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.

Color Mage


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

Color Mage


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