This is a cheat sheet made from my homebrew dnd game..systems.
Spell System Rulebook Cheat Sheet
1. Core Concept
Magic is cast through focus + willpower + subconscious suggestion.
No memorization of spell lists is required and no spell slots needed.
You imagine or declare the desired effect -- subconscious interprets -- energy manifests.
2. Energy Costs
Every spell consumes a percentage of your Energy Pool (%):
0% -- Cantrip-level (small, minor effects).
5% -- Normal effects.
10% -- Uber / powerful effects.
Uber-tier effect: healing and damage are doubled.
3. Casting Requirements
Action cost in battle: 1 Action or 1 Round (up to 1 turn).
Action cost out of battle: 1 minute of uninterrupted focus.
Daily limit: Up to as many successful spells per day as you have energy.
4. Resolution (Dice and Focus)
Most spells require a Focus/Magic Check or Just do it and see if it effects for success or failure:
Roll 1d20 + Focus Ranks.
Roll a 10 or higher = success.
Arcane Skill Check may replace Focus if applicable.
If dice are used:
Dice roll determines success or effect magnitude.
Example rolls: 1d8, 1d10, 1d20 depending on spell intensity.
5. Mechanics of Willpower
Strength of will = strength of effect.
Stronger belief/focus = stronger manifestation.
Example: If you command someone to leave with intent, the energy makes them leave.
6. How to Cast a Spell
Declare/Visualize what you want to happen.
State or imagine the intent clearly (subconscious takes over).
Focus Check: Roll 1d20 + Focus ranks.
10 or higher -- success.
If successful, spend the Energy % cost.
Effect manifests:
If energy is like heat -- feel warmth.
You can channel heat, freeze, or direct it into targets.
Apply outcome (damage, healing, change, etc.).
7. Damages and Healing
Damage amount occurs by exposure to the element and is accumulative % like 2 damage yet its in regeneration that will remove damage.
1-10 is slight and minor as in a cut that must be healed within 3 days or the victim dies unless its regenerated.
11-20 is slight-medium or minor-moderate for a 2nd degree burn or deep cut which must be healed within 1 days or the victim dies.
21-30 is medium or moderate wounds in the target for a very deep cut (you can see the organ) or a 3rd degree burn that must be healed within 12 hours or the target may be infected and die unless its regenerated.
31-40 is medium-high or moderate-serious and dazes for 1 round with a deep wound or 4th degree burns that must be healed or regenerated within 6 hours or victim dies.
41-50 is high or serious and out for 1 round with a deep bruise or cut that shows bone and must be healed in 3 hours or the victim dies.
51-60 is high-extreme or serious-extreme and knocks out targets for 3 rounds with internal wounding (deep bleeding) and must be healed within 30 minutes or victim dies.
61-70 is extreme knock out for 6 rounds, with light internal wounding that must be treated in 15 minutes or the victim dies without chance of resurrection.
71-80 is extreme-deadly and puts the victim in system shock for 9 rounds. This is with heavy internal bleeding and it can leave a victim in a coma or hospital for 9 months unless treated in 1 minute or the victim dies without possibility for raising except later may come back as a revenant.
81+ is deadly and kills victim with no raising possible.
A critical hit will knock the victim unconscious for 6 rounds with internal bleeding. If no treatment for internal bleeding, then the victim may die in 2 min for light internal bleeding and 30 sec for heavy internal bleeding. Head wounds are critical hits that daze the person. Any critical hits will daze them unless their in a rage. They are not effected. For dazing, the person or monster loses 1d6 rounds till the next time.
Critical strikes are lesser critical hits. They do different things per area struck at. A groin hit will daze the person with knocking them out. A throat strike at the adams apple is instant death. Neck strikes at the left neck side are an instant knock out. Heart strike is instant death. Hands, knees or feet strikes are crippling blows. Nose strikes will kill the person instantly. Any critical hit with critical strikes are instant death, as you just happened upon the right nerve. A critical hit with critical strikes are a perfect hit to the critical strike area.
Healing amount like 20% health restored is acummulative with focus amount per second unless too much for the body, then no healing happens or they that are effected die off in extreme cases, as;
1-10 is slight or minor and cures or removes cuts and bruises.
11-20 is slight-medium or minor-moderate and heals bruises faster and deep cuts.
21-30 is medium and moderate as it heals deep bruising or open and deep cuts with stat drain recovery of 1d6 points.
31-40 is medium-high or moderate-serious and heals deep bruising or internal bleeding and stat recovery of 1d10 points.
41-50 is high and serious for system shock recovery and healing very deep wounds.
51-60 is high-extreme or serious-extreme and wakes the person up in 1 round caused by slow regeneration.
61-70 is extreme and causes fast regeneration.
71-80 is extreme-deadly for heavy internal bleeding recovery in 1 round with very fast regeneration.
81+ resurrects or raises victim with high regenerative ability rate.
8. Special Notes
Shapeshifting / Polymorphing: requires 1 Focus Roll to succeed.
Body energy defense: if your subconscious knows an attack is bad for you, you are not affected.
New Spells: If not on list, you can invent one.
Requires a Focus Check or Arcane Skill Check.
Optionally roll a d20 to determine damage/healing output.
9. Limits and Balance
Only 1 or 2 spells + 1 special ability active at once.
Extra effects may require multitasking ability.
Max as many castings per day as you have energy.
10. Flavor / Philosophy
The subconscious is the real spell engine.
Imagination is the gateway.
Spells manifest through symbolic thinking: energy = heat, wind, spirit, etc.
Willpower check = soul's authority where your soul either allows it
if the effect doesn't harm you, or it doesn't if the effect does harm
you.
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