:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. Date: Fri, 1 May 1992 14:09:06 CDT From: Malibar Subject: Pandions Well this topic of knights has brought up some interesting points. I for one believe that I can incorporate them into my FR campaign based on the rules listed below. As to why I want them, I don't like the way the cavaliers were created and wish to have an alternate class. Just my opinion. Prime requisites: 15 STR, 15 CON, 14 INT, 10 WIS, 13 DEX, 12 CHA This should make the order a little difficult to get into, but worthwhile. Spell nature: Mage spells up to third level. Concert casting may occur with six or more knights who's levels exceed 40 combined, but with a minimum level of 4 needed to participate. Spell awarding: Gain spells at the same rate a mage would, but at one level lower. A knight would use cantrips at first level, and would gain third level spells upon reaching sixth level. Only one spell may be learned per level. Spell acquisition: Knights learn their spells from a patron mother (mage) who never adventures with the knight. A knight must return to this mage for instruction and has a base 75% chance of being taught a spell, which is modified 2% per point of intelligence above 15. If the teaching fails the knight does not learn that spell or any other for that level. Spell retention: Once taught a spell, the knight retains it in memory and need not memorize it ever again. Spells and attacks that affect the mind do have a chance of erasing learned spells for a period of up to one year, at the DM's discretion. Spell casting: A knight must concentrate for one round per level of the spell being cast before releasing the spell. This time is needed for remembering the spell. Cantrips may be cast immediately and need no additional prep time. Only one spell per day may be cast by a knight, as the memory recall is muddled after the casting. Armor does not affect the effects of the spell, as the teaching was designed to accomidate it. No components or holy symbols are needed as the knights faith delivers the magic. Spell origination: Each knight must pay homage in some fashion to Mystra, goddess of magic. It is from her that they gain their abilities. This need not be total loyalty, only token recognition of where the powers come from and gratitude. Patron mothers: Women who have been called by Mystra to teach Pandion Knights the way of magic. Mystra's reasons are her own, but could possibly be related to her desire to be worshipped in what- ever way she can manage. Patron mothers live until destroyed or have completed their mission, or have offended Mystra. They do not age or suffer from common ailments or diseases. Note: They can be murdered by ordinary means. If you have any additions to this outline, please feel free to make them Malibar Ogresbane