Difference between revisions of "Magic Ninja (Rokugan Ninja variant)"
m |
|||
Line 7: | Line 7: | ||
Magic Ninja have limited spellcasting abilities, using the Assassin spell list. They lack the Ninja Dodge ability. | Magic Ninja have limited spellcasting abilities, using the Assassin spell list. They lack the Ninja Dodge ability. | ||
− | Beginning at 1st level, a magic ninja gains the ability to cast a number of arcane spells taken from the assassin spell list. To cast a spell, a, a magic ninja must have an Intelligence score of at least 10 + the spells level, so , a magic ninja with an Intelligence of 10 or lower cannot cast these spells. Magic ninja bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the magic ninja's Intelligence bonus. When a magic ninja gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. Magic Ninja have a spellbook, just like wizards. | + | Beginning at 1st level, a magic ninja gains the ability to cast a number of arcane spells taken from the assassin spell list. To cast a spell, a, a magic ninja must have an Intelligence score of at least 10 + the spells level, so , a magic ninja with an Intelligence of 10 or lower cannot cast these spells. Magic ninja bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the magic ninja's Intelligence bonus. When a magic ninja gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. Magic Ninja have a spellbook, just like wizards, but they do not prepare spells. Unlike a wizard or a cleric, a magic ninja need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells hell cast. |
{| class="wikitable" | {| class="wikitable" | ||
− | |rowspan=2| '''Ninja Level'''||colspan=4|'''Spells Per Day''' | + | |rowspan=2| '''Magic Ninja <br> Level'''||colspan=4|'''Spells Per Day''' |
|- | |- | ||
||1st|||2nd|||3rd|||4th | ||1st|||2nd|||3rd|||4th |
Revision as of 11:25, 10 March 2007
This article is imported from the Hastur wiki. See the import log for details.
Unofficial rules compendium | |
|
Magic Ninja have limited spellcasting abilities, using the Assassin spell list. They lack the Ninja Dodge ability.
Beginning at 1st level, a magic ninja gains the ability to cast a number of arcane spells taken from the assassin spell list. To cast a spell, a, a magic ninja must have an Intelligence score of at least 10 + the spells level, so , a magic ninja with an Intelligence of 10 or lower cannot cast these spells. Magic ninja bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the magic ninja's Intelligence bonus. When a magic ninja gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. Magic Ninja have a spellbook, just like wizards, but they do not prepare spells. Unlike a wizard or a cleric, a magic ninja need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells hell cast.
Magic Ninja Level |
Spells Per Day | |||
1st | 2nd | 3rd | 4th | |
1 | 0 | | | |
2 | 0 | | | |
3 | 1 | | | |
4 | 1 | | | |
5 | 2 | 0 | | |
6 | 2 | 0 | | |
7 | 3 | 1 | | |
8 | 3 | 1 | | |
9 | 3 | 2 | 0 | |
10 | 3 | 2 | 0 | |
11 | 3 | 3 | 1 | |
12 | 3 | 3 | 1 | |
13 | 3 | 3 | 2 | 0 |
14 | 3 | 3 | 2 | 0 |
15 | 3 | 3 | 3 | 1 |
16 | 3 | 3 | 3 | 1 |
17 | 3 | 3 | 3 | 2 |
18 | 3 | 3 | 3 | 2 |
19 | 3 | 3 | 3 | 3 |
20 | 3 | 3 | 3 | 3 |