Rules

## Physical State

Physical State is a way to gauge the current hit points of yourself or a creature. Each category being depicted as a damaged state. Some abilities and skills take advantage of the Physical State you or other creatures are in.

* **Healthy:** Maximum hit points.
* **Worn:** Above half maximum hit points.
* **Bloodied:** At or below half maximum hit points.
* **Blood-soaked:** Below a third of maximum hit points.

## Spell Channeling

As a spellcaster, you are able to channel and charge your spells for greater potency at no cost to your inner magic reserves.

When you channel a spell, it is considered to be cast at 1 spell slot level higher than the spell slot you expended for the spell. Additionally, the spell save DC for your spell increases by 1. You can only channel a spell that has the casting time of 1 action and does not require concentration,

If you intend to channel a spell, at the start of your turn you must declare what spell you are channeling. At the start of your next turn the spell will be cast.

While channeling, you are considered to be concentrating on the spell. However, concentration checks for this duration are made with disadvantage. Should your concentration be broken before the spell has finished channeling, you expend the spell slot, but the spell fails and has no effect. Additionally, there is a 50% chance you suffer from a magical mishap.

## Spell Research (Wizards)

At 1st level, your inquisitive mind is always on the search for new ways to utilize the magic weave that underlies the fabrics of the physical world. You may attempt to research new existing spells or brand new signature spells to add into a spellbook. To do so you must possess sufficient time and sufficient funds to gather resources to conduct arcane theories and experiments.

To attempt to research a spell that already exists, consult the below table. Making an Intelligence (Arcana) check for each stage of research.

*When you are attempting to create a new spell out of your own design, the gold cost increases by ¼ per stage and the DC of each stage increases by 1.*

If you fail beyond the Discovery Phase, roll a d100 to determine the outcome against a table within the DMs possession.

**Stage 1: Discovery Phase.** Should you be successful in your Discovery Check, you have the foundations and basis of the spell you are attempting to research. You may add it to your spellbook, but you are unable to cast it yet.

**Stage 2: Design Phase.** Should you be successful in your Design Check, you have drawn and plotted out enough of the spell’s theory and formula for it to be semi-useful. When attempting to cast this spell however, you must succeed on a spellcasting ability check with a DC of 11 + the spell’s level, or have the spell backfire when you do so. Additionally, the spell costs 1 additional spell point.

**Stage 3: Finalise Phase.** Should you be successful in your Finalise check, you have placed the finishing touches and rounding values of the spell’s formula. It may now be used as normal.

## Starting Firearm Proficiencies

The following classes have starting proficiencies in certain firearms.

* ***Artificer:*** Simple firearms
* **Barbarian:** Simple and martial firearms
* ***Bard:*** Palm pistols, flintlock pistols
* **Cleric:** Simple firearms
* **Druid:** None
* ***Fighter:*** Simple and martial firearms
* **Monk:** Simple firearms
* **Paladin:** Simple and martial firearms
* ***Ranger:*** Simple and martial firearms
* ***Rogue:*** Simple firearms, wrist gun, hilt gun, officer pistol, carbine
* **Sorcerer:** Palm pistols, pistols
* **Warlock:** Simple firearms
* **Wizard:** Palm pistols, pistols

## Toxicity

Magical and nonmagical potions in of themselves can be quite dangerous due to the toxic ingredients used in their creation and or the alchemical process. Toxicity is your ability to consume potions without any drawbacks by your body being hardy enough to metabolise them.

* Your Toxicity Score = your Character Level (to a maximum of 10) + your constitution score.

Taking a short rest reduces your current toxicity level by half. Taking a long rest completely resets your current toxicity level.

When you reach 75% (rounded up) of your toxicity score, you must succeed on a DC 14 Constitution saving throw or become poisoned, until your current toxicity level is reduced below the threshold. When you hit your toxicity limit, you must succeed on a DC 15 Constitution saving throw that increases by 1 for every round you succeed on the saving throw. If you fail, you fall unconscious for 1d10 hours, with a 35% chance to enter death saving throws. When you awaken from your catatonic state, your current toxicity score is reduced to half.

Refer to the Alchemy page for more information.

## Fear of Magic

Since the Inquisition and the constant preaching from the Creed of Ashes, the world has become scared of magic. Some places accept its use or encourage it. Others forbid it. The sight of powerful and destructive magic in the presence of those that comprehend such power may cower and flee at its majesty.

Should any of the following occur, all hostile humanoids within 30ft of the caster or 30ft of the point of origin of the spell effect, they must succeed on a Wisdom Saving Throw against the caster's spell save DC, or become frightened of the caster.

* Roll a natural 20 on a spell attack role.
* Targeted creature rolls a natural 1 on their saving throw against a spell effect.
* Reducing a creature to half their maximum hit points with a single use of a spell.
* A powerful display of magic, such as rolling high damage on a fireball and/or hitting many targets with it.

## Critical Initiative

Whenever a creature rolls a natural 20 on their initiative, that creature has advantage on their first attack, ability check or saving throw of the combat.

Whenever a creature rolls a natural 1 on their initiative, that creature has disadvantage on their first attack, ability check, or saving throw of the combat.

## Educated

Characters with high intelligence levels are more likely than others to obviously know more about the world, have additional skills or languages.

Each intelligence modifier bonus a character has above 10, they gain proficiency in an additional tool or language. Example: if you have a +2 bonus to your intelligence, you may learn an additional language and tool proficiency, two languages or two tools at character creation.

## Experience Points

Experience Points are a new mechanic to Orbis. They represent moments of ingenuity, victory and learning to a player and his/her character.

### How to gain XP points

Experience Points are gained when a player roleplays their character exceptionally well or performs a really clutch play or decision. This is really up to the DM to determine but other players may also promote another player’s actions. Experience Points are awarded at the end of a session, and there is a limit of only one to be given out. So play nice folks :)

Also every now and then the DM will issue a ''Party Achievement'', in which after completion, everybody will receive 1 XP point.

### What do XP points do?:

When you are given an XP point, it has the following uses:

* You can spend 1 XP point to gain a guaranteed natural 20 on any ability check or saving throw that you roll. This must be declared before the roll is made.
* You can spend 1 XP point to automatically have an attack hit. When done in this way, you roll maximum damage in the damage dice of the attack.
* You can spend 1 XP point to gain a hint or some DM insight into a problem that might be hindering you and what could potentially, and cryptically, solve it.
* You can spend 2 XP points to turn a Death Save failure into a success after the roll is made.
* You can spend 2 XP points before or after a session to change your Zodiac Stone alignment.
* You can spend 5 XP points when you roll up a new character in either a one-shot or campaign to gain a non ability score increasing feat.
* You can spend 10 XP points at your character’s next Ability Score Improvement Feature to gain the benefits of increasing your ability scores and choosing a feat.
* You can spend 10 XP points when you roll up a new character in either a one-shot or campaign to gain a +1 to all your ability scores, with one ability score gaining a +2, up to a maximum of 20.

You may spend up to 3 XP points per session.

Note: Experience Points are not tied to a specific character but to a player.

## Flanking

When a creature and at least one of its allies are adjacent to an enemy that does not have one of their allies within 5ft of them, and are on opposite sides or corners of the enemy's space, they flank that enemy. And each creature flanking gains a +2 bonus to hit.

## The Temptation of Necromancy System

*There is a reason why the League of Mages forbids the practice of raising the dead, controlling undead and manipulating the very forces of life and death. At the very least considers it taboo. Necromancy is corrupting and invites the weak to temptation. The Lich King was the first to rediscover the school of magic, and he will not be the last to be seduced by its dark magic.*

Whenever a character casts a spell belonging to the Necromancy school, they must succeed on a Wisdom or Charisma saving throw (caster's choice) with a DC 8 + the spell's level. If they fail, the character gains a point of Dark Temptation. When a character gains 5 Dark Temptation points, they roll on the Temptation of Necromancy table to determine the effects. Once you have reached 5 Dark Temptation points and have rolled on the table, they reset back to 0 for a new round.

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## Elemental Conditions \*\*\*EXPERIMENTAL\*\*\*

When a creature casts a spell of 2nd level or higher that deals either fire, cold, or lightning damage, there is a 25% chance for the creature or creatures affected by the spell to have one of the appropriate elemental conditions applied to them.

Corroded (Acid)

* The creatures AC is reduced by 1.
* The creature has disadvantage on Constitution saving throws and ability checks.
* Creatures that are immune or resistant to acid damage are not affected by this condition.
* At the end of the creatures turn, they can make a Constitution saving throw with a DC of 14 to end this effect on itself. Is the target of Dispel magic or lesser restoration spell, or after 1 minute passes ends this condition.

Chilled (Cold)

* The creatures speed is reduced by 10ft.
* The creature has disadvantage on Dexterity saving throws and ability checks.
* Creatures that are immune or resistant to cold damage are not affected by this condition.
* This condition ends after 1 minute, takes fire damage, or is the target of a dispel magic or lesser restoration spell.

Smouldering (Fire)

* The creature takes 1d6 fire damage at the start of their turns.
* The creature has disadvantage on Constitution saving throws and ability checks.
* Creatures immune or resistant to fire damage are not affected by this condition.
* This condition ends after 1 minute, if a creature uses an action to pat out the flames or takes cold damage.

Jolted (Lightning)

* The creature cannot take bonus actions or reactions.
* The creature has disadvantage of Dexterity and Strength saving throws.
* Creatures resistant or immune to lightning damage are not affected by this condition.
* At the end of the creatures turn, they can make a Constitution saving throw with a DC of 14 to end this effect on itself. Is the target of Dispel magic or lesser restoration spell, or after 1 minute passes ends this condition.

Doomed (Necrotic)

* The creature cannot regain hit points.
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