Chapter 12: Spell and Perk Creation

The magic and abilities detailed elsewhere in this guide, particularly in the Demayth Grimoire (Chapter 13), represent a vast array of possibilities for your Demigod character. However, the Demayth universe is boundless, and your imagination may conjure spells or unique traits that aren't explicitly listed. This chapter provides guidelines for you, the player, to work with your Battle Master to create custom spells and perks. You might use these guidelines to design some or all of your character's six starting abilities (as mentioned in Chapter 11), or to develop entirely new powers as your Demigod progresses on their journey. Remember, this is a collaborative process, focused on enhancing the story and ensuring game balance.

The Crucial Role of the Battle Master:

Before delving into creation, it is paramount to understand that all custom spells and perks require the explicit approval of your Battle Master (BM). The BM's role is to ensure that new creations fit within the established lore and mechanics of Demayth Adventures, maintain game balance, and contribute positively to the overall campaign narrative. Approach your BM early with your ideas, be open to feedback and adjustments, and work together to integrate your unique concepts into the game.

Creating Custom Spells:

Designing a new spell can be an exciting way to reflect your Demigod's unique connection to Demayth or their specialized training. Follow these steps when conceptualizing a new spell:

  • Define the Concept: What do you want the spell to do? Start with the core idea – the desired effect, the narrative purpose, the visual flair. Is it an offensive blast, a subtle illusion, a protective ward, a unique healing effect?
  • Determine School Alignment: Which of the Twelve Schools of Magic does your spell concept best fit? Linking your spell to a school helps define its thematic boundaries and potential mechanics. A spell might even draw upon two schools.
  • Develop the Mechanics (Guidelines & Comparisons): Work with your BM to define the spell's game mechanics, applying the principles outlined in Chapter 9 (Ability Fundamentals, Duration, Range, Effects, AoE, etc.). Crucially, compare your proposed spell to existing spells of similar power and school in the Demayth Grimoire (Chapter 13) to determine appropriate Actio Saving Throw DCs (based on Ability Focus), Damage/Healing/Effect values, and Scaling with Mastery Rank. This comparison is key for balance.
  • Name Your Spell: Choose a name that is both descriptive and evocative, reflecting the spell's nature and perhaps its connection to Demayth lore.

Starting Statistics for Abilities (Guidelines)

When creating custom abilities (see Chapter 12), use this table as a guideline for determining starting numerical values. Work with your Battle Master to ensure balance.

Statistic NameStarting Value SuggestionNotes
Attack/Attack bonus1-10/+1Base ATK/DEF for BC/DC or ability attack
Defense/Defense bonus1-10/+1Base DEF or bonus for defensive ability
HP bonus+1-5Added to maximum HP (usually from perks)
Demayth point bonus+1-3 (Max DP)Added to maximum DP (usually from perks)
Movement/Move bonus+1-10 ft (or +1-2 spaces)Added to base movement
Healing/Healing bonus1d4 to 1d8 (+SCM?)Base healing or bonus added
Damage (of any kind)1d4 to 1d10Base damage for an ability
Damage bonus (of any kind)+1-3Bonus added to damage rolls
Damage Types (AoE, DoT)1-3Number of simultaneous damage types
Evasion, Phasing, etc.Grant Advantage/EffectGrants advantage or a specific status effect
Multiple Attacks1 additionalGrants an extra attack action/instance
Card Economy (Draw/Etc.)1-3 cardsAllows drawing/manipulating cards
Discarding bonus (enemies)1-2 cardsForces opponent to discard
Defense Reduction-1 to -3 DEFPenalty to opponent's DEF value
Attack Reduction-1 ATKPenalty to opponent's ATK value
Action Reduction-1 AP costReduces cost of specific actions
Attack Multiplierx1.5 or x2 (Rare)Multiplies total damage (use sparingly)
Saving Throw Bonus+1 or +2Bonus to specific saving throws
Resource Banks (ATK/DEF)10Pool for boosting ATK/DEF
Healing/DS Banks10Pool for boosting Healing/Defenses
Spell Duration+1-3 rounds/rotationsIncreases duration of spell effects
Power Banks10General pool for boosting actions
Weight point bonuses+1-10Increases carrying capacity
Minion Spawn bonus1 additionalAllows summoning/controlling more minions

Creating Custom Perks:

Perks add unique flavor and mechanical advantages to your character, reflecting special training, innate talents, or unique aspects of their background.

  • Define the Concept: What unique benefit or ability should the perk grant? What aspect of your character does it represent?
  • Link to Character: How does this perk logically fit your Demigod's race, background, class concept, or chosen magic schools? A strong narrative connection makes the perk more meaningful.
  • Determine Mechanical Benefit (Guidelines & Comparisons): Define the specific game mechanic effect. Use the Perk Statistics Guideline Table (see below) as a starting point and compare the proposed benefit to existing racial traits, class features, and other perks to ensure it's balanced. Determine if it's passive or requires activation (and any associated costs or limitations).
  • Name Your Perk: Choose a name that clearly reflects the perk's function and flavor.

Perk Statistics Guideline Table:

This table provides suggested starting values or guidelines when designing the numerical impact of your custom Perks. Remember, these are starting points, and the final values should be determined in collaboration with your Battle Master to ensure game balance.

Statistic NameStarting Value SuggestionNotes
Attack Bonus+1Added to ATK value of relevant cards/attacks
Defense Bonus+1Added to DEF value of relevant cards/defenses
HP Bonus+5Added to maximum HP
Demayth Point Bonus+1 (Max DP)Added to maximum DP
Movement Bonus+2 spaces (10 ft)Added to base movement allowance
Healing/Healing Bonus+1-3 HPAdded to healing effects
Damage (Specific Type)1d4 or 1d6Base damage for a new damaging effect
Damage Bonus (Specific)+1 or +2Added to existing damage
AoE/DoT Damage1d4Base damage per interval/target
Evasion/Phasing/Etc.Grant Advantage/EffectGrants advantage or a specific status effect
Multiple Attacks1 additionalGrants an extra attack action/instance
Card Economy (Draw/Etc.)1 cardAllows drawing/manipulating cards
Discarding Bonus (Enemy)1 cardForces opponent to discard
Defense Reduction-1 to -3 DEFPenalty to opponent's DEF value
Attack Reduction-1 ATKPenalty to opponent's ATK value
Action Reduction-1 AP costReduces cost of specific actions
Attack Multiplierx1.5 or x2 (Rare)Multiplies total damage (use sparingly)
Saving Throw Bonus+1 or +2Bonus to specific saving throws
Resource Banks (ATK/DEF)10Creates a pool for boosting ATK/DEF
Healing/DS Banks10Creates a pool for boosting Healing/Defenses
Spell Duration+1-3 RotationsIncreases duration of spell effects
Power Banks10Creates a general pool for boosting actions
Carrying Capacity Bonus+5 Weight PointsIncreases carrying capacity
Minion Spawn Bonus1 additionalAllows summoning/controlling more minions

Balance and Collaboration:

Remember, the goal of creating custom spells and perks is to enhance your character and the story, not to break the game. Be prepared to revise your ideas based on your Battle Master's feedback. Trust their judgment in maintaining game balance and ensuring your creations fit seamlessly into the world of Demayth.

With creativity, careful consideration, and collaboration with your Battle Master, you can design unique spells and perks that make your Demigod truly stand out, adding another layer of depth and personalization to your Demayth Adventures.