>>6265310Great, I'm hijacking your thread!
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After a life of adventuring, you decide to buy a tower and go do arcane research! The secrets of the ancients are well buried and the golden age of magic long past, but you could unveil a few things, and who knows, learn a new thing or two even the great archmages of the past did not know...
RULES
You have 20 points to distribute. (most people have up to 5; most adventurers have up to 10)
STATS (1 point per level up to 5, then 3 for six, 5 for seven and so on)
Strength - How strong you are, effects carried weight and melee damage. 1d6 damage per level
Hability - How fast and nimble you are, effects speed and dodge. DODGE = Hability + 1d6 vs oponent, highest wins.
Endurance - How much damage you can take, effects HP and MP and resistance rolls
Defense - How much damage you can absorb without spending MP, could be martial prowess or a passive magical field. 1d6 damage per level
Firepower - How much damage you can deal ranged without spending MP, could be martial or some free to use magical power. 1d6 damage per level
HP: BASE = Endurance x 1d6. You can spend 1 point to get 2d6 more.
MP: BASE = Endurance x 1d6. You can spend 1 point to get 2d6 more.
MAGIC (each of the five domains cost 1 point per level up to 5, then 3 for six, 5 for seven and so on)
For each 1 level you have in magic, you can spend 1 MP to deal or absorb 2d6 damage.
These spells ara called Magic Bolt and Magic Barrier, or just bolt and barrier.
level 3 and beyond allows you to use Explosion (think fireball)
You can choose more than one target for bolt. You can protect other people with barrier.
Life - your barriers absorb an extra 1d6 damage per level. you can heal 2d6 per level. (Healing); at level 6 you can revive people.
Nature - you have access to a spell that can boost any stat by 1 point per level temporarily. you can heal 1d6 per level; at level 6 you can turn spells permanent.
Sorcery - you can create illusions that deal non lethal damage. at level 6 you can teleport.
Chaos - your damage spells deal an extra 1d6 per level. at level 6 you can cause earthquakes.
Death - you can drain HP with your spells, receiving half of the HP drained, if the drained unit dies it becomes an undead (Life Drain); at level 6 you can cast a spell that stops aging.
Spells usually cost 1 MP per level per target to cast. Area spells (like explosion) usually cost 3 times more.
Any spell besides the ones described here must be Researched.
You can start with 3 spells already researched for 1 point (specify what kind of spell you want).
QUICK TABLE FOR HIGH ATTRIBUTES
value = total cost
6 = 8 points
7 = 13 points
8 = 20 points
9 = 29 points