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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====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