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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: New Class: Blademage Blademage ability: intelligence 12 strenght 12 races: dwarfs, halflings, gnomes The Blademage is a more powerful (and limited) version of the fighter/mage. Blademage can wear all forms of armor and use all weapons. However, if armor other then Chain, Leather, and Studded, a shield, or a 2 handed weapon is used, then casting spells is impossible. The Blademage can specialize in 2 related weapons (ie, longsword, short sword; hand and battle axe; etc). They recieve 3 weapon proficiences and 3 non-weapon proficiences at 1st level. They gain additional weapon and non-weapon proficiences every 4 levels. spells level exp hd(d8) 1 2 3 1 0 1 1 2 2,500 2 2 3 5,500 3 2 1 4 11,000 4 2 2 5 22,000 5 3 2 6 44,000 6 3 2 1 7 66,000 7 3 2 1 8 90,000 8 3 2 1 9 140,000 9 3 2 1 10 280,000 9+2 4 2 1 For all levels over 10th, use the wizard experience table. Blademages gain a new 1st level spell every 5 levels. Add 2 HP to every level above 20th. Con bonus still counts. Spells allowed: 1st level 2nd level 3rd level ----------------------------------------------------------- Armor Continual Light Dispel Magic Cantrip Darkness Fireball Burning Hands Detect Evil Flame Arrow Chill Touch Detect Invis Fly Comprehend Lang Fog Cloud Gust of Wind Detect Magic Knock Leo Tiny Hut Find Familar Melfs Acid Arrow Lightning B. Friends Prot/Evil 10 Hold Portal Prot/Missile Identify Jump Light Magic Missle Mending Mount Protection /Evil Read Magic Shield Shocking Grasp Sleep Wall of Fog Blademages automaticly have the following spells: Sharp Level: 1 Range: Touch Duration: special Casting Time: 1 turn Area of Effect: 1 weapon Componets: V, S, M This spell will quickly clean, mend, and sharpen a edged weapon. The sharpness will grant a +1 for 3 rounds of combat. This spell is not effective on maces, staves, etc, and does not confer a bonus if the weapon is magical or enchanted by any means. Charge Level: 1 Range: Touch Duration: special Casting Time: 1 seg + special Area of Effect: Weapon Wielded Componets: V This spell allows the caster to channel the 'energy' of another spell into the weapon. Take Janus, a 3rd level mage. He cast _Charge_ on his staff. After that, he channels the power of another 1st level spell into the staff. The staff now does an additional 1d6 points of damage to the first target hit. If Janus had channeled the power of his newly earned 2nd level spell, the staff would be do 2d6 additional points of damage. Thunderman aka, Earl Pargen the Tye Dyed Wizard with a Tye Dyed Karate uniform. pargwe@morekypr.bitnet