Post
by mgtremaine » Sun Sep 29, 2013 8:36 pm
Class Tables:
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Fighter Progression
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Experience S a v i n g T h r o w V e r s u s
Fighter Points Hit Wands Paralysis Breath
Level Required Dice Poison Rays Petrification Weapon Spells
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1 0 1+2 12 13 14 15 16
2 2,000 2+1 12 13 14 15 16
3 4,000 3 10 11 12 15 14
4 8,000 4 10 11 12 12 14
5 16,000 5 10 11 12 12 14
6 32,000 6 8 9 10 12 12
7 65,000 7 8 9 10 12 12
8 130,000 8+1 8 9 10 9 12
9 240,000 9+2 6 7 8 9 10
10 360,000 10 6 7 8 9 10
11 480,000 10+2 6 7 8 9 10
12 600,000 11 4 5 6 6 8
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A fighter requires 240,000 experience points per level beyond the 12th.
A fighter adds one hit die per 2 levels beyond the 9th.
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Magic-User Progression
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Magic- Experience S a v i n g T h r o w V e r s u s
User Points Hit Wands Paralysis Breath
Level Required Dice Poison Rays Petrification Weapon Spells
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1 0 1 13 14 13 16 15
2 2,500 1+1 12 13 12 15 15
3 5,000 2 12 13 12 15 15
4 10,000 3 11 12 11 14 12
5 20,000 3+1 11 12 11 14 12
6 35,000 4 10 11 10 13 12
7 60,000 5 10 11 10 13 12
8 100,000 5+1 9 10 9 12 9
9 200,000 6 9 10 9 12 9
10 300,000 7 8 9 8 11 9
11 400,000 7+1 8 9 8 11 9
12 500,000 7+2 7 8 7 10 6
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A magic-user requires 200,000 experience points per level beyond the 12th.
A magic-user adds one hit die per 4 levels beyond the 10th.
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Magic-User Spells
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Magic- Spells Memorized per Day
User B y S p e l l L e v e l
Level 1 2 3 4 5 6
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1 1 . . . . .
2 2 . . . . .
3 3 1 . . . .
4 4 2 . . . .
5 4 2 1 . . .
6 4 3 2 . . .
7 4 3 2 1 . .
8 4 3 3 2 . .
9 4 4 3 2 1 .
10 4 4 3 3 2 .
11 4 4 4 3 2 1
12 4 4 4 3 3 2
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Magic-User Spells by Spell Level
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1st 2nd 3rd
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Alter Self Continuous Light Circle of Invisibility
Charm Person Darkvision Circle of Protection from Evil
Color Spray Detect Invisibility Clairvoyance
Comprehend Languages Invisibility Dispel Magic
Detect Magic Knock Fireball
Fog Wall Levitate Fly
Gazeback Locate Object Haste*
Hold Portal Phantasm Hold Person
Light Protection from Missiles Lightning Bolt
Protection from Evil Sixth Sense Plant Growth
Read Magic Web Slow*
Sleep Witch Lock Water Breathing
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4th 5th 6th
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Animal Growth Baleful Polymorph Anti-Magic Shield
Animate Dead Cloudkill Control Water
Charm Monster Contact Other Plane Control Weather
Confusion Feeblemind Disintegrate
Dimension Door Hold Monster Geas
Fear Invoke Elemental Invoke Stalker
Hallucinatory Terrain Magic Jar Move Earth
Polymorph Passwall Project Image
Remove Curse Telekinesis Reincarnate
Wall of Fire Teleport Slaying Spell
Wall of Ice Transmute Rock to Mud* Stone to Flesh*
Witch Eye Wall of Stone Wall of Iron
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* Reversible form exists as a separate spell
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Cleric Progression
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Experience S a v i n g T h r o w V e r s u s
Cleric Points Hit Wands Paralysis Breath
Level Required Dice Poison Rays Petrification Weapon Spells
------------------------------------------------------------------------
1 0 1 11 12 14 16 15
2 1,500 2 10 11 13 15 14
3 3,000 2+1 10 11 13 15 14
4 6,000 3 9 10 12 14 13
5 12,000 4 9 10 12 14 13
6 25,000 5 8 9 11 13 12
7 50,000 5+1 8 9 11 13 12
8 95,000 6 7 8 10 12 11
9 160,000 7 7 8 10 12 11
10 240,000 7+1 6 7 9 11 10
11 320,000 7+2 6 7 9 11 10
12 400,000 8 5 6 8 10 9
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A cleric requires 160,000 experience points per level beyond the 12th.
A cleric adds one hit die per 3 levels beyond the 9th.
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Cleric Spells
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Spells Memorized per Day
Cleric B y S p e l l L e v e l
Level 1 2 3 4 5
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1 . . . . .
2 1 . . . .
3 2 . . . .
4 2 1 . . .
5 2 2 . . .
6 2 2 1 . .
7 2 2 1 1 .
8 2 2 2 1 1
9 3 3 2 2 1
10 3 3 3 2 2
11 4 4 3 3 2
12 4 4 4 3 3
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Cleric Spells by Spell Level
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1st 2nd 3rd
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Cure Light Wounds* Bless* Circle of Protection from Evil*
Detect Evil Continuous Light* Cure Serious Wounds*
Detect Magic Find Traps Enervate Dead*
Light* Hold Person Locate Object
Protection from Evil* Remove Disease* Remove Curse*
Purify Food and Drink* Speak with Animals Speak with Dead
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4th 5th
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Control Water Commune
Create Food and Water Dispel Evil*
Cure Critical Wounds* Insect Plague
Hold Monster Quest
Neutralize Poison Raise Dead*
Speak with Plants True Seeing
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* This spell includes the reverse form
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Turning the Undead
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Undead | Cleric Level
HD Example | 1 2 3 4 5 6 7 8 9 10 11 12
------------------+-----------------------------------------------------------
Up to 1 Skeleton | 7 5 t d d d d d d d d d
1+ Zombie | 9 7 5 t d d d d d d d d
2 Ghoul | 11 9 7 5 t d d d d d d d
3 Wight | . 11 9 7 5 t d d d d d d
4 Wraith | . . 11 9 7 5 t d d d d d
5 Mummy | . . . 11 9 7 5 t d d d d
6 Spectre | . . . . 11 9 7 5 t d d d
7 | . . . . . 11 9 7 5 t d d
8 Vampire | . . . . . . 11 9 7 5 t d
9 | . . . . . . . 11 9 7 5 t
10 | . . . . . . . . 11 9 7 5
11 | . . . . . . . . . 11 9 7
12 | . . . . . . . . . . 11 9
13 | . . . . . . . . . . . 11
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t 2-12 monsters of this type are turned away
d 2-12 monsters of this type are destroyed utterly
[f=4]
Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow[/f]
[f=47]
Kiplyn Sorefoot, Hobbet Thief (Lv: 4 AC: 5 Hp 12) Leather+Shield+Dagger, Sling[/f]
[f=59]
Tass Purrfoot (Agile Hobbet Varlet, MV 9′′, AC 7, HD 2, hp 8, FC 2 men, SV T7, N)[/f]