Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Designing the Perfect D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="the Jester" data-source="post: 5531034" data-attributes="member: 1210"><p>Here's yet another school, along with the specialist prestige classes associated with all the new ones I've done so far (although Conjuration is proving a little more challenging than I expected).</p><p></p><p><strong><span style="font-size: 15px"><u>Teleportation School Spells</u></span></strong></p><p>Teleportation spells allow instantaneous movement or travel into other planes.</p><p> </p><p><em>Journeyman</em> (must be 3rd level wizard, must have Int 11 or Dex 11): You gain access to the second valence of each teleportation spell you know.</p><p> </p><p><em>Thaumaturge</em> (must be 5th level wizard, must have Int 12 or Dex 12): You gain acccess to the third valence of each teleportation spell you know.</p><p> </p><p>Mage (must be 8th level wizard, must have Int 14 or Dex 14): You gain access to the fourth valence of each teleportation spell you know.</p><p>01-20 --- Baleful Teleport</p><p>21-40 --- Blink</p><p>41-60 --- Filch</p><p>61-80 --- Plane Shift </p><p>81-00 --- Teleport</p><p></p><p><strong><span style="font-size: 12px">BALEFUL TELEPORT (Teleportation)</span></strong></p><p> </p><p><strong>1st Valence: </strong>As a standard action, make a spell attack vs. Will against a creature you can touch. If you hit, you teleport small parts of the target's body, dealing 1d3 damage to it and inflicting a -1 penalty on its initiative for the next round.</p><p> </p><p><strong>2nd Valence (recharges on a 16+):</strong> As a standard action, make a spell attack vs. Will against a creature you can touch. If you hit, you teleport the target to a solid surface within 30'.</p><p> </p><p><strong>3rd Valence: </strong> As a standard action, make a spell attack vs. Will against a creature you can touch. If you hit, you teleport small parts of the target's body, dealing 1d6 damage to it and inflicting a -1 penalty on its initiative, attacks and defenses until the end of the next round.</p><p> </p><p><strong>4th Valence:</strong> As an interrupt when a creature within 50' of you teleports, you inflict 3d4 damage on it (no attack roll required).</p><p> </p><p><strong>5th Valence (recharges on a 16+):</strong> As a standard action, make a spell attack vs. Will against a creature you can touch. If you hit, you teleport the target anywhere within 50'.</p><p> </p><p><strong><span style="font-size: 12px">BLINK (Teleportation)</span></strong></p><p> </p><p><strong>1st Valence (recharges on an 18+):</strong> As an interrupt when a creature makes a melee attack against you, you teleport onto a solid surface within 15'.</p><p> </p><p><strong>2nd Valence (recharges on a 16+):</strong> As an interrupt when a creature makes an attack against you, you teleport onto a solid surface within 15'.</p><p> </p><p><strong>3rd Valence (recharges on a 15+):</strong> As an interrupt when you are hit by a melee attack you teleport onto a solid surface within 20'.</p><p> </p><p><strong>4th Valence (recharges on a 12+):</strong> As a move action, you move 10', phasing through solid objects along the way. (A thin sheet of lead prevents phasing through an object.)</p><p> </p><p><strong>5th Valence (recharges on a 15+):</strong> As an interrupt when you are hit by an attack you teleport anywhere within 30'. </p><p></p><p><span style="font-size: 12px"><strong>FILCH (Teleportation)</strong></span></p><p> </p><p><strong>1st Valence (recharges on a 15+): </strong>As a standard action, you touch an unattended object of small or smaller size and teleport it to a solid surface within 20'.</p><p> </p><p><strong>2nd Valence (recharges on a 15+): </strong>As a standard action, you touch an object of small or smaller size. If it attended by a creature, make a spell attack vs. Will against that creature. If you hit (or if the target is unattended) you teleport it to a solid surface within 30'.</p><p> </p><p><strong>3rd Valence (recharges on an 18+):</strong> As a standard action, you cause a medium or smaller unattended object within a range of 20' to teleport to a solid surface within 40' of it. Alternatively, you can do the same to an attended object, but you must make a spell attack vs. Will against the attending creature.</p><p> </p><p><strong>4th Valence (recharges on an 18+): </strong>As a standard action, you cause a medium or smaller unattended object within a range of 40' to teleport to a solid surface within 60' of it. Alternatively, you can do the same to an attended object, but you must make a spell attack vs. Will against the attending creature. If you spend an action point when you cast this spell, you may instead cause a large unattended object that you touch to teleport to a solid surface within 30' of it.</p><p> </p><p><strong>5th Valence (recharges on an 18+):</strong> To use this valence, you must first perform a ritual requiring 24 hours and 500 gp in components on an object of small or smaller size that you own. Then, when you cast this valence of this spell, that object teleports to you from any distance as long as it is on the same plane.</p><p></p><p><strong><u>PLANE SHIFT (Teleportation)</u></strong></p><p> </p><p><strong>1st Valence:</strong> As a standard action you cause an area within a range of 50' to become a zone of revelation 20' in diameter until the end of the next round. Within this zone, you can see translucent images of anything on a coexistent plane. Sustain minor. </p><p> </p><p><strong>2nd Valence (recharges on a 16+):</strong> As a full action, you fade into the Shadowfell until the end of the next round. While you are in the Shadowfell, you can faintly see translucent shapes in the world. On your turn in the next round, the only actions you can take are those that affect only things on the Shadowfell and to move your speed.</p><p> </p><p><strong>3rd Valence (recharges on a 16+):</strong> As a move action and up to two creatures that you touch you slip into the Shadowfell. (You must hit an unwilling creature with a spell attack vs. Will.) While you are in the Shadowfell, you can faintly see translucent shapes in the world. On your turn in the next round, the only actions you and your fellow travelers can take are those that affect only things on the Shadowfell and to move your speed.</p><p> </p><p><strong>4th Valence: </strong>You perform a ritual taking an hour. You and up to six willing companions either fade into the Shadowfell, translate into the Feywild, project into the Astral Sea or transition into the Elemental Chaos, at your option. You arrive 1-100 miles from your chosen destination in a relatively safe place. You remain on the alternate plane for 24 hours or until you spend three full actions in three rounds to end it, in which case you and any other subjects of the ritual within a range of 50' return to the world. Performing the ritual requires you to expend ritual components worth a base 1000 gp (to enter the Shadowfell or Feywild) or 10,000 gp (for the Astral Sea or Elemental Chaos), plus 200 gp per subject of the spell. If you spend an hour and ritual components equal to 10% of the base price, you can sustain the ritual for a day.</p><p></p><p><strong>5th Valence (recharges on an 18+): </strong>As a standard action, make a spell attack vs. Will against a creature that you can touch. If you hit, you banish the target to either the Feywild or the Shadowfell, at your option. </p><p></p><p><strong><span style="font-size: 12px">TELEPORT (Teleportation)</span></strong></p><p> </p><p><strong>1st Valence (recharges on a 15+): </strong>As a move action, you teleport onto a solid surface within 30'.</p><p> </p><p><strong>2nd Valence (recharges on a 15+):</strong> As a move action, you teleport onto a solid surface within 60'.</p><p> </p><p><strong>3rd Valence (recharges on an 18+):</strong> As a move action, you and a willing or unconscious ally within a range of 60' teleport, swapping places. </p><p> </p><p><strong>4th Valence:</strong> You perform a ritual that takes 10 minutes and create a temporary teleportation circle which opens until the end of the next round and leads to a circle within 100 miles for which you have the coordinates. You must expend ritual components worth 10 gp per mile that you will teleport. </p><p> </p><p><strong>5th Valence (recharges on an 18+):</strong> As a move action, you and up to three willing or unconscious allies within a range of 15' teleport up to 60'. You designate the destinations of each target.</p><p> </p><p></p><p><strong><span style="font-size: 15px"><u>Wayfarer</u></span></strong></p><p>A wayfarer is a master of the lore of the Teleportation wizard school. To become a wayfarer you must already be a mage of the teleportation school (and thus have access to the 4th valence of that spell's schools).</p><p></p><p><strong>WAYFARER ADVANCEMENT</strong></p><p>When you gain a wayfarer level, add 3d10% to your Dexterity and 2d10% to your Intelligence. Once this reaches 100%, your ability score increases by one point.</p><p><u><strong>Level --- Attacks --- Defenses --- Hit Points --- Features</strong></u></p><p>1 --- None --- +1 Ref --- None --- Archmage of Teleportation</p><p>2 --- None --- +1 Will --- None --- Follow teleport</p><p>3 --- +1 spell --- None --- +1d4 --- Come to me</p><p> </p><p><strong>Archmage of Teleportation: </strong>You gain access to the 5th valence of the teleportation school's spells.</p><p> </p><p><strong>Follow Teleport (recharges on a 16+): </strong>When a creature within 40' of you teleports, you may teleport to a space adjacent to its destination as a reaction. Alternatively, when a creature teleports to a space within 40' of you, you may teleport to a space adjacent to it as a reaction.</p><p> </p><p><strong>Come to Me (recharges on an 18+):</strong> As a standard action, you teleport a willing or unconscious ally within a range of 60' to a space adjacent to you.</p><p></p><p></p><p><strong><span style="font-size: 15px">Diviner</span></strong></p><p>A diviner specializes in the school of Divination. To become a diviner, you must already be a mage of the divination school (and thus have access to the 4th valence of that spell's schools).</p><p></p><p><strong>DIVINER ADVANCEMENT</strong></p><p>When you gain a diviner level, add 3d10% to your Intelligence and 2d10% to your Wisdom. Once this reaches 100%, your ability score increases by one point.</p><p></p><p><u><strong>Level --- Attacks --- Defenses --- Hit Points --- Features</strong></u></p><p>1 --- None --- +1 Will --- None --- Archmage of divination</p><p>2 --- None --- +1 Will --- None --- Ritual diviner</p><p>3 --- +1 spell --- None --- +1d4 --- Discern weaknesses</p><p> </p><p><strong>Archmage of Divination:</strong> You gain access to the 5th valence of the divination school's spells.</p><p> </p><p><strong>Ritual Diviner: </strong>Divination spells that take longer than a full action to cast take you half as long as normal to cast, and you need only spend half the normal value in ritual components for divinations that you cast that require ritual components. </p><p> </p><p><strong>Discern Weaknesses (recharges on a 14+):</strong> As a standard action, make a spell attack vs. Will against a creature within 50'. If you hit, you learn any vulnerabilities it has, which of its defenses is lowest and which of its ability scores is lowest.</p><p></p><p></p><p><strong><span style="font-size: 15px">Illusionist</span></strong></p><p>An illusionist specializes in the school of Illusion. To become an illusionist, you must already be a mage of the illusion school (and thus have access to the 4th valence of that spell's schools).</p><p></p><p><strong>ILLUSIONIST ADVANCEMENT</strong></p><p>When you gain an illusionst level, add 3d10% to your Intelligence and 2d10% to your Charisma. Once this reaches 100%, your ability score increases by one point.</p><p></p><p><strong><u>Level --- Attacks --- Defenses --- Hit Points --- Features</u></strong></p><p>1 --- None --- +1 Will --- None --- Archmage of illusion</p><p>2 --- None --- +1 Will --- None --- Persistent illusion</p><p>3 --- +1 spell --- None --- +1d4 --- Persistent illusion improves</p><p></p><p><strong>Archmage of Illusion: </strong>You gain access to the 5th valence of the illusion school's spells.</p><p> </p><p><strong>Persistent Illusion:</strong> When an illusion spell that you can sustain ends, roll 1d20. On an 18+, it lasts until the end of the next turn. At 3rd level, it instead lasts until the end of the next round on a 16+.</p><p></p><p></p><p><strong><span style="font-size: 15px">Transmorgifier</span></strong></p><p>A transmorgifier specializes in the school of Polymorph. To become a transmorgifier, you must already be a mage of the polymorph school (and thus have access to the 4th valence of that spell's schools).</p><p></p><p><strong>TRANSMORGIFIER ADVANCEMENT</strong></p><p>When you gain a transmorgifier level, add 3d10% to your Dexterity and 2d10% to your Intelligence. Once this reaches 100%, your ability score increases by one point.</p><p></p><p><strong><u>Level --- Attacks --- Defenses --- Hit Points --- Features</u></strong></p><p>1 --- None --- +1 Fort --- None --- Archmage of polymorph</p><p>2 --- None --- +1 Will --- None --- Swift change</p><p>3 --- +1 spell --- None --- +1d4 --- Master transmorgifier</p><p> </p><p><strong>Archmage of Polymorph:</strong> You gain access to the 5th valence of the polymorph school's spells.</p><p> </p><p><strong>Swift Change (recharges on a 17+):</strong> As an interrupt, you cast a polymorph spell you know on yourself.</p><p> </p><p><strong>Master Transmorgifier:</strong> You may cast any polymorph spell that normally affects you on a creature you touch. (You may not combine this ability with your swift change ability.)</p><p></p><p><strong><span style="font-size: 15px">Transmuter</span></strong></p><p>A transmuter specializes in the school of Transmutation. To become a transmuter, you must already be a mage of the abjuration school (and thus have access to the 4th valence of that spell's schools).</p><p></p><p><strong>TRANSMUTER ADVANCEMENT</strong></p><p>When you gain a transmuter level, add 3d10% to your Strength and 2d10% to your Dexterity. Once this reaches 100%, your ability score increases by one point.</p><p></p><p><strong><u>Level --- Attacks --- Defenses --- Hit Points --- Features</u></strong></p><p>1 --- None --- +1 Fort --- None --- Archmage of transmutation</p><p>2 --- None --- +1 Will --- None --- Transmuter's stance</p><p>3 --- +1 spell --- None --- +1d4 --- Expert transmuter's stance</p><p> </p><p><strong>Archmage of Transmutation:</strong> You gain access to the 5th valence of the transmutation school's spells.</p><p></p><p><strong><u>Transmuter's Stance</u></strong></p><p>Your transmutation spells target one extra creature or inanimate object or area. </p><p><em>Expert: </em>You gain a +4 bonus to the recharge rolls of your transmutation spells.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5531034, member: 1210"] Here's yet another school, along with the specialist prestige classes associated with all the new ones I've done so far (although Conjuration is proving a little more challenging than I expected). [B][SIZE="4"][U]Teleportation School Spells[/U][/SIZE][/B] Teleportation spells allow instantaneous movement or travel into other planes. [I]Journeyman[/I] (must be 3rd level wizard, must have Int 11 or Dex 11): You gain access to the second valence of each teleportation spell you know. [I]Thaumaturge[/I] (must be 5th level wizard, must have Int 12 or Dex 12): You gain acccess to the third valence of each teleportation spell you know. Mage (must be 8th level wizard, must have Int 14 or Dex 14): You gain access to the fourth valence of each teleportation spell you know. 01-20 --- Baleful Teleport 21-40 --- Blink 41-60 --- Filch 61-80 --- Plane Shift 81-00 --- Teleport [B][SIZE="3"]BALEFUL TELEPORT (Teleportation)[/SIZE][/B] [B]1st Valence: [/B]As a standard action, make a spell attack vs. Will against a creature you can touch. If you hit, you teleport small parts of the target's body, dealing 1d3 damage to it and inflicting a -1 penalty on its initiative for the next round. [B]2nd Valence (recharges on a 16+):[/B] As a standard action, make a spell attack vs. Will against a creature you can touch. If you hit, you teleport the target to a solid surface within 30'. [B]3rd Valence: [/B] As a standard action, make a spell attack vs. Will against a creature you can touch. If you hit, you teleport small parts of the target's body, dealing 1d6 damage to it and inflicting a -1 penalty on its initiative, attacks and defenses until the end of the next round. [B]4th Valence:[/B] As an interrupt when a creature within 50' of you teleports, you inflict 3d4 damage on it (no attack roll required). [B]5th Valence (recharges on a 16+):[/B] As a standard action, make a spell attack vs. Will against a creature you can touch. If you hit, you teleport the target anywhere within 50'. [B][SIZE="3"]BLINK (Teleportation)[/SIZE][/B] [B]1st Valence (recharges on an 18+):[/B] As an interrupt when a creature makes a melee attack against you, you teleport onto a solid surface within 15'. [B]2nd Valence (recharges on a 16+):[/B] As an interrupt when a creature makes an attack against you, you teleport onto a solid surface within 15'. [B]3rd Valence (recharges on a 15+):[/B] As an interrupt when you are hit by a melee attack you teleport onto a solid surface within 20'. [B]4th Valence (recharges on a 12+):[/B] As a move action, you move 10', phasing through solid objects along the way. (A thin sheet of lead prevents phasing through an object.) [B]5th Valence (recharges on a 15+):[/B] As an interrupt when you are hit by an attack you teleport anywhere within 30'. [SIZE="3"][B]FILCH (Teleportation)[/B][/SIZE] [B]1st Valence (recharges on a 15+): [/B]As a standard action, you touch an unattended object of small or smaller size and teleport it to a solid surface within 20'. [B]2nd Valence (recharges on a 15+): [/B]As a standard action, you touch an object of small or smaller size. If it attended by a creature, make a spell attack vs. Will against that creature. If you hit (or if the target is unattended) you teleport it to a solid surface within 30'. [B]3rd Valence (recharges on an 18+):[/B] As a standard action, you cause a medium or smaller unattended object within a range of 20' to teleport to a solid surface within 40' of it. Alternatively, you can do the same to an attended object, but you must make a spell attack vs. Will against the attending creature. [B]4th Valence (recharges on an 18+): [/B]As a standard action, you cause a medium or smaller unattended object within a range of 40' to teleport to a solid surface within 60' of it. Alternatively, you can do the same to an attended object, but you must make a spell attack vs. Will against the attending creature. If you spend an action point when you cast this spell, you may instead cause a large unattended object that you touch to teleport to a solid surface within 30' of it. [B]5th Valence (recharges on an 18+):[/B] To use this valence, you must first perform a ritual requiring 24 hours and 500 gp in components on an object of small or smaller size that you own. Then, when you cast this valence of this spell, that object teleports to you from any distance as long as it is on the same plane. [B][U]PLANE SHIFT (Teleportation)[/U][/B] [B]1st Valence:[/B] As a standard action you cause an area within a range of 50' to become a zone of revelation 20' in diameter until the end of the next round. Within this zone, you can see translucent images of anything on a coexistent plane. Sustain minor. [B]2nd Valence (recharges on a 16+):[/B] As a full action, you fade into the Shadowfell until the end of the next round. While you are in the Shadowfell, you can faintly see translucent shapes in the world. On your turn in the next round, the only actions you can take are those that affect only things on the Shadowfell and to move your speed. [B]3rd Valence (recharges on a 16+):[/B] As a move action and up to two creatures that you touch you slip into the Shadowfell. (You must hit an unwilling creature with a spell attack vs. Will.) While you are in the Shadowfell, you can faintly see translucent shapes in the world. On your turn in the next round, the only actions you and your fellow travelers can take are those that affect only things on the Shadowfell and to move your speed. [B]4th Valence: [/B]You perform a ritual taking an hour. You and up to six willing companions either fade into the Shadowfell, translate into the Feywild, project into the Astral Sea or transition into the Elemental Chaos, at your option. You arrive 1-100 miles from your chosen destination in a relatively safe place. You remain on the alternate plane for 24 hours or until you spend three full actions in three rounds to end it, in which case you and any other subjects of the ritual within a range of 50' return to the world. Performing the ritual requires you to expend ritual components worth a base 1000 gp (to enter the Shadowfell or Feywild) or 10,000 gp (for the Astral Sea or Elemental Chaos), plus 200 gp per subject of the spell. If you spend an hour and ritual components equal to 10% of the base price, you can sustain the ritual for a day. [B]5th Valence (recharges on an 18+): [/B]As a standard action, make a spell attack vs. Will against a creature that you can touch. If you hit, you banish the target to either the Feywild or the Shadowfell, at your option. [B][SIZE="3"]TELEPORT (Teleportation)[/SIZE][/B] [B]1st Valence (recharges on a 15+): [/B]As a move action, you teleport onto a solid surface within 30'. [B]2nd Valence (recharges on a 15+):[/B] As a move action, you teleport onto a solid surface within 60'. [B]3rd Valence (recharges on an 18+):[/B] As a move action, you and a willing or unconscious ally within a range of 60' teleport, swapping places. [B]4th Valence:[/B] You perform a ritual that takes 10 minutes and create a temporary teleportation circle which opens until the end of the next round and leads to a circle within 100 miles for which you have the coordinates. You must expend ritual components worth 10 gp per mile that you will teleport. [B]5th Valence (recharges on an 18+):[/B] As a move action, you and up to three willing or unconscious allies within a range of 15' teleport up to 60'. You designate the destinations of each target. [B][SIZE="4"][U]Wayfarer[/U][/SIZE][/B] A wayfarer is a master of the lore of the Teleportation wizard school. To become a wayfarer you must already be a mage of the teleportation school (and thus have access to the 4th valence of that spell's schools). [B]WAYFARER ADVANCEMENT[/B] When you gain a wayfarer level, add 3d10% to your Dexterity and 2d10% to your Intelligence. Once this reaches 100%, your ability score increases by one point. [U][B]Level --- Attacks --- Defenses --- Hit Points --- Features[/B][/U] 1 --- None --- +1 Ref --- None --- Archmage of Teleportation 2 --- None --- +1 Will --- None --- Follow teleport 3 --- +1 spell --- None --- +1d4 --- Come to me [b]Archmage of Teleportation: [/b]You gain access to the 5th valence of the teleportation school's spells. [B]Follow Teleport (recharges on a 16+): [/B]When a creature within 40' of you teleports, you may teleport to a space adjacent to its destination as a reaction. Alternatively, when a creature teleports to a space within 40' of you, you may teleport to a space adjacent to it as a reaction. [B]Come to Me (recharges on an 18+):[/B] As a standard action, you teleport a willing or unconscious ally within a range of 60' to a space adjacent to you. [B][SIZE="4"]Diviner[/SIZE][/B] A diviner specializes in the school of Divination. To become a diviner, you must already be a mage of the divination school (and thus have access to the 4th valence of that spell's schools). [B]DIVINER ADVANCEMENT[/B] When you gain a diviner level, add 3d10% to your Intelligence and 2d10% to your Wisdom. Once this reaches 100%, your ability score increases by one point. [U][B]Level --- Attacks --- Defenses --- Hit Points --- Features[/B][/U] 1 --- None --- +1 Will --- None --- Archmage of divination 2 --- None --- +1 Will --- None --- Ritual diviner 3 --- +1 spell --- None --- +1d4 --- Discern weaknesses [B]Archmage of Divination:[/B] You gain access to the 5th valence of the divination school's spells. [B]Ritual Diviner: [/B]Divination spells that take longer than a full action to cast take you half as long as normal to cast, and you need only spend half the normal value in ritual components for divinations that you cast that require ritual components. [B]Discern Weaknesses (recharges on a 14+):[/B] As a standard action, make a spell attack vs. Will against a creature within 50'. If you hit, you learn any vulnerabilities it has, which of its defenses is lowest and which of its ability scores is lowest. [B][SIZE="4"]Illusionist[/SIZE][/B] An illusionist specializes in the school of Illusion. To become an illusionist, you must already be a mage of the illusion school (and thus have access to the 4th valence of that spell's schools). [B]ILLUSIONIST ADVANCEMENT[/B] When you gain an illusionst level, add 3d10% to your Intelligence and 2d10% to your Charisma. Once this reaches 100%, your ability score increases by one point. [B][U]Level --- Attacks --- Defenses --- Hit Points --- Features[/U][/B] 1 --- None --- +1 Will --- None --- Archmage of illusion 2 --- None --- +1 Will --- None --- Persistent illusion 3 --- +1 spell --- None --- +1d4 --- Persistent illusion improves [B]Archmage of Illusion: [/B]You gain access to the 5th valence of the illusion school's spells. [B]Persistent Illusion:[/B] When an illusion spell that you can sustain ends, roll 1d20. On an 18+, it lasts until the end of the next turn. At 3rd level, it instead lasts until the end of the next round on a 16+. [B][SIZE="4"]Transmorgifier[/SIZE][/B] A transmorgifier specializes in the school of Polymorph. To become a transmorgifier, you must already be a mage of the polymorph school (and thus have access to the 4th valence of that spell's schools). [B]TRANSMORGIFIER ADVANCEMENT[/B] When you gain a transmorgifier level, add 3d10% to your Dexterity and 2d10% to your Intelligence. Once this reaches 100%, your ability score increases by one point. [B][U]Level --- Attacks --- Defenses --- Hit Points --- Features[/U][/B] 1 --- None --- +1 Fort --- None --- Archmage of polymorph 2 --- None --- +1 Will --- None --- Swift change 3 --- +1 spell --- None --- +1d4 --- Master transmorgifier [B]Archmage of Polymorph:[/B] You gain access to the 5th valence of the polymorph school's spells. [B]Swift Change (recharges on a 17+):[/B] As an interrupt, you cast a polymorph spell you know on yourself. [B]Master Transmorgifier:[/B] You may cast any polymorph spell that normally affects you on a creature you touch. (You may not combine this ability with your swift change ability.) [B][SIZE="4"]Transmuter[/SIZE][/B] A transmuter specializes in the school of Transmutation. To become a transmuter, you must already be a mage of the abjuration school (and thus have access to the 4th valence of that spell's schools). [B]TRANSMUTER ADVANCEMENT[/B] When you gain a transmuter level, add 3d10% to your Strength and 2d10% to your Dexterity. Once this reaches 100%, your ability score increases by one point. [B][U]Level --- Attacks --- Defenses --- Hit Points --- Features[/U][/B] 1 --- None --- +1 Fort --- None --- Archmage of transmutation 2 --- None --- +1 Will --- None --- Transmuter's stance 3 --- +1 spell --- None --- +1d4 --- Expert transmuter's stance [B]Archmage of Transmutation:[/B] You gain access to the 5th valence of the transmutation school's spells. [B][U]Transmuter's Stance[/U][/B] Your transmutation spells target one extra creature or inanimate object or area. [I]Expert: [/I]You gain a +4 bonus to the recharge rolls of your transmutation spells. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Designing the Perfect D&D
Top