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122 lines
4.9 KiB
Plaintext
122 lines
4.9 KiB
Plaintext
The Magus : A Character Class for Second Edition AD&D
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By David Bolack
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Magus are a rare member of the fantasy society who are so in tune
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with the forces of magic that they are able to directly
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manipulate it at will.
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Chances of becoming a magus are directly related to both the
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character's parents and the character. To see if a character has
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a chance of being a magus roll percentile die. Based of the
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following chart determine whether or not the characters parents
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had the abilities of the magus. Then roll again. If the
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character's parents had the ability, then the characters normal
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chances are tripled.
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Chances of becoming a Magus :
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Human 10%
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Elf 9%
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Halfling 6%
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Half-Elf 9%
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Gnome 4%
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Dwarf 2%*
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Mother Was Mage +5%**
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Mother Was Priestess +3%**
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* Even though the Dwarf is a highly non-magical creature, they
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have been known to weild this ability, though rarely. Obviously
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the Mother was Mage bonus cannot apply to dwarves.
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** Do not use these bonuses when determining a parent's chances of
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having been a magus.
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For AD&D purposes the magus can be either a semiclass or a class.
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If used as a semiclass treat the character as a multiclass no
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matter the characters race; however, instead of averaging their
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hit points, add the bonus listed below. Semiclassed Magus may not
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be either Mages or use normal magic (IE Bards can't cast magic
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user spells, and any homebrew classes that cast spells may no
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longer do such.
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Level HP Bonus (Cumulative)
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1 1d2
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2 1d2
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3 1d4
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4 1d4
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5 1d6-1
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6 1d6
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7 1d6+1
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8 1d8
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9 1d10-1
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10 +2
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Classed Magus fight as a Cleric. They also save a mage, though
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they have a +2 bonus to all but Dragon Breath. High level magus
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are rumored to have a +2 save versus dragon breath. (IE DM call.
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Reasoning, Dragons are of a highly magical nature which allows
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the magus alter some of the damage.)
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Magus may use any weapon, but bladed weapons cause strange
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problems for the magus' ability to pull forth enough raw magic to
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perform their amazing abilities; (IE active mana is cut in half !
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see below for more info on mana use.) Arrows and spiked weapons,
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however, don't cause such problems. Hide, leather, and any armor
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heavier than chain cause similar problems. (Same penalty)
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Mana Use
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The magus' has the ability to manipulate raw magic of the world.
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The magus can use this in the following ways. Heal, Defend,
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Attack, and Special. These abilities can be used to either
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emulate known spells or to 'create' their own. If a known spell
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is copied then it costs the character 4 mana per level of the
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spell. (Note that a magus can only emulate spells he has seen, or
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can reasonably think up.) Otherwise, a generic effect under one
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of the above attacks costs as below.
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Effect Cost
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Heal 2 per D4 healed
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Attack 2 per d4 damage
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Defend 5 per AC Bonus
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3 per Save Bonus
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4 for other bonuses (Versus Dragonfear,
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specific damage type, etc)
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Special (These are generally compared to a specific
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Spell.)
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Effects can be combined into one 'spell' if predetermined and if
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they are of the same category. For example, a defend 'spell
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effect' can give a character +2 AC and +2 on all saves for a
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total of 35 mana, but a 'spell effect' can't do the above and add
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2d4 worth of hit points. The cost of combining effects an
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additional mana point per different effect. the above example
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would cost an additional 5 mana points.
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Effects can also have special modifiers. For example, the desired
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effect is a lightning bolt that attacks one target and then
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spreads out to attack his partners. Based on the following chart
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that would cost the normal amount for the damage +3 mana per
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additional target + cost for damage to additional targets. Now if
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a desired effect did as above, but the effect attacked X random
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targets it would cost normal damage + additional damage + 2 mana
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per additional target.
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Effect Bonus Cost Bonus
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Specific Additional Target +3 per target
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Random Additional Target +2 per target
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Decreasing Damage +1 per base d4 damage
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Delayed +2 per segment
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Mana Progression
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A Magus gains mana based off of a quarter level system. Although
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levels and HP are gained as per a priest. Every 1/4 level a
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character gains +1d6 points of mana. Every full level a character
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gains 1d12 mana. A character starts out with a mere 1d8 of mana.
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I could use some suggestion for term renaming and additional effect bonuses,
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though I think I've covered most that will be used.
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