ChangestoExistingClasses

NOTE: Check the bottom of this page for some other useful notes on magic, such as what sort of magic is widely illegal or might brand you as necromancer or some of the limitations on healing in the Iron Kingdoms.

Some Classes, specifically the casters are going to operate differently than normal.

To start with, all Casters use “Spell Points” rather than spells slots per day. All spells, regardless of level draw on a pool shared energy.

The effects of spells do not increase with caster level. Rather all effects are always at the minimum caster level you could learn that spell. You can spend an additional spell point to increase the effects by 1 caster level, up to your current level.

This means that overall caster effects are either somewhat weaker than usual, or can’t be used as often. This also makes playing a caster bit more complex, however it’s fairly simple to get a hang of when starting at level 1.

What follows are the spell points each caster gets, along with any changes to that class:

Spell Costs(A spell costs a certain number of spell points to cast depending on it’s level)

1st: 1
2nd: 3
3rd: 5
4th: 8
5th: 10
6th: 13
7th: 15
8th: 18
9th: 20

Example:
A level 11 Wizard casts Fireball, a 3rd level spell. This would deal 5d6 damage, as Caster Level 5 is the minimum level they’d need to cast the spell (3rd level spells are acquired at level 5).

If they wished, they could spend up to 5 spell points to increase the spell’s caster level to it’s maximum of 10. If they spent a full 10 spell points the spell would get +5 to it’s caster level, and deal 10d6 damage. They couldn’t spend 11 on it, even though their caster level is 11 because the maximum caster level of fireball is 10!

Gunmage
Level 1: 1
Level 2: 2
Level 3: 4
Level 4: 6
Level 5: 8
Level 6: 11
Level 7: 17
Level 8: 20
Level 9: 26
Level 10: 33
Level 11: 39
Level 12: 46
Level 13: 56
Level 14: 63
Level 15: 74
Level 16: 88
Level 17: 103
Level 18: 121
Level 19: 142
Level 20: 155

Bard
Spells known normal. A bard can cast any spell they know at any time, so long as they have the spell points.
Level 1: 1
Level 2: 2
Level 3: 3
Level 4: 5
Level 5: 6
Level 6: 9
Level 7: 14
Level 8: 17
Level 9: 22
Level 10: 29
Level 11: 34
Level 12: 41
Level 13: 50
Level 14: 57
Level 15: 67
Level 16: 81
Level 17: 95
Level 18: 113
Level 19: 133
Level 20: 144

Cleric, Wizard or Druid
Memorized: Wizards, Clerics and Druids select a certain number of spells that constitute the pool of spells they can cast for the day. They can cast any of their chosen spells as many times as they like, so long as they have enough spell points. They can change their chosen spells each day.

At the first level you gain access to a new level spells, you may only choose 1 of that level.
Each level after that you may select on more each day to maximum of 4.

Cleric :Your domain spells are always available. You may cast any cure or inflict spell (per your alignment) at any time, so long as you have the spell points.

Wizard: You may only choose scribed in your spell book. You do not gain new spells automatically. You must find scrolls and scribe them into your spell book, taking time and resources as you wound for additional spells.

Level 1: 2
Level 2: 4
Level 3: 7
Level 4: 11
Level 5: 16
Level 6: 24
Level 7: 33
Level 8: 44
Level 9: 56
Level 10: 72
Level 11: 108
Level 12: 104
Level 13: 120
Level 14: 136
Level 15: 152
Level 16: 168
Level 17: 184
Level 18: 200
Level 19: 216
Level 20: 232

Sorcerers:
Spells known as normal. A sorcerer can cast any spell they know at any time, so long as they have the spell points.

NOTE: “Bloodlines” don’t actually exist in the Iron Kingdoms. You may still select a bloodline and gain the normal benefits. However, this doesn’t reprsent any particular ancestry (and so doesn’t influence appearance, alignment etc..) rather it just represents a particular set of magical talents you happen to have naturally.

Level 1: 2
Level 2: 6
Level 3: 11
Level 4: 17
Level 5: 25
Level 6: 35
Level 7: 46
Level 8: 58
Level 9: 72
Level 10: 88
Level 11: 106
Level 12: 126
Level 13: 147
Level 14: 170
Level 15: 195
Level 16: 221
Level 17: 250
Level 18: 280
Level 19: 311
Level 20: 343

Bonus Spell Points
Use this table to determine how many bonus spell points you get from a high spellcasting score (INT for wizards, WIS for Druids, etc..).

Bonusspells

Example:

Suppose Hierach Severius is a 17th-level Cleric with 28 wisdom. He’d have
260 Spell Points: 184(base) + 76 (17th level, wis 28)

This may seem like a lot, after all he can cast 13 9th-level spells instead of just 3! However that’d use all his points. He uses this same pool to fuel all of his 8th, 7th, 6th level spells, and his lower level ones as well, and he needs to boost those if he wants them to be as potent as they normally would be.
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Necromancy

Necromancers are considered evil by mainstream society. It’s worth nothing that not all spells that fall under the “Necromancy” school are the work of what are commonly though of as Necromancers. Similarly some spells that are not really Necromatic in nature, aren’t cause for alarm for the common people or the Churches of Morrow or Methoth. In this way “Necromacny” as used in common language isn’t so much a school of magic but the general practice using of Dark or Malicious spells & rituals.

Necromatic spells that stop or interfere with undead are “Good”
Necromatic spells that harm or weaken others, or use negative energy are considered to be bad regardless of context. While not strictly thought of as “True Necromancy” and not always illegal their open use will draw ire from others aware of what is going on.

Anything that raises the dead or outright kills the victim is a sure fire sign of a “Necromancer” the sort of which the army should hunt down and kill.

Teleportation, Summoning & Conjuration

Spells such as Teleport are not illegal or considered evil. They are however rare, and potentially dangerous. High level spells such as Greater Teleport are totally unknown, tough rumors do circulate amongst wizards and the like of them existing. The same is true of spells that summon creatures and create objects.

Excessive, or even (if unluckly) use of the spells may attract the attention of Infernals. The consequences of which vary greatly.

Additional, any spells involving or referring to other planes either don’t exist or don’t work. This includes the Shadow line.

Healing
In the Iron Kingdoms healing magic, is effectively limited. A healer who tries to heal too much in a day is at risk of personal injury, as is a person who receives too much magical healing in a short period of time.

Several things effect this, and the healer generally has a sense of when they or the patient are reaching their limits. This sense is of course, not perfect.

Some factors are known to affect this:

The further opposed the alignment of patient is to the alignment of deity worshiped by the caster providing the healing, the greater the risk.

If the patient is of a different faith, healing may be more difficult. While this is less true of the Dwarven Great Fathers and Morrow, it is more true of very strict deities such as Menoth.

Raising the Dead: Spells that truely raise the dead (not necromancy), are extremely rare and can only be cast by the strongest of casters. Even then there is great risk to the healer and also a good chance that those raised will come back with some sort of defect.

ChangestoExistingClasses

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