Статистика показывает, что большинство форумных подписей бессмысленны. (с) Геометр Теней
читать дальшеWell, you may have heard of the updates and improvements that are coming out for 3rd Edition D&D, tentatively called "D&D 3.5".
One of the most eagerly-awaited changes is this: now every class can cast spells! Don't worry, the wizard and sorceror will still be at the top of the heap, and the clerics' and druids' areas remain sacrosanct. In honor of this announcement, the Tome of Trouble is proud to present its first issue of Fighter Spells.
In the world of D&D, there are 11 basic character classes. Of these, seven; bard, cleric, druid, paladin, ranger, sorcerer, and wizard all have the ability to cast spells. While rogues can't cast spells, they can take ranks in Use Magic Device, which allows them to read scrolls. Monks are also unable to learn spells, but gain a variety of mystical feats and eventually become extra-planar creatures. This leaves barbarians and fighters, the two most prosaic classes. These two classes are the Joe Averages in the fantasy world.
When everyone else is flying around with spells, casting powerful and deadly magics, or falling from great heights without worry of smashing to bits on the ground, fighters and barbarians are stuck swinging their swords and great axes and praying that they don't have to attempt too many Reflex saving throws.
So why should these two character classes be left out? The following spells are usable by any fighter or barbarian at any level. Even better, fighters and barbarians don't need to learn these spells like sorcerers, don't have to pray like clerics, and don't need to write them down in spellbooks. They are usable at any time, and fighters and barbarians can cast them as many times per day as they wish. Generally speaking, casting these spells does not provoke an attack of opportunity.
Alert Friends
This is a simple spell, often employed by fighters. To cast this spell, the fighter or barbarian needs only shout out a warning to his comrades. While the actual content of the spell varies by situation, it usually resembles, "Hey! Look out!"
Bash Door
This spell allows the barbarian or fighter to break down a stubborn locked door by kicking it down. Use of this spell requires a strength check against the targeted door. Success means the door flies open. Enterprising fighters have adapted this spell to work on stubborn chests as well. Some fighters have a verbal component with this spell, but this is not necessary. The somatic component is an upraised foot, which is kicked into the door itself.
Locate Floor
With this spell, the barbarian or fighter locates the floor he is currently standing on. The verbal component varies with the situation, but usually sounds like either "whoops!" or a series of curses. The somatic component is falling either forward or backward onto the ground. When standing on ice, this spell is automatically Quickened, and can be cast Heightened when standing over a pit.
Slay Monster
This tends to be the favorite spell of fighters and barbarians. The casting time varies with the creature being fought. The verbal component is "Die! Die! Die!" while the somatic component is swinging a weapon so that it strikes the body of the target creature as many times as is necessary to slay it. This spell also requires a focus, the weapon in hand.
Start Fire
This spell is used to light small fires like torches or campfires. To cast this spell, the character must strike a piece of flint against a piece of steel repeatedly until a spark is created. The flint and steel are the focus for this spell, while the object to be burned, either wood, tinder, or a torch, acts as the material component.
Whimper
Casting this spell allows the fighter or barbarian to draw attention to himself from the party cleric. By whining loudly and often about the wounds he has taken in battle, the character attempts to persuade another character to heal him with magic.
While it is not necessary to have fresh wounds when casting this spell, it is usually helpful. If the whimper spell works, the wounds are considered a material component. If the wounds are unhealed, they are considered a focus and do not disappear when the spell is cast.
Charm Barmaid
Often used to lure a poor wench into illicit behavior, this spell's verbal component involves the use of flattery, stories of his heroic bravery, and often outright lies. The casting time is variable, depending on the charisma of the fighter. A good Diplomacy or Bluff check is all that's needed, but be warned: many barmaids are resistant to this spell. Barmaids in high-class inns are generally immune. The spell is made more potent by the use of large muscles and nasty scars as foci.
Beer Eyes
This spell automatically doubles the Charisma of anyone in range, except the caster himself. The material component of Beer Eyes is at least six large, foaming mugs of ale, or 1 mug of dwarven spirits. The caster suffers a circumstance penalty to his own Charisma of -2 per ale he has consumed. Hey, sometimes you have to take one for the team and, if the barmaid has already turned you down, what do you need Charisma for anyway?
Find Traps
A little different from the normal version, this spell's somatic component is opening every door, chest lid, and drawer in sight. This one is a particular favorite of barbarians stuck in boring dungeons with nothing in sight worth fighting.
Sense Poison
This spell is not recommended for the faint of heart. The somatic component is to touch, sniff, and taste any suspected poison. You are guaranteed to find any poison that might be there. Don't worry, that amazing Fortitude will protect you!
Fly
Oddly enough, the fighter version of this spell is usually cast on their enemies. It cannot be cast on the fighter himself and his allies flat-out refuse to let him cast it on them. True, the duration is VERY short. The somatic component is for the fighter to pick up the target and throw them. The duration is improved if the fighter is standing above a cliff, pit, or chasm, and this is the preferred location for fighters who use this spell. The verbal component is "Good riddance!"
One of the most eagerly-awaited changes is this: now every class can cast spells! Don't worry, the wizard and sorceror will still be at the top of the heap, and the clerics' and druids' areas remain sacrosanct. In honor of this announcement, the Tome of Trouble is proud to present its first issue of Fighter Spells.
Spells for Fighters and Barbarians
Why should everyone else have all the fun?
by Bill Ziegler, Steve Honeywell, and Justin Gasal
Why should everyone else have all the fun?
by Bill Ziegler, Steve Honeywell, and Justin Gasal
In the world of D&D, there are 11 basic character classes. Of these, seven; bard, cleric, druid, paladin, ranger, sorcerer, and wizard all have the ability to cast spells. While rogues can't cast spells, they can take ranks in Use Magic Device, which allows them to read scrolls. Monks are also unable to learn spells, but gain a variety of mystical feats and eventually become extra-planar creatures. This leaves barbarians and fighters, the two most prosaic classes. These two classes are the Joe Averages in the fantasy world.
When everyone else is flying around with spells, casting powerful and deadly magics, or falling from great heights without worry of smashing to bits on the ground, fighters and barbarians are stuck swinging their swords and great axes and praying that they don't have to attempt too many Reflex saving throws.
So why should these two character classes be left out? The following spells are usable by any fighter or barbarian at any level. Even better, fighters and barbarians don't need to learn these spells like sorcerers, don't have to pray like clerics, and don't need to write them down in spellbooks. They are usable at any time, and fighters and barbarians can cast them as many times per day as they wish. Generally speaking, casting these spells does not provoke an attack of opportunity.
Alert Friends
This is a simple spell, often employed by fighters. To cast this spell, the fighter or barbarian needs only shout out a warning to his comrades. While the actual content of the spell varies by situation, it usually resembles, "Hey! Look out!"
Bash Door
This spell allows the barbarian or fighter to break down a stubborn locked door by kicking it down. Use of this spell requires a strength check against the targeted door. Success means the door flies open. Enterprising fighters have adapted this spell to work on stubborn chests as well. Some fighters have a verbal component with this spell, but this is not necessary. The somatic component is an upraised foot, which is kicked into the door itself.
Locate Floor
With this spell, the barbarian or fighter locates the floor he is currently standing on. The verbal component varies with the situation, but usually sounds like either "whoops!" or a series of curses. The somatic component is falling either forward or backward onto the ground. When standing on ice, this spell is automatically Quickened, and can be cast Heightened when standing over a pit.
Slay Monster
This tends to be the favorite spell of fighters and barbarians. The casting time varies with the creature being fought. The verbal component is "Die! Die! Die!" while the somatic component is swinging a weapon so that it strikes the body of the target creature as many times as is necessary to slay it. This spell also requires a focus, the weapon in hand.
Start Fire
This spell is used to light small fires like torches or campfires. To cast this spell, the character must strike a piece of flint against a piece of steel repeatedly until a spark is created. The flint and steel are the focus for this spell, while the object to be burned, either wood, tinder, or a torch, acts as the material component.
Whimper
Casting this spell allows the fighter or barbarian to draw attention to himself from the party cleric. By whining loudly and often about the wounds he has taken in battle, the character attempts to persuade another character to heal him with magic.
While it is not necessary to have fresh wounds when casting this spell, it is usually helpful. If the whimper spell works, the wounds are considered a material component. If the wounds are unhealed, they are considered a focus and do not disappear when the spell is cast.
Charm Barmaid
Often used to lure a poor wench into illicit behavior, this spell's verbal component involves the use of flattery, stories of his heroic bravery, and often outright lies. The casting time is variable, depending on the charisma of the fighter. A good Diplomacy or Bluff check is all that's needed, but be warned: many barmaids are resistant to this spell. Barmaids in high-class inns are generally immune. The spell is made more potent by the use of large muscles and nasty scars as foci.
Beer Eyes
This spell automatically doubles the Charisma of anyone in range, except the caster himself. The material component of Beer Eyes is at least six large, foaming mugs of ale, or 1 mug of dwarven spirits. The caster suffers a circumstance penalty to his own Charisma of -2 per ale he has consumed. Hey, sometimes you have to take one for the team and, if the barmaid has already turned you down, what do you need Charisma for anyway?
Find Traps
A little different from the normal version, this spell's somatic component is opening every door, chest lid, and drawer in sight. This one is a particular favorite of barbarians stuck in boring dungeons with nothing in sight worth fighting.
Sense Poison
This spell is not recommended for the faint of heart. The somatic component is to touch, sniff, and taste any suspected poison. You are guaranteed to find any poison that might be there. Don't worry, that amazing Fortitude will protect you!
Fly
Oddly enough, the fighter version of this spell is usually cast on their enemies. It cannot be cast on the fighter himself and his allies flat-out refuse to let him cast it on them. True, the duration is VERY short. The somatic component is for the fighter to pick up the target and throw them. The duration is improved if the fighter is standing above a cliff, pit, or chasm, and this is the preferred location for fighters who use this spell. The verbal component is "Good riddance!"