School Wizard
A school wizard is knowledgeable spell-caster that can crowd control enemies through a variety of spells and provide insightful information about all things arcane. She sacrifices all regular skills, for an avid memory and spell-casting power. As a school representative, you have a natural diplomatic presence that is well-respected by most authorities and if somebody can talk crazy, still sounding believable, is a school wizard. School Wizards believe magic comes from the Ether, which is in its essence the inert left over of a dragon's power.
Adventuring Role: Burster, Controller and Arcane Lore Support.
Starting Hit Points: Constitution + 1d4 per level.
Hit Die: 1d4 recovery per resting hour/healing use.
Martial Capability: Light weapons.
Attack Damage: 1d4 unarmed / 1d6 armed.
Special Talent: Arcane Prowess.
As
a part of a long rest, you can focus the energy in your spell-casting
focus and review your book research in order to channel Ether through
spells. At the end of a long rest, you gain 1d4+4 to points of Ether.
You can use this Ether to cast spells and/or gain extra features.
Basic Spell: Arcane Discharge. Point your focus at one target and call upon the powers of the dragon flame. Spend X Ether. Through your channel focus, you can burn Ether to release a ray of sheer arcane energy. This is an Intelligence check attack on a 90 feet target. On a success, you can spend X Ether, per each point spent this way you can do 1d8 force damage. On a fail, you burn 1 Ether point and miss.
Equipment
One main weapon: An arcane focus such a Quarterstaff, Book or Crystal Sphere.
A secondary weapon: Pick any light weapon.
Rations: 5 day rations.
Equipment: Ink, 3 blank scrolls, magnifying glass and 4d20 silver.
Leveling Up: As you level up you gain the following benefits.
- Better Maximum HP: 1d4.
- +1 value in Intelligence, Wisdom or Charisma on even levels only.
- One class upgrade.
Class Upgrades: You can choose a new upgrade or improve one you already have.
- Metamagic Adaptation: Gain the faculties of your blood. - Ether Manipulation: When you gain more Ether from your practices, get a 1d6 for channeling Ether. You can choose this talent again to gain "Ether Manipulation II, III and IV". Each one increases the die to 1d8, 1d10, and up to 1d12.- Elemental Adaption: You choose one of these four energies: force, fire, ice and lightning. Gain an extra damage type to all damage done with the spells which do that type of damage and resistance to damage coming from spells that do the chosen type of damage. You can choose this talent again to gain "Elemental Adaptation II, III and IV". Each one increases gives you a different elemental adaptation from the possible choices.
- Magical Avoidance: Your mind has developed defenses against the magical, whenever you are under the negative effect of a mental or physical spell. You may once spend 1 Ether per turn to try to save from the effect.
- Sculpt Blasts: Whenever you cast an area spell effect, you may ignore a number of allies equal to half-your level. 1 minimum.
- Recover Ether: You may once per day, recover 1d4+1 Ether in a short rest. You can choose this talent again to gain "Elemental Adaptation II and III". Each time it is chosen you can do an extra short rest with the same effect per day. - Orthodox Arcana: Develop well researched spells used canonically by the school.
- Ether Shield: Pose your hands around you forming a bubble of energy. Spend X Ether. Per 1 Ether spent in this spell, you or an ally within 60 feet gain 1d6+4 damage absorption.
- Dragon's Breath: Release the power of fire through your focus. Spend 1 Ether. A 15 feet fire cone is unleashed from your magic focus. Do 3d6 fire damage. Half-damage on an failure, indirect hit. You can choose this talent again to gain "Dragon's Breath II, III and IV". Each one increases the Ether cost+1, the damage die by 1d6 and the cone area in 1d6 fire damage.
- Counter-spell: When you see an enemy conjuring a spell of any type, you may try to dispel it as it is forming. Spend 2 Ether. As a actionable defense, you may roll against an enemy spell-caster in the process of casting as spell at 60 feet or less; if your roll is lower, you dispel its effect.
- Fireball: Threat an enemy with destruction and point at him with your arcane focus. Spend 2 Ether. A sphere of fire who strikes groups of enemies with great power. Choose an area at 90 feet of you. The ball goes directly shot to the indicated target and explodes on impact. It covers a 3x3 area. It does 4d6 fire damage and targets fall prone. Half-damage on an failure, indirect hit. You can choose this talent again to gain "Fireball II, III and IV". Each one increases the Ether cost+1, the damage die by 2d6 and the area +1x1.- Magic Missiles: Unleash a swarm of prismatic missiles escaping from your arcane focus. Spend 1 Ether. Release 3 missiles who hit targets visible by the wizard. Each hit does 1d6 force damage. You can choose this talent again to gain "Magic Missiles II, III and IV". Each one increases the Ether cost+1, the quantity of missiles by 2.- Inoffensive Polymorphism: Curse an enemy to become an inoffensive insect or small animal using the power of your focus. Spend 2 Ether. Check Intelligence, on a success, the objective is transformed into some silly object or insect capable moving 15 feet. The objective must be small or medium size. The affected target may try to escape this condition with Constitution checks at the end of its turn. Only one poly-morphed creature can be active at a time per wizard. The target has 1 hp. If it receives damage, the original creature appears within 15 feet of the target, the position is decided by the target. No extra damage is passed to the original form.- Telekinesis: With a swift movements of your arcane focus and a special word, you can muster physical force from a distance. Spend 1 Ether. You can transmit force equal to your Intelligence value at a 90 feet distance. You can grab, hit, throw objects or make yourself/others/objects move in the air. Your speed in case of using telekinesis is Intelligence +10. You must overcome target value Strength to impose this effect as maneuvers. To keep effects gained with Telekinesis, you must spend 1 Ether. at the beginning of the round.
- Lightning Bolt: Impose your arcane focus to an enemy and use arcane words to unleash the power of storms. Spend 1 Ether. Check Intelligence, on a success, the objective receives 3d8 lightning damage and the bolt jumps to another close enemy in 30 feet doing lightning 2d8, and one more in 15 feet doing 1d8 lightning damage. The bolt does not seek the same target twice. You can choose this talent again to gain "Magic Missiles II, III and IV". Each one increases the Ether cost+1, the quantity bolt jumps in 15 feet and +1d8 lighting damage.
- Teleport: Concentrating on your magic focus and calling the arcane power, you are able to disappear in a flash of light. Spend 1 Ether. As a move action, you can magically transport yourself to a location that you can see within 30 feet. All blocked spaces are unreachable for the spell and you can cast it mid-air, but to fall instantly. You can choose this talent again to gain "Ray of Frost II, III and IV". Each one increases the Ether cost+1 and the distance +30 feet.
- Ray of Frost: Point at an enemy and let a single line of frozen energy hits your enemy. Spend 1 Ether. On hit, you do 2d8 ice damage and the enemy is slowed until the end of its next turn. You can choose this talent again to gain "Ray of Frost II, III and IV". Each one increases the Ether cost+1, the damage die by +1d8 and the slow effect +1 round, until the next. - Knowledge: Get advantage on lore.
- Arcana: Advantage on spell-casting knowledge, arcana lore, magical effects, dragons and magical creatures checks.
- History: Advantage on checks about understanding and collecting information related to wars, titles, nobles, local stories and registered origins of establishments.
- Medicine: Advantage on identify apothecary items, provide first aid and long-term care checks.
- Religion: Advantage on checks about understanding and collecting information related to gods, believes, superior and inferior planes, the celestial and the undead.
- Scholastics: Advantage on teaching, recurring to intellectual authority or researching through documents and experimentation checks. - Wizard's Rituals: Beyond spells, there a series of arcane practices that are able of bringing useful aid to spell-casters.
- Circle of Teleportation: Spending 250 gold pieces per person in precious minerals, you are able to teleport from one circle of teleportation to another one. Circles of teleportation must be bonded by a Wizard who has traveled to both places giving the knowledge of the locations to both circles. You can also build a circle of teleportation but this costs 10.000 silver pieces in material. It is recommended to be built in safe or isolated place for unwanted tampering.
- Comprehend Languages: Consuming 100 silver pieces in books, scrolls or sources of information with your arcane focus, you gain the ability to understand any language written, spoken or mimicked. However, you don't learn how to answer in the language. This ritual consumes the materials used as if they have aged a century without cared and are disposable afterwards. Magical items can't be used for completing this ritual. This lasts one hour to complete and the effect lasts one day.- Enchant Weapon: Consuming 100 gold pieces in iron material with your arcane focus, you are able redirect its essence to a weapon giving it +1 Force for 48 hours. You may also spend 250 gold pieces for a week; or 500 gold pieces for permanent effects. Being able to do force magical damage. Any element chosen in Elemental Adaption can be selected for changing the type of damage of the weapon instead of Force. This ritual takes an 1 hour to complete.- Enchant Armor: Consuming 200 gold pieces in iron material with your arcane focus, you are able redirect its essence to a weapon giving it +1 Armor Value for 48 hours. You may also spend 500 gold pieces for a week; or 800 gold pieces for permanent effects. Being able to reduce magical damage. Any element chosen in Elemental Adaption can be selected to give the armor Resistance to that type of damage. This ritual takes 2 hours to complete.- Identify: Consuming 50 gold pieces in precious minerals with your arcane focus, you are able to understand the powers of a magic items, runes, magical trap, artifacts or magical beast. This ritual takes 10 minutes to complete.
- Spell Ward: Consuming 100 gold pieces plus a ring or amulet, you may enchant it to protect the wearer against the first negative effect from an arcane spell. This does not avoid damage, just undesired effects like being poly-morphed, frozen, sent out of space or similar.
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