THE ART OF SPELL CASTING

To cast a spell, an INT or WIS roll is required (there are not "spells slots" or "spells per day" in Our DnD) depending on the spell. Some character classes change this parameter to CHA. Just like any other check in the game, the spell can succeed, fail, have a wonderful CRITICAL ULTIMATE! or a terrible BLUNDER. Some spells, regardless of their success, may allow the target some chance to save or lessen their effect.


Sometimes, relying on a dice roll to cast can be too much risk. At moments like these, the FOCUS ROLL or  BURN rule becomes critical.

• FOCUS ROLL: Roll INT or WIS against the current TARGET DIFFICULTY as normal. If you fail, try the exact same cast on your next TURN with an EASY roll. Any other action negates this effect, as you have lost your focus.

• BURN RULE: Bypass the roll, getting a guaranteed cast, but lose use of this SPELL until a REST in SAFETY. The exact definitions of SAFETY and rest can rely on many factors between you, your character's situation and the DM.



MAGIC BLUNDER

ANY cast roll of a natural 1 is a BLUNDER and activates a random magic effect. Roll 1d20 to determine what happend:

1: Spell Burn: Suffer 1D4 ROUNDS of Spell Burn (cannot cast spells that many ROUNDS).

2: Weary: Suffer 1 ROUND of no SPELL use, and move only CLOSE distances (some few steps) for 3 ROUNDS

3: Bolt: A ray shoots in a random direction, inflicting MAGIC (d10) damage.

4: Ectoplasm: A burst of slime covers and immobilizes you. Roll STR to break free.

5: Scream: You cry out with terror and move FAR in a random direction.

6: Fear: Glimpse the dark of the stars. Lose all your CORE STAT bonuses for 3 ROUNDS.

7: Misfire: The SPELL fails, and cannot be used for D4 ROUNDS.

8: Wild Shot: The SPELL fires, but at a random target.

9: Dud: Nothing happens, not even sparkles.

10: Funny: You slip, bumble, or otherwise look foolish in your failure.

11: Disaster: Lose SPELLCASTING for D4 days or summon 1D6 enemy monsters.

12: Ambush: Arcane forces scorn you. Summon 1 enemy monster.

13: Astral Rift: A vortex. 4 ROUNDS. Roll STR or be pulled to it each ROUND.

14: Atomized: Randomly choose and destroy 1 pieces of your Equippment.

15: Concussed: Become dazed for 2 ROUNDS. All your rolls are HARD.

16: Mutation: Magic twists your body in a hideous way.

17: Scramble: Run! You and all others creatures within FAR move FAR in a random direction in their turn.

18: Great Misfire: The SPELL fails, and cannot be used for D8 ROUNDS.

19: Double Wild Shot: The SPELL fires, but at two random target.

20: Dud: Nothing happens, not even sparkles.


CREATING SPELLS


To create a SPELL, the character must have access to some kind of spell casting and have a level into the corresponding TIER. The new spell cannot have an identical effect to a existing spell an do not emulate the effect of a kind of effect no accesible to the character (INT or WIS). 


Put a NAME to the spell and describe the EFFECT desired. SPELL creation can be a tricky business. When SPELL CREATION is being employed, the DM should be sure to pin down very detailed descriptions with mechanical wording from the player. Once these terms are agreed on, get the dice rolling and pay the cost in raw materials and ingredients.


CREATING A LOW POWER SPELL (TIER I): Create these simple SPELLS with a single successful roll (INT or WIS). The Roll represent a day of work. Create simple utility spells with single targets, D4 durations, and short range such as open locked door, heal surface wounds, conjure mundane items, minor divination or almost no damage or no damage. Pay 200 coins in raw materials and ingredients.


CREATING A STANDARD POWER SPELL (TIER II): Make enough rolls to do 1 HEART ♥ of EFFORT on your new SPELL. Can only do a roll once per day. Create SPELLS requiring minimal ritual or research time, D4 durations, up to 6 targets, FAR range, such as teleport on battlefield, alter hours of time, heal grave wounds, conjure rare items, potent divination, Effort Magical damage. Pay 800 coins in raw materials and ingredients.


CREATING HIGH POWER SPELL (TIER III): Do 2 HEARTS ♥ of EFFORT to create these SPELLS. Can only do a roll once per day. Powerful, complex magic that is seldom created anywhere but the safety of a sanctum. Large scale effects such as flight or long teleport, alter years of time, revive recently dead body, conjure flock of celestial griffons, supreme divination, devastating double damage or explosions. Pay 2.000 coins in raw materials and ingredients.


CREATING ULTRA POWER SPELL (TIER IV):  Do 4 HEARTS ♥  of EFFORT to create these. Can only do a roll once per week. Supreme magic, dared by the few. Create permaent effects that transcend worlds or cannot be undone such as astral travel, alter centuries of time, resurrect disintegrated dead, conjure black hole, maximum or Critical Ultimate! damage, omnipotent divination, rob an object or being of its very existence. Pay 30.000 coins in raw materials and ingredients.

MAGICAL POTIONS

Any SPELL can be contained in a consumable, single-use POTION. POTIONS can be very handy, but are easily broken, lost, or spilled. When creating POTIONS, follow the SPELL creation guidelines, but with a few special changes:


• POTIONS require ANY 3 RARE INGREDIENTS to create. Ingredients used are destroyed. Find or buy ingredients during play. Buying a Ingredient has a cost of 50 Coins each.


• POTION drinkers pay no COST, use no time, and need no roll to activate the effect. A DYING character can drink a POTION if a friend helps.


• When creating any POTION, if a natural 1 is rolled, the POTION created is not only a dud, but the creator BELIEVES it is perfect. The drinker enjoys no effects, and must make an immediate MAGIC BLUNDER roll.


MAGICAL PLANTS AND FUNGI

All the life forms listed below are considered RARE INGREDIENTS. Each has a specific 'pure' use (destroy to activate), or can be used in POTION creation as described above.


ROLL 1D12 RARE INGREDIENT AND ITS PURE USE:

1: PORTAL FUNGUS: Open portal to a dimension, lasts 1d4 TURNS.


2: MANA BLOSSOM: Gain a disposable HEART(10 points) usable to boost any SPELL EFFORT.


3: SAPPER VINE: Go to 1 HP to make all effort rolls CRITICAL ULTIMATE! on your next spell.


4: AMENITA ARCANIA: Mind bending mushroom. Gain +6 INT for 1d4 ROUNDS.


5: PSYLOSID SCRYUS: Watch a chosen person or place from afar for 1 ROUND.


6: MAGE'S FALF: A cure for magical ills. Undo one curse or magical mutation.


7: SILVER PLUME: Gain telepathy with a creature within 1 mile for 1D4 ROUNDS.


8: PETRIFIED FROG: Strength powder. Use on creature and their next roll will be EASY.


9: ALBINO BAT: Destroy to reroll a MAGIC BLUNDER roll.


10: FRUITS OF LENG: Squeeze in a corpse's mouth, it will talk for 1D4 TURNS.


11: BLOOD NETTLE: Place on wounds of a DYING creature and it stops dying.


12: SPINY BULLWORT: Burn, breathe the fumes to gain +2 WIS for 1d4 HOURS.

SPELL POWER SCALLING

(Optional but recomandated rule)

Spellcasters do not normally gain additional actions/attacks per Turn.

One way to compensate is to scallate and increase the power of thier spells. As an optional rule it can be established that in each new Tier, the power of the spells increases. In the case of damage or effects influenced by the EFFORT die, an additional one would be added for each Tier beyond the first.

That is, a spell that does 1d10, if cast by a character that is at Tier 2 it would do 2d10, at Tier 3 it would do 3d10 and so on.


INTELLIGENCE (INT) SPELLS

(Occupy 1 inventory equipment space each) (Roll INT to cast)

ARCANE BOMB: An orb of light forms in one hand. Once placed, it explodes in 1D4 ROUNDS, inflicting 4D12 damage on everything within NEAR range.

ARCANE MISSILE: Hurl a shard of pure arcane energy at a target you can see doing MAGICAL damage. If only doing 1 damage, the missile ricochets, hitting a second target.

ARN'S HEX: Use eldritch words to rot a living target from within. The rot inflicts MAGICAL damage each ROUND for 1D4 ROUNDS.

AAZUL'S CONJURATION: Open a brimstone portal to summon 1D4 imps. The demons have 1 HP, bite for WEAPON damage, and mostly obey.

BLADE AURA: Armor an ally you touch with daggers of energy. Those harming that ally take WEAPON damage. Lasts until your next cast.

BLINDNESS/DEAFNESS: One creature you can see within near range makes a CON check or is either blinded or deafened (your choice) for 1d4 Rounds. It can make another check to end the effect at the end of each of its Turns.

BURNING HANDS: Each creature in a 3 mt. cone takes MAGICAL damage (makes a CON check for half damage). The fire ignites any flammable objects in the area that aren't being worn or carried.

CHARM PERSON: A humanoid that is near to you and you can see makes a WIS check or regards you as a friendly acquaintance for an hour. The spell ends if you or your companions do harm it.

CHILL TOUCH: Attack an enemy within far range, does MAGICAL damage, and the target can't regain hit points until the start of your next Turn. If you hit an undead target, all thier attack rolls against you are HARD.

COMMAND: You speak a one-word command to a creature you can see within far range. The target makes a WIS roll or follows the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

CONJURE FAMILIAR: As large as a bird, mouse or snake. This can be an imp, pseudodragon, quasit, or sprite. Conjure and command this creature without a roll. If separated by more than 10 Km, it vanishes. The familiar has 1 HP. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack.

CONTROL MACHINES: Overcome a machine's HP with your EFFORT to take control of it. Machines, if aware, can roll CHA each ROUND to break free.

COUNTER SPELL: Any time you see an INT SPELL cast, roll immediately, cancel it with this SPELL. If you fail, you are overwhelmed and take MAGICAL damage.

CREATE DEVICE: Provide a detailed description of a mechanical device of your mass or less. Create it instantly on modified 12+ roll, otherwise complete in 1 ROUND.

CRYSTAL SANCTUARY: Form a grid of hexagonal energy shields. All allies within NEAR range now have +3 DEFENSE. Lasts until you're harmed or your next cast.

CURSE OF ORD: With a HARD INT roll, and extreme care of exact wording, place a curse on a target you touch. It is permanent until somehow dispelled.

DEATH NOVA: With no roll, overload your power and explode. Sacrifice all your HP to do 2 CRITICAL ULTIMATE! (d12) damage. All within FAR range roll CON or DEFENSE to take half damage.

DESTROY THE DEAD: Give your own blood to annihilate an undead creature. Roll INT to cast. For each 1 HEART sacrificed, destroy 1 HEART of undead.

DETECT EVIL: Detect evidence of despicable deeds or malevolence within your current location. A green glow will reveal creatures, objects, or enchantments.

DOMINATE MONSTER: Take total control of any monstrous creature in sight for 1D4 ROUNDS. If failed to cast, the monster is enraged at you and will attack you until defeated.

DOORWAY: Create a magical doorway from your present location to any location you have been before. The door remains open 1D4 ROUNDS.

ELDRITCH BLAST: Fire an energy blast at a target within very far range you can see. Does MAGICAL (d10) damage.

FIREBALL: Conjure an incendiary sphere of destruction. Blast everything within NEAR range of a designated location you can see with MAGICAL (d10) damage and ignite any flammables.

FIRE MISSILE: Fire a precise bolt of flame at a target within FAR range, ignites flammable objects and do MAGICAL damage.

GROWTH RAY: Increase one target to 3x its size for 1 ROUND. Add +3 to all its STATS, but it retains its normal HP.

HAMMER STONE: Conjure a giant cube of stone above a location. In 1D4 ROUNDS it drops, utterly crushing anything below with 2 HEARTS or less.

IDENTIFY: Cast on a creature, object or feature of land or architecture. Gain all available information on that specific place or thing.

ILLUSORY SELF: Conjure a very realistic mirror-clone of yourself, lasts 1D4 ROUNDS. The clone has no solid mass, and vanishes if touched.

LEVITATION: Enchant a target with touch to float up to 2 mt. high for 1D4 ROUNDS. If casting on yourself, the effect lasts 1D6 ROUNDS.

LIGHT: You touch one object that is no larger than 2 mt. For 1 hour, the object sheds bright light NEAR and dim light FAR Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature can make a DEX roll to avoid the spell.

LIGHTNING BOLT: Unleash a crackling bolt. All targets within a straight line to  the bolt take MAGICAL (d10) damage. Metal clad foes take double damage. Roll CON or DEFENSE for half damage.

MAGE HAND: A spectral, floating hand appears at a point you choose within near range. The hand lasts for 1 minute or until you dismiss it as an action. The hand vanishes if it is ever more than far away from you or if you cast this spell again. You can use your action to control the hand. You can move the hand up to 10 mt. each time you use it. The hand can't attack, activate magic items, or carry more than 5 kg.

MAGE EYE: Conjure a hovering orb that resembles a gigantic eye of energy. Move it anywhere within 2 km, see what it sees.

MENDER: Repair an item, architectural feature, vehicle or weapon instantly. Can be used even when target is mostly destroyed.

MESSAGE: You point your finger toward a creature within very far range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

MIND TRAP: Cripple a target you can see with endless, looping thoughts. They are stunned for 1D4 ROUNDS (no action or movement), or until they make an INT roll.

PYROBLAST: Do double MAGICAL (d10) fire damage on three near targets. On a failed roll, choose 3 random targets.

SCORCHING RAY: You create three rays of fire and hurl them at targets within VERY FAR range. You can hurl them at one target or several. Make a spell attack for each ray. On a hit, the target takes MAGICAL damage.

SHOCKING GRASP: Lightning springs from your hand to deliver a shock to a creature you try to touch with a spell attack. Your attack is EASY if the target is wearing armor made of metal. On a hit, the target takes MAGICAL damage.

SHRINK RAY: Reduce one target to 1/10th its size for 1 ROUND. Its STATS are reduced to -3 on all rolls, but retains its HP.

SONG OF THE MOUNTAIN: All enemies within FAR range are enamored with you for 1D4 ROUNDS, willing to hear you out, cancel attacks or befriend your group. Enemies with more than 3 HEARTS can never be so swayed.

STINKING CLOUD: You create a 4 mt. radius sphere of nauseating gas centered on a point within far range that lingers for up to 1 minute. Each creature within the cloud at the start of its turn must make a CON check or it spends its action that Turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this check.

THE HIDDEN: Allies NEAR you are invisible for 1D4 ROUNDS, they become visible again if leaving NEAR range of you. Ends if you're harmed or cast other spell.

TRANSLOCATE: Roll INT. A target you can see also rolls INT. If you beat their roll, instantly swap places with them in a puff of smoke.

WITCH BOLT: You fire a beam at a near target. On a hit, this forms a sustained arc of lightning, the target takes MAGICAL (d10) damage, and for one minute on each of your turns you can use your action to deal MAGICAL (d10) damage to the target automatically. The spell ends if you use your action to do anything else.

VAMPIRIC RAY: Extract life force from a living target within CLOSE range. Transfer MAGICAL (d10) damage rolled from their HP to yours.


WISDOM (WIS) SPELLS

(Occupy NO inventory equipment space) (Roll WIS to cast)

ASTRAL CONNECTION: Touch an ally to bind your souls. If that ally is harmed while so connected, the two of you split the damage in any amounts desired.

ASTRAL SELF: Separate from your physical body. As long as the physical body is safe, you can function in astral form, except acquiring EQUIPMENT or being healed.

ANIMAL FRIEND: Use realistic calls and a supernatural empathy to call an animal from local environs. It is fiercely loyal, and communicates with you.


ATOM PALM: Lift yourself from the ground with will. When you descend, your hand creates a seismic burst. Do CRITICAL ULTIMATE! (d12) damage to all NEAR targets.

CLEANSE: With a touch and a prayer, cure all negative effects, curses, poisons or disease from a creature. Can be cast using WIS or CHA.

DIRE FORM: Call upon your own feral nature to transform yourself into a dire animal, assuming its form and STATS for 1D4 ROUNDS.


ELEMENTAL AIR: Move a mass of air in powerful blasts of wind. Foes or objects hit must roll STR above your WIS roll total to resist being pushed FAR.

ELEMENTAL EARTH: Draw forth a mass of stone and soil. The mass shoots from the ground, forming a wall 1 mt. thick, curved around you at NEAR range.

ELEMENTAL FIRE: Empower any open flame you see into a huge fire quickly burning out of control. It behaves naturally, but with terrible accelerant.

ELEMENTAL ICE: Freeze water into solid ice. Freeze up to 50,000 lt. for each point rolled over the current TARGET DIFFICULTY. The ice melts naturally after frozen.

ELEMENTAL BEAST: On an element you have magically affected, change it into a semi-sentient creature at your command. 1 HEART, does MAGICAL (d10) damage.

ELEMENTAL STORM: When outdoors, call forth a raging storm of hail, lightning and fog. It rages on for 1D8 ROUNDS, with many possible effects.

ELEMENTAL VORTEX: Stir the fabric of matter, drawing raw power inward. For each ROUND casting, store a D12 for any subsequent elemental SPELL outcome.

ELEMENTAL WATER: Conjure a giant mass of water at a location you can see. Materialize 50,000 lt. for each point rolled over the current TARGET DIFFICULTY.

ENCHANT: Place any SPELL you know into a weapon or usable item. Create only 1 at a time. Once used, it is dispelled.

FAR SEER: Use awareness to access the senses of any person you have met before. Experience all they do for 1 ROUND.

FORAGER: Roll WIS outdoors to find specific fungus or plants for creating specific potions, poisons or other tinctures. Food can also be found.

GATHERING STONE: Place a medium sized stone, mark it with a primeval rune. Those who witness this SPELL casting atfirsthand can, at any time in the future, call the name of the rune carved there, and return instantly where the stone is. You can only maintain 1 Gathering Stone at a time.

GUIDANCE: One creature that you touch can add 1d4 to any one roll. This last until used, you take damage or cast another spell.

HEALING NOVA: With a HARD WIS roll, emit a burst of divine healing energy. This wave heals MAGICAL (d10) effort your allies within FAR range.

HEALING TOUCH: Touch an ally, heal them MAGICAL (d10) effort with holy magic. Make this roll HARD to use both hands, healing two allies at once.

HOLY BULWARK: Conjure a luminous shield of energy on an ally you can see. The shield absorbs the next HEART of incoming damage.

INVULNERABILITY: Touch an ally or object. It is immune to all forms of harm for the next ROUND. Make this roll HARD to earn 2 ROUNDS of the effect.

QUICKNESS: Focus your mind to hasten your feet. Once cast, move up to VERY FAR, as if NEAR, on your TURN for 1D4 ROUNDS.

LION HEART: With a bold voice, proclaim the righteous detiny of you and your allies. Those who hear you are immune to fear for 1D4 ROUNDS.

POISON SPRAY: You project a puff of noxious gas toward a near creature you can see, inflicting MAGIC (d10) damage.

PRODUCE FLAME: A flame appears in your hand that lasts 10 minutes, it sheds CLOSE bright light and NEAR dim light.You can attack with the flame, which ends the spell. When you cast this spell, or as an action on a later turn, you can make a spell attack against a NEAR creature for MAGICAL (d10) damage.

RADIANT SHIELD: Call on divine forces to imbue your shield with holy light. The light will blind all evil creatures that see it for 1D4 ROUNDS.

REGENERATION: A tiny spark of pure sunlight forms in your hand. Give this tiny spark to an ally. They will automatically heal D4 HP on their next 5 TURNS.


RESURRECTION: Focus all your soul on restoring life to a dead ally. This SPELL cannot be cast in combat, or anywhere that is unsafe in any way. A failed check kills the caster instead.


SHILLELAGH: You can use WIS instead of STR for melee attack rolls with a club or quarterstaff you are holding. It does HEAVY WEAPON (d8) damage.

YOGI STASIS: Assume a cross-legged posture, and enter meditation. In this state you are immune to any harm and require no air for 1D10 rounds.

WILD GROWTH: Call upon the dormant force of all plant life within FAR range. It suddenly grows to a massive, tangled thicket of wood and vine.


WOODSHAPER: Use magic to bend wood into weapons, armor, or objects of comparable mass. Create far larger things with a natural 20.


VINE WHIP: Use this thorned tendril as a melee WEAPON (d6) damage, or grapple lashed foes or objects and pull them with a STR roll after the casting roll.

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