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Dienekes
2015-07-08, 01:39 PM
Hello, this is very much a pet project of mine that I have been working on, on and off, for a couple of years. Sadly, because I am terribly disorganized, I tend to have a couple dozen documents, files, and folders all dedicated to what I'm trying to make and getting lost causing me to go back and re-write what I've already finished. So, I have now decided to just make a centralized topic here where, hopefully, I can get a bit more organized and actually move on to getting the game workable.

The Iron Code (couldn't think of a good name so went for a Druss reference) was created to blend my desire to play a more realistic combat system such as you would find in Riddle of Steel or Burning Wheel with more of a focus on character build and a leveling system. The two largest inspirations were Riddle of Steel and Star Wars Saga Edition.

In its current iteration the game does not have any classes, however, it does have levels, each level providing the character with talents to spend on different abilities, from learning spells, to new maneuvers in combat.

It should be noted this is all a work in progress, and is subject to change.

This is going to be pretty long, so for further organization

1: Introduction
2: Core Gameplay (http://www.giantitp.com/forums/showsinglepost.php?p=19506594&postcount=2)
3: Character Creation (http://www.giantitp.com/forums/showsinglepost.php?p=19506823&postcount=4)
4: Skills (http://www.giantitp.com/forums/showsinglepost.php?p=19506876&postcount=5)
5: Talents (http://www.giantitp.com/forums/showsinglepost.php?p=19506981&postcount=6)
6: Maneuvers (http://www.giantitp.com/forums/showsinglepost.php?p=19507051&postcount=7)
7: Equipment (http://www.giantitp.com/forums/showsinglepost.php?p=19507066&postcount=8)
8: Combat (http://www.giantitp.com/forums/showsinglepost.php?p=19507122&postcount=9)
9: Spells (http://www.giantitp.com/forums/showsinglepost.php?p=19507182&postcount=10)
9a: Spells continued (http://www.giantitp.com/forums/showsinglepost.php?p=19507194&postcount=11)
10: Pre-Made Builds (http://www.giantitp.com/forums/showsinglepost.php?p=19507215&postcount=12)
11: -----

Dienekes
2015-07-08, 01:42 PM
The Core Gameplay.

Dice
This game works entirely through d6s. The game can run with no more than 6d6 per player. Most Success Rolls are determined by rolling 3d6 + bonuses against a set DC.

Success Rolls
The majority of rolls made in this game are Success Rolls, which, as the name suggests, determines whether or not an action a character is performing is successful. Success rolls always follow the following pattern: 3d6 + Advantage and Disadvantage + additive bonuses.

Advantages and Disadvantages will be explained below. Additive bonuses represent the consistent skills and abilities of a character. There are 3 ways to increase the additive bonuses; Attribute score, Training, and Focus.

Advantage and Disadvantage

When making a Success Roll different modifiers are added to the roll, these can be positive or negative in how they affect the roll. Most (but not all) circumstances that affect a Success Roll are determined by applying Advantages or Disadvantages to the roll. For each Advantage a player would have on a roll, they may add an additional 1d6 to their Success Roll, and then drop the lowest roll. While each Disadvantage would add an additional 1d6 to the Success Roll, and then drop the highest roll. The maximum number of dice that can be rolled in any Success Roll is 6d6, with either 3 Advantages or Disadvantages in affect.

Advantages and Disadvantages cancel each other out at a rate of one for one. So for example, let’s say that a character is attempting to jump across a chasm. Normally, that would be an Athletics check, with the DC determined by the distance of the jump. However, in this instance there are outside circumstances acting on the character. Let’s say the character is in the middle of an earthquake and the ground is shaking making him have unsure footing for his jump, and there is a strong wind blowing the opposite direction he is trying to jump. But, he just cast the Haste spell on himself, which gives him an Advantage on jump checks. So in this instance, he has 2 Disadvantages, and 1 Advantage. The Advantage and 1 Disadvantage cancel each other out, and the player rolls 4d6 and drops the lowest to determine on the Success Roll.

Chart Rolls

This game has two types of rolls, Success Rolls and Chart Rolls. While Success Rolls determine whether an action is successful Chart Rolls determine what effect an action will have.

Each Chart Roll has its own rules that will be explained below when they come up.

By far, the most common Chart Roll is a Damage roll. Which will be explained in the section on Combat.

Action Points
While this game emphasizes the deadliness and danger of the world, it is still a game.

The Action Point (AP) is used to give a little leeway for characters to attempt interesting and difficult actions, for a cost.

An Action Point can do the following:
Increase any one Defense by 1d6 against a single Success Roll. If multiple AP are spent on the same Defense they do not stack, instead pick the highest of the dice rolled and add that to the Defense.
Gain an Advantage on a Success Roll
Remove the Dead condition: This costs a minimum of 3 Action Points, and must make sense. If shot down in combat, the character can be found alive, but gravely wounded. However, if captured by the enemy and pushed into a volcano with a mouth full of gunpowder, no amount of Action Points will save the character.

Each player (and some important NPCs) start out each day with an Action Point. If this point is not spent by the end of the day, nothing happens. However, if it is, it is replaced.

However, there are other methods of gaining Action Points, such as through Talents. Or they can be granted by the GM in certain situations.

They can be deemed as rewards for a particularly risky action that the character was successful in. Or if the character is reaching great difficulty while attempting to pursue their Motivation. Or it can be a reward for particularly good roleplaying. Ultimately, it is up to the GM.

Bruno Carvalho
2015-07-08, 02:12 PM
God damn, i LOVE TRoS. Consider me VERY interested in this one. Have you seen Blade of the Iron Throne? It is almost TRoS Second Edition in almost every way.

Dienekes
2015-07-08, 02:25 PM
Character Creation

There are several steps to creating a character.
1st coming up with your character concept. Think up a character, what are their strengths and weaknesses? Are they a dashing rogue? A grizzled veteran? A absentminded wizard? Think of what you want to play then go to the next step.
2nd determine Attributes. Attributes are the building blocks of a character, they determine how strong, or how smart, or charismatic a character can be.
3rd determine Proficiencies. Proficiencies are a list of pre-determined Talents that specialize your character. These are more specific than Attributes, as Attributes may determine if the character is strong, or intelligent, Proficiencies determine if he has trained in martial combat, or studied history.
4th determine Level 1 Talents. Your character can pick any Talent that they qualify for, note, some talents need to be picked at level 1 or they are permanently barred from being taken upon leveling up.
5th determine Motivations. These are roleplaying points that help flesh out your character and can provide helpful information for your GM.
6th determine Equipment. Unless otherwise noted each player starts with 100 silver pieces to spend.

Coming up with a character is largely up to the player, so we will skip to the second step, Attributes.


The Attributes
There are 6 Attributes: Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma.

This is the result of me more or less throwing up my hands in annoyance. I tried several other ideas to attempt to avoid using D&D's standard 6. But nothing really seemed to work very well, and getting rid of them completely made the rest of the streamlined character creation process make characters feel a bit too similar for my tastes. So for now, the 6 are what I will stick with, at least until I can figure out something I like better.

Strength is a rough idea of how much force your character can exert quickly and effectively through their muscles alone. For the purposes of this game Strength is used for the following: Carrying Capacity, Melee Attack Rolls, Melee Damage Rolls, Thrown Damage Rolls, Bow Draw Weight, and Athletics

Dexterity is a rough idea of how coordinated your character is. For the purposes of this game Dexterity is used for the following: Ranged Attack rolls, Finesse Melee Attack Rolls, Reflex Defense, Acrobatics, Initiative, Craft, Ride, Sleight of Hand, and Stealth.

Constitution is a rough idea of how hardy your character is. For the purposes of this game Constitution is used for the following: Fortitude Defense, Damage Thresholds, and Endurance

Intelligence is a rough idea of how quick your character is to learn and retain new information. For the purposes of this game Intelligence is used for the following: Starting Proficiencies, Starting Languages, Knowledge, Treat Injury, and Arcane Spell Limit

Wisdom is a rough idea of how in tune your character is to their surroundings as well as their strength of character. For the purposes of this game Wisdom is used for the following: Will Defense, Perception, Sense Motive, Survival, and Divine Spell Limit

Charisma is a rough idea of your character's force of personality and ability to influence others. For the purposes of this game Charisma is used for the following: Diplomacy, Deception, Disguise, Handle Animal, Perform, Intimidate, and Thaumaturgy

Each Attribute is given a rating from -1 to 5, which shows the span of human ability.

-1: Noticeably Impaired or even Incapable of using
0: Below Average
1: Average
2: Above Average
3: Gifted
4: Prodigy
5: Legendary
6: Beyond Human

When determining your Attributes you start out with several points to spend. The number of these points is determined by your GM, however these are some suggestions

Average: 6-9 points to spend giving characters that are largely average
Gritty Heroic: 12 points
Legends: 15 points or more

The game has so far, only been tested using the 12 points option.

These points are given to the player and must be spent on all of the Attributes. There is not a 1 to 1 ratio between points spent and Attribute, for each Attribute use the following Chart to determine how many points are spent to determine your score.

Final Attribute Score: Points Spent
-1: You gain 1 point to spend
0: 0
1: 1
2: 2
3: 4
4: 6
5: 9

After determining Attributes you can go to the next step Proficiencies.

Proficiencies are a subset of Talents that are picked upon character creation. The number of Proficiencies you start with is 13 + your Intelligence. So if after determining that your character would have an Intelligence of 3, your character would start the game with 16 Talents from the Proficiency List below.

These specific talents are used to give a more precise idea of what you wish your character to be good at. For instance, a warrior would need to be proficient in certain weapons, armor, and so forth, while a wizard would need to know how to use magic.

A note: Originally, the number of Starting Proficiencies was only 10, with the idea that the characters would only pick one or two of the Defense Training talent, however, at later levels especially all 3 Defenses are necessary. It is highly suggested that all 3 are picked upon Character Creation so that later talents are not wasted on them.

The Proficiency List
Defense Training
Defense Focus
Skill Training
Skill Focus
Melee Weapon Training
Ranged Weapon Training
Weapon Focus
Light Armor Training
Heavy Armor Training
Armor Focus
Gift of Magic
Thaumaturgy Training
School of Magic Focus

Detailed descriptions of these talents are provide in the box below, and in the Talents Section
Skill Training (Any)
Benefit: Pick any one skill from the skill list. You are considered Trained in that skill. In addition, you may add 1/2 your level, as a trained bonus rounded down, to any attempts made with that skill. This benefit reaches its maximum of +10 at level 20.
You may pick this talent multiple times, however, you cannot become Trained in the same skill twice, nor does the Trained bonus stack.

Skill Focus (Any)
Prerequisite: Skill Training (Any one)
Benefit: Pick any skill for which you are Trained. You gain an additional +3 as an Expert bonus to any rolls made with that skill. This bonus increases to +5 at level 10.
You may pick this talent multiple times, however, Expert bonuses do not stack.

Defense Training (Any)
Benefit: Pick any one defense from the defense list. You are considered Trained in that defense. In addition, you may add ½ your level, as a trained bonus, rounded down, to that defense. This benefit reaches its maximum of +10 at level 20.
You may pick this talent multiple times, however, you cannot become Trained in the same defense twice, nor does the Trained bonus stack.

Defense Focus (Any)
Prerequisites: Defense Training (Any one)
Benefit: Pick any defense for which you are Trained. You gain an additional +3 as an Expert bonus to that defense. This bonus increases to +5 at level 10.
You may pick this talent multiple times, however, Expert bonuses do not stack.

Melee Weapon Training
Benefit: You are considered Trained in all Melee Weapons. In addition, you may add ½ your level, as a Trained bonus, rounded down, to al attack rolls made with a Melee Weapon. This benefit reaches its maximum of +10 at level 20.

Ranged Weapon Training
Benefit: You are considered Trained in all Ranged Weapons. In addition, you may add ½ your level, as a Trained bonus, rounded down, to al attack rolls made with a Ranged Weapon. This benefit reaches its maximum of +10 at level 20.

Weapon Focus
Prerequisite: Melee Weapon Training or Ranged Weapon Training
Benefit: Pick one of the following Weapon Groups: Mass Weapon, Heavy Blade, Light Blade, Polearm, Bows, Thrown, or Unarmed. You gain a +3 Expert bonus to all attack rolls made with weapons in that Weapon Group for which you are Trained. This bonus increases to +5 at level 10.
You may pick this talent multiple times, however, Expert bonuses do not stack.

Light Armor Training
Benefit: You are considered Trained in the use of Light Armor. In addition, when wearing Light Armor you may ignore all Armor Penalties, except those caused by weight.

Heavy Armor Training
Prerequisite: Light Armor Training
Benefit: You are considered Trained in the use of Heavy Armor. In addition, when wearing Heavy Armor you may halve all Armor Penalties, rounded down, and may ignore the Movement Penalty, except for those caused by weight.

Armor Focus
Prerequisite: Light Armor Training
Benefit: While you are wearing an armor for which you are Trained, you gain a +2 Expert bonus to your Armor Value.

Gift of Magic
Benefit: Upon picking this Talent you must choose between Arcane and Divine spellcasting. If you choose Arcane Spellcasting, the number of Spells you can cast before Fatigue is equal to 1 + your Intelligence. If you choose Divine Spellcasting, the number of Spells you can cast before Fatigue is equal to 1 + your Intuition. In addition, pick 1 Level 1 Spell from the Spell List, you may cast that spell

Thaumaturgy Training
Prerequisite: Gift of Magic
Benefit: You are considered Trained in Thaumaturgy. In addition, you may add 1/2 your level, as a trained bonus rounded down, to any attempts made to cast a spell. This benefit reaches its maximum of +10 at level 20.

School of Magic Focus
Prerequisite: Gift of Magic, Thaumaturgy Training
Benefit: Pick one of the following Schools of Magic: Elemental, Holy, Necromantic, Illusion, Enchantment, Divination, or Conjuration. You gain a +3 Expert bonus to all Thaumaturgy rolls made when casting spells in that School of Magic. At 10th level this bonus increases to +5.
You may pick this talent multiple times, however, Expert bonuses do not stack.



Talents
After determining your Proficiencies you move toward your general Talent Selection.

Every level a character learns 2 talents. These talents can be anything that the character qualifies for. For the full list of available talents see the Talent section.

However, there are some talents that can only be picked at level 1. These are given below


Racial Talents
Not every player wishes to be a human. These talents alter a great deal of the characters basic abilities, no character can have more than 1 Racial Talent

Dwarf [Racial]
Prerequisite: Level 1, Constitution 3
Benefit: Your character's maximum Constitution score increases to 6, however your maximum Charisma decreases to 4.
Darkvision: You do not suffer penalties to your Perception checks do to darkness.
Base movement decreases by 5 feet.
You may add half your Constitution, rounded down, to your Strength score to determine your Carrying Capacity.
Dwarven Craftsman: You gain a +2 Racial bonus on all Craft (Metallurgy) and Craft (Stonework) rolls.
Non-Magical: You gain a +1 Racial bonus to your Fortitude and Will Defense against Magic.

Elf [Racial]
Prerequisite: Level 1, Charisma 3
Benefit: Your character's maximum Charisma score increases to 6, however your maximum Constitution decreases to 4.
Base movement increases by 5 feet.
Glamour (M): you gain the benefits of the Beautiful talent, so long as your Glamour is not Dispelled.

Goblin [Racial]
Prerequisite: Level 1, Intelligence 3
Benefit: Your character's maximum Intelligence score increases to 6, however your maximum Wisdom decreases to 4.
Darkvision: You do not suffer penalties to your Perception checks do to darkness.
Small Size: Your carrying capacity is reduced to half what it would normally be for your size. Your base Speed is reduced by 5 feet. In addition, you must use equipment of Small Size instead of Medium. However, you gain a +2 Size bonus to your Reflex Defense, and a +2 Size bonus to all Stealth checks.
Obsession: Pick one Craft or Profession skill in which you are trained, you gain the Skill Focus talent in that skill.

Halfling [Racial]
Prerequisite: Level 1, Dexterity 3
Benefit: Your character's maximum Dexterity score increases to 6, however your maximum Strength decreases to 4.
Small Size: your carrying capacity is reduced to half what it would normally be for your size. Your base Speed is reduced by 5 feet. In addition, you must use equipment of Small Size instead of Medium. However, you gain a +2 Size bonus to your Reflex Defense, and a +2 Size bonus to all Stealth checks.
Halfling Luck: You gain a +1 Luck bonus to all Defenses.

Lizardfolk [Racial]
Prerequisite: Level 1, Wisdom 3
Benefit: Your character's maximum Wisdom score increases to 6, however your maximum Dexterity decreases to 4.
Swimmer: Your Speed in water is 15 feet.
Hold Breath: You can hold your breath 4 times longer than your Constitution.
Hardened Scales: You gain 1 Armor, this stacks with any other Armor you would wear.

Orc [Racial]
Prerequisite: Level 1, Strength 3
Benefit: Your character's maximum Strength score increases to 6, hwoever your maximum Intelligence decreases to 4.
Darkvision: You do not suffer penalties to your Perception checks do to darkness.
Warrior Culture: You gain a +2 racial bonus on all Knowledge (Warfare) checks
Terrifying Visage: You gain an Advantage on all Intimidation checks against non-Orc characters.

Noble
Prerequisite: Level 1
Benefit: You are of noble birth, giving you additional privileges, multiply your starting Silver by 10. In addition, you gain an Advantage when making Diplomacy checks with other characters with the Noble talent, and an Advantage when making Intimidation checks against NPC characters with the Commoner Trait.


Starting Languages
After these talents are determined you can pick your character's Starting Languages. Each character starts with the language of their race (human, elven, orcish, goblin, lizardling, halfling, or dwarven). They gain an additional number of languages equal to their Intelligence score. In addition, to become literate in a language is considered the equivalent of learning a language. You do not start off the game literate in your native language.

So for example, if your character is an Orc with an Intelligence 3, you start with Orcish and 3 other languages. You choose to learn to speak Human and Goblin, leaving 1 additional language. You decide to spend this on learning to write in Orcish.

Equipment
Unless a talent (such as the Noble talent) alters the wealth of a character, each level 1 character starts out with 50 silver pieces to spend. The price for items can be found in the Equipment section.

Motivation

A motivation is an important part of fleshing out a character. Everyone has some sort of goal, or a drive that pushes them onward. It can be something great, or small. For Frodo Baggins, his motivation was to save the world from evil and it pushed him to endure hardships he never had to before. For Sam, it was to help his dear friend in his time of troubles, and to work up the courage to talk to Rosie Cotton.

Motivation does not always have to be positive, other characters were motivated by particularly negative things, such as running away from a troubled past, or a deep desire to exact vengeance upon another. These are all worthy motivations for a character.

It is generally suggested to make 2 or 3 motivations for your character, if necessary, work them out with the GM, to help make the flow of the game. Playing to your motivation should be rewarded.


Beyond Character Creation

Now that character creation is over the rest of the game can begin. Go forth to travel a world of adventure. And as you venture out amongst the monster, mad men, and magicians your skills will improve.

Levelling

This game features a leveling mechanic to help chart your progression through the game and help keep the bonuses earned organized among the various players.

The leveling chart should help show that progression.

Level: Training: Focus: Talent: Attribute


Level
Training Bonus
Focus Bonus
Talents Per Level
Attribute Gained


1
0
3
2
-


2
1
3
2
-


3
1
3
2
-


4
2
3
2
+1 to 1 attribute


5
2
3
2
-


6
3
3
2
-


7
3
3
2
-


8
4
3
2
+1 to 1 attribute


9
4
3
2
-


10
5
4
2
-


11
5
4
2
-


12
6
4
2
+1 to 1 attribute


13
6
4
2
-


14
7
4
2
-


15
7
4
2
-


16
8
4
2
+1 to 1 attribute


17
8
4
2
-


18
9
4
2
-


19
9
4
2
-


20
10
5
2
+1 to 1 attribute



A character can continue to level after reaching level 20, however, at that point they no longer gain an increase in their Training bonuses, nor does their Focus, nor do their attributes increase. They do gain 2 additional talents each level.

Gaining Levels
Instead of calculating Experience points, the leveling in The Iron Code works on an accomplishment system, where different objectives are worth a portion of a level.

Completing small personal quest in failure: 0/1 level
Completing a small personal quest in success: 1/4 level
Completing a major personal quest in failure: 1/4 level
Completing a major personal quest in success: 1/2 level
Completing a small side quest in failure: 0/1 level
Completing a small side quest in success: 1/4 level
Completing a major quest in failure: 1/4 level
Completing a major quest in success: 1/2 level
Completing an entire plot arc in failure: 1/2 level
Completing an entire plot arc in success: 1 level

The definition:
As explained by Star Wars.

A small personal quest is any time consuming quest that is used to aid in working toward your Motivation.
For Luke Skywalker, attempting to find a Jedi Master to train him after Obi-Wan died would be a small personal quest. He is working toward his motivation to become a Jedi Master, and taking steps along the way, Yoda is a means of doing that.

A major personal quest is any time consuming quest that would see the fulfillment or alteration of your Motivation.
For Luke Skywalker attempting to save his Uncle Own and Aunt Beru would be a major personal quest, one in which he failed. It changed his motivations from helping his family and one day going out to help the galaxy to leaving Tattooine and going on an adventure.

A small side quest is a small filler adventure, they can be difficult, but not working toward any real goals.
Attempting to find Crazy Old Ben Kenobi is a small adventure, that, until the death of Beru and Owen was a bit of a frivolity. He wanted to assuage his curiousity about the two droids he had just bought, that was it.

A major quest is any time consuming quest that is working toward the fulfillment of the goal of the campaign in some important way.
Rescuing Princess Leia and leaving the Death Star was an important step in the campaign that allowed Luke to meet up with the Rebels and get critical information on how to win.

A plot arc is the overarching goal of the narrative for the group.
The destruction of the Death Star was the culmination of one plot arc, but it was not the end of the campaign, more adventures would soon arise, and a new plot arc would reveal itself in finally defeating the Emperor for good.

Dienekes
2015-07-08, 02:34 PM
SKILLS

A streamlined skill list that is a bit of a halfway between Saga Edition and D&D 3.5. It is not nearly as robust as the TROS skill system, which I think is a good thing. While it is definitely more accurate to have different Etiquettes for every culture, it's not exactly what I would find all that fun.

The current skill list is:
Acrobatics (Dex)
Athletics (Str)
Craft (Dex)
Deception (Cha)
Diplomacy (Cha)
Disguise (Cha)
Endurance (Con)
Handle Animal (Cha)
Initiative (Dex)
Intimidate (Cha)
Knowledge (Int)
Perception (Wis)
Perform (Cha)
Ride (Dex)
Sense Motive (Wis)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
Treat Injury (Int)

Actions you can take with each skill

This is very much a work in progress, with a lot of rules being tweaked. As of right now, this is a bare-bones list of the actions you can take with various skills


Acrobatics: Balance, Escape Bonds, Mitigate Falls,
Athletics: Move Through Difficult Terrain, High Jump, Long Jump, Swim, Climb, Run, Mitigate Falls
Craft: Build Object, Repair Object
Deception: Bluff, Diversion, Hidden Information, Ridicule
Diplomacy: Bribe, Change Attitude, Haggle
Disguise: Create Disguise, Blend in
Endurance: Endure Elements, Hold Breathe, Resist Fatigue, Ignore Hunger/Thirst
Handle Animal: Command Animal, Train Animal
Initiative: Attack First
Intimidate: Coerce, Threaten, Demoralize
Knowledge: Common Knowledge, Expert Knowledge, Research
Perception: Avoid Surprise, Eavesdrop, Hear Distant Noises, Search, Notice Disguise, Notice, Track
Perform: Perform
Ride: Ride Mount, Stay in Saddle, Mount/Dismount, Control Mount in Battle, Use Mount as Cover
Sense Motive: Sense Magic Influence, Sense Deception, Read Body Language
Sleight of Hand: Pick Pocket, Sleight of Hand, Conceal Item, Disable Devise, Pick Lock
Stealth: Move Silently, Hide, Hide Other
Survival: Hunt, Track, Know Direction, Endure Elements
Treat Injury: First Aid, Surgery, Long-Term Care, Resuscitate, Treat Poison, Treat Disease

Acrobatics (Dex) [Armor Penalty Applies]
Balance (Untrained): A successful check allows a character to move at 1/2 speed across a narrow surface, can be taken as part of any action to move. While Balancing a character is considered Flat-Footed.


Width of surface
DC


12-15 cm
10


9-11 cm
15


6-8 cm
20


3-5 cm
25


2 cm
30


If the surface is slippery increase the DC by 5.
If damaged, make an instant Balance check or fall.
If the check fails, the character falls prone, off the surface on which they are balancing. They can attempt to catch themselves on the surface on which they have fallen, if possible, by making a DC 15 Dexterity check.
Focus: If a character has Skill Focus (Acrobatics) they are not Flat-Footed when balancing.

Escape Bonds (Untrained): Any attempt by a character to escape out of some form of restraint be it tight spaces, manacles, or a grapple.
-Escape Grappe: As a Standard Action in an Exchange, the Acrobatics check must surpass the opponent's grapple check.
-Escape Rope: Must surpass the DC of the knot, generally DC 20, but requires a full minute, or 30 whole Exchanges.
-Escape Net: Must surpass the Net DC, generally DC 15, but requires 2 whole Exchanges.
-Escape Manacles: DC 25, requires 1 minute or 30 whole Exchanges.
-Move Through Tight Space: DC 20 to move 5 feet as a whole Exchange.
Focus: If a character has Skill Focus (Acrobatics) reduce the time required to Escape Bonds by half, to a minimum of a Standard Action, though this increases the DC by 5.

Mitigate Falls: DC 15 to treat the fall as though it was 10 feet shorter. For every 5 the check surpasses the DC the fall is treated as 5 feet shorter.
Focus: If a character has Skill Focus (Acrobatics) they can direct their fall with a DC of 15 they can move 5 feet in any direction. For every 50 feet fallen the character can move an additional 5 feet, though the DC also increases by 5.

Fast Stand (Focus Only): DC 15 to stand up from Prone as a Swift Action instead of a Standard Action.

Move Through Rough Terrain: DC 20 to move through difficult terrain at normal speed.

Athletics (Str) [Armor Check Penalties]
High Jump, Long Jump, Swim, Run
Climb: Move across a slope or wall or any steep incline. A slope is considered any incline of 60 degrees or steeper. You can climb at ½ speed as an Exchange, or ¼ as a Standard action.
A failed Climb check makes no progress, failure by 5 or more means the character falls.


Example of Climbing Surfaces
DC


Surface with ledges, or a knotted rope
10


Wall with small hand and foot holds, normal rope
15


Uneven surface
20


Natural rockwall
25


Overhanging ceilings or smoother rockwalls
30


DC -5 if there is at least 1 wall to brace against
DC +5 if the surface is slippery.
While climbing a character is Flat-Footed. If damaged, make an instant Climb check or fall.
If the character falls they can attempt to catch themselves on the surface on which they have fallen, if possible, by making a DC 15 Dexterity check, though they are considered 20 feet lower than where they started before the fall.
Focus: If a character has Skill Focus (Athletics) they are not Flat-Footed when climbing. In addition they can attempt to Climb faster, moving at full-speed in an Exchange and half speed in a Standard Action, however, this increases the DC by 10.

High Jump: [][][]

Sprint (Focus only): When Running, you can make a DC 15 Atheltics check, if successful increase your Move by 10 feet, and make an Endurance check DC 5 or become Exhausted at the end of the Exchange. For every round this use of the Athletics skill is used within 20 minutes increase the DC of the Endurance check by 5. This use of the Athletics check cannot be used while Exhausted.

Dienekes
2015-07-08, 02:53 PM
Talents

Every level, a character gains 2 talents. If a talent can be taken multiple times, it still cannot be taken twice on the same level. For example: the Learn Maneuver and Learn Spell talents will make up a large portion of what characters pick, but they can only be taken once per level.

Of all the sections of this game, the most in need of organization is the Talent List. This is where most of all the options for the game are made. As such I have a tendency of thinking up a talent, writing it down somewhere then forgetting about it and making another too similar talent, or having them all scattered in abou 14 different documents. So bare with me on this one. It's a jumble of essentially every class ability and feat from a D&D games Core Rulebook in one section. It needs to be gone over again. But here's what I have in 1 word document I have with me.

Talent List

Learn Maneuver
Prerequisite: Melee Combat Training or Ranged Combat Training
Benefit: Pick one Maneuver from the Maneuver List for which you meet the prerequisites. You may use that Maneuver.
Special: This talent may be taken multiple times, you cannot learn the same maneuver more than once.

Learn Spell
Prerequisite: Gift of Magic, Thaumaturgy Training
Benefit: Pick one Spell from the Spell List for which you meet the prerequisites. You may use that Spell.
Special: This talent may be taken multiple times, you cannot learn the same spell more than once.

Juggernaut: Ignore penalties to your Speed caused by Armor and Shields.

Burst of Speed: As a Swift action, make an Athletics check DC 15, if the check is successful you can move up to half your Speed. After the movement is finished make a DC 10 Endurance check, if you fail the check you become Fatigued. For every time you use this talent after the first increase the DC of the Endurance check by 3.

Beautiful: When dealing with people who would be attracted to you, you gain an Advantage on all Charisma checks except Intimidate.

Tough: Increase the number of Scratches needed to turn into a Wound by 1.

Diehard: When you gain the Dying condition you do not also gain the effects of the Unconscious condition.

Kip Up: When Prone, you can make a DC 15 Acrobatics check to get up as a Swift Action, instead of a Standard Action.

Fearless: You gain a +5 bonus to your Will Defense against Fear effects.

Lucky: Spend 2 Action Points to reroll a failed attack or skill check.

Teamwork: When using Aiding Attack or Aid Skill your ally gains 2 Advantages instead of 1.

Meditation: Make a Wisdom check DC 12, if successful [][][]What do I want Meditation to do?[][][][]

Wary: If you are surprised during a Surprise Exchange you can make a DC 15 Initiative check, if successful you are not surprised.

Noble: [This can only be taken at first level, or as a reward by the GM through roleplaying] You own an estate and territory. You can afford to buy any single item within reason, [][][]I’ll make additional rules for this in time.[][][]

Skill Mastery: Pick a skill for which you are trained. You may choose to re-roll this skill, however, you must take the second result even if it is worse. This talent may be taken multiple times, however, each time you must choose a different skill for which you are trained.

Expert Tracker: You gain a +10 bonus to any Perception or Survival check to Track, you can also attempt to Track while moving at full-speed, however doing so increased the DC of the Perception or Survival check by 5.

Perfect Tracker: You can track creatures that do not leave tracks, such as creatures that fly or swim, however doing so increases the DC of normal tracking by 10.

False Identity: You have created a character that you can slip into at a moment’s notice. Upon selecting this talent create a fake identity, with its own history and personality. When you pretend to be this identity you automatically succeed in any Deception and Disguise checks to take on this identity (so long as the identity is reasonable, for example, a human male’s false identity should also be a human male, though it may be from a different culture). However, if someone who is more than passingly familiar with you sees your new identity you will need to succeed in a Disguise check to hide your real identity. However, you do gain an Advantage to this check.

Renown: Something about you is well known among people, even those who may never have met you. Create a title for yourself that reflects your accomplishments or the perception of your accomplishments among the populace. You gain an Advantage on social interactions where your title would lend weight. However, this can come with Disadvantages as well.
For example, if your character is renown as an honorable beacon of justice, he would have an Advantage on Diplomacy and Deception checks as he is viewed as someone to be trusted. However, he may have a Disadvantage on Disguise checks for being so well known, and possibly Intimidation checks, if the method of Intimidation seem unlikely for someone with his reputation.

Unreadable: All Sense Motive rolls made to determine your mood or influence suffer two Disadvantages.

Quick Skill: Choose a skill for which you are trained, you may take 10 on those skill checks without doubling the time to use that skill.

Just Follow My Lead: A number of allies within your line of sight equal to your Charisma may use your Disguise and Deception checks in place of their won.

Expert Briber: Attempting to Bribe a character costs half as much and has half the chance of backfiring.

Assassinate: If a character is unaware of your attack, or intention to kill them, do not have Cover, or are otherwise unable to defend themselves, and you attack them, your attack is considered to deal your full possible damage without needing to be rolled.

What’s that over there!?!: You can make a Deception check in combat as a Standard Action, opposed by your opponent’s Will Defense or Sense Motive, whichever is higher. If your attempt is successful, the target becomes Flat-footed until the end of the next Exchange.

Stay On Your Feet: If an ability would ever knock you prone, you may make an Acrobatics check DC equal to the roll that knocked you prone to attempt to stay on your feet. If you were knocked prone because of losing one leg, increase the DC by 5. If you were knocked prone because you have no more legs you automatically fail this check.

Very Convincing: Make a Deception check opposed to the target’s Will Defense or Sense Motive. If the check is successful, you may suggest a course of action (limited to a sentence or two) that is reasonable and will not obviously put the target in harm’s way. The target will do the task so long as nothing stops it or points out why this action would be detrimental to it. This is a mind-affecting effect.

Speed Climber: You can climb at twice the speed in which you would normally climb. In addition, as a Swift action, make an Athletics check DC 15, if the check is successful you can move up to half your Climb Speed. After the movement is finished make a DC 10 Endurance check, if you fail the check you become Fatigued. For every time you use this talent after the first increase the DC of the Endurance check by 3.

Silver Tongued: You can use the Bluff action of Deception, as well as the Bribe, Change Attitude, and Haggle actions for Diplomacy in half the time. In addition, if you use the Bluff action for Deception and fail by less than 3, you may attempt one additional Bluff against the same target without suffering any Disadvantages.

Easily Befriended: When using the Change attitude action for Diplomacy the result is considered permanent unless you or an ally does something to upset the target.

Fast Disguise: You can take a Disadvantage on your Disguise check to Create Disguise to apply it in 2 Exchanges.

Animal Diplomacy: You can use the Handle Animal skill to use the Change Attitude function of Diplomacy. Most domesticated creatures are considered indifferent to you, while wild animals are usually unfriendly or hostile. However, it is easier to work with animals than with people and can be done in half the time of a normal Change Attitude.

Terrifying: If you use the Demoralize function of Intimidate and surpass your target’s Will Defense by 3 or more the target is Frightened instead of Shaken. If you surpass your target’s Will Defense by 6 or more the target is Terrified instead of Shaken.

Know Your Enemy: You can spend a Standard Action making a Knowledge check of your enemy. If you do so with an appropriate Knowledge skill you gain an Action Point each Exchange you are engaged with that enemy. The Knowledge check used should be related to the enemy, for example Knowledge (Warfare) would be useful against soldiers, Knowledge (Nature) for various animals, and so on. Ultimately the appropriate Knowledge skill is up to your GM.

Knowledge is Power: When you use the Know Your Enemy talent you can grant your allies that can see, hear, and understand you the Action Point as well.

Light Sleeper: You can make non-sight based Perception checks in your sleep at 1 Disadvantage instead of the normal penalties.

Bardic Magic: You can use Perform instead of making a Thaumaturgy check for certain spells. In addition, you are considered trained in Thaumaturgy for the sake of qualifying for the Learn Spell talent.

People Reader: As a Standard Action you can make a Sense Motive check opposed by the target’s Will Defense or Deception check. If your check succeeds you can detect surface thoughts of the target.
Stealth Leader: You and a number of allies equal to your Charisma can use your result of a Stealth check to Move Silently (adjusted for each individual’s size).

Fast Stealth: You can move at your normal Speed without taking a penalty to your Move Silently check.
Fast Swimmer: Double your Swim Speed. In addition, as a Swift action, make an Athletics check DC 15, if the check is successful you can move up to half your Swim Speed. After the movement is finished make a DC 10 Endurance check, if you fail the check you become Fatigued. For every time you use this talent after the first increase the DC of the Endurance check by 3.

Uncanny Reactions: You cannot be Flat-footed unless you are Unconscious, Paralyzed, or otherwise completely unable to move.

Look Out: If you succeed in your Perception check to detect an ambush all allies that can see, hear, and understand you also detect the ambush.

Impossibly Strong Will: If you are under the effect of a spell that targeted your Will or Fortitude Defense with a duration longer than instantaneous, you may spend 3 Action Points to break yourself out of the affect. This does not take an action, and can be used even if normally you cannot take any actions do to the spell you are negating. In addition, if you are ever under the effect of a condition caused through non-magic methods you can, temporarily, relieve its effects for the duration of an encounter. For example, if you are under the effects of a poison or disease, or even Wounds and Scratches, you can use this talent to ignore their negative effects. However, if something physical caused you to be unable to do something do to it being physically impossible to perform an action (say, swing your arm after it has gained the Dismembered condition) you cannot use this talent to negate that consequence.

GMs have final say. Though a partial list of what can be effected is the following:
Any Fortitude or Will based spell that is used against you specifically
Bleeding
Disease
Poison
Wounds
Scratches
Unconscious
Dazed
Stunned
Fatigued
Exhausted
Shaken
Nauseated
Frightened
Terrified
Confused


Poison Master: You do not suffer a chance to poison yourself when applying poisons. In addition, you may, when applying poison, make a DC 20 Craft (Alchemy) check to alter the method of applying poison.

Contacts: You have an extensive network of friends, connections, or even spies. If you have this talent and a means of getting into contact with these contacts, you can make an Intelligence check to discover a piece of information. How difficult the information is to find determines the DC.
DC 10: Non-hidden information that most people would know.
DC 13: Non-hidden information that most people wouldn’t know.
DC 16: Hidden information
DC 19: Protected hidden information
DC 22: Near impossible to uncover information.
DC 25: Only a small handful of people know this information.

Spymaster: When using the Contacts talent you gain a +3 bonus to your Intelligence check.

Well-Informed: When encountering an individual, group, or organization for the first time, you can make an Intelligence check to see if your have heard something about the subject. The higher your Intelligence check the more useful and specific information you will have. Use the Chart in the Contacts talent to determine what you would know, up to an including Hidden Information DC 16, but no higher.
Wealthy: You have a lot of money in various accounts or in piles of gold back at your estate. Whenever you wish to buy something, if you have access to your money, instead of subtracting its cost from your current coins roll 3d6 and compare the results to the amount of Silver the item costs. If the item costs less Silver than you rolled, you may get it for free.
You may take this talent multiple times. Each time you do, increase your results of the 3d6 roll by x10.

Rumormonger: You can spend a day making rumors about an individual or organization. Make a DC 15 Deception or Perform check, if the check is successful, everyone who does not personally know the individual or organization have their Liking of that individual or organization moved up or down 1 point for a week. For every 5 you surpass the DC you can increase or decrease this by an additional point.

Demand Surrender: As an Exchange, you may make an Intimidation check to Demoralize your opponent. If the check is successful and the target has a number of Wounds equal to their Constitution, they surrender. Laying down their arms

War Chant: You can make a DC 25 Perform check as a Standard Action. If the check is successful all allies that can hear and understand you within 30 feet of you gain an Action Point to be used before the start of your next turn. You can continue to perform the War Chant by spending a Swift Action on subsequent rounds to make a DC 20 Perform check. If you fail a check, or do not spend a Swift Action to renew the use of this talent you must spend a Standard Action to start the War Chant over again.

[Quickening Song]: You can make a DC 20 Perform check as a Standard Action. If the check is successful all allies that can hear and understand you within 30 feet of you increase their movement speed by 5 feet, or, if they attempt to move within an opponent’s Reach their roll to move is considered to be 3 higher for determining how far they can move in a single action. You can continue to perform the [Quickening Song] by spending a Swift Action on subsequent rounds to make a DC 20 Perform check. If you fail a check, or do not spend a Swift Action to renew the use of this talent you must spend a Standard Action to start the [Quickening Song] over again.

[Song of Courage]: You can make a DC 15 Perform check as a Standard Action. If the check is successful all allies that can hear and understand you gain a +1 bonus to their Will Defense against Fear affects. This increases by +1 for every 3 points your check surpasses the DC. You can continue to perform the [Song of Courage] by spending a Swift Action on subsequent rounds to make a DC 20 Perform check. If you fail a check, or do not spend a Swift Action to renew the use of this talent you must spend a Standard Action to start the [Song of Courage] over again.

Command Attack: Make a DC 20 Knowledge (Warfare) check as a Standard Action, if the check is successful, you can pick one ally within 30 feet of you that can hear and understand you. This ally becomes the Aggressor and his opponent becomes the Defender on their next Exchange.

Terrain Advantage: Make a DC 25 Knowledge (Warfare) check, if the check is successful, all allies that can see and understand you within 30 feet gain an Advantage to their Reflex Defense (or other defensive maneuvers)

Dienekes
2015-07-08, 03:07 PM
Maneuvers

This is the core of the combat system. Each Exchange you will choose which maneuver to use to either defend yourself, or attack your enemy. Maneuvers are divided between those that you learn (which cost a talent) and those that you naturally know at level 1. In general, I think the maneuvers are pretty good, but need to be cleaned up by putting them in a semblance of an order and getting the prerequisites down. Of course, I will probably re-read these tomorrow and find 100 more things I need to fix.

Natura Maneuvers
These maneuvers can be used by any character with an appropriate weapon.

Throw: Offensive Maneuver. You may attack with an item in your hand by hurling it at your enemy. Unless you go get it, you cannot use the item again.

Shoot: Offensive Maneuver. you may attack with an already loaded crossbow, or drawn bow. After the attack the crossbow must be reloaded and the bow must be redrawn.

Swing: Offensive Maneuver. You may attack with a melee weapon using the Swing chart to determine damage and disadvantages. On Swing attacks, you can choose to spend an Action Point to increase your damage by 1d6.

Jab: Offensive Maneuver. You may attack with a melee weapon using the Jab chart to determine damage and disadvantages. If, during an exchange you and your target both attack, you may add +5 to your Initiative check to determine whose attack lands first, if the target does not attack with a Jab.

Push: Offensive Maneuver. Jab attack. Instead of dealing damage, compare the attack roll to the target’s Reflex and Fortitude Defenses. If the attack surpasses both the target is pushed back to Long range. If they would be pushed back into an object they hit it automatically. If they would be pushed into a creature, the creature must compare your attack roll -3 to their Reflex Defense. If your attack surpasses their Reflex Defense both target’s take 1d6 damage and compare your attack roll -3 to their Fortitude Defense if your attack roll surpasses their Fortitude Defense they are knocked prone.

Grab: Offensive Maneuver. Unarmed Jab attack. Instead of dealing damage if the attack is successful the target is Grabbed. Where you grab effects what can happen after this point.
- Head: The target is unable to move unless he breaks away from the Grab.
- Arm: The target is unable to move unless he breaks away from the Grab. In addition, the target cannot use the grabbed arm to perform any attacks, nor does he gain any benefit from whatever item is in its hand.
- Torso: The target is unable to move unless he breaks away from the Grab.
- Leg: The target is unable to move unless he breaks away from the Grab. In addition, the target must make an Acrobatics check DC 15 or fall Prone. You can choose to maintain the Grab but also become prone, or break the Grab.
To break a grab or grapple, the target must in the next exchange surpass your Unarmed attack with their own. Or attempt the Slip Out maneuver.
Being engaged in a Grab has the following limitations: Can only use Grab weapons or Close weapons at a Disadvantage. If the Defender you can only use the Break Free or Slip Out Maneuvers.

Break Free: Defensive Maneuver. This can only be used when you are Grabbed or otherwise within a Grapple. Make an Unarmed attack with no target location, opposed by a similar roll made by the opponent that has grabbed you. If your Unarmed attack surpasses your opponents you are no longer considered to be Grabbed or Grappled. Aggression is re-determined. If you surpass your opponents roll by 3 or more you can choose to make a free Grab attempt of your enemy. If this is successful you are considered the Aggressor and your opponent the Defender.

Hindering Attack: Offensive Maneuver. Make a melee attack with 2 Advantages against an opponent’s Torso. Instead of dealing damage, if the attack is successful compare the results of your attack roll to the target’s Will Defense, if your attack surpasses its Will Defense, the target suffers a Disadvantage on all attack rolls and skill checks on the next Exchange.

Aiding Attack: Offensive Maneuver. Make a melee attack with 2 Advantages against an opponent’s Torso. Instead of dealing damage, if the attack is successful pick one ally within 30 feet of you. That ally gains an Advantage on the next attack he makes against the target made before the end of the next Exchange.

Trip: Offensive Maneuver. This attack is considered a Swing attack vs Legs. Instead of dealing damage compare the attack roll to the target’s Reflex and Fortitude Defenses. If the attack surpasses both the target is knocked prone.

Disengage: Defensive Maneuver. Move a step out of melee range. Make a Dexterity check, DC 10 to move back from Grab to Close, or Close to Long, or Long to Very Long reaches. For every 4 you surpass the DC you can move an additional distance range. If your opponent successfully attacks you during your Disengage attempt it fails. If the attempt is successful and you move out of the attackers reach, Aggression is reset. You cannot use Disengage on the Exchange directly after one in which you were the Aggressor. (For example, Bob has a spear but Wilbur managed to get within Grab range to attempt a grapple check. Luckily for Bob, Wilbur failed his Grab. Bob decides to get out of range and uses Disengage. Wilbur decides to attack. Wilbur uses his AP and gets a score of 14, Bob gets a score of 16. Bob then rolls Disengage and rolls 15, he can move from Grab to Long range.)

Parry: Defensive Maneuver. If you are attacked by a melee attack, you may choose to replace your Reflex Defense with a Parry attempt. Make an attack roll, this roll does not target any specific area, and therefore does not suffer any Disadvantages based on location. This attack can be a swing or a jab. If your attack roll surpasses the target’s attack roll the attack is negated. If your attack surpasses the target’s attack roll by 3 or more Aggression is re-determined.

Block: Defensive Maneuver. If you are attacked while using a shield, you may choose to Block the attack with your shield, your Shield bonus to your Reflex Defense increases by +2. If your opponent’s attack misses you can choose to become the Aggressor, even if he misses by less than 3.

Learned Maneuvers
These maneuvers must be learned through the Learn Maneuver talent

Beat: Offensive Maneuver. Make a Swing attack against an item the target has in his hand. If the attack is successful, the target’s item cannot be used during this Exchange, and in addition on the following Exchange the target cannot spend Action Points on any maneuver involving the item this maneuver was used on.

Dodge: Defensive Maneuver or Offensive Maneuver. When you are the target of any attack or spell that target’s your Reflex Defense that is not an Area ability you may use this maneuver. Roll your Acrobatics check opposed by your target’s attack roll or Thaumaturgy check. If your check is successful, the attack or Thaumaturgy is negated. However, Aggression is not re-determined unless you surpass the target’s attack roll by 6 or more. You can use this maneuver even if you declared yourself Aggressor for the Exchange. However, you suffer a Disadvantage on your Acrobatics check.

Steal Aggression: Defensive Maneuver. You can attempt to switch from being the Defender to the Aggressor. Spend 1 Action Point, compare your enemies attack roll to your Reflex Defense, in addition to making an Initiative check at a Disadvantage. If the attack does not hit you, and your Initiative check surpasses the target’s attack roll you become the Aggressor on the next Exchange and the target is forced to be the Defender.

Slip Out: Defensive Maneuver. If you are in a grapple, but not Pinned, you may attempt to break out of the grapple by surpassing the target’s Unarmed attack roll with an Acrobatics check.

Riposte: Special Defensive Maneuver. This maneuver can only be used after succeeding in a Parry attempt by 3 or more. You can, as a free action, make a melee attack roll against the opponent you successfully Parried. In addition, you are now the Aggressor and the opponent is the Defender until Aggression is re-determined.

Lunge: Offensive Maneuver. Make a Jab attack, for the purposes of this attack your weapon is considered to be 1 length category longer than normal. If the attack is successful, you are considered to be within the maximum range at which you can attack the target. (For example, if you have a Rapier and your opponent has a Spear normally to attack the target you would suffer 2 Disadvantages since the spear is 2 length categories longer than the rapier. However, with the lunge maneuver there would only be 1 Disadvantage, and, in addition, if the attack is successful both combatants would be within Close range of each other at the end of the attack.)

Side step: Special Defensive Maneuver. This maneuver modifies the Dodge maneuver. Upon successfully using the Dodge maneuver against a melee attack you may move 1 Length category in any direction. If you successfully move out of your opponent’s Reach, Aggression is re-determined. For every 4 you surpass the opponent’s attack roll you may move an additional Length category to a maximum of 3.
If you successfully use the Dodge maneuver against a ranged attack or Thaumaturgy check, you may move 5 feet. Plus an additional 5 feet for every 4 you surpass the opponent’s attack or Thaumaturgy check to a maximum of 10 feet. In addition, you may use the Dodge maneuver against Area abilities, however, if the additional movement provided by this Talent does not get you out of the area then the Dodge is retroactively considered a failure, though you still moved to your new location.

Cleave: Offensive Maneuver. Make a Swing attack at the cost of 1 Action Point. This attack can be used against any two opponent’s within your Reach.

Warding: Special Defensive Maneuver. This maneuver can only be used if at the start of the Exchange no one is within your reach. Make an unaimed Swing attack at the cost of 2 Action Points. In any creature enters your Reach they must make an Acrobatics check DC equal to your attack roll or they will be hit by your attack.

Double Attack: Offensive Maneuver. You may attack twice, once per main hand and offhand weapon. These attacks do not need to be the same type or target the same location on your opponent’s body. If the offhand weapon does not have the Offhand trait then both attacks suffer a Disadvantage.

Feint: Offensive Maneuver. Make an attack roll compared to the target’s Will Defense. If the attack is successful, instead of dealing damage the target becomes Flat-Footed against any attack made by you in the next Exchange, so long as Aggression is not re-determined. Each Feint after the first made against the same opponent in a single combat suffers a cumulative Disadvantage.

Bind: Offensive Maneuver. Make an attack roll against an item held in the target’s hands. If the attack is successful, instead of dealing damage both your weapon and the target’s item are considered in a Bind. Neither can be used until the Bind is broken. You can choose to break the Bind as a free action. The opponent must either: move out of your Reach, drop the item, or on the next Exchange make an attack roll as a swift action with a DC equal to the original Bind roll at the cost of 1 Action Point.

Retreating Strike: Offensive Maneuver. This maneuver can only be used if both you and your target are Aggressors. At the cost of 2 Action Points you may attack and retreat in one action. Your opponent suffers 2 Disadvantages on his attack roll, and you suffer 1 Disadvantage on yours. If your opponent’s attack misses you move 1 Length category away from your opponent at the end of the Exchange, and Aggression is re-determined.

Disarm: Offensive or Defensive Maneuver. Make an attack roll against an item held in the target’s hand. If the attack is successful, instead of dealing damage compare the result of your attack roll -3 to your target’s Fortitude Defense. If your attack roll surpasses the opponent’s Fortitude Defense, the opponent drops their weapon. If your attack roll surpasses their Fortitude Defense by 4 or more you can choose to catch their weapon in an empty hand.

Half-Hand: Special Offensive or Defensive Maneuver. Not an attack so much as a way to hold your weapon, choking up on the weapon to decrease its reach for other benefits. Declare you are Half-Handing a weapon, switching back and forth takes up a Swift Action. While Half-Handing your weapon Length decreases by 1, however, you gain Armor Penetration 2.

Hook: Offensive Maneuver. To use this maneuver your weapon must have the Hook trait. Make an attack roll against either the target’s Leg, Arm, or Head.
- If you attacked the target’s leg, instead of dealing damage compare the attack roll to the target’s Fortitude Defense. If the attack is surpasses the target’s Fortitude Defense the target is knocked prone.
- If you attack the target’s arm, instead of dealing damage compare the attack roll to the target’s Fortitude Defense. If the attack surpasses the target’s Fortitude Defense the target cannot use any items that are being held by that arm until the start of the next Exchange. In addition, on the next Exchange the target cannot spend Action Points on any maneuver involving the item this maneuver was used on.
- If you attack the target’s head, instead of dealing damage compare the attack roll to the target’s Fortitude Defense. If the attack surpasses the target’s Fortitude Defense the target can be pulled one weapon Length closer to you, plus an additional weapon length for every 3 points you surpass the target’s Fortitude Defense to a maximum of Grab range. Or you can choose to instead force the target to move 5 feet left or right so long as he does not change his distance away from you.

Master Strike: Offensive or Defensive Maneuver. If both you and your opponent are Aggressors you may spend 3 Action Points, if you do so, you gain an Advantage on your Initiative check. If your attack first you gain 2 Advantages on your attack roll, if your attack is successful for every point your attack surpasses the target’s Reflex Defense (or similar defensive maneuver such as Parry or Dodge) you may add that to your Reflex Defense (or similar defensive maneuver) against their attack. If you are the Defender you may use this maneuver exactly like the Parry and Riposte maneuvers, however, it costs 3 Action Points to gain 2 Advantages on your Parry maneuver, for every point your attack roll surpasses the target’s you may add that to your next attack roll made against them.

Murder Stroke: Offensive Maneuver. You may only use this maneuver if you are using a Heavy Blade. You may switch to the Murder Stroke way of holding your weapon as a Swift Action. Your weapon loses one Weapon Length, however it gains the Hook trait, and, in addition, all attacks made with the weapon deal Bludgeoning damage.

Pommeling Bash: Offensive Maneuver. You may make a Swing with the pummel of any non-polearm melee weapon. When making this attack the weapon is considered to have a reach of Grab, and deals Bludgeoning damage.

Lightning Strike: Offensive or Defensive Maneuver. You may draw your weapon and make a swing attack with it as a single action or use the Parry maneuver, in addition you may apply Sneak Attack damage to this attack if you have the Sneak Attack talent, though only the first time this maneuver is used in a single combat.

Sneak Attack: Offensive Maneuver. When attacking an opponent that is unaware of you, or Flat-footed, you may use Sneak Attack to deal an additional 1d6 damage.

Charge: Offensive Maneuver. You may move forward in a straight line up to your speed, at the end of your movement you may make an attack roll. However, you cannot use Retreating Strike with this maneuver. You deal an additional 1d6 damage on this attack, however any enemy that attacks you before the start of the next Exchange gains an Advantage on their attack roll.

Block and Strike: Offensive Maneuver. You may only use this maneuver when you and your opponent are both Aggressors. At the cost of 1 Action Point, you gain the benefit of the Block maneuver against your opponent’s attack, however, you suffer a Disadvantage on your attack.

Shield Bash: Offensive Maneuver. You may choose to attack with your shield and still retain your Shield bonus to your Reflex Defense.

Distracting Trick: Offensive Maneuver. If you have an item in your hand, such as dirt or even a stick, you can attempt to use it to distract your opponent leaving them open to attacks. Make a Thrown attack to your target’s head. If the attack is successful, instead of dealing damage, compare the results to the target’s Will Defense. If your attack surpasses their Will Defense the target gains one of the following conditions until the end of the next Exchange (ultimately GMs choice, but they need to make sense): Flat-Footed, Blinded, or Dazed.

Intimidating Strike: Offensive Maneuver. You may make an Intimidation check along with your attack roll against an opponent that can hear you. Compare your Intimidation to the target’s Will Defense, if your check surpasses their Will Defense the target becomes Shaken for the remainder of the battle, or until you are defeated. If your attack kills or otherwise makes your target unable to continue fighting, you may instead compare your Intimidation check to the Will Defenses of all enemies within 30 feet that can see and hear you, if your check surpasses their Will Defense they become Shaken.

Offhand Parry: Defensive Maneuver. You may Parry with your offhand weapon, if your Parry attempt is successful you may make a free attack against the opponent that attacked you with your main weapon. In addition, you are now considered the Aggressor and your opponent is the Defender.

Expulsion: Defensive Maneuver. As Parry, however, at the cost of 2 Action Points. If your Parry attempt is successful you automatically become the Aggressor on the next Exchange and your opponent becomes the Defender. In addition, on your next attack against this opponent, you gain an Advantage.

Dodge and Strike: Special Defensive Maneuver. This maneuver can only be used after succeeding in a Dodge maneuver by 3 or more and spending 2 Action Points. You can, as a free action, make a melee attack roll against the opponent you successfully dodged. In addition, you are now the Aggressor and the opponent is the Defender until Aggression is re-determined.

Rota: Defensive Maneuver. This maneuver acts as a Parry attempt, however, it can only be used against a Swing attack. In addition, if your Parry attempt is successful your next attack against that opponent must be a swing to the same location that your target used against you. You gain an Advantage on this attack and your opponent cannot attempt to Parry the attack with the weapon you initially parried at the beginning of the maneuver.
If you Parry another attack, or either you or your target move out of Reach before you can finish this maneuver all benefits are negated.

Disrupting Attack: Offensive Maneuver. This maneuver may only be used if an opponent attempts to cast a spell within your reach. Make an attack against the target’s arm. If the attack is successful, instead of dealing damage the Spell is negated.

Inspiring Strike: Offensive Maneuver. You may make a Diplomacy check along with your attack roll for an ally that can hear you. Compare your Diplomacy check to a DC of 15, if your is successful your target ally gain an Action Point on the end of their next Exchange, or until you are defeated. If your attack kills or otherwise makes your target unable to continue fighting, you may instead grant all allies within 30 feet that can see and hear you an Action Point.

Improved Charge: Special Offensive Maneuver. When using the Charge maneuver, you no longer need to move in a straight line, and in addition, may move before and after your attack, so long as your total distance does not surpass your Speed.

Overrun: Offensive or Defensive Maneuver. You can attempt to run through an opponent. Make an unarmed Jab attack against an opponent’s Torso. The opponent can choose to let you charge past them, or get in your way. If they let you pass you can move up to your Speed. If they try to get in your way compare the results of your attack against their Fortitude Defense. If your attack roll is successful you move through them, and Aggression is re-determined. If your attack is successful by 3 or more, they are also knocked prone. If you do not surpass their Fortitude Defense, you are stopped in front of the target and they gain Aggression if they did not already have it.
For each opponent after the first you attempt to Overrun on the same Exchange lower your attack roll by 3.
If you are using a Shield, you may make a Shield Jab attack instead of an unarmed Jab attack, and in addition, add your Shield bonus to your attack roll to determine if your attack surpasses the enemies Fortitude Defense.

Interpose: Special Defensive Maneuver. If an ally within half your Speed is attacked, you may move to their aid at the cost of an Action Point. Make an Athletic check opposed by the opponent’s attack roll. If your check is successful, you move to a position adjacent to your ally and within the opponent’s reach. The attack is considered to be aimed at you, you may deal with the attack as normal.

Send Reeling: Offensive Maneuver. When making a melee attack you may apply the benefits of the Push maneuver in addition to dealing damage.

Taunt: Defensive Maneuver. Make a Deception check against your target’s Will Defense. If your check is successful during the next Exchange the target must declare to be the Aggressor against you. [This maneuver can only be used against target’s that are either already fighting you, or are looking for an excuse to fight you]

Shield Wall: You can lock your shields with up to 2 adjacent allies. For each adjacent ally you have locked your shield with, you gain a +1 bonus to your Shield bonus.

Teamwork Strike: Offensive or Defensive Maneuver

Aim: Offensive Maneuver. When making a Shot or Thrown attack you may spend one full Exchange aiming at a single target. On the next Exchange if you have not moved and the target is still within your sight and range you may attack the target and ignore up to Medium cover.

Quick Aim: Offensive Maneuver. As Aim, however, you can choose to spend an Action Point to gain the benefits of Aim as a free action instead of a full Exchange.

Weather Piercing Shot: When making a Shot or Thrown attack, you may spend an Action Point to ignore 2 Disadvantages caused by Weather conditions.

Wing Piercing Shot: When making a Shot or Thrown attack, you may make an attack against an opponent’s wing, in addition to damage compare the results of your attack to the target’s Fortitude Defense. If the attack is successful, the target loses the ability to fly with that wing (usually causing them to fall).

Rooting Shot: When making a Shot or Thrown attack, you can choose to attack the target’s Leg. If the attack is successful instead of dealing damage compare the results of the attack to the target’s Fortitude Defense. If the attack surpasses their defense, the target becomes unable to move until they spend a turn to remove the arrow.

Splitting the Arrow: If after you successfully attack an opponent for which you used the Aim maneuver on, you may continue applying the benefits of the Aim maneuver until you move, you attack someone other than the initial target, or the target leaves your sight or range.

Hindering Shot: You may use the Hinder Opponent maneuver with a Thrown or Shot weapon.

Aiding Shot: You may use the Aid Attack maneuver with a Thrown or Shot weapon.

Staggering Shot: You may use the Push maneuver with a Thrown or Shot weapon.

Tripping Shot: You may use the Trip maneuver with a Thrown or Shot weapon.

Multishot: You may attack with a maximum of 3 arrows at a single time, each arrow must attack the same target. For each arrow after the first, all arrows fired suffer a Disadvantage.

Disrupting Shot: Offensive Maneuver. This maneuver may only be used if an opponent you are currently aiming at attempts to cast a spell. Make an attack against the target’s arm. If the attack is successful, instead of dealing damage the Spell is negated.

Warning Shot: Offensive Maneuver. Make a Thrown or Shot attack against your opponent’s Torso. If the attack is successful instead of dealing damage compare your attack roll to the target’s Will Defense, if your check surpasses their Will Defense the target becomes Shaken for the remainder of the battle. The target does not need to see or hear you. In fact if the target does not see where you are shooting from and the attack surpasses its Will Defense by 6 or more the target may choose to surrender (GMs choice).

Relentless Shot: Offensive Maneuver. If an opponent in which you are aiming at moves as part of a normal Move or as part of the Disengage maneuver, you may attack that target as a free action with a Thrown or Shot weapon.

Far Shot: Offensive Maneuver. When making a Shot or Thrown attack, you may spend an Action Point to ignore 2 Disadvantages caused by distance.

Snap Shot: Offensive Maneuver. You can only use this maneuver if you and your target are both Aggressors and the target is attempting to attack you with a melee weapon while you are using a Shot or Thrown weapon. You may spend 2 Action Points, however, your attack is automatically considered to have won Initiative.

Running Shot: Offensive Maneuver. When making a Shot or Thrown attack, you may spend an Action Point to ignore 2 Disadvantages caused by moving.

Cavalry Shot: Offensive Maneuver. When making a Shot or Thrown attack while on horseback, you may spend an Action Point to ignore the penalties caused from attacking while on horseback with Thrown weapons, Shortbows, and light Crossbows. You may spend 2 Action Points to ignore the penalties caused from attacking while on horseback with other Thrown or Shot weapons.

Bloodlust Strike: Make a melee attack, you may attempt a Bloodlust Strike. If the attack is successful, you may ignore all your current Scratches until the end of the combat. If the attack would kill the target you can ignore all Wounds until the end of the next Exchange.

Set: Offensive Maneuver. This maneuver can only be used if you are the target of a Charge or Cavalry Charge maneuver and are not already engaged in combat and are using a weapon with the Set trait. You use the enemies speed against them. Make a Jab attack, if the attack is successful you deal +1d6 damage and gain +2 Armor Penetration.
If you are in a Shield Wall with at least 2 other people, and the opponent is using Cavalry Charge and you use this maneuver you may attempt to Intimidate the opponent’s mount before attacks are made. Compare your Intimidation check to the enemies Ride check. If your check surpasses theirs the Mount will attempt to move away from your weapons. Both attacks are negated and the remainder of the Mount’s movement is used to get away from your weapon until the start of the next Exchange or until it is at least 20 feet away, whichever happens later. If your Intimidation check surpasses your opponent’s Ride check by 3 or more the Mount will attempt to throw your enemy off of it.

Armor Block: Defensive Maneuver. Instead of attempting to dodge an attack, you try to get the hit to move toward your more armored sections of your body. If you are wearing heavy armor you may spend an Action Point, if you do so, you may add half the Armor Value of your Arms to your Armor Value against that attack.

Aggressive Stance[Stance]: You gain an Action Point that can only be spent on Offensive maneuvers. However, for the remainder of this and the following Exchange, you cannot spend Action Points on Defensive Maneuvers.

Stable Stance [Stance]: Decrease you Speed by 5, while in this stance you gain a +3 bonus to your Fortitude Defense against any check that would forcibly move or knock you prone.

Defensive Stance [Stance]: You gain an Action Point that can only be spent on Defensive Maneuvers. However, for the remainder of this and the following Exchange, you cannot spend Action Points on Offensive Maneuvers.

Pin: Offensive Maneuver. This maneuver can only be used after a successful Grab. Make an Unarmed Swing attack compared to your target’s Defensive Maneuver (such as Break Free or Slip Out maneuver), if the attack is successful, compare the results to the target’s Fortitude Defense. If your attack surpasses the target’s defense you and your target are considered Prone. However, you can break the Grapple at any time. In addition, all attempts to Slip Out or Break Free from your Grapple only remove the Pinned condition, meaning they are still Grappled unless they surpass your check by 3 or more. Pinned creatures cannot make any attacks until they remove the condition.

Throw: Offensive Maneuver. This maneuver can only be used after a successful Grab. Make an Unarmed Jab opposed by your opponent’s Defensive Maneuver. If your attack is successful instead of dealing damage the target is thrown 5 feet away is knocked Prone, taking 1d6 damage that ignores armor. The location of this damage is determined by where the enemy landed. Use the chart below
1: Right Leg
2: Left Leg
3: Torso
4: Right Arm
5: Left Arm
6: Head
Aggression is re-determined.

Trap: Offensive Maneuver. This maneuver can only be used after a successful Grab. Make an Unarmed Jab opposed by your opponent’s Defensive Maneuver. If your attack is successful instead of dealing damage you can Grab an additional or different Body part (see the Grab maneuver). You can have a maximum number of body parts grabbed equal to your number of arms.

Break Limb: Offensive Maneuver. This maneuver can only be used after a successful Grab. Spend an Action Point. Make an Unarmed Swing attack against any body part you have Grabbed. IF the attack is successful you deal damage equal to your Strength+1d6 to the body part, this ignores Armor.

Choke: Offensive Maneuver. This maneuver can only be used after a successful Grab, if the Head is Grabbed, and the target cannot have any plate armor covering the neck. Make an Unarmed Jab attack roll, if the attack is successful compare the attack roll -3 to the target’s Fortitude Defense. If your attack surpasses the target’s Fortitude Defense the target gains the Unconscious condition. Each exchange after the first increase your attack roll by +3.

Dienekes
2015-07-08, 03:10 PM
Equipment

Ok, I hate the Giantitp table maker, I was barely competent with the old one when it switched and I do not know how to really use the new one. Avoided learning it, even. So, since this section is basically entirely weapon and armor charts, I'm gonna lay off for a bit. Amusingly this was the section I considered closest to being done when I started making this thread.

Melee Weapon Chart Glossary
Name: Gives the name of the item. It should be noted, these names are slightly generalized. A Greatsword can be considered a bidenhander or a claymore.

Cost: How much each weapon costs to obtain

Strike: The damage dealt and type in a Strike attack. The chart will give the roll then a letter: S, B, or P. Meaning Slashing, Bludgeoning, or Piercing damage.

Thrust: The damage dealt and type in a Thrust attack. The chart will give the roll then a letter: S, B, or P. Meaning Slashing, Bludgeoning, or Piercing damage.

Hands: How many hands are required to use a weapon. There are 4 possible hand types: 1, 2, L, or V.

1:the weapon requires 1 hand to us properly. If used as an off-hand weapon it suffers a Disadvantage on it's attack roll. Attempting to use a 1 handed weapon in 2 hands increases the Strike damage by 1.
2: the weapon requires 2 hands to use, attempting to use a 2 weapon in 1 hand suffers a Disadvantage on the attack roll, and all Strike damage is lowered by 1. It cannot be used as an off-hand weapon.
L: the weapon is light and can be used as an off-hand weapon without penalty. Attempting to use a light weapon in two hands offers no benefit.
V: the weapon is versatile and can be used in 1 or 2 hands without any Disadvantage, however, if used in 1 hand all Strike damage is lowered by 1. It cannot be used as an off-hand weapon.

Reach: How far the weapon can attack. The reaches are 0, 1, 2, 3, 4, or 5.

0: Not much further than a hand, can hit adjacent opponents and can be used in a grapple without penalty.
1: Can hit adjacent opponents and can be used in a grapple with a Disadvantage
2: Can hit adjacent opponents and opponents 5 feet away, cannot be used in a grapple.
3: Can hit opponents 5 feet away and adjacent opponents, at a Disadvantage. Cannot be used in a grapple.
4: Can hit opponents 10 feet away and 5 feet away. Cannot be used in a grapple.
5: Can hit opponents 15 feet away and 10 feet away. Cannot be used in a grapple.

If attacking an opponent with less Reach, the attack gains an Advantage. However, if the character with shorter Reach gains an Advantage if they manage to move too close for the character with longer Reach to attack.

For example, Bob with a dagger is fighting Peter with a Pike. They start out 15 feet away for the first Exchange. Peter has reach, so he has an Advantage on all attack rolls in this Exchange. Peter attempts to attack and Bob Dodges and thankfully has the Side Step maneuver (see Maneuvers), Bob is successful and moves 5 feet, toward Peter, Bob also spends his Swift action to move an additional 5 feet toward Peter. Now Peter and Bob are only 5 feet away from each other, and Peter cannot attack Bob with his Pike, meaning Bob now has an Advantage.

Dur: Stands for Durability, which lists the natural Armor and Damage Threshold of each item.

Special: Any additional abilities that the weapon is capable of.

Sleight: Gain an Advantage on all Sleight of Hand checks to hide this item.
AP: Armor Penetration, shows how a portion of the damage dealt by this weapon ignores Armor
Slow: Suffers a Disadvantage on all Parry attempts
Thrown: Can be Thrown without Disadvantage
Bounce: Allows for the use of the Bounce Maneuver with this weapon
Hook: Allows for the use of the Hook Maneuver with this weapon
Shield: Gives the listed bonus as a Shield bonus to your Reflex Defense
Cavalry: Can be used while on cavalry without a Disadvantage
Baskethilt: All attempts to Disarm this weapon suffer 2 Disadvantages
Set: Allows for the use of the Set Maneuver with this weapon
Immobile: While using this item the user cannot move.
Inaccurate: Suffers a Disadvantage on all attack rolls
Drawn: The weapon cannot be pre-loaded before a battle. For further details see the Combat section.
Simple: Upon becoming Trained in this item, the user is also considered to have Weapon Focus apply
Unwieldy: Disadvantage on all attack rolls, unless Set
Cover: This item can be set down to provide Cover
Strapped: This item is strapped to the arm, and cannot be disarmed or dropped
Free Hand: You are free to use your hand as though it wasn't occupied holding this item
Move -X: Lower movement speed by the amount listed
Formation: One adjacent ally gains a +1 bonus to their Reflex
Awkward: Making any attacks with this item in hand suffers a Disadvantage, this applies to other held items

Strength: The minimum Strength score needed to use this item.

Shot: The damage dealt and type in a Shot attack.

Reload: The number of Swift actions required in order to load this item.

Range: Shows how far the weapon can be shot. The ranges are Short, Medium, Far, and Very Far
Short: Every 30 feet suffers a Disadvantage on attack rolls, to a maximum of 120 feet.
Medium: Every 40 feet suffers a Disadvantage on attack rolls, to a maximum of 160 feet.
Far: Every 50 feet suffers a Disadvantage on attack rolls, to a maximum of 200 feet.
Very Far: Every 60 feet suffers a Disadvantage on attack rolls, to a maximum of 240 feet.


Mass Weapon Chart


Name
Cost
Strike
Thrust
Hands
Reach
Dur
Special


Axe, Battle

2d6+2 S
2d6 s
1
1

Thrown, Bounce


Axe, Great

2d6+3 s
2d6+1 p
2d6+1 p
V
1

Hook, AP 3 only pierce


Axe, Hand

2d6+1 s
2d6-1 s
L
1

Thrown, Bounce


Axe, Kern

2d6+4 s
2d6+2 p
2
2




Club
Cheap
2d6 b
2d6-1 b
1
1




Flail

2d6+2 b
-
1
1

Slow, AP 2


Greatclub
Cheap
2d6+2 b
2d6-1 b
2
1




Mace

2d6+1 b
2d6-1 b
1
1

AP 2


Mace, Spiked

2d6+1 p
2d6-1 p
1
1

AP 2


Pick

2d6+2 p
-
V
1

AP 3 only pierce


Pole-Axe

2d6+4 s
2d6+1 p
2d6+1 p
2
3

Hook, AP 3 only pierce


Pole-Hammer

2d6+3 b
2d6+1 p
2d6+1 p
2
3

Hook, AP 2,
AP 3 only pierce


Sap
Cheap
2d6 b
2d6-2 b
L
0

Sleight


Warhammer

2d6+2 b
2d6+1 p
2d6+1 p
V
1

Hook, AP 2,
AP 3 only pierce


Whip

2d6 b
-
1
4

Slow




Polearms Chart


Name
Cost
Strike
Thrust
Hands
Reach
Dur
Special


Halberd

2d6+3 s
2d6+1 p
2d6+2 p
2
3

Hook, Set
AP 3 only pierce


Javelin
Cheap
2d6 s
2d6+1 p
1
1

Thrown


Lance
Cheap

3d6+2 p
V*
4

Cavalry


Longspear
Cheap
2d6 s
2d6+2 p
V
3

Set


Naginata

2d6+3 s
2d6+2 p
2
3

Set


Pike
Cheap
-
2d6+2 p
2
5

Set, Unwieldy


Pole-axe

2d6+4 s
2d6+1 p
2d6+1 p
2
3

Hook
AP 3 only pierce


Pole-hammer

2d6+3 b
2d6+1 p
2d6+1 p
2
3

Hook, AP 2
AP 3 only pierce


Spear
Cheap
2d6 s
2d6+1 p








Heavy Blade Chart


Name
Cost
Strike
Thrust
Hands
Reach
Dur
Special


Arming Sword

2d6+1 s
2d6+2 p
1
1




Bastard Sword

2d6+2 s
2d6+2 p
V
2

AP 2 only pierce


Broadsword

2d6+2 s
2d6+1 p
1
1

Baskethilt


Falchion

2d6+2 s
2d6 p
1
1

AP 1, Cavalry


Greatsword

2d6+3 s
2d6+2
2
2

Shield 1, Hook*


Grossmesser
Cheap
2d6+1 s
2d6+1 p
1
1




Katana

2d6+4 s
2d6 p
V
1




Longsword

2d6+3 s
2d6+2 p
2
2

AP 2 only pierce


*Only usable when in Murder Stroke Stance

Light Blade Chart


Name
Cost
Strike
Thrust
Hands
Reach
Dur
Special


Dagger

2d6 s
2d6 p
L
0

Thrown, Sleight


Dagger, Heavy

2d6 s
2d6 p
L
0

AP 3 only pierce


Dagger, Punching

2d6-1 s
2d6+1 p
L
0

Sleight


Kukri

2d6+2 s
2d6-1 p
L
0

AP 1


Main Gauche

2d6-1 s
2d6+1 p
L
0

Baskethilt, Shield 1


Rapier

2d6 s
2d6+3 p
1
1

Baskethilt


Saber

2d6+2 s
2d6
1
1

Cavalry


Wakizashi

2d6+2 s
2d6 p
L
1






Shield Chart



Name
Cost
Strike
Thrust
Hands
Reach
Dur
Special


Buckler

2d6-2 b
2d6 b
L
0

Shield 2



Small

-
-
L
0

Shield 3
Strapped
Free Hand



Heater

2d6-2 b
2d6 b
L
0

Shield 3
Cavalry



Kite

2d6-2 b
2d6 b
L
0

Shield 4
Move -5



Aspis
Expensive
2d6-1 b
2d6 b
L
0

Shield 4
Strapped
Formation
Move -5



Tower

-
-
L
0

Shield 5
Cover
Awkward
Move -10





Bow Chart


Name
Cost
Strength
Shot
Reload
Hands
Range
Dur
Special


Composite Bow

3
3d6+2 p
3
2
Medium

Cavalry
Drawn


Footbow

2
3d6+4 p
10
2
Very Far

Immobile
Innacurate
Drawn


Longbow
Cheap
4
3d6+2 p
5
2
Far

Drawn


Shortbow
Cheap
1
3d6+1 p
3
2
Medium

Cavalry
Drawn




Crossbow Chart


Name
Cost
Strength
Shot
Reload
Hands
Range
Dur
Special


Heavy Crossbow

5
3d6+4
9
2
Far

Simple


Light Crossbow

1
3d6+2
15
2
Short

Simple


Repeating Crossbow

3
3d6+3
21/1
2
Medium

Simple




Armor Rules
Armor is bought piecemeal covering different parts of the body. Head, Neck, Torso, Arms, Hands, Legs.

Armor is also divided into two material groups: Light and Heavy. Light armors are cloth, fur, or hardened linen. Heavy armors are generally made of steel.

The Material Chart


Name
Category
Armor Value
Cost Modifier
Penalties


Layered cloth
Light
2
.5
None


Hide
Light
3
1
Light


Hardened Leather
Light
4
2
Light


Mail
Heavy
4
.5
Heavy


Scale
Heavy
5
1
Heavy


Banded Mail
Heavy
6
2
Heavy


Light Plate
Heavy
7
4
Heavy


Plate
Heavy
8
6
Heavy




Armor does not stack.

Armor types



Name
Cost
Materials
Coverage
Special
Penalty


Skullcap

Cloth, Hide, Hardened Leather,
Light Plate, Plate
Head
Open Face
Hearing


Coif

Hide, Mail, Banded Mail
Head, Neck
Open Face
Hearing


Gorget

Hardened Leather,
Light Plate, Plate
Neck




Full Helm

Light Plate, Plate
Head

Perception


Gambeson

Cloth, Hide
Torso, Neck, Arms, Legs
Partial Cover:
Legs
Move -5


Armored Shirt

All
Torso, Arms




Cuiras

Hardened Leather, Scale, Plate, Light Plate
Torso




Vembrace

Light Plate, Plate
Arms
Partial Cover:
Arms



Hauberk

Mail, Banded Mail
Torso, Arms

Awkward


Gloves

Hide, Hardened Leather
Hands




Gauntlets

Light Plate, Plate
Hands

Inexact


Trousers

Cloth, Hide, Hardened Leather
Legs




Chausses

Mail, Banded Mail
Legs

Move -5


Greaves

Light Plate, Plate
Legs
Partial Cover:
Legs



Articulated Leggings

Light Plate, Plate
Legs

Move -5


Articulated Arm Plates

Light Plate, Plate
Arms

Dienekes
2015-07-08, 03:23 PM
Combat

Combat is divided into various Exchanges. Each Exchange lasting about 1 to 2 seconds. In each of these Exchanges all combatants declare their action simultaneously and then roll to see who is successful.

On the first Exchange of combat you must determine Aggression.

Aggression

Secretly, each participant declares if they are the Aggressor or the Defender.

If there is 1 Aggressor and 1 Defender on the first exchange the aggressor can attack and the Defender defends. If the Aggressors attack is successful, or misses by less than 3 the Aggressor remains the Aggressor on the following exchange until he misses by more than 3, or Aggression is re-determined which can happen in multiple ways that will be explained below among the Maneuvers.

If there are 2 Defenders, nothing happens, the two circle each other preparing for the attack. Aggression is redetermined next Exchange.

If there are 2 Aggressors, they both make their attack, however, the order of the attacks are determined by an Initiative check. The higher Initiative goes first, however, unless the first Aggressors attack would negate the second Aggressors the second Aggressor still gets to make their attack.

However, if the first Aggressor used a maneuver that would in some way negate the second Aggressors attack (such as using the Beat maneuver, or knocking the target Prone) from that point forward the first Aggressor is considered the Aggressor and the second is forced to become the Defender until Aggression is re-determined.

A note: you can only cast spells, or prepare to shoot while the Aggressor.

Parts of an Exchange

Each Exchange is made up of several parts:

The Standard Action: This is the main action of the Exchange, in which a character can either move, or attack. A Standard Action can be split into 2 Swift Actions, meaning it is possible to simply use 3 Swift Actions in an Exchange.

The Swift Action: These actions tend to have a lesser impact on the combat, and are generally accomplished faster.

The Reaction: In certain specific situations (often only made available through the use of a Talent) a character may interact between Exchanges after some event triggers the Reaction. If a Reaction is used on the following Exchange the character cannot use their Swift Action.

Attacks and Damage

In this game there is no such thing as a basic attack. Every attack is either a Strike, a Thrust, a Throw, or a Shot. But even more specifically than that, each attack is also aimed at a specific location on your opponent's body.

If you are the aggressor, you must declare any specific maneuver you are using, then the attack type and location (and for some weapons the damage type).

After the attack is declared check the Attack Penalty Chart below to determine how many Disadvantages your attack has.

Then, make the attack roll. If the attack either beats the target's Reflex Defense, or otherwise surpasses whatever Defensive Maneuver the target uses, roll your weapon damage and compare the results to the Damage Chart


Attack Penalty Chart
The Attack Penalty Chart lists the various areas an individual can attack on a humanoid opponent of roughly equal size in the first row. The first column also indicates the type of attack that the attacker is using.

Upon determining the attack location and type you can find the corresponding number. This number is the amount of Disadvantages that the attacker would receive for attempting this attack.

Note: These numbers may seem large, after all, 3 Disadvantages is no small penalty to overcome. However, various talents alleviate these penalties. The most obvious being the Precise Attack and the Improved Precise Attack talents.



Target
Strike
Thrust
Shot
Throw


Head
2
1
2
2


Neck
3
3
4
4


Torso
1
0
0
0


Arm
0
1
2
2


Hand
2
3
4
4


Leg
2
3
3
3


Held Item
0*
1*
3*
3*


Worn Item
2*
1*
3*
3*


*These are base numbers that will need to be adjusted for size of the target.

Damage Chart
Upon a successful hit, roll your weapon damage (the numbers can be found in the Equipment section). After subtracting the Armor of your target from your total, look at the chart below to see what effect your attack had.

The top row lists the three levels of an attack; Damage, Damage Threshold, and Damage Threshold 2

Damage: This is reached if the attack dealt at least 1 damage to the opponent.
Damage Threshold: This is reached if the attack dealt enough damage to surpass the target's Damage Threshold
Damage Threshold 2: This is reached if the attack dealt enough damage to surpass double the target's Damage Threshold.



Target
Damage
Damage Threshold
Damage Threshold 2


Head
Scratch
Wound
Fort or Stunned
Fort+5 or Dying

Woundx2
Stunned
Bleeding
Fort or Dying


Neck
Scratchx2
Wound
Fort or Dying

Bludgeon: Fort +5 or Paralyzed permanent
Slash: Bleeding
Pierce: Bleeding
Woundx2
Dying
Bleeding

Bludgeon: Paralyzed permanent
Slash: Bleeding
Pierce: Bleeding


Torso
Scratch
Wound
Fort or Nauseated
Woundx2
Nauseated

Slash: Fort or Bleeding
Pierce: Fort or Bleeding, Fort+5 or Bleeding


Arm
Scratch
Wound
Fort or Weakened
Fort+5 or Item Drop

Bludgeon: Fort+5 or Broken Bone: Arm
Woundx2
Weakened
Item Drop
Bleeding

Bludgeon: Fort or Broken Bone: Arm
Slash: Fort or Dismembered: Arm
Pierce: Fort+5 or Mangled: Arm


Hand
Scratch
Wound
Fort or Item Drop

Bludgeon: Fort+5 or Broken Bone: Hand
Slash: Fort+5 or Dismembered: Hand
Pierce: Fort+5 or Mangled: Hand
Woundx2
Bleeding
Item Drop

Bludgeon: Fort or Broken Bone: Hand
Slash: Fort or Dismembered: Hand
Pierce: Fort or Mangled: Hand


Leg
Scratch
Wound
Fort or Slowed
Fort+5 or Knocked Prone

Bludgeon: Fort+5 or Broken Bone: Leg
Woundx2
Slowed
Knocked Prone
Bleeding

Bludgeon: Fort or Broken Bone: Leg
Slash: Fort or Dismembered: Leg
Pierce: Fort+5 or Mangled: Leg


Held Item
Battered
Batteredx2
Broken


Worn Item
Battered
Batteredx2
Broken



The above chart lists the effects of being hit with a weapon. The actual wear and tear on the body is figured out through the various Conditions that are applied to applied to the character. The full Conditions list can be found in the Additional Rules section, however, for ease of reference all the conditions in the chart above, and a few more common combat conditions will be described in the list below.




Conditions

Scratch: A light injury that is more shocking than damaging. Until the end of the following Exchange, the target suffers a -1 penalty on all success rolls and defenses. While a single scratch is not an insurmountable problem, they can add up. Every 3rd Scratch received is instead counted as a Wound. This count restarts after receiving any form of healing or successful Treat Injury check. The effect of multiple instances of Scratchs stacks.

Wound: A more permanent injury, each Wound causes a -1 penalty on all success rolls and defenses until healed. If a character ever receives more Wounds than 5+their Constitution they gain the Dying condition.

Dying: A dying character also gains the Unconscious and the Bleeding condition. Neither of these conditions can be dealt with, until the target's number of Wounds is lowered to less than 5+ their Constitution. If the character should ever receive a number of Wounds equal to 5+ 2x their Constitution they gain the Dead condition.

Dead: The character is dead. It is ceased to be. It rests in peace. It has gone to join the choir invisible. And as such cannot take any actions and starts to decay.

Bleeding: The target is suffering from a dangerous amount of blood loss. At the end of each Exchange the target suffers a Scratch. The effect of multiple instances of Bleeding stacks.

Stunned: The target is forced into the Defendor role, in addition the target cannot take actions and is Flat-Footed. Unless otherwise stated this condition lasts for 1 round + an additional round for every 3 points the success roll surpassed the target DC.

Flat-Footed: The target does not add their Dexterity to their Reflex Defense and suffers a penalty equivalent to their Dexterity on all Defensive Maneuvers. If this condition is caused by being surprised, it lasts 1 Exchange, otherwise it lasts as long as the circumstances that cause the condition continue to apply.

Paralyzed: The target is unable to move their arms, legs, or back and is considered Flat-Footed. Depending upon the circumstances of gaining the condition the target may fall Prone. The target may be unable to speak depending on the situation.

Nauseated: The target feels sickened and suffers a Disadvantage on all success rolls. Unless otherwise stated this condition lasts for 1 round + an additional round for every 3 points the success roll surpassed the target DC.

Weakened: This condition can only affect an arm. The target arm suffers two Disadvantages on all success rolls it is used for, and is considered to be 2 Strength less when determining how much damage a weapon used in this arm would deal. This condition can affect the same target multiple times, however, it does not stack, instead affecting multiple arms. Unless otherwise stated this condition lasts for 1 round + an additional round for every 3 points the success roll surpassed the target DC.

Slowed: This condition can only affect a leg. The target's Speed is reduced by 5 feet, and the target cannot Sprint. This condition can affect the same target multiple times, once for each leg the target possesses. The reduced speed stacks. Special rules apply when affecting a creature with more than 2 legs. Unless otherwise stated this condition lasts for 1 round + an additional round for every 3 points the success roll surpassed the target DC.

Broken Limb: The limb cannot be used until it heals. If it is a leg, that leg cannot support weight, and if the target tries to get it to, the target falls Prone. If it is a hand anything the hand is carrying is dropped. If it is an arm anything the arm is carrying is dropped and in addition, the arm hangs limp at the target's side. This is always a Permanent condition.

Dismembered: This limb has been detached from the body. It is unusable in any way. This is always a Permanent condition.

Mangled: This limb has been damaged beyond usefulness. If it is a leg, that leg cannot support weight, and if the target tries to get it to, the target falls Prone. If it is a hand anything the hand is carrying is dropped. If it is an arm anything the arm is carrying is dropped and in addition, the arm hangs limp at the target's side. This is always a Permanent condition.

Prone: The target is on the ground, all melee attack rolls suffer 1 Disadvantage, attacks made by weapons over Length 1 suffer an additional Disadvantage, attacks made against any part of target's body other than their legs sufer an additional Disadvantage. In addition, all opponents in melee gain an Advantage on all melee attack rolls against the prone character, however all ranged attack rolls suffer 3 Disadvantages.
In addition, while prone a character's Speed is halved.

Effects

Knocked Prone: The target falls to the ground, and suffers 1d6-1 damage to its Torso and gains the Prone condition.

Item Drop: The item falls to the ground and lands within 5 feet of the character that had previously been holding it.

Stance

A Stance is means for a fighter to carry themselves, and hold their weapon in a way that emphasizes some aspect of combat, usually used to give them an advantage in some way. Entering a Stance is a Swift Action, and must be determined before the attack for that Exchange is made. In addition, you cannot switch stances the Exchange directly after the one in which you entered the stance. If knocked prone, or otherwise made unable to move or defend yourself you are forced to exit your current stance.

There are numerous stances that can be learned through Talents. However, there are 4 that are considered very natural to anyone who has at least a basic understanding of their weapon, and are therefore freely available to any fighter that is using a melee weapon, so long as they have the Melee Weapon Training talent.

Standard Stance: Of the four, this is the only stance that is available to every character regardless of whether they have the Melee Weapon Training talent or not. This stance provides no benefits, nor does it impose penalties. Unless otherwise mentioned it is always assumed a character is in this stance.

Defensive Stance: In this stance you focus on your personal survival over the death of your opponent. You suffer a Disadvantage on all Offensive Maneuvers, however any opponent that attacks you also suffers a Disadvantage on all Offensive Maneuvers.

Offensive Stance: In this stance you disregard your personal wellbeing to make attacking easier. You gain an Advantage on all Offensive Maneuvers, however, any opponent that attacks you also gains an Advantage on all Offensive Maneuvers.

Power Stance: Similar to the Offensive Stance, however, instead of making precise attacks, this stance is focused on making one powerful attack. You deal +3 damage to all Strikes made to the Head, Arms, and Torso, however, any opponent that attacks you gains an Advantage on all Offensive Maneuvers.


Actions of an Exchange

Standard Action List
Use Maneuver: Offensive and Defensive maneuvers are assumed to be a Standard Action unless otherwise stated.
Move: Move up to a character's Speed
Cast Spell: All spells are assumed to be Standard Actions unless otherwise stated.
Use Skill: All skills are assumed to be Standard Actions unless otherwise stated.

Swift Action List
Move 5 feet: Only availble if the Move action has not been taken.
Draw/Sheath Weapon
Load Weapon: Every 1 action needed to load a bow or crossbow is calculated in swift actions.
Enter Stance: Cannot be used in consecutive rounds (unless forced out of the previous stance)

Dienekes
2015-07-08, 03:35 PM
Spells

While I rather like TROS, everyone knows that it's magic system is broken. So I tried to put a more Saga and D&D take on magic.

Now, in a very rare state of organization, I made the Spell List early, and then largely said well thank God that's finished so I can go to the cool martial stuff I'm actually interested in. As such I haven't gone back to look at the spells in some time. They are probably at least a year out of date with the rest of the rules. So I'm probably going to go through them all again, when time permits.


Spells are magical effects, typically individually learned. Each spell has its own specific rules that need to be abided by that determine how long it takes to cast each spell, the length, the duration, and so on.

Spell Slots: A spell caster has a number of spell slots they are allowed to make during a day, normally this is equal to 3 times their Magic Attribute, as determined by the Gift of Magic talent. However, they can also suffer Magic Fatigue by casting many spells in a short period of time.

Magic Fatigue: If a spellcaster casts a number of spells equal to their Magic Attribute within a single encounter they gain the Fatigued condition until they rest for 10 minutes. For each spell they cast in an encounter after they gain the Fatigued condition roll 3d6+2 x the number of additional spells and compare the result to the caster’s Fortitude Defense. If the check surpasses their Fortitude Defense, the caster gains the Unconscious condition for the next 8 hours.

At-Wills: Some spells have an At-Will component, usually a lesser version of the spell that can be used without expending one of your Spell Slots

Rituals (designated with the tag [Ritual]) are long spells typically not to be cast during an encounter. However, a spellcaster can pause casting a ritual to perform other actions, however this delays the casting of the ritual by a minimum of 1 round. If the ritual is delayed by more than 5 rounds in a row, the spell automatically fails.

For example, say a group of heroes discover a powerful Lich is casting the Contagion ritual to unleash deadly diseases upon an unsuspecting town. They break into the Lich’s chambers with the ritual almost completed, with only 5 rounds remaining. The Lich can take part in the combat and still complete the ritual so long as he does not delay the casting by more than 5 rounds in a row.

Spell Schools:
Spells are separated into several distinct schools of magic that each has their own strengths and weaknesses. The most powerful spells in each school generally require knowing spells of lesser strength in order to learn them.

There are 8 spell schools:
Conjuration
Divination
Elemental
Enchantment
Holy
Illusion
Nature
Necromancy


School and Spell List
This is a list of the names of spells in each school. Each school has 20 spells (spells that can be learned more than 1 time count as 2). There are a total of 152 spells.
Next to each spell is a number, which indicates the minimum level required to learn the spell
*This list is about 95% accurate, some spells names were changed during the final write of the spells*

CONJURATION SCHOOL 17, 20*
Move Object: 0
Summon Vermin: 0
Grease: 0
Return Item: 0 (brings back thrown weapon faster than move object)
Summon Object: 5
Blink: 5
Duplicate Item: 5
Hasten: 5
Anchor: 5
Binding: 10
Teleport: 10
Summon Animal: 10
Teleporting Slide: 10 (you and 1 target switch spots)
Summon Monster: 15
Creation: 15
Gate: 15
Baleful Teleport: 15


DIVINATION SCHOOL 20
Sense Magic: 0
Guidance: 0
Auguries: 0
Sense Life: 0
Sense Contamination: 0
Precognition: 5
Warning: 5
Scry: 5
Darkvision: 5
Truestrike: 5
Sense Illusion: 10
Sense Enchantment: 10
Echoes of the Past: 10
Mass Scry: 10
Read Mind: 10
Visionary Attack: 15
Know History: 15
Discern Location: 15
Truesight: 15
Future Vision: 15


ELEMENTAL SCHOOL 20
Control Element: 0
Burning Hand: 0
Air Pocket: 0
Stone Throw: 0
Gust: 0
Fireball: 5
Stone Armor: 5
Cone of Cold: 5
Wall of Wind: 5
Elemental Aura: 5
Chain Lightning: 10
Wall of Earth: 10
Wall of Fire: 10
Wind Walk: 10
Tremor: 10
Earthquake: 15
Inferno: 15
Vortex: 15
Control Weather: 15
Create Elemental: 15

ENCHANTMENT SCHOOL 20
Daze: 0
Calm Emotions: 0
Fascinate: 0
Bungle: 0 gives opponent Disadvantage
Lighten: 0 (also functions as feather fall)
Gills: 5
Charm Person: 5
Enchant Item: 5
Sleep: 5
Rune of Combustion: 5
Wings: 10
Grow: 10
Shrink: 10
Rune of Holding: 10
Unbreakable: 10
Mind Control: 15
Permanent Enchantment: 15
Mass Charm: 15
Eternal Youth: 15
Flesh to Stone: 15

HOLY SCHOOL 20
Soothe: 0
Rejuvenate: 0
Divine Blessing: 0
Holy Vigor: 0
Divine Word: 0 (bonus to Diplomacy or Intimidate)
Heal Wounds: 5
Mass Rejuvenate: 5
Mass Divine Blessing: 5
Cleanse Undeath: 5
Mass Holy Vigor: 5
Divine Light: 10
Regenerate: 10
Mass Heal Wounds: 10
Chant of Peace: 10
Cleanse: 10
Mass Regenerate: 15
Exorcism: 15
Celestial Choir: 15
Resurrection: 15
Regrowth: 15

ILLUSION SCHOOL 18, 20*
Secret Message: 0
Silent Image: 0
Distraction: 0
Disguise Item: 0
Blur: 0
Invisible: 5
Disguise: 5
Fearsome Image: 5
Mirror Image: 5
Ghost Voices: 5
Darkness: 10
Shadow Element: 10
Mass Invisibility: 10
Mass Disguise: 10
Misdirect Divination: 15
Shadow Conjuration: 15
Perfect Illusion: 15
Shadow Killer: 15

NATURE SCHOOL 17, 20*
Speak with Animals: 0
Speak with Plants: 0
Call of the Wilderness, Vermin: 0
Resistance: 0
Trackless: 0
Charm Animal: 5
Call of the Wilderness, Animal: 5
Ensnare: 5
Vermin Form: 5
Animal Form: 10
Call of the Wilderness, Pack: 10
Rapid Growth: 10
Control Animal: 10
Awaken: 15
Monstrous Form: 15
Forestation: 15
Greensight: 15

NECROMANCY SCHOOL 20
Speak with Dead: 0
Raise Spirit: 0
Corrupt: 0
Death Knoll: 0
Bleed: 0
Vampiric Touch: 5
Weaken: 5
Harm: 5
Raise Zombie: 5
Mass Corrupt: 5
Raise Ghoul: 10
Screams of the Damned: 10
Doom: 10
Mass Harm: 10
Suffocate: 10
Contagion: 15
Curse: 15
Lich: 15
Zombify: 15
Death: 15

CONJURATION SPELLS FULL

Move Object
Range: 30 ft
Minimum DC: 15
Defense: Reflex*
Time: Standard Action
Target: Any inanimate object you can see
Benefit: If the check is successful you can move an inanimate object that weighs no more than 10 pounds 30 feet in any direction. If this object is used to attack an opponent it deals 1d6 damage and your Thaumaturgy check must surpass the opponent’s Reflex Defense. This object cannot be held by a creature.
For every 5 your check surpasses a DC of 15 increase the maximum size of the object by 10 pounds and deal +2 more damage.
At-Will: Move an object 10 lbs. or less no more than 10 feet. This cannot be used to attack an opponent.

Summon Vermin: 0
Range: 5 feet
Minimum DC: 15
Target: Empty square
Time: Standard Action
Duration: Encounter
Benefit: Upon learning this spell pick one creature you have encountered with the Vermin type. When casting this spell, make a DC 15 Thaumaturgy check. If the check is successful a level 1 copy of that creature is created in the empty square. This creature will follow your commands.
For every 5 your check surpasses the DC , create another Vermin.
Special: This spell can be learned multiple times, each time chose a different creature with the Vermin type.

Grease: 0
Range: 15 feet
Minimum DC: 15
Target: Square an all adjacent squares
Time: Standard Action
Duration: Encounter
Benefit: Make a DC 15 Thaumaturgy check, if successful the area is filled with layer of grease making it difficult to move. Attempting to move more than 5 feet requires a DC 15 Acrobatics check or instead of moving the creature will fall prone. Attempting to stand up when in the radius of the grease also requires surpassing a DC 15 or the creature will fail to stand up.
For every 5 your check surpasses the DC, increase the radius of the spell by 5 feet, and increase the Acrobatics DC required to move or get up by +2.
At-Will: Your hands or an object in your hands becomes covered in Grease.

Return Item: 0 (brings back thrown weapon faster than move object)
Range: 30 feet
Target: Any inanimate object
Time: Swift Action
Benefit: Make a DC 15 Thaumaturgy check, if the check is successful any 20 lb object you can see is instantly teleported to your hand. If the object is currently being held by an opponent your Thaumaturgy check must surpass that opponent’s Fortitude Defense.
For every 5 your check surpasses the DC, increase the range of this spell by 20 feet.

Summon Object: 5
Prerequisite: Minimum level 5, 2 spells in the Conjuration School
Range: 200 feet
Target: Any inanimate object you have held in your hand whose location you know
Time: Standard Action
Benefit: Make a DC 20 Thaumaturgy check, if the check is successful one object you have held in your hand whose location you are certain of is teleported into an adjacent empty square. This object can be no more than 20 pounds.
For every 5 points your check surpasses the DC, increase the range of the spell by 100 feet, and the highest weight of the object by 20 pounds.

Blink: 5
Prerequisite: Minimum level 5, 2 spells in the Conjuration School
Range: 15 feet
Target: Empty square
Time: Reaction or Standard Action
Benefit: Make a DC 20 Thaumaturgy check as a Standard action, if successful you teleport to the empty square.
If you are attacked, or are the target of a spell that target’s your Reflex Defense you may cast Blink as a reaction. If your check is successful you teleport to the empty square and the attack or spell is automatically considered a miss, unless you are still within the area of effect.
For every 5 your check surpasses the DC increase the distance you can teleport by 5 feet.
At-Will: Teleport 10 feet as a Standard Action.

Duplicate Item: 5
Prerequisite: Minimum level 5, 2 spells in the Conjuration School
Range: Reach
Target: One item
Time: Standard Action
Duration: Encounter
Benefit: Make a DC 20 Thaumaturgy check, if successful one object within your reach that is no more than 20 pounds has an exact duplicate created in your hand or an adjacent square. This object lasts for the remainder of the encounter.
For every 5 your check surpasses the DC increase the maximum weight of the object by 20 pounds or create an additional duplicate of the item.

Hasten: 5
Prerequisite: Minimum level 5, 2 spells in the Conjuration School
Range: 15 feet
Target: Self or one ally
Time: Standard Action
Duration: Encounter
Benefit: Make a DC 20 Thaumaturgy check, if successful your target gains a +10 magic bonus to their Speed, an Advantage on all Athletics checks to Jump, and an additional Swift Action on their turn.
For every 5 your check surpasses the DC increase the number of targets by 1.

Anchor: 5
Prerequisite: Minimum level 5, 2 spells in the Conjuration School
Range: Reach
Target: Any
Time: Standard Action
Duration: Encounter
Benefit: Make a DC 20 Thaumaturgy check, if successful compare the results to your target’s Fortitude Defense. If your check surpasses their Fortitude Defense they are loaded down with numerous weights, increase their Load by 50 pounds.
For every 5 your check surpasses the DC increase their Load by an additional 50 pounds.

Binding: 10
Prerequisite: Minimum level 10, 4 spells in the Conjuration School
Range: 30 feet
Target: Any
Time: Reaction
Benefit: If an object or creature would teleport within the range you may make a DC 25 Thaumaturgy check. If successful, compare the results to the Thaumaturgy check that caused the teleportation. If your check surpasses the Thaumaturgy check the teleportation is cancelled.
For every 5 your check surpasses the DC increase the range of this spell by 10 feet.

Teleport: 10 [ritual]
Prerequisite: Minimum level 10, 4 spells in the Conjuration School
Range: 1 mile
Target: Self or one ally within your Reach
Time: one hour
Benefit: Make a DC 25 Thaumaturgy check, if successful your target moves to any one location within the range that you are familiar with by having been there.
For every 5 your check surpasses the DC increase the number of targets by 1 and the range by an additional mile.

Summon Animal: 10
Prerequisite: Minimum level 10, 4 spells in the Conjuration School
Range: Reach
Target: Empty square
Time: Full-round action
Duration: Encounter
Benefit: Upon learning this spell pick one non-magical creature you have encountered. When casting this spell, make a DC 25 Thaumaturgy check. If the check is successful a level 5 copy of that creature is created in the empty square. This creature will follow your commands.
For every 5 your check surpasses the DC , increase the level of the creature by 5.
Special: This spell can be learned multiple times, each time chose a different non-magical creature.

Teleporting Slide: 10 (you and 1 target switch spots)
Prerequisite: Minimum level 10, 4 spells in the Conjuration School
Range: 30 feet
Target: One creature
Time: Standard Action
Benefit: Make a DC 25 Thaumaturgy check, if the check is successful, compare the results to the Fortitude Defense of your target. If your check surpasses your target’s Fortitude Defense you and your target switch places. Both you and your target must fit in the empty spaces around their new location or the spell automatically fails. If your target wishes to be teleported your check does not need to surpass their Fortitude Defense.

Summon Monster: 15
Prerequisite: Minimum level 15, 6 spells in the Conjuration School
Range: Reach
Target: Empty square
Time: Full-round action
Duration: Encounter
Benefit: Upon learning this spell pick one creature you have encountered. When casting this spell, make a DC 30 Thaumaturgy check. If the check is successful a level 10 copy of that creature is created in the empty square. This creature will follow your commands.
For every 5 your check surpasses the DC , increase the level of the creature by 4.
Special: This spell can be learned multiple times, each time chose a different creature.

Creation: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Conjuration School
Range: Reach
Target: Empty square
Time: one hour
Benefit: Make a DC 30 Thaumaturgy check, if the check is successful you create from nothing an inanimate object that weighs no more than 100 pounds.
For every 5 your check surpasses the DC, increase the maximum weight by 100 pounds.
If your check surpasses a DC of 40 you can create a living creature.

Gate: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Conjuration School
Range: 5 miles
Target: Empty square
Time: One hour
Benefit: Make a DC 30 Thaumaturgy check, if the check is successful you create a permanent teleportation passage between your current location and any one location within the range that you are familiar with by having been there. Anyone can enter into either side of the gate and will immediately teleport to the other side of the gate.

Baleful Teleport: 15
Prerequisite: Minimum level 15, 6 spells in the Conjuration School
Range: 30 feet
Target: One creature or object within your reach
Time: Full-round action
Benefit: Make a DC 30 Thaumaturgy check, if the check is successful compare the results to the Fortitude Defense of your target, or the creature using your target if it is an object. If your check is successful your target teleports to any location you can see that is within the range.
For every 5 your check surpasses the DC increase the range of this spell by 30 feet.

DIVINATION SPELLS FULL

Sense Magic: 0
Range: 30 feet
Target: Any creature of object
Time: Full-round action
Benefit: Make a DC 15 Thaumaturgy check, if the check is successful and the target is a creature you determine whether the creature is either under the influence of a spell or has the Gift of Magic talent (but the spell does not determine which is correct). If the target is an object you determine if it under the influence of an enchantment or illusion.
If the creature is currently using the Misdirect Divination spell or if the creature of object is under the influence of a spell that was cast with the Hidden metamagic talent your check must surpass the Thaumaturgy check that cast the spell or your spell will not detect magical influence.
At-Will: Determine the presence of magic within a 15 foot radius, but not where it is coming from.

Guidance: 0
Range: Touch
Target: Self or ally
Time: Standard Action
Duration: Encounter
Benefit: Make a DC 15 Thaumaturgy check, if the check is successful, your target gains an Advantage on their next skill check that is not a Thaumaturgy check.
For every 5 your check surpasses the DC increase the number of targets by 1

Auguries: 0 [Ritual]
Target: Self
Time: One hour
Benefit: The GM makes a Thaumaturgy check for your character in secret. Ask the GM a yes or no question. If the check surpasses a DC of 15 the GM will answer the question correctly, if the check does not surpass a DC of 15 the GM will lie.
Special: You can only use this spell once per day.

Sense Life: 0
Range: Self
Radius: 30 feet
Target: Any creature within the radius
Time: Full-round action
Benefit: Make a DC 15 Thaumaturgy check, if the check is successful you can sense the presence, but not the location, of all living creature within the radius. You know their size and species, but no further information. If the creature is under the influence of a Misdirect Divination spell your check must surpass the Thaumaturgy check of the spell or you will not detect the creature.
For every 5 your check surpasses the DC increase the radius by 10 feet.

Sense Contamination: 0
Range: Reach
Target: Any object or creature
Time: Full-round action
Benefit: Make a DC 15 Thaumaturgy check, if the check is successful compare your results to the Heal DC of the Disease or Poison, if your check surpasses that DC you determine the existence of the disease or poison. If you surpass the check by 5 or more you determine the specific disease or poison.

Precognition: 5
Prerequisite: Minimum level 5, 2 spells in the Divination School
Target: Self
Time: Reaction
Benefit: When you are ambushed you may, as a Reaction, make a Thaumaturgy check DC 20. If the check is successful, you are considered aware of the Ambush.
For every 5 your check surpasses the DC you may pick an ally within 15 feet of you to also be considered aware of the Ambush.
At-Will: You can replace your Initiative at the start of an encounter with a Thaumaturgy check.

Warning: 5
Prerequisite: Minimum level 5, 2 spells in the Divination School
Range: 30 feet
Target: Self or ally
Time: Reaction
Benefit: At the start of an Encounter, when Initiatives are being rolled, you may as a Reaction make a Thaumaturgy check, DC 20. If the check is successful your target gains an Advantage on their Initiative check.
For every 5 your check surpasses the DC you may pick an additional target

Scry: 5 [Ritual]
Prerequisite: Minimum level 5, 2 spells in the Divination School
Range: 5 miles
Target: One individual you have met or location you have been in
Time: One hour
Duration: One encounter
Benefit: Make a Thaumaturgy check DC 20, if the check is successful compare the results to the Will Defense of your target, if your check surpasses your target’s Will Defense you can see what your target is doing, as though you were looking down upon them.
For every 5 your check surpasses the DC you may increase the Range by 5 miles.

Darkvision: 5 [Ritual]
Prerequisite: Minimum level 5, 2 spells in the Divination School
Range: 30 feet
Target: Self or one ally
Time: One hour
Duration: One day
Benefit: Make a Thaumaturgy check DC 20, if the check is successful your target gains Darkvision.
For every 5 your check surpasses the DC you may pick an additional target.
At-Will: Your target gains Low-light vision

Truestrike: 5
Prerequisite: Minimum level 5, 2 spells in the Divination School
Range: 15 feet
Target: Self or ally
Time: Standard Action
Duration: Encounter
Benefit: Make a Thaumaturgy check DC 20, if the check is successful your target gains an Advantage on their next attack roll or Thaumaturgy check made before the end of the duration.
For every 5 your check surpasses the DC the target gains an additional Advantage.

See Invisibility: 10
Prerequisite: Minimum level 10, 4 spells in the Divination School
Range: 30 feet
Target: Self or ally
Time: Full-round action
Duration: Encounter
Benefit: Make a Thaumaturgy check DC 25, if the check is successful your target can see Invisible things.
For every 5 your check surpasses the DC you may pick another target.

Identify Magic: 10
Prerequisite: Minimum level 10, 4 spells in the Divination School
Range: 30 foot radius centered on self
Target: All spells within radius
Benefit: Make a Thaumaturgy check DC 25, if the check is successful you can identify what spell s are currently in affect in the area. If the spell was cast with the Hidden metamagic talent or the Suppress Divination spell was cast your check needs to surpass the Thaumaturgy check of the spell they are identifying.

Echoes of the Past: 10 [Ritual]
Prerequisite: Minimum level 10, 4 spells in the Divination School
Range: Self
Target: Self
Time: One hour
Duration: One hour
Benefit: Make a Thaumaturgy check DC 25, if the check is successful you can look at the history of the location you are currently standing on. You are shown the important events that occurred on that location over the course of an hour, while looking at the past you cannot move your location and your vision only extends out 60 feet, however you can see in all directions and nothing obstructs your vision.

Mass Scry: 10
Prerequisite: Minimum level 10, 4 spells in the Divination School
Range: 5 miles
Target: One individual you have met or location you have been in
Time: One hour
Duration: One encounter
Benefit: Make a Thaumaturgy check DC 25, if the check is successful compare the results to the Will Defense of your target, if your check surpasses your target’s Will Defense you and all adjacent allies can see what your target is doing, as though you were looking down upon them.
For every 5 your check surpasses the DC you may increase the Range by 5 miles.

Read Mind: 10
Prerequisite: Minimum level 10, 4 spells in the Divination School
Range: 30 feet
Target: One creature
Time: Full-round Action
Duration: Encounter
Benefit: Make a DC 25 Thaumaturgy check, if the check is successful compare the results to your target’s Will Defense. If you check surpasses your opponent’s Will Defense you can read their current surface thoughts.
For every 5 you surpass the DC you can plunge deeper into their memories. Ask a yes or no question about their past and it will be answered accurately.

Visionary Assault: 15
Prerequisite: Minimum level 15, 6 spells in the Divination School
Range: 30 feet
Target: One sentient creature
Time: Full-round Action
Duration: Encounter
Benefit: Make a DC 30 Thaumaturgy check, if the check is successful compare the results to your target’s Will Defense, if your check surpasses their Will Defense the target becomes blinded by visions of their past. They gain the Blinded and Stunned conditions. These conditions end at the end of the duration, or when they are attacked.
For every 5 you surpass the DC you can choose an additional target.

Know History: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Divination School
Range: Reach
Target: One sentient creature
Time: One hour
Duration: Encounter
Benefit: Make a DC 30 Thaumaturgy check, if the check is successful compare the results to your target’s Will Defense. If your check surpasses their Will Defense you gain knowledge of your target’s entire life, including secrets.

Discern Location: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Divination School
Range: 10 miles
Target: One creature or object you are familiar
Time: One hour
Benefit: Make a DC 30 Will Defense, if the check is successful compare the results to your target’s Will Defense. If your check surpasses their Will Defense you gain knowledge of their exact location if they are within the range. If the object is in the possession of one who does not want it to be found your check must instead surpass their Will Defense, if the person or object is under the influence of the Suppress Divination spell your check must surpass the Thaumaturgy check that cast the spell. If the person wants to be found or the object is left alone you automatically surpass their Will Defense.
For every 5 your check surpasses the DC increase the range of the spell by 10 miles.

Truesight: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Divination School
Range: 30 feet
Target: Self or ally
Time: 1 hour
Duration: 1 hour
Benefit: Make a DC 30 Thaumaturgy check, if the check is successful your target gains Truesight which allows them to automatically see through all Illusion spells, see the true form of every creature or object under the effect of a spell that changes their appearance, automatically succeeds in all Perception checks to notice secret passages, Traps, or Ambushes.
For every 5 your check surpasses the DC you can add an additional target.

Future Vision: 15[Ritual]
Prerequisite: Minimum level 15, 6 spells in the Divination School
Range: -
Target: Self
Time: one hour
Duration: One hour
Benefit: Make a DC 30 Thaumaturgy check, if the check is successful your character gains a glimpse into a potential future. While the contents of the vision are determined by the GM they should be relevant to the character and provide hints toward villains plans or in some way help progress the story of the game forward.



ELEMENTAL SPELLS FULL

Control Element: 0
Minimum DC: 15
Defense: Reflex* Fortitude*
Target: One square
Range: 30 feet
Time: Standard Action
Benefit: If the check is successful, you can move a squares worth of water, fire, ice, rocks, or dirt. To do one of the following effects:
Make an interesting design or movement in the element
Fling up dirt to reveal invisible object in the square
Fling dirt to potentially cause 1 round of Blindness, compare to the target’s Reflex Defense for success
Extinguish fire in the square
Increase flame, which increases sight radius by 10 feet and deals +2 damage to anything in the flame. In addition, the GM rolls 3d8, if he rolls 17 or higher the flame spreads to adjacent squares.
If the flame spreads to an occupied square it is considered an area spell, compare your Thaumaturgy check to the creature’s Reflex Defense, if your check fails they still take half damage
Freeze water, objects in water must have their Fortitude Defense surpass the Thaumaturgy check or become Slowed
Unfreeze Ice.
For every 5 you surpass the DC, you may pick an additional adjacent square to effect with this spell. You must still do the same effect. In addition, if you attempt to increase fire increase the range of the potential flame spreading by 2 (for example, if your check is 23, which is over 5 above 15, but not 10 above, you would increase the chance of the fire spreading by 2, meaning the GM would have to roll a 15 or higher to spread the flame).

Burning Hand: 0
Range: Reach
Target: One enemy
Time: Standard Action
Benefit: Make an unarmed attack against your target, however instead of rolling an attack roll make a Thaumaturgy check. If the check surpasses a DC of 15 and your opponent´s Reflex Defense you deal 2d6+Strength Fire damage.
This spell does not provoke attacks.
For every 5 your check surpasses the DC you deal an additional +2 damage.
At-will: Your hand can be used as a torch for 1 hour.

Air Pocket: 0 [Radius]
Range: Reach
Area: 10 foot radius
Time: 1 hour
Duration: 1 hour
Benefit: A pocket of clean air forms around you body, this air will follow you underwater or in areas with hazards in the air. Anyone in the radius can breathe safely.

Stone Throw: 0
Range: 30 feet
Target: One enemy
Time: Standard Action
Benefit: Make a ranged attack against your target, however, instead of rolling an attack make a Thaumaturgy check. If the check surpasses a DC of 15and your opponent’s Reflex Defense you deal 2d6 bludgeoning damage.
For every 5 your check surpasses the DC you deal an additional +2 damage.

Gust: 0
Range: 30 feet
Target: One creature or item
Time: Standard Action
Benefit: Make a Thaumaturgy check DC 15, if successful compare the results to your target’s Fortitude Defense. If the check surpasses your opponent’s Fortitude Defense the target is pushed back 5 feet, and can only move at half speed on their next turn.
For every 5 you surpass the DC your opponent is moved back an additional 5 feet.

Fireball: 5
Prerequisite: Minimum level 5, 2 spells in the Elemental School
Range: 30 feet
Target: One square
Radius: All adjacent squares
Time: Standard Action
Benefit: Make a Thaumaturgy check DC 20, if the check is successful compare the result against everything within the area. If your check surpasses their Reflex Defense they are dealt 2d6 Fire Damage. If your check does not surpass their Reflex Defense they still take half damage.
For every 5 you surpass the DC increase the radius by 1 square and the damage dealt by +2.

Stone Armor: 5
Prerequisite: Minimum level 5, 2 spells in the Elemental School
Range: 30
Target: Self or Ally
Time: Standard Action
Duration: Encounter
Benefit: Make a Thaumaturgy check DC 20, if the check is successful your target gains a covering of stone that grants them an Armor Value of 4. If they are already wearing armor it instead gives them a +2 bonus to their Armor Value.
For every 5 you surpass the DC you can pick an additional target.

Burst of Cold: 5
Prerequisite: Minimum level 5, 2 spells in the Elemental School
Range: 15
Target: Any
Time: Standard Action
Duration: Encounter
Benefit: Make a Thaumaturgy check DC 20, if the check is successful compare it to your target’s Fortitude Defense. If the check surpasses their Fortitude Defense they are Slowed.
If your check surpasses the target’s Fortitude Defense by 5 or more the target is instead Petrified.

Wall of Wind: 5
Prerequisite: Minimum level 5, 2 spells in the Elemental School
Range: 30 feet
Size: 15 feet
Target: Square
Time: Full-round Action
Duration: Encounter
Benefit: Make a DC 20 Thaumaturgy check to create a wall 5 feet thick by 15 feet long and 20 feet high. Any ranged projectiles fired through this wall suffer the Disadvantages associated with a Heavy Storm. In addition, any creature attempting to move through this wall must compare their Fortitude Defense to the Thaumaturgy check, if the check surpasses their Fortitude Defense instead of moving through the wall they are pushed back 5 feet.
For every 5 you surpass the DC you can increase the length of the wall by 5 feet.

Elemental Aura: 5
Prerequisite: Minimum level 5, 2 spells in the Elemental School
Range: 15 feet
Target: Self or ally
Time: Standard Action
Duration: Encounter
Benefit: Make a DC 20 Thaumaturgy check, if successful your target gains one of the following abilities:
Water Aura: Lose the On Fire condition, in addition gain 4 Armor against all Fire damage.
Air Aura: Gain a +2 bonus to your Reflex Defense against all physical attacks
Flame Aura: Everything adjacent to you at the start of your turn takes 1d6 Fire damage. In addition, you gain 4 Armor against Cold damage

Chain Lightning: 10
Prerequisite: minimum level 10, 4 spells in the Elemental School
Minimum DC: 25
Range: 30 feet
Target: One creature
Defense: Reflex
Time: Standard Action
Benefit: If the check is successful, the target suffers 3d6 electric damage, and an additional target within 30 feet of the initial target is dealt 2d6 electric damage.
For every 5 you surpass the DC increase the damage dealt to all opponents by +2, and an additional target is added within 30 feet of the last target hit by this spell, all subsequent targets are dealt the same damage as the second target.

Wall of Earth: 10
Prerequisite: minimum level 10, 4 spells in the Elemental School
Range: 30 feet
Size: 15 feet
Target: Square
Time: Full-round Action
Duration: Encounter
Benefit: Make a DC 25 Thaumaturgy check to create a wall of dirt 5 feet thick by 15 feet long and 20 feet high. Everything that was in a square that became part of the dirt wall are pushed either in front of or behind the wall, depending on the choice of the character.
For every 5 you surpass the DC increase the length of the wall by 5 feet.

Wall of Fire: 10
Prerequisite: minimum level 10, 4 spells in the Elemental School
Range: 30 feet
Size: 15 feet
Target: Square
Time: Full-round Action
Duration: Encounter
Benefit: Make a DC 25 Thaumaturgy check to create a wall of fire 5 feet thick by 15 feet long and 20 feet high. Everything within or that passes through the wall is dealt 2d6 Fire damage
For every 5 you surpass the DC increase the length of the wall by 5 feet.

Wind Walk: 10 [Ritual]
Prerequisite: minimum level 10, 4 spells in the Elemental School
Range: Touch
Target: Self or Ally
Time: 1 hour
Duration: 1 hour
Benefit: Make a DC 25 Thaumaturgy check, if successful your target can walk on air. Moving 5 feet up in the air takes 10 feet of movement.
For every 5 you surpass the DC pick an additional target.

Tremor: 10
Prerequisite: minimum level 10, 4 spells in the Elemental School
Range: -
Radius: 15 feet
Target: Square
Time: Full-round Action
Benefit: Make a DC 25 Thaumaturgy check to cause tremors in the ground. Compare the results to all creatures that are within the area, except yourself. If your check surpasses their Fortitude Defense they are knocked prone. In addition, every square in the radius is considered difficult terrain.
For every 5 you surpass the DC increase the radius by 5 feet.

Earthquake: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Elemental School
Minimum DC: 30
Defense: Fortitude
Range: 5 miles
Target: the ground
Time: 1 hour
Duration: 5 rounds
Benefit: If the check is successful you can reshape the ground around you. All creatures on the ground in the area consider it rough terrain for 5 turns, and if they attempt to attack or cast a spell, their attack roll or Thaumaturgy check must surpass your Thaumaturgy check to cast Earthquake or their attack or spell fails. If the check surpassed their Fortitude Defense they are knocked prone. In additional all structures and caves are dealt 15d6 damage. This damage can collapse tunnels, buildings, and caves trapping those within them.
Trapped creatures take 3d6 damage, followed by 1 non-lethal Scratch each round. After falling Unconscious trapped creatures take 1 lethal Wound each round.
In addition you can create one of the following effects:
Island, the patch of ground you are on gets pushed out no more than the range of the spell into the sea to form an island. To do this you must be near a body of water large enough to accommodate the island.
Canyon: Some of the ground within the radius sinks down 5 miles at the end of 5 rounds. Any creature within the designated canyon ground suffers falling damage.
Drain Lake: The ground opens up and envelops the water in the area. Those within the water must make an Athletics check to Swim check DC 20 or become sucked into the ground as well, where they will likely die unless they can breathe water. The ground that was once water turns into
Mountain: the area becomes a mountain, all creatures within the area must make an Athletics check to Climb DC 20 or fall off the mountain as it grows and takes fall damage of up to 1 mile.

Inferno: 15
Prerequisite: Minimum level 15, 6 spells in the Elemental School
Range: 60 feet
Radius: 30 feet
Target: Square
Time: Full-round Action
Duration: Encounter
Benefit: Make a DC 30 Thaumaturgy check, if the check is successful everything within the area takes 4d6 Fire damage.
For every 5 you surpass the DC increase the damage by 1d6.

Whirlpool: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Elemental School
Minimum DC: 30
Range: 200 feet
Radius: 30 foot radius at top, 5 foot radius at bottom, 100 feet deep
Target: Square
Time: 1 hour
Benefit: You create a whirlpool in a body of water large enough to accommodate it. Everything within the area takes 2d6 bludgeoning damage for each round they are within the whirlpool. Every creature within the whirlpool must either succeed in a DC 25 Athletics check to Swim or be dragged down into the depths, unless they are of Huge size or larger.
Any ship within the whirlpool must have a captain or pilot make a DC 25 Profession (Sailor) check or suffer 30 damage, 15 if the check is successful.
For every 5 you surpass the DC increase the radius at the top of the whirlpool increases by 10 feet, and the Athletics and Professions checks increase by +3.

Control Weather: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Elemental School
Minimum DC: 30
Range: 5 mile radius centered on you
Time: 1 hour
Duration: 1 day
Benefit: If the check is successful you have limited control of the weather in your area. The change occurs gradually over 10 minutes. You are limited in your control by the season.
In Spring you can make the weather: Tornado, rain, thunderstorm, hot weather, cold weather, fair weather
In Summer you can make the weather: Thunderstorm, rain, heat wave, fair weather, hot weather
In Autumn you can make the weather: Hot weather, fair weather, cold weather, fog, thunderstorm
In winter you can make the weather: blizzard, snow, hail, cold weather, fair weather

You can also change the direction of the winds and increase or decrease the velocity, however not minute specific details such as the exact path of a tornado.

You may cancel the effects of your spell through the use of a 10 minute ritual. Others may cancel the spell through an entire Control Weather ritual with a DC that surpasses your Thaumaturgy check.

For every 5 you surpass the DC increase the radius by 2 miles and the duration by 1 day. If you surpass the DC by 10 you are no longer limited by season when controlling the weather.

Create Elemental: 15
Prerequisite: Minimum level 15, 6 spells in the Elemental School
Range: Reach
Target: Empty square
Time: Full-round action
Duration: Encounter
Benefit: Make a DC 30 Thaumaturgy check, if the check is successful you can create a level 10 version of one of the following creatures:
Rock Elemental
Fire Elemental
Air Elemental
Water Elemental
Lightning Elemental
Ice Elemental
This creature will obey your every command.
For every 5 you surpass the DC increase the level of the creature by 4.


ENCHANTMENT SCHOOL 20

Daze: 0
Range: 15 feet
Target: One creature
Time: Standard Action
Duration: 1 round
Benefit: Make a DC 15 Thaumaturgy check, if successful compare the results to your target’s Will Defense. If your check surpasses their Will Defense they gain the Dazed condition.
For every 5 you surpass the DC the target is Dazed for an additional round.

Calm Emotions: 0
Range: Reach
Target: One Creature
Time: Standard Action
Duration: Encounter
Benefit: Make a DC 15 Thaumaturgy check and compare the results to the target’s Will Defense, if your check surpasses their Will Defense they are calmed has the following effects:
Lose the Rage condition
Suffer a Disadvantage on all attack rolls and Thaumaturgy checks against enemies.
Move the target one step closer to the Neutral position on the Friendship Chart.
This ends at the end of the encounter, or if you or one of your allies makes an action that would stir a strong emotion (such as attacking, or flirting).

Fascinate: 0
Range: 15 feet
Target: One creature
Time: Full-round action
Duration: Encounter
Benefit: Make a DC 15 Thaumaturgy check and compare the result to the target’s Will Defense, if your check surpasses their Will Defense they are fascinated by you.
At-Will: Use Thaumaturgy instead of Persuasion

Bungle: 0 gives opponent Disadvantage
Range: 30 feet
Target: One creature
Time: Standard Action
Benefit: Make a DC 15 Thaumaturgy check and compare the result to the target’s Will Defense, if your check surpasses their Will Defense they suffer a Disadvantage on their next skill check, attack roll, or attribute check.
For every 5 you surpass the DC the target suffers an additional Disadvantage.

Lighten: 0 (also functions as feather fall)
Range: 30 feet
Target: One creature
Time: Standard Action or Reaction
Duration: Encounter
Benefit: Make a DC 15 Thaumaturgy check, if successful compare the result to the Fortitude Defense of the target if successful the target’s weight is reduced by 100 pounds.
For every 5 you surpass the DC the target’s weight is reduced by an additional 50 pounds.
In addition, this spell can also be used as a Reaction when you or an ally is falling. When under the effects of this spell you do not suffer falling damage, and only fall at a distance of 60 feet per round.

Gills: 5 [Ritual]
Prerequisite: minimum level 5, 2 spells in Enchantment School
Range: Reach
Target: Self or one creature
Time: 1 hour
Duration: 1 hour
Benefit: Make a DC 20 Thaumaturgy check, if the check is successful your target can breathe underwater and gains a Swim Speed of 30 feet.
For every 5 your check surpasses the DC pick another target, and increase the duration by 1 hour.

Charm Person: 5 [Ritual]
Prerequisite: minimum level 5, 2 spells in the Enchantment School
Range: Reach
Target: Sentient creature
Time: 1 hour
Duration 1 hour
Benefit: Make a Thaumaturgy check DC 20, if the check is successful compare the results to the target’s Will Defense, if your check surpasses their Will Defense they are considered Friendly to you for the duration. When the duration is finished the subject remembers you enchanted them and everything they did while under the influence of the spell.
For every 5 you surpass the DC increase the duration by 1 hour.

Enchant Item: 5
Prerequisite: minimum level 5, 2 spells in the Enchantment School
Range: Reach
Target: One item that weighs no more than 50 pounds.
Time: Full-round Action
Duration: Encounter
Benefit: Make a DC 20 Thaumaturgy check, if the check is successful the target item is considered magical gaining +2 Hardness and +2 Durability. If the item helps a skill check, using it on the skill check grants a +2 bonus to the check. If the item is armor it gains +2 Armor Value. If the item is a weapon it gains +2 damage.
If you have at least 2 spells in the Elemental School you can grant the following abilities.
Elemental Weapon: Instead of +2 damage, the weapon deals +1d6 Fire damage, or 1d6 Lightning damage, or can grant the Slowed condition if the attack roll surpasses the target’s Fortitude Defense on a successful attack.
For every 5 you surpass the DC increase the maximum weight of the target by 50 pounds.

Sleep: 5
Prerequisite: Minimum 5 levels, 2 spells in the Enchantment School
Minimum DC: 20
Defense: Will
Range: 30 feet
Target: One creature
Time: Full-round action
Duration: Encounter
Benefit: If your check is successful the target gains the Asleep condition unless attacked or woken up.
If the target is in a heightened state of excitement they gain a +5 bonus to their Will Defense
For every 5 you surpass the DC you can add an additional target.
At-Will: The target becomes Fatigued, they do not gain a bonus for to their Will Defense by being in a heightened state of excitement.

Forget: 5 [Ritual]
Prerequisite: Minimum level 5, 2 spells in the Enchantment School
Minimum DC: 20
Defense: Will
Range: Reach
Target: One creature
Duration: Permanent
Benefit: If your check is successful, the target forgets everything that happened in the last 2 hours.
For every 5 you surpass the DC they forget an additional 2 hours.

Wings: 10[Ritual]
Prerequisite: Minimum level 10, 4 spells in the Enchantment School
Minimum DC: 25
Range: Reach
Target: One creature
Duration: 1 hour
Benefit: If the check is successful, the target can Fly with a Flight Speed of 30 Feet.
For every 5 you surpass the DC you may pick an additional target and the duration lasts for an additional hour.

Grow: 10
Prerequisite: Minimum level 10, 4 spells in the Enchantment School
Minimum DC: 25
Range: Reach
Target: One Creature
Time: Full-round Action
Duration: Encounter
Benefit: If your check is successful the target increases its Size by 1 step.
For every 5 you surpass the DC your target increases its Size by an additional step.

Shrink: 10
Prerequisite: Minimum level 10, 4 spells in the Enchantment School
Minimum DC: 25
Range: Reach
Target: one Creature
Time: Full-Round Action
Duration: Encounter
Benefit: If your check is successful the target decreases its Size by 1 step.
For every 5 you surpass the DC your target decreases its Size by an additional step.

Rune of Holding: 10 [Ritual]
Prerequisite: Minimum level 10, 4 spells in the Enchantment School
Minimum DC: 25
Range: Reach
Target: 2 by 2 adjacent squares
Time: 1 hour
Duration: 1 day
Benefit: If your check is successful you create a magic trap on the ground at your feet. If any creature, except you, walks over the trap it is sprung. Compare your Thaumaturgy check to their Fortitude Defense, if the check is successful they are considered Stunned for the remainder of the duration.
The Rune can be destroyed from the outside with a simple Full-round action that provokes attacks.
Unless otherwise hidden noticing a Rune of Holding is a DC 15 Perception check.

Repair: 10 [Ritual]
Prerequisite: Minimum level 10, 4 spells in the Enchantment School
Minimum DC: 25
Range: Reach
Target: Item with a weight no larger than 50 pounds
Time: 1 hour
Benefit: If your check is successful, your target removes 2 instances of the Battered condition.
For every 5 you surpass the DC the target loses another instance of the Battered condition. If your check surpasses the DC by 10 or more your target loses the Broken condition.

Mind Control: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Enchantment School
Minimum DC: 30
Defense: Will
Range: Reach
Target: One sentient creature
Time: 1 hour
Duration: 1 hour
Benefit: If your check is successful the target gains the Controlled condition. If your check surpasses the target’s Will by 5 or more they instead gain the Dominated condition.
For every 5 you surpass the DC increase the duration by 1 hour.

Permanent Enchantment: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Enchantment School, one must be Enchant Item
Minimum DC: 30
Range: Reach
Target: One Item
Time: 1 hour
Duration: Permanent
Benefit: As Enchant Item, however there is no duration.

Mass Charm: 15
Prerequisite: Minimum level 15, 6 spells in the Enchantment School
Minimum DC: 30
Defense: Will
Range: 30 feet
Target: Sentient creature
Time: Full-round Action
Duration: Encounter
Benefit: If your check is successful 10 targets in the range suffer the effects of the Charm spell.
For every 5 you surpass the DC increase the number of targets by 10.

Eternal Life: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Enchantment School
Minimum DC: 30
Range: Reach
Target: Self or one creature
Time: 1 hour
Benefit: The target does not advance in Age at this point, nor does the target die of Old Age.

Flesh to Stone: 15
Prerequisite: Minimum level 15, 6 spells in the Enchantment School
Minimum DC: 30
Defense: Fortitude
Range: Reach
Target: One creature
Time: Full-round Action
Duration: Encounter
Benefit: If your check is successful the target turns into an inanimate statue of stone. Any damage the stone takes are retroactively applied to the target after the duration of the spell.
For every 5 you surpass the DC you may add an additional target.

Dienekes
2015-07-08, 03:36 PM
So Spell List was too big.

Here are the Holy, Illusion, Nature, and Necromancy Schools

HOLY SPELLS FULL

Soothe: 0
Minimum DC: 15
Range: Reach
Target: One creature with the Dying condition.
Time: Standard Action
Benefit: If successful the target loses the Dying condition.
At-Will: You may use your Thaumaturgy instead of Treat Injuries.

Rejuvenate: 0
Minimum DC: 15
Range: Reach
Target: One creature or Self
Time: Standard Action
Benefit: If successful the target ignores the next Scratch condition they gain.
For every 5 you surpass the DC the target may ignore an additional Scratch

Divine Blessing: 0
Minimum DC: 15
Range: Reach
Target: One creature or Self
Time: Standard Action
Duration: Encounter
Benefit: If successful the target gains a +1 magic bonus on their Fortitude, Reflex, and Will Defense
For every 5 you surpass the DC you may increase this bonus by an additional +1 to a maximum of +5.

Holy Vigor: 0
Minimum DC: 15
Range: Reach
Target: One creature or Self
Time: Full-round Action
Duration: Encounter
Benefit: If successful, on the target’s next attack or damage dealing Thaumaturgy check made before the end of the duration, the target deals +2 magic damage.
For every 5 your check surpasses the DC increase the damage by +1.

Divine Word: 0 (bonus to Diplomacy or Intimidate)
Minimum DC: 15
Range: Reach
Target: One creature or Self
Time: Standard Action
Duration: Encounter
Benefit: If the check is successful, the target gains an Advantage on either all their Persuasion or all their Intimidation checks made during the duration of the spell. You decide which of the two upon casting the spell.

Heal Wounds: 5 [Ritual]
Prerequisite: Minimum level 5, 2 spells in the Holy School
Minimum DC: 20
Range: Reach
Target: One creature
Time: 1 hour
Benefit: If successful the target loses one Wound condition.
For every 5 your check surpasses the DC the target loses another Wound condition.

Mass Rejuvenate: 5
Prerequisite: Minimum level 5, 2 spells in the Holy School
Minimum DC: 20
Range: 15 feet
Target: Ally or Self
Time: Full-round Action
Benefit: If successful all targets within range ignores the next Scratch condition they gain.
For every 5 you surpass the DC the target may ignore an additional Scratch.

Mass Divine Blessing: 5
Prerequisite: Minimum level 5, 2 spells in the Holy School
Minimum DC: 20
Range: 15 feet
Target: Ally or Self
Time: Full-round Action
Duration: Encounter
Benefit: If successful all target’s within range gain a +1 magic bonus on their Fortitude, Reflex, and Will Defense.
For every 5 you surpass the DC all target’s gain an additional +1 to a maximum of +3.

Cleanse Undeath: 5
Prerequisite: Minimum level 5, 2 spells in the Holy School
Minimum DC: 20
Defense: Fortitude
Range: 30 feet
Target: One creature with the Undead Condition
Time: Standard Action
Benefit: If your check is successful, the target is dealt 3d6 magic damage.
For every 5 you surpass the DC increase the damage dealt by 1d6.

Mass Holy Vigor: 5
Prerequisite: Minimum level 5, 2 spells in the Holy School
Minimum DC: 20
Range: 15 feet
Target: Ally or Self
Time: Full-round Action
Duration: Encounter
Benefit: If successful, all target within range gain a +2 magic damage bonus on their next attack or damage dealing Thaumaturgy check made before the end of the duration.
For every 5 your check surpasses the DC increase the damage by +1 to a maximum of +4.

Divine Light: 10
Prerequisite: Minimum level 10, 4 spells in the Holy School
Minimum DC: 25
Defense: Will
Range: 30 feet
Radius: 5 foot square radius
Target: Square
Time: Full-round Action
Duration: Encounter
Benefit: Compare the results of your check to the Will Defense of all targets within the radius. If your check is successful all targets are Dazed for the duration.
If your check surpasses their Will Defense by 5 or more, the targets are instead Blinded for 1 round, then Dazed for the remainder of the duration.

Regenerate: 10 [Ritual]
Prerequisite: Minimum level 10, 4 spells in the Holy School
Minimum DC: 25
Range: Reach
Target: Creature
Time: 1 hour
Duration: 1 hour
Benefit: If your check is successful, at the start of each of your target´s they remove one Scratch. For every 5 Scratches removed they also lose one instance of the Bleeding condition.
For every 5 points you surpass the DC your target can remove an additional Scratch at the start of their turn, and the duration lasts for an additional hour.

Mass Heal Wounds: 10 [Ritual]
Prerequisite: Minimum level 10, 4 spells in the Holy School
Minimum DC: 25
Range: 15 feet
Target: Ally or Self
Time: 1 hour
Duration: 1 hour
Benefit: If your check is successful all targets within range lose 1 instance of the Wound condition.
For every 5 you surpass the DC the targets lose an additional instance of the Wound condition to a maximum of 3 Wounds.

Chant of Peace: 10
Prerequisite: Minimum level 10, 4 spells in the Holy School
Minimum DC: 25
Defense: Will
Range: 15 feet
Target: Creature or Self
Time: Full-round action
Benefit: If your check is successful your target cannot make any attack rolls or aggressive Thaumaturgy checks until the end of your next turn, unless they are attacked or an aggressive Thaumaturgy check is used on your target.
For every 5 points your check surpasses the DC you may add an additional target.

Cleanse: 10 [Ritual]
Prerequisite: Minimum level 10, 4 spells in the Holy School
Minimum DC: 25
Range: Reach
Target: One creature or item
Time: 1 hour
Benefit: If your check is successful compare the results to the Thaumaturgy checks of every spell currently affecting the target. If your check surpasses these Thaumaturgy checks the spells are negated.

Mass Regenerate: 15
Prerequisite: Minimum level 15, 6 spells in the Holy School
Minimum DC: 30
Range: 15 feet
Target: Ally or Self
Time: 1 hour
Duration: 1 hour
Benefit: If your check is successful all targets within range, at the start of each of your target´s turns they remove one Scratch. For every 5 Scratches removed they also lose one instance of the Bleeding condition.
For every 5 points you surpass the DC your target can remove an additional Scratch at the start of their turn to a maximum of 2 Scratches per turn, and the duration lasts for an additional hour.

Exorcism and Purify: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Holy School
Minimum DC: 30
Defense: Will
Area: 1 mile
Target: Square centered at self
Time: 1 hour
Duration: Permanent
Benefit: If your check is successful all creatures with the Undead condition are repelled from the area unless your check did not surpass their Will Defense. If there were no Undead in the area, instead that area is considered a Holy Site, all Natural Healing is doubled within the range, and all Undead must have a Will Defense that surpasses your Thaumaturgy check to enter the area.
For every 5 you surpass the DC increase the area by 1 mile, or apply the Holy Site condition to the area without recasting the spell.

Celestial Choir: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Holy School
Minimum DC: 30
Range: Reach
Target: Empty square
Time: 1 hour
Duration: 1 hour
Benefit: If successful you summon a Celestial to aid you. This creature is not under your control, however, it will offer advice or fight for you if it deems you worthy.
For every 5 you surpass the DC you can summon an additional Celestial, or increase the Duration by an additional hour.

Resurrection: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Holy School
Minimum DC: 30
Range: Reach
Target: One creature with the Dead condition
Time: 1 hour
Benefit: If successful the creature loses the Dead condition and loses as many Wounds as would be necessary to not be in the Dying condition.

Regrowth: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Holy School
Minimum DC: 30
Range: Reach
Target: One creature
Time: 1 hour
Benefit: If the target removes one instance of the Loss of Limb condition.
For every 5 you surpass the DC you can remove another instance of the Loss of Limb condition.

ILLUSION SPELLS FULL

Secret Message: 0
Minimum DC: 15
Range: 15 feet
Target: Empty square
Time: Full-round action
Duration: 1 day
Benefit: A secret message of no more than 10 words is left in the target square. It can be revealed through a Divination spell, or under specific conditions arranged with the GM upon casting the spell.
The message does not have to be words, it can also be sounds so long as they do not surpass the time it would take to say 10 words at a steady pace.
These conditions could be similar to: A specific individual you have met walks near the message, a word that triggers the message is said, or a secret spot is tapped. Your GM must agree to the conditions.
After the message is triggered all those nearby will hear the message.
For every 5 you surpass the DC increase the total number of words by 10.
At-Will: You create the message and it is instantly delivered coming from the target location. If this is used in some sort of deception, your Thaumaturgy check must surpass those listening’s Will Defense or they will disbelieve.

Silent Image: 0
Minimum DC: 15
Defense: Will to disbelieve
Range: 15 feet
Target: Empty 5x5 foot square
Time: Full-round action
Duration: Focus
Benefit: If your check is successful you create a visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
At the start of every round you wish the illusion to continue you must make a Thaumaturgy check as a Swift action to continue the illusion.
For every 5 you surpass the DC increase the target’s length, height, and width by 5 feet.

Distraction: 0
Minimum DC: 15
Defense: Will
Range: 30 feet
Target: One creature
Time: Standard Action
Benefit: If the check is successful, the target becomes Flat-footed against all attacks until the start of their next turn, and suffer a Disadvantage on all Perception checks.
For every 5 you surpass the target’s Will Defense they suffer an additional Disadvantage on Perception checks.

Disguise Item: 0 [Ritual]
Minimum DC: 15
Defense: Will to disbelieve
Range: Touch
Target: One item
Time: 1 hour
Duration: 1 hour
Benefit: If the check is successful you change the appearance of the item in question into something of similar size, shape, and weight.
The more outlandish or rare the illusion the easier it is to disbelieve, giving those who interact with the illusion a bonus to their Will Defense ranging from +0 to +10 depending on the illusion.
For example, making a sword a shovel would not be particularly noteworthy, +0 bonus to Will Defense. Making a stone a chunk of gold would be noteworthy, +3 to Will Defense. Claiming a stone is the last orb of a dead race of wizards would be ridiculous, +10 to Will Defenses.

Blur: 0
Minimum DC: 15
Target: Self
Time: Standard Action
Duration: Focus
Benefit: You make your outline blurry making it difficult to determine your exact whereabouts. You gain a +3 magic bonus on your Reflex Defense against all single target spells, abilities, and attacks until the start of your next turn.
At the start of every round you wish the illusion to continue you must make a Thaumaturgy check as a Swift action to continue the illusion. The spell automatically cancels with the first successful single target attack, spell, or ability against you.
For every 5 you surpass the DC increase the magic bonus to your Reflex Defense by +1.

Invisible: 5 [Ritual]
Prerequisite: Minimum level 5, 2 spells in the Illusion School
Minimum DC: 20
Defense: Will to detect
Target: One ally, item, or self
Range: Touch
Time: 1 hour
Duration: 4 hours
Benefit: If the check is successful the target turns invisible for the duration, grant them Total Concealment against all opponents whose Will does not surpass your Thaumaturgy check. Casting an offensive spell, making an attack, or using an offensive ability will automatically end the spell
For every 5 you surpass the DC increase the duration by an additional 2 hours.

Disguise: 5 [Ritual]
Prerequisite: Minimum level 5, 2 spells in the Illusion School
Minimum DC: 20
Defense: Will to detect
Target: One ally or self
Range: Touch
Time: 1 hour
Duration: 1 day
Benefit: If the check is successful, the target gains a +10 magic bonus on their Disguise check. Your check must surpass the Will Defense of those who interact with disguised target, or your target will not get the magic bonus.
For every 5 you surpass the DC increase the duration by 12 hours.

Fearsome Image: 5
Prerequisite: Minimum level 5, 2 spells in the Illusion School
Minimum DC: 20
Defense: Will
Target: Creatures in area
Area: 30 feet centered at you
Time: Full-round action
Duration: Focus
Benefit: If the check is successful all those in the area see terrifying images. They become Frightened.
If you surpass the target’s Will Defense by 5, the target is instead Terrified.
This is a mind-affecting effect.

Mirror Image: 5
Prerequisite: Minimum level 5, 2 spells in the Illusion School
Minimum DC: 20
Defense: Will to disbelieve
Target: Self or ally
Range: Touch
Time: Full-round action
Duration: Focus
Benefit: If the check is successful, you create a copy of your target in a square adjacent to that target. All creatures observing the decoy must have a Will Defense higher than your Thaumaturgy check or they will not realize that it is a decoy. The decoy will have the same stats as the target, however, upon being dealt a Wound it will disappear, and cannot make successful attacks or cast spells, though it can appear to do so.
If your check surpasses the DC by 10 or more, you can choose to have your target turn Invisible until the end of your next turn.

Silence: 5
Prerequisite: Minimum level 5, 2 spells in the Illusion School
Minimum DC: 20
Defense: Will to disbelieve
Range: 15 foot radius centered on you or 1 creature within 30 feet
Time: Full-round action
Duration: Encounter or 1 round.
Benefit: If your check is successful, all sound made within the radius cannot be heard by those outside the radius for the remainder of the encounter. Or if the target is one creature and the check surpasses the creature’s Will Defense, that creature cannot make any noises for 1 round.
For every 5 you surpass the DC either increase the radius by 5 feet, or the duration by an additional round.

Darkness: 10
Prerequisite: Minimum level 10, 4 spells in the Illusion School
Minimum DC: 25
Range: 30 feet
Radius: 10 feet circle centered on a square
Time: Full-round action
Duration: Encounter
Benefit: If the check is successful, the area is considered in total darkness. Creatures cannot see any more than 5 feet in front of them, unless they have Darkvision.
For every 5 you surpass the DC increase the radius by 5 feet.
If you surpass the DC by 10 or more, creatures with Darkvision can no longer see through the darkness.

Shadow Element: 10
Prerequisite: Minimum level 10, 4 spells in the Illusion School
Minimum DC: Special
Defense: Will
Range: Special
Time: Special
Benefit: Upon learning this spell pick any two Elemental spells from the following list:
Control Element: 0
Burning Hand: 0
Stone Throw: 0
Gust: 0
Fireball: 5
Burst of Cold: 5
Chain Lightning: 10
Wall of Earth: 10
Wall of Fire: 10
Tremor: 10
Earthquake: 15 [Ritual]
Inferno: 15
Whirlpool: 15 [Ritual]
Control Weather: 15 [Ritual]
Create Elemental: 15

You must meet the Minimum level prerequisite of the spells you pick, and must have an equivalent number of spells learned in the Illusion School as is a prerequisite for learning the spell in the Elemental School (for example, you cannot pick Create Elemental for this spell until you are at least level 15 and know a minimum of 6 spells in the Illusion School.
When you cast Shadow Element, you may pick one of the spells chosen and instead cast that, however, it is considered an Illusion spell for all purposes, and your Thaumaturgy check must, in addition, surpass the Will Defense of any creature affected by your spell or they will completely ignore all affects of the spell.
You may pick this spell multiple times, each time you may choose two different spells from the list.

Mass Invisibility: 10
Prerequisite: Minimum level 10, 4 spells in the Illusion School
Minimum DC: 25
Defense: Will to detect
Target: Self, allies and chosen items within radius
Range: 15 foot radius centered on you
Time: 1 hour
Duration: 1 hours
Benefit: If the check is successful all targets within the area turn invisible for the duration, grant them Total Concealment against all opponents whose Will Defense does not surpass your Thaumaturgy check. Casting an offensive spell, making an attack, or using an offensive ability will automatically end the spell
For every 5 you surpass the DC increase the duration by an additional hour.

Mass Disguise: 10
Prerequisite: Minimum level 10, 4 spells in the Illusion School
Minimum DC: 25
Defense: Will to detect
Target: Self, allies and chosen items within radius
Range: 15 foot radius centered on you
Time: 1 hour
Duration: 3 hours
If the check is successful, the target gains a +10 magic bonus on their Disguise check. Your check must surpass the Will Defense of those who interact with disguised target, or your target will not get the magic bonus.
For every 5 you surpass the DC increase the duration by 1 hour.

Misdirect Divination: 15
Prerequisite: Minimum level 15, 6 spells in the Illusion School
Minimum DC: 30
Target: Self, ally, or item within 15 feet of you
Time: Reaction
Benefit: You gain the ability to sense when you or anything with 15 feet of you is the target of a Divination spell, such as Sense Life or Scry. If so, you can, as a Reaction make a Thaumaturgy check opposed by their Thaumaturgy check to cast the spell. If your check is successful you can show the original caster of the Divination spell whatever you want to.

Shadow Conjuration: 15
Prerequisite: Minimum level 15, 6 spells in the Illusion School
Minimum DC: Special
Defense: Will
Range: Special
Time: Special
Benefit: Upon learning this spell pick any two Conjuration spells from the following list:
Move Object
Summon Vermin: 0
Grease: 0
Summon Object: 5
Duplicate Item: 5
Summon Animal: 10
Summon Monster: 15
Creation: 15 [Ritual]
Baleful Teleport: 15

You must meet the Minimum level prerequisite of the spells you pick, and must have an equivalent number of spells learned in the Illusion School as is a prerequisite for learning the spell in the Conjuration School (for example, you cannot pick Baleful Teleport for this spell until you are at least level 15 and know a minimum of 6 spells in the Illusion School.
When you cast Shadow Conjuration, you may pick one of the spells chosen and instead cast that, however, it is considered an Illusion spell for all purposes, and your Thaumaturgy check must, in addition, surpass the Will Defense of any creature that witnesses your spell or they will completely ignore all affects of the spell.
You may pick this spell multiple times, each time you may choose two different spells from the list.

Perfect Illusion: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Illusion School
Minimum DC: 30
Defense: Will
Range: 30 foot radius centered on you
Time: 1 hour
Duration: 1 day
Benefit: If your check is successful, you can alter the appearance of everything and every creature within the radius. You can create structures, or any non-living entity to fill up this area. You can alter the terrain as you see fit. However, each individual that can see into the area must compare their Will Defense to your Thaumaturgy check or they will see the true nature of the environment and creatures within.
To those who’s Will Defense fails them, in all ways what happens within the illusion affects them as though it were real.
For every 5 you surpass the DC increase the affected radius by 10 feet, and increase the duration by 1 day.

Shadow Killer: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Illusion School
Minimum DC: 30
Range: Touch
Target: Empty Square
Benefit: If the check is successful, you create a creature with the following stats
Level 15
Str: 2
Dex: 8
Con: 1
Int: 1
Wis: 1
Cha: 1
True Invisibility
Trained in Stealth, Initiative, Athletics, Acrobatics
Focused in Stealth
Shadow Walk: As a Swift Action, this creature can teleport to any shadow within a 5 mile radius.
Sneak Attack
Equipment: Shadow Blade 3d6, Ignores Armor.
Fragile: If this creature is ever dealt enough damage to deal 1 Wound it is slain. It disappears as do all equipment.
Give this creature a task, upon the completion of the task the creature will die and disappear along with its equipment. If this task is a murder, the creature must be given the target’s true name.


NATURE SPELL FULL

Speak with Animals: 0 [Ritual]
Minimum DC: 15
Target: Self
Time: 1 hour
Duration: 1 hour
Benefit: If you check is successful you can communicate with animals. This does not mean the animals are intelligent with complex languages, but you can give basic directions and receive information from them.
For every 5 you surpass the DC increase the duration by an additional hour.

Speak with Plants: 0
Minimum DC: 15
Target: Self
Time: 1 hour
Duration: 1 hour
Benefit: If the check is successful, you can communicate with plants. This does not mean the plants are intelligent, but they can give basic directions and relay basic information.

Call of the Wilderness, Vermin: 0
Minimum DC: 15
Target: All animals with the Vermin type
Area: 30 feet centered at you.
Time: Full-round action
Duration: Encounter
Benefit: If your check is successful a level 1 creature with the Vermin condition appears in a square within 30 feet of you at the start of your next round. This creature will controlled by the GM but will be Friendly and helpful to you.
If there is no possibility of living creatures appearing within the area, the spell fails.
For every 5 points your check surpasses the DC another level 1 Vermin appears.

Resistance: 0 [Ritual]
Minimum DC: 15
Target: Ally or Self
Range: Reach
Time: 1 hour
Duration: 6 hours
Benefit: If your check is successful your target gains a +2 magic bonus to their Fortitude Defense. Against environmental hazards this bonus is instead considered to be +5.
For every 5 you surpass the DC you may grant the benefits of this spell to an additional target.

Trackless: 0 [Ritual]
Minimum DC: 15
Target: Self or Ally
Range: Reach
Time: 1 hour
Duration: 6 hours
Benefit: If your check is successful, your target leaves no tracks that can be followed, unless the Survival check to identify tracks surpasses your Thaumaturgy check.
For every 5 points you surpass the DC you may grant the benefits of this spell to an additional target.
At-Will: As a Standard Action you can grant the effects of this spell to yourself for 1 hour.

Charm Animal: 5
Charm Person: 5 [Ritual]
Prerequisite: minimum level 5, 2 spells in the Nature School
Minimum DC: 20
Defense: Will
Range: Reach
Target: Non-Sentient creature
Time: 1 hour
Duration 1 hour
Benefit: If your check is successful the target is considered Friendly to you for the duration of the spell. When the duration is finished the subject remembers you enchanted them and everything they did while under the influence of the spell.
For every 5 you surpass the DC increase the duration by 1 hour.

Call of the Wilderness, Animal: 5
Prerequisite: Minimum level 5, 2 spells in the Nature School
Minimum DC: 20
Target: Animals
Area: 30 feet centered at you.
Time: Full-round action
Duration: Encounter
Benefit: If your check is successful a level 5 creature appears in a square within 30 feet of you at the start of your next round. This creature will controlled by the GM but will be Friendly and helpful to you.
The GM determines the creature, a random chart is provided below if the GM wishes to use that instead of determining an appropriate animal. If the creature would not make sense to appear in the area, reroll.
If there is no possibility of living creatures appearing within the area, the spell fails.
For every 5 points your check surpasses the DC the creatures level increase by 3.

Roll 3d6:
Deer: 3
Wolf: 4
Wolverine: 5
Tiger: 6
Bear: 7
Dog: 8
Cat: 9
Shark: 10
Dolphin: 11
Fish: 12
Dire Rat: 13
Bat: 14
Seagull: 15
Albatross: 16
Eagle: 17
Falcon: 18

Ensnare: 5
Prerequisite: Minimum level 5, 2 spells in the Nature School
Minimum DC: 20
Defense: Reflex
Range: 30 feet
Target: Square and all adjacent squares
Time: Full-round action
Duration: Encounter
Benefit: If the check is successful all creatures within the area are unable to move until the duration ends or they make a Strength check DC 13 as a Standard Action that provokes attacks to break themselves out of the plants.

Vermin Form: 5
Prerequisite: Minimum level 5, 2 spells in the Nature School
Minimum DC: 20
Target: Self
Time: Full-round Action
Duration: Encounter
Benefit: Upon learning this spell pick a single creature with the Vermin type that you have encountered. If the check is successful you turn into that creature. All physical Attributes are replaced with those of the creature, as well as size, weight, speed, and so on.
You can end this spell as a Standard Action that provokes attacks.
While in Vermin Form you cannot communicate with your allies, and suffer a Disadvantage on all Thaumaturgy checks to cast spells.
You can learn this spell multiple times, each time you must pick a different creature with the Vermin type.

Animal Form: 10
Prerequisite: Minimum level 10, 4 spells in the Nature School
Minimum DC: 25
Target: Self
Time: Full-round Action
Duration: Encounter
Benefit: Upon learning this spell, pick a non-magical creature that you have encountered. If the check is successful you turn into that creature.
All physical Attributes are replaced with those of the creature, as well as size, weight, speed, and so on.
You can end this spell as a Standard Action that provokes attacks.
While in Animal Form you cannot communicate with your allies, and suffer a Disadvantage on all Thaumaturgy checks to cast spells.
You can learn this spell multiple times, each time you must pick a different non-magical creature.

Call of the Wilderness, Pack: 10
Prerequisite: Minimum level 10, 4 spells in the Nature School
Minimum DC: 25
Target: Animals
Area: 30 feet centered at you.
Time: Full-round action
Duration: Encounter
Benefit: If your check is successful 3 level 5 creatures appears in squares within 30 feet of you at the start of your next round. These creatures will be controlled by the GM but will be Friendly and helpful to you.
The GM determines the creature, a random chart is provided below the Call of the Wilderness, Animal spell if the GM wishes to use that instead of determining an appropriate animal. If the creature would not make sense to appear in the area, reroll.
If there is no possibility of living creatures appearing within the area, the spell fails.
For every 5 points your check surpasses the DC the creatures level increase by 2, and an additional creature appears.

Rapid Growth: 10 [Ritual]
Prerequisite: Minimum level 10, 4 spells in the Nature School
Minimum DC: 25
Defense: Reflex
Range: 15 foot radius centered on you
Target: Creatures
Time: Full-round Action
Benefit: The target plant expands rapidly in size causing the ground to become Difficult Terrain. All creatures within the area can become engulfed in the plant growth. If your Thaumaturgy check surpasses their Reflex Defense they begin Suffocating unless they are broken out of the plants by a DC 13 Strength check that requires a Standard Action that provokes attacks.

Control Animal: 10 [Ritual]
Prerequisite: Minimum level 10, 4 spells in the Nature School
Minimum DC: 25
Defense: Will
Range: Reach
Target: One non-sentient creature
Time: 1 hour
Duration: 1 hour
Benefit: If your check is successful the target gains the Controlled condition. If your check surpasses the target’s Will by 5 or more they instead gain the Dominated condition.
For every 5 you surpass the DC increase the duration by 1 hour.

Awaken: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Nature School
Minimum DC: 30
Range: Touch
Target: one non-sentient creature or plant
Time: 1 hour
Benefit: If the check is successful the target gains the Awakened condition.


Monstrous Form: 15
Prerequisite: Minimum level 15, 6 spells in the Nature School
Minimum DC: 30
Target: Self
Time: Full-round Action
Duration: Encounter
Benefit: Upon learning this spell, pick any creature that you have encountered. If the check is successful you turn into that creature.
All physical Attributes are replaced with those of the creature, as well as size, weight, speed, and so on.
You can end this spell as a Standard Action that provokes attacks.
While in Monstrous Form you cannot communicate with your allies, and suffer a Disadvantage on all Thaumaturgy checks to cast spells, except those that were gained in the transformation.
You can learn this spell multiple times, each time you must pick a different non-magical creature.

Forestation: 15
Prerequisite: Minimum level 15, 6 spells in the Nature School
Minimum DC: 30
Target: All plants within the area
Area: 1 mile radius centered on you
Time: 1 hour
Duration: 1 day
Benefit: If the check is successful all targets grow a decades worth in the duration of a day. This includes the natural expansion of woodland territory.
For every 5 you surpass the DC increase the duration by an additional day and the radius by an additional mile.

Greensight: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Nature School
Minimum DC: 30
Target: Plant that you have either been in contact with, or has been designated as a Beacon of the Green
Time: Hour
Range: the planet
Duration: 1 hour
Benefit: If the check is successful you can look at the territory surrounding the plant as though you were the plant, but with your own eyes and ears. In addition you can see a single important event that occurred around that plant.
For every 5 you surpass the DC you can see an important event that occurred in the plants past.
If you surpass a DC of 40 that plant becomes designated as a Beacon of the Green. You may look through that planet without every interacting with it. If you attempt to cast a spell in the Nature School while adjacent to a Beacon of the Green you gain an Advantage on that check.
You cannot communicate with those you are watching, however you can sense and communicate with other individuals who are observing the same plant as you.


NECROMANCY SCHOOL 20

Speak with Dead: 0 [Ritual]
Minimum DC: 15
Defense: Will
Target: One corpse of a sentient being with still functioning vocal cords
Range: Reach
Time: 1 hour
Duration: 1 minute
Benefit: Your target suffers a -5 penalty to the Will Defense they would have had if they were still alive. If your roll is successful the target must speak to you for the duration or until you release the target.
For every 5 you surpass the target’s Will Defense -5 you may ask the target a yes or no question that the target must answer to the best of their knowledge.

Raise Spirit: 0
Minimum DC: 15
Target: Square
Range: Reach
Time: Full-round action
Duration: Encounter
Benefit: If the check is successful, a spirit appears in the target square that will follow your every command.

Corrupt: 0
Minimum DC: 15
Defense: Fortitude
Target: Creature
Range: 30 feet
Time: Standard Action
Duration: encounter
Benefit: If the check is successful, the target suffers a -1 penalty on all Defenses.
For every 5 your check surpasses the DC, the target suffers an additional -1 on all Defenses.
At-Will: The target suffers a -1 to any single Defense.

Death Knoll: 0
Minimum DC: 15
Defense: Fortitude
Target: Creature with the Dying condition
Range: 30 feet
Time: Standard Action
Benefit: If the check is successful the target gains the Dead condition.
For every 5 you surpass the DC increase the range by 15 feet.

Bleed: 0
Minimum DC: 15
Defense: Fortitude
Range: 30 feet
Target: Creature
Time: Full-round action
Benefit: If the check is successful, target creature gains the Bleed condition.
For every 5 you surpass the DC, an additional target gains the Bleed condition.

Vampiric Touch: 5
Prerequisite: Minimum level 5, 2 spells in the Necromancy School
Minimum DC: 20
Defense: Reflex
Range: Touch
Target: One creature
Time: Standard Action
Benefit: If the check is successful, target creature is dealt 1d6+1 magic damage that ignores Armor targeting the opponent’s Body. For every Wound you give the target, you remove a Wound from yourself. If you would make the target Dead or Dying, you remove an additional Wound from yourself.
For every 5 you surpass the DC you deal an additional +1 damage.

Weaken: 5
Prerequisite: Minimum level 5, 2 spells in the Necromancy School
Minimum DC: 20
Defense: Fortitude
Range: 15 feet
Target: One creature
Time: Full-round action
Duration: Encounter
Benefit: if the check is successful target creature lowers their Strength or Constitution by 2 points (to a minimum of 1). You choose which upon casting the spell.
For every 5 you surpass the DC, the target lowers their attribute by an additional 1.

Harm: 5
Prerequisite: Minimum level 5, 2 spells in the Necromancy School
Minimum DC: 20
Defense: Fortitude
Range: 30 feet
Target: One Creature
Time: Standard Action
Benefit: If the check is successful, the target suffers a Wound.
For every 5 points you surpass the target’s Fortitude you deal an additional Wound.

Raise Skeleton: 5
Prerequisite: Minimum level 5, 2 spells in the Necromancy School
Minimum DC: 20
Range: 30 feet
Target: One corpse
Time: Full round action
Duration: Encounter
Benefit: If the check is successful, out of the target springs one level 5 Skeleton Warrior under your command.
For every 5 you surpass the DC you can increase the level of the Skeleton Warrior by 5.

Mass Corrupt: 5
Prerequisite: Minimum level 5, 2 spells in the Necromancy School
Minimum DC: 20
Defense: Fortitude
Range: 15 feet
Target: Enemy
Time: Full-round Action
Duration: Encounter
Benefit: If the check is successful, all targets within the area suffer a -1 penalty on all Defenses.
For every 5 your check surpasses the DC, the target suffers an additional -1 on all Defenses to a maximum of -3.

Raise Ghoul: 10
Prerequisite: Minimum level 10, 4 spells in the Necromancy School
Minimum DC: 25
Range: 30 feet
Target: One corpse
Time: Full-round Action
Duration: Encounter
Benefit: If the check is successful, the target gains the Zombie condition and will obey your every command until the end of the duration. Zombies made through this spell suffer a Wound at the beginning of each of your turns.

Screams of the Damned: 10
Prerequisite: Minimum level 10, 4 spells in the Necromancy School
Minimum DC: 25
Defense: Will
Area: 30 feet radius centered on you
Target: All creatures within radius
Time: Full-round action
Duration: Encounter
Benefit: If the check is successful, the target gains the Scared condition
If your check surpasses the target’s Will by 5 the target instead becomes Frightened. If your check surpasses the target’s Will by 10 the target instead becomes Terrified.

Doom: 10
Prerequisite: Minimum level 10, 4 spells in the Necromancy School
Minimum DC: 25
Defense: Fortitude
Range: 30 feet
Target: Enemy
Time: Standard Action
Duration: Encounter
Benefit: If your check is successful, the target suffers a Disadvantage on all rolls and gains the [[[Dazed]]] condition.
For every 5 you surpass the DC the target suffers an additional Disadvantage on all rolls.

Mass Harm: 10
Prerequisite: Minimum level 10, 4 spells in the Necromancy School
Minimum DC: 25
Defense: Fortitude
Area: 15 feet centered on you
Target: creatures
Time: Full-round Action
Benefit: If your check is successful all target within the area, excluding yourself, are given a Wound.
For every 5 you surpass the target’s Fortitude Defense they suffer an additional Wound, to a maximum of 3 Wounds.

Suffocate: 10
Prerequisite: Minimum level 10, 4 spells in the Necromancy School
Minimum DC: 25
Defense: Fortitude
Range: 30 feet
Target: 1 creature
Duration: Focus
Time: Standard Action
Benefit: If your check is successful the target begins to Suffocate. At the beginning of each of your turns you must spend a Swift Action to reroll your Thaumaturgy check to continue to Suffocate your target. If on one of these rerolls you do not surpass the Minimum DC or the target’s Fortitude Defense, the spell fails.
If your check surpasses the target’s Will Defense as well, the target gains the Stunned condition for that round.

Contagion: 15
Prerequisite: Minimum level 15, 6 spells in the Necromancy School
Minimum DC: 30
Defense: Fortitude
Range: 30 feet
Time: Full-round Action
Benefit: If your check is successful, the target gains 1 disease you are familiar with.
For every 5 your check surpasses the DC you may pick an additional target to gain the disease.

Curse: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Necromancy School
Minimum DC: 30
Defense: Will
Range: Reach
Target: Creature, item, or location
Time: 1 hour
Benefit: If the check is successful the target is Cursed in some way. This is a fairly nebulous spell, the curse can be fairly dramatic. For example if you curse a location so that all skill checks made within it are at a Disadvantage, or that it will always be Nightfall. Or you can curse a creature to being ugly, or permanently reduce an Attribute by 3. This can be crippling, but not fatal. Ultimately the GM decides what is an appropriate curse.

Lich: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Necromancy School
Minimum DC: 30
Target: Self or Ally
Time: 1 hour
Special Requirements: Just after the 1 hour casting time, the target has 1 minute to murder an innocent person for the spell to take affect, otherwise the spell fails.
Benefit: If the check is successful, the target gains the Lich condition.

Zombify: 15 [Ritual]
Prerequisite: Minimum level 15, 6 spells in the Necromancy School
Minimum DC: 30
Target: one corpse
Range: Reach
Time: 1 hour
Benefit: If the check is successful, the target gains the Zombie condition and will obey your every command. You can have a maximum number of zombies under your command equal to your Primary Magic Attribute.

Death: 15[Ritual]
Prerequisite: Minimum level 15, 6 spells in the Necromancy School
Minimum DC: 30
Defense: Fortitude
Range: 1 mile
Target: One living creature
Special Requirements: Must have a part of the target, such as hair, fingernails, or a limb.
Benefit: If the check is successful, the target gains the Dying condition and the Bleeding condition
If your check surpasses the target’s Fortitude Defense by 5 or more the target instead gains the Dead condition.

Dienekes
2015-07-08, 03:42 PM
Pre-made builds.

So, as you can imagine, that is a lot of information to sift through. Too much, really for new players. Part of what makes D&D easier to get into (in theory anyway) is that if a brand new player says "I want to be an honorable knight" the GM can say "Well, then you want to be either a Fighter or a Paladin, technically Fighters are just any warrior, but they can be knights in shining armor, and Paladins are pure knights in shinging armor with steed built in, and they have some magic." Then the player can pick one or the other and that's a lot of the decision making made for them already.

This game does not have that, so I've decided to make a section for a decent amount of your basic archetypes, the knight, the necromancer, the theif, and much more.

Of course this would be pointless to make if the talents aren't actually finished yet. So this one is being left blank for now.


Str 3
Dex 1
Con 3
Int 1
Wis 1
Cha 1

Proficiency: 13
Defense Training: Fortitude, Reflex, Will
Armor Training: Light, Heavy
Melee Weapon Training
Skill Training: Athletics, Diplomacy, Endurance, Initiative, Intimidate, Knowledge (Warfare), Ride


Level

Benefit



1

Melee Weapon Focus: Polearm, Melee Weapon Focus: Heavy Blade



2

Armor Focus, Skill Focus: Ride



3




4




5




6




7




8




9




10




11




12




13




14




15




16




17




18




19




20

Dienekes
2015-07-08, 03:43 PM
Reserved in case I need more room for things.

Dienekes
2015-07-08, 03:45 PM
One more reserved in case I need more room for things.

Dienekes
2015-07-08, 03:47 PM
God damn, i LOVE TRoS. Consider me VERY interested in this one. Have you seen Blade of the Iron Throne? It is almost TRoS Second Edition in almost every way.

Well, neat. To be perfectly honest, the game has taken several drastic steps away from TROS, and honestly, I don't expect anyone but my close buddies to ever play the game. I posted here more so I have some organization to this, and of course, to hear any suggestions.

I've heard of BotIT, but I have never played, lack of funds mostly. And I've been working on this way longer than I've heard of it.