Master Wizard Picks

A close up of a comb

Description automatically generated

Level

KXP

1

2

2

4

3

8

4

16

5

32

6

64

7

128

8

256

9

400

10

500

11

600

12

700

13

800

14

900

15

1000

16

1100

17

1200

18

1300

19

1400

20

1500

21

1600

22

1700

23

1800

24

1900

25

2000

26

2100

27

2200

28

2300

29

2400

30

2500

31

2600

32

2700

33

2800

34

2900

35

3000

36

3100

Each level you get your LVL in Master Wizard picks. A simple way to figure out how many levels of picks you get is to take LVL*(LVL+1)*0.5. CF=4: You may save picks to get a bigger pick. For example, you can combine a 1st and a 17th to get an 18th.

Level 1:  Can create counterspell amulets.  Choose one:  a:  0, 1/reset: Counter an effect that you named. b: All effects that directly target you must roll SR vs. (your CL)*2.  c: Gain MPIRR=(level*5%) vs. effects that directly target you.

Level 1: +(level/2, round up) on all knowledge-based proficiency checks.

Level 1: +½M Action

Level 1: +1 borrowed M action per round.

Level 1: +1 extra Knowledge Prof/level

Level 1: +1 technological proficiency per level, see Psi8.

Level 1: +1 XP for each grave dug; +2 XP for each stolen body.

Level 1: +1d12 undead turned when successfully roll Turn Undead.

Level 1: +3 to initiative (1r) 1/d.

Level 1: +LVL AC

Level 1: +LVL nonweapon proficiencies

Level 1: +LVL Nonweapon proficiencies, must be Int-based.

Level 1: 0, 1 attack: Destroy a magic item.

Level 1: 0, 1/s: Take dictation (1 page per 0 action)

Level 1: 0, LVL/d: An abjuration effect does not require a maintenance slot (it can still be dropped with a 0 action).

Level 1: 0, LVL/d: Your summons are not summoning sick.

Level 1: 1bM, 1/r: Counter a Wild Surge or High-Frequency Sample

Level 1: 1F, (max of level times per day): Create a temporary artifact which lasts for level rounds.

Level 1: 1M, 1/d: Summon Normal or Para Elemental, (Int+Wis+Con)% chance, has (level*4) or 32 HD (whichever is lower).

Level 1: 1M, level/d:  Summon a (normal element) elemental of 4*level HD.

Level 1: 1M,1P: Give Strength to a Land (level/6 mile radius).  This allows Druids to recover their spells, animals to live there, etc.  It may take several uses of this ability if the local land is particularly hostile or has been completely drained.

Level 1: 1M: LVL instances of Resist Insanity

Level 1: 1M: Proofread document (1 page per M action)

Level 1: 1P: Dispel a spell/psionic effect.

Level 1: 1V, 2/d: Pass Earth for (level) rounds.

Level 1: 1V, 2/d: Water Breathing and no hampered movement in water for (level) rounds.

Level 1: 2V: You may ride a charmed, subdued, or summoned dragon as your mount.  In this case, it functions as a Beast Rider mount.  If it is a summon, it is no longer a summon and doesn't use a summon slot (it uses your "mount" slot).

Level 1: 5% per level resistance to Necromancy spells.

Level 1: 60F,1/d: Create a potion of <= LVL*100 XP value

Level 1: All spells cost only 1M to cast

Level 1: Can "burn" 1 hp/spell level to cast extra spells

Level 1: Can cast Priest Divination sphere spells  {Investigator}

Level 1: Can make a spell storing amulet.  It stores your level in spell levels.  You can have only one of these amulets.

Level 1: Can map any area he's ever been to by memory.

Level 1: Can specialize in 1 school for free.  Can specialize in another school, but then must pick an opposite.  Specialization may be either "Collective type" (1/2 cost on spells) or "2nd edition type" (+1 spell of the school each level).

Level 1: Can trade nonweapon <-> weapon proficiencies 1 per 1

Level 1: Can use +LVL ioun stones at the same time, beyond the normal limit.  (DM note:  If you exceed this limit, remember you can create "Y-cable" ioun stones on the fly with "d" picks)

Level 1: Can use multiple charges at once from magic items; the effect is multiplied by the number of charges used.

Level 1: Cold Flame: 1M, 3+LVL /week: Reverse Burning Hands for LVLd8 (save:½), "Immunity to Cold" is reduced to "Resist Cold" (Resist Cold is not reduced).

Level 1: Considered specialized in the school of Divination.  You may select an additional school to be specialized; in this case, you must also select an opposite school.

Level 1: Detect Magical Writings.

Level 1: Distance Sense (can estimate the distance to anything, error is less than 1%).

Level 1: Each level, pick one spell.  That spell requires only ½ of a spell to cast.  This isn't cumulative with school specialization.

Level 1: Free Martial Arts style, +1 maneuver per level.

Level 1: Gain CL^2 gp per day you spend sitting around making maps for people.  (DM Note: Lots of other classes should have a similar ability to this.)

Level 1: Gain your CL in SL's.  The max spell level = (CL)/2, round up.  All spell levels at maximum spell level or lower are assumed to be at least a "0" for purposes of specialization.  You may put a "½ " in a spell level (it costs half).

Level 1: Have their own language called "The Language of Death".

Level 1: Immune Goo and Gray Goo

Level 1: Immune Unlive.

Level 1: Irreducible Pick Pockets LVL*5%  (not shifted by target's HD/Level)

Level 1: Languages: +LVL Languages (can convert each to ½ a Nonweapon prof.)

Level 1: Legend Lore & Identify 30+LVL*10%.  This is doubled when dealing with Necromany, Undead, or the Occult.

Level 1: May cast Priest Healing sphere spells as if they were Wizard spells of the same level.

Level 1: May specialize in Enchantment/Charm; pick an opposite if you do this.

Level 1: May use 1 material component effect per spell as a zero action.

Level 1: Mr. Fix-It: 1M, 1/d: Mend.

Level 1: Nerd/Knowledge: +LVL non-weapon proficiencies; languages cost half a slot each.

Level 1: Occult Library: Each reset, gain LVL in SL's of spell scrolls.  You can leave these as "open scrolls" until needed.

Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.

Level 1: Potion of Undead Control and Ring of Regeneration has double effect.

Level 1: Read Languages (25+5*level)%.

Level 1: Read/Write Draconic proficiency.

Level 1: Read/Write/Speak 1 language, plus 1 more every 4 levels.

Level 1: Scribe Scroll feat.

Level 1: Speak Druid language

Level 1: Specialized (2nd edition version) in Divination; pick an opposite.

Level 1: There is a 5*CL% chance you "just happen to have" a rough map to any given location you go to, assuming your race has visited this place before.  These maps are usually incomplete and crude, but may have a clue or two.

Level 1:,2:,etc.: May cast spells of spell level N/4 (round down) without using a P action.

Level 1:,2:,etc:.: This class gets a "Level:" pick from other Wizard classes.  Take the XP for that Master Wizard-DM level, look it up on the other class's XP chart, and that is the level of the pick you get in the other class.  See LordDM for an example.  If the other class has a level requirement, treat it as an additional 2^(L-1) KXP requirement, where L is the level needed.  For example, if a class requires level 5 in another class, that would be treated as an additional 16 KXP requirement.  You may combine two (or more) picks together to get one pick, in which case you add the XP values together before referencing the other class.  Again the pick cannot exceed your Master Wizard-DM level.  This lets you pick from a very expensive class.

Level 2:  Imp Familiar:  Gain an Imp as a familiar, will replace a previous familiar.

Level 2: +LVL/2 damage.

Level 2: 1 full reset studying a person (who must be present):  All spells you cast on that person are at x(level+1)/2 effect.  You are assumed to have already "studied yourself" when you reach level 3.

Level 2: 1bF: Counter a counterspell effect.

Level 2: 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)

Level 2: 1F: Forge document (1 page per F action)

Level 2: 1M: Monster Summoning (CL+1)/2

Level 2: 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)

Level 2: 1V, 1/r: Choose one creature.  He cannot use any V actions on his next segment.

Level 2: Divination spells are 1 spell level lower for you.

Level 2: Identify Object/Person's weight, home plane, home multiverse (quantum signature) by sight.

Level 2: Legend Lore | Identify Magic/Psi item | Identify Innate item | Analyze Dweomer | Identify Artifact = 40*LVL%.

Level 2: You adjust all BlahR by -5*level%

Level 2: You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)

Level 3: +LVL/3 AC.

Level 3: +LVL/3 damage.

Level 3: +LVL-2 Secondary skills, must be Int-based.

Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.

Level 3: 1M: Identify Scroll.

Level 3: Barbarian Con bonus.

Level 3: Considered specialized in Enchantment/Charm (no opposite).

Level 3: Gain 1 woodland language per level starting at 3rd.  (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.)  Yes, you can use these as nonweapon proficiencies instead.

Level 3: May cast Priest spells of Necromancy & Healing spheres as if they are 2 spell levels higher.

Level 3: Pass through overgrown areas without trace and at full movement rate.

Level 3: Periodic Table elements are considered Semi for you.

Level 3: Specialization in Alteration gained.

Level 3: Specialization in Enchantment gained.

Level 3: Time/Reality Stability.

Level 3: Your summons can't turn against you even if they become uncontrolled.

Level 4: +1 language slot

Level 4: +1 minor in a psionic progression you have.

Level 4: 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness

Level 4: 1M: Summon a goblin (AC 20, hp 10, TH +20, dmg 20).  It is a summon but does not use a summon slot.  It does not have summoning sickness.  At end of round, it is automatically unsummoned.

Level 4: 1P, 1/d: Slay someone with the Sidekick class (PPD save)

Level 4: 1P, 1/r: Choose one creature.  He cannot use any P actions on his next segment.

Level 4: 1V: +1 QV next segment.

Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).

Level 4: 2M+½V: Target gets -4*LVL TH, dmg, AC, and saves until end of round.

Level 4: 3M,3P: Restore PF of local area by 1 to a maximum of 10.

Level 4: Can create potions in 1/(level-3) the normal time.

Level 4: Can read books without "blowing your head off".  You are not immune to what the book does to you, however.

Level 4: Create Chemical Mixture of (level) Complexity Level (see next page; also Tinker Gnome).

Level 4: Identify plants by sight.

Level 4: Lore of true stamina:  +1 Fort saves

Level 4: May wear two suits of armor, your AT sources fully stack

Level 4: Speak with Undead at will.

Level 5: +1 borrowed M action per round.

Level 5: +LVL saves

Level 5: 1 reset: Duplicate LVL in SLs of scrolls

Level 5: 1F: Remove *Curse* (Heavy Curse)

Level 5: 1M, 1/t: Locate a specific history book (same plane).

Level 5: 1M+1P: Cure a Potion or Magical Pool effect that occured within the last round.

Level 5: 2M, 2F: Copy (as spell) something non-magical you saw within the last hour, from memory.

Level 5: Can cast Psi2 Clairsentient powers as if they were spells.  You do not get the Divination specialization bonus for this.  These powers do not cost PSPs, they require no roll, and cannot power-score.

Level 5: Can convert 3M -> 1 OppM

Level 5: Contacts: Always have access to LVL*100 XP and less magic items, even when the current store is "limited".

Level 5: Gain one 1st level apprentice per level.  (Two per level starting at level 9)

Level 5: Immune to head blown off; 1M: Know contents of scroll/book; 60F,1/d: Frugal a scroll

Level 5: Immune to Poison.

Level 5: LVL/5 bonus feats.  These feats must be a metamagic feat, an item creation feat, or Spell Mastery.

Level 5: Secret knowledge of avoidance:  +1 Reflex saves

Level 5: Unusual materials are considered elements of E=S for your spells.

Level 6: 1M, 1/r: Choose one creature.  He cannot use any M actions on his next segment.

Level 6: 1M: Identify Book.

Level 6: Summoning Mastery (see Level 3) is 3 SL higher instead of 2.

Level 7: 1F: Duplicate a Psi10 1st-3rd level ability  {Fortune Teller}

Level 7: Contingency is a SL=4 spell for you; can have 2 Contingencies at same time  {Tattoo Mage}

Level 7: Dodge trick: +1 AC

Level 7: Get a Specialty Priest pick  {Theologian}

Level 7: Hold Demon:  1M, 1/d: Hold a demon, ignores SR/MR.

Level 7: Speak with Dead 1/d.

Level 7: Specialization in Alteration gained.

Level 7: Specialization in Conjuration gained.

Level 7: Write Scrolls: 10F, 1/reset: Create 100*LVL XP value in scrolls.  {normal ability}

Level 8: +1 language slot

Level 8: 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7

Level 8: 1F, 1/s: Choose one creature.  He cannot use any F or S actions on his next segment.

Level 8: 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)

Level 8: 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.

Level 8: Applicable knowledge:  +1 feat

Level 8: Identify Technological item, function, and (at a -50% penalty) function (level-7)*10%

Level 8: Pick two Watcher5 Level 5-7, one Spellshaper5 Level 1-3, or one WhiteHat5 Level 1-3

Level 9:, 18:,etc: Has access to another School, at the same 1 SL penalty.

Level 9:  For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying).  This applies to all dice (even those below level 9).

Level 9: +LVL-8 Kits, must be Int-based.

Level 9: 0, 1/r: Lend Action (any type)

Level 9: 1M, 1/d: Summon a Time Elemental (any existant type).

Level 9: 1M, 1/d: Undetectable Lie for 1 turn.

Level 9: 1M, 1/t: Map dungeon level.  This maps the entire DL, up to 1 mile in diameter.  Exact details are not given, just rooms, doors, stairs, and vague features.

Level 9: 1M, 1/t: Mental Fury: Cast 1 instance of each spell you have all at the same time.

Level 9: 1M: Your Reason, Intuition, or Leadership becomes (level+9) for this round only.

Level 9: 8F, 1/d: Cure someone's Erased Truename (you Un-Erase his Truename)

Level 9: Add up your SLs together into one "mana pool"; spell of SL=X is X mana; max SL=(LVL+1)/2

Level 9: All other people in your group get a "256 KXP" Wizard pick, using the Master Wizard-DM rules above.  (You do not get this in addition to your normal Level 9 pick).  This ability cannot itself be picked.

Level 9: Can create any non-artifact magic item in 1/(level-8) the normal time.

Level 9: Can create one normal ioun stone per day, which is permanent.

Level 9: Can have 3 of the same familiar using only 1 familiar slot

Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.

Level 9: Fast-Write Scrolls: 1F, lose N SL=N spells in memorization: Write a SL=N permanent spell scroll

Level 9: Gain an extra major familiar

Level 9: iaNR (Irreducible Necromancy Resistance) (LVL-8)*10%; Turn Undead with turning level = LVL*2-10

Level 9: Immune to Stun, reversed healing, and any undead touch effect.

Level 9: Know How to Destroy Artifacts by sight.

Level 9: Newfound arcana: +1 first level spell in any one memorization (even non-Wizard) per day

Level 9: Spell research [S5] takes half the normal amount of time, and has +level% to the chance of success.

Level 9: Your magical effects do not turn off in Anti-Magic of any multiplier.

Level 9: Your SL=0, SL=1, and SL=2 spells have double effect (each similar instance adds x[+1] )

Level 10: +8 HNCL  (this can't be picked)

Level 10: 1F: Charm or Dominate target x0 or x1 creature (save)

Level 10: 1V, LVL/d: You ignore one level of Resist to something

Level 10: Truename 1/w.

Level 10: With a 7th level spell, you can create an illusion of a monster so real that persons fighting it actually gain XP from the "monster" if it is killed.

Level 10: You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.

Level 10: Your summons can do "1S: Lend an S to you.".

Level 11: Immune to all Energy/Stat drains.

Level 12: 1M, 1/h: Map wildnerness.  This maps 100 yards diameter in wildnerness or 100 feet diameter in a town/city.

Level 12: Each level, roll an INT*2% check with no modifiers.  If you make it, your familiar (if any) has it's familiar abilities of all levels (i.e. you get Level 18 and 27 abilities now).

Level 12: Gain three 1st to 9th level followers.

Level 12: If a monster randomly rolls to attack you, you can have your summons be attacked instead.

Level 13: 1M: Steal someone else's abjuration effect.  The other spellcaster (the person who created the effect, not necessarily the target) makes a Reflex save to resist this.

Level 13: 1M: Steal someone else's summon.  The other spellcaster (not the summon) makes a Will save to resist this.

Level 13: Affect +1 group with area damaging spells; Material componenting is ½V  {War Mage}

Level 13: Eldritch Fire Shield (SL=6):  Eldritch Fire damaging Shield (200% back)  {Sun Mage}

Level 13: May control 4 summons (same type).

Level 13: May have 4 instances of abjuration spells running on others, that stack.

Level 13: May triple material component abjuration spells (costing a total of 1M+2V) for 4 effects of the same type (range 0 -> sight).

Level 13: Pick 2: Spellshaper5 Level 9-12, Bringer5 Level 5-7, Rogue5 Level 5-7, other5 Level 1-3

Level 13: Pick any Wizard5 class level 9-12

Level 13: Pick one from Bringer5 Level 9-12, Spellshaper5 Level 9-12, Watcher5 Level 5-7, other5 Level 1-3

Level 13: Spells on "weird lists" are only 1 spell slot each (still need to know them)  {Arcane Avatar}

Level 14: Gain an extra major familiar  [this was grand in Summer 2004 campaign]

Level 14: Scale Up: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M>N)

Level 15: 6 bonus spell levels, lost when advance to Level 16.

Level 15: Gain three 13th level followers, each has 4 bonus spell levels.

Level 16: 1M, 1/t: Time Travel any distance (up to a temporal barrier).

Level 16: Alter Appearance (NO action to use, at will).  Cannot be detected by True Seeing or the like.

Level 18:  Immune to the effects of ego from amulets or necklaces.

Level 18: Each of your summons may have 1 summon of their own.

Level 18: Free wild talent in one of the following psi frequencies: -12L/T, -9, -6 (any), 6 (any), 10, 11W, 12L/T, 18, 19 (any)

Level 18: Level 18: Pick two from: Quintessential level 1-17 or 5th edition level 1-11

Level 18: Pick any Wizard5 class level 14-18

Level 18: Your magical effects cannot be dispelled by Dispel Magic of any multiplier.

Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.

Level 19: You may summon semi elementals using the summon ability (Level 1).

Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.

Level 20: Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)

Level 20: With a 9th level spell, you can create illusionary potions which actually affect the persons drinking them.  There is a 1% (non-adjustable) chance the drinker will somehow not be affected by the potion.

Level 20: You may "channel" spells by spending 2 spell slots each on them

Level 20: You may cast anti-magical spells by spending 2 spell slots each, these are resisted used aMR instead of MR

Level 20: Your SL=0 through SL=6 spells have double effect (each similar instance adds x[+1] )

Level 22: 0, 1/s: Choose one creature.  He cannot use any V actions on his next segment.

Level 22: 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).

Level 22: You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)

Level 24: If you need a 2 or less to hit a target, you may attack it three times for each attack.

Level 24: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.

Level 25: 1M, 1/t: Time Travel any distance (can cross one natural temporal barrier).

Level 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.

Level 25: You may summon chemical elementals using the summon ability (Level 1).

Level 27: Can create one super ioun stone per day, which is permanent.

Level 27: Pick any Wizard5 class level 20-26

Level 27: Pick one from Bringer5 Level 20-26, Spellshaper5 Level 20-26, Watcher5 Level 14-18, other5 Level 9-12

Level 27: Your abjurations cannot be disjoined or instantaneous-ed.

Level 30: Any illusionary effect you create is in fact real.  There is no way to distinguish the created item from a "real" one, except by using Psi14.

Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.

Level 36: Choose any group other than "Concordant" with effects as per Level 9.  With this choice only, if you choose a group three times or choose "Wizard", your picks in that group are at double KXP (limited still by your Master Wizard-DM level).

Level 36: You may cast SL 10 spells out of your SL 7 spell slots, and SL 11 spells out of your SL 8 slots.