Wizards 'n Iron is a system I made in 2021 with the intention of fitting all its rules into a singular page, which I did manage, though it was not exactly the most readable page I've written. The system was devoloped to be shared with the school system, though I doubt anyone has ever run this system before anywhere. This page was created to record its rules in their entirety in a more readable and useful format than they were originally presented in, and to explain some things originally left unexplained. I may expand on this system in the future, but for the time being, this page encompasses all the rules I've ever written for this system.
Name: Your character's name.
Class: Your character's class is what determines their abilities and skills, and their role. You can have more than one class if your game master allows it.
Affinities: What your character has a natural affinity towards. Generally this helps determine what their class(es) should be.
Ability Scores: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma are your ability scores. They determine your skill modifiers and saving throws (reflex, body, psyche, spirit).
HP and AC: HP is a measurement of your durability, and AC is how hard you are to hit. Your HP is equal to twice your Constitution score, and AC is equal to your armor bonus + your Reflex modifier. MP is the arcane counterpart of HP and is calculated as twice your Intelligence score. MD is your magical armor bonus + your Psyche modifier.
Critical State: If either your HP or MP ever reaches or fall below 0, then your character enters a critical condition. Without help, whichever pool has fallen below zero will continue to fall by one point per round. A character whose HP or MP hits -10 dies instantly.
Ability Checks: An ability check is often rolled when one is doing something with a chance of failing, or when using certain class abilities. To roll an ability check, roll a d20; if the result is equal to or less than the associated ability, you pass.
Skill Checks: A skill check is generally rolled when one is trying to perform a task they are skilled in, and the GM needs to determine how well they do with the intended task. Each skill has a modifier based on the ability score it is tied to. The calculation is:
((Ability Score - 10) / 2), rounded down.
To roll a Skill check, simply roll a d20 and add this modifier to the result.
Saving Throws: These are generally made to resist something's effects. Their values are equal to half the ability score they’re derived from. They are rolled the same as an ability check, but by their very nature, they are more difficult. Avoid them whenever possible.
When combat begins, everyone rolls a d10. The result of each of their rolls is their place in initiative for that round. Everyone takes their turn one at a time, starting with the person with the lowest initiative roll. At the end of the round, everyone rolls initiative again and continue if necessary.
On your turn in combat, you have three actions you can take. You can spend these to either move, attack, cast a spell, or somehow otherwise interact with the environment or its inhabitants. Your turn lasts 10 in-world seconds, no matter how long you take IRL to decide on your actions.
A skill check with the appropriate weapon skill. If your result is higher than the target's AC, you hit, if not, you miss. If you attack more than once in a round, you incur a -2 penalty to each attack beyond the first (this stacks). If you hit, roll for damage as is listed for your weapon.
Sorcery in this system is a difficult skill to learn and a harder one to master. To learn new spells, one must either be taught them or create them from scratch. Spells cost MP (Mana Points) to cast, and the amount is determined when the spell is created.
The same principle applies to all forms of magic. However, note that Clerics and Paladins often receive spells from their gods or from leaders in their faith. Work with your GM to design spells that fit your character’s concept.
Below are the available classes, each with a category, favored abilities, class skills, a unique ability, and a rarity indicating how common or special it might be in the world.
Category: Combat
Favored Abilities: Strength, Dexterity
Class Skills: Three weapons, All armor, Maintenance
Unique Ability — Weapon Master: You have a +2 to hit with one weapon you're proficient with.
Rarity: Common
Category: Magic
Favored Abilities: Intelligence, Wisdom
Class Skills: Sorcery, Arcanism Literature, Bookbinding
Unique Ability — Enchanting: You can enchant equipment with enchantments derived from your known spells.
Rarity: Uncommon
Category: Assassin
Favored Abilities: Dexterity, Charisma
Class Skills: Stealth, Thievery, Two weapons, Lockpicking
Unique Ability — Smuggling: You know how to hide things where nobody will find them, bypassing barriers.
Rarity: Common
Category: Combat
Favored Abilities: Intelligence, Strength
Class Skills: Two weapons, Medium armor, Shadow magic
Unique Ability — Grip of Shade: If both you and your opponent are in shadow, you can grapple them with the shadows. They cannot flee. You can do this for ten minutes per night.
Rarity: Rare
Category: Magic
Favored Abilities: Intelligence, Constitution
Class Skills: Sorcery, Necromancy, Arcanism, Embalming
Unique Ability — Command Dead: You can temporarily raise the corpses of the dead without a spell. Make an Intelligence check; on success, you command a corpse to perform one action for up to one hour or until destroyed.
Rarity: Rare
Category: Assassin
Favored Abilities: Wisdom, Dexterity
Class Skills: Shadow magic, Stealth, Climbing, One weapon
Unique Ability — Shadehopping: If you are in shadow, you can instantly teleport to any other shadow you can see within 30 feet as an action.
Rarity: Uncommon
Category: Combat
Favored Abilities: Strength, Charisma
Class Skills: Four weapons, All armor, Holy magic
Unique Ability — Lay on Hands: You have “Lay on Hands” points equal to your Charisma score. You can expend these points to heal someone you touch for 2 HP per point or damage undead for 2 HP per point. These points refresh at dawn.
Rarity: Very Rare
Category: Magic
Favored Abilities: Wisdom, Charisma
Class Skills: Holy magic, Ritual magic, Healing, Religion
Unique Ability — Turn Undead: Twice per day, your holy power can send undead fleeing in terror. Make a Wisdom check; on success, all non-sentient undead within 60 feet flee for one hour.
Rarity: Uncommon
Category: Assassin
Favored Abilities: Dexterity, Wisdom
Class Skills: Mist magic, Holy magic, One weapon, Stealth
Unique Ability — Light Weaving: Make a Wisdom check. On success, you can weave an illusion of your choice, from creating an illusory wall to disguising your appearance. Visually perfect illusions remain unless disbelieved or dispelled.
Rarity: Very Rare