Showing posts with label Manse '18. Show all posts
Showing posts with label Manse '18. Show all posts

Monday, April 29, 2019

[Class] Sage - Manse '18 Rewrite

This is the nonmagic sage rewrite for Manse '18s updates from this year. (Manse '19?)

Sage
HD- d6
Max AC- 12 /Minimum Hit-Points- 2
Saves- Every odd level, +1 to magic saves. Every even level, +1 to all saves.

You are the wise and curious among the mortal races. Beyond this, you are also a keeper of knowledge, both practical and arcane. Your “sixth sense” is the most honed of all character classes and you are the best at dealing with disquiet ghosts and spirits. You are also automatically assumed to be literate and good with a quill; add your level to number of pages you can write per season.

While not having it innately, magic is a skill you can excel in. Casting magic spells, weaving enchantments, performing rituals, summoning entities from other worlds, and so on. While abstract, you gain a +1 to all magic rolls starting at level 2, and +2 at 9th level and beyond.

You can also identify magic items; during downtime you may roll a 1d8 on a magic item or artifact using the table here. The DM will tell you what you find out. Rolling the same number twice on the same item will fully identify it for you. You may not be able to uncover everything, depending on the breadth of your scholarly knowledge. At 4th level you get a free roll on the identification table the moment you pick up and closely examine an item.

At levels 3, 6, 9, and 10 you gain an extra dice whenever you heal someone. Also as a Sage of any level, you can split up your healing dice to multiple targets or to multiple injuries of different types at the same time, making your healing more efficient.

At levels 1, 4 and 7, you can treat your level as one higher when commanding spirits, turning the undead, or creating wards against mystical creatures. For example; at level 6 you'd count your level as 8 for dealing with these entities.

At 10th level, you become a Mystic. You can build yourself a magician's tower or manse in an area filled with magical energy or phenomenon, letting you study it and keep it out of the wrong hands. Most Mystics do this in far away places and live as hermits, due to the fact you will receive 1d4 annoying petitioners each season asking you to solve their problems with your awesome magical powers and cure their ills. How you answer them or what you demand in exchange is your choice. You will also receive a 1st level apprentice Sage who seeks guidance and knowledge. You can also recruit or stumble upon other apprentices, but the one awarded by you reaching 10th level will be especially talented.

Additionally; you gain the ability to Delve Lore. By studying your references, consulting your experts, and meditating to focus your supernatural insight you can find out a secret. This secret can be a clue to the location of a lost place, the secret weakness of a monster, a magical incantation from days of yore, etc. You can only do this during downtime and once per season.

Tuesday, December 4, 2018

Manse '18 - The 36 Magic Spells

1st level Spells – Roll 1d12
[1] Coal from thy Soul - 1st level
The magic user conjures a lump of coal that can fit in their hands. The lump of coal can be used like an enhanced source of fuel for fires; it can heat up food, make a strong campfire, power weapons or coal machines, and even be used for forging. The lump is hotter and cleaner then normal coal, and can act as a fuel source for a moderate flame or engine for 6 + Cha modifier of caster turns, or an hour average. While the lump of coal is burning, the magic user loses all their personality, treating their Cha modifier as +0, being unable to lead any hirelings, and becomes passive and unable to assert themselves, at least until the coal is burned away or crushed.

The magic user puts a bit of their soul into the lump upon its creation. The lump of coal has an appearance that somehow connects them to the magic user, such as specific color, pattern, or shape that just seems to match them. If the magic user is mostly lawful or good, then the lump of coal will be smooth or may even appear like a crystal. If the magic user is mostly chaotic or evil, then the lump of coal will appear extra dark and spiky.

[2] Theme of Thaumaturgy - 1st level
Gives the magic user a chosen magical aura that matches a flavor or 'theme' of magic. An element, an animal totem, holy/unholy, otherwordly, fae, etc. This aura grants them +1 to all saves vs magic of that type and make their spells of that type have +1 save difficulty. The spell lasts all day, and may give a minor supernatural hint of their aura, such as making candles dance in their presence if they empowered themselves with an aura of fire magic. If you are using magical equipment set bonuses or spell schools, consider this spell being active a +1 to that theme, but it cannot give a bonus of the same type more then one at a time.

[3] Surging Splash - 1st level
Fires forth a stream of ocean water, with a few tiny minnows, kelp bits, and starfish for effect. The stream can push back targets the size of a man, which both prevents them from closing to melee this round AND requires a save to not get washed backwards and knocked prone. Deals no damage on its own. Both the water and the creatures made from it evaporate in a few minutes, and have no staying power in the real world, as they are just conjured from magic. Creatures smaller then a man, like a goblin or wolves, will get slammed much harder by the surge and get pushed back farther.

[4] Flamingo's Flaunt - 1st level
The moment it is cast, the caster has all the color of both their body as well as their clothes and equipment increased in brightness and vividness. Along with this, everyone who sees them will find their eyes drawn to them and will have no choice but to notice them. The reaction of other people is unchanged in regards to the flaunter, meaning the flaunt could be seen as either a stride of a proud, beautiful person or an extremely annoying display by someone with low charisma.

Stealth is impossible while you flaunt the flamingo's flaunt, but others have advantage on rolls to act sneakily or undetected while people are distracted by the flaunt. Specifically for casting spells that use charisma modifier as a method to increase their power or effect, the Flamingo's Flaunt increases your Charisma modifier by +1 only for those spells, such as when magically dueling another magician using personified illusions. It has no effect on reaction checks or hireling loyalty.

[5] Magic Coating - 1st level
An object is covered in an invisible white magical “glaze”. Those with magical vision can see a white sheen on the objects covered by the coating, and anyone touching the object who either has magical spells or is suspicious of it can get a save vs spells to feel the coating on their fingers. The magical coating protects the object from the effects of magical spells; specifically granting the object either 1d6 health points or durability if applicable OR granting an automatic success on this first save vs a destructive effect. Spells such as magical flames or rending armor can be blocked somewhat by this spell, making it useful to protect equipment. Very powerful spells, such as anything that disintegrates weapons utterly or sends them to the astral plane to never be seen again are too powerful for this spell to automatically block; instead it just grants +2 to the item or carrier's saving throw to not lose the item. The glaze itself lasts for 1d6 weeks if not burnt off- it can also be lost by magical water to “wash off” the coating, and it provides no protection against normal methods of destroying items.

Beyond its protective properties, the coating sticks to whatever it touches, leading to magical traps and ways for Wizards to protect their property. Many an apprentice has been caught with the glaze on their hand after thumbing through their master's spell book. Some Wizards that work for different guilds find the spell very useful in protecting guild charters, golden treasures, and artifacts and catching any thieves who would steal these precious items.

[6] The Two-Hour Wind - 1st level
This spell creates a wind in a specific location or around the caster, as directed by the caster. The wind brings fresh air, helps dry off wet things, scatters scents, kills dust wraiths, and all other things a regular windy breeze could do. The wind alternates between a more gentle breeze, and a stiff gust that ruffles hair and clothes, but no stronger. The wind lasts two hours, or 12 turns.

[7] Grounding - 1st level
This spell must be cast just before the caster or a target the caster is touching is hit by a lightning based spell, attack, trap, or bolt from a storm. The electrical energy is almost harmlessly grounded through the caster's body, counting all damage dice the attack or spell would do as though it dealt a 1 per dice rolled. So a lightning arrow that would deal 1d10 damage would deal 1 damage, where as a powerful lightning storm spell that deals 3d6 damage would deal 3 damage, etc.

This spell also ends any trapped currents or energy waves within the objects touched or targeted. If the object or being in question can recharge its own energy, it can do so in 1d6 exploration turns after this spell is used, temporarily blocking the energy from recollecting. This spell only applies to regular electrical energies, and will only have a minor effect on magical lightning such as Crimson Nova.

[8] Iron Fairy - 1st level
Give a small object that an average person could carry in one hand a pair of tiny gossamer wings. The wings can flap and let the object hover about 3 feet off the ground, making the object readily available for grabbing by anyone nearby without having to search through a pack, or useful for objects like lanterns that can shed their own light. The wings last 1d4 turns before coming undone, and any attack roll or AoE spell that hits the object will automatically destroy the delicate wings.

[9] Power Wave - 1st level
Starting in one hand and moving to your other arm; you feel a wave of great explosive force moving through your body. The caster can “pass” this on to someone else, letting them experience the wave, and only when the last arm hits an opponent does the spell activate. Makes whatever impact deal +1d6 damage and be more destructive, such as shattering a window with a finger tap. Unarmed attacks, such as a slap will just deal 1d6 damage or regular unarmed damage +1 and can cause impressive acts of grappling throws and heaves.

If the wave can't be released, such as by missing an attack roll or being unable to pass it on to anyone else or destructible object, the person holding the wave has 1d4 combat rounds to get rid of the energy somehow or else it will backfire and deal 1d6 damage to their own body.

[10] Object of Outrage - 1st level
The caster must touch or create a small minor object, usually a bit of paper with something written on it, a small idol, a basket of flowers, etc. This object is enchanted with a magic effect that only works on a specific target, that the spell caster must name when this spell is cast.

When this specific target sees this object again, they will feel an intense feeling of anger or outrage directed at the object, regardless of how benign it is. They will seek to destroy, deface, or utterly ignore the object as best they can, according to their personality, but will almost always speak poorly of the object in some way even if it is important or sacred. (“The God's ears are just carved wrong!”) Targets get an easy save to avoid criticizing the object if it would put them serious danger or social trouble. Targets must make a regular save however to actually want to take or possess the object, even if it is valuable, and would much rather pass it on to someone else to be rid of it.

[11] That Evil Leech - 1st level
Creates an evil leech. The leech is indestructible and cannot be killed, and constantly seeks to suck blood. It deals 1 damage per turn if it can get inside someone's clothes or armor and drink from them. The leech is insatiable and cruel; constantly swimming towards anyone nearby and hiding anywhere it can jump out to taste blood again.

It is unknown if these leeches are immortal or are bestowed by some further dark power- but leeches created by this spell don't dissipate as normal spells and over years end up trapped in jars, buried away, or let loose in black swamps to stalk forever. Wizards know a secret twist you can perform to make the leech spit back up most of the blood it sucked recently, and can be used to gather the blood of creatures too dangerous or elusive for you to draw from.

[12] Green Splash - 1st level
When cast, the caster flings an orb or small wave of bright green paint from their hands or staff and it coats whatever nearby area they were motioning towards. The paint is enough to coat a 10ft section of wall utterly and some of the floor and ceiling above, and can coat several objects and people with green sticky paint. The paint covers objects and makes them appear a bit like foliage or plant life. Dirt sprouts false grass made of paint, people look like trees if they freeze, furniture looks like bushes. The foliage helps anyone within hide, and looks like a good hiding or nesting place to animals. The paint fades after 1 turn, slowly crumbling into dried, brown fake leaves and lawn clippings. Elves, rangers, and animals home in the forest may get a +1 bonus to AC from the cover, and those who need to meditate in a natural place could use this as a fake stand in.

While the spell is usually green; alternate version exist. By wearing a robe of all blue and flicking a blue object consumed by the casting; you can make the splash make everything appear as a sticky mess of underwater scenery and foliage, minus the actual water instead of on land plants. The same applies to other colors and biomes; red robes and a bit of blood for lava-like landscapes or a fake hell, white robes and some flower petals make things look like a church, etc.


2nd level Spells – Roll 1d10
[1] Mantle the Mind - 2nd level
Must be cast on someone undergoing some sort of mental effect, either natural or otherwise. By casting this spell, you can essentially copy the mental state of this person as per the effect. You do not get a save when you do this, as you are willingly embracing some sort of madness or lunacy to experience it yourself; which can yield results. This could also be used to steal beneficial mental effects, such as from an enemy cast who has mentally boosted themselves with increased focus for a fight, or you can use it to copy the enhanced mental abilities of specific individuals for a single roll. For time based things, such as experiencing insanity firsthand, it lasts a maximum of one exploration turn.

This spell has practical uses in magical colleges and adventurers encountering psychic disturbances and creatures that communicate telepathically. By copying the mind state of someone under the effect of some kind of madness, you can experience it yourself for a short time, letting you help formulate a cure or counter. It DOES NOT cure the target of this spell's mental derangement, just lets you experience it for a short time. Using this on a person being possessed by a spirit will transfer the spirit from them to yourself, the spirit jumping into your open body. This could allow you to fight it off better if you have higher mental abilities then the first poor victim of the demon or ghost's possession.

[2] Touch of the Divine – 2nd level
This spell can be cast at anyone within the range of a spear's trust from the caster. The moment it is done, the target feels an incredible feeling of power, a rush of heightened emotion, and a feeling of invulnerability. The target glows in ambient magical power as they are unable to be harmed by mortal weapons for one combat round. Essentially, the target becomes as many magic creatures do, unable to be harmed by normal weapons. Also, while the spell is active, the target cannot be harmed by save vs death spells or similar.
The duration of this spell cannot be boosted by casting with an orb.

This spell can be cast on either the caster for a way to avoid getting killed until you can escape, but requires using up your turn to become immune until your next one, making you unable to use it. This spell's primary intention is to be cast on a martial champion, giving them an incredible upper hand against their foes in combat.

[3] Energy Transference - 2nd level
This spell allows the caster to transfer magical charges or energy from one magic item to another. The “flavor” of magic within the item may cause side effects; and transferring charges from diametrically opposed items, such as a fire wand to an ice wand, will cause the item to break or backfire as soon as it is used with the new charges. You can transfer a maximum of 1d6 uses or charges with this spell, but doesn't work on items with a single use.

Most charges are considered equal; but very powerful magic items may have charges that count as double, triple, or even more for regular magic items- Meaning transferring 1d6 charges grants 2d6 or more to the lesser item in question. If you transfer many charges from a lesser item to a greater item, you get a 1 in 6 chance for it to stick, otherwise the charges simply defuse from not being strong enough to power the item.

[4] The Devil's Crockpot - 2nd level
Requires a pot filled with boiling water, and to put something in the pot, such as old bones, chunks of random meat, stones, whatever. When the spell is cast, the caster must dictate a specific type of target which could include all people, animals, undead, constructs, intelligent monsters, etc. By making a saving throw versus spells, the caster can make this definition more narrow, such as making it “only soldiers” or “only bears”, etc. To whoever the spell's target is; the stew begins to smell absolutely delectable and irresistible. Anyone within a large area who smells the pot or sees the smoke will be drawn towards it, and have a strong urge to eat what's cooking.

This spell does not stop targets from being suspicious of the pot; intelligent creatures will examine the contents first, and will refuse to eat something not edible or disgusting, or if they detect any poison within. Animals will take a few bites first, and continue eating only if whatever it is isn't directly harmful to them. Undead will mindlessly swallow anything placed in the pot that they are targeted towards, and monsters have similar reaction to intelligent people.

As a side effect, everything NOT targeted by this spell will find the smell absolutely revolting instead. Animals will avoid the place, and undead will simply ignore it but it may mask the smell of mortals or something else they would be interested in. Intelligent creatures and monsters will smell rotting flesh or sewage, and have to make a save if not in danger to approach. Since this spell can be used to mask the flavor and smell of actual bad cooking, it is not always assumed to be a trap, but most who know of the spell are more then a little wary of random bubbling pots of delicious stew in the woods.

[5] Golemsnap - 2nd level
The caster snaps their fingers to cast this spell. Deals 2d6 damage to a construct type creature. No save, but fails on creatures who are reanimated flesh or entirely nonphysical.

[6] Bear Betwixt - 2nd level
This spell must be cast on a stretch of forested land between two civilized places; such as your hermit shack and the nearby village. Whenever anyone tries to cross between these two places, they will find a bear in the way. The bear is not necessarily aggressive, and could be avoided or scared off or fought depending on the actions of the traveling group. Everyone present at the time of the casting, including the caster, gets a save to avoid the bear when they travel through the area.

This spell lasts a few seasons until the bear has to hibernate or look after cubs. Treat the bear as a 3 HD beast with a claw attack and shaggy hide of 12 AC. In more desolate lands, the bear may be attracted from far away and may be a more pathetic and scrawny things, starved and hungry, and being unable to understand why it cannot leave this new territory. Far to the north, the bear may be replaced by a much more fearsome polar bear, which counts as 5 HD and has resistance to cold.

[7] Gushing Gourds of Gore - 2nd level
This spell must be cast on edible gourds, like pumpkins or squash. It can be cast on up to 10 medium sized gourds, or 4 really big ones. The Gourds are magically filled with a massive amount of disgusting, still warm blood and gore, which explode outwards when the gore is punctured from the pressure. The gourds will also explode outwards when thrown, but don't deal damage, instead simply showering everything nearby in gore. The gore produced by this spell is real by all intents and purposes, and zombies and cannibals will find it as delicious and edible as normal gore, though this gore doesn't detect as necessarily human or any specific creature or mortal race. The gore can be used to attract or feed undead, chum to attract a massive feeding frenzy, or create a scene of horror. Those without strong stomachs must make a save or vomit and flee the area; noncombatants and sissy nobles are likely to balk at the sight and smell of the hot entrails.

[8] The Drowning Hand - 2nd level
This nightmarish spell requires a severed hand from a humaonid creature or suitable animal- such as the hand of an ape or dire raccoon. The hand is cast into a body of still water or other liquid; it cannot be as large as a lake but could be as small as a long-term storage wine barrel. The hand will sink and becomes animated with dark and necromantic energies. It will attack ANYONE who enters the liquid body, trying to drag them in to drown them. The hand is clever and cruel; if the caster is cruel or evil the hand will be even moreso, attempting to lure people in with gestures, throwing small stones to make noise, or putting treasure near the shore so it can pull them in. The hand will also drown any creature larger then a bug, so even rats or other animals will be pulled in. This spell is often used by Wizards to guard secret treasure, but even they cannot access it without ridding them of the hand first. Drowning Hands also retain some abilities of the hand used to make the spell; so the hand of a troll may regenerate damage over time, hands of a beast may retain claws to dig into victims, and hands of Wizards can create supernatural lights or songs to try and lure in victims.

The Drowning Hand counts as a 2 HD creature but with 16 AC and no attacks, just supernatural strength to pull people in. Underwater, those with good vision might see it connected to a black stalk, but if pulled out of the water at any time it will simply be the decayed hand by itself, now useless for this spell and the spell ended if removed. The hand can be resisted by rolling d20 + strength modifier vs its AC, and you break free if you roll over. The hand will also keep drowning victims until it has amassed 8 HD or levels worth of bodies in its pool, or until it is destroyed. If the pool is drained of water, the hand will also be defeated. Extremely large creatures, and anything who can breathe underwater is not targeted by the hand. If a creature cannot normally breathe water like a human is dragged in, but has a method or spell to stay alive, the hand will lose interest in 1d6 exploration turns and let them leave. By using the hand of a person that the caster has drowned themselves, the hand counts as 4 HD and never stops drowning new victims that enter its pool.

[9] Arcane Defusal - 2nd level
The caster must cast this spell when interacting with a spell of 2nd level or less, or when a spell is about to be cast on them. This spell is also commonly prepared and used in wizard duels. The caster collects the spell effect into their hands, and over the course of 3 combat rounds, slowly releases the energy as a deliberate, controlled release. Flame spells shoot out sparks between their fingers, but don't release an explosion as they normally would. Death spells drip necrotic slime onto the floor, etc.

If the caster is hit while defusing the spell this way; its effects activate on their intended targets but somehow reduced per each round it was held. Spells with permanence will restore their power over 1d4 turns or instantly if the spell is powerful enough. Spells that do things like summon creatures or control the environment are immune to this magic; this spell specifically just captures magic energies and releases them in a controlled way to avoid damage.

[10] Ascending Movement - 2nd level
This spell must be cast on an object or creature known by the caster or named by the caster that is within a medium; such as a glass key at the bottom of a vat of acid, or a specific bone at the bottom of a pile of refuse. When commanding to rise up; the object does so through the medium and rests on top for easy retrieval. It retains this buoyancy for up to 1 turn, and will resume normal sinking or resting action once this turn is over.

By using this spell, you can rescue sailors near the surface of the water by speaking their names, or retrieve needles in haystacks, or launch yourself out of water. The “medium” used for this spell cannot be air or open space. This spell can also be used on devices and set methods of motion; such as forcing a winged beast to fly, even if it was too injured to do so, and force it to keep flying for a turn, or making the drawbridge of a castle force itself up and closed. The ascending movement has a speed limit of a galloping horse or a rising bird, making it impossible to retrieve things from the bottom of the ocean or massive piles of junk if its too deep.

3rd level Spells – Roll 1d8
[1] Flames - 3rd level
Fires a white hot jet of flames out of the caster's hands or magical focus. The flames can travel about 30 feet in a beam or shallow arc. Everything that could be lit on fire by several direct seconds of contact with an open flame is lit on fire by this spell when hit, including people. The spells deals 3d6 damage on a direct hit with enemies. Save to reduce damage by one die. Those with a shield, parrying with a sword, fire proof cloak, or otherwise with some kind of block also reduce damage by one die. The spell can only hit one target at a time, but can switch targets each round and it lasts for 3 rounds. If the magic user is hit at any time while channeling, they have to make a save to keep concentration or lose the remainder of the spell's duration.

Flames is a powerful and commonly used war spell. Especially strong mages (level 10) may have their flames conjured as charging animals, flying birds, or with a variety of different colors. Monsters have a version of this spell called Dark Flames which is the same, but the fire doesn't give off much light and smolders instead of burning brightly. Because direct contact with anything also shoots off sparks and waves of heat, this spell often causes a lot of collateral damage, and burned down huts are common.

[2] Ruby Goop - 3rd level
To cast this spell; the caster must be nearby a large pile of “goop”. Usually this implies either a slime monster or gelatinous creature, a pile of compost or dung, pool of quicksand or mud, fine sand dune, fresh snow bank, or any similar substance. This spell can be cast on still living or animate things, in which case the creature is not effected beyond the changing of color and secondary properties of this spell. Once the spell is cast, the body or collection of slime becomes a bright ruby color. Anyone can fuse with this mass via full immersion to become a partially slime creature along with all their equipment in solid slime versions, able to move through the mass freely and manifest as “budding” on any point in the slime within seconds. Creatures that are one with the goop take no damage from bludgeoning damage and take half damage from sharp weapons; this resistance is nullified by magic weapons or spells. The spell lasts 4 combat rounds, in which case the creatures solidify and separate from the goop in their relative positions to it. This means gelatinous creatures will get a free attack on creatures halfway within the Ruby Goop will automatically fail their save vs the gelatinous creatures ability if they don't leave the goop before time is up.

Every creature fused with a slime essentially becomes part of a whole, and they share some wordless connection and communication. Even after the spell ends or the group separates from the slime, they feel like they know each other better. Very accurate sword swings that “cut” a mass of a specific creature fused with the slime that pulls them out will cause them to leave the slime prematurely. Warring creatures who enter the slime can fight within it and don't make initiative rolls, since they're all fighting at the exact same time within the collective mass. The magic user can roll a save to keep out unwanted creatures from entering the slime, or could allow them to enter as a trick to trap them within before stunning them and leaving them at the bottom of the pile of shit before it changes back so they may be crushed to death.

[3] Blue Cowl of Convalescence - 3rd level
Once this spell is cast over a person's head, they enter an extremely somber trance. All the death and suffering in their life comes back to them for a time, as their mind and body heals. The spells lasts 1d6 turns for physical injuries, of which it heals 1d6 hit points per turn. The spell can also be cast on emotional or mental injuries or disorders as well, which takes 1d6 days. Each day- the caster restores 1d6 damage to any damaged mental ability score OR reduces their madness or any other mental disturbances or disorders they may be suffering from, with each day equating to 1d6 days of normal “therapy” or time to decompress in mechanical terms. During this time, the wearer can still eat and walk, but refuses to do much else beyond lay down or meditate. If placed on your head by force, you can make a saving throw to rip it off, meaning it is most effective on willing targets. For targets who have caused much evil will be forced to confront it while they have the cowl on, damaging their Charisma by -1d6 per turn as their self assurance crumbles until they can restore their ego.

The Cowl itself has long fuzzy feelers down the spine and neck, and reaches down a little further then a normal cowl would. It's very soft, but has a feeling of sadness attached to it. The caster's hand glow blue when cast, usually cupped to slide the cowl onto their head or someone elses. You could slip this on someone's head when they are asleep or from behind as a sneaky way to put them into that trance.

[4] Great Effervescence of Power - 3rd level
Blown or thrown from the hand; this spell creates a magic bubble. The bubble quickly envelops one target the rough size of an ogre, horse, or anything smaller. The target is unable to leave the bubble, but the caster can end the bubble effect instantly if they choose. The bubble contains it's own air supply, and could be cast underwater or in the upper atmosphere to grant breathable air. The bubble floats about as fast as you'd think it would float, and can be used as a perilous method of flight.

Additionally, by concentrating for a combat round and waving a hand over the bubble; the caster can block the flow of air inside and outside of the bubble, changing its sheen from a light blue to a murderous red. Every round inside this choking bubble limits the air the creature can breathe. The creature can hold their breath for 4 rounds + their Con modifier before they must save or begin to suffocate. Suffocation deals 1d6 damage a round.

The bubble is also hard to pop; it's magical nature means it is harder to pop by the trapped creature then anyone outside of it. For the creature inside, treat the bubble as a 4 HD creature with immunity to all damage except piercing and with an AC of 14. For creatures outside the bubble, treat all attacks as automatic successes, dealing normal damage. The bubble also resists spells; blocking all spells of 2nd level or lesser from entering OR leaving the bubble, even blowing back the spell of the trapped creature. Offensive spells cast from in or out of the bubble of 3rd level or greater break it from the force. The caster can make a save to cast spells through their own bubble without destroying it, but on a failure the bubble breaks and they fall to the ground.

This spell's grandiose name is intentional; it's creator wishing to counteract the nonthreatening and silly nature of a “bubble spell” would normally have. Despite it's silly nature, it's one of the hallmarks and great works of thaumaturgy the world over, highly prized, and an object of much jealousy. The creator was also said to have created an even more powerful 4th level version and jealously guards it. It is also said the creator left with a cadre of other sorcerers to explore the outer reaches of the world and the sky, using the magic bubbles as vehicles on their grand quest.

[5] Vulgar Arcanaum - 3rd level
Disjoints and ends spell effects done by Clerics or other light or 'holy' forms of magic. This spell can also desanctify standard holy objects or locations, and blocks all form of magical healing on whoever heard the incantation; willing or otherwise. The effect of this spell lasts 2d6 turns, but magic items made by holy or unholy spells are permanently ended unless reblessed and reconsecrated.

This spell only works on Clerics using effects of 3rd level spells or lesser; more powerful types of magic easily overpower the vulgar magic of this spell. This spell also works on all forms of religious or clerical magic, including both good/lawful and evil/chaotic gods, including any gods the magic user may also worship. The severing of the divine gives a feeling of ominous tedium over everything.

[6] The Silver Savior - 3rd level
Casting this spell requires ~50 coins worth of silver, or a silver object with enough silver to equal the amount or more. Metals that are a mix of silver, like electrum, will bud off any gold or other metals as little nuggets when the spell is cast. Once finished, this spell creatures a humanoid figure made of a silver, muscular, with no clothes or defined facial features except for two bright white eyes. The figure is a Silver Savior, which counts as a 7 HD creature or a fighting man of 7th level, whichever is more fitting, and have AC of 18 from their metal skin. Silver Saviors do not use weapons, but can punch with the strength of 1d12 damage if needed to fight constructs and demonic forces, but never attack or injure living beings. They will only grapple or momentarily stun living creatures if they are in the process of killing someone- but have a 50/50 chance on ripping a few limbs or breaking the teeth of abominations or especially cruel monsters. The silver men are especially gentle towards intelligent mortals, even ones who are evil or belonging to monstrous races. They always go first or second in combat; only going second if someone else has a supernatural effect or special fighting style that lets them always go first.

Silver Saviors use their incredible strength and speed to save people. Their eyes can see through most materials and they don't need to breathe, eat, and take 50% damage from elements, spells, and acid. They charge into burning buildings, dig through rock slides, karate chop off the tentacles of beasts trying to drag a person to their doom, etc. They cannot speak or communicate in any way beyond an intense stare which requires a save to continue doing violent actions or torture under their gaze, or a gaze of pity towards those who lose their friends and loved ones before they can rescue them.

Silver Saviors work tirelessly until all living beings nearby are in a mostly stable and safe state; then they freeze in place until the next full moon and become silver dust. It is said the Silver Saviors leave this realm to a much worse one in the cosmic order; the suffering here just isn't as bad and they are needed much more somewhere else.

[7] Opalescent Wave - 3rd level
When cast, this spell creates a wave of pale white energies that tumultuously change colors and hues and texture as they strike their targets. The wave is a cone that hits everything within 20 ft ahead of the caster branching outwards, or about as far as they could throw a stone. The wave crashes into things and changes color into the element that creature is weakest too; dealing 1d6 damage of that element. If a creature is weak to fire and fire deals double damage, then the wave deals double damage. If the creature is an undead, then the wave deals 1d6 holy damage and they must make a save to avoid being turned as though a cleric has turned them. If the creature has no specific weaknesses, the wave just deals 1d6 of a random element or force.

This spell can find the weaknesses of any normal, earthly creature, monster, or construct, but struggles against outsider beings. It has a 50% chance of working, or being totally ineffective against such creatures. On occasions when this spell is used on some abomination from beyond the stars, the spell may turn into a wave of strange alkaline liquid that burns the creature horribly, or it may just splash pointless colors and lights on them that do nothing. If an Opal is used as the channeling stone of this spell, it deals 2d6 damage instead and turns the Opal into a lump of smooth, featureless gray stone.

[8] Excerpt Magnificent - 3rd level
This spell conjures a small, soft pulpy magazine version of a real magic book called “The Manual Magnificent”. The version created by this spell is a small portion or excerpt of the main book, and covers only one broad topic which must be spoken aloud when the spell it cast. The conjured booklet is very cheaply made and will fall apart over the next day or two unless very well taken care of, but the ink within fades and pictures lose all definition over the course of the next few years regardless.

When created, the excerpt shows in great detail and clarity the topic asked when summoned. The book is laid out in an incredible fashion, great many illustrations that don't get in the way, complex concepts are explained in side bars that run along the perfectly spaced margins, and turning the book sideways or even upside down may have extra text added among the pictures to help explain the concepts. Fold-out sections of the book help create even larger and better detailed maps and charts, as well as anatomical illustrations or even comics to help explain concepts. Concepts the booklet can be conjured about include Lockpicking, Monster catching, Religious study on the local beliefs, magic itself, and so on. Following the directions in the book allow a novice to have a basic understanding enough to perform the skill or action needed, adding their intelligence modifier to absorb the information, and an expert (such as a Rogue player character) to get advantage on all rolls while using the book for reference.

4th level Spells – Roll 1d6
[1] Wall of Unraveling - 4th level
Creates a single continuous wall up to 40ft in blocking space; a mountain canyon 10 ft across and 30 ft high could be covered by this spell, for example. Everything that passes through this wall that is 2 HD or less, dies. No save. The moment they pass the barrier, they fall to the ground dead. This happens even on undead, animated objects, magic beings and even spirits are “killed” by this wall, their energies and form unraveled. The wall lasts for 12 hours, and cannot be moved once it is created.

The wall has a sick pale green color and is mostly transparent. There is a great feeling of dread when approaching the wall, and creatures must make a save if they are above 2 HD to pass through it, simply to know if they are strong enough to brave the wall. The magic user can attempt to make a save vs spells to create an opening large enough for a creature to pass through so it is not harmed, but failing this save means they cannot attempt to create another opening again, or that the opening remains permanent in the wall as long as it remains up.

[2] Geometric Caverns - 4th level
This spell hollows out an interior space within a hill, cliff, mountain, etc. The casting creates several glowing yellow triangles along the ground, which push inwards to create a “cavern” within the outer structure. This does not weaken the mountain the spell is cast in, and the glowing triangles along the floor, walls, and ceiling give off enough ambient light so that the whole space is dimly lit. After 1d4 days, the spell ends and the triangles push everything back out of the inner space to regain the structure's normal shape once again. The spell can create a maximum of 8 bedroom sized chambers, and they will be connected by haphazard corridors, stairwells, slants; However it can twist to fit the internal space. This spell lasts +1 day with an orb.

This spell is an unusual one, mostly used by Wizards to create temporary homes or hiding places in rough terrain. The spell doesn't have the power to make interior spaces larger then the exterior, but it does make fantastic use of internal space. The wizard has some control over how the rooms are created or laid out, and some will try to make many private rooms for their numerous companions or simply one large chamber for maximum usefulness. The spell grants no protection or doorways between chambers or the exit, so these will have to be provided as is. Casting this spell on the ground can also push back the earth to create the chambers, but they will be shallow. Veins of ore and gemstones will be visible in the walls of this spell, but will be protected by the magic triangles of light until it ends. Severing one of the triangles or ending the spell prematurely will cause the interior space to suddenly receive all of its strain at once, and almost certainly begin a devastating cave in.

[3] The Terrible Touch - 4th level
When cast, the caster's selected finger glows in a dark black energy. To touch an aware target, the caster must strike them with that finger with an attack roll. Casters with extra body parts, such as a tail, tentacles, or horns could cast this spell on that instead; but it can only be cast on one extra digit and still requires a successful attack roll to land. If the attack misses, the spell remains, still activating the finger's effects on whatever it hits. Casters could also hit themselves, or an unarmed combat expert could even redirect it into their touch attack back at them.

The moment the finger touches the target; they feel absolute dread as the black energy seeps into them. First, they lose 1d4 levels or HD and are stunned for that many rounds. There is no save for this effect. While they are stunned, time is greatly slowed down for that creature, who is lost within a realm of illusion within their mind. This world is based around breaking down their will, and could seem as to be days or even weeks to them until the spell wears off. If the creature is an animal or monster, they will make a morale check and flee in confusion and fear when the stun effect ends if they fail. If the creature is a person or intelligent; the may a save instead, modified by their willpower and what they experienced in that other world. On a failed save they take 1d6 damage to all of their stats. If they totally lost the will to live from what they encountered in the black dream, they will simply drop dead.

[4] The Return - 4th level
This spell must be prepared before the caster's death, and the method of death must be specified when prepared. You must either declare your lethal injury- such as decapitation or being stabbed in the heart, or an element of death, such as fire or poison, which could potentially come from any source. If you are killed in the manner specified, the spell is activated.

After the caster “dies”, they will slowly return. Signs will be in omens in the woods, the strange dances of maggots, unusual clouds in the shape of the caster's face or hat. They return in 1d4 seasons- the seasons before will be filled with unusual sightings, their personal objects moved around as by ghosts, putting the kettle on but nobody was home, etc. The return is slow and gradual. So too is their power; they return as a first level magic user, and gain back 1 level of their class every season until they regain full power. They keep their age they had before they died, and this spell doesn't work against dying of natural causes; If the caster selects natural causes as their cause of death with this spell- in which case the near-return hauntings can continue onwards forever, as the caster becomes a semi-real ghost.

[5] Crimson Nova - 4th level
The Magic User first has a terrible red energy charge around them; gathering around their feet and hands. This spell requires two rounds; the first round to charge, and then the second round to release. If you hit the caster between these rounds, they must make a saving throw to avoid losing concentration. Upon release, the spell rips a red wave in all directions that deals 3d10 damage to everyone around the caster in a 40 ft radius. If the caster loses concentration, they take 1d10 damage themselves from the feedback, and if they were struck by a metal weapon in melee, the attacker will also be shocked.

Since the magic user cannot stop this spell from hurting their allies, this is either used as a last resort against approaching monsters or in specific situations where the magic user's allies can get to safety before the spell goes off.

Additionally, large amounts of magical energy available to the caster can be drained by this spell- adding an additional dice of +1d10 damage to the nova when it is finally released, and taking another round to “charge up”. By willing himself or herself to die upon casting, the caster can boost the power of each die rolled with this spell as d20 instead of d10.

[6] Ride the Whirlwind - 4th level
Casting this spell requires the caster to either be outside or in a large enough area to contain a small dust devil. The wind will pick up as the caster invokes the spell, requiring three combat rounds to finish if you're in a hurry, or one turn if out of combat to prepare the area more properly with scattered dust in circular patterns. When the spell is complete, the caster and all beings within a 15 ft radius are swept up into the center of a powerful and short lived mini-tornado. Similar to a dust devil, it will move across the landscape according the caster's whim, and can pick up a few more creatures, though overloading the whirlwind with more beings will cause it to fatten, slow, and messily scatter all riding it around the area.

The whirlwind can continue for up to three exploration turns in normal conditions, adding an additional turn if the spell is cast with an orb, another addition turn for being cast during a windy day, yet another turn if cast in a desert or place with huge amounts of dust to fuel the storm, and one extra turn for casters who are fully immersed in the mysteries of the wind or who are very powerful in their own right. When the spell ends, either at the end of the duration or when the caster dictates, all riding the storm land safely at the destination with the storm dying out around them. The storm itself travels much faster then most land animals and can move many miles over its duration, making it a useful tool for overland travel, but can be slowed by terrain features and stopped by bodies of water and sheer cliffs. Treat the wind as travelling at the same rate a party travels in a whole day, but once each exploration turn the storm lasts. Any spirits of the wind or storm will be calmed once this spell is finished, but may seek vengeance for the hubris of the wizard.

Tuesday, September 25, 2018

[Class] The Chosen

The Chosen
HD- d8
AC- Base 10, Max 14

You were chosen. The Gods spread their mark in the world through mortals; like it or not, you are one of them. In some cultures, only the most devout are chosen, in others it is treated like the plague- the chosen are viewed with a mix of fear and religious awe. Sometimes, the chosen is asked to accept the gift, but sometimes it is thrust upon them. Regardless of how or why; you are a special agent of the divine now. You're a bit like the Cleric class.

You gain faith dice. At first level, you have 1 faith die, which is rolled as a d6. Every level after, you gain another faith die. At first level, you can use 1 Faith die in a turn or at a time maximum. Faith dice can be used to heal and revive allies, or to rebuke enemies of the faith. It can also be used to cast miracles once you become higher level.

You can channel the powers of the divine to rebuke the enemies of the Faith. For most good aligned Gods of light or life, this will be the undead, demons, or other unnatural creatures. Chosen of the Goddess of the moon may turn lycanthropes, Chosen of the God of war may turn dishonorable warriors, such as bandits. Gods of Death may also turn undead, or could turn the living with a higher requirement to kill them outright with a Smite, etc.

When rebuking, you can turn and cause panic in a number of HD worth of enemies equal to your roll. If your rebuke roll is double the current hp of the selected target(s), they are instantly smited and destroyed instead.

Faith dice are also used to heal. The rolled number restores that much health to target character, or split among multiple targets if you aren't in combat. To revive a dead ally; you must heal all of their entire negative HP to at least 1 HP in a single roll, you only get one chance. Each combat round they spend dead decreases their health further by -1

At 3rd, 6th, and 10th level you can throw an additional Faith die at once or during a single combat round. This also applies to any "one time" roll, such as to perform a difficult miracle.

At 4th, and 8th level you get +1 to hit with all weapons.

At 5th level; you can now start prayer for miracles. Miracles are special magical actions related to your religion and God. If you were chosen by the God of the harvest, then your miracle may be to multiply a ration of food a number of times equal to a die result. If you were chosen by a God of light, then your miracle may be roll result = how many rounds you can conjure supernatural light in a cavern. Regardless of your God, you can only cast one miracle per adventure.

At 10th level, you are now a High Priest and have an even more powerful connection to the divine. You may gain a supernatural symbol of your holiness, such as glowing eyes. You can now cast Miracles as often as you wish, as long as you have Faith die for it, and treat your Faith die as d8s when rolled.

Additionally; you become a beacon of faith in a cold world. You may open an abbey, cathedral, or secret cult headquarters depending on what fits your faith and character the best. You will see passion similar to yours in the eyes of 1d4 youths; and the gods may grant them the powers of a first level chosen. You are also joined by 2d6 faithful of decent social standing who can tithe significantly or attribute other useful talents. Each season, you are petitioned by 2d12 sick and weak people who beg you to heal them. Along with all these, a throng of many normal and lay followers.

Wednesday, September 12, 2018

Manse '18

This is a collection of basic game rules for the Manse Basic roleplaying system; a DIY style game. The goal of the game is to search dungeons for treasure, crawl the wilderness, and become a powerful character within a fantasy world. Danger lurks around every corner, but treasure awaits. This is the 200th post on this blog, and for the occasion, this is the most complete ruleset posted.

Character Creation
Roll your stats, pick your class and race, and choose equipment.

Stats- Roll 3d6 down the line for all 6 stats. Your result roll determines your stat modifier.
3-4 = -2
5-8 = -1
9-12 = 0
13-16 = +1
17-18 = +2

[Strength] Add modifier melee to-hit rolls and for carrying capacity in load units.
[Dexterity] Add modifiers to ranged to hit, bonus AC, and stealth rolls.
[Constitution] Each modifier is +/-5% max HP rounded to the nearest whole number.
[Intelligence] Add modifiers to known languages and magic rolls.
[Wisdom] Add modifier to healing rolls and all saving throw rolls.
[Charisma] Add modifier to reaction rolls and starting coins.

Classes
Pick your classes based on your talents and what your party needs. There is no multiclassing and classes progress linearly; it's about what your character does that defines them.

Fighter
HD- d10
Max AC- 16
Saves- Every odd level, +1 to combat saves. Every even level, +1 to all saves.

You are the strong, powerful, determined and skilled. While others fear to face the monsters, you stand tall against them. You represent the spirit of the warrior in all its forms. Your fighting style may be advanced, brutal, practical, or flashy- all of you be Fighters. Your class is the only one capable of wielding the most powerful magic weapons and armors and unlocking the most powerful of the secret blade arts. You're also physically tough and hard to kill.

Because of your HD- you almost always go first in combat and have a 50% chance to get advantage on your attack, as well as a 10% chance to get a second attack. This is an inherent property of the combat system, and grants you quite an extreme advantage against monsters at low levels. Your minimum starting HP is also 6 instead of 2 like most classes. You also ignore the combat save penalties to wearing heavy metallic armors regardless of your level.

Every Even level, you get +1 to hit on attack rolls with all weapons.

At levels 3, 6, 9, and 10 you get +1 damage on a successful hit.

At level 5, you get +1 maximum AC. At level 7, you get +1 Leadership, which among other things gives all your hirelings +1 morale/loyalty.

At 10th level, you become a Champion. You are capable of starting your own fort- as long as you can get the money together, people will come to live under your protection against the monsters and bandits. You could buy the fort as you level and slowly build it, or reclaim ruins to use as a home base, but you don't attract anyone else or are not seen as a “true” lord of the land until you reach 10th level, even if the fort was finished before this. You also attract 40 Militia men. These fight as regular, 1 HD men divided into 4 squads. Four of these men are Captains; one for each squad and count as a 1st level Fighter for their hit points and other abilities, and could be made into hirelings or trained to become even stronger or be taught some of your blade arts.

Additionally; you gain the Mighty Cleave ability. When fighting an enemy force of 1 HD opponents, you don't roll to hit. Instead, roll damage and you slay that many of them in one round.

Rogue
HD- d8
Max AC- 14
Saves- At first level, +1 to all. Every odd level, +1 to hazard saves. Every even level, +1 to all saves.

You are the sneaky thief, the deadly Assassin, and the swashbuckling folk hero. Beyond your stealth, and ability to attack from ambush, you are also decent in a fight and are skilled with devices and skillful when it comes to exploration. Their are some gadgets, poisons, and magic instruments that only your skilled hands can ply. You are adept at avoiding danger, and get +1 to all saves at first level.

Rogues are very skilled with mechanical devices and tasks requiring skill and coordination. As long as you are using an appropriate tool, such as an iron prybar, lockpicks, climbing hooks, sandbags, and so on you can add your Rogue level to your skill checks and rolls called by the DM during rulings.

At levels 1, 3, 6, 9, and 10 you get +1 to your Stealth rolls. You can also add this bonus to both the to hit AND damage of your sneak attacks.

At levels 4, 8, and 10 get +1 to hit with all weapons.

At 10th level, you become either a Folk Hero or a Master Thief, depending on how you used your abilities and made your fortunes. If you stole from dungeons, stole from nobles to give to the poor, and sought fame and glory as well as money then you're more of a Folk Hero, but if you mostly stole for your own personal gain, used your talents as an assassin or spy, as well as kept a low profile, you're more of a Master Thief.

The Folk Hero can become the leader of a merchant caravan or fleet, or the master of a guildhall. If you're a Master Thief, you can instead gather the scum of society around you as your own personal, secret Thieves guild. Both possibilities can be taken in combination with becoming the mayor or leader of your own settlement, which will require protection from outside threats.

Additionally; you gain the ability Escape Artist. Make your way out of bindings, holding cells, and seemingly unwinnable situations once per adventure. You could also use this ability along with a smoke bomb or distraction to reenter stealth right under your pursuers noses.

Magician
HD- d6
Max AC- 12
Saves- Every odd level, +1 to magic saves. Every even level, +1 to all saves.

You are the mystical and curious of the mortal races. You have studied and can cast magical spells better then anyone else. You are a magic user- but also learned and have some useful scholarly knowledge. You can attempt to learn something about magic items as well as monster clues to help identify them and potentially learn any benefits or dangers from them. Your extrasensory abilities are more developed then most; you have an ability to sense danger. If you meditate for an entire exploration turn while sensing a suspected thing; you can sense if it is dangerous or has a trap. You can only do this if the depth or height you are within a dungeon is equal to or less then your caster level.

You treat your level as one higher for commanding/turning defeated spirits and undead. At level 5, this doubles, and you now treat your level as two higher for this purpose.

Your main ability is to cast spells. You get one spell slot per level, with levels 3, 6, and 10 granting newer spell slots of higher levels. You always fill in spell slots from the lowest open slot upwards; and ascend through the magic circles in a pyramid like progression. See the graph for an easy visualization of this method. Your spell slots can be expended to cast any spell you know of an appropriate level or less; but spell slots only return at the end of an adventure when you have time to restore your magical energies and study your tomes once again; usually this means returning to town or a base. You roll two starting spells; then must find or purchase all of the others in order to grow your grimoire.

At 10th level, you become a Wizard. You can build yourself a magician's tower or manse in an area filled with magical energy or phenomenon. Most Wizards do this in far away places and live as hermits, due to the fact you will receive 1d4 annoying petitioners each season asking you to solve their problems and grant their wishes with your awesome magical powers. What you do with them is your choice. You will also receive a 1st level apprentice Sage seeking guidance and training.

You gain no additional special powers or properties at 10th level, beyond the fact that you can now cast 4th level spells; among the most powerful and devastating magic around. Sorcerers rank and organize themselves along with the highest level spell they can cast; Magicians of the 1st circle are little more then apprentices where as a Wizard of the 4th Circle like yourself is considered a master. There are rumored to be Archmages of the 5th or even 6th Circle out there, somewhere.

Sage Spells Table
Level
1st Circle
2nd Circle
3rd Circle
4th Circle
1
1



2
2



3
2
1


4
3
1


5
3
2


6
3
2
1

7
4
2
1

8
4
3
1

9
4
3
2

10
4
3
2
1

Races
Races are determined by player & DM consensus. Once you determine your race, any special qualities you ask to have will be paired with a negative drawback of equal value. For instance, a dog humanoid with a minor bonus to use their sharp nose to help search for items and treasure, but will be susceptible to fleas as a minor drawback.

Other players may copy or play as the same race that another player has; but some races may have stat modifier requisites to play as them. If a player decides to play as a Oni and has +2 Strength, and it is decided that Oni are all very strong, everyone else who wants to play as an Oni will have to have at least +2 Strength in order to play as them too.

Rules
Hit Points- Roll your class die at first level and every time you level up after, and add that much to your hit points. Your minimum HP is 2. If you ever drop to 0 hit points or less, you die.

Combat- Roll you class HD at the start of each round. This is your initiative, with bigger numbers going first. If you roll at least 6, you get advantage on your attack. If you rolled a 10, which is only possible for Fighters, you get two attacks (with advantage) this round.

When you attack, roll d20 + to hit bonus vs enemy AC. On a hit, roll your weapon's damage. Each weapon has a damage die- if the weapon's damage die exceeds your class's HD, then you must use your class HD for the damage roll instead. Your class HD limits your damage potential.

Spells in combat take one round to cast; if you are damaged while channeling a spell that is cast or controlled over multiple rounds, make a save or the spell fizzles. Distractions like flashes of light or loud noises might give you an easy save, but failure still loses your spell.

During combat; players can attempt any sort of reasonable action such as grapples, “called shots”, using improvised weapons or tactics, the environment, and so on to get an advantage. Doing so may call for a roll or sacrifice of your attack. You can always try these actions regardless of your class; be creative in what you do.

Inventory- Items are abstracted into units of Load. Load is roughly equal to the size and weight of the item; a dagger would be 1 load and a sword 2 load, for example. Bags of 100 coins are 1 load. Very small objects may not count towards encumbrance. You have an encumbrance of 8 + Strength modifier; and each time over you exceed this number you get slower and more likely to run into monsters.

(Optional) Stow is an optional rule that limits the number of items you can access at any time in combat. The rules are found here. If you use Stow, grant Rogues +1 to Stow at levels 1, 2, 4, 8, and 10. This allows you to have more items and equipment on hand during combat.

Skill Checks- Whenever you wish to do something that requires a lot of skill or coordination, roll a d20. Rogues get a bonus to do things related to their class, like climbing, lockpicking, or playing music to lull a beast to sleep. The difficulty of the task determines how high you have to roll to succeed.

Saving Throws- Whenever you are forced to defy danger, roll a d20 and add relevant class or stat modifiers. Making the save means you have a reduced negative effect or negate it altogether. Different classes have different defenses against different threats.

Progression- Coins and treasure spent grants XP equal to the amount spent. Wasting money on frivolous things may grant +10% bonus XP. To advance from first level to second level requires 100 coins spent, and it doubles each time. To reach 2nd level is 100 coins, to reach 3rd level is 200 coins, to reach 4th level is 400 coins, 5th level is 800 coins, and so on.

Equipment
Weapons deal damage based on their size and how powerful they are. Daggers, blackjacks, slings, darts, and similar deal 1d4 damage. Swords, arrows, spears, maces and “standard” weapons deal 1d6 damage. Big weapons, like bastard swords, poleaxes, huge axes and so on deal 1d8 damage. You can use any weapon regardless of your class, but your maximum damage is limited to your class HD or less. Magical weapons have an Ego score- which means the more powerful they are, the more they try to manipulate and control the user. Only powerful Warriors- as in Fighters and to a lesser extent Rogues, can control these and bind them to their will.

Weapons are differentiated not just by size but also by the fiction of the game world. You could use a sword to cut a rope, but not a hammer. Skeletons take no damage from arrows or spears, etc.

If you use a weapon in both hands and swing with all your might; on a hit you get to add your Strength modifier to damage; but cannot use your other hand to cast spells, use a shield, grab a potion, etc. If you have a negative Strength modifier; you can do this to ignore your negative to your to-hit roll, but lose AC equal to your negative strength as you put yourself open. You can also duel wield. If you do, roll both damage die on a hit and take the higher of the both. If they match, deal damage equal to the value on one die + Dexterity modifier, positive or negative.

Armor & Shields you AC. Armors made from material like padded cloth, leather, bone, and other more supernatural materials are considered light armor where as armor made from metal or stone is considered heavy armor. Heavy armor has much higher AC per piece, but has higher load towards your encumbrance AND you get -1 to combat saves per AC bonus gained from heavy armor unless you are a Fighter. Shields always grant +1 AC, unless you're using a shield as big as your character, in which case it's considered a tower shield and grants +2 AC. Similar to magic weapons; magic armors may have an ego score and refuse to serve weak men.

Magically inclined character also have their own tools as well. If you cast a spell while wielding a staff or rod, you get +1 to the spell's damage. If you cast a spell while wielding a wand, enemies get -2 to their saving throw vs your spells. If you cast a spell while wielding a magic crystal ball, or by drawing runes on the ground with chalk, you can extend the duration of the spell by +1 round if it lasts rounds, up to a turn if it lasts a few minutes, and +1 turn if it lasts multiple turns, even +1 days if the spell lasts multiple days, but this is the limit of a normal orb's power.

Tonics are special versions of potions. Tonics are magical potions that last only 24 hours after they are brewed- if they are not drunk or used by then, they become useless. Tonics purchased in town lose their magic after this first day, but they can be made on demand and are much cheaper then potions with a longer shelf life. You can brew tonics yourself by finding and brewing your own ingredients you find.

Shopping
Starting characters begin with 300 + (Charisma modifier x150) coins to spend before their first dungeon trip. This money does not count towards XP and should be spent to give you the tools and equipment you will need in the dungeon. Characters with -2 Charisma start with rags and a single improvised weapon, such as a sharp stake or frying pan (1d2 damage).

Weapons
Name
Damage
Load
Cost
Description
Dagger
1d4
1 per 3
20
Metal, straight. Useful for cutting.
Club
1d4
1
5
Made of wood, simple. Could be burned.
Staff
1d4
1
10
Long, wooden. Spell cast with it get +1 damage.
Spear
1d6
2
25
If head removed; could be used as a long pole.
Sword
1d6
2
150
Competent craftsmanship.
Mace
1d6
2
100
Very durable.
Axe
1d6
2
80
Good at cutting wood, cutting of limbs.
Battleaxe
1d8
3
250
Huge, unrealistic, two handed. Wooden haft.
Greatsword
1d8
3
450
Huge, two handed. Good craftsmanship.
Javelin
1d4/1d6
2 p. 3
10
Sold separately, deals only 1d4 melee.
Bow
1d6
2
10
Ranged weapon, fires arrows.
Crossbow
1d8
3
90
Ranged weapon, fires bolts. Must reload.
Sling Bullets
(1d4)
1 p. 20
2 for 1
The sling is free, bullets come in Bag of 20
Arrows
1d6
2 p. 20
2 each
Cost is per arrow. Held in Quivers of 20
Caltrops
1
1
60
Scattered; deals 1 damage when moved through

Armors
Name
AC
Load
Cost
Description
Shield
1
1
100
Made of wood, painted. Smallshield.
Tower Shield
2
3
200
Fabric or hide, as tall as you.
Gambeson
1
1
150
Padded cloth, worn on the chest.
Iron Scale
2
2
250
(Heavy) Worn on chest.
Chainmail
3
4
500
(Heavy) Worn on chest.
Chain Cowl
1
2
150
(Heavy) Worn on head.
Iron Helmet
2
3
350
(Heavy) Worn on head. Horns optional.

Magic
Name
Load
Cost
Description
Healing Tonic
1
50
Restores 1d6 hit points. All tonics expire after 1 day.
Curing Tonic
1
50
Restores 1d6 stat damage; fights off disease 1d6 days
Antidote Tonic
1
20
Drink after poisoned; prevents 2d6 of that damage
Magic Tonic
1
150
Restores a 1st level spell slot or equivalent power
Wand
1
10
Carved, Wooden. Your spells get +2 save difficulty.
Orb
1
100
Polished. Your spells increase duration by +1 unit.
Quills + Parchment
1
15
Take notes, 3 pages of parchment.
Holy Pentagram
1
200
Made of pale gold. Commands defeated spirits.

Supplies
Name
Load
Cost
Description
Ration (meal)
1 p. 3
2 per 3
Enough for one meal. Humans = 3 meals a day
Torch
1 p. 3
5
Burns out about once per hour.
Lamp
2
40
Burns lamp oil. Holds 2 units.
Oil Flask
1 p. 2
5
One unit of oil each- 1 unit lasts 1d2 hours.
Pole
2
5
Long wooden pole
Iron Prybar
2
10
Used to force things open. 1d2 improvised weapon
Lockpick
1 p. 5
15
Picks locks quietly. Breaks on a failed roll.
Other Tools
1
5
Chisel, Mallet, Chalk, Shovel, Marbles, etc.

Starting Spells
Roll a d10 to determine your Magicians's starting spell. All spells here are first circle spells; all spells beyond this will require research, finding them in a dungeon, or purchasing training from other magic users.
  1. Conveyance of Supply & Spoils
  2. Seeking Projectile of the Magus
  3. Inclement Manifestation
  4. Glower of Potent Foulness
  5. Blocked Passage of Obfuscation
  6. Sorcery of Extreme Weakness
  7. Protection from Hexes & Curses
  8. Pathway of Prophecy
  9. Fleeting Binding of Wounds
  10. Calling of Stellar Lights
Spell Descriptions
[1] Conveyance of Supply & Spoils - 1st Circle
This spell conjures forth a creature, known as an Astral Conveyor. It appears as a squat creature, similar to a tortoise, with a metallic shell. It has no head and four bright-blue tentacle appendages that exit the holes, which is uses to shuffle around on the ground. When attacked, the creature curls up and is treated as AC 20 from all attacks. It has 1 HD and cannot attack. It lasts for 18 exploration turns. If the creature is killed, everything it is carrying gets spilled out as it disappears.

The shell of the creature is shaped in such a way as to have a treasure chest fused to the top of it. The chest is unlocked, but has metal loops to which a lock could be attached. The treasure chest can hold up to 8 load worth of items, but only things that could fit within the chest. Once the duration of the spell ends, any lock placed on the creature automatically opens and it spits out all of the items in the chest, before disintegrating back to the Astral Plane. If the chest is somehow forced shut, or the creature is killed in an unusual way, everything in the chest may simply phase out of existence and go into the Astral plane as a lost object.

[2] Seeking Projectile of the Magus - 1st Circle
Fires forth bolts, beams, or rays of magical energy that deal 1d6 damage. The target does not get a save, nor can this spell miss. You can fire this spell at any target within a stones throw as range. Highly trained fighters or people with magical protection may be able to deflect or lessen the damage of this spell through their advanced techniques.

This spell is totally unique to every mage that practices it- make sure to describe what your version of the spell looks like. How spectacular the spell looks may be tied to your character's level, but it can never cause another caster to lose concentration nor can it have extra effects (such as blinding from a bright flash of light.) The appearance of the spell is purely for flavor.

[3] Inclement Manifestation - 1st Circle
Once this spell is cast, a 40ft area designated by the caster becomes supernaturally stormy. Cold mists, hard winds, mud, and so on harries anyone trying to move or fight through this area. Slows down anyone traveling through it to a crawl; they treat their initiative die as one smaller OR have half movement unless they have appropriate gear or supernatural abilities.

The spell lasts a few minutes; long enough to cover any combat or chase, but dissipates before an exploration turn. Firing into or out of the manifestation with ranged weapons is hard, and anyone attempting to do so gets -2 to hit with arrows or thrown weapons.

[4] Glower of Potent Foulness - 1st Circle
When cast, shrouds the magic user or the area they are in with a pale green light that causes fear and panic in their foes. Enemies who see this light before combat will be forced to roll a morale check. If you are in combat, the glow makes enemies you are facing treat their morale as -2 for as long for the next 3 rounds.

This pale glowing light is often used by magic users while performing their dark magics to keep away suspicious and curious troublemakers from their lairs or laboratories; magic of higher tiers creates light like this all on its own, and this spell replicates that. It works best on the superstitious.

[5] Blocked Passage of Obfuscation - 1st Circle
Spell creates a wall of blackness. Closes up a gap 10 ft across or less. The gap is closed by solid, supernatural darkness and lasts by 1d4 exploration turns. The gap could only be destroyed by a very bright light, strong magic, or superior strength, but is impassable to most foes. You cannot see or hear through this gap with normal eyes and ears.

This blockage is used by magic users to either trap things behind them or to make easy escapes. Denizens who live in the dungeon will see the black wall as something an intruder put up, as they will be used to the layout of their dungeon. Monsters with darkvision may also be able to dimly see through the blockage, their dark vision giving some penetration.

[6] Sorcery of Extreme Weakness - 1st Circle
Hex that targets one enemy in the magic user's vision. This spell lowers the target's HD or level by 1 temporarily. Casting this spell multiple times “stacks” the draining effect. If the target goes down to 0 HD or less, they go limp and become useless and powerless until their strength returns. The target's strength returns at a rate of 1 per exploration turn.

Because many monster abilities, spells, and resistances rely on the creature's HD, this spell can make a monster weak enough to be vulnerable to your other spells, special weapons and blade arts, and so on. This spell doesn't deal direct damage, but does lower enemy HP by a hit die, and if this drops the enemy to 0 HP or less then they will remain standing but they are clearly one hit away from death.

[7] Protection from Hexes & Curses - 1st Circle
This enchantment creates a shield around the target that allows them to succeed the next saving throw against a spell OR absorb a single damage die from a magic attack, regardless of its size. If a spell would do 2 damage die, such as 2d6, then this spell lowers it to 1d6 instead, etc. Does not work against any spell that has a “hard” saving throw.

Against spells with effects over multiple rounds or turns, this ability becomes significantly less useful as it will only protect against the first roll. Targets under the effect of this protection have a white shine on their body if you look at them through wizard vision or some other extrasensory ability. Against nonspecific curses, this spell will also block it.

[8] Pathway of Prophecy - 1st Circle
This spell illuminates a path, either on the ground or on nearby objects like trees, walls, pillars, etc. that leads you to a common destination. The destination you dictate must be either a place your character has already been to, or would be commonly seen or known by anyone with a quick walk through of this floor. For example, the stairs up or stairs down, the water pit, the orc's camp, the dragon's lair, etc. These places would have to be clearly obvious to anyone walking around the dungeon without impediment. The path would stop short at locked doors or would not appear at all if the location specified was hidden or otherwise blocked off.

If the location of the spell was known before the spell was cast, and then something blocked it, the path would lead to the blockage and go there. If you were trapped in a dungeon with shifting walls, for example, then the path would go all the way to the wall that had shifted in your path. If the location was already behind a hidden wall however, then it would not work. The pathway lasts for 3 exploration turns on its own, or until the path is followed to its end or suddenly stops due to a blockade. Because the pathway glows and is obvious; monsters can tell when you're coming or can follow you along behind your path, making this spell dangerous and not stealthy at all to use.

[9] Fleeting Binding of Wounds - 1st Circle
This spell conjures bright, colorful bandages of the caster's favorite color around the targets wounds. The bandages don't restrict movement at all, but help staunch bleeding and count as granting +1d6 temporary hit points, up to an unable to exceed the target's maximum hit points. The bandages are also mystical in that they do things like straighten broken parts, or compress swollen areas when wrapped around the target, a “one size fits all” solution to injury.

The bandages automatically unravel after an hour, or 6 exploration turns. The temporary hit points disappear with them, but temporary hit points are always deducted before normal hit points when taking damage from combat or spells. If in town by the time these wear off, there is little danger, as the bandages will simply be removed and replaced with clean bandages.

[10] Calling of Stellar Lights - 1st Circle
The caster can bring forth supernatural light from the stars. All light conjured by this spell is a bit dim, colorless but still useful light similar to a bright moonlit night. It's concentrated starlight, and as such has no special effects of monsters or vampires. When cast, the intensity of this spell is directed by the caster, and comes in three general levels.

The spell can be focused to a narrow pin prick of light. The pin of light acts like a beam spell attack, which require a to hit roll to hit an opponent and only deals 1 damage on a hit. However, the focused beam can light dry things on fire, such as dry wood or thin cloth fabrics.

The spell can also be cast as a flare which shoots itself from the caster's fingers, creating a bright light that illuminates a large area. The flare, if shot into the sky, looks like a very bright star close to the ground and will attract attention. If fired down a hallway or passage, may scare a group of monsters thinking it is a more serious attack or illuminate the depths of a hole before you jump down, etc. Flares are bright and large enough to illuminate a large area, such as an entire forest clearing, but only last for 3 combat rounds.

Finally, the spell can also be used as a light spell; creating the colorless light around the caster and following them akin to the light of a torch or lantern, but without the yellowish tint or open flame. The light spell lasts for one exploration turn.