1X (Advanced) Pinpoint Status Effect Mage


Level


KXP

Wizard
123 456 789 A

1

0

111 --- --- -

2

7

222 --- --- -

3

14

222 1-- --- -

4

28

322 2-- --- -

5

56

322 21- --- -

6

112

332 22- --- -

7

250

332 221 --- -

8

500

333 222 --- -

9

750

333 222 1-- -

10

1000

433 322 2-- -

11

1250

433 322 21- -

12

1500

443 332 22- -

13

1750

443 332 221 -

14

2000

444 333 222 -

15

2250

544 433 322 -

16

2500

554 443 332 -

17

2750

555 444 333 -

18

3000

555 444 333 1

19

3250

555 444 333 2

20

3500

555 444 333 3

21

3750

555 444 443 3

22

4000

555 444 444 4

23

4250

555 554 444 4

24

4500

555 555 544 4

25

4750

555 555 555 4

26

5000

555 555 555 5

27

5250

665 555 555 5

28

5500

666 655 555 5

29

5750

666 666 555 5

30

6000

666 666 665 5

31

6250

666 666 666 6

32

6500

776 666 666 6

33

6750

777 766 666 6

34

7000

777 777 666 6

35

7250

777 777 776 6

36

7500

777 777 777 7

Requisites:

Str 12, Int 20+level, Wis 14, Chr 14; Class Slots 2

Alignment:

any

HD/level:

d10

Weapon Prof.:

3+level/5

To Hit Table:

1.5*Wiz

Save Table:

2*Wiz

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 Positive Spell Adjectives:

These increase the SL of a spell.

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.