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= Optional rules = == Firearms[[#firearms| ]] == Some players would like to engage with firearms. These special ranged weapons are effective from Nearby to Far-Away (for longarms) or from Close to Distant (for handguns). For handguns, roll with '''disadvantage''' at Close or Distant range; for longarms, roll with '''disadvantage''' at Far-Away targets. For damage, roll the shooter's '''HEAD Dice''' against the target's '''BODY Dice'''. == Mounted combat[[#mounted-combat| ]] == For some players, it may be evident that fighting from a mount against dismounted opponents grants '''advantage''', or that fighting from the ground against a mounted opponent grants '''''dis''advantage'''. For other players, we have this paragraph. == Social conflict mechanism[[#social-conflict| ]] == Using '''HEAD Dice''' and '''CHA''' tests to "attack," with '''WIS''' tests to "defend," players can mechanize the game of social conflict. In this case, it is the '''Expert''' who has the option to "stunt" on a social gambit. == Banishing undead[[#banishing-undead| ]] == A character can attempt to banish all Nearby or Distant undead as an action. Each time they attempt this, they must successfully test their '''WIS''' and then roll their unspent HEAD Dice against the Hit Dice of all the undead, as if making a physical attack. If an undead creature's highest Hit Die is less than the character's highest HEAD Die, it is '''Banished'''. Undead monsters that are '''Banished''' must move and remain Far-Away for 2d4 '''Moments''' after being '''Banished'''. == Magic items[[#magic-items| ]] == Magic weapons typically add +1 to any attribute being tested whilst using the weapon and +1 to each damage dice rolled. More powerful weapons (+2/3) can be found if the GM includes them. Magic Armor has '''advantage''' on rolls of its '''Usage Die''', but otherwise works per the normal '''Armor''' rules. Traditional OSR games deal with magic items by adding +1 or +2 to attack rolls and AC. If the GM intends to give out stronger magic armor (+2/3) to high level players, carefully consider making the '''Usage Die''' one size bigger. == Spellcasting[[#spellcasting| ]] == If magic is in the game, any character has the ability to cast spells. They can cast any spell they know by reading from a book, or can memorise a number of spells equal to their '''HEAD Dice''' and can cast the memorised spells without a book. When a memorised spell is cast it is not forgotten. Once a spell is cast the character must test their '''WIS/INT''' - adding the spell's level to the roll. If they fail, then they spend a number of HEAD Dice corresponding to the spell level. If they don't have that many unspent HEAD Dice, then they wound enough BODY Dice to make up the difference. Casting a spell can take you '''OofA'''. If a character uses a spell that calls for its target to make a save, then in addition to telling whether HEAD Dice were spent, the character's test of their own '''INT''' or '''WIS''' also shows whether their magic was powerful enough to overcome the target's defences. == Spell list[[#spell-list| ]] == === Level 1 === * '''Cure Light Wounds :''' Heal 1 Hit Die of a Nearby target. * '''Detect Evil :''' Everything Nearby that is evil glows - 5mins. * '''Illusory Torch :''' Create a phantom torch that can be held in the hand or put down. It has a d6 '''Usage Die'''. * '''Protection from Evil :''' Advantage on all harmful tests from an Evil source - 1hr. * '''Purify Food and Drink :''' Removes all diseases from all Nearby food and drink. * '''Charm :''' A Nearby target obeys commands. Test '''WIS''' each turn to see if the effect lasts. * '''Detect Magic :''' Everything Nearby that is magic glows - 5mins. * '''Magic Missile :''' Roll the caster's unspent '''HEAD Dice''' against a Close, Nearby, or Distant target. * '''Shield :''' Gain an invisible and featherweight Large Shield. Armor proficiency rules apply. * '''Sleep :''' Puts 4d6 Hit Dice of beings to sleep - 8hrs. === Level 2 === * '''Darkness :''' Creates darkness covering a Nearby area that blocks all types of vision - 1hr. * '''Invisibility :''' A nearby creature is made invisible until it attacks or dispelled. * '''Knock :''' A Nearby door or lock is opened. * '''Levitate :''' The caster floats up to 6 feet from the ground - 10mins/level. * '''Web :''' Traps a Nearby area, stopping movement. Test '''WIS'''/hr to see if the effect lasts. * '''Bless :''' Nearby allies gain +1 to stats when making attacks and saves - 1hr. * '''Find Traps :''' Notice all nearby traps - 10mins. * '''Hold Person :''' Paralyse 1d4 Nearby targets. Test '''WIS''' each turn to see if the effect lasts. * '''Silence :''' Magical silence covering everything Nearby to a target - 1hr. * '''Speak with Animals :''' Can understand and talk with animals - 1hr. === Level 3 === * '''Daylight :''' A nearby area is illuminated by sunlight - 1hr. * '''Cure Disease :''' Cures a Nearby target of all diseases. * '''Locate Object :''' Sense direction of a known object - 1 Moment/level. * '''Prayer :''' All Nearby allies make ''or'' defend against attacks with Advantage - 1d4 Ounces. * '''Remove Curse :''' Removes a curse from a Nearby target. * '''Speak with Dead :''' Ask a Nearby corpse 3 questions. * '''Darkvision :''' See in absolute darkness - 10min/level. * '''Dispel Magic :''' Removes a Nearby Arcane spell. * '''Fireblast :''' Roll all the caster's unspent '''HEAD Dice''' against all Close and Nearby creatures. * '''Read Language/Magic :''' Read all languages and magic - 10mins. * '''Magic Mouth :''' Creates an illusory mouth that repeats a phrase to all Nearby creatures. === Level 4 === * '''Confusion :''' 2d6 Nearby targets immediately make a Reaction roll. * '''Dimension Door :''' Teleport a target to a Distant Location. * '''Polymorph Self/Other :''' Transform a creature to have the appearance of another. * '''Remove Curse :''' Removes a curse from a Nearby target. * '''Wall of Fire/Ice :''' Wall covers a Nearby area, '''WIS''' to attack Close targets (3d6) - 10mins. * '''Wall of Stone/Iron :''' A wall covers a Nearby area - 1hr. * '''Create Food/Water :''' Create enough food/water for all Nearby creatures for a day. * '''Cure Serious Wounds :''' Roll caster's unspent HEAD Dice; each odd one heals one Hit Die of a Nearby target. * '''Neutralise Poison :''' Remove/Immunise poison from a Nearby target - 10mins. * '''Protection from Evil :''' Nearby allies gain invisible and weightless Chain Armor, only against evil creatures - 10mins. === Level 5 === * '''Animate Dead :''' Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies. * '''Cloudkill :''' Anyone with less than 5HD that touches it must test INT or be OofA – 1hr. * '''Conjure Elemental :''' Create an Elemental of chosen type with 3d4 HD. * '''Contact Higher Plane :''' Ask 1 question/level. * '''Feeblemind :''' Reduce a Nearby target's '''INT''' to 4 - 10mins/level. * '''Telekinesis :''' Move Nearby objects - 1hr. * '''Teleport :''' Transports a Nearby target to any place known to the caster. * '''Commune :''' The Cleric's deity truthfully answers 3 questions - 10mins. * '''Dispel Evil :''' Removes a Nearby Divine (Evil) spell. * '''Finger of Death :''' Choose a Nearby target and test '''WIS''', if a pass the target is OofA. * '''Plague :''' Test '''WIS''' for each Nearby target, those that are beaten roll all their Hit Dice and the odd ones are wounded. * '''Quest :''' Force a Nearby creature to obey an order. * '''Raise Dead :''' Return a Nearby willing target to life, who's died within the last 7 days. === Level 6 === * '''Anti Magic Shell :''' Creates a Nearby Zone around the caster blocking all magic. * '''Death Spell :''' 2d8 Nearby targets with 7HD or fewer die. * '''Disintegrate :''' Makes one Nearby target or object turn into a fine powder. * '''Invisible Stalker :''' Summons an extra-dimensional monster to perform one task. * '''Stone to Flesh :''' Turns a Nearby target into stone (or vice versa). * '''Animate Object :''' Give a Nearby object motion and a simple intelligence - 10mins. * '''Blade Barrier :''' Wall covers a Nearby area, roll caster's '''Hit Dice''' against all creatures that are Close to the wall - 10mins. * '''Conjure Elemental :''' Summons an elemental with HD equal to caster's lvl -1hr. * '''Find Path :''' The path to a chosen location is made known - 1hr. * '''Speak with Monsters :''' Can understand and talk with monsters - 1hr. * '''Word of Recall :''' Give ability to teleport back to the location this spell was cast - 1year. === Level 7 === * '''Aerial Servant :''' Summons a servant to recover a distant object. * '''Astral Spell :''' Projects an avatar of the caster onto a chosen plane - 1hr. * '''Control Weather :''' Control the Nearby weather to all extremes - 10mins. * '''Earthquake :''' Test '''WIS''' for all Nearby creatures, passes are taken OofA. * '''Holy Word :''' Nearby creatures with less than 5HD die, 6-10HD paralysed for 1d4 turns. * '''Wind Walk :''' Turn into mist and back, at will - 1day. * '''Restoration :''' Returns all levels lost to monsters with level drain. * '''Limited Wish :''' Change reality in a limited way or time. * '''Power Word, Kill :''' A Nearby target with 9 Hit Dice or fewer dies and cannot be resurrected. * '''Conjuration of Demons :''' Summons a Demon with 2HD/level. * '''Meteor Swarm :''' Effects the same as casting Fireball 4 times. * '''Time Stop :''' Stops time completely in a Nearby area - 1d4+1 Ounces. -----
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