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The d4 System : Basics and Character Creation 

Welcome to the d4 System: Re-Rolled edition! This is the result of game refinement, table additions, and an amount of whining by various people that some stuff needed changing. This is still the d4 System at its heart. I’ve added extra stuff and rearranged things, but nothing major has changed. So stop panicking. These changes include new Status changes, expanded tables, new Skills, and much more.

The System

The d4 System is a brand-spanking-new way to role-play. This system is based on simplicity. It’s not meant to mirror real-life actions to exact proportions. It’s not meant to equate any action to a roll of the dice. It is meant to make game play simple and fun. If you are too serious to have a little fun, sometimes at your own expense, then roll 1d4 on the Put This Down and Walk Away Table and follow the instructions listed for your roll.

 

Put This Down and Walk Away Table (1d4)

1

Put this down and walk away.

2

Put this down and walk away.

3

Put this down and walk away.

4

For the love of God, put this down and walk away!

 

Still here? Good. The main way that the d4 System keeps it simple is the effortless way it allows you to start a game. All you have to do is get one of you to agree to be the Almighty Arbitrator of Impending Doom, or AAID. Everybody else gets (or makes) a character sheet and rolls up a new character. Then it’s time to start bash- err, role-playing.

 

Required Equipment:

            All you need to play a d4 System game is a few players, someone to be the AAID, character sheets (or random scraps of paper to record your character on), about five four-sided dice, these rules, and possibly a printout of the Monsters Table. The AAID may need a few more dice, but it’s not necessary.

 

Characters:

Okay, it’s time to throw out all of those complex character histories that you’ve written, and empty your pockets of the five pounds of dice you’re carrying (except for those loveable 4-siders, of course). It’s time for some serious insanity. The creation process is completely random, and you have no say in how your character will turn out. You could have a character with the best weapons in the game, but with a Combat Stat of only 3. Deal with it. The game isn’t supposed to make sense.

 

 

 

 

Almighty Arbitrator of Impending Doom:

It’s the job of the AAID to control everything that the characters don’t from the king passing tyrannical laws to the chicken that the characters decided to have for lunch this afternoon. This includes Non-Player Characters (NPCs). Don’t get power-hungry, though, because the players are then allowed to take whatever means they deem appropriate to bring you down a peg or two.

 

 

Character Creation

 

Stats:

Your character has six Stats that represent his various traits. These Stats are as follows, with their abbreviations in parentheses: Strength (Str, the character’s ability to lift heavy stuff and break things), Dexterity (Dex, the character’s ability to dodge, jump over, and otherwise evade dangerous things), Intelligence (Int, the character’s knowledge and smarts), Vitality (Vit, how “lively” the character is, it helps determine HP and is used to determine daily HP renewal and general perkiness), Stamina (Sta, how tough the character is; how well he resists toxins and the like), and Combat (Com, the character’s overall combat training and skills). To determine your character’s Stats, roll 2d4 for each Stat in order from Strength to Combat. You do not get to choose which number goes in which Stat. Record these ratings next to the corresponding Stats on your character sheet. You then determine your character’s Hit Points (HP) by rolling 3d4 and adding your Vitality rating. Record this number on the HP line of the character sheet.

 

Race:

Roll 1d4 and consult the Race Table. Races don’t have any effect on game play; instead, they give you a handy race-related Skill automatically. Record the corresponding Skill on you character sheet.

Race (1d4)

1

Human – Jump

2

Elf – First Aid

3

Dwarf – Combat Training

4

Halfling - Hide

 

Skills:

            Roll 3d4 twice. Consult the Skill Table for both rolls and record the corresponding Skill on your character sheet. If you roll and get a Skill that you already have, re-roll and record the new Skill. You cannot have more than three Skills.

 

 

 

 

 

 

 

 

Expanded Skills Table (4d4)

4

Duelist

5

Dodge

6

Climb

7

Combat Training

8

Powerful

9

Spot

10

Jump

11

Balance

12

Hide

13

Throw

14

First Aid

15

Pick Lock

16

Magic Casting

 

Equipment:

            Roll 3d4 twice and consult the Equipment Table. Record the corresponding Equipment on your character sheet. You may receive more Equipment during the course of the game, but you cannot carry more than four pieces.

 

Expanded Equipment Table (4d4)

4

Grappling Hook w/30 ft Rope

5

30 ft. Rope

6

Bag of marbles

7

Fishing Pole

8

Tent

9

Candle

10

Backpack

11

Deck of Cards

12

Flask w/ an Alcoholic Drink (see Alcohol Table just after “Character Creation”)

13

Torch

14

Box of 20 Matches

15

Healing Potion

16

Bag of Holding

 

Armor:

            Roll 2d4 three times: one time for each of the Armor Tables. Record each piece of Armor in its corresponding spot on your character sheet. Add up the total Armor Hits for all of your Armor and record the number on the Armor Hits line of your character sheet.

 

 

 

 

 

 

 

Upper Armor Table (2d4)

2

Chain Mail

3

Plain Ol’ Shirt

4

Studded Leather

5

Leather Jerkin

6

Jacket

7

Roll again

8

Splint Mail

 

Lower Armor Table (2d4)

2

Chain Mail

3

Plain Ol’ Pants

4

Studded Leather

5

Leather

6

Reinforced Trousers

7

Roll Again

8

Splint Mail

 

Other Armor table (2d4)

2

Roll again

3

Wooden Shield

4

Helmet

5

None

6

None

7

Iron Shield

8

None

 

Weapons:

            Roll 4d4 and consult the Weapons Table. Record the corresponding Weapon on your character sheet. You can carry only one weapon in each hand, unless otherwise specified by something else. Bows, battle axes, and broadswords take two hands to use. Is you have a shield and one of these weapons, roll again on the Weapons Table or the Other Armor Table so that you have room in your hands for whichever one you want to use.

 

 

 

 

 

 

 

 

 

 

 

Expanded Weapons Table (5d4)

5

Heavy Crossbow & 20 Bolts

6

Longbow & 25 Arrows

7

Light Crossbow & 20 Bolts

8

Spear

9

Hand Crossbow & 20 Bolts

10

Hand Axe

11

Spiked Knuckles

12

Dagger

13

Mace

14

Club

15

War Hammer

16

Short Sword

17

Short Bow & 25 Arrows

18

Longsword

19

Battle Axe

20

Broadsword

 

Spells:

            If you do not have the Magic Casting Skill, then skip over this section. Otherwise, roll 4d4 twice and consult the Spells Table. Record the corresponding Spells on your character sheet. For rules on casting Spells, see the section titled “Spellcasting.”

 

Spells Table (4d4)

4

Your Face!

5

Levitate

6

Dark Seeing

7

Kinetic Burst

8

Heal Wounds

9

Detect Magic

10

Light

11

Spider’s Web

12

Fireball

13

Blind

14

Daze

15

Lightning Bolt

16

Invisibility

 

Combat Dice:

            Your character starts out with a rating of “2” for his Combat Dice. No exceptions.

 

Spell Limit:

            If your character has the Magic Casting Skill, his Spell Limit rating is automatically 4. This is the number of times per day that a character can cast a Spell. If the character has cast a number of spells equal to his Spell Limit, he must wait until the next day, when the Spell count is reset.

Money:

Characters also start out with 3d4 Gold Pieces (GP). This is so that they can actually buy things instead of just looting corpses. All old and new Equipment, Weapons, and Armor will be given GP costs below. An item can be sold anywhere from ¼ to the full price, depending on quality, wear and tear, and AAID ruling.

 

Option: Non-random Character Creation:

If you would like, you can create a character without rolling on random tables. It will take a bit longer, but you can. Really. Rolling Stats is the same, just choose which numbers go where. Choose your Race and a couple of Skills. When you come to Equipment, instead of random Equipment and 3d4 GP, you get 5d4 GP with which to buy the items yourself.

 

Alcohol Table (2d4, descriptions provided below)

2

Troll-whomper

3

Wine

4

Grog

5

Ale

6

Brandy

7

Vodka

8

Tequila

 

 

Everything Else You Ever Need to Know

 

Turns:

            The game play progresses in a turn-based way. The character with the highest Vitality rating gets to go first each turn. If two or more characters have an equal Vitality rating, those players each roll one of them nifty 4-siders; the player who rolls the highest gets to go first out of the group, the second-highest goes second, and so on. If two or more players still roll the same number, use another way of determining who gets to go first. Good strategies are a duel to the death, a donut-eating contest, or even a good ol’ game of Rock, Paper, Scissors. During a turn, a character can move (see Movement) and perform one action. An action is something the character does, whether it’s kicking down a door or trying to seduce the local bar wench.

 

 

 

 

 

 

 

 

 

 

 

Making Rolls for Stat Checks, Combat, Spellcasting, and Anything else:

            Whenever a Skill, Spell, or the AAID asks you to make a Stat check at a certain Difficulty, just follow these simple rules and you will soon be a Stat check master. Roll a number of 4-sided dice equal to the check’s Difficulty. If you roll equal to or below the Stat indicated, then the check succeeds. If the roll is higher than the indicated Stat, then the check fails. For a listing of common Difficulties, check out the Difficulties Table. When a character tries to perform an action that would take a little more effort than just doing it, i.e. lifting a 40-pound rock, the AAID can have that character make a Stat check to succeed at the action. In the previous rock-lifting example, the AAID could have the character make a Strength check at a Difficulty of 2. The Stat used for the check must relate to the action, you aren’t going to use Intelligence if you need to lift the rock. The Stat used can differ from time to time depending on the action. If you wanted to seduce the local bar wench, it could take many different Stats to do so. If she likes buff guys, you’d have to make a Strength check. If she likes smart guys, it’s Intelligence. You would use Stamina if she were looking for someone who lasts long in be- you get the idea.

 

Difficulties Table

1

Easy; throwing a ball into a big hole in the ground

2

Somewhat difficult; the standard Difficulty

3

Hard; throwing a watermelon into a big hole in the ground without breaking it

4

Quite hard; throwing a watermelon into a basket without breaking it

5

Near-impossible; throwing a watermelon into a dragon’s mouth without breaking it or you becoming toast

 

Check Modifiers:

            When a character has a Skill that improves a check, or is a Status change imposes a penalty to a check, then you’ll want to look here. There are two kinds of modifiers. Difficulty modifiers and check modifiers. When something imposes a Difficulty modifier, the Difficulty of the action is adjusted according to the modifier. If a check has a modifier, and it has not been indicated that it is a Difficulty modifier, it is a check modifier. When you make the check, add the modifier to the roll you made for your final check result.

 

Movement:

            Every turn, your character can move an amount of feet equal to his Stamina x 5. This movement can be performed before or after any action, or can be broken up to be before and after an action.

 

 

 

 

 

 

 

 

Hit Points, Taking Damage, and the Inevitability of Death:

            When something that is heavy, sharp, or otherwise harmful affects a character, it deals him damage. When a character takes damage, they subtract that amount from their Armor Hits. If their Armor Hits are reduced to zero, any further damage subtracts that amount from the character’s Hit Points. Once a character’s HP is below zero, they are dead. Pushing up the daisies. They have joined the Choir Invisible. Kicked the bucket. Shuffled off this mortal coil. They are an ex-character. You must make a new one and figure out a way to introduce him to the adventure while retaining story continuity (“Hello! I heard that you adventurers just lost a member of your party! Can I join you now?” “Sure, why not?”). Note that if the character is at exactly zero HP, he is not dead. Every day, when it is exactly midnight, a character regains a number of HP equal to his Vitality rating. This cannot put him above his maximum HP total.

 

Combat:

            If the players decide to get into a fight (which would never happen on purpose, of course), then follow these instructions and become a d4 Combat Master. When the characters enter a Combat situation, treat all of the NPCs the same way you would treat a character in reference to Movement, Stat checks, and determining who goes first. When a character wants to hit any other creature, whether it’s a monster, NPC, or another character, they choose which weapon they’re attacking with and make a Combat check at a Difficulty equal to the target’s Combat Dice. If the check succeeds, the target takes damage equal to the Damage rating of the weapon used. If the check is failed, nothing happens. The next character takes his turn, and so on. If you don’t feel like it, you don’t have to fight during a Combat situation. If you are that scared of your character’s weakness, you can avoid battle like the coward you are.

 

Experience and Character Levels:

When a character defeats an opponent in battle, he gains an amount of Experience (EXP). If a character garners a certain amount of Experience, he may gain another character level. When you first create a character, he starts at level 1 and has no Experience. When a character defeats a monster, he gains the amount of Experience shown in the monster’s stat block divided by the character’s level. He attains a new level at the Experience amount shown on the Experience Table below. Whenever a character gains a new level, the player may add one point to any of the character’s six Stats, or the character may learn one more Skill. The player then rolls 1d4 and adds that amount to the character’s current and maximum HP. If the Stat increased was Vitality, add another extra HP to this amount.

 

 

 

 

 

 

 

 

 

Experience Table

EXP points

Level

0

1

1,000

2

3,000

3

5,000

4

8,000

5

11,000

6

15,000

7

19,000

8

24,000

9

29,000

10

 

Looting Corpses:

            When you kill a monster, you can loot its corpse and takes its stuff. The character is able to take any Weapons, Armor, and GP listed in the monster’s stat block. He may also take any body parts he wants to take the time to cut off.

 

Weapons:

            When using weapons, characters face a small number of restrictions. These restrictions are mainly meant to keep players from breaking the rules of common sense. There’s no way you can use a short sword on somebody who’s 20 feet away from you. This is represented by the Range rating of each weapon. There is one exception though. If a weapon has a range of 0, but you want to throw it, make a Combat check at +1 Difficulty. The weapon being thrown has an effective Range of 20 ft.

 

Spellcasting:

            If your character has the Magic Casting Skill, he has access to two spells that can be used at almost anytime during the game. To cast a Spell, the character makes an Intelligence check with the Difficulty equal to the Difficulty rating of the spell being cast. If the check succeeds, the Effect listed occurs. If it fails, the Spell is still considered to have been cast, but the Effect doesn’t occur. Casting a Spell takes one turn.

 

Spells:

            Spells are restricted in their effectiveness by a number of factors. The Range restricts the distance from which the Spell becomes ineffective. If a character tries to cast a Spell at anything beyond the Spell’s Range, the spell is treated as if the character failed the Intelligence check. Other than that, the rules outlined in the “Spellcasting” section should work just fine.

 

Status Changes:

            When a snake bites a character, he is Poisoned. When he is exposed to a bright flash of light, he is Blinded. What do these Status changes mean in game terms? That’s what this section is for. When a Spell or a Weapon or anything else affects the status of a character, just follow the instructions listed for that change below.

 

Poisoned:

            When a character is bitten by a poisonous animal or drinks something that his archenemy “made specially for him,” there is a chance that he will become Poisoned. When a character has contracted a poison in one way or another, his Status changes to Poisoned. Two turns after the character becomes Poisoned, he must make a Stamina check at a Difficulty of 2. Certain special poisons can have a higher Difficulty than 2, but 2 is the general Difficulty used for most poisons. If he fails the Stamina check, he takes 2d4 damage, dealt directly to his HP. Again, special poisons may deal different types of damage, but this is the general rule. After the Stamina check has been made the character is no longer Poisoned, whether he succeeded or not.

 

Blinded:

            When a character gets flashed in the eyes with a bright light or is affected by the Blind Spell, he becomes Blinded. When a character is Blinded, he cannot see for 5 turns. When he is Blinded, all Combat, Dexterity, Skill, and Spellcasting checks made by that character are made at a +2 Difficulty. Also, as long as the character is Blinded, his Combat Dice are effectively reduced to 0. After the 5 turns pass, the character is no longer Blinded.

 

Dazed:

When a character is hit upside the head many times, there is a chance that he’ll become Dazed. When a character is Dazed, it is hard to concentrate on something. For 3 turns, all Dexterity, Intelligence, Combat, Skill, and Spellcasting checks are made at a +1 Difficulty. When the 3 turns are over, the character is no longer Dazed. A character can use a Range:0 weapon to attempt to Daze somebody at +1 Difficulty.

 

Knocked Out:

            If a character gets hit way too hard on the head or drinks some sort of knockout potion, he will most likely become Knocked Out. When a character gets Knocked Out, he falls to the ground, unconscious. They cannot do anything for 5 turns. After 5 turns, the character must make a Vitality check at a Difficulty of 2 each turn in order to no longer be Knocked Out. As long as a character is Knocked Out, he has an effective Combat Dice rating of 0.

 

Invisible:

            If a character uses the Invisibility Spell or has it cast on him, he will become Invisible. When a character is Invisible, all Combat checks gain a –2 modifier. His effective Combat Dice get a +1 to their rating. Any attacks made on him have a 50% chance of missing, even if the Combat check succeeds. These modifiers don’t apply if the interacting creature can somehow see the Invisible character.

 

 

 

 

 

There are also a few new Status changes that are being introduced, mainly because of the new Alcohol items.

 

Tipsy:

When you are Tipsy, you make all Dexterity and Intelligence checks with a +2 modifier. This effect lasts for five minutes.

 

Drunk:

            When you are Drunk, you make all Dexterity and Intelligence checks with a +2 modifier. You are also aggressive towards those who you think are invading your territory, threatening your          , making advances towards your girlfriend, etc. this effect lasts for 10 minutes.

 

Really Drunk:

            When you are Really Drunk, it is quite obvious that you have had too much to drink. Make all Dexterity and Intelligence checks with at +1 Difficulty and with a +1 modifier. This effect lasts for 20 minutes.

 

Very Drunk:

            When you are Very Drunk, there is almost no way you can do anything remotely coordinated because you are so impaired. Make all Dexterity and Intelligence checks at +2 difficulty and with a +2 modifier.

 

Paralyzed:

            When you are Paralyzed, you can’t move at all. All voluntary actions cease functioning. You automatically fail all Strength, Dexterity, and Combat checks.

 

One last note on Status changes:

            If something that creates a Status change has a different effect listed than what is shown here, follow that one instead. Some poisons might be specially made to have a non-damaging effect. Some potions may Knock Out for a prolonged period of time. Any special instructions that are provided take precedence over the standard rules.

 

Ending Notes:

            As of yet, this game has not been playtested very much. It may have a few things that don’t make sense. If you find a situation like this, go ahead and send an e-mail describing your problem to LordKorax@toast.com. Also, if you want to be on the mailing list for d4 System updates, news, and other happy things, shoot an e-mail on over requesting your name to be put onto our mailing list. Heck, if you want anything at all, send an e-mail, and we’ll see what we can do.

            This system was inspired in part by the game “Kobolds Ate My Baby.” For more info about KAMB and its creators at 9th Level Games, cruise on over to http://www.9thlevel.com.

            I would also like to thank my playtesters: Scott “Donut” Dornbusch, Aaron “Bubba” Keck, Paul “Moof” Tayloe, Chris “Teapot” Kettle, and myself, Chris “Where’s my orchidometer?” Sansburn.

Skills

 

Balance:

All checks made as a result of balancing trouble get a –1 Difficulty modifier.

 

Climb:

All checks that are made as a result of climbing get a –1 Difficulty modifier.

 

Combat Training:

Add 1 to your Combat rating.

 

Dodge:

When you are attacked and you can see the attacker, you may make a Dexterity check at Difficulty 2 to avoid taking damage.

 

Duelist:

To use this Skill, a character must make a successful Com check at Difficulty 3. The character may reroll any one d4 used in an attack roll and use the lower roll as if the reroll never happened.

 

First Aid:

You may make an Intelligence check at Difficulty 2 to heal anybody 1d4–1 HP.

 

Hide:

All attempts to see you when you are hiding get a +1 Difficulty modifier.

 

Jump:

Any rolls performed as a result of a jump are made with a –1 Difficulty modifier.

 

Magic Casting:

You can cast Spells. Consult the “Character Creation” section.

 

Pick Lock:

You may attempt to pick any lock at a Difficulty set by the AAID. Difficulty depends on the quality of the lock.

 

Powerful:

To use this Skill, a character must make a successful Str check at Difficulty 3. The character deals an extra 1 damage with a successful attack.

 

Spot:

All attempts to see something not readily seen are made with a –1 Difficulty modifier.

 

 

 

Throw:

Any checks made as a result of throwing something are made with a –1 Difficulty modifier.

 

Equipment

 

Grappling Hook w/30 ft. Rope

GP: 2 for the rope, 3 for the hook

 

30 ft. Rope

GP: 2

 

Bag of Marbles

GP: 2

 

Fishing Pole

GP: 3

 

Backpack

Takes up one Equipment space, but provides an extra three.

GP: 1

 

Tent

GP: 4

 

Candle

GP: 1

 

Deck of Cards

GP: 3

 

Torch

GP: 1

 

Box of 20 Matches

GP: 3

 

Healing Potion

A Healing Potion takes one turn to drink and gives the drinker1d4+1 HP.

GP: 10

 

Bag of Holding

A Bag of Holding takes up one Equipment space, but provides an extra four.

GP: 25

 

 

            Armor

 

Upper:

 

Plain ‘Ol Shirt

Hits: 0

GP: 1

 

Jacket

Hits: 2

GP: 2

 

Leather Jerkin

Hits: 5

GP: 5

 

Studded Leather

Hits: 10

GP: 8

 

Chain Mail

Hits: 18

GP: 15

 

Splint Mail

Hits: 22

GP: 20

 

Lower:

 

Plain ‘Ol Pants

Hits: 0

GP: 1

 

Reinforced Trousers

Hits: 3

GP: 2

 

Leather Armor

Hits: 6

GP: 6

 

Studded Leather

Hits: 12

GP: 10

 

Chain Mail

Hits: 20

GP: 18

 

Splint Mail

Hits: 25

GP: 22

 

Other:

 

Helmet

Hits: 4

GP: 3

 

Wooden Shield

Hits: 6

GP: 5

 

Iron Shield

Hits: 10

GP: 9

 

 

Weapons

 

Spiked Knuckles

Can share a slot with another Weapon, but the other Weapon is used with a +1 Difficulty modifier.

Range: 0

Damage: 2

GP: 5

 

Dagger

Range: 0

Damage: 2

GP: 3

 

Club

Make an attack roll at +1 Difficulty to Knock out target instead of dealing damage.

Range: 0

Damage: 2

GP: 2

 

 

 

Short Sword

Range: 0

Damage: 3

GP: 7

 

Hand Axe

Can be used to chop wood and other things.

Range: 0

Damage: 3

GP: 6

 

Hand Crossbow

Range: 60 ft.

Damage: 2

GP: 9

 

Short Bow

Range: 80 ft.

Damage: 2

GP: 8

 

Light Crossbow

Range: 80 ft.

Damage: 3

GP: 12

 

Longsword

Range: 0

Damage: 4

GP: 9

 

Longbow

Range: 110 ft.

Damage: 3

GP: 11

 

Battle Axe

Can be used to chop wood and other things.

Range: 0

Damage: 4

GP: 9

 

 

 

 

 

Heavy Crossbow

Range: 100 ft.

Damage: 4

GP: 15

 

Broadsword

Range: 0

Damage: 5

GP: 14

 

Spear

Can be thrown or used as a melee Weapon

Range: 5 ft. melee, 25 ft. thrown

Damage: 3

GP: 5

 

Mace:

Make an attack roll at +1 Difficulty to Knock out target instead of dealing damage.

Range: 0

Damage: 3

GP: 8

 

War Hammer

Range: 0

Damage: 3

GP: 8

 

Alcohol

 

Ahhh, alcohol. The pastime of many a bored and lonely person. Hopefully, the only time a character will need this is when he has completed his quest and is spending his hard-earned treasure on drinking and trying to seduce bar wenches.

 

Grog

Grog is an almost           and watered down drink that anybody in his right mind would only be buying if he couldn’t afford something else. When you drink it, make a Stamina check at Difficulty 1 or spend the next 5 minutes being Tipsy.

GP: 1

 

Ale

The staple of medieval barflies everywhere, ale is sometimes watered down slightly, sometimes not. It all depends on how much of a profit the barkeep wants. Nevertheless, most ale will cause you to make a Stamina check at Difficulty 2 to keep from becoming Tipsy.

GP: 2

Wine

The drink of more sophisticated folk, wine is usually served at lavish dinners, and won’t usually be found at bars an taverns. When you drink it, you must make a Stamina check at Difficulty 2 with a +2 modifier to keep from becoming Tipsy.

GP: 4

 

Brandy

The drink of the gentry, brandy is much stronger than wine or ale. Make a Stamina check at difficulty 3 or become Drunk.

GP: 6

 

Vodka

A strong drink, vodka is usually sold in shots instead of mugs or glasses. Make a Stamina check at difficulty 3 or become Really Drunk.

GP: 7

 

Tequila

A very strong and head-throbbingly bad tasting brew. Make a Stamina check at Difficulty 3 with a +2 modifier or become Very Drunk.

GP: 5

 

Troll-whomper

This is a drink that is named for what it can do. Make a Stamina check at difficulty 4 with a +2 modifier or become Knocked Out and lose 3 HP.

GP: 15

 

Spells

 

Blind

Difficulty: 3                   Range: 25 ft, line-of-sight

Effect: Target is Blinded for three turns.

 

Daze

Difficulty: 3                   Range: 20 ft, line-of-sight

Effect: Target is Dazed for six turns.

 

Dark Seeing

Difficulty: 3                   Range: Self

Effect: You can see in the dark! This Effect lasts for 10 minutes.

 

Detect Magic

Difficulty: 2                   Range: 50 ft. radius

Effect: You can tell if any Spells have been used in Detect Magic’s radius within the last five hours.

 

 

Fireball

Difficulty: 2                   Range: 40 ft.

Effect: Everyone within a 25 ft. radius of the impact point takes 3d4+1 fire damage.

 

 

Heal Wounds

Difficulty: 2                   Range: Touch

Effect: Target gains 1d4+1 HP. This cannot bring him above his starting HP.

 

Invisibility

Difficulty: 3                   Range: Touch

Effect: Target becomes invisible for six turns

 

Kinetic Burst

Difficulty: 2                   Range: An object within 30 ft, line-of-sight

Effect: Target object explodes, releasing kinetic energy. All within a 5 ft. radius are dealt 1d4+2 damage.

 

Levitate

Difficulty: 3                   Range: Self

Effect: You float in the air, passing over anything less than 3 ft. off the ground. This Effect lasts for 5 minutes.

 

Light

Difficulty: 1                   Range: 20 ft, line-of-sight

Effect: Light is emitted from the target in a 15 ft. radius. This Effect lasts for 20 minutes.

 

Lightning Bolt

Difficulty: 3                   Range: 30 ft, line-of-sight

Effect: Deals the target 2d4+1 electricity damage. This Spell can also be used on water, metal, and other ductile substances, dealing 1d4+1 electricity damage to anyone in contact with it.

 

Spider’s Web

Difficulty: 2                   Range: 20 ft.

Effect: Webs shoot from your hand, wrapping around and entangling the first thing they hit, rendering it immobile. The webs must be cut off; attacks against them are automatic hits, and they have 8 HP.

 

 

 

 

 

 

Your Face!

Difficulty: 2                   Range: 25 ft.

Effect: To use this Spell, you must first have heard your intended target threaten you (i.e. “I’m gonna stomp on you!). You then point in the direction of the sound and return the threat with a “… your face!” added on to the end (i.e. “I’m gonna stomp your face!”). Note that the Range is not line-of-sight. You just point in the direction. The target is dealt 2d4+3 damage.