Skills

Skills
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points per Level
4

Metamagic

These are the standard metamagic feats that anyone can take. They are reprinted here for dev purposes.

Energy

Skill

  • Enemies Only: DC 10 + 10/rank. Harmful effects do not apply to allies in area.
  • Chain Spell: Single-target spell becomes chain 6, max E additional targets. DC 10 + 10/additional target.

Spells

Arcane

Rank 1

Attack
  • Arcane Blast: At-will, standard, long range, burst 1/E; inflicts medium arcane damage (E) plus radial push 1/E.
  • Magic Missile: At-will, standard, long range; you fire E missiles, which cannot miss, and cannot be dodged or blocked. Each inflicts medium arcane damage.

Debilitation
  • Missile Magnet: At-will, swift, long range, 5 rounds; any missile from Magic Missile that lands within 5 squares of subject automatically chains to the subject.
  • Polymorph: Recharge 33%, swift, medium range; subject humanoid or animal becomes a helpless but viable animal (Fort ends, damage ends).

Defense
  • Mage Armor: At-will, swift, reserve; you gain Resist 5%/R (max 25%) to fire, frost, lightning, arcane, and shadow damage.
  • Mirror Image: Encounter, immediate, 3 rounds; you gain 1/E illusory duplicates. They have 1 hp each, and are immune to area effects. Enemies cannot discern which one is you, so each time they attack, they must roll randomly to see which target they attacked.

Mobility
  • Blink: 1E, recharge 33%, move; you teleport to a location within short range.

Shaping
  • Web: Encounter, swift, long range, circle 5, 3 rds; subjects suffer 50% movement penalty and cannot charge or run.

Rank 2

Attack
  • Force Lance: Recharge 33%, std, medium line (1 or 2 squares wide); enemies are pushed to end of line, suffering light arcane damage per square moved. Destroys any force effects of rank 2 or lower on contact.
  • Symbol of Resonance: Encounter, swift, medium range, 3 rds; a glowing glyph hovers in the targeted square. Creatures standing within 1 square of the glyph suffer medium arcane damage any time a spell lands within 1 square of the glyph.

Debilitation
  • Dimensional Anchor: At-will, swift, long range, 5 rounds; subject cannot teleport or be teleported.

Defense
  • Force Capacitor: Daily, free; you create a shield of force, which you wield like a shield, as if your implement were the handle. You gain absorb 100% against physical damage and push effects in your frontal arc. The limit is equal to your Spell Power. Once the limit is exceeded, the shield loses its ability to absorb, but remains active. As a free action, you may unleash the stored force with a melee touch attack, inflicting 200% of the stored damage and squares of push effect. This clears the limit, and allows the shield to absorb damage once again. The shields lasts 5 rounds.
  • Repulsion: 3 Energy, recharge 33%, immediate, close burst 3; push 5, enemies only.

Enhancement
  • Haste: Daily, free, close burst 20, 5 rounds; you and allies gain 50% haste.

Mobility
  • Dimension Door: Daily, standard, short range; you create a two-way portal, large enough to allow medium (or large, if you desire) creatures or objects through. The portal's exit is any destination you designate within 100 feet/level. The portal remains open until your next turn, then closes.
  • Fly: Daily, swift; you gain a fly speed equal to 300% of your normal walking speed. Costs 1E per round maintained.

Utility
  • Dispel Magic: At-will, swift, medium range; targeted spell effect is dispelled. Does not work on area effects, or spells with a duration of longer than one encounter.

Rank 3

Attack
  • Chromatic Sphere: Encounter, std, 1 square; you create a sphere of glowing white light, which flies 5 squares in a straight line at any point during your current turn, then continues 5 more squares in the same direction on your next turn. Should it ever strike a solid wall or move a total of 10 squares, it explodes in a burst 3 for medium arcane damage. As it travels, each time it moves 1 square, it emits a close burst 2, inflicting light arcane damage upon enemies. If it encounters a creature, it does not move through it, but instead bursts once for each square of movement denied it. It will not explode until it has completed 10 squares of actual movement, or it strikes a wall, or 5 rounds elapses. Should the chromatic sphere be targeted with a fire effect, it adds light fire damage to each of these bursts, and medium fire damage to the final explosion. The same is true of frost and lightning damage; it is possible for the sphere to emit four blasts of light damage (arcane, fire, frost, and lightning) for each square moved.
  • Shock Vortex: Recharge 33%, swift, medium range, circle 2; a pulsing white light instantly--and on each of your next 2 turns--inflicts medium arcane damage plus radial push 10 to enemies. Subjects suffer bonus damage equal to their push resistance.

Debilitation
  • Spell Mirror: Encounter, swift, medium range; subject becomes a spell mirror. The next 3 spells centered within 3 squares of subject are duplicated, with the duplicated spell centered upon the subject.

Defense
  • Shield: Encounter, immediate, 5 rounds; you gain deflection 50%. Each time you successfully deflect an attack, you must spend 1E. You are immune to Magic Missile for the duration.

Shaping
  • Wall of Force: Encounter, swift, medium range, wall 1/level; wall of invisible, unyielding force blocks line of effect but not line of sight. Wall is invulnerable and cannot be passed by any physical means. Lasts 5 rounds.

Utility
  • Spellsteal: Recharge 50%, swift, medium range; targeted beneficial magic effect is removed from subject, and you gain it, for the rest of its duration.

Rank 4

Attack
  • Great Shout: Recharge 20%, std, long range, burst 8; heavy sonic damage plus deafened (Fort ends). Causes siege damage. Damages armor and items separately from creatures.
  • Prismatic Spray: Recharge 20%, std, short cone; heavy arcane damage plus random effect (roll 1d8):
    • 1 - heavy ongoing fire damage for 3 rounds
    • 2 - frozen (Fort ends), then rooted (Fort ends), then chilled (-50% movement, Fort ends)
    • 3 - suffer medium lightning damage for next 10 squares moved
    • 4 - slain and weakened for 3 rounds (-50% damage)
    • 5 - turned to stone permanently (Fort negates) and slowed (-50% haste) for 3 rounds
    • 6 - insane permanently (Will negates) and blinded for 3 rounds
    • 7 - sent to another plane (Will negates)
    • 8 - roll twice

Control
  • Forcecage: Recharge 20%, swift, medium range; creates a cage of force either 1x1 or 2x2 squares. Walls are either solid or barred (only a tiny creature can slip through). Duration is 5 rounds or 24 hours (reagent cost: 1.5 gp).
  • Maze: Encounter, swift, short range; target is teleported to an extradimensional maze, may attempt Int check (DC = mage level + your Int bonus) each round to escape.

Shaping
  • Reverse Gravity: Recharge 20%, swift, medium range, square 1-5 (5-100 ft tall), 5 rounds; gravity is reversed in area.
  • Prismatic Wall: Daily, swift, long range, wall 1/level; wall blocks all effects, touching wall inflicts damage as Prismatic Spray.

Utility
  • Limited Wish: Daily, immediate; you reproduce any effect of rank 4 or lower.

Rank 5

Debilitation
  • Imprisonment: Daily, swift, touch; subject is imprisoned deep in the Earth, rendering him unable to act, but immune to damage. No save.

Defense
  • Prismatic Sphere: Daily, immediate, centered circle 1; as Prismatic Wall, but a sphere centered on you. You may pass through it at will. Lasts up to 24 hours, or 5 rounds from the first time you pass through it.

Healing
  • Freedom: Daily, swift, medium range; subject is freed from any single effect, even a permanent Imprisonment, Temporal Stasis, etc. Works on non-magical effects, but does not bypass the power of gods.

Mobility
  • Power Word: Teleport: Daily, swift, close burst 5; you and selected creatures in area are instantly teleported to a portal destination for which you possess a portal key (consumed in the casting).

Utility
  • Disjunction: Encounter, swift, medium, circle 3; all magic effects in the area are dispelled, even those normally immune to dispelling.
  • Wish: Daily, immediate; you reshape reality to fit your will, as expressed in a single (not run-on) sentence. The wish is open to interpretation, and is 50% likely to be twisted against your intention, -10% for each 1 year of your lifespan that you sacrifice, max 5. These are human years, and will be prorated for other races.

Elementalism

Rank 1

Attack
  • Cone of Cold: Recharge 33%, swift, short cone; medium frost damage plus chilled (-66% movement, Fort reduces by 33%).
  • Fireball: At-will, std, long range; heavy fire damage.
  • Flame Strike: Recharge 33%, std, long range, circle 2; heavy fire damage instantly, plus anyone in area suffers same damage on your next turn.
  • Scorching Ray: Recharge 33%, std, medium range; medium fire damage plus fire spells gain +50% critical chance against subject for 3 rounds.
  • Lightning Bolt: Recharge 33%, std, medium line; medium lightning damage. Line can bounce off walls, continuing in a direction you choose, and can thus strike targets more than once, but cannot reflect off the same square of wall twice.

Defense
  • Frost Armor: At-will, swift, reserve (major); you gain 20% physical resistance, and enemies who attack you suffer medium cold damage and are chilled (50% movement penalty) for 2 rounds. Overlaps other Armor effects.
  • Frost Block: Daily, immediate; you encase yourself in a block of ice, freeing yourself of all ongoing disease, poison, and magic effects, and becoming invulnerable, but unable to act, for up to 2 rounds. You may dismiss the effect as a free action.
  • Absorb Energy: At-will, swift, short range, reserve (major); subject gains absorb 100% (fire, frost, or lightning, chosen at casting time), to a limit equal to your Spell Power.

Rank 2

Attack
  • Flame Sphere: Encounter, std, short range; you conjure a sphere of flames, which moves 5 squares in a straight line in the first round, then another 5 squares on your next turn. As it moves, it fires a ray of fire at each enemy within 3 squares of the line of travel. The rays inflict medium fire damage plus 50% vulnerability to damage from Flame Sphere. When it arrives at the end of the line, or strikes a solid wall, it explodes in a burst 3 for medium fire damage.
  • Ice Storm: Recharge 33%, std, medium range, circle 5; enemies suffer medium frost damage plus chilled (-50% movement, Fort ends).
  • Shocking Grasp: Recharge 33%, std, touch; heavy lightning damage plus stun (Fort ends).

Defense
  • Frost Barrier: Daily, free, 5 rds; you gain absorb (all) 100%, to a limit equal to your Spell Power.

Enhancement
  • Bolt of Power: Daily, free; you are struck for heavy lightning damage. Thereafter, you gain +100% damage with spells for 5 rounds.

Shaping
  • Wall of Fire: Encounter, swift, medium range, wall 1/level; crossing wall inflicts heavy fire damage, starting turn next to it causes medium damage. Wall blocks line of sight, but not line of effect. Lasts 5 rounds.
  • Wall of Ice: Encounter, swift, medium range, wall 1/level; wall of solid ice blocks line of sight and effect. Wall has 300% of your maximum HP. If shattered, wall can be crossed, but doing so inflicts medium frost damage plus chilled (50% movement penalty) for 2 rounds. Wall reforms 1 round after being shattered. Lasts 5 rounds.

Utility
  • Ice Sphere: Encounter, swift, medium range; subject up to large size is encased in a sphere of ice which blocks line of effect in both directions. The sphere itself can be rolled, from the inside or the outside, at a walking speed for whoever is pushing, or let go down an incline. The sphere has as many HP as your maximum, and takes double damage from fire. It lasts up to 5 rounds, or until destroyed.

Rank 3

Attack
  • Blast Wave: Encounter, swift, close burst 5; enemies suffer medium fire damage plus push 5. Additionally, you gain +10% damage to fire spells for 2 rounds for each target hit by the blast wave.
  • Firebrand: Recharge 33%, standard, medium range; you create three 20-ft tall pillars of flame anywhere in range. The pillars occupy a single square each, and though they can occupy the same space as a creature or object, multiple pillars cannot occupy the same square. Instantly, and on each of your next two turns, the pillars inflict medium fire damage to anyone in the same square. Each round, before they inflict damage, you may move the pillars up to 1 square/level to any location you choose.
  • Frostfire Bolt: Recharge 33%, standard, long range; medium fire plus medium frost, plus same ongoing and chilled (50% movement reduction) for 3 rounds. (For the purposes of Glyph of Frostfire, you may choose which of these effects hit first, or designate that they both hit at exactly the same time).
  • Electric Loop: Recharge 33%, standard, long range; two targets are linked by an arc of lightning, each suffering light lightning damage (+50% per square of distance between them) instantly and on each of your next 2 turns. If the targets are ever separated by only 1 square, the spell ends.

Rank 4

Attack
  • Delayed Blast Fireball: As Fireball, except it creates a tiny red bead which does nothing until it is hurled (a standard action ranged attack). Beads last for up to 24 hours, or until they are triggered by impact. At any given time, you may have no more beads active than your Mage rank.
  • Polarity: Encounter, std, 1 target/level within medium range; you assign a polarity of either positive or negative to each target. On your next turn, all targets become the center of a burst 3, inflicting heavy lightning damage to all those of opposite polarity to themselves. Neutral targets take no damage. Lasts 4 rounds, causing damage 3 times.
  • Freezing Sphere: Recharge 20%, std, long range, circle 2, 3 rounds; entire area is frozen solid, including the air itself. All creatures inside are unable to act, and suffer heavy frost damage on turn start. Gargantuan or larger creatures may act, though they suffer a 50% movement and haste penalty for the duration. Creatures immune to freezing may act, but the dome is still frozen; dome has hp equal to 500% heavy damage, and is 100% vulnerable to fire damage.

Rank 5

Attack
  • Greater Electric Loop: As Electric Loop, but adds 2 more targets (one on each end) each round, and if the two endpoints are ever adjacent, all subjects along the line or in the enclosed area suffer 200% of the normal damage, and the spell ends.
  • Living Lightning: Recharge 20%, std; as Lightning Bolt, but it continues to bounce for 3 rounds, inflicting heavy lightning damage in a line 1/level (can bounce off walls) each round.
  • Meteor Swarm: Recharge 20%, std, long range, one burst 5 per rank; each burst inflicts heavy fire damage.

The Dark Arts

Rank 1

Attack
  • Acid Arrow: At-will, standard, long range; medium acid damage plus half ongoing for 4 rounds (stacks but does not refresh). For each stack of acid, subject is 20% wracked, and instant acid damage from this spell is increased by 50%.
  • Darkness: Recharge 33%, swift, medium range, circle 3; it is impossible to see in the area. Instantly, and on your next 2 turns, shadows swarm about in the effect, inflicting light shadow damage on all targets (medium in second round, heavy in final round); then, the effect ends.
  • Phantasm: Daily, free, 5 rds; you summon an illusory minion (float 10, invulnerable, std: melee touch, medium SP shadow plus stun 1 rd (Will negates)). While standing in natural or magical darkness, damage is doubled and becomes a chain 2 (max 5).
  • Vampiric Touch: Recharge 33%, swift, touch; heavy shadow damage plus heal self half. If you are below 50% health, spell has double effect.

Control
  • Charm Person: Encounter, swift, short range; subject humanoid perceives you as a trusted friend (Will ends, 1 save per minute out of combat).
  • Sleep: Encounter, swift, short range, burst 2; subjects who are out of combat fall asleep (Will negates, damage ends, loud noises or jostling, such as in combat, ends).

Debilitation
  • Ray of Enfeeblement: Recharge 33%, swift, medium range; subject suffers 10% Strength penalty for 3 rounds. Each time you inflict damage upon subject with a Dark Arts spell, the penalty increases by 10% (max 50%).
  • Sensory Deprivation: Encounter, swift, medium range; subject loses the use of one sense (Will ends).

Enhancement
  • Glamer: At-will, swift, reserve; you change your appearance to any desired configuration matching your size category and phenotype (i.e. humanoid). Any attempt to fool a subject into believe disguise with senses other than visual (such as someone feeling your long elf ears, which you don't normally have) allows a Will save to disbelieve the illusion. If the illusion is disbelieved, the spell ends, and you cannot regain it for 1 hour.
  • Invisibility: Encounter, swift; you become invisible for up to 5 rounds, until you dismiss the effect, suffer damage, or take a hostile action.

Rank 2

Attack
  • Black Slime: Encounter, swift, medium range; you conjure a black slime, which occupies a 2x2 square, but is so thin as it creeps along the ground that it can occupy the same square as other creatures. It senses creatures walking atop it, and reaches out to grab at them with sticky pseudopods. On turn start, subjects standing on the slime suffer medium ongoing acid damage for 3 rounds (stacks, does not refresh). On each of your next 2 turns, the slime grows 1 square in each direction, becoming 4x4, then 6x6; each time it grows, it gains +50% damage and +100% duration to its acid effect. Affected creatures may spend a standard action to remove all clothing and discard all held items, ending the acid effect. Those wearing armor, who have no way to instantly doff it, must wait, as the acid inflicts 20% damage to armor per proc (reducing its effectiveness by 20%; at 100%, it falls off, useless).
  • Enervation: Recharge 33%, swift, medium range; subject suffers shadow damage equal to 10% of maximum HP, and a 30% penalty to all ability scores for 3 rounds (stackable).
  • Shadow Sphere: Encounter, std, 1 square; you create a sphere of shadows, which flies in a direction you specify for 5 squares, then, next turn, flies in the same direction for 5 more squares. Along the way, it lashes a beam of shadow to any creature (except you) within 2 squares of its flight path. Subjects so lashed suffer light shadow damage (at the end of the orb's flight each round) and a 20% movement penalty as long as they are lashed. For each lash, the sphere's damage increases by 100%, and the movement penalty by 20%, but the sphere loses 1 point of movement speed per round (minimum speed: 1 square), but will not disappear until it completes all 10 squares of movement, or strikes a wall (at which point it explodes in a burst 3 for medium shadow damage). Lashes are not removed until the creature is more than 5 squares from the sphere.

Control
  • Confusion: Encounter, swift, burst 2; subjects act randomly (1d4: 1-attack, 2-aid, 3-move, 4-do nothing; if attack or aid, roll target randomly; if move, roll direction randomly and move at full speed). Will ends.

Utility
  • Invisibility Sphere: Daily, swift, reserve; you gain an emanation 2, granting invisibility to all creatures while inside the area. Effect is broken if you or any invisible creature takes a hostile action, or if you suffer damage, or if anyone moves faster than 50% speed. If you do such things, the spell ends; if another does, it ends only for them.

Rank 3

Attack
  • Phantasmal Killer: Daily, free, 3 rounds; illusory assailant attacks creatures within medium range as you direct. It has an emanation 3, causing fear (50% stun). Once/rd, it may attempt to kill one creature who is afraid of it (Fort negates).

Rank 4

Attack
  • Finger of Death: Recharge 20%, std, short range; subject dies (Fort negates). If spell fails to kill subject, it instead inflicts 50% of max hp in shadow damage.
  • Horrid Wilting: Recharge 20%, std, long range, circle 6; living enemies suffer heavy damage as they are dehydrated. Aquatic creatures suffer double damage.

Control
  • Mass Charm: Daily, swift, long range, circle 5; all subjects are charmed (Will ends).
  • Power Word: Stun: Encounter, swift, short range; subject is stunned for 1 round.

Mobility
  • Ethereal Jaunt: Recharge (special), swift; you enter the ethereal plane, becoming invisible and intangible in the material plane. You can still see the material plane, but only vaguely; creatures, objects, and obstructions offer no resistance to you. You may stay in this plane for up to 1 rd/level, exiting as a free action. For each round you stayed in, the spell takes 1 hour to recharge.

Utility
  • Project Image: Concentration. You create an illusory duplicate of yourself, which you "possess". While concentrating, you can guide its actions, see through its eyes, and use it as the originator of your spells. It has the same attributes as you, including hit points, and can be destroyed; however, doing so only ends the spell, and does not harm your true body. The image must remain within 100 feet per level of you, though open portals can serve as extensions of this range.

Rank 5

Assault
  • Balefire: Daily, standard, medium range; subject is removed from the timestream retroactively, based on mana expended (1-1 minute ago, 2-10 minutes ago, 3-1 hr ago, 4-1 day ago, 5-1 week ago, 6-1 month ago, 7-1 year ago, 8-10 years ago, 9-100 years ago, etc). Can have catastrophic effects on the timestream. You must roll to hit, and you must take into account all ranged attack modifiers; if the attack misses, the DM must determine what it hit instead; for each casting, one creature or object must be hit and fully affected. Bosses and elites are immune unless bloodied.
  • Power Word: Kill: Encounter, swift, short range; subject dies immediately, no save. Elites suffer 50% of max hp in untyped damage, bosses 10%.
  • Wail of the Banshee: Daily, standard, close burst 20; all enemies die (Fort negates). Those who do not die, for any reason, suffer 300% heavy shadow damage.

Rituals

Rank 1

  • Alarm: 1 minute cast, reagent cost 10 cp, centered circle 10; alarm alerts you silently or rings loudly if perimeter is breached by significant creatures in material plane. Ends when you or any warded subject leaves perimeter.
  • Arcane Lock: 1 minute cast, reagent cost 50 cp, touch; touched container or portal (up to Huge size) is locked, with an Open Lock DC equal to 10 + your Int score. The container or portal has HP equal to 1000% of your maximum, and hardness 20%, if not already possessing superior defenses.
  • Knock: Standard, reagent cost 50 cp, touch; container or portal is unlocked, as if you achieved a result of 10 + your Int score on an Open Lock check. If inadequate, the spell fails.
  • Unseen Servant: 1 minute cast, reagent cost 25 cp; you summon an invisible servant of air, a medium creature with a Strength score equal to 25% of your Intelligence score. It can perform simple tasks given in any language you speak. At casting time, you decide if it takes orders only from you, or takes orders from anyone without discrimination. Lasts up to 24 hours.

Rank 2

  • Analyze Portal: 1 minute cast, reagent cost 2 sp, short range; analyzes a portal (origin or destination) within range. You learn the geographic location to which the portal leads, accurately enough to cross-reference with a map, or your own knowledge of broad geographical areas (such as cities). You learn if it is locked or unlocked, if it is broken or functioning, and whether it is a destination or an origin.
  • Locate Creature: 1 minute cast, sympathetic reagent, focus; using a sympathetic reagent (piece of subject's body, or a prized possession, subject to DM discretion), you cause a focus, such as an amulet or divining rod, to constantly point in the direction of subject. Works only while subject remains on the same plane. Lasts up to 1 hour, with modifications to duration based on solidity of chosen reagent, per DM discretion.
  • Private Sanctum: 1 minute cast, reagent cost 100 cp, centered circle 3; you create a private sanctum, a circle which no divination spell can penetrate. All divinations against any subject within the circle fail. The only way to bypass this effect is to use some effect specifically designed to bypass or dispel it. Lasts up to 24 hours, or until a warded subject exits the circle.
  • Shrink Item: 1 minute, reagent cost 1% of subject's market value, touch; touched object (up to Colossal) shrinks in size to become a Fine patch of cloth, inked with a graphic representation of the object. When the command word is spoken, or when 24 hours elapse, the item is returned to its original size. Duration can be extended, at normal reagent cost, without ending and restarting the spell. While shrunked, the item is temporally suspended; it is as if no time is passing upon the object.
  • Secure Shelter: 1 minute, reagent cost 2 sp, medium range; you create a small stone hut, 20 feet on a side and 15 feet tall at the chimney. It includes a door, windows, and a chimney. Within, it includes 4 beds, a fireplace, and a small table with 4 chairs. The fireplace is magical and requires no firewood or kindling, but produces smoke (and of course heat and light) nonetheless. Hut provides ample protection against the elements. Door is automatically Arcane Locked, and hut includes an Unseen Servant who serves all tenants. Lasts 24 hours, or until dismissed. Has two Greater versions:
    • Reagent cost 1 gp; creates a medium-sized cabin with a kitchen, two bedrooms with two beds each, and two couches suitable for sleeping. Includes a privy, which empties into the ethereal plane. Kitchen and sink include basins with cold running water, with spigots and drains leading to the Elemental Plane of Water. Each bedroom, as well as the cozy living room, includes a fireplace.
    • Rank 3, reagent cost 5 gp; creates a large house, complete with a kitchen, a dining room, a living room, a den, and four bedrooms with king-size four-post beds, each with a private bath and privy. Kitchen and all bathrooms include hot and cold running water. House is heated and cooled on a per-room basis by ambient spells--fireplaces available for effect. Furnishings are of excellent quality, and the 4 Unseen Servants provided are capable of cleaning and cooking simple meals. Inner landing includes a Teleport destination, to which you automatically possess the key.

Rank 3

  • Create Portal Key: 1 minute cast, reagent (chip of stone worth 10 cp); you create a key to a portal within touch range. Once created, the key must remain within short range of the portal for 24 hours in order to become active.
  • Teleport: Standard, reagent (1 portal key); you create a one-way portal to a location on the same plane corresponding with the portal key. The portal is large enough to admit medium, large, or huge creatures and objects (as you decide upon casting), and remains open for up to 5 rounds, or until you dismiss it from either side. Portal keys are simple objects, usually a small chip of stone, labeled clearly or obscurely to indicate its destination. They are simple and cheap to produce, but can be made only at the site of the destination itself. The cost of these keys, and their availability, varies greatly.

Rank 4

  • Alter Portal: 10 minute cast, reagent (portal key for desired portal, plus others described below), short range; you modify the targeted portal. Has the following uses:
    • Lock Portal: Reagent cost 10 gp; locks or unlocks a portal destination, limiting its use to those possessing knowledge of a special magical phrase (spoken at the origin). This also prevents the unauthorized creation of portal keys.
    • Energize Portal: Reagent cost 50 gp; empowers a portal origin to be used one additional time per hour. Once a portal is usable 5 times per hour, it becomes usable at will. This ritual can also be cast upon a portal destination which already has a matching origin portal, causing both to become two-way portals (both origin and destination).
    • Repair Portal: Reagent cost 25 gp; repairs a damaged portal.
  • Create Portal: 1 hour cast, reagent (stone or metal portal base worth 50 gp, occupying at least one square); you create a portal base, which, by default, may be used as a portal destination. You can also cast this ritual with the addition of a portal key, which creates a Portal Origin, which can open portals to the keyed destination. By default, a Portal Origin is usable once per hour, and responds to a magic phrase you choose, creating a portal as the ritual Teleport. You may use Alter Portal to change these parameters.
  • Magnificent Mansion: Has several uses:
    • Create Magnificent Mansion: 24 hour cast, reagent cost (1 magnificent mansion, size up to 100 acres); you remove the targeted mansion from the Prime Material Plane, transferring it to a permanent location in the Ethereal Plane. The ritual yields a golden key, which allows you to create portals to the mansion.
    • Create Guest Key: 10 minute cast, reagent cost 10 gp, focus (mansion key); creates a duplicate of the mansion key, which can be used by its possessor to create a mansion portal once per day. Optionally, you may add a password.
    • Revoke Guest Key: 1 minute cast, focus (mansion key), must be cast within short range of mansion portal or within mansion; revokes a previously-created Guest Key.
    • Create Mansion Portal: 1 minute cast, no cost, focus (mansion key); you create a portal, which takes the shape of the mansion's primary entrance, but is considered a portal, not a physical entrance (and is therefore invulnerable and not subject to lockpicking). The portal opens only to those possessing a master or guest key, but may be unlocked from the inside to allow all visitors. Within is the mansion you transferred with the original spell, complete with Ethereal environs outside it (not necessarily the same as the source mansion, changeable as you designate) extending in each direction for 300% of the longest horizontal dimension of the structure. At your option, the portal may lead either directly into the mansion's front entrance, or to a front gate leading to the mansion's grounds. The mansion itself is exactly as you created it (or purchased it) in the material plane. The air within the grounds is always breathable, and the grounds may include endless fresh running water at your discretion, so there is no difficulty in employing contractors to enter the portal and expand upon your mansion. Other amenities of the ethereal grounds include outgoing water flow (for sewage), endless firewood, limitless ventilation, and fertile soil for growing (with endless ample sunlight). You may alter the weather within at will.

The Dark Arts
  • Clone: 10 hour cast, reagent cost 50 gp; you grow a clone of yourself. The clone takes 9 days to grow, and requires a cloning chamber (50 gp, reusable) and maintenance (1 gp per month worth of alchemical components). If ever you die while on the same plane as your clone, you will resuscitate as your nearest clone after 1 minute at 1 hp with all spells on cooldown.
  • Simulacrum: 1 hour cast, reagent cost 10 gp; you create a duplicate of a creature (from a sympathetic component), which has half the creature's levels, and cannot be healed (except by a magical process requiring 1 sp per hit point), but is under your control until dispelled or slain.

Rank 5

Paths

Artificer

Level Benefit Golem Talents Max Charges

1

Golem

-

-

2

Engine

3

2

3

Infusion

3

3

4

Summon Golem

4

4

5

Armor Jockey

5

5

6

6

5

7

7

5

8

8

6

9

9

6

10

Transformer

10

7

11

11

7

12

12

7

13

13

8

14

14

8

15

Spell Proxy

15

9

16

16

9

17

17

9

18

18

10

19

19

10

20

20

11

Artificer Spells

Rank 1
  • Ablative Armor: Encounter, swift, short range, reserve; target construct gains a special shield. Each time it suffers damage, it may choose to either suffer the damage, or suffer 10% of max hp. 3 charges.
  • Overdrive: Daily, free, medium range; target golem is locked at current charge level for 3 rounds. Charges may still be spent, but golem simply remains at current level, rather than losing charges.
  • Recharge: Daily, free, medium range; target magic item regains all daily (and more frequent) charges.
  • Repair: At-will, std, medium range; target construct or mechanism is healed for medium damage, plus light damage on each of its next 2 turns.

Rank 2
  • Power Surge: Encounter, swift, short range; target magic item gains 100% effectiveness for 1 round.
  • Reprogramming: Recharge 33%, swift, short range; you dominate subject construct or mechanical device. (Will ends)
  • Rev Engine: Recharge 33%, free, medium range; target golem gains 50% of max charges.
  • Suppress Item: Recharge 33%, swift, medium range; target magic item (non-artifact) is reduced in effectiveness by 100% for 3 rounds.

Rank 3
  • Seized Spoils: Recharge 33%, swift, long range; all of target's worn, held, and stowed items are teleported into your possession. For each magic item affected, Will negates.

Artificer Rituals

Rank 1
  • Indisputable Possession: 1 minute cast, reagent cost (2% of items' market value), touch; you gain the ability to summon the item from anywhere on the same plane, or within reasonable distance of a portal to your plane (such as a the opening to a Bag of Holding), at will as a swift action.

Golem

You gain the service of a Golem. At level 1, you may begin play with a rank 1 golem. If you gain level 1 Artificer at any level other than 1st, you must purchase a golem. All future golems you gain must be purchased.

As an Artificer, you have a special bond with one particular golem. You gift it with a fragment of your own soul, granting it a form of intelligence. Mages argue about the validity and sentience of such artificial life forms, but many Artificers concur that their golems are, indeed, alive, and have personalities all their own.

Whatever soul a golem may or may not have is centered around its heart, a magical device which contains the bound elemental spirit that animates the construct. When upgrading one's golem, it is possible (and usually preferred) to transfer the heart into a new body, thus upgrading the golem's physical capabilities while retaining the benefit of the golem's intellect and experience, and assuring a continuity of personality, where desired.

Rank 1 Golems
  • Homonculus: A small, clever golem of clay, this golem has minimal combat ability, but can perform many complex tasks.
  • Iron Defender: This iron canine has the strength of an orc and the bite of a dire wolf. Its intelligence is limited, but it is an excellent companion in combat situations.
  • Warforged: This humanoid construct was built for war, and fights well; though its more complex design is less resilient than an Iron Defender, its nimbleness affords superior tactical options in combat.

Rank 2 Golems
  • Wood Golem: Intricately carved of living wood, these golems were first crafted by elven artificers. The careful transition from living wood into golem preserves the vitality of the living plant, and allows for the channeling of vital healing energies.
  • Shield Guardian: This towering guardian of metal-plated wood is intended to be a wizard's best friend: a resilient defender who can mitigate any attack against him, even at range.
  • Clay Golem: This simplistic golem is meant only for combat. It is known to fly into a rage as it fights, becoming more and more unstoppable. It lacks the presence of mind to defend you with any great skill, but it is a formidable attacker.

Rank 3 Golems
  • Nimblewright: An android in the proper sense, a Nimblewright is meant to be as close a facsimile to a human as possible, at least in terms of physical capability. Forged of intricate gearworks, a Nimblewright is capable of going cloaked and clothed and nearly passing for human.
  • Stone Golem: Essentially an improved stone golem. More stoic in its disposition, it makes an excellent defender for an Artificer on the go.
  • Warforged Titan: This brutish creation is a battlefield ravager, meant only for destruction.

Rank 4 Golems
  • Iron Golem: One of the simplest of golems, it is also one of the most effective at what it does.

Rank 5 Golems
  • Mithril Golem

Golem Talents

The intelligence with which you imbue your golem pays off in the form of talents, representing the tricks and tactics your golem gains with experience, due to its unique ability to learn.

Talents are learned by a golem's intelligence (or soul, if you prefer), and are retained if you transfer the heart into a new golem. If the heart is lost, you must re-train a new golem; this takes time, approximately one week of active adventuring per talent, with the maximum being your Artificer level, of course.

Rank 1 Talents
  • Toughness: 3 ranks. Golem gains 50/100/150% max HP.
  • Swiftness: 3 ranks. Golem gains 10/20/30 Haste, 10/20/30 Dodge, and 1/2/3 movement squares.
  • Ferocity: 3 ranks. Golem gains 25/50/75 bonus to Hit Power.
  • Alertness: Golem has 1 rank in Perception per level, and uses your Int instead of Wis modifier as a bonus. It is constantly alert for danger and interesting things.
  • Nightvision: Golem can see in the dark within medium range, with grayscale vision. While using this vision, can be blinded by direct bright light (Will ends). It can also project bright lights from its eyes to light your way.
  • Steel Trap: Golem never forgets anything it sees or hears, and can recite these memories to you.

Rank 2 Talents
  • Hardness: 3 ranks. Golem gains 5/10/15% Hardness and +10/20/30% Soak.
  • Precision: 3 ranks. Golem gains 10/20/30 Critical Rating and 50/75/100 Critical Power.
  • Auto-Charge: 3 ranks. Golem gains 1/2/3 charges per round automatically.
  • Shell: Maneuver. Encounter, immediate; golem compacts upon itself, becoming immobile, but gaining 90% resistance to damage and 90% avoidance against hostile non-damaging effects. Lasts up to 2 rounds.
  • Absorption: Golem gains 10% absorb (all energies). Tally all damage absorbed; golem gains that amount as bonus damage to all attacks. Tally stacks until all damage expires on the beginning of the 2nd round after suffering it.
  • Nitro: Maneuver. Encounter, immediate; golem gains 50% haste, double movement, and double normal Dodge chance, but inflicts half damage. Lasts up to 2 rounds.
  • Blink: Maneuver. Recharge 33%, move, short range; golem teleports to a location within range.
  • Whirlwind: Maneuver. Encounter, free, 2 rounds; all attacks made by golem are chain 2/3.

Rank 3 Talents;
  • Auto-Repair: 3 ranks. Golem gains Fast Healing 10/20/30%.
  • Threat Analysis: 3 ranks. Maneuver. At-will, free, long range; golem analyzes target, gaining knowledge which grants it and allies +10% damage against target for 5 rounds. Stacks up to 1/2/3 times.
  • Energy Infusion: 3 ranks. While engine is charged, all natural maneuvers (not those from an Engine) gain bonus light/medium/heavy damage of the same type as the engine (fire/arcane/shadow/etc).
  • Jock Strap: 3 ranks. Extends the duration of Armor Jockey to 5 mins/1 hr/8 hrs. With any ranks, you may split the duration of Armor Jockey as you see fit, rather than using it all at once.

Engine

As an Artificer, you command greater use of a golem than any other. Into your golem, you may install a magical engine, which can absorb your magical energies to enhance the golem and grant it additional powers.

Crafting an engine costs 20% as much as crafting the golem itself. Each engine is crafted specifically for a certain type of golem, and only fits in that golem. You need not be an Engineer to craft a golem engine.

Engines generally take the form of a bulky pack of metal, stone, and glass, mostly inset into the golem's thickest and most defensible part. However, some protrusion must exist, usually a glowing opening revealing the swirling energies within, into which you channel your energies to empower the golem. This does not necessarily constitute a weak point, as one can easily craft the engine to have protective shielding which opens only when needed.

An engine's power is measured in charges, of which your maximum is 3 initially, increasing with level (refer to path chart). An engine gains charges primarily by absorbing spells which you cast into it. When you cast a spell in such a way, it has no harmful effect on the golem, but rather imbues it with charges, per the description of the engine.

By default, all damage done by Engine maneuvers is based on your SP, rather than your AP (as is the case with most natural golem maneuvers).

Arcane Engine

This engine glows with a nearly white bluish light, and the golem thrums with palpable force when charged.

While charged, your golem gains Absorb 100% (arcane).

  • By casting Magic Missile into your golem, you provide it with 1 charge of arcane energy per missile. It may use this energy to power the following maneuvers:
    • Kinetic Pulse: 1 charge, std, short range; medium physical damage (SP) plus push 5.
    • Kinetic Shield: 2 charges, swift, emanation 2; golem and allies gain 20% resist (all) for 1 round, then 10% resist (all) for 1 round, while within area.
    • Kinetic Blast: 3 charges, std, short cone; enemies suffer heavy physical damage (SP) plus push 10.

  • Your golem can absorb a Force Lance, granting him 5 charges of energy and +50% movement for 3 rounds.
    • Force Feedback: 5 charges, free, 3 rds; all melee attacks against golem inflict 100% of damage done as retributive arcane damage. Each time golem is struck, retributive damage increases by 100%.
    • Unstoppable Charge: 5 charges, move; golem moves up to twice movement rate in a straight line, becoming invulnerable to frontal attacks (such as opportunity attacks for movement), pushing any creature or object below Colossal size out of the way, and knocking down obstacles as strong as a mortar wall. Can cause siege damage to buildings.

  • Your golem can absorb a Chromatic Sphere, granting him 7 charges of energy, and imbuing each standard-action weapon attack with a random augment: (1d8: 1-heavy fire (SP), 2-medium frost (SP) plus rooted (Fort ends), 3-medium lightning (SP) in chain 3/4, 4-medium arcane (SP) plus stun 1 rd (Fort negates), 5-confused for 2 rds (Will ends), 6-polymorphed into random creature (Fort ends), 7-teleported to location of your choice within long range, 8-roll twice). Lasts up to 3 rounds, or until 3 such augments have occurred.
    • Rainbow Beam: 7 charges, std, medium line (1-2 squares wide); heavy fire plus heavy frost plus heavy lightning, plus 33% chance of heavy arcane damage.
    • Chromatic Wall: 7 charges, swift, medium range, wall 1/level; wall of shifting colors does not block line of sight or effect, but when energy damage crosses it, it begins to block 100% of damage of that type (starting immediately) for 1 round, then resets. Lasts 5 rounds.

Flame Engine

The golem spews fire as it gains in charges, its rage loudly audible to its enemies.

While charged, your golem gains 50% fire resistance.

  • By casting Fireball into your golem, he gains 3 charges of Flame Power. He may use them thus:
    • Blowtorch: 1 charge (fire), swift, short cone; medium fire damage.
    • Flame Punch: 1 charge (fire), std, melee augment; adds medium fire ongoing for 3 rounds.
    • Rocket Punch: 3 charges (fire), std, medium range, burst 4; fires a fist, from which bursts flame upon impact, inflicting heavy physical damage upon target (if any) plus medium fire damage in burst. Fist retracts afterward.

  • By casting Flame Sphere into your golem, it has a minimum of 5 charges for 2 rounds (spending charges does not lower current charges below 5), and, on its turn, it automatically fires rays of fire inflicting medium fire damage at all enemies in an emanation 3 (lasts 3 rounds).
    • Hopping Mad: 5 charges, encounter, free, 3 rds; golem gains +50% damage with physical and fire attacks for the duration.
    • Fire Spin: 5 charges, recharge 33%, std, close burst 10; golem spins on its hip joint, its hands projecting gouts of flame, even as rays from its head protect all allies from fire damage. Enemies suffer medium fire damage six times, as the golem completes three rotations.

Shadow Engine

While charged, the golems form darkens, and light around it seems to flow into the engine, disappearing from reality. The golem's eyes glow despite the darkness, a piercing, haunting gaze.

  • While charged, your golem is immune to shadow damage and can see in darkness, both magical and otherwise; furthermore, suffering light shadow damage grants it 1 charge, medium 2, and heavy 3 (if uncertain, assume 2). It gains the following maneuvers:
    • Shadow Ray: 1 charge, swift, short range; subject suffers 50% movement reduction and 50% vulnerability to physical damage caused by your golem (Will ends).
    • Gravity Beam: 1 charge, swift, long range; subject is pulled to closest possible square to golem and suffers 10% of its max hp in damage (elite: 5%, boss: 1%).
    • Gravity Pulse: 3 charges, swift, close burst 10; enemies are pulled 5 squares and suffer 50% movement reduction for 1 round.

  • If Enervation is used to power the golem, it gains 1 charge per 20% of its HP it currently has (5 charges if at 100% hp). It is, of course, immune to the harmful effect of Enervation.
    • Gravity Bomb: 5 charges, swift, medium range, burst 10; enemies are pulled 10 then all subjects suffer shadow damage equal to 100% of their maximum HP, -20% for each square of distance from the center (0% at 5 squares and beyond).
    • Gravity Charge: 1 charge, augments a melee attack; subject suffers light ongoing shadow damage for 3 rounds. On turn start, subject causes a close burst 2 (per stack), pulling enemies 2 squares (per stack), then another close burst 2 (per stack) inflicting light shadow damage to enemies (+100% per stack).

Infusion

Artificers do certainly like to create artifice. You may infuse your spells into objects, so they may be more easily used by you or others.

There is no limit on what kind of spell you may imbue, or into what vessel (within reason). The limitation is on he who possesses it: you may have on your person 3 infused items (+1 per rank of Artificer achieved), and others you bestow infused items unto may possess only 1. Any in excess, or any not worn, held, or stowed by a creature lose their infusion shortly.

An item so infused must match the purpose of the spell. For instance, you might imbue a Fireball into a stone or sling bullet, such that when the missile is hurled, it explodes into a Fireball upon impact. Such an infusion would work poorly with, say, a sheet of paper. Conversely, infusing an Invisibility spell might work well with a veil or cloak, but poorly with an arrow.

An infusion may be used simply through an act of will by you; by others, it requires a command word, which you must communicate to them if they have any hope of activating it.

All infused items last up to 24 hours, or until used. Using an infusion, or letting it expire, does not affect the item. In fact, while infused, an item gains great resilience. For instance, an arrow infused with Fireball will survive both the shock of impact and the explosion of the fireball itself, remaining a perfectly usable arrow after detonation.

Infusions are supernatural abilities, activated as maneuvers, not spells.

Summon Golem

You gain the following maneuver:

  • Summon Golem: At-will, standard, short range; you summon your golem from any location on the same plane.

Armor Jockey

You gain the following maneuver:

  • Armor Jockey: At-will, free, range 1; your golem opens, and you climb inside, acting as a pilot for up to 5 rounds. While inside, you are invulnerable. Your golem may act as normal, and you may as well; however, you may only cast spells upon yourself or the golem. Golem automatically gains 33% of max charge each round. If golem is destroyed, you emerge unharmed. Can be cast only if your golem is at least your size or larger.

Transformer

You gain the following maneuver:

  • Transform Golem: 4 hour cooldown, free, medium range; you transform your golem into any other golem of the same rank or lesser. Lasts 1 hour.

Spell Proxy

You may use your golem as the source of your spells.

Eldritch Knight

Level Benefit Rune Charge

1

Runeblade

3

2

Spell Sheath

3

3

4

4

Summon Runeblade

4

5

Dancing Blade

5

6

5

7

6

8

6

9

6

10

Energetic Transformation

7

11

7

12

8

13

8

14

8

15

9

16

9

17

10

18

10

19

10

20

11

Eldritch Knight Spells

Rank 1
  • Calling Diagram: Recharge 33%, free, long range; you create a calling diagram within 2 squares of yourself. Target is teleported to the diagram, if he is able to fit in the space.
  • Symbol of Binding: Recharge 33%, free, short range; you create a magical symbol upon the ground beneath subject. Subject cannot exit that square through means magical or mundane, nor be pushed or pulled from it (Will ends).
  • Refuge of Force: Encounter, swift, close burst 2; enemies are pushed 2, then an impenetrable wall of force appears around the edge of the radius, lasting up to 3 rounds, or until dismissed.

Rank 2
  • Lightning Thrust: Recharge 33%, std, melee attack, consumes 1 or more Rune Charge; you charge in a straight line toward a target within long range (requires a clear path, does not provoke), then attack with a normal melee attack, inflicting normal weapon damage plus 50% per square moved as lightning damage.
  • Orb Swarm: Recharge 33%, swift, medium range; you cause a duplicate of each Energy Orb currently orbiting you to swarm about the target, inflicting medium damage of the appropriate type per orb instantly and on each of your next 2 turns.
  • Orb Transmutation: Recharge 33%, free; you transmute all orbs into a different energy type.

Rank 3

Rank 4
  • Rainbow Body: Daily, immediate, 3 rds; your body is shielded by light of every color. You gain a single charge of absorb 100% against each of the following attack types: fire, frost, lightning, arcane, shadow, poison, physical. If not used, charges expire at the end of the duration.

Runeblade

You may imbue your weapon with runes. You gain the following maneuver:

  • Imbue Rune: At-will, free; you imbue a held weapon with one rune, removing all other runes you have imbued upon the weapon and all other weapons. The list of runes is below.

  • Rune of the Warrior: Your weapon gains +50 Hit Power, as well as an additional +5% Hit Power and Critical Chance per Eldritch Knight rank. You gain 1 Rune Charge per std-action melee attack, as well as per debilitating or damaging spell you cast (max once/rd).
  • Rune of the Guardian: Your weapon gains +50 Hit Power, as well as +5% Parry and Soak per Eldritch Knight rank. You gain 1 Rune Charge per std-action melee attack, as well as per defensive or control/shaping spell you cast for the purposes of defense (max once/rd).
  • Rune of the Bladesinger: Your weapon gains +30 Hit Power, you gain 10% Haste, and your spells gain 20% bonus damage, +10% per Eldritch Knight rank. You gain 1 Rune Charge per std-action melee attack, as well as per std or swift-action spell you cast.

The maximum amount of Rune Charge you may have on your weapon is given by the class table.

While your weapon has an imbued rune, you may use certain maneuvers, detailed below:

  • Forceful Strike: At-will, std, melee attack, consumes 1 or more Rune Charge; attack gains +100% damage per Rune Charge, and all damage is force damage (for purposes of incorporeal creatures). Optionally, you may push target 5 squares per charge.
    • Rank 2: Optional. For an additional 1 or more Rune Charge, you may cause force bindings to root subject in place for 1 round/charge.
    • Rank 3: Constant. When you push the subject, he bowls through intervening creatures. Each time subject hits an intervening creature, both subject and creature suffer damage equal to 50% the attack's original damage; creature strike is pushed for half base push distance in perpendicular direction and does not impeded subject's movement. Also, subject suffers this same damage upon striking a solid wall.
    • Rank 4: Optionally, bonus damage is only 50% per charge, but in a burst 2 centered on subject, affecting enemies only, and all damage is arcane. Non-subject targets suffer half normal push effect (optional).
    • Rank 5: Blee.

  • Flaming Sword: At-will, std, melee attack, consumes 1 or more Rune charge; attack gains +100% damage per Rune Charge, and all damage is fire damage. Half of fire damage is ongoing for 3 rounds.
    • Rank 2: Optional. For an additional 1 or more Rune Charge, you may lengthen your sword prior to the attack, causing your attack to become a line equal to your reach + 1/charge.
    • Rank 3: Constant. Each time you use this maneuver, you cause a symbol of flame to be inscribed in a centered circle 2 on the ground beneath your feet for 3 rounds. On turn start, enemies suffer fire damage equal to half the instant fire damage of the maneuver that caused the brand. Multiple brands stack.
    • Rank 4: Optional. Instead of concentrating your energy into your sword, you become a ball of fire, moving (without opportunity attacks) up to 200% of your movement rate, then exploding in a burst 3 for normal damage +50%/charge as fire damage.
    • Rank 5: Blee.

  • Chill Blade: At-will, std, melee attack; consumes 1 or more Rune Charge; attack gains +50% damage per Rune Charge, and all damage is frost damage. Additionally, subject suffers 50% movement penalty for 3 rounds (stackable, Fort ends 1 charge). Chill Blade gains bonus critical chance equal to subject's movement penalty from frost.
    • Rank 2: Optional. For an additional 2 or more Rune Charge, the attacks affects enemies within a radius of 1 square per 2 extra charge.
    • Rank 3: Constant. For each charge expended, the attack inflicts a 10% damage penalty for 3 rounds.
    • Rank 4: Optional. For an additional 1 or more Rune Charge, your attack removes one (per charge) magical defense granting resistance, absorption, immunity to physical, frost, or all damage. Also, when using this ability, you may optionally use this attack as a ranged attack within Short range.
    • Rank 5: Blee.

  • Phantom Blade: At-will, std, melee attack; your blade becomes an incorporeal mass of black smoke. Attack gains +50% bonus damage per charge, and all damage is shadow. Additionally, the attackbypasses any armor, shields, or parrying weapons not enchanted against incorporeal strikes.
    • Rank 2: Optional. For an additional 1 or more Rune Charge, subject is hounded by swarming shadows, which levitate him off the ground and inflict half the base damage as shadow damage, plus 2 Con damage, per charge, on turn start (Will ends).
    • Rank 3: Constant. For each charge expended, you are healed for 10% of max hp on a successful hit.
    • Rank 4: Optional. Instead of attacking one target, this maneuver causes a shadowy sword to attack all enemies in a close burst 3, inflicting half the normal amount of damage, plus pushing each target up to 10 squares. If subject reaches a wall or unyielding surface, the blade embeds into it, pinning subject against the wall, causing immobilized (Fort ends, repeats damage on failed save).

Summon Runeblade

You gain the following maneuver:

  • Summon Runeblade: Recharge 33%, free, unlimited range; you teleport your runeblade into your hands.

Dancing Blade

For 3+1/rank rounds per day, you may activate a clone of your own blade, which can move anywhere within medium range, and can attack as ably as if you were wielding it. It may benefit from runic power.

Spell Sheath

You can store up to 3 spells in your sheath, such that when you unsheath your blade, they automatically cast themselves.

  • All spells must be self-only, or targeted spells that have you as the target.
  • Casting the spells puts them on whatever cooldown is normal for the spell.

Energetic Transformation

When you have at least 5 Rune Charge, you may activate Energetic Transformation as a free action. While active, it drains 1 Rune Charge per round (cumulative, thus 2 charge in round 2, 3 in round 3, etc).

  • Fire Form
    • 100% Fortification
    • +6 movement
    • Immune to fire
    • +50% fire damage
    • All contact with you (melee attacks in and out) causes medium ongoing fire damage for 3 rounds.
  • Wind Form
    • 100% Fortification
    • Gain fly speed (triple walk speed)
    • +50% lightning damage
    • +10% Dodge
    • Immune to lightning
  • Ice Form
    • 100% Fortification
    • Physical resistance 50%
    • Immune to frost
    • +50% frost damage
    • Ablative Armor: each time you are hit, you may choose either to suffer 10% of max hp in damage, or the damage of the attack.

 

Magus

Level Benefit

1

Spellcraft

2

Familiar

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

Magus Spells

Rank 1

Spellcraft

A magus crafts his spells by first drawing energy from the world around him, then forming the energy into the desired effect, and finally releasing the spell into the world, directing its power at his chosen target.

There are many points in this process where a wizard might alter the spell from its usual intent, modifying or augmenting some portion of it to better suit the situation.

Mana

As a magus, you have an attribute called Mana. This represents the current amount of magical energy stored within you. You cannot keep the energy pent up inside you for long, as it will have chaotic and generally deleterious effects on your health, so usually you have "0", or a neutral amount.

  • Starting value: 0
  • Maximum value: magus level + Cha modifier

To gain Mana, you may use the following actions:

  • Draw Mana: At-will, free (1/rd); you gain 1 Mana.
  • Evocation: Recharge 25%, swift (1/rd); you gain 50% of your maximum Mana.

You cannot hold your Mana total above 0 forever.

  • Each time you gain Mana, you start a 1 minute clock.
  • If you reach 0 Mana, the clock resets and stops.
  • Otherwise, after 1 minute, you must pass a Will save or suffer 1 point of Strain. The clock resets and starts anew.

Metamagic
You may expend Mana to power metamagic:

Overdrive

Each time you spend 1 point of mana, you gain 10% Overdrive. At 100% Overdrive, you are capped. Your next spell will automatically be cast with the Overdrive augment, which reduces your Overdrive gauge to 0%. The augments are listed below. (If none is listed, Overdrive does not affect that spell)

  • Acid Arrow: Bonus splash damage as a circle 3, medium damage ots (plus one stack of wracked and vulnerability), enemies only.
  • Vampiric Touch: Overhealing may be tallied as bonus hit points for 5 rounds.
  • Shadow Sphere: Ray range is 10 squares.
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