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2023-07-03 16:16:31 -04:00
parent e7cb4763be
commit a257f62b14
35 changed files with 564 additions and 92 deletions

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@@ -72,23 +72,19 @@ Most class languages are secret, known only to members of their class, and often
- **Dwarfish**: Native language of dwarves.
- **Elekin**: Native language of elekin.
- **Elemental**: Spoken by all elementals, each subtype has their own dialect.
- **Elvish**: Native language of elves.
- **Faerie**: Native languages of the fae.
- **High Faerie**: Spoken in the ruling courts of the Faewolde.
- **Low Faerie**: Spoken throughout the lands of the Faewolde.
- **Elvish**: Native language of elves. and **Low Fairie** (spoken everywhere else in the Faewolde)
- **Faerie**: Native language of the fae, usually divided into **Low Fairie** (spoken throughout the Faewolde) and **High Faerie** (spoken in the ruling courts).
- **Farspeak**: Language of the far realms.
- **Gargoyle**: Native language of gargoyles.
- **Giant**: Native language of giants.
- **Goblinoid**: Native language of most intelligent goblinoid races (boggarts, bugbears, goblins, hobgoblins, etc.)
- **Gnollish**: Native language of gnolls.
- **Gnomish**: Native language of gnomes.
- **Greyok**: Native language of several intelligent mammalian animalkin races (Elekin, Hippokin, Rhinokin, Taurokin).
- **Halfling**: Native language of halflings.
- **Orcish**: Native language of ogres and orcs.
- **Pyrean**: Native language of fire elementals, dialect of elemental.
- **Rhinok**: Native language of Rhinokin, .
- **Taurok**: Native language of Taurokin.
- **Terrun**: Native language of earth elementals, dialect of elemental.
- **Greyok**: Native language of several intelligent mammalian animalkin races (Elekin, Hippokin, Rhinokin, Taurokin).
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@@ -310,6 +306,4 @@ When a PC increases their level, the following actions may be performed:
- If the resulting roll is higher than the ability score, increase the score by 1.
- Check the PC's [class](/classes/index.html) and [race](/races/index.html) to see if any new abilities are gained.
### Legal Information
> This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
!!!include(license/wotc-cc-by.md)!!!

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@@ -87,6 +87,4 @@ Cosmic principles that represent broad world views
7. Buy Equipment
8. Determine attacks and AC
### Legal Information
> This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
!!!include(license/wotc-cc-by.md)!!!

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@@ -278,6 +278,4 @@ Engaged characters that wish to move away can either make a fighting retreat, or
- **Two-handed**: Requires two hands to use.
- **Versatile**: May gain _Slow_ and _Two-handed_ to deal indicated damage.
### Legal Information
> This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
!!!include(license/wotc-cc-by.md)!!!

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@@ -15,11 +15,11 @@ Spells are patterns of energy that can be manipulated and used by some character
When reality is altered this way, it's called magic, and the characters who can do it are known as spellcasters.
Each spellcasting class has an associated list of spells.
Each spellcasting class has an associated type of magic: arcane or divine.
### Memorizing Spells
Takes one hour, can only be done at start of day.
Takes one hour, can only be done once per day.
- A characters level determines how many spells they can memorize at one time.
- The same spell may be memorized more than once, if the character can memorize more than one spell of that level.
@@ -33,6 +33,8 @@ Memorized spells are cast by replicating necessary hand gestures and spoken word
- The target (a specific monster, character, object, or area of effect) must be visible to the caster (unless stated otherwise).
- The caster must have one hand free (or a magic item in one hand).
Ritual spells may be cast by performing the ritual as described.
### Spell Effects
- Some spells affect multiple targets, either by area or by Hit Dice total. If the spell doesn't say how to select the targets, the referee decides.
@@ -41,21 +43,29 @@ Memorized spells are cast by replicating necessary hand gestures and spoken word
### Magical Research
New spells may be learned / created via research.
New spells may be found and learned (or created) via research.
- Requires access to information (ex: library, other spellbooks, etc.) .
- Takes 2 weeks, and 1000 standard coins per spell level.
- All spell casters are assumed to be able to perform magical research.
### Alchemy
Alchemical formulas (for brewing potions and such) can be learned and used by anyone with access to the proper equipment.
- Some arcane spellcasters store learned alchemical formulae within their spellbooks.
- The difficulty with most potions is not in the brewing, but in aquiring the ingredients (and/or the correct formula).
### Arcane Magic
Arcane spell casters memorize spells from their spell books, which must be close at hand.
- If a spell can be reversed, its form must be selected when the spell is memorized
- Both forms can be memorized if the character can memorize more than one spell of the given level.
- Spells may be learned from a higher-level mentor (1 week / spell), copied from a scroll or (deciphered) spellbook, or from research.
- Spells may be learned from a higher-level mentor (1 week / spell), copied from a scroll or spellbook with the Read Magic spell, or from research.
- Lost spell books can be rebuilt spell-by-spell, with each spell taking 1 week of game time and 500 standard coins per spell level.
- Arcane casters can use arcane magic items and scrolls for spells on their spell list.
- Arcane spells written by other spellcasters can only be translated by the Read Magic spell.
- Arcane casters can use arcane magic items and scrolls.
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@@ -63,16 +73,18 @@ Arcane spell casters memorize spells from their spell books, which must be close
| :---: | :-: | :-: |
| 3 | 1 | 20 |
| 4-5 | 1 | 30 |
| 6-8 | 2 | 40 |
| 9-12 | 3 | 50 |
| 13-15 | 4 | 65 |
| 16-17 | 5 | 80 |
| 6-7 | 2 | 40 |
| 8-9 | 2 | 50 |
| 10-11 | 3 | 60 |
| 12-13 | 3 | 70 |
| 14-15 | 4 | 80 |
| 16-17 | 5 | 90 |
| 18+ | 6 | 95 |
</div>
- **Starting Spells (SS)**: The number of starting spells in a new caster's spell book.
- **Copy Chance (CC)**: The chance to copy spells scrolls and other sources into spellbook. Roll 1d100, result under score is success, failure means can't try again until next XP level.
- **Copy Chance (CC)**: The chance to _perfectly_ copy spells scrolls and other sources into spellbook. Referee rolls 1d100, result under score is success, failure means an interesting side effect occurs when the spell is cast (must wait until next XP level to try again).
### Divine Magic
@@ -85,7 +97,7 @@ Divine spell casters memorize spells through prayer to their gods. When praying
- **Lawful characters**: Only use reversed spells in dire circumstances.
- **Chaotic characters**: Usually use reversed spells, only using normal spell versions to benefit their allies.
- **Neutral characters**: Usually favor either normal or reversed spells, depending on the deity.
- Divine casters can use divine magic items and scrolls for spells on their spell list.
- Divine casters can use divine magic items and scrolls.
### Pact Magic
@@ -95,7 +107,7 @@ Pact spell casters memorize spells through the use of ritual invocations to thei
- If they ever fall out of favor with their patron, penalties may be imposed (ex: -1 to eldritch blast damage, a reduction in spells, or being sent on a perilous quest).
- To regain favor, they would need to perform a great deed for their patron (referee's choice - ex: collecting an artifact, constructing an altar, vanquishing a powerful enemy of the patron, etc.).
- Pact casters can cast reversed versions of spells.
- Pact casters can use arcane magic items and scrolls for spells on their spell list.
- Pact casters can use arcane magic items and scrolls.
### Ritual Magic
@@ -103,7 +115,10 @@ Ritual spells may be cast without being memorized / granted through prayer or su
- Ritual spells are often complicated, taking several minutes (or turns) to cast.
- Rituals are many and varied - some can even be performed by non-spellcasters (with proper instruction).
- Some rituals require a blood sacrifice or other difficult to obtain component.
- The power of the ritual is based on several factors, including:
- The time spent casting the ritual (with longer rituals being more powerful),
- Any sacrifices made as part of the ritual (with willing and/or virginal sacrifices yielding more power), and
- Any components used during the ritual (with more powerful rituals requiring rarer or more difficult to obtain components).
### Magic Saves
@@ -123,6 +138,4 @@ Saving throws versus magical effects get an additional modifier, based on the ch
</div>
### Legal Information
> This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
!!!include(license/wotc-cc-by.md)!!!

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@@ -78,3 +78,5 @@ Creatures with bonus hit points (ex: HD X+1) attack as one HD higher.
</div>
More to come...
!!!include(license/wotc-cc-by.md)!!!