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<blockquote data-quote="Scott DeWar" data-source="post: 5899847" data-attributes="member: 49929"><p><strong>David's chalk board</strong></p><p></p><p>[code]</p><p>str 10 00 -1 Human wizard 1-Transmutationist</p><p>dex 13 +1 3 hd 1d6+1 hp 7/7</p><p>con 13 +1 3 bab +0 cmb +0 cmd 11</p><p>int 18 +4 10 fort +</p><p>wis 14 +2 5 ref +</p><p>cha 14 +2 5 will +</p><p></p><p>human bonus: +2 Int</p><p>Xmuter bonus: +1 str</p><p></p><p>defense-no armor (shield spell)</p><p>offense</p><p>weapon att dam crit range type</p><p></p><p>traits</p><p></p><p>Theoretical Magician</p><p></p><p>[sblock]You've studied more magic than what you can actually perform.</p><p></p><p>Benefit: You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus </p><p>if you aren't a spellcaster.[/sblock]</p><p></p><p>Rich Parents</p><p></p><p>[sblock]You were born into a rich family, perhaps even the nobility, and </p><p>even though you turned to a life of adventure anyway, you enjoyed a </p><p>one-time benefit to your initial finances.</p><p></p><p>Benefit: Your starting cash increases to 900 gp.[/sblock]</p><p></p><p></p><p>features</p><p></p><p>Race:</p><p></p><p>Human Racial Traits</p><p>+2 to One Ability Score: Human characters get a +2 bonus</p><p>to one ability score of their choice at creation to represent</p><p>their varied nature.</p><p></p><p>Medium: Humans are Medium creatures and have no</p><p>bonuses or penalties due to their size.</p><p></p><p>Normal Speed: Humans have a base speed of 30 feet.</p><p></p><p>Bonus Feat: Humans select one extra feat at 1st level.</p><p></p><p>Skilled: Humans gain an additional skill rank at first level</p><p>and one additional rank whenever they gain a level.</p><p></p><p>Languages: Humans begin play speaking Common. Humans</p><p>with high Intelligence scores can choose any languages they</p><p>want (except secret languages, such as Druidic).</p><p></p><p>Alignment: Any.</p><p>Hit Die: d6.</p><p>Class Skills</p><p>The wizard's class skills are Appraise (Int), Craft (Int), Fly</p><p>(Dex), Knowledge (all) (Int), Linguistics (Int), Profession</p><p>(Wis), and Spellcraft (Int).</p><p>Skill Ranks per Level: 2 + Int modifier.</p><p>Class Features</p><p>The following are the class features of the wizard.</p><p>Weapon and Armor Proficiency: Wizards are proficient</p><p>with the club, dagger, heavy crossbow, light crossbow, and</p><p>quarterstaff, but not with any type of armor or shield. Armor</p><p>interferes with a wizard's movements, which can cause his</p><p>spells with somatic components to fail.</p><p>Spells: A wizard casts arcane spells drawn from the</p><p>sorcerer/wizard spell list presented in Spell Lists. A wizard</p><p>must choose and prepare his spells ahead of time.</p><p>To learn, prepare, or cast a spell, the wizard must have an</p><p>Intelligence score equal to at least 10 + the spell level. The</p><p>Difficulty Class for a saving throw against a wizard's spell is</p><p>10 + the spell level + the wizard's Intelligence modifier.</p><p>A wizard can cast only a certain number of spells of each</p><p>spell level per day. His base daily spell allotment is given on</p><p>Table: Wizard. In addition, he receives bonus spells per day</p><p>if he has a high Intelligence score (see Table: Ability</p><p>Modifiers and Bonus Spells).</p><p>A wizard may know any number of spells. He must choose</p><p>and prepare his spells ahead of time by getting 8 hours of</p><p>sleep and spending 1 hour studying his spellbook. While</p><p>studying, the wizard decides which spells to prepare.</p><p>Bonus Languages: A wizard may substitute Draconic for</p><p>one of the bonus languages available to the character because</p><p>of his race.</p><p>Arcane Bond (Ex or Sp): At 1st level, wizards form a</p><p>powerful bond with an object or a creature. This bond can</p><p>take one of two forms: a familiar or a bonded object. A</p><p>familiar is a magical pet that enhances the wizard's skills and</p><p>senses and can aid him in magic, while a bonded object is an</p><p>item a wizard can use to cast additional spells or to serve as a</p><p>magical item. Once a wizard makes this choice, it is</p><p>permanent and cannot be changed. Rules for bonded items</p><p>are given below, while rules for familiars are at the end of</p><p>this section.</p><p>Wizards who select a bonded object begin play with one at</p><p>no cost. Objects that are the subject of an arcane bond must</p><p>fall into one of the following categories: amulet, ring, staff,</p><p>wand, or weapon. These objects are always masterwork</p><p>quality. Weapons acquired at 1st level are not made of any</p><p>special material. If the object is an amulet or ring, it must be</p><p>worn to have effect, while staves, wands, and weapons must</p><p>be wielded. If a wizard attempts to cast a spell without his</p><p>bonded object worn or in hand, he must make a</p><p>concentration check or lose the spell. The DC for this check</p><p>is equal to 20 + the spell's level. If the object is a ring or</p><p>amulet, it occupies the ring or neck slot accordingly.</p><p>A bonded object can be used once per day to cast any one</p><p>spell that the wizard has in his spellbook and is capable of</p><p>casting, even if the spell is not prepared. This spell is treated</p><p>like any other spell cast by the wizard, including casting</p><p>time, duration, and other effects dependent on the wizard's</p><p>level. This spell cannot be modified by metamagic feats or</p><p>other abilities. The bonded object cannot be used to cast</p><p>spells from the wizard's opposition schools (see arcane</p><p>school).</p><p>A wizard can add additional magic abilities to his bonded</p><p>object as if he has the required item creation feats and if he</p><p>meets the level prerequisites of the feat. For example, a</p><p>wizard with a bonded dagger must be at least 5th level to add</p><p>magic abilities to the dagger (see the Craft Magic Arms and</p><p>Armor feat in Feats). If the bonded object is a wand, it loses</p><p>its wand abilities when its last charge is consumed, but it is</p><p>not destroyed and it retains all of its bonded object properties</p><p>and can be used to craft a new wand. The magic properties of</p><p>a bonded object, including any magic abilities added to the</p><p>object, only function for the wizard who owns it. If a bonded</p><p>object's owner dies, or the item is replaced, the object reverts</p><p>to being an ordinary masterwork item of the appropriate</p><p>type.</p><p>If a bonded object is damaged, it is restored to full hit points</p><p>the next time the wizard prepares his spells. If the object of</p><p>an arcane bond is lost or destroyed, it can be replaced after 1</p><p>week in a special ritual that costs 200 gp per wizard level</p><p></p><p></p><p></p><p>plus the cost of the masterwork item. This ritual takes 8</p><p>hours to complete. Items replaced in this way do not possess</p><p>any of the additional enchantments of the previous bonded</p><p>item. A wizard can designate an existing magic item as his</p><p>bonded item. This functions in the same way as replacing a</p><p>lost or destroyed item except that the new magic item retains</p><p>its abilities while gaining the benefits and drawbacks of</p><p>becoming a bonded item.</p><p>Arcane School: A wizard can choose to specialize in one</p><p>school of magic, gaining additional spells and powers based</p><p>on that school. This choice must be made at 1st level, and</p><p>once made, it cannot be changed. A wizard that does not</p><p>select a school receives the universalist school instead.</p><p>A wizard that chooses to specialize in one school of magic</p><p>must select two other schools as his opposition schools,</p><p>representing knowledge sacrificed in one area of arcane lore</p><p>to gain mastery in another. A wizard who prepares spells</p><p>from his opposition schools must use two spell slots of that</p><p>level to prepare the spell. For example, a wizard with</p><p>evocation as an opposition school must expend two of his</p><p>available 3rd-level spell slots to prepare a fireball. In</p><p>addition, a specialist takes a –4 penalty on any skill checks</p><p>made when crafting a magic item that has a spell from one of</p><p>his opposition schools as a prerequisite. A universalist wizard</p><p>can prepare spells from any school without restriction.</p><p>Each arcane school gives the wizard a number of school</p><p>powers. In addition, specialist wizards receive an additional</p><p>spell slot of each spell level he can cast, from 1st on up. Each</p><p>day, a wizard can prepare a spell from his specialty school in</p><p>that slot. This spell must be in the wizard's spellbook. A</p><p>wizard can select a spell modified by a metamagic feat to</p><p>prepare in his school slot, but it uses up a higher-level spell</p><p>slot. Wizards with the universalist school do not receive a</p><p>school slot.</p><p></p><p>Cantrips: Wizards can prepare a number of cantrips, or 0-</p><p>level spells, each day, as noted on Table: Wizard under</p><p>“Spells per Day.” These spells are cast like any other spell,</p><p>but they are not expended when cast and may be used again.</p><p>A wizard can prepare a cantrip from an opposition school,</p><p>but it uses up two of his available slots (see below).</p><p>Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a</p><p>bonus feat.</p><p>Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard</p><p>gains a bonus feat.</p><p></p><p>specilist:</p><p></p><p>Transmutation School</p><p>Transmuters use magic to change the world around them.</p><p>Physical Enhancement (Su): You gain a +1 enhancement</p><p>bonus to one physical ability score (Strength, Dexterity, or</p><p>Constitution). This bonus increases by +1 for every five</p><p>wizard levels you possess to a maximum of +5 at 20th level.</p><p>You can change this bonus to a new ability score when you</p><p>prepare spells. At 20th level, this bonus applies to two</p><p>physical ability scores of your choice.</p><p>Telekinetic Fist (Sp): As a standard action you can strike with</p><p>a telekinetic fist, targeting any foe within 30 feet as a ranged</p><p>touch attack. The telekinetic fist deals 1d4 points of</p><p>bludgeoning damage + 1 for every two wizard levels you</p><p>possess. You can use this ability a number of times per day</p><p>equal to 3 + your Intelligence modifier.</p><p>Change Shape (Sp): At 8th level, you can change your shape</p><p>for a number of rounds per day equal to your wizard level.</p><p>These rounds do not need to be consecutive. This ability</p><p>otherwise functions like beast shape II or elemental body I.</p><p>At 12th level, this ability functions like beast shape III or</p><p>elemental body II.</p><p></p><p>feats</p><p>skills</p><p>Spells per level</p><p>spells memorized</p><p></p><p>[sblock=spellbook]</p><p>level 0</p><p></p><p>Abjuration</p><p></p><p>Resistance Subject gains +1 on saving throws. CRB</p><p>Conjuration</p><p>Acid Splash Orb deals 1d3 acid damage. CRB</p><p>Drench A sudden downpour soaks a target creature or object. Blog</p><p></p><p>Divination</p><p></p><p>Detect Magic Detects all spells and magic items within 60 ft. CRB</p><p>Detect Poison Detects poison in one creature or small object. CRB</p><p>Read Magic Read scrolls and spellbooks. CRB</p><p></p><p>Enchantment</p><p></p><p>Daze A single humanoid creature with 4 HD or less loses its next action. CRB</p><p></p><p>Evocation</p><p></p><p>Breeze Create a light wind that blows against target from direction of your choice. Blog</p><p>Dancing Lights Creates torches or other lights. CRB</p><p>Flare Dazzles one creature (–1 on attack rolls). CRB</p><p>Light Object shines like a torch. CRB</p><p>Penumbra Protects creature or object touched from bright light. Blog</p><p>Ray of Frost Ray deals 1d3 cold damage. CRB</p><p>Scoop Create a scoop of force to pick up or carry liquids. Blog</p><p>Spark Ignites flammable objects. APG</p><p></p><p>Illusion</p><p></p><p>Ghost Sound Figment sounds. CRB</p><p>Haunted Fey Aspect You surround yourself with disturbing illusions. UC</p><p></p><p>Necromancy</p><p></p><p>Bleed Cause a stabilized creature to resume dying. CRB</p><p>Disrupt Undead Deals 1d6 damage to one undead. CRB</p><p>Touch of Fatigue Touch attack fatigues target. CRB</p><p></p><p>Transmutation</p><p></p><p>Jolt Deal 1d3 electrical damage with a ranged touch attack. Blog</p><p>Mage Hand 5-pound telekinesis. CRB</p><p>Mending Makes minor repairs on an object. CRB</p><p>Message Whisper conversation at distance. CRB</p><p>Open/Close Opens or closes small or light things. CRB</p><p>Root Reinforces a subjects defense against being moved or tripped. Blog</p><p>Universal</p><p>Arcane Mark Inscribes a personal rune on an object or creature (visible or invisible). CRB</p><p>Prestidigitation Performs minor tricks.</p><p></p><p>level 1</p><p>burning disarm</p><p>burning hands</p><p>Identify</p><p>Magic Missile</p><p>shield</p><p>sleep</p><p>unseen servant</p><p>[/sblock]</p><p></p><p>[sblock= background]</p><p>sickly as a child, he sought to entertain himself with reading in libraries</p><p>learned much from stories of old</p><p>was entranced by a traveling wizard.</p><p>exchanges between showed a exceptional intellegence</p><p>wizard received permission from parents to instruct in the school of the arcane</p><p>[/sblock]</p><p>[/code]</p></blockquote><p></p>
[QUOTE="Scott DeWar, post: 5899847, member: 49929"] [b]David's chalk board[/b] [code] str 10 00 -1 Human wizard 1-Transmutationist dex 13 +1 3 hd 1d6+1 hp 7/7 con 13 +1 3 bab +0 cmb +0 cmd 11 int 18 +4 10 fort + wis 14 +2 5 ref + cha 14 +2 5 will + human bonus: +2 Int Xmuter bonus: +1 str defense-no armor (shield spell) offense weapon att dam crit range type traits Theoretical Magician [sblock]You've studied more magic than what you can actually perform. Benefit: You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren't a spellcaster.[/sblock] Rich Parents [sblock]You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoyed a one-time benefit to your initial finances. Benefit: Your starting cash increases to 900 gp.[/sblock] features Race: Human Racial Traits +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Alignment: Any. Hit Die: d6. Class Skills The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int). Skill Ranks per Level: 2 + Int modifier. Class Features The following are the class features of the wizard. Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail. Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare. Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race. Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section. Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school). A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. Cantrips: Wizards can prepare a number of cantrips, or 0- level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below). Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. specilist: Transmutation School Transmuters use magic to change the world around them. Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice. Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II. feats skills Spells per level spells memorized [sblock=spellbook] level 0 Abjuration Resistance Subject gains +1 on saving throws. CRB Conjuration Acid Splash Orb deals 1d3 acid damage. CRB Drench A sudden downpour soaks a target creature or object. Blog Divination Detect Magic Detects all spells and magic items within 60 ft. CRB Detect Poison Detects poison in one creature or small object. CRB Read Magic Read scrolls and spellbooks. CRB Enchantment Daze A single humanoid creature with 4 HD or less loses its next action. CRB Evocation Breeze Create a light wind that blows against target from direction of your choice. Blog Dancing Lights Creates torches or other lights. CRB Flare Dazzles one creature (–1 on attack rolls). CRB Light Object shines like a torch. CRB Penumbra Protects creature or object touched from bright light. Blog Ray of Frost Ray deals 1d3 cold damage. CRB Scoop Create a scoop of force to pick up or carry liquids. Blog Spark Ignites flammable objects. APG Illusion Ghost Sound Figment sounds. CRB Haunted Fey Aspect You surround yourself with disturbing illusions. UC Necromancy Bleed Cause a stabilized creature to resume dying. CRB Disrupt Undead Deals 1d6 damage to one undead. CRB Touch of Fatigue Touch attack fatigues target. CRB Transmutation Jolt Deal 1d3 electrical damage with a ranged touch attack. Blog Mage Hand 5-pound telekinesis. CRB Mending Makes minor repairs on an object. CRB Message Whisper conversation at distance. CRB Open/Close Opens or closes small or light things. CRB Root Reinforces a subjects defense against being moved or tripped. Blog Universal Arcane Mark Inscribes a personal rune on an object or creature (visible or invisible). CRB Prestidigitation Performs minor tricks. level 1 burning disarm burning hands Identify Magic Missile shield sleep unseen servant [/sblock] [sblock= background] sickly as a child, he sought to entertain himself with reading in libraries learned much from stories of old was entranced by a traveling wizard. exchanges between showed a exceptional intellegence wizard received permission from parents to instruct in the school of the arcane [/sblock] [/code] [/QUOTE]
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