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Other Spellcasters Wizards and priests aren't the only spellcasters in the AD&D game; paladins , rangers , and bards also have magical abilities. These are represented by spell point progression tables similar to those of the previous sections, although these characters don't acquire their spell powers until a little bit later in their careers.

Paladins[]

Table 33: Paladin Spell Point Progression

Paladin
Level
Casting
Level
Max. Spell
Level
Max. Spells
Memorized at
Each Level
Spell
Points
9 1 1st 1 4
10 2 1st 2 8
11 3 2nd 3 15
12 4 2nd 3 22
13 5 3rd 4 30
14 6 3rd 4 40
15 7 4th 4 50
16 8 4th 5 60
17 9 4th 5 70
18 9 4th 5 80
19 9 4th 5 90
20+ 9 4th 6 105

While paladins must wait until 9th level to gain access to their spell powers, they rapidly increase in strength until they reach their maximum spell ability at 20th level. Paladins are similar to clerics or crusaders, but they are considered to have access to the spheres of combat, divination, healing, and protection. The paladin's spell point progression is shown on the Table 33 : Paladin Spell Point Progression.

Table 34: Spell Costs by Sphere (Paladin)

Spell
Level
Major
Fixed
Major
Free
Minor
Fixed
Universal
Free
orison 1
1st 4 8 6 12
2nd 6 12 10 20
3rd 10 20 15 30
4th 15 30 22 44

Regardless of the character's actual level, his casting level is based on how long he has actually been able to use spells. A 9th-level paladin is considered a 1st-level caster for all level-based variables that are part of a spell description. This level of ability increases as the paladin continues to advance, reaching a maximum of 9th level when the paladin reaches 17th level.

Just like wizards and priests, paladins are limited in the maximum spell level available at any given character level. A 9th-level paladin may only use 1st-level priest spells, while a paladin of 15th level or higher can use spells of 4th level or lower. Paladins are also limited in the maximum number of spells of any one level they can memorize at a single time. Unlike wizards or priests, paladins do not gain additional spell points after 20th level.

Major and Minor Spheres: Under the optional rules presented in Chapter 3 , a paladin may actually select minor access to alternate spheres. Because the paladin is limited to spells of 4th level or less, the usual distinction between major and minor spheres is waived; the only difference is in the cost to use spells from alternate minor spheres, instead of his primary spheres. See Table 34 : Spell Point Costs by Spheres.

Paladins recover spell points just like other priestly spellcasters. If one of the optional systems of magic is in play, paladins should use the mechanics that are used by priests in the campaign.

Rangers[]

Rangers gain their spell powers somewhat faster than paladins do, but in the long run they're less formidable as spellcasters; paladins are more powerful. Rangers have more in common with druids or shamans than other varieties of priests and may only learn spells of the plant or animal spheres (unless the character has been customized using the rules presented in Chapter 3 ). The ranger's spell point progression appears in Table 35 : Ranger Spell Point Progression.

Just like paladins, rangers begin with the spellcasting ability of a 1st-level character and reach their maximum casting level of 9 when they reach 16th level. They are limited to spells of 3rd level or less and are also limited in the maximum number of spells of each level they may memorize at one time. Rangers pay the same number of spell points to memorize spells as paladins do.

Rangers normally use the same system of magic that druids or shamans use in the campaign. This could include preserving, channelling, or conditional magic, at the DM's discretion. Rangers reach their maximum spell ability at 16th level and do not gain more spell points at higher levels.

Table 35: Ranger Spell Point Progression

Ranger
Level
Casting
Level
Max. Spell
Level
Max. Spells
Memorized at
Each Level
Spell
Points
8 1 1st 1 4
9 2 1st 2 8
10 3 2nd 3 15
11 4 2nd 3 22
12 5 3rd 4 29
13 6 3rd 4 36
14 7 3rd 5 43
15 8 3rd 5 50
16 +9 3rd 5 60

Bards[]

With access to any spell and the ability to continuously improve their spell abilities, bards are not very far behind wizards in terms of sheer magical power. While they do not gain spell abilities until they reach 2nd level, they always use their actual character level for calculating level-based effects in a spell; they have no separate “casting level,” like rangers and paladins.

Bards often employ a different system of magic than wizards, since their spells can represent ancient songs or enchantments woven from the interplay of voice, instrument, and dance. Certainly, some systems of magic—alienists or warlocks, for instance—would be inappropriate for the bard's magical skills. The bard's spell point progression is described in Table 36 : Bard Spell Point Progression.

Generally, bards follow the rules described for wizards in this chapter for memorizing and casting spells. Like wizards, they may devote extra spell points to memorize free magicks, memorize spells for greater effect, use spells at reduced cost, and any other options the DM deems appropriate. Bards are limited to seven spells of any one level, but continue to gain spell points after they reach 20th level.

Table 36: Bard Spell Point Progression

Bard
Level
Max. Spell
Level
Max. Spells
Memorized at
Each Level
Spell
Points
1
2 1st 1 4
3 1st 2 8
4 2nd 3 15
5 2nd 4 25
6 2nd 4 35
7 3rd 4 45
8 3rd 5 55
9 3rd 5 65
10 4th 5 70
11 4th 5 85
12 4th 5 100
13 5th 6 120
14 5th 6 140
15 5th 6 160
16 6th 6 190
17 6th 6 220
18 6th 7 250
19 6th 7 285
20 6th2 7 320
21+ 6th 7 +35 per level
1 If the bard is allowed to specialize (see the class design rules in Chapter 3), he gains the bonus spell points shown in parenthesis in addition to the standard amount.
2 If the optional rules for exceeding spell level limit are in play, bards of 20th level or higher may attempt to employ 7th level spells.

Table 37: Spell Cost by Level (Bards)

Spell
Level
Fixed
Magick
Free
Magick
cantrip 1
1st 4 8
2nd 6 12
3rd 10 20
4th 15 30
5th 22 44
6th 30 60

Optional Rules for Spellcasters[]

At the DM's option, bards, rangers, and paladins may make use of some of the optional additions to the spell point rules. These include casting spells for greater effect, reducing the spell cost, and using the rules for cantrips or orisons as appropriate. However, bonus spell points for high Intelligence or Wisdom scores should not be used, since this is a special bonus for dedicated priests and wizards.

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