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About Nigel VanWagnenHalf-Elf Human Abjurer Wizard (Staff Nexus) of the Inverted Pyramid 8
Perception: +12 (+14 for Initiative)
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Staff of Abjuration (Greater) (4 Charges per day + Spell Slots given up):
While wielding the staff, you gain a +2 circumstance bonus to checks to identify abjuration magic. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Cantrip shield
------------------------------ ------------------------------ Cantrips ------------------------------ Daze ◆◆:
[dice=Damage (mental)]1d6+4[/dice] Cantrip|Enchantment|Mental|Nonlethal somatic, verbal Range 60 feet; Targets 1 creature Saving Throw Will; Duration 1 round You cloud the target's mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier (1d6+4); the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1. Heightened (+2) The damage increases by 1d6. Detect Magic ◆◆:
Cantrip Detection Divination somatic, verbal Area 30-foot emanation You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.
Electric Arc ◆◆:
[dice=Daze Damage]4d4+4[/dice] Cantrip Electricity Evocation somatic, verbal Range 30 feet; Targets 1 or 2 creatures Saving Throw basic Reflex An arc of lightning leaps from one target to another. You deal electricity damage equal to 4d4 plus your spellcasting ability modifier. Heightened (+1) The damage increases by 1d4. Ghost Sound ◆◆:
Auditory Cantrip Illusion somatic, verbal Range 60 feet Duration sustained You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music). Heightened (3rd) The range increases to 60 feet. Heightened (5th) The range increases to 120 feet. Infectious Enthusiasm ◆◆:
Cantrip Emotion Enchantment Mental somatic, verbal Duration 1 round With enchanted gusto, you encourage yourself to get things done and share your motivation with your allies. You gain a +1 status bonus to your choice of attack rolls, Will saves, or Charisma-based skill checks. During the spell's duration, an ally who observed you Casting this Spell and was within 30 feet when you did so can take a single action, which has the concentrate trait, to gain the same bonus you chose until the start of its next turn. Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed you casting the spell.
Light ◆◆:
Cantrip Evocation Light somatic, verbal Range touch; Targets 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally Duration until the next time you make your daily preparations The object glows, casting bright light in a 60-foot radius (and dim light for the next 60 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends. Heightened (4th) The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet). Mage Hand ◆◆:
Cantrip Evocation somatic, verbal Range 30 feet; Targets 1 unattended object of Bulk 1 or less Duration sustained You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) You can target an unattended object with a Bulk of 1 or less. Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less. Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less. Message ◆:
Auditory Cantrip Illusion Linguistic Mental verbal Range 500 feet; Targets 1 creature Duration see below You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message. Heightened (3rd) The spell's range increases to 500 feet. Read Aura:
Cantrip Detection Divination 1 minute (somatic, verbal) Range 30 feet; Targets up to 10 objects You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic (pages 297-298). If the object is illusory, you detect this only if the effect's level is lower than the level of your read aura spell.
Shield ◆:
Abjuration Cantrip Force verbal Duration until the start of your next turn You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 10. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell. Heightening the spell increases the shield's Hardness.
Sigil ◆◆:
Cantrip Transmutation somatic, verbal Range touch; Targets 1 creature or object Duration unlimited (see below) You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level. Heightened (3rd) The sigil instead fades after 1 month. Heightened (5th) The sigil instead fades after 1 year. Heightened (7th) The sigil never fades. Tanglefoot ◆◆:
Attack Cantrip Conjuration Plant somatic, verbal Range 30 feet; Targets 1 creature A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target. Critical Success The target gains the immobilized condition and takes a -10-foot circumstance penalty to its Speeds for 1 minute. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
------------------------------ 1st Level Spells ------------------------------ Befuddle ◆◆:
Emotion Enchantment Mental somatic, verbal Range 30 feet Target(s) 1 creature; Saving Throw Will Duration 1 round You sow seeds of confusion in your target’s mind, causing their actions and thoughts to become clumsy. Critical Success The target is unaffected.
Charm ◆◆ (Inverted Pyramid):
Emotion Enchantment Incapacitation Mental somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Will; Duration 1 hour To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means. Critical Success The target is unaffected and aware you tried to charm it.
Fear ◆◆:
Emotion Enchantment Fear Mental somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Will; Duration varies You plant fear in the target; it must attempt a Will save. Critical Success The target is unaffected.
Feather Fall (R):
Abjuration verbal; Trigger a creature within range is falling Range 60 feet; Targets 1 falling creature Duration 1 minute You cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands. Gravitational Pull ◆-◆◆◆:
Evocation material, somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Fortitude By suddenly altering gravity, you pull the target toward you. The target is pulled 10 feet closer to you unless it succeeds at a Fortitude save. On a critical failure, it's also knocked prone. The effects of this spell change depending on the number of actions you spend when you Cast this Spell. (somatic) The spell targets one creature.
Grease ◆◆:
Conjuration somatic, verbal Range 30 feet; Area 4 contiguous 5-foot squares or; Targets 1 object of Bulk 1 or less Duration 1 minute You conjure grease, with effects based on choosing area or target. Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn't have to attempt a check or save. Target If you cast the spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a -2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM's choice. If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them. Gust of Wind ◆◆:
[dice=DamageOnCritFail]2d6[/dice] AirEvocation somatic, verbal Area 60-foot line Duration until the start of your next turn A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering. Critical Success The creature is unaffected.
Mage Armor ◆◆:
Abjuration somatic, verbal Duration until the next time you make your daily preparations You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC. Heightened (4th) You gain a +1 item bonus to saving throws. Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws. Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws. Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws. Mending:
Transmutation 10 minutes (somatic, verbal) Range touch; Targets non-magical object of light Bulk or less You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the broken condition if this repairs it past the item's Broken Threshold. You can't replace lost pieces or repair an object that's been completely destroyed. Heightened (2nd) You can target a non-magical object of 1 Bulk or less. Heightened (3rd) You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less. True Strike ◆:
Divination Fortune verbal Duration until the end of your turn A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden. ------------------------------ 2nd Level Spells ------------------------------ Dispel Magic ◆◆:
Abjuration somatic, verbal Range 120 feet; Targets 1 spell effect or unattended magic item You unravel the magic behind a spell or effect. Attempt a counteract check against the target (page 458). If you succeed against a spell effect, you counteract it. If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail. Enlarge ◆◆:
Polymorph Transmutation somatic, verbal Range 30 feet; Targets 1 willing creature Duration 5 minutes Bolstered by magical power, the target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is clumsy 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage. This spell has no effect on a Large or larger creature. Heightened (4th) The creature instead grows to size Huge. The status bonus to melee damage is +4 and the creature's reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature. Heightened (6th) Choose either the 2nd-level or 4th-level version of this spell and apply its effects to 10 willing creatures. Invisibility ◆◆:
Illusion material, somatic Range touch; Targets 1 creature Duration 10 minutes Cloaked in illusion, the target becomes invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead (page 466). If the target uses a hostile action, the spell ends after that hostile action is completed. Heightened (4th) The spell lasts 1 minute, but it doesn't end if the target uses a hostile action. Scorching Ray ◆-◆◆◆:
[dice=Damage]2d6[/dice] [dice=Damage]4d6[/dice] Attack Evocation Fire somatic, verbal Range 60 feet; Targets 1 or more creatures You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes 2d6 fire damage, and on a critical hit, the target takes double damage. For each additional action you use when Casting the Spell, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls for scorching ray. If you spend 2 or more actions Casting the Spell, the damage increases to 4d6 fire damage on a hit, and it still deals double damage on a critical hit. Heightened (+1) The damage to each target increases by 1d6 for the 1-action version, or by 2d6 for the 2-action and 3-action versions. ------------------------------ 3rd Level Spells ------------------------------ Day's Weight ◆◆:
Transmutation somatic, verbal Range 120 feet; Targets 1 living creature Saving Throw Fortitude; Duration 1 minute You fast-forward time for a single creature, burdening it with the aches and pain of an entire day and making it temporarily tired and weak. The creature must attempt a Fortitude save. Critical Success The target is unaffected.
Heightened (6th) You can target up to 10 creatures
Haste ◆◆:
Transmutation somatic, verbal Range 30 feet; Targets 1 creature Duration 1 minute Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round only for Strike and Stride actions. Heightened (7th) You can target up to 6 creatures. Safe Passage ◆◆◆:
Abjuration material, somatic, verbal Range touch; Area 10-foot-wide, 10-foot-tall, 60-foot-long section of terrain Duration sustained up to 1 minute You repel dangers from all around you, making passage through the chosen area safe for a brief amount of time. Anyone passing through the area gains the following benefits against harmful effects of the terrain and environment, including environmental damage, hazardous terrain, and hazards in the area. The spell grants a +2 status bonus to AC and saves against such effects, and resistance 5 to all damage from such effects. Furthermore, the spell prevents anything in the area that's prone to collapse, such as a rickety bridge or an unstable ceiling, from collapsing, except under extreme strain that would collapse a normal structure of its type. Safe passage protects only against harm, not inconvenience, and it doesn't reduce difficult terrain, remove the concealed condition caused by precipitation, or the like, nor does it protect against creatures within the spell's area.
Slow ◆◆:
Transmutation somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Fortitude; Duration 1 minute You dilate the flow of time around the target, slowing its actions. Critical Success The target is unaffected.
------------------------------ 4th Level Spells ------------------------------ Dimensional Anchor ◆◆:
Abjuration somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Will; Duration varies You interfere with the target's ability to teleport and travel between dimensions. Dimensional anchor attempts to counteract any teleportation effect, or any effect that would move the target to a different plane. The duration is determined by the target's Will save. Critical Success The target is unaffected.
Enervation ◆◆:
[dice=Damage (negative)]2d8[/dice] [dice=Damage (negative)]4d8[/dice] somatic, verbal Area 30-foot line Saving Throw Fortitude Extending a finger, you fire a beam of negative energy that weakens the life force of any creature it touches. Each living creature in the line must attempt a Fortitude save. Critical Success The creature is unaffected.
Freedom of Movement ◆◆:
Abjuration somatic, verbal Range touch; Targets 1 creature touched Duration 10 minutes You repel effects that would hinder a creature or slow its movement. While under this spell's effect, the target ignores effects that would give them a circumstance penalty to Speed. When they attempt to Escape an effect that has them immobilized, grabbed, or restrained, they automatically succeed unless the effect is magical and of a higher level than the freedom of movement spell. Resilient Sphere ◆◆:
Abjuration Force somatic, verbal Range 30 feet; Targets 1 Large or smaller creature Duration 1 minute You create an immobile sphere of force to either trap or protect the target, blocking anything that would pass through the sphere. The sphere has AC 5, Hardness 10, and 40 Hit Points. It's immune to critical hits and precision damage. Disintegrate destroys the sphere instantly. If the target is unwilling, the effects of the sphere depend on the target's Reflex save. Critical Success The target disrupts the sphere's integrity, causing it to collapse entirely.
------------------------------ Focus Spells ------------------------------ Protective Ward ◆:
Uncommon Abjuration Wizard somatic Area 5-foot-radius emanation centered on you Duration sustained up to 1 minute You emanate a shimmering aura of protective magic. You and any allies in the area gain a +1 status bonus to AC. Each time you Sustain the Spell, the emanation's radius increases by 5 feet, to a maximum of 30 feet. Energy Absorption (R):
Uncommon Abjuration Wizard verbal; Trigger An effect would deal acid, cold, electricity, or fire damage to you. You gain resistance 15 to acid, cold, electricity, or fire damage from the triggering effect (one type of your choice). The resistance applies only to the triggering effect's initial damage. Heightened (+1) The resistance increases by 5. ------------------------------ ------------------------------ STATISTICS ------------------------------ ------------------------------ Ability Scores:
STR 10 +0 DEX 16 +3 CON 16 +3 INT 19 +4 WIS 14 +2 CHA 10 +0 Arcana +18, Nature +10, Occultism +14, Religion +14, Society +14 Skills (Clever Improvisor):
[dice=Acrobatics (T)]1d20 +13 [/dice] [dice=Arcana (M)]1d20 +18 [/dice] [dice=Athletics (U)]1d20 +8 [/dice] [dice=Crafting (U)]1d20 +12 [/dice] [dice=Deception (U)]1d20 +8 [/dice] [dice=Diplomacy (T)]1d20 +10 [/dice] [dice=Intimidation (U)]1d20 +8 [/dice] [dice=Lore:Heraldry (T)]1d20 +14 [/dice] [dice=Medicine (U)]1d20 +10 [/dice] [dice=Nature (U)]1d20 +10 [/dice] [dice=Occultism (T)]1d20 +14 [/dice] [dice=Performance (U)]1d20 +8 [/dice] [dice=Religion (E)]1d20 +14 [/dice] [dice=Society (T)]1d20 +14 [/dice] [dice=Stealth (T)]1d20 +13 [/dice] [dice=Survival (U)]1d20 +10 [/dice] [dice=Thievery (T)]1d20 +13 [/dice] Languages Common(Imperial), Draconic, Halfling, Jotun, Undercommon ------------------------------
Abilities:
Encounter Abilities ------------------------------ Agility Abilities ------------------------------ Drain Bonded Item ◇ Frequency once per day Requirements You haven't acted yet on your turn You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements. ------------------------------ Assured Identification Prerequisites expert in Arcana, Nature, Occultism, or Religion You rarely misidentify an item. When using Arcana, Nature, Occultism, or Religion checks to Identify Magic, if you roll a critical failure, you get a failure instead. If you would misidentify a cursed item because you roll a success but not a critical success, you simply can't identify it instead. ------------------------------ Counterspell (R) Trigger A creature Casts a Spell that you have prepared. When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell (page 458). ------------------------------ Courtly Graces Trigger A creature Casts a Spell that you have prepared. When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell (page 458). ------------------------------ Linked Focus Frequency once per day Prerequisites arcane bond, arcane school You have linked your bonded item to the well of energy that powers your school spells. When you Drain your Bonded Item to cast a spell of your arcane school, you also regain 1 Focus Point. ------------------------------ Quick Identification Prerequisites trained in Arcana, Nature, Occultism or Religion You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action. ------------------------------ Quick Recognition Prerequisites master in Arcana, Nature, Occultism, or Religion; Recognize Spell You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you’re a master as a free action. ------------------------------ Recognize Spell Prerequisites trained in Arcana, Nature, Occultism, or Religion Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
You begin play with a makeshift staff of your own invention. It contains one cantrip and one 1st-level spell, both from your spellbook, but it gains no charges normally during your preparations; you must expend a spell slot to grant it charges in the same way you would add additional charges to a normal staff. You can craft your makeshift staff into any other type of staff for the new staff's usual cost, adding the two spells you originally chose to the staff you Craft. At 8th level, you can expend two spells instead of one when preparing your staff, adding additional charges equal to the combined levels of the expended spells. At 16th level, you can expend up to a total of three spells to add charges to the staff, adding additional charges equal to the combined levels of all three spells.
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Feather Token (Fan)
Feather Token (Ladder)
Perfect Droplet
Activate Cast a Spell; Effect You cast spout. Signal Whistle
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Backpack
Money 26 GP 8 SP 2 CP ------------------------------
Background:
This section is under construction... Appearance:
Middling height half-elf with longer dull white hair. Plain robes with a black leather bag slung over one shoulder. A slender perfectly straight staff with a small orb in one hand. The orb swirls with dull magical essence in a fascinating dance. His voice is melodious with serious undertones. Build:
Level 1 Ancestry: Human Background: Noble (Heraldry Lore) Class: Wizard Ancestry Boosts: INT, DEX Background Boosts: INT, CON Class Boost: INT Free Boosts: CON, WIS, DEX, INT Skills Trained Level 1: - Acrobatics - Arcana - Diplomacy - Lore Heraldry - Occultism - Religion - Society - Stealth - Thievery Heritage: Half-Elf Ancestry Feat: Natural Ambition Class Feat: Counterspell Arcane School: Abjuration Arcane Thesis: Staff Nexus ============================= Level 2 Skill Feat: Recognize Spell Class Feat: Cantrip Expansion ============================= Level 3 Skill Increase to Expert: Arcana General Feat: Incredible Initiative ============================= Level 4 Skill Feat: Assured Identification Class Feat: Linked Focus ============================= Level 5 Skill increase: Religion Ability Boosts: CON, WIS, DEX, INT Ancestry Feat: Clever Improviser ============================= Level 6 Skill Feat: Quick Identification Class Feat: Inverted Pyramid Agent Dedication ============================= Level 7 Skill Increase: Arcana to master General Feat: Prescient Planner ============================= Level 8 Skill Feat: Quick Recognition Class Feat: Advanced School Spell |