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Ghost in the Shell

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Arcane Spells
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D20 HOUSE RULES

PLAYER CONDUCT
* Descent

Descent
Into
Darkness

{Drow Campaign}

Zartenoth:
The Land
Between

{d20 High Fantasy}

Storm Riders
[SRoZ]

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LINKS
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Site Title


© 2002 Meilin Wong

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base Attack
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
Fort Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Familiar



















Spell Points Per Day

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Points
3
4
5
15
18
36
44
70
82
116
132
174
194
244
255
326
354
420
452
486


©2004 Isaura Simon

Spells Known

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
0
4
5
5
6
6
7
7
8
8
9
9
9
9
9
9
9
9
9
9
9
1st
2
2
3
3
4
4
5
5
5
5
5
5
5
5
5
5
5
5
5
5
2nd
-
-
-
1
2
2
3
3
4
4
5
5
5
5
5
5
5
5
5
5
3rd
-
-
-
-
-
1
2
2
3
3
4
4
4
4
4
4
4
4
4
4
4th
-
-
-
-
-
-
-
1
2
2
3
3
4
4
4
4
4
4
4
4
5th
-
-
-
-
-
-
-
-
-
1
2
2
3
3
4
4
4
4
4
4
6th
-
-
-
-
-
-
-
-
-
-
-
1
2
2
3
3
3
3
3
3
7th
-
-
-
-
-
-
-
-
-
-
-
-
-
1
2
2
3
3
3
3
8th
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
1
2
2
3
3
9th
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
1
2
3

Key STATS: Charisma, Dexterity, Constitution

Alignment: Any

Hit Die: d4

Class Skills: Bluff, Concentration, Craft, Knowledge(Arcana), Profession, Spellcraft

Starting Skill Points: (2 + INT modifier) x 4

Points/Additional Level: 2 + INT modifier

Class Features:

  • Weapon and Armor Proficiencies
    Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor, nor with shields.
    WEAPON GROUP ALTERNATIVE: Basic Weapons plus either spears or crossbows.

  • Spells
    A sorcerer has access to arcane spells, the same type available to wizards. However, there are two key differences of note. First off, the sorcerer has access to a limited number of spells that they can have in their repetoire, as seen on the chart above. Second, sorcerers cast spells as if they were spell-like abilities for most intents and purposes. The one exception is that if any of your chosen spells known has an XP cost, you must still pay it as normal.
    Sorcerers gain a set number of spell points per day with which to utilize their spells/spell-like abilities. They also gain an additional amount of spell points to cast per day based off of your Charisma.
    To learn or cast a spell, you must have a Charisma of at least 10 + the spells level. The difficulty for saving throws against sorcerer spells is 10 + the spells level + the sorcerers Charisma modifier.

  • Familiar
    At any time in your career, you may call a Familiar, a magical animal of some type. To do so takes one day, and 100 gp worth of materials. You may choose the type of familiar that you call, and as you increase in power so does your familiar. If the familiar should ever die or you choose to dismiss it, you must attempt a Fortitude save (DC 15). If the saving throw fails, you lose 200 experience points per class level. A successful saving throw reduce the loss to half that amount. Your total can never go below 0 as a result of this happening. A slain or dismissed familiar cannot be replaced for at least a year and a day. Slain familiars can be raised from the dead just as characters can be, but they do not lose a level or Constitution point when this happens. To choose a familiar, refer to the chart on p.51 of the 3E Players Handbook, or Tome and Blood.

Page Last Updated March 3rd, 2005

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