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Subject: New Class:  Blademage


Blademage
 
ability:  intelligence 12
          strength     12
races:    dwarfs, halflings, gnomes
 
    The Blademage is a more powerful (and limited) version
of the fighter/mage.  Blademage can wear all forms of armor
and use all weapons.  However, if armor other then Chain,
Leather, and Studded, a shield, or a 2 handed weapon is
used, then casting spells is impossible.
    The Blademage can specialize in 2 related weapons
(ie, longsword, short sword; hand and battle axe; etc).
They recieve 3 weapon proficiences and 3 non-weapon
proficiences at 1st level.  They gain additional weapon
and non-weapon proficiences every 4 levels.
 
                                           spells
level          exp           hd(d8)      1   2   3
  1             0              1         1
  2           2,500            2         2
  3           5,500            3         2   1
  4          11,000            4         2   2
  5          22,000            5         3   2
  6          44,000            6         3   2   1
  7          66,000            7         3   2   1
  8          90,000            8         3   2   1
  9         140,000            9         3   2   1
 10         280,000           9+2        4   2   1
 
For all levels over 10th, use the wizard experience table.
Blademages gain a new 1st level spell every 5 levels.
Add 2 HP to every level above 20th.  Con bonus still counts.
 
Spells allowed:
1st level               2nd level               3rd level
-----------------------------------------------------------
Armor                   Continual Light         Dispel Magic
Cantrip                 Darkness                Fireball
Burning Hands           Detect Evil             Flame Arrow
Chill Touch             Detect Invis            Fly
Comprehend Lang         Fog Cloud               Gust of Wind
Detect Magic            Knock                   Leo Tiny Hut
Find Familar            Melfs Acid Arrow        Lightning B.
Friends                                         Prot/Evil 10
Hold Portal                                     Prot/Missile
Identify
Jump
Light
Magic Missle
Mending
Mount
Protection /Evil
Read Magic
Shield
Shocking Grasp
Sleep
Wall of Fog
 
 
    Blademages automaticly have the following spells:
 
Sharp
Level:  1
Range:  Touch
Duration:  special
Casting Time:  1 turn
Area of Effect:  1 weapon
Componets:  V, S, M
 
   This spell will quickly clean, mend, and sharpen a edged weapon.
The sharpness will grant a +1 for 3 rounds of combat.  This spell
is not effective on maces, staves, etc, and does not confer a bonus
if the weapon is magical or enchanted by any means.
Charge
Level:  1
Range:  Touch
Duration:  special
Casting Time:  1 seg + special
Area of Effect:  Weapon Wielded
Componets:  V
 
   This spell allows the caster to channel the 'energy' of
another spell into the weapon.
   Take Janus, a 3rd level mage.  He cast _Charge_ on his
staff.  After that, he channels the power of another 1st level
spell into the staff.  The staff now does an additional 1d6 points
of damage to the first target hit.  If Janus had channeled the power
of his newly earned 2nd level spell, the staff would be do 2d6
additional points of damage.
 
   Thunderman
   aka, Earl Pargen the Tye Dyed Wizard with
           a Tye Dyed Karate uniform.
   pargwe@morekypr.bitnet

