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==Optionale Regeln==
==Optionale Regeln==
hit dice and attack Rolls: If a tribal spell caster is of 1st level, it will have the hit points and attack dice of a normal creature of that kind. Each additional level grants +1d6 hp and a bonus of +1 on “to hit” rolls, so an orcish witchdoctor who is a 5th/4th level cleric/magic user might have 1d8+4d6 hp and attack at +4 “to hit” relative to his or her fellows.
hit dice and attack Rolls: If a tribal spell caster is of 1st level, it will have the hit points and attack dice of a normal creature of that kind. Each additional level grants +1d6 hp and a bonus of +1 on “to hit” rolls, so an orcish witchdoctor who is a 5th/4th level cleric/magic user might have 1d8+4d6 hp and attack at +4 “to hit” relative to his or her fellows.
 
giants: In campaigns with a very Norse flavour, certain giants may have illusionist rather than clerical powers. Use the rules for a tribal shaman as described above, but grant the giant phantasmal spells rather than divine ones. In this case, the giant may use any phantasmal spell in his or her spellbook;
this overrides the restrictions on tribal spellcaster magic as described above.

Version vom 12. Oktober 2022, 15:06 Uhr

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Stammesmagier
Englisch: Tribal Spell Casters
Monster-Typ0 Obergruppe

Es gibt zwei Arten von Stammes-Magiern: Schamanen (Kleriker) und Hexendoktoren (Kleriker/Zauberkundige).

Ein Stamm wird niemals einen Schamanen und einen Hexendoktor gleichzeitgen haben, sondern immer nur einen von beiden.

Die folgenden Spezies sind Beispiele für Kreaturen, die diese Art Magier haben:

Optionale Regeln

hit dice and attack Rolls: If a tribal spell caster is of 1st level, it will have the hit points and attack dice of a normal creature of that kind. Each additional level grants +1d6 hp and a bonus of +1 on “to hit” rolls, so an orcish witchdoctor who is a 5th/4th level cleric/magic user might have 1d8+4d6 hp and attack at +4 “to hit” relative to his or her fellows.