oh
ive changed the idea of this map but i still need people to help well i will tell you the new story line of the map. (i dint reply earlier because i was on vacation).
The New RPG map is bases on Baldur's Gate okay and every one should know that story line so
well i need help on a few thing atm like Spells i have like 10 working
PRIESTS
To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. Each night after eight hours of sleep, the spell caster can memorize the spells for the day. The number of spells is determined by the caster's level, class and ability scores.
Unlike the wizard, the priest needs no spell book and does not roll to see if he learns spells. Priest spells are obtained in an entirely different manner. To obtain his spells, a priest must be faithful to the cause of his deity. If the priest feels confident in this (and most do), he can pray for his spells. Through prayer, the priest humbly and politely requests those spells he wishes to memorize. Under normal circumstances, these spells are then granted. Like the wizard, the priest's level determines how many spells he retains. He must select these spells in advance, demonstrating his wisdom and far-sightedness by choosing those spells he thinks will be most useful in the trials that lurk ahead.
The spells of a priest, while sometimes having powers similar to those of the wizard, are quite different in their overall tone. The priest's role, more often than not, is as defender and guide for others. Thus, the majority of his spells work to aid others or provide some service to the community in which he lives. Few of his spells are truly offensive, but many can be used cleverly to protect or defend.
The priest spells are classified into spheres. Clerics can cast all spells except those from Animal, Plant or Weather spheres and have only minor access to the Elemental sphere, restricting them to spells of 3rd or lower level. Druids can only cast spells from the All, Animal, Elemental, Healing, Plant, and Weather spheres as well as minor access to the Divination sphere.
Casting a spell requires verbal (V), and/or somatic (S) components where somatic refers to hand and body gestures. The caster must be able to speak (not under the effects of a silence spell or gagged) for verbal spells and have both arms free for spells with somatic components. Once the casting has begun, the character must stand still. For spell durations, 1 turn is equal to 10 rounds where one round is 1 seconds in the game. Casting times are normally stated in segments, with one segment equal to one tenth of a round.
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WIZARDS
To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. Each night after eight hours of sleep, the spell caster can memorize the spells for the day. The number of spells is determined by the caster's level, class and ability scores.
Casting a wizard spell is a very complicated ordeal. The process of learning the correct procedure to cast a spell is difficult and taxing to the mind. Thus, a wizard must check to see if he learns each new spell and is limited in the number of spells he can learn. wizard spells range from spells of simple utility to great and powerful magics. The wizard spell group has no single theme or purpose. The vast majority of wizard spells were created by ancient wizards for many different purposes. Some are to serve the common man in his everyday needs. Others provide adventurers with the might and firepower they need to survive. Some are relatively simple and safe to use (as safe as magic can be); others are complicated, filled with hazards and snares for the rash and unwary.
All of a wizard's spells must be transcribed into his spellbook which in the game is part of the character sheet. At creation, the mage gains a few first level spells. All subsequent spells must be copied from scrolls that have either been found or bought, a process that destroys the scroll. Within the spellbook are all the instructions for memorizing and casting all the spells the mage knows. As the wizard successfully learns a new spell, he carefully enters its formula into his spell books. A wizard can never have a spell in his books that he does not know, because if he doesn't understand it, he cannot write the formula. Likewise, he cannot enter a spell into his books that is higher in level than he can cast. If he finds an scroll with spells of higher power, he must simply wait until he advances to a level at which he can use them.
Casting a spell requires verbal (V), and/or somatic (S) components where somatic refers to hand and body gestures. Material components present in AD&D are not necessary to cast spells in Baldur's Gate. The caster must be able to speak (not under the effects of a silence spell or gagged) for verbal spells and have both arms free for spells with somatic components. Once the casting has begun, the character must stand still. For spell durations, 1 turn is equal to 10 rounds where one round is 1 seconds in the game. Casting times are normally stated in segments, with one segment equal to one tenth of a round.
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ABILITY'S
Strength
Strength measures a character’s muscle, endurance, and stamina. This is usually the prime requisite of warriors because they must be physically powerful in order to wear armor and wield heavy weapons. The probability of scoring a successful hit and the amount of damage done are determined by strength.
Intelligence
Intelligence represents a character’s memory, reasoning, and learning ability. Intelligence dictates the number of languages a character can learn. Intelligence is the prime requisite of wizards, who must have keen minds to understand and memorize magical spells. The wizard’s intelligence dictates which spells he can learn and the number of spells he can memorize at one time.
Wisdom
Wisdom describes a composite of the character’s enlightenment, judgment, guile, willpower, common sense, and intuition. It can affect the character’s resistance to magical attack. It is the prime requisite of priests.
Dexterity
Dexterity encompasses several physical attributes including hand-eye coordination, agility, reaction speed, reflexes, and balance. Dexterity affects a character’s reaction to a threat or surprise, his accuracy with thrown weapons and bows, and his ability to dodge an enemy’s blows. It is usually the prime requisite of Rogues and affects their professional skills.
Consitution
Constitution encompasses a characters physique, fitness, health, and physical resistance to hardship, injury, and disease. This ability affects the character’s hit points and chances of surviving such tremendous shocks as being physically reshaped by magic or resurrected from death, it is vitally important to all classes.
Charisma
Charisma measures a character’s persuasiveness, personal magnetism, and ability to lead. It is not a reflection of physical attractiveness, although attractiveness certainly plays a role. It is important to all characters, but especially to those who must deal with non-player characters, mercenary hirelings, retainers, and intelligent monsters. It dictates the total number of henchmen a character can retain and affects the loyalty of henchmen, hirelings, and retainers.
Classes
Priests - Clerics and Druids
Priests are believers and advocates of gods. The priest spells are classified into spheres which restricts the choices available to the two Priest subclasses, cleric and druid. When priests gain a new spell level, they automatically are able to use any of the available spells for the new level. They must pray for those spells they intend to use the following day. Having a high wisdom grants priests extra spells. Priests begin with two weapon proficiency slots. Up to 9th level, priests gain 1-8 (d8) hit points per level, followed by 2 per level after that. Refer to spell progression and experience point progression tables to determine their advancement.
Cleric
Clerics have spells bestowed on them by their deity and can fight wearing armor and use crushing (no edged or pointed) weapons. Clerics can cast all priest spells except those from Animal, Plant or Weather spheres and have only minor access to the Elemental sphere, restricting them to Elemental spells of 3rd or lower level. Clerics also have the ability to Turn Undead. The prime requisite for clerics is wisdom with a minimum score of 9 being the only requirement to become a cleric. Priests of specific mythoi are not currently implimented in BG.
Druid
Druids are priests of nature and guardians of the wilderness. Druids can only be of True Neutral alignment. Available to the druid are natural armors like leather armor and wooden shields, and a few weapons that are not necessarily blunt, including the scimitar. Druids can only cast spells from the All, Animal, Elemental, Healing, Plant, and Weather spheres as well as minor access to the Divination sphere. Druids cannot Turn Undead. Beginning at 7th level, druids gain the ability to shapechange into animals present in Baldur's Gate (excluding birds). The minimum abilities to become a druid are 12 wisdom and 15 charisma. Wisdom and charisma are prime requisites for druids. Skills from AD&D that are not implimented in BG: Pass Without a Trace, Identify Plants and Animals, knowledge of woodland creature languages (there are no languages in BG) and immunity to woodland creature charm spells.
Rogues - Thieves and Bards
Rogues live off the hard work of others as thieves and musically oriented bards. Rogues gain 1-6 (d6) hit points per level until 10th, after which they gain 2 hit points per level. Two initial weapon proficiency slots are available to each rogue. The experience point progression of rogues is summarized here.
Thief
Thieves are masters of stealth. They can wear any armor up to elven chainmail although wearing more than leather armor penalizes the thief's special abilities. A thief's weapon choices are limited but include swords, bows and daggers. Should a thief sneak up behind a humanoid victim, they can do extra damage by backstabbing. Thieves have the following special abilities: Open Locks, Find/Remove Traps, Pick Pockets and Stealth (combination of Move Silently and Hide in Shadows). The base scores for these abilities are determined by the thief's race and dexterity, and the player can then distriute 60 initial percentage points followed by 20 points for each level thereafter. At 10th level, thieves' gain the limited ability to use clerical and magical scrolls. Thieves' cannot be of Lawful Good alignment. The prime requisite for thieves is dexterity, with a 9 dexterity being the minimum requirement. Skills from AD&D that are not implimented in BG: Hear Noise, Climb Walls, Thieves' Cant and Read Languages (there are no languages in BG).
Bard
Bards are the jack-of-all trades and the masters of none. Bards can fight with any weapon and wear any armor up to and including chainmail, but cannot use a shield. Bards can cast wizard spells, although their spell progression is slower. Like wizards, they cannot wear armor when casting spells. All bards are proficient musicians but in BG they access their abilities by singing alone without instrumental accompaniment. By singing, bards can grant a +1 bonus to attack rolls, a +1 bonus to saving throw rolls and a +2 bonus to morale. bards are able to Pick Pockets like thieves. Due to their studies and travels, bards also have exceptional Lore ability, allowing them to identify magic items much better than other classes. The alignment of the bard must be at least partially Neutral. The minimum abilities for becoming a bard are dexterity 12, intelligence 13 and charisma 15. The prime requisites of the bard are dexterity and charisma. Skills from AD&D that are not implimented in BG: Detect Noise, Climb Walls, Read Languages, Remove Traps and using a musical instrument.
Warriors - Fighter, Rangers and Paladins
Warriors earn their keep by skill in armed combat and are divided into three subclasses: fighter, ranger and paladin. They can wear any armour and use any weapon. For each level up to 9th, they earn 1-10 hit points (1d10) and then accumulate 3 hit points per level. They also receive greater bonus hit points for high constitution (17+) than the other classes. Only warriors may possess exceptional strength, denoted by a score of 18 followed by a percentile score such as 18/56 or 18/00 (the highest, 100%). Warriors begin with four weapon proficiency slots. As they rise in levels, warriors gain additional attacks per round. Because they concentrate on combat, these men-at-arms are restricted in the variety of magical items they can employ. The experience point progression of warriors is summarized here.
Fighter
Fighters are masters of weapons. They are the only class that can achieve the highest levels of weapon specialization: Mastery, High Mastery and Grandmastery. The prime requisite for fighters is strength. The only requirement for becoming a fighter is a strength of at least 9.
Ranger
Rangers are skilled woodsmen and hunters. Although able to use any armor, they must wear studded leather or lighter armor when trying to moving silently in the shadows and underbrush. In BG, this skill is called Stealth and can be used in any setting, including cities. Because of their empathy with animals, ranger's can cast Charm Animal as a special ability (number of times per day depends on ranger's level). rangers can become Specialized in specific weapons. From 8th to 16th level, rangers gain the ability to cast some priest spells. These woodsman have a hated enemy, normally some type of humanoid creature. The ranger gains a +4 bonus to hit these creatures in combat but suffers a -4 penalty to encounter reaction rolls due to this hatred. Rangers must be of good alignment and have ability scores of at least 13 in strength and dexterity and at least 14 in wisdom and constitution. The prime requisites for rangers are strength, dexterity and wisdom. Should ranger's perform evil acts, they will become fighters known as fallen rangers that have lost all their special abilities. Skills from AD&D that are not implimented in BG: Tracking, two-weapon fighting, and damage bonuses against giant creatures.
Paladin
Paladins are noble, holy warriors. Paladins can become Specialized in specific weapons. They can Detect Evil and are surrounded by a Protection from Evil aura (the number of times per day for each special ability depends on the character's level). Their hardiness gives them +2 bonuses to saving throws against poison and spells. Once per day, paladins can lay hands on an individual, curing 2 hit points per level of the paladin. They can also Turn Undead as a cleric two levels below their level as a paladin. At 9th level, paladins gain the ability to cast clerical spells. Paladins must be humans of Lawful Good alignment and have ability scores of at least 9 in constitution, 12 in strength, 13 in wisdom, and 17 in charisma. The prime requisites for paladins are strength and charisma. Should the paladin perform evil deeds, they will lose their status and become fighters known as fallen paladins. Skills from AD&D that are not implimented in BG: resistance to disease (there is no disease in the game), Cure Disease, possession of a faithful war horse, and the necessity of giving away wealth and most possessions.
Wizards - Mages and Specialist Mages
Wizards study arcane knowledge and are adept at casting powerful spells. Naturally, they are weak in physical combat being unable to wear any armor and having only a small selection of weapons. Mages begin with one weapon proficiency. However, wizards can use many magic items that no other class has access to. Wizards may also choose to specialize in one of the eight major schools of magic. To enter new spells into their spell books, a mage must copy them from scrolls that are found or bought. The number of spells that can be copied into the spell book and the chance of failure on copying the spell are determined by the mage's intelligence. These spells are then memorized to be cast the following day. Mages receive 1-4 (1d4) hit points per level up to 10th level and then 1 hit point per level. The experience point progression of wizards is summarized here.
Mage
Mages have powerful spells and when unspecialized, can cast them from any School. Mages can simultaneously memorize the number of spells per day as outlined in the progression table. The prime requisite for mages is intelligence with the minimum being 9.
Specialist Mage
Specialist mages have become narrowly trained in a specific field of magic. Specialists receive one additional spell per spell level (does not have to be from their school) than unspecialized mages do in the progression table. Because of their specialization, these mages receive a +15% chance to learn spells from their school but suffer a -15% penalty when learning spells outside their specialty. When saving against spells within his chosen school, the specialist receives a +1 to saving throws. Similarily, the specialist's enemies suffer a -1 penalty when saving against spells cast by the specialist within his field. Specialists are unable to cast spells from the opposing school. Mages must be single-classed or dual-classed to specialize with the exception of gnomes. Gnomes can only be illusionists so are permitted to multiclass. A specialist must have a 9 intelligence in addition to the School-specific minimum ability from the table below. The prime requesites for specialty mages are intelligence and their School's ability.