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Dark Souls Modifications

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Jan 19th, 2014
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  1. Lewd Points (LP): Equal to HP + 1/4 Charisma. Some attacks will be Lewd Attacks and target this rather than HP.
  2. -Fetishes: Pick three; a +1, +2, and +3. As Attacks, these Actions/Situations damage your Lewd Points of the amount regardless, and deal bonus Lewd Damage if it's a Lewd Attack.
  3. Stamina Points (SP): Equal to 1/4 Endurance + 1/2 Level (Fighters gain +2, Rogues +1).
  4. You can spend 1 to dodge away from a Basic Attack for free, or two for a Big Attack.
  5. You cannot dodge more than 1 Attack a round, and not if you just cast a spell.
  6. You regain 1SP/2 Rounds.
  7. ~
  8. You gain 1 Stat Point at each Level Up.
  9. ~
  10. Fighters: Only Fighters can use 'Massive' Weapons
  11. Rogues: No Change
  12. Wizards: Need Intelligence to cast Spells
  13. Clerics: Prepare Spells like Wizards, but Need Wisdom to cast Spells then normal
  14. Pyromancers: 5HP, 1d4 Attack, Prepare Spells like Wizards
  15. ~
  16. Weapon Types: Weapons come in Weights. These do things. These are the things. You will find more powerful items later.
  17. -Light: 1d6-1 Damage, Regain 1SP/Round.
  18. -Normal: 1d6 Damage, No Bonus.
  19. -Heavy: 1d6+1 Damage, Requires 18 Strength.
  20. -Massive: 2d6+1 Damage, Regain 1SP/3 Rounds, requires 20 Strength.
  21. ~
  22. Armor Types: Armors ALSO come in Weights. These do things as well. There will also be better items later.
  23. -None: +0 Armor. Dodging a Big Attack only costs 1SP. You may Dodge twice in a round.
  24. -Light: +1 Armor. Dodging a Big Attack only costs 1SP.
  25. -Medium: +2 Armor. No Bonus.
  26. -Heavy: +3 Armor. Requires 18 Strength.
  27. -Massive: +4 Armor. Dodging a Basic Attack costs 2SP. Requires 20 Strength.
  28. ~
  29. MAGIC: Wizards, Clerics, and Pyromancers all use the same Magic System. They can 'Prepare' one Spell per Level, and it notes how many times it can be cast without resting. Multiple preparations allow multiple casts. Some spells require multiple Slots.
  30. All Mages know Two Spells at 1st, and one at each level. To learn a new spell, they need to be twice the Spell's Level themself.
  31. To cast a spell, you need at least 6*(Spell Level) in its Casting Stat.
  32. Anyone can learn magic, but casting classes learn it naturally.
  33. Spells that target a foe do not require an Attack Roll, but can be dodged for 1SP per Spell Level.
  34. ~
  35. Magic Lists: Magics in [Brackets] are simply renamed. There ARE other spells, but they will need to be found.
  36. ~
  37. SORCERIES [Intelligence]
  38. 1st
  39. Cast Light: 3 [Light]
  40. Magic Shield: 5 ([Shield], requires a Shield]
  41. Magic Weapon: 5 (+1 Magic Damage for Weapon)
  42. Soul Arrow: 30 (1d4+1 Magic Damage)
  43. Heavy Soul Arrow: 12 (1d6+1 Magic Damage)
  44. Aural Decoy: 20 (Make a noise >__>)
  45.  
  46. 2nd
  47. Hidden: 3 [Make Invisible]
  48. Fall Control: 10 (No Fall Damage for a single Fall)
  49. Hush: 6 (No Noise for a minute per level)
  50. Remedy: 4 (Cures Poison)
  51. Repair: 1 (Fixes Damaged Items)
  52. Great Soul Arrow: 20 (2d4+1 Magic Damage)
  53. Great Heavy Soul Arrow: 8 (2d6+1 Magic Damage)
  54. Great Magic Weapon: 3 (+2 Magic Damage for Weapon)
  55. Strong Magic Shield: 3 (As [Shield], but +4)
  56.  
  57. 3rd
  58. Chameleon: 11 (Caster is disguised as part of Scenery)
  59. Homing Soulmass: 10 (Xd6+1 Magic Damage, where X is 1/2 the Caster's Level)
  60. Soul Spear: 4 (4d6+1 Magic Damage to all in a line in front of Caster)
  61. Resist Curse: 4 (Negates Curse Buildup, Doubles Curse Resistance)
  62. ~
  63. MIRACLES [Wisdom]
  64. 1st
  65. Heal: 5 [Cure Light Wounds]
  66. Great Heal Excerpt: 1 (Heals Xd6+1 HP, where X is the Caster's Level)
  67. Force: 21 (Pushes surrounding creatures back a few feet)
  68. Homeward: 1 (Returns caster to last Bonfire)
  69. Seek Guidance: 5 (Receive 'helpful' advice)
  70.  
  71. 2nd
  72. Emit Force: 6 (As Force, but... Emitted)
  73. Great Heal: 3 (As Great Heal Excerpt)
  74. Replenishment: 2 (Heals 1HP for X Rounds, where X is Caster's Level)
  75. Lightning Spear: 10 (3d4 Lightning Damage)
  76. Magic Barrier: 4 (Reduce Magic Damage by 1/2 Caster's Level for 2 minutes)
  77. Tranquil Walk of Peace: 3 (All in 30' can only Walk to move)
  78.  
  79. 3rd
  80. Great Lightning Spear: 10 (5d4 Lightning Damage)
  81. Great Magic Barrier: 2 (Reduce Magic Damage by Caster's Level for 2 minutes)
  82. Karmic Justice: 4 (If you take physical damage, foes take 1/2 as much)
  83. Vow of Silence: 2 (All in 30' except you cannot cast magic)
  84. Wrath of the Gods: 3 (As Force, but those affected take Xd4 Force Damage, where X is Caster's Level)
  85. ~
  86. PYROMANCY [Pyromancers]
  87. 1st
  88. Combustion: 16 (1d8+1 Fire Damage to a foe in melee range)
  89. Fireball: 8 [Firebolt]
  90. Flash Sweat: 3 (As [Resist Cold], but for Fire)
  91. Undead Rapport: 7 [Charm]
  92. Poison Mist: 3 (Create a 30' radius of mist, any who are in it for 2 rounds are Poisoned)
  93.  
  94. 2nd
  95. Fire Orb: 6 (2d6+2 Fire Damage to a foe in 150' and all in 30' of them)
  96. Fire Whip: 4 (4d4+2 Fire Damage to all 30' in front of Caster. May be cast on next turn without costing a Cast)
  97. Fire Storm: 1 (Flip a coin for all in 30', they take 3d6+2 Fire Damage)
  98. Great Combustion: 8 (2d8+2 Fire Damage to a foe in melee range)
  99. Iron Flesh: 3 (Gain +5 Armor, cannot move faster than a walk)
  100. Acid Surge: 2 (If a foe within 30' is holding a weapon, break it [You Bastard])
  101.  
  102. 3rd
  103. Fire Surge: 8 (6d4+# Fire Damage to all 30' in front of Caster. May be cast on next turn without costing a Cast)
  104. Fire Tempest: 1 (Flip a coin for all in 30', they take 5d6+# Fire Damage)
  105. Great Fireball: 4 (3d6+3 Fire Damage to a foe in 150' and all in 30' of them)
  106. Toxic Mist: 1 (Create a 30' radius of mist, any who are in it for 2 rounds are Toxic'd)
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