Shining Force Tabletop RPG

Battlefield maps are made up of navigable terrain tiles.
Players take turns performing actions using their units, represented by figures placed on the grid.

Unit Actions

Units can move and perform an action each turn.

Actions include:

  • Attack an enemy with an equipped weapon.
  • Cast a spell using mana.
  • Use a held item.
  • Interact with a nearby object or NPC.

Unit Movmement

How for a unit can move is determined by their movement type in relation to the terrain.

Movement Type Speed Flat Sand Forest Mountain Water
🚢 Walk 6 SPD 1 🟫 2 🟨 1 🟩 2 ⬜ 3 🟦
πŸ‡ Ride 8 SPD 1 🟫 1 🟨 2 🟩 2 ⬜ 3 🟦
πŸ•ŠοΈ Fly 4 SPD 1 🟫 1 🟨 1 🟩 1 ⬜ 1 🟦
πŸ§œβ€β™€οΈ Swim 8 SPD 2 🟫 2 🟨 3 🟩 3 ⬜ 1 🟦

A unit begins a turn with energy equal to their Speed (SPD).
By expending energy equal to their movement's terrain cost, they can traverse onto an adjacent tile.
A unit can no longer move once they have insufficient energy to pay terrain costs.
Additionally, there may be β›” Walled boundaries that are not traversable.

Classes

Each unit has a class that determines their stat progression and proficiencies.
A unit's Health (HP) and Mana (MP) stats increase as they level up.

Class Proficiencies Movement Speed Lv 1 Lv 2 Lv 3 Lv 4
Warrior πŸͺ“ Axe / βš”οΈ Sword 🚢Walk 6 SPD 8 HP 12 HP 16 HP 20 HP
Knight πŸ”± Spear πŸ‡ Ride 8 SPD 8 HP 12 HP 16 HP 20 HP
Archer 🏹 Bow 🚢Walk 6 SPD 6 HP 10 HP 12 HP 16 HP
Birdman βš”οΈ Sword πŸ•ŠοΈ Fly 4 SPD 6 HP 10 HP 12 HP 16 HP
Priest β˜€οΈ Holy / πŸͺ„ Staff 🚢Walk 6 SPD 6 HP/MP 8 HP/MP 10 HP/MP 12 HP/MP
Mage πŸ”₯ Elemental / πŸͺ„ Staff 🚢Walk 6 SPD 6 HP/MP 8 HP/MP 10 HP/MP 12 HP/MP
Mermaid πŸ’€ Curse / πŸ”± Spear πŸ§œβ€β™€οΈ Swim 8 SPD 6 HP/MP 8 HP/MP 10 HP/MP 12 HP/MP

Weapons

Each class is proficient in certain weapon types.
A weapon wielded by an unskilled class will deal diminished damage.
Higher level weapons have greater damage potential.

Weapon Proficient Classes Attack Range Lv 1 Lv 2 Lv 3 Lv 4
πŸͺ“ Axe Warrior Melee (1) D6 D8 D10 D12
βš”οΈ Sword Birdman & Warrior Melee (1) D6 D8 D10 D12
πŸ”± Spear Knight & Mermaid Melee (1)
Ranged (2)
D6
D4
D8
D6
D10
D8
D12
D10
🏹 Bow Archer Ranged (2)
Long Ranged (3)
D6
D4
D8
D6
D10
D8
D12
D10
πŸͺ„ Staff Priest, Mage & Mermaid Melee (1) D4 D6 D8 D10
Melee
Bow
Unskilled Melee (1)
Ranged (2)
D4
D4
D4
D4
D4
D4
D4
D4

The amount of damage an attack deals to an enemy is determined by a dice roll.
Dice are numbered by how many outcomes they have.
For example, D6 means roll a six-sided die.
The possible sizes are D4, D6, D8, D10, D12, D20.

Magic

Units proficient in using staves can cast spells by expending mana.
Each class learns new spells in their respective school of magic as they level up.

Elemental Magic

Mages wield the elements to strike down enemy forces.
A mage specializes in one of three elements, learning higher level incantations as they level up.

Spell Level MP Cost Range Target Effect
πŸ”₯ Blaze 1
2
3
4
1
2
3
4
Ranged (2)
Ranged (2)
Ranged (2)
Ranged (2)
Single (1)
Area (2)
Area (2)
Single (1)
D6
D6
D8
D12
🧊 Freeze 1
2
3
4
1
2
3
5
Ranged (2)
Ranged (2)
Ranged (2)
Long Ranged (3)
Single (1)
Area (2)
Area (2)
Large Area (3)
D6
D6
D8
D10
⚑ Bolt 1
2
3
4
1
2
4
5
Ranged (2)
Ranged (2)
Long Ranged (3)
Long Ranged (3)
Area (2)
Area (2)
Large Area (3)
Single (1)
D6
D6
D8
D12

Holy Magic

Priests wield holy magic to restore strength to their allies.
Priests know how to cast Heal at level 1.
They learn a blessing at level 2, and may learn their choice of holy magic at higher levels.

Spell Description Level MP Cost Range Target Effect
Heal Restore HP. 1
2
3
4
1
2
3
4
Touch (1)
Ranged (2)
Long Ranged (3)
Touch (1)
Single (1) D6+2 HP
D8+2 HP
D10+2 HP
Full HP
Aura Restore HP to a group. 1
2
3
4
2
3
4
6
Long Ranged (3)
Long Ranged (3)
Long Ranged (3)
Entire Map (X)
Area (2)
Large Area (3)
Large Area (3)
All Allies (X)
D6+2 HP
D8+2 HP
D10+2 HP
D12+4 HP
Detox Remove curses. 2 1 Touch (1) Single (1) Negate all Curses
Boost Grant an attack blessing. 2 1 Touch (1) Single (1) Add D6 to next Attack
Quick Grant a speed blessing. 2 1 Touch (1) Single (1) Add 2 SPD
Reduce 2 damage
Shield Grant a magic barrier. 2 1 Touch (1) Single (1) Negate one Magic

Curse Magic

Merfolk wield curse magic to weaken their foes.

Spell Description Level MP Cost Range Target Effect
Dispel Inflicts Silence. 1 2 Ranged (2) Single (1) Cannot cast
Muddle Inflicts Confusion. 1 2 Ranged (2) Single (1) Flip coin to attack
Toxic Inflicts Poison. 1 2 Ranged (2) Single (1) Lose 2 HP/turn
Slow Inflicts Slow. 1 2 Ranged (2) Single (1) Reduce 2 SPD
Increase 2 damage
Sleep Inflicts Sleep. 1 2 Ranged (2) Single (1) Flip coin to awaken

This page was last edited on 2026-06-05 00:29

Powered by Wiki|Docs

This page was last edited on 2026-06-05 00:29

Nessa
Β©2023–2026

Powered by Wiki|Docs