D I R E
(Photo Credit: Me, 2008)
The town of Woodbury has never been the topic of conversation for any who live outside its forested borders. It holds no tourist attractions, no monuments, no interesting landmarks. Its tiny population has continued to shrink as the majority of each generation leave for bigger and better things in bigger and better towns. The ones who remain, however, are a generally hardy, reliable group who value work ethic and honesty. They are so few and close knit that all emergency services and local government offices reside in the same building. It is common knowledge that nothing exciting has happened in Woodbury since its foundation...but a storm is coming that will test the true mettle and character of its inhabitants.
You are either a member of an emergency service, a local government employee, or a visitor to the town hall (be it a complaint or something else...you decide!) when the storm hits. You must hide in the basement shelter to wait it out with everyone else in the building, but when you exit, the world is not the same...
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I'm drawing on a few previous rp ideas I've had as well as Silent Hill and Dungeons & Dragons to make this horror rp, so I hope it goes over well with you guys! We will be using adapted DnD character classes, alignments, and skills to build your characters, and I'd like to use a rolling system for certain events and actions (I seem to remember a function on this site for dice rolling but I forget how it works so if any of you recall, I'd much appreciate it).
NOT EVERYTHING IS EXACTLY LIKE DUNGEONS & DRAGONS/NEVERWINTER NIGHTS. I'm using them as a guide to help me build an interesting and challenging roleplay.
Classes, Alignments, Abilities, and Skills referenced/copied from the first Neverwinter Nights PC game (2003)
Spoiler: Classes
- Barbarian – Fire department, redneck, survivalist, etc. - Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of “sixth sense”, a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary. Alignment restrictions: any nonlawful (you cannot be lawful good, lawful neutral, or lawful evil as a barbarian). Hit Die: d12
- Bard – Musician, journalist/reporter, historian, etc. - Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched. Alignment restrictions: any non lawful (you cannot be lawful good, lawful neutral, or lawful evil as a bard). CHARISMA MUST BE 10+ THE SPELL LEVEL (e.g. 3rd level spell requires 13 charisma). Hit die: d6
- Cleric – Medic, clergy, psychic, etc. - Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric help those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. WISDOM MUST BE 10+ THE SPELL LEVEL (e.g. 2nd level spell requires 12 wisdom). Hit die: d8
- Druid – Hippie, animal handler, gardener, etc. - Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually more powerful creatures. Alignment restrictions: Can only be neutral good, lawful neutral, true neutral, chaotic neutral, or neutral evil. WISDOM MUST BE 10+ THE SPELL LEVEL (e.g. 4th level spell requires 14 wisdom). Hit die: d8
- Fighter – Police, martial artist, athlete, etc. - Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes. A fighter's rigorous martial training grants him many bonus feats as he progresses. Hit die: d10
- Monk – Martial artist, chiropractor, clergy, etc. - Monks are versatile warriors skilled at fighting without weapons. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Alignment restrictions: any lawful (you cannot be anything other than lawful good, lawful neutral, or lawful evil as a monk). Hit die: d8
- Paladin – Police, local government, clergy, etc. - Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test – an opportunity to demonstrate bravery, to learn tactics, and to do good in the world. Divine power protects these warriors of virtue, warding off harm, protecting them from disease, healing them and their allies, and guarding against fear. Divine power also guides their sword arms, making them among the most effective warriors against undead and evil outsiders. Many of the paladin's special abilities also benefit from a high charisma score. Alignment restrictions: Lawful good only. Hit die: d10
- Ranger – Park ranger, survivalist, animal handler, etc. - Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy – a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Hit die: d10
- Rogue – Drug dealer, local government, private investigator, etc. - Rogues have little in common with each other. While some – maybe even the majority – are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to the fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes “fake it” well enough to cast spells from scrolls, activate wands, and use just about any other magic item. Hit die: d6
- Sorcerer – Artist, craftsman, business owner, etc. - Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories – just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. CHARISMA MUST BE 10+ THE SPELL LEVEL (e.g. 3rd level spell requires 13 charisma). Hit die: d4
- Wizard – Student, teacher, scientist, etc. - Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells to the go farther, work better, or are improved in some other way. A wizard can call a familiar: a small, magical creature that serves her. INTELLIGENCE MUST BE 10+ THE SPELL LEVEL (e.g. 5th level spell requires 15 intelligence). Hit die: d4
Spoiler: Alignments
- Lawful Good - “Crusader” - A lawful good character has the commitment and discipline to oppose and fight evil relentlessly. She tells the truth, keeps her word, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. A paladin who fights evil without mercy and who protects the innocent without hesitation is lawful good. Lawful good emphasizes honor and compassion. (Example character: Katara from Avatar: The Last Airbender)
- Neutral Good - “Benefactor” - A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. A cleric who helps others according to their needs is neutral good. Neutral good means doing what is good without bias toward or against order. (Example character: Izuku “Deku” Midoriya from Boku no/My Hero Academia)
- Chaotic Good - “Rebel” - A chaotic good character acts as his conscience directs him with little regard for what others expect. He believes in goodness and right but has little use for laws and regulations. He follows his own moral compass, which, although good, may not agree with that of society. A ranger who waylays the evil baron's tax collectors is chaotic good. Chaotic good combines a good heart with a free spirit. (Example character: Hugh Jackman's Van Helsing)
- Lawful Neutral - “Judge” - A lawful neutral character acts as law, tradition, or a personal code direct her. She may believe in personal order, and live by a code or standard, or she may believe in order for all and favor a strong, organized government. A monk who follows her discipline without being swayed by the demands of those in need, nor by the temptations of evil, is lawful neutral. Lawful neutral means that you are reliable and honorable without being a zealot. (Example character: Judge Dredd)
- True Neutral - “Undecided” - A true neutral character doesn't feel strongly one way or the other about good vs. evil or law vs. chaos. She thinks good is better than evil – after all, she'd rather have good neighbors and rulers than evil ones – but she's not personally committed to upholding good in any abstract or universal way. A wizard who devotes herself to her art and is bored by the semantics of moral debate is true neutral. Some true neutral characters, however, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as dangerous extremes. They advocate neutrality as the most balanced road in the long run. Neutral means you act naturally, without prejudice or compulsion. (Example character: The Sniper from Team Fortress 2)
- Chaotic Neutral - “Free Spirit” - A chaotic neutral character is an individualist, resents restrictions, and challenges tradition. He does not intentionally promote anarchy, however, as that would require he be motivated either by good (and a desire to liberate others) or evil (and a desire to make others suffer). A bard who wanders the land living by his wits is chaotic neutral. Chaotic neutral represents freedom, both from society's restrictions, and from a do-gooder's zeal, though a character of this alignment is not totally random in his actions. He is not as likely to jump off a bridge as to cross it. (Example character: Holden Caulfield from The Catcher in the Rye)
- Lawful Evil - “Dominator” - A lawful evil villain methodically takes what he wants within the limits of his code of conduct. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He is loath to break laws or promises, partly because he depends on order to protect himself. Some lawful evil villains have particular taboos, such as not killing in cold blood, and imagine that these compunctions put them above unprincipled thugs. The scheming baron who exploits his people is lawful evil. Lawful evil represents methodical, intentional evil. (Example character: Clu 2 from Tron: Legacy)
- Neutral Evil - “Malefactor” - A neutral evil villain does whatever she can get away with, shedding no tears for those she harms. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any more noble. However, she doesn't have the restless nature or love of conflict that a chaotic evil villain has. The criminal who robs and murders to get what she wants is neutral evil. Neutral evil represents evil without honor and without variation. (Example character: Starscream from Transformers)
- Chaotic Evil - “Destroyer” - A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, and unpredictable. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can only be made to work together by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. The demented sorcerer pursuing mad schemes of vengeance and havoc is chaotic evil. Chaotic evil represents the destruction not only of beauty and life, but of the order on which beauty and life depend. (Example character: Invader Zim)
Spoiler: AbilitiesDetermine your abilities by rolling 3 d6s for each ability. You may reroll a maximum of 3 times and choose the most suitable from that set.
- Charisma - measures a character's force of personality, persuasiveness, ability to lead, and physical attractiveness. It represents actual personal strength, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers, and bards. It is also important for clerics, as it affects their ability to turn undead. All characters benefit from having a high charisma when speaking with others in the world. Charisma affects an NPC's initial reaction to the player and it modifies the player's persuasion skill checks.
- Constitution - represents the health and stamina of a character. High constitution increases the number of hit points a character has (affecting how much damage they can take), and this makes it important for everyone, but especially so for fighters. If constitution ever increases, hit points increase retroactively as well. Spellcasters also need strong constitution to keep their spells from being interrupted during combat.
- Dexterity - measures agility, reflexes, and balance. This ability is most important for rogues, but also for characters who typically wear light or medium armor (barbarians and rangers) or none at all (monks, wizards, and sorcerers), or for any character who wants to be a skilled archer.
- Intelligence - determines how well a character learns and reasons. Intelligence is important for wizards because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It is also important for any character who wants to have a strong assortment of skills; however increasing intelligence will not grant bonus skill points retroactively.
- Strength - measures the muscle and physical power of a character. This ability is especially important for fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat.
- Wisdom - describes a character's willpower, common sense, perception, and intuition, whereas intelligence represents the ability to analyze information. An "absent-minded professor" has low wisdom and high intelligence. A simpleton with low intelligence might nevertheless be very perceptive (have high wisdom). Wisdom is important for clerics and druids, affecting the strength and number of their spells, and is also significant for paladins and rangers. It is very important for monks as well, modifying many of their abilities. The wise character is capable of intuitively understanding others, occasionally having insights into their motivations.
Spoiler: Skills MAXIMUM 5Determine your skill ranks by rolling 1 d20 for each skill. You may reroll a maximum of 3 times and choose the most suitable from that set.
- Animal Empathy – A successful check allows a character to charm or dominate certain creatures. Check: Animals and dire animals have a difficulty class of 15 + the creature's hit dice. For beasts and magical beasts, the DC is 19 + the creature's hit dice. If the check succeeds, the creature is dominated. Special: If the character fails their check by five or more, the creature will go hostile. (Charisma – Druid, Ranger)
- Bluff - The character can make the outrageous or the untrue seem plausible. The skill encompasses acting, conning, fast talking, misdirection and misleading body language. The more difficult the con, the more difficult the check. (Charisma – Bard, Rogue)
- Concentration – (ONLY APPLICABLE IF YOU ALSO HAVE SPELLCRAFT) Concentration checks are made whenever a character is distracted during the act of casting a spell. Concentration checks are also made when casting a spell in defensive casting mode. The difficulty class for this type of check is 15 + spell level. (Constitution – Bard, Cleric, Druid, Sorcerer, Wizard)
- Craft Weapon - The character knows how to create most types of weapons and ammunition from different materials. Check: Based on the difficulty to craft this particular item. (Intelligence – any class)
- Disable Trap - This skill allows the character to perform a variety of actions on a trap. Check: There are four progressively difficult actions that a character may perform on a trap; the base DC is determined by the difficulty rating of the trap and is modified by the action being performed. Assessing a trap to determine its difficulty modifies the DC by -7. Flagging a trap to make it visible to the rest of the party modifies the DC by -5. Disarming a trap uses the base DC. Recovering a trap modifies the DC by +10. Special: Rogue is the only class capable of disarming traps with a DC of 35 or greater. With 5 or more ranks in the set trap skill a character gets a +2 synergy bonus on disable trap checks. Spectacular failure: When disarming or recovering a trap, a spectacular failure results in the trap immediately going off if a DC check is failed by 10 or more. (Intelligence – Rogue)
- Discipline - A successful check allows the character to resist knockdown. Check: The DC is equal to the attacker's attack roll. When resisting a knockdown attempt, a character gets a +4 bonus per size category for being larger than the attacker, and a -4 penalty per size category for being smaller than the attacker. (Strength – Barbarian, Bard, Fighter, Monk, Paladin, Ranger)
- Heal – Enables the character to start with a first aid kit on hand. The healer must make a successful check against the GM's roll. GM will assign random difficulty to each kit to determine what is inside it. If you make a successful roll, the kit will contain exactly what you need. If you fail, the kit will either be empty, damaged, or useless in some way. (Wisdom – any class)
- Hide - This skill allows a character to hide from enemies. Check: The character must succeed at an opposed test against a searching creature's spot heck. Success means that the character goes undetected. Special: The hide and move silently skills combine into a single stealth action. Movement in stealth mode is slower than the normal rate. Low light can provide a bonus. A character in stealth mode is harder to spot if standing still. (Dexterity – Bard, Monk, Ranger, Rogue)
- Intimidate - The character can use this skill to get a bully to back down or make a prisoner give him the information he wants. Must make a successful check. (Charisma – Barbarian, Rogue)
- Listen - Alerts a character to hidden creatures that may be nearby. Standing still provides a +5 bonus to a listen check. +10 DC if the listener is in combat. +5 DC if the target is standing still. -5 DC if the listener is standing still. +1 DC for every 3 meters between listener and target. Size modifiers (tiny: +8, small: +4, medium: 0, large: -4, huge: -8). (Wisdom – Barbarian, Bard, Monk, Ranger, Rogue)
- Lore – Grants special knowledge about town history, important information, etc. PM's will follow selection of this skill. (Intelligence – any class)
- Move Silently - A character may sneak quietly past an enemy. Check: A move silently check is opposed by the listening creature's listen check. If the character is successful, the opposing creature remains unaware as the character moves. (Dexterity – Bard, Monk, Ranger, Rogue)
- Open Lock - Allows the character to enter locked rooms and open locked containers. Check: The difficulty class is determined by the lock's difficulty rating. A successful check opens the lock. (Dexterity – Rogue)
- Parry - Allows the character to block incoming attacks and make spectacular counterattacks. Check: The difficulty class is the modified attack roll of the incoming blow. A successful parry means that the attack does not damage the parrying character. A character may only parry a number of attacks per round equal to the number of attacks per round available to the character. (Dexterity – All except Sorcerer and Wizard)
- Persuade - A successful persuade check prompts NPCs to reveal additional information or give bonus treasure in conversation. Check: The difficulty class is determined by the NPC being spoken to. (Charisma – Bard, Cleric, Druid, Monk, Paladin, Rogue)
- Search - Search is used to detect traps, find hidden objects, and secret doors. Check: Detecting a trap is an opposed test, pitting the character's search check against a difficulty class equal to the set trap skill check, plus the strength of the trap. Only rogues may detect traps with a DC greater than 35. (Intelligence – Ranger, Rogue)
- Set Trap - This skill allows a character to place traps. Check: When a trap is set, the character makes a skill check. The difficulty class of the task is determined by the power of the trap. Spectacular Failure: If a skill check is failed by 10 or more, the trap goes off in the attempt to set it. This can only occur if you are in combat when trying to set the trap. Special: Having 5 or more ranks in the disable trap skill grants a +2 synergy bonus on set trap checks. Any party members will be able to see traps that the character has set. (Dexterity – Ranger, Rogue)
- Spellcraft – This skill allows your character to use magic. More details in the Spells section. (Intelligence – Bard, Cleric, Druid, Sorcerer, Wizard)
- Spot - A successful spot check reveals a hidden creature. Check: The difficulty class is determined by the hide check of the hidden creature. +10 DC if the spotter is in combat. +5 DC if the target is standing still. -5 DC if the spotter is standing still. Size modifiers (tiny: +8, small: +4, medium: 0, large: -4, huge: -8). (Wisdom – Ranger, Rogue)
- Tumble - Characters with high tumbling skill are able to roll away from attacks during combat, positioning themselves safely at all times. If successful the attack is avoided. Check: DC 15 to avoid attack of opportunity while moving. (Dexterity – Bard, Monk, Rogue)
- Use Magic Device – Allows your character to use an object they would not have previous knowledge on how to use. Difficulty by value of item. (Charisma – Bard, Rogue)
IMPORTANT: If you have the skill Spellcraft, you will enter the altered world with strange powers that you cannot explain. These powers are determined by your abilities per class (Bard, Sorcerer – Charisma. Cleric, Druid – Wisdom. Wizard– Intelligence.). Depending on your ability score, these powers will be barely noticeable to reasonably strong.
Spoiler: Spells (choose 5 within your level)Spoiler: Bard Spells
0
- Cure Minor Wounds: The target creature is healed for 4 points of damage. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
- Light: Creates a small light source above the target creature's head. The light travels with the target and is capable of illuminating a small area. It can be cast on any item the character can equip to make it glow for the spell's duration like a natural source of light.
1
- Charm Person: 50% more liked by target human.
- Cure Light Wounds: The target creature is healed for 1d8 points of damage. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
- Expeditious Retreat: The caster becomes 150% faster than their normal movement rate, allowing them to flee from dangerous encounters. (in text format like this, you just run really fast to escape – don't worry about being super specific)
- Sleep: Causes weaker creatures to fall into a comatose slumber. Stronger creatures are unaffected. (20 meter range)
2
- Bull's Strength: The target creature's strength is increased by 1d4 + 1. (roll 1 d4, add 1)
- Cat's Grace: The target creature's dexterity is increased by 1d4 + 1.
- Eagle's Splendor: The target creature's charisma is increased by 1d4+1.
- Fox's Cunning: The target creature's intelligence is increased by 1d4+1.
- Owl's Wisdom: The target creature's wisdom is increased by 1d4+1.
- Sound Burst: All creatures within the area of effect take 1d8 points of damage and must make a will save or be stunned. (40 meter range)
- Cure Moderate Wounds: The target creature is healed for 2d8 points of damage, +1. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
- Darkness: Area is shrouded in a haze of darkness which can only be pierced using ultravision. (40 meter range, 6.67 meter radius)
- Hold Person: The target humanoid is paralyzed for the duration of the spell.
- Invisibility: The target creature becomes invisible and impossible to detect using normal vision. Any attack or spellcasting action taken by the invisible creature will immediately cancel the invisibility.
- Ultravision: The target creature's ability to see in complete darkness is improved.
3
- Charm Monster: 50% more liked by target monster.
- Cure serious wounds: The target creature is healed for 3d8 points of damage, +1. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
- Displacement: The target gains 50% concealment, displacing the caster's image several feet to the side.
- Gust of Wind: This spell creates a blast of air that knocks down any creatures failing their saving throws. It is also powerful enough to disperse any cloudlike area of effect spells (such as cloudkill) that are in the path of the wind gust. (20 meter range, 6.67 meter radius)
- Invisibility Sphere: The caster brings into being a zone of invisibility that travels with him for the duration of the spell. All allies within the spell's area of effect are rendered invisible, but not to each other. Those that leave the sphere are visible once more. (15 foot radius)
4
- Cure Critical Wounds: The target creature is healed of 4d8 points of damage, + 1. Healing spells have a reverse effect when used on undead, causing the targeted undead to take an amount of damage equal to what the spell normally heals. A successful touch attack must first be made when this spell is used against undead.
- Hold Monster: The target monster is paralyzed for the duration of the spell.
- Improved Invisibility: The target creature becomes invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but still retain a 50% cover bonus.
- War Cry: The caster lets out a powerful shout that grants the bard a +2 bonus to attack and damage. All enemies within the area of effect are stricken with fear. (10 meter radius)
5
- Healing Circle: All friendly creatures within the area of effect are healed for 1d8 hit points, +1. Healing spells have a reverse effect when used on undead, harming instead of healing them.
Spoiler: Cleric Spells
0
- Cure Minor Wounds: The target creature is healed for 4 points of damage. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
- Light: Creates a small light source above the target creature's head. The light travels with the target and is capable of illuminating a small area. It can be cast on any item the character can equip to make it glow for the spell's duration like a natural source of light.
- Inflict Minor Wounds: If the caster succeeds in striking an opponent with a touch attack, the target suffers 1 point of damage. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
1
- Cure Light Wounds: The target creature is healed for 1d8 points of damage, +1. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
- Bless: All allies within the area of effect gain a +1 bonus to attack rolls, along with a +1 bonus on will saves against fear. (can also be used on items) (40 meter range)
- Divine Favor: The caster gains a +1 bonus to attack and weapon damage rolls.
- Doom: The target creature receives a -2 modifier to all attack rolls, magical damage, saving throws, and skill checks.
- Inflict Light Wounds: If the caster succeeds in striking an opponent with a touch attack, the target suffers 1d8 points of damage, + 1. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
- Magic Weapon: You empower the touched weapon with a +1 enhancement bonus. (for the purposes of this roleplay, you will roll 1 d6 to receive a random elemental imbuement)
- Sanctuary: The caster's or the person's, touched by the caster, presence is completely ignored by nearby creatures for the duration of the spell.
2
- Bull's Strength: The target creature's strength is increased by 1d4 + 1. (roll 1 d4, add 1)
- Cat's Grace: The target creature's dexterity is increased by 1d4 + 1.
- Eagle's Splendor: The target creature's charisma is increased by 1d4+1.
- Fox's Cunning: The target creature's intelligence is increased by 1d4+1.
- Owl's Wisdom: The target creature's wisdom is increased by 1d4+1.
- Cure Moderate Wounds: The target creature is healed for 2d8 points of damage, +1. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
- Endurance: The target creature's constitution is increased by 1d4+1.
- Darkness: Caster is shrouded in a haze of darkness which can only be pierced using ultravision.
- Hold Person: The target humanoid is paralyzed for the duration of the spell.
- Inflict Moderate Wounds: If the caster succeeds in striking an opponent with a touch attack, the target suffers 2d8 points of damage, + 1. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
- Negative Energy Ray: A ray of negative energy slams into the target creature, doing 1d6 points of damage. Negative energy spells have a reverse effect on undead, healing instead of harming them. (20 meter range)
- Remove Paralysis: All paralysis and hold effects are removed from allies within the area of effect. (8 meter range)
- Ultravision: The target creature's ability to see in complete darkness is improved.
3
- Continual Flame: This creates a magical flame that burns as bright as a torch. It can be cast on any item that can be equipped to create a permanent source of light.
- Cure Serious Wounds: The target creature is healed for 3d8 points of damage, +1. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
- Glyph of Warding: The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d8 points of sonic damage. After being triggered, the glyph dissipates. (8 meter range)
- Inflict Serious Wounds: If the caster succeeds in striking an opponent with a touch attack, the target suffers 3d8 points of damage, + 1. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
- Prayer: All allies within the area of effect gain +1 to attack and damage rolls, skill checks, and saving throws. Enemies receive -1 penalties to the same. (10 meter range)
- Searing Light: The caster directs a beam of white-hot light at a single target. The damage is based on the target's racial type: Undead: 1d8, Construct: 1d6, Other: 1d8 (20 meter range)
4
- Cure Critical Wounds: The target creature is healed of 4d8 points of damage, + 1. Healing spells have a reverse effect when used on undead, causing the targeted undead to take an amount of damage equal to what the spell normally heals. A successful touch attack must first be made when this spell is used against undead.
- Hammer of the Gods: The caster smites a group of enemies with divine light for 1d8 (20 meter range)
5
- Circle of Doom: All enemies within the area of effect are struck with negative energy that causes 1d8 points of negative energy damage, +1. Negative energy spells have a reverse effect on undead, healing them instead of harming them. (20 meter range)
- Flame Strike: A pillar of flame engulfs all within the area of effect, inflicting 1d6. Half of the damage caused by the spell is divine and the other half is fire-based. Enemies are struck by both damage types, while allies are struck only by the fire damage. (20 meter range, 3.3 meter radius)
- Healing Circle: All friendly creatures within the area of effect are healed for 1d8 hit points, +1. Healing spells have a reverse effect when used on undead, harming instead of healing them. (5 meter radius)
- Raise Dead: Returns one target corpse to life. The raised character returns to life with only 1 hit point.
Spoiler: Druid Spells
- Cure Minor Wounds: The target creature is healed for 4 points of damage. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
- Light: Creates a small light source above the target creature's head. The light travels with the target and is capable of illuminating a small area. It can be cast on any item the character can equip to make it glow for the spell's duration like a natural source of light.
1
- Camouflage: The caster's coloring changes to match the surroundings, gaining a +10 competence bonus to any hide checks.
- Cure Light Wounds: The target creature is healed for 1d8 points of damage, +1. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
- Entangle: A mass of clinging vegetation wraps around all creatures in the area of effect. Those affected are immobilized, though still able to fight and cast spells. Victims who make a reflex save still have their movement reduced by half. (40 meter range, 5 meter radius)
- Sleep: Causes weaker creatures to fall into a comatose slumber. Stronger creatures are unaffected. (20 meter range)
- Ultravision: The target creature's ability to see in complete darkness is improved.
2
- Blood Frenzy: The caster enters a rage similar to that of a barbarian. The caster gains a +2 bonus to constitution and strength and a +1 bonus to will saves, while suffering a -1 penalty to armor class.
- Bull's Strength: The target creature's strength is increased by 1d4 + 1. (roll 1 d4, add 1)
- Charm Person or Animal: 50% more liked by target human or animal.
- Flame Lash: The druid is able to flay an enemy with flaming brands that do 2d6 points of fire damage. (8 meter range)
- Hold Animal: The target animal is paralyzed for the duration of the spell.
- One with the Land: The caster forges a strong link with nature, gaining a +4 competence bonus to animal empathy, hide, move silently, and set trap skills.
3
- Call Lightning: All enemies within the area of effect take 1d6 points of electrical damage. (40 meter range, 5 meter radius)
- Cure Moderate Wounds: If the caster succeeds in striking an opponent with a touch attack, the target suffers 2d8 points of damage, + 1. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
- Dominate Animal: The target animal temporarily becomes a faithful and loyal servant of the caster.
- Spike Growth: Covers the terrain with small spikes. Any creature will suffer 1d4 points of damage each round that they remain within the afflicted area. (for this particular spell I'll count each post a round) (40 meter range, 5 meter radius)
4
- Cure Serious Wounds: The target creature is healed for 3d8 points of damage, +1. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
- Flame Strike: A pillar of flame engulfs all within the area of effect, inflicting 1d6 points of damage. Half of the damage caused by the spell is divine and the other half is fire-based. Enemies are struck by both damage types, while allies are struck only by the fire damage. (20 meter range, 3.3 meter radius)
- Hold Monster: The target monster is paralyzed for the duration of the spell.
- Mass Camouflage: All allies in the area of effect gain a +10 bonus to their hide skill. (10 meter radius)
- Polymorph Self: The caster is able to transform into one of the following: rat, bear, bird, cat, toad (the larger the form, the higher the roll required to transform. Roll 1d20 to attempt transformation. Rat: 5-10, Bear: 15-20, Bird: 10-15, Cat: 10-15, Toad: 5-10. Rolls lower than 5 result in spell failure)
5
- Cure Critical Wounds: The target creature is healed of 4d8 points of damage, + 1. Healing spells have a reverse effect when used on undead, causing the targeted undead to take an amount of damage equal to what the spell normally heals. A successful touch attack must first be made when this spell is used against undead.
- Inferno: The caster causes a target to ignite into flame. Each round the target will suffer 2d6 points of fire damage. (for this particular spell I'll count each post a round) (8 meter range)
- Owl's Insight: The target gains an enhancement bonus to wisdom equal to half the caster's level.
- Wall of Fire: This spell creates a curtain of fire that deals 4d6 points of fire damage to any creature that attempts to pass through it. (20 meter range, 30 foot wall)
Spoiler: Sorcerer/Wizard Spells
0
- Acid Splash: The caster fires a small orb of acid at the target for 1d3 points of acid damage. (20 meter range)
- Electric Jolt: The caster does 1d3 points of electrical damage to a target. (20 meter range)
- Light: Creates a small light source above the target creature's head. The light travels with the target and is capable of illuminating a small area. It can be cast on any item the character can equip to make it glow for the spell's duration like a natural source of light.
- Ray of Frost: Does 1d4 + 1 cold damage to a single target creature. (20 meter range)
1
- Charm Person: 50% more liked by target human.
- Expeditious Retreat: The caster becomes 150% faster than their normal movement rate, allowing them to flee from dangerous encounters. (in text format like this, you just run really fast to escape – don't worry about being super specific)
- Horizikaul's Boom: You blast the target with loud and high-pitched sounds. The target takes 1d4 points of sonic damage, and must make a will save or be deafened for 1d4 minutes in game time. (8 meter range)
- Magic Missile: The caster creates a shimmering projectile of magical force that unerringly slams into a single selected target. Magic missiles do 1d4+1 points of damage each. (40 meter range)
- Negative Energy Ray: A ray of negative energy slams into the target creature, doing 1d6 points of damage. Negative energy spells have a reverse effect on undead, healing instead of harming them. (20 meter range)
- Shelgarn's Persistent Blade: The caster summons a knife. (4 damage) (8 meter range)
- True Strike: Through magical intuition the caster gains a +20 bonus to attack rolls.
2
- Bull's Strength: The target creature's strength is increased by 1d4 + 1. (roll 1 d4, add 1)
- Cat's Grace: The target creature's dexterity is increased by 1d4 + 1.
- Combust: This spell makes a creature burst into flame. The initial eruption of flame causes 2d6 fire damage +1 with no saving throw. Creature continues to take 1d6 damage each post until a saving roll is made or HP drops to 0.
- Continual Flame: This creates a magical flame that burns as bright as a torch. It can be cast on any item that can be equipped to create a permanent source of light.
- Darkness: Area is shrouded in a haze of darkness which can only be pierced using ultravision. (40 meter range, 6.67 meter radius)
- Eagle's Splendor: The target creature's charisma is increased by 1d4+1.
- Fox's Cunning: The target creature's intelligence is increased by 1d4+1.
- Invisibility: The target creature becomes invisible and impossible to detect using normal vision. Any attack or spellcasting action taken by the invisible creature will immediately cancel the invisibility.
- Knock: This spell will unlock doors and containers sealed by conventional locks in a 150ft radius around the caster. Exceptionally complex locking mechanisms or magically sealed doors and containers are beyond the abilities of this spell. (20 meter range, 50 meter radius)
- Owl's Wisdom: The target creature's wisdom is increased by 1d4+1.
- Ultravision: The target creature's ability to see in complete darkness is improved.
3
- Displacement: The target gains 50% concealment, displacing the caster's image several feet to the side.
- Hold Person: The target humanoid is paralyzed for the duration of the spell.
- Invisibility Sphere: The caster brings into being a zone of invisibility that travels with him for the duration of the spell. All allies within the spell's area of effect are rendered invisible, but not to each other. Those that leave the sphere are visible once more. (15 foot radius)
4
- Charm Monster: 50% more liked by target monster.
- Improved Invisibility: The target creature becomes invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but still retain a 50% cover bonus.
- Isaac's Lesser Missile Storm: A number of energy missiles appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, one of the creatures will be hit with multiple missiles. Each missile does 1d6 points of damage. (40 meter range, 8.33 meter radius)
- Polymorph Self: The caster is able to transform into one of the following: rat, bear, bird, cat, toad (the larger the form, the higher the roll required to transform. Roll 1d20 to attempt transformation. Rat: 5-10, Bear: 15-20, Bird: 10-15, Cat: 10-15, Toad: 5-10. Rolls lower than 5 result in spell failure)
- Wall of Fire: This spell creates a curtain of fire that deals 4d6 points of fire damage to any creature that attempts to pass through it. (20 meter range, 30 foot wall)
5
- Hold Monster: The target monster is paralyzed for the duration of the spell.
- Lesser Spell Mantle: Creates a barrier around the caster that absorbs all incoming spells and spell-like abilities. It can absorb up to 1d4+6 levels of spells before collapsing. (lasts one post)
I did not include every spell that will be used in-game, just the ones your characters will be able to use.
Remove my notes when you are done with your sheet. If you are not a spellcaster, also remove the spells slot on the sheet.
Spoiler: Character Sheet
NAME:
AGE: (18+)
GENDER: (any gender/pronouns. If playing a genderfluid character, do not change pronouns mid-sentence. No one does that irl and it's distracting.)
APPEARANCE:
CLASS:
ALIGNMENT:
ABILITY STATS: (Use this for your character sheet rolling {unless you've got a collection of physical dice and want to do it that way} :https://www.wizards.com/dnd/dice/dice.htm)
- Charisma:
- Constitution:
- Dexterity:
- Intelligence:
- Strength:
- Wisdom:
HP: (Roll 1d20, add result of your class's hit die {example: Barbarians use a d12. I rolled a 14 on the d20, and a 12 on the d12, so my Barbarian has 26 HP.})
BRIEF BIO : (include actual profession here)
SKILLS:
SPELLS: (if applicable)
OTHER INFO :
Let me know if I missed anything or if you have any questions! I'm here to help!
Spoiler: The Party
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