Copyright Ben Overmyer 1997
Note: This is the old version of the rules
How To Play
II. Character Generation
How To Create a Character
Others, Including Shapeshifters
IV. Gamesmaster Information
How To Build a Dragonworld
How To Build a Dungeon, Castle, or Keep
How To Create Planar Rifts
The World of Desova: A Sample Dragonworld
Vox Draconis Magic System
Part 1: Introduction
Hi, and welcome to Vox Draconis, the game of high adventure in
a somewhat confused world of dinosaurs, dragons, monsters, and
men. The Basic Rules, this book, contains the basic mechanics
for running and playing a game of adventure in the Known Planes.
You only need some six-sided dice, a pencil, paper, and this rulebook
to begin your adventures. This game is a role-playing game, in
which each player creates a character and then, under the supervision
of the games master, or referee, they act them out.
HOW TO PLAY
Once you have the materials and players for the game, you, the
referee, must have an adventure set up or bought which you will
base your game on. The adventure can be anything from defeating
a giant Tyrannosaurus Rex to sealing an active volcano. The world
of Vox Draconis is a vast one. Once you have the game set up,
your players organized into an adventuring party, and all your
props collected, you can begin. See the section on Dragonworld
Creation for information on building your own worlds.
THE DICE SYSTEM
The six-sided dice used in Vox Draconis are referred to in the
rules using this format:
( Number of dice ) d ( 6, for six-sided die )
For example, 4d6 means roll the die(dice) 4 times.
Part 2: Character Generation
Creating a character could be an art in itself.
The character that you create is like an incarnation of yourself,
but in a different world, and with different abilities. Before
you make one, you must understand that this character should be
well described, so you "know" the character. Here is
a list of the steps that must be taken to generate a character:
1. Roll 3d6 for each of your ability scores.
2. Select a race, and adjust your ability scores accordingly.
3. Select a character type.
4. Name the character.
5. Roll 3d6 x 10 for your starting funds( in Metal Coins )
6. Describe your character's features, such as sex, weight, height, eye color, etc.
7. (OPTIONAL) Write a brief history of your character,
Dragon Rider: The Dragon Riders are a proud group. They bond with
a dragon when both are very young. If the dragon is harmed, it
affects its rider considerably. For every 10 dragon Life Points(LP)
lost, the rider loses one. Dragons always have 1d6x10 LP to begin
with, and do 3d6 damage. The rider has 1d6+2 LP. The Prime Requisites
for Dragon Riders are strength and spirit of 13.
Raptor Rider: Raptor Riders are vicious hunters. They bond with
a raptor when they defeat it in battle. Only 40% of the time will
a character become a Raptor Rider. Raptors have 2d6 x 5 LP, but
do 5d6 damage due to their vicious nature. Raptor Riders have
1d6+2 LP. The Prime Requisite for Raptor Riders is strength of
Shadowmage: Shadowmages are wizards that have mastered the art
of Shadow Magic. They get a bonus to the base chance of Teleporting
( +30% ) if their Magical Ability score is higher than 15. They
must have a Magical Ability score of 13. Shadowmages have 1d6+1
Firemage: Firemages have mastered fire-based magic. They use Fire
Magic. They get a bonus to base chance of Command Lava ( +10%
) if their Magical Ability is 15 or over. Firemages must have
a Magical Ability and Spirit of 14. They have1d6-1 LP.
Starmage: Starmages are actually astronomers with no magical powers. They do, however, have the only pre-hi-tech equipment in Vox Draconis: semi-automatic crossbows which do 2d6 damage. These auto-load weapons require bolts, though. Starmages also have the ability to predict the future( 40% chance ). They must have a Perception score of 15. Starmages have 1d6 LP.
Darkmage: Darkmages are also called necromancers, the feared warlocks
that raise the dead.They are the most dangerous of all the mages,
as they have Necromantic Magic. They gain no bonuses for extra
Magical Ability points. They need a Magical Ability score of 15.
They have 1d6 LP.
Thief: You, no doubt, know what a thief is. They must have a Dexterity
and Agility score of 13. Thieves can ( 55% chance ) move silently,
pick pockets, and pick locks. They have 1d6-1 LP.
Bard: Bards are musicians. Their music is magical; it heals( 1d6-2
per song per level ). Bards must buy a musical instrument of some
type. They need a Spirit, Perception, and Dexterity score of 14.
They have 1d6 LP.
Others, Including Shapeshifters
Raptorian: Raptorians can transform into Velociraptors. They do
the same amount of damage as normal raptors ( see Raptor Riders
). They require a Shapeshifting score of 15. Raptorians also get
Dragonoid: Dragonoids can transform into Gray Dragons. They do
the same amount of damage as normal dragons, but have 2d6+3 LP.
They require a Shapeshifting score of 16.
Priest: Priests are the "voices of the gods", meaning
they can use the powers of their worshipped god. In return, the
priest must carry out the god/goddess's wishes. Requirements are:
Spirit of 13. See Gods of Desova in the Dragonworld Creation section
Human: Humans are the most common race, and have no ability adjustments.
They can be all classes.
Gray Elf: Gray Elves are dark, mysterious creatures that live
in forests. They have pointed ears, brown hair, and musical speech.
They get a +1 to Magical Ability and a -1 to Dexterity. They can
be all character types except Rogues.
Noble Elf: Noble Elves are arrogant versions of their woodland
cousins. They have a -1 to Spirit and a +1 to Magical Ability.
They can only be wizards and Rider / fighters.
Cave Elf: Cave Elves are elven versions of cavemen. They gain
a +2 to Strength and a -2 to Magical Ability. Cave Elves can be
any character type except wizards.
Dwarf: Dwarves are short, stout fellows that are fierce miners
and fighters. They gain a +1 to Dexterity and Strength but a -2
in Magical Ability. They can be any type except wizards.
Gargoyle: Gargoyles are also called Stone Elves because of their
close resemblance. However, dawn, they become stone until sundown.
They gain the same ability adjustments as Cave Elves.
Strength: Strength is a measure of physical power.
Magical Ability: How magically "in tune" you are.
Dexterity: Your ability to use your hands.
Spirit: A measure of willpower.
Agility: Basically, how agile you are.
Perception: Your character's eyesight.
Shapeshifting: The ability to shapeshift is also recorded.
Ability scores are used to measure your power. If a player rolls
all single digits, he / she may roll again. There are three "other"
scores: Life Points, Armor Class, and Spell Points. Hit Points
( LP ) are determined by character type. Armor Class is determined
by the type of armor you buy: see COMBAT. Spell Points are determined
by the following formula:
Magical Ability + Spirit * Level / 5
An example: Magical Ability 15, Spirit 13, 3rd Level= 84 / 5 =
17 Spell Points
In order to advance through levels, a character has to gain experience.
This experience is recorded with points. For each spell successfully
used or training received, the character gains experience points.
The two types of experience are given here:
Spell Successfully Cast: 10 Experience Points, +5% to Base Chance
Training: 20 Experience Points
Level Advance Table
+5% to Base Chances
+5% to Base Chance
+10% to Base Chances
+10% to Base Chance
+15% to Base Chances
+15 to Base Chance
+20% to Base Chances
+25% to Base Chance
Level Advance Table, Cont.
Riders: # of Weapons
+5% Base Chance
+10% Base Chance
+15% Base Chance
+20% Base Chance
Level Advance Table, Cont.
1d6+1 Healing Song, 1d6 Damage Song
1d6+2 Healing Song, 1d6+1 Damage Song
1d6+3 Healing Song, 1d6+2 Damage Song
Club, Wooden( 1d6-2 ).........5 mc
Club, Iron( 1d6 ).................10 mc
Mace ( 1d6+1 )...................20 mc
Megamace ( 1d6+3 )...........45 mc
Sword, Short ( 1d6+4 ).......50 mc
Sword, Normal( 1d6+5).....55 mc
Sword, Long( 1d6+5 )........60 mc
Sword, Broad( 2d6 )...........65 mc
Sssvraneblade( 3d6 )..........90 mc
Armor & Shields
Ankloplate Shield( AC+2)..30 mc
Anklosaur Armor( AC 5)...80 mc
Hardleaf Mail( AC 8 )........20 mc
Hardleaf Shield( AC+1 )....10 mc
Iron Shield( AC+4 )..........250 mc
Iron mail( AC 2 )...............200 mc
Megaironmail( AC 0 )......300 mc
Megaplate Shield( AC+3)...60 mc
Megasaur Armor( AC 3 )...150 mc
Astronomer's Telescope.....500 mc
Backpack( 10 slots )............10 mc
Bag( 3 slots ).........................3 mc
Bag( 5 slots ).........................5 mc
Bard's Lyre...........................15 mc
Bard's Flute..........................10 mc
Bard's Harp..........................20 mc
Customized Robes( AC 10).10 mc
Foodpack( 5 days' worth)......5 mc
Raptor Claw Hook*...............5 mc
T. Rex Tooth Hook^.............10 mc
Vine Rope( 50 feet )...............5 mc
Water & Flask( 5 days )........5 mc
* The Raptor Claw Hook can be used as a weapon( 1d6-3 damage ).
^ The T. Rex Tooth Hook can also be used as a weapon( 1d6-2 damage
Part 3: Encounters
When a player character( PC ) encounters an other character( OC
), the resulting communication is handled as follows:
1. The PC rolls 2d6.
2. The PC consults the Reaction Table to see what the reaction
Extremely Hostile, Immediate Attack
Hostile, Possible Attack
Uncertain, OC Confused
No Attack, OC Leaves or Considers Offers
Combat occurs when characters fight monsters or other characters. In combat, opponents are referred to as different "sides". It is possible to have several groups fighting each other and therefore have more than 2 sides. Combat includes throwing weapons, such as rocks, casting spells and meleeing or fighting with handheld weapons such as swords. The following sequence is used to resolve combat.
A. Each side rolls for initiative ( 1d6 ).
B. The side that wins the initiative acts first.
1. Movement per round, meleed opponents may only move defensively.
2. Missile fire combat:
a. Choose targets
b. Both sides roll 3d6 to hit/defend; adjust result by range, cover, and magic
c. GM rolls damage; adjust result by armor( subtract ( AC - 10 ). Negatives
become positives( example: -7 means subtract 7 from the damage roll )
3. Magic spells
4. Melee or hand-to-hand combat:
a. Choose ( or attacked by ) opponents
b. Roll 3d6 to hit; adjust result by magic weapons
c. GM rolls damage
C. The second initiative winner goes next.
Range: For every 20 feet, a penalty of 1 is subtracted from the attacker's to hit roll.
Cover: For every 25%, a penalty of 2 is subtracted from the attacker's to hit roll
(armor doesn't count)
Minions are henchmen, hirelings, people / things that are hired to help out their boss. PCs
who have hirelings must pay them, unless they require no pay.
If a PC slays a minion who was a kind or loyal person, then the
GM should have some sort of punishment for that particular PC.
OCs who have minions should treat them accordingly; if the OC
is a monster, half-dinosaur, or humanoid that is evil, then the
OCs will usually treat the minions with little respect. Good OCs
will do just the opposite. If a PC wants to hire a minion, he
/ she should post want ads around town. These want ads can either
be word of mouth or leaf-paper. The ad must include a salary or
cut of the spoils, as well as a description of all aspects of
the job. Here is an example:
Wanted! Loyal partner for raiding expedition. Danger minimum.
Pay reasonable. Contact Sssrad Darklance for details.
Part 4: Gamesmaster Information
HOW TO BUILD A DRAGONWORLD
Dragonworlds are the prehistoric worlds in which this game is
played. They are fairly simple to create, although they sometimes
can be very difficult to describe. Following is the steps to Dragonworld
1. Decide on a type of planet: Forest, mountainous, desert, water, paradise, etc.
2. Describe interesting or important land features, such as volcanoes.
3. List the towns, villages, and cities in the Dragonworld.
4. List countries, describe their political systems, current ruler(s), list allies and enemies, etc.
5. List the native gods and their powers.
6. Name it.
See the sample Dragonworld for an idea of how to do this.
HOW TO BUILD A DUNGEON, CASTLE, OR KEEP
Now these are a little bit trickier. They require a map of some
sort, unless they are like the Hut of Baba Yaga( they are constantly
changing ). If your dungeon / castle / keep isn't perfect, that's
OK. It takes time to get good at the art of dungeon creation.
Here is how to make one:
1. Make a map.
2. Describe every room, cave, and garden on a separate sheet of paper.
3. Stock the dungeon / castle / keep with monsters, NPCs, treasure, and dinosaurs.
4. Write an introductory script for the adventure tied to the
HOW TO CREATE A PLANAR RIFT
The planar rifts are gates to other levels of existence. There
are three known planes: Law, Chaos, and the Neutral Zone. The
Neutral Zone is the plane where all of the "normal"
people, dinosaurs, monsters, etc. live. The plane of Law is where
all good creatures live. The plane of Chaos is where all monsters
and dragons originated from; it's not necessarily evil, but it
is far from good. There is at least one unknown plane: the Plane
of Ethereality. This plane contains nothing as it seems; it is
the ghost realm. This plane is where the Darkmages, the necromancers,
obtain the dead souls they work with. Only the Darkmages can open
a rift to this plane. Now that you know of some of the thousands
of planes in Vox Draconis, you can go about adding your own rifts
in your adventures. You simply decide on a point where the two
planes of your choice intersect, then tear open the fabric of
space. This "tear", the rift, is the gate between the
worlds. Note: Once the rift is opened, not even the Gamesmaster
can close it. The only way is to have one of the PCs sacrifice
his / herself to the rift. Only then will it close.
The World of Desova: A Beginner's Dragonworld
Notable Features: The Great Volcano: The nastiest, largest, and longest-living volcano ever known.
Forestra- A massive city built in the tops of the trees, to avoid the velociraptors known to inhabit the area.
Oceania- The "Floating City", as it's sometimes called, is a habitat for humans and the occasional wandering pterosaur.
Mountainia- This city is built in the face of a steep cliff.
Desertania- Actually, Desertania isn't a human city. It's a Gargoyle
city, which will often appear to be a city of stones( during daylight
Turon: Ruled by Lord Turosi, this is a dictatorship. Turon's enemies consist of all the other countries. It has no allies. Turon's people are hateful and hostile to outsiders. Dragons infest this country. Its capital is Mountainia.
Barduche: The High Council rules Barduche. The Council consists of 10 members, all chosen by the Battle of Wits. Only the smartest and wisest can be on the High Council. The people of Barduche are friendly. The capital of Barduche is Forestra. All other countries, except Turon, are its allies. Turon is Barduche's only enemy.
Dreguar: A High King, currently Jystre Stonefist II, rules Dreguar. He is benevolent, and the people would do anything to support him. It is Turon's closest neighbor, and its worst enemy. The capital of Dreguar is Desertania. Only Gargoyles and Elves live in Dreguar.
Lystak: An Archmage rules Lystak. His, or her, identity is never
revealed. Archmages are chosen from the Schools of Magic, including
starmages. Lystim has one ally: Barduche. The two countries trade
often. The Lystakian navy is the largest and deadliest. The capital
of Lystak is Oceania.
Notes: The world of Desova contains one rift to the Plane of Law
in the southernmost continent.
Dragon Castle: The home of the evil Lord Turosi, this castle is
underground. The entrance is a giant cave shaped like a dragon's
head. Black dragons are often seen guarding the entrance. There
is a maze of tunnels and caverns below the surface. Only Turosi
and the natives can navigate it without the aid of a map, which
cannot be found anywhere on the surface.
Dawn Palace: This castle in the city of Desertania is the home
of the Knights of Solak, the proud Gargoyle and Elven warriors.
The castle is built out of sandstone. Only the Knights know the
twisting corridors by heart. Players can become Knights of Solak
if they are Priests of Solak or Warriors.
The Gods of Desova
Solak: The King of Gods. He reigns over most of the gods. Priests of Solak have 1d6+2 LP. They also have the power to intimidate others ( Monsters run on a 5+ on a 1d6 ).
Gerodine: The God of Healing. Priests of Gerodine have 1d6+1 LP and can heal anytime for 1d6-2 LP. Must, however, prepare a bundle of sacrificial herbs every week. These herbs can be found only near waterfalls or Temples of Gerodine.
Syjham: The Goddess of Life. Priests of Syjham have 1d6 LP. They can resurrect dead animals/people on a roll of 6 on 1d6. Priests must also protect life.
D'Arva: The God of Evil. This god will kill Priests who are not loyal. He will also aid any evil entities in acts of evil. Priests of D'Arva have 1d6 LP. They can make and use the Dark Sword, a weapon of pure evil. It must be forged at midnight, and cooled in the Priest's own blood. Then, it must be enchanted by placing a portion of the Priest's Life Force( 1d6 Life Points ) in the sword. This weapon does 4d6+4 damage and does not break. However, it may shatter unexpectedly if D'Arva wishes it, along with the Priest whom it belongs to.
Dystrik: The God of Death. He is very hostile to everyone, except Stysk. Dystrik requires a blood sacrifice every month. This sacrifice can be any animal or person, except for Gargoyles. He grants his priests the ability to use all weapons and armor, and gives them bonus magical powers if they kill for him. Priests of Dystrik gain 1d6+2 LP.
Stysk: The God of War. Stysk stops at nothing to cause war, pain,
and destruction. Like Dystrik, priests of Stysk gain the use of
weapons and armor. However, unlike Stysk, Dystrik does not like
blood sacrifices. In fact, he abhors them. He believes it is a
waste of life.
Anklyosaurus: 2d6 dmg. , 4d6+5 HP, AC 4
Armored, 4-legged herbivorous dinosaur.
Apatosaurus: 2d6+2 dmg., 4d6+10 HP, AC 7
Very large herbivorous dinosaur with a long neck.
Basilisk: 1d6+1 dmg. + paralysis, 1d6 HP, AC 9
Small lizard with greyish green skin.
Brachiosaurus: 2d6+3 dmg., 5d6 HP, AC 6
Similar to the apatosaurus, but more aggressive.
Centaur: 3d6 dmg., 4d6 HP, AC 8
Half horse, half man.
Chimaera: 5d6 dmg., 2d6 HP, AC 10
A three headed(snake, lion, and ram) monster.
Coelophysis: 1d6 dmg., 1d6-1 HP, AC 10
A small carnivorous dinosaur.
Dilophosaur: 2d6-1 dmg. + paralysis, 2d6-2 HP, AC 9
A medium sized carnivorous dinosaur that spits poison.
Dire Wolf: 4d6 dmg., 2d6 HP, AC 5
Wolf that twice its normal size.
Doppelganger( Killer shapeshifter ): Damage varies with shape
Dragon, Black: 5d6 dmg. + poison( 1d6 x 10 ), 4d6 HP, AC 3
Blackscaled dragon. Carnivorous.
Dragon, Blue: 4d6 dmg. + poison gas( 1d6-2 x 10 ), 3d6 HP, AC 4
Bluescaled dragon. Carnivorous.
Dragon, Yellow: 2d6 dmg., 6d6 HP, AC 3
Yellowscaled dragon. Carnivorous.
Dragon, Gold: 6d6 dmg., 7d6 HP, AC 1
Goldscaled dragon. Omnivorous.
Dragon, Gray: 3d6 dmg., 2d6 HP, AC 7- Special: Smoke Screen
Greyscaled dragon. Omnivorous.
Dragon, Red: 3d6 dmg.+ fire ( 1d6 x 5 ), 2d6 HP, AC 7
Redscaled dragon. Carnivorous.
Dragon, Green: 1d6 dmg. + poison gas ( 6d6 x 5 ), 2d6 HP, AC 6
Greenscaled dragon. Herbivorous.
Dryad: 1d6-2 dmg., 1d6 HP, AC 10
A tree spirit.
Gallamimus: 1d6 dmg., 1d6+1 HP, AC 8
An ostrichlike herbivorous dinosaur.
Gargoyle: 3d6-1 dmg., 1d6+5 HP, AC varies with armor
Stone Elf. See Races.
Ghost: 0d6 dmg., 1d6 HP, AC -999 ( Only a magical weapon can hit a ghost )
A dead spirit.
Ghoul: 2d6 dmg., 1d6 HP, AC 0
Giant, Frost: 1d6 dmg. + paralyze, 2d6 HP, AC 7
An icy giant.
Giant, Fire: 2d6 dmg. + fire ( 1d6+1 ), 2d6+2 HP, AC 6
A firey giant.
Giant, Cloud: 1d6 dmg., 2d6 HP, AC 0
A windy giant.
Giant, Stone: 5d6 dmg., 4d6 HP, AC 2
A rocky giant.
Giant, Storm: 3d6 dmg., 3d6 HP, AC 5
A stormy giant.
Gnoll: 1d6-1 dmg., 1d6-1 HP, AC 9
A doglike humanoid monster. Travels in packs of 2-12.
Goblin: 1d6 dmg., 1d6+1 HP, AC varies with armor
A green skinned humanoid with pointed ears. Very short.
Gorgon: 1d6 dmg. + turn to stone, 2d6 HP, AC 8
A hideous monster that turns people to stone just by looking at them.
Gryphon: 3d6 dmg., 3d6 HP, AC 6
Half eagle, half lion.
Harpy: 2d6 dmg., 3d6 HP, AC 5
A very nasty half bird, half woman.
Hill Burrower: 1d6-3 dmg., 1d6-2 HP, AC -3
Hippogriff: 2d6 dmg., 4d6 HP, AC 5
Half lion, half horse.
Hobgoblin: 1d6+2 dmg., 2d6 HP, AC 4
A mansized goblin.
Hydra: 9d6 dmg., 9d6 HP, AC 9 Note: When one head is killed, damage becomes 8d6, etc.
A nine headed serpent.
Kobold: 1d6 dmg., 2d6 HP, AC 8
A goblin like creature with fur.
Kraken: 10d6 dmg., 10d6 HP, AC 0
A gigantic giant squid.
Manticore: 3d6 dmg., 1d6 HP, AC 3
Half lion, half scorpion.
Megalosaur: 2d6 dmg., 1d6 HP, AC 2
Giant 4 legged carnivorous dinosaur.
Megasaur: 4d6 dmg., 2d6 HP, AC 6
Large 2 legged carnivorous dinosaur.
Minotaur: 2d6 dmg., 1d6 HP, AC 3
Half man, half bull.
Naga: 1d6 dmg., 3d6 HP, AC 4
Half man, half serpent(the lower half). Can change into a snake.
Night-Gaunt: 1d6 dmg., 1d6 HP, AC -3
A shadowlike ghost.
Nymph: 1d6 dmg., 1d6 HP, AC 9
A beautiful female human(in appearance) that is immortal.
Ogre: 4d6 dmg., 2d6 HP, AC 7
An ugly, very strong 7 foot tall monster.
Orc: damage varies, 1d6+1 HP, AC varies with armor
An uglier version of a goblin.
Pegasus: 2d6 dmg., 4d6 HP, AC 6
A winged horse.
Phoenix: 4d6 dmg., 3d6 HP, AC 4
A flaming bird.
Pixie: 1 dmg., 1d6 HP, AC -3 Note: Pixies are, most of the time, invisible.
A fairy. Uses Pixie magic: Illusion BC 50%, create an illusion.
Pterodactyl: 3d6 dmg., 1d6 HP, AC 6
A flying dinosaur.
Pterodon: 3d6-1 dmg., 1d6-1 HP, AC 7
Similar to a pterodactyl, except has a bone protruding from the back of its skull.
Pterosaur: 2d6 dmg., 1d6-2 HP, AC 8
Similar to a pterodon.
Roc: 2d6 dmg., 5d6 HP, AC 9
A huge bird(20 ft tall).
Satyr: damage varies, 1d6+1 HP, AC varies with armor
Half man, half goat.
Skeleton: 2d6 dmg., 1d6 HP, AC 10
An animated skeleton. Undead.
Specter: 1d6 dmg. + paralyze, 1d6 HP, AC 6
A ghost, but very nasty.
Sphinx: 4d6 dmg., 3d6 HP, AC 5
Part woman, part bird, part lion.
Spitting Naja: 1d6 dmg. + poison ( 1d6 x 10 ), 1d6-3 HP, AC 10
A poisonous snake.
Sylph: 1d6 dmg., 1d6 HP, AC 10
A magical elf like water spirit.
Titan: 1d6 x 5 dmg., 3d6 HP, AC 4
A really big giant(100 ft tall)
Troll: 1d6 dmg., 2d6 HP, AC 1
An ogrelike monster that guards bridges.
Tyrannosaurus Rex: 6d6 dmg., 5d6 HP, AC 8
A giant carnivorous dinosaur.
Unicorn: 3d6 dmg., 1d6 HP, AC 8 Note: Unicorns can heal 1d6 damage per turn.
Half horse, half magic.
Vampire: 1d6 dmg. + blood drain ( 1d6 per turn ), Unlimited HP, AC 3
An undead creature that is very hard to kill.(must have a stake driven through its heart)
Velociraptor: 4d6 dmg., 1d6 HP, AC 5
A medium sized, intelligent carnivorous dinosaur.
Werewolf: 1d6 dmg.+ lycanthropy, 2d6 HP, AC 7
A man that changes into a wolf. Beware! He can pass this onto you through his bite.
Wight: 1d6 dmg. + energy drain ( 3d6 ), 2d6 HP, AC 2
An undead ghostlike apparition.
Wraith: 1d6 dmg., 1d6 HP, AC -2
Same as wight, but without an energy drain and twice as hard to destroy.
Wyvern: 3d6 dmg., 3d6 HP, AC 6
A small dragon.
Zombie: 1d6 dmg., 4d6 HP, AC 10
A recently dead undead.
Vox Draconis Magic System
Command Lava: Base Chance- 10%, 8 Spell Points
Lets the caster control and shape lava.
Transform Fire: Base Chance- 25%, 10 Spell Points
Lets the cast shape fire. Great for illusions.
Fireball: Base Chance- 40%, 2 Spell Point
Causes a large fireball doing 1d6 x level damage to fly toward the target.
Explosion: Base Chance- 20%, 15 Spell Points.
Creates an explosion up to 100' away. The explosion has a radius of 20', and does
3d6 damage to everything in its area of effect.
Burning Hands: Base Chance-45%, 1 Spell Point
Burns whoever the caster touches, doing 1d6 damage.
Flame Arrow: Base Chance-30%, 5 Spell Points
Creates a flaming arrow that flies toward the target, doing 1d6+2 x level damage.
Wall of Fire: Base Chance-20%, 10 Spell Points
Creates a 20' tall wall of fire. Anything passing through or caught in the wall
takes 4d6 damage.
Meteors: Base Chance-10%, 20 Spell Points
10 small meteors fly toward the target, each doing 3d6 damage.
Resist Fire: Base Chance-30%, 5 Spell Points to cast, 1 Spell Point to maintain
Prevents fire damage to the caster.
Focus Heat: Base Chance-40%, 7 Spell Points
Focuses the sun's rays on a target, doing 2d6 damage.
Produce Fire: Base Chance-30%, 4 Spell Points
Creates a small fire. Does 1d6 damage if used as a weapon.
Flame Strike: Base Chance-15%, 20 Spell Points
Calls down a blast of fire from the heavens. Does 6d6 damage.
Summon Fire Elemental: Base Chance-10%, 30 Spell Points
Creates a fire elemental that obeys the caster's commands for
10 minutes, at which time it vanishes.
Planar Teleport: Base Chance 15%, 20 Spell Points
Moves the caster to a new plane.
Rift, Major: Base Chance- 5%, 50 Spell Points
Creates a permanent Rift in the planes.
Rift, Minor: Base Chance- 20%, 15 Spell Points
Creates a Rift lasting 10 minutes in the planes.
Teleport: Base Chance- 35%, 5 Spell Points
Teleports the caster to a chosen point within a 5 mile radius.
Abjure: Base Chance-15%, 7 Spell Points
Teleports extraplanar creatures back to their own plane.
Negative Plane Protection: Base Chance-20%,10 Spell Points to cast, 2 to maintain
Protects the caster from undead draining attacks.
Summon Shadow: Base Chance-10%,10 Spell Points to cast, 5 to maintain
Summons a shadow that obeys the caster's commands.
Summon Planar Creature: Base Chance-5%, 20 Spell Points
Summons a random creature that obeys the caster.
Can never return to its normal plane unless abjured.
Command Spirit: Base Chance- 5%, 20 Spell Points
Lets the caster control ghosts, wraiths, undead, etc.
Raise Dead: Base Chance- 10%, 25 Spell Points
Animates the dead.
Control: Base Chance- 15%, 20 Spell Points
Lets the caster control another person's body.
Speak with Dead: Base Chance- 20%, 10 Spell Points
Lets the caster ask the spirits one question.
Kill: Base Chance- 15%, 15 Spell Points
Kills the target.
Resurrect: Base Chance- 5%, 25 Spell Points
Brings the target back to life fully healed.
You can easily create new spells. Just decide on a base chance,
the amount of Spell Points required to cast/maintain the spell,
the spell's description, and a name for the spell. After this,
you must name the spell type(Fire, Shadow, or Necromantic). Note
that Starmages cannot use spells.
Part 5: Conclusion
This game is my first attempt at a web-published RPG, so please
excuse any errors I may have made. If you have any comments, good
or bad, email me at: firstname.lastname@example.org