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==Q&A Section== [[File:Simple_d6_settings_-_Low_Fantasy.jpg|200px|thumb|right|Simple d6 - Low Fantasy expansion resource in jpeg form for sharing on image boards or easy print]] ;Those magic attacks - how do they work? :First and foremost, there are two kinds of magical attacks: Spiritual effects and Physical effects. Spiritual effects are anything mind or soul related and is resisted with Willpower. Physical effects are basically anything else, like anything which holds or damages you physically, and is resisted with normal physical or combat defense. If an effect is Spiritual or Physical should be determined as the spells are implemented in the game. Any spell not used to attack or hinder an opponent in a combat is not considered either ;How do Physical spells work in combat? :Physical spells work just like any other attacks except that they may have range and, depending on the type of spell, may have extra effects like setting the surroundings on fire or something like that. Examples of physical spells are Fireball, Flaming Hands, Icebolt, Firestorm, Entangling Roots, Flesh to Dust, Cripple, Summon Poison Arrow, Lightning Bolt, Acid Splash, Meteor Strike and so forth. ;How do Spiritual spells work in combat? :Spiritual spells work just like any other attack in combat but instead of going by the Physical aspect, they go by the Willpower aspect. If you are reduced to 0 Willpower, you are affected by the spell. Several spells can help harm your Willpower as your strength of mind is under attack. Needless to say, people who are already reduced to 0 Willpower HP are extremely susceptible to Spiritual spells and one could make an army of thralls as long as they don't get time to regain their Willpower HP. Examples of Spiritual spells are Stand Still, Commandword [insert verb here], Fear, Mind Control, Charm, Sleep, Incite Hunger, Curse of [insert negative quality here], Slow, Wipe Mind, Despair, Demoralize and so forth. ;How about summoning spells :This is an optional rule and if you want to keep the simple format of SD6, just do what feels right. If you want to make summoning spells special you can use these rules: Summoning spells cost 1 Mana per roll to cast and each roll takes 10 minutes. The Degree of success equals the number of points you can use on the specific spell. Degrees of Successes can be divided into skills, HP and Defence OR they determine how many creatures are summoned by the spell. All summoned units have 1 HP minimum. Skills cost 1 Degree, HP cost 1 Degree and Defence costs 2 Degrees plus 1 additional Degree per point beyond that. The GM should make sure that the player agrees to the kind of spell. You can not regain Mana lost when summoning until the summons you created are dead (or gone or destroyed or however you want it spelled it out you damn munchkin!). Instead of Mana you may want to make it require additional Physical HP to summon stuff but its up to you as a GM to make it whatever fits your setting - this is just an example and can easily be dismissed if you think it makes it too cumbersome ::;Example 1 - Summon Skeletons :::Each Degree of Success summons 1 skeleton. Each skeleton has 3 Physical HP, 1 defense and +1 defence against piercing weapons. Trying to cast this spell would cost 1 Mana and a roll of 6, 3 and 2 (4 degrees of success) would summon 4 skeletons with the above stats. ::;Example 2 - Create Magical Being :::Each Degree of Success gives 1 point to spend between HP, Defense and Skills. HP and Skills cost 1 point each and Defense cost 2 points (so a creature with Claw Attack, Swipe, Melee Attack, 2 Physical Defense and 5 HP would require 12 degrees of success combined). Since you can spend more Mana to make more rolls (if you spend more time on the casting) you can create truly powerful creatures. If you have, say, 3 dice to summon, you can spend 1 Mana to roll to summon the creature, spend another Mana to roll the dice again (stacking up your degrees of success) and continue to do so until you don't wish to spend more time or Mana. For instance, spending 1 Mana, you roll 4, 6, 5 you get 4 successes. You spend 1 more Mana and roll 6, 6, 2 and get 5 successes (9 total) and finally spend one extra Mana (3 Mana now in all as well as 30 minutes in total) to roll again and roll 5, 3, 1 for 3 extra successes. 12 total successes which makes it possible to summon the powerful creature above. ;Is there an easily printable version somewhere? :Yes, right here to the right ;Can I pass this off as my own? :No. If you are going to use this, at least give some credit where due. And no permission is given for use in anything which includes anyone making a profit from using this set of rules in any way.
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