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Greater teleport 3.5
Greater teleport 3.5








greater teleport 3.5 greater teleport 3.5

In addition, she receives bonus spells per day if she has a high Intelligence score. Her base daily spell allotment is given on Table: The Time Mage. Like other spellcasters, a time magecan cast only a certain number of spells of each spell level per day. The DC for a saving throw against a time mage's spell is 10 + the spell level + the time mage's Intelligence modifier. To learn, prepare, or cast a spell, the time mage must have an Intelligence score equal to at least 10 + the spell level. A time mage must choose and prepare her spells ahead of time as a wizard. Spells: A time mage casts arcane spells which are drawn from the time maged spell list. Armor of any type interferes with a time mage's movements, which can cause her spells with somatic components to fail. Weapon and Armor Proficiency: Time Mages are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Knowledge (all skills, taken individually) ( Int),Īll of the following are class features of the Time Mage. Races: Any race which produces wizards can produce time mages, but they are surprisingly common in shamanic cultures, due to their focus on the heavens and primal occurrences above.Īlignment: Any, though neutral time mages are by far the most common.Ĭlass Skills ( Skill Points::2 + Int modifier per level, ×4 at 1st level) Only Strength is of least value of all, as with a low BAB the Time Mage makes a poor combatant. Charisma and Wisdom play second fiddle, though they help the Time Mage to remain skillful. Like any class they enjoy a good Constitution, and Dexterity can help them to avoid danger and act before any other. It takes a strong mind to comprehend the vast power of the cosmos. They are best benefited by staying in the back ranks and providing powerful spells to throw the battle in their favor.Ībilities: Time Mages are Intelligence focused, much like wizards. Time Mages, like other wizards, prove effective battlefield controllers. Such is the Time Mage, a wizard who gains his arcane powers from his studies of the movement of the stars and the essence of time's passing. The old magic, horomancy, manipulated the river of time's flow, and the wide seas of creation through gravity and all those that would call the cosmos home. However, it is said that the first arcane magic was more primal than the elements, beyond the concepts of manipulating the mind, the body, and the things which make up it. Wizards study the arcane runes of ancient times and forge elemental powers into explosions and other magical effects.










Greater teleport 3.5