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teslas
2013-03-02, 11:16 PM
This was started a while back, as in a few years back, and has been something a friend and I have been quietly inflicting on other friends in basements.

We fancy ourselves to be horrible rules-lawyers, and not stupid, so we tried to put a bit of effort toward playability, scaling, and balance into this. As such, more so than anything else, input on these points will be the most appreciated. The two real playtests both ended (or have not yet passed) right around 9th level (which is somewhere after the earth crystal, but before the fire crystal).

I'm going to slowly type this stuff out from scattered notes from the old Google Wave, .txt files, and hand-written "prolly fix this"'s made while playing. As such, it will be built slowly, probably over the course of a couple of months years, if not a bit longer.

I'm also going to be making some wording changes to deal with consistency/clarifications as I go, further lengthening the process.

Anyways, here goes.

Links to posts in this thread:

Introduction (http://www.giantitp.com/forums/showthread.php?t=274142#2)
Game Basics (http://www.giantitp.com/forums/showthread.php?t=274142#4)
Suggested Sources, Houserules, and Homebrew (http://www.giantitp.com/forums/showthread.php?t=274142#18)
Classes: Fighter and Black Belt (http://www.giantitp.com/forums/showthread.php?t=274142#7), Thief and Red Mage (http://www.giantitp.com/forums/showthread.php?t=274142#16), White Mage and Black Mage (http://www.giantitp.com/forums/showthread.php?t=274142#17)
MP, Spells, Metamagics, and You (http://www.giantitp.com/forums/showthread.php?p=15996131#post15996131)
Spell Lists (http://www.giantitp.com/forums/showthread.php?p=14889526#23)
Spell Descriptions: A-Bi (http://www.giantitp.com/forums/showthread.php?t=274142#29), Bl-C (http://www.giantitp.com/forums/showthread.php?t=274142#30), D-Fl (http://www.giantitp.com/forums/showthread.php?t=274142&page=2#31), Fo-I (http://www.giantitp.com/forums/showthread.php?t=274142&page=2#40), L-P (http://www.giantitp.com/forums/showthread.php?t=274142&page=2#41), Q-Si (http://www.giantitp.com/forums/showthread.php?t=274142&page=2#42), Sl-X (http://www.giantitp.com/forums/showthread.php?t=274142&page=2#42)
Status Effects: Ailments (http://www.giantitp.com/forums/showthread.php?p=15990116#post15990116), Benefits (http://www.giantitp.com/forums/showthread.php?p=15994573)
World Material
Dungeon Master Suggestions
Notes From the Creators (http://www.giantitp.com/forums/showthread.php?t=274142#19)

Expanded Materials
Notes on Expanded Materials

Changelog (http://www.giantitp.com/forums/showthread.php?p=15994640)

TODO: Finish putting up all the spells.
Transcribe Status Effects post.
Edit spell descriptions for consistency
Post a changelog.
"MP, Spells, Metamagics, and You".
World Material.
Suggestions/Ideas for DMs.
Finish tweaking damage/duration/range on spells.
Flesh out levels 15-20.


Once everything is finished, I will likely repost everything, all pretty-like, into a new thread and request the mods delete this one.

teslas
2013-03-02, 11:58 PM
Introduction:

Alright, you're maybe thinking, "oh damn it, another FF fanboy spewing out horrible fanboy junk and hoping people pay attention to him." This probably isn't far enough from the truth for me to think about what that entails, so I'm not going to think about it. With that (not) in mind, I don't know why you're still here. I was going to type this anwyay so it doesn't bother me if you leave now.


For starters, this smacks of 3.5 in the D20 system you know. It may feel, however, much more like a "core" style of game than what you may be used to. Drab statements such as "Escape Artist is useless, get a Freedom of Movement effect," will not be found here. You may think it rather refreshing.

The magic system is completely reworked. The six base classes, while quite similar to some D&D counterparts, can play differently, and the items and equipment available to players has had several additions and omissions. Combat will be difficult, and healing during encounters is often a near-must.


We call this "campaign material", not a system. This is for a reason. What we've done here was only for the intent of porting FF1 into a tabletop environment. The game is meant to start with four wide-eyed would-be heroes, and indeed there's really no other option but to go off and try to save the world--that's where all your stuff is, after all.

The endeavor to "create" this is rather easy, actually, because (free history lesson): FF1 was a simple rip-off, nearly tit for tat, from AD&D. We thought it would be great to do the ripping off again but in reverse, and greatly expand on what is now a classic icon of mind-numbing japanese menu grinding--now with real-life arguments with friends, greasy pizza-grabbing fingers, and all the celibacy that comes along with it!


If you don't know what Final Fantasy 1 is, then you should not be the DM for this. As a player however, especially one familiar with one of the "classic" style of other job-based FF games (IV, Tactics, XI, etc), you can easily enjoy yourself without knowing a single thing about FF1, apart from that it was the first one.

Due to the slightly reduced complexity we have also found it to be fairly good for new-comers to 3.5 mechanics or even tabletop gaming in general.


Finally, I'd like to acknowledge two forum contributors here.

Dust and his FFd6 system just because it's obviously a whole pile of work crafted with love.

Viladin and his work to do the entirety of the FF world(s) in a 3.5 context. Hats off to him for taking such a big bite and attempting to chew it, not to say anything for shamelessly plagiarizing some parts of what he's done (and him from us).

Frathe
2013-03-03, 12:01 AM
We call this "campaign material", not a system.If this really is a campaign setting, not a system, you should probably move it to the World-Building subforum.

teslas
2013-03-03, 12:34 AM
The following is under construction, and is a work in progress until this line is removed.


Game Basics:

Unless otherwise explicitly noted, all mechanics and content from standard Dungeons and Dragons 3.5 Edition pertains fully to this material.


Magic System Changes From 3.5

The magic system for this campaign is unlike standard D&D spellcasting (and that of FF1, for that matter). It is more similar in nature to the power point system used by standard D&D psionics. All magic-users are spontaneous casters and use Magic Points (MP) to determine how many spells are available in a given period of time. Characters gain MP based on their character level and related casting ability score.

Spells cost a certain amount of MP when cast, determined thusly:
(Spell Level * 2) - 1
Therefore, a 1st level spell costs 1 MP, a second level spell costs 3 MP, and an eighth level spell costs 15 MP. What level characters obtain spells known of certain levels is described in their class entry.

Much like in FF1, only a certain amount of spells can be learned each level. For example, a white mage learns two spells per level, every level, reaching a total of 20 spells known at 10th level. Spells learned at a certain level can never be retrained or "saved" to learn higher level spells at a later time. IE: A black mage that learned Poison can not later relearn that slot into Drain, though he could retrain it to another first level spell, such as Mount.

Instead of 3.5's schools of magic (Transmutation, Divination, Necromancy, etc), there are six new "schools" of magic. They are Divine, Healing, Enhancing, Enfeebling, Elemental, and Dark.

All spells, with the exception of cantrips, belong to one of these schools of magic and are associated with one of the eight elements (see below).

All spells are considered to be arcane, even those from the Divine school, and are affected by spell failure chance caused by armor. All spells have verbal and somatic components unless it is explicitly stated otherwise in their spell descriptions. No spells require experience points or spell components.

Cantrips are special and very basic spells that do not belong to any particular school. The three base casting classes (white mage, black mage, and red mage) have a certain amount of cantrips they can cast each day, equal to their character level, for free. Past that amount, they can continue to cast cantrips at a cost of 1 MP.

Cantrips, for the purposes of metamagic effects (which will be discussed elsewhere), are considered 0th level spells and always consume the appropriate amount of MP for their new adjusted spell level and applied metamagics.

The spells available to players and most appropriate NPCs are all campaign-specific. While magic items and other unique objects or effects may be used to create spells or provide bonuses from spells from standard D&D, players can never learn to cast them, with the exception of select cantrips.

If a player wishes to create a magic item, they need but expend the appropriate amount of MP each day that would be consumed to cast the spell of the appropriate level (or have someone else do it for them). For example, boots of striding and springing require a first level spell (Longstrider) to be cast during their creation. A player crafting this item would only need to expend 1 MP, the cost of a first level spell, each day they are crafting the item.


New Spell Casting Time

There are five lengths of time a spell takes to complete.

1. Swift: Swift action.
2. Standard: Standard action.
3. Full-round: Full-round action
4. One Round: The spell is finished at the beginning of your next turn.
5. Multiple Rounds: As above, though the amount of rounds is higher than one.

Quickened One Round casts become Full-round casts, and quickened Full-round casting times become Standard action casts.


The Elements

Instead of the traditional five energy types of standard D&D (fire, cold, lightning, sonic, and acid), Final Fantasy utilizes 6+2 energy types. The six core elemental energies are Fire, Ice, Wind, Earth, Lightning, and Water. The two additional energy types are Light and Dark.

The six elements are directly relational to one another:

Fire > Ice > Wind > Earth > Lightning > Water > Fire

Light <> Dark

An element in this chain is "strong" against the element directly to the right of it, and is "weak" against the one to the left of it. Light and Dark are special elements in that they are both strong and weak against one another.

Acid damage still exists, though it is always mundane in nature. Force damage exists, and works as normal. Sonic damage is not present, though could easily be re-introduced by a DM wishing to make his job harder.


Recovering Hit Points, Magic Points, and Class Abilities

While in a town or other point of civilization, staying at an official inn (or what the DM determines is the functional equivalent, such as guest rooms in a palace) for the night recovers a character's HP and MP fully, as well as any temporary ability score damage they may have received.

In other locations, with a full night's rest (8 hours or more), characters regain one hit point per hit die and one point of each damaged ability score as per the standard D&D rules for natural healing. This includes the option for prolonged bed rest.

Some magical items, such as a magical tent, double the amount recovered as well as allow players to regain spent MP. Although expensive, some magic items can even restore characters as if they had stayed at an inn. Refer to item descriptions for more information.

Class abilities that are usable so many times a day are always regained after a night of restful sleep. Cantrips, despite being magical, are also restored with a night's rest even if no MP is regained.


Death

Death, while still severe, is a little less messy and more recoverable in Final Fantasy.

There are plenty of accessible spells that can return a recently dead character to life and all major towns have a Clinic which can revive dead characters for a modest fee, provided at least one person survives and can drag the corpse(s) back to one. The cost to resurrect the person adjusts with how damaged or incomplete the body of the person happens to be. Although somewhat rare and always expensive, the pheonix down item can also revive a dead player.

There is no level or constitution penalty for death or resurrection. There is no practical time limit between when a character dies and when they can be resurrected at a clinic, provided the existence of remains, though some spells and the phoenix down item do have limitations.


Limit Breaks

Limit breaks are exceptionally powerful special abilities that are the pinnacle of a class's capabilities. Depending on the desired power level of your campaign, limit breaks may be something players regain each day with their other abilities, or perhaps once a week, or maybe even only granted by the DM at their discretion, perhaps akin to action points.


Character Creation, Ability Scores

It is suggested to use a 25 to 28 point buy to determine a character's ability scores. It is strongly, strongly recommended to not exceed these amounts, nor to drop much below them. The minimum score for an ability score is 8, with the maximum being 18.

Each class also inherently gives bonuses to three attributes. For example, fighters gain +2 Strength, +1 Dexterity, and +1 Wisdom. These bonuses cannot raise your starting score (racial modifiers not included) over 18 for any reason. If it would do so, deduct points from that ability score and add them elsewhere.

Due to the context of the campaign, initially humans are the most likely racial option, though halflings, dwarves, and elves are possibilities. Racial modifiers can raise your starting ability score above 18 or lower it below 8. More discussion on the race of the PCs can be found elsewhere.


Character Creation, Hit Points

Characters start with a set amount of hit points, defined by their class, at first level. All subsequent hit points from obtaining character levels are determined by their class hit die as normal. A character's constitution modifier is, as normal, always added to the amount of hit points they receive per level, including at first level.

teslas
2013-03-03, 12:37 AM
If this really is a campaign setting, not a system, you should probably move it to the World-Building subforum.
I almost did, until I, you know, read the forum guidelines there. You should check them out sometime.


Conversions of existing fictional worlds: Since the setting is set in stone by the original creator, the discussion will really be about the mechanics of conversion. In that case, it belongs in Homebrew Design.

Frathe
2013-03-03, 12:55 AM
I almost did, until I, you know, read the forum guidelines there. You should check them out sometime.What pleasant tone. I'm sorry I made a mistake, but yeesh.

teslas
2013-03-03, 01:31 AM
Level
BAB
Fort Save
Reflex Save
Will Save
Class Features


1st
+1
+2
+0
+0
Weapon Aptitude, Weapon Focus


2nd
+2
+3
+0
+0
Shield Specialization


3rd
+3
+3
+1
+1
Provoke


4th
+4
+4
+1
+1
Weapon Specialization, Heavy Armor Optimization


5th
+5
+4
+1
+1
Shield Ward


6th
+6
+6
+2
+2
Cover


7th
+7
+5
+2
+2
Guard


8th
+8
+6
+2
+2
Great Weapon Focus


9th
+9
+6
+3
+3
Melee Weapon Mastery


10th
+10
+7
+3
+3
Armor Mastery






Fighter / Knight
Fighter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features

1st|
+1|
+2|
+0|
+0|Weapon Aptitude, Weapon Focus

2nd|
+2|
+3|
+0|
+0|Shield Specialization

3rd|
+3|
+3|
+1|
+1|Provoke

4th|
+4|
+4|
+1|
+1|Weapon Specialization, Heavy Armor Optimization

5th|
+5|
+4|
+1|
+1|Shield Ward

6th|
+6|
+5|
+2|
+2|Cover

7th|
+7|
+5|
+2|
+2|Guard

8th|
+8|
+6|
+2|
+2|Greater Weapon Focus

9th|
+9|
+6|
+3|
+3|Melee Weapon Mastery

10th|
+10|
+7|
+3|
+3|Armor Mastery[/table]

Knight
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features|Magic Points|Spells Known|Maximum Spell Level

1st|
+1|
+2|
+0|
+0|Protective Presence, Vigilant Defender|
0|
1|
1

2nd|
+2|
+3|
+0|
+0|Greater Weapon Specialization, Greater Heavy Armor Optimization|
1|
2|
1

3rd|
+3|
+3|
+1|
+1|Immediate Provoke, Bulwark of Defense|
3|
3|
2

4th|
+4|
+4|
+1|
+1|Auto-Cover|
5|
4|
2

5th|
+5|
+4|
+1|
+1|Rampart|
7|
5|
3

6th|
+6|
+5|
+2|
+2|Improved Armor Mastery|
11|
6|
3

7th|
+7|
+5|
+2|
+2|Improved Guard|
15|
7|
3

8th|
+8|
+6|
+2|
+2|Weapon Supremacy|
19|
8|
4

9th|
+9|
+6|
+3|
+3|Holy Blade|
23|
9|
4

10th|
+10|
+7|
+3|
+3|Saint Cross|
27|
10|
4[/table]

Fighter

Hit Die: d10
Starting Hit Points: 20
Class Attribute Bonuses: +2 Str, +1 Dex, +1 Wis

Class Skills

The fighter's class skills are Climb (Str), Craft(Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str), and Use Rope (Dex).

Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.


Class Features

Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Mighty Strikes (Limit Break) (Ex)
As a swift action, a fighter can summon a mighty surge of strength, striking their foes with amazing precision and power. For three rounds, the fighter deals additional physical damage equal to half of their character level (minimum 1) with melee or thrown weapons. This extra damage increases by 1.5x when used with a two-handed weapon. Furthermore, they can ignore one point per three levels (minimum 1) of natural armor a target possesses (if any), and ignore either five points or half of the target's damage reduction or hardness (if any), whichever is higher. Finally, critical threats automatically deal double (2x) damage. If a critical hit is then confirmed, the damage is multiplied further as per the appropriate damage multiplier for that weapon type. (Remember, different sources of multiplied weapon damage are additive, not multiplicative.)

Weapon Aptitude (Ex)
A fighter's training with a wide range of weaponry and tactics gives them great skill with particular weapons. Each morning, or after a normal 8-hour rest, a fighter can spend one hour in weapon practice to change the designated weapon for any feat that they possess that applies to a single weapon (such as Weapon Focus).

The new designated weapon must be available during the practice session to make this change. Any number of feats can be adjusted in this way, and not all must be adjusted in the same way. However, the weapon choices cannot be changed in such a way to where the prerequisites for other feats are no longer met (else the benefits of the feats are lost entirely).

Weapon Aptitude can also change the type of shield fighters choose to specialize themselves with. As with weapons, this requires one hour of practice and the new shield type available to make this change. Additionally, they must also have an able-bodied partner with which to practice for this hour. Weapon Aptitude cannot be used to change both a fighter's specialized weapon and shield in the same day.

Weapon Focus
Fighters get Weapon Focus (PHB 102) with the weapon of their choice as a bonus feat at 1st level.

Shield Specialization
Fighters get Shield Specialization (PH2 p82) as a bonus feat at 2nd level. Additionally, tower shields are an option for use in conjunction with this feat.

Provoke (Ex)
Through taunts, body language, and tone a fighter can provoke a single enemy into attacking them. The target must have an intelligence score of at least three or higher or it is unaffected. As a swift action, one enemy of the fighter's choice within 100 feet who can perceive them must make a Will save (DC 10 + 1/2 character level + fighter's Wisdom modifier). Failing this save afflicts the target with the Berserk status until the start of the fighter's next turn.

Unlike normal, the target attempts to attack the fighter instead of the nearest enemy. If the affected creature cannot attack the fighter in this round, it will move closer as if to do so on its next turn. If the target is already afflicted with the Berserk status this ability has no effect.

Being the target of Provoke grants a +2 cumulative bonus to further Will saves against being provoked; this bonus lasts for three rounds and the duration is refreshed on subsequent successful invocations of Provoke (thus an enemy that has not been targeted for three rounds loses this bonus).

A target which makes this save or is otherwise immune to Berserk may still be enticed to attack the fighter, but is not required to.

Weapon Specialization
Fighters get Weapon Specialization (PHB p102) in their focused weapon as a bonus feat at 4th level.

Heavy Armor Optimization
Fighters get Heavy Armor Optimization (RoS p141) as a bonus feat at 4th level.

Shield Ward
Fighters get Shield Ward (PH2 p82) as a bonus feat at 5th level.

Cover (Ex)
When an ally adjacent to the fighter is the target of an attack roll, the fighter may intervene and intercept the attack as an immediate action. The fighter effectively moves the target out of the way, trading places with him or her. This movement does not provoke attacks of opportunity against either the fighter or the target. The fighter becomes the new target of the attack and it is resolved accordingly. If the fighter is an invalid target for whatever reason, the attack fails.

This action may only be taken before the result of the attack roll is determined. Cover cannot be used while the fighter is in a state where they are denied their dexterity bonus to AC, such as when climbing, flat-footed, or engaged in a grapple.

Using Cover on an ally that is engaged in a grapple requires the fighter to succeed on a grapple check against the enemy creature or creatures (resolve them individually) currently grappling their ally. Succeeding then places the fighter into the grapple with the creature(s), effectively trading places with the ally. Failing this grapple check results in the failure of the Cover action.

Guard
[Shield] Any time the Total Defense action is taken and the fighter is equipped with a shield, they are granted an additional +2 shield bonus to their AC. This bonus may interact with the feat Shield Ward.

Greater Weapon Focus
Fighters get Greater Weapon Focus (PHB p95) in their focused weapon as a bonus feat at 8th level.

Melee Weapon Mastery
Fighters get Melee Weapon Mastery (PH2 p81) of the same type as their focused weapon as a bonus feat at 9th level. This feat can be changed with Weapon Aptitude so long as the new damage type is the same as the new focused weapon.

Armor Mastery (Ex)
A fighter becomes so proficient with armor by 10th level that they ignore any movement penalty for wearing medium armor. Furthermore, the armor check penalty of all armors and shields is reduced by 1.


Knight

Hit Die: d10
Prerequisites: Fighter 10th

Class Skills
The knight's class skills are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (religion, nobility & royalty) (Int), Ride (Dex), Swim (Str), and Use Rope (Dex).

Skill Points at Each Additional Level: 4 + Int modifier.


Class Features

Weapon and Armor Proficiency
Knights gain no proficiency with any weapon or armor.

Invincible (Limit Break) (Ex)
A knight, both through fantastic physical training and magical intervention, can all but eliminate the damage they receive for a short time as an immediate action. Any source of physical damage has its amount reduced to 1 (meaning any damage reduction further reduces this amount to zero). Non-lethal damage is completely ignored. Elemental damage of any kind is unaffected, although spells that deal both physical and elemental damage have their physical damage reduced as normal. Invincible lasts for three rounds.

Spells
Beginning at 1st level, a knight gains the ability to cast a small number of White Magic spells, which are drawn from the white mage spell list. To cast a spell, the knight must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a knight's spell is 10 + the spell level + the knight's Wisdom modifier. A knight's caster level is considered to be one half that of their character level.

Knights are granted their magic by a benevolent force or forces. They innately gain these powers and require no further personal study to perfect or master them. As such, they do not suffer from spell failure chance due to armor and shields as all other spell-casters do. They still require one hand free to cast spells, but can always do so with their shield hand (including while wielding tower shields) or while holding a two-handed weapon. Knights cannot cast spells while holding something in both hands, unless the spell explicitly states that it has no somatic component.

Protective Presence
[Shield] Knights make every effort to protect their allies. Any time an ally would be granted soft cover from an attack because of a knight's presence, they are instead granted improved cover (+8 AC instead of +4) for the purposes of attack rolls. Only one ally can benefit from Protective Presence each round, though the knight need not select a particular ally until an attack is made against them.

Protective Presence does not block line of sight. Spells that do not rely on attack rolls, such as Sleep, are unaffected. Protective Presence does not allow allies to roll Hide checks, and provides no bonus for Reflex saving throws.

Vigilant Defender (Ex)
If an opponent attempts to use the Tumble skill to move through an area the knight threatens without provoking an attack of opportunity, the Tumble DC to avoid such attacks increases by an amount equal to the knight's character level.

Greater Weapon Specialization
Knights get Greater Weapon Specialization (PHB p95) in their focused weapon as a bonus feat at 2nd level.

Greater Heavy Armor Optimization
Knights get Greater Heavy Armor Optimization (RoS p141) as a bonus feat at 2nd level.

Immediate Provoke (Ex)
Provoke can now be used as an immediate action.

Bulwark of Defense (Ex)
An opponent that begins its turn in a knight's threatened area treats all squares that the knight threatens as difficult terrain.

Auto-Cover (Ex)
If an adjacent ally is the target of an attack or effect that would reduce his or her hit points below zero, a knight may use their Cover ability as a free action at any time to instead become the target of this damage. When they do so, their ally is treated as having not been the target and the knight is automatically treated as having been successfully hit by the attack. Follow the movement rules for Cover as normal. This ability can only be used once per round.

Auto-Cover can be used to intercept damage that is not dependent on an attack roll, such as that of an area of effect spell like Fire II. If this is the case, and both the knight and their target ally are in the area of effect, the knight resolves the damage they receive as normal, and then automatically receives the damage again as if affected twice, once for himself and once for his ally. This does not count as two separate sources of damage for the purposes of elemental damage reduction, nor does it allow the knight to roll two separate saving throws, if any are allowed.

Rampart (Su)
Currently being reworked.

Improved Armor Mastery (Ex)
A knight has become so proficient with armor that they ignore the speed penalty (if any) for wearing heavy armor. The armor check penalty for armor and shields is reduced by 2 instead of 1.

Improved Guard
[Shield] Any time the knight takes the Total Defense action, their shield grants an additional +4 shield bonus to their AC instead of the +2 from Guard. In addition to this bonus, knights may now still threaten opponents while using Total Defense so long as they are using a light or heavy shield. If a knight chooses to attack, they do so with a shield bash action and lose Improved Guard's bonuses for the rest of the round and are no longer considered as having taken the Total Defense action. (IE: they no longer gain the dodge bonus to AC that Total Defense provides, and if they have Combat Reflexes, can continue to make further attacks of opportunity with a weapon.)

Weapon Supremacy
Knights get Weapon Supremacy (PH2 p85) as a bonus feat at 8th level.

Holy Blade (Su)
By 9th level, a knight has become a champion of light and may channel divine energy through their melee or thrown weapons. A knight my optionally treat any or all of the physical damage caused by their weapons as holy damage.

Saint Cross (Su)
Currently being reworked.


All class features with the [Shield] description require a light shield or larger to utilize. Bucklers do not qualify for their use. A fighter or knight can, however, choose to specialize in the use of bucklers with their bonus feats of Shield Specialization and Shield Ward.Black Belt / MasterBlack Belt
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features|Unarmed Damage|Unarmored AC Bonus|Unarmored Speed Bonus

1st|
+0|
+2|
+2|
+2|Unarmed Strike, Shrug It Off (5)|
1d6|
+0|
+5 ft

2nd|
+1|
+3|
+3|
+3|Evasion, Combat Reflexes|
1d6|
+0|
+5 ft

3rd|
+2|
+3|
+3|
+3|Punches In Bunches, Heightened Senses|
1d6|
+0|
+5 ft

4th|
+3|
+4|
+4|
+4|Iron Fist, Shrug It Off (10)|
1d8|
+0|
+10 ft

5th|
+3|
+4|
+4|
+4|Focus|
1d8|
+1|
+10 ft

6th|
+4|
+5|
+5|
+5|Kick, Sweep The Leg|
1d8|
+1|
+10 ft

7th|
+5|
+5|
+5|
+5|Chakra|
1d8|
+1|
+15 ft

8th|
+6|
+6|
+6|
+6|Swift Sense, Shrug It Off (15)|
1d10|
+1|
+15 ft

9th|
+6|
+6|
+6|
+6|Improved Evasion, Mind's Eye|
1d10|
+1|
+15 ft

10th|
+7|
+7|
+7|
+7|Counterattack|
1d10|
+2|
+20 ft[/table]

Master
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features|Unarmed Damage|Unarmored AC Bonus|Unarmored Speed Bonus

1st|
+1|
+2|
+2|
+2|Die Hard, Master Unarmed Strike|
1d10|
+2|
+20 ft

2nd|
+2|
+3|
+3|
+3|Room Sweeper, Shrug It Off (20)|
2d6|
+2|
+20 ft

3rd|
+2|
+3|
+3|
+3|Combo Finisher|
2d6|
+2|
+25 ft

4th|
+3|
+4|
+4|
+4|Unending Fortitude|
2d6|
+2|
+25 ft

5th|
+4|
+4|
+4|
+4|Enduring Spirit|
2d6|
+3|
+25 ft

6th|
+5|
+5|
+5|
+5|Iron Fist+, Shrug It Off (25)|
2d8|
+3|
+30 ft

7th|
+5|
+5|
+5|
+5|Improved Counterattack|
2d8|
+3|
+30 ft

8th|
+6|
+6|
+6|
+6|-|
2d8|
+3|
+30 ft

9th|
+7|
+6|
+6|
+6|-|
2d8|
+3|
+35 ft

10th|
+8|
+7|
+7|
+7|-, Shrug It Off (30)|
2d10|
+4|
+40 ft[/table]

Black Belt

Hit Die: d12
Starting Hit Points: 16
Class Attribute Bonuses: +2 Con, +1 Dex, +1 Str

Class Skills

The black belt's class skills are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (nature, religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.


Class Features

Weapon and Armor Proficiency
Black belts are proficient with nunchaku, claws, and quarterstaves. Black belts are not proficient with any armor or shields.

Hundred Fists (Limit Break) (Ex)
A black belt can unleash a secret martial technique known as the Hundred Fists as a Swift action. For every attack the black belt makes (including attacks made with weapons), they may make a separate unarmed attack at the same iterative attack bonus against the same target, provided they are valid targets for unarmed attacks. These additional attacks can be made any time a black belt rolls an attack roll that would result in direct damage. This includes attacks of opportunity or extra attacks from Punches In Bunches as well as haste effects that grant an additional attack. Attack rolls that would not directly result in damage, such as a touch attack to begin a grapple, do not allow for these extra attacks. Hundred Fists lasts for three rounds.

AC Bonus (Ex)
When unarmored and unencumbered, a black belt adds their Constitution bonus (if any) to their AC.

In addition, a black belt gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five black belt levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the black belt is flat-footed.

A black belt loses these bonuses when they are immobilized or helpless, when wearing any armor, when wielding any shield, or when carrying a medium or heavy load.

Unarmed Strike (Ex)
At 1st level, a black belt gains Improved Unarmed Strike as a bonus feat. A black belt's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a black belt may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for black belts striking unarmed. A black belt may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a black belt's unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty to the attack roll. The same option is present when dealing damage while grappling.

A black belt's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A black belt also deals more damage with their unarmed strikes than a normal person would, as shown in the table below. The unarmed damage listed above in the class table is for medium-sized black belts.

Standard small/large unarmed damage table goes here.

Shrug It Off (Ex)
Black belts's bodies are regularly subjected to punishment and stress from various and diverse sources. This training leads to the point where they can convert part of the damage they receive into nonlethal damage. At 1st level, 5 points of lethal damage from any source can be placed into their Shrug It Off damage pool. This damage counts as normal toward the black belt's nonlethal damage accrual.

Any time the black belt heals nonlethal damage, it is always healed from this pool first. If the black belt takes more damage than can be placed into their Shrug It Off pool, the runoff amount simply stays as lethal damage and is treated as normal.

The total amount of damage that can be converted increases by 5 at 4th, 8th, 12th, 16th, and 20th levels.

Fast Movement (Ex)
At 1st level a black belt gains a bonus to their base speed, as shown in the above class table, due to their extensive athletic training. A black belt wearing armor, a shield, or carrying a medium or heavy load loses this extra speed. This extra movement modifies the black belt's jump check modifiers as normal for increased speed.

Evasion (Ex)
At 2nd level or higher if a black belt makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead receive no damage. Evasion can be used only if a black belt is wearing no armor. A helpless black belt does not gain the benefit of Evasion.

Combat Reflexes (Ex)
A black belt gains Combat Reflexes (PHB p92) as a bonus feat at 2nd level.

Punches in Bunches (Ex)
A black belt's dedication to unarmed combat allows them to throw unarmed attacks with lightning speed. Whenever a black belt takes a standard or full-round attack action to make melee attacks, they may opt to make an extra unarmed attack at their highest base attack bonus against the same target. If they choose to do so, each attack is made at a -2 penalty.

When a black belt reaches 6th level, the penalty lessens to -1, and at 9th level it disappears completely.

Despite the name of this ability, these attacks need not be specifically punches and may be any unarmed attack. When wearing armor, using a shield, or carrying a medium or heavy load a black belt cannot use their Punches In Bunches ability.

Heightened Senses (Ex)
By 3rd level, black belts understand that the mind of a warrior is as important as the body. This first manifests itself in their ability to perceive their surroundings more clearly than normal combatants. By performing a Concentration check as a Move action, black belts can locate a target that might otherwise be obscured from them. The black belt must actually know the location of an enemy (by either seeing them directly or, for example, passing a Spot or Listen check to detect their presence in the case of concealment or blindness) to use this ability.

By passing a DC 15 Concentration check, black belts can time and pinpoint their attacks to lower any miss chance by 10%. For every ten points by which they exceed this check, the miss chance is further lowered by 10%. For the black belt, and only the black belt, targets that have their concealment or other type of miss chance lowered to zero are counted as not having concealment at all until either the beginning of the black belt's next turn or until after target moves from their current square for the purposes of abilities that are dependent upon or are thwarted by miss chance.

Any conditions that would normally increase concentration difficulty, such as while being entangled, taking continuous damage, or during inclement weather or other natural conditions also increase the base DC of Heightened Senses.

Iron Fist (Ex)
A lifetime of hard-body training has forged the black belt's fists into lethal weapons beyond what a normal brawler could achieve. Starting at 4th level, a black belt's unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, their unarmed attacks are treated as a adamantine weapons for the purposes of dealing damage to creatures with damage reduction and bypassing hardness.

Focus (Ex)
A black belt can clear his mind of all distractions to gain focus on the battle in front of him. Any time a black belt uses the Total Defense action in combat and is able to perceive at least one foe, they also gain the Focus status.

This grants them a +5 insight bonus to their next attack roll. In addition to this bonus, the black belt's next melee attack also deals double damage. This insight bonus stacks with itself and each application of Focus increases the damage multiplier by 1 (thus a black belt that uses focus two times before attacking will have a +10 insight bonus to their next attack roll, whatever the form, and deal three times normal damage if it is a melee attack). This damage bonus is additive with all other damage multipliers as normal, such as from critical hits.

Focus cannot stack with itself more than three times. The status remains until the black belt makes their next attack roll or combat ends. The Focus state is always expended on the black belt's next attack, even if it misses or is interrupted.

Kick (Ex)
Advanced black belts are known to make devastating flying kick attacks against an opponent by combining a Jump check with the full-round charge attack action. If a black belt covers at least 10 feet of horizontal distance with this Jump check and ends this movement in a square adjacent to the target of their charge attack, they can choose to use Kick in conjunction with and unarmed attack.

If this attack is successful, the black belt can perform a special Bull-rush maneuver. This does not draw attacks of opportunity from the target or require movement into their opponent's square. If the black belt defeats the defender's Strength check the target is knocked prone. For each five points by which the black belt's check is greater than the defender's the target is also knocked backward 5 feet. This forced movement does not draw an attack of opportunity from the black belt but does so from all other of the target's opponents as normal.

Every 5 feet of horizontal jumping movement past the minimum ten required for Kick adds a cumulative +1 bonus to Kick's Strength check. For example, a black belt that obtains a running start and then leaps 20 feet through the air would get an extra +2 bonus to the special Bull-rush check.

As the black belt is considered to be airborne for the portion of their movement while jumping, they ignore the penalty for difficult terrain during it. This ability can be used only if the black belt is wearing light or no armor and is carrying no more than a light load. Kick is a charge attack, and is never considered a trip attack or attempt, though Improved Bull-rush affects Kick as normal for its special Bull-rush check.

Sweep the Leg
A 6th level black belt gets Improved Trip (PHB p96) as a bonus feat, even if they would not normally meet the prerequisites. If they already have Improved Trip, they may select another feat for which the prerequisites are met.

Chakra (Su)
As a black belt's mastery over their own body and soul reaches higher and higher levels, they are able to redirect their own life force to recover from injury more quickly. As a Standard action, a black belt can heal his own wounds through sheer concentration.

A number of hit points equal to double their character level can be healed each day. This can be spread among several uses. Chakra restores an equal amount of lethal and nonlethal damage, if any, as normal.

Swift Sense (Ex)
Heightened Senses can be used as a Swift action by taking a -10 penalty on the Concentration check at 8th level. This penalty lessens to -5 if the black belt has previously successfully reduced the miss chance of their target to zero in the same encounter, so long as the source of the miss chance is the same (be it poor illumination, magical effects, incorporeality, etc).

Improved Evasion (Ex)
At 9th level a black belt's evasion ability improves. They still take no damage on a successful Reflex saving throw against attacks, but henceforth take only half damage on a failed save. A black belt loses this ability any time they would be denied use of their Evasion ability.

Mind's Eye (Su)
A black belt gains further benefits from their Focus ability as they hone their skills. While in the Focus state, black belts ignore the increase to Spot checks to notice the presence of invisible creatures (these creatures may very well still otherwise be hidden or hard to see). Mind's Eye does not function for non-moving, unattended invisible objects. Furthermore, from this point forward, black belts gain a +2 Circumstance bonus to Concentration, Spot, and Listen checks made while in the Focus state.

Counterattack (Ex)
By studying a single opponent's fighting style in battle to look for weaknesses, a black belt can designate them as their Counterattack target. Once per round, if that opponent attacks the black belt during their turn, the black belt can immediately make an attack of opportunity against this opponent if they are in a square the black belt threatens.

If this attack of opportunity succeeds in dealing damage, the enemy receives a -2 penalty to their attack rolls against the black belt during the remainder of their turn.

A helpless black belt does not gain the benefit of this ability, nor can it be used while the black-belt is flat-footed.

Counterattack cannot be used in conjunction with Karmic Strike, Robilar's Gambit, or any similar feat for multiple attacks as a result of an opponent's attack against him. If a black belt possesses one of these feats, which one to use must be decided on a per-attack basis.


Master

Hit Die: d12
Prerequisites: Black Belt 10th

Class Skills
The master's class skills are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (nature, religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Skill Points at Each Additional Level: 4 + Int modifier.


Class Features

Weapon and Armor Proficiency
Masters gain no proficiency with any weapon or armor.

Unstoppable (Limit Break) (Su)
Through sheer force of will a master can pull from a vast well of untapped energy, creating a nearly unstoppable force in battle. While Unstoppable, the master acts if under Freedom of Movement (as per standard D&D) and becomes immune to all fear and charm effects as well as any spells or conditions which would limit the master's actions, as defined by any state that limits their ability to take normal Move, Swift, and Standard actions each round. If the master is already under an effect or spell which limits his movements or actions, those effects end as if they were immediately removed or expired. Ability score penalties and damage do not affect the master in this state, and movement penalties for difficult terrain are ignored.

If a black belt is dropped below -10 hit points during this duration, they may roll a Fortitude save equal to 10 + their negative hit point value to retain their ability to act normally. A new save is rolled each time damage is received using their new negative hit point value (IE: a master at -10 hit points must succeed on a DC 20 Fortitude save to remain standing, and if damaged again to -17 hit points, a DC 27 Fortitude save to stave off death once again). If Unstoppable ends with the master having -10 hit points or less, they immediately die.

Activating this ability is a free action a master may take at any time, even if spells or effects, other than Break or Stop (ironically), would normally prevent a master from doing so. Despite being a supernatural effect, Unstoppable is not suppressed in the presence of an antimagic field, and cannot be removed by mortal means.

Unstoppable lasts for five rounds but takes a difficult toll a master's body. After the duration expires, the master becomes fatigued until they rest for eight hours or are otherwise healed of this status.

Diehard (Ex)
A master gets Diehard (PHB p93) as a bonus feat at 1st level, even if they do not meet the prerequisites.

If under the effects of Unstoppable, a master can choose to fall unconscious, act as if disabled, or remain fully functioning without risk of losing a hit point for performing a Standard action.

Master Unarmed Strike (Su)
A master can progressively imbue their fists and unarmed attacks with their own spirit. At first level, they gain a +1 enhancement bonus to attack and damage rolls as if their unarmed attacks were magical weapons. This enhancement bonus increases by one every master level until 5th level where this process is completed with a +5 bonus.

Improved Kick (Ex)
By redirecting and using the force from a Kick attack, a master can fly toward a second enemy. After completing a successful Kick attack, a master can make one additional Jump check to attempt to Kick another enemy no more than 60 feet away. The master must follow the normal rules for charging except that they may ignore their previous Kick target for purposes of determining the new charge path.

A master may not make any movement except for a horizontal jump toward the new target. This second charge attack must include a jump distance of at least 10'. This second Jump check does not provoke attacks of opportunity for leaving the square in which it begins. A master is considered to have a running start for this second Jump check so long as they were considered to have one for the first Kick attack. The extra Kick attack from Improved Kick does not allow the master to utilize Improved Kick again.

Room Sweeper (Ex)
As a full attack action, the master may make a Trip attempt against all opponents in their reach, using their highest base attack bonus for each attempt. Optionally, after each successful trip attack during Room Sweeper, the master may move five feet and continue to trip any opponents in their new threatened area. Opponents who are tripped by Room Sweeper cannot make attacks of opportunity against the master for this movement. The master forfeits trip attempts against any opponents they can no longer reach due to this movement. A master cannot move more than their allowed movement speed during Room Sweeper and cannot attempt to trip each particular opponent more than once.

Unending Fortitude (Ex)
As a Standard action, a master may reroll any failed save against any effect or condition currently affecting them with a duration of 1 round or more. Instead of a Reflex, Will, or Fortitude save, the master instead makes a Concentration check against the original DC of the effect. If successful, the effect immediately ends as if the master had succeeded against the original save (any damage or permanent effects which have already taken place persist).

Enduring Spirit (Ex)
A master's fighting spirit allows them to push their body past the normal limits of endurance. The master no longer automatically fails a saving throw on a natural die roll of 1, although they still fail the saving throw if they fail to equal or beat the saving throw DC.

Improved Counterattack (Ex)
By 7th level, a master has trained so effectively that they can spot even the smallest flaw in an opponent's fighting style, stance, or movement. A master need no longer declare a single Counterattack target. Instead, any time an opponent attacks a master, the master can immediately make an attack of opportunity against this opponent, following the rules for Counterattack as normal. A master is only limited in the number of Counterattacks they can perform by the number of attacks of opportunity they are allowed.

A helpless master does not gain the benefit of this ability, but can now counterattack even while flat-footed.

Five Point Palm Exploding Heart Technique (Ex)
Studying the anatomy and spiritual flow of living creatures to so much of an extent allows a master to kill opponents with a single, deadly blow, also known as the fabled dim mak. Once per day as a Full-round action, a master may use the Five Point Palm Exploding heart Technique.

The master makes a touch attack against his victim, and if successful, the target must make a Fortitude save (DC 10 + 1/2 the master's character level + the master's Dexterity modifier). If a master is in the Focus state, the DC to save against this effect increases by 2. If the victim fails this save its heart will explode once the victim willingly moves at least 25 feet, killing it instantly. FPPEHT is considered a death effect and protection against such will negate it. Constructs, oozes, plants, undead, creatures without hearts, and creatures immune to critical hits cannot be affected. Forced movement does not trigger this and the movement does not have to be all at once or in the same direction, but instead is a cumulative total since the creature became afflicted.

A creature suffering from the FPPEHT that has not yet died is in a state of extreme physical duress. This results in being Exhausted as well as receiving one point of Constitution damage at the start of each turn (if a creature's Constitution score reaches zero its heart is considered to have exploded).

A master can remove another master's FPPEHT by expending his daily ability to reverse it as a Standard action. A restored creature recovers any Constitution damage suffered because of the technique at a rate of one point per hour. There is no other known cure aside from magical protection against death effects, and there is no other way to remove this status once it is obtained. A master is incapable of using this FPPEHT on himself, either for harm or to reverse another master's attempt.

Anyone that sees the master perform this ability may use a Knowledge (history) check (DC 20) to recollect this mythical ability or a Heal check (DC 25) to spot and recognize the consequences of it.

scarmiglionne4
2013-03-03, 11:25 AM
If this is FF1, what made you decide to do magic points and limit breaks? Sorcerer-style spontaneous casting would have played fine and been more accurate. Limit breaks are just gratuitous in a FF1 game.

Razanir
2013-03-03, 11:37 AM
Check your fighter table.
1) All the saves drop off to +0 at level 7
2) There aren't enough swords

Also, can you pwease add a way to make sword-chucks?

teslas
2013-03-03, 12:58 PM
If this is FF1, what made you decide to do magic points and limit breaks? Sorcerer-style spontaneous casting would have played fine and been more accurate. Limit breaks are just gratuitous in a FF1 game.

From only a is-this-fun-? point of view, the MP system makes more sense. Only being able to cast Cure seven times a day at level fourteen seemed rather silly, as it is such a minor amount of HP restored. A character might have a bevy of second level spells they wish to cast the most often, and using an MP system allows them to do this better than using a vancian system, where the only way to continue casting is to burn up higher level slots.

The point was to give everyone more options. Hopefully it'll become clearer when the casting classes and spells are actually here to look at.

I agree fully, limit breaks are gratuitous, which is why they're described as something you can do every day or as something akin to power points that the DM doles out rarely, as per your preference of style of play.


Check your fighter table.
1) All the saves drop off to +0 at level 7
2) There aren't enough swords

Also, can you pwease add a way to make sword-chucks?

1) Uh, did you read the first line of the post? I passed out while editing the post. They don't have any descriptions for their class abilities past level 10, either, which I'd think would have been as easy to notice...

2) This is probably my biggest regret about the system. I will admit it is fundamentally flawed until we have time to address it.

On the matter of sword-chucks, I believe any character with craft (weaponsmithing), the appropriate exotic weapon proficiency, and the lack of aversion of inflicting hit point damage on oneself could easily have a pair of sword-chucks (or two!). Your mileage with your particular DM may vary, of course.

Razanir
2013-03-03, 01:04 PM
1) Uh, did you read the first line of the post? I passed out while editing the post. They don't have any descriptions for their class abilities past level 10, either, which I'd think would have been as easy to notice...

2) This is probably my biggest regret about the system. I will admit it is fundamentally flawed until we have time to address it.

On the matter of sword-chucks, I believe any character with craft (weaponsmithing), the appropriate exotic weapon proficiency, and the lack of aversion of inflicting hit point damage on oneself could easily have a pair of sword-chucks (or two!). Your mileage with your particular DM may vary, of course.

1) *shrugs* Personally, I view the table as the first thing that gets made, so if nothing else, I'd assume people have a finished table.

With regards to sword-chucks:
1) So... What would the stats look like, how likely is self-injury, and how much might I risk injuring myself
2) I suppose, however, that this (http://www.nuklearpower.com/2009/01/27/episode-1087-exalted-feat/) is still impossible?

scarmiglionne4
2013-03-03, 04:20 PM
You're killing me with the Black Belt/Master. Please, I need to see more!

Also, did I miss something, or are there no iterative attacks?

teslas
2013-03-03, 05:49 PM
You're killing me with the Black Belt/Master. Please, I need to see more!

Also, did I miss something, or are there no iterative attacks?

Yeah, of course there are, I just didn't worry about putting them in especially since with everyone getting a base class and then a prestige class, it would look weird. As you probably already know, anyway, prestige classes don't list anything but their increases to BAB.

scarmiglionne4
2013-03-03, 07:53 PM
I do like Punches in Bunches. I don't care so much for Shrug It Off. I like what it does, but don't care so much for how it gets it done. It seems like DR with extra bookkeeping.

teslas
2013-03-04, 01:49 AM
In most instances it's mechanically very different. It's "as good" as DR if you have someone healing it off of you every round.

In a vacuum, it's not really better than, well, anything. It keeps you from dying as quickly, but you still fall unconscious at exactly the same time you otherwise would. After that point if nobody is left to help, you are just going to be the target of a CDG or locked in manacles after everyone else is incapacitated.

It comes into play as doubly effective healing received (hopefully most of the time, at least) and as a way to recuperate between fights more rapidly, as nonlethal heals much, much more quickly.

It synergizes heavily with Chakra, which I've not yet put up, ideally doubling the mileage you get with the ability so that your only option isn't the one, large save-my-ass heal. Now you can help out the longevity of your support, be it a mage's MP, wands, potions, or whatever else.

There's a bit of bookkeeping, yes, but nonlethal damage in general is bookkeeping, and this is barely much more complicated than that, at least in my opinion--and I wouldn't have posted anything here if I didn't want someone else's.

In playtesting, I found it much more gratifying and useful than I originally thought I would. I don't know how to words at you why that is exactly.

teslas
2013-03-05, 05:02 AM
Thief / Ninja
Thief
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features

1st|
+0|
+0|
+2|
+0|Trapfinding, Steal, Sneak Attack +1d6, Treasure Hunter I

2nd|
+1|
+0|
+3|
+0|Peek, Evasion, Natural Proficiency +1

3rd|
+2|
+1|
+3|
+1|Flee, Sneak Attack +2d6, Dodge +1

4th|
+3|
+1|
+4|
+1|Uncanny Dodge, Grace +1

5th|
+3|
+1|
+4|
+1|Sneak Attack +3d6, Treasure Hunter II

6th|
+4|
+2|
+5|
+2|Mug, Improvised Traps

7th|
+5|
+2|
+5|
+2|Sneak Attack +4d6, Natural Proficiency +2

8th|
+6|
+2|
+6|
+2|Improved Uncanny Dodge, Dodge +2

9th|
+6|
+3|
+6|
+3|Sneak Attack +5d6, Grace +2

10th|
+7|
+3|
+7|
+3|Improved Evasion, Treasure Hunter III[/table]
Ninja
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features|Magic Points|Spells Known|Maximum Spell Level

1st|
+1|
+0|
+2|
+0|Quick Draw, Throw, Ninjutsu, Sneak Attack +6d6|
0|
1|
1

2nd|
+2|
+0|
+3|
+0|Two-Weapon Fighting, Use Your Environment, Natural Proficiency +3|
1|
2|
1

3rd|
+3|
+1|
+3|
+1|Slippery Mind, Lightning Speed, Sneak Attack +7d6, Dodge +3|
3|
3|
2

4th|
+4|
+1|
+4|
+1|Improved Two-Weapon Fighting, Grace +3|
5|
4|
2

5th|
+5|
+1|
+4|
+1|Sneak Attack +8d6, Treasure Hunter IV|
7|
5|
3

6th|
+6|
+2|
+5|
+2|Crippling Strike, Lightning Speed+|
11|
6|
3

7th|
+7|
+2|
+5|
+2|Sneak Attack +9d6, Natural Proficiency +4|
15|
7|
4

8th|
+8|
+2|
+6|
+2|Greater Two-Weapon Fighting, Dodge +4|
19|
8|
4

9th|
+9|
+3|
+6|
+3|Skill Mastery, Sneak Attack +10d6|
23|
9|
4

10th|
+10|
+3|
+7|
+3|-, Treasure Hunter V|
27|
10|
4[/table]

Thief

Hit Die: d6
Starting Hit Points: 10
Class Attribute Bonuses: +2 Dex, +1 Int, +1 Str

Class Skills

The thief's class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at 1st Level: (8 + Int modifier) ×4.
Skill Points at Each Additional Level: 8 + Int modifier.


Class Features

Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, sap, shortbow, and short sword. Thieves are proficient with light armor and light shields.

Perfect Dodge (Limit Break) (Ex)
In life-threatening situations a thief can become hyper-aware of everything around them. In a sort of controlled panic, some thieves are able to twist and contort their movements to avoid most incoming threats.

Perfect Dodge grants a dodge bonus to AC and Reflex saves equal to 10 + the thief's character level. Escape Artist checks to escape grapples also receive a bonus of 10 + the thief's character level. While under the effects of Perfect Dodge a thief retains their Dexterity bonus to AC in most situations where they normally would not. This includes, but is not limited to, while balancing, blinded, cowering, climbing, grappling, squeezing, against invisible foes, or while flat-footed. A thief under the effect of Perfect Dodge automatically succeeds opposed grapple checks to avoid entering grapples (though if they use this ability after already being grappled they must still first attempt to end the grapple with an Escape Artist or grapple check), and is immune to critical hits and precision damage. An enemy that rolls a natural 20 on their attack roll still successfully hits the thief, though it is not a critical threat.

Any situation where a thief is physically unable to move most of their body prevents Perfect Dodge's bonuses, such as while Stunned, Unconscious, or heavily restrained (being pinned does not count). Thieves can begin Perfect Dodge as an Immediate action; it then lasts for five rounds.

Trapfinding
Thieves (and only thieves) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Sneak Attack
If a thief can catch an opponent at a time when it is unable to defend itself effectively, thieves can strike a vital spot. This attack deals extra damage any time the target would be denied a Dexterity bonus to AC, or when the thief flanks the target.

This extra damage is 1d6 at 1st level, and it increases by 1d6 every two levels thereafter. Sneak Attack damage is not multiplied on critical hits. Ranged attacks can count as Sneak Attacks only if the target is within 30 feet.

Sneak Attack targets must have a discernible anatomy. Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attack. The thief must be able to see the target well enough to pick out a vital spot, and must be able to reach such a spot. A thief cannot Sneak Attack while striking a creature with concealment or when striking the limbs of a creature whose vitals are beyond reach.

Steal
As a Standard action, a thief may make a special Sleight of Hand check against a single enemy in combat when that enemy would be denied a Dexterity bonus to AC or when the thief flanks the target. To successfully Steal, a thief must have at least one hand free to hold the stolen item on a successful attempt. Any creature that is aware of the thief's presence may make a Spot check as a free action opposed to this Sleight of Hand check to become aware of the attempt. If the enemy succeeds their Spot check the below DC increases by 2.

A successful attempt (DC 9 + target HD + target's touch AC) produces additional gold pieces or an extra item from the creature's Steal Table that may not have otherwise been available upon defeating it. This extra gold or item is determined secretly by the DM. A creature may only be successfully stolen from once, but failed attempts may be retried as often as desired. Steal cannot be used on enemies that have already perished or have otherwise been permanently removed from combat.

Outside of combat a thief may freely make use of this ability at the DM's discretion. Steal is an offensive action that wakes sleeping enemies and causes spells such as Vanish to expire. Holding a buckler or light shield does not prevent the thief from being counted as having an open hand to hold what they steal, but confer a -1 and -2 penalty to the Sleight of Hand check respectively in addition to any armor check penalty the shields may already cause. Furthermore, the thief loses their Shield bonus to AC for the remainder of the round.

Treasure Hunter
"Call me a treasure hunter or I'll rip your lungs out!" -Lock e Cole

A thief is naturally empathetic to what some would call... opportunists, knowing where to look for a little extra of the good stuff. Starting at 1st level, when finding items, gold, or other "loot" from chests, hordes, monsters, hidden caches, defeated enemies, and so forth, thieves will occasionally discover additional swag. This understanding increases at the 5th, 10th, 15th, and 20th levels.

Peek (Ex)
A thief is always on the lookout for a decent mark. Once per round, as a Move action, a thief may make a Spot check to determine if an opponent has any items that can be stolen using their Steal or Mug ability. The base DC (target's touch AC + HD) is subject to the normal penalties for Spot checks, such as distance or illumination. Any creature that can clearly perceive the thief may make a Sense Motive check (DC 10 + thief's character level) as a free action to become aware of the Peek action's intent.

If Peek is successful, it reveals an item from the target's Steal Table, determined by a d% roll as if the thief had used Steal. Upon a subsequent successful Steal attempt in the same encounter the thief automatically grabs this item from the target, if any.

Evasion (Ex)
At 2nd level and higher, a thief can avoid even magical and unusual attacks with great agility. If the thief makes a successful Reflex saving through against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the thief is wearing light or no armor. A helpless thief does not gain the benefit of Evasion.

Natural Proficiency (Ex)
Thieves come to rely on their instinctual aptitude and athletic prowess for certain tasks. At second level, most non-technical skills receive a +1 bonus. This bonus increases by an additional +1 at 7th, 12th, and 17th levels. The skills affected are: Balance, Climb, Jump, Listen, Sleight of Hand, Spot, Swim, and Tumble.

Flee
Thieves can sometimes, through no fault of their own, find themselves in situations they would prefer to leave--in a hurry. Thieves get the Run feat (PHB p99) as a bonus feat at 3rd level.

Dodge Bonus (Ex)
At 3rd level, a thief's skill at evading attacks made against their lightly armored and somewhat fragile bodies is further realized, netting a +1 Dodge bonus to AC. This bonus is lost any time the thief would be dined their Dexterity bonus to AC, is wearing medium or heavy armor, or is carrying a medium or heavy load. This bonus increases to +2 at 8th level, +3 at 13th level, and finally to +4 at 18th level.

Grace (Ex)
A thief gains a +1 Competence bonus on Reflex saves at 4th level. This bonus increases to +2 and +3 at 9th and 14th levels, respectively.

Uncanny Dodge (Ex)
Starting at 4th level, a thief can react to danger before their senses would normally allow them to do so. Thieves retain their Dexterity bonus to AC even if they are caught flat-footed or struck by an invisible attacker. Thieves still lose their Dexterity bonus to AC if immobilized or unconscious.

Mug
At 6th level, stealing items from hostile opponents is close to second nature for thieves. When adjacent to an enemy in a situation where the thief can apply their sneak attack damage, the thief can instead choose to perform the Mug special attack as a Standard action. By taking a -4 penalty on their attack roll, a Steal attempt can also be made if the thief hits the target and has an empty hand (and otherwise meets the requirements for a Steal attempt). This attack deals damage as normal, including any Sneak Attack damage.

Improvised Traps
When setting up a booby trap (DMG2 p41), a thief no longer takes a -10 penalty for rushing the creation of a booby trap or attempting to craft one as a Full-round action.

Improved Uncanny Dodge (Ex)
A thief of 8th level or higher can no longer be flanked. This defense denies another thief the ability to Sneak Attack the character by flanking them, unless the attacker has at least four more thief levels than the target does.

Improved Evasion (Ex)
This ability works like Evasion, except that while the thief still takes no damage on a successful Reflex saving throw against attacks, they henceforth only take half damage on a failed save.


Ninja

Hit Die: d6
Prerequisites: Thief 10th

Class Skills
The Ninja's class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at Each Additional Level: 8 + Int modifier.


Class Features

Weapon and Armor Proficiency
Ninjas gain proficiency with all martial weapons, the katana (exotic weapon proficiency: bastard sword), shuriken, kama, and sai.

Assassinate (Limit Break) (Ex)
Currently being reworked.
Ninjas are cunning and deadly on and off the battlefield. In times of need, they are able to perform a potentially devastating attack on a single enemy. As a Standard action, the ninja hones in on the exact point that would most critically wound a target, making a single attack. This attack gains a +10 insight bonus to both attack and damage and deals triple the normal Sneak Attack damage if applicable. If the target is helpless, Assassinate can be used in place of a Coup De Grace action which does not provoke attacks of opportunity.

Spells
Beginning at 1st level, a ninja gains a small number of Black Magic spells are drawn from the Black Mage spell list. To cast a spell, the ninja must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ninja's spell is 10 + the spell level + the Ninja's Intelligence modifier. A ninja's caster level is considered to be 1/2 that of their character level.

Quick Draw
A ninja gets Quick Draw (PHB p98) as a bonus feat at 1st level.

Throw
A ninja may throw any melee weapon, including ones with which he is not proficient, with no penalty to their attack rolls when doing so. A weapon with no range increment is treated as having a 10' range increment and scores a critical threat only on an attack roll of a natural 20, dealing double damage on critical hits. At the ninja's option, he may choose to use Throw to deal heavy damage to an enemy at the risk of damaging the weapon in the process. This must be declared before the attack roll is made.

When attempting to do so, the ninja deals extra damage equal to twice the weapon's damage dice. For example, a thrown dagger would do 2d4 extra damage, and a greatsword would deal 4d6 extra damage. Every +1 Enhancement bonus that a weapon has increases the amount of extra set of weapon dice rolled by 1. For example, a +4 warhammer would deal 7d6 damage. Thrown weapons deal additional damage as normal (from a high Strength modifier, Sneak Attack dice if applicable, and the weapon's magical properties).

On a successful hit, any damage dealt to the target is also dealt to the weapon itself. Refer to the hardness and hit points section for damaging weapons.

Ninjutsu
A ninja has learned the ancient mystical art of ninjutsu scrolls. A ninjutsu scroll contains a magical spell that may only be unlocked by a Ninjutsu master. These scrolls are much smaller than a normal scroll and are attached to throwing weapons to unlock their magic. Whenever a ninja makes a throwing attack he may attach a ninjutsu scroll in their possession and within reach to it as a swift action. Although tiny, a scroll imbalances the weapon slightly, adding a -2 penalty to attack rolls on weapons with attached scrolls. On a successful hit, the magic of the scroll is released upon the target in addition to any damage the weapon would otherwise deal.

A ninja has the option to throw a weapon in a manner that deals no direct damage, but still releases the magic of an attached ninjutsu scroll. The ninja must still make a successful ranged touch attack against their target and the magic contained in the attached scroll may still do damage or have otherwise harmful effects. This is useful for using beneficial ninjutsu scrolls on allies or using ninjutsu against enemies with a high armor class.

Furthermore, a ninja gets Scribe Ninjutsu Scroll (new feat) as a bonus feat at 1st level.

Two-Weapon Combat Style
A ninja gets Two-Weapon Fighting (PHB p) as a bonus feat at 2nd level, even if they do not meet the prerequisites for the feat.

Use Your Environment
The ninja, a master of quick thinking and awareness of their surroundings, no longer suffers a -4 penalty on attack rolls for fighting with improvised weapons.

Additionally, the Ninja gains an additional +2 bonus on AC or Reflex saving throws when cover would normally provide one or both of these bonuses, excluding those granted by soft cover.

Lightning Speed (Ex)
Ninjas keep a watchful eye out for threats at all times. At 3rd level this careful wariness grants the ninja a +2 bonus on initiative rolls.

By 6th level ninjas are nearly impossible to catch off-guard. The ninja can now act in a situation where enemies would normally be granted a surprise round against them. This action in the surprise round faces the normal limitations. Even if the ninja cannot perceive the threat directly, they are still able to intuit the oncoming threat.

Slippery Mind (Ex)
This ability represents the ninja's ability to wriggle free from magical effects that would otherwise control or compel them. If a ninja of 3rd level is affected by a spell or spell-like effect that targets the mind (Will save), such as Slow, Berserk, or Burn, and fails the saving throw, the ninja can attempt it again as a free action at the beginning of their next turn at the same DC.

Improved Two-Weapon Combat Style
A ninja gets Improved Two-Weapon Fighting (PHB p) as a bonus feat, even if they do not meet the prerequisites.

Crippling Strike (Ex)
At 16th level, a ninja can Sneak Attack opponents with such precision that the blows weaken and hamper them. An opponent damaged by one of a ninja's Sneak Attacks also takes 2 points of Strength damage.

Two-Weapon Combat Style Mastery
A ninja gets the Greater Two-Weapon Fighting (PHB p) as a bonus feat, even if they do not meet the prerequisites.

Skill Mastery (Ex)
A ninja becomes so certain in the use of some of their skills that they can use them reliably even under adverse conditions. Upon gaining this ability, a ninja selects a number of skills equal to 3 + their Intelligence modifier. When making a skill check with one of these skills, they may take 10 even if stress and distractions would normally prevent them from doing so.
Red Mage / Red WizardRed Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features|Magic Points|Spells Known|Maximum Spell Level

1st|
+0|
+0|
+0|
+0|Macaroni, Combat Expertise, Armored Mage (Light Armor), Fast Cast 1/day|
0|
2|
1

2nd|
+1|
+0|
+0|
+0|Bonus Saves +1|
1|
4|
1

3rd|
+2|
+1|
+1|
+1|Armored Mage (Light Shield), Enfeebling Resistance I|
3|
6|
1

4th|
+3|
+1|
+1|
+1|Spell Penetration +2|
5|
8|
2

5th|
+3|
+1|
+1|
+1|Armored Mage (Medium Armor), Spell Potency +1|
7|
10|
2

6th|
+4|
+2|
+2|
+2|Fast Cast 2/day|
11|
12|
2

7th|
+5|
+2|
+2|
+2|Bonus Feat, Armored Mage (Heavy Shield), Bonus Saves +2|
15|
12|
3

8th|
+6|
+2|
+2|
+2|Jack of All Trades, Enfeebling Resistance II|
19|
16|
3

9th|
+6|
+3|
+3|
+3|Spell Penetration +3|
23|
18|
3

10th|
+7|
+3|
+3|
+3|Spell Potency +2|
27|
20|
4[/table]
Red Wizard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features|Magic Points|Spells Known|Maximum Spell Level

1st|
+1|
+0|
+0|
+0|Master of None, Fast Cast 3/day|
35|
22|
4

2nd|
+2|
+0|
+0|
+0|Spell Flexibility +1, Bonus Saves +3|
43|
24|
4

3rd|
+2|
+1|
+1|
+1|Enfeebling Resistance III|
51|
26|
5

4th|
+3|
+1|
+1|
+1|Bonus Feat, Spell Penetration +4|
59|
28|
5

5th|
+4|
+1|
+1|
+1|Spell Potency +3|
67|
10|
5

6th|
+5|
+2|
+2|
+2|Immediate Fast Cast|
79|
12|
6

7th|
+5|
+2|
+2|
+2|Bonus Saves +4|
91|
12|
6

8th|
+6|
+2|
+2|
+2|Enfeebling Resistance IV|
103|
16|
6

9th|
+7|
+3|
+3|
+3|Spell Flexibility +2, Spell Penetration +5|
115|
18|
6

10th|
+8|
+3|
+3|
+3|-, Spell Potency +4|
127|
20|
6[/table]

Red Mage

Hit Die: d8
Starting Hit Points: 14
Class Attribute Bonuses: +2 Cha, +1 Dex, +1 Str

Class Skills
The red mage's class skills are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Knowledge (geography, history, nobility & royalty) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Swim (Str), and Use Magic Device (Cha).

Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.


Class Features

Weapon and Armor Proficiency
Red mages are proficient with all simple weapons, longswords, and rapiers. Red Mages are proficient with light and medium armor and with shields (except tower shields).

Chainspell (Limit Break) (Su)
A red mage can unleash a flurry of spells in an instant. Chainspell requires a Full-round action of concentration to activate and does not provoke attacks of opportunity. The red mage can then cast up to four spells and use up to double their maximum castable spell level in spells as free actions.

For example, a 4th level red mage who has 2nd level spells as their highest available spell level could use a total of four spell levels worth of spells. This could be a 2nd level spell, two 1st level spells (and, at the red mage's option, possibly also a 0th level spell). A 7th level red mage who can cast 3rd level spells could use up to 6 spell levels of spells, choosing to cast two 3rd level spells or three 2nd level spells, or, a 3rd level spell, a 2nd level spell, and two 1st level spells.

Any condition that would normally prevent the red mage from casting a spell prevents the activation of Chainspell.

Spells
Students of both schools of magic, a red mage casts both White and Black Magic spells which are drawn from the white mage and black mage spell lists as well as from a special red mage spell list. To learn or cast a spell, a red mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a red mage's spell is 10 + the spell level + the red mage's Charisma modifier.

Macaroni (Su)
Inexplicably, if a red mage dons a hat, a long, white feather soon appears in it.

Armored Mage (Ex)
Red mages understand the importance of non-magical finesse and skill as well as the reliability of armor. As such, red mages gradually learn to ignore the spell failure associated with wearing certain types of armor. All red mages can wear light armor and bucklers without risk of losing their spells. At 3rd level, red mages can use their off-hand to cast spells even when wielding a light shield. At 5th level red mages can wear medium armor with no penalty, and at 7th level red mages can use their offhand to cast spells even while holding a heavy shield or second weapon, so long as it is a light weapon.

Fast Cast (Su)
A red mage is a master of efficient casting in battle. Once a day as a Swift action a spell can be cast faster than normal as if the Quicken Spell metamagic feat had been applied without raising the spell level or mana cost of the spell. Spells enhanced by any other metamagic effect cannot be cast in this way. Fast Cast cannot be used in the same round as Chainspell, as their method of completion is very similar. This mastery of alacritous casting continues to develop, granting red mages the use of Fast Cast twice a day at 6th level, and three times a day at 11th level.

Combat Expertise
Red mages gain Combat Expertise (PHB p) as a bonus feat at 1st level, even if they would not normally meet the prerequisites.

Bonus Saves (Ex)
While a red mage is not the hardiest of adventures, they are still exposed to many conditions and experiences normal people avoid, making them surprisingly resilient over time. Beginning at 2nd level, this inadvertent conditioning manifests itself as slightly increased saving throws. This bonus increases to +2 at 7th level, and furthermore to +3 and +4 at 12th and 17th levels respectively.

Enfeebling Resistance (Su)
Red mages are perhaps the most acquainted with the many spells and abilities that can level the playing field during a fight. As such, they know ways to resist and avoid Enfeebling effects that others do not starting at 3rd level. This supernatural ability grants the red mage a 10% chance to simply ignore magic from the Enfeebling shcool cast upon them. This understanding further comes into fruition at 8th, 13th, and 18th levels, increasing this chance by 5% at each level.

Spell Penetration (Ex)
Starting at 4th level, red mages begin using their mixed knowledge of both White and Black Magic to find holes in enemies' magical defenses which grants them a +2 bonus on their Caster Level checks to overcome Spell Resistance or Elemental Resistance. This bonus increases by an additional +1 at the 9th, 14th, and 19th character levels. This ability stacks with the feat(s) of the same name.

Spell Potency (Ex)
By 5th level red mages loosely understand the arcane connections between the two powers of magic they harness. This allows their spells to borrow properties from both upon casting, causing their spells to become much harder to resist. At 5th, 10th, 15th, and 20th level, as their knowledge and experience continues, any of the red mage's spell's saving throw DC's increases by one, adding to previous benefits.

Bonus Feats
At 7th and 14th levels a red mage gains a mage bonus feat. At each such opportunity a metamagic feat or one from the following list can be selected so long as all of the necessary prerequisites are met:
Extra Spell
Extra MP
Spell Penetration / Greater Spell Penetration
Spell Focus / Greater Spell Focus
School Mastery / Greater School Mastery
Magic Supremacy

Jack of All Trades
Red mages usually have two or three hobbies they dabble with on and off in their free time. At 8th level, they are finally practiced enough for such things to have a bit more of a useful application. Red Mages get Open Minded (XPH p48) as a bonus feat.


Red Wizard

Hit Die: d8
Prerequisites: Red Mage 10th

Class Skills
The red wizard's class skills are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Knowledge (any) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Points at Each Additional Level: 6 + Int modifier.


Class Features

Weapon and Armor Proficiency
Red wizards gain no proficiency with any weapons or armor.

Convert (Limit Break) (Su)
As a Full-round action a red wizard can choose to attempt to replenish some or all of their magical energies by siphoning from their physical health. Their current MP total becomes their HP total, and their current HP total becomes their MP total.

Temporary hit points cannot be transferred into MP. Convert succeeds even if the red mage has zero MP, though they are staggered, as normal, for having zero HP. Any nonlethal damage a red mage has may cause them to fall unconscious after using Convert.

Master of None
By this point in their lives, some red wizards have been claiming or pretending to know about a myriad of subjects for some time. Oftentimes they find themselves actually picking up a thing or two along the way. New red wizards can select any two previous cross-class skills to become class skills. They immediately gain two ranks in each.

Spell Flexibility (Ex)
With their mixed concentration on both white and black magic, red wizards progress in their understanding of either school at a slowed rate. Despite this, they are still able to manifest their abilities at strengths nearly rivaling wizards dedicated to one form of magic.

At 2nd level red wizards can apply metamagic effects to their spells that exceed the maximum level of spell they can cast by one level. For example, they could choose to apply Extend Spell to a 4th level spell, despite not being able to yet cast 5th level spells. At 9th level, red wizards can apply metamagic effects to their spells that exceed the maximum level of spells they can cast by two levels, allowing them, for example, to apply Empower Spell to a 6th level spell.

The red wizard must pay the appropriate mana cost for the spell's adjusted level and applied metamagics as normal.

Immediate Fast Cast (Ex)
At 16th level red wizards embody quickened casting. Their incredible Fast Cast ability can now be used as an immediate action.

Capstone (Su):
[This ability needs a name]
As they near the end of their careers, red wizards are able to let loose more spells in a few moments than most mages can in minutes. Any time a red wizard would make a full-round attack action against a single foe, he may utilize [Capstone Name]. After a red wizard has struck the target with a melee attack, they can choose to substitute any (or all) of their subsequent interative attacks with spells against the same target. When casting in this way, such spells take a penalty to their attack rolls (if any) and Caster Level equal to the penalty to base attack bonus for iterative attacks. Metamagic effects can never be applied to spells cast in such a way, and casting using [Capstone Name] does not provoke attacks of opportunity.

For example, if a red wizard strikes a target with their first attack, they may cast a spell at the same target with a -5 penalty to attack roll (if any) and Caster Level, and then a third with a -10 penalty (or they may attack with a weapon as normal). Sources of extra weapon attacks during a full-round action, such as when under the effects of a Haste spell or while fighting with two weapons do not allow extra spells to be cast, though they do allow a red wizard extra opportunities to strike an opponent so that they may choose to cast spells with remaining iterative attacks.

teslas
2013-03-05, 11:30 PM
The scaling of the abilities of the two dedicated mages has had a small change. This left a hole in their class abilities at black mage 7th and white mage 13th.

Suggestions are welcome, though I've got a couple of ideas. Rather than tarry on them at the moment, since it's not a big issue, I'm going to keep transcribing information into this post.

White Mage / White Wizard
White Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features|Magic Points|Spells Known|Maximum Spell Level

1st|
+0|
+0|
+0|
+2|Divine Seal 1/day|
2|
2|
1

2nd|
+1|
+0|
+0|
+3|Healing Mastery +1|
6|
4|
1

3rd|
+1|
+1|
+1|
+3|Field Medic|
11|
6|
2

4th|
+2|
+1|
+1|
+4|Divine Inspiration|
17|
8|
2

5th|
+2|
+1|
+1|
+4|HP Boost +5|
25|
10|
3

6th|
+3|
+2|
+2|
+5|Bonus Feat, Divine Seal 2/day|
35|
12|
3

7th|
+3|
+2|
+2|
+5|Physician Heal Thyself I|
46|
12|
4

8th|
+4|
+2|
+2|
+6|Effortless Healing|
58|
16|
4

9th|
+4|
+3|
+3|
+6|Healing Mastery +2|
72|
18|
5

10th|
+5|
+3|
+3|
+7|HP Boost +10|
88|
20|
5[/table]

White Wizard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features|Magic Points|Spells Known|Maximum Spell Level

1st|
+0|
+0|
+0|
+2|Divine Seal 3/day|
106|
22|
6

2nd|
+1|
+0|
+0|
+3|Bonus Feat|
126|
24|
6

3rd|
+1|
+1|
+1|
+3|From The Brink|
147|
26|
6

4th|
+2|
+1|
+1|
+4|Physician Heal Thyself II|
170|
28|
7

5th|
+2|
+1|
+1|
+4|HP Boost +15|
195|
30|
7

6th|
+3|
+2|
+2|
+5|Divine Seal 4/day|
221|
32|
8

7th|
+3|
+2|
+2|
+5|Healing Mastery +3|
250|
34|
8

8th|
+4|
+2|
+2|
+6|Bonus Feat|
280|
36|
9

9th|
+4|
+3|
+3|
+6|Physician Heal Thyself III|
311|
38|
9

10th|
+5|
+3|
+3|
+7|-,HP Boost +20|
343|
40|
9[/table]

White Mage

Hit Die: d4
Starting Hit Points: 8
Class Attribute Bonuses: +2 Wis, +1 Cha, +1 Int

Class Skills
The white mage's class skills are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana, history, religion, planes) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.


Class Features

Weapon and Armor Proficiency
White mages are proficient with light and heavy maces, and light and heavy hammers. White mages are not proficient with any armor nor any shields.

Benediction (Limit Break) (Su)
As an Immediate action, a white mage can call upon a divine burst of energy to grant themselves and their allies renewed vitality through even the darkest hour. A 60' burst of holy energy centered on the white mage heals all allies within line of effect for 2d10 hit points plus an additional 1d10 per two character levels. Allies are cured of all negative status effects with a duration and any ability scores damaged or drained below a value of 10 are restored to that point (Enhancement bonuses or other temporary bonuses are ignored for this, meaning that the net ability score value may be raised to a value above 10 after those are taken into account.) Ability score penalties are not affected.

Benediction does not restore negative or drained levels, nor does it cure effects with a permanent duration.

Spells
The masters of White Magic, white mages cast spells which are drawn from the white mage spell list. To learn or cast a spell, a white mage must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a white mage's spell is 10 + the spell level + the white mage's Wisdom modifier.

Divine Seal (Su)
Once a day as a Swift action a white mage can infuse the next spell cast on the same turn with an abundance of divine energy. This causes spells of the Healing school to increase any variable, numeric effects by 50%. Spells of the Divine school inflict 25% extra damage and the DC of any saving throws associated with a Divine spell are increased by 2.

White mages gain additional uses of this ability at 6th, 11th, and 16th levels. This extra healing or damage stacks with any other percentage increase to either healing or magical damage, such as from Physician Heal Thyself, spells such as Faith, or the Empower Spell metamagic feat.

Divine Seal is taxing on the latent divine energies of white mages and wizards, and as such, can only easily be used once every encounter. If a white mage or wizard wishes to use it a second time in a short period, they must greatly exert themselves and spend two uses of Divine Seal to do so.

Healing Mastery (Su)
A white mage has set down a path of a life devoted to healing. Staring at 2nd level, their Cure spells (including Cure II, and so forth) restore an additional 1 hit point per spell level. This bonus increases to +2 at 9th level, and again to +3 at 17th level. This bonus to healing also applies to damage dealt to undead creatures with the same spells.

Field Medic
By 3rd level, white mages have become adept at administering first aid quickly and while under duress. Heal checks to provide first aid to stabilize creatures can be made as a Move action (rather than a Standard action), and white mages can always take 10 on such checks even when stress or distractions would normally prevent them from doing so.

Divine Inspiration (Su)
Early in their careers, white mages can begin to tap into an unnamed higher power to aid them in their travels. They gain a number of Divine Inspiration uses equal to 3 + their Charisma bonus, if any. These inspirations can be used to perform a multitude of helpful and bolstering acts.

-- Guardian Angel
Once per round, as a free action, the white mage can spend one of their Divine Inspirations when they cast a spell from the Healing school to have the spell leave an additional lingering effect on their target. The spell need not be a curative spell and this effect takes place even if the target is not healed of any damage or status. If a spell has multiple targets, only one of them at the white mage's choice will receive this effect. A creature may only be under one effect from Guardian Angel at a time and any new effect will cause the previous one to end immediately. Guardian Angel is considered to be a magical effect with a spell level and caster level equal to the original spell that produced it (for the purposes of Dispel, etc). This lingering effect lasts a number of rounds equal to the spell level of the spell which produced it unless otherwise noted. The effects are:
-- Sanctuary: The target creature gains the protection of a Pax status, DC 15 + 1/2 the white mage's character level + the white mage's charisma modifer.
-- Bless: The target creature gains a Sacred bonus to Fortitude, Reflex, or Will saves (white mage's choice) equal to the white mage's Charisma modifier (minimum 1).
-- Dark Ward: The target creature is shrouded in lingering holy magic, warding them from dark energies. The subject becomes immune to death spells and effects, energy drain, and gains Dark Resistance. This effect doesn't remove negative levels that the subject has already suffered, nor does it affect the saving throw necessary 24 hours after gaining a negative level.
-- Celertiy: The target creature gains an Enhancement bonus to their movement speed equal to 5 ft per point from the white mage's Charisma modifier (minimum 5', maximum 30').

-- Divine Insight
When making a check involving a skill in which the white mage has at least one full rank, they can spend one of their Divine Inspirations to gain a Sacred bonus on the check equal to their character level. White mages may only use this ability once per day per skill and it may not be applied to skill checks when using the Take 10 or Take 20 options, or to checks that require more than a couple of minutes to complete (IE: You cannot use it on Craft (weapons and armor) for a day's work).

-- Divine Grace
Before making a saving throw of any kind the white mage can spend two of their Divine Inspiration points to gain a Sacred bonus to their roll equal to their Charisma modifier. This does not require an action and can be used at any time, even if it is not the white mage's turn or they are not aware of the source. Divine Grace cannot stack with itself, though if a single instantaneous effect requires more than one type of saving throw Divine Grace can be used separately for each of them.

Physician Heal Thyself (Ex)
Arguably, keeping the healer alive so that they can in turn heal others is the priority. To this length, white mages are innately better at healing themselves. At 7th level this quality manifests itself as a 10% bonus, rounded down (minimum 1), to the amount healed with any self-targeted magic from the Healing school. If a spell targets multiple creatures along with the caster, only the white mage gains the additional healing. This bonus increases to 20% at 14th level and 30% at 19th level.

HP Boost (Ex)
Over the months and years of the white mage's constant contact with healing magic, they sometimes become permanently endowed with extra vitality. At 5th level, a white mage's maximum hit point total increases by 5. At 10th, 15th, and 20th levels this effect is even more prevalent, granting 5 additional HP per instance.

Bonus Feats
At 6th, 12th, and 18th levels a white mage gains a mage bonus feat. At each such opportunity a metamagic feat or one from the following list can be selected so long as all of the necessary prerequisites are met:
Extra Spell
Extra MP
Spell Penetration / Greater Spell Penetration
Spell Focus / Greater Spell Focus
School Mastery / Greater School Mastery
Magic Supremacy

Effortless Healing (Ex)
Sufficiently experienced white mages learn to cast spells from the Healing school of magic with instinctual aptitude. They may cast such spells without provoking attacks of opportunity.


White Wizard

Hit Die: d4
Prerequisites: White Mage 10th

Class Skills
The white wizard's class skills are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana, history, religion, planes) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at Each Additional Level: 4 + Int modifier.


Class Features

Weapon and Armor Proficiency
White wizards gain no proficiency with any weapons or armor.

Miracle (Limit Break) (Su)
White Wizards have the unique ability to grant their allies the ability to repeat feats of heroism much more often. Miracle requires five minutes of undisturbed prayer and concentration upon an ally. The white wizard can select one of the target's limit breaks that is currently not available to be restored and ready to use once again when the subject wishes. The subject of Miracle must remain within 10' of the white wizard during this five minute period, but can otherwise act freely. Miracle cannot be used upon oneself.

From The Brink (Su)
White wizards are able to pull their allies back from the edge of death in dire situations. Any time an ally would be dead through hit point damage (death effects and constitution drain/damage cannot be countered in this way) the white wizard has one round to be able to target their bodies with a spell from the Healing school to bring them above -10 hit points. If they do so, their ally is counted as having not died.

Since the ally did not actually perish, any enhancing magic or other beneficial statuses active upon them persist. Negative statuses also remain, unless those statuses are ended by death (such as Doomed) or unconsciousness (such as Confused).

No matter how much above -1 hit points the white wizard would have healed their ally with their spell, their target cannot exceed -1 hit points and is unconscious but stable until further healing is received from some other source, be it another Cure spell, a Fast Healing effect, etc. The targeted body must be relatively intact for From The Brink to function.

Capstone (Su)
The soul of the white wizard remains on the mortal plane for a few last moments, offering a parting bit of hope to their allies.

After the white wizard dies, their soul leaves their body but can remain at the white wizard's option, appearing as a dimly glowing apparition of the the white wizard in the prime of their youth five feet above the place of the their death. While in this state, the soul is immune to all attacks, spells, and effects. The white wizard's sight remains as acute as it was in life in addition to gaining 30' darkvision (if the white wizard already had darkvision as a racial ability, instead extend its range by 30'). The soul of the white wizard has a fly speed of 15' (perfect).

In this form, the white wizard can no longer interact with any objects or creatures in any way apart from their spellcasting or any supernatural abilities. Although insubstantial, the soul still cannot occupy the same space as objects or creatures. The white wizard is counted as having no physical ability scores though their mental scores remain the same as in life. The soul must still expend MP to cast spells, though it can always use the Cure III spell even if they have insufficient MP. The soul does not gain the benefit of any magical equipment that remains on the body below. The soul cannot speak in this state or make noise through any normal means (but the mindful white wizard can still easily use spells to communicate, such as with the cantrips Ghost Sound or Arcane Mark.).

If used in conjunction with the Auto-Life spell or a similar effect, the duration of the option to return to life starts at the beginning of [Capstone Name]. The white mage cannot affect their own body with magic in any way, though the soul is unaffected if the body is moved or even further damaged. [Capstone Name] lasts for 1d3+1 rounds, and can only be used once per week.

Black Mage / Black Wizard
Black Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features|Magic Points|Spells Known|Maximum Spell Level

1st|
+0|
+0|
+0|
+2|Elemental Seal 1/day|
2|
2|
1

2nd|
+1|
+0|
+0|
+3|Elemental Mastery +1|
6|
4|
1

3rd|
+1|
+1|
+1|
+3|Conserve MP I|
11|
6|
2

4th|
+2|
+1|
+1|
+4|Spell Critical +1|
17|
8|
2

5th|
+2|
+1|
+1|
+4|Bonus Feat|
25|
10|
3

6th|
+3|
+2|
+2|
+5|Elemental Seal 2/day|
35|
12|
3

7th|
+3|
+2|
+2|
+5|Manifest Will|
46|
12|
4

8th|
+4|
+2|
+2|
+6|Conserve MP II|
58|
16|
4

9th|
+4|
+3|
+3|
+6|Elemental Mastery +2|
72|
18|
5

10th|
+5|
+3|
+3|
+7|Bonus Feat|
88|
20|
5[/table]

Black Wizard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features|Magic Points|Spells Known|Maximum Spell Level

1st|
+0|
+0|
+0|
+2|Elemental Seal 3/day|
106|
22|
6

2nd|
+1|
+0|
+0|
+3|Improved Elemental Seal|
126|
24|
6

3rd|
+1|
+1|
+1|
+3|Conserve MP III|
147|
26|
6

4th|
+2|
+1|
+1|
+4|Spell Critical +2|
170|
28|
7

5th|
+2|
+1|
+1|
+4|Bonus Feat|
195|
30|
7

6th|
+3|
+2|
+2|
+5|Elemental Seal 4/day|
221|
32|
8

7th|
+3|
+2|
+2|
+5|Elemental Mastery +3|
250|
34|
8

8th|
+4|
+2|
+2|
+6|Greater Elemental Seal, Conserve MP IV|
280|
36|
9

9th|
+4|
+3|
+3|
+6|Spell Critical +3|
311|
38|
9

10th|
+5|
+3|
+3|
+7|Overchannel, Bonus Feat|
343|
40|
9[/table]

Black Mage

Hit Die: d4
Starting Hit Points: 6
Class Attribute Bonuses: +2 Int, +1 Dex, +1 Wis

Class Skills
The black mage's class skills are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (any) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.


Class Features

Weapon and Armor Proficiency
Black mages are proficient with daggers. Black mages are not proficient with any armor nor any shields.

Manafont (Limit Break) (Ex)
Black mages, if left desperation as their last tool, can tear open a small, temporary rift to an elemental plane, infusing themselves with its power. While under this effect, the black mage is unaffected by the Silenced status, gains a +10 Competence bonus to Concentration checks, and the MP cost of spells cast is reduced by half rounded up. Manafont lasts for five rounds and requires but a Swift action to activate.

Spells
The masters of Black Magic, black mages cast spells which are drawn from the black mage spell list. To learn or cast a spell a black mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Black Mage's spell is 10 + the spell level + the black mage's Intelligence modifier.

Elemental Seal (Su)
As a Swift action a black mage can focus intently on the next spell they cast in the same turn, making it much more likely to affect the target. The Saving Throw DC, if any, increases by 3. The attack roll, if any, gains a +5 Competence bonus, and finally, the black mage receives a +5 bonus to the Caster Level check to overcome any Elemental or Spell Resistance. Black mages gain extra uses of this ability at 6th, 11th, and 16th levels.

Elemental Seal takes an amount of concentration that black mages and wizards cannot often repeat in a short amount of time. As such, they can only easily perform Elemental Seal once an encounter. If a black mage or wizard wishes to use it a second time, they must greatly exert themselves, requiring the expenditure of two uses of Elemental Seal for the second activation.

Elemental Spell Damage Mastery (Su)
Starting at the 2nd level, black mages begin to understand how to direct and control every last bit of destructive power in their elemental spells. Any spell that deals instantaneous damage to hit points belonging to the Elemental school of magic deals an additional 1 point of damage per spell level. This bonus increases to +2 extra points of damage per spell level at 9th level, and once again at 17th level.

Spells that have continuous effects, such asFreeze, only deal this extra damage during their initial, instantaneous damage from their casting. Targets struck by spells that do not deal damage at the same time as their casting, such as a Tornado or Flood that moves into the space occupied by an enemy on the black mage's next turn, do not take this extra damage (although the targets in the area when it is first created do).

Conserve MP (Ex)
Black mages tend to expend more MP in a day than any other class. As they progress, they learn how to more efficiently use their limited energies. At 3rd level, every time the black mage casts a spell they have a 10% chance to successfully reduce the spell's MP cost by 1d4 points, to a minimum of 1. This chance increases to 20% at 8th level, 30% at 13th level, and 40% at 18th level.

Spell Critical (Ex)
It is possible, with enough practice, to control the elemental energies let loose at a single target even after they have left the caster's hands. Black mages learn to do just that, doubling the critical threat range of any of their magical ranged touch attacks by one (19-20/x2). This devastating ability further improves at 14th and 19th levels, each time multiplying the critical threat range once again (18-20/x2 and then 17-20/x2).

Bonus Feats
At 5th, 10th, 15th, and 20th levels a black mage gains a mage bonus feat. At each such opportunity a metamagic feat or one from the following list can be selected so long as all of the necessary prerequisites are met:
Extra Spell
Extra MP
Spell Penetration / Greater Spell Penetration
Spell Focus / Greater Spell Focus
School Mastery / Greater School Mastery
Magic Supremacy

Manifest Will
There are times where the practicality of a swift and accurate thrust of a dagger is all that's needed, as opposed to the effort, noise, and non-subtle tactic of raining shards of ice down from the sky or raising pillars of jagged stone from the earth. Slowly learning to harness a tiny amount of kinetic force able to be drawn upon nearly instinctually, the clever mages have found a way to better facilitate a small amount of humble hand-soiling into their repertoire.

As a free action, at 7th level, a black mage may spend 1 point of MP to add their Intelligence bonus (if any) to any melee weapon attack roll and deal and damage as if their Strength score were two points higher. This can be used as often as the black mage desires, including but not limited to, multiple attacks in one round from either a high Base Attack Bonus or a Haste effect, or when making attacks of opportunity.


Black Wizard

Hit Die: d4
Prerequisites: Black Mage 10th

Class Skills
The black wizard's class skills are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (any) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Additional Level: 4 + Int modifier.


Class Features

Weapon and Armor Proficiency
Black wizards gain proficiency with claw weapons.

The Big One (Limit Break) (Su)
A black wizard of any level is well on their way of becoming the epitome of arcane mastery. Even entry level black wizards can focus an incredible amount of magical energy into a single spell, and the spectacle only gets more terrifying as they progress. As a Full-round action, a black wizard may cast a spell as if under the metamagic effects of Enlarge Spell, Empower Spell, Maximize Spell, Silent Spell, Still Spell, and Widen Spell at no additional cost to spell level (metamagics that have no application to the spell are ignored). In addition, this spell is cast as a 9th-level spell as if under the effects of the Heighten Spell metamagic, even if the black wizard is incapable of casting spells of that level.

A black wizard may cast any spell in this manner with a casting time no greater than 1 Round. The spell's new casting time becomes the Full-round action required to execute this Limit Break and the effects of the spell take place immediately at the end of the black wizard's turn.

Casting a spell in such a fashion takes a demanding physical toll on the black wizard's body and mind. After using The Big One, they become dazed for one round as well as fatigued. Elemental Seal cannot be used in conjunction with The Big One, as the strain would likely irreparably harm their body and minds.

Improved Elemental Seal (Ex)
The black wizard's focus on the dark arts has furthered their understanding of their Elemental Seal ability. When used, Elemental Seal now confers a +7 bonus to the attack rolls and Caster Level checks to penetrate Elemental or Spell Resistance instead of the previous +5. The increase to saving throw DCs raises to +4.

Greater Elemental Seal (Ex)
By 18th level, the black wizard's knowledge of the dark arts rivals that of nearly any mortal who came before them. Elemental Seal is again improved, granting a total bonus of +9 to attack rolls and Caster Level checks to penetrate Elemental or Spell Resistance instead of the previous +7. The increase to saving throw DCs raises to +5.

Overchannel (Su)
[Currently being reworked]

teslas
2013-03-06, 08:55 PM
Sources, Houserules, and Homebrew


Sources

The following materials are required to play the campaign:
Dungeons and Dragons™ Player's Handbook v3.5

The DM should also have access to:
Dungeons and Dragons™ Dungeon Master's Guide v3.5
Dungeons and Dragons™ Monster Manual v3.5

Nearly all of the information in the above three books has been released under the OGL and can be found in the d20 SRD. All of the links throughout this document (if/when they are re-added) are for the users' convenience and point to the appropriate page inside of the d20 SRD.

It is strongly recommended, but not absolutely required, that the players have access to the following D&D source books:
Player's Handbook II
The Complete Series
Stormwrack
Races of Stone
Races of the Wild
Drow of the Underdark
Dungeonscape

These additional sources will give the players options for feats, elaboration on rulings, and information about pieces of the campaign world. There are, obviously, plenty more sourcebooks that may have tidbits of useful options for characters. These are allowed at the DM's discretion. As always, note all the appropriate errata for each source if present and consult your DM for what is and is not part of the campaign.


Prohibited Character Options

Non-standard sources:
Any and all Forgotten Realms and Eberron setting materials are disallowed. Basically anything inside of Dragon Magazines, especially anything the players would probably want, is not part of the campaign without explicit DM approval.

Alternate Class Features:
Each class in FF1 was built with their class features in mind for this specific campaign, and as such, balancing alternate class features (ACFs) from non-FF1 sources is sort of moot. The frequency of available options for ACFs is higher for some classes and nonexistent for others. Despite the similarities in name or function, the FF1 classes are not directly analogous to the D&D core classes for the purposes of ACFs.

Specific Feats:

-- Easy Metamagic
Stacking metamagic feats on top of one another is not necessary in this magic system. Higher level spells are already slightly enhanced as compared to their D&D analogues, further lessening the "need" for this feat. This is mentioned here only because it is commonly taken in some circles.

-- Metamagic School Focus
For much the same reasons as the above feat.

-- Reserve Magic Feats
With no particular targets or exceptions, the vast majority of these feats should be disallowed altogether. Due to the MP system for the spellcasting classes, they are largely unnecessary. The increase in caster level for similar spells is handled by other newly introduced feats.


Optional Rules For This Campaign

The following rules are suggested for play with FF1, and it was designed with them in mind, though they are not required.

Armor:
The game was designed along with the variant ruleset which grants damage reduction for wearing armor. It is strongly suggested that this be followed, as the interplay between DR, normal AC, and touch AC plays into the strengths and weaknesses of fighters, thieves, black belts, and Black Magic.

For more clarity (if the below examples don't do it for you), it can be found on the online SRD, with the following modification. All Armor bonuses from any source apply to the formula to determine damage reduction. This includes bonuses provided by Enhancement bonuses to a piece of armor, or bonuses from feats such as Heavy Armor Optimization. Natural Armor works the same way, with every 5th point granting a stacking DR 1/-.

Example 1: A red mage is wearing a breastplate which gives 5 AC. If it is +2 through enchantment, it will grant a base armor bonus of +7. Instead of granting +5 to AC and a DR 2/- as per the normal variant rule, it will instead grant an AC of 4 and DR 3/-.

Example 2: A knight is wearing Full Plate + 4 and has both the Heavy Armor Optimization and Greater Heavy Armor Optimization feats. His total armor bonus is 14. Instead of granting 10 AC and DR 4/-, it will grant 7 AC and DR 7/-.

Spell Resistance and Elemental Resistance:
A creature may freely accept beneficial spells even if they allow for Spell Resistance or Elemental Resistance. Doing so is a free action that can be taken any time and does not provoke attacks of opportunity, nor does it affect the creature's resistance toward any other spells or effects targeting it in this turn. Normally, lowering one's Spell Resistance is a Standard action that provokes attacks of opportunity and remains lowered until the creature's next turn.

Spiked Chains Don't Exist:
As topic.

Weapon Finesse and Appropriate Weapons:
Any weapon (including attacking unarmed) that is appropriate for the Weapon Finesse feat is automatically finessable by the wielder. For example, this means that anyone using a shortsword can freely choose to use either their Strength or Dexterity score for the ability score modifier to their attack roll. Work with the DM for any feats that require Weapon Finesse as a prerequisite.

Limit Breaks:
Limit Breaks are incredibly powerful. Players looking for an easy experience might want to have them available one per day as any other class ability might be. Players looking for a challenge from facing overwhelming odds and enemies may choose to play with them every day so that they are not at risk of dying constantly. The DM decides how he'd like to handle Limit Breaks, be it as often as once a day or as something he can dole out in only very special situations akin to action points.


Houserules:

These are intended to be "non-optional".

Feats:

-- Dodge
It now grants a +1 Dodge bonus to AC against all targets. As a free action, on the character's turn, they can select a single enemy dodge target, increasing the Dodge bonus to AC against this target to +2, but negating the +1 bonus to all else. As normal, their dodge target can only be changed once a round. Other feats or abilities may grant similar effects to Dodge or augment its bonuses. Refer to your DM for a ruling on how these should apply.

-- Spell Focus
This feat is renamed to "School Focus". School Focus can be chosen for one of the six schools of magic (IE: Divine, Enfeebling, etc.) and raises the Saving Throw DC for any spells that you cast of that particular school by +1. Greater Spell Focus is now Greater School Focus and behaves in the same way.

-- Practiced Spellcaster
Multiclassing for PCs is not possible, so this feat is only applicable to knights and ninjas. As such, it is slightly enhanced. It instead lets the player treat their Caster Level as 5 higher (instead of 4), up to a maximum of their character level. Note: Practiced Spellcaster does still require 4 ranks in Spellcraft to qualify.

-- Greater Spell Penetration
This feat will now confer a +3 bonus to Caster Level checks to penetrate Spell or Elemental Resistances. The prerequisite feat, Spell Penetration, is unaffected. The total bonus of having both feats is +5.

-- Combat Casting
This feat grants a +5 bonus on Concentration checks to cast defensively instead of +4. There are no prestige classes that require this feat, and it normally being +4 means that Skill Focus: Concentration is better in essentially all cases.

-- Leadership
This feat cannot be used to gain a cohort of any of the six basic or advanced classes for any reason. Work with the DM for any ideas you may have. Here are some suggestions of the possible options for use with this powerful feat:
Gaining a dedicated craftsman or expert in several vocations to provide their services to the party.
Gaining a talented diplomat and spokesperson for the party and its interests.
Gaining a battlefield ally using the Warrior (DMG p110) template.
Attracting a trusted companion and steed for a fighter or knight--like a Chocobo! (Note: the Animal Cohort feat available online should be considered for this.)
Attracting a loyal crew to man, maintain, and possibly help defend any of the vessels that may be found during the campaign.

Skills:

-- Disable Device
Disable Device now grants a synergy to Open Lock. After 5 ranks in Disable Device, Open Lock gains a +2 synergy bonus.


Homebrewed Feats Available:

Rapid Quaff
Benefit: Potions and other potion-like items can now be imbibed or used as a Move action. It is never possible to perform normal movement while drinking a potion in this way. If moving because of a Mount's action, it is a DC 10 Ride check to steady oneself enough to drink the potion, or the potion is spilled and lost. Drinking a potion or using similar objects still provokes attacks of opportunity as normal.
Normal: Drinking potions is a Standard action.

Extra Spell
Benefit: One extra spell slot is gained that can be used to hold any spell of a level that the character can cast. As they increase in level, the extra spell slot granted by this feat is always able to hold the highest level of spell currently available to cast. This spell can be replaced in the same manner as normal spell slots. This feat can be taken multiple times.
Normal: Extra Spell does not scale with your character's ability to cast higher level spells.

Extra MP
Benefit: The character gains bonus MP as if their casting ability score were four points higher (effectively one extra MP per casting class level) for the purposes of determining bonus maximum MP. This feat can only be taken once.

Red Wizard Paragon
Prerequisite: Extra Spell; Red wizard able to cast 6th level spells.
Benefit: Red wizards that take this feat are able to learn and cast a 7th level spell from the White or Black Magic spell lists in the spell slot(s) granted by Extra Spell. They must still learn the spell by the appropriate means. Red Wizard Paragon does not allow red wizards to manifest Chainspell as if they could cast 7th level spells. The 7th level spell(s) learned, and only the 7th level spell(s) learned, can be used in conjunction with the red wizard's Spell Flexibility ability to cast spells of up to 9th level after metamagic adjustments are applied.

Note: 7th level spells available to red wizards: Bar-Element II, Bravery, Break, Cure IV, Drain II, Faith, Light IV.

Same Team!
Benefit: Allies, including yourself, gain a +3 untyped bonus to saving throws against your spells. Same Team! only affects allies whose position and identity of which you are aware.

Greater Same Team!
Prerequisite: Same Team!
Benefit: Allies further gain +3 to saving throws against your spells and act as if they have the Evasion and Mettle class features for spells that you cast.

Improved Dispel
Prerequisite: Dispel on class's spell list
Benefit: You gain a +4 bonus to your Dispel attempt checks.

School Mastery
Benefit: Select one school of magic. Gain +1 effective Caster Level for all spells of the selected school.

Greater School Mastery
Prerequisite: School Mastery
Benefit: Gain an additional +1 effective Caster Level for one of the schools for which you have selected School Mastery.

Magic Supremacy
Prerequisite: School Mastery or Greater School Mastery selected a total of four times in at least three different schools; Base Caster Level 11th
Benefit: Your effective Caster Level for all spells increases by one. Additionally, the amount of cantrips available to you in a day doubles.

Scribe Ninjutsu Scroll [Item Creation]
Prerequisite: Ability to cast spells.
Benefit: You can create a tiny ninjutsu scroll of almost any spell you know. Scribing such a scroll takes 12 hours for each 1,000gp in its base price. This process can be interrupted and resumed. The base price of a scroll is its spell level * Caster Level * 25gp. Seventh or higher level spells, due to their complex and mystical nature, cannot be inscribed in this way.

teslas
2013-03-06, 09:04 PM
Notes:

This will eventually be something a bit more organized than this random smattering of thoughts.


The classes are not completed, mechanically, between levels 15 and 20. The testing of scaling of spells, abilities, and the like has not been completed. Some abilities have names and intentions, but no hard-defined associated mechanics as of yet. Sufficient play-testing has not yet been available to nail down these later levels.

Why not just 20 levels of the same class? For starters, it's a better way to implement certain mechanics. Black wizards, for example, begin to gain more skill points than black mages do. Ninjas have full BAB while thieves only get 3/4.

This system was not created with multiclassing in mind at all. It is not suggested that it is allowed in any capacity.

All classes use the fractional base attack bonus method of counting their BAB. The class tables have their BAB adjusted to reflect this, though only black belts and red mages are affected.

The master's FPPEHT started as a joke, then we made the mechanics for it as a joke... then we thought about it. If it fits, it fits, if it doesn't, it won't make it in. For now it's just sitting there waiting for the decision.

scarmiglionne4
2013-03-08, 02:54 PM
I just wanted to say that I am anxious to see this finished and even if I don't have a critique for everything, I have subscribed and check it daily.

teslas
2013-03-11, 11:37 PM
All three mages are up now. They will probably make a lot more sense when the spells are uploaded. I did not have time to read over their entries for simple mistakes, so feel free to point them out if you want to save me time. As stated before, this is best done with private messages to avoid cluttering up this thread.

This post will be a placeholder for MP, Spells, Metamagics, and You.

Viladin454
2013-03-12, 06:10 PM
I haven't talked to Teslas in a long while, but his system honors FF1 in its essence. Glad to see he (and his fellow creators) are still at it.

teslas
2013-03-13, 05:30 PM
Spells By Spell Level and Type

Below are all of the spells grouped into different indexes for easy reference. An asterisk (*) denotes that a spell is job-specific, meaning that it's only available to the mage dedicated to that type of magic. The format is:
Spell Level: Spell, Spell, Spell*

White Magic
1st: Cure, Dia, Fear, Libra, Light, Protect, Basuna*, Blink*, Harm*
2nd: Aquaveil, Bar-element, Shell, Silence, Vanish, Heal*, Protectra*, Restore*, Veil*
3rd: Cure II, Diaga, Float, Light II, Reveal, Basunara*, Harm II*, Shellra*
4th: Barrier, Life, Paralyze, Vanish II, Bar-elementra*, Communion*, Heal II*, Restore II*
5th: Cure III, Light III, Protect II, Auto-Life*, Floatra*, Harm III*, Vanishra*
6th: Astra, Escape, Life II, Reflect, Shell II*, Barriera*, Heal III*, Protectra II*
7th: Bar-element II, Bravery, Cure IV, Faith, Light IV, Esuna*, Harm IV*, Shellra II*
8th: Regrowth, Bar-elementra II*, Haven*, Heal IV*, Pearl*
9th: Life III, Arise*, Holy*, Vanishra II*

Black Magic
1st: Fast, Sleep, Poison, Mount, Lock, Aero, Stone, Water, Ice Slick*, Rasp*
2nd: Drain, Blind, Temper, Fire, Blizzard, Thunder, Elemental Armor*, Elemental Spikes*, Frost*
3rd: Slow, Bind, Haste, Sight, Aero II, Stone II, Water II, Sleepga*, Shock*
4th: Aspir, Bio, Confuse, Blizzard II, Fire II, Thunder II, Cabin*, Drown*
5th: Berserk, Force, Aero III, Stone III, Water III, Bane*, Toad*, Burn*
6th: Warp, Blizzard III, Fire III, Thunder III, Hastega*, Slowga*, Stun*, Choke*
7th: Break, Drain II, Comet*, Cottage*, Burst*, Flare*, Freeze*
8th: Aspir II, Stop, Flood*, Tornado*, Quake*
9th: XXXX, Meteor*, Nuke*, Ultima*

Red Magic
1st: Enspell*
2nd: Gravity*, Regen*
3rd: Dispel*, Phalanx*
4th: Refresh*, Enspell II*
5th: Graviga*, Regen II*
6th: Dispelga*, Phalanxga*


Spells By School and Element
Divine:
Light: Arise, Auto-Life, Communion, Dia, Diaga, Harm, Harm II, Harm III, Harm IV, Holy, Libra, Light, Light II, Light III, Light IV, Pearl, Reveal, Veil.

Healing:
Light: Basuna, Basunara, Cure, Cure II, Cure III, Cure IV, Esuna, Heal, Heal II, Heal III, Heal IV, Life, Life II, Life III, Regrowth, Restore, Restore II

Enhancing:
Light: Astra, Escape, Protect, Protectra, Protect II, Protectra II, Reflect, Shell, Shellra, Shell II, Shellra II
Earth: Phalanx, Phalanxga
Water: Aquaveil, Faith, Regen, Regen II
Wind: Blink, Float, Floatra, Haste, Hastega
Fire: Bravery, Temper, Refresh
Ice: Barrier, Barriera
Lightning: Vanish, Vanishra, Vanish II, Vanishra II
Dark: Fast, Lock, Sight, Warp
Varies: Bar-element, Bar-element II, Elemental Armor, Elemental Spikes, Enspell

Enfeebling:
Light: Fear
Earth: Break, Gravity, Graviga, Slow, Slowga
Water: Poison, Toad
Wind: Silence
Fire: Berserk, Confuse
Ice: Bind, Stop
Lightning: Paralyze
Dark: Blind, Dispel, Dispelga, Sleep, Sleepga

Elemental:
Earth: Stone, Stone II, Stone III, Rasp, Quake
Water: Water, Water II, Water III, Drown, Flood
Wind: Aero, Aero II, Aero III, Choke, Tornado
Fire: Fire, Fire II, Fire III, Burn, Flare
Ice: Ice, Ice II, Ice III, Frost, Freeze
Lightning: Thunder, Thunder II, Thunder III, Shock, Burst

Dark:
Earth: Cabin, Cottage
Water: Bane
Wind: Mount
Fire: Meteor
Ice: Comet, Ice Slick
Lightning: Stun
Dark: Aspir, Aspir II, Bio, Drain, Drain II, Force, Nuke, Ultima, XXXX


Cantrips

Below are all of the cantrips available to the players along with their corresponding function from standard D&D. The DM can add other cantrips at his discretion, but it should not be done so lightly.

Arcane Mark (http://www.d20srd.org/srd/spells/arcaneMark.htm)
Create Water (http://www.d20srd.org/srd/spells/createWater.htm), except 1 gallon/level
Detect Magic (http://www.d20srd.org/srd/spells/detectMagic.htm)
Detect Poison (http://www.d20srd.org/srd/spells/detectPoison.htm)
Ghost Sound (http://www.d20srd.org/srd/spells/ghostSound.htm)
Identify (http://www.d20srd.org/srd/spells/identify.htm) (note: no material components, as all other spells)
Illuminate (http://www.d20srd.org/srd/spells/light.htm)
Know Direction (http://www.d20srd.org/srd/spells/knowDirection.htm)
Mage Hand (http://www.d20srd.org/srd/spells/mageHand.htm)
Mending (http://www.d20srd.org/srd/spells/mending.htm)
Message (http://www.d20srd.org/srd/spells/message.htm)
Open/Close (http://www.d20srd.org/srd/spells/openClose.htm)
Prestidigitation (http://www.d20srd.org/srd/spells/prestidigitation.htm)
Purify (http://www.d20srd.org/srd/spells/purifyFoodAndDrink.htm), except 1 cu. ft./2 levels
Read Magic (http://www.d20srd.org/srd/spells/readMagic.htm)

Razanir
2013-03-13, 05:42 PM
Spell Lists

1) I'd classify the Red Magic spells into White and Black. I don't remember them getting their own category
2) Pick one. Spell II or Spellra. It doesn't look very nice when you mix the two. I vote Fire -> Fira -> Firaga -> Firaja

teslas
2013-03-13, 05:50 PM
1) I'd classify the Red Magic spells into White and Black. I don't remember them getting their own category
2) Pick one. Spell II or Spellra. It doesn't look very nice when you mix the two. I vote Fire -> Fira -> Firaga -> Firaja

1)
I may very well do that, but for the time being, it's easiest to differentiate the spells by which class's list they appear on as that's what I've got written down. I'll also list spells by school and element here in a moment in the above thread.

2)
-ga and -ra do not denote higher level spells as in, say, Tactics Advance or some of the FF remakes for the US. They denote that spells are area of effect. Shellra, for instance, affects multiple targets. Hastega is not Haste II, it is the same as Haste but hits multiple targets in an area.
-ra spells affect only allies in an area.
-ga spells affect all targets in an area.
This naming convention was adopted from FFXI, the only multiplayer FF game to date (SHUT UP. THE OTHER ONE NEVER HAPPENED.). You may also notice that some of the other spells are borrowed, or at least borrow the names.

This would have been apparent when the spells are uploaded. I guess I'll go ahead and say, to avoid confusion, that the classic black magic direct damage-dealers, such as Fire, Thunder II, Blizzard III, or what have you can target a single enemy or multiple if they are tier 2 and above. Think of it as hitting the R or Select button, depending on your FF flavor.

edit-
Also, jesus, no need to quote the entire post, was there? Takes up all sorts of screen.

edit2-
Thanks!

Razanir
2013-03-13, 08:29 PM
2)
-ga and -ra do not denote higher level spells as in, say, Tactics Advance or some of the FF remakes for the US. They denote that spells are area of effect. Shellra, for instance, affects multiple targets. Hastega is not Haste II, it is the same as Haste but hits multiple targets in an area.
-ra spells affect only allies in an area.
-ga spells affect all targets in an area.
This naming convention was adopted from FFXI, the only multiplayer FF game to date (SHUT UP. THE OTHER ONE NEVER HAPPENED.). You may also notice that some of the other spells are borrowed, or at least borrow the names.

Wait, it's really like that in most? I suppose I HAVE only played the first 3...

On a side note, FF2 has such an abuseable leveling system. Everyone was unarmed and could heal each other :smallamused:

scarmiglionne4
2013-03-14, 08:03 AM
Wait, it's really like that in most? I suppose I HAVE only played the first 3...

On a side note, FF2 has such an abuseable leveling system. Everyone was unarmed and could heal each other :smallamused:

It is like that in every game from 1 to 9. I have never played Final Fantasy Online as it should have been called.

Also in FF2, at least in the rom I played, you could raise stats above 99.

Anyway, since this is an FF1 conversion, why not just do magic like in FF1? Low level spells are single target, starting with -ra or -2 they are area of effect.

teslas
2013-03-14, 07:43 PM
Anyway, since this is an FF1 conversion, why not just do magic like in FF1? Low level spells are single target, starting with -ra or -2 they are area of effect.

Because this is FF1's campaign material in a 3.5 context.

There has to be enough variety in the spells to make the mages... playable. Their class features, while not non-existent, entirely depend on their spells (except for a couple of white mage ones), meaning that the spells are their actual class features, just like 95%+ of all spellcasters in 3.5.

And the direct-damage spells cannot be used as AoE spells until second tier, as I said previously. You can't slap a group of enemies with Fire, but you can with Fire II or Fire III (or you can hit just one enemy for increased damage).

Again, as I get time, I'll post the spells. Hopefully it's more clear then.

edit-
Fixed delusional word choice, replaced "all clear" with "more clear".

edit2-
I stayed up way past my bed time and added Aero I, II, and III below as examples. The behavior of the direct-damage big six will also be addressed in the as-yet-to-be-created thread MP, Spells, Metamagic and You.

teslas
2013-03-14, 10:04 PM
Spells A - Bi

AeroElemental [Wind]
Level: BLM/NIN/RDM 1
Casting Time: Standard
Range: Medium
Effect: Ray
Duration: Instantaneous
Saving Throw: No and Reflex negates; see text
Spell Resistance: Yes

You call forth a strong gust of wind to whip and slam your enemies.

You direct a powerful burst of wind at one enemy. You must make a successful ranged touch attack to hit. A creature struck by the gust takes 2d8 + 1 point per Caster Level (maximum +7) of Wind damage.

A creature hit by Aero must make a Reflex save to avoid being blown back by this sudden force. Medium and Small creatures that fail this save are blown backward directly away from the caster 5 feet. Tiny or smaller creatures are knocked prone and knocked back 10 feet. Large and larger creatures are unmoved. Aero can never push a creature away that occupies the same space as the caster.

Flying creatures are blown back twice the distance of an equal sized creature on the ground and, if moved, suffer an additional 1d6 points of nonlethal damage due to battering and buffeting. Additional damage for being blown into objects is up to DM discretion, but the force from Aero is usually fairly light and abrupt.

At 5th Caster Level, the base distance that Medium and Small creatures are blown backward increases by 5 feet. Tiny or smaller creatures are blown back an additional 10 feet. The additional non-lethal damage that flying targets receive increases to 2d6.

Counters Stone.
Aero IIElemental [Wind]
Level: BLM/NIN/RDM 3
Casting Time: Standard
Range: Medium
Targets: See text
Duration: Instantaneous
Saving Throw: No and Reflex negates; see text

You swing your arm in a circular motion, calling forth a powerful vortex to blow back your foes.

Single Target
You direct a powerful front of wind at one enemy. You must make a successful ranged touch attack to hit. A creature hit by the gust takes 4d8 + 1 point per Caster Level (maximum +11) of Wind damage.

A creature hit by Aero II must make a Reflex save to avoid being blown away by this sudden burst. Large and Medium creatures that fail this save are blown backward directly away from the caster 10 feet. Small or smaller creatures are knocked prone and blown back 20 feet. Huge and larger creatures are unmoved. Aero II can never push a creature away that occupies the same space as the caster.

Flying creatures are blown back twice the distance of an equal sized creature on the ground and, if moved, suffer an additional 2d6 points of nonlethal damage due to battering and buffeting. Additional damage for being blown into objects is up to DM discretion, but the force from Aero II is usually rather sudden and forceful.

At 9th Caster Level, the base distance that Large and Medium creatures are blown backward increases to 15 feet. Small or smaller creatures are blown back twice this amount. The additional non-lethal damage that flying targets receive increases to 3d6.

Multiple Targets:
Area: 25' cone originating within the spell's casting range. The direction of Aero II's area of effect must be oriented facing directly away from the caster. The caster must have line of effect to the emanation point, but not to all creatures that may be in the spell's area.

All creatures in the area are hit with the single target version of Aero and are allowed a Reflex save (Saving Throw DC appropriate for a 3rd level spell). On a successful save, targets take only half damage and they automatically avoid the secondary effects of Aero. On a failed save they take damage as normal and are automatically pushed by the appropriate amount for their size according to Aero away from the emanation point.

Counters Stone II and Stone.
Aero IIIElemental [Wind]
Level: BLM/RDM 5
Casting Time: Standard
Range: Medium
Targets: See text
Duration: Instantaneous
Saving Throw: No and Reflex negates; see text

Completing a forceful motion with your arms you throw forth a violent gale rivaling the mightiest of storms.

Single Target
You direct a veritable gale of wind at one enemy. You must make a successful ranged touch attack to hit. A creature hit by the gust takes 6d8 + 1 point per Caster Level (maximum +15) of Wind damage.

A creature hit by Aero III must make a Reflex save to avoid being blown away by this massive front of air. Huge and Large creatures that fail this save are blown backward directly away from the caster 15 feet. Large or smaller creatures are knocked prone and blown back 30 feet. Gargantuan and larger creatures are unmoved. Aero III can never push a creature away that occupies the same space as the caster.

Flying creatures are blown back twice the distance of an equal sized creature on the ground and, if moved, suffer an additional 3d6 points of nonlethal damage due to battering and buffeting. Additional damage for being blown into objects is up to DM discretion, but the force from Aero III is usually quite strong and powerful.

At 13th Caster Level, the distance flying creatures are pushed increases to triple the distance of an equal size sized creature on the ground and Gargantuan creatures that are flying are now also pushed away the same distance as Huge creatures. The additional nonlethal damage due to battering and buffeting increases to 5d6.

Multiple Targets:
Area: As Aero II.

All creatures in the area are hit with the single target version of Aero II and are allowed a Reflex save (Saving Throw DC appropriate for a 5th level spell). On a successful save, targets take only half damage and they automatically avoid the secondary effects of Aero II. On a failed save they take damage as normal and are automatically pushed by the appropriate amount for their size according to Aero II away from the emanation point.

Counters Stone III, Stone II, and Stone.
AquaveilEnhancing [Water]
Level: KNT/RDM/WHM 2
Casting Time: Standard
Range: Personal
Duration: 1 minute/level (D)

A soothing, blue aura of fluid energy flows from your hands over and around your entire body, protecting your mind from the distractions of the flesh.

While under the effect of Aquaveil, the caster gains a +8 Circumstance bonus to all Concentration checks. This bonus improves to +10 at 11th Caster Level, and again to +12 and +14 at 16th and 21st Caster Levels, respectively.

Special: You gain Aquaveil's bonus to Concentration checks when casting Aquaveil itself.
AriseDivine [Light]
Level: WHM 9
Casting Time: Standard
Range: Close
Targets: One dead creature
Duration: Instantaneous
Saving Throw: No (harmless)
Spell Resistance: No (harmless)
MP Cost: 34

Arise chicken. Chicken, arise!

As Life, but target creature is restored at maximum hit points.

Arise can also be used to bring someone back from the dead even if their corpse has been completely destroyed or is beyond the regenerative ability of the spell Regrowth. Doing so extends the casting time to ten full minutes as well as doubles (again) the already considerable mana cost.

Special: Arise costs double the normal amount of MP to cast as an equivalent spell of its level.

Counters XXXX.
AspirDark [Dark]
Level: BLM/NIN/RDM 4
Casting Time: Standard
Range: Close
Targets: One creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes

A flowing purple tendril of ethereal energy snaps out at your foe, draining them of their magical essence.

Aspir has the capability to lash out at the soul of the target creature, transferring, if present, some of its magical energy back to the caster. Aspir drains 3d8 mana and an additional 1d8 per every five Caster Levels after 7th (4d8 at 12th, 5d8 at 17th, etc...). Aspir only affects creatures with a current MP total above zero and cannot drain more MP than the target has to lose. Aspir cannot restore MP to the caster to where their total MP exceeds their maximum MP.

Due to the nature of Aspir, it quickly produces diminishing returns. Once a creature fails its Will save against Aspir, it is immune to further mana drain by Aspir or Aspir II from that source for 1d4 months. Aspir II can still destroy the target's MP as normal.
Aspir IIDark [Dark]
Level: BLM 8
Casting Time: Standard
Range: Close
Targets: One creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes

OM NOM NOM NOM

Aspir II devastates the target creature's MP while refueling a small amount of the caster's. Aspir II destroys 1d8 of the target's MP per Caster Level past 10th. Secondly, an additional 5d8 MP is stolen and transferred back to the caster in the same manner as Aspir. A successful Will save halves both the MP destroyed and the MP stolen.

Aspir II destroys a certain amount of MP before it drains any remaining for the caster--meaning that if all of the target's MP is destroyed, the caster gets nothing in return.

Due to the nature of Aspir II, it quickly produces diminishing returns. Once a creature fails its Will save against Aspir II, it is immune to further mana drain by Aspir or Aspir II from that source for 1d4 months. Aspir II can still destroy the target's MP as normal.
AstraEnhancing [Light]
Level: RDM/WHM 6
Casting Time: Standard
Range: Close
Targets: One creature
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: No (harmless)

A bright blue prism of light appears above the target's head.

The target gains limited protection from status changing effects. The first status effect to affect the target with a duration of 1 round or greater is automatically nullified and the duration of Astra immediately expires. Astra does not discriminate between beneficial and harmful spells or effects.

Status effects from items or other permanent sources are not negated and Astra does not expire.

Astra can negate the Doom status, but not instantaneous death effects.
Auto-lifeDivine [Light]
Level: WHM 5
Casting Time: 10 Minutes
Range: Personal
Duration: 1 hour/level (D)

After praying that revenge be made possible the next time someone in your dumbass party messes up and gets you killed, a light from the sky briefly shines down, filling you with comfort and peace of mind.

For the duration of the spell a creature with this effect that is killed can opt to return to life as an Immediate action within 5 rounds of dying. You are brought back to life exactly as if under the effect of a Life spell.

Once dead, your invisible and insubstantial soul floats 5' above your body and is completely immune to any and all effects. It is undetectable by mortal means. Your soul has vision out to 60' and is as perceptive as you were in life.

If you do not choose to resurrect within 5 rounds, the magical attachment to your body is lost, and you are dea... deader. You can always choose to decline the effects of Auto-life and suffer death as normal at any time.
BaneDark [Water]
Level: BLM 5
Casting Time: Standard
Range: Medium
Area: 15' spread, see text
Duration: 1 minute/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No

A rolling fog of poison spreads across a large area, suffocating and killing the feeble and physically weakening the strongest of creatures.

This dark spell generates a bank of yellowish green colored fog that is lethally poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4-6 HD is slain immediately unless it succeeds on a Fortitude save (in which case it still takes 1d4 points of Constitution damage at the end of each of its turns while in the cloud, no save). A living creature with 7 or more HD takes 1d4 points of Constitution damage on each of its turns that it ends while inside of the cloud (a successful Fortitude save halves this damage, and at 10 or more HD negates it). Holding one's breath doesn't help, but creatures immune to poison are unaffected by this spell.

The fog obscures all sight, including darkvision, beyond 10 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

This cloud generated by Bane moves away from the caster at 10' per round, rolling along the surface of the ground. This cloud can be influenced by heavy winds and changes in elevation as normal per DM discretion. Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where the spell was cast, heading away from where the caster was when the spell was cast.

Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids. If cast underwater, the spell lasts only one round per Caster Level, has a spread of only 10', moves only 5' per round, and exposed subjects gain a +2 bonus to their saving throws. Water breathing creatures do not gain this bonus on saving throws.

Bar-elementEnhancing [Varies]
Level: KNT/RDM/WHM 2
Casting Time: Standard
Range: Close
Targets: One creature
Duration: 10 minutes/level
Saving Throw: No (harmless)
Spell Resistance: No (harmless)

A glowing pulse of elemental energy washes over the target, offering a ward against a specific energy type.

The target gains Energy Reduction to one elemental energy type (Fire, Water, Lightning, Earth, Wind, or Ice).
Caster Level 1-5th: Reduce 5
Caster Level 6-10th: Reduce 10
Caster Level 11th-15th: Reduce 15
Caster Level 16+: Reduce 20

Multiple sources of elemental reduction of the same element do not stack (use the highest reduction), however a target may have multiple elemental reductions of different elements resulting from multiple castings of Bar-element or other sources.

Bar-element is a "metaspell" in that each version of elemental reduction is referred to as a separate spell (Bar-fire, Bar-water, etc), although they all refer to this spell. Bar-element's elemental alignment is always the element that is being protected against's weakness. For example, Bare-fire's elemental affinity is Water, where Bar-earth's element is Wind.
Bar-elementraEnhancing [Varies]
Level: WHM 4
Targets: One or more creatures, no two of which can be more than 30 ft. apart

This spell functions like Bar-element, but on multiple targets.
Bar-element IIEnhancing [Varies]
Level: WHM 7

A glow of elemental energy washes over you. You feel somehow more connected to the elements.

This spell functions as Bar-element, except the target also gains Elemental Resistance to a specific element equal to 11 + the target creature's hit dice.

In addition, Bar-element II can bestow Reduce 25 to the appropriate element at Caster Level 21st and higher.
Bar-elementra IIEnhancing [Varies]
Level: WHM 8
Targets: One or more creatures, no two of which can be more than 30 ft. apart

This spell functions as Bar-element II but on multiple targets.
BarrierEnhancing [Ice]
Level: KNT/RDM/WHM 4
Casting Time: Full-round
Range: Close
Targets: One creature
Duration: 1 minute/level
Saving Throw: No (harmless)
Spell Resistance: No (harmless)

Taking several moments to muster the energy required, a nigh-invisible protective shield is placed around the target.

Barrier provides the target with 5 + an additional 1 point per Caster Level of temporary hit points.
BarrieraEnhancing [Ice]
Level: WHM 6
Targets: One or more creatures, no two of which can be more than 30 ft. apart

As Barrier to multiple allies, but grants temporary hit points equal to the caster's Caster Level.
BasunaHealing [Light]
Level: WHM 1
Casting Time: Standard
Range: Close
Targets: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: No

A wave of fluid-like holy light washes over the target, cleansing them.

Basuna relieves the vast majority of standard status ailments. As Caster Level increases, the amount of effects Basuna can cure increases. Basuna can only relieve one status ailment per cast. The white mage has the option to select which effect they are removing from their target upon the time of casting.

Basuna cannot regenerate missing eyes or vocal organs, but it does repair damaged or disabled ones.

Effects Curable by Caster Level:
1st: Poison and magical Sleep
3rd: Magical and non-magical Blindness, Deafness, and Silence
5th: Magical and non-magical Paralysis (including Disrupt)
7th: Confusion, Addle, and Berserk, lessens Fear effects by one increment (Frightened becomes Shaken, etc)
9th: Curses and magical and non-magical Diseases
11th: Dia and Bio
13th: Lessens Fear effects by two increments
15th: Any two of the previous effects, as if Basuna had been cast twice
21st: Any three of the previous effects, exempting those from 15th Caster Level, as if Basuna had been cast thrice
BasunaraHealing [Light]
Level: WHM 3
Targets: One or more creatures, no two of which can be more than 30 ft. apart

As Basuna, but on multiple allies. The white mage must select one status to remove from all target creatures, and cannot remove different types of ailments individually. Your Caster Level for the purposes of determining what effects Basuna is capable of removing is reduced by 2 when using this spell.
BerserkEnfeebling [Fire]
Level: BLM/RDM 5
Casting Time: Standard
Range: Close
Targets: One creature
Duration: 1 + CL/2 Rounds
Saving Throw: Will negates
Spell Resistance: Yes

A fiery glow surrounds your target as they begin to lash out in a berserker rage.

The target becomes afflicted with the Berserk status. It is always possible for the target to willingly succumb to Berserk's effects, automatically failing the Will save against it.
BindEnfeebling [Ice]
Level: BLM/NIN/RDM 3
Casting Time: Standard
Range: Close
Targets: One creature
Duration: 1 + CL / 2 Rounds
Saving Throw: Reflex negates
Spell Resistance: Yes

Translucent tendrils of faint blue energy appear all around the target, leashing it as it tries to move.

The target creature is bound to its position on the ground or solid surface and can no longer take any action that would cause movement. Creatures can still be moved by outside forces so long as such forces would be strong enough to pick the afflicted creature up off the ground. Affected creatures can still attack and cast spells as normal, an retain their Dexterity modifier to their AC.

Flying creatures that become immobilized in mid-flight can control their descent so that they do not take falling damage, but they are incapable of moving from their current square as long as the effect is active and automatically descend at a rate of 10' per second, unless they are capable of hovering.

Each time a creature that is bound from this spell takes damage, there is a 50% chance the effect immediately ends. Creatures that are forced to move from their bound square make another Saving Throw against Bind's effects for their new location immediately. If they fail, they are bound to the new square and the duration continues as normal.

Damage directly caused to oneself cannot end Bind, although some damage caused by effects created by the afflicted creature may do so. Such effects are limited to damaging area of affect spells, spell-like elemental effects in an area, or explosions or blasts of some kind.
BioDark [Dark]
Level: BLM/NIN/RDM 4
Casting Time: Standard
Range: Medium
Targets: One creature
Duration: 1 + CL/2 Rounds
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

Dark magicians know that even the strongest of creatures can be weakened from the inside. Black and dark green blotches appear all over the infected creature's skin as they double over in agony, their body's immune systems turning on themselves.

Bio inflicts a magical effect akin to both disease and poison. The target takes 2d6 + 1 point of damage per three caster levels at the beginning of each of their turns, and become sickened. Creatures immune to poison are immune to the damage per round. Creatures immune to disease are immune to Bio's sickening effect. A successful Fortitude save prevents the damage each round, but does not prevent being sickened.

Creatures with no Constitution score are always immune to Bio.

teslas
2013-03-16, 12:16 AM
Spells Bl - C

BlindEnfeebling [Dark]
Level: BLM/NIN/RDM 2
Casting Time: Standard
Range: Medium
Targets: One creature
Duration: 1 + CL / 2 Rounds
Saving Throw: Will negates
Spell Resistance: Yes

A small, murky cloud of magical darkness surrounds the target's eyes, blotting out their vision.

Blind creates a magical impediment that blocks the target's vision, completely blinding them. Any creature that relies on visual sight is affected, even if this vision does not depend on eyes. Creatures that do not rely solely on visual sight to "see" their surroundings can still succumb to Blind, losing their regular vision, but retain any other modes of perception (such as tremorsense or blindsight).

As your Caster Level increases, so does the potency of this spell. For every six Caster Levels past the 3rd, the Saving Throw DC for Blind increases by 1.
BlinkEnhancing [Wind]
Level: WHM 1
Casting Time: Standard
Range: Personal
Duration: up to 1 + CL / 2 Rounds (D)
MP Cost: Varies

A boss monster appears! ...and crap, is running toward the healer. The white mage screams "Holy ****!" and begins to blur and blink in a random fashion.

The caster gains the benefit of a 50% miss chance from all weapon attack rolls (including magical and natural weapons, melee and ranged) for the duration of the spell. Spells that do not rely on attack rolls still affect the caster as normal.

Blink consumes 1 MP for each round the spell is to persist. A 3rd level white mage that would like Blink to last for two rounds spends 2 MP to cast it. A 14th level white mage wanting Blink to last 8 rounds must pay 8 MP. You can specify how many rounds, and therefore how much MP being spent, at the time of casting. Any metamagics applied to Blink apply as normal per a 1st level spell.
BlizzardElemental [Ice]
Level: BLM/NIN/RDM 2
Casting Time: Standard
Range: Medium
Effect: Ray
Duration: Instantaneous
Saving Throw: No and Reflex negates; see text
Spell Resistance: Yes

Shards of ice and snow flow from your fingertips, shredding and partially freezing your enemy.

Blizzard requires a ranged touch attack and deals 3d8 + 1 point per Caster Level (maximum +9) points of Ice damage.

If Blizzard deals at least one point of damage, the target must succeed on a Reflex save or be partially encased in ice and hoarfrost, hampering its movement. Any creature experiencing such a state has the first 5 ft of its next movement action instead require 10 ft of movement (an "extra" 5 ft of cost to break the ice off of oneself). This stops the target's ability to take a 5-foot step or take the Charge action, and can, in situations where the target has less than a 10 ft movement speed, cause the creature to not be able to move at all outside of using two move actions to do so. It is always possible to spend a full-round action to move 5' and break the ice off of oneself. The ice clinging to the creature hampers it in no other way apart from movement, and naturally melts away after 3 rounds (unless in an especially hot or frigid environment, at the DM's discretion).

For every size category larger than Medium, the target gains a +2 bonus on the saving throw to avoid being encased. For every size category smaller than Medium, they receive a -2 penalty.

At 7th Caster Level, the damage of Blizzard increases to 3d10 + 1 point per Caster Level (maximum +9) and the movement cost increases to 15 ft (or 10 ft "extra") for the first 5 ft of the target creature's movement.

Counters Aero.
Blizard IIElemental [Ice]
Level: BLM/NIN/RDM 4
Casting Time: Standard
Range: Medium
Targets: See text
Duration: Instantaneous
Saving Throw: No and Reflex negates; see text
Spell Resistance: Yes

You call forth a barrage of deadly, sharp icicles and chunks of ice from your palms, launching them toward your foe.

Single Target
Blizzard requires a ranged touch attack and deals 5d8 + 1 point per Caster Level (maximum +13) points of Ice damage.

If Blizzard II deals at least one point of damage, the target must succeed on a Reflex save or be partially encased in ice and hoarfrost, hampering its movement. Any creature experiencing such a state has the first 5 ft of its next movement action instead require 15 ft of movement (an "extra" 10 ft of cost to break the ice off of oneself). This stops the target's ability to take a 5-foot step or take the Charge action, and can, in situations where the target has less than a 15 ft movement speed, cause the creature to not be able to move at all outside of using two Move actions to do so. It is always possible to spend a full-round action to move 5' and break the ice off of oneself. The ice clinging to the creature hampers it in no other way apart from movement, and naturally melts away after 3 rounds (unless in an especially hot or frigid environment, at the DM's discretion).

For every size category larger than Medium, the target gains a +2 bonus on the saving throw to avoid being encased. For every size category smaller than Medium, they receive a -2 penalty.

At 11th Caster Level, the damage of Blizzard increases to 5d10 + 1 point per Caster Level (maximum +13) and the movement cost increases to 20 ft (or 15 ft "extra") for the first 5 ft of the target creature's movement.

Multiple Targets
Area: Cylinder (15 ft radius, 20 ft high). This effect starts 20' above the surface or target area (if cast into the air) and then rains directly downward upon the area in a cylinder. If the target area is more than 20' above a solid surface, the spell has no effect of creatures on the surface below (assuming they are not taller than average). Creatures with overhead cover may receive a bonus on their Reflex saves for this spell.

All creatures in the area are hit with the single target version of Blizzard and are allowed a Reflex save (Saving Throw DC appropriate for a 4th level spell). On a successful save, targets take only half damage and automatically avoid the secondary effects of Blizzard.

Counters Aero II and Aero.
Blizzard IIIElemental [Ice]
Level: BLM/RDM 6
Casting Time: Standard
Range: Medium
Targets: See text
Duration: Instantaneous
Saving Throw: No and Reflex negates; see text
Spell Resistance: Yes

You bring forth a volley of razor-sharp ice lances and needles to pierce, shred, and rip your enemies apart.

Single Target
Blizzard requires a ranged touch attack and deals 7d8 + 1 point per Caster Level (maximum +17) points of Ice damage.

If Blizzard III deals at least one point of damage, the target must succeed on a Reflex save or be partially encased in ice and hoarfrost, hampering its movement. Any creature experiencing such a state has the first 5 ft of its next movement action instead require 20 ft of movement (an "extra" 15 ft of cost to break the ice off of oneself). This stops the target's ability to take a 5-foot step or take the Charge action, and can, in situations where the target has less than a 20 ft movement speed, cause the creature to not be able to move at all outside of using two Move actions to do so. It is always possible to spend a full-round action to move 5' and break the ice off of oneself. The ice clinging to the creature hampers it in no other way apart from movement, and naturally melts away after 3 rounds (unless in an especially hot or frigid environment, at the DM's discretion).

For every size category larger than Large, the target gains a +2 bonus on the saving throw to avoid being encased. For every size category smaller than Large, they receive a -2 penalty.

At 11th Caster Level, the damage of Blizzard increases to 5d10 + 1 point per Caster Level (maximum +13) and the movement cost increases to 20 ft (or 15 ft "extra") for the first 5 ft of the target creature's movement.

Multiple Targets
Area: As Blizzard II.

All creatures in the area are hit with the single target version of Blizzard II and are allowed a Reflex save (Saving Throw DC appropriate for a 6th level spell). On a successful save, targets take only half damage and automatically avoid the secondary effects of Blizzard II.

Counters Aero III, Aero II, and Aero.
BraveryEnhancing [Fire]
Level: WHM 7
Casting Time: Standard
Range: Close
Targets: One creature
Duration: 1 + CL / 2 Rounds
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

The fires of battle ignite your allies' hearts as you recite a prayer to inspire courage and ferocity.

The target deals an extra 25% (rounded down) physical damage on all melee and ranged attacks using thrown weapons.

This added damage is determined after all other effects are included. If there are multiple sources of damage, they are granted the extra damage separately. For example, a fighter with a two-handed magical weapon that deals 40 damage plus 1d6 Fire damage after a power attack instead deals 50 damage plus the additional 1d6 Fire damage. A thief that deals 11 damage from a critical hit with their weapon as well as 24 points of precision damage does a total of 13 damage from their weapon and a total of 30 precision damage.
BreakEnfeebling [Earth]
Level: BLM 7
Casting Time: Standard; see text
Range: Close
Targets: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

The target's skin and clothing begin to hard and turn to stone, first at a measured pace, then very rapidly.

The subject, along with all its carried gear, turns into a mindless, inert statue. The creature is not technically dead. Break inflicts the Petrified status. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The DM can decide on permanent HP loss or other such effects. Creatures not made of flesh are immune to Break. One final save is allowed after 24 hours of failing the first. If successful, you are returned to flesh, regardless of the state of your statue.

As a statue the target's hit points increase to ten times their current total and gain a hardness equal to the target's flat-footed AC. When the target is returned from the Petrified status their current hit point total becomes 1/10th of the statue's. They statue is of the [Earth] subtype (which makes it receives extra damage from the Wind element, and less from the Lightning element).

Targets that are denied their Dexterity bonus to AC take a -2 penalty on the Fortitude save against Break.

Break can be cast on a Petrified creature to return it to normal, though doing so requires 1 Round of casting to carefully and correctly reanimate the target.
BurnElemental [Fire]
Level: BLM 5
Casting Time: Standard
Range: Medium
Targets: One creature
Duration: 1 + CL / 2 Rounds
Saving Throw: Will partial
Spell Resistance: Yes

You create and unnatural fever inside of your enemy, raising their internal body temperature to abnormal levels, sapping away their ability to form coherent ideas. The burning becomes intense enough that their skin is hot to the touch, sometimes with steam rising from it.

The subject receives a penalty to their Intelligence equal to 1d4. This penalty increases by an additional 1d4 points every five Caster Levels beyond the first. A successful Will save reduces this penalty by half.

At the beginning of the caster's next turn, and every subsequent turn while Burn persists, the affected creature must succeed on a Will save or continue to be harmed by Burn's scorching effect. On a failed save, the penalty to Intelligence increases by one point.

At 19th Caster Level, Burn's internal heating effect becomes so burdensome that the target becomes Fatigued, and the Intelligence penalty each round on a failed save increases by 2 instead of 1. If the target already happens to be Fatigued, they automatically become Exhausted. If a target is already Exhausted, they become unconscious. If Burn is removed or expires, the creature automatically recovers from the worsened state, resuming their previous one.

The reduction to Intelligence is an ability score penalty, and as such cannot reduce a creature's ability score below 1.

Special: Due to its elemental properties, Burn overwrites the effect of Frost, ending Frost's effects immediately, and automatically fails with cast on a target already under the effect of Drown.

Counters Frost.
BurstElemental [Lightning]
Level: BLM 7
Casting Time: 1 round
Range: Medium
Area: Creatures and objects within a 25 ft radius spread
Duration: 3 Rounds
Saving Throw: See text
Spell Resistance: No

You summon a pulsing and coruscating magnetic orb to draw your enemies into their electrical, explosive deaths.

Burst creates a tiny but exceedingly bright orb of electricity in the center of its effect. The orb immediately extrudes giant electrical arcs out toward all creatures in the area, immediately pulling them 10' closer to the center of the spell and dealing 3d6 Lightning damage (no save). Large, conductive objects such as a steel water trough or suit of empty heavy armor are also affected. These electrical discharges remain constant and pulse every subsequent round in combat, dealing damage and pulling creatures closer to the center.

Moving outside of the range of the spell is incredibly difficult due to the intense magnetic forces involved, and requires an entire Move action and a Reflex save. Upon failure, a creature simply cannot move any further away from the origin of the spell. If a creature is moved by outside forces, it must still succeed on this save or the movement fails to take place. Affected creatures have the option to purposely fail the save when moved by outside forces. After the area of the spell is escaped, the creature is no longer affected in any way. Entering the area after it is created or re-entering the area after escaping instantly attracts another electrical arc from the central orb, and the effects resume.

When casting Burst, the caster may designate one target to not be affected by the arcs of electricity, and must maintain this focus each round by concentrating as a Swift action. If this concentration is lost, it cannot be regained. The exempted creature, if any, is still subject to Burst's final explosion, though receives

At the beginning of the caster's next turn, the arcs created pulse, dealing 3d6 Lightning damage and drag each creature 10' toward the center of the spell's area. Lightning Resistance or Immunity that nullifies this damage also nullifies the movement (Reduce Lightning effects do not nullify the movement though they may reduce the damage to zero). Creatures who are pulled into a square adjacent to the orb are counted as having been pulled into contact with it, and are Stunned for the duration of the spell (Fortitude negates). Creatures pulled into contact with a creature stunned in such a way, or are pulled into contact into any large metal objects adjacent to the central sphere must succeed on a Fortitude save (only DC 18) or be stunned as well.

At the end of the spell's duration, after the arcs pull creatures toward the center the second and final time (unless the spell has its duration extended by some means), the central orb explodes, dealing massive Lightning and Bludgeoning damage to all within range. Creatures adjacent to the central orb take 1d10 points of damage per two Caster Levels (no save if stunned, as normal). Creatures 10' away take half of this damage. Creatures 15' and 20' away take one fourth of this amount, and creatures that are further away escape the blast entirely. Half of the damage caused by the explosion is Lightning damage, while the other half is Bludgeoning. The Bludgeoning damage can be reduced by half on a successful Reflex save.
CabinDark [Earth]
Level: BLM 4
Casting Time: 1 minute
Range: Close; outside
Area: See text
Duration: 2 hours / level

A plain and sturdy cabin slowly takes form from the ground, providing shelter and respite for the party.

You conjure a 20' square, sturdy cabin made of material that is common where the spell is cast. The interior is level, clean, and dry. In all respects the lodging resembles a normal cabin, with a sturdy door, two shuttered windows, and a small fireplace. The structure is always as strong as magically treated wood, regardless of its material composition, and is resistant to flames and fire as if it were stone. The walls have a break DC of 30, a hardness of 10, and 110 hit points.

The door and shutters are fastened with very good locks (DC 35 Open Lock), and the chimney has a thick iron gate at the top of its narrow flue. The shelter contains rude furnishings--eight bunks, a trestle table, eight stools, and a writing desk.

Characters that receive a full night's rest (8 hours of sleep or more) inside of the Cabin recover HP and MP [currently being determined]. Cabin may only be used outside ("outside to be determined at the DM's discretion) and must be cast on relatively flat land.

At the end of the duration, the cabin dissipates completely and any items left inside that were not summoned with the cabin drop to the ground.
ChokeElemental [Wind]
Level: BLM 6
Casting Time: Standard
Range: Medium
Targets: One creature
Duration: 1 + CL / 2 Rounds
Saving Throw: Fortitude half; see text
Spell Resistance: Yes

A thin, gaseous cloud envelops the target and follows them, squeezing their chest and throat while thickening the air around them.

The subject receives a penalty to their Constitution equal to 1d4. This penalty increases by an additional 1d4 points every five Caster Levels beyond the first. A successful Fortitude save reduces this penalty by half.

At the beginning of the caster's next turn, and every subsequent turn while Choke persists, the affected creature must succeed on a Fortitude save or continue to be harmed by Choke's asphyxiating effect. On a failed save, the penalty to Constitution increases by one point.

At 21st Caster Level, Choke's suffocating effect becomes so burdensome to the creature's body that it becomes nearly impossible to breath. The constitution penalty on a failed save increases by 2 instead of 1. The target must make a Fortitude save to perform a Standard action. If a creature fails the save to perform the Standard action they take 3d6 non-lethal damage from choking.

The reduction to Constitution is an ability score penalty, and as such cannot reduce a creature's ability score below 1. When the spell expires or is removed, the target's Constitution is restored to its previous state, and any hit points lost from the adjustment are immediately returned.

Creatures that do not need to breath and creatures without Constitution scores are immune to Choke.

Special: Due to its elemental properties, Choke overwrites the effect of Rasp, ending Rasp's effects immediately, and automatically fails with cast on a target already under the effect of Frost.

Counters Rasp.
CometDark [Ice]
Level: BLM 7
Casting Time: 1 Round
Range: Long
Area: 15' burst
Duration: Instantaneous
Saving Throw: Reflex for half, partial; see text
Spell Resistance: No

Hold on! It takes a while.

The caster is able to direct the path of a small chunk of icy, interplanetary matter to collide with the surface.

All creatures and objects in the area take 1d12 points of physical damage per four Caster Levels as well as 1d12 points of Water damage per four Caster Levels and 1d12 points of Ice damage per four Caster Levels. Creatures in the area of effect must make a single Reflex save to reduce the Water and Ice damage by half. There is no save for the physical damage.

The comet itself does not fall from space, but is rather teleported to just above the battlefield. There must be at least 20' of clearance above the ground in the affected area to begin casting Comet. The sudden stop of most of the comet's interstellar momentum causes it to blast apart instantly once it appears. Very shortly thereafter it dissipates into vapor and dust.
CommunionDivine [Light]
Level: WHM 4
Casting Time: Standard
Range: 5 ft + 5 ft per level centered on the caster
Area: All allies and foes with a radius spread centered on you
Duration: 1 + 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

"please please please please please please pl..."

You bring special favor upon yourself and allies while bringing disfavor to your enemies. You and each of your allies gain a +1 Luck bonus on all attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty (Luck based) on the same. Any creature affected by Communion is aware of its general effect and, if the caster is perceivable to them, its source.

The caster must be able to keep praying (as a mental Free action) to maintain the effects of Communion. Anything that would cause the caster to be unable to control himself will stop the effects of the spell, but not the duration. If the caster regains consciousness before the duration has expired, the effects of the spell resume as normal.

At 14th Caster Level, this bonus improves to +2 for all allies.
At 21st Caster Level, the penalty to enemies increases to -2.
ConfuseEnfeebling [Fire]
Level: BLM/NIN/RDM 4
Casting Time: Standard
Range: Close
Targets: One creature
Duration 1d6 + 1 round per 10 levels; see text
Saving Throw: Will negates
Spell Resistance: Yes

"You're a daisy if you do!"

The target is no longer capable of controlling his own actions and can no longer reasonably determine friend from foe. If in combat, a confused character will randomly attack any available target on the battlefield to the best of their abilities, and doesn't necessarily attack the closest creature to it (randomly determine the target once the parameters have been set). The target rolls a d% to determine its actions at the beginning of the first turn after it becomes Confused and every turn thereafter until the duration expires:

1-10: Attack random object, including objects held by self or others
11-45: Attack random ally (if no allies are detectable, attack random enemy)
46-90: Attack random enemy (if no enemies are detectable, attack random ally)
91-00: Attack self

If a confused creature can't come within range of their desired enemy they will move as if to do so on his next turn, but they will not willingly put themselves in harmful or dangerous situations to do so (such as knowingly entering area hazards or needlessly provoking attacks of opportunity). A confused character can use any weapons or spells available in his arsenal to attack his opponent and will normally choose (to the best of their ability) the optimal weapon and method of attack for a given situation.

Taking any sort of damage allows a Confused character to make a Will save to prematurely end the effects of the spell. This additional save may only be made once per round. A confused character is not aware of their mental state, and as such will not normally attempt to rid themselves of this effect.

Outside of combat, the effects of Confuse last 10 minutes. If combat starts while a creature is Confused, the duration is truncated to its combat duration or keeps its remaining duration, whichever is shorter. A confused character will take random actions based on a d% roll. Below are some example actions, and these actions are subject to change on the DM's discretion (creating random effects not listed here is encouraged).

Attempt to start a conversation with a random stranger
Begin putting small objects in your pockets
Become disinterested in the current objective and walk away in a random direction
Suddenly gain the urge to eat a food or drink that you normally disgust
Act out a scene from Top Gun / Real Genius / Willow / The Saint / Heat / Tombstone / Dragonheart / The Computer Who Wore Tennis Shoes

Attempting to converse with a confused character requires a successful Diplomacy check (DC 10 + the Caster Level of Confuse). Failure indicates that the confused character perceives nothing but strange rambling. On success, the confused character may roll a Will save at the original spell DC to attempt to comprehend the instructions (this does not end the Confused status). In combat, you may use this to attempt to order a confused character to perform specific simple actions (such as casting a spell, running away, taking cover, attacking a specific target, etc). The instructions must be relatively simple and must be no more than a Standard action that the creature is capable of taking (a character has the option of refusing self-harming instructions). If the Diplomacy check is successful, the confused character will normally follow the instructions on their next turn. If multiple creatures attempt to use Diplomacy to communicate with and instruct a confused creature, it listens to the source of the highest Diplomacy check (assuming it makes the Will save to understand the instructions multiple times).
CottageDark [Earth]
Level: BLM 7
Casting Time: 10 minutes
Range: Close; outside
Area: See text
Duration: 1 hour/level (D)
MP Cost: 26

A magnificent cottage springs forth, assembling itself to the caster's will.

You conjure up a luxurious cottage that has a single massive door as the entry point. Only those you designate may enter the cottage through this door, and the door is shut and disappears seamlessly into the wall behind you when you enter. You may open it again from your own side at will. To anyone outside the cottage has no windows but once inside there appear several along the walls. These are actually magical portals which allow the occupants to see outside (but not travel through).

Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers and halls beyond. The atmosphere is fresh, clean, and warm. The structure is always as strong as magically treated hewn stone, regardless of its material composition. It is impervious to normal missiles (but not the sort cast by siege engines or giants) and is resistant to flames and fire as if it were stone. The walls have a break DC of 70, a hardness of 16, and 1080 hit points.

You can create any floor plan you desire to the limit of the spells' effect (up to three 10 ft cubes per Caster Level) and the cottage always appears to be made from any typical building material the caster imagines. The place is furnished and contains sufficient foodstuffs to serve up to three people per Caster Level.

As long as its walls remain intact, the space inside of the cottage is considered to be magical and outside conditions do not affect it, nor do conditions inside the cottage pass to the outside world. If any of the walls are breached the magical environment inside of the cottage instantly fades and whatever outside conditions currently exist flow in.

Characters that receive a full night's rest (8 hours of sleep or more) inside the cottage recover HP and MP as if they had rested at an inn. Cottage may only be used outside ("outside" to be determined at DM's discretion) and must be cast on relatively flat and clear land.

At the end of the duration, the cottage dissipates completely and any items left inside that were not summoned with the cottage drop to the ground.

Special: Cottage costs double the normal amount of MP to cast as an equivalent spell of its level.
CureHealing [Light]
Level: KNT/RDM/WHM 1
Casting Time: Standard
Range: Close
Targets: One creature
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

"Stop dying you fools!"

A ray of soothing holy energy unerringly hits the target creature, healing it for 1d8 + 1 point per Caster Level (maximum +5).

Because undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage.
Cure IIHealing [Light]
Level: KNT/RDM/WHM 3

This spell functions like Cure, except that it cures 2d10 + 1 point per Caster Level (maximum +10).
Cure IIIHealing [Light]
Level: RDM/WHM 5

This spell functions like Cure, except that it cures 3d10 + 1 point per Caster Level (maximum +15).
Cure IVHealing [Light]
Level: WHM 7

This spell functions like Cure, except that it cures 4d10 + 1 point per Caster Level.

teslas
2013-03-25, 11:25 PM
Spells D - Fl

DiaDivine [Light]
Level: KNT/RDM/WHM 1
Casting Time: Standard
Range: Medium
Targets: One creature
Duration: 1 + CL / 2 Rounds
Saving Throw: No
Spell Resistance: Yes

Divine energy shines out from the chest of the non-righteous, lowering their defenses.

The target creature receives a Sacred penalty to AC equal to 1 per four Caster Levels, minimum 1.
DiagaDivine [Light]
Level: KNT/RDM/WHM 3
Area: 15' burst
Duration: 1 + CL / 3 Rounds

Divine energy bursts in the air above combat, searing and lowering the defenses of the non-righteous.

As Dia, but on all creatures within the area of effect.
DispelEnfeebling [Dark]
Level: RDM 3
Casting Time: Standard
Range: Medium
Targets: One creature or object
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

Magical chaos distorts and destroys otherwise stable arcane effects. Shreds of various, wispy colors flake off of the target, dissipating as they fall to the ground.

An incredibly unique spell, Dispel prematurely ends beneficial magical effects as if they had expired naturally. Dispel can also suppress the effects of magical items temporarily. Dispel affects spell and spell-like effects equally. The caster can specify any spell effect of which they are currently aware to be the target. If no actual effects are known, the caster can select one effect they'd prefer to end, if present. If the specified effect is not present, Dispel targets another effect at random.

To attempt to dispel an effect, you make a Caster Level check (The DC for this check is 11 + the spell or item's Caster Level). If you succeed, the spell immediately ends, as if its duration has passed. If the target is an item, its magical properties cease to function for 1d4 rounds. Dispel always removes any spells active upon a magic item before suppressing the item itself (such as Temper, Illuminate, or Vanish). Failed attempts do not affect the target in any way. Artifacts and deities are not affected by mortal magic such as this.

For every three Caster Levels after 7th, an additional effect can potentially be dispelled. Roll an additional dispel check for each additional attempt granted. The caster can still only select one specific effect they would prefer to end. If only one effect is present or specifically targeted, extra attempts will automatically apply to the same spell effect if the first dispel attempt fails. Left-over dispel attempts will target other effects at random. If multiple dispel attempts succeed on an item, each additional successful check lengthens the amount of time it is suppressed by an additional 1d4 rounds.

Lastly, Dispel can be used to attempt to counterspell any spell (but not spell-like ability) an enemy is attempting to cast. If the caster of Dispel succeeds on a dispel check against the target caster's spell, the counterspell succeeds.

Dispel ignores the properties of Reflect.
DispelgaEnfeebling [Dark]
Level: RDM 6
Area: 10' burst

As Dispel, but on every creature and object within the area of effect. The Caster Level for the purposes of extra dispel attempts and dispel checks vs. the target's Caster Level is reduced by 5. The preference of which effect is dispelled is the same for all targets, be they creatures or objects.

Unlike Dispel, roll the dispel check once. This check applies to all creatures and objects in the area. For additional dispel attempts granted by a high enough Caster Level, only roll once for all creatures or objects in the area for each extra attempt.

Dispelga can be used to counter opponents' spells exactly as Dispel can, but does not affect multiple targets and still suffers from the reduction of effective Caster Level, making it a poor choice to do so.
DrainDark [Dark]
Level: BLM/NIN/RDM 2
Casting Time: Standard
Range: Close
Targets: One creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

With a flick of your wrist, you pull the life force from an enemy to combine it with your own. Dark wisps can be seen being pulled from the victim to be brought back spiraling toward a refreshed caster.

Drain does 2d6 + 1 point of damage per Caster Level of Dark damage to the target and heals the caster for the same amount. Drain cannot be used unless the caster is missing at least one hit point, and the caster cannot be healed over their maximum hit points. Drain cannot heal the caster for more damage than the target is capable of receiving before dying. Drain deals an extra 2d6 damage to temporary hit points. This extra damage is resolved first. Temporary hit points that are either destroyed form this extra damage or drained do not heal the caster.

A successful Fortitude reduces the damage dealt by half, but the extra damage to temporary hit points is not affected.

Targets with no Constitution score are often immune to Drain's effects, or cause it produce unintended effects.
Drain IIDark [Dark]
Level: BLM 7

You rip out an enormous chunk of the target's being, transmuting it and fusing it into yourself.

This spell functions as Drain, except that it deals 5d10 + 2 points of Dark damage to the target and heals the caster for the same amount. The extra damage to temporary hit points increases to 4d6.
DrownElemental [Water]
Level: BLM 4
Casting Time: Standard
Range: Medium
Targets: One creature
Duration: 1 + CL / 2 Rounds
Saving Throw: Fortitude half; see text
Spell Resistance: Yes

Magical water floods the victim's body, erupting in small pockets, cutting off and diluting the flow of blood throughout the body.

The subject receives a penalty to their Strength equal to 1d4. This penalty increases by an additional 1d4 points every five Caster Levels beyond the first. A successful Fortitude save reduces this penalty by half.

At the beginning of the caster's next turn, and every subsequent turn while Drown persists, the affected creature must succeed on a Fortitude save or continue to be inundated by Drown's flooding effect. On a failed save, the penalty to Strength increases by one point.

At 17th Caster Level, Drown's deluging effect becomes inside of the creature's body that it starts to be unable to function properly. Speaking becomes more difficult as nothing but water sputters out; vocal communication requires a Sense Motive check equal to the spell's DC by anyone attempting to understand the target. Any spell with a verbal component requires a Concentration check equal to the spell's DC (plus the level of the spell to be cast, as normal) to cast.

The reduction to Strength is an ability score penalty, and as such cannot reduce a creature's ability score below 1.

Special: Due to its elemental properties, Drown overwrites the effect of Burn, ending Burn's effects immediately, and automatically fails with cast on a target already under the effect of Shock.

Counters Burn.
Elemental ArmorEnhancing [Varies]
Level: BLM 2
Casting Time: Immediate Action
Range: Personal
Duration: 10 minutes (D)

You call on the elements to protect you.

With this incredibly diverse spell, the caster selects one of six base elements (Fire, Ice, Wind, Earth, Lightning, Water). The element selected determines the elemental affinity and look of the spell.

You must know at least one spell of the Elemental school that matches the elemental affinity you'd like to create. For instance, if you wish to cast Fire Sheath, you must know at least one of Fire, Burn, Fire II, Flare, etc...

Earth Armor
A suit of hardened gravel surrounds the caster granting immense physical protection. The caster's base natural armor (enhancement bonuses may still further apply) becomes 1 per 3 Caster Levels (minimum 1; use the caster's regular base natural armor value if it is higher) as well as a stacking DR 1/magic per 2 Caster Levels (maximum 5). Because of the increased bulkiness of this armor, the caster's base land speed is halved. They are also firmly rooted and gain a +10 Circumstance bonus against trip, bull rush, and overrun attempts as well as Balance checks to remain standing. Swim, Jump, and Climb checks likewise have their DCs increased by 10. A suit of Earth Armor crumbles apart if the caster takes more than 15 points of Wind damage during the duration of the spell.

Water Sheath:
A thing sheath of magical water envelops the caster, granting multiple benefits. The caster is able to breath as normal, including speaking, underwater for the first minute of being immersed in water (or other similar liquid). Returning to the surface or any other situation that would allow breathing as normal allows for another minute once submerged again. The caster also gains a swim speed equal to their base land speed. The caster is also resistant to being burned by mundane heat and fire, ignoring the first 12 points of damage from any such source, so long as it is mundane in nature. Finally, while under its effect, and for an additional amount of time equal to the original duration, the caster can comfortably function in hot environments as high as 140 degrees Fahrenheit without having to make Fortitude saves. A sheath of water disperses if the caster takes more than 15 Lightning damage during the duration of the spell.

Wind Shield:
Swirling jets of air surround and provide lift to the caster, increasing their dexterity and mobility. The caster gains a +1 Deflection bonus to AC per 5 Caster Levels (minimum 1; maximum 4) as well as a +1 Circumstance bonus per 4 Caster Levels (maximum 3) to Reflex saves. The caster's base land speed is increased by 10' (this adjustment is treated as an Enhancement bonus) and they receive a +5 Circumstance bonus to Jump checks. A person affected by Wind Shield is unable to come to harm from falling, exactly as if they were under the effect of the Float spell's instantaneous effect. A shield of wind disperses if the caster takes more than 15 Ice damage during the duration of the spell.

Ice Armor:
A thin suit of magical ice completely encases the caster, providing moderate physical protection. Because of the slippery nature of the armor, the caster gains a +10 Circumstance bonus to both Escape Artist and grapple checks to resist or escape a grapple. Starting at Caster Level 11th, this bonus increases by +1 per level after the 10th. A suit of Ice Armor has a hardness of 1 and 3 hit points. Every 5 Caster Levels past the first, the hardness increases by 1 and the hit points increase by 3. Treat the Ice Armor as receiving any damage that would affect the caster. Once its hit points are expended the armor shatters apart. If an attack deals more damage than the remaining hit points of Ice Armor, the attack shatters through and the caster takes the remainder as normal. Fire damage causes a suit of ice armor to melt faster, dealing twice as much damage and ignoring its hardness. Attacks that deal multiple types of damage always have their Fire component applied first.

Fire Sheath:
A thin aura of intense heat surrounds the caster, masking any scent and interfering with the ability of some creatures to detect them. Any creature that relies on scent or nonvisual sight (such as blindsight or tremorsense) is unable to directly perceive the caster, although they can still discern the general area, but not exact square, the caster occupies. Creatures that possess normal sight capable of perceiving the target are unaffected. While under its effect, and for an additional amount of time equal to the original duration, the caster can comfortably function in frigid environments as low as -50 degrees Fahrenheit without having to make Fortitude saves. A Fire Sheath is quenched if the caster takes more than 15 points of Water damage during the duration of the spell.

Lightning Shield:
A field of static energy flows all around the caster. Whenever a physical projectile would strike the caster (even if they are unaware of the attack), sparks crackle out as the missile bounces off of the shield and falls harmlessly to the ground. Siege weapons and boulders thrown by creatures such as giants are unaffected. The shield contains 2 charges per 3 Caster Levels. Deflecting a tiny or small object (such as an arrow, shuriken, bolt, stone, etc) discharges one charge of the shield. Every weapon category larger than a normal projectile consumes double the charges per size category larger. If thrown, melee weapons can be deflected as well. A light weapon disperses 2 charges, one-handed weapons 3, and two-handed weapons disperse 5. If anything larger than a medium sized two-handed weapon should collide with the caster and they have at least 5 charges remaining for Lightning Shield, the object is deflected and the shield disperses immediately. If Lightning Shield does not have enough charges remaining to stop an incoming projectile, the projectile hits the caster and all remaining charges disperse, if any. Projectiles or thrown weapons that deal Earth damage (such as magically arrows or those fired from an enchanted bow) consume twice as many charges as normal to deflect. The spell ends when all charges are consumed or the caster takes more than 15 points of Earth damage from any source during the duration of the spell.

Elemental Armor may not be cast while under the effects of Elemental Spikes or are already under the effects of Elemental Armor. A caster choose to dismiss Elemental Spikes or Elemental armor as a free action while casting Elemental Armor.
Elemental SpikesEnhancing [Varies]
Level: BLM 2
Casting Time: Standard
Range: Personal
Duration: 1 + CL Rounds (D)

Elemental energy dances around you in a rhythmic fury.

The caster selects one of the six basic elements which determines the elemental affinity, damage type, additional effects, and appearance of Elemental Armor. It is always possible to discern that the caster is surrounded with elemental energy, and by which type, by sight.

Elemental Spikes deal 1d8 as well as an additional 1d8 damage per 5 Caster Levels past the first of its element's damage type to any creature that strikes the caster with a melee weapon. In addition to the damage, Elemental Spikes has a chance to further retaliate by affecting the attacker with a spell. This is a non-action on part of the spikes themselves; the caster is not considered to have cast it themselves.

This spell continues to become more effective as the caster progresses in their skills. At Caster Level 8th, the saving throw DC for any spell effect caused by Elemental Spikes increases by 1. At Caster Level 11th, Elemental Spikes can lash out as far as 30' against ranged attacks as if they were melee attacks. At Caster Level 16, the saving throw DC again increases to a total of +2. The Caster Level for any spell effect that can be triggered is that of Elemental Spikes. The spell level of any spell cast by Elemental Spikes is considered to be of 2nd level.

Earth Spikes: 50% chance Slow is cast on the attacker. Will negates.
Water Spikes: 100% chance Poison is cast on the attacker. Fortitude Negates.
Air Spikes: 25% chance Aero is cast at the attacker with an attack modifier equal to the Caster Level of the Elemental Spikes.
Fire Spikes: 50% chance Confuse is cast on the attacker. Will negates.
Ice Spikes: 50% chance Bind is cast on the attacker (Ice Spikes' damage has no chance to end this Bind effect). Reflex negates.
Lightning Spikes: 50% chance Stun is cast on the attacker. The duration of Stun is automatically halved, rounded down, minimum 0 (and could be halved again by a successful saving throw, see spell description).

Elemental Spikes may not be cast while under the effects of Elemental Armor or are already under the effects of Elemental Spikes. A caster choose to dismiss Elemental Spikes or Elemental armor as a free action while casting Elemental Armor.
EnspellEnhancing [Varies]
Level: RDM 1
Casting Time: Standard
Range: Personal
Duration: CL Minutes (D)

You hold your weapon aloft as it begins to sparkle and crackle with the chosen elemental energy.

This unique spell allows a red mage to imbue any melee weapons with elemental energy merely by holding them in their hands. Unarmed attacks or natural weapons can also be imbued in this way. The element is selected from the six basic elements at the time of casting. Every attack made with the weapon deals an additional 1d6 plus an additional 1 point of damage per 4 Caster Levels of that elemental type on a successful hit. The spell shares an elemental affiliation with the element of the damage. The extra damage from Enspell is not affected by criticals.

Enspell is an enhancement on the wielder, not the actual weapons. Enspell affects any melee attacks with weapons the caster is wielding, including, but not limited to, attacks made with improvised weapons, shield bashes, or unarmed strikes.
Enspell IIEnhancing [Varies]
Level: RDM 4
Duration: 1 + CL Rounds (D)

You hold your weapon aloft as it begins to REALLY sparkle and crackle with the chosen elemental energy.

Higher level red mages can imbue a much larger amount of elemental energy into their attacks. This spell functions as Enspell, but instead deals 1d10 + 1 points of damage per three Caster Levels.

When attacking a creature that is weak to Enspell II's elemental damage type, the melee weapon's critical threat range is increased by 2 (after all other sources of critical range increases are factored, if any). On a critical hit against a creature weak to Enspell II's elemental damage, the target takes extra damage from both the physical attack as normal as well as double the amount from Enspell II's magical damage.

Enspell II confers a +4 bonus to attack rolls to confirm critical threats with any melee attack, no matter the target's elemental affinity or resistance.

Enspell II overwrites, but does not end, the effect of Enspell if present. Enspell's duration continues as normal, and its effects resume when Enspell II's end.
EscapeEnhancing [Holy]
Level: RDM/WHM 6
Casting Time: Standard
Range: Personal and Touch
Duration: Instantaneous
Saving Throw: No and Will Negates (object)
Spell Resistance: No and Yes (object)

A beam of light surrounds you and your allies. In a flash everyone is whisked away to daylight.

Escape teleports you and those you take with you to the exterior of a dungeon or structure. Escape only works while inside and at the DM's discretion.

The caster can bring along objects as long as their weight doesn't exceed their maximum load. They may also bring one additional willing Medium or smaller creature (carrying gear or objects up to their maximum load) or its equivalent per three Caster Levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
EsunaHealing [Holy]
Level: WHM 7
Casting Time: Standard
Range: Close
Targets: One creature
Duration: Instantaneous
Saving Throw: No (harmless)
Spell Resistance: No (harmless)

A green halo appears above you and sparkles magical green pixie dust downward. Man, you feel better!

Esuna is the culimation of a white mage's long and tireless dedication to healing. Any creature targeted by this spell is immediately cured of ability damage, ability drain, fatigue or exhaustion, diseases, poisones, curses, and any negative status effects. Esuna also dispels negative levels and can restore all drained levels.
FaithEnhancing [Water]
Level: WHM 7
Casting Time: Standard
Range: Close
Targets: One creature
Duration: 1 + CL / 2 Rounds
Saving Throw: No (harmless)
Spell Resistance: No (harmless)

Small translucent bubbles float aimlessly around the target, periodically flowing through the center their body at increased speed.

The target deals an extra 20% damage with all spells that have a duration of instantaneous rounded down to the nearest whole point of damage. Spells with durations deal 20% extra damage only if they deal damage initially, and only for the initial instantaneous damage. IE: Freeze's initial damage dealt during the black wizard's action would increase, but not the damage over time on subsequent turns.

This extra damage stacks directly with other percentage increases in magic damage such as Divine Seal or the Empower Spell metamagic feat. Add all percentage increases and then apply them simultaneously. IE: An empowered Water II would deal an additional 70% damage.

The target also receives 20% extra healing from magic of the Healing school. This effect stacks with other sources of a similar effect, such as the white mage's Physician, Heal Thyself class ability.
FastEnhancing [Dark]
Level: BLM/NIN/RDM 1
Casting Time: Standard or Swift; see text
Range: Personal
Duration: Varies; See text (D)

You become unnaturally fleet of foot, leaving a blurry trailing image behind you.

This spell provides a 30 foot Enhancement bonus to the target's land speed. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases one's speed, this spell affects jumping distance.

Standard Action
This spell may be cast as a Standard action. Doing so causes the duration of the spell to be set to 1 + CL Rounds. The duration begins as soon as the caster moves from their occupied space (this includes forced movement). The duration cannot be delayed in this way for more than ten minutes, otherwise the spell expires.

Swift Action
This spell may be cast as a Swift action. Doing so causes Fast to expire at the end of the caster's current turn.
FearEnfeebling [Holy]
Level: KNT/RDM/WHM 1
Casting Time: Standard
Range: Medium
Targets: One living creature
Duration: 1 + CL / 2 Rounds
Saving Throw: Will partial
Spell Resistance: Yes

You summon a holy augury, calling down divine judgment to strike fear into the unrepentant.

This spell attempts to instill magical fear in an enemy by calling down a vision of their ill fate. The affected creature becomes frightened. If the subject succeeds on a Will saving throw, it is merely shaken for 1 round. Creatures affected by Fear may make a new save to resist the effects of the spell at the end of each of their turns. A creature affected by Fear may not be subject to this spell again for 3 rounds after its effects expire.

For every 1 HD the target has above the Caster Level of this spell, the target gains a +4 bonus to saves against it.
For every 2 HD the target is lower than the Caster Level of this spell, the target takes a -1 penalty to saves against it.

Mindless enemies and those without intelligence scores are unaffected by fear.

Note: Some enemies (but not the last boss) may have Fear Immunity.
FireElemental[Fire]
Level: BLM/NIN/RDM 2
Casting Time: Standard
Range: Medium
Effect: Ray
Duration: Instantaneous
Saving Throw: No and Reflex negates; see text
Spell Resistance: Yes

A spiraling salamander of flames bursts from your hands and whirls toward your enemies, scorching them.

A spout of flame rapidly burns toward the target. You must make a successful ranged touch attack to hit. A creature struck by the burst of flames takes 3d12 + 1 point per Caster Level (maximum +9) of Fire damage.

A creature which relies on normal eyes for vision must succeed on a Reflex save to shield their eyes or be dazzled for 1d4 rounds. At Caster Level 7th the intensity of this effect increases, inflicting a -2 penalty on attack rolls, spot checks, and search checks instead of the standard -1 for being dazzled.

Fire is an instantaneous blast of heat, and as such very rarely actually catches anything on fire.

Counters Blizzard.
Fire IIElemental[Fire]
Level: BLM/NIN/RDM 4
Casting Time: Standard
Range: Medium
Targets: See text
Duration: Instantaneous
Saving Throw: No and Reflex negates; see text
Spell Resistance: Yes

A large, twisting dragon of flames erupts from your hands and forearms, whirling towards your enemies, burning them relentlessly.

Single Target
A large spout of flame rapidly burns toward your target. You must succeed on a successful ranged touch attack to hit. A creature struck by the burst of flame takes 5d12 + 1 point per Caster Level (maximum +13) of Fire damage.

A creature which relies on normal eyes for vision must succeed on a Reflex save to shield their eyes or be dazzled for 1d4 rounds. Due to the intensity of the blast, the dazzle effect's severity is increased to a -2 penalty to attack rolls, spot checks, and search checks.

At Caster Level 11th, the heat of Fire II increases, causing, on a failed Reflex save, any metal armor, shields, or weapons the target has readied to become heated. At the end of the target's next turn they take an additional 1d6 Fire damaeg for each metal weapon or shield still being readied. They also take 1d6 damage from wearing heated light or medium armor, and 2d6 damage from wearing heated heavy metal armor.

Multiple Targets
Area: Up to six 5' cubes in a line. All cubes must be touching the ground or similar surface and each new cube after the first must be adjacent to at least one, but no more than two, previous cubes. The entirety of the area must reside within the range of the spell.

All creatures in the area are hit with the single target version of Fire and are allowed a Reflex save (saving throw DC appropriate for a 4th level spell). On a successful save, targets take only half damage and automatically avoid the secondary effects of Fire. On a failed save they take damage as normal and are dazzled, if susceptible, as normal according to the effects of Fire. Roll the duration of the dazzle effect once for all targets.

Fire II is a nigh-instantaneous burst of heat, and as such does not often catch anything but the most readily flammable materials on fire.

Counters Blizzard II and Blizzard.
Fire IIIElemental[Fire]
Level: BLM/RDM 6
Casting Time: Standard
Range: Medium
Targets: See text
Duration: Instantaneous
Saving Throw: No and Reflex negates; see text
Spell Resistance: Yes

You create two large, flaming lashes, whipping them into massive fiery dragons that spiral outwards toward your foe in a helix pattern leaving a scorching trail in their wake.

Single Target
A huge spout of flame rapidly burns toward your target. You must make a successful ranged touch attack to hit. A creature struck by the burst of flame takes 7d12 + 1 point per Caster Level (maximum +17) of Fire damage.

A creature which relies on normal eyes for vision must succeed on a Reflex save to shield their eyes or be dazzled for 1d4 rounds. Due to the intensity of the blast, the dazzle effect's severity is increased to a -2 penalty to attack rolls, spot checks, and search checks. Also on a failed save, any metal armor, shields, or weapons the target has readied becomes heated. At the end of the target's next turn they take 1d6 additional Fire damage for reach metal weapon or shield still readied. They also take 1d6 damage from wearing heated light or medium metal armor, and 2d6 damage from wearing heated heavy metal armor.

At Caster Level 15th, Fire III burns hotter than nearly any mundane fire can, further heating enemies' metal equipment. Opponents now take 2d6 Fire damage for any heated weapons, shields, or light or medium armor still being held or worn at the end of their turn. Wearers of heavy metal armor now take 3d6 points of damage.

Multiple Targets
Area: Up to seven 5' cubes in a line. All cubes must be touching the ground or similar surface and each new cube after the first must be adjacent to at least one, but no more than two, of the previous cubes. The entirety of the area must reside within the range of the spell.

All creatures in the area are hit with the single target version of Fire II and are allowed a Reflex save (saving throw DC appropriate for a 4th level spell). On a successful save, targets take only half damage and automatically avoid the secondary effects of Fire II. On a failed save they take damage as normal and are dazzled, if susceptible, as well as have metal equipment heated according to the effects of Fire II. Roll the duration of the dazzle effect once for all targets.

Fire III is a rapidly expanding burst of heat, and as such, catches easily flammable materials on fire.

Counters Blizzard III, Blizzard II, and Blizzard.
FlareElemental[Fire]
Level: BLM 7
Casting Time: Standard
Range: Long
Area: 30' burst
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: No

A super-hot jet of plasma sears foes in a brilliant, slowly-growing explosion.

Flare causes a globe of searing radiance to expand slowly for a short moment before rapidly accelerating from a point you select. All creatures in the area of effect are blinded for 2d4 rounds and take 1d6 points of Fire damage per caster level past the third. A creature to which sunlight is harmful or unnatural takes half again the normal damage. A successful Reflex save negates the blindness and reduces the damage by half, or negates the extra damage for creatures to which natural sunlight is harmful or unnatural.

Flare automatically destroys any creature specifically harmed by bright light (such as a vampire) if it fails its save. The ultraviolet light released by Flare deals damage to fungi, mold, oozes, slimes, and other such creatures as if sunlight were unnatural to them.

Counters Freeze.
FloatEnhancing [Wind]
Level: KNT/RDM/WHM 3
Casting Time: Immediate or Standard; see text
Range: Close
Targets: One creature or object or multiple allies (see text)
Duration: 1 round/level (D)
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

A small eddy flurries about underneath your feet, keeping you aloft.

Standard Action
Float causes the target to do just that: float several inches above the surface of the ground, causing the following effects:

The target, if falling from a height, descends at no more than 60' per round (equivalent to a fall from a few feet) and takes no damage upon landing while the spell is in effect.
The target is able to move across water or other liquids as if they were solid ground. Turbulent waters such as a stormy sea or river rapids cannot be crossed in this way.
The target can ignore some types of difficult terrain (assuming the difficult terrain is a ground-based effect that could safely be floated over) at the DM's discretion.
The target gains a +2 bonus to their saving throws against Earth-based spells and effects, and are immune to the effect of a Quake spell when on open ground.

Immediate Action
Float can be used as an Immediate Action to confer only the benefit of reduced falling speed. When used in this way, Float has only a verbal component, can affect multiple allies so long as they are all within 15' of the caster, and lasts for only 5 rounds.

If the target is carrying more than their maximum heavy load, Float has no effect until the target becomes unencumbered.

Special: Float is dismissible as a Standard action by the affected creature, not the caster.

Float counters and dispels Gravity.
FloatraEnhancing [Wind]
Level: WHM 5
Targets: One or more creatures or objects, no two of which can be more than 30' apart

This spell bestows the same benefits as Float, but on multiple creatures. If used as an immediate action it affects allies within 30' of the caster and persists for 10 rounds.

Counters Graviga and counters and dispels Gravity.
FloodElemental [Water]
Level: BLM 8
Casting Time: 1 round
Range: Medium
Area: 60' wide, 15' thick, 30' tall wall of water
Duration: Concentration + 1d3 rounds, up to one round per two levels
Saving Throw: Fortitude partial (object)
Spell Resistance: No

You create an immense, massive, and powerful force of water, scouring a swath of destruction across the landscape.

Flood creates a towering tsunami and sends it forth in a wave to smash all in its path. The tsunami starts at any point you select within range of the spell and then moves at a speed of 60' per round in any direction chosen by you (the movement occurs at the end of the caster's turns). The tsunami travels double speed on downward slopes of a 30 degree angle or more, and simply cannot travel uphill on slopes greater than 45 degrees or more, instead it immediately dissipates. Once the direction is set, the tsunami cannot change course, and deals 1d8 points of Water damage and 1d8 points of bludgeoning damage for every three Caster Levels to everything in its path. Structures (including sailing vessels, etc) take triple damage. Smaller objects weighing less than fifteen pounds, unless especially fragile, are usually merely picked up and whisked away relatively unharmed. Any creature or object struck can make a Fortitude save to take half of the bludgeoning damage.

Gargantuan or larger creatures that fail the save are knocked prone. Huge or smaller creatures that fail the save are picked up and carried with the wave. Each round a victim is carried by the tsunami it takes an additional 1d6 Water and 1d6 bludgeoning damage per five caster levels (Fortitude save for half of the physical damage) and is flushed toward the center of the wave (so that a Medium-sized creature is always in the center of its 15' thickness after the wave moves). Objects of similar size, unless firmly tied to the ground such as trees or buildings with solid foundations, can also be picked up in this way, and are subject to the same damage. There is enough turbulence in Flood so that a creature caught inside of its limited duration has little risk of drowning.

Creatures being carried by Flood cannot move in any other way apart from swimming. They can otherwise act normally, but must make a Concentration check of 25 + the spell level to cast a spell. Creatures caught in the tsunami are considered to have cover against all attacks from outside of the wave, and all outside creatures are considered to have cover against creatures inside the wave. Captured creatures take a -4 penalty on attack rolls and Dexterity checks. Listen and Spot checks are made nearly impossible inside the commotion and clamor, each receiving a -20 penalty. A successful DC 26 Swim check allows a creature to swim inside of the tsunami, and so long as it ends its movement outside of the effect, can also allow it to escape it (hopefully not outward from its leading edge, lest it be slammed into and picked up on the subsequent round should the spell persist).

Anything that comes into contact with the forward side of the wave during its movement is considered to have been struck by Flood. Coming into contact with the retreating or thin sides merely catches a creature in the effect (no save). The tsunami's progress can be halted by anything large enough that would block its path, assuming the tsunami does not destroy the intervening barrier. Only Gargantuan or larger creatures that succeed their save against Flood can halt it. If only a portion of Flood is blocked, the rest of it continues forward.

Although this spell can be cast on dry land, it is most effective when cast on the open sea or other significantly large body of water. In this case, saving throws to avoid full damage and being caught in the wave are made at a -4 penalty, and the length, width, and height of the tsunami doubles. A magical tsunami that begins on water that then travels onto land immediately shrinks to its land size.

At the end of the spell the water rapidly dissipates into nothingness depositing all caught objects and creatures onto the square they currently occupy. Caught creatures and objects take no falling damage from this. Flood can continue to move outside of the range of the spell though it immediately breaks the caster's ability to concentrate on maintaining it.

Timber Faolan
2013-04-09, 11:24 PM
If I may be so bold as to suggest a replacement for one of the two empty class levels in master (I hate empties with a passion) I would suggest the following:

Improved Chakra:
At level-X, The Master's ability to heal themself increases.
A Master may now use their "Chakra" class feature a number of times per day
equal to 1 + their wisdom modifier. (with a minimum of once per day.)

This would allow a Master to do what they do best, kick monster tail,
without being such a burden to the White Mage, Red Mage, or Knight.
(plus, Chakra has always been my favorite monk ability, so, yeah.)

Everything is awesome thus far, I gotta say, your the best at monks.
Looking forward to seeing more from this.

oh, yeah, my buddy wants to know, what's the rules on alignment,
and, *annoyed sigh* will PC's be able to become vamps or were's?
(sorry, my buddy's a huge fan of the world of darkness, so, yeah.)

teslas
2013-04-17, 06:20 PM
Improved Chakra is definitely on the table, and we've talked about it. Options include letting them spend so many points worth of HP to heal other effects, simply increasing the amount healed by some amount as you've suggested, or even granting them other small bonuses (though this one is tricky and not super likely).

I'll pass along to the other creator that you're a fan, as he's the one that did 95% of the initial design, with me just smoothing out the mechanics and tacking on some of the perception-based abilities.


On another note, I just got back in the country from a nearly two-week long vacation, so it's time to get back to scribing spells.

Timber Faolan
2013-05-06, 02:21 AM
Glad to hear improved chakra's a possibility. (anythings better than an empty.)

well, I suppose it could cure poison and blind, like it usually does in this series.

maybe instead of healing, a use could be used for making a save with a bonus
against a status effect your suffering? like, you use chakra, and make a fort
save with a bonus equal to wis mod to cure that poison the snake gave you?
very basic an unimaginative I know, but solid none the less. maybe they would
spend 1/4th or less to achieve this effect, or anywhere from 1/10th to 1/3rd?

as for small bonuses, maybe you could get a bonus to str and/or dex equal to
your wis mod (min=1) for a # of rounds = to wis mod (min=1), to equate
the monk using their ki/mana/focus/whatever to beef up ala Kenshiro & Goku.

well, that's all I got. and welcome back, hope your trip was enjoyable.

teslas
2013-05-07, 09:51 PM
Raising ability scores is something to be avoided for a few reasons, though the major reason is that it's rather plain and uninspired, and leads to ridiculous ability scores that regular D&D can produce.

Curing Blind/Poison is definitely a given if Chakra can heal status effects, but adding in things that offer additional saves steps on the toes of the master's later abilities.

Thank you for the suggestions, and please keep them coming if you have any others.


More progress on spells has been made, though the death of my desktop has slowed the progress greatly. Sadly, the event that killed it also killed my two monitors, and I've got some more plane tickets and vacation funds to afford which are more important than all this basement-nerd junk. I'll keep plugging away at it, however!

Timber Faolan
2013-05-09, 12:33 AM
yeah, ability raising is kind of a pain, but just decided to give it a go.

to be honest, I've got nothin' else in regards to chakra. :smallfrown:

sorry to hear about your computer and monitors, good luck with it all man.

I did have one question though, would monks get any ranged attacks to help them against flying enemies, such as a ki blast or the ability to use shuriken
to deal their unarmed damage, or something of that sort? basically, what can
the monk/master do when faced with an opponent they can't reach?
it'd kinda suck if a group faced a winged dragon and the resident Bruce Lee
couldn't do jack **** against the scaley menace besides run around giving
his team mates potions and ethers while cursing up a storm in chinese.

(I dare the order of the stick to make a one shot depicting this situation!) :smallwink:

teslas
2013-05-10, 01:06 AM
That is somewhat of a weakness of the class, and it's one that is recognized and intended.

Compared to the others:
Fighters will assuredly have a composite longbow in their golf bag of weapons with everything else.
Thieves have crossbows and shortbows and throwing weapons of all sorts (especially come levels in ninja).
Red mages can use crossbows--to say nothing of their bevy of offensive magic options.
Black mages need only a respectful nod when discussing ranged attacks.
White mages are probably worse off than black belts in most instances. It is worth mentioning that they have access to Light, which is essentially Magic Missile, and can (although probably never will) chuck some light hammers at people.

But what of black belts?

Not much. They do not have shuriken proficiency, which is something I had always seen but just now actually noticed. I am not sure if this was on purpose or an small oversight by the other creator. I'll ask.

Otherwise, they're "limited" in that they depend on others. For situations where terrain is separating the party from ranged attackers, black belts are perhaps the best suited to close this distance with Jump/Balance/Swim and their enhanced movement speed. Against flying enemies, they simply take cover or wait for a party member to pull it out of the sky with spells. They can also stand out in the open and ready actions to trip/grapple/attack should something attack them or fly by them to attack an ally.

For flying enemies with ranged attacks? FF1 has very, very few of those, so it's not a large concern. Though if the party is confronted with such an enemy, and it is intelligent enough to fully leverage the situation and terrain, the black belt will find himself of greatly diminished usefulness.

Midgame (7-12), black belts dominate the battlefield pretty handily. Late game (13-18) they vary between doom-machines and being at least extremely annoying for enemies. Their lack of a decent counter against flying enemies is simply part of the class.


Ki Blast, by the way, is definitely going to fill one of the gaps in master levels 15+, way closer to 15 than do 20. The mechanics aren't set in any way, but it won't be something they can do over and over and over again. It comes late as it's a very discrete manifestation of the black belt/master's supernatural abilities, which are meant to grow over their career at a very gradual rate.

Timber Faolan
2013-05-30, 03:24 AM
*sigh* I figured it was probably one of their weaknesses.
I guess I wouldn't mind taking "exotic weapon proficiency: shuriken" though.
maybe I could even role play the master learning it from his buddy the ninja.

I guess I could also have him chuck some good 'ol stones as Imp. Weapons
and whittle away at the enemies defenses, or at least distract them that way.
(even a dragon is gonna forget about the knight when stoned in the nads.) :smallwink:


and if anything, maybe I could just have him go all wuxia and make wire-fu
jumping attacks against the aerial enemy ala crouching tiger, hidden dragon.


I guess it's up to us players to get creative under such limitations.


if I may, I do have some idea's for Ki Blast.

as a full round action, the monk may concentrate to channel their internal
energies into a single point, such as their palm or the tip of their index finger.
this provokes an attack of opportunity from all applicable enemies.
if successfully attacked, the master must make a concentration check, DC
10+damage dealt, or be shaken from their attempt an flat footed for 1 round.
on their next turn, as an attack action, they may fire their ki blast,
dealing their unarmed damage plus dexterity to attack and wisdom to damage.
the monk may use this ability a number of times per day equal to their wisdom
modifier +1, with a minimum of 1 time per day. Ki Blast has a range of 60 feet.


this probably needs work, especially in sheer damage output, but all in all,
I think it's fairly well balanced, well, actually, more like non-overpowered,
but at the very least, it allows the master to contribute to fighting flyers.


By the way, sorry to ask again, but my blasted buddy is really persistent,
will any of the players be able to play a vampire or werewolf (werewhatever)
under this rule set, and if so, any particular changes from vanilla D&D?
(I humbly appologize for this, my buddy is a huge world of darkness fan.)


well, looking forward to hearing from you again, till next we speak, farewell.

teslas
2013-07-28, 11:19 PM
Taking a weapon proficiency for a ranged weapon is a possibility for a black belt/master. There's always the option of just using the weapon with a -4 penalty as well, though that is a pretty damning option against anything with decent AC. Still, it means they are not useless, and can just as easily make unarmed attacks against everything else while fobbling around with a bow.

And again, utilizing terrain/readied actions and not having your DM be an ******* goes a long way.


As far as ki blast:

1: There's no need to be too specific about the fluff about how it manifests itself. Players can choose whether they give it a hadouken or blast it out of their eyes or whatever else as they see fit.

2: Whether an ability provokes an AoO or not is a pretty big decision. If it's something that disrupts their perception of the battlefield, then yeah. As a general rule, if it provokes an AoO, it should be slightly more powerful than if it did not. The Concentration check to complete it is a given should it provoke an AoO.

3: Making players wait until the next round to use it seems kinda harsh. This kind of implementation would also nudge it up a bit as far as effectiveness.

4: The damage and range is the biggest decision to make with this ability, and I have not yet begun to think about it. There's also the consideration of whether to have it play with Focus in some way.

5: It would be tied to their Constitution, most likely. One of the ways to un-suck monk types is to make them non-MAD, similar to the situation with barbarian-types.



There is/are vampires in FF1, and as such, he or they are in this campaign. If one of the player has the misfortune of becoming one, the mechanics would be identical to regular D&D. This would be an edge-case and up to the DM, but it would be possible. Anything other than having that player become an NPC or being destroyed (and then likely resurrected) would require imagination on the part of the DM.

There are were-animals in this campaign, though they don't play any major role by default. Because they exist, a player could contract lycanthropy from them. The mechanics would be the same as in vanilla D&D in how that would work. Generally speaking, it is not desirable for a character to become a lycanthrope, as it imposes a level adjustment they must meet before they can gain more character classes, and it might change their alignment in a way they, or the party, does not desire.

teslas
2013-07-31, 12:56 AM
Spells Fo - I

ForceDark [Dark]
Level: BLM/RDM 5
Casting Time: Standard
Range: Medium
Targets: One creature or object
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

A dark, formless cloud materializes and then takes the shape of whatever physical weapon the caster can imagine as it strikes out with deadly swiftness.

Force requires a ranged touch attack, and deals 6d6 + 1 point per Caster Level of physical damage. This damage is as if it were from a magical weapon, and as such any damage reduction or other protections against weapons apply. The caster must designate whether the damage is piercing, bludgeoning, or slashing at the time of casting.

Force cannot be used to push, pull, move, or otherwise affect the target apart from a crudely abrupt and damaging impact.
FreezeElemental [Ice]
Level: BLM 7
Casting Time: 1 round
Range: Medium
Area: 20' radius spread
Duration: 1 + one round/two levels
Saving Throw: Reflex partial; see tet
Spell Resistance: No

Mobsicles!

All creatures take 3d6 plus 1d6 per three Caster Levels of Ice damage (no save) and become encased in a 5-inch thick sheath of ice (Reflex negates). If the target creatures become encased, they suffer the following penalties:
1d6 + 1 point per two Caster Levels of Ice damage each round (no save)
Cannot move except to make a DC 26 Strength check to attempt to break free as a Standard action
Cannot cast spells with verbal or somatic components and line of effect is broken for all non-personal spells and abilities
The ice blocks line of effect from the outside as well, so the encased creature cannot be directly targeted with spells
If underwater, the creature rapidly rises to the surface in its block of ice
Flying creatures begin to fall to the ground and, upon impact, shatter the ice and receive normal damage from falling from the appropriate height. Jump and Tumble checks, Float and similar spells or effects, and other such checks or means of reducing fall damage cannot apply.

The ice does not prevent creatures from breathing. It is possible to break a creature free from the ice by dealing 30 points of damage to it. The ice has a hardness of 5 and takes double damage from Fire. Specifically targeting the ice around a creature usually does not risk hitting anything trapped inside of it regardless of the damage dealt to the ice.
FrostElemental [Ice]
Level: BLM 2
Casting Time: Standard
Range: Medium
Targets: One creature
Duration: 1 + CL / 2 Rounds
Saving Throw: Reflex half; see text
Spell Resistance: Yes

A dense cloud of frigid air surrounds your target, chilling it with an unnatural coldness. Their reflexes become dulled as they struggle to retain heat.

The subject receives a penalty to their Dexterity equal to 1d4. This penalty increases by an additional 1d4 points every five Caster Levels beyond the first. A successful Reflex save reduces this penalty by half.

At the beginning of the caster's next turn, and every subsequent turn turn while Frost persists, the affected creature must succeed on a Reflex or continue to numbed by Frost's chilling effect. On a failed save, the the penalty to Dexterity increases by one point.

At Caster Level 13th, Frost's effect becomes more intense and the target's abilities to react more hampered. The afflicted creature now takes a -5 penalty on all attack rolls when making attacks of opportunity. The Dexterity penalty per round on a failed save increases to 2 instead of 1. At Caster Level 23rd, if such a thing were possible, the penalty to attacks of opportunity worsens to -10, and the penalty to Dexterity per round on a failed save increases to 3.

The reduction to Dexterity is an ability score penalty, and as such cannot reduce a creature's ability score below 1. When the spell expires or is removed, the target's Dexterity is restored to its previous state.

Special: Due to its elemental properties, Frost overwrites the effect of Choke, ending Choke's effects immediately, and automatically fails with cast on a target already under the effect of Burn.

Counters Choke.
GravityEnfeebling [Earth]
Level: RDM 2
Casting Time: Standard
Range: Medium
Targets: One creature
Duration: 1 + CL / 2 Rounds
Saving Throw: Reflex partial; see text
Spell Resistance: yes

The target is weighted down and finds moving to be much more difficult. Flying creatures find it nearly impossible to overcome the downward pull of the world.

The target creature takes a -2 penalty to their Strength and Dexterity scores and has their mobility greatly hampered. Taking a 5' step is made impossible. Any movement requires a DC 10 Strength check as part of the same action as movement. For every 5 points by which the target exceeds this check, it may move an additional 5 feet (up to the maximum allowed for its speed). Failing this check by 5 or more renders the creature prone. Creatures can always crawl 5' as a Move action while prone.

Creatures may only use the charge or run actions if they pass a Strength check appropriate for the distance to be moved. Failure ruins the charge or run action completely, causing them to stumble and fall prone 5' toward their intended destination.

Jump and Tumble skill checks are made with a -20 penalty, and any movement used in conjunction with these skills is still limited by the described Strength check.

Flying creatures cannot ascend any distance and must succeed on a strength check to move forward at least 5' or hover (check equivalent to moving 5' if the creature's mode of flight is capable of hovering) or fall 30' closer to the ground in a controlled descent at the end of their turn. If a flying creature is also subject to the Bind spell or similar effect, this descent is not controlled and they plummet to the ground as normal for a falling creature.

The maximum amount of falling damage is raised by 50% (provided the height of the fall is long enough) if a creature is affected by Gravity (30d6 instead of 20d6).

On a successful Reflex save, the target does does not incur Strength and Dexterity penalties and Gravity's effect on movement ends at the end of the target's next turn.

At Caster Level 10th, the penalty to Strength and Dexterity scores increases to -4, and at Caster Level 16th they further increase to -6.

Counters and dispels Float.
GravigaEnfeebling [[Earth]]
Level: RDM 5
Area: 10' burst
Duration: 1 + CL / 4 Rounds

This spell functions as Gravity, but on multiple creatures.

Counters Floatra.
HarmDivine [Light]
Level: WHM 1
Casting Time: Standard
Targets: Undead only
Area: 60' burst, centered on the caster
Duration: Instantaneous
Saving Throw: Will partial (see text)
Spell Resistance: No

Faith will be your sword and shield against the horde of the undead.

A white mage can summon the holy command of the heavens to drive away teeming throngs of undead. A number of undead in the area of Harm, up to one per Caster Level, suffer 1d8 points of Holy damage plus one point per Caster Level (maximum +5). Note: Most undead are weak to Harm's element, further increasing the damage by half again. Any creatures damaged by Harm within 10' of the caster must make a successful Will save or be instantly destroyed. Destroyed creatures from either Harm's damage or being obliterated outright cannot be resurrected or otherwise reconstructed.

For every 1 HD higher than the Caster Level of this spell, targets receive a +4 bonus to their saving throw vs. being destroyed.

Special: Some very powerful undead have Harm Resistance.
Harm IIDivine [Light]
Level: WHM 3

This spell functions like Harm, except that it deals 3d8 points of damage plus one point per Caster Level (maximum +10) and affects a number of undead equal to the Caster Level - 4. The range at which undead can be instantly destroyed is increased to 15'.

For every 1 HD higher than the Caster Level of the spell, the target receives a +2 bonus to their saving throw vs. being destroyed.
Harm IIIDivine [Light]
Level: WHM 5
This spell functions like Harm, except that it deals 5d8 points of damage plus one point per Caster Level (maximum +15) and affects a number of undead equal to the Caster Level - 8. The range at which undead can be instantly destroyed is increased to 20'.

For every 1 HD higher than the Caster Level of the spell, the target receives a +1 bonus to their saving throw vs. being destroyed.
Harm IVDivine [Light]
Level: WHM 7
This spell functions like Harm, except that it deals 7d8 points of damage plus one point per Caster Level and affects a number of undead equal to the Caster Level - 12. The range at which undead can be instantly destroyed is increased to 25'.

For every 1 HD higher than the Caster Level of the spell, the target receives a +1 bonus to their saving throw vs. being destroyed.
HasteEnhancing [Wind]
Level: BLM/NIN/RDM 3
Casting Time: Standard
Range: Close
Targets: One creature
Duration: 1 + CL Rounds
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Speed up!

The affected creature can move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hastened creature may make one extra attack with any weapon they are holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action.)

A hastened creature gains a +2 bonus on attack rolls and a +2 Dodge bonus to AC and Reflex saves. Any condition that would make the creature lose their Dexterity bonus to AC (if any) also causes them to lose these dodge bonuses.

All of the hastened creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an Enhancement bonus and it affects the creature's jumping distance as normal for increased speed.

Multiple haste effects never stack.

Counters and dispels Slow.
HastegaEnhancing [Wind]
Level: BLM 6
Area: 10' burst
Duration: 1 + CL / 2 Rounds

As Haste, but on multiple creatures.

Counters Slowga.
HavenDivine [Light]
Level: WHM 8
Casting Time: Full-round
Range: Special; see text
Targets: All creatures within sight and line of effect of the caster
Duration: 1 round
Saving Throw: Will negates (harmless); see text
Spell Resistance: No (harmless)

You call down a calming peace to interrupt the fighting on the battlefield. The faint image of an angel briefly appears above the field, quelling all violence. This is a time for diplomacy or recuperation; use it wisely.

The caster appeals to a higher power to temporarily halt combat. All creatures within sight of the caster that are also within line of effect (including the caster) gain the Haven status for one round. Under this effect they cannot be the target of attacks, target of offensive spells or effects, and cannot be included in the area of any offensive spells that have an area as a target. While under the effect of Haven a creature cannot attack or cast offensive spells. If a creature chooses to resist the effects of the spell they may make a Will saving throw to do so.

Haven does not confer damage immunity. A creature may still wander into a hazardous area or into the are of a delayed spell that has already been cast before Haven took effect. Creatures that are already inside of persistent damaging effects (such as a Tornado spell) continue to take damage as normal.
HealHealing [Light]
Level: WHM 1
Casting Time: Standard
Range: Close
Targets: One or more allies, no two of which can be more than 30' apart
Duration: Instantaneous
Saving Throw: No (harmless)
Spell Resistance: No (harmless)

A sparkling ray of holy light unerringly collides with a companion before bouncing to the next closest one.

Targeted allies are healed for 1d8 points of damage plus one point per Caster Level (maximum +5).

Unlike the Cure spell, Heal may only be used on allies. There is no limit on the maximum number of targets so long as they are withing the specified "Target" parameters.
Heal IIHealing [Light]
Level: WHM 4

This spell functions as Heal, except that it heals 2d8 points of damage plus one point per Caster Level (maximum +10).
Heal IIIHealing [Light]
Level: WHM 6

This spell functions as Heal, except that it heals 3d8 points of damage plus one point per Caster Level (maximum +15).
Heal IVHealing [Light]
Level: WHM 8

This spell functions as Heal, except that it heals 4d8 points of damage plus one point per Caster Level.
HolyDivine [Light]
Level: WHM 9
Casting Time: 1 round
Range: Long
Targets: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
MP Cost: 34

You call upon the most righteous of power to summon a devastating beam of divinity to smite your target. It totally looks like orbital bombardment.

White wizards can spend an entire round praying for divine justice. Once a target has been selected they can do nothing to escape their fate. Breaking line of sight or line of effect does not prevent Holy from affecting them. Any form of magical evasion does not work against Holy (including the Reflect spell), although other magical resistances and reductions still apply.

Upon completion of the casting, a brilliant light overtakes the target's body as pure holy energy courses through their being, dealing 1d8 Light damage per Caster Level (no save).

A creature that is killed by Holy's initial damage explodes in a brilliant flash, completely destroying their body and leaving no corpse (though their possessions are unaffected, if not a bit scattered about). All enemies within 20' of a destroyed creature's body take half of Holy's original damage, and allowed a Will save to further reduce this damage by half. All allies within this area are healed by this same amount. Any undead creature with less than 15 HD that is damaged by this secondary effect must make a Will save or be destroyed (this save is subject to Harm Resistance) as per the Harm spell.

Creatures of the [Light] subtype are immune to Holy's damaging component.

Special: The MP cost of Holy is double the normal amount of a spell of equivalent level.
Ice SlickDark [Ice]
Level: BLM 1
Casting Time: Standard
Range: Close
Area: 20' square
Duration: 1 + CL / 2 Rounds

A shimmering layer of ice spreads out and coats the ground, making movement across it more difficult.

This spell covers a solid surface with a layer of slippery ice. Any creature entering the area or caught in it while the spell is first cast must make a Reflex save or slip, skid, and fall prone. Creatures that are in the area must make a Balance check at the start of their turn or when first moving onto the slick or fall prone. Creatures who have fallen must pass a Balance check to stand. Creatures can always crawl 5' as a Move action while prone.

The base DC for standing on an Ice Slick on a flat, stable surface is 10. The DM should adjust the Balance DC and effects of the spell by circumstance. For example, a creature charging down a hill that is suddenly iced has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wishes to or not). If cast on an especially craggy area, such as an area that is already difficult terrain, Ice Slick may have reduced effect, lowering the Balance DC.

When cast on the surface of water, Ice Slick can hold up to 50 lbs per Caster Level for its duration. Dealing any fire damage to a 5' square of Ice Slick instantly melts that portion away.

Ice Slick cannot be cast on turbulent water, or any fluid or surface that might normally melt it, such as a pool of magma or the remains of a recently cast Meteor.

teslas
2013-08-12, 08:42 AM
Spells L - P

LibraDivine [Light]
Level: KNT/RDM/WHM 1
Casting Time: Standard
Range: Medium
Targets: One creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

You gain a bit of divine instruction that appears in the front your mind about your target.

Libra reveals very basic information about the target creature to the caster:
Its elemental affinity or elemental subtype, or the lack thereof (Fire, Earth, Light, Dark, etc...)
Presence of Elemental Immunities or Absorption
Presence of Spell Resistance

At Caster Level 10th Libra reveals more information: If the target's hit points are below half of its maximum.
If the target possesses any MP.
The caster's choice of one of the target's physical ability scores. The results will appear as follows: 0: Indiscernible
1-7: Below Average
8-12: Average
13-17: Above Average
18-24: Exceptional
24-29: Extraordinary
30+: Legendary

Finally, this spell confers one of the following answers based on the target creature's effective level (Hit Dice + class levels + adjustments) vs. caster's effective level: More than 8 below: Very Weak
8 to 5 below: Weak
4 to 2 below: Little Challenge
1 below to 2 above: Challenging
3 to 4 higher: Very Challenging
5 to 8 higher: Extremely Challenging
More than 8 higher: Impossibly Challenging

Although the target is always aware of having been the target of a spell of some kind as well as the exact source, Libra is considered a benign spell, allowing no save or Spell Resistance. The Spellcraft check to recognize the effects of this spell are reduced by 5 for the recipient (DC 11). In addition, a target of Libra that passes the above Spellcraft check is aware of what the source has learned about them.

Note: Libra does not reveal a creature's name or type/subtype (Undead, Construct, Animal, etc), and does not reveal any type/subtype traits not covered in Libra's text.
LifeHealing [Light]
Level: RDM/WHM 4
Casting Time: 1 round
Range: Close
Targets: One dead creature
Duration: Instantaneous
Saving Throw: No (harmless); see text
Spell Resistance: No (harmless); see text

The clouds break as a slender beam of divine light bathes the target's corpse for a moment. When the casting is complete, the body rises back to life, although still in desperate need of medical attention.

The subject is restored to life and their hit points are set to one; it is free of any temporary status ailments or effects--beneficial or otherwise. The creature, in lieu of odd game mechanics, is magically lifted to the standing position if applicable, holding anything near their corpse that they were holding previously. This movement does not provoke attacks of opportunity.

Creatures that are brought back to life through these means assume a new place in the initiative order just before the effect that brought them back to life. In effect, this means that another round of combat will pass before they act, just before the source of the Life spell on the previous round.

Creatures that were killed by having their Constitution score reduced to zero are brought back with one point automatically restored. Creatures that are killed due to level drain are brought back with one level automatically restored. If the target has MP, they are returned to life with the same amount of MP they had at the moment of their death.

While the spell closes mortal wounds and reattaches nearby dismembered pieces, the body of the creature must be relatively whole for the spell to succeed. Completely missing parts are still otherwise absent after the spell's completion and permanent ability or HP damage may occur at the DM's discretion.

The target of Life must always be willing to return to their body. If they are not, the spell simply fails. Creatures who died of old age cannot be resurrected by any means. While Life has no practical limit on how long the target could have been dead, it still must have been within a reasonable amount of time at the DM's discretion. Creatures that died a within recent days or weeks, or indeed much longer with well-preserved bodies, are almost always acceptable targets. However, creatures who have been dead a very long time, for example 100 years or more, can almost never be resurrected.
Life IIHealing [Light]
Level: RDM/WHM 6

This spell functions exactly as Life, but the target creature is instead restored with half (rounded down) of their total hit points, to a maximum of 100 hit points. The amount of hit points with which creature is returned to life can never more than half of their total, though effects or abilities that increase healing potency such as Divine Seal or Healing Mastery can raise the maximum amount of hit points this spell can restore above 100.
Life IIIHealing [Light]
Level: WHM 9
Casting Time: 1 minute
Range: Touch
Targets: One living creature
Duration: 1 hour/level
Saving Throw: No (harmless)
Spell Resistance: No (harmless)

A small angelic outline hovers over your head, first very dim and brightening slowly as the spell takes effect before fading away. Should unthinkable happen, the halo raises up from your body and then washes over you, returning you to life.

This spell infuses the creature's body and aura with a sleeping seed of life for a limited time. If the creature becomes deceased, the seed immediately re-imbues the subject with vigor.

The target creature gains the same status granted by Auto-Life. Unlike Auto-Life, a creature is always constantly aware whether or not a Life III spell is active upon it.
LightDivine [Light]
Level: KNT/RDM/WHM 1
Casting Time: Standard
Range: Medium
Targets: One creature or object
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes

A white mage doesn't doesn't always have to heal.

A small ball of holy energy darts forth and strikes its target, dealing 1d3 + 3 points of Light damage. The damage increases to 1d4 + 3 at Caster Level 11th and again to 1d6 + 3 at Caster Level 21st.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out, though discrete objects comprising much larger objects can be.
Light IIDivine [Light]
Level: KNT/RDM/WHM 3
Targets: Up to three creatures or objects

This spell functions like Light, except that the caster may send out three corpuscles of holy energy. These can all be directed at a single creature or objects or several, divvying the missiles between targets as the caster desires. You must designate targets before you check for spell resistance or roll damage. Multiple balls of energy striking the same target count as the same source of damage, meaning Spell Resistance and any elemental reduction or hardness applies only once.
Light IIIDivine [Light]
Level: RDM/WHM 5
Targets: Up to five creatures or objects

This spell functions like Light II, except that the caster may send out five corpuscles of holy energy.
Light IVDivine [Light]
Level: WHM 7
Targets: Up to seven creatures or objects

This spell functions like Light II, except that the caster may send out seven corpuscles of holy energy.
LockEnhancing [Dark]
Level: BLM/NIN/RDM 1
Casting Time: Standard
Range: Personal
Duration: See text

A hazy vision of the immediate future briefly appears before you, giving insight into your enemies' actions in order to help guide your next attack.

You gain temporary, intuitive insight for your next attack. Your next attack roll (if it is made before the end of the next round) gains a +20 Insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a non-magically concealed target.
MeteorDark [Fire]
Level: BLM 9
Casting Time: 1 round
Range: Long
Area: 20' spread
Duration: Instantaneous
Saving Throw: Reflex for half, partial; Fortitude negates; See text
Spell Resistance: No

"Think you can get them from here? They're pretty far away."
"Yeah man, totally."

A giant ball of molten rock appears above the battlefield, crushing the **** out of most enemies, and burning the hell out of those that survive.

All creatures and objects in the area take 1d10 points of physical damage per two Caster Levels as well as 1d10 points of Fire damage per two Caster Levels. The physical damage is untyped and bypasses all conditional physical damage reduction, such as DR/adamantine or DR/bludgeoning, as the meteor's consistency is exotic and varied.

The location affected by Meteor must be decided at the beginning of the spell's casting. Enemies cannot discern the target area unless they succeed by 5 or more above normal on the regular Spellcraft check for recognizing a spell. There is no save for the physical damage as there is no getting out of the way of the meteor. The Fire damage can be halved with a successful Reflex save. Furthermore, targets in the area must succeed on a Fortitude save or subsequently be stunned for 1d4 rounds.

The meteor itself does not fall from space, but is rather teleported to just above the battlefield. There must be at least 30' of clearance above the ground at the affected area to begin casting Meteor. The sudden stop of most of the meteor's interstellar momentum causes it to nearly instantly liquefy and blast apart. Every square affected by Meteor becomes covered by 1 foot of rapidly cooling rock and low-quality veins of iron, becoming difficult terrain until it cools and hardens six rounds later. Prone creatures or those that have large parts fo their bodies in contact with this difficult terrain take 1d12 points of Fire damage every round until it hardens.

The signs of a Meteor impact are normally evident for many years before natural weathering can begin to remove the traces.
MountDark [Wind]
Level: BLM/NIN/RDM 1
Casting Time: 1 round
Range: 10'
Duration: 1 hour/level (D)
Saving Throw: No
Spell Resistance: No
MP Cost: Varies

Squaaark!

You summon a chocobo! It serves you willingly and well. It comes bridled and saddled.

Summoned yellow, green, and blue chocobos are not trained for combat and will always choose to flee (or cower if cornered). Black chocobos, while not trained to be ridden in combat, are a stronger and prouder breed and will attempt to defend themselves before fleeing. Golden chocobos are instinctively ready for combat with a rider and oftentimes attempt to defend the caster as best as they are able unless badly injured.

The options of which type of chocobo to summon vary by Caster Level: CL 1st+: You have the ability to summon a basic yellow chocobo. The MP cost is standard for a first level spell.
CL 5th+: You gain the ability to summon a green chcoobo by expending 2 MP instead of the normal amount for a first level spell. Green chocobos are naturally at home in mountainous terrain and are excellent climbers.
CL 10th+: You gain the ability to summon a blue chocobo by expending 3 MP. Blue chocobos are naturally at home near lakes and rivers and are very strong swimmers.
CL 11th+: You can consistently summon an exemplary sample of a particular breed. By spending an extra MP (on top of whatever extra if it's not a yellow chocobo), your summoned chocobos now arrive with +2 Strength above the standard.
CL 15th+: You gain the ability to summon a black chocobo by expending 4 MP. Black chocobos have better developed wings and can fly for moderate periods of time. They are also stronger than a normal chocobo and are able to carry more weight.
CL 20th+: You gain the ability to summon a gold chocobo by expending 5 MP. Gold chocobos are an incredibly rare breed that can both climb and swim with ease. They are more fearless than the other breads and are readily able to be ridden into battle as a mount.
CL 21st+: All chocobo varieties are always trained to be ridden into combat, though only black and gold ones will attack while being ridden. By spending an additional MP, chocobos are summoned with maximum hit points per hit die as well as with a military saddle and chain barding.

Note: Refer to the standard chocobo entries for their normal carry weight, hit points, and other statistics.
NukeDark [Dark]
Level: BLM 9
Casting Time: 1 round
Range: [TBD]
Targets: One [unfortunate] creature
Duration: 5 rounds
Saving Throw: No and Fortitude half; see text
Spell Resistance: Yes
MP Cost: 34

Tapping into the power of the very material from which a creature is made, you harness the latent cataclysmic potential inside all things to eradicate your enemies.

You accelerate the atoms within the target creature's body, causing them to become Sickened and Fatigued with radiation and dealing 1d8 damage. Creatures that are immune to the effects of being Sickened or Fatigued may ignore these effects but still suffer the damage.

This spell causes a terrifying chain reaction within the subject's body. Every subsequent round, at the start of the caster's turn, the affected creature takes twice the damage dice it took the previous round (2d10 on the second round, 4d10 on the third, and so on). If the Sickened or Fatigued statuses are removed, they return the next time the creature suffers damage on the caster's turn. On the final round the creature can succeed on a Fortitude save to end the effect, causing the reaction to fizzle out and stop one round before completion. Creatures with less than 75 hit points receive a -4 penalty to this saving throw.

Starting when the creature receives damage the second time, the creature's skin becomes warm to the touch. Starting on the third, it becomes as bright as a candle (shadowy illumination out to 5'). After the fourth , it shines as brightly as full daylight out to 60' (though it does not count as daylight for the purposes of creatures damaged or destroyed by daylight) with shadowy illumination for 120' further.

If the damage on the final round is enough to kill the creature, its body explodes in a violent flash of vapor and light leaving no discernible remains. All creatures in a 30' burst take damage equivalent to the damage received on the round it exploded (Fortitude for half). If the subject of Nuke is killed by any other source of damage before the duration of Nuke expires, or dies of damage from Nuke before the final round, the chain reaction ends and the creature is no longer in any danger of exploding, as there was not enough viable mass left to continue the process.

Nuke is unique in that it does not impart a status, and thus cannot be removed. Stepping into an antimagic field or similar area does not halt its progress. The only thing a creature can otherwise do to remain alive it to sustain the damage each subsequent round without dying.

At Caster Level 24th Nuke's duration increases to 6 rounds, and creatures take a -4 penalty to the save if they have 150 hit points or less.

Special: Nuke cannot be affected by the Extend Spell metamagic or other sources of duration prolongation.

Special: Nuke costs double the normal amount of MP to cast as an equivalent spell of its level.
ParalyzeEnfeebling [Lightning]
Level: KNT/RDM/WHM 4
Casting Time: Standard
Range: Medium
Targets: One creature
Duration: 1d4 + CL / 4 rounds
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

A jolt of energy darts around inside of your foe, interrupting their muscles or pieces.

You charge the body of your target, wreaking havoc on their nervous system. A creature must succeed on a Fortitude save or become afflicted with the Disrupt status.

While under this ailment, any time the subject wishes to perform a Move or Standard action they must make a Fortitude save (DC the same as the first) or lose that action. Creatures without at least two feet or other appendages touching the ground receive a -4 penalty to the saves against losing an action, while creatures that are prone or have a similarly significant portion of their body in contact with the ground or a conductive piece of the environment, such as a metal wall, receive a +4 bonus.

Swift and Immediate actions are unaffected by the Disrupt status. Creatures that are immune to paralysis are immune to this spell.
PearlDivine [Light]
Level: WHM 8
Casting Time: 1 round
Area: 50'-radius cloud centered upon the caster
Duration: Concentration (up to 5 rounds)
Saving Throw: Special; see text
Spell Resistance: No

Tiny glowing white orbs of holy energy blanket the air all around like suspended snowfall. Densely packed, they twinkle and pulse with energy and pop in little bright explosions upon contact.

Tiny orbs of light fill the air, suspended in stasis. For every 5' an enemy moves inside of this effect, the tiny orbs explode dealing 5 Light damage. This damage happens at the end of each 5' of movement and includes forced movement. Instantaneous movement, such as teleportation, is subject to this damage if the creature arrives in the affected area (treat the creature as having only moved 5', taking damage upon arrival). Living allies (enemies and allies determined upon casting) moving through this effect are instead healed 1 hit point per 5' that they move.

Ranged attacks inside or through the area are made impossible as the orbs of energy explode and disrupt the flight of projectiles. Spells with somatic components also becomes more difficult, requiring any enemy attempting to do so to pass a Concentration check (DC equals Pearl's saving throw DC + the level of the spell trying to be cast).

The light produced from the myriad of orbs fully illuminates the area, including magical darkness. Only a spell of higher level may darken the area inside of Pearl. Creatures that are harmed, affected, or destroyed by natural daylight are harmed equally by Pearl's illumination (A successful Reflex save can delay the effects on such creatures for one round, giving them a round to exit the area or interrupt the spell).

The caster can continue the Pearl effect with concentration, requiring a Standard action for up to five rounds. More orbs continue to appear, constantly replacing consumed ones. Anything that could could break the caster's concentration when casting a spell can keep you from concentrating to maintain this spell. The spell ends immediately when concentration is broken. If necessary, the caster can choose to change whether combatants are considered enemies or allies each round they concentrate on the spell.

At 21st Caster Level the damage and healing effects increase, to 10 and 2 respectively.
PhalanxEnhancing [Earth]
Level: RDM 3
Casting Time: Standard
Range: Personal
Duration: 1 + CL Rounds (D)

A shell of prismatic, sparkling earth appears, crystallizes, and then fades around you.

The caster gains Damage Reduction equal to their Caster Level divided by three against all sources of damage: physical, elemental, or otherwise. This damage reduction stacks with any other damage reduction granted by armor, elemental reduction, or other effects and is always applied and resolved before any other reductions, absorptions, or mitigating effects.
PhalanxgaEnhancing [Earth]
Level: RDM 6
Casting Time: STandard
Range: Close
Area: 5' burst
Duration: 1 + CL / 2 Rounds

A prismatic, shimmering shell appears overhead and indiscriminately crystallizes around everything in the area.

As Phalanx, but on all creatures and objects within the area of effect.

If Phalanxga is cast on a target already under a Phalanx effect, the stronger damage reduction or the effect with the longer duration overwrites the other at the recipient's discretion.
PoisonEnfeebling [Water]
Level: BLM/NIN/RDM 1
Casting Time: Standard
Range: Medium
Targets: One creature
Duration: 1 + one round per level
Saving Throw: Fortitude Negates
Spell Resistance: Yes

You infuse your target's blood with magical poison.

The target creature is the subject of a poison that does 1d4 + one point per Caster Level (maximum +8) damage every round on the beginning of the target's turn. Constructs, undead, and creatures normally immune to mundane poisons are also immune to this spell. Creatures with 4 or more Hit Dice take only half damage and creatures with more than 8 Hit Dice take only one point of damage per round.
ProtectEnhancing [Light]
Level: RDM/WHM/KNT 1
Casting Time: Standard
Range: Close
Targets: One creature
Duration: 10 minutes per level
Saving Throw: No (harmless)
Spell Resistance: No (harmless)
MP Cost: Varies

Protect creatures a lightly shimmering magical shield causing some attacks to glance off of the subject harmlessly. The protected creature glows with a noticeable faint orange aura when struck.

This spell grants the target creature a +1 Deflection bonus to their AC. This bonus increases by +1 every four caster levels netting +2 at 4th, +3 at 8th, and so on, to a maximum of +6.

Special: Protect requires 1 point of MP per point of Deflection bonus to AC. IE: If Protect at Caster Level 8th would grant +3 AC, it requires 3 MP to do so. You can always choose to reduce the MP cost by lowering the amount of bonus granted. Protect always remains a 1st level spell and any metamagics applied to Protect increase MP cost and spell level as normal.
ProtectraEnhancing [Light]
Level: WHM 2
Targets: One or more creatures, no two of which can be more than 30' apart
MP Cost: Varies

This spell functions as Protect, but on multiple allies.

Special: As with Protect, higher bonuses to AC cause Protectra's MP cost to raise slightly. Protectra requires two times the MP of the Deflection bonus to AC, minimum 3 MP. You can choose to reduce the MP cost by lowering the bonus granted. Any metamagics applied to Protectra increase the MP cost and spell level as normal for a 2nd level spell.
Protect IIEnhancing [Light]
Level: RDM/WHM 5
Casting Time: Standard
Range: Close
Targets: One creature
Duration: 1 + CL / 4 rounds
Saving Throw: No (harmless)
Spell Resistance: No (harmless)

Creatures under this powerful spell emit a strong, glowing orange aura when struck in combat.

The target creature takes only half damage, rounded up, from physical assaults as well as any magical effects that deal physical damage. Falling damage, damage from constriction attacks, or environmental damage are unaffected.

The damage is halved after any damage reduction, if appropriate, is applied from normal sources. For example, if Meat'Shield McGee has DR 5/magic and is hit by an attack from a mundane weapon that deals 20 damage, his damage reduction reduces it to 15, and Protect II further reduces this by half, to 7.5, rounded up to 8.

Observers may roll a Spellcraft check (DC 20) to recognize the presence of Protect II whenever a target within sight is struck. Anyone who attacks a creature under the effect of Protect II immediately knows that their assault was lessened by magical means, although it is not necessarily apparent to anyone else.
Protectra IIEnhancing [Light]
Level: WHM 6
Targets: One or more creatures, no two of which can be more than 30' apart
Duration: 1 + CL / 7 rounds

This spell functions as Protect II, but on multiple allies

teslas
2013-08-23, 10:41 AM
Spells Q - Si

QuakeElemental [Earth]
Level: BLM 8
Casting Time: 1 round
Range: Long
Area: 75' radius spread
Duration: 1 round
Saving Throw: See text
Spell Resistance: No

The earth rips itself apart in several places with a cacophony of thunderous tremors, devastating the area.

Quake causes an intense but highly localized tremor that rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for one round, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a Concentration check (5 + Quake's DC + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an Quake depends on the nature of the terrain where it is cast.

Cave, Cavern, or Tunnel
The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught underneath (Reflex for half) and pins that creature beneath the rubble (no save; see below). Quake cast on the roof of a very large cavern could also endanger those outside of the spell's actual area, but below the falling debris.

Cliffs
Quake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex for half) and is pinned beneath the rubble (Reflex negates; see below).

Open Ground
Each creature standing in the area must make a DC 15 Balance check or fall down, prone. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex negates). At the end of the spell, all fissures grind shut, instantly killing any creatures still trapped within.

Structure
Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry in good condition. Hardness does not reduce this damage. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex half) and is pinned beneath the rubble (no save; see below).

River, Lake, or Marsh
Fissures open underneath the water, draining it away from the area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down into the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.

Pinned beneath Rubble
Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. In almost all cases a creature pinned in this way finds it nearly impossible to free itself. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage. Each subsequent minute spent unconscious raises the DC of the Constitution check by 2. Breaking the rubble off of oneself requires a Strength check. The DC is 10 per one foot of rubble on top of the pinned creature. Extremely heavy material, such as iron, has its DC increased to 12 per foot. Light material, such as dry wood, has its DC reduced to 8 per foot. Size modifiers apply to this check.
RaspElemental [Earth]
Level: BLM 1
Casting Time: Standard
Range: Medium
Targets: One creature
Duration: 1 + CL / 2 rounds
Saving Throw: Reflex half; see text
Spell Resistance: Yes

A mass of rubble and aggregate swirls around your subject, grating and pelting them mercilessly.

The subject takes a penalty to Charisma equal to 1d4. This penalty increases by an additional 1d4 every fve Caster Levels beyond the first. A successful Reflex save reduces this penalty by half.

At the beginning of the caster's next turn, and turn while Rasp persists, the affected creature must succeed on a Reflex save or continue to be harmed by Rasp's toll on their skin. On a failed save, the penalty to Charisma increases by 1 and the afflicted creature's armor decreases by 1.

At Caster Level 11th, Rasp's intensity increases, causing the target on a failed save to have their Charisma penalty increase by 2 per round. At Caster Level 21st, Rasp's intensity becomes incredibly acute and intense, causing the target on a failed save to have their penalty to natural AC increase by 2 each round.

A creature with no natural armor bonus is considered to have a natural armor bonus of +0. The effects of Rasp can lower this bonus below 0 to a total of -5. The reduction to Charisma is an ability score penalty, and as such cannot reduce a creature's ability score below 1.

Special: Due to its elemental properties, Rasp overwrites the effect of Shock, ending Shock's effects immediately, and automatically fails to when cast on a target already under the effect of Choke.

Counters Shock.
ReflectEnhancing [Light]
Casting Time: Standard
Range: Close
Targets: One creature
Duration: 1 + one round per two levels
Saving Throw: Will negates (harmless)
Spell Resitance: Yes (harmless)

A faint, wispy blue aura surrounds you, warding off magical energy.

Spells and spell-like effects targeted on you are turned back upon the original caster. Only spells that specifically target you are reflected. Area of effect spells and effects are not reflected (including the area of effect versions of targeted spells, such as Fire II, etc). Reflect does not discriminate against helpful and harmful spells. All targeted spells are affected by Reflect unless they specifically state otherwise, including benign or beneficial spells such as Libra or Cure.

If the caster is somehow an invalid target for the spell to be reflected back upon them, the spell simply fails. A spell may only be reflected once. If a target with Reflect cast upon them becomes the target of an already-reflected spell, the spell pierces the barrier, but the effective Caster Level of the spell is reduced by half (rounded up). Spells cast on oneself if under the effect of Reflect instead ricochet to a random target within range. If no suitable targets are within range, the spell fails.

The visible effect of this spell is a faint aura. A creature may roll a Spellcraft check (DC 26) to notice its presence. When a spell is reflected a brilliant flash of blue energy is given off. This visual queue is incredibly unique and is immediately identifiable to anyone within sight with a successful Knowledge (Arcana) or Spellcraft check (DC 20), or to those already familiar with the spell.
RefreshEnhancing [Fire]
Level: RDM 4
Casting Time: Standard
Range: Close
Targets: One creature
Duration: See text
Saving Throw: No (harmless)
Spell Resistance: No (harmless)

A wave of bright red magical energy washes over the target, energizing and invigorating them.

The target regains 1 MP per round for 21 rounds. The target cannot gain more MP than its maximum amount, and any excess is discarded. Red mages and red wizards, already accustomed to using techniques such as this to extend their magical energies, are only affected by Refresh for seven rounds.

Special: Refresh cannot have any metamagic effects from any source applied to it, save for the red mage's Fast Cast ability.
RegenEnhancing [Water]
Level: RDM 2
Casting Time: Standard
Range: Close
Targets: One living creature
Duration: 10 + CL / 5 rounds
Saving Throw: No (harmless)
Spell Resistance: No (harmless)

The body's tissue begins regenerating at a supernatural rate, causing open wounds to close and broken bones to mend.

The target creature gains Fast Healing 3.

Multiple Regen effects cannot be active at the same time. Casting Regen on a creature already under the effect of the spell restarts the duration as appropriate.
Regen IIEnhancing [Water]
Level: RDM 5

The target's body begins to heal even faster, regenerating tissue and closing wounds almost as quickly as they appear.

As Regen, except the target creature gains fast healing 8 and receives 1 less point of damage from all instantaneous sources. This reduction stacks with all other sources of reduction or resistance. Resolve this reduction before other effects.

Multiple Regen II effects cannot be active at the same time upon the same target. Casting Regen II overwrites Regen and ends its effects immediately.
RegrowthHealing [Light]
Level: WHM 8
Casting Time: 3 Rounds
Range: Touch
Targets: One living creature
Duration: See text; one round per level
Saving Throw: No (harmless)
Spell Resistance: No (harmless)

A murky, glowing slime covers the wounded area and quickly begins to grow into a new body part.

Regrowth allows the subject to regrow any lost body parts such as eyes or arms. The flesh is restored at a rate of 1 cubic inch per second, though exceptionally large creatures may regrow limbs at a faster rate proportional to their size.

If cast on a creature that is not missing flesh, Regrowth's magical influence lasts for a short while repairing any permanent ability damage a creature may take. Two points of the creature's most damaged score, if any, are restored per round on the creature's turn. This effect increases by one point per round for every four Caster Levels past 15th. In the event of a tie between two damaged scores, Regrowth favors Constitution, Strength, Dexterity, Wisdom, Intelligence, and Charisma in that order.

Lastly, Regrowth can be cast in the round prior or after a Life spell or similar effect is used on a creature to restore severe damage to the corpse so that it can to life. Regrowth can only mend, heal, and repair grievous wounds, such as missing body parts or severely damaged and disfigured corpses when used in this way. If more than half of the body is missing, or it has been turned to ash or otherwise absolutely destroyed, Regrowth fails. If a Life spell or similar effect fails to affect the targeted creature within six seconds of when Regrowth is cast, the spell fails.
RestoreHealing [Light]
Level: WHM 2
Casting Time: Full-Round
Range: Close
Targets: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A flurry of flickering, white particulates sprinkles over the target.

Restore cures the ability score penalty of any magical effects reducing one of the subject's ability scores. If cast on a target under the effects of a spell such as Rasp or Gravity, the temporary penalty is lessened to zero for one ability score, but any other effects of the spell remain, such as the continued Charisma and AC loss from Rasp or the movement penalty and remaining penalty to an ability score from Gravity.

Restore also cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
Restore IIHealing [Light]
Level: WHM 4

A burst of holy particulates explodes over the target's body, and then rain down on top of them.

This spell functions similarly to Restore, except that it can also dispels negative levels and restores one experience level to a creature who has had a level drained.

Restore II removes all temporary ability damage and penalties to the subject's ability scores, or it can restore all points permanently drained from a single ability score (caster's choice if more than one is drained). It also removes any fatigue or exhaustion suffered by the target.
RevealDivine [Light]
Level: KNT/RDM/WHM 3
Casting Time: Standard
Range: Medium
Duration: 1 + CL / 2 rounds (D)
Area: Creatures and objects within a (up to) 10' + 5' per CL / 2 burst
Saving Throw: No
Spell Resistance: No

You blanket an area with a misty light that quickly adheres to surfaces, shining brightly on contact with invisible things.

Reveal fills an area with a burst of enchanted light, exposing any invisible creatures or objects. Any creatures or objects that have Vanish or any other magical effect that causes invisibility active upon them are outlined by a bright, white aura. This aura is extremely distinct and counteracts all of the effects of being invisible as well as reduces the Spot or Search DC to see or find creatures or objects by 20. If the invisibility effect ends before Reveal's effect, the white aura remains.

Creatures or objects that are not under the effect of magical invisibility are unaffected. After Reveal expires, any creature or object still under the effect of magical invisibility continues to be invisible as normal.

Reveal initially illuminates its area fully and brightens an area twice as large with shadowy illumination. Creatures that take penalties in bright light also take them while within the area of Reveal. This spell is not equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light. This initial lighting effect lasts only the first round it is cast.

Spell Resistance does not apply as Reveal directly interacts with the invisibility magic affected a creature or object, not the creature or object itself.

Special: Reveal's area can be controlled at the time of casting. If the caster wishes to shrink the radius they may do so.
ShellEnhancing [Light]
Level: KNT/RDM/WHM 2
Casting Time: Standard
Range: Close
Targets: One creature
Duration: 10 minutes per level
Saving Throw: No (harmless)
Spell Resistance: No (harmless)

An ethereal white shell forms and fades around the target's figure.

The subject gains a +2 Resistance bonus to all saving throws. For every 5 Caster Levels past the 3rd this bonus increases by +1.

A target cannot be affected by both Shell and Shell II simultaneously; Shell has no effect if cast on a target that is under the effect of Shell II.
ShellraEnhancing [Light]
Level: WHM 3
Targets: One or more creatures, no two of which can be more than 30' apart

This spell functions as Shell, but on multiple allies.
Shell IIEnhancing [Light]
Level: RDM/WHM 6
Casting Time: Standard
Range: Close
Targets: One creature
Duration: One minute per level
Saving Throw: No (harmless)
Spell Resistance: No (harmless)

An ethereal white shell forms around the target's figure. It appears from time to time as a dim light that periodically pulses, similar to a heartbeat.

The subject gains a +6 Resistance bonus to all saving throws. In addition, the more powerful Shell II also grants temporary immunity to magical damage. When the shell absorbs 3 points of damage per Caster Level of magical damage, this protection ends. Any damage over this amount is taken normally.

After Shell II absorbs all of the magical damage it can, it still grants the benefit of improved saving throws for the remainder of the duration of the spell.

At Caster Level 16th, the Resistance bonus increases to +7, and at the 21st Caster Level, further to +8.

Special: Shell II overlaps (and does not stack with) the Bar-element line of spells. If a character is warded by Shell II and Bar-element, the Shell II spell absorbs damage first until its protection is exhausted, before it is reduced by Bar-element. Elemental damage reduction from other sources is first reduced by the appropriate amount and then applied to Shell II. A target cannot be affected by both Shell II and Shell simultaneously. Shell II simply overwrites Shell (or Shell II) and the new duration is applied.
Shellra IIEnhancing [Light]
Level: WHM 7
Targets: One or more creatures, no two of which can be more than 30' apart

This spell functions as Shell II, but on multiple allies, except that the granted shell only absorbs 2 points of damage per Caster Level.
ShockElemental [Lightning]
Level: BLM 3
Casting Time: Standard
Range: Medium
Targets: One creature
Duration: 1 + one round per two levels
Saving Throw: Will partial; see text
Spell Resistance: Yes

Electrical impulses rage throughout your victim, wreaking havoc on the higher functions of their nervous system.

The subject receives a penalty to their Wisdom score equal to 1d4. This penalty increases by an additional 1d4 points every five Caster Levels beyond the first. A successful Will save reduces this penalty by half.

At the beginning of the caster's next turn, and every subsequent turn while Shock persists, the affected creature must succeed on a Will save or continue to be jolted by Shock's effect on the body and mind. On a failed save, the penalty to Wisdom increases by one point.

At Caster Level 15th, Shock's disrupting effect to the mind becomes so jolting and halting that the target's ability to sense its surroundings is hampered. The afflicted creature now takes a -5 penalty on Spot, Listen, Sense Motive, and Heal checks. Furthermore, on any round the creature fails its save against taking further Wisdom penalty, all creatures are considered to have 20% concealment with respect to the subject. This concealment does not stack with any other sources of concealment or miss chances that creatures may already have. This concealment is considered mundane for the purposes of the Lock spell. It is theorized, that if it were ever possible for a wizard to obtain immense magical aptitude, Shock's effects would further improve at the 25th Caster Level increasing the Wisdom damage to 3 points per round on a failed save and causing all creatures to have 20% concealment with respect to the subject of Shock regardless of the subject's saving throw.

The reduction to Wisdom is an ability score penalty, and as such cannot reduce a creature's ability score below 1.

Special: Due to its elemental properties, Shock overwrites the effect of Drown, ending the effects of Drown immediately, and automatically fails when cast on a target already under the effect of Rasp.

Counters Drown.
SightEnhancing [Dark]
Level: BLM/NIN/RDM 3
Casting Time: Standard
Range: Personal
Duration: 10 minutes per level

Eye of Thundara, give me sight beyond sight.

Sight grants the caster darkvision out to 30', and allows you to see invisible objects and creatures. Such creatures are visible to you as translucent shapes, allowing you to easily discern the difference between visible and invisible creatures. Well-hidden invisible objects or creatures may still very well elude your perception. Sight does not function with remote methods of vision.

At Caster Level 11th, the range of the granted darkvision extends to 60'. At 21st, it extends again to 120'.
SilenceEnfeebling [Wind]
Level: KNT/RDM/WHM 2
Casting Time: Standard
Range: Medium
Target: One creature
Duration: 1 plus one round per level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You still the air around your victim's vocal chords, making it impossible for them to produce any recognizable noises.

Silence confers the Silenced status to the target. The creature cannot speak and cannot complete the verbal components of spells.

teslas
2013-09-04, 09:32 AM
Spells Sl - X

SleepEnfeebling [Dark]
Level: BLM/NIN/RDM 1
Casting Time: Standard
Range: Medium
Targets: One creature
Duration: 1 + CL / 2 rounds
Saving Throw: Will Negates
Spell Resistance: Yes

Zzzzzzz...

The subject is afflicted with the Sleep status ailment and falls into a magical slumber. For an unknown reason, the creature's ability to stand remains completely unaffected by the Sleep spell. Physical contact with a hostile creature or damage from any source results in the creature waking up immediately. Sleeping creatures are considered helpless. Waking a sleeping creature requires a Standard action and is the use of the aid-another action. Sleep does not affect already unconscious, magically induced or otherwise, creatures.

See the status effect "Sleep" for further information.
SleepgaEnfeebling [Dark]
Level: BLM 3
Area: 10' burst
Duration: 1 + CL / 3 rounds

As Sleep, but on multiple creatures.
SlowEnfeebling [Earth]
Level: BLM/NIN/RDM 3
Casting Time: Standard
Range: Medium
Targets: One creature
Duration: 1 + CL / 2 rounds
Saving Throw: Will negates
Spell Resistance: Yes

The target becomes out of sync with time itself, causing all of its actions to happen more slowly.

The subject moves and attacks at a drastically reduced rate. A slowed creature can only make a Standard or Move action on its turn, not both. The target can still perform Swift and Free actions as normal, but Immediate actions are made much, much more difficult (due to delayed reaction time) and their use is subject to DM discretion. Additionally, the subject takes a -1 penalty to all attack rolls, AC, and Reflex saves. A slowed creature moves at half of its normal speed (round down to the nearest 5' increment) to a minimum of 5'.

At Caster Level 11th, the penalty to attack rolls, AC, and Reflex saves increases to -2. The penalty again increases at Caster Levels 17th and 23rd, to -3 and -4 respectively.

Counters and dispels Haste.
SlowgaEnfeebling [Earth]
Level: BLM 6
Area: 10' burst
Duration: 1 + CL / 4 rounds

This spell functions as Slow, but on multiple creatures.

Counters Hastega.
StoneElemental [Earth]
Level: BLM/NIN/RDM 1
Casting Time: Standard
Range: Medium
Effect: Ray
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes

You clench and then open your hand, magically launching a barrage of small rocks at your foe.

Clumps of gravel and stone flies toward the target. You must make a successful ranged touch attack to hit. A creature struck by the mass of earth takes 2d10 plus one point per Caster Level (maximum +7) of Earth damage.

Stone can also, at the caster's discretion, create one square of difficult terrain underneath or adjacent to the targeted creature on a successful hit. At Caster Level 5th, this increases to two squares which must be underneath or adjacent to the creature as well as adjacent to one another. The difficult terrain lasts for three rounds and then disappears. Huge or larger creatures can simply ignore difficult terrain created in this way.

Counters Thunder.
Stone IIElemental [Earth]
Level: BLM/NIN/RDM 3
Casting Time: Standard
Range: Medium
Targets: See text
Duration: Instantaneous
Saving Throw: No and Reflex half; see text
Spell Resistance: Yes

You assume a powerful stance and with a strong punching motion propel a mass of large rocks at the enemy.

Single Target
A massive hunk of loosely packed rocks is flung at the target. You must make a successful ranged touch attack to hit. A creature struck by the mass of earth takes 4d10 plus one point per Caster Level (maximum +11) points of Earth damage.

Stone II can also, at the caster's discretion, creature two squares of difficult terrain underneath or adjacent to the targeted creature on a successful hit which must also be adjacent to one another. At Caster Level 9th this increases to three squares, two of which must be underneath or adjacent to the target, and all of which must be adjacent to one another. This difficult terrain lasts for three rounds and then disappears. Huge or larger creatures can simply ignore difficult terrain created in this way.

Multiple Targets
Area: 15' burst. The caster must target a solid surface that is connected to the ground, but the composition is otherwise unimportant. The caster must have line of effect to the center point. Any squares in the affected burst area that would be blocked, but are still within the caster's line of effect, can also be part of the area at the caster's discretion.

All creatures in the area within 5' of the ground are hit with the single target version of Stone shooting directly up from the ground and are allowed a Reflex save (saving throw DC appropriate for a third level spell). On a successful save, the damage received is halved. One square of difficult terrain can be created for the purposes of that particular creature, even on a failed save. Creatures up to 20' in the air are also affected, although difficult terrain cannot be created because of their presence.

Counters Thunder II and Thunder.
Stone IIIElemental [Earth]
Level: BLM/RDM 5
Casting Time: Standard
Range: Medium
Targets: See text
Duration: Instantaneous
Saving Throw: No and Reflex half; see text
Spell Resistance: Yes

With a mighty throwing motion you summon forth a veritable landslide of small boulders and scree hurtling toward your foe.

Single Target
Several large rocks and a flurry of gravel fly toward the target. You must make a successful ranged touch attack to hit. A creature struck by the amalgamation of earth and stone takes 6d10 plus one point per Caster Level (maximum +15) points of Earth damage.

Stone III can also, at the caster's discretion, create three squares of difficult terrain on a successful hit, two of which must be underneath or adjacent to the target and all of which must be adjacent to at least one other square. At Caster Level 13th, this increases to four squares, three of which must be underneath or adjacent to the target and all of which must be adjacent to at least one other square. This difficult terrain lasts for three rounds and then disappears. Gargantuan or larger creatures can simply ignore difficult terrain created in this way.

Multiple Targets
Area: As Stone II.

All creatures in the area within 5' of the ground are hit with the single target version of Stone II shooting directly up from the ground and are allowed a Reflex save (saving throw DC appropriate for a fifth level spell). On a successful save, the damage received is halved. One square of difficult terrain can be created for the purposes of that particular creature, even on a failed save. Creatures up to 30' in the air are also affected, although difficult terrain cannot be created because of their presence.

Counters Thunder III, Thunder II, and Thunder.
StopEnfeebling [Ice]
Level: BLM 8
Casting Time: Standard
Range: Medium
Targets: One creature
Duration: 1 + CL / 5 rounds
Saving Throw: Will negates
Spell Resistance: Yes

The time flowing around your target halts completely, trapping them inside of their own personal segment of reality for a moment.

The volume the subject and its equipment occupies stops passing forward through time. Inside the area (everywhere the creature and its equipment encompasses) time seems to pass normally. For them, being under the effect of Stop for five rounds will seemingly be the same as traveling forward 30 seconds in time, with all actions upon them while stopped happening in an instant.

Stopped creatures are considered helpless. All physical attacks affect a stopped creature normally. Spells that do direct damage or healing hit point or ability damage with an instantaneous duration affect stopped creatures normally. Persistent effects that deal direct damage and affect an area the stopped creature occupies damage the creature normally.

Any persistent effects such as enhancing magic, status ailments, or those that cause damage over time fail when cast on a stopped creature. Spells with a duration that are active on a creature when it is stopped effectively pause along with the creature, with their durations unaffected during this time, and begin to function as normal as soon as the Stop status ends. Essentially, any status effects upon the creature are unchangeable. Stop cannot be removed or prematurely ended by healing magic or items, such as Esuna or a Remedy.

Stopped creatures remain in place in the exact position and location at the time they were stopped relative to their world or plane (they will still rotate along with a planet for example). They are unaffected by gravity and other outside forces, and are impossible to move or reposition by almost any means.

A creature that has the Haste status gains a +2 on their save against Stop, while a creature that has the Slow status takes a -2 penalty.

Special: Any circumstances which prevent the flow of time, such as being on a timeless plane, cause Stop to have no effect. Stop otherwise functions as normal, even in areas of accelerated or decelerated time.
StunDark [Lightning]
Level: BLM 6
Casting Time: Standard
Range: Medium
Targets: One creature
Duration: 1d4 + CL / 10 rounds
Saving Throw: Fortitude half and Fortitude negates; see text
Spell Resistance: Yes

A fork of solid, black lightning arcs forth from your fingertips, sending enough energy through your target's body to temporarily disable it.

Stun is a devastating spell that causes the target creature to become extremely jolted, having its nervous system, muscles, mechanical parts, or the magical energies animating it become completely disrupted (causes the Stunned status). A stunned creature cannot take any actions of any kind and drops anything that it is holding. A stunned creature is considered helpless, though it can still perceive the world around it (although its vision might be greatly reduced in usefulness as it cannot move its neck or eyes). A successful Fortitude save halves the duration of Stun, rounded down (minimum 0). Success on the save by 10 or more negates all of the harmful effects of the spell entirely.

Stun is unique in that is is very difficult to resist through magical means. Your effective Caster Level for the purposes of penetrating spell or elemental resistance is increased by 5.
TemperEnhancing [Fire]
Level: BLM/NIN/RDM 2
Casting Time: Standard
Range: Close
Targets: One object or natural weapon
Duration: One round plus one round per level

A blast of heat instantly reforges a weapon, bolstering its damage.

Magically tempers a weapon, temporarily increasing its effectiveness. The weapon deals one point of additional physical damage of the appropriate type per two Caster Levels. This bonus stacks with all other weapon bonuses, including a weapon's magical enhancement bonus. This spell enables non-magical weapons to bypass damage reduction as if they were magical weapons.

Alternatively, as many as twenty-five arrows, bolts, or bullets can be affected. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose Temper's effect once fired. Shurikens are counted as projectiles, as normal, for the purposes of Temper.
ThunderElemental [Lightning]
Level: BLM/NIN/RDM 2
Casting Time: Standard
Range: Medium
Effect: Ray
Duration: Instantaneous
Saving Throw: No and Fortitude negates; see text
Spell Resistance: Yes

You point your arm toward an enemy. In what seems an instant, it is already done: a powerful blast of lightning sparks out and connects with your foe.

A coruscating bolt of electricity flits toward the target. You must make a successful ranged touch attack to hit. A creature struck by the filament of lightning takes 3d8 plus one point per Caster Level (maximum +9) of Lightning damage.

If the target is wearing medium or heavy armor made of any kind of metal, or is a creature made largely of metal, it receives an additional 1d6 points of damage. The caster also gains a +2 to attack rolls to successfully hit them as well as a +2 bonus to any Caster Level check to overcome spell or elemental resistance against such targets.

At Caster Level 7th, Thunder is accompanied by a cacophony of noise. The target creature must succeed on a Fortitude save or become deafened for 1d4 rounds. The extra damage dealt to metal-wearing enemies increases to 2d6.

Counters Water.
Thunder IIElemental [Lightning]
Level: BLM/NIN/RDM 4
Casting Time: Standard
Range: Medium
Targets: See text
Duration: Instantaneous
Saving Throw: No and Fortitude negates; see text
Spell Resistance: Yes

You point a hand toward the target, followed by a flash of light, a deafening noise, and then the smell of ozone.

Single Target
You send a thunderous bolt of lightning at the target. You must make a ranged touch attack to hit. A creature struck by the bolt takes 5d8 plus one point per Caster Level (maximum +13) of Lightning damage. The target must succeed on a Fortitude save or be deafened for 1d4 rounds.

If the target is wearing medium or heavy armor made of any kind of metal, or is a creature made largely of metal, it receives an additional 2d6 points of damage. The caster also gains a +2 to attack rolls to successfully hit them as well as a +2 bonus to any Caster Level check to overcome spell or elemental resistance against such targets.

At Caster Level 11th, Thunder II's voluminous pressure wave of sound increases. Any target creature that fails the Fortitude save to become deafened for 2d4 rounds. The extra damage dealt to metal-wearing enemies increases to 4d6.

Multiple Targets
Targets: One creature or object, and up to four more creatures or objects so long as each is within 15' of the previously affected creature or object. Thunder II can only strike each target once. Inanimate targets are allowed, but must be of decent size and be made nearly completely out of metal. In such cases, the square struck by Thunder II is also the point of emanation for the purposes of determining the next target, no matter the size of the inanimate object. Inanimate metal objects are rarely ever damaged by Thunder II when used in this way.

All affected creatures are hit with the single target version of Thunder and are allowed a Reflex save (saving throw DC appropriate for a fourth level spell). On a successful save, targets take only half damage and automatically avoid becoming deafened, and avoid the extra damage if wearing medium or heavy metal armor. On a failed save, they are subject to the extra damage as normal, if applicable, and must succeed on a Fortitude save (DC appropriate for a fourth level spell) or be deafened as described by Thunder. The duration of the deafening, if any, is the same for all targets.

If a creature succeeds on the Reflex save and takes zero damage (for example, if the target possesses the Evasion class feature or has Reduce Lightning of sufficient amount), Thunder II fails to jump to the next target, and any remaining targets cannot be chosen. Thunder II is an area of effect spell, and is not subject to being turned away by Reflect.

Counters Water II and Water.
Thunder IIIElemental [Lightning]
Level: BLM/NIN/RDM 6
Casting Time: Standard
Range: Medium
Targets: See text
Duration: Instantaneous
Saving Throw: No and Fortitude negates; see text
Spell Resistance: Yes

You level your index finger in front of you, taking time to carefully line it up with your enemy. With a massive kick and a roar of thunder, a bolt leaps forth and connects with an unfortunate recipient.

Single Target
You send a gigantic stream of lightning at the target. You must make a ranged touch attack to hit. A creature struck by the blast takes 7d8 plus one point per Caster Level (maximum +17) of Lightning damage. The target must succeed on a Fortitude save or be deafened for 2d4 rounds.

If the target is wearing medium or heavy armor made of any kind of metal, or is a creature made largely of metal, it receives an additional 4d6 points of damage. The caster also gains a +2 to attack rolls to successfully hit them as well as a +2 bonus to any Caster Level check to overcome spell or elemental resistance against such targets.

At Caster Level 15th, Thunder III's voluminous pressure wave is that of a sonic boom. Any target creature that fails the Fortitude save to become deafened for one minute. The extra damage dealt to metal-wearing enemies increases to 6d6.

Multiple Targets
Targets: One creature or object, and up to four more creatures or objects so long as each is within 20' of the previously affected creature or object. Thunder II can only strike each target once. Inanimate targets are allowed, but must be of decent size and be made nearly completely out of metal. In such cases, the square struck by Thunder II is also the point of emanation for the purposes of determining the next target, no matter the size of the inanimate object. Inanimate metal objects, unless of extremely sturdy construction (such as a gigantic metal chain or steel support beam), are often marred quite badly, but unless of especially fine make not usually completely ruined, by Thunder III when used in this way.

All affected creatures are hit with the single target version of Thunder II and are allowed a Reflex save (saving throw DC appropriate for a sixth level spell). On a successful save, targets take only half damage and automatically avoid becoming deafened, and avoid the extra damage if wearing medium or heavy metal armor. On a failed save, they are subject to the extra damage as normal, if applicable, and must succeed on a Fortitude save (DC appropriate for a sixth level spell) or be deafened as described by Thunder II. The duration of the deafening, if any, is the same for all targets.

If a creature succeeds on the Reflex save and takes zero damage (for example, if the target possesses the Evasion class feature or has Reduce Lightning of sufficient amount), Thunder III fails to jump to the next target, and any remaining targets cannot be chosen. Thunder III is an area of effect spell, and is not subject to being turned away by Reflect.

Counters Water III, Water II, and Water.
ToadEnfeebling [Water]
Level: BLM 5
Casting Time: Full-round
Range: Medium
Targets: One creature (see restrictions below)
Duration: Permanent
Saving Throw: Fortitude negates; see text
Spell Resistance: yes

Ribbit.

The target creature is changed into a Toad. This effect is exactly the same as the Toad status. The target's new form follows all of the rules for alternate form with these exceptions: A toad has no form of physical attacks.
Any gear worn or carried by the target melds into the new form and becomes nonfunctional. When the target reverts to its true form, any objects previously melded into the new form reappear in the same location on its body that they previously occupied and are once again functional. Any new items worn in the assumed form fall of and land at the target's feet. (Note: some magical items may specify that they work within alternate forms.)
A toad has no form of speech or ability to perform somatic components of spells, but a creature may still cast purely mental spells and spell-like abilities. (This might be achieved through combined use of Still Spell and Silent Spell as well).
The target loses all the special abilities it has in its normal form, including its class features, with the exception of spellcasting or spell-like abilities.
Only certain creatures are able to be affected by Toad. The types are as follows:
Aberrations, Animals, Giants, Humanoids, Magical Beasts, Monstrous Humanoids, and Vermin.

If cast on a creature of any other type the spell simply fails. Incorporeal or gaseous creatures are immune to Toad, and a creature with the shapechanger subtype can revert to its natural form as a Standard action (which ends the Toad status). A successful Fortitude save negates this effect.

The larger a creature is, the more difficult it is to be changed into a toad. The opposite also applies for exceptionally small creatures. It is impossible to turn a Colossal or Gargantuan-sized creature into a toad. Consult the following table for adjustments to the saving throw DC:
Fine: -2
Diminutive: -1
Tiny: +0
Small: +1
Medium: +2
Large: +4
Huge: +8

A creature that has succumbed to the effects of Toad may attempt another save at the end of its next turn at the same DC (remember to use the creature's new, adjusted save as recalculated under the rules of alternate forms). Always use the creature's original size modifier for this second saving throw. If the creature fails this save, the Toad status is permanent.

Toad can be cast on a person that is currently under the Toad status, returning them to their normal form (there is no save for returning a creature from this status in this way).
TornadoElemental [Wind]
Level: BLM 8
Casting Time: 1 round
Range: Medium
Area: See text
Duration: One round per two levels
Saving Throw: Reflex negates; see text
Spell Resistance: No

Calling upon the greatest forces of the winds, you summon a vortex of immense size to blow away anything in your path.

This spell creatures a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60' per round. The cyclone is 15' wide (effectively a 3x3 square) at the base, 30' wide at the top, and 30' tall. You can concentrate on controlling the cyclone's every movement or specify a simple program. Directing the cyclone's movement or changing its programmed movement is a Standard action for the caster. The caster may also direct the cyclone to eject any carried creatures at any time on the caster's action to control the cyclone, depositing the hapless souls adjacent to any square the cyclone happens occupy when they are released. The cyclone always moves during the caster's turn (effectively immediately after the caster, unless the caster spends a Standard action to control it). If the cyclone exceeds the spell's range or the caster is rendered unconscious, it moves in a random, uncontrolled fashion for 2d6 rounds or until the spell's duration ends, whichever is shorter, and then dissipates. The caster cannot regain control of the cyclone in this instance, even if it comes back within range.

Any Huge or smaller creature or creatures that come into contact with the spell's area take 1d6 points of Wind damage per three Caster Levels (creatures larger than Huge size reduce this damage by half). A creature can only be damaged in this way once per round. A successful Reflex save reduces this damage by half (or half again if larger then Huge size). A Medium or smaller creature that fails this save is picked up by the cyclone and held, suspended, in its powerful winds, taking 2d8 points of Wind damage every round on the caster's turn with no save allowed. Suspended creatures can only take one Standard action per turn and are considered flat-footed. They are immune to physical ranged attacks and have 50% concealment from all other forms of attacks. Likewise, they are unable to make physical ranged attacks and all exterior creatures are treated as having 50% concealment. The Concentration DC for spells cast while being whipped around in Tornado is 25 + the spell's level. Only creatures with a fly speed can attempt a Strength check (DC 22) to escape the cyclone and be ejected into a random adjacent square. Such an action, successful or otherwise, subjects the flying creature to 1d8 nonlethal damage from buffeting.

At the end of the spell's duration, the cyclone dissipates and anything previously caught inside falls from the bottom of the spell's effect. Any creatures previously inside of the Tornado may be subject to falling damage. Targets under the tornado when it dissipates may be subject to damage from falling objects.

For any effects which might increase the area of Tornado, such as the Widen Spell metamagic, the base of the tornado increases. The width and height are then recalculated to double the new width of the base. A larger cyclone can pick up any creatures or objects much smaller than itself in size (as measured by the size of the base being large enough to completely surround the creature or object). The size of Tornado in of itself does not affect damage dealt or Concentration DCs, though the Strength check available to flying creatures to escape is made more difficult (DC 25).
UltimaDark [Dark]
Level: BLM 9
Casting Time: 1 round
Area: 25' burst, centered on you
Duration: Instantaneous
Saving Throw: Yes and no; see text
Spell Resistance: Yes
MP Cost: 34

You crouch down, holding your sides for a moment, the destruction welling up inside of you. As your vision fades to white, the last thing passing through your mind is the memory of learning the fractured remains of the nearly-forgotten Ultima magic, and hoping you'd never have use for it. After a couple of seconds, it's over; an eruption of raw, magical energy envolops all that is around you as your body is torn apart.

Ultima releases a chaotic storm that twists time and space affecting everything in the area--including the caster, objects, and terrain. Every creature in the area must make a Fortitude save or be obliterated, killing them and destroying their bodies (but not necessarily possessions, see below) completely. The caster receives a -2 penalty to this saving throw. Every creature or unattended object remaining takes 1d20+5 points of damage per three Caster Levels. This damage ignores any source of reduction, including but not limited to, hardness, temporary hit points, and spells such as Phalanx. It cannot deal nonlethal damage for any reason, only lethal. It always applies directly to affected creatures' and objects' hit points. Creatures or objects killed or destroyed by this damage are obliterated entirely with only wisps of ash remaining.

Creatures that succeed on their Fortitude save still take full damage, though their inanimate possessions are left, physically (see below), intact. Magic items are afforded their own, separate saving throws if either unattended or their wielder's/wearer's saving throw failed. Magical items, and only magical items, receive 25% damage if their saving throw succeeded.

Ultima's power derives from raw arcane energy which overpowers the effects of all other magic. Instantaneously, before the initial damaging effect, all creatures in the area dispelled of all ongoing spells, beneficial, benign, or harmful, and all magical items and equipment they carry are suppressed for three rounds as if targeted by a successful Dispel spell (though magic items are still afforded a separate save against immediate destruction, if applicable, see above). There is no save for this effect and it very often affects even artifacts or lesser divine beings (subject to DM discretion).

After the destruction has completed, an antimagic aura lingers in the affected area for 2d4 rounds. This field is noticeably visible, marked by sparks and arcane static. A DC 19 Spellcraft or Knowledge (arcana) check will correctly identify its properties.

In rare circumstances, the caster can withstand the chaotic use of Ultima or be returned to life after utilizing it. Even in such cases they are unable to practice magic again for 2d3+1 days.

Special: The MP cost of Ultima is double the normal amount of a spell of equivalent level.
VanishEnhancing [Lightning]
Level: KNT/RDM/WHM 2
Casting Time: Standard
Range: Close
Targets: One creature
Duration: 1 minute per level
Saving Throw: No (harmless (unless X-zone is added!))
Spell Resistance: No (harmless)

*Poof*

The creature becomes invisible, vanishing from sight, even darkvision. Consult the Invisible status.

Items dropped or put down by the subject of Invisible become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no apparent source). Any part of an item that the subject carries but that extends more than 10' from it becomes visible.

The subject is not magically silenced and certain other conditions can render the recipient detectable (such as stepping in a puddle of water). The spell ends if the subject attacks any creature or casts any spell (see below). Other actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, cut the ropes holding a rope bridge while enemies are on it, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all of its gear.

Casting any spell ends Vanish's duration and renders you visible after the spells completion. In the case of recasting Vanish on oneself, you do not become visible, and the duration begins anew. Taking damage from any instantaneous source ends Vanish's duration and renders the subject visible.
VanishraEnhancing [Lightning]
Level: WHM 5
Targets: One or more creatures, no two of which can be more than 30' apart

This spell functions as Vanish, but on multiple allies.
Vanish IIEnhancing [Lightning]
Level: KNT/RDM/WHM 4
Casting Time: Standard
Range: Close
Targets: One creature
Duration: One round per level
Saving Throw: No (harmless)
Spell Resistance No (harmless)

*Poofer*

This spell functions like Vanish with these exceptions: You can attack and cast spells, though doing so has a chance (see below) to end the spell's duration, rendering you visible after you complete the action. Taking damage from any instantaneous source also has a chance to end Vanish II. Each individual attack, each individual spell cast, and each time damage is received has this chance, regardless of how many times such events may occur during a round.

The chance to become visible as mentioned above is 30% minus 1% per caster level, minimum 1%.
Vanishra IIEnhancing [Lightning]
Level: WHM 9
Targets: One or more creatures, no two of which can be more than 30' apart

This spell functions as Vanish II but on multiple allies.
VeilDivine [Light]
Level: WHM 2
Casting Time: Standard or Immediate; see text
Range: Close
Targets: One creature
Duration: Varies; see text
Saving Throw: No (harmless)
Spell Resistance: No (harmless)
MP Cost: Varies

A veil of snowy white light trails behind you.

The target gains the protection of Veil, granting a +4 Sacred bonus to saving throws against all death effects. A death effect is any situation which kills the target on a failed saving throw. Every six caster levels past third, Veil's bonus against death effects increases by 1.

At Caster Level 12th and above, the target no longer automatically fails saves versus death effects on a roll of a natural 1, although the target may still fail the save if they do not meet or exceed the save DC.

Standard Action
Duration: One minute per level

The MP cost for Veil cast as a Standard action is appropriate for its spell level.

Immediate Action
Duration: 1 round or the first save against death, whichever is first

Casting Veil as an Immediate action causes the spell to cost twice as much MP as normal.
WarpEnhancing [Dark]
Level: BLM/RDM 6
Casting Time: Standard
Range: Long
Target: You and touched objects or other touched creatures
Duration: Instantaneous
Saving Throw: No and Will negates (creature and object)
Spell Resistnace: No and Yes (object)

You fold space around you to instantly step to a location as if it were right next to you.

You instantly transfer yourself from your current location to any other spot within range. You must have physical line of sight to your destination. There is no minimal limit for this requirement, although you may have to make a successful Spot check to accurately see your destination. For example, you could warp yourself through a keyhole or pinhole into another room or through an invisible wall. You cannot warp yourself to a projection or divination of your target as you need physical line of sight. You always arrive at the desired location merely by willing it so; no other confirmation or directions are needed. If the visible location is nonreal or false in any way, the spell simply fails with the caster being aware that their intended destination is, somehow, invalid.

You can bring along objects as long as their weight does not exceed your maximum load. You may also bring one additional willing Medium (or larger; see below) or smaller creature (carrying gear and objects up to its maximum load) per three Caster Levels. You may also bring along unwilling creatures, but they are afforded a Will save. You may only forcibly Warp a creature along with you that you are personally touching, and only one unwilling creature can be transferred in this way at a time. Touching an unrestrained target requires a successful touch attack that provokes attacks of opportunity. A successful save prevents your target from traveling with you, though the caster can cancel the spell after knowing the result of the target's saving throw. The caster's action is still lost and any associated MP cost of the spell is still paid as normal in this event.

For the purposes of warping creatures, a Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with the caster. A creature transported in this way appears in the nearest available space it can occupy without squeezing. If there is insufficient room to transport a creature in this fashion, transfer as many targets as possible, chosen by the caster.

When warping, you and any targets always appear at their target location in the desired position (subject's choice): standing, sitting, prone, etc, even if they were not in that position at the time of casting. Movement caused by Warp is instantaneous, thus it is too sudden to provoke attacks of opportunity.

Special: All warped creatures apart from the caster must make a Fortitude save to avoid vomiting upon reaching the target destination. Vomiting in this way is a free action.
WaterElemental [Water]
Level: BLM/NIN/RDM 1
Casting Time: Standard
Range: Medium
Effect: Ray
Duration: Instantaneous
Saving Throw: No and Reflex negates; see text
Spell Resistance: Yes

With the beautiful of a martial arts kata, you twist your hands together to send forth a jet of water. Any nearby sources of water rise up and stream into yours, increasing its force.

A stream of rapidly-flowing water whips and drenches an enemy. You must make a successful ranged touch attack to hit. A creature contacted by the stream of water takes 2d6 plus one point one point per Caster Level (maximum +7) of Water damage.

If the target is within 10' of a large source of water (IE: A large, flowing fountain, a running creek of at least 5' across, or, obviously, while the target is swimming, or any such situation at the DM's discretion), they take an extra 1d6 points of damage. This extra damage increases to 2d6 at Caster Level 5th.

A creature that sustains at least one point of damage from Water must make a successful Reflex save or become afflicted with the Drenched status for 1d4 rounds. The target's carry weight is increased 7 pounds per Caster Level (maximum 50 lbs). The increase or decrease in carry weight is multiplied as appropriate by size. IE: Small creatures receive only 3/4ths of this amount, while Large-sized creatures receive 2x this amount.

Counters Fire.
Water IIElemental [Water]
Level: BLM/NIN/RDM 3
Casting Time: Standard
Range: Medium
Targets: See text
Duration: Instantaneous
Saving Throw: No and Reflex negates; see text
Spell Resistance: Yes

You summon a column of rushing water to slam into your opponent. Nearby water sources rise up and are absorbed into it, increasing the ferocity of the impact.

Single Target
A column of water bombards your enemy. You must make a successful ranged touch attack to hit. A creature struck by this attack takes 4d6 plus one point per Caster Level (maximum +11) of Water damage.

If the creature affected is within 15' of a large source of water they take an extra 2d6 points of damage. This extra damage increases to 3d6 at Caster Level 9th.

A creature that sustains at least one point of damage from Water II must make a successful Reflex save or become afflicted with the Drenched status for 1d4 rounds. The target's carry weight is increased by 8 pounds per Caster Level (maximum 100 lbs). The increase or decrease in carry weight is multiplied as appropriate by size. IE: Small creatures receive only 3/4ths of this amount, while Large-sized creatures receive 2x this amount.

Multiple Targets
Area: When using Water II as an area of effect, you summon a wave of water 10' tall occupying a 25' long line emanating within range. You instantly send this wave crashing forward 30' in one direction. Treat each center point of each square on this initial line as the beginning of a line of effect. When any of these five lines strikes an obstacle or creature it is considered to have been affected by the spell. Any target having total cover in regards to the origin of a column has the spell simply pass over them harmlessly (though the object providing cover may be damaged). Creatures with partial cover receive a bonus on their Reflex saves as normal. The columns of water travel over the ground and follow changes in terrain. If cast into the air or if the water topples over a wall, the spell will fall downward for twice the remaining distance or ending upon contact with the ground. The five lines of the spell can follow the contours of the environment independently at the DM's discretion. Water II is capable of sending its magical water uphill for the first half of its movement.

All creatures within the area are hit with the single target version of Water and allowed a Reflex save (saving throw DC appropriate for a third level spell). On a successful save, targets take only half damage and automatically avoid being afflicted with the Drenched status. On a failed save they are affected as normal. The duration of the Drenched status, if any, is the same for all targets.

Counters Fire II and Fire.
Water IIIElemental [Water]
Level: BLM/RDM 5
Casting Time: Standard
Range: Medium
Targets: See text
Duration: Instantaneous
Saving Throw: No and Reflex negates; see text
Spell Resistance: Yes

With a forceful pushing motion you conjure a rushing geyser from your hands to blast into your foes. All nearby sources of water rise up and are drawn into this blast.

Single Target
A torrent of water lambasts your enemy. You must make a successful ranged touch attack to hit. A creature struck by this attack takes 6d6 plus one point per Caster Level (maximum +15) of Water damage.

If the creature affected is within 20' of a large source of water, they take an extra 3d6 points of damage. This extra damage increases to 4d6 at Caster Level 13th.

A creature that sustains at least one point of damage from Water III must make a successful Reflex save or become afflicted with the Drenched status for 1d4 rounds. The target's carry weight is increased by 12 pounds per Caster Level (maximum 200 lbs). The increase or decrease in carry weight is multiplied as appropriate by size. IE: Small creatures receive only 3/4ths of this amount, while Large-sized creatures receive 2x this amount.

Multiple Targets
Area: As Water II

All creatures within the area are hit with the single target version of Water II and allowed a Reflex save (saving throw DC appropriate for a fifth level spell). On a successful save, targets take only half damage and automatically avoid being afflicted with the Drenched status. On a failed save they are affected as normal. The duration of the Drenched status, if any, is the same for all targets.

Counters Fire III, Fire II, and Fire.
XXXXDark [Dark]
Level: BLM 9
Components: Verbal only
Casting Time: Standard
Range: Short
Targets: One living creature
Duration: Instantaneous
Saving Throw: None or Fortitude negates; see text

"Legend tells of a spell so powerful it could kill from only the utterance of a single word. Some say it twists your insides until they burst, while others say it simply ends your will to live. Of course, those who have heard it cannot tell the tale, so the true name of the spell is unknown to all but those who guard its secrets. This is all just a rumor I heard, you see..."

You softly speak the ancient and forbidden word of death, imbuing within it a piece of nearly lost and dark magical knowledge. If your target is capable of hearing, only it can hear the word you speak; all others around you don't perceive any sounds (although they can still see your moving lips, lip-reading automatically fails). The target creature does not actually need to hear this word, it automatically comprehends it. This can be both the first and last sound perceived by some creatures, as deafness or the inability to sense sound provides no defense.

If the target has 50 or less hit points, temporary hit points included, it instantly dies (no save). At 51-100 hit points a fortitude save is allowed to avoid death, though if it succeeds that a second one becomes necessary as if it had 101 hit points. A creature with 101 or more hit points, but less than 500 must make a Fortitude save or become so wracked with intense pain that it falls unconscious for 1d6+4 rounds. A creature that becomes unconscious in this manner may be awoken by a successful Heal check (DC equal to the spell's DC) or by the effects of an Esuna spell. Creatures with 500 or more hit points are invalid targets, and the spell fails with the caster being aware of the reason. Any creature that can cast the spell XXXX, or who have heard the word before and avoided death or dropping unconscious, gain a +2 bonus to their saving throw against falling unconscious.

Creatures that are immune to death effects are immune to XXXX and never perceive the word.

Counters Life, Life II, and Arise.

Neoxenok
2013-09-04, 10:08 AM
I have to say that I really enjoy 3.5e D&D and I equally enjoyed playing FF1 (my version is the playstation updated version).

I was always enthralled by how similar the first final fantasy game was to the dungeon and dragons ruleset, even including a few iconic creatures.

I don't really have much input at the moment, but I'll reserve a space here and see how things develop because this looks really promising to me.

When you're finished, do you think you'll put this on a PDF format?

Perseus
2013-09-04, 11:56 AM
1)
I may very well do that, but for the time being, it's easiest to differentiate the spells by which class's list they appear on as that's what I've got written down. I'll also list spells by school and element here in a moment in the above thread.

2)
-ga and -ra do not denote higher level spells as in, say, Tactics Advance or some of the FF remakes for the US. They denote that spells are area of effect. Shellra, for instance, affects multiple targets. Hastega is not Haste II, it is the same as Haste but hits multiple targets in an area.
-ra spells affect only allies in an area.
-ga spells affect all targets in an area.
This naming convention was adopted from FFXI, the only multiplayer FF game to date (SHUT UP. THE OTHER ONE NEVER HAPPENED.). You may also notice that some of the other spells are borrowed, or at least borrow the names.

This would have been apparent when the spells are uploaded. I guess I'll go ahead and say, to avoid confusion, that the classic black magic direct damage-dealers, such as Fire, Thunder II, Blizzard III, or what have you can target a single enemy or multiple if they are tier 2 and above. Think of it as hitting the R or Select button, depending on your FF flavor.

edit-
Also, jesus, no need to quote the entire post, was there? Takes up all sorts of screen.

edit2-
Thanks!

Final Fantasy 9 never happened?yeah it really was multiplayer just not in the normal way. Tons of fun having two people control two characters in battle.

But I like what you are doing so far. I waiting for the finished product (PDF maybe?).

teslas
2013-09-05, 05:51 AM
Neoxenok:
The FF1 devs, very literally, had AD&D in mind while making the game.

Perseus:
FFXIV never happening is what I was referencing as it originally was unplayable. I have no comment on its new state, as I know nothing about it.


Feel free to post here as often as you care to. I fully expect this thread to be messy. There will be links in the original thread to the content scattered throughout it.

A PDF will definitely be created after everything is made concrete, though that is likely far in the future. I have it here so that it can be discussed and edited on the fly. Once everything is in a state to where small changes/corrections/clarifications won't be made weekly, then it'll be time to make some kind of PDF. Updating the same information in two places is a pain in the ass, and my time is limited.

Perseus
2013-09-05, 07:27 AM
Neoxenok:
The FF1 devs, very literally, had AD&D in mind while making the game.

Perseus:
FFXIV never happening is what I was referencing as it originally was unplayable. I have no comment on its new state, as I know nothing about it.


Feel free to post here as often as you care to. I fully expect this thread to be messy. There will be links in the original thread to the content scattered throughout it.

A PDF will definitely be created after everything is made concrete, though that is likely far in the future. I have it here so that it can be discussed and edited on the fly. Once everything is in a state to where small changes/corrections/clarifications won't be made weekly, then it'll be time to make some kind of PDF. Updating the same information in two places is a pain in the ass, and my time is limited.

I know, but so many people forget that multiple people could play 9 that I couldn't help myself. :smalltongue:

Actually made 20 bucks on that when a friend saw my post, had to get out the game and show him... Wouldn't take the internet as proof haha.

The only thing I see that derails this from Final Fantasy 1 is that there is just so much *more* to your game than there was in FF1. This isn't a bad thing but it does take away from the feeling of FF1 a bit. If someone was remaking FF1 for the PlayStation 4... I see them doing the same thing so don't take it as a knock, just an observation.

teslas
2013-09-05, 08:07 AM
You are right in that there is "more". We tried to keep it as minimalistic as possible, but using 3.5 as a base brings with it a required bevy of rules and mechanics.

And then there's the point that certain things are just more fun (opinion) or more robust (fact) than others.

As far as content we have created, of which so far only classes and spells are posted: I think we kept the spell lists varied enough to provide variety and excitement when leveling up and enough diversity for a tabletop "environment simulation", while keeping the scope small and easy to understand--at least comparatively. For the martial classes, I think they have what they need to do their jobs well in a 3.5 context.

If you think anything feels like "too much" more, I'd very much be interested in hearing it. Keeping this whole thing... succinct, was a priority.

edit-
Grammar is hard.

Perseus
2013-09-05, 01:15 PM
You are right in that there is "more". We tried to keep it as minimalistic as possible, but using 3.5 as a base brings with it a required bevy of rules and mechanics.

And then there's the point that certain things are just more fun (opinion) or more robust (fact) than others.

As far as content we have created, of which so far only classes and spells are posted: I think we kept the spell lists varied enough to provide variety and excitement when leveling up and enough diversity for a tabletop "environment simulation", while keeping the scope small and easy to understand--at least comparatively. For the martial classes, I think they have what they need to do their jobs well in a 3.5 context.

If you think anything feels like "too much" more, I'd very much be interested in hearing it. Keeping this whole thing... succinct, was a priority.

edit-
Grammar is hard.

I'll look it over again and post when I'm not on my phone but what I can say is that this feels more of a... Old school FF vibe that isn't tied to one particular FF game.

When I play FF1 on my laptop I play it for a few reasons but one of them is the sheer simplicity of it.

One of the things you might want to do is make a bare bones version of the game and then have a ton of stuff that isn't in the game be add on features that the DM can allow.

Example: Normal spell selection are those in the game. However the DM can have a list of additional spells that are ok with being in the game like Slowgra.

Also you should look into D&D 3.5 E6. I feel less levels than traditional 3.5 could really help the game. High level FF1 characters aren't anywhere near what high level 3,5 characters are.

Edit: Do note I like what you have done but if I was trying to get my friends to play it... I wouldn't "sell" it as a FF1 tabletop RPG is all.

GloatingSwine
2013-09-05, 01:32 PM
Also you should look into D&D 3.5 E6. I feel less levels than traditional 3.5 could really help the game. High level FF1 characters aren't anywhere near what high level 3,5 characters are.

I dunno, high level Master can punch out Chaos in one turn. I mean the literal embodiment of entropy and evil, and he just blats it. One turn.


High level mages in FF1 weren't very impressive, except a FADE stacked WM who could literally not be hit by anything ever.

Perseus
2013-09-05, 01:38 PM
I dunno, high level Master can punch out Chaos in one turn. I mean the literal embodiment of entropy and evil, and he just blats it. One turn.


High level mages in FF1 weren't very impressive, except a FADE stacked WM who could literally not be hit by anything ever.

Doing high HP damage is about level 6 to 12 in 3.5 d&d. Uber chargers are fun. Tier 6 stuff right there, also Chaos is a wuss.

:smallbiggrin:

teslas
2013-09-06, 03:32 AM
I am very well aware of E6 and I am a giant fan of it. I don't think doing FF1 as an E6 is a strong choice, however, as you have to do some pretty ridiculous things to save the world.

Fighting a giant dragon-thing on top of a floating sky city is pretty soundly out of the reach of four to five 6th++++++++ level characters. If you scale said dragon down so that they have a chance, then is it really an awe-inspiring, city-smashing force that it is supposed to be? In an E6 game, you have to, as the DM, foster an environment that allows creative solutions to problems--especially huge ones like you have in FF1. And there are several huge problems in FF1, the kind you'd base several entire E6 campaigns around.

Removing the direct confrontation of the boss battles is an option, of course, but FF1, and all FF's in general, are all directly tied to exactly the opposite. It didn't feel right to do it here.

The expanded spell selections, such as Slowga, are there to allow battlefield controls and additional utility. Unlike FF1, a 3.5 game has you fighting one to many enemies in variable terrain and conditions. Multi-target or area effects are necessary to allow for the wide range of combats the 3.5 mechanics can offer.

This isn't supposed to be a direct recreation of FF1 and all of its grindy glory. There is a story here. You talk to NPCs, understand "quests" and their ramifications, and travel in a vibrant world. This is a full campaign using 3.5 that takes everything it can from FF1, extrapolates from it, and builds upon (or rather, suggests how the DM can build upon it).

When I post the campaign materials, I believe it may be a bit more clear.


I don't think you can equate high-level literal FF1 characters to high-level D&D characters, as there's no objective way to possibly compare them.

If you mean the FF1 classes from this suggested system to regular D&D classes, then no, they are not as "powerful" because the mages do not have the same reality-bending abilities that regular, vancian spells offer. The melee classes are anywhere from better to weaker, depending on how used you are to seeing *******s show up to the table with frenzied berserkers or whatever other gimmick they're into. Martial adept classes will usually consistently outperform any other melee class (apart from possibly said gimmicks) and that is still the case here as well in FF1-land.


It was possible to grind your way up to ridiculousness in FF1; IE: red mage or white mage solo playthroughs (There's an encounter in the game based on that, actually). As you know, 3.5 mechanics solve this completely.

Also, you cannot do flat-out "ridiculous damage" (though that term is subjective) at 6th level unless one or several conditions are met.

Assuming no thousands of bonus feats from flaws or 96,000 point buy or whatever other lame crap upon which most "uber" characters playing with bad DMs are built:

1: The DM does not know how Leap Attack was errata'd or hates himself (-1/+3 is proper for a 2H weapon at our table, but -1/+4 is only a 6 damage difference at 6th)
2: You crit
3: You even hit the enemy after taking that -6 PA to your attack roll (Shock Trooper is too feat intensive at 6th level)
4: The DM, in a critical error, allows you to get pounce in some way (the one-level barbarian dip is a lame mechanic).

There's also the fact that battlefields can simply be constructed in a way to where charging is not as practical as it otherwise may be. IE: if a smart villain knows you can smash his head in with one blow after charging him, he's going to fight you in a room with **** all over the floor, or on ice, or in a room full of pillars, or whatever else, to say nothing of the myriad of solutions to his problems if you rely on a mount.

6th level optimal 2-H Leap Attack Charger Damage range:
34 - 45 (up to 60~ with inordinate WBL), crit: 101 - 135

6th level optimal Mounted Charger damage range:
51 - 72 (up to 85~ with inordinate WBL), crit: 85 - 120

And you're likely to see numbers lower than that, as that is optimal. Critical hits with 3x weapons are supposed to be amazing, and that is the case here. As we are all aware, however, basically 1/2 of the enemies in 3.5 are not subject to them.


But this is not the thread for that, so discussion on that will stop here, if you please.

Perseus
2013-09-06, 05:27 AM
I am very well aware of E6 and I am a giant fan of it. I don't think doing FF1 as an E6 is a strong choice, however, as you have to do some pretty ridiculous things to save the world.

Fighting a giant dragon-thing on top of a floating sky city is pretty soundly out of the reach of four to five 6th++++++++ level characters. If you scale said dragon down so that they have a chance, then is it really an awe-inspiring, city-smashing force that it is supposed to be? In an E6 game, you have to, as the DM, foster an environment that allows creative solutions to problems--especially huge ones like you have in FF1. And there are several huge problems in FF1, the kind you'd base several entire E6 campaigns around.

Removing the direct confrontation of the boss battles is an option, of course, but FF1, and all FF's in general, are all directly tied to exactly the opposite. It didn't feel right to do it here.

The expanded spell selections, such as Slowga, are there to allow battlefield controls and additional utility. Unlike FF1, a 3.5 game has you fighting one to many enemies in variable terrain and conditions. Multi-target or area effects are necessary to allow for the wide range of combats the 3.5 mechanics can offer.

This isn't supposed to be a direct recreation of FF1 and all of its grindy glory. There is a story here. You talk to NPCs, understand "quests" and their ramifications, and travel in a vibrant world. This is a full campaign using 3.5 that takes everything it can from FF1, extrapolates from it, and builds upon (or rather, suggests how the DM can build upon it).

When I post the campaign materials, I believe it may be a bit more clear.


I don't think you can equate high-level literal FF1 characters to high-level D&D characters, as there's no objective way to possibly compare them.

If you mean the FF1 classes from this suggested system to regular D&D classes, then no, they are not as "powerful" because the mages do not have the same reality-bending abilities that regular, vancian spells offer. The melee classes are anywhere from better to weaker, depending on how used you are to seeing *******s show up to the table with frenzied berserkers or whatever other gimmick they're into. Martial adept classes will usually consistently outperform any other melee class (apart from possibly said gimmicks) and that is still the case here as well in FF1-land.


It was possible to grind your way up to ridiculousness in FF1; IE: red mage or white mage solo playthroughs (There's an encounter in the game based on that, actually). As you know, 3.5 mechanics solve this completely.

Also, you cannot do flat-out "ridiculous damage" (though that term is subjective) at 6th level unless one or several conditions are met.

Assuming no thousands of bonus feats from flaws or 96,000 point buy or whatever other lame crap upon which most "uber" characters playing with bad DMs are built:

1: The DM does not know how Leap Attack was errata'd or hates himself (-1/+3 is proper for a 2H weapon at our table, but -1/+4 is only a 6 damage difference at 6th)
2: You crit
3: You even hit the enemy after taking that -6 PA to your attack roll (Shock Trooper is too feat intensive at 6th level)
4: The DM, in a critical error, allows you to get pounce in some way (the one-level barbarian dip is a lame mechanic).

There's also the fact that battlefields can simply be constructed in a way to where charging is not as practical as it otherwise may be. IE: if a smart villain knows you can smash his head in with one blow after charging him, he's going to fight you in a room with **** all over the floor, or on ice, or in a room full of pillars, or whatever else, to say nothing of the myriad of solutions to his problems if you rely on a mount.

6th level optimal 2-H Leap Attack Charger Damage range:
34 - 45 (up to 60~ with inordinate WBL), crit: 101 - 135

6th level optimal Mounted Charger damage range:
51 - 72 (up to 85~ with inordinate WBL), crit: 85 - 120

And you're likely to see numbers lower than that, as that is optimal. Critical hits with 3x weapons are supposed to be amazing, and that is the case here. As we are all aware, however, basically 1/2 of the enemies in 3.5 are not subject to them.


But this is not the thread for that, so discussion on that will stop here, if you please.

I think you may need to calm down.

I'm out though so whatever.


Also your spoiler is is missing a few key elements of the game that makes charging do better damage (valorous weapon enhancement for x2 charge damage). You take your opinion into a RAW discussion (such as pounce where I know tons of DMs love the ability) which is silly since it isntbrule as opinion but rules as written...

Uber chargers aren't bad and hell doing high HP damage is what being a mundane FF character is all about and is the only nice things melee get in 3.5 outside Time of Battle.

teslas
2013-09-06, 06:52 AM
If you're referring to the language that was turned into asterisks, that's normal no matter what I'm talking about.

Otherwise, the input is appreciated, and I responded with our motivations on the matter.

Being a FF character is not all about doing "tons of damage" in a 3.5 context. Enemies will not have 10,000 hit points. 3.5 mechanics do extremely poorly at that kind of rocket-lazer-tag power creep. The effort here was to give the martial classes the option and ability to do other roles than the guy to dole out massive physical damage (though, of course, that is still possible).

The Pounce isn't a RAW/RAI issue; it's clearly worded. It is also exceptionally poor game design, in my opinion, to allow a one level dip to give rage and pounce (not to mention the nice little perks of a d12 HD and 4 skill points). When a one-level dip is so good that, mechanically, if any melee class always benefits strongly by taking it every time, there's a problem.

The valorious enchantment is from a campaign-specific source book. In my, and many others', opinion, those campaign-specific source books are much more poorly written and balanced than normal for the expanded core ruleset. So no, it is not a consideration, especially pertaining to campaigns not taking place in that setting.

I believe you mean Tome of Battle.

Neoxenok
2013-09-06, 09:37 PM
Neoxenok:
The FF1 devs, very literally, had AD&D in mind while making the game.
Oh, definitely.


Feel free to post here as often as you care to. I fully expect this thread to be messy. There will be links in the original thread to the content scattered throughout it.

A PDF will definitely be created after everything is made concrete, though that is likely far in the future. I have it here so that it can be discussed and edited on the fly. Once everything is in a state to where small changes/corrections/clarifications won't be made weekly, then it'll be time to make some kind of PDF. Updating the same information in two places is a pain in the ass, and my time is limited.
That's good to hear. I haven't had much time to look over the specific mechanics too much yet, so I'm going to reserve any advice or whatever until I have a more complete view of what you're doing.

I'm guessing that the finished product will look like a cross between FF1 and 3.5e D&D with a heavy emphasis on the FF1 portion.
If that's the case, then, more than what classes and spells look like, I'll be waiting to see what the core mechanics look like.

I was already hoping to see something more simplified isofar as the general magic rules (in regard to all the different casting times for spells) but that's not a big thing.

teslas
2013-09-09, 11:15 AM
Shameless plug for this PbP game that is set to begin, which utilizes a slightly expanded version of this system:
http://rpol.net/game.cgi?gi=57020&date=1378700442

teslas
2013-09-09, 03:52 PM
Status ailments and benefits can have varying degrees of severity or benefit.

Quite a few status effects can have both mundane and magical sources, and some can even have different elemental affinities depending on their source. In such cases where a a mundane cause or can sometimes be aligned with different elements, the "varies" type is applied.

These are in addition to the normal conditions and statuses in standard 3.5, to be found here, courtesy of Jans Carton's online SRD and WotC's OGL:
http://www.d20srd.org/srd/conditionSummary.htm


Status Ailments

A status ailment is any status that cannot be dispelled and is generally considered harmful. These status ailments are in conjunction with (and in some instances actually cause) some of the vanilla D&D status ailments, such as Fatigue. The Esuna spell removes any and all of the below effects, with the exception of Stopped.

Addled[Dark]
You are addled and are unable to concentrate upon or remember how to utilize any of your activatable Class Abilities (including spellcasting), such as Provoke. Passive Class Abilities still work as normal and you can still use activatable items, potions, etc.Berserked[Fire, Varies]
You attempt to attack the nearest enemy with your most proficient available weapon. You will not make completely fool-hardy decisions such as attempting to jump across a wide, effectively bottomless pit, or to grapple a creature swimming in a pool of molten rock. You cannot cast spells, and you do not make ranged attacks unless that is the only means at your disposal to inflict meaningful damage. Indeed, you must make ranged attacks if it is your only method of inflicting harm. If you cannot reach and attack an opponent in the same turn, you move as close to the target as you can, in the most direct way that you can, as if to do so on your next turn. Complex tactics and planning are completely impossible, and you make no attempt to position yourself in advantageous or defensive locations, or to avoid attacks of opportunity (creatures proficient in Tumble, however, will usually opt to attempt to Tumble at full speed by taking the -10 penalty). When attacked, you still make every attempt to defend yourself as competently as possible. You may also make attacks of opportunity as normal, including the bonus, if any, to attack and damage rolls while Berserked.

Unless otherwise specified, Berserked creatures gain a +2 Pissed-off bonus on all weapon attack rolls, and damage rolls with melee and thrown weapons, as well as gain a +2 Morale bonus on Will saves. Likewise, they suffer a -2 penalty to your AC.

Note: The bonus to attack rolls and penalty to AC stacks with the effects of charging, which is what a Berserked creature will normally choose to do if possible.
Bound[Ice, Varies]
You are bound to your current position (square). You retain your Dexterity bonus to AC, but cannot change your position voluntarily. Flying creatures that become bound mid-flight can control their descent to avoid falling damage if they are incapable of hovering, but they are incapable of moving from their current square as long as the effect is active. Flying creatures automatically descend at least 10' per second (60' per round) unless they can hover.

Sources of this status have a chance to prematurely end if damage is dealt to you, such as the spell Bind, unless explicitly stated otherwise in their description. If the source of the Bind effect allows a save, and you are moved by an outside force, you make another save against the Bind effect. If you fail, you are bound to your new square. If you succeed, you are no longer under the effect that Bound you.Bio[Dark]
A magical disease eats away at your body. You become sickened (as per standard D&D). You are also taking damage over time.

Some causes of Bio can carry other effects with them, such as Nausea from the spell Bio.Blinded[Dark, Varies, Mundane]
You cannot see out of your eyes, and are blinded as per standard D&D.Burn[Fire]
Your Intelligence score is being lowered by magical means, and may continue to decrease. Other effects may also occur.Charmed[Light, Dark]
Through magical influence of some kind, you perceive your enemies as allies and your previous allies as enemies. You remain lucid and in control of your abilities otherwise. You move and attack as normal and will even protect your newly perceived allies. Unless explicitly stated otherwise, every time a Charmed creature takes damage it must make a Will save against the original save DC. A successful save removes the Charmed status immediately. Certain special abilities and effects may modify the conditions for removal.Choke[Wind]
Your Vitality ability score is being lowered by magical means, and may continue to decrease. Other effects may also occur.Confused[Fire, Varies]
You are confused through either magical or mundane means, and cannot perceive your environment correctly. The severity of a confusion effect can vary based on source and DM discretion. See the description of the source of the confusion for exact details.

If a Confused character loses consciousness, be it from hit point damage or whatever other reason, the status immediately ends. As such, unconscious creatures are unable to contract the Confused status.Cursed[Dark]
Curse is a general negative status effect that can carry a myriad of negative effects along with it, and is usually rather severe. Consult the description of the source of the status.Dia[Light]
Your Armor Class is magically reduced.Disrupted[Lightning, Varies]
Your nervous system is being disrupted by an ongoing affliction. Severity can range from minor to very intense based on the source. You must succeed on a saving throw before being able to take actions.Drenched[Water]
You are drenched in magical water. Your carry weight has increased (see the cause of the status for the exact amount), which may lead to higher encumbrance, and your defenses against Lightning-based attacks have been lowered. Unless otherwise specified attackers gain a +2 bonus on attack rolls against you with Lightning-based spells or special abilities and gain a +2 bonus to any Caster Level checks to overcome your Spell or Elemental Resistance.
Doomed[Dark]A subject of the Doom status is living on borrowed time. After a certain number of rounds pass, the Doomed status ends, usually also killing the target. Consult the effect which inflicted the status to see what type of defenses, if any, may apply.
Drown[Water]
Your Strength ability score is being lowered by magical means, and may continue to decrease. Other effects may also occur.Frost[Ice]
Your Dexterity ability score is being lowered by magical means, and may continue to decrease. Other effects may also occur.Gravity[Earth]
You become weighted down and find it much more difficult to move. A Strength check is required to move at all, and a penalty to Strength and Dexterity may persist for the duration of the status. The full list of effects, which can vary greatly, depends on the source.Nightmare[Dark]
This is a more severe form of the Sleeping status. It is usually accompanied by some sort of additional harmful effect such as damage over time. It is also much more difficult to wake a subject of Nightmare, oftentimes requiring more than physically rousing the creature. Being under the effect of Nightmare does not, however, warrant loss of consciousness. Indeed, outside influences tend to creep their way into the nightmares, usually worsening them.Oiled[Mundane]
You are covered in a film of flammable oil, and your vulnerabilty to Fire damage increases. Any Fire-based damage you receive has its amount increased by half. The next Fire-based attack that causes damage removes this status. While Oiled, you also gain a Circumstance bonus to Grapple or Escape Artist checks made to escape a grapple or pin (+4 unless otherwise specifically noted).Poisoned[Water, Mundane]
You take damage over time from a poison of some sort, be it magical or mundane. Poisons can take on a multitude of effects that include ability damage, HP damage, MP damage, and more, and can even cause other status ailments.Rasp[Earth]
Your Charisma ability score is being lowered by magical means, and may continue to decrease. Other effects may also occur.Shock[Lightning]
Your Wisdom ability score is being lowered by magical means, and may continue to decrease. Other effects may also occur.Silenced[Wind]
You become Silenced and cannot cast spells with verbal components, nor can you speak or even whisper. You can still perform every action that does not require speaking of any sort. Being Silenced does not in of itself limit your breathing in any way.Sleeping[Dark, Light]
You are asleep by means of magical affliction. Taking damage from any source wakes you immediately unless otherwise specified. Normal, non-violent motion does not wake you. An ally can wake you by using a Standard action to rouse you from your sleep. When Sleeping, you remain in whatever position you were previously (standing, sitting, etc), unless loss of function would very likely cause you to do otherwise (such as while climbing a wall without solid foot and handholds or balancing on a ledge) in which case you would suffer the consequences for failing that action. Sleep always renders you helpless.Slowed[Earth, Mundane]
You actions, indeed, everything about you is magically Slowed or otherwise greatly hampered. Your movement speed is being reduced, and you take a penalty to attack rolls, AC, and Reflex saving throws. You may even be restricted in how many actions are available to you each round.

Slowed creatures are subject to a -2 penalty to saves against effects which cause the Stopped status.Stopped[Ice]
Time in the space you occupy has halted. Being Stopped is always caused by powerful magic. You cannot take any actions and are considered helpless. The full description of this effect can be found under the Stop spell.Stunned[Lightning, Varies, Mundane]
A Stunned creature is forced to become motionless, drops everything held, can't take any actions, takes a -2 penalty to AC, and loses their Dexterity bonus to AC. A stunned creature is conscious and alert (as much as they can be without moving) but is considered helpless unless the cause of the ailment explicitly states otherwise.Toad[Water]
You, you poor bastard, are now a toad.[LIST] You retain your alignment (and personality, within the limits of a toad's ability scores).
You retain your current hit points and current level.
If necessary, you calculate all of your new stats (AC, saves, etc), excluding hit points, based on Toad Hit Dice, keeping all of the feats and ability score increases you've already selected.
You retain your ability to understand all languages you knew, but you cannot speak them.
You can only draw extremely crude attempts at writing with your foot in the mud, dirt, or sand.
You lose all class features and special abilities you had in your normal form.
Items carried by you are incorporated into your new form and lose their effects.
Spell effects with durations continue to operate normally.
If you die as a toad and are resurrected, you remain a toad.
You have no natural attacks, cannot utilize weapons, and cannot cast spells.

Size: Diminutive
Hit Dice: 1/4th d8
Speed: 10' / 5' swim
Armor Class: 15 (+4 size, +1 Dex)
BAB progression: 3/4
Graple Bonus: -17
Good Fortitude, Reflex saves. Bad Will save.
Base Ability Scores: Str 1, Dex 12, Con 11, Int 3, Wis 14, Cha 4

Some sources of Toad may allow you to keep certain aspects of your original form. Refer to the source of the status for any exceptions to the above.Zombified[Dark]
You have become undead-like. Your skin turns a pale green as the life fades from your body. While in this state your are considered to be undead in many ways. The Cure line of spells and sources of normal healing will hurt you (as listed under the spells). You gain Dark Resistance.

Unless otherwise specified, you gain undead traits (including, but not limited to, immunity to Fortitude saving throws unless those effects also work on objects, Darkvision out to 60', and immunity to ability score damage) . You lose your Constitution score entirely (but do not recalculate your bonus hit points or modifier to Fortitude saves from this loss). You lose your Intelligence score in this state, and will wander around aimlessly and attack the nearest living creature that comes into your vicinity. Your Charisma and Wisdom scores are reduced to 1.

You remain proficient with any weapons you were in life and were holding at the time of obtaining this status, but if they are dropped or are otherwise removed from your grasp, you begin making slam attacks (see the Zombie template). You are proficient with whatever armor or shield you were wearing, if any.

You are able to understand very simple commands and statements in languages you previously knew, although you cannot speak. Another player can attempt to coerce a Zombified creature to attack a different living target with a DC 15 Charisma check as a Standard action. If there is only one living creature near the Zombified creature, it will always proceed to attack it. Other Zombified creatures are never considered to be targets.

If reduced to zero or fewer hit points, you are instantly slain, but will reanimate in 1d4 rounds with 1 hit point and retain the Zombified status indefinitely, even if this was not originally the duration of this status. Each time you are slain after the first, you only have a 50% chance to reanimate.

Note: This status ailment is not the same as gaining the Zombie template. A Zombified creature gains only the qualities listed here and has no change in Hit Dice, Saving Throws, Ability Scores, Natural Armor, or other traits associated with the Zombie template.

teslas
2013-09-10, 08:51 AM
Beneficial Statuses:

Beneficial statuses can always be removed with the Dispel spell or similar effect. They are nearly always dismissible by the caster or the subject, and are generally considered harmless (creatures can automatically decline gaining the status if they wish).

Aquaveil[Water]
You have a large bonus to Concentration checks to avoid losing spells while distracted being magically granted to you.
Auto-Life[Light]When you are reduced below -9 hit points and would normally die, you are instead granted a second chance. Consult the source of the effect for exact effects. If not otherwise specified, this status works as per the spell of the same name.
AstraThe next time you would normally gain another status, beneficial, harmful, or otherwise, instead does nothing and ends the Astra status.
Bar-element[Varies]You are being protected from one or more elemental energy types. Bar-element reduces the damage taken from an element and more powerful versions can even render you resistant to an element's damage and associated magical effects. Bar-element stacks with other Reduce element effects from other sources, such as those gained from equipment or natural sources.
Barrier[Ice, Varies]Some type of ward is surrounding you, protecting you from a certain amount of damage. Barrier usually confers a set amount of temporary hit points.
Blink[Wind]You appearance is blurred and wavering. Enemies have a hard time pinpointing your location when attempting to attack you. The amount of concealment can vary, though if not otherwise specified, assume it is 20%.
Bravery[Fire]Your ability to inflict physical damage is being magically enhanced by a certain percentage.
Elemental Armor[Varies]A protective layer of one of the elements coats your body, providing a wide range of benefits.
Elemental Spikes[Varies]Each time you are attacked, elemental energy lashes back out at the attacker, dealing damage and potentially causing other effects.
Enspell[Varies]Your melee attacks are imbued with elemental force, causing additional elemental damage.
Faith[Water]All magical damage you personally cause is being enhanced by a certain percentage. Any healing spells you receive are slightly more effective as well.
Fast[Dark]Your movement speed over land is increased.
Float[Wind]You are floating some small distance above the ground. You no longer take falling damage (so long as you are not carrying over a heavy load) and float toward the ground at 60' per round instead. You gain a +2 bonus on all saves against Earth-based effects. Some sources of Float may also grant other effects, such as enhancement bonuses to speed or the ability to ignore some difficult terrain.
Haste[Wind]You gain bonuses to movement mode speeds, attack rolls, AC, and Reflex saves. The intensity of Haste can vary depending on the source, and may offer additional benefits.

Creatures with the Haste status gain a +2 bonus to their saves against succumbing to the Stop status.
Lock[Dark]Your next attack's accuracy is aided by magical insight.
Pax[Light]You appear less threatening, even to sub-intelligent enemies. They perceive you as a less important combatant and may attack other targets in their vicinity. An enemy that wishes to attack you is required ot first make a save (the type and DC will depend on the source). Failure to save means that the enemy cannot consider you as a target in any targeted attack they make this round (including attacks of opportunity) but may otherwise attack all other combatants as normal. Attacking or casting offensive spells causes the Pax status to immediately end (other offensive or blatantly threatening actions may also break this status at the discretion of the DM). A target under Pax may still be included in the area of any effect or ability provided they aren't the only or primary target present.

If an enemy cannot perceive any other threats, or if all possible opponents are under the effects of Pax and it has failed its save each time, it will simply hold its turn or ready an action as it does not consider any of the combatants an immediate threat.
Phalanx[Earth]Phalanx is an invaluable and special kind of protection, reducing a certain amount of damage from any source before it is applied to your other defenses.
Protect[Light]You are being granted a Deflection bonus to your AC. Stronger effects can even render you partially immune to sources of physical damage.
Reflect[Light]Most single-target, magical effects reflect off of you and back onto the source of the spell. Magic that affects an area is not reflected. Certain types of magic can ignore this effect. Single-target spells that circumvent or are otherwise unaffected by Reflect always explicitly state their function to the Reflect status in their description.

A spell may only be reflected once. If a creature under the effects of Reflect becomes the target of an already-reflected spell, the spell pierces the barrier with its effective Caster Level halved, rounded down.
Regen[Water]Your body is automatically regenerating any damage taken over time.
Shell[Light]You are being granted a Resistance bonus to all of your saving throws. Some powerful Shell effects can even absorb magical damage directed upon you.
VanishLightningYou have been made magically invisible to the naked eye and gain all of the normal benefits of being unseen. Most sources of Vanish will end prematurely if hostile actions are taken. (Consult 3.5 materials for the full list of effects of invisibility, courtesy of the online SRD: http://www.d20srd.org/srd/specialAbilities.htm#invisibility)

teslas
2013-09-10, 09:02 AM
Changelog
This is updated any time a mechanical change has been made to something already posted.

09/10/13:
Changelog created.
09/18/13:
Fighter's Mighty Strikes revamped to not depend on critical hits.

teslas
2013-09-10, 01:33 PM
Under Construction


MP, Spells, Metamagics, and You


Magic Points

Magic Points, or MP, represent a spellcaster's reserve of raw magical energy. Every magical spell (with the exception of a mage's free daily reserve of cantrips) requires MP to be expended.


Spells Known

At the first character level, a white, black, or red mage can learn two spells. These spells are both of the first level. As they further progress, each new levels allows them to learn two additional spells. These new spells can hold a spell of a level up to the highest level spell the mage can cast at the time. For example, a 5th level White Mage knows a total of ten spells (not including cantrips). Two first level spells from their first character level, two more first level spells from their 2nd character level, two second level spells when they reach their 3rd character level, two additional second level spells when they reach their 4th character level, and finally two third level spells at character level 5th.

You can always choose to place a lower level spell into a spell slot that could hold a higher level spell. Essentially, you keep track of spell "slots", which are defined by the maximum spell level they can hold.

It is possible to forget a spell at any time, though this is generally only done when the spellcaster wishes to learn a new spell to replace it. Cantrips are special in that an unlimited amount of them may be learned. As stated elsewhere, a first level spell that is sitting in a "slot" from character level 1st cannot be forgotten to learn a higher level spell later on. Only another first level spell can take its place.

It is also possible to retrain your own spell knowledge. For instance, if you wanted to learn five second level spells as a black mage, you would need to use a higher level spell "slot" (or take the Extra Spell feat) to learn the final second level spell. If, at some later point, you decide to forget one of your second level spells, you can also automatically migrate the second level spell from the higher level "slot" into its place. This prevents any nasty business of having to forget a spell out of one slot simply to learn it in another merely to rearrange your spells known.


Learning A Spell

Scrolls come in two varieties. The first is your standard scroll used to reproduce a spell's effect that can be used by any spellcaster with it on their list (or with a sufficient Use Magic Device check). The second, much more valuable and more costly produce, is a scroll of spell knowledge that can teach a spellcaster a new spell that can henceforth be utilized at their whim.

Learning a spell is a relatively simple matter. Obtain a scroll of spell knowledge for the spell you would like to learn, and read it. This act takes little more than a full-round action, and the spell is immediately in your mind as if you had always known its secrets.

Scrolls of spell knowledge, once read, have their magical writings erased forever.


Metamagic

Applying metamagic to spells in this system does not increase their casting time. Any metamagic feat can be applied to any appropriate spell at the time of casting, assuming the caster is capable of completing spells of the new, adjusted level.

All metamagic feats adjust the MP cost of spells in two ways. Firstly, raising the spell level required to cast the spell, as normal, raises the MP cost. Applying Silent Spell to Fire II raises the base MP cost from that of a fourth level spell (7mp) to that of a fifth level spell (9mp).

Furthermore, a spell costs one additional MP for each metamagic effect applied. Thus, even metamagic effects with a +0 adjustment (IE: Invisible Spell) still raise the MP cost of a spell by one point. The aforementioned Fire II with Silent Spell applied would require a total of 10 MP.

Cantrips are valid for use with metamagic feats. Treat them as being 0th level spells. Thus, Mage Hand being used with Enlarge Spell so that you can affect objects further away carries with it a +1 level adjustment, to a first level spell, with an additional one point of MP consumed for applying a metamagic effect, for a total of 2 MP.

Cantrips that require MP due to the effects of metamagic always consume the appropriate amount of MP, and can never be used as one of the mage's daily allotment of "free" cantrips.

Silverwerret
2013-10-05, 11:04 PM
I know you say when this is all done, well complete, however you want to say it, that you are redoing the post to make it cleaner. Are you going to put this into a .pdf file or something that can be downloaded or at least saved offline without have to C&P posts? Apologies if this was asked before and I missed it.

teslas
2014-02-04, 06:20 AM
Yes, it will all be compiled into a basic, no-frills PDF file. You are also free to do something like that yourself if you like, so long as you mention this thread as your source and note somewhere if you changed something. (I don't care what you change or how you notate it, so long as there's a line, somewhere, about it not being a copy of the original.)

The main source, however, will always be this thread (or another one very much like it). Having to regenerate a PDF after every incremental change is a minor inconvenience I don't have time for. Moving across the damn ocean into a country full of (a different kind of) weirdos is a pretty big time sink.


In other news, there's still a play-by-post game going using this system, and my nerd-time these days is spent over there mostly. As things arise that require adjustment and expansion to the system, I'll of course post them here.


edit-
grammar is hard

teslas
2014-10-29, 07:38 AM
Argh, looks like the class tables are broken. I'll add this to my list of nerd stuff to handle when I get some free time.

Timber Faolan
2015-02-14, 11:23 PM
Taking a weapon proficiency for a ranged weapon is a possibility for a black belt/master. There's always the option of just using the weapon with a -4 penalty as well, though that is a pretty damning option against anything with decent AC. Still, it means they are not useless, and can just as easily make unarmed attacks against everything else while fobbling around with a bow.

And again, utilizing terrain/readied actions and not having your DM be an ******* goes a long way.


As far as ki blast:

1: There's no need to be too specific about the fluff about how it manifests itself. Players can choose whether they give it a hadouken or blast it out of their eyes or whatever else as they see fit.

2: Whether an ability provokes an AoO or not is a pretty big decision. If it's something that disrupts their perception of the battlefield, then yeah. As a general rule, if it provokes an AoO, it should be slightly more powerful than if it did not. The Concentration check to complete it is a given should it provoke an AoO.

3: Making players wait until the next round to use it seems kinda harsh. This kind of implementation would also nudge it up a bit as far as effectiveness.

4: The damage and range is the biggest decision to make with this ability, and I have not yet begun to think about it. There's also the consideration of whether to have it play with Focus in some way.

5: It would be tied to their Constitution, most likely. One of the ways to un-suck monk types is to make them non-MAD, similar to the situation with barbarian-types.



There is/are vampires in FF1, and as such, he or they are in this campaign. If one of the player has the misfortune of becoming one, the mechanics would be identical to regular D&D. This would be an edge-case and up to the DM, but it would be possible. Anything other than having that player become an NPC or being destroyed (and then likely resurrected) would require imagination on the part of the DM.

There are were-animals in this campaign, though they don't play any major role by default. Because they exist, a player could contract lycanthropy from them. The mechanics would be the same as in vanilla D&D in how that would work. Generally speaking, it is not desirable for a character to become a lycanthrope, as it imposes a level adjustment they must meet before they can gain more character classes, and it might change their alignment in a way they, or the party, does not desire.



well, guess I'll have my monk get school in shuriken-jutsu.

as for ki blast, yeah, sorry about that, never been good at
making feats, mine're always either over or under powered.

and thank you for the info on were's & vamp's, my buddy finally
shut the hell up about it, and I think it works well too.

hope ya finish the system soon, and that you are well. peace out.

teslas
2015-08-10, 02:09 PM
I'm not going to lie, I was a little surprised when I was contacted by someone asking to update the tables because they were curious in using this for an upcoming game.

http://www.giantitp.com/forums/showthread.php?274142-FF1-Conversion-for-3-5-ruleset&p=14816018#post14816018

There's what I pounded out quickly for half of the fighter. If that doesn't look as good as what is elsewhere, feel free to point me to a thread that does it better so I can copy away. Or, if someone wants to do it for me and is on the same side of the Atlantic I can transfer you 5 euros to save me the time, haha. Have a beer on me (unless you're in Norway, sweet christ is beer steep up there).


And yeah, I still check around occasionally, and I even added some to the black mage 7th level hole while I was here that had been bouncing around in my head for the past months. (It's useful in a pinch to perhaps stab away a grapple attempt with an attack of opportunity, and makes putting point buy into STR for the black mage (incredibly slightly) less of a bad idea, or if the player wanted to be different and pick a non-standard race with a strength or otherwise bonus, to have something that plays off of that. The point of it is to fill a hole, and be an extra toy, and no more.)

I also just inadvertently spent an hour and a half cleaning up the spell descriptions a bit.



General design notes:

The black/white mage MP should be scaled back slightly for the last 10 levels. I am not sure how much, but I'd suggest at least by 10%. Pre 8th level, it's been 100% fine in my opinion.

Black magic, in general, does a bit too much damage in the mid-levels of the game. Scaling this down a bit is likely necessary, and is a bit tricky, but likely deals with starting by taking 5-10% of the damage away from tier 2 and tier 3 nukes, be it through reduction of damage dice or their static +damage/CL. Tier 2 spells are the worse offender.

I also have some dabblings with bard/blue mage around. If my couple of PbP posts stay in their slow slump, I might clean them up and jam them on here as well.