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D20 twilight (DnD & D20M Variant Rule)

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HEY if you are from any RPG forum and followed a link to this page, please edit the "Discussion" section; start a new section and comment please! Any feedback is welcome, as well as editing and corrections as you see fit!

The 'deadline' for making it out of draft form has been delayed, this is a more complex project than I had assumed, but it's my favorite and receives most of my D&D-effort so don't be dismayed, it will become reality in some form...

Created By
Sigendymion (talk)
Date Created: Fall 2006
Status: In Progress
Editing: Please feel free to edit constructively!

Contents

[edit] D20 Twilight game system and campaign rules

version Beta


The d20 Twilight (D20T) rules system for d20 games uses the "character points" concept to adapt many d20 classes, races, monsters, abilities, items, and more to a shifting, adaptable method of comparison and invention.

This system serves as a balance between various d20 games, allowing GMs and players to build characters from a pool of priced abilities and include more d20 material beyond the basics.

It incorporates rules, ideas, and methods from games such as Dungeons & Dragons 3.5, Anime d20, Modern d20, GURPS, and similar games.

The d20 Twilight concept is pioneered by Jon, who can be reached at sigma999 at email.com. However, d20 Twilight is both open-source and non-profit, so feel free to spread d20 Twilight material as long as original credit is given to appropriate sources.

Playtesters: names currently removed for privacy


Note that d20 Twilight is not affiliated with the Twilight 2000 RPG in any way.


This game system is a work in progress!

D&D BASICS: d20 Twilight depends on knowledge of how to play other d20 games. It is NOT a standalone system. If you are new to D&D and d20 games in general or need a refresher, check out this site for the game basics...

http://www.systemreferencedocuments.org/35/sovelior_sage/home.html


The official D&D System Reference Documents can be found on D&D Wiki under in the SRD.


At the time of this upload this project is being discussed at:

http://boards1.wizards.com/showthread.php?p=10072747 http://boards1.wizards.com/showthread.php?p=10142769

Similar discussions and mention at http://boards1.wizards.com/showthread.php?t=667683

[edit] CONTENTS

  1. d20 twilight: basics (a rough draft)
  2. d20 twilight: races
  3. d20 twilight: class abilities
  4. d20 twilight: spellcasting & spell-like abilities
  5. d20 twilight: special qualities (mostly from "monsters")







[edit] 1. D20 twilight: basics

d20 Twilight is not truly a game by itself; it is a tool useful for creating character classes, race, spells, items, and more in balance with each other.

Due to somewhat drastic departures from traditional d20 games it can not truly be considered "d20" in all aspects. This is due to some core changes for the sake of creating game balance where there orignally was none. Spellcasters, for instance, now follow universal rules for simple compatibility.

If you find that a rules variant in d20 Twilight differs from your personal opinion by all means change it. As a precaution, d20 Twilight was designed to be balanced within itself and minor adjustments will affect your game functions.



[edit] Terminology Reference / Slang

Terminology Reference / Slang
If you don't recognize a term included in these documents, check this chart to translate.
Normal d20 >>> Twilight d20
Ability Score >>> Ability Score or Stat (Statistic)
Psionic Power >>> Psionic Spell
Arcane Caster Level >>> Caster Level
Divine Caster Level >>> Caster Level
Psionic Manifester Level >>> Caster Level
Power Points/Spell Points >>> Mana;

(base Will bonus + 1/2 casting ability score bonus + feat/class bonuses) x caster level

Spell Slots >>> Spell Level x2, then -1; cost in mana
Effective Character Level >>> Character Level
Level Adjustment >>> not a feature in d20 Twilight;

is an ability or number of features with assigned Character Point values/costs

Nonlethal Damage >>> Subdual Damage

[edit] CHARACTER DESIGN

Almost everything in d20 Twilight is priced and valued by a slightly variable amount of "character points".

Character points give a base from which all functions of a character are balanced against.

No power or ability in d20 Twilight can be acquired without a price and the stronger something is the more it will be worth.

Standard d20 Twilight characters begin with a bonus of 10 character points. These are to gain class and/or racial abilities when the character is Level 1.

Every time a character gains 15 more character points past those first 10, they are considered to be a level higher.



[edit] Character Point Progression:

The equation for total CP at any level is 10 + (Character Level x 15)


d20 Twilight Character Points by Level
Level Character Points
1 25
2 40
3 55
4 70
5 85
6 100
7 115
8 130
9 145
10 160
11 175
12 190
13 205
14 220
15 235
16 250
17 265
18 280
19 295
20 310


Within an equivalent level, 14 of those character points are for any class properties (with may include feats and ability score bonuses) and 1 additional CP may be used only for adding feats and ability score bonuses. Character points may be saved for any duration to be spent later.

So, each equivalent level is equal to 15 CP.

In normal d20 games an Equivalent Character Level (ECL) is the sum of all level adjustments and class levels. A level adjustment is usually from strange properties such as racial powers, a template, or special abilites, and detrimentally increases your level for the purpose of experience gain. For instance, a character might possess 5 class levels and 1 level adjustment; they will gain experience points as a level 6 character.

D20 Twilight makes no distinction between character level, class levels, level adjustments, and equivalent levels. They are all the same here amd everything is accounted for.

With d20 Twilight, levels do not determine how many character points a character has; the number of character points a character determines the equivalent level.

[edit] Effective Character Level and Class Levels

What was normally a character’s ECL is now the character level; this change will affect how some powers or abilities function, such as those dependant on character level or class level.

The following properties, normally multiplied by Hit Die or Class Levels, are now multiplied by Character Level as long as certain requirements are met:


Hit Points from Constitution bonus needs at least 2 Hit Points for every character level

Skill Points from Intelligence Bonus needs at least 2 Skill Points for every character level


Some properties depend on character level will be more powerful. Class abilities will sometimes be changed slightly to depend on other class properties, such as feats dependant on Base Attack or Save Bonuses (explained later), to encourage focus within a character.

[edit] Character Defects

Character "defects" are applied during character creation or during game sessions to provide a small amount of bonus CP in exchange for character flaws.

No more than 5 CP may be returned to a character for acquiring defects.

In general, a defect is the reverse of a what would normally be a bonus, but worse.

A bonus of +2 to Spot checks as a defect becomes -4 to Spot checks and returns 1 CP to the character. Some feats may be reversed, and if properly prepared even some exotic curses like a permanent detrimental spell effect. Use the Spell-Like Abilities section later to calculate the CP return for such defects.

[edit] Experience Points / Ability score / Feats Progression Option

Experience Points Option:

If your group agrees on using "experience points", refer to the D&D Players Handbook for a chart of experience point progression. In this option, instead of acquiring character points you will gain experience points, "level up", and add 14 CP for class properties with every new level.

Ability Score / Feat Progression Option:

Instead of gaining 1 CP every level for ability scores and feats alone, refer to the appropriate chart in the D&D Players Handbook instead.

[edit] Character Point Gain

The amount of CP one will gain from roleplaying events or combat is determined by the difficulty of a task or encounter relative to the amount of effort a player spent to accomplish that task. Too easy, and no CP. Too difficult, and there is slim chance the character will succeed but rewards will be greater. Repeating similar tasks sometimes lessens the amount of CP gained. For "monster kills" compare the defeated’s total CP to the player’s CP. Groups teaming up for a task count as the group’s highest level character +1 level for every additional member. This total is called the Group Level. Being in a group make tasks easier but reduces the amount of CP each member gains. An equal amount is given to every character (as if every individual accomplished it alone) but the highest level character will always count as having gained an "Easy" award if Normal or better.


d20 Twilight CP Awards
Task Difficulty Character Point Award
Automatic Success none
Very Easy .25
Easy (usually player is 1-2 levels too high) .5
Normal (for that player’s level) 1
Hard (sometimes 50/50 chance success) 2
Near-Death/Near-Impossible 3


d20 Twilight CP Award Modifiers
Encounter Condition Award Adjustment
Minor Assistance -1 to a minimum of .25, round up to nearest .25
Most of Task was Helped -2, round down
Group member you count as highest character level in group with +1 level for every additional member
Group highest level member as Group Member but award will never be better than Easy

[edit] Racial and Class Properties

When designing a character with d20 Twilight all abilities are categorized according their subtypes. A character’s properties define how the character interacts with a setting. Properties can include abilities, spells, class features, racial traits, defects, size, and more. All properties are quantifiable and accounted for within d20 Twilight.

Subtypes are explained below.

[Racial]:

Racial properties are inherent to a character’s class. Changing race by magic or reincarnation affects all [racial] properties; previous properties are lost and new ones are gained, then character point values are re-calculated for the equivalent level.
Most of these properties are selected upon character creation. Some races have a degree of personal decision when it comes to which racial properties to select (such as the very adaptable human race) but most characters of the same race have very similar abilities. Individual versatility within a race costs more character points as a whole (usually 1 more CP than normal) but to the individual there is not too much of a difference. Versatile races are more abundant and varied within any homogenous population.
For example, normally an ability score (stat) adjustment

[Class]:

Class properties are gained through a character’s experiences and training over time. These properties do not usually change unless a character decides to change them, or violates a limitation of certain abilities such as a Code or Alignment Restriction. The latter are regained by atonement or other repentant acts.
Class properties may be added as soon as CP awards are gained but a player is not required to do so. Total CP, including any unspent CP just sitting there, counts towards a character’s level which might affect how much CP is gained from each task. It is advised to add new properties or increase existing ones as soon as the player has a moment to do so (usually while someone else has a long discussion with the GM or after a game session). Show your new character properties to the GM, though, before finalizing anything.
Planning a character for easy progression is explained in another subsection further in this document.
To retrain old properties, every time 1 CP is gained a player may alter a previous property. Up to 2 CP may by altered when any 1 new CP is spent on properties and GMs may increase the amount allowed to be altered for their games.
Class templates are availible for beginners and to speed up the class selection process; they allow a player to quickly duplicate normal d20 classes and resume or begin playing. Experts may create new classes as they progress a character but GMs have final say on which properties may be suddenly gained

[Item]:

Items sometimes grant new powers to a character. As long as an item is worn, readied, or merely possessed (usage specific to items) the properties will be added to your character. If the item is removed, properties are also instantly gone.
Some items add undesirable properties to a character but these are treated just the same as beneficial ones.
Item CP values are not added to a character’s total.

[edit] Class Properties Basics (TO BE REVISED SOON)

AS OF 2004 (very, very old draft, revised many times; use later draft as fact if there are contradictions with this one)

Basic Character Features : Character Point Cost

(maximum dice / double HP and total skill points times 4 at Level 1)


Hit Die +1: 2 for 1d4 + CON or 2 HP + CON for first level only, 1 for each increase in dice or Hit Point +1

Skill Points +2 : 1 for first level only (and add INT from there), 1 for each increase

1 Save +1 : -1

Base Attack + 1/2 : -1

Base Attack +3/4 : -2

Base Attack +1 : -3

Mana factor +2 (multiply Mana Factor by base Will ranks –1 or caster level for Total Mana) : -1

Feat / d20 Modern Talent / most class abilities: -2

Powerful Class abilities / Prestige class abilities (that don’t match feats): -3

1 Ability Score +1 : -1



Beating a defender’s AC by at least 10 threatens a critical. Confirming a critical with similar results yields no further damage.

Modifiers such as Improved Critical and a weapon’s improved critical threat range are represented as follows:


Improved Critical: Benefits: +1 to critical threat of chosen weapon group.

Greataxe, -

Longsword, Critical +1

Rapier, Critical +2




each level provides 14 CP, +1 more CP if not gaining a feat every 3 levels and an ability increase every 4

a basic level gives HD 1d4+CON, SP 2+INT, Base Attack +1/2, and 1 Save +1 for 5 CP each level


do not add Constitution bonus to HP for a level that does not give HP

do not add Intelligence bonus to SP for a level that does not give SP



limits:

Maximum base save is 2 +1/2 level

Maximum base attack is equal to level

Only 1 rank of a specific quality or ability may be added for every level, such as the scaling feat Sneak Attack (maximum +1d6 damage per level); abilities that stack up and are cumulative are denoted by Repeat, and abilities limited by level are as follows:

(no restriction listed) = default, limit only 1 occurance of a feat, as by standard d20 rules

Limited = limit 1 rank/occurance of feat or ability per level maximum

Limited ½ = limit 1 rank for every odd level maximum starting at character level 1

Limited ¼ = limit 1 rank for every level divisible by 4, such as CL 1, 4, 8, 12, 16, 20, and so on

Limited 1/5 = limit 1 rank for every level divisible by 5, such as CL 1, 5, 10, 15, 20, and so on

Unlimited / Unl. = ability or feat may be acquired as many times as desired



AS OF 2006 (new draft, some ideas might conflict.. use information above but newer concepts below )


d20 character points per level: 15 CP

First level has 15 CP and +10 CP bonus, then for every 15 CP past that first 25 consider the character as having an additional level.


Each encounter gives Character Points:

easily overcome = . 5 or less

moderate for character of that level = 1

some difficulty (suggested: lost ¼ resources, half of HP, etc) = 2

great difficulty (chance of death is 50% or greater) = 3

CP may be spent immediately if the Game Master allows. Otherwise, every 15 CP acquired gives a "level" to the individual and abilities may then be purchased.



special attributes and class abilities may have minimum level restrictions, check level of a class that ability came from for guide

Increase a Stat:

Increase a Stat (ability score) by 1 (max 10 total increases on any 1 stat, unless special circumstance): -1 CP. limit 4 points of ability score increase each level

Hit Die:

Buy a HD (BAB 1/2, +1 to a Save, SP 2, HP 1d4): = -5 CP
Skill Points:
+2 Skill Points: -1 CP.
Hit Dice:
Increase HD by 1 die type: -1 CP
Hit Points:
+1 HP = -1 CP
Save:
+1 base save (maximum = half of level +2): -1 CP
or +1/3 to all 3 saves (overlapped by higher bonuses): -1 CP
Base Attack Bonus:
+.5 base attack: -1 CP
+3/4 base attack: -2 CP
+1 base attack: -3 CP


spell lists numbering in 10 and less in each spell level (includes Arcane Schools, Psionic Disciplines, Domains): -1 CP

spell lists limited in progression or in how the class accesses it (Bard, Paladin, Ranger, Assassin, Blackguard): -1 CP

spell lists with many (such as the basic Cleric, Druid, Psychic Warrior, or Psion schools): -2 CP

increasing the maximum spell level known still depends on increased caster level (see above) and is limited to a maximum of 1 spell level for every odd level

level 1: level 1 spells, L3:2, L5:3, L7:4, L9:5, L11:6, L13:7, L15:8, L17:9


gain 2 Mana or Energy Points (to cast spells or use energy-dependant attribute ranks spend Mana or EP in caster level or # of ranks in the power): -1 CP

spells are more expensive (on average twice as much energy) but are potentially infinitely expandable, while attribute ranks requiring energy are usually more powerful and cheaper to 'cast'


feat/talent: -2 CP

class ability dependant on a stat (such as adding CHR to a save or WIS to AC): -4 CP for a mental stat (INT, WIS, CHR) or -2 CP for a physical stat (STR, CON, DEX)

to replace a bonus with a different score, such as what Weapon Finesse does with Dexterity replacing Strength: -2 CP

very specific class ability (such as Trap Sense): -1 CP

class ability dependant on another (feat/talent/ability): -2 CP (from a -3 ability with +1 "dependent" defect)





Green Dragon: ignore below this point down to the next section. this is old draft info and will be removed, and the entire section will have an overhaul... so don't bother formatting it! thanks --Sig 12:57, 22 November 2006 (MST)

7/6/06

add Base Fortitude to HP, protects against physical (non-magical) injury by

converting lethal damage into subdual like a modified hardness rating

add Base Reflex to Dodge AC and apply any armor skill penalty, for all Reflex

saving throws add any deflection, luck, insight, and other non-natural or worn

armor bonuses so that a Reflex throw effectively becomes a defense check against

touch attacks

add Base Will to all spell numeric effects such as damage, healing, skill or

enhancement bonuses and subtract 2 from the spell's description of numeric effect,

Will determines mana bonus



caster level +1 is every point spent on base Will -1, so a level 1 character with 2

ranks in base Will has CL 1

to increase mana

use the feat Extra Mana that adds 2 to mana factor

mana factor = Base Will + 1/2 of primary spellcasting stat bonus rounded up

multiply mana factor by caster level for total mana


spells cost 1 mana for each caster level the user wishes to impower it with,

maximum is caster level, minimum is the spell level doubled -1, just like D&D 3.5e

psionics

spell-like abilities use character level as caster level unless mana is used (in

which case caster level takes priority)

a level 1 wizard with Base Will 2 and INT 18/+4 has mana factor 4 and 4 total mana,

enough for 4 spells until all spent

with Extra Mana x1 they have mana factor 6 and 6 total mana

at level 5 they have Base Will 4 and INT 20/+5 and mana factor 7 and 35 total mana

mana recovers at a rate equal to mana factor per hour of relaxation and rest which

means no running, fighting or spell casting

each hour of sleep recovers double normal rate in mana

[edit] 2. D20 twilight: races

[edit] d20 TWILIGHT BASIC RACES, LA+0

Racial Bonus Character Points: +10

Class (Cultural or Background) Bonus Character Points: subtract from the Character Bonus 10 CP if desired or from the character's Class points if not, usually a recommendation to take the listed Cultural properties to resemble traditional D&D races as close as possible.

Only Racial features are removed and replaced with new ones if a character's race changes. For instance, the spell Reincarnation, or any Polymorph effect. All new racial features are applied as if the character were born as that new race, and CP awards are acquired using the character's new CP total (or equivalent level)

HUMAN

RACIAL

bonus feat -3

+2 to any 1 stat

+5 SP (multiplied at L1 by 4 for a total of 20 SP)

Humanblood -1

sub –5

CULTURAL

(optional: 1 regional feat of up to 3 CP)

Total –5
Optional Total: –7 to –8



HALF-ELF

RACIAL

spot/listen/search +1 -1.5

low light vision -2

+2 vs enchantments -2

Elf blood –1

Humanblood -1

sub –7.5

CULTURAL

a feat that gives +2 to 2 skills –2 (default: +2 Diplomacy and Gather Information)

sub -2
total -9.5
Optional: add another +1 skill bonus to raise total to an even 10 CP, or remove Spot, Listen, or Search +1 for even 9



ELF

RACIAL

CON-2/DEX+2

spot/listen +2 -2

low light vision -2

curiosity: search +2/detect secret doors –2

sleep resistant (-4 hours needed each night, immune to sleep effects) –4

elfblood -1

sub –10

CULTURAL

elf WP: rapier and longsword, bows –2

+2 vs enchantments –2

sub -4
total -14



DWARF

RACIAL

DEX-2/CON+2

slow +2

sturdy -2

darkvision 60 -3

+2 vs poison –1

dwarfblood -1

sub –4

CULTURAL

stonecunning -2

dwarf WP: waraxe, throwing axe, urgrosh -2

+2 appraise and craft stone/metal -1 (-2 with +1 Uncommon defect)

+2 vs spells/SLA -2

+1 hit orcs/goblins -1

+4 dodge vs giants -2

sub -10
total -14



HALFLING

RACIAL

STR-2/DEX+2

size small

halflingblood -1

sub -

CULTURAL

total -


GNOME

RACIAL

STR-2/CON+2

size small

LLV -2

+2 listen -1

+2 craft (any, default is Alchemy) –1

gnomeblood -1

sub -4

CULTURAL

gnome WP: all light hammers and picks, double pickhammer -2

speak with animals SLA 1/day -1

dancing lights, ghost sound, prestidigitation 1/day each -1.5

+2 vs illusions -2

illusion DC +1 -1

+1 hit kobolds/goblinoids -1

+4 dodge vs giants -2

sub -7
total -11



HALF-ORC

RACIAL

INT-2/CHR-2/STR+2 +2

DV 60 -3

orc blood –1

humanblood -1

sub –2

CULTURAL

orc WP: double axe, greataxe, spear, javelin -2

sub -2
total –4

[edit] LA+1 AND HIGHER RACES

LIZARDFOLK (LA+1)

STR+2 -4

CON+2 -4

INT-2 +2

sub -6

lizard tail 1/2 body height in length, +4 bal jump swim, no lower armor (+1) -5

secondary tail slap 1d4 -1

semi-aquatic -3

reptileblood -1

sub -10
total -16, 1 level and -1 more



CATFOLK {LA+1)

DEX+4 -8

CHR +2 -4

sub -12

land speed +10 -2

LLV -2

listen +2 -1 move silently +2 -1

natural armor +1 -2

sub -8
total -20, 1 level and -5 more

Catfolk Pounce feat -2




CENTAUR (LA+2)

STR+8 -16

DEX+4 -8

CON+4 -8

INT-2 +2

WIS+2 -4

sub -34

monstrous humanoid

size large (long) -2

land speed +20 -4

darkvision 60' -2

natural armor+3 -6

2 secondary hoof attacks 1d6 -4

sub -18 (no HD)
total -52, 3 levels and -7 more
Optional: 4 Monstrous Humanoid Hit Dice: -40
(d8 BA1/1 SP2 R+W) -10x4
total (with HD) -92, 6 levels and -2 more


GOLIATH (LA+1)

STR+4 -8

DEX-2 +2

CON+2 -4

sub -10

monstrous humanoid

powerful build -3

mountain movement -2

acclimated (mountains) -1

sense motive +2 -1

sub -7
total -17, 1 level and -2 more

[edit] 3. D20 twilight: class abilities

[edit] PHB Feat list

[1]

Table: Feat Types
Feat Type Character Point Cost Description
Skill Bonus −1 for +2 Competence, −.5 for +2 Racial, −1.5 for +2 Typeless +2 Competence bonus to 2 skills (−2 for +4 Competence bonus total)
Check Bonus −1.5 for +1 Typeless, −1 for +1 specific add typeless or specific bonus value to a pre-existing unique type of check such as caster level checks or saving throws, similar to skills but more expensive due to power and usefulness; for movement bonuses each 5 foot increment is the same as a typeless +1 bonus; for "as if one level higher effects treat the bonus level as a typed +2 bonus
Proficiency −2 allows character to use appropriate items without penalty, or reduced penalty (rare)
Simple Combat −2 alters pre-existing combat enhancements, maneuvers, defenses, as well as combat options that are very specific or will not be used frequently
Advanced Combat −3 creates new combat options, maneuvers, attacks, defenses, as well as commonly useful or universally beneficial abilities
Item −3 enables creation of the appropriate magical or technological items using d20 rules
Metamagic −2 allows alteration of spells cast in exchange for an increase of magical resource expenditure; 1 spell level is equivalent to 2 power points or mana
Extra −.5, −1, −2, or −3 increase uses per day, maximum ammunition capacity, or other measured expendable quantity by a specific value; the increased value varies depending on usefulness of attached ability and when in doubt consider the number of additional uses as a Check Bonus
Replace Stat −2 replace all normal sources for a bonus to a single check with another similar source, such as replacing "Add Strength bonus to damage rolls" with "Add Intelligence bonus to damage rolls"
Add Stat −4 as Replace Stat but instead add both the normal source and a new similar source to the selected check
Ability Score Bonus −2 per +1 Class bonus, −1.5 per +1 Racial bonus +1 Racial or Class bonus to a single ability score. Class bonuses stack with other Class bonuses but no more than +2 Class bonus total to any single ability score for each character level, Racial bonuses are cheaper but can not be retrained and do not stack with other Racial ability score bonuses (use highest if combining races or altering with spells)
Table: Common Defects
Defect Point Gain Description
Limited +1 Feat only functions under exact and rare circumstances or unique situations, such as a skill or check bonus that only applies in a few situations such as Combat Casting.
Dependant +1 When using this feat the character must have a specific spell active, item in possession, location, mount, and similar unique conditions fulfilled; the condition is external to the character and not a permanent fixture or part of them in any way.
Racial +.5 For any type of bonus, change bonus to Racial bonus. For other feats treat as normal. Racial bonuses are cheaper but can not be retrained and do not stack with other Racial bonuses (use highest if combining races or altering with spells) As a general guide, if a character has a Racial feat, every other member of their race probably has it, too.
Regional +1 Feat can only be acquired at level 1, restricting a character to choose only one.
Feat defects may each be applied once to any single feat and can not reduce a feat to less than -2 CP cost excluding Skill Bonuses, Extra, and similar small increments that can compose a feat.
Table: Player's Handbook v3.5 Feats
Feat Point Cost
(Including
Defects)
Type Defects Notes
Acrobatic -2 Skill Bonus
Agile -2 Skill Bonus
Alertness -2 Skill Bonus
Animal Affinity -2 Skill Bonus
Armor Proficiency (Heavy) -2 Proficiency
Armor Proficiency (Light) -2 Proficiency
Armor Proficiency (Medium) -2 Proficiency
Athletic -2 Skill Bonus
Augment Summoning -3 Advanced Combat
Blind-Fight -3 Check Bonus Calculate % with a d20, each 5% increment is the same as a +1 bonus.
Brew Potion -2 Item
Cleave -2 Simple Combat
Combat Casting -2 Skill Bonus Limited +1 Typeless bonus.
Combat Expertise -3 Advanced Combat
Combat Reflexes -2 Simple Combat
Craft Magic Arms and Armor -3 Item
Craft Rod -3 Item
Craft Staff -3 Item
Craft Wand -3 Item
Craft Wondrous Item -3 Item
Deceitful -2 Skill Bonus
Deflect Arrows -3 Advanced Combat
Deft Hands -2 Skill Bonus
Diehard -2 Simple Combat
Diligent -2 Skill Bonus
Dodge -2 Check Bonus Dodge bonus, priced as if effective against all opponents in a round.
Empower Spell -2 Metamagic
Endurance -2 Check Bonus
Enlarge Spell -2 Metamagic
Eschew Materials -2 Proficiency
Exotic Weapon Proficiency -2 Proficiency
Extend Spell -2 Metamagic
Extra Turning -2 Extra
Far Shot -2 Simple Combat
Forge Ring -2 Item
Great Cleave -3 Advanced Combat
Great Fortitude -3 Check Bonus
Greater Spell Focus -2 Check Bonus
Greater Spell Penetration -2 Check Bonus
Greater Two-Weapon Fighting -3 Advanced Combat
Greater Weapon Focus -2 Simple Combat
Greater Weapon Specialization -2 Simple Combat
Heighten Spell -2 Metamagic
Improved Bull Rush -3 Advanced Combat
Improved Counterspell -2 Simple Combat
Improved Critical -2 Simple Combat
Improved Disarm -3 Advanced Combat
Improved Familiar -2 Proficiency A "proficiency" in acquiring a better familiar.
Improved Feint -3 Advanced Combat
Improved Grapple -3 Advanced Combat
Improved Initiative -2 Skill Bonus
Improved Overrun -3 Advanced Combat
Improved Precise Shot -3 Advanced Combat
Improved Shield Bash -2 Simple Combat
Improved Sunder -3 Advanced Combat
Improved Trip -3 Advanced Combat
Improved Turning -2 Check Bonus
Improved Two-Weapon Fighting -3 Advanced Combat
Improved Unarmed Strike -2 Simple Combat
Investigator -2 Skill Bonus
Iron Will -3 Check Bonus
Leadership -3 Advanced Combat
Lightning Reflexes -3 Check Bonus
Magical Aptitude -2 Skill Bonus
Manyshot -3 Advanced Combat
Martial Weapon Proficiency -2 Proficiency
Maximize Spell -2 Metamagic
Mobility -3 Check Bonus Limited +1 dodge bonus
Mounted Archery -2 Simple Combat Dependant +1 (mount)
Mounted Combat -2 Advanced Combat Dependant +1 (mount)
Natural Spell -2 Proficiency
Negotiator -2 Skill Bonus
Nimble Fingers -2 Skill Bonus
Persuasive -2 Skill Bonus
Point Blank Shot -3 Advanced Combat
Power Attack -3 Advanced Combat
Precise Shot -2 Simple Combat
Quick Draw -2 Simple Combat
Quicken Spell -2 Metamagic
Rapid Reload -2 Simple Combat
Rapid Shot -3 Advanced Combat
Ride-By Attack -3 Advanced Combat
Run -2 Simple Combat
Scribe Scroll -3 Item
Self-Sufficient -2 Skill Bonus
Shield Proficiency -2 Proficiency
Shot on the Run -3 Advanced Combat
Silent Spell -2 Metamagic
Simple Weapon Proficiency -2 Proficiency
Skill Focus -1.5 Skill Bonus
Snatch Arrows -2 Simple Combat
Spell Focus -2 Check Bonus
Spell Mastery -3 Add Stat Limited +1 only concerns spellcasters with the "Spellbook" limitation
Spell Penetration -2 Check Bonus Limited +1 typeless
Spirited Charge -2 Advanced Combat Dependant +1 (mount)
Spring Attack -3 Advanced Combat
Stealthy -2 Skill Bonus
Still Spell -2 Metamagic
Stunning Fist -3 Advanced Combat
Toughness -1.5 Extra
Tower Shield Proficiency -2 Proficiency
Track -3 Advanced Combat
Trample -2 Advanced Combat Dependant +1 (mount)
Two-Weapon Defense -2 Check Bonus shield bonus
Two-Weapon Fighting -3 Advanced Combat
Weapon Finesse -2 Replace Stat
Weapon Focus -2 Check Bonus Limited +1 1 weapon type only
Weapon Specialization -3 Check Bonus Limited +1 1 weapon type only
Whirlwind Attack -3 Advanced Combat
Widen Spell -2 Metamagic

[edit] draft summary

basic feat –2 CP

most class abilities –2 tp –3 CP

some prestige abilities are more

some class abilities are worth less, such as +2 to a skill only worth 1 CP

as example:

Rogue Trap Sense is –2 CP

Rogue Sneak Attack is –2 CP

Rogue or Barbarian Uncanny Dodge is –2 CP

Minimum level to acquire a class ability is the lowest level one might find it on an existing class, such as Evasion at L2 earliest.

Prestige class (PrC) abilities can be gained without the actual class and instead as a "feat chain".

Each ability requires similar abilities, at least 50% of a 10 level PrC or 100% of abilities from a 5 level PrC.

As an added requirement, match up any ability with the lowest base saves a character of that level might have.

For instance a Wizard PrC ability at PrC level 1 will be Base Will 5+. Note that base saves do NOT include the ability score modifier; at highest, a base save is 2 +1/2 of a character’s total levels, rounded down.

Making a feat chain out of a Monk’s higher level abilities can be done in similar manner.

Group abilities as either physical or spiritual in order to separate each into half the usual requirements. Flurry of Blows and Greater Flurry can be a feat chain independent of Still Mind to Diamond Body and so on.

Perfect Body, the L20 Monk class feature, would require all previous spiritual Monk abilities.

The objective of all this is to make availible a set of abilities that at one time belonged exclusively to the d20 Monk (and the Contemplative PrC, if you know of it) instead become availible in your customized class design.

A fighter, spellcaster, or thief might even attain spiritual perfection. Anything is possible.

This is an example of converting class abilities into individually attainable feats.

[edit] 4. D20 twilight: spellcasting & spell-like abilities

[edit] d20 Twilight SPELLCASTING AND SPELLGROUPS

Compatible with any d20 game, designed for d20 Twilight system by J. M. Waugh, sigma999@email.com, originaly written in a Windows Notepad TXT file with no spellchecker!


WARNING this document requires at least some knowledge of the Dungeons & Dragons d20 spellcasting systems. If you can't figure out what "Cleric spell slot progression" or "Wizard school" means, it's time for you to catch up on some reading before going any farther. At minimum the Player's Handbook (PHB) is required and all else is extra, but you will be missing out on a lot. All non- "d20 Twilight" material can be found in System Reference Documents availible for download from ...

http://wizards.com/dnd



d20 TWILIGHT basics 14 character points a level, +10 at first level, +1 each level for ability score increases or feats, ability score increases are +1 for -1 CP and most feats are -2 CP, skill bonuses are +2 for -1 CP, all "good" saves cost -1 CP a level and - 1 additional CP at first level with a maximum of 2 +1/2 character level but "poor" saves advance automatically at +1/3 character level.

~ Add base Fortitude to Damage Conversion, changing just as much lethal damage from each physical attack into subdual/non-lethal

~ Add base Reflex to AC. Use Touch AC -10 +1d20 as a "Dodge Roll" instead of Reflex saves.

~ Add base Will to mana factor. Mana factor is (base Will + modifiers) x character level for non-casters, or (base Will + chosen ability score for all spellgroups + modifiers) x character level. Mana is inherent to all creatures, even constructs and unintelligent life, and can be used as a resource in various ways. Not all casters use mana for spells or depend on spell slots.


These changes are not official d20 rules. They apply only to the d20 Twilight system, if used at all. If you wish to use this material in other d20 class-based settings without "character points", create your classes using the d20 Twilight system and then incorporate the complete classes (without optional rules) into your d20 game.



[edit] SPELLCASTING OPTIONS

Choose 1 option from each category.

All "options" are roughly balanced with each other. If problems occur then remove them from yourgame until balance can be found. I tried to cover as many options as possible in one document but there are always more! Feel free to update this document but DO NOT edit my original text. Give credit where due, too, and credit your own work as you add to this.

[Spell Source Options]

Slots: Use slots as appropriate to the spellgroup's title in whichever book they are found. In the PHB, Cleric spellgroup uses the Cleric chart and Wizard uses the Wizard chart and so on.

At a DM's option, each hour an amount of spell slots equal to character level may be recovered each hour spent not casting anything.

Spellpoints: see the book Unearthed Arcana for more information. If not, use Psionic Powerpoints, or Mana.

Mana: Add base Will to chosen casting ability score to any base mana bonuses from feats or abilities and multiply this total by character level. The sum before multiplying is called "mana factor" and increases as a caster gains levels, as long as they increase Will save. Spells cost (2x spell level) -1 mana. The effective caster level determines the power of all variable effects of the spell's description but not factors such as range, duration, or anything outside of the spell description. A Mage Armor spell cast with 1 or 10 mana will always depend on the caster's ranks in Abjuration or Wizard spellgroup or whichever spellgroup Mage Armor depends on rather than the amount of mana put into it.

At a DM's option, an amount of mana equal to character level may be recovered each hour spent without casting any spells. Mana always recovers entirely when a character sleeps long enough to recover any lost HP.

Defiler/Preserver: The Defiler deals d6 x spell level in damage to surrounding plantlife and fatigues all living things but caster for as many rounds as the spell level (Fortitude save, DC as by caster) out to a radius of (caster level x 5) feet. Most fragile plants are destroyed in a single round and animals flee if possible on failed saves. Increase caster level by the spell's level for a single round if life is abundant (more than 50% of surrounding squares is alive) but decrease by SL if there is less than 50% life around caster. Preservers deal half as much to plants and the save to resist fatigue gets +10 bonus, but caster level benefits are halved and rounded down. If not enough life is present, the caster fatigues him- or herself at the end of a spell. If already fatigued, they become exhausted. If already exhausted, they take 1 point of Constitution damage for each equivalent spell level used. Otherwise, casting is unlimited. Undead and constructs take damage to Charisma instead. Some feats might change or affect how the caster takes this ability damage, such as shifting it to other ability scores.

Chi/Ki: Gain an amount equal to half of character level + WIS or CHA modifier, rounded up. Spells cost only 1 Chi to use and intensity depends on character level, not caster level (depends on ranks of a spellgroup, usually for slot casters) or mana spent, as if the spell was a spell-like ability. Chi returns at a rate of 1 per hour spent not using any Chi at all and time spent fatigued or exhausted counts againts recovery time (no Chi is returned while fatigued or worse).

With this option, similar "mystical" class abilities such as a Monk's Wisdom bonus to AC work only if a Chi total is 1 or greater. Other abilities may be altered to depend on Chi, such as at-will spell-like abilities changed into Chi "dependant" (+2 defect to each), or duration spells require an amount of unused Chi in store equal to the spell level or otherwise they only last one round. A Monk's self-healing technique can be made Chi dependant but not actively use Chi; "Wholeness of Body" can grant Fast Healing 1 instead as long as the Monk has at least 4 Chi (equal to half level rounded up) in reserve. The ability might be more costly to gain but a +2 defect offsets it.

[edit] [Spell Acquisition Options]

Slots: Character learns spells as appropriate to the spellgroup chosen. A Wizard will learn as a Wizard would, with study and adding 2 spells known each rank. A Cleric will know all Cleric spells but only be able to lock-in whatever they can with the Cleric chart.

Learned: Each time a spellgroup rank is gained the character may automatically learn 1 spell, of up to the highest spell level they can cast, from that group. A character with 5 ranks in Cleric spells casts as a level 5 Cleric, maximum spell level known 3, and probably added 2 level 1 spells, 2 level 2 spells, and 1 level 1 spell. Even though the amount of spells known are potentially infinite, a character may only hold as many spells in active memory, or "locked in", equal to (base Will x character level) + primary casting stat bonus. The same is not true for slot casters, who follow different rules for the amount and variety of spells held in memory.

Swapping locked-in spells for other known ones takes 10 minutes of concentrating (action) for each spell. This can be done at any time, but with the Written defect (+2) the spells must be stored and re-read.

Automatic: Double the cost of all spellgroups involved. Character learns all spells within those spellgroups known as ranks are gained of the appropriate levels. New spells not listed in PHB must be learned as usual by observation, experiencing it personally, or study.

Stolen: No spells are learned automatically at each rank. Caster only learns spells when exposed to them. No spell can be learned outside of spellgroups the character has. Spells are learned automatically without checks as long as the character survived it. This resembles the iconic Final Fantasy "Blue Mage".

Eaten: Character learns 1 spell from a victim for every Hit Die ingested, blood- sucked, absorbed, and so on. For most civilized humanoids, this is both unthinkable and grotesque, but most predators and extremely remote barbaric cultures probably have different views on the matter. It takes a minute to fully assimilate a single Hit Die and spells learned in this manner need no checks.

Direct Learning: Add 1 spell from any spellgroup for -1 CP. The spell is part of Spellcasting ability but does not depend on spellgroup ranks. Character level determines maximum spell level known, similar to spell-like abilities.

NOTE: The Direct Learning option stacks with any other option as it is actually an addition to a character's Spellcasting ranks more than a method of learning.

[edit] [Defects]

"Defects" is a concept similar to those found Anime d20. These additions reduce the cost of abilities and are displayed as additions although they don't actually give character points. In return for lessened cost, defects reduce the general effect an ability has. Some decrease duration, some make an ability more specific, and some limit an ability's usage under certain circumstances. In no instance does a defect reduce an ability cost less than -1 CP. Most defects fall in a range between +1 to +3 CP. Defects of the same "name" do not stack and no more than 2 defects may be applied to any one ability. Some example defects are: ~ the ability can not be used while carrying more than a light load, +1 CP ~ the ability is dependant on another active effect or situation, such as flight or while under water, or while a specific spell is active, +2 CP ~ the ability only applies to a single creature type (most types can be found in the Ranger's list of chosen enemies), +3 CP

Example: A skill bonus of +4 for -2 CP can be made dependant on a single body part, such as a tail, for the +2 CP "dependant" defect. Making bonuses dependant on more common body parts such as hands only adds +1 CP as a defect since there are more than one. The total cost would be -1 CP BUT if that tail is immobilized, severely damaged, or removed all bonuses are lost! To add more skill bonuses to that tail, do the same process as before but since the "dependant" defect is all ready on there something else must be done to reduce the cost.




[edit] SPELLCASTING & SPELLGROUPS LISTING

Definition

~ A spellgroup is a unified character ability called "Spellcasting". Spellcasting uses as source (see above under "Spell Source Options") to bring energy into versatile spell casting using a specific method (see above under "Spell Acquisition Options"). Some characters apply defects to their spellcasting in order to fit other abilities into each level they gain or to keep enough character points to increase other class features such as hit points or saves.

~ Spellcasting is dependant on the Will save for some effects. Most spellcasters will need to increase their base Will to gain better use of spells, as well as defend against some attack forms.


Process

~ Pick a single "spellcasting ability score" when the first Spellcasting rank is acquired. This ability score's bonus affects many spell descriptions and saving throw difficulties. The score might be changed later by DM's choice and usually with great difficulty.

~ Sometimes a type of magic or psionics must be chosen for your game. If this is true then pick Divine, Arcane, or Psionic and all spells you cast are considered that type. Psionic powers are treated as spells with these rules and if no mana or powerpoints are used (the same, in application) then treat caster level as the amount of mana or powerpoints spent on a spell.


Metamagic

~ If converting metamagic spell levels into mana or powerpoints, one spell level equals 2 mana/pp and the same is true in reverse. A metapsionic feat might need minor adjustments, such as replacing the "spent focus" activation requirement with 2 mana.

~ When applying metamagic to a spell, add a move action to the spell's casting time unless the spell would be sped up even faster than before by other effects such as Quicken Spell. This d20 Twilight ruling might contradict D&D rules but your DM has the decision for which to use. By D&D rules, though, casting a "memorized" spell never affects casting time.


Spellcasting Has Ranks

~ A rank is like a sub-level, character-levels-within-a-character. An ability might have from 1 to 20 ranks and determine power seperately from character levels. Most abilities have ranks limited by character level, which means for each character level owned there can only be 1 rank. "Catching up" is possible when a character purchases more than 1 rank of an ability in a single level. When determining power, ignore WHEN ranks are acquired and instead pay attention to WHICH ONES and HOW MANY.

~ The total number of ranks in the Spellcasting ability determines the maximum caster level. If the mana option is taken, a caster spends up to their ranks in Spellcasting in mana to cast a spell of an effective caster level equal to the amount of mana spent. This amount does not affect duration, distance, or other spell features. Only the spell's description is affected below the "Spell Resistance" feature, such as "deals 1d6 per caster level damage" or "one missile for every 3 caster levels beyond the first".



Spellcasting Ranks Are Like Wizard Levels


~ A single rank in Spellcasting is a sum total of all spellgroups acquired at any one level, reduced by any defects. Spellcasting rank 1 might include the Wizard Evocation and Enchantment schools with a single Psion discipline, but "caster level" is something different. Spellcasting ranks can never outnumber character levels but certain effects increase or decrease caster level. Some Domains, for instance, increase caster level by +1 for specific types of spells.

~ Every odd rank in Spellcasting increases the maximum spell level known and cast by one. At rank 1 the highest spell level (SL) is 1, at rank 3 the SL is 2, at rank 5 the SL is 3, and so on. In other words, ranks gained progress most spell lists as is the character is a Wizard or Cleric of as many levels as ranks. Some spellgroups such as the Bard progress uniquely. These ranks are treated as if each rank in Bard spellgroup gave the spellcasting ability of a Bard of as many levels as ranks.

~ Ranks of various spellgroups can vary in power within Spellcasting, limiting the maximum spell level cast in those lower-rank spellgroups, but the highest spellgroup in the Spellcasting ability determines caster level for all spells cast with mana, powerpoints, spell slots, and so on.

~ Group all spellcasting to a character as a unified ability at each level, then apply defects For instance add a Psion discipline to the Cleric spellgroup for a subtotal then reduce by amount of total defects from complete spellcasting cost. As usual, defects of the same name can not be applied more than once, but affect the cost of all spellgroups at each rank attained.


Spell-Like Abilities vs. Spellcasting

~ For any spell-like ability (SLA) gained outside of normal Spellcasting ranks (see d20 Twilight "Spell-Like Abilities") the character level is the caster level, determining power and intensity of a spell just as if a monster in traditional D&D would cast a SLA "as a level # Sorcerer".

~ In d20 Twilight a d20 monster's virtual "caster level" would be a closer approximation to its total character levels because some levels might be spent entirely on gaining special abilities and qualities without any class features at all. Normally, these "blank levels" in D&D are called Level Adjustments and considered only for calculating the power of an individual relative to others. A character with 3 class levels or hit dice and 1 level adjustment is considered a level 4 character for gaining experience and nothing more.

~ In d20 Twilight all levels are accounted for and provide a maximum potential for all class and spell abilities and more. A character's "character level" or "total levels" IS the total number of levels, and have 15 character points each level.

All spell-like abilities are cast using the character's total levels as maximum caster level possible.

Spells cast through the Spellcasting ability use the highest ranks of any one spellgroup to determine maximum caster level possible.



The above section is redundant for clarification and to create as little confusion as possible, although regretfully it creates more words as a side- effect. Although, when read until understanding it does not usually need to be checked again as long as you have a minimum amount of knowledge about D&D or d20 games in general. And by the way, d20 Twilight is designed to rely on formulas, not charts. You won't find many charts here, except to explain difficult examples.

For instance...


[edit] An Example Character with Spellcasting Ranks

Chosen casting score: Wisdom

Defects: Somatic, Verbal, Material (once), Arcane Spell Failure


sample spellcaster progression
Levels Abilities Spellgroups (within Spellcasting)
Character Level 1 Spellcasting total ranks 1: Necromancy 1, Cleric 1
Character Level 2 (no Spellcasting ranks added this level)
Character Level 3 Spellcasting total ranks 2: Necromancy 2
Character Level 4 Spellcasting total ranks 3: Necromancy 3, Cleric 2
Character Level 5 (no Spellcasting ranks added this level)
Character Level 6 Spellcasting total ranks 4: Necromancy 4, Cleric 3
Character Level 7 Spellcasting total ranks 5: Necromancy 5, Psion (basic) 1
total CL5 maximum caster level 5 for all spells
maximum spell level known for Necromancy spells: 3
maximum spell level known for Cleric spells: 2
maximum spell level known for Psion spells: 1


NOTE: I ignored level 0 spells for these spellgroup arrangements. Personally, I don't like them, and plan on (or at the time you read this, just might have all ready!) making all or most Level 0 spells into scalable level 1 spells just like in the Expanded Psionics Handbook. If you disagree, simply exhange a level 1 spell learned or cast for 3 level 0 spells at any appropriate time, such as first level. Level 0 spells use only 1 Powerpoint or Mana if applicable.



The "sub" listing followed by a number is the subtotal cost of all basic class features, including but not limited to: ~ hit points from d4(-2) to d12(-6), usually take maximum HP at level 1 and the "lower median" of a die every level after, such as +2 HP for a d4, but some high-powered games might require more durability from characters; add 2 HP for every -1 CP as if each die is maximized instead ~ skill points, 2 SP for -1 CP and multiply all skill points at level 1 by 4 ~ base attack bonus from +1 per 2 levels (-1) to +1 per level (-3) ~ base saves, -1 CP and -1 CP a level to change a "poor" save of +1/3 level into a "good" save of 2 +1/2 level ~ spellcasting costs are subtracted from the "extra" CP, left over from the usual 14 CP a level minus the "sub" amount for all class basics




[edit] Class Templates

Bard spells

d6 sp6 ba3/4 r+w sub10
max SL6, max SL1 castings at CL20 = 4
special: the Bard spellgroup depends on Perform checks, and the first rank grants all progressing Bard musical abilities instead of spells. ranks may be gained in the Bard spellgroup only up to the amount of ranks in any one Perform skill -3.


Cleric spells -4

d8 sp2 ba3/4 f+w sub9 extra5
max SL9
max SL1 castings at CL20 = 6
Cleric spellgroup -10
Memorize +2
Divine Focus +1
Verbal +1
Somatic +1
Ethos +1
Domains -3 once (as if a class ability), adds spells to an existing spell list
if any (if no spellcasting ranks, only gain domain power), +1 "limited" defect
if cleric has deity with restrictions on domain selections (resulting in -2 each)


Druid spells -4

d8 sp2 ba3/4 f+w sub9 extra5
max SL9
max SL1 castings at CL20 = 5
Druid spellgroup -10
Memorize +2
Material (to learn) +1
Verbal +1
Somatic +1
Ethos (must not harm nature) +1


Sorcerer spells

d4 sp2 ba1/2 w sub5 extra9
max SL9, max SL1 castings at CL20 = 6
"Extra Mana" feat (see below in Feats section) added every odd character level, increases mana factor by 2 each level, OR if using Slots simply use "Sorcerer spells per day" progression, -2 CP


Direct Learning: learn 2 spells of any spellgroup each level -2 (1 spell for -1 applied twice each level)

NOTE: This "Direct Learning" method is not actually a spellgroup, it is adding spells known directly to your character through the Spellcasting ability. Defects are applied to these spells as they are still part of the Spellcasting ability. As long as the character's total levels are twice and -1 a spell's level it can be added independant of previous spell levels known. a character might add level 1, then 3, then 6 spells at character levels 1, 5, and 11 respectively.

OR

Aspect (of a single Wizard school, element, ethos, variety of magic, ignores classlist), add all spells that apply such as all Fire or all Enchantment, regardless of classes normally capable of casting them -6

OR

Add any spellgroups desired as normal.


Paladin spells

d10 sp2 ba1/1 f
half caster, delay to CL4
max SL4, max SL1 castings at CL20 = 3


Psion spells (general + 1 discipline) -8

d4 sp2 ba1/2 w sub5 extra9
max SL9, max SL1 castings at CL20 =
Psion generic spellgroup -7
Psion disciplines
minor (as-is from the Expanded Psionics Handbook, does not include any power not listed under a specific discipline) -1
major (includes all powers within a focused discipline and those from the Generic Spellgroup of that discipline as well) -3


Psychic Warrior spells -3

d8 sp2 ba3/4 f+w sub5
bonus feat every odd level -1
max SL6, max SL1 castings at CL20 =


Ranger spells

d8 sp6 ba1/1 r+f
half caster, delay to CL4
max SL4, max SL1 castings at CL20 = 3


Wizard spells -8

d4 sp2 ba1/2 w sub5 extra9
max SL9
max SL1 castings at CL20 = 4
Evocation -2
Transmutation -2
Conjuration -2
Divination -2
Enchantment -2
Abjuration -2
Illusion -2
Necromancy -2
Wizard total spellgroups -16
ASF +1
Memorize +2 (spells selected for the day upon awakening)
Somatic +1
Verbal +1
Material (to learn) +1 (need material present to learn spell for first

time but not needed to cast any time after that)

Written +2 (dependant on spellbook or similar item to store and swap spells)
Obvious +1 (spell effect can be easily traced back to the source in the round it is cast due to a highly audible and visible 'line of effect')


[edit] FEATS (all open source)

Extra Mana [General]

Prerequisite: base Will save 1+

Benefit: Increase the character's mana factor by 2. This increases the character's total mana by 2 for each character level.

This feat may be taken more than once but no more than once each level.

Note: The mana factor determines a character's mana pool. Mana factor is base Will + the casting ability score + any modifiers. Multiply mana factor by character level for total mana. Spells cast with mana resemble psionic powerpoints, costing twice the spell level then minus one. The maximum amount of mana spent possibly in a single round is a equal to a character's caster level. Spell features such as duration and range depend on total possible caster levels but variable spell effects such as damage and intensity depend on the amount of mana.


Visual Spell Learner [General]

Prerequisite: base Will save 2+, Spot ranks 4+

Benefit: Spells can be learned with Spellcraft checks as if studying a scroll but at a distance, instantly, and at no cost. Only one attempt may be made for any single casting and passive duration effects may be studied once a day each. On success, a spell is added to a character's spells known list as long as the spell belongs in a spellgroup the character possesses.

Special: If the character passes a DC20 Spot check when first analyzing any one spell they may add a +2 competence bonus to Spellcraft checks for this purpose. Learning through applicable Divination methods such as Clairvoyance is possible but only once for each Divination spell cast.


Tactile Spell Learner [General]

Prerequisite: base Will save 2+, Search ranks 4+

Benefit: Spells can be learned with Spellcraft checks as if studying a scroll but at a touch range, instantly, and at no cost. Only one attempt may be made for any single casting and passive duration effects may be studied once a day each. On success, a spell is added to a character's spells known list as long as the spell belongs in a spellgroup the character possesses.

Special: If the character passes a DC20 Search check when first analyzing any one spell they may add a +2 competence bonus to Spellcraft checks for this purpose. Learning through applicable Divination methods such as Touchsight is possible but only once for each Divination spell cast.


Auditory Spell Learner [General]

Prerequisite: base Will save 2+, Listen ranks 4+

Benefit: Spells can be learned with Spellcraft checks as if studying a scroll but at a distance of up to Medium range, instantly, and at no cost. Only one attempt may be made for any single casting and passive duration effects may be studied once a day each. On success, a spell is added to a character's spells known list as long as the spell belongs in a spellgroup the character possesses.

Special: If the character passes a DC20 Spot check when first analyzing any one spell they may add a +2 competence bonus to Spellcraft checks for this purpose. Learning through applicable Divination methods such as Telepathy is possible but only once for each Divination spell cast.

[edit] d20 Twilight SPELL-LIKE ABILITIES

You will need the d20 System Reference Document on Types, Subtypes, and Abilities for information on most qualities. There might be minor changes to how certain qualities interact but will function normally in-game.

Maximum Spell Level (MSL): One half of a character's total levels, rounded up. MSL limits most powerful spell level known as if the character were a Wizard of caster level equal to their total levels. Anything higher than this MSL value costs extra character points equal to the difference and can not be refunded at later levels (the character had early use of a powerful ability and that should not be taken lightly). A DM might rule that characters simple can not take spell-like abilities higher than ones MSL.

Spell-Like Ability (SLA)

To cast a spell-like ability using total levels (HD + Classes + LA) as caster level is 1 CP. Choose 1 spell and the character can use it without moving, speaking, or ASF (Arcane Spell Failure) once a day.

Material components are unnecessary (unless a "Material Dependant" +1 CP Defect is applied for a specific spell) but ability damage and/or XP costs are still paid if applicable.

Spells gained as SLA cost 1 CP as long as the spell level is equal to or less than half the character's level rounded up.

If a spell is gained earlier than a Wizard of the character's level would be able to cast it at least once a day, then add the difference between that maximum spell level and the desired spell as a cost in CP.

For instance, if a level 3 character is to gain Fireball as an SLA once a day, it will cost 1 extra CP. The usual maximum for that character would be a level 2 spell but since Fireball is level 3 it costs 1 more.

To increase the number of times a single SLA can be used, spend more CP in the Spell-Like Ability (SLA). For each 1 CP there is an additional use per day.

After attaining 5 uses a day total a single SLA instead becomes usable unlimited times, once a round. In other words acquiring a spell as an SLA usable at will once a round is a total of 5 CP, 4 more than the initial purchase.

Alternatively, increasing usage from once a day can instead raise to once every hour for 1 CP, then once every 10 minutes for 1 CP, then once every minute for another CP. After that, usage is unlimited just as the other method listed above.

Changing spell attributes for an SLA costs 1 CP for each category increase and reduces the cost for each category shift down to a minimum of 1.

Range scaling: -1 to improve

~ Self

~ Touch

~ Close

~ Medium

~ Long

  • spells with area such as "cone" or those that emanate in a unique way such as "Burning Hands" have a range between "Touch" and "Close", and increase or decrease from there.

Direct Target scaling: -1 to improve

~ 1 target

~ 1 target/2 levels

~ 1 target/level

Area Target scaling: -1 to improve

~ add 5' each increment up to 20'

~ from 20' and up add 10’

Area or Direct Target options: -1 to improve

~ sphere burst or emanation (a burst with duration) (default width 10')

~ sphere spread, additional -1 CP (default width 10', goes around corners)

~ cone (default width and length 10')

~ cylinder (default width 10' and length 30' vertical)

~ line (affects all targets out to maximum range, default width 5')

~ one 5' cube/level in a unified path (increase cube dimension as by area scaling)

~ ray or missile (ranged touch attack)

  • the "options" are unordered and do not stack unlike the progressive list of "scaling", pick one option if desired that supercedes all others of that particular list

Duration scaling: -1 to improve

~ Instant

~ 1 round

~ 1 round/level

~ 1 minute/level

~ 1 hour/level

~ 1 day (or in some situations/settings, until rest/unconsciousness)

~ 1 day/level

~ Unlimited or Permanent (until willingly or unwillingly dispelled)

Duration options:

~ requires Concentration to maintain +1

~ sustainable by Concentration past normal duration -1

  • to add the ability to temporarily maintain a spell without worrying about a lapse in duration, spend 1 CP to add "or by Concentration" to the description. As long as the user concentrates as a standard action, the spell will not end. Effects with duration of shorter than "1 round" do not work like this though. Some Illusion spells from the PHB work like this.

Casting speed scaling: -1 to improve

~ 1 minute or more

~ 1 Round (occurs on round after casting)

~ Full-round Action (spell takes effect in the round after casting)

~ Standard Action

~ Move Action

~ Swift Action (counts as a Free Action but limited to once a turn, allows another non-casting Standard Action and Move Action in the same round, does not provoke an Attack of Opportunity)

~ Immediate Action (counts as a Swift Action that but can be used outside of turn but when own turn comes your Swift or Immediate Actions are not availible), only for Self spells

  • no matter how fast a character can still only cast 1 spell each turn, unless they have 2 minds or heads or a powerful ability that some monsters possess but these are rare exceptions

Effects options: (some may duplicate feats but never increase effective spell level of the SLA affected)

~ Maximize (-4 CP) as by the feat

~ Empower (-2 CP) as by the feat

~ Enhance (-4 CP) stacks, similar to Empower but better, increase or decrease all numeric effects of the spell's original values by 50% (other than percentiles and anything that relies on a number gained from a source outside of the spell, such as ability score values)

~ Quicken (-4 CP) as by feat, allows character to use the SLA once a round and still have actions left such as more spell casting

~ Combat Feat (-2 CP) stacks (in some cases), apply the options of a single combat feat such as Weapon Focus, Improved Disarm, or Bull Rush (usually ranged combat feats, although some melee work with touch attack spells)

~ Elemental Substitution (-0 CP) change the energy form (if any) to something else, usually Acid, Fire, Lightning, Cold, Sonic, Good, Evil, Lawful, and Chaotic.

Some games also allow Slashing, Bludgeoning, Piercing, Iron, Silver, and other more exotic forms of damage such as Vile or Exalted but beyond the first listing this is relative to your group and/or M's decision.

Metallic and other physical elements such as Water and Earth are subject to normal Damage Reduction and do not bypass it in ways Fire and others do.

~ Elemental Increase (-1 CP) add an energy form if the SLA had none before or add another element on top of a pre-existing element

  • in general, to modify the SLA's property as if affected by a metamagic feat the cost in CP is the feat's spell level adjustment although in some cases this might be 1 CP higheror lower

Example: to gain an effectively constant but slow and personal-only "Mage Armor SLA" the process is as follows.

~ Mage Armor SLA 1/day -1 CP

~ increase to "unlimited" uses -4

~ decrease to "self" range +1

~ decrease to "1 full-round action" casting time +1

total -3 CP

Once might decide that a limited duration ability such as this would be inefficient, and so decides to increase duration to "1 day"

~ increase to "1 day" duration from "1 hour per caster level" -1 CP

new total -4 CP

Special: Acquiring the feat "Supernatural Transformation" fromSavage Species for 2 CP turns a single SLA into a Supernatural Ability. A SA by default takes a standard action to use, ignores spell resistance, and does not provoke an AO, but is still subject to magic-dead areas.

[edit] 5. D20 twilight: special qualities

OK I think I did this section all wrong, went about it the wrong way. I am redoing this by simply going through the end section of the DMG 3.5 and looking at every monstrous "special quality" and assigning CP values rather than trying to change them to suit my system.

In fact, I'll be doing same with the races section when this is done and with feats as well! I did a draft on Wizards for feedback and was received quite well so looks like anything with feats is easily compatible with most of D&D, as to be expected -__-


d20 Twilight SPECIAL QUALITIES

You will need the d20 System Reference Document on Types, Subtypes, and Abilities for information on most qualities. There might be minor changes to how certain qualities interact but will function normally in-game.

~ A +(#) CP Defect does not add to the character's CP total. These Defects reduce the cost of an attached ability or quality but no less than -1 CP.

~ For example, an ability at -3 CP with some minor Defect returning +1 CP would cost -2 CP in all. The same ability with much more Defects, such as totalling +3 CP or more, would still cost at least -1 CP.

Qualities can be gained as racial (r) or class (c) abilities.

Racial traits are shared by some, most, or all members of specific creature types or subtypes, and usually becoem unavailible if the race that possesses such qualities changes.

Class traits are intrinsic to the individual although members of the same "class" or arrangement of abilities might possess the same capabilities, such as paladins and clerics of certain organizations.

Qualities are extraordinary (Ex) if capable of performing without magic or supernatural aid, such as an amazing skill, organic regeneration, or the creation of elemental attacks by an inherently fiery creature.

If a quality seems outside the capabilities of a member of an ordinarily mundane race, such as human, powers such as Damage Reduction, Fast Healing, unusual Immunities, and Elemental properties are all supernatural (Su) and can be shut down in magic-dead areas.


Base Saves

L1 maximum -2 for +2

total limited CP spent on a specific base save is equal to level +1, the bonus from this is 2 +1/2 of level round down


FORTITUDE

see DAMAGE CONVERSION

~ add Constitution bonus ~ resist poison, disease, death magic, body-affecting spells ~ environmental endurance ~ stay conscious ~ stay alive


REFLEX

see DODGE

~ add Dexterity bonus ~ avoid area spells, traps ~ avoid weapon attacks in combat


WILL

see MANA

~ add Wisdom bonus ~ resist mind spells ~ determine mana factor, more spells in a day

  • if an effect still has harmful results on a successful save, ignore those effects if the saving throw beats the DC by 10 or more

Blindsense: -2 CP for base 5', only detects presence and direction, does not remove concealment

Blindsight: -3 CP for base 5'

~ -1 for each 5' after first with a specific sense ~ +2 CP if not constant, must be used as a free action on own turn and lasts 1 round ~ -2 CP if sense penetrates obstacles, such as surface-vibration "Tremorsense", instead of a line-of-effect spread

  • Variations of Blindsight or Blindsense go by different names depending on the way information is gained, such as "echolocation", psionic "touchsight" (see psionic power of same name), or "keen scent" (requires Scent). The ability functions the same as original but might be stopped by different means.

Low-Light Vision: -2 CP for each +100% distance farther than normal human sight range

Darkvision: -2 CP for first 30' sight range in absolute darkness and –1 CP for +30’ beyond, sight is only in shades of grey

Dodge AKA Base Reflex: add value as a Dodge bonus to AC as if granted by high Dexterity

~ -1 for first +2, limit +2 1CP spent on Dodge at L1

~ -2 for every +1 after first +2, limit 1CP spent on Dodge for each level after first

-1 +1 -2 +2 -4 +3 -6 +4 -8 +5 -10 +6

  • at the player and DM's option Dodge is included with base Reflex saves. Thus a level 1 Rogue adds a Dodge bonus of 2 to their AC as if from high Dexterity.

Also, a Defense Roll can be made instead of a Reflex save under these variant rules.

A Defense Roll is like Touch Armor Class (used against certain spells and ray attacks) in that material and natural armor values are not added and instead of base 10 AC there is instead a d20 roll; add the roll result to TAC and the total number is the save against a single incoming blast, breath weapon, or trap.

Fast Healing: -5

~ +1 CP for every common element that stops this quality, dealing damage that can not be healed by this quality

~ each time this quality is gained the owner automatically heals 1 HP a round as long as they have at least 0 HP.

Regeneration (L6, requires Fast Healing 3+): -6

~ +1 CP for every common element this quality is weak against, dealing damage as normal (instead of being converted to subdual)

Scent: -2 CP

Damage Conversion:

~ -1 CP for every 1 point of lethal damage from a single source, regardless of its physical or energy nature, to be converted into subdual damage.

This stacks with any other DCnv.

Subdual damage is not affected by this quality. Process DCnv after Damage Reduction, if any; damage not prevented is then converted.

  • at the player and DM's option DCnv is included with base Fortitude saves. Thus a level 1 Fighter converts 2 lethal damage from each attack into subdual damage.

Damage Reduction:

~ DR 1/- functions as just like "hardness" does for inanimate objects for -3 a rank, total DR value for any individual type is level

DR options

~ Magic Weakness +2 CP: DR is bypassed with a magic weapon or by body attacks from a creature with an identical ability

~ Material Weakness: +2 CP for common (silver, iron, wood) or +1CP for rare (adamantine): DR is by passed with a weapon of a specific (usually metal) material or attack mode (Bludgeon, Pierce, Slash) or by body attacks from a creature with an identical ability

~ Alignment Weakness +1 CP: DR is bypassed with a weapon or creature body attack of the specified alignment type or by body attacks from a creature with an identical ability

~ Double Properties: making a DR require more than one type of Weakness in the same attack is the same as taking two different DR progressions with different weakness types; both must be bypassed to cause injury. For example, an outsider's DR might require that an attacker's weapon have both "good" and "magic" properties and any physical attack that does not meet both these requirements is affected by DR.

Resistances:

~ -1 CP for every 2.5 points of reduced damage (round down) to a single attack form (S,P,B) or element that deals points of damage

OR

~ -1 CP for +1 bonus to saves versus a common effect (such as poison, spells, sleep, mind-influencing effects, etc.) that requires a save

~ -1 CP for +2 bonus to saves versus a rare effect (such as a specific school of magic, SLAs cast by a specific type of Dragon, resistance to organic poison only, effects that deal Force damage, etc)

~ if the resistance equals or exceeds 25 points for damage (-10) or +10 for saves (-10 or -5) it can become an immunity. Alternatively, for some effects such as drowning/suffocation, aging, or natural sleep there is no save, and although resistance can not be attained a complete immunity can for -10 CP total.

~ for halving effects such as sleep time, like an elf does, treat as a half-immunity at -5. this also conveys a +5 bonus vs that effect as usual.

Natural Armor:

~ -2 CP for +1 NAC, stacks

  • at the player and DM's option d20 armor types such as natural and material (such as worn item) can give "damage conversion" equal to half their value rounded down. Damage conversion changes regular damage into subdual. This allows giant creatures, tough outsiders, and thick-skinned humanoids to shrug off minor damage without preventing it entirely. If this is too powerful for your game, don't use this option.

CREATURE PARTS

semi-aquatic -2: double holding breath, +4 swim checks

amphibious -5: can breath water, base swim speed = half land speed, +8 swim checks

lizard tail -3: 1/2 body height +4 bal jump, no lower half of armor

combat: 1d4 slap -2

monkey tail -4: hold light items but not use, +2 climb bal

cat tail -2: +4 bal

dog tail: +2 bal -2 bluff -0

dragon tail (heritage) -2: secondary slap attack 1d6 for medium size

wings (gliding) -2: requires heritage feat or subtype of a winged race, as by Dragon Wings feat in Races of the Dragon p100, aids jumps +10 racial bonus, glide up to 20' forward every 5' down with base glide speed 30', average maneuver, light load only

wings (weak) -2: requires gliding wings

~ at L6 base speed 30 light load only and not while fatigued, maximum duration = CON mod rounds without resting, flying twice as long will fatigue, after total 10 minutes in a day flying become fatigued

~ at L12 fly unlimited duration, add dive attack, can "run"

wings (full) –2: requires weak wings

~ gain base fly speed equal to normal land movement +5 every even level, average man.



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