AGRC Mage: Difference between revisions

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'''D:''' Death / Poison; '''W:''' Wands; '''P:''' Paralysis / Petrify; '''B:''' Breath Attacks; '''S:''' Spells / Rods / Staves
'''D:''' Death / Poison; '''W:''' Wands; '''P:''' Paralysis / Petrify; '''B:''' Breath Attacks; '''S:''' Spells / Rods / Staves


== Arcane Magic ==
== Mage Spellcasting ==
The table below outlines the number of spells available to mages of each level. The list of mage spells available in Agrimoor can be found here: [[AG RC Spells]]
The table below outlines the number of spells available to mages of each level. The list of mage spells available in Agrimoor can be found here: [[AG RC Spells]]


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== Divine Magic ==
== Arcane Magic ==
* '''Magical Research:''' A mage may spend time and money on magical research. They can add new spells to their spell book and research other magical effects. Upon reaching 9th level, they can also create magic items.
* '''Spellcasting:''' Mages carry spell books containing formulae for arcane spells. The chart above shows the number of spells in the mage's spell book and the number which may be memorized.
* '''Using Magic Items:''' Mages are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands).
 
== After 11th Level ==
A mage may build a stronghold, often a great tower. 1d6 apprentices of level 1-3 will then arrive to study under the mage.

Latest revision as of 08:30, 10 June 2025

Back to: Agrimoor Homebrew Rules

Requirements: None
Prime Requisite: Intelligence (INT)
Hit Dice: 1d6
Maximum Level: 14
Armour: None
Weapons: Daggers, Crossbows, Staves
Languages: Alignment, Common
Mage Level Progression
Level XP HD BtH D W P B S
1 0 d6 0 12 13 14 15 12
2 2,500 d6 1 11 12 13 14 13
3 5,000 d6 2 10 11 12 13 12
4 10,000 d6 2 10 11 12 13 12
5 20,000 d6 3 9 10 11 12 11
6 40,000 d6 3 9 10 11 12 11
7 80,000 d6 3 9 10 11 12 11
8 150,000 d6 4 8 9 10 11 10
9 300,000 +1* 4 8 9 10 11 10
10 450,000 +1* 4 8 9 10 11 10
11 600,000 +1* 4 8 9 10 11 10
12 750,000 +1* 5 7 8 9 10 9
13 900,000 +1* 5 7 8 9 10 9
14 1,050,000 +1* 5 7 8 9 10 9
15 + 250,000 xp per level
* CON bonus no longer adds to hit points gained each level.

D: Death / Poison; W: Wands; P: Paralysis / Petrify; B: Breath Attacks; S: Spells / Rods / Staves

Mage Spellcasting

The table below outlines the number of spells available to mages of each level. The list of mage spells available in Agrimoor can be found here: AG RC Spells

Bonus Spells: Mages with an INT of 13+/16+/18+ gain one additional spell of 1st/2nd/3rd level when they can access to the spell level.

Mage Spells Per Day
Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 4 2 - - - - - - - -
2 4 3 - - - - - - - -
3 4 3 1 - - - - - - -
4 4 3 2 - - - - - - -
5 5 4 2 1 - - - - - -
6 5 4 3 2 - - - - - -
7 5 4 3 2 1 - - - - -
8 5 4 3 3 2 - - - - -
9 5 5 4 3 2 1 - - - -
10 6 5 4 3 3 2 - - - -
11 6 5 4 4 3 2 1 - - -
12 6 5 4 4 3 3 2 - - -
13 6 5 5 4 4 3 2 1 - -
14 6 6 5 4 4 3 3 2 - -

Arcane Magic

  • Magical Research: A mage may spend time and money on magical research. They can add new spells to their spell book and research other magical effects. Upon reaching 9th level, they can also create magic items.
  • Spellcasting: Mages carry spell books containing formulae for arcane spells. The chart above shows the number of spells in the mage's spell book and the number which may be memorized.
  • Using Magic Items: Mages are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands).

After 11th Level

A mage may build a stronghold, often a great tower. 1d6 apprentices of level 1-3 will then arrive to study under the mage.