Incantatrix1


Level KXP Wizard
123 456 7+
1 0 2-- --- -
2 3 21- --- -
3 6 22- --- -
4 12 32½ --- -
5 24 421 --- -
6 48 531 --- -
7 96 542 --- -
8 200 652 ½-- -
9 400 663 ½½- -
10 600 664 1½- -
11 800 665 2½½ -
12 1000 666 31½ ½
13 1200 666 42½ ½
14 1400 666 53½ ½
15 1600 666 641 ½
16 1800 666 652 ½
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.

Incantatrix1


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)