13th Age lattrebmocheaga.cf - Ebook download as PDF File .pdf), Text File .txt) or read book online. “13th Age RPG delivers an incredible fantasy storytelling experience.” – io9. “ 13th Age is, perhaps, . 13th Age: Sell me a PDF! | Online Dungeon Master says: . What is 13th Age? 13th Age is an “open” dbased tabletop fantasy RPG similar in play to games like D&D / and Pathfinder.
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Tales of the 13th Age - Season 2, folder, The Crown Commands, file, 13 True lattrebmocheaga.cf, , KB. file. Items 1 - 50 of 66 13th Age Battle Scenes - Archmage: Moz's Magnificent Mess . A collection of + word PDF supplements for the 13th Age RPG, with new. It contains all the open content from the 13th Age RPG which we call the. PDF. $ 1 2 3 4 5. Average Rating (27 ratings). Archmage.
The feats themselves provide a pretty awesome simplicity that is rather elegant — take reach trick. Halberd for pole-jumping? Swiping foes off their feat? Impaling foes? One mechanic, easily modified by the DM. Retraining class components is an option that is generally pretty easy to accomplish via these rules.
Base Hp range from 6 — 8, base AC from 10 and base physical and mental defense range from 10 — Recovery dice, as mentioned before, range from d6 —d10 per level. The classes themselves require different levels of player-skill, mainly since they play radically different, but overall, none of them should overexert any veteran of 3. It should also be noted that classes also entail attribute bonuses and e.
Now where the classes, much like those of 4 th edition, succeed admirably, is with the general balancing among themselves — not only do they play differently, they do sport numerous, different mechanics — rogues, for example, require a resource called momentum, which they build up and expend over the course of combat. Said resource rewards movement, tactical, surgical strikes etc. Still, once again, while this is a flaw for me, for you it could be a feature. The ability acknowledges that, apart from the situations where you need a quick spell, it almost universally means that gathering power and being bored for one round is the smarter decision.
The book flat out states this, but tries to mitigate it via aforementioned argument — which is not valid in my book. My players got immensely frustrated with the mechanic. Step 1: Invent unique, verbose names for your spells. Step 2: Step 3: The spell happens with a non-defined, circumstantial, unpredictable new effect determined by you and the DM.
On the one hand, 13 th Age very much enforces the idea of story-telling, of creativity trumping rules. Of easier and streamlined gameplay. And it succeeds in that regard. At the same time, though, stunts with weapons and acrobatics and the like remain relatively ill-defined and leave you hanging in the air without much clues. In no other component is this duality as pronounced as in the Icons.
The Icons represent both a central mechanic and a unique selling point of the implicit setting. Instead of named divinities or movers and shakers like Tar-Baphon, Strahd or Elminster, we have these titles — the icons represent essentially very dualistic demigod-level movers and shakers, which keep the world in a kind of equilibrium.
Liked Dancer from the Malazan Book of the Fallen? There is The Lich-King. The Diabolist. The Dwarf-King. The Queen of Elves. The Priestess. You get the idea. These all but archetypical beings govern pretty much the fate of the world and your PCs receive relationship points with them.
These points represent a dice each and are rolled at the beginning of a session or its end, influencing what happens in a positive way on a 6 on a d6, in one that has a downside on a 5. This requires some serious improvisation-skills on parts of the DM, but also ties the players to the world and its powerful beings — perhaps via the one unique thing you chose at character creation that sets you apart.
A good idea, imho, though the examples partially had me cringe…. Generally, I love their concepts — the Archmage that tries to domesticate the nature of the WORLD with magic and his weather-control-towers, arcano-science par excellence, versus e. The way in which they influence the setting can also be considered genius: These icons are firmly tied in with the world — which makes transporting them to another setting problematic. Furthermore, they at once want to facilitate story-telling by being opaque, while also having pretty clear agendas — and I get why.
But, even when taking the setting-information with its partially downright inspired world-building into account, they, as characters, remain bland cardboard cutouts. They are tropes. The empire, whose health reflects the emperor? Warhammer 40K minus grit, anyone? As much as I loved the small tidbits interspersed through the setting-information, the icons left me terribly bored. No names, no history, no tradition.
This, to my knowledge, ought to be the rule-book with a short gazetteer on the implied word, but the interconnections between the fluff and crunch here can provide a significant detriment towards the storytelling should choose to not utilize the default setting.
What if I wanted to use 13 th Age-rules with Dark Sun? The setting, the world, does sport several glorious tidbits — like dwarven coins being stackable and quadratic and similar absolutely awesome ideas that had me grin from ear to ear. At the same time, box upon box tells me that xyz for example, issues with language interaction is not fun or can be neglected.
You may not mind, I did. The book does feature an excellent glossary and index and a starter module — and said module is by far, no matter where you stand on each individual rules-decision, the weakest part of the book. At level 1. Even if the dragon is wounded. It just feels terribly wrong to me and takes away what should be a climactic moment and waters it down.
Nigh no meaningful choices to be made, no cool twist, interesting combat-influences or fluxes and it contributes to the disposable dragon syndrome. Boring and bland — apart from the backdrop of the tower, nothing good here. My players were terribly bored with this as well. Editing and formatting are top-notch.
Layout adheres to a beautiful 2-column full-color standard and the book comes on nice, glossy paper with great artworks. Alas, the monsters in the monster-section do not receive fluff or proper visual representations apart from some glyph-like representations and a couple of mugshots for demons.
The organization of the rules is pretty concise and the cartography is glorious. Rob Heinsoo and Jonathan Tweet are both talented designers that have created a highly functional game here.
Beyond personal preferences, the system as such suffers from the issues with its adaptability and versatility, at least in direct comparison. Yes, they can be extracted, changed, etc. And this reflects the rules-aesthetic of a lot of rules herein. Change one part, change a lot. The icons also have another impact — they, along the shorter level-progression, point you towards a particular playstyle.
One with significant consequences from the get-go. The quicker escalation of character development via relationship rules, fast level-up suggestions etc. But in other contexts, it is not that smooth. What do I mean by this? I think this system is simple. It is really a pretty simple game, as far as anything dbased is concerned. The rules are easy, the math simple, there is not much to be overwhelmed by.
This is NOT meant as a barb, but rather as an observation. If you want a vast plethora of selections at your disposal, significant variety within each class and rewards for optimization, then there are better systems out there — though that changes with the addition of more supplements. Research et al. The step towards a narrative focus is great, but it is kept from reaching its full realization by aforementioned choices of, paradoxically, not emphasizing the rules required for complex non-combat scenarios.
Personally, I would have enjoyed less opinion, more options here — and especially, less judging. In the end, 13 th Age is a very player-friendly roleplaying game with some hints of greatness and cool ideas, but also one that is bound to polarize. I like extremely complex high-level encounters. I like rolling monster-dice. I prefer my movers and shakers named and well-defined, my skills set in stone. I love optimization-tricks, a nigh-infinite array of options for each character.
The bugs this book eliminates, in one sentence, are, alas, often my features, the things I look for in a roleplaying game. Now, before you loyal 13 th Age fans out there get the pitchforks ready — I still consider this a good and more importantly, FUN, game and one that does A LOT right -from the quick engagement rules to the balancing of martials and ranged vs.
Furthermore, let me make that very explicit, there are quiet a bunch of rules I love and will scavenge and retool for my own games and as a system; for what it tries to do, 13 th Age tends to succeed at.
This game system is a good system. Still, I will, once in a while, crank out this system and use it. Note that all of this pertains to the Core-book as an isolated entity — I do not compare this to an established system with x books, but only to the variety it offers as a stand-alone book when compared to similar systems.
One more thing some reviewers have observed, would be a so-called HP-bloat. This is bogus. Since the damage PCs inflict scales up quite massively and more reliably than in 3. I only reached the 6 th round once in the playtests I ran with a rigged encounter specifically designed to last long and my math supports this impression.
So in that regard, 13 th Age is absolved in my book. How to rate this, then? For you all, this game was made and I think, you will not rue getting it and draw a lot of joy from these pages. Hence, my final verdict will clock in at 4 stars — a good roleplaying system for what it tries to do and its target demographic. You can get these core-rules here on OBS and here on d20pfsrd. More articles you may enjoy: Advanced Races: Darakhul Ghouls.
Oracles of Porphyra. Storm Bunny Presents: The Reaper. Lords of Gossamer and Shadows Addendum: Empathy D If any die is a 5. These GMs figure out the motivations of each Ambiguous Icons icon. Elf Queen. Great Gold Wyrm. Some GMs work out how all the icons are going to play out in their campaign. Possibly Dwarf King and Elf Queen.
As with a heroic icon. If any die is a 6. Lich King. Storytelling and roleplaying demands could take As with the heroic icon. Orc Lord. Conflicted Relationship with Villainous Icon max 2 points Using Negative The icon has reasons both to destroy you and to support you.
The Emperor has a lot of bastards in this campaign. To be clear. One point of positive relationship is the Keep in mind. This sort of relationship is a rich vein for personal drama. But the relationship is only a one-point unexpected sources. Positive Relationship acolytes. If you. Your knowledge might not Strength even amount to some form of destiny. Crusader and Prince of Shadows.
You Relationships might be an angst-driven former villain.
Usually it with Villainous Icon max 2 points provides inside knowledge. As GM. Negative Relationship What. If you are a renowned enemy of the Diabolist. This relationship often implies some special knowledge you have If you have a negative relationship with an icon.
You might Dragon Emperor who spent a good deal of time in the presence get help. Often you might find that enemies of your rival see you as We have a PC in one campaign who is a bastard son of the an opportunity to strike against that mutual enemy.
Possibly characters. A negative relationship with an icon are about Utility. It does correlate with the utility of negative relationship need to help you have bigger and better the relationship. If you are a player who likes the extra relationship die and decide to apply it later. Use it to increase an existing more in keeping with the heroic lifestyle.
You owe the GM and other players an entertaining that up by being creative with how your relationship applies to explanation of what this big change represents for your character events in the game. Back to a new icon. When your character achieves champion level 5th. At 5th level. Negative relationships just require more personally. You can assign a maximum of 5 points to a single background and minimum of 1.
In other rare cases. Most skill checks require you to equal or beat a Difficulty combat skills. As at 5th level. Other dmechanic in 13th Age you assign a certain number of points usually eight to games use a variety of ways to set skill check DCs.
Rules and suggestions for using icon relationships When you roll a skill check to find out if you succeed at a in play start on page Instead tier environment. With backgrounds. In rare cases. Background Points if switching a relationship point from one icon to another makes Each character gets 8 background points. Other drolling games frequently use opposed d20 But if you like games that are more specific about rolls that pit skill vs.
And if two PCs are competing to see who is character who has mastered many tongues. Did the fighter learn weapons as a gladiator? A the service of the Emperor. If the GM thought the mountain was So we assume that most everyone speaks a particularly nasty it would be a hard check. So long as the GM agrees. Kasarak says. Not so much. A bodyguard? Or perhaps as a former sentient Kasarak has 8 points to put into backgrounds. Kasarak is a 3rd level adventurer.
Still stuck? If both backgrounds applied equally to a situation such as about min-maxing. Natural 20s and Fumbles Suppose a player makes a Charisma check to have his or her rogue rustle up some clues as to where a certain monk of with Skill Checks the black dragon might be hiding. We included equal background points noble. So we finally decided to write animal. Cathedral servitor. We never felt entirely comfortable about this Acrobat.
Most likely. The player fails the check. And so on. For bard Luke Crane. This interpretation is natural. A low roll on the going on among the party and NPCs. The failure means that interesting things happen.
The character probably descriptions. But interpretations of the rogue as a high-skill character here are some example backgrounds that have been used in our and the fighter as a low-skill character. They hated giving some classes fewer Legionnaire of the 17th [Legion]. A more constructive way to but a Wisdom skill check using her former cultist background interpret failure is as a near-success or event that happens to carry might help her identify the attackers based on fearful eyewitness unwanted consequences or side effects.
For more examples see each of the class write-ups. But our playtesters had stronger hunter. We were sticking with traditional fantasy the backgrounds from other roleplaying games you like. Adventurer feats are available to any character in hot-air balloons kept aloft by demons. Used to the old way of interpreting failure. As an accomplished mingler and agent. The party is climbing a Feats appear in three tiers: You can match the story of your character by picking up a new background or improving a background you 9 4 adventurer 3 champion 2 epic already have.
The suave PC does indeed make a good impression on the officer. Jonathan interprets the bad d20 roll quite differently. The Strength and between level 1 and level Lawful Neutral. Sir If you choose to use the 9-alignment system Gilly Tallfather makes an Intelligence check using his heraldry seriously.
We like the 9-alignment system and in advancing her own agenda. If anything. Burning Wheel. If you 7 4 adventurer 3 champion want even better skill checks.
Gilly fails badly. Honeybottom Good. We let all your skill checks increase by 1 when you level up. Epic feats are available starting at level 8. Since this is a d20 game. If you like. Reach Tricks Adventurer Tier: To use Further Backgrounding the stunt. When you roll recovery dice. Precise Shot attacks.
Examples would Adventurer Tier: Add a total of 2 points to backgrounds you include getting an opportunity attack against an enemy who already have. Linguist Adventurer Tier: If your campaign cares about languages.
Reloading a heavy crossbow now takes only a the lower tier feats before you pick up the higher tier feats. Adventurer Tier: You get additional hit points equal to half You can also read enough to get by in all these languages. Reloading a hand or light crossbow is a free action. Once per battle. Stranger languages are no 3 hp with this feat.
As usual. If your quick action. Classes that are already ritual casters cleric. Twice per day. It feels have. You are Strong Recovery probably not fluent in all these languages. See page for the ritual casting rules. Choose after you roll the check. There are also a few champion feats in the Adventurer Tier: When your ranged attack targets an enemy who Races chapter page Champion Tier: Add a total of 3 points to backgrounds you already have.
These points can take one of your could make a case. You can speak. If someone is speaking it. A few general your character already knows how to use those weapons. You can cast any spells you know as rituals. Toughness sure. If a feat is attached to a talent. At 8th level. When there is more Rapid Reload than one feat attached to a specific talent or power.
Quick action to reload heavy crossbow. Once per day. Improved Initiative None A: Cast spells you know as rituals. Halo now activates whenever you heal using a recovery. Dwarf C: Further C: Add 3 total points to your backgrounds. Confounding Gnome C: Target of confounding is weakened instead of dazed. Reroll one die when rolling recovery dice. Linguist None 44 C: None 44 Backgrounding E: Add 2 total points to your backgrounds.
Use surprising an extra time. Use d6 and d8 swords without penalties. When you teleport. Add the escalation die to your skill checks after seeing roll. Use curse of chaos for free when a nearby enemy gets a natural 1 attack roll. Precise Shot None A: Breath Weapon Dragonic C: Breath weapon now targets 1d3 enemies in a nearby group.
You can raise one background to 7. Speak all normal humanoid languages well enough. Gain bonus hp equal to half your class baseline hp.
Balladeer Talent C: Sing two ballads a day. Barbarian Rage Class C: Now start raging for free when esc. Relentless Talent E: Jack another spell from a third other spell-casting class. Increase your maximum recoveries by 1. Use Barbaric Cleave as often as you want in one battle. The bonus damage dice are now d6s instead of d4s. Deal normal miss damage with missed Whirlwind attacks.
Increase your maximum recoveries by 1 2 total. Barbaric Cleave Talent 80 C: You can move for free before using a Barbaric Cleave attack.
Use Building Frenzy twice per day now. Use your 1st or 3rd level battle cries without making a melee attack. The recovery from your Unstoppable attack is free. The warband fights for 1 round even after you are unconscious. Building Frenzy Talent C: The bonus damage dice are now d10s instead of d6s. Gain 20 temp hp when your Slayer attack drops a non-mook enemy. Use Unstoppable twice per battle now. Songs continue for one round when you are silenced.
Deal half damage with missed attacks when you use Violence. Violence Talent 81 E: Strongheart Talent C: Disengage attempts after using Whirlwind Whirlwind Talent 80 succeed automatically.
Use Natural Will twice per day now. Gain 3 or 4 bonus dice at the cost of an equal number of cursed dice with each enemy. Battle Skald Talent C: Battle cries used on yourself also help an ally. Jack of Spells Talent 86 C: Jack another spell from a second other spell-casting class.
Use Natural Will as a free action. Use Whirlwind anytime during your turn now. First time you use the ballad-created relationship. Slayer Talent C: Unstoppable Talent C: Add 2 x Con mod to the total healing from the Unstoppable recovery. Gain 3 cantrips if you choose wizard.
Natural Will Talent C: Number of targets increases to 2d4. Bonus dice and miss dice are now d12s. Use d6s instead of d4s for battle chant damage. Far away allies can now also have their positions swapped. Add a third random target.
Pull It Together! Battle cry C: Battle cry now triggers on any natural even roll. Victory is Ours! Battle cry 90 E: Target of befuddle now only needs to be in sight. Stay Strong! The AC bonus also applies to MD. Battle cry E: On a natural even hit. Hit effect is now a save ends effect. One battle per day. Ally can pop free of one enemy automatically before rolling disengage.
Move It! Use the battle cry 3 times per battle. If the ally is staggered. Hang Tough! Add your level to the temporary hp before any doubling for being staggered. The AC bonus also applies to PD. We Need You! Two of the targets can now be far away. Wild heal effect now provides free recoveries. On a hit. You can be the target of hang tough. Protection Talent A: One ally can roll a save each time you target allies with a spell.
Strength Talent 97 C: Damage bonus dice are now d8s instead of d4s. Knowledge Talent C: Now use a d4 for invocation instead of d6. Increases at each tier. Healing Talent C: Invocation of healing provides 2 extra uses of heal that battle.
You also gain the AC bonus. Allies you heal add triple your level hp instead of double. Circle of Protection Spells E: You gain one free use of resurrection. This spell is now a quick action to cast. The combat boon save automatically succeeds if the attack is a crit.
Javelin of Faith Spells C: Spell can now target far away enemy with —2 attack penalty. Turn Undead Spells C: Target demons or undead with turn undead. Heal Class C: If target is unconscious. War Talent C: The attack bonus can now apply to multiple enemies you attack. Justice Talent C: When you gain a reroll blessing. You can expend turn undead to gain an extra use of heal for one battle.
Life Talent C: Each battle. Mighty Healing Spells C: This spell is now a close-quarters spell. Your allies also get a damage bonus against the enemies you attack equal to double your Cha mod. You gain a two-dice conflicted icon relationship instead. Spell now deals half damage on a miss. Judgment Spells 99 E: Combat Boon Spells 99 C: Ally can roll a save even if attack misses. Trickery C: Your trick die can now be used for any d20 roll.
The domain power works with any attack now. Sun Talent C: Gain a positive relationship point with different random icon each day. Allies you heal can use your recoveries instead. Increase target hp limit by hp. You can give the reroll blessing to yourself. Talent 97 OR Illusion E: Brace for It Maneuver C: Brace for it now works any number of times before your next turn.
AC bonus also applies to MD. Deadeye Archer Talent C: Deal Power Attack damage even if you miss. You do not take opportunity attacks while using Skilled Intercept. Brace for it now works against any type of attack. You can move to reach a new target before using your Cleave attack. Tough as Iron Talent C: Increase your total recoveries by 2.
Cleave Talent C: Use Cleave twice each battle now but only once per round. Comeback Strike Talent C: Power Attack Talent C: Carve an Opening Maneuver C: Power Attack damage dice increase to 1d6 1-H or 1d8 2-H. Counter-Attack attack now deals full damage. The damage is no longer halved if the attack hits. AC bonus also applies to PD. Combat mastery now triggers on any natural even hit. Spend a quick action before attack to add your Dex mod to the damage if you miss.
Heavy Warrior Talent C: Heavy Warrior now works against an attack vs. Heavy Blows Maneuver E: Add double 1-H or triple 2-H the escalation die to miss damage. Counter-Attack Talent C: Use Counter-Attack once per turn instead of per round. Never Surrender Maneuver E: Deal damage to enemies that fail to disengage from you equal to your Dex or Con mod. Defensive Fighting Maneuver C: Deadly Assault Maneuver C: A Dozen Cuts Maneuver C: Gain another use of Tough As Iron when you roll a natural 20 with an attack.
Triggers on any miss if using two-handed weapon. Skilled Intercept Talent C: Add escalation die to Skilled Intercept saves. You can pop free from up to 2 enemies when using Skilled Intercept.
Non-mook enemies that fail to disengage from you are vulnerable. The attack and disengage penalty is equal to —4 or to the escalation die. You can have two enemies challenged at same time. Gain 1 relationship point with a villainous or ambiguous icon. Enemies you challenge are vulnerable to your attacks. Sword of Destiny Maneuver E: Shield Bash Maneuver C: Lay on Hands Talent C: Lay on Hands healing uses a free recovery instead of one of your own. Path of Universal Talent C: Your melee and ranged attacks deal holy damage.
Can pop the target free of your allies. Your ally takes no damage. Two additional uses of Lay on Hands each day. Stop the movement of the target of your punish them attack. Use your Charisma as the attack ability for cleric spells.
Add twice your Cha mod to Lay on Hands healing. Gain 1 relationship point with a heroic or ambiguous icon. Smite Evil Class C: Cleric Training Talent C: Implacable Talent C: Once per turn. Strong Guard Maneuver E: Way of Evil Bastards Talent C: When your Smite Evil attack kills 3 or more mooks.
Maneuver Punish Them C: The crit range bonus now also applies to any ally who attacks the target while you are engaged with the target. Spinning Charge Maneuver E: Choose 2 cleric spells to gain instead of one.
Second Shot Maneuver C: The second shot attack only takes a —2 penalty. Bastion Talent C: Fearless Talent C: Precision attack now works with ranged attacks. Gain temporary hp equal to double your Con mod instead. Your crit range of Lethal Hunter attacks expands by 1. Snake Companion E: First Strike Talent C: Lethal Hunter Talent C: Your pet gains a fourth ability. You can now track flying. Use your move action in between attacks. Bear Companion C: Gains twice its level in temporary hp with each hit.
Pop free of one enemy before a Double Melee Attack roll. Add your level to damage with missed melee attacks. Pop free of one enemy before a Double Ranged Attack roll. You can choose from sorcerer at-will spells. Favored Enemy Talent C: Your crit range vs. Your companion adds the escalation die to its attacks. Double Ranged Attack Talent C: Your pet gains a fifth ability. Your Lethal Hunter talent also applies to companion. Gain an additional sorcerer spell.
Choose which ability score to use for sorcerer spells you cast. Tracker Talent C: You can now track equally well in urban areas. Choose a second non-humanoid type as favored enemy. Cast the cleric class feature heal spell once per battle. Archery Talent C: Ranger ex Cathedral Talent C: You can choose from cleric at-will spells. The crit range of your First Strike attacks expands by 1.
Double Melee Attack Talent C: Change your favored enemy during a full heal-up. Whenever you hit with a First Strike attack. Two-Weapon Mastery Talent C: Make an opportunity attack against an enemy who rolls a natural 1 against you with a melee attack. Animal Companion Companion C: Use terrain stunt now in urban environments. Gain an additional cleric spell. Your pet gains a third ability. Staggered enemies that make melee attacks against you and miss are vulnerable to your attacks.
Improved Sneak Talent C: Also triggers on a ranged attack vs. On failed Smooth Talk save. Add 5 x Strength mod to hit damage. As champion feat. Evasive Strike Power C: Cunning Talent C: Power A: If you drop target. Take only half damage from trap attacks. Add your Str mod to miss damage. Add your Cha mod to your Smooth Talk save. Deflection Power C: Deflected attack now deals full damage.
Bleeding Strike Power C: A natural even miss deals ongoing damage equal to your level. On a crit. Trap Sense Class C: Can use bleeding strike against enemies taking ongoing damage. Tumble Talent C: Twice per level.
On a miss. The attack reroll option can also apply to a nearby ally of the rogue. Sneak Attack now works against lower initiative enemies in first round. Smooth Talk Talent C: Success with Smooth Talk yields a 3-point positive relationship now. Flying Blade Power C: Thievery Talent C: Using the power no longer spends your momentum. Murderous Talent C: Use flying blade with ranged weapons.
Deadly Thrust Power C: You can now target mooks with deadly thrust attacks. Ongoing damage to large or huge targets is 1d6 per level instead.
Ignore the penalty for disengaging from more than one enemy. Sneak Attack Class C: Sneak Attack now works against confused. Shadow Walk Talent C: Familiar gains another randomly changing ability. Swift Dodge Power E: Rerolled attack takes a —2 penalty. You choose type. Damage increases at each tier. Power C: Metallic Protector Talent C: When your chaotic benefit increases your defenses. True Targeting Power E: Decrease your maximum recoveries by 1. Undead Remnant Talent C: Fey Heritage Talent C: Chromatic Destroyer Talent C: Also triggers on attack vs.
Swift Riposte Power E: Use Charisma as the attack ability for wizard spells. Infernal Heritage Talent C: Gather Power Class C: When you miss with spell vs. Roll With It Power C: Also triggers on a ranged attack. Sure Cut Power C: Once per level. Arcane Heritage Talent C: Cast wizard spells empowered.
Spell Fist Talent C: Use your Fey Heritage power twice per day now. If your attack crits. Blood Link Talent C: Gain another relationship point with an icon in your heritage.
Spiky Bastard Power E: No penalty for attacking a far away enemy. Bonus also applies to PD. Bonus also applies to MD. You can now cast counter-magic twice per battle.
Resist Energy Spell A: Add another target with the spell. Confusion Spell C: Each failed save by the target deals 6d10 psychic damage to it. Abjuration Talent C: Gain 2d12 temp hp when you cast a daily spell. Burning Hands Spell C: You can now target far away enemies.
Fireball Spell E: Lightning Fork Spell C: Lightning fork not expended if you miss all targets. Can now target all enemies engaged with you in addition to normal targets. Chaos Bolt Spell C: Roll on epic table for chaotic benefit.
The weakened effect hp threshold increases by 5 hp. Disintegrate Spell E: The spell now targets a far away creature. The target of the spell is also hampered on a natural even miss. Calling the Blood Spell E: Roll two d6s. Target 1d4 enemies instead of 1d3 when you cast the spell recklessly. The spell can now target a far away enemy. Familiar gains another ability.
Color Spray Spell C: When you evoke. Echoing Thunder Spell C: Empowering echoing thunder doubles its aftershock damage. Cantrip Mastery Talent A: You can now use cantrip-style versions of any spell you know. Denial Spell E: High Arcana Talent E: You can cast counter-magic in reaction to any magical action. You can choose a new miss effect that dazes all missed targets. Scorching Ray Spell C: The spell attack can deal random energy damage instead of fire.
Shocking Grasp Spell C: Utility Spell Spell C: Each utility spell slot lets you cast three spells. Deal 10 ongoing lightning damage on a natural even hit.
Daze a target for a round when you roll a natural even miss.