Arcane Schools

The following are the arcane schools which are available to player character wizards in the Worlds of Adventure campaign.

School powers: A wizard gains a total of three school powers. The first is gained at 1st level, a second at 3rd level, and a third at 9th level. At each of these levels, the wizard may select any of the powers listed for the school in which he specializes. (Some school powers are available only as 9th-level powers, and cannot be selected before that.)

Abjuration

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

An abjuration specialist wizard can select from the following school powers:

Damage Absorption (Sp)

You can select this power only if you already have the damage resistance power. When you use your damage resistance power to prevent damage from any source, you absorb the energy of the resisted damage and convert it into life force, gaining temporary hit points equal to one-half the damage absorbed. Temporary hit points from multiple uses of this power stack with each other, but not with temporary hit points from other abilities (such as the false life spell). You cannot have more temporary hit points than your normal hit point total (i.e. you can't gain so many temporary hit points that your total effective hp is more than double your normal maximum); if using this power would make you exceed that limit, the excess energy simply dissipates. Temporary hit points gained from this power last all day (as a long buff), or until you lose them by taking damage.

Damage Resistance (Sp)

You can resist damage of all sorts. As an immediate action, when you would take damage from an attack, spell, or any other source, you can put up a temporary, visible shield of magical energy that counteracts the damage. The shield lasts for one full round, and prevents an amount of damage equal to 5 × your wizard level. This damage resistance applies before applying any elemental resistance, damage reduction, or similar abilities. You can use this ability a number of times per day equal to your Intelligence modifier.

Protective Ward (Sp)

As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +2 deflection bonus to their Armor Class and their Reflex saves against weapon-like attacks, and a +2 resistance bonus on saving throws against spells. This bonus increases by +1 for every five wizard levels you possess. However, any spell cast from within the field to outside it causes the field to collapse. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Conjuration

The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.

A conjuration specialist wizard can select from the following school powers:

Create Gear (Sp)

You can create any object that weighs no more than 1 pound per wizard level you possess. Creating an object in this way is a standard action. The item remains for 1 minute before fading away, although it disappears after one round if it leaves your possession. Creating an item to an exact specification might require a Craft? skill check, subject to GM discretion. The object must be made of simple materials, such as wood, stone, glass, or metal, and cannot contain any moving parts. You could use this ability to create a dagger, but not a vial of alchemist’s fire. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Creator’s Will (Sp)

(Available only as a 9th-level power.)

You can select this power only if you already have the create gear power. You can cast minor creation as a spell-like ability. You can have no more than one minor creation active at a time. If you cast the spell again, the previous casting immediately ends. At 13th level, this ability improves to major creation. You can use this ability a number of times per day equal to 1/2 your wizard level.

Divination

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

A divination specialist wizard can select from the following school powers:

Foretell (Sp)

You can utter a prediction of the immediate future. This works as an augury spell with a 90% base chance of success. You can use this ability once per day, plus one more time per day for every six wizard levels past 1st that you have.

Prescience (Su)

At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Scrying Adept (Su)

(Available only as a 9th-level power.)

You are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.

Enchantment

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

An enchantment specialist wizard can select from the following school powers:

Enchanting Smile (Su)

You gain a +2 enhancement bonus on Bluff?, Diplomacy?, and Intimidate? skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. This ability is not effective when attempting to influence creatures that are immune to charms. At 18th level, whenever you succeed at a saving throw against a spell-like ability that is a charm or compulsion, that spell is reflected back at its caster, as per spell turning.

Force of Will (Su)

You can send thoughts and instructions telepathically to any creature within 60 feet that you have charmed or dominated as though you shared a common language. At 11th level, affected creatures can communicate back to you via the telepathic link as well. At 18th level, any creature that succeeds at a saving throw against a charm or compulsion spell you have just cast is still affected for 1 round if the spell has a duration greater than 1 round.

Shape Emotions (Su)

(Available only as a 9th-level power.)

You can emit a 30-foot aura to either ward off or welcome emotional influence for a number of rounds per day equal to your wizard level. If you choose to ward, you and your allies within this aura receive a +4 morale bonus on saves against mind-affecting spells and effects, and any fear effects targeting you or your allies are reduced by one step (shaken has no effect, frightened becomes shaken, and panicked becomes frightened). If you chose to enhance emotional influence, enemies within the aura receive a –2 penalty on saves against mind-affecting spells and effects. These rounds do not need to be consecutive.

Evocation

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

An evocation specialist wizard can select from the following school powers:

Elemental Wall (Sp)

(Available only as a 9th-level power.)

You can draw on the power of the elemental planes to create a wall composed of one or more of the elements, that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. The wall mimics the effects of a spell, if one exists (i.e. wall of fire, wind wall, wall of ice, wall of magma, etc.), or has effects similar to the closest similar spell.

Lingering Evocations (Su)

Any evocation spell you cast with a duration greater than instantaneous lasts an additional number of rounds equal to 1/2 your wizard level (minimum +1). At 18th level, any dispel checks made against your evocation spells must be rolled twice, and your opponent must use the less favorable result.

Wind Servant (Sp)

As a standard action, you can generate a blast of air that hurls an unattended object (or objects) or an object in your possession up to 30 feet in a straight line. If you have a free hand, you can catch an object hurled toward yourself. You can move objects weighing up to 1 pound per wizard level. Objects are not thrown with enough force to cause damage, although fragile objects like alchemical weapons shatter on contact with a creature or hard surface. To hit a creature with an object, you must succeed at a ranged touch attack. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Illusion

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

An illusion specialist wizard can select from the following school powers:

Bedeviling Aura (Su)

(Available only as a 9th-level power.)

You can emit a 30-foot aura that bedevils your enemies with phantasmal assailants. Enemies within this aura move at half speed, are unable to take attacks of opportunity, and are considered to be flanked. This is a mind-affecting effect. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Extended Illusions (Su)

Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 18th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.

Face in the Crowd (Sp)

At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures outside of this area may notice that you appear out of place, but as soon as they approach within 30 feet they are affected by the magic and no longer think something is amiss. If you interact with an affected creature in any way, it gains a Will save (DC 10 + 1/2 your wizard level + your Intelligence modifier) to disbelieve the illusion and notice you. The effect lasts for a number of minutes equal to your wizard level, or until the illusion is dispelled. The minutes do not need to be consecutive, but must be used in 1-minute increments. This is a mind-affecting phantasm effect.

This ability does not turn you invisible and opponents are not considered flat-footed. It does not allow you to disguise yourself as a specific individual, type of person, or member of another race, so you cannot blend into a group of uniformed guards or appear as a member of an individual’s family, and a human cannot blend into a group of gnolls. You can blend in with any group made up of different types of people, such as a crowd of courtiers in a king’s throne room, and you can disguise yourself (either through magic or more mundane means) to appear as a specific type of person or another race (such as a uniformed guard or a gnoll) before using this ability.

Invisibility Field (Sp)

(Available only as a 9th-level power.)

You can make yourself invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as invisibility.

Necromancy

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

A necromancy specialist wizard can select from the following school powers:

Life Sight (Su)

(Available only as a 9th-level power.)

You gain blindsense to a range of 10 feet for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead, as well as the creature's approximate condition, as the deathwatch spell. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every three levels beyond 12th.

Power over Undead (Su)

You can rebuke undead creatures as a cleric of your wizard level.

Share Essence (Sp)

As a standard action, you can share your vital energy with a living creature that you touch. You take 1d6 points of nonlethal damage, plus 1d6 for every three wizard levels you possess past the 1st. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary hit points equal to the amount of damage you received (prevented damage is not counted). These temporary hit points disappear 1 hour later. You may not use this ability to grant yourself temporary hit points. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This ability has no effect if you are immune to nonlethal damage.

Transmutation

Transmuters use magic to change the world around them.

A transmutation specialist wizard can select from the following school powers:

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Arcane Schools