Character Generation, Guidelines & Houserules

Jun 1, 2015 5:45 pm
Please make a 1st level character as per the Dungeonslayers rulebook.

Setting
We are playing in the default setting of Caera, in the Freelands (that area depicted on the maps found within the book).

House Rules
All Mages can select two spells to start with. (Be sure you know the rules for spellchange and what happens when you forget a spell in combat).

Optional Rules: We will be using Slaying Dice and Slayer Points. I recommend you print out or otherwise have the slayer point cash in table handy.

General Guidelines
PBP Timing: With the odd post/respond nature of PBP. Certain things like the talent Dodge, will be modified to allow you to react AFTER I roll to hit. You can also choose to spend SP after a roll/action if you wish. Just post and we can retcon what just happened.

Roll Attack & Defense: When I post the combat round announcement, I will include opponents' defense scores as well as any bonuses or penalties due to conditions.

Initiative: So we are not waiting all day long for someone to post their combat action, players with characters who are faster than the opponents can post in any order, followed by the opponents' turn, then any remaining characters in any order.

Post Frequency: In combat, if a day goes by without you posting your action, I'll roll a basic attack or perform an action similar to the other PCs (like if everyone else is fleeing, you will too). Outside of combat, let's try to allow everyone a chance to say or do something. Some people post more than others, understandable. I will try not to get carried away by one or two players. If you don't plan on posting for a day or more, please let us know in the small talk thread.

Mapping: I tried once doing detailed combat maps via photoshop, where I would take the locations of all characters and opponents and update the map each round - UCK. No way am I doing that. So our combat will be theatre of the mind! If you want to set yourself up for a flank or backstab just narrate the intent and I'll tell you the outcome before you roll.

If you want to try to map out where you are at for navigation purposes, that's fine and I will occasionally throw up a map when it is needed.
Jun 10, 2015 9:16 pm
I have a few new homebrewed stuff I can propose you if you are interested...
Jun 11, 2015 1:47 am
Well, I guess you remember my Aptitude rule from the Slayersforums...

Aptitudes
At character creation (as part of step 10. Finishig Touches), characters start with 3 aptitudes. An aptitude is a small +2 bonus on a check listed on p.36 and 87-92.

Fighters can take the "sleeping in armor" check on p.42, the "resisting push back" check on p.42, and the "forced march" check on p.85.

Scouts can take both of the "drowning" checks on p.82 and 92 as a single check, and both of the "resisting poison" checks on p.83 as a single check.

Mages can take both of the "analyze magic" as a single check, the "change spells" on p.45, the "scribing magic scroll" check, and the "brewing potion check" on p. 99.

When levelling up, characters can buy new aptitudes (but not increase an old one) for 1 PP per aptitude, however, characters cannot have more aptitudes than they have points of MND.


Got some homebrewed talents to playtest as well...

Abandon
FGT 10 (III), SCO 6 (III)
BMA 14 (III)
When wearing armor no heavier than leather and not wielding a shield, the character gains +1 to his defense and initiative per rank.

Acrobatic Charge
FGT 4 (III), SCO 8 (III)
ASN 12 (V), WEM 10 (V)
The character can ignore up to 1 obstacle per rank (allies in the way, foliage, debris on the ground, etc.) when charging at an enemy. They can also make a single turn while charging, allowing them to no be limited to a straight line, at the cost of 3 such "obstacles". Also, when charging in a spectacular manner (anything which would require an Acrobat check such as sliding down a bannister, swigging from a chandelier, etc.) the character adds a bonus of 1 to his MAT and DEF when performing such an acrobatic charge.

Adaptable
FGT 5 (I), MGE 5 (I), SCO 5 (I)
The character is extremely adaptable. He can choose another Trait which he will now be able to buy for 2 PP instead of 3 PP.

Adroit
FGT 8 (III), MGE 6 (III), SCO 4 (III)
The character can attack with melee weapons which have a WB equal to his rank -1 or lower using MOB+DX instead of BOD+ST.

Armor Expertise
BMA 10 (III), PAL 12 (III)
The character is adept at maximizing the deflective property of worn metallic armor. When wearing any sort of metallic armor, the character’s Defense is increased by 1 per rank.

Combat Reflexes
FGT 4 (V), MGE 8 (V), SCO 1 (V)
The character is hard to surprise and always ready for a fight. This talent grants a bonus of 2 per rank to initiative when the enemy gains surprise on the character and/or his party. This talent also lowers initiative penalties (from a metal helmet for example) by a same amount, up to a minimum initiative penalty of zero.
Also, once per day for each rank, while in combat, the character can perform a small preparatory action (such as getting up from prone in melee, changing, picking up or drawing a weapon, attempting a spell changing check, or drinking a potion, etc.) for free before the enemies get to act in the first round of combat.
Finally, once per day per rank, the character can get an early warning of danger. If the character is in danger wihtout knowing it, the GM can inform the player his character feels "uneasy" without giving him anymore information about the nature of the danger.

Critical Strike
FGT 8 (V), MGE 12 (V), SCO 8 (V)
Once per day per talent rank, when the character scores a Coup on an attack or offensive spell, he can roll one more damage die using the same CTN.
If using the Slaying Dice optional rule, the character can instead roll two more damage dice, keeping the preferred result.

Dead Eye Shot
FGT 12 (III), SCO 4 (III)
BMA 12 (III), RAN 10 (V)
The character has deadly accuracy. Penalties to ranged attacks are lowered by 1 per talent rank (to a minimum penalty of 0). Also, once per day for each rank, if the character is firing in a Turmoil and randomly hits an ally, he can re-roll for the random target.

Death Blow
FGT 4 (III), SCO 8 (III)
BER10 (V), BMA 10 (III)
Once per day per talent rank, the character can make a free melee attack against another enemy in melee range if he drops an enemy with a melee attack during his turn.

Defensive Fighting
FGT 6 (III), SCO 4 (III)
BMA 12 (III), CLR 12 (III), WEM 10 (V)
The character can fight defensively, lowering his MAT by up to 1 point per talent rank to increase his defense by a same amount. This may be readjusted each round of combat as a free action.

Deflect Projectiles
FGT 4 (III), MGE 4 (III), SCO 4 (III)
MNK 12 (V), ROG 12 (V)
Once per talent rank per fight the character amy completely ignore one ranged attack or targeted spell against him (counts as a free action) by deflecting it. The intent to avoid an attack must be announced before it is known whether a projectile hits or not. The character must be aware of the attack in order to deflect it and is useless against boulders thrown by larger opponents or the projectiles of siege engines.

Dilettante
FGT 18 (I), MGE 18 (I), SCO 18 (I)
This talent allows the character to increase one of his other two Attributes by 1. Fighters can increase either their MOB or MND, Mages can increase either their BOD or MOB, and Scouts can increase either their BOD or MND.

Disarm
FGT 4 (III), SCO 6 (III)
BMA 14 (III), WEM 10 (V)
Once per combat per talent rank, when making a melee attack against an opponent, the character can disarm that opponent of any wielded weapon instead of inflicting damage. The opponent makes a Comparative BOD+ST+WB check with a penalty equal to the attacker's rank in this talent against the result of the attack to avoid being disarmed. If the opponent is wielding his weapon two-handed, he gains an additional +2 bonus on this check. The character can make the opponent’s weapon fly up to rank meters away, or into his hand if he has a free hand.

Eldritch Range
MGE 8 (III)
The Mage can have his spells reach farther than normal. The range of his spells (which have a range other than Touch or Self) are increased by 1 meter per rank.

Extra Target
MGE 6 (III)
ARC 12 (V), BMA 10 (X)
Once per day for each rank, the character can add 1 more target to a spell he casted so long as that target is within the Mage’s IN meters of the original target of the spell. Multiple instances of this talent can be spent on any casting of a spell.

Feint
FGT 6 (III), SCO 4 (III)
BMA10 (III), ROG 12 (V), WEM 10 (V)
The character is skilled at causing distractions which makes his opponents lowering their guards. Once per combat per talent rank, if the character successfully attacks an opponent in melee, he can choose to lower the opponent’s defense by 2 per talent rank against other attacks (from either himself or his allies) for 1 round. He must declare he's making a feint before rolling for his attack.

Fortify Spell
HEA 8 (III), WIZ 6 (V), SRC 6 (V)
ARC 10 (X), BMA 12 (X)
The Mage can boost the damage his spells inflicts. Once per day per talent rank, the character can increase the amount of damage a spell does by twice his rank in this talent. Multiple uses of this talent can be used on a single spell.

Harass
FGT 5 (V), MGE 8 (III), SCO 4 (V)
BMA 12 (V), GLA 12 (X), RAN 12 (X), WEM 10 (X)
Once per combat for each rank, the character can act in the middle of his movement, allowing him to move both before and after performing an action, up to his full MR. This cannot be used in conjunction with the Run action.

Hard To Kill
FGT 5 (III), MGE 10 (I), SCO 8 (II)
BER 10 (V), BLM 12 (III), BMA 12 (III), MNK 14 (III)
The character has tough skin and can take more punishment than most. Against each physical attacks (not magical attacks or elemental damage such as fire, electricity, cold, or falling damage), the character takes 1 less point of damage per talent rank, down to a minimum of 1 point.

Hated Foe
FGT 4 (V), MGE 8 (III), SCO 4 (V)
RAN 10 (X)
Each talent rank, the character chooses a particular monster as his hated foe. That monster gets a -1 penalty to defense against all of the character’s attacks or spells. The character also gains a +1 bonus on Perception and Read Tracks made against this enemy. Every new rank, the character may choose a new monster, or keep increasing the value of a previously selected monster Increasing the defense penalty and the Perception and Read Tracks bonuses).
Once per day for each point of value applied to a given creature, the character can turn a successful attack made against that creature into an automatic Coup (ex: if a value of 2 was applied to orcs, up to 2 successful attacks per day could be made into Coups against orcs).

Killing Machine
FGT 8 (III), SCO 6 (III)
ASN 12 (V), BER 10 (V), BAM 10 (III), WEM 10 (V)
The character is a lethal combatant. Once per day per talent rank, he can increase the damage of a successful unarmed or weapon attack by twice his talent rank. More than one use of this talent can be used on a single attack.

Lacerator
FGT 8 (III)
If a melee attack is made with knives, swords, piercing weapons or lance, and a coup is rolled, the defense against this attack is lowered by 5 for each talent rank.

Light Adept
HEA 2 (III), WIZ 5 (III)
CLR 12 (V)
The caster is skilled in the application of magic spells which produces light effects.
He gets a bonus of +1 per talent rank on all light spells.

Mounted Charge
FGT 4 (III)
When charging on horseback, the character gains a +1 bonus to his melee attack rolls per rank and his opponent will take a -1 penalty on his Defense rolls. The bonus will increase to +2 per rank if using a lance or similar weapon, but the penalty to the opponent’s Defense will remain the same.
The character must have at least 1 rank of the Riding talent in order to take this talent.

Pain For Pain
BLM 14 (III)
Once per day for each rank, the Bloodmage may make any damage he inflicts to become undefendable at the cost of 4 HP.

Painful Reflexes
BLM 10 (V)
The Bloodmage may increase his initiative by 2 for a whole combat if he sacrifices 1 HP. This can be done once per day per talent rank and this effect is a free action.

Paragon
FGT 15 (III), MGE 15 (III), SCO 15 (III)
The character can increase the maximum value of one of his racial Traits by 1 per rank, allowing him to purchase them later past this limit with PP.

Polyglot
FGT 4 (I), MGE 4 (III), SCO 4 (II)
MNK 14 (V), ROG 12 (V)
The character knows a variety of languages. He learns 3 more languages and/or alphabets per rank.

Quick Healer
FGT 1 (III), MGE 1 (III), SCO 1 (III)
BLM 10 (V)
The character recuperates quickly. He gains a bonus of +1 per rank on all natural healing checks and regains +1 HP per rank when catching his breath (DS4 p.40).

Reach Spell
MGE 6 (V)
ARC 10 (X), CLR 10 (X)
The character can alter touch spells to cast them at close range instead. Once per day per talent rank, the character can cast a spell with a range of Touch at a range of twice his rank in meters. Doing so transforms the spell into a targeted spell.

Riposte
FGT 8 (III), SCO 12 (III)
BAM 14 (III), MNK 14 (V), WEM 12 (V)
Once per combat per talent rank, if the character successfully defends, blocks, or avoids damage from a successful melee attack, he can immediately make a melee attack against his attacker, for free, his opponent suffering a penalty to its defense equal to the character’s rank in this talent.
Monks can only use Riposte with Unarmed Master.

Shadow Weaver
SRC 2 (III),WIZ 5 (III)
The Mage is proficient with magic spells which produces shadow effects.
He gains a bonus of +1 per rank to all shadow spells.

Shape Spell
MGE 8 (V)
ARC 12 (X), DRU 14 (X), ELE 14 (X)
Once per talent rank per day, the Mage can increase any of the non-distance dimensions of a spell (such as Wall Of Stone or Chasm) by a total of up to his talent rank in meters (not increase all dimensions by this amount, but rather have this amount as a pool to assigne to any of those dimensions as the caster sees fit).
For example, a character with Shape Spell III casting Magic Barrier could decide to increase the depth, lenght, and height of the force field by 1 meter each.
In the case of a radius, it is increased by an amount of 0.5 meters per talent rank instead (effectively increasing the diameter by 1 meter per rank).

Shield Bash
FGT 4 (III)
BAM 10 (III), CLR 12 (III)
Once per talent rank per fight, the character can make an extra free action, attacking an opponent in melee using his shield in his off-hand (and using all the normal rules for dual-wielding). This attack is done using the shield’s AV (both non-magical and magical) as WB.

Smash Weapon
FGT 8 (III)
BER 12 (V)
The character can make a devastating attack against his opponent’s weapon. Once per day per talent rank the character can make a melee attack with a -2 penalty to target his opponent’s weapon, if successful, his opponent’s weapon’s WB is lowered by 1 per talent rank. If that particular weapon’s WB drops below zero, it is rendered useless. It may be repaired by a talented artisan (see page 86).
This talent is useless against natural weapons (claws, fists, bites, tails and similar).

Spellcasting Focus
MGE 5 (III)
ARC 10 (X), BAM 12 (V), CLR 12 (V)
The character can select one known spell each rank, he gains a +2 bonus on his spell casting rolls when casting this particular spell.

Swift Mount
FGT 8 (III), SCO 4 (III)
PAL 12 (V), RAN 12 (V)
This talent increase the character’s mount's movement rate by 0.5 meter per rank.
The character must have at least 1 rank of the Riding talent in order to take this talent.
Jun 11, 2015 2:09 am
Next, some combat rules...

Pulling Your Blows
A character can decide to pull his blow in order to not kill an opponent. He must declared that he is pulling his blow before rolling his attack. Pulling your blow has two effects. First, the attack is done with a -2 penalty. Second, the attack cannot bring an opponent below 0 HP (any points of damage that would bring the target below 0 HP are simply ignored).
Making regular attacks does not prevent pulling one’s blow on subsequent attacks and vice-versa. Even if the opponent had previously been hit by a character who pulled his blow, if it is later hit by regular attacks, it is in risk of dying as per the normal rules.
Pulling your blow is only possible with melee attacks as it is impossible to pull your blow on a ranged attack or with magic.
Alternatively, if Slayer Points are used (DS4 p.43), pulling your blow can be made after the attack has been rolled, but doing so costs one Slayer Point (this has the added benefit of not having to take a -2 on the attack roll and also allows for ranged attacks or offensive spells to pull their blows, which is normally against the rules).


Some spells to playtest as well...
(* is for targeted spells, ! is for mind affecting spells)

Acid Splash *
HEA — WIZ 10 SRC 10

Price: 460 GP
SM: +3
Duration: Instant
Distance: IN x5 meters
Cooldown Period: 5 rounds
Effects: The Mage throws a glob of acid at the target. the spell damages the target on impact and for a number of rounds afterward equal to the caster’s IN for D20 defendable damage as the acid eats away at the target’s tissues. The target can take an action to wash away the acid. Doing so requires using all the water in a waterskin.

Animal Speech
HEA 1 WIZ 4 SRC —

Price: 10 G
SM: +0
Duration: Concentration
Distance: Self
Cooldown Period: 100 rounds
Effects: This spell allows you to speak to animals as long as you concentrate on the spell. While being able to understand animals, the opposite isn't necessarily true. Animals tend to have simple thoughts and will understand basic needs, anything more complicated than that might require Communication checks.

Animate Weapons
HEA — WIZ 8 SRC 6

Price: 670 GP
SM: +0
Duration: Check result in rounds
Distance: Touch
Cooldown Period: 100 rounds
Effects: This spell animates a touched weapon. The animated weapon remains within IN meters of the Mage. the Mage can perform attacks using his animated weapon instead of any weapon he may be wielding. Attacks using an animated weapons are done rolling MND+IN+WB. Switching target before the animated weapon finishes it off requires the Mage to concentrate on his spell.

Awake
HEA 3 WIZ 5 SRC 6

Price: 80 GP
SM: +0
Duration: Instant
Distance: Self
Cooldown Period: 100 rounds
Effects: The Mage instantly awakens any sleeping sleeping allies or make unconscious allies regain consciousness within an area with a radius of the caster’s Level in meters around him. The allies still have to get up from prone as per the normal rules, however, it will bring back allies with negative HP back to 1 HP as per the normal rules (DS4 p.40).

Bad Luck *
HEA — WIZ 4 SRC 1

Price: 20 GP
SM: -(MND+AU)/2 of the target
Duration: Instant
Distance: IN x 2 meters
Cooldown Period: 10 rounds
Effects: The Mage inflicts a small curse of bad luck on the target. The target’s next check will be considered to have rolled "20" (a fumble).

Bear’s Might
HEA 4 WIZ 4 SRC 4

Price: 320 GP
SM: -4
Duration: Check result/2 in minutes
Distance: Touch
Cooldown Period: 100 rounds
Effects: This spell increases the tagret’s power and vitality. The target’s BOD is increased by the caster’s IN/2.

Bleed *
HEA — WIZ — SRC 11

Price: 510 GP
SM: +4
Duration: IN in rounds
Distance: IN x5 meters
Cooldown Period: 100 rounds
Effects: The target of the spell, if already wounded, bleeds an amount of defendable damage equal to the caster’s IN for a number of rounds equal to the caster’s IN.
Targets without any blood, or which have not being previously wounded, cannot be affected by this spell.

Blizzard
HEA — WIZ 14 SRC 18

Price: 670 GP
SM: +3
Duration: Instant
Distance: IN x5 meters
Cooldown Period: 10 round
Effects: The Mage creates a fluty of snow, engulfing anyone in a 90-degree arc within the range of the spell. This spell inflicts check result undefendable damage to all caught in the area of effect.
In addition, each targets will be magically frozen, either until IN combat rounds has passed or until it receives any further damage.

Call To Action
HEA 4 WIZ 7 SRC 7

Price: 115 GP
SM: +0
Duration: Instant
Distance: IN x5 meters
Cooldown Period: 100 rounds
Effects: The Mage instantly gives up to IN/2 allies (including himself if he so choses) an action they must immediately use.

Candlelight
HEA 1 WIZ 1 SRC 3

Price: 10 GP
SM: +8
Duration: Check result/2 in hours
Distance: Touch
Cooldown Period: 100 rounds
Effects: This causes an inanimate object—such as a staff or a small concealable coin—to light up as brightly as a candle for the duration of the spell.

Cat’s Agility
HEA 4 WIZ 4 SRC 4

Price: 320 GP
SM: -4
Duration: Check result/2 in minutes
Distance: Touch
Cooldown Period: 100 rounds
Effects: This spell increases the tagret’s nimbleness and reflexes. The target’s MOB is increased by the caster’s IN/2.

Cat's Eyes
HEA — WIZ 5 SRC 1

Price: 20 GP
SM: +3
Duration: Check result in minutes
Distance: Touch
Cooldown Period: 10 rounds
Effects: This spell grants the target Night Vision. If the target already had Night Vision, it is granted Darkvision instead. This spell has no effect on target that already possess Darkvision.

Celerity
HEA — WIZ 9 SRC 13

Price: 290 GP
SM: -2
Duration: Check result/2 in rounds
Distance: Touch
Cooldown Period: 100 rounds
Effects: The Mage can greatly increase the target’s speed, hasting it. The target’s initiative, movement rate (in meters), and defense are all increased by 2 each. The target also gains an extra action each round, however, once the spell is over, the target ages 1 year.

Conflagration of Light *
HEA 20 WIZ — SRC —

Price: 3735 GP
SM: +3
Duration: Instant
Distance: IN x 10 meters
Cooldown Period: 10 rounds
Effects: This is the ultimate embodiment of the offensive light spells (Arrow of Light, Lance of Light, Pillar of Light). The caster selects an area, and a violent explosion of light and energy damages everyone within IN meters of that point, causing undefendable damage to Creatures of Darkness within that area of effect. In addition, Creatures of Darkness damaged by this spell are blinded (as per the spell Blind) for D20 rounds.
Characters with the talent Servant of Darkness can not use this spell.

Crash Landing
HEA — WIZ 11 SRC 11

Price: 455 GP
SM: -(BOD+AU)/2 of the target
Duration: Instant
Distance: IN x10 meters
Cooldown Period: 5 rounds
Effects: This spell suddenly lowers the altitude of a flying, levitating, or floating creature by a number of meters equal to up the check result. If the target hits the ground, it takes falling damage accordingly.

Create Mount
HEA — WIZ 8 SRC —

Price: 765 GP
SM: +0
Duration: IN in hours
Distance: IN meters
Cooldown Period: 10 rounds
Effects: This spell creates a mount for the Mage or an ally to ride. Its HP, MR, and DEF are all equal to 10 + the caster’s level and it’s MAT is the same as the caster’s.

Crushing Fist
HEA — WIZ 8 SRC 10

Price: 255 GP
SM: +0
Duration: Check result in rounds
Distance: Self
Cooldown Period: 100 rounds
Effects: This spell is a stronger version of Pushing Hand. This version of the spell creates a giant fist of energy instead of an opened hand. The Defense bonus increases to +6. Also, in addition of pushing an opponent, the opponent must succeed at a comparative BOD+TO check against the Mage's MND+AU check or take an amount of undefendable damage equal to the Mage's IN.

Deafens *
HEA 1 WIZ 5 SRC —

Price: 10 GP
SM: -(MOB+AU)/2 of the target
Duration: Check result in minutes
Distance: IN x5 meters
Cooldown Period: 5 rounds
Effects: A rippling beam of loud noises shoots forth from the Mage’s s hand and, with a successful dice roll, deafens its target. This spell effect is undefendable.
A deafen target has -8 on all checks for actions requiring hearing.
Earless creatures are not affectd by this spell, however creatures which uses sonar vision are blinded instead.

Detect Falsehood !
HEA 8 WIZ 9 SRC —

Price: 510 GP
SM: -(MND+AU)/2 of the target
Duration: Check result in minutes
Distance: IN meters
Cooldown Period: 24 hours
Effects: The caster knows if the target of this spells is speaking the truth. The caster hears a mental signal every time the target speaks a lie. This only works with deliberate lie. If the target tells a falsehood which he really believes to be true, the spell does not warn the caster.

Distract !
HEA 1 WIZ 5 SRC 3

Price: 10 GP
SM: -(MND+IN)/2 of the target
Duration: Instant
Distance: IN x5 meters
Cooldown Period: 10 rounds
Effects: The target loses an action, meaning once it’s its turn to act, it can only perform one; a move or some other action.

Divination
HEA 5 WIZ — SRC —

Price: 820 GP
SM: +0
Duration: Instant
Distance: Self
Cooldown Period: 24 hours
Effects: This spell grants a glimpse of insight into the caster’s possible future. The Mage asks a simple question relegating to the relative safety of an action he intends to perform or an area he intends to explore in the next IN hours. The spell answers with a mental image pertaining to the situation.
For example if the Mage asks about about examining an ancient tomb the GM knows to be cursed, the mage might get a mental of death and sickness. Another mage asks about exploring a cave which the GM knows to contain a troll guarding a large treasure hoard, the image might show a pile of riches with a large bloodied club blocking the way. A question relating to a completely safe mountain pass might show travellers merrily making their way safely through the pass. A question relating to a village the GM knows will soon be attacked by orcs might show a peaceful scene of the village’s daily life, but with shadowy forms watching from cover. And so on.
It is up to the characters to see how they interpret these images, the spell provides no further clues or information.

Earthquake
HEA — WIZ 10 SRC 14

Price: 325 GP
SM: +0
Duration: Check result in rounds
Distance: IN x10 meters
Cooldown Period: 100 rounds
Effects: The Mage causes the ground in a radius IN x2 meters somewhere within the range of the spell to shake violently. Anyone in this area of effect have their movement rate halved and must make a MOB+AG-2 check each round they are in the area of effect, or fall prone. Those falling prone must then make a MOB+DX check or drop any held items.
This spell can also damage structures, inflicting the Mage’s IN undefendable damage each round to walls in the area of effect. Using this spell underground can be risky.

Electric Spark *
HEA 14 WIZ 9 SRC 9

Price: 410 GP
SM: +3
Duration: Instant
Distance: IN x5 meters
Cooldown Period: 10 rounds
Effects: This spell builds up electrostatic charges between two targets in range and no farther than IN meters from one another, inflicting check result electrical defendable damage on the both of them and to anyone else in a direct line between both target as this buildup cause an electrical discharge between the both of them.
Opponents in metal armor may not roll their defense against this damage.

Extraplanar Hideout
HEA 4 WIZ 8 SRC —

Price: 160 GP
SM: +0
Duration: Check result /2 in hours
Distance: IN meters
Cooldown Period: 24 hours
Effects: This spell creates a small dimensional pocket which can house the caster plus one ally per level. Large creatures count for 2 Normal ones, and Huge creatures count for 4 Normal ones. 2 Small creatures or 4 Tiny creatures can count as a single Normal one.
When closed, this dimensional pocket is completely isolated from the outside world and cannot be found or accessed unless the caster wills it. The entrance of this pocket can be up to 2 meters tall by IN/2 meters wide.

Fan Of Flames
HEA — WIZ 12 SRC 12

Price: 560 GP
SM: +3
Duration: Instant
Distance: IN/2 in meters
Cooldown Period: 10 rounds
Effects: The Mage puts his hands together, fanning them out, and letting a gout of flame hitting all in a 90-degree angle within range. This fan of flame causes check result undefendable damage to all caught in it’s area of effect.

Forget !
HEA 8 WIZ 9 SRC 10

Price: 510 GP
SM: -(MND+IN)/2 of the target
Duration: Instant
Distance: IN x2 meters
Cooldown Period: 24 hours
Effects: The target of this spell forgets the last IN minutes of its life. The target will still remember its friends and foes and other important events, unless such things happened within the spawn of time this spell affects, this spell only affects the last minutes of the target’s life. Many mages often use this spell to take back a missed bluff or similar since taking back a physical assault proves to be much harder to explain to a target who suddenly finds himself covered in injuries…

Fox’s Wit
HEA 4 WIZ 4 SRC 4

Price: 320 GP
SM: -4
Duration: Check result/2 in minutes
Distance: Touch
Cooldown Period: 100 rounds
Effects: This spell increases the target’s cunning and intuition. The target’s MND is increased by the caster’s IN/2.

Good Luck*
HEA 4 WIZ 8 SRC —

Price: 380 GP
SM: -4
Duration: Instant
Distance: IN x2 meters
Cooldown Period: 100 rounds
Effects: The Mage bolster’s the target’s luck, imbuing it with good fortune. The target’s next check will be considered to have rolled "1" (a Coup).

Great Messenger
HEA 12 WIZ 10 SRC 12

Price: 920 GP
SM: +0
Duration: Until message delivered
Distance: IN x10 kilometers
Cooldown Period: 24 hours
Effects: Causes a ghostly image of the caster to appear to up to IN x2 personally known entities within range and deliver a massage of IN x5 syllables.
Alternatively, the caster can chose to send the massage to a single entity, allowing the contacted entity to answer back with a message of the same length as the original message.

Guided Path
HEA 4 WIZ 6 SRC —

Price: 115 GP
SM: +0
Duration: IN x5 minutes
Distance: Self
Cooldown Period: 100 rounds
Effects: They spell will show the caster either the fastest path to his destination, or the safest path, his choice at the moment of casting. The required path will sparkle to the Mage’s eyes. The type of path demanded cannot be changed without a new casting of the spell.

Illusory Doubles
HEA — WIZ 8 SRC 8

Price: 255 GP
SM: -2
Duration: Check result in rounds
Distance: Self
Cooldown Period: 100 rounds
Effects: This spell creates caster level/5 (rounded up) illusory doubles of the Mage. The Mage must note which one is the real him and which are an illusion. The illusory doubles must stay within IN/2 meters of the Mage. Illusory doubles cannot attack (although they can be made to look like attacks originated from them to complete the illusion), they have a defense of the Mage’s MOB+AG without any other bonuses, and have only 1 Hit Point.

Know Language !
HEA 2 WIZ 3 SRC 6

Price: 75 GP
SM: -2
Duration: IN x2 rounds
Distance: Self
Cooldown Period: 100 rounds
Effects: The Mage can understand people who are speaking in another language. If the Mage also touches a person speaking another language or an inscription in another language, he can make himself understood by the person he’s speaking with or read the language inscribed on the touched object.

Magic Shelter
HEA — WIZ 7 SRC —

Price: 620 GP
SM: +0
Duration: Check result/2 in hours
Distance: IN meters
Cooldown Period: D20 days
Effects: This spell creates a magical shelter up to IN meters wide x IN meters deep x IN/2 meters high which will provide protection from the elements. The shelter has one entrance with a door and can have up to the caster’s IN x2 additional features and improvements (rooms, furniture, fireplaces, windows, additional entrances, stairs to upper floors, being camouflaged to blend in with the surroundings, the ability to bar doors and windows from the inside, etc.).
The temperature inside the shelter is milder than the temperature outside by up to 5 degrees Celcius per point of the caster’s IN (warmer if it’s cold outside, cooler if it’s hot outside). Characters can always take action to make the interior more comfortable (such as starting a fire in the fireplace).
The sturdiness of the shelter depends on the caster’s level as per the following table (see DS4 p.81);
Caster Level---Doors------Walls
1-10---------Normal-----Clay wall
11-14--------Normal-----Framework
15-18--------Reinforced--Timber wall
19+----------Reinforced--Stone wall

Mind Probe !
HEA 8 WIZ 10 SRC 9

Price: 510 GP
SM: -(MND+IN)/2 of the target
Duration: Check result in rounds
Distance: IN meters
Cooldown Period: 100 rounds
Effects: The Mage can see the chaotic jumbles of the target’s surface thoughts. During the duration of the spell, the Mage can concentrate to find specific thoughts or memories at a rate of 1 per round.

Poison Darts *
HEA — WIZ 8 SRC 7

Price: 310 GP
SM: +0
Duration: Instant
Distance: IN meters
Cooldown Period: 10 rounds
Effects: The Mage fires small steel darts coated in poison at the target. The darts disappear as soon as they hit the target, injecting it’s poison into the target’s system. The target takes IN/2 undefendable damage for D20 rounds.

Pushing Hand
HEA — WIZ 5 SRC 7

Price: 150 GP
SM: +0
Duration: Check result in rounds
Distance: Self
Cooldown Period: 100 rounds
Effects: This spell creates a magical giant open hand made of magical energy that interposes itself between the Mage and incoming attacks. This increases the Mage's Defense by 4 points. Also, once per round, the Mage can command the pushing hand to push an opponent, no larger than Large size up to IN/2 meters away from the Mage.

Rainbow Beam
HEA — WIZ 15 SRC 15

Price: 1120 GP
SM: -(MOB+AU)/2 of each target
Duration: Instant
Distance: IN meters
Cooldown Period: 100 rounds
Effects: This spells causes a multicoloured beam of light to strike every creature in the 90-degrees arc in which the Mage aims the spell. For each target caught in the spell, roll a D20 to determine which coloured beam hit it and its effects.
D20----Color------Effect
1-2----Green------Poison; IN undefendable damage each round for check result rounds
3-5----Red--------2x check result fire undefendable damage
6-7----Orange-----As Paralyze spells for check result x2 rounds
8-10---Yellow------2x check result lightning defendable damage, targets in metal armor cannot defend against this damage.
11-12--Indigo------As Confusion spell for check result x2 rounds
13-15--Blue-------2x check result ice undefendable damage, plus targets are magically frozen as per Paralyze for 1 round or until they take further damage.
16-17--Violet------Teleported IN kilometres away in random direction
18-20--Struck by 2--Re-roll again twice ignoring any results of 18+

Recover
HEA 4 WIZ — SRC —

Price: 230 GP
SM: +0
Duration: Instant
Distance: Radius of IN x2 meters
Cooldown Period: 100 rounds
Effects: This spell boosts the natural healing capacities of targets within the area of effect. They gain a bonus equal to the caster’s IN on their natural healing checks after a good night of uninterrupted sleep or they recover an amount of Hit Points equal to the caster’s IN/2 when catching their breath after combat, depending on whether the spell was cast before they went to sleep of right after combat.

Regeneration
HEA 14 WIZ — SRC —

Price: 465 GP
SM: +0
Duration: Check result in rounds
Distance: Touch
Cooldown Period: 24 hours
Effects: This spell regenerates the target, healing it an amount of HP equal to the Mage’s AU each round. Severed fingers, toes, ears, noses can be regrown in 3 rounds, severed hands or feet in 5 rounds, and severed arms or legs in 7 rounds, all regardless of time elapsed since the limb was severed. A severed head cannot be regrown since the target will already be dead. If the target dies while the spell is in effect, the regeneration stops.

Reincarnation
HEA 8 WIZ — SRC —

Price: 510 GP
SM: +0
Duration: Instant
Distance: Touch
Cooldown Period: 24 hours
Effects: This spell brings back the target to life regardless of the period of time it was dead, but it comes back as randomly determined race, with randomly determined gender, and a new identity. The target must change its racial abilities as appropriate (but not its racial bonus) and still loses 1 BOD. As this spell creates a new body, no Restoration is necessary but Reincarnation still requires a part of the old body (no smaller than a finger).
D20----Race
1-6----Dwarf
7-12---Elf
13-18--Human
19-20--Other (at GM’s discretion)
(Note: this table can be changed as needed if the campaign uses more than the 3 standard races.)

Repair
HEA 1 WIZ 4 SRC —

Price: 10 GP
SM: +0
Duration: Instant
Distance: Touch
Cooldown Period: 24 hours
Effects: This spell allows the Mage to make minor repairs and mend broken items which total weight does not exceed his level in kilograms. Completely destroyed items are beyond the scope of this spell. A broken enchanted item does not retain its enchantment with the use of this spell and will have to be re-enchanted.

Resist Elements
HEA 2 WIZ 6 SRC 6

Price: 90 GP
SM: +0
Duration: Check result in minutes
Distance: Touch
Cooldown Period: 100 rounds
Effects: This spell grants the target some protection against all elemental damage (lightning, fire, ice, etc.). This spell will increase the targets’s defense by 2 against elemental damage, in addition, the target will also absorb an amount of elemental damage equal to the spell casting check result.

Reveal Traps
HEA 2 WIZ 6 SRC —

Price: 45 GP
SM: +0
Duration: Check result in rounds
Distance: Self
Cooldown Period: 100 rounds
Effects: During this spell's duration, all traps within IN x 5 meters from the Mage are automatically revealed to him. The Mage must have a line of sight with the trap in question. While this spell will bypass the Masking Value of a trap, it will not reveal a trap on the other side of a wall or behind a door nor will it reveal the nature of a trap and how to bypass or dismantle it.

Rot *
HEA 4 WIZ 6 SRC 7

Price: 115 GP
SM: -WB of the weapon or -AV of the armor
Duration: Instant
Distance: IN x2 meters
Cooldown Period: 10 rounds
Effects: Non-magical wooden weapons and armors rot away and crumble if successfully hit by this spell.

Shadow Conflagration *
HEA — WIZ — SRC 20

Price: 3735 GP
SM: +3
Duration: Instant
Distance: IN x 10 meters
Cooldown Period: 10 rounds
Effects: This is the ultimate embodiment of the offensive shadow spells (Shadow Arrow, Shadow Lance, Shadow Pillar). The caster selects an area, and a violent explosion of darkness and energy damages everyone within IN meters of that point, causing undefendable damage to Creatures of Light within that area of effect. In addition, Creatures of Light damaged by this spell are slowed (as per the spell Slow) for D20 rounds.
Characters with the talent Servant of Light can not use this spell.

Shadow Jump
HEA — WIZ 10 SRC 8

Price: 360 GP
SM: +0
Duration: Instant
Distance: Self
Cooldown Period: 10 rounds
Effects: The caster can step in a patch of shadow large enough to encompass his whole body and can come out of another large enough patch of shadow within line of sight which is within IN x2 meters of the caster.

Shocking Weapon *
HEA 4 WIZ 4 SRC —

Price: 160 GP
SM: +0
Duration: Check result in round
Distance: IN x 2 meters
Cooldown Period: 100 rounds
Effects: The targeted metal weapon is surging with electrical energy and lightning can be seen coursing on its surface. For the duration of the spell, the WB of the weapon is increased by 1 and its damage is considered magical.
When rolling a Coup while attacking, an arc of electricity surges from the struck opponent and strikes the closest opponent within the caster's IN x2 meters of the original target (allowing you a new attack roll on the new target). This arcing only happens once, even if a Coup is rolled on the new target or if all damage from the Coup on the original target was defended against.
Shocking Weapon may not be used in combination with Arctic Weapon or Scorching Blade, and the reverse is also true.

Sinister Tentacles
HEA — WIZ 14 SRC 12

Price: 1120 GP
SM: -4
Duration: Check result in rounds
Distance: IN x2 in meters
Cooldown Period: 100 rounds
Effects: This spell creates IN tentacles that the caster can place as he sees fit in an area of IN/2 meters radius within the spell’s range. Each tentacles’s Combat Values are the caster’s IN+10 except Hit Points which are twice that because of their large size, and their MR which is 0. They also have the entangle monster special ability. The tentacles are indiscriminate and will attack anyone within their reach.
Entangle: A melee attack Coup holds the target if it is 1+ size categories smaller. The target suffers ST hit points defendable damage each round, cannot move and suffers a penalty of 2 on all checks per size category difference. Escaping: Target rolls comparative check with MOB+ST against the entangler's BOD+ST.

Slide *
HEA 2 WIZ 4 SRC 5

Price: 45 GP
SM: -(MOB+AU)/2 of the target
Duration: Instant
Distance: IN x5 meters
Cooldown Period: 10 rounds
Effects: This spell slides the target on the ground, either directly toward or away from the caster up to IN/2 meters. The target remains standing upright, unless the ground is uneven, heavily sloped, or littered with debris, at the GM’s discretion, and even then, the target will be allowed a MOB+AG+4 check to remain standing up.

Slipperiness
HEA 9 WIZ 7 SRC 6

Price: 320 GP
SM: +0
Duration: Check result in rounds
Distance: IN x5 meters
Cooldown Period: 100 rounds
Effects: A targeted area with a radius of the caster’s IN meters within reach becomes coated with a slippery substance forcing anyone standing there at the time this area appears, and every time they attempt to take an action, move (at half their MR) in or through the area, or to stand up, they are forced to succeed at a MOB+AG check to avoid falling prone.
Alternatively, this spell could be target on an held object, forcing the holder to succeed at a BOD+ST check to keep hold of the item each round, or on a creature, giving it a bonus equal to the caster’s IN on any rolls made to escape grapples, holds, and entanglement each round.

Strikeback
HEA 2 WIZ 1 SRC 2

Price: 10 GP
SM: -(BOD+AU)/2 of the target
Duration: IN rounds or until attack is made
Distance: IN meters
Cooldown Period: 100 rounds
Effects: This spell causes a wooden hafted two-handed weapon (such as an axe or halberd) to twist back and strikes it’s wielder when attacking. The opponent will have no indication that there is something wrong with his weapon. Anytime during the duration of this spell, the first attack the opponent will make in melee with his weapon will be made against himself, after which point, the weapon will function normally.

Tree Gate
HEA 12 WIZ — SRC —

Price: 550 GP
SM: +0
Duration: Instant
Distance: Self
Cooldown Period: 10 rounds
Effects: The caster can step in a tree large enough to encompass his whole body and can come out of another large enough tree within line of sight and which is within IN x2 meters of the caster.
Druids can come out of another tree large enough and which is within line of sight and within IN x5 meters.

Tremor
HEA — WIZ 6 SRC 10

Price: 185 GP
SM: +0
Duration: Check result in rounds
Distance: IN x10 meters
Cooldown Period: 100 rounds
Effects: The Mage causes the ground in a radius IN x2 meters somewhere within the range of the spell to shake with minor tremors. Anyone in this area of effect must make a MOB+AG check each round they are in the area of effect, or fall prone.

Twirling Blades
HEA 6 WIZ — SRC —

Price: 260 GP
SM: -2
Duration: IN/2 in minutes
Distance: IN x2 meters
Cooldown Period: 100 rounds
Effects: The caster creates a wall of twirling blades which extends to at most 1 meter x IN meters x IN meters. Being located where the wall of twirling blades appears or those who try to jump through it suffer D20 defendable damage.
Alternatively, instead of creating a stationary wall, the caster can surround himself with a ring of blades which will follow him around and inflict D20 defendable damage to anyone who comes within 1 meter of him.

Vampirism *
HEA — WIZ 8 SRC 6

Price: 185 GP
SM: + 3
Duration: Instant
Distance: IN in meters
Cooldown Period: 10 rounds
Effects: This spell drains energy from a target, damaging it and healing the caster by a same amount of HP. This spell does not functions on Undead creatures.

Walk On Air
HEA 10 WIZ 6 SRC 6

Price: 260 GP
SM: +0
Duration: Check result x 2 rounds
Distance: Touch
Cooldown Period: 10 rounds
Effects: The target can walk on air as if it were a solid horizontal surface. While it is possible for the target to change altitude, it must make Climb or Jump checks, as per the usual rules, in order to do so.

Wall Of Iron
HEA — WIZ 14 SRC 18

Price: 1315 GP
SM: -2
Duration: Check result in hours
Distance: IN x2 meters
Cooldown Period: 24 hours
Effects: The mage creates a metal wall of up to 1 meter x IN meters x IN meters proportions.
The metal wall must be on solid ground and has a defense equal to five times the Mage’s level if someone wants to penetrate it by force. Each and every cubic meter of the Wall of Iron has HP equal to twice the caster’s level.

Wall Of Mud
HEA 12 WIZ 6 SRC 10

Price: 520 GP
SM: -2
Duration: Instant
Distance: IN x2 meters
Cooldown Period: 24 hours
Effects: The mage creates a permanent mud wall of up to 1 meter x IN meters x IN meters proportions.
The mud wall must be on solid ground and has a defense equal to the Mage’s level if someone wants to penetrate it by force. Each and every cubic meter of the Wall of Iron has HP equal to half the caster’s level.
Druids can instead create a wall of thorns and Necromancers can instead create a wall of bones. Both function the same as a Wall Of Mud with one notable exception; it inflicts IN defendable damage to anyone traversing the wall.

Wind Whispers
HEA 5 WIZ 2 SRC 5

Price: 150 GP
SM: +0
Duration: Until message delivered (up to IN in hours)
Distance: IN x 2 kilometers
Cooldown Period: 24 hours
Effects: The Mage can prepare the spell to bear a message of up to IN x 2 (on just IN?) syllables , cause the spell to deliver other sounds for 1 round, or merely have the spell seem to be a faint stirring of the air to a designated spot. The spell travels to a specific location within range that is familiar to the caster, provided that it can find a way to the location (it can’t pass through walls, for instance). The whisper is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound if/when someone is present.
Note that when the duration is reached, the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. The Mage can likewise cause the spell to move as slowly as 1 kilometer per hour or as quickly as 1 kilometer per 10 minutes. When the spell reaches its objective, it swirls and remains until the message is delivered.

Word Of Power !
HEA 4 WIZ 10 SRC 8

Price: 205 GP
SM: -(MND+IN)/2 of the target
Duration: IN/2 rounds
Distance: IN meters
Cooldown Period: 100 rounds
Effects: The Mage gives a one-word command (worded as a verb) which the target must follows to the best of its abilities until it has either completed the order in question or for the spell’s duration whichever comes first.
If the order is suicidal or otherwise harmful (such as the command "drown" while in or near water, "sleep" in the middle of combat, or "run" when the target if facing a know trap of a cliff), the spell takes another -4 penalty to it’s SM and the target is allowed an MND+IN check each round to break the spell (note that the command "die" simply forces the target to merely pretend it’s dead…).
Last edited June 11, 2015 2:25 am
Jun 11, 2015 2:41 am
Damn, alright, this is starting to get a bit long, but hey... Some weapons and armors now...



Brigandine*, AV+2, Avail. C, Price 16 GP

Great Helm, AV+2, Special: Initiative -1, Perception -1, Avail. V, Price 30 GP

Hide Armor, AV+2, Special: Movement Rate -1, Avail. H, Price 8 GP

Lamellar*, AV+3, Special: Movement Rate -0.5, Avail. V, Price 65 GP

Lamellar Greaves, AV+1, Avail. V, Price 25 GP

Lamellar Vambraces, AV+1, Avail. V, Price 20 GP

Padded Armor, AV+1, Special: Armor, Vambraces, and Greaves, Avail. H, Price 2 GP

Shield, Buckler, AV+1, Special: Can hold item in shield hand, Avail. V, Price 12 GP

* For mounts, use price x 3.

Brigandine counts as chainmail, hide count as leather, lamellar counts as plate, and padded counts as cloth (and can be worn by Mages without penalties despite filling the greaves and vambraces slots).



Battle Chain (2h), WB+1, Special: On Coup wraps around target, Comparative BOD+ST check to knock target prone, Avail. C, Price 8 GP

Bola, WB+0, Special: Distance modifier -1 per 2m, On Coup wraps around target MOB+AG check or knocked prone, Avail. V, Price 3 GP

Bow, Great (2h)*, WB+2, Special: Initiative +1, Opponent’s Defense -1, Avail. C, Price 100 GP

Falchion, WB+2, Special: Initiative -1, Values also applies to Cutlass, Avail. H, Price 6 GP

Fauchard (2h)*, WB+2, Special: Initiative -4, Opponent’s Defense -2, Values also applies to Bills and War Scythe, Avail. V, Price 8 GP

Guisarme (2h)*, WB+2, Special: Initiative -2, Values also applies to Bill-Hooks, Glaives, and Partisans, Avail. V, Price 6 GP

Javelin****, WB+1, Special: Distance modifier -1 per 5m, Avail. H, Price 4 GP

Long Spear (2h)*, WB+3, Special: Initiative -2, Can be used as Lance** with WB +0/+3, Avail. H, Price 2 GP

Lucerne Hammer (2h)*, WB+4, Special: Initiative -4, Opponent’s Defense -2, Values also applies to Bec De Corbin, Avail. V, Price 20 GP

Net, WB+0, Special: Distance modifier -1 per 2m, check result is number of round entangled, (can be reduced with BOD+ST check?), Avail. V, Price 4 GP

Poleaxe (2h)**, WB+3, Special: Initiative -4, Opponent’s Defense -1, Avail. VPrice 9 GP

Ranseur (2h)*, WB+3, Special: On Coup another prong impales target, roll another attack, Values also apply to Chauve-Souris, Corseques, Spetums and Military Forks, Avail. C, Price 15 GP

Rapier, WB+1, Special: Opponent’s Defense -1, Values also applies to Sabers, Avail. V, Price 7 GP

Sword, Bastard (2h), WB+2, Special: Opponent’s Defense -3, Can be wielded one-handed but with Initiative -2, Values also applies to Claymores, Dwarves must use it 2h, Avail. H, Price 9 GP

Throwing Axe, WB+1, Special: Distance modifier -1 per 2m, can be used in melee, Values also apply to Hurlbats and Tomahawks, Avail. H, Price 8 GP

Trident, WB+2, Special: On Coup another prong impales target, roll another attack, Usable for melee or ranged combat, Avail. V, Price 12 GP

Voulge (2h)*, WB+3, Special: Initiative -4, Opponent’s Defense -1, Values also apply to Bardiches and Lochaber Axes, Avail. V, Price 12 GP

Whip, WB+0, Special: On Coup wraps around target, comparative BOD+ST check to knock target prone. Opponent’s Defense +2, Avail. H, Price 2 GP

* Too unwieldy for dwarves because of size.
** Breaks on MAT fumble.
**** Breaks on RAT fumble.
Jun 11, 2015 3:59 pm
A lot to digest at once but there are some thoughtful ideas here. Have you shared with CK? An english language based DS supplement would be kinda cool since we are getting all but ignored by the DE side.
Jun 11, 2015 5:16 pm
I wanted to playtest those in a game before I "officially" released those on the DS forums. I have still more stuff (new Hero classes, new races, more talents, more spells, more equipment, more advanced/optional rules, etc.), but I decided to not bombard you too much for now (despite the size of my previous posts). XD :P
Last edited June 11, 2015 5:23 pm

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