Character Vault
Any Concept / Any System
Compendium
Your System Come To Life
Roll20 for Android
Streamlined for your Tablet
Roll20 for iPad
Streamlined for your Tablet

Personal tools

Dragonsphere Solace

From Roll20 Wiki

Jump to: navigation, search

DS Compendium v1.9 marked up for wiki

Contents

MAGIC

Magic users come from all walks of life specializing in all different types of magic. In my game I will allow two elements of magic, but only one school of mastery. Every element has at least one school of mastery in which you can excel once you’ve learned all there is to learn about the basic element. Ice is such a school of mastery above the threshold of water. Some schools of masteries disagree with other schools entirely, and some schools of mastery compliment other schools. It is up to you to decide what the best route is, but the restricted options are listed below.

BASIC GUIDELINES OF MAGIC

There are also different types of magic. This is where it gets a little more confusing. Say you earn six spells, and you’re learning from the elements of sonic and of air. You can select 6 sonic spells, and 0 air spells, or 2 sonic spells and 4 air spells, however you choose. Each of those spells must follow a type however. You are allowed two types of magic per school of magic. So you can have Sonic Enchantment, Sonic Evocation, Air Conjuration, and Air Illusion. The restricted types that are listed below ONLY affect within a single element. So while you cannot have a divination water and necromancy water, it is still possible to have divination water and necromancy unholy (which is by the way a bitching combination). See examples at the end of this document to help assist your understanding of this overly complicated and convoluted system. Oh, by the way, you make all of your own spells (subject to DM approval, of course), so have an open mind.

SCHOOLS OF MAGIC AND THE MAGICAL DOMINIONS

ABJURATION

Abjuration is concentrated on using magic to protect the party or to assist in saving throws. Sample Spells:

  • Circle against evil
  • Protection from [specified element]

CONJURATION

Summoning creatures from thin air, creating things that previously did not exist, making Newton cry for disproving all of his laws, these are your objectives. Sample Spells:

  • Create water/food
  • Create lesser familiar
  • Create greater elemental

DIVINATION

This is usually better chosen as a sub-school for Holy or Unholy magic users, but also a good main school for Clerics. Sample Spells:

  • Heal, Cure spells
  • Bless
  • Holy Smite

ENCHANTMENT

Manipulation of the mind is the key here. Bane and Bless spells fall into this category, major assistances to certain throws (Attack rolls, for instance). Sample Spells:

  • True Strike (apply +25 bonus to next attack roll)
  • Bane/Bless

EVOCATION

This is the pain school, ice storms, fire balls, and the like is what comes from proper evocation of magic. Sample Spells:

  • Fireball
  • Ice Storm

ILLUSION

Whether it’s making yourself a little more endowed than you already are, or pretending to be a loved one mutilated and killed to strike despair into an unsuspecting victim, this is the true mess-with-minds school. Sample Spells:

  • Illusionary wall
  • Change appearance
  • Solidify illusions (accompanied with conjuration)

NECROMANCY

Raising an undead army or extracting and manipulating life itself can be a Necromancer’s true bliss Sample Spells:

  • Raise dead
  • Drain life
  • Animate Dead
  • Summon lesser/greater undead

TRANSMUTATION

Turning yourself into a big dragon falls under this school, but so do spells like Bull’s Strength and Owl’s Wisdom. Sample Spells:

  • Bull’s Strength
  • Polymorph self/other
  • Transmute self/other

ELEMENTS OF MAGIC

With some creativity many of these spells can be manipulated, for example while enchantment may not be a spell school of evoking damage, it is possible to enchant an enemy with terrible aim for a turn of a major attack and he can stumble and injure himself. Likewise you can manipulate spells (because you DO make your own spells) so that a conjuration spell can actually provide healing or necromancy can cause direct damage. Interpret these schools loosely, because it will be to your advantage to do so. The masteries are not written in stone. Additions are made with every revision

SONIC

Harnessing vibrations, and sounds as energy (or the lack thereof). The furthest in delicate mastery of sonic is the mastery of sound, being able to create any sound: voices, music, or a door slamming are all such sounds. Don’t forget about the ear splitting shrieks of a banshee and the earth shattering vibrations of thunder.

Mastery: VIBRATION

The extreme form of sonic, vibrating the strings that make up the universe. Unmake molecular bonds at the highest of levels, but shake the fabric of reality at even the basic.

ELECTRICITY

Controlling major forms of electricity: lightning, power lines (if available), things you might consider natural phenomenon.

Mastery: BIOELECTRICITY

Mess with people. Basically. Being able to fire neurons and synapses in another person can be worse than mind control. Not to mention, making someone shit themselves in battle is quite hilarious.

WIND

From still air to tornadoes, you control the tides of wind. The ultimate control of wind is being able to move the weather, modify the weather, and even change the weather to what suits you.

Mastery: WEATHER

Storm from X-men? Except only the wind side, although depending on the local climate and your skill at debate, this means pretty much most weather systems. Beware, this can have worldly effects.

WATER

Water’s motion with enough control can become so strong that it can even take on a strong physical form tangible enough to “persuade” your enemies into defeat.

Mastery: ICE

Control of ice is one of the deadliest commands one can ask for. A murder weapon that melts away, the most necessary object of human life can be turned into frost bite in seconds.

Mastery: VAPOR

Vapor burns scare even the most stolid of fire fighters. Vapor can enter through the slightest of cracks and attack with the greatest of precision and remain completely undetected.

FIRE

Fire is the most difficult field to master, because of its raw unforgiving form. Hope that you can maintain control of the fire, or it will consume you. Think of Marvel’s Pyro character.

Mastery: SMOKE

Smoke can be used as a screen for a safe escape, or as an invasive lung cancer that may never heal.

Mastery: IGNITION

The power to create, not just manipulate fire is unmistakably one of the most dangerous things a magi can ask for. This is the mastery that allows for creating fire underwater, with no oxygen, and no fuel.

EARTH

Earth in all its forms, this includes trees, grass, mountains, all for the molding of your imagination.

Mastery: LIVING EARTH

Calling the trees to your aid was once a thing you only read about, now even you can call upon the might of woodland creatures thousands of years old.

HOLY

The godly divination and intervention that religions are based around is what makes up this field of magic. All that is good and holy could be you.

Mastery: LIGHT

The manipulation of light is well illustrated in Dan’s game. ILLUSIONS Michael, tricks are something whores do for money.

UNHOLY

Everything that holy is not; the power to effortlessly choke your victim into fighting your enemies for you is something you should be looking for when looking into this field of magic.

Mastery: DARKNESS

Amanumarakumo says what?

ELEMENTAL TYPES

Elements are divided in two types, material and ethereal. A material element cannot be learned by someone who has learned its ethereal component, and vice versa. For simplicity, here’s a table of the two types.

INSERTGRAPHIC

In a multi-elemental user you are allowed to take only one elemental mastery. While there are some exceptions, unless it fits in with the roleplaying and there’s a fantastic story behind it, Player Character cannot mix a material element with its ethereal partner. Masteries are even more so restricted, so while you can be a Fire and Water mage at the same time in certain exceptional circumstances, you cannot be a Fire and Ice mage. Every DM is different, and every group is different, so a set of rules will be excluded in this supplement and you should consider setting up your own, if any at all. In a level 40 character, it would not be unheard of to see a magic user wielding Fire, Wind, Vibration (Sonic), and Holy. Not totally normal, but well within the realm of possibility.

A WORD ON CREATING YOUR OWN SPELLS

This is both the fatal flaw and god-sent blessing of the DS system. Every DM will have their own preferences for their players to follow to help adapt to his or her style of playing. There are certain game situations that will only allow for certain things, and certain people who will allow anything to happen. While this is completely up to house rules, these are the rules that are generally accepted as fair. Upon receiving an arcane point, a spell caster can use it on two things. However, these two things allow for room to breathe. An arcane point can be used to enhance a school of magic (dominion), which makes all spells cast that fall under the said dominion are strengthened in their varying factors. That sentence is a mouthful, so I will give you an example. For example, I am a fire-mage, and I have an engulf-weapon weapon spell which engulfs a weapon in flames, I have a heat subject, which is a touch attack that increases the subject’s temperature severely, and I also have a ward-against-flame spell, which increases the subject’s fire resistance. These are three different enchantments, and they all fall under the Enchantment dominion. The first spell adds 1d4 fire damage per energy I spend casting the spell, the second increases the subject’s temperature by 1d4-3 per energy, and the final spell increases the spell resistance and fire resistance by 3 and 10 respectively per energy. Now, with my newly found arcane point I’m going to put it into the dominion of enchantment. Not one, not two, but all of my enchantment spells have increased. For each level that I increase my dominion by, I add a die or increment to the variable effects. My first spell now deals 2d4 per energy I put in, my second spell now increases the subjects temperature by 2d4-6 per energy, and my third spell provides spell resistance of 6 per energy and fire resistance of 20 per energy. An enchantment dominion of level 6 would mean I add 6 dice or increments to the spell. So now I deal 7d4 per energy extra damage on the sword. You get the idea? The dice rolls are made up, and they should be chosen by your DM. It is recommend that you tell him what you want the spell to look like, its effects, and its uses; allow him/her to pick the numbers for you.

“What’s stopping someone from requesting a spell that annihilates people at level one?” The answer? Technically, nothing. But truly, it’s fear of incurring the DM’s wrath at such a foolish question! There really is nothing from preventing a player to ask the question and it is technically possible. My general guideline is that a player never wants a weak spell, they want an amazing spell. I tell them how to work towards it, and they follow my step-by-step approach. You should use an arcane point to ‘upgrade’ a spell, which is a misconception. You use the arcane point to get another spell, which can be more powerful, but has a prerequisite of the weaker spell. Another example: Suppose you want your ultimate goal to be a complete paralysis without even touching someone. I had this come up in a game, and this is the guide I gave the player. The first spell would be a body numbing spell. A touch attack that would numb 1 cubic foot of the body per energy and last for 1d4 turns per energy. This would cause a pins-and-needles effect, numb the person to pain, temperature, and prevent intricate movements but not blunt ones (such as still attempting to behead you while you grope him). The next spell in line would be a speed restriction spell, where it affects the same area and has the same effects as the other spell, but in addition it drops the affected subject’s strength by 66% (so someone with 10 strength would now have 3) and brings the speed down to half. The next spell in line would like the prior ones have the same previous effect but in addition would cause minor loss of use in the affected area. That means cannot do anything involving a weapon, spell, or anything that would require some kind of concentration on finger movement, if the hands were affected, however holding a candle, for example is still an option. The next level would now be complete paralysis of part of the body. The affected area is now completely useless, and in effect has no stats whatsoever. The next step is paralysis of the whole body in one touch attack, and the next step would be partial paralysis from range, and then full paralysis from range. Granted, this is quite a difficult task, but when complete…Paralyzing an opponent without even touching them, thus ensuring your victory almost instantly, it only seems appropriate that it takes this long. This is a biological mastery spell under the dominion of enchantment, for my player. Likewise, putting points into the school of enchantment means that with every additional dominion point, his spells add 1 cubic foot per energy per dominion point, and last for 1d4 rounds per energy per dominion point. So with enchantment skill up to 4, spending 1 energy affects 5 cubic feet, and last for 5d4 rounds! Insanity! Enjoy! I hope that helps clarify the confusion; there will be a much better written explanation in the future….distant future... One Final remark about magic: The DM’s discretion rules over ALL. If he says you can have divination unholy and necromancy holy at the same time, then you can. Make your case strong if you want to be an exotic magic users, if you do it well you may be rewarded for creativity.  

LEVELING UP YOUR SPELLS

There’s a significant amount of confusion and question around Magic users, as there always is. Specifically, leveling up schools, how Tiers affect spells. This is not simple, and every individual spell will differ, so work with your DM for leveling each spell up, and leveling your character up. So let’s walk through an example of a simple “Manipulate Fire” spell. This can be used to damage, to ignite, or to illuminate. The spell Manipulate Fire I was originally developed as an evocation spell with the following description: Grow a self-sustaining fire that floats above the caster’s hand, and is approximately 3 inches in diameter that can be projected to sight range. Deals 1d10 points of damage and lasts for 1d10 rounds. So at level 1, using 1 INT, it will do exactly that. Now, let’s imagine we’re level 20, with 15 INT (so tier 3 INT) and the evocation school is now level 3, and the spell itself is level 3.

What? That didn’t help? What do you mean this makes no sense?! Okay, fine. I’ll explain. So, the chart on the left (1101) shows our create fire spell with its three attributes, size, damage, and how long it lasts (in bed). The base spell we talked about earlier is shown in the left grouping. These are the stats of the spell if you were to cast it with 1 INT. INSERTGRAPHIC

Okay, now let’s imagine you leveled up your spell. It’s now Manipulate Fire III. What happens to it? Well, it’s somewhat simple for this part. Add 1d10 for each stat. This is where it comes in handy to have a DM moderate and judge, what do you do for size? In this case, the DM says 1 inch per enhancement is reasonable. Okay, innuendos aside, that sounds fair. So we’re spell level 3 now, which is 2 higher than 1. So we add 2 to everything. See the table on right (3101). Now we’re cooking. Everything is a good bit better. Okay, school levels and Tier levels basically work the same, with the exception that Tiers work on ALL of your spells, and school levels only work on spells in that school.

So, let’s upgrade our school to Level 3. That’s 2 higher than before, so we’re going to upgrade our primary stat (Damage) by 2. See left (3301) for our Manipulate Fire III at Evocation III. Take that 3d10 and add 2d10 to it. Okay, so we enhanced our damage a bit more, now we’re at 5d10! Now, let’s make ourselves Tier 2, we have 10 INT now, and we are going to see the rewards of that. On the right (3321) we can see that our damage has gone up even further to 7d10. This is beginning to become quite a powerful little seed. I say seed, because INT is the blossoming agent. Table 3321 shows what this spell looks like cast with a measly 1 INT point. Yeah, it’s significantly higher than our base level 1 spell, but it’s not really awe-striking.

So far our enhancements have all been “adder” enhancements; add a dice, add an inch, add a round. INT is a multiplier enhancement. Some of you may already be foaming at the mouth. Stop that, it’s gross. INT is a multiplier, but it only affects one attribute, however you get to choose which one on each casting. You can divide it up, but that gets complicated. So, you can take your enhanced spell and multiply it by the amount of INT you use to cast. This is the blossoming of your spell, how much of your energy you use in each individual casting. So, I want to deal massive amounts of damage. I use 3 INT and enhance my damage for this cast. 7 x 3=21. All of a sudden I am dealing 21d10 points of damage in one spell. I can enhance any of the attributes this way. Below (3323) a table shows the effects of using INT to enhance each of the spells attributes.


You see how the spell is just the seed, the spell level, school level, and tiers are like fertilizer, but the power you channel and pour into each casting determines just how big the flower will grow.

BASIC MAGICAL CHARACTER EXAMPLES

JOHNSTAN – A LEVEL 10 FIRE ILLUSIONIST THAT PACKS A PUNCH

  • Level 10
    • 1st School of Magic: Fire
    • Mastery: Ignition
  • Sample spells:
    • Type: Evocation
      1. Firewall
      2. Ignite object
    • Type: Illusion
      1. Fake Flame
      2. Appear as fire demon

JOHNSTANIMUS – A LEVEL 10 BIO-WIZARD THAT JUST WANTS TO DO SCIENCE

  • Level 10
    • 1st School of Magic: Sonic
    • 2nd School of Magic: Electricity
    • Intended Mastery: BioMolecular Energy
  • Sample spells:
    • Type: Abjuration (electricity)
      1. Shock therapy (serious wounds only)
      2. Electric Acupuncture
    • Type: Divination (Sound)
      1. Voice of God (for assistance convincing rolls)

JOHNSTANIUS – A LEVEL 20 ICE NECROMANCER THAT WISHES HE WERE IN LAISGRIM

  • Level 20
    • 1st School of Magic: Water
    • 2nd School of Magic: Unholy
      1. Mastery: Ice
  • Sample Spells
    • Type: Necromancy (unholy)
      1. Animate Dead
      2. Raise Dead
    • Type: Conjuration (ice)
      1. Create iceberg
      2. Type: Enchantment (ice)
      3. Enchant weapon (ice)

JOHNSTANOPOLIS – A LEVEL 35 SMOKE MAGE THAT BENDS FIRE AND WIND TO HIS WILL

  • Level 35
    • 1st School of Magic: Fire
    • 2nd School of Magic: Wind
    • Mastery: smoke
  • Sample Epic level Spells:
    • Type: Conjuration (smoke)
      1. Create Fireless Smoke Screen
      2. Summon Smoke Demon (not to be confused with the Mortal Kombat character, Smoke)
    • Type: Conjuration (wind)
      1. Create gust
      2. Adjust jet stream
    • Type: Conjuration (smoke/wind)
      1. Greater smoke signal
      2. Smoke stream
      3. Devastating smoke gust

JOHNSTANOPPOTAMUS – A LEVEL 48 WIZARD OF LIGHT AND RAINBOWS

  • Level 48
    • 1st School of Magic: Holy
    • Selected school of mastery: Light
  • Sample Deific level Spells
    • Type: Evocation (holy, light)
      1. Gaze of god
      2. Piercing light
      3. Storm of Terrifying Vengeance
    • Type: Divination (holy)
      1. Divine Intervention

Anyways, that’s a list of five characters of large variance in greatness as examples, obviously your character will be very different, I hope; also please find another name.

NON-MAGIC USERS

What is this? All this talk about magic and nobody cares about you, the axe-bearer, sword wielder, rapier holder. Fret no more! Here is the non-magic user section! Now, with all of these spells where is your advantage? Ah, you will see in the stats…So instead of this being a non-magic user section, we’ll make this the starting and advancement stats section, and you will see where the non-magic user fits. Spells require a high level of particulars and granularity, Non Magic users are simpler, but well-honed, characters.


STARTING STATS

Magic or melee, everyone starts with ten points distributed however you want among three or four stats. Three or four? What, aren’t I sure which? Well, melee users while intelligent don’t need INT, because INT is, in this vernacular sense just magic power. There are three core stats:

ENDURANCE (END)

Your willpower, your strength of mind, your constitution of character, your ability to keep it together. This is endurance. Oh, it also determines your health

STRENGTH (STR)

The main feature of this stat is similar to the THAC0. This is your “did I hit it?” and also your “did I hurt it?” stat. Your ability to carry excessive amounts of stone statues, your attack bonuses, and other strength features that endurance doesn’t seem to cover is what strength is. Also, how muscular you are.

SPEED/AGILITY (SPD)

Your dodge ability, your speed in running and walking, your speed in attacks/in-battle-movement and quickness is all encompassed by Speed (sometimes referred to as agility). Reflex saves use SPD, and in some cases your armor class can be just a raw immense speed.

MAGIC CAPABILITY (INT)

These points act like a reservoir that you can tap for power, but are also a determining factor in not only how many spells you get, but also how powerful they are and of your otherworldly knowledge. It’s of note that we abbreviate it as INT, but this is not a mark of actual intelligence, or even wisdom. We all know dumb wizards and masterful warriors, and as such we call it intelligence but we really mean it as an ability to use magic, the magic user’s version of Strength (STR) We tried using MAG as an abbreviation, but we kept accidentally reverting to INT; we said fine, included this statement, and went on with it. Melee users do not have the INT stat.  

A NOTE ON ZERO-STAT REDUCTIONS
If any of your stats go below zero you are probably dead or otherwise unable to do anything you are normally useful. At exactly zero, each stat has a special effect on you.
SPD=0: you are unable to do anything but a slow weak stride, though still conscious. 
STR=0, you are incapacitated and conditions may render you unconscious, or even dead. 
END=0 you are unconscious, and maybe even dead depending on the scenario and DM’s kindness.
INT=0 (Magic users only) you are physically and mentally drained, you are able to only walk (and not run or flee). You may continue to cast using END, and if you choose to cast spells using your END instead you may only expend 1 point at a time and each attempt may render you unconscious due to strain, a roll that will depend on circumstance, but by default is a 1d10, in which your roll should be lower than double your remaining END.
  • Other stats include Hit Points (HP) which is your health, Armor Class (AC) which is how effective your armor is, Gold Pieces (GP), which is how often you get laid. Here’s a quick cheat sheet starting and advancement pretty bullet list for reference usage
  • Endurance (END): Will/Constitution/HP
  • Strength (STR): Attack bonuses/carrying capacity
  • Speed (SPD): Speed of movement/attack/reflex
  • Intelligence (INT): Magic Power
  • Hit Points (HP): Health status
  • Armor Class (AC): How hard it is to be hit. This is -10 by default, and -5 with normal clothing. You add your SPD to this factor 

BUILDING A CHARACTER SHEET

MAGIC LEVELS

How you level up your character for 1 magic level

HP

  • Starting HP, 10+END
    • Advancement, 1d10+END per level
      1. Example: If my END was 4, my starting HP would be 1d10+4, and every level I gain would add 1d10+4 HP to my total (an average of 9.5 HP at each level at 4 END).

GENERAL STATS

Starting stats: 10 points at level 1, and there is a minimum score of 1 for each stat.

  • Gain 1 INT point at level 2, and 1 INT point every 2 levels thereafter (4, 6, 8, etc.)
  • Gain 1 stat point at level 4, and 1 stat point every 4 levels thereafter (8, 12, 16, etc.) and this stat can be applied to anything you wish.

SPELLS, SCHOOLS, AND ELEMENTS

Gain 1 spell point at level 2 and 1 spell every 2 levels thereafter (4, 6, 8, etc.), this spell point can be used to invent a spell (working with your DM), or enhance an existing spell so that it adds a multiplier to damage, volume, or whatever the corresponding stat is to the DM’s discretion. A spell point can also be used to enhance a school of magic or learn a new school of magic. Learning a new school allows spells of that type and usage to be invented and designed under it, and enhancing a school adds 1 multiplier to any of its spells strengths. Finally, TWO spell points (meaning you CAN save them up) can be used to add a new element to your belt. One school and one element are automatically granted to you at level one. You may not learn more than 1 element for each 10 levels you have, and any conflicting elements must have a role-playing worthy reason, generally speaking this is not something that happens easily.

MELEE LEVELS

How you level up your character for 1 melee level

HP

  • Starting HP, END* 10+END
    • Advancement, END d10+END per level
      1. Example If my END was 8, my starting HP would be 88, and every level I gain would add 8d10+8 HP to my total (an average of 108 HP each level at 8 END).

GENERAL STATS

  • Gain 1 STR stat point at level 4, and 1 STR stat point every 8 levels thereafter (12, 20, 28 etc.).
  • Gain 1 END stat point at level 8, and 1 END stat point every 8 levels thereafter (16, 24, 32 etc.).
  • Essentially, the above two rules mean you get an automatically assigned stat point every 4 levels that alternates between STR and END, 1 STR at level 4, 1 END at level 8, 1 STR at 12, 1 END at 16, so on and so forth.
  • Additionally, you gain 1 stat point at level 2, and 1 stat point every 2 levels thereafter (4, 6, 8, etc.) and this stat can be applied to anything you wish.
    • For Melee: Skills are based on role-playing advancement.

Now you see, for you melee users, the benefits are much clearer, are they not? As for any confusion for skill advancement, well Dan and I both feel that this takes away from game play, adding all these skill modifiers to everything. So instead of having skill modifiers for everything, just role play your character properly, think in character and decide how to handle a situation. Say if you were making a leap of faith across an 8 feet gap, perhaps you could do certain things. Clean your launching area of pebbles, stretch beforehand; throw your equipment across to lighten your weight. These will add bonuses to your jump instead of having some lame “jump mod.” It is a lot more realistic this way, and it adds to the role playing experience. It adds a challenge to DMs though, thinking on your feet, ad hoc bonus assignments, all of that, but that makes it more fun, I think.

TIERS

Great devotion to one skill bears fruit in the long run. By training magic day in and day out and sacrificing all other privileges (like not having an HP above 100 at level 20) does have its benefits. Progressing through a set of tiers allows the player to gauge him or herself against all odds. Against the champion of the Arena, who is a tier 2 fighter, you know that as a tier 1 fighter you probably don’t have a chance. Such features can be listed in game as “levels of experience” for instance to demonstrate vocally just how powerful one is. (It sounds cooler than saying “I’m level 10!”). At Tier 5 and above, you shed your previous abilities and undergo enlightenment. You now minus the original Tier 4 enhancements and gain double for each tier you are now. The math is briefly explained below, and formulized in the cheat sheet, and it’s not as complicated as it sounds.

ENDURANCE

  • Tier 1: 5 END
    • DR 10/- on any incoming damage roll
  • Tier 2: 10 END
    • DR 20/- on any incoming damage roll
  • Tier 3: 15 END
    • DR 30/- on any incoming damage roll
  • Tier 4: 20 END
    • DR 40/- on any incoming damage roll
  • Tier 5+: Every 5 END after 20 (25, 30, etc.)
    • DR 60(+20 per additional tier)/- on any incoming damage roll

SPEED

  • Tier 1: 5 SPD
    • +1 AC
  • Tier 2: 10 SPD
    • +2 AC
  • Tier 3: 15 SPD
    • +3 AC
  • Tier 4: 20 SPD
    • +4 AC
  • Tier 5+: Every 5 SPD after 20 (25, 30, etc.)
    • +6 (+2AC per additional tier)

STRENGTH

  • Tier 1: 5 STR
    • x2 Multiplier for damage rolls (after STR mod)
  • Tier 2: 10 STR
    • x3 Multiplier for damage rolls (after STR mod)
  • Tier 3: 15 STR
    • x4 Multiplier for damage rolls (after STR mod)
  • Tier 4: 20 STR
    • x5 Multiplier for damage rolls (after STR mod)
  • Tier 5+: Every 5 STR after 20 (25, 30, etc.)
    • x6(+1 per additional tier) Multiplier for Damage Rolls (after STR mod)

INTELLIGENCE

  • Tier 1: 5 INT
    • +1d10 to effect rolls (before spell multiplier)
  • Tier 2: 10 INT
    • +2d10 to effect rolls (before spell multiplier)
  • Tier 3: 15 INT
    • +3d10 to effect rolls (before spell multiplier)
  • Tier 4: 20 INT
    • +4d10 to effect rolls (before spell multiplier)
  • Tier 5+: Every 5 INT after 20 (25, 30, etc.)
    • +6d10 (+2d10 per additional tier) to effect rolls (before spell multiplier)

FAST CHARACTER STAT GENERATION

Here’s a quick run-down table of character stat points that you can build in case you want to build a character that’s not level 1.

Level	--------------Melee---------------	-------------Magic-----------------------------------
|	------Minimums----      Assignable	-------Minimums------------	Assignable	Spell
|	STR	SPD	END	|		STR	SPD	END	INT	|		|	
0	1	1	1	7		1	1	1	1	6		1
1	1	1	1	7		1	1	1	1	6		1
2 	1	1	1	8		1	1	1	2	6		2
3	1	1	1	8		1	1	1	2	6		2
4	1	1	2	9		1	1	1	3	7		3
5	1	1	2	9		1	1	1	3	7		3
6	1	1	2	10		1	1	1	4	7		4
7	1	1	2	10		1	1	1	4	7		4
8	2	1	2	11		1	1	1	5	8		5
9	2	1	2	11		1	1	1	5	8		5
10	2	1	2	12		1	1	1	6	8		6
11	2	1	2	12		1	1	1	6	8		6
12	2	1	3	13		1	1	1	7	9		7
13	2	1	3	13		1	1	1	7	9		7
14	2	1	3	14		1	1	1	8	9		8
15	2	1	3	14		1	1	1	8	9		8
16	3	1	3	15		1	1	1	9	10		9
17	3	1	3	15		1	1	1	9	10		9
18	3	1	3	16		1	1	1	10	10		10
19	3	1	3	16		1	1	1	10	10		10
20	3	1	4	17		1	1	1	11	11		11

There are several headings in this table:

  • *Level* is the starting level you are choosing to create a character at.
  • *Melee* and Magic refer to the level types that you’re taking. For mixed classes, you don’t get the starting 10 stat points for taking a class in the opposite type that you started with, so keep that in mind.
  • *Minimums* highlights the absolute minimum STR, SPD, END and for magic users INT can be at the chosen starting level, meaning these are stat points that would be assigned in those positions no matter what.
  • *Assignable* indicates the amount of stat points you can assign anywhere. You can distribute these points however you choose.
  • *Spell* is only for magic users. It’s not really a stat, but it shows how many Spell Points they can use when creating a character at any given level, these are the points used to create spells, schools, and element types.

CHEAT SHEET


INSERTGRAPHIC