Thursday, January 12, 2012

C:ADD: Mage

Here is the revised and updated mage class, including level specific abilities:

Mage
Level
Title
XP
HD(d6-1)
Spells
Casting
Combat
Damage Dice (d6)
1
Seer
0
1
1
1
0
1
2
Magician
15,000
2
3
2
0
1
3
Warlock
75,000
3
5
3
1
1
4
Sorcerer
300,000
4
7
4
1
2
5
Wizard
900,000
5
9
5
2
2

Spells is the maximum number of spells a mage may have memorized at any given time. Casting is the bonus to the casting roll. Casting will follow the table given in Chainmail, basically, with Immediate, Deferred, and Negated results. Negated indicates that the spell was lost from memory and must be restudied before it may be cast again.

Level-specific Abilities
Seer
May not engage fantastic opponents in combat without magic weaponry.
Arsenal: There are certain spells that mages never forget, no matter the casting roll. At first level this spell is Counter-Spell. Each level, including first, the player may add another spell to his mage's Arsenal. The spell's complexity may not be greater than the mage's level. Spells in the Arsenal do not count toward the maximum number the mage may have memorized. The casting roll is required as normal for these spells, with the exception being that a Negated result merely means failure to cast.
Magician
Identify: The Magician may make a standard roll to identify the properties of a magic item. Certain items may require more than one successful roll. The mage may add a bonus of +1 to this roll for each level above 2nd.
Scribe Scroll: Beginning at 2nd level, the mage gains the ability to create magical scrolls.
Warlock
Legend Lore: Beginning at 3rd level the mage's experience and travels grants a +1 bonus to rolls concerning knowledge of legends, ancient histories, lost languages, and the like. This bonus increases by +1 per additional level.
Brew Potions: The mage is able to brew potions, given the proper equipment and ingredients. If the mage is in possession of a recipe, the brewing is automatic. If brewing “from scratch”, a standard roll is required.
Sorcerer
The mage may engage fantastic opponents in combat without magical weaponry.
Craft Item: The mage may craft magical items, armor, and weapons (not including swords), provided he possesses the proper tools and equipment, supplies, and facility. Item creation requires a successful standard roll. Many items carry modifiers to this roll. If the mage is working from a “blueprint” these penalties are halved, round down.
Wizard
Forge Sword: The mage may create magical swords. The details for doing this are provided later.
Fearful Presence: A wizard may use this ability once per turn, rather take another action. He may use it in one of two ways:
  • He may cause all opponents of 1 HD or less who are looking his way become paralyzed with fear. This effect will persist a number of turns equal to 5 – Number of opponents affected, with a minimum of one turn. Opponents thus affected will stand trembling and take no action for the duration.
  • He may cause panic in a single opponent. An opponent so affected will flee the wizard's presence as quickly as possible along the path of least resistance. The duration of this flight is (mage's level) – HD, in turns. The opponent is allowed a saving throw, and if successful, the duration of the panic is halved. Additionally, any creatures allied with a paniced opponent must succeed in a morale check or flee also.

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