A new level based weapon and spell upgrade system: Advice needed

Working on a system for characters when the level up for mastery for weapons and spells to add some crunch. Looking for advice or possible things I could add to it. I have spell masteries triggering on a max die on effort or a check roll above 15 as some spells have no effort effect attached. Thank yall Every time you level up, choose a weapon or spell in your equipped inventory. You may give this weapon a mastery that fits said weapon. Unless specified, a weapon or spell can only have one mastery attached.

Melee Weapon Masteries

Cleave On max die, deal half damage to an adjacent enemy

Heavy On max die, knock target prone

Stun On max die, target loses next action

Push On max die, move target 1 zone away

Hook On max die, pull target 1 zone closer

Bleed On max die, target takes 1 damage at start of each turn (stacks)

Disarm On max die, target drops one held item

Grapple On max die, target cannot move until end of your next turn

Guard On max die, gain +2 defense until your next turn

Rapid Attack For small weapons only. On max die, roll another die and either add to previous damage or give to another enemy CLOSE.

Ranged Weapon Masteries

Pin On max die, target cannot move next turn

Slow On max die, target can only move or act next turn, not both

Mark On max die, next attack against target gets +1 die

Volley On max die, deal 1 die damage to another enemy in same zone

Cripple On max die, target’s attacks only deal 1 damage next turn

Suppress On max die, target has disadvantage on next attack

Retreat On max die, you may move 1 zone free

Called Shot On max die, your next attack is EASY

Stagger On max die, target cannot move for their turn.

Precise Max die triggers on one less (5 on d6, 7 on d8). This one can stack with one other mastery.

Spell Masteries

Empower On max die or a check roll above 15, your next spell gains +1 die

Twincast On max die or a check roll above 15, target a second creature for half damage

Weaken On max die or a check roll above 15, target deals half damage next turn

Grasp On max die or a check roll above 15, target cannot move next turn

Shield On max die or a check roll above 15, gain +4 defense until your next turn

Drain On max die or a check roll above 15, heal half the damage dealt

Quicken On max die or a check roll above 15, cast a cantrip as a free action

Widen On max die or a check roll above 15, spell hits all enemies in target’s zone

Still On max die or a check roll above 15, cast silently (no one knows it was you)

Persistence On max die or a check roll above 15, spell lasts one additional round

2 Likes

These are fun, neat idea. :metal:

Have you looked at Kahn’s Spells & Feats? It was originally written for ICRPG 2e but all of it works with the current Master Edition.

The book is full of martial abilities and magic that might be pretty close to what you’re building for mastery.