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Panthera_Enigma
Crew

Hilarious Lunatic

PostPosted: Fri Jan 13, 2006 6:58 am


Okay, here goes:

The basic dnd classes are as follows:

Barbarian: This fighter relies on hitting things once with very big weapons. Barbarians are closerange fighters most of the time, for when they 'rage', they gain bonuses to strength and constitution, making them much harder to kill for a short period. A barbarian is usually illiterate, unless they have grown up around literate people who have taught them. Barbarians are usually chaotic, not caring much for what civilisation cares for them.

Bard: This charismatic person relies on their songs for various effects, like enhancing allies and cursing enemies. They are casters of arcane magic, mostly weaving illusions with their songs and enhancing abilities. Bards can use their songs for good or ill.

Cleric: These devotees are followers of certain gods. These gods determine the clerics actions and atitudes, for there are both good and evil deities. A good cleric goes around helping and healing whenever they can, spending time and money on others. Evil cleric cannot heal, but can inflict wounds instead. They are devoted to death and suffering, using their abilities to further these.

Druid: These people are those who draw their energy from the land, air and sea, using divine magic to cast spells. They are people who communicate with animals and even trees. Good druids set out on quests to right wrong things in the world, mostly dealing with nature. Evil clerics spread diseases and suffering, even drawing the life from creatures.

Fighter: This describes anyone who has devoted large amounts of time to training with various weapons. These include archers, swordsmen, pikemen, knife fighters and every other type of fighter you can think of. Fighters do whatever their consious, or lack of, allows them to. A good fighter would go around helping people, where an evil fighter would go around killing things because they were told to, or just plain wanted to.

Monk: These un-armed fighters specialise in hitting things with their bare fists, knees, heads and every single part of their bodies. They gain special abilities, like slow falling, being un-affected by poisons and being able to jump extreme distances. All Monks are 'lawful', as they need to keep a rigourous training scedule. Good monks help those as they can, and evil monks are usually leaders or warriors in the pay of evil leaders.

Paladin: This holy warrior goes around on holy quests to right wrongs and bannish evil beings. Higher levels allows for the paladin to cast divine spells that are mostly enhancing spells and healing spells. Paladins can 'lay on hands', which allows them to heal people without casting a spell. Paladins can smite evil and get bonuses for attacking evil creatures.

Ranger: Basically, a hunter. There are two basic types of hunters. Those who use two melle weapons or those who use ranged weapons. Rangers get bonuses for attacking 'favoured' enemies, those who he has studied for longer times than other monsters. Good rangers hunt down those who have done wrong, where evil rangers just hunt, mostly for sport or gold.

Rogue: This class of individual could also be called a 'Thief'. Most roges are sneaky and are able to climb, balance, jump, tumble, sneak, move silently and hide fairly well. Some rogues put their skills towards diplomacy and bluffing oponents. Good rogues are almost a contridiction, but they generally steal things back from evil people or go on diplomatic missions. Evil rogues, well, do what they want.

Sorcerer: Of the two main arcane spell casting classes, the sorcerer is one who just knows spells and never needs to prepare spells at the start of the day. They generally know less spells than a wizard, but they can cast more a day than wizards. Good sorcerers cast thier spells for the benifit of others. Evil sorcerers cast thier spells for their own benifit, usually blowing up their enemies, or whoever they want.

Wizards: The other main arcane spellcaster. Wizards have spell books which they prepare their spells from each day. They can't cast as many as sorcerers can, but they have a much wider variety of spells that they can cast. Good wizards generally use their spells to help others. Occasionally they are rulers over towns. Evil wizards are like evil sorcerers. Generally evil enough that people go, 'hey, that's evil', and try and kill them.
PostPosted: Mon Jan 16, 2006 1:54 am


Schools of magic:

Okay, these are allowed to be varied, but I'm taking this from the DnD Players Handbook, 3rd edition magic section, cause it works.

Abjuration:
Abjurations are proitective spells. They create physical or magical barriers, negate magical or physical abilities, harm tresspassers, or even banish the subject to another plane of existance. Representative spells include protection from evil, dispel magic, antimagic field and banishment.

Conjuration:
Conjurations bring manifestations of objects, creatures, or some form of energy to you (summoning), actually transport creatures from another plane of existance to your plane (calling), heal (healing, funny about that), or create such objects or effects on the spot (creation). Creatures you conjusre usually, but not always, obey your commands. Representative spells include the vrious summon monster spells, cure light wounds, raise dead, wall of iron, and the power word spells.
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

Calling:
The spell fully transports creature from another plane to the plane you're on. The spell grants the creature the one-time ability to return to it's plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are call actually die when killed; they do not disappear and reform, as do these brought by a summoning spell (See below). The duration of a calling spell is instantaneous, whish means that the called creature can't be dispelled.

Creation:
The spell manipulates matter to create an object or creature in the place that the spellcaster designates (subject to the limits noted above for conjurations).

Healing:
Certain divine conjurations heal cretures or even bring them back to life. These include cure spells, which good clerics can cast spontaneously.

Summoning:
The spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell specifically does this. A summoned creature also goes away if it is killed. It is not really dead. It takes 24 hours for the creature to reform during which time it can't be summoned again.

Divination:
Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. Representative spells include identify, detect thoughts, clairvoyance, and true seeing.
Many divination spells have cone-shaped areas. These move with you and extend in the direction you look. The cone defines the area that you can sweep a post (translated from the book which uses rounds. A round in DnD is 6 seconds, so I'll say a post). If you study the same area for multiple rounds, you can oftern gain aditional information.

Enchantment:
Enchantment spells affect the minds of others, influencing or controlling their behaviour. Representative spells include charm person, suggestion, and domination.
All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature:

Charm:
The spell changes the way the subject views you, typically making the subject see you as a good friend.

Compulsion:
The spell forces the subject to act in some manner or changes the way their mind works. Some spells determine the subject's action (or the effects on the subject), some allow you to determine the subject's actions when you cast the spell, and others give you ongoing control over the subject.

Evocation: (My personal favourite)
Evocation spells manipulate energy or tap an unseen source of power to produce the desired end. In effect, they can create something out of nothing. Many spells produce spectacular effects, and evocation spells can deal large amounts of damage. Representative spells include magic missle, fireball, and lightning bolt.

Illusion:
Illusion spells decieve the senses or minds of others. They cause people to see things that are there, hear phantom noises, or remember things that never happened. Representative spells include silent image, invisibility, and veil. Illusions come in five types: figments, glamers, patterns, phnatasms, and shadows.

Figment:
A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. (It is not a personalized mental impression.) Figments cannot make soemthing seem to be somewhere else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell is designed to. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the image produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like.
Because figments and glamers (see below) are unreal, they cannot produce real effects the way other types of illusions can. They cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from elements. Consequently, these spells are useful for confounding or delaying foes, but useless for attacking them directly. For example, it's possible to use a silent image to create an illusory cottage, but the cottage offers no protection from the rain. A clever caster, however, can take pains to make the place look old and decrepit, so that the rain falling on the occupants seems to fall from a leaky roof.

Glamer:
A glamer spell changes a subject's sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.

Pattern:
Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All pattern spells are mind-affecting spells.

Phantasm:
A phantasm spell creates a mental image that usualy only the caster and the subject (or subjects) of the spel can percieve. The impression is totally in the minds of the subjects. It is a personalized impression. (It's all in their heads and not a fake picture or something that they acctually see.) Third parties viewing or studying the scene don't notice the phantasm at all. All phantasms are mind-affecting spells.

Shadow:
A shadow spell creates something that is partially real (quasi-real). The caster weaves it from extradimensional energies. Such illusions can have real effects. If a creture takes damage from a shadow illusion, the damage is real.

Necromancy:
Necromancy spells manipulate the power of death. Spells involving undead creatures make up a large part of this school. Representative spells include cause fear, animate dead, and finger of death.

Transmutation:
Transmutation spells change the properties of some creature, thing, or condition. A transmutation usually changed only one propertie at a time, but it can be any propertiy. Representative spells include enlarge, reduce, polymorph other, and shapechange.

Elemental: (Added for variety) ((Also, please ask permision to be an elementalist, because there will be too many of them))
Elemental spells are a set type of spells. They deal with one of the four elements, air, earth, fire and water. Manipulation of one type of element leaves very little room for mastery of other spell schools. When one devotes their life to an element, they become a master of one or die trying.

Air:
Air spells manipulate the air for various effects. These spells include wind wall, lightning bolt and control weather (to some extent). Manipulating the air can also lead to suffocation and the creations of illusiorary sounds.

Earth:
Earth spells manipulate the ground for various effects. These include pertrification, earth spike and earthquake. Manipulation of earth allows for the ability to reshaping of the earth and the ability to create walls of stone or spikes to damage your foes.

Fire:
Fire spells manipulate fire for various effects. These include fireball, fireshield and burning hands. Most fire elementalists have the ability to create a small flame at will, so that they can channel their powers through that.

Water:
Water spells manipulate water for various effects. These include cone of cold, create water and wall of ice. Most water elementalists can also create a healing rain. This is similar to control weather, but they can only create the healing rain and an ice storm.

Panthera_Enigma
Crew

Hilarious Lunatic


Panthera_Enigma
Crew

Hilarious Lunatic

PostPosted: Wed Jan 18, 2006 1:58 pm


Okay, that's it for now, I won't add secondary classes, for they are so numerous that it would be impossible to list them more than a line each.

If anyone wants an explanation of something I wrote, please ask and I will post it in this post.
PostPosted: Fri Feb 16, 2007 7:08 am


This is not part of the template, but IS DnD related. In Panth's guild, Dragons Down Under, we're starting up an actual on-line Dungeons and Dragons game with dice rolls and everything. If anyone is interesting, you now know where to find it ^^

Angelic_Illusionz
Vice Captain

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