ThenThereWereThings

TES D&D 3.5 Rules

Dec 20th, 2011
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  1. Power Level
  2.  
  3. This is a universe where heroes dominate and clash for power. To represent this, allow players to use a 32 point buy when creating characters. In addition, at each level they may choose either hit points or magicka. Maximise their result for that die. For the other die, they may either roll normally, or take half the maximum result without rolling.
  4.  
  5. Magicka Rules
  6.  
  7. In addition to your hit die for each class, you also possess a magicka die, to be used in the same way, adding your Intelligence, Charisma or Wisdom modifier as appropiate for the class. Magicka points gained from different classes stack, and can be spent on any spell.
  8.  
  9. Casting a spell requires the expenditure of magicka noted in its description. If using a spell from an existing D&D book, this can be taken as roughly the square of the spell level, although the DM may feel free to change this, providing changes are consistent. A 0th level spell costs 1 magicka. Magicka replenishes in same way as spell slots - by resting for 8 hours, or by drinking magicka potions. Any reference to spells per day are ignored, although casters that prepare spells must still do so, and those that do not still only know their normal number of spells.
  10.  
  11. When a metamagic feat alters the spell level, instead add the square of the total level adjustment to the magicka cost - add 1 for an adjustment of one, add 4 for an adjustment of two, and so on. If you would lose a spell slot for any reason, instead lose the square of that spell level from your magicka total for the peroid of time indicated.
  12.  
  13. Magicka potions may be brewed in the same way as any other potions. They require no specific spell to be known, and restore equal to the related Cure spell - a potion of Restore Moderate Magicka would restore 2d8+1/CL magicka points. Their value is the same as the related Cure potion.
  14.  
  15. Enchanting
  16.  
  17. The creation of magical equipment requires a soul gem - a repository of the souls of living beings, used for power. Potions and scrolls do not require experience to create, other items must have their experience cost paid by a soul gem. Once used, a soul gem is destroyed. This cost may not be paid by any other source, including from one's own experience pool. Multiple soul gems may be used on the same enchantment. Excess experience from using a soul gem is lost - a gem may not be partially used.
  18.  
  19. The soul trap spell is a 2nd level spell costing 4 magicka, with a range of 25'. If the target is slain within this time, its soul is placed in the smallest soul gem carried by the caster at the time of death. The souls of sentient creatures require a black soul gem.
  20.  
  21. A petty soul gem contributes 50xp towards crafting, and is typically filled by the soul of a creature with a CR of 1 or less. A lesser soul gem contributes 100xp, and is filled by the soul of something between CR2 and 6. A common soul gem contributes 250xp, and can contain a soul of a anything between CR7 and 12. A greater soul gem contributes 500xp, and is filled by the soul of a creature between CR13 and 17. A grand soul gem contributes 1000xp, and is filled by the soul of a creature with CR 18 or above. Black soul gems can contain the souls of intelligent creatures, which always count as grand. However, even the possession of the empty gems is considered highly illegal, to say nothing of a filled one.
  22.  
  23. Altmer
  24. +5 Magicka
  25. +2 Intelligence
  26. -2 Constitution
  27. +1 to Illusion spell save DCs
  28. +2 Insight bonus to Spellcraft
  29.  
  30. Argonian
  31. +2 Constitution
  32. -2 Charisma
  33. 20' Swim Speed
  34. +8 Inherent bonus to Swim
  35. +2 Insight bonus to Open Lock
  36. +2 Inherent bonus to saves versus Disease
  37.  
  38. Bosmer
  39. +2 Dexterity
  40. -2 Constitution
  41. +1 Insight bonus to hit with ranged weapons
  42. +2 Inherent bonus to saves versus Disease
  43. +2 Inherent bonus to saves versus Poison
  44. Wild Empathy, as the Druid ability
  45.  
  46. Breton
  47. +3 Magicka
  48. +2 Intelligence
  49. -2 Strength
  50. +1 Inherent bonus to saves versus Magic
  51. +1 to Conjuration spell save DCs
  52.  
  53. Dunmer
  54. +2 Dexterity
  55. -2 Charisma
  56. Resist Fire 5
  57. +1 to Evocation spell save DCs
  58. +1 Insight bonus to hit with One-Handed weapons
  59.  
  60. Imperial
  61. Bonus Feat
  62. +1 Luck bonus to all saves
  63.  
  64. Khajiit
  65. Unarmed attacks do 1d6 damage
  66. +1 Inherent bonus to Hide and Move Silently
  67. Darkvision
  68.  
  69. Nord
  70. +2 Strength
  71. -2 Intelligence
  72. Resist Cold 5
  73. +1 Insight bonus to hit with Two-Handed weapons
  74.  
  75. Orsimer
  76. +2 Strength
  77. +2 Constitution
  78. -2 Intelligence
  79. -2 Charisma
  80. Rage 1/day, as the Barbarian ability
  81.  
  82. Redguard
  83. +1 Insight bonus to hit
  84. +2 Inherent bonus to saves versus Poison
  85. +5' Movement speed
  86.  
  87. Classes
  88.  
  89. Barbarian, Fighter, Monk, and Rogue have a d4 magicka dice. Although these classes do not cast spells, they possess some knowledge of the working of magic, and can apply this knowledge should they gain a spellcasting class, or even rudimentary knowledge.
  90.  
  91. Paladin and Rangers have a d6 magicka dice. They gain their first spells at the normal level, but do accrue mana points up to this level.
  92.  
  93. Bards have a d8 magicka dice. While knowing some aspects of magic, they are not training or masterful in its use.
  94.  
  95. Clerics, Druids and Wizards have a d10 magicka dice. They are trained in magic, and have a vast understanding of various spells. However, their magic is not quite a free or fluid as the sorceror.
  96.  
  97. Sorcerors have a d12 magicka dice. They possess a natural understanding of magic, but are limited in the spells they know.
  98.  
  99. Prestige Classes
  100.  
  101. d4 - Duelist, Dwarven Defender, Horizon Walker
  102. d6 - Blackguard, Hierophant, Shadowdancer
  103. d8 - Arcane Archer, Assassin, Dragon Disciple
  104. d10 - Arcane Trickster, Eldritch Knight, Thaumaturgist
  105. d12 - Archmage, Loremaster, Mystic Theurge
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