Wizard Paths



Path Option: Wild Mage

Wizardry is a very formal discipline, requiring intense study, concentration, and control to safely wield.


Wild mages, while they wield the same magic as wizards, forsake intense study, concentration, and control to instead tap into the Source, the beating heart of energy from which all magic springs forth, to weave magic that is terribly unsafe, wildly unpredictable, and exceptionally enjoyable at the expense of others and themselves.


Wild Surge: By using the -surge command, a wild mage can guarantee their next spell will have a random secondary effect on the target.

This could be beneficial or detrimental, potentially immediately winning a battle or immediately killing everyone in sight, or somewhere in the middle. As the wild mage grows in level, their surges become more powerful- both the beneficial and detrimental effects. They can use this command more times per level as they level up.


Greater Wild Surge - Every single spell a wild mage casts has a 5% chance to trigger a Greater Wild Surge. This both triggers the effects of a Surge, and has a chance to refund the spell used to trigger the surge. Lower level spells are always refunded; higher level spells are more likely to be refunded based on the wild mage's level.


Prismatic Spray - When the Wild Mage casts the spell prismatic spray, it attempts to affect each target twice.


Chaos Shield (Level 9): By using the command -chaos, wild mages can increase their chance to surge by 2% for each wizard level they have.

Every 10% increased chance will add 1 to the DC of any negative effects of wild magic surges.

At level 28 the maximum surge increase becomes 90%.

The increase to chance can be specified to lower than the maximum by typing the desired % increase after the command, such as (-chaos 37) will increase the chance by 37%.

This can be switched on, off, or changed only once every minute.


Surges that occur while Chaos Shield is active do not refund spells, and cannot be specified with Fatidicdal Manipulation.


Fatidical Manipulation (Level 21): By using the command -fate, a wild mage can take some control of chaos, and be more specific with what surges occur.

By specifying a number after -fate, they can pick where on the wild surge table the surge will start, and it will roll between that number and seven after, reducing by one less possible result per additional level until a surge can be perfectly selected at level 28.

Certain highly beneficial effects cannot be fated, and destructive surges that lack saves will require saves when fated.


Wild Surge Table: See the wiki for more information.


Path Option: Spellsword


There are some who see magic not just in the manifestation of a spell, but in the artful dance of melee combat.

Those who wish to combine both become Spellswords, a unique discipline that's wickedly versatile but lacks in the truest mastery of either form.

Requirement: Only generalist wizards can become spellswords. All wizard levels become spellsword levels upon taking this class.

Restrictions: Spellswords can never summon creatures or other summons, with the exception of their familiar.

They must also choose a non-conjuration spell school to give up upon becoming a spellsword.

They do not gain the epic spell focus commands, and the only epic spell they can learn is Epic Mage Armor.

Delayed Proficiency - Spellswords count their AB based on the wizard progression rather than the spellsword progression for the purposes of feats.

An AB requirement of 6 would require 12 instead of 8 spellsword levels.


Key Mechanics at level 20:


BAB: 15/10/5

HP: 160+20x Constitution

Bonuses:

Gain Simple and Martial Weapon Proficiency, Light and Medium Armor Proficiency,

Uncanny Dodge, 5% arcane spell failure reduction to armor.

AC Bonus: If a Spellsword has an empty offhand, they gain bonus shield AC, up to their intelligence modifier. The maximum bonus of this starts small and scales with wizard levels.


Mage Armor: As spellswords level up, the spell Mage Armor's defensive benefits improve. This requires the majority (more than half) of the character's levels to be wizard levels.


Imbuing: Spellswords can imbue their melee weapons with magic, granting them extra effects. To do so, they must cast a damaging spell on an equipped weapon, and they must be the one wielding it. Higher level spells grant greater effects. Bonus Damage: The imbued weapon deals bonus damage of the type imbued. Extra Effects: Once every two seconds, an imbued weapon that hits will deal an extra on-hit effect, based on damage type.


Magic: Breaches a defensive spell and the target must succeed on a will save or have reduced SR. The reduced SR effect stacks.

Acid: The target must succeed on a reflex save or have reduced attack bonus.

Cold: The target must succeed on a fortitude save or lose one attack per round and have their movement speed reduced by 50%.

Electric: Orbs of lightning fly out and strike nearby targets, dealing electric damage on a failed reflex save. Targets that fail this save must then make a will save or receive -1 to all saves. The save reduction stacks.

Fire: Targets must succeed on a reflex save or have their armor class reduced.

Negative Energy: Targets must succeed on a will save or take bonus negative energy damage, which heals the spellsword.

Sonic: Targets must succeed on a will save or be silenced for one round.



Greater Imbuing: At level 21 spellswords can imbue two effects into a weapon at the same time.

True Strike: Spellswords that cast True Strike will trigger their extra effects on every hit while it's active, ignoring the 2 second cooldown. It also grants one extra attack per round while active.

Epic Mage Armor - This epic spell will only grant +4 AC of each type to a spellsword but will also grant +4 AB.


Path Option: Shadow Mage


There exists a separate source of magic from Mystra's Weave, one waiting for those devoted to Lady Night to tap into it - the Shadow Weave. The Shadow Weave is a secret source of magic that exists in the gaps between the leylines of Mystra's Weave, hidden from her view and controlled exclusively by Shar. Mages faithful to Shar can become Shadow Mages, gaining more power in certain schools at the expense of others.


Deity Restriction: Shadow Mages must worship Shar.


Evocation Restriction: Shadow Mages cannot cast any Evocation spell except Darkness.


Wild Magic Restriction: Shadow Mages cannot become Wild Mages, and in zones of wild magic, they cast normally.


Spell Bonuses: Shadow mages gain +2 to the save DC of any Illusion, Enchantment, or Necromancy spell they cast.


Shadowdancing: Shadow Mages can become Shadowdancers without meeting any of the requirements. They gain an additional +1 spellcasting level for each Shadowdancer level they take. Their Shadow lacks Sneak Attack.


Hide in Plain Sight: At level 20, Shadow Mages gain Hide in Plain Sight as though they were a qualifying Shadowdancer.