Wizard: Difference between revisions

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:: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his primary school.
:: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his primary school.


:: '''Custom Spells''
:: '''Custom Spells'''
:: Wizards may, if they wish, create a huge array of custom-made spells. This requires a great deal of time and resources, but can tremendously enhance a wizards power and flexibility, not to mention that announcing the interesting and unique spell names you come up with is sure to impress your adventuring companions. No more boring Fireballs for you! In order to create such custom spells, they must have a considerable amount of down-time, design what their new custom-made spell can do by combining existing spells they already know with metamagic feats that they also know, and then making skill rolls. See the [[Between Adventures#Spell Research]] link for exact details, and of course, all such custom spells are subject to GM discretion.  
:: Wizards may, if they wish, create a huge array of custom-made spells. This requires a great deal of time and resources, but can tremendously enhance a wizards power and flexibility, not to mention that announcing the interesting and unique spell names you come up with is sure to impress your adventuring companions. No more boring Fireballs for you! In order to create such custom spells, they must have a considerable amount of down-time, design what their new custom-made spell can do by combining existing spells they already know with metamagic feats that they also know, and then making skill rolls. See the [[Between Adventures#Spell Research]] link for exact details, and of course, all such custom spells are subject to GM discretion.  



Revision as of 17:45, 31 March 2019