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    Default Heroes of the Wild Lands (d20 class system)

    I have no idea if I am ever going to use it, or if anyone else might be interested in it, but I just had the urge to try out what comes out if I would take the best things I like from various d20 games and retro-clones and put them together into one single system.
    Monsters from other d20 system should be almost completely compatible, except for a quick conversion of AC and Skill modifiers.

    The first step is to compile a list of ideas I want to include:

    • Modified E6: I love E6, it's a very simple, quick and dirty, yet elegant solution to cap power creep in d20 games. But if you are really going to rebuild classes, I think just adding more feats every 5,000 XP isn't that great a solution.
    • Epic Level Rules: Instead I want to use the D&D 3rd Ed. Epic Level rules, but apply them at 11th level instead of 21st. That mostly means static advancement in BAB and saving throws regardless of class and access to more feats.
    • AD&D Hit Dice: As in E6, characters only gain a maximum of 6 HD, but as in AD&D, they still gain a flat hp bonus based on class every level once they have reached the maximum number of HD.
    • Skills: Inspired by an early D&D 5th Ed. version, characters simply select a couple of skills in which they get a +3 bonus. Skills can be improved with the Skill Focus feat or added with the Extra Skill feat.
    • Nonweapon Proficency Slots: Characters automatically gain additional trained skills similar to NWP in AD&D.
    • PF Skill List: Except for Fly.
    • Feats: Every 2 levels instead of every 3.
    • Skill Mastery: When thieves make a skill check with a trained skill, any number on the dice lower than a 10 is considered a 10.
    • Expanded Psionic Handbook Spellcasting: I think the XPH is flat out the best magic system in any RPG. Spellcasters gain Spell Points and Spells Known just like Psions.
    • PF Fighter Bravery: A minor thing, but a nice touch.
    • Armor as DR: Dexterity and Shields determine how often you get hit, armor determines how much it will hurt.
    • Defense Bonus: All characters get a dodge bonus to AC based on class and level.
    • Allegiance: Replacing Alignment
    • Action Point: F*** yeah!
    • Ritual Magic: Like Incantations or Epic Spells, but actually good.


    Which results in this:

    {table=head]Lvl.|XP|HD|BAB|Defense|Feats|Ability Score Increase|Action Points/day
    1st|0|1|by class|by class|1st|-|1
    2nd|1,000|2|by class|by class|-|-|-
    3rd|3,000|3|by class|by class|2nd|-|2
    4th|6,000|4|by class|by class|-|+1 to two scores|-
    5th|10,000|5|by class|by class|3rd|-|-
    6th|15,000|6|by class|by class|-|-|3
    7th|21,000|6+x|by class|by class|4th|-|-
    8th|28,000|6+x|by class|by class|-|+1 to two scores|-
    9th|36,000|6+x|by class|by class|5th|-|4
    10th|45,000|6+x|by class|by class|-|-|-
    +1|+current level*1,000|6+x|+1/2|+1/2|every second level|every fourth level|every third level[/table]

    This as the starting point. The goal is to get more Sword & Sorcery-y, with characters being more in line of what human bodies can actually accomplish. If anyone sees any obvious flaws or potential pitfalls, this would be the time to mention them.
    Next up will be the classes, for which I have planned Warrior, Berserker, Hunter, Thief, Mage, and Priest.
    Last edited by Yora; 2013-02-19 at 09:01 PM.
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    Default Re: Heroes of the Wild Lands (d20 class system)

    The Warrior

    The warrior is the basic combat class. Warriors make up the majority of troops in any tribes or kingdoms

    {table=head]Lvl.|HD|BAB|Dodge||Fort|Ref|Will||Skills|Special
    1st|1d10|+1|+0||+2|+0|+0||4/+1|Bonus Feat
    2nd|2d10|+2|+1||+3|+0|+0||-|Bonus Feat
    3rd|3d10|+3|+2||+3|+1|+1||-|-
    4th|4d10|+4|+3||+4|+1|+1||+1|Bonus Feat
    5th|5d10|+5|+3||+4|+1|+1||-|-
    6th|6d10|+6/+1|+4||+5|+2|+2||-|Bonus Feat
    7th|6d10+3|+7/+2|+5||+5|+2|+2||-|-
    8th|6d10+6|+8/+3|+6||+6|+2|+2||+1|Bonus Feat
    9th|6d10+9|+9/+4|+6||+6|+3|+3||-|-
    10th|6d10+12|+10/+5|+7||+7|+3|+3||-|Bonus Feat[/table]

    Skills: Warriors start with 4 trained skills and gain one additional trained skill at 4th and 8th level. (Multiclass characters that add a 1st level of warrior only get 1 additional trained skill.)
    Weapons and Armor Proficiencies: Warriors are proficient with simple and martial weapons, light and medium armor, and shields.

    Bonus Feat: Any combat feat at 1st, 2nd, 4th, 6th, 8th, and 10th level.
    Last edited by Yora; 2013-02-07 at 07:37 AM.
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    Default Re: Heroes of the Wild Lands (d20 class system)

    The Berserker

    Berserkers are warriors who focus on brute strength and endurance over skill. Their combat style is not as refined, but they compensate for it with impressive feats of strength.

    {table=head]Lvl.|HD|BAB|Dodge||Fort|Ref|Will||Skills|Special
    1st|1d12|+1|+0||+2|+2|+0||4/+1|Fast Movement, Rage
    2nd|2d12|+2|+1||+3|+3|+0||-|Bravery +2, Uncanny Dodge
    3rd|3d12|+3|+2||+3|+3|+1||-|DR 1/-
    4th|4d12|+4|+3||+4|+4|+1||+1|-
    5th|5d12|+5|+3||+4|+4|+1||-|Improved Uncanny Dodge
    6th|6d12|+6/+1|+4||+5|+5|+2||-|Bravery +3, DR 2/-
    7th|6d12+3|+7/+2|+5||+5|+5|+2||-|-
    8th|6d12+6|+8/+3|+6||+6|+6|+2||+1|-
    9th|6d12+9|+9/+4|+6||+6|+6|+3||-|DR 3/-
    10th|6d12+12|+10/+5|+7||+7|+7|+3||-|Bravery +4[/table]

    Skills: Berserkers start with 4 trained skills and gain one additional trained skill at 4th and 8th level. (Multiclass characters that add a 1st level of berserker only get 1 additional trained skill.)
    Proficiencies: Berserkers are proficient simple and martial weapons and with light armor and shields.
    Fast Movement: A berserkers land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the berserkers speed because of any load carried or armor worn.
    Rage: Berserkers of 1st level can enter a rage for 4 rounds plus their Con Modifier per day and 2 additional round for every additional class level. Raging berserkers get a +4 morale bonus to Strength and Constitution, a -2 penalty to AC, and can't use any skills that requite concentration.
    Bravery: Berserker get a +2 bonus to saves against Fear at 2nd level which increases by +1 at 6th and 10th level.
    Uncanny Dodge: Berserkers of 2nd level are never flat-footed. At 5th level a berserker can no longer be flanked. This ability does not protect against a thieves backstab attack if the character is unaware of the thieves presence.
    Damage Reduction: Berserkers gain DR 1/- at 3rd level, which increased by 1 point at 6th and 9th level. This stacks with the DR from wearing armor.
    Last edited by Yora; 2013-02-07 at 07:37 AM.
    We are not standing on the shoulders of giants, but on very tall tower of other dwarves.

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    Default Re: Heroes of the Wild Lands (d20 class system)

    The Hunter

    Hunters are warriors who are skilled trackers and masters of wilderness survival and stealth.

    {table=head]Lvl.|HD|BAB|Dodge||Fort|Ref|Will||Skills|Special
    1st|1d8|+1|+0||+2|+2|+0||6/+1|1st Favored Terrain, Track
    2nd|2d8|+2|+1||+3|+3|+0||-|-
    3rd|3d8|+3|+2||+3|+3|+1||-|Endurance
    4th|4d8|+4|+3||+4|+4|+1||+1|Woodland Stride
    5th|5d8|+5|+3||+4|+4|+1||-|2nd Favored Terrain
    6th|6d8|+6/+1|+4||+5|+5|+2||-|Swift Tracker
    7th|6d8+2|+7/+2|+5||+5|+5|+2||-|-
    8th|6d8+4|+8/+3|+6||+6|+6|+2||+1|-
    9th|6d8+6|+9/+4|+6||+6|+6|+3||-|-
    10th|6d8+8|+10/+5|+7||+7|+7|+3||-|3rd Favored Terrain[/table]

    Skills: Hunters start with 6 trained skills and gain one additional trained skill at 4th and 8th level. (Multiclass characters that add a 1st level of hunter only get 1 additional trained skill.)
    Weapon and Armor Proficiencies: Hunters are proficient simple and martial weapons and with light armor and shields.

    Favored Terrain: At 1st level hunters chose one type of terrain in which he specializes. While in wild environments on the favored terrain, the hunter gets a +2 circumstance bonus to Initiative rolls and Perception, Stealth, and Survival checks. At 5th and 10th level a hunter can select an additional favored terrain and can also increase the bonus to any favored terrain by +2.
    Track: A hunter gets Endurance as a bonus feat at 1st level.
    Endurance: A hunter gets Endurance as a bonus feat at 3rd level.
    Woodland Stride: At 4th level a hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
    Swift Tracker: At 6th level a hunter can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
    Last edited by Yora; 2013-02-07 at 07:38 AM.
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    Default Re: Heroes of the Wild Lands (d20 class system)

    The Thief

    Thiefs are masters of stealth and deception and often skilled in opening locks and disabling traps.

    {table=head]Lvl.|HD|BAB|Dodge||Fort|Ref|Will||Skills|Special
    1st|1d6|+0|+0||+0|+2|+0||8/+1|Backstab +1d6, Skill Mastery
    2nd|2d6|+1|+1||+0|+3|+0||-|-
    3rd|3d6|+2|+1||+1|+3|+1||+1|Backstab +2d6
    4th|4d6|+3|+2||+1|+4|+1||-|Uncanny Dodge, Skill Mastery
    5th|5d6|+3|+2||+1|+4|+1||-|-
    6th|6d6|+4|+3||+2|+5|+2||+1|Backstab +3d6
    7th|6d6+2|+5|+3||+2|+5|+2||-|Skill Mastery
    8th|6d6+4|+6/+1|+4||+2|+6|+2||-|Improved Uncanny Dodge
    9th|6d6+6|+6/+1|+4||+3|+6|+3||+1|Backstab +4d6
    10th|6d6+8|+7/+2|+5||+3|+7|+3||-|-[/table]

    Skills: Thieves start with 8 trained skills and gain one additional trained skill at 3rd, 6th, and 9th level. (Multiclass characters that add a 1st level of thief only get 1 additional trained skill.)
    Weapon and Armor Proficiencies: Thieves are proficient simple weapons and light armor.

    Backstab: Thieves at their backstab bonus to damage rolls against oponents who are denied their Dexterity Bonus to AC or are unaware of the thieves presence.
    Skill Mastery: At 1st level a thief selects four of his trained skills. Any dice roll to make skill checks with these skills is considered to be a 10 before applying any modifiers, if the result is a 9 or lower. At 4th and 7th level, the thief can select another skill he is trained in.
    Uncanny Dodge: Thieves of 4th level are never flat-footed. At 8th level a thieves can no longer be flanked. This ability does not protect against a thieves backstab attack if the character is unaware of the thieves presence.
    Last edited by Yora; 2013-02-07 at 07:39 AM.
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    Default Re: Heroes of the Wild Lands (d20 class system)

    The Priest

    {table=head]Lvl.|HD|BAB|Dodge||Fort|Ref|Will||Skills|SP|Spells|Max. Spell Lvl.|Special
    1st|1d6|+0|+0||+0|+0|+2||4/+1|2|3|1st|Bonus Feat
    2nd|2d6|+1|+1||+0|+0|+3||-|6|5|1st|-
    3rd|3d6|+2|+1||+1|+1|+3||+1|11|7|2nd|-
    4th|4d6|+3|+2||+1|+1|+4||-|17|9|2nd|-
    5th|5d6|+3|+2||+1|+1|+4||-|25|11|3rd|Bonus Feat
    6th|6d6|+4|+3||+2|+2|+5||+1|35|13|3rd|-
    7th|6d6+1|+5|+3||+2|+2|+5||-|46|15|4th|-
    8th|6d6+2|+6/+1|+4||+2|+2|+6||-|58|17|4th|-
    9th|6d6+3|+6/+1|+4||+3|+3|+6||+1|72|19|5th|-
    10th|6d6+4|+7/+2|+5||+3|+3|+7||-|88|21|5th|Bonus Feat[/table]

    Skills: Priests start with 4 trained skills and gain one additional trained skill at 3rd, 6th, and 9th level. (Multiclass characters that add a 1st level of priest only get 1 additional trained skill.)
    Weapon and Armor Proficiencies: Priest are proficient simple weapons and light armor and shields.

    Bonus Feat: At 1st, 5th, and 10th level priests gain a bonus feat. This feat can be Extra Spell, Magic Talent, or any metamagic feat.
    Last edited by Yora; 2013-02-08 at 04:13 PM.
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    Default Re: Heroes of the Wild Lands (d20 class system)

    The Mage

    {table=head]Lvl.|HD|BAB|Dodge||Fort|Ref|Will||Skills|SP|Spells|Max. Spell Lvl.|Special
    1st|1d4|+0|+0||+0|+0|+2||4/+1|2|3|1st|Bonus Feat
    2nd|2d4|+1|+0||+0|+0|+3||-|6|5|1st|-
    3rd|3d4|+1|+1||+1|+1|+3||+1|11|7|2nd|-
    4th|4d4|+2|+1||+1|+1|+4||-|17|9|2nd|-
    5th|5d4|+2|+1||+1|+1|+4||-|25|11|3rd|Bonus Feat
    6th|6d4|+3|+2||+2|+2|+5||+1|35|13|3rd|-
    7th|6d4+1|+3|+2||+2|+2|+5||-|46|15|4th|-
    8th|6d4+2|+4|+2||+2|+2|+6||-|58|17|4th|-
    9th|6d4+3|+4|+3||+3|+3|+6||+1|72|19|5th|-
    10th|6d4+4|+5|+3||+3|+3|+7||-|88|21|5th|Bonus Feat[/table]

    Skills: Mages start with 4 trained skills and gain one additional trained skill at 3rd, 6th, and 9th level. (Multiclass characters that add a 1st level of mage only get 1 additional trained skill.)
    Weapon and Armor Proficiencies: Mages are proficient simple weapons.

    Bonus Feat: At 1st, 5th, and 10th level mages gain a bonus feat. This feat can be Extra Spell, Magic Talent, or any metamagic feat.
    Last edited by Yora; 2013-02-07 at 07:40 AM.
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    Default Re: Heroes of the Wild Lands (d20 class system)

    I see dead levels, dead levels, and more dead levels. With only 10 levels, I'd try to remove any and all dead levels. When I look at these classes, I actually get bored: I feel like the non-casters don't really get anything fun (although Skill Mastery is nice).

    Additionally, many of the classes (any that aren't a caster) seem likely to be very underpowered. Sneak Attack, bonus feats, and especially Favored Terrain bonuses can't really compete with 5th level spells. The Hunter in particular looks like a pale shadow of a functional class.

    My recommendation would be to fill those 10 levels with some distinctive and fun abilities: a smaller level range actually gives a good incentive to have a small number of decently powerful, evocative abilities that make the levels actually feel like milestones. I'd play that up.

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    Default Re: Heroes of the Wild Lands (d20 class system)

    I'm intrigued by the premise, but the actual implementation feels lacking. I have to echo most of what Djinn_in_Tonic said. The Thief and Hunter classes, in particular, feel like what you'd get from an NPC class.

    In particular about the Thief, I feel that it lacks that "thiefy" feel, in addition to lacking power. Backstab is roughly the same as the CA Ninja's Sudden Strike (in that the only differences are slower scaling and the lack of common precision damage rules shared with Sneak Attack that I assume were omitted for brevity). It's notoriously difficult to catch opponents without their Dex bonus without things like invisibility and magic, and is almost impossible against foes with Uncanny Dodge (like Thieves and Berserkers). Feinting helps, but requires a feat do without eating half your turns, will still only be successful ~70% of the time under the new skill rules, and is incompatible with the multiple attacks you need to get any significant benefit out of Backstab bonus damage. Skill Mastery is a great ability (averages out to only a +2.25 bonus, but utterly eliminating the low rolls is HUGE), but as a first level ability it's great to take as a dip but gives no incentive to take further Thief levels. In fact, dipping other classes gives you more skills than going straight Thief, if that's what you're after, as Thief levels give +1 skill/2 levels, but dipping new classes gives +1 skill/level, and possibly some bonus skills. Finally, given that this system uses class-based AC bonuses to represent dodginess, I am supremely saddened that the Thief, iconic dodgy character class, gets the worst progression.

    Hunters... They just don't have anything going for them. A couple of near-useless bonus feats and some very limited skill and initiative bonuses. There's just nothing there. Also, the text of Track incorrectly grants Endurance as a bonus feat.
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    Default Re: Heroes of the Wild Lands (d20 class system)

    I noticed that with only 4 levels, using Epic BAB and saving throw progression makes virtually no difference, so I changed that to hypothetical advancement beyond 10th level.

    I also made bravery exclusive to berserkers.

    The general design approach is more early 3rd Edition than late 3.5e. Each class should have one or two primary special features, but no mostly useless clutter to fill up the special colum. Cramming too much unneccessary stuff into all classes was one of the main mistakes of 3.5e and Pathfinder. However, the primary special features need to be actually really good, which for the hunter as of now is not the case.

    Good thing pointing out the problem with Uncanny Dodge, that does indeed not work together with old school backstabbing. I updated that so it does not negate backstab if the character is unaware of the thief sneaking up.

    And a 1 level dip in thief was something I had also been thinking of. I changed it so that it applies only to 4 trained skills and another trained skill at 4th and 7th level each. Still a very nice dip, but warriors and berserker would lose a level for BAB, Defense, and Fortitude saves, and mages and priest would lose a level of spellcasting, making it a more even trade. For hunters, it would still be very good.

    Another major issue: Should I use the Pathfinder CMB system?
    Last edited by Yora; 2013-02-05 at 09:01 AM.
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    Default Re: Heroes of the Wild Lands (d20 class system)

    Quote Originally Posted by Yora View Post
    The general design approach is more early 3rd Edition than late 3.5e. Each class should have one or two primary special features, but no mostly useless clutter to fill up the special colum. Cramming too much unneccessary stuff into all classes was one of the main mistakes of 3.5e and Pathfinder. However, the primary special features need to be actually really good, which for the hunter as of now is not the case.
    The issue is that the 1-2 ability, no alternative feature framework works great for a non-level based system. Over 10-20 levels, however, it creates excessive dead levels.

    Look at it this way: every time a caster picks up a spell, he or she gains a new ability. The new spell does something different, or the same thing in a new way.
    You gain 21 spells over 20 levels.

    The hunter and berserker, on the other hand, don't ave good abilities and, even worse, gain no real advancement from level 6 onward. Hell, the barbarian's key feature has a very small round/day limitation and the ranger is terrain-locked, while the Wizard is hugely versatile and gets more effective features (and more abilities at later levels) than both combined. He gets 4th and 5th level spells while they get +1 minor class feature.

    Aiming for 3.0 design styles is fine...or would be, if 3.0 design were actually good, fun, or balanced. As you have this written, I would actually feel gyped if I were playing anything BUT a caster. Especially if I expected the campaign to reach 6+.

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    Default Re: Heroes of the Wild Lands (d20 class system)

    That is well and good for your games and probably many other people, but that's already something I explicitly want to avoid. The hunt for new tricks is something for tactical combat games, but I think something that is detrimental to roleplaying games. It worked out for all Editions of D&D before 3.5e, which all still have many fans that play them to this day, as well as retro-clones and many other d20 games. Dragon Age RPG has only the equivalent of Skills and Feats and virtually no class features at all and Mouse Guard (and I assume Burning Wheel in General) even less. 3.5e and Pathfinder are in fact the only RPGs I'm familiar with, that put this emphasis on new toys all the time.
    But I explicitly don't want that. That's the entire point behind this whole idea.
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    Default Re: Heroes of the Wild Lands (d20 class system)

    Fair enough. I will leave others to comment and critique then, as I am opposed to the fundamental idea behind the system.
    Last edited by Djinn_in_Tonic; 2013-02-05 at 01:58 PM.

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    Instructions

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    Default Re: Heroes of the Wild Lands (d20 class system)

    Skills

    The Skills are taken from the Pathfinder SRD.

    {table=head]Skill|Brk|Hnt|Mag|Pst|Thf|War|Untrained|Armor Penalty|Ability
    Acrobatics|C|-|-|-|C|-|Yes|Yes|Dex
    Bluff|-|-|-|-|C|-|Yes||Cha
    Climb|C|C|-|-|C|C|Yes|Yes|Str
    Craft|C|C|C|C|C|C|Yes||Int
    Diplomacy|-|-|-|C|C|-|Yes|| Cha
    Disable Device|-|-|-|-|C|-|No|Yes|Dex
    Disguise|-|-|-|-|C|-|Yes||Cha
    Escape Artist|-|-|-|-|C|-|Yes|Yes|Dex
    Handle Animal|C|C|-|-|-|C|No||Cha
    Heal|-|C|C|C|-|-|Yes||Wis
    Intimidate|C|C|C|-|C|C|Yes||Cha
    Knowledge (Arcana)|-|-|C|C|-|-|No||Int
    Knowledge (Geography)|-|C|-|-|-|-|No||Int
    Knowledge (History)|-|-|-|C|-|-|No||Int
    Knowledge (Local)|-|-|-|C|C|C|No||Int
    Knowledge (Nature)|C|C|C|C|-|-|No||Int
    Knowledge (Religion)|-|-|-|C|-|-|No||Int
    Knowledge (The Planes)|-|-|C|C|-|-|No||Int
    Linguistics|-|C|-|-|C|-|No||Int
    Perception|C|C|-|-|C|-|Yes||Wis
    Perform|-|-|-|-|C|-|Yes||Cha
    Profession|-|C|C|C|C|C|No|| Wis
    Ride|C|C|-|-|-|C|Yes|Yes|Dex
    Sense Motive|-|-|-|C|C|-|Yes||Wis
    Sleight of Hand|-|-|-|-|C|-|No|Yes|Dex
    Spellcraft|-|-|C|C|-|-|No||Int
    Stealth|-|C|-|-|C|-|Yes|Yes|Dex
    Survival|C|C|-|-|-|C|Yes||Wis
    Swim|C|C|-|-|C|C|Yes|Yes|Str
    Use Magic Device|-|-|C|-|C|-|No||Cha[/table]

    At character creation and level up, the Skill Slots you get from your class have to be used to train Class Skills for the class. The Skill Training feat and the human bonus skill can be used to train any skill.
    Skill training provides a +3 bonus to skill checks. Characters at 3rd level can double-train a skill for a +6 bonus, tripple train for a +9 bonus on 6th level, and quadruple train for a +12 bonus at 9th level.

    Concentration works as in Pathfinder, being 1d20 + caster level + ability modifier.

    I am currently working on feats, trying to cut down the number while still offering a wide variety of choices.
    Last edited by Yora; 2013-02-07 at 07:43 AM.
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    Firbolg in the Playground
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    Default Re: Heroes of the Wild Lands (d20 class system)

    I like the idea of your first post, but unfortunately am not a fan of your implementation. With only ten levels classes should feel like they are gaining something at each level. Noncasters will be left in the dust, unless you have a major gimping/revision of the spells.

    One of my favorites which you've left off the table is the Wound/Vitality Point system. Its one of my favorites and feel that it brings out a very real feel to d20 games. Its located on the 3.5srd, and a good system using armor as Wound Dr exists in Star Wars D20 2nd edition.

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    Default Re: Heroes of the Wild Lands (d20 class system)

    While I like the gist of what you're saying, I have to agree that most of the classes seem to lack abilities. I think ~3 Features allows a little more room for character concepts, especially if each class had a small list of Alt-Class features to switch out. For balance sake, you could follow Legend's example and have 1 Feature be offensive or proactive in nature (Rage, Backstab, Evocation Spells), 1 be defensive or reactive (DR, Uncanny Dodge, Healing/Abjuration), and 1 Utility or wildcard feature (Paladin Mount, Illusion spells, Skill Mastery), and only allow players to switch out a Class Feature for one equivalent.

    EX: The Berserker isn't a fan of Bravery. He wants to trade it out for a minor Fear Aura-type power, or Fast Healing. The Thief might trade Backstab for some Fight Bonus feats.

    Quote Originally Posted by Zman View Post
    One of my favorites which you've left off the table is the Wound/Vitality Point system. Its one of my favorites and feel that it brings out a very real feel to d20 games. Its located on the 3.5srd, and a good system using armor as Wound Dr exists in Star Wars D20 2nd edition.
    +9,001 Internet Cookies. My players refuse to go a game without the W&V system. It makes things a little more lethal even at higher play levels, and they can better visualize a "Hero Shield" than try to abstract Hit Points.

    I actually thought of a way for armor to work well with the system. Have the Armor's AC bonus only apply if the character still has Vitality. If they take a "real hit" that applies to their Wounds (or True HP), then the armor's DR takes over.
    Quote Originally Posted by Zap Dynamic View Post
    Ninjadeadbeard just ninja'd my post. How apt.
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    Default Re: Heroes of the Wild Lands (d20 class system)

    I like everything in the first post. It's a wonderful idea for a project, especially if you can get to use it for your setting.

    I like every one of the mundane classes. They each get a trick without seeming to gamey and getting loads of abilities people will multiclass for.

    However, I think for something like the above to work, you should really just nix casting classes altogether.

    Just my two cents.

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    Default Re: Heroes of the Wild Lands (d20 class system)

    Vitality could make the game a bit more leathal than I want to, but I don't see any reason why it wouldn't work as an optional variant so far.

    One update to skills: Taking the idea form Myth & Magic, skills can be double trained at 3rd level, tripple trained at 6th level, and quadruple trained at 9th level, each time adding +3 to the modifier. This can be done with normal extra skills from class levels or the Skill Training feat. (The Skill Focus feat gets scraped.)

    Since there is now some participation, let's summarize the abilities of the classes so far:

    {table=head]Class|Major Trait|Minor Trait
    Warrior|Bonus Feats|Free medium armor
    Berserker|Rage|Uncanny Dodge
    Hunter|Favored Terrain|Woodland Stride, Swift Tracker
    Thief|Skill Mastery, Backstab|Bonus Skills
    Priest|Spellcasting|-
    Mage|Spellcasting|-[/table]

    Warriors get a feat at every level and the casters get spells, so I think they don't need any other major traits.
    I think with Skill Mastery and Backstab, thieves are already quite well served.
    Berserkers have Rage, which is really good, but a second major ability would also be a good thing I guess.
    Hunters just have Favored Terrain, which is nice, but not really very useful in an offensive way. Favored Enemy would add some omph, but that would also be only passive bonuses and not really that fun. Also the rate at which a hunter gains new favored terrains could be increased since it's a 10 level game, but I don't think it would make them much more fun either.

    So, any good ideas for additional Major Traits for Berserkers and Hunters?

    With the spellcasters, things are still almost completely open in regard to what spells they can get and even how many. Since the other classes are rather mundane, going more along the lines of the Wilder than the Psion might actually be a quite good idea.
    Last edited by Yora; 2013-02-06 at 07:23 AM.
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    Default Re: Heroes of the Wild Lands (d20 class system)

    Spellcasting (First Take)

    Compared to standard D&D and Pathfinder the classes are relatively low powered and in most similar d20 games casters are extremely powerful. Since this would be a really good opportunity to adress this issue in d20 games, I would say let's look at a couple of options

    The psion is a tier 1 class even in 3.5e, which here would probably be beyond the scale even with carefully limited spells to chose from.
    The wilder has a lot less spells, but relies heavily on the wild surge trait, which I think really wouldn't work well here either.
    And finally the psychic warrior, who might actually be a quite good starting point.
    How about starting the spells known of the PW but with the spell points of the psion and wilder? Which would result in this:

    {table=head]Lvl.|Spell Points|# of Spells|Max. Lvl.
    1st|2|2|1st
    2nd|6|3|1st
    3rd|11|5|1st
    4th|17|6|2nd
    5th|25|8|2nd
    6th|35|9|2nd
    7th|46|10|3rd
    8th|58|11|3rd
    9th|72|12|3rd
    10th|88|13|4th[/table]

    I added one additional spell known at 1st, 3rd, and 5th level to get a bit of a head start, as both mages and priests barely bring any combat ability to the table.

    Metamagic feats would also use the psionic focus mechanic, which could be reflavored as Magical Exertion. After any such exertion, a spellcaster could still cast spells, but would have to take a full round action to regain their full power to use any such ability again.

    Edit: Also, another idea. Maybe we could get Incantations to work. Scrying, Raise Dead, Animate Dead, and Plane Shift don't need to be spells but could instead be done by ritual magic. Just without all the troubles that plague incantations and epic spells.
    Last edited by Yora; 2013-02-06 at 09:12 AM.
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    Default Re: Heroes of the Wild Lands (d20 class system)

    Now that I've looked into this a bit closer, you have Improved Uncanny Dodge listed in the table for Berserker and Thief, but not written out in the Class Feature section.

    Also, how are you handling Action Points? Are they going to just be +1d6 to a roll? As the Unearthed Arcana variant strictly as-written but with actions points per day as listed?

    I'm always on-board for Incantations. Would you be brewing up a new system for them? Using the UA version as-written?

    Maybe you could give Hunters Skirmish or something similar. Berserkers might have something like [Improved Mobility: The Berserker never provokes attacks of opportunity so long as he moves at least 10 feet during that combat round.] Just some ideas.

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    Default Re: Heroes of the Wild Lands (d20 class system)

    Update: I made slight changes to the class skill list and also somewhat increased the amount of trained skills for all classes, as they are itended to play a bigger role in the game.

    Magic & Spells (1st draft)
    Spellcasters have never been overpowered or broken, it has always been their spell lists that were. (Except for druids.) Spells that have great versatilty and as many applications as one can think of seem to be the worst bad boys among them.
    Since this isn't really intended as a D&D variant, I completely scrapped all spell lists and started back at the very beginning. And this time the spells can be selected and created to directly keep that issue in mind.
    As I love the augmentation rules for psionic powers, the following list shows which spells I want to combine into new augmentable ones.

    Heal: cure light wounds, cure moderate wounds, cure serious wounds, cure critical wounds
    Harm: inflict light wounds, inflict moderate wounds, inflict serious wounds, inflict critical wounds
    Restoration: lesser restoration, restoration, delay poison, neutralize poison
    Charm: charm person, charm animal, charm monster (use XPH version)
    Dominate: dominate person, dominate monster (use XPH version)
    Suggestion: (XPH version)
    Command: command, greater command
    Hold: hold person, hold monster
    Sleep: sleep, deep slumber, disable (XPH)
    Daze: daze, daze monster (use XPH version)
    Resist Energy: endure elements, resist energy, protection from energy
    Fear: cause fear, scare, fear
    Light: light, daylight
    Darkness: darkness, deeper darkness
    Invisibility: invisibility, greater invisibility, mass invisibility
    Illusion: silent image, minor image, major image
    Magic Weapon: magic weapon, magic fang, greater magic weapon, greater magic fang
    Magic Armor: mage armor?, magic vestment?, barkskin?
    Fog Cloud: obscuring mist, fog cloud
    Fire Ray: energy ray (fire) (XPH)
    Ice Ray: energy ray (ice) (XPH)
    Lightning Ray: energy ray (electricity) (XPH)
    Fire Missile: energy missile (fire) (XPH)
    Ice Missile: energy missile (cold) (XPH)
    Lightning Missile: energy missile (electricity) (XPH)
    Cone of Fire: energy cone (fire) (XPH)
    Cone of Cold: energy cone (fire) (XPH)
    Cone of Lightning: energy cone (fire) (XPH)
    Fireball: energy burst (fire) (XPH)
    Lightning Bolt: energy bolt (electricity) (XPH)
    Wall of Fire: energy wall (fire) (XPH)
    Ice Shard: crystal shard (XPH)
    Ice Shard Storm: swarm of crystals (XPH)
    Beast Shape: beast shape I, beast shape II (PF)
    Alter Self: (PF version, small and medium only, no flight)
    Summon Monster: astral construct (XPH)
    Detect Magic: detect psionics (XPH)
    Dispel Magic: dispel psionics (XPH)
    Detect Thoughts: detect thoughts (XPH)
    Faerie Fire: faerie fire
    Animal Affinity: bears endurance, bulls strength, cats grace, animal affinity (XPH) (range: touch)
    Disguise: disguise self, veil
    Haste: haste
    Slow: slow
    Heroism: heroism, mass heroism
    Animate dead: summon monster I, animate dead
    Stinking Cloud: stinking cloud
    Protection from Outsiders: protection from chaos/evil/good/law
    Magic Circle against Outsiders: magic circle against chaos/evil/good/law
    Web: web
    Grease: grease
    Entangle: entangle
    Water Breathing: water breathing
    Vulnerability to energy
    Vulnerability to weapons
    Weakness: penalty to Str, Dex, and Con
    Beast Sight: Low-light vision, darkvision, blindsight

    I think this already covers pretty much everything. Grease, web, and entangle are often called exceptionally good, so it might be a good idea to revise them to some degree.
    If anything seems to be missing that really should be there, or any of these spells are still regarded as problematic, please mention it.
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    Default Re: Heroes of the Wild Lands (d20 class system)

    Armor
    Obviosuly this is not intended as a game for renaissance urban adventures and so a custom armor table seems to be called for. This one already includes the changes from Armor as Damage Reduction.

    The idea is that armor both prevents some hits to reach the body but also absorbs some of the damage if it is penetrated. Realistically there would still be hits to part of the body that are unprotected by armor and would deal full damage, but realistically hits to different parts of the body would have very different effects and that really is outside the scope of a simple combat RPG.

    {table=head]Light Armor.........*|Cost|*AC*|*DR*|Max. Dex|Penalty|Spell Fail.|Speed|Weight|Hardness|hp
    Fabric armor|100 sp|+1|1/-|+6|-0|10%|30 ft.|10 lb.|5|10 hp
    Leather scale|250 sp|+2|1/-|+5|-1|15%|30 ft.|15 lb.|5|15 hp
    Chain shirt|1,000 sp|+2|2/-|+4|-2|20%|30%|20 lb.|10|25 hp[/table]
    {table=head]Medium Armor...**|Cost|*AC*|*DR*|Max. Dex|Penalty|Spell Fail.|Speed|Weight|Hardness|hp
    Hide armor|150 sp|+2|1/-|+4|-3|20%|20 ft.|25 lb.|5|15 hp
    Scale armor|500 sp|+2|2/-|+3|-4|25%|20 ft.|30 lb.|10|20 hp
    Chainmail|1,500 sp|+3|2/-|+2|-5|30%|20 ft.|40 lb.|10|25 hp
    Lamellar Breastplate|2,000 sp|+3|2/-|+3|-4|25%|20 ft.|30 lb.|10|25 hp[/table]
    {table=head]Heavy Armor.....**|Cost|*AC*|*DR*|Max. Dex|Penalty|Spell Fail.|Speed|Weight|Hardness|hp
    Lamellar|2,500 sp|+3|3/-|+1|-6|35%|20 ft.|35 lb.|10|30 hp[/table]
    {table=head]Shields|Cost...*|*AC*|*DR*|Max. Dex|Penalty|Spell Fail.|Speed|Weight|Hardness|hp
    Light wooden shield|30 sp|+1|-|-|-1|5%|-|5 lb.|5|7 hp
    Heavy wooden shield|70 sp|+2|-|-|-2|15%|-|10 lb.|5|15 hp[/table]

    I increased the hardness for fabric armor, leather scale, and hide armor from 2 to 5. These materials are a lot tougher in armor than when used in clothing.

    Though I have a bit of a doubt of how good this Damage Reduction really is. It's great against daggers and claws but against 1d8+2 from a common warrior with a battleaxe it seems only useful. And the 1d12+7 from a raging berserker almost ignore it. But then, we wouldn't want daggers to become compeltely useless either.
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    Default Re: Heroes of the Wild Lands (d20 class system)

    Spells (2nd Draft)

    Now things are getting meaty. Working on this for the past two days, I came up with a list and full description for 72 spells. Which for a d20 game, is actually quite low.

    There are four schools, Creation, Elements, Entropy, and Spirit, and two minor special schools, Blood and Fel, which will get more unique spells later.

    Creation Magic
    Spoiler
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    Animal Affinity
    Alter Form (alter self, wings and large size only with augmentation)
    Beast Shape (beast shape I, beast shape II)
    Beast Sight (Low-light vision, darkvision, blindsight)
    Cure Wounds
    Endure Elements
    Entangle
    Faerie Fire
    Grease
    Haste
    Light (light, daylight)
    Remove Affliction (remove disease, remove paralysis, delay poison, neutralize poison)
    Resist Energy
    Restoration
    Summon Spirit (astral construct)
    Wall of Thorns
    Water Breathing
    Web


    Elemental Magic
    Spoiler
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    Cone of Cold (energy cone (cold))
    Cone of Flames (energy cone (fire))
    Earth Walk
    Fireball (energy burst (fire))
    Fog (obscuring mist, fog cloud)
    Gaseous Form
    Gust of Wind
    Lightning (energy missile (electricity))
    Lightning Bolt (energy bolt (electricity))
    Ray of Cold (energy ray (cold))
    Ray of Electricity (energy ray (electricity))
    Ray of Fire (energy ray (fire))
    Wall of Fire (energy wall (fire))
    Wall of Ice
    Wall of Stone


    Entropy Magic
    Spoiler
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    Darkness
    Demoralize (doom)
    Fear (cause fear, scare, fear)
    Hold (hold person, hold monster)
    Inflict Wounds
    Shadow Cloak (blur)
    Sleep
    Slow
    Stinking Cloud
    Vulnerability to Energy (1.5x damage from energy attacks)
    Vulnerability to Weapons (Negates all DR)
    Weakness (-2 Str, Dex, and Con)


    Spirit Magic
    Spoiler
    Show
    Charm (charm person, charm monster)
    Command
    Courage (improved bless)
    Daze
    Detect Magic
    Dimension Hop
    Disguise (disguise self, veil)
    Dispel Magic
    Dominate (dominate person, dominate monster)
    Heroism
    Illusion (silent image, minor image, major image)
    Invisibility
    Locate (locate creature, locate object)
    Magic Armor
    Magic Circle
    Magic Weapon
    Protection from Outsiders
    Read Thoughts
    Remove Fear
    See Invisibility
    Speak with Dead
    Spell Ward (lesser globe of invulnerability, caster level check to break, concentration)
    Suggestion


    Blood Magic
    Spoiler
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    Death Knell
    Vampiric Touch


    Fel Magic
    Spoiler
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    Animate Corpse (summon undead I)
    Command Undead


    And here the full descriptions for pretty much all spells I have so far.

    Spell Descriptions
    Spoiler
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    Animal Affinity
    Creation Magic
    Level: Mage 2, Priest 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level
    Saving Throw: Will Negates (if interacted with)
    Spell Resistance: Yes
    Spell Points: 3

    The subject of this spell gains a +4 enhancement bonus to either Strength, Dexterity, or Constitution.
    Augment: For every 2 additional spell points you spend, this spell affects one additional target.

    Animate Corpses
    Fel Magic
    Level: Fel 2
    Components: V, S
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One or more corpses
    Duration: 1 min./level
    Saving Throw: None
    Spell Resistance: No
    Spell Points: 3

    With this spell, you can temporarily animate nearby corpses as skeletons and zombies with up to 5 HD in total.
    Augment: For every additional spell points you spend, you can create additional undead worth 1 HD.

    Alter Form
    Creation Magic (polymorph)
    Level: Mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal or Close (25 ft. + 5 ft./2 levels)
    Target: One humanoid creature
    Duration: 1 min./level (D)
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    Spell Points: 3

    With this spell you can alter your shape an appearance and also gain certain special abilities. The new shape you assume must be humanoid and of the same size category as your own form.
    In addition, you can also gain one of the following abilities in addition to those you normally possess: darkvision 60 feet, low-light vision, scent, and swim 30 feet.
    While the spell does not allow to perfectly copy the appearance of another person, it provides a +10 bonus to Disguise checks to impersonate that person.
    Augment: You can augment this spell in one or more of the following ways.
    1. If you spend 2 additional spell points, the spells can target a different creature than yourself.
    2. If you spend 2 additional spell points, the spells duration changes to 10 min./level.
    3. If you spend 4 additional spell points, the spells duration changes to 1 hour/level.
    4. If you spend 2 additional spell points, you can change into a form one size category larger and smaller than your own. If the new size is smaller than your own, you get a +2 size bonus to Dexterity, if it is larger than your own, you get a +2 size bonus to Strength.
    5. For every additional spell point you spend, you can gain another special ability.
    6. For every 2 additional spell points you spend, you can gain any one of the following abilities: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet.

    Beast Shape
    Creation Magic (polymorph)
    Level: Mage 3, Priest 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal or Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 min./level (D)
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    Spell Points: 5

    When you cast this spell, you can assume the form of any Small or Medium creature of the animal type.
    If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.
    Augment: You can augment this spell in one or more of the following ways.
    1. If you spend 2 additional spell points, the spells can target a different creature than yourself.
    2. If you spend 2 additional spell points, the spells duration changes to 10 min./level.
    3. If you spend 4 additional spell points, the spells duration changes to 1 hour/level.
    4. If you spend 2 additional spell points, you can change into a tiny or large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.

    Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.
    Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
    Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.
    Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.

    Beast Sight
    Creation Magic (polymorph)
    Level: Mage 1, Priest 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal or Touch
    Target: One creature
    Duration: 10 min./level (D)
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)
    Spell Points: 1

    When casting this spell, you gain low-light vision.
    Augment: You can augment this spell in one or more of the following ways.
    1. If you spend 2 additional spell points, you gain darkvision 60 ft. instead.
    2. If you spend 4 additional spell points, you gain blindsight 30 ft. instead.
    3. If you spend 2 additional spell points, you can cast the spell on other creatures than yourself.

    Charm
    Spirit Magic (Charm) [Mind-Affecting]
    Level: Mage 1, Priest 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One humanoid
    Duration: 1 hour/minute
    Saving Throw: Will negates
    Spell Resistance: Yes
    Spell Points: 1

    This charm makes a humanoid creature regard you as its trusted friend and ally (treat the targets attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
    The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.
    Augment: You can augment this spell in one or more of the following ways.
    1. If you spend 2 additional spell points, this spell can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
    2. If you spend 4 additional spell points, this spell can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
    3. If you spend 4 additional spell points, this spells duration increases to one day per level.
    In addition, for every 2 additional spell points you spend to achieve any of these effects, this spells save DC increases by 1.

    Command
    Spirit Magic (Compulsion) [Language-Dependent, Mind-Affecting]
    Level: Mage 1, Priest 1
    Components: V
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: 1 round
    Saving Throw: Will negates
    Spell Resistance: Yes
    Spell Points: 1

    You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
    Approach: On its turn, the subject moves toward you as quickly and directly as possible for the spells duration. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
    Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item for the duration of the spell.
    Fall: On its turn, the subject falls to the ground and remains prone for the spells duration. It may act normally while prone but takes any appropriate penalties.
    Flee: On its turn, the subject moves away from you as quickly as possible for the spells duration. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
    Halt: The subject stands in place for the spells duration. It may not take any actions but is not considered helpless.
    Augment: You can augment this spell in one or more of the following ways.
    1. If you spend 1 additional spell point, the spells duration increases by another round.
    2. If you spend 2 additional spell points, the spell affects one additional target.
    In addition, for every 2 additional spell points you spend to achieve any of these effects, this spells save DC increases by 1.

    Command Undead
    Fel Magic
    Level: Fel 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One undead creature
    Duration: One day/level
    Saving Throw: Will negates; see text
    Spell Resistance: Yes
    Spell Points: 3

    This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
    A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as "come here", "go there", "fight", "stand still", and so on. Nonintelligent undead never resist orders, even suicidal or obviously harmful ones.
    Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.
    Your commands are not telepathic. The undead creature must be able to hear you.
    Augment: For every 2 additional spell points you spend, this spell affects one additional target.

    Cone of Cold
    Elemental Magic [Air, Cold, Water]
    Level: Mage 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: 30 ft.
    Target: Cone-shaped spread
    Duration: Instantaneous
    Saving Throw: Fortitude half
    Spell Resistance: Yes
    Spell Points: 3

    You create a cone-shaped blast of supercooled air that deals 3d6 points of cold damage to every creature or object within the area.
    Augment: For every additional spell point you spend, this spells damage increases by 1d6. For each extra two dice of damage, this spells save DC increases by 1.

    Cone of Flames
    Elemental Magic [Fire]
    Level: Mage 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: 30 ft.
    Target: Cone-shaped spread
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes
    Spell Points: 3

    You create a cone-shaped blast of flames that deals 5d6 points of fire damage to every creature or object within the area.
    Augment: For every additional spell point you spend, this spells damage increases by 1d6. For each extra two dice of damage, this spells save DC increases by 1.

    Courage
    Spirit Magic (Compulsion) [Mind-Affecting]
    Level: Mage 2, Priest 2
    Components: V, S
    Casting Time: 1 standard action
    Range: 50 ft.
    Target: The caster and all allies within a 50-ft. burst, centered on the caster
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    Spell Points: 3

    The subjects of this spell gain a +1 morale bonus to attack rolls and all saving throws. Against fear effects, the bonus to saves is +2. They also gain +1d8 temporary hit points.
    Augment: If you spend an additional 4 spell points, the morale bonus to attack rolls and saving throws increases to +2 and the bonus to saves against fear effects to +4.

    Cure Wounds
    Creation Magic (healing)
    Level: Mage 2, Priest 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will half (harmless); see text
    Spell Resistance: Yes (harmless); see text
    Spell Points: Mage 3, Priest 1

    You channel positive energy that cures the touched creature of 5 points of damage.
    Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
    Augment: You can augment this spell in one or both of the following ways.
    1. For every 2 additional spell points you spend, the spell cures an additional 5 points of damage.
    2. If you spend 8 additional spell points, the spells range increases to "Close (25 ft. + 5 ft./2 levels)", and its target changes to "One creature/level, no two of which can be more than 30 ft. apart".

    Darkness
    Entropy Magic [Darkness]
    Level: Mage 2, Priest 2
    Components: V
    Casting Time: 1 standard action
    Range: Touch
    Target: Object touched
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No
    Spell Points: 3

    This spell causes an object to radiate shadowy illumination out to a 20-foot radius (unless the illumination already was darker than shadowy illumination).
    All creatures in the area gain concealment, giving everyone attacking a creature within the area a 20% miss chance. The attacks of creatures within the area likewise suffer this miss chance, even if the attack is on a creature outside the area.
    Even creatures that can normally see in conditions of poor visibility (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
    Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area. If an area of magical light and an area of magical darkness overlap, the spell on which more spell points were spent prevails. If an equal number of spell points were spent on both spells, ambient light conditions remain.
    The darkness effect is immobile, but it can be cast on a movable object.
    The darkness spell does not block line of sight, a creature standing outside the affected area could use ranged attacks against another creature standing outside the affected area, even if the line of effect passes through the magical darkness.
    Augment: If you spend an additional 2 spell points, the darkness becomes pitch black, granting total concealment to those within, and raising the miss chance for all involved to 50%.

    Daze
    Spirit Magic (Compulsion) [Mind-Affecting]
    Level: Mage 1, Priest 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One humanoid creature that has 4 HD or less
    Duration: 1 round
    Saving Throw: Will negates
    Spell Resistance: Yes
    Spell Points: 1

    This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.
    Material Component: A pinch of wool or similar substance.
    Augment: For every additional spell point you spend, this spell can affect a target that has Hit Dice equal to 4 + the additional points.

    Death Knell
    Blood Magic [Death]
    Level: Blood 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: One living creature touched
    Duration: Instantaneous/10 minutes per HD of the subject; see text
    Saving Throw: Will negates
    Spell Resistance: Yes
    Spell Points: 3

    You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature.

    Demoralize
    Entropy Magic [Fear]
    Level: Mage 1, Priest 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One living creature
    Duration: 1 min./level
    Saving Throw: Will negates
    Spell Resistance: Yes
    Spell Points: 1

    You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the spell. Allies and creatures without an Intelligence score are unaffected.
    Augment: For every 2 additional spell points you spend, this spell can affect an additional target. Any additional target cannot be more than 15 feet from another target of the spell.

    Detect Magic
    Spirit Magic
    Level: Mage 1, Priest 1
    Components: V, S
    Casting Time: 1 standard action
    Range: 60 ft.
    Area: Cone -shaped emanation centered on you
    Duration: Concentration, up to 1 min./level (D)
    Saving Throw: None
    Spell Resistance: No
    Spell Points: 1

    You detect magical auras. A magical aura is given off by any active or permanent spell, or during the use of any magical feat. Characters who have levels in a spellcasting class also possess magical auras. The amount of information revealed by the casting of this spell depends on how long you study a particular area or subject.
    1st Round: Presence or absence of magic auras.
    2nd Round: Number of different magical auras and the strength of the most potent aura.
    3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft checks to determine the sphere involved in each aura. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for an effect that is not created by a spell, such as that of a magic item.)
    Magically charged locations, multiple spheres, or strong local magical emanations may confuse or conceal weaker auras.
    Aura Strength: A magical auras strength depends on a functioning spells level or an items caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

    Magic Aura Strength
    Spell or Item Aura Strength
    Faint Moderate Strong
    Functioning spell 1st-2nd 3rd-4th 5th+
    (spell level)
    Magic item 1st-4th 5th-8th 10th+
    (caster level)

    Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original strength.

    Lingering Aura Duration
    Original Strength Duration
    Faint 1d6 minutes
    Moderate 1d6 × 10 minutes
    Strong 1d6 hours
    Overwhelming 1d6 days

    Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

    Dimension Hop
    Spirit Magic (teleportation)
    Level: Mage 1
    Components: V
    Casting Time: 1 swift action
    Range: 10 feet
    Target: You
    Duration: Instantaneous
    Spell Points: 1

    You instantly move to an unoccupied square up to 10 feet away and in line of sight.
    Augment: For every additional spell point you spend, you can move an additional 5 feet.

    Disguise
    Spirit Magic (Glamer)
    Level: Mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 10 min./level (D)
    Saving Throw: Will Negates (if interacted with)
    Spell Resistance: Yes
    Spell Points: 1

    You make yourself - including clothing, armor, weapons, and equipment - look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.
    The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.
    If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
    Augment: You can augment this spell in one or more of the following ways.
    1. For every additional spell point you spend, the bonus on Disguise checks increases by 1.
    2. If you spend 6 additional spell points, you can change your apparent size category one step up or down (for example, a gnome could disguise himself as a human, or an ogre could disguise himself as an elf). Note that this may make it significantly more likely that others accidentally interact with the glamer.
    3. If you spend 4 additional spell points, the spells duration changes to 24 hours.
    4. If you spend 2 additional spell points, the spells range changes to touch, its target changes to "willing creature touched", and it gains a spell resistance entry of "yes". For every 2 spell points you spend beyond that, the spell can affect an additional target.

    Dispel Magic
    Spirit Magic
    Level: Mage 3, Priest 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
    Duration: Instantaneous or 1d4 rounds; see text
    Saving Throw: None
    Spell Resistance: No
    Spell Points: 5

    You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to end ongoing spells (or at least their effects) within an area. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic, or can be ended only if you cast dispel magic at a high enough caster level. Dispel magic can end spell-like effects just as it does spells.
    The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.
    You choose to use dispel magic in one of two ways: a targeted dispel or an area dispel.
    Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spells caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
    If you target an object or creature that is the effect of an ongoing spell or is under the effect of an ongoing spell, you make a dispel check to end the spell or its effect. If the object that you target is a magic item, you make a dispel check against the items caster level. If you succeed, all the items magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. A magic items physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal spells such as this.
    You automatically succeed on your dispel check against any spells that you cast yourself.
    Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creatures magic items are not affected.
    For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.
    For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.
    For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.
    If an object or creature that is the effect of an ongoing spell is in the area, you can make a dispel check to end the spell that created that object or construct in addition to attempting to dispel spells targeting the creature or object. You can choose to automatically succeed on dispel checks against any spell that you have cast.
    Augment: For every additional spell point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +20 for a 5-point expenditure).

    Dominate
    Spirit Magic (Compulsion) [Mind-Affecting]
    Level: Mage 4
    Components: V, S
    Casting Time: 1 round
    Range: Medium (100 ft. + 10 ft./level)
    Target: One humanoid
    Duration: Concentration
    Saving Throw: Will negates
    Spell Resistance: Yes
    Spell Points: 7

    You can control the actions of any humanoid creature through a telepathic link that you establish with the subjects mind.
    If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
    Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subjects behavior is being influenced by an enchantment effect (see the Sense Motive skill description).
    Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.
    By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subjects eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.
    Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.
    If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.
    Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.
    Augment: You can augment this spell in one or more of the following ways.
    1. If you spend 2 additional spell points, this spell can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
    2. If you spend 4 additional spell points, this spell can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
    3. For every 2 additional spell points you spend, this spell can affect an additional target. Any additional target cannot be more than 15 feet from another target of the spell.
    4. If you spend 1 additional spell point, this spells duration is 1 hour rather than concentration. If you spend 2 additional spell points, this spells duration is 1 day rather than concentration. If you spend 4 additional spell points, this spells duration is 1 day per caster level rather than concentration.
    In addition, for every 2 additional spell points you spend to achieve any of these effects, this spells save DC increases by 1.

    Earth Walk
    Elemental Magic
    Level: Mage 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 min./level
    Spell Points: 3

    You create a perfect mental bond with stone, allowing you to move over it with uncanny ease. While this spell is in effect, you can climb stone and earthen surfaces at your current base speed, including moving across ceilings, overhangs, and other slanted or vertical surfaces without making Climb checks. While climbing in this manner, you do not have to make a Climb check to avoid losing your grip when you take damage.
    In addition, you can cling to a stone surface easily with just one limb, allowing you to attack without restriction, cast spells normally, and retain your Dexterity bonus to Armor Class while climbing.
    Augment: If you spend 6 additional spell points, you can cast this spell as a swift action.

    Endure Elements
    Creation Magic
    Level: Mage 1, Priest 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 24 hours
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    Spell Points: 1

    A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creatures equipment is likewise protected.
    Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

    Entangle
    Creation Magic
    Level: Mage 1, Priest 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: Plants in a 20-ft.-radius spread
    Duration: 1 min./level (D)
    Saving Throw: Reflex partial; see text
    Spell Resistance: No
    Spell Points: 1

    Grasses, weeds, bushes, and even trees wrap, twist, and entwine about everything in their path. Creatures in the area or those that enter it are entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.
    Augment: If you spend 8 additional spell points, creatures in the area are immobilized on a failed save rather than entangled. The Strength or Escape Artist check DCs are not affected.

    Faerie Fire
    Creation Magic [Light]
    Level: Mage 1, Priest 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: Creatures and objects within a 5-ft.-radius burst
    Duration: 1 min./level (D)
    Saving Throw: None
    Spell Resistance: Yes
    Spell Points: 1

    All creatures within the burst are outlined, and shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a magical darkness effect functions normally if more spell points were spent on the darkness effect than on the Faerie Fire spell), Blur, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

    Fear
    Entropy Magic [Fear, Mind-Affecting]
    Level: Mage 1, Priest 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature with 5 or fewer HD
    Duration: 1d4 rounds or 1 round; see text
    Saving Throw: Will partial
    Spell Resistance: Yes
    Spell Points: 1

    The affected creature becomes frightened. If the subject succeeds on a Will save, it is instead shaken for 1 round. Creatures with 6 or more Hit Dice cannot be frightened by this spell, only becoming shaken even on a failed save.
    Augment: You can augment this spell in one or more of the following ways.
    1. If you spend two additional spell points, the range of the spell increases to Medium.
    2. For every two additional spell points spent, the spell can affect an additional creature.
    3. If you spend two additional spell points, instead of becoming frightened on a failed save, the subject becomes panicked.
    In addition, for every additional spell point spent on augmenting the spell, the spell can frighten a creature with one more HD. For every two additional spell points you spend, the save DC increases by 1.

    Fireball
    Elemental Magic (Fire)
    Level: Mage 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: 20-ft.-radius spread
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes
    Spell Points: 5

    You create a small ball of fire that explodes on impact and deals 5d6+6 points of fire damage to every creature or object within the area.
    Augment: For every additional spell point you spend, this spells damage increases by 1d6+1. For each extra two dice of damage, this spells save DC increases by 1.

    Fog
    Elemental Magic [Air, Water]
    Level: Mage 1, Priest 1
    Components: V, S
    Casting Time: 1 standard action
    Range: 20 ft.
    Effect: Fog spreads in 20-ft. radius, 20 ft. high, centered on you
    Duration: 1 min./level
    Saving Throw: None
    Spell Resistance: No
    Spell Points: 1

    You create a bank of fog, which is stationary once created. The fog obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
    A moderate wind (11+ mph), such as from a Gust of Wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round.
    This spell does not function underwater.
    Augment: You can augment the spell in one or more
    of the following ways.
    1. If you spend 2 additional spell points, the spells duration is 10 minutes per level rather than 1 minute per level.
    2. If you spend 2 additional spell points, the spells range increases to Medium (allowing you to create banks of fog not centered on you).

    Gaseous Form
    Elemental Magic (polymorph) [Air]
    Level: Mage 3, Priest 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing corporeal creature touched
    Duration: 1 min./level (D)
    Saving Throw: None
    Spell Resistance: No
    Spell Points: 5

    The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can't attack or provide verbal or somatic components while in gaseous form. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
    A gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
    The subject of the spell can will itself to resume corporeal form as a standard action.
    Augment: You can Augment this spell in one or both of the following ways.
    1. If you spend four additional spell points, the subject can evoke a powerful wind to increase its speed while in gaseous form. At the start of every round of the spells duration, it can decide whether the wind is active or not. If it decides that it is, its fly speed increases to 600 feet, but its maneuverability drops to clumsy. In rounds when the wind is not active, the fly speed is unchanged.
    2. If you spend two additional spell points, the spells duration increases to 1 hour per level.

    Grease
    Creation Magic (Creation)
    Level: Mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target or Area: One object or a 10-ft. square
    Duration: 1 round/level (D)
    Saving Throw: See spell text
    Spell Resistance: No
    Spell Points: 1

    Any creature in the area when this spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).
    The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

    Gust of Wind
    Elemental Magic [Air]
    Level: Mage 2, Priest 2
    Components: V, S
    Casting Time: 1 standard action
    Range: 60 ft.
    Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range
    Duration: Instantaneous
    Saving Throw: Special; see text
    Spell Resistance: Yes
    Spell Points: 3

    This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.
    A creature caught in the blast of wind must make a strength check or be knocked backwards. The DC for the strength check is equal to the spells save DC. For every size category the creature is above medium, it gains a +4 bonus on the strength check. For every size category the creature is below medium, it suffers a -4 penalty on the strength check. Flying creatures suffer a -8 penalty on the strength check (in addition to the modifiers for size, above).
    If the creature succeeds on the strength check, it suffers no ill effect. If the creature fails, it is knocked prone, and is pushed back 5 feet for every 2 by which it failed to meet the DC.
    A gust of wind can't move a creature beyond the limit of its range. If the movement caused by the gust of wind causes the creature to collide with a solid object, the creature takes 3d6 points of nonlethal damage.
    The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.
    In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
    Last edited by Yora; 2013-02-08 at 02:31 PM.
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    Default Re: Heroes of the Wild Lands (d20 class system)

    Spells (continued)

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    Haste
    Creation Magic
    Level: Mage 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One creature
    Duration: 1 round/level
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)
    Spell Points: 5

    This spell grants extra speed to its subject, which has has several effects.
    When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creatures full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
    A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
    All of the hasted creatures modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subjects normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creatures jumping distance as normal for increased speed.
    Multiple haste effects don't stack.
    Augment: For every additional spell point you spend, this spell can affect an additional creature.

    Heroism
    Spirit Magic (Compulsion) [Mind-Affecting]
    Level: Mage 3, Priest 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 10 min./level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    Spell Points: 5

    The target gains a +2 morale bonus on attack rolls, saves, and skill checks.
    Augment: If you spend an additional 6 spell points, the morale bonus on the relevant rolls increases to +4, the subject gains an immunity to fear effects, and 1 temporary hit point per caster level.

    Hold
    Spirit Magic (Compulsion) [Mind-Affecting]
    Level: Law 3, Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One humanoid creature
    Duration: 1 round/level (D); see text
    Saving Throw: Will negates; see text
    Spell Resistance: Yes
    Spell Points: 5

    The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)
    A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. A creature on solid ground is immobilized in a statue-like manner, not falling down unless pushed (it automatically fails all strength and dexterity checks to resist being tripped).
    Augment: You can augment this spell in one or both of the following ways.
    1. If you spend 2 additional spell points, this spell can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
    2. If you spend 4 additional spell points, this spell can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
    3. For every 2 additional spell points you spend, the spell can target an additional creature within range.
    In addition, for every 2 additional spell points you spend to achieve any of these effects, this spells save DC increases by 1.

    Illusion
    Spirit Magic (Figment)
    Level: Mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
    Duration: Concentration
    Saving Throw: Will disbelief (if interacted with)
    Spell Resistance: No
    Spell Points: 1

    This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature (but see Augments, below). You can move the image within the limits of the size of the effect.
    Augment: You can Augment the spell in one or more of the following ways.
    1. If you spend 2 additional spell points, sounds (but not understandable speech) are included in the spell effect.
    2. If you spend 2 additional spell points, smell and thermal illusions are included in the spell effect.
    3. If you spend 2 additional spell points, you can move the image within the spells range for its duration.
    4. If you spend 2 additional spell points, the spells duration changes to 1 min./level, rather than lasting only while you concentrate. You must still concentrate in order to move the image.

    Inflict Wounds
    Entropy Magic
    Level: Mage 2, Priest 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will half
    Spell Resistance: Yes
    Spell Points: Mage 3, Priest 1

    When laying your hand upon a living creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level.
    Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage,rather than harming it.
    Augment: You can augment this spell in one or both of the following ways.
    1. For every 2 additional spell points you spend, the spell deals an additional 1d8 points of damage.
    2. If you spend 8 additional spell points, the spells range increases to "Close (25 ft. + 5 ft./2 levels)", and its target changes to "One creature/level, no two of which can be more than 30 ft. apart".

    Invisibility
    Spirit Magic (Glamer)
    Level: Mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: You or a creature or object touched weighing no more than 100 lb./level
    Duration: 1 min./level (D)
    Saving Throw: Will negates (harmless) or Will negates (harmless, object)
    Spell Resistance: Yes (harmless) or Yes (harmless object)
    Spell Points: 3

    The creature or object touched becomes invisible, vanishing from sight. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
    Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
    Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible characters perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
    Augment: You can Augment this spell in one or both of the following ways.
    1. If you spend 4 additional spell points, the spell doesn't end if the subject attacks.
    2. If you spend 2 additional spell points, this spell can affect an additional target within range.

    Light
    Creation Magic [Light]
    Level: Mage 1, Priest 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch OR Close (25 ft. + 5 ft./2 levels); see text
    Target: Object touched OR one creature; see text
    Duration: 10 min./level (D) OR 1 round; see text
    Saving Throw: None
    Spell Resistance: No
    Spell Points: 1

    This spell has two separate functions, Glow (which causes a touched object to emit light) and Flare (which creates a single, focused flash). Each has its own usage descriptions and augmentation options.
    Flare: This function of the spell targets a single creature within range. The creature must succeed on a fortitude save or be blinded for one round. A creature that succeeds on the fortitude save is dazzled instead. A creature that takes penalties or damage in bright light of any kind receives a -4 penalty on the save.
    Augment: For every additional spell point you spend on the Flare function of the spell, the creature is dazzled or blinded for an additional round.

    Glow: This function of the spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object.
    If an area of magical light and an area of magical darkness overlap, the spell on which more spell points were spent prevails. If an equal number of spell points were spent on both spells, ambient light conditions remain.
    Augment: If you spend 4 additional spell points, the object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of magical light so augmented.

    Lightning
    Elemental Magic [Air, Electricity]
    Level: Mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./ level)
    Target: Up to five creatures or objects; no two targets can be more than 15 ft. apart.
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes
    Spell Points: 3

    You create arcs of lightning that hit up to five targets within range. The lightning deals 3d6 points electricity damage. You can not hit the same target multiple times.
    Augment: For every additional spell point you spend, this spells damage increases by 1d6. For each extra two dice of damage, this spells save DC increases by 1.

    Lightning Bolt
    Elemental Magic [Air, Electricity]
    Level: Mage 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: 120 ft.
    Area: 120-ft. line
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes
    Spell Points: 5

    You create a blast of lightning that deals 5d6 points of electricity damage to every creature or object within its path.
    The Reflex save DC for this spell is +2 higher than normal and you gain a +2 bonus to caster level checks to overcome spell resistance.
    Augment: For every additional spell point you spend, this spells damage increases by 1d6. For each extra two dice of damage, this spells save DC increases by 1.

    Locate
    Spirit Magic
    Level: Mage 2, Priest 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level
    Duration: 1 min./level
    Saving Throw: None
    Spell Resistance: No
    Spell Points: 3

    You sense the direction towards a well-known or clearly visualized object. The spell does not tell you the distance towards the You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).
    The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell (but see augment, below).
    Augment: You can Augment this spell in one or both of the following ways.
    1. If you spend 4 extra spell points, the range of the spell (and thereby the radius of the circle) increases to 1 mile per level.
    2. If you spend 4 extra spell points, you can locate a familiar creature with this spell. The spell can then locate a specific creature known to you or a creature of a specific kind (race or species). It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.

    Magic Armor
    Spirit Magic
    Level: Mage 1, Priest 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 hour/level (D)
    Spell Points: 1

    You gain a +2 armor bonus to Armor Class and a +2 armor bonus to damage reduction. Unlike mundane armor, magic armor entails no armor check penalty or speed reduction. Because magic armor is composed of magical energy, incorporeal creatures can't bypass it the way they do normal armor. The armor bonus provided by mage armor does not stack with the armor bonus provided by regular armor, as normal for armor bonuses.
    Augment: 2. If you spend 2 additional spell points, the spells range changes to "touch", and its target changes to "creature touched".

    Magic Circle
    Spirit Magic
    Level: Mage 3, Priest 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Area: 10-ft.-radius emanation from touched creature
    Duration: 10 min./level
    Saving Throw: Will negates (harmless)
    Spell Resistance: No; see text
    Spell Points: 5

    All creatures within the area gain the effects of a protection from outsiders spell, and no summoned creatures can enter the area either. You must overcome a creatures spell resistance in order to keep it at bay (as in the third function of protection from outsiders), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance.
    This spell has an alternative version that you may choose when casting it. A magic circle can be focused inward rather than outward. When focused inward, the spell binds a called outsider for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circles boundaries. If a creature too large to fit into the spells area is the subject of the spell, the spell acts as a normal protection from outsiders spell for that creature only.
    A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel can simply leave the circle through that means. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.
    You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.
    A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.
    This spell is not cumulative with protection from outsiders and vice versa.
    Material Component: A little powdered silver with which you trace a 3-foot diameter circle on the floor (or ground) around the creature to be warded.
    Augment: For every 2 additional spell points you spend, the radius of the spells area increases by 10 feet.

    Magic Weapon
    Spirit Magic
    Level: Mage 1, Priest 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
    Duration: 1 min/level
    Saving Throw: Will negates (harmless, object)
    Spell Resistance: Yes (harmless, object)
    Spell Points: 1

    This spell gives a weapon a +1 enhancement bonus on attack and damage rolls.
    Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat darts as projectiles, rather than as thrown weapons, for the purpose of this spell.)
    This spell can affect a natural weapon.
    Augment: You can Augment the spell in one or more of the following ways.
    1. For every 4 additional spell points you spend, the enhancement bonus increases by +1.
    2. If you spend 2 additional spell points, the spells duration increases to 1 hour/level.

    Protection from Outsiders
    Spirit Magic
    Level: Mage 1, Priest 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level (D)
    Saving Throw: Will negates (harmless)
    Spell Resistance: No; see text
    Spell Points: 1

    This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
    First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
    Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
    Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
    Material Component: A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.

    Ray of Cold
    Elemental Magic [Air, Cold, Water]
    Level: Mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Ray
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes
    Spell Points: 1

    You create a blast of cold air that deals 1d6 points of cold damage if it hits a target.
    Augment: For every additional spell point you spend, this spells damage increases by 1d6.

    Ray of Electricity
    Elemental Magic [Air, Electricity]
    Level: Mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Ray
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes
    Spell Points: 1

    You create a blast of lightning that deals 1d6 points of electricity damage if it hits a target.
    Augment: For every additional spell point you spend, this spells damage increases by 1d6.

    Ray of Fire
    Elemental Magic [Fire]
    Level: Mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Ray
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes
    Spell Points: 1

    You create a blast of fire that deals 1d6 points of fire damage if it hits a target.
    Augment: For every additional spell point you spend, this spells damage increases by 1d6.

    Read Thoughts
    Spirit Magic [Mind-Affecting]
    Level: Mage 2
    Components: V, S, F
    Casting Time: 1 standard action
    Range: 60 ft.
    Area: Cone-shaped emanation centered on you
    Duration: Concentration, up to 1 min./level (D)
    Saving Throw: Will negates; see text
    Spell Resistance: No
    Spell Points: 3

    You know the surface thoughts of the mind of any creature in the area that fails a Will save. A target that succeeds on its save is not affected by this casting of the spell, even if it leaves the area and then reenters the area before the duration expires.
    Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. If you read the thoughts of a creature with an Intelligence of 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you pinpoint the location of an affected mind if you don't have line of sight to the subject.
    Each round, you can turn to use this spell in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

    Remove Affliction
    Creation Magic [Healing]
    Level: Mage 3, Priest 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Targets: Creature touched
    Duration: Instantaneous
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)
    Spell Points: Mage 5, Priest3

    This spell removes and natural and magical disease or parasite from which the subject suffers. It does not heal any damage already caused. Subjects that are poisoned or paralyzed immediately make a new saving throw with a +4 bonus against any poison or paralysis effect,
    Augment: If you spend 2 additional spell points, the spell automatically neutralizes any poison in the subjects body in addition to the spells normal effect.

    Remove Fear
    Spirit Magic [Mind-Affecting]
    Level: Mage 2, Priest 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One creature
    Duration: 10 minutes; see text
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    Spell Points: Mage 3, Priest1

    You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
    Augment: For every 2 additional spell points you spend, this spell can affect an additional target. Any additional target cannot be more than 15 feet from another target of the spell.

    Resist Energy
    Creation Magic
    Level: Mage 1, Priest 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 10 min./level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    Spell Points: 3

    The subject of this spell gains resistance 10 against acid, cold, electricity, or fire, chosen at the time of casting.
    The energy resistance provided by this spell increases to 20 points at caster level 9th, and to its maximum of 30 at 13th level. The spell protects equipment as well.
    Augment: You can augment this spell in one or both of the following ways.
    1. If you spend four additional spell points, the subject gains resistance to all the listed energy types, rather than just one.
    2. If you spend four additional spell points, you can cast this spell as an immediate action.

    Restoration
    Creation Magic (Healing)
    Level: Priest 2, Mage 3
    Components: V, S
    Casting Time: 3 rounds
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    Spell Points: 3

    Restoration dispels any magical effects reducing one of the subjects ability scores or cures 1d4 points of temporary ability damage to one of the subjects ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain unless augmented.
    Augment: You can augment this spell in one or more of the following ways.
    1. If you spend 4 additional spell points, this spell also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level. This augment does not restore levels or Constitution points lost due to death.
    2. If you spend 4 additional spell points, this spell cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.
    3. If you spend 6 additional spell points, this spell restores one negative level, as long as the time since the creature lost the level is no more than one week per spell point.

    See Invisibility
    Spirit Magic
    Level: Mage 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 10 min./level
    Spell Points: 3

    You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
    The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
    Material Component: A pinch of talc and a small sprinkling of powdered silver.

    Shadow Cloak
    Entropy Magic [Darkness]
    Level: Mage 2
    Components: V
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level (D)
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    Spell Points: 3

    This spell cloaks you in a shroud of shadows, distorting your outline and darkening the area around you. This distortion grants you concealment (opponents have a 20% miss chance). You can pick up or drop objects, easily reaching through the shroud. Anything you hold is enveloped by the shroud. Likewise, you can engage in melee, make ranged attacks, and cast spells without hindrance.
    Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own).
    Augment: For every 2 additional spell points you spend, this spell can affect an additional target.

    Sleep
    Entropy Magic (Compulsion) [Mind-Affecting]
    Level: Mage 1, Priest 1
    Components: V, S
    Casting Time: 1 round
    Range: 20 ft.
    Area: Creatures within a 10-ft.-radius emanation centered on a point in space
    Duration: 1 round/level (D)
    Saving Throw: Will negates
    Spell Resistance: Yes
    Spell Points: 1

    A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spells point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
    Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
    Sleep does not target unconscious creatures, constructs, elves, or undead creatures.
    Augment: You can Augment this spell in one or both of the following ways.
    1. For every additional spell point you spend, this spell affects one additional HD worth of creatures.
    2. If you spend 2 additional spell points, the spells duration increases to 1 minute/level.
    3. For every 2 additional spell points you spend, this spells range (not area) increases by 5 feet.
    4. If you spend 2 additional spell points, you can cast this spell as a standard action.

    Slow
    Entropy Magic
    Level: Mage 3, Priest 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: Five creatures, no two of which can be more than 30 ft. apart
    Duration: 1 round/level
    Saving Throw: Will negates
    Spell Resistance: Yes
    Spell Points: 5

    An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions).
    Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5- foot increment), which affects the creatures jumping distance as normal for decreased speed.
    Multiple slow effects don't stack.
    Augment: For every additional spell point you spend, this spell can affect an additional creature.

    Speak with Dead
    Spirit Magic [Language-Dependent]
    Level: Priest 3
    Components: V, S
    Casting Time: 10 minutes
    Range: 10 ft.
    Target: One dead creature
    Duration: 1 min./level
    Saving Throw: No
    Spell Resistance: No
    Spell Points: 5

    You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask up to 5 questions. Unasked questions are wasted if the duration expires. The corpses knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive.
    If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all.
    This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information.
    Indeed, it can't even remember being questioned.
    This spell does not affect a corpse that has been turned into an undead creature.
    Augment: For every 4 additional spell points you spend, you can ask one additional question.

    Spell Ward
    Spirit Magic
    Level: Mage 2, Priest 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Area: 5-ft.-radius sphere centered on you
    Duration: Concentration
    Saving Throw: No
    Spell Resistance: No
    Spell Points: 3

    This spell creates a spherical shield centered on you. Creatures and objects can freely pass through the shield, but any time a spell or spell-like ability passes through it, the caster has to succeed on a DC 18 caster level check or the spell dissipates harmlessly.
    Augment: You can Augment this spell in one or both of the following ways.
    1. For every additional spell point you spend, the DC increases by 1.
    2. If you spend 2 additional spell points, the radius of the spell increases to 10 ft. This does not increase the DC on caster level checks.

    Stinking Cloud
    Entropy Magic
    Level: Mage 3, Priest 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: Cloud spreads in 20-ft. radius, 20 ft. high
    Duration: 1 round/level
    Saving Throw: Fortitude negates; see text
    Spell Resistance: No
    Spell Points: 5

    Stinking cloud creates a bank of fog like that created by fog spell, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.

    Suggestion
    Spirit Magic (Compulsion) [Mind-Affecting, Language-Dependent]
    Level: Mage 2
    Components: V, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: 1 hour/level or until completed; see text
    Saving Throw: Will negates
    Spell Resistance: Yes
    Spell Points: 3

    You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
    The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
    A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).
    Material Component: A snakes tongue and either a bit of honeycomb or a drop of sweet oil.
    Augment: You can augment this spell in one or more of the following ways.
    1. For every 2 additional spell points you spend, this spell can affect an additional target. Any additional target cannot be more than 15 feet from another target of the spell.
    2. If you spend 4 additional spell points, the duration increases to 1 day/level and you can delay the suggestion from taking effect until a set of specified circumstances triggers it. The target makes a single Will saving throw when the spell is cast and does not get a second saving throw when the suggestion is triggered.

    Summon Spirit
    Creation (summoning)
    Level: Mage 1, Priest 1
    Components: V, S
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One summoned spirit
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No
    Spell Points: 1

    This spell summons one 1st-level spirit that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The spirit acts normally on the last round of the spells duration and dissipates at the end of its turn.
    Augment: For every 2 additional spell points you spend, the level of the spirit increases by one.

    Vampiric Touch
    Blood Magic
    Level: Blood 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous/1 hour; see text
    Saving Throw: None
    Spell Resistance: Yes
    Spell Points: 5

    You must succeed on a melee touch attack. Your touch deals 3d6 points of damage. You gain temporary hit points equal to the damage you deal. However, you can't gain more than the subject's current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.
    Augment: For every 2 additional spell points you spend, this spells damage increases by 1d6.

    Vulnerability to Energy
    Entropy Magic
    Level: Mage 2, Priest 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    Spell Points: 3

    The subject of this spell takes one and a half times as much damage as normal from any spells or effects that deal acid, cold, electricity, or fire damage.

    Vulnerability to Weapons
    Entropy Magic
    Level: Mage 3, Priest 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    Spell Points: 5

    The subject of this spell loses all Damage Reduction from armor, natural armor, or other sources while the spell is in effect.
    Last edited by Yora; 2013-02-08 at 10:50 AM.
    We are not standing on the shoulders of giants, but on very tall tower of other dwarves.

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    Default Re: Heroes of the Wild Lands (d20 class system)

    Spells (continued)

    Spoiler
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    Wall of Fire
    Elemental Magic [Fire]
    Level: Mage 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: Opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft. per two levels; either form 20 ft. high
    Duration: Concentration + 1 round/level
    Saving Throw: None, reflex partial; See text
    Spell Resistance: Yes
    Spell Points: 7

    One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet.
    The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 7d6 points of fire damage to any creature passing through it, with no saving throw. The wall deals double damage to undead creatures. If you evoke the wall so that it appears where creatures are, each creature in the area is allowed a reflex save. On a successful save, the creature is shunted to the nearest empty space, taking 1d6 points of fire damage for every five feet so traveled (but never more than the damage dealt to creatures passing through it) On a failed save, the creature takes the full brunt of the wall, and takes damage as if passing through it.
    Augment: For every additional spell point you spend, this spell deals an additional 1d6 points of damage to creatures passing trough it.

    Wall of Ice
    Elemental Magic [Cold, Water]
    Level: Mage 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: Ice wall whose area consists of up to seven 5-foot squares (S)
    Duration: 1 min./level
    Saving Throw: See text
    Spell Resistance: No
    Spell Points: 7

    This spell creates a wall of ice that merges into adjoining surfaces. A wall of ice is 1 inch thick per caster level and composed of up to seven 5-foot squares, which must join one another. You can double the walls area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
    You can create a wall of ice in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spells area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.
    Walking along the vertical surface of a wall of ice requires a DC 10 balance check. Climbing up a wall of ice follows normal rules for climbing, with a +5 modifier to the DC for the surface being slippery. Like any other solid wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of wall has 3 hit points per inch of thickness. Its hardness is 0.
    Creatures can hit the wall automatically. A section Figure 10: Gnome Wizard readies Wall of Force to protect himself against charging Fighter of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with raw strength rather than attacks, the DC for the Strength check is 22.
    It is possible, but difficult, to trap mobile opponents within or under a wall of ice, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves. The wall is crystal clear, and does not block line of sight (although spot checks taken through the wall take a -2 penalty). Noticing the wall is a DC 0 spot check. The wall does block line of effect.
    Augment: For every additional spell point you spend, you get an additional 5-foot square of wall you can place, and the strength check DC required to burst through it increases by 1.

    Wall of Stone
    Elemental Magic [Earth]
    Level: Mage 5
    Effect: Stone wall whose area consists of up to nine 5-foot squares (S)
    Duration: Instantaneous
    Spell Points: 9

    This spell works like Wall of Ice, except as noted here.
    • A wall of stone is 1 inch thick per two caster levels.
    • No balance checks are required to remain stable on a stone wall, and climbers are not at a particular disadvantage.
    • Each 5-foot square of stone wall has 15 hit points per inch of thickness. Its hardness is 8. The DC for a Strength check to break through it is 30.
    • Stone walls are opaque, and block line of sight.
    Augment: For every additional spell point you spend, you get an additional 5-foot square of wall you can place, and the strength check DC required to burst through it increases by 1.

    Wall of Thorns
    Creation Magic
    Level: Priest 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: Wall of thorny brush, up to nine 10-ft. cubes(S)
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No
    Spell Points: 9

    Any creature forced into or attempting to move through a wall of thorns takes slashing damage per round of movement equal to 25 minus the creatures AC (minimum 0). Dexterity and dodge bonuses to AC do not count for this calculation.
    You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.
    Creatures can force their way slowly through the wall by making a Strength check as a full-round action. For every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed). Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage.
    Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends.
    Creatures with the ability to pass through magically overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage.
    A wall of thorns can be breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work. Fire burns a 10-foot cube of it away in 10 minutes.
    Despite its appearance, a wall of thorns is not actually a living plant, and thus is unaffected by spells that affect plants.
    Augment: For every additional spell point you spend, you can create a wall with an area of one additional 5-foot square, and the damage dealt by the spell increases by 1.

    Water Breathing
    Creation Magic
    Level: Mage 3, Priest 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Targets: Creatures touched
    Duration: 2 hours/level; see text
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    Spell Points: 5

    The transmuted creatures can breathe water as easily as air. Divide the duration evenly among all the creatures you touch.

    Weakness
    Entropy Magic
    Level: Mage 2, Priest 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Fortitude Negates
    Spell Resistance: Yes
    Spell Points: 3

    The subject gains a -2 penalty to Strength, Dexterity, and Constitution.
    Augment: You can Augment the spell in one or more of the following ways.
    1. For every 2 additional spell points you spend, this spell affects one additional target.
    2. If you spend 4 additional spell points, the penalties to Strength, Dexterity, and Constitution increase to -4.

    Web
    Creation Magic (Creation)
    Level: Mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: Web between two anchors
    Duration: 10 min./level (D)
    Saving Throw: Reflex negates; see text
    Spell Resistance: No
    Spell Points: 3

    The web you create must be anchored to two or more solid and diametrically opposed points or else it collapses upon itself and disappears. The two anchor points must be within 40-foot of each other, making that the maximum length of the web. The web extends 15 feet down from the anchoring points.
    To determine the webs ground area, draw a line between the two anchors. The web occupies all squares crossed by that line.
    Anyone in the effects area when the spell is cast must make a Reflex save. If this save succeeds, the creature escapes, and is shunted to the nearest empty space (if multiple squares are equally valid, the creature chooses which square it ends up in).
    If the save fails, the creature is immobilized and can't move from its space, but can break loose by spending a full round action and making a DC 20 Strength check or a DC 25 Escape Artist check (if the creature attempting to escape succeeds by 4 or more, the square of webs the creature occupied is destroyed).
    Once loose, the creature ends up in the nearest empty square, as if it had succeeded on the initial reflex save.
    If you have web between you and an opponent, it provides cover.
    The strands of a web spell are extremely flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs, automatically destroying a 5x5-foot square of the webs with a single attack. Any fire can set the webs alight and burn away a square in 1 round. All creatures Immobilized within a square of flaming webs take 2d4 points of fire damage from the flames. Each square of webs has 20 hit points and hardness 5 (slashing weapons ignore this hardness). Each square can be burst with a DC 24 Strength check.
    We are not standing on the shoulders of giants, but on very tall tower of other dwarves.

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    Default Re: Heroes of the Wild Lands (d20 class system)

    Stunts

    Stunts are a simple system from Iron Heroes that can easily be added to pretty much any d20 game. Stunts allow characters to use their Skills to add improvised actions to their attacks without any new feats being required, which makes it perfect for Heroes of the Wild Lands. The options are almost limitless.

    It is also something where the plain warrior class can shine. Warriors get a +1 bonus for every 2 levels to skill checks in trained skills when performing a stunt. Berserkers, hunters, and thieves get a +1 bonus for every 3 levels.

    The first step of performing a stunt is comming up with an idea, that could be almost anything: Throwing a vase at the enemies face while you charge him, push an enemy over a railing, kick over a chair to make your opponent stumble. Anything you can think of and that the GM considers plausible. The player suggests which of his characters skills he wants to use, but the GM can override him if the skill seems inappropriate for the action, and also sets the DC for the skill check.

    Stunts mostly work similar to special attacks like tripping or disarming, but are much more open ended. If an opponent makes an attack roll to counter a stunt, this represents his combat experience and means that he sees the attack comming and can avoid it without making a saving throw or anything like that. The modifiers gained from these stunts are always circumstance modifiers.

    Attack Stunt (Full Attack)
    As a Full Attack action, you perform a stunt and a single attack. First you make your skill check which is countered by the target either with an appropriate skill check of its own or a basic attack roll. If your skill check is higher, your attack gains either a +1 bonus to hit or a +2 bonus to damage. If the target beats your skill check or there is a tie, you make your attack without benefitting from this stunt. If you use Acrobatics or Climb, you can move half your movement speed as part of the Full Attack action.
    You could use Acrobatics to jump at your enemy from a higher position, tumble to slide between his feet, use Climb to pull yourself up a larger enemies back to stab at his neck, or make an attack role to throw a vase at his face.

    Disrupting Attack (Full Attack)
    Chose one of the targets special abilities you want to disrupt. As a Full Attack action you make a either a single attack roll or a skill check. The result of this roll -10 is the DC for a saving throw the target has to make. If the saving throw is a failure, the target can not use its special ability for the next round or the round does not count towards the cooldown period of an ability is has recently used. If you made an attack roll with a weapon or unarmed attack, it needs to be a hit and deal at least 1 point of damage to the target, or the stunt automatically fails.
    You could kick sand into the eyes of a basilisk, use or punch a mage in the throat.

    Inflict Penalty (Standard Action)
    As a standard action, you do something to confuse or impair your enemy for a short while. You can chose between reducing the targets attack bonus, AC, or a Skill modifier for 1 round. You perform a skill check which your target counters with either a skill check or an attack roll, whichever is most apprpriate. If you beat the targets roll, it gets a -2 penalty for one round.
    If you take a -2 penalty to your roll, the duration of the effect increases by 1 round. You can apply this penalty as many times as you want.

    Defense Bonus (Move Action)
    You use a distraction that makes it difficult for one enemy to attack you. If your skill check beats your opponents skill check or attack roll, you get a +2 bonus to AC against any attacky by that opponent for 1 round.
    If you take a -2 penalty to your roll, the bonus to AC increases by +1 . You can apply this penalty as many times as you want.

    Save Bonus (Move Action)
    Use one of your skills to give yourself an edge against the enemies special attacks. By making a DC 20 skill check, you gain a +2 bonus of your saving throws against the specified special attack until the start of your next turn.
    For every 5 points by which you exceed the DC of 20, the benefit increases by +1.

    Improved Speed (Special)
    Use a Strength or Dexterity-based Skill check with a DC of 20 to increase your movement speed during your turn by 5 feet. For every 5 points you exceed the DC of 20, you gain additional 5 feet of movement. For example, you could use Acrobatics to jump over a railing instead of running down the stairs, or use a Climb check to slide down a steep slope.



    Now these are all still quite close to the original Iron Heroes rules and might require some tweaking. If you have any thoughts on this, please share.

    ---

    Skills (Update)
    As of now, you don't get any bonus to trained skills from high intelligence and the only thing Intellignce really does is improving Knowledge skills However, there aren't that many skills for thieves to begin with, so changing that requires some other tweaking as well.

    At 1st level, you can use your trained skills slots to either normal (+3) or double train (+6) any of your class skills. The human bonus skill and the Skill Training feat can be used to train a class skill, a cross-class skill, or increase a normally trained class skill to double trained.
    At 4th level, skills can be tripple trained to increase the bonus to +9.
    At 8th level, skills can be quadruple trained for a bonus of +12.

    With this, skill modifiers could be +2 higher than normal on 1st and 4th level, and +1 higher at 2nd, 5th, and 8th level. (Compared to Skill Ranks). That's not really much of a difference so I think it shouldn't cause any trouble.
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    Default Re: Heroes of the Wild Lands (d20 class system)

    A small change to Combat:

    If any character or creature takes a normal movement and a standard action, they can split their movement to move both before and after the action. This makes the feats Spring Attack, Shot on the Run, and Ride-by Attack redundant.

    If enemies are making hit and run attacks against a character, they trigger an Attack of Opportunity each time.
    If the attacker has reach, the defender can ready an action to move into a position from which he can make an attack of opportunity, then the attacker finishes his movement. Also, if the attacker uses Tumble to avoid attacks of opportunity, the defender can attack him with a readied action.
    We are not standing on the shoulders of giants, but on very tall tower of other dwarves.

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    Default Re: Heroes of the Wild Lands (d20 class system)

    You could give demons immunity to immune to the nausea and sickened conditions, and sleep effects. Seems legit. On their own, none of these match 'mind' things, but together... they still don't entirely, but demons are tough as it is, why make 'em invincible? This set of immunities just makes 'em tougher.

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    Default Re: Heroes of the Wild Lands (d20 class system)

    Hehe, wrong thread. I posted that question here.

    But this is where crunch and fluff blend into each other, so it's not entirely misplaced here.
    I actually quite like the idea. Demons already inhabit bodies that they have warped beyond recognition. They should laugh at such things as feeling sick or tired, they run on pure willpower and magic alone.
    We are not standing on the shoulders of giants, but on very tall tower of other dwarves.

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    Default Re: Heroes of the Wild Lands (d20 class system)

    Quote Originally Posted by Yora View Post
    Hehe, wrong thread. I posted that question here.
    Ooops.

    Quote Originally Posted by Yora View Post
    But this is where crunch and fluff blend into each other, so it's not entirely misplaced here.
    I actually quite like the idea. Demons already inhabit bodies that they have warped beyond recognition. They should laugh at such things as feeling sick or tired, they run on pure willpower and magic alone.
    Rage-hate machines don't get sleepy. And the only thing they get sick of is NOT killing things.

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