Pick starting gear/ spells.
The most carefree of Eternia’s beings, born from alchemical misfortune. This peculiar race of lizard-kin are natural born swimmers and skilled foragers, seemingly in tune with nature and all her mysteries. Despite their namesake, Dragonewts have nothing in common with dragons. Rather, they are descended from the common salamander newt, native to the Eternian wetlands.
Slamming Tail: Your unarmed attacks have Knockback.
Nature’s Gift: Once per floor, as an action, grow a bush on a tile adjacent to you. The bush counts as half cover.
3 berries grow on the bush, creatures can use an action to eat a berry.
A berry heals 1d4 plus the wisdom of the caster and cures all status effects.
The bush disappears when broken or all berries are consumed.
One With the Forest: Once per dungeon, Grow a tree on an adjacent tile.
The tree has a 3 radius area, all creatures in this area gain +1 Evade, Resistance and Ward. The center tile of the area counts as full cover.
The Ashen are a cursed race of mortals with skin of ash and blood of fire. Once servants of the great necromancer Morokai and his son Aranarch, the Ashen formed a mighty tide of flesh that crashed against the shores of civilization. They possess the resilience of a dragon and can reform from ash at will.
Undead: As undead gain 1 ward per level.
Ash Grasp: Once per floor, as a spell action, reach out and deal 1d4 plus wisdom, magic damage on touch.
Rise From the Ashes: Once per dungeon, you can resurrect yourself.
This action takes an entire turn.
The first and most widespread of Eternia’s people, Humans are hardy and adaptable. From the far reaches of Haven to the bitter coasts of Belreth, Humans have slipped into every niche and profession. They’ve built cities that stood longer than any other and shared in the bloodiest and most brutal of Eternia’s wars. No matter what, this passion and drive will always be their downfall.
Versatile: You gain 1 additional XP whenever XP is earned.
Call to Arms: Once per floor, you or an ally can take an action for free.
Written By the Victor: Once per dungeon, a roll you make will automatically succeed.
Alchemical abominations, waste material that gained sentience. Slimes are dangerous and violent, destroying and consuming all they come across.
Some Slimes, however, possess heartstones; bright red fist-sized gems that calm them and grant clear thought. These slimes generally prefer to take on humanoid forms.
Aetherial Shell: You cannot cast spells. Rather, when you take damage, your MP pool drains as if it were HP. When your MP is depleted, your HP takes damage as normal.
Mitosis: Instead of spells, you can summon NPC mini-slimes. A mini-slime can be summoned on an adjacent tile, for 10 MP, as a spell action.
Each of the summoned mini-slime's stats, will be equal to that of your character's currently lowest stat.
Its HP will also be equal to the sum of its stats.
The number of slimes you can have in play simultaneously is equal to your Memory.
NPC Characters: They do not share the same stats as player characters, instead having; HP, Attack, Accuracy, Move Speed, Evade, Resistance and Ward.
Once Humans, blessed by the Voidmother, the Ragahti are masters of shadow. Alongside the Ragahta they formed a powerful empire that dominated the southern reaches of Eternia’s deserts. Their masterful inventions and advances in hydrodynamics let the Ragaht people survive the scolding winters of the Salinah Wastes, and purify the once vile mire of the Saltlake Oasis.
Voidcaller’s Embrace: While invisible, gain +1 to Move Speed and Accuracy.
Aetherial Abdication: Once per floor, while invisible, gain an additional Action Point.
Dance with the Void: Once per dungeon, turn invisible as a spell action.
You become Untargetable.
Your next attack while invisible will always hit and deal double damage.
This effect lasts 5 turns or until you take or deal damage.
Stuff about goblins
Out of Sight, Out of Mind: While you and an ally are in line of sight of an enemy, you become Untargetable so long as you are not adjacent to an enemy.
From the Shadows: Once per floor,
while Untargetable, add your wisdom to the damage of any attack you make.
Cheap Shot: Once per dungeon, upon evading an attack with a 5 or higher. Perform a counter attack that deals critical damage.
Stuff about Ragahta
Solar Shield: For each enemy adjacent to you, gain 1 resistance.
Chains of Light: Once per floor, as an action, pull a target, in a line to the closest tile adjacent to you and deal 1d4+Wisdom damage.
Divine Smite: Once per dungeon, as an action, deal 1d20+wis true damage to all targets on adjacent tiles. For each target slain by this action, your Resistance increases by 1 until the end of the floor.
Stuff about Miir
Magic Mirror: You are able to counter Ranged attacks, returning the damage that would have been dealt to you, to the creature that attacked you.
Refraction of Aether: Once per floor, upon performing a successful counter attack you can add your wisdom to the damage you deal.
Per Dungeon: Create a rift on an adjacent tile that absorbs Aether, any spells that are cast within or pass through a 10 tile radius of the rift are sucked into it. The rift can absorb 100 MP worth of spells before it becomes overloaded and explodes in a 10 tile radius dealing 100 damage to all creatures.
Stuff about Frames
Stuff about Voidspawn
At first level players will select a Class, this will determine their starting Equipment, Spells and Stat bonuses.
Stats listed in the Class description are increased by 1 Point each.
Warrior. Strength, Endurance.
Equipment: Sword, Axe, Chainmail, Shield (Charm)
Spells: Aether Bolt, Heal.
Play-Style: Warriors like to keep up close and personal, switching weapons, using their Sword and Shield to counter attacks and their Axe to lay down the hurt.
Assassin. Strength, Agility.
Equipment: Sword, Dagger (2),
Leather Armour, Sword-Breaker (Charm)
Spells: Blind, Haste.
Play-Style: Assassins are skilled combatants with more than a few tricks up their sleeve. Getting behind the enemy for a sneak attack and parrying any blow that comes their way, sticking close for the right moment to strike.
Paladin. Strength, Wisdom.
Equipment: Greatsword, Warhammer, Platemail, Focusing Crystal (Charm)
Spells: Smite, Heal.
Play-Style: Paladins prefer close quarters and can adapt to any situation, knocking foes around and smiting ones that know not when to leave.
Gunslinger. Dexterity, Endurance.
Equipment: Cannon, Flintlock, Cloak, Rusty Dice (Charm)
Spells: Haste, Heal.
Play-style: Gunslingers attack at range using cover to hide and reload. Using their Cannon to disrupt enemies and their trusty Flintlock to pick off foes. Lady luck smiles upon them.
Hunter. Dexterity, Agility.
Equipment: Whip, Dart, Crossbow, Leather Armour, Quiver (Charm)
Spells: Ice Pillar, Shocking Grasp.
Play-style: Hunters are specialized at keeping enemies at bay, using their Whip and Spells to achieve a favourable position and their Crossbow to capitalize on the situation.
Arcane Archer. Dexterity, Wisdom.
Equipment: Bow, Wand, Robe, Crystalized Aether (Charm)
Spells: Magic Arrow, Aether Bolt.
Play-style: Arcane Archers are masters of spell and arrow. Their Bow is versatile and fast, able to deal both physical and magical damage thanks to the Magic Arrow Spell. They also carry a Wand for use when their reserves run dry.
Druid. Intelligence, Endurance.
Equipment: Spear, Boomerang, Wooden Plate , Golden Acorn (Charm).
Spells: Poison Breath, Cauterize.
Play-style: Druid’s are adept protectors excelling at area denial and restoring allies. Their Spear makes enemies think twice about approaching and their thorn coated Wooden Armour makes foes regret striking them.
Nightblade. Intelligence, Agility.
Equipment: Dagger, Robe, Lost Coin (Charm)
Spells: Void Rift, Invisibility.
Play-style: Nightblades are assassins that mastered the shadows. Turning invisible and taking out targets before they even know what hit them They can shut down casters by invoking the void.
Beyond Level 1
Leveling up, after obtaining 100 experience points a character can increase their level by 1, in doing so they earn 2 stat increases one offensive and one defensive.
They also earn an equipment upgrade point that can be used to increase any weapon or armour by 1 level.
At level 5 characters earn Epic Boons, these boons grant passive bonuses and increases to attributes. Boons are permanent and cannot be changed once chosen.
Alfsigr's Blessing, Increases Carry Weight by 5.
Argon's Resolve, Increases HP by 10.
Qwenne's Flurry, Increases Action Points by 1.
Reita's Dance Increases Movement Speed by 1.
Increases MP by 10.
Increases Memory by 5.
Light of Avalon, Regenerate 1HP at the start of your turn.
Light of Quin, Regenerate 1MP at the start of your turn.
Inner Reflection, Per floor racial abilitiy can be cast an additional time.
The Offensive Stats are; Strength, Dexterity and Intelligence.
Strength determines Carry Weight and Attack Damage.
Dexterity encompases Action Points (AP) and Attack Accuracy.
Intelligence outlines Maximum Aether (MP) and Spell Damage.
The Defensive Stats are; Endurance, Agility and Wisdom.
Endurance defines Maximum Health (HP) and Physical Damage Resistance.
Agility covers Movement Speed and Evade.
Wisdom affects the amount of spells that can be known by a character (Memory) and Magical Damage Resistance (Ward).
A character's Attributes are then derived from their Stats.
The Attributes are; Health (HP), Aether (MP), Action Points (AP), Carry Weight, Speed, Memory, Evade, Resistance and Ward.
Health, Measures how much Damage you can take before you die. Health is calculated as HP=(ENDx5)+(LVLx10)
Aether, Measures how many spells you can cast. Aether is calculated as MP=(INTx5)+(LVLx5)
Carry Weight, Measures your carrying capacity, it is calculated as
While your maximum Carry Weight is exceeded, your Speed is reduced to 1.
Action Points, Define how many actions you can perform in a single turn. AP is a measure of your Dexterity.
Speed, Measures how fast you can move. It is a measure of your Agility and is calculated similarly to Action Points.
Memory, Measures how many spells you can retain. Calculated as Memory=Wisdom
Evade, Lets you dodge incoming attacks.
It is a combination of your Agility and the additional Evade of your armour.
Resistance, A measure of how much you can reduce incoming Physical Damage.
It is a combination of your Endurance and the additional Resistance of your armour.
Ward, A measure of how much you can reduce incoming Magical Damage.
It is a combination of your Wisdom and the additional Ward of your armour.
An Example of a Level 1 Human with points in Dexterity and Wisdom. Wearing no armour.
Each Weapon has either a weight of 1, 2, or 3
Weight 1 weapons, are light and agile. They can be wielded alone or with another in your off-hand. Your off-hand can also be used to hold a charm.
While Dual-wielding Weight 1 weapons you will attack with both weapons as an Attack action.
Weight 2 Weapons, are hardy and reliable. They must be wielded alone. A charm can still be held in your off-hand.
Weight 3 Weapons, are heavy and powerful. They must be held with both hands.
Player characters have 3 equipment slots, the Main-Hand, the Off-Hand and the Body. All slots can hold charms. The body can hold armour and the hands can hold weapons.
Charms do not share the same weight limitations as weapons and can be equipped regardless of weight.
Combat and Movement.
Each character has a number of action points that depend on their dexterity (see character creation). Each action costs a number of action points as listed below:
Cast spell (2ap)
Use item (2ap)
Swap gear (1ap)
If a character does not have the required AP to perform an action, they must spend an entire turn to perform only that action.
When making attacks the Attacker will roll Accuracy against the Defender’s Evasion.
For Players this roll is Dex+1d10.
For NPCs this roll is Acc+1d10.
If the Attacker’s Accuracy is equal to or greater than the Defender’s Evasion, the attack connects and deals damage.
The Evasion roll for both Players and NPCs is Evade+1d10.
If the Defender rolls an Evade that is 10 higher than the Attacker’s Accuracy the Defender instead makes a damage roll against the Attacker.
Only Melee attacks can be countered.
The attacker must also be in range of the defender to receive the damage.
After making a successful attack the Attacker will roll to deal damage.
For Melee Attacks this is the dice of the weapon plus Strength.
Unarmed Attacks do not use damage dice.
For Ranged attacks this is the dice of the weapon plus the damage of an equipped ammo type, if any. (see Charms)
This damage is then reduced by the defender’s Resistance or Ward depending on the damage type.
If the Attacker rolls an Accuracy that is 10 higher than the Defender’s Evade the damage of the attack is not reduced by Resistance or Ward.
There are 2 damage types, Physical and Magical.
Physical Damage typically comes from sources such as melee attacks and impact spells, it is reduced by Resistance.
Magical Damage Typically comes from spells and arcane weapons, it is reduced by Ward.
Damage is reduced by the value of the Resistance or Ward. However Damage cannot be reduced to a value lower than 1.
There are 2 types of cover, Full-cover and Half-cover.
Full-cover blocks ALL incoming ranged attacks that would have line of sight on a target. After being hit 2 times Full-cover becomes Half-cover.
Half-Cover blocks half the incoming ranged attacks that would have line of sight on a target. The Attacker must roll a D10 when attacking a target behind half cover, if the roll is 5 or lower the attack strikes the cover. After being hit 2 times, Half-cover will disappear.
Burned, Deals Magical damage, equal to its magnitude, at the end of the affected creatures’ turn. Once damage has been dealt its magnitude is decreased by 1.
Frozen, Reduces Evade and Speed by its Magnitude. Decreases by 1 at the end of the affected creatures’ turn.
Poisoned, Deals Physical damage, equal to its magnitude, at the end of the affected creatures’ turn. Once damage has been dealt its magnitude is decreased by 1.
Staggered, Affected creatures can only perform 1 action a turn. Wears off at the end of the affected creatures’ turn.
Inflicting stagger on an already staggered creature results in a stun.
Stunned, Affected creatures cannot perform any actions. Wears off at the end of the affected creatures’ turn. Affected creatures are immune to stun for an additional turn after the effect wears off.
Blind, Reduces accuracy by its magnitude. Effect time decreases by 1 at the end of the affected creatures’ turn.
Haste, Allows the affected creature to perform one extra action with a maximum cost of 2 AP. Lasts for 3 turns. (NPCs simply gain an extra attack action.)
Bleed, Accumulates on a creature. Once a creature accumulates 10 Bleed, they are cured of the effect and take 10 points of true damage.
Flight, flying creatures can only be hit by ranged attacks, target spells, reach weapons, and other flying creatures.
If a flying creature is Blinded they lose the flight status.
The Movement Action can be performed once a turn. At the cost of 1 AP, you may move an amount of tiles equal to your Speed, per turn.
Utilizing Forced Movement, you can extend your movement at the cost of 1AP per additional tile of movement.
A creature's move is reduced to 1 while moving away from a tile adjacent to an enemy creature.
Arranging gear and using items
For 1AP you can rearrange all items in your inventory. When used to give an item to another creature, the creature receiving the item can then rearrange their inventory instantly. Only one item can be given per action.
Using a consumable item costs 2AP.
Each weapon starts at Level 1 as base and has 4 additional levels. One skill can be chosen at each level.
Each weapon has its own unique upgrades. Choosing certain skills can prevent others from being chosen.
Health Potion, Restores Health equal to the drinkers Level plus 1d4 for each point of Endurance.
Aether Potion, Restores MP equal to the drinkers Level plus 1d4 for each point of Intelligence.
Shock Trap, Can be placed on an adjacent tile, any creature that enters the tile becomes stunned. Shock Trap is removed from the tile once activated.
Bandage, Reduces Bleed by 5 points.
Firebomb, Explodes in a 2 tile radius when thrown dealing 1d4 Physical Damage and inflicting Burn of the same amount.
Scroll of Spell, A scroll of paper that holds a specific spell and crumbles to dust on use.
Antidote, Reduces Poison by 5 points.
Eye Drops, Cures Blind.
Magic is divided into four Schools each showcasing a different type of energy manipulation.
The schools are Aethermancy. The manipulation of Aether to cast bolts of light and influence the aspects of life and the spirit.
Elementalism focuses on the control of more chaotic aspects of Aether, the most common of which is fire, simply a concentration of Aether that has combusted. Ice is the next most common, showing an absence of Aether which freezes the air. There are also Lightning and Poison, both harder to create and manipulate but useful nonetheless.
Light Weaving is the art of controlling the light of the sun itself to bend and shape it into various forms. It can be used to shape weapons of pure radiance, call down smiting bolts from the sky, even repair the body and restore life.
Void Calling. A very different approach to magic concocted by the Zeniths of the Voidmother. It allows the user to block other kinds of magic, manipulate the perception of others, and bring creatures into existence. It is the hardest school to master but simply the most rewarding.
The Level of a Spell tells you how much space in your Memory it uses. If the total Level of the Spells in your Memory exceeds your total Memory you cannot equip any more Spells.
Spells can be equipped at the beginning of a dungeon. If you wish to swap spells during a dungeon you must use a Spellbook item.
The same type of spell can be equipped multiple times to make it stronger.
For example the Aether Bolt spell can be equipped up to 5 times which would increase its damage from 1d4 to 5d4, as its damage increases by 1d4 for each slot it uses. Some spells may not benefit from multislotting, requirements and limitations for multislotting are listed next to the spell’s description.
Each Spell has an MP cost associated with it. This shows how much your MP will be reduced by when you cast the Spell. If you have less MP than the Spell requires, you will not be able to cast it.
There are 3 Spell Ranges.
Touch, Target and Self.
Touch Spells work like melee attacks, affecting tiles adjacent to them, touch spells can also be cast on the caster.
Target Spells work like ranged attacks, they cannot be cast on adjacent tiles or the caster, but can be cast on any target within line of sight.
Self Spells can only be cast on the caster.