Dungeons&D6:Mage: Difference between revisions
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|'''10''' || '''Necromancer''' || ''' 64000''' || '''4d6''' || '''+1''' || '''+4''' || 3 3 2 2 2 - | |'''10''' || '''Necromancer''' || ''' 64000''' || '''4d6''' || '''+1''' || '''+4''' || 3 3 2 2 2 - | ||
|- | |- | ||
|'''11''' || '''Wizard''' || ''' 120000''' || '''4d6''' || '''+2''' || '''+4''' || 4 3 | |'''11''' || '''Wizard''' || ''' 120000''' || '''4d6''' || '''+2''' || '''+4''' || 4 3 3 2 2 1 | ||
|- | |- | ||
|'''12''' || '''Wizard''' || ''' 240000''' || '''4d6''' || '''+2''' || '''+4 | |'''12''' || '''Wizard''' || ''' 240000''' || '''4d6''' || '''+2''' || '''+4''' || 4 4 3 3 2 2 | ||
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Revision as of 02:45, 23 June 2016
Mages are part of the rare breed of people in the world who can command and shape magical forces. They start with command of a single magical ability. With time and experience, they will gain mastery of more magical abilities and more complex abilities.
All mages have the following abilites:
- Spells: A character can cast a number of spells per day equal to the character's level. To cast a spell, the player rolls 2d6 + Magical Bonus - Spell Complexity. A roll of 9+ results in the spell going of immediately. A roll of 7-8 results in the spell going of 1 Round or Turn (depending on spell) later. An disruption of the casting process for delayed spells, results in the spell being lost. Failed rolls are lost. A roll of 13+ allows the spell to go off and to not cast the mage a casting attempt.
- Spells Known: Characters start knowing a single spell of Complexity 1. Each level allows the character to gain mastery of an addition spell. A character may never know more spells than their Intelligence score. Once a spell is know, it may never be unlearned or replaced.
- Mages have a bonus of +1 for saving throws against magical effects.
- Mages can attempt to counter the spells of enemy casters.
Levels | Title | Experience Points | Hit Dice | Combat Bonus | Magic Bonus | Spells Known |
---|---|---|---|---|---|---|
1 | Medium | 0 | 1d6 | +0 | +1 | 1 - - - - - |
2 | Seer | 250 | 1d6 | +0 | +1 | 2 - - - - - |
3 | Conjurer | 500 | 1d6 | +0 | +1 | 2 1 - - - - |
4 | Theurgist | 1000 | 2d6 | +0 | +2 | 2 2 - - - - |
5 | Thaumaturgist | 2000 | 2d6 | +0 | +2 | 2 2 1 - - - |
6 | Magician | 4000 | 2d6 | +1 | +2 | 3 2 2 - - - |
7 | Enchanter | 8000 | 3d6 | +1 | +3 | 3 2 2 1 - - |
8 | Warlock | 16000 | 3d6 | +1 | +3 | 3 3 2 2 - - |
9 | Sorceror | 32000 | 3d6 | +1 | +3 | 3 3 2 2 1 - |
10 | Necromancer | 64000 | 4d6 | +1 | +4 | 3 3 2 2 2 - |
11 | Wizard | 120000 | 4d6 | +2 | +4 | 4 3 3 2 2 1 |
12 | Wizard | 240000 | 4d6 | +2 | +4 | 4 4 3 3 2 2 |