Permission Mage


Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3.75 2-- --- ---
3 7.5 21- --- ---
4 15 32- --- ---
5 33.75 421 --- ---
6 60 422 --- ---
7 90 432 1-- ---
8 135 433 2-- ---
9 202.5 433 21- ---
10 375 443 22- ---
11 562.5 444 33- ---
12 1125 444 441 ---
13 1687.5 555 442 ---
14 2250 555 442 1--
15 2812.5 555 552 1--
16 3375 555 553 21-
17 3937.5 555 553 32-
18 4500 555 553 321
19 5062.5 555 553 331
20 5625 555 554 332
21 6187.5 555 554 442
22 6750 555 555 443
23 7312.5 555 555 553
24 7875 555 555 554
25 8437.5 555 555 555
26 9000 666 655 555
27 9562.5 666 666 655
28 10125 666 666 666
29 10687.5 777 766 666
30 11250 777 777 766
31 11812.5 777 777 777
32 12375 888 877 777
33 12937.5 888 888 877
34 13500 888 888 888
35 14062.5 999 988 888
36 14625 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 18, Wis 13
Alignment: any
HD/level: d4+1
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Specialization in Permission school (Counter-Magic); no opposite.
In combat, you act on the bottom of the segment (with the monsters) instead of the top of the segment with the rest of the PCs. If the party isn't in combat, is moving (using V actions) and encounters monsters, you cannot act again (beyond finishing moving your V action) until the bottom of the segment.
Level 1: May use 1 material component effect per spell as a zero action.

Permission Mage


Permission Mage Spells

Level # Spell Effect
1 1 Foul Charges Foul (Destroy) 5*CL doses of potions or charges on items in someone's inventory (no save), the items can be fixed out of combat if done within the hour
1 2 Lapse Effect is countered unless they lose an additional action from their remaining actions this round (action must be of same type used to cast the effect).
1 3 Specific Counter When you choose this spell, choose a specific spell/power by name. This spell counters that spell or power.
2 1 Fast Specific Counter [1Z to cast] When you choose this spell, choose a specific spell/power by name. This spell counters that spell or power.
2 2 Counterspell Counterspell
2 3 Twist Dispels one effect
3 1 Absorb/Undermine [you may cast this spell even if you are as low as -29 hp] Counterspell, you are cured 30 hp, caster takes 30 dmg
3 2 Borrowed Borrowed Haste +1bbS action per round (counts as your Haste). bbS actions may be used during the PC's half of the segment.
3 3 Fork Fork
4 1 Deflection Deflects an effect so it hits a different target than what the caster intended
4 2 Mana Drain Counterspell, you gain a spell slot equal to the SL of the countered effect (Twilighting still applies)
4 3 Splice Cast four SL's of Permission Mage spells this segment (max SL=3, each costs 1N to use).
5 1 Anti-Magic Shell Turns off magical spells and effects of SL 0 to CL/2 in your group, Hole in the Middle for you.
5 2 Mass Twist Twist up to CL effects on one target, or twist every instance of one effect in a group.
5 3 Radiate An effect just cast hits every other target it could possibly target. You and the original caster both get your Head Blown Off.
6 1 Create D_Z Create a DMZ, DPZ, DIZ, DRZ, DTechZ, or DNZ (treat as a x1 Special on the room, cannot be dispelled, must be Remove Special-ed at)
6 2 Erase Symbol Erases a "?", "!", or other symbol in the dungeon, or makes the party immune to the next segment's Wandering Monster check, or counter someone's moving (with a V) action.
6 3 Quick Borrowed Borrowed Haste +1bbQS action per round (counts as your Haste, but can be combined with Borrowed Borrowed Haste). bbQS actions may be used during the PC's half of the segment.
7 1 Capital O Object Capital O Object (this spell cannot be channeled unless you are a Permission Mage)
7 2 Look at Me I'm the DCI Banhammer one effect in the room (treat this as a x1 Special on the room, cannot be dispelled, must be Remove Special-ed at)
7 3 Split Second Your next action that you use for a Permission school effect gets the "I" (Instantaneous, cannot be responded to) flag.
8 1 Capital I Insist Capital I Insist (this spell cannot be channeled unless you are a Permission Mage)
8 2 Multiply Your next Permission school effect will be at xCL^(1/2) multiplier.
8 3 Mutual Lockdown You and one target have all actions locked down for CL segments
9 1 Quick Quick Borrowed Borrowed Haste +1bbQQS action per round (counts as your Haste, but can be combined with the lower versions). bbQQS actions may be used during the PC's half of the segment.
9 2 Really O Object Really O Object (this spell cannot be channeled unless you are a Permission Mage)
9 3 Round Stop The current round will end after the end of this segment (the rest of the segments this round will not occur)