Channeling(10): The character can use his
HP to cast additional spells but only after casting all his normaly
allowed ones. It costs 4 HP per level the spell is casted(i.e. you can cast spells at lower or
higher than normaly allowed level. Ex: A Fireball casted at 1st level will cost 4HP but at 10th
level, it will 40HP).
Wizard Sphere Proficiency(5): The character
becomes a Proficient in a Sphere of Power. Required to be
able to cast spells from that Spell Sphere. To buy this skill, the character must
first have innate abilities. Any innate abilities from that sphere disapear to be
replaced by an actual spell, preferably the one the innate ability emulated.
Wizard Sphere Specialist(5): The character
becomes a Specialist in a Sphere of Power. To buy this skill, the
character must first be proficient in that sphere. Here's the bonus for being a
specialist in a sphere:
-A Specialist can cast 1 additional spell per spell level from any Sphere he's proficient.
-+15% while learning spells from each Sphere the character is specialized in.
-Creating new spells from Sphere sthe character is specialized in is considered 1 level lower.
-+1 to save vs spells from Spheres the character is specialised in and creatures targeted by those spells
saves at -1.
Learning Bonus(X): X = +3% per CP to learn
Wizard Spell Duration Increase(10): All non-instantaneous spells last 1 round per 2 level.
Wizard Spell Casting Reduction(5): All spells that has a casting time less than 1 round takes 1 less segment
Wizard Spell Range Boost(5): The range of all spells are increased by 25%
Innate Abilities(10): The character receives 1 spell ability at 1st level and 1 each 2 level afterward. The spell
abilities are chosen from any sphere of power.
The spells given are in ascending order of spell level and are modified
to make them less
powerfull than the normal spell but that can raise in power as the character gains levels.
At same level, the spell ability must always be less powerful that the normal spell.
The character can cast each spell ability once a day and the casting time
is the level of the
Innate spells abilities cannot be modified by skills that modifies spells
but can be casted
There is always a material and somatic component associated with all spell
material component is always something weird(Ex: A Tarot card deck).
Harmonist(15): Must have the Musical Instrument,
Singing or Dancing Proficiency to make this skill usefull.
This Skill makes use of the Song Sphere. The spells from the following spell list are casted with
a Music or a Song or a Dance so, a skill check must first be done to successfully cast a spell.
The Harmonist doesn't have to learn his spells and cannot copy them from spellbook and scrolls
but he automaticaly gains all the spells his level permit him to cast(Like Priest spells) with the
same restriction about the number of spells that can be casted per day. The only components
required are those the skills required.
|Find Familiar||1st||Hold Monster||5th|
|Friends||1st||Leomund's Lam. Belabor.||5th|
|Sleep||1st||Monster Summoning III||5th|
|Summon Swarm||2nd||Monster Summoning !V||6th|
|Tasha's Unc. Hid. Laugher||2nd||Banishment||7th|
|Whispering Wind||2nd||Charm Plant||7th|
|Hold Person||3rd||Monster Summoning V||7th|
|Monster Summoning I||3rd||Power Word, Stun||7th|
|Charm Monster||4th||Mass Charm||8th|
|Confusion||4th||Monster Summoning VI||8th|
|Emotion||4th||Otto's Irresistible Dance||8th|
|Monster Summoning II||4th||Power Word, Blind||8th|
|Shout||4th||Monster Summoning VII||9th|
|Summon Lycanthrope||4th||Power Word, Kill||9th|