5th Denial: (pg 193)
“The wraiths want to contravene the order of the universe and continue their own existence, but I deny it.”
Ranged spell
Target: Up to one target per point on the escalation die; only targets with 360 hp or fewer.
Attack: Intelligence + Level vs. MD (no take 10)
Hit: Psychic damage equal to your level and the target is weakened (–4 to attacks and defenses), easy save ends (6+).
Miss: Damage equal to your level.
5th Dimension Door: (pg 193)
“I come out the other side with dust all over me and an unearthly
scent rising off me. The space between dimensions can be a little
messy.”
Close-quarters spell Move action to cast
Target: Yourself
Effect: You teleport somewhere nearby that you can see.
8th Your destination can now be far-away.
5th Fireball: (pg 193)
In places where wizards have a bad reputation, fireball is usually to blame.
Special: (Judicious casting) When you cast this spell, you can choose to cast it recklessly.
Target: 1d3 + 1 nearby enemies in a group. If you cast recklessly, you can target 1d4 additional enemies, but then your allies engaged with the targets may also take damage.
Attack: Intelligence + Level vs. PD
Hit: 50 damage; 20 ongoing fire damage.
Miss: Half damage, including ongoing damage.
5th Haste: (pg 194)
Wizard, don’t be surprised if your allies encourage you to cast haste on them. It’s something of a rush.
Targets: Up to three nearby allies.
Effect: Each target can immediately take a single standard action. Any attacks are no-trigger attacks only.
7th–8th You can now include yourself as one of the three targets.
7th Hold Foe: (pg 194)
“I utter a single unpronounceable word, and the ogre mage flinches.”
Ranged spell
Target: One nearby enemy with 600 hp or fewer
Attack: Intelligence + Level vs. MD (no take 10)
Hit: The target loses its next move action; if the escalation die is 3+, it loses its next standard action, instead.
7th Power Word Kill: (pg 195)
Before your wizard casts this spell for the first time, explain to the table the virtue or knowledge that your wizard uses to wield death magic without dying themselves.
Ranged spell
Targets: One nearby foe with 100 hp or fewer
Special: Instead of rolling for this attack, you can choose to make your attack roll a natural 10. (Only roll if the GM tells you that’s not enough for a hit.)
Attack: Intelligence + Level vs. PD
Hit: The target is dead, and we mean dead.
Miss: 50 poison damage; this damage cannot be prevented, reduced, or bargained away.