Monday, April 25, 2022

Character Class: Elf

Elves start off just as they do in the Labyrinth Lord Book.  They can fight and cast Magic-User spells.  They can use any weapons and armor.  They use the Savings Throws from the Labyrinth Lord book, and they are still capped at Level 10 BUT we're going to use the Level Advancement from Bruce Heard's blog.  



PRIME REQUISITES

Elves must have a score of 13 or higher in BOTH Strength and Intelligence to receive +5% XP.  Elves must have a Strength of 13 or higher AND an Intelligence of 16 or higher to receive +10% XP.

ELF ABILITIES

Elves can see up to 60feet away with Infravision.

Elves can detect Secret Doors on a 1-2 on 1d6.

If their downtime is spent resting in a forest, an Elf can regain 2 HP per day instead of just 1.

At every level where their Savings Throws improve, an Elf gains a +1 on any attack with a bow (long or short).

Elves, being magical in nature, can cast Magic-User spells, but do not require Spellbooks like humans do.

ELF DRAWBACKS

Each Elfclan has a magical artifact called the Tree of Life.  This is a living tree.  Each member of the clan has a special amulet with a clipping from the Tree of Life.  So long as the Tree lives, the clipping is also alive and vibrant.  This is the source of their mystical connection to nature and magic.

If their Tree of Life Amulet is lost or damaged, the Elf begins to suffer from the loss of this connection.  They must return to their clan's Tree of Life and receive a replacement.  This must be done in the number of days = to the Elf's Constitution score.  

Day 1-7=The Elf suffers from fatigue and has a -1 to ALL attack and damage rolls.

Day 8-14=The Elf now suffers a -2 to ALL attack and damage rolls, AND a -1 to ALL Saving Throws.

Day 15-on=The Elf now suffers a -3 to ALL attack and damage rolls, AND a -2 to ALL Saving Throws.

If the Elf fails to return to their clan before the window closes, the Elf then becomes an NPC and suffers a fate worse than death.

The Tree of Life Amulet is, of course, magical itself.  It has an AC2 and can only be harmed by Magic and Magical Weapons.

COMBAT ABILITIES

These are availalbe from Level 1.

LANCE CHARGE

If you are Mounted and armed with a Lance, your Steed can charge ahead (Running, Swimming, or Flying) at least 20 (Feet if indoors, Yards if outdoors).  If you make a successful Attack Roll with your Lance then you automatically achieve a Critical Hit.

If your Steed's Charge is LESS than 20 feet/yards a successful Attack only achieves Normal Damage.

SET AGAINST CHARGE

If you are armed with a Spear, Trident or Pole Arm and you expect a Charge attack from some Mounted Enemy, Animal or Monster (or Fighter) you can Set your Weapon to receive their Charge.  When this enemy charges you you make a normal Attack Roll.  If they Charge 20 (Feet if Indoors, Yards if Outdoors) then your successful Hit is an automatic Critical Hit.  However, if they charge LESS than 20 Feet/Yards your successful Hit only achieves Normal Damage.

SPELLCASTING

Elves have a pool of Spell Points.  To begin, they have 1 Spell Point for being Level 1, plus 1 Spell Point equal to their Intelligence Bonus.  

So a First Level Elf with a 17 Intelligence (+2 Bonus) would have a total of 3 Magic Points.  When that Elf reaches Level 2, his pool of Spell Points will increase by 4 (2 points for reaching Level 2 plus 2 more points for his Intelligence Bonus).  This gives the Elf a total of 7 Spell Points.

When an Elf casts a spell, they must use Spell Points to attempt the casting.  The Spell Level determines the number of points that are required to cast it.  It costs 1 Spell Point to cast a First Level Spell, but it costs 2 Points to cast a Second Level Spell, and so on.

Magic does NOT automatically work in Leauvalar.  Elves who cast a spell must roll 1d20 to see if the spell is cast successfully.  

An Elf can cast a Spell of his/her own level by rolling 15 or higher.  So, a First Level Elf who wants to cast a First Level Spell must roll a 15 or higher on a d20.  Rolling a natural 20 can yield exceptional results; while rolling below your target number means the spell fails.

Why?  Who knows?  Magic is strange and wild, ebbing and flowing across the lands like ocean waves.  Some speculate it is some sort of living essence and may have a will of its own.  Perhaps it is simply manipulated by fickle and petty Gods.  However you feel about it, Magic is the Force that Mortals Were Not Meant To Know and Elves are basically playing with plutonium.

If an Elf rolls a 1, they must roll on the Magical Failure Chart below.

Suppose that same First Level Elf wanted to cast a Second or Third Level Spell.  First of all, they cost more points, of course.  Then, any spell that is a higher level than the Elf attempting to cast it, requires a higher target number.

The First Level Elf who tries to roll a Second Level Spell must roll a 16 or higher.  To cast a Third Level Spell, he/she must roll a 17 or higher.  This continues with spells of even higher level.

Once that Elf gains Second Level, the spellcasting becomes easier.  Now he must roll 15 to cast a Second Level spell, and only needs a 14 to cast any First Level Spell.  

TO CAST A SPELL

Roll the d20, add your Intelligence Bonus.  If this number is equal to or higher than your Target Number, then you successfully cast your spell!

For example, let's use our First Level Elf with the 17 Intelligence.  This Elf wants to cast a First Level Spell.  The Elf rolls a d20, gets a 13, then adds his +2 Intelligence Bonus for a total of 15, which means a success!

Use this handy chart:


MAGICAL FAILURE CHART

(IF CASTING ROLL IS SPELL LEVEL OR LESS, ROLL 1D20 FOR EXTENT OF FAILURE)

01-Spell explodes-1d6/per intended spell level to all creatures within 10’ per caster level (Save Vs Magic for ½ Dam)

02-Caster polymorphed into a 1=toad, 2=slug, 3=dung beetle, 4=hermit crab

03-Caster takes 1d6 Dam/spell level (Save Vs Magic for ½ Dam)

04-All nearby non-magical metal melts—INCLUDING GOLD!

05-Random Weird Shit

06-Orb of Darkness engulfs Party & lasts 1 Turn per Caster Level

07-Orb of Darkness engulfs Party & lasts 1 Round per Caster Level

08-Bizarre Gravity- EVEN=Heavy (Move 1/2ed & Dam x2), ODD= Light (Move x2 & Dam 1/2ed) area 10ft/Spell Level

09-Caster emits Blinding Light, Blindness last 1 Turn/Caster Level

10- Caster emits Blinding Light, Blindness last 1 Round/Caster Level

11-Spell is weak; ½ Dam/Effect

12-Spell is strong. Dam/Effect x2

13-Right Spell, wrong target (pick random target)

14-Wrong spell-all Enemies within 10’/Caster Level gain 1HP/Caster Level

15-Local Earthquake-all creatures within 10’/Caster Level suffer 1d8 Dam from falling rocks

16-Caster Stunned for 1 Round/Spell Level—CON check (2d12) to resist

17-Spell hits Caster’s nearest Ally

18-Spell hits Caster instead of intended target

19-Caster is weak, -4 to STR for 1 Round/Spell Level—STR check (2d12) to resist

20-Different Random Spell is cast

 

SPELLBOOKS/LEARNING SPELLS

Elves do NOT have to copy their spells into a Spellbook to use them.  However, they should keep a list of Spells that they know.  

To learn a new spell, an Elf must study from a Scroll or a Spellbook.  The Elf must study 1 Day/Spell Level, then roll d100 according to their Intelligence.  If the Elf is the same level as the Spell being learned, use the % on the chart below.  If the Elf is higher level than the Spell, add 10% for every level difference.  If the Elf is lower level than the Spell, subtract 10% for every level difference.

Example:  A4th Level Elf with a 16 Intelligence wants to learn 3 spells from a Spellbook:  a 2nd Level Spell, a 4th Level Spell, and a 6th Level Spell.  

To Learn the 4th Level Spell, the Elf must spend 4 days studying it, then roll 65 or less on d100.  

To learn the 2nd Level Spell, the Elf only needs to spend 2 days studying but must roll an 85 or less on d100.

To learn the 6th Level Spell, the Elf must spend 6 days studying it and roll a 45 or less on d100. 

Whether the Elf succeeds or fails, once this attempt is finished, the formula for the spell vanishes from the Scroll, having been "absorbed" by the Elf.  The Spell remains in a Spellbook.

If the Elf fails, the spell still vanishes from a Scroll and cannot be used by anyone else; while the spell in a Spellbook seems to "turn invisible" and can never again be seen by that Elf.  The Elf must find another written copy of the spell to try again.

Certain magical spell or effects (like an Amnesia spell for instance) CAN erase a spell from an Elf's mind, requiring them to re-learn the spell.




REPLENISHING SPELL POINTS

Spell Points are renewed with a good night's rest (approx. 8 hours).  

ELF STARTER PACK

Leather Armor (AC 12)
1 Two-Handed Weapon and 1 Ranged Weapon
OR
1 One-Handed Weapon and 
1 Ranged Weapon OR 1 Shield (+1 to AC)
Backpack
Wineskin
Tinderbox
Lantern & Oil
Tools (parchment, ink, quill)
3d6 Gold

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