Wizard: Difference between revisions
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{{CharacterNav|title= | {{CharacterNav|title=Wizard | ||
|ClassPic=wizard.jpg | |ClassPic=wizard.jpg | ||
|ClassName=Wizard | |ClassName=Wizard | ||
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|HP=4 + CON | |HP=4 + CON | ||
|Prof=Armor (None), Weapons (Wizard) | |Prof=Armor (None), Weapons (Wizard) | ||
|Skills= | |Skills=4 + INT | ||
|Saves=Fort Low, Will High, Reflex Low | |Saves=Fort Low, Will High, Reflex Low | ||
|BAB= +1/2 | |BAB= +1/2 | ||
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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. | 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 [[Server_Rules#Wizard_School_Specialization,_Spell_Focus,_and_Greater_Spell_Focus|Guidlines and Rules]]. | |||
=Generalists and Impromptu Arcana= | =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 | 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= | =Wizard Spell List= | ||
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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. | |||
=Familiars= | =Familiars= |
Latest revision as of 08:40, 23 October 2024
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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 | ||
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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.