Difference between revisions of "BD&D Magic User"

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(Magic User Spells)
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'''Additional Spells:'''  New spells may be learned by finding an instructor to teach the magic user a new spell.  It takes 1 week/level of spell and costs 1000 gp/level of spell, if the instructor agrees to teach a spell.  It generally requires a positive reaction for this to happen.  A neutral reaction may require addition expenses or a task.  A negative reaction will result in the spell not being taught, while a very negative reaction may result in attack from the potential instructor.  A magic user who finds another magic user's book may learn from it with a Read Magic, but it requires roll.  A magic user may learn from another magic user of similar experience, but this also requires a roll for the process to be successful.
 
'''Additional Spells:'''  New spells may be learned by finding an instructor to teach the magic user a new spell.  It takes 1 week/level of spell and costs 1000 gp/level of spell, if the instructor agrees to teach a spell.  It generally requires a positive reaction for this to happen.  A neutral reaction may require addition expenses or a task.  A negative reaction will result in the spell not being taught, while a very negative reaction may result in attack from the potential instructor.  A magic user who finds another magic user's book may learn from it with a Read Magic, but it requires roll.  A magic user may learn from another magic user of similar experience, but this also requires a roll for the process to be successful.
  
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= 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]]
 +
            [[Fireball]]
 +
            [[Fly]]
 +
            [[Haste]]
 +
            [[Hold Person]]
 +
            [[Infravision]]
 +
            [[Invisibility 10' radius]]
 +
            [[Lightning Bolt]]
 +
            [[Protection from Evil 10' radius]]
 +
            [[Protection from Normal Missiles]]
 +
            [[Water Breathing]]
 +
 
 +
 
 +
- Main Page; [[Keep On The Borderlands]]

Revision as of 08:32, 2 March 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 - - - - -
2 Seer 2500 2d4 2 - - - - -
3 Conjurer 5000 3d4 2 1 - - - -
4 Magician 10000 4d4 2 2 - - - -
5 Enchanter 20000 5d4 2 2 1 - - -
6 Warlock 40000 6d4 2 2 2 - - -
7 Sorcerer 80000 7d4 3 2 2 1 - -
8 Necromancer 150000 8d4 3 3 2 2 - -
9 Wizard 300000 9d4 3 3 3 2 1 -

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.

Starting Spells: All magic users are taught Read Magic and Detect Magic as prerequisites to learning other magic. Starting magic users have also acquired a number of additional spells equal to their Intelligence bonus. These additional spells are determined randomly.

Additional Spells: New spells may be learned by finding an instructor to teach the magic user a new spell. It takes 1 week/level of spell and costs 1000 gp/level of spell, if the instructor agrees to teach a spell. It generally requires a positive reaction for this to happen. A neutral reaction may require addition expenses or a task. A negative reaction will result in the spell not being taught, while a very negative reaction may result in attack from the potential instructor. A magic user who finds another magic user's book may learn from it with a Read Magic, but it requires roll. A magic user may learn from another magic user of similar experience, but this also requires a roll for the process to be successful.

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
           Fireball
           Fly
           Haste
           Hold Person
           Infravision
           Invisibility 10' radius
           Lightning Bolt
           Protection from Evil 10' radius
           Protection from Normal Missiles
           Water Breathing


- Main Page; Keep On The Borderlands