mirror of
https://github.com/opsxcq/mirror-textfiles.com.git
synced 2025-08-06 18:46:26 +02:00
403 lines
20 KiB
Plaintext
403 lines
20 KiB
Plaintext
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
|
||
-----=====Earth's Dreamlands=====-----
|
||
(313)558-5024 {14.4} - (313)558-5517
|
||
A BBS for text file junkies
|
||
RPGNet GM File Archive Site
|
||
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
|
||
|
||
Subject: SORCEROR character class (NOT sorcerER!)
|
||
|
||
This class has been successfully play tested in an email environment ...
|
||
------------------------------------------------------------------------
|
||
THE SORCEROR
|
||
|
||
|
||
Sorcerors are the great seekers of knowledge; their goal in life is to
|
||
understand and master the mysteries of the world in which they reside. They are
|
||
very intelligent; they must have an INTELLIGENCE of at least 18, and minimum
|
||
WISDOM of 14. In addition, they also require a good perception of at least 12.
|
||
A Sorceror who has both WISDOM of 18+ and PERCEPTION 15+ gains the benefit of
|
||
adding 10% to all experience points earned. (PERCEPTION is rolled on 3d6 only.)
|
||
Only humans, elves and half-elves may be sorcerors.
|
||
|
||
Sorcerors originally started out in life as sages of great distinction.
|
||
Such was their pursuit of knowledge, they drew the attention of Thoth, the great
|
||
God Of Knowledge (see "Legends & Lore"). Impressed by their dedication, he
|
||
bestowed upon them his own knowledge of spells and languages. Hence, sorcerors
|
||
are able to cast any spell and know all languages, within the confines of their
|
||
experience level.
|
||
|
||
SPELL USE
|
||
|
||
|
||
As stated above, all spells are employable by Sorcerors. Spell casting
|
||
does, however, require great concentration and mental effort; only through
|
||
experience does the Sorceror master the ability and expend only the minimum of
|
||
effort. Such mental strain drains energy, causing the character to become
|
||
weaker; only uninterupted rest may the sorceror recover. Hence, hit points
|
||
lost through spell casting may not be replenished in the same fashion as
|
||
"physical" damage (spells such as "Cure Light Wounds" only affect hit points
|
||
lost through physical effort, such as due to combat).
|
||
|
||
eg. A first level sorceror with 24 hit points casts 2 spells in the course of
|
||
the day (using 20 hit points), and is struck in a battle for another 3.
|
||
A fellow Cleric casts "Cure Light Wounds" for 5 hit points. However, only
|
||
the physical points lost may regained in this way, hence 3 points only are
|
||
restored.
|
||
|
||
Hit points lost due to spell casting are regained at a rate of 1hp/level of
|
||
experience per hour of uninterupted rest. Any disturbance during this time
|
||
could cause the loss of that hour's rest.
|
||
|
||
|
||
.---------------------------------------------------.
|
||
| Base Level % chance of losing hour's rest : 90% |
|
||
| Modified for each level of experience : -5% |
|
||
| |
|
||
| To a minimum % of : 40% |
|
||
`---------------------------------------------------'
|
||
|
||
Not all spells require the same concentration. The environment in which the
|
||
sorceror undertook study has effect on which spells are easier to cast. There
|
||
are four degrees of difficulty:
|
||
|
||
.------------------------------------------------------------------------.
|
||
| Spell-Type Magic User Illusionist Cleric Druid |
|
||
|------------------------------------------------------------------------|
|
||
| Natural Environment +2 +5 +1 0 |
|
||
| Religious Environment +1 +4 0 +2 |
|
||
| Urban Environment 0 +2 +3 +5 |
|
||
`------------------------------------------------------------------------'
|
||
|
||
Hence, a 5th level Sorceror from an Urban Environment can cast a 2nd level Magic
|
||
User Spell using a total of 12 hit points, but a 2nd level Druid spell would
|
||
take 17 hit points.
|
||
|
||
|
||
COMBAT
|
||
|
||
|
||
Due to the degree of dedication of their disciplines, Sorcerors abhor
|
||
physical combat. Hence, initially they have no weapon proficiencies or indeed,
|
||
may not employ weapons of any sort. On achieving 6th level, however, sorcerors
|
||
may then employ a staff, of which they become proficient at 7th level. This may
|
||
only be used for defensive purposes (attacked first). Sorcerors will prefer to
|
||
study battle tactics, but will uae magic as they see fit to aid their associates
|
||
in battle.
|
||
|
||
|
||
Neither armour or shields may be employed by Sorcerors. Instead, as a gift
|
||
for their faithful study, a special robe has been provided. This has been woven
|
||
from the finest, strongest fibres, and has an armour class of 5. In appearance
|
||
it has a grey colouring, with faint streaks of silver that occasionally glitter
|
||
when in bright light. It has been endowered with certain magical properties :
|
||
|
||
a) the robe offers the same abilities as the Cloak Of Elvenkind.
|
||
b) the armour class of the robe may be increased magically by use of a special
|
||
spell known only to Sorcerors - "The Strength Of The Shield" - which, when
|
||
cast upon a magical shield (+1 or more) will draw the magical bonus from the
|
||
shield and impregnate it into the robe itself.
|
||
|
||
.------------------------------------------------.
|
||
| Base Chance Of Spell Success 25% |
|
||
| Modified by level of caster above 5th +5% |
|
||
`------------------------------------------------'
|
||
ie. An 8th level Sorceror has a 40% chance of transferring the bonus.
|
||
Failure to transfer loses the property, and the shield becomes normal.
|
||
|
||
These magical bonuses can be lost as with any other magical item. If this is
|
||
the case, the robe reverts back to its initial armour class of 5.
|
||
|
||
|
||
NOTES ON SPECIAL ABILITIES
|
||
|
||
LANGUAGES:
|
||
Due to the special favour that they hold, Sorcerors have the inherent
|
||
ability to comprehend languages; they can make out what has been written down,
|
||
and follow the course of a converstation. To fully understand a language, to
|
||
speak, read and write fluently, the Sorceror may request "help" from Thoth
|
||
himself. If granted, this knowledge is bestowed onto the Sorceror; however, it
|
||
is not permanent and is lost after resting. To use it again, the Sorceror must
|
||
request help once more.
|
||
|
||
HELP:
|
||
The knowledge of Thoth is very extensive, and it is often necessary for
|
||
Sorcerors to draw upon this; the willingness of their lord to impart requested
|
||
information is given in the Experience Level Table. Help may be requested about
|
||
anything - the DM decides what is applicable. Such things that can be requested
|
||
include Language understanding (above), and the determination of the effects of
|
||
MAGIC ITEMS.
|
||
|
||
ALIGNMENT:
|
||
The majority of Sorcerors are of Neutral alignment; thus they are
|
||
untainted by ideals and are able to operate in any environment and collect
|
||
knowledge from virtually all aspects of life. Occasionally, however, Thoth
|
||
choses sages of other alignments, seeing them as keys to obtaining knowledge on
|
||
other darker, lighter, lawful or unlawful aspects of life. These sages would
|
||
"see" things that those of the neutral alignment cannot comprehend. Hence, the
|
||
greater knowledge of life may be left in the hands of his "eyes and ears",
|
||
leaving Thoth to pursue other, more "demanding" projects.
|
||
|
||
ALIGNMENT CHANGE:
|
||
Failure to maintain alignment, or the dereliction of duty may cause Thoth
|
||
to become displeased and withdraw his guidance (determined by the DM). This
|
||
results in a reversion to the degree class in which the Sorceror was proficient
|
||
(from the Environment Modifier Table). Such action causes two levels of
|
||
experience to be lost, along with half of total hit points gained. The
|
||
comprehension of languages remains, and the character may now use weapons
|
||
applicable to his/her class - however, no weapon proficiencies may be gained.
|
||
|
||
SPELLS SPANNING TWO CLASSES:
|
||
Where spells are duplicated in two classes, the class with the MINIMUM
|
||
spell level is used. Hence, "Phantasmal Force" is taken to be 1st level
|
||
Illusionist, NOT 3rd level Magic User.
|
||
|
||
HENCHMEN:
|
||
Sorcerors are solitary in nature; though they accompany parties in order
|
||
to acquire knowledge, and can indeed become a trusted friend, sorcerors NEVER
|
||
have followers or henchmen. No level of commitment is therefore formed, thus
|
||
allowing Sorcerors to come and go as they please.
|
||
|
||
EXPERIENCE LEVEL TABLE:
|
||
|
||
level help experience cumulative hit dice
|
||
1 1% 0 - 2500 20 + 1d10
|
||
2 2% 2501 - 5000 20 + 2d10
|
||
3 3% 5001 - 10000 20 + 3d10
|
||
4 4% 10001 - 22500 20 + 4d10
|
||
5 6% 22501 - 32500 20 + 5d10
|
||
6 8% 32501 - 57500 20 + 6d10
|
||
7 10% 57501 - 97500 20 + 7d10
|
||
8 15% 97501 - 157500 20 + 8d10
|
||
9 20% 157501 - 257500 20 + 9d10
|
||
10 25% 257501 - 372500 20 + 10d10
|
||
11 30% 372501 - 572500 20 + 10d10 + 1d6
|
||
12 35% 572501 - 875000 20 + 10d10 + 2d6
|
||
13 40% 875001 - 1275000 20 + 10d10 + 3d6
|
||
14 45% 1275001 - 1675000 20 + 10d10 + 4d6
|
||
15 50% 1675001 - 2075000 20 + 10d10 + 5d6
|
||
16 60% 2075001 - 2475000 20 + 10d10 + 5d6 + 2
|
||
17 70% 2475001 - 2875000 20 + 10d10 + 5d6 + 4
|
||
18 75% 2875001 - 3275000 20 + 10d10 + 5d6 + 6
|
||
19 80% 3275001 - 3675000 20 + 10d10 + 5d6 + 8
|
||
20 85% 3675001 - 4075000 20 + 10d10 + 5d6 + 10
|
||
|
||
21+ 90% 4000000 per level 2 hp per level
|
||
|
||
|
||
|
||
SPELL DRAINAGE AT LEVEL OF EXPERIENCE
|
||
|
||
Level of Spell
|
||
I II III IV V VI VII VIII IX
|
||
L 1 10 - - - - - - - -
|
||
e 2 8 - - - - - - - -
|
||
v 3 6 20 - - - - - - -
|
||
e 4 4 16 35 - - - - - - power (hit)
|
||
l 5 3 12 30 - - - - - - points
|
||
6 2 9 25 50 - - - - - used
|
||
O 7 1a 6 20 40 - - - - -
|
||
f 8 1 4 15 35 - - - - -
|
||
9 1 2 10 30 75 - - - -
|
||
E 10 1 1a 6 25 60 - - - -
|
||
x 11 1 1 4 20 50 75 - - -
|
||
p 12 1 1 2 15 40 60 - - -
|
||
e 13 1 1 1a 10 30 50 80 - -
|
||
r 14 1 1 1 6 20 40 75 - -
|
||
i 15 1 1 1 4 15 30 60 100* -
|
||
e 16 1 1 1 2 12 25 50 90 -
|
||
n 17 1 1 1 1a 9 20 40 80 125**
|
||
c 18 1 1 1 1 6 15 30 75 120
|
||
e 19 1 1 1 1 4 12 25 60 115
|
||
20 1 1 1 1 3 9 20 50 110
|
||
21 1 1 1 1 2 6 17 40 100
|
||
22 1 1 1 1 1a 5 15 35 90
|
||
23 1 1 1 1 1 4 12 30 85
|
||
24 1 1 1 1 1 3 10 25 80
|
||
25 1 1 1 1 1 2 9 22 75
|
||
|
||
All spell drainage above 25th level are at the Dungeon Master's Discretion
|
||
|
||
ALL spells require concentration - the MINIMUM drainage is 1 hit point for any
|
||
spell.
|
||
|
||
- This level of spell may not be cast
|
||
|
||
a Spell class degrees have one less hit point per level at 1.
|
||
eg. Natural Environment, casting 1st level Illusionist Spell
|
||
7th level = 6 hit points
|
||
8th level = 5 hit points
|
||
. .
|
||
12th level = 1 hit point
|
||
13th level = 1 hit point, etc
|
||
|
||
* 8th Level Spells only if WISDOM is 18 or above.
|
||
** 9th Level Spells only if both INTELLIGENCE and WISDOM 19 or above.
|
||
|
||
|
||
|
||
SAVING THROWS
|
||
|
||
level paralyse petrify rod/wand breath spell
|
||
1-4 10 12 11 15 12
|
||
5-8 9 10 9 13 10
|
||
9-12 8 8 7 11 8
|
||
13-16 7 7 5 9 6
|
||
17-20 6 6 4 8 4
|
||
21+ 5 5 3 7 2
|
||
|
||
|
||
THAC0 (where used)
|
||
|
||
level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
|
||
THAC0 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 etc
|
||
|
||
|
||
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
|
||
-----=====Earth's Dreamlands=====-----
|
||
(313)558-5024 {14.4} - (313)558-5517
|
||
A BBS for text file junkies
|
||
RPGNet GM File Archive Site
|
||
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
|
||
|
||
Okay, I've had a couple requests for details about the sorcerer class,
|
||
so here goes. Much of what is here is original, some I've revamped for
|
||
compatibility with more general campaign specifics.
|
||
|
||
Character Class
|
||
===============
|
||
Sorcerer
|
||
|
||
Description.
|
||
One in a family of magic-users, the Sorcerer class is perhaps the most
|
||
self-reliant of all the mage types. They utilize the power of their
|
||
will and combine it with words of direction to give shape to their
|
||
visions. In essence, their power springs directly from within. They
|
||
do not merely channel existing energy from some source as do normal
|
||
mages; they generate it within themselves and unleash it with speech.
|
||
|
||
Restrictions
|
||
============
|
||
A Sorcerer must always be of the Free Races. This group of races
|
||
includes humans and animals. As no normal animal has the gift of true
|
||
speech as we understand, Sorcerers must always be human. This
|
||
restriction to Free Races came from the creation of the Universe. Three
|
||
great Races were created : The Fair Races, the Free Races, and the
|
||
Dark Races. THe Fair and Dark Races were inherently good and evil,
|
||
respectively. Because sorcery deals with balance, as we shall see,
|
||
the bearer must not be born predisposed toward any ethos. Humans, as a
|
||
rule (in my world anyway), are always born neutral.
|
||
A sorcerer can be of any alignment, for Humans can choose their path
|
||
more freely than other races. A sorcerer's choice of alignment does not
|
||
violate his belief in the balance.
|
||
A sorcerer can not wear any armor, nor utilize any type of magical
|
||
defense. Bracers, rings, cloaks, and potions are all useless for
|
||
aiding his defensive ability. THe sorcerer can carry and use only one
|
||
weapon. It can be any one-handed weapon, and may be magical. (Oh,
|
||
sorry, a Defender won't work either!)
|
||
|
||
Requirements
|
||
============
|
||
A Sorcerer must have:
|
||
Int: 16
|
||
Con: 16
|
||
ALSO
|
||
The Sorcerer's CON can never drop below 12. If it does, his body is
|
||
unable to contain the forces created within, and he will be destroyed
|
||
at the first use of Sorcery. Magical means of raising it are
|
||
permissible.
|
||
|
||
Sorcery
|
||
=======
|
||
Okay, here's the sticky part. THere are many ways to assign values for
|
||
what a sorcerer can do. The DM can arbitrarily decide, for one.
|
||
However, here's my way, which allows clever characters to make good
|
||
use of their points.
|
||
Sorcery Points - (Int*2) + Wis + (Level*2)
|
||
|
||
First, assume a sorcerer has say, four main manipulations :
|
||
trunsmutation, obliteration, creation, and probing.
|
||
Next, imagine types of creatures these powers could be done upon : non-
|
||
or semi-intelligent animals, normal creature, magical creaures or
|
||
creations, divine or ultra powerful beings.
|
||
OR, materials upon which these powers can be used : fire, water, wind,
|
||
earth, rock, metal, flesh...
|
||
Now assign each a multiplier, representing a dgree of difficulty.
|
||
SO now we have something like a chart.
|
||
|
||
Power - Mult Creature - Mult Material - Mult
|
||
============= =============== ===============
|
||
Probe 1 Animals 1 Wood/Wind 1
|
||
Create2 Normal2 Water/Fire 2
|
||
Transmute 5 Magical 5 Steel/Rock 3
|
||
Destruct 5 Divine10 ** Magical 5
|
||
|
||
Now, a more complete chart is necessary for a good setup, but
|
||
this crude one will do for our purposes. Say our sorcerer, named
|
||
Belicose (har, har!) wants to do something : he wants to create a normal
|
||
hunting dog to accompany the party, the DM looks at the chart and
|
||
says:
|
||
"Two for creation times one for normal animal equals two points spent."
|
||
And the dog is there!
|
||
|
||
Moving on, Belicose's party encounters a dense wood. They hear
|
||
a noise, and they know something lurks within. Belicose probes, and
|
||
the DM decides a dragon awaits the party. He determines : 1 for probe,
|
||
times 5 for magical creature, plus one for wood's interference,
|
||
equals 6.
|
||
Later, Belicose attempts to turn an enemies sword into wood. The DM
|
||
says it will be 5 for transmute, times 2 (3 steel minus 1 wood), plus
|
||
3 due to sword's +3. 13 points. Unfortuneatly, the sword saves
|
||
versus magic, and Belicose fails.
|
||
And so on...
|
||
THe important thing is, make your charts as comprehensive as possible.
|
||
The one here is by no means exhaustive. My own is lost, alas! I had
|
||
over 100 specific actions scored for, and all were used often. The
|
||
idea here is new, and more adaptable.
|
||
|
||
Other sorcery stuff
|
||
===================
|
||
I said before a sorcerer couldn't wear armor or use magic to help. He
|
||
can do some thing just as good, though. HE can choose to spend a
|
||
certain number of points, and subtract the total from his AC. THis
|
||
lasts for an hour. HE does not have to concentrate, and he will not
|
||
recharge these points during any gather (see below) within this hour
|
||
time period. Limit is 10 points for this function.
|
||
Gathering is the recharging ability of sorcerers. This is what makes
|
||
them more versatile than standard MU's. In one round, the sorcerer can
|
||
bring himself up to full points (see exception above) by simply
|
||
gathering his will. HE will glow blue for a moment, and he cannot move
|
||
or take damage. His force shield, if present, will protect him.
|
||
Gathering can be done 5 times in a day.
|
||
A sorcerer will always be recharged after a full 8 hours sleep.
|
||
|
||
A sorcerer will always note the presence of another sorcerer
|
||
within 100'.
|
||
|
||
Spell effects
|
||
=============
|
||
Probe : this is a mind probe. Thinking directly of Polgara's use, it
|
||
allows the Sorcerer to feel around with his mind. He can read the
|
||
emotions of any target creature, and know rudimentary thoughts. This
|
||
can also sense a certain item.
|
||
Creation : this power allows the sorcerer to create something. This has
|
||
one big restriction : the object created must exist. The sorcerer can
|
||
never create a divine being.
|
||
Transmute : this changes something to something else. It is the
|
||
transmutation factor times the difference of the two factors that the
|
||
object is moving from and to. If this is zero, it becomes 1 (wood to
|
||
air). Area of effect is one pound per level. A sorcerer can never transmute
|
||
a divine being.
|
||
Destruct: a bad word, this is the attacking aspect. If it is used to
|
||
burst a door or such, it is 5 times the material factor. If it is used
|
||
to attack, it is as follows. The sorcerer uses a Rogue
|
||
's ThAC0, and for every point he spends (limit 10), he adds one to his
|
||
'to hit' roll. Damage is his level times the number of points he spent
|
||
(so you must spend at least one!)
|
||
Okay,
|
||
It's late, and I'm beat, and I'm sure there's a million questions.
|
||
I'll try to gather some more stuff. In the meantime, write and tell if
|
||
I made any major screw-ups. I'm sure i've forgotten imprtant stuff, or
|
||
I'm assuming some things.
|
||
Serpentine
|
||
|