Wizard

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Creation - Races - Archetypes - Maneuvers - Playing - Combat

Barbarian - Bard - Druid - Knight - Ranger - Thief - Wizard

A wizard powers draws from tricks of light, slight of hand, and mental trickery. Their quest for knowledge, and mastery of the magical arts, drives them to adventure.

Contents

Role Models

  • Merlin
  • Gandalf


Abilities

First

Blink

  • Type: Spell
  • Use: Per Encounter
  • Call: Before Action

Disappear and reappear 10 feet away. Area must be open. Can blink through a porticullus, or through a line of guards, but can not blink through a solid stone wall.

Dancing Shield

  • Type: Spell
  • Use: Per Encounter
  • Call: Before Action

Caster can animate a shield to float and protect caster.

Floating Eye

  • Type: Spell
  • Use: Per Encounter
  • Call: Before Action

Summon a floating eye. Moves at walking pace and user is also limited to walking. Can cast spell through eye but once used thus, eye disappears.

Hat Trick

  • Type: Spell
  • Use: Per Encounter
  • Call: Before Action

Can summon one small standard item from a hat. Object must be able to fit through hat opening. Wizard must have a hat of course. Typical items are a short rope, a sword, a rabbit, etc... At the Dungeon Master's discretion, the Wizard may be required to make an intelligence check. If the check fails, the Dungeon Master may switch items that are pulled out of the hat for comedic effect.

Magic Missile

  • Type: Spell
  • Use: Per Encounter
  • Call: Before Action

A magic arrow appears and seeks out your foe. The idea behind this spell is that the magic arrow always hits its target, no d20 roll required. Perhaps for every wizard level, he gets another arrow. Arrows typically do 1d6 damage.

Mirror Image

  • Type: Spell
  • Use: Per Encounter
  • Call: Before Action

A shimmering duplicate image of the caster forms with arms reach and mimics the caster's movements. Enemies are likely to become confused as to which one they should target. Image disappears after being hit.

Mesmorize

  • Type: Spell
  • Use: Per Encounter
  • Call: Before Action

Befuddle one opponent making them immobile and more susceptible to attacks. If not attacked, may continue to mesmorize for 3 rounds. At the end of 3 rounds, opponent may make a will check or become your minion for the duration of the encounter.

Silence

  • Type: Spell
  • Use: Per Encounter
  • Call: Before Action

Temporarily silence a target.

Twining

  • Type: Spell
  • Use: Per Encounter
  • Call: Before Action

After casting a spell, you can use this to allow any ally to gain the ability to cast the spell you just cast without any cost.

Second

Curse

  • Type: Spell
  • Use: Per Encounter
  • Call: Before Action

Target creature must be able to hear the curse and must have a vague idea about what the caster is saying. Target may make an intelligence check to ward off effects or else suffer -4 to attack rolls, skill checks, and ability checks.

Dancing Sword

  • Type: Stance
  • Use: Per Encounter
  • Call: Before Action

Animate an existing sword that it floats and fights by casters side. Caster may perform other actions while sword guards or attacks but the sword must remain with arms length of caster. It will not fly across the room and attack for example.

Invisibility

  • Type: Spell
  • Use: Per Day
  • Call: Before Action

Turn invisible. Effect dissipates after attacking.

Levitate

  • Type: Spell
  • Use: Per Encounter
  • Call: Before Action

Target is under casters direction. Caster may make target float a few feet up in the air. Hostile targets may make an intelligence check to avoid being floated. Note that this does not denote the ability to fly or move, though it would be possible to be pushed over a small pit without falling in.

Faithful Hound

  • Type: Spell
  • Use: Per Day
  • Call: Before Action

A ghostly grey hound is summoned and fights by your side.

Sleep

  • Type: Spell
  • Use: Per Encounter
  • Call: Before Action

Target must make an intelligence check or immediately fall into an induced slumber for 2d4 rounds.

Arcane Shield

  • Type: Spell
  • Use: Per Day
  • Call: Before Action

Caster is surrounded by shimmering field that provides and additional 6 hit points of damage protection +1d6 per caster level. In additiona, the shield provides some protection against magic giving a +1 bonus to saves and checks versus magic. Shield disappears after its additional hit points are expended.

Third

Haste

  • Type: Spell
  • Use: Per Encounter
  • Call: Before Action

Target moves slightly faster than normal, receiving +1 bonus to initiative, +1 bonus to armor class, and +1 bonus to making dodge or other movement type checks.

Fourth

Dimension Door

  • Type: Spell
  • Use: Per Day
  • Call: Before Action

This spell required a closed door. Spell causes a shimmering sheen to span the space that can be seen once the door is open. Shimmering sheen will teleport any who pass through to another doors location. Caster must declare destination before casting the spell. Destination must be a door of somewhat similar size. The door must have been seen recently.

Shroud of Invisibility

  • Type: Spell
  • Use: Per Day
  • Call: Before Action

Bends light around Wizard to provide near invisibility that lasts for the encounter. Effect does not dispel from attacking.

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