pdf/odt below - rough draft subject to many changes. The PDF looks and reads much better than the "forum-speak" version.
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Level XP HD 1 2 3 4 5 6 7 (Spell Level)
1 0 1d4 2 - - - - - -
2 2,500 2d4 3 - - - - - -
3 5,000 3d4 3 2 - - - - -
4 10,000 4d4 3 3 - - - - -
5 20,000 5d4 3 3 2 - - - -
6 40,000 6d4 4 3 3 - - - -
7 80,000 7d4 4 3 3 2 - - -
8 150,000 8d4 4 4 3 3 - - -
9 300,000 9d4 4 4 3 3 2 - -
10 450,000 9d4+1 5 4 4 3 3 - -
11 600,000 9d4+2 5 5 4 3 3 2 -
12 750,000 9d4+3 5 4 4 4 3 3 -
13 900,000 9d4+4 5 4 5 4 3 3 2
14 1,050,000 9d4+5 5 4 5 4 4 3 3
15 1,200,000 9d4+6 6 4 5 4 4 3 3
16 1,350,000 9d4+7 6 6 5 4 4 3 3
17 1,500,000 9d4+8 6 6 5 5 4 4 3
18 1,650,000 9d4+9 7 6 5 5 4 4 3
19 1,800,000 9d4+10 7 6 6 5 4 4 4
20 1,950,000 9d4+11 7 6 6 5 5 4 4
A Fey-Mage is a poor fighter, with fighting ability equivalent to normal Magic-Users. Likewise they are no more hardy than standard Magic-Users (d4 Hit Die). Like other Magic-Users, they may not wear any armor of any sort or use shields, and are limited to the same weapon choices. Otherwise, Fey-Mages can generally be treated as equivalent to Magic-Users for any situation not covered here.
The Prime Requisite for a Fey-Mage is Charisma. In addition to requiring an Charisma score of 13 or higher, a Fey-Mage also must have an Intelligence score of 9 in order to understand such arcane information. Although not a official requirement, most Fey-Mages have a special connection to the faerie world such as ancestry that includes such beings or living in close proximity to fey beings. Stories of such connections can be as varied as the fey beings themselves.
Except for the manner in which a Fey-Mage acquires spells, they produce magic much like other types of Magic-Users. Fey-Mages have different spell choices, sometimes utilizing spells that traditional Magic-Users cannot normally cast. Fey-Mages do not need to memorize spells from their repertoire, being able to spontaneously choose amongst any of their known spells at the time of casting. Rest is necessary to renew their available spell slots, just as other spell casting classes require. See the Spells section (below) for more details.
SPELLS
The number of spells of each level which a Fey-Mage may cast per day is shown on the table in the New Character Class section, above. Each day, usually in the morning, a Fey-Mage renews his or her spell slots to replace those that have been used. This is accomplished through meditative techniques that fey often call “Reverie.” Because a Fey-Mage does not have to memorize spells, they do not need to worry about dismissing spells in order to prepare for more.
Spellcasters must have at least one hand free, and be able to speak, in order to cast spells; thus, binding and gagging a spellcaster is an effective means of preventing him or her from casting spells. In combat, casting a spell usually takes the same time as making an attack. If a spellcaster is attacked on the Initiative number on which he or she is casting a spell, the spell is spoiled and lost.
Fey-Mage Spells
Unlike other Magic-Users, a first level Fey-Mage begins play knowing only two first level spells. The GM may roll for the spells, assign these as he or she sees fit, or allow the player to choose, at his or her option. A Fey-Mage does not need to keep a Spell Book. Instead, a Fey-Mage may learn a maximum number of spells of each spell level equal to two plus their Charisma bonus. They can learn spells from any being capable of casting such magic, so long as the spell appears on the Fey-Mage list and the Fey-Mage has the appropriate slots available. For new spell creations, the Game Master must decide if it is an appropriate addition to the Fey-Mage spell lists. It is customary for a Fey-Mage to pay “training fees” when learning new spells. The standard rate is 500gp per spell level regardless of the training method, whether doing their own research or practicing with a mentor. It takes one day per spell level of research, repetition and practice to properly learn a spell. Also note that, unlike other types of Magic-Users, a Fey-Mage does not automatically know the Read Magic Spell.
Sometimes a Fey-Mage would prefer to know different spells. At each even class level (2nd, 4th, 6th, etc.), the Fey-Mage may “un-learn” one currently known spell in order to be free to learn another spell of the appropriate level. The fees for learning new spells always apply, even if a Fey-Mage subsequently relearns a spell he or she previously knew.
Below are listed spells available to the Fey-Mage subclass described above. Many Game Masters do not use all supplemental material, but, Optional Zero Level Spells (cantrips) and Seventh Level Spells are included for completeness. Fey-Mages are equivalent to normal Magic-Users in either case. See the appropriate optional supplement when necessary.
Legend for spell list below:
* – reversible spell
# – modified for Fey-Mage
(d) – Druid spell
(i) – Illusionist spell
(n) – Necromancer spell
(s) – Spell Supplement
Cantrips: One zero level spell, called a cantrip, can be cast per level of the caster plus his or her Charisma bonus. Therefore, a fifth level Fey-Mage with an Charisma score of 17 (+2 bonus) may cast up to 7 cantrips per day. When Cantrips are utilized, a Fey-Mage begins with 1d4 different Cantrips, and may learn any number more whenever a trainer is available (100gp each in “training fees”).
Zero-level Spells (Cantrips) are an optional rule, and thus may be omitted by the GM.
<< Spell Lists to be inserted here >>