Darkmatter FX for d20

One of the most interesting and exciting parts of the old Darkmatter game was the magic powers characters and villains could have. We've tried to convert these into d20 rules.  Characters receive FX abilities now through having levels in the Adept class.  Each individual ability or spell is treated as a skill.  The old system of FX points has been completely done away with.  Instead the FX cost of the old ability details the DC of the skill check to use the same ability now.  An FX cost of 1 equals DC 15, 2 DC 20, and 3 DC 25.  Also, the old system of ordinary/good/amazing skills has been done away with.  All spells have the same affect now, no matter what the level of success.

Whenever an enemy receives a saving throw, use the character's spell skill check as the DC of the save. Also, anytime a spell calls for a Scry check, the character makes a second roll with that spell's skill.   Some spells get more powerful the better an adept is at casting them.  These bonuses are gained according to a character's rank in that spell, by the Darkmatter book.  The individual details of each kind of special ability are below.  In many respects, the affect of an FX spell has been replaced with a D&D spell.  In this case, retain the old casting times, durations and descriptions of the spell, taking only the affect from the D&D spell.

Diabolism
Diabolism is a set of special abilities, acquired by characters through dark contacts with otherworldly or spiritual powers.  They generally require various kinds of sacrifices.  Some sacrifices provide special bonuses, descriped previously as -1/+1 steps.  Translate these into +2/-2 adjustments to the skill roll required to cast each spell.  The individual description of each Diabolic spell is related below. 
Binding(Cha): this spell translates into three different D&D spells, depending on what type of creature is attempting to be summoned.  Lesser planar binding can be cast with a roll of DC 15,  planar binding with a roll of DC 20, and greater planar binding with a DC of 25.  This is a very powerful spell, but fraught with danger for inexperienced casters, due to the opposed saves and checks required by the spells.
Black Warding(Wis): this spell has affects identical to Mage Armor.
Command(Cha): this spell acts just as the Command spell from the PHB, but retains the original Dark Matter durations, etc.
Hellfire(Wis): this spell acts just like Produce Flame.
Rend the Weave(Wis): acts just like Dispel Magic.
Spiritwrack(Cha): this spell causes any Outsider to be plagued with pain for 10 rounds x caster's level.  Any outsider plagued by this spell suffers a -5 to all actions as long as it lasts.  They may make a Fortitude save to resist the pain.
Summoning(Cha): this spell acts just like Monster Summoning II, IV, or VI, at DCs 15, 20, and 25, respectively.
Tongue of the Damned(Cha): acts as a Contact Other Plane spell.

Enochian Magic
Enochian magic is magic gained by appeals to better powers and mankinds own better nature.  White wizards, so to speak, Enochian spellcasters have a variety of spells and abilities commonly held by Clerics in D&D.  They generally require various kinds of vows.  Some vows provide special bonuses, descriped previously as -1/+1 steps.  Translate these into +2/-2 adjustments to the skill roll required to cast each spell.  The individual description of each Enochian spell is related below. 
Eye of Fate(Wis): this spell has no companion in D&D.  The recipient of this spell gains knowledge of an imminent threat against him in the near future.  When that event is about to occur, the character gains the benefits of the Alertness feat (even if he already has it).
Grace(Wis): treat this spell as a Cat's Grace spell, except that it affects Charisma instead of Dexterity.
Halo(Wis): this spell acts just as Mage Armor.
Lumen(Wis): this spell acts just like its description in the Darkmatter book.  Treat its light as a light spell.
Peaceful Shroud(Wis): acts like a Cure Moderate Wounds spell.
Unravel Enchantment(Wis): this spell acts just as Dispel Magic.
White Salamander: this spell functions just as a Flaming Sphere.

Hermeticism
Also known as Alchemy, Hermeticism is the science of magic.  Hermetic wizards change the world around them through intricate magical formulae. 
Daedalus Improved(Int): acts as a Fly spell.
Glamour(Int): acts as a Major Image spell.
Homonculous(Int): this spell creates a Homonculous as its description in the Monstrous Manual.
Ligature(Int): acts as a Hold Person/Monster/Animal spell.
Shapechanging(Wis): acts like a Polymorph Self spell.
Sleep of Morpheus(Int): this spell acts like a Sleep spell.
Transmutation(Int): acts just like its entry in the Darkmatter book.

Monotheism
Derived from faith in a Monotheistic deity, these powers are granted by the deity to his followers, if they have great faith. 
Aura(Cha): acts as a Mage Armor and a Grace spell (see Enochian Magic for the Grace spell).
Blessing(Wis): acts as an aid spell on all allies within 900'.
Cure(Wis): acts as a cure serious wounds spells.
Demon Ward(Wis): acts as a Protection from Evil spell.
Exorcism(Wis): acts like a Dismissal spell.
Guidance(Cha): acts as a True Strike spell, but can be used with skills as well as attacks.
Signs and Portents(Cha): acts just like its entry in the Darkmatter book.
Vision(Cha): acts just like the Vision spell in the PHB.

Shamanism
Powers derived from a person's proximity to the spirit world, Shamanism is a common religion among primitive peoples.  Before using any abilities, Shamans must enter a trance, by making a Concentration check DC 10 for an ordinary trance, DC 15 for a good trance, and DC 20 for an amazing trance. 
Animal Voice(Cha): acts as a Speak With Animals spell..
Dreamwalking(Wis): acts as description in the Darkmatter book.
Ghost Dance(Cha): gratns a +4 to AC to all participants.
Guide My Hand(Wis): grants a +4 to melee or bow attack  for 1 hour.
Hunter's Stare(Wis): character is stunned for 1 round.
Spirit of the Beast(Wis): character gains +4 to a Strength, Dexterity, or Constitution based skill (not spell or ability) for 1 hour.
Trance Visions(Cha): as in Darkmatter book.
Venom Spirit(Wis): as in Darkmatter book, deals 2d6 subdual damage every 4 hours.

Voodoo
Voodoo is the control and manipulation of spirits in the world.  When casting any voodoo spell, the character must make a sacrifice, as in the Darkmatter book.  Spirits attempting to possess or "ride" a character for insufficient sacrifices must defeat the character in opposed Will checks. 
Ayza's Juju(Cha): character can have Ayza interfere, gaining a +5 to any attack, check or save.
Erzuli's Fetish(Wis): as in the Darkmatter book.  Pain gives -4 to all actions for 1 hour, paralysis acts as a Hold Person spell, and illness (which raises DC of check by 5) causes instant illness in target (specific left up to the GM).
Gris-Gris(Cha): positive acts as a Protection from (opposite of the character's main alignment), centered on the target.  Negative acts as a Protection from (same as the character's main alignment), centered on the target.  Character can make Will save DC 20 to dispel Gris-Gris if aware of its presence.
Helpful Possession(Wis): grants a +4 to any skill check  for 24 hours.
Legba Rides(Wis): acts as a Contact Other Plane spell.
Loa of Healing(Wis): acts as a Cure Moderate Wounds spell.
Negate the Spirit(Cha): acts as a Dominate Person/Animal spell from the PHB..

The rules above are just a basic guide.  If you convert any other FX powers from any other books, please send them to us.  Or if you have any questions or comments please e-mail us.