@0    = ~Craft/Upgrade Plasma Rod~
@1    = ~
This ability allows the user to create, upgrade, or replace the caster's Plasma Rod as <PRO_HESHE> gains levels.
~
@2    = ~Plasma Rod~
@3    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 1 missile: 1d3 magic damage (strikes as a level 1 spell)

~
@4    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 1 missile: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 1d4 fire damage, twice (strikes as a level 1 spell)

~
@5    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 2 missiles: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 2d4 fire damage, twice (strikes as a level 1 spell)

Lightning Bolt: 2d4 electricity damage (strikes as a level 2 spell)

~
@6    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 2 missiles: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 2d4 fire damage, twice (strikes as a level 1 spell)

Lightning Bolt: 2d4 electricity damage (strikes as a level 2 spell)

Acid Arrow: 1d3 acid damage, plus 2d3 lingering acid damage (strikes as a level 1 spell)

~
@7    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 2 missiles: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 2d4 fire damage, twice (strikes as a level 1 spell)

Lightning Bolt: 2d4 electricity damage (strikes as a level 2 spell)

Acid Arrow: 1d3 acid damage, plus 2d3 lingering acid damage (strikes as a level 1 spell)

Fireball: 2d4 fire damage (strikes as a level 2 spell)

~
@8    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 3 missiles: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 3d4 fire damage, twice (strikes as a level 1 spell)

Lightning Bolt: 3d4 electricity damage (strikes as a level 2 spell)

Acid Arrow: 1d3 acid damage, plus 3d3 lingering acid damage (strikes as a level 1 spell)

Fireball: 3d4 fire damage (strikes as a level 2 spell)

~
@9    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 3 missiles: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 3d4 fire damage, twice (strikes as a level 1 spell)

Lightning Bolt: 3d4 electricity damage (strikes as a level 2 spell)

Acid Arrow: 1d3 acid damage, plus 3d3 lingering acid damage (strikes as a level 1 spell)

Fireball: 3d4 fire damage (strikes as a level 2 spell)

Cone of Cold: 3d4 cold damage (strikes as a level 4 spell)

~
@10    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 3 missiles: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 3d4 fire damage, twice (strikes as a level 1 spell)

Lightning Bolt: 3d4 electricity damage (strikes as a level 2 spell)

Acid Arrow: 1d3 acid damage, plus 3d3 lingering acid damage (strikes as a level 1 spell)

Fireball: 3d4 fire damage (strikes as a level 2 spell)

Cone of Cold: 3d4 cold damage (strikes as a level 4 spell)

Fire Seeds: 3d6 fire damage (strikes as a level 5 spell)

~
@11    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 4 missiles: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 4d4 fire damage, twice (strikes as a level 1 spell)

Lightning Bolt: 4d4 electricity damage (strikes as a level 2 spell)

Acid Arrow: 1d3 acid damage, plus 4d3 lingering acid damage (strikes as a level 1 spell)

Fireball: 4d4 fire damage (strikes as a level 2 spell)

Cone of Cold: 4d4 cold damage (strikes as a level 4 spell)

Fire Seeds: 4d6 fire damage (strikes as a level 5 spell)

Chain Lightning: 4d3 electricity damage (strikes as a level 5 spell)

~
@12    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 4 missiles: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 4d4 fire damage, twice (strikes as a level 1 spell)

Lightning Bolt: 4d4 electricity damage (strikes as a level 2 spell)

Acid Arrow: 1d3 acid damage, plus 4d3 lingering acid damage (strikes as a level 1 spell)

Fireball: 4d4 fire damage (strikes as a level 2 spell)

Cone of Cold: 4d4 cold damage (strikes as a level 4 spell)

Fire Seeds: 4d6 fire damage (strikes as a level 5 spell)

Chain Lightning: 4d3 electricity damage (strikes as a level 5 spell)

Prismatic Spray: 4d4 magic damage (strikes as a level 6 spell)

~
@13    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 5 missiles: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 5d4 fire damage, twice (strikes as a level 1 spell)

Lightning Bolt: 5d4 electricity damage (strikes as a level 2 spell)

Acid Arrow: 1d3 acid damage, plus 5d3 lingering acid damage (strikes as a level 1 spell)

Fireball: 5d4 fire damage (strikes as a level 2 spell)

Cone of Cold: 5d4 cold damage (strikes as a level 4 spell)

Fire Seeds: 5d6 fire damage (strikes as a level 5 spell)

Chain Lightning: 5d3 electricity damage (strikes as a level 5 spell)

Prismatic Spray: 5d4 magic damage (strikes as a level 6 spell)

~
@14    = ~Whirlwind Attack~
@15    = ~
This ability allows the Plasma Wizard to channel <PRO_HISHER> magic into a flurry of super-fast blows. The ability sets the user's number of attacks per round to 10 at the cost of a 4 point penalty to THAC0. The Whirlwind Attack lasts for two rounds.
~
@16    = ~Deathblow~
@17    = ~
The Deathblow ability allows the Plasma Wizard to add a lethal charge to <PRO_HISHER> attacks. For the next 2 rounds, any creature of 10th level or lower is instantly killed when struck by the user.
~
@18    = ~Greater Deathblow~
@19    = ~
Like Deathblow, this ability allows the Plasma Wizard to slayer lesser foes with a single blow.  For the next 2 rounds, any creature of 12th level or lower is instantly killed when struck by the user.

Requires: Deathblow
~
@20    = ~Critical Strike~
@21    = ~
This ability allows the Plasma Wizard to concentrate <PRO_HISHER> magic into the space of a single round. For one round, all damage dealt by the Plasma Wizard is increased by 200%.
~
@22    = ~Power Attack~
@23    = ~
A Power Attack allows the Plasma Wizard to add a stunning charge to <PRO_HISHER> attacks for 2 rounds. Any opponent that fails a save vs. death will be stunned for 2 rounds.
~
@24    = ~Bypass Resistance~
@25    = ~
Through careful training and insight, the Plasma Wizard may lower the defenses of any creature struck by <PRO_HISHER> attacks, gradually wearing away the resistance of <PRO_HISHER> enemies and allowing the Plasma Wizard to damage even targets that are otherwise immune to magic. Every time the Plasma Wizard strikes a target, the victim's magic resistance decreases by a cumulative 1% for the next 10 rounds.

This ability is permanent and requires no special targeting.
~
@26    = ~Spirit of Flame~
@27    = ~
Through careful study, the Plasma Wizard gains a deeper understanding of the forces that pervade the universe. Upon choosing this ability, the Plasma Wizard gains 25% fire resistance and all fire damage dealt by the user is increased by 25%.
~
@28    = ~Aegis of Rime~
@29    = ~
Through careful study, the Plasma Wizard gains a deeper understanding of the forces that pervade the universe. Upon choosing this ability, the Plasma Wizard gains 25% cold resistance, and all cold damage dealt by the user is increased by 25%.
~
@30    = ~Scion of Storms~
@31    = ~
Through careful study, the Plasma Wizard gains a deeper understanding of the forces that pervade the universe. Upon choosing this ability, the Plasma Wizard gains 25% electricity resistance, and all electrical damage dealt by the user is increased by 25%.
~
@32    = ~Voice of Entropy~
@33    = ~
Through careful study, the Plasma Wizard gains a deeper understanding of the forces that pervade the universe. Upon choosing this ability, the Plasma Wizard gains 25% magic damage resistance, and all magic damage dealt by the user is increased by 25%.
~
@34    = ~~
@35    = ~

~
@36    = ~~
@37    = ~

~
