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    Default Wizardry Tabletop Conversion

    I love wizardry. There are so many reasons for this and I could talk about it for days. Instead of doing that I will do something relatively productive-make a tabletop conversion. This is mostly based on Wizardry 8, but it is also (slightly) influenced by older wizardries.
    Big thank you goes to NichG, for his help(too many things to mention individually).


    Basic Mechanics
    Attributes
    Skills
    Professions
    Races
    Spells
    Everything Else

    Basic Mechanics

    Every round you can perform one move action and one standard action.
    Your attributes, profession and skills determine your number of attacks. Each one of this attacks can be against different target.

    Resolving attacks

    When you target an enemy with a basic attack roll d20 and add any relevant modifier. If the result is higher then targets AC the attack hits and you roll damage.

    Special Abilities

    Some classes have special abilities that other classes can not use. Here is the list of those abilities:

    Berserk-Fighter
    Instead of using basic attacks Fighters can use Berserk attack option. They receive -1 to their accuracy for every 4 fighter levels, but they gain the same bonus to damage.

    Health recovery-Lord
    Lords recover 1 HP for every 4 levels for every round.

    Cheat Death-Valkyrie
    Whenever a Valkyrie receives damage that would reduce her HP to 0 she rolls d20 and adds half her level to the total. If the result is higher than the damage it is negated. This ability can only be used once per round.

    Lightning strike-Samurai
    When a Samurai rolls 20 on attack he rolls d3 and adds the result to the number of attack. This are used against the same target.

    Mix-Alchemist
    A skilled alchemist can mix lesser potions to provide greater ones, or even something completely different. It is based on Alchemy skill. A list will be done one day.

    Turn undead-Priest, Bishop
    Paralyze and damages undead creatures. Based on Divinity skill

    Magic system

    Magic system will be similar to wizardry 8. Highest level spell you can cast is depended on your casting skill and realm. Casting at a higher power level is based on Oratory skill.
    When casting a spell you spend spell level*3*power level spell points of that particular realm.
    Spell points recover at a rate of 1 per 10 rounds in every realm. This is increased by your realm skills and some other skills.
    A higher casting skill will allow you to cast spells at reduces cost.
    Last edited by Philemonite; 2013-06-15 at 01:20 PM.
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    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

    LGBTAitP
    Philemon avatar by the awesome Morbis Meh.
    Suikoden Tabletop-Work in progress

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    Default Re: Wizardry Tabletop Conversion

    Attributes range from 1 to 40.
    Humans have 15 in every attribute, other races have bonuses and penalties.
    When creating your character, you get 25 points to distribute to your attributes with maximum of 10 for any one attribute. You get +1 to any 2 attributes you want every time you gain a level. Average value is 15-20. Every point above 20 offers a bonus, and every point below 15 offers a penalty.
    (This values seem OK to me, but if you think they should be higher/lower please say so. The way it is now you can max two attributes by level 15, faster for race other than human.)

    Attributes

    Strength-"Affects any maneuver that requires physical strength, from hitting creatures to the damage done. Strength also influences most weapons skills, carrying capacity and stamina."

    Carrying capacity:
    +3 for every bonus point, -3 for every penalty point
    Stamina:
    +2 for every bonus point, -2 for every penalty point
    Weapon skills:
    Sword, Staff & Wand, Mace & Flail, Axe
    +1 for every 2 bonus points, -1 for every penalty point
    Martial Arts, Modern Weapons, Polearm, Bow
    +1 for every 4 bonus points, -1 for every 2 penalty points

    Two-Handed skill bonus:
    +1 for every bonus point, -1 for every penalty point


    Intelligence-"Affects a character's performance in mental tasks such as music, artifacts, engineering, communication, close and ranged combat, mythology, all forms and schools of magic except Divinity and a character's skill with locks and traps."

    Skill Bonus:Thaumaturgy, Engineering, Artifacts, Mythology, Communication
    +1 for every bonus point, -2 for every penalty point
    Alchemy, Theosophy, Music
    +1 for every 2 bonus points, -1 for every penalty point
    Oratory
    +1 for every bonus point, -2 for every penalty point

    Thaumaturgy spells power:
    +1 for every bonus point, -1 for every penalty point



    Piety-"Affects a character's magic realm skills and heavily influences Divinity. Piety also affects the amount of spell power a character gets when he gains levels as well as a character's overall stamina."

    Skill Bonus:
    Theology, Fire, Water, Earth. Air, Mental, Divine
    +1 for every bonus point, -1 for every 2 penalty points
    Theology spells power:
    +1 for every bonus point, -1 for every penalty point
    Status effect resistance:
    +1 for every 4 bonus points, -1 for every 2 penalty points
    Stamina:
    +2 for every bonus point, -2 for every penalty point
    Spell Points:
    +1 for every 2 bonus points, -1 for every 2 penalty points


    Vitality-"Affects the amount of hit points, stamina and carrying capacity a character receives, as well as and the likelihood of succumbing to disease."

    HP Bonus:
    +3 for every bonus point, -3 for every penalty point
    Carrying capacity:
    +3 for every bonus point, -3 for every penalty point
    Stamina:
    +2 for every bonus point, -2 for every penalty point
    Shield Skill:
    +1 for every bonus point, -1 for every penalty point
    Resistance to physical effects:
    +1 for every 4 bonus points, -1 for every 2 penalty points


    Speed-"Affects the initiative in combat, the number of swings per attack and the number of attacks per turn. Speed also influences some combat skills. At very high or very low levels, speed can also affect a character's armor class."

    Critical Strike skill bonus:
    +1 for every 2 bonus points, -1 for every penalty point
    Stealth skill bonus:
    +1 for every 2 bonus points, -1 for every penalty point
    Initiative:
    +1 for every 2 bonus points, -1 for every 2 penalty points
    Number of attacks:
    +1 for every 10 bonus points, -1 for every 10 penalty points
    Armor Class:
    +1 for every 2 bonus points, -1 for every 1 penalty points

    Dexterity-"Affects the chance to hit and to penetrate with physical attacks, the number of physical attacks in combat and all weapon skills. Dexterity also affects skills which rely upon the body, such as Locks and Traps, Stealth, Pickpocket and Music."

    Weapon skills:
    Modern Weapons, Polearm, Bow
    +1 for every 4 bonus points, -1 for every 2 penalty points
    Dagger, Throwing & Sling
    +1 for every 2 bonus points, -1 for every penalty point

    Dual Weapons skill bonus:
    +1 for every bonus point, -1 for every penalty point
    Stealth skill bonus:
    +1 for every 2 bonus points, -1 for every penalty point

    Chance to hit:
    +1 for every 2 bonus points, -1 for every penalty point
    Alchemy skill:
    +1 for every 2 bonus points, -1 for every penalty point
    Alchemy spells power:
    +1 for every bonus point, -1 for every penalty point



    Senses-"Affects anything which relies upon a character's senses such as initiative, sighting monsters, finding hidden items or secrets, Scouting, Mythology, Psionics and Artifacts. Senses also affects some combat skills, such as Close Combat, Critical Strike and Dual Weapons."

    Ranged Combat skill bonus:
    +1 for every 2 bonus point, -1 for every penalty point
    Martial Arts skill bonus:
    +1 for every 4 bonus points, -1 for every 2 penalty points
    Theosophy skill:
    +1 for every 2 bonus points, -1 for every penalty point
    Theosophy spells power:
    +1 for every bonus point, -1 for every penalty point
    Resistance to mental effects:
    +1 for every 4 bonus points, -1 for every 2 penalty points
    Critical Strike skill bonus:
    +1 for every 2 bonus points, -1 for every penalty point
    Last edited by Philemonite; 2013-06-19 at 07:32 AM.
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    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

    LGBTAitP
    Philemon avatar by the awesome Morbis Meh.
    Suikoden Tabletop-Work in progress

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    Default Re: Wizardry Tabletop Conversion

    Skills

    Every class gets a certain number of skill points for each skill group every level. Maximum amount of skill points you can spend on a skill is equal to your level.

    Weapon

    Sword
    Dagger
    Staff & Wand
    Mace & Flail
    Polearm
    Axe
    Martial Arts
    Bow
    Throwing & Sling
    Modern Weapons


    Accuracy:
    +1 for every 4 bonus points
    Damage:
    +1 for every 6 bonus points
    Number of attacks:
    +1 for every 10 bonus points



    Physical

    Ranged Combat
    Accuracy:
    +1 for every 4 bonus points
    Damage:
    +1 for every 6 bonus points

    Oratory-Allows casting of spells at a higher power level
    +1 for every 8 bonus points

    Shield-Improves AC when using shield
    +1 for every 4 bonus points

    Dual Weapons-Improves accuracy when using two weapons
    +1 for every 4 bonus points

    Two-Handed-Improves damage when using two-handed weapon
    +1 for every 6 bonus points

    Locks & Traps-Picks lock and disables traps
    +1 for every bonus points

    Pick Pocket-Picks pockets
    +1 for every bonus points

    Critical Strike-Hits for extra damage
    +1 for every 2 bonus points

    Stealth-Improves AC
    +1 for every 4 bonus points

    Academic

    Alchemy-Allows use of Alchemy spells
    Theology-Allows use of Theology spells
    Theosophy-Allows use of Theosophy spells
    Thaumaturgy-Allows use of Thaumaturgy spells

    Every 10 points in a casting skill gives you +1 to max spell level you can cast.
    (Level 2 with 10 points, level 3 with 20 points...)
    *With no class bonus hybrids can not have a casting skill above 45 at level 30, this makes their maximum spell level 5
    Bishops get 1/2 level bonus and that makes their maximum casting skill 60 at level 30, so they must be level 30 to cast level 7 spells
    Specialized casters have 1 per level bonus to their casting skill so their maximum is 75, they can cast level 7 spells at level 23*

    Fire-Allows use of Fire spells
    Water-Allows use of Water spells
    Earth-Allows use of Earth spells
    Air-Allows use of Air spells
    Mental-Allows use of Mental spells
    Divine-Allows use of Divine spells
    To cast a spell of a particular Realm you must have (spell level-1)*8 Realm skill to cast spells of that Realm. You also get +1 Spell point for every skill point.

    Music-Allows the use of instruments
    Engineering-allows the use of gadgets
    Artifacts-Allows identification of items and use of scrolls
    Mythology-Allows identification of enemies
    Communication-Improves social abilities
    Scouting-Allows for sighting of hidden items
    Last edited by Philemonite; 2013-06-19 at 08:05 AM.
    Spoiler: Quotes
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    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

    LGBTAitP
    Philemon avatar by the awesome Morbis Meh.
    Suikoden Tabletop-Work in progress

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    Default Re: Wizardry Tabletop Conversion

    Professions

    Fighter

    Berserk attack option(Increased damage, AC penalty)
    +1 and -1 AC for every 3 fighter levles

    HP:20+5/level
    Stamina:20+5/level
    Stamina recovery:5
    +1 to every weapon skill every level
    Armor:Heavy


    Lord

    HP:18+4/level
    HP recovery:2+1/3level
    Stamina:18+4/level
    Stamina recovery:3
    Spell points:5+1/level
    +1 to Mace and Flail skill every level
    +1 to Shield skill every level
    Armor:Heavy
    Spellbook:Theology



    Valkyrie

    Cheat Death

    HP:18+4/level
    HP recovery:2+1/3level
    Stamina:18+4/level
    Stamina recovery:3
    Spell points:5+1/level
    +1 to Polearm skill every level
    +1 to Two-Handed skill every level
    Armor:Heavy
    Spellbook:Theology


    Ranger

    Scouting skill

    HP:16+3/level
    Stamina:16+3/level
    Stamina recovery:3
    Spell points:5+1/level
    +1 to Bow skill every level
    +1 to Ranged Combat skill every level
    +1 to Axe skill every two levels
    Armor:Medium
    Spellbook:Alchemy


    Samurai

    Lightning strike
    Fearles

    HP:18+4/level
    Stamina:18+4/level
    Stamina recovery:3
    Spell points:5+1/level
    +1 to Sword skill every level
    +1 to Dual Weapons skill every level
    Armor:Medium
    Spellbook:Thaumaturgy

    Access to special weapon and armor

    Ninja

    HP:14+3/level
    Stamina:14+3/level
    Stamina recovery:3
    Spell points:5+1/level
    +1 to Throwing & Sling skill every level
    +1 to Dual Weapons skill every level
    +1 to Critical Strike skill every 2 levels
    Armor:Minimal
    Spellbook:Alchemy


    Monk

    Blindness immunity
    Damage reduction

    HP:14+3/level
    Stamina:14+3/level
    Stamina recovery:3
    Spell points:5+1/level
    +1 to Martial Arts skill every level
    +1 to Staff & Wand skill every level
    Armor:Minimal
    Spellbook:Theosophy


    Rogue

    Backstab attack option

    HP:16+3/level
    Stamina:16+3/level
    Stamina recovery:3
    +1 to Dagger skill every level
    +1 to Dual Weapons skill every level
    +1 to Locks & Traps skill every 2 levels
    +1 to Stealth skill every 2 levels
    Armor:Light


    Bard

    Music skill

    HP:16+3/level
    Stamina:16+3/level
    Stamina recovery:3
    Spell points:5+1/level
    +1 to Communication skill every 2 levels
    +1 to Music skill every level
    Armor:Light
    Spellbook:Thaumaturgy


    Gadgeteer

    Engineering skill
    Omnigun

    HP:16+3/level
    Stamina:16+3/level
    Stamina recovery:3
    +1 to Modern Weapons skill every level
    +1 to Ranged Combat skill every level
    +1 to Engineering skill every 2 levels
    Armor:Medium
    Spellbook:Theosophy

    Priest

    Turn undead

    HP:16+3/level
    Stamina:16+3/level
    Stamina recovery:3
    +1 to Theology skill every level
    +1 to Oratory skill every level
    +1 to Mace & Flail skill every 2 levels
    +1 to Shield skill every 2 levels
    +1 to Realm skills every 2 levels
    Armor:Medium
    Spellbook:Theology


    Alchemist

    Mix

    HP:14+3/level
    Stamina:14+3/level
    Stamina recovery:3
    +1 to Alchemy skill every level
    +1 to Oratory skill every level
    +1 to Dagger skill every 2 levels
    +1 to Shield skill every 2 levels
    +1 to Realm skills every 2 levels
    Armor:Light
    Spellbook:Alchemy


    Bishop

    Turn undead

    HP:14+3/level
    Stamina:14+3/level
    Stamina recovery:3
    +1 to Oratory skill every level
    +1 to Alchemy skill every 2 levels
    +1 to Theology skill every 2 levels
    +1 to Theosophy skill every 2 levels
    +1 to Thaumaturgy skill every 2 levels
    +1 to Artifacts skill every 2 levels
    +1 to Realm skills every 2 levels
    Armor:Medium
    Spellbook:Alchemy, Theology, Theosophy, Thaumaturgy


    Psionic

    Mental Status Immunity

    HP:12+2/level
    Stamina:12+2/level
    Stamina recovery:3
    +1 to Theosophy skill every level
    +1 to Oratory skill every level
    +1 to Realm skills every 2 levels
    Armor:Minimal
    Spellbook:Theosophy


    Mage

    HP:12+2/level
    Stamina:14+2/level
    Stamina recovery:3
    +5 to Fire, Water, Earth and Air Resistance
    +1 to Thaumaturgy skill every level
    +1 to Oratory skill every level
    +1 to Fire, Water, Earth and Air Resistance every 2 levels
    +1 to Realm skills every 2 levels
    Armor:Minimal
    Spellbook:Thaumaturgy

    (Bard and Psionic need some more power, Bishop needs to be nerfed some more.)
    Last edited by Philemonite; 2013-06-21 at 08:40 AM.
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    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

    LGBTAitP
    Philemon avatar by the awesome Morbis Meh.
    Suikoden Tabletop-Work in progress

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    Default Re: Wizardry Tabletop Conversion

    Races (of Dominus)

    Human
    +3 Bonus for 2 attributes of your choice.

    Dracon
    +3 Bonus to Strength, Vitality and Dexterity
    +5 Bonus to Air and Water resistance
    +3 Penalty to Senses and Piety
    -5 Penalty to Divine and Mental resistance

    Dwarf
    +3 Bonus to Strength, Piety and Vitality
    +5 Resistance to Fire
    Damage reduction
    +3 Penalty to Intelligence and Dexterity

    Elf
    +3 Bonus to Intelligence, Dexterity and Piety
    +5 Resistance to Mental and Air
    -3 Penalty to Strength and Vitality

    Faerie
    +3 Bonus to Speed, Intelligence and Dexterity
    +5 Resistance to Air, Earth, Mental and Divine
    Faster spell point recovery
    +2 Bonus to AC
    -3 Penalty to Strength, Vitality and Piety
    Reduced Carrying Capacity
    Equippable item weight limit

    Felpurr
    +3 Bonus to Speed, Dexterity and Senses
    +5 Resistance to Air, Earth and Mental
    -3 Penalty to Piety and Vitality
    -5 Penalty to Water resistance

    Gnome
    +3 Bonus to Intelligence, Vitality and Dexterity
    +5 Resistance to Earth and Mental
    -3 Penalty to Strength and Speed

    Hobbit
    +3Bonus to Dexterity, Speed and Senses
    +5 Resistance to Earth
    -3 Penalty to Piety and Stregth

    Lizardman
    +3 Bonus to Strength, Vitality and Speed
    +5 Resistance to Fire, Water and Earth
    -3 Penalty to Intelligence and Piety
    -5 Penalty to Mental and Divine resistance

    Mook
    +3 Bonus to Senses, Intelligence and Vitality
    +5 Water, Mental and Divine resistance
    -3 Penalty to Piety, Dexterity and Speed

    Rawulf
    +3 Bonus to Piety, Vitality and Senses
    +5 Divine, Water and Earth resistance
    -3 Penalty to Intelligence, Dexterity and Speed
    Last edited by Philemonite; 2013-06-23 at 10:24 AM.
    Spoiler: Quotes
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    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

    LGBTAitP
    Philemon avatar by the awesome Morbis Meh.
    Suikoden Tabletop-Work in progress

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    Default Re: Wizardry Tabletop Conversion

    Spells (this will take a lot of time)

    Numbers are from the game, they will be modified.

    Theology

    Spoiler
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    Level 1

    Spoiler
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    Bless-Divine

    Increase AC and To Hit

    Charm-Mental

    Attempts to magically influence a creature or NPC to be more friendly to the party

    Heal Wounds-Divine

    Heal 4 - 16 Health / spell level

    Light-Fire

    Light for exploration

    Make Wounds-Divine

    2 - 6 points of Magical damage

    Paralyze-Water

    May inflict paralysis

    Stamina-Water

    Heal 6 - 36 Stamina / spell level


    Level 2

    Spoiler
    Show
    Cure Lesser Condition-Water

    Reduces/cures fear, sleep, blindness, nausea, or irritation

    Divine Trap-Mental

    Boosts party's Locks & Traps skill

    Guardian Angel-Divine

    Guardian Angel absorbs a certain amount of damage before character can be damaged again

    Holy Water-Water

    2 - 10 points of Water damage
    Only effective vs. undead or demonic creatures

    Identify Item-Mental

    Identifies items

    Web-Earth

    May trap opponents in a web, immobilizing them


    Level 3

    Spoiler
    Show
    Armorplate-Earth

    Increases Armor Class by (SL / 2), rounded up

    Cure Paralysis-Water

    Reduces/cures paralysis

    Cure Poison-Air

    Reduces/cures poison

    Magic Screen-Divine

    Increases resistance to all 6 elements

    Rest All-Water

    Heal 6 - 36 Stamina / spell level

    Silence-Air

    May inflict silence


    Level 4

    Spoiler
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    Cure Disease-Water

    Reduces/cures disease

    Remove Curse-Divine

    Removes cursed items

    Soul Shield-Divine

    Increases resistance to Divine and Mental spells

    Superman-Water

    Increases all attributes by 5/SL

    Whirlwind-Air

    2 - 8 points of Air damage


    Level 5

    Spoiler
    Show
    Heal All-Divine

    Heal 4 - 16 Health / spell level

    Instant Death-Divine

    May kill creature instantly

    Purify Air-Air

    Attempts to clear the air around the party of dangerous clouds

    Return to Portal-Air

    Party returns to the caster's portal that was set previously by Set Portal

    Sane Mind-Mental

    Reduces/cures insanity

    Set Portal-Air

    Caster declares a new portal position that may be returned to when he/she casts Return to Portal


    Level 6

    Spoiler
    Show
    Banish-Divine

    3 - 27 points of Magical damage
    Only effective vs. undead, demonic, or summoned creatures

    Lifesteal-Divine

    4 - 16 points of Magical damage
    The most wounded party member receives in health the damage the victim received

    Lightning-Fire

    2 - 16 points of Fire damage

    Resurrection-Divine

    Attempts to restore life to a dead character


    Level 7

    Spoiler
    Show
    Death Wish-Divine

    May kill creatures instantly

    Falling Stars-Earth

    2 -16 points of Earth damage

    Restoration-Divine

    Heal 8 - 64 Health / spell level and attempts to cure every condition excepting Death and Life Drain



    Alchemy

    Spoiler
    Show
    Level 1

    Spoiler
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    Acid Splash-Water

    1 - 7 points of Water damage

    Heal Wounds-Divine

    Heal 4 - 16 Health / spell level

    Itching Skin-Earth

    Lowers opponent's ability to defend and attack

    Light-Fire

    Light for exploration

    Sleep-Air

    May inflict sleep

    Stamina-Water

    Heal 6 - 36 Stamina / spell level



    Level 2

    Spoiler
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    Blinding Flash-Fire

    May inflict blindness

    Cure Lesser Condition-Water

    Reduces/cures fear, sleep, blindness, nausea, or irritation


    Dracon Breath-Water

    Target can breathe a Cone of acidic vapor. Spell level increases duration, but not effectiveness.

    Razor Cloak-Earth

    Any opponent attacking target of this spell is wounded

    Sonic Boom-Air

    May inflict fear or unconsciousness



    Level 3

    Spoiler
    Show
    Chameleon-Earth

    Masks your presence from opponents until you come within range. Has no effect in combat

    Cure Paralysis-Water

    Reduces/cures paralysis

    Cure Poison-Air

    Reduces/cures poison

    Knock-Knock-Earth

    Attempts to circumvent trap on treasure chest to open it
    Magically raises and holds tumbler(s) in upright position

    Noxious Fumes-Air

    1 - 6 points of Air damage
    May inflict nausea or unconsciousness

    Shadow Hound-Air

    Reduces chance of being surprised and alerts sleeping party members to approaching monsters

    Whipping Rocks-Earth

    2 - 10 points of Earth damage



    Level 4

    Spoiler
    Show
    Acid Bomb-Water

    1 - 6 points of Water damage

    Crush-Earth

    2 - 30 points of Earth damage

    Cure Disease-Water

    Reduces/cures disease

    Element Shield-Earth

    Increases resistance to Fire, Water, Air, and Earth


    Fire Bomb-Fire

    2 - 10 points of Fire damage

    Ring of Fire-Fire

    All enemies within range 1 - 6 points of Fire damage



    Level 5

    Spoiler
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    Body of Stone-Earth

    Increases Armor Class and grants damage resistance

    Purify Air-Air

    Attempts to clear the air around the party of dangerous clouds

    Return to Portal-Air

    Party returns to the caster's portal that was set previously by Set Portal.

    Set Portal-Air

    Caster declares a new portal position that may be returned to when he/she casts Return to Portal.

    Summon Elemental-Divine

    Caster conjures an elemental from either Fire, Water, Air or Earth. Each caster can only maintain one elemental at a time

    Toxic Cloud-Air

    1 - 4 points of Air damage
    May inflict nausea, poisoning, or unconsciousness



    Level 6

    Spoiler
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    Boiling Blood-Fire

    2 - 38 points of Fire damage
    If killed, victim explodes injuring additional enemies

    Draining Cloud-Divine

    1 - 5 points of Magical damage
    Cloud drains Health, Stamina, and Spell Points

    Quicksand-Earth

    May kill creatures instantly

    Resurrection-Divine

    Attempts to restore life to a dead character



    Level 7

    Spoiler
    Show
    Death Cloud-Air

    May kill creatures instantly

    Earthquake-Earth

    3 - 21 points of Earth damage

    Tsunami-Water

    3 - 27 points of Water damage



    Theosophy

    Spoiler
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    Level 1

    Spoiler
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    Charm-Mental

    Attempts to magically influence a creature or NPC to be more friendly to the party

    Heal Wounds-Divine

    Heal 4 - 16 Health / spell level

    Mind Stab-Mental

    2 - 8 points of Mental damage May inflict insanity

    Paralyze-Water

    May inflict paralysis

    Sleep-Air

    May inflict sleep

    Terror-Mental

    May inflict fear or unconsciousness



    Level 2

    Spoiler
    Show
    Cure Lesser Condition-Water

    Reduces/cures fear, sleep, blindness, nausea, or irritation

    Detect Secrets-Mental

    Spots hidden items and terrain features. Spell level increases duration, but not effectiveness

    Divine Trap-Mental

    Boosts party's Locks & Traps skill

    Identify Item-Mental

    Identifies items

    Insanity-Mental

    May inflict insanity

    Shrill Sound-Air

    1 - 5 points of Air damage

    Slow-Water

    May inflict slowness



    Level 3

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    Chameleon-Earth

    Masks your presence from opponents until you come within range. Has no effect in combat

    Hypnotic Lure-Fire

    Draws opponents mindlessly towards the pulsating glow. Ineffective on friendly creatures and NPCs

    Mindread-Mental

    Attempts to apprehend the thoughts of NPCs.

    Psionic Fire-Fire

    2 - 10 points of Fire damage

    Silence-Air

    May inflict silence



    Level 4

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    Armormelt-Earth

    Lowers opponent's Armor Class and makes it easier for weapons to penetrate their defenses

    Ego Whip-Mental

    2 - 14 points of Mental damage

    Eye for an Eye-Divine

    Magical attacks against character are reflected back to the original caster. The character is still effected by the initial blast

    Haste-Fire

    Counteract slowness, gives +10 Spd/SL, may increase the number of attacks per combat round

    Soul Shield-Divine

    Increases resistance to Divine and Mental spells



    Level 5

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    Hex-Mental

    May inflict hexed condition, which lowers all attributes and all skills

    Instant Death-Divine

    May kill creature instantly

    Psionic Blast-Mental

    2 - 14 points of Mental damage May inflict insanity

    Return to Portal-Air

    Party returns to the caster's portal that was set previously by Set Portal.

    Sane Mind-Mental

    Reduces/cures insanity

    Set Portal-Air

    Caster declares a new portal position that may be returned to when he/she casts Return to Portal.



    Level 6

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    Might to Magic-Divine

    3 - 27 points of Magical damage The most magically drained party member receives in spell points the damage the victim received

    Pandemonium-Air

    May inflict fear or insanity

    Prismic Ray-Fire

    May inflict multitudinous conditions

    Turncoat-Mental

    Attempts to change the loyalties of an enemy



    Level 7

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    Cerebral Hemorrhage-Mental

    2 - 48 points of Mental damage
    May inflict insanity

    Mind Flay-Mental

    3 - 21 points of Mental damage

    Prismic Chaos-Fire

    May inflict multitudinous conditions



    Thaumaturgy

    Spoiler
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    Level 1

    Spoiler
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    Energy Blast-Fire

    1 - 7 points of Fire damage

    Frost-Water

    1 - 7 points of Water damage

    Light-Fire

    Light for exploration

    Sleep-Air

    May inflict sleep

    Terror-Mental

    May inflict fear or unconsciousness



    Level 2

    Spoiler
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    Detect Secrets-Mental

    Spots hidden items and terrain features. Spell level increases duration, but not effectiveness.

    Enchanted Blade-Divine

    Increase To Hit and To Penetrate chances

    Magic Missiles-Divine

    1 - 7 points of Magical damage

    Missile Shield-Air

    Provides a chance to deflect non-magical missiles

    Shrill Sound-Air

    1 - 5 points of Air damage

    Sonic Boom-Air

    May inflict fear or unconsciousness

    Web-Earth

    May trap opponents in a web, immobilizing them



    Level 3

    Spoiler
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    Fireball-Fire

    2 - 8 points of Fire damage

    Freeze Flesh-Water

    May inflict paralysis

    Knock-Knock-Earth

    Attempts to circumvent trap on treasure chest to open it
    Magically raises and holds tumbler(s) in upright position

    Noxious Fumes-Air

    1 - 6 points of Air damage
    May inflict nausea or unconsciousness

    Shadow Hound-Air

    Reduces chance of being surprised and alerts sleeping party members to approaching monsters

    Whipping Rocks-Earth

    2 - 10 points of Earth damage



    Level 4

    Spoiler
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    Armormelt-Earth

    Lowers opponent's Armor Class and makes it easier for weapons to penetrate their defenses

    Crush-Earth

    2 - 30 points of Earth damage

    Element Shield-Earth

    Increases resistance to Fire, Water, Air, and Earth

    Iceball-Water

    2 - 10 points of Water damage

    Remove Curse-Divine

    Removes cursed items. Spell level is automatically calibrated to the strength of the curse.

    X-Ray-Mental

    Can determine the presence of creatures and items. Spell Level determines the duration of the spell, but not its effectiveness



    Level 5

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    Dehydrate-Water

    2 - 38 points of Water damage

    Freeze All-Water

    May inflict paralysis

    Hex-Mental

    May inflict hexed condition, which lowers all attributes and all skills

    Return to Portal-Air

    Party returns to the caster's portal that was set previously by Set Portal

    Set Portal-Air

    Caster declares a new portal position that may be returned to when he/she casts Return to Portal

    Summon Elemental-Divine

    Caster conjures an elemental from either Fire, Water, Air or Earth. Each caster can only maintain one elemental at a time



    Level 6

    Spoiler
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    Banish-Divine

    3 - 27 points of Magical damage Only effective vs. undead, demonic, or summoned creatures

    Blizzard-Water

    2 - 18 points of Water damage May inflict blindness

    Firestorm-Fire

    2 - 8 points of Fire damage

    Turncoat-Mental

    Attempts to change the loyalties of an enemy



    Level 7

    Spoiler
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    Asphyxiation-Air

    May kill creatures instantly

    Concussion-Mental

    2 - 48 points of Mental damage May inflict unconsciousness

    Nuclear Blast-Fire

    3 - 21 points of Fire damage
    Last edited by Philemonite; 2013-06-09 at 01:36 PM.
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    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

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    Default Re: Wizardry Tabletop Conversion

    Everything Else

    You can start PEACH-ing, please.
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    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

    LGBTAitP
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    Suikoden Tabletop-Work in progress

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    Default Re: Wizardry Tabletop Conversion

    The first thing is that comes to mind is that you haven't really posted the game mechanics, so it will be really hard for most people to judge or comment on very much. I've played the games and so understand what this all means, but unless someone has played quite a bit of poured over the instructions, they aren't likely to understand much.

    Second, I would recommend trying to construct as much of the Wizardry 8 mechanics as possible, then look at simplifying things afterwards. A 1-10000 randomized number can easily be translated into d% or d20, with the numbers adjusted as appropriate.

    Third, you'll probably be seeing some (likely all) values here change as you put together the system. The weapon skills, for example, with probably both be contracted and expanded - expanded, for things like shield bashing and grappling, and contracted, for questions like "how is a mace handled differently from an axe?"


    Also, you might want to take a look at the Burning Wheel system, if you haven't already. Burning Wheel progresses skills with a per-use method rather than typical levels and experience-point skill progression, and does so with rather low numbers. Wizardry (at least, what I recall from W6) allows a player to build up skills by just using them rather than forcing them to level everything with skill points. It might be worth looking at, in case you'd want to use it in addition to standard leveling, or perhaps even in place of it.
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    Default Re: Wizardry Tabletop Conversion

    Quote Originally Posted by erikun View Post
    The first thing is that comes to mind is that you haven't really posted the game mechanics, so it will be really hard for most people to judge or comment on very much. I've played the games and so understand what this all means, but unless someone has played quite a bit of poured over the instructions, they aren't likely to understand much.

    Second, I would recommend trying to construct as much of the Wizardry 8 mechanics as possible, then look at simplifying things afterwards. A 1-10000 randomized number can easily be translated into d% or d20, with the numbers adjusted as appropriate.

    Third, you'll probably be seeing some (likely all) values here change as you put together the system. The weapon skills, for example, with probably both be contracted and expanded - expanded, for things like shield bashing and grappling, and contracted, for questions like "how is a mace handled differently from an axe?"


    Also, you might want to take a look at the Burning Wheel system, if you haven't already. Burning Wheel progresses skills with a per-use method rather than typical levels and experience-point skill progression, and does so with rather low numbers. Wizardry (at least, what I recall from W6) allows a player to build up skills by just using them rather than forcing them to level everything with skill points. It might be worth looking at, in case you'd want to use it in addition to standard leveling, or perhaps even in place of it.
    Thank you for your comments.

    I will add more to the mechanics as I go.

    I will try to use as much of wizardry mechanics as possible. Attributes will be scaled to resemble d20 ability score.

    That's why I'm skipping most numbers for now, it will all come later when I get to the balancing part.

    Never heard of Burning Wheel, I will give it a look.
    I was thinking of removing progression through use system.
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    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

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    GnomeWizardGuy

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    Default Re: Wizardry Tabletop Conversion

    Quote Originally Posted by Asteron Questar View Post
    I was thinking of removing progression through use system.
    Aww. One of the things I really liked about Wizardry was the ability to actively do things to improve your characters' skills. (Interacting and allying with the different races, along with freely swapping classes, were the other big things.) I suppose you could stick with gaining "skill points" when you level up, although you'd need to increase the points gained to compensate for not being able to increase most of them through use - at least, with comparison to Wizardry 6.

    Also, I should point on one big difference between playing Wizardry and playing a RPG. In the RPG, you only control one character. In Wizardry, you control a team of six. This means that in the Wizardry game, it isn't much of a concern to have your 100 Sword skill Samurai suddenly take up axes and start learning - you can do so when wandering through easier areas, or just slumming a bit to get the skill up. In a RPG, though, characters don't spend their time "slumming" or passing through easier areas getting into fights. As such, your 100 Sword skill Samurai will be sticking with swords all the time, because they're always fighting challanging encounters.

    Just a note on how video game playstyles can be different from RPG playstyles. Something you may want to consider when getting down to "How do I modify this into a better Pen-and-Paper RPG?" questions.

    Other than that, not much else to comment on. I'd be interested in seeing how things go with more mechanics put together!
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    Default Re: Wizardry Tabletop Conversion

    Quote Originally Posted by erikun View Post
    Aww. One of the things I really liked about Wizardry was the ability to actively do things to improve your characters' skills. (Interacting and allying with the different races, along with freely swapping classes, were the other big things.) I suppose you could stick with gaining "skill points" when you level up, although you'd need to increase the points gained to compensate for not being able to increase most of them through use - at least, with comparison to Wizardry 6.

    Also, I should point on one big difference between playing Wizardry and playing a RPG. In the RPG, you only control one character. In Wizardry, you control a team of six. This means that in the Wizardry game, it isn't much of a concern to have your 100 Sword skill Samurai suddenly take up axes and start learning - you can do so when wandering through easier areas, or just slumming a bit to get the skill up. In a RPG, though, characters don't spend their time "slumming" or passing through easier areas getting into fights. As such, your 100 Sword skill Samurai will be sticking with swords all the time, because they're always fighting challanging encounters.

    Just a note on how video game playstyles can be different from RPG playstyles. Something you may want to consider when getting down to "How do I modify this into a better Pen-and-Paper RPG?" questions.

    Other than that, not much else to comment on. I'd be interested in seeing how things go with more mechanics put together!
    There are two reasons I want to skip learn through use system
    1) Tracking experience for every single skill is way to complicated.
    2) Hybrids and Bishops would have have immense potential power. In my system specialized casters get a nice bonus to their casting abilities and realm skills, Bishops get lesser bonus and hybrids get none. Fighters get a large bonus to weapon skills, hybrids get a lesser bonus and casters get none. This limits not only their current skills, but also their maximum. A bishop can never surpass a Mage in Thaumaturgy (but he does get 3 other schools).

    Skills will be done pathfinder style, maximum rank will be equal to your level. Skill effects will be scaled for this. So, a mage might have 6 points to spend on academic skills allowing him to max Thaumaturgy, 4 realm skills and one more academic skill (mythology?). A hybrid might get only 3 so he can only max his casting ability and 2 realms. Same goes for weapons, a fighter will get 6 weapon skills, so he can max most weapon skills. A lord will get 3(?) so he cam max Mace (since he gets bonus for it) and two more weapon skills.

    Now i want to make two versions, and put learn through use system in the other one.
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    Default Re: Wizardry Tabletop Conversion PEACH

    Attributes are done, and ready to be PEACH-ed. Next step skills.

    Numbers will probably be changed, to make it more balanced.
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    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

    LGBTAitP
    Philemon avatar by the awesome Morbis Meh.
    Suikoden Tabletop-Work in progress

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