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dmw71
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- 03j. Thief

#21 Post by dmw71 »

Thief
The Thief class, as defined in the 1E PHB (pages 26-28), will be played by-the-book with the following exceptions:

---

Armor and Weapons Permitted (Per 1E UA, page 13)
Armor Permitted
Leather, Studded Leather, Padded, Elven Chain

Shield Permitted
None

Weapons Permitted
Bow (Short), Caltrop, Club, Crossbow (Hand), Dagger, Dart, Garrot, Knife, Sap, Sling, Sword (Broad), Sword (Falchion), Sword (Long), Sword (Short)

---

Multi-Classed Thieves
A multi-class Thief may use any weapon available to their most favorable class. However, when wearing any armor other than what is normally allowed to members of the Thief class, the following thieving skills can not be used:

* Pick Pockets
* Open Locks
* Remove Traps
* Move Silently
* Hide in Shadows
* Climb Walls

A more heavily armored Thief is still capable of performing the following skills:

* Find Traps
* Hear Noise
* Back Stab
* Appraisal
* Haggling

---

The Thief character in this game will probably be the most heavily modified, but will still closely resemble the Thief character presented in the book.


Thieves Tools
A basic set of 'Thieves Tools' will be available for purchase during the initial character creation stage. Be aware that higher quality or masterwork tools may exist.


Starting Thief Skills
To determine the initial value of each skill, start with the following base scores:

Thieving Skill Base Scores
Pick Pockets: 15%
Open Locks: 10%
Find/Remove Traps: 5%
Move Silently: 10%
Hide in Shadows: 5%
Detect Noise: 15%
Climb Walls: 60%
Read Languages: 0%

To these base scores, add (or subtract) any appropriate modifiers for race, Dexterity, and armor worn (OSRIC tables plus armor table below):
Thieving Skill Armor Adjustments

Code: Select all

                                             Padded, Hide or    Chain mail 
Skill               No Armor   Elven Chain   Studded Leather    or Ring Mail*  (Leather?)
Pick Pockets          +5%         -20%           -30%               -25% 
Open Locks            --          -5%            -10%               -10% 
Find/Remove Traps     --          -5%            -10%               -10% 
Move Silently        +10%         -10%           -20%               -15% 
Hide in Shadows       +5%         -10%           -20%               -15% 
Detect Noise          --          -5%            -10%               -5% 
Climb Walls          +10%         -20%           -30%               -25% 
Read Languages        --           --             --                 -- 
* Only Bards can wear ring mail or non-elven mail while using thief skills..

The scores arrived at in the preceding paragraph do not reflect the effort a thief has spent honing his skills. To simulate this extra training, all thieves at 1st level receive 60 discretionary percentage points that they can add to their base scores. No more than 30 points can be assigned to any single skill. Other than this restriction, the player can distribute the points however he wants.

Each time the thief rises a level in experience, the player receives another 30 points to distribute. No more than 15 points per level can be assigned to a single skill, and no skill can be raised above 95 percent, including all adjustments for Dexterity, race, and armor.


Thief Skill Bonus Adjustment

Code: Select all

Ability     Thief Skill
Score       Bonus Adjustment**
  8-9       --
10-11       +10%
12-13       +15%
14-15       +20%
16-17       +25%
18-19       +30%
20-21       +35%
Etc...

Note: All thieves with a high Dexterity receive a bonus allotment of skill points at 1st level in addition to the bonuses already granted in the 'Dexterity Table II.: Adjustments For Thieves' table (1E PHB, page 12).  These discretionary percentage points can be added to the base score of the thieving skill(s) of the players choice, however no more than 10 percentage points can be added to any single skill.  This is a one time bonus.

List of Thief Skills
Pick Pockets
Open Locks
Find Traps
Remove Traps (Note: The 'Find/Remove Traps' function has been unbundled and they are now their own unique skills.)
Move Silently
Hide in Shadows
Hear Noise
Climb Walls
Read Languages
Back Stab
---
Appraisal
Haggling


Appraisal
An appraisal is the act of assigning a cash value to an object. A Thief has a better than normal chance of being able to approximate the value of artwork, gems & jewelry, textiles, ceramics, and other objects. The 'Appraisal' skill will follow the 'Read Languages' chart, beginning at a 5% chance of success at first level and increasing 5% per level until the listed chart begins.

Thieves will also receive a bonus 5% chance of success when attempting to appraise a favorable item of their race, per the chart below:

Dwarf: Precious metals and loose gems
Elf: Jewelry and all forms of artwork
Gnome: Precious stones (loose gems and jewels)
Half-Elf: No modifiers
Half-Orc: Felts, hides or poisons
Halfling: Household items


Haggling
By nature of their profession, Thieves have more experience when it comes to negotiating over the prices of items or services. This skill, if successful, will offer an advantage to the Thief attempting to receive a discount off the asking price.

The chance to successfully perform a 'Haggling' skill will equal that of the 'Hear Noise' skill and the discount upon a successful check will equal 5% per level of the character. There are not racial benefits aside from a bonus 5% chance when attempting to haggle with a member of the characters own race.

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- 03k. Acrobat

#22 Post by dmw71 »

Acrobat
The Thief-Acrobat class, as introduced in the 1E UA (pages 23-25), will be played by-the-book with the following exceptions:

---

Armor and Weapons Permitted (Per 1E UA, page 13)
Armor Permitted
Leather, Studded Leather, Padded, Elven Chain

Shield Permitted
None

Weapons Permitted
Bow (Short), Caltrop, Club, Crossbow (Hand), Dagger, Dart, Garrot, Knife, Lasso, Sap, Sling, Staff, Sword (Broad), Sword (Falchion), Sword (Long), Sword (Short)

---
1E UA, page 23 wrote:The thief then leaves off all practices which increase his or her manual dexterity and begins a regimen of physical exercise in order to build coordination, muscle tone, and balance. This program of gymnastics precludes any further progress in the following skills:

Pick Pockets
Open Locks
Find Traps
Remove Traps
Read Magic
...
It will require 6 full weeks of training to learn the basic skills needed to begin active practice of the social profession of thief-acrobat.
In this game, an Acrobat does not completely abandon their previous thieving abilities, but they do regress due to this intensive six-week training they must undertake. Upon making the switch from a pure Thief to an Acrobat, all Acrobat skills will be as of their actual level, while all their previous thieving skills will be performed as a Thief two levels lower (a 6th level Acrobat will perform all Acrobat skills at their actual 6th-level ability and all their previous thieving skills as if they were a 4th-level Thief; a 7th-level Acrobat will function as a 5th-level Thief, and so on.).

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- 03l. Assassin

#23 Post by dmw71 »

Assassin (Per DM approval)
The Assassin class, as introduced in the 1E PHB (pages 28-30), will be played by-the-book with the following exceptions:

---

Armor and Weapons Permitted (Per 1E UA, page 13)
Armor Permitted
Leather, Studded Leather, Padded, Elven Chain

Shield Permitted
None

Weapons Permitted
Any

---

Multi-Classed Assassins
The Assassin character must always remain single-classed.

---

The Assassin character is truly not meant to be played in this game, but if a player really desires to play an Assassin character, the DM will work with you to discuss the various options (e.g. guild membership, use of (and access to) poison, etc...).

Expect the Assassin character, if/when played, to adhere very closely to the rules presented in the 1E PHB (pages 28-30).

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- 03m. Monk

#24 Post by dmw71 »

Monk
The Monk class will not be used in this game as they just really don't fit into this campaign.

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- 03n. Bard

#25 Post by dmw71 »

Bard
This 'class' is not intended to be allowed. If, upon reaching the difficult requirements for this class, you are interested in forming a Bard character, we'll talk.

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03o. Multi-Class

#26 Post by dmw71 »

Single-Class Only
The following classes must always remain single-classed:
* Cavalier
* Barbarian
* Paladin
* Assassin


Multi-Class Benefits and Restrictions
Multi-classed characters receive the most beneficial capabilities (e.g. attack charts, saving throws, etc...) from each of their selected classes, but are subject to the following restrictions:

Cleric
Due to the strength of their beliefs, even multi-classed Clerics remain forbidden from using edged and/or pointed weapons.

Druid
Multi-classed Druid characters are still limited to simple leather armor and plain wooden shields.

Fighter
None

Ranger
None

Magic-User
A multi-class Magic-User character may use any weapon available to their most favorable class and is able to wear any type of armor, but any armor worn will affect the casting time of the spell.

The casting time penalty for casting Magic-User spells while wearing armor will equal the following:

10 - [armor class]

For example, leather armor, which provides an AC of 8, will have a casting time penalty of 2 (10-8 = 2). Meanwhile, the casting time penalty for wearing full plate mail will be 9 (10-1 = 9).

Illusionist
As Magic-User.

Thief
A multi-class Thief may use any weapon available to their most favorable class. However, when wearing any armor other than what is normally allowed to members of the Thief class, the following thieving skills can not be used:

* Pick Pockets
* Open Locks
* Remove Traps
* Move Silently
* Hide in Shadows
* Climb Walls

A more heavily armored Thief is still capable of performing the following skills:

* Find Traps
* Hear Noise
* Back Stab
* Appraisal
* Haggling


***

Multi-Class Hit Points
Since all dice rolls will be completed using the Unseen Servant Dice Roller application, we are not limited to the existing, even-sided dice we're all accustomed to: d4, d6, d8, d10, d12, d20. For this reason, multi-class characters will be able to divide the original Hit Dice type by the number of classes selected and roll it each time they need to generate a new hit point amount.

Two Classes
If a character is multi-classing with only two classes, simply halve the Hit Dice type of each class from the beginning and roll this halved Hit Dice type each time the appropriate class levels up.

For example, instead of rolling ((d10)+(d4)/2) for a beginning Fighter/Magic-User and (d10)/2 or (d4)/2 upon each new level, perform that division a single time at the beginning of the game and the resulting halved Hit Dice type will be used, undivided, every time a hit point roll is needed for that class.

Code: Select all

               LEVELS ->
HD   1/2 HD     1   2   3   4   5   6   7   8   9   10   11   12   13   14   15 Etc...
d12  d6         d6  d6  d6  d6  d6  d6  d6  d6  d6  d6   d6   d6   d6   d6   d6 
d10  d5         d5  d5  d5  d5  d5  d5  d5  d5  d5  d5   d5   d5   d5   d5   d5 
d8   d4         d4  d4  d4  d4  d4  d4  d4  d4  d4  d4   d4   d4   d4   d4   d4 
d6   d3         d3  d3  d3  d3  d3  d3  d3  d3  d3  d3   d3   d3   d3   d3   d3 
d4   d2         d2  d2  d2  d2  d2  d2  d2  d2  d2  d2   d2   d2   d2   d2   d2 
Three Classes
Things get more complicated when there are three classes operating at the same time as the original Hit Dice type do not always divide evenly. Perhaps the simplest solution is to round up the Hit Dice type every three rounds (levels 1, 4, 7, 10, 13, 16, etc...) and round down all other rounds, illustrated below:

Code: Select all

                LEVELS ->
HD   1/3 HD     1   2   3   4   5   6   7   8   9   10   11   12   13   14   15
d12  d4         d4  d4  d4  d4  d4  d4  d4  d4  d4  d4   d4   d4   d4   d4   d4
d10  d3.33      d4  d3  d3  d4  d3  d3  d4  d3  d3  d4   d3   d3   d4   d3   d3
d8   d2.67      d3  d2  d2  d3  d2  d2  d3  d2  d2  d3   d2   d2   d3   d2   d2  
d6   d2         d2  d2  d2  d2  d2  d2  d2  d2  d2  d2   d2   d2   d2   d2   d2
d4   d1.33      d2  d1  d1  d2  d1  d1  d2  d1  d1  d2   d1   d1   d2   d1   d1
Four Classes
I suspect it will be rare (if it even ever happens), but a character with four classes is cleaner, leaving only Fighter and Cleric-types to round up during odd rounds (1, 3, 5, 7, 9, etc...) and round down during even rounds (2, 4, 6, 8, 10, etc...), illustrated below:

Code: Select all

                LEVELS ->
HD   1/4 HD     1   2   3   4   5   6   7   8   9   10   11   12   13   14   15
d12  d3         d3  d3  d3  d3  d3  d3  d3  d3  d3  d3   d3   d3   d3   d3   d3
d10  d2.5       d3  d2  d3  d2  d3  d2  d3  d2  d3  d2   d3   d2   d3   d2   d3
d8   d2         d2  d2  d2  d2  d2  d2  d2  d2  d2  d2   d2   d2   d2   d2   d2  
d6   d1.5       d2  d1  d2  d1  d2  d1  d2  d1  d2  d1   d2   d1   d2   d1   d2
d4   d1         d1  d1  d1  d1  d1  d1  d1  d1  d1  d1   d1   d1   d1   d1   d1
---

In any of the systems proposed above, if the character qualifies for a 'Hit Point Adjustment' due to a high Constitution score, the player will select one of their classes at the start of play (most likely the class which advances the most rapidly) and this 'Hit Point Adjustment' will only be applied when that designated class advances a level.

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11. Character Details

#27 Post by dmw71 »

Age, Height, Weight
The following webpages have tables to randomly generate the starting age, average height and average weight for your character. The starting age for your character will need to be rolled for. You can feel free to select any reasonable height and weight for your character, or use the table below to randomly determine those values:

Character Age
Average Height & Weight


Background
Additionally, each player should come up with a background for their character. Feel free to make it as elaborate as you'd like but, at a minimum, it should provide a hint to your characters past. A while back I found a link I thought was pretty helpful in coming up with some ideas. You're under no obligation, but feel free to use the following

The Ten-Minute Background


Image
It's optional, but if you'd like to post an image of what your character resembles, here are some instructions on how to do so:

How Do I Add A Picture To A Post?


Other Details
Feel free to include any other details not already mentioned.

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09a. Clerics & Druids

#28 Post by dmw71 »

**************************
* CLERICS & DRUIDS *
**************************

Acquiring Spells
1E PHB, page 40 wrote:Clerical spells, including the druidic, are bestowed by the gods, so that the cleric need but pray for a few hours and the desired verbal and somatic spell components will be placed properly in his or her mind.
Unless the behavior of a Cleric significantly goes against their alignment or the beliefs of their deity, a Cleric can expect to receive the spells they pray for on a daily basis. Druids, which remain True Neutral, must also remain faithful to their alignment or risk having their requests modified in some way or outright ignored.

Starting Spells
Cleric
The Cleric begins play with the number of spells found on the 'SPELLS USABLE BY CLASS AND LEVEL - CLERICS' table (1E PHB, page 20) plus any bonus spells available to them as found on the 'WISDOM TABLE 11: ADJUSTMENTS FOR CLERICS' (1E PHB, page 11).

Druid
The Druid begins play with the number of spells found on the 'SPELLS USABLE BY CLASS AND LEVEL - DRUIDS (CLERICS)' table (1E PHB, page 21) plus any bonus spells available to them as found on the 'WISDOM TABLE 11: ADJUSTMENTS FOR CLERICS' (1E PHB, page 11).


Spells Beyond First Level
1E PHB, page 40 wrote:First, second, third, and even fourth level spells are granted to the cleric through meditation and devout prayer. This spell giving is accomplished by the lesser servants of the cleric's deity.
1E PHB, page 40 wrote:Fifth, sixth, and seventh level spells can be given to the cleric ONLY by the cleric's deity directly, not through some intermediary source.
Spell Components
Cleric
1E PHB, page 43 wrote:All material components required for the various spells are used by completion of the spell in question with the notable exceptions of standard religious items, i.e. religious symbols and prayer beads or similar devices.
Unless specifically stated otherwise in the spell description, the Clerics' holy symbol will be sufficient to satisfy the material component necessary to cast any Clerical spell.

Druid
Druid characters will be required to expend material spell components upon casting a spell which requires it. The amount of material spell components must be accurately tracked on the Druids character sheet.

At the beginning of their adventuring career, a Druid character will have an amount of material spell components enabling them to cast a random number of spells; determined as follows:

* Greater Mistletoe: 24 + 2d4
* Lesser Mistletoe: 2d6
* Holy Leaves: 2d6
* Oak Leaves: 2d6

The player can feel to determine the total number of material components they begin with by using the following macros:

Code: Select all

Greater Mistletoe: [2d4+24]
Lesser Mistletoe: [2d6]
Holy Leaves: [2d6]
Oak Leaves: [2d6]
The rules regarding the use of material components will be by the book, as detailed below:
1E PHB, page 54 wrote:Notes Regarding Druid (Cleric) Spells:
The religious symbol of druids is mistletoe. Of lesser importance is holly. Some magical power resides in oak leaves. All of the druidic spells with a material component assume the use of mistletoe, as gathered by the druid character in the manner described hereafter. Lesser mistletoe, as well as holly and oak leaves, will reduce spell effectiveness as follows:

Code: Select all

                    Spell   Spell      Area of Effect
Item                Range   Duration   Effect
Lesser mistletoe    100%    75%*       100%
Borrowed mistletoe  75%*    50%**      100%
Holly               75%*    50%**      75%*
Oak leaves          50%**   50%        50%**

 * Or +1 on saving throw, if any, if category is not applicable
** Or +2 on saving throw, if any, if category is not applicable

Notes (per 1E PHB, page 54):
* Greater mistletoe, that is, mistletoe which is properly harvested by the druid, must be gathered by the druid as follows. On Midsummer's Eve, the druid must locate his mistletoe, cut it with a gold or silver sickle and catch it in a bowl before it touches the ground.
* Lesser mistletoe is that which is not harvested on the eve of midsummer, or that which the druid takes in a way which is not prescribed (such as picking by hand).
* Borrowed mistletoe is any mistletoe which is not personally harvested by the druid.
* Holly and oak leaves must be gathered by the druid, but these may be picked or gathered in any manner 
---

Healing Spells (Cleric)
While the function of the Cleric is certainly not limited to healing, it is important that they improve upon that ability each time they attain a new level of spells. With the exception of the new 2nd-level 'Cure Moderate Wounds' spell, the list should be largely familiar:

1st Level: Cure Light Wounds: Cures 1d8 damage (minimum: 1 damage healed)
2nd Level: Cure Moderate Wounds: Cures 2d8 damage (minimum: 3 damage healed)
3rd Level: Cure Blindness and Cure Disease
4th Level: Cure Serious Wounds: Cures 3d8 damage (minimum: 7 damage healed)
5th Level: Cure Critical Wounds: Cures 4d8 damage (minimum: 9 damage healed)
6th Level: Heal
7th Level: Resurrection

Notes:
1. All "Cure [severity] Wounds" spells will heal a minimum of 1 damage per level of the caster (You will roll results normally and raise any rolled amount up to the casters level if the rolled amount is lower.)
2. Clerics may pray for and memorize any spell available to them, but may swap any memorized spell(s) for a 'Cure [severity] Wounds' spells of the same level on a one-for-one basis.

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09b. Magic-User & Illusionist

#29 Post by dmw71 »

****************************************
* MAGIC-USERS & ILLUSIONISTS *
****************************************

Acquiring Spells
1E PHB, page 25 wrote:When a magic-user begins his or her profession, the character is usually assumed to possess a strange tome in which he or she has scribed the formulae for some of the spells known to the character.
Magic-User and Illusionist characters will begin the game with a spell book provided to them as a gift from their mentor or tutor.

Starting Spells
Magic-User
Each Magic-User character will begin the game with a spell book containing either five spells 1st-level spells, or four 1st-level spells plus cantrips. The DM will assign three of these spells to the player (automatically known). The remaining two will be spells of the players' choosing, but these chosen spells are subject to the 'Chance to Know Each Listed Spell' percentage for the characters Intelligence.

Note: 'Read Magic' is not a spell (1E PHB, page 68), but an ability, and all Magic-User characters have the ability to read magical writing, per the spell, at will.

Illusionist
Each Illusionist character will begin the game with a spell book containing either five spells 1st-level spells, or four 1st-level spells plus cantrips. The DM will assign three of these spells to the player (automatically known). The remaining two will be spells of the players' choosing, but these chosen spells are subject to the 'Chance to Know Each Listed Spell' percentage for the characters Intelligence.

Note: 'Read Magic' is not a spell (1E PHB, page 68), but an ability, and all Illusionist characters will gain this ability at 14th-level when they normally would have gained the spell.


03. Spells Beyond First Level
Magic-User and Illusionist characters will need to acquire books of spells and scrolls in order to gain additional spells and complete their own spell books.


06. Spell Components
Magic-User and Illusionist characters will be required to expend material spell components upon casting a spell which requires it. The amount of material spell components must be accurately tracked on the Magic-User or Illusionist character sheet.
1E PHB, page 64 wrote:Magic-Users employ a greater variety of material components than do other character classes employing spells, i.e. clerics and druids. Some of the required components will be difficult to find and/or expensive, but alternative spells can always be chosen.
At the beginning of their adventuring career, a Magic-User or Illusionist character will have an amount of material spell components enabling them to cast a random number of spells; as determined as follows:

* Common Material Components: 35 + 3d4
* Rare or Expensive Material Components: 5d4

The player can feel to determine the total number of material components they begin with by using the following macros:

Code: Select all

Common Material Components: [3d4+35]
Rare or Expensive Material Components:  [5d4]
Once the starting spells have been decided upon, the player should create a list of all components needed for each spell. The DM will decide whether or not each component is 'common' or 'rare' and will notify the player.

It will not be necessary to role play the replenishment of 'common' spell components. It is, however, the responsibility of the player to notify the DM that they are actually doing so. 'Rare' spell components be must acquired, either by purchase or located during the course of adventure. In either case, the player and the DM will work out the necessary details.

As a general rule, substitute components are not allowed. Exceptions may be made on a case-by-case basis upon player request.

---

10. Spell Books (Magic User and Illusionist)
Magic-User and Illusionist characters will have their choice of either a standard or a travelling starting spell book. Note that encumbrance is definitely a factor in this game and lugging around one of the available standard spell books will limit how much additional gear (not to mention treasure) the character will be able to carry, but it does provide them the greatest amount of flexibility when it comes to adding future spells.

Standard Spell Book
1E UA, page 79 wrote:Standard books, each of which contains up to 36 cantrips or up to 24 low-level (1-3) spells or some combination thereof.
(Disclosure: Minor revisions were made to the above quote.)

There are two options when it comes to standard spell books, detailed as follows:

Option #1: No Cantrips
The DM will assign three of these spells to the player (automatically known). The remaining two will be spells of the players' choosing, but these chosen spells are subject to the 'Chance to Know Each Listed Spell' percentage for the characters Intelligence. This starting spell book can hold 25 total levels of spells (19 remaining):

Code: Select all

-----------------------------
1.  Low-level (1-3) spells: 25
    Cantrips: 0
-----------------------------
Option #2: Cantrips
If the player is electing to have their character retain the ability to cast cantrips, they will begin with four 1st-level spells: Two assigned by the DM (automatically known) and the remaining two will be spells of the players' choosing, but these chosen spells are subject to the 'Chance to Know Each Listed Spell' percentage for the characters Intelligence. They will have their choice of starting spell books:

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-----------------------------
2.  Low-level (1-3) spells: 20   
    Cantrips: 5
-----------------------------
3.  Low-level (1-3) spells: 15
    Cantrips: 10
-----------------------------
Spell book (#2) will hold 20 low-level (1-3) spells plus five cantrips. With this option, four 1st-level spells will be known so there is room for 16 additional low-level spells. The five cantrips can be hand-picked by the player and are automatically known.

Spell book (#3) will hold 15 low-level spells plus ten cantrips. With this option, four 1st-level spells will be known so there is room for 11 additional low-level spells. The ten cantrips can be hand-picked by the player and are automatically known.

Note:
1E UA, page 79 wrote:The weight of a standard book of median size is 150 gold pieces (adjusted upward or downward for varying sizes). The encumbrance value of such a book is equal to three times its weight (450 gp or thereabouts), although it is correct to assume that a volume will fit within an otherwise empty backpack or large sack.
---

Travelling Spell Book
There are three options when it comes to travelling spell books, detailed as follows:

Option #1: No Cantrips
The DM will assign three of these spells to the player (automatically known). The remaining two will be spells of the players' choosing, but these chosen spells are subject to the 'Chance to Know Each Listed Spell' percentage for the characters Intelligence. Their starting spell book will hold six low-level spells so they will have room to add one more spell of levels 1-3.

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1.  Low-level (1-3) spells: 6
    Cantrips: 0
-----------------------------
Option #2: Cantrips
If the player is electing to have their character retain the ability to cast cantrips, they will begin with four 1st-level spells: Two assigned by the DM (automatically known) and two of the players' choosing. They will have their choice of starting spell books:

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2.  Low-level (1-3) spells: 5   
    Cantrips: 5
-----------------------------
3.  Low-level (1-3) spells: 4
    Cantrips: 10
-----------------------------
Spell book (#2) will hold five low-level spells and five cantrips. With this option, four 1st-level spells will be known so there is room for one more low-level (1-3) spell. The five cantrips can be hand-picked by the player and are automatically known.

Spell book (#3) will hold four low-level spells and ten cantrips. This spell book will begin completely filled: Two 1st-level spells assigned by the DM along with the two 1st-level spells and ten cantrips the player selects. The 1st-level spells are subject to the 'Chance to Know Each Listed Spell' percentage for the characters Intelligence, but the ten cantrips can be hand-picked by the player and are automatically known.

Note:
1E UA, page 79 wrote:The weight of such a book is approximately 30 gold pieces, and encumbrance roughly 60 gp. Five such books will fit within a backpack, twice that number in a large sack.

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dmw71
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09c. Spell Components (1st Level)

#30 Post by dmw71 »

The following tables will define the type and number of material spell components required to cast the particular spell.


CLERICAL SPELLS
Any material components listed below for Clericial spells will be in addition to the priests holy symbol, which is always required.

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SPELL                  LVL   COMMON  RARE   NOTES
Bless                   1      1      0     
Ceremony                1      *      *     Depends on type of ceremony (see 1E UA, page 32)
Combine                 1      0      0
Command                 1      0      0     
Create Water            1      0      0     
Cure Light Wounds       1      0      0     
Detect Evil             1      0      0     
Detect Magic            1      0      0     
Endure Cold/Heat        1      0      0
Invisibility to Undead  1      0      0
Light                   1      0      0     
Magic Stone             1      0      0
Penetrate Disguise      1      0      0
Portent                 1      1      0
Precipitation           1      1      0
Protection From Evil    1      1      0     
Purify Food & Drink     1      0      0     
Remove Fear             1      0      0     
Resist Cold             1      1      0     
Sanctuary               1      0      0     
***

DRUIDIC SPELLS
All Druid spells will require the expenditure of a single material component. The use of anything other than Greater mistletoe will result in the reduced spell effectiveness per the chart found in the '09. Spells' rule.

***

MAGIC-USER SPELLS
The type and number of material spell components required to cast Magic-User spells is as follows:

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SPELL                  LVL   COMMON  RARE   NOTES
Affect Normal Fires     1      0      0
Alarm                   1      2      0
Armor                   1      1      0
Burning Hands           1      0      0
Charm Person            1      0      0
Comprehend Languages    1      1      0
Dancing Lights          1      1      0
Detect Magic            1      0      0
Enlarge                 1      1      0
Erase                   1      0      0
Feather Fall            1      1      0
Find Familiar           1      1      2
Firewater               1      2      0
Friends                 1      2      0
Grease                  1      1      0
Hold Portal             1      0      0
Identify                1      1      2
Jump                    1      1*     0   Per leap.
Light                   1      0      0
Magic Missile           1      0      0
Melt                    1      2      0
Mending                 1      1      0
Message                 1      1      0
Mount                   1      0      1
Nystul's Magic Aura     1      0      1
Precipitation           1      0      0
Protection From Evil    1      1      0
Push                    1      1      0
Run                     1      2      0
Shield                  1      0      0
Shocking Grasp          1      0      0
Sleep                   1      1      0
Spider Climb            1      2      0
Taunt                   1      0      0
Tenser's Floating Disc  1      1      0
Unseen Servant          1      2      0
Ventriloquism           1      1      0
Wizard Mark             1      1      1
Write                   1      0      1   
Note: 'Read Magic' is an ability, not a spell.

***

ILLUSIONIST SPELLS
The type and number of material spell components required to cast Illusionist spells is as follows:

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SPELL                  LVL   COMMON  RARE   NOTES
Audible Glamer          1      0      0
Change Self             1      0      0
Chromatic Orb           1      *      *     Varies by level and type of gem (see 1E UA, page 67)
Color Spray             1      2      0
Dancing Lights          1      1      0
Darkness                1      2      0
Detect Illusion         1      1      0
Detect Invisibility     1      2      0
Gaze Reflection         1      0      0
Hypnotism               1      0      0
Light                   1      0      0
Phantasmal Force        1      1      0
Phantom Armor           1      0      1
Spook                   1      0      0
Wall of Fog             1      1      0    

-- Games --
- DM: In Development

-- 2025 --
Unseen Servant Con!
.
.
-- Project --
Playtest: Untitled Project (1e)
(Status: Archived)

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