Master of Magic by bg
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Master of Magic tells the story of Fire Claw, the first wizard born in the gnoll tribe, and her attempts at surviving in a world bigger than what they knew...
Characters
Fireclaw
Gnoll
Arch-Wizard (3)
Health : 6
Strenght : 8
Dextery : 7
Intelligence : 12 [+1] | +1
Natural Skill: 6
Charisma : 8
HP : 6 x (Race HP Mod: 3) = 18
Evade : 1D6
Spell Skill: ((Caster Lvl x Caster S.Skill Modifier:3) + Int mod) = 10
+ Alchemist
+ Artificer
+ Nice Looking
Weapon: Fire Stick | toHit: 1D8 | 1D4 DMG (+1 Fire DMG) | Sp: +1 INT
Armor : Cloth Pieces | 0
Spells:
+ Warp Wood
+ Disrupt
+ Firebolt
+ Hell Hounds
+ Earth To Mud
+ Resist magic
+ Firewall
+ Heal
+ Resist Elements
+ Eldritch Weapons
+ Chaos Channels
Captain
Gnoll
Hero/Fighter (1)
Health : 10 | +1
Strenght : 15 | +2
Dextery : 7
Intelligence : 4
Natural Skill: 6
Charisma : 4
HP : 10 x (Race HP Mod: 3) = 30
Evade : 1D6
Spell Skill: 0
+ Partial Chaos Creature
Creature has Partial Chaos Characteristics, and will be recognized as such.
+ Chaos Wings
Character can fly
+ Chaos Fire Breath
Character can Breath Fire as a free action before its meele attack, [toHit:1D6|1D6 Fire Damage]
Weapon: Big Club | toHit: 1D12+1D4+1 | 1D8+2 DMG
Armor : Cloth Pieces | 0
Curiosity
Gnoll
Hero/Wizard (1)
Health : 6
Strenght : 8
Dextery : 7
Intelligence : 8
Natural Skill: 6
Charisma : 10 | +1
HP : 6 x (Race HP Mod: 3) = 18
Evade : 1D6
Spell Skill: ((Caster Lvl x Caster S.Skill Modifier:2) + Int mod) = 2
Weapon: None
Armor : Cloth Pieces | 0
Spells:
+ Warp Wood
+ Heal
Liteeh
Ruler Spider
Hero/Sorcerer (1)
Health : 4
Strenght : 6
Dextery : 8
Intelligence : 4
Natural Skill: 14 | +1
Charisma : 10 | +1
HP : 4 x (Race HP Mod: 2) = 8
Evade : 1D8
Spell Skill: ((Caster Lvl x Caster S.Skill Modifier:1) + NSk mod) = 2
+ Freedom | Terrain and Obstacles doesnt stop this creature
+ Web (2upb) | toHit: 1D12+1D4+1 Ranged| Target Can't Move unless succeding a strenght check(10) or after 1D4+2 Turns have passed
+ Poison Dart (2upb) | toHit: 1D12+1D4+1 Ranged| Target is poisoned | Poison (2) dmg x turn (health check: 8)
+ Acid Dart (2upb) | toHit: 1D12+1D4+1 Ranged| 1D10 Acid DMG | Ignores Armour
+ Poison Inmunity
Weapon: Claws | toHit: 1D8 | 1D4 DMG | Poison (1) dmg x turn (health check: 6)
Armor : Natural Armour | 0
Spells:
+ Web
+ Lightning Bolt
Stack Units
Spear Gnolls
Recruits
Health : 6 x3 = 18
Strenght : 8
Dextery : 7 = Ev: 1D6
Intelligence : 4
Natural Skill: 6
Charisma : 4
stack = 6
Weapon: Wooden Spear | toHit: 1D6 | 1D6 DMG
Armor : Cloth Pieces | 0
Hammer Gnolls
Recruits
Health : 6 x3 = 18
Strenght : 8
Dextery : 7 = Ev: 1D6
Intelligence : 4
Natural Skill: 6
Charisma : 4
stack = 6
Weapon: Rock Hammer | toHit: 1D8 | 1D8 DMG
Armor : Cloth Pieces | 0
Summons
Hell Hounds
Health : 6 x2 = 12
Strenght : 6
Dextery : 7 = Ev: 1D6
Intelligence : 4
Natural Skill: 8
Charisma : 4
+ Fire Breath | toHit: 1D4 | 1D4 Fire DMG
+ Chaos Creature
+ Fire Inmunity
+ Chaos Inmunity
Weapon: Bite | toHit: 1D6 | 1D6 DMG
Armor : None | 0
Monsters
Doom Bat
Health : 3 x 4 = 12
Strenght : 4
Dextery : 10 = Ev: 1D10+1
Intelligence : 4
Natural Skill: 10
Charisma : 4
+ Blood Combustion | any unit damaging this creature(meele) receives 1D4 Fire DMG
+ Chaos Creature
+ Fire Inmunity
+ Chaos Inmunity
Weapon: Bite | toHit: 1D6 | 1D6 Fire DMG
Armor : None | 0
Great Doom Bat
Health : 3 x 6 = 18
Strenght : 4
Dextery : 12 = Ev: 1D12+1
Intelligence : 4
Natural Skill: 10
Charisma : 4
+ Blood Combustion | any unit damaging this creature(meele) receives 1D6 Fire DMG
+ Chaos Creature
+ Fire Inmunity
+ Chaos Inmunity
Weapon: Bite | toHit: 1D6 | 1D6 Fire DMG
Armor : Natural Armour | Decrease Damage (1)
Giant Spider
Health : 3 x 5 = 15
Strenght : 6
Dextery : 8 = Ev: 1D8
Intelligence : 4
Natural Skill: 10
Charisma : 4
+ Freedom | Terrain and Obstacles doesnt stop this creature
+ Web (1upb) | toHit: 1D10 Ranged| Target Can't Move unless succeding a strenght check(10) or after 1D4+2 Turns have passed
+ Poison Inmunity
Weapon: Bite | toHit: 1D6 | 1D4 DMG | Poison (1) dmg x turn (health check: 6)
Armor : None | 0
Purple Giant Spider
Health : 3 x 5 = 15
Strenght : 6
Dextery : 8 = Ev: 1D8
Intelligence : 4
Natural Skill: 10
Charisma : 4
+ Freedom | Terrain and Obstacles doesnt stop this creature
+ Web (1upb) | toHit: 1D10 Ranged| Target Can't Move unless succeding a strenght check(10) or after 1D4+2 Turns have passed
+ Poison Dart (3upb) | toHit: 1D10 Ranged| Target is poisoned | Poison (2) dmg x turn (health check: 8)
+ Poison Inmunity
Weapon: Bite | toHit: 1D6 | 1D4 DMG | Poison (2) dmg x turn (health check: 8)
Armor : None | 0
Green Giant Spider
Health : 3 x 5 = 15
Strenght : 6
Dextery : 8 = Ev: 1D8
Intelligence : 4
Natural Skill: 10
Charisma : 4
+ Freedom | Terrain and Obstacles doesnt stop this creature
+ Web (1upb) | toHit: 1D10 Ranged| Target Can't Move unless succeding a strenght check(10) or after 1D4+2 Turns have passed
+ Acid Dart (3upb) | toHit: 1D10 Ranged| 1D10 Acid DMG | Ignores Armour
+ Poison Inmunity
Weapon: Bite | toHit: 1D6 | 1D4 DMG | Poison (1) dmg x turn (health check: 6)
Armor : None | 0
Enemies
Elf Longbowmen
Regulars
Health : 4 x2 = 8
Strenght : 4
Dextery : 8 +2 = Ev: 1D10
Intelligence : 8
Natural Skill: 6
Charisma : 8
stack = 8
Weapon: Long Bow | toHit: 1D10 | 1D6 DMG | Long range (1)
Armor : Cloth Pieces | 0
Known Spells
+ Warp Wood
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60% + 10% x level [Strain:0][Skill: 1][INS]
Deforms pieces of wood, generally used to ruin Ranged Amunition, if cast to bolts or arrows in mid air, the volleys will lose accuracy, and will fail if they where shot from 1 area appart, or have a 50% penalty toHit if shot in the same area.
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+ Disrupt
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40% + 5% x level [Strain:20][Skill: 2][INS]
Crumbles NonMagical Constructions, small buildings and wood buildings carry no penalty, but large buildings reduce the casting roll by -10% and stone buildings by 20%.
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+ Firebolt
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60% + 10% x level [Strain:0][Skill: 1][RNG]
toHit: 1D10(+intMod) | 1D6(+1xlevel) Fire DMG
Launches a projectile of fire from the caster hands, The Caster can choose to strenghten the spell doing 2 extra damage and adding 20% strain and 1 skill each time.
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+ Hell Hounds
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60% + 10% x level [Strain:0][Skill: 2][SUM]
Summons a Hellhound from the Chaos Plane and binds it to the Caster's Will. Maintaining the Hell Hound costs 2 Skill Points.
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+ Earth to Mud
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60% + 10% x level [Strain:0][Skill: 1][INS]
Converts a Patch of solid ground to mud, making it harder to move for ground units, using this spell on solid rock carries a strain of 50, and only a fine superficial layer will be affected, magical creatures composed of solid ground will have a resistance of 10% x HEALTH, and Rock of 20% x HEALTH
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+ Resist Magic
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60% + 10% x level [Strain:0][Skill: 1]
A unit is protected with a resistance of 10% to instantaneous spells, this spell must be maintained
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+ Firewall
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40% + 5% x level [Strain:50][Skill: 3][INS][OL]
Massive Spell creates a Curtain of fire around the Area its casted, any Ground unit attempting to pass the Fire will be inflicted with 2D10 + the caster int modifier of fire damage, this damage cannot be 'evaded'. this spell needs to be maintained.
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+ Heal
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60% + 10% x level [Strain:5][Skill: 1][INS]
Holy Energy Heals a unit for 1d6 x the int modifier of the caster.
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+ Resist Elements
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60% + 10% x level [Strain:5][Skill: 1][INS]
The Unit Has a Shield of 10Hit Points (+10 x 2 caster levels) against Elemental attacks, this spell needs to be maintained.
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+ Eldritch Weapons
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60% + 10% x level [Strain:20][Skill: 2][INS]
Channels Chaos into a Weapon, it adds +2 (+ int modifier) to both to hit and damage, the whole damage of the weapon becomes Chaotic damage, and can hit units protected with damage immunity. eldritch weapons produce vibrating sound and light, witch makes hiding impossible. this spell must be maintained
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+ Chaos Channels
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40% + 10% x level [Strain:40][Skill: 3][INS]
Channels Chaos into a unit, transforming it and adding the Half Chaos Creature title, a 1D100 roll is requiered to define the Results of the spell, 0-20 will give the unit 2 bad chaos mutations, 21-40 will give 1 bad chaos mutation, 41-70 will give 1 good chaos mutation, 71-90 will give 2 good chaos mutations, and 91-100 will give 2 good chaos mutations and also will enchant the armour and weapon carried by the unit with a 1d4 enhancement chaos power.
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