In D&D 3.X: Ajax Configuration, the Spell Caster class replaces the Sorcerer and Wizard classes from D&D 3.5, and builds on the 3.X: Ajax magic rules. Rules for Bardic magic will follow.
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Alignment: Due to the discipline
required to harness the powers of magic, most Spell Casters tend
towards the Lawful or Neutral alignments, but there is power in
Chaos, and some powerful sorcerers are able to balance the raw power
of magic and the entropic forces of the Chaotic alignment.
Background: The laws that bind
magic also bind those who practice the art of spell casting together.
They may be friends, colleagues, rivals or bitter enemies, but they
still acknowledge each other as being above the petty squabbles of
kings and commoners. They often study in colleges or under a master,
and this also creates bonds between them. While a Spell Caster who've
learned his art in a prestigious college may despise a bearded and
unkempt back-country conjurer, she will nevertheless respect his
command of magic – she may even trade secrets with him.
Races: For various reasons,
humans, elves, and half elves are the races most suited for the study
of magic. Gnomes have a natural knack for the school of Illusion, and
they get a +3 bonus to all Spellcraft (Illusion) skill checks.
Dwarves and halflings rarely become Spell Casters, and even more
rarely the savage humanoids.
Other Classes: Spell Casters
actually prefer to work with other classes. Their methodical minds
will readily admit the benefits of a shield wall, archers, mounted
knights, healers, spies and thieves, and even the merits of
travelling with a good bard. After all, they themselves have
dedicated their lives to higher pursuits.
Table 1.2: Spell Caster
Lvl
|
BAB
|
Fort save
|
Ref save
|
Will save
|
Special |
DB
|
1
|
+0
|
+0
|
+0
|
+2
|
Summon familiar, Scribe Scroll |
+2
|
2
|
+1
|
+0
|
+0
|
+3
|
+2
|
|
3
|
+1
|
+1
|
+1
|
+3
|
+2
|
|
4
|
+2
|
+1
|
+1
|
+4
|
+3
|
|
5
|
+2
|
+1
|
+1
|
+4
|
Bonus feat |
+3
|
6
|
+3
|
+2
|
+2
|
+5
|
+4
|
|
7
|
+3
|
+2
|
+2
|
+5
|
+4
|
|
8
|
+4
|
+2
|
+2
|
+6
|
+4
|
|
9
|
+4
|
+3
|
+3
|
+6
|
+5
|
|
10
|
+5
|
+3
|
+3
|
+7
|
Bonus feat |
+5
|
11
|
+5
|
+3
|
+3
|
+7
|
+6
|
|
12
|
+6/+1
|
+4
|
+4
|
+8
|
+6
|
|
13
|
+6/+1
|
+4
|
+4
|
+8
|
+6
|
|
14
|
+7/+2
|
+4
|
+4
|
+9
|
+7
|
|
15
|
+7/+2
|
+5
|
+5
|
+9
|
Bonus feat |
+7
|
16
|
+8/+3
|
+5
|
+5
|
+10
|
+8
|
|
17
|
+8/+3
|
+5
|
+5
|
+10
|
+8
|
|
18
|
+9/+4
|
+6
|
+6
|
+11
|
+8
|
|
19
|
+9/+4
|
+6
|
+6
|
+11
|
+9
|
|
20
|
+10/+5
|
+6
|
+6
|
+12
|
Bonus feat |
+9
|
Abilities: Intelligence is the
most important attribute of a Spell Caster, as the skills they rely
on gain their bonuses from it. Constitution is also vital, since they
use their Vitality Points to fuel their magic.
Alignment: Any
Vitality: Spell Casters gain 1d4
Vitality Points + Con modifier per level.
Class Skills: Concentration
(Con), Craft (Int), Decipher Script (Int), Knowledge (all skills,
taken individually), Profession (Wis), Spellcraft (all skills, taken
individually).
Skill Points: 6 + Int modifier.
Mastery: To style himself a Master, a Spell Caster must have 10 ranks in one school, and 5 ranks in two other.
Weapon and Armour Proficiency:
Club, dagger, quarterstaff, and light and heavy crossbows. No armours
or shields.
Spells: The greatest asset of a
Spell Caster is her magic. For rules on casting spells, see below.
Familiar:
See D&D 3.5 PHB for rules on familiars.
Scribe Scroll: At 1st level the Spell Caster gains Scribe Scrolls as a bonus feat, see PHB
for details.
Bonus Feat: At 5th, 10th, 15th, and 20th level, a Spell Caster gains a bonus feat. She can choose an item creation feat, Skill Emphasis, Spell Mastery, Quickness*.
*Feat found in Star Wars Revised Core Rulebook (feat gives 3 extra Vitality Points).
Spellbooks: A Spell Caster relies on her spellbooks to prepare and cast her spells. She has two basic options: She can either memorise her spells in advance, or cast a spell directly from the text. The first option requires at least 10 minutes per level of spell, and the spell can thereafter be cast from memory. The second option takes 5 minutes per level of spell + Casting Time of spell, but gives a + 2 circumstance bonus to the casting roll.
[Picture source: Kim Graham]
thinking about this. maybe sending you emails regarding such. you have hit on an IDEA.
ReplyDeleteTo be honest, I just applied the Force-system from SWd20 to a magic system I've always found static and lifeless, regardless of the iteration. But I'm glad you like it, and I'd love to hear any thoughts you have on the subject.
ReplyDelete