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==Spells== As a thaumineer, you have forsaken some of the broader magical knowledge and greater arcane power of the wizard in return for the rewards of the discipline of arcane engineering. Due to this different focus, thaumineers do not have easy access to all the usual wizard spells but possess knowledge of a number of incantations that are less common amongst other arcane practitioners. The following wizard spells are not normally available to you as a thaumineer. This does not mean that you cannot ever access these spells, but that they are not part of the usual path of arcane learning that thaumineers follow and they do not come naturally to you. Getting access to the spells on this list will probably require a certain amount of in-game effort, looking for arcanists willing to divulge such knowledge to you β and will likely come at a price of some sort. Basically, getting access to all the spells a good excuse for some roleplay and complications. ''1st Level'': Charm Person, Ray of Frost<br> ''3rd Level'': Confusion, Sleep, Teleport Shield<br> ''5th Level'': Denial<br> ''7th Level'': Blink, Transfer Enchantment<br> The following wizard spells are available to you normally as a thaumineer; they are not normally available for regular wizards, and it should be as difficult for a wizard to gain access to these thaumineer spells as for a thaumineer to gain access to the missing wizard spells. ''1st Level'': Lightning Scourge, Voltaic Chains<br> ''3rd Level'': Corrosive Cloud, Rust & Ruin, Steel Skin<br> ''5th Level'': Razor Storm<br> ''7th Level'': Analyse Weakness, Earth Enchantments<br> ===1st Level Spells=== '''Lightning Scourge''' ''Scourging lightning lashes from your fingertips''.<br> Ranged spell<br> At-Will<br> '''Target''': One nearby enemy<br> '''Attack''': Intelligence + Level vs PD<br> '''Hit''': 3d6 lightning damage<br> '''Miss''': Damage equal to your level.<br> 3rd level spell 4d8 damage<br> 5th level spell 6d8 damage<br> 7th level spell 7d10 damage<br> 9th level spell 10d12 damage<br> ''Adventurer Feat'': When you critically hit with lightning scourge, you may roll a new attack with the spell against another enemy that is nearby to the first target.<br> '''Voltaic Chains''' ''Chains of lightning bind your foes to pillars of bright skyfire''.<br> Ranged spell<br> Daily<br> '''Target''': One nearby or far away enemy<br> '''Attack''': Intelligence + Level vs PD<br> '''Hit''': 10 ongoing lightning damage and the target is stuck (save ends both)<br> '''Miss''': Ongoing lightning damage equal to your level.<br> 3rd level spell 20 ongoing lightning damage<br> 5th level spell 35 ongoing lightning damage<br> 7th level spell 45 ongoing lightning damage<br> 9th level spell 60 ongoing lightning damage<br> ''Champion Feat'': On a miss, the target is still stuck until the beginning of your next turn.<br> ''Epic Feat'': The target also becomes Vulnerable (Lightning).<br> ===3rd Level Spells=== '''Corrosive Cloud''' ''A caustic cloud envelops your foes in deadly acid''.<br> Ranged spell<br> Daily<br> '''Target''': 1d4 nearby enemies in a group<br> '''Attack''': Intelligence + Level vs PD<br> '''Hit''': 5d6 acid damage and 5 ongoing acid damage<br> '''Miss''': Half damage and no ongoing damage<br> 5th level spell 8d6 and 10 ongoing acid damage<br> 7th level spell 12d6 and 15 ongoing acid damage<br> 9th level spell 17d6 and 20 ongoing acid damage<br> '''Special - Sustained''': The cloud lingers for a number of turns equal to your Constitution modifier (minimum 1). It is assumed that anyone hit by the initial cloud is easily able to move out of it on their turn, even if engaged with enemies, as 13th Age's combat paradigm avoids identifying the exact position of combatants. However, the caster can choose to place the cloud somewhere of tactical worth, like over the entrance to a corridor, if the targets are in an appropriate area for that to be possible. Anyone moving through such a cloud-blocked area during their own turns suffers the ongoing acid damage of the spell as if they had been hit.<br> '''Rust & Ruin''' ''The tools of your enemies corrode and rust; metal warps at your command''.<br> Ranged spell<br> Daily<br> '''Target''': 1 nearby or far away enemy<br> '''Attack''': Intelligence + Level vs MD<br> '''Hit''': Target is weakened (save ends)<br> '''Miss''': Target is dazed (save ends)<br> 5th level spell 1d2 enemies<br> 7th level spell 1d3 enemies<br> 9th level spell 1d3+1 enemies<br> ''Adventurer Feat'': On a critical hit, one weapon the target is carrying is destroyed outright (magic items may make a normal save or become temporarily unusable, but are repaired after a short rest).<br> ''Champion Feat'': All targets become Vulnerable (Physical) until the end of your next turn.<br> ''Epic Feat'': On a natural attack roll of 18+ with the spell, targets also become hampered until the end of your next turn.<br> '''Steel Skin''' ''Your very skin takes on the sheen of steel''.<br> Close-quarters spell<br> Recharge 16+ after battle<br> '''Effect''': You gain a batch of temporary hit points equal to the maximum from one of your recoveries; you do not actually expend a recovery in casting this spell. These temporary hit points are only of use against physical and poison damage; all other forms of damage are dealt directly to your regular hit points as normal. Additionally, you have Vulnerability (Acid and Lightning) as long as you have any of these temporary hit points remaining.<br> 5th level spell You gain an additional 10 temporary hit points<br> 7th level spell You gain an additional 25 temporary hit points<br> 9th level spell You gain an additional 45 temporary hit points<br> ''Champion Feat'': Steel Skin no longer imposes Vulnerability (Acid and Lightning) on you.<br> ''Epic Feat'': You now have Resistance (Physical) 14 as long as Steel Skin remains in effect.<br> ===5th Level Spells=== '''Razor Storm''' ''A lethal storm of razor-sharp fragments slices out, leaving your foes punctured and pierced with metal spines and shards''.<br> Ranged spell<br> Daily<br> '''Target''': 1d3 nearby enemies in a group<br> '''Attack''': Intelligence + Level vs AC (yes, that's right, AC)<br> '''Hit''': 9d6 damage. Targets also gain Vulnerability to Lightning (save ends) and may not make more than a single Move action in their next turn (so only one move or one disengage attempt, for example - but they may use standard actions for attacks etc as normal).<br> '''Miss''': Half damage.<br> 7th level spell 13d6<br> 9th level spell 18d6<br> ''Champion Feat'': Razor Storm now targets 1d3+1 enemies.<br> ''Epic Feat'': Razor Storm also inflicts twice your level as ongoing physical damage.<br> ===7th Level Spells=== '''Analyse Weakness''' ''Under your augmented sight, the weak points of the enemy are clear to see''.<br> Ranged spell<br> Daily<br> '''Target''': 1 nearby enemy<br> '''Attack''': Intelligence + Level vs MD<br> '''Hit''': The target becomes Vulnerable to Physical damage and one type of elemental damage of your choice for the remainder of the battle.<br> '''Miss''': The target becomes Vulnerable as above, but the effect is (save ends) instead of the remainder of the battle.<br> '''Earth Enchantments''' ''You draw nearby energy into yourself, struggling to contain the power as you earth it away into the arcane weave''.<br> Ranged spell<br> Daily<br> '''Target''': 1d6 nearby allies and enemies (including yourself if you wish)<br> '''Effect''': You may strip off a single condition off each target, or the benefits of a single spell that a given target is receiving; this ends the conditions and benefits immediately. You suffer 5 lightning damage for each condition or beneficial spell earthed in this way. You may then attempt to recharge a single daily or cyclic spell that you have expended on a roll of 18+, with a +1 bonus for each condition or spell that Earth Enchantments ended. <br> [[Acrozatarim |Back to main page]]
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