View Full Version : Wizardry Tabletop Conversion
Philemonite
2013-06-08, 01:34 PM
I love wizardry. There are so many reasons for this and I could talk about it for days. Instead of doing that I will do something relatively productive-make a tabletop conversion. This is mostly based on Wizardry 8, but it is also (slightly) influenced by older wizardries.
Big thank you goes to NichG, for his help(too many things to mention individually).
Basic Mechanics
Attributes
Skills
Professions
Races
Spells
Everything Else
Basic Mechanics
Every round you can perform one move action and one standard action.
Your attributes, profession and skills determine your number of attacks. Each one of this attacks can be against different target.
Resolving attacks
When you target an enemy with a basic attack roll d20 and add any relevant modifier. If the result is higher then targets AC the attack hits and you roll damage.
Special Abilities
Some classes have special abilities that other classes can not use. Here is the list of those abilities:
Berserk-Fighter
Instead of using basic attacks Fighters can use Berserk attack option. They receive -1 to their accuracy for every 4 fighter levels, but they gain the same bonus to damage.
Health recovery-Lord
Lords recover 1 HP for every 4 levels for every round.
Cheat Death-Valkyrie
Whenever a Valkyrie receives damage that would reduce her HP to 0 she rolls d20 and adds half her level to the total. If the result is higher than the damage it is negated. This ability can only be used once per round.
Lightning strike-Samurai
When a Samurai rolls 20 on attack he rolls d3 and adds the result to the number of attack. This are used against the same target.
Mix-Alchemist
A skilled alchemist can mix lesser potions to provide greater ones, or even something completely different. It is based on Alchemy skill. A list will be done one day.
Turn undead-Priest, Bishop
Paralyze and damages undead creatures. Based on Divinity skill
Magic system
Magic system will be similar to wizardry 8. Highest level spell you can cast is depended on your casting skill and realm. Casting at a higher power level is based on Oratory skill.
When casting a spell you spend spell level*3*power level spell points of that particular realm.
Spell points recover at a rate of 1 per 10 rounds in every realm. This is increased by your realm skills and some other skills.
A higher casting skill will allow you to cast spells at reduces cost.
Philemonite
2013-06-08, 01:35 PM
Attributes range from 1 to 40.
Humans have 15 in every attribute, other races have bonuses and penalties.
When creating your character, you get 25 points to distribute to your attributes with maximum of 10 for any one attribute. You get +1 to any 2 attributes you want every time you gain a level. Average value is 15-20. Every point above 20 offers a bonus, and every point below 15 offers a penalty.
(This values seem OK to me, but if you think they should be higher/lower please say so. The way it is now you can max two attributes by level 15, faster for race other than human.)
Attributes
Strength-"Affects any maneuver that requires physical strength, from hitting creatures to the damage done. Strength also influences most weapons skills, carrying capacity and stamina."
Carrying capacity:
+3 for every bonus point, -3 for every penalty point
Stamina:
+2 for every bonus point, -2 for every penalty point
Weapon skills:
Sword, Staff & Wand, Mace & Flail, Axe
+1 for every 2 bonus points, -1 for every penalty point
Martial Arts, Modern Weapons, Polearm, Bow
+1 for every 4 bonus points, -1 for every 2 penalty points
Two-Handed skill bonus:
+1 for every bonus point, -1 for every penalty point
Intelligence-"Affects a character's performance in mental tasks such as music, artifacts, engineering, communication, close and ranged combat, mythology, all forms and schools of magic except Divinity and a character's skill with locks and traps."
Skill Bonus:Thaumaturgy, Engineering, Artifacts, Mythology, Communication
+1 for every bonus point, -2 for every penalty point
Alchemy, Theosophy, Music
+1 for every 2 bonus points, -1 for every penalty point
Oratory
+1 for every bonus point, -2 for every penalty point
Thaumaturgy spells power:
+1 for every bonus point, -1 for every penalty point
Piety-"Affects a character's magic realm skills and heavily influences Divinity. Piety also affects the amount of spell power a character gets when he gains levels as well as a character's overall stamina."
Skill Bonus:
Theology, Fire, Water, Earth. Air, Mental, Divine
+1 for every bonus point, -1 for every 2 penalty points
Theology spells power:
+1 for every bonus point, -1 for every penalty point
Status effect resistance:
+1 for every 4 bonus points, -1 for every 2 penalty points
Stamina:
+2 for every bonus point, -2 for every penalty point
Spell Points:
+1 for every 2 bonus points, -1 for every 2 penalty points
Vitality-"Affects the amount of hit points, stamina and carrying capacity a character receives, as well as and the likelihood of succumbing to disease."
HP Bonus:
+3 for every bonus point, -3 for every penalty point
Carrying capacity:
+3 for every bonus point, -3 for every penalty point
Stamina:
+2 for every bonus point, -2 for every penalty point
Shield Skill:
+1 for every bonus point, -1 for every penalty point
Resistance to physical effects:
+1 for every 4 bonus points, -1 for every 2 penalty points
Speed-"Affects the initiative in combat, the number of swings per attack and the number of attacks per turn. Speed also influences some combat skills. At very high or very low levels, speed can also affect a character's armor class."
Critical Strike skill bonus:
+1 for every 2 bonus points, -1 for every penalty point
Stealth skill bonus:
+1 for every 2 bonus points, -1 for every penalty point
Initiative:
+1 for every 2 bonus points, -1 for every 2 penalty points
Number of attacks:
+1 for every 10 bonus points, -1 for every 10 penalty points
Armor Class:
+1 for every 2 bonus points, -1 for every 1 penalty points
Dexterity-"Affects the chance to hit and to penetrate with physical attacks, the number of physical attacks in combat and all weapon skills. Dexterity also affects skills which rely upon the body, such as Locks and Traps, Stealth, Pickpocket and Music."
Weapon skills:
Modern Weapons, Polearm, Bow
+1 for every 4 bonus points, -1 for every 2 penalty points
Dagger, Throwing & Sling
+1 for every 2 bonus points, -1 for every penalty point
Dual Weapons skill bonus:
+1 for every bonus point, -1 for every penalty point
Stealth skill bonus:
+1 for every 2 bonus points, -1 for every penalty point
Chance to hit:
+1 for every 2 bonus points, -1 for every penalty point
Alchemy skill:
+1 for every 2 bonus points, -1 for every penalty point
Alchemy spells power:
+1 for every bonus point, -1 for every penalty point
Senses-"Affects anything which relies upon a character's senses such as initiative, sighting monsters, finding hidden items or secrets, Scouting, Mythology, Psionics and Artifacts. Senses also affects some combat skills, such as Close Combat, Critical Strike and Dual Weapons."
Ranged Combat skill bonus:
+1 for every 2 bonus point, -1 for every penalty point
Martial Arts skill bonus:
+1 for every 4 bonus points, -1 for every 2 penalty points
Theosophy skill:
+1 for every 2 bonus points, -1 for every penalty point
Theosophy spells power:
+1 for every bonus point, -1 for every penalty point
Resistance to mental effects:
+1 for every 4 bonus points, -1 for every 2 penalty points
Critical Strike skill bonus:
+1 for every 2 bonus points, -1 for every penalty point
Philemonite
2013-06-08, 01:36 PM
Skills
Every class gets a certain number of skill points for each skill group every level. Maximum amount of skill points you can spend on a skill is equal to your level.
Weapon
Sword
Dagger
Staff & Wand
Mace & Flail
Polearm
Axe
Martial Arts
Bow
Throwing & Sling
Modern Weapons
Accuracy:
+1 for every 4 bonus points
Damage:
+1 for every 6 bonus points
Number of attacks:
+1 for every 10 bonus points
Physical
Ranged Combat
Accuracy:
+1 for every 4 bonus points
Damage:
+1 for every 6 bonus points
Oratory-Allows casting of spells at a higher power level
+1 for every 8 bonus points
Shield-Improves AC when using shield
+1 for every 4 bonus points
Dual Weapons-Improves accuracy when using two weapons
+1 for every 4 bonus points
Two-Handed-Improves damage when using two-handed weapon
+1 for every 6 bonus points
Locks & Traps-Picks lock and disables traps
+1 for every bonus points
Pick Pocket-Picks pockets
+1 for every bonus points
Critical Strike-Hits for extra damage
+1 for every 2 bonus points
Stealth-Improves AC
+1 for every 4 bonus points
Academic
Alchemy-Allows use of Alchemy spells
Theology-Allows use of Theology spells
Theosophy-Allows use of Theosophy spells
Thaumaturgy-Allows use of Thaumaturgy spells
Every 10 points in a casting skill gives you +1 to max spell level you can cast.
(Level 2 with 10 points, level 3 with 20 points...)
*With no class bonus hybrids can not have a casting skill above 45 at level 30, this makes their maximum spell level 5
Bishops get 1/2 level bonus and that makes their maximum casting skill 60 at level 30, so they must be level 30 to cast level 7 spells
Specialized casters have 1 per level bonus to their casting skill so their maximum is 75, they can cast level 7 spells at level 23*
Fire-Allows use of Fire spells
Water-Allows use of Water spells
Earth-Allows use of Earth spells
Air-Allows use of Air spells
Mental-Allows use of Mental spells
Divine-Allows use of Divine spells
To cast a spell of a particular Realm you must have (spell level-1)*8 Realm skill to cast spells of that Realm. You also get +1 Spell point for every skill point.
Music-Allows the use of instruments
Engineering-allows the use of gadgets
Artifacts-Allows identification of items and use of scrolls
Mythology-Allows identification of enemies
Communication-Improves social abilities
Scouting-Allows for sighting of hidden items
Philemonite
2013-06-08, 01:38 PM
Professions
Fighter
Berserk attack option(Increased damage, AC penalty)
+1 and -1 AC for every 3 fighter levles
HP:20+5/level
Stamina:20+5/level
Stamina recovery:5
+1 to every weapon skill every level
Armor:Heavy
Lord
HP:18+4/level
HP recovery:2+1/3level
Stamina:18+4/level
Stamina recovery:3
Spell points:5+1/level
+1 to Mace and Flail skill every level
+1 to Shield skill every level
Armor:Heavy
Spellbook:Theology
Valkyrie
Cheat Death
HP:18+4/level
HP recovery:2+1/3level
Stamina:18+4/level
Stamina recovery:3
Spell points:5+1/level
+1 to Polearm skill every level
+1 to Two-Handed skill every level
Armor:Heavy
Spellbook:Theology
Ranger
Scouting skill
HP:16+3/level
Stamina:16+3/level
Stamina recovery:3
Spell points:5+1/level
+1 to Bow skill every level
+1 to Ranged Combat skill every level
+1 to Axe skill every two levels
Armor:Medium
Spellbook:Alchemy
Samurai
Lightning strike
Fearles
HP:18+4/level
Stamina:18+4/level
Stamina recovery:3
Spell points:5+1/level
+1 to Sword skill every level
+1 to Dual Weapons skill every level
Armor:Medium
Spellbook:Thaumaturgy
Access to special weapon and armor
Ninja
HP:14+3/level
Stamina:14+3/level
Stamina recovery:3
Spell points:5+1/level
+1 to Throwing & Sling skill every level
+1 to Dual Weapons skill every level
+1 to Critical Strike skill every 2 levels
Armor:Minimal
Spellbook:Alchemy
Monk
Blindness immunity
Damage reduction
HP:14+3/level
Stamina:14+3/level
Stamina recovery:3
Spell points:5+1/level
+1 to Martial Arts skill every level
+1 to Staff & Wand skill every level
Armor:Minimal
Spellbook:Theosophy
Rogue
Backstab attack option
HP:16+3/level
Stamina:16+3/level
Stamina recovery:3
+1 to Dagger skill every level
+1 to Dual Weapons skill every level
+1 to Locks & Traps skill every 2 levels
+1 to Stealth skill every 2 levels
Armor:Light
Bard
Music skill
HP:16+3/level
Stamina:16+3/level
Stamina recovery:3
Spell points:5+1/level
+1 to Communication skill every 2 levels
+1 to Music skill every level
Armor:Light
Spellbook:Thaumaturgy
Gadgeteer
Engineering skill
Omnigun
HP:16+3/level
Stamina:16+3/level
Stamina recovery:3
+1 to Modern Weapons skill every level
+1 to Ranged Combat skill every level
+1 to Engineering skill every 2 levels
Armor:Medium
Spellbook:Theosophy
Priest
Turn undead
HP:16+3/level
Stamina:16+3/level
Stamina recovery:3
+1 to Theology skill every level
+1 to Oratory skill every level
+1 to Mace & Flail skill every 2 levels
+1 to Shield skill every 2 levels
+1 to Realm skills every 2 levels
Armor:Medium
Spellbook:Theology
Alchemist
Mix
HP:14+3/level
Stamina:14+3/level
Stamina recovery:3
+1 to Alchemy skill every level
+1 to Oratory skill every level
+1 to Dagger skill every 2 levels
+1 to Shield skill every 2 levels
+1 to Realm skills every 2 levels
Armor:Light
Spellbook:Alchemy
Bishop
Turn undead
HP:14+3/level
Stamina:14+3/level
Stamina recovery:3
+1 to Oratory skill every level
+1 to Alchemy skill every 2 levels
+1 to Theology skill every 2 levels
+1 to Theosophy skill every 2 levels
+1 to Thaumaturgy skill every 2 levels
+1 to Artifacts skill every 2 levels
+1 to Realm skills every 2 levels
Armor:Medium
Spellbook:Alchemy, Theology, Theosophy, Thaumaturgy
Psionic
Mental Status Immunity
HP:12+2/level
Stamina:12+2/level
Stamina recovery:3
+1 to Theosophy skill every level
+1 to Oratory skill every level
+1 to Realm skills every 2 levels
Armor:Minimal
Spellbook:Theosophy
Mage
HP:12+2/level
Stamina:14+2/level
Stamina recovery:3
+5 to Fire, Water, Earth and Air Resistance
+1 to Thaumaturgy skill every level
+1 to Oratory skill every level
+1 to Fire, Water, Earth and Air Resistance every 2 levels
+1 to Realm skills every 2 levels
Armor:Minimal
Spellbook:Thaumaturgy
(Bard and Psionic need some more power, Bishop needs to be nerfed some more.)
Philemonite
2013-06-08, 01:39 PM
Races (of Dominus)
Human
+3 Bonus for 2 attributes of your choice.
Dracon
+3 Bonus to Strength, Vitality and Dexterity
+5 Bonus to Air and Water resistance
+3 Penalty to Senses and Piety
-5 Penalty to Divine and Mental resistance
Dwarf
+3 Bonus to Strength, Piety and Vitality
+5 Resistance to Fire
Damage reduction
+3 Penalty to Intelligence and Dexterity
Elf
+3 Bonus to Intelligence, Dexterity and Piety
+5 Resistance to Mental and Air
-3 Penalty to Strength and Vitality
Faerie
+3 Bonus to Speed, Intelligence and Dexterity
+5 Resistance to Air, Earth, Mental and Divine
Faster spell point recovery
+2 Bonus to AC
-3 Penalty to Strength, Vitality and Piety
Reduced Carrying Capacity
Equippable item weight limit
Felpurr
+3 Bonus to Speed, Dexterity and Senses
+5 Resistance to Air, Earth and Mental
-3 Penalty to Piety and Vitality
-5 Penalty to Water resistance
Gnome
+3 Bonus to Intelligence, Vitality and Dexterity
+5 Resistance to Earth and Mental
-3 Penalty to Strength and Speed
Hobbit
+3Bonus to Dexterity, Speed and Senses
+5 Resistance to Earth
-3 Penalty to Piety and Stregth
Lizardman
+3 Bonus to Strength, Vitality and Speed
+5 Resistance to Fire, Water and Earth
-3 Penalty to Intelligence and Piety
-5 Penalty to Mental and Divine resistance
Mook
+3 Bonus to Senses, Intelligence and Vitality
+5 Water, Mental and Divine resistance
-3 Penalty to Piety, Dexterity and Speed
Rawulf
+3 Bonus to Piety, Vitality and Senses
+5 Divine, Water and Earth resistance
-3 Penalty to Intelligence, Dexterity and Speed
Philemonite
2013-06-08, 01:41 PM
Spells (this will take a lot of time)
Numbers are from the game, they will be modified.
Theology
Level 1
Bless-Divine
Increase AC and To Hit
Charm-Mental
Attempts to magically influence a creature or NPC to be more friendly to the party
Heal Wounds-Divine
Heal 4 - 16 Health / spell level
Light-Fire
Light for exploration
Make Wounds-Divine
2 - 6 points of Magical damage
Paralyze-Water
May inflict paralysis
Stamina-Water
Heal 6 - 36 Stamina / spell level
Level 2
Cure Lesser Condition-Water
Reduces/cures fear, sleep, blindness, nausea, or irritation
Divine Trap-Mental
Boosts party's Locks & Traps skill
Guardian Angel-Divine
Guardian Angel absorbs a certain amount of damage before character can be damaged again
Holy Water-Water
2 - 10 points of Water damage
Only effective vs. undead or demonic creatures
Identify Item-Mental
Identifies items
Web-Earth
May trap opponents in a web, immobilizing them
Level 3
Armorplate-Earth
Increases Armor Class by (SL / 2), rounded up
Cure Paralysis-Water
Reduces/cures paralysis
Cure Poison-Air
Reduces/cures poison
Magic Screen-Divine
Increases resistance to all 6 elements
Rest All-Water
Heal 6 - 36 Stamina / spell level
Silence-Air
May inflict silence
Level 4
Cure Disease-Water
Reduces/cures disease
Remove Curse-Divine
Removes cursed items
Soul Shield-Divine
Increases resistance to Divine and Mental spells
Superman-Water
Increases all attributes by 5/SL
Whirlwind-Air
2 - 8 points of Air damage
Level 5
Heal All-Divine
Heal 4 - 16 Health / spell level
Instant Death-Divine
May kill creature instantly
Purify Air-Air
Attempts to clear the air around the party of dangerous clouds
Return to Portal-Air
Party returns to the caster's portal that was set previously by Set Portal
Sane Mind-Mental
Reduces/cures insanity
Set Portal-Air
Caster declares a new portal position that may be returned to when he/she casts Return to Portal
Level 6
Banish-Divine
3 - 27 points of Magical damage
Only effective vs. undead, demonic, or summoned creatures
Lifesteal-Divine
4 - 16 points of Magical damage
The most wounded party member receives in health the damage the victim received
Lightning-Fire
2 - 16 points of Fire damage
Resurrection-Divine
Attempts to restore life to a dead character
Level 7
Death Wish-Divine
May kill creatures instantly
Falling Stars-Earth
2 -16 points of Earth damage
Restoration-Divine
Heal 8 - 64 Health / spell level and attempts to cure every condition excepting Death and Life Drain
Alchemy
Level 1
Acid Splash-Water
1 - 7 points of Water damage
Heal Wounds-Divine
Heal 4 - 16 Health / spell level
Itching Skin-Earth
Lowers opponent's ability to defend and attack
Light-Fire
Light for exploration
Sleep-Air
May inflict sleep
Stamina-Water
Heal 6 - 36 Stamina / spell level
Level 2
Blinding Flash-Fire
May inflict blindness
Cure Lesser Condition-Water
Reduces/cures fear, sleep, blindness, nausea, or irritation
Dracon Breath-Water
Target can breathe a Cone of acidic vapor. Spell level increases duration, but not effectiveness.
Razor Cloak-Earth
Any opponent attacking target of this spell is wounded
Sonic Boom-Air
May inflict fear or unconsciousness
Level 3
Chameleon-Earth
Masks your presence from opponents until you come within range. Has no effect in combat
Cure Paralysis-Water
Reduces/cures paralysis
Cure Poison-Air
Reduces/cures poison
Knock-Knock-Earth
Attempts to circumvent trap on treasure chest to open it
Magically raises and holds tumbler(s) in upright position
Noxious Fumes-Air
1 - 6 points of Air damage
May inflict nausea or unconsciousness
Shadow Hound-Air
Reduces chance of being surprised and alerts sleeping party members to approaching monsters
Whipping Rocks-Earth
2 - 10 points of Earth damage
Level 4
Acid Bomb-Water
1 - 6 points of Water damage
Crush-Earth
2 - 30 points of Earth damage
Cure Disease-Water
Reduces/cures disease
Element Shield-Earth
Increases resistance to Fire, Water, Air, and Earth
Fire Bomb-Fire
2 - 10 points of Fire damage
Ring of Fire-Fire
All enemies within range 1 - 6 points of Fire damage
Level 5
Body of Stone-Earth
Increases Armor Class and grants damage resistance
Purify Air-Air
Attempts to clear the air around the party of dangerous clouds
Return to Portal-Air
Party returns to the caster's portal that was set previously by Set Portal.
Set Portal-Air
Caster declares a new portal position that may be returned to when he/she casts Return to Portal.
Summon Elemental-Divine
Caster conjures an elemental from either Fire, Water, Air or Earth. Each caster can only maintain one elemental at a time
Toxic Cloud-Air
1 - 4 points of Air damage
May inflict nausea, poisoning, or unconsciousness
Level 6
Boiling Blood-Fire
2 - 38 points of Fire damage
If killed, victim explodes injuring additional enemies
Draining Cloud-Divine
1 - 5 points of Magical damage
Cloud drains Health, Stamina, and Spell Points
Quicksand-Earth
May kill creatures instantly
Resurrection-Divine
Attempts to restore life to a dead character
Level 7
Death Cloud-Air
May kill creatures instantly
Earthquake-Earth
3 - 21 points of Earth damage
Tsunami-Water
3 - 27 points of Water damage
Theosophy
Level 1
Charm-Mental
Attempts to magically influence a creature or NPC to be more friendly to the party
Heal Wounds-Divine
Heal 4 - 16 Health / spell level
Mind Stab-Mental
2 - 8 points of Mental damage May inflict insanity
Paralyze-Water
May inflict paralysis
Sleep-Air
May inflict sleep
Terror-Mental
May inflict fear or unconsciousness
Level 2
Cure Lesser Condition-Water
Reduces/cures fear, sleep, blindness, nausea, or irritation
Detect Secrets-Mental
Spots hidden items and terrain features. Spell level increases duration, but not effectiveness
Divine Trap-Mental
Boosts party's Locks & Traps skill
Identify Item-Mental
Identifies items
Insanity-Mental
May inflict insanity
Shrill Sound-Air
1 - 5 points of Air damage
Slow-Water
May inflict slowness
Level 3
Chameleon-Earth
Masks your presence from opponents until you come within range. Has no effect in combat
Hypnotic Lure-Fire
Draws opponents mindlessly towards the pulsating glow. Ineffective on friendly creatures and NPCs
Mindread-Mental
Attempts to apprehend the thoughts of NPCs.
Psionic Fire-Fire
2 - 10 points of Fire damage
Silence-Air
May inflict silence
Level 4
Armormelt-Earth
Lowers opponent's Armor Class and makes it easier for weapons to penetrate their defenses
Ego Whip-Mental
2 - 14 points of Mental damage
Eye for an Eye-Divine
Magical attacks against character are reflected back to the original caster. The character is still effected by the initial blast
Haste-Fire
Counteract slowness, gives +10 Spd/SL, may increase the number of attacks per combat round
Soul Shield-Divine
Increases resistance to Divine and Mental spells
Level 5
Hex-Mental
May inflict hexed condition, which lowers all attributes and all skills
Instant Death-Divine
May kill creature instantly
Psionic Blast-Mental
2 - 14 points of Mental damage May inflict insanity
Return to Portal-Air
Party returns to the caster's portal that was set previously by Set Portal.
Sane Mind-Mental
Reduces/cures insanity
Set Portal-Air
Caster declares a new portal position that may be returned to when he/she casts Return to Portal.
Level 6
Might to Magic-Divine
3 - 27 points of Magical damage The most magically drained party member receives in spell points the damage the victim received
Pandemonium-Air
May inflict fear or insanity
Prismic Ray-Fire
May inflict multitudinous conditions
Turncoat-Mental
Attempts to change the loyalties of an enemy
Level 7
Cerebral Hemorrhage-Mental
2 - 48 points of Mental damage
May inflict insanity
Mind Flay-Mental
3 - 21 points of Mental damage
Prismic Chaos-Fire
May inflict multitudinous conditions
Thaumaturgy
Level 1
Energy Blast-Fire
1 - 7 points of Fire damage
Frost-Water
1 - 7 points of Water damage
Light-Fire
Light for exploration
Sleep-Air
May inflict sleep
Terror-Mental
May inflict fear or unconsciousness
Level 2
Detect Secrets-Mental
Spots hidden items and terrain features. Spell level increases duration, but not effectiveness.
Enchanted Blade-Divine
Increase To Hit and To Penetrate chances
Magic Missiles-Divine
1 - 7 points of Magical damage
Missile Shield-Air
Provides a chance to deflect non-magical missiles
Shrill Sound-Air
1 - 5 points of Air damage
Sonic Boom-Air
May inflict fear or unconsciousness
Web-Earth
May trap opponents in a web, immobilizing them
Level 3
Fireball-Fire
2 - 8 points of Fire damage
Freeze Flesh-Water
May inflict paralysis
Knock-Knock-Earth
Attempts to circumvent trap on treasure chest to open it
Magically raises and holds tumbler(s) in upright position
Noxious Fumes-Air
1 - 6 points of Air damage
May inflict nausea or unconsciousness
Shadow Hound-Air
Reduces chance of being surprised and alerts sleeping party members to approaching monsters
Whipping Rocks-Earth
2 - 10 points of Earth damage
Level 4
Armormelt-Earth
Lowers opponent's Armor Class and makes it easier for weapons to penetrate their defenses
Crush-Earth
2 - 30 points of Earth damage
Element Shield-Earth
Increases resistance to Fire, Water, Air, and Earth
Iceball-Water
2 - 10 points of Water damage
Remove Curse-Divine
Removes cursed items. Spell level is automatically calibrated to the strength of the curse.
X-Ray-Mental
Can determine the presence of creatures and items. Spell Level determines the duration of the spell, but not its effectiveness
Level 5
Dehydrate-Water
2 - 38 points of Water damage
Freeze All-Water
May inflict paralysis
Hex-Mental
May inflict hexed condition, which lowers all attributes and all skills
Return to Portal-Air
Party returns to the caster's portal that was set previously by Set Portal
Set Portal-Air
Caster declares a new portal position that may be returned to when he/she casts Return to Portal
Summon Elemental-Divine
Caster conjures an elemental from either Fire, Water, Air or Earth. Each caster can only maintain one elemental at a time
Level 6
Banish-Divine
3 - 27 points of Magical damage Only effective vs. undead, demonic, or summoned creatures
Blizzard-Water
2 - 18 points of Water damage May inflict blindness
Firestorm-Fire
2 - 8 points of Fire damage
Turncoat-Mental
Attempts to change the loyalties of an enemy
Level 7
Asphyxiation-Air
May kill creatures instantly
Concussion-Mental
2 - 48 points of Mental damage May inflict unconsciousness
Nuclear Blast-Fire
3 - 21 points of Fire damage
Philemonite
2013-06-08, 01:42 PM
Everything Else
You can start PEACH-ing, please.
erikun
2013-06-08, 11:30 PM
The first thing is that comes to mind is that you haven't really posted the game mechanics, so it will be really hard for most people to judge or comment on very much. I've played the games and so understand what this all means, but unless someone has played quite a bit of poured over the instructions, they aren't likely to understand much.
Second, I would recommend trying to construct as much of the Wizardry 8 mechanics as possible, then look at simplifying things afterwards. A 1-10000 randomized number can easily be translated into d% or d20, with the numbers adjusted as appropriate.
Third, you'll probably be seeing some (likely all) values here change as you put together the system. The weapon skills, for example, with probably both be contracted and expanded - expanded, for things like shield bashing and grappling, and contracted, for questions like "how is a mace handled differently from an axe?"
Also, you might want to take a look at the Burning Wheel system, if you haven't already. Burning Wheel progresses skills with a per-use method rather than typical levels and experience-point skill progression, and does so with rather low numbers. Wizardry (at least, what I recall from W6) allows a player to build up skills by just using them rather than forcing them to level everything with skill points. It might be worth looking at, in case you'd want to use it in addition to standard leveling, or perhaps even in place of it.
Philemonite
2013-06-09, 06:11 AM
The first thing is that comes to mind is that you haven't really posted the game mechanics, so it will be really hard for most people to judge or comment on very much. I've played the games and so understand what this all means, but unless someone has played quite a bit of poured over the instructions, they aren't likely to understand much.
Second, I would recommend trying to construct as much of the Wizardry 8 mechanics as possible, then look at simplifying things afterwards. A 1-10000 randomized number can easily be translated into d% or d20, with the numbers adjusted as appropriate.
Third, you'll probably be seeing some (likely all) values here change as you put together the system. The weapon skills, for example, with probably both be contracted and expanded - expanded, for things like shield bashing and grappling, and contracted, for questions like "how is a mace handled differently from an axe?"
Also, you might want to take a look at the Burning Wheel system, if you haven't already. Burning Wheel progresses skills with a per-use method rather than typical levels and experience-point skill progression, and does so with rather low numbers. Wizardry (at least, what I recall from W6) allows a player to build up skills by just using them rather than forcing them to level everything with skill points. It might be worth looking at, in case you'd want to use it in addition to standard leveling, or perhaps even in place of it.
Thank you for your comments.
I will add more to the mechanics as I go.
I will try to use as much of wizardry mechanics as possible. Attributes will be scaled to resemble d20 ability score.
That's why I'm skipping most numbers for now, it will all come later when I get to the balancing part.
Never heard of Burning Wheel, I will give it a look.
I was thinking of removing progression through use system.
erikun
2013-06-10, 11:47 PM
I was thinking of removing progression through use system.
Aww. One of the things I really liked about Wizardry was the ability to actively do things to improve your characters' skills. (Interacting and allying with the different races, along with freely swapping classes, were the other big things.) I suppose you could stick with gaining "skill points" when you level up, although you'd need to increase the points gained to compensate for not being able to increase most of them through use - at least, with comparison to Wizardry 6.
Also, I should point on one big difference between playing Wizardry and playing a RPG. In the RPG, you only control one character. In Wizardry, you control a team of six. This means that in the Wizardry game, it isn't much of a concern to have your 100 Sword skill Samurai suddenly take up axes and start learning - you can do so when wandering through easier areas, or just slumming a bit to get the skill up. In a RPG, though, characters don't spend their time "slumming" or passing through easier areas getting into fights. As such, your 100 Sword skill Samurai will be sticking with swords all the time, because they're always fighting challanging encounters.
Just a note on how video game playstyles can be different from RPG playstyles. Something you may want to consider when getting down to "How do I modify this into a better Pen-and-Paper RPG?" questions.
Other than that, not much else to comment on. I'd be interested in seeing how things go with more mechanics put together!
Philemonite
2013-06-11, 12:01 PM
Aww. One of the things I really liked about Wizardry was the ability to actively do things to improve your characters' skills. (Interacting and allying with the different races, along with freely swapping classes, were the other big things.) I suppose you could stick with gaining "skill points" when you level up, although you'd need to increase the points gained to compensate for not being able to increase most of them through use - at least, with comparison to Wizardry 6.
Also, I should point on one big difference between playing Wizardry and playing a RPG. In the RPG, you only control one character. In Wizardry, you control a team of six. This means that in the Wizardry game, it isn't much of a concern to have your 100 Sword skill Samurai suddenly take up axes and start learning - you can do so when wandering through easier areas, or just slumming a bit to get the skill up. In a RPG, though, characters don't spend their time "slumming" or passing through easier areas getting into fights. As such, your 100 Sword skill Samurai will be sticking with swords all the time, because they're always fighting challanging encounters.
Just a note on how video game playstyles can be different from RPG playstyles. Something you may want to consider when getting down to "How do I modify this into a better Pen-and-Paper RPG?" questions.
Other than that, not much else to comment on. I'd be interested in seeing how things go with more mechanics put together!
There are two reasons I want to skip learn through use system
1) Tracking experience for every single skill is way to complicated.
2) Hybrids and Bishops would have have immense potential power. In my system specialized casters get a nice bonus to their casting abilities and realm skills, Bishops get lesser bonus and hybrids get none. Fighters get a large bonus to weapon skills, hybrids get a lesser bonus and casters get none. This limits not only their current skills, but also their maximum. A bishop can never surpass a Mage in Thaumaturgy (but he does get 3 other schools).
Skills will be done pathfinder style, maximum rank will be equal to your level. Skill effects will be scaled for this. So, a mage might have 6 points to spend on academic skills allowing him to max Thaumaturgy, 4 realm skills and one more academic skill (mythology?). A hybrid might get only 3 so he can only max his casting ability and 2 realms. Same goes for weapons, a fighter will get 6 weapon skills, so he can max most weapon skills. A lord will get 3(?) so he cam max Mace (since he gets bonus for it) and two more weapon skills.
Now i want to make two versions, and put learn through use system in the other one.:smallbiggrin:
Philemonite
2013-06-17, 08:27 AM
Attributes are done, and ready to be PEACH-ed. Next step skills.
Numbers will probably be changed, to make it more balanced.
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