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<blockquote data-quote="Veep" data-source="post: 6745452" data-attributes="member: 6793297"><p><strong>Originally posted by Nausicaa:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>Homebrew Material</strong></span></p><p></p><p><strong><u>New Spells by Myself (with the feedback of the community</u></strong></p><p>[sblock]</p><p>Force Missiles Wizard Attack 7</p><p>Encounter Force, Evocation, Arcane, Implement</p><p>Standard Action </p><p>Target: one creature</p><p>Attack: Intelligence vs. Reflex</p><p></p><p>Hit: 3d4+ Intelligence modifier force damage. At the start of its next turn, the target takes again the same damage.</p><p>Miss: half damage and no extra damage at the start of the target next turn</p><p></p><p>Fireball Wizard Attack 5</p><p>Daily Arcane, Evocation, Fire, Implement</p><p>Standard Action Area burst 3 within 20 squares</p><p>Target: Each creature in the burst</p><p>Attack: Intelligence vs. Reflex</p><p>Hit: 3d6 + Intelligence modifier fire damage and the target is pushed 2 squares further from the origin square and knocked prone</p><p>Miss: Half damage and prone.</p><p></p><p>Meteor Swarm Wizard Attack 29</p><p>Daily Arcane, Evocation, Fire, Implement</p><p>Standard Action Area burst 5 within 20 squares</p><p>Target: Each creature in burst</p><p>Attack: Intelligence vs. Reflex</p><p>Hit: 10d6 + Intelligence modifier fire damage and the target is dazed until the end of your next round and prone.</p><p>Sustain Standard: if you sustain the power you can repeat the attack</p><p></p><p>Disintegrate Wizard Attack 19</p><p>Daily Arcane, Evocation, Implement</p><p>Standard Action Ranged 10</p><p>Target: One creature or object</p><p>Attack: Intelligence vs. Reflex. You automatically hit an unattended object with this power.</p><p>Hit: 4d10 + Intelligence modifier damage and ongoing 5 damage (save ends)</p><p> First Failed Saving Throw: 4d10 + Intelligence modifier damage and ongoing 10 damage (save ends)</p><p> Aftereffect: Ongoing 5 damage (save ends) and 1d10 + Intelligence modifier damage</p><p>Miss: 2d10 + Intelligence modifier damage, and ongoing 5 damage (save ends).</p><p> First Failed Saving Throw: 1d10 + Intelligence modifier damage and ongoing 5 damage (save ends)</p><p></p><p>Melf's Acid Arrow Wizard Attack 9</p><p>Daily Acid, Arcane, Evocation, Implement</p><p>Standard Action Ranged 10</p><p>Target: One, Two or Three creatures</p><p>Attack: Intelligence vs Fortitude</p><p>Hit: 4d4 + Intelligence modifier acid damage and ongoing 10 acid damage (save ends)</p><p> First Failed Saving Throw: ongoing 15 acid damage (save ends)</p><p>Miss: Half damage and ongoing 5 acid damage (save ends)</p><p></p><p>Cloudkill Wizard Attack 19</p><p>Daily Arcane, Implement, Poison, Zone</p><p>Standard Action Area burst 5 within 20 squares</p><p>Target: Each creature in burst</p><p>Attack: Intelligence vs. Fortitude</p><p>Hit: 2d10 + Intelligence modifier poison damage and the target is weakened until the end of your next turn.</p><p>Effect: The burst creates a zone of poisonous vapors that lasts until the end of your next turn. A creature that enters the zone or starts its turn there takes 2d10 + Intelligence modifier poison damage and is weakened until the end of its next turn. As a move action, you can move the zone 3 squares.</p><p>Sustain Minor: The zone persists.</p><p></p><p>Power Word: Blind Wizard Attack 15</p><p>Daily Arcane, Implement</p><p>Standard Action Area Burst 2 within 10 squares</p><p>Target: Each enemy in burst</p><p>Attack: Intelligence vs Will</p><p>Hit: the target is blinded and deafened (save end)</p><p> Aftereffect: the target is blinded until the end of its next turn</p><p>Miss: the target is blinded until the end of your next turn.</p><p></p><p>Otto's Irresistible Dance Wizard Attack 3</p><p>Encounter Charm, Arcane, Implement</p><p>Standard Action Area Burst 1 within 10 squares</p><p>Target: Each Enemy in burst</p><p>Effect: the target has to move its speed away from you. At the end of the movement the target is slowed until the end of your next turn.</p><p></p><p>Curse of the Warped Planes Wizard Attack 19</p><p>Daily Arcane, Implement, Necromancy</p><p>Standard Action Ranged 20</p><p>Target: One Creature</p><p>Attack: Intelligence vs. Will</p><p>Hit: the target is afflicted by the Curst of the Warped Planes until the end of the encounter. Whenever the target attacks an ally, it must make a saving throw. If the saving throw fails each enemy in a burst 3 centered on the target is teleported 10 squares and is restrained and cannot teleport until the end of the target's next turn.</p><p>Miss: the target is afflicted by the Curst of the Warped Planes until the end of your next turn.</p><p></p><p>Simpathy Wizard Attack 13</p><p>Encounter Arcane, Implement, Charm, Psychic</p><p>Standard Action Ranged 10</p><p>Target: one ally</p><p>Effect: until the end of your next turn creatures in burst 2 centered on your ally cannot willingly leave the zone and can attack only the target. Each time the ally is targeted by an enemy the ally can use a melee or ranged basic attack as free action with a +2 bonus to the hit and damage rolls. </p><p></p><p>Reverse Gravity Wizard Attack 17</p><p>Encounter Arcane, Implement, Teleportation, Zone</p><p>Standard Action Area Burst 2 Within 10 Squares</p><p>Target: each creature in zone</p><p>Attack Intelligence vs Reflex</p><p>Hit: 3d6 + Intelligence modifier damage and the target is suspended 2 squares upwards in the air until the end of your next turn. While suspended the target is immobilized and takes -2 penalty to attack and damage rolls. When the effect ends the target falls prone and is dazed until the end of its next turn </p><p>Effect: the spell creates a zone of unstable gravity until the end of your next turn. Each creature that starts its turn in the zone is suspended up in the air until the end of its next turn and is immobilized and takes -2 penalty to attack and damage rolls.</p><p></p><p>Erupting Flame Wizard Attack 1</p><p>At-Will Arcane, Fire, Implement</p><p>Standard Action Ranged 10</p><p>Target: One creature</p><p>Attack: Intelligence vs. Reflex</p><p>Hit: 1d12 + Intelligence modifier fire damage, and any enemy that ends its turn adjacent to the target before the end of the target’s next turn takes fire damage equal to 1d4+Intelligence modifier.</p><p>Level 21: target: one or two creatures, 2d8 + Intelligence modifier fire damage</p><p></p><p>Ray of Enfeeblement Wizard Attack 1</p><p>Encounter Arcane, Implement, Necrotic, Necromancy</p><p>Standard Action Ranged 10</p><p>Target: One or two creatures</p><p>Attack: Intelligence vs. Fortitude</p><p>Hit: 1d10 + Intelligence modifier necrotic damage, and the target is weakened until the end of your </p><p>next turn</p><p></p><p>Charm Person Wizard Attack 3</p><p>Encounter Arcane, Implement, Charm, Enchantment</p><p>Standard Action Ranged 10</p><p>Target: one enemy</p><p>Attack: Intelligence Vs Will</p><p>Hit: choose one of the following effects:</p><p>- At the beginning of its next turn the target willingly uses a move action to move towards you.</p><p>- At the beginning of its next turn the target uses the aid attack against an adjacent enemy or aid defense action for an adjacent ally of your choice</p><p></p><p>Black Blade of Disaster Wizard Attack 29</p><p>Daily Arcane, Implement, Conjuration, Necrotic</p><p>Standard Action Ranged 10</p><p>Effect: you conjure a Medium Blade that occupies 1 square within range, and the Blade makes the following melee attack. Once per round, as a minor action, you can make the blade repeat its attack. As a minor action you can move or teleport the Blade 10 squares. The Blade lasts until the end of the encounter or until you dismiss it with a minor action.</p><p>Target: one creature adjacent to the blade</p><p>Attack: intelligence vs reflex</p><p>Hit: 4d10+ Intelligence modifier necrotic damage and the target is dazed until the end of its next turn. This attack ignores any resistance or immunity to necrotic damage. </p><p>Special: if the target grants combat advantage to the blade before the attack, you can do an extra attack with the blade.</p><p></p><p>Summon Ghaele Eladrin Wizard Attack 15</p><p>Daily Arcane, Implement, Charm, Enchantment, Summoning</p><p>Minor Action Ranged 10</p><p>Effect: you summon a Large Ghaele Eladrin in an unoccupied 2-square-by-2-square space within range. The Ghaele has speed 7, +2 bonus to AC and +2 bonus to Will. You can give the Ghaele the following special commands:</p><p>Standard Action: Ranged 10; targets one or two creatures; Intelligence vs. Will; the target makes a basic attack as a free action against a creature of your choice with a +4 bonus on the hit and damage rolls. If the target misses with the attack it takes 10+ intelligence modifier damage</p><p>Standard Action: Ranged 10; targets one creature; Intelligence vs. Will; The target is dazed and slowed (save end); First Failed Saving Throw: the target is helpless (save end). Special: you can target each creature only once with this command.</p><p></p><p>Fire Impact Wizard Attack 1</p><p>Encounter Arcane, Implement, Fire, Evocation</p><p>Standard Action Ranged 20</p><p>Target: one creature </p><p>Attack: Intelligence Vs Reflex</p><p>Hit: 1d6+ Intelligence modifier Fire damage and the target is slid Intelligence modifer squares. The target then combust in a burst 1 area that lasts until the end of your next turn. Each creature that starts its turn in the area takes 5+Intelligence modifier fire damage.</p><p></p><p>Terror and Insanity Wizard Attack 23</p><p>Encounter Arcane, Implement, Conjuration, Fear</p><p>Standard Action Ranged 10</p><p>Effect: You conjure a figure of terror in an unoccupied square within range that lasts until the end of your next turn. You can use the Terror and Insanity Attack power, using the Figure's square as the origin square. </p><p>Special: once per cast you can spend an healing surge to extend the effect until the end of your next turn.</p><p>Terror and Insanity Attack</p><p>At-Will Arcane, Conjuration, Fear, Illusion, Implement</p><p>Opportunity Action Close burst 3</p><p>Requirement: The Terror and Insanity power must be active to use this power.</p><p>Trigger: An enemy starts its turn within 3 squares of the figure</p><p>Target: The triggering enemy in burst</p><p>Attack: Intelligence vs. Will</p><p>Hit: The target is dazed until the end of its next turn and it is pushed away from the conjuration. At the end of the movement the target falls prone.</p><p>[/sblock]</p><p></p><p><strong><u>Phase Mage by Myself</u></strong></p><p>[sblock]</p><p></p><p>Phase Mage (Epic Destiny): you have mastered to survive the backlashes of the spells you cast during your life, and these scars forged your soul into a new one. You know gain strengths and options from the very spells you cast, instead of making them just disappear from your mind.</p><p></p><p>How do you gain immortality? <u>Who cares?</u></p><p></p><p><strong>Phase Mage Features</strong></p><p></p><p><em>Phase (21st level):</em> Each time you cast one encounter attack spell, you spend a standard action to attack with a summon or you maintain a daily attack spell with a minor action you gain 1 phase. Each time you cast one daily attack spell you gain 2 phases. When you spend an action point to make an attack and hit with that attack, you gain 3 phases.</p><p></p><p>You can discharge any number of phases by using a standard action to cast any at-will spell. Effects are added to the spell whether you hit with it or you don't</p><p>1 Phase Spent: Effect: the target of the spell is slowed (save end), deafened (save end) or takes a -2 penalty to defenses (save end)</p><p>2 Phases Spent: Effect: the target of the spell is restrained (save end), dazed (save end) or must use its next move action to move its speed from you</p><p>3 Phases Spent: Effect: the target of the spell is entombed (save end), sent to another plane (save end) or petrified (save end)</p><p>4 Phases Spent: Effect: the target is stunned (save end) or can't attack (save end)</p><p>5 or more Phases Spent: Effect: the target is dominated (save end)</p><p></p><p><em>Returning Surge</em> (24th level): once per day, when you die, you regain half of your hit points on your next round and you gain 3 Phases. </p><p></p><p><em>Living Phase</em> (30th level): any time you expend all your phases you can use an encounter attack or utility power as a minor action in the same round. If you use an utility power and that utility could be cast as minor action normally, you gain 2 phases.</p><p></p><p><strong>Heroic Phase (26th level)</strong></p><p>Encounter • Arcane</p><p>Minor Action Personal</p><p>Effect: if you have at least 2 phases you can expend them to gain an action point. This action point must be used before the end of your next turn, or is wasted.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Veep, post: 6745452, member: 6793297"] [b]Originally posted by Nausicaa:[/b] [CENTER][Size=4][b]Homebrew Material[/b][/size][/CENTER] [b][u]New Spells by Myself (with the feedback of the community[/u][/b] [sblock] Force Missiles Wizard Attack 7 Encounter Force, Evocation, Arcane, Implement Standard Action Target: one creature Attack: Intelligence vs. Reflex Hit: 3d4+ Intelligence modifier force damage. At the start of its next turn, the target takes again the same damage. Miss: half damage and no extra damage at the start of the target next turn Fireball Wizard Attack 5 Daily Arcane, Evocation, Fire, Implement Standard Action Area burst 3 within 20 squares Target: Each creature in the burst Attack: Intelligence vs. Reflex Hit: 3d6 + Intelligence modifier fire damage and the target is pushed 2 squares further from the origin square and knocked prone Miss: Half damage and prone. Meteor Swarm Wizard Attack 29 Daily Arcane, Evocation, Fire, Implement Standard Action Area burst 5 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 10d6 + Intelligence modifier fire damage and the target is dazed until the end of your next round and prone. Sustain Standard: if you sustain the power you can repeat the attack Disintegrate Wizard Attack 19 Daily Arcane, Evocation, Implement Standard Action Ranged 10 Target: One creature or object Attack: Intelligence vs. Reflex. You automatically hit an unattended object with this power. Hit: 4d10 + Intelligence modifier damage and ongoing 5 damage (save ends) First Failed Saving Throw: 4d10 + Intelligence modifier damage and ongoing 10 damage (save ends) Aftereffect: Ongoing 5 damage (save ends) and 1d10 + Intelligence modifier damage Miss: 2d10 + Intelligence modifier damage, and ongoing 5 damage (save ends). First Failed Saving Throw: 1d10 + Intelligence modifier damage and ongoing 5 damage (save ends) Melf's Acid Arrow Wizard Attack 9 Daily Acid, Arcane, Evocation, Implement Standard Action Ranged 10 Target: One, Two or Three creatures Attack: Intelligence vs Fortitude Hit: 4d4 + Intelligence modifier acid damage and ongoing 10 acid damage (save ends) First Failed Saving Throw: ongoing 15 acid damage (save ends) Miss: Half damage and ongoing 5 acid damage (save ends) Cloudkill Wizard Attack 19 Daily Arcane, Implement, Poison, Zone Standard Action Area burst 5 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Fortitude Hit: 2d10 + Intelligence modifier poison damage and the target is weakened until the end of your next turn. Effect: The burst creates a zone of poisonous vapors that lasts until the end of your next turn. A creature that enters the zone or starts its turn there takes 2d10 + Intelligence modifier poison damage and is weakened until the end of its next turn. As a move action, you can move the zone 3 squares. Sustain Minor: The zone persists. Power Word: Blind Wizard Attack 15 Daily Arcane, Implement Standard Action Area Burst 2 within 10 squares Target: Each enemy in burst Attack: Intelligence vs Will Hit: the target is blinded and deafened (save end) Aftereffect: the target is blinded until the end of its next turn Miss: the target is blinded until the end of your next turn. Otto's Irresistible Dance Wizard Attack 3 Encounter Charm, Arcane, Implement Standard Action Area Burst 1 within 10 squares Target: Each Enemy in burst Effect: the target has to move its speed away from you. At the end of the movement the target is slowed until the end of your next turn. Curse of the Warped Planes Wizard Attack 19 Daily Arcane, Implement, Necromancy Standard Action Ranged 20 Target: One Creature Attack: Intelligence vs. Will Hit: the target is afflicted by the Curst of the Warped Planes until the end of the encounter. Whenever the target attacks an ally, it must make a saving throw. If the saving throw fails each enemy in a burst 3 centered on the target is teleported 10 squares and is restrained and cannot teleport until the end of the target's next turn. Miss: the target is afflicted by the Curst of the Warped Planes until the end of your next turn. Simpathy Wizard Attack 13 Encounter Arcane, Implement, Charm, Psychic Standard Action Ranged 10 Target: one ally Effect: until the end of your next turn creatures in burst 2 centered on your ally cannot willingly leave the zone and can attack only the target. Each time the ally is targeted by an enemy the ally can use a melee or ranged basic attack as free action with a +2 bonus to the hit and damage rolls. Reverse Gravity Wizard Attack 17 Encounter Arcane, Implement, Teleportation, Zone Standard Action Area Burst 2 Within 10 Squares Target: each creature in zone Attack Intelligence vs Reflex Hit: 3d6 + Intelligence modifier damage and the target is suspended 2 squares upwards in the air until the end of your next turn. While suspended the target is immobilized and takes -2 penalty to attack and damage rolls. When the effect ends the target falls prone and is dazed until the end of its next turn Effect: the spell creates a zone of unstable gravity until the end of your next turn. Each creature that starts its turn in the zone is suspended up in the air until the end of its next turn and is immobilized and takes -2 penalty to attack and damage rolls. Erupting Flame Wizard Attack 1 At-Will Arcane, Fire, Implement Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Reflex Hit: 1d12 + Intelligence modifier fire damage, and any enemy that ends its turn adjacent to the target before the end of the target’s next turn takes fire damage equal to 1d4+Intelligence modifier. Level 21: target: one or two creatures, 2d8 + Intelligence modifier fire damage Ray of Enfeeblement Wizard Attack 1 Encounter Arcane, Implement, Necrotic, Necromancy Standard Action Ranged 10 Target: One or two creatures Attack: Intelligence vs. Fortitude Hit: 1d10 + Intelligence modifier necrotic damage, and the target is weakened until the end of your next turn Charm Person Wizard Attack 3 Encounter Arcane, Implement, Charm, Enchantment Standard Action Ranged 10 Target: one enemy Attack: Intelligence Vs Will Hit: choose one of the following effects: - At the beginning of its next turn the target willingly uses a move action to move towards you. - At the beginning of its next turn the target uses the aid attack against an adjacent enemy or aid defense action for an adjacent ally of your choice Black Blade of Disaster Wizard Attack 29 Daily Arcane, Implement, Conjuration, Necrotic Standard Action Ranged 10 Effect: you conjure a Medium Blade that occupies 1 square within range, and the Blade makes the following melee attack. Once per round, as a minor action, you can make the blade repeat its attack. As a minor action you can move or teleport the Blade 10 squares. The Blade lasts until the end of the encounter or until you dismiss it with a minor action. Target: one creature adjacent to the blade Attack: intelligence vs reflex Hit: 4d10+ Intelligence modifier necrotic damage and the target is dazed until the end of its next turn. This attack ignores any resistance or immunity to necrotic damage. Special: if the target grants combat advantage to the blade before the attack, you can do an extra attack with the blade. Summon Ghaele Eladrin Wizard Attack 15 Daily Arcane, Implement, Charm, Enchantment, Summoning Minor Action Ranged 10 Effect: you summon a Large Ghaele Eladrin in an unoccupied 2-square-by-2-square space within range. The Ghaele has speed 7, +2 bonus to AC and +2 bonus to Will. You can give the Ghaele the following special commands: Standard Action: Ranged 10; targets one or two creatures; Intelligence vs. Will; the target makes a basic attack as a free action against a creature of your choice with a +4 bonus on the hit and damage rolls. If the target misses with the attack it takes 10+ intelligence modifier damage Standard Action: Ranged 10; targets one creature; Intelligence vs. Will; The target is dazed and slowed (save end); First Failed Saving Throw: the target is helpless (save end). Special: you can target each creature only once with this command. Fire Impact Wizard Attack 1 Encounter Arcane, Implement, Fire, Evocation Standard Action Ranged 20 Target: one creature Attack: Intelligence Vs Reflex Hit: 1d6+ Intelligence modifier Fire damage and the target is slid Intelligence modifer squares. The target then combust in a burst 1 area that lasts until the end of your next turn. Each creature that starts its turn in the area takes 5+Intelligence modifier fire damage. Terror and Insanity Wizard Attack 23 Encounter Arcane, Implement, Conjuration, Fear Standard Action Ranged 10 Effect: You conjure a figure of terror in an unoccupied square within range that lasts until the end of your next turn. You can use the Terror and Insanity Attack power, using the Figure's square as the origin square. Special: once per cast you can spend an healing surge to extend the effect until the end of your next turn. Terror and Insanity Attack At-Will Arcane, Conjuration, Fear, Illusion, Implement Opportunity Action Close burst 3 Requirement: The Terror and Insanity power must be active to use this power. Trigger: An enemy starts its turn within 3 squares of the figure Target: The triggering enemy in burst Attack: Intelligence vs. Will Hit: The target is dazed until the end of its next turn and it is pushed away from the conjuration. At the end of the movement the target falls prone. [/sblock] [b][u]Phase Mage by Myself[/u][/b] [sblock] Phase Mage (Epic Destiny): you have mastered to survive the backlashes of the spells you cast during your life, and these scars forged your soul into a new one. You know gain strengths and options from the very spells you cast, instead of making them just disappear from your mind. How do you gain immortality? [u]Who cares?[/u] [b]Phase Mage Features[/b] [i]Phase (21st level):[/i] Each time you cast one encounter attack spell, you spend a standard action to attack with a summon or you maintain a daily attack spell with a minor action you gain 1 phase. Each time you cast one daily attack spell you gain 2 phases. When you spend an action point to make an attack and hit with that attack, you gain 3 phases. You can discharge any number of phases by using a standard action to cast any at-will spell. Effects are added to the spell whether you hit with it or you don't 1 Phase Spent: Effect: the target of the spell is slowed (save end), deafened (save end) or takes a -2 penalty to defenses (save end) 2 Phases Spent: Effect: the target of the spell is restrained (save end), dazed (save end) or must use its next move action to move its speed from you 3 Phases Spent: Effect: the target of the spell is entombed (save end), sent to another plane (save end) or petrified (save end) 4 Phases Spent: Effect: the target is stunned (save end) or can't attack (save end) 5 or more Phases Spent: Effect: the target is dominated (save end) [i]Returning Surge[/i] (24th level): once per day, when you die, you regain half of your hit points on your next round and you gain 3 Phases. [i]Living Phase[/i] (30th level): any time you expend all your phases you can use an encounter attack or utility power as a minor action in the same round. If you use an utility power and that utility could be cast as minor action normally, you gain 2 phases. [b]Heroic Phase (26th level)[/b] Encounter • Arcane Minor Action Personal Effect: if you have at least 2 phases you can expend them to gain an action point. This action point must be used before the end of your next turn, or is wasted. [/sblock] [/QUOTE]
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