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Path of Wizardry

What kind of caster will you be?

Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible - such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the Path of Wizardry. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. Those who study the schools of magic prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.


Key Skills

When you purchase the Path of Wizardry, you gain the following Key Skills:


School of Abjuration

The abjurer uses magic against itself, and masters the art of defensive and warding magicks.

Resistance

  • Requirements: CST 2, Knowledge (Geography) 3, 5 EXP

By spending a Full Round Action, you may attune yourself to a particular energy type, gaining resistance equal to your caster level to that energy. This may be done once per day, and lasts a number of hours equal to your caster level. At CL 20, this becomes full immunity to the energy type. You may instead apply this energy resistance to an ally with a touch.

Increased Abjuration

  • Requirements: CST 8, 10 EXP

All of your Abjuration spell save DCs increase by +1.

Protective Channel (Sp)

  • Requirements: Resistance, CST 10, Knowledge (Geography) 7, 20 EXP

As a Standard Action, you may spend 5 MP to channel protective energies around yourself and allies. You and any allies within a 10 ft. radius centered on you receive an AC bonus equal to your Primary Casting Attribute modifier. You may spend a Move Action on every turn afterwards to sustain the spell - doing so increases the area by 5 ft. in radius, to a maximum of a 50 ft. radius. The abjuration channel moves with you. If you are knocked unconscious or fail a concentration check, the effect ends.

Perfected Abjuration

  • Requirements: Increased Abjuration, CST 18, 20 EXP

All of your Abjuration spell save DCs increase by +1 (this stacks with Increased Abjuration).

Banishment (Sp)

  • Requirements: Perfected Abjuration, Protective Channel, CST 20, Knowledge (Geography) 15, 45 EXP

Once per day as a Half Action, you may spend 10 Mana to speak a powerful word of banishment against a summoned or otherwise extraplanar creature. If the creature possesses a lower Caster Level than you, they are instantly banished to their plane of origin, and may not return to the Material Plane for a number of years equal to your Caster Level. If the creature has a Caster Level higher than you, it must make a Will save (DC 10 + your CL + your Primary Casting Attribute) or suffer the effects of Banishment. This ability has no effect on creatures that are already on their native plane.


School of Conjuration

Conjurers are masters of bringing surprise elements into the world to solve their problems.

Create

  • Requirements: CST 2, Knowledge (Planes) 3, 5 EXP

As a Full Round Action, you may spend MP equal to the object size to create an object of extraplanar matter. The material is nonmagical and somewhat unstable - it fades into nothingness after a duration equal to 1 minute per caster level. you may spend x2 MP to make an object last 10 minutes per caster level or x3 MP to make an object last 1 hour per caster level. The object possesses a hardness equal to 5, and hitpoints per inch of thickness equal to double your caster level. You may spend x2 MP to double the hardness and hp or x3 MP to triple hardness and HP. You may create any shape that you can think of, though the object you create is nonreactive null-matter - it would not act as gunpowder, even if you conjure it in the shape of gunpowder, for example. You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship. The maximum size of a conjured object is limited by your Caster Level, and is listed below on the table. You may only have one conjured object in play at once.

Table: Object Size

Object Size MP Cost Object Size Weight (lbs.)
Small 1 6.25 sq feet 25
Medium 2 25 sq feet 200
Large 4 100 sq feet 1,600
Huge 6 225 sq feet 12,800
Gargantuan 8 400 sq feet 102,400
Colossal 10 625 sq feet 819,200
Colossal+ 12 900 sq feet 6,553,600

Increased Conjuration

  • Requirements: CST 8, 10 EXP

All of your Conjuration spells have their DC increased by +1.

Dimensional Slide (Sp)

  • Requirements: Create, CST 10, Knowledge (Planes) 7, 20 EXP

The conjurer can expend Mana to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 5 feet per Mana expended to any location within Medium range and line of sight. This counts as 5 feet of movement regardless of distance traversed. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

Perfected Conjuration

  • Requirements: Increased Conjuration, CST 18, 20 EXP.

The DCs of all of your Conjuration spells increases by +1 (this stacks with Increased Conjuration).

True Name (Sp)

  • Requirements: Dimensional Slide, Perfected Conjuration, CST 20, Knowledge (Planes) 15, 45 EXP

Your research into ancient tomes and your inquisitions of bound spirits have led you to one of the best-hidden secrets of the multiverse: the true name of an outsider—the name that defines the very essence of the creature and that gives the speaker control over the being. This outsider cannot have more hit dice than your caster level. Once per day, you can speak the common name by which the outsider is known, and the outsider travels to you as if you had cast planar binding upon it (however, if the creature’s HD is lower than your Caster Level, it receives no saving throw). It must obey you to the best of its ability, without pay or bargaining for its services, for its fear that you might release its true name to the wider world is enough to bring even the most recalcitrant of outsiders to bear.

If the creature is within 100 feet, as a move action, you may punish it by deliberately mispronouncing its name, wracking its very essence and giving it the sickened and staggered conditions for 1 round (even if the creature is normally immune to these conditions). You cannot use True Name in an area of silence, but the creature does not have to be able to hear you for it to be harmed by the ability.

It is in your best interest to call this creature only sparingly, and occasionally reward it in some fashion to mollify its wrath. If you repeatedly fail to offer it a reward appropriate to its type and ethos, the creature may begin plotting ways to destroy the bond between you, whether by creating an accident that will destroy your memory of the name, by plaguing you with nuisances or dangers until you vow never to call on it again, or by actively seeking to destroy you through its own devices or those of an underling. If this creature is of a lawful type and you are violating its ethos, its superiors may even destroy it or you rather than allow you to contaminate their servant further. Worse, they may establish situations where it is necessary for you to summon this outsider, opening gateways to infernal or angelic interference, in order to gain a foothold on the Material Plane.

You may research the names of additional outsiders by spending 8 hours of downtime and 1 EXP per hit die that the new outsider possesses (For example, researching a creature of 5 HD would take 40 hours and 5 EXP).


School of Divination

Diviners are masters of remote viewing, prophecies, and using magic to explore the world.

Reconnaissance (Sp)

  • Requirements: CST 2, Knowledge (History) 3, 5 EXP

As a Full Action, you may spend 1 or more MP to see and hear through solid material 3 inches thick per Caster Level. This ability lasts for a number of minutes equal to the amount of MP expended. This ability does not work on lead, regardless of thickness.

Increased Divination

  • Requirements: CST 8, 10 EXP

All of your Divination spells have their DC increased by +1.

Psychometry (Sp)

  • Requirements: Reconnaissance, CST 10, Knowledge (History) 7, 20 EXP

By making physical contact with an object, you may choose to experience a flashback pertaining to the history of the object. In order to do so, you must make contact with the object you wish to learn more about, and make a Caster Level check against a DC of 20. Whilst reading an object, you are considered Helpless. Unfortunately, while reading the object, the magician has no control over how long the reading takes, and she cannot stop until the reading is done. It can take 1 minute, 5 minutes, or longer. The gamemaster can roll 1D6 to choose the duration, or he can decide the duration based on the psychometric experience. Consult the table to determine how difficult the psychometric assessment is, and what information is gained.

You may expend Mana to increase the effectiveness of your Psychometry attempt. For every point of Mana expended, you gain an untyped +1 bonus to the Caster Level check to use Psychometry. You may not expend more Mana than your Caster Level in this manner. If you expend Mana to aid in Psychometry, you are fatigued until you rest for 8 hours - this fatigue may not be removed by any means, magical or mundane, aside from resting. If you are subject to an additional effect that would cause fatigue, you become exhausted under these restrictions instead.

Table: Psychometry

TIME SINCE IMPRESSION Modifier to Base DC
1 Day +0
1 Week +2
1 Month +4
1 Year +6
1 Decade +10
Each Additional Decade +2
NATURE OF ITEM Modifier to Base DC
Nature of item has a strong connection to the impression (wedding ring, beloved toy, etc.) -2
Possessor had a strong connection to item when impression was formed (friend’s toy, childhood bedroom, etc.) -2
Impression recorded violence or powerful emotions -3
Impression recorded violent death -5
Item is a casting focus, or other suitable bonded item -(Owner's CL)
Item carries more than one significant impression +1 for each
Obscuring magic has been used, or owned by a Magical Chameleon +(CL of caster)
Each subsequent attempt to read the item +2
INFO GAINED Check Results
None Did not hit DC
Flashes of insight, superficial and disjointed impressions Success
Longer and deeper insights, though visions are still disjointed 5 above DC
Greater details, multiple sensory feedback, more coherence 10 above DC
Lengthy sequences, multiple senses, coherent visions, significant information 15 above DC

Perfected Divination

  • Requirements: Increased Divination, CST 18, 20 EXP

All of your Divination spells have their DC increased by +1 (this stacks with Increased Divination).

Discern Location (Sp)

  • Requirements: Perfected Divination, Psychometry, CST 20, Knowledge (History) 15, 45 EXP

As a Half Action, you may spend 10 Mana to use Discern Location. It is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.

To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.


School of Enchantment

The enchanter uses magic to control and manipulate the minds of his victims.

Temper Influence (Sp)

  • Requirements: CST 2, Knowledge (Nature) 3, 5 EXP

As a Full Action, you may spend 5 MP to choose a single mind-affecting effect (charmed, confused, dazed, dominated, frightened, paralyzed, sleep, and stunned), and channel countermeasure magicks around you in a 10 ft. radius. Any magical effect of the matching type must make a Caster Level Check (DC 10 + your Caster Level + your Primary Casting Attribute) to have any effect against you, as well as any allied creatures within the area of effect. You may maintain this ability by spending a Move Action and 2 more MP each turn. You may use this ability once per day.

Increased Enchantment

  • Requirements: CST 8, 10 EXP

All of your Enchantment spells have their DC increased by +1.

Mind Trick (Sp)

  • Requirements: Temper Influence, CST 10, Knowledge (Nature) 7, 20 EXP

You casually weave mind-altering magicks into your speech. You may use this ability as a Free Action by spending 5 MP whilst speaking to a creature who can understand you. If the creature’s HD is less than your Caster Level, they carry out the action without question, as long as the action does not directly bring harm to themselves or their allies (for example, asking a guard to unlock the cell door is reasonable, asking him to slit another guard’s throat is not). If the creature’s HD is greater than or equal to your caster level, they must make a Will save (DC 10 + ½ your caster level + your Primary Casting Attribute modifier) to avoid being influenced. This ability otherwise functions as Suggestion.

Perfected Enchantment

  • Requirements: Increased Enchantment, CST 18, 20 EXP

All of your Enchantment spells have their DC increased by +1 (this stacks with Increased Enchantment).

Dominate (Sp)

  • Requirements: Mind Trick, Perfected Enchantment, CST 20, Knowledge (Nature) 15, 45 EXP

As a Half Action, you may spend 10 Mana to speak a word of power directed at a specific creature that you can see. If the creature’s HD is less than your Caster Level, they are automatically dominated, as Dominate Monster. If the creature’s HD is equal to or greater than your CL, they must make a Will save (DC 10 + ½ your caster level + your Primary Casting Attribute modifier) to avoid falling under your sway. The creature is under your command for a number of days equal to your Caster Level, though you must spend 5 MP per creature per day to maintain it. After this duration expires, the creature is freed with no recollection of what transpired during the time they were under your influence (however, you may freely refresh this ability on the dominated creature before the time expires by spending 10 more MP, if desired).

School of Evocation

Evokers revel in the raw power of magic, and can use it to destroy with shocking ease.

Elemental Exchange

  • Requirements: CST 2, Knowledge (Dungeoneering) 3, 5 EXP

When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You may do this a number of times per day equal to 3 + your Primary Casting Attribute modifier.

Increased Evocation

  • Requirements: CST 8, 10 EXP

All of your Evocation spells have their DC increased by +1.

Intense Magic

  • Requirements: Elemental Exchange, CST 10, Knowledge (Dungeoneering) 7, 20 EXP

Whenever you cast an evocation spell which deals hitpoint damage, add your Caster Level to the damage dealt (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by other Talents or effects. This damage is of the same type as the spell.

Perfected Evocation

  • Requirements: Increased Evocation, CST 18, 20 EXP

All of your Evocation spells have their DC increased by +1 (this stacks with Increased Evocation).

Sheer Force

  • Requirements: Intense Magic, Perfected Evocation, CST 20, Knowledge (Dungeoneering) 15, 45 EXP

You have developed true mastery over destructive magicks. As part of the action of casting a spell which deals hitpoint damage, you may spend 10 additional MP. Doing so allows you to use Elemental Exchange to adjust the damage type of the spell to Force if desired. In addition, the effect of your Intense Magic is doubled for the spell in question. Lastly, the spell ignores object hardness and enemy Spell Resistance, if any. A spell modified by this Talent is not subject to Counterspelling.


School of Illusion

Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.

Extended Illusions

  • Requirements: CST 2, Knowledge (Local) 3, 5 EXP

Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to your Caster Level after you stop maintaining concentration (minimum +1 round). At CST 20, you can make an illusion spell with a duration of “concentration” become permanent by spending 2 MP per day, per permanent illusion.

Increased Illusions

  • Requirements: CST 8, 10 EXP

All of your Illusion spells have their DC increased by +1.

First World Jump (Sp)

  • Requirements: Extended Illusions, CST 10, Knowledge (Local) 7, 20 EXP

As an Immediate Action, you may place a foot into the First World to protect yourself from danger. For a number of minutes equal to your Caster Level, you receive concealment from all creatures (20% miss chance). This concealment is only partially illusory - it is mostly a very real effect from transcending planes. Due to this, this concealment is only negated for another creature who is also using this ability. You may use this concealment to use the Stealth skill. At Caster Level 12, this increases to a 50% miss chance. You may activate this Talent once per day.

Perfected Illusions

  • Requirements: Increased Illusions, CST 18, 20 EXP

All of your Illusion spells have their DC increased by +1 (this stacks with Increased Illusions).

Distortion Field (Sp)

  • Requirements: First World Jump, Perfected Illusions, CST 20, Knowledge (Local) 15, 45 EXP

As a Swift Action, you may spend 10 Mana to make yourself invisible, as Greater Invisibility, for a number of minutes equal to your Caster Level. Whilst this ability is active, all magic auras centered on you (such as active spells, magical items, and this ability) are magically masked - any creature attempting to detect you with Detect Magic, See Invisibility, Arcane Sight, True Seeing, or similar abilities or spells must make a Caster Level check (DC 10 + your CL + your Primary Casting Attribute) to see you at all.


School of Necromancy

The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.

Speaker of the Dead (Su)

  • Requirements: CST 2, Knowledge (Religion) 3, 5 EXP

Undead creatures with Hit Die equal to or less than your Caster Level are not hostile towards you by default, though they will still retaliate if you or your allies attack them. As a Standard Action, you may attempt to control any undead you can see (intelligent or not) - the undead must make a Will save (DC 10 + ½ your Caster Level + your Primary Casting Attribute modifier) or follow your commands as if using the Command Undead Talent. You may only exert control over one undead at a time.

Increased Necromancy

  • Requirements: CST 8, 10 EXP

All of your Necromancy spells have their DC increased by +1.

Simulacrum (Sp)

  • Requirements: Speaker of the Dead, CST 10, Knowledge (Religion) 7, 20 EXP

You may create a duplicate of yourself through a complex magical ritual which takes 24 hours. The duplicate possesses your ability scores, but is “level one”, meaning that it possesses the minimum amount of HD, caster levels, skill ranks, and Paths or Talents possible. You may spend EXP to increase the stats of your simulacrum, just as if you were leveling yourself, up to a maximum of half your Caster Level in any given field (for example, if you posses 14 Caster Levels, your Simulacrum may only have up to 7 skill ranks in any particular skill, 7 hit dice, and a maximum caster level of 7). The Simulacrum is fully and solely under your control, and will obey simple commands without additional input. Although it is categorized as the same creature type as yourself, the Simulacrum is most closely comparable to a Homunculus.

The Simulacrum possesses your known spells (and may cast them if it possesses a high enough caster level), but has no Mana of its own, and in turn cannot gain Mana independently. Instead, you must infuse the Simulacrum with Mana by touching it as a Full Round Action. The Simulacrum may hold up to double your Caster Level in Mana in this manner. The Simulacrum may then use the Mana you have provided it to cast spells as normal.

If the Simulacrum is reduced to 0 hitpoints, it is destroyed. You may replace the Simulacrum with another 24 hour ritual, after which a new one is created with the same EXP expenditures as the previous one.

Perfected Necromancy

  • Requirements: CST 18, 20 EXP

All of your Necromancy spells have their DC increased by +1 (this stacks with Increased Necromancy).

Astral Projection (Sp)

  • Requirements: Perfected Necromancy, Simulacrum, CST 20, Knowledge (Religion) 15, 45 EXP

You may spend 10 MP to cast Astral Projection.


School of Transmutation

Transmuters use magic to change the world around them.

Sustained Transmutations (Su)

  • Requirements: CST 2, Knowledge (Engineering) 3, 5 EXP

You may maintain concentration on Transmutation spells to gain increased effects over a period of time. Spend an additional 2 MP for a Transmutation spell as you cast it: each round that you concentrate on such a Transmutation spell, the Ability Score bonuses granted by that spell increase by 1 every round that you maintain concentration, to a maximum additional bonus equal to your Secondary Casting Attribute modifier. If you stop maintaining concentration for any reason, the additional bonuses immediately end - you must begin again from 0 to grant such bonuses again, though you do not need to expend the MP again, unless it is a new Transmutation spell casting.

Empowered Transmutation

  • Requirements: CST 8, 10 EXP

All of your Transmutation spells have their DC increased by +1.

Distributed Transmutation (Su)

  • Requirements: Sustained Transmutation, CST 10, Knowledge (Engineering) 7, 20 EXP

By multiplying the Mana cost of a spell by 2, you may change any transmutation spell with a range of personal to a range of touch. Such spells automatically fail on unwilling creatures.

Perfected Transmutation

  • Requirements: Empowered Transmutation, CST 18, 20 EXP

All of your Transmutation spells have their DC increased by +1 (this stacks with Empowered Transmutation).

Time Stop (Sp)

  • Requirements: Distributed Transmutation, Perfected Transmutation, CST 20, Knowledge (Engineering) 15, 45 EXP

As an immediate action, you may spend 30 Mana to cause time to cease its flow for everyone but you. A bubble of temporal distortion emanates from you as a shockwave effect in a 30 ft. radius around you. All creatures within the radius of the effect must make a Reflex save (DC 10 + your caster level + your Primary Casting Attribute modifier) or be frozen in time for a number of rounds equal to your Secondary Casting Attribute modifier. Creatures frozen in the Time Stop are considered helpless. Creatures that enter the area of frozen time afterwards receive no saving throw. If a creature succeeds on the saving throw, they are moved to the nearest square outside of the radius of the Time Stop. If the creature cannot move out of the area, they are trapped, and automatically fail the saving throw.


School of Universalism

Universalist spellcasters are masters of flexibility, able to adapt to any situation at a moment’s notice.

Scroll Lore

  • Requirements: Craft (Scribe) 3, 10 EXP

You may create a Scroll of any spell which you know. See the Magic Items page for more information about Scrolls.

If you do not know the spell, you may still create a scroll of it if you are sufficiently skilled. Select the higher of your BaB or CL, and use it as your CL to determine what Spells you may access. To create a scroll without knowing the spell, you must first research the Formula. This takes 10 hours per Spell Tier of the desired spell. Once done, you may make scrolls of that spell without further research impediments.

All scroll formulae must be stored in a Formula Book. Creating the Formula itself has no TU cost, it is solely a time expenditure.

Slot Exchange (Su)

  • Requirements: Varies

This Talent comes in nine levels, one for each Spell Tier. For each level of Slot Exchange that a character possesses, they may spend a Full Round Action once per day to exchange one of their known spells of that particular tier for a different spell of their choosing. For example, a character with Slot Exchange 3 may “forget” Fireball, and replace that known spell slot with Haste as a Full Round Action, after which they may cast Haste as many times as they are capable of doing so, expending MP as normal. They would not be able to exchange Fireball for Black Tentacles, or Scorching Ray, as neither of those are Tier 3 spells. The exchanged spell remains until you switch it back (or to a different spell).

Below is a table of the requirements for each level of Slot Exchange. You must purchase all of the previous levels of Slot Exchange to obtain the next tier (for example, to have Slot Exchange 3, you must have 1 and 2 as well).

Table: Slot Exchange Levels and Requirements

Slot Exchange Level Requirements
1 CST 5, Knowledge (Arcana) 3, 9 EXP
2 CST 8, Knowledge (Arcana) 5, 15 EXP, Slot Exchange 1
3 CST 10, Knowledge (Arcana) 7, 20 EXP, Slot Exchange 2 
4 CST 14, Knowledge (Arcana) 9, 25 EXP, Slot Exchange 3
5 CST 17, Knowledge (Arcana) 11, 30 EXP, Slot Exchange 4
6 CST 20, Knowledge (Arcana) 13, 35 EXP, Slot Exchange 5
7 CST 23, Knowledge (Arcana) 15, 40 EXP, Slot Exchange 6
8 CST 26, Knowledge (Arcana) 17, 45 EXP, Slot Exchange 7
9 CST 30, Knowledge (Arcana) 20, 50 EXP, Slot Exchange 8