Difference between revisions of "Dungeons&D6:Mage"

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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.
 
  
  

Revision as of 19:46, 22 June 2016

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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