Wizard

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Revision as of 01:16, 16 May 2022 by Dhund (talk | contribs) (Added full list of wizard spells)
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General

Wiz.jpg

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.

Alignment: Any

Hit Points: 4+CON per level

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

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.

Plane Sickness

As a result of the unique aspects of the Wizard class, spells cast by a Wizard impart points of Plane Sickness upon the individual who receives the spell. This only applies to Non-Hostile effects. This effect can be negated with the use of an Arcane Foci, which will absorb a certain number of points depending upon the quality of the Foci. The exact value is indicated upon each Foci. The amount of points that will be absorbed by each Foci will be restored to their original values upon rest.

These effects are further compounded based upon the wizard's own planesickness. The sicker you are, the more seam sickness your spells will generate. In addition to this, spells by a wizard who is seamsick may also have adverse effects. This last effect can be prevented by with Ward Area.

Custom Arcane Spells

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

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 Bull's strength Energy Blast Cold Orb Cloudkill Disintegrate
Ray of Frost Grease Cat's grace Find traps Confusion Cone of cold Ethereal visage
Resistance Horizikaul's boom Cloud of bewilderment Fireball Contagion Devastating Bodyswap Flesh to stone
- Ice dagger Combust Flame arrow Electric Orb Dismissal Globe of invulnerability
- Identify Continual flame Greater magic weapon Elemental shield Dominate person Greater dispelling
- Ironguts Curse of Impending Blades Gust of wind Enervation Energy buffer Greater spell breach
- Jump Darkness Haste Evard's black tentacles Feeblemind Greater stoneskin
- Mage armor Death armor Heart Clutch Fear Firebrand Isaac's greater missile storm
- Magic missile Eagle's splendor Heroism Fire Orb Glass Doppleganger Legend lore
- Magic weapon Endurance Hold person Frost Blast Greater Heroism Mass haste
- Mislead Flame weapon Ice Burst Future's Pain Greater shadow conjuration Planar binding
- Negative energy ray Fox's cunning Invisibility sphere Gas Explosion Herald of Winter Shades
- Nybor's Gentle Reminder Gedlee's electric loop Keen edge Horizikaul's Shout Hold monster Shelgarn's Invincible Blade
- Protection from alignment Ghostly visage Lightning bolt Ice storm Iron Skin Stone to flesh
- Ray of enfeeblement Ghoul touch Magic circle against alignment Illykur's Mantle Lesser mind blank Summon creature VI
- Regroup Hearthfire Mestil's acid breath Improved invisibility Lesser planar binding Tenser's transformation
- Rouse Invisibility Negative energy burst Insight Lesser spell mantle True seeing
- Scare Knock Phantoms of Deception Isaac's lesser missile storm Mass Virulent Walking Bomb Undeath to death
- Shelgarn's persistent blade Lesser dispel Protection from elements Lesser spell breach Mestil's acid sheath -
- Shield Masochism Scintillating sphere Lightning Avatar Mind fog -
- Sleep Melf's acid arrow Shelgarn's Mass Blades Lower Spell Resistance Summon creature V -
- Summon creature I Owl's wisdom Shelgarn's Permanent Blade Mass Ultravision Teleport -
- True strike Resist elements Slow Minor globe of invulnerability - -
- - Scorching Ray Slumber Phantasmal killer - -
- - See invisibility Stinking cloud Polymorph self - -
- - Stone bones Summon creature III Remove blindness/deafness - -
- - Summon creature II Summon Swarm Remove curse - -
- - Tasha's hideous laughter Vampiric touch Scrying - -
- - Ultravision Virulent Walking Bomb Shadow conjuration - -
- - Web Wormsight Shelgarn's Superior Blade - -
- - Whispering Wind - Stoneskin - -
- - - - Summon creature IV - -
- - - - Unravel - -
- - - - Wall of fire - -
- - - - Wall of Ice - -
- - - - Ward Area - -


Familiars

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