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. |