The charts section of Live DnD
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 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, 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 |
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. 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 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. |
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. 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. |