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68 lines
3.7 KiB
Plaintext
68 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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Date: Fri, 1 May 1992 14:09:06 CDT
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From: Malibar <PEDP016@UABDPO.BITNET>
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Subject: Pandions
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Well this topic of knights has brought up some interesting points. I for one
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believe that I can incorporate them into my FR campaign based on the rules
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listed below. As to why I want them, I don't like the way the cavaliers were
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created and wish to have an alternate class. Just my opinion.
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Prime requisites: 15 STR, 15 CON, 14 INT, 10 WIS, 13 DEX, 12 CHA
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This should make the order a little difficult to get into, but worthwhile.
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Spell nature: Mage spells up to third level. Concert casting may occur with
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six or more knights who's levels exceed 40 combined, but with
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a minimum level of 4 needed to participate.
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Spell awarding: Gain spells at the same rate a mage would, but at one level
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lower. A knight would use cantrips at first level, and would
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gain third level spells upon reaching sixth level. Only one
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spell may be learned per level.
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Spell acquisition: Knights learn their spells from a patron mother (mage) who
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never adventures with the knight. A knight must return
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to this mage for instruction and has a base 75% chance of
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being taught a spell, which is modified 2% per point of
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intelligence above 15. If the teaching fails the knight
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does not learn that spell or any other for that level.
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Spell retention: Once taught a spell, the knight retains it in memory and
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need not memorize it ever again. Spells and attacks that
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affect the mind do have a chance of erasing learned spells
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for a period of up to one year, at the DM's discretion.
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Spell casting: A knight must concentrate for one round per level of the spell
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being cast before releasing the spell. This time is needed
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for remembering the spell. Cantrips may be cast immediately
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and need no additional prep time. Only one spell per day may
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be cast by a knight, as the memory recall is muddled after the
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casting. Armor does not affect the effects of the spell, as
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the teaching was designed to accomidate it. No components or
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holy symbols are needed as the knights faith delivers the
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magic.
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Spell origination: Each knight must pay homage in some fashion to Mystra,
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goddess of magic. It is from her that they gain their
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abilities. This need not be total loyalty, only token
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recognition of where the powers come from and gratitude.
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Patron mothers: Women who have been called by Mystra to teach Pandion Knights
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the way of magic. Mystra's reasons are her own, but could
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possibly be related to her desire to be worshipped in what-
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ever way she can manage. Patron mothers live until destroyed
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or have completed their mission, or have offended Mystra.
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They do not age or suffer from common ailments or diseases.
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Note: They can be murdered by ordinary means.
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If you have any additions to this outline, please feel free to make them
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Malibar Ogresbane
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