Tired of the one spell wonders? Try these casters of magic with the mixture of old school simplicity with new school options.
WIZARD
The
very ancient order of wizards has existed for tens of thousands of
years though civilizations ups and downs. Some say it was Wizards
that brought the world to its near end at least more than once but
that their knowledge and lore is lost to the ancient times. Now they
are a fading memory with only a few Wizard orders in existence
putting out only a few suitable Wizards a year to assist mankind or
at least that is what they claim. Unfortunately there are not enough
of them to police all of the evil in the world and the Wizards that
turn evil. There are smaller independent Wizards that do not belong
to the guilds and they must guard themselves against the jealous and
controlling guilds.
The
Wizard may use his Constitution to keep his concentration if he is
hit while casting a spell or distracted in any way. Normal difficulty
is 10 + Damage done.
A
Wizard may use his intelligence to see if he knows any lore about any
certain occult subjects and can make a herbal based healing suave
that restores 1 or 2 points but would slow disease and or slows
poison. Wizards can cast Arcane Spells.
The
Wizard must look for or buy any future spell he needs to cast. Can
create scrolls and create magic items but this is very dangerous at
low levels. Wizard have Spell Points equal to their Int score and
start out with four zero level spells, two first level spells, and
one second level spell plus their Int bonus to “buy” starting
spells or a list of 6 + Int bonus if you want to buy them yourself.
Armor:
Cannot cast in armor without great difficulty. Must make an
intelligent roll with the armor added to DC 15 to cast a spell.
Weapons:
Can poorly use any weapons
Hit
Points: 6 + 1d6 per level.
To
Hit: -1
Natural
20: The Mage does an Arcane Overload. This causes a magical
energy to blast out at Intelligence Radius and do 1d6 to any chosen
enemy in an area. In addition the Arcane Overload recharges 1d6 spell
levels.
MAGIC
in BttDRPG Magic is very connected to the attributes. Much of the
power and ranges are connected to the attributes.
Difficulty:
Most spells are connected to the attribute bonus + a DC of 10 + the
level of the spell. Instead of a set DC 10 a D20 could be rolled
making each spell random with a chance of critical success or
failure. It is up to the Game Master to make the judgment call as
either way works fine.
Ranges:
Spells range for most spells are (Int/Wis/Cha) x 10 feet except for 0
level spells which are in (Int/Wis/Cha) feet.
Durations:
Most spells last one round or (Int/Wis/Cha) in rounds IF it has set
duration.
Spell
Points: Wizard have Spell Points equal to their Int score (plus
1d6 Spell Points each additional level) and start out with four
zero level spells, two first level spells, and one second level spell
plus their Int bonus to “buy” starting spells or a list of 6 +
Int bonus if you want to buy them yourself. You can cast spells
equal to your level plus the attribute bonus.
For
example Eldrad the Wizard has an Int of 16 (+2) so he starts out with
four zero level spells, two first level spells, and one second
level spell and with his (+2) Int bonus he decide on two more 0 level
spells and one more first to add to his starting Spell Book. He
chooses Detection, Light, Mage Hand, Minor Message, Pain,
Prestidigitation, and all mages get Read Magic for free. He choose
Bolt and Slumber for his level 1 spells and Illusion for his second
level spells. If he is getting ready to adventure he must memorize
his spells before going out. He decides to memorize Detection x4 (1/2
x 2), Light x2 (1/2 x 1), Bolt x8 (1 x 8), Slumber x3 (1 x 3),
Illusion x1 (2 x 1) costing 16 Spell Points.
Spells
cost 1/2 at 0 level and their cost from then on equals their level.
For example a 3rd level
spell cost 3 spell points.
SORCERER
A
sorcerer is a caster of magic much like a wizard except that his
magic is not learned it comes naturally. This cause great envy fear
and sometimes disdain from the wizard community as well as everyone
else and the rivalry is ancient as there was a terrible wizardry and
sorcery war many hundreds of years ago. After one who is to be a
sorcerer goes through puberty (some sooner) they begin to gain their
powers making most Sorcerers very young and foolish yet full of
power. Most Sorcerers are also slightly insane as eldritch symbols
and secrets travel through their untrained in magic minds. Having a
very high Charisma normally they are considered manipulators and
disturbers of the natural order of things. A Sorcerer must have a
fairly high Charisma. Sorcerers always look odd or exotic and tend to
look in a certain way such as angelic, bestial, draconic, or (or
whatever) demonic.
The
Sorcerer may use his Constitution to keep his concentration if he is
hit while casting a spell or distracted in any way.
He
may use his Intelligence for lore but past that he knows very little.
He
can use his Wisdom to perceive magic in an area and at higher levels
even tell what the magic is.
The
sorcerer can also use his Charisma for fashion sense, to fascinate or
manipulate others, seduce, and hypnotize them. Unlike mages they do
not have to memorize their spells and use their Charisma instead of
Intelligence for obtaining spells points.
They
only start out with two zero level spells and one first level spell
plus their Cha bonus. They gain their Cha bonus in spells each level.
Armor:
Cannot cast in armor.
Weapons:
They can use any weapons.
Hit
Points: 6 + 1d6 per level.
To
Hit: +0
Natural
20: On a natural “20” the sorcerer does a Sorcerer Storm
that does 1d6 damage to all foes plus blasted back 10 feet every two
levels at Charisma Radius.
Sorcerers
cast differently they get to spend their spell points as they will
BUT they get a much smaller selection than mages. They do not have to
memorize their spells and use their Charisma instead of Intelligence
for obtaining spells points.
They
only start out with two zero level spells and one first level
spell plus their Cha bonus. You can cast
spells equal to your level plus the attribute bonus.
For
example Selene the Sexy has a Cha of 18 (+3) so she gets two zero
level spells and one first level spell plus their Cha bonus of (+3).
She decides to spend two points on Air Blast a send level spell and
get one more 1st level spell. Her powers are as follows.
Light and Pain for her 0 level spells Costing her 1/2 a point to
cast), Bolt, Charm and Summon Monster I for her 1st
level spells (Costing her 1 spell point to cast), and finally
Air Blast (costing her 2 spell points to cast).
Selene
gains 1d6 spell points a level and her Cha bonus each level to obtain
more powers.
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