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