Nekromanti Hur spelleder man dungeoncrawl på bästa sätt?

God45

#PrayersForBahakan
Joined
23 Oct 2012
Messages
18,666
Kung Arthur-settingen :')
Jag kan skicka det jag har skrivit som bakgrund till settingen till dig om du är intresserad :gremsmile:
 

Tomatalven

Hero
Joined
22 Sep 2012
Messages
1,175
God45 said:
Kung Arthur-settingen :')
Jag kan skicka det jag har skrivit som bakgrund till settingen till dig om du är intresserad :gremsmile:
Hur mkt är det? Gärna! :gremsmile: jag fick nostalgi från en bokserie jag har läst som utspelar sig delvis i den världen + att Merlin är ascool.
 

God45

#PrayersForBahakan
Joined
23 Oct 2012
Messages
18,666
Det är inte särskilt mycket :gremsmile:

Jag har snott grejer från en massa olika källor (mycket Gygax) och skrivit ihop det och skrivit nya bitar själv. Så jag tar inte credit för något av det här :gremsmile: Det här är blurben jag använde för att sälja kampanjen:


Mythical Europe and the horrors of the Green castle

The Lawful Good hierarchy is the Roman Catholic Church, the Paladins work for Charlemagne in Paris; Lawful Evil are the Paynims who serve the Sultan raiding from the South; Chaotic Evil are the Vikings raiding from the North; the Rangers work for the one remaining heir to the Holy Roman Empire; and the various witches and magic-users worship and serve the Old Gods of Olympus, or the new devils of Hell, and the druids worship Epona and their pagan gods. Elves inhabit the Black Forest of Germany, where no man goes, and Dwarves live in Switzerland and provide a bodyguard for the Pope. Thieves all come from the Court of Miracles in Paris or Lankhmar, which might as well be Alexandria or Byzantium. Monks came back in large numbers from China along the Silk Road with Marco Polo. Magic Users are despised like Jews in the Middle Ages, courted by kings as necessary, or protected by the Church, but subject to popular outrage.

The games focus will be the barony of Westshire in england. A great evil have risen in the barony and with the country caught up in the civil war between King Arthur and his son Mordred no organised response have been seent. The church have sent the word for adventurers to all of christendom and those that have heeded the call now arrive at the town of Westonchire ready to confront the evil pouring out of the Green castle.


Mycket om resten av kampanjen, som tyska alver och halvorks vikningar, dikuterades i den här tråden: http://www.rollspel.nu/forum/ubbthreads....html#Post816757



Sedan använde jag en ganska kraftigt ombyggd version av OD&D för att köra det. Det är lite långt så jag lägger det i den här spoiler tagen:

Classes

Fighter: All magical weaponry is usable by fighters, and this in itself is a
big advantage. In addition, they gain the advantage of more "hit dice" (the score
of which determines how many points of damage can be taken before a character
is killed). They can use only a very limited number of magical items of the nonweaponry
variety, however, and they can use no spells.Dwarves that go adventuring are treated like fighting-men.

Magic-Users: Top level magic-users are perhaps the most powerful characters in
the game, but it is a long, hard road to the top, and to begin with they are weak,
so survival is often the question, unless fighters protect the low-level magical types
until they have worked up. The whole plethora of enchanted items lies at the
magic-users beck and call, save the arms and armor of the fighters. Magic-Users may arm themselves with daggers, staffs and crossbows only.

Clerics: Clerics gain some of the advantages from both of the other two classes,
Fighting-Men and Magic-Users in that they have the use of magic armor and all
non-edged magic weapons (no arrows!), plus they have numbers of their own
spells. In addition, they are able to use more of the magical items than are the
Fighting-Men.


DETERMINATION OF ABILITIES:

Prior to the character selection by players it is necessary for the player to roll
three six-sided dice in order to rate each as to various abilities, and thus aid them
in selecting a role. Categories of ability are: Strength, Intelligence, Wisdom, Constitution,
Dexterity, and Charisma. Each player notes his appropriate scores, obtains
a similar roll of three dice to determine the number of Gold Pieces (Dice
score x 10) he starts with, and then opts for a class.


To hit and damage bonus

Fighters: +1 every level. Gains 1 extra attack/round every 3 levels.

Cleric: +1 every second level.

Magic-user: Never any advancement.


Armour

Un-armored: AC 10 (Fighting-men wearing this does triple damage against surprised enemies.)

Leather AC 12. 100gp (Fighting-men wearing this does double damage against surprised enemies.)

Chain-mail AC 15. 500gp

Full-plate AC 18. 1000gp. (Only usable by fighting-men)

Alignment

Pick one of each category:

Chaos, Neutral and Law.


Good, Neutral and Evil.

Hitdice:

Fighting men: 1d10

Magic-user: 1d4

Cleric: 1d6


Weapon styles (All regular weapons do 1d6 damage. Improvised weapons do 1d4 damage)

Singel-handed weapons: Includes swords, smaller maces and daggers. The free hand can be used to perform actions such as pulling levers, opening doors or swinging by ropes as well as fighting in the same round.

Two-handed weapons: Includes great-swords, Halberds and war-axes. You get +2 to damage. You can also block hallways and other passages making it impossibel for enemies to pass.

Singel-handed weapon and shield: Add +2 to armour class.

Singel-handed weapon in each hand: You get +1 on to-hit and damage.


Turning undead

Clerics have the ability to turn undead, destroying or hurting them with the light and power of their god. The cleric can do this a number of times equal to his level per day. The cleric causes d6 times his level damage to all undead within 60 feet of him. Undead with more hitdice than the cleric is immune to this. This can also be used to heal 1d6 per level hitpoints to one person.

Anti-clerics can instead of destroying undead controll them by the force of their dark masters. The anti-cleric can do this a number of times equal to his level per day. The anti-cleric makes d6 times his level of undead within 60 feet of him to serve absolutly for a number of hours equal to the anti-clerics level. Undead with more hitdice than the cleric is immune to this. The anti-cleric can also use this ability to heal or raise d6 times his level damage for all undead within 60 feet of him.



Xp requirements for levels

Fighting men

1:0 2: 2000 3: 4000 4: 8000 5: 16000 6: 32000 7: 64000

Magic-user

1:0 2: 2500 3: 5000 4: 10000 5: 20000 6: 32000 7: 35000

Clerics

1:0 2: 1500 3: 3000 4: 6000 5: 12000 6: 25000 7: 50000


Magic rules

A magic-user or a cleric may cast a number of spells each day equal top his/her level without risk, after this they must roll under their Inteligence (Wisdom for clerics) to avoid a magical fumble.

The different strains of arcane magic are so different that a magic-user may chose one and only one school of magic and thus gains the spells from that school of magic.


Fighter specialitys (Pick one)

Monk: You are trained in using unarmed attack instead of a weapon. Your hands does damage as a sword and your armour class if you wear no armour is equal to your dexterity.

Berserker: Every time you kill an enemt you gain one extra free attack.

Gun-slinger: You have the skill and knowledge to use one of the fabled new gunpowder fuled weapons. Your attacks does 1d10 damage instead of the ordinary 1d6.

Witch-hunter: You have seen so much of the supernatural that it no longer frightens you. You are totally immune to fear and terror effects.

Butcher: You used to work as a butcher before you started adventuring. You still know just where to cut... You attack does +3 damage.

Chavalier: You are trained to attack from horse back and gets +5 to attack enemies on foot from a horse and +2 against other mounted opponents

Skullsplitter: Your crit range extends by 2. Now you double damage on a 18, 19 or 20.

Archer: You are a master of the long bow with a reach of 120 feet and a +3 to damage from arrows delivered to your enemies throats.

Duelist: If you roll an 1 on a damage roll you can chose to instead of doing that damage either disarm your opponent, push your opponent to the floor or push you enemy 10 feet in a direction of your choice.

Blessed: Some supernatural patron likes you and is not happy about you getting hurt. +2 to armour class.


Abjuration

Cantrips
Resistance: Subject gains +1 on saving throws.

First cirkel (Level 1)
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Protection from alignment: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Second cirkel (Level 3)
Arcane LockM: Magically locks a portal or chest.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.

Third cirkel (Level 5)
Dispel Magic: Cancels magical spells and effects.
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against alignment: As protection spells, but 10-ft. radius and 10 min./level.
NondetectionM: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.



Conjuration

Cantrips
Acid Splash: Orb deals 1d3 acid damage.

First cirkel (Level 1)
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Summon Monster I: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.

Second cirkel (Level 3)
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.

Third cirkel (Level 5)
Phantom Steed: Magic horse appears for 1 hour/level.
Sepia Snake SigilM: Creates text symbol that immobilizes reader.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Summon Monster III: Calls extraplanar creature to fight for you.


Divination

Cantrips
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.

First cirkel (Level 1)
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
IdentifyM: Determines properties of magic item.
True Strike: +20 on your next attack roll.

Second cirkel (Level 3)
Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.

Third cirkel (Level 5)
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.
Tongues: Speak any language.



Enchantment

Cantrips
Daze: Humanoid creature of 4 HD or less loses next action.

First cirkel (Level 1)
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 2d4 HD of creatures into magical slumber.

Second cirkel (Level 3)
Daze Monster: Living creature of 6 HD or less loses next action.
Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points
of Int, Wis, and Cha damage.

Third cirkel (Level 5)
Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
Suggestion: Compels subject to follow stated course of action.



Evocation

Cantrips
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.

First cirkel (Level 1)
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

Second cirkel (Level 3)
Continual FlameM: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.

Third cirkel (Level 5)
Blacklight: 20-ft. radius of darkness.
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. Radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Tiny Hut: Creates shelter for ten creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.


Illusion

Cantrips
Ghost Sound: Figment sounds.

First cirkel (Level 1)
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round.
Disguise Self: Changes your appearance.
Magic Aura: Alters object’s magic aura.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.

Second cirkel (Level 3)
Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Magic MouthM: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max :gremcool:.
Misdirection: Misleads divinations for one creature or object.
Phantom TrapM: Makes item seem trapped.

Third cirkel (Level 5)
Displacement: Attacks miss subject 50%.
Illusory ScriptM: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. Invisible.
Major Image: As silent image, plus sound, smell and thermal effects.


Necromancy

Cantrips
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.

First cirkel (Level 1)
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.

Second cirkel (Level 3)
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.

Third cirkel (Level 5)
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Create unded: Create an undead servant with 1 hd/caster level that obeys the necromancers commands.



Transmutation

Cantrips
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.

First cirkel (Level 1)
Animate Rope: Makes a rope move at your command.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.

Second cirkel (Level 3)
Alter Self: Assume form of a similar creature.
Darkvision: See 60 ft. in total darkness.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Spider Climb: Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile/level.

Third cirkel (Level 5)
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Magic Weapon, Greater: +1/four levels (max +5).
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –1 to AC and attack rolls.
Water Breathing: Subjects can breathe underwater.



Clerical magic

Cantrips
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

First cirkel (Level 1)
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Detect Alignment: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.

Second cirkel (Level 3)
Calm Emotions: Calms creatures, negating emotion effects.
Consecrate M: Fills area with positive energy, making undead weaker.
Gentle Repose: Preserves one corpse.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Silence: Negates sound in 20-ft. Radius.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.

Third cirkel (Level 5)
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks.
Create Food and Water: Feeds three humans (or one horse)/level.
Daylight: 60-ft. radius of bright light.
Dispel Magic: Cancels spells and magical effects.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Obscure Object: Masks object against scrying.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Water Walk: Subject treads on water as if solid.
 

Tomatalven

Hero
Joined
22 Sep 2012
Messages
1,175
God45 said:
Det är inte särskilt mycket :gremsmile:

Jag har snott grejer från en massa olika källor (mycket Gygax) och skrivit ihop det och skrivit nya bitar själv. Så jag tar inte credit för något av det här :gremsmile: Det här är blurben jag använde för att sälja kampanjen:


Mythical Europe and the horrors of the Green castle

The Lawful Good hierarchy is the Roman Catholic Church, the Paladins work for Charlemagne in Paris; Lawful Evil are the Paynims who serve the Sultan raiding from the South; Chaotic Evil are the Vikings raiding from the North; the Rangers work for the one remaining heir to the Holy Roman Empire; and the various witches and magic-users worship and serve the Old Gods of Olympus, or the new devils of Hell, and the druids worship Epona and their pagan gods. Elves inhabit the Black Forest of Germany, where no man goes, and Dwarves live in Switzerland and provide a bodyguard for the Pope. Thieves all come from the Court of Miracles in Paris or Lankhmar, which might as well be Alexandria or Byzantium. Monks came back in large numbers from China along the Silk Road with Marco Polo. Magic Users are despised like Jews in the Middle Ages, courted by kings as necessary, or protected by the Church, but subject to popular outrage.

The games focus will be the barony of Westshire in england. A great evil have risen in the barony and with the country caught up in the civil war between King Arthur and his son Mordred no organised response have been seent. The church have sent the word for adventurers to all of christendom and those that have heeded the call now arrive at the town of Westonchire ready to confront the evil pouring out of the Green castle.


Mycket om resten av kampanjen, som tyska alver och halvorks vikningar, dikuterades i den här tråden: http://www.rollspel.nu/forum/ubbthreads....html#Post816757



Sedan använde jag en ganska kraftigt ombyggd version av OD&D för att köra det. Det är lite långt så jag lägger det i den här spoiler tagen:

Classes

Fighter: All magical weaponry is usable by fighters, and this in itself is a
big advantage. In addition, they gain the advantage of more "hit dice" (the score
of which determines how many points of damage can be taken before a character
is killed). They can use only a very limited number of magical items of the nonweaponry
variety, however, and they can use no spells.Dwarves that go adventuring are treated like fighting-men.

Magic-Users: Top level magic-users are perhaps the most powerful characters in
the game, but it is a long, hard road to the top, and to begin with they are weak,
so survival is often the question, unless fighters protect the low-level magical types
until they have worked up. The whole plethora of enchanted items lies at the
magic-users beck and call, save the arms and armor of the fighters. Magic-Users may arm themselves with daggers, staffs and crossbows only.

Clerics: Clerics gain some of the advantages from both of the other two classes,
Fighting-Men and Magic-Users in that they have the use of magic armor and all
non-edged magic weapons (no arrows!), plus they have numbers of their own
spells. In addition, they are able to use more of the magical items than are the
Fighting-Men.


DETERMINATION OF ABILITIES:

Prior to the character selection by players it is necessary for the player to roll
three six-sided dice in order to rate each as to various abilities, and thus aid them
in selecting a role. Categories of ability are: Strength, Intelligence, Wisdom, Constitution,
Dexterity, and Charisma. Each player notes his appropriate scores, obtains
a similar roll of three dice to determine the number of Gold Pieces (Dice
score x 10) he starts with, and then opts for a class.


To hit and damage bonus

Fighters: +1 every level. Gains 1 extra attack/round every 3 levels.

Cleric: +1 every second level.

Magic-user: Never any advancement.


Armour

Un-armored: AC 10 (Fighting-men wearing this does triple damage against surprised enemies.)

Leather AC 12. 100gp (Fighting-men wearing this does double damage against surprised enemies.)

Chain-mail AC 15. 500gp

Full-plate AC 18. 1000gp. (Only usable by fighting-men)

Alignment

Pick one of each category:

Chaos, Neutral and Law.


Good, Neutral and Evil.

Hitdice:

Fighting men: 1d10

Magic-user: 1d4

Cleric: 1d6


Weapon styles (All regular weapons do 1d6 damage. Improvised weapons do 1d4 damage)

Singel-handed weapons: Includes swords, smaller maces and daggers. The free hand can be used to perform actions such as pulling levers, opening doors or swinging by ropes as well as fighting in the same round.

Two-handed weapons: Includes great-swords, Halberds and war-axes. You get +2 to damage. You can also block hallways and other passages making it impossibel for enemies to pass.

Singel-handed weapon and shield: Add +2 to armour class.

Singel-handed weapon in each hand: You get +1 on to-hit and damage.


Turning undead

Clerics have the ability to turn undead, destroying or hurting them with the light and power of their god. The cleric can do this a number of times equal to his level per day. The cleric causes d6 times his level damage to all undead within 60 feet of him. Undead with more hitdice than the cleric is immune to this. This can also be used to heal 1d6 per level hitpoints to one person.

Anti-clerics can instead of destroying undead controll them by the force of their dark masters. The anti-cleric can do this a number of times equal to his level per day. The anti-cleric makes d6 times his level of undead within 60 feet of him to serve absolutly for a number of hours equal to the anti-clerics level. Undead with more hitdice than the cleric is immune to this. The anti-cleric can also use this ability to heal or raise d6 times his level damage for all undead within 60 feet of him.



Xp requirements for levels

Fighting men

1:0 2: 2000 3: 4000 4: 8000 5: 16000 6: 32000 7: 64000

Magic-user

1:0 2: 2500 3: 5000 4: 10000 5: 20000 6: 32000 7: 35000

Clerics

1:0 2: 1500 3: 3000 4: 6000 5: 12000 6: 25000 7: 50000


Magic rules

A magic-user or a cleric may cast a number of spells each day equal top his/her level without risk, after this they must roll under their Inteligence (Wisdom for clerics) to avoid a magical fumble.

The different strains of arcane magic are so different that a magic-user may chose one and only one school of magic and thus gains the spells from that school of magic.


Fighter specialitys (Pick one)

Monk: You are trained in using unarmed attack instead of a weapon. Your hands does damage as a sword and your armour class if you wear no armour is equal to your dexterity.

Berserker: Every time you kill an enemt you gain one extra free attack.

Gun-slinger: You have the skill and knowledge to use one of the fabled new gunpowder fuled weapons. Your attacks does 1d10 damage instead of the ordinary 1d6.

Witch-hunter: You have seen so much of the supernatural that it no longer frightens you. You are totally immune to fear and terror effects.

Butcher: You used to work as a butcher before you started adventuring. You still know just where to cut... You attack does +3 damage.

Chavalier: You are trained to attack from horse back and gets +5 to attack enemies on foot from a horse and +2 against other mounted opponents

Skullsplitter: Your crit range extends by 2. Now you double damage on a 18, 19 or 20.

Archer: You are a master of the long bow with a reach of 120 feet and a +3 to damage from arrows delivered to your enemies throats.

Duelist: If you roll an 1 on a damage roll you can chose to instead of doing that damage either disarm your opponent, push your opponent to the floor or push you enemy 10 feet in a direction of your choice.

Blessed: Some supernatural patron likes you and is not happy about you getting hurt. +2 to armour class.


Abjuration

Cantrips
Resistance: Subject gains +1 on saving throws.

First cirkel (Level 1)
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Protection from alignment: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Second cirkel (Level 3)
Arcane LockM: Magically locks a portal or chest.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.

Third cirkel (Level 5)
Dispel Magic: Cancels magical spells and effects.
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against alignment: As protection spells, but 10-ft. radius and 10 min./level.
NondetectionM: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.



Conjuration

Cantrips
Acid Splash: Orb deals 1d3 acid damage.

First cirkel (Level 1)
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Summon Monster I: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.

Second cirkel (Level 3)
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.

Third cirkel (Level 5)
Phantom Steed: Magic horse appears for 1 hour/level.
Sepia Snake SigilM: Creates text symbol that immobilizes reader.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Summon Monster III: Calls extraplanar creature to fight for you.


Divination

Cantrips
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.

First cirkel (Level 1)
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
IdentifyM: Determines properties of magic item.
True Strike: +20 on your next attack roll.

Second cirkel (Level 3)
Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.

Third cirkel (Level 5)
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.
Tongues: Speak any language.



Enchantment

Cantrips
Daze: Humanoid creature of 4 HD or less loses next action.

First cirkel (Level 1)
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 2d4 HD of creatures into magical slumber.

Second cirkel (Level 3)
Daze Monster: Living creature of 6 HD or less loses next action.
Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points
of Int, Wis, and Cha damage.

Third cirkel (Level 5)
Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
Suggestion: Compels subject to follow stated course of action.



Evocation

Cantrips
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.

First cirkel (Level 1)
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

Second cirkel (Level 3)
Continual FlameM: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.

Third cirkel (Level 5)
Blacklight: 20-ft. radius of darkness.
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. Radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Tiny Hut: Creates shelter for ten creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.


Illusion

Cantrips
Ghost Sound: Figment sounds.

First cirkel (Level 1)
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round.
Disguise Self: Changes your appearance.
Magic Aura: Alters object’s magic aura.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.

Second cirkel (Level 3)
Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Magic MouthM: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max :gremcool:.
Misdirection: Misleads divinations for one creature or object.
Phantom TrapM: Makes item seem trapped.

Third cirkel (Level 5)
Displacement: Attacks miss subject 50%.
Illusory ScriptM: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. Invisible.
Major Image: As silent image, plus sound, smell and thermal effects.


Necromancy

Cantrips
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.

First cirkel (Level 1)
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.

Second cirkel (Level 3)
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.

Third cirkel (Level 5)
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Create unded: Create an undead servant with 1 hd/caster level that obeys the necromancers commands.



Transmutation

Cantrips
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.

First cirkel (Level 1)
Animate Rope: Makes a rope move at your command.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.

Second cirkel (Level 3)
Alter Self: Assume form of a similar creature.
Darkvision: See 60 ft. in total darkness.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Spider Climb: Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile/level.

Third cirkel (Level 5)
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Magic Weapon, Greater: +1/four levels (max +5).
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –1 to AC and attack rolls.
Water Breathing: Subjects can breathe underwater.



Clerical magic

Cantrips
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

First cirkel (Level 1)
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Detect Alignment: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.

Second cirkel (Level 3)
Calm Emotions: Calms creatures, negating emotion effects.
Consecrate M: Fills area with positive energy, making undead weaker.
Gentle Repose: Preserves one corpse.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Silence: Negates sound in 20-ft. Radius.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.

Third cirkel (Level 5)
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks.
Create Food and Water: Feeds three humans (or one horse)/level.
Daylight: 60-ft. radius of bright light.
Dispel Magic: Cancels spells and magical effects.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Obscure Object: Masks object against scrying.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Water Walk: Subject treads on water as if solid.
Nice! :gremsmile: det fär verkar ju lättare än det od&d jag läst (s&w). Går AC uppåt eller neråt? Funkade det bra att spela?
 

God45

#PrayersForBahakan
Joined
23 Oct 2012
Messages
18,666
Nice! det fär verkar ju lättare än det od&d jag läst (s&w). Går AC uppåt eller neråt? Funkade det bra att spela?
AC går uppåt, jag tyckte det var jobbigt när den gick neråt så jag vände på den.

Oh, och svaing throws och alla icke stridshandlingar (som att övertala en försäljare, lyfta en stor sten eller bygga en bro) gör man genom att rulla 1d20 lika med eller under en av sina stats. Som GM väljer du bara vilket stat som fungerar bäst, tex strength för att lyfta något eller charisma för att förhandla med en vakt :gremsmile:
 

Tomatalven

Hero
Joined
22 Sep 2012
Messages
1,175
God45 said:
Nice! det fär verkar ju lättare än det od&d jag läst (s&w). Går AC uppåt eller neråt? Funkade det bra att spela?
AC går uppåt, jag tyckte det var jobbigt när den gick neråt så jag vände på den.

Oh, och svaing throws och alla icke stridshandlingar (som att övertala en försäljare, lyfta en stor sten eller bygga en bro) gör man genom att rulla 1d20 lika med eller under en av sina stats. Som GM väljer du bara vilket stat som fungerar bäst, tex strength för att lyfta något eller charisma för att förhandla med en vakt :gremsmile:
det låter bra, har aldrig förstått poängen med saves. Jag kan vara ute och cykla, men har jag förstått det rätt kommer D&D 5e vara lite mer åt det där hållet. Ger inte STR-modifier bonus till attack i det här systemet?
 

God45

#PrayersForBahakan
Joined
23 Oct 2012
Messages
18,666
det låter bra, har aldrig förstått poängen med saves. Jag kan vara ute och cykla, men har jag förstått det rätt kommer D&D 5e vara lite mer åt det där hållet. Ger inte STR-modifier bonus till attack i det här systemet?
Saves ska vara en sorts extra chans. "Visst, du fuckade up men om du klarar den här rullningen klarar du dig ändå."

Jag körde utan bonusar för styrka till attacker för att jag ville minska hur mycket statsen påverkade. Men vill du köra med modifiers för strength är det lätt att lägga till. :gremsmile:

Bara välj hur stor bonus du vill ge. Du kan köra med +1 för 12, +2 för 14, +3 för 16 och +4 för 18.

Eller så kan du ge +1 om man har 12, 13 eller 14. +2 om man har 15, 16 eller 17. +3 är då reserverat till de som har 18 i strength.

Oavsett vilket bör det här bara gälla för fighters. ger man sådant här till de andra klasserna blir fightersen för mesiga i jämförelse.
 

Tomatalven

Hero
Joined
22 Sep 2012
Messages
1,175
God45 said:
det låter bra, har aldrig förstått poängen med saves. Jag kan vara ute och cykla, men har jag förstått det rätt kommer D&D 5e vara lite mer åt det där hållet. Ger inte STR-modifier bonus till attack i det här systemet?
Saves ska vara en sorts extra chans. "Visst, du fuckade up men om du klarar den här rullningen klarar du dig
Ja, men varför ha en egen stat för det och inte bara använda grundstatsen för det mesta? Rätt OT nu märker jag :gremtongue:
 

Eksem

Champion
Joined
19 Feb 2001
Messages
7,615
Location
Stockholm
Man kan ge mer skillnad mellan klasserna om det är baserat på klass och inte grundegenskaperna.
 

Tomatalven

Hero
Joined
22 Sep 2012
Messages
1,175
Jaa, men varför ska de ha olika bra saves? Och så är ju olika grundstats olika prioritrade för olika klasser.
 

Rymdhamster

ɹǝʇsɯɐɥpɯʎɹ
Joined
11 Oct 2009
Messages
12,636
Location
Ludvika
En krigare kommer ju antagligen vara bättre på att ducka för slag en en tjuv som däremot har bra reflexer när det gäller att klättra och smyga, fånga fallande urnor de råkar stöta till och så =)
 

Tomatalven

Hero
Joined
22 Sep 2012
Messages
1,175
Ducka för slag sköter väll ACn och fånga fallande urnor kan man väl göra med dex vilket en tjuv antagligen har bättre i?
 

Rymdhamster

ɹǝʇsɯɐɥpɯʎɹ
Joined
11 Oct 2009
Messages
12,636
Location
Ludvika
Jag vet inte, jag spelar sällan sånna spel. Det var ett förslag på ett sätt att tänka. Stoppa in andra exempel istället för mina om de passar bättre =)

Tanken är att i vissa situationer är en krigare mer van än en tjuv och vise versa. Och att klasspecifika saves istället för grundegenskaper kan hjälpa till att representera detta.

En krigare och en tjuv kan ha samma dex, men i olika situationer kommer de att kunna reagera olika väl.
 

Tomatalven

Hero
Joined
22 Sep 2012
Messages
1,175
Ja, det är ju en smaksak. Jag tycker inte man behöver vara så noggran med det. Inte klasser heller för den delen (jag är ett stort fan av skyrim :gremsmile:. You are what you play!
 
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