Yes, I'm back to writing. Decided to repost than renew a dead thread. There has been many changes in the past couple of years since I took a hiatus. Many thanks to people who frequent my forums to encourage me to continue as well as Zeta Kai for inspiration.
I haven't had time to recombine all the new changes into a new book, but I have pdfs for everything that has all the new changes in place.
Well, enough blathering for me, welcome to the FFd20 thread!
Book finally updated! (EDIT: ORC_Loche: URL just advertisements. May want to look into that.)
Final Fantasy d20 Races
Lands of Vana'diel (FF11)
Lands of Spira (FF10/FF10-2)
• Al Bhed
Lands of Ivalice (FF12/FFT)
• Nu Mou
Lands of Gaia (FF7)
Lands of (FF9)
FFd20 Base Classes
• Black Mage
• Blue Mage
• Red Mage
• White Mage
• Azure Magister
• Chocobo Knight
• Dark Knight
• Elemental Fist Disciple
• Green Mage
• Holy Knight
• Lucky Gambler
• Magicite Knight
• Mystic Knight
• Paradigm Shifter
• Time Mage
List of Prestige Classes for FFd20: Technology
• Clan Hunter
• Gun Mage
• Judge Magister
• Magitek Pilot
• Sky Pirate
Magic, MP System, and Spell/Song Lists
Cutting across the categories of black magic spells, white magic spells and bard songs are the six schools of magic. These schools represent the different ways that spells/songs take effect. This chapter describes the differences between the six schools of magic. In addition, it provides an overview of the spell description format, an extensive discussion of how spells work, information about what happens when magical effects combine, and an explanation of the differences between the kinds of special abilities, some of which are magical.
Spells are manifestations of magic. The requirements for casing a spell are listed on the corresponding class pages. All spells are cast by using specific gestures and words of power. No spells require material components or foci. Otherwise, the spell system is very similar to D&D with a few changes. The rules for concentration and spell interruption are the same, and there are no counterspells. Light, medium, and heavy armor adds a spell failure chance. All spells are subject to spell resistance. Healing magic is not subject to spell resistance unless used offensively against the undead.
Spell casting and song performing works in the same way that it does in the D&D PHB, but all spells/songs suffer spell failure from armor and all spells/songs cost magic points rather than number of spells/songs per day. Magic points (MP) are used to fuel spells and songs. After at least 8 hours of rest, a character may meditate for 30 minutes to restore his or her daily allotment of magic points. Both mages and bards get additional magic points for high attributes. Casters need not prepare spells, as all casters can cast any spell they know at will. A caster has no limit on the amount of spells he or she may know.
The cost for Spells and Songs are calculated as such: Spell/Song level x 1 MP. (I.E. a 9th level spell will be 9 MP to cast or a 5th level song will be 5 MP to perform.)
The maximum MP a mage/bard can spend on spells/songs using feats is their level divided in half, rounded up. (I.E. A 10th level Black Mage can spend up to 5 MP on a single spell.)
Metamagic Feats: Metamagic feats are applied spontaneously and do not increase the casting time of the spell, however, it will increase the MP cost. In order to apply a metamagic feat to a spell, the caster must be able to spend MP at the increased cost of the spell.
Magic is divided into four types: black magic, white magic, blue magic, song magic. Black magic grants a mage the power to inflict chaos upon creation, while white magic brings order to creation. Blue magic uses the ability of creatures into spells to cast. Song magic provides a variety of effects to enhance allies and enfeeble enemies.
Black magic is almost exclusively offensive, and is practiced by black mages and red mages. With few exceptions, these spells focus on dealing damage to a target or hindering its ability to fight. A large portion of black magic is focused on the power of the elements. Skilled mages seek out their foes' elemental weaknesses, and adapt their magic to strike with precision.
White magic is primarily defensive, but it has its share of enfeebling magic and a small dab of direct damage as well. White magic mostly focuses on healing others and restoring life. White magic is practiced by white mages and red mages.
Blue magic has a variety of different types of spells. It relies on creatures with supernatural and spell-like abilities to copy from them and make it their own. Depending on the creatures the blue mage learns from, they have a terrifying variety of spells to utilize.
Song magic is how bards utilize their songcraft. Songs provide a variety of effects to enhance allies and enfeeble enemies. Perform song magic requires the bard to make Perform skill checks successfully and also spend MP to perform his magic.
CHOOSING A SPELL
First you must choose which spell to cast. You can select any spell you know, provided you are capable of casting spells of that level or higher.
To cast a spell, you must be able to speak and gesture. Additionally, you must concentrate to cast a spell—and it’s hard to concentrate in the head of battle. (See below for details.)
To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting, you must make a Concentration check or lose the spell. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC is (More powerful spells require more mental effort.) If you fail the check, you lose the spell just as if you had cast it to no effect.
Injury: Getting hurt or being affected by hostile magic while trying to cast a spell can break your concentration and ruin the spell. If while trying to cast a spell you take damage, you must make a Concentration check (DC 10 + points of damage taken + the level of the spell you’re casting). If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).
If you are taking continuous damage, such as from Poison, half the damage is considered to take place while you are casting a spell. You must make a Concentration check (DC 10 + ½ the damage that the continuous source last dealt + the level of the spell you’re casting). If the last damage dealt was the last damage that the effect could deal (such as the last round of a Poison spell), then the damage is over, and it does not distract you.
Spell: If you are affected by a spell while attempting to cast a spell of your own, you must make a Concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + points of damage + the level of the spell you’re casting. If the spell interferes with you or distracts you in some other way, the DC is the spell’s saving throw DC + the level of the spell you’re casting. For a spell with no saving throw, it’s the DC that the spell’s saving throw would have if a save were allowed.
Grappling or Pinned: When being grappled or pinned, you must make a Concentration check (DC 20 + the level of the spell you’re casting) or lose the spell.
Vigorous Motion: If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a Concentration check (DC 10 + the level of the spell you’re casting) or lose the spell.
Violent Motion: If you are on a galloping chocobo, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed airship, or being tossed roughly about in a similar fashion, you must make a Concentration check (DC 15 + the level of the spell you’re casting) or lose the spell.
Violent Weather: You must make a Concentration check if you try to cast a spell in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the spell you’re casting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the spell you’re casting. In either case, you lose the spell if you fail the Concentration check.
Casting Defensively: If you want to cast a spell without provoking any attacks of opportunity, you need to dodge and weave. You must make a Concentration check (DC 15 + the level of the spell you’re casting) to succeed. You lose the spell if you fail.
Entangled: If you want to cast a spell while entangled in a net or while you’re affected by a spell with similar effects, you must make a DC 15 Concentration check to cast the spell. You lose the spell if you fail.
A spell’s power often depends on its caster level, which for most spellcasting characters is equal to your class level in the class you’re using to cast the spell. For example, a fira spell deals 1d4 points of damage per caster level (to a maximum of 10d4), so a 10th-level black mage can cast a more powerful fira spell than a 5th-level black mage can.
You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level. For example, at 10th level, a black mage can cast a fira spell to a range of 800 feet for 10d4 points of damage. If he wishes, he can cast a fira spell that deals less damage by casting the spell at a lower caster level, but he must reduce the range according to the selected caster level, and he can’t cast the fira spell with a caster level lower than 6th (the minimum level required for a black mage to cast fira).
In the event that a class feature or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt) but also to your caster level check to overcome your target’s spell resistance.
If you ever try to cast a spell in conditions where the characteristics of the spell (range, area, or the like) cannot be made to conform, the casting fails and the spell is wasted. Spells also fail if your concentration is broken and might fail if you’re wearing armor while casting a spell with somatic components.
THE SPELL’S RESULT
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a spell entails.
SPECIAL SPELL EFFECTS
Many special spell effects are handled according to the school of the spells in question. Certain other special spell features are found across spell schools.
Attacks: Some spell descriptions refer to attacking. For instance, vanish is dispelled if you attack anyone or anything while under its effects. All offensive combat actions, even those that don’t damage opponents (such as disarm and bull rush) are considered attacks. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks.
Bonus Types: Many spells give their subjects bonuses to ability scores, Armor Class, attacks, and other attributes. Usually, a bonus has a type that indicates how the spell grants the bonus. For example, protect grants a deflection bonus to AC, which makes attacks veer off. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works. The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one.
Magic damage is almost always associated with an element. Non-elemental damage is equivalent to force damage and nothing can be weak or resist it. Physical damage is done by weapons unless otherwise noted.
The general rule of the elements is this: wind is strong against earth, which is strong against lightning, which is strong against water, which is strong against fire, which is strong against ice, which is strong against wind. Wind is weak to ice, which is weak to fire, which is weak to water, which is weak to lightning, which is weak to earth, which is weak to wind. Shadow and holy are both weak against each other. See image below for a better understanding.
If a creature is struck by elemental damage of an element it is weak to, it takes 1.5x the normal damage. When a spell of the appropriate element is cast upon the creature and forces a saving throw, the creature suffers a -2 penalty on the saving throw. A spellcaster casting a spell of an element that a creature with elemental resistance is weak to, he gets a +2 bonus on his caster level check.
Different from spell resistance; if a creature is struck by elemental damage it is resistant to, it instead takes half that much damage (rounded down, minimum 1). Creatures get a +2 bonus to saving throws against spells of an element they are resistant to. Creatures are considered to have elemental resistance of 10 + (the creature's HD) against spells of an element they are resistant to, if they do not have any natural spell resistance (if they do, use whichever result is higher). A caster that beats this elemental resistance by 10 or more may ignore the resistance completely, but otherwise, even if the caster beats the elemental resistance, the spell still only deals half damage if it deals damage, and the creature receives a +2 bonus to the saving throw if it allows for one.
Some creatures are immune to specific elements. All spells of the chosen element have no effect whatsoever on a creature immune to that element.
Some creatures are healed by damage of a particular element. For example, the undead are healed by shadow damage. In this case, they are immune to non-damaging effects of spells of the appropriate element, and are instead healed when a spell of the element would normally deal damage (for an equal amount).
HARMFUL STATUS EFFECTS
Harmful status effects occur during combat from a certain spell or an item, or even an attack. These status effects change the "status" of a party member, or even the entire party itself.
Berserk: This status effect causes the character to fly into a rage attacking the nearest creature. The subject cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a materia), or spell completion to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
Blind: This status effect disables the character’s ability to use his sight. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character.
Confuse: This status effect causes the character to do random actions. A confused character’s actions are determined by rolling percentage at the beginning of his turn: 01-10, attack caster with melee or ranged weapons (or close with caster if attack is not possible); 11-20, act normally; 21-50, do nothing but babble incoherently; 51-70, flee away from caster at top possible speed; 71-100, attack nearest creature. A confused character that can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character that is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that is not already devoted to attacking (either because of its recent action or because it has just been attacked).
Curse: This status effect causes the creature to be unable to perform a Limit Break. It can be cured with a Remedy or by Esuna spell.
Disable: This status effect causes the creature to be unable to act normally. A disabled creature can take no actions, but has no penalty to AC.
Disease: This status effect cripples the character’s ability to heal and be healed. A diseased creature cannot be cured of wounds or healed of any other means until the disease is cured.
Frog: This status effect causes the character to be turned into a frog. The character retains his hit points but his size becomes tiny and he is unable to do anything for the duration other than hop around.
Immobilize: This status effect causes the creature to be unable to move normally. An immobilized creature cannot move, but may do other actions (attack, cast, etc.) provided he can do those actions not requiring him to move and has no penalty to AC.
Mini: This status effect causes the creature to shrink to 10% of its total size. A miniaturize creature’s physical damage only does 10% of its total damage it can dish out. Spells are unaffected.
Petrify: This status effect causes the character to turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and the DM must assign some amount of permanent hit point loss and/or debilitation.
Poison: This status effect causes the character to take 1d6 points of non-elemental damage per round. A poisoned character takes damage per round until the duration ends or until cured.
Sap: This status effect is similar to the Poison status effect except it can’t be cured by normal spells except Esuna.
Silence: This status effect causes the character to be unable to cast songs or perform songs. A silenced character cannot cast any spells nor perform any songs until he is cured of this status effect.
Sleep: This status effect causes the character to fall into a magical slumber. He is considered helpless and can be only awoken by shaking him awake.
Slow: This status effect causes the character to move and attack at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. Multiple slow effects don’t stack. Slow counters and dispels haste.
Stop: This status effect is similar to the Disable status effect except that the character is considered helpless.
Zombie: This status effect causes the character to have their type changed to [Undead], but without any of the benefits of that type. Those inflicted are now damaged by healing spells and effects, but immune to death spells and effects.
The first line of every spell description gives the name by which the spell is generally known.
Beneath the spell name is a line giving the school of magic that the spell belongs to. Almost every spell belongs to one of six schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells are non-elemental, belonging to no school.
Dark magic is always of the shadow element. Rather than directly damaging opponents like elemental magic, dark magic may deal lesser damage but drain the opponent of stats or cause otherwise harmful negative effects. Black mages are masters of dark magic.
Elemental magic focuses on damaging opponents with the elemental power of earth, fire, ice, lightning, water, or wind. Black mages specialize in elemental magic.
Enfeebling magic cripples opponents by reducing their ability to do battle. Black mages are exceedingly adept with enfeebling magic.
Enhancing magic boosts the fighting ability of allies. White mages are experts of enhancing magic.
Healing magic is used to heal wounds or cure negative status effects. Healing magic causes damage to the undead. White mages specialize in healing magic.
Light magic is always of the holy element. Light magic smites the wicked with holy power, but usually in a less direct method than elemental magic. White mages are especially proficient with light magic.
• Bard Song List
• Black Mage Spell List
• Blue Mage Spell List
• White Mage Spell List
• FFd20 Entire Spell List and Full Descriptions
• FFd20 Entire Song List and Full Descriptions
FFd20 Feats and Skills
Intimidation (Alternate usage)
Armored Mage (Leather)
Armored Mage (Chain)
Armored Mage (Plate)
Armored Thief (Leather)
Armored Thief (Chain)
Armored Thief (Plate)
Augmented Aeon Summoning
Craft Alchemical Item
Extra Limit Break
Greater Elemental Focus
Greater Elemental Penetration
FFd20 Skills and Feats
FFd20 Technology Book
New or Revised Skills
Computer Use (Int)
Knowledge (technology) (Int)
Advanced Magitek Operation
Airship Battle Run
Exotic Weapon Proficiency (Firearms)
Exotic Weapon Proficiency (Gunblades)
Magitek Weapon Boost
Magitek Weapon Proficiency
• FFd20 Technology Skills and Feats
• Magitek Technology
Miscellaneous Rules and Creations
Starting HPs change
I've changed the starting HPs for classes. It'll be similar to 4E's system. Each class will have a starting HP plus Constitution modifier.
• Bard: 15 HP
• Beastmaster: 25 HP
• Black Mage: 10 HP
• Blue Mage: 10 HP
• Fighter: 25 HP
• Knight: 30 HP
• Marksman: 20 HP
• Monk: 20 HP
• Red Mage: 15 HP
• Thief: 15 HP
• White Mage: 10 HP
Defense Bonus Change
I've decided to take 4E's defense bonus for 3.5E FFd20.
All classes receive a bonus to their AC equal to one-half the character level.
That way, a level 20 Black Mage without any items is slightly harder to hit than being a level 1 Black Mage.
Materia Usage and Creation
The Materia system is finished. Along with the Alchemical Items.
Materia and Alchemical Items
Limit Break System
Current system: Limit breaks are special abilities that all classes get at 1st level. Each base class gets two separate limit breaks. Limit breaks can be only activated when a character is at or below 25% health and can only use a limit break, once per day per limit break. A limit break is activated as an immediate action, but doesn’t go off until the character’s next turn. You may only have two limit breaks. If you pick up another base class or a prestige class, you have to choose what two limit breaks you possess.
• Dire Animals
• Legendary Animals
• Vampire Bat
• World Weapons
Not currently done, but working on these everyday. Look back here for updates.