 9
| 145
| (special)
|
10
| 220
| (special)
| 11
| 400
| (special)
| 12
| 600
| (special)
|
13
| 800
| (special)
| 14
| 1000
| (special)
| 15
| 1200
| (special)
|
16
| 1400
| (special)
| 17
| 1600
| (special)
| 18
| 1800
| (special)
|
19
| 2000
| (special)
| 20
| 2200
| (special)
| 21
| 2400
| (special)
|
22
| 2600
| (special)
| 23
| 2800
| (special)
| 24
| 3000
| (special)
|
25
| 3200
| (special)
| 26
| 3400
| (special)
| 27
| 3600
| (special)
|
28
| 3800
| (special)
| 29
| 4000
| (special)
| 30
| 4200
| (special)
|
31
| 4400
| (special)
| 32
| 4600
| (special)
| 33
| 4800
| (special)
|
34
| 5000
| (special)
| 35
| 5200
| (special)
| 36
| 5400
| (special)
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
Wiz
| 4 2 3 1 1 1 1 0
| +0
| 5 2 4 2 1 1 1 0
| +0
| 5 3 4 3 2 2 2 1
|
+0
| 6 4 5 4 3 2 2 1
| +0
| 7 5 6 5 4 3 2 1
| +0
| 8 5 7 6 4 3 3 2
|
+0
| 8 6 7 7 5 4 3 2
| +1
| 9 7 8 8 6 4 4 2
| +1
| 10 8 9 9 7 5 4 3
|
+1
| 11 8 10 10 7 5 4 3
| +1
| 11 9 10 11 8 6 5 3
| +1
| 12 10 11 12 9 6 5 4
|
+1
| 13 11 12 13 10 7 6 4
| +2
| 14 11 13 14 10 7 6 4
| +2
| 14 12 13 14 11 8 6 5
|
+2
| 14 12 14 14 11 8 7 5
| +2
| 14 13 14 14 12 9 7 5
| +2
| 15 13 14 14 12 9 8 6
|
|
Requisites:
| Dex 15, Int 16, Wis 10
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/9
| To Hit Table:
| ˝xWiz
| Save Table:
| War
| Reference:
| BoD4
| Groups:
| Wizard
|
|
|
|
Spell Memorization = level*2+Int-35 spells;
| if this result is negative, you cannot memorize spells yet.
| Spells allowed to Scribes: Comprehend Languages, Erase, Explosive Runes, Glyph of Warding, Illusionary Script, Legend Lore, Read Magic, Symbol. The DM may add additional spells. There are no "spell levels", all spells allowed are treated the same to you (each costs 1 spell to cast).
| Level 1: 1M, 1V: Write (as spell)
| Level 1: 1M, 1F: Copy (as spell)
| Level 1: +Intelligence score in Language proficiencies.
| Level 1: Can accurately depit someone (or something's) image as a drawn illustration.
| Level 1: Weight Sense and Volume Sense.
| Level 1: Detect Magical Writings.
| Level 2: Can read scrolls without "blowing your head off". You are not immune to it's effect, so if it's a Cursed Scroll, you're still cursed.
| Level 3: 1M: Identify Scroll.
| Level 4: Can read books without "blowing your head off". You are not immune to what the book does to you, however.
| Level 5: 2M, 2F: Copy (as spell) something non-magical you saw within the last hour, from memory.
| Level 6: 1M: Identify Book.
| Level 8: Immune to negative effects from Scrolls or Books.
|
|
[PC2] Wizard Classes Group
Scribe2
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1.2
| 2-- --- ---
| 3
| 2.4
| 3-- --- ---
|
4
| 4.8
| 31- --- ---
| 5
| 9.5
| 32- --- ---
| 6
| 19
| 43- --- ---
|
7
| 38
| 431 --- ---
| 8
| 76
| 532 --- ---
| 9
| 150
| 543 --- ---
|
10
| 300
| 543 1-- ---
| 11
| 450
| 553 2-- ---
| 12
| 600
| 654 3-- ---
|
13
| 750
| 654 31- ---
| 14
| 900
| 755 32- ---
| 15
| 1050
| 765 43- ---
|
16
| 1200
| 765 431 ---
| 17
| 1350
| 775 532 ---
| 18
| 1500
| 875 543 ---
|
19
| 1650
| 876 543 1--
| 20
| 1800
| 976 553 2--
| 21
| 1950
| 987 654 3--
|
22
| 2100
| 987 654 31-
| 23
| 2250
| 997 755 32-
| 24
| 2400
| 997 765 43-
|
25
| 2550
| 998 765 431
| 26
| 2700
| 998 775 532
| 27
| 2850
| 999 876 543
|
28
| 3000
| 999 877 553
| 29
| 3150
| 999 987 654
| 30
| 3300
| 999 988 664
|
31
| 3450
| 999 998 765
| 32
| 3600
| 999 999 765
| 33
| 3750
| 999 999 876
|
34
| 3900
| 999 999 887
| 35
| 4050
| 999 999 998
| 36
| 4200
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 15
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| S&S2
| Groups:
| Wizard
|
|
|
|
(spell progression may change later)
| Level 1: +LVL language proficiencies
| Level 1: 1F: Copy document (1 page per F action)
| Level 1: 1M: Proofread document (1 page per M action)
| Level 1: 2F: Translate document to a blank sheet (1 page per 2F actions) (both must be languages you know)
| Level 1: 0, 1/s: Take dictation (1 page per 0 action)
| Level 1: 1M: Write (as per spell)
| Level 2: 1F: Forge document (1 page per F action)
| Level 3: 1M: Identify forged document (1 page per F action) = 100% + (LVL)*5% - (forger's LVL)*5%
| Level 4: 1M, 1/t: Illuminate document (it glows and can be read at night)
| Level 5: 1 reset: Duplicate LVL in SLs of scrolls
| Level 9: 2M: Read document of any language (1 page per 2M actions). This does not give you the read language proficiency.
|
|
[PC2] Wizard Classes Group
Seer2
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 1-- --- ---
| 3
| 5
| 2-- --- ---
|
4
| 10
| 2-- --- ---
| 5
| 20
| 21- --- ---
| 6
| 40
| 31- --- ---
|
7
| 60
| 32- --- ---
| 8
| 80
| 321 --- ---
| 9
| 125
| 431 --- ---
|
10
| 200
| 432 1-- ---
| 11
| 350
| 433 2-- ---
| 12
| 650
| 433 21- ---
|
13
| 950
| 443 22- ---
| 14
| 1250
| 444 33- ---
| 15
| 1550
| 444 431 ---
|
16
| 1850
| 554 442 ---
| 17
| 2150
| 555 442 1--
| 18
| 2450
| 555 543 2--
|
19
| 2750
| 555 554 21-
| 20
| 3050
| 555 555 32-
| 21
| 3350
| 555 555 321
|
22
| 3650
| 555 555 322
| 23
| 3950
| 555 555 332
| 24
| 4250
| 555 555 333
|
25
| 4550
| 555 555 433
| 26
| 4850
| 555 555 443
| 27
| 5150
| 555 555 444
|
28
| 5450
| 555 555 544
| 29
| 5750
| 555 555 554
| 30
| 6050
| 555 555 555
|
31
| 6350
| 665 555 555
| 32
| 6650
| 666 655 555
| 33
| 6950
| 666 666 555
|
34
| 7250
| 666 666 665
| 35
| 7550
| 766 666 666
| 36
| 7850
| 777 666 666
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 15, Wis 15, Chr 13
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| S&S2
| Groups:
| Wizard
|
|
|
|
Level 1: Specialized (2nd edition version) in Divination; pick an opposite.
| Level 1: Can cast Priest Divination sphere spells as if they were Wizard Divination school spells.
| Level 3: 1M: Message
| Level 5: Can cast Psi2 Clairsentient powers as if they were spells (Minor = SL2, Major = SL5, Grand = SL8, Super = SL11). You do not get the Divination specialization bonus for this. These powers do not cost PSPs, they require no roll, and cannot power-score.
| Level 6: 1M: Sending
| Level 9: 1M: Demand
| Level 18: 1M, 1/t: Avoid an Avoid Fate (only if the results of the Avoid Fate would harm you)
|
|
[PC2] Wizard Classes Group
Shadow Elf0
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 4
| 2-- --- ---
| 3
| 8
| 21- --- ---
|
4
| 16
| 22- --- ---
| 5
| 32
| 221 --- ---
| 6
| 64
| 322 --- ---
|
7
| 120
| 332 1-- ---
| 8
| 250
| 432 2-- ---
| 9
| 400
| 443 2-- ---
|
10
| 600
| 543 21- ---
| 11
| 850
| 653 32- ---
| 12
| 1100
| 654 321 ---
|
13
| 1350
| 764 432 ---
| 14
| 1600
| 765 432 1--
| 15
| 1850
| 875 543 2--
|
16
| 2100
| 876 543 21-
| 17
| 2350
| 886 654 32-
| 18
| 2600
| 887 654 321
|
19
| 2850
| 887 765 432
| 20
| 3100
| 888 765 443
| 21
| 3350
| 888 765 444
|
22
| 3600
| 888 765 544
| 23
| 3850
| 888 765 554
| 24
| 4100
| 888 765 555
|
25
| 4350
| 888 766 555
| 26
| 4600
| 888 766 655
| 27
| 4850
| 888 766 665
|
28
| 5100
| 888 766 666
| 29
| 5350
| 888 776 666
| 30
| 5600
| 888 777 666
|
31
| 5850
| 888 777 766
| 32
| 6100
| 888 777 776
| 33
| 6350
| 888 777 777
|
34
| 6600
| 888 887 777
| 35
| 6850
| 888 888 877
| 36
| 7100
| 888 888 888
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 6 5 5 3 3 0 1 1
| +1
| 6 5 5 4 3 0 1 1
| +2
| 6 5 5 4 4 0 2 1
|
+3
| 10 8 8 7 7 1 2 2
| +3
| 10 8 8 8 7 1 2 2
| +4
| 10 8 8 8 8 2 3 2
|
+5
| 14 11 11 11 11 2 3 3
| +5
| 14 12 11 11 11 2 4 3
| +6
| 14 12 12 11 11 3 4 3
|
+7
| 16 14 14 15 15 3 4 4
| +7
| 16 14 14 15 15 3 4 4
| +8
| 16 14 14 15 15 3 4 4
|
+9
| 16 14 14 15 15 3 4 4
| +9
| 16 14 14 15 15 3 4 4
| +10
| 16 14 14 15 15 3 4 4
|
+11
| 16 14 14 15 15 3 4 4
| +11
| 16 14 14 15 15 3 5 4
| +12
| 16 14 14 15 15 4 5 4
|
|
Requisites:
| Dex 9, Int 9
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| Ftr0
| Save Table:
| Elf0
| Reference:
| DM {Planeshifted Elf0}, GAZ13
| Groups:
| Wizard, Rogue, Alternate
|
|
|
|
Level 1: May use 1 material component effect per spell as a zero action.
| Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
| Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
|
Lvl
| Ability
|
1
| Any Rogue 1 ability
| 2
| Any Rogue 1 ability
| 3
| Any Rogue 2 ability
|
4
| Any Rogue 3 ability
| 5
| Any Rogue 4 ability
| 6
| Any Rogue 5 ability
|
7
| Any Rogue 6 ability
| 8
| Any Rogue 7 ability
| 16
| Any Rogue 10 ability
|
24
| Any Rogue 15 ability
| 32
| Any Rogue 27 ability
|
|
[PC2] Wizard Classes Group
Shastack
Level
| KXP
| Wizard (Ill +2) 123 456 789 A
| TH
|
1
| 0
| 1-- --- -
| +0
| 2
| 3
| 20- --- -
| +0
| 3
| 6
| 21- --- -
| +1
|
4
| 12
| 32a --- -
| +1
| 5
| 24
| 421 --- -
| +2
| 6
| 48
| 431 f-- -
| +2
|
7
| 90
| 432 b-- -
| +3
| 8
| 135
| 432 1-- -
| +3
| 9
| 200
| 533 2c- -
| +4
|
10
| 300
| 543 21- -
| +4
| 11
| 500
| 543 32d -
| +5
| 12
| 800
| 554 321 -
| +5
|
13
| 1100
| 554 322 e
| +6
| 14
| 1400
| 554 322 1
| +6
| 15
| 1700
| 554 422 2
| +7
|
16
| 2000
| 555 432 2
| +7
| 17
| 2300
| 555 532 2
| +8
| 18
| 2600
| 555 533 2
| +8
|
19
| 2900
| 555 543 2
| +9
| 20
| 3200
| 555 543 3
| +9
| 21
| 3500
| 555 554 3
| +10
|
22
| 3800
| 555 555 4
| +10
| 23
| 4100
| 555 555 5
| +11
| 24
| 4400
| 666 655 5
| +11
|
25
| 4700
| 666 666 6
| +12
| 26
| 5000
| 777 766 6
| +12
| 27
| 5300
| 777 777 7
| +13
|
28
| 5600
| 888 877 7
| +13
| 29
| 5900
| 888 888 8
| +14
| 30
| 6200
| 999 988 8
| +14
|
31
| 6500
| 999 999 9
| +15
| 32
| 6800
| AAA A99 9
| +15
| 33
| 7100
| AAA AAA A
| +16
|
34
| 7400
| BBB BAA A
| +16
| 35
| 7700
| BBB BBB B
| +17
| 36
| 8000
| CCC CCC C1
| +17
|
37
| 16000
| CCC CCC C2
| +18
| 38
| 24000
| CCC CCC C3
| +18
| 39
| 32000
| CCC CCC C4
| +19
|
45
| 80000
| CCC CCC CA
| +22
| 54
| 152000
| DDD DDD CC1
| +26
| 63
| 224000
| DDD DDD CCA
| +31
|
72
| 296000
| EEE DDD DDD 1
| +35
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div
|
-4
| +7
| -2
| +6
| -3
| +5
| +4
| +4
| +0
| -1
| ÷1
|
|
| Requisites:
| Dex 25, Int 24, Chr 19,
|
| Race Slots 1, Class Slots 2
| Alignment:
| T any (or) C any
| HD/level:
| 2d2
| Weapon Prof.:
| -1+level*2
| To Hit Table:
| 1˝xWiz
| Save Table:
| Wiz+1
| Reference:
| DM
| Groups:
| Wizard, Archetype
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level+4
| RSW:
| level+7
| PP:
| level+5
| BW:
| level+3
| Spell:
| level+6
| Fort:
| level+0
| Reflex:
| level+1
| Will:
| level+1
|
|
|
Specialized in Illusion, no opposite.
| Double School Robed in Illusion: Illusion spells are 2 SL lower for you. This never causes Twilighting.
| Illusion spells cost ˝M to cast.
| Free Material Componenting for Illusion spells. You may Double Material Component (x3 effect) for ˝V action. You may Triple Material Component (x4 effect) for another ˝V action.
| Gets Dex bonus to spell progression. Gets Int bonus to CL with spells from this class (max limit = +LVL).
| This class treats all spells listed for Illusionist1 in Unearthed Arcana (1st Edition) as Illusion spells.
| Level 1: +LVL to number of maintained effects.
| Level 1: You continuously disbelive all Illusions, and automatically power score your check.
| Level 1 ¶: +1 "illusionary" summon slot for illusionary monsters only.
| Level 9: With a 7th level spell, you can create an illusion of a monster so real that persons fighting it actually gain XP from the "monster" if it is killed. Of course the illusion is capable of damaging it's enemy, as if it was a real version of the monster (any attempt to defeat this causes you to gain no XP from the encounter).
| Level 18: With a 9th level spell, you can create illusionary potions which actually affect the persons drinking them. There is a 1% (non-adjustable) chance the drinker will somehow not be affected by the potion. In this case, the person will no longer be able to believe this power (or the Level 9 one, either). The person cannot control this in any way. The only way to avoid this result is with the Avoid Fate power.
| Level 27: Any illusionary effect you create is in fact real. There is no way to distinguish the created item from a "real" one, except by using X14 or X21. Note that duplicating unique persons or items can be disastrous (due to Clone Insanity and Truename issues).
|
|
[PC2] Wizard Classes Group
Shastack (Delusionist1 Spells)
SL
| #
| Spell
| Effect
|
3
| 1
| Chromatic Blast
| Chromatic Orb for a group, don't need to roll to hit
| 2
| Displacement I
| Displaced (AC +2, first attack misses)
| 3
| Illusion Summoning III
| Summons an Illusion/Hologram, attacks as a DL IV, defends as a DL II
| 4
| Mirror Image III
| 6 Mirror Images, can't be dispelled/disbelieved
| 5
| Phantom Shield
| AC +CL*2; saves +CL; MDeflection CL*10%
| 6
| True Darkness
| Total Darkness, Infravision / See in Darkness / Truesight doesn't work
|
4
| 1
| Blur Zone
| Nothing can be targetting in the room (x1 Special)
| 2
| Hold Illusion
| Next Illusion spell you cast requires no maintained, doesn't drop if you drop
| 3
| Illusion Summoning IV
| Summons an Illusion/Hologram, attacks as a DL VI, defends as a DL II
| 4
| Mirror Image IV
| 8 Mirror Images, can't be dispelled/disbelieved
| 5
| Rope Trap
| Target is ejected to Astral and Heavily Stunned (PP save)
| 6
| X-ray Vision
| X-ray Vision
|
5
| 1
| False Skin
| CL*3/2+5 False Skins (F.S.), each causes enemy to roll a natural "2" TH
| 2
| Illusion Summoning V
| Summons an Illusion/Hologram, attacks as a DL VIII, defends as a DL II
| 3
| Mirror Image V
| 10 Mirror Images, can't be dispelled/disbelieved
| 4
| N-ray Vision
| N-ray Vision (pick an element it's blocked by)
| 5
| Shadow Magic
| Wishoid for a SL 0-5 Wizard spell, has only 50% effect
| 6
| Steal Illusion
| Gain control of an Illusion effect (no save, ER to resist)
|
6
| 1
| Displacement II
| Double Displaced (AC +4, first-second attacks miss)
| 2
| Dust of Disappearance
| Dust of Disappearance (AC +8)
| 3
| Fire Maze
| Like Maze but the subject takes 1 cumulative dmg per segment (no resist)
| 4
| Illusion Summoning VI
| Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL III
| 5
| Rope Special
| Entire room gets Rope Tricked (x1 Special, unwilling get RSW save)
| 6
| Tempus Vere Fugit
| Like Tempus Fugit but x10 speed
|
7
| 1
| Delusion
| Potion of Delusion, works as real XPV LVL*100 potion unless disbelieved
| 2
| Demi-Shadow Door
| Plane Shift up to CL/3 planes distance or to any Inner plane, no redirection
| 3
| Demi-Shadow Magic
| Wishoid for a SL 0-7 Wizard spell, has only 50% effect
| 4
| Disjoin Exhaustion
| Cure all damage taken; Get +1P and +1V action this round
| 5
| Illusion Summoning VII
| Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL V
| 6
| Nightmare
| Group affected by a random SL 1d4+2 Psi10 effect (will be harmful, no save)
|
8
| 1
| Continuous Illusion
| Next Illusion spell you cast is Continuous
| 2
| First Level Priest Spells
| 0, 1/r: Cast a 1st level Priest spell
| 3
| Illusion Summoning VIII
| Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VI
| 4
| Mass Mirage Arcana
| As Mirage Arcana but covers CL sq. miles
| 5
| Planar Displacement
| Planar Displacement
| 6
| Prismatic Beam
| Like Prismatic Spray but they take all 7 colors
|
9
| 1
| Change Reality
| Wishoid for a SL 0-9 Wizard spell, has only 75% effect
| 2
| Disbelieve Reality
| Can disbelieve something that's real (Incursion - PP save)
| 3
| Displacement III
| Triple Displaced (AC +6, first-third attacks miss)
| 4
| Effects Bubble
| Your effects protect each other (and themselves); ER +CL*10%
| 5
| Illusion Summoning IX
| Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VIII
| 6
| Second Level Priest Spells
| 0, 1/r: Cast a 2nd level Priest spell
|
|
[PC2] Wizard Classes Group
Shastack (Original Illusionist1 Spells)
#
| 0th Level Spells
|
1
| Colored Lights
| 2
| Dim
| 3
| Haze
|
4
| Mask
| 5
| Mirage
| 6
| Noise
|
7
| Rainbow
| 8
| Two-D'lusion
|
|
#
| 1st Level Spells
|
1
| Audible Glamer
| 2
| Change Self
| 3
| Chromatic Orb
|
4
| Color Spray
| 5
| Dancing Lights
| 6
| Darkness
|
7
| Detect Illusion
| 8
| Detect Invisibility
| 9
| Gaze Reflection
|
10
| Hypnotism
| 11
| Light
| 12
| Nystul's Magic Aura
|
13
| Phantasmal Force
| 14
| Phantom Armor
| 15
| Read Illusionist Magic
|
16
| Spook
| 17
| Ventriloquism
| 18
| Wall of Fog
|
|
#
| 2nd Level Spells
|
1
| Alter Self
| 2
| Blindness
| 3
| Blur
|
4
| Deafness
| 5
| Detect Magic
| 6
| Fascinate
|
7
| Fog Cloud
| 8
| Fool's Gold
| 9
| Hypnotic Patten
|
10
| Improved Phantasmal Force
| 11
| Invisibility
| 12
| Leomund's Trap
|
13
| Magic Mouth
| 14
| Mirror Image
| 15
| Misdirection
|
16
| Ultravision
| 17
| Ventriloquism
| 18
| Whispering Wind
|
|
#
| 3rd Level Spells
|
1
| Continual Darkness
| 2
| Continual Light
| 3
| Delude
|
4
| Dispel Illusion
| 5
| Fear
| 6
| Hallucinatory Terrain
|
7
| Illusionary Script
| 8
| Invisibility 10' Radius
| 9
| Non-Detection
|
10
| Paralysis
| 11
| Phantom Steed
| 12
| Phantom Wind
|
13
| Rope Trick
| 14
| Spectral Force
| 15
| Suggestion
|
16
| Wraithform
|
|
#
| 4th Level Spells
|
1
| Confusion
| 2
| Dispel Exhaustion
| 3
| Dispel Magic
|
4
| Emotion
| 5
| Fire Charm
| 6
| Improved Invisibility
|
7
| Massmorph
| 8
| Minor Creation
| 9
| Phantasmal Killer
|
10
| Rainbow Pattern
| 11
| Shadow Monsters
| 12
| Solid Fog
|
13
| Vacancy
|
|
#
| 5th Level Spells
|
1
| Advanced Illusion
| 2
| Chaos
| 3
| Demi-Shadow Monsters
|
4
| Dream
| 5
| Magic Mirror
| 6
| Major Creation
|
7
| Maze
| 8
| Projected Image
| 9
| Shadow Door
|
10
| Shadow Magic
| 11
| Summon Shadow
| 12
| Tempus Fugit
|
|
#
| 6th Level Spells
|
1
| Conjure Animals
| 2
| Death Fog
| 3
| Demi-Shadow Magic
|
4
| Mass Suggestion
| 5
| Mass Invisibility
| 6
| Mirage Arcane
|
7
| Mislead
| 8
| Permanent Illusion
| 9
| Phantasmagoria
|
10
| Project Image
| 11
| Programmed Illusion
| 12
| Shades
|
13
| True Sight
| 14
| Veil
|
|
#
| 7th Level Spells
|
1
| Alter Reality
| 2
| Astral Spell
| 3
| First-Level Magic-User Spells
|
4
| Mind Blank
| 5
| Prismatic Spray
| 6
| Prismatic Wall
|
7
| Shadow Walk
| 8
| Simulacrum
| 9
| Vision
|
10
| Weird
|
|
[PC2] Wizard Classes Group
Smart Man
Level
| KXP
| Wizard 123 456 789 ABC
| TH
|
1
| 0
| 1-- --- ---
| +0
| 2
| 5
| ˝1- --- ---
| +0
| 3
| 10
| ˝2- --- ---
| +1
|
4
| 20
| 1˝1 --- ---
| +1
| 5
| 40
| 2˝2 --- ---
| +1
| 6
| 80
| 21˝ 1-- ---
| +2
|
7
| 160
| 22˝ 2-- ---
| +2
| 8
| 320
| 221 ˝1- ---
| +2
| 9
| 640
| 322 ˝2- ---
| +3
|
10
| 1000
| 322 1˝1 ---
| +3
| 11
| 1500
| 332 2˝2 ---
| +3
| 12
| 2000
| 332 21˝ 1--
| +4
|
13
| 2500
| 333 22˝ 2--
| +4
| 14
| 3000
| 433 321 ˝1-
| +4
| 15
| 3500
| 443 332 ˝2-
| +5
|
16
| 4000
| 444 333 1˝1
| +5
| 17
| 4500
| 444 333 2˝2
| +5
| 18
| 5000
| 444 333 312
| +6
|
19
| 5500
| 444 433 322
| +6
| 20
| 6000
| 544 443 323
| +6
| 21
| 6500
| 554 444 333
| +7
|
22
| 7000
| 555 555 443
| +7
| 23
| 7500
| 555 555 553
| +7
| 24
| 8000
| 555 555 554
| +8
|
25
| 8500
| 555 555 555
| +8
| 26
| 9000
| 666 655 555
| +8
| 27
| 9500
| 666 666 655
| +9
|
28
| 10000
| 666 666 666
| +9
| 29
| 10500
| 777 766 666
| +9
| 30
| 11000
| 777 777 766
| +10
|
31
| 11500
| 777 777 777
| +10
| 32
| 12000
| 888 877 777
| +10
| 33
| 12500
| 888 888 877
| +11
|
34
| 13000
| 888 888 888
| +11
| 35
| 13500
| 999 988 888
| +11
| 36
| 14000
| 999 999 999 1
| +12
|
37
| 28000
| 999 999 999 2
| +12
| 38
| 42000
| 999 999 999 3
| +12
| 39
| 56000
| 999 999 999 4
| +13
|
45
| 140000
| A99 999 999 9
| +15
| 54
| 266000
| AAA AAA AAA 91
| +18
| 63
| 392000
| AAA AAA AAA A9
| +21
|
72
| 518000
| BBB BBB BAA AA1
| +24
|
|
Requisites:
| Int 100
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/2
| To Hit Table:
| +level/3
| Reference:
| DM
| Groups:
| Wizard, Maxi
| Complexity:
| CF=4
|
|
| Saving Throws:
|
| PPD:
| 2+level*2
| RSW:
| 5+level*2
| PP:
| 3+level*2
| BW:
| 1+level*2
| Spell:
| 4+level*2
| Fort:
| 0+level*2
| Reflex:
| 1+level*2
| Will:
| 1+level*2
|
|
|
Caster Level for this class = LVL*3, not LVL.
| Barbarian Int
| Sustain Int, Logic.
| +2*LVL Int
| You get the bonus M actions based on high Int+Wis+Chr used in earlier versions of the Collective (you can alternatively use Reason+Wis+Presence if you want).
| Int+Wis+Chr: 44=+˝M; 50=+1M; 70=+1˝M; 75=+2M; 95=+2˝M; 100=+3M; and this continues.
| You can use an unlimited amount of shifting of Subability scores ("sleazing") for Int.
| Automatically make Int checks and category=Spell saves.
| Int bonus to Wizard progression
| &nsbp;
| +LVL Kits
| +LVL Nonweapon Proficiencies
| +LVL Research Points
| +LVL dmg per die with damaging spells
|
| Has LVL Specialty Schools, no opposite.
| You may trade in 4 picks here to make a school "Robed" (-1 SL). This does not stack with other Robe effects you may have for that school.
| You may trade in 4 picks here to make a school ˝M to cast. Material componenting still costs 1V though.
|
| Level 1: Cont. Detect Poison; 1M: Determine medicinal value of liquid; 60F,1/d: Frugal a potion
| Level 1: Legend Lore & Identify 30+LVL*10%. This is doubled when dealing with Necromany, Undead, or the Occult.
| Level 1: Mr. Fix-It: 1M, 1/d: Mend.
| Level 1: Photographic Memory: You remember everything you see.
| Level 2: +LVL AC
| Level 2: +LVL*2 stat points for purposes of qualifying for classes
| Level 2: Has access to materials of “S” rating up to LVL; it’s cheaper: multiply cost by S/LVL
| Level 2: Occult Library: Each reset, gain LVL in SL's of spell scrolls. You can leave these as "open scrolls" until needed.
| Level 3: Can convert 3M -> 1 OppM
| Level 3: Contacts: Always have access to LVL*100 XP and less magic items, even when the current store is "limited".
| Level 3: Influence: 1M, 1/d: Suggestion (save vs. Will)
| Level 3: Resist demonic powers: This includes Psi6, Psi(-6), and innate abilities of evil outer-planar creatures.
| Level 4: +LVL saves
| Level 4: Artistry: +LVL divided among Int, Wis, Chr, or CL.
| Level 4: Can have 2 groups of the same summon
| Level 4: Can have 2 of the same familiar using only 1 familiar slot
| Level 5: Scale Down: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M<N)
| Level 5: Strengthen Magic: +(LVL-6)/3 MF 30' r
| Level 6: Fast-Write Scrolls: 1F, lose N SL=N spells in memorization: Write a SL=N permanent spell scroll
| Level 6: iaNR (Irreducible Necromancy Resistance) (LVL-8)*10%; Turn Undead with turning level = LVL*2-10
| Level 6: Immune to Blow Your Head Off, Twilight, Curse, bad effects of reading magical books/scrolls
| Level 6: Immune to Retributive Strikes (your's or other's), Own Effects, Ego of x(LVL-6)/3 mult.
| Level 9: Your spells require LVL saving throws
|
|
[PC2] Wizard Classes Group
Snow Wizard
Level
| KXP
| Wizard 123 456 789
| TH
|
1
| 0
| 1-- --- ---
| +0
| 2
| 3
| 2-- --- ---
| +0
| 3
| 6
| 21- --- ---
| +0
|
4
| 12
| 32- --- ---
| +1
| 5
| 27
| 421 --- ---
| +1
| 6
| 48
| 422 --- ---
| +1
|
7
| 72
| 432 1-- ---
| +2
| 8
| 108
| 433 2-- ---
| +2
| 9
| 162
| 433 21- ---
| +2
|
10
| 300
| 443 22- ---
| +3
| 11
| 450
| 444 33- ---
| +3
| 12
| 900
| 444 441 ---
| +3
|
13
| 1350
| 555 442 ---
| +4
| 14
| 1800
| 555 442 1--
| +4
| 15
| 2250
| 555 552 1--
| +4
|
16
| 2700
| 555 553 21-
| +5
| 17
| 3150
| 555 553 32-
| +5
| 18
| 3600
| 555 553 321
| +5
|
19
| 4050
| 555 553 331
| +6
| 20
| 4500
| 555 554 332
| +6
| 21
| 4950
| 555 554 442
| +6
|
22
| 5400
| 555 555 443
| +7
| 23
| 5850
| 555 555 553
| +7
| 24
| 6300
| 555 555 554
| +7
|
25
| 6750
| 555 555 555
| +8
| 26
| 7200
| 666 655 555
| +8
| 27
| 7650
| 666 666 655
| +8
|
28
| 8100
| 666 666 666
| +9
| 29
| 8550
| 777 766 666
| +9
| 30
| 9000
| 777 777 766
| +9
|
31
| 9450
| 777 777 777
| +10
| 32
| 9900
| 888 877 777
| +10
| 33
| 10350
| 888 888 877
| +10
|
34
| 10800
| 888 888 888
| +11
| 35
| 11250
| 999 988 888
| +11
| 36
| 11700
| 999 999 999 1
| +11
|
37
| 23400
| 999 999 999 2
| +12
| 38
| 35100
| 999 999 999 3
| +12
| 39
| 46800
| 999 999 999 4
| +12
|
45
| 117000
| A99 999 999 9
| +14
| 54
| 222300
| AAA AAA AAA 91
| +17
| 63
| 327600
| AAA AAA AAA A9
| +20
|
72
| 432900
| BBB BBB BAA AA1
| +23
|
|
Requisites:
| Con 15, Int 15, Wis 10
| Alignment:
| any
| HD/level:
| 2d3
| Weapon Prof.:
| 2+level/5
| Reference:
| DM
| Groups:
| Wizard
| Complexity:
| CF=3
|
| Saving Throws:
| PPD:
| level+7
| Fort:
| level+8
| RSW:
| level+4
| Reflex:
| level+0
| PP:
| level+8
| Will:
| level+3
| BW:
| level+8
| Spell:
| level+4
|
|
Specializated in Snow Magic (see list on next page); no opposite.
| Gets Con or Int bonus to spells (your choice).
| Immune snow, ice, cold, water.
|
| Snow spells are resisted using NR, not MR.
| +1 summon slot for snow creatures.
| Each summon slot that has snow creatures in it can have LVL summons instead of 1.
| Level 9: +LVL/9 summon slots for snow creatures
|
|
|
[PC2] Wizard Classes Group
Snow Spells
SL
| #
| Spell
| Effect
|
N
| 1
| Control Weather N
| Controls the weather in a 3^N yard radius area
| 2
| Summon Snow N
| Summons a DL N Snow creature
|
1
| 1
| Arcum's Sleigh
| +1M action only for Snow spells
| 2
| Boreal Druid
| Summon; DL I Snow Druid; It has "1S or 1V: Cure a target 10 hp"
| 3
| Rime Dryad
| Summon; DL I Snow Druid; It has "1S: Deal 1 rdmg to any target regardless of DL"
| 4
| Rimebound Dead
| Summon; DL I Snow Undead; Regenerates 1 rhp/s
| 5
| Snilloc's Snowball
| CLd4 snow dmg to one target (no save)
| 6
| Thermal Flux
| CLd2 snow dmg to one group (no save)
|
2
| 1
| Arcum's Weathervane
| CLd4 snow dmg to one group (no save)
| 2
| Balduvian Conjurer
| 2 Summons; a DL II Snow Human and a DL II Snow Golem (animated object)
| 3
| Coldsteel Heart
| Your next snow spell has +10 CL
| 4
| Rime Transfusion
| Target does +CL*3 ice dmg per physical attack for 1 round
| 5
| Rimewind Taskmage
| Summon; DL II Snow Human; Can lend S actions by spending 2S actions
| 6
| Snilloc's Snowball Swarm
| CLd4 snow dmg to CL/2 targets (no save)
|
3
| 1
| Chilling Shade
| Summon; DL III Snow Undead; It has "Take 1 rdmg: +1 offensive DL this segment"
| 2
| Icelance
| One weapon gets +4/+0, +5d6 snow dmg, stun brand (1d4r; PP save) for 1 round
| 3
| Phyrexian Ironfoot
| Summon; DL III Snow Golem; Has 5S actions
| 4
| Phyrexian Soulgorger
| Summon; DL VI Snow Golem; Eats one of your other summons every segment it attacks
| 5
| Sunstone
| 1bM: Your group (including yourself) take 10 dmg, but no combat damage this segment in your group
| 6
| Winter's Night
| 2M: Cast a SL=4 Snow spell (Twilighting still applies)
|
4
| 1
| Blizzard Specter
| Summon; DL IV Snow Undead; Can unsummon other summons
| 2
| Chill to the Bone
| Slay target non-snow creature (PPD save)
| 3
| Drift of the Dead
| Summon; DL IV Snow Golem; Can interpose for you
| 4
| Ice Storm
| (CL/2)d10 ice dmg (no save) plus Numbness (PP save or -CL all actions) to 1 group
| 5
| Rimewind Cryomancer
| Summon; DL IV Snow Human; It has "1bS: Counter a magic/psionic item ability"
|
5
| 1
| Adarkar Windform
| Summon; DL V Snow Illusion; It has "1S: Target group loses Flying this round (no save)"
| 2
| Cone of Cold
| CLd10+CL cold dmg to a group (save:˝)
| 3
| Diamond Faerie
| Summon; DL N Snow Faerie; N=square root of other snow summons you have
| 4
| Heidar, Rimewind Master
| Summon (can have only one of these); DL VI Snow Concordant; It has "1S: Dispel an effect"
| 5
| Snow Fortress
| Wall of Snow; 10*CL dmg; Can be made into a ring around you
|
6
| 1
| Adarkar Valkyrie
| Summon; DL VI Snow Angel; Has "1S or 1bS: Revive a killed creature as a Revive for the PC (needs a summon slot)"
| 2
| Phyrexian Snowcrusher
| Summon; DL VIII/VI Snow Golem
| 3
| Ronom Serpent
| Summon; DL VI Snow Snake; Does x2 dmg vs. other Snow creatures
| 4
| Storm Elemental
| Summon; DL VI Snow Elemental; Has "1M: Target group of Flying creatures lose their next action (no save)"
|
7
| 1
| Gargantuan Gorilla
| Summon; DL VIII Snow Animal; Every time it acts, you take 7 damage.
| 2
| Karplusan Giant
| Summon; DL VII Snow Giant; For each spell slot you spent on this spell, it gets +1 rhp (max 20) and +1 DL (max 11).
| 3
| Rimefeather Owl
| Summon; DL VII Snow Bird; It can make other summons into Snow summons
|
8
| 1
| Aluap's Blizzard
| 1 group: (time in rounds squared) hull dmg (cold + negative) (no save)
| 2
| Wall of Black Ice
| Wall; Capital S Slay and Wild Surge if try to pass through; Blocks magic, psionics, physical attacks (but not innates)
|
9
| 1
| Avalanche
| x1 Special: Entire room takes 10*CL ice dmg /s (no save)
| 2
| Winter's Chill
| Slay up to 8 targets (must be within 3 groups) (no save)
|
|
[PC2] Wizard Classes Group
Sorcerer3
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 2-- --- ---
| 2
| 10
| 2-- --- ---
| 3
| 30
| 3-- --- ---
|
4
| 60
| 31- --- ---
| 5
| 100
| 42- --- ---
| 6
| 150
| 421 --- ---
|
7
| 210
| 532 --- ---
| 8
| 280
| 532 1-- ---
| 9
| 360
| 543 2-- ---
|
10
| 450
| 543 21- ---
| 11
| 550
| 554 32- ---
| 12
| 660
| 554 321 ---
|
13
| 780
| 554 432 ---
| 14
| 910
| 554 432 1--
| 15
| 1050
| 554 443 2--
|
16
| 1200
| 554 443 21-
| 17
| 1360
| 554 443 32-
| 18
| 1530
| 554 443 321
|
19
| 1710
| 554 443 332
| 20
| 1900
| 554 443 333
| 21
| 2100
| 554 444 333
|
22
| 2310
| 554 444 433
| 23
| 2530
| 554 444 443
| 24
| 2760
| 554 444 444
|
25
| 3000
| 555 444 444
| 26
| 3250
| 555 544 444
| 27
| 3510
| 555 554 444
|
28
| 3780
| 555 555 444
| 29
| 4060
| 555 555 544
| 30
| 4350
| 555 555 554
|
31
| 4650
| 555 555 555
| 32
| 4960
| 655 555 555
| 33
| 5280
| 665 555 555
|
34
| 5610
| 666 555 555
| 35
| 5950
| 666 655 555
| 36
| 6300
| 666 665 555
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +1
| 4 7 5 3 7 0 1 1
| +1
| 4 8 5 4 7 0 1 2
|
+2
| 4 8 6 4 7 1 2 2
| +2
| 5 9 6 4 8 1 2 3
| +3
| 5 9 7 5 8 2 3 3
|
+3
| 5 10 7 5 9 2 3 4
| +4
| 6 10 7 6 9 2 3 4
| +4
| 6 10 8 6 9 3 4 5
|
+5
| 6 11 8 6 10 3 4 5
| +5
| 7 11 9 7 10 4 5 6
| +6
| 7 12 9 7 11 4 5 6
|
+6
| 7 12 9 8 11 4 5 7
| +7
| 7 13 10 8 11 5 6 7
| +7
| 8 13 10 8 12 5 6 8
|
+8
| 8 13 11 9 12 6 7 8
| +8
| 8 14 11 9 13 6 7 9
| +9
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 0, Con 0, Chr 0 (10)
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 5+level/9
| To Hit Table:
| +level/2
| Save Table:
| Wiz
| Reference:
| PH3-48
| Groups:
| Wizard
|
|
|
|
Level 1: Charisma bonus in spells.
|
|
[PC2] Wizard Classes Group
Spellbinder
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 32- --- ---
| 5
| 20
| 421 --- ---
| 6
| 40
| 422 --- ---
|
7
| 60
| 432 1-- ---
| 8
| 90
| 433 2-- ---
| 9
| 135
| 433 21- ---
|
10
| 250
| 443 22- ---
| 11
| 375
| 444 33- ---
| 12
| 750
| 444 441 ---
|
13
| 1125
| 555 442 ---
| 14
| 1500
| 555 442 1--
| 15
| 1875
| 555 552 1--
|
16
| 2250
| 555 553 21-
| 17
| 2625
| 555 553 32-
| 18
| 3000
| 555 553 321
|
19
| 3375
| 555 553 331
| 20
| 3750
| 555 554 332
| 21
| 4125
| 555 554 442
|
22
| 4500
| 555 555 443
| 23
| 4875
| 555 555 553
| 24
| 5250
| 555 555 554
|
25
| 5625
| 555 555 555
| 26
| 6000
| 666 655 555
| 27
| 6375
| 666 666 655
|
28
| 6750
| 666 666 666
| 29
| 7125
| 777 766 666
| 30
| 7500
| 777 777 766
|
31
| 7875
| 777 777 777
| 32
| 8250
| 888 877 777
| 33
| 8625
| 888 888 877
|
34
| 9000
| 888 888 888
| 35
| 9375
| 999 988 888
| 36
| 9750
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 12, Int 9, Wis 6, Chr 12
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
A spellbinder is a double (Collective) specialist in Illusion and Enchantment. Spells from either school cost ˝ of a spell.
| You must select 2 opposite schools (must be major schools).
|
|
[PC2] Wizard Classes Group
Spellshaper5
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 2-- --- ---
| 2
| 3
| 3-- --- ---
| 3
| 6
| 31- --- ---
|
4
| 12
| 32- --- ---
| 5
| 24
| 321 --- ---
| 6
| 48
| 422 --- ---
|
7
| 96
| 422 1-- ---
| 8
| 192
| 432 2-- ---
| 9
| 384
| 432 21- ---
|
10
| 576
| 533 22- ---
| 11
| 750
| 533 221 ---
| 12
| 1000
| 543 322 ---
|
13
| 1250
| 543 322 1--
| 14
| 1500
| 544 332 2--
| 15
| 1750
| 544 332 21-
|
16
| 2000
| 554 433 22-
| 17
| 2250
| 554 433 221
| 18
| 2500
| 555 443 322
|
19
| 2750
| 555 443 322
| 20
| 3000
| 555 544 332
| 21
| 3250
| 555 544 333
|
22
| 3500
| 555 554 433
| 23
| 3750
| 555 554 443
| 24
| 4000
| 555 555 443
|
25
| 4250
| 555 555 544
| 26
| 4500
| 555 555 554
| 27
| 4750
| 555 555 555
|
28
| 5000
| 655 555 555
| 29
| 5250
| 665 555 555
| 30
| 5500
| 666 555 555
|
31
| 5750
| 666 655 555
| 32
| 6000
| 666 665 555
| 33
| 6250
| 666 666 555
|
34
| 6500
| 666 666 655
| 35
| 6750
| 666 666 665
| 36
| 7000
| 666 666 666
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 9, Int 17
| Alignment:
| any
| HD/level:
| 2d2
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Spellshapers may specialize in a school of magic, if they do, pick an opposite major school. This specialization may be of the "+1 spell per SL" or the "spells cost ˝ a spell slot" variety.
| Spellshaper spells cannot be material componented. Spellshapers can cast normal Wizard spells.
| To “Frugal” something means to give it one extra charge. An item can never gain more frugaled charges than it’s total number of charges when found (if you have the ability to recharge the item, the item can never gain more frugaled charges than it’s full charge count).
| Each level, get one "5th edition" pick from the choices below.
|
|
Levels
| Pick
| Description
|
Level 1-3:
| A
| 60F,1/d: Create a potion of <= LVL*100 XP value
| B
| Has access to materials of “S” rating up to LVL; it’s cheaper: multiply cost by S/LVL
| C
| Your SL=0 spells have double effect
| D
| Cont. Detect Poison; 1M: Determine medicinal value of liquid; 60F,1/d: Frugal a potion
| E
| Gain a minor familiar (this is in addition to the Find Familiar spell if you have it)
|
Level 4:
| Pick two Spellshaper5 Level 1-3, one Bringer5 Level 1-3, or one Rogue5 Level 1-3
|
Level 5-7:
| F
| 120F,1/d: Create a scroll of <= LVL*200 XP value
| G
| +1M action per round, only for Spellshaper spells
| H
| Your SL=0 and SL=1 spells have double effect (if already have 1-3 C, SL=0 is triple)
| I
| Immune to head blown off; 1M: Know contents of scroll/book; 60F,1/d: Frugal a scroll
| J
| Gain an extra minor familiar [this was major in Summer 2004 campaign]
|
Level 8:
| Pick two from: Spellshaper5 Level 5-7, Bringer5 Level 1-3, Rogue5 Level 1-3
|
Level 9-12:
| K
| 180F,1/d: Create ring or staff of <= LVL*300 XP value
| L
| Add up your SLs together into one "mana pool"; spell of SL=X is X mana; max SL=(LVL+1)/2
| M
| Your SL=0, SL=1, and SL=2 spells have double effect (each similar instance adds x[+1] )
| N
| Immune to Retributive Strikes (your's or other's), Own Effects, Ego of x(LVL-6)/3 mult.
| O
| Gain an extra major familiar
|
Level 13:
| Pick 2: Spellshaper5 Level 9-12, Bringer5 Level 5-7, Rogue5 Level 5-7, other5 Level 1-3
|
Level 14-18:
| P
| 240F,1/d: Create weapon or armor flag of <= LVL*400 XP value
| Q
| +1QM action per round, only for Spellshaper spells
| R
| Your SL=0 through SL=4 spells have double effect (each similar instance adds x[+1] )
| S
| Time/Reality Stability; whenever a drastic event allows you 1 action to respond to it, you get 2 actions instead
| T
| Gain an extra major familiar [this was grand in Summer 2004 campaign]
|
Level 18:
| Pick 2: Bringer5 Level 9-12, Rogue5 Level 9-12, other5 level 5-7
|
Level 20-26:
| U
| 300F,1/d: Create any magic item (of a type not listed in A,F,K,P above) of <= LVL*500 XP value
| V
| You may "channel" spells by spending 2 spell slots each on them
| W
| Your SL=0 through SL=6 spells have double effect (each similar instance adds x[+1] )
| X
| You may cast anti-magical spells by spending 2 spell slots each, these are resisted used aMR instead of MR
| Y
| Gain an extra grand familiar
| Z
| Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
|
Level 27-36:
| Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.
|
|
[PC2] Wizard Classes Group
Status Effect Mage
Level
| KXP
| Status Effects 123 456 789 AB
|
1
| 0
| 2˝- --- --- --
| 2
| 2.5
| 31˝ --- --- --
| 3
| 5
| 421 --- --- --
|
4
| 10
| 532 ˝-- --- --
| 5
| 20
| 643 1˝- --- --
| 6
| 40
| 754 21- --- --
|
7
| 60
| 865 32˝ --- --
| 8
| 90
| 976 43˝ --- --
| 9
| 135
| A87 541 ˝-- --
|
10
| 250
| A98 652 1-- --
| 11
| 375
| AA9 763 2˝- --
| 12
| 750
| AAA 874 3˝- --
|
13
| 1125
| AAA 985 4˝- --
| 14
| 1500
| AAA A96 51˝ --
| 15
| 1875
| AAA AA7 621 --
|
16
| 2250
| AAA AA8 732 --
| 17
| 2625
| AAA AA9 843 --
| 18
| 3000
| AAA AAA 954 ˝-
|
19
| 3375
| AAA AAA A65 ˝-
| 20
| 3750
| AAA AAA A76 1-
| 21
| 4125
| AAA AAA A87 1-
|
22
| 4500
| AAA AAA A98 2-
| 23
| 4875
| AAA AAA AA9 2-
| 24
| 5250
| AAA AAA AAA 3-
|
25
| 5625
| BBB BBB BBB 3-
| 26
| 6000
| BBB BBB BBB 4-
| 27
| 6375
| CCC CCC CCC 4˝
|
28
| 6750
| CCC CCC CCC 5˝
| 29
| 7125
| DDD DDD DDD 5˝
| 30
| 7500
| DDD DDD DDD 51
|
31
| 7875
| DDD DDD DDD 61
| 32
| 8250
| EEE EEE EEE 61
| 33
| 8625
| EEE EEE EEE 71
|
34
| 9000
| FFF FFF FFF 71
| 35
| 9375
| FFF FFF FFF 81
| 36
| 9750
| FFF FFF FFF 82
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
-1
| 4 7 5 3 7 0 1 1
| +0
| 4 8 6 4 7 1 2 2
| +0
| 5 9 7 5 8 2 3 3
|
+0
| 6 10 7 6 9 2 3 4
| +0
| 6 11 8 6 10 3 4 5
| +0
| 7 12 9 7 11 4 5 6
|
+0
| 7 13 10 8 11 5 6 7
| +1
| 8 13 11 9 12 6 7 8
| +1
| 9 14 11 10 13 6 7 9
|
+1
| 9 15 12 10 14 7 8 10
| +1
| 10 15 13 11 15 8 9 11
| +1
| 11 16 13 12 15 9 10 12
|
+1
| 12 16 14 13 15 10 11 13
| +2
| 12 16 14 14 16 10 11 14
| +2
| 13 16 15 14 16 11 12 15
|
+2
| 14 16 15 15 16 12 13 16
| +2
| 15 17 16 16 16 13 14 17
| +2
| 16 17 16 16 17 14 15 18
|
|
Requisites:
| Int 18, Wis 12
| Alignment:
| any
| HD/level:
| d5
| Weapon Prof.:
| 2+level/8
| To Hit Table:
| ˝xWiz
| Save Table:
| 2xWiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Specialized in Status Effects (aka "[C] section effects") school. Opposite to everything else except Aburation and Invocation (which it's Normal to).
| On the following page is the Status Effects sorted by SL.
| Currently, all Status Effects school spells are crosslisted with either Invocation or Abjuration. All of these spells are considered "Minor School" spells, however, so other wizards must spend 2 spells each to cast one of these spells.
|
| Status Effects + Invocation spells:
| [Status Name] Bolt (Invocation, SL=SEL): Do this Status Effect to one target (Spell save: 0)
| [Status Name] Ball (Invocation, SL=SEL+1): Do this Status Effect to one group (Spell save: 0)
| [Status Name] Beam (Invocation, SL=SEL+2): Do this Status Effect to one target (no save)
| [Status Name] Blast (Invocation, SL=SEL+3): Do this Status Effect to one group (no save)
| DM Example: So with a 5th level slot, you can do an SEL=5 Bolt, an SEL=4 Ball, an SEL=3 Beam, or an SEL=2 Blast.
| Each individual Status Effect and area type is a different spell (so Blind Bolt is a different spell than Deafness Bolt and Blind Beam).
| Material Componenting a Bolt or Beam gives 2 targets, not a group.
|
| Status Effects + Abjuration spells:
| Immune [Status Name] (Abjuration, SL=SEL): You are immune to this status. Double Resist is SEL-1 and Resist is SEL-2. So Double Resist Charm (SEL=3) is a 2nd level spell (SL=SEL-1=3-1).
| Remove [Status Name] (Abjuration, SL=SEL): You can remove this status. Double Resist is SEL-1 and Resist is SEL-2. So Double Resist Charm (SEL=3) is a 2nd level spell (SL=SEL-1=3-1).
| [Status Name] Shield (Abjuration, SL=SEL): Whenever someone hits you with a melee attack, they suffer that Status Effect unless they make a save vs. Spell.
|
|
[PC2] Wizard Classes Group
Status Effects
SEL=1
|
1
| Berserk
| 2
| Dazed/Disoriented
| 3
| Deaf
|
4
| Diseased
| 5
| Drunk
| 6
| Enraged
|
7
| Fumble
| 8
| Immovable/Stopped
| 9
| Insane
|
10
| Lycanthropy
| 11
| Nauseated
| 12
| Pain
|
13
| Prone
| 14
| Reduced/Diminished (reverse Enlarge)
| 15
| Silenced/Mute
|
|
SEL=2
|
1
| Blind
| 2
| Cannot Move
| 3
| Cursed
|
4
| Dispel (effect)
| 5
| Drowning
| 6
| Enfeeblement
|
7
| Falling (takes CL*10' falling dmg)
| 8
| Fascinated
| 9
| Fear
|
10
| Hypnotized
| 11
| Panic
| 12
| Plagued
|
13
| Taunted
|
|
SEL=3
|
1
| Charm
| 2
| Confused
| 3
| Exhausted/Fatigued
|
4
| Gravity (Zero/High) (CL*20' falling dmg)
| 5
| Held
| 6
| Morale (failed Morale)
|
7
| Paralyzed
| 8
| Slowed
| 9
| Stunned
|
10
| Summoning Sickness
| 11
| Vulnerable Radiation
| 12
| Wounded (as in the weapon effect)
|
|
SEL=4
|
1
| Disjunct (effect)
| 2
| DNA Scrambled
| 3
| Dominated (Physically)
|
4
| Drained MF
| 5
| Drained PF
| 6
| Extract
|
7
| Feebleminded
| 8
| Immune (can't drop) Psionic Link
| 9
| Pissed
|
10
| Sleep
| 11
| Vulnerable Magic
|
|
SEL=5
|
1
| *Cursed*
| 2
| Burned Out
| 3
| Disintegrated
|
4
| Dominated (Mentally)
| 5
| Harmed (reverse Heal)
| 6
| Head Blown Off
|
7
| Immune (can't drop) Hastes
| 8
| Magic Jar/Possessed
| 9
| Slain/Killed/Dead
|
10
| Twilight
| 11
| Unaware
| 12
| Unconscious
|
13
| Vulnerable Psionics
|
|
SEL=6
|
1
| Alley Effect (summon DL=CL/2 Alley vs. you)
| 2
| Capital S Stun
| 3
| Causeall
|
4
| Coma
| 5
| Ego-Dominated
| 6
| Enslaved
|
7
| Immune (can't drop) Healing
| 8
| Petrified
| 9
| Spent
|
10
| Vulnerable Innates
|
|
SEL=7
|
1
| **Cursed** (Ancient Foul Cursed)
| 2
| Anti-stats (CLd6 stat dmg)
| 3
| Capital B Blasted
|
4
| Capital S Slain
| 5
| Clone-Insane
| 6
| Crapped
|
7
| Down a Hole
| 8
| Flattened
| 9
| Time Stop/Temporal Stasis
|
10
| Vulnerable Weapons
|
|
SEL=8
|
1
| Annihilated
| 2
| As You Are
| 3
| Capital M Mauled
|
4
| Destructed (reverse Resurrected)
| 5
| Imprisoned
| 6
| Set
|
7
| Temporally Incursed / Rewritten Out of Time
| 8
| Trap the Soul
| 9
| Truename Dominated
|
|
SEL=9
|
1
| Capital F Folded
| 2
| Erased Forwards and Backwards in Time
| 3
| Loop Incursed
|
4
| Lower Multiplier
| 5
| Pawned
| 6
| Pixelated
|
7
| Truename Erased
|
|
[PC2] Wizard Classes Group
Summoner Mage
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 3.5
| 2-- --- ---
| 3
| 7
| 21- --- ---
|
4
| 14
| 32- --- ---
| 5
| 28
| 421 --- ---
| 6
| 56
| 422 --- ---
|
7
| 84
| 432 1-- ---
| 8
| 126
| 433 2-- ---
| 9
| 189
| 433 21- ---
|
10
| 350
| 443 22- ---
| 11
| 525
| 444 33- ---
| 12
| 1050
| 444 441 ---
|
13
| 1575
| 555 442 ---
| 14
| 2100
| 555 442 1--
| 15
| 2625
| 555 552 1--
|
16
| 3150
| 555 553 21-
| 17
| 3675
| 555 553 32-
| 18
| 4200
| 555 553 321
|
19
| 4725
| 555 553 331
| 20
| 5250
| 555 554 332
| 21
| 5775
| 555 554 442
|
22
| 6300
| 555 555 443
| 23
| 6825
| 555 555 553
| 24
| 7350
| 555 555 554
|
25
| 7875
| 555 555 555
| 26
| 8400
| 666 655 555
| 27
| 8925
| 666 666 655
|
28
| 9450
| 666 666 666
| 29
| 9975
| 777 766 666
| 30
| 10500
| 777 777 766
|
31
| 11025
| 777 777 777
| 32
| 11550
| 888 877 777
| 33
| 12075
| 888 888 877
|
34
| 12600
| 888 888 888
| 35
| 13125
| 999 988 888
| 36
| 13650
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 0 0 0 0 0 0 0 0
| +0
| 1 1 1 1 1 1 1 1
| +0
| 1 1 1 1 1 1 1 1
|
+1
| 2 2 2 2 2 2 2 2
| +1
| 2 2 2 2 2 2 2 2
| +1
| 3 3 3 3 3 3 3 3
|
+2
| 3 3 3 3 3 3 3 3
| +2
| 4 4 4 4 4 4 4 4
| +2
| 4 4 4 4 4 4 4 4
|
+3
| 5 5 5 5 5 5 5 5
| +3
| 5 5 5 5 5 5 5 5
| +3
| 6 6 6 6 6 6 6 6
|
+4
| 6 6 6 6 6 6 6 6
| +4
| 7 7 7 7 7 7 7 7
| +4
| 7 7 7 7 7 7 7 7
|
+5
| 8 8 8 8 8 8 8 8
| +5
| 8 8 8 8 8 8 8 8
| +5
| 9 9 9 9 9 9 9 9
|
|
Requisites:
| Con 12, Int 12, Chr 15
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 1+level/3
| To Hit Table:
| Wiz
| Save Table:
| Mon
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Spell progression as per Mage2.
| Level 1: May control 2 summons (same type).
| Level 1: May material component summoning spells for 2 creatures of the same type.
| Level 1: Specialized in conjuration with no opposite school.
| Level 1: School robed in conjuration (each conjuration/summoning spell is 1 SL lower for you)
| Level 1: 0, LVL/d: Your summons are not summoning sick.
| Level 3: Your summons can't turn against you even if they become uncontrolled.
| Level 5: May control 2 summons (different types).
| Level 5: (Single) material componenting for summoning spells is free.
| Level 9: May control 3 summons (same type).
| Level 9: May double material component summoning spells (costing a total of 1M+1V) for 3 creatures of the same type.
| Level 9: Can hold summons across resets between sessions.
| Level 10: Your summons can do "1S: Lend an S to you.".
| Level 12: If a monster randomly rolls to attack you, you can have your summons be attacked instead.
| Level 13: May control 4 summons (same type).
| Level 13: May triple material component summoning spells (costing a total of 1M+2V) for 4 creatures of the same type.
| Level 13: 1M: Steal someone else's summon. The other spellcaster (not the summon) makes a Will save to resist this.
| Level 16: Your summons do not immediately disappear when slain / dropped below -10 hp. You have 1 turn to heal or repair the summon if you want to keep him. You can ignore this power and have him disappear anyway if desired.
| Level 17: May control 2 groups of 2 summons (each group is the same type, but the groups don't have to be the same)
| Level 18: Each of your summons may have 1 summon of their own.
| Level 18: Your summons gain XP during the adventure and may "level up" in combat (if using "XP on the fly")
| Level 21: May control 5 summons (same type).
| Level 21: May quadruple material component summoning spells (costing a total of 1M+3V) for 5 creatures of the same type. You can save up the V actions, or use 1M+1V+1P+1QV in one segment.
| Level 27: Your summons cannot be unsummoned by unsummon effects.
|
|
[PC2] Wizard Classes Group
Technologist
Level
| KXP
| Wizard/Psi8 123 456 789
|
1
| 0
| ˝˝˝ --- ---
| 2
| 8
| 1˝˝ --- ---
| 3
| 12
| 1˝˝ ˝-- ---
|
4
| 18
| 2˝˝ ˝-- ---
| 5
| 27
| 21˝ ˝-- ---
| 6
| 41
| 21˝ ˝˝- ---
|
7
| 61
| 211 ˝˝- ---
| 8
| 92
| 221 ˝˝- ---
| 9
| 137
| 221 1˝˝ ---
|
10
| 206
| 222 1˝˝ ---
| 11
| 308
| 222 11˝ ---
| 12
| 462
| 222 11˝ ˝--
|
13
| 692
| 222 111 ˝--
| 14
| 1038
| 322 211 ˝--
| 15
| 1557
| 322 211 1˝-
|
16
| 2336
| 332 221 1˝-
| 17
| 3000
| 332 221 11-
| 18
| 4000
| 332 221 11˝
|
19
| 5000
| 333 222 111
| 20
| 6000
| 433 322 211
| 21
| 7000
| 443 332 221
|
22
| 8000
| 444 333 222
| 23
| 9000
| 544 433 322
| 24
| 10000
| 554 443 332
|
25
| 11000
| 555 444 333
| 26
| 12000
| 655 544 433
| 27
| 13000
| 665 554 443
|
28
| 14000
| 666 555 444
| 29
| 15000
| 766 655 544
| 30
| 16000
| 776 665 554
|
31
| 17000
| 777 666 555
| 32
| 18000
| 877 766 655
| 33
| 19000
| 887 776 665
|
34
| 20000
| 888 777 666
| 35
| 21000
| 988 877 766
| 36
| 22000
| 998 887 776
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 10, Int 10
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 7+level
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard, Technology
|
|
|
|
Specialized in Technology school; pick an opposite.
| There is a "Create Technological Item" spell of each spell level; each spell creates an item of TechL = SL (material componenting may be used to double the TL). The item cannot weigh more than level^2 pounds, or it has some flaw which requires upkeep and/or repair to keep it operating effectively. The spell effect will end in level turns unless a Permanency spell is used.
| Note that creating a temporary machine which creates a real machine is perfectly legal.
| Level 1: +1 technological proficiency per level, see Psi8.
| Level 1: May use Psi8 minors as if they were 2nd level spells.
| Level 6: May use Psi8 majors as if they were 5th level spells.
| Level 15: May use Psi8 grands as if they were 8th level spells.
| Level 54: May use Psi8 supers as if they were 11th level spells.
|
|
[PC2] Wizard Classes Group
Tougher (Random Wizard #231172)
Level
| KXP
| Wizard 123 456 789
|
1
| 2
| ˝-- --- ---
| 2
| 20
| ˝˝- --- ---
| 3
| 40
| ˝˝˝ --- ---
|
4
| 62
| ˝˝˝ ˝-- ---
| 5
| 89
| ˝˝˝ ˝˝- ---
| 6
| 126
| ˝˝˝ ˝˝˝ ---
|
7
| 178
| ˝˝˝ ˝˝˝ ˝--
| 8
| 261
| ˝˝˝ ˝˝˝ ˝˝-
| 9
| 395
| ˝˝˝ ˝˝˝ ˝˝˝
|
10
| 610
| 1˝˝ ˝˝˝ ˝˝˝
| 11
| 872
| 11˝ ˝˝˝ ˝˝˝
| 12
| 1189
| 111 ˝˝˝ ˝˝˝
|
13
| 1596
| 111 1˝˝ ˝˝˝
| 14
| 1843
| 111 11˝ ˝˝˝
| 15
| 2105
| 111 111 ˝˝˝
|
16
| 2409
| 111 111 1˝˝
| 17
| 2671
| 111 111 11˝
| 18
| 2975
| 111 111 111
|
19
| 3280
| 221 111 111
| 20
| 3585
| 222 211 111
| 21
| 3890
| 222 222 111
|
22
| 4196
| 222 222 221
| 23
| 4502
| 222 222 222
| 24
| 4808
| 333 222 222
|
25
| 5114
| 333 333 222
| 26
| 5421
| 333 333 333
| 27
| 5812
| 444 433 333
|
28
| 6203
| 444 444 443
| 29
| 6524
| 444 444 444
| 30
| 6986
| 555 554 444
|
31
| 7378
| 555 555 555
| 32
| 7770
| 666 666 555
| 33
| 8163
| 666 666 666
|
34
| 8556
| 777 777 766
| 35
| 8949
| 777 777 777
| 36
| 9509
| 888 888 887
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +1
| 4 7 5 3 7 0 1 1
| +2
| 4 8 5 4 7 0 1 2
|
+3
| 4 8 6 4 7 1 2 2
| +3
| 5 9 6 4 8 1 2 3
| +4
| 5 9 7 5 8 2 3 3
|
+5
| 5 10 7 5 9 2 3 4
| +6
| 6 10 7 6 9 2 3 4
| +7
| 6 10 8 6 9 3 4 5
|
+8
| 6 11 8 6 10 3 4 5
| +8
| 7 11 9 7 10 4 5 6
| +9
| 7 12 9 7 11 4 5 6
|
+10
| 7 12 9 8 11 4 5 7
| +11
| 7 13 10 8 11 5 6 7
| +11
| 8 13 10 8 12 5 6 8
|
+12
| 8 13 11 9 12 6 7 8
| +13
| 8 14 11 9 13 6 7 9
| +14
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 15, Int 9
| Alignment:
| any
| HD/level:
| d3
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| 2˝xWiz
| Save Table:
| Wiz
| Reference:
| DM Random, Jason 12/08/07
| Groups:
| Wizard, Random
|
|
|
|
Turn Undead as a Priest of 3 levels lower.
| Level 1: +1 Con per level. This bonus cannot be used to qualify for this class, and you can't 2 for 1 trade it away.
| Level 1: 0, 1 attack: Destroy a magic item.
| Level 1: Undead must save vs. (8+DM's level) to attack the Death Master.
| Level 1: Water Breathing, freedom of movement in water, cast spells in water normally {Sea Mage}
| Level 2: 1bF: Counter a counterspell effect.
| Level 4: Can map any area he's scrying into (via Crystal Ball or whatever).
| Level 4: Lore of true stamina: +1 Fort saves
| Level 4: Speak with anyone with Int > 10 at will.
| Level 4: Speak with anyone with Int > 10 at will.
| Level 6: 1M: Identify Book.
| Level 10: You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
| Level 11: Immune to all Energy/Stat drains.
| Level 13: Create Monster VI (SL=6): Create a DL=1 monster, it's loyal, it's not a summon slot {Soulforger}
| Level 14: +1QM action per round, only for Spellshaper spells
| Level 14: Train Slayer5: N resets of actions: A Slayer5 of LVL=N is raised by one level permanently.
| Level 20: Your SL=0 through SL=6 spells have double effect (each similar instance adds x[+1] )
| Level 22: 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
| Gets 10 Rogue points per level, see table below:
|
Lvl
| Rogue Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
4
| Any Rogue 3 ability
| -
| -
| -
| -
|
|
[PC2] Wizard Classes Group
Translator1JG
Level
| KXP
| Wizard 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 1.2
| 2-- --- -
| 3
| 2.4
| 21- --- -
|
4
| 4.8
| 32- --- -
| 5
| 9.6
| 421 --- -
| 6
| 19.2
| 431 --- -
|
7
| 38.4
| 432 --- -
| 8
| 76.8
| 432 1-- -
| 9
| 153.6
| 533 2-- -
|
10
| 393.6
| 543 21- -
| 11
| 633.6
| 543 32- -
| 12
| 873.6
| 554 321 -
|
13
| 1113.6
| 554 322 -
| 14
| 1353.6
| 554 322 1
| 15
| 1593.6
| 554 422 2
|
16
| 1833.6
| 555 432 2
| 17
| 2073.6
| 555 532 2
| 18
| 2313.6
| 555 533 2
|
19
| 2553.6
| 555 543 2
| 20
| 2793.6
| 555 543 3
| 21
| 3033.6
| 555 554 3
|
22
| 3273.6
| 555 555 4
| 23
| 3513.6
| 555 555 5
| 24
| 3753.6
| 666 655 5
|
25
| 3993.6
| 666 666 6
| 26
| 4233.6
| 777 766 6
| 27
| 4473.6
| 777 777 7
|
28
| 4713.6
| 888 877 7
| 29
| 4953.6
| 888 888 8
| 30
| 5193.6
| 999 988 8
|
31
| 5433.6
| 999 999 9
| 32
| 5673.6
| AAA A99 9
| 33
| 5913.6
| AAA AAA A
|
34
| 6153.6
| BBB BAA A
| 35
| 6393.6
| BBB BBB B
| 36
| 6633.6
| CCC CCC C
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 13, Chr 16
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/3
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| FGE1JG
| Groups:
| Wizard
|
|
|
|
May specialize in Divination and/or Enchantment, if this is done, pick 1 opposite per specialty.
| Level 1: +3 language slots per level (DM note: Note you need 2 slots to completely cover a language, one is "speak", the other is "read/write".)
| Level 1: +1 beast language per level. This allows speaking with animals such as birds, rabbits, etc.
| Level 1: 1M, 1/t: Charm Person.
| Level 6: 1M, 1/t: Charm Monster.
| Level 9: Detect Lie continuous.
| Level 9: 1M, 1/d: Undetectable Lie for 1 turn.
| Level 11: 1M, 1/t: Mass Charm.
|
|
[PC2] Wizard Classes Group
Transmuter2 / Alterationist
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 32- --- ---
| 5
| 20
| 421 --- ---
| 6
| 40
| 422 --- ---
|
7
| 60
| 432 1-- ---
| 8
| 90
| 433 2-- ---
| 9
| 135
| 433 21- ---
|
10
| 250
| 443 22- ---
| 11
| 375
| 444 33- ---
| 12
| 750
| 444 441 ---
|
13
| 1125
| 555 442 ---
| 14
| 1500
| 555 442 1--
| 15
| 1875
| 555 552 1--
|
16
| 2250
| 555 553 21-
| 17
| 2625
| 555 553 32-
| 18
| 3000
| 555 553 321
|
19
| 3375
| 555 553 331
| 20
| 3750
| 555 554 332
| 21
| 4125
| 555 554 442
|
22
| 4500
| 555 555 443
| 23
| 4875
| 555 555 553
| 24
| 5250
| 555 555 554
|
25
| 5625
| 555 555 555
| 26
| 6000
| 666 655 555
| 27
| 6375
| 666 666 655
|
28
| 6750
| 666 666 666
| 29
| 7125
| 777 766 666
| 30
| 7500
| 777 777 766
|
31
| 7875
| 777 777 777
| 32
| 8250
| 888 877 777
| 33
| 8625
| 888 888 877
|
34
| 9000
| 888 888 888
| 35
| 9375
| 999 988 888
| 36
| 9750
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 15, Int 9
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| PH2-31
| Groups:
| Wizard
|
|
|
|
|
[PC2] Wizard Classes Group
Virologist / Virus Mage
Level
| KXP
| Wizard 123 456 789 ABC
| TH
|
1
| 0
| 1-- --- ---
| -1
| 2
| 1
| 2-- --- ---
| +0
| 3
| 3
| 21- --- ---
| +0
|
4
| 6
| 32- --- ---
| +0
| 5
| 10
| 421 --- ---
| +0
| 6
| 20
| 422 --- ---
| +0
|
7
| 30
| 432 1-- ---
| +0
| 8
| 50
| 433 2-- ---
| +1
| 9
| 100
| 433 21- ---
| +1
|
10
| 150
| 443 22- ---
| +1
| 11
| 200
| 444 33- ---
| +1
| 12
| 400
| 444 441 ---
| +1
|
13
| 600
| 555 442 ---
| +1
| 14
| 800
| 555 442 1--
| +2
| 15
| 1000
| 555 552 1--
| +2
|
16
| 1200
| 555 553 21-
| +2
| 17
| 1400
| 555 553 32-
| +2
| 18
| 1600
| 555 553 321
| +2
|
19
| 1800
| 555 553 331
| +2
| 20
| 2000
| 555 554 332
| +3
| 21
| 2200
| 555 554 442
| +3
|
22
| 2400
| 555 555 443
| +3
| 23
| 2600
| 555 555 553
| +3
| 24
| 2800
| 555 555 554
| +3
|
25
| 3000
| 555 555 555
| +3
| 26
| 3200
| 666 655 555
| +4
| 27
| 3400
| 666 666 655
| +4
|
28
| 3600
| 666 666 666
| +4
| 29
| 3800
| 777 766 666
| +4
| 30
| 4000
| 777 777 766
| +4
|
31
| 4200
| 777 777 777
| +4
| 32
| 4400
| 888 877 777
| +5
| 33
| 4600
| 888 888 877
| +5
|
34
| 4800
| 888 888 888
| +5
| 35
| 5000
| 999 988 888
| +5
| 36
| 5200
| 999 999 999 1
| +5
|
37
| 10400
| 999 999 999 2
| +5
| 38
| 15600
| 999 999 999 3
| +6
| 39
| 20800
| 999 999 999 4
| +6
|
45
| 52000
| A99 999 999 9
| +7
| 54
| 98800
| AAA AAA AAA 91
| +8
| 63
| 145600
| AAA AAA AAA A9
| +10
|
72
| 192400
| BBB BBB BAA AA1
| +11
|
|
Requisites:
| Con 11, Int 15, Wis 15
| Alignment:
| any
| HD/level:
| d5
| Weapon Prof.:
| 1+level/4
| To Hit Table:
| ˝xWiz
| Reference:
| DM
| Groups:
| Wizard
| Complexity:
| CF=2
|
|
| Saving Throws:
|
| PPD:
| level+3
| RSW:
| level+6
| PP:
| level+4
| BW:
| level+2
| Spell:
| level+5
| Fort:
| level+4
| Reflex:
| level+0
| Will:
| level+5
|
|
|
Specialized in Virus Magic.
| Gets Wis bonus to spell progression.
| Level 1: Immune to Diseases, Viruses, Lycanthropy.
| Level 2: Immune to becoming Undead or Unlive.
| Level 3: Identify Object's chemical makeup by sight.
| Level 4: Periodic Table elements are considered Semi for you.
| Level 6: Periodic Table elements are considered Quasi for you.
| Level 10: Periodic Table elements are considered Para for you.
| Level 18: Periodic Table elements are considered normal for you.
|
| A list of diseases follows on the next page. These are not described in game terms, but will be as they are used. Each disease uses a spell slot (so a Cause Disease 1 that does "Andromeda Strain" is a different spell slot than a Cause Disease 1 that does "Berserker Plague").
|
| Virus School Spells:
| Detect [Disease] (SL=0): Detects diseases of one particular type
| Detect Disease (SL=1): Detects diseases of any type
| Cause [Disease] 1 (SL=1): Cure/cause disease in one target (PPD save), material componenting does two targets (or the same target twice, but not a group)
| Virus Summoning N (SL=N): Summons a DL=N Virus
| Cause [Disease] 2 (SL=2): Cure/cause disease in one target (PPD save), material componenting does a group
| Cure Disease (SL=3)
| Contagion (SL=3)
| Cause [Disease] N (SL=N, starting at SL=3): Cure/cause disease in N-2 groups (PPD save), material componenting does N-1 groups (can hit same group multiple times)
| Virus [Disease] N (SL=N, starting at SL=3): As per Cure or Inflict Disease N-2; for each infected person, check CL% per segment, if made, travels to another person in the room
| Inflict [Disease] 4 (SL=4): Cure/cause disease in one target (no save, aNR to resist), material componenting does two targets (or the same target twice, but not a group)
| Inflict [Disease] 5 (SL=5): Cure/cause disease in one target (no save, aNR to resist), material componenting does a group
| Cause [Lycanthropy] 5 (SL=5): Cure/cause lycanthropy in one target (PPD save, even when curing), material componenting does two targets, each type of Lycanthropy is a spell slot
| Mummy Rot (SL=5): Your touch is Mummy Rot branded
| Cause [Undead status] 6 (SL=6): Cure/cause undead status in one target (PPD save, even when curing), material componenting does two targets, each type of Undead is a spell slot
| Heal (SL=6)
| Inflict [Disease] N (SL=N, starting at SL=6): Cure/cause disease in N-5 groups (no save, aNR to resist), material componenting does N-4 groups (can hit same group multiple times)
| Cureall (SL=7)
| Cause [Unlive status] 8 (SL=8): Cure/cause unlive status in one target (PPD save, even when curing), material componenting does two targets, each type of Unlive is a spell slot
| Virus Charm (SL=9)
| Magical Plague (SL=10): [x2 Terrain Feature] Does a random SL 0-9 Virus spell /segment
|
|
[PC2] Wizard Classes Group
Viruses
Virus
| Source
| Description
|
Ancient virus
| Resident Evil series
| A rare viral strain found in queen ant genes. It was discovered by Alexia Ashford, while she was studying ants. When combined with Mother Virus (or Progenitor Virus) it creates the powerful T-Veronica virus. Probably the control power of it is due the Ancient virus.
|
Andromeda Strain
| The Andromeda Strain (Michael Crichton)
| A deadly, green, crystalline, extra-terrestrial agent of indeterminate origin. It erodes the vessel walls of the vascular system, causing death by either triggering the body's coagulation response (resulting in the entire system clotting in a few seconds), or by cerebral hematomas (accompanied by dementia) if clotting is prevented. It evolves at a rapid rate, is spread by airborne transmission, and is extremely contagious.
|
Angel Toxicosis
| Tales of Symphonia
| A disease that cannot be transmitted, and affects only those with an unmounted Cruxis Crystal. Causes victim to eventually lose ability to taste,sleep,cry, feel pain, and talk. Also increases the victim's hearing, strength and sight abilities, as well as eliminating the need to eat and sleep. In early beginnings it allows the victim to gain crystal-like wings and fly until the disease is destroyed. The final stage of this diseases causes the victim to give up his/her heart and memory, and ultimately their life. The disease lasts for an unknown time , those afflicted are slowly 'given' the symptoms via blessings of a person with a mounted Cruxis Crystal.A major example is Collette, one of the 8 protagonists of the game.}
|
Apathy Syndrome
| Persona-Trinity Soul-
| ?
|
Berserker plague
| Berserk (Tim Lebbon Novel)
| A pathogen that creates revenants-intelligent zombies. Tested by the UK as a bioweapon,presumably to make the subject immune to bullets. The infected-"Berserkers"-can stay alive for at least ten years without food, water, or oxygen. Some may manifest psionic tendencies. It has some supernatural attributes, such as a sensitivity to silver. Transmitted by bite.
|
Bliss Virus
| Doctor Who: Gridlock
| Appeared around 1-3 billion years into the future on New Earth. it began when new Earthians developed a new mood-drug called Bliss. the world became addicted to it and, in Novice hame's words; "a virus mutated inside the compound and became airborne. everything died. even the virus in the end. it killed the world in seven minuites flat."
|
Bloodfire
| Blood Nation
| A virus that gestated in wolves two thousand years ago. The first to be infected was Genghis Khan It causes the symptoms usually associated with Vampirism; Photosensitivity and invinibility. The entire nation of Russia in infected, exept for a few feral children. The virus can cause extreme mutation, for example the snakes tail present in the Khan's head scientist.
|
Bone-itis
| Futurama
| In the Future Stock episode, That Guy suffers from bone-itis and claims that it is the only thing he regrets. It is a disease that causes the bones to twist and collapse very rapidly and is not to be confused with osteitis.
|
Bonerplasia
| Saturday Night Live
| In the October 4, 2008 episode, Bonerplasia is a fictional condition which is allegedly a kind of chronic priapism. A man (played by Jason Sudeikis) used it as a fake explanation for why he constantly got erections around a woman, Amber (played by Anne Hathaway), he was secretly attracted to though claiming to be gay. However, she honestly believed him, because she "read the Bonerplasia article on Wikipedia", only for the man to then reveal "I actually wrote that article".
|
Brain Cloud
| Joe Versus the Volcano
| The brain cloud has no symptoms—apart from quickly and painlessly killing in about six months.
|
Captain Trips
| The Stand (Stephen King)
| A deadly, flu-based virus. Created as a biological weapon codenamed Blue. Causes a lethally high fever and is highly contagious. So deadly because as the body fights off the disease, it mutates into different strains of influenza, making immunity next to impossible. Also called Superflu.
|
Chimera Virus
| Resistance: Fall of Man
| It mutates the infected into the enemies of the series
|
Closed Shell Syndrome
| Ghost in the Shell: Stand Alone Complex
| A type of autism caused by cyberbrain implants.
|
Cobra Event
| the Cobra Event
| A geneticly-engineered virus that causes nightmares, fever, chills, runny nose, encephilitus (brain swelling), and herpes-like boils in the mouth and genitals. Used as a bioterror weapon.
|
ComaThe Coma
| Clive Barker's The Plague
| Affecting all children. Causing to fall into a coma for ten years then unanimously waking up and causing the children to kill all adults.
|
Cooties[citation needed]
| Various
| A presumably fatal disease affecting males, leaving females mostly unaffected. The disease is known to feast on the souls of unsuspecting children (those unfamiliar with the "Cootie Lock") and incur embarrassing misfortune upon its host.[citation needed].
|
Corprus
| Elder Scrolls III: Morrowind
| Corprus causes incredible mutations in humanoids, but it is an almost non-communicable disease. People infected with blight are often sent to a special institution called the Corprusarium, which was made for researching corprus. Corprus is caused by the volcanic ash that emanates from Red Mountain, but, as a positive side effect, grants 100% disease immunity. The only known antidote is proven to destroy corprus, but ends up killing the victim as well. However, the player is able to take the antidote without any adverse effects, presumably because he is the reincarnation of the demi-god Nerevar.
|
Corrupted Blood
| World of Warcraft
| Initially contracted from fighting Hakkar, the God of Blood, in the dungeon of Zul'Gurub. Highly infectious, with an incubation period of 2 seconds and can infect any person in the immediate area. Referred to WoW players as "the Plague", "Hakkar's SARS" or "WoW AIDS" for a major outbreak of the virtual plague in the game due to a design oversight.
|
Creeping Derangea
| Advance Wars: Days of Ruin
| An artificial virus that initially infects those under the age of 20. The outbreak is attributed to the post-Apocalyptic setting in which the game is set. The Virus is revealed as a failed Bio-Weapon by IDS, created to test the extent of IDS technology. The virus mutates into a strain that can infect older hosts over time. Causes flowers to grow inside a person and break out of the skin. A beautiful, albeit excruciatingly painful, way to die.
|
Cyberbrain Sclerosis
| Ghost in the Shell: Stand Alone Complex
| Cyberbrain implant malady resembling multiple sclerosis, eventually fatal.
|
Dark Gundam Cells
| G Gundam (anime)
| Nanomachines from the Devil Gundam (Dark Gundam in North American dub) infect living organisms and undergo mitosis, allowing the Devil Gundam to control the victim. The victim will gain super-strength and self-recovery abilities and if inside a Mobile Fighter, will spread the cells to the Mobile Fighter and give it the abilities of the Devil Gundam, often mutating the Mobile Fighter into a stronger robot. If the cells have not reached the brain, the victim can be cured.
|
Dave's Syndrome
| Black Books
| A condition which is known to affect Manny, it is triggered by being exposed to a temperature of at least 88°F (31°C). While the exact effects of the disease are not described, a scene at the end of the episode shows the results - The area outside the shop has been completely ransacked, and a half-dressed Manny is jumping on top of a car yelling and holding a torch.
|
Descolada
| Speaker for the Dead (Orson Scott Card)
| A quasi-conscious self-modifying organism capable of infecting any form of life."Descolada" is also the Portuguese word for "unglued". In the context of the book, this refers to the Descolada virus's effects; it breaks the link of the DNA double helix (ungluing it) and induces mutations.
|
Desperation Disease
| Eureka 7 (anime)
| A disease that strikes randomly and has no known vector of contagion. Individuals gradually become detached from the world until they are completely catatonic. The name of the disease doesn't come from the victims' state, who seem to be communing with something metaphysical, but rather, from their families who despair of trying to wake them.
|
Diathronitis
| Larn
| Afflicts daughter of player character; serves as primary motivation for gameplay.
|
Doll Syndrome
| hack GU.hack//G.U.
| A mysterious medical condition in which a person falls into a completely unresponsive state. Doll Syndrome is in fact a physical side effect to an infection by AIDA. Salvador Aihara tries to do an undercover investigation regarding Doll Syndrome in especially young children for his show "Online Jack".
|
Drafa Plague
| Babylon 5
| Neutralizes chemicals in the synaptic gap, thus inhibiting nerve signals from the brain to the rest of the body. Without clear direction from the brain as a result of the signals being blocked, the organs lose their ability to function correctly. For those that can be affected, the disease is 100% contagious, and if left untreated 100% terminal.
|
Dryditch Fever
| Salamandastron (Brian Jacques)
| ?
|
DX
| The Lost World (Michael Crichton)
| An unknown prion dubbed "DX" by scientists on Isla Sorna. It is similar to mad cow disease and was the result of feeding ground-up sheep to carnivorous dinosaurs. DX increased the mortality rate of newborn dinosaurs and is eventually fatal to adult dinosaurs. In order to combat DX, InGen scientists released animals into the wild of Isla Sorna. The virus initially infected carnivorous dinosaurs such as velociraptors and procompsognathus, which would then spread the disease to herbivores such as apatosaurus, and the apatosaur carcasses would be eaten by compys, which would then spread the disease to other carcasses, and the cycle would repeat. Ian Malcolm said at the end of the novel that, because of the imbalance of carnivores and herbivores due to DX, the dinosaurs were doomed to die out.
|
Electrogonnorhea
| Futurama
| An STD humans can contract from robots. Called the "Noisy Killer."
|
Fever"The Fever"
| Cabin Fever
| A flesh eating disease which causes massive hemorrhage and tissue necrosis. Victims typically bleed directly through the skin in early stages. In later stages, tissues become soft and slough away. It is known to be transmitted through drinking contaminated water.
|
Forced Evolutionary Virus
| Fallout
| Originally known as the Pan-Immunity Viron Project, FEV, along with radiation, is responsible for many mutations in the wastelands. The most visible of these are the super mutants, former humans granted incredible strength and endurance as result of being infected. Exposure to the virus is also known to be fatal in many cases. FEV serves as a major plot element in both Fallout and Fallout 2.
|
Foul-Drought
| Heir of Mistmantle (M. I. McAllister)
| Disease caused from drinking poisoned water. Animals who have it will have pain, blurry sight and some will eventually die.
|
FoxDie
| Metal Gear Solid
| FoxDie is a virus responsible for killing people with certain genetic markers via cardiac arrest. FoxDie is given to protagonist Solid Snake by Dr. Naomi Hunter, only it is engineered to go off at an indeterminate time. FoxDie was also the cause of death of Liquid Snake, Decoy Octopus (impersonating DARPA chief Donald Anderson), and the Armstech President.
|
Gangliated Utrophin Immuno Latency Toxin (GUILT)
| Trauma Center: Under the Knife
| A series of eight pathogens created by the medical-terrorist group Delphi. During ingame sequences where the player operates on patients, GUILT diseases are normally shown as a pseudo-sentient core that attacks the patient from within, using lacerations, tumors and other ailments. Individual strains are named after Greek days of the week (Kyriaki, Deftera, Triti, Tetarti, Pempti, Paraskevi, Savato), the only exception being the eighth strain, called "Bliss".
|
Genie Flu
| Genie in the House
| A disease of Genies which causes them to change colours, become invisible and have squeaky voices.
|
Gray Death
| Deus Ex
| A global plague engineered using nanotechnology within a Universal Constructor by Majestic-12, the Gray Death virus is actually a hybrid (cyborganic) disease of biological and mechanical structures. It is based on the adverse and ultimately lethal effects of nanotechnology on an unmodified human body. Named the Gray Death because of the gray patches of discolored scar tissue that cover its victims' skins, if and when the disease is cured. Symptoms include the aforementioned discoloration of the skin, coughing, physical pain and death.
|
Gray DeathThe Gray Death
| Gail Carson Levine's The Two Princesses of Bamarre
| Disease created from the noxious gas from the defeated dragon Yune's stomach. It comes on with no warning and is not contagious. There are three stages of the disease. The first stage is the weakness, and it can last anywhere from a week to six months. The second stage is the sleeping, and it always lasts nine days. The last stage is fever, and it always lasts three days. At the end of the fever stage, the victim will die. The only cure is water sent down from the fairies' Mount Ziriat. The cure will only be discovered when cowards find courage and rain falls over all Bamarre.
|
G-Virus
| Resident Evil 2
| A mutagenic pathogen which causes the host to become a big, constantly evolving, practically unstoppable killing machine, with exceedingly high attack power and immense vitality, in addition to the ability to regenerate and mutate so quickly the carrier virtually loses its mortality. The purified virus can be injected directly into the host, or a mutated host can implant a small larvae, called a G-embryo into another host. The latter mode of transmission is most successful when the host and the new victim are genetically similar. The virus would later merge with the T-Virus, creating an extremely dangerous, electromagnetic-capable variant called T/G Virus
|
Hate Plague
| Transformers
| Bacterial spore of unknown origin transmitted by touch. Induces extreme paranoia and aggression in the infected, causing them to strike out against anyone or anything in an increasingly maddening desire to destroy. Symptoms include a deep reddish glow emanating from the infected. The only curative is intense logic and wisdom, which presumably counters the extreme irrationality the disease causes in its victims. First appearing during the Autobot-Decepticon wars (which necessitated the second resurrection of Optimus Prime), a relatively milder strain is seen again during the events of Beast Machines; Megatron triggers a pre-planted virus in Silverbolt, infecting him and the rest of the Maximals. The strain is cured, again, by intense logic and wisdom.
|
Hemoglophagia (HGV)
| Ultraviolet
| Disease responsible for turning many humans into vampire-like creatures.
|
Hyper-evolutionary virus
| StarCraft
| The Hyper-evolutionary virus is a retrovirus produced by Zerg Queens. It is used to mutate "lesser" creatures into zerg warrior breeds. Only a small percent of humanity is fully compatible, who retain personality, intelligence, and psionics. Others mutate into living bombs, utterly dominated by the Overmind. It has a re-animation side-effect. It is transmissible through fluid transfer only, much like Solanum.
|
Incuritis
| Apollo Justice: Ace Attorney
| A rare, but lethal disease, curable only through the use of a medicine made from the Borginian Cocoon. The cure is very difficult to make, and if made incorrectly, it is a deadly poison, and thus the exportation of such a cocoon is illegal. The Chief Justice's son is afflicted with the disease.
|
Jason Strain
| Friday the 13th: The Jason Strain (Christa Faust)
| A virus created when an artificial virus was exposed to undead killer Jason Voorhees, it was originally meant to be a cure-all and age retarding super drug. Those infected by the virus gain some of powers of Jason Voorhees, including superhuman strength and the inability to feel pain, but intelligence is severely reduced. Those infected with the virus can only be killed via decapitation. A cure for the virus is developed and released into the air and the original carrier, Jason (who was not affected by the airborne cure due to unique physiology) is rid of it when a heavy dosage of the cure is injected directly into his brain.
|
Krippin Virus (KV)
| I Am Legend
| A genetically reengineered measles virus originally created as a "miracle cure" for cancer, but mutated into a lethal, highly-pathogenic strain. KV has a 90% mortality rate; less than 1% of humans are immune. Two transmission vectors for the pathogen are inhalation and infected blood, with two corresponding immunity profiles. Infected humans who did not die began exhibiting early symptoms of rabies and degenerated into a state driven by rage. A major symptom is that the adrenal glands are "permanently open", giving victims increased strength, speed and agility but also a faster metabolism. This results in increased body temperature, heart rate, and breathing speed, making those infected hyperventilate constantly. Pupils became permanently dilated and skin became hypersensitive to UV radiation, forcing infected hosts into a nocturnal life cycle. Loss of body hair is another symptom. Non-humans such as rats and dogs are also susceptible to KV. They are sensitive to blood. These infected are similar to vampires.
|
Krytos virus
| Star Wars Expanded Universe
| The Krytos virus was a deadly and highly contagious virus that only attacked non-human species. It could spread via a number of avenues, including by water supplies and air. The virus often killed its host in less than two weeks, resulting in a painful death.
|
Lampingtons Disease
| Last Holiday
| A rare neurological disease causing multiple brain tumors rapidly progressing to death within a few weeks if not treated with an exorbitantly expensive operation. The lead character is diagnosed with this disease by a faulty CAT scan machine, consequently spending her life's savings on a dream vacation.
|
Las Plagas
| Resident Evil 4
| A parasitic, organism which can infect a variety of hosts, including humans. It has the ability to control its host's behavior, inducing a hive-like mentality among the infected and extreme hostility towards uninfected individuals. The infected retain most of the characteristics of humans such as fine motor skills as seen through their use of simple weapons such as scythes and axes, and more complicated weapons such as chainsaws and chainguns. The are seen to obey "Queen" parasites, much like ants.
|
Lazar's Disease
| Doctor Who: Terminus
| A leprosy-like disease.
|
Legacy Virus
| Marvel Multiverse
| A disease that targets only mutants.
|
Life-Eater Virus
| Warhammer 40,000 (novels)
| The Life-eater virus is a flesh-eating disease that causes all biological matter to break down into it's componet parts, releasing toxic, flammable gas that can be ignited with a single explosion. The virus eats itself when there is nothing else to attack. It is quite effecive against Tyrranids. In the short-story anthology Planetkill, an updated strain goes after the soul, turning the population into zombies, created by a Techpreist inhabited by an Unclean One.
|
Lurgy (The Dreaded Lurgi)
| The Goon Show
| A disease that causes anyone who catches it to say nothing but 'Eeee-yakkaboo!'.
|
MacGregor's Disease
| Batman & Robin
| The disease that Mr. Freeze's wife Nora was suffering from and placed in cryogenic stasis for. The film also revealed that Batman's butler, Alfred Pennyworth, was also suffering from MacGregor's. Mr. Freeze successfully created the antidote for the disease, and gave some of it to Batman as an apology for thinking that Batman killed Nora (really Poison Ivy's doing).
|
Macrovirus
| Star Trek: Voyager
| An airborne pathogen-by-proxy that infects endothermic humanoids with a virus, causing the host to get lethargic and churn out more macroviruses until he/she/it wastes away and dies. When some of the bugs invaded Voyager, the EMH was able to synthesize a cure.
|
Madoba-2
| Whiteout
| Virus related to Ebola, causes the victim to receive fever and eventually bleed to death from all body openings.
|
Moon Fever
| H2O,Just add Water
| a Mermaid disease that affects them when they see a full moon. This illness makes them catatonic and draws them to water like a magnet
|
Motaba
| Outbreak
| A deadly, virulent virus from the jungles of Zaire. Early stages resemble the flu, with pink eyes, coughing and fever. In later stages, the fever rises as high as 108, and victims seize violently, break out in skin lesions and bleed internally, causing a dark rash on the skin. Motaba incubates in 24 hours and kills in 48. The virus is 100% fatal. There is an airborne strain of Motaba. There is no treatment, but a large outbreak in a small California town was stopped when antibodies were taken from a carrier.
|
NAM37
| PatriotThe Patriot (1998)
| A highly contagious airborne virus which has been stolen from a government biological warfare laboratory. Its early symptoms include a rash, and it is quickly fatal. It is not clear in the film whether the virus was supposed to have been harvested from the wild (such as Ebola) and then grown as a weapon, or whether the laboratory first engineered it in some way. In the film, the leader of a local militia has obtained both the virus and what he believes to be a vaccine for it, and decides to start an epidemic with the virus, believing that he will be safe because he has taken the vaccine. A local doctor of Indian (Native American) ancestry fights to find a cure for it.
|
NE_Alpha Parasite
| Resident Evil
| The NE-Alpha Parasite has an immunity to the T-virus, and is used to protect the higher brain functions of B.O.W.'s
|
Petriold Regression
| Doctor Who: New Earth
| A condition that causes the sufferer to become stone (similar to petrification). Unknown origins.
|
PhageThe Phage
| Star Trek: Voyager
| A necrotizing plague that affects members of the Vidiian species. Organ transplants are required for survival. Klingon DNA seems to be highly resistant to the phage. It was cured by the Think Tank.
|
Plague of Insomnia
| One Hundred Years of Solitude (García Márquez)
| An epidemic brought into the Buendía household and the town of Macondo by Rebeca; the adopted daughter of José Arcadio Buendía and Úrsula Iguarán. This plague, originally coming from the northern indian kingdoms in La Guajira (Colombia), is identified by the symptoms of wide-open, glowing eyes like those of a cat, and the impossibility of sleeping. Those infected (in the novel consisting of the entire town of Macondo) feel no tiredness or sleepiness whatsoever and hence can work all day and night. However, as time advances, those infected begin to loose all their memories and knowledge of the world; ultimately leaving them in a state in which they have forgotten the names and uses of all things and their own identities. The plague is generally seen as one of the most prominent demonstrations of magical realism in García Márquez's literary works.
|
Porphyric Hemophilia
| Elder Scrolls IV: OblivionThe Elder Scrolls IV: Oblivion
| Causes vampirism after an incubation period of three days. If the player is infected, they can go through a quest to cure the disease, however it is not necessary to be cured to complete the quest.
|
Progenitor Virus
| Resident Evil
| In the back-story of the series, the Progenitor virus is the primary virus created by the Umbrella Corporation, a mutagen based on ebola. Successor viruses include the T-Virus, the G-Virus, and T-Veronica Virus.
|
Psi-2000 Virus
| Star Trek
| A mutated form of water that spreads by touch which causes its victims to act in a way similar to being drunk. However, the effects do not wear off and eventually will cause victims to make dangerous decisions.
|
Rage
| 28 Days Later and 28 Weeks Later
| Rage causes extreme aggression in a victim only seconds after being infected with the disease. The disease is easily transmissible through any bodily fluid. Because of this extreme contagiousness and very short incubation time, a crowd of hundreds could be infected by one single individual in a manner of minutes. A graphic novel based on the films purports that Rage is a recombinant strain of Ebola, though its symptoms are similar to that of rabies. Animal testing was being performed on the disease but one animal was released by activists unaware of the virus. The infection soon spread to eliminate the entire population of Britain save a few lucky individuals who managed to survive. Infected organisms die out in a few months, succumbing to starvation, since they do not actually eat their victims.
|
Reaper
| Doomsday
| Reaper causes effects similar to black plague. It appears in Scotland in year 2008 and kills most of it inhabitants. Scotland is put under quarantine. Some decades later, Reaper reappears in London. A cure is found several days later, but it is unknown whether or not it will be given to the population.
|
Red DeathThe Red Death
| Masque of the Red Death (Edgar Allan Poe)
| Victims bleed from their pores before eventually dying. (See also Scarlet Plague.)
|
Re-vitiligo
| BoondocksThe Boondocks
| A disease that turns a white persons skin black over time. Uncle Ruckus claims to have it, though every flashback in which he appears, features him as black as he's in 2005-2008. He regards Michael Jackson as a "lucky bastard", as his skin turned from black to white.
|
RipleyThe Ripley
| Dreamcatcher (Stephen King)
| An alien parasitoid macrovirus. The adult aliens resemble deformed potato beings with legs, while the younger aliens - nicknamed "shit-weasels" because they can be created in a host organism's stomach and escape by eating their host's body between the stomach and anus - are legless, smaller versions of the adult alien. Both adult and young aliens have a mouth consisting of a slit on the underside of the head that goes down the length of the worm. The lips separate to reveal hundreds of teeth that can bite through steel.
|
Rust Lung
| Gears of War 2
| When the Lightmass bomb that killed the multitude of Locust monsters in the 1st game subliminated the liquid element "Imulsion", the gas seeped into the atmosphere of planet Sera, resulting into 'Rust Lung', a disease that spreads quickly and deadly.
|
Scarlet Plague
| Scarlet Plague (Jack London)
| This 1912 novella, also known as the Scarlet Death, is a work of post-apocalyptic fiction treating the world after civilization has been destroyed by this fictional disease.
|
Scurge
| Scurge: Hive
| A parasite that can infect biologincal, technological, or coherent energy systems. It takes about one minute to overwhelm the special filters designed to ward off it's infection.
|
Shanti Virus
| Heroes
| A virus that only affects individuals with superhuman abilities or powers, deactivating those powers and slowly killing the infected. At least one strain exists which affects humans without superhuman powers, which is simply lethal.
|
Snow Crash
| Snow Crash (Neal Stephenson)
| A dangerous drug which is both a computer virus capable of infecting the brains of unwary hackers in the Metaverse and a mind-altering virus distributed by a network of Pentecostal churches via its infrastructure and belief system. Both forms cause glossolalia, and the computer virus form appears as a snowy pattern of pixels.
|
Solanum
| Zombie Survival Guide, World War Z
| Solanum is a virus that is transmitted through fluidic contact, such as a bite, transplant of infected biological matter, or pressing an open wound against a zombie. Once these situations occur, it is 100% communicable. It is only contagious in humans, however it is instantly fatal to other living creatures, whose bodies then become biohazardous. There are almost no known cases of survival, with no treatment to delay onset and no cure. Rarely, people have managed to survive by an immediate emergency field amputation of the limb where contact occurred, but even this is unlikely to work. It can be a sexually transmitted disease, but only if the sexual parter is in the very early stage of infection -- once reanimated, victims become infertile (and totally uninterested in sex). The virus travels to the brain and rapidly dissolves the frontal lobes, with effects akin to lobotomy. The brain changes, over 23 hours, into an organ that does not need oxygen. Tissues become toxic. The virus causes all life processes to stop, except for musculature and nervous systems. Tested as a bioweapon by Japan and the USSR with dismal results.
|
SP-43
| Derailed (2002)
| SP-43 is a modified form of smallpox (variola) that has an extremely short incubation period. Its development is part of the backstory, which is not completely clear, but given the fact that it appears to have been stolen in Slovakia and is being transported to Munich by a NATO agent, it appears to have been developed by the Slovak government or some other Eastern Block country during the Cold War.
|
Spectrox Toxaemia
| Doctor Who: The Caves of Androzani
| A fatal condition caused by touching the raw form of Spectrox, a residue from the saliva of bats found on the planet Androzani Minor, that contained a chemical similar to nitrogen mustard. The lifespan of the sufferer is then reduced to between two and three days; symptoms include a rash and/or cramp, followed by spasms, paralysis and finally Thermal Death Point. The only known cure was the milk of the Queen Bats.
|
St. Mary's
| V for Vendetta
| A biological weapon engineered and released by the Norsefire party as a means of clandestinely gaining control over their own country.
|
SuddsThe Sudds
| Spongebob Squarepants
| The sudds is an illness that only sponges can catch, which makes them sneeze out bubbles constantly. It is essentially a common cold.
|
Technocyte Virus
| Dark Sector
| The metabolism of victims are increased and the surface of their skin hardens and forms a metallic exterior. The infection continues to mutate the host, driving them insane from the intense pain. The infected then become wildly aggressive and unpredictable, attacking anyone that is not infected on sight. The disease can be spread by physical contact and can affect animals as well as humans.
|
The Host's Disease
| The Host
| The unnamed disease carried by the giant monster terrorizing South Korea. In actuality, there was no virus; the government claimed the monster was spreading a disease just to save face.
|
The Ick
| SpongeBob SquarePants
| More of a fungus than a disease, the Ick is a green moss like form that spreads over the body, resulting in welts that shoot puss. Though it may not be fatal, it can be eliminated by feeding it to a bottom-feeder, such as Gary the Snail.
|
Thing cells
| The Thing
| Triangle-pyramid viruses that makes up Thing monsters. If it enters another animal, it fuses with the host, imparting shape-shifting and unholy durability, at the cost of pyrosensitivity, and possession by the Alien.
|
Tiberium poisoning
| Command & Conquer
| Tiberium crystals start to grow on a person's skin. These skin crystals eventually force their way through the persons vital organs, killing them. If the infestation is in a certain proportion, the victim mutates into a living bag of rotten skin and organs, called a visceroid.
|
Torsonic Polarity Syndrome (TPS)
| South Park
| A genetic condition wich causes humans to be born with a set of buttocks over their facial organs. TPS is seen in South Park Ep.510 "How To Eat With Your Butt"
|
T-Virus
| Resident Evil movies
| An artificial virus created by Umbrella. When a human is infected by it, the virus will destroy all cells, killing the host. Among two and four hours, all cells will be revitalized. But the virus will only activate one brain function: the hypothalamus, where feeding is controlled. The host becomes a violent mindless cannibal, and can infect other people by biting. Because of this effect, the virus was called the "cannibal disease".
|
T-Virus
| Resident Evil
| A virus that causes dementia and cellular necrosis. It can easily mutate into other strains, some of which have mutagenic effects on the host. In insects or amphibians, the resulting mutation often involves increased aggressiveness, increased size, and (almost always) the development of poisonous traits. In mammals, the results include aggressiveness, physiological changes of varying degrees, and an extremely increased evolutionary rate. Variants include the NE-T virus, T-G Virus, the T-JCCC203 (used for pharmaceutical, but killed two people) and much other variants.
|
Unnamed virus
| Transporter 2
| Created by scientists working for an assassin named Gianni, this unnamed virus kills everyone it infects within 48 hours. Whoever the infected person breathes on contracts the virus, and whoever they breathes on contracts it, ect. The Colombian drug cartel hires Gianni and his minions to use the virus to assassinate Jefferson Billings, the director of the National Drug Control Policy and all of the attendees of a major anti-drug conference. An antidote was also created, just in case, but was retrieved by the Billing Family's personal driver, Frank Martin.
|
Vampiris
| I Am Legend (Richard Matheson)
| A bacillus (rod-shaped) bacterium that causes photosensitivity, hysterical blindness near mirrors, overdevelopment of canine teeth, and production of a bulletproof adhesive. Victims feed on blood. While in the body, it is anaerobic, and causes the victim to exhibit zombie-like behavior. Outside the body, it sporulates into dust. If an infected person is cut deep enough, the bacteria turns them into powder. Can be treated, but not cured, with a pill containing a fusion inhibitor and dehydrated blood.
|
V-CIDS
| The Immortals
| An AIDS-like virus.
|
Venus Particle
| Tyrannosaur Canyon
| An extraterrestrial infectious particle found in a lunar rock sample and within a fantastically well-preserved tyrannosaur fossil in the New Mexico desert. It is later revealed that the organism came to Earth via the Chicxulub asteroid which wiped out the dinosaurs. The particle, which was named for its resemblance to the symbol of Venus and femininity, causes rapid mitosis and apparent cellular differentiation in its host.
|
Wailing Death
| Neverwinter Nights
| A bubonic-like plague that infects almost the entire city of Neverwinter. Thought to be just a natural plague, it is later discovered that it was magically created and unleashed upon the city.
|
White Blindness
| Blindness (José Saramago)
| A mysterious epidemic of sudden blindness affecting virtually all humanity, leading to society's collapse. So-called because victims see nothing but a white glare. Not to be confused with the White Blindness in Watership Down which is a name the rabbits use for the real illness Myxomatosis which affects rabbits causing blindness and death.
|
White Disease
| White Disease (Karel Capek)
| An incurable mysterious form of leprosy, killing people older than 30.
|
White Plague
| White Plague (Frank Herbert)
| A genetically engineered virus that kills only women. Released only on Irish, English, and Libyan populace.
|
X-5 Virus
| Beavis and Butthead Do America
| Genetically engineered disease created by the U.S. Military. Causes Ebola-like symptoms and eventual death. Apparently lethal and quick enough to "wipe out five states in five days".
|
Yellow Death
| 1213 Episodes 1 to 3
| A strain of virus that affects cloned children on the Tessa Life Orbital Space Station. Most children just die after extreme pain and facial lesions, then rise up as mindless 'zombies'. There are several examples of mutations caused when the virus infects children. Prisoner 0916 for example can alter his skeletal system, making extra limbs, shooting darts, and creating huge spikes. One of the other prisoner's IQ raises exponentially as his body deteriorates.
|
|
[PC2] Wizard Classes Group
Wacky Ball Mage
Level
| KXP
| Wacky Balls 123 456 789 AB
|
1
| 0
| 2˝- --- --- --
| 2
| 2.5
| 31˝ --- --- --
| 3
| 5
| 421 --- --- --
|
4
| 10
| 532 ˝-- --- --
| 5
| 20
| 643 1˝- --- --
| 6
| 40
| 754 21- --- --
|
7
| 60
| 865 32˝ --- --
| 8
| 90
| 976 43˝ --- --
| 9
| 135
| A87 541 ˝-- --
|
10
| 250
| A98 652 1-- --
| 11
| 375
| AA9 763 2˝- --
| 12
| 750
| AAA 874 3˝- --
|
13
| 1125
| AAA 985 4˝- --
| 14
| 1500
| AAA A96 51˝ --
| 15
| 1875
| AAA AA7 621 --
|
16
| 2250
| AAA AA8 732 --
| 17
| 2625
| AAA AA9 843 --
| 18
| 3000
| AAA AAA 954 ˝-
|
19
| 3375
| AAA AAA A65 ˝-
| 20
| 3750
| AAA AAA A76 1-
| 21
| 4125
| AAA AAA A87 1-
|
22
| 4500
| AAA AAA A98 2-
| 23
| 4875
| AAA AAA AA9 2-
| 24
| 5250
| AAA AAA AAA 3-
|
25
| 5625
| BBB BBB BBB 3-
| 26
| 6000
| BBB BBB BBB 4-
| 27
| 6375
| CCC CCC CCC 4˝
|
28
| 6750
| CCC CCC CCC 5˝
| 29
| 7125
| DDD DDD DDD 5˝
| 30
| 7500
| DDD DDD DDD 51
|
31
| 7875
| DDD DDD DDD 61
| 32
| 8250
| EEE EEE EEE 61
| 33
| 8625
| EEE EEE EEE 71
|
34
| 9000
| FFF FFF FFF 71
| 35
| 9375
| FFF FFF FFF 81
| 36
| 9750
| FFF FFF FFF 82
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
-1
| 4 7 5 3 7 0 1 1
| +0
| 4 8 6 4 7 1 2 2
| +0
| 5 9 7 5 8 2 3 3
|
+0
| 6 10 7 6 9 2 3 4
| +0
| 6 11 8 6 10 3 4 5
| +0
| 7 12 9 7 11 4 5 6
|
+0
| 7 13 10 8 11 5 6 7
| +1
| 8 13 11 9 12 6 7 8
| +1
| 9 14 11 10 13 6 7 9
|
+1
| 9 15 12 10 14 7 8 10
| +1
| 10 15 13 11 15 8 9 11
| +1
| 11 16 13 12 15 9 10 12
|
+1
| 12 16 14 13 15 10 11 13
| +2
| 12 16 14 14 16 10 11 14
| +2
| 13 16 15 14 16 11 12 15
|
+2
| 14 16 15 15 16 12 13 16
| +2
| 15 17 16 16 16 13 14 17
| +2
| 16 17 16 16 17 14 15 18
|
|
Requisites:
| Dex 12, Int 18
| Alignment:
| any
| HD/level:
| d5
| Weapon Prof.:
| 2+level/8
| To Hit Table:
| ˝xWiz
| Save Table:
| 2xWiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Specialized in Wacky Balls. Opposite to everything else except Invocation (which it's Normal to)
| Wacky Balls can be seen in the [S2] section.
| Free Material Componenting.
|
|
[PC2] Wizard Classes Group
Wand Mage
Level
| KXP
| Wands 123 456 789 A
|
1
| 0
| 1-- --- --- -
| 2
| 1.8
| 2˝- --- --- -
| 3
| 3.6
| 21- --- --- -
|
4
| 7.2
| 32˝ --- --- -
| 5
| 14.4
| 321 --- --- -
| 6
| 28.8
| 432 ˝-- --- -
|
7
| 57.6
| 432 1-- --- -
| 8
| 115.2
| 543 2˝- --- -
| 9
| 230.4
| 543 21- --- -
|
10
| 590.4
| 654 32˝ --- -
| 11
| 950.4
| 654 321 --- -
| 12
| 1310.4
| 765 432 ˝-- -
|
13
| 1670.4
| 765 432 1-- -
| 14
| 2030.4
| 776 543 2˝- -
| 15
| 2390.4
| 776 543 21- -
|
16
| 2750.4
| 777 654 32˝ -
| 17
| 3110.4
| 777 654 321 -
| 18
| 3470.4
| 777 765 432 ˝
|
19
| 3830.4
| 777 776 543 1
| 20
| 4190.4
| 777 777 654 2
| 21
| 4550.4
| 777 777 765 3
|
22
| 4910.4
| 777 777 776 4
| 23
| 5270.4
| 777 777 777 5
| 24
| 5630.4
| 777 777 777 6
|
25
| 5990.4
| 777 777 777 7
| 26
| 6350.4
| 888 877 777 7
| 27
| 6710.4
| 888 888 877 7
|
28
| 7070.4
| 888 888 888 7
| 29
| 7430.4
| 888 888 888 8
| 30
| 7790.4
| 999 988 888 8
|
31
| 8150.4
| 999 999 988 8
| 32
| 8510.4
| 999 999 999 8
| 33
| 8870.4
| 999 999 999 9
|
34
| 9230.4
| AAA A99 999 9
| 35
| 9590.4
| AAA AAA A99 9
| 36
| 9950.4
| AAA AAA AAA A
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 19
| Alignment:
| any
| HD/level:
| ++d6
| Weapon Prof.:
| 2+level/2
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Does not use Channeling.
| Each "wand slot" allows you to create a temporary wand (which lasts until the end of the day). Each wand has 10*N charges, where N is the number in the spell progression for that SL (not counting stat bonus if you somehow generate a stat bonus for this progression). So, a 3rd level Wand Mage can make 2 SL=1 wands with 20 charges each, and 1 SL=2 wand with 10 charges. (Half-slots require school specialization and have 5 charges.)
|
| For each wand, you specify two spell effects it can do, of the appropriate SL. You can leave these choices as "open slots" as you like.
|
| It doesn't take any actions to make or choose the effects of these wands. You are assumed to always be wielding a wand in each hand that you have dictated for "wand usage". It doesn't cost any actions to switch wands either; but you do have to spend 1V if you switch from wand to non-wand (say to a shield) or vice versa.
|
| It requires only 1M action to active ALL wands you are wielding. This is an exception to the normal wand usage rules, and only Wand Mages can do this.
|
| You may specialize in a school, if you do, choose an opposite. Wands that do effects only from specialized schools cost only ˝ a wand slot to make.
|
| You may "break" a wand, spending 1V, this causes the wand to release all of it's charges on both you and the target. For each charge, choose which wand effect resolves. If the wand is area effect, both you and the target are centers of each area effect. However, if you and the target are in the same group, only 1 area effect resolves per charge (not 2). (The point here is that no one should be hit by more than 1 effect per charge.)
|
| Going into each reset (at the beginning of the reset), you may keep some of your remaining temporary wands as permanent wands, to go into the next day. You can keep only LVL of these permanent wands total at a time.
| You can also sell some of your permanent wands during the reset, but any wands you sell will count against this LVL limit for the next (upcoming) day. At the end of that day (tomorrow), your limit goes back to LVL as normal (essentially it takes 1 day for the limit to "forget" these wands). Wands sell for (SL+1)^2*C*5 gp, where C is the number of charges (assuming half cost for selling items).
|
| Level 6: You may construct staves; these are identical to wands, except they have only 2.5*N charges (round up), but do ALL of their effects when activated. The target must be the same for each effect. Staves count as wands for the "1M: Active all your wands" ability.
| Level 9: Your wands of SL 1-3 can have 3 effects instead of 2.
| Level 12: You may construct rods; these are like wands, but they don't have charges. Instead they have "1M: Do one of this rod's effects". This uses up your entire 1M action; rods do not count as wands for the "1M: Active all your wands" ability.
| Level 18: Your wands of SL 1-3 can have 4 effects, and your wands of SL 4-6 can have 3 effects.
| Level 27: Your wands of SL 1-3 can have 5 effects, and your wands of SL 4-6 can have 4 effects, and your wands of SL 7-9 can have 3 effects.
| Level 36: Your wands of SL 1-3 can have 6 effects, and your wands of SL 4-6 can have 5 effects, your wands of SL 7-9 can have 4 effects, and your wands of SL 10 can have 3 effects.
|
|
[PC2] Wizard Classes Group
Warlock1
Level
| KXP
| Witchcraft mMB
|
1
| 0
| 1--
| 2
| 3.3
| 1--
| 3
| 6.6
| 21-
|
4
| 9.9
| 21-
| 5
| 13
| 31-
| 6
| 33
| 32-
|
7
| 66
| 42-
| 8
| 133
| 42-
| 9
| 266
| 531
|
10
| 466
| 531
| 11
| 666
| 631
| 12
| 866
| 641
|
13
| 1066
| 741
| 14
| 1266
| 741
| 15
| 1466
| 851
|
16
| 1666
| 851
| 17
| 1866
| 951
| 18
| 2066
| 962
|
19
| 2266
| A62
| 20
| 2466
| A62
| 21
| 2666
| B72
|
22
| 2866
| B72
| 23
| 3066
| C72
| 24
| 3266
| C82
|
25
| 3466
| D82
| 26
| 3666
| D82
| 27
| 3866
| E93
|
28
| 4066
| E93
| 29
| 4266
| F93
| 30
| 4466
| FA3
|
31
| 4666
| GA3
| 32
| 4866
| GA3
| 33
| 5066
| HB3
|
34
| 5266
| HB3
| 35
| 5466
| IB3
| 36
| 5666
| IC4
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 8 5 4 7 0 1 2
| +0
| 4 8 6 4 7 1 2 2
|
+1
| 5 9 7 5 8 2 3 3
| +1
| 5 10 7 5 9 2 3 4
| +1
| 6 10 8 6 9 3 4 5
|
+2
| 6 11 8 6 10 3 4 5
| +2
| 7 12 9 7 11 4 5 6
| +2
| 7 12 9 8 11 4 5 7
|
+3
| 8 13 10 8 12 5 6 8
| +3
| 8 13 11 9 12 6 7 8
| +3
| 9 14 11 10 13 6 7 9
|
+4
| 9 14 12 10 13 7 8 10
| +4
| 10 15 13 11 14 8 9 11
| +4
| 10 15 13 11 15 8 9 11
|
+5
| 11 16 13 12 15 9 10 12
| +5
| 11 16 14 12 15 9 10 13
| +5
| 12 16 14 13 16 10 11 14
|
|
Requisites:
| Int 9, Wis 9
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Wiz
| Save Table:
| 1˝xWiz
| Reference:
| BoD1
| Groups:
| Wizard
|
|
|
|
Witchcraft for AD&D is described in Best of Dragon I.
| # of minor powers = level/2, round up.
| # of major powers = level/3, round down.
| # of Group B powers = level/9, round down.
|
|
[PC2] Wizard Classes Group
Watcher5
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| ˝-- --- ---
| 2
| 5.625
| 1-- --- ---
| 3
| 11.25
| 2˝- --- ---
|
4
| 22.5
| 31- --- ---
| 5
| 45
| 32˝ --- ---
| 6
| 90
| 321 --- ---
|
7
| 135
| 322 ˝-- ---
| 8
| 202
| 322 1-- ---
| 9
| 303
| 322 2˝- ---
|
10
| 562
| 322 21- ---
| 11
| 800
| 322 22˝ ---
| 12
| 1100
| 322 221 ---
|
13
| 1400
| 322 222 ˝--
| 14
| 1700
| 322 222 1--
| 15
| 2000
| 322 222 2˝-
|
16
| 2300
| 322 222 21-
| 17
| 2600
| 322 222 22˝
| 18
| 2900
| 332 222 221
|
19
| 3200
| 333 222 222
| 20
| 3500
| 333 332 222
| 21
| 3800
| 333 333 322
|
22
| 4100
| 333 333 333
| 23
| 4400
| 443 333 333
| 24
| 4700
| 444 433 333
|
25
| 5000
| 444 444 333
| 26
| 5300
| 444 444 443
| 27
| 5600
| 544 444 444
|
28
| 5900
| 555 444 444
| 29
| 6200
| 555 554 444
| 30
| 6500
| 555 555 544
|
31
| 6800
| 555 555 555
| 32
| 7100
| 666 555 555
| 33
| 7400
| 666 666 555
|
34
| 7700
| 666 666 666
| 35
| 8000
| 777 776 666
| 36
| 8300
| 777 777 777
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 9 7 5 8 2 3 3
| +1
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
|
+3
| 6 10 8 6 9 3 4 5
| +4
| 6 11 8 6 10 3 4 5
| +5
| 7 11 9 7 10 4 5 6
|
+6
| 7 12 9 7 11 4 5 6
| +7
| 7 12 9 8 11 4 5 7
| +8
| 7 13 10 8 11 5 6 7
|
+9
| 8 13 10 8 12 5 6 8
| +10
| 8 13 11 9 12 6 7 8
| +11
| 8 14 11 9 13 6 7 9
|
+12
| 9 14 11 10 13 6 7 9
| +13
| 9 14 12 10 13 7 8 10
| +14
| 9 15 12 10 14 7 8 10
|
+15
| 10 15 13 11 14 8 9 11
| +16
| 10 15 13 11 15 8 9 11
| +17
| 10 15 13 12 15 8 9 12
|
|
Requisites:
| Str 6, Int 18, Wis 6
| Alignment:
| any (most G)
| HD/level:
| 2d4
| Weapon Prof.:
| 4+level/2
| To Hit Table:
| War
| Save Table:
| Wiz +5 levels
| Reference:
| Buffy
| Groups:
| Wizard
|
|
|
|
Specialized in Necromancy.
|
|
Levels
| Pick
| Description
|
Level 1-3:
| A
| Nerd/Knowledge: +LVL non-weapon proficiencies; languages cost half a slot each.
| B
| Legend Lore & Identify 30+LVL*10%. This is doubled when dealing with Necromany, Undead, or the Occult.
| C
| Occult Library: Each reset, gain LVL in SL's of spell scrolls. You can leave these as "open scrolls" until needed.
| D
| Photographic Memory: You remember everything you see.
| E
| Mr. Fix-It: 1M, 1/d: Mend.
|
Level 4:
| Pick two Watcher5 Level 1-3, one Spellshaper5 Level 1-3, or one WhiteHat5 Level 1-3
|
Level 5-7:
| F
| Gain a "0" or ("˝" if using DM version of specialization) in next SL.
| G
| Artistry: +LVL divided among Int, Wis, Chr, or CL.
| H
| Contacts: Always have access to LVL*100 XP and less magic items, even when the current store is "limited".
| I
| Resist demonic powers: This includes Psi6, Psi(-6), and innate abilities of evil outer-planar creatures.
| J
| Influence: 1M, 1/d: Suggestion (save vs. Will)
|
Level 8:
| Pick two Watcher5 Level 5-7, one Spellshaper5 Level 1-3, or one WhiteHat5 Level 1-3
|
Level 9-12:
| K
| Immune to Blow Your Head Off, Twilight, Curse, bad effects of reading magical books/scrolls
| L
| Strengthen Magic: +(LVL-6)/3 MF 30' r
| M
| Fast-Write Scrolls: 1F, lose N SL=N spells in memorization: Write a SL=N permanent spell scroll
| N
| Scale Down: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M<N)
| O
| iaNR (Irreducible Necromancy Resistance) (LVL-8)*10%; Turn Undead with turning level = LVL*2-10
|
Level 13:
| Pick two Watcher5 Level 9-12, one Spellshaper5 Level 5-7, or one WhiteHat5 Level 5-7
|
Level 14-18:
| P
| 1M, 1V (can borrow): Cast the reverse of an effect (do N times to reverse a xN effect) (can use as counterspell)
| Q
| Fast-Create Potions: 1F, lose N SL=N spells in memorization: Make a potion of a SL=N effect
| R
| Scale Up: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M>N)
| S
| Indirect casting: 1M, 1V, use N of a spell, where (2^N)*10' is distance to target: Can cast without seeing target
| T
| Train Slayer5: N resets of actions: A Slayer5 of LVL=N is raised by one level permanently.
|
Level 19:
| Pick two Watcher5 Level 14-18, one Spellshaper5 Level 9-12, or one WhiteHat5 Level 9-12
|
Level 20-26:
| U
|
| V
|
| W
|
| X
|
| Y
|
| Z
|
|
Level 27-36:
|
|
|
[PC2] Wizard Classes Group
White Robe1
Level
| KXP
| Wizard 123 456 789
|
1
| 2.5
| 1-- --- ---
| 2
| 5
| 2-- --- ---
| 3
| 10
| 21- --- ---
|
4
| 20
| 32- --- ---
| 5
| 38
| 421 --- ---
| 6
| 55
| 422 --- ---
|
7
| 100
| 432 1-- ---
| 8
| 200
| 433 2-- ---
| 9
| 400
| 433 21- ---
|
10
| 600
| 443 221 ---
| 11
| 800
| 444 332 1--
| 12
| 1000
| 444 443 21-
|
13
| 1250
| 555 443 21-
| 14
| 1500
| 555 443 21-
| 15
| 1750
| 555 553 221
|
16
| 2000
| 555 554 221
| 17
| 2250
| 555 554 332
| 18
| 2500
| 555 554 333
|
19
| 2750
| 555 554 443
| 20
| 3000
| 555 554 444
| 21
| 3250
| 555 555 544
|
22
| 3500
| 555 555 554
| 23
| 3750
| 666 655 555
| 24
| 4000
| 666 666 655
|
25
| 4250
| 666 666 666
| 26
| 4500
| 777 766 666
| 27
| 4750
| 777 777 766
|
28
| 5000
| 777 777 777
| 29
| 5250
| 877 777 777
| 30
| 5500
| 887 777 777
|
31
| 5750
| 888 777 777
| 32
| 6000
| 888 877 777
| 33
| 6250
| 888 887 777
|
34
| 6500
| 888 888 777
| 35
| 6750
| 888 888 877
| 36
| 7000
| 888 888 887
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 6, Int 9
| Alignment:
| any G
| HD/level:
| d4
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DLA1
| Groups:
| Wizard
|
|
|
|
Specialized in Abjuration. Has Illusion and Necromancy as opposite schools.
| Level 1: May use 1 material component effect per spell as a zero action.
|
|
[PC2] Wizard Classes Group
White Wanderer1JG
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2
| 1-- --- ---
| 3
| 4
| 2-- --- ---
|
4
| 8
| 2-- --- ---
| 5
| 16
| 21- --- ---
| 6
| 32
| 21- --- ---
|
7
| 64
| 32- --- ---
| 8
| 128
| 32- --- ---
| 9
| 256
| 421 --- ---
|
10
| 656
| 421 --- ---
| 11
| 1056
| 422 --- ---
| 12
| 1456
| 422 --- ---
|
13
| 1856
| 432 1-- ---
| 14
| 2256
| 432 1-- ---
| 15
| 2656
| 433 2-- ---
|
16
| 3056
| 433 2-- ---
| 17
| 3456
| 433 21- ---
| 18
| 3856
| 433 21- ---
|
19
| 4256
| 443 22- ---
| 20
| 4656
| 443 22- ---
| 21
| 5056
| 444 33- ---
|
22
| 5456
| 444 33- ---
| 23
| 5856
| 444 441 ---
| 24
| 6256
| 444 441 ---
|
25
| 6656
| 555 442 ---
| 26
| 7056
| 555 442 ---
| 27
| 7456
| 555 442 1--
|
28
| 7856
| 555 442 1--
| 29
| 8256
| 555 552 1--
| 30
| 8656
| 555 552 1--
|
31
| 9056
| 555 553 21-
| 32
| 9456
| 555 553 21-
| 33
| 9856
| 555 553 32-
|
34
| 10256
| 555 553 32-
| 35
| 10656
| 555 553 321
| 36
| 11056
| 555 553 321
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 3 8 2 3 1 0 1
| +0
| 5 4 8 2 3 1 0 2
| +0
| 6 4 8 3 4 2 0 2
|
+1
| 6 5 8 3 4 2 1 3
| +1
| 6 5 9 3 4 2 1 3
| +1
| 6 6 9 4 5 3 1 4
|
+2
| 7 6 9 4 5 3 2 4
| +2
| 7 7 9 4 5 4 2 5
| +2
| 7 7 10 5 6 4 2 5
|
+3
| 7 8 10 5 6 4 3 6
| +3
| 8 8 10 5 6 5 3 6
| +3
| 8 9 10 6 7 5 3 7
|
+4
| 8 9 11 6 7 6 4 7
| +4
| 8 10 11 6 7 6 4 8
| +4
| 9 10 11 7 8 6 4 8
|
+5
| 9 11 11 7 8 7 5 9
| +5
| 9 11 12 7 9 7 5 9
| +5
| 9 12 12 8 9 8 5 10
|
|
Requisites:
| Int 14
| Alignment:
| any
| HD/level:
| ++d4
| Weapon Prof.:
| 1+level/3
| To Hit Table:
| Wiz
| Save Table:
| Psi
| Reference:
| FGE1JG
| Groups:
| Wizard
|
|
|
|
Psionic progression as per Psi1 of half level (round up). Halve your level in the PSP calculation, or use this (original calculation from the source): PSPs = 15*LVL (note that ability scores do not factor in here).
| Intelligence 14: May specialize in one psionic power. That power is double CL and costs half the number of PSPs.
| Intelligence 17: May specialize in a second psionic power. That power is double CL and costs half the number of PSPs.
| Intelligence 21: May specialize in a third psionic power. That power is double CL and costs half the number of PSPs.
| Intelligence 29: May specialize in a fourth psionic power. That power is double CL and costs half the number of PSPs.
| Intelligence 45: May specialize in a fifth psionic power. That power is double CL and costs half the number of PSPs.
|
|
[PC2] Wizard Classes Group
Wild Mage2
Level
| KXP
| Wizard 123 456 789 ABC D
| TH
|
1
| 0
| 11- --- --- -
| +0
| 2
| 2.5
| 22- --- --- -
| +0
| 3
| 5
| 321 --- --- -
| +0
|
4
| 10
| 432 --- --- -
| +1
| 5
| 20
| 542 1-- --- -
| +1
| 6
| 40
| 642 2-- --- -
| +1
|
7
| 60
| 743 21- --- -
| +2
| 8
| 90
| 843 32- --- -
| +2
| 9
| 135
| 943 321 --- -
| +2
|
10
| 250
| 944 322 --- -
| +3
| 11
| 375
| 944 433 --- -
| +3
| 12
| 750
| 944 444 1-- -
| +3
|
13
| 1125
| 955 544 2-- -
| +4
| 14
| 1500
| 955 544 21- -
| +4
| 15
| 1875
| 955 555 21- -
| +4
|
16
| 2250
| 955 555 321 -
| +5
| 17
| 2625
| 955 555 332 -
| +5
| 18
| 3000
| 955 555 332 1
| +5
|
19
| 3375
| 955 555 333 1
| +6
| 20
| 3750
| 955 555 433 2
| +6
| 21
| 4125
| 955 555 444 2
| +6
|
22
| 4500
| 955 555 544 3
| +7
| 23
| 4875
| 955 555 555 3
| +7
| 24
| 5250
| 955 555 555 4
| +7
|
25
| 5625
| 955 555 555 5
| +8
| 26
| 6000
| 966 665 555 5
| +8
| 27
| 6375
| 966 666 665 5
| +8
|
28
| 6750
| 966 666 666 6
| +9
| 29
| 7125
| 977 776 666 6
| +9
| 30
| 7500
| 977 777 776 6
| +9
|
31
| 7875
| 977 777 777 7
| +10
| 32
| 8250
| 988 887 777 7
| +10
| 33
| 8625
| 988 888 887 7
| +10
|
34
| 9000
| 988 888 888 8
| +11
| 35
| 9375
| 999 998 888 8
| +11
| 36
| 9750
| 999 999 999 91
| +11
|
37
| 19500
| 999 999 999 92
| +12
| 38
| 29250
| 999 999 999 93
| +12
| 39
| 39000
| 999 999 999 94
| +12
|
45
| 97500
| A99 999 999 99
| +14
| 54
| 185250
| AAA AAA AAA 991
| +17
| 63
| 273000
| AAA AAA AAA A99
| +20
|
72
| 360750
| BBB BBB AAA AAA 1
| +23
|
|
Requisites:
| Dex 9, Int 16, Wis 12
| Alignment:
| C any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Reference:
| TOM2
| Groups:
| Wizard, Random
| Complexity:
| CF=2
|
|
| Saving Throws:
|
| PPD:
| level+3
| RSW:
| level+6
| PP:
| level+4
| BW:
| level+2
| Spell:
| level+5
| Fort:
| level+0
| Reflex:
| level+3
| Will:
| level+4
|
|
|
Specialized in Wild Magic (2nd edition version of specialization only: +1 spell per SL), with no opposite school.
| Level 1: (50+LVL)% chance to control the result of an Amulet of the Planes, Bag of Beans, Bag of Tricks, Deck of Illusions, Wand of Wonder, or Well of Many Worlds.
| Level 1 ¶: 50% chance to control the result of a Deck of Many Things, however, repeat cards may not be drawn from the same deck with a controlled draw. If the draw is uncontrolled, repeat cards are allowed as usual.
| Level 1 (optional, you can decide not to have this): Whenever you cast a spell from this class, add +1d6-1d6 to your CL, with a minimum CL = (your real CL)/2, round down.
| Level 1 (optional, you can decide not to have this): Whenever you cast a spell from this class, you may create a Wild Surge LVL*5% of the time.
| Level 1: For purposes of spell research, the school of Wild Magic is considered 1 spell level lower for you.
|
| Wild Magic spells:
| High SL Sample N (SL=N): The DM casts a random offensive spell effect from [MC1] Monster Collective (spells) of spell level = N+2.
| Hornung's Guess (SL=1): Count how many objects or people are in a group
| Nahal's Reckless Dweomer (SL=1): Choose a spell you can cast (any SL). LVL% chance of getting that spell, otherwise, you get a Wild Surge.
| Patternweave (SL=1): Reassemble a broken item (non-magical), solve a jigsaw puzzle, etc.
| Chaos Shield (SL=2): Immune to your own Wild Magic spells and Wild Surges
| Hornung's Baneful Deflector (SL=2): Missile attacks against you are instead deflected to a random target in your group (it can be yourself).
| Nahal's Nonsensical Nullifier (SL=2): You give random results to Detect Good/Evil, Detect Lie, Know Alignment.
| Alternate Reality (SL=3): (Can be cast using 1bM) One die roll (friendly or enemy) is rerolled.
| Fireflow (SL=3): One fire source moves at LVL" move rate (under your control)
| Fool's Speech (SL=3): You and people you specify can speak in a language that is unknowable (Tongues, Comprehend Languages, Legend Lore do not work)
| There/Not There (SL=4): Target object is phased in or out (50%/50%) relative to each person in the room, check each time the person looks at the item (it costs a 0 action to "relook" at something to possibly switch modes)
| Unluck (SL=4): Target must make 2 saves vs. effects (choose the worst)
| Vortex (SL=5): Area effect, each person takes LVLd6 dmg (Vortex, save:˝) and 5% chance of Wild Surge, lasts 1 round and moves randomly 1/s, can control direction but then can't use an M action this segment.
| Waveform (SL=5): Form a liquid into any shape you like, or can TK a liquid (dmg would be LVLd4 if directed at someone)
| Wildshield (SL=6): Absorb 2d6 SL's of magical effects vs. you; does not absorb entire area of effect; Wild Surges count as SL=1d6
| Wildstrike (SL=6): Whenever target tries to cast a spell or use a magic item, a Wild Surge is generated against him
| Hornung's Surge Selector (SL=7): Whenever you generate a Wild Surge, roll twice and choose a result.
| Spell Shape (SL=7): Whenever you're targetted by a spell, get a Spell save, if you make it, take no effect.
| Hornung's Random Dispatcher (SL=8): Target is teleported to a random plane (2 Spell saves, choose the worst)
| Wildzone (SL=8): [x1 Special] Whenever a spell is cast in the area or a charge from a magic item is used, a Wild Surge is generated.
| Stabilize (SL=9): [x1 Special] Wild Surges cannot be generated in the area.
| Wildfire (SL=9): Wishoid for a Wizard spell of SL 0-8; can alternatively create a magic item of CL*100 XP value that lasts for 1 turn; unlike Wish this cannot duplicate Priest spells
| Wildwind (SL=9): [x1 Special] Wildzone (see above); each person takes 2d6 light dmg /s; each charged item loses 1 charge (and generates a Wild Surge) /s
|
|
[PC2] Wizard Classes Group
Witch Doctor
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1
| 2-- --- ---
| 3
| 2
| 21- --- ---
|
4
| 4
| 22- --- ---
| 5
| 8
| 221 --- ---
| 6
| 16
| 222 --- ---
|
7
| 32
| 222 1-- ---
| 8
| 64
| 222 2-- ---
| 9
| 128
| 222 21- ---
|
10
| 256
| 222 22- ---
| 11
| 450
| 322 22- ---
| 12
| 650
| 332 221 ---
|
13
| 850
| 333 222 ---
| 14
| 1050
| 333 322 ---
| 15
| 1250
| 333 332 ---
|
16
| 1450
| 433 333 1--
| 17
| 1650
| 443 333 2--
| 18
| 1850
| 444 333 3--
|
19
| 2050
| 444 433 3--
| 20
| 2250
| 444 443 3--
| 21
| 2450
| 444 444 31-
|
22
| 2650
| 444 444 42-
| 23
| 2850
| 444 444 43-
| 24
| 3050
| 444 444 44-
|
25
| 3250
| 544 444 44-
| 26
| 3450
| 554 444 44-
| 27
| 3650
| 555 444 441
|
28
| 3850
| 555 544 442
| 29
| 4050
| 555 554 443
| 30
| 4250
| 555 555 444
|
31
| 4450
| 555 555 544
| 32
| 4650
| 555 555 554
| 33
| 4850
| 555 555 555
|
34
| 5050
| 666 555 555
| 35
| 5250
| 666 666 555
| 36
| 5450
| 666 666 666
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+1
| 5 4 5 2 3 0 1 1
| +1
| 5 4 5 3 3 0 1 1
| +1
| 5 4 5 3 4 0 1 2
|
+1
| 5 5 5 3 4 1 2 2
| +2
| 6 5 5 3 4 1 2 3
| +3
| 7 6 7 4 6 2 3 3
|
+3
| 7 6 7 5 6 2 3 4
| +3
| 7 7 7 5 6 2 3 4
| +3
| 7 7 7 5 7 3 4 5
|
+4
| 8 7 7 5 7 3 4 5
| +5
| 9 8 9 6 9 4 5 6
| +5
| 9 8 9 7 9 4 5 6
|
+5
| 9 9 9 7 9 4 5 7
| +5
| 10 9 9 7 9 5 6 7
| +6
| 10 9 10 7 9 5 6 8
|
+7
| 11 10 11 8 12 6 7 8
| +7
| 11 10 11 9 12 6 7 9
| +7
| 11 11 11 9 12 6 7 9
|
|
Requisites:
| Int 6
| Alignment:
| any
| HD/level:
| d2
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| M-U0
| Save Table:
| M-U0
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Can specialize in a school, but pick 2 opposites.
| Level 1: Can read scrolls of any spell level without "blowing your head off".
| Level 1: Can weapon specialize as per Ranger1.
| Level 8: Can create potions as per an Alchemist of ˝ the Witch Doctor's level.
|
|
[PC2] Wizard Classes Group
Witch5
Level
| KXP
| Wizard/Priest 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 4.5
| 20- --- ---
| 3
| 9
| 21- --- ---
|
4
| 18
| 220 --- ---
| 5
| 24
| 221 --- ---
| 6
| 48
| 222 0-- ---
|
7
| 96
| 322 1-- ---
| 8
| 192
| 332 20- ---
| 9
| 384
| 333 21- ---
|
10
| 750
| 333 320 ---
| 11
| 1125
| 433 321 ---
| 12
| 1500
| 444 321 ---
|
13
| 1875
| 444 322 ---
| 14
| 2250
| 444 432 0--
| 15
| 2625
| 544 432 1--
|
16
| 3000
| 555 432 2--
| 17
| 3375
| 655 443 20-
| 18
| 3750
| 655 443 21-
|
19
| 4125
| 655 543 22-
| 20
| 4500
| 655 544 320
| 21
| 4875
| 655 544 321
|
22
| 5250
| 665 554 322
| 23
| 5625
| 666 654 332
| 24
| 6000
| 776 655 432
|
25
| 6375
| 776 655 443
| 26
| 6750
| 777 665 543
| 27
| 7125
| 777 665 554
|
28
| 7500
| 887 666 654
| 29
| 7875
| 887 776 655
| 30
| 8250
| 888 777 665
|
31
| 8625
| 888 777 766
| 32
| 9000
| 988 887 776
| 33
| 9375
| 999 888 777
|
34
| 9750
| 999 988 887
| 35
| 10125
| 999 999 888
| 36
| 10500
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 7 5 3 6 0 1 2
| +0
| 8 7 6 3 7 0 1 3
| +0
| 9 8 6 4 7 0 1 3
|
+1
| 9 8 6 4 7 1 2 4
| +1
| 10 9 7 4 8 1 2 4
| +1
| 10 9 7 5 8 2 3 5
|
+2
| 11 10 8 5 9 2 3 5
| +2
| 11 10 9 6 9 2 3 6
| +2
| 12 10 9 6 9 3 4 6
|
+3
| 12 11 9 6 10 3 4 7
| +3
| 13 11 10 7 10 4 5 7
| +3
| 13 12 10 7 11 4 5 8
|
+4
| 13 12 10 8 11 4 5 8
| +4
| 14 13 11 8 11 5 6 9
| +4
| 14 13 11 8 12 5 6 9
|
+5
| 14 13 11 9 12 6 7 10
| +5
| 15 14 12 9 13 6 7 10
| +5
| 15 14 12 10 13 6 7 11
|
|
Requisites:
| Int 17, Wis 17
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/4
| To Hit Table:
| Wiz
| Save Table:
| Wiz/Pri
| Reference:
| DM {Planeshifted Bringer5}, Buffyverse
| Groups:
| Wizard, Priest, Alternate
|
|
|
|
Exceptional Int bonus to spells.
| Gets two schools or spheres per level. If you pick the same school/sphere twice, you are specialized in it.
| Each level, get one "5th edition" pick from the choices below.
|
|
Levels
| Pick
| Description
|
Level 1-3:
| A
| Languages: +LVL Languages (can convert each to ˝ a Nonweapon prof.)
| B
| Misfit: -N Chr, +N SL's in progression (max N=LVL)
| C
| Occult Knowledge: Legend Lore 45+5*LVL%
| D
| Telekinesis: 1M: Target takes (LVL+2)*10' falling damage
| E
| 1F: Dispel Magic
|
Level 4:
| Pick one from: Bringer5 Level 1-3, one Spellshaper5 Level 1-3, or Watcher5 Level 1-3
|
Level 5-7:
| F
| Addiction: If you are single classed, you do double effect with spells
| G
| Nerd: +LVL stat points to Int or Wis
| H
| Rat-ification: 1M: Target becomes a x0 rat (save)
| I
| Sorcery: Can spend ˝M+˝V instead of 1M to cast spells
| J
| 1F: Remove *Curse* (Heavy Curse)
|
Level 8:
| Pick one from: Bringer5 Level 5-7, Spellshaper5 Level 5-7, or Watcher5 Level 1-3
|
Level 9-12:
| K
|
| L
|
| M
|
| N
|
| O
|
|
Level 13:
| Pick one from Bringer5 Level 9-12, Spellshaper5 Level 9-12, Watcher5 Level 5-7, other5 Level 1-3
|
Level 14-18:
| P
|
| Q
|
| R
|
| S
|
| T
|
|
Level 18:
| Pick one from Bringer5 Level 14-18, Spellshaper5 Level 14-18, Watcher5 Level 9-12, other5 Level 5-7
|
Level 20-26:
| U
|
| V
|
| W
|
| X
|
| Y
|
| Z
| Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
|
Level 27-36:
| Pick one from Bringer5 Level 20-26, Spellshaper5 Level 20-26, Watcher5 Level 14-18, other5 Level 9-12
|
|
[PC2] Wizard Classes Group
Wizard of the Coast
Level
| KXP
| MTG Wiz/Pri 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 5
| 20- --- ---
| 3
| 10
| 21- --- ---
|
4
| 20
| 320 --- ---
| 5
| 40
| 421 --- ---
| 6
| 80
| 422 0-- ---
|
7
| 160
| 432 1-- ---
| 8
| 250
| 433 20- ---
| 9
| 500
| 433 21- ---
|
10
| 700
| 443 22- ---
| 11
| 900
| 444 330 ---
| 12
| 1100
| 444 441 ---
|
13
| 1300
| 555 442 0--
| 14
| 1500
| 555 442 1--
| 15
| 1700
| 555 552 10-
|
16
| 1900
| 555 553 21-
| 17
| 2100
| 555 553 320
| 18
| 2300
| 555 553 321
|
19
| 2500
| 555 553 331
| 20
| 2700
| 555 554 332
| 21
| 2900
| 555 554 442
|
22
| 3100
| 555 555 443
| 23
| 3300
| 555 555 553
| 24
| 3500
| 555 555 554
|
25
| 3700
| 555 555 555
| 26
| 3900
| 666 655 555
| 27
| 4100
| 666 666 655
|
28
| 4300
| 666 666 666
| 29
| 4500
| 777 766 666
| 30
| 4700
| 777 777 766
|
31
| 4900
| 777 777 777
| 32
| 5100
| 888 877 777
| 33
| 5300
| 888 888 877
|
34
| 5500
| 888 888 888
| 35
| 5700
| 999 988 888
| 36
| 5900
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 7 5 3 6 0 1 2
| +1
| 8 7 6 3 7 0 1 3
| +1
| 9 8 6 4 7 0 1 3
|
+2
| 9 8 6 4 7 1 2 4
| +3
| 10 9 7 4 8 1 2 4
| +3
| 10 9 7 5 8 2 3 5
|
+4
| 11 10 8 5 9 2 3 5
| +5
| 11 10 9 6 9 2 3 6
| +5
| 12 10 9 6 9 3 4 6
|
+6
| 12 11 9 6 10 3 4 7
| +7
| 13 11 10 7 10 4 5 7
| +7
| 13 12 10 7 11 4 5 8
|
+8
| 13 12 10 8 11 4 5 8
| +9
| 14 13 11 8 11 5 6 9
| +9
| 14 13 11 8 12 5 6 9
|
+10
| 14 13 11 9 12 6 7 10
| +11
| 15 14 12 9 13 6 7 10
| +11
| 15 14 12 10 13 6 7 11
|
|
Requisites:
| Int 16
| Alignment:
| any
| HD/level:
| d5
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Pri
| Save Table:
| Wiz/Pri
| Reference:
| MTG / DM
| Groups:
| Wizard, Priest, Lost
|
|
|
|
Gets Int bonus to progression.
| Has access to the following Schools/Spheres:
| Black (both a Wizard School and a Priest Sphere)
| Blue (Wizard School)
| Green (Priest Sphere)
| Red (Wizard School)
| White (Priest Sphere)
| Some sample spells follow on the next page. Can cast normal Wizard or Priest spells; they cost 2 spells each.
| 2/reset: Convert a spell not on the list from MTG to D&D.
|
|
[PC2] Wizard Classes Group
Wizard of the Coast Spells
School/Sphere
| SL
| #
| Spell
| Effect
|
Black
| 1
| 1
| Darkness
| 1bM: Immune to a P attack from someone
| Blue
| 1
| 1
| Mind Games
| Target loses his next action (Spell save)
| Green
| 1
| 1
| Berserk
| Attacking creature does x2 dmg and is slain this segment (not 1bM)
|
Red
| 1
| 1
| Lightning Bolt
| Target takes 30 lightning dmg (Spell save for 0)
| White
| 1
| 1
| Angel's Grace
| 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
| Black
| 2
| 1
| Animate Dead
| Animates a dead monster as your summon (1 DL lower)
|
Blue
| 2
| 1
| Aura of Dominion
| Target can use 2M this segment.
| Green
| 2
| 1
| Bind
| 1bM: Counter an item ability.
| Red
| 2
| 1
| Echoing Ruin
| Destroy all magic items of the same exact type (Disint. save each)
|
White
| 2
| 1
| Abeyance
| Target cannot use M actions this segment (Will save)
| Black
| 3
| 1
| Attrition
| Sacrifice a summon: Target is slain (PPD save)
| Blue
| 3
| 1
| Charisma
| Your attacks are charm branded (Will save)
|
Green
| 3
| 1
| Ancestral Mask
| Target gets +LVL/+LVL TH/dmg for each other of same race in room
| Red
| 3
| 1
| Fervor
| You and your summons are not summoning sick.
| White
| 3
| 1
| Arenson's Aura
| 0, sacrifice a maintained effect: Dispel a maintained effect.
|
Black
| 4
| 1
| Breeding Pit
| Once per round, get a DL I Thrull as a summon (limit=LVL)
| Blue
| 4
| 1
| Coastal Piracy
| Whenever you kill a creature, restore 1 SL in memorization
| Green
| 4
| 1
| Aluren
| You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
|
Red
| 4
| 1
| AEther Flash
| Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
| White
| 4
| 1
| Congregate
| Target gains 10*N hp, where N is the number of people in the party+summons
| Black
| 5
| 1
| Extinction
| Slay all creatures of one race in a group (PPD save)
|
Blue
| 5
| 1
| Evacuation
| A group of summons is unsummoned
| Green
| 5
| 1
| Doubling Season
| Whenever you summon a creature, you get 2 instead (+1 slot too)
| Red
| 5
| 1
| Fissure
| Slay target creature (RSW save), or Earthquake the floor
|
White
| 5
| 1
| Angelic Chorus
| Whenever you summon a creature, cure it's hp on yourself
| Black
| 6
| 1
| Dark Offering
| Slay a creature (PPD save), you gain it's hp to current hp
| Blue
| 6
| 1
| Mind's Desire
| You can cast 1d6 spells of SL=1d6 next segment as 1M
|
Green
| 6
| 1
| Desert Twister
| Destroy something (PP save, like a Disintegrate spell)
| Red
| 6
| 1
| Dragon Roost
| Once per round, get a DL V Dragon as a summon (limit=LVL/3)
| White
| 6
| 1
| Beacon of Immortality
| Double current hp (like a Tenser's, but a different source)
|
Blue
| 7
| 1
| Blatant Thievery
| Pick Pockets LVL*10% on each target in a group
| Green
| 7
| 1
| Tooth and Nail
| Summon DL VII, can pick type, or can pick creature within type
| Red
| 7
| 1
| Flame Wave
| CL/3 groups each take 40 eldritch fire dmg (no save)
|
White
| 7
| 1
| Look at Me, I'm the DCI
| An effect is banned from the room (x1 Special)
| Black
| 8
| 1
| Decree of Pain
| Slay all creatures in two groups (PPD save) or one group (no save)
| Blue
| 8
| 1
| Beacon of Tomorrows
| You get an extra segment this round (segment 11 at end)
|
Green
| 8
| 1
| Biorhythm
| Each person in a group's current hp = (Number of summons)*10
| Red
| 8
| 1
| Insurrection
| Charm a group (Will save, ignores immunity to Charm effects)
| White
| 8
| 1
| Reverse the Sands
| Switch current hp totals with someone (no save)
|
White
| 9
| 1
| Blessed Wind
| Target's current hp becomes 200.
|
|
[PC2] Wizard Classes Group
Wizard3
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 10
| 2-- --- ---
| 3
| 30
| 21- --- ---
|
4
| 60
| 32- --- ---
| 5
| 100
| 321 --- ---
| 6
| 150
| 332 --- ---
|
7
| 210
| 432 1-- ---
| 8
| 280
| 433 2-- ---
| 9
| 360
| 443 21- ---
|
10
| 450
| 443 32- ---
| 11
| 550
| 444 321 ---
| 12
| 660
| 444 332 ---
|
13
| 780
| 444 432 1--
| 14
| 910
| 444 433 2--
| 15
| 1050
| 444 443 21-
|
16
| 1200
| 444 443 32-
| 17
| 1360
| 444 444 321
| 18
| 1530
| 444 444 332
|
19
| 1710
| 444 444 433
| 20
| 1900
| 444 444 444
| 21
| 2100
| 544 444 444
|
22
| 2310
| 554 444 444
| 23
| 2530
| 555 444 444
| 24
| 2760
| 555 544 444
|
25
| 3000
| 555 554 444
| 26
| 3250
| 555 555 444
| 27
| 3510
| 555 555 544
|
28
| 3780
| 555 555 554
| 29
| 4060
| 555 555 555
| 30
| 4350
| 655 555 555
|
31
| 4650
| 665 555 555
| 32
| 4960
| 666 555 555
| 33
| 5280
| 666 655 555
|
34
| 5610
| 666 665 555
| 35
| 5950
| 666 666 555
| 36
| 6300
| 666 666 655
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +1
| 4 7 5 3 7 0 1 1
| +1
| 4 8 5 4 7 0 1 2
|
+2
| 4 8 6 4 7 1 2 2
| +2
| 5 9 6 4 8 1 2 3
| +3
| 5 9 7 5 8 2 3 3
|
+3
| 5 10 7 5 9 2 3 4
| +4
| 6 10 7 6 9 2 3 4
| +4
| 6 10 8 6 9 3 4 5
|
+5
| 6 11 8 6 10 3 4 5
| +5
| 7 11 9 7 10 4 5 6
| +6
| 7 12 9 7 11 4 5 6
|
+6
| 7 12 9 8 11 4 5 7
| +7
| 7 13 10 8 11 5 6 7
| +7
| 8 13 10 8 12 5 6 8
|
+8
| 8 13 11 9 12 6 7 8
| +8
| 8 14 11 9 13 6 7 9
| +9
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Dex 0, Con 0, Int 0 (10)
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 5+level/9
| To Hit Table:
| +level/2
| Save Table:
| Wiz
| Reference:
| PH3-52
| Groups:
| Wizard
|
|
|
|
May specialize in a school, pick an opposite.
| Level 1: Intelligence bonus for spells.
| Level 1: Scribe Scroll feat.
| Level 1: Read/Write Draconic proficiency.
| Level 5: LVL/5 bonus feats. These feats must be a metamagic feat, an item creation feat, or Spell Mastery.
|
|
[PC2] Wizard Classes Group
WuJen1
Level
| KXP
| Wu Jen 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2
| 2-- --- ---
| 3
| 4
| 21- --- ---
|
4
| 8
| 32- --- ---
| 5
| 18
| 321 --- ---
| 6
| 36
| 422 --- ---
|
7
| 65
| 432 1-- ---
| 8
| 100
| 433 2-- ---
| 9
| 140
| 533 21- ---
|
10
| 280
| 543 22- ---
| 11
| 600
| 544 221 ---
| 12
| 800
| 554 222 ---
|
13
| 1100
| 554 422 1--
| 14
| 1400
| 654 422 2--
| 15
| 1700
| 654 433 2--
|
16
| 2000
| 665 443 2--
| 17
| 2300
| 665 543 21-
| 18
| 2600
| 665 544 22-
|
19
| 2900
| 666 554 22-
| 20
| 3200
| 666 554 33-
| 21
| 3500
| 766 654 331
|
22
| 3800
| 776 655 331
| 23
| 4100
| 777 665 332
| 24
| 4400
| 777 665 442
|
25
| 4700
| 877 666 442
| 26
| 5000
| 887 766 543
| 27
| 5300
| 888 776 543
|
28
| 5600
| 888 777 553
| 29
| 5900
| 998 877 654
| 30
| 6200
| 998 877 655
|
31
| 6500
| 998 877 665
| 32
| 6800
| 998 877 666
| 33
| 7100
| 998 877 776
|
34
| 7400
| 998 877 777
| 35
| 7700
| 998 888 877
| 36
| 8000
| 998 888 888
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 13
| Alignment:
| non-L
| HD/level:
| d4+1
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| OA1
| Groups:
| Wizard
|
|
|
|
Wu Jen spells are in OA1. Wu Jen must spend 2 spells to cast a normal Wizard spell. Other wizards must spend 2 spells to cast a Wu Jen spell.
| Level 1: Free Martial Arts style, +1 maneuver per level.
| Level 1: +3 to initiative (1r) 1/d.
| Level 1: Can select one element (Earth/Metal, Water, Fire, Air/Wind, or Wood). All saves vs. his spells of that element are at -1 and all damage is +1 per die. All saves he makes vs. that element are at +1.
| Level 1: Tengu and Oni languages for free. +4 reaction vs. these creatures.
| Level 1: Select one taboo, plus one more every 5 levels: Cannot eat meat; Cannot have more treasure than can carry; Cannot bathe; Cannot cut one's hair; Cannot touch a dead body; Cannot drink alcohol; Cannot wear a certain color; Cannot light a fire; Cannot sit facing east.
| Level 4: Cast any spell that a Wu Jen of 3 levels lower could cast, at double effect (as if he was using a material component). This ability costs 1 mental action to use and is 1/d.
|
|
[PC2] Wizard Classes Group
Zantriss
Level
| KXP
| Wizard 123 456 789 ABC DE
| TH
|
1
| 0
| 2˝- --- --- --
| +1
| 2
| 4
| 31˝ --- --- --
| +2
| 3
| 8
| 421 --- --- --
| +3
|
4
| 16
| 532 ˝-- --- --
| +4
| 5
| 32
| 643 1˝- --- --
| +5
| 6
| 64
| 754 21- --- --
| +6
|
7
| 96
| 865 32˝ --- --
| +7
| 8
| 144
| 976 43˝ --- --
| +8
| 9
| 216
| A87 541 ˝-- --
| +9
|
10
| 400
| A98 652 1-- --
| +10
| 11
| 600
| AA9 763 2˝- --
| +11
| 12
| 1000
| AAA 874 3˝- --
| +12
|
13
| 1400
| AAA 985 4˝- --
| +13
| 14
| 1800
| AAA A96 51˝ --
| +14
| 15
| 2200
| AAA AA7 621 --
| +15
|
16
| 2600
| AAA AA8 732 --
| +16
| 17
| 3000
| AAA AA9 843 --
| +17
| 18
| 3400
| AAA AAA 954 ˝-
| +18
|
19
| 3800
| AAA AAA A65 ˝-
| +19
| 20
| 4200
| AAA AAA A76 1-
| +20
| 21
| 4600
| AAA AAA A87 1-
| +21
|
22
| 5000
| AAA AAA A98 2-
| +22
| 23
| 5400
| AAA AAA AA9 2-
| +23
| 24
| 5800
| AAA AAA AAA 3-
| +24
|
25
| 6200
| BBB BBB BBB 3-
| +25
| 26
| 6600
| BBB BBB BBB 4-
| +26
| 27
| 7000
| CCC CCC CCC 4˝
| +27
|
28
| 7400
| CCC CCC CCC 5˝
| +28
| 29
| 7800
| DDD DDD DDD 5˝
| +29
| 30
| 8200
| DDD DDD DDD 51
| +30
|
31
| 8600
| DDD DDD DDD 61
| +31
| 32
| 9000
| EEE EEE EEE 61
| +32
| 33
| 9400
| EEE EEE EEE 71
| +33
|
34
| 9800
| FFF FFF FFF 71
| +34
| 35
| 10200
| FFF FFF FFF 81
| +35
| 36
| 10600
| FFF FFF FFF 821
| +36
|
37
| 21200
| FFF FFF FFF 822
| +37
| 38
| 31800
| FFF FFF FFF 832
| +38
| 39
| 42400
| FFF FFF FFF 833
| +39
|
45
| 106000
| FFF FFF FFF 866
| +45
| 54
| 201400
| FFF FFF FFF A99 1
| +54
| 63
| 296800
| FFF FFF FFF AA9 9
| +63
|
72
| 392200
| FFF FFF FFF CCB B1
| +72
|
|
Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div
|
+3
| +3
| +4
| +6
| -4
| +3
| +2
| +4
| +10
| +2
| ÷1
|
|
| Requisites:
| Str 10, Dex 10, Con 12, Int 18, Chr 10,
|
| Race Slots 1, Class Slots 2
| Alignment:
| any G
| HD/level:
| & d5
| Weapon Prof.:
| 1+level/4
| To Hit Table:
| Mon
| Save Table:
| Wiz+1
| Reference:
| DM
| Groups:
| Wizard, Monster, Archetype
| Complexity:
| CF=3
|
|
| Saving Throws:
|
| PPD:
| level+4
| RSW:
| level+7
| PP:
| level+5
| BW:
| level+3
| Spell:
| level+6
| Fort:
| level+0
| Reflex:
| level+1
| Will:
| level+1
|
|
|
Considered a "Pocket Dragon" race.
| Level 1 ¶: Get one instance of each of the Psi15 Minor Alterations, as follows. You get 1 extra Psi15 pick per even level.
|
Add Breath Weapon [1st]
| Breath weapon is 3/d. Choose a normal (E=1) element. Breath = 50% of current hp total.
|
Add Breath Weapon [2nd]
| Breath weapon is once per 3 rounds. Choose a normal (E=1) element. Breath = (CL+1)d(CL*2+2).
| Add Resistance
| Resist one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
| Add Scales
| Natural AT source = +CL
|
Add Tail
| Tail does 1d(CL*2) damage
| Add Wings
| Flight at (CL+1)*3" rate
| Alter Resistances
| Alter two resistances (or one immunity) to be of different element(s) (Pick an E factor = original)
|
Improve Breath Freq.
| Can use breath 4/d or once per 2 rounds (Pick again: 5/d or every r.) (Pick 3rd time: 6/d or per 5 s.)
| Improve Breath Element
| Add 1 to the E factor of your breath weapon element. (Choose a new element when you pick this.)
| Increase Bite Damage
| (+1)d(+2) with bite attacks
|
Increase Breath Damage
| +10% of current hp total to breath dmg [or (+1)d(+2) breath dmg if using set breath dice]
| Increase Claw Damage
| (+2)d(+0) with claw/hand attacks
| Increase Tail Damage
| (+0)d(+4) with tail attacks
|
Versatile Breath Element
| Your can alternatively use a second element, with E factor equal or less than your normal breath.
|
Level 1: Pink Bow: 0, 1/t: Alter the breath weapon you breathe to an element of the same E or less, until you use this ability again. You are immune to that element, until you use this ability again.
| Level 1: Each level, pick one spell. That spell requires only ˝ of a spell to cast. This isn't cumulative with school specialization.
| Level 1: MR adjustment is -5*level% instead of +60-5*level%.
| Level 1: Can specialize in 1 school for free. Can specialize in another school, but then must pick an opposite.
| Level 3: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
|
|