Monday, January 20, 2014

13th Age Options: The Wizard (Part 2)

In Part 1 of this article I covered the first half of the Wizard's cantrip list.  Here are the rest of the spells.

Light
This one should be pretty self-explanatory.  Daylight can ruin a vampire's day, and there's the obvious application of blinding enemies with a bright flash of light.  You could also look to mimic the effect of a blasting spell like Lighting Bolt and call it a giant laser.

Daylight (3rd level spell)
Ranged Spell
Effect: The area Nearby is illuminated in full daylight, to the detriment of any creatures adversely affected by the sun (like Vampires).  This illumination lasts for the duration of the battle (or 5 minutes if out of combat).
5th Level: The duration of Daylight is 1d4 hours, and it affects 1d4 rooms in a dungeon (or similar area outside of a dungeon).
7th Level: The duration of Daylight is 2d4 hours, and it affects 2d4 rooms in a dungeon (or similar area outside of a dungeon).

Glitterdust (3rd level spell)
Ranged Spell
Target: 1d3 nearby enemies in a group with 60 HP or fewer.
Attack: Int + level vs MD (Dazed/Blind only)
Hit: The target is Dazed (Save Ends).
Natural 16+: the target is Blind instead (use Invisibility rules - any attacks have a 50% chance of missing).
Effect: Any Invisible targets become outlined, losing the benefit of invisibility, and any attempts at Stealth take a -10 penalty.
5th Level: 100 HP or fewer.
7th Level: 160 HP or fewer.
9th Level: 250 HP or fewer.

Sunburst (3rd level spell)
Ranged Spell
Target: 1d3 nearby creatures in a group, and any allies engaged with them.
Attack: Int + level vs PD
Hit: Targets are Blind (use Invisibility rules - any attacks have a 50% chance of missing) (Save Ends)
Miss: Targets are Dazed (Save Ends)
5th Level: 1d3+1 targets, and on a Natural 16+ a Hard Save ends the Blind condition.
7th Level: Hard Save Ends on any hit.
9th Level: Allies engaged with targets get a +5 bonus to PD against your attack.


Mage Hand
Who doesn't love the various versions of good ol' Bigby's Hand spells?  This one was almost too obvious...

Forceful Hand (3rd level spell)
Ranged Spell
Target: 1 medium-sized creature
Attack: Int + level vs PD
Hit:  4d12 damage and you push the target back up to Far Away.
Miss: Half damage
5th Level: 7d12 damage, and the hand can push Large creatures.
7th Level: 10d12 damage and if the target is medium it is also Prone (can stand up as part of its move action, but must succeed at a Normal Save to reach its intended destination).  
9th Level: 2d12 x 10 damage, and the hand can push huge creatures and knock large creatures Prone.

Grasping Hand (5th level spell)
Ranged Spell
Target: 1 medium-sized creature
Attack: Int + level vs PD
Hit: 7d12 damage and the hand grabs the target.  While grabbed, the target cannot make opportunity attacks or ranged attacks, and suffers a -5 penalty to disengage checks unless it first attacks the hand (all attacks against the hand are made against the Wizard's MD; the hand has no HP).  You can spend a move action each turn to sustain the hand (and the grab), but if the grabbed creature escapes roll an Easy Save; if you succeed you can spend a standard action to move the hand over to it and make the initial attack again.
Natural Even Miss: the target is grabbed.
Natural Odd Miss: half damage.
7th Level: 10d12 damage, and the hand can grab large creatures.
9th Level: 2d12 x 10, and the hand can grab huge creatures.


Mending
This one could be tough, but one way to look at it is using spells that can set things right or undo alterations.  Maybe even grant some arcane healing if you don't mind challenging the niche protection of the Cleric, Bard, etc. (not that I'm going to go there).  Or, play off of the thread motif to create Web.

Dispel Magic (3rd level spell)
Ranged Spell
Target: 1 object or creature affected by a spell or other magical effect cast by a creature with 100 HP or fewer, or if the caster isn't present in a Adventurer tier environment.
Attack: Int + level vs MD of the caster (or a DC appropriate to the environment)
Effect: The effects of the spell or magical effect end immediately.  If used on an ally suffering from a save-ends effect, the condition is removed, no save required.
5th Level: 160 HP or fewer, or a Champion tier environment.
7th Level: 250 HP or fewer, or an Epic tier environment.
9th Level: 500 HP or fewer, or an Iconic tier environment.

Web (5th level spell)
Ranged Spell
Target: 1d3 Nearby creatures in a group with 60 HP or fewer.
Attack: Int + level vs PD
Hit: The target is Stuck (Normal Save Ends)
Natural 16+: Hard Save Ends
7th Level: 100 HP or fewer, and the spell can target groups of creatures that are Far Away.
9th Level: 160 HP or fewer, and the spell targets 1d4+1 creatures in a group.


Prestidigitation
"Tricksy" spells work well here, including any Illusion effects.  Honestly you can probably get away with quite a bit here without breaking theme, including any Conjuration spell you can think of, and arguably many Abjuration spells.

Illusory Image (3rd level spell)
Ranged Spell
Attack: Int + level vs MD (attack made against any target that interacts with the image, with a failure indicating that they recognize it as an illusion).
Effect: You create an illusory image about the size of a medium-sized creature or smaller somewhere Nearby.  The image is purely visual, projecting no other sensory information.  You can sustain the image with a standard action, and it lasts as long as you can concentrate on sustaining it.
5th Level: You can create the image Far Away (provided you have line of sight to it), and the image can either be Large or smaller OR be Medium but with sound.
7th Level: You can create a Large or smaller image with full sensory information (except tactile).
9th Level: Your images can be Huge or smaller, with full sensory information (except tactile).

Obscuring Mist (3rd level spell)
Ranged Spell
Effect: You cause the space Nearby to fill with dense fog or mist.  Any creature in the mist, or attacking something inside of the mist, treats targets as Invisible (50% chance to miss outright, before even rolling an attack).  Targets engaged with each other in the mist can attack as normal.  Engaging or evading someone within the mist requires an appropriate skill check (likely Wis) against the target's MD+5.  You can sustain this spell with a Standard action each round, and the mist lasts 1d3 rounds after the first round it's not sustained.
5th Level: You can conjure the mist somewhere Far Away that you can see, and it fills the space Nearby to its center.
7th Level: The mist lasts until the end of a battle (or 5 minutes outside of combat) without needing to be sustained, and for 1d3 minutes after that in calm weather.  If exposed to moderate to strong winds, the mist instead dissipates in 1d3 rounds unless you use a Standard action to sustain it.


Spark
Because the Wizard already gets Fireball, which is the most obvious souped-up application of Spark, this cantrip might be somewhat redundant.  Of course if you're going for a Pyromancer-themed Wizard you can simply change damage types on certain spells.  Turning Acid Arrow into fire damage is a really easy way to make a Flame Arrow or Produce Flame spell.  Lightning Bolt might be a Flaming Sphere rolling its way across the battlefield.  A fire-based version of Denial might entail you summoning a bed of hot coals beneath the feet of your enemies.

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