Arda Dnd Magic System v3.2

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World view
Arda world story
The Stats
Freestyle
Damages/Protection
Health System Gauge
Alternative no-dice system
Magic System
Spoken Verbal Magic
Common Verbal Spells
Elementals
Forcecraft
The Forcecraft Elements
Chaos
Faith
Magic Complexities
Fighting Rules
Food for thought
Skills and Feats or Feats list
Special Abilities
Character Creation
Getting Beaten Up
Alignment
Gear and Armor
Experience Table
GM Guide

Arda Magicka System

  You need to realize that you do not need to follow every rule written here to play this game for fun. I built this system with this in mind using the best of 3.5 and 4.0 rules. Bend the rules to the best of your ability or use your own rules. However, gameplay is important to make this game work. Try to make it fun and the players will want to play with it further. Feel free to read on to learn what rules I made in it.

World view

  This arda is a parallel universe that developed with arda and it has a different system in magic but its similiar in the base as magic is rare, its limited and can make you insane. It is used by those with magical ability. There are hatreds and emotions of which aren't obvious and yet you can feel them, as its due to power and some power is magic that corrupts, which is magic that causes insanity and the more you cast the more you become tainted and insane. As you are living in this world you can feel this is truth. Welcome to Arda.

Arda world history

  This is a story from Arda Magicka, and it starts out as a few people are on a hill going to a ruins. They start out as the day breaks and they head towards the ruins, and only after discussion on what they will find and why they be going there, do they actually head out. As they head towards the ruins, they notice the fact that something is following them. And try as they might to figure what it is. Its all to no avail till one of them tries a chaos spell of 'finding and viewing' and the spell works like a charm.

  The spell reveals the presence of an orc that is tracking them. And, as the spell fades away the speller suddenly has a trial of will that is revealed by a wild vision of another thing to come. It seems he can suddenly see the orc come and nail him through with a sword and his will wins through and the vision disappears. As, he is visibly shaken by the effect, he stops the group and rests for a bit.

  He explains that a orc with a few others are coming their way. So prepare as they can. Thus, they prepare by readying their weapons and continuing their way after a bit. One of the group members even boasts of her alchemist fire. After an hour passes them by the orcs catch up and the fight is on.

  The chaos speller uses a focused element effect of fire on the first orc that gets near and focuses the fire for three seconds. Creating a stench of burned flesh as the orc is finished off being fried by the alchemist fire flask thrown at the orc. The other orcs come up and the weapons are used, there's a clash of cocaphony as some orc blades clash with the defenders. The elemental weilder has a sudden attack of insanity that is directed at the orcs. It fades away and he has killed yet another orc. The other orcs are severely wounded and attempt to flee. But, the elemental weilder wields black fire in a focus of two seconds on the group of fleeing orcs. Destroying them by incinerative fire.

  The chaos of combat ends as the orcs are dead and they heal up. Taking the spoils of war from the orcs that remain. The elemental wielder has a sudden fit of vision of yet another trauma test. This time he perceives himself being mutilated and turned into mush. The fit passes and he remains sane after focusing his will and banishing the vision from his head. The trauma seems to be adding up though as he laughs a bit madly. He feels he is ready for anything. As he uses another vision, thinking to cause the resolution to cause the trauma to disappear.

  The group continues on after they rest a bit and they go onto the ruins after two hours walking. They find its messy around there and their are abandoned treasure chests that may contain things. So, a member of the group tries detecting for traps and finds none. Then, the trap detecting member uses his lockpicks on the locks and barely succeeds, springing the lock and opening the chests allows them to find some interesting money that was looted from elsewhere. They also find a rod that seems to glow.

  The elemental spellcaster of the group tries to make effects with the rod and sees that it does as he wills it to. Then, another member starts to argue that it could be corruptive and bad for the person who carries it. Showing absolute distrust and discouragement on the magic use. Some emotions seethe in the member. That the elemental weilder seems to understand and tolerate as he argues back and finds an arguement that seems to dwindle the attitude of the other. The arguing members seem to agree, in the end, that they keep the rod and they should go on.

  Thus, they start their long trek back to the place of their origins. Returning to buy as they wish and go their way out of trouble.

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This a dice site: https://www.wizards.com/dnd/dice/dice.htm is some area use a dice roller. Enjoy what you think.

The main stats

St ('str'ength) In ('int'elligence) Ch ('cha'risma) Dx ('Dex'terity)
Cn ('Con'stitution) Tr (Trauma points)

  Strength comes into play to do physical things.

  Intelligence comes into play from what you think to allow you to think about what your doing. Magic is unlimited from intelligence that uses the energy that creates or represented by percent. This starts by 100% added to this is the intelligence bonus as decimal times the 100 added as percent, otherwise you can roll a 100 sided die to add that total when you start the game. Such as 100 added to 20 or .2 x 100 = 20 + 100 = 120%.

  Then you do magic that is 5% each time, recharged by the crystals or gemstones with the planet for 10% per second with battle or per minute outside from battle. For sleep by then is for the full charge sometimes by other things, such as food or drink that is for food is 10% recovered where drink is 5%. You can go over the 100% or getting over use you recover health with the energy or intelligence is intelligence by intelligence used.

  This you create with the thinking that the subconscious creates what you know sometimes by the objects or crystal use you have unlimited energy. Each time the object is used there is a 5% chance of the object cracking or not get effected by breaking, then you replace it or you can get no results represented by die 10 or 5 or lower it didn't crack over 5 then the object cracked. This is a system with thought to exist things that is use by used points, so use by imagination as ideal to create with was where the magic existed what can exist by the things you do.

  Other uses are think then use a weapon to create added effect with the energy, so that you think to use the energy with the weapon for improved effected. Such as think to use a certain amount of energy to improve the range or damage, then you can add the damage feel or range to the percent. This is the point as use with the percent times the range, where 50% converted to percent x 6 is added to 6 feet is 3 + 6 = 9 feet range. Otherwise added as though a base attack bonus, then is the added damage or percent. This is where +5 is the strength adjustment with 15% energy added, so this is added to the attack damage where this is 20% + 5% + 15% = 40% damage or projectile damage.

  This is sometimes the energy used by the energy converted to decimal times the luck bonus or mod, that you add to the money you can get by ideal that you do. This doesn't mean whatever you do to the person this means what you do for them. That means the luck bonus is 5 + 30% or divided by 100 is .3 x 5 = 5 + 1.5 rounded up to 2 = 7 gold coins added. That is what uses there is for this.

  Charisma comes in handy to deal with others and it also makes for charming.

  Dexterity comes into play by allowing for reactions. The created point is the reaction, so think calmy before going about to work with others viewpoints. Dexterity is used as a dexterity mod or percent that you think this is useful with the dexterous throw or hit. Such as 6 dex mod added to dodging something or that if 6% added to damage or range adjustment. Where range adjustement you add by timsing the modifyer, with decimal form to the range or .6 times 12 feet then added to 12 feet range for a new range. That is where extended range is 7.2 + 12 = 19.2 feet you could strike with a long bow.

  Constitution comes into play when the body is reflected upon, as in health and what can be handled when things are thrown at you. So you have a 5 con bonus, then if you think to use this as a health benefit you can add the constitution modifier as a percent added to the health percent.

  Trauma comes in play from a point of trauma for each failed test of will that arises with magic use. Trauma uses isues. You can resolve the issue that comes up in use by a situation that dissapears the trauma.

  Ability or extra special you can buy ability with extra stat points. If your the dm you can use any ability. There is no rule or roll there is no dice this is having fun with life. Apart of ability is the fatigue or the point you feel tired, that is intelligence mod added to constitution mod as a point sometimes added with trauma points for the ideal. This means when the fatigue added to the health is health - fatigue if that is 50% you are tired from a fatigue check, then can't do certain things or added to trauma as a base amount is what decides this. This is decided then by the gm or changed is what you can do decided by a roll of the die, as though the next life to be effected was aware or not near you. If not always to seem safe from a strike.

Freestyle

  This is playing it freestyle. The character either gets things done or not gets much done or feels as you associate or create. The character level times 1.8 is a point bonus what you think as points per stats or just some point stat you decide. So think to create as you wish the success is what you think is there by ideal so agreed or success allowed is sucess with a die or activity. Once traumatized or there is no added trauma or effect. Alternate trauma is danger rating on fail from the pet, person or person's area. This is what you think for danger rating.

Spell trauma: The player has the option of waiving the scenario in favor with a roll on a d4. A roll of 1 - 2 indicates a failure. A roll of 3 - 4 indicates a success. If you pass, then you encounter no problems. If you don't pass, then you gain d4 trauma points. Think then you are free from personalities. Thinking is activity that is restful to the body by the created idea. When you get too many Trauma points, you lose full control of future spells. You have a base maximum of 15 points. The resilience feat allows an additional 10 trauma or magic points if you convert trauma to mana you have magic that brings trauma to 0. The Prescience feat adds an additional 15 points. These two feats can stack, giving a total limit of 40 trauma points before insanity. No test for psychic or psychokinetic spiritual activity.

If you fail a test while insane, the GM determines what actually happens. Instead of the spell and target you intended, your character may fire off a randomized spell at a randomized target. The target could be anyone or anything in the area. Even the caster. A d4 will determine what happens. On a 1 the character atacks himself/herself. On a 2, a random target outside the party is attacked. On a 3, a random spell is cast at a random target in the party. Finally, on a 4, nothing bad happens.

Furthermore by your feel, after you go insane, you start to use the d4 sanity check. Every action, allows a sanity check to be made. A d4 is rolled. On a 1 or 2, the character cannot perceive the difference between reality and fiction. On a 3 or 4, the character comes back to reality. Once insane, a sanity check can be made as an action. When a sanity check is successfully made, your trauma points goto 0.

Alternative means of alleviating trauma points is to simply wait. The passage of time will allow the stress causing the insanity to disappate. For every hour that passes by, a trauma point is removed. For example, when you rest 5 hours, 5 trauma points disperse. When your trauma points go below insanity level, reality can be percieved once again.

Magical devices can negate the trauma test. They include anything that can produce magic except special magical devices. This is help, this is spell steal. The event is activity for magic forms what you wish as a basic ability. I think this is what you think no longer what you do by any need by neighbor.

One such special magical device is the focusing crystal allowing no trauma. With focusing crystals, there's no negation of the trauma test. Instead, you may increase the effect by one die. You may use two focusing crystals at once to convert trauma energy to use or effect if any. These crystals are of any type of gemstone. For example, you have 1 focusing crystal and there's a 1d10 effect, then you get 2d10 for the effect. So no trauma as you think there is no trauma by feel.

Clear quartz or smokey quartz are an exception by curulean crystal effects. They are most useful as they can be programmed. Count the programming as an enchantment, then its usable to effect at will and with no trauma test. The duration is how long you need it to be. The roll or decision is success.

This is ability with gm level. This use is with freestyle gaming rules.
Audi Seus level 21
I claim your boring I will stop em en with that.

Str 18
Int 20
dex 20
cha 17
con 23

tally points 26 + 37
tr 0

Health 100
Stamina 100
Ability
survival
Dm

Special ability:
myy
any ability

language english or common

languages by the creator are known

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Damages/Protections

  This section describes the damages and protections that are possible with points that are rolled and calculated. The damages are in severity from none to deadly. Each point of damage counts as a percent off the target. Each point of healing is also a percent restored on the Health System Gauge. For, the character played out.

  Minor damages are simply a scrape and bruises, or a small cut. When done to a structure, they are small burns or a cold surface. The small cut bleeds at a rate of 1d4 % per each 2 seconds.
  Medium damages are when you actually scored a hit and caused some burns or a deep cut. On a structure, its patches of burn spots and some crumbling, orvery cold to the touch surfaces. The medium cut bleeds at a rate of 1d6 % per each 2 seconds.
  Major damages are where you get a decent hit, and make 2nd degree burns. Or, you get a deep cut on the target. On a structure, its to cause more crumbling than with Medium damages, along with the large burn spots or very icy surface conditions. The deep cut bleeds at a rate of 1d8 % each 2 seconds.
  Extreme damages are as though 3rd and 4th degree burns, and this includes extreme cuts likely to kill a victim within 5 minutes, without healing. And, the victim/s  are in some shock and sometime knocked unconscious for  1d6 rounds. The structure conditions on a surface, are to have blast out chunks of the surface area. Leaving burn scars, or causing a freezing surface. The extreme cut is very deadly and can bleed at a rate of 1d10 % per each second.
  Deadly damage is to cause instant or possibly a very quick death on the target. The conditions on and of a structure are to be nearly destroyed. Often leaving burned areas, where the damages occurred.

  Nonlethal damage based off this Arda is the negative energy that can be used for energy effects of many types. This energy is ultraviolet or ultra blue-purple thats not seen by the human eye. Its effects are adverse to the body and weaken it everytime its gotten from a spell or regeneration by adding to a nonlethal damage total. You get 1 point per each 3 % damage or effect. Each point causes 6 months systematic disaster through mistakes and aging. A temporary -1 to constitution is per each 3 points. Aging and the -1 constitution bonus is repairable by healing of any sort or rest for 10 min per point.

no damages/protections 0
minor 1-10
medium 11-20
major 21-30
extreme 31-40
deadly 41+

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Health System Gauge

  Characters at the beginning of the game, start out with 100% health(hp) + Constitution mod. This is the fhp, or full health points. If you are at 100% hp or above, then you are in perfect condition. When an enemy's attack hits you, you deduct the amount done in damage as though a percent of the Health gauge. This is based off the idea of 100% being fully healthy in the body and 0% being not healthy and inactive of body condition. Hp only acts as a buffer for the damage you take.

  You can still get a limb taken off at 100% hp, though it'd be very very hard to do so. When you reach 0% hp you do not die, after one hit though you are knocked out. Healing spells are each point healing in % recovery. Sleep is 30% hp per hour, recovered. Natural Regeneration rate in battle is 5% hp per round recovered. One round is 10 seconds. And, 5% per every minute outside of battle, except if poisoned or diseased.

  The HP cannot go above fhp unless its a temporary increase with food and drink and healing spells except when you use the monstrous regeneration special ability, which is a special case. Also, when you rest, the added temporary health goes back to the fhp %. Also, without monstrous regeneration, you don't regenerate past fhp.

  How are you hit though, if your feeling weak or feel the blow? As you get less hp, you get weaker and more tired due to lost hp, and you may get bloodied, as well, at the moment of half hp. Unless you receive a cut, then weakness is somewhat instant. Shock value is when you go into shock and may become prone, which is decided by fhp %/5. This makes for a more realistic combat scene. When a character suffers their Shock Value in damage, done by various means, there is a chance they can become stunned. At -2% your character dies.

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Alternative no-dice system

  This is an optional by value system that makes some dice rolls unneeded. The die is replaced with a value thats half its maximum value. Each die in a multiple die roll, undergoes this substitution. For example, if a swordstrike from an enhanced sword does 10d8 + 2d6 damage, replace each d8 with a value of 4 and each d6 with a value of 3. This gives 10 times 4 plus 2 times 3, for a net total of 46.

  The Checks and Saves are being saved by the point, that can be done by the coin flip. A heads is an automatic success of the maximum value. This is not the half value that you used. Tails is a fail of 1. All other rolls are still done by the GM.

Dice base amount replacement table
Dice base Amount
d4 2
d6 3
d8 4
d10 5
d12 6
d20 10
d30 15

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Magic system

  Magic in this world is rarely studied unless you want to work with the feel of energy, because it is sometimes unseen and mainly felt due to it being physical based. Some energy collects in areas that are 'power areas', containing allot of mana or man action. These areas are favored by mages. Ownership is thus highly contested. This uses the sunlight or other such as background radiation. Some think ownership is the ideal point so think to use crystals. The crystals are what operate to work by this energy. This works by your focus where you think, then your mind causes by the ideal crystals some think magic. That is the trusted effect. Where the trust is in the effect as the true effect.

 Some think the point is where you are sometimes. Where due notice is some like to do things on their own. So that effects what are with a grid energy effect. Some are with the effect of the sun, that is the sunlight can effect by the energy fluxuation where no storm then the effect is what you think. This is with a storm the fluctuation is there by what you think, so your ability is to create as a chaos roll or a roll with a die 4 effect. That is rile or not rile on a die 1, create as you think with a die 2, work with some other result by a die 3 or get a thought about ideal other than normal from a die 4. Sometimes to create not always to effect the physical world by decision of the game master.

 So the crystal matrixes are then the thing that creates, aware points by attention you decide where the effect is to occur. The crystal matrixes are unbreakable even if you move, so any effect you think to create is done unless you don't want that effect. So unground yourself then think to go there where you want then work with the ideal that exists. Think of the moment event or even though the moment doesn't occur it will as you think then you are creating sometimes creativiely. This uses the crystal matrixes then that are aware sones or crystals that create what you think or wish. So stop feeing stop fleeing or destroying yourself, that is cool so to use an to see.

 For some in real life that is use by alpha mode to sit so we are the focuses that are aware points, otherwise is standing for some sit up to thought is focus or stop. See to a point feeling better cool in feeling or hot is nothing by idea. There is no death only a transition point that you think to transition between planets to goto another plane or planet considered worlds that are sometimes alternatives. This is not to create distraction, so your ability is hot or thought to hear by what you think or sometimes see.

 See to the idea is easy feel. That to use by some cool off is feel by the idea to feel. There is some idea to creativity by ideal with your inner child with focus, this is where were thought then energy is your focus created. Sometimes by things that happen for or by now, this is the point you think then were able to handle things that you think then create. Then if you want to create an effect all you need to do is think then the creator creates.

 The crystal effects as you think to cause as this just works to work by some effect. Think the crystal to effect with by feel, as you glance or see the thing then think or imagine what you wish to create. Then the crystal can create what you wish or think to see, sight or create by ideal or feel is what you think otherwise off. That is what or where you think then otherwise consist to consider what you is considered thought that creates what you think or creates a monster.

  Then to cast magic that is the point you need the "myy" special ability. This is the special innate ability to control the magic. Magic comes in three forms, verbal, forcecraft, or chaos. These forms of energy use an external energy source. Using such magic incurs a penalty on ones sanity. Sanity determines how well you can control the energy.

  The act of casting magic is guided by ones spirit, or will. Each casting incurs a trauma test that can add to your insanity or resolution for no more trauma that occurs the trauma dissolution. Casting a spell is based around a scenario, a mental moment of no time that the character experiences. A peer of the players choice, makes the scenario. The peer defaults to the GM.

  Casting too many spells, will eventually cause insanity. Where nothing seems right and yet you get the result you desire. Casting certain spells will have greater penalties, than just insanity. It might outright kill you. This is decided by the GM.

  The scenario is guided by the nature of the spell. It is composed of an appropriate skill or Will check. The DC is decided by the Tested's Skill or Will + Intelligence mod. Each test can have additional difficulty factors determined by the GM. The GM is the final arbiter of the scenario. The player has the option of waiving the scenario in favor of a roll on a d4. A roll of 1 - 2 indicates a failure. A roll of 3 - 4 indicates a success. If you pass, then you encounter no problems. If you don't pass, then you gain d4 trauma points.

  When you get too many Trauma points, they are resolved as you can use a resolution vision that you make with a roll of a die or ideal use where you lose full control of future ideal points or spells. You have a base maximum of 15 points. The resilience feat allows an additional 10 trauma points or use is the ideal moments, that you think to use or use as you think to work. The Prescience feat adds an additional 15 points or visions with focus. These two feats can stack, giving a total limit of 40 trauma points before insanity.

  If you fail a test while insane or sane, the GM determines what actually happens. Instead of the spell and target you intended, your character may fire off a randomized spell at a randomized target. The target could be anyone or anything in the area. Even the caster. A d4 will determine what happens. On a 1 the character atacks himself/herself. On a 2, a random target outside the party is attacked. On a 3, a random spell is cast at a random target in the party. Finally, on a 4, nothing bad happens.

  Furthermore, after you go insane, you start to use the d4 sanity check. Every action, allows a sanity check to be made. A d4 is rolled. On a 1 or 2, the character cannot perceive the difference between reality and fiction. On a 3 or 4, the character comes back to reality. Once insane, a sanity check can be made as an action. When a sanity check is successfully made, your trauma points goto 0.

  An alternative means of alleviating trauma points is to simply wait. The passage of time will allow the stress causing the insanity to disappate. For every hour that passes by, a trauma point is removed. For example, when you rest 5 hours, 5 trauma points disperse. When your trauma points go below insanity level, reality can be percieved once again.

  Magical devices can negate the trauma test. They include anything that can produce magic except special magical devices.

  One such special magical device is the focusing crystal. With focusing crystals, there's no negation of the trauma test. Instead, you may increase the effect by one die. You may use two focusing crystals at once. These crystals are of any type of gemstone. For example, you have 1 focusing crystal and there's a 1d10 effect, then you get 2d10 for the effect.

  Clear quartz or smokey quartz are an exception. They are most useful as they can be programmed. Count the programming as an enchantment, then its usable to effect at will and with no trauma test. The duration is how long you need it to be.

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Spoken verbal magic

  Verbal magic is accomplished through methods and forms. Each method and form has a corrosponding spoken verbal component; art vowels (the method) and nouns (the forms).


Spoken Verbal Element Forms and Art Methods Chart
Art Method What it does
Make Creation or Summoning
Control Influence
Alter Change
Destroy Dismissal or Destruction
Protect Negation or Ward
Perceive Perception or Sight

Elemental Form What it is
Earth Solid area or formation
Sand Loose earth particles formed from air blowing across earth
Lava Molten rock that can Melt things like locks or weapons
Fire Concentrated heat that can Melt, Burn or Cause visions
Firewater Liquid fire formed from the fire acting on a medium (aka oil) and water or acid
Electricity Fire Mana or Lightning
Water Liquid formation
Ice Solidified water from surrounding cold airflow
Air Invisible particles that Sustain life, make Mass effects, Cause psychic visions or Barrier
Death Decaying essence that causes decadence, corrosion and corruption.
Void Nothingness that can absorb any Form into itself
Negative Chaos that can Cause trauma, Neutralize or Make opposite and Break things
Image Illusionary form
Positive Order that can Build up with or Make good
Body Solid form of something or somebody
Nature Animal and Plant
Time Slowness, Pausing or Speed effects
Dream Mind
Mana Life or Energy
Space Distance and Area

  As one gains experience, Skill points are awarded that can be allocated across the methods and forms. 1 skill point grants 1 rank in the chosen method or form. At first level you get twice your Intelligence mod in Skill points. Each level thereafter, you gain your Intelligence mod in skill points.

  Attunement is a temporary bonus on a chosen form. Every 15 minutes of preparation grants 1 temporary point towards the use of the form. You can retain the attunement upto a limit of 1 hour per charisma mod. Hence, there is a maximum limit of 2 times your charisma mod.

  In casting a verbal magic spell, the spell is guaranteed to go off. How well the spell performs is determined by ones skill and attunement. Each spell has levels of effect set by DC. Chaos for a given moment determines the DC. One is required to match or exceed that level in the number of Skill ranks and the Arcana skill total. If the DC is met, the spell goes off in 1 full round.

  One can strive to get off an effect that is higher than ones present number of ranks. It requires extra rounds. Each round of striving is cumulative.

 Conversely, if ones number of ranks exceeds the required ranks of an effect, the time is shortened. If the difference, in ranks, is 20 or more, one can opt to make it instant. If the difference is 10 or more, the spell action can be reduced from a full action to a minor action.

  When one is performing an attack, an offensive total is calculated. This total is equal to (level + Art + Form + Attunement + Will + d10); rounded up. The total must surpass the victims Will. The damage done is the total - the opponents Will.

  Monsters and creatures are exempt to the Will taking away from their damages. When they get damaged by the Verbal forcecraft, their will fails in blocking out the damage. This is due to a backlash of the pain they cause others or feel at the moment.

  For example, suppose Joe the barbarian is facing off against an Orc Shaman. This shaman is a level 7 fire mage with a create of 4 ranks, fire of 2 ranks, and a Will of 16, that rolls a 7. His total would be 36. His victim has a Will of 18. Jo takes 18 % damage.

  Just as verbal magic can be used offensively, it can be used defensively, to create effects as desired. The defensive spells are many, Be creative. For those who are lazy, look at the spells in the Common Verbal Spells section.

  When one casts a protection spell. A defensive total is calculated the same way that the offensive total is except for the Attunement. This total is equal to (level + Art + Form + Will + d10) / 2; Rounded up. Once a protection is cast, it protects against weapons, by removing the damage through absorbing the damage. As damage is energy to the body. The Form thats used is also protected against. Its written in shorthand terms as #/Form.

  For example, Joe the fighter mage has a 25/Mana protection, then you can be unhurt for 25 points from the Forms and weapons before you are actually damaged. Or, he has 26/Earth from putting up a barrier spell right near and surrounding him. This protects him by absorbing 26 points of physical and spelled offense.

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Common verbal spells

  Here are the common spells possible, as listed below.

  There's protection spells:

  Elemental shield
  Method: Protect
  Form: Any one or more forms
  Description: An energy barrier that acts as a damage buffer. It absorbs ones total ranks in damage points, before dissipating.

  Mana shield
  Method: Protect
  Form: Mana
  Description: Protects against the mana itself.

  Destroy element
  Method: Destroy
  Form: Any one form
  Description: Destroys the element or combined element itself.

  Deflect element
  Method: Alter
  Form: Any one form
  Description: Causes altering the path or changing an element to another harmless element.

  Mind altering
  Method: Alter
  Form: Mind
  Description: Alters the mind of the attacker to cause him to think what you want him to think. As to abort the spell or make him think he hit you.

  Create barrier
  Method: Make
  Form: Any one or two forms
  Description: Create a barrier in front of you or nearby the target to absorb or create diffusion of the spell.

  There's other and Offense spells:

  Create effect
  Method: Make
  Form: Any one or more forms
  Description: Create an effect in front of you or nearby the target to cause redirection of the spell. This can be used to create attacks and other effects as well. Such as the lifting of ones body or making a light in the area. Add to this spell the Method 'Destroy', makes the effect damaging. Such as a fireball being cast for damage.

  Atleration
  Method: Make or Make Alter
  Form: Any one form
  Description: Alter element or item to be what you desire or want it to be. This could be a purification spell, if that was your intent.

  Some further examples of use are, "make control water" for creation of a water that controls people. For Stealth that negates your body detection with a hidden air shell, you can use 'make negative air'. The words of "Lightning Protect" can be used for a lightning protection.

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Elementals

  The elemental is the element given shape sometimes by an acquired item, inflicting them with that regenerates them. If by an acquired item then the elemental reverts to the original item shape that is their will personified, that creates the shape in the first place. Otherwise the elemental regenerates, near the item or the item destroys itself. Other were or animal activity thats activity wise is where you know things, so the person reverts to their original shape. They are able to have ranks in their given form, equivalent to its level. Elementals are not Traumatized as trauma is by using their own element. Refer to the following chart for additional properties from darkmatter.

Elementals Tier Chart
Tier Elemental Immunity/What it does
Effect and damage level: 2d10
1 Earth Can be hurt by weapons, but are immune to energy assaults. Can form gravity changes and earth shifts as a general form of attack. Otherwise, they can shift objects and loosened earth as a direct assault.
Fire Can be broken apart and reform at will. Immune to Fire, Air and weapon assaults. They can perform Fire lash attacks.
Water Can be broken apart and reform at will. Immune to water and weapon assaults. They can form highly compressed water and water lash attacks.
Air Can fly and be broken apart and reform at will. Immune to air, fire and weapon assaults. They use compressed airballs and lightning as a form of attack.
Effect and damage level: 3d10
2 Sand Can be broken apart and reform at will. Immune to sand and weapon assaults. They can form sand assaults that can blind, be abrasive or sting an exposed area.
Lava Can melt weapons and reform itself at will. Immune to earth, fire, lava and weapon assaults. Can form heat damage lashes and melt things at will. The heat energy can distract an opponent. The intense energy can sharpen one's focus.
Firewater Can be broken apart and reform at will. Immune to Fire, Firewater, Water and weapon assaults. They can melt weapons, at will. For attacks, they can perform Firewater lash and use compressed Firewater.
Electricity A lightning elemental is immune to physical weapons, electricity and mana. They can form lightning and energy assaults.
Ice Can be hurt by weapons, but are immune to ice and mana energy assaults. They can form freezing cold and ice assaults.
Effect and damage level: 4d10
3 Void Can reform at will. Can suck the weapon into themselves. Immune to void, mana and weapon assaults. They can drain the energy from anything and use void lash attacks.
Body A body elemental is a golem formed of pseudo flesh. They can be hurt by physical weapons. The body regenerates from non-magical damage. It attacks by transferring damage done to it back at the attacker.
Dream The embodiment of an idea, a meme. To detect it requires an awareness check. To cast it out, requires a Will check. This can be aided by a persuasion check. Can't be hurt by weapons. Immune to mana assaults. It is an incorporial spirit. It influences people by their dreams and can possess them. Its an idea they spread. Can cause a personal target to be lethargic, at will. Can drain life energy from their target.
Mana Incorporeal, they can be broken apart and reform at will. Resistant to magic and physical attacks. Can form mana balls or mana energy lash attacks that drains energy.
Aether Incorporeal, they can be hurt by magical weapons. Can be broken apart and reform at will. Immune to all energy assaults. They can utilize any lesser element, in any way that its present.
Effect and damage level: 5d10
4 Death Can only be hurt by magical weapons, but are immune to energy and death assaults. Can cause insanity, corruption and breakdowns as general attack. Also, they can direct death energy to form death lashes or touches that decay.
Negative Can restore damage from weapons, at will. Cannot restore positive charged damage. Immune to negative and energy assaults. They can cause trauma, in a chosen target. They can cause disease, depression and other debilitating effects. They can attack with negative projectiles or negative lashes. They can negate spell effects.
Positive Can be restore damage done by weapons, unless the weapon is altered to be negative. Immune to positive and energy assaults. Can form intense feelings and strokes as an assault. They can bolster allies with temporary health.
Nature The essence of life embodied. Can be hurt by magical weapons. Immune to negative, positive, mana and normal weapon assaults. They can imbue energy into something to cause it to animate.
Image An illusion given life. They can be broken apart and reform at will. Immune to everything except magic, yet if disbelieved in they won't deal any effect. A successful disbelief makes them disappear from the persons sight, through a Intelligence check. They use images to trick and decieve targets, to get the results that they want. For example, they could trick one combatant into striking his companion. One cannot do what they don't want to do, with a suggestion.
Black fire Can be hurt by magical weapons. Immune to negative, mana, fire, void and normal weapon assaults. Melts normal weapons. They can strike with any type of focused black fire effect.
Black ice Can be hurt by magical weapons. Immune to negative, mana, ice, void and normal weapon assaults. Melts normal weapons. They can strike with any type of focused black ice effect.
Space Can be unhurt by non-magical weapons. Immune to negative, positive and space assaults. They can bend space to their will and make themselves or the target seem to be near enough to attack by a sucking air assault. Otherwise, they can lash out at the target. They can also recreate attacks and effects, from a space that mimicks the effect done against the target.
Black lightning Can reform themselves, at will. Cannot be hurt by magical or non-magical weapons. Immune to negative, mana, electrical lightning and void assaults. They can strike with any type of focused black lightning effect.
Effect and damage level: 6d10
5 Time Can be broken apart and reform at will anywhere they like. Immune to normal weapon, mana and time assaults. They get a +5 to the attack roll and AC as they know by timewise observance. For time elemental assaults, they can cause events that go against the target. Or, they use direct assault. An elemental of time can add rust to things, make a person aged or remove the ravages of time.
Ether Cannot be hurt by non-magical and magical weapons. Can reform at will. Immune to ether, negative, void, black fire, black ice, space, and black lightning assaults. They can cause space to do their will and make an attack by sucking air. Otherwise, they can go at the target with any other focused element of choice. In the form of a lash, ball or focused action.
Effect and damage level: 7d10
6 Darkmatter Can be dissolved by acid or broken apart and reform at the will anywhere they like. Immune to normal weapon, space and time assaults. They get a +5 to the attack roll, a +5 to dodge and they break apart, with half their AC as they know by timewise observance so this is gaseous state. That is what leaves them immune to all weapons and they are able to shift or phase nearly anywhere.

However the elemental can be blown away. For time the elemental assaults, anything they touch is set off as though by music they are tuned to dust or feel. Unless a dodge based off speed is made, they can cause events that go against the target. The elemental also dissolves to nothing if the right element.

As that is heat or fire with a solid shape or air if gaseos state this is used on touch or focus. They can think to shift somewhere else, otherwise they can go where they came from if they want to go someplace. So they are where they think to be. Think them away then they are gone from the area, as their consciousness is energy and will do what you think.

For this is where they could come back as they are antimatter or thought useful, they use direct assault or ideal energy otherwise. An elemental of darkmatter nature is antimatter remains, that can add rust or any condition that breaks things down to things, make a person aged or remove the ravages of time.

 This is used on a basis of thought where those that transform by trauma, they are able to change into an elemental that last as long as you have trauma points. Otherwise you could use energy to change by feel with a crystal. As you think to have the shaping or formation last it will last and things work.

 Then you are able to be hurt, otherwise as they are shaping sometimes by an object influence and if this is to be found. Then forming themselves to another shape is advisable. As they could appear temporarily or similar uses are what is effected. Its similar uses that are effected, if you think to touch then the ideal thing is effected. That is all you need to know, so if you want to know more read on.

 So this is seemingly done, though suggestion is that you could do things or create as you wanted. If you decide to do things like it. As they are some energy form that exists, as a light being as though anyone they wish to appear as they are for a short period of time. By the changing with the process, they are rendered immune to the possible damage.

 As some are energy they can seem stable where the form they have doesn't change, till they think to change or are an aspect unable to be hurt. When they are some form they can seem hurt, if the elemental form allows hurt as you think they allow it. So they are immune till they are hurt. So think of an energy, that forms that allows them to be hurt to defeat them.

 If the property of the elemental is able to free will they can be hurt. They can use things that are energy based with no harm or take on the properties of that element, described in the elemental chart. If half the health then the character reverts to their normal race. The character sheet has a place to record the element, the duration and the damage. Elemental damage is 2d10 per each action where they are 3d10 for hits. Add the Attunation and Form ranks to the total or subtotal.

 So you see they gain half their character level in attunement, that is where or when the person attunes to some element. That allows a bonus to resist the element, for focus to attune seconds is the attunement as long as they are that form. Any attunement after this is permanently gained till they lose the form. There is thought as though an attunement limit of half the character level + twice the charisma mod. The charisma mod + form and control ranks determine how long the elemental form is maintained in hours. Use the Elemental form feat or use the verbal spell "Alter Body", thought to tranform into an elemental.

 If one doesn't have ranks, then they can use half their level + charisma mod. One can use forcecraft elements to transform into. The incinerative and disintegrative effects kill the non-elemental target at 1/2 HP.

 For example: Barbara the Sorcere turns into an elemental of Fire using Alter body. She is level 15 with a Fire Rank of 10 and a Body Rank of 5. Her attunement is 6 and her Control Rank is 5. She adds 7 points to the attunement. She has 2d10+28 as elemental damage. Her form lasts 19 hours.

 Another example: Joe the water mage uses the Elemental form feat to transform into a water elemental. He is level 20 with an attunement of 8 in water. He adds 10 to the attunement. Without ranks, his half-level and charisma mod total is 17. He has 2d10+35 damage. His form lasts 17 hours.

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Forcecraft

Forcecraft in general

  Forcecraft is about connecting to a universal knowledge based called the Z-field. Using this connection one intuitively knows how to control the energy around the caster.

  A successful Arcana check versus the given chaos DC allows an imagined effect to come into play. The chaos DC is modified by the difficulty of the effect desired. Focusing on more than one element increases the DC by 3 per additional element. The maximum number of elements is determined by Intelligence mod. The DC is increased by +2 per every 2 actions used, for the Trauma test.

Detailed Info

  Forcecraft is a special ability. It requires Myy. This ability depends on the Skills of Arcana and Focus. The Focus skill reflects how well you can focus on an element. This requires a relaxed mind. The difficulty of focusing arises from the chaos of the moment. During melee, focusing may be called for due to the hits taken. Focusing more than a round requires a focus check each round.

  One can increase the intensity of the effect by focusing longer. Cutting the time in half increases the DC by 10. Refer to the magic complexities section for a full list of modifiers. For the effect total, refer to the Forcecraft effect table. This table lists the effect total for healing and damages. The Attunation is added to this.

  For example, Barbara focuses for 7 actions, and has an attunation of 6. Her total would be 3d10+6. The 7th focusing action does not contribute. However she chooses to speedup the effects by a factor of four by making an Arcana check by increasing the DC by 20. She then focuses for 7 actions, which is equivalent to 28 actions. Her total damage would be 14d10+6.

Forcecraft effect table
Level Dice Amount
1-4 d6
5-9 d8
10-14 d10
15-19 d12
20-24 2d8
25-29 d20
30-34 d30
35-39 2d20
40+ 2d30

Forcecraft Attunement

  Attunement grants a temporary bonus for a chosen element. Every 15 minutes of preparation grants 1 temporary point towards the applied use of the element. The attunement is retained upto a limit of 2 hours per charisma mod. Hence, there is a maximum limit of 4 times your charisma mod in hours.

Indications

  To indicate that you are using forcecraft to the GM is done by use as its stating, "I use the element of [choose element] focused for [time amount or amount of actions] to create [describe the effect]." Alternatively this may be quicker, "I use forcecraft to [describe the action]." After a few times its known what you want to use. You may then use "I do [describe action]."

Sigils

  Sigils are lines of energy extruded while focusing on ones intent. Your Will is instrumental in directing this energy. Training in the Arcana skill is required to cast a sigil. Sigils are used to create enchantments. Each sigil takes 1 action to impart a bonus of 1d10 + Attunation. The enchantment lasts until its not wanted there by the user, or until a successful Arcana check versus the Will of the caster. The Charisma mod determines how many enchantments are possible per target. Sigils can be applied to anything, even another sigil.

  For example, Joe the fighter gets a sword with a fire sigil from a Firemage. He could attack with the sword and do an extra 1d10 fire damage. He could get extra fire sigils, with a limit based upon the forcecraft users Charisma mod.

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The forcecraft elements

  There are fifteen elements: Earth, Lava, Fire, Firewater, Water, Ice, Air, lightning, Aether, Void, Black fire, Black ice, Space, Black lightning, Ether and Time.

  The element of earth is that which composes life. It can be used to restore life, morph items or people, take life, heal or control a live target. With the exception of controlling a live target, it restructures the target to achieve the desired goal. When controlling life, an infusion of earth energy takes over the target and does as the caster wants. Earth is for the body.

  Fire and earth make lava. Lava is molten rock, (477.6 Kelvin and hotter.) It will melt most metals on contact and will burn things that are flammable.

  The element of fire is the energy of change. It destroys what has been built up and releases resources. Fire takes life by burning the intended victim on focus of the worker. It can heat up places to warm you. When fire destroys, it makes destruction by consuming things and forces a renewal.

  It supports life by giving warmth and the spiritual energy of life. It can give life by forcing you to move on when it destroys your old life in some manner or form. Also it can give life by the healing act of the worker targeting only the disease cells with fire. Causing the body to cope by healing quicker. What doesn't kill you makes you stronger as a person. Healing with fire heals and cauterizes open wounds. Fire is for the soul. It finally is light.

  Fire water is very hot to the touch. It can burn as it touches the area. Firewater takes a medium to separate the water and the fire. Making it burn hotter than fire. Such as a firey substance and the water combined by effect with oil as carrier medium. Another idea is to use liquid as the carrier for the hot substance. A light film of oil on top of the water allows it to mix and coat the area or thing of substance.

  Water can heal people, overcome things, or change things. Healing with water can happen on infusion of energy with the thought of rapid regeneration for 5 minutes at a drink. Any other thought is also enacted. Your thought becomes the waters actions to the body. It can overcome things by being in a large enough body of movement like a tidal wave. Water can change things with an infusion of energy into water while someone imagines what they want to happen. Water is for the heart.

  Ice comes from air flowing around water. Ice can form from the air through the water particles with imagination. This is destruction by air itself.

  Air can choke, destroy, enforce, or change things. Air choking is the act of the worker to close air in a circle around a person's throat. This is also called collaring. Air enforcement is the act of the worker to create a wall by imagination or to cause yourself to float in the air by air itself through imagination. How does air change things? Air can change things by the worker using it as a medium in their acts to influence moments. Finally air can be used as a mass spread medium. Air is for the mind.

  Lightning is Energy destruction form of air is formed by Fire energy and Air. This lightning is destructive as it can blast things in an area. What grounds out lightning is earth.

  Aether is most the elements together. Aether is the element of the mind and is the root of the conscious energy. The effect of the aether is to affect or influence other elements. Aether is allot of the elements together, they make up the gray ness about it as different colors that blend together. When the element is called you can form or cause any object by imagination of it forming in the way you want or make any effect with this. This is its compressed form manifested by use of Ether in its basic component.

  This is the key to its manipulation. To manipulate it by imagination, is to need the idea to occur by seeing the sigil, or to feel it happening. Then, sometimes the knowledge will come to you to do the idea and the deed is done even further. To change the symbol of knowledge in the idea that you receive, will summon a change of it in some manner. This will cause the idea as its represented in the aether to be representative of a change. As its manifested into its compressed form, using the ether to make the aether manifest into its compressed energy of its form. This symbol changing, may require that you understand what the symbolic meanings are as it is. If you draw the sigil it gives you understanding, that will happen.

  The negative element of earth is void. Void is nothingness and negative of earth. You can use it to protect yourself by forming a barrier to absorb the energy cast at it or to attack with it. When used for attack it incinerates someone as it sucks the life out of the victim, leaving ashes. You can also remove certain properties of anything you'd want by the imagination of it being removed and using void. It can be used to suck the life force out of the being or target.

  The negative element of fire is black fire which allows for instant incineration of anything you will it to touch. It's formed from fire and void. It also can resurrect someone or restore something you direct its energies at. Black fire can dispel the death of the person if focused on destroying the death.

  Waters negative element is black ice. Black ice melts at absolute zero and forms when elemental water heats up. Black ice is formed from union of water and void. It is warm to be near it. It is black in color and makes body parts disintegrate when touched. It can store unlimited spells if it can be harvested as force. It looks like a constantly reforming black ice and draws its properties from void and water.

  Air's negative element is space. This represents the distance and area. This is the physical representation of void. Space is infinite whereas air is contained. Space has vacuum which sucks a person dead as when air supports people on a planet. Compress space into energy and you get a warp field that can be turned into a black lightning effect or a Void Gate that can bring you anywhere. Only the worker can dispel his/her shield.

  Black lightning incinerates when it hits a victim. It always hits and it never loses energy. Any energy cast at it only strengthens it and only the worker can dispel their attack of black lightning. This lightning comes from space and energy fire.

  Ether is Aether's negative. Ether resides in the etheric and is the spiritual element, or the active element. The etheric is with chaotic and spontanious creation of imagination, and that's where all ideas are first created. Then the idea get's reinforced and goes lower and lower in frequencies such as the astral, to then manifest in the quickest way possible on the physical. Ether is part of the fundamental principle of magic and manifestation in general.

  This is such in which all you do is focus enough and what you imagine happens. Otherwise the more you focus on an idea, the more chance of it happening. Ask the spirits to guide you for better results or feel and think what you want to happen when using ether, to always get the act desired. However where aether responds to your imagination. Ether responds to the mind and thoughts with feeling and is instant. Ether works with you as you desire.

  You can focus the spirits to aid in anything, again for a better result. As, it is with the etheric plane where all our imagination manifests, and where the creation of our lives begin. This includes forming any object. The physical world is inputed as ideas on the ether, that manifest closer and closer to the physical. If the spirits are angered, they won't do anything at all. Always thank them afterwards. Aether is very similar to Ether as it too can influence void.

  Time comes from Space and Aether. Making it indirect. The combined effect make Astral energies. These energies create the time effects. Time is the moment of change in an event. One can manipulate time, change the speed of attacks or moments by speeding the moment up, pausing the moment or slowing it down and thats it.

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Chaos

  Chaos manipulation: Comes with the 'Kao' special ability and allows you to focus the raw chaos energy from around you and also the activity of people, animals and other beings into an action. This energy is both positive and negative and can corrupt as well as create. The chaos is what causes the Trauma and insanity. Thus, when the energy is used to form a willed effect and cause that energy you focused to manifest a result, then it gets interesting. As chaos can be formed to emulate any element or effect.

  The game ability: Chaos end wish; This is where you think the result, as you need a result and you can get a result. As a cross between the end and of result. So you can expect anything adhoc, as chaos rules by a rolled d4 where a point is this game point:
1 is a success and you get what you want,
2 is the end result you imagined or described,
3 is the need of the game master or ruler that is done,
4 is the point is not done.

  The gm or game master has the final say of course, if required he or she will step in. Directed by will with activity, this is an ideal will magic yet if considered its wish magic. Where you think an you might get what you wish. Just don't think the electri city nearby is a source for it or you can cause a blackout. You can have multiple sources for this ability. There will be a slight brownout at first if you use electricity. You can still get interesting points, as the rest of the game is a point and results. So yes it is wish magic if you want to use this ability, governed by chaos mathematics that derive a point that overrides the result. If the result is done, as though an idea is set by feel and done by thinking. Unless you don't want it then, think to not need it or state that you don't want the effect and it was not ever done. Some gm's might have you roll a die or do some test, whatever that is as decided by them.

  Chaos Sigils: Chaos sigils are lines of raw chaotic energy extruded while focusing on ones intent. Training in the Arcana skill is required to cast a chaos sigil. Chaos sigils are used to create chaotic enchantments. Each chaos sigil takes 1 action to impart a bonus of the Chaos effect amount + Attunation. (As listed in the Chaos effect table.) The enchantment lasts until its not wanted there by the user, or until a successful Arcana check versus the Will of the caster. The Charisma mod determines how many enchantments are possible per target.

  Each attempt of a chaotic sigil needs a insanity check. On a failed insanity check, the caster is insane and controlled by the enemy for 1 round every 4 levels. When a Will check is successfully made, then the control disappears. On a successful sanity check, the insanity disappears. Chaos sigils can be applied to anything, even another sigil.

  Chaotic result and effect: The result can be a wild result, a result you needed or a failed result. It depends on a roll of a 3-sided die, as 1 is success and you gain the needed result, a 2 is a wild result, such as any other thing comes up other than the result you wanted, and a 3 rolled is no result. The wild result is decided by the GM. The chaos results are formed from the chaos element.

  Using chaos, you are getting double the trauma points per chaos spell. So be careful with it. You also get an increased damage or heal effect. This is in the Chaos Effect Table. For example, a 1d10 Forcecraft effect of 2 actions would be a 2d10 Chaos effect of one action. Add in the Chaos Attunement.

Chaos effect table
Level Dice Amount
1-4 2d6
5-9 2d8
10-14 2d10
15-19 2d12
20-24 4d8
25-29 2d20
30-34 2d30
35-39 4d20
40+ 4d30

  Chaos Attunement: Attunement for Chaos is a temporary bonus on the chaos element. Every 15 minutes of preparation grants 1 temporary point towards the use of the chaos element thats formed. You can retain the attunement upto a limit of 1 hour per charisma mod. There is a maximum limit of 3 times your charisma mod.

  Chaos elements: The effect of chaos is to form an instant element that forms on the spot. They are formed with an instant insurmountable thought or will and make the chaos effect. As they are instantly created, in which you can place them by will or they appear somewhere by randomness, they equally and instantly cease their activity and dissipate, only to be created again at a later date.

 They have potential to create what the chaos user wants to create or to go rebound back on the chaos user with an unpredictable result. These results may seem very chaotic in nature but when they work for the chaos user, they are acceptable. However, these chaos elements are able to cause any result, as in the ability to mimic a result and they are able to do what the element is which they represent, as well as creating a free based effect. Ie, a chaos element in the name of the named effect that forces the creation of a named effect.

 The chaos element effect is more powerful than the normal element. So, in use of chaos, the chaos element causes the trauma to be doubled. Chaos elements are mainly unseen and yet can be felt, this allows them to act on the target without being noticed, unless they mimic an element like earth, air, water, fire, aether and others similar and only then is it seen as they form into the element temporarily. Unpredictable results are up to the GM.

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Faith

  Faith is belief in a system of thoughts and ideal for a point by this. Using faith is the act of channeling divine power that comes from our divine souls and we can manifest small effects with it. We can channel more energy from God by belief and Will and get larger based effects. That belief rules the spirit. Belief allows for you to defend and cause results. This is made possible by god who gave us our divine souls. God is the source of magic. He negates the Test of Trauma.

  God has many names and is the powersource, so anyway you use this is a dive or devine not always godlike. Whichever God name you worship, gets that aspect of that God's Domain. Each God aspect allows for the point now that is an effective domain result. You may attempt any effect with a domain that allows for wants or use with needs by it. Each extra Domain is 5 more to the DC. This is in comparison to the Arcana skill and a d20. The DC is set by the amount of chaos done to the area. Here is a list of God name Domains. This is with their focused worshipper area.

  Any permissable effect is by the aspect of God thats worshipped except for small things like convincing people or making a small flame that can be turned into a large fire. If you want something the Deity aspect can't give or is against, then try another aspect. The deeper your devotion is to your Deity, the more you can do. This score is a measure of how strong ones connection is to one's god. This score is a faith rank, that limits the maximum effect you can have.

  The limit is how many actions you can take to focus your Will and channel Divine energy. If you devote time to the aspect, the more faith ranks you gain for that aspect. Each faith rank takes 10 minutes of worship to gain. The maximum rank is 2 times the Charisma mod. If you worship an aspect that is opposite to an aspect you already worship, you lose a faith rank for that opposing aspect. If you have no faith ranks for the aspect, you cannot get an effect off with it.

  To effect a faith act, you must use the Faith ability. With this ability, you may call yourself a Priest/ess. This allows you the effect of what's described in the Faith chart per each action you take. To get the effect you use the effect total + Charisma mod. Duration of the effect cast is instant. Each effect that is non-instant, is with 1 round per each 3 levels until its not wanted by the Priest. So basically you can call yourself a priest of the creator or some area or god, if you want to do so.

  Faith chart: This is derived by level for the effect amount.
Level Effect dice
Any level (Own power) 1d4+Charisma Bonus
1-5 1d8
6-10 1d12
11-15 2d8
16-20 2d10
21-25 2d12
26-30 4d8
31-35 2d20
36-40 4d12
41+ 2d30
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Magic Complexities

  There are magical complexities that rule the amount of damage or effect you get with the spell. Here are some things to use with the effect:

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Fighting rules

Up to Dm or Gm as to the system but here's a general outline.

  Use the attack roll for the normal attacks, Spells don't require the attack roll. Any spell is done by use of a free action. Effects on a character with a Will resistance, get damage reduction. By the damage amount - the resistance. Though, there is no spell failure by wearing armor.

  Initiative makes the order of play. The order of play is the order of whom goes first and second and etc. Initiative is further discussed in the character creation section.

  Effects are in the magic system section such as damage modification, and healing. Effects are stopped any time through ones Will. Each action outside combat is unlimited for spell effect.

  An attack roll is a 1d20 + Attack modifiers >= AC target so attack modifiers consist of the combatant's base attack bonus, strength adjustment, and any other bonuses that apply to the attack roll but not spells for the spells are resolved by the skill check. A third level character has rolled 15 attacking an orc with a 6 AC. The character must roll a 6 or greater and he has hit. A rolled 20 on a 1d20 is a critical hit via attack roll. And, always hits.

  The size of the opponent does matter, as there's a +2 bonus to hit them if they be one size larger, 2 sizes larger gets +4 to attack with, 3 sizes larger is +6 to attack and etc.. Where, if they be smaller, then they get the advantage as you get a -2 penalty to hit one size smaller, -4 for 2 size smaller, -6 for 3 sizes smaller than you and et al. If they be the same size, there's no bonus. The size difference is of perspective, in comparison of the moment.

  The size bonus is applied for the attack damage. This is subtracted from the damage total, with a smaller character attacking a larger character. Or, added to the total by a larger character or monster attacking a smaller target. The size difference is in this chart below.

Size
Height
Weight
Fine
6 in. or less
1/8 lb. or less
Diminutive
6 in.–1 ft.
1/8 lb.–1 lb.
Tiny
1 ft.–2 ft.
1 lb.–8 lb.
Small
2 ft.–4 ft.
8 lb.–60 lb.
Medium
4 ft.–8 ft.
60 lb.–500 lb.
Large
8 ft.–16 ft.
500 lb.–2 tons
Huge
16 ft.–32 ft.
2 tons–16 tons
Gargantuan
32 ft.–64 ft.
16 tons–125 tons
Colossal and Colossal+
64 ft. or more
125 tons or more

  Ability Checks = 1d20 + ability score modifier + character level. This is useful in checking your ability to do things at the moments notice.
 
  The skill check, is a 1d20 + skill modifier + situational modifiers + miscellaneous mods >= DC(Difficulty Class). The skill modifier is the skill point total with other variables, that are optional. Treat all Wis(Wisdom) based skills, using the In Mod Bonus. The situational modifier is what may be effecting you.  So, for a level 14 character, a 1d20 + 3 Skill point total and 3 In bonus + 3 situational + 10 Skill bonus >= 15 DC, so a d20(1)+3+3+3+10=20 is the lowest this character could roll. This is to make certain of ability or action success.

  Something to know, is the fatigue check, where the amount of time that goes by makes the DC. The Dc is represented by the amount of minutes that go by. The fortitude check, using the Cn to form the saving throw, uses the DC set by the minutes. This is in a fight, though.

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Food for thought

  For more realism, there's a possible food necessity, decided to be used however the GM wants. Food necessity, where the character must eat or die in 24 hours and be weakened by 1 point non-lethal damage every hour after 12 hours not eating or drinking. This can be rested off after eating or drinking something. There is 1 hour that passes by for every 2 points removed of non-lethal damage.

  Then there's other being form, where the character becomes other than the form that is solidly physically formed. If in other being form, then food isn't necessary as energy is the food. In fact, 1 bite of food is actually 100 hours energy and improved activity. Otherwise, they are unlimited in actions and usually somewhat high in energy. Other being form is possible by etherealness and gaseous form special abilities or the Energy form feat.

  The non-lethal damage can make the character lose 2 points of constitution and strength each point. And each point is temporary.

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Skills and Feats

  Skills and feats are listed in the D&D player handbook or other players guide book whatever version you want. The Epic level handbook lists level 21+ feats and skills whereas the Players handbook list level 1 to 20 skills and feats. This and other gaming stuff can be found here for 3e and 3.5e or here for 4th edition rules, if you want to use the 4th edition skills. But, Arda Magic System generally uses this modified set of Skills. Which are based off of 3.5 edition skills.

  Skills here are the Abilities that a character chooses, with skill points every level added to make higher skills. There are far to many for a single character to learn but you can focus your character on skills that best accentuate capabilities. The skill points that you get are calculated by using this formula, of 6 + In mod per level. Where, your starting out with, at first level, (6 + In mod) * 4 in points. The limit of how much you can have in each general skill of allocated points, is the Intelligence mod plus character level.

  Basically, in Arda, you can assign your character any skill you desire, as long as its useful to your character and yourself. Misc skill bonus, counts as a miscellanious skill mod and is +5 if you're 'trained'. All Strength, Dexterity and Constitution based skills suffer armour check penalties. Treat all Wis(Wisdom) based skills as though they were using the Int(Intelligence) instead, for purposes of this game.

  Feats are special capabilities to your character that benefit by adding talents not there or improving the feats you have. Some feats have prerequisites. Substitute the Int stat when the player handbook or other source requires a Wis Stat. 1st level you get 2 feats with 2 bonus feats. Every additional 2 levels you get 2 more feats. That means you get 4 feats at 1st + 8 extra feats, if your character was level 10. Proficiencies such as Armor or Weapon feats don't count to this total. The racial and proficiencies feats are 'free' and take no points up. A special ability can be gotten in the place of a feat. All feats are treated although most can use them, as though you can use them 'at will' and any time you want to do them.

  The Skill feat allows you to be trained in a skill. And this is +5 for training. There are allowed 4 trained skills at first level. Humans can choose 1 extra skill to train in at 1st level. Once you get the skill feat, you may attempt to train more skills with the feat (3 Skills per every 2 levels). No need to get more Skill Feats listed, as its an attempt to raise the Skill in its ability. If your trained in the skill then you can aid another in a task with the same trained skill.

  The way it works is that you decide to train a character skill and then spend 6 hours training it, to have applied the trained status. You can choose to self-experiment or get training from another and achieve the effect of skill training.

  Consider your Arda character a fighter, as it can be any fighting class, or a fighter mage with the myy special ability or the forcecraft special ability, fighter sorceror with the kao special ability, and fighter priest (cleric) with the faith special ability as your character doesn't actually have a class, except that which you think of it as. If you get all three mage abilities or Kao and either Myy or Forcecraft special abilities, then your a fighter sorcere, as you desire.

  Weapon proficiencies are handled a bit differently, in Arda expansion. As they are treated as feats of ability. Get the weapon proficiency, of your choice, with the selecting of feats. The armor proficiencies are also feats that are gained under certain conditions. Mentioned in the Character creation section.

  For the Weapon Proficiencies, are also with accurate weapons, that can do less damage, and inaccurate weapons that do more damage. If you are not proficient in a weapon you get no proficiency bonus to attack.

• Accurate Weapon Proficiencies (Dagger, Rapier, etc) give +3 attack bonus
• Normal Weapon Proficiencies (Longsword, Long Bow, etc) give +2 attack
• Inaccurate Weapons (Axes etc) give +1 attack bonus

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Special abilities

  Most special abilities are available by choice. They must suit your character that you decide to play. When you decide to play it, the special abilities will come in handy. You may choose one, in place of a feat, that you can gain.

  The special abilities are so far:
 Myy: The Myy special ability allows you to use magic and in verbal spoken form. Consider yourself a fighter mage with it.

  Forcecraft: This special ability allows you to use forcecraft, described in the Forcecraft section, in any way that you desire. Consider yourself a fighter mage with it in your special abilities list.

  Faith Ability: The ability to channel faith energy into making effect. When you channel magic by faith, you strengthen its effect by your belief. With this Ability, you may call yourself a Priest. Faith is described in the Faith section.

  Kao: This special ability allows you to use the chaos around you for whatever purpose, and making manifestations with it. Consider yourself a fighter sorceror with it in your special abilities list.

  This includes chaos wish, where game ability: chaos wish is think as you need a result and you get a result. As a cross between the end and of result. So you can expect anything adhoc, as chaos rules by a rolled d4 where a point is this game point:
1 is a success and you get what you want,
2 is the end result you imagined or described,
3 is the need of the game master or ruler that is done,
4 is the point is not done.

  The gm or game master has the final say of course, if required he or she will step in. Directed by will with activity, this is an ideal will magic yet if considered its wish magic. Where you think an you might get what you wish. Just don't think the electri city nearby is a source for it or you can cause a blackout. You can have multiple sources for this ability. There will be a slight brownout at first if you use electricity. You can still get interesting points, as the rest of the game is a point and results. So yes it is wish magic if you want to use this ability, governed by chaos mathematics that derive a point that overrides the result. If the result is done, as though an idea is set by feel and done by thinking. Unless you don't want it then, think to not need it and it was not ever done.

 Ogre strength: This is where you gain a permanent +7 to your strength stat.

 Natures strength: This is when you get the ability to draw in the natural naturic energy, thats around your character and you gain a permanent +11 to your strength stat.

 Dragons strength: This is where you gain the ability of the dragon, as in the strength aspects. By working with active meditation stance and working out, you can then gain the strength that is akin to being dragon-like. So much are you like them, in strength, that you gain +15 strength to your strength stat.

  Night sight: To see in the dark, even if its pitch black. Cannot be blinded when light comes up. The limit to the night sight is 20 feet.

  Cooking: Create the beneficial food that even tastes great! It seems that your cooking causes healing as well. Roll 2d6 to see how much HP is brought back to your character.

 Infrared vision: Your sight is able to pierce the dark, within the infrared scale, and the sight adjusts to light times as well. The range of infrared vision, is 30 feet.

  Antimagic: An antimagic field spell or effect cancels magic altogether. An antimagic effect has the following powers and characteristics.
• No supernatural ability, spell-like ability, or spell works in an area of antimagic (but extraordinary abilities still work).
• Antimagic does not dispel magic; it suppresses it. Once a magical effect is no longer affected by the antimagic (the antimagic fades, the center of the effect moves away, and so on), the magic returns. Spells that still have part of their duration left begin functioning again, magic items are once again useful, and so forth.
• Spell areas that include both an antimagic area and a normal area, but are not centered in the antimagic area, still function in the normal area. If the spell's center is in the antimagic area, then the spell is suppressed.
• Golems and other constructs, elementals, outsiders, and corporeal undead, still function in an antimagic area (though the antimagic area suppresses their spellcasting and their supernatural and spell-like abilities normally). If such creatures are summoned or conjured, however, see below.
• Summoned or conjured creatures of any type, as well as incorporeal undead, wink out if they enter the area of an antimagic effect. They reappear in the same spot once the field goes away.
• Magic items with continuous effects do not function in the area of an antimagic effect, but their effects are not canceled (so the contents of a bag of holding are unavailable, but neither spill out nor disappear forever).
• Two antimagic areas in the same place do not cancel each other out, nor do they stack.
• Wall of force, prismatic wall, and prismatic sphere are not affected by antimagic. Break enchantment, dispel magic, and greater dispel magic spells do not dispel antimagic. Mage's disjunction has a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

 Blindsight: Some creatures have blindsight, the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. Such sense may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can't see ethereal creatures). This ability operates out to a range specified in the creature description.
• Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
• Blindsight does not subject a creature to gaze attacks (even though darkvision does).
• Blinding attacks do not penalize creatures using blindsight.
• Deafening attacks thwart blindsight if it relies on hearing.
• Blindsight works underwater but not in a vacuum.
• Blindsight negates displacement and blur effects.

 Blindsense: Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

  Charm and Compulsion: Many abilities and spells can cloud the minds of characters and monsters, leaving them unable to tell friend from foe—or worse yet, deceiving them into thinking that their former friends are now their worst enemies. Two general types of enchantments affect characters and creatures: charms and compulsions.
  Charming another creature gives the charming character the ability to befriend and suggest courses of actions to his minion, but the servitude is not absolute or mindless. Charms of this type include the various charm spells. Essentially, a charmed character retains free will but makes choices according to a skewed view of the world.
• A charmed character retains his original alignment and allegiances, generally with the exception that he now regards the charming creature as a dear friend and will give great weight to his suggestions and directions.
• A charmed character fights his former allies only if they threaten his new friend, and even then he uses the least lethal means at his disposal as long as these tactics show any possibility of success (just as he would in a fight between two actual friends).
• A charmed character is entitled to an opposed Charisma check against his master in order to resist instructions or commands that would make him do something he wouldn't normally do even for a close friend. If he succeeds, he decides not to go along with that order but remains charmed.
• A charmed character never obeys a command that is obviously suicidal or grievously harmful to her.
• If the charming creature commands his minion to do something that the influenced character would be violently opposed to, the subject may attempt a new saving throw to break free of the influence altogether.
• A charmed character who is openly attacked by the creature who charmed him or by that creature's apparent allies is automatically freed of the spell or effect.

  Compulsion is a different matter altogether. A compulsion overrides the subject's free will in some way or simply changes the way the subject's mind works. A charm makes the subject a friend of the caster; a compulsion makes the subject obey the caster. Regardless of whether a character is charmed or compelled, he won't volunteer information or tactics that his master doesn't ask for.

 Cold Immunity: A character or creature with cold immunity never takes cold damage. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

 Darkvision: Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature or character. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

 Death Attacks: In most cases, a death attack allows the victim a Fortitude save to avoid the affect, but if the save fails, the character dies instantly.
• Death attacks slay instantly. A victim cannot be made stable and thereby kept alive.
• In case it matters, a dead character, no matter how she died, has –10 hit points.
• The spell death ward protects a character against these attacks.

  Energy control: You are able to control how you may feel. As to the point of feeling different if others try to sense you. Basically, you feel different to sensory input. This can make the body or someone else fooled into thinking you are someone else.

 Evasion and Improved Evasion: These extraordinary abilities allow the target of an area attack to leap or twist out of the way. You can have evasion and improved evasion as a special ability, but certain other creatures have these abilities, too.

  If subjected to an attack that allows a Reflex save for half damage, a character with evasion takes no damage on a successful save.

  As with a Reflex save for any creature, a character must have room to move in order to evade. A bound character or one squeezing through an area cannot use evasion.

  As with a Reflex save for any creature, evasion is a reflexive ability. The character need not know that the attack is coming to use evasion.

  You cannot use evasion in medium or heavy armor. Some creatures with the evasion ability as an innate quality do not have this limitation.

  Improved evasion is like evasion, and can be gotten after Evasion is there, as a special ability, except that even on a failed saving throw the character takes only half damage.

 Fast Healing: A creature or character with fast healing has the extraordinary ability to regain hit points at an exceptional rate. Except for what is noted here, fast healing is like natural healing. At the beginning of each of the creature's turns, it heals a certain number of hit points (defined in its description). Unlike regeneration, fast healing does not allow a creature to regrow or reattach lost body parts.

  A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first. Fast healing does not restore hit points lost from starvation, thirst, or suffocation. Fast healing does not increase the number of hit points regained when a creature polymorphs.

 Fire Immunity: A creature or character with fire immunity never takes fire damage. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

 Low-light Vision: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

 Monstrous regeneration: This allows you to become able to regenerate more than 100% HP.  You also gain a permanent 6% to your HP when you get the Special ability and every level after getting the Special ability. The rate of regeneration be 3d10+Cn Bonus per round of 10 seconds in battle and outside of battle its 3d10+Cn Bonus per minute. Monstrous regeneration requires regeneration.

 Polymorph: Magic can cause creatures and characters to change their shapes—sometimes against their will, but usually to gain an advantage. This ability allows such as to polymorph others, or your character. Polymorphed creatures retain their own minds but have new physical forms. The polymorph spell defines the general polymorph effect. Since creatures do not change types, a slaying or bane weapon designed to kill or harm creatures of a specific type affects those creatures even if they are polymorphed. Likewise, a creature polymorphed into the form of a creature of a different type is not subject to slaying and bane effects directed at that type of creature.

  Psionics: Your character can use at will any psionics effect that you can think up. This is anything in psionics that is using psychokinesis. The types of psychokinesis include Microkinesis, Macrokinesis and Other psychokinesis.

• Microkinesis
  Microkinesis is a deft movement to cause in small things a change of position or change of something to be something else. Metal bending and causing a genetically changed body condition is an example. Use Microkinesis to cause small changes and create big results.

• Macrokinesis
  Macrokinesis is the movement and change of things that are large scaled. This includes:
   Elemental manipulation is when you can summon the elemental energy at will to do as you need. This uses the Forcecraft system. If you have a crystal on you, then you can use it to add +3 per every 2 levels to the damage total.
   Teleportation is where you can shift yourself almost anywhere else, including other dimensions.
   Passing through solid walls and objects is where you can pass through the solid barrier after phasing into the mind plane and coming back again.

• Other psychokinesis
  Other psychokinesis effects are the doing of anything else. This includes:
   Telepathy is where you can read minds and know what the other will do before they do it.
   Spirit travel (OBE), where you leave the body for a bit of travel with the spirit.
   General Healing is where you remove the energy of the wound or send energy into the wounded area. Causing it to heal. Making the removed energy placed into some object. This means 3d10 HP restored. When you have a crystal, then the potential for healing is 4d10 HP by focusing the effect with it.
   Clairovoyance is where you know what is. Wherever it is, you may spy out and see events and locations.

  When your character attempts the psionic action, it will happen for as long as you use the focus ability, again as to the GM's decision. Attempt an act of psionics by Saying what you want to attempt. Your Will is then tested. A DC for psychokinesis is set from the chaos in the area. Again, decided by the GM. Your Will + D10 is compared to the DC and if the total is equal or greater, then you get the psionic action done. Unless there's Psionic combat.

  With Psionics, your character is aware of the mental world and how they are aware of other psychic beings/people/creatures. They are depicted in the mental world as an Avatar and reflect your Will. The avatar is what your body is represented as, in an energy being form.

  Whatever happens in the mental world can change the real world, if the thought is made to make it manifest in the real world. Thoughts direct the mental world. Your Avatar is just one of those things that can alter the mind world. The action it does, makes certain things presented in the mental world possible to be manifested in the real world. So when you manipulate by Will, you use the Avatar as a key to formulate actions. The Will programs the energy to act the way you want.

  All near Avatars can go effect on the defensive to protect its own mental turf, from an approaching psychics' Will. If anyone is hostile or aggressive, then psionic combat happens between the strongest Avatar Will of the mental world nearby and the Avatar/s who triggered the Psionic war, otherwise nothing significant occurs. This makes a mental resolution, as the Will is tested of the combatants.

  The mental resolution doesn't take any time. This happens separate from the melee. Psionic combat is done by the Strongest Avatar effort of Will and energy manipulation being used against the Avatar or Avatars who were hostile. Decided one by one and by the Will added to a d10.

  Whomever's Will is greater, dazes the other psychic for 1d6 rounds. Unless the other psychic gives into the winners' Will. Doing the bidding of the winner for 1d6 minutes. A Will save where the Will is added to a d10 against a DC of the winners Will can be made to cancel out the control of the other. 6 rounds is 1 minute out of melee and each round is 10 seconds.

  By this way, virtually anything is possible with psionics. So, the Sky is the limit. As you think you can, you do. You enable psionic ability with this special ability.

  Regeneration: Creatures and characters with this extraordinary ability recover from wounds quickly and can even regrow or reattach severed body parts. Damage dealt to the creature is treated as nonlethal damage, and the creature automatically cures itself of nonlethal damage at a fixed rate.

  Certain attack forms, typically fire and acid, deal damage to the creature and character, normally; that sort of damage doesn't convert to nonlethal damage and so doesn't go away.

  Creatures and characters with regeneration can regrow lost portions of their bodies and can reattach severed limbs or body parts. Severed parts die if they are not reattached.

  Regeneration does not restore health points lost from starvation, thirst, or suffocation. Attack forms that don't deal hit point damage ignore regeneration. An attack that can cause instant death only threatens the creature or character with death if it is delivered by weapons that deal it lethal damage.

  The regeneration rate for both creatures and characters, is 2d10+Cn bonus.

 Gaseous Form: Some creatures have the supernatural or spell-like ability to take the form of a cloud of vapor or gas. Characters can gain this ability, in the form of a special ability. Creatures and characters in gaseous form can't run but can fly. A gaseous creature or character can move about and do the things that a cloud of gas can conceivably do, such as flow through the crack under a door. It can't, however, pass through solid matter. Gaseous creatures and characters can't attack physically or cast spells with verbal, somatic, material, or focus components. They lose their supernatural abilities (except for the supernatural ability to assume gaseous form, of course).

  Creatures and characters in gaseous form have damage reduction 10/magic. Spells, spell-like abilities, and supernatural abilities affect them normally. Creatures in gaseous form lose all benefit of material armor (including natural armor), though size, Dexterity, deflection bonuses, and armor bonuses from force armor still apply.
 
  Gaseous creatures and characters do not need to breathe and are immune to attacks involving breathing (troglodyte stench, poison gas, and the like). Gaseous creatures and characters can't enter water or other liquid. They are not ethereal or incorporeal. They are affected by winds or other forms of moving air to the extent that the wind pushes them in the direction the wind is moving. However, even the strongest wind can't disperse or damage a creature in gaseous form.
 
  Discerning a creature or character in gaseous form from natural mist requires a DC 15 Spot check. Creatures and characters in gaseous form attempting to hide in an area with mist, smoke, or other gas gain a +20 bonus.

 Etherealness: Phase spiders and certain other creatures can exist, on the Ethereal Plane and so can characters, with this ability. While on the Ethereal Plane, a creature or character is called ethereal. Unlike incorporeal creatures, ethereal creatures and characters are not present on the Material Plane unless they will themselves to be there in a solid energy form. They can become solid energy for as long as they want and unbecome solid energy at will.

  Ethereal creatures and characters are invisible, inaudible, insubstantial, and scentless to creatures on the Material Plane. Even most magical attacks have no effect on them. An ethereal creature or character can see and hear into the Material Plane in a 60-foot radius, though material objects still block sight and sound. (An ethereal creature and character can't see through a material wall, for instance.) An ethereal creature or character inside an object on the Material Plane cannot see. Things on the Material Plane, however, look gray, indistinct, and ghostly.

 An ethereal creature and character can't affect the Material Plane, not even magically, unless they make themselves into solid energy. An ethereal creature and character, however, interacts with other ethereal creatures and objects the way material creatures interact with material creatures and objects.

  Even if a creature on the Material Plane can see an ethereal creature or character, the ethereal creature or character is on another plane. Only force effects can affect the ethereal creatures and characters. If, on the other hand, both creatures are ethereal, they can affect each other normally. A force effect originating on the Material Plane extends onto the Ethereal Plane, so that a wall of force blocks an ethereal creature or character, and a magical element blast can strike one (provided the spellcaster can see the ethereal target). Gaze effects and abjurations also extend from the Material Plane to the Ethereal Plane. None of these effects extend from the Ethereal Plane to the Material Plane.

  Ethereal creatures and characters can move in any direction (including up or down) at will. They do not need to walk on the ground, and material objects don't block them (though they can't see while their eyes are within solid material).

  Ghosts have a power called manifestation that allows them to appear on the Material Plane as incorporeal creatures. Still, they are on the Ethereal Plane, and another ethereal creature can interact normally with a manifesting ghost. Ethereal creatures pass through and operate in water as easily as air. Ethereal creatures do not fall or take falling damage.

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Character creation

  For character generation, use the process as described in this book. You would have to print out a copy or keep it as a text file, if you did your character on the computer. To get to all stats like St(Strength) In (Intelligence) Ch(Charisma) Dx(Dexterity) Cn(Constitution) and etc..With extra stats of Luck, Resistance, Enc(Encumbrance) and etc..

This is where in character creation you get to choose what is thought, I think as a choice there's a certain amount of points alotted to stats generation. That is used to create the statistics of the character. Where you are or working, 80 points is allotted at first as of 1 point in to 1 point of stats added. I think this is the use where every 3 levels from level 1, seen is a stat raise of one point to one core stat. Which is the base scoring for the stat.

  An example character created for Arda is Here.

  Then as your aware, think as with the html character sheet and html stat block or on paper. Where you can decide what is to happen. You can use a webpage editor like dreamweaver or notepad. If in html form, load the character unless you don't want a character then stat block sheet in the web editor or use is by text editor to edit the character sheet.

  Now for the fun part, if you wanted one by now think to create the character. Put the stats as you want them listed, this is used in ad&d use as well in this blank character sheet or print the selected sheet.

  Due note by few: The formulas in this section may use a [] or () before a division bar. As in, (Ability Scoring + Ability Scoring) / 2. The brackets are done first for the total and then the total is divided by 2. The ability score is the main Stat of In(telligence, Dx(Dexterity, St(Strength), Ch(Charisma) and Cn(Constitution) without Modifiers. Except the Tr(Trauma). Tr is not a stat.

  Affiliations are whatever society or group that you think is associated to you. The Race can be any race of character that the player wants to be and the GM allows. Occupation is any class of warrior or fighter and tack on mage, sorceror or sorcere. According to the Myy, Forcecraft and Chaos Special ability. Territory is any place you can think of that your character came from in Arda Magic.

  Alignment and Deity: We have a alignment track of Lawful Good, Good, Neutral Good, Neutral, Neutral Evil, Evil, Chaotic Evil and Unaligned amongst others. There is Alignment migration, where your actions make the alignment. Do 5 good acts to bring up the alignment one alignnment. This is where you do positive actions that helps people out. This is neutral evil to neutral good or lawful evil to chaotic neutral. Then, the reverse is true, 5 bad acts to bring down the alignment down one alignment. This is where you do actions that hurt people and cause them trouble for no good reason. This is chaotic evil from neutral evil. This doesn't effect unaligned or true alignments. The alignments are this for any further explanation. You can pick any Deity to suit your character, or deign to not have one.

  The physical description is there to describe you character background. To describe your character looks and where it came from. Its up to you to make it up.

  Now apply the 80 points amongst the first 5 stats, think again as the point put in use is 1 added. Ignore the Tr stat for now as its 0. No going over 20 points for the ability score on application of points!! There is the Special modifiers that are added to the core stat to increase them and make a better Ability mod. The ability score mod is calculated by (Ability score - 10) / 2 round down.

Ability Score Ability Modifier
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5

I think if how modifier goes on, as each two ability scores and so on…

  The Luck is calculated by use of (Dx + Ch) / 2 and round down. The Luck is added as Luck / DC * 1.8 to add as Attack roll effect modifier. If the value of the luck modifier for the attack is lower than 1, then round up. Otherwise drop the remainder. The luck check is used to determine success of an action. And, it is to combine a rolled d20 with the luck with comparison to a DC.

  The Will is used for resisting the effects cast at you and also making a difference in Tests from magic. This is gotten by (St + In) / 2 and rounded down. How you can use your Will in resisting effects, be to subtract your Will from the amount of damage done by the other.

  Enc (Encumbrance) is St * 10 and the weight you carry is adjusted to how much you carry, in weight subtracted from the Enc score. Decide what you will carry now by going through the items list.

  The Fortitude check, is formed by (St + Cn) /2 and Rounded down for ability to know when you are sick or poisoned. Used by combining the Fortitude value with a rolled D20 or acted part, this in comparison to a DC. Which is a success and nothings wrong when the combined value is greater than the DC roll. The DC is a rolled die 20 that is where or when you think you are acting right.

  The Spd (Speed), is how fast you are in an action and makes the initiative. Calculated by (St + Dx) / 2 rounded down. How to use the speed, is to compare with other characters and whomever is faster, as in greater in speed score, goes first. A random factor that can be added to initiative, is d10 + speed.

  The reflex roll, is used to dodge things. When its used, you stop the damage and dodge attack. You form it, by the formula of (Spd + In) /2; Round down the remainder. To make a Dodge roll, compare DC with the combined value of Reflex value and a rolled D20. If the value is higher than the roll, then you made it.

  Another factor of initiative, this is the speed count and that be where there's the amount of actions you can take within 1 round of 10 seconds. This is the Spdcnt, calculated by 60 / Spd; Drop the decimal. You can't go below 1. This is also how long you take in seconds of the day, per each action. This is marked down as (number of seconds) per action and [10 / (number-of-seconds)] actions per round.

  In any given round, one can perform the Speedcount of actions and a minor action. For instance; move and attack and perform something that requires no thought. A minor action takes (action time) / 2 in seconds. Instant actions then would take 1 second. And remember, that 6 rounds = 1 minute.

  Say you had a character with 17 St and 15 Dx which is divided by 2, making 16 Speed. Take that 16 speed divided into 60 for 3 seconds. Which is a Spdcnt of 3 seconds per action. Divide 10 into 3 and you have it so that you get 3 actions in a melee. A slow spell, will make this total more seconds per action, decided by a 1d6 amount of actions.

  There's a night and day. If you spend so many hours of the day and night, decided by the GM, then you could collapse, from exhaustion. Combat melee has instant actions. One things for certain, you really can't go and walk all day without getting tired. So you'll need to rest at least 4 hours.

  Element Experience is assigned ranks and otherwise just left alone until game play. Its used when you start playing, with optional attuning values added to the Form. The totals start at 0. However, 1 skill point grants 1 rank in the chosen method or form. At first level you get two times your Intelligence mod in Skill points. Every level after, you gain your Intelligence mod in Skill points.

  For the Attack 'damage' (Dmg) or damage field in the equipped items section, use the base attack with the weapon proficiency bonus of +1, +2 or +3 and there weapon focus. Use the Strength mod with Dexterity mod. If no proficiency, then just use 0. If the base attack has magic damage, then add that as part of the attack bonus. For example, I have a base attack of 1d10 and weapon proficiency of +3, then I add the magic bonus of +5, a Strength mod of 7 and a Dexterity mod of 6. That is 1d10+21.

  For the Total attack bonus or 'Tab', use the attack bonus of the weapon.

  Base attack bonus, and Melee and Ranged attack are gotten differently with the Total attack bonus of the ranged and melee weapon. So for the BAB, you add together the Total attack of the equipped weapons. You must place the weapon in your equipment list and equip it by placing it in the Equipped items list, to get the BAB and other attack bonuses. You use the BAB for a special attack modifier.

  Now as you see it I think for the Melee attack, you add the Total attack bonus of the melee weapon with the base. For example, your weapons base is 1d8 and the Total attack bonus is +18. That means 1d8+18 is the melee attack. You use Melee attack total for the damage.

  For the Ranged attack, use the base attack with the Total attack bonus for the ranged weapons. As per say, I have a character with a 1d6 base and 16 for the Total attack bonus. Thats just one attack of 1d6+16. You use the Ranged attack total for damage.

  For the energy. This starts by 100% added to this is the intelligence bonus, as decimal times the 100 added as percent. Otherwise you can roll a 100 sided die to add that total when you start the game. Such as 100 added to 20 or .2 x 100 = 20 + 100 = 120%.

  Then you can do magic that is 5% each time, recharged by the crystals or gemstones with the planet for 10% per second with battle or per minute outside from battle. For sleep by then is for the full charge sometimes by other things, such as food or drink that is for food is 10% recovered where drink is 5%. You can go over the 100% or getting over use you recover health with the energy or intelligence is intelligence by intelligence used.

  This you create with the thinking that the subconscious creates what you know sometimes by the objects or crystal use you have unlimited energy. Each time the object is used there is a 5% chance of the object cracking or not get effected by breaking, then you replace it or you can get no results represented by die 10 or 5 or lower it didn't crack over 5 then the object cracked. This is a system with thought to exist things that is use by used points, so use by imagination as ideal to create with was where the magic existed what can exist by the things you do.

  Other uses are think then use a weapon to create added effect with the energy, so that you think to use the energy with the weapon for improved effected. Such as think to use a certain amount of energy to improve the range or damage, then you can add the damage feel or range to the percent. This is the point as use with the percent times the range, where 50% converted to percent x 6 is added to 6 feet is 3 + 6 = 9 feet range.

  Otherwise added as though a base attack bonus, then is the added damage or percent. This is where +5 is the strength adjustment with 15% energy added, so this is added to the attack damage where this is 20% + 5% + 15% = 40% damage or projectile damage. Fatigue can be made from this. Otherwise you could make money from this as you think to use a certain amount, that converts by the luck mod that creates with added amount.

  This is sometimes energy used by the energy converted to decimal times the luck bonus or mod, that you add to the money you can get by ideal that you do. This doesn't mean whatever you do to the person this means what you do for them. That means the luck bonus is 5 + 30% or divided by 100 is .3 x 5 = 5 + 1.5 rounded up = 7 gold coins added. That is what uses there is for this.

  For the Critical hit, The critical hit is as described in the weapons chart under the Gear and Armor Section.

  Now get the character to the level desired. Addinng the right amount of exp(experience).

  Armour class and saving throws: Saving throws and AC are both calculated as 10 + half level + ability score, except in the armor class you use St Mod or Dx Mod as the ability score and add in the Armor bonus for the total AC; This is where the St mod is used when they use armor and the Dx mod is used when they aren't using armor, cloth is light armor but barely protects you and is the exception to the armor rule where you don't need a Armor proficiency with wearing it.

 The Max Dex Mod (MDM) is how much your character gets as a dex bonus while wearing armor and is used in defense as someone else attacks. Which is basically your Dx mod minus/plus the check penalty. You add it to the AC as a modifier.

 You must place the Armor in your equipment list and equip it by placing it in the Equipped items list, to get the AC Bonus and Max Dex Bonus.

 Now remember that the enemies roll against your saving throw value is much like effect versus spell resistance. Interestingly the idea is there, that saves now use the higher of two ability score modifiers; for example, either Strength or Constitution can apply to your Fortitude save.

  Due note, You can't wear armor with no proficiency in it, that is ability to wear it where the proficiency is a feat thats added. So think, each proficiency feat is added to your character on these conditions. If your strength is 13 to 15, then you can get light armor proficiency. On a 16 or more strength, then you can gain heavy armor proficiency. Keep in mind that some armor has a penalty check, but that doesn't effect your magic.

  Fatigue is from this play, apart of ability is the fatigue or the point you feel tired, that is intelligence mod added to constitution mod as a point sometimes added with trauma points for the ideal. Added with the fortitude check that is if your fortitude is greater than the DC roll, thats a point or acted part or die 20 then you are fatigued or tired. Otherwise this means when the fatigue added to the health is health - fatigue if that is 50% you are tired from a fatigue check, then can't do certain things or added to trauma as a base amount is what decides this. This is decided then by the gm or changed is what you can do decided by a roll of the die although you can always use a 2nd wind, as though the next life to be effected was aware or not near you. If not always to seem safe from a strike.

  HP is Health Points, starting at 100%, which is the amount of damage a character can withstand, before they are knocked unconscious or killed. Use Cn(Constitution) bonus as a 3% HP added per point. These are similar to hit points in other games, except its this instead as described in the Health System Gauge.

  In starting out skill points, your using the idea where your starting at first level, (6 + In mod) * 4 in points and any level after is an extra 6 + In mod worth of skill points. The limit of how much you can have in each general skill of allocated points is the Intelligence mod plus character level. This does not effect Skill training. For those skills requiring Wisdom, use the In Stat. For more information on Skills and Feats, and also for what Skills be generally used in Arda Magic System, peruse the Skills section.

  Due note: Feel free to add in the racial bonuses, to the skills and stats. Each point is buying a Skill Rank or the skillpoint allocated in a skillpoint total.

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Getting beaten up

  Getting beaten up, is when a character becomes 'bloodied' at half health points. Players can activate a “healing surge” to restore one-quarter of their health points 9 + Cn Mod times per day, as a kind of “brief rest to regain stamina”. Other effects possible are a “second wind” ability, that allows you to restore 2d10 % HP, useable once per encounter.

  Shock value, is (HP / 5). Makes for a more realistic combat scene and shows the Toughness of the character. When a character suffers their Shock Value in accumulative damage, there is a 50% chance that they become stunned and unconscious for 1d6 rounds. When one doesn't get medical attention, they can bleed to death. At a rate set by the severity Described in damages/protections near the beginning of the document.

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Alignments

  The alignment you choose or if undecided, its unaligned. Twelve distinct alignments define all the possible combinations of the lawful-chaotic axis with the good-evil axis. Each alignment description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as scripts. The first six alignments, lawful good through chaotic neutral, are the standard alignments for player characters. The three evil alignments are for monsters and villains and the last three general are for the true backbone of people. The unaligned alignment is for those who are basically none of them but is one with many of them anyway.

  Lawful Good, "Crusader": A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion.

  Neutral Good, "Benefactor": A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order.

  Chaotic Good, "Rebel": A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit.

  Lawful Neutral, "Judge": A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot.

  Neutral, "Undecided": A neutral character does what seems to be a good idea. She doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil-after all, she would rather have good neighbors and rulers than evil ones. Still, she's not personally committed to upholding good in any abstract or universal way.

  Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion.

  Chaotic Neutral, "Free Spirit": A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal.

  Lawful Evil, "Dominator": A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds.

  Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains. Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master. Lawful evil is sometimes called "diabolical," because devils are the epitome of lawful evil. Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.

  Neutral Evil, "Malefactor": A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn't have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.

  Chaotic Evil, "Destroyer": A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. Chaotic evil is sometimes called "demonic" because demons are the epitome of chaotic evil. Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.

  True good, "The hero": A quibbler, thanks to robert, of a general good person doing good intents with evil or good training. Your balancing good intents while doing good and evil or neutral actions. Double deal those who make trouble. Don't believe rumours, or do what isn't in the best intention of most. Use what is useful and may intention a positive understanding. Pay lipservice to the law by obeying them, only in the open and near the law. With a regressive motion, they can turn on those who were or are evil. Some use psience or science to back them up. They, the quibblers are likely not to care on results, but only on the thrilling feel of the moment along with the people responsible. They might say, its not fun to play alone and yet they don't really help as they focus on their own needs.

  The true good is to not tell of peoples problems and only so they can play with the faults. Aspects are to notify enforcement of law to what is occurring if any and to reflect the law. If they can't do that then they notify people of the laws which apply. Some do argue the point for quite a while till the nonhostile gives up. In their mind there is no wasted events and time is always of interest. The goal is to achieve a position of greatness and allow fame to cause glory and yet to not stop progress. The thought "For the worthy can achieve, by a game that guides the way and most enemies fall by the wayside."

  True Neutral, "Prophet": A true neutral character or generally a neutral will control of what a person may or may not want to do by attempting to see and prophetize as they desire, on what seems to be a good idea. She/he doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos, compared to accepting the visions of what may come. Most true neutral characters don't exhibit a lack of conviction or bias, its rather a commitment to neutrality as the two forces are what drive the visions and if there is only one vision then duality dissapears. Duality, in this case is to a cause or appear existant from good and evil, working side by side. Such a character thinks of good as better than evil-after all, she/he would rather have good neighbors and rulers than evil ones that are guided by a vision or dream.

  Still, she/he is not personally committed to upholding good in any abstract or universal way. When they have to they will prove a point, like socially they are almost banned from giving or protraying a vision so they help the besieged and to aid a group for their own free will. In their mind there is no wasted events and time is always of interest and vision will derive from most any sign they get, like a black hand on a pole where there was none meaning endangerment, except they love to study and give examples. True Neutral is the best for nuttyness, because it means you act naturally and strange, and without prejudice or compulsion even while you dream and its counted as an acted out vision. The goal is to be true to yourself and most will fall into place. What can be said "make good where it can be good and bad where necessary without prejudice except by using good comparison."

  True evil, "evil monster": Some aren't always like this but some can fit this evil monster role. This general evil achieve for the love of evil profit or greed and objects and do evil intent with good and evil actions. They won't think to debate between criminals and investigators of doing intention of evil! They're doing evil actions while looking for bad results in an area to disrupt. They play to own with time and choose not to follow rules, except for what rules are made by themselves. These people are the easiest to control because they follow the notions and consider what can be abused. If a vision occurs then they might attempt to change it, by vision manipulation and/or guilt trips. When they have to they will prove a point, as socially they are almost banned except they show redeeming points so they help the people needing help and try to aid a group for their own reasons.

  They attempt to control and connive or live by possessive standards. The monster maker isn't responsible for their own bad actions, they were possessed by an impulse or so they might say. If not that, then its a self excuse. The goal is to achieve with statement of bad as truly skilled for the sake of imfamy and seek to own. If everything is perfect then they will achieve with what they think of right, to think its right. They will do many things and mostly bad appearing good without forcing an issue. The true evil leave it alone or don't do if its an idea thats new, unless paid to. The true evil person is to claim an idea for their own and subjucate the idea maker, without giving up and they make things pretty hard in the end. So the line "Placate or use till the idea is dead" and "Don't beat a dead puppy, for its a useless activity."

  Unaligned, "Just let me go about my business.": If you?re unaligned, you don?t actively seek to harm others or wish them ill. But you also don?t go out of your way to put yourself at risk without some hope for reward. You support law and order when doing so benefits you. You value your own freedom, without worrying too much about protecting the freedom of others. A few unaligned people, and most unaligned deities, aren?t undecided about alignment. Rather, they?ve chosen not to choose, either because they see the benefits of both good and evil or because they see themselves as above the concerns of morality. The Raven Queen and her devotees fall into the latter camp, believing that moral choices are irrelevant to their mission since death comes to all creatures regardless of alignment.

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Gear and Armor

   Gear and armor is whatever you decide to have on the body. Or, to have in the backpack and carry-ons. Gotten from whatever game book that you want. Its possible the GM will specify what you can buy.The amount of Gold that you start with, is either decided by GM, or generally, 2000 gp. Look here for the weapons and armor tables. Here, below is the Weapon and armor tables, from the site. Added to it, is that of a magic armor. Equipment, such as other items can come from here of the 3.5 Ed.

Weapons Prof
Damage
Range
Cost
Weight
Category
Critical Properties
Gauntlet
1d4
2 GP 1 lb Bludgeoning x2
Unarmed Strike/Fist
1d4


Bludgeoning x2
Simple Melee








Dagger
3
1d4
5/10
2 GP
1 lb
Piercing or Slashing 19-20/ x2
Mace
2
1d8
-
5 GP
4 lb
Bludgeoning
x2 Versatile
Quarterstaff

1d8

-
4 lb
Bludgeoning
x2 two-handed
Spear
2
1d8
10/20
2 GP
6 lb
Piercing
x3
Versatile
Military Weapons








Axe, Great

1d12

20 GP
12 lb
Slashing
x3
Two-handed, High Crit
Club, Great

2d4

8 GP
8 lb
Bludgeoning
x2
Two-handed
Flail

1d10

15 GP
10 lb
Bludgeoning
19-20/ x2

Greatsword

2d6

50 GP
8 lb
Slashing
19-20/x2
Two-handed
Halbred

1d10
Reach 2
10 GP
12 lb
Piercing or Slashing
x3
Two-handed
Handaxe
1
1d6
5/10
6 GP
3 lb
Slashing
x3

Longsword
2
1d8
-
15 GP
4 lb
Slashing
19-20/x2
Versatile
Rapier

1d8

20 GP
2 lb
Piercing
18-20/x2

Scimitar

1d8

15 GP
4 lb
Slashing

High crit
Short sword
3
1d6
-
10 GP
2 lb
Piercing
19-20/x2

Warhammer
1
1d10

12 GP
5 lb
Bludgeoning
x3
Versatile
War pick
2
1d8
-
15 gp
6 lbs
Pick

High Crit, Versatile
Superior Melee








Chain, Spiked

2d4
Reach 2
25 GP
10 lb
Piercing
x2










Ranged








Simple Ranged








Crossbow

1d6
15/30
35 GP
4 lb
Piercing
19-20/x2

Crossbow, Hand

1d6
10/20
100 GP
2 lb
Piercing
19-20/x2

Sling

1d6
10/20
-
0 lb
Bludgening
x2

Military Ranged








Bow, Long
2
1d8
20/40
75 GP
3 lb
Piercing
x3
Load Free Action
Bow, Short
2
1d6
20/30
30 GP
2 lb
Piercing
x3
Load Free Action
Throwing hammer
2
1d6
5/10
1 GP
2 lb
Bludgeoning
x2

Magic Weapons








Force Scimitar 1
1d8+6

200 GP
5 lb
Slashing
x4
Can shoot 2 force bolts at will for 3d6+1 dmg each 3 times per day.
Weapon Properties

  Weapon properties define additional characteristics shared by weapons that might be in different groups.

 Heavy Thrown: You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A ranged basic attack with a heavy thrown weapon uses your Strength instead of your Dexterity for the attack and damage rolls.

 High Crit: A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.

 Light Thrown: A ranged basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don't deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.

 Load: Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the Ranged Weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is “load minor,” which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.

 Off-Hand: An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.

 Reach: With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.

 Small: This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A halfling can use a shortbow, for example, even though halflings can't normally use two-handed weapons.

 Versatile: Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon. A Small character such as a halfling must use a versatile weapon two-handed and doesn't deal extra damage.

Armor Type AC Bonus Value AC Check Weight Special Properties
Armor
Type
AC Bonus Value
AC Check Penalty
Weight in lbs
Special Properties
Light(1)
Cloth
0
0
2


Leather
2
0
15


Hide
3
0
25

Heavy(2)
Chain
6
-1
40


Scale
7
-2
30


Plate
8
-4
50

Shields
Light
1
0
6


Heavy
2
0
10

Magic (Light)





Aururum Armor of Flight
13
-1
15
Repairs itself, and casts Flight or Hover at will. Allow 10 minutes to allow it to recover and be able to cast again.

Polymorphic Bioarmor
20
-2
10
Regenerates and gives the ability of Regeneration to its wearer. Does not count as armor but as a shield.

  *Armor check penalty applies to Athletics, Acrobatics, and Stealth
  (1) Add either your Dexterity or Intelligence (use the highest) ability modifier to your AC
  (2) Do not add Dexterity or Intelligence modifiers to AC while wearing Heavy Armor

  Certain kinds of armor are made according to arcane and esoteric methods that involve weaving magic into the substance of the armor. These Masterwork Armors never appear except as magic armor and even then only at the highest levels (16th and above). The various kinds of masterwork armor fall into the same categories as mundane armor and have similar statistics, but they have a higher armor bonus than their mundane counterparts. The cost of masterwork armor is included in the cost of the magic armor.

  For a description of the armor look beside the Armor Table, here. Except, the magic armor listed has a Weight of 10 lbs. The polymorphic Bioarmor is alive, it regenerates. It basically restores itself. It also causes you, that wears it, to regenerate, as well. Consider those who wear it, to gain the fast regeneration special ability, with the regen rate of healing 2d10 extra HP, per round, or per each minute outside of combat. Also, it strengthens the body , with a +2 to the strength stat.

  It has an armor class bonus of +20, making the person who wears it, hard to hit. But, below the level 11, you can't use it, for it usurps control of the body. After level 10, and on level 11, your resistance to its magic is enough, to retain control from its magical influence. Albeit its an alive, light armor, thats magical, its extremely useful.

ARMOR FOR UNUSUAL CREATURES

Armor and shields for unusually big creatures, unusually little creatures, and nonhumanoid creatures have different costs and weights from those given on Table: Armor and Shields. Refer to the appropriate line on the table below and apply the multipliers to cost and weight for the armor type in question.


Humanoid
Nonhumanoid
Size
Cost
Weight
Cost
Weight
Tiny or smaller1
x1/2
x1/10
x1
x1/10
Small
x1
x1/2
x2
x1/2
Medium
x1
x1
x2
x1
Large
x2
x2
x4
x2
Huge
x4
x5
x8
x5
Gargantuan
x8
x8
x16
x8
Colossal
x16
x12
x32
x12
1 Divide armor bonus by 2.
GETTING INTO AND OUT OF ARMOR

The time required to don armor depends on its type; see Table: Donning Armor.

Don:

This column tells how long it takes a character to put the armor on. (One minute is 6 rounds.) Readying (strapping on) a shield is only a move action.

Don Hastily:

This column tells how long it takes to put the armor on in a hurry. The armor check penalty and armor bonus for hastily donned armor are each 1 point worse than normal.

Remove:

This column tells how long it takes to get the armor off. Loosing a shield (removing it from the arm and dropping it) is only a move action.

Table: Donning Armor
Armor Type Don Don Hastily Remove
Shield (any) 1 move action n/a 1 move action
Padded, leather, hide, studded leather, or chain shirt 1 minute 5 rounds 1 minute1
Breastplate, scale mail, chainmail, banded mail, or splint mail 4 minutes1 1 minute 1 minute1
Half-plate or full plate 4 minutes2 4 minutes1 1d4+1 minutes1
1 If the character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent characters. Two characters can\E2€™t help each other don armor at the same time.
2 The wearer must have help to don this armor. Without help, it can be donned only hastily.
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Experience table

  This is the experience table as to the raising of levels.

Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16
Level 17
Level 18
Level 19
Level 20
Levels 21+
0
4000
6000
8000
10000
12000
14000
16000
18000
20000
35000
50000
65000
80000
95000
110000
125000
140000
155000
170000
+30000 per level above 20
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GM Guide

  This section details the GM Workings that may be required for the game to work.
 First thing, is the interest level. Don't bring more fights than necessary. This is the point of when they lose interest and get bored of the game. Try to make the game fun, use chat and joke around as deems necessary.

 Second thing, you may play the game by creating the scene up as the characters go along, using an IM Client. The IM client must have a dice roller option. This is an option of pidgin, using the pidgin purple pack.

 Openrpg or Traipse openrpg may be used as well. As Traipse tends to be better at handling the game, I would stick to Traipse. Feel free to use any other online game client as you desire. The game map is necessary for this. Which some are *here*. Also needed, are the Game minis. Just search the web using google for 'openrpg minis' to find some. To operate Openrpg and Traipse is self-explanatory.

 Third thing, Plan ahead of time. This is necessary to make things run more smoothly. To setup the game encounters and play as you go is a more interesting gameplay.

 Fourth thing, to set the Chaos DC in a melee, you can use this formula: The number of actions in a round times five. Outside of melee, just come up with a number that you think suits the moment. Otherwise, use whatever method that is necessary.

  The normal DC is set as you want, unless you want to follow this chart:

Task: Difficulty Class

Easy: 15 or 20
Medium: 25 or 30
Hard: 35 or 40
Very hard: 45 or 50
Impossible: 55 and up

 Fifth thing, try and create or bend rules as needed to suit the moment. Unless you want to follow the rules as listed. This is smudging in game terms. Its alright to do if you aren't strict.

 The rest of the things are some rules to follow for game flow.
  Try to set challeges in the game, to get the player to interact more often. Then make suitable rewards on completion. For example, a player must open a magically locked door. On getting it open, they get 500 experience. Or, the player gets to open a trapped chest. On disarming and opening it, they get a suitable magic item.
  Don't be afraid to make up things as you make the scene up. Such as treasure and the scenery. There may be some treasure to make game rules not apply.
  Try and keep the game under 6 hours. When you can't, then try and keep the encounters down and yet worth the fight in experience.
  Don't go out of your way to regulate the players and characters, let them do the action and correct after. The gme will go quicker this way. Try to remember, you don't have to enforce all the rules.

 Always remember, try to have fun!

Table of magical and nonmagical items
These are possible magical treasures: There may be other treasures on the spot.
Item Description
Rod of creation   This rod weighs 1 lb and can create the effect of any one thing, twice per day. By will or wish, the only limits are what the GM puts on it.
Rod of plumes   Weighs 1 lb and its special ability is to create pillar of fire over a select target group. Doing 3d6+14 fire damage. And, three times per day.
Key of Preserving   This item weighs 1/2 lb and can make the effect of causing any one thing to not rust and effect a repair of the object. Three times a day.
Chest of reserving   This chest can cause anything you owned or got lost and need to appear in it. It weighs 20 lb, and can make the effect twice per day.
Chest of damning   Causes the object/s placed in it, to corrode or go bad and be damned to cause the personal character to become half their strength. Weighs 10 lb.
Improved Bag of holding   This item can cause any item to be placed in it, and there's no weight from the object. Unlimited items can be put in it. Weighs 1 lb.
PPC gun   Weighs 2 lb, 4d8 Damage, Piercing type and critical of x4. The Size is small, as it can be projecting a particle beam at a target.
Longsword of Freezing   This longsword weighs 2 lb and has a x4 critical. Dealing 2d8 damage, its a slashing attack. Its medium size, and can focus an ice attack on the target, freezing them if they make resistance for 3 rounds or dealing 3d6+10 ice damage and freezing them for 1d6 rounds.
Key of disaster   Weighs 1 lb and its special property is to call void on the target group for 5d8 damage, each time its used. It has unlimited uses each day.
Morphing key   This key is the basic 1 lb and the special property is to morph into the shape of the key needed for the lock.
Amulet of forwarding   Weighs 1/2 lb and it can protect the wearer by passing on the effect to another target of choice. You the character be untouched by any effect and this does not include physical damage.
Amulet of prosperity   Weighs 1/2 lb and it can create wealth that comes to the wearer or appears, in their possession.
Amulet of power   Weighs 1/2 lb and makes your effects more powerful by an added 2d10 to the roll. This negates the effect of insanity and makes it so there's no trauma each time.
Amulet of freedom   Weighs 1/2 lb and causes per use, the effect of a freedom from all effects on yourself.
Amulet of redress   Weighs 1/2 lb and causes per use, the effect of double the assault effect that you took to be on the attacker.
Ruby Ioun stone   Weighs 1/2 lb and if you have it on you, it causes a +10 Resistance and +13 to AC. Making you harder to hit.
Diamond Ioun Stone   Weighs 1/2 lb and if you have it on you, it causes a freedom from being effected of all effects put on you. Also it Raises the Constitution by +5.
Citrine Ioun stone   Causes deflection of attacks back at the sender.
Lode stone   With this glowing stone, you will always find what you seek.
Scroll of chaos   By reading this scroll you gain knowledge of Chaos. Add the Chaos special ability.
Scroll of psionics   This teaches the necessary actions of Psionics, in order to achieve a result with it. You gain the psionics special ability.
Magical map   This shows whatever you want to see, as in locations and area.
Book of improvement   By reading this, you improve a stat of choice along with the intelligence.
Rainbow prism gems   They radiate a rainbow light from a power source within, at will.
Blue lightning rod   Shocks your enemies within a 30 foot radius, at will. It needs to recharge after used for an hour. Deals 6d12 shock damage.
Geode of lava   This Geode can summon lava energy at will. Melting things on the target and dealing 4d10+12 heat damage.
Ice diamond   Summons a blizzard that deals 3d10+6 acid and freezing damage per round. This is at will and needs no recharging.
Charm of snowballs   It is shaped like a snowball and shoots snowballs with ice in the middle, in rapid fire from the air near the target, fast enough to hurt or freeze the enemy. This deals 4d10+7 freezing damage, at will.
Ambience stone   This is Raw Amber that heals your character or another character up fully and gives the regeneration ability to your character. If they already have regeneration, then monstrous regeneration.
Stone of calling   This stone, is used at will and summons things to the area. Whatever you focus your mind on, is summoned from a spacial plane that holds the creatures. It is possible to summon a small event or item. Any creature summoned is naturally fighting for you.
Stone of recall   A wonderous rock that glows. When used at will, causes an event you didn't want and regret to never have happened.
Energy Vortex stone   This stone glows with white light and unless focused on, is ignored. This at will can draw a vortex of Mana on targets. Dealing 1d10 per every 2 character levels of energy damage.
Energy stones   Causes an effect at will and this effect is anything that you can imagine. Only, this has 3d10 per every 3 levels of the caster for effect totals.
Normal treasure
Treasure Description
Copper coins 1-2000 CP: Up to GM how much.
Gold coins 1-2000 GP: Up to GM how much.
Platinum coins 1-2000 PP: Up to GM how much.
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Written with permission from Maelstrom
bij
Skyhawk

Sources:
Jay, Paul, D and Maelstrom

Source documents:
"How to do magic" by Skyhawk
"Ars_Dnd" by Skyhawk
"ARS_Magica" book by Judith Tarr
©1995-2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved.
"Mindscapes: a Psions guide" for The Psionics special ability