The charts section of Live DnD

Spell costs Mana Points ________________ 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 effects 5 mp (normal) 15 mp (uber) |

Level UpsLevel Experience needed Level 1-201st 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 Mystic 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 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 Sun runner effects Instant for weapons and effects, various w/will save vs effect Sentinel effects Instant for weapons and effects, 1d6+Focus rank or various w/ will save vs effect |

ClassStarting 1st level training pointsTraining pointsMisc bonusMedieval Age Classes Celestial mage (4+Int mod)x4 4+Int Mod per level Belmage (4+Int mod)x4 4+Int Mod per level +1 initiative rol per 2 levels Sorcere (4+Int mod)x4 4+Int Mod per level Chaot (4+Int mod)x4 4+Int Mod per level +3 to all saving throws Warrior Kinetic (6+Int mod)x4 6+Int Mod per level +1 AC per level Batlmage (6+Int mod)x4 6+Int Mod per level +1 to special abilities +2 AC bonus Runic Master (4+Int mod)x4 4+Int Mod per level +2 to runic ability Warlock druid (6+Int mod)x4 6+Int Mod per level Weaver (4+Int mod)x4 4+Int Mod per level Anti-paladin (6+Int mod)x4 6+Int Mod per level +3 to all saves Rogue wiz (8+Int mod)x4 8+Int Mod per level Psychic monk (6+Int mod)x4 6+Int Mod per level +1 AC per level Sorcere Monk (6+Int mod)x4 6+Int Mod per level +1 AC per level Hell cleric (4+Int mod)x4 4+Int Mod per level +3 to all saves Kinetic Sorcere (5+Int Mod)x4 5+Int Mod per level Kinetic assassin (8+Int mod)x4 8+Int Mod per level +3 reflex roll, +3 will, +1 for poison save every 2 levels. Mage assassin (8+Int mod)x4 8+Int Mod per level +3 reflex roll, +3 will, +1 for poison save every 2 levels. Actor bard (6+Int mod)x4 6+Int Mod per level +3 to All class skills +1 to all cross class at level 10 Mana Knight (6+Int mod)x4 6+Int Mod per level Dreamwalker (4+Int mod)x4 4+Int Mod per level +1 int score stat +3 to all saving throws Jedi Knight (6+Int mod)x4 6+Int Mod per level Wave Master (4+Int mod)x4 4+Int Mod per level +3 to all saving throws Dragon Knight (6+Int mod)x4 6+Int Mod per level Dread Knight (6+Int mod)x4 6+Int Mod per level Shadow Knight (6+Int mod)x4 6+Int Mod per level Chaos Knight (6+Int mod)x4 6+Int Mod per level Shaman (7+Int mod)x4 7+Int Mod per level +2 to will and reflex rolls +2 in all knowledge skills at level 9 Voodoo Witchdoctor (5+Int mod)x4 5+Int Mod per level +2 to will and reflex rolls Elementalist (6+Int mod)x4 6+Int Mod per level 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. Sun runner (4+Int mod)x4 4+Int Mod Any level gains +2 to effect or rolls. Sentinel (7+Int mod)x4 7+Int Mod Any level: They can tune into the area so they know and gain a +3 to any rolled or no dice check. Modern Age Classes Anti-mage (4+Int Mod)x4 4+Int Mod per level Criminal (6+Int Mod)x4 6+Int Mod Priest (4+Int Mod)x4 4+Int Mod per level 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 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 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. |

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. 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. You cannot go down 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. |

Contributors:

Zackal and Lance Mailstrom

Chaos Magic for nonlethal magic system

d20 System Reference (c) 2000-2003, Wizards of the Coast, Inc.

"ARS_Magica" Book by Judith Tarr