Incantatrix handbook




















When creating a new char it is always nice to have some help with finding those special feats and tricks without overlooking things, and then to be able to choose how I want to play it myself While playing a few weeks now I am trying the spell quick-potion Spc and I was wondering if this makes me a even better party member then I already can be, by storing left over spells from the party into quick-potions before sleeping.

So I use my Extended? I also ask the cleric to cast a few cure moderate's into some quick-potions. Next morning minimum 8 hours later me and the party get all spells back, but the quick-potions still work? If I extended them, duration is 20 hours? Also, can I then extend the effect of the potion on the fighter after he drinks it later in the day, using metmagic effect?

For instance, the barkskin that the druid cast into the potion the night before. Edit; one more question; what is the casting time of my extended quick-potion wand? I presume 1 minute per potion I want to create? Thanks, Ohtari. Last edited by Ohtari; at AM. Originally Posted by Ohtari. Nice Handbook, certainly was a help starting my incantatrix.

Last edited by Malachei; at AM. Originally Posted by Kobold-Bard. Not illegal and it largely doesn't matter due to Divine Salient Abilities , but Moradin has 14 levels in Expert.

Next dwarf I meet in-game I'm totally figuring out a way to rag on him about that. The Wizards website has the old 3. Originally Posted by GPuzzle. Originally Posted by Flickerdart. If you're of a philosophical bent, the powergamer is a great example of Heidegger's modern technological man, who treats a game's mechanics as a standing reserve of undifferentiated resources that are to be used for his goals.

Page 3 of 3 First 1 2 3 Jump to page:. Site Navigation. Tweets by RichBurlew. All times are GMT The time now is PM. All rights reserved. Altering a spell in this way works similar to a sorcerer using a metamagic feat — spells with a casting time of one action become full-round spells, and spells with a longer casting time take an extra full-round action to cast.

The altered spell takes effect on the Ethereal Plane instead of the Material Plane. Hardy Spirit Su : At 6th level, the incantatrix becomes immune to death effects and energy drain attacks. Instant Metamagic Su : Once per day, the 7th-level incantatrix can use a single metamagic effect of any metamagic feat she knows on a spell without preparing it beforehand if a wizard or increasing its casting time if a sorcerer or bard.

The wizard's prepared spell works as if prepared with the metamagic feat except it uses the same spell slot.

A sorcerer or bard's spell is cast without the adjustment to the casting time but works as if cast with the metamagic feat. A 9th-level incantatrix can use this power twice per day. For example, an incantatrix wizard could pre-pare a quickened fireball as a 6th-level spell instead of a 7th-level spell. Drain Item Sp : An incantatrix of 10th level can drain a charge from a charged magic item, using the magic to heal herself. If the item drained is a staff, the spell level is that of the lowest-level spell that uses a single charge.

She gains 1d6 hit points per spell level of the charge drained. A creature gets to make a Will save DC 10 to prevent one of its held or carried items from being drained. Prestige Classes. If you persist this, you nerf yourself. Repelling Shield CM Shield that pushes others away. Reverse Arrows SC While this is limited to points of damage at 10th level, this is still nice. Sonorous Hum SC This can be very good actually. Spectral Weapon SC Again for melee.

Tremorsense SC 30 ft. Unicorn Horn CM You grow a unicorn horn. You want to look like that all day? Activate faerie fire once if you can see invi. Wreath of Flames DM Adjacent enemies take 1d6 fire, and your melee attacks deal the same. Battle Hymn SC All allies can reroll will saves. Situationally very useful. Blinding Breath SC If you have a breath Displacer Form SC You can cast spells in this form, and this is a physical improvement. Dragon Breath SC If you want to go blasting.

Ethereal Mount SC A good choice, but the spell lasts 1 hour per level already, so extend will often do. Fire Shield A good choice if you know that you come up against cold or fire damage.

Flame Whips SC Your forelimbs become whips with 15 ft reach and touch attacks. Flight of the Dragon SC ft. Though maneuverability is not that good, this is good. Foreward SC Incorporeal creatures must make a Will save to enter, and you can negate a Wall of Force Friendly Fire EE If you cast this with a casting time of 1 full round, redirect ranged attacks or ranged touch attacks to other targets within 30 ft.

This is better than Ray Deflection. Hoard Life RotD Take nonlethal damage to allow healing later. You can invest higher spell slots to raise the limit.

Mirror Image, Greater PH2 This is wonderful, because you get one image per round, up to 8, and the spell refreshes. If all image are destroyed, however, the spell ends. This is great. Ray Deflection SC This is great. No rays can touch you all day. Persist this every day. Rebuking Breath SC If you have a breath Sharptooth SC Unarmed strike or natural weapon deals damage as if one size category larger Spell Enhancer SC Only on the next spell cast this round, so not worth it.

Thunderlance SC A lance of force for you. Treasure Scent SC This is 1 hour per level already. Trollshape PH2 This gives regeneration 5, and persisted, it is slightly better than binding the Buer Vestige. Level 5 Acid Sheath SC Your basic strategy is not to get hit, so you would not need this if things went fine. Anticold Sphere SC Immunity to cold for you and everyone within 10 ft.

Bite of the Wereboar SC If you were a gish Breath Weapon Substitution SC If you have a breath weapon, and it lasts all day, you can change its energy type, but you have to select when you cast this, so this is meh. Cacophonic Shield SC This is a non-safe protection against sonic Coat of Arms CM A shield bonus, which you already have. Contact Other Plane Probably, calling all day will not be met with sympathy by the higher being.

Requires concentration, as well. Contingent Energy Resistance SC Persist affects the one hour per level duration, which is already fine, so not a good candidate. Dimension Jumper CM Now you have short-range teleportation all day. Dispelling Breath SC If you have a breath Targeted dispel magic all day. Dragonsight SC Blindsense 5 ft. Ethereal Breath SC If you have a breath Fiendform SC An evil spell. Flaying Tendrils CM Play being a mind flayer all day.

Gutsnake SC A snake from my belly? Increases from one round per level, so duration-wise, a good deal. Lord of the Sky DM Fly at 40 ft. Overland Flight Extended, at level 9, this lasts 18 hours. Radiance PH2 A 60 ft. So uncomfortable that they are dazzled. Shadow Form SC Again, this is for the skillmonkey. Sonic Rumble SC Deal 10d6 sonic area damage all day. To deal it requires concentration though. Unicorn Blood CM Immunities to poison, compulsion and charm.

Zone of Respite SC An emanation safe against interplanar intrusion, including teleports, and ethereal creatures cannot enter. You and everybody within 10 ft.

It is expensive, though Aura of Terror SC This works when you charge or attack. No thanks. Dragonshape, Lesser DM Become a large young red dragon. The last part is good. Once you take the action, the spell ends. Karmic Retribution CM Stun those who harm you.

Animate Breath SC If you have a breath weapon This is excellent. As the Frost PH2 Excellent to persist. Most importantly, however, those who take damage must save or be slowed for the remaining spell duration Elemental Body SC Excellent, but better extended.

Ethereal Jaunt This lets you stay ethereal all the time. Sweet is that you can choose the energy type before the attack not when casting the spell. Kiss of Draconic Defiance DM Enemies within emanation must save or lose spells they cast, but are immune once saved. Counter spell as immediate action, ends spell.

Kiss of the Vampire SC If you have no problem that the good guys start hunting you, this can be excellent to persist, giving you four at will powers. Pulse of Hate PH2 This is a spell with the [evil] descriptor, which causes 2d6 unholy damage to all within a 20 ft. Retributive Enervation CM Who hits you in melee gets negative levels. Also already 1 hour per level base duration. Ghostform SC This is a good choice to persist. Heart of Stone SC Lasts a year already. Your DM would probably not allow it, though.

Iron Body DR and immunities. Lightning Ring SC Normally, this is 1 round per 2 levels, an indicator of how good the designers think it is. Mind of the Labyrinth DM Foe who targets you with mind-affecting becomes confused.

You can activate dominate person once, which ends spell. Mysterious Redirection CM Deflect physical attacks. Veil of Undeath SC This has the [evil] descriptor. Level 9 Absorption SC This is gone after it is expended and has a good duration by itself, so this would rather be a candidate for extending. Dimension Jumper CM Swift-action teleporting all day, 60 ft. Dragonshape PH2 Be a red dragon all day. Enervation Breath SC If you have a breath Although this sounds like it, it does not have the [evil] descriptor.

Lash of Force CM This is very low damage for the spell level. Shapechange So powerful you want it all day. Undermaster SC Perfect! From five rounds to the whole day, and you can use one spell as SLA from the list every round, for instance earthquake, flesh to stone or wall of stone.

Epic Incantatrix Spoiler. A few comments: I think even if there are just a handful of people who say this handbook has helped them create a better character, it was worth it, to me. I'll fill this within the next few days. Please apologize any WIP errors and kindly point me to them. Also, of course, your help is much appreciated. Also, I have to go hunting for good pictures. If you have suggestions, they're welcome. Also, please bear with me. Although I've not written handbooks yet, I've looked into a few.

I'll likely have mistakes and need you to point them out. I will not be able to do this without you, I'll be grateful for your advice and input, and I want to actually complete this handbook. As you can see, it is still heavily WIP. Note on OP: I'm not looking to give "abuse-advice" here. I think everybody can post on a board and say "I want to break my game, tell me how. If you want theoretical optimization, or optimization to the limit, this is the wrong place.

This is not pimp my wizard, but advice on how you can play an Incantatrix. Have a nice day. There aren't any real class options. Originally Posted by The Underlord. All hail great Shneekeythulhu! Ia Ia Shneeky fthagn. Quite possibly, the best rebuttal I have ever witnessed. Originally Posted by ShneekeyTheLost. Incantatrix handbook, lite edition: Apply metamagic reducers to win.

Originally Posted by The Glyphstone. Vibranium: If it was on the periodic table, its chemical symbol would be "Bs". If anyone is going to be able to do that, it's an incantatrix, because a non-caster will never be able to dispel an incantatrix's buffs. Originally Posted by Tvtyrant. I say we encourage this type of thing! The more handbooks we have the easier it will be for new players to access the material.



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