Skip to content

Latest commit

 

History

History
879 lines (644 loc) · 32.9 KB

adventure-combat-engine.md

File metadata and controls

879 lines (644 loc) · 32.9 KB

Adventure Combat Engine

Introduction

Adventure Combat Engine is an easy-to-play fantasy role playing game. The rules attempt to be as concise as possible but still provide a solid foundation to play a fantasy role playing game. Referees and players are encouraged to make additions to the engine as they play to enhance the rules presented in this system.

These rules are inspired by the work of Tom Moldvay who published a rules light game system in the 1980s. The rules presented here are an attempt to put together a similar game system but utilizing a SRD that was not available to Tom back in those days.

License

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

Any original text added for this work is in the public domain.

Definitions

d: (dice) The dice that need to be rolled for a certain action or effect are written in shorthand; 1d6 means roll 1 six sided dice, 2d10 means roll 2 ten sided dice and add the totals together, 2d6+6 means roll 2 six sided dice and add the totals together and then add six.

XP: (Experience Points) Represents how much experience the profession has accrued. The referee awards experience points for defeating creatures, finding treasure, and other actions that accomplish the goals of the group.

LVL: (Level) Represents the power of a character. Professions grant more powers, spells, hit points and other benefits with each level a character acquires. The referee can use a character's level as a guide to how dangerous of an adventure they can handle.

HP: (Hit Points) Represent a combination of physical and mental durability, the will to live, and a little bit of luck. Creatures with more HP are more difficult to kill. A creature reduced to 0 HP is unconcious. A creature reduced to -10 HP is dead.

AC: (Armor Class) The defensive capability of a character or creature. The number represents what is needed for an opponent to make a successful strike on the target with a 1d20 roll.

BAB: (Basic Attack Bonus) The bonus a character or creature adds to their 1d20 roll when attempting to make a hit on an opponent.

ATK: (Attack) The number of attacks per round the character can make. Note that 3/2 means the character gets two attacks on the initial round of combat, then one attack, then two attacks, and so on

DMG: (Damage) How much damage something does. This is usually written out in shorthand in various amounds of dice; 1d6, 2d8, 3d6, etc...

INI: (Initiative) Used to determine who goes first in combat, each side rolls a 1d6 and the side with the highest roll goes first.

LUCK: (Luck) Situations often arise in an adventure where a character's, luck becomes crucial. The character must roll a 20 on a 1d20 to avoid danger. The luck score is added to character's roll.

MV: (Movement) How many feet a creature or character can move in one round.

GP: (Gold Piece) The basic unit of currency in the fantasy world. A table of equipment will list the cost of things in gold pieces.

SP: (Silver Piece) Ten silver pieces are equal to one gold piece.

ML: (Morale) Creatures may run away or surrender in combat. Morale is checked in critical situations. The referee rolls 2d6 and if the result is higher than a creatures morale score, the creature will attempt to flee.

RCT: (Reaction) A 2d6 roll used by the referee to determine a creature's reaction.

2d6 Reaction
2-3 Enemy
4-5 Wary (Reroll -4)
6-8 Uncertain (Reroll)
9-10 Curious (Reroll +4)
11-12 Friend

On reroll, wait one round and consider the situation; any ongoing negotiation, friendly or threatening actions. After 3 rounds, if the reaction is not Enemies or Friends, the creatures will attempt to withdraw from the situation.

Character Ability Scores

Characters have six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Generate these scores by rolling 2d6 + 6 (2-12 and add 6) nine times. Choose the best six rolls and assign them to any ability scores. Characters are heroes, not average individuals.

STR: (Strength) Measures bodily power, athletic training, and raw physical force.

DEX: (Dexterity) Measures agility, reflexes, and balance.

CON: (Constitution) Measures health, stamina, and life force.

INT: (Intelligence) Measures mental acuity, recollection, and ability to reason.

WIS: (Wisdom) Measures intuition, perception, and subconcious intelligence.

CHA: (Charisma) Measures eloquence, charm, and personality.

The six ability scores can modify various roll checks and secondary scores of the game.

Ability Score Modifier Table

Score Modifier
3 -3
4-5 -2
6-8 -1
9-12 0
13-15 +1
16-17 +2
18 +3
  • Add STR modifier to BAB.
  • Add STR modifier to DMG.
  • Add DEX modifier * 5% to thief skill rolls.
  • Add DEX modifier to AC.
  • Add DEX modifier to INI.
  • Add CON modifier to HP.
  • Add CON modifier to cheating death.
  • Add WIS modifier to LUCK rolls.
  • Add CHA modifier to RCT rolls.

Notes

Cheating Death: CON modifier is used to determine how far below 0 HP the character can go and still be unconscious but alive. Thus, a character with an 18 CON (+3) could go to -13 HP and still live instead of -10 LP.

HP: CON modifier is added to a character's hit point total. The modifier is also added each time the character goes up a level

Character Professions

Warrior

A warrior is a professional combatant who has undergone rigorous training. They are proficient in wearing various types of armor and wielding a range of weapons. STR is a warrior's prime stat.

XP LVL HP BAB ATK LUCK
0 1 10 0 1 +2
2000 2 +1d10 +1 1 +3
4000 3 +1d10 +2 1 +4
8000 4 +1d10 +3 1 +5
16000 5 +1d10 +4 1 +6
32000 6 +1d10 +5 3/2 +7
64000 7 +1d10 +6 3/2 +8
125000 8 +1d10 +7 3/2 +9
250000 9 +1d10 +8 3/2 +10
+250000 10 +1d10 +9 3/2 +11

Mage

A mage possesses the ability to cast potent magic spells; however, they cannot wear armor and are restricted to using daggers or staves as weapons. INT is a mage's prime stat.

XP LVL HP BAB SP1 SP2 SP3 SP4 SP5 LUCK
0 1 4 0 1 +5
2500 2 +1d4 0 2 +5
5000 3 +1d4 +1 2 1 +6
10000 4 +1d4 +1 3 2 +6
20000 5 +1d4 +2 4 2 1 +7
40000 6 +1d4 +2 4 3 2 +8
75000 7 +1d4 +3 5 3 2 1 +8
150000 8 +1d4 +3 5 4 3 1 +8
300000 9 +1d4 +4 5 4 3 2 1 +9
+300000 10 +1d4 +4 6 4 4 1 2 +9

Spells: The number of spells a mage gets at each level is given for each spell rank SP1, SP2, SP3, SP4, SP5. For example, as LVL 4 a mage would have 3 rank-1 mage spells (the SP1 column) and would have 2 rank-2 mage spells (the SP2 column).

Mirager

A mirager is a specialized mage that utilizes illusion based spells. They can not wear armor and restricted to using daggers or staves as weapons. CHA is a mirager's prime stat.

XP LVL HP BAB SP1 SP2 SP3 SP4 SP5 LUCK
0 1 4 0 1 +5
2000 2 +1d4 0 1 1 +5
4000 3 +1d4 +1 2 1 +6
8000 4 +1d4 +1 2 2 1 +6
16000 5 +1d4 +2 3 2 1 +7
32000 6 +1d4 +2 3 3 2 1 +7
64000 7 +1d4 +3 4 3 2 1 +8
1250000 8 +1d4 +3 5 4 3 2 1 +8
250000 9 +1d4 +4 5 4 3 2 1 +9
+250000 10 +1d4 +4 5 5 4 3 2 +9

Spells: The number of spells a mirager gets at each level is given for each spell rank SP1, SP2, SP3, SP4, SP5. For example, at LVL 5 a mirager would have 4 rank-1 mirager spells (the SP1 column) and would have 2 rank-2 mirager spells (the SP2 column) and would have 1 rank-3 mirager spell (the SP3 column).

Priest

A priest is a specialized mage that utilizes healing and protective magic. They can not wear armor and are restricted to using daggers or staves as weapons. WIS is a priest's prime stat.

XP LVL HP BAB SP1 SP2 SP3 SP4 SP5 LUCK
0 1 6 0 1 +4
1500 2 +1d6 +1 2 +5
3000 3 +1d6 +1 2 1 +5
6000 4 +1d6 +2 3 2 +6
12000 5 +1d6 +3 3 3 1 +6
25000 6 +1d6 +3 4 3 2 +7
50000 7 +1d6 +4 4 4 2 1 +8
100000 8 +1d6 +5 5 4 3 1 +8
200000 9 +1d6 +6 5 4 3 2 1 +9
+200000 10 +1d6 +6 6 5 3 3 1 +9

Spells: The number of spells a priest gets at each level is given for each spell rank SP1, SP2, SP3, SP4, SP5. For example, at LVL 6 a priest would have 4 rank-1 priest spells (the SP1 column) and would have 3 rank-2 priest spells (the SP2 column) and would have 2 rank-3 priest spells (the SP3 column).

Rogue

A rogue will possess certain unique skills in acquiring treasure, disabling traps, and avoiding danger. They wear leather armor or lighter to allow freedom of movement. They use small simple weapons that are easy to hide or carry such as daggers and slings. DEX is a rogue's prime stat.

XP LVL HP BAB Stealth Skill LUCK
0 1 6 0 7% 25% +4
1250 2 +1d6 0 14% 30% +5
2500 3 +1d6 +1 21% 35% +6
5000 4 +1d6 +1 28% 40% +7
10000 5 +1d6 +2 35% 45% +8
20000 6 +1d6 +3 42% 50% +9
40000 7 +1d6 +3 49% 55% +10
75000 8 +1d6 +4 56% 60% +11
150000 9 +1d6 +4 63% 65% +12
+150000 10 +1d6 +5 70% 70% +13

Stealth: This gives the basic chance for the rogue to hide in shadows, move silently, trailing suspects, etc...

Skill: This gives the basic chance for the rogue to use various thief like skills; lockpicking, finding and removing traps, pickpocketing, etc... the following two skills use a different progression based on the following formulas.

  • Climb Walls = 85% + (1% * LVL)
  • Hear Noise = 10% + (2% * LVL)

Character Races

Note on ability scores. Each race gets a modifier to ability scores. If a bonus would put the score above 18, then the player has to put the bonus in a different stat of their choosing. If a penalty would put the score below 3, then the player has to put the penalty in a different stat of their choosing.

Consider all profession restrictions to be guidelines. If the referee and players decide that a Dwarf has discovered how to be a Mage, and that would make an interesting campaign, then go for it.

Humans

Usually, the most common encountered creature in the fantasy world. Humans are around 5'10" tall. They can be any profession. They can add 1 point to any ability score they choose.

Dwarves

Stocky and muscular, dwarves live in complex tunnels built under mountains. Dwarves are around 4'6" tall. Dwarves are renown blacksmiths, stone masons, and gem crafting. Dwarves can only be warriors. They gain 1 point of STR, and 1 point of CON, but lose 1 point of DEX and 1 point of CHA.

Dwarves have the ability to detect secret doors and traps related to stonework or metallurgy. Their base chance to detect is 50% + 3% per LVL.

Dwarves get a +1 to BAB rolls when using an ax or a hammer.

Elves

Elves are slender human like beings with pointy ears. Elves are around 5' 6" tall. They have a natural affinity for the forest. Elves are renown for woodworking. Elves can be any profession. They gain 1 point in INT, but lose 1 point of CON.

Elves have keen eyesight and are able to spot hidden or concealed features such as secret doors. Their base chance to detect is 50% + 3% per LVL.

Elves get a +1 to BAB rolls when using a short bow or long bow.

Gnomes

Gnomes are the smaller cousin of dwarves that spend more time above the ground then below. Gnomes are renown for tinkering and their friendly, child like demeanor. Gnomes can be any profession. They gain 1 point in CHA, but lose 1 point of WIS.

Gnomes have the ability to detect secret doors and traps related to mechanical contraptions. Their base chance to detect is 50% + 3% per LVL.

Gnomes get a +1 to BAB rolls when using a crossbow.

Halflings

Halflings live in comfortable underground hill dwellings. Halfings are renown for cooking and eating meals. Halflings can be warrior or rogues. They gain 1 point in DEX, but lose 1 point in STR.

Halflings are able to hide in shadows, in crowds, or anywhere they might achieve concealment. If the halfling is a rogue, they get +10% to their rogue stealth skill. Otherwise, their chance to hide is of a rogue of their LVL even if they are not a rogue.

Halfings can not use large two handed weapons such as a battle ax or a two handed sword. Halflings get a +1 to BAB rolls when using a sling. Halflings get a +1 to LUCK rolls.

Multiple Professions

A character may choose to level up in two professions at the same time, limited to combinations based on which race they are.

Race Profession
Humans Warrior/Priest
Gnome Mirager/Rogue
Halfling Warrior/Rogue
Elf Warrior/Mage

The character combines the total number of XP for both classes to reach each LVL. The HP are the average between the two professions, rounded up. The character is allowed to use the least restrictive weapons and armor of the two professions, and gains the higher BAB and LUCK of the two professions.

For example; a Warrior/Priest would begin their career with 8 HP and would need 3500 XP to reach LVL 2 (2000 from the Warrior and 1500 from the Pirest profession). Their BAB would be 0. Their LUCK would be +4 since the Priest LUCK of +4 is higher than the Warrior LUCK of +2. The Warrior Priest could use any armor and any weapon since the Warrior has no restrictions.

At the referee's discretion, other profession combinations can be allowed. For example, In a particular campaign, Elves may have mastered all magic and can be a Mage/Priests.

Equipment

Weapons

Weapon DMG Cost
Club 1d4
Dagger 1d4
Sling Stone 1d4
Arrow 1d6
Bolt 1d6
Hand Axe 1d6
Javelin 1d6
Mace 1d6
Quarterstaff 1d6
War Hammer 1d6
Battle Axe 1d6
Flail 1d8
Lance 1d8
Morning Star 1d8
Sword 1d8
Pole Arm 1d10
Short Sword 1d6
Spear 1d6
Two Handed Axe 1d10
Two Handed Sword 1d10

Armor

Armor AC Cost
None 10
Cloth 11
Leather, Quilted Cloth 12
Studded Leather, Hide 13
Metal Scale 14
Chainmail 15
Lamellar, Elven Chainmail 16
Plate Mail 17
Full Metal Plate 18
Shield +1

A shield adds 1 point to AC.

Mage Spells

Mage Spells Rank 1

  1. Burning Hands (Range:60', Duration:1 round) Creates a 120 arc of flame that does 1d6 per caster LVL. Spell variation is freezing hands.

  2. Charm Person (Range:120', Duration:1 hour) Target gets a LUCK roll or will listen to caster as a friend. Target will not obey crazy commands.

  3. Detect Magic (Range:60’, Duration:1 turn) Magical items will have a faint ethereal glow.

  4. Identify (Range:Touch, Duration:Instant) Reveals the nature and use of an item.

  5. Light (Range:60', Duration:1 turn per LVL) Magical light in the shape of a sphere floats and follows caster.

  6. Magic Missile (Range:150', Duration:Instant) Creates 1 auto hitting magical arrow that does 1d4+1 damage. Caster gains another arrow for each LVL divided by 2 round down.

  7. Read Magic (Range:1', Duration:2 turns) Can read magical writing.

  8. Shield (Range:Self, Duration:12 turns per LVL) Gives caster a temporary AC of 3.

  9. Sleep (Range:60', Duration:1 hour) Affects 4d4 LVL of targets below 5th LVL if they fail a LUCK roll.

  10. Spider Climb (Range:Self, Duration:1 round per LVL) Allows climbing sheer walls at 30' round.

Mage Spells Rank 2

  1. Darkness (Range:15', Duration:2 turns) Creates a 20' sphere of pitch black darkness that blocks non magical light.

  2. Detect Invisibility (Range:90', Duration:1/2 turn per LVL) See anything that is magical invisible.

  3. ESP (Range:90', Duration:1 turn) Detects the surface thoughts of one target.

  4. Knock (Range:60', Duration:Instant) Automatically opens a locked door.

  5. Levitation (Range:150’, Duration:1 turn per LVL) Target can mentally control floating up or down.

  6. Mirror Image (Range:Self, Duration:1 turn) Creates 1d4 illusory duplicate images of the caster.

  7. Limited Invisibility (Range:Touch, Duration:1 turn) If target attacks then the invisibility dissipates. +5 AC and +3 LUCK.

  8. Strength (Range:Touch, Duration:1 hour per LVL) Raises STR score 1d8 points. Maximum of 18.

  9. Web (Range:30', Duration:1 hour) Holds creatures with less than 18 STR. Negated by a a successful LUCK roll can be attempted every 4 rounds.

  10. Wizard Lock (Range:Touch, Duration: Permanent) Magically locks a door until dispelled.

Mage Spells Rank 3

  1. Clairvoyance (Range:300’, Duration:1 turn) Can get a dream vision of an area within range.

  2. Dispel Magic (Range:120', Duration:Instant) Disrupts all magic at target point.

  3. Feign Death (Range:Self, Duration:2 turns) Caster appears to be dead.

  4. Fireball (Range:150', Duration:1 round) Does 1d6 DMG per LVL of caster to everyone in a sphere with a 20' radius. LUCK roll for half DMG.

  5. Fly (Range:Touch, Duration:1 turn per LVL) Ariel movement of 180' per turn.

  6. Haste (Range:60', Duration:1 turn) Target receives double movement and double the number of attacks for the duration of the spell.

  7. Lightning Bolt (Range:120’, Duration:1 round) Does 1d6 DMG per LVL of caster to everyone in a line 10' wide by 40' long. LUCK roll for half DMG.

  8. Partial Illusion (Range:150', Duration:Special) Makes a visual illusion without any sound. Lasts until touched or disbelieved.

  9. Suggestion (Range:30', Duration:1 hour) Target believes suggestion unless target makes a LUCK roll.

Mage Spells Rank 4

  1. Charm Monster (Range:60', Duration:1 hour) Target gets a LUCK roll or will listen to caster as a friend. Target will not obey crazy commands.

  2. Confusion (Range:120', Duration:1 round) 2d4 creatures stand confused for one round unless LUCK roll is made.

  3. Dimension Door (Range:Self, Duration:Permanent) Creates two interconnected doors within visual range allowing teleporting between doors when stepped through.

  4. Fear (Range:60', Duration:1 round per LVL) Targets in a 20' wide area must make a LUCK roll or flee in panic.

  5. Ice Storm (Range:60', Duration:1 round) Targets in a 40' wide area take 3d10 DMG. LUCK roll for half DMG.

  6. Curse (Range:30', Duration:Permanent) Target has some part of their body changed shape, disfigured and disabled unless target makes a LUCK roll.

  7. Wall of Fire (Range:60’, Duration:1 turn per LVL) Wall of fire 10' high and 40' long. Does 2d6 (+1 per caster LVL) of DMG to anyone touching or passing through wall. LUCK roll for half DMG. Spell variation is wall of ice.

  8. Remove Curse (Range:Touch, Duration:Permanent) Removes magical curses.

Mage Spells Rank 5

  1. Animate Dead (Range:10’, Duration:Permanent) Animates 1 skeleton or zombie per caster LVL.

  2. Conjure Elemental (Range:60', Duration:1 turn per LVL) Conjures 1 fire or water or earth or air elemental. Requires caster's complete concentration to control.

  3. Shape Change (Range:Self, Duration:2 turns per LVL) Caster changes physical shape to any non magical creature from the size of a mouse to the size of a horse.

  4. Stone Shape (Range:Touch, Duration:Permanent) Caster can reshape any 10 cubic feet of stone.

  5. Telekinesis (Range:60', Duration:1 round per LVL) Caster can move 15 lbs. per LVL at a speed of 60’ per turn.

  6. Teleportation (Range:Self, Duration:Instant) Magical, instantaneous travel to a known location.

  7. Transmute Rock to Mud (Range:60', Duration:1 day) Turns 20 cubic feet per LVL of stone into mud.

  8. Wall of Force (Range:30', Duration:2 turns) Stops all physical and magical forces from passing through. Spell variations are wall of iron and wall of stone.

Priest Spells

Priest Spells Rank 1

  1. Command (Range:10', Duration:1 round) Target gets a LUCK roll or will obey a one word command.

  2. Cure Light Wounds (Range:Touch, Duration:Permanent) Heals 1d8+1 HP.

  3. Detect Evil (Range:120', Duration:1 hour) Evil creatures and things will have a faint ethereal glow.

  4. Detect Magic (Range:60’, Duration:1 turn) Magical items will have a faint ethereal glow.

  5. Light (Range:60', Duration:1 turn per LVL) Magical light in the shape of a sphere floats and follows caster.

  6. Protection From Evil (Range:Touch, Duration:3 rounds per LVL) Target gets +2 on LUCK rolls and +2 to AC against evil creatures.

  7. Remove Fear (Range:Touch, Duration:1 round) Removes all fear effects.

  8. Resist Cold (Range:Touch, Duration:1 turn per LVL) Target gets +3 on LUCK rolls vs. cold and any cold DMG is halved.

Priest Spells Rank 2

  1. Augury (Range:Self, Duration:1 round) 75% chance of getting an answer to if a course of action will be beneficial or harmful.

  2. Chant (Range:30', Duration:1 turn) Allies get +1 to all actions. Opponents get -1 to all actions.

  3. Find Traps (Range:30', Duration:3 turns) Traps will have a faint ethereal glow.

  4. Hold Person (Range:60', Duration:1 turn) Stops 1d4 LVL of humanoid creatures from moving.

  5. Resist Fire (Range:touch, Duration:1 turn per LVL) Target gets +3 on LUCK rolls vs. fire and any fire DMG is halved.

  6. Silence (Range:120', Duration:1 turn) Prevents any sound, including casting of spells in a 15' radius of target.

Priest Spells Rank 3

  1. Animate Dead (Range:10’, Duration:Permanent) Animates 1 skeleton or zombie per caster LVL.

  2. Cure Blindness (Range:Touch, Duration:Permanent) Cures magical blindness.

  3. Cure Disease (Range:Touch, Duration:Permanent) Cures magical and non magical disease.

  4. Dispel Magic (Range:120', Duration:Instant) Disrupts all magic at target point.

  5. Feign Death (Range:Self, Duration:2 turns) Caster appears to be dead.

  6. Remove Curse (Range:Touch, Duration:Permanent) Removes magical curses.

Priest Spells Rank 4

  1. Cure Serious Wounds (Range:Touch, Duration:Permanent) Heals 2d8+2 HP.

  2. Detect Lie (Range:30', Duration:1 round per LVL) Caster will know if any spoken words are lies or not.

  3. Exorcise (Range:10', Duration:Permanent) Removes ghost, demon, and any other supernatural possession on target.

  4. Neutralize Poison (Range:Touch, Duration:Permanent) Cures and removes any poison in target.

Priest Spells Rank 5

  1. Cure Critical Wounds (Range:Touch, Duration:Permanent) Heals 3d8+3 HP.

  2. Dispel Evil (Range:Touch, Duration:1 round per LVL) Evil creatures must make a LUCK roll or be banished to another dimension.

  3. Flame Wind (Range:60', Duration:1 round) Blazing wind fills a 10' x 30' area doing 6d8 DMG. LUCK roll for half DMG.

  4. Raise Dead (Range:30', Duration:Permanent) Target is brought back to life with 1 HP.

Mirager Spells

Mirager Spells Rank 1

  1. Charm Person (Range:120', Duration:1 hour) Target gets a LUCK roll or will listen to caster as a friend. Target will not obey crazy commands.

  2. Color Spray (Range:60', Duration:1 round) Targets in spray that are caster's LVL or below must make a LUCK roll or be unconscious for 2d4 round.

  3. Darkness (Range:15', Duration:2 turns) Creates a 20' sphere of pitch black darkness that blocks non magical light.

  4. Detect Invisibility (Range:90', Duration:1/2 turn per LVL) See anything that is magical invisible.

  5. Hypnosis (Range:30', Duration:1 round per LVL) 1d6 targets are hypnotized if they fail a LUCK roll. Requires caster's undivided attention.

  6. Light (Range:60', Duration:1 turn per LVL) Magical light in the shape of a sphere floats and follows caster.

  7. Mask (Range:Self, Duration:3 turns) Caster projects a fake face of any humanoid creature the caster has seen.

  8. Partial Illusion (Range:150', Duration:Special) Makes a visual illusion without any sound. Lasts until touched or disbelieved.

  9. Wall of Fog (Range:30', Duration:1 turn) Wall of fog 10' high and 40' long.

Mirager Spells Rank 2

  1. Blind (Range:30', Duration:1 hour) Target must make a LUCK roll or be blinded for 3d4 rounds.

  2. Blur (Range:Self, Duration:1 turn) Caster gets +3 AC and +1 LUCK.

  3. Detect Magic (Range:60’, Duration:1 turn) Magical items will have a faint ethereal glow.

  4. Fog Cloud (Range:30’, Duration: 1 turn) Creates a cloud of fog in a 20' radius. Anyone inside cloud must make a LUCK roll each round in the cloud or be disoriented for the round.

  5. Hypnosis (Range:30', Duration:1 round per LVL) 1d6 targets are hypnotized if they fail a LUCK roll. Requires caster's undivided attention.

  6. Limited Invisibility (Range:Touch, Duration:1 turn) If target attacks then the invisibility dissipates. +5 AC and +3 LUCK.

  7. Mirror Image (Range:Self, Duration:1 turn) Creates 1d4 illusory duplicate images of the caster.

  8. Misdirection (Range:30', Duration:1 round per LVL) Target believes misinformation if they fail a LUCK roll.

  9. Ventriloquism (Range:90', Duration:1) Caster can cause voice to emit from a different location within range.

Mirager Spells Rank 3

  1. Clairvoyance (Range:300’, Duration:1 turn) Can get a dream vision of an area within range.

  2. Dispel Magic (Range:120', Duration:Instant) Disrupts all magic at target point.

  3. Fear (Range:60', Duration:1 round per LVL) Targets in a 20' wide area must make a LUCK roll or flee in panic.

  4. Paralysis (Range:60', Duration:1 hour) Caster can paralyze double their HP worth of targets within range. Each target gets a LUCK roll per round to negate effects.

  5. Complete Illusion (Range ~ 120’, Duration:Special) Makes an illusion that fools all senses; Sight, Sound, Touch, Taste, Smell. Caster must use full concentration to maintain illusion.

  6. Suggestion (Range:30', Duration:1 hour) Target believes suggestion unless target makes a LUCK roll.

Mirager Spells Rank 4

  1. Charm Monster (Range:60', Duration:1 hour) Target gets a LUCK roll or will listen to caster as a friend. Target will not obey crazy commands.

  2. Confusion (Range:120', Duration:1 round) 2d4 creatures stand confused for one round unless LUCK roll is made.

  3. Emotion (Range~60', Duration: concentration) Caster chooses effect of fear, hate, hopelessness, or rage on target. Target gets a LUCK roll to shake off effect.

  4. Enhanced Invisibility (Range:Touch, Duration:1 turn) Target becomes invisible and keeps invisibility even after attacking. +5 AC and +3 LUCK.

  5. Killer Nightmare (Range:30', Duration:1 round per LVL) Target must make a LUCK roll or believe they are being attacked by a nightmare demon. Creature has +4 BAB. If creature hits, the target dies of fright.

Mirager Spells Rank 5

  1. Mass Charm (Range:30', Duration:1 hour) Caster can charm double their HP worth of targets within range. Targets gets a LUCK roll or will listen to caster as a friend. Targets will not obey crazy commands.

  2. Maze (Range:30', Duration:1 turn) Target is teleported to another dimension of mazes. Target can make a LUCK roll per round to escape back to their original point in the real world.

  3. Mirage Blast (Range:120', Duration:1 round) Caster chooses an illusion of magic missile, fireball, or lightning bolt. Spell area of effect as per original spell. Each target gets a LUCK roll to disbelieve. If failed, treat spells as original spell.

  4. Projected Image (Range:60', Duration:1 turn) Illusionary duplicate of caster appears. Caster can choose to cast spells through the duplicate.

  5. Chaotic Sensory Overload (Range:30', Duration:1 round per LVL) All thinking creatures in a 40' x 40' area must make a LUCK roll or be confused for the duration of the spell. Even those that shake off the effect suffer -2 BAB.

Monster Statistics

Short hand abbreviations are used to list out creatures abilities and statistics. For example, a typical statistic block for a Hill Giant

Hill Giant (#:1, AC:14, HP:24, INI:0, BAB:+2, ATK:1 giant club, DMG:2d6, ML:7, LUCK:+6, MV:90', XP:210)

In general, a creatures BAB, LUCK, and XP award will be based off HP. Feel free to adjust the numbers when making up your own opponents. For example, perhaps a hill giant is particularly clumsy and only has a +2 BAB instead of +5. Since the hill giant is a little weaker, the referee decides to reduce the XP by 40.

HP BAB LUCK XP
1-4 0 +1 8
5-8 +1 +2 16
9-12 +2 +3 32
13-16 +3 +4 64
17-20 +4 +5 128
21-25 +5 +6 250
26-30 +6 +7 500
31-36 +7 +8 1000
37-42 +8 +9 2000
43-48 +9 +10 3000
49-54 +10 +11 4000
55-60 +11 +12 5000
61-70 +12 +13 10000
71-80 +13 +14 15000
81-90 +14 +15 20000
91-100 +15 +16 25000
101-150 +16 +17 50000
151-200 +17 +18 75000

Example Creatures

Giant Ant (#:1d6, AC:17, HP:9, INI:+1, BAB:+2, ATK:1 bite, DMG:1d6, ML:12, LUCK:0, MV:180', XP:32) If a giant ant makes a successful bite attack, the target must make a LUCK roll or suffer an additional attack roll from the giant ant as it tries to sting the target with it's stinger which does 1d6 on a successful hit.

Dire Wolf (#:1d6, AC:14, HP:17, INI:+1, BAB:+4, ATK:1 bite, DMG: 2d4, ML:9, LUCK:+4, MV:180', XP:128) These evil wolves are almost as big as a small pony. Dire wolves can communicate simple concepts through howls to each other. Some goblins use dire wolves as mounts.

Skeleton (#:1d6, AC:12, HP:4, INI:0, BAB:0, ATK:1 sword, DMG:1d8, ML: 12, LUCK:+1, MV:90', XP:16) Skeleton only suffers half damage from bladed weapons and only suffers 1 point of damage from piercing weapon damage.

Goblin (#:1d6, AC:14, HP:4, INI:0, BAB:0, ATK:1 sword, DMG:1d8, ML:6, LUCK:0, MV:90', XP:8) Goblins are cowardly unless in large groups. Decrease their ML every time an ally is defeated. A lone goblin only has a ML of 2.

Giant Rat (#:1d4, AC:13, HP:2, INI:0, BAB:0, ATK:1 bite, DMG:1d4, ML: 7, LUCK:0, MV:90', XP:8) Giant rats are the size of a small dog and are riddled with disease. On a successful bite, the target must make a LUCK roll or suffer shivers and weakness after a day which reduces BAB, and all ability scores by 1 for 1 week.

Werewolf (#:1, AC:11, HP:9, INI:+1, BAB:+2, ATK:1 sword, DMG:1d8, ML: 7, LUCK:+1, MV:90', XP:32) These evil creatures appear as normal humans an often try to trick anyone they encounter into letting their guard down. At night, as long as the moon is out, they can change into a dire wolf in 2 rounds. (Use Dire Wolf Stats and XP).