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Custom Rules

Game Play

A game session is a range of the game master explaining the surroundings, the players reacting to those surroundings, and interactions between PCs and NPCs. Many of those interactions will be with weapons and in combat.

During combat there are a handful of actions that can happen during those combat rounds. If a spell or ability says it takes one or more rounds, there are no other actions that can be performed while using the ability or casting the spell. Other action types are as follows.

  • Full Round Action
    • This can be a single spell, or a combination of a move and bonus action, or an attack and bonus action. You can not make a full attack and a full move in a single round. You can move 5 feet and make a full attack action, or make a full move and a single attack without the use of a feat or bonus action.
  • Move Action
    • A move action is used by moving your full distance. Humans tend to move at 30ft a round.
  • Attack Action
    • An attack action is used by all your attacks. Lower levels can perform one attack in a round, while higher levels can perform two or more attacks in one round.
  • Bonus Action
    • A wide range of actions fall into bonus actions, an off hand attack would be a bonus action. Drinking a potion, or activating a magic item would all count as a bonus action. Some feats require the bonus action to be used.
  • Charge Action
    • You combine a move and attack actions can move and make a single attack or bull rush at the end of your movement. +1 to attack rolls
  • Free Action
    • Free actions are things that don’t interfere with the other actions, such as saying a few words (3 or 4). You can make up to 5 free actions in a single round.
  • Reaction Action
    • You have one reaction each round such as an attack of opportunity when an enemy steps away from you, or counter spell to try and stop a caster from burning your friends alive. If you have a spell requiring your concentration, you can not make a reaction action.

Combat Rounds

A combat round is 6 seconds long. To make the rounds play faster with less sitting to wait your turn and to eliminate players reacting to what someone else did on their turn in the same round, we split the round into two parts, a decision making and movement half and an attack and execution half.

 

During the decision and movement half you declare what you are going to do and move to where you want to in order to do it. If this move causes a reaction attack, the attack is resolved at this time. If an enemy caster begins a spell, you can declare your reaction to counterspell it at this time.

 

During the attack half of the round, all players and enemies roll their d20’s. For those attacking, they add their weapon’s attack modifier, for those doing other things (such as closing a door before an enemy steps through), they add their initiative. Ranged attacks are resolved before melee, this would include spells, unless the spell requires a melee touch to trigger.

 

If two combatants are locked in melee the first to strike is the one who rolled a higher successful attack. In the case of a tie, the player’s attack is resolved first. If the first to resolve kills the opponent, the opponent’s attack fails.


Healing and Resting

Healing can be done naturally overtime, or magically. For magical healing look to the divine spark, this paragraph will be for the natural healing. First you need to understand how much rest is required to heal and how this is different from the heal skill. The heal skill is used when a character is bleeding or has a broken bone and they try to stop the bleeding or splint the bone without the use of magic. Resting requires a short rest or a long rest. Short rest is 30 minutes and can be done many times in a 24 hour period and a long rest is 8 hours and can only be done once in a 24 hour period. You do not need to sleep during a rest, just not do anything strenuous. There are modifiers to how much healing happens during a rest based on where your rest takes place.

A short rest gives you the chance to roll your hit dice (no con modifier added) and gain that much HP back. (I.E. a 5 lvl character with a D8 hit dice can use 1-5 D8 to heal) The hit dice used can not be used a second time in the same day, (I.E. first short rest 5 lvl character uses 2D8 to heal, second short rest the max they can use is 3D8). A short rest also regains 1d10 mana points.

A long rest (roll all Hit Dice + (Con*lvl)) HP, if the rest is in a dungeon or wilderness (Camping). A long rest will regain all mana points, 1 temporary drained ability point and any spent hit dice from short rests. A poor inn room doubles the healing, a common inn room triples the healing, and a rich inn room will quadruples the healing.

Temporary level drains regain 1 lvl per 24 hours on a successful Fort Save (DC 15), full bed rest for 24 hours with a successful Fort Save (DC 15) will regain 2 lvls, failure will regain 1.

Natural healing of a broken bone takes some time. After a successful heal check to set the bone, once a week you need to make a Fort Save (DC 15), after 3 successful saves, the bone is healed.

Any permanent ability damage or level loss can only be recovered with magic.


Counterspell Reaction

A counterspell reaction is available to anyone with any kind of spark and mana tree, even cantrip users can counterspell if they wish. To counterspell you declare how many mana points you are going to spend on trying to prevent the opponent’s spell from going off. Then you roll a d20 and add the following:

Mana Used Modifier
1 mana +1
4 mana +2
7 mana +3
11 mana +4
16 mana +5
23 mana +6
31 mana +7
39 mana +8
47 mana +9

Then you add half of your mana tree rank, (minimum or cantrip is +1).

So, a countering character with a rank 10 mana tree uses 7 mana to counterspell, they would have a total of +8 added to their d20 roll. If the result of this roll is higher than the spell’s DC, the spell is countered and the caster loses the mana they tried to use to cast the spell.

Critical Hits

A critical hit is determined by the weapon’s critical range and scores a hit regardless of the opponent's AC. Rolling the D20 a second time will determine the damage multiplier.

Roll Bonus
1-3 Normal Damage
4-12 x2
13-16 x3
17-19 x4
20 x5

Critical Fails

A critical fail is when you roll a 1 on the D20 while attacking or making a check of any type. When making happens during an attack is the worst cast as there is potential to lose your weapon, hit a friend, or hit yourself among other things. Roll 2D4 to see your failure.

 
  • M = Missile
  • S = Slashing (i.e. sword)
  • B = Bludgeoning (i.e. mace)
  • P = Piercing (i.e. spear)
  • F = Fist/ natural weapon

Roll Effect
2
  • M = Bow breaks
  • S = Weapon chipped lose 1pt of damage until fixed
  • B = Hit own knee for 1d4 damage
  • P = Trip. No attack next 2 rounds
  • F = Trip. No attack next round
3
  • M = Missile Broken
  • S = Bump into nearest Character (Friend or foe). Ruins any attack or magic this round*
  • B = Hit own head for 1d4 damage
  • P = Hit person behind you for half damage.
  • F = Hit at wrong angle, take half of damage done yourself
4
  • M = Drop weapon. Cannot use it next round
  • S = Drop weapon. Cannot use it next round
  • B = Drop weapon. Cannot use it next round
  • P = Drop weapon. Cannot use it next round
  • F = Sprain wrist, half damage till healed.
5
  • M = Missile rebounds strangely and hits a random character within the weapons range
  • S = Trip. No attack next 2 rounds
  • B = Bump into nearest Character (Friend or foe). Ruins any attack or magic this round*
  • P = Hit person behind you for half damage.
  • F = Hit wrong target for half damage.
6
  • M = Trip. No attack next 2 rounds
  • S = Bump into nearest Character (Friend or foe). Ruins any attack or magic this round*
  • B = Trip. No attack next 2 rounds
  • P = Drop weapon. Cannot use it next round
  • F = Hit nearest character for full damage.
7
  • M = Missile Broken
  • S = Weapon Flies out of your hand and lands 2d10 feet away*
  • B = Weapon cracked and needs repairing. Cannot be used until then or will break completely.
  • P = Weapon Flies out of your hand and lands 2d10 feet away*
  • F = Wrist breaks, can’t hit till healed.
8
  • M = String Breaks
  • S = Weapon Broken but do double damage
  • B = Weapon Flies out of your hand and lands 2d10 feet away*
  • P = Weapon hits nearest character (Friend or Foe)*
  • F = Weapon hits nearest character (Friend or Foe not the one aimed for)

Alternate Critical Fails

An alternate critical fail table that may be used instead. This one requires a D20 instead of 2d4s.

 
  • MW = Melee Weapon
  • SR = Shooting Ranged Weapon (i.e. Long Bow)
  • TR = Thrown Ranged Weapon (i.e. Throwing Axe)
  • NW = Natrual Weapon (i.e. Claws)

Roll d20 Effect
1-2
  • MW. Weapon Break. The force of your blow, or parrying that of your opponent’s, causes your weapon to snap in two. (For magical weapons roll an additional d10, on a 1 they break).
  • SR. Weapon Break. Your bow shaft or a mechanism in your crossbow breaks and is now useless. (For magical weapons roll an additional d10, on a 1 they break).
  • TR. Weapon Break. The impact of your weapon hitting a tree, the ground, a shield etc. causes it to break. It is now useless. (For magical weapons roll an additional d10, on a 1 they break).
  • NW. Ouch! The attacker snaps one or several teeth/claws on its target’s weapon or armor, or nearby surface. They receive 1d3 hp of damage, and furthermore they must subtract the result of the same d3 roll from damage done from this attack from now on. (Ignore for tail attacks).
3-4
  • MW. Goodbye Fair Blade! Roll a Strength / Reflex save DC 15, or your weapon flies d12 feet out of your hand in a random direction. If you have any movement and a bonus action left you can go and pick it up. In doing so you provoke an opportunity attack from anyone in the area, starting with your most immediate opponent. (Otherwise, you could simply draw a second weapon, if you have one, using a bonus action).
  • SR. String Break. Your bowstring snaps. Assuming you have a spare string, it requires 1 minute to replace it
  • TR. Pulled Muscle (Arms). Roll a Fortitude Saving Throw DC15 or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed three long rests, or received magical healing
  • NW. Ouch! See Above
5-6
  • MW. Wild Swing. You overextend yourself going for the kill. Your opponent gains advantage on their next attack roll.
  • SR. Loose String. Your string comes loose. You lose this attack. Starting next turn you can make a sleight of hand check DC15 to fix it. Each attempt takes one turn.
  • TR. Pulled Muscle (Arms). See Above
  • NW. Wild Swing. The attacker overextends themself going for the kill. Their intended target gains advantage on their next attack roll.
7
  • MW. Stuck Weapon. Your weapon gets stuck in your opponent’s shield, armor, hide, or else in a tree or wall, or the ground. Roll a Strength check to see if you can free it using a bonus action. The DC is 8 + your Strength modifier.
  • SR. Loose String. See above
  • TR. Slip Up. You lose your footing. Roll Reflex (DC15) or fall prone. Your turn has ended and melee attacks have advantage on you.
  • NW. Wild Swing. See Above.
8
  • MW. Oops! You hit an unintended foe in combat. Randomise all combatants within 5 feet and roll a second attack roll, if you beat their armour class roll damage as if they were your intended target. (Discount sneak attack damage for Rogues).
  • SR. Loose String. See above.
  • TR. Slip Up. See Above.
  • NW. Wild Swing. See Above.
9
  • MW. Self Inflicted wound. You manage to slice yourself with your own blade, roll normal damage and half it. (Applies to combatants using slashing weapons and flails only. Other weapon types roll again. Discount sneak attack damage for Rogues).
  • SR. Oops! You hit an unintended random target. Randomise all combatants within 10 feet (for a short-range attack, or 30 feet for a long-range attack) and roll a second attack roll, if you beat their armor class roll damage as if they were your intended target (discount sneak attack damage for Rogues).
  • TR. Slip Up. See Above
  • NW. Wild Swing. See Above
10-14
  • MW. Slip Up. You lose your footing. Roll a Reflex save (DC15) or fall prone. Your turn has ended and melee attacks have advantage on you.
  • SR. Oops! See Above.
  • TR. Oops! You hit an unintended random target. Randomise all combatants within 10 feet (for a short range attack, or 30 feet for a long range attack) and roll a second attack roll, if you beat their armour class roll damage as if they were your intended target (discount sneak attack damage for Rogues).
  • NW. Slip Up. The attacker loses its footing. Roll a Reflex save (DC15) or fall prone. Their turn has ended and melee attacks have advantage on you. Creatures with more than two legs are immune to this effect.
15
  • MW. Pulled Muscle (Arms). Roll a Fortitude Saving Throw DC15 or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed three long rests, or received magical healing.
  • SR. Oops! See Above.
  • TR. Oops! See Above.
  • NW. Slip Up. See Above.
16
  • MW. Pulled Muscle (Legs). Roll a Fortitude Saving Throw DC15 or the strain of combat causes you to pull a muscle in your leg. Your movement is halved, and you lose your dex modifier to AC and initiative, and you have disadvantage on any ability checks that require lower body strength, until you have completed three long rests, or
  • SR. Oops! See Above.
  • TR. Oops! See Above.
  • NW. Slip Up. See Above.
17-18
  • MW. Loss of Nerve. Man your opponent looks tough. Make a Will Saving Throw with a base DC of 10 modified by +2 for every hit dice higher than you your opponent has (or -2 for every hit dice less). On a fail you are frightend. After one turn you can attempt the saving throw again.
  • SR. Ammo Accident. Your quiver spills (50% strap broken, 50% you tilt it over by accident), and the remainder of your arrows / bolts fall to the floor. If you remain still you can use a bonus action to pick up one a round and still fire using your action. Otherwise you can use an action to pick up 2d8 and put them back in your quiver.
  • TR. Oops! See Above.
  • NW. Slip Up. See Above.
19
  • MW. Broken Item. In the hurly-burly of combat, something fragile – like a magic potion – you’re carrying breaks. Randomise fragile objects you have in your possession and roll to determine which. (Note, better to do this when the combat is over).
  • SR. Pulled Muscle (Upper Body). Roll a Fortitude Saving Throw DC15 or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed three long rests, or received magical healing.
  • TR. WTF? You launch a comically bad projectile attack nowhere near your intended opponent – it flies into a huge empty space (or at DM’s discretion a distant unintended target) taking your self confidence with it. Roll Will save DC15, or suffer disadvantage to attack rolls until you next score a hit on an opponent.
  • NW. Loss of Nerve. The attacker is scared. They must make a Will Save with a base DC of 10 modified by +2 for every hit dice higher the target of the attack has vs. the attacker (or -2 for every hit dice less). On a failure they are frightened. After one turn they can attempt the saving throw again. Creatures that inspire fear are immune to this effect (unless their target also inspires fear).
20
  • MW. A Little Accident. Either through fear, excitement or simply needing to go, you soil yourself. 75% chance it’s only pee.
  • SR. Slip Up. You lose your footing. Roll Reflex Save (DC15) or fall prone. Your turn has ended and melee attacks have advantage on you.
  • TR. WTF? See Above.
  • NW. Loss of Nerve. See Above.

Breaking a Weapon or Item

When a weapon breaks or you try to bash a door there is a hardness of the thing you are breaking to check against to know if it is fully broke or just cracked. This hardness is enhanced by magical enchantments, making it more difficult for magical weapons to break, even if the table above calls for it to break. Mundane weapons suffering critical failure and breaking do not get a DC to save against breaking, but magical weapons do. The following is a hardness DC table of various materials. The strength of any magical enchantments on the item being broke will alter this DC.

Material DC
Paper or cloth -
Rope 23
Glass (2 in. thick) 8
Ice (1 ft. thick) 10
Leather or hide 10
Wood (2 in. thick) 13
Alchemical silver (2 in. thick) 20
Dragonhide 20
Stone (1 ft. thick) 30
Mundane crystal (2 in. thick) 15
Iron, steel, or deep crystal (2 in. thick) 28
Mithral (2 in. thick) 35
Adamantine (2 in. thick) 40

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