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 ½M to cast the spell, you get ½IM 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)
|