Post by Board Keeper on May 7, 2009 7:42:25 GMT -5
Dungeons and Dragons : House Rules !!!
Combat:
Attacks : There is no penalty anymore for 2nd or 3rd swings, etc. HOWEVER, critical hits are now ONLY on a 20 again - unless one gets a KEEN weapon, and this counts as a +2 bonus.
Two handed fighting : Is now a single feat … ambidexterity is not required. Attacks are at no penalty. Without the feat, attacks are -2 / -2.
Exotic Weapons : are now considered Martial.
Feats :
Characters get 1 feat at second level, and 1 feat every 4 levels beyond 2nd.
There are very limited CLASS feats. Some character classes maintain their class abilities/feats as listed below.
Experience :
Experience to reach the next class is : (level -1) squared times 1000. For example … to reach 2nd level, the experience needed is (1 x 1) x 1000 = 1000. To reach 3rd level, the experience needed is (2 x 2) x 1000 = 4000. To reach 5 level, experience = (4 x 4) = 16000.
Multi Class Characters :
Multi-class characters are -10% on experience points per additional class - and experience is split between the classes. Benefits are the better of the two (attack bonus, save bonus, etc). Hit dice are halved (rounded up) and constitution bonus is only given for the highest level class. Pure Class humans are +10% on experience.
Commoners :
Commoners tend to be ZERO level. They have 4 skill points. A first level commoner has 4 skill points. They receive 1d4 for hit points. (1d6 if a laborer). Zero level commoners start at -400 experience points. They gain 1d20 experience per year starting at age 12. They gain 2d20 experience starting at age 20. First level commoners are proficient in 2 simple weapons. Second level commoners (1000 experience) tend to take skill specialty as a feat.
Commoners, with training and dedication, may become first level character classes. Their hit points etc, are re-rolled, and they are then considered of character class. Their skills do NOT change until they surpass their former commoner level. IE : A zero level commoner with 2 points in animal handling advances to become a first level cleric. He retains the 2 points in animal handling, and this comes off his skill point total of 4.
Commoner Notations : First level commoners are proficient in 2 simple weapons. They are +2 one of the following : Profession, Craft, Animal Handling or Knowledge Local (choose one).
Accolytes / Apprentices : Former Commoners who are aspiring spell casters or fighters. They have had some specialized training ... approximately 100 experience points. They, therefore, start at -300 experience points. They are referred to as level A1. When they reach -150 experience points, they are level A2. A1 fighters have 1d6 hp, and A2 fighters have 1d8 hp. They have 4 skill points, but may take skills considered In Class for their future vocation.
Experience
Zero - 400
Zero / A1 - 300
Zero / A2 - 150
Class Notations :
Fighters : They are +2 on intimidate and ride. Fighters get an extra combat feat at 1st level, 5th level and every 5 levels thereafter.
Rangers : They are +2 on wilderness lore, spot and listen. At first level they receive the feat of Tracking. Rangers get an extra combat feat at 5th level and every 5 levels thereafter.
Paladins : They are +2 on knowledge religion, ride and sense motive. Radiate Protection from evil in a 10' radius, giving +2 on armor class and +2 on saving throws against evil opponents. They are immune to disease, and can detect evil 2/day per level. They can cast cure disease 1/3 levels per day (round down) and heal with their paladin's touch ... total points = level x charisma bonus. They turn undead as a cleric 2 levels lower. Paladins get an extra combat feat at 5th level and every 5 levels thereafter.
Barbarians : They are +2 on wilderness lore, intimidate and ride. Continue to Rage as normal. All other abilities are lost. Barbarians get an extra combat feat at 5th level and every 5 levels thereafter.
Bards : They are +2 on all performance, listen, knowledge & gather information rolls. Gain the new spell casting chart. They can learn and ready wizard spells using a book (but as if they were 1 level higher).
Rogues : Also known as thieves. They are +2 on listen, move silently and hide in shadows. Sneak attacks are only by surprise or on stunned opponents, not simply flank. Damage is x2 at levels 1-4, x3 at levels 5-8, x4 at levels 9-12, etc. They receive evasion and other abilities (besides flank) normally.
Wizards : They are +2 on knowledge arcane and spellcraft. Summon familiar is now a feat, and can be taken at 2nd level. A familiar allows the standard abilities per 3rd edition, and also 1d4 points +1 hit point per 2 levels. If a familiar dies, the caster loses 100-200 experience points/level and takes damage of 1d4/level. They get an extra metamagic feat at 5th level and every 5 levels thereafter.
Sorcerers : See Wizard.
Druids : They are +2 on knowledge nature, wilderness lore and herbalism. Druids lose all their wild shape abilities. However, Polymorph self is a 3rd level spell for them. They may only take, however, normal animal, dire animal or sylvan forms. Druids are naturally gifted potion makers and receive this feat for free at 5th level . They get an extra metamagic feat at 5th level and every 5 levels thereafter.
Clerics : They are +2 on knowledge religion and healing. Clerics are fairly unchanged, except for domains. Domain abilities no longer exist and domain spells are 1 level higher than formerly listed (or can be cast with a 10 minute casting time). One does NOT get an extra domain spell of each of the spell levels one can cast.
Monks : They are +2 on spot, listen and healing. Monks are unaffected. They attack as a Fighter with open hands, glaive, nunchuks, bo sticks, darts, or sai. Regardless of which is used they do a base damage of 1d6+1/3 levels (not including strength and rounded down). Abilities are unaffected. They get an extra feat per 5 levels starting at 5th.
LEVEL ADVANCEMENT :
The total experience points to achieve the next level = [ Current Level ] squared x 1000 exp.
This breaks down to the following ….
Experience Awards :
CR ¼ = 25 exp
CR ½ = 50 exp
CR 1 = 100 exp
CR 2 = 250 exp
CR 3 = 500 exp
CR 4 = 1 000 exp
CR 5 = 1 500 exp
CR 6 = 2 000 exp
CR 7 = 3 000 exp
CR 8 = 4 000 exp
CR 9 = 5 000 exp
CR 10 = 6 000 exp
CR 11 = 8 000 exp
CR 12 = 10 000 exp
CR 13 = 12 000 exp
CR 14 = 14 000 exp
CR 15 = 16 000 exp
CR 16 = 18 000 exp
CR beyond 16 = 18000 + 3000 exp per level beyond 16th
Skills :
Rangers, Druids, Barbarians, Monks and Bards get 6 skills per level + Intelligence Bonus
( at a Ranking of 1+level+Attribute Rating + other modifiers )
Rogues get 8 skills per level + Intelligence Bonus
( at a Ranking of 1+level+Attribute Rating + other modifiers )
All other classes get 4 skills per level + Intelligence Bonus
( at a Ranking of 1+level+Attribute Rating + other modifiers )
______________________________________________________________________________
Name Class :
Is Considered 9th level. Stronghold construction costs of a name class character is -10% and monthly upkeep not including labor is -20%.
Fighters : A fighter of 9th level is a Lord, and attracts followers. Fighter followers are +2 on morale, and fighter/warriors cost 20% less to hire than they would for other characters. They acquire 1 1st level sergeant at 9th level, and each level thereafter. Their sergeants gain levels equivalent to those acquired by the Lord.
Rangers : A ranger of 9th level is a Lord, and followers are +2 on morale and -10% on cost.
Paladins : A paladin of 9th level is a Lord, and followers are +4 on morale as long as the Paladin maintains a church and -10% on cost.
Barbarians : A barbarian of 9th level is a Lord, and attract hoard followers. This wild group is -50% on costs but will be an extremely unruly bunch.
Wizards : A wizard of 9th level is a Arch Mage, and attracts apprentices. Up to 1 apprentice can be kept for no charge as long as a stronghold is maintained, + 1 additional apprentice per level beyond 9th. Apprentices advance in level with the Wizard … ie: one’s first apprentice becomes an “A2“ apprentice when the wizard reaches 10th level, and reaches 1st level when the wizard reached 11th. (Lost apprentices may be replaced with advertising and nominal expense as long as the wizard does not acquire a reputation for causing their deaths in some way).
Sorcerers : A sorcerer of 9th level is considered a Master Sorcerer, and followers are +2 on morale. Followers are -10% on cost.
Bards : A bard of 9th level is a Master Bard, and attracts an entourage. Bards attract minions of the opposite sex just as Wizards attract apprentices. These minions are +2 on charisma (not to exceed maximum), and morale is +4. These can be exchanged as minimal expense and time.
Clerics : A cleric of 9th level is considered a High Priest, and attracts converts. They attract acolytes just as a Wizard attracts Apprentices. They are +2 on morale.
Druids : A druid of 9th level is considered an Arch Druid, and attracts sylvan converts who are +4 on morale. They may maintain a grove at -50% the normal cost.
Rogues : A rogue of 9th level is a Master Rogue (thief) and gains apprentices just as Wizards do, except they are 1 level higher than the equivalent Wizard apprentice would be.
Monk : A monk of 9th level is a Master, and gains monk apprentices just as Wizards do, who are +2 on morale, except they are 1 level higher than the equivalent Wizard apprentice would be.
Leadership :
This Feat adds +2 to diplomacy, adds yet another +2 onto morale, and doubles the number of followers of 1st level or above.
______________________________________________________________________________
Dabble Feat :
A player burning a feat in “Dabble” has the spell abilities of a A2 apprentice or acolyte.
______________________________________________________________________________
Wizards vs. Sorcerers - Readied Spells :
Wizards may cast spells equal to the number above.
Sorcerors may cast spells equal to the number above +2 per level.
Wizards may know (but not have readied) spells equal to the number above +4.
Sorcerors may know spells equal to the number above.
Wizards may ready any spells in their book equal to the number above.
Sorcerors may ready any spells in their book equal to the number above (this is also the number they may know).
Armor and Spellcasting :
Bards, Half Elves, and Elves may wear light armor without danger of spell failure, even though their spells are arcane.
Spell failure chance for armor is 5% per point of protection (not including magical bonuses). Masterwork armor has a spell failure chance which is 5% better than normal. Magic armor has a spell failure chance which is 10% better than normal. IE : Masterwork leather armor has a 5% spell failure chance, and magic leather has a spell failure chance of zero.
Elven chain : has encumbrance and spell failure chance equal to non-magical leather armor (10%).
Feat : The feat Armored Casting cuts the spell failure chance by an additional 10%.
Wizard Specialists :
Spell caster specialists gain the bonus of imposing a -1 on saving throws by enemies and effective +1 level caster level bonus with regards to damage, duration, and the like. They suffer a reverse penalty in all other spell categories (with a minimum caster level always being at least 1st level).
SPELLS : all spell casters use the same table ... though their selections vary. See Above.
Spell Modifications :
Shield Spell : Creates a floating invisible shield granting a deflection bonus equal to a +2 medium shield (which is 4 points of protection). This bonus increases with level : another +1/3 levels. IE : at 3rd level, a shield spell grants 5 points of protection, at 6th it grants 6 points of protection, etc.
True Strike : Grants a LUCK bonus of +5. And an additional +1 per 3 levels. IE : at 3rd level, a True strike grants a bonus of +6 to hit, at 6th level +7, etc.
Damaging spells :
1st level :
Ranged Touch : Maximum damage for a spell which does ranged touch is 1d6 per 2 levels.
Maximum range of 40‘ + 10‘ per 2 levels.
Area effect spells (IE : Burning Hands) has maximum damage of 1d4 per level (but allows a save for half damage).
Maximum Radius is 3 feet (or 10 feet for a fan effect).
Maximum range is 30’ + 10’ per 2 levels.
Magic Missile does 1d4+1 plus 1d4+1 per two levels above 1st. Range is 60’ + 5’/level.
2nd level :
Maximum damage for a spell which does ranged touch is 2d8 + 1d8 per 2 levels over 3rd.
Maximum Range is 60’ + 10’ per 2 levels.
Area effect spells (IE : Puffball) has maximum damage of 1d6 per level (minus 1 die of damage).
Maximum Radius is 5 feet (10 feet for a fan effect).
Maximum Range is 40’+10’ per 2 levels.
3rd level :
Maximum damage for a spell which does ranged touch is 1d10 + 1d10 per 2 levels.
Maximum Range is 60’ + 10’ per level.
Area effect spells (IE : Puffball) has maximum damage of 1d6 per level (minus 1 die of damage).
Maximum Radius is 10 feet (15 feet for a fan effect).
Maximum Range is 60’+10’ per 2 levels.
Lighting Bolt : is a special Area Effect 5’ wide and 20’+10’ long/level (or 10’ wide & half the length).
Non fire effects are -1 points per die of damage with the exception of lighting bolts.
Touch Attacks : are equal to range touch attacks but has a damage bonus of +1 per level and is not subject to the Non-Fire effect penalty.
4th level :
Lightning or Flame Strike : Useful for pinpoint accuracy against opponents in hand to hand. It is a ranged touch attack but is not bothered by cover or intervening combat. It is one level higher in casting level. It does damage equal to 1d6 per level. Unlike normal range touch attacks, a save is allowed for half damage (though at -2). It is 3’ in radius. Cast as a 5th level spell, it is 5’ in radius.
______________________________________________________________________________
Combat:
Attacks : There is no penalty anymore for 2nd or 3rd swings, etc. HOWEVER, critical hits are now ONLY on a 20 again - unless one gets a KEEN weapon, and this counts as a +2 bonus.
Two handed fighting : Is now a single feat … ambidexterity is not required. Attacks are at no penalty. Without the feat, attacks are -2 / -2.
Exotic Weapons : are now considered Martial.
Feats :
Characters get 1 feat at second level, and 1 feat every 4 levels beyond 2nd.
There are very limited CLASS feats. Some character classes maintain their class abilities/feats as listed below.
Experience :
Experience to reach the next class is : (level -1) squared times 1000. For example … to reach 2nd level, the experience needed is (1 x 1) x 1000 = 1000. To reach 3rd level, the experience needed is (2 x 2) x 1000 = 4000. To reach 5 level, experience = (4 x 4) = 16000.
Multi Class Characters :
Multi-class characters are -10% on experience points per additional class - and experience is split between the classes. Benefits are the better of the two (attack bonus, save bonus, etc). Hit dice are halved (rounded up) and constitution bonus is only given for the highest level class. Pure Class humans are +10% on experience.
Commoners :
Commoners tend to be ZERO level. They have 4 skill points. A first level commoner has 4 skill points. They receive 1d4 for hit points. (1d6 if a laborer). Zero level commoners start at -400 experience points. They gain 1d20 experience per year starting at age 12. They gain 2d20 experience starting at age 20. First level commoners are proficient in 2 simple weapons. Second level commoners (1000 experience) tend to take skill specialty as a feat.
Commoners, with training and dedication, may become first level character classes. Their hit points etc, are re-rolled, and they are then considered of character class. Their skills do NOT change until they surpass their former commoner level. IE : A zero level commoner with 2 points in animal handling advances to become a first level cleric. He retains the 2 points in animal handling, and this comes off his skill point total of 4.
Commoner Notations : First level commoners are proficient in 2 simple weapons. They are +2 one of the following : Profession, Craft, Animal Handling or Knowledge Local (choose one).
Accolytes / Apprentices : Former Commoners who are aspiring spell casters or fighters. They have had some specialized training ... approximately 100 experience points. They, therefore, start at -300 experience points. They are referred to as level A1. When they reach -150 experience points, they are level A2. A1 fighters have 1d6 hp, and A2 fighters have 1d8 hp. They have 4 skill points, but may take skills considered In Class for their future vocation.
Experience
Zero - 400
Zero / A1 - 300
Zero / A2 - 150
Class Notations :
Fighters : They are +2 on intimidate and ride. Fighters get an extra combat feat at 1st level, 5th level and every 5 levels thereafter.
Rangers : They are +2 on wilderness lore, spot and listen. At first level they receive the feat of Tracking. Rangers get an extra combat feat at 5th level and every 5 levels thereafter.
Paladins : They are +2 on knowledge religion, ride and sense motive. Radiate Protection from evil in a 10' radius, giving +2 on armor class and +2 on saving throws against evil opponents. They are immune to disease, and can detect evil 2/day per level. They can cast cure disease 1/3 levels per day (round down) and heal with their paladin's touch ... total points = level x charisma bonus. They turn undead as a cleric 2 levels lower. Paladins get an extra combat feat at 5th level and every 5 levels thereafter.
Barbarians : They are +2 on wilderness lore, intimidate and ride. Continue to Rage as normal. All other abilities are lost. Barbarians get an extra combat feat at 5th level and every 5 levels thereafter.
Bards : They are +2 on all performance, listen, knowledge & gather information rolls. Gain the new spell casting chart. They can learn and ready wizard spells using a book (but as if they were 1 level higher).
Rogues : Also known as thieves. They are +2 on listen, move silently and hide in shadows. Sneak attacks are only by surprise or on stunned opponents, not simply flank. Damage is x2 at levels 1-4, x3 at levels 5-8, x4 at levels 9-12, etc. They receive evasion and other abilities (besides flank) normally.
Wizards : They are +2 on knowledge arcane and spellcraft. Summon familiar is now a feat, and can be taken at 2nd level. A familiar allows the standard abilities per 3rd edition, and also 1d4 points +1 hit point per 2 levels. If a familiar dies, the caster loses 100-200 experience points/level and takes damage of 1d4/level. They get an extra metamagic feat at 5th level and every 5 levels thereafter.
Sorcerers : See Wizard.
Druids : They are +2 on knowledge nature, wilderness lore and herbalism. Druids lose all their wild shape abilities. However, Polymorph self is a 3rd level spell for them. They may only take, however, normal animal, dire animal or sylvan forms. Druids are naturally gifted potion makers and receive this feat for free at 5th level . They get an extra metamagic feat at 5th level and every 5 levels thereafter.
Clerics : They are +2 on knowledge religion and healing. Clerics are fairly unchanged, except for domains. Domain abilities no longer exist and domain spells are 1 level higher than formerly listed (or can be cast with a 10 minute casting time). One does NOT get an extra domain spell of each of the spell levels one can cast.
Monks : They are +2 on spot, listen and healing. Monks are unaffected. They attack as a Fighter with open hands, glaive, nunchuks, bo sticks, darts, or sai. Regardless of which is used they do a base damage of 1d6+1/3 levels (not including strength and rounded down). Abilities are unaffected. They get an extra feat per 5 levels starting at 5th.
LEVEL ADVANCEMENT :
The total experience points to achieve the next level = [ Current Level ] squared x 1000 exp.
This breaks down to the following ….
Exp needed Total Exp needed
1st level -- --
2nd level 1000 exp 1 000
3rd level 4000 exp 5 000
4th level 9000 exp 14 000
5th level 16,000 exp 30 000
6th level 25,000 exp 55 000
7th level 36,000 exp 91 000
8th level 49,000 exp 140 000
9th level 64,000 exp 204 000
10th level 81,000 exp 285 000
11th level 100,000 exp 385 000
12th level etc 250,000 exp --
Experience Awards :
CR ¼ = 25 exp
CR ½ = 50 exp
CR 1 = 100 exp
CR 2 = 250 exp
CR 3 = 500 exp
CR 4 = 1 000 exp
CR 5 = 1 500 exp
CR 6 = 2 000 exp
CR 7 = 3 000 exp
CR 8 = 4 000 exp
CR 9 = 5 000 exp
CR 10 = 6 000 exp
CR 11 = 8 000 exp
CR 12 = 10 000 exp
CR 13 = 12 000 exp
CR 14 = 14 000 exp
CR 15 = 16 000 exp
CR 16 = 18 000 exp
CR beyond 16 = 18000 + 3000 exp per level beyond 16th
Skills :
Rangers, Druids, Barbarians, Monks and Bards get 6 skills per level + Intelligence Bonus
( at a Ranking of 1+level+Attribute Rating + other modifiers )
Rogues get 8 skills per level + Intelligence Bonus
( at a Ranking of 1+level+Attribute Rating + other modifiers )
All other classes get 4 skills per level + Intelligence Bonus
( at a Ranking of 1+level+Attribute Rating + other modifiers )
______________________________________________________________________________
Name Class :
Is Considered 9th level. Stronghold construction costs of a name class character is -10% and monthly upkeep not including labor is -20%.
Fighters : A fighter of 9th level is a Lord, and attracts followers. Fighter followers are +2 on morale, and fighter/warriors cost 20% less to hire than they would for other characters. They acquire 1 1st level sergeant at 9th level, and each level thereafter. Their sergeants gain levels equivalent to those acquired by the Lord.
Rangers : A ranger of 9th level is a Lord, and followers are +2 on morale and -10% on cost.
Paladins : A paladin of 9th level is a Lord, and followers are +4 on morale as long as the Paladin maintains a church and -10% on cost.
Barbarians : A barbarian of 9th level is a Lord, and attract hoard followers. This wild group is -50% on costs but will be an extremely unruly bunch.
Wizards : A wizard of 9th level is a Arch Mage, and attracts apprentices. Up to 1 apprentice can be kept for no charge as long as a stronghold is maintained, + 1 additional apprentice per level beyond 9th. Apprentices advance in level with the Wizard … ie: one’s first apprentice becomes an “A2“ apprentice when the wizard reaches 10th level, and reaches 1st level when the wizard reached 11th. (Lost apprentices may be replaced with advertising and nominal expense as long as the wizard does not acquire a reputation for causing their deaths in some way).
Sorcerers : A sorcerer of 9th level is considered a Master Sorcerer, and followers are +2 on morale. Followers are -10% on cost.
Bards : A bard of 9th level is a Master Bard, and attracts an entourage. Bards attract minions of the opposite sex just as Wizards attract apprentices. These minions are +2 on charisma (not to exceed maximum), and morale is +4. These can be exchanged as minimal expense and time.
Clerics : A cleric of 9th level is considered a High Priest, and attracts converts. They attract acolytes just as a Wizard attracts Apprentices. They are +2 on morale.
Druids : A druid of 9th level is considered an Arch Druid, and attracts sylvan converts who are +4 on morale. They may maintain a grove at -50% the normal cost.
Rogues : A rogue of 9th level is a Master Rogue (thief) and gains apprentices just as Wizards do, except they are 1 level higher than the equivalent Wizard apprentice would be.
Monk : A monk of 9th level is a Master, and gains monk apprentices just as Wizards do, who are +2 on morale, except they are 1 level higher than the equivalent Wizard apprentice would be.
Leadership :
This Feat adds +2 to diplomacy, adds yet another +2 onto morale, and doubles the number of followers of 1st level or above.
______________________________________________________________________________
Dabble Feat :
A player burning a feat in “Dabble” has the spell abilities of a A2 apprentice or acolyte.
______________________________________________________________________________
Wizards vs. Sorcerers - Readied Spells :
Wizards may cast spells equal to the number above.
Sorcerors may cast spells equal to the number above +2 per level.
Wizards may know (but not have readied) spells equal to the number above +4.
Sorcerors may know spells equal to the number above.
Wizards may ready any spells in their book equal to the number above.
Sorcerors may ready any spells in their book equal to the number above (this is also the number they may know).
Armor and Spellcasting :
Bards, Half Elves, and Elves may wear light armor without danger of spell failure, even though their spells are arcane.
Spell failure chance for armor is 5% per point of protection (not including magical bonuses). Masterwork armor has a spell failure chance which is 5% better than normal. Magic armor has a spell failure chance which is 10% better than normal. IE : Masterwork leather armor has a 5% spell failure chance, and magic leather has a spell failure chance of zero.
Elven chain : has encumbrance and spell failure chance equal to non-magical leather armor (10%).
Feat : The feat Armored Casting cuts the spell failure chance by an additional 10%.
Wizard Specialists :
Spell caster specialists gain the bonus of imposing a -1 on saving throws by enemies and effective +1 level caster level bonus with regards to damage, duration, and the like. They suffer a reverse penalty in all other spell categories (with a minimum caster level always being at least 1st level).
SPELLS : all spell casters use the same table ... though their selections vary. See Above.
Spell Modifications :
Shield Spell : Creates a floating invisible shield granting a deflection bonus equal to a +2 medium shield (which is 4 points of protection). This bonus increases with level : another +1/3 levels. IE : at 3rd level, a shield spell grants 5 points of protection, at 6th it grants 6 points of protection, etc.
True Strike : Grants a LUCK bonus of +5. And an additional +1 per 3 levels. IE : at 3rd level, a True strike grants a bonus of +6 to hit, at 6th level +7, etc.
Damaging spells :
1st level :
Ranged Touch : Maximum damage for a spell which does ranged touch is 1d6 per 2 levels.
Maximum range of 40‘ + 10‘ per 2 levels.
Area effect spells (IE : Burning Hands) has maximum damage of 1d4 per level (but allows a save for half damage).
Maximum Radius is 3 feet (or 10 feet for a fan effect).
Maximum range is 30’ + 10’ per 2 levels.
Magic Missile does 1d4+1 plus 1d4+1 per two levels above 1st. Range is 60’ + 5’/level.
2nd level :
Maximum damage for a spell which does ranged touch is 2d8 + 1d8 per 2 levels over 3rd.
Maximum Range is 60’ + 10’ per 2 levels.
Area effect spells (IE : Puffball) has maximum damage of 1d6 per level (minus 1 die of damage).
Maximum Radius is 5 feet (10 feet for a fan effect).
Maximum Range is 40’+10’ per 2 levels.
3rd level :
Maximum damage for a spell which does ranged touch is 1d10 + 1d10 per 2 levels.
Maximum Range is 60’ + 10’ per level.
Area effect spells (IE : Puffball) has maximum damage of 1d6 per level (minus 1 die of damage).
Maximum Radius is 10 feet (15 feet for a fan effect).
Maximum Range is 60’+10’ per 2 levels.
Lighting Bolt : is a special Area Effect 5’ wide and 20’+10’ long/level (or 10’ wide & half the length).
Non fire effects are -1 points per die of damage with the exception of lighting bolts.
Touch Attacks : are equal to range touch attacks but has a damage bonus of +1 per level and is not subject to the Non-Fire effect penalty.
4th level :
Lightning or Flame Strike : Useful for pinpoint accuracy against opponents in hand to hand. It is a ranged touch attack but is not bothered by cover or intervening combat. It is one level higher in casting level. It does damage equal to 1d6 per level. Unlike normal range touch attacks, a save is allowed for half damage (though at -2). It is 3’ in radius. Cast as a 5th level spell, it is 5’ in radius.
______________________________________________________________________________