Live Ars DnD Charts

The charts section of Live DnD

Charts 

Stamina costs

Stamina effect
Stp Stamina amount

Kinetic Ability
normal: 10 stp
uber: 30 stp

Weaver effects
10 stp

Anti-paladin effects
15 stp

Hell cleric effects
15 stp

Kinetic Assasin effects 10 stp

Psychic monk effects
15 stp

Jedi knight effects
10 s

Mysticism Ability
15 stp

Anti-Mage Psionic Power
Varied: Listed at

Psi Kinetic Psionic Power
Varied: Listed at

Priest effects
15 stp

Psionic effects
15 stp

Ninjutsu effects
Normal effect 10 stp
Uber effect 15 stp

Samurai effects
Normal effect 10 stp
Uber effect 15 stp

Stalker effects
Normal effect 9 stp
Uber effect 14 stp

Other Kinetic Effects
Normal effect 10 stp
Uber effect 20 stp

Spell costs
Mana Points (MP)
________________
Chaot effects
10 mp

Belmage effects
15 mp

Sorcere effects
10 mp

Runic master divination
10 mp
magic
20 mp

Batlmage
15 mp

Rogue wizard
5 mp

Warlock druid effects
15 mp

Wishes
limited 10 mp
unlimited 20 mp

Elemental Ability
10 mp

Technomagic
15 mp

Actor bard effects
10 mp

Mana knight effects
15 mp

Dreamwalker effects
10 mp
Celestial ability effects
15 mp

Master effects
10 mp (normal)
20 mp (uber)

Mage effects
5 mp (normal)
15 mp (uber)

Witch effects
5 mp (normal)
10 mp (uber)

Wiccan effects
5 mp (normal)
10 mp (uber)

Other class effects
5 mp (normal)
15 mp (uber)

Level Ups
Level
Experience needed


Level 1-20
1st level
0

2nd level 2 ,000

3rd level
4,000

4th level
6,000

5th level
8,000

6th level
10,000

7th level
14,000

8th level
18,000

9th level
22,000

10th level
26,000

11th level
46,000

12th level
66,000

13th level
86,000

14th level
106,000

15th level
126,000

16th level
146,000

17th level
166,000

18th level
186,000

19th level
206,000

20th level
226,000

Epic level 21+ are:
21st level
260,000

22nd level
300,000

23rd level
340,000

24th level
380,000

25th level
420,000

26th level
460,000

27th level
500,000

28th level
540,000

29th level
580,000

30th level
620,000

31+ level
80,000x.
 
Effect length: Can add modifier.


Chaos effects
4 rounds unless instant

Kao confusion
5 combat rounds/save vs will

Runic divination
Instant

Runic magic
Astral/Wild rune
4 rounds unless instant
Fire/Water rune
3 rounds unless instant
Air/Earth rune
4 rounds unless instant
Life/Nnether rune
3 rounds unless instant

Subversion effects:
10 rounds

Spell recognition
Instant

Spell scroll use
dnd spell effect length

Will word
5 rounds unless instant/save vs will

Wishes
6 rounds unless instant

Elemental ability
5 rounds unless instant

Actor bard effect
varied times w/save vs spell

Celestial ability effect
till not needed by caster w/save vs spell

Kinetic speed-up
6 rounds

Human defense field
n/a

Kinetic attack
combat length till hit

Kinetic flying
n/a

Kinetic manipulation
till save vs will thats every 1 round

Energy funnel
5 rounds/save vs spell

Kinetic runic
see runic magic

Kinetic antemetal
8 rounds unless instant/no save

Weaving
2 rounds unless instant/save vs spell halving effect/length

Anti-paladin effects
5 rounds unless instant/save vs will

Hell cleric
4 rounds unless instant/save vs spell half damage

Kinetic assasin effects
8 rounds unless instant

Dream ability
4 rounds unless instant and a will save negates effects

Jedi ability
n/a length and a will save negates effects

Mysticism ability
Various, see Mystic ability in Magic systems

Ninja ability
level + d10, see Ninjutsu ability in Magic systems

Samurai ability
level + d10, see Focus ability in Magic systems or Samurai ability in Gloss

Technomagic
As long as desired unless instant

Priest effects
As long as needed and varied

Psionic effects
Instant unless needed duration of level+1d10

Master effects
Instant unless needed duration of 1d10+level

Mage effects
Instant unless needed otherwise as 1d10+level

Witch effects
Instant unless needed otherwise as 1d6+Focus rank or 1d8+Focus rank or unlimited and save versus spell

Wiccan effects
Instant unless needed otherwise as 1d6+Focus rank or 1d8+Focus rank or unlimited and there's save versus spell

Eldritch effects
Instant unless needed otherwise as 1d6+focus rank or variety and save versus spell

Were effects
Instant unless needed, 1d6, 1d8 otherwise as 1d6+Focus rank or 1d8+Focus rank or unlimited and save versus spell

Angellic effects
Instant unless needed otherwise as 1d6+Focus rank or 1d8+Focus rank or unlimited and there's save versus spell

Stalker effects
Instant unless needed otherwise as 1d6+Focus rank or 1d10+Focus rank or varied and unlimited and there's save versus effect with a will check

Shadow practitioner
Instant for weapons and effects, various w/will save vs effect.

Light creator
Instant for weapons and effects, various w/will save vs effect

Dimensionist
Instant for weapons and effects, various w/will save vs effect

Divine
Instant for weapons and effects can have durations, various w/will save vs effect

Elementalist
Focus skill rank with d10, see Elementalist ability in Magic systems

Chi warrior
Focus skill rank with d10, see Chi warrior ability in Magic systems

Elemental warrior
Focus skill rank with d10, see Elemental warrior ability in Magic systems

Chi master
Focus skill rank with d10, see Chi master ability in Magic systems

Specialist
Focus skill rank with d10, see Specialist ability in Magic systems

Master Healer
see Master healer ability in Magic systems

Occultist
see Occultist ability in Magic systems

Templar
see Templar ability in Magic systems

Solamnic Knight
see Solamnic Knight ability in Magic systems

Solamnic Artist
see Solamnic Artist ability in Magic systems

Mechanic
see Mechanic ability in Magic systems otherwise 1d6 or 1d10 rounds and unlimited outside battle

Psi master
see Psi master ability in Magic systems otherwise 1d6, 1d10 or 1d12 rounds and unlimited outside battle

Holy
see Holy ability in Magic systems otherwise 1d6 or 1d10 rounds and unlimited outside battle

Mage knight
see mage knight ability in Magic systems otherwise 1d6 or 1d10 rounds and unlimited outside battle

Illusionist
see Illusionist ability in Magic systems otherwise 1d6 rounds in battle and unlimited outside battle

Focuser
d6, d10 or various duration, see Focuser ability in Magic systems

Hunter
Various, see Hunter ability in Magic systems

Channeler
1d6, 1d10, unlimited time or various, see Channeler ability in Magic systems

Hacker
1d6, unlimited time or various, see Hacker ability in Magic systems

Cultist
1d6, 1d10, unlimited time or various, see Cultist ability in Magic systems

Divinator
1d6, 1d6+charisma mod, unlimited time or various, see Cultist ability in Magic systems

Sage
1d6, unlimited time or various, see Cultist ability in Magic systems

Auror
instant, 1d6+charisma mod, unlimited time or various, see Auror ability in Magic systems

Psychic investigator
instant, 1d6, unlimited time or various, see Psychic investigator ability in Magic systems

Gunslinger
instant, 1d6, 1d10, unlimited time or various, see Gun slinger ability in Magic systems

Psychic magus
instant, 1d6, 1d8, 1d10, unlimited time or various, see Psychic magus ability in Magic systems

Warrior cop
instant, 1d6, 1d8, until not focused, unlimited time or various, see Warrior cop ability in Magic systems

Magician
instant, 1d6, 1d8, until not needed, unlimited time or various, see Magician ability in Magic systems

Orderly
instant, 1d6, until not needed or wanted, unlimited time or various, see Orderly ability in Magic systems

Starseed
instant, 1d6, 1d8, until not needed or wanted, unlimited time or various, see Starseed ability in Magic systems

Nagual
instant, 1d6, 1d8, until not needed or wanted, unlimited time or various, see Nagual ability in Magic systems

Hell weaver
instant, 1d6, 1d8, 1d10 minutes or until not needed or wanted, unlimited time or various, see Hell weaver ability in Magic systems

Hellgazer
instant, 1d6, 1d8 or until not needed or wanted, unlimited time or various, see Hellgazer ability in Magic systems

Dweomer master
instant, 1d6, 1d8, 1d10 or until not needed or wanted, unlimited time or various, see Dweomer master ability in Magic systems

Decepter
instant, 1d6, 1d8 or until not needed or wanted, unlimited time or various, see Decepter ability in Magic systems

Muse
instant, 1d6, 1d8 or until not needed or wanted, unlimited time or various, see Muse ability in Magic systems

Ninja mage technician
instant, 1d6, countered or until not needed or wanted, unlimited time or various, see Ninja mage technician ability in Magic systems

Chemist
instant, 1d6, countered or until not needed or wanted, unlimited time or various, see Chemist ability in Magic systems

Geneticist
instant, 1d6, countered or until not needed or wanted, unlimited time or various, see Geneticist ability in Magic systems

Psychic doctor
instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Psychic doctor ability in Magic systems

Zelda Royalty
instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Zelda Royalty ability in Magic systems

Physical blood mage
instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Physical Blood Mage ability in Magic systems

Con Artist
instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Con Artist ability in Magic systems

Ultraman
instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Ultraman ability in Magic systems

City scout
instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see City scout ability in Magic systems

Spiritualist
instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Spiritualist ability in Magic systems

Atomicist
instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Atomicist ability in Magic systems

Druggie
instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Druggie ability in Magic systems

Alcoholic
instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Alcholic ability in Magic systems

Disease master
instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Disease master ability in Magic systems

God magician
instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see God magician ability in Magic systems

Lawyer
instant, 1d6, 1d8, countered or until not needed or wanted, unlimited time or various, see Lawyer ability in Magic systems

Special reporter
instant, 1d6, 1d8, countered, 1d6 hours or until not needed or wanted, unlimited time or various, see Special reporter ability in Magic systems

Shinigami
instant, 1d6, 1d8, countered, until not needed or wanted, unlimited time or various, see Shinigami ability in Magic systems

Astral mage
instant, 1d6, 1d8, countered, until not needed or wanted, unlimited time or various, see Astral mage ability in Magic systems

Occult writer
instant, 1d6, 1d8, countered, until not needed or wanted, unlimited time or various, see Occult writer ability in Magic systems

Merchant
instant, 1d6, 1d8, countered, until not needed or wanted, unlimited time or various, see Merchant ability in Magic systems

Archeologist
instant, 1d6, 1d8, countered, until not needed or wanted, unlimited time or various, see Archeologist ability in Magic systems

Magic engineer
instant, 1d6, 1d8, 1d10 hours, countered, until not needed or wanted, unlimited time or various, see Magic engineer ability in Magic systems

Geologist
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Geologist ability in Magic systems

Astrophysicist
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Astrophysicist ability in Magic systems

Physicist
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Physicist ability in Magic systems

Herald mage
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Herald mage ability in Magic systems

Men in black
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see MIB ability in Magic systems

Analyst
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Analyst ability in Magic systems

Meteorologist
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Meteorologist ability in Magic systems

Shadow emulator
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Shadow emulator ability in Magic systems

Shinobi
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Shinobi ability in Magic systems

Psychonaut
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Psychonaut ability in Magic systems

Theoretical Physicist
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Meteorologist ability in Magic systems

Quantum Warrior
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Quantum warrior ability in Magic systems

Ghost hunter
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Ghost hunter ability in Magic systems

Superhuman
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Superhuman ability in Magic systems

Supernatural
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Supernatural ability in Magic systems

Dimensional keeper
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Dimensional keeper ability in Magic systems

Neutrino mage
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Neutrino mage ability in Magic systems

Neutrino warrior
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Neutrino warrior ability in Magic systems

Financier
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Financier ability in Magic systems

Politician
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Politician ability in Magic systems

Farmer
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Farmer ability in Magic systems

Wild mage
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Wild mage ability in Magic systems

Summoner
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Wild mage ability in Magic systems

Mystic class
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Wild mage ability in Magic systems

Judge
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Wild mage ability in Magic systems

Q
instant, 1d6, 1d8, until countered, until not needed or wanted, unlimited time or various, see Q ability in Magic systems

Class
Starting 1st level training points
Training points per level
Misc bonus



Medieval Age Classes

Celestial mage
(4+Int mod)x4
4+Int Mod

Belmage
(4+Int mod)x4
4+Int Mod
+1 initiative rol per 2 levels

Sorcere
(4+Int mod)x4
4+Int Mod

Chaot
(4+Int mod)x4
4+Int Mod
+3 to all saving throws

Warrior Kinetic
(6+Int mod)x4
6+Int Mod
+1 AC per level

Batlmage
(6+Int mod)x4
6+Int Mod
+1 to special abilities
+2 AC bonus

Runic Master
(4+Int mod)x4
4+Int Mod
+2 to runic ability

Warlock druid
(6+Int mod)x4
6+Int Mod

Weaver
(4+Int mod)x4
4+Int Mod

Anti-paladin
(6+Int mod)x4
6+Int Mod
+3 to all saves

Rogue wiz
(8+Int mod)x4
8+Int Mod

Psychic monk
(6+Int mod)x4
6+Int Mod
+1 AC per level

Sorcere Monk
(6+Int mod)x4
6+Int Mod
+1 AC per level

Hell cleric
(4+Int mod)x4
4+Int Mod
+3 to all saves

Kinetic Sorcere
(5+Int Mod)x4
5+Int Mod

Kinetic assassin
(8+Int mod)x4
8+Int Mod
+3 reflex roll, +3 will, +1 for poison save every 2 levels.

Mage assassin
(8+Int mod)x4
8+Int Mod
+3 reflex roll, +3 will, +1 for poison save every 2 levels.

Actor bard
(6+Int mod)x4
6+Int Mod
+3 to All class skills +1 to all cross class at level 10

Mana Knight
(6+Int mod)x4
6+Int Mod

Dreamwalker
(4+Int mod)x4
4+Int Mod
+1 int score stat
+3 to all saving throws

Jedi Knight
(6+Int mod)x4
6+Int Mod

Wave Master
(4+Int mod)x4   
4+Int Mod   
+3 to all saving throws

Dragon Knight
(6+Int mod)x4
6+Int Mod

Dread Knight
(6+Int mod)x4
6+Int Mod

Shadow Knight
(6+Int mod)x4
6+Int Mod

Chaos Knight
(6+Int mod)x4
6+Int Mod

Shaman
(7+Int mod)x4
7+Int Mod
+2 to will and reflex rolls
+2 in all knowledge skills at level 9

Voodoo Witchdoctor
(5+Int mod)x4
5+Int Mod
+2 to will and reflex rolls

Elementalist
(6+Int mod)x4
6+Int Mod

Chi warrior
(6+Int mod)x4
6+Int Mod

Chi master
(6+Int mod)x4
6+Int Mod

Ninja
(7+Int mod)x4
7+Int Mod

Samurai
(7+Int mod)x4
7+Int Mod
+2 to AC per each level

Witch
(6+Int mod)x4
6+Int Mod

Eldritch
(6+Int mod)x4
6+Int Mod
Any level: +2 to familar effects or attack if any gotten. At any time, the eldritch can turn vampiric nature and if they died they are vampires (Ex).

Were
(7+Int mod)x4
7+Int Mod
Any level: They can turn into an animal of choice and back again, and that is a large form. At any time, the were can turn vampiric nature and alter reality to what they need.

Angellic
(6+Int mod)x4
6+Int Mod
Any level: +2 to familiar and group effects or attack if any gotten. At any time, the angellic can turn vampiric and any hostiles nature (Ex) and if they died they are angels if good or deva if neutral nature and otherwise demons if evil.

Shadow practitioner
(7+Int mod)x4
7+Int Mod
Any level +3 reflex roll, +2 will, +1 save against poison and disease every 2 levels. This is done to any rolled or no dice check.

Light creator
(7+Int mod)x4
7+Int Mod
Any level +3 reflex roll, +2 will. This is done to any rolled or no dice check.

Dimensionalist
(7+Int mod)x4
7+Int Mod
+1 initiative per each 2 levels. This is done to any rolled or no dice check.

Divine
(7+Int mod)x4
7+Int Mod
+2 Will any level. This is done to any rolled or no dice check.

Elemental warrior
(8+Int mod)x4
8+Int Mod
lvl 5 The effect roll is added to by +5.

Master Healer
(7+Int mod)x4
7+Int Mod

Templar
(8+Int mod)x4
8+Int Mod
8th lvl: +4 to attack rolls, 10th: +5 to the effect and totals with rolls of the weapon, 20th: +6 to their rolls and totals.

Solamnic Knight
(8+Int mod)x4
8+Int Mod
3rd lvl: you get a +3 to the strength as a bonus. The damage/healing dealt is + the strength mod as an amount bonus. On your attack roll you get a +4 bonus. Also add your strength mod to your weapon damage roll. 20th: All stats improve by an added +4. Also, you have an additional improvement to health of added +60%.

Focuser
(6+Int mod)x4
6+Int Mod
5th: If you drink or eat something, then you get a +4 to your die roll. 9th: Add +2d10 damage or healing in amount to your elemental damages or healing done. 20th: You get +6 instead of +4 to your die rolls and tougher. Add +60% to your health.

Hunter
(7+Int mod)x4
7+Int Mod
2nd lvl: Add +3 to your attack rolls. 7th level: You get +10 to elemental resistance rolls. 9th level: You get +10 to your magical resitance rolls. 11th: Add +5 to your AC. 20th: Add +4 to all core stats. Also add +60% health.

Hell weaver
(7+Int mod)x4
7+Int Mod
2nd lvl: Increase your luck by 10 points. 6th level: Add +5 to your rolls. 12th: Add +5 to focus ranks. 20th: Add +4 to fortitude. You can add +3 to your "knowledge: all" ranks. You get +70% health and all your core stats improve by increasing +4.

Hellgazer
(7+Int mod)x4
7+Int Mod
4th lvl: Increase your luck by 6 points. 8th level: Add +5 to your effect or attack roll. 20th: The improved stats are +5 to all core stats and +50% health.

Summoner
(6+Int mod)x4
6+Int Mod
2nd level: Add +5 to all rolls for your party and yourself. 3rd lvl: Add +5 to all charisma and charm checks. 9th level: Add +5 to all survival check rolls. 20th: You get +100% health and +4 to all core stats. Add +5 to all rolls.

Mystic class
(7+Int mod)x4
7+Int Mod
20th: They get a +5 to all rolls, all core stats and +100% to health.



Modern Age Classes

Anti-mage
(4+Int Mod)x4
4+Int Mod

Criminal
(6+Int Mod)x4
6+Int Mod

Priest
(4+Int Mod)x4
4+Int Mod

Law Enforcer
(6+Int Mod)x4
6+Int Mod

Psi Kinetic
(5+Int Mod)x4
5+Int Mod

Scientist
(5+Int Mod)x4
5+Int Mod

Seer
(4+Int Mod)x4
4+Int Mod

Psychic
(5+Int Mod)x4
5+Int Mod

Prophet
(5+Int Mod)x4
5+Int Mod

Healer
(5+Int Mod)x4
5+Int Mod

Technomancer
(5+Int Mod)x4
5+Int Mod

Worker
(5+Int Mod)x4
5+Int Mod

Soldier
(6+Int Mod)x4
6+Int Mod

Terrorist
(6+Int Mod)x4
6+Int Mod
4th level: Add the psionics special ability to the special ability list on the character sheet. 8th level: As you add their energy to your own, make your STP 100 per use of this ability. 9th level: Add to your Will and luck, a +5. 12th level: Add to the effect roll a +5. 22nd level: Increase the Charisma by +5.

Psionic
(7+Int Mod)x4
7+Int Mod

Master
(8+Int Mod)x4
8+Int Mod

Mage
(6+Int Mod)x4
6+Int Mod

Wiccan
(6+Int mod)x4
6+Int Mod

Stalker
(6+Int mod)x4
6+Int Mod
Any level: There is a natural armor bonus of +1 to the AC per each level.

Specialist
(7+Int mod)x4
7+Int Mod
lvl 10 the focus is on an element for +5 to the effect, focus skill roll and +3 to profession rolls.

Occultist
(7+Int mod)x4
7+Int Mod
lvl 20 +5 on all rolls.

Solamnic Artist
(6+Int mod)x4
6+Int Mod
Lvl 3 Add your charisma mod to the effect amount that you deal. Also you get a +3 to the strength as a bonus. The damage/healing dealt is + the strength mod as an amount bonus. Level 20 there's an added +5 to intelligence and +4 to charisma. You get +50% health improvement.

Mechanic
(7+Int mod)x4
7+Int Mod
Lvl 1 Add 4 to the technician skill ranks. Level 20 +4 to all stats and +60% to health.

Psi master
(7+Int mod)x4
7+Int Mod
Lvl 5 add +4 to all rolls as you use the creator or some deity. Level 20 All stats you add +4 and you add 100% additional health.


Holy
(7+Int mod)x4
7+Int Mod
Lvl 3 Add +3 to your strength rolls and +3 strength.. Level 11 you gain +4 in your rolls. Also add +3 to strength. Level 20 you get an ideal +4 in all stats as extra ability. A +50% health and you have an additional +1d12+focus ranks in damage or healing that you can do.

Mage knight
(8+Int mod)x4
8+Int Mod
Lvl 1 Add +6 to your ranged attack rolls... Level 7 Add +4 to your weapon attack rolls. Level 12 You can get an additional +1d12+charisma mod in amount, that is healing or damage. Level 20 you get +4 to all stats and +5 to all rolls. Add +50% health.

Illusionist
(6+Int mod)x4
6+Int Mod
Lvl 11 You get +2 to all core stats. Level 20 you gain +4 all core stats and +50% health.


Channeler
(7+Int mod)x4
7+Int Mod
Level 20 you gain a raise with all core stats by +4 and +60% health. You get a +5 to your channeling rolls.

Hacker
(6+Int mod)x4
6+Int Mod
Level 2: All computer based and network based rolls are with a +4. 8th level: a +5 to any rolls. Level 20 there is +5 to your rolls, +4 to all core stats, +5 luck and +50% health.

Cultist
(7+Int mod)x4
7+Int Mod
Level 15: Feel free to add your strength mod as a modifier to any rolls you do as your super. Add +4 strength. Level 20 You gain +5 to all core stats, +10 to luck, and +70% health. All diseases and illnesses are automatically cured and you are renewed of full mp.

Divinator
(7+Int mod)x4
7+Int Mod
Level 20: +10 bonus on their luck, they become an energy being and stop aging, they gain +50% health, and +5 to all their core stats.

Sage
(6+Int mod)x4
6+Int Mod
Level 7: If you use any crystal or object such as a rock as a focus device you create with enhanced ability, so you can get a +5 to your focus and damage/healing roll. Level 10: Add +4 to your Wisdom stat. Level 20: This is where you create with +10 luck and +6 to your die rolls. You get a raise of +5 to all core stats. You also get toughening, where you have +60% health.

Auror
(7+Int mod)x4
7+Int Mod
Level 1: They can achieve more easily and this means there is a +5 to all rolls. Level 4: This is a +4 intelligence. Level 20: The character will create with a +10 luck and +4 to all core stats. You toughen by +70% health.

Psychic investigator
(7+Int mod)x4
7+Int Mod
Level 1: Add +5 to intelligence and charisma. Add 3 more languages you can read, understand or write. Level 6: You get +5 to all rolls by feel. Level 8: this is using quick thinking and this is a +4 to your initiative. Level 20: You get +3 to all rolls. Add +4 to all core stats and +70% health.

Gun slinger
(6+Int mod)x4
6+Int Mod
Level 1: Add +5 to your speed, to hit roll and damage. Level 10: The charisma is added to by +5. Level 20: You can get a sheriff badge. Add +4 to Gun fighting, Focus and Psychic ability skills. Your also adding +4 to all core stats and +60% health.

Psychic magus
(7+Int mod)x4
7+Int Mod
Level 2: Add +4 to the technology skill. Level 4: The idea that a person gets is lucky and has a +4 to all luck rolls. There is crystal or gemstone that adds +4 to your rolls. Level 6: Then you get +3 on strength and possibly the shape you desire. Level 20: you get +4 to all the core stats and otherwise +50% more health. The better results are +5 to all rolls unless bad with a 1 rolled and that means you auto failed.

Warrior cop
(7+Int mod)x4
7+Int Mod
Level 2: Add +5 to your weapon rolls/damages. You get a +5 Charisma. Level 4: Any curses are a penalty of -4 to the targets roll. Any blessing are +4 to the roll. Level 6: Add +4 to your driving skill. Level 20: Think and get +4 to all core stats, making easier effects by a +4 to all rolls. Also, you get +60% health. Level 30: The character gets +5 to all core stats. Also, you get +60% health and a raise in pay by 50% by feel with an easier job. All damage and healing done is now at 1d30+charisma mod per each 2 focus ranks.

Magician
(6+Int mod)x4
6+Int Mod
Level 2: Add +5 to charisma. Level 4: Add +6 to luck. Level 6: Add +5 to your focus and concentration skills. Level 20: There's a +5 to all rolls and add +5 to all core stats.

Orderly
(8+Int mod)x4
8+Int Mod
Level 1: This reduces aging to 1/10 of the normal aging process in life. Level 20: You get +4 to all core stats and +60% health. Also, since things are easier, you get +5 to all rolls.

Starseed
(7+Int mod)x4
7+Int Mod
Level 2: You add +7 to your luck. 4th level: Add +4 intelligence and Wisdom. Add +5 to the Arcana skill rank. 5th level: Add +4 to focus and concentration ranks and effect rolls. 6th level: Add +5 ranks to your disguise skill. 8th level: Add +5 to your "knowledge: all" skill ranks. Level 20: Add +5 to all core stats. Add +60% to your health since the angel form is tougher by feel. Also, you halt your aging, then unage to 20 years old without gaining weight.

Nagual
(7+Int mod)x4
7+Int Mod
Level 4: Add +4 to the acrobatics skill ranks and +10 to your luck. Level 20: This is done by adding +60% health to your character. Add +5 to all core stats.

Dweomer master
(6+Int mod)x4
6+Int Mod
4th lvl: Add +4 to your focus skill and concentration skill ranks. You become lucky! Add +10 luck. 8th lvl: Add +5 to your Alchemy skill. Lvl 20: You transform into an energy being, then you can pick the form to become as you think about the formation it exists. That's for 1d6 rounds in battle and until you don't desire it outside of battle, then you change back into energy form that seems like a solid you. You get +70% health and +5 to all your core stats.

Decepter
(7+Int mod)x4
7+Int Mod
Level 2: Add +3 to Charisma. Level 4: Add +10 to your luck. Level 20: Add +5 to all core stats and +60% to your full health.

Muse
(6+Int mod)x4
6+Int Mod
Level 6: Add +10 luck to your luck stat. Level 20: You can speed yourself up by 10'. Basically, your adding +70% health and +4 to all core stats.

Ninja mage technician
(7+Int mod)x4
7+Int Mod
Level 2: If you use a weapon you get +3 to the attack and damage rolls. Level 4: Add +1d6 actions per round. Level 6: Add +10 luck to your luck stat. Level 8: Add +2 ranks to your disguise skill. You get a +5 to attack rolls. Level 10: Add +2 to Intelligence. Add +2 to charisma. Level 20: You gain +60% health and improves itself with +5 to all core stats.

Chemist
(7+Int mod)x4
7+Int Mod
Level 10: The attack roll is with a +4 to hit. Level 20: You see your character increases its core stats by +4 and adds +60% health.

Geneticist
(7+Int mod)x4
7+Int Mod
Level 4: Add +4 to intelligence and the Arcane skill ranks. Level 6: Add "Special luck piece .5 lbs" to your inventory or bag of holding. Add 7 to your luck stat. Level 20: You toughen if you want to go modern by adding +5 to all core stats and +60% health.

Zelda royalty
(6+Int mod)x4
6+Int Mod
Level 2: Once only, add +4 to decisions skill and Intelligence. Level 20: You toughen, so add +4 to all core stats and +70% health.

Physical blood mage
(7+Int mod)x4
7+Int Mod
Level 2: Increase your luck by 5. Level 6: Add +5 to your attack rolls. Level 10: Add 50% energy and health. Level 20: Add +5 to all core stats and +60% health.

Con Artist
(6+Int mod)x4
6+Int Mod
Level 4: Add 10 to your luck stat. Level 6: Add +5 to the bluff, Connive and if there, lying skill ranks. Level 20: You add +60% health and +4 to all stats.

Ultraman
(7+Int mod)x4
7+Int Mod
Level 2: You get a lucky piece weighing 2 lbs, worth 6 luck. Level 4: Add 5 to your knowledge skill ranks. Add 5 to your Modern things skill ranks, weapon damage and weapon attack. Level 20: You gain +4 to all core stats and +60% health.

City scout
(7+Int mod)x4
7+Int Mod
Level 2: Think to add +5 to your quiet movement skill rank. Level 4: The luck of the moment finds you well..add +6 luck. Level 8: Add +5 to your Knowledge: City skill. Level 20: Add +5 to all core stats and +70% health.

Spiritualist
(6+Int mod)x4
6+Int Mod
Level 2: Add +5 to your knowledge: all skill ranks. Add 8 to your luck score. Level 20: You have wings and can fly or hover as you need at 30'. You can add +5 to all core stats and +60% health.

Atomicist
(7+Int mod)x4
7+Int Mod
Level 4: Add +5 luck. Level 10: Put "infinite" as the mp and stp totals. Level 20: You aren't effected by attacks and absorb any energy sent to you as extra health and MP. You can reshape yourself at will and do what you want in idea that you need to occur.

Druggie
(6+Int mod)x4
6+Int Mod
Level 2: Add +5 to your chemistry skill. Level 4: Add -5 luck, you see under the illegal drugs effects you get a -5 bonus to your luck instead. Level 20: Add +5 to all core stats and +60% health.

Alcoholic
(7+Int mod)x4
7+Int Mod
Level 2: Due to drinking, they receive a luck piece, that adds +6 luck. 4th level: If they don't use a weapon, then they have their fists and kicks. That's at +5 to attack rolls and double fist and kick damages. 8th level: Add +5 to all rolls except to hit if drunk. Level 20: They get +5 to all rolls, toughen by feel and add +5 to all core stats. Also add +70% health.

Disease master
(7+Int mod)x4
7+Int Mod
Level 2: You have a -10 penalty to your health due to disease that doesn't effect your ability to do things. 4th level: You have found a citrine ring of luck, add 6 to your luck and use a +5 to all rolls. Level 20: You now create double the effect roll in damage and gain a +5 to all core stats except constitution. Add +60% health.

God magician
(8+Int mod)x4
8+Int Mod
Level 2: You find a ring of luck that weighs .5 lbs, add +6 luck. Level 20: Add +5 to all core stats and +60% health.

Lawyer
(7+Int mod)x4
7+Int Mod
Level 2: gets lucky and finds a ring of luck that weighs 1 lb. and grants the wearer +7 luck. 8th level: You get a boost in intelligence by +3 and you get a boost in law skill by +5. 10th level: You can reduce 1/3 the damage from what you receive. Level 20: You toughen by adding +50% health and your core stats rise by +5.

Special reporter
(6+Int mod)x4
6+Int Mod
Level 2: You find a magic clover that weighs .25 lbs. and get +5 luck from it. Level 4: Add +5 to concentration and focus skills. 6th level: Add +5 to your news skill and charisma. You increase your intelligence by +3. Level 20: Think and you know what to do. You gain +50% health, and add +5 to all core stats.

Shinigami
(7+Int mod)x4
7+Int Mod
Level 2: Add +5 to your grift skill. 6th level: Add +5 to your "Knowledge: All" skill without quotes. Level 8: Add +5 to your focus and concentration ranks. Level 10: So add +5 to your Bluff and Charm stats. Level 20: You toughen, you create effects easily with an additiional 2d10+focus ranks damage or healing possible. Also you gain +5 in all core stats, and add +60% health.

Astral mage
(6+Int mod)x4
6+Int Mod
Level 2: You find a ruby ring of luck, that's worth 7 additional luck and it weighs 2 lbs. Level 6: You gain +2 strength. You get faster results and add 10' to your speed. Add +5 to your initiation or who goes first rolls. Level 14: Add +5 to focus skill and concentration skill. Level 12: Add +5 to your focus and concentration skill ranks. Level 20: Add +5 bonus to your focus, concentration and damage rolls. Also, add +5 to your core stats and +70% health by feel.

Occult writer
(7+Int mod)x4
7+Int Mod
Level 4: You find a citrine ring of luck, that's worth 5 additional luck and it weighs 1/2 lbs. You get 4 more languages that you know how to read and write. Add +5 to your Writing skill ranks. Add +3 to your charisma. Level 6: You get +5 to your to hit with weapons rolls. Level 8; The effect is +5 to your Arcana skill. Level 18: Add +5 to all your rolls. Level 20: You gain +5 to all core stats and +60% health.

Merchant
(6+Int mod)x4
6+Int Mod
Level 2: Add +5 to your high bargaining skill and charisma. Add +7 to your luck. Level 4: Add flight 40' and Hovering to your special ability list. Level 6: You never get effected by a surprise attack. Level 20: Add +5 to all core stats and +60% health.

Archeologist
(7+Int mod)x4
7+Int Mod
Level 2: Add +5 to your luck from a lucky piece that you find that weighs 1/2 a lb.. your focus skill gets added to by +5. Level 4: Add +5 to your safety skill. You are never surprised by an ambush or surprise attack by anything. Level 6: Because of your study, you add 3 more languages and Ancient languages to your language list that you understand, speak or write. Level 10: Add +5 ranks to your Knowledge: All skill. Level 20: You get +5 to all your rolls. Add +5 to all core stats and +60% health.

Magic engineer
(7+Int mod)x4
7+Int Mod
Level 2: Add +5 to your engineering skill and modern things skill. Level 6: Add +6 luck. Level 20: Add +5 to your enginnering skill and add +5 to all core stats. Thinking to work out, you can add +60% slim muscular health.

Geologist
(7+Int mod)x4
7+Int Mod
Level 2: The intensity is there on need, think to add +5 to your attack rolls and damages. Level 10: Add +5 to your Knowledge: Geology skill. Level 20: Add +4 to all your core stats. Add +60% health to your health.

Astrophysicist
(7+Int mod)x4
7+Int Mod
Level 2: Add +5 to your Knowledge: Astronomy skill. Level 4: Add +5 to your Knowledge: Physics skill. Level 20: If you didn't already fly, add Flight ability to your special abilities and add 30' flight movement. So I think basically, you can add +4 to all core stats and +60% health.

Physicist
(6+Int mod)x4
6+Int Mod
Level 2: Add +5 to your Physics skill. Add +5 to your Mathematics sill. Level 4: Add +5 luck to your luck stat. Level 20: Add +5 to all core stats and +60% health.

Herald mage
(7+Int mod)x4
7+Int Mod
Level 2: You can add +3 charisma. Level 8: Add a luck piece, that weighs 1/2 lbs and is worth +6 luck. Level 20: Add +4 to all core stats and +65% to your health.

Men in black
(7+Int mod)x4
7+Int Mod
Level 2: Add the psychic ability feat if not there to your feats list on the character sheet. Add +10 to your psychic ability skill ranks. Add 3 languages to your language list. Level 4: Add +4 to charisma and wisdom. Level 5: Add the constructs feat if not there to your feats list. Level 6: Add +4 to your charisma. Level 8: You add +6 luck to your luck stat. Level 11: You are energized by what is done, make your STP say on the character sheet that its infinite. Level 20: You unage 10 years. Add +5 to all core stats and charm. Add +50% health.

Analyst
(6+Int mod)x4
6+Int Mod
Level 2: Whatever you do.. you know the extra properties of the item and are never surprised. Level 6: Add +5 to the Psychology skill. Level 8: Add +5 to your psychiatry skill. Level 13: This is where you can add the Psionics special ability unless you already added it, that's added to your special ability list on the character sheet. Because its with special ability and in analysis, its with +5 to all result rolls. Level 20: Add +5 to all core stats. Also, add +60% to your health.

Meteorologist
(7+Int mod)x4
7+Int Mod
Level 2: Add +2 to your charisma. Level 4: Add +3 to intelligence. Think and know by the power of the storm, you improve your luck by +5. Level 20: Add +5 to all the core stats and +50% health.

Shadow emulator
(6+Int mod)x4
6+Int Mod
Level 4: add +5 to luck. Level 20: This is where you add +5 to all core stats and +30% to your health. Add +5 to all rolls after this.

Shinobi
(7+Int mod)x4
7+Int Mod
Level 4: You add +5 to your attack rolls and damage rolls. Add +3 to your agility. Add +5 to your luck. Level 20: This is where you add +5 to all core stats and +70% to your health.

Psychonaut
(7+Int mod)x4
7+Int Mod
Level 2: Add the Psionics special ability if you haven't already added it to your special ability list. Add +5 to your Exploration skill. Level 4: Take the best of two rolls, that are above 10 in result. Add +5 to all rolls and luck. 6th level: So add +3 to intelligence. 8th level: Make your Stamina infinite. Add +3 to constitution. Level 10: Add +3 to wisdom. Level 12: Add +3 to intelligence and morale. Add +5 to your knowledge: all skill. Add +3 to your Wisdom. Level 20: Add +5 to your core stats and +40% health.

Theoretical physicist
(7+Int mod)x4
7+Int Mod
2nd level: Add +5 to all rolls. Level 4: Add +5 to your Mathematics skill. Level 8: You gain a +5 to all effect rolls. Level 20: You add +5 to all core stats and +55% health.

Quantum warrior
(8+Int mod)x4
8+Int Mod
2nd level: You are a specialist in combat, add +4 to your to to hit rolls. This works to add two hits for one action for fast weapons like daggers, swords, and maces. Add +5 to all quantum related rolls if you have a staff. Level 6: Add flight 30' and hover to your special abilities list if you haven't already. Level 20: You are gaining attribute additions from the creator or God modding you and those are +5 to all core stats and +70% health.

Ghost hunter
(7+Int mod)x4
7+Int Mod
2nd level: Add the night vision special ability to your special ability list if you haven't already. 4th level: You are never caught in surprise and get the first move. Level 20: You toughen and add +5 to all core stats, and add +60% health to your health.

Superhuman
(8+Int mod)x4
8+Int Mod
2nd level: Your with +6 strength. Add +5 to intelligence and +4 to wisdom. Add +5 to your effect rolls. Add +4 to your to hit rolls. 4th level: Add +4 to charisma. Add +5 to your move silently skill. Level 6: Add 1d6 actions per round and +5 initiative. Level 8: You get +7 to your will save rolls versus radiation and mutation. Add ageless to your age stat in the character sheet. Add Quick regeneration to your special abilities list. Add +2 natural AC to your Armor class per level. Level 10: Make your STP stat say "Infinite" without quotes. Level 20: Think and go do your things faster as you add +10' to your speed. Add +5 to all core stats and +60% health.

Supernatural
(7+Int mod)x4
7+Int Mod
2nd level: Add +10' to your speed on the character sheet. Add +6 strength to your strength stat. 4th level: Add +5 to your move silently skill. Level 6: Run speed is changed to 40' at will on your character sheet. Level 20: So you can place "Infinite" without quotes, thats as your stamina count on the character sheet. Also you toughen, as you gain +5 to all your core stats and +75% to your health.

Dimensional keeper
(8+Int mod)x4
8+Int Mod
2nd level: Add +5 intelligence. 4th level: Add +5 to your identify weakness skill. Add +5 to your escape skill and dodge skill. Level 6: Add +6 to your charisma and persuasion rolls. Level 8: You can add +5 to your Modern things skill. Level 20: You can use the spirit to cause the creator or your god, thinking to create results by feel easily. Because your Deity gives you wisdom, you are enlightened. Also you are toughened, so add +5 to all core stats. Add +70% health as well.

Neutrino mage
(7+Int mod)x4
7+Int Mod
2nd level: No matter how you do it, add ageless to your age stat. So add +4 Strength to your core stat on the character sheet. 4th level: Add +6 luck to your luck stat. Level 6: Add +5 to your Knowledge: subatomic physics skill. Level 8: You get a charisma bonus of +4 to all charisma and intimidation related rolls. 14th level: Add +5 to your Energy sense skill. Add +6 to your resistance rolls. Level 20: Add +5 to all core stats and +65% health to your health. Make your age say your immortal and your MP and STP energy is infinite.

Neutrino warrior
(7+Int mod)x4
7+Int Mod
2nd level: Add +10 to your strength. Add +10' to your movement. 4th level: Add +6 luck to your luck stat. Add +5 to your intelligence. Level 6: Add +7 to your to hit rolls. Level 8: Add +5 to your agility, your acrobatics and your climbing skills. 10th level: Place infinite to your STP count. Level 20: So you get +5 to your rolls you make. Add +6 to all your core stats. Add +75% to your health.

Financier
(7+Int mod)x4
7+Int Mod
2nd level: Their is a strength bonus of +2 Strength per each tax bracket you are part of by feel. 4th level: You go can first in an attack by adding +5 to initiative. Add +5 to your AC. Level 8: This is +8 to charisma and charm checks during trade, and a +5 to your charisma and charm rolls during normal speech. You can make your STP say infinite. 10th level: You get 25% more money at will. Level 20: You create what you desire with a +5 to your result roll. You get +6 to all core stats and +60% health.

Politician
(6+Int mod)x4
6+Int Mod
2nd level: You get +5 on your charisma and charm rolls as you campaign. Add +4 to morale. Add +6 luck to your luck stat. Add +5 to your Persuasion skill. 4th level: There is +5 to your combat rolls. Level 6: Add +5 to your bluff skill. Add +4 intelligence and Agility. 10th level: Add +7 to your strength and will rolls. Level 12: Add +6 to your charisma rolls. Level 20: Add +5 to all core stats and +60% health.

Farmer
(7+Int mod)x4
7+Int Mod
Level 20; You gain +3 to all core stats and +40% health. The rate of regeneration is 1/8 your health per round in battle or every 5 minutes outside of battle.

Wild mage
(7+Int mod)x4
7+Int Mod
Level 6: You can get a +5 bonus to your rolls, if you don't cast the same spell twice during your turn. Level 20: You gain +4 to all stats and +75% health. You can restore all your health, as you turn into energy. You can place on your character sheet, "Immortal" w/o quotes for your age. You can place "infinite" w/o quotes for Energy % and MP.

Judge
(6+Int mod)x4
6+Int Mod
Nothing special

Q
(8+Int mod)x4
8+Int Mod
2nd level: This is +5 to your attack rolls. Add +5 to your Knowledge: all skill. Add +6 luck. 4th level: Add in the creator's energy boost, then you have infinite stamina. Mark your stamina on the character sheet as "Infinite" w/o quotes. you are never surprise attacked and you add +7 to your initiative rolls. Level 6: So add +5 to all your rolls that you make in idea. Add +5 to your strength and will rolls, since they are stronger by the power of the spirit. Since they are also fast and on focus, add +15' to your speed on the character sheet. Level 8: Add "All languages" w/o quotes to your languages list on the character sheet. 10th level: For your age on the character sheet, place "Eternal" w/o quotes. Level 20: This means you can add +6 to all core stats and +70% to your health.
  Notes: At every 2 levels raised there is a possible pick to raise special ability and every level you can pick skills as in character level and skills section. This is Via training points non-effective for ability scores. Use the training points calculation to figure how many you get. There is stat raises per ever 2 or 3 levels, where you raise the stat 1 point. Look in the Epic level Handbook for more info as in epic feats and other found here. You can exchange experience for stat score additions at a rate of 20000 XP per stat for level 30+ any point in game with +10 max. Also, you can trade 1000 gold or credits to raise a stat, there is 5 stat raises allowed per level with gold and credit trade.. You cannot go down a level with stat buying. However, there is a skillrank point cap that affects your overall skills, if your GM imposes it, this is set as 20 or 25 skill points. That's unless the GM or DM allows this to get higher.
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Skyhawk

Contributors:
Zackal and Lance Mailstrom
Source:
Chaos Magic for nonlethal magic system
d20 System Reference (c) 2000-2003, Wizards of the Coast, Inc.
OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
"ARS_Magica" Book by Judith Tarr