Level Classifications

Overview

There are many unwritten game conventions in Grayhawk Fifth Millennium rules; one of the most mis-understood is that of the level classification. At certain levels (depending on class) the character gains abilities / choices that are not normally touched upon. Below are the options a class has available to it:

5th Level (Class Proficient)

Generally regarded as the level where characters are beginning to find their feet and make a name for themselves in their chosen profession. For sorcerers this is a critical level as from this point onwards they can specialise in any one of the Nine Arts of Magic. Five of the Arts (Sorcery, Necromancy, Elementalism, Demonolgy, and Illusionism) can be entered without restriction. For the other four arts there are restrictions as to the sorcerer’s advancement:

Power Words – The 5th level sorcerer must find an exponent of the Power Words (minimum 9th level) and convince him or her to teach them. The chance of success is determined by INT + LEVEL %, if the student fails twice they must find another teacher.

Rune Lore – This is different from the basic skill (which gives the ability to recognise certain runes) – this skill teaches the use of runes as power. The student must find an adept of the Runes (minimum 9th level). Base chance to succeed: INTx2 + LEVEL %, if the student fails three times he must find another teacher.

Telepathy – The prospective telepath must find a Telepath adept (minimum 9th level) or a Marraq (minimum 9th level). The base chance to succeed: INT x3 + Level %, if the student fails three times he must find another teacher.

The Paths – The most difficult of the Nine Arts to study. Generally exponents of The Paths are situated in the largest academies of magic across Grayhawk. The student must find an adept (minimum 9th level) – the base chance to succeed is: INT + MAGIC + LEVEL %, if the student fails three times he must find another teacher.

Please note: a sorcerer can opt to specialise at any level from 5th onwards, depending on his circumstances.

9th Level (Class Professional)

At this level the character has become trained in his chosen career / profession and can call himself Thief, Warrior, Ranger etc. In game terms this is the minimum level required to teach your skill to another. Note that at this level you cannot teach individual techniques (such as dodge, parry, climb walls etc) – only the career or profession (Fighter, thief, ranger etc).

Please note: Priests have their own classification depending on the religion; none of the above applies to any of the god’s followers.

11th Level (Wizardry)

This one applies to sorcerers only. At this level they become Wizards, the point at which they have mastered their art and can begin to create spells, items and work on other powers.

This is the minimum level required to create a spell. It is also the minimum level required to create a specific (permanent) magical item).

13th Level (Class Mastery or Mage)

For all non sorcerous classes this level indicates the character is now a master. For all sorcerous classes this indicates the character is a mage.

Non Sorcery – The master is able to teach students to a higher level than before. Masters are able to teach individual skills (dodge, parry, pick locks); the base chance for success is: MASTER’S LEVEL + STUDENT’S LEVEL + STUDENT’S INT (x2)%. After three unsuccessful attempts the student must find another master. This is also the level at which the master can start to develop his own techniques. A fighter (for example) may wish to create a new way of dodging whereas a thief may wish to create a new skill to break into houses. Discuss with the DM what is possible and what is not.

Sorcery – The Mage, like the master, is able to teach students to a much higher level than before. Also he can teach any individual skill to the student (magical or otherwise). At this point the mage is able to work on new techniques (possible casting skills or battle magic) – discuss with the DM to determine what is possible or not.

18th Level (Grand mastery or Arch Mage)

The pinnacle of a character’s career is the reaching of 18th level. At this point the character is totally at one with his profession and can create whole new sub-classes within his field. An assassin, for example, may well be able to create a new organisation that has new skills and a new direction.

Typically a Grand Master will be the head of a school or academy and will have a number of masters pursuing his new ideas and new techniques. The Arch Mage will hold a similar position and will have mages as understudies all working towards the furtherance of his ideas.

Any skill taught by a grandmaster is considered to be an Excellent Weapon skill (it does not have to be combat orientated) and will advance quicker (and have more bonuses) than a normal skill. The chance of a grandmaster creating a new skill / ability is also greatly increased.