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<blockquote data-quote="the Jester" data-source="post: 9525042" data-attributes="member: 1210"><p>Finally, the wizard- the fourth of the four "base classes".</p><p></p><p>Note that I wrote this version of cloudkill before deciding to re-institute ability damage; I'll probably modify it eventually to use ability damage instead of (or maybe in addition to) hit point damage.</p><p></p><p>Note also that some 5th level spells have upcasting options. You get slots higher than 5th level via feats.</p><p></p><p><strong>WIZARD</strong></p><p></p><p>1d4 HD.</p><p></p><p><strong>Starting Features:</strong> Gain expertise+1d6 to Int checks. Start with two additional first level wizard spells in your spellbook. Gain two additional cantrip slots.</p><p></p><p><strong>Level --- Features</strong></p><p>1 --- 1st Level Spells, Cantrips, Intellectual Magic, Spellbook, Proficiencies (dagger,dart, staff)</p><p>2 --- Arcane Recovery (1/day), Extra Spells</p><p>3 --- 2nd Level Spells</p><p>4 --- Extra Spells, +1 to spell attacks and DC</p><p>5 --- 3rd Level Spells</p><p>6 --- Arcane Recovery (2/day), Extra Spells</p><p>7 --- 4th Level Spells</p><p>8 --- Extra Spells, Powerful Wizardry, +1 to spell attacks</p><p>9 --- 5th Level Spells</p><p>10 --- Extra Spells, +1 to spell attacks</p><p></p><p>NOTE: No spell prep required. Wizard can cast any spell in their book, spell slots permitting.</p><p></p><p><strong>X Level Spells: </strong>You can learn and cast wizard spells of the indicated level. This has the following effects.</p><ul> <li data-xf-list-type="ul">You can choose two wizard spells of that level to scribe in your spellbook at no cost.</li> <li data-xf-list-type="ul">You gain two spell slots of that level. You recover these after a long rest. </li> </ul><p><strong>Cantrips: </strong>You know a variety of minor magical tricks and effects. This has the following effects.</p><ul> <li data-xf-list-type="ul">You can choose up to four wizard cantrips to scribe into your spellbook at no cost. </li> <li data-xf-list-type="ul">You gain four cantrip slots. You recover these after a long rest.</li> </ul><p><strong>Intellectual Magic: </strong>If your Int is at least 13, your wizard spells have a DC of 2. If your Int is at least 16, they instead have a DC of 3.</p><p></p><p><strong>Spellbook: </strong>You have created or acquired a spellbook, a 100-page book that contains the formulae for your wizard spells. You know all the spells in your book. Scribing a spell into your book costs 10 gp for a cantrip, 25 gp for a 1st level spell, 50 gp for a 2nd level spell, 150 gp for a 3rd level spell, 500 gp for a 4th level spell, or 2,500 gp for a 5th level spell, and uses a number of pages equal to the spell's level, minimum of one. A new blank spellbook costs 500 gp.</p><p></p><p><strong>Arcane Recovery: </strong>With one hour of study and contemplation, you can regain one expended spell slot of any level that you can cast and two expended cantrip slots. Once you do this the indicated number of times, you can't use this power again until you finish a long rest.</p><p></p><p><strong>Extra Spells: </strong>You gain two spell slots of any level that you can cast.</p><p></p><p><strong>+1 to spell attacks and DC: </strong>Your spell attacks and wizard spell save DCs increase by 1.</p><p></p><p><strong>Powerful Wizardry: </strong>Saves against your wizard spells are more difficult. A creature making such a save has a 1d6 penalty die. </p><p></p><p><em><strong>Level Up:</strong></em> If the class you took most recently upon leveling up was wizard, you can choose one of the following options, with an ability score needing 10advancement points to increase one full point:</p><ul> <li data-xf-list-type="ul">Your Int, Wis, or Cha gains 1d6 advancement points. </li> <li data-xf-list-type="ul">Another ability score of your choice gains 1d4 advancement points.</li> </ul><p><strong>WIZARD SPELLS</strong></p><p> </p><p><strong>Cantrips</strong></p><p></p><p><u>Audible Glamer</u>- make a noise emit from a point within 90'. Can include speech. Can be as loud as a shout. You can program a simple loop of sound that repeats after one round. Lasts concentration, up to 1 hour.</p><p></p><p><u>Close or Open</u>- opens or closes a door within 60'</p><p></p><p><u>Dancing Lights</u>- create four lights within 30', each sheds light 0'/10'. You can spend 10' of movement to move one light 10'; each can only move once per round. The lights last 10 minutes, but you can end the spell by spending 10' of movement or by using a reaction at the start or end of a creature's turn.</p><p></p><p><u>Detect Magic</u>- range 60', lasts for 1 minute; can distinguish between weak and strong magic, and might be able to learn more with Int check</p><p></p><p><u>Mage Hand</u>- Conjure a visible hand of force within 30'. Can move it up to 30' by spending an equal amount of movement. Can grab, move, or manipulate small items up to 5lbs in weight using your action.</p><p></p><p><u>Ray of Frost</u>- Roll to hit a target within 60'. On a hit, deal 1d3 cold damage and reduce speed by 10' until start of your next turn.</p><p></p><p><strong>1st level</strong></p><p></p><p><u>Burning Hands</u>- 15' cone, each creature must make a Dex save; 2d4 fire damage, save for half. Upcast one level to add 1d4. Upcast one level to add 15' to cone.</p><p></p><p><u>Charm Person</u>- range 60', one non-Undead Humanoid target must make a Wis save or be charmed. While charmed, it thinks of you as a trusted friend. You gain a 1d6 bonus die on checks to influence it. The spell ends if you or your allies attack or otherwise harm it.</p><p></p><p><u>Flame Bolt</u>- make a spell attack against a target within 120'; deals 1d10 fire damage on a hit. Upcast one level to add 1d10. Upcast one level to add 1d6 bonus die to attack.</p><p></p><p><u>Identify</u>-takes 1 minute to cast and burns a 50 gp pearl. Identifies one magic item. Upcast one level: Identify one more item. Upcast three levels: Reduce casting time to 1 round.</p><p></p><p><u>Light</u>- cause 20'/40' light to emanate from an object you touch or a point in space. Lasts 1 hour. Upcast one level to increase radius by 10'/20' or one level to increase duration by 1 hour.</p><p></p><p><u>Magic Missile</u>- 1d6+1 force damage to one target within 100'. Upcast one level to add one missile. Upcast one level to increase range by 100'.</p><p></p><p><u>Minor Illusion</u>- make a visual and auditory illusion that fits in a 30' cube. You can spend 25' of movement to cause one element of the illusion to move or make a noise (but not speech). You can also program a simple loop of movement that repeats each round, but it otherwise doesn't move or react. Lasts concentration, up to 1 hour.</p><p></p><p><u>Protection fromChaos/Evil/Good/Law</u>- touch a creature or object; attacks from sources of the chosen alignment have a 1d6 penalty die, and the subject has a 1d6 bonus die on saves against effects from that alignment. Lasts concentration up to 1 minute. Upcast one level to target one additional creature. Upcast two levels to increase duration to concentration up to 10 minutes. Upcast two levels to remove concentration.</p><p></p><p></p><p><u>Shield</u>- reaction interrupts an attack or magic missile that hits you. The magic missile is negated, or you gain a +1d6 bonus die to your AC against that attack. Upcast one level: Add another bonus die to your AC. Upcast two levels: Lasts until the end of your next turn instead.</p><p></p><p></p><p><u>Shocking Grasp</u>- touch attack deals 1d8 lightning damage and enemy loses reactions until start of your next turn. If you miss, you can 'hold the charge' as long as you don't cast another spell, up to 1 minute. Upcast one level: +1d8 damage. Upcast one level: Gain a 1d6 bonus die to your attack.</p><p></p><p><u>Sleep</u>- targets each creature within 20' of a point you can see within 60'. Each creature in the area must make a Wis save or become groggy, losing 20' of movement and having a 1d6 penalty die to attacks and checks until the end of their next turn. Then they repeat the save, either ending the effect or falling asleep (save ends). If asleep, they wake if they take damage or a creature uses 30' of movement to wake them. Otherwise they wake after 10 minutes.</p><p></p><p><u>Tenser's Floating Disc</u>- creates a 5' diameter disc of force that can bear up to 500 lbs. It follows you at a distance of 10', though you can spend 10' of movement to alter this to any distance between 5' and 30'. As a force effect, the disc can't be harmed. You can end the effect by spending 5' of movement.</p><p></p><p><u>True Strike</u>- one creature you can see within 30' or can touch gains 2d8 bonus dice on their next attack before the start of your next turn.</p><p></p><p><strong>2nd level</strong></p><p></p><p><u>Detect Thoughts</u>- one creature within 60', even behind a wooden (but not stone) door or wall, must make Int save or you read its surface thoughts for 10 minutes. If all targets make the save, you don't expend the spell slot. Upcast one level: add one target. Upcast two levels: target(s) take a 1d6 penalty die to save.</p><p></p><p><u>Hold Person</u>- one humanoid creature within 60' must make Wis save or be paralyzed for concentration, up to 1 minute (save ends). If all targets make the initial save, you don't expend the spell slot. While it is paralyzed, attacks against it get a 1d8 bonus die and deal double damage. Upcast one level: add one target.</p><p></p><p><u>Invisibility</u>- one creature (or an object up to Large) that you touch becomes invisible for as long as you concentrate, up to 10 minutes, or until the target attacks or casts a spell. While it is invisible, the target gets a 1d6 bonus die to attacks against creatures that can't see it, and a creature must spend 15' of movement to attempt to locate the target's position with a Wis check opposed by the target's Dex check. Even if it does,it takes a 1d6 penalty die to attacks against the target. Upcast one level: add one target. Upcast one level: increase max duration to 1hour. Upcast 3 levels: attacking doesn't end the spell.</p><p></p><p><u>Levitate</u>- for one hour, a willing target can move up or down in the air (but not horizontally) at a speed of 30'. Upcast one level: add one target.</p><p></p><p><u>Melf's Acid Arrow</u>- make a spell attack against a target within 90'; if you hit, do 1d8 piercing plus 1d8 acid damage, and the target takes ongoing 1d8 acid (con save ends). If you miss, you don't expend the spell slot.</p><p></p><p><u>Mirror Image</u>- four images surround you. If you would be hit, you or a random image are hit instead. When an image is hit, it vanishes. If any images remain, the spell ends after 1 minute. Upcast one level: add one image.</p><p></p><p><u>Misty Step</u><em>-</em> you can spend 10' of movement to cast this. You teleport up to 60' to a space you can see.</p><p></p><p><u>Resist Energy</u>- up to three creatures within 30' gain resistance to one of the following: acid, cold, fire, lightning, necrotic, radiant, or thunder. Lasts 10 minutes. Upcast one level: add three targets. Upcast two levels: increase duration to 1 hour.</p><p></p><p><u>See Invisibility</u>- one creature you touch can see invisibility for 1 hour. Upcast one level: add one target.</p><p></p><p><u>Shatter</u>- 3d8 thunder damage in a 10' radius sphere (Con save for half). Objects take double damage.</p><p></p><p><u>Vertigo</u>- each creature in a 20' x 20' area you can see within 60' must make a Dex save or fall prone and be unable to stand up for 1 minute (Wis save ends). If all targets make the initial save, you don't expend the spell slot.</p><p></p><p><strong>3rd level</strong></p><p></p><p><u>Counterspell</u>- use a reaction when you see a spell cast within 60'. (If the spell is in your book, you recognize it.) Make an Int check with a DC equal to 2 + the spell's level. If you succeed, you counter that spell.</p><p></p><p><u>Dispel Magic</u>- target one creature, object, area up to 20'x20', or magical effect within 60'. Spells or magical effects of up to 3rd level on that target end; you make an Int check against each additional effect, and if you succeed, it ends as well. Upcast one level: increase range by 30'. Upcast one level: increase automatic dispel by one level.</p><p></p><p><u>Fireball</u>- 20' radius sphere centered on a point you can see within 120'. Does 6d6 fire damage to everything in it (Dex save for half). Upcast one level: add 1d6 damage. Upcast one level: Increase range by 60'. Upcast two levels: add 1d6 penalty die to saves.</p><p></p><p><u>Fly</u>- one creature you touch gains fly 60' for 1 hour. Upcast one level: add one target. Upcast one level: add 15' to speed.</p><p></p><p><u>Haste</u>- one willing creature you can see within 60' gains +15' speed and an extra action that isn'tspellcasting each turn.</p><p></p><p><u>Lightning Bolt</u>- 60' long, 5' wide bolt, does 6d6 lightning damage to everything in it (Dex save for half).</p><p></p><p><u>Major Illusion</u>- make a visual, auditory, olfactory, and gustatory illusion that fits in a 40' cube. You can spend 10' of movement to cause one element of the illusion to move or make noise, including speech. You can also use a reaction when something happens that the illusion should react to. If you do, you can cause the illusion to react appropriately to the trigger. When you cast it, you can program a simple loop of movement lasting up to one minute. When you set this program, you choose whether it repeats after finishing or stops. The illusion doesn't otherwise move or react. Lasts concentration, up to 8 hours. Upcast two levels: remove concentration.</p><p></p><p><u>Protection from Energy</u>- one creature within 30' gains immunity to one of the following: acid, cold, fire, lightning, necrotic, radiant, or thunder. Lasts 10minutes. Upcast one level: add one targets. Upcast two levels: increase duration to 1 hour.</p><p></p><p><u>Protection from Missiles</u>- creates either an immobile zone in a 20' radius centered on a point you can see within 60' or a 10' radius aura extending from you. Ranged weapon attacks with targets in the area suffer a 1d8 penalty die to attacks and a -4 penalty to damage. Lasts concentration up to 10 minutes. Upcast one level: increase penalty die to 1d10. Upcast one level: increase damage penalty to -6. Upcast one level: increase maximum duration to 1 hour. Upcast two levels: remove concentration.</p><p></p><p><u>Remove curse</u>- removes one curse on target creature or object you can see within 30'.</p><p></p><p><u>Slow</u>- one creature you can see within 60' must make a Wis save or have its speed reduced by 15' to a minimum of 5' for 1 minute (save ends). In addition, it can't make more than one attack on its turn, can't take more than one reaction per round, and takes a 1d6 penalty die to attacks and Dex saves. If all targets make the initial save, you don't expend the spell slot. Upcast one level: increase range by 30'. Upcast one level: add one target. Upcast two levels: requires two saves to end.</p><p></p><p><strong>4th level </strong></p><p></p><p><u>Banishment</u>- one creature you can see within 90' must make a Cha save or be banished. If it's from another plane, it returns; otherwise, it vanishes for 1 minute (save ends). If all initial targets make their saves, you don't expend the spell slot. Upcast one level: add one target.</p><p></p><p><u>Confusion</u>- each creature in a10' radius sphere within 90' must make a Wis save or be confused for concentration, up to 1 minute (save ends). If all initial targets make their saves, you don't expend the spell slot. A confused creature takes no reactions and rolls 1d10 to determine what it does on its turn: 1- move full speed in a random direction; 2 to 6- do nothing; 7 to 8- attack a random creature within reach or range, or drops everything it is holding if there are no targets; 9 to 10- act normally. </p><p></p><p><u>Dimension Door</u>- open a portal within 5' that leads to a second door that opens within 400', even beyond a wall or barrier. The portal remains open as long as you concentrate, up to 1 minute. Creatures can freely move through the dimension doors.</p><p></p><p><u>Globe of invulnerability</u>- for 10 minutes, you emanate a 10' radius aura. Within this aura, spells of 4th level or lower are suppressed and have no effect. You can cast spells out of the globe. When a suppressed spell is no longer in the globe, if its duration is still going, it resumes. Upcast one level: suppresses spells one level higher. </p><p></p><p><u>Ice storm</u>- 40' radius cylinder 100' high centered on a point within 100'. Each creature in the area takes 2d10 cold and 2d10 bludgeoning damage (no save); the area is then difficult terrain for 1 hour. Upcast one level: increase range by 50'.</p><p></p><p><u>Locate Creature</u>- choose either a category of creature (such as a human, female camel, or black-haired elf wearing a green cloak) or a specific creature. If that creature is within one mile, you can spend 10' of movement to get a sense of what direction it is in. If it is within 500', you also sense that it is not far; and if it is within 100', you also sense that it is close. You retain the ability to sense it for one hour.</p><p></p><p><u>Phantasmal Killer</u>- one target is afflicted by a phantasm of a horrific monster embodying its greatest fears for 1 minute (Int save negates). If the target makes its initial save, you can force it to repeat it on your next turn; if it succeeds again, the spell ends and you don't expend the slot. At the start of its turn, an afflicted creature moves its speed in arandom direction and takes 3d6 psychic damage. In addition, it takes a 1d6 penalty die to attacks and checks.</p><p></p><p><u>Solid fog</u>- create a bank of fog in a cube up to 60' on a side centered on a point you can see within 200'. The fog lasts for 1 hour and completely blocks sight. The fog is also very thick and difficult to move through, requiring triple normal movement to pass through.</p><p></p><p><u>Stone Shape</u>- takes 1 minute to cast. Reshape any contiguous nonmagical stone in a10' cube that you touch.</p><p></p><p><u>Stoneskin</u>- targets one creature you touch. For concentration up to 1 hour, whenever the target takes bludgeoning, piercing, or slashing damage that isn't adamantine, it takes only 1 damage. Taking this damage won't break your concentration on this spell.</p><p></p><p><u>Wall of fire</u>- creates a wall of flames up to 50' high, 80' long, and 10' thick within 120' that lasts 10 minutes. Can have up to three 90 degree bends in it. When it appears, creatures inside it take 3d6 fire damage, creatures within 5' take 2d6 fire, and creatures within 10' take 1d6 fire damage. A creature inside can use a reaction to make a Dex save; if it succeeds it takes half damage and moves outside the wall in a direction of its choice. The wall also deals damage to a creature that spends any of its turn in or near the wall, doing only the largest damage expression triggered by the creature. The wall is difficult terrain. You can choose to make only one side hot. Upcast one level: increase duration to 1 hour.</p><p></p><p><u>Wall of ice</u>- creates a wall of solid ice up to 50' high, 80' long, and 10' thick within 120' that lasts 1 hour. Can have up to three 90 degree bends in it. Must appear in unobstructed space. The wall is very difficult to climb (4d6 Str check). When it appears, creatures within 10' take 1d8 cold damage. A creature that spends any part of its turn within 10' also takes this damage. Touching the wall does 2d8 cold damage per round. The wall is AC 14 and each 5' cube has 40 hp. If a section is destroyed, it releases a wave of chilling cold that does 3d8 cold to each creature within 20' (Con save for half).</p><p></p><p><strong>5th level</strong></p><p></p><p><u>Cloudkill</u>- creates a 30' radius, 20' high cloud of poisonous green vapors centered on apoint you can see within 90'. When it appears, each creature in the cloud takes 3d6 poison damage and must make a Con save, becoming poisoned for as long as it is in the cloud and for 1 minute thereafter (save ends when out of the cloud). While poisoned in this way, the creature has a 1d6 penalty die to attacks and checks. A creature that spends any of its turn in the cloud also suffers these effects. The cloud lasts for 10 minutes, and at the start of your turn, unless you spend 15' of movement to halt it until your next turn, it moves 15' directly away from you. The cloud is opaque and blocks line of sight within and through it.</p><p></p><p><u>Cone of Cold</u>- 60' cone, does 8d8 cold damage (Con save for half). Upcast one level: add 1d8 damage.</p><p></p><p><u>Conjure Elemental</u>- 10 minutes to cast, requires 2,000 gp in arcane components; conjures an elemental from a large mass of air, earth, fire, or water. This is an elemental of the appropriate type 90% of the time, but sometimes something else comes through instead or in addition, and is uncontrolled. Conjured elementals remain for 1 hour. While you concentrate on the elemental, you can spend 20' of movement to issue it a command. If you don't concentrate, it becomes angry and hostile to you, and if you try to issue it another command by resuming concentration, it can make a Wis save to ignore your commands. You can continue to try to reassert your command on it as long as the duration lasts, but if it makes 3 saves against your attempts, you can no longer reassert yourself on it.</p><p></p><p><u>Hold Monster</u>- one living creature within 60' must make Wis save or be paralyzed for concentration, up to 1 minute (save ends). If all targets make the initial save, you don'texpend the spell slot. While it is paralyzed, attacks against it geta 1d8 bonus die and deal double damage. Upcast one level: add onetarget.</p><p></p><p><u>Passwall</u>- touch a surface, open a passage up to 10' square and up to 30' deep through it. The passage remains open for 8 hours or until you spend 15' of movement to close it (which you can do at any distance). Anything inside when it closes takes 10d6 bludgeoning damage and is expelled out the closest end of the passage; a creature can use a reaction tomake a Dex save. If it succeeds, it can move its speed before taking amage, and if it gets out of the passage, it takes no damage.</p><p></p><p><u>Plane Shift</u>- requires the proper tuning fork. You can either transport yourselfand up to 11 other willing creatures or a single unwilling creature to the plane your tuning fork corresponds to. In either case, if you picture a particular location on that plane, the targets appear 1d100 miles from that location; otherwise they appear in a random spot onthe plane. If you target an unwilling creature, it can make a Cha save to resist, and if it succeeds, you don't expend the spell slot.</p><p></p><p><u>Teleport</u>- you teleport yourself and up to 9 other creatures you touch up to 100 miles. If you know the destination well, you arrive on target. Otherwise, you must make a Cha check based on how well you know the destination (have been there multiple times, 2d6; seen once, 3d6; never been there, 4d6). You must know at least roughly where the destination is (i.e. you can't teleport to “Bob's house” if you don't know where his house is). If you fail this check, you suffer a mishap. Roll 1d8: 1 to 5- arrive in a similar looking location within 100 miles of the target; 6 or 7- arrive in a random location within 100 miles of the target; 8- mishap deals 5d8 force damage to each creature teleporting.</p><p></p><p><u>Wall of Force</u>- create a transparent wall of force up to 50' high, 80' wide, and 1' thick. The wall can't be damaged except by disintegration, and incorporeal creatures can't pass through it. The wall lasts 30 minutes or until you spend 20' of movement to end it.</p></blockquote><p></p>
[QUOTE="the Jester, post: 9525042, member: 1210"] Finally, the wizard- the fourth of the four "base classes". Note that I wrote this version of cloudkill before deciding to re-institute ability damage; I'll probably modify it eventually to use ability damage instead of (or maybe in addition to) hit point damage. Note also that some 5th level spells have upcasting options. You get slots higher than 5th level via feats. [B]WIZARD[/B] 1d4 HD. [B]Starting Features:[/B] Gain expertise+1d6 to Int checks. Start with two additional first level wizard spells in your spellbook. Gain two additional cantrip slots. [B]Level --- Features[/B] 1 --- 1st Level Spells, Cantrips, Intellectual Magic, Spellbook, Proficiencies (dagger,dart, staff) 2 --- Arcane Recovery (1/day), Extra Spells 3 --- 2nd Level Spells 4 --- Extra Spells, +1 to spell attacks and DC 5 --- 3rd Level Spells 6 --- Arcane Recovery (2/day), Extra Spells 7 --- 4th Level Spells 8 --- Extra Spells, Powerful Wizardry, +1 to spell attacks 9 --- 5th Level Spells 10 --- Extra Spells, +1 to spell attacks NOTE: No spell prep required. Wizard can cast any spell in their book, spell slots permitting. [B]X Level Spells: [/B]You can learn and cast wizard spells of the indicated level. This has the following effects. [LIST] [*]You can choose two wizard spells of that level to scribe in your spellbook at no cost. [*]You gain two spell slots of that level. You recover these after a long rest. [/LIST] [B]Cantrips: [/B]You know a variety of minor magical tricks and effects. This has the following effects. [LIST] [*]You can choose up to four wizard cantrips to scribe into your spellbook at no cost. [*]You gain four cantrip slots. You recover these after a long rest. [/LIST] [B]Intellectual Magic: [/B]If your Int is at least 13, your wizard spells have a DC of 2. If your Int is at least 16, they instead have a DC of 3. [B]Spellbook: [/B]You have created or acquired a spellbook, a 100-page book that contains the formulae for your wizard spells. You know all the spells in your book. Scribing a spell into your book costs 10 gp for a cantrip, 25 gp for a 1st level spell, 50 gp for a 2nd level spell, 150 gp for a 3rd level spell, 500 gp for a 4th level spell, or 2,500 gp for a 5th level spell, and uses a number of pages equal to the spell's level, minimum of one. A new blank spellbook costs 500 gp. [B]Arcane Recovery: [/B]With one hour of study and contemplation, you can regain one expended spell slot of any level that you can cast and two expended cantrip slots. Once you do this the indicated number of times, you can't use this power again until you finish a long rest. [B]Extra Spells: [/B]You gain two spell slots of any level that you can cast. [B]+1 to spell attacks and DC: [/B]Your spell attacks and wizard spell save DCs increase by 1. [B]Powerful Wizardry: [/B]Saves against your wizard spells are more difficult.[B] [/B]A creature making such a save has a 1d6 penalty die.[B] [/B] [I][B]Level Up:[/B][/I] If the class you took most recently upon leveling up was wizard, you can choose one of the following options, with an ability score needing 10advancement points to increase one full point: [LIST] [*]Your Int, Wis, or Cha gains 1d6 advancement points. [*]Another ability score of your choice gains 1d4 advancement points. [/LIST] [B]WIZARD SPELLS[/B] [B]Cantrips[/B] [U]Audible Glamer[/U]- make a noise emit from a point within 90'. Can include speech. Can be as loud as a shout. You can program a simple loop of sound that repeats after one round. Lasts concentration, up to 1 hour. [U]Close or Open[/U]- opens or closes a door within 60' [U]Dancing Lights[/U]- create four lights within 30', each sheds light 0'/10'. You can spend 10' of movement to move one light 10'; each can only move once per round. The lights last 10 minutes, but you can end the spell by spending 10' of movement or by using a reaction at the start or end of a creature's turn. [U]Detect Magic[/U]- range 60', lasts for 1 minute; can distinguish between weak and strong magic, and might be able to learn more with Int check [U]Mage Hand[/U]- Conjure a visible hand of force within 30'. Can move it up to 30' by spending an equal amount of movement. Can grab, move, or manipulate small items up to 5lbs in weight using your action. [U]Ray of Frost[/U]- Roll to hit a target within 60'. On a hit, deal 1d3 cold damage and reduce speed by 10' until start of your next turn. [B]1st level[/B] [U]Burning Hands[/U]- 15' cone, each creature must make a Dex save; 2d4 fire damage, save for half. Upcast one level to add 1d4. Upcast one level to add 15' to cone. [U]Charm Person[/U]- range 60', one non-Undead Humanoid target must make a Wis save or be charmed. While charmed, it thinks of you as a trusted friend. You gain a 1d6 bonus die on checks to influence it. The spell ends if you or your allies attack or otherwise harm it. [U]Flame Bolt[/U]- make a spell attack against a target within 120'; deals 1d10 fire damage on a hit. Upcast one level to add 1d10. Upcast one level to add 1d6 bonus die to attack. [U]Identify[/U]-takes 1 minute to cast and burns a 50 gp pearl. Identifies one magic item. Upcast one level: Identify one more item. Upcast three levels: Reduce casting time to 1 round. [U]Light[/U]- cause 20'/40' light to emanate from an object you touch or a point in space. Lasts 1 hour. Upcast one level to increase radius by 10'/20' or one level to increase duration by 1 hour. [U]Magic Missile[/U]- 1d6+1 force damage to one target within 100'. Upcast one level to add one missile. Upcast one level to increase range by 100'. [U]Minor Illusion[/U]- make a visual and auditory illusion that fits in a 30' cube. You can spend 25' of movement to cause one element of the illusion to move or make a noise (but not speech). You can also program a simple loop of movement that repeats each round, but it otherwise doesn't move or react. Lasts concentration, up to 1 hour. [U]Protection fromChaos/Evil/Good/Law[/U]- touch a creature or object; attacks from sources of the chosen alignment have a 1d6 penalty die, and the subject has a 1d6 bonus die on saves against effects from that alignment. Lasts concentration up to 1 minute. Upcast one level to target one additional creature. Upcast two levels to increase duration to concentration up to 10 minutes. Upcast two levels to remove concentration. [U]Shield[/U]- reaction interrupts an attack or magic missile that hits you. The magic missile is negated, or you gain a +1d6 bonus die to your AC against that attack. Upcast one level: Add another bonus die to your AC. Upcast two levels: Lasts until the end of your next turn instead. [U]Shocking Grasp[/U]- touch attack deals 1d8 lightning damage and enemy loses reactions until start of your next turn. If you miss, you can 'hold the charge' as long as you don't cast another spell, up to 1 minute. Upcast one level: +1d8 damage. Upcast one level: Gain a 1d6 bonus die to your attack. [U]Sleep[/U]- targets each creature within 20' of a point you can see within 60'. Each creature in the area must make a Wis save or become groggy, losing 20' of movement and having a 1d6 penalty die to attacks and checks until the end of their next turn. Then they repeat the save, either ending the effect or falling asleep (save ends). If asleep, they wake if they take damage or a creature uses 30' of movement to wake them. Otherwise they wake after 10 minutes. [U]Tenser's Floating Disc[/U]- creates a 5' diameter disc of force that can bear up to 500 lbs. It follows you at a distance of 10', though you can spend 10' of movement to alter this to any distance between 5' and 30'. As a force effect, the disc can't be harmed. You can end the effect by spending 5' of movement. [U]True Strike[/U]- one creature you can see within 30' or can touch gains 2d8 bonus dice on their next attack before the start of your next turn. [B]2nd level[/B] [U]Detect Thoughts[/U]- one creature within 60', even behind a wooden (but not stone) door or wall, must make Int save or you read its surface thoughts for 10 minutes. If all targets make the save, you don't expend the spell slot. Upcast one level: add one target. Upcast two levels: target(s) take a 1d6 penalty die to save. [U]Hold Person[/U]- one humanoid creature within 60' must make Wis save or be paralyzed for concentration, up to 1 minute (save ends). If all targets make the initial save, you don't expend the spell slot. While it is paralyzed, attacks against it get a 1d8 bonus die and deal double damage. Upcast one level: add one target. [U]Invisibility[/U]- one creature (or an object up to Large) that you touch becomes invisible for as long as you concentrate, up to 10 minutes, or until the target attacks or casts a spell. While it is invisible, the target gets a 1d6 bonus die to attacks against creatures that can't see it, and a creature must spend 15' of movement to attempt to locate the target's position with a Wis check opposed by the target's Dex check. Even if it does,it takes a 1d6 penalty die to attacks against the target. Upcast one level: add one target. Upcast one level: increase max duration to 1hour. Upcast 3 levels: attacking doesn't end the spell. [U]Levitate[/U]- for one hour, a willing target can move up or down in the air (but not horizontally) at a speed of 30'. Upcast one level: add one target. [U]Melf's Acid Arrow[/U]- make a spell attack against a target within 90'; if you hit, do 1d8 piercing plus 1d8 acid damage, and the target takes ongoing 1d8 acid (con save ends). If you miss, you don't expend the spell slot. [U]Mirror Image[/U]- four images surround you. If you would be hit, you or a random image are hit instead. When an image is hit, it vanishes. If any images remain, the spell ends after 1 minute. Upcast one level: add one image. [U]Misty Step[/U][I]-[/I] you can spend 10' of movement to cast this. You teleport up to 60' to a space you can see. [U]Resist Energy[/U]- up to three creatures within 30' gain resistance to one of the following: acid, cold, fire, lightning, necrotic, radiant, or thunder. Lasts 10 minutes. Upcast one level: add three targets. Upcast two levels: increase duration to 1 hour. [U]See Invisibility[/U]- one creature you touch can see invisibility for 1 hour. Upcast one level: add one target. [U]Shatter[/U]- 3d8 thunder damage in a 10' radius sphere (Con save for half). Objects take double damage. [U]Vertigo[/U]- each creature in a 20' x 20' area you can see within 60' must make a Dex save or fall prone and be unable to stand up for 1 minute (Wis save ends). If all targets make the initial save, you don't expend the spell slot. [B]3rd level[/B] [U]Counterspell[/U]- use a reaction when you see a spell cast within 60'. (If the spell is in your book, you recognize it.) Make an Int check with a DC equal to 2 + the spell's level. If you succeed, you counter that spell. [U]Dispel Magic[/U]- target one creature, object, area up to 20'x20', or magical effect within 60'. Spells or magical effects of up to 3rd level on that target end; you make an Int check against each additional effect, and if you succeed, it ends as well. Upcast one level: increase range by 30'. Upcast one level: increase automatic dispel by one level. [U]Fireball[/U]- 20' radius sphere centered on a point you can see within 120'. Does 6d6 fire damage to everything in it (Dex save for half). Upcast one level: add 1d6 damage. Upcast one level: Increase range by 60'. Upcast two levels: add 1d6 penalty die to saves. [U]Fly[/U]- one creature you touch gains fly 60' for 1 hour. Upcast one level: add one target. Upcast one level: add 15' to speed. [U]Haste[/U]- one willing creature you can see within 60' gains +15' speed and an extra action that isn'tspellcasting each turn. [U]Lightning Bolt[/U]- 60' long, 5' wide bolt, does 6d6 lightning damage to everything in it (Dex save for half). [U]Major Illusion[/U]- make a visual, auditory, olfactory, and gustatory illusion that fits in a 40' cube. You can spend 10' of movement to cause one element of the illusion to move or make noise, including speech. You can also use a reaction when something happens that the illusion should react to. If you do, you can cause the illusion to react appropriately to the trigger. When you cast it, you can program a simple loop of movement lasting up to one minute. When you set this program, you choose whether it repeats after finishing or stops. The illusion doesn't otherwise move or react. Lasts concentration, up to 8 hours. Upcast two levels: remove concentration. [U]Protection from Energy[/U]- one creature within 30' gains immunity to one of the following: acid, cold, fire, lightning, necrotic, radiant, or thunder. Lasts 10minutes. Upcast one level: add one targets. Upcast two levels: increase duration to 1 hour. [U]Protection from Missiles[/U]- creates either an immobile zone in a 20' radius centered on a point you can see within 60' or a 10' radius aura extending from you. Ranged weapon attacks with targets in the area suffer a 1d8 penalty die to attacks and a -4 penalty to damage. Lasts concentration up to 10 minutes. Upcast one level: increase penalty die to 1d10. Upcast one level: increase damage penalty to -6. Upcast one level: increase maximum duration to 1 hour. Upcast two levels: remove concentration. [U]Remove curse[/U]- removes one curse on target creature or object you can see within 30'. [U]Slow[/U]- one creature you can see within 60' must make a Wis save or have its speed reduced by 15' to a minimum of 5' for 1 minute (save ends). In addition, it can't make more than one attack on its turn, can't take more than one reaction per round, and takes a 1d6 penalty die to attacks and Dex saves. If all targets make the initial save, you don't expend the spell slot. Upcast one level: increase range by 30'. Upcast one level: add one target. Upcast two levels: requires two saves to end. [B]4th level [/B] [U]Banishment[/U]- one creature you can see within 90' must make a Cha save or be banished. If it's from another plane, it returns; otherwise, it vanishes for 1 minute (save ends). If all initial targets make their saves, you don't expend the spell slot. Upcast one level: add one target. [U]Confusion[/U]- each creature in a10' radius sphere within 90' must make a Wis save or be confused for concentration, up to 1 minute (save ends). If all initial targets make their saves, you don't expend the spell slot. A confused creature takes no reactions and rolls 1d10 to determine what it does on its turn: 1- move full speed in a random direction; 2 to 6- do nothing; 7 to 8- attack a random creature within reach or range, or drops everything it is holding if there are no targets; 9 to 10- act normally. [U]Dimension Door[/U]- open a portal within 5' that leads to a second door that opens within 400', even beyond a wall or barrier. The portal remains open as long as you concentrate, up to 1 minute. Creatures can freely move through the dimension doors. [U]Globe of invulnerability[/U]- for 10 minutes, you emanate a 10' radius aura. Within this aura, spells of 4th level or lower are suppressed and have no effect. You can cast spells out of the globe. When a suppressed spell is no longer in the globe, if its duration is still going, it resumes. Upcast one level: suppresses spells one level higher. [U]Ice storm[/U]- 40' radius cylinder 100' high centered on a point within 100'. Each creature in the area takes 2d10 cold and 2d10 bludgeoning damage (no save); the area is then difficult terrain for 1 hour. Upcast one level: increase range by 50'. [U]Locate Creature[/U]- choose either a category of creature (such as a human, female camel, or black-haired elf wearing a green cloak) or a specific creature. If that creature is within one mile, you can spend 10' of movement to get a sense of what direction it is in. If it is within 500', you also sense that it is not far; and if it is within 100', you also sense that it is close. You retain the ability to sense it for one hour. [U]Phantasmal Killer[/U]- one target is afflicted by a phantasm of a horrific monster embodying its greatest fears for 1 minute (Int save negates). If the target makes its initial save, you can force it to repeat it on your next turn; if it succeeds again, the spell ends and you don't expend the slot. At the start of its turn, an afflicted creature moves its speed in arandom direction and takes 3d6 psychic damage. In addition, it takes a 1d6 penalty die to attacks and checks. [U]Solid fog[/U]- create a bank of fog in a cube up to 60' on a side centered on a point you can see within 200'. The fog lasts for 1 hour and completely blocks sight. The fog is also very thick and difficult to move through, requiring triple normal movement to pass through. [U]Stone Shape[/U]- takes 1 minute to cast. Reshape any contiguous nonmagical stone in a10' cube that you touch. [U]Stoneskin[/U]- targets one creature you touch. For concentration up to 1 hour, whenever the target takes bludgeoning, piercing, or slashing damage that isn't adamantine, it takes only 1 damage. Taking this damage won't break your concentration on this spell. [U]Wall of fire[/U]- creates a wall of flames up to 50' high, 80' long, and 10' thick within 120' that lasts 10 minutes. Can have up to three 90 degree bends in it. When it appears, creatures inside it take 3d6 fire damage, creatures within 5' take 2d6 fire, and creatures within 10' take 1d6 fire damage. A creature inside can use a reaction to make a Dex save; if it succeeds it takes half damage and moves outside the wall in a direction of its choice. The wall also deals damage to a creature that spends any of its turn in or near the wall, doing only the largest damage expression triggered by the creature. The wall is difficult terrain. You can choose to make only one side hot. Upcast one level: increase duration to 1 hour. [U]Wall of ice[/U]- creates a wall of solid ice up to 50' high, 80' long, and 10' thick within 120' that lasts 1 hour. Can have up to three 90 degree bends in it. Must appear in unobstructed space. The wall is very difficult to climb (4d6 Str check). When it appears, creatures within 10' take 1d8 cold damage. A creature that spends any part of its turn within 10' also takes this damage. Touching the wall does 2d8 cold damage per round. The wall is AC 14 and each 5' cube has 40 hp. If a section is destroyed, it releases a wave of chilling cold that does 3d8 cold to each creature within 20' (Con save for half). [B]5th level[/B] [U]Cloudkill[/U]- creates a 30' radius, 20' high cloud of poisonous green vapors centered on apoint you can see within 90'. When it appears, each creature in the cloud takes 3d6 poison damage and must make a Con save, becoming poisoned for as long as it is in the cloud and for 1 minute thereafter (save ends when out of the cloud). While poisoned in this way, the creature has a 1d6 penalty die to attacks and checks. A creature that spends any of its turn in the cloud also suffers these effects. The cloud lasts for 10 minutes, and at the start of your turn, unless you spend 15' of movement to halt it until your next turn, it moves 15' directly away from you. The cloud is opaque and blocks line of sight within and through it. [U]Cone of Cold[/U]- 60' cone, does 8d8 cold damage (Con save for half). Upcast one level: add 1d8 damage. [U]Conjure Elemental[/U]- 10 minutes to cast, requires 2,000 gp in arcane components; conjures an elemental from a large mass of air, earth, fire, or water. This is an elemental of the appropriate type 90% of the time, but sometimes something else comes through instead or in addition, and is uncontrolled. Conjured elementals remain for 1 hour. While you concentrate on the elemental, you can spend 20' of movement to issue it a command. If you don't concentrate, it becomes angry and hostile to you, and if you try to issue it another command by resuming concentration, it can make a Wis save to ignore your commands. You can continue to try to reassert your command on it as long as the duration lasts, but if it makes 3 saves against your attempts, you can no longer reassert yourself on it. [U]Hold Monster[/U]- one living creature within 60' must make Wis save or be paralyzed for concentration, up to 1 minute (save ends). If all targets make the initial save, you don'texpend the spell slot. While it is paralyzed, attacks against it geta 1d8 bonus die and deal double damage. Upcast one level: add onetarget. [U]Passwall[/U]- touch a surface, open a passage up to 10' square and up to 30' deep through it. The passage remains open for 8 hours or until you spend 15' of movement to close it (which you can do at any distance). Anything inside when it closes takes 10d6 bludgeoning damage and is expelled out the closest end of the passage; a creature can use a reaction tomake a Dex save. If it succeeds, it can move its speed before taking amage, and if it gets out of the passage, it takes no damage. [U]Plane Shift[/U]- requires the proper tuning fork. You can either transport yourselfand up to 11 other willing creatures or a single unwilling creature to the plane your tuning fork corresponds to. In either case, if you picture a particular location on that plane, the targets appear 1d100 miles from that location; otherwise they appear in a random spot onthe plane. If you target an unwilling creature, it can make a Cha save to resist, and if it succeeds, you don't expend the spell slot. [U]Teleport[/U]- you teleport yourself and up to 9 other creatures you touch up to 100 miles. If you know the destination well, you arrive on target. Otherwise, you must make a Cha check based on how well you know the destination (have been there multiple times, 2d6; seen once, 3d6; never been there, 4d6). You must know at least roughly where the destination is (i.e. you can't teleport to “Bob's house” if you don't know where his house is). If you fail this check, you suffer a mishap. Roll 1d8: 1 to 5- arrive in a similar looking location within 100 miles of the target; 6 or 7- arrive in a random location within 100 miles of the target; 8- mishap deals 5d8 force damage to each creature teleporting. [U]Wall of Force[/U]- create a transparent wall of force up to 50' high, 80' wide, and 1' thick. The wall can't be damaged except by disintegration, and incorporeal creatures can't pass through it. The wall lasts 30 minutes or until you spend 20' of movement to end it. [/QUOTE]
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