Quick Chaining Wizard


Level KXP Wizard
123 456 789 A
1 0 ½a- --- --- -
2 5 10c --- --- -
3 10 2½a e-- --- -
4 20 310 cg- --- -
5 40 42½ aei --- -
6 80 531 0cg k-- -
7 120 642 ½ae im- -
8 180 753 10c gko -
9 270 864 2½a eim -
10 500 975 310 cgk -
11 750 A86 42½ aei -
12 1500 B97 531 0cg z
13 2250 CA8 642 ½ae x
14 3000 DB9 753 10c v
15 3750 ECA 864 2½a t
16 4500 FDB 975 310 r
17 5250 GEC A86 42½ p
18 6000 HFD B97 531 n
19 6750 IGE CA8 642 l
20 7500 JHF DB9 753 j
21 8250 KIG ECA 864 h
22 9000 LJH FDB 975 f
23 9750 MKI GEC A86 d
24 10500 NLJ HFD B97 b
25 11250 OMK IGE CA8 0
26 12000 PNL JHF DB9 ½
27 12750 QOM KIG ECA 1
28 13500 RPN LJH FDB 2
29 14250 SQO MKI GEC 3
30 15000 TRP NLJ HFD 4
31 15750 USQ OMK IGE 5
32 16500 VTR PNL JHF 6
33 17250 WUS QOM KIG 7
34 18000 XVT RPN LJH 8
35 18750 YWU SQO MKI 9
36 19500 ZXV TRP NLJ A
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+1  8 13 11  9 12  6  7  8
+1  9 14 11 10 13  6  7  9
+1  9 15 12 10 14  7  8 10
+1 10 15 13 11 15  8  9 11
+1 11 16 13 12 15  9 10 12
+1 12 16 14 13 15 10 11 13
+2 12 16 14 14 16 10 11 14
+2 13 16 15 14 16 11 12 15
+2 14 16 15 15 16 12 13 16
+2 15 17 16 16 16 13 14 17
+2 16 17 16 16 17 14 15 18
Requisites: Dex 15, Int 30, Wis 15
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/7
To Hit Table: ½xWiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Never has Channeling (or Semi-Channeling), and can never gain Channeling (or Semi-Channeling). This uses old style D&D spellcasting, once you cast a spell slot, it's gone until you reset.
Int bonus to spell progression.
This class has "Quick Chaining": Whenever you cast a spell, you get 1QM action to use before the end of the round. Exceptions: If you spent 1Z to cast the spell, you don't get any action back. If you spent ½M to cast the spell, you get ½QM back.
DM Note: While you are using this 1QM action to cast a spell, you probably won't be able to material component it, unless you have QV actions, or a source of free material componenting (with QZ actions!).
Level 1: You may specialize in Chronomancy, and you "know" the Chronomancer class spells. If you do this, pick a major opposite school.
Level 2: During the normal (non-quick) half of the segment: 1M+1QM: Cast a spell at x2 CL. You get no actions back from this casting. You may material component this (going to x3 CL if you material component for CL).
Level 3: You can convert 1QM -> 1QV action, as often as you like.
Level 4: Whenever you use 1M action to read a scroll, you get 1M action (not 1QM) to use before the end of the round. (Before level 5 you get nothing because reading a scroll is not casting a spell in the normal sense.)
Level 5: 0, lose 1 of your remaining QM actions, 1/t: Counterspell.
Level 6: You may material component spells for a Z action. (You can use 1M+1V for the first spell, then 1QM+1Z for the second spell, if you haven't used your zero action; or alternatively you could do 1M+1Z then 1QM+1QV).
Level 7: +LVL-6 QZ actions.
Level 8: Whenever you use 1M to use a wand/rod/staff and the effect used charges, you get 1M action (not 1QM) to use before the end of the round. If the wand fired itself using it's 1E action, the wand gets 1E action instead of the 1M.
Level 9: 1F, 1/reset: Reset Self (Artificial of course).
Level 10: During the normal (non-quick) half of the segment: 1M+1QM+1V+1Z: Cast a spell at x5 CL. You get no actions back from this casting. You cannot material component this.
Level 11: If one of your spells is countered, and if you have the same action type available (either 1M or 1QM), you can spend that action and cast the spell again immediately (ignoring the rules about how often you can use actions on a given partial segment).
Level 12: You may material component spells for an N action (i.e. it costs no actions at all to material component).
Level 18: Quick Quick Chaining: For SL=1 to LVL-17 spells, you get 1QQM back instead of 1QM.
Level 21: 1F, 1/reset: Step Out of It.
Level 24: You can benefit from LVL-22 Artificial Resets per Natural Reset.
New spell:
Lend Quick Mental (SL=5): You lose 1QM action, target gains 1QM for this round.