Racial
Abilities Detect secret doors - Because of
their acute senses, half-elves are quick to spot concealed doors
and hidden entranceways. Merely passing within 10' of a concealed
door allows an elf a one-in-six chance (a 1 on 1d6) to notice it.
If actively searching, an elf's chances improve to a two-in-six
chance (1 or 2 on 1d6) to find secret doors, and a three-in-six
(1, 2, or 3 on 1d6) to notice a concealed door.
Infravision - Infravision with a range of 60'.
Resistance - 30% resistance to sleep and charm spells.
Class \ Kit
Abilities
Enchanter
Automatic spells - Gains one free spell every time the mage
gains a new level of spells. Elementalists do not receive one
free spell every level, but may add 1d4 effective levels once a
day to a spell
they cast.
Bonus spells - Memorize one free spell for each spell level.
This spell must be chosen from their area of specialty.
Intense magic - -1 penalty to all saving throws on spells
cast from the chosen school. Elementalists enjoy a
-2 penalty to all saving throws on spells cast from their chosen
element. Wild mages do not receive a modifier to their spells.
Learning bonus - +15% bonus to learning any spell in the
chosen school. Elementalists receive a +25% bonus to their
chosen element, and +15% to other elemental spells, but are
unable to learn opposing elemental spells. Wild mages receive a
+10% bonus to learning wild magic spells.
Learning penalty - -15% penalty to learning rolls on spells
outside the chosen school. Elementalists are unable to learn
opposing elemental spells, and suffer a -25% penalty to learn
nonelemental spells. Wild mages receive a -5% penalty to learn
standard schools of magic.
Research bonus - When researching spells in the chosen
school, treat the spell as one level lower.
Saving throw bonus - +1 bonus on saves against spells in
their chosen school. Elementalists receive a +2 bonus
to their saving throws versus spells in their chosen element.
Wild mages do not receive a bonus to their saving throws.
Schools of Magic - Abjuration, Alteration,
Conjuration/Summoning, Enchantment/Charm, Greater Divination,
Illusion/Phantasm
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