Wizard: Difference between revisions

From EfU Wiki
Jump to navigation Jump to search
No edit summary
 
(27 intermediate revisions by 9 users not shown)
Line 1: Line 1:
=General=
{{CharacterNav|title=Wizard
[[File:wiz.jpg]]
|ClassPic=wizard.jpg
 
|ClassName=Wizard
Practitioners of the arcane who have devoted no small amount of time to studying the complexities of the weave. Ranging from mad magi delving into arcane secrets too much for them to handle to benign scholars hoping to use their knowledge for the good of Faerun.
|align=Any
 
|HP=4 + CON
'''Alignment:''' Any
|Prof=Armor (None), Weapons (Wizard)
|Skills=4 + INT
'''Hit Points:''' d4
|Saves=Fort Low, Will High, Reflex Low
 
|BAB= +1/2
'''Proficiencies:'''  Armor (none), Weapon (Wizard)
}}
 
'''Skill Points:'''  2+int modifier per level (2+int modifier)*4 at 1st level
 
'''Save Progression:'''  Fort Low, Will High, Ref Low
 
'''Attack Bonus:'''  +1/2 levels


=Spellcasting=   
=Spellcasting=   
Arcane (spell failure from armor is a factor), intelligence-based (a base intelligence score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified intelligence, and the intelligence modifier affects spell DCs), and requires preparation. Wizards begin the game knowing all cantrips and four three + intelligence modifier 1st-level spells.  
Arcane (spell failure from armor is a factor), intelligence-based (a base intelligence score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified intelligence, and the intelligence modifier affects spell DCs), and requires preparation. Wizards begin the game knowing all cantrips and four three + intelligence modifier 1st-level spells.  
=Custom Arcane Spells= 
We have introduced a number of new spells. [[Custom_Spells|Here]] is an exhaustive list of the [[Custom_Spells|custom spells]] which we have implemented to date for Wizards and Sorcerers.
=Familiars=
Familiars in EFU have been changed to creatures that more accurately reflect the setting.


This is a list of current familiars. Some of these are completely custom for EfU, while a few others have been extensively modified for balance purposes. For familiars, please note that spellcasters need not have a familiar that shares their alignment, but deliberately picking a familiar with a diametrical opposite alignment is discouraged.
'''Cantrips:''' Cantrips are unlimited on EFU. The slots are automatically refreshed after casting.
==Bat==
'''Alignment:''' True Neutral


The nightshrieker possesses an ability few can emulate: sonar. This allows the bat to strike with surgical precision, but it sadly lacks momentum to be of much use against big opponents. On the other hand, the sonar also grants a near perfect nightvision which is excellent for reconnaissance.
=Custom Arcane Spells=  
==Rat==
We have introduced a number of new spells. [[Custom_Spells|'''Here''']] is an exhaustive list of the custom spells which we have implemented for Wizards and Sorcerers.
'''Substitutes:''' Panther


'''Alignment:''' True Neutral
=Custom Specialization and Opposed Schools= 
EFU has implemented changes to the opposed schools for wizards who choose a school of magic specialization at creation. The schools and their opposed pairs as as follows:
{| class="wikitable"
|-
! Specialist School !! Opposed School
|-
| Abjuration || Evocation
|-
| Conjuration    || Transmutation
|-
| Divination    || Illusion
|-
| Enchantment    || Evocation
|-
| Evocation      || Conjuration
|-
| Illusion        || Divination
|-
| Necromancy      || Divination
|-
| Transmutation    || Conjuration
|-
|}


A traditional choice for arcane spellcasters, centuries have proven the rat a faithful companion. Often Underestimated due to it's size, the rat is capable of going places and seeing things that others cannot. With proper care, it won't even smell. Very much.
Otherwise the spell school specialization works as before: wizards gain one additional spell slot per spell level while losing the ability to cast spells from an opposed school. This prohibition extends to spells cast from scrolls, but not to spells cast from other kinds of items. In addition, specialist wizards have a bonus (+2) to identifying spells (through spellcraft) from their area of expertise and a penalty (-5) to identifying spells from the opposing school.  
==Floating Skull==
'''Substitutes:''' Hell Hound


'''Alignment:''' Chaotic Evil
Specialist wizards must also select spell focus in their chosen school prior to selecting focus in other schools. See [[Server_Rules#Wizard_School_Specialization,_Spell_Focus,_and_Greater_Spell_Focus|Guidlines and Rules]].


A floating, seemingly sentient skull with it's origins shrouded in mystery. While few know much of them, most who behold them find the sight frightening and most who hear their endless ramblings find it maddening. Such a familiar is boasting material only in few and small circles.
=Generalists and Impromptu Arcana=
A generalist wizard (a wizard who selects no spell school specialization) is given the '''Impromptu Arcana''' ability at creation. This ability allows the wizard to restore a spent spell slot of any level she can cast once per day.


This familiar is capable of intelligent conversation.
=Other class changes=  
==Imp==
Weapon Proficiency (Wizard) now includes Sling.
'''Alignment:''' Lawful Evil


Small but insidious devils often bound to the service of sorcerers and wizards. Imps have a gleeful attraction to pranks, riddles, and bawdy jokes and a natural apptitude for magic.
=Wizard Spell List=
{| class="wikitable sortable"
|-
! Cantrips !! 1st Circle !! 2nd Circle !! 3rd Circle !! 4th Circle !! 5th Circle !! 6th Circle
|-
| Acid Splash || [[Custom_Spells#Burning_Bolt|Burning Bolt]] || [[Custom_Spells#Alarm|Alarm]] || Clairaudience/clairvoyance || [[Custom_Spells#Acid_Orb|Acid Orb]] || Animate dead || Acid fog
|-
| Disrupt Undead || Burning hands || [[Custom_Spells#Alter_Self|Alter Self]] || Clarity || Bestow curse || [[Custom_Spells#Baleful_Polymorph|Baleful Polymorph]] || [[Custom_Spells#Acid_Storm|Acid Storm]]
|-
| Electric Jolt || Charm person || [[Custom_Spells#Augment_Familiar|Augment Familiar]] || [[Custom_Spells#Crushing_Despair|Crushing Despair]] || [[Custom_Spells#Blast_of_Flame|Blast of Flame]] || Ball lightning || Bigby's forceful hand
|-
| Light || Color spray || Balagarn's iron horn || Dispel magic || [[Custom_Spells#Cacophonic_Burst|Cacophonic Burst]] || Beltyn's Burning Blood || Chain lightning
|-
| Flare || Endure elements || Blindness/deafness || Displacement || Charm monster || Bigby's interposing hand || Circle of death
|-
| Daze || Expeditious retreat || [[Custom_Spells#Blood_Transcription|Blood Transcription]] || [[Custom_Spells#Dread_Seizure|Dread Seizure]] || [[Custom_Spells#Cold_Orb|Cold Orb]] || Cloudkill || [[Custom_Spells#Disintegrate|Disintegrate]]
|-
| Ray of Frost || Grease || - || - || Confusion || Cone of cold || [[Custom_Spells#Extract_Water_Elemental|Extract Water Elemental]]
|-
| Resistance || Horizikaul's boom || - || Find traps || Contagion || [[Custom_Spells#Devestating_Bodyswap|Devastating Bodyswap]] || Ethereal visage
|-
| - || Ice dagger || Cloud of bewilderment || Fireball || [[Custom_Spells#Electric_Orb|Electric Orb]] || Dismissal || Flesh to stone
|-
| - || Identify || Combust || Flame arrow || Elemental shield || Dominate person || Globe of invulnerability
|-
| - || Ironguts || Continual flame || [[Custom_Spells#Foiled_Future|Foiled Future]] || Enervation || Energy buffer || Greater dispelling
|-
| - || [[Custom_Spells#Jump|Jump]] || [[Custom_Spells#Curse_of_Impending_Blades|Curse of Impending Blades]] || Greater magic weapon || Evard's black tentacles || Feeblemind || Greater spell breach
|-
| - || Mage armor || Darkness || Gust of wind || Fear || Firebrand || Greater stoneskin
|-
| - || Magic missile || Death armor || Haste || [[Custom_Spells#Fire_Orb|Fire Orb]] || [[Custom_Spells#Glass_Doppleganger|Glass Doppleganger]] || Isaac's greater missile storm
|-
| - || Magic weapon || - || [[Custom_Spells#Heart_Clutch|Heart Clutch]] || [[Custom_Spells#Frost_Blast|Frost Blast]] || [[Custom_Spells#Greater_Heroism|Greater Heroism]] || Legend lore
|-
| - || [[Custom_Spells#Mislead|Mislead]] || Enhance Ability || [[Custom_Spells#Heroism|Heroism]] || Future's Pain || Greater shadow conjuration || Mass haste
|-
| - || Negative energy ray || Flame weapon || Hold person || [[Custom_Spells#Gas_Explosion|Gas Explosion]] || [[Custom_Spells#Herald_of_Winter|Herald of Winter]] || Planar binding
|-
| - || [[Custom_Spells#Nybor.27s_Gentle_Reminder|Nybor's Gentle Reminder]] || - || [[Custom_Spells#Ice_Burst|Ice Burst]] || [[Custom_Spells#Horizikaul.27s_Shout|Horizikaul's Shout]] || Hold monster || Shades
|-
| - || Protection from alignment || Gedlee's electric loop || Invisibility sphere || Ice storm || [[Custom_Spells#Hypnotic_Pattern|Hypnotic Pattern]] || [[Custom_Spells#Shelgarn.27s_Invincible_Blade|Shelgarn's Invincible Blade]]
|-
| - || Ray of enfeeblement || Ghostly visage || Keen edge || [[Custom_Spells#Ilyykur.27s_Mantle|Illykur's Mantle]] || [[Custom_Spells#Iron_Skin|Iron Skin]] || Stone to flesh
|-
| - || [[Custom_Spells#Regroup|Regroup]] || Ghoul touch || Lightning bolt || Improved invisibility || Lesser mind blank || Summon creature VI
|-
| - || [[Custom_Spells#Rouse|Rouse]] || [[Custom_Spells#Hearthfire|Hearthfire]] || Magic circle against alignment || [[Custom_Spells#Insight|Insight]] || Lesser planar binding || Tenser's transformation
|-
| - || Scare || Invisibility || [[Custom_Spells#Mass_Curse_of_Impending_Blades|Mass Curse of Impending Blades]] || Isaac's lesser missile storm || Lesser spell mantle || True seeing
|-
| - || Shelgarn's persistent blade || Knock || [[Custom_Spells#Mass_Phantasmal_Affliction|Mass Phantasmal Affliction]] || Lesser spell breach || [[Custom_Spells#Mass_Virulent_Walking Bomb|Mass Virulent Walking Bomb]] || Undeath to death
|-
| - || Shield || Lesser dispel || Mestil's acid breath || [[Custom_Spells#Lightning_Avatar|Lightning Avatar]] || Mestil's acid sheath || -
|-
| - || Sleep || [[Custom_Spells#Masochism|Masochism]] || Negative energy burst || [[Custom_Spells#Lower_Spell_Resistance|Lower Spell Resistance]] || Mind fog || -
|-
| - || Summon creature I || Melf's acid arrow || [[Custom_Spells#Phantoms_of_Deception|Phantoms of Deception]] || [[Custom_Spells#Mass_Foiled_Future|Mass Foiled Future]] || Summon creature V || -
|-
| - || True strike || [[Custom_Spells#Phantasmal_Affliction|Phantasmal Affliction]] || [[Custom_Spells#Prismatic_Sparks|Prismatic_Sparks]] || [[Custom_Spells#Mass_Ultravision|Mass Ultravision]] || [[Custom_Spells#Teleport|Teleport]] || -
|-
| - || [[Custom_Spells#True Dodge|True Dodge]] || [[Custom_Spells#Prismatic_Flames|Prismatic_Flames]] || Protection from elements || Minor globe of invulnerability || - || -
|-
| - || - || - || Scintillating sphere || Phantasmal killer || - || -
|-
| - || - || Resist elements || [[Custom_Spells#Shelgarn.27s_Mass_Blades|Shelgarn's Mass Blades]] || Polymorph self || - || -
|-
| - || - || [[Custom_Spells#Scorching_Ray|Scorching Ray]] || [[Custom_Spells#Shelgarn.27s_Permanent_Blade|Shelgarn's Permanent Blade]] || Remove blindness/deafness || - || -
|-
| - || - || See invisibility || Slow || Remove curse || - || -
|-
| - || - || Stone bones || [[Custom_Spells#Slumber|Slumber]] || [[Custom_Spells#Scrying|Scrying]] || - || -
|-
| - || - || Summon creature II || Stinking cloud || Shadow conjuration || - || -
|-
| - || - || Tasha's hideous laughter || Summon creature III || [[Custom_Spells#Shelgarn.27s_Superior_Blade|Shelgarn's Superior Blade]] || - || -
|-
| - || - || Ultravision || [[Custom_Spells#Summon_Swarm|Summon Swarm]] || Stoneskin || - || -
|-
| - || - || Web || Vampiric touch || [[Custom_Spells#Spiderskin|Spiderskin]] || - || -
|-
| - || - || [[Custom_Spells#Whispering_Wind|Whispering Wind]] || [[Custom_Spells#Virulent_Walking_Bomb|Virulent Walking Bomb]] || Summon creature IV || - || -
|-
| - || - || [[Custom_Spells#Energy_Blast|Energy Blast]] || - || Wall of fire || - || -
|-
|-
| - || - || - || - || [[Custom_Spells#Wall_of_Ice|Wall of Ice]] || - || -
|-
|-
|-
|}
As a prepared spellcaster, Wizards can save their spell loadout on EfU using [[Chat_Commands#Creating_Spell_Notes|Spell Notes]]. This means you can save different sets of prepared spells for different situations.  


This familiar is capable of intelligent conversation.
=Familiars=
==Gull==
Familiars in EFU have been changed to creatures that more accurately reflect the setting. You can view the full list [[Familiars|here]].
'''Substitutes:''' Fire Mephit


'''Alignment:''' True Neutral
*[[Familiars#Bat|Bat]]
 
*[[Familiars#Rat|Rat]]
Highly intelligent coastal birds that have learned to co-exist with civilization in a scavenger role. Though most people find them incredibly annoying in their endless quest for food, wizards and sorcerers who bind them find them to be extremely loyal. As long as they keep a scrap of food tucked away.
*[[Familiars#Floating_Skull|Floating Skull]]
==Parrot==
*[[Familiars#Monkey|Monkey]]
'''Substitutes:''' Ice Mephit
*[[Familiars#Gull|Gull]]
 
*[[Familiars#Parrot|Parrot]]
'''Alignment:''' True Neutral
*[[Familiars#Chicken|Chicken]]
 
*[[Familiars#Raven|Raven]]
Although among the smarter species of birds, parrots are nevertheless more exotic as familiars, in part because of their relative rarity but as well because they tend to be overly possessive of their masters. While working with a parrot can be easy enough, working with somebody working with a parrot can be a challenge to put it mildly.
*[[Familiars#Snake|Snake]]
 
*[[Familiars#Ooze|Ooze]]
This familiar can memorize a few simple phrases, but not lead an intelligent conversation.
*[[Familiars#Eyeball|Eyeball]]
==Chicken==
[[Category:Character Classes]]
'''Substitutes:''' Pixie
 
'''Alignment:''' True Neutral
 
A niche more than a practicality, the chicken can provide hours upon hours of fun for its owner and act as an excellent vessel for magical energies. Easily frightened and seemingly lacking in mental capacity, those who have gazed into the eyes of a bound chicken swear they've seen something mezmerizing in those beady little eyes.
 
==Raven==
'''Alignment:''' True Neutral
 
Prized for its intelligence and cunning, the classy raven remains an ever popular choice of familiar. The blue-black bird possesses an almost unmatched aptitude for learning and adapting to unique situations, and its beak makes an excellent tool both for opening clasps and plucking out eyes.
 
This familiar can memorize a few simple phrases, but not lead an intelligent conversation.
==Snake==
'''Substitutes:''' Faerie Dragon
 
'''Alignment:''' True Neutral
 
Cunning hunters, snakes are often seen as lazy due to their preference to let their prey come to them. When pressed, however, snakes are quick, agile, and many possess extremely potent venoms. In many cases, a familiar shares traits with its master, so for rotund or crafty spellcasters to have snake familiars is not uncommon.
 
==Ooze==
'''Substitutes:''' Pseudodragon
 
'''Alignment:''' True Neutral
 
These amorphous creatures resemble tiny cubes of gelatinous goo. As actual lab tools, the unique ability of oozes to absorb and assimilate nearly anything have proven especially useful over time. Unfortunately, they do not care for being handled, and many who have tried have found they have little desire to do so again.
 
==Eyeball==
'''Alignment:''' Chaotic Evil


No larger than the size of a fist in diameter, the eyeball is a particularly frightening creature to command, not surprisingly because of its resemblance to the significantly larger beholder. The many taboos surrounding these alien natured creatures means only the most eccentric people would ever consider binding one as a familiar.
__NOEDITSECTION__
 
This familiar is capable of intelligent conversation.
[[Category:Character Classes]]

Latest revision as of 07:40, 23 October 2024

Wizard
Wizard.jpg

Alignment: Any
HP/Level: 4 + CON
Armor (None), Weapons (Wizard)
Skill Points: 4 + INT
Saves: Fort Low, Will High, Reflex Low
BAB: +1/2
New Characters
Races
Deity
Classes
Skill Changes
Feat Changes
Death in EFU

Spellcasting

Arcane (spell failure from armor is a factor), intelligence-based (a base intelligence score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified intelligence, and the intelligence modifier affects spell DCs), and requires preparation. Wizards begin the game knowing all cantrips and four three + intelligence modifier 1st-level spells.

Cantrips: Cantrips are unlimited on EFU. The slots are automatically refreshed after casting.

Custom Arcane Spells

We have introduced a number of new spells. Here is an exhaustive list of the custom spells which we have implemented for Wizards and Sorcerers.

Custom Specialization and Opposed Schools

EFU has implemented changes to the opposed schools for wizards who choose a school of magic specialization at creation. The schools and their opposed pairs as as follows:

Specialist School Opposed School
Abjuration Evocation
Conjuration Transmutation
Divination Illusion
Enchantment Evocation
Evocation Conjuration
Illusion Divination
Necromancy Divination
Transmutation Conjuration

Otherwise the spell school specialization works as before: wizards gain one additional spell slot per spell level while losing the ability to cast spells from an opposed school. This prohibition extends to spells cast from scrolls, but not to spells cast from other kinds of items. In addition, specialist wizards have a bonus (+2) to identifying spells (through spellcraft) from their area of expertise and a penalty (-5) to identifying spells from the opposing school.

Specialist wizards must also select spell focus in their chosen school prior to selecting focus in other schools. See Guidlines and Rules.

Generalists and Impromptu Arcana

A generalist wizard (a wizard who selects no spell school specialization) is given the Impromptu Arcana ability at creation. This ability allows the wizard to restore a spent spell slot of any level she can cast once per day.

Other class changes

Weapon Proficiency (Wizard) now includes Sling.

Wizard Spell List

Cantrips 1st Circle 2nd Circle 3rd Circle 4th Circle 5th Circle 6th Circle
Acid Splash Burning Bolt Alarm Clairaudience/clairvoyance Acid Orb Animate dead Acid fog
Disrupt Undead Burning hands Alter Self Clarity Bestow curse Baleful Polymorph Acid Storm
Electric Jolt Charm person Augment Familiar Crushing Despair Blast of Flame Ball lightning Bigby's forceful hand
Light Color spray Balagarn's iron horn Dispel magic Cacophonic Burst Beltyn's Burning Blood Chain lightning
Flare Endure elements Blindness/deafness Displacement Charm monster Bigby's interposing hand Circle of death
Daze Expeditious retreat Blood Transcription Dread Seizure Cold Orb Cloudkill Disintegrate
Ray of Frost Grease - - Confusion Cone of cold Extract Water Elemental
Resistance Horizikaul's boom - Find traps Contagion Devastating Bodyswap Ethereal visage
- Ice dagger Cloud of bewilderment Fireball Electric Orb Dismissal Flesh to stone
- Identify Combust Flame arrow Elemental shield Dominate person Globe of invulnerability
- Ironguts Continual flame Foiled Future Enervation Energy buffer Greater dispelling
- Jump Curse of Impending Blades Greater magic weapon Evard's black tentacles Feeblemind Greater spell breach
- Mage armor Darkness Gust of wind Fear Firebrand Greater stoneskin
- Magic missile Death armor Haste Fire Orb Glass Doppleganger Isaac's greater missile storm
- Magic weapon - Heart Clutch Frost Blast Greater Heroism Legend lore
- Mislead Enhance Ability Heroism Future's Pain Greater shadow conjuration Mass haste
- Negative energy ray Flame weapon Hold person Gas Explosion Herald of Winter Planar binding
- Nybor's Gentle Reminder - Ice Burst Horizikaul's Shout Hold monster Shades
- Protection from alignment Gedlee's electric loop Invisibility sphere Ice storm Hypnotic Pattern Shelgarn's Invincible Blade
- Ray of enfeeblement Ghostly visage Keen edge Illykur's Mantle Iron Skin Stone to flesh
- Regroup Ghoul touch Lightning bolt Improved invisibility Lesser mind blank Summon creature VI
- Rouse Hearthfire Magic circle against alignment Insight Lesser planar binding Tenser's transformation
- Scare Invisibility Mass Curse of Impending Blades Isaac's lesser missile storm Lesser spell mantle True seeing
- Shelgarn's persistent blade Knock Mass Phantasmal Affliction Lesser spell breach Mass Virulent Walking Bomb Undeath to death
- Shield Lesser dispel Mestil's acid breath Lightning Avatar Mestil's acid sheath -
- Sleep Masochism Negative energy burst Lower Spell Resistance Mind fog -
- Summon creature I Melf's acid arrow Phantoms of Deception Mass Foiled Future Summon creature V -
- True strike Phantasmal Affliction Prismatic_Sparks Mass Ultravision Teleport -
- True Dodge Prismatic_Flames Protection from elements Minor globe of invulnerability - -
- - - Scintillating sphere Phantasmal killer - -
- - Resist elements Shelgarn's Mass Blades Polymorph self - -
- - Scorching Ray Shelgarn's Permanent Blade Remove blindness/deafness - -
- - See invisibility Slow Remove curse - -
- - Stone bones Slumber Scrying - -
- - Summon creature II Stinking cloud Shadow conjuration - -
- - Tasha's hideous laughter Summon creature III Shelgarn's Superior Blade - -
- - Ultravision Summon Swarm Stoneskin - -
- - Web Vampiric touch Spiderskin - -
- - Whispering Wind Virulent Walking Bomb Summon creature IV - -
- - Energy Blast - Wall of fire - -
- - - - Wall of Ice - -

As a prepared spellcaster, Wizards can save their spell loadout on EfU using Spell Notes. This means you can save different sets of prepared spells for different situations.

Familiars

Familiars in EFU have been changed to creatures that more accurately reflect the setting. You can view the full list here.