Micro #17
24 апреля 1999
  Игры  

AD & D - A little information on the group of "wizards".

<b>AD & D</b> - A little information on the group of
                   AD & D


 Little information on a group of "wizards." Unfortunately, I 
perevezhu text "snippets", as I try to translate the most 
important information. 


                Magician


  Band "Magic" consists of all magicians, working in different 
spheres of magic, and is divided into two sub-mages: those who

Specializing in one area of ​​magic and
those who are studying a wide range of magic
theories. Because wizards spend their entire
Life in the acquisition of wisdom, they have
very little time for physical
trenirovok.Poetomu they are very poor fighters with little 
knowledge oruzhiya.Zato they have commanded the powerful and 
dangerous forces of the whole-only a few gestures, specific 
sparse components and mystic words.



               Table 20:

         Levels magician XRam

Level Mage / Specialist Hit Dice (d4)

 1 0 1
 2 2500 2
 3 5000 3
 4 10000 4
 5 20000 5
 6 40000 6
 7 60000 7
 8 90000 8
 9 135000 9
 10 250000 10
 11 375000 10 +1
 12 750000 10 +2
 13 1125000 10 +3
 14 1500000 10 +4
 15 1875000 10 +5
 10 +6 16 2250000
 17 2625000 10 +7
 1S 3000000 10 +8
 19 3375000 10 +9
 20 3750000 10 +10


  Spells are tools, weapons and protection of the wizard. He is 
weak in a fight face to face, but when it is cooked, it can 
strike the enemy at a distance, suddenly disappear and become 
another creature altogether or even to invade the mind of the 
enemy and take under the control of his thoughts and 
deystviya.Net magician secrets inaccessible and there is no 
fortress where he could not penetrate. His journey for 
knowledge and power leads him to reality which mere mortals 
have never dreamed of. 

   Wizards can not wear any
armor due to several reasons. First
Most spells require complex
gestures and all sorts of items from throwing their
(Spells), and interfere with armor and shackle
movement. Secondly, the magician held its
youth (and spend most of your
lifetime) learning secret languages, burrowing in
old books and practicing with his spells. Because of this, he 
had no time for other activities (eg

learning how to wear armor and correctly
use them as a magician effektivno.Esli spent much time studying 
the armor, it is not trained to fit his skills and he will be 
weak forces that he should start the game.


  There are several unsubstantiated theories
that the material from which the majority are destroying armor 
spell, when it collects energiyu.Oba (material and spell) can 
not close in sushestvovat harmony. Although this theory is 
popular with ordinary people, but the real wizards

know that it is not, otherwise how could they
able to throw spells require iron
brazier and metal bowls?


  Due to several reasons magicians can
use only a few species
oruzhiy.Oni limited by the fact that it is easy to learn how to 
handle it or what they use in their research. Thus, the wizard 
can use a dagger or staff Things that are traditionally used in

magic. Also, a magician can use
spears, knives and sling (weapon, which
require little skill of dealing with it,
small force, or just two of these conditions).


  Wizards can use more magic items than any other establishment.
This includes potions, rings, rods, wands, scrolls, and other 
more diverse magical predmety.Volshebnik can use the magic 
version of any weapons of its corresponding class, but can not 
use magic armor as Armor is not allowed. Using

spells and magic items can command the Magicians enormous 
forces. 

Finally, all the sorcerers (magicians and experts) can create 
new magical items ranging from simple scrolls and potions to 
powerful staffs and magic swords. When magician reached level 
9, it can develop magic scrolls and potions.

It can create more powerful magic
subjects only after learn
appropriate spells (or work with
those who know them). Your DM will look into
head of research and Magic Spells
things in the DMG for more information.

It does not matter what school of magic studied 
volshebnik.Intellekt - this is the main (Or one of the few 
major) harakteristik.Geroy must have intelligence of at least 9 
to become a magician. 

All magicians use Table 20 for
determine their progress through the levels,
when they dial the appropriate number of
points opyta.Oni also use the Table
21, to determine the level and number of spells that they can 
throw at every level of experience. 

All wizards get one tetrahedral dice beats (Hit Die) (1d4)
each level from 1 st to 10 th. After
10-level wizards, other than getting
Conventional HP per level, receive a bonus HP for the high 
importance of health. 

Table 21: Progress spells wizard


Ur-Hb level jam.
Walsh. 1 2 3 4 5 6 7 8 9


   1 1 - - - - - - - -

   2 2 - - - - - - - -

   3 2 1 - - - - - - -

   4 3 2 - - - - - - -

   5 4 2 1 - - - - - -

   6 4 2 2 - - - - - -

   7 4 3 2 1 - - - - -

   8 4 3 3 2 - - - - -

   9 4 3 3 2 1 - - - -

  10 4 4 3 2 2 - - - -

  11 4 4 4 3 3 - - - -

  12 4 4 4 4 4 1 - - -

  13 5 5 5 4 4 2 - - -

  14 5 5 5 4 4 2 1 - -

  15 5 5 5 5 5 2 1 - -

  16 5 5 5 5 5 3 2 1 -

  17 5 5 5 5 5 3 3 2 -

  18 5 5 5 5 5 3 3 2 1

  19 5 5 5 5 5 3 3 3 1

  20 5 5 5 5 5 4 3 3 2

Study and throwing spells requires a long learning, patience 
and research. In most cases, the magician learns himself. if he 
has a teacher, he briefly instructs the magician, looks over 
his shoulder and says a spell to learn to read. However, 
freedom has its preimuschestva.Eto means that the magician

should seek their own sources of magical knowledge: the library 
guild or captured books and scrolls.


When the wizard contains instructions for a spell, then he does 
not know whether he could read and understand them. The player 
must throw percentage bone (d100). If the result

less than or equal to the percent chance that
spell will be learned (shown in Table 4), the hero understands 
the spell and be able to use it. He can make a spell in his 
magic book (of course, if he had not learned the maximum number 
of spells corresponding to this level).

If the value of a throw greater than the chance to explore the 
hero's spell, the hero of his not understand. Learned spell can 
not be forgotten. It remains part of the repertoire hero 
forever. Ie the hero can not "forget" spell and to learn more.


Spellbook Wizard can be a great book, many books, a bunch of 
scrolls or something else that your DM razreshit.Kniga spells - 
is a daily Research Wizard magazine and encyclopedia, 
containing a record of all that he knows. Indeed, this is a 
very valuable thing, because without it he is helpless.


Spellbook contains complex notes and hints for using spells - 
as they say "recipe spell. Simply reading these instructions 
aloud or mimic the instructions are not sufficient to throw the 
spell. Spells collect and give form of mystical energy, the 
procedure is very demanding and spells slozhna.Prezhde than a 
wizard can cast a spell he should remember her secret 
formulu.Eto captures the energy palette for this spell in his 
brain. When he remembered spell it remains until

long as it does not connect the appropriate
combination of gestures, words, materials that will ease energy 
palitru.Posle run, when the energy of the spell spent, the 
formula disappears from memory volshebnika.Volshebnik can not 
throw a spell again until it again turns to his magic book, and 
remember his again.


Keep in mind that a magician can contain only a few magical 
energies in his brain in the same vremya.Nekotorye spells may 
be so demanding and complex that it is not wise

experience of magicians will not be able to remember them.
With experience, talent magician povyshaetsya.On
can memorize more spells and more
complex spells. Magician never
gone from having uchitsya.On should
always go back to his book of spells to regain his strength.

Another important ability and power to a magician - his ability 
to find new spells and create magic predmety.Obe these things 
are very complicated, time consuming and are very expensive. 
During the study, a magician can create an entirely new spell 
if it will allow DM. Likewise, of course, with the consent DM'a

he can create magical things: those that have already been 
described in the rules or their own. Your DM'a should also 
include information relating to research spells and creating 
magic items. 

Unlike the other characters are not magicians
receive special benefits from the construction
strength or strengthening. They can only
that have income and normal benefits such as monthly taxes and 
mercenaries zaschity.Odnako reputation leads Wizards to what 
the crowd is not crammed into the service of him. At best, the 
magician may have few adherents and students to aid in their 
work. 

Text was translated by Maxim Vishnevsky.

                              04/23/1999.






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