Dungeons&D6:Mage

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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