wizard

Summonables: Summon Monster II

One of the hardest things about using summon monster spells if you're a new player or DM (or even if you're experienced) is that you have to apply templates to most of the creatures you can summon with these spells. And if your character has the Augment Summoning feat, then you also have to recalculate anything in the creature's stat block that has to do with Strength or Constitution.

Summonables: Summon Monster I

The summon monster spell chain is useful, but it's challenging to players and Dungeon Masters alike because it summons a lot of different creatures, applying the celestial or fiendish templates many of them. The Augment Summoning feat from the Core Rules additionally modifies the summoned creature's Strength and Constitution scores, which changes its hit points, Fortitude save, and usually its grapple modifier, attack and damage modifiers, and skill check modifiers as well.

Owl's Fletching

Divination
Level: Asn 1, Rng 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 swift action
Range: Self
Duration: 1 round

Marc Grandlekeen, Trollkiller, Trapper and Researcher

Male half-elf rng 2/ tra 4: CR 6; Medium humanoid (human) (elf); Hit Dice 2d8+4 plus 4d4+8; 36 hp; Init +3; Spd 30 ft.

Harel Spelsen

Human male enchanter 7: CR 7; Medium humanoid (human); Hit Dice 7d4+14; 33 hp; Init +1; Spd 30 ft. (6 squares); AC 11(11 touch, 10 flat-footed); BAB/Grapple +3/+4; Atk +4 melee (1d4/19-20, alchemical silver dagger), or +4 melee (1d6+1, quarterstaff), or +4 ranged (by spell), or +4 ranged (1d8/19-20, light crossbow), or +4 ranged (by spell); SA spells, summon familiar; AL NE; SV Fort +4, Ref +3, Will +6; Str 12, Dex 12, Con 15, Int 17, Wis 12, Cha 15; Weight 186 lbs., Height 5 ft., 9 in.

Gelinat, Doppelganger Enchanter

Doppelganger male enc 5: CR 8; Medium monstrous humanoid (shapechanger); Hit Dice 4d8+8 plus 5d4+10; 49 hp; Init +0; Spd 30 ft.

Shrine of the Joyous Tears

Some three days' journey into an old-growth forest, there is reputed to be an abandoned shrine to the spirits of the wood, guarded by an extremely old and wise dryad mage whose tree was planted centuries upon centuries ago in the holy grounds. Legend has it that within the shrine bubbles a healing spring, the waters of which possess curative powers the likes of which cannot be duplicated by mortal magic. Despite these legends, most people who go in search of the temple do not find it.

Deadly Touch

Deadly Touch [General]

Through a great deal of practice, you have learned the best places to aim when delivering your touch attacks in order to achieve the maximum potential.
Prerequisites: 3rd level arcane caster, Weapon Focus (touch attack)
Benefit: You are treated as a spellcaster one level higher than your actual level for all level-dependent features ( range, duration, damage, etc.) and for caster level checks to overcome spell resistance of touch spells you deliver.
Special: A wizard with a specialized school is treated as being a spellcaster two levels higher when using a touch spell from her specialized school.

Static Charge

Static Charge

Evocation [Electricity]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action

Range: Personal
Area: 5ft + 5ft/5 levels spread
Duration: 1 round/level
Saving Throw: None

Spell Resistance: Yes

You charge the air around you with electrical energy, which deals electricity damage to anyone within the spell’s range. The air crackles with visible sparks and small arcs of electricity, making the spell’s area obvious to almost any observer. The spell has an effective range of 5ft plus 5ft per five caster levels, to a maximum of 15ft at 15th level. Each round on your turn, starting when you cast the spell, the static charge deals 1d8 points of electricity damage to each creature and object within it. Any creature that enters the area of the spell immediately takes 1d8 electricity damage.

Material Component: Two small pieces of fabric, which are rubbed together between the thumb and index finger

Dread

Dread
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

You project an extremely unsettling image into the mind of a single target, which makes it seem as though you are changing forms. You have no control over what the target sees, the image is whatever the creature fears the most. Common results are that the target sees you transform into a pile of snakes, spiders or rats or the rotting visage of a dead loved one. Regardless of what the target actually sees, if it fails a Will save, it is too frightened to think clearly enough to make an attack of opportunity against you for the duration of the spell. The target may still act normally otherwise.

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