This makes wizards somewhat more unique based on the spells they know and can prepare. It also can make them more useful or somewhat of a liability.
View the entire series here.
- Antipathy/Sympathy: The wizard exerts a strong influence on anyone nearby. If a reaction roll is made and the wizard is visible, any result over 7 adds 2 to the reaction roll, and any result under 7 subtracts 2. If the wizard actually deigns to speak, the increase for any rolls above 7 increases to +4 and the penalty for any rolls under 7 increases to -4.
- Bigby's clenched Fist: The casters hands double in size, and his arms become larger to support them. He is considered to have a strength of 18, as normal for thrusting damage and bludgeoning damage, but has his normal strength for slashing weapons.
- Clone: While this spell is prepared, the caster frequently hallucinates that he is talking and seeing himself.
- Glassteel: The caster turns completely transparent, looking much like a crystal statue of himself while this spell is prepared. This effect is intermittent. His armor class is improved by 1 while the spell is prepared.
- Incendiary Cloud: Smoke billows out from beneath the casters robe and sleeves. His eyes, mouth and nose glow when he breathes. A strong smell of sulpher permeates the space around him.
- Mass Charm: The wizard becomes influential. Add 1 to all bell curve social rolls that the wizard attempts, and add 2 to all flat die rolls to influence, bluff, lie or convince someone.
- Maze: The pupils of the casters eyes become a shifting maze. Anyone who locks eyes with the caster for a segment or more must save versus Paralyzation or become confused.
- Mind Blank: While this is prepared the caster gains a +2 bonus to resist all attempts to mentally, psychically, or otherwise charm, damage or influence her. Also, it makes detecting and scrying on the caster more difficult.
- Monster Summoning VI: The caster is surrounded by free-floating glowing pentagrams. They shed light to 30' and hum. Anyone attacking the wizard will take 1d6 + 2 damage from the electrical energy discharged by the pentagrams.
- Otto's Irresistible Dance: The wizard can no longer walk normally. She either floats, dances, glides, or in some way travels unnaturally when she attempts to move.
- Permanency: There is a 1% chance while this is memorized that any spell the caster casts never ends. Note that this can be very bad and usually is.
- Polymorph any object: Objects that the caster is holding or wearing change shape without warning. Once released or given away, they usually return to their basic form.
- Power Word, Blind: The casters voice becomes loud, raising in volume by 30-40 decibels (About the level of a chainsaw). Even if attempting to whisper, her voice is loud.
- Serten's Spell Immunity: While prepared this grants the caster a +2 bonus versus the spells it protects against.
- Symbol: When speaking or attacking, there is a 1% chance that a random symbol floats from the casters mouth, affecting a single target.
- Trap the Soul: The caster makes everyone uneasy.
Hack & Slash
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