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#Post#: 12208--------------------------------------------------
Adventurer Creator: Forum Game Style
By: nitrox116 Date: September 25, 2014, 10:25 am
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[center]Omni’s Adventurer Creator, D&D Style[/center]
This is a mod of Omni’s CST Adventurer Creator in this
HTML http://gamestarforum.createaforum.com/role-playing/cst-resource-adventurer-creator/<br
/>thread, that quantifies some data and allows it to be used for
a
Dungeons and Dragons-style game. Credit goes to Omni for
basically all of the ideas and creativity. Such a game deals
with probability and damage power, but is still be open to
interpretation, with creative ideas being potentially
successful. Creating a character is basically the same: you
have 1000 points to spend.
First, some basic concepts of the game.
Stats
Health: Your remaining strength to battle. This stat varies
from species to species, but when it reaches zero, you fall
unconscious.
Attack: Your attacking power for physical attacks or weapons.
Focus: Your attacking power for spells.
Defense: Your ability to lower the damage of incoming attacks or
spells.
Speed: Your ability to move before your foe. Higher Speed goes
first.
Accuracy: Your ability to hit the opponent.
Evasion: Your ability to avoid the foe’s attacks.
Luck: The chance of hitting a weak point with a physical attack
or weapon. This will bypass the foe’s Defense stat.
There are some basic formulas you should know.
Power = Strength + Attack or Strength + Focus. Strength is a
weapon or spell’s power. Attack is used when dealing with
physical attacks, Focus with magic.
Damage = Power - Defense. The minimum damage dealt by a
damaging attack is 1.
Probability of hitting (%) = 100 - 15 * (Evasion of foe -
Accuracy of attacker + 1). The minimum probability that an
attack can hit is 20, although this will of course change if the
target is far away or inaccessible.
Probability of hitting a weak point (%) = Weapon weak point rate
* Luck + 1. The maximum probability of an attack hitting a weak
point is 75%.
Magic
Magical attacks are spells. They consume mana to use. Mana
regenerates over time at a rate of five mana per minute. If you
have too little mana to cast a spell, then you will lose the
mana but be unable to cast it. When your mana reaches zero, all
of your active spells will deactivate. Spells with a mana cost
of above five generally require free movement of your hands.
Elements
Spells and some attacks utilize elements. Each element is
strong against one elements and weak against one element. There
are five in total. A strong attack will deal 1.5x damage, while
a weakened attack will deal 0.5x damage.
Fire beats Ice but loses to Water.
Ice beats Wind but loses to Fire.
Wind beats Lightning but loses to Ice.
Lightning beats Water but loses to Wind.
Water beats Fire but loses to Lightning.
Status Conditions
Some attacks can inflict various status conditions. While with
some rationale, you could make up your own and explain its
effect, these are the normal ones.
Burn: Part of your body is burned. The effect differs depending
on the burned part of your body, but generally it will be more
difficult (and painful) to use that part. For example, if your
hand or arm was burned, it would be more difficult to wield a
weapon.
Paralysis: A strong electric shock causes your muscles to seize
up or go into spasms. You will always move last, and your
Accuracy is decreased by 1.
Poison: Poison will slowly take effect on your body, causing 5
damage every turn. Outside of battle, it causes 1 damage every
30 seconds.
Freeze: You are prevented from moving at all, preventing you
from attacking or using spells with a mana cost of above 5.
Environmental conditions like strong sun, in addition to Fire
attacks, will melt the ice. The ice will melt naturally after
about a minute.
Lethargy: Extreme tiredness will make it difficult for you to
move or concentrate, lowering your Attack and Focus by 1. It
wears off in 3 battle turns or 2 minutes out of battle.
Naturally, lethargy caused by not sleeping enough will not wear
off until you sleep.
Fall: When you fall down, you cannot use any attacks that
require leg movement that turn. You will automatically get up
at the end of your turn.
[spoiler=Species]Species
The list of species is the same as in the base game. Species
have various bonuses or negative effects. They also have
different amounts of base health.
Human:
[list][li]110 base health[/li]
[li]+4 Accuracy (2 sight, 2 hearing)[/li]
[li]+2 extra Accuracy when using a weapon[/li]
[li]Can determine a target's elemental affiliation and magic
classes unlocked[/li]
[li]Has a 40% chance of identifying poisonous food before it's
too late[/li]
[li]-5% of being affected by extra negative effects[/li]
[li]-2 Accuracy underwater[/li][/list]
Elf:
[list][li]80 base health[/li]
[li]+7 Accuracy (3 Sight, 4 Hearing)[/li]
[li]+3 extra Accuracy when using a weapon[/li]
[li]Can determine a target's elemental affiliation and magic
classes unlocked[/li]
[li]Has a 40% chance of identifying poisonous food before it's
too late[/li]
[li]-25% of being affected by extra negative effects[/li]
[li]-4 Accuracy underwater[/li]
[li]-2 Defense[/li][/list]
Orc:
[list][li]120 base health[/li]
[li]+3 Accuracy (3 Sight)[/li]
[li]Can determine a target's elemental affiliation, magic
classes unlocked, and location[/li]
[li]Can boost the Tracking Skill class by one without spending
any points[/li]
[li]Has a 40% chance of identifying poisonous food before it's
too late[/li]
[li]-5% of being affected by extra negative effects[/li]
[li]-2 Accuracy underwater[/li][/list]
Dwarf:
[list][li]105 base health[/li]
[li]+5 Accuracy (3 Sight, 2 Hearing)[/li]
[li]+2 extra Accuracy when using a weapon[/li]
[li]Can determine a target's elemental affiliation and magic
classes unlocked[/li]
[li]Has a 40% chance of identifying poisonous food before it's
too late[/li][/list]
Lizardman:
[list][li]95 base health[/li]
[li]+4 Accuracy (3 Sight, 1 Hearing)[/li]
[li]+2 extra Accuracy when using a weapon[/li]
[li]Can determine a target's elemental affiliation[/li]
[li]Has a 20% chance of identifying poisonous food before it's
too late[/li]
[li]-10% of being affected by extra negative effects[/li]
[li]+2 extra Accuracy when underwater[/li]
[li]+1 Defense[/li][/list]
Antharach:
[list][li]90 base health[/li]
[li]+4 Accuracy (3 Sight, 1 Hearing)[/li]
[li]+2 extra Accuracy when using a weapon[/li]
[li]Can determine a target's elemental affiliation[/li]
[li]Has a 20% chance of identifying poisonous food before it's
too late[/li]
[li]-20% of being affected by extra negative effects[/li]
[li]-2 Accuracy when underwater[/li]
[li]+1 Defense[/li][/list]
Rohn:
[list][li]120 base health[/li]
[li]+2 Accuracy (2 Hearing)[/li]
[li]+2 extra Accuracy when using a weapon[/li]
[li]+1 Attack[/li]
[li]Can determine a target's elemental affiliation, magic
classes unlocked, and location[/li]
[li]Can boost the Tracking Skill class by one without spending
any points[/li]
[li]Has a 40% chance of identifying poisonous food before it's
too late[/li]
[li]-5% of being affected by extra negative effects[/li]
[li]-1 Speed[/li]
[li]-1 Accuracy underwater[/li][/list]
Naga:
[list][li]90 base health[/li]
[li]+4 Accuracy (2 sight, 2 hearing)[/li]
[li]+2 extra Accuracy when using a weapon[/li]
[li]Can determine a target's elemental affiliation and magic
classes unlocked[/li]
[li]Has a 40% chance of identifying poisonous food before it's
too late[/li]
[li]-10% of being affected by extra negative effects[/li]
[li]+5 extra Accuracy and +1 Speed when underwater[/li]
[li]-1 Speed when on land[/li][/list]
Ala:
[list][li]100 base health[/li]
[li]+7 Accuracy (4 sight, 3 hearing)[/li]
[li]+2 Accuracy when using a weapon[/li]
[li]Can determine a target's elemental affiliation, magic
classes unlocked, and location[/li]
[li]Can boost the Tracking Skill class by one without spending
any points[/li]
[li]-10% of being affected by extra negative effects[/li]
[li]-4 Accuracy when underwater[/li]
[li]-1 Speed and -1 Evasion when wet[/li]
[/list][/spoiler]
[spoiler=Weapons]Weapons
Weapon and material cost is the same as in Omni’s. I also
list it here for your convenience. A weapon’s magical
resistance determines the amount it resists a spell cast through
it. A spell cast through a weapon will deal damaged reduced by
the magical resistance. For non-attacking spells, 2 resistance
means half power, which is boosted/reduced by one fourth for
each level of magical resistance lost/gained. Weapons have a
Base Weak Point rate, which is the chance that they will land on
a weak point and bypass Defense.
Shields work a little differently. They have Health instead of
Strength. They will take attacks until their Health reaches 0,
at which point it is knocked out of your hands and cannot be
used for the rest of the battle.
One-Handed Club:
Requirements: Prehensile Limb
Hands Used: 1
Strength: 2
Magical Resistance: 3
Range: Short (Melee)
Weak Point Rate: 5%
Small Shield:
Requirements: Prehensile Limb
Hands Used: 1
Health: 10
Magical Resistance: 2
Range: Self
Will not block speedy or wide-ranging attacks.
One-Handed Axe:
Requirements: Prehensile Limb
Hands Used: 1
Strength: 2
Magical Resistance: 2
Range: Short (Melee)
Weak Point Rate: 5%
Can also be used to chop wood.
Staff:
Requirements: Prehensile Limb
Hands Used: 1
Strength: 0
Magical Resistance: 0
Range: Medium (Melee)
Weak Point Rate: 5%
Dagger:
Requirements: Prehensile Limb
Hands Used: 1
Strength: 2
Magical Resistance: 1
Range: Short (Melee)
Weak Point Rate: 10%
Throwing Knives/Stars:
Requirements: Prehensile, Precise Limb
Hands Used: 1
Strength: 2
Magical Resistance: 2
Range: Short (Ranged)
Weak Point Rate: 10%
Infinite ammunition included.
Boomerang:
Requirements: Prehensile, Precise Limb
Hands Used: 1
Strength: 2
Magical Resistance: 2
Range: Medium (Ranged)
Weak Point Rate: 5%
Will return to the wielder’s hand. Can also be used to
hit targets from behind.
Disc:
Requirements: Prehensile, Precise Limb
Hands Used: 1
Strength: 4
Magical Resistance: 2
Range: Medium (Ranged)
Weak Point Rate: 15%
Two discs included.
One-Handed Sword:
Requirements: Prehensile Limb
Hands Used: 1
Strength: 3
Magical Resistance: 1
Range: Medium (Melee)
Weak Point Rate: 10%
Scythe:
Requirements: Prehensile Limb
Hands Used: 1 (Focused) OR 2 (Spread)
Strength: 3 (Focused) OR 1.5 (Spread)
Magical Resistance: 1
Range: Medium (Melee) (Focused) OR Medium (Melee), Wide (Spread)
Weak Point Rate: 5%
Can be swung focused on one foe or spread among many nearby
foes. Can also be used to harvest plants.
Bow and Arrows:
Requirements: Prehensile Limb, Precise Limb
Hands Used: 2
Strength: 5
Magical Resistance: 2
Range: Long (Ranged)
Weak Point Rate: 5%
Infinite ammunition included. The damage that this weapon deals
is not boosted by your Attack stat.
Whip:
Requirements: Prehensile Limb
Hands Used: 1
Strength: 2
Magical Resistance: 2
Range: Long (Melee)
Weak Point Rate: 5%
If you have a Precise Limb, then you can target an item to cause
the holder to drop it.
Crossbow:
Requirements: Prehensile Limb, Precise Limb, Arm Strength I
Hands Used: 2
Strength: 8
Magical Resistance: 2
Range: Long (Ranged)
Weak Point Rate: 5%
Infinite ammunition included.The damage that this weapon deals
is not boosted by your Attack stat.
Large Shield:
Requirements: Prehensile Limb, Arm Strength I
Hands Used: 1
Health: 20
Magical Resistance: 2
Range: Self
Will not block wide-ranging attacks.
Spear:
Requirements: Prehensile Limb, Arm Strength I (Stab) OR
Prehensile Limb, Precise Limb, Arm Strength I (Throw)
Hands Used: 1
Strength: 4
Magical Resistance: 2
Range: Medium (Melee) (Stab) OR Medium (Ranged) (Throw)
Weak Point Rate: 10% (Stab) OR 100% (Throw)
You may throw the spear, but it must be collected afterward.
Orb:
Requirements: Prehensile Limb, Fundamental Magic
Hands Used: 1
Strength: 4
Magical Resistance: 0
Range: Long (Ranged)
Weak Point Rate: 5%
Uses your Focus in damage calculation, not Attack. Can be
maneuvered magically. Costs 5 mana to use, with one additional
mana for every second the orb is flying.
Two-Handed Axe:
Requirements: Prehensile Limb, Arm Strength I
Hands Used: 2
Strength: 5
Magical Resistance: 2
Range: Short (Melee)
Weak Point Rate: 5%
Can also be used to chop wood. With Arm Strength IV or V, can
be used with one hand.
Flail:
Requirements: Prehensile Limb, Arm Strength I
Hands Used: 1
Strength: 5
Magical Resistance: 3
Range: Short (Melee)
Weak Point Rate: 10%
Lowers your Defense by 1 for the turn after use.
Two-Handed Club/Hammer:
Requirements: Prehensile Limb, Arm Strength I
Hands Used: 2
Strength: 5
Magical Resistance: 3
Range: Medium (Melee)
Weak Point Rate: 5%
The hammer can also be used in forging. With Arm Strength IV or
V, can be used with one hand.
Tower Shield:
Requirements: Prehensile Limb, Arm Strength I
Hands Used: 2
Health: 50
Magical Resistance: 2
Range: Self
Two-Handed Sword:
Requirements: Prehensile Limb, Arm Strength I
Hands Used: 2
Strength: 5
Magical Resistance: 1
Range: Short (Melee)
Weak Point Rate: 10%
With Arm Strength IV or V, can be used with one hand.
[spoiler=Materials]A weapon must be made out of a material.
Materials affect the cost of the weapon, its strength, and its
magical resistance. Some materials have other effects. Bronze,
Iron, Gold, Silver, and Steel are metals. This gives them
magnetic and conductive properties.
[table]
[tr]
[td]Material
Wood
Stone
Bronze
Iron
Gold
Silver
Steel
Pyrestone
Aethrum
Diamond
Sagestone
Crystal[/td]
[td]Cost
-40
-30
-20
+0
+0
+20
+30
+40
+50
+60
+60
+70[/td]
[td]Strength
-2
-1
-1
+0
-1
+0
+2
+2
+0
+3
+0
+3[/td]
[td]Magical Resistance
-0
+1
-0
-0
-2
-2
-0
-0
-2
-0
-3
-3[/td]
[td]Effect
None
None
None
None
None
None
None
Fire element, 10% burn
+2 Accuracy
None
None
None[/td]
[/tr][/table][/spoiler]
[/spoiler]
Spells
Spells are organized into six classes, which work the same way
as in Omni’s unmodded version. You need Fundamental Magic
to learn Elemental or Distilled Magic, Elemental or Distilled
Magic to learn Deep Magic, and Deep Magic to learn Progressive
or Artisan Magic. The classes themselves allow learning of
spells within the class, in addition to other effects. Buying a
class will increase your Focus (magical attacking power) by 1.
Buying a spell will increase your maximum mana by 5. The mana
cost of each spell is equal to its cost in points to learn.
Spells that last a long time say how long they last, but they
can be sustained for an additional mana cost. After casting a
spell, you can deactivate it at no mana cost.
Most spells can be channeled through weapons. The weapon may
alter the effect of the spell. When a spell is channeled
through a weapon, its range drops to the weapon’s range.
[spoiler=Fundamental Magic (30 points)]
Fundamental magic gives the user basic knowledge of magic and
the capability to use magical devices. It also gives the user
100 mana.
Force Spark:
Power: 0.5
(Mana) Cost: 5
Range: Short (Ranged)
Element: None
N Spell:
Power: None
(Mana) Cost: 5
Range: Self
Element: None
Gives the user increased number processing skills for ten
minutes.
Color Flare:
Power: None
(Mana) Cost: 10
Range: Medium (Ranged)
Element: None
A colored orb is created that will disappear if it hits
anything.
Dust Flare:
Power: 1
(Mana) Cost: 10
Range: Short (Ranged)
Element: None
Mage Quill:
Power: None
(Mana) Cost: 15
Range: Self
Element: None
Your finger creates a glowing purple trail that lasts for ten
minutes.
Weight:
Power: None
(Mana) Cost: 15
Range: Short (Ranged)
Element: None
The nonliving area you are focusing on increases in mass (up to
double).
Palm Shield:
Power: None
(Mana) Cost: 20
Range: Self
Element: None
Creates a shield with 10 health. Speedy or wide-ranging attacks
will not be blocked.
Speed Path:
Power: None
(Mana) Cost: 20
Range: Self
Element: None
Increases your Speed by 2 for five minutes.
Growth:
Power: None
(Mana) Cost: 25
Range: Short (Ranged)
Element: None
The living non-animal target grows incredibly quickly for 20
seconds.
Heal:
Power: None
(Mana) Cost: 25
Range: Contact
Element: None
The target’s health is restored by 40, and their status
conditions are cured.
[/spoiler]
[spoiler=Elemental Magic (30 points)]
Elemental magic allows you to determine the elements an object
contains, be unaffected by many environmental factors, and move
about 5 ounces of water or a slight gust of air without using
mana. Once you have a spellforge, it allows Spell Advancement
to be used.
Fireball:
Power: 1
(Mana) Cost: 5
Range: Medium (Ranged)
Element: Fire
Frost Burst:
Power: 1
(Mana) Cost: 5
Range: Short (Ranged)
Element: Ice
Waterball:
Power: 1
(Mana) Cost: 5
Range: Medium (Ranged)
Element: Water
Life Burst:
Power: None
(Mana) Cost: 5
Range: Short (Ranged)
Element: None
Cures the target of status conditions.
Gust:
Power: 0.5
(Mana) Cost: 5
Range: Medium (Ranged), Wide
Element: Air
Has a 20% chance of causing the target to fall.
Light:
Power: 0.5
(Mana) Cost: 5
Range: Medium (Ranged)
Element: Lightning
Can be sustained indefinitely without mana drain.
Heat Stream:
Power: 2
(Mana) Cost: 10
Range: Short (Ranged), Wide
Element: Fire
Has a 20% chance of giving the opponent a burn.
Freeze:
Power: None
(Mana) Cost: 10
Range: Contact
Element: Ice
Deals damage equal to half of your Focus (rounded up) per
second. Contact for (10 - Focus) seconds will cause lethargy.
Contact for double that time will freeze your opponent.
Drain:
Power: None
(Mana) Cost: 10
Range: Short (Ranged)
Element: None
Deals damage equal to half of your Focus (rounded up) per
second. Contact for (10 - Focus) seconds will cause lethargy.
Restore 2 mana for every point of damage you deal. Can be
sustained for a minute.
Wind Force:
Power: None
(Mana) Cost: 10
Range: Short (Ranged)
Element: Air
Boost your target’s Speed by 2 for two minutes.
Shock:
Power: 2
(Mana) Cost: 10
Range: Medium (Ranged)
Element: Lightning
Has a 20% chance of causing paralysis.
Flame Wall:
Power: 2
(Mana) Cost: 15
Range: A circle with a radius of 3 meters
centering on you
Element: Fire
Creates a ring of flame for 20 seconds. Anyone that touches it
will be burned and take damage.
Ice Wall:
Power: 2
(Mana) Cost: 15
Range: A circle with a radius of 3 meters
centering on you
Element: Ice
Creates a ring of ice with 15 health. Anyone that touches it
will take damage.
Water Sphere:
Power: None
(Mana) Cost: 15
Range: Self
Element: Water
Creates a sphere of water for 1 minute. Fire attacks will be
stopped, while other attacks will do 70% damage. Lightning
attacks are unaffected.
Poison Cloud:
Power: None
(Mana) Cost: 15
Range: Medium (Ranged), Wide
Element: None
Poisons people inside the cloud. Poison will deal two extra
damage to people inside the cloud. The cloud lasts
approximately one minute.
Whirlwind:
Power: None
(Mana) Cost: 15
Range: Self
Element: Air
Creates a whirlwind around you for one minute that stops
Lightning spells and reduces the accuracy of other attacks and
spells by 70%. Ice attacks are unaffected.
Static Field:
Power: None
(Mana) Cost: 15
Range: Self
Element: Lightning
Creates a static field around you that boosts your Focus by 1.
Bronze, Iron, Gold, Silver, or Steel weapons will have their
power boosted by 2 and are given a 30% of paralysis.
Combust:
Power: 3
(Mana) Cost: 20
Range: Medium (Ranged)
Element: Fire
Has a 10% chance of burning the opponent.
Frost Strike:
Power: 3 (Focused) OR 1 (Spread)
(Mana) Cost: 20
Range: Medium (Ranged) (Focused) OR Medium
(Ranged), Wide (Spread)
Element: Ice
Has a 10% chance of freezing the opponent. Can be used focused
on one foe or spread among many.
Typhoon:
Power: 3
(Mana) Cost: 20
Range: Medium (Ranged)
Element: Water
Has a 10% chance of making the opponent fall down.
Life Rune:
Power: None
(Mana) Cost: 20
Range: Short (Ranged)
Element: None
Restores the target’s health by 10 every 10 seconds for 2
minutes, costing 2 mana each time.
Convection:
Power: None
(Mana) Cost: 20
Range: Short (Ranged)
Element: Air
Carry even very large objects in a tornado and throw them
wherever you like.
Lightning Whip:
Power: 2
(Mana) Cost: 20
Range: Long (Ranged)
Element: Lightning
Has a 10% chance of paralyzing the opponent. If channeled
through a melee weapon, its range becomes Medium (Ranged).
[/spoiler]
[spoiler=Distilled Magic (30 points)]
Distilled Magic gives you the ability to sense magical spells,
as well as giving you +1 Evasion against magic. Once you have a
spellforge, it allows Spell Distillation to be used.
Blast:
Power: 1
(Mana) Cost: 5
Range: Short (Ranged)
Element: None
Has a 10% chance of causing the opponent to fall down.
Tether:
Power: None
(Mana) Cost: 5
Range: Contact
Element: None
Creates a magic wire that attaches two objects. It can be
sustained easily.
Impact:
Power: None
(Mana) Cost: 5
Range: Contact
Element: None
The next time the imbued object strikes something, it will deal
2 extra damage.
Iactum:
Power: 1
(Mana) Cost: 5
Range: Long (Ranged)
Element: None
Sense:
Power: None
(Mana) Cost: 5
Range: Self
Element: None
You can sense everything around you for one minute.
Blade:
Power: 2
(Mana) Cost: 10
Range: Medium (Ranged)
Element: None
Disc Shield:
Power: None
(Mana) Cost: 10
Range: Self
Element: None
Creates a shield with 10 health. It will not block speedy or
wide-ranging attacks.
Impulse:
Power: None
(Mana) Cost: 10
Range: Contact
Element: None
The target is launched at high speeds in a direction of your
choice. It cannot be heavier than you could physically lift.
Scatter Blast:
Power: 1
(Mana) Cost: 10
Range: Short (Ranged), Wide
Element: None
Lock:
Power: None
(Mana) Cost: 10
Range: Contact
Element: None
Protects a door or lock magically. The more mana you put in,
the better the protection.
Beam:
Power: 2
(Mana) Cost: 15
Range: Medium (Ranged)
Element: None
Has a 20% chance of burning the target.
Enlarge:
Power: None
(Mana) Cost: 15
Range: Contact OR Self
Element: None
Grows the target about 20% taller for ten minutes.
Sphere Shield:
Power: None
(Mana) Cost: 15
Range: Self
Element: None
Creates a shield with 20 health, but physical attacks or objects
will pass through.
Stupor:
Power: None
(Mana) Cost: 15
Range: Medium (Ranged), Wide
Element: None
Causes lethargy.
G Spell:
Power: None
(Mana) Cost: 15
Range: Short (Ranged)
Element: None
Change the amount that gravity affects the target, from 0.5
g’s to 1.5 g’s, for 3 minutes.
Corrode:
Power: None
(Mana) Cost: 20
Range: Contact (nearly)
Element: None
Deals damage equal to your Focus every second. Contact for (10
- Focus) seconds will cause a burn.
Aspirate:
Power: None
(Mana) Cost: 20
Range: Self
Element: None
You do not need air to breathe for one hour.
Focus:
Power: None
(Mana) Cost: 20
Range: Self
Element: None
Your next spell will cost double the mana, but deal double
damage and have a double chance of inflicting other effects.
Tranquility:
Power: None
(Mana) Cost: 20
Range: Short (Ranged)
Element: None
The target loses its anger.
Insight:
Power: None
(Mana) Cost: 20
Range: Short (Ranged)
Element: None
You get a five-second glimpse of being in the mind of the
target.
Mage Weapon:
Power: None
(Mana) Cost: 25
Range: Self
Element: None
A weapon of your choice appears in your hand. It deals half the
damage of the normal weapon. It can be sustained indefinitely
without additional mana drain.
Velocity:
Power: None
(Mana) Cost: 25
Range: Self
Element: None
Increase your speed by 1.5x for ten seconds.
Teleport:
Power: None
(Mana) Cost: 25
Range: Self or Short (Ranged)
Element: None
Move you or a target up to 10 feet away. The amount of time
that this spell takes to cast increases with distance.
Raise:
Power: None
(Mana) Cost: 25
Range: Contact
Element: None
Move a circle on a surface (radius 1 meter) upwards up to 5
feet.
Circle:
Power: None
(Mana) Cost: 25
Range: Short (Ranged)
Element: None
Creates a circle in the air (radius 0.5 meters) that will cause
spells that go through it to deal 1.5x damage.
[/spoiler]
[spoiler=Deep Magic (50 points)]
Deep Magic gives you the ability to modify magical devices and
utilize a spellforge (more details later on). It also allows
you to exchange your health for mana (or vice versa) at a ratio
of 1:1. You may exchange up to 30 health/mana per hour.
Spell Drain:
Power: None
(Mana) Cost: 25
Range: Short (Ranged)
Element: None
Drains mana from unconscious targets at a rate of 1 mana every 2
seconds. Using it to restore 100 mana will turn the
target’s skin very pale, and usage for much longer will
kill the target.
Spell Bubble:
Power: None
(Mana) Cost: 25
Range: Short (Ranged)
Element: None
A floating bubble is created that can be physically moved.
Within ten seconds, you can cast another spell inside the
bubble. If the bubble is hit with force or unsummoned, the
spell will launch in the opposite direction of the thing that
hit it.
Spell Double:
Power: None
(Mana) Cost: 30
Range: Self
Element: None
Allows you to use two spells at once next turn, but each will be
at half power.
Mage Object:
Power: None
(Mana) Cost: 30
Range: Short (Ranged)
Element: None
Creates a stationary object of your choice. Can be sustained
for an hour.
Levitate:
Power: None
(Mana) Cost: 35
Range: Self
Element: None
Hover above the ground for half an hour. At higher altitudes,
you may lose control.
Spell Break:
Power: None
(Mana) Cost: Variable
Range: Short (Ranged)
Element: None
Neutralizes the target spell. If it is a spell that you know,
the mana cost is 25. If you do not know the spell but it is in
a class that you know, the mana cost is 35. If it is in a tier
but not a class that you know (i.e. it’s Progressive and
you only know Artisan), the mana cost is 45. If it’s not
in a tier of magic you have (i.e. you only have Deep and below
and the target is Artisan), you cannot use this spell.[/spoiler]
[spoiler=Progressive Magic (40 points)]
Progressive Magic allows you to draw mana gradually from your
environment (sunlight, humidity, or soil). It also allows you
to perform Elemental Infusion.
Pyro Orb:
Power: 2
(Mana) Cost: 20
Range: Medium (Ranged)
Element: Fire
Has a 50% chance of causing a burn.
Cryo Orb:
Power: 2
(Mana) Cost: 20
Range: Medium (Ranged)
Element: Ice
Has a 50% chance of freezing the target.
Venom Touch:
Power: 2
(Mana) Cost: 20
Range: Short (Melee)
Element: None
Poisons the target.
Rumble:
Power: 2
(Mana) Cost: 20
Range: Short (Ranged), can hit multiple
foes in a line
Element: None
Has a 50% chance of making the target fall down.
Solar Trail:
Power: 2
(Mana) Cost: 20
Range: Medium (Ranged), Wide
Element: Fire
Electro Touch:
Power: 2
(Mana) Cost: 25
Range: Short (Melee)
Element: Lightning
Paralyzes the target.
Rage Force:
Power: 3
(Mana) Cost: 25
Range: Medium (Ranged), Wide
Element: None
You lose 10 health.
Inspired Force:
Power: 2
(Mana) Cost: 25
Range: Short (Ranged)
Element: None
Does not require the use of your hands, so you can use it while
frozen or restrained.
Crystallize:
Power: None
(Mana) Cost: 25
Range: Short (Ranged)
Element: None
The non-organic liquid or soft solid target crystallizes.
Geyser:
Power: 2
(Mana) Cost: 25
Range: Short (Ranged)
Element: None
Throws the foe upward about 10 feet.
Bend:
Power: None
(Mana) Cost: 30
Range: Contact
Element: None
The imbued object or spell will home in on its target, always
striking them in most situations.
Globe of Harm:
Power: None
(Mana) Cost: 30
Range: Short (Ranged)
Element: None
Create a sphere with a maximum radius of 1.5 feet that will deal
5 damage per second to anyone inside it. Lasts for two minutes.
Rake:
Power: 3
(Mana) Cost: 30
Range: Short (Melee)
Element: None
In the two minutes after casting this spell, you can use it
again for no mana cost.
Great Blade:
Power: 3
(Mana) Cost: 30
Range: Medium (Ranged), Wide
Element: None
T Spell:
Power: None
(Mana) Cost: 30
Range: Self
Element: None
Your hands gain a time-slowing field for a minute that will heal
at a rate of 1 health every two seconds and make most magical
spells that enter fizzle out.
Force Storm:
Power: 3
(Mana) Cost: 35
Range: Medium (Ranged), Wide
Element: None
Force Bash:
Power: 4
(Mana) Cost: 35
Range: Medium (Ranged)
Element: None
Smoke Lash:
Power: 3
(Mana) Cost: 35
Range: Short (Ranged)
Element: None
Restores health equal to the damage you deal.[/spoiler]
[spoiler=Artisan Magic (40 points)]
Artisan Magic lets you easy destroy weak enchantments without
spending much mana. It also allows you to make Spell Scrolls.
Duplicate:
Power: None
(Mana) Cost: 20
Range: Contact for the original, Short
(Ranged) for the copy
Element: None
The non-sentient target is copied, and the original goes away in
5 minutes.
Mass Balance:
Power: None
(Mana) Cost: 20
Range: Contact
Element: None
Redistribute the mass of an object not attached to anything.
You cannot increase or decrease the overall mass, and you cannot
create regions with 0 or negative mass.
Mind Melt:
Power: None
(Mana) Cost: 20
Range: Contact
Element: None
Deals damage equal to 1.5 times your Focus per second.
Faultless Motion:
Power: None
(Mana) Cost: 20
Range: Self
Element: None
Allows you to walk or stand sideways or upside down for five
minutes.
Rune Link:
Power: None
(Mana) Cost: 25
Range: Short (Ranged)
Element: None
Two objects are enchanted so that when one moves, the other will
too. You must be able to see both objects. Lasts half an hour.
Order:
Power: None
(Mana) Cost: 25
Range: Medium (Ranged)
Element: None
Causes lethargy and crystallizes weaker substances.
Carapace:
Power: None
(Mana) Cost: 25
Range: Self
Element: None
Creates a shield around you with 20 health. While active, your
physical attacks will always go last.
Reversal Orb:
Power: None
(Mana) Cost: 25
Range: Short (Ranged)
Element: None
Create a small, stationary orb that will deactivate spells that
go within a two-foot radius of it. You can add more mana to let
it absorb more spells.
Preserve:
Power: None
(Mana) Cost: 30
Range: Short (Ranged)
Element: None
Preserve a small area (radius 3 feet) barren of animal or
sentient life in time for an hour. If something enters the
area, the spell is broken.
Flux:
Power: None
(Mana) Cost: 30
Range: Self
Element: None
Nearby small, lightweight objects will orbit you for ten
minutes.
Balance Bolt:
Power: 2
(Mana) Cost: 30
Range: Medium (Ranged)
Element: None
If this attack misses, your next attack will always go first.
Refractor:
Power: 1-3
(Mana) Cost: 30
Range: Medium (Ranged)
Element: None
Will refract off of a surface twice, gaining 1 power each time.
Reiterate:
Power: None
(Mana) Cost: 35
Range: Self
Element: None
Go 10 seconds back in time, preserving your mind but not your
body. During those 10 seconds, your Focus is decreased by 1.
You cannot use Reiterate again during that time.
Animate:
Power: None
(Mana) Cost: 35
Range: Short (Ranged)
Element: None
A small amount of liquid or formless solid becomes a small
animal or creature based on the substance. You cannot control
what animal is made. This animal will not be immediately
hostile to you, but it will not necessarily obey your orders.
Warp:
Power: None
(Mana) Cost: 35
Range: Medium (Ranged)
Element: None
Change the position (within a 1-foot radius) and direction of
the target small object.
Mage Path:
Power: None
(Mana) Cost: 35
Range: Short (Ranged), but the curve can
extend longer
Element: None
Draw a 20-meter solid road on the ground or the sky that lasts
for ten minutes.[/spoiler]
[spoiler=The Spellforge]The Spellforge
A spellforge is a magician’s workplace that allows him to
perform various tasks. It can be anywhere from a desk to a
patch of ground. Unlocking Deep Magic allows use of a
spellforge, but other tiers allow you to do various other
things.
Runecrafting
Requirements: Deep Magic OR Craft II
Runes are essentially delayed-action spells. Engraving or
writing a spell’s rune on something and infusing it with
mana allows it to be used later without consuming your mana.
You can create a rune for any spell you know. You must then
infuse it with mana. Every time you activate the rune and use
the spell, then it will consume its internal mana storage. If
its mana storage reaches zero, then the rune and the object it
is written on will disintegrate. Stronger, heavier runes can
hold more mana. A rune may not contain a spell you unlocked
through the spellforge.
Runes can be written with any material on any surface small
enough to hold in your hand. However, note that if the text is
damaged, then the rune will lose all of its mana and become
unusable. After writing the rune, the infusion process takes
place. You can only infuse a rune once, and the process takes
about a minute for every mana you infuse. After infusing, you
lock the rune, which allows you to activate it and use the spell
inside.
Spell Advancement
Requirements: Elemental Magic, Deep Magic
By studying a spell in depth, you can create upgraded spells
that may have higher power, longer range, or better effects.
The upgraded spell will cost more mana. The process for
creating an upgraded spell takes a number of hours equal to the
mana cost of the base spell, with a choice of what part of the
spell you want to upgrade halfway through the process. Note
that you will only be offered two choices, which will be chosen
randomly.
Spell Distillation
Requirements: Distilled Magic, Deep Magic
By discovering the individual components (or signs) of a spell,
you can mix-and-match parts of spells and create new spells with
unique effects. Distilling a spell, which is a process that
takes the same amount of time as advancing a spell (hours equal
to the mana cost), will give you signs for the spell’s
element, range, power, or effect. You will only receive two
signs, so you might have to distill a spell multiple times to
get the one you want. You can then combine four of these signs
to create a new spell that combines these effects. The new
spell’s mana cost will be dependent on the costs of the
constituent signs.
Elemental Infusion
Requirements: Deep Magic, Progressive Magic
With enough power and time, you can permanently infuse an object
with a specific element. This will give the object all of the
characteristics of that element, rendering it good against what
that element is strong against and weak against what that
element is weak against. You can even infuse yourself once a
day, which not only affects the damage you take but also makes
your spells of that element stronger your spells that are strong
against your element weaker. The infusion process takes about
two hours.
Spell Scrolls
Requirements: Deep Magic, Artisan Magic
Runes are useful to use many spells at once, but limited by
their mana storage. Creating a scroll of a spell circumvents
this problem, enabling you to use the spell contained in the
scroll without destroying the scroll. Creating a scroll costs
double the mana that the spell costs, and takes one minute per
mana the spell costs. A Spell Scroll may not contain a spell
that you unlocked through a spellforge. After the scroll is
created, you can activate the spell inside at any time. After
the spell is used, the scroll will recharge. The recharge time,
in minutes, is equal to the mana cost of the spell inside. Keep
in mind that, unlike runes, Spell Scrolls must be written on a
Papyrus Scroll. This is a relatively rare object, so choose
your Scrolls wisely![/spoiler]
Training
The training system works the same way as the original. Each
thing you can train is organized into tiers, with higher tiers
being more expensive. You can pick one tier out of the five, or
none at all to leave that skill untrained. While some training
has effects that I have added on, please refer to Omni’s
list for more detailed descriptions of what you can accomplish
with that training.
[spoiler=Muscular Strength]
Make yourself physically stronger, boosting your stats.
Core Strength:
Tier I - 20, Tier II - 70, Tier III - 80, Tier IV - 90, Tier V -
120
Boosts Attack by 1 per tier.
Endurance:
Tier I - 15, Tier II - 50, Tier III - 60, Tier IV - 70, Tier V -
100
Boosts Health by 10 per tier.
Arm Strength:
Tier I - 20, Tier II - 40, Tier III - 60, Tier IV - 80, Tier V -
100
Boosts Attack by 1 per tier, provided you are using your arms in
the attack.
Tier I allows use of heavier weapons, Tier IV allows use of
two-handed weapons with one hand with a slight accuracy drop,
Tier V allows full use of two-handed weapons with one hand.
Leg Strength:
Tier I - 20, Tier II - 40, Tier III - 60, Tier IV - 80, Tier V -
100
Boosts Speed by 1 per tier. Also, boosts Attack for by 1 per
tier, provided you are using your legs in the attack.[/spoiler]
[spoiler=Sensory Strength]
Make yourself more prone to picking up cues around you,
increasing stats and the like.
Perception:
Tier I - 15, Tier II - 60, Tier III - 70, Tier IV - 80, Tier V -
110
Boosts Evasion by 0.5 per tier, and gives you sharper eyesight.
Awareness:
Tier I - 10, Tier II - 40, Tier III - 50, Tier IV - 60, Tier V -
90
Boosts Accuracy by 1 per tier.
Tracking Skill:
Tier I - 10, Tier II - 30, Tier III - 35, Tier IV - 40, Tier V -
50
Increases your ability to find notable ‘clues’
around you and use them to find or deduce things.
Reflexes:
Tier I - 20, Tier II - 40, Tier III - 60, Tier IV - 80, Tier V -
100
Boosts Evasion and Speed by 0.5 per tier.[/spoiler]
[spoiler= Combat Technique]
Make yourself more adept at combat, increasing your stats or
abilities.
Mastery:
Tier I - 15, Tier II - 60, Tier III - 70, Tier IV - 80, Tier V -
110
Boosts Attack and Luck by 0.5 per tier.
Protection:
Tier I - 10, Tier II - 40, Tier III - 50, Tier IV - 60, Tier V -
90
Boosts Defense by 1 per tier.
Guerilla Technique:
Tier I - 20, Tier II - 40, Tier III - 60, Tier IV - 80, Tier V -
100
Boosts Attack by 1.5 per tier, provided you are fighting
bare-handed or with unconventional weaponry.
Balance Technique:
Tier I - 20, Tier II - 40, Tier III - 60, Tier IV - 80, Tier V -
100
Lowers your chance of being affected by status by 5% per
tier.[/spoiler]
[spoiler=Scientific Technique]
Make yourself more knowledgable, improving the kinds of things
you can do.
Mechanical Study:
Tier I - 15, Tier II - 60, Tier III - 70, Tier IV - 80, Tier V -
110
Improve your skill with functioning, repairing, altering, and
finding machines.
Organic Study:
Tier I - 10, Tier II - 40, Tier III - 50, Tier IV - 60, Tier V -
90
Boosts chance of recognizing poison by 20% and Luck by 0.5 per
tier.
Craft:
Tier I - 20, Tier II - 50, Tier III - 55, Tier IV - 60, Tier V -
70
Improve your skill with gathering materials and building
structures or tools. Tier II lets you make Fundamental Magic
runes and Tier V lets you make Elemental and Distilled Magic
runes. If you already know a spell, then it lets you make the
runes more efficient and use 75% mana.
Alchemy:
Tier I - 15, Tier II - 30, Tier III - 35, Tier IV - 40, Tier V -
50
Improve your potion repertoire, detailed in the Alchemy
section.[/spoiler]
[spoiler=Survival Skills]
Improve your ability to survive efficiently in the wild.
Hunting-Gathering:
Tier I - 15, Tier II - 60, Tier III - 70, Tier IV - 80, Tier V -
110
Increases your ability to find and use resources from nature.
Sheltering:
Tier I - 10, Tier II - 40, Tier III - 50, Tier IV - 60, Tier V -
90
Improve your ability to create safe shelters and hide from
attackers.
Travel Wisdom:
Tier I - 10, Tier II - 30, Tier III - 35, Tier IV - 40, Tier V -
50
Improve your navigation and general survival skills, and
increase inventory space by 5 per tier.
Creature Control:
Tier I - 25, Tier II - 50, Tier III - 55, Tier IV - 60, Tier V -
70
Improve your ability to tame, command, and fight with
pets.[/spoiler]
[spoiler=Equipment]
Mage Bead:
Cost: 1
Effect: Boosts maximum mana by 2. You can carry up to 50 beads.
Potion:
Cost: 5
Effect: A liquid potion from potion tier I or II that refills
every day.
Instrument:
Cost: 5
Effect: Any musical instrument that does not have a significant
effect outside of playing music.
Small Pack (new addition):
Cost: 5
Effect: Increases inventory space from 5 to 10.
Tent:
Cost: 10
Effect: A pre-built shelter.
Cooking Tools:
Cost: 20
Effect: Makes your cooking faster and more efficient.
Weighted Net:
Cost: 30
Effect: Can be thrown to temporarily trap enemies or animals.
Giant Pack (new addition):
Cost: 30
Effect: Increases inventory space from 5 to 20.
Flask Set:
Cost: 40
Effect: Gives you two normal flasks and one airtight flask.
Psychic Athame:
Cost: 50
Effect: When pointed at an object under 5 pounds, allows you to
telekinetically move it.
Ligamin:
Cost: 60
Effect: A small, tough cord that can grow up to 10 meters.
Pocket Portal:
Cost: 70
Effect: Enables you to return to a set location at any time.
Forge:
Cost: 80
Effect: Enables you to repair metal items..
Booth:
Cost: 90
Effect: Gives your business a sense of legitimacy, increasing
sales.
Blue Orb:
Cost: 100
Effect: Can be programmed with Artisan Magic to move, change
size, change color, rotate, make sounds, send information to
other Blue Orbs, etc. based on external factors such as motion,
sound, temperature, etc.[/spoiler]
Alchemy
Alchemy is the art of brewing potions and restorative drinks.
You can buy potions from potion vendors, or you can brew your
own with the Alchemy skill. Each advancement in the Alchemy
skill allows you to carry and brew more potions.
Potions require materials that you can find in nature to brew,
in addition to a source of heat. Common Herbs can be found in
most environments and are easy to identify; Uncommon Herbs are
rarer but still not hard to identify, Rare Herbs are very
secluded and often confused with poisons. Some potions require
special items that can be bought or picked up from defeated
foes.
Potions come in three types: a liquid potion that contains only
one dose, a concentrated solid balm or powder that contains
multiple doses, or a single-use gaseous vapor that must be
stored in an airtight container, but will affect everyone who
inhales it. Liquid potions are simply brewed with water, solid
potions with Sticky Sap, and gaseous potions with a Reactive
Pellet. Note that gaseous potions have a reduced effect, and
more concentrated solid potions require more herbs to brew.
Alchemy II is required to brew solid potions, and Alchemy IV is
required to brew gaseous potions.
Note: A higher tier of Alchemy will automatically unlock the
previous tier’s potions and effects.
[spoiler=Tier I Potions (unlocked by Alchemy I)]
One Flask is gained with this level.
Health Restorative:
Components: Common Herb
Effect: Restores 20 health.
Mana Restorative:
Components: Common Herb
Effect: Restores 20 mana.
Potion of Attack:
Components: Uncommon Herb
Effect: Boosts Attack by 1 for five minutes.
Potion of Focus:
Components: Uncommon Herb
Effect: Boosts Focus by 1 for five minutes.[/spoiler]
[spoiler=Tier II Potions (unlocked by Alchemy II)]
One Flask is gained with this level.
The brewing of solid potions is unlocked with this level. Solid
potions require a Sticky Cream and double the components, but
produce a balm or powder with two doses.
Potion of Speed:
Components: Uncommon Herb
Effect: Boosts Speed by 1 for five minutes.
Potion of Jumping:
Components: Uncommon Herb
Effect: Boosts your jump height by about a foot for five
minutes.
Potion of Sensory Acuity:
Components: Uncommon Herb, Common Herb
Effect: Boosts your senses for five minutes.
Potion of Mental Acuity:
Components: Uncommon Herb, Common Herb
Effect: Boosts your intelligence and processing speed for five
minutes.[/spoiler]
[spoiler=Tier III Potions (unlocked by Alchemy II)]
One Flask is gained with this level.
Health Regenerator:
Components: Uncommon Herb x2
Effect: Restores your health by 1 every 5 seconds for 5 minutes
and cures status.
Mana Regenerator:
Components: Uncommon Herb x2
Effect: Restores your mana by 1 every 5 seconds for 5 minutes
and cures status.
Potion of Physical Resistance:
Components: Rare Herb
Effect: Non-magical attacks do 3 less damage to you for 5
minutes, but your non-magical attacks do 1 less damage.
Potion of Magical Resistance:
Components: Rare Herb
Effect: Magical attacks do 3 less damage to you for 5 minutes,
but your magical attacks do 1 less damage.[/spoiler]
[spoiler=Tier IV Potions (unlocked by Alchemy IV)]
One Airtight Flask is gained with this level.
The brewing of gaseous potions is unlocked with this level.
Gaseous potions require a Reactive Pellet and have halved
effect, but will affect a wide range of targets. They must be
stored in an Airtight Flask.
Toxic Potion:
Components: Rare Herb, Green Powder
Effect: Causes poison.
Stiffness Potion:
Components: Rare Herb, Yellow Powder
Effect: Causes paralysis.
Knockout Potion:
Components: Rare Herb, Blue Powder
Effect: Causes lethargy. In concentrated doses, knocks out the
target.
Acidic Potion:
Components: Rare Herb, Red Powder
Effect: Causes a burn.[/spoiler]
[spoiler=Tier V Potions (unlocked by Alchemy V)]
One Flask and one Airtight Flask are gained with this level.
Health Panacea:
Components: Rare Herb x2
Effect: Restores 80 health and cures status, but causes
lethargy.
Mana Panacea:

Components: Rare Herb x2
Effect: Restores 80 mana and cures status, but causes lethargy.
Potion of Physical Superiority:
Components: Rare Herb x3, Black Horn
Effect: Greatly increases physical strength for 5 minutes,
boosting Attack by 2 and lowering the damage you take from
non-magical attacks by 2. After these 5 minutes, your Attack is
lowered by 1 and the damage you take from non-magical attacks is
increased by 1 for ten minutes.
Potion of Magical Superiority:
Components: Rare Herb x3, White Horn
Effect: Greatly increases magical strength for 5 minutes,
boosting Fcous by 2 and lowering the damage you take from
magical attacks by 2. After these 5 minutes, your Focus is
lowered by 1 and the damage you take from magical attacks is
increased by 1 for ten minutes.[/spoiler]
The game is currently in the TESTING phase. This is the point
where we try to find unbalanced, etc. components. Please make
characters and perform mock battles. Here are the things I want
to test:
1) Are weapons balanced with magic?
a) Is the mana system too restrictive? Not restrictive
enough?
b) Are the Advanced or Distilled spells created with the
spellforge too strong?
2) Are accuracy and evasion balanced? Can you use an evasive
strategy without being too overpowered?
3) Are there any items or techniques that are too powerful?
4) Is the potion system balanced? Is Alchemy too good?
5) Is the amount of health right for the amount of damage that
is usually taken?
When creating characters, feel free to give them a few Advanced
or Distilled spellforge spells (just ask me and I'll tell you
the advanced form).
*****************************************************