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D20_Spell_casting_rules

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					D20 Spell casting rules (Dragonlance using Modern rule set)


Focused   ———— Spells per Day by Spell Level ————
Arcane
Level
           0    1        2       3        4     5       6       7       8      9
1st        3      1      —      —       —       —       —      —       —       —
2nd        4      2      —      —       —       —       —      —       —       —
3rd        4      2      1      —       —       —       —      —       —       —
4th        4      3      2      —       —       —       —      —       —       —
5th        4      3      2      1       —       —       —      —       —       —
6th        4      3      3      2       —       —       —      —       —       —
7th        4      4      3      2       1       —       —      —       —       —
8th        4      4      3      3       2       —       —      —       —       —
9th        4      4      4      3       2       1       —      —       —       —
10th       4      4      4      3       3       2       —      —       —       —
11th       4      4      4      4       3       2       1      —       —       —
12th       4      4      4      4       4       3       2      —       —       —
13th       4      4      4      4       4       3       2      1       —       —
14th       4      4      4      4       4       4       2      2       —       —
15th       4      4      4      4       4       4       3      2       1       —
16th       4      4      4      4       4       4       3      3       2       —
17th       4      4      4      4       4       4       4      3       2       1
18th       4      4      4      4       4       4       4      4       3       2
19th       4      4      4      4       4       4       4      4       3       3
20th       4      4      4      4       4       4       4      4       4       4


The Wizard (Focused Arcane)
The DL wizard advanced class is based off of the D20 modern Mage advanced class.
This Advanced class is required to enter the Wizards of High Sorcery. Wizards that
advance to 10th level without having taken 1 level of Wizard of High Sorcery are declared
renegades. A wizard can opt to become a renegade before achieving 10th level by taking a
level in the Renegade Wizard or Disciple of Dracos advanced classes.
Requirements
To qualify to become a Wizard, a character must fulfill the following criteria.
Skills: Craft (Alchemy) 5 ranks, Decipher Script 5 ranks, Knowledge (arcane lore) 5
ranks, Research 5 ranks.
Class Information
The following information pertains to the Wizard advanced class.
Hit Die
The Wizard gains 1d4 hit points per level. The character’s Constitution modifier applies.
Action Points
The Wizard gains a number of action points equal to 6 + one-half his character level,
rounded down, every time he attains a new level in this class.
Class Skills
The Wizard’s class skills are as follows.
Concentration (Con), Craft (Alchemy) (Int), Craft (writing) (Int), Decipher Script (Int),
Investigate (Int), Knowledge (Any) (Int), Profession (Wis), Read/Write Language (none),
Research (Int), Speak Language (none), Spellcraft (Int).
Skill Points at Each Level: 7 + Int modifier (Humans), 6 + Int modifier (Non humans)
Table: The Wizard (Focused Arcane)
Class               Fort   Ref       Will                                     Defense   Reputation
Level   BAB         Save   Save      Save   Special                           Bonus     Bonus
1st     +0           +0     +0       +2     Arcane skills, Arcane spells        +1          +1
2nd     +1           +0     +0       +3     Scribe scroll, Arcane spells        +1          +1
3rd     +1           +1     +1       +3     Bonus feat, Arcane spells, Brew     +2          +1
                                            potion
4th     +2           +1     +1       +4     Arcane spells                       +2          +2
5th     +2           +1     +1       +4     Arcane spells                       +3          +2
6th     +3           +2     +2       +5     Bonus feat, Arcane spells           +3          +2
7th     +3           +2     +2       +5     Arcane spells                       +4          +3
8th     +4           +2     +2       +6     Arcane spells                       +4          +3
9th     +4           +3     +3       +6     Bonus feat, Arcane spells           +5          +3
10th    +5           +3     +3       +7     Maximize spell, Arcane spells       +5          +4



Wizard of High Sorcery (Arcane Focused)
Requirements
To qualify to become a WoHS, a character must fulfill the following criteria.
Skills: Craft (Alchemy) 5 ranks, Decipher Script 5 ranks, Knowledge (arcane lore) 10
ranks, Research 5 ranks.
Special: Must pass the Test of High Sorcery
Spellcasting proficiency: Must be able to cast spells of at least 2nd level
Class Information
The following information pertains to the WoHS advanced class.
Hit Die
The WoHS gains 1d4 hit points per level. The character’s Constitution modifier applies.
Action Points
The WoHS gains a number of action points equal to 6 + one-half his character level,
rounded down, every time he attains a new level in this class.
Class Skills
The WoHS’s class skills are as follows.
Concentration (Con), Craft (Alchemy) (Int), Craft (writing) (Int), Decipher Script (Int),
Investigate (Int), Knowledge (Any) (Int), Profession (Wis), Read/Write Language (none),
Research (Int), Speak Language (none), Spellcraft (Int).
Skill Points at Each Level: 7 + Int modifier (Humans), 6 + Int modifier (Non humans)

Table: Wizard of High Sorcery (Focused Arcane)
Class               Fort   Ref       Will                                     Defense   Reputation
Level   BAB         Save   Save      Save   Special                           Bonus     Bonus
1st     +0           +0     +0       +2     Arcane spells, Moon Magic           +1          +1
2nd     +1           +0     +0       +3     Arcane spells, Path Choice          +1          +1
3rd     +1           +1     +1       +3     Arcane spells, Tower resources      +2          +1
4th     +2           +1     +1       +4     Arcane spells, 1st Order Secret     +2          +2
5th     +2           +1     +1       +4     Arcane spells,                      +3          +2
6th     +3           +2     +2       +5     Arcane spells, 2nd Order Secret     +3          +2
7th     +3           +2     +2       +5     Arcane spells,                      +4          +3
8th     +4           +2     +2       +6     Arcane spells, 3rd Order Secret     +4          +3
9th     +4           +3     +3       +6     Arcane spells,                      +5          +3
10th    +5           +3     +3       +7     Arcane spells, 4th Order secret     +5          +4
Class Features:
Arcane Spells
The Wizard of high sorcery continues to advance their ability to cast arcane spells. All
levels of Wizard and WoHS combine to determine total level for spells per day.
Moon Magic
Upon achieving 1st level as a WoHS, a wizard declares their allegiance to a god of magic.
Ever after, the Wizards spells are affected by the waxing and waning of their chosen
patron’s moon. See the Moon Magic entry in the appropriate source books by Sovereign
Press for more detail.
Path Choice
Upon reaching 2nd level the wizard must decide if they wish to remain either a Generalist
Wizard, or a Specialist Wizard. Normally wizards may not specialize, until they enter the
ranks of the WoHS. (The only exception is Illusion)
Tower resources
Upon reaching 3rd level as a WoHS, the Wizard has proven their dedication, and now has
full access to the towers resources. For details see the entry in the appropriate source
books by Sovereign Press for more detail.
Order Secrets
Upon reaching levels 4, 6, 8 and 10, the WoHS discovers one of the Order specific
secrets. See the WOHS entry in the appropriate source books by Sovereign Press for
more detail.
** Wizards of High Sorcery and Action points**
WoHS can apply a metamagic feat to a previously memorized spell at casting, but doing
so expends an Action point for every spell level that the meta magic feat would normally
require in spell levels. For instance, a metamagic feat that increases a spell’s slot by 1
spell level requires 1 Action point, and one that increases by 3 levels requires 3 action
points. Applying metamagic feats in this manner is limited to a hero’s maximum action
point expenditure per round by hero level.


Renegade Wizard (Arcane Focused)
While it is not necessary to take this advanced class in order to be declared a renegade by
the conclave, many renegades or former members of the WoHS do.
Requirements
To qualify to become a Renegade, a character must fulfill the following criteria.
Skills: Craft (Alchemy) 5 ranks, Decipher Script 5 ranks, Knowledge (arcane lore) 5
ranks, Research 5 ranks.
Special: Must willingly and knowingly violate the tenants of the WoHS and the
conclave.
Spellcasting proficiency: Must be able to cast spells of at least 2nd level
Class Information
The following information pertains to the Renegade Wizard advanced class.
Hit Die
The Renegade Wizards gains 1d4 hit points per level. The character’s Constitution
modifier applies.
Action Points
The Renegade Wizard gains a number of action points equal to 6 + one-half his character
level, rounded down, every time he attains a new level in this class.
Class Skills
The Renegade’s class skills are as follows.
Concentration (Con), Craft (Alchemy) (Int), Craft (writing) (Int), Decipher Script (Int),
Investigate (Int), Knowledge (Any) (Int), Profession (Wis), Read/Write Language (none),
Research (Int), Speak Language (none), Spellcraft (Int).
Skill Points at Each Level: 7 + Int modifier (Humans), 6 + Int modifier (Non humans)

Table: Renegade Wizard (Focused Arcane)
Class               Fort   Ref    Will                                    Defense   Reputation
Level   BAB         Save   Save   Save    Special                         Bonus     Bonus
1st     +0          +0     +0      +2     Arcane spells,                    +1          +1
2nd     +1          +0     +0      +3     Arcane spells,                    +1          +1
                                          Stolen Order Secret
3rd     +1          +1     +1      +3     Arcane spells, Forbidden Lore     +2          +1
4th     +2          +1     +1      +4     Arcane spells,                    +2          +2
                                          Stolen Order Secret
5th     +2          +1     +1      +4     Arcane spells,                    +3          +2
6th     +3          +2     +2      +5     Arcane spells,                    +3          +2
                                          Stolen Order Secret
7th     +3          +2     +2      +5     Arcane spells,                    +4          +3
8th     +4          +2     +2      +6     Arcane spells,                    +4          +3
                                          Stolen Order Secret
9th     +4          +3     +3      +6     Arcane spells,                    +5          +3
10th    +5          +3     +3      +7     Arcane spells,                    +5          +4
                                          Stolen Order Secret

Class Features
Arcane Spells:
Renegade Wizards continue their ability to cast arcane spells. All levels of Wizard and
Renegade combine to determine total level for spells per day.
Stolen Order Secret:
At levels 2, 4, 6, 8 and 10, a Renegade has managed to steal an order secret from one of
the three Orders of High Sorcery, see Sovereign Press appropriate sourcebooks for details
on Order secrets.
Forbidden Lore:
Not having access to the resources of the Towers, Renegades do however seem to be
better versed in the more secretive or darker aspects of Arcane magic. Renegades can add
a bonus equal to ½ their Renegade level (rounded down) to all Knowledge (Arcane lore),
(Occult Lore) or Spellcraft skill checks
** Renegades and Action points**
Renegades cannot use action points to apply metamagic feats to their spells, instead a
renegade can use action points to: 1. Increase the spell save 3 for each Action point spent,
making the spells harder to resist, 2. Increase the damage dice 1 level (1d4’s become
1d6’s. 1d8’s become 1d12’s, and so on.) per action point spent to a single spell or finally
3. Temporarily increase the (effective level) of the Renegade, for determining all level
based variables by 1 effective level per Action point spent.
Master Illusionist (Arcane Focused)
While nearly any Arcane focused spell caster must either join the WOHS or be declared a
renegade, only the Illusionist seems to be ignored.
Requirements
To qualify to become a Master Illusionist, a character must fulfill the following criteria.
Skills: Craft (Sculpting/Painting) 5 ranks, Decipher Script 5 ranks, Knowledge (arcane
lore) 5 ranks, Research 5 ranks.
Feats: Spell Focus Illusion
Special: Illusion Specialist
Spellcasting proficiency: Must be able to cast illusion spells of at least 2nd level
Class Information
The following information pertains to the Master Illusionist advanced class.
Hit Die
The Master Illusionist gains 1d4 hit points per level. The character’s Constitution
modifier applies.
Action Points
The Master Illusionist gains a number of action points equal to 6 + one-half his character
level, rounded down, every time he attains a new level in this class.
Class Skills
The Master Illusionist class skills are as follows.
Concentration (Con), Craft (Alchemy, Sculpting, Painting) (Int), Craft (writing) (Int),
Decipher Script (Int), Disguise (Int), Investigate (Int), Knowledge (Any) (Int), Profession
(Wis), Read/Write Language (none), Research (Int), Slight of Hand (Dex), Speak
Language (none), Spellcraft (Int).
Skill Points at Each Level: 7 + Int modifier (Humans), 6 + Int modifier (Non humans)

Table: Renegade Wizard (Focused Arcane)
Class               Fort   Ref     Will                                    Defense   Reputation
Level   BAB         Save   Save    Save   Special                          Bonus     Bonus
1st     +0           +0     +0      +2    Bonus spells per day,              +1          +1
2nd     +1           +0     +0      +3    Moon Magic                         +1          +1
3rd     +1           +1     +1      +3    Bonus spells per day               +2          +1
4th     +2           +1     +1      +4    Sub School Specialization          +2          +2
5th     +2           +1     +1      +4    Bonus spells per day               +3          +2
6th     +3           +2     +2      +5    Greater Spell Focus (Illusion)     +3          +2
7th     +3           +2     +2      +5    Bonus spells per day               +4          +3
8th     +4           +2     +2      +6    Mastery of Form                    +4          +3
9th     +4           +3     +3      +6    Bonus spells per day               +5          +3
10th    +5           +3     +3      +7    Illusion Mastery                   +5          +4


Class Features
Please Note that Master Illusionists do not advance in Spellcasting ability like the WoHS
or the Renegade. But for purposes of determining level dependant variables, levels of
Wizard and Master Illusionist do stack. Example: a 10th level Wizard 6th level Master
Illusionist may only cast spells of up to 5th level, but damage dice for the spell or duration
would be as if cast by a 16th level Wizard.
Bonus spells per day
At levels 1, 3, 5, 7 and 9 the master illusionist gains bonus spells per day. At Level 1, the
Master Illusionist gains 2 bonus 1st level spells per day. At level 3 the Illusionist gains 2
bonus 2nd level spells per day, and at level 5, 2 bonus 3rd level spells at level 7, 2 bonus
4th level spells are gained and at level 9, 2 bonus 5th level spells. The Illusionist must be
able to cast spells of this level before he can gain the bonus spells per day.
Moon Magic:
While not members of the WoHS, Illusionists still retain the favor of the gods of magic
and upon reaching 2nd level of the master Illusionist Advanced class, gain the benefits of
Moon Magic. The Illusionist must select a patron from between the 3 moons in
accordance with his alignment. See the Sovereign Press sources books for more detail on
Moon Magic.
Sub School Specialization
Figment, pattern, Phantasm or shadow, select one of these sub schools and gain bonuses
as if you gained spell focus for the sub school. Also, for every 10 points in Craft
(Painting/Sculpting) you gain a +1 bonus to caster level Disbelief checks.
Greater Spell Focus (Illusion)
Gain the Feat Greater Spell focus for free.
Mask of a thousand faces:
As a free action you can alter your form as if casting the Disguise Self spell a number of
times equal to your Intelligence modifier. Alternatively, when casting the Disguise self
spell (not using the free action ability) you gain an additional +5 (total +15) to your
disguise check.
Illusion mastery:
Your illusion spells are harder to disbelieve than that of a mere dabbler, add ½ caster
level to the disbelieve DC for all illusion spells.

				
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