Charm Crafter


Level KXP Wizard
123 456 789
1 0 ½-- --- ---
2 1 1-- --- ---
3 2.5 2½- --- ---
4 6.5 31- --- ---
5 15 42½ --- ---
6 40 531 --- ---
7 100 642 ½-- ---
8 250 753 1-- ---
9 600 864 2½- ---
10 1000 975 31- ---
11 1400 A86 42½ ---
12 1800 B97 531 ---
13 2200 CA8 642 ½--
14 2600 DB9 753 1--
15 3000 ECA 864 2½-
16 3400 FDB 975 31-
17 3800 GEC A86 42½
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.