Design Notes
To reflect the varying nature of the Awakened (human Others), I have decided on a modular approach. Much like the Modern Adept, the Awakened could pick and choose which power he wishes to choose. Of course , he could choose to be ao ordinary human, not picking any supernatural abilities.
Awakened Racial Traits
Touched by the Greyzone : All Awakened are considered Shadow Creatures for all relevant spells and abilities.
Medium: As Medium Creatures, the Awakened have no special bonuses or penalties due to their size.
Base land Speed: The Awakened base land speed is 30 ft.
Varying Nature:
The Awakened can choose 2 of the following racial traits:
Bonus Feat: The Awakened could choose a Bonus Feat at 1st level
Skilled: The Awakened gains an additional 4 skill rank. Whenever, the Awakened gains a new level, he gains one extra skill rank as well.
Magician Prodigy: Select a spell of level 1 and lower. You can use the chosen spell as a spell-like ability once per day. The saving throw (if any) has a DC of 11+your Charisma Modifier. The caster level is one half of your character level.
You gain one extra use of this ability for every 5 character level you gain.
Special: If you took a level in Modern Adept, you could use your spellcasting ability score modifier to substitute Charisma modifier.
Scent: You gain the scent special ability.
Blindsight: You gain Blindsight special ability up to 60ft.
Energy Resistance: Choose an Energy Type. You gain resistance 10 to the chosen energy type.
Skill Specialist: Choose a skill. You gain a +4 racial bonus to the skill.
Ability Focus: Choose an ability. Gain +2 in the chosen ability score.
Natural Armor: Gain +1 natural armor to your Defense
Friday, July 6, 2012
Thursday, July 5, 2012
[Nightwatch Campaign Setting] Race Decisions
As in the original novels, there were different races with different characteristics. Among them, there were the Human Others ( dubbed either Magicians), Shifters and Vampires. There were also Incubus/ succubus.
For the human Others at least and the incubus/succubus, they were magic users with different abilities. The difference in hexing and battle magic is perhaps the different spell abilities selected? To that end, I was thinking ofusing some akin to the Silverbrow Humans. Silverbrow Humans are just like humans except that they could cast feather fall as a spell-like ability in exchange for having less skills. So to that end, maybe a good solution is to vary that spell-like ability.
For shifters and vampires, most players have a knee jerk reaction to playing these races. The answer is simple. You simply could not play one at level 1. And the vampire is at a whooping ECL 8. Now I have seen some solutions. The best one I seen so far was the d20 modern werewolf sourcebook I read once ( if anyone could supply me the name of the book, i would be happy to update it here). In the book, the werewolf template was basically divided into a base class. Something akin to Savage Species, the more you take in the class, the better you are at being a werewolf.
So, I think I might go along with the concept for both the werewolf and the vampire.
For the vampire, I would probably be going along with the Dhampir from the Pathfinder. The reasoning is simply that it is a bit stronger than the human race but should be able to be tweaked. For the Shifter race, i think the Shifter from the Eberron is a good match.
What about the other races? Well, the Nightwatch Universe has always been primarily a Human only world. So races like elves and dwarves are probably Shadow Creatures. Now Shadow Creatures could be benign individuals or cruel manipulators. But they are always hunted down. So players playing these race may choose to be refugees hiding from the cruel Others ( as they see it to be).
In conclusion, it seems that I may need to recreate (with minimal effort) some races for the Nightwatch Universe.
For the human Others at least and the incubus/succubus, they were magic users with different abilities. The difference in hexing and battle magic is perhaps the different spell abilities selected? To that end, I was thinking ofusing some akin to the Silverbrow Humans. Silverbrow Humans are just like humans except that they could cast feather fall as a spell-like ability in exchange for having less skills. So to that end, maybe a good solution is to vary that spell-like ability.
For shifters and vampires, most players have a knee jerk reaction to playing these races. The answer is simple. You simply could not play one at level 1. And the vampire is at a whooping ECL 8. Now I have seen some solutions. The best one I seen so far was the d20 modern werewolf sourcebook I read once ( if anyone could supply me the name of the book, i would be happy to update it here). In the book, the werewolf template was basically divided into a base class. Something akin to Savage Species, the more you take in the class, the better you are at being a werewolf.
So, I think I might go along with the concept for both the werewolf and the vampire.
For the vampire, I would probably be going along with the Dhampir from the Pathfinder. The reasoning is simply that it is a bit stronger than the human race but should be able to be tweaked. For the Shifter race, i think the Shifter from the Eberron is a good match.
What about the other races? Well, the Nightwatch Universe has always been primarily a Human only world. So races like elves and dwarves are probably Shadow Creatures. Now Shadow Creatures could be benign individuals or cruel manipulators. But they are always hunted down. So players playing these race may choose to be refugees hiding from the cruel Others ( as they see it to be).
In conclusion, it seems that I may need to recreate (with minimal effort) some races for the Nightwatch Universe.
Wednesday, July 4, 2012
[Nightwatch Campaign] Selene, Modern Druid
When Selene was born , her gift for communication to the animals was told as a sign of greatness by the local Shifter community. Those who have been blessed by the gift of Dreamsight was far and few between. Traditonally, they would grow to become great leaders.
Trained in the way of shamanism, Selene grew to learn to listen to the voice of nature. The voice of the nature drew Selene like a siren's song. As she mastered her abilities more, Selene's instinct drew her to wander around the various sites around the world.
Selene, Urban Adept
Trained in the way of shamanism, Selene grew to learn to listen to the voice of nature. The voice of the nature drew Selene like a siren's song. As she mastered her abilities more, Selene's instinct drew her to wander around the various sites around the world.
Selene, Urban Adept
Selene: Female Shifter (Dreamsight), Modern Adept 5; CR 5; Medium humanoid (Shapechanger); HD 5d6+5;
hp 20; Mas 14; Init +2; Spd 30 ft.; Defense 15, touch 15, flatfooted 12 (+3 Dex, +2 class); BAB +2; Grap +1; Atk +1 melee (1d3–1 nonlethal, unarmed strike); Full Atk +1 melee (1d3–1 nonlethal, unarmed strike); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Low-light vision ; AL any; SV Fort +2, Ref +4, Will +6; AP 6; Rep +10; Str 8, Dex 16, Con 12, Int 11, Wis 18, Cha 8.
Skills: Concentration +9, Read/Write English, Sense Motive +12
Feats: Extra Modern Adept Talent x2, Simple Weapon Proficiency
Talents (Modern Adept): Spirit Companion, Rapid Summoning, Enhanced Summoning, Wild Empathy
Spells (6/6/4):
0 lvl - Cure minor wounds, detect magical aura, detect poison, know direction, read magic
1st level - Cure Light wounds, Entangle, Shifter Prowress, Summon Nature's Ally 1
2nd lvl - Barkskin, Summon Nature's Ally 2
Possessions: casual outfit.
Tuesday, July 3, 2012
[Nightwatch Campaign Setting] Modern Adept Part 3 - Conjuration Talent Tree
Conjuration Talent Tree
You are talented in the art of summoning, controlling and banishing supernatural creatures.
Rapid Summoning (Ex): Any time you casts a conjuration (summoning) spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.)
Enhanced Summoning (Ex): The duration of your conjuration (summoning) spells is doubled. Creatures summoned by those spells receive a +3 luck bonus on their attack rolls.
Obtain Familiar: You obtain the services of a magical companion. This functions exactly as the Mage class feature except that you use your Modern Adept to determine your familiar’s abilities.
Obtain Familiar: You obtain the services of a magical companion. This functions exactly as the Mage class feature except that you use your Modern Adept to determine your familiar’s abilities.
Obtain Wild Companion: You obtain the services of an animal companion. This functions exactly as the Druid Class Feature except that your effective Druid Level is equal to one half of your Modern Adept level (round down and minimum 1).
Obtain Spirit companion: You summon forth a spirit creature to aid you in your adventures. This creature is both invisible and intangible, but it provides you with real benefits.
The divine companion stores spell energy and redirects it to you according to your level and your needs. To fill this reservoir, you must cast one or more targeted spells at this creature. A spell so cast does not produce its normal effect; the companion simply absorbs the spell's energy. It can store a number of spell levels equal to your Modern Adept level. You can cast spells into it at any time, but after you rest and recover your spell slots for the day, the divine companion loses any stored energy.
The divine companion exists outside reality and cannot be affected by spells, spell-like abilities, or any sort of antimagic effect or dispel check. It cannot, however, release its arcane energy within an antimagic field or similar effect. It uses your caster level for any checks required, and when it releases arcane energy, the level of the effect created equals the number of spell levels released.
The divine companion can release its stored spell energy in either of the following ways, at your command. You can use each effect as often as you wish, until the companion's stored energy is depleted.
Healing (Su): As a standard action, you can order your divine companion to convert the energy it has stored into healing power. This is the equivalent of a conjuration (healing) spell. This effect heals you for 1d6 points of damage per stored spell level, or as many levels as you designate (up to the maximum currently stored).
Shielding (Su): As a swift action, you can order the creature to convert the energy it has stored into protecting you. This is the equivalent of an abjuration spell that provides you with a deflection bonus to AC and a resistance bonus on saves each equal to the number of stored spell levels, or as many levels as you designate (up to the maximum currently stored). This effect lasts for 1 round per arcane caster level you possess.
Turn or rebuke Shadowkind: As an attack action, you could choose to affect the selected group of Shadow Creatures. When you take this talent, choose a type of creature from the following list and whether you want to turn or rebuke:
Aberration, Elemental,Magical Beasts, Outsider (chaotic), Outsider (evil), Outsider (good), Outsider (lawful), Undead.
This ability functions exactly like the Acolyte’s Turn and Rebuke Undead except that it pertains to the chosen creature type
Monday, July 2, 2012
[Nightwatch Campaign Setting] Modern Adept Part 2 - Sorcery Talent Tree
As a continution of the Modern Adept, I have created 2 talent trees for the Modern Adept. Themed around sorcery and conjuration, I hope to use this to enhance flexibility of the Modern Adept.
The first talent tree is based more like evocation spells ( duration and not the school of magic). These abilities are usually short term and enhances the firepower of the Modern Adept.
The first talent tree is based more like evocation spells ( duration and not the school of magic). These abilities are usually short term and enhances the firepower of the Modern Adept.
Sorcery Talent Tree
You are a prodigy in your spellcasting talents and this mainifests in the form of expanded reportoire in arcane prowress
Eldritch Blast (Su): you can launch an energy bolt as a ranged touch attack against a target within 60 ft. If this attack hits, it deals ld8 points of damage +1 per two Modern Adept levels you possess. You can do this a number of times per day equal to 3+ your spellcasting ability score modifier.
You can choose this talent multiple times. Each additional time you take it, you gain 3 extra uses per day.
School Mastery: When you select this ability, choose a school of magic. At each new spell level you gained, you choose a spell from the school of magic selected. You gain a bonus spell per spell level, which must be filled with the spell from that level which you have chosen.
In addition, whenever you cast the chosen spell, you can cast it as a caster one level higher than you normal caster level.
Prerequisite: You must take this as your level 1 bonus feat. If you take this talent, you do not gain any more bonus feats at 5th and 10th level.
Domain Mastery: This function as the Pathfinder Cleric Domain class feature except that you may choose only one domain. Replace your spellcasting ability score for the Wisdom Modifier.
Prerequisite: You must take this as your level 1 bonus feat. If you take this talent, you do not gain any more bonus feats at 5th and 10th level.
Energy Affinity(Ex): You must choose an energy type (acid, cold, electricity, fire or sonic). Any time you cast an evocation spell with the chosen energy type, you cast the spell as if her caster level were one higher (affecting range, duration, damage, caster level, level checks, and any other factor influenced by caster level). In addition, for three time per day, you can modify an evocation spell. When casting a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to use your chosen type of energy instead.
Charm(Su) : As a standard action at will , you can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if you had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to your spellcasting ability score modifier. A Will save (DC 10+1/2 your Modern Adept Level+your spellcasting ability score modifier) negates this effect. Whether or not the save is successful, a creature cannot be the target of this ability again for 1 day.
At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.
Protection Aura (Su): Once per day as an immediate action, you can activate a protective aura. While it is active, you gain a +2 deflection bonus to AC, as does every ally within 30 feet of you. This bonus increases by 1 for every five Modern Adept levels you possess (maximum +3 at 10th level). This effect lasts for 1 minute.
You can select this class feature multiple times. You can one extra use per day for each additional time you take this class feature.
Natural Divination(Ex) : You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your spellcasting ability socre modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every five Modern Adept levels you have attained.
The image would disappear when struck or at the end of your turn if it is not maintained on the same round. Maintaining the image is a standard action. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your spellcasting ability score modifier (minimum 1).
Enhanced Cures (Su): Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast
Transitioning from DM to Player
It was not often that I am a player for some of my gaming groups. With the most GM experience under my belt, I tend to be the GM most of the time. This phenomenon went on for a while and before I know it, I had become a full-time GM for a good one year. Of course, I was a player for some game. But those games never lasted or I was bored with it ( I had an exceedingly short attention span)
But nevertheless, it seemed that I had picked up some bad habits along the way. You see, the GM tends to control the whole world. As an article had mentioned, the GM knows the whole story. The non-player character's motivation and personality wholly belonged to the GM. So why does X happen and not Y was reasonable to the GM.
But once I transitioned into a player last Saturday, the lack of control (plus some other RL problems) caused to have an outburst that I had never frankly had before. The issue at hand was not the storyline. The DM had created a flavorful world and it was reminiscent of CthulhuTech and Shadowrun. No, the issue was with the system.
It was not that the system used( in this case, Unisystem) was terrible. But I felt that M&M system was a better approach for a good epc game. And I felt that since it was a good epic game that featured mecha, M&M was a good system. Plus it was flexible and easy to use.
But I failed to envision my GM's vision. Maybe he wanted a more lethal system and fear was a major element within the world ( we were fighting bizzare creatures). So in response, I lashed out and argued incessantly. And that made the session a dreadful one.
The way I handled things was not mature enough I guess. However, the worst thing I had done was not respecting the poor GM that was decent enough to run for me. He had his vision and I had mine. RPG is after all a collaborative game. The social element is the most major factor within the Table-top's game. Removing that would only be akin to playing computer games alone. After all, if you do not respect people, why would they want to play with you?
Respect forms the basis for many social interactions. Whether you are the GM or a player, you would want respect from your other players and your GM. And respect is a mutual thing. Many young players I have encountered missed that element when they play a game. But that is true for experienced players as well. I know of stories in which the experienced players would scold a novice player every single time they make a wrong spell to cast. Or the player that sleeps in front of the GM when he conducts a session. And every single time that happened, the session would become a sour experience. And trust me, if the player is new, the experience would put him off RPG for a good time.
So I guess, we all have our lessons to learn and for me, I think I have just found mine.
But nevertheless, it seemed that I had picked up some bad habits along the way. You see, the GM tends to control the whole world. As an article had mentioned, the GM knows the whole story. The non-player character's motivation and personality wholly belonged to the GM. So why does X happen and not Y was reasonable to the GM.
But once I transitioned into a player last Saturday, the lack of control (plus some other RL problems) caused to have an outburst that I had never frankly had before. The issue at hand was not the storyline. The DM had created a flavorful world and it was reminiscent of CthulhuTech and Shadowrun. No, the issue was with the system.
It was not that the system used( in this case, Unisystem) was terrible. But I felt that M&M system was a better approach for a good epc game. And I felt that since it was a good epic game that featured mecha, M&M was a good system. Plus it was flexible and easy to use.
But I failed to envision my GM's vision. Maybe he wanted a more lethal system and fear was a major element within the world ( we were fighting bizzare creatures). So in response, I lashed out and argued incessantly. And that made the session a dreadful one.
The way I handled things was not mature enough I guess. However, the worst thing I had done was not respecting the poor GM that was decent enough to run for me. He had his vision and I had mine. RPG is after all a collaborative game. The social element is the most major factor within the Table-top's game. Removing that would only be akin to playing computer games alone. After all, if you do not respect people, why would they want to play with you?
Respect forms the basis for many social interactions. Whether you are the GM or a player, you would want respect from your other players and your GM. And respect is a mutual thing. Many young players I have encountered missed that element when they play a game. But that is true for experienced players as well. I know of stories in which the experienced players would scold a novice player every single time they make a wrong spell to cast. Or the player that sleeps in front of the GM when he conducts a session. And every single time that happened, the session would become a sour experience. And trust me, if the player is new, the experience would put him off RPG for a good time.
So I guess, we all have our lessons to learn and for me, I think I have just found mine.
Sunday, July 1, 2012
[Nightwatch Campaign Setting] Modern Adepts
As per my previous post, I have created a base class that features spellcasting.
Hit Die: d6
Action Points: Modern Adepts gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: Choose any 4 skills as your class skills plus Craft, Knowledge (all) and Profession
Also, the starting occupation the hero selects can provide additional class skills to choose from.
Skill Points at 1st Level: (3 + Int modifier) x4.
Skill Points at Each Additional Level: 3 + Int modifier.
The Table: Modern Adept
Class Features
All of the following are class features of the Modern Adept.
The following talents can be selected in place of bonus feats (unless noted, each may only be selected once).
A Modern Adept may select from the spell list of the Acolyte, Cleric and Druid (for divine Modern Adepts) or Mage, Sorcere/Wizard (for arcane Modern Adept). He can cast any spell he knows without preparing it ahead of time, the way a Mage or Acolyte must (see below).
To learn or cast a spell, a Modern Adept must have a the selected ability score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Modern Adepts’s spell is 10 + the spell level + the selected ability score modifier.
Like other spellcasters, a Modern Adept can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Modern Adept Spells per Day . In addition, he receive bonus spells per day if he has a high score in the selected ability score.
A Modern Adept's selection of spells is extremely limited. A Modern Adept begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new Modern Adept level, he gains one or more new spells, as indicated on Table: Modern Adept Spells Known. (Unlike spells per day, the number of spells a Modern Adept knows is not affected by his selected ability score; the numbers on Table: Modern Adept Spells Known are fixed.)
Upon reaching 4th level, and at every even-numbered Modern Adept level after that (6th, 8th, and so on), a Modern Adept can choose to learn a new spell in place of one he already knows. In effect, the Modern Adept "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Modern Adept spell the sorcerer can cast. A Modern Adept may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A Modern Adept need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Modern Adept
Wielding magic by inspiration alone, the Modern Adept is a force to be reckoned with. Unlike Mages who needs to learn the tenets of casting spell, the Modern Adept is able to produce arcane effects instinctively. As they progress in understanding the magical forces within them, the Modern Adept learns to hone magic as an effective tool to get them out of any sticky situations.Hit Die: d6
Action Points: Modern Adepts gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: Choose any 4 skills as your class skills plus Craft, Knowledge (all) and Profession
Also, the starting occupation the hero selects can provide additional class skills to choose from.
Skill Points at 1st Level: (3 + Int modifier) x4.
Skill Points at Each Additional Level: 3 + Int modifier.
The Table: Modern Adept
| Class Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Class Features | Defense Bonus | Reputation Bonus | ||
|---|---|---|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +1 | Spellcasting, Bonus Feats | +0 | +1 | ||
| 2nd | +1 | +0 | +0 | +2 | - | +1 | +1 | ||
| 3rd | +1 | +1 | +1 | +2 | - | +1 | +1 | ||
| 4th | +2 | +1 | +1 | +2 | - | +1 | +2 | ||
| 5th | +2 | +1 | +1 | +3 | Bonus Feats | +2 | +2 | ||
| 6th | +3 | +2 | +2 | +3 | - | +2 | +2 | ||
| 7th | +3 | +2 | +2 | +4 | - | +2 | +3 | ||
| 8th | +4 | +2 | +2 | +4 | - | +3 | +3 | ||
| 9th | +4 | +3 | +3 | +4 | - | +3 | +3 | ||
| 10th | +5 | +3 | +3 | +5 | Bonus Feats | +3 | +4 |
Starting Feats
In addition to the two feats all characters get at 1st level, a Modern Adept begins play with the Simple Weapon Proficieny feat.Class Features
All of the following are class features of the Modern Adept.
Bonus Feats
At 1st, 5th, and 10th level, the Modern Adept gains a bonus feat. The Modern Adept must meet any prerequisites.The following talents can be selected in place of bonus feats (unless noted, each may only be selected once).
Spellcasting
A Modern Adept must choose at 1st level whether to be an arcane spellcaster or a divine spellcaster. This choice has no impact on the spells that she may learn, but affects what kinds of scrolls she can use and which ability score controls her spellcasting. An arcane spellcaster may designate either Intelligence or Charisma as the ability score that determines the highest-level spell she can learn or cast, and the Difficulty Class of her spell's-saving throws. A divine spellcaster must use Wisdom or Charisma to determine the highest-level spell she can learn or cast, and the DC of her spell's saving throws.A Modern Adept may select from the spell list of the Acolyte, Cleric and Druid (for divine Modern Adepts) or Mage, Sorcere/Wizard (for arcane Modern Adept). He can cast any spell he knows without preparing it ahead of time, the way a Mage or Acolyte must (see below).
To learn or cast a spell, a Modern Adept must have a the selected ability score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Modern Adepts’s spell is 10 + the spell level + the selected ability score modifier.
Like other spellcasters, a Modern Adept can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Modern Adept Spells per Day . In addition, he receive bonus spells per day if he has a high score in the selected ability score.
| Level | Spells per Day | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
| 1st | 4 | 2 | — | — | — | — | — | — | — | — | ||||
| 2nd | 5 | 3 | — | — | — | — | — | — | — | — | ||||
| 3rd | 5 | 4 | — | — | — | — | — | — | — | — | ||||
| 4th | 6 | 5 | 2 | — | — | — | — | — | — | — | ||||
| 5th | 6 | 5 | 3 | — | — | — | — | — | — | — | ||||
| 6th | 6 | 6 | 4 | 2 | — | — | — | — | — | — | ||||
| 7th | 6 | 6 | 5 | 3 | — | — | — | — | — | — | ||||
| 8th | 6 | 6 | 5 | 4 | 2 | — | — | — | — | — | ||||
| 9th | 6 | 6 | 6 | 5 | 3 | — | — | — | — | — | ||||
| 10th | 6 | 6 | 6 | 5 | 4 | 2 | — | — | — | — | ||||
A Modern Adept's selection of spells is extremely limited. A Modern Adept begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new Modern Adept level, he gains one or more new spells, as indicated on Table: Modern Adept Spells Known. (Unlike spells per day, the number of spells a Modern Adept knows is not affected by his selected ability score; the numbers on Table: Modern Adept Spells Known are fixed.)
Upon reaching 4th level, and at every even-numbered Modern Adept level after that (6th, 8th, and so on), a Modern Adept can choose to learn a new spell in place of one he already knows. In effect, the Modern Adept "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Modern Adept spell the sorcerer can cast. A Modern Adept may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A Modern Adept need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
| Level | Spells Known | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| 1st | 4 | 2 | — | — | — | — | — | — | — | — |
| 2nd | 5 | 2 | — | — | — | — | — | — | — | — |
| 3rd | 5 | 3 | — | — | — | — | — | — | — | — |
| 4th | 6 | 3 | 1 | — | — | — | — | — | — | — |
| 5th | 6 | 4 | 2 | — | — | — | — | — | — | — |
| 6th | 7 | 4 | 2 | 1 | — | — | — | — | — | — |
| 7th | 7 | 5 | 3 | 2 | — | — | — | — | — | — |
| 8th | 8 | 5 | 3 | 2 | 1 | — | — | — | — | — |
| 9th | 8 | 5 | 4 | 3 | 2 | — | — | — | — | — |
| 10th | 9 | 5 | 4 | 3 | 2 | 1 | — | — | — | — |
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