Dungeons & Dragons Basic & Expert Sets
Cleric
Clerics of 2nd level or higher with 13 or higher Wisdom may cast one extra spell per day, of any level that they choose.
-For instance, Ralston the Elder is a 6th-level Cleric with a Wisdom score of 17. He is normally able to cast two 1st and 2nd level spells, and two 3rd and 4th level spells; with his Wisdom score, however, he is able to add
one additional spell memorizable, to one spell level of his choosing per day. On one day, he might decide to use this "floating" spell on a 1st-level spell slot, and on the next he might instead decide to apply it to a 3rd-level spell slot instead.
Clerics with 15 or higher Wisdom may cast spells beginning at 1st level; their progression does not change, they are merely able to cast one 1st level spell just like a 2nd-level Cleric, and remain capable of casting but one spell at 2nd level unless they also qualify for the above ruling on additional spell slots.
Clerics may use a divine/holy or unholy/profane symbol or other relic of their faith as a focus for their spell use. This enables them to add their Wisdom bonus, if any, to healing granted and damage caused by their spells.
Lawful and Chaotic Clerics may cast reversed and inversed spells with no penalties.
May also use daggers, cross bows; Lawful Clerics may also use swords, and Chaotic Clerics may also use axes.
You may role-play your Cleric as a Dwarven, Elven or Half-Elven, Gnomish, Halfling, or Half-Orcish Cleric. You function, however, as a Cleric with none of the special abilities of your role-played race.
Dwarf
Dwarves with 15 or higher Wisdom are able to sense disturbances in the earth, such as the coming of an earthquake, purple worms, or something else beneath; they are able to do this one-third of the time (1-2 on a roll of 1d6). The exact nature of the disturbance is still very vague, so a 1st-level Dwarf who's never encountered a purple worm won't be able to put her hands on the ground, say, "Oh, there's about two purple worms headed our way!"; she will instead know that there is a sort of
burrowing going in whichever direction.
Dwarves may also be role-played as Deep Elves ("Duergar"), though people might find their appearance to be shocking as they are thought to be mythical.
Elf
Elves with 15 or higher Wisdom are able to speak the languages of trees, permitting them to learn very basic, rudimentary things; they are able to do this one-third of the time (1-2 on a roll of 1d6).
You may role-play your Elf as an Elf or Half-Elf. Elves may also be role-played as Dark Elves ("Drow"), though people might find their appearance to be shocking as they are thought to be mythical.
Fighter
May select a either weapon in which to Specialize, or a Fighting Style.
-Weapon Specialization: this grants +1 to attack, and +2 to damage.
-Fighting Style: Archery - Bows may be fired twice per round; cross bows may be fired every round; thrown weapons add Strength bonus, if any, to damage.
--Defense - May double shield Armor Class bonus against one attack per Level of the Fighter.
--Two-Handed - May strike during regular Initiative.
--Two-Weapon - May use dagger, club, or hand axe in off-hand at -1 penalty; or, other, one-handed weapon in off-hand at -2 penalty.
You may role-play your Fighter as a Dwarven, Elven or Half-Elven, Gnomish, Halfling, or Half-Orcish Fighter. You function, however, as a Fighter with none of the special abilities of your role-played race.
Halfling
Halflings enable their companions to heal 1 additional Hit Point while resting. This does not "stack"; i.e., two Halflings do not grant +2, nor do three grant +3.
You may role-play your Halfling as a Gnome or Halfling.
Magic-User
All Magic-User spell books contain
read magic.
Magic-Users may use a specially prepared dagger, orb, staff, or wand as a focus for their spell use. This enables them to add their Intelligence bonus, if any, to damage caused by their spells. Elf Race-as-Class Characters do not benefit from this, as they can use armor and weaponry.
May also use cross bows, darts, slings, staves.
You may role-play your Magic-User as a Dwarven, Elven or Half-Elven, Gnomish, Halfling, or Half-Orcish Magic-User.
Thief
Backstab may be done at a range of 30 feet with a ranged weapon, with the damage bonus being one step lower; at 1st through 4th level there is no bonus, two times at 5th through 8th level, three times at 9th through 12th level, and so on.
You may role-play your Thief as a Dwarven, Elven or Half-Elven, Gnomish, Halfling, or Half-Orcish Thief. You function, however, as a Thief with none of the special abilities of your role-played race.
Magic
Spell components may be used, varying by spell and not available to all spells, to enhance the effects of such spells.
Cure light wounds is able to heal all but the most severe of injuries. If it is used in multiple times on the same injury to heal an individual to full Hit Points, there
may be complications (healing a bone that was broken in multiple places might result in weakness, internal damage may cause discomfort or pain, et cetera), but at least they'll be alright for the time being.
-If used within one round per level of the Cleric casting this spell, this spell will re-attach a dismembered body part... even if functionality is gone. Bisection and decapitation victims "put back together" by this spell will still be dead.
-This spell harms the undead, and its reverse heals them.
Detect evil,
dispel evil, and
protection from evil may be reversed to affect goodly sorts.
Purify food and water is reversible, into a putrefying variant.
Locate object may be reversed to instead obscure an object.
Silence may be used to counterspell itself, if cast on a zone affected by
silence from outside.
Cure serious wounds, even if it does not restore the entire Hit Points of the subject, will repair damaged tissue wholly.
-If used within one turn per level of the Cleric casting this spell, this spell will re-attach a dismembered body part. Bisection and decapitation victims "put back together" by this spell will still be dead.
Create water may be reversed to instead
destroy water.
Raise dead is usable on any creature.
Reincarnation is able to restore the dead back to their original body, ONLY IF a very complicated ritual is performed.
Combat
Disarming: Instead of a normal attack, you may attempt to disarm an opponent, knocking their weapon loose. This requires an attack roll; if successful, your opponent must make a Save versus Paralysis or drop their weapon. If you wish, you may throw their weapon with this maneuver a number of tiles equal to your Strength modifier. Only Dwarves, Elves, Halflings, Fighters, and Thieves may do this from 1st level; Clerics may only do this from 5th level on, and Magic-Users at 6th.
Shoving: Instead of a normal attack, you may attempt to shove an opponent, pushing them back 1 tile. This requires an attack roll made without any weapon bonuses though Strength bonus may be used; if successful, your opponent must make a Save versus Paralysis or be pushed back. Anyone may attempt this.
Tripping: Instead of a normal attack, you may attempt to trip an opponent, knocking them prone or supine (50% chance for each). This requires an attack roll made without any weapon bonuses though Dexterity bonus may be used; if successful, your opponent must make a Save versus Paralysis or be tripped. Only Dwarves, Elves, Halflings, and Fighters may do this from 1st level; Clerics and Thieves may only do this from 5th level on, and Magic-Users at 6th.
Two Weapons: May use a dagger, club, or hand axe in conjunction with another weapon; if attempting to attack with both weapons, main hand takes a -1 penalty to hit and off-hand takes a -2 penalty to hit.
Death: If a character reaches 0 HP, they must succeed on a Saving Throw with a value of 15.
-If this Saving Throw succeeds, then they are "more or less" stabilized, although they do need to be attended to sooner than later...
--Magical healing results in an immediate restoration of consciousness! Though, the character will be weak and disoriented for 1 turn, with any Ability Score Bonuses (aside from Experience Point Bonuses) being negated during that time...
--Consciousness otherwise has a 25% chance to return every turn.
-If this fails, then they begin to bleed out and will perish within a number of turns equal to their Level unless they are healed or otherwise attended to.
This message was last edited by the GM at 00:57, Fri 06 Sept.