Difference between revisions of "Researcher/1st"

From Legends of Hyrule
Jump to navigationJump to search
(Created page with "<includeonly> ==Starting equipment== {{stub}} == Hearts == Each level you gain in this class grants you a Heart Container (or a "Hit Die"), which is a d6. Heart Containers a...")
 
Line 37: Line 37:
  
 
== Magic Meter ==
 
== Magic Meter ==
At 1st level, you gain a number of [[magic points]] equal to your {{int}} modifier.  If your {{int}} later increases, so too does your number of stamina points.  Each level you gain in this class after the first, you gain more magic points as determined by your {{inpage|School of Research}}.
+
At 1st level, you gain a number of [[magic points]] equal to your {{int}} modifier.  If your {{int}} later increases, so too does your number of stamina points.  Each level you gain in this class after the first,{{#switch:{{{1|}}}
 +
|technomancer=you gain 3 more magic points.
 +
|witch=you gain 4 more magic points.
 +
|wizzrobe=you gain 5 more magic points.
 +
|you gain more magic points as determined by your {{inpage|School of Research}}.}}
  
 
Your magic points are expended primarily in [[#Spellcasting|spellcasting]].  Normally any magic points you've expended are fully replenished when you finish a [[long rest]].  Some features and magic items can otherwise restore magic points.
 
Your magic points are expended primarily in [[#Spellcasting|spellcasting]].  Normally any magic points you've expended are fully replenished when you finish a [[long rest]].  Some features and magic items can otherwise restore magic points.
Line 48: Line 52:
 
To cast a spell, you must expend a number of magic points as determined by the spell.
 
To cast a spell, you must expend a number of magic points as determined by the spell.
  
You can cast a spell up to but not exceeding your "magic limit."  Your magic limit defines the most many magic points you can expend when you cast a spell.  Your magic limit is initially 2.  This limit increases by 1 at every odd-numbered researcher level thereafter, at 4th level, at 10th level, and at 18th level.  See the [[#Table:The Researcher|researcher table]].  
+
You can cast a spell up to but not exceeding your "magic limit."  Your magic limit defines the most many magic points you can expend when you cast a spell.  Your magic limit is initially 2.  This limit increases by 1 at every odd-numbered researcher level thereafter, at 4th level, at 10th level, and at 18th level.  See the [[#Table:The {{{1|Researcher}}}|{{lc:{{{1|Researcher}}}}} table]].  
  
 
If you have levels in multiple spellcasting classes, your magic limit may be different, as described under [[multiclassing]].
 
If you have levels in multiple spellcasting classes, your magic limit may be different, as described under [[multiclassing]].
Line 64: Line 68:
 
{{Subclass Spell List|Technomancer|Witch|Wizzrobe|category=Cantrips}}
 
{{Subclass Spell List|Technomancer|Witch|Wizzrobe|category=Cantrips}}
  
Any cantrips you learn after 1st level can be drawn from the expanded spell list you gain from your {{inpage|School of Research}}. You learn your third cantrip at 2nd level, your fourth cantrip at 5th level, and your fifth cantrip at 8th level.
+
Any cantrips you learn after 1st level can be drawn from the expanded spell list you gain from your {{inpage|School of Research}}{{#if:{{{1|}}}|, {{lc:{{{1|}}}}}}}. You learn your third cantrip at 2nd level, your fourth cantrip at 5th level, and your fifth cantrip at 8th level.
  
 
=== Powered Spells Known ===
 
=== Powered Spells Known ===
Line 71: Line 75:
 
{{Subclass Spell List|Technomancer|Witch|Wizzrobe|category=2-point spells}}
 
{{Subclass Spell List|Technomancer|Witch|Wizzrobe|category=2-point spells}}
  
At 2nd level, you learn four additional 1-point or 2-point spells (or "1st-level spells"). At this level, your spell list expands to include a much wider variety of spells as decided by your {{inpage|School of Research}}. You can choose to learn any of your new spells from the expanded spell list appropriate to your school.
+
At 2nd level, you learn four additional 1-point or 2-point spells (or "1st-level spells"). At this level, your spell list expands to include a much wider variety of spells as decided by your {{inpage|School of Research}}{{#if:{{{1|}}}|, {{lc:{{{1|}}}}}}}. You can choose to learn any of your new spells from the expanded spell list appropriate to your school.
  
Starting from 3rd level in this class, you learn one more powered spell at odd-numbered levels, and two powered spells at even-numbered levels. You choose which spells to learn from the list available to your {{inpage|School of Research}}. A spell you choose cannot have points exceeding the {{inpage|Magic Limit}} of your new level, as shown in the [[#Table: The Researcher|researcher table]].
+
Starting from 3rd level in this class, you learn one more powered spell at odd-numbered levels, and two powered spells at even-numbered levels. You choose which spells to learn from the list available to your {{inpage|School of Research}}{{#if:{{{1|}}}|, {{lc:{{{1|}}}}}, at the bottom of this page}}. A spell you choose cannot have points exceeding the {{inpage|Magic Limit}} of your new level, as shown in the [[#Table:The {{{1|Researcher}}}|{{lc:{{{1|Researcher}}}}} table]].
  
 
Each time you gain a level in this class, you can replace one researcher spell you've learned with this feature with a new one you would be able to learn from your [[#School of Research|school]]s's spell list. The new spell cannot exceed your current Magic Limit.
 
Each time you gain a level in this class, you can replace one researcher spell you've learned with this feature with a new one you would be able to learn from your [[#School of Research|school]]s's spell list. The new spell cannot exceed your current Magic Limit.

Revision as of 05:16, 26 April 2020