Requirements: | Fighter-mage level 5-5. |
Prime Requisites: | Int 16, Str 9, Con 12, Wis 9. |
Hit Points: | 1d6/lvl. |
Thac0: | 1/1. |
Race Restrictions: | None. |
Religion: | Any. |
Weapon Proficiencies: | Initial: 4 |
Increase: 1/3 | |
Non-weapon Proficiencies: | Initial: 4 |
Increase:1/3 | |
Abilities: | Spells as wizard, fights as fighter. |
Saving Throws: | As wizard/fighter. |
XPs Table: Reset XPs gained as fighter-mage to zero.
Level: | Experience Points Required: |
2 | 36,000 |
3 | 88,000 |
4 | 179,000 |
5 | 349,000 |
6 | 714,000 |
Proficiency | Slots | Results |
Armour (mag) | 1 | Proficiency means that the caster can cast spells in the armour without suffering the 10% per AC point spell failure penalty. |
Armour (mag) | 2 | A specialization in armour means that the caster no longer has to pay double points for (or increase the level of) a spell in order to cast it in that armour. |
Armour Group (mag) | 1 | This general armour proficiency reduces the %age chance of spell failure in any armour by 20%. Extra slots dedicated to this WP reduce the chance by a further 20% per slot. |
Weapon (mag) | 1 | A single slot on a weapon means that spells can be cast with that weapon in hand but with a 40% chance of failure per weapon due to hampering. |
Weapon (mag) | 2 | Two slots on a weapon means that spell failure is reduced to 20% |
Weapon (mag) | 3 | Three slots mean that spells can be cast with the weapon in hand without penalty. |
Weapon Group (mag) | 1 | This proficiency allows the caster to cast spells with any weapon of the group in hand, but with a spell failure %age based upon his normal level of skill with the weapon. Each extra slot dedicated to Weapon Group (mag) gives the caster a further 10% bonus. Initial values: Non-proficient: 90% Familiar: 75% Proficient: 60% Specialized: 50% +10% per slot in Weapon Group (mag) |
Shield (mag)* | 1 | A shield proficiency means that the caster can use the shield when casting spells without penalty, unless also holding a weapon (see above). |
Two Weapon (mag) | 1 | Requires the WP (mag) in both weapons and Two Weapon Style: means that the caster can use both weapons and cast spells, at a further 30% chance of spell failure. |
Two Weapon (mag) | 2 | Putting two slots into this WP means that the chance of spell failure while using both weapons and casting a spell is reduced to 15% per weapon. |
Two Weapon (mag) | 3 | Three slots in Two Weapon (mag) ensures no penalties for style while casting spells and using two weapons at once. |
* A shield can be used in conjunction with a weapon to cast spells if the caster has Shield (mag), Weapon (mag) and Weapon and Shield style.
Proficiency: | Slots: | Check: | Modifier: |
Discard Somatic | 2 | Int | 0 |
Dramatic License | 1 | Int | 0 |
If anyone playtests these rules, I would love to hear about it.