Difference between revisions of "The Magic User"
(Created page with 'Heros Paths. Magic_Users. Those who tread this path have generally been exposed to a great magical event or force in their lives, one that fascinates and captures their inte…') |
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Benefits of the class. | Benefits of the class. | ||
− | Magic users are highly resistant to magic - +7/35% on rolls to resist or determine effect of spells or magic items. They gain +4/20% when dealing with poisons, body changing magics and death magics, but only +2/10% with breath weapons. | + | *Magic users are highly resistant to magic - +7/35% on rolls to resist or determine effect of spells or magic items. They gain +4/20% when dealing with poisons, body changing magics and death magics, but only +2/10% with breath weapons. |
− | Magic users are proficient with one weapon [+5%] they are restricted to no armour and a minor range of weapons [dagger, staff, dart]. | + | *Magic users are proficient with one weapon [+5%] they are restricted to no armour and a minor range of weapons [dagger, staff, dart]. |
− | Magic users gain spells - as per a cleric, but Int is the defining characteristic. Their spells are kept in books and must be studied to be recast. [note - this means M-U's get bonus spells for a high Int as a cleric would for high Wis/pow] | + | *Magic users gain spells - as per a cleric, but Int is the defining characteristic. Their spells are kept in books and must be studied to be recast. [note - this means M-U's get bonus spells for a high Int as a cleric would for high Wis/pow] |
− | Magic Users gain 1d4 of arcane trickery, which can be used to lower or negate damage once a day. | + | *Magic Users gain 1d4 of arcane trickery, which can be used to lower or negate damage once a day. |
Revision as of 02:05, 8 August 2010
Magic_Users. Those who tread this path have generally been exposed to a great magical event or force in their lives, one that fascinates and captures their intellect.
Benefits of the class.
- Magic users are highly resistant to magic - +7/35% on rolls to resist or determine effect of spells or magic items. They gain +4/20% when dealing with poisons, body changing magics and death magics, but only +2/10% with breath weapons.
- Magic users are proficient with one weapon [+5%] they are restricted to no armour and a minor range of weapons [dagger, staff, dart].
- Magic users gain spells - as per a cleric, but Int is the defining characteristic. Their spells are kept in books and must be studied to be recast. [note - this means M-U's get bonus spells for a high Int as a cleric would for high Wis/pow]
- Magic Users gain 1d4 of arcane trickery, which can be used to lower or negate damage once a day.