Peraion Graufalke
First Post
2E
- Wizards have 9 spell levels, clerics and druids have 7 spell levels
- Clerics can get quest spells (Tome of Magic), wizards can get 10th level spells and higher (certain Forgotten Realms supplements)
- When you take damage while casting, your spell fails automatically
- Wizards aren't allowed to wear armor (some exceptions for elf fighter-mages with elven chainmail)
- You need to roll for every spell you want to learn (except for read magic IIRC) and you have a maximum number of spells per spell level that you can learn
- Strict race and class limitations (e.g. no dwarven paladins), demihuman level limits (with lots of optional rules)
- Races have positive and negative ability mods, usually +1/-1 (Dark Sun is the big exception here)
3E
- Wizards, clerics and druids have 9 spell levels
- When you take damage while casting, you can make a concentration check so your spell won't fail
- Wizards who wear armor have a chance of spell failure
- No race and class limitations, no demihuman level limits
- Races have positive and negative ability mods, usually +2/-2
4E
- No traditional spell levels
- Casting spells can't be interrupted (in a previous editions sense of the word) unless you're knocked unconscious
- Wizards can wear pretty much any armor they want to without risking spell failure
- No need to roll if you want to learn a spell
- No race and class limitations, no demihuman level limits
- Races have positive ability mods (no penalties), usually +2
- Wizards have 9 spell levels, clerics and druids have 7 spell levels
- Clerics can get quest spells (Tome of Magic), wizards can get 10th level spells and higher (certain Forgotten Realms supplements)
- When you take damage while casting, your spell fails automatically
- Wizards aren't allowed to wear armor (some exceptions for elf fighter-mages with elven chainmail)
- You need to roll for every spell you want to learn (except for read magic IIRC) and you have a maximum number of spells per spell level that you can learn
- Strict race and class limitations (e.g. no dwarven paladins), demihuman level limits (with lots of optional rules)
- Races have positive and negative ability mods, usually +1/-1 (Dark Sun is the big exception here)
3E
- Wizards, clerics and druids have 9 spell levels
- When you take damage while casting, you can make a concentration check so your spell won't fail
- Wizards who wear armor have a chance of spell failure
- No race and class limitations, no demihuman level limits
- Races have positive and negative ability mods, usually +2/-2
4E
- No traditional spell levels
- Casting spells can't be interrupted (in a previous editions sense of the word) unless you're knocked unconscious
- Wizards can wear pretty much any armor they want to without risking spell failure
- No need to roll if you want to learn a spell
- No race and class limitations, no demihuman level limits
- Races have positive ability mods (no penalties), usually +2