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107 lines
3.7 KiB
Plaintext
107 lines
3.7 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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Subject: New Class: Blademage
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Blademage
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ability: intelligence 12
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strenght 12
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races: dwarfs, halflings, gnomes
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The Blademage is a more powerful (and limited) version
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of the fighter/mage. Blademage can wear all forms of armor
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and use all weapons. However, if armor other then Chain,
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Leather, and Studded, a shield, or a 2 handed weapon is
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used, then casting spells is impossible.
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The Blademage can specialize in 2 related weapons
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(ie, longsword, short sword; hand and battle axe; etc).
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They recieve 3 weapon proficiences and 3 non-weapon
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proficiences at 1st level. They gain additional weapon
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and non-weapon proficiences every 4 levels.
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spells
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level exp hd(d8) 1 2 3
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1 0 1 1
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2 2,500 2 2
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3 5,500 3 2 1
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4 11,000 4 2 2
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5 22,000 5 3 2
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6 44,000 6 3 2 1
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7 66,000 7 3 2 1
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8 90,000 8 3 2 1
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9 140,000 9 3 2 1
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10 280,000 9+2 4 2 1
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For all levels over 10th, use the wizard experience table.
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Blademages gain a new 1st level spell every 5 levels.
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Add 2 HP to every level above 20th. Con bonus still counts.
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Spells allowed:
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1st level 2nd level 3rd level
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-----------------------------------------------------------
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Armor Continual Light Dispel Magic
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Cantrip Darkness Fireball
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Burning Hands Detect Evil Flame Arrow
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Chill Touch Detect Invis Fly
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Comprehend Lang Fog Cloud Gust of Wind
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Detect Magic Knock Leo Tiny Hut
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Find Familar Melfs Acid Arrow Lightning B.
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Friends Prot/Evil 10
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Hold Portal Prot/Missile
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Identify
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Jump
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Light
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Magic Missle
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Mending
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Mount
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Protection /Evil
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Read Magic
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Shield
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Shocking Grasp
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Sleep
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Wall of Fog
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Blademages automaticly have the following spells:
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Sharp
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Level: 1
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Range: Touch
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Duration: special
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Casting Time: 1 turn
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Area of Effect: 1 weapon
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Componets: V, S, M
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This spell will quickly clean, mend, and sharpen a edged weapon.
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The sharpness will grant a +1 for 3 rounds of combat. This spell
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is not effective on maces, staves, etc, and does not confer a bonus
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if the weapon is magical or enchanted by any means.
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Charge
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Level: 1
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Range: Touch
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Duration: special
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Casting Time: 1 seg + special
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Area of Effect: Weapon Wielded
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Componets: V
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This spell allows the caster to channel the 'energy' of
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another spell into the weapon.
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Take Janus, a 3rd level mage. He cast _Charge_ on his
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staff. After that, he channels the power of another 1st level
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spell into the staff. The staff now does an additional 1d6 points
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of damage to the first target hit. If Janus had channeled the power
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of his newly earned 2nd level spell, the staff would be do 2d6
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additional points of damage.
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Thunderman
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aka, Earl Pargen the Tye Dyed Wizard with
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a Tye Dyed Karate uniform.
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pargwe@morekypr.bitnet
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