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Plasma Wizard Kit: Infinite Lightning Bolts and Fireballs!

semiticgoddesssemiticgoddess Member Posts: 14,903
I always wanted a bow or crossbow that could fire lightning bolts and have tons of lasers bouncing around the place in Baldur's Gate. So I created a new kit for mages that lets you fire off an endless stream of Magic Missiles, Agannazar's Scorchers, Lightning Bolts, Acid Arrows, Fireballs, Cones of Cold, Fire Seeds, Chain Lightnings, and Prismatic Sprays via a special crossbow! You can switch between them just by right-clicking the crossbow; they all come from the same item.

The kit is an Invoker with barely any spell slots and the crossbow has several key nerfs (the damage is much lower, the spell levels are smaller, and targets can save vs. breath to avoid all damage), but it should be a good glass cannon archer with lots of colorful splashes. It has special HLAs that grant it certain damage bonuses and allow it to slowly lower targets' magic resistance by 1% per hit, but no summoning planetars or casting Improved Alacrity.

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Kit Description:
PLASMA WIZARD: Where other mages immerse themselves in the library and delve deep into lore both ancient and recent, the Plasma Wizard focuses on mastery of the elements and the energy that governs the universe. <PRO_HESHE> may cast fewer conventional spells than other mages, but has the ability to cast an unlimited number of simple evocation spells at will, and at higher levels can do so multiple times in a single round.

Class Features:

- Gains one fewer spell slot per spell level than a non-specialized mage (cannot cast spells until level 2).
– May not learn or cast any spells of the Enchantment school.
– Receives a +15% bonus when scribing scrolls from the Invocation school.
– Receives a -15% penalty when scribing scrolls from other schools.
– Receives a +2 bonus when making Saving Throws against spells from the Invocation school.
– Targets suffer a -2 penalty when making Saving Throws against spells from the Invocation school.
- May cast Craft/Upgrade Plasma Rod once per day. The Plasma Rod can fire unlimited magical ammunition at 2 attacks per round, and the Plasma Wizard may develop nine different projectiles as <PRO_HESHE> gains levels. When using the rod, the Plasma Wizard gains +1 to THAC0 every 2 levels, imposes an additional -1 save penalty every 3 levels, gains +1/2 attack per round every 4 levels, and deals an extra dice of damage and gets an additional +1 enchantment bonus for every 5 levels.

High-Level Abilities: Spirit of Flame, Aegis of Rime, Scion of Storms, Voice of Entropy, Energy Blades, Whirlwind Attack, Bypass Resistance, Power Attack, Critical Strike, (Greater) Deathblow

CRAFT/UPGRADE PLASMA ROD: The Plasma Wizard creates a unique type of crossbow that fires special ammunition. As the Plasma Wizard gains levels, the Plasma Rod can fire new forms of ammunition, and the weapon becomes more powerful. The Plasma Rod never runs out of ammunition, but victims may always attempt a save vs. breath to avoid damage. The Plasma Wizard may upgrade the rod after gaining each level:

1st level: May fire a Magic Missile (1d3 magic damage) from the Plasma Rod at will. The Plasma Wizard gains a +1 bonus to hit and +1 attack per round when using the rod.

2nd level: Gains first level 1 spell slot. The rod grants +2 to hit.

3rd level: May fire an Agannazar's Scorcher ray (1d4 fire damage) from the rod. All targets must make their saves vs. breath at a -1 penalty.

4th level: Gains +3 to hit and +1.5 attacks per round when using the rod.

5th level: May fire a Lightning Bolt (2d4 electricity damage) from the rod. All prior forms of ammunition deal an additional dice of damage. The rod strikes as a +1 weapon for the purposes of bypassing weapon immunities.

6th level: Gains +4 to hit when using the rod. All targets must make their saves vs. breath at a -2 penalty.

7th level: May fire an Acid Arrow (1d3 acid damage, plus 2d3 lingering acid damage) from the rod.

8th level: Gains +5 to hit and +2 attacks per round when using the rod.

9th level: May launch a Fireball (2d4 fire damage) from the rod. All targets must make their saves vs. breath at a -3 penalty.

10th level: Gains +6 to hit when using the rod, and all forms of ammunition deal an additional dice of damage. The rod strikes as a +2 weapon.

11th level: May unleash a Cone of Cold (3d4 cold damage) when using the rod.

12th level: Gains +7 to hit and +2.5 attacks per round when using the rod. All targets must make their saves vs. breath at a -4 penalty.

13th level: May launch a Fire Seed (3d6 fire damage) from the rod.

14th level: Gains +8 to hit when using the rod.

15th level: May cast Chain Lightning (4d3 electricity damage) from the rod. All prior forms of ammunition deal an additional dice of damage. The rod strikes as a +3 weapon. All targets must make their saves vs. breath at a -5 penalty.

16th level: Gains +9 to hit and +3 attacks per round when using the rod.

17th level: May cast Prismatic Spray (2d3 magic damage) from the rod.

18th level: Gains +10 to hit when using the rod. All targets must make their saves vs. breath at a -6 penalty.

20th level: Gains +11 to hit and +3.5 attacks per round when using the rod. All prior forms of ammunition deal an additional dice of damage. The rod strikes as a +4 weapon.

22nd level: Gains +12 to hit when using the rod.

24th level: Gains +13 to hit and +3.5 attacks per round when using the rod.

25th level: The rod strikes as a +5 weapon.

26th level: Gains +14 to hit when using the rod.

28th level: Gains +15 to hit and +4 attacks per round when using the rod.

- Hit Die: d4
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