Rule set

Character creation

You can roll the base stats using 4d6 and subtract the lowest number or use the stats based on the level of the character you are making + you get additional stat points to distribute on each level.

Leveling

Level 1

Get 52 stat points for distribution into stats. You can put max 20 into 1 stat.

1 full hit dice of hp + 1x roll hit dice = max hp

1 full mana dice + 1x mana roll = mana

1 full ki dice + 1x ki roll = ki

3 skill points for magic/fighting styles

Level 2

Get 1 additional stat points making the total 53.

1 full hit dice of hp + 2x roll hit dice = max hp

1 full mana dice + 2x mana roll = mana

1 full ki dice + 2x ki roll = ki

7 skill points for magic/fighting styles

Level 3

Get 2 additional stat points making the total 55.

1 full hit dice of hp + 3x roll hit dice = max hp

1 full mana dice + 3x mana roll = mana

1 full ki dice + 3x ki roll + 5 = ki

13 skill points for magic/fighting styles

Level 4

Get 2 additional stat points making the total 57.

1 full hit dice of hp + 4x roll hit dice = max hp

1 full mana dice + 4x mana roll = mana

1 full ki dice + 4x ki roll + 10 = ki

20 skill points for magic/fighting styles

Level 5

Get 3 additional stat points making the total 60 + you can now add up to a maximum of 30 points into 1 stat.

1 full hit dice of hp + 5x roll hit dice = max hp

1 full mana dice + 5x mana roll +20 = mana

1 full ki dice + 5x ki roll + 10 = ki

36 skill points for magic/fighting styles + you can choose 1 passive up to c tier

Level 6

Get 2 additional stat points making it a total of 62.

1 full hit dice of hp + 8x roll hit dice = max hp

1 full mana dice + 7x mana roll +30 = mana

1 full ki dice + 7x ki roll + 15 = ki

54 skill points for magic/fighting styles + 1 mana / ki ability

Level 7

Get 2 additional stat points making it a total of 64.

1 full hit dice of hp + 10x roll hit dice = max hp

1 full mana dice + 8x mana roll + 40 = mana

1 full ki dice + 8x ki roll + 20= ki

80 skill points for magic/fighting styles +2 mana / ki ability +1 passive ability

Level 8

Get 3 additional stat points making it a total of 67.

1 full hit dice of hp + 12x roll hit dice = max hp

1 full mana dice + 10x mana roll + 50 = mana

1 full ki dice + 10x ki roll + 25 = ki

116 skill points for magic/fighting styles + 2 mana/ki ability

Level 9

Get 3 additional stat points making it a total of 70.

1 full hit dice of hp + 16 roll hit dice = max hp

1 full mana dice + 14x mana roll + 70 = mana

1 full ki dice + 14x ki roll + 35 = ki

160 skill points for magic/fighting styles + 2 mana/ki ability

Level 10

Get 4 additional stat points making it a total of 74 + you can now add up to a maximum of 40 points into 1 stat.

1 full hit dice of hp + 20x roll hit dice = max hp

1 full mana dice + 18x mana roll + 90 = mana

1 full ki dice + 18x ki roll + 45 = ki

232 skill points for magic/fighting styles + 3 mana/ki abilities

Level 11

Get 3 additional stat points making it a total of 77.

1 full hit dice of hp + 24x roll hit dice = max hp

1 full mana dice + 22x mana roll +110 = mana

1 full ki dice + 22x ki roll + 50 = ki

322 skill points for magic/fighting styles +3 mana/ki abilities + they can choose 1 passive up to B tier

Level 12

Get 3 additional stat points making it a total of 80.

1 full hit dice of hp + 28x roll hit dice = max hp

1 full mana dice + 26x mana roll + 140 = mana

1 full ki dice + 26x ki roll + 65 = ki

430 skill points for magic/fighting styles +4 mana/ki abilities

Level 13

Get +4 additional stat points making it a total of 84.

1 full hit dice of hp + 32x roll hit dice = max hp

1 full mana dice + 30x mana roll + 180 = mana

1 full ki dice + 30x ki roll + 80 = ki

504 skill points for magic/fighting styles +4 mana/ki abilities

Level 14

Get +4 additional stat points making it a total of 88.

1 full hit dice of hp + 38x roll hit dice = max hp

1 full mana dice + 36x mana roll +220 = mana

1 full ki dice + 36x ki roll + 100 = ki

600 skill points for magic/fighting styles +5 mana/ki abilities

Level 15

Get +6 additional stat points making it a total of 94 + you can now add up to a maximum of 50 points into 1 stat.

1 full hit dice of hp + 44x roll hit dice = max hp

1 full mana dice + 42x mana roll + 280 = mana

1 full ki dice + 42x ki roll + 120 = ki

900 skill points for magic/fighting styles +5 mana/ki abilities + they can choose additional passive up to B tier

Level 16

Get +5 additional stat points making it a total of 99.

1 full hit dice of hp + 52x roll hit dice = max hp

1 full mana dice + 50x mana roll + 320 = mana

1 full ki dice + 50x ki roll + 140 = ki

1400 skill points for magic/fighting styles + 6 mana/ki abilities

Level 17

Get +5 additional stat points making it a total of 104.

1 full hit dice of hp + 60x roll hit dice = max hp

1 full mana dice + 58x mana roll + 380 = mana

1 full ki dice + 58x ki roll + 180 = ki

2200 skill points for magic/fighting styles + 6 mana/ki abilities

Level 18

Get +6 additional stat points making it a total of 110.

1 full hit dice of hp + 66x roll hit dice = max hp

1 full mana dice + 66x mana roll + 440 = mana

1 full ki dice + 66x ki roll + 200 = ki

2800 skill points for magic/fighting styles +7 mana/ki abilities + they can choose additional passive up to A tier

Level 19

Get +8 additional stat points making it a total of 118.

1 full hit dice of hp +74x roll hit dice = max hp

1 full mana dice + 76x mana roll + 520 = mana

1 full ki dice + 76x ki roll +240 = ki

3400 skill points for magic/fighting styles + 8 mana/ki abilities

Level 20

Get +8 additional stat points making it a total of 126 + now you can add up to a maximum of 60 points into 1 stat.

1 full hit dice of hp + 88x roll hit dice = max hp

1 full mana dice + 89x mana roll + 660 = mana

1 full ki dice + 89x ki roll + 300 = ki

5000 skill points for magic/fighting styles + 9 mana/ki abilities + they can choose additional passive up to A tier

Mana dice

Class Mana Dice
Fighter d6
Paladin d6
Cleric d8
Monk d4
Barbarian d4
Martial master d2
Bard d8
Rogue d6
Blood Hunter d6
Ranger d6
Artificer d6
Druid d8
Warlock d8
Wizard d10
Sorcerer d10

Ki dice

Class Ki Dice
Fighter d6
Paladin d6
Cleric d4
Monk d8
Barbarian d8
Martial master d10
Bard d4
Rogue d6
Blood hunter d6
Ranger d4
Artificer d4
Druid d6
Warlock d4
Wizard d2
Sorcerer d2

Stat modifiers

Stat Modifier
1 -10
2 -8
3 -7
4 -6
5 -5
6 -4
7 -3
8 -2
9 -1
10-11 0
11-12 +1
12-13 +2
13-14 +3
14-15 +4
15-16 +5
16-17 +6
17-18 +7
18-19 +8
19-20 +9
20-21 +10
21-22 +11
22-23 +12
23-24 +13
24-25 +14
25-26 +15
26-27 +16
27-28 +17
28-29 +18
29-30 +19
30-31 +20
31-32 +21
32-33 +22
33-34 +23
34-35 +24
35-36 +25
36-37 +26
37-38 +27
38-39 +28
39-40 +29
40-41 +30
41-42 +31
42-43 +32
43-44 +33
44-45 +34
45-46 +35
46-47 +36
47-48 +37
48-49 +38
49-50 +39
50-51 +40
51-52 +41
52-53 +42
53-54 +43
54-55 +44
55-56 +45
56-57 +46
57-58 +47
58-59 +48
59-60 +49
60-61 +30
60-61 +50
61-62 +51
62-63 +52
63-64 +53
64-65 +54
65-66 +55
66-67 +56
67-68 +57
68-69 +58
69-70 +59
70-71 +60
71-72 +61
72-73 +62
73-74 +63
74-75 +64
75-76 +65
76-77 +66
77-78 +67
78-79 +68
79-80 +69
80-81 +70
81-82 +71
82-83 +72
83-84 +73
84-85 +74
85-86 +75
86-87 +76
87-88 +77
88-89 +78
89-90 +79
90-91 +80
91-92 +81
92-93 +82
93-94 +83
94-95 +84
95-96 +85
96-97 +86
97-98 +87
98-99 +88
99-100 +89

Magic leveling

Mana tiers are based on maximum total mana of the character. Higher mana tiers give bigger bonuses.

Tier Skill Points Mana Cost
1 1 1.5
2 2 2.5
Tier 3 4 4
4 6 8
5 12 20
6 18 44
7 28 90
8 45 150
9 90 240
10 170 360
11 280 500
12 440 700
13 660 999

Mana tiers

Ki tiers are based on maximum total mana of the character. Higher Ki tiers give bigger bonuses just as mana tiers.

Mana Tier Mana Amount Bonus
1 0 +0
2 25 +1
3 50 +2
4 80 +3
5 130 +4
6 200 +5
7 280 +6
8 390 +7
9 515 +8
10 650 +9
11 800 +10
12 1050 +11
13 1300 +12
14 1600 +13
15 2000 +14
16 2500 +15
17 3200 +16
18 4000 +17

On level 10 you choose a mana ability.

Damage types

Bludgeoning: is physical damage, caused by blunt force. It often comes from heavy weapons such as hammers, mauls, clubs, or fists, or being slammed into a wall.

Slashing: is physical damage, caused by a sharp, cutting attack. It often comes from swords, axes, halberds, claws, or broken glass.

Magical Slashing: is a specialized form of slashing damage that includes magical properties while still involving a slicing/cutting motion. It can be caused by spells such as mana blade or arcane whip.

Piercing: is physical damage, caused by sharp objects that stab through the target. Examples include spears, arrows, rapiers, tridents, fangs, stingers, and spikes.

Magical: is magical damage that originates from magical sources (spells). For example, mana aura, mana reave, and some specific spells.

Fire: is a type of damage caused by flames or magical fire. It can originate from both natural and magical sources, such as a torch, fireball, or fire wave.

Heat: is a type of damage related to intense temperatures that cause harm without necessarily involving flames. It often comes from heat magic or special places.

Ice: is a type of cold damage caused by freezing temperatures or magical effects involving ice, such as snowstorms or ice spells.

Unholy: is a special type of damage that originates from unholy magical sources, often associated with dark magic or evil-aligned magic.

Psychic: is a type of damage that affects the mind or soul of a creature (e.g., fear, mental anguish). It often comes from magical sources, such as fear magic.

Poison: is a type of damage caused by harmful or toxic substances or magic that infiltrates a creature's body.

Necrotic: is a type of damage caused by corruption and decay, inflicted directly upon the physical body or soul of a target.

True: is a type of damage that bypasses all resistances and immunities.

Defense types

Resistance: Resistance to a certain damage type means that the one with resistance will take only 50% of the full damage dealt by that damage type. Continuously gaining resistance reduces the damage taken percentually, up to 50% less damage from that damage type source.

Immunity: The one immune to a certain damage type takes 90% less damage from that damage type source.

Perfect Immunity: The one with complete immunity to a certain damage type takes 0 damage from that damage type source.

Status effects

Grapple: Grappled entities have their movement reduced to 0 and have disadvantage on all their attacks. If the entity wants to escape the grapple, it must succeed in a strength contest against the entity grappling it.

Prone: Prone entities have ¼ of their movement speed, and all attacks against them have advantage. Dexterity saving throws automatically fail. To stand up, the creature must succeed in a dexterity check with a DC equal to their level + 8.

Slow: Slowed entities have their movement speed halved.

Stunned: Stunned entities cannot use any actions or movement.

Time Freeze: All abilities, weapon arts, and movement are disabled for a period of time. Abilities being cast are suspended but will not be canceled. Any spells or weapon arts thrown into a time-frozen space will land in their designated place and deal damage when the space is unfrozen.

Blindness: Blind entities have disadvantage on all of their attacks.

Frostbite: Frostbitten entities have their movement speed reduced by 1/3 and take 20% more damage from ice and cold magic.

Silence: Silenced entities cannot cast any magic that requires a verbal component.

Exhaustion: Exhaustion can stack. Entities can become exhausted due to numerous reasons, with the primary cause being lack of sleep.

  • 1 stack of exhaustion: Your movement is slowed by 5ft.
  • 2 stacks of exhaustion: Your movement is slowed by 10ft, and your attacks have disadvantage.
  • 3 stacks of exhaustion: Your movement is slowed by 15ft, and all your rolls have disadvantage.
  • 4 stacks of exhaustion: Your movement is slowed to 5ft, and you have only 1 action with double disadvantage.
  • 5 stacks of exhaustion: You die.

Madness: Madness can stack. Entities can become mad due to numerous reasons, with the main cause being cursed items.

  • 1 stack of madness: You attack your ally.
  • 2 stacks of madness: Your attacks have disadvantage.
  • 3 stacks of madness: All your rolls have disadvantage.
  • 4 stacks of madness: All your attacks deal more damage, but before each attack, you must roll a DC 16 Wisdom save. If you fail, you will attack your ally instead.

Discombobulated: Discombobulated creatures have a disadvantage on hitting their attacks

Gods

  • Regus: the beast god (god shape)
  • Seon: god of strength
  • Null: goddess of night
  • Sia: goddess of sun
  • Rhaal: 1st aspects of death (aspect of death by murder) (male)
  • Rott: 2nd aspect of death (aspect of death by disease) (male)
  • Rhiene: 3rd aspect of death also known as The Collector (aspect of death by natural causes) (female)
  • Galan: god of wealth and money
  • Onyx: god of war
  • Knal: god writing and books, literature
  • Platia: goddess of creativity
  • Idanas: god of time (sands of time)
  • Gurnbald: god of craftsmanship
  • Heget: god of language
  • Bergult: god of axes, hammers and blacksmithing
  • Nimm: goddess of hunting
  • Kalvania: goddess of faith and wishes
  • Darg: First god
  • Hyalag: god of seas, and waters
  • Revon: god of agriculture
  • Pillas: god of sky
  • Kessemok: god of mining
  • Plexx: god of reproduction
  • Primos: god of earth
  • Maslix: god of lightning
  • Vena: goddess of wind
  • Kahara: goddess of winning
  • Sagalion: god of science
  • Mantakus: god of knowledge
  • Zedols: god of bones and burial (brother of Sayron)
  • Haalus: god of the underworld
  • Myriam: goddess of plants
  • Assahl: god of deserts
  • Virena: goddess of music and art
  • Kong Leai: god of evolution and progress
  • Hillug: god of swords
  • Arman: god of dreams and sleep
  • Toketsu: god of ice and cold
  • Haganama: god of mischief
  • Gongas: god of pleasure and party
  • Palo: god of fire and hot temperatures
  • Corvis: goddess of birds
  • Stelle: goddess of stars
  • Elskere: goddess of love

Devils

  • The old kings:
    • Delial: devil of death and time
    • Sayron: devil of blood (fallen god) (brother of Zedols)
  • The highest 3:
    • Slendar: devil of primordial fear
    • Ipken: devil of darkness (deceased)
    • Neuem: devil of destruction
  • The 5 elites:
    • Ariat: devil of greed
    • Pang: devil of envy
    • Goran: devil of pride
    • Trigon: devil of anger
    • Saphed: devil of corruption (deceased) (female)
  • The 13 demon captains:
    • Argon: devil of torment
    • Nazaroth: devil of blades
    • Etherna: devil of suffering (female)
    • Sheder: devil of lust
    • Denival: devil of gluttony
    • Ferenc: devil of pleasure (female)
    • Jamiga: devil of sloth
    • Baldov: devil of sadness
    • Sephirod: devil of gambling
    • Moijan: devil of addictions (female)
    • Qqn (Kikin): devil of unrighteousness
    • Copus: devil of poisons
    • Sega: devil of aging

Armor, spell and material class

Armor Class: AC given from armor/items + dex modifier

Spell Armor Class: SAC given from armor/items + Spell modifier

Spell modifier: base (base of the casting modifier changes between classes) + casting modifier + proficiency + mana tier

MC (Material Class): Material class acts as armor class for items. Magical items are not only made from special materials but also imbued with magic, and if someone wants to destroy an item they need to roll at least 1 more than MC of the item in order to damage it.

Combat

Action: All living entities get a set amount of actions based on their class, race, and other variables. Action can be an attack or anything else they are trying to do as a part of their turn. Using base movement does not count as an action.

Reaction: You can use your reaction anytime during the round of combat. You have 1 reaction per round regardless of class or race unless stated otherwise in special cases, but you can sacrifice your unused actions (1 action = 1 reaction) to get more reaction uses.

Hitting:

AC (Armor Class): Acts as the number that the attacker needs to reach when trying to hit you with melee attacks. The attacker needs to roll 1 more than the AC of the target unless stated otherwise in the attack description.

SAC (Spell Armor Class): Acts as the number that the attacker needs to reach when trying to hit you with magic. The attacker needs to roll 1 more than the SAC of the target unless stated otherwise in the spell description. Certain magic types can bypass SAC or be attacking against the AC of the target.