FFDND: Skills/spells

Discussion

So I've been working on skills as of late to help your vivosaurs fight better, as playtesting has proven that battles take way too long on their own, so skills are definitely needed to help aid or hurt teams for a faster or more fun experience. I've moved some things around and have adjusted the classes accordingly, but that will be a separate post later as I want to get feedback into what I've done so far. Please provide any feedback you can, as I want to make sure people's ideas can be reflective in this handbook as well.

I'm not including these into Ver. 3 of the Diggins and Dinos Player's Handbook unless people like these changes, but I wanted to see how these fared against the current skills in the handbook, which are mainly attacks that have no range or are repeated attacks and lack the super status effect skills.

  • Cantrips
    • Dilopho’s Poison 50 FP, Choose a visible target. The opponent must make a CON save or take 15% of max HP/LP after their next turn ends
    • Power of life 180 FP, heal all ally vivosaurs by 2d6 LP
    • Archelon’s Scare 50 FP,  Choose a visible target. The opponent must make a WIS save on target to disable 2 of the target’s moves (if Vivosaur) or take 1d6 damage (if player)
    • Raptor Kick 50 FP, 1d6 attack damage on a target within 20 feet
    • Sauropod Stomp 80 FP, 2d10 attack damage on a target within 50 feet
  • 1st level
    • Megatherium’s Confusion 130 FP,  Choose a visible target. The opponent must make a WIS save on target or attack randomly for 2 turns. Before each turn, they must roll 1d4 to determine what random move is used, then 1d6 to determine who you hit on the opposing team. If the FP isn’t available to use that move, they’ll be too confused to act
    • Nigersaurus Sleep 70 FP,  Choose a visible target. The opponent must make a CON save or the target is asleep until the end of their next turn or they take damage
    • Elasmotherium’s Enflame 30 FP, add 2 extra dice to your next attack roll on a visible target
    • FP Plus 50 FP, Roll a 1d4. That roll determines how many turns you’ll earn additional FP for the next 4 turns by 10% x d4
    • Subzero Stomp (Saurcerer, Paleomancer) 150 FP 3d10 attack damage over 50 feet (super effective against Air + Earth)
    • Burning Bite (Saurcerer, Paleomancer) 180 FP 3d12 attack damage under 20 feet (super effective against Fire + Water)
    • Sacrifice 50 FP give all of your HP to a target of your choice, until you are at 1 HP or they are at full HP/LP, whichever comes first
    • Rallying Cry 30 FP Clear status FX on one visible target
  • 2nd level
    • Elasmosaurus Enrage 70 FP,  Choose a visible target. The opponent must make a CHA save on target to double the amount of dice rolled for attack damage and hit above 10 (before bonuses) for the next 2 turns
    • Sinosaur’s Quicken 30 FP, adds +3 to target’s AC
    • Law of the jungle 50 FP,  Choose all visible targets. The player's vivosaur steals 2d12 LP from each allied vivosaur on the battlefield to give to your vivosaur until they are at 1 HP/LP or the vivosaur is at full HP/LP, whichever comes first
    • Tyrant’s roar 100 FP 2d10 attack damage on all visible targets
    • Cephalsauric Missile, 90 FP 2d12 attack damage on a target within 50 feet
    • Body Hammer 80 FP 3d10 attack damage on a target within 30 feet
  • 3rd level
    • Counter Blow 50 FP,  Choose a visible target. The vivosaur must make a 12+ CON save to counter and deal the damage that was meant to be dealt back onto the attacker
    • Ankylosaurs Armor 30 FP, Choose a visible target. Reduce damage taken by 3d12
    • Thousand Islands (Saurcerer, Paleomancer) 170 FP 5d6 attack damage all targets
    • Wild Downer (Saurcerer, Paleomancer) 240 FP 5d10 attack damage + Confuse+ one target of the user's choice
    • Neutralize 50 FP Clear all status FX on all visible targets
    • Healing Song 90 FP Heal 60 LP/HP on a visible target
  • 4th level
    • Momo’s Excite 80 FP,  Choose a visible target. The opponent must make a WIS save or the vivosaur will not move from the position they’re at for 2 turns
    • Raja’s Charge! 100 FP, on your target vivosaur’s next attack, multiply their attacks by 2.5x the dice rolled
    • Fireworks ON! quicken for players, 80 FP, Increases speed by 200 ft
    • Dacenturus’ Poison+ 110 FP,  Choose a visible target. The opponent must make a CON save or take 30% of max HP/LP after your next turn ends
    • Tanystropheus Sleep+ 140 FP  Choose a visible target. The opponent must make a CON save or else target is afflicted with Sleep+ until the end of their next turn or they take damage twice
    • Vivosaur’s Breath 150 FP, 4d12 attack damage on one target
  • 5th level
    • Power scale, 50 FP, unlocked from purchase at shopkeep, average out FP across both teams
    • Law of the land/sky/sea/plume/void (name varies by type of vivosaur), 150 FP,  Choose all visible ally targets. The player's vivosaur steals 5d12LP from each allied vivosaur on the battlefield of matching elemental affliction to give to your vivosaur until they are at 1 HP/LP or the vivosaur is at full HP/LP, whichever comes first
    • Enraged Quetzalcoatlus 150 FP,  Choose a visible target. The opponent must make a CHA save on target to double the max value of damage dice for attack damage and hit above 18 (before bonuses) to land an attack on a vivosaur’s AC
    • Reaper's Wrath (Saurcerer, Paleomancer) 350 FP 5d10 attack damage + Poison+ one target of the user's choice
    • Heartless Fury (Saurcerer, Paleomancer) 280 FP 5d12 attack damage + Enrage+ one target of the user's choice
    • Life Charge 160 FP Heal 100 LP/HP on a visible target
    • Fickle Goddess 40 FP Inflict a random status effect on a visible target
  • 6th level
    • Krypto’s Infection 400 FP,  Choose a visible target. The opponent must make a 20+ CON save or target KOs after the end of the 5th turn
    • Tyrannosaurus Fear 160 FP,  Choose a visible target. The opponent must make a WIS save on target or disable 3 of the target’s moves (if Vivosaur) or take 5d6 damage (if player)
    • Dimorphodon Ace’s Quicken+ 180 FP, adds +7 to target’s AC
    • Cyclonic breath 190 FP, 6d12 attack damage on one target
    • Chirping of life 240 FP, heal all ally vivosaurs by 6d10 LP
  • 7th level
    • Andrewsarchus’ Enflame+ 180 FP, double the attack die used on the target’s next attack
    • Hatzegopteryx Confuse+ 180 FP,  Choose a visible target. The opponent must make a WIS save on target or attack randomly for 2 turns. Before each turn, they must roll 1d4 to determine what random move is used, then 1d6 to determine who you hit, including your own allies. If the FP isn’t available to use that move, they’ll be too confused to act
    • Inferno Breath (Saurcerer, Paleomancer) 530 FP 7d12 attack damage all targets
    • Ice Age (Saurcerer, Paleomancer) 500 FP 7d12 attack damage + Scare+ one target of the user's choice
    • Healing Chorus 480 LP Heal all visible targets 100 HP/LP
    • Sparkling Heal 400 LP Heal all visible targets 75 HP/LP and clear all status FX
    • Theropod's Excite+ 180 FP,  Choose a visible target. The opponent must make a WIS save to the Vivosaur will not move from the position they’re at by the opponent's command for 2 turns. While they are excited, they will move on their own to an adjacent position before the start of each turn randomly
  • 8th level
    • Utahraptor’s Venom 180 FP  Choose a visible target. The opponent must make a CON save or take 50% of max HP/LP after your next turn ends
    • Gomphotherium’s Harden+ 180 FP, reduce damage taken by 8d20 until the end of the target’s next turn
    • Earth Crush 400 FP 8d12 attack damage on all targets
    • Lava Plume 400 FP 8d12 attack damage on all targets
    • Icicle Missile 400 FP 8d12 attack damage on all targets
    • Ominous Winds 400 FP 8d12 attack damage on all targets
    • Neutralizing Void 400 FP 8d12 attack damage on all targets
  • 9th level
    • Law of Indominus 450 FP, Choose all visible ally targets. The player's vivosaur steals the highest ally vivosaur’s health to give to your vivosaur until they are at 1 HP/LP or the vivosaur is at full HP/LP, whichever comes first
    • Necromancy (Saurcerer, Paleomancer) 450 FP 9d12 attack damage + Random FX on all targets
    • Soul Shatter (Saurcerer, Paleomancer) 800 FP 9d20 one target of the user's choice
    • Mother's Heal 240 FP Heal one visible target by 150 HP/LP
    • Curative Ode 220 FP Heal one visible targets by 125 HP/LP and clear all status FX

Each skill based on moves have been reflective of the move itself, while the vivosaur attached to some of them are mainly because it is the signature skills of that vivosaur. I tried not to make vivosaur names as duplicates, which is why a couple may feel better as 2 moves rather than just one. The FP cost is ONLY if the vivosaur uses the move OR if the player uses the move in battle when transformed into a vivosaur.

Posted Jan 13, 2026, 11:57 PM UTC

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