Class: Wizard.   Posted by GM.Group: 0
GM
 GM, 5 posts
Thu 29 Mar 2012
at 20:54
Class: Wizard

Wizard
3D4
Skill points: 6+INT modifier at first level)
Reaction points: 5

1 Favored Spell
2
3
4
5 Favored Spell, Focus Circle
6
7
8
9
10 Favored spell, focus circle
11
12
13
14
15 favored spell, focus circle
16
17
18
19
20 Favored spell, focus circle
21
22
23
24
25Favored spell, elemental trick
26
27
28
29
30 Magi


Spells known
LVL| 1 | 2 | 3
1 -2
 2 -2
 3 -2
 4 -3
 5 -3-1
 6 -3-1
 7 -3-1
 8 -3-2
 9 -3-2
 10-3-2-1
 11-3-2-1
 12-4-2-1
 13-4-3-1
 14-4-3-1
 15-4-3-2-1
 16-5-3-2-1
 17-5-3-2-1
 18-5-4-2-1
 19-5-4-2-1
 20-5-4-3-2
 21-6-4-3-2
 22-6-4-3-2
 23-6-5-3-2
 24-6-5-3-2
 25-6-5-4-2
 26-6-5-4-3
 27-7-5-4-3
 28-7-5-4-3
 29-7-5-4-3
 30-7-5-5-3


Spells: In order to draw a spell a wizard must first have a clear patch of ground on which to draw. To draw a 5sq ft circle it takes  2 turns+1 turn per level of spell, every extra 5ft square added to the circle adds an extra turn. No circle can overlap with a different circle.

Favored Spell: Choose one of the spells you know, this spell takes one less turn to draw. You do not have to spend this ability on the level you get it. But every favored spell ability must be spend before level 20.

Focus circle: When you gain this ability choose one of the following. You do not have to add the focus circle when drawing a spell but if you do, drawing the spell takes more time.

-for 3 extra turns, add 1D8 to the fire damage granted by a high fire skill.

- for 3 extra turns, add 1D6 to the lightning damage granted by having a high lightning skill.

-For 3 extra turns, add 1 to the stun chance granted by having a high ice skill.

-for 3 extra turns, add 5 to the amount of DR or resistance negated by having a high acid skill.

- For 3 extra turns add 5 ft to the push/pull effect granted by having a high force skill

-For 3 extra turns, double the number of extra thralls/zombies you can have because of a high necromancy skill

- for an extra hour of work, double the  amount of time that enchantments on items last.

-For an extra 4 hour of work and 20 XP per enchantment, make the enchantments you place on items last forever.

- For an extra 4 turns, your spell targets the defense of your choice

- for an extra 5 turns, you can, once per turn, reroll one damage die at a -2 penalty.

- For an extra 5 turns, you can, once per turn, reroll one attack roll at a -3 penalty

-For an extra 2 turns, make your current circle look like another one you know

- For an extra 2 turns, make your curent circle look like its a 5ft burst bigger.

-for an extra 2 turns, make your current circle look like it is a 5ft burst smaller

- For an extra 5 turns, make your current circle invisable to all but you.

- You can place a second circle within your current circle. It costs the one half the number of turns as it would take to make the second circle.

- for 2 extra turns, increase the range of the spell by half

- for an exta 2 turns, improve the range of your spell by 1 step.

- for 4 extra turns, add 1 extra dice of damage

- for 2 extra turns, gain a + 2 to the attack roll

- for 2 extra turns, gain a +2 on your damage roll.

- for2 extra turns, any benifical aura spell does not affect enemies

- for 2 extra turns, any negative aura spell does not affect enemies.

- for 5extra turns the circle all gives all within it +2 to the def of your choice

-for 5 extra turns the circle gives all within it a -2 penalty to the defense of your choice

- for 6extra turns all zombies created or controlled by this circle gain +2 attack and deal an additional 1d8 damage until destroyed or controlled by a different circle

- for 6 extra turns there is a chance that ice spells will reduce targets speed by half. The chance is 1/2 your ice ranks in 10.

- for 6 extra turns there is a chance that lightning spell will target(will 1/2 attack penalty) an additional enemy adjacent to the original target. The chance is 1/2 your lightning ranks in 10

-for 6 extra turns there is a chance that force spells will prone targets. The chance is 1/2 your force ranks in 10

- for 6 extra turns there is a chance that all targets adjacent to a target of an acid spell also lose resistances. The chance is 1/2 acid ranks in 10


- for 6 extra turns there is a chance that all targets adjacent to a target of a fire spell will also be subject to bonus fire damage. The chance is 1/2 fire ranks in 10

-for 5 extra turns your spell ignores 5 points of general magic resistance

Magic Trick: at 25th level you may use your bonus elemental damage gain from magical skills as a spell. You do not have to draw a circlefor this spell. The attack uses the magic skill normal attack roll and the damage is the normal elemental bonus damage for this skill. This spell can be cast once a turn as a minor action and can target anyone within 15 ft.

Magi: Any spell which is of an element which you have 11ranks in does not need to be physically drawn, instead you can create the circle within your mind by meditating for the same amount of time as it would of taken to draw the circle. Unlike a normal magic circle this one lasts for one hour and cannot be sustained, you can only have two circles on your mind at once, and must rest for one hour after the circles fade. Also you may add one focus circle of your choice toall circles drawn (or thought of). Your magic circle have twice as much HP and damage reduction and heal completely at the start of your turn.

This message was last edited by the GM at 02:43, Tue 18 Apr 2017.

GM
 GM, 12 posts
Mon 2 Apr 2012
at 17:16
Level 1 Spells
Fire

Fire Bolt
Range: Medium
 Deals fire damage

Fire Ball, minor
Range: Immediate
 Deals fire damage in a 2 square blast somewhere within range

Set Aflame
Range close
 Target takes no initial damage. For 2D6 turns target takes 1D8 fire damage

Alchemists fire
Range: Close
Deal fire damage to one target within range. The space in which the target was standing is now on fire for a number of turns equal to your ranks in fire, anyone ending their turn in this space take your bonus fire damage. They take it again next turn as normal



Ice

Winter Wind
Range: Medium
 Target takes ice damage

Ice shard
Range: close
 Deals ice damage, has crit range of 19-20 x2

Numbness
Range: Medium
 Deals no damage, target moves 1/2 speed till the end of their next turn

Armor Of Ice
Range: Aura
Anyone who attacks and hit a target within the circle they take 1D6+INT ice damage and are subject to your ice skills stun chance.

Lightning

Orb Lightning
Range: medium
 Deals lightning damage

Chain Lightning
Range: Immediate
 Deals lightning damage to 2 targets within range

Lightning Bolt
Range: close
 Deals lightning damage, roll a 1D10, on a 1 the target is stunned.

Sonic boom
Range: medium
Target within range takes lightning damage and is takes a penalty to attack, agility, perception, and  speech rolls equal to 2+your ranks in lightning for 1D4 turns


Acid

Acid Splash
Range: Medium
 Deals acid damage

Alchemist acid
Range close
 Deals acid damage. At the start of the target's next turn this spell deals 1/2 acid damage.

Acid Orb
Range Immediate
 Deals acid damage to target and 1/2 damage to all adjacent

Caustic Acid
Range: Large
Target takes acid damage and lowers its total armor roll by 2 for 1D4 turns. Targets are not subject to the DR/Resistance lowering of acid while weakened in this way.


Force

Mind thrust
Range: medium
 Deals force damage

Lesser Force Push
Range: Immediate
 Deals no damage, push/pull target 10 ft

Force bukler
Range: Aura
 An invisible protective barrier acts as a Shield. Target uses +10 or their shield skill, whichever is higher.

Baleful Teleport
Range Medium
Deal force damage to target within range, instead of pushing the target with your bonus push this spell teleports the target an equal distance.

Necromancy

Create Zombie
Range: aura*
Creates a number of weak zombies. you can only control a number of zombies up to a max of your level. The zombies are under your control only as long as you are in the circle and above 0 hp.
     * The zombies may leave the circle, you must stay inside. The zombies can only go up to a mile away from you before going berserk.

Weakness
Range: close
 The target takes a -1 to their light armor, heavy armor and shield skills for 1d4 turns.

Circle of Incompatence
Range: Aura
Choose a skill when drawing a circle, all creatures in the aura have -1 to all ranks of that skill.

Circle of Weakness
Range: aura
 Choose a stat when drawing this circle . For as long as anyone is in the circle, they take a -4 to that stat

Extinguish
Range: Aura
 The area within this circle is filled with darkness. Light sources and darkvision
penetrate.

Decrease Strength
Range:aura
While in the aura all creatures take -1 to all attack and defense rolls and take -5 to landspeed until the end of your turn.


Enchantment

Circle of Power
Range: aura
 Choose one stat when drawing the circle. allies in the circle gain a +4 to that stat

Circle of Skill
Range: aura
 Choose one skill when drawing this circle. Allies in the circle gain a +1 to your rank to that skill.

Glow
Range: Aura
 The area within this circle is brightly lit.

Create Clay Golem
Range: Aura
This spell allows the creation of a weak golem. once the circle is drawn the caster must spend a month of work crafting the golem's body, spending at least six hours a day working on it. During this time a control item is also created, allowing the golem to be controlled. When construction is finished a ritual lasting four hours is preformed. If at any point this ritual is interrupted, or if the golem's body leaves the circle at anytime during creation, then the spell fails and must be started over. The golem will follow the commands of whoever holds its control item to the best of its ability, and up to four golems can be attuned to the same item. If at any time the item is destroyed, then the golem goes into a frenzy and starts attacking all in range.


Increase Strength
Rnage: Aura
While in the aura you gain +1 to all attack and defense rolls and has +5ft to landspeed until the end of your turn..
Universal

Summon circle
Range: aura*
 Conjure a creature from another plane. To do this you must know the being's name. Once summoned, you must strike a deal with them (which is a speech roll vs their motives) or try to send them back (Willpower vs Willpower. If the summon beats you three times in a willpower check, it breaks out of the circle and tries to either escape or attacks you.

Change face
Range: immediate
 Using this circle can change the physical appence of one creature within range. THis spell dosent change your items or clothing, your shadow, or your footprint. A willpower roll difficulty 4+the wizards level+the wizards charisma will reveal the illusion. Disbeleaving the illusion dosent show you the hidden person, instead someone who disbelives will see a shadowy form. This illusion lasts outside the cricle(unlike Image and Shadow) but only lasts three hours.

Minor Images
Range: aura; close
The caster creates a realistic capable of fooling others. To create to change an already created image the caster must spend a minute meditating in the circle. This image may make a number of simple sounds or short phrases equal to the casters charisma. This image may not affect physical objects but the cast may create a small number of illusio9nay items in the aura equal to half the casters charisma which the image may interact.  The Image spell circle is invisible(as if affected by the invisible circle focus circle) while the image is active and believed. An image may not leave the circle in which it was created. A perception check difficulty 5+Charisma allows someone to notice something wrong with an image. Touching a Lesser image grants a +10 to perception and willpower rolls to notice or disbelieve an image. The image may make “attacks” against opponents, they may make these attack against someone up to this spells secondary range. These attacks have an attack roll equal to half the casters charisma and deals 1D4+2 untyped magic damage. These attacks do not make physical contact with anything. But it looks and feels like they do, This damage feels as if it was dealt with the magic or weapon the image appears to use. To disbelieve an image one must make a Willpower difficulty 4+wizard level+ wizards Charisma after noticing something is wrong.


Sense Life
Range: aura
You know whem a living creature enters the circle. As a standard action know the fast heal, DR, and remaining HP of any one person in aura.

Shadow
Range: aura
A copy of yourself appears in the circle with you, if there is space. When casting this spell you may instantly swicth places with one of your shadows. This fake you has your defenses, DR, fastheal, and attack rolls but only has 10 HP. It can attack and use any circles you have drawn but deals 1d6 damage on a successful hit. A willpower roll difficulty 2+the wiazards level+ the wizards Charisma can reveal the fake you. The fake you can only move up to 10ft out of this circle.

Striking shadows
Range: aura
 All unarmed attacks in the aura have a range of 10ft


Scrying Circle
Range: Aura; Special

While in this spell circle you may perform a ritual to look at people or places a great distance away. In order to see what your Scrying you need to have a specific medium, for good viewing you need either a Crystal Ball(worth at least 4 crowns) or a full sized silver Mirror(worth at least 4 crowns). For moderate viewing  you need a hand mirror( worth at least 2 crowns) or a silver bowel(worth at least 2 crowns) filled with cold clear water. For poor viewing you may use smoke from a block of incense, blood, or a small fire. Good viewing gives to clear images that almost seem like your looking through a window, moderate viewing grants an image that appears slightly blurred but most details can still be made out, poor viewing blurs the image greatly obscuring most every fine detail. For every additional crown you spend on your scrying medium you gain a +2 to any roll you make to scry(up to a max of +10). You may only scry people or places that you have met or been to before or if you have a piece of that person or place, should you have both you gain a +10 to any rolls made to scry them. To scry you must first spend 15 minutes meditating and cleansing the circle of negative energies.  Once you scry someone you may keep the image active for as long as your in the active circle. You cannot scry other planes of exsistance, your scryed images produce no sound. People being scryed are allowed a difficulty 20 perception check to gain the feeling of being watched, a seeing stone will show a floating ballof light in the same place as the caster "is". People and places youve seen while scrying do not count as being met or visited.




Obfuscate
Range: Aura
While within this circle your voice and the voices of everyone else in the circle appear as echoing whispers. In order to make out what is being said in the circle one must make a perception check difficulty 5+(casters Charisma), you do not need to make this roll if your standing in the circle. Other casters who attempt to scry a person or place that is in or within 20ft of an obfuscate circle Must make a willpower check difficulty 10+(casters charisma).

This message was last edited by the GM at 06:09, Sat 15 July 2017.

GM
 GM, 13 posts
Mon 2 Apr 2012
at 17:17
Level 2 Spells
Fire Spells
Burning earth
Range: aura
 targets in circle take fire damage + 2d6 at the start of each turn.

Fireball, lesser
Range: Immeadiate
 targets is a blast 3 take fire damage

Mark of flame
Range: medium
 Deals no damage, targets fire resistance is lowered by 5 for 2D4 turns.

Fire Arrow
Range medium
 Deals fire damage, add the bonus range from your bow skill to the range of this spell. Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell

Alchemists fire
Range: Close
Deal fire damage to two targets within range. The space in which the target was standing is now on fire for a number of turns equal to your ranks in fire, anyone ending their turn in this space take your bonus fire damage. They take it again next turn as normal

Fire shell
Range: Aura
Targets in the spell who take a move atction take fire damage.

ice spells
Frozen Earth
Range: aura
 Make a free attack against the agility of everyone who enters or moves within your circle. If you win, then the target falles prone.

Ice shard II
Range: close
 Target takes ice damage, critical range is 19-20 x3

Numbness II
Range: Medium
 As numbness, but effects 2 targets

Ice Arrow
Range medium
 Deals Ice damage, add the bonus range from your bow skill to the range of this spell.Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell

Armor Of Ice
Range: Aura
Anyone who attacks and hit a target within the circle they take 1D8+INT ice damage and are subject to your ice skills stun chance.

Snow Shoes
Range: aura
While in the aura you ignore the penalties from difficult terrain brought on by ice or deep snow, instead you gain 10 of landspeed and leave no  tracks while in the circle. In addition while in the circle you gain +10 ice resistacne and ignore 1 in 10 stun chance from ice spells(to a minumim of 1 in 10 stun.)

Lightning spells
Chain lightning II
Range: Immeadiate
 As chain lightning, but targets 3 enemys

Energy Beam
Range: Medium
 Deals lightning damage to everything in a 30ft line.

Charged Earth
Range: aura
 Targets in aura take lightning damage

Lightning Arrow
Range medium
 Deals Lightning damage, add the bonus range from your bow skill to the range of this spell. Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell

Sonic boom
Range: medium
Target within range takes lightning damage and is takes a penalty to attack, agility, perception, and  speech rolls equal to 2+your ranks in lightning for 1D6 turns

lightning speed
Range: Aura
When you start your turn in the aura You gain +1 to attack rolls, +10 landspeed, and +10 jump speed until the end of your turn. When a creatue in the circle take a move action to jump all those they land next to take 2D6+int lightning damage.


Acid Spells
Shield Melter
Range: medium
 Target takes acid damage, if the target is using a shield, lower its armor roll bonus by 2.

Burning goop
Range: aura
 All targets in the circle take acid damage. If targt fall prone whil in the circle, they must make a full round action to stand back up.

Acid orb II
Range: Immeadiate
 Targets in a burst 2 take acid damage

Acid Arrow
Range medium
 Deals Acid damage, add the bonus range from your bow skill to the range of this spell. Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell

Caustic Acid
Range: Large
Target takes acid damage and lowers its total armor roll by 4 for 1D4 turns. Targets are not subject to the DR/Resistance lowering of acid while weakened in this way.

Sap Endurance
Range: Aura
Creatures in this aura take -2 to all toughness rolls and have all poison resistanvces halved. Targets hit by acid spells while in this circle also take an additional 5 points of resistance reduction.

Force
Force Cage
Range: Aura
 All targets in the circle move at half speed.

Force push II
Range: Immeadiate
 Target takes 1/2 force damage, and is pushed/pulled 15 ft.

Force Trip
Range close
 Target takes force damage and falls prone.

Force Arrow
Range medium
 Deals force damage, add the bonus range from your bow skill to the range of this spell. Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell

Baleful Teleport
Range Medium
Deal force damage to two targets within range, instead of pushing the target with your bonus push this spell teleports the target an equal distance.

Center of gravity
Range: Aura
The surface of this circle is always concidered to be a horizontal surface. People walking on this circle may walk, stand, and fight as if they were standing on flat, unmoving ground. This circle may be used to walk up walls or to cancel penalties from rough seas.


Enchantment

Circle of power II
Range: Aura
 As circle of power I, but grants a +6

Circle of skill II
Range Aura
 As circle of power I, but increases 2 ranks

Invisabilty
Range: Aura
 A number of people equal to your INT modifier that you choose can become invisable for as long as they are in the circle

Enchanting circle I
Range: Aura
 Places an enchantment on an items. Drawing this circle takes an hour. Placing an enchantment takes 20 MIN per enchantment

Light
Range: Aura
 area inside circle and 2 squares outside of the circle is brightly lit.

Create Iron Golem
Range: Aura
As clay golem, but the creation is stronger.

Impower Staff
Range: Aura
When this spell is cast a spell cirle of first level is carved into an specialy treated staff that costs 10 crowns to create. After the spell is carved into the staff, the spell can then be cast up to four times using the staff instead of drawning the cirlce. After the fourth casting the staff loses this ability and breaks.

Increase Strength
Range: aura
While in this aura yopu gain +1 to all attack and defense rolls and increase base landspeed by 10 until the end of your turn.

Necromancy
Create Zombies II
Range Aura
 As create zombies I, but the sombies are normal streght.

Enthrall
Range Aura
 This spell works like create zombie, except it targets living people. These people re entitled to a will save to a willpower save to resist being enthralled. Once enthralled they are allowed one additional save at the start of every day, but these saves take a -1 per day enthralled. That max level person you can enthrall with this spell is 5.

Circle of weakness II
Range: Aura
 As circle of weakness 2, but with a -6

Darkness
Range: Aura
 Area in circle and 2 squares around circle is dark. Only Darkvision bypasses.

Possesion
Range: Close
Make an attack roll vs one target that you can see. If you sucessed then the target loses all control of his body, and you have total control. During this time your body's helpless, but you have access to all the targets memories, each turn this possesion is active the target makes a willpower roll vs your necromancy attack roll, if the target wins then the possesor is expeled and takes 2D6 untyped damage.

Decrease Strength II
Range:aura
While in the aura all creatures take -1 to all attack and defense rolls and take -10(minimu 5 ft) to landspeed until the end of your turn.

Circle of Incompatence II
Range: Aura
Choose a skill when drawing a circle, all creatures in the aura have -2 to all ranks of that skill.



universal
Change face II
Range: immediate
As change face one but lasts 6 hours and the difficulty to disbelive is 6+wizards level+the wizards charisma

Images
Range: aura; medium
As minor Image, but deals 1d6+4 damage. The difficulty to disbelive this image is 6+Wizard level+Wizard Charima

Shadow II
Range aura
Two copies appear if there is room in the circle. They act as the copies in shadow I, but with 15 HP and can deal 1d8 damage The difficulty to disbvelive a shadow is 4+wizards level+wizards Charisma, and can only be made against one shadow at a time.

Identify craftsmanship
Range aura
As a standard action identify all epic abilities Of one item in the circle.

Channel Ki
Range aura
All unarmed attacks made in aura deal elemental damage of your choice.

Obfuscate
Range: Aura
While within this circle your voice and the voices of everyone else in the circle appear as echoing whispers. In order to make out what is being said in the circle one must make a perception check difficulty 10+(casters Charisma), you do not need to make this roll if your standing in the circle. Other casters who attempt to scry a person or place that is in or within 20ft of an obfuscate circle Must make a willpower check difficulty 15+(casters charisma).

Improved Scrying I

This is not a spell. When you learn this ability your scrying spell now also produce sound when a good or moderate medium is used. You may also make a difficulty 25 willpower roll to send a short one minute long message. You gaina +4 to perception checks when scrying.

This message was last edited by the GM at 04:55, Thu 13 July 2017.

GM
 GM, 14 posts
Mon 2 Apr 2012
at 17:18
Level 3 Spells
Fire Spells
Fireball
Range: close
 Deals fire damage to all targets in a blast 4

Set Aflame II
Range: aura
 Work similar to set aflame, but cannot be cast, targets start taking fire damage whenever they attack something in the circle.

Dragons breath, lesser
Range: aura, special
 Deals fire damage to everyone within 2 squares.

Fire Arrow II
Range: Long
 Deals fire damage, add the bonus range from your bow skill to the range of this spell. Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell

Alchemists fire
Range: Medium
Deal fire damage to three targets within range. The space in which the target was standing is now on fire for a number of turns equal to your ranks in fire, anyone ending their turn in this space take your bonus fire damage. They take it again next turn as normal


Ice Spells
Ice Shard III
Range: close
 Deals ice damage, critical is 18-20x3

Freeze the soul
Range: medium
 Deals ice damage, 1 in 10 chance of stun.

Freeze legs
Range: medium
 Deals no damage, target cannot take move actions till the end of your next turn.

Ice Arrow II
Range: Long
 Deals Ice damage, add the bonus range from your bow skill to the range of this spell.Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell

Armor Of Ice
Range: Aura
Anyone who attacks and hit a target within the circle they take 1D10+INT ice damage and are subject to your ice skills stun chance+1.


Lightning Spells

Chain Lightning III
Range: close
 as chain lightnig, but with 4 targets

Lightning bolt II
Range: medium
 Deals lightnig damage, 3 in 10 chance of stun.

Thunder
Range: Medium
 Deals lightning damage in a blast 2

Lighnting Arrow II
Range: Long
 Deals Lightning damage, add the bonus range from your bow skill to the range of this spell. Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell

Sonic boom
Range: medium
Target within range takes lightning damage and is takes a penalty to attack, agility, perception, and  speech rolls equal to 2+your ranks in lightning for 1D8 turns

Acid Spells

Acid ord III
Range: close
 Deals acid damage to all targets in a blast 3

Burn Away
Range: Medium
 Deals acid damage and target loses one active stance

Body Melter
Range: medium
Deals acid damage and lowers targets Toughness and Agility bonus by 4 for 1D6 turns.

Acid Arrow II
Range: Long
 Deals acid damage, add the bonus range from your bow skill to the range of this spell. Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell

Caustic Acid
Range: Large
Target takes acid damage and lowers its total armor roll by 2 for 1D4 turns. Targets are not subject to the DR/Resistance lowering of acid while weakened in this way.

Force Spells

Force Push III
Range: Immeadiate
 Target takes force damage and is pushed or pulled 20 ft

Force Smash
Range: Close
 Targets in a blast 2 take force damage an fall prone

Force Tower Shield
Range: Aura
 As force buckler, but at rank 6 instead of 3

Baleful Teleport
Range Medium
Deal force damage to Three target within range, instead of pushing the target with your bonus push this spell teleports the target an equal distance.

Force Arrow II
Range: Long
 Deals force damage, add the bonus range from your bow skill to the range of this spell. Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell


Necromancy Spells
Create Zombie III
Range: Aura
 As create zombie II, but it creates strong zombies

Create Thrall  II
Range: Aura
 As Thrall I, but you can dominate those up to level 10

Circle of Weakness III
Range: Aura
 As circle of weakness I, but at a -8 penalty

Drain
Range: Aura
 All in the circle take necromancy damage, you heal 1/4 that damage. You do not need to be in, or even near the circle to heal this way.

Deeper Darkness
Range: Aura
 Area in circle and 4 sq around it is dark.  Nothing can bypass this.

Possession II
Range: Close
As possession, only the target makes a willpower roll every hour to expell you.

Decrease Strength III
Range:aura
While in the aura all creatures take -2 to all attack and defense rolls and take -15 to landspeed until the end of their turn.

Circle of Incompatence III
Range: Aura
Choose a skill when drawing a circle, all creatures in the aura have -3 to all ranks of that skill( Min 1).


Enchantment spell
Circle of Power III
Range: Aura
 As circle of power I, but at a +8 bonus.

Circla of skill III
Range: Aura
 As circle of skill I, But increases rank by 3

Circle of enchanting II
Range: Aura
 As circle of enchanting I, but you can place 2 minor enchantments or 1 moderate enchantment.

Circle of healing
Range: Aura
Targets in aura gain DR 3/- and fast heal 3

Daylight
Range: Aura
 Area in circle and 4 sq around circle is brightly lit. This light counts as daylight for monster weakness.

Create Adamant Golem
Range: Aura
As clay golem, only stronger.

Enchant Staff II
Range: Aura
As enchant staff I, but with level 2 spells instead of level 1

Increase strength
Range: Aura
While in the aura all creatures take a +2 to attack and defense rolls and gain +15 ft landspeed untill the end of their turn.

Universal
Open Gate
Range: Aura(Special)
This spell creates a hole in reality that leads to the outer planes, it takes two turns less to draw than other spells of this level.. This hole is a two way gateway for travel between planes, movement between the planes simply costs five feet of any movement through the open gate circle..  The location on which the circle is drawn determins the location the gate will take you. For example a  Church or other such holy ground will take you to peaceful and holy location on the other side, whereas a place where death regularly happens will take you to a dark or horrifying place on the other side.

Change face
Range: immediate
As change face I but lasts 12 hours.The difficulty to disbelive is 8+Wozards Level+Wizards Charisma.

Shadows III
Range:aura
As shadows I, but with 3 copies, 20 HP, and 1d10 damage. The difficulty to disbvelive a shadow is 6+wizards level+wizards Charisma, and can only be made against one shadow at a time.

Major image
Range: aura; large
As minor image, but has an attack equal to 3/4 the wizards charisma and deals 1d8+6 damage. The difficulty to disbelive is 8+wizards level+Charisma

Identify magic
Range: aura
As a standard action identify all enchantments on a single item.

Focus circle
When you learn this spell instead choose a focus circle. The focus circle works as normal.

Ki Manipulation
Range: Aura
All unarmed attacks made in the circle act as if they are affected by any one(non weapon specific) epic ability

Obfuscate
Range: Aura
While within this circle your voice and the voices of everyone else in the circle appear as echoing whispers. In order to make out what is being said in the circle one must make a perception check difficulty 15+(casters Charisma), you do not need to make this roll if your standing in the circle. Other casters who attempt to scry a person or place that is in or within 20ft of an obfuscate circle Must make a willpower check difficulty 20+(casters charisma).

Improved Scrying II

This is not a spell. When you learn this ability your Scrying spell can be used to scry the outer planes.  Your bonus for having met/visited and having a piece of the thing your Scrying also increases to +15. You gain a further +4 perception while Scrying.

This message was last edited by the GM at 04:40, Thu 13 July 2017.

GM
 GM, 16 posts
Mon 2 Apr 2012
at 17:19
Level 4 Spells
Fire spells

Fireball, greater
Range: Medium
Targets in a blast 5 take fire damage

Dragons Breath
Range: Aura, special
 Targets within 4 squares of you take fire damage

Meteor Swarm
Range: Large
 Make a number of attacks equal to 1/2 the ranks of your fire skill(rounded down) against one or more enemies.

Fire Arrow III
Range: Huge
 Deals fire damage, add the bonus range from your bow skill to the range of this spell. Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell

Alchemists fire
Range: medium
Deal fire damage to four targets within range. The space in which the target was standing is now on fire for a number of turns equal to your ranks in fire, anyone ending their turn in this space take your bonus fire damage. They take it again next turn as normal



Ice spells

Ice Shard IV
Range: Medium
 deals ice damamage, critical 17-20x3

Freeze the soul
Range: medium
 As freezw th soul I, but with a 3 in 10 stun chance

Utter Cold
Range: Aura
 This spell takes 3 more rounds than another 4th level spell. Targets in the circle cannot act.

Ice Arrow III
Range: Huge
 Deals Ice damage, add the bonus range from your bow skill to the range of this spell. Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell

Armor Of Ice
Range: Aura
Anyone who attacks and hit a target within the circle they take 2D10+INT ice damage and are subject to your ice skills stun chance+1.



Lightning Spells
Chain Lightnig IV
Range: Medium
 As chain lightning, but 5 targets

Thunderstorm
Range: Large
 As meteor swarm, but makes a number of attacks equal to your total lightning ranks and deals only 1/2 lightning damage.

Energy Beam II
Range: Large
 As energy beam I, but hits all in a 2x40 line.

Lightning Arrow III
Range: Huge
 Deals Lightning damage, add the bonus range from your bow skill to the range of this spell. Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell

Sonic boom
Range: long
Target within range takes lightning damage and is takes a penalty to attack, agility, perception, and  speech rolls equal to 2+your ranks in lightning for 1D10 turns

Acid spells

Acid ord IV
Range: Close
As earlier levels, but with a blast 4

Acid Pool
Range: Aura
 Targets in circle take acid damage, have no DR, no fasthealing, No resistances, cannot activate stances, and take a -4 penalty to all defensive rolls.

Burn Magic
Range: Medium
 This spell targets agility, if it hits  deal acid damage and destroy 1 randomly choosen enchantment.

Acid Arrow III
Range: Huge
 Deals Acid damage, add the bonus range from your bow skill to the range of this spell. Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell

Caustic Acid
Range: Large
Target takes acid damage and lowers its total armor roll by 8 for 1D4 turns. Targets are not subject to the DR/Resistance lowering of acid while weakened in this way.


Force Spells
Force Push IV
Range: Close
 Targets two adjacent enemies, deals force damage to both and pushes/pulls both  25 ft

Gravity
Range: Aura
 All targets in circle move 1/2 speed. If any target ends their turn in the circle, they are pulled into the centermost square of the circle, up to 20ft + force bonus.

Teleport
Range: aura
 You and a number of allies equal to your INT modifier can use this circle to teleport to any other teleport circle you've drawn withing the last 48 hours.

Force Arrow III
Range: Huge
 Deals Force damage, add the bonus range from your bow skill to the range of this spell. Any enchantments or epic abilities that affect range or attack rolls of bows also affect this spell

Baleful Teleport
Range Long
Deal force damage to four targets within range, instead of pushing the target with your bonus push this spell teleports the target an equal distance.

Necromancy Spells
Create Thrall III
Range: Aura
 As thrall I, but you can dominate up to level 15 people.

Circle of weakness
Range: Aura
 As Circle of weakness I, but with a -10 penalty

Death
Range: Aura
 As drain, but you heal 1/2 the damage dealt.

Negate
Range Aura
 This circle takes 2 turns less than normal 4th level spells. Any other spell circle touching this one ceases to function, stance that are active in the circle do not function.

Possession III
Range Close
As possession II, but target makes a willpower roll every day to expel you.

Decrease Strength
Range:aura
While in the aura all creatures take -2 to all attack and defense rolls and take -20ft to landspeed untill the end of your turn.

Circle of Incompatence
Range: Aura
Choose a skill when drawing a circle, all creatures in the aura have -1 to all ranks of that skill.



Enchantment Spells
Circle of enchanting III
Range: Aura
 As enchanting I, but lets you put 4 minor, 2 moderates, or 1 major enchantment(s) on an item

Circle of power IV
Range: Aura
 As Circle of power I, but with a + 10 bonus

Circle of Skill IV
Range: Aura
 As circle of skill I, by increases by 4

Circle of healing II
Range Aura
 Targets in circle gain DR 6/- and fastheal 6

Invisability, greater
Range Aura
 As invisability, but targets remain invisable for 1D6 turns after they leave the circle, or untill they attack.

Create Homuncules
Range: Aura
As create iron golem, but a stroger golem that can think and feel for itself. If the control item of this golem is lost or broken, it does not frenzy.....though it may kill its creater

Impower Staff III
Range: Aura
As Impower Staff II, but with third level spell instead of second.

Increase Strength IV
Range Aura
While in the circle ypou gain +2 to attack and defence rolls and +20ft landspeed untill the end of your turn.

Universal
Shadows IV
Range: aura
As shadow I, but with 4 copies, 25 HP and can deal 1d12 damage. The difficulty to disbvelive a shadow is 8+wizards level+wizards Charisma, and can only be made against one shadow at a time.

Perfect image
Range: Aura; huge
As minor image, but has an attack equal to the wizards charisma and deals 1d10+8 damage. The difficulty to disbelive is 10+wizards level+Wizards charisma.

Change face
Range: immediate
As change face I, but lasts for 24 hours. the difficulty to disbelive is 8+wizards level+Wizards Charisma

Knowledge
Range: aura
As a standard action  someone in this aura can identify any stance it spell circle.

Ki Mastery
Range: aura
Choose a major general weapon enchantment, all unarmed attacks in this circle are effected by this enchantment

Obfuscate
Range: Aura
While within this circle your voice and the voices of everyone else in the circle appear as echoing whispers. In order to make out what is being said in the circle one must make a perception check difficulty 20+(casters Charisma), you do not need to make this roll if your standing in the circle. Other casters who attempt to scry a person or place that is in or within 20ft of an obfuscate circle Must make a willpower check difficulty 25+(casters charisma). Creatures may only enter the circle if the caster wills it.

Improved Scrying III

This is not a spell. When you learn this ability your Scrying spell can be used to make a long distance attack. When scrying a target you’ve both met and have a piece of them you may attack them with a single spell with half normal attack. Once you do this your scrying circle ends and your scrying medium becomes broken and useless. You gain a further +4 to perception checks while scrying. People you scry no longer are allowed a perception check to get the feeling they are being watched.

This message was last edited by the GM at 04:37, Thu 13 July 2017.

GM
 GM, 17 posts
Mon 2 Apr 2012
at 17:22
Enchantments
MINOR ENCHANTMENTS

General Weapon enchantments: these enchantments can be added to any weapon.
+1D6 fire
+1d6 lightning damage
+1D6 acid damage
+1D6 force damage
+1d6 ice damage
Roll a 1D10, if its a 1 or 2 target is stunned
deal 1D6 damage to all adjacent enemies
Push target 5 ft

Ax enchantments
1 extra attack
+2 on attack rolls
When this Axe is used as an offhand weapon it may make one attack when the main hand weapon hits.
+4 STR


sword enchantments
+4 to stat of your choice
+1 to attack and damage rolls
When used as an offhand weapon, you gain one additional attackreroll for either weapon you hold

Mace enchantments
Ignor 4 extra points of DR
+2 on damage rolls
+4 STR
When used as an offhand weapon your mainhamd weapon gains a +1 to all its stun and prone chances.


Dagger enchantments
+1 critical range
+4 str or dex
+2 on damage rolls(+5 on critical)
When used as an offhand weapon your mainhand weapon gains +1 to attack rolls

bow enchantments
+10ft range
+3 on attack rolls
Arrows can make 1 90 degree turn

Arrow Enchantments
Multi-arrow: Attack also targets 1 adjacent
Exploding arrow: Targets and all adjacent take +1D6 fire
Areodynamic: +5ft range
Forceful: Push or pull target 5 ft
Stunning:Roll a 1D10, if it is a 1, target is stunned.
Bright: Lights the target it hits, is a minor action to remove.
Falling: Roll a 1D10, on a 1 target falls prone.
Tracking: You know the position of target untill it removes the arrow(minor action)
Heavy: Targt takes -5ft to speed
Death: +1D6 sneak attack
Rending: this arrow stays in the target until it spends a minor action to remove it. A creature with a rending arrow in them takes -1 to all armor rolls
Saprolls


Spear Enchantments
+4 STR
+2 Defense Rolls
+2 Attack Rolls

General Armor Enchantments
+2 to rolls vs stun effects
+2 to rolls vs Prone Effects
+2 to armor rolls vs Sneak Attacks
Resist 1 point of poison damage
Resist 5ft of push effects

Shield enchantments
Resist 5 fire
Resist 5 ice
Resist 5 lightning
Resist 5 acid
Resist 5 force
+1 on all armor rolls
If your shield bashing hit the target is pushed 5 ft

Light armor enchantments
+4 DEX
+4 STR
+1 light armor reroll/day
+2 on all armor rolls
+2 on agility rolls
+10ft landspeed

heavey Armor enchantments
+4 CON
+4 STR
DR 4/-
+3 on armor rolls
+3 on toughness rolls
+5ft landspeed




MODERATE ENCHANTMENTS

General Weapon enchantments: these enchantments can be added to any weapon.
+2D6 fire
+2d6 lightning damage
+2D6 acid damage
+2D6 force damage
+2d6 ice damage
Roll a 1D10, if its a 1, 2, or 3 target is stunned
deal 2D6 damage to all adjacent enemies
Push target 10 ft

Ax enchantments
2 extra attack
+4 on attack rolls
+6 STR

sword enchantments
+6 to stat of your choice
+2 to attack and damage rolls

Mace enchantments
Ignor 6 extra points of DR
+4 on damage rolls
+8 STR

Dagger enchantments
+2 critical range
+6 str or dex
+4 on damage rolls(+10 on critical)

bow enchantments
+20ft range
+6 on attack rolls
Arrows can make 2 90 degree turn

Arrow Enchantments
Multi-arrow: Attack also targets 2 adjacent
Exploding arrow: Targets and all adjacent take +2D6 fire
Areodynamic: +10ft range
Forceful: Push or pull target 10 ft
Stunning:Roll a 1D10, if it is a 1 or 2, target is stunned.
Falling: Roll a 1D10, on a 1 or 2 target falls prone.
Tracking: +1 ATK and You know the position of target untill it removes the arrow(minor action)
Heavy: Targt takes -10ft to speed
Death: +2D6 sneak attack

Spear Enchantmensts
+6 STR
+4 DEF rolls
+4 ATK rolls

General Armor Enchantments
+4 to rolls vs stun effects
+4 to rolls vs Prone Effects
+4 to armor rolls vs Sneak Attacks
Resist 2 point of poison damage
Resist 10ft of push effects

Shield enchantments
Resist 10 fire
Resist 10 ice
Resist 10 lightning
Resist 10 acid
Resist 10 force
+2 on all armor rolls

Light armor enchantments
+6 DEX
+6 STR
+2 light armor reroll/day
+4 on all armor rolls
+4 on agility rolls
+20ft landspeed

heavey Armor enchantments
+6 CON
+6 STR
DR 6/-
+6 on armor rolls
+6 on toughness rolls
+10ft landspeed





MAJOR ENCHANTMENTS

General Weapon enchantments: these enchantments can be added to any weapon.
+4D6 fire
+4d6 lightning damage
+4D6 acid damage
+4D6 force damage
4d6 ice damage
Roll a 1D10, if its a 1, 2, 3, or 4 target is stunned
deal 4D6 damage to all adjacent enemies
Push target 15 ft

Ax enchantments
3 extra attack
+6 on attack rolls
+8 STR

sword enchantments
+8 to stat of your choice
+3 to attack and damage rolls

Mace enchantments
Ignor 8 extra points of DR
+6 on damage rolls
+8 STR

Dagger enchantments
+3 critical range
+8 str or dex
+6 on damage rolls(+15 on critical)

bow enchantments
+30ft range
+8 on attack rolls
Arrows can make 3 90 degree turn

Arrow Enchantments
Multi-arrow: Attack also targets all adjacent
Exploding arrow: Targets and all adjacent take +3D6 fire
Areodynamic: +15ft range
Forceful: Push or pull target 15 ft
Stunning:Roll a 1D10, if it is a 1, 2, or 3 target is stunned.
Falling: Roll a 1D10, on a 1, 2, or 3 target falls prone.
Tracking: +2 ATK and You know the position of target untill it removes the arrow(minor action)
Heavy: Targt takes -10ft to speed, and it is a standard action to stand up from prone
Death: +2D6 sneak attack, can pass through up to 30ft of solid material


Spear Enchantments
+8 STR
+6 on DEF rolls
+6 on ATK rolls

General Armor Enchantments
+6 to rolls vs stun effects
+6 to rolls vs Prone Effects
+6 to armor rolls vs Sneak Attacks
Resist 3 point of poison damage
Resist 15ft of push effects

Shield enchantments
Resist 15 fire
Resist 15 ice
Resist 15 lightning
Resist 15 acid
Resist 15 force
+3 on all armor rolls

Light armor enchantments
+8 DEX
+8 STR
+3 light armor reroll/day
+6 on all armor rolls
+6 on agility rolls
+30ft landspeed

heavey Armor enchantments
+8 CON
+8 STR
DR 8/-
+9 on armor rolls
+9 on toughness rolls
+15ft landspeed



This message was last edited by the GM at 04:47, Mon 23 May 2016.

GM
 GM, 399 posts
 That dude who makes
 Stuff that dosent work
Thu 2 Jun 2016
at 22:08
Enchantments
Dirty spell circles takes a -2 to attack and don't add the casters intelligence to damage.

Damaged spellcirxls use half their normal attack bonus, in addition if they have lost more than 1/2 their HP then the circle also deals 2d8 damage to all in and within 10ft of the circle. If the spell is at 1/4 or less HP then it deals 2D12 damage.

Circles glow but do not grant illumination. Those hiding inside a circle gain a -2 to stealth and all those looking for them gain a +2.

Magic circles gain power as they age. For every month the spell exists it gains +2 to damage and HP( up to a max of +10 damage and +24 HP)

A spell circle drawn in sans,mud, or other malleable surfaces take a -2 to all attacks and lasts 5 minutes instead of 24 hours.


Spellcirxlws drawn underwater or cast through water have their ranges cut in half, lightning and ice spells do not have any range penalties and instead have the following bonuses.
   - lightning spells have a blast radius of 10ft
   - ice spells cut the targets speed in half.




Enchantment spells do not gain bonus sage for lasting more than 24 hours, instead for every month active all those who stand in the circle gain+1 to all defenses.

Dirty enchantment circles have the following effects

Power/skill: those in circle gain 1/2 the normal bonus
Light circles: illuminates only the circle, has no special effects.
Enchantments: enchantments last only half as long, permenents cost 3 more xp.
Golems: golems created in dirty spell circles ignore orders 5% of the time.



Necromancy circles do not gain bonus damage for existing for a long time. Instead those standing in the circle take a -1 to all defense for every month active(up to a max of -5).

Dirty necromancy spell circles have the following effects
Weakness/incompintence: targets take only 1/2 the penalty

Zombie: created zombies have only 1/2 as much attack

Possession/enthrall: you use only 1/2 of your attack

Drain/death: you don't heal from this Damage.