Open-Ended

By Bryan Rantala

 

Step I of Character Creation: Pick Attributes.

Characters get 25 Points to spread around each attribute. A minimum of 1 must be placed into each attribute, and a maximum of no greater than 10 (unless the character’s race gives a bonus to that attribute; use the adjusted maximum).

 

Strength

Strength Score

Modifier To Damage and STR Related Skills

Maximum ENC Points

1

-4

2

2

-3

4

3

-2

6

4

-1

8

5

+0

10

6

+1

12

7

+2

14

8

+3

16

9

+4

18

10

+5

20

11

+6

22

12

+7

24

13

+8

26

14

+9

28

15

+10

30

16

+11

32

17

+12

34

18

+13

36

19

+14

38

20

+15

40

21

+16

42

22

+17

44

23

+18

46

24

+19

48

 

Strength is a measure of your character’s raw physical power. Skills that require stamina and physical prowess should be Strength-related.

 

Strength-Based Skills:

 

Melee Fighting: When you buy points in Melee Fighting, you have to select which type of melee weapon that you are specializing in: Axes, Clubs, Pole-arms, Shields, or Swords (you can also spend points in unarmed attacks). Your Melee Fighting skill applies only to that type of melee weapon, although you can buy points in other types of weapons as well. Yes, you heard me right, you can specialize in shields, though I don’t typically recommend it.

 

When you make a melee attack, you add your Melee Fighting skill (if applicable) and your Strength skill bonus to the attack roll.

 

Agility

Agility

Modifier To AC, Ranged Attacks, Dodge Checks, and AGI Related Skills

Base Attacks Per Round

Attacks of Opportunity Per Round

1

-4

1

1

2

-3

1

1

3

-2

1

1

4

-1

1

1

5

+0

2

1

6

+1

2

1

7

+2

2

1

8

+3

2

1

9

+4

2

1

10

+5

3

2

11

+6

3

2

12

+7

3

2

13

+8

3

2

14

+9

3

2

15

+10

4

3

16

+11

4

3

17

+12

4

3

18

+13

4

3

19

+14

4

3

20

+15

5

4

21

+16

5

4

22

+17

5

4

23

+18

5

4

24

+19

5

4

 

Agility is the measure of your character’s speed and dexterity. Skills that require fine manipulation (such as rope-walking), as well as sneaking around, should be Agility-based.

 

Agility-Based Skills:

 

Ranged Fighting: Ranged Fighting is a measure of your character’s skill with bows, crossbows, and throwing spears. When attacking with such ranged weapons, you add your Agility attack bonus and your Ranged Fighting skill points together with the result on your attack roll to determine whether you hit or not.

 

Health

Health

Bonus HP Per Level/Modifier To Resist Checks/Bonus to HTH Related Skills

Damage Resistance

Maximum Rounds Running

1

-4

0

1

2

-3

0

1

3

-2

0

2

4

-1

0

2

5

+0

1

3

6

+1

1

3

7

+2

1

4

8

+3

1

4

9

+4

2

5

10

+5

2

5

11

+6

2

6

12

+7

2

6

13

+8

3

7

14

+9

3

7

15

+10

3

8

16

+11

3

8

17

+12

4

9

18

+13

4

9

19

+14

4

10

20

+15

4

10

21

+16

5

11

22

+17

5

11

23

+18

5

12

24

+19

5

12

 

Intellect

Intellect

Modifier To Mental Checks/Bonus To INT Related Skills

Skill Points Per Level

1

-4

1

2

-3

1

3

-2

1

4

-1

1

5

+0

2

6

+1

3

7

+2

4

8

+3

5

9

+4

6

10

+5

7

11

+6

8

12

+7

9

13

+8

10

14

+9

11

15

+10

12

16

+11

13

17

+12

14

18

+13

15

19

+14

16

20

+15

17

21

+16

18

22

+17

19

23

+18

20

24

+19

21

 

Intellect is a measure of your character’s skillfulness and mental fortitude. Skills that require intelligence, wisdom, and concentration should be Intellect-related.

 

You begin with a number of skill points at 1st level equal to your Skill Points Per Level x4.

 

Intellect-Related Skills

 

Craft: A measure of how skilled the character is at creating and repairing a specific thing (weapons, armor, woodwork).

 

Magic

Magic

Modifier To MAG Related Skills

Bonus Spells

Energy Per Level

Spell Resist

1

-4

0

1

6

2

-3

0

1

7

3

-2

0

1

8

4

-1

0

1

9

5

+0

1

2

10

6

+1

1

3

11

7

+2

2

4

12

8

+3

2

5

13

9

+4

3

6

14

10

+5

3

7

15

11

+6

4

8

16

12

+7

4

9

17

13

+8

5

10

18

14

+9

5

11

19

15

+10

6

12

20

16

+11

6

13

21

17

+12

7

14

22

18

+13

7

15

23

19

+14

8

16

24

20

+15

8

17

25

21

+16

9

18

26

22

+17

9

19

27

23

+18

10

20

28

24

+19

10

21

29

 

Magic-Related Skills:

 

Enchant: A measure of the character’s skill in creating magical items. Creating magical items costs gold, and the Enchant check needed to create the item depends on how powerful the item is.

Wizardry: It’s difficult to cast magical spells. A character rolls 1d20 + his modifier to Magic-related skills to determine whether or not he successfully casts a spell. He also adds whatever points he has in the Wizardry skill. The number you need to successfully cast a spell is 10 + the spell’s level. If you roll a 1, the spell goes out of control and may have unpredictable effects.

 

Step II. Pick Your Race.

 

Human

Elf (+1 Agility, -1 Health)

Dwarf (+1 Health, -1 Agility)

Giant (+1 Strength, -1 Agility)

Gnome (+1 Intellect, -1 Agility)

Gray Elf (+1 Magic, -1 Health)

Halfling (+1 Agility, -1 Strength)

Half-Orc (+1 Strength, -1 Intellect)

Hill Dwarf (+1 Health, -1 Magic)

 

Step III. Pick Your Character Template.

 

There are three basic character set-ups in Open-Ended. While their names are Warrior, Wizard, and Cleric, you shouldn’t think of them in such small, static terms. In Open-Ended, you can build whatever kind of character you like, by making up your own skills and spells. Some examples:

 

-A cleric who worships a poison god, and specializes in magic that sickens and kills.

-An elf warrior who dedicates his life to the destruction of the undead.

-An elemental wizard that can summon earth elementals and create lightning storms.

-A warrior that wrestles with bears for practice against tougher creatures.

 

The point is, you can build just about anything you can imagine, using the templates as a starting point.

 

Warrior

Warrior

Base Hit Points

Bonus Attacks Per Round

Dodge Bonus

Resist Bonus

Mental Bonus

Base Spells

Maximum Spell Level

Bonus Ability Points

1

10

0

+0

+2

+0

0

1

0

2

15

0

+0

+3

+0

0

1

0

3

20

0

+1

+4

+0

0

1

1

4

25

0

+1

+5

+1

0

1

1

5

30

1

+2

+6

+1

1

1

1

6

35

1

+2

+7

+1

1

1

2

7

40

1

+3

+8

+2

1

1

2

8

45

1

+3

+9

+2

1

1

2

9

50

1

+4

+10

+2

2

2

3

10

55

1

+4

+11

+3

2

2

3

11

60

1

+5

+12

+3

2

2

3

12

65

1

+5

+13

+3

2

2

4

13

70

1

+6

+14

+4

3

2

4

14

75

1

+6

+15

+4

3

2

4

15

80

2

+7

+16

+4

3

2

5

16

85

2

+7

+17

+5

3

2

5

17

90

2

+8

+18

+5

4

3

5

18

95

2

+8

+19

+5

4

3

6

19

100

2

+9

+20

+6

4

3

6

20

105

2

+9

+21

+6

4

3

6

21

110

2

+10

+22

+6

5

3

7

22

115

2

+10

+23

+7

5

3

7

23

120

2

+11

+24

+7

5

3

7

24

125

2

+11

+25

+7

5

3

8

25

130

3

+12

+26

+8

6

4

8

26

135

3

+12

+27

+8

6

4

8

27

140

3

+13

+28

+8

6

4

9

28

145

3

+13

+29

+9

6

4

9

29

150

3

+14

+30

+9

7

4

9

30

155

3

+14

+31

+9

7

4

10

31

160

3

+15

+32

+10

7

4

10

32

165

3

+15

+33

+10

7

4

10

33

170

3

+16

+34

+10

8

5

11

34

175

3

+16

+35

+11

8

5

11

35

180

4

+17

+36

+11

8

5

11

36

185

4

+17

+37

+11

8

5

12

37

190

4

+18

+38

+12

9

5

12

38

195

4

+18

+39

+12

9

5

12

39

200

4

+19

+40

+12

9

5

13

40

205

5

+20

+41

+13

9

5

13

 

Wizard

Base Hit Points

Bonus Attacks Per Round

Dodge Bonus

Resist Bonus

Mental Bonus

Base Spells

Maximum Spell Level

Bonus Ability Points

1

6

0

+0

+0

+2

3

1

0

2

9

0

+0

+0

+3

4

1

0

3

12

0

+1

+0

+4

5

2

1

4

15

0

+1

+1

+5

6

2

1

5

18

0

+2

+1

+6

7

3

1

6

21

0

+2

+1

+7

8

3

2

7

24

0

+3

+2

+8

9

4

2

8

27

0

+3

+2

+9

10

4

2

9

30

0

+4

+2

+10

11

5

3

10

33

0

+4

+3

+11

12

5

3

11

36

0

+5

+3

+12

13

6

3

12

39

0

+5

+3

+13

14

6

4

13

42

0

+6

+4

+14

15

7

4

14

45

0

+6

+4

+15

16

7

4

15

48

0

+7

+4

+16

17

8

5

16

51

0

+7

+5

+17

18

8

5

17

54

0

+8

+5

+18

19

9

5

18

57

0

+8

+5

+19

20

9

6

19

60

0

+9

+6

+20

21

10

6

20

63

0

+9

+6

+21

22

10

6

21

66

1

+10

+6

+22

23

11

7

22

69

1

+10

+7

+23

24

11

7

23

72

1

+11

+7

+24

25

12

7

24

75

1

+11

+7

+25

26

12

8

25

78

1

+12

+8

+26

27

13

8

26

81

1

+12

+8

+27

28

13

8

27

84

1

+13

+8

+28

29

14

9

28

87

1

+13

+9

+29

30

14

9

29

90

1

+14

+9

+30

31

15

9

30

93

1

+14

+9

+31

32

15

10

31

96

1

+15

+10

+32

33

16

10

32

99

1

+15

+10

+33

34

16

10

33

102

1

+16

+10

+34

35

17

11

34

105

1

+16

+11

+35

36

17

11

35

108

1

+17

+11

+36

37

18

11

36

111

1

+17

+11

+37

38

18

12

37

114

1

+18

+12

+38

39

19

12

38

117

1

+18

+12

+39

40

19

12

39

120

1

+19

+12

+40

41

20

13

40

123

1

+20

+13

+41

42

20

13

 

Cleric

Base Hit Points

Bonus Attacks Per Round

Dodge Bonus

Resist Bonus

Mental Bonus

Base Spells

Maximum Spell Level

Bonus Ability Points

1

8

0

+2

+0

+0

1

1

0

2

12

0

+3

+0

+0

1

1

0

3

16

0

+4

+1

+0

2

1

1

4

20

0

+5

+1

+1

2

1

1

5

24

0

+6

+2

+1

3

2

1

6

28

0

+7

+2

+1

3

2

2

7

32

0

+8

+3

+2

4

2

2

8

36

0

+9

+3

+2

4

2

2

9

40

0

+10

+4

+2

5

3

3

10

44

0

+11

+4

+3

5

3

3

11

48

1

+12

+5

+3

6

3

3

12

52

1

+13

+5

+3

6

3

4

13

56

1

+14

+6

+4

7

4

4

14

60

1

+15

+6

+4

7

4

4

15

64

1

+16

+7

+4

8

4

5

16

68

1

+17

+7

+5

8

4

5

17

72

1

+18

+8

+5

9

5

5

18

76

1

+19

+8

+5

9

5

6

19

80

1

+20

+9

+6

10

5

6

20

84

1

+21

+9

+6

10

5

6

21

88

2

+22

+10

+6

11

6

7

22

92

2

+23

+10

+7

11

6

7

23

96

2

+24

+11

+7

12

6

7

24

100

2

+25

+11

+7

12

6

8

25

104

2

+26

+12

+8

13

7

8

26

108

2

+27

+12

+8

13

7

8

27

112

2

+28

+13

+8

14

7

9

28

116

2

+29

+13

+9

14

7

9

29

120

2

+30

+14

+9

15

8

9

30

124

2

+31

+14

+9

15

8

10

31

128

3

+32

+15

+10

16

8

10

32

132

3

+33

+15

+10

16

8

10

33

136

3

+34

+16

+10

17

9

11

34

140

3

+35

+16

+11

17

9

11

35

144

3

+36

+17

+11

18

9

11

36

148

3

+37

+17

+11

18

9

12

37

152

3

+38

+18

+12

19

10

12

38

156

3

+39

+18

+12

19

10

12

39

160

3

+40

+19

+12

20

10

13

40

164

3

+41

+20

+13

20

10

13

 

Step IV. Select Your Weapons And Armor.

Your starting weapons and armor won’t cost you any gold—yes, you heard me right. You start out with whatever gear suits your character best. The only limitation you will encounter is ENC. You have a max ENC according to your Strength score, and everything of any weight you carry takes up ENC. For instance, a character with a Max ENC of 10 wearing full-plate only has 2 ENC points left—he will have to settle for very little weaponry, and probably no shield, because he simply can’t carry them.

 

Weapons

Damage

Bonus To Hit

Attacks Per Round Modifier

One-Handed?

Range

Deflection Bonus To AC

ENC

Axes

 

 

 

 

 

 

 

Hand-Axe

1d6 (Slashing)

+0

+1

+

N/A

-

3

Battle Axe

1d8 (Slashing)

+1

+0

+

N/A

-

5

Great Axe

1d12 (Slashing)

+2

-1

-

N/A

-

7

Clubs

 

 

 

 

 

 

 

Mace

1d6 (Bashing)

+1

+1

+

N/A

-

4

Morning Star

1d10 (Bashing)

-2

-1

+

N/A

-

5

Warhammer

1d8 (Bashing)

+2

+0

+

N/A

-

6

Great Club/Maul

1d12 (Bashing)

+3

-1

-

N/A

 

8

Pole-Arms

 

 

 

 

 

 

 

Short-Spear

1d6 (Piercing)

+1

+1

+

N/A

-

4

Spear

1d8 (Piercing)

+2

+0

+

N/A

-

6

Lance

1d10 (Piercing)

+5

-1

-

N/A

-

8

Shields

 

 

 

 

 

 

 

Buckler

1 (Bashing)

+0

-1

+

N/A

+1

2

Small Shield

1-2 (Bashing)

+0

-1

+

N/A

+2

4

Large Shield

1d4 (Bashing)

+0

-1

+

N/A

+3

6

Tower Shield

1d4 (Bashing)

+1

-2

+

N/A

+4

8

Swords

 

 

 

 

 

 

 

Dagger

1d4 (Piercing/Slashing)

+0

+2

+

N/A

-

1

Short Sword

1d6 (Piercing/Slashing)

+0

+1

+

N/A

-

3

Longsword

1d8 (Piercing/Slashing)

+1

+0

+

N/A

-

5

Great Sword

1d12 (Piercing/Slashing)

+2

-1

-

N/A

-

7

Ranged Weapons

 

 

 

 

 

 

 

Short Bow

1d6 (Piercing)

+1

+0

-

60

-

3

Longbow

1d10 (Piercing)

+2

-1

-

100

-

5

Crossbow

1d12 (Piercing)

+1

-1

-

80

-

5

Throwing Spear

1d6 (Piercing)

+0

+1

+

60

-

2

 

Armor

AC Bonus

Max AGI Bonus To AC When Wearing

Damage Resistance Bonus

ENC

Studded Leather

+1

+8

+0

1

Breast Plate

+2

+6

+1

3

Chain Mail

+3

+4

+2

5

Banded Mail

+4

+2

+3

7

Full-Plate

+5

+0

+4

9

 

You don’t have to settle for the weapons and armor listed here. You can make up your own medieval weapons and armor. However, it is unlikely that your weapon will differ greatly from any of the default weapons, but if you have a truly unique weapon in mind, you can consult your GM to see if he’ll let you use your design.

 

Step V. Pick Your Skills.

There are the basic combat skills that we have gone over with each attribute, and then there are other skills that you can make up. As the player, it is your decision as to what kind of skills you want to give your character.

 

You get a certain amount of skill points based on your level and Intellect. If you want to put 2 points in Basket Weaving (an Intellect skill), you would then get a +2 skill bonus on all basket weaving checks, in addition to the bonus to Intellect-based skills that you usually get. You aren’t limited to such banal skills, however. The only limitations on what skills you can have are what you can imagine.

 

Step VI. Build Your Spells.

The core advantage to using this system is that you can design any spell you want, to have whatever effects you choose.

 

There are twenty levels of spells. A spell costs 1 energy point per spell level to cast (you regenerate all your Energy once per day).

 

When you design your own spells, you get 5 Points per level of the spell that you are designing. For instance, a 5th level spell has 25 Points that you can spread around as you please.

 

When you create a spell, there are certain properties you can give it that give you extra Points. For instance, you can make a spell that takes a solid week to cast, and get 4 free Points.

You can only subtract as many points as half the Point value of the spell level. For instance, if you are making a Level 2 spell (10 Points), then you can only work in 5 free Points.

 

Casting Time:

- 1 Week: -4 Points

- 1 Day: -2 Points

- 1 Turn: 0 Points

- 3 Rounds: 1 Point

- 1 Round: 2 Points

- Standard action (The caster can cast the spell as easily as a warrior swings a sword): 4 Points

 

Cool-Down

A spell can be designed in such a way that some time must pass between each casting.

 

- 1 Turn: -1 Point

- 1 Day: -2 Points

- 1 Week: -3 Points

- 1 Year: -5 Points

 

Special Modifiers

- Spell can be cast more often than the time limit allows, but doing so costs twice as much Energy: 1 Point

 

Range:

- Self Only: -1 Point

- Touch Only: 0 Points

- 5 feet per level, caster must be able to see target: 1 Point

- 10 feet per level, caster must be able to see target: 2 Points

- 10 feet per level: 3 Points

- 25 feet per level, caster must be able to see target: 4 Points

- 25 feet per level: 5 Points

- 50 feet per level, but caster must be able to see target: 6 Points

- 50 feet per level: 7 Points

- 100 feet per level, but caster must be able to see target: 9 Points

- 100 feet per level: 10 Points

- Unlimited, caster must be able to see target: 12 Points

- Unlimited. The caster must be aware of who and what the target is, as well as its general location and what it is generally doing: 14 Points

 

Special Modifiers

- No ranged attack roll is needed; the spell automatically hits what it targets: 5 Points

 

Area of Effect:

Your area of effect can be a radius, or you can designate several targets that are within range of the spell.

 

Area Centered On Self (Range of spell is Self Only)

- Anyone that touches caster: 1 Point

- 5 foot radius around self: 2 Points

- 10 foot radius around self: 4 Points

- 20 foot radius around self: 7 Points

- 30 foot radius around self: 10 Points

- 40 foot radius around self: 13 Points

- 50 foot radius around self: 16 Points

- 100 foot radius around self: 34 Points

 

Special Modifier

- The caster is not affected by the hostile spell that he has centered on himself: 2 Points

- The caster is not affected by the beneficial spell that he has centered on himself: -2 Points

 

Area Centered Around Spell’s Point of Impact (Such as a fireball)

5 foot radius: 3 Points

10 foot radius: 6 Points

20 foot radius: 9 Points

30 foot radius: 12 Points

40 foot radius: 15 Points

50 foot radius: 18 Points

100 foot radius: 36 Points

 

Special Modifier

- The caster is not affected by the spell, even if he is in the area of effect: 3 Points

 

Special Modifier for Radius Effects

- Creatures caught in the area of the effect of the spell remain affected by it even if they leave the area of effect: 10 Points

 

Designated Targets (Must be within spell range)

- Self only: 0 Points

- 1 target: 1 Point

- 2-3 targets: 2 Points

- 3-5 targets: 3 Points

- 6-10 targets: 4 Points

- 1 target per level: 4 Points

- Add 5 additional targets beyond 10: 1 Point Each

- Each target cannot be of a higher level than caster: -1 Point

- Targets together cannot total higher in levels than caster: -2 Points

 

Duration:

- 1 round or instantaneous: 0 Points

- 2-5 rounds: 1 Point

- 1 round per caster level: 3 Points

- 2 rounds per caster level: 6 Points

- 3 rounds per caster level: 9 Points

- Additional round per level beyond 3: 3 Points Each

- Permanent effect (unless dispelled, or requirements of negating spell are met): 25 Points

 

Negation Resistance of Spell

You can alter your spell so that it is more difficult or easier to negate it with a Dispel effect. The Negation Resistance Modifier is applied to number needed for a Dispel to work (see Dispel).

 

- -1 Dispel resistance (easier to Dispel). You can have up to -5 Dispel resistance: -1 Point Each

- +1 Dispel resistance (to a maximum of +20): 2 Points Each

 

Effects:

After you have the basic elements of your spell’s capabilities, you have to assign what effects it actually has. You should have a general idea of what your spell should do. A Lightning Bolt spell would be a ranged attack with designated targets that had a Damage effect (lightning).

 

You should not create “cheat” spells that don’t make sense. A spell that both animates the dead and commands all elves in the area to kill themselves is nice, but it doesn’t really make sense as a spell that someone would usually create, and it’s fairly obvious that the spell’s creator was a munchkin.

 

Affliction

You damage one of the target’s statistics for the duration of the spell. Note that you cannot lower an ability score to below 1. The spell has a base cost of 2 points.

 

Creatures targeted by an Affliction effect can make a Resistance check to negate the effects of the spell.

 

- -1 Penalty On A Particular Skill Check Per Level: 1 Point

- 1 Damage to a Particular Ability Score: 2 Points

- -1 Penalty on Attack Rolls Per Level: 3 Points

- -1 Penalty On AC Per Level: 3 Points

- -1 Penalty On A Particular Save Check Per Level (Dodge, Mental, or Resistance): 3 Points

- 1d4 Damage to a Particular Ability Score: 3 Points

- 1d6 Damage to a Particular Ability Score: 4 Points

- Paralysis or blindness: 10 Points (20 for both)

- 1 Damage to a Particular Ability Score per Level: 6 Points

 

Special Modifiers

- The target must be a specific type of creature, such as undead, ooze, or dragon: -1 Point

- The target can avoid the damage by leaving the maximum range or area of effect: -1 Point

 

Animate/Summon

Dead bodies affected by the spell rise as your minions. OR, you animate objects to give them life. OR, you summon creatures from another place to fight for you. You must assign how many creatures you can create with each casting, and an intelligence level to your animated beings. The total levels of the creatures animated cannot exceed the caster’s level, nor can the caster control more animated creatures than he has levels.

 

How many creatures you can animate per casting works independently from how many targets you can designate in your area of effect. For instance, if you have three dead bodies that you can animate, but can only animate 2 corpses per casting, then you can choose any two of those three bodies.

 

The caster must specify what kind of creature the spell brings or creates. You cannot use Animate/Summon to take control of the undead or any other type of creature; you must produce the creature to be animated or summoned yourself.

 

- Per maximum animated creature per casting: 2 Points

 

Intelligence of Animated Creatures:

- Insect Level (Responds Only To Obvious Stimuli And One-Word Commands): 0 Points

- Animal (Responds To Most Stimuli And Simple Commands): 1 Point

- Stupid (Creatures are easily confused and out-witted): 2 Points

- Average Human Intelligence: 4 Points

- Caster Intelligence: 6 Points

 

Special Modifiers

- The animated targets cannot leave the maximum range of the spell, or they cannot leave the area of the spell: -2 Points

- The targets animated must be humanoid: -1 Point

- The targets animated cannot be larger than man-sized: -1 Point

- You can conjure the animated targets out of nothingness: +2 Points

 

Boost

You raise one of the target’s statistics for the duration of the spell.

 

- +1 Bonus On Attack Rolls Per Level: 3 Points

- +1 Bonus On Particular Skill Check Per Level: 1 Point

- +1 Bonus On AC Per Level: 3 Points

- +1 Bonus To A Particular Ability Score: 2 Points

- +1 Bonus On A Particular Save Check Per Level (Dodge, Mental, or Resistance): 3 Points

- +1d4 Bonus To A Particular Ability Score: 3 Points

- +1d6 Bonus To A Particular Ability Score: 4 Points

- +1 Bonus To A Particular Ability Score Per Level: 6 Points

 

Special Modifiers

- The Boost effect can only be used to repair damage to the abilities that it is boosting; it can’t raise scores above their normal levels. However, the effects of the Boost are permanent: 1 Point

 

Command

You command a creature to do something against its will, and the creature must obey the caster’s will for the duration of the spell. The command must be given in a language that the target understands. You must select how many words the command can be, as well as how strong it is.

 

Creatures targeted by a Command get to take a Mental check to avoid the effect.

 

The spell has a base cost of 10 Points.

 

Words

- 1 Word: 0 Points

- 3 Words: 1 Point

- 4-10 Words: 2 Points

- 11-25 Words: 3 Points

- The caster can say anything he likes: 5 Points

 

Special Modifier

- The caster can continually give commands throughout the duration of the spell, which cannot exceed the word limit each round: 2 Points

 

Strength of the Command

- The command must be something that a friend would do for the caster: 1 Point

- The command must be a reasonable request that is not obviously suicidal: 2 Points

- The command can cause changes that the target cannot normally consciously control, such as sleep: 4 Points

- The command can be anything: 4 Points

 

Special Modifiers

- The target must be a specific type of creature, such as undead, ooze, or dragon: -1 Point

- The command is arcane, and the creature’s language does not matter: +1 Point

- The command sets up a telepathic link, and the caster can give commands over any distance without having to be present with the target: +2 Points

- The spell ends if the target leaves the area of effect, or if it goes out of range of the spell: -1 Point

- The spell cannot effect targets with a higher Intellect than the caster: -2 Points

- The spell cannot effect targets of a higher level than the caster: -2 Points

- The caster doesn’t get to choose what the actual Command of the spell is. It has the same effect each time, such as “Hit your head against the nearest surface over and over again.” It can never have any other effect than that: -2 Points

 

Communication

You can communicate with the target of the spell for its duration, regardless of language. Unintelligent targets cannot be communicated with, and the spell does not allow for the caster to magically command the creatures he is communicating with. This spell has a base cost of 3 Points.

 

- If a target leaves the maximum range or area of the spell, it cannot be communicated with, although the spell does not end: -1 Point

- Hostile targets (creatures that intend to harm the caster) cannot be communicated with: -2 Points

- Communication is telepathic: 1 Point

- Caster can read the surface thoughts of the targets, without them volunteering any mental contact, by concentrating: 2 Points

- Caster can probe the mind of a target by concentrating: 3 Points

 

Mind Probe Special Modifiers

- The mind probe cannot be used on targets with a higher Intellect than the caster: -1 Point

- The mind probe cannot be used on targets of a higher level than the caster: -1 Point

 

Damage

Creatures affected by the spell take damage. You must pick what type of element the damage is based on (i.e. fire, acid, sonic, unholy). You must also specify if the damage comes in blast form (the damage takes effect only on the first round of the spell), or sustained form (everything in the area of effect takes the listed damage each round).

 

A blast attack will do a lot of damage in a short time. For instance, a 5th level wizard casts a death ray that does 1d4 dmg per level, and thereby inflicts 5d4 dmg.

 

The same Level 5 Wizard casts an acid storm that does 1d4 dmg per round for five rounds.

 

Blast Damage

- 1 dmg per level: 2 Points

- 1d4 dmg per level: 3 Points

- 1d6 dmg per level: 4 Points

- 1d8 dmg per level: 5 Points

- 1d10 dmg per level: 7 Points

- 1d12 dmg per level: 8 Points

- 1d20 dmg per level: 13 Points

- 1d100 dmg per level: 65 Points

 

Sustained Damage

- 1 dmg per round: 1 Point

- 1d4 dmg per round: 2 Points

- 1d6 dmg per round: 3 Points

- 1d8 dmg per round: 4 Points

- 1d10 dmg per round: 5 Points

- 1d12 dmg per round: 6 Points

- 2d8 dmg per round: 8 Points

- 2d10 dmg per round: 10 Points

- 2d12 dmg per round: 12 Points

- 2d20 dmg per round: 20 Points

- 3d20 dmg per round: 30 Points

- 1d100 dmg per round: 50 Points

 

Sustained Damage Modifier

- Per each +1 bonus of damage added to the die roll: 1 Point

 

Special Modifiers

- An additional element source of damage (Half the damage is from one element, half from the other, for instance. You can have up to 3 elements): 2 Points

- Meant to effect a specific type of creature. Spell only deals damage to that creature type: -2 Points

- Meant to effect a specific type of creature. Spell deals double damage to that creature type, half to everything else: 1 Point

 

Dispel

The spell ends or weakens the effects of other spells that it targets. For purposes of targeting, magic in the area of effect of a Dispel is subject to dispelling. To determine whether or not you dispel another spell, roll 1d20 + your level + spell level of your Dispel effect. You must roll higher than 10 + level of opposing caster + spell level of the spell that you are targeting + Negation Resistance of targeted spell. This spell costs a base 5 Points.

 

Special Modifiers

- Cannot end or weaken spells that are of a higher level than the Dispel: -2 Points

- Rather than ending spells, the Dispel just weakens them. If your Dispel attempt is successful, the spell’s damage per round or boost bonus (see Boost) is halved, and the spell’s duration is halved: -1 Point

- Dispel only has effect for its duration. After the duration of the Dispel ends, any spells that were Dispelled turn back on (with depleted duration for the time that the Dispel was on): -1 Point

 

Divination

The spell allows the caster to use the supernatural forces of the universe to give guidance. The caster can ask one Yes or No question using the spell. Divinations typically have a Range and Area of Effect of Self Only, although designating multiple targets allows those targets to receive the answer as well. Targets of the spell can be driven insane or killed by it just as the caster can, but suffer only half as much chance as the caster of suffering that fate. A Divination spell must be designed so that it affects the caster, and not just other targets.

 

- Per 10% chance that the caster is answered: 1 Point

- 100% Chance: 12 Points

 

- Per 10% chance that the forces answering do not know: -1 Point

- 100% chance that the forces know: 5 Points

 

- Per 5% chance that the forces answering lie: -1 Point

- 100% chance that the forces answering never lie: 5 Points

 

- Per 10% chance of the caster being driven insane (maximum 90%): -2 Points

- Per 20% chance of caster losing his soul (dying instantly) (maximum 80%): -3 Points

 

Healing

Creatures affected by the spell regain lost hit points. You must specify if all of the healing occurs in a single round (blast form), or if the listed amount of healing occurs each round over a matter of time.

 

Blast Effect

- 1 hp per level: 2 Points

- 1d4 hp per level: 5 Points

- 1d6 hp per level: 8 Points

- 1d8 hp per level: 11 Points

- 1d10 hp per level: 14 Points

- 1d12 hp per level: 17 Points

- 1d20 hp per level: 26 Points

 

Sustained Effect

- 1 hp per round: 2 Points

- 1d4 dmg per round: 4 Points

- 1d6 dmg per round: 6 Points

- 1d8 dmg per round: 8 Points

- 1d10 dmg per round: 10 Points

- 1d12 dmg per round: 12 Points

- 2d8 dmg per round: 16 Points

- 2d10 dmg per round: 20 Points

- 2d12 dmg per round: 24 Points

- 2d20 dmg per round: 40 Points

- 3d20 dmg per round: 60 Points

 

Special Modifier

- Dead creatures affected by the spell have a chance to be resurrected. Creatures that have died of old age cannot be resurrected, and resurrected creatures permanently lose 1 Health: 5 Points

- Per 1% chance of successful resurrection: 2 Points

- Resurrected creatures do not lose Health: 10 Points

 

Illusion

You create illusory creatures and/or objects within the area of effect. This spell has a base cost of 6 Points. You can only create as many illusory creatures as you have levels, and the total levels of the illusory creatures cannot exceed your own.

 

- Per sense that the illusion effects (you must have at least 1): 1 Point

- Illusion ends if touched by a living creature: -2 Points

- Illusion is magically terrifying, causing creatures to run away if they believe it and are not brave enough to face it: 4 Points

- Illusion can damage others if they believe it. If you are replicating a spell-like effect rather than creatures, you have to spend Points on the Damage spell effect: 6 Points

- Per sense that the illusion effects (you must have at least 1): 1 Point

- The caster must concentrate to keep the illusion going: -2 Points

- Illusion only appears to a specific type of creature: -1 Point

 

Invisibility

Those affected by the spell are hidden from detection for the duration.

 

- Normal invisibility (target cannot be seen, but can be heard, smelled, etc.) : 6 Points

- Target is protected from additional sense: 1 Point Each

- Spell ends if target attacks another creature or casts a spell: -1 Point

- The target loses its concealment if it leaves the maximum range or area of effect: -1 Point

- Spell protects target from magical detection. Spells with unlimited range only work if the caster can see the target: 2 Points

- Targets are invisible only to a specific type of creature. -2 Points

 

Resistance

The targets of the spell receive damage resistance for the duration of the spell.

 

- Per point of DR: 2 Each

- Grants immunity to a certain type of damage (fire, acid, etc.): 20 Points Per Immunity

 

Special Modifiers

- The target loses the benefit of the damage resistance by leaving the maximum range or area of effect: -1 Point

- The damage resistance applies only to damage from a certain source, such as fire: -3 Points

 

Spell Reflection

If the creatures affected by this spell are attacked by a hostile spell, and successfully resist it, the spell has a 50% chance of being reflected back against its original caster. The base cost of this spell is 25 Points.

 

Special Modifiers

-The Spell Reflection only works on the next hostile spell that is cast on the target. After that, the Spell Reflection ends: -2 Points

- The Spell Reflection does not work against spells that are of a higher level than the Spell Reflection: -2 Points

 

Example Spells

 

The spells have had their point costs for their various stats listed next to them to show you how they were made.

 

Greater Armageddon

Level: 20

Effects: Damage (Fire and Unholy)

Casting Time: Standard Action (4 Points)

Cool-Down: None

Range: Unlimited (Caster must be able to see targeted area) (12 Points)

Area of Effect: 100 Foot Radius Around Impact Point (34 Points)

Duration: Permanent (See Below) (25 Points)

 

The caster summons up a mighty storm of Hellfire to obliterate all that he surveys. The area of effect is transformed into a demonic inferno, and everything within the area of effect suffers 2d20+3 points of damage (23 Points) per round; half the damage is fire, and half is unholy (2 Points). The spell lasts until absolutely everything in the area of effect is dead, down to the last amoeba.

 

Total Points Used: 100 (Level 20 spell).

 

Icy Horror

Level: 8

Effects: Animate/Summon (Raise Dead), Damage (Cold)

Casting Time: 3 Rounds (1 Point)

Cool-Down: 1 Turn (-1 Point)

Range: 10 Feet Per Level (3 Points)

Area of Effect: 20 Foot Radius Around Impact Point (9 Points)

Duration: 2 Rounds Per Caster Level (6 Points)

 

The caster generates an evil ball of ice magic and hurtles it at his intended victims. Those caught in the area of effect suffer 1d6 points of cold damage per level of the caster (4 points). The victims may take a Resistance check for half damage. A round after the blast hits, all dead creatures in the area of effect rise as the caster’s undead minions. The caster can animate up to eight dead bodies (16) as zombies or skeletons. The raised creatures are Stupid (2 Points), and remain animated for the duration of the spell. The total levels of the creatures animated cannot exceed the caster’s level, nor can the caster control more animated creatures than he has levels.

 

Total Points Used: 40 (Level 8 spell).

 

Stupefy

Level: 3

Effects: Affliction

Casting Time: Standard Action (4 Points)

Cool-Down: None

Range: 10 Feet Per Level (3 Points)

Area of Effect: 1 Target (1 Point)

Duration: 1 Round Per Caster Level (3 Points)

 

The caster releases a crackling beam of energy at an opponent (he must make an attack roll to hit). If the struck victim fails a Mental check, the victim loses 1d6 points of Intellect for the duration.

 

Total Points Used: 15 (Level 3 spell).

 

Step VII. You’re Done (Sort of).

Your character is complete, and ready to play. However, the character will eventually advance in level. That’s where the XP chart comes in.

 

Level

Experience Points Needed To Attain

2

200

3

500

4

900

5

1,400

6

2,000

7

2,700

8

3,500

9

4,400

10

5,400

11

6,500

12

7,700

13

9,000

14

10,400

15

11,900

16

13,500

17

15,200

18

17,000

19

18,900

20

20,900

21

23,000

22

25,200

23

27,500

24

29,900

25

32,400

26

35,000

27

37,700

28

40,500

29

43,400

30

47,400

31

50,500

32

54,700

33

57,000

34

60,400

35

63,900

36

67,500

37

70,700

38

74,500

39

78,400

40

86,400

 

The monsters you face will have levels, too. An opponent is worth 10 XP per level. The party members fighting the foe divide the XP amongst themselves once they have won a battle.

 

The strongest monsters you will ever face will have 160 levels. Such creatures usually have 78 ability points, spread about as they see fit, and may wield magic so powerful that the characters can’t even comprehend it, even at Level 40. A level 160 monster has thousands upon thousands of hit points; you’ll probably never see a character with more than a thousand at very best. In other words, the power of such a creature is far beyond most imagining in game terms, and is worth 1,600 experience points (enough to jump a level 1 character to level 5).

 

Just thought I’d brag a little bit.

 

Character Sheet

 

Character Name:

Race:

Template:

Height:

Weight:

Age:

 

Strength:

Modifier To Damage and STR Related Skills:

Max ENC Points:

 

Agility:

Modifier To AC, Ranged Attacks, Dodge Checks, and AGI Related Skills:

Base Attacks Per Round:

Attacks of Opportunity Per Round:

 

Health:

Bonus HP Per Level/Modifier To Resist Checks/Bonus to HTH Related Skills:

Damage Resistance:

Maximum Rounds Running:

 

Intellect:

Modifier To Mental Checks/Bonus To INT Related Skills:

Skill Points Per Level:

 

Magic:

Modifier to MAG Related Skills:

Bonus Spells:

Energy Per Level:
Spell Resist:

Dodge Check:

Resist Check:

Mental Check:

 

Vital Statistics:

Hit Points:

AC:

Damage Resistance:

Energy:

 

Weapon:

Total Damage Per Hit:

Total Attack Bonus:

Attacks Per Round:

ENC:

 

Armor:

ENC:

 

Skills:

 

Spells Known:

 

Spells: