From: u6263484@ucsvc.ucs.unimelb.edu.au Subject: Re: Playing with Class Date: 27 Mar 91 03:49:51 GMT New Class: the Sword Mage. The Sword Mage is a specialist mage trained in the rare arts of close combat spells. Sword Mages can be styled after Cyrano de Bergerac, Zorro, the Three Musketeers, Peter Pan or any other swashbuckling hero. As specialists, their general spell-casting is considerably reduced, yet it is still a powerful ability. Ability Requirements: Intelligence 9, Strength 13. Prime Requisite: Intelligence. Races Allowed: Human, Halfling, Half-elf. Sword Mages gain +1 to saving throws against spells from the Sword Mage school of spells. Sword Mages cannot use the opposition school of Conjuration/Summoning. The Sword Mage keeps separate spell points for "normal" and Sword Mage spells. They cannot be interchanged. All Sword Mage spells are automatically known by a Sword Mage - no learning roll is required. In addition, no spell book is needed. Spells in other, non-opposing spheres may be learned at -15% penalty to the chance of learning. Once per day, the Sword Mage must spend one hour enchanting his weapon. This may then be used as the source of his spells. Only that weapon may be used for Sword Mage spells that day, although different weapons may be enchanted from day to day. Ordinary Mage spells are used in the ordinary manner. Sword Mages may become proficient in any weapon. They cannot specialise at higher levels. They cannot use armour or shields. Sword Mage spells cannot be used in conjunction with normal attacks in the same melee round. Sword Spell points Exp. Mage Normal spells per Melee Special Level needed Points 1 2 3 4 5 6 7 Round (max.) Ability ~~~~~ ~~~~~~~ ~~~~~~ ~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~ ~~~~~~~ 1 0 8 1 - - - - - - 3 2 2,500 13 1 - - - - - - 3 a 3 5,000 17 1 1 - - - - - 3 4 10,000 21 1 1 - - - - - 4 b 5 20,000 25 1 1 1 - - - - 4 6 40,000 30 1 1 1 - - - - 5 c 7 60,000 35 1 1 1 1 - - - 5 8 90,000 40 1 1 1 1 - - - 6 d 9 135,000 45 1 1 1 1 1 - - 6 10 250,000 50 1 1 1 1 1 - - 6 e 11 375,000 55 1 1 1 1 1 1 - 6 12 750,000 60 1 1 1 1 1 1 - 7 f a: Gains the Jump non-weapon proficiency at no extra cost. b: The Sword Mage may move backwards beating a fighting retreat at the same speed at which he could make a fighting advance. c: Bonus Contingency spell may be cast on the weapon. d: Immune to fear. e: The Sword Mage may no longer have any neutral component to his alignment. f: The Sword Mage may infiltrate packed infantry formations, rows of pikemen, etc. without penalty, moving at half normal movement. Note that a Sword Mage can cast more than one spell per round: as long as he does not exceed his maximum spell points per round, he can keep casting the spells. Of course, he is still limited by the spells's casting times. The casting time of any Sword Mage School spell is equal to the number of points spent. Sword Mage school of spells. Parry Dispel Disarm Weapon Breaker Missile Parry Attack Catch Spear Disarm Parry and Push Signature Parry Sword Mage points: 1 Saving Throw: None This spell automatically parries one melee attack, reducing the damage suffered from that attack (if it is successful) by twice the amount of damage rolled as if the Sword Mage is attacking. Strength modifiers for the Sword Mage may not be used in calculating the damage reduction, although magical bonuses may be added after the die roll is doubled. When a natural weapon attack is parried, the attacker takes half normal damage from an attack by the mage. Attack Sword Mage points: 2 Saving Throw: Negates An attack spell enables the caster to automatically hit an opponent if the opponent fails his saving throw. The saving throw is improved by magical armour and shield bonuses on the opponent, and reduced by bonuses on the attacker's weapon. The damage caused by an attack is rolled as if the weapon hit normally, however strength modifiers are not applied. Disarm Sword Mage points: 3 Saving Throw: Negates When this spell is cast, the Sword Mage uses his weapon to dislodge the opponent's weapon from his grasp. The opponent's saving throw is improved by 2 if he is using a small weapon, and worsens by 2 if his weapon is large. Dispel Disarm Sword Mage points: 2 Saving Throw: None This may be cast in excess of the normal limit to the number of spells that may be cast in a melee round - it must be declared as soon as the opponent has declared that he is trying to disarm the Sword Mage. This spell automatically negates the attempt. Catch Sword Mage points: 3 Saving Throw: Negates This spell acts as a parry spell. In addition, if the opponent fails to save, his weapon is locked with the Sword Mage's weapon. The saving throw is modified according to the opponent's weapon size: subtract 2 from the roll for a large weapon, add 2 for a small weapon. No further actions may be undertaken with the locked weapon, although a second weapon may be used to attack at an additional -2 to hit. Another saving throw is rolled at the beginning of each subsequent melee round at -2, to escape the catch spell. All saving throws are modified in each combatant's favour for the magical plusses on his weapon. Parry and Push Sword Mage points: 2 Saving Throw: See below This spell operates firstly as a parry spell; no saving throw is applied. In addition, the defender must save or be pushed backwards 2-5 feet. Weapon Breaker Sword Mage points: 4 Saving Throw: See below This spell can be used firstly as a parry; in addition, the opponent's weapon must save vs crushing blow or be broken. If the Sword Mage's weapon is equal in magical strength (pluses) to the opponent's weapon, or both are non-magical, then the Sword Mage's weapon must also save vs crushing blow. If the opponent's weapon is more magical, then only the Sword Mage's weapon needs to make a saving throw. Spear Sword Mage points: 3 Saving Throw: Negates The Sword Mage's weapon can be thrown at a target. That target must save (modified for dexterity) or be hit, just as the attack spell works. The maximum range is 30 feet. Signature Sword Mage points: 2 Saving Throw: See below This spell can only be used against a surrendered opponent. This spell enables the sword mage to carve his initial(s) into the garments of the opponent, without harming him. The opponent then rolls a saving throw at +2 bonus, also modified for Wisdom. If the save is failed by more than 2, the victim is in awe of the Sword Mage's prowess, and will never attack him except in self defence. If the save is failed by 2 or less, the victim is quested to show he is superior to the Sword Mage, in a manner befitting his alignment. If the opponent saves, there is no additional effect (unless the DM dictates). Missile Parry Sword Mage points: 2 Saving Throw: None This spell acts as a parry spell, but it also works against two particular thrown weapons - daggers and handaxes. It does not work against spears, javelins, bolts or arrows.