1X Pinpoint Status Effect Mage


Level KXP Wizard
123 456 789 A
TH
10111 --- --- -+0
27222 --- --- -+0
314222 1-- --- -+0
428322 2-- --- -+1
556322 21- --- -+1
6112332 22- --- -+1
7250332 221 --- -+3
8500333 222 --- -+3
9750333 222 1-- -+3
101000433 322 2-- -+4
111250433 322 21- -+4
121500443 332 22- -+4
131750443 332 221 -+6
142000444 333 222 -+6
152250544 433 322 -+6
162500554 443 332 -+7
172750555 444 333 -+7
183000555 444 333 1+7
193250555 444 333 2+9
203500555 444 333 3+9
213750555 444 443 3+9
224000555 444 444 4+10
234250555 554 444 4+10
244500555 555 544 4+10
254750555 555 555 4+12
265000555 555 555 5+12
275250665 555 555 5+12
285500666 655 555 5+13
295750666 666 555 5+13
306000666 666 665 5+13
316250666 666 666 6+15
326500776 666 666 6+15
336750777 766 666 6+15
347000777 777 666 6+16
357250777 777 776 6+16
367500777 777 777 7+16
Requisites:Str 12, Int 20+level, Wis 14, Chr 14; Class Slots 2
Alignment:any
HD/level:1d10
Weapon Prof.:3+level/5
To Hit Table:1.5*Wiz
Save Table:2*Wiz
Reference:RDM
Groups:Wizard, Alternate, Futureshifted
Complexity:CF=4
Know Wizard spells. Knows Status Effects (aka "[C] section effects") school. Opposite to everything else except Aburation and Invocation (which it's Normal to). Gets Int bonus to progression.
Negative Spell Adjectives:
These reduce the SL of a spell. The maximum shift is -2 SL. Each combination takes one research point to learn.
Zero Casting Level (-1 to SL): The CL of this spell is 0.
Easy to Resist (-1 to SL): If the spell gives a save, it is automatically made. If it doesn't give a save, it gives one (vs. Spell). Counterspells on this spell can't be countered.
No Range (-1 to SL): The spell is range touch, is not area (1 target only), and cannot be material componented
New Spell Adjectives:
These increase the SL of a spell.
Negative [Status Name] Admixture (-SEL to SL, Max 2): You suffer this negative status effect with no resistance when this spell is cast and as long as it is running.
Pinpoint (+2 to SL): The spell hits one target (not a group) CL times. Multiple hits do cause extra save penalty (-5 per instance). Cannot be Material Componented for area.
On the following page is the Status Effects sorted by SL.
Status Effects + Invocation spells:
[Status Name] Bolt (SL=SEL): Do this Status Effect to one target (Spell save: 0)
[Status Name] Ball (SL=SEL+1): Do this Status Effect to one group (Spell save: 0)
[Status Name] Beam (SL=SEL+2): Do this Status Effect to one target (no save)
[Status Name] Blast (SL=SEL+3): Do this Status Effect to one group (no save)
[Status Name] Brand (SL=SEL+4): Brand this Status Effect to one weapon (no save)
Each individual Status Effect and area type is a different spell (so Blind Bolt is a different spell than Deafness Bolt and Blind Beam).
Material Componenting a Bolt or Beam gives 2 targets, not a group.
Status Effects + Abjuration spells:
Immune [Status Name] (SL=SEL): You are immune to this status. Double Resist is SEL-1 and Resist is SEL-2. So Double Resist Charm (SEL=3) is a 2nd level spell (SL=SEL-1=3-1).
Remove [Status Name] (SL=SEL): You can remove this status. Double Resist is SEL-1 and Resist is SEL-2. So Double Resist Charm (SEL=3) is a 2nd level spell (SL=SEL-1=3-1).
[Status Name] Shield (SL=SEL): Whenever someone hits you with a melee attack, they suffer that Status Effect unless they make a save vs. Spell.
Ignore [Status Name] (SL=SEL): You can ignore this status while you are affected by it.