(spell progression may change later)
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Spec. Schools: Divination, Logic (see below)
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Opp. Schools: Necromancy, Wild Magic
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Can cast spells from Priest Law and Priest Numbers Spheres
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Level 1: +½M Action
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Level 1: +1 extra Knowledge Prof/level
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Level 1: All spells cost only 1M to cast
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Level 1: Can "burn" 1 hp/spell level to cast extra spells
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Here's some sample "Logic" spells, until a better version is added to the Collective.
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Logic Spells, Level 1:
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Communication: Allows communication with any creature with Int 1+
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Detect Chaos: Detects all Chaotic creatures within 360'
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Determine Operation of Mechanism: Can use a tech level object of less than or equal to Logician's level
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Order Objects: Arrange group of small objects by some order (or) count a group of objects (or) weigh an object
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Logic Spells, Level 2:
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Command: As per priest spell but can use 2 words
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Fast-Talking: All targets must save vs. spell at a penalty equal to double of Logician's level or believe what he is saying as true
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Protection from Chaos: As per Pro.Evil but against Chaotic creatures
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Logic Spells, Level 3:
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Hold Monster: As per Enc/Cha spell, save at -(2*Logician's level)
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Personal Illusion: Makes an exact illusion (all senses) of a creature
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Logic Spells, Level 4:
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Charm Lawful Creature: Target Lawful creature is charmed (no save)
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