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Basic 20: An OGL experiment
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<blockquote data-quote="Meatboy" data-source="post: 5837933" data-attributes="member: 40857"><p>The Wizard. Don't worry spells will be along shortly.</p><p></p><p> <span style="font-size: 15px">[FONT=&quot]Mage[/FONT]</span></p><p> </p><p> <span style="font-size: 15px">[FONT=&quot]HP: 4 + (CON x 2)[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Base Attack Bonus: 0[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Saves: Fortitude: 0 Reflex: 0 Will: +2[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Skill Points: 2 x Intelligence[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Weapon Proficiencies: Staff, dagger, dart and slings[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Armor Proficiencies: None[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Spell Slots: 3[/FONT]</span></p><p> </p><p> <span style="font-size: 15px">[FONT=&quot]Specialist Wizards[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Some wizards dedicate their study of magic to a particular school of magic. This intense study grants them additional spell slot at first level but at least half of the spells they have prepared must be from their chosen school, rounded up. Only full wizards, non- dual classed mages, can become specialist wizards.[/FONT]</span></p><p> </p><p> <span style="font-size: 15px">[FONT=&quot]Arcane Focus[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot] Wizards are masters of magic but in order to cast spells mages must first bind these powerful forces onto an object so that they can release them when needed. The object they need is called an arcane focus and it must be a two handed weapon (staves being the obvious choice). Once their spells are prepared a mage requires this focus to cast their spells. (see preparing spells in the spell section)[/FONT]</span></p><p> </p><p> <span style="font-size: 15px">[FONT=&quot]Mage Powers[/FONT]</span></p><p> </p><p> <span style="font-size: 15px">[FONT=&quot]Armored caster[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot] You know how to cast spells while being encumbered in armor.[/FONT]</span></p><p> <span style="font-size: 15px"><strong>[FONT=&quot]Benefit[/FONT]</strong>[FONT=&quot]: You treat the armor you are wearing as one category less for purposes of spell failure. So light armor is treated as no armor, medium as light and heavy as medium.[/FONT]</span></p><p> <span style="font-size: 15px"><strong>[FONT=&quot]Special:[/FONT]</strong>[FONT=&quot] You make take this feat up to 3 times each time reducing the spell failure rate of armor types.[/FONT]</span></p><p> </p><p> <span style="font-size: 15px">[FONT=&quot]Mystic Knowledge[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot] You have acquired greater breadth of understanding of your magic.[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Benefit: You gain an additional arcane spell slot.[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Special: This Feat can be gained multiple times and its effects stack.[/FONT]</span></p><p> </p><p> <span style="font-size: 15px">[FONT=&quot]Spell Focus[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot] With training your spells have become very difficult to resist.[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Benefit: Choose a school of spells. The save DCs for all your spells from that school increase by +2.[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Special: This Feat can be gained multiple times but its effects do not stack. Instead you choose to apply it to a new school of spells.[/FONT]</span></p><p> </p><p> <span style="font-size: 15px">[FONT=&quot]Improved Implement[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot] You have learned to prepare and bind your spells to a greater variety of objects.[/FONT]</span></p><p> <span style="font-size: 15px"><strong>[FONT=&quot]Benefit: [/FONT]</strong>[FONT=&quot]You may now use any one handed or light weapons as your arcane focus for purpose of preparing your spells.[/FONT]</span></p><p> <span style="font-size: 15px"><strong>[FONT=&quot]Normal: [/FONT]</strong>[FONT=&quot] You may only use 2 handed weapons to prepare your spells.[/FONT]</span></p><p> </p><p> <span style="font-size: 15px">[FONT=&quot]Greater Implement[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot] You have learned to prepare and bind your spells to almost anything.[/FONT]</span></p><p> <span style="font-size: 15px"><strong>[FONT=&quot]Benefit: [/FONT]</strong>[FONT=&quot]You may now use any small object, such as amulets, rings, bracelets, cloaks and the like as your arcane focus for purpose of preparing your spells. You must however have one hand free in order to cast your spells. Such arcane foci cannot be subject to the arcane strike class ability.[/FONT]</span></p><p> <span style="font-size: 15px"><strong>[FONT=&quot]Normal: [/FONT]</strong>[FONT=&quot] You may only use 2 handed weapons to prepare your spells.[/FONT]</span></p><p> </p><p> <span style="font-size: 15px">[FONT=&quot]Arcane Strike[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot] The power of your spells bleeds into your arcane focus charging it with mystic power.[/FONT]</span></p><p> <span style="font-size: 15px"><strong>[FONT=&quot]Benefit[/FONT]</strong>[FONT=&quot]: Melee attacks made with your arcane focus deal additional magic damage. You gain +1 damage for every spell currently memorized. You may alternatively choose to un-memorize any number of spells, as a free action, to gain +1d6 damage for every spell spent in this way. The arcane focus remains charged with this extra power until your next successful attack.[/FONT]</span></p><p> <span style="font-size: 15px"><strong>[FONT=&quot]Special:[/FONT]</strong>[FONT=&quot] If you have chosen to use this ability it cannot be active at the same time as arcane resistance.[/FONT]</span></p><p> </p><p> <span style="font-size: 15px">[FONT=&quot]Arcane Resistance[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot] The power of your spells infuses you protecting you from harm.[/FONT]</span></p><p> <span style="font-size: 15px"><strong>[FONT=&quot]Benefit[/FONT]</strong>[FONT=&quot]: You gain resistance to one type of damage, chosen by you when you prepare your spells. You resist 1 point of damage for every spell currently memorized. The damage types are slashing, piercing, bludgeoning, fire, cold, electricity, acid, sonic, positive energy and negative energy.[/FONT]</span></p><p> <span style="font-size: 15px"><strong>[FONT=&quot]Special:[/FONT]</strong>[FONT=&quot] If you have chosen to use this ability it cannot be active at the same time as arcane strike.[/FONT]</span></p><p> </p><p> <span style="font-size: 15px">[FONT=&quot]Maximize Spell[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot] Your spells are always at their best.[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell requires an additional spell slot to memorize the spell.[/FONT]</span></p><p> </p><p> <span style="font-size: 15px">[FONT=&quot]Extend Spell[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot] Your spells last longer than others.[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent are not affected by this feat. An extended spell requires an additional spell slot to memorize the spell.[/FONT]</span></p><p> </p><p> <span style="font-size: 15px">[FONT=&quot]Empower Spell[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot] Your spells are more powerful than others.[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Benefit: All variable, numeric effects of an empowered spell are increased by 50 percent, saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell requires an additional spell slot to memorize the spell.[/FONT]</span></p><p> </p><p> <span style="font-size: 15px">[FONT=&quot]Favoured Element[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot] Your understanding of a particular elemental force grants you power.[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Benefit: You choose a particular elemental type, such as fire or cold, you may substitute your favoured element for another element in a spell you cast. Also if the spell already has your favoured element you deal an additional +1 damage for every dice of damage the spell deals.[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Special: You may only take this feat once.[/FONT]</span></p><p> </p><p> <span style="font-size: 15px">[FONT=&quot]Dual Class Mages[/FONT]</span></p><p> </p><p> <span style="font-size: 15px">[FONT=&quot]HP: 2[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Base Attack Bonus: 0[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Saves: Fortitude: 0 Reflex: 0 Will: +1[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Skill Points: 2 x Intelligence[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Weapon Proficiencies: Staff, dagger, dart and slings[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Armor Proficiencies: None[/FONT]</span></p><p> <span style="font-size: 15px">[FONT=&quot]Spell Slots: 1[/FONT]</span></p></blockquote><p></p>
[QUOTE="Meatboy, post: 5837933, member: 40857"] The Wizard. Don't worry spells will be along shortly. [SIZE=4][FONT="]Mage[/FONT][/SIZE] [SIZE=4][FONT="]HP: 4 + (CON x 2)[/FONT][/SIZE] [SIZE=4][FONT="]Base Attack Bonus: 0[/FONT][/SIZE] [SIZE=4][FONT="]Saves: Fortitude: 0 Reflex: 0 Will: +2[/FONT][/SIZE] [SIZE=4][FONT="]Skill Points: 2 x Intelligence[/FONT][/SIZE] [SIZE=4][FONT="]Weapon Proficiencies: Staff, dagger, dart and slings[/FONT][/SIZE] [SIZE=4][FONT="]Armor Proficiencies: None[/FONT][/SIZE] [SIZE=4][FONT="]Spell Slots: 3[/FONT][/SIZE] [SIZE=4][FONT="]Specialist Wizards[/FONT][/SIZE] [SIZE=4][FONT="]Some wizards dedicate their study of magic to a particular school of magic. This intense study grants them additional spell slot at first level but at least half of the spells they have prepared must be from their chosen school, rounded up. Only full wizards, non- dual classed mages, can become specialist wizards.[/FONT][/SIZE] [SIZE=4][FONT="]Arcane Focus[/FONT][/SIZE] [SIZE=4][FONT="] Wizards are masters of magic but in order to cast spells mages must first bind these powerful forces onto an object so that they can release them when needed. The object they need is called an arcane focus and it must be a two handed weapon (staves being the obvious choice). Once their spells are prepared a mage requires this focus to cast their spells. (see preparing spells in the spell section)[/FONT][/SIZE] [SIZE=4][FONT="]Mage Powers[/FONT][/SIZE] [SIZE=4][FONT="]Armored caster[/FONT][/SIZE] [SIZE=4][FONT="] You know how to cast spells while being encumbered in armor.[/FONT][/SIZE] [SIZE=4][B][FONT="]Benefit[/FONT][/B][FONT="]: You treat the armor you are wearing as one category less for purposes of spell failure. So light armor is treated as no armor, medium as light and heavy as medium.[/FONT][/SIZE] [SIZE=4][B][FONT="]Special:[/FONT][/B][FONT="] You make take this feat up to 3 times each time reducing the spell failure rate of armor types.[/FONT][/SIZE] [SIZE=4][FONT="]Mystic Knowledge[/FONT][/SIZE] [SIZE=4][FONT="] You have acquired greater breadth of understanding of your magic.[/FONT][/SIZE] [SIZE=4][FONT="]Benefit: You gain an additional arcane spell slot.[/FONT][/SIZE] [SIZE=4][FONT="]Special: This Feat can be gained multiple times and its effects stack.[/FONT][/SIZE] [SIZE=4][FONT="]Spell Focus[/FONT][/SIZE] [SIZE=4][FONT="] With training your spells have become very difficult to resist.[/FONT][/SIZE] [SIZE=4][FONT="]Benefit: Choose a school of spells. The save DCs for all your spells from that school increase by +2.[/FONT][/SIZE] [SIZE=4][FONT="]Special: This Feat can be gained multiple times but its effects do not stack. Instead you choose to apply it to a new school of spells.[/FONT][/SIZE] [SIZE=4][FONT="]Improved Implement[/FONT][/SIZE] [SIZE=4][FONT="] You have learned to prepare and bind your spells to a greater variety of objects.[/FONT][/SIZE] [SIZE=4][B][FONT="]Benefit: [/FONT][/B][FONT="]You may now use any one handed or light weapons as your arcane focus for purpose of preparing your spells.[/FONT][/SIZE] [SIZE=4][B][FONT="]Normal: [/FONT][/B][FONT="] You may only use 2 handed weapons to prepare your spells.[/FONT][/SIZE] [SIZE=4][FONT="]Greater Implement[/FONT][/SIZE] [SIZE=4][FONT="] You have learned to prepare and bind your spells to almost anything.[/FONT][/SIZE] [SIZE=4][B][FONT="]Benefit: [/FONT][/B][FONT="]You may now use any small object, such as amulets, rings, bracelets, cloaks and the like as your arcane focus for purpose of preparing your spells. You must however have one hand free in order to cast your spells. Such arcane foci cannot be subject to the arcane strike class ability.[/FONT][/SIZE] [SIZE=4][B][FONT="]Normal: [/FONT][/B][FONT="] You may only use 2 handed weapons to prepare your spells.[/FONT][/SIZE] [SIZE=4][FONT="]Arcane Strike[/FONT][/SIZE] [SIZE=4][FONT="] The power of your spells bleeds into your arcane focus charging it with mystic power.[/FONT][/SIZE] [SIZE=4][B][FONT="]Benefit[/FONT][/B][FONT="]: Melee attacks made with your arcane focus deal additional magic damage. You gain +1 damage for every spell currently memorized. You may alternatively choose to un-memorize any number of spells, as a free action, to gain +1d6 damage for every spell spent in this way. The arcane focus remains charged with this extra power until your next successful attack.[/FONT][/SIZE] [SIZE=4][B][FONT="]Special:[/FONT][/B][FONT="] If you have chosen to use this ability it cannot be active at the same time as arcane resistance.[/FONT][/SIZE] [SIZE=4][FONT="]Arcane Resistance[/FONT][/SIZE] [SIZE=4][FONT="] The power of your spells infuses you protecting you from harm.[/FONT][/SIZE] [SIZE=4][B][FONT="]Benefit[/FONT][/B][FONT="]: You gain resistance to one type of damage, chosen by you when you prepare your spells. You resist 1 point of damage for every spell currently memorized. The damage types are slashing, piercing, bludgeoning, fire, cold, electricity, acid, sonic, positive energy and negative energy.[/FONT][/SIZE] [SIZE=4][B][FONT="]Special:[/FONT][/B][FONT="] If you have chosen to use this ability it cannot be active at the same time as arcane strike.[/FONT][/SIZE] [SIZE=4][FONT="]Maximize Spell[/FONT][/SIZE] [SIZE=4][FONT="] Your spells are always at their best.[/FONT][/SIZE] [SIZE=4][FONT="]Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell requires an additional spell slot to memorize the spell.[/FONT][/SIZE] [SIZE=4][FONT="]Extend Spell[/FONT][/SIZE] [SIZE=4][FONT="] Your spells last longer than others.[/FONT][/SIZE] [SIZE=4][FONT="]Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent are not affected by this feat. An extended spell requires an additional spell slot to memorize the spell.[/FONT][/SIZE] [SIZE=4][FONT="]Empower Spell[/FONT][/SIZE] [SIZE=4][FONT="] Your spells are more powerful than others.[/FONT][/SIZE] [SIZE=4][FONT="]Benefit: All variable, numeric effects of an empowered spell are increased by 50 percent, saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell requires an additional spell slot to memorize the spell.[/FONT][/SIZE] [SIZE=4][FONT="]Favoured Element[/FONT][/SIZE] [SIZE=4][FONT="] Your understanding of a particular elemental force grants you power.[/FONT][/SIZE] [SIZE=4][FONT="]Benefit: You choose a particular elemental type, such as fire or cold, you may substitute your favoured element for another element in a spell you cast. Also if the spell already has your favoured element you deal an additional +1 damage for every dice of damage the spell deals.[/FONT][/SIZE] [SIZE=4][FONT="]Special: You may only take this feat once.[/FONT][/SIZE] [SIZE=4][FONT="]Dual Class Mages[/FONT][/SIZE] [SIZE=4][FONT="]HP: 2[/FONT][/SIZE] [SIZE=4][FONT="]Base Attack Bonus: 0[/FONT][/SIZE] [SIZE=4][FONT="]Saves: Fortitude: 0 Reflex: 0 Will: +1[/FONT][/SIZE] [SIZE=4][FONT="]Skill Points: 2 x Intelligence[/FONT][/SIZE] [SIZE=4][FONT="]Weapon Proficiencies: Staff, dagger, dart and slings[/FONT][/SIZE] [SIZE=4][FONT="]Armor Proficiencies: None[/FONT][/SIZE] [SIZE=4][FONT="]Spell Slots: 1[/FONT][/SIZE] [/QUOTE]
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