Editing
Metamage
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Metamage Class Crunch== ::Requirements: Human or Half-Elf Race, Intelligence 13, Wisdom 12 ::Barred Schools: Conjuration/Summoning, Invocation/Evocation, Illusion/Phantasm, Necromancy, Wild Magic - an Incanatrix/Incantatar can learn non-wild magic spells which are "cross-schooled" in Incantation, Alteration (Transmutation), or Abjuration. ::Restrictions: A metamage can only have 2 weapon proficiencies, and cannot learn weapon style specialization proficiencies, weapon group proficiencies, or "combat" nonweapon proficiencies like Blindfight and Tumble. ::Specialization Benefits: Enemies suffer a -1 penalty to their saves against the metamage's incantation school spells, the metamage gains a +1 bonus to saves against incantation school spells, can memorize one bonus incantation spell per level, +15% chance to learn incantation spells, automatically learns one incantation spell each time it gains a spell level, bonus to researching incantation school spells as per the specialist wizard. ::Specialization Penalties: -15% penalty to all attempts to learn non-incantation spells from any school other than Abjuration or Lesser Divination. ::Special Powers by level: :::1st Level: Gain Spellcraft as a bonus non-weapon proficiency. :::3rd Level: Can See Ethereal creatures within 30 feet. :::4th Level: Can physically and magically attack creatures that are "out of phase", which includes ethereal creatures and those under the Blink spell. :::6th Level: Immune to Level Draining effects originating from creatures tied to the [[Energy Planes|Negative Energy Plane]]. :::8th Level: +6 bonus to all Spellcraft checks. :::20th Level: Can absorb charges from Charge-using magical items by holding the item in their hands and concentrating for 1 round per charge drained. Each charge drained heals the metamage by 1d8 HP; excess HP is retained as "phantom" HP - damage inflicted is first deducted from this pool of temporary hit points, which fade away 1 turn after being acquired.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information