All classes consist of subclasses. Example: A Trickster would start from level 1 to level 6. Once a Trickster gets to 7th level, the Trickster becomes a Magic User. From 7th level to 12th level, the Magic User is afforded a new skill. At 13th level, the Magic User becomes a *Specialist(Illusionist/Conjurer/Enchanter/ETC) and has another new skill. And lastly, at 18th level, the *Specialist(Illusionist/Conjurer/Enchanter/ETC) becomes an *Master Specialist(Illusionist/Conjurer/Enchanter/ETC) and is also given a final skill.
Sub-Classes
SubClass Type Levels 1-6 Levels 7-12 Levels 13-17 Level 18-20
Wizard/Sorceror Apprentice Magic User High Mage Wizard/Sorceror
Specialist Trickster Master Healer Specialist
(Illusionist Etc.)
Master Speicalist
(Master Illusionist Etc.)
Psionic Mind Bender Mind Master Psionic Brain Render
Summoner Spellcrafter Pagan Warlock Summoner
Scientist Scientist Engineer Technical Engineer Field Scientist


The content below was prepared so that you would be
able to navigate the page better, knowing how far down you would
need to scroll to get to the specified chart. I hope this helps you

Charts Content
Attributes Chart
Experience Chart
Life Point Chart
Knowledge Point Chart
Skills
Battles
Creatures
Cleric Spells
Wizard Spells
Attributes Bonuses (1)
Attributes Bonuses (2)


All charcaters will begin with 90 Attribute points to begin with.
Each character will get the chance to distribute the points between each attribute.
Strength
Agility
Perception
Intelligenct
Wisdom
Body

To get more points you now earn Karma. The way you earn Karma
is to adventure. Each adventure is worth 1 Karm.
During the adventure or even outside of an
adventure if you do anything out of the normal you may gain or lose 1 Karm. Hence...
Good deed +2 Karm
Great deed +3 Karm
Special deed +4 Karm
Exceptional deed +5
(ex. step in front of a death shot,
or resurect a couple of people
or heal others using all of your kp.)
**The webpage for the level up in Karma is here KARMA **

Experience level charts as all know are the showing of the experience it takes to get
from one level to another. This chart goes from level 1 to level 20
from left to right. As you level up every so many levels you
will change sub-classes and thus learn a new ability.
((ADDITIONAL RULES)):::After Level 20 it takes an additional 300,000 exp to get to the next level. Also you will gain a +1 in every major Attribute at every fifth level, and +1 in every attribute at level 30 and 40. To sweeten this deal you also get to roll LPS according to the 20th level rolls. And your KP still rises as well.
Experience
Level 1 0-199 Level 2 200-499 Level 3 500-799 Level 4 800-1099 Level 5 1100-3999
Level 6 4000-6999 *Level 7* *7000-10,999* Level 8 11,000-16,999 Level 9 17,000-25,999 Level 10 26,000-64,999
Level 11 65,000-99,999 *Level 12* *100,000-129,999* Level 13 130,000-199,999 Level 14 200,000-269,999 Level 15 270,000-299,999
Level 16 300,000-399,999 *Level 17* *400,000-499,999* Level 18 500,000-599,999 Level 19 600,000-699,999 Level 20 700,000+


Clerics roll 3d10 twice and take best roll then add :BODY:Bonus.
Example:Argis rolls 3d10 and comes up with 6/7/4 as his best roll and adds
his bonus of +5. His starting Life Points are 22.
Life Point Progression Chart
Level 1 2d10 Level 2 1d4 Level 3 1d4 Level 4 1d4 Level 5 1d4
Level 6 1d4 *Level 7* *1d4* Level 8 1d6 Level 9 1d6 Level 10 1d6
Level 11 1d6 *Level 12* *1d6* Level 13 2d4 Level 14 2d4 Level 15 2d4
Level 16 2d4 *Level 17* *2d6* Level 18 2d6 Level 19 2d6 *Level 20* *2d10*


Knowledge Points are the equivalent of Magic Points. KPs guage your knowledge in the recesses of the mind and the deepness of the power you possess, in actuality they could be called MKP's Magic Knowledge Points. However to keep the name shorter we will refer to them as Knowledge Points. All Wizards start off with a base of 10 Kps, and go up every level according to the chart below. All Clerics start off with a base of 7, and all other classes such as Paladins have a base of 5.
Knowledge Point Progression Chart For Wizards
Level 1 +7 Level 2 +7 Level 3 +7 Level 4 +8 Level 5 +8
Level 6 +8 *Level 7* *+10* Level 8 +10 Level 9 +10 Level 10 +15
Level 11 +15 *Level 12* *+15* Level 13 +17 Level 14 +17 Level 15 +20
Level 16 +20 *Level 17* *+20* Level 18 +25 Level 19 +25 *Level 20* *+30*


Knowledge Point Progression Chart For Psionicists
Level 1 +10 Level 2 +10 Level 3 +10 Level 4 +15 Level 5 +15
Level 6 +15 *Level 7* *+17* Level 8 +17 Level 9 +17 Level 10 +20
Level 11 +20 *Level 12* *+22* Level 13 +23 Level 14 +24 Level 15 +25
Level 16 +25 *Level 17* *+27* Level 18 +29 Level 19 +30 *Level 20* *+35*


Wizards Abilities

Every subclass uses these abilities

Level 1 - 7 :: +3 Magic damage
Level 8 -13 :: +1 to magic hit
Level 14-19 :: Double damage on 19 to 20
Level 20- + ::
Wizard/Sorceror :: +1 magic hit / magic defense
Specialists* :: Can make a duplicate of yourself once per day, can use your damage up to 1d4 rounds.
In other words, can use 2 attacks in one round. If it is hit more than 1 time, it disappears.
Summoner:: Can summon a creature to fight for 1d6 rounds only able to use it's own attacks.
Technologists :: At this time, N/A.
Psionicists* :: Level 18:: Can Purge Opponants Knowledge Points at 2d20
Level 19:: Can Steal Oppenants Knowledge Points at 2d20 (Can not go over own KP Max)
Due to low Life Points all Psionics get a special defense against all magic and Physical attacks.
At every level they get -2 damage to magic and Physical attacks.



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