Mage
- LevelTitleXPHD(d6-1)SpellsCastingCombatDamage Dice (d6)1Seer0111012Magician15,000232013Warlock75,000353114Sorcerer300,000474125Wizard900,00059522
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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