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RPG game engine (Try this again)

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    RPG game engine (Try this again)

    Alright I plan on doing an RPG with this when it's developed enough. Some changes from last time are going to be explained at first. This will be a lot like AD&D 4.0, but with some of the mechanics from 2.0 as well.

    Leveling

    Level ups are 1000xp times the level number you already have. So going from level 1 to level 2 is 1000xp, and going from level 2 to level 3 is 2,000xp, and so on.


    Multi-Classing

    Whenever you multi-class, you split XP between character classes as the player sees fit.

    It costs 1000XP to purchase a second character class at level 1, and you must have Charisma at least 11 to buy a second character class. You must have Charisma, Wisdom, AND Intelligence all 11 or greater in order to purchase a third character class, which costs a further 1000xp to gain access to level 1.

    Multi-Class HP is determined by all of the Hit Dice of the higher sized HD class, plus HALF the Hit Dice of Each other class the character has.
    Multi-Class Base Attack Bonus (BAB) is determined by the Highest BAB class the character has.

    Example of level 20 campaign characters:

    A level 20 single classed Fighter character has 190,000 experience, BAB of 20, and 20 HD, and 4 1/2 attacks per hand per round. A level 20 single classed Mage has BAB of 10.

    A level 15/14 Fighter/Mage multi-class character has 196,000 experience, BAB of 15, 22HD (15 at 10hp each and 7 at 4hp each), and 3 1/2 attacks per hand per round. He has a base caster level of 15 even though his mage level is only 14; The caster level is based on the highest class level.

    A level 12/12/11 Fighter/Mage/Thief multi-class character has 187,000 experience, BAB of 12, 23 1/2 HD (12 at 10hp each, 6 at 4 hp each, and 5 1/2 at 8 hp each,) 3 1/2 attacks per round. He has a caster level of 12.

    You must keep the classes within 1 character level of one another.

    Cleric and Druid Nerf

    Clerics and Druids now use equipment similar to mages. However, you can spend 1 feat to gain access to Martial equipment. This is a slight nerf compared to D&D 2.x through 4.x.

    Classes:

    High BAB (1 per level):
    Fighter
    Arcane Archer
    Ninja
    Paladin


    Medium BAB (2/3rds level)
    Cleric
    Druid
    Rogue
    Bard

    Low BAB (1/2 of level)
    Mage
    Sorcerer

    ====
    The following classes are not allowed to Multi-Class

    Sorcerer
    Ninja
    Bard
    Paladin

    I decided to not do a Monk Class, and do a Ninja class instead.


    Attributes:

    I'm returning to the 6 attribute system of AD&D.

    AT character creation, humans have 8 points in each attribute. The player is given 32 attribute points to spend as he sees fit to increase this. Starting attributes above 14 receive diminishing returns.

    9 costs 1 point, -1 modifier
    10 costs 2 points, 0 modifier
    11 costs 3 points, 0 modifier
    12 costs 4 points, +1 modifier
    13 costs 5 points, +1 modifier
    14 costs 6 points, +2 modifier
    15 costs 8 points, +2 modifier
    16 costs 10 points, +3 modifier
    17 costs 13 points, +3 modifier
    18 costs 16 points, +4 modifier


    Bonus Attributes:
    Every 4th character level, you gain +1 Attribute point to spend on any Attribute you choose. Multi-classed characters gain bonus attributes every 4th level with their first class, and every 8th level with their second and/or third class.

    Skills
    Humans start with 1 extra skill point per level and 1 extra feat at the time of character creation.
    Last edited by Wade; March 14th, 2019, 06:43 AM.

    #2
    Fighter
    BAB: High (1 per level)
    HD: D10
    Skills: 2 per level + 1 per int

    Saves:
    Fortitude: High
    Will: Low
    Reflex: Medium

    Weapons and Armor:
    -All

    Attacks:
    Fighters start the game with an extra half attack at level 1, and gain an additional half attack per weapon at 4th level and every third level thereafter.

    Bonus Feats:
    -Fighters start the game with 1 bonus feat at level 1 and gain an additional bonus feat every even level thereafter. These feats can be spent on General Feat pool or the Fighter Only feat pool.

    Fighter Only Feats List:

    Weapon Specialization:
    -Weapon does +2 damage.

    Greater Weapon Specialization
    -Weapon does +4 damage.

    Epic Weapon Specialization
    -Weapon does +6 damage.

    Greater Weapon Focus
    +2 to hit with weapon

    Epic Weapon Focus
    +3 to hit with weapon

    Power Attack:
    -3 to hit but double damage on hit.

    Improved Power Attack:
    -6 to hit, but triple damage on hit.

    Power Critical:
    -Plus 1d3 damage on critical.

    Improved Power Critical
    -Plus 2d3 damage on critical.

    Epic Power Critical
    -Plus 3d3 damage on critical.

    Damage Reduction
    -1 damage received.

    Improved Damage Reduction
    -2 damage received

    Epic Damage Reduction
    -3 damage received
    Last edited by Wade; March 12th, 2019, 09:13 PM.

    Comment


      #3
      General Feats:

      Toughness
      +1HP per HD


      Epic Toughness
      Requires 11 Charisma, Toughness
      +1hp per HD (stacks)


      Monkey Grip
      You may equip a two-handed weapon as a single handed weapon, but it receives a -2 penalty to attack.


      Improved Monkey Grip
      Requires 11 Charisma, Monkey Grip
      Removes the Penalty to equiping a 2 handed weapon as a 1 handed weapon.


      Mobility
      Avoids 50% of Attacks of Opportunity when moving around in combat.


      Spring Attack
      Requires Mobility, Charisma 11
      Immune to attacks of opportunity when moving around in combat.


      Combat Expertise
      Requires 13 int.
      +3 armor while in Defensive Casting Mode.


      Improved Combat Expertise
      Requires 15 int, 11 Char, Combat Expertise
      +6 armor while in Defensive Casting Mode


      Weapon Focus: X
      +1 to hit with selected weapon type.


      Weapon Finesse
      Requires 11 Strength.
      You may use your dexterity modifier to hit instead of using your strength modifier when wielding medium or small weapons.


      Two Weapon Fighting
      Your penalty when fighting with two weapons improves from 4/8 to 2/4.


      Improved two weapon Fighting.
      Req: 15 Dexterity
      The penalty improves to 0/2


      Perfect two weapon fighting
      Requires 21 Dexterity
      There is no penalty when fighting with two weapons.


      Dueling
      You gain a +2 to hit and damage bonus when fighting with a single weapon the size of a Rapier or Short Sword.


      Expert Tactician
      When double-teaming a single target creature, you gain a +2 bonus to hit and damage with each of your attacks, this is in addition to the usual circumstance bonus.


      Cleave
      Whenever you kill a foe in combat, you gain 1 free attack against another adjacent foe.


      Great Cleave
      Requires Cleave
      Whenever you kill a foe in combat, you gain 1 free attack against EACH adjacent foe.


      Great Fortitude
      Req. Charisma 11
      You may apply your Constitution modifier to Will Save instead of using your Wisdom modifier.




      I'm not done with this, I'm just starting it as a place holder.

      Last edited by Wade; March 14th, 2019, 05:03 AM.

      Comment


        #4
        Ninja

        The Ninja is able to apply special charges to his attacks to deal bonus damage and effects. In addition, the Ninja receives an extra attack per round when using throwing weapons or when using a Katana.

        HD: D10
        BAB: High
        Skills: 4 + Int Modifier per level
        Saves:
        Fortitude: Medium
        Reflex: Medium
        Will: Medium

        Weapons: All
        Armor: Restricted to Light or Medium only

        Extra attacks:
        The Ninja gains one extra attack when using thrown weapons or a Katana in combat.


        Expertise:
        Starting at level 1, the Ninja gains the benefits of Weapon Focus and Weapon Specialization even if he doesn't qualify for it.


        Furry Storm:
        Starting at 5th level and every 5 levels thereafter, the Ninja is able to execute multiple bonus attacks per round per weapon. This ability may be used only once per day, plus one additional use every 5th level beyond the first. This ability counts as a free action.
        5th Level:
        Five bonus attacks.
        10th Level:
        Six bonus Attacks.
        15th Level:
        Seven bonus attacks.
        20th Level:
        Eight bonus attacks.


        Shadow Bind
        Starting at 7th level the Ninja may use the Shadow Bind spell once per day, plus an additional use for every 7th level thereafter. This spell works like the 3rd level mage spell "Hold Person" and hits multiple targets. However, the DC is 1 point higher. Shadow Bind DC is 14 plus caster level, this improves to 21 plus caster level at character level 14, and 28 plus caster level at character level 21


        Mirror Image:
        Starting at 10th level and every 10 levels thereafter, the Ninja may cast the 2nd level Mage spell "Mirror Image".


        Teleport:
        Starting at 12th level, once per day the Ninja may teleport to a destination in Line of Sight as a free action.


        Shadow Meld:
        Starting at 15th level and again at 30th level, the Ninja may cast the 6th level mage spell "Mislead" once per day per 15 character levels. This has the additional effect that the Ninja's next attack of any kind has a backstab multiplier of x5.
        Last edited by Wade; March 14th, 2019, 08:29 AM.

        Comment


          #5
          Arcane Archer

          HD: D10
          BAB: High
          Skills: 4 + Int modifier

          Saves:
          Fortitude: Low
          Reflex: HIgh
          Will: Medium

          The Arcane Archer adds magical effects to his bow attacks.

          Many Shot
          The Arcane Archer gains a +1 bonus to hit and damage with bow weapons, and gains an additional attack each round when using a bow.

          Flame Arrow
          At Level 1 the Arcane Archer is able to add 3d6 fire damage to his attack once per day. This increases by 1 use per day at level 4 and every 3rd level thereafter.

          Ice Arrow
          At Level 5, the Arcane Archer is able to add 3d6 Cold damage to his attack once per day. This also applies the effects of the 3rd level Mage spell "Slow". He gains an additional daily use of this ability at level 10 and every 5th level thereafter.

          Seeking Arrow
          At level 7 and every 7th level thereafter, the Arcane Archer gains the ability to fire an arrow which cannot miss as a free action once per day.

          Death Arrow
          At level 15 and every 15 levels thereafter, the Arcane Archer gains the ability to fire a Death Arrow as a free action. The DC is 20 plus the Arcane Archer's caster level.

          Comment


            #6
            Thief

            HD: D8
            BAB: Medium (2 per 3 levels)
            Saves:

            Reflex: High
            Will: Low
            Fortitude: Medium

            Skills: 8 + Int modifier


            Thief Feats:
            Every 5th level the Thief gains a bonus feat from the Thief Bonus Feats table.

            Backstab:
            When making any surprise attack, the Thief gains a Backstab Multiplier to all attacks with each weapon during the round of that surprised attack. In other words, a pure thief backstabs with both weapons if dual wielding, and a Fighter/Thief Backstabs multiple times with each weapon. The multiplier is also applied to any damage buffs the weapon(s) may have.

            Backstab Multiplier:
            Level 1: 2x
            Level 4: 3x
            Level 8: 4x
            Level 12: 5x
            Level 16: 6x
            Level 20: 7x
            Level 24: 8x
            Level 28: 9x

            The Backstab modifier may also be applied to short bow and crossbow attacks, but may not be applied to long bow or sling attacks.

            Hide in Shadows:
            Starting at level 1, the Thief gains +3 to his Hide and Move Silently skills checks compared to a normal character. At level 10 this improves to +6, and at level 20 it again improves to +9.

            Hide in Plain Sight:
            At level 15, the Thief may Hide in Plain Sight once per day. At level 20, and every 5th level thereafter, He gains an additional use of this ability per day.

            Quick Traps:
            Starting at level 7, and every 7th level thereafter, the Thief may set one magical trap as a free action each day. The DC is 17 plus the Thief's Character level. This improves to 24 plus character level at level 14, and 31 plus character level at level 21.


            Thief Bonus Feats table:

            Slippery Mind:
            The Thief gains +2 to Will Save against mental attacks and spells.

            Epic Mind:
            Requires Charisma 13.
            The Thief gains a further +2 to Will Save.

            Improved Dodge:
            Requires: Charisma 11.
            When making a reflex save for half damage vs spells, the Thief avoids all damage if his save is successful. Even if he fails the save, he takes only half damage.

            Uncanny Dodge:
            Requires: Charisma 13.
            The first time the Thief would fail a Reflex save each turn, he instead re-rolls the save.

            Improved Backstab:
            The Thief gains a further x1 multiplier to his Backstab.

            Epic Backstab:
            Requires Improved Backstab, 13 Charisma.
            The Thief gains a further x1 multiplier to his Backstab.

            Improved Stance:
            Whenever the thief would take backstab damage from an enemy thief, he takes half that much damage instead.

            Epic Stance
            Requires: Improved Stance, Charisma 13
            The Thief is immune to backstab damage.

            Improved Traps
            The Thief gains +3 to set traps, +3 to Spot to detect Traps, and +3 to disable traps.

            Epic Traps
            Requires Improved Traps, Charisma 13.
            The Thief gains a further +3 bonus when dealing with Traps.

            Deceive Item
            Requires Charisma 11.
            The Thief gains +3 to Use Magic Device when using a Wand or Scroll.

            Epic Deceive Item
            Requires Charisma 13
            The Thief gains a further +3 to Use Magic Device when using a Wand or Scroll.
            Last edited by Wade; March 13th, 2019, 06:59 AM.

            Comment


              #7
              Mage

              HD: D4
              BAB: Low (1 per 2 levels)
              Saves:
              Fortitude: Low
              Reflex: Medium
              Will: High
              Skills: 4+int modifier per level

              Weapons:
              Dagger, Quarterstaff, Mace, Sling, Dart

              Armor:
              None heavier than Robes.

              Primary Attribute: Intelligence.

              Caster Bonus Feats:
              Every 5th level, the mage gains a feat from the Caster bonus Feats table.

              Spell Casting:
              On Odd numbered levels, the Mage gains a new spell level to memorize which is equal to half his character level rounded up. The DC is equal to 10 + spell level + character level + Intelligence modifier (Charisma modifier for Sorcerers).

              Spells cost a full round to cast even if the Casting time is less than 1 round. A round is 6 seconds. Some spells have casting times of more than 1 round.

              Spells LIst:
              Level 1:

              Magic Missile:
              Casting Time: 1 second
              Save: None
              Effect:
              At first level the missile is 1d4+1 damage and is a single missile. For every 2 character levels thereafter, it adds an additional missile to a maximum of 5 missiles at character level 9.


              Armor:
              Casting Time: 1 second.
              Save: None.
              Effect:
              For the next 10 rounds plus 1 round per caster level, the caster gains +5 to Armor class. This does not stack with any "Armor Bonus" The Mage may gain from an enchanted Robe, but it does stack with Shield bonus, deflection bonus, and so on.


              Shield:
              Casting Time: 3 second
              Save: None.
              Effect:
              For the next 10 rounds plus 1 round per 2 caster levels, the Mage has a +3 Shield Modifier to Armor Class, and is immune to the spells Magic Missile, Lesser Missile Storm, and Greater Missile Storm. This does not stack with the "Shield Modifier" which may exist on an enchanted shield.


              Blindness:
              Casting Time: 3 seconds
              Save: Will.
              Effect:
              This spell renders the target Blind for 10 rounds plus 1 round per two levels of the caster.


              Resist Fear:
              Casting Time: 3 seconds
              Save: None
              Area of Effect: 10 meter radius from target location.
              Effect:
              The affected friendly creatures have a +4 bonus to Will saves vs natural fear and magical fear. Duration is 1 minute plus 1 round per 2 caster levels.


              Chromatic Orb
              Casting Time: 1 second
              Save: Fortitude at -4 to DC. Special
              Area of Effect: Single Target.
              Effect:
              Roll a six sided Dice.
              1: The Target takes 1d6+1 damage. There is no Save.
              2: The target is knocked down for the remainder of the round and the following round. Save: Fortitude at -2 DC.
              3: The target is confused for the remainder of the round and the following round. Save: Will at -2 DC.
              4: The Target takes 2d6+2 damage. There is no Save.
              5: The Target is effected by Fear for the next 3 rounds. Save Will at -2 DC.
              6: The Target is Petrified; Save: Fortitude at -4DC.


              Light
              Casting Time: 3 seconds.
              Save: None
              Area of Effect: 10 meters radius.
              Effect:
              The effected area around the caster is experiencing daylight conditions even during midnight or while inside a cave or dungeon. This removes the need to carry a torch.


              Concealment
              Casting Time: 3 seconds.
              Save: None.
              Area of Effect: Single target, Friendly.
              Effect:
              The targeted character gains 50% concealment for the next minute plus 1 round per caster level.


              Sleep
              Casting Time: 6 seconds
              Save: Will.
              Area of Effect: Single Target, enemy.
              Effect:
              For the next minute plus 1 round per level of the caster, the victim falls asleep. Sleeping creatures are vulnerable to a "coup de gras" mortal attack from any physical attacks they may suffer. Sleeping creatures do not apply their Dexterity modifier to armor while asleep.


              Spook
              Casting Time: 6 seconds.
              Save: Will.
              Area of Effect: 10 meters radius from target.
              Effect:
              All creatures which fail their will save are frightened and begin to flee from the caster and parting for the next minute plus 1 round per caster level.


              Burning Hands
              Casting Time: 3 seconds.
              Save: Reflex
              Effect:
              A beam of fire leaps from the Mage's hands, dealing 3d6 fire damage to a single target, +1 damage per two caster levels.


              Reckless Dweomer (Wild Mage only)
              Casting Time: 1 second.
              Save: None.
              Effect:
              The first effect is to roll an additional Wild Surge. The second effect is to replace the casting with a free action version of any spell the Wild Mage has written in their spell book, even if it is not currently memorized.


              Identify:
              Casting Time: 6 seconds.
              Save: None.
              Effect:
              Identifies a single Magical item's buffs or debuffs.


              Level 2:

              Protection from Evil
              Casting Time: 6 seconds
              Save: None
              Effect:
              You are invisible to certain evil beings, including demons and devils.


              Mirror Image
              Casting Time: 2 seconds.
              Save: None.
              Effect:
              The caster gains 3 mirror images plus 1 image per 2 caster levels. Enemies have a 50% change to hit a mirror image instead of the caster. Whenever the caster OR a mirror image is struck, the caster loses 1 mirror image. The duration is 10 minutes plus 1 round per caster level.


              Acid Arrow.
              Casting Time: 3 seconds.
              Save: None
              Effect:
              Each arrow does 1d6+1 magical damage and 2d6 acid damage. At caster level 4 and every 4 levels thereafter, the caster gains an additional Acid Arrow per casting.


              Resist Fear
              Casting Time: 6 seconds.
              Save: None
              Area of Effect: 10 meters radius.
              Effect:
              For the next 1 minute plus 1 round per 2 caster levels all allies in the area of effect are protected against both natural and magical fear.


              Horror
              Casting Time: 6 seconds.
              Save: Will.
              Area of Effect: 10 meters radius.
              Effect:
              All foes in the area of effect are afflicted with Fear for the next 30 seconds plus 1 second per level of the caster.


              Protection from Petrification:
              Casting Time: 6 seconds.
              Save: None
              Area of Effect: 10 meters radius.
              Effect:
              For the next 1 minute plus 1 round per 2 caster levels all allies in the area of effect are immune to petrification.


              Magic Tattoo
              Casting Time: Special, 1 minute.
              Save: None.
              Effect:
              This stores a single level 1 spell in a special tattoo on the Mage's body. This is permanent until the spell is triggered as a free action.


              Chaos Shield (Wild Mage Only)
              Casting Time: 3 seconds.
              Save: None.
              Effect:
              Adds 15 to the random roll for Wild Surge table. Duration 10 minutes plus 1 round per level of the caster.


              Knock
              Casting Time: 6 seconds.
              Save: None.
              Effect:
              Unlocks any simple lock which may otherwise be picked by a Thief.


              Ice Orb
              Casting Time: 3 seconds.
              Save: Reflex (for half).
              Area of Effect: Single Target.
              Effect:
              The Ice Orb flies from the Mage's hand, dealing 4d6 damage, plus 1 damage per caster level. The effects of "Slow" are applied for the remainder of the round plus the following round.


              Invisibility
              Casting Time: 6 seconds.
              Save: None
              Effect:
              The targeted creature is invisible, and can only be seen by a the "see invisbility" spell. Duration is permanent or until a hostile action is performed.


              Level 3

              Monster Summoning I
              Casting Time: 6 seconds.
              Save: None
              Effect:
              Summons a single monster to fight for the Mage. The creature has 3HD plus 1HP per level of the caster.


              Fireball
              Casting Time: 3 seconds.
              Save: Reflex (for half)
              Area of Effect: 10 meters radius from the target.
              Effect:
              Produces a ball of fire which deals 1d6 damager per two caster levels, to a maximum of 10d6 damage at level 20.


              Flame Arrow
              Casting Time: 3 seconds.
              Save: None.
              Area of Effect: Single Target.
              Effect:
              Produces a Flame Arrow which deals 2d6 magical damage and 4d6 Fire damage to the target. An additional Arrow is produced for every 4 caster levels beyond level 5.


              Lightning Bolt
              Casting Time: 3 seconds.
              Save: Reflex (for Half)
              Area of Effect: Linear, bouncing.
              Effect:
              Produces LIghtning damage in a straight line. Damage is 1d6 per two caster levels, to a maximum of 10d6 at caster level 20.


              Lesser Dispel
              Casting Time: 3 seconds.
              Save: None.
              Area of Effect: Single Target.
              Effect:
              Removes the highest level buff, of spell level 6 or below, from target creature.


              Haste
              Casting Time: 6 seconds
              Save: None.
              Area of Effect: 10 meters radius from target, all allies.
              Effect:
              Creatures gain 1 attack per round and +2 to BAB and +2 to armor class. Duration is 1 minute plus 1 round per 2 caster levels.


              Slow
              Casting Time: 6 seconds.
              Save: Will.
              Area of Effect: 10 meters radius from target, all foes.
              Effect:
              Creatures lose 1 attack per round, and gain -2 BAB and -2 to armor class. Duration is 1 minute plus 1 round per 2 caster levels. This cannot reduce a creature to less than 1/2 attack per round.


              Mass Sleep
              Casting Time: 3 seconds.
              Save: Fortitude.
              Area of Effect: 5 meters radius from target, all foes.
              Effect:
              Creatures fall prone for 1 minute plus 1 round per caster level. They are vulnerable to a "Coup De Gras" attack while sleeping.


              Vampiric Touch
              Casting Time: 1 second.
              Save: Fortitude
              Area of Effect: Melee Touch attack.
              Effect:
              The target loses 2d6 hp plus another 1 HP per caster level, and the caster gains HP equal to what was lost by the target. HP above normal maximum burns off at the rate of 1hp per round.


              Hold Person
              Casting Time: 6 seconds.
              Save: Fortitude.
              Area of Effect: 10 meters from target, foes only.
              Effect:
              Paralyzes all foes in the area who fail their save. Duration is 1 minute plus 1 round per 2 caster levels.


              Magic Weapon
              Casting Time: 6 seconds
              Save: None
              Effect:
              A single weapon is enhanced by +1 per 5 caster levels to a maximum of +6 at level 30. Duration 1 minute plus 1 round per caster level.


              Level 4:

              Hopelessness
              Casting Time: 9 seconds.
              Save: Will at -2 DC negates
              Area of Effect: 10 meters radius from the target.
              Effect:
              The victims fall prone in fear and cry out, "It's Hopeless" or "God(s) save me I'm lost!". Duration is 1 minute plus 1 round per two caster levels.


              See Invisibility
              Casting Time: 6 seconds.
              Save: None
              Area of Effect: 10 meters radius from the caster.
              Effect:
              This spell cancels Invisibility.


              Minor Globe of Invulnerability
              Casting Time: 4 seconds.
              Save: None
              Area of Effect: Caster only.
              Effect:
              The caster is immune to spells of level 3 or below. Duration is 10 minutes plus 1 round per level of the caster.


              Stone Skin
              Casting Time: 1 second.
              Save: None.
              Area of Effect: Self.
              Effect:
              The caster gains 3 skins plus 1 skin per 3 caster levels. Whenever struck by any attack, the caster takes no damage, but loses 1 skin.


              Lesser Missile Storm
              Casting Time: 6 seconds
              Save: None
              Area of Effect: 10 meters radius.
              Effect:
              Produces 10 missiles which fly at all targets in a 10 meter radius, dealing 1d6 damage per missile. Each target is struck by 1 missile, and any excess missiles all strike the nearest legal foe.


              Ice Storm
              Casting Time: 6 seconds
              Save: Special, Reflex for half every round of exposure.
              Area of Effect: 10 meters radius
              Effect:
              Produces an ice storm with duration 1 minute plus 1 round per 2 levels of the caster. The storm deals 1d8+8 cold damage to all creatures entering or exiting the area each round.


              Lower Resistance
              Casting Time: 6 seconds.
              Save: None.
              Area of Effect: Single Target.
              Effect:
              The target creature's magic resistance is lowered by -20 plus caster level. In addition, his saving throws are all lowered by 4. Duration is 1 minute plus 1 round per caster level. This also has the effect of dispelling Minor Globe of Invulnerability.


              Entangle
              Casting Time: 6 seconds.
              Save: Fortitude
              Area of Effect: 10 meters radius from target, all foes.
              Effect:
              The creatures cannot move, attack, nor cast spells with a somatic component for the duration. Duration 1 minute plus 1 round per level of the caster.


              Summon Skeletons
              Casting Time: 9 seconds
              Required: Charisma 12, Intelligence 12.
              Save: None
              Effect:
              Summons a 4HD Skeleton to permanently fight for the mage. At caster level 12 this improves to an 8HD Skeleton, and at caster level 17 this improves to a 12HD Skeleton. The Skeleton's BAB is Medium and improves with caster level too.


              Unsummon
              Casting Time: 6 seconds.
              Save: Will negates.
              Area of Effect: 5 meters radius from target.
              Effect:
              Unsummons up to 24HD worth of summoned monsters, rounded up.


              Fire Shield (Red)
              Casting Time: 3 seconds.
              Save: Special.
              Area of Effect: 3 meters around self.
              Effect:
              Duration, 10 minutes plus 1 round per caster level. Creatures entering the effected area OR attacking the caster take 1d8+8 fire damage. The caster also enjoys a 50% damage reduction vs Fire for the duration.


              Minor Spell Sequencer
              Casting Time: 1 minute.
              Save: None.
              Area of Effect: Self.
              Effect:
              The mage stores two spells of level 2 or below in the Sequencer. The Sequencer is permanent, and releases the spells as a free action on demand. If the Mage knows Cleric spells of an appropriate level they may be stored i Sequencers and Contingencies.



              Improved Invisibility
              Casting Time: 6 seconds.
              Save: None
              Effect:
              The targeted creature is invisible, and can only be seen by a the "True Seeing" spell. Duration is permanent or until a hostile action is performed.


              Enervation
              Casting Time: 9 seconds
              Save: none
              Area of Effect: Single Target foe
              School: Necromancy
              Effect:
              The target's character level is lowered by 4.


              Level 5:


              Spell Immunity
              Casting Time: 9 seconds
              Save: None
              Area of Effect: Single target, ally
              Effect:
              The recipient is immune to all spells except Piece Magic, Ruby Ray of Reversal, and Spell Strike.


              Breach
              Casting Time: 9 seconds.
              Save: None.
              Area of Effect: Single target foe.
              Effect:
              This spell removes the highest level physical buff from the target creature. For example if the creature has both Shield and Stone Skin, the Stone Skin would be removed.


              Sunfire
              Casting Time: 5 seconds.
              Save: Reflex (for Half)
              Area of Effect: 10 meters radius around the caster.
              Effect:
              Sunfire deals 15d6 fire damage to each creature caught in the blast, except the caster. Hits both friends and foes.


              Cone of Cold
              Casting Time: 5 seconds.
              Save: Reflex (for Half)
              Area of Effect: 90 degrees arc with 10 meters range.
              Effect:
              Deals 15d6 cold damage to each creature caught in the blast. Hits both friends and foes. Creatures struck suffer the effects of "Slow" for the remainder of the round and the following round.


              Fire Shield (Blue)
              Casting Time: 5 seconds.
              Save: None, special.
              Area of Effect: 3 meters around self.
              Effect:
              Duration, 10 minutes plus 1 round per caster level. Creatures entering the effected area OR attacking the caster take 1d8+8 cold damage. The caster also enjoys a 50% damage reduction vs cold for the duration.


              Protection from Normal Weapons
              Casting Time: 9 seconds.
              Save: None.
              Area of Effect: Single target, usually self.
              Effect:
              The effected creature is invincible to normal weapons, which means weapons with enchantment less than +1.


              Resilient Sphere
              Casting Time: 6 seconds
              Save: Reflex.
              Area of Effect: Single Target, Foe or friend (Save deferred)
              Effect:
              Duration is 1 minute plus 1 round per level of the caster. The target is incased in a pocket dimension and cannot move, attack, or cast spells, and is impervious to further attacks for the duration. This spell may be useful as a last resort to save one's self or an ally from a mob of enemies.


              Banish
              Casting Time: 6 seconds.
              Save: None.
              Area of Effect: 10 meters radius from target.
              Effect:
              Instantly banishes all Outsiders in the Area of Effect to their home plane.


              Slay Living
              Casting Time: 6 seconds.
              Save: Fortitude or die.
              Area of Effect: Melee touch attack, single target.
              Effect:
              If the touch attack is successful AND the victim fails their save, they are slain instantly.


              Dominate Person
              Casting Time: 9 seconds
              Save: Will negates.
              Area of Effect: Single target foe
              Effect:
              If the victim fails his saving throw, his mind is destroyed and becomes your faithful and loyal servant for the duration. Duration is 1 minute plus 1 round per level of the caster.


              Level 6:

              Protection from Magical Weapons
              Casting Time: 9 seconds.
              Save: None
              Area of Effect: Single target, usually self.
              Effect:
              The effected creature is invincible to magical weapons, which means weapons with enchantment greater than +1.


              Greater Missile Storm
              Casting Time: 6 seconds
              Save: None
              Area of Effect: 10 meters radius.
              Effect:
              Produces 10 missiles which fly at all targets in a 10 meter radius, dealing 2d6 damage per missile. Each target is struck by 1 missile, and any excess missiles all strike the nearest legal foe.


              Flesh to Stone
              Casting Time: 9 seconds.
              Save: Fortitude
              Area of Effect: Single Target.
              Effect:
              The target is petrified if they fail their save. The next time a petrified foe is struck by an attack they are permanently killed.


              Stone to Flesh
              Casting Time: 9 seconds.
              Save: None.
              Area of Effect: Single Target
              Effect:
              Converts a Petrified target back to life.


              Pierce Magic
              Casting Time: 9 seconds.
              Save: None.
              Area of Effect: Single Target.
              Effect:
              Removes the highest level Magical buff from target creature.


              Monster Summoning II
              Casting Time: 9 seconds
              Save: None
              Effect:
              Summons a 6HD monster to fight for you. The Monster has BAB 6.


              MIslead
              Casting Time: 6 seconds
              Save: None.
              Effect:
              The mage produces an illusory double of himself, and is effected by Improved Invisibility. When he takes hostile actions, it appears as though the illusion is attacking instead.


              True Seeing
              Casting Time: 9 seconds
              Save: None.
              Area of Effect; 10 meters radius.
              Effect:
              Cancels Invisibility and Improved Invisibility within the area of effect.


              Non-Detection
              Casting Time: 9 seconds
              Save: None.
              Area of Effect: Self.
              Effect:
              Prevents the next "See Invisibility" or "True Seeing" spell from effecting you.


              Contingency
              Casting Time: 1 minute.
              Save: None.
              Area of Effect: Self
              Effect:
              The Mage places a single spell of level 5 or below in a Contingency. The contingy is set to trigger upon certain stimulus the Mage selects ahead of time.

              -Disabled.
              -Life 50% or less.
              -See enemy



              =====

              I'm about half done with the Mage spell list, but I need to get ready for work.
              Last edited by Wade; March 15th, 2019, 08:57 AM.

              Comment


                #8
                Me likes the Ninja.

                You should set a campaign up for us.

                Comment


                • Wade
                  Wade commented
                  Editing a comment
                  I plan to, but I need to develop each of the major classes I've listed.. Ninja will be tweaked a bit more as well. This draws heavily on AD&D 2.0 through 4.0, but has some of my own inventions mixed in....for example the Leveling system is my original invention, and makes multi-classing work like it should work: Average of the two classes.

                #9
                Level 7

                Project Image
                Casting Time: 9 seconds
                Save: None
                Area of Effect: Self
                School: Illusion
                Effect:
                The Mage creates an illusory duplicate of himself and casts Improved Invisibility on himself. When the Mage wishes to cast a spell, it appears as though the Illusion has cast the spell instead..


                Mordenkainen's Sword
                Casting Time: 9 seconds
                Save: None
                Area of Effect: Line of Sight
                School: Conjuration
                Effect:
                Summons a Magical +4 Long Sword to fight for you. The sword is immune to all physical damage. It hits as a 20hd monster and deals 1d8+8 damage per hit, hitting as a +4 sword, but damaging as a +8.



                Finger of Death
                Casting Time: 6 seconds
                Save: Fortitude
                Area of Effect: Single Target
                Effect:
                A ranged touch attack is required for this spell. If the target fails their save, they die instantly; Even if they succeed on their save, they take 2d6 damage plus 1 damage per caster level.


                Delayed Blast Fireball.
                Save: Reflex (for half)
                Area of Effect: 10 meters.
                Effect:
                Places a Fire Ball ward on the ground. Whenever any creature enters a 5 meters radius of the ward, it detonates, dealing 15d6 Fire damage to all creatures in the area of effect.


                Spell Sequencer
                Casting Time: 1 minute
                Save: None.
                Area of Effect: Self.
                Effect:
                Stores up to 3 spells of level 5 or below in a sequencer which may be used to cast those spells as a free action.


                Improved Hopelessness
                Casting Time: 6 seconds.
                Save: Will negates
                Area of Effect: 10 meters radius from the target.
                Effect:
                The victims fall prone in fear and cry out, "It's Hopeless" or "God(s) save me I'm lost!". Duration is 1 minute plus 1 round per caster level.


                Lesser Mantle
                Casting Time: 1 second
                Save: None.
                Area of Effect: Self.
                Effect:
                The caster becomes immune to weapons of +2 enchantment and below. Duration is 18 seconds plus 1 second per caster level.


                Ruby Ray of Reversal
                Casting Time: 9 seconds
                Save: None
                Area of Effect: Single target foe.
                Effect:
                Removes the three highest level buffs from target creature.


                Avasculate
                Casting Time: 6 seconds
                Save: None.
                Area of Effect: Single Target, Foe.
                Effect:
                The target loses half of his remaining HP, rounded down.


                Bigby's Forceful Hand
                Casting Time: 6 seconds.
                Save: Fortitude
                Area of Effect: Single target foe.
                Effect:
                creates a giant hand which bum-rushes a single foe, potentially knocking them prone and holding them down for the duration. Duration is 18 seconds plus 1 second per two caster levels.


                Level 8

                Horrid Wilting
                Casting Time: 9 seconds
                Save: Reflex (for Half)
                Area of effect: 10 meters from target.
                Effect
                Deals damage as 1d8 per caster level, to a maximum of 20d8 damage as acid damage.


                Simulacrum
                Casting Time: 9 seconds
                Save: None
                Area of Effect: Self
                School: Illusion
                Effect:
                Produces a clone of himself at 60% of the Caster level. The clone knows all of the spells the mage has memorized of level 7 and below, and casts those spells from his own spell book.


                Spell Trigger
                Casting Time: 1 minute
                Save: None
                Area of Effect: Self
                School: Divination
                Effect:
                Stores up to three spells of level 6 or below in a trigger which the Mage can activate as a free action.
                .

                Maze
                Casting Time: 5 Seconds
                Save: None
                Area of Effect: Single target foe.
                School: Abjuration
                Effect:
                The targeted creature is trapped in an inter-dimensional Maze for the duration listed below.

                Intelligence 6 to 13: 4d6 + 4 rounds.
                Intelligence 14 to 17: 2d6 +2 rounds
                Intelligence 18 or higher: 1d4+1 rounds


                Gate
                Casting Time: 9 seconds
                Save: None
                Area of Effect: Self
                School: Necromancy
                Effect:
                Summons a 20HD horned devil to fight for you. If you do not have protection from evil, the devil attacks you instead.


                Polar Ray
                Casting Time: 9 seconds
                Save: Reflex for half.
                Area of Effect: Single target
                School: Evocation
                Effect:
                Deals 1d8 cold damage to target per caster level to a maximum of 30d8.


                Symbol Stun
                Casting Time: 5 seconds
                Save: Reflex negates.
                Area of Effect: 10 meters from triggered position
                School: Abjuration
                Effect:
                Creates a glyph on the ground or other object which is triggered whenever any foe comes within 5 meters of the glyph. Stuns all foes in area for 1d10 + 10 rounds plus 1 round per level of the caster.


                Energy Immunity
                Casting Time: 6 seconds
                Save: None
                Area of Effect: Self
                School: Abjuration
                Effect:
                As the name implies, this spell makes one completely immune to all energy, both normal and magical.


                Level 9

                Dominate Monster
                Casting Time: 6 seconds
                Save: Will negates.
                Area of Effect: Single target foe
                School: Domination
                Effect:
                This spell works the same as the 5th level spell Dominate Person except that the base DC is higher


                Chain Contingency
                Casting Time: 1 day
                Save: None
                Area of Effect: Self
                School: Divination
                Effect:
                Works like the 6th level spell "Contingency" except that three spells of level 8 or below may be stored in the Contingency.


                Energy Drain
                Casting Time: 6 seconds
                Save: None
                Area of Effect: Single target foe
                School: Necromancy
                Effect:
                The target's character level is lowered by 8.


                Spell Strike
                Casting Time: 5 seconds
                Save: None
                Area of Effect: Single Target Foe.
                School: Abjuration
                Effect:
                Dispels all buffs from target foe.


                Absolute Immunity
                Casting time: 1 second.
                Save: None.
                Area of Effect: Self.
                School: Abjuration
                Effect:
                The caster becomes immune to all weapons of less than +5 enchantment.


                Wail of the Banshee
                Casting Time: 6 seconds
                Save: Fortitude negates
                Area of Effect: 10 meter radius from caster.
                School: Necromancy
                Effect:
                Instantly slays all foes.


                Time Stop
                Casting Time: 6 seconds
                Save: None
                Area of Effect: 10 meter radius from caster.
                School: Evocation
                Effect:
                Stops time for all foes and allies in the effected radius for the duration of 1d4+1 rounds. (A round is 6 seconds)


                Shapeshift
                Casting Time: 6 seconds
                Save: None
                Area of Effect: Self.
                School: Transmutation
                Effect:
                Transforms into one of several possible monsters for the duration of 1 minute plus 1 round per caster level.


                Symbol: Fear
                Casting Time: 5 seconds
                Save: Will negates
                Area of effect: 10 meters radius from triggered locaiton.
                School: Abjuration
                Effect:
                Creates a glyph on the ground which triggers when any foe comes within 5 meters. Foes who fail their save are afflicted with fear for 1d10+10 rounds plus 1 round per level of the caster.



                ////////
                This section is under construction.
                ////////


                Level 10

                Wish: Rest
                Casting Time: 9 seconds
                Save: None
                Area of Effect: All allies in sight radius.
                School: Divination
                Effect:
                Restores all HP to allies and removes all debuffs. Restores all memorized spells to the spell book except the spells "Wish: Rest" and "Time Spiral".


                Vampiric Feast
                Casting Time: 6 seconds
                Save: Fortitude for half
                Area of Effect: All foes in Sight Radius
                School: Necromancy
                Effect:
                Deals 10d8 damage to all foes in sight radius, and gives that much HP to the caster. HP above normal maximum burns off at the rate of 1HP per round.


                Improved Alacrity
                Casting Time: 5 seconds
                Save: None
                Area of Effect: Self
                School: Transmutation
                Effect:
                Reduces the delay time zero to recover when casting spells, AND reduces the casting time of all spells to half. This cannot reduce spells to less than one half-second per spell. Duration is 1d3+1 rounds.


                Level 11

                Spell Trap
                Casting Time: 9 seconds
                Save: None.
                Area of Effect: Self
                Effect:
                The mage absorbs the next 30 spell levels which are directed at him, restoring a lost spell of the same level as each absorbed spell. Cannot absorb Spell Strike.


                Epic Gate
                Casting Time: 6 seconds
                Save: None
                Area of Effect: Self
                Effect:
                This is the same as the 8th level spell "Gate" except that a second horned devil is immediately summoned when the first dies.


                Symbol: Death
                Casting Time: 5 seconds
                Save: Fortitude negates
                Area of Effect: 10 meters foes
                Effect:
                creates a glyph which explodes whenever a foe enters within 5 meters radius. All foes in the 10 meter area of effect are slain instantly if they fail their Fortitude save. Summons can't make a save attempt.


                Level 12

                Time Spiral
                Casting Time: 6 seconds
                Save: None
                Area of Effect: All allies and foes in sight radius
                School: Evocation
                Effect:
                Stops time in sight radius for 1d4+1 rounds. Also has the same effect as the "Wish: Rest" spell except that it can restore 1 copy of "Wish: Rest" upon casting. You may not memorize more than one Time Spiral.


                Summon Planetar
                Casting Time: 6 seconds
                Save: None
                Area of Effect: Self
                School: Conjuration
                Effect:
                Summons a 20HD Planetar to fight for you. The Planetar is armed with a random Vorpal Sword with enhancement between +5 and +10.
                Last edited by Wade; March 13th, 2019, 08:28 PM.

                Comment


                  #10
                  I broke the mage spells list into two halves, because I know some people's browser can't hand that much text in a single post. I'm still working on level 10, 11, and 12 spells and a few lower level spells, but this is good for now, since I actually intend to start with a low level campaign.

                  There are a few more spells I'll add to the Mage list later, but I'm basically done with the Mage for now. I do still need to make a list of Mage x5 levels bonus feats too though.
                  Last edited by Wade; March 13th, 2019, 07:51 PM.

                  Comment


                    #11
                    Paladin

                    HD: D10
                    BAB: High
                    Saves:
                    Fortitude: High
                    Will: Medium
                    Reflex: Low

                    Skills: 2+Int modifier per level

                    The Paladin starts the game with an extra half-attack per round, and gains an additional half-attack at level 8 and every 8th level thereafter.


                    Divine Favor:
                    At level 2, the Paladin adds his Charisma modifier to all saving throws.


                    Divine Grace:
                    At level 4, the Paladin's aura protects allies against Morale failure and applies a +1 to Will saves for all allies in a 10 meter radius.


                    Turn Undead:
                    At level 4 and beyond, the Paladin turns Undead as a Cleric with 1/2 his character level.


                    Cleric Spells:
                    The Paladin gains Cleric spells at half the rate of the normal Cleric. He has access to all Cleric spells of level 4 and below, but must have enough Wisdom to unlock each level as usual, as Wisdom is the primary attribute of Cleric spells. For example, casting a level 1 spell requires 11 Wisdom, while casting a level 4 Cleric spell requires 14 Wisdom.


                    The Paladin may spend his usual 3rd level feats on an additional class of feats, and he gains a new feat at 4th level and every 4th level beyond, which must be spent on special Paladin-only feats.


                    Paladin only feats.
                    -Note: The ability these feats unlock may be activated as a free action once per day. You may take each of these feats more than one time to purchase additional daily uses of them.

                    Divine Shield
                    Once per day, The Paladin adds his Charisma Modifier to his armor class as a "Divine" type bonus. This stacks with all other armor bonuses except further "Divine" bonuses. The duration is 1 round per Charisma Modifier plus 1 round per 2 character levels.


                    Divine Power
                    Once per day, the Paladin adds his Charisma modifier to hit and damage with his weapon. The duration is 1 round per Charisma modifier plus 1 round per 2 character levels.


                    Divine Resistance
                    Once per day, the Paladin adds his Charisma modifier and his character level to elemental resistance. The duration is 1 round per Charisma modifier plus 1 round per 2 character levels.


                    Divine Speed
                    Once per day, the Paladin gains the benefits of the 3rd level Mage spell "Haste". The duration is 1 round per charisma modifier plus 1 round per caster level. The armor bonus from "Haste" stacks with the divine bonus from Divine Shield, but this does not stack with other instances of Haste or Improved Haste.


                    Divine Flame
                    Once per day per feat, the Paladin may channel his Charisma into additional fire damage as 1d3 damage per charisma modifier. This is useful for defeating trolls and certain other niche monsters, or may be used as a distraction against any foe. This ability does double damage to Undead.


                    ====
                    This is not done, I had a thought I have to address.


                    Generally if you start your Paladin with 14 Strength and 14 Charisma, and pump Strength on your 4th level ups, you'll do pretty well, as you can also get magical equipment to pump your Charisma modifier beyond 14/+2 up to around 22/+6 at the end of a level 20 campaign. This makes Divine Shield and Divine Power very good abilities throughout a campaign.
                    Last edited by Wade; March 14th, 2019, 06:53 AM.

                    Comment


                      #12
                      The Mage has a LOT of abilities as it gains levels, but Mages require a lot of planning to play with skill. Believe it or not, the Fighter is probably stronger throughout the levels than the mage, which is generally the case. Fighters are definitely better at lower levels, but mages do become very powerful as they reach high levels.

                      Comment


                        #13
                        Caster Feats:

                        Still Spell
                        Spell is memorized in a slot one level above base spell level. The spell no longer requires a somatic component, which means it may be cast while wearing armor with no spell failure.


                        Automatic Still Spell.
                        Req: Still Spell, Charisma 13 or higher
                        All spells cast by the character may be cast while wearing armor.


                        Silent Spell
                        Spell occupies one slot higher, and can cast spells even while silenced.


                        Automatic Silent Spell
                        Req Silent spell, Charisma 13 or higher
                        Spell Occupies same slot.


                        Quicken Spell
                        Occupies 3 slots above normal, when cast as the first spell each round, requires no time at all to cast.


                        Improved Quicken Spell.
                        Req. Quicken Spell, 13 Charisma
                        Occupies 2 slots above normal.


                        Epic Quicken Spell
                        Req Improved Quicken Spell, 15 Charisma
                        Occupies 1 slot above normal


                        Automatic Quicken Spell
                        Req. Epic Quicken Spell, Charisma 17
                        All spells are automatically quickened.


                        Empower Spell
                        Spells are cast 2 levels above normal, but dice rolls are increased by 50%


                        Improved Empower Spell
                        Req. Empower spell, Charisma 13
                        Spells are cast 1 level above normal.


                        Maximize Spell
                        Spells are cast 3 levels above normal. The maximum possible roll always happens.


                        Improved Maximize Spell
                        Req. Maximize Spell, Charisma 13
                        Spells are cast 2 levels above normal


                        Spell Penetration
                        The Mage's spells gain +2 to overcome enemy spell or elemental resistance.


                        Greater Spell Penetration
                        Req. Spell Penetration, Charisma 13
                        The Mage's spells gain +4 to overcome enemy spell or elemental resistance


                        Epic Spell Penetration
                        Req Level 21, Greater Spell Penetration, Charisma 15
                        The Mage's spells gain +6 to overcome enemy spell or elemental resistance


                        Spell Casting Prodigy
                        For the purpose of determining spell DC and spells known and memorized, treat the character as having 2 additional attribute points in his caster attribute.


                        Practiced Spell Caster
                        The character's caster level is considered 4 levels higher than normal.

                        Comment


                          #14
                          Cleric

                          HD: D8
                          BAB: Medium
                          Saves:
                          Fortitude: Medium
                          Will: Medium
                          Reflex: Medium

                          Skills: 4+int modifier per level

                          Weapons:
                          Quarter staff, Mace, Flail/Morning Star, Sling


                          Armor:
                          Robes.
                          May spend a feat on Martial armor proficiency to wear any armor.


                          Turn Undead:
                          At level 1 the Cleric can turn Undead. Roll 1d20 plus caster level plus wisdom modifier vs undead monster's charisma plus level plus 1d20. Any undead which fail the roll must flee in terror.


                          Cleric Spells may be cast while wearing armor.


                          Level 1:

                          Cure Minor Wounds
                          Casting Time: 6 seconds
                          Effect:
                          Cure 1d4 +4 HP to a single target


                          Cause Minor Wounds
                          Casting Time: 6 seconds
                          Effect:
                          Deal 1d4+4 damage to a single living target.


                          Sanctuary
                          Casting Time: 6 seconds
                          Effect:
                          The cleric is invincible and undetectable as long as he makes no hostile actions. Duration is permanent until the next hostile action is taken.


                          Armor of Faith
                          Casting Time: 9 seconds
                          Effect:
                          The Cleric gains a damage modifier equal to his Wisdom modifier for the duration. Duration is 1 minute plus 1 round per caster level. This bonus stacks with any dexterity modifier bonuses from Draw Upon Holy Might.


                          Command
                          Casting Time: 3 seconds
                          Target: Single Foe
                          Save: Will negates
                          Effect:
                          The target falls prone and sleeps for the remainder of the round plus the following round.


                          Find Traps
                          Casting Time: 9 seconds
                          Area of Effect: line of sight from caster
                          Save: None
                          Effect:
                          Reveals all traps in line of sight radius from the caster.


                          Shield
                          Casting Time: 9 seconds
                          Effect:
                          This spell gives a +3 bonus to armor class vs missile weapons, and makes the caster immune to the spell "Magic MIssile" for the duration. The duration is 1 minute plus 1 round per caster level.


                          Level 2

                          Cure Moderate Wounds
                          Casting Time: 6 seconds
                          Effect:
                          Cure 1d6+6 HP to a single target


                          Cause Moderate Wounds
                          Casting Time: 6 seconds
                          Effect:
                          Deal 1d6+6 damage to a single living target.


                          Draw Upon Holy Might
                          Casting Time: 9 seconds
                          Target: Self
                          Effect:
                          The caster gains a Divine bonus +1 to Strength, Dexterity, and Constitution for every 3 character levels he possesses; for the duration of 1 minute plus 1 round per caster level. This produces bonus HP if the constitution modifier is increased by this effect. These bonuses stack with all equipment bonuses, because it is Divine, and Divine bonuses always stack.


                          Chant
                          Casting Time: 9 seconds
                          Target: Area of Effect, 10 meters radius.
                          Effect:
                          The effected creatures gain +2 divine armor and +2 all saves for the duration of 1 minute plus 1 round per caster level.


                          Flaming Sword
                          Casting Time: 9 seconds
                          Target: Self.
                          Effect:
                          The caster gains a magical flaming Sword which strikes as a +1 weapon, and deals 1d8+8 fire damage. The duration is 1 minute plus 1 round per caster level.


                          Hold Person
                          Casting Time: 9 seconds
                          Target: foes
                          Save: Fortitude negates
                          Area of Effect: 10 meters radius from target location.
                          Effect:
                          This spell works like the Mage spell Hold Person except the DC is 1 point lower.

                          Remove Poison
                          Casting Time: 9 seconds
                          Effect:
                          Cures poison in a single target.


                          Level 3

                          Cure Medium Wounds
                          Casting Time: 6 seconds
                          Effect:
                          Cure 1d8+8 HP to a single target


                          Cause Medium Wounds
                          Casting Time: 6 seconds
                          Effect:
                          Deal 1d8+8 damage to a single living target.


                          Animate Dead
                          Casting Time: 9 seconds
                          Effect:
                          Summons a 5HD Skeleton to fight for you. At level 10 it improves to 8HD. At level 15 it improves to 12HD. Duration is permanent or until destroyed. You may not control more skeletons than your Wisdom modifier.


                          Remove Paralysis
                          Casting Time: 6 seconds
                          Effect:
                          removes paralysis from the target and gives them a protection shield against paralysis for the next minute plus 1 round per level of the caster.


                          Remove Disease
                          Casting Time: 6 seconds
                          Effect:
                          Removes a disease from the single target.


                          Level 4

                          Cure Serious Wounds
                          Casting Time: 6 seconds
                          Effect:
                          Cure 1d10+10 HP to a single target


                          Cause Serious Wounds
                          Casting Time: 6 seconds
                          Effect:
                          Deals 1d10+10 damage to a single target.


                          Holy Smite
                          Casting Time: 6 seconds
                          Area of effect: 10 meter radius
                          Save: Reflex for half.
                          Effect:
                          Does 10d6 holy damage to all foes in the area of effect. Damage is doubled against Undead.


                          Negative Plane Protection
                          Casting Time: 9 seconds
                          Area of Effect: all allies in 10 meters radius.
                          Save: None.
                          Effect:
                          Protects the targets from Level Drain for the duration of 1 hour plus 1 minute per level of the caster.


                          Lesser Restoration
                          Casting Time: 9 seconds
                          Area of Effect: Single Target Ally
                          Save: None
                          Effect:
                          restores character level to current maximum as well as curing most other ailments.


                          Level 5

                          Cure Severe Wounds
                          Casting Time: 6 seconds
                          Effect:
                          Cure 1d12+12 HP to a single target.


                          Cause Severe Wounds
                          Casting Time: 6 seconds
                          Effect:
                          Deals 1d12+12 damage to a single living target.


                          Slay Living
                          Casting Time: 6 seconds
                          Area of effect: Single target
                          Save: Fortitude negates
                          Effect:
                          If a ranged touch attack succeeds and the victim's save fails, the victim is slain instantly.


                          Death Ward
                          Casting Time: 6 seconds
                          Effect:
                          A single target creature becomes immune to instant death for 1 minute plus 1 round per caster level.


                          Level 6

                          Cure Mortal Wounds
                          Casting Time: 6 seconds
                          Effect:
                          Cure 1d20+20 HP to a single target.


                          Cause Mortal Wounds
                          Casting Time: 6 seconds
                          Effect:
                          Deals 1d20+20 damage to a single living target.


                          Greater Command
                          Casting Time: 3 seconds
                          Target: 10 meter area of effect
                          Save: Will negates
                          Effect:
                          The foes fall prone and sleeps for the remainder of the round plus the following round.


                          Drown
                          Casting Time: 6 seconds
                          Target: Single foe
                          Save: None
                          Effect:
                          Deals 90% of targets remaining life as physical bludgeoning damage.


                          Spell Shield
                          Casting Time: 6 seconds
                          Duration: 1 hour plus 1 minute per caster level
                          Target: Self
                          Effect:
                          Absorbs the next 1d8 + 8 spells levels that target the Cleric.

                          Level 7

                          Heal
                          Casting Time: 9 seconds
                          Effect:
                          Restores up to 100 HP to a single target.


                          Resurrection
                          Casting Time: 9 seconds.
                          Area of effect: single target.
                          Effect:
                          Resurrects a single target ally from the dead with 1 HP.


                          Finger of Death
                          Works the same as the level 7 mage spell.


                          Level 8

                          Spell Immunity
                          Casting Time: 1 second
                          Area of Effect: Self
                          Effect:
                          The caster becomes immune to all magic for the duration. Duration is 3 rounds plus 1 round per level of the caster.


                          Holy Flare
                          Casting Time: 6 seconds
                          Area of Effect: Single Target
                          Save: Reflex for half.
                          Effect:
                          A beam of Divine fire strikes a single target dealing 1d8 damage per caster level to a maximum of 20d8 damage. Damage dealt to undead is doubled.


                          Premonition
                          Casting Time: 9 seconds
                          Area of effect: self
                          Effect:
                          The caster gains damage reduction -20/adamantine for the duration of 3 rounds plus 1 round per caster level OR until 200 damage has been prevented.


                          Level 9

                          Mass Heal
                          Casting Time: 9 seconds
                          Area of Effect: 10 meters radius.
                          Effect:
                          Restores up to 100 HP to all allies in an area of effect and damages all undead in the area of effect.


                          Mass Drown
                          Casting Time: 6 seconds
                          Target: 10 meter radius
                          Save: None
                          Effect:
                          Deals 90% of targets remaining life as physical bludgeoning damage.


                          Improved Resurrection
                          Casting Time: 9 seconds.
                          Area of effect: single target.
                          Effect:
                          Resurrects a single target ally from the dead with full HP and spells memorized.


                          Implosion
                          Casting Time: 9 seconds
                          Area of Effect: Single Foe
                          Effect:
                          A pocket dimension forms around the target foe, crushing him and doing bludgeoning damage of 1d20+20 per round for the next 1d4+1 rounds. The victim can't move or take any action for the duration.


                          Level 10

                          Wish: Protect
                          Casting Time: 6 seconds
                          Area of Effect: All allies in sight radius
                          Effect:
                          The characters receive the benefits of Draw Upon Holy Mite, Stone Skin, and Spell Immunity, each with a caster level of 30


                          Life Line
                          Casting Time: 9 seconds
                          Area of Effect: Self
                          Effect:
                          This spell creates a buff against the next time you would die. Whenever you die, you are immediately resurrected with full HP.
                          Last edited by Wade; March 21st, 2019, 05:19 AM.

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                            #15
                            Single Class Dual Class Triple Class
                            Level XP Level XP Level XP
                            1 0 1.1 1000 1_1_1 2000
                            2 1000 1.1 1000 1_1_1 2000
                            3 3000 2.2 3000 2_1_1 3000
                            4 6000 3.3 6000 3_3_2 6000
                            5 10000 4.3 10000 3_3_3 10000
                            6 15000 4.4 15000 4_4_3 15000
                            7 21000 5.5 21000 4_4_4 21000
                            8 28000 6.5 28000 5_5_4 28000
                            9 36000 6.6 36000 5_5_5 36000
                            10 45000 7.7 45000 6_6_5 45000
                            11 55000 8.7 55000 6_6_6 55000
                            12 66000 9.8 66000 7_7_7 66000
                            13 78000 9.9 78000 8_7_7 78000
                            14 91000 10_10 91000 8_8_8 91000
                            15 105000 11_10 105000 9_9_8 105000
                            16 120000 12_11 120000 10_9_9 120000
                            17 136000 12_12 136000 10_10_9 136000
                            18 153000 13_12 153000 11_10_10 153000
                            19 171000 14_13 171000 11_11_11 171000
                            20 190000 14_14 183000 12_12_11 189000

                            I made this spreadsheet for comparing Single Class to dual class and triple classing to show what levels characters have at similar experience totals.

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                              #16
                              I still need to work on the Cleric, but I've been distracted the past few days

                              Comment


                                #17
                                I still need to work on some of the classes, but if anybody wants to play a low level campaign, I have enough info compiled to do that.

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                                  #18
                                  I'm decently interested in a low-level campaign

                                  Comment


                                    #19
                                    I am also interested.

                                    Comment


                                      #20
                                      I'mma just read what you got here so I can join you guys

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