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==Spells== ====Mana Storm (At-Will)==== Ranged Spell<br> When escalation die is even or not in play:<br> '''Target:''' One nearby enemy<br> '''Attack:''' +5 vs. PD<br> '''Hit:''' 9 (2d8) force damage.<br> '''Miss:''' Damage equal to your level.<br> When escalation die is odd:<br> '''Target:''' 1d3 nearby enemies in a group<br> '''Attack:''' +5 vs. PD<br> '''Hit:''' 8 (3d4) lightning damage.<br> '''Miss:''' -<br> ====Ray of Frost (At-Will)==== Ranged Spell<br> '''Target:''' One nearby or far-away enemy<br> '''Attack:''' +5 vs. PD<br> '''Hit:''' 9 (2d8) cold damage.<br> '''Miss:''' Damage equal to your level.<br> ====Cantrips (At-Will, Quick Action)==== ''Standard Duration:'' At adventurer tier (1-4), cantrips with a standard duration last 10-60 minutes, plus 10 minutes per wizard level. At champion tier (5-7), most cantrips last 2-7 hours (1d6+1). At epic tier (8-10), cantrips last between 5-12 hours (1d8+4). <br> '''Alarm:''' ''(standard duration)'' Create an alarm that goes off when an object is touched or an area is entered.<br> '''Arcane Mark:''' ''(standard duration)'' Create a magical sigil on an object or person, potentially invisibly.<br> '''Ghost Sound:''' Create false noises emanating from somewhere nearby, about as effectively as throwing your voice.<br> '''Knock:''' Int check vs. environment's DC using an appropriate magical background to open something that is locked, either quietly or loudly. Does nothing for traps though!<br> '''Light:''' ''(standard duration)'' Creates a fairly wide and consistent field of light, up to 30 feet in diameter.<br> '''Mage Hand:''' Create a small, telekinetic effect that lasts one round at most. At best, about half as strong as the wizard's own strongest hand; at worst, half as strong as the wizard when they're weak from a bad fever.<br> '''Mending:''' Attempt to repair a broken object over 1-6 rounds. More elaborate repairs to complicated discretion may require an Intelligence roll.<br> '''Prestidigitation:''' Assorted minor magical tricks.<br> '''Spark:''' Light a pipe or campfire, or even a couple of pages. No more effective than steady application of a candle.<br> ====Counter-Magic (1/battle, Interrupt Action)==== '''Trigger:''' A nearby creature you can see initiates a magical ability, such as using a breath weapon, casting a spell, or triggering an optional magical power or defense.<br> '''Target:''' The nearby creature initiating the magic<br> '''Attack:''' +5 vs. MD<br> '''Hit:''' The target's spell or magical power is canceled, and they lose the action they were using for the spell/power. If the spell/power is limited-use, that use is not expended, but the spell/power can't be used again this turn.<br> An elite-strength target can negate your cancellation with a hard save (16+), a double-strength target with a normal save (11+), and a triple-strength target with an easy save (6+).<br> '''Action cost:''' If the spell/power is canceled, you lose your next move action maintaining the counter. If the high-strength target saves and negates the cancellation, you can act normally on your next turn.<br> ====Acid Arrow (1/arc)==== '''Target:''' One nearby or far-away enemy<br> '''Attack:''' +5 vs. PD<br> '''Hit:''' 13 (2d12) acid damage and 5 ongoing acid damage.<br> '''Miss:''' 5 ongoing acid damage, and you regain the spell during your next quick rest.<br> ====Blur (1/arc, Quick Action)==== '''Target:''' Yourself or one nearby ally<br> '''Effect:''' For the rest of the battle (or for five minutes), attacks against the target miss 20% of the time. ====Utility Spell (2/arc)==== '''Disguise Self (Standard Action):'''<br> ''Effect:'' This spell provides you with an effective magical disguise that lasts about ten minutes, making the skill check to avoid unmasking one step easier: easy if it would have been a normal task, normal if it would have been a hard task, and hard if it would have been a ridiculously hard task. The spell only affects your general appearance, not your size. It can be used to hide your features behind the generic features of another person or kin. Using it to impersonate a specific creature makes it less effective as a disguise (GM, consider a β2 to β5 penalty, depending on the degree of difficulty).<br> '''Feather Fall (Free Action):'''<br> ''Effect:'' When you cast this spell, it arrests your fall, letting you glide down to the ground over a round or two. If you're falling a ridiculous distance, wait to cast it until you're nearing the ground or you risk turning back into a non-feather at the wrong moment.<br> '''Hold Portal (Standard Action):'''<br> ''Effect:'' You cast this spell on a door. For ten minutes, adventurer-tier creatures can't get through the door, not even by chopping it into splinters with an axe or blasting it with a fireball. Champion-tier creatures can batter it down; each attempt requires a DC 20 Intelligence skill check (including an applicable background) by the caster to resist the battering and keep the spell going. Epic-tier creatures can walk right through. (Yes, let the caster roll, even if they aren't present; it's their magic that is holding the door shut and intact and they'll know if it's getting battered down.)<br>
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