Saturday, July 21, 2018

OSR Pirate/Renaissance and Colonial Classes. Magician, Sorcerer, Witch

For the players of my upcoming Ravenloft Renaissance Game
These classes replace Magic User, Cleric, etc.

The Mystical Classes
Magician
Sorcerer
Witch

The Magician
Hit Die:1d4
Hit/Save: As Magic User
Weapons Permitted: As Magic User
Armor Permitted: None
Prime Attribute (5% experience bonus): Intelligence 13+
Spells
The Magician casts spells as a Magic User with the following changes...
The Magician receives a extra spell slot per spell level at each level of Magician. For Example: A fourth level Magic User would have three 1st level spell slots and two 2nd level slots available. The  fourth level Magician has four 1st and three 2nd. HOWEVER, the Magician can only cast spells via rituals.
The Magician may cast both Magic User and Cleric spells. If a spell is listed in both the Cleric and Magic User lists the Magician uses the Magic User version.
The Magician have a chance to cast spells of a higher level than he normally has access to. The spell must be found via tome, scroll, teacher, or other source to obtain it. Study time is one week per spell level. At the end of this study time the Magician makes a roll of 10 + 1/2  level + Int bonus - the spells level on a 1d20. If the target number or less is rolled the spell is learned and can be cast as a ritual once daily. If failed the Magician must continue studying the spell for another wee  k.Only one spell at a time can be studied.
The Magician has the option of practicing Infernal Witchcraft.

Potions, Salves, and Charms
A Magician may work any spell known into a potion, salve, or charm.
Potions must be drunk, salves applied to skin, and charms hidden on or in the house of the target of the spell to be activated by a command or by the presence of the spell's target.
Potions must be drunk, salves applied to skin, and charms hidden on or in the house of the target of the spell to be activated when the target enters the area, etc.
Whomever physically introduces a subject to a potion, salve, or charm with a spell that compels the subject to obey or otherwise be influenced by the caster acts as the caster. The spell is in the item and released by the will and actions of the person who intends the spell on his target.
Creation time is the same as for rituals and costs the daily spell slot of the spell used. The Magician is very adapt at this form of magic and can make a number of items equal to twice his level, and each has a shelf life equal to twice the Magician's level in days.

Bonus Languages
The Magician must master many languages both modern and archaic in his studies.
He receives an extra language at first level and can learn a new one at everky third level.

The Sorceror
Hit Die Type 1d4 per level up to ninth level
Hit/Save As: Magic User
Weapons Permitted: As Magic User
Armor Permitted: None
Prime Attribute (5% experience bonus): Intelligence 13+

Spells
The Sorceror casts spells as a Magic User.
The Sorceror may cast both Magic User and Cleric spells. If a spell is listed in both the Cleric and Magic User lists the Magician uses the Magic User version.
The Sorceror has a chance to cast spells of a higher level than he normally has access to. The spell must be found via tome, scroll, teacher, or other source to obtain it. Study time is one week per spell level. At the end of this study time the Sorceror makes a roll of 10 + 1/2  level + Int bonus - the spells level on a 1d20. If the target number or less is rolled the spell is learned and can be cast as a ritual once daily. If failed the Sorceror must continue studying the spell for another wee  k.Only one spell at a time can be studied.
The Sorceror has the option of practicing Infernal Witchcraft.

Bonus Languages
The Sorceror must master many languages both modern and archaic in his studies.
He receives an extra language at first level and a bonus language at every third level.

Witch
Hit Die: 1d6 up to ninth level
Hit/Save: As Cleric
Weapons Permitted: Any one-handed melee and ranged.
Armor Permitted: Leather or less.
Prime Attribute (5% experience bonus): Wis13+

Spells
The Witch may cast the same number of spells per day as the Cleric in the base rulebook.
The Witch may cast both Cleric and Magic User spells. If a spell is listed in both the Cleric and MU lists the Witch uses the Clerical version.
Witches can cast rituals.
The Witch has the option of practicing Infernal Witchcraft.

Potions, Salves, and Charms
A Witch may work any spell known into a potion, salve, or charm.
Potions must be drunk, salves applied to skin, and charms hidden on or in the house of the target of the spell to be activated when the target enters the area, etc.
Whomever physically introduces a subject to a potion, salve, or charm with a spell that compels the subject to obey or otherwise be influenced by the caster acts as the caster. The spell is in the item and released by the will and actions of the person who intends the spell on his target.
Creation time is the same as for rituals and costs the daily spell slot of the spell used. The Witch can only make a number of items equal to her level, and each has a shelf life equal to the Witch's level in days.

Poisons
Given an hour of brew time, and the proper ingredients herbs such as human or animal parts, the Witch can create virulent poisons. The poison can be ingested, contact, or injected as the Witch desires. At first level the Witch's poison does 1d6 hp damage and an extra 1d6 at levels 3, 9, 12, 15, and 18. The poison is insidious and slow; starting one hour after exposure it does 1d6 damage per hour until the available d6's of poison are used or the vicitm is dead. A Saving Throw is allowed during the initial 1d6 hp loss and if successful, all damage done is for half damage as the poison runs its course.
The Witch can also make an antidote for the poison. When given it stops all damage.
Both poison and antidote have a shelf life of a number of days equal to the Witch's level.

Useful Magic Options

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