Mechanics

Bellow is simple information and links of how to run and play , “War Of The Phages”, as a companion to 5th Edition Dungeons and Dragons. This is a stand-alone setting with many rule modifications.

The Character Sheet.

Classes

The class system is developed so that players have a wide selection of skills, roles, and play styles. There are only 3 major classes in the Phages World. Material, Martial, and Phagic. The Material are those who use technology to manifest mana, martial are those who have skills in physical warfare, and Phagic those who channel mana with spells. There are a wide variety of skills, features, and abilities players can gain. However, those components are not found from traditional subclasses, rather from experiences and choices the players make during play. It’s encouraged to come to the game with a character concept and direction, and both loose and strict interpretations are equally valid.


Martial Class

Power Stages:

Stages can be referred to as a spell slot and/or proficiency bonus when interacting with unique features or mana. Each stage can create an effect or additional damage. 1 slot is either an additional damage dice of the chosen weapon, or a spell like effect. The level of the stage is also the bonus number used when making mana checks.

Warfare Style: 

Warfare style allows the player to choose their class flavor. People with a Barbarian flavor may choose to earn a rage, Rouge Flavor might add sneak attack Etc.. Each additional style can add a prominent feature from the established D&D classes.

Fighting Style:

A player may select any fighting style in Dungeons and Dragons 5e+.

2nd Wind:

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Weapon Mastery:

Your training with weapons allows you to use the Mastery property of three kinds of Simple or Martial weapons of your choice. Whenever you  finish a Long Rest, you can practice weapon drills and change one of those weapon choices. 

Each additional level of weapon mastery you gain, you may permanently add a single mastery to your weapon.

Additional Attack:

In combat, you may make an additional swing with your weapons. 

Mana Attunement:

Each level of Mana attunement gives you 1 magic property you can achieve with your power stage attacks without risk of failure.

Mutation:

Your body changes with the innate use and exposure to Mana. You will develop either a randomly rolled mutation or choose one your character has been previously by.

Sequence Breaker:

Break the laws of your sequence.


Material Class

Power Surge:

This is similar to the martials Power Stage, however it can be flavored as proper spell slots or class attributes. It can be flavored as anywhere from a misty step or smite, to 9th level wish.

Chosen Weapon:

Similar in flavor to a pact weapon, however this weapon is generally a grafted weapon that manifests the characters Mana. Similar to how the Martial class combines the d&d martial classes, this combines a lot of half casters normally seen in d&d. It can be flavored as an organ for a sorcerer build, an instrument for a bard, a holy sword for a paladin. etc..

Range Attunement:

This feature is an augment to the character's chosen weapon. Generally, it allows the player to select a distance or range that their weapon can operate with no penalties. If a player chooses a flavor with no long range capability you can create sweet-spots/maneuvers for additional damage or advantage.

Body sequencer Upgrade:

The sequencer upgrade’s flavor is for the Material class to inheritably change/alter/enhance the device that magically powers either them or their weapon(s). This can range from a magical enchantment to a dnd class feature or otherwise.

Scavenger:

The original flavor of Material is that they cannot produce their own magic, so they gain the ability to take from other enhanced individuals to gain their abilities or powers. This can be changed to tinkering if a player wants more of an artificer flavor or to any other creation/enchantment class. For simplicity, after the first scavenger feature, the player may add an additional ability or enhance an ability they already have.

Transference:

The ability to transfer or exchange the material essence of a mana object. If the character has undergone massive alterations to where their body is just a machine, this ability lets them transfer their mind to any other suitable vessel.

Sequence Breaker:

Break the laws of your sequence.

Home Grown:

You’ve imbibed in so much mana you now have the ability to grow your own girdle. 2 is better than 1. Store bought is fine too.

Muti-Genesis:

You’ve grown so much in magical power that you Fundamentally change.

Phagic Class

Chambers/Rings:

Essentially spells slots, but also creation slots. How many spells can be casted or crafted in one day. You create your own spell book.

Mana-Morphosis:

You have grown your own girdle, and created your first ring. You now have the ability to wield mana.

Material Physic: You have the ability to work with the inherent mana of materials to perform spell craft.

Court:

This is a court of magic that the phagic can learn. You may choose 1 of the 3 Key Schools of Mana, and 2 Sub schools. Learned sub school will provide no penalty when attempting to wield the mana effect. Each additional level in Court adds another Key school and 2 more sub schools.

Validation:

The phage has the ability to confirm whether their spell is functional, or works as intended. You can calculate a spell's sequence to see if it’s broken or altered.

Correspondence:

This is essentially the spell identifier. The Phage can identify the inherent mana in objects, sequencers, or spells.

Mutation:

Your body changes with the innate use and exposure to Mana. You will develop either a randomly rolled mutation or choose one your character has been previously by.

Loom Weaver:

The ability to make your own sequencer, scrolls, or enchanted item.

Mana Purge:

During Short rest DC vs Mana Poisoning. If successful, regain spell slots. If failed, take damage in terms of Mana poisoning.

Sequence Breaker:

Break the laws of your sequence.

Golden Order:

Requires knowledge of all 3 Key Schools. Perfect purity, symmetry, balance.

Re-sequence:

Can re-write the the fundamental sequence of any material

Plutonic Division:

The ability to sunder any sequence in a material.

Muti-Genesis:

You’ve grown so much in magical power that you Fundamentally change



A Brief example of how to cast mana in combat.

I will provide 2 simple examples and breakdowns of creating and casting a spell. one of mage and martial. This is no means a comprehensive look at the spell system, but a jumping off point for players to understand the system at large. 


“A 5th level mage wants to cast a fireball.”


*Determine power level of the spell

-At 5th level a mage has 3 chambers/rings in their girdle (meaning up to a 3rd level spell). They can mend this spell to cast at any slot. They will cast this at 3rd level

*Determine the casting type

-This mage has a small sequencer (spell implement like a wand). It can provide only the catalyst to cast the spell. This can be supplemented by a pattern, weave, or ritual.

*Determine what materials are/if needed

-They will use sulfur as a base, add magnesium for a hotter and continuous fire, and stone to encapsulate it for a contained explosion. They can add a mixture of tin and lead to ensure it doesn’t harm their party. or use those elements to create a fire resistance effect.


The spell has been created, so now it’s time to cast.

-The level of the mage adds a bonus of 1 for every other level to successfully cast the spell. add the modifier of the implement, a +1 sequencers. They have a +4 to cast this spell against DC Vs Mana Poisoning.

*Additional bonuses can be awarded for attributes, skills, materials etc…

Rolling a d20 plus 4, they beat the dc of the spell with a total of a 14. The spell is successfully cast! The spell effect and damage is now calculated. This can result in a save for the target, damage type, and additional effects.






“A 6th level Fighter wants to attempt an empowered armor piercing attack”


*determine the level of the attack

  • At 6th they have 3 extra stages of power. every 3 levels they have 1 stage of power above natural. This counts as either an additional damage dice or effect. They will be using only 2 stages.

* determine the power of the attack

  • The fighter has chosen to do a piercing attack with additional damage. Each of those is a single category of effect they can choose, for a total of 2.

*determine the ritual/material used.

  • The fighter wants to use his chosen martial skill/technique to empower his damage. The fighter chooses to use the tungsten hilt to charge his blade with mana to pierce the armor.


The attack has been chosen, now it’s time to attack!

  • The fighter adds his martial bonus, plus item bonus to attempt a mana attack DC against mana channeling. His level adds a +2 and his custom sword adds a +2 for a bonus.

  • Rolling a 12 they make the save and successfully cast both effects! 

  • The fighters, unlike mages, can make a mana attack once for each power stage they have, and don’t have to make a mana poisoning save unless they go over that amount.

Now they continue normal combat and roll to hit with their attribute plus item bonus. 15 str +2 weapon, that-s a +4 to hit and damage. Armor piercing rolls a d4 to subtract from enemies armor. They roll a 13 on their d20, and a 3 on the d4 against the enemies 20 ac. 13+4+3 is 20!  It’s a hit!

Damage calculation: rolling 1d8 for long sword, 1d8 for extra power, +2 for strength, +2 for weapon. 2d8+4 for total damage.


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Skills And Mutation Lists