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.