sabato 27 aprile 2024

Mythic Arcane Schools

In the wizard’s mythic arcane options, Mythic Arcane School (power) was missing. Here it is.

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Mythic Arcane School (Power): The wizard infuses his chosen path of arcane magic with his mythic energies. He adds his mythic tier to his wizard level when determining the effectiveness and duration of any school powers (though this does not impact what school powers he has access to at each class level).

Additionally, if a school grants a power that deals 1d6 points of damage + 1 point for every two class levels the wizard possesses, it deals an additional 1d6 of damage at mythic tier 1, and again at mythic tiers 4, 7, and 10.

If a school grants a power that can be used 3 or more times per day, and the number of times per day does not add his class level or half his class level, the wizard adds his tier to the number of times per day it can be used. If it grants an ability that can be used once or twice per day, the wizard gains one additional use per day of the ability at mythic tier 5, and again at mythic tier 10.

Some schools gain other specific benefits when selected with mythic arcane school (power), as noted below.


Abjuration


Resistance: The wizard can expend one use of mythic power to change the energy type he is resistant to as a standard action.


Conjuration


Summoner’s Charm: At 20th level, the wizard can have two permanent summoning spells active at a time.


Divination


Scrying Adept: This power functions now as mythic detect scrying. In addition, a subject of your scrying attempts is treated as two steps more familiar to you; firsthand and very familiar subjects get a -20 penalty on their save to avoid being scried.


Enchantment


Enchanting Smile: At 20th level, the spell turning effect of this power functions as mythic spell turning.


Evocation


Force Missile: The missile deals an additional 1d4 of damage at mythic tier 1, and again at mythic tiers 4, 7, and 10.


Illusion


Extended Illusions: At 20th level, the wizard can have two permanent illusion spells active at a time.


Invisibility Field: This functions now as mythic greater invisibility.


Necromancy


Power Over Undead: The wizard can take feats that alter this ability as if it was the standard channel energy ability.


Transmutation


Physical Enhancement: The wizard can expend one use of mythic power to change his bonus to a new ability score as a standard action.


Telekinetic Fist: The fist deals an additional 1d4 of damage at mythic tier 1, and again at mythic tiers 4, 7, and 10.


Change Shape: At 20th level, the wizard can make one transmutation spell of the polymorph subschool become permanent. He can have no more than one polymorph made permanent in this way at one time. If he designates another polymorph as permanent, the previous permanent polymorph ends.


Universal


Hand of the Apprentice: The wizard adds 10 feet per mythic tier he possesses to his attack range.


Metamagic Mastery: The wizard can expend one use of mythic power to apply the effect of a metamagic feat he doesn’t know to a spell.


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