Phantom.exe
2009-01-09, 03:45 AM
Hiya. I've been on the forum for a while, and participated in a few games.
But now... ugh. It has been a very long time since I've actively not wanted to play in a game. This is one of those times.
A friend of mine IRL is running a game this semester, and I got around to promising him my attentions for two sessions of play. As such, he decided to go ahead and run wild.
He has created a ruleset variant with a number of... interesting features.
Among them are the 'elimination' of classes. Instead, players select their class features. Much like the "generic" classes presented in Unearthed Arcana, but with much less... structure.
A new key ability, called Stamina, is used. It is essentially a mana pool. Using spells or... other things allows you to drain your stamina. At low Stamina, players seem... weaker, or something?
Somehow, he wants 'freeform magic', which means that players come up with all spells on the fly. Almost all of the rules presented allow for combat-related spells only. Maybe. I didn't pay much attention to it. Apparently, by spending increased amounts of stamina, players can drastically alter spell effects; Shape, Range, Area of Effect, the list goes on.
For some reason, he's included the Common Sense skill, which forces players to metagame while stuck.
Domain, which seems to somehow affect spellcasters' ability to make... casting checks,
Knowledge (Elementals), which seems to be a new skill that spellcasters need. Somehow, his world is heavily influenced by the powers of the classical elements, and as such, this is required for... too many things.
I don't want to even talk about his setting.
Regardless, I would really like some peer review. It needs balance... and a lot of it. If anyone asks... *sigh* I can post the class features selectable as well.
Please, I'm begging you... give me something!
Here we go... the "Rules". Are you ready?
Ex-You level when I tell you to, which will normally be at the end of an arc or assignment. Yes I have the campaign divided up into arc like Anime's are. You didn't think I'd waste the knowledge I have gathered from watching over 178 complete Anime series did you?
Classes-Classes will not be done like you know them in D&D. Every time you level you gain X many CF,class feature, points that you use to upgrade/add onto your class features. You are limited by two things with this: Level and amount of points you have. Points DO rollover, so saving up for bigger better abilities may be in your best interest. Now at lv 1 you can buy Base Class and lv 0 CF's as a one time thing. Eventually, later on, I will reopen the Base Class's and allow you the option of multi-classing. At lv 2 you can buy lv 1 CF's. At lv 3 you can buy lv 1 or lv 2 CF's. The CF pattern continues from then on. Everyone starts at lv 1, therefore you have your Base Class CF already chosen. Let me state again that these are only available at certain times throughout the game. You will have access to specialized CF's based upon what your Base Class is. You will never loose CF's by taking a particular Base Class. As I've said above when you take a Base Class your stuck with it for a good 5-7 levels so think about it. I highly encourage you respond with some suggestions of what you'd like your characters Base Class to be but for the lazy people out there will provide a list. Feats will be CF's, I'm not going to list them all. If you want a feat we can discuss price. Everything else is the same
Notes: If you don't pick a race-your human.
If you don't pick a hit dice-you have 2HP permanently while if you pick a 1d2 hit dice you roll 1d2 to gain HP at level.
The Change-People have been known to randomly change from their default race, human, into another race. This can happen over the course of a night or over a lifetime. This is known as The Change. Why does this happen? People speculate wide and far on that reason and you'll need Knowledge Planes to begin to find the answer :P. When I say human or humanity in the lines below humanoid(every other playable race) is inferred.
Stamina(Sta)-Stamina is the main balancer in this game. Active CF's, like casting magic or rage, cost Stamina to do. Every player starts out with a base daily stamina of 10 that increases at 1/3 your hp(If you gain 6hp at one level you gain 2 stamina.) You may do actions that bring you beyond 0 stamina however, after the action is done, the negative stamina will hurt your hp at a rate of -1 Sta=-3 HP. At 0 stamina your movement speed is halved and you are limited to either moving or attacking(Not both) during your turn in combat. You can ignore this for one turn at a cost of -1 Sta.. You may take CF, eventually, to increase your stamina faster.
Languages-The main language of the world is common as in other games. Other races, since they all stem from basic humans, only know common as a language as well. Elementals are where other languages come in. Each Domain has their own language. You can interpret their language and attempt to speak it, through a Communicate Check,only if you have that Domain at a minor level or higher. (Knowledge Elementals Check)
Magic-Magic is freeform in this game. What this means is that in the past you go I wanna cast magic missile. and roll to do its effects, not in this game. Magic is done through one of the 4 Primary Domains, 4 Secondary Domains, 1 Final Domain and X Fused Domains, that I will list now.
Primary Domains(What you'll have access to in the beginning.)
Earth(Knowledge Elementals Check)
Water(Knowledge Elementals Check)
Wind(Knowledge Elementals Check)
Fire(Knowledge Elementals Check)
Secondary domains (Refined)
Metal(Knowledge Elementals Check)
Ice(Knowledge Elementals Check)
Sonic(Knowledge Elementals Check)
Plasma(Knowledge Elementals Check)
Final
Aether(Knowledge Elementals Check, roll high.)
Fused Domains-(There are a lot total. This is only a few. Knowledge Elementals Check)
Flesh=(Knowledge Elementals Check)
Wood= (Knowledge Elementals Check)
Sand=(Knowledge Elementals Check)
In order to begin Casting a spell you need to have a CF in one of these. Unless you are born with it, in order to get a secondary elemental you need to have the previous mastered. (To use ice you need to of mastered water.)
Domain- When you take a CF in one of these Domains you are giving four things: an Elemental Alignment(EA), Domain(Skill), Communicate, and the ability to cast a spell.
Limited/Minor/Regular/Greater/Mastery...?-Basically these are your Domain levels.
Limited means you can only do one thing from that Domain...it's not very free form.
Minor means you can do everything from that Domain if you have the help of an actual elemental, preferably binded to a weapon of some sort,of the Domain.
Note: It has to be a fairly powerful elemental of that Domain...meaning the item will be expensive.
Regular means you can do everything in minor without the aid of anyone. Your the man now dog.
Greater means you can do everything from regular at ½ stamina cost.
Mastery means you can do anything from that Domain with 1/4th-0 stamina cost.
You can begin working on it's refined form now.
-You can only go up in levels for now. Going up replaces the lesser state with the greater.
Elemental Alignment- your stronger against your element but weaker against it's opposite, no effect on mid two. Random intermediate effects. Improves as you increase Domain.
Natural Alignment- You were born with a primary elemental alignment. About as common as a genius is. A few times every hundred years. The following effects.
Earth-Your durable. It takes a lot to harm you and you heal quickly.
Fire-Your strong. Grugg smash gud.
Water-Your smart, about the intellect of a genius.
Wind-Your wise, you can apply what you see as common sense to any situation to find whats the next best action.
Natural Refined Alignment- You were born with a Secondary/Refined alignment. Once every 2000 years or so.
You have access to that element to master even if you haven't mastered it's primary form.
Natural Fused-Domain- You were born with a Fused Domain alignment. Once every 1000 years or so.
Natural Aether-Has never happened but is statistically possible to happen. This Person would be born with untold amounts of power and probably die from not being able to control it.
Communicate-You can attempt to communicate with your Domain's elementals in their language. (1d20+Domain(Skill))
Domain(Skill)-Basically you now have another skill that you can invest skill points into, that helps with casting spells of that element only. Base stat mod is different for each domain.
Earth=Con
Fire=Str
Water=Int
Wind=Wis
Casting a spell will begin with you, on your turn, saying something to the effect, I wanna cast a spell.
What do you want it to do? This is me learning what your attempting to do, you haven't attempted anything yet.
I'd like (target) to be hit by fire. You can describe it however you want but thats the gist of the spell and the most common usage of it, most likely. You also could say I want a wall of fire to surround (target). This would have not only have fire damage as the first but it would prevent movement slightly while active. It also would cost more stamina. There are a lot of factors on spells that can be modified as you cast it, these factors are what cost the stamina. These factors are:
Size-(If you want to hide a spell the smaller this is the easier it is to hide it. Why would you ever want a big size for the spell? Area of Effect. 0Sta-Ray sized. 1Sta-5ft area of effect. 4Sta-25ft area of effect. Modifying the spell to miss teammates also takes stamina.)
Targets- -1Sta=1 Target -3Sta= 2 Targets -6Sta=3 Targets
Damage- (-1Sta 1d4)(-2Sta 1d6)(-4Sta 2d4)(-8Sta 2d10)
Distance(only applies if your trying something epic. I will tell you when it's activated, otherwise it's not a factor or 0)
Domain(Realistically it isn't a factor, yet, or it's 0. This is if your trying to cast a fire spell through a water domain, it's doable but a bitch to complete. Not recommended to try as you will not be told the factor this multiplies the total stamina cost until after you try but you will be told if your activating it.)Wait, what? Arent we supposed to know all the rules?
Duration- (0sta-instantaneous.)(1sta-2turns)(2sta-3turns)(The damage will decrease over time. So if you did 1d6 damage the first blast it would only do 1d4 for the second turn, damage doesn't go below that. Requires a successful concentration check on your turn to maintain.)
Complexity-(Another Balancer for casters. Only a factor if you heavily modify a spell, like in higher levels. I will tell when it's activated, otherwise it's zero. If complexity ever becomes a factor you must make a concentration check on your turn. The concentration check for duration combines into this one.)
Saying something to the extent of Taking 1 on all means that your only spending 1 stamina on each area that isn't normally 0. Saying Spending 1 stamina. Means your only spending 1 stamina on the spell total and the spell would probably do 1dmg. Depending upon what you want the spell to do the Stamina cost is modified. I will let you know the total final stamina cost, unless the Domain is activated. You pay the stamina then but negative effects from going into negative stamina don't happen until after the spell is finished.
Now you roll and if you pass a DC Check, 1d20 + Domain(Skill), the spell is cast. You will not know the DC but the more complicated the spell the higher the DC. If you fail you lose the stamina and the spell is not cast. Before you roll the DC I will ask you if your trying to hide your casting of the spell. If you hide the spell the DC will increase( depending upon how many turns combat is thus far, targets, size, distance) if you succeed though it it auto-hits, targets don't get a saving throw. If you don't the target(s) may roll to evade/resist. You cannot hide a will save spell. It's a will save if it effects the mind. It's a fort save if it effects the stats of the target. Reflex save is basically everything else.
Critical Failures-
Nat 1-lose twice as much stamina, spell is not cast.
Nat1+<10=spell explodes in your face dealing it's damage to you.
Resistances apply.
Nat1+Nat20=Spell cast normally
Na1t+Nat1=spell explodes dealing double damage or same damage with knockout.
Resistances apply.
Nat1+Nat+Nat20=Nat1's effect
Nat1+Nat1+Nat1=x4 damage, knockout.
Critical Success's-
Nat 20-spell is cast and stamina is not lost.
Nat20+>10=auto-hit
Nat20+Nat1=Spell cast normally
Nat20+Nat20=auto-hit and (Double damage or fully filled Stamina)
Nat20+Nat20+Nat1=Nat20's effect
Nat20+Nat20+Nat20=Instant kill+Fully filled Stamina.
Knockout-You unconscious for 1d4 turns.
Sealing-You have the option of sealing your Domain when you master it and move onto another. This choice must be made when you master it. This means you cannot access that mastered Domain until the seal is broken. It will give you various (worth it) bonus effects...if you can live and function at like that. (Knowledge History/Elementals Check)
Resistances- For every domain there is a resistance.
Negative resistance- you take that much more damage from that Domain.
With non-damage related offense spells(confuse, control, calm, etc.) If the target has negative resistance the spell has that much more DC for the target.
Positive resistance- you deduct that much damage from that Domain.
With non-damage related offense spells(confuse, control, calm, etc.) If the target has positive resistance the spell has that much less DC for the target.
Immunity-(Knowledge Elementals Check)
Absorption-(Knowledge Elementals Check)
Eyes-Brief minor final magical note. Eyes are important, everyone knows this. If you are an mage of any kind or an elemental your eyes reflect your alignment. If you've master your alignment your eyes reflect this as well. The closer you are to mastering the element the more your eye reflects it's mastered state. You can't hide this fact though you can hide other effects being a human mage will have on you down the rode. Eye colors and meanings:
Earth-Green|Mastered-Eyes look mossy.
Metal-Black|Mastered-Eyes look metallic.
Water-Blue|Mastered-Eyes appear to have waves going back and forth inside of them.
Ice-White|Mastered-Eyes appear frozen.
Fire-Red|Mastered-Eyes seam on fire(within eyelids). +5Ft darkvision.
Plasma-Orange|Mastered-Eyes seam on fire(beyond eyelids). +10ft darkvision.
Wind-Gray|Mastered-Eyes appear to have a vortex around the pupil.
Sonic-Deep Purple|Mastered-Eyes appear chaotic with a mesh of gray and deep purple.
Aether- ?(Knowledge Elemental Check)
Training-once per every 10 years of your characters life you may decrease aptitude from one stat to another. This may be done only physical to physical or mental to mental. Dex/Str/Con are interchangeable like this or Wis/Int/Cha are.
If you wish to do this wait until we meet for the first time and tell me there.
Skills-Everyone has every base skill that they can put skill points into. Skills are done normally other then that: (Int+4)x4= skill points for first level. Every level after=(Int+4)
Knowledges- Everyone will have at least one Knowledge skill based upon where they chose to start. Knowledge Checks, as magic is, are not definite in this game. Preferably a Knowledge Check will start with a question: Where am I? for instance. From that question you need to rationalize, to me, which knowledge your using and why. This is where the gray areas of knowledges come in and I encourage you to exploit them. Knowledge Elementals. You continue.
Why?
I talk to the minor wind sprites around me for information onto where we are.
Depending upon how well or badly you rationalize the Knowledge Check the DC will be affected. The above rationalization is bad. Knowledge Geography...it's geography. Is a good rationalization.
Note: You can only roll knowledges checks for the knowledges you have.(Basically there is an easy and a hard way to learn something via a Knowledge Check. You can only do the easy way if you have that knowledge.)
Types of knowledges:
Elementals-There is no arcana here. Instead there is elementals, which is even more useful then arcana. Elementals are everywhere and can be used for practically any Knowledge Check, except planes, with minor DC bonus.
Geography-Want to know anything about towns/cities/continents?
History-What happened in the past?
Planes-All I can say, unless you take it, is that it will be useful.
If you want to make a Knowledge Check in game follow this formula
(What your checking.)(What knowledge.)(The rational why you can use that .)(The result.)
I've prompted various Knowledge Checks that can or cannot be made for more information. It is always in your best interest to attempt a Knowledge Check.
Whenever I prompt a Knowledge Check you may only use the knowledge(s) and only need to give me the result.
Bardic Knowledge may be used when applicable.
If I give multiple knowledges they may not be the same DC to find out the same information.
Plot Actions- Eventually your party will, through reasons explained in game, be able to take a different type of action that I call a plot action. Normally your actions are restricted by the realm of common sense; however, thanks to this feature those boundaries need not apply. Whenever it's your turn,normally, you may take one plot action. The dialogue would be something like this:
I want to take a plot action.
What do you want to do?
-insert idea that player normally wouldn't be able to do(breath fire, grow wings, ect, anything means anything, you could want to turn into ice cream for all I care.)
After you give your idea I will either tell you No or Roll 1d20. If I tell you to roll the action will happen one way or another. Rolling high means it will happen better then you expected rolling low means it happens but there are unforeseen consequences. Hint: One of the circumstances I might allow plot actions when it's not your turn is when you are about to die. Always ask before dieing. (I want to make a note here: If you want to keep playing and play well, even if you die, you won't stay dead...unless you want to.)
But now... ugh. It has been a very long time since I've actively not wanted to play in a game. This is one of those times.
A friend of mine IRL is running a game this semester, and I got around to promising him my attentions for two sessions of play. As such, he decided to go ahead and run wild.
He has created a ruleset variant with a number of... interesting features.
Among them are the 'elimination' of classes. Instead, players select their class features. Much like the "generic" classes presented in Unearthed Arcana, but with much less... structure.
A new key ability, called Stamina, is used. It is essentially a mana pool. Using spells or... other things allows you to drain your stamina. At low Stamina, players seem... weaker, or something?
Somehow, he wants 'freeform magic', which means that players come up with all spells on the fly. Almost all of the rules presented allow for combat-related spells only. Maybe. I didn't pay much attention to it. Apparently, by spending increased amounts of stamina, players can drastically alter spell effects; Shape, Range, Area of Effect, the list goes on.
For some reason, he's included the Common Sense skill, which forces players to metagame while stuck.
Domain, which seems to somehow affect spellcasters' ability to make... casting checks,
Knowledge (Elementals), which seems to be a new skill that spellcasters need. Somehow, his world is heavily influenced by the powers of the classical elements, and as such, this is required for... too many things.
I don't want to even talk about his setting.
Regardless, I would really like some peer review. It needs balance... and a lot of it. If anyone asks... *sigh* I can post the class features selectable as well.
Please, I'm begging you... give me something!
Here we go... the "Rules". Are you ready?
Ex-You level when I tell you to, which will normally be at the end of an arc or assignment. Yes I have the campaign divided up into arc like Anime's are. You didn't think I'd waste the knowledge I have gathered from watching over 178 complete Anime series did you?
Classes-Classes will not be done like you know them in D&D. Every time you level you gain X many CF,class feature, points that you use to upgrade/add onto your class features. You are limited by two things with this: Level and amount of points you have. Points DO rollover, so saving up for bigger better abilities may be in your best interest. Now at lv 1 you can buy Base Class and lv 0 CF's as a one time thing. Eventually, later on, I will reopen the Base Class's and allow you the option of multi-classing. At lv 2 you can buy lv 1 CF's. At lv 3 you can buy lv 1 or lv 2 CF's. The CF pattern continues from then on. Everyone starts at lv 1, therefore you have your Base Class CF already chosen. Let me state again that these are only available at certain times throughout the game. You will have access to specialized CF's based upon what your Base Class is. You will never loose CF's by taking a particular Base Class. As I've said above when you take a Base Class your stuck with it for a good 5-7 levels so think about it. I highly encourage you respond with some suggestions of what you'd like your characters Base Class to be but for the lazy people out there will provide a list. Feats will be CF's, I'm not going to list them all. If you want a feat we can discuss price. Everything else is the same
Notes: If you don't pick a race-your human.
If you don't pick a hit dice-you have 2HP permanently while if you pick a 1d2 hit dice you roll 1d2 to gain HP at level.
The Change-People have been known to randomly change from their default race, human, into another race. This can happen over the course of a night or over a lifetime. This is known as The Change. Why does this happen? People speculate wide and far on that reason and you'll need Knowledge Planes to begin to find the answer :P. When I say human or humanity in the lines below humanoid(every other playable race) is inferred.
Stamina(Sta)-Stamina is the main balancer in this game. Active CF's, like casting magic or rage, cost Stamina to do. Every player starts out with a base daily stamina of 10 that increases at 1/3 your hp(If you gain 6hp at one level you gain 2 stamina.) You may do actions that bring you beyond 0 stamina however, after the action is done, the negative stamina will hurt your hp at a rate of -1 Sta=-3 HP. At 0 stamina your movement speed is halved and you are limited to either moving or attacking(Not both) during your turn in combat. You can ignore this for one turn at a cost of -1 Sta.. You may take CF, eventually, to increase your stamina faster.
Languages-The main language of the world is common as in other games. Other races, since they all stem from basic humans, only know common as a language as well. Elementals are where other languages come in. Each Domain has their own language. You can interpret their language and attempt to speak it, through a Communicate Check,only if you have that Domain at a minor level or higher. (Knowledge Elementals Check)
Magic-Magic is freeform in this game. What this means is that in the past you go I wanna cast magic missile. and roll to do its effects, not in this game. Magic is done through one of the 4 Primary Domains, 4 Secondary Domains, 1 Final Domain and X Fused Domains, that I will list now.
Primary Domains(What you'll have access to in the beginning.)
Earth(Knowledge Elementals Check)
Water(Knowledge Elementals Check)
Wind(Knowledge Elementals Check)
Fire(Knowledge Elementals Check)
Secondary domains (Refined)
Metal(Knowledge Elementals Check)
Ice(Knowledge Elementals Check)
Sonic(Knowledge Elementals Check)
Plasma(Knowledge Elementals Check)
Final
Aether(Knowledge Elementals Check, roll high.)
Fused Domains-(There are a lot total. This is only a few. Knowledge Elementals Check)
Flesh=(Knowledge Elementals Check)
Wood= (Knowledge Elementals Check)
Sand=(Knowledge Elementals Check)
In order to begin Casting a spell you need to have a CF in one of these. Unless you are born with it, in order to get a secondary elemental you need to have the previous mastered. (To use ice you need to of mastered water.)
Domain- When you take a CF in one of these Domains you are giving four things: an Elemental Alignment(EA), Domain(Skill), Communicate, and the ability to cast a spell.
Limited/Minor/Regular/Greater/Mastery...?-Basically these are your Domain levels.
Limited means you can only do one thing from that Domain...it's not very free form.
Minor means you can do everything from that Domain if you have the help of an actual elemental, preferably binded to a weapon of some sort,of the Domain.
Note: It has to be a fairly powerful elemental of that Domain...meaning the item will be expensive.
Regular means you can do everything in minor without the aid of anyone. Your the man now dog.
Greater means you can do everything from regular at ½ stamina cost.
Mastery means you can do anything from that Domain with 1/4th-0 stamina cost.
You can begin working on it's refined form now.
-You can only go up in levels for now. Going up replaces the lesser state with the greater.
Elemental Alignment- your stronger against your element but weaker against it's opposite, no effect on mid two. Random intermediate effects. Improves as you increase Domain.
Natural Alignment- You were born with a primary elemental alignment. About as common as a genius is. A few times every hundred years. The following effects.
Earth-Your durable. It takes a lot to harm you and you heal quickly.
Fire-Your strong. Grugg smash gud.
Water-Your smart, about the intellect of a genius.
Wind-Your wise, you can apply what you see as common sense to any situation to find whats the next best action.
Natural Refined Alignment- You were born with a Secondary/Refined alignment. Once every 2000 years or so.
You have access to that element to master even if you haven't mastered it's primary form.
Natural Fused-Domain- You were born with a Fused Domain alignment. Once every 1000 years or so.
Natural Aether-Has never happened but is statistically possible to happen. This Person would be born with untold amounts of power and probably die from not being able to control it.
Communicate-You can attempt to communicate with your Domain's elementals in their language. (1d20+Domain(Skill))
Domain(Skill)-Basically you now have another skill that you can invest skill points into, that helps with casting spells of that element only. Base stat mod is different for each domain.
Earth=Con
Fire=Str
Water=Int
Wind=Wis
Casting a spell will begin with you, on your turn, saying something to the effect, I wanna cast a spell.
What do you want it to do? This is me learning what your attempting to do, you haven't attempted anything yet.
I'd like (target) to be hit by fire. You can describe it however you want but thats the gist of the spell and the most common usage of it, most likely. You also could say I want a wall of fire to surround (target). This would have not only have fire damage as the first but it would prevent movement slightly while active. It also would cost more stamina. There are a lot of factors on spells that can be modified as you cast it, these factors are what cost the stamina. These factors are:
Size-(If you want to hide a spell the smaller this is the easier it is to hide it. Why would you ever want a big size for the spell? Area of Effect. 0Sta-Ray sized. 1Sta-5ft area of effect. 4Sta-25ft area of effect. Modifying the spell to miss teammates also takes stamina.)
Targets- -1Sta=1 Target -3Sta= 2 Targets -6Sta=3 Targets
Damage- (-1Sta 1d4)(-2Sta 1d6)(-4Sta 2d4)(-8Sta 2d10)
Distance(only applies if your trying something epic. I will tell you when it's activated, otherwise it's not a factor or 0)
Domain(Realistically it isn't a factor, yet, or it's 0. This is if your trying to cast a fire spell through a water domain, it's doable but a bitch to complete. Not recommended to try as you will not be told the factor this multiplies the total stamina cost until after you try but you will be told if your activating it.)Wait, what? Arent we supposed to know all the rules?
Duration- (0sta-instantaneous.)(1sta-2turns)(2sta-3turns)(The damage will decrease over time. So if you did 1d6 damage the first blast it would only do 1d4 for the second turn, damage doesn't go below that. Requires a successful concentration check on your turn to maintain.)
Complexity-(Another Balancer for casters. Only a factor if you heavily modify a spell, like in higher levels. I will tell when it's activated, otherwise it's zero. If complexity ever becomes a factor you must make a concentration check on your turn. The concentration check for duration combines into this one.)
Saying something to the extent of Taking 1 on all means that your only spending 1 stamina on each area that isn't normally 0. Saying Spending 1 stamina. Means your only spending 1 stamina on the spell total and the spell would probably do 1dmg. Depending upon what you want the spell to do the Stamina cost is modified. I will let you know the total final stamina cost, unless the Domain is activated. You pay the stamina then but negative effects from going into negative stamina don't happen until after the spell is finished.
Now you roll and if you pass a DC Check, 1d20 + Domain(Skill), the spell is cast. You will not know the DC but the more complicated the spell the higher the DC. If you fail you lose the stamina and the spell is not cast. Before you roll the DC I will ask you if your trying to hide your casting of the spell. If you hide the spell the DC will increase( depending upon how many turns combat is thus far, targets, size, distance) if you succeed though it it auto-hits, targets don't get a saving throw. If you don't the target(s) may roll to evade/resist. You cannot hide a will save spell. It's a will save if it effects the mind. It's a fort save if it effects the stats of the target. Reflex save is basically everything else.
Critical Failures-
Nat 1-lose twice as much stamina, spell is not cast.
Nat1+<10=spell explodes in your face dealing it's damage to you.
Resistances apply.
Nat1+Nat20=Spell cast normally
Na1t+Nat1=spell explodes dealing double damage or same damage with knockout.
Resistances apply.
Nat1+Nat+Nat20=Nat1's effect
Nat1+Nat1+Nat1=x4 damage, knockout.
Critical Success's-
Nat 20-spell is cast and stamina is not lost.
Nat20+>10=auto-hit
Nat20+Nat1=Spell cast normally
Nat20+Nat20=auto-hit and (Double damage or fully filled Stamina)
Nat20+Nat20+Nat1=Nat20's effect
Nat20+Nat20+Nat20=Instant kill+Fully filled Stamina.
Knockout-You unconscious for 1d4 turns.
Sealing-You have the option of sealing your Domain when you master it and move onto another. This choice must be made when you master it. This means you cannot access that mastered Domain until the seal is broken. It will give you various (worth it) bonus effects...if you can live and function at like that. (Knowledge History/Elementals Check)
Resistances- For every domain there is a resistance.
Negative resistance- you take that much more damage from that Domain.
With non-damage related offense spells(confuse, control, calm, etc.) If the target has negative resistance the spell has that much more DC for the target.
Positive resistance- you deduct that much damage from that Domain.
With non-damage related offense spells(confuse, control, calm, etc.) If the target has positive resistance the spell has that much less DC for the target.
Immunity-(Knowledge Elementals Check)
Absorption-(Knowledge Elementals Check)
Eyes-Brief minor final magical note. Eyes are important, everyone knows this. If you are an mage of any kind or an elemental your eyes reflect your alignment. If you've master your alignment your eyes reflect this as well. The closer you are to mastering the element the more your eye reflects it's mastered state. You can't hide this fact though you can hide other effects being a human mage will have on you down the rode. Eye colors and meanings:
Earth-Green|Mastered-Eyes look mossy.
Metal-Black|Mastered-Eyes look metallic.
Water-Blue|Mastered-Eyes appear to have waves going back and forth inside of them.
Ice-White|Mastered-Eyes appear frozen.
Fire-Red|Mastered-Eyes seam on fire(within eyelids). +5Ft darkvision.
Plasma-Orange|Mastered-Eyes seam on fire(beyond eyelids). +10ft darkvision.
Wind-Gray|Mastered-Eyes appear to have a vortex around the pupil.
Sonic-Deep Purple|Mastered-Eyes appear chaotic with a mesh of gray and deep purple.
Aether- ?(Knowledge Elemental Check)
Training-once per every 10 years of your characters life you may decrease aptitude from one stat to another. This may be done only physical to physical or mental to mental. Dex/Str/Con are interchangeable like this or Wis/Int/Cha are.
If you wish to do this wait until we meet for the first time and tell me there.
Skills-Everyone has every base skill that they can put skill points into. Skills are done normally other then that: (Int+4)x4= skill points for first level. Every level after=(Int+4)
Knowledges- Everyone will have at least one Knowledge skill based upon where they chose to start. Knowledge Checks, as magic is, are not definite in this game. Preferably a Knowledge Check will start with a question: Where am I? for instance. From that question you need to rationalize, to me, which knowledge your using and why. This is where the gray areas of knowledges come in and I encourage you to exploit them. Knowledge Elementals. You continue.
Why?
I talk to the minor wind sprites around me for information onto where we are.
Depending upon how well or badly you rationalize the Knowledge Check the DC will be affected. The above rationalization is bad. Knowledge Geography...it's geography. Is a good rationalization.
Note: You can only roll knowledges checks for the knowledges you have.(Basically there is an easy and a hard way to learn something via a Knowledge Check. You can only do the easy way if you have that knowledge.)
Types of knowledges:
Elementals-There is no arcana here. Instead there is elementals, which is even more useful then arcana. Elementals are everywhere and can be used for practically any Knowledge Check, except planes, with minor DC bonus.
Geography-Want to know anything about towns/cities/continents?
History-What happened in the past?
Planes-All I can say, unless you take it, is that it will be useful.
If you want to make a Knowledge Check in game follow this formula
(What your checking.)(What knowledge.)(The rational why you can use that .)(The result.)
I've prompted various Knowledge Checks that can or cannot be made for more information. It is always in your best interest to attempt a Knowledge Check.
Whenever I prompt a Knowledge Check you may only use the knowledge(s) and only need to give me the result.
Bardic Knowledge may be used when applicable.
If I give multiple knowledges they may not be the same DC to find out the same information.
Plot Actions- Eventually your party will, through reasons explained in game, be able to take a different type of action that I call a plot action. Normally your actions are restricted by the realm of common sense; however, thanks to this feature those boundaries need not apply. Whenever it's your turn,normally, you may take one plot action. The dialogue would be something like this:
I want to take a plot action.
What do you want to do?
-insert idea that player normally wouldn't be able to do(breath fire, grow wings, ect, anything means anything, you could want to turn into ice cream for all I care.)
After you give your idea I will either tell you No or Roll 1d20. If I tell you to roll the action will happen one way or another. Rolling high means it will happen better then you expected rolling low means it happens but there are unforeseen consequences. Hint: One of the circumstances I might allow plot actions when it's not your turn is when you are about to die. Always ask before dieing. (I want to make a note here: If you want to keep playing and play well, even if you die, you won't stay dead...unless you want to.)