Character Stats, Classes & Magic
Stats and Rolling
All player characters will have a stat spread consisting of 3 different stats to determine their rolling modifiers. The stats are as follows:
- Strength (STR): How physically strong your character is. This stat is used for close combat fighting, carrying heavy weapons and using heavy armor.
- Dexterity (DEX): How fast and nimble your character is. This stat is used for ranged fighting, rolling for initiative, using light weapons and light armor.
- Magic (MAG): The stat your character will use for casting spells specifically in combat. There may also be situations where you will need to roll to cast a spell outside of combat!
Instead of static numbers, every character’s stat will be determined by a modifier. You may have one +3 stat, one +2 stat and one +1 stat. An example stat spread could look like this:
- STR: +1
- DEX: +3
- MAG: +2
All player characters will also have an Armor Class (AC) stat. This stat determines if your character will get hit by an enemy's attack or not. Every character will have a base armor class of 10, and will be able to boost this by using armor. Chainmail will grant +3 to AC, scale mail will grant +2 to AC and leather armor will grant +1 to AC. If you want chain or scale mail, make sure you have a high enough strength stat to use it!
When rolling, every roll will be made with 2 d6 dice. Your character's stats will determine what modifier you will be using when doing a specific roll. For example, if the above stat spread had to roll a dexterity check, they would roll 2d6+3. The mods will tell you what stat you need to use when doing any specific roll.
Classes
Every character will have a class, which is a specialization in a certain skill. Your character’s class will determine their combat style as well as determine what their specific strengths are. For example, if you want to make a character who specializes in stealing important items, you might want to choose to class them as a rogue.
There are 8 classes you may choose from for your character. Characters will also be allowed to multiclass up to 2 different classes. The class list is as follows:
- Barbarian: Typically those who are mainly focused on combat. They are usually strength based, heavy hitting fighters. Think of them as the designated tanks.
- Fighter: Combat focused like barbarians, but more well rounded. Can be close combat or ranged fighters, as well as having either a focus on strength or dexterity.
- Rogue: Those who rely on stealth and agility to fight, gather information or steal items.
- Ranger: Those who specialize in skills such as scouting areas, tracking down enemies or hunting.
- Mage: Dedicated spellcasters who use their magic as their main skill.
- Cleric: Spellcasters who specialize in the art of healing.
- Bard: Spellcasters who focus their spells through their musical talents as well as their high charisma.
- Artificer: Those who combine magic with their high intelligence in order to create things such as gadgets and potions.
Your character will be able to use magic and cast spells no matter what their class is. Mages, bards and clerics, however, will be able to cast more powerful spells than any other class. Clerics will also be the only class allowed to use potent healing spells. Other classes may be allowed very minor healing magic, but only clerics will be able to do any significant kinds of healing.
Magic and Creating Spells
In this world, magic and spellcasting are very common concepts. The source of all magic comes from the gods, however, one does not need to worship a particular god or be soul bound to their house in order to use their magic. Spells can have a variety of uses, to basic everyday utility, to healing wounds or other ailments, or for self defense. Magic is considered an art form, and exploring the extent of its capabilities is encouraged. Everyone is born with the innate ability to use magic, however, some may have to study more than others in order to properly harness their powers.
All player characters will start with three spell slots. You do not have to use all three, but be warned, any spell slot you don’t take in the beginning you will have to buy later if you want more! Additional spell slots can be purchased, however each character will be allowed a maximum of five spell slots. It should be noted that wielding an enchanted weapon will count as using up one of your spell slots, so make sure to plan accordingly!
To create a spell, the first step is choosing which house of gods suits the theme of the spell you want to create. All spells must be tied to one of the houses, and you will not be able to mix them. If, for example, you wanted to create a dream based spell that had elements of enchantment, you would be unable to do that as dream based magic belongs to the Palace of Moonlit Memories and enchantment based magic belongs to the House of Lyrical Enchantment. You may choose to use any house you’d like, regardless of your character’s personal soul bond. You may also choose to use the same house more than once, or have an array of houses in your spell list.
After picking a house, you will have free reign to utilize any of the magic themes of the house in your spell however you would like. If your spell fits the theme, it’s free game to be used. We do however ask that you keep spells balanced to stop characters from being too overpowered, and there are some themes that are off limits without exception. Your spells may NOT raise the dead, create sentient life or allow your character to travel through time.
Each house has a list of spell types that fit the magic granted by the house. You are not bound to exactly what each list says! If you have a spell idea that fits in with the theme of one of the houses but is not specifically listed, you are still free to use it.
The houses’ magic themes are as follows:
Spell themes: Starlight Magic, Gravity Manipulation, Astral Projection, Chance Manipulation, Gambling, Truth-Seeking, Lie-Detecting, Shielding, Mirroring, Illusion, Shapeshifting, Arcane Magic, Divine Magic, Chaos Magic, Balance.
Palace of Solar Sanctuary
Spell themes: Creation (no sentient life), Healing, Rejuvenation, Sunlight Magic, Emotion-Boosting, Emotional Manipulation, Fire Manipulation, Light Manipulation, Strength-Boosting, Strength-Hindering, Temperature Manipulation (specifically high temperatures).
Palace of Moonlit Memories
Spell themes: Spiritual Communication, Darkness Manipulation, Health Sapping, Moonlight Magic, Weapon Mastery, Healing, Calming Emotions, Charisma Magic, Inciting Fear, Time Manipulation (no time-traveling), Memory Manipulation, Speed Manipulation.
House of Divine Mysteries
Spell themes: Divination, Clairvoyance, Teletransportation, Precognition, Luck-Boosting, Luck-Hindering, Psionics, Telekinesis, Invisibility, Reality Warping, Antimatter
House of Roaring Tempest
Spell themes: Earth Manipulation, Metal Manipulation, Control over Flora, Control over Fauna, Shapeshifting (animalistic), Flight, Air Manipulation, Sound, Electricity, Water Manipulation, Underwater Breathing, Ice Manipulation, Temperature Manipulation (specifically low temperatures).
House of Lyrical Enchantment
Spell themes: Emotional Manipulation, Enchantment Magic, Emotion-Boosting (love, surprise, awe, etc.), Artistry, Illusion, Glamour Based Magic, Knowledge Manipulation, Intelligence-Boosting, Intelligence-Hindering, Precision, Dispelling Magic