BD&D Magic User: Difference between revisions
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[[Web]] | [[Web]] | ||
[[Wizard Lock]] | [[Wizard Lock]] | ||
3rd Level: | |||
[[Clairvoyance]] | |||
[[Dispel Magic]] | |||
[[Fire Ball]] | |||
[[Fly]] | |||
[[Haste]] | |||
[[Hold Person]] | |||
[[Infravision]] | |||
[[Invisibility 10' radius]] | |||
[[Lightning Bolt]] | |||
[[Protection from Evil 10' radius]] | |||
[[Protection from Normal Missiles]] | |||
[[Water Breathing]] | |||
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Revision as of 19:17, 8 January 2013
- Main Page; Keep On The Borderlands
Magic User
Description: Magic users are humans who have studied the arts of magic and can cast spells. Spells are stored in a magic user's personal spell book. Spells are too complicated to cast without referencing the spell book, so magic users cast directly from the spell book when they can. However, in the typical adventure, things happen too fast to depend on that. As such, magic users perform most of the rituals associated with a spell while in a safe place, only preserving the final lines and gestures to complete the spell. This is difficult, so magic users can only have on spell prepared at a time. As they gain experience they can prepare additional spells, and more complicated spells.
Restrictions: Magic users cannot use any sort of armor or shield and are limited to using only daggers or staffs in combat.
Prime Requiste: Their prime requisite ability is Intelligence. Magic users with an 13-15 Intelligence gain a +5% bonus to earned experience. Magic users with an 16-18 Intelligence gain a +10% bonus to earned experience. Likewise, Magic users with an 6-8 Intelligence suffer a -10% penalty to earned experience, and Magic Users with an 3-5 Intelligence suffer a -20% penalty to earned experience.
Spell Book: Special consideration should be given to carrying a spell book on adventures with the magic user. Spells cannot be prepared without the book, so it is tempting to take the book on the adventure. At the same time, a spell book that is lost or destroyed leaves the magic user without the ability to prepare new spells without replacing the entire book, which is a considerable undertaking. With sufficient funds, additional books may be purchased. <<placeholder for details on magic book costs>>
| Levels | Title | Experience Points | Hit Dice | Spells |
|---|---|---|---|---|
| 1 | Medium | 0 | 1d4 | 1 first level |
| 2 | Seer | 2500 | 2d4 | 2 first level |
| 3 | Conjurer | 5000 | 3d4 | 2 first level + 1 second level |
| Saving Throws | |
|---|---|
| Poison or Death Ray | 13 |
| Magic Wand | 14 |
| Turn to Stone or Paralysis | 13 |
| Dragon Breath | 16 |
| Spells or Magic Staff | 15 |
| To Hit Roll Needed | |||||||||||||
| Armor Class of Foe | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | -1 | -2 | -3 |
| Levels 1 - 5 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 | 20 |
| Levels 6 - 10 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
Attribute adjustments: Magic users may lower Strength and/or Wisdom by 2 points to raise Intelligence by 1 point. This process may be repeated, though Strength and Wisdom may not be lowered below 9, and Intelligence cannot rise above 18. These adjustments may only be done at character creation.
Magic User Spells
1st Level:
Charm Person
Detect Magic
Floating Disc
Hold Portal
Light
Magic Missile
Protection from Evil
Read Languages
Read Magic
Shield
Sleep
Ventriloquism
2nd Level:
Continual Light
Detect Evil
Detect Invisible
ESP
Invisibility
Knock
Levitate
Locate Object
Mirror Image
Phantasmal Force
Web
Wizard Lock
3rd Level:
Clairvoyance
Dispel Magic
Fire Ball
Fly
Haste
Hold Person
Infravision
Invisibility 10' radius
Lightning Bolt
Protection from Evil 10' radius
Protection from Normal Missiles
Water Breathing
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