From: u6263484@ucsvc.ucs.unimelb.edu.au
Subject: Re: Playing with Class
Date: 27 Mar 91 03:49:51 GMT


New Class: the Sword Mage.

The Sword Mage is a specialist mage trained in the rare arts of close
combat spells. Sword Mages can be styled after Cyrano de Bergerac,
Zorro, the Three Musketeers, Peter Pan or any other swashbuckling hero.
As specialists, their general spell-casting is considerably reduced,
yet it is still a powerful ability.

Ability Requirements: Intelligence 9, Strength 13.
Prime Requisite: Intelligence.
Races Allowed: Human, Halfling, Half-elf.

Sword Mages gain +1 to saving throws against spells from the Sword Mage
school of spells.

Sword Mages cannot use the opposition school of Conjuration/Summoning.

The Sword Mage keeps separate spell points for "normal" and Sword Mage
spells. They cannot be interchanged. All Sword Mage spells are
automatically known by a Sword Mage - no learning roll is required. In
addition, no spell book is needed. Spells in other, non-opposing
spheres may be learned at -15% penalty to the chance of learning.

Once per day, the Sword Mage must spend one hour enchanting his weapon.
This may then be used as the source of his spells. Only that weapon may
be used for Sword Mage spells that day, although different weapons may
be enchanted from day to day. Ordinary Mage spells are used in the
ordinary manner.

Sword Mages may become proficient in any weapon. They cannot specialise
at higher levels. They cannot use armour or shields.

Sword Mage spells cannot be used in conjunction with normal attacks in
the same melee round.

		Sword				Spell points
	Exp.	Mage	Normal spells		per Melee	Special
Level	needed	Points	1  2  3  4  5  6  7	Round (max.)	Ability
~~~~~	~~~~~~~	~~~~~~	~~~~~~~~~~~~~~~~~~~	~~~~~~~~~~~~	~~~~~~~
 1	      0	   8	1  -  -  -  -  -  -	     3
 2	  2,500	  13	1  -  -  -  -  -  -	     3		   a
 3	  5,000	  17	1  1  -  -  -  -  -	     3
 4	 10,000	  21	1  1  -  -  -  -  -	     4		   b
 5	 20,000	  25	1  1  1  -  -  -  -	     4
 6	 40,000	  30	1  1  1  -  -  -  -	     5		   c
 7	 60,000	  35	1  1  1  1  -  -  -	     5
 8	 90,000	  40	1  1  1  1  -  -  -	     6		   d
 9	135,000	  45	1  1  1  1  1  -  -	     6
10	250,000	  50	1  1  1  1  1  -  -	     6		   e
11	375,000	  55	1  1  1  1  1  1  -	     6
12	750,000	  60	1  1  1  1  1  1  -	     7		   f

a: Gains the Jump non-weapon proficiency at no extra cost.
b: The Sword Mage may move backwards beating a fighting retreat at the
   same speed at which he could make a fighting advance.
c: Bonus Contingency spell may be cast on the weapon.
d: Immune to fear.
e: The Sword Mage may no longer have any neutral component to his
   alignment.
f: The Sword Mage may infiltrate packed infantry formations, rows of
   pikemen, etc. without penalty, moving at half normal movement.

Note that a Sword Mage can cast more than one spell per round: as long as he does not exceed his maximum spell points per round, he can keep casting the spells. Of course, he is still limited by the spells's casting times. The casting time of any Sword Mage School spell is equal to the number of points spent.

Sword Mage school of spells.

Parry		Dispel Disarm	 Weapon Breaker	Missile Parry
Attack		Catch		 Spear
Disarm		Parry and Push	 Signature
 

Parry		Sword Mage points: 1	Saving Throw: None

This spell automatically parries one melee attack, reducing the damage
suffered from that attack (if it is successful) by twice the amount of
damage rolled as if the Sword Mage is attacking. Strength modifiers for
the Sword Mage may not be used in calculating the damage reduction,
although magical bonuses may be added after the die roll is doubled.
When a natural weapon attack is parried, the attacker takes half normal
damage from an attack by the mage.


Attack		Sword Mage points: 2	Saving Throw: Negates

An attack spell enables the caster to automatically hit an opponent if
the opponent fails his saving throw. The saving throw is improved by
magical armour and shield bonuses on the opponent, and reduced by
bonuses on the attacker's weapon. The damage caused by an attack is
rolled as if the weapon hit normally, however strength modifiers are
not applied.


Disarm		Sword Mage points: 3	Saving Throw: Negates

When this spell is cast, the Sword Mage uses his weapon to dislodge the
opponent's weapon from his grasp. The opponent's saving throw is
improved by 2 if he is using a small weapon, and worsens by 2 if his
weapon is large.


Dispel Disarm	Sword Mage points: 2	Saving Throw: None

This may be cast in excess of the normal limit to the number of spells
that may be cast in a melee round - it must be declared as soon as the
opponent has declared that he is trying to disarm the Sword Mage. This
spell automatically negates the attempt.


Catch		Sword Mage points: 3	Saving Throw: Negates

This spell acts as a parry spell. In addition, if the opponent fails to
save, his weapon is locked with the Sword Mage's weapon. The saving
throw is modified according to the opponent's weapon size: subtract 2
from the roll for a large weapon, add 2 for a small weapon. No further
actions may be undertaken with the locked weapon, although a second
weapon may be used to attack at an additional -2 to hit. Another saving
throw is rolled at the beginning of each subsequent melee round at -2,
to escape the catch spell. All saving throws are modified in each
combatant's favour for the magical plusses on his weapon.


Parry and Push	Sword Mage points: 2	Saving Throw: See below

This spell operates firstly as a parry spell; no saving throw is
applied. In addition, the defender must save or be pushed backwards 2-5
feet.


Weapon Breaker	Sword Mage points: 4	Saving Throw: See below

This spell can be used firstly as a parry; in addition, the opponent's
weapon must save vs crushing blow or be broken. If the Sword Mage's
weapon is equal in magical strength (pluses) to the opponent's weapon,
or both are non-magical, then the Sword Mage's weapon must also save vs
crushing blow. If the opponent's weapon is more magical, then only the
Sword Mage's weapon needs to make a saving throw.


Spear		Sword Mage points: 3	Saving Throw: Negates

The Sword Mage's weapon can be thrown at a target. That target must
save (modified for dexterity) or be hit, just as the attack spell
works. The maximum range is 30 feet.


Signature	Sword Mage points: 2	Saving Throw: See below

This spell can only be used against a surrendered opponent. This spell
enables the sword mage to carve his initial(s) into the garments of the
opponent, without harming him. The opponent then rolls a saving throw
at +2 bonus, also modified for Wisdom. If the save is failed by more
than 2, the victim is in awe of the Sword Mage's prowess, and will
never attack him except in self defence. If the save is failed by 2 or
less, the victim is quested to show he is superior to the Sword Mage, in
a manner befitting his alignment. If the opponent saves, there is no
additional effect (unless the DM dictates).


Missile Parry	Sword Mage points: 2	Saving Throw: None

This spell acts as a parry spell, but it also works against two
particular thrown weapons - daggers and handaxes. It does not work
against spears, javelins, bolts or arrows.

