Difference between revisions of "Dungeons&D6:Mage"

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[[Dungeons%26D6s:Main_Page|Main Page]]
 
[[Dungeons%26D6s:Main_Page|Main Page]]
  
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.
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The Sorcerer is a character with the ability to learn and manipulate magic.
  
'''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 1Each level allows the character to gain mastery of an addition spellA character may never know more spells than their Intelligence scoreOnce a spell is know, it may never be unlearned or replaced.
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Abilities:
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* Hit Points:  Sorcerers gain 1 hit point per level plus any bonus due to Constitution.  Hit points represent the Sorcerer's innate magical essence.  They are lost with no longterm ill effects, until they are completely gone.  Then the Sorcerer starts losing Body: physical damage.
 +
* Combat Bonus:  Sorcerers start with no combat bonus, but as they gain magical power, they naturally have an edge in combat.  This increases every 5 levels thereafter.
 +
* Skills:  Sorcerers gain a skill point at every level which can be immediately spent or saved to spend later.
 +
* Spells:  Sorcerers start with the ability to learn a single spell.  At each level, they may learn another spell (two per level at higher levels).  This is not automatic.  The Sorcerer must seek out and locate new spells, either through adventure or through paying another sorcerer to teach them a spell.
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* Magic Bonus:  Sorcerers start with a bonus to casting rolls.  Every three levels they gain an addition bonus to their casting rolls.
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Spell Casting:  2d6 + Magic Bonus - Spell Complexity - Encumbrance - Fatigue
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* Critical (12+):  Spell goes off immediately. No Fatigue.
 +
* Success (9-11):  Spell goes off immediately. +1 Fatigue.
 +
* Partial (6-8):  Spell goes off with delay+1 Fatigue.
 +
* Failure (3-5): Spell fails+1 Fatigue.
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* Fumble (2-): Spell backfires. +1 Fatigue.
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{| border="1" cellpadding="2"
 
{| border="1" cellpadding="2"
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!width="250"| Spells Known
 
!width="250"| Spells Known
 
|-
 
|-
|'''1''' || '''Medium''' || '''      0''' || '''1d6''' || '''+0''' ||  '''+1''' || 1 - - - - -
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|'''1''' || '''Medium''' || '''      0''' || '''1''' || '''+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 - - -
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|'''2''' || '''Seer''' || '''   125''' || '''2''' || '''+0''' ||   '''+1''' || 2 - - - - -
 
|-
 
|-
|'''6''' || '''Magician''' || '''   4000''' || '''2d6''' || '''+1''' ||  '''+2''' || 3 2 2 - - -
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|'''3''' || '''Conjurer''' || '''   250''' || '''3''' || '''+0''' ||  '''+1''' || 2 1 - - - -
 
|-
 
|-
|'''7''' || '''Enchanter''' || '''  8000''' || '''3d6''' || '''+1''' ||   '''+3''' || 3 2 2 1 - -
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|'''4''' || '''Theurgist''' || '''  500''' || '''4''' || '''+0''' ||   '''+2''' || 2 2 - - - -
 
|-
 
|-
|'''8''' || '''Warlock''' || ''' 16000''' || '''3d6''' || '''+1''' ||    '''+3''' || 3 2 2 2 - -
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|'''5''' || '''Thaumaturgist''' || '''   1000''' || '''5''' || '''+0''' ||    '''+2''' || 2 2 1 - - -
 
|-
 
|-
|'''9''' || '''Sorceror''' || ''' 32000''' || '''3d6''' || '''+1''' ||   '''+3''' || 3 3 2 2 1 -
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|'''6''' || '''Magician''' || '''   2000''' || '''6''' || '''+1''' ||   '''+2''' || 3 2 2 - - -
 
|-
 
|-
|'''10''' || '''Necromancer''' || ''' 64000''' || '''4d6''' || '''+1''' ||    '''+4''' || 3 3 2 2 2 -
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|'''7''' || '''Enchanter''' || '''   4000''' || '''7''' || '''+1''' ||    '''+3''' || 3 2 2 1 - -
 
|-
 
|-
|'''11''' || '''Wizard''' || ''' 120000''' || '''4d6''' || '''+2''' ||   '''+4''' || 4 3 2 2 2 1
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|'''8''' || '''Warlock''' || ''' 8000''' || '''8''' || '''+1''' ||   '''+3''' || 3 3 2 2 - -
 
|-
 
|-
|'''12''' || '''Wizard''' || ''' 240000''' || '''4d6''' || '''+2''' ||   '''+4''' || 4 3 2 2 2 2
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|'''9''' || '''Sorceror''' || ''' 16000''' || '''9''' || '''+1''' ||   '''+3''' || 3 3 2 2 1 -
 
|-
 
|-
|'''13''' || '''Wizard''' || ''' 480000''' || '''4d6+1''' || '''+2''' ||   '''+5''' || 4 4 2 2 2 2
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|'''10''' || '''Necromancer''' || ''' 32000''' || '''10''' || '''+1''' ||   '''+4''' || 3 3 2 2 2 -
 
|-
 
|-
|'''14''' || '''Wizard''' || ''' 960000''' || '''4d6+1''' || '''+2''' ||  '''+5''' || 4 4 3 2 2 2
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|'''11''' || '''Wizard''' || ''' 64000''' || '''11''' || '''+2''' ||  '''+4''' || 4 3 3 2 2 1
 
|-
 
|-
|'''15''' || '''Wizard''' || '''1800000''' || '''4d6+1''' || '''+2''' ||  '''+5''' || 4 4 3 3 2 2
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|'''12''' || '''Wizard''' || ''' 125000''' || '''12''' || '''+2''' ||  '''+4''' || 4 4 3 3 2 2
 
|-
 
|-
 
|}
 
|}
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=== Spells ===
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 +
* Complexity 1 Spells
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** Detect Magic
 +
** Hold Portal
 +
** Read Magic
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** Read Languages
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** Protection
 +
** Light/Dark
 +
** Charm
 +
** Sleep
 +
** Cure Wounds
 +
** Purify Food & Water
 +
** Detect Enemies
 +
** Courage
 +
** Diminution/Enlargement
 +
** Jump
 +
** Magic Aura
 +
** Silence
 +
** Strength
 +
** Travel
 +
** Command
 +
** Remove Fear
 +
** Turn Undead
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** Faerie Fire
 +
** Feather Fall
 +
** Hold Portal
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** Identify
 +
** Mending
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** Message
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** Shield
 +
** Unseen Servant
 +
** Sound
 +
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* Complexity 2 Spells
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** Augury
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** Delay Poison
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** Enthrall
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** Heat Metal
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** Heroism
 +
** Resist Cold
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** Resist Fire
 +
** Detect Invisible
 +
** Force of Forbidment
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** Forget
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** Invisibility
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** Knock
 +
** Levitate
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** Magic Mouth
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** Mirror Image
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** Phantasmal Force
 +
** Weakness
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** Speak with Animals
 +
** Stinking Cloud
 +
** Wall of Fog
 +
** Web
 +
** Wizard Lock

Latest revision as of 22:01, 5 July 2016

Main Page

The Sorcerer is a character with the ability to learn and manipulate magic.


Abilities:

  • Hit Points: Sorcerers gain 1 hit point per level plus any bonus due to Constitution. Hit points represent the Sorcerer's innate magical essence. They are lost with no longterm ill effects, until they are completely gone. Then the Sorcerer starts losing Body: physical damage.
  • Combat Bonus: Sorcerers start with no combat bonus, but as they gain magical power, they naturally have an edge in combat. This increases every 5 levels thereafter.
  • Skills: Sorcerers gain a skill point at every level which can be immediately spent or saved to spend later.
  • Spells: Sorcerers start with the ability to learn a single spell. At each level, they may learn another spell (two per level at higher levels). This is not automatic. The Sorcerer must seek out and locate new spells, either through adventure or through paying another sorcerer to teach them a spell.
  • Magic Bonus: Sorcerers start with a bonus to casting rolls. Every three levels they gain an addition bonus to their casting rolls.


Spell Casting: 2d6 + Magic Bonus - Spell Complexity - Encumbrance - Fatigue

  • Critical (12+): Spell goes off immediately. No Fatigue.
  • Success (9-11): Spell goes off immediately. +1 Fatigue.
  • Partial (6-8): Spell goes off with delay. +1 Fatigue.
  • Failure (3-5): Spell fails. +1 Fatigue.
  • Fumble (2-): Spell backfires. +1 Fatigue.


Levels Title Experience Points Hit Dice Combat Bonus Magic Bonus Spells Known
1 Medium 0 1 +0 +1 1 - - - - -
2 Seer 125 2 +0 +1 2 - - - - -
3 Conjurer 250 3 +0 +1 2 1 - - - -
4 Theurgist 500 4 +0 +2 2 2 - - - -
5 Thaumaturgist 1000 5 +0 +2 2 2 1 - - -
6 Magician 2000 6 +1 +2 3 2 2 - - -
7 Enchanter 4000 7 +1 +3 3 2 2 1 - -
8 Warlock 8000 8 +1 +3 3 3 2 2 - -
9 Sorceror 16000 9 +1 +3 3 3 2 2 1 -
10 Necromancer 32000 10 +1 +4 3 3 2 2 2 -
11 Wizard 64000 11 +2 +4 4 3 3 2 2 1
12 Wizard 125000 12 +2 +4 4 4 3 3 2 2


Spells[edit]

  • Complexity 1 Spells
    • Detect Magic
    • Hold Portal
    • Read Magic
    • Read Languages
    • Protection
    • Light/Dark
    • Charm
    • Sleep
    • Cure Wounds
    • Purify Food & Water
    • Detect Enemies
    • Courage
    • Diminution/Enlargement
    • Jump
    • Magic Aura
    • Silence
    • Strength
    • Travel
    • Command
    • Remove Fear
    • Turn Undead
    • Faerie Fire
    • Feather Fall
    • Hold Portal
    • Identify
    • Mending
    • Message
    • Shield
    • Unseen Servant
    • Sound
  • Complexity 2 Spells
    • Augury
    • Delay Poison
    • Enthrall
    • Heat Metal
    • Heroism
    • Resist Cold
    • Resist Fire
    • Detect Invisible
    • Force of Forbidment
    • Forget
    • Invisibility
    • Knock
    • Levitate
    • Magic Mouth
    • Mirror Image
    • Phantasmal Force
    • Weakness
    • Speak with Animals
    • Stinking Cloud
    • Wall of Fog
    • Web
    • Wizard Lock