TRG Prime Core 3.1

Interactive rules reference · images omitted · 21 tabs · 328 feat headings · 692 spell headings

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CREDITSWritingGraham SeeneyEditingJoseph Kent, Lewi JonesIllustrationsKyle Seeney & additional royalty free artworkPlaytestingGraham Seeney, Roger Seeney, Lewi Jones, Joseph Kent, Jason Dennis, Mike Major & Julia SeeneyMy ThanksTo my wife Julia Seeney who puts up with my constant geeking and who supports me in all ventures. Over the years, she has truly absorbed the perfect image of the back of my head.PublisherTraris Games - https://www.traris.co.uk/TRG © 2020 Traris GamesCREDITSWritingGraham SeeneyEditingJoseph Kent, Lewi JonesIllustrationsKyle Seeney & additional royalty free artworkPlaytestingGraham Seeney, Roger Seeney, Lewi Jones, Joseph Kent, Jason Dennis, Mike Major & Julia SeeneyMy ThanksTo my wife Julia Seeney who puts up with my constant geeking and who supports me in all ventures. Over the years, she has truly absorbed the perfect image of the back of my head.PublisherTraris Games - https://www.traris.co.uk/TRG © 2020 Traris Games

Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.

Compatibility with Pathfinder Second Edition requires Pathfinder Second Edition from Paizo Inc. See paizo.com/pathfinder to learn more about Pathfinder. Paizo Inc. does not guarantee compatibility and does not endorse this product.

Pathfinder is a registered trademark of Paizo Inc. Pathfinder Second Edition, and the Pathfinder Second Edition Compatibility Logo are trademarks of Paizo Inc. The Pathfinder-Icons font is © 2019 Paizo Inc. These trademarks and copyrighted works are used under the Pathfinder Second Edition Compatibility License. See paizo.com/pathfinder/compatibility for more information on this license.

DESIGNATION OF PRODUCT IDENTITY:

Traris Games (TRG) company name and logo; “TRG” name and logo; “Traris Games” name and logo; all artwork,

backgrounds, and logos; all trade dress, and graphic design elements.

DECLARATION OF OPEN CONTENT:

All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND OR the names of abilities presented within this book are Open Game Content as described in Section 1(d) of the License.

Version 2.9

TABLE OF CONTENTS Chapter 1 - The Basics (page 3)This chapter gives a brief outline as to what a roleplaying game is, the basics of the game, a summary of chapters and a glossary of terms that you will find useful for this roleplaying game. You will also find a quick reference for designing a character from scratch. The chapter moves through the character creation process step by step and summarises information and details from each of the chapters need to build your character.Chapter 2 - Races & Backgrounds (page 18)Explores each of the races that are present in TRG and explores all of their statistical data. You will also find a selection of backgrounds and languages at the end of the chapter.Chapter 3 - Classes (page 39)Gives a detailed breakdown of each character class and details each of their individual abilities.Chapter 4 - Skills & Actions (page 60)Skills and actions are the backbone of the game. To determine what is possible for you to do during the game you will make numerous skill checks whilst carrying out a multitude of actions. Your skills will develop differently depending upon your character profession.Chapter 5 - Feats (page 97)This chapter details a set of abilities that may be selected by your character as they progress in levels. These feats are broken down into different sub-categories.Chapter 6 - Gear & Services (page 144)Your character will need armour, equipment and weapons. This chapter details all of the mundane equipment and services that are available in the game.Chapter 7 - Combat (page 191)Details of all the rules required to run combats in TRG.Chapter 8 – Other Rules (page 225)All of the rules required to play TRG when not involved in a combat situation.Chapter 9 - Magic (page 235)Magic makes a fantasy campaign setting unique and extraordinary. This chapter describes the concept of magic in a roleplaying game and how to integrate it with your setting.Chapter 10 - Grimoire (page 249)This chapter gives detailed descriptions for all of the spells in the game.Chapter 11 - Magic Items (page 360)All good roleplaying games need magical items. This chapter provides the rules for creating and using magic items as well as providing a selection of examples. Chapter 12 – GM Stuff (page 384)Lots of stuff for the GM.The Appendixes (page 399)A summary of additional information that is needed to play the game.TABLE OF CONTENTS Chapter 1 - The Basics (page 3)This chapter gives a brief outline as to what a roleplaying game is, the basics of the game, a summary of chapters and a glossary of terms that you will find useful for this roleplaying game. You will also find a quick reference for designing a character from scratch. The chapter moves through the character creation process step by step and summarises information and details from each of the chapters need to build your character.Chapter 2 - Races & Backgrounds (page 18)Explores each of the races that are present in TRG and explores all of their statistical data. You will also find a selection of backgrounds and languages at the end of the chapter.Chapter 3 - Classes (page 39)Gives a detailed breakdown of each character class and details each of their individual abilities.Chapter 4 - Skills & Actions (page 60)Skills and actions are the backbone of the game. To determine what is possible for you to do during the game you will make numerous skill checks whilst carrying out a multitude of actions. Your skills will develop differently depending upon your character profession.Chapter 5 - Feats (page 97)This chapter details a set of abilities that may be selected by your character as they progress in levels. These feats are broken down into different sub-categories.Chapter 6 - Gear & Services (page 144)Your character will need armour, equipment and weapons. This chapter details all of the mundane equipment and services that are available in the game.Chapter 7 - Combat (page 191)Details of all the rules required to run combats in TRG.Chapter 8 – Other Rules (page 225)All of the rules required to play TRG when not involved in a combat situation.Chapter 9 - Magic (page 235)Magic makes a fantasy campaign setting unique and extraordinary. This chapter describes the concept of magic in a roleplaying game and how to integrate it with your setting.Chapter 10 - Grimoire (page 249)This chapter gives detailed descriptions for all of the spells in the game.Chapter 11 - Magic Items (page 360)All good roleplaying games need magical items. This chapter provides the rules for creating and using magic items as well as providing a selection of examples. Chapter 12 – GM Stuff (page 384)Lots of stuff for the GM.The Appendixes (page 399)A summary of additional information that is needed to play the game.

CHAPTER 1 - THE BASICS #

A FEW WORDS #

Fantasy roleplaying is a captivating force that spreads like wildfire, impossible to contain once it touches your soul. My personal journey commenced in 1986 when my older brother brought home those iconic red and blue box sets of a popular roleplaying game. Having been immersed in fantasy game books for years, it was only natural to take the next step.

Under my brother's guidance, I delved into a realm of mythical wonders, where the boundaries were dictated by my imagination and the roll of those beautifully crafted dice. After hours of playing a 1st level Cleric, chosen for my high Wisdom score, I pondered the endless possibilities of this game.

A few days later, I sought out my local gaming shop (a stamp and coin shop near the seafront) and acquired my very first set of dice. It took weeks to save up for that shiny red box, but once I possessed it, my true adventure began—for me and the countless others who would partake in my games throughout the years.

I like to believe that my roleplaying campaigns have left lasting memories on those who have journeyed alongside me. Together, we have unravelled fantasy worlds, challenging gods and battling goblins (as well as the odd tavern brawl). We have traversed the fabric of reality, venturing into dreamscapes and parallel universes. Timelines have fractured, alternate realities have spawned, and great demons have been vanquished at the nexus of time. We have traversed the galaxy in mighty starships (and crashed hover planes into buildings). Formidable supervillains have crumbled before our powers, while tyrants have risen, leaving a legacy of terror upon unfamiliar worlds.

Then there are the moments of pure comedy—the player who crafted a new character just before a momentous battle, only to perish so swiftly that their name went unknown to the party. The psychotic, sociopathic android who consistently led their comrades into blatant death-traps. The bumbling Northman who habitually sprung every trap by opening doors before the rogue could intervene. The chaotic gnome wizard who leaped off a cliff, only to remember he hadn't prepared a feather fall spell—countless tales that continue to bring laughter and merriment.

When reminiscing with past and present players, we fondly recall characters and situations as if they were real occurrences. It both amuses and warms my heart to recall the memories of these remarkable characters. Characters like Parx Tainlel, a priest of the goddess of magic, possessed by a demon and eventually wrested back under the player's control after two decades. Graydon Tainlel, the son of Parx, born of a mortal mother and demon father. These, along with countless others, have inhabited my games for the past 25 years.

This brings me to the book you now hold in your hands. As an experienced Gamesmaster, I have always found the need to house rule and adapt game systems to suit the needs of my players and myself. With the release of the 5th edition of a popular D20 game, I felt that the overarching needs of my gamers had not been fully met. It was then that my younger brother suggested I write my own game, and that seed firmly planted itself in my mind.

On March 5th, 2015, I sat before my computer and began penning the first words of the rulebook now in your possession. Within a month, I conducted alpha playtests, and the work continued with fervour. Read, play, and play again. Hopefully, you will find minimal need to alter the rules to suit your preferences, but if necessary, feel free to share your modifications with me.

Most importantly, have fun……..

Graham Seeney

After over a year of playing the full release of TRG, it became clear that a d20 system was necessary. This new approach begins with TRG: Prime, a streamlined d20 adaptation of the core TRG rules. Skills remain in the same format, but notable changes have been made to critical tables, spells, energy types, and feats.

This adaptation responds to player feedback seeking a more familiar experience. By embracing the d20 framework, TRG: Prime preserves the depth of the original while improving accessibility and pacing, making it an ideal entry point for new players and a fresh challenge for veterans alike.

Gregan Tainlel, the master thief of the Duchy of Aequus, stood hidden in the shadows of the ancient temple of Malkurath, the God of Death. The past few months had been a whirlwind of cunning schemes and narrow escapes, all leading to this moment. The legendary Dark Idol, a relic said to hold the very essence of Malkurath’s power, was within his reach. Tales of its cursed magic, capable of summoning death itself, only made the prize more enticing for a man like Gregan, who thrived on the thrill of impossible odds.

He paused, fingers tracing the scar on his cheek—a reminder of his narrow escape from the catacombs beneath the Imperial Palace of Aequus. The flickering torchlight from the temple’s braziers cast long, skeletal shadows across the stone walls, making the carvings of skulls and serpents seem almost alive. As he crouched behind a cracked pillar, Gregan couldn’t help but reflect on his journey. He had outwitted the city guard, slipped through the grasp of rival thieves, and now stood on the precipice of one of the greatest heists the Numari Empire had ever seen.

The temple’s inner sanctum loomed before him, a massive chamber draped in black silk and filled with the scent of burning incense. At its heart stood the altar of Malkurath, and atop it, the idol—its surface polished to a mirror-like sheen that seemed to absorb the light around it. Gregan’s sharp eyes scanned the room. He knew the priests would have laid traps, and he wouldn’t get a second chance if he mis stepped. The idol was guarded not only by ancient wards of soul magic but also by the vigilant Scythes, the deadly clerics of Malkurath, sworn to protect the relics of their god.

Gregan had prepared for this moment. He recalled the arcane symbols he had deciphered in the forbidden texts stolen from the archives of the Imperial University—a warning of the soul-binding magic that would guard the relic. He pulled a small pouch from his belt and sprinkled a fine, shimmering powder over the ground—a rare alchemical concoction designed to disrupt magical wards. He felt the faint hum of energy dissipate, the oppressive air in the chamber easing slightly.

Just as he stepped towards the altar, a low chant echoed from the far side of the room. Three Scythes entered, clad in robes as dark as the void, their faces obscured by bone-white masks. Leading them was the High Scythe herself, carrying a staff crowned with a sickly green crystal that pulsed with necrotic energy. Gregan’s heart skipped a beat; he had expected guards, but not the temple’s high priestess.

For a fleeting moment, he considered retreat. But the thrill of the challenge, the allure of the idol, and the chance to outwit the High Scythe filled him with reckless determination. He drew a thin, silver dagger—unassuming to the untrained eye, but imbued with the blessing of the Agothian fey, capable of severing the threads of soul magic. With a roguish grin, he whispered, “Time for one last dance.”

Gregan lunged forward, moving like a shadow between the flickering lights. His blade met the staff of the High Scythe with a resounding clash, sending sparks into the air. The chamber erupted into chaos as the other clerics joined the fray. The scent of burning incense mixed with the metallic tang of blood as the thief fought with the grace of a dancer, every strike precise and calculated.

In the heart of the melee, Gregan spun and vaulted onto the altar, seizing the Dark Idol with both hands. Its surface was icy cold, and a wave of dark energy surged through him, making his skin crawl. He felt a brief moment of triumph as he lifted the relic free—until the room fell silent, and a cold wind swept through the chamber.

The Scythes stepped back; their chanting halted. The High Scythe’s mask tilted slightly, and Gregan saw a glint of amusement in her eyes. “You’ve taken what is not yours, thief,” she intoned, her voice echoing with a power beyond mortal comprehension. The ground beneath Gregan began to crack, and tendrils of shadow coiled around his legs, pulling him down into the earth.

Gregan’s smirk faltered, but he tightened his grip on the idol. He had one last trick up his sleeve. With a flick of his wrist, he smashed a vial of blessed oil against the relic, disrupting the soul-binding magic. The shadows recoiled, and a shocked gasp rippled through the chamber as he sprang towards the archway, the idol clutched tightly to his chest.

The High Scythe’s laughter echoed through the temple as Gregan sprinted into the night, her mocking voice trailing behind him like a ghostly whisper. Bells rang out through the darkened streets of Aequus, sounding the alarm. But the thief had already vanished into the maze of alleyways and rooftops that made up the city’s sprawling underbelly.

Whether he had secured a treasure beyond measure or cursed himself with a relic of death, only time would tell. For now, Gregan Tainlel had pulled off the heist of a lifetime, outwitting the Scythes and escaping the clutches of Malkurath’s devoted. It was a feat that would be whispered about in the taverns of the Numari Empire for years to come, a tale of daring and skill that solidified his reputation as the greatest thief the empire had ever known.

GETTING STARTED #

The Traris Roleplaying Game (TRG) offers an experience like no other, immersing players in a world of mythical adventure where great heroes—or cunning villains—come together to pursue epic goals within a dynamic campaign setting. As a player, you’ll create a unique character and collaborate with fellow adventurers, embarking on quests and overcoming challenges as a team. For those who choose the role of Gamesmaster, TRG offers the opportunity to craft vast, imaginative worlds where your players can explore the limits of what’s possible.

In an era dominated by computers (and, admittedly, I’m writing this on one), it’s easy to let graphics and sound effects fill the space where our imagination once thrived. Yet, a roleplaying game like TRG rekindles the spark of creativity, inviting us to step beyond the constraints of programmed experiences. In a video game, no matter how advanced, you’ve likely encountered moments where you wondered what lay behind a locked door, wished you could interact with a particular item, or yearned to confront a background character.

These limitations are where TRG truly shines—unlike computer games, a roleplaying game has no boundaries. It empowers you to explore anything you can imagine, without the restrictions of pre-set programming. Whether you’re a seasoned adventurer or new to the world of tabletop roleplaying, TRG opens the door to infinite possibilities. So, let’s dive in and see what it takes to embark on this journey of imagination and creativity.

PLAYER CHARACTER

If you're reading this book, chances are you’re preparing to take on the role of a player in the Traris Roleplaying Game. Your task is to create a unique character and step into their shoes as you navigate the campaign crafted by your Gamesmaster. In the upcoming chapters, you’ll discover everything you need to know to build your character and breathe life into them throughout the game.

A Player Character (often abbreviated as PC) is one of the protagonists of the story. Your character will likely be part of a team (although solo adventures are possible) working together to complete quests, grow in power, and perhaps even confront the gods themselves. It’s an exciting journey filled with opportunities for adventure and heroics.

To play the Traris Roleplaying Game, you’ll need a set of polyhedral dice. While most board games only use six-sided dice, this game requires a wider variety, with the primary roll being made using a twenty-sided die (d20). You may also need other dice, such as four-sided (d4), six-sided (d6), eight-sided (d8), ten-sided (d10), and twelve-sided (d12) dice for various situations and special checks throughout the game.

You can find these specialty dice at your local game store or online. Additionally, you’ll need a character sheet (a copy is included at the back of this book for personal use), as well as a pencil or pen. It’s also helpful to have some scrap paper on hand for notes and maps. To keep track of important details, consider investing in a sturdy notebook—it can be a valuable tool for storing your notes and keeping your adventures organized.

THE BASIC RULES #

TRG Prime offers a foundation for your imagination to thrive. It provides rules to define your character’s abilities, guide your storytelling decisions, and resolve conflicts between characters and the obstacles they encounter.

THE CORE RULES #

TRG Prime uses a streamlined core system to resolve actions. Whenever your character attempts any action with a chance of failure, follow these steps:

1. Roll a twenty-sided die (abbreviated d20).

2. Add any relevant modifiers (such as abilities, skills, and situational bonuses).

3. Compare the total to a number called the action’s Difficulty (DC), a value set by the GM based on the situation.

If the result equals or exceeds the Difficulty, the action is a success. If the result is lower than the Difficulty, the action fails. This straightforward system is used for almost everything in TRG Prime, with adjustments based on modifiers, the set Difficulty, and the effects of success or failure.

THE GAMESMASTER (GM) #

In a TRG Prime game, one player takes on the role of Gamesmaster, abbreviated as GM throughout the rules. The GM is responsible for running the game, acting as a blend of writer, director, and referee. It’s a significant responsibility, but also a highly rewarding one, as the GM gets to craft the setting, bring its characters to life, and create engaging, memorable storylines for the players to explore.

PLAYER CHARACTERS (PC) #

The other players in a TRG Prime game create the protagonists of the story—the central figures of an ongoing adventure series, much like the heroes of a novel or a serial narrative. As a player, you’ll craft your character using the guidelines provided in this book, with support and guidance from your GM, allowing you to build the kind of character you want to play. The process involves several key components, which are briefly outlined here and explained in detail in the following chapters.

ABILITY SCORES

In TRG Prime, all player characters (PCs) have core ability scores that define their capabilities. These ability scores are:

Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

Higher ability scores provide bonuses (+1 to +5), while lower scores impose penalties (down to -5). These scores impact your d20 rolls for core actions.

During character creation, you’ll determine how strong, agile, tough, intelligent, wise, and charismatic your character is by selecting their ability scores. Detailed steps for generating your character are outlined later in this chapter.

OPEN ENDEDMany of the checks that are made in the game will be open-ended. This involves rolling the dice again if a high or low result is made on the initial check. Open-ended checks are explained in more detail in the next section.OPEN ENDEDMany of the checks that are made in the game will be open-ended. This involves rolling the dice again if a high or low result is made on the initial check. Open-ended checks are explained in more detail in the next section.

RACE & BACKGROUND

In TRG Prime, each player character (PC) begins by choosing a race and a background. Race serves as a crucial foundation, shaping your character’s origins and providing a starting point for the rest of the character creation process. It also sets the tone for your character’s growth and development throughout the game.

Your character’s background, on the other hand, explains their past and roots, adding depth to their story. It also grants key abilities and skills that reflect their upbringing and life experiences before the adventure begins.

CHARACTER CLASS

In TRG Prime, player characters (PCs) choose from one of eight distinct character classes, categorized into three main types: Adept, Expert, and Martial. Each class defines the role your character plays in the story, shaping their abilities, strengths, and the way they interact with the world around them.

SKILLS

In TRG Prime, skills represent a character’s competency in specific tasks or areas of knowledge, such as acrobatics, diplomacy, riding, or stealth. Skills are measured in ranks, representing a character’s level of training in a given skill. Each rank grants a +1 bonus when a PC attempts an action related to that skill. Players select their PC’s skills from a list of available options. For more details, see Chapters 3 & 4.

FEATS

Feats in TRG Prime are special abilities that represent unique talents or advanced training. They allow your PC to perform actions beyond the capabilities of others or grant specific advantages in certain situations. You choose your PC’s feats based on the abilities you want them to have, tailoring their strengths to fit your playstyle. As your character levels up and grows, they acquire additional feats. For more details, see Chapter 5: Feats.

DICE ROLLS #

There are a number of different die rolls in TRG, although they all follow the core system of a d20 roll plus modifiers versus a Difficulty.

The three main die rolls are checks, attack rolls, and saving throws.

CHECKS

To make a check in TRG Prime, roll a d20 and add your modifier for the relevant trait (such as an ability or skill). The goal is to roll as high as possible. Rolling a natural 20 (a roll of 20 before adding modifiers) is not an automatic success, and rolling a natural 1 (a roll of 1 before adding modifiers) is not an automatic failure—except in the case of attack rolls, which follow different rules (see Attack Rolls later in this Introduction and Chapter 7 for more details).

Check = d20 + modifier versus Difficulty

GLOSSARY OF TERMS #

TRG Prime uses various terms and abbreviations that you’ll become familiar with as you play. Below is a summary of the most frequently used terms.

ABILITY SCORE

Each creature has six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These scores represent a creature's basic attributes. Higher scores provide bonuses, while lower scores result in penalties.

ACTION

An action is something that the character can do and generally has an Action Point cost assigned to it. Casting spells, attacking an opponent and climbing a wall are all examples of an action.

ACTION POINT (AP)

Each character begins a tactical round with a set amount of Action Points (AP) usually 3. Actions in combat will have a set amount of AP that must be expended to use them. Certain conditions and abilities can change this number.

ADVANTAGE

When you have advantage on a d20 roll, you roll twice and use the higher result. Advantage can also apply to certain d100 checks, allowing you to select the more favourable die as the tens digit.

ATTACK BONUS (AB)

Attack Bonus measures the overall effectiveness of your attacks with a given weapon, spell or ability. In other words, the Attack Bonus is the number you add to your dice roll when your character performs an attack.

Attack Bonus is calculated using the following formula:

Attack Bonus = base attack bonus + ability score + other bonuses + penalties.

ATTACK ROLL

To make an attack, roll a d20 and add your AB along with any relevant modifiers. If the total meets or exceeds your target’s Defensive Bonus (DB), you successfully hit and deal damage. If your attack value is 5 or greater, you have inflicted a critical hit to your target (see below).

ATTACK VALUE (AV)

This value represents the amount that your attack roll has exceeded your targets Defensive Bonus by. If this value is a certain value (usually 5 or more), then you have inflicted a critical hit to your target.

BASE ATTACK BONUS (BAB)

BAB is a numerical value that represents your combat training and skill in melee and ranged combat. It measures your proficiency and effectiveness in landing successful attacks with weapons. This attribute increases in line with your level and is determined by your character class.

BASE DEFENCE BONUS (BDB)

BDB is a numerical value that represents your ability to avoid blows. This attribute increases in line with your level and is determined by your character class.

BASE SPELL BONUS (BSB)

BSB is a numerical value that represents your ability to cast spells. This attribute increases in line with your level and is determined by your character class.

BONUS

Bonuses are numerical values that are added to checks and statistical scores. Most bonuses have a type, and as a rule, bonuses of the same type are not cumulative (do not “stack”)—only the greater bonus granted applies.

CASTER LEVEL

The total caster level of a character which is used to determine the power level of magic (if any) that they can use.

CHECK

A roll made using a d20 or d100 to determine the outcome of an action. Most checks use d20, while certain advanced checks may use a d100.

CRITICAL HIT

When you successfully strike a target, you may inflict a critical hit. The severity of the critical is based upon your Attack Value (AV).

DAMAGE

Damage is inflicted to a targets Hit Points score from a successful attack.

DAMAGE REDUCTION (DR)

This value is provided by your armour and natural armour and determines how resilient you are to damage.

DEATH STATE

Death State is a fixed character attribute that sets how much Dying a creature can endure before it dies: in TRG, most characters have a Death State of 5 (rarely 4 for unusually frail characters or 6 for exceptionally resilient ones), and whenever a character has the Dying (X) condition they die immediately if their Dying value ever becomes greater than their Death State; check this threshold any time Dying changes (from the start-of-turn Dying Check, taking damage while Dying, failed stabilization, or other effects).

DEFENSIVE BONUS (DB)

Defensive Bonus (DB) is a special difficulty which determines how hard it is for your character to be struck with an attack during combat. As with other Difficulty Checks (DC, see below), the attacker must equal or exceed your DB to score a successful hit on you.

Defensive Bonus is calculated using the following formula:

Defensive Bonus = base defence bonus + Dex + armour modifier + other bonuses + penalties.

BASE DEFENCE

Every character has a Base Defence score which is equal to 10 + class Base Defence Bonus (BDB).

DICE & DICE ROLLS

Most dice rolls and checks that you will make will involve a d20. Other dice will be used from time to time (such as a d6 or d12).

Dice (d4, d6, d8, d10, d12, d20, and d%)

When the lowercase letter d is followed by a number, it refers to a die with that many sides. For example, a d6 is a six-sided die, and a d20 is a 20-sided die. Sometimes you roll multiple dice and add them together; in these cases, the number of dice goes in front of the “d” and the type of die goes after it. For example, 4d6 means “roll four six-sided dice and add them together.”

d% rolls

This means rolling two ten-sided dice, possibly of different colour, and counting one of them as the tens and the other as units (of course deciding before rolling which die will be the tens, and which the units).

So, a roll showing up a “5” on the tens die and a “7” on the units die will read as a “57”; a “3” and a “9” as a “39” and “0” and a “4” as a “04” - or simply “4”.

The exception to this is double zeroes, which does not read as a “0” but instead as a “100”.

This way, the two dice combined can produce any result within the 1 and 100 range.

DIFFICULTY CHECK (DC)

Whenever you attempt to perform an action where a success is not guaranteed, you must make some sort of check (usually a skill check). That check is assigned a difficulty by the GM which is referred to as a DC.

DISADVANTAGE

When you have disadvantage on a d20 roll, roll twice and use the lower result. For d100 checks, choose the less favourable die as the tens digit.

EFFECTIVE LEVEL (EL)

This terminology is used for describing the level of a creature. A creature may be more powerful or less powerful than its actual Level and so this value represents its level relative to PC’s.

EXPERIENCE POINTS (XP)

As a character overcomes challenges, defeats monsters, and completes quests, he gains experience points. These points accumulate over time, and when they reach or surpass a specific value, the character gains a level.

FEAT

A feat is an ability which is selected by a creature or character. Feats represent special skills and abilities that help develop an individual creature.

GAME MASTER (GM)

A Game Master is the person who adjudicates the rules and controls all the elements of the story and world that the players explore. A GM's duty is to provide a fair and fun game. The game’s storyteller, referee, and director.

HIT POINTS (HP)

Each character has an amount of HP based upon their size, class, Con and then any modifiers for feats and abilities.

INITIATIVE

Whenever combat begins, all creatures involved in the battle must make an initiative check to determine the order in which creatures act during combat. The higher the result of the check, the earlier a creature gets to act. Initiative is a d100 roll + (Dex x5) + (Wis x5) + any bonus modifiers. The higher the result, the earlier you can act.

LEVEL

The total level of a character.

LEVEL DC

This is a static DC based upon the characters level and a static modifier of 14, often used to resist severe critical effects.

Level DC = level + 14

LINE OF EFFECT (LOE)

A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is cancelled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight. A line of effect starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that would block it. A line-shaped spell affects all creatures in squares through which the line passes.

LINE OF SIGHT (LOS)

A line of sight is the same as a Line of Effect but with the additional restriction that that it is blocked by fog, darkness, and other factors that limit normal sight (such as Concealment).

MELEE ATTACK

An attack in hand-to-hand combat. A basic melee attack is a d20 roll + your attack bonus.

METAGAMING

This is when characters act on information that they don’t have access to, but which their players know from the real world. Metagaming comes into play when players fail to maintain a divide between in-character knowledge and out-of-character knowledge. That could include anything from uncannily accurate in-character predictions from a player who’s already read the adventure, players recognizing monsters when their characters wouldn’t, low-Intelligence characters accessing well-educated players’ knowledge and feats, etc.

NON-PLAYER CHARACTER (NPC)

This is a character played by the Gamemaster (not one of the other players), such as a city guard or innkeeper, or even a monster such as a goblin.

OPEN ENDED ROLLS

When rolling a d20, an open-ended roll means there is no absolute minimum or maximum. First, roll a d20; if the result is 20, roll again and add the new result to the first roll. If the second roll is also 20, roll again and continue adding until a roll other than 20 is made. The total sum of these rolls is the result of the open-ended roll.

Marcus is deep in conversation with a local street thug and makes a Detect Deception (Sense Motive) check to determine if the thug is lying to him. Marcus has a bonus of +17 in the Sense Motive skill and rolls a d20 getting a result of 20. Marcus rolls the dice again and this time gets another 20, thus allowing him to roll again. His third dice roll is a 5 so he rolls no further dice. His total for his check is 17 + 20 + 20 + 5 = 62.

If the first d20 roll is a 1, the dice are rolled again and the result subtracted from the first roll. If the second roll is 20, then a third roll is made and subtracted, and so on until a non 20 roll is made. The total of these rolls is the result of the low open-ended roll. A roll of 1 on anything other than the first roll does not cause one to roll again.

After Marcus achieved a remarkable Heroic success on his Detect Deception check, he uncovers the street thug's hidden secret: the king's daughter is being kept in his basement. Marcus, seizing the opportunity, decides to employ his Bluff (Deception) skill to trick the thug into believing that he is a devoted servant of the girl, urgently needing to speak with her. With an impressive +11 bonus in Deception, Marcus rolls a 1 on his d20 check, triggering a low open-ended roll. His subsequent roll yields a 20, necessitating another roll. Finally, he rolls a 3, which marks the end of the roll sequence. As a result, Marcus achieves a total check of 11 + 1 - 20 - 3 = -11. It appears Marcus may encounter a significant challenge ahead.

Sometimes an open-ended roll may be bottom-ended or top-ended. If this is the case, the roll will only continue in one direction.

When rolling a d%, the same percentage chance remains so a roll of 96-100 indicates that the dice are rolled again and the result added to the first roll and a roll of 01-05 the next die subtracted.

CHAOS RESULTWhen using open-ended checks with a d20, a GM may introduce an element of chaos if a 1 is rolled immediately after an open-ended 20 or 1. This result triggers an unpredictable outcome, determined by the context of the check.For d100 rolls, the same rule applies if a 66 is rolled on the initial check, introducing a chaotic or unexpected effect based on the situation.CHAOS RESULTWhen using open-ended checks with a d20, a GM may introduce an element of chaos if a 1 is rolled immediately after an open-ended 20 or 1. This result triggers an unpredictable outcome, determined by the context of the check.For d100 rolls, the same rule applies if a 66 is rolled on the initial check, introducing a chaotic or unexpected effect based on the situation.

PLAYER CHARACTER (PC)

This is a character directly controlled by one of the players—typically a hero of the story you're playing.

POWER POINTS (PP)

Power points are used when you cast spells. If you have no PP you cannot cast a spell.

RANGED ATTACK

An attack with a projectile weapon, such as a bow and arrow. A basic ranged attack is a d20 roll + your ranged attack bonus.

ROUND

Combat is measured in rounds. During an individual round, all creatures have one turn which is taken in initiative order.

ROUNDING

Occasionally the rules ask you to round a result or value. Unless otherwise stated, always round down. For example, if you are asked to take half of 7, the result would be 3.

SAVING THROW

When a creature is the subject of a dangerous spell or effect, it often receives a saving throw to mitigate the damage or result. Saving throws are passive, meaning that a character does not need to take an action to make a saving throw—they are made automatically. There are three types of saving throw: Fortitude (used to resist poisons, diseases, and other bodily ailments), Reflex (used to avoid area attacks) and Will (used to resist mental attacks and spells).

BASIC SAVING THROW

Sometimes you will be asked to make a basic saving throw which follows the below format:

Critical The target is unaffected.

Success The target takes half damage.

Partial The target takes full damage.

Failure As partial but the target also takes additional base damage and a critical based upon how much they fail by.

BASIC SAVING THROW TABLE
Save Failed By
Critical Severity
Bonus Damage
5-14
Minor
+1 base
15-24
Serious
+2 base
25+
Deadly
+3 base

LEVEL BASED SAVING THROW

If you are asked to make a level-based saving throw, this is usually a DC based upon the level of the effect (or creature) that you are resisting. If there is no attacking creature or effect, the saving throw is made against your Level DC.

SIZE

A creature’s size comes up frequently. The below table provides modifiers based upon size.

CREATURE SIZE MODIFIERS
Size
Base HP
Str
Dex
Reach
Diminutive
0
-3
+3
5'
Tiny
10
-2
+2
5'
Small
20
-1
+1
5'
Medium
30
0
0
5'
Large
50
+1
-1
10'
Huge
80
+2
-2
15'
Gargantuan
120
+3
3
20'
Colossal
250
+4
-4
25'

SKILL

A representation of a character’s training in specific tasks or knowledge. Skills always have a tier of proficiency.

SKILL CHECK

Your ability to do something, from lying to climbing a wall or healing wounds. A skill check is a d20 roll + your skill modifier from the related skill (if any).

SPEED

Represents how many feet a creature can move using a single Action Point at walking pace. This is usually a land speed, but maybe another type of movement such as swim or fly.

SPELLCRAFT

The ability to cast spells is represented by a special attribute called Spellcraft. To determine your Spellcraft attribute, add your Base Spell Bonus (BSB) to your tradition ability score. This may be modified further by feats and abilities.

TURN

In a round, a creature receives one turn, during which it can perform a wide variety of actions. Over the course of a creatures turn it can usually carry out 3 Action Points worth of actions.

SPECIAL TEXT TYPES #

Throughout the rulebook you will come across a number of pieces of text which are colour coded. Each one has a different purpose as explained below:

BE AWARE

Text of this type generally gives the player a warning and advises of a rule or option which must be abided by.

EXAMPLE

Text of this type gives an example of a specific rule in use.

EMPHASIS

Text of this type draws attention to a specific rule and emphasises a point of interest.

OPTIONAL

Text of this type describes an optional rule or ruleset which must be authorised by your GM before use.

CHARACTER CREATION #

Beyond the statistics and numbers on your character sheet lies the core of who your character truly is. It’s time to dive into your character’s identity. First, consider their name, gender, and origin. What name do they go by, and from where do they hail? Your GM can provide examples of common names and cultural backgrounds to help you choose, while in a well-defined setting, your place of birth may also shape your character’s appearance and personality. In a more open-ended fantasy world, feel free to create a name that resonates with you, inspired perhaps by a favourite novel or film. Adding details about your character’s backstory will enrich the narrative and seamlessly fit into a variety of adventures.

Next, think about your character’s appearance. How do they look? A vivid and detailed description of their physical features will serve as an anchor in the story, helping both the GM and fellow players visualize your character within the unfolding world. Consider their hair colour, build, distinguishing marks, or style of dress—anything that makes them stand out.

Now, delve into your character’s personality and the experiences that shaped it. What is their outlook on life? What are their greatest hopes and deepest fears? What is their relationship with their family, and where do they reside now? Do they have siblings or children? This part of your character’s description can be as complex as you like, representing the intricate layers of who they are. However, you don’t need to define everything immediately—let some aspects evolve naturally as the game progresses, giving you the chance to discover new depths to your character.

As you develop your character concept, think about what makes them stand out in a world filled with fantastical beings and legendary heroes. What qualities set them apart? What will Bards and storytellers remember first about your character? Keep in mind, though, that striving to be overly unique can sometimes make it hard for others to connect with your character. A couple of distinct traits are enough. These might include physical features (such as striking eye colour, a distinctive tattoo, or a unique piece of clothing), personality quirks (a particular mannerism, an intriguing character flaw, or an unusual phobia), or habits (a love of clever wordplay, a taste for exotic foods, or bouts of unexpected luck). Before you decide on these distinguishing features, check with your GM to ensure they fit well with the game’s setting and tone.

Once you have a clear concept in mind, you’re ready to begin the character creation process, which consists of seven fundamental steps.

STEP 1: ABILITY SCORES #

Every character (PC or NPC) possesses inherent abilities that shape their actions and capabilities. These ability scores have a profound impact on nearly every aspect of your character's endeavours. Greater strength allows for impressive feats of might, heightened dexterity grants enhanced agility and balance, increased constitution grants resilience to endure hardships, and so on.

There are six primary abilities that define a character: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. The trio of Strength, Dexterity, and Constitution represents physical prowess, while Intelligence, Wisdom, and Charisma encompass mental faculties. Having an above-average score in these abilities bestows bonuses on certain dice rolls, while below-average scores impose penalties on specific rolls. These ability scores serve as the foundation upon which your character's capabilities are built, influencing their interactions and outcomes within the game world.

CHOOSING ABILITY SCORES

Each ability score is assigned a numerical value that represents a corresponding bonus or penalty, ranging from -5 (signifying abysmal or disabled) to +5 or higher (indicating legendary or superhuman abilities), with an average score of 0. When ability scores are referenced in the rule book, the score is specified alongside the name of the ability, such as Strength 2 or Dexterity -1.

At character creation, you are given 6 points to distribute among your ability scores, all of which begin at 0 with no inherent bonus or penalty. This allows for various allocation options, such as having 1 in each of the six abilities, having 3 in one ability while leaving two abilities at 0 and distributing the remaining 5 across the other three abilities, or any combination that adds up to 6. The only restriction is that no ability score can exceed 4 points. (ability scores can increase beyond 4 through level advancement and specific factors.)

If you opt for a negative value in an ability score, you gain bonus points that can be allocated to bolster your other ability scores. This provides flexibility in customizing your character's strengths and weaknesses within the allocated point total.

Lewi assigns Gilbert a Strength –2, this gives him 2 more points to assign to other ability scores.

You cannot have abilities lower than –4, and abilities lower than –2 aren’t recommended unless you are seriously deficient in that ability. Even with bonus points, you cannot put more than 4 points in a single ability score.

Your ability score is added to or subtracted from die rolls when you do something related to that ability. Your Strength score affects the amount of melee damage you do, your Intelligence score affects your Recall Knowledge checks, and so forth. Sometimes your score is used to calculate another value, such as when you use your Dexterity score to help determine how good you are at avoiding harm using your reflexes (your Reflex saving throw).

Be aware that although abilities cannot be started above 4 through the expenditure of ability points, racial modifiers do allow an ability to exceed 4.

You can also use your level-based ability score increases to bring a base ability above 4 to a maximum of 6 (before other modifiers such as racial and magic).

THE ABILITY SCORES

Given here are descriptions of the six ability scores and how they affect your character.

STRENGTH (STR)

Strength measures a character's physical power, muscle, and raw physical force. It influences carrying capacity, melee attack rolls, and damage dealt with melee weapons. This ability score is important for those who engage in hand-to-hand (or “melee”) combat. Strength also sets the maximum amount of weight your character can carry. A character with a Strength score of -5 is too weak to move in any way and is unconscious.

DEXTERITY (DEX)

Dexterity represents a character's agility, reflexes, and hand-eye coordination. It affects ranged attack rolls, DB, initiative, and certain skills associated with agility and finesse. This ability is vital for characters seeking to excel with ranged weapons, such as the bow or sling. A character with a Dexterity score of -5 is incapable of moving and is effectively immobile (but not unconscious).

CONSTITUTION (CON)

Constitution reflects a character's overall health, endurance, and resilience. It influences HP, Fortitude saving throws, and determines the character's ability to withstand physical hardships and endure conditions. As Constitution increases a character's HP, it is an important ability score for all classes. A character with a Constitution score of -5 is dead.

INTELLIGENCE (INT)

Intelligence represents a character's intellect, knowledge, and cognitive abilities. It affects the character's skill ranks, the number of languages they can learn, and their ability to solve puzzles, recall information, and reason logically. This ability is important for wizards because it affects their spellcasting ability in many ways. Creatures of animal-level instinct have Intelligence scores of -4 or -3. Any creature capable of understanding speech has a score of at least -2. A character with an Intelligence score of -5 is comatose (unless it is mindless).

WISDOM (WIS)

Wisdom reflects a character's perception, intuition, and common sense. It influences Will saving throws, certain skills related to awareness, and spellcasting ability for classes that rely on wisdom. If you want your character to have acute senses, put a high score in Wisdom. A character with a Wisdom score of -5 is incapable of rational thought and is unconscious.

CHARISMA (CHA)

Charisma measures a character's force of personality, charm, and ability to influence others. It affects social interactions, diplomacy, bluffing, and certain spellcasting abilities for classes that rely on charisma. A character with a Charisma score of -5 is not able to exert himself in any way and is unconscious.

STEP 2: RACE #

In TRG, race holds significant importance, serving as a foundation for character creation and shaping the character's journey. It intertwines biology and culture, blending them into distinct racial traits. However, the malleability of both biology and culture, particularly under the influence of powerful magic, allows for diverse manifestations of racial traits. As a result, even among the same race, two individuals can exhibit remarkable differences while still reflecting aspects of their shared heritage and culture. A race's unique traits, rich history, interrelationships with other races, and the culture that emanates from these factors all contribute to the framework of your character, shaping their identity and experiences.

The races available are detailed briefly below and in more detail in Chapter 2: Races & Backgrounds.

Ascendan: There are several ancient races in the world, but none are more mysterious than this unusual and secretive race of humanoids. Sometimes referred to as the first race, or Alphar, the Ascendan are widely believed to be the oldest of the humanoid races.

Dwarf: Dwarves possess unparalleled craftsmanship skills, creating exquisite works of artistry that showcase their remarkable talent. Their deep appreciation for precious stones and metals further enhances their craft. Typically, dwarves choose to reside in proximity to regions abundant with these resources, establishing grand mountain complexes and vast subterranean settlements as their homes.

Elf: Elves have a strong connection with the natural world around them; they strive to always live in harmony with it. Elves see magic as simply another aspect of nature and have a natural flare when it comes to using it. Due to their immortal nature, Elves often wander away from a project that they are working on, only to return to it decades or even centuries later. This aloof attitude is often misunderstood by other races, and as a lack of self-discipline.

Gnome: Gnomes spend their days solving puzzles and mysteries. Knowledge is sought above all else and many members of the race have simply packed up and left their homeland in the pursuit of knowledge. Magic is the pinnacle of all knowledge, so it is not uncommon to find Gnomish spell casters of all sorts. Gnomes can also be quite secretive and generally hide their settlements away from the prying eyes of other races.

Halfling: Halflings are incurable opportunists. They rarely think ahead for more than a few minutes, and their plans more often than not go wrong. They are not the strongest of individuals and have long discovered methods to get around situations without resorting to the use of brute force.

Human: The most widespread of all civilized races are humans, Humans strive to expand, constantly pushing the limits of what they are capable of. Unfortunately, this drive to succeed throws them into sometime hostile situations with other races and other humans.

Kornargon: Once a race a race of humanoids native to the prime plane, this race were exiled for reasons unknown into the Plane of Shadow. They are creatures born into the darkness, but not necessarily creatures of evil. Honour and family are the two most important aspects of Kornargon life, and these are upheld above all other things.

Orc: Aggressive, callous, and domineering. Bullies by nature, they respect strength and power as the highest virtues. On an almost instinctive level, orcs believe they are entitled to anything they want unless someone stronger can stop them from seizing it. Powerfully built, orcs typically stand just a few inches taller than most humans but have much greater muscle mass, their broad shoulders and thick, brawny hips often giving them a slightly lurching gait. They typically have dulled green skin, coarse dark hair, beady red eyes, and protruding, tusk-like teeth. Orcs consider scars a mark of distinction and frequently use them as a form of body art.

RACE TABLE
Race
Str
Dex
Con
Int
Wis
Cha
HP
Size
Speed
PP
Special
Ascendan
-1
0
-1
+2
0
+2
15
M
25
1
Darkvision, Ley Blood, Arcane Knowledge, Forbidden Magic
Dwarf
+1
-1
+2
0
+1
-1
15
M
20
0
Darkvision, Hardy, Lead Boots
Elf
0
+1
-1
+1
0
0
15
M
30
1
Nightvision, Immortal, Keen Senses, Fey Blood
Gnome
-1
+1
+1
0
0
+1
10
S
20
1
Nightvision, Detect Magic, Gnome Resistance
Halfling
-1
+2
+1
0
0
+1
10
S
20
0
Extremely Nimble, Sure Shot, Foolhardy
Human
0
0
0
0
0
0
15
M
25
0
Skilled, Versatile, Bonus Feat
Kornargon
0
+1
+1
0
-1
0
15
M
25
0
Darkvision, Skilled in Shadows, Shadow Stance
Orc
+2
+1
+2
-1
-1
-1
15
M
25
-1
Darkvision, Ferocious

Be aware that any size modifiers to ability scores and hit points are included in the above values.

STEP 3: BACKGROUND #

Your background helps mould your character further and provides an insight into your early experiences. Although every character has a class, there are a myriad of ways that you can progress throughout your career. A background expands your choices and adds unique abilities which further individualise your character.

When you create your character at 1st level you select one background of your choice. Once your background selection is made, it cannot be amended at higher levels so choose wisely. Your selected background will grant you a bonus feat, a +1 class bonus to three specific skills and a specialist skill.

Some backgrounds may also offer additional abilities which will be detailed in their descriptions.

BACKGROUND TABLE
Acolyte
Guard
Acrobat
Herbalist
Animal Friend
Hermit
Apprentice
Highwayman
Arcane Apprentice
Hunter
Archaeologist
Labourer
Barbarian
Lay Healer
Barkeep
Martial Artist
Bounty Hunter
Merchant
Charlatan
Miner
Cook
Outrider
Criminal
Prisoner
Cultist
Sailor
Detective
Scholar
Diplomat
Scout
Entertainer
Servant of Nature
Farmhand
Soldier
Field Medic
Squire
Fortune Teller
Street Urchin
Gambler
Templar
Gladiator
Weaver

Backgrounds are explored in more detail in Chapter 2: Races & Backgrounds.

STEP 4: CHARACTER CLASS #

A character's class represents their skillset and core abilities. Your class will determine what skill groups you specialise in, what class feats you have access to and any other abilities. As you gain experience points (XP) for defeating monsters, roleplaying and overcoming various obstacles you will progress in level, gaining new powers and abilities.

LEVEL

Your level measures your overall power on a scale of 1 to 20 (and possibly beyond) and helps the GM determine appropriate challenges for you and your party. Most campaigns begin at level 1 with each Player Character possessing 10,000 Experience Points (XP).

It is assumed that starting characters would have already gained a certain level of expertise just by achieving level 1 in their class.

Some games may start at a higher level, in which case each character should start with the same amount of XP (determined by the GM).

As you complete adventures your total XP rises. Each time your total XP reaches the amount needed for the next level it goes up by 1 and you gain all of the benefits shown on the Level Table (see below). At this time, you also gain any new benefits associated with your character class for progressing a level.

Levelling requires a brief period to reflect and train. You may generally only do so between adventures and during Downtime.

The Level Table details several key abilities for your character.

Total XP: The amount of experience points required to achieve the indicated level.

Class Bonus: This bonus is added to any class skills that you have.

Ability Increase: At 3rd level and then every three levels thereafter, you may increase any one of your ability scores by +1.

Be aware that you may not increase the base value of an ability score above 6 with ability score increases.

Feats: This is the number of feats you may choose from either general or specialist feats for your class.

Classes are explained in more detail in Chapter 3: Classes.

LEVEL TABLE
Level
Total XP
Class Bonus
Ability Increase
General Feats
Class Feats
1st
10,000
2
-
1
1
2nd
20.000
2
-
1
2
3rd
30,000
2
1st
2
2
4th
40,000
2
-
2
3
5th
50,000
3
-
3
3
6th
60,000
3
2nd
3
4
7th
70,000
3
-
4
4
8th
80,000
3
-
4
5
9th
90,000
3
3rd
5
5
10th
100,000
4
-
5
6
11th
110,000
4
-
6
6
12th
120,000
4
4th
6
7
13th
130,000
4
-
7
7
14th
140,000
4
-
7
8
15th
150,000
5
5th
8
8
16th
160,000
5
-
8
9
17th
170,000
5
-
9
9
18th
180,000
5
6th
9
10
19th
190,000
5
-
10
10
20th
200,000
6
-
10
11

Players are usually given free rein to decide which class to pick. This may vary dependent upon the type of game that your GM is running. The race that you have picked will also have some bearing upon the class that you pick. Each character class belongs to one of three categories. These categories are Adept, Expert and Martial.

CLASS TYPE TABLE
Class
Type
Bard
Adept/Expert
Cleric
Adept
Crusader
Martial
Druid
Adept
Fighter
Martial
Ranger
Martial
Rogue
Expert
Wizard
Adept

STEP 5: SKILL RANKS #

Skill ranks are bought and improved with points granted by classes. You may buy ranks in any skill, but certain skills are class skills and gain the class bonus.

Each rank costs 1 skill point. The maximum number of ranks that you may have in any one skill is equal to your level.

Be Aware that if you cannot spend all your skill points when you gain a level, excess points are wasted and cannot be carried over.

Skills are explained in more detail in Chapter 4: Skills & Actions

MASTER SKILLS TABLE
Skill
Stat
Acrobatics
Dex
Arcana
Int
Artistry
Int
Athletics
Str
Climbing
Dex
Crafting
Int
Culture
Int
Deception
Cha
Diplomacy
Cha
Handle Animal
Wis
Intimidate
Cha
Linguistics
Int
Medicine
Wis
Meditation
Wis
Mental Focus
Wis
Nature
Wis
Occultism
Int
Perception
Wis
Perform
Cha
Planes
Int
Power Manipulation
Int
Religion
Wis
Sense Motive
Wis
Stealth
Dex
Survival
Wis
Thievery
Dex

STEP 5: FEATS #

You must now make a note of any feats that you have gained from your race, background and class.

All racial bonus and background feats are added to your character automatically. You must also select one unique racial feat.

Your character class will then assign several additional feats which are added automatically. Any further feats which you may select must be picked from those available to you from your racial feats, general feats or class feats.

You will gain at least one additional feat each time you gain a level of experience. These again must be selected from those available to you.

STEP 6: FINAL TOUCHES #

There are a few other tasks which you must complete before your character is ready to go.

SAVING THROWS

Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your training, and an associated ability score.

Your saving throw modifier is:

Base save bonus + ability modifier + other modifiers

SAVING THROW TYPES

The three different kinds of saving throws are Fortitude, Reflex and Will:

Fortitude

These saves measure your ability to stand up to physical punishment or attacks against your vitality and health. Apply your Constitution modifier to your Fortitude saving throws.

Reflex

These saves test your ability to dodge area attacks and unexpected situations. Apply your Dexterity modifier to your Reflex saving throws.

Will

These saves reflect your resistance to mental influence as well as many magical effects. Apply your Wisdom modifier to your Will saving throws.

STARTING GEAR

Your character begins play with equipment relative to his background. It would be assumed that most characters would begin play with relevant gear and items.

If you would prefer to purchase gear, you start with ana mount of lions (gold pieces) as determined in chapter 6.

OTHER DETAILS

You need to determine your starting initiative, hit points, defence, attack bonus, power points, conviction and personal details.

Initiative

Your initiative score is a major factor in determining how quickly you act in combat.

Your initiative modifier is:

Dexterity x5 + Wisdom x5 + Other Modifiers

Hit Points

Hit Points (HP) allow you to resist physical punishment and direct damage.

Your hit points are determined as follows:

Size Modifier + Con (per level) + Class Mod (per level) + Other Modifiers.

Defence

Your Defence (DB) represents how hard it is for opponents to hit you, the Difficulty for an opponent’s attack roll.

Your defence is determined as follows:

10 + BDB + Dex Bonus + Other Modifiers

Attack Bonus

Your attack bonus (AB) is your ability to hit targets. You must equal or exceed your targets defence with an attack check.

Your attack bonus is determined as follows:

BAB + Str Bonus (or Dex Bonus) + Other Modifiers

Power Points

If you are a spellcaster you will gain an amount of power points (PP) each level which you may use to cast spells.

Your power points are determined as follows:

Race Bonus + Class Bonus + Other Modifiers

Conviction

You begin play with a pool of 1 conviction point. Some characters may gain a bonus to this value.

Languages

You gain languages based upon your race and intelligence score.

Personal Details

Personal details provide specific characteristics that help define your physicality and identity.

Age determines the stage of life you are in, from youthful exuberance to seasoned wisdom.

Weight and height establishes your physical stature, whether you possess a slender or robust build, and your overall presence in the world.

Gender shapes your identity and role in society, influencing how you are perceived and the experiences you navigate.

Together, these personal details add depth and nuance to your character, allowing them to be uniquely envisioned and brought to life within TRG.

CHAPTER 2 - RACES & BACKGROUNDS #

The sun dipped low on the horizon, casting long shadows over the jagged peaks of the Cragspire Mountains. At the foot of these ancient stones, two figures trudged onward: Skrag, the half-ogre warrior with the strength of a giant, and Lustag, his steadfast Dwarven priest companion. The duo had faced many perils together, but today, their path led them into the depths of a long-abandoned temple, said to hold a relic of great power—a crystal heart that pulsed with the raw energy of Essence, the very life force of the world.

As they approached the crumbling entrance, Lustag tightened his grip on his holy symbol, whispering a quiet prayer to his god. "We tread upon sacred ground, Skrag," he said, his voice a gruff murmur that echoed off the stone walls. "This place has been untouched for centuries. The spirits here may not welcome intruders."

Skrag nodded, his enormous frame almost blocking the fading light as he peered into the darkened interior. "Then we ask permission, Lustag," he rumbled, his voice low but respectful. "If the spirits wish us harm, we will not stay long."

Together, they stepped inside. The air was thick with the scent of dust and old stone, and the silence was broken only by the drip of water from the cracked ceiling. They walked cautiously, the echo of their footsteps swallowed by the vastness of the temple's main hall. At its centre stood an ancient altar, covered in moss and entwined with roots that seemed to pulse with the rhythm of a heartbeat.

Skrag approached the altar, his eyes narrowing as he spotted the crystal heart resting atop it. It was a strange object—translucent, but with a swirling core that seemed to glow faintly in the dim light. He hesitated, sensing an unseen force at work. "This must be the heart of the temple," Skrag said, his hand outstretched but not yet touching the relic. "I can feel its Essence."

Lustag stepped forward, his keen eyes studying the crystal. "Aye, but something is amiss," he muttered. He closed his eyes, calling upon his divine connection. The air around him shimmered, and a soft glow enveloped his hands. "There’s a disturbance here, Skrag. The Essence is... tainted. It’s been corrupted."

Before Skrag could respond, the ground beneath them trembled. From the shadows emerged twisted figures, their bodies little more than bone and sinew, animated by dark Essence. They were the temple’s ancient guardians, twisted into undead abominations by the very life force that once gave them peace.

“We are not alone," Skrag growled, drawing his massive war club. The undead charged, their skeletal hands reaching for the intruders. "By the grace of my god, begone!" Lustag shouted, raising his holy symbol high. A pulse of pure Essence burst forth, scattering the nearest abominations. But more kept coming, their eyes glowing with the same corrupted light as the heart on the altar.

Skrag roared, swinging his club in a wide arc, shattering bone and splintering ribs. He fought with a controlled fury, each strike precise and calculated—a testament to the discipline he had learned under Lustag’s guidance. Yet, for every guardian he felled, two more seemed to rise from the cracks in the stone.

"Lustag, the heart! It’s feeding them!" Skrag bellowed, backing toward the altar as the undead pressed closer.

Lustag’s eyes widened with realization. "The crystal has become a conduit for corrupted Essence," he said, his voice grim. "We must sever its connection to the temple, or these creatures will overwhelm us."

Without hesitation, Skrag turned, raising his club high above the crystal heart. "May this bring peace to your temple," he said, then brought the club down with all his might.

The impact shattered the crystal, sending shards flying in every direction. A blinding light erupted from the heart, bathing the temple in a brilliant flash of pure Essence. The undead guardians let out a final, echoing wail before crumbling to dust, their corrupted souls released from their twisted bodies.

For a moment, there was silence. Skrag and Lustag stood panting, their chests heaving as they surveyed the now-empty hall. The tainted energy was gone, replaced by a gentle hum of natural Essence that pulsed through the air like the beating of a great heart.

"You did it, Skrag," Lustag said quietly, placing a hand on his companion’s arm. "You brought peace to this place."

Skrag shook his head, lowering his weapon. "No, Lustag. We did it together, as we always have."

The two turned and made their way back toward the temple entrance. As they stepped into the fading light of dusk, Lustag paused, looking up at Skrag with a rare smile. "You know, for a brute, you’ve got a surprising amount of grace," he teased.

Skrag laughed, a deep, rumbling sound that echoed across the mountains. "And for a grumpy old dwarf, you’ve got a soft heart," he retorted.

Together, they descended the steps of the forgotten temple, leaving behind a place that was no longer haunted by corruption. The story of Skrag and Lustag, the half-ogre warrior and the Dwarven priest, would spread once again—another chapter in the legend of two unlikely heroes whose bond transcended race, defied expectation, and proved that friendship is the greatest source of power the world has ever known.

Their tale, like the Essence itself, was a reminder that life’s true strength lies in unity, and that together, even the most improbable allies can bring light into the darkest of places.

RACES #

From the ancient and noble elves to the stout and resilient dwarves, the races within these pages are designed to inspire your imagination and provide a wide array of options for character creation and role-playing. Each race offers a unique blend of rich history, distinctive abilities, cultural traditions, and physical traits. Whether you’re captivated by the elegance and grace of elvenkind, the clever adaptability of halflings, or the fierce strength of the orcish clans, you’re sure to find a race that aligns with your preferences and playstyle.

During character creation, you’ll choose one race, one heritage, and a background for your character. Each choice defines part of your character’s story, strengths, and role within the world. You’ll also select a number of languages based on your choices. Once your race, heritage, and background are decided, they cannot be changed later. After choosing your race and heritage, you’ll proceed to select a background, which will be detailed further in the next section of this chapter.

RACIAL ENTRIES #

Each entry includes details about the race and presents the rules elements described below.

DESCRIPTION

This entry gives a physical description of the race, weight and height, starting age and lifespan, usual ethics and any relevant cultural details.

ABILITY MODIFIERS

These modifiers are applied directly to your corresponding ability score.

SIZE

This entry lets you know the size of your race. PC races will usually be small, medium or large. Size has a certain impact on the game and potentially limits your use of equipment.

SPEED

This entry lists how far a member of the race can move each time they use an action (such as Stride) to do so.

POWER POINTS

Power points are determined by your character class and a few other factors. These Power Points are what the caster would use to cast any spells that they know. Any modifier is granted as a bonus per level.

LANGUAGES

This tells you the languages that members of the race speak at 1st level. If your Intelligence ability modifier is 5 or higher, you can select more languages from a list given here. More about languages can be found at the end of this chapter.

SPECIALIST SKILLS

Your race may grant you one or more specialist skills. A specialist skill is always considered to be trained and gains an additional +1 bonus.

OTHER ABILITIES

Any other entries in the sidebar represent abilities, senses, and other qualities all members of the race manifest.

HERITAGES

Each race has a number of heritages which reflect its cultural differences and where it grew up. You must select a heritage from those available as part of your race selection.

FEATS

Each race has a selection of feats available to them. As long as you meet the prerequisites, you may select a racial feat at 1st level. At 5th level and then every 5 levels thereafter, you may select an additional racial feat. Feats are explored in more detail in Chapter 5.

ASCENDAN #

Among the ancient races of the world, none are as enigmatic as this elusive and secretive lineage of humanoids. Often called the "First Race" or known by the name "Alphar," the Ascendan are widely believed to be the oldest of all humanoid peoples.

The Ascendan are an ancient and mysterious race, believed to have existed since the very dawn of magic in the world. According to legend, they were created by the dragons, who sought to imbue a humanoid race with the raw power to control and shape the arcane forces. The Ascendan were thus born with an innate mastery of magic, able to manipulate the elements and alter reality with ease.

Over the ages, the Ascendan became renowned as the most powerful and revered wielders of magic. They established secluded, hidden cities, choosing to live apart from the other races. Their immortality and unparalleled arcane abilities fostered a sense of superiority, leading them to believe they were distinct from the mortal realm. They built grand libraries and towering spires, dedicating their existence to the study and mastery of the arcane arts.

As centuries passed, the Ascendan became increasingly insular, retreating further into isolation while subtly shaping the world from the shadows. They developed a complex society rich in tradition and ritual, believing that their longevity bestowed upon them a solemn duty to preserve the world’s knowledge and history. In time, they became the guardians of ancient tomes, powerful artifacts, and the lost secrets of ages past.

Despite their immense power, the Ascendan were not invulnerable. They faced countless challenges throughout the centuries—from rogue sorcerers hungry for their power, to fearsome creatures and magical beasts that viewed them as a threat. Yet, the Ascendan always managed to prevail, drawing upon their vast magical knowledge and the wisdom of the ancients to protect themselves and their secrets.

Today, the Ascendan are a dwindling race, with only a few remaining in the world. Many of their once-glorious cities lie in ruins, and their magnificent temples and towers have crumbled with the passing of time. Yet, those who endure still wield formidable power, their mastery of magic unmatched. Their wisdom and knowledge remain highly coveted by those who are aware of their existence. The Ascendan continue to watch over the world from the shadows, using their ancient insights to guide and protect the other races from the hidden dangers that threaten the balance of the realm.

PHYSICAL DESCRIPTION

Ascendan males stand around 5' 5" tall, females are slightly shorter. Ascendan are very slim and have a perfect physical build. They usually weigh about 140 lbs.

Ascendan have a slightly golden complexion with large, slightly snake-like eyes.

The Ascendan have no bodily hair, which is believed to be a result of their magical abilities. They were said to have once had hair, but as their magical power grew stronger, it burned away their hair and left them with smooth, hairless skin. They also began to cover themselves in intricate tattoos, which they believed would enhance their magical abilities and provide them with protection against dark magic.

Ascendan typically reach physical adulthood around the age of 70 and will never be seen outside of their cities until they reach this age. Ascendan are immortal.

A starting Ascendan character has an initial age of 80+5d6 years.

RACIAL MECHANICS

Ability Modifiers Str -1, Con -1, Int +2, Cha +2

Size: Medium; Speed: 25 feet Power Points: +1

LANGUAGES

Core Languages: High Tongue, Low Tongue, Wyrmish

Additional Languages: Choose from any other language that is not rare.

SPECIALIST SKILLS

You gain the Ascendan Lore and Dragon Lore specialist skills.

OTHER ABILITIES

Darkvision: You can see in darkness without the need of a light source, though your vision in darkness is in black and white.

Ley Blood: Magic is in your blood, and you have a powerful affinity with it. You gain a +1 racial bonus to all attempts to sense magic. You also gain a +1 racial bonus to Arcana, Occultism and Spellcraft checks.

Arcane Knowledge: You may select any one arcane or ethereal cantrip (PP 0) and add it as an innate spell with the focus trait.

Forbidden Magic: You have absolutely no connection with either divine or verdant magic and cannot cast spells from these traditions. You have a -2 penalty to all saving throws against these traditions of magic and must also make a Will saving throw against beneficial spells of these traditions when cast upon you with a success allowing the spell to affect you normally.

ASCENDAN HERITAGES #

Once you have selected the Ascendan race for your character, you must select one of the below Ascendan heritages. This heritage grants you some unique abilities.

AFELE

Often known as the Archaic, you are a guardian of knowledge and a keeper of the greatest secrets of your race. The tattoos on your body emanate a cool blue colour when you are spell casting.

You have lived amongst tomes and knowledge for your entire life and gain a +1 racial modifier to all Research skill checks. Furthermore, you also gain the Detect Signature specialist spell which you cast using your spellcraft bonus.

Loyalties You are sworn to protect knowledge in all its guises.

CHRONARA

The guardians of the Sky Doors are the highest cast in Ascendan society. When an Ascendan baby is allocated to their caste, they are bathed in the energy of a sky door to determine if this caste is their path in life. Only 2% of Ascendan will be chosen for this path, so you are naturally promoted to the position of leaders of your society. The tattoos on your body emanate a faint green colour when you are spell casting.

You gain the Shifting Step specialist spell which you cast using your spellcraft bonus. You also gain a +2 racial bonus to all Recall Knowledge checks concerning anything with the teleportation trait.

Loyalties The Sky Doors must be protected at all costs.

MENORA

Called Medicai by outsiders, menorah are the masters of the mind and body. You have been trained from a young age in the study of anatomy and how to both manipulate and repair the body. The tattoos on your body emanate a warm red colour when you are spell casting.

You gain a +2 racial bonus to all Treat Wounds (Medicine) checks and may select any one spell with the healing trait which costs one less PP to Warp.

Loyalties All life is sacred, and you will always do your best to avoid bloodshed.

PELORA

The Pelora are often called dragons, due to their close bond with such creatures. You are the warriors and military minds of your people. It is a great honour to be allocated to this caste as you will spend more time away from your people than other members of your race. The tattoos on your body emanate a dim yellow colour when you are spell casting.

You gain a +2 racial bonus to all Power Recovery (Meditation) checks. Furthermore, you also gain the Battle’s Call specialist spell which you cast using your spellcraft bonus.

Loyalties Honour and your word are the most important things to you.

URLOCH

You have lost the golden hue to your skin which has been replaced with a silvery blue tone. You have no tattoos on your body as your connection to the Ascendan source has been lost. You are an outsider, a renegade, or an outcast from Ascendan society, you are Urloch. Not all your kind are evil, but you certainly carry an amount of resentment from your people and feel abandoned or betrayed by them.

When you were a child, no caste called to your being during the testing of the sky door and you were sent away to live as an outcast, forever removed from your society and culture.

You lose the Ley Blood, Arcane Knowledge and Forbidden Magic Ascendan abilities. You gain an additional PP per level and may select any one spell with a maximum PP cost of 2 to add to your repertoire. This spell may be selected from any tradition. Furthermore, when you fumble a spell check, you add a +10 modifier to all fumble rolls.

Loyalties Undermine the efforts of the Ascendan people at all costs.

DWARF #

Dwarves are masterful artisans renowned for creating works of incredible beauty. Their deep appreciation for precious stones and metals fuels their craftsmanship. They often choose to reside near rich veins of these resources, building vast mountain complexes and sprawling underground cities that form massive subterranean settlements.

Living beneath the earth, often in isolation from surface dwellers can sometimes make dwarves seem greedy and secretive and it does take them a long time to trust members of other races. Once you have the trust of a dwarf however, it will take a lot to break this trust. Their language is rarely taught to those of other races and they can go to great lengths to prevent a non-dwarf from teaching it.

Dwarves can come across as grumpy and bad tempered, fond of spouting profanities and complaining about everything.

DESCRIPTION

Dwarf males stand around 4' 5" tall, females are slightly shorter. Dwarves are a very stocky race and once dressed in armour often look wider than they are tall. The sheer denseness of their bodies gives them increase body weight, generally averaging 200 pounds.

Male Dwarves are passionate about their beards and grow them too great lengths. Only male Dwarves have beards. Female Dwarves grow their hair to great lengths and have the same respect for it as a male does his beard.

Dwarves typically reach physical adulthood around the age of 40, though their traditionalist culture places more value on completing coming of age ceremonies unique to each clan than reaching a certain age. A typical dwarf can live to around 350 years old.

A starting dwarf character has an initial age of 38+3d6 years.

Dwarves respect craftmanship, order and stability and any loyalties will be based around such things.

RACIAL MECHANICS

Ability Modifiers Str +1, Con +2, Dex -1, Wis +1, Cha -1 Size: Medium; Speed: 20 feet Power Points: 0

LANGUAGES

Core Languages: Dengaris, Low Tongue Additional Languages: Choose from any common language and Gaian.

SPECIALIST SKILLS

You gain Dwarven Lore and Stone Lore specialist skills.

OTHER ABILITIES

Darkvision: You can see in darkness without the need of a light source, though your vision in darkness is in black and white.

Hardy: Due to their natural resistances, dwarves receive +2 racial bonus on saving throws against poison and magic.

Lead Boots: Dwarves make terrible swimmers and as a result of this suffer a -4 racial penalty to all swim checks.

DWARVEN HERITAGES #

Once you have selected the dwarf race for your character, you must select one of the below dwarven heritages.

AZGAR

Known to surface dwellers as Fire Dwarves, the Azgar inhabit blazing deserts or volcanic chambers beneath the earth. Azgar have a remarkable adaptation to hot environments from ancestors who once dwelled in the elemental plane of fire. This grants you Fire Resistance and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).

DENGAR

Often referred to as Hill Dwarves, the Dengar are the most widespread members of the dwarven race. Although they live under the earth in great mountain complexes, all of their settlements have surface entrances and waypoints. The hardy Dengar are famed crafters and are sought after for their construction skills.

You also gain an additional crafting specialty. You gain advantage on all checks made with this speciality.

MORGAR

The noble Morgar live in high mountainous cities and are said to have the blood of giants coursing through their veins. Taller than most Dwarves the Morgar cannot grow hair from the heads but have very elaborate beards. The Morgar are often referred to as Mountain Dwarves.

Due to your honourable nature, you gain advantage on all Detect Deception (Sense Motive) checks. Furthermore, you are always considered to be trained when using the noblest of dwarven weapons those of the axe and hammer weapon groups.

STORGAR

It is strongly believed that the Storgar have the blood of earth elementals coursing through their veins. Storgar, generally live amongst other dwarven heritages but have distinctive brown skin and jet-black hair.

Your DR is increased by 1 due to your tough skin. Furthermore, you gain a +2 racial bonus to all checks to resist being shoved or moved involuntarily. Unfortunately, your attachment to the earth also forces you to make a DC 5 flat check when any friendly spell with the movement trait is cast upon you. If you fail this check, the spell does not work.

THENGAR

Your skin is ashen and your hair darker than other dwarves. The Thengar have long since inhabited the darker depths of the earth, acting as protectors of ancient tombs and burial sites. Thengar live in small family settlements, each dedicated to the defence of such a location.

You have Essence Resistance and gain a +1 racial bonus to your DB and Saving Throws against the attacks of creatures of the Undead Type.

ELF #

Elves share a deep bond with the natural world, always seeking to live in harmony with their surroundings. To them, magic is simply another facet of nature, and they possess an innate talent for wielding it. Due to their immortal lifespan, elves often set aside projects for decades or even centuries, returning to them when inspiration strikes once more. This tendency to drift away is often misinterpreted by other races as a lack of focus or discipline.

As a result of their close bonds and keen sensitivity to nature, elves are often reserved and retain their secrets within their kinship groups and groves. This closeness to nature often makes forming lasting relationships with outsiders all the more difficult. They are blessed with immortal life and yet often see this as a curse, especially in their interactions and friendships with non-elves.

DESCRIPTION

Elves average 6' 2" tall, with females of the race ranging only a few inches shorter (racial variants also dictate this). All have very lithe forms with Elven males weighing around 120 pounds. Elves have swept back ears which top off in delicate points. Other than the hair which grows from their heads, Elves have no body hair. All Elves have chiselled features, and this combined with the thinness of their bodies often makes them seem delicate. Their eyes are wide and almond-shaped, featuring large and vibrant-coloured pupils that make up the entire visible portion of the eye. These pupils give them an alien look and allow them to see sharply even in very little light.

Elves reach physical adulthood around the age of 20, though they aren’t considered to be fully emotionally mature by other elves until closer to the passing of their first century. They are the longest lived of all the races, Elves are immortal and it is difficult for a member of another race to determine their age. It is said that Elves eventually tire of life and drift away from the mortal realms.

A starting elf character has an initial age of 108+4d6 years.

Elven loyalties are often directed towards nature and chaotic ideals.

RACIAL MECHANICS

Ability Modifiers Dex +1, Con -1, Int +1 Size: Medium; Speed: 30 feet Power Points: +1

LANGUAGES

Core Languages: Aelvish, Low Tongue

Additional Languages: Choose from any common language, Faechant and Gaelic.

SPECIALIST SKILLS

You gain Elven Lore as a specialist skill.

OTHER ABILITIES

Fey Blood: Your powerful link to the fey grants you advantage to all saving throws made against sleep magic.

Immortal: You do not age and gain advantage on all saving throws made against disease. You don’t need to sleep and will gain the benefits of a night’s rest simply by entering a trance state for 4 hours.

Keen Senses: You have superior senses that grant you a special +1 racial bonus to your Perception Skill.

Nightvision: You can see in dark areas and with a small amount of light can see well.

ELVEN HERITAGES #

Once you have selected the elf race for your character, you must select one of the below elven heritages. This heritage grants you some additional abilities.

DRELVARNI

Not all elves believe in the protection of nature and the purity of their souls. The Drelvarni believe in advancement of the elven race and can only be described as supremacists. Few exist, but those that do are a constant thorn in the side to the other Elven people. Drelvarni tend to have jet black hair and very pale skin.

Known as a Shadow Elf, you are not necessarily evil, just more selfish than others of your kind. You gain a +1 racial bonus to Constitution.

Loyalties Unlike other elves, your loyalties are more likely to concern subjects other than nature.

ELARNI

Known as Sun Elves to other races, your people hail from the humid parts of the world such as deserts and jungles. Living under the intense heat and humidity grants the Elarni a single-minded purpose not often seen by other elves, as this environment can be quite harsh. Elarni wear their thick black hair in tight braids and dreadlocks, have dark brown skin tones and green or blue eyes.

This grants you incredible resilience to warm environments. You gain Fire Resistance and gain advantage to all Subsist (Survival) checks.

NOLDORNI

When humans and other races think of elves, the Noldorni or Star Elves are usually what they imagine. Slightly taller than others of your race and always having blonde hair and striking blue eyes, they are a perfect elven specimen, although some might say slightly alien.

You are closer to the source than other elves and may select any one arcane or verdant cantrip at 1st level which you may cast as an innate spell with the focus trait. You also gain a +1 racial bonus to Make an Impression (Diplomacy) checks.

SILVARNI

Known as Wood Elves for their love and defence of the forest and all things natural, these elves prefer to remain deep in the forests, away from humans and other races. Silvarni can be identified by their dark hair, usually black or brown and often have a coppery or green hue to their skin.

You have a love for the forest and ignore all-natural difficult terrain. Furthermore, natural formidable terrain is classed as difficult terrain for you. You also gain advantage to all Stealth checks made whilst in forested terrain (GM discretion).

SINDARNI

To other humanoid races, Sindarni are known as Moon Elves. Unlike other elves, Sindarni have a strong compulsion not only to interact with but reside amongst other humanoid races to fully understand them. Sindarni are slender and graceful with pale, often with an icy blue hue skin colour. They have blue or silvery white hair which is always worn long.

You have an inborn ability to detect and understand magical phenomena. You gain a +1 racial bonus to Cast a Spell (Spellcraft) checks made to cast spells of the Insight school. In addition, you gain a +1 racial bonus to Identify Power and to Decipher Writing of a magical nature.

TOLDERNI

Known as Snow Elves, Tolderni dwell deep in the frozen north and have gained incredible resilience against cold environments. Tolderni prefer to avoid contact with other humanoid races and can be quite aggressive to outsiders. They have pale skin and a mixture of hair and eye colours.

As a Tolderni, your exposure to the frozen terrain grants you Cold Resistance. Furthermore, you gain advantage on all Subsist (Survival) checks.

GNOME #

Gnomes spend their days solving puzzles and mysteries. Knowledge is sought above all else and many members of the race have simply packed up and left their homeland in the pursuit of knowledge. Magic is considered to be the pinnacle of all knowledge, so it is not uncommon to find Gnomish spell casters of all sorts. Gnomes can also be quite secretive and generally hide their settlements away from the prying eyes of other races.

Constantly searching for the next thrill, gnomes constantly wander in search of magical knowledge and other experiences. They have an outlook on life that is sometimes considered random and even dangerous to other races as they will take many risks in pursuit of their goals. Gnomes trace their blood back to their fey roots, but it is clear to see that they also have a link to dwarves, for whom they have a strange affiliation with, often residing in dwarven settlements.

PHYSICAL DESCRIPTION

Gnomes are small in stature, standing just over 3 feet in height with a slight build. They are often mistaken for small children.

Gnomes usually have quite pale skin tones, but in reflection have wildly vibrant hair and eye colours. Gnome hair colour ranges from black to vibrant blues and greens. Likewise, their eyes can be a varied display of colours, often with each eye being a different colour.

Gnomes typically reach physical maturity at the age of 40, although their chaotic and wild nature often makes it hard for members of other races to understand this. They are long lived, with a lifespan of between 500 to 600 years.

A starting gnome character has an initial age of 38+4d6 years.

Gnome loyalties can be vary greatly from companionship with a small animal, to adopting an entire city.

RACIAL MECHANICS

Ability Modifiers Str -1, Dex +1, Con +1, Cha +1 Size: Small; Speed: 20 feet Power Points: +1

LANGUAGES

Core Languages: Glimbol, Low Tongue, Faechant

Additional Languages: Choose from any common language and Gaelic.

SPECIALIST SKILLS

You gain Fey Lore & Gnome Lore as specialist skills.

OTHER ABILITIES

Detect Magic: You have the innate ability to detect the presence of active magic and gain a +2 racial bonus to all Sense Magic (Power Manipulation) checks. Additionally, you may develop the Power Manipulation skill without meeting its normal requirements and may make Sense Power checks untrained.

Gnome Resistance: Your connection to the fey grants you the ability to shrug off magic better than others. You may use a reaction when targeted by a spell to gain advantage to the saving throw.

Be aware that this ability does not apply to area effect spells.

Nightvision: You can see in dark areas and with a small amount of light can see well.

GNOME HERITAGES #

Once you have selected the gnome race for your character, you must select one of the below heritages. This heritage grants you some additional abilities.

FURINI

The Furini live deep within forests amongst the mysterious fey. They are rarely seen in the realms of other races and prefer to live in quiet isolation practicing their magic and studies with an almost fevered dedication.

Due to the strength of your fey blood, you gain the fey trait, in addition to the gnome and humanoid traits. You may choose one spell school. You gain a +1 racial bonus to Cast a Spell (Spellcraft) checks made from this school and reduce all its warping PP costs by 1 (min 1).

NERINI

The appearance of a Nerini is vastly different to other gnomes. Their hair is always black; they have very pale skin and sport braided beards. They live in small settlements, often integrated with other gnomes or halflings. The Nerini have long since separated from their fey origins and seek to find inspiration to the questions through more divine means.

You gain Essence Resistance. Furthermore, your Cha & Wis racial modifiers are swapped around (Wis +2 & Ch 0) and you gain a +2 racial bonus to the Religion skill. Unfortunately, your links to the realm of fey are severed and this means that you can never be an ethereal or verdant spell caster and your Death State is reduced by 1.

SORINI

The Sorini have long since integrated with other races there small communities thriving within them.

The influx of greater input and knowledge from these different races and cultures has finely attuned your senses.

You gain a scent as a secondary sense. This means you can use your sense of smell to determine the exact location of a creature. The GM will usually double the range if you're downwind from the creature or halve the range if you're upwind. In addition, you gain a +1 racial bonus to Perception checks.

SVIRNI

The Svirni have live underground close to the borders of the fade. They are devoid of body hair and very suspicious of surface dwellers. Svirni can often be found living in dwarven settlements.

Due to your many years underground, your vision has adapted and you gain Darkvision. Additionally, you gain advantage on all Create (Varies) checks.

TIRVNI

The Tirvni are the most common species of gnome in the world. They live in small settlements on the fringes of human society, often close to woodland areas. Tirvni are friendly and welcoming to strangers, always curious and keen to make new friends.

The fey blood still runs within you, and you may select a spell of up to 2 PP (ethereal or verdant) and cast it as an innate spell with the focus trait.

HALFLING #

Halflings are incurable opportunists. They rarely think ahead for more than a few minutes, and their plans more often than not go wrong. They are not the strongest of individuals and have long discovered methods to get around situations without resorting to the use of brute force.

Halflings are joyful and happy by nature, always seeing the good in every situation. They enjoy savouring the simple things in life such as a fine ale or a sweet pipe weed. They often avoid notice in the worlds of larger folk which suits them just fine. While many halflings do not have the ambition to leave their hearths and join a crusade or adventure, some prefer trouble to the mundane day to day of normal life.

Halflings like to eat and drink and will always be looking for the next meal or refreshment break. Add to this a lust for sharing and hearing tales of great adventure, means that it is unsurprising to find so many halflings in and around inns and taverns.

PHYSICAL DESCRIPTION

Halflings are small humanoids who look vaguely like small human children, but their larger hands and feet usually make this confusion rare. They rarely grow to be more than 3 feet in height. Halfling proportions vary but they rarely weigh more than about 70 lbs.

Most halflings have a ruddy complexion and dark or red hair. They cannot grow true beards but excel at long sideburns. Halflings shun the wearing of shoes and prefer to walk barefoot; this leads to rough calloused soles on their feet over time.

Halflings reach physical adulthood around the age of 20. A typical halfling can live to be around 150 years old.

A starting halfling character has an initial age of 18+2d4 years.

Halflings value friendship and family above all other things (well perhaps accept food, ale and pipe weed), thus their loyalties will usually reflect such things.

RACIAL MECHANICS

Ability Modifiers Str -1, Dex +2, Con +1, Cha +1

Size: Small; Speed: 20 feet

LANGUAGES

Core Languages: Munblish, Low Tongue

Additional Languages: Choose from any common language.

SPECIALIST SKILLS

You gain Halfling Lore as a specialist skill.

OTHER ABILITIES

Extremely Nimble: Being nimble and light on your feet, you gain a +2 racial bonus to all Balance (Acrobatics) and Sneak (Stealth) checks.

Foolhardy: Your natural curiosity often lands you in trouble but also grants you an uncanny resistance against fear. You gain advantage to all fear-based saving throws.

Sure Shot: You have a keen eye when attacking with all types of ranged weapons. You gain a +1 racial bonus to all bow and sling attack checks.

HALFLING HERITAGES #

Once you have selected the halfling race for your character, you must select one of the below heritages. This heritage grants you some additional abilities.

DUR-FOD

Often referred to as dark foot or dark feet halflings, Dur-fod live away from other halflings and make their homes in tunnels and caves, rarely venturing out in the day. Dur-fod are far more suspicious of other races than usual for halflings and try to avoid them as much as possible. There are even rumours of savage cannibalistic Dur-fod living in the dark places of the world.

You gain Nightvision and a +1 racial bonus to Perception skill checks.

GUL-FYR

Although rare, upon occasion a halfling will be born to one of the other heritages bearing the touch of sorcery. It is unknown how such halflings come into being, but their presence cannot be dismissed. These halflings, sometimes called magic fellows, possess some innate skill with magic which is unknown to others of their kind.

You may select any one arcane cantrip and cast it as an innate spell with the focus trait. You also gain an additional PP each level. Furthermore, you reduce your Con racial modifier by 1 to 0 but gain a +1 racial modifier to your Int.

LYS-FOD

Often referred to as light foot or light feet halflings, Lys-fod are the most common halflings in the world. Lys-fod can be found living in human communities as well in small villages of their own. Lys-fod possess a true sense of wanderlust and love to become involved in the dealings of others.

You gain two additional languages of your choice, chosen from among the common and uncommon languages available to you, and if you take the Linguist feat, you gain another new language. Furthermore, you receive a +1 racial bonus to the Culture skill.

STOUT-FYR

Often referred to as stout fellow halflings, Stout-fyr love nothing more than to tend to their crops and animals. It is rare that a Stout-fyr will leave their village for any reason, but when they do, they are solid dependable folk.

You gain advantage on all saving throws against effects with the mental trait. Additionally, you gain a +1 per level bonus to HP.

TALL-FYR

Out of all of the halflings, Tall fyr, sometimes called tall fellows are the closest to resemble humans. Tall-fyr resemble human children and are often mistaken as such. Unfortunately, being able to pass off as human children so easily has opened doors of opportunity for these halflings that are often closed to others, and they often find themselves running street gangs and such.

You gain advantage to all Bluff (Deception) and Make an Impression (Diplomacy) checks.

HUMAN #

The most widespread of all civilized races are humans, Humans strive to expand, constantly pushing the limits of what they are capable of. Unfortunately, this drive to succeed throws them into sometime hostile situations with other races and other humans.

Humans are widely regarded as the most versatile and yet volatile of races. They form great communities of learning and knowledge as well as those capable of great destruction and bloodshed. Whereas other races have a clear definition or purpose, humans seem to have none.

Humans can be found in all environments from arctic to desert, mountains to shadowlands, you will discover their presence everywhere. Some form mighty empires and kingdoms, driven to explore and conquer, whereas others are simply satisfied to raise crops and families in a simple life.

PHYSICAL DESCRIPTION

Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colours, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.

Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans often intermarry with people of other ancestries, giving rise to children who bear the traits of both parents.

A starting human character has an initial age of 14+1d6 years.

Humans are so varied and different to each other that their loyalties can cover just about anything.

RACIAL MECHANICS

Size: Medium; Speed: 25 feet Power Points: +0

LANGUAGES

Core Languages: Low Tongue, One Regional Language

Additional Languages: Choose from any common language.

SPECIALIST SKILLS

You gain lore based upon your ethnicity. This is either a lore based upon people (Hill Man Lore) or one based upon your heritage (Urban Lore).

OTHER ABILITIES

Skilled: Humans have far more varied cultures and upbringings than the members of other races. Your ingenuity grants you an additional skill point each level.

Versatile: Your natural versatility allows you to select two ability scores at 1st level, granting each a +1 racial modifier.

Bonus Feat: Humans may select an additional racial feat and an additional general feat at 1st level.

HUMAN HERITAGES #

Once you have selected the human race for your character, you must select one of the below heritages. This heritage grants you some additional abilities.

ARCTIC

You have grown up amongst the people of the frozen north. Scraping out an existence in such a harsh environment is all that you have ever known. Your people may have been herders, hunters or fisherman, living in small communities amongst the tundra or icy coasts. It was often a nomadic life as you followed the migrations of animals. Living in such a harsh environment has taught you how to survive.

You gain advantage on all Subsist (Survival) checks and increase your Death State by 1. Furthermore, you gain +1 racial bonus to your Constitution ability score.

CITY

You are from a city or large town. You like to think that you’re more civilized and refined than those living outside of it. You tend to be friendly and relatively open-minded, as you’re accustomed to dealing with strangers and more exposed to different worldviews and ideas. However, ancient grudges and old enmities are hard to forget, so you might hold some prejudice against the dwellers of a neighbouring town, or foreigners from a certain land.

You gain the Skill Focus general feat and may add a +1 racial bonus to your Charisma ability score.

DARK

You have grown up in the deep dark places of the world. You may have lived in a small mining community; or in an extensive, intricate warren, sprawling beneath the earth’s surface; or maybe in great halls and fortresses, carved into the side of hills or mountains. In any case, you had little contact with people outside of your community, having spent much of your life without ever seeing the light of the Sun.

You gain Nightvision and may add a +1 racial bonus to your Wisdom ability score.

DESERT

To you, the most inhospitable of places was home, the desert. You have had a mostly nomadic upbringing, traveling from one oasis to another to replenish water supplies and trade goods. You were taught how to defend yourself and survive in the outdoors from a very young age. Desert folks are known for their fiery and passionate temperament, as well as for the great importance they give to oaths and promises, be it for good or ill. As the old saying goes “the Desert never forgets, and never forgives”

You gain a +1 racial bonus to Constitution ability score. Furthermore, you gain advantage on all Subsist (Survival) checks.

FEY

Members of the Fey Culture are the descendants of those who used their magical arts to shield their communities from the perils of the mortal world. You lived deep in the forest, in a strange village, hidden on the top of an ancient tree; or in the weird, moonlit halls of an enchanted castle, on islands that seems to appear only when certain conditions are met. They live peaceful, dream-like lives, in what seems an unending succession of feasts, parties, and celebrations. They tend to be unconcerned by the problems of the outside world, unless they menace to threaten the well-being of their idyllic communities.

You gain a +1 racial bonus to your Charisma ability score. Furthermore, you gain +1 Power Point per level.

HILL

You claim the highlands and rugged hilly areas as home. Most of your people were herders or farmers, living in large homesteads, villages, or small fortified clan houses. They tended to be rough, unsophisticated people. You’re wary of strangers, but love to sing and dance, and have a penance for theatrical gestures. In fact, skalds and minstrels are sacred amongst your people, who regard them as keepers of their traditions and messenger from the Spirits.

You gain a +1 racial bonus to Constitution. Additionally, you gain advantage on all Climb (Climbing) checks.

NOBLE

You were born to privilege and education, hailing from a family of lesser or greater noble bloodline. Your family are landed gentry and have some influence in the area that you were raised. To the common folk, the life of a noble seems one of idyllic luxury but growing up as a noble or member of the aspiring gentry, you know the reality: a noble’s lot is obligation and intrigue. Whether you seek to escape your duties by adventuring or to better your station, you have traded silks and pageantry for an adventurer’s life.

You gain a +1 racial bonus to Charisma. Additionally, you gain advantage on all Recall Knowledge (Culture) checks based upon your local area.

NORTHMAN

You are not sure where your family come from and probably have little interest. Going back several generations, your people broke away from civilised lands away from the political backstabbing of society. They formed small villages and learnt to earn their living from the land, hunting, warring with other clans and some trading. You value self-independence and survivalism but also honesty, traditions and freedom.

You gain advantage on all Demoralise (Intimidate) checks. Furthermore, you gain +1 racial bonuses to your Strength ability score.

PASTORAL

You originate from a small rural community such as a farmstead or village. Your people are peaceful simple folk who enjoy nothing more than a tale and a pint at the end of a long day toiling in the fields. With a strong back and an understanding of seasonal cycles, you tilled the land and tended crops. For whatever reason you have left your peaceful life. Your farm could have been razed by invaders, you could have lost the family tying you to the land, or you might have simply tired of the quiet life, but at some point, you became an adventurer.

You advantage on all checks that involve, crops, raising animals and weather cycles. Furthermore, you gain +1 racial bonus to your Constitution ability score.

PLAINS

You have always been accustomed to wide open spaces and vast steppe lands. Your people may have gathered in small, fortified towns atop low hills, or simply have wandered the plains in search of food and glory. You were born to the saddle and know your way around a horse or potentially other steed.

You gain advantage on all checks that involve a mount. Furthermore, you gain +1 racial bonuses to your Dexterity ability score.

TRIBAL

Your people are viewed as primitive by others. They reside deep in the wilderness as a small band of semi-nomadic tribes. The shamans guided you from an early age and spoke of great things that you were destined to achieve. You may have elaborate tattoos upon your body and ritual scarring. These tattoos carry great significance to you as they represent your rite of passage.

You gain a +1 racial bonus to Wisdom. Additionally, select either Arcana, Nature, Occultism or Religion, you gain advantage to all Recall Knowledge checks made with the selected skill regarding ancient lore.

KORNARGON #

The origin of this ancient race is truly lost in the shadows. It is believed that once they were human but now they are something very different. Kornargon display the Shadow Plane's ancient influence through monochrome complexions, glowing eyes, and the casting of supernatural shadows.

The Kornargon were once humans who were banished to the plane of shadow as punishment for a crime committed by their ancestors. Over time, they adapted to their new environment, becoming skilled at navigating the shadows and developing unique abilities that set them apart from their human counterparts.

The Kornargon have a deep reverence for honour and hold themselves to the highest standards of conduct. They believe that their actions are a reflection of their character, and that upholding their code of honour is more important than personal gain or glory. They value loyalty, honesty, and courage above all else and consider it a great dishonour to go back on one's word or to betray the trust of others.

The Kornargon are known for their martial prowess, with a unique fighting style that emphasizes grace, speed, and precision. They have a complex social hierarchy, with the most honourable and skilled warriors holding the highest positions of power.

To outsiders, the Kornargon may seem mysterious and enigmatic, but those who earn their trust and respect will find them to be steadfast allies. While they are often feared for their abilities and their strict code of honour, those who take the time to understand them will find that their loyalty and sense of duty are unmatched.

PHYSICAL DESCRIPTION

The Kornargon are tall and lean, with slender limbs and fingers that are suited for grasping and climbing in the shadowy terrain of their plane. Their skin is pale, devoid of pigment, and is highly reflective, giving them an eerie, otherworldly appearance. They have piercing white eyes and their hair is typically thick and curly, and ranges from black to a deep, midnight blue.

A starting Kornargon character has an initial age of 18+1d6 years but their lifespan is unknown.

Kornargon still hang to the honour of their pasts and often have loyalties which reflect this.

RACIAL MECHANICS

Ability Mods Dex +1, Con +1, Wis -1

Medium; Speed: 25 feet Power Points: 0

LANGUAGES

Core Languages: Nyxian, Low Tongue

Additional Languages: Choose from any common language.

SPECIALIST SKILLS

You gain Kornargon Lore and Shadow Lore as a specialist skills.

OTHER ABILITIES

Darkvision: You can see in darkness without the need of a light source, though your vision in darkness is in black and white.

Skilled in Shadow: You have a knack for all things planar and shadowy. You gain a +1 racial bonus to the Planes and Stealth skills.

Shadow Stance: You gain the shadow stance ability (see below).

SHADOW STANCE

OPEN STANCE

Action 1 AP

When you enter this stance, you gain the concealed condition until the beginning of your next turn. At the beginning of each turn, whilst in the stance if you make a successful Sneak (Stealth) check that moves you a minimum distance of 10 feet, your concealed condition reactivates until the beginning of your next turn.

KORNARGON HERITAGES #

Once you have selected the Kornargon race for your character, you must select one of the below heritages. This heritage grants you some additional abilities.

ERUI-IAR

When others of your kind remained in the plane of shadow attempting to scrape out a living, your people fought their way back to the material plane. You were forced to live on the outskirts of other civilisations, but managed to survive, nonetheless.

You lose the Wis penalty that other members of your race gain and also gain advantage to all Recall Knowledge (Culture) checks.

GALAD-IAR

Your people severed ties with the plane of shadow and have made their homes in the brighter planes of existence. You are often called the Bright Ones as you have a light not possessed by other members of your race.

You emit dim light within 5 feet of you. You can activate or suppress this ability as an action, which has the concentrate trait. Additionally, you can force fragments of your shadow to glow and cast dancing lights and light as ethereal cantrips using your spellcraft bonus.

OSP-IAR

Your people fled the plane of shadow in an attempt to find safer homes. Whether this plan failed or succeeded is a question for the scholars, but they eventually settled in the ethereal plane.

You gain a +1-circumstance bonus to locate undetected creatures within 60 feet when using the Search action. Furthermore, you increase the targets flat check to avoid being hit when concealed or hidden by 2.

TOVON-IAR

Your people live in the deepest and most treacherous regions of the shadow plane. You cast a deeper shadow than others of your kind.

You gain cold & essence resistance when you select this heritage.

ORC #

To laugh is to taunt, to cry is to perish, to fight is to kill. Orcs more than any other of the core races live for combat and battle. They are born with the desire to kill and reap havoc upon their enemies (and each other). Tests of strength and brutality often cut their lives short, but what glorious and bloody lives they lead.

Orcs will often have difficulty working with others and have a hard time finding acceptance within non-orcish communities, many of which will at some point suffered at the hands of an orcish raid. If an orc can overcome these obstacles, their natural fighting prowess and loyalty can prove to become a boon for any village or town.

PHYSICAL DESCRIPTION

Orcs are physically bigger and broader than humans often reaching heights of over 7 feet and weights of up to 300 lbs. Orcs have heavy brows and jaws, often stooping when they move and stand, bringing their eye level down to that of the average humanoid. They often bare protruding fangs and wear scars, tattoos and tribal piercings with pride.

Orcs have very rough skin, iron like muscular frames and a very thick bone structure, which makes them superbly suited to war and conflict. Orc skin colour is typically green although some orcs have grey or black skin.

A starting orc character has an initial age of 13+1d4 years.

Orc loyalties are usually bloodthirsty and violent in nature.

It is unknown how long an orcs lifespan really is due to their warlike lifestyle. It is possible that they may even be immortal, but no scholar has ever recorded an Orc living more than about 50 years.

RACIAL MECHANICS

Ability Mods Str +2, Dex +1, Con +2, Int -1, Wis -1, Cha -1

Size: Medium; Speed: 25 feet Power Points: -1

LANGUAGES

Core Languages: Sharuk

Additional Languages: Choose from any common language.

SPECIALIST SKILLS

You gain Orc Lore as a specialist skill.

OTHER ABILITIES

Darkvision: You can see in darkness without the need of a light source, though your vision in darkness is in black and white.

Ferocious: Your warlike demeanour grants you a +1 racial bonus to all Melee Attacks and a +1 dodge bonus to DB.

ORC HERITAGES #

Once you have selected the orc race for your character, you must select one of the below heritages. This heritage grants you some additional abilities.

SHARUK-DUR

Your people are often referred to as blood-orcs and are the most common of orcs believing that all blood is sacred. You relish spilling the blood of your enemies and have no fear when losing your own, making you much more resistant to bleeding.

All bleeding damage is considered 1 less for you (you ignore bleed 1) and the flat check to remove bleeding is 2 less.

SHARUK-MAR

You are giants amongst your people standing just over 7 feet tall on average. You are a little dim-witted but quick anger and very aggressive. You are sometimes called black orcs due to the charcoal hue of your skin.

You gain an additional +1 racial bonus to Con.

SHARUK-RIN

Known as bone-orcs, you are the master of night combat and are almost exclusively nocturnal. Many legends of monsters coming in the night and stealing children are accredited to these orcs. You have almost red skin and are a little shorter than other orcs

You are more nimble than other orcs gaining an additional +1 racial Dex modifier but reducing your Str racial modifier by 1. You also gain advantage on all Sneak (Stealth) checks.

SHARUK-XAL

You are one of the rare orc shamans or wise men sometimes known as grey orcs. You were born under a strange moon or during some other portent and have shunned the physical and violent ways (well maybe not completely) of your orcish kin in favour of developing more mystical skills. This has bent your form, and you seem withered and weather-beaten compared to others of your kind.

Your Str and Con racial modifiers are reduced to +1 but you also lose your penalties to Wis and Cha. Furthermore, your racial Power Points are +1 instead of -1 and you gain a +1 racial bonus to Spellcraft checks.

BACKGROUNDS #

Every character that you create will have a different upbringing and origin which is determined by their background selection. Many legendary heroes began life as a humble merchant or grew up as the son of a tavern owner, practicing that trade until their family were killed by a giant raid. Your background pick will help flesh out your characters early life, from birth to wherever they are now. It is possible that your character is still an active member of the selected background.

When you create your character at 1st level you select one background of your choice. Once your background selection is made, it cannot be amended at higher levels so choose wisely. Your selected background will grant you a bonus feat, a +1-class bonus to up to three skills and a specialist skill.

Some backgrounds may also offer additional abilities which will be detailed in their descriptions.

ACOLYTE

You grew up living in a monastery or other religious enclave. You have left that life behind you but may still have ties to members of the religion that you once lived amongst.

BONUS FEAT

Theologian

SKILL BONUSES

Culture, Religion, Meditation

SPECIALIST SKILL

Religious Doctrine

ACROBAT

You have grown up earning your pay by performing as an acrobat. Maybe the work dried up, or perhaps something else drove you away from your home town…

BONUS FEAT

Sure Feet

SKILL BONUSES

Acrobatics, Athletics, Perform

SPECIALIST SKILL

Circus Lore

ANIMAL FRIEND

You have always had a natural connection with animals and have spent many hours training them. As you travel you befriend many animals.

BONUS FEAT

Animal Affinity

SKILL BONUSES

Handle Animal, Nature, Survival

SPECIALIST SKILL

Animal Lore

APPRENTICE

You were an apprentice to a craftsman. You may have been an apprentice to a blacksmith, tailor or some other specialist profession. For whatever reason, you were unable to continue your apprenticeship and have taken up the life of an adventurer.

BONUS FEAT

Specialist Crafter

SKILL BONUSES

Artistry, Crafting, Culture

SPECIALIST SKILL

Specialist skill related to your specialty

ARCANE APPRENTICE

You were taught lessons of magic by either a mercantile group of arcane casters or by an established member of a magical school.

BONUS FEAT

Magical Crafting

SKILL BONUSES

Arcana, Mental Focus, Power Manipulation

SPECIALIST SKILL

Spell Lore

ARCHAEOLOGIST

You have vast experience of archaeological digs and excavations. Something happened at the last dig that you were on that you will never forget…

SKILL BONUSES

Culture, Linguistics, Survival

SPECIALIST SKILL

Archaeology, One Ancient Civilisation Lore

BARBARIAN

You grew up in a harsh wilderness environment as part of a tribal society. You had no choice but to learn to survive from a young age and were taught to hunt, fight and live off the land. You are suspicious of outsiders and most things supernatural.

BONUS FEAT

Toughness

SKILL BONUSES

Athletics, Nature, Survival

SPECIALIST SKILL

Hunting

BARKEEP

You worked in a tavern or maybe even ran one. You learnt how to socialise and read people whilst pulling an excellent pint.

BONUS FEAT

Keen Insight

SKILL BONUSES

Diplomacy, Culture, Sense Motive

SPECIALTY SKILL

Barkeeping

BOUNTY HUNTER

Collecting the bounty on wrongdoers and absconders from the court has trained you in the skills of hunting people. These skills have transferred seamlessly to the life of an adventurer.

BONUS FEAT

Experienced Tracker

SKILL BONUSES

Culture, Sense Motive, Survival

SPECIALIST SKILL

Legal Lore

CHARLATAN

You have made your living through lies and deceit. Playing the part of a robbed noble in one town, the veteran war hero in the next or maybe a travelling salesmen selling placebo’s. Your tricks began to dry up and so you now are trying your hand at the career of adventurer…. Or maybe this is just your latest scam!

BONUS FEAT

Silver Tongue

SKILL BONUSES

Culture, Deception, Diplomacy

SPECIALIST SKILL

Underworld

COOK

The kitchen was your home throughout your childhood and into early adulthood. Cooking is your first love but for whatever reason, you are unable to work in the kitchens anymore.

BONUS FEAT

Seasoned

SKILL BONUSES

Crafting (Cooking), Culture, Survival

SPECIALIST SKILL

Culinary Lore

CRIMINAL

You grew up with undesirables and criminals. You may have been a member of an organised crime guild or perhaps you were a loner operating on the fringes of society. Regardless, you have left that world behind you in search of adventure.

BONUS FEAT

Canny Smuggler

SKILL BONUSES

Deception, Stealth, Thievery

SPECIALIST SKILL

Underworld

CULTIST

The people that you grew up with were strange by the standards of others but you were always fully immersed in their beliefs. You may have belonged to a group who worshipped dark powers or perhaps one that operated away from the prying eyes of authorities.

BONUS FEAT

Schooled in Secrets

SKILL BONUSES

Deception, Religion, Sense Motive

SPECIALIST SKILL

Lore related to your deity or cult

DETECTIVE

You were affiliated with law enforcement or perhaps solved crimes as an independent investigator. You have left that line of work after something went wrong with your last case.

BONUS FEAT

Streetwise

SKILL BONUSES

Culture, Perception, Sense Motive

SPECIALIST SKILL

Law Enforcement

DIPLOMAT

Engaging with foreign dignitaries or acting as an emissary to an enemy power have been your meat and drink through your life. Now things have changed.

SKILL BONUSES

Culture, Diplomacy, Sense Motive

SPECIALIST SKILL

Regional Lore

SPECIAL

You begin play with two additional languages

ENTERTAINER

Entertainment is all you have known from a young age. You grew up with a troupe of travelling musicians or actors and you have learnt to entertain crowds.

BONUS FEAT

Flawless Performance

SKILL BONUSES

Acrobatics, Culture, Perform

SPECIALIST SKILL

Bonus Perform Specialty

FARMHAND

You worked the land with plough and scythe, tending crops and livestock. Maybe your farm was destroyed by raiders, or perhaps you simply longed for something more.

BONUS FEAT

Great Fortitude

SKILL BONUSES

Athletics, Culture, Survival

SPECIALIST SKILL

Farmer

FIELD MEDIC

Where the army went, you followed, administering treatments to the wounded as you travelled. Sometimes your skills were called upon in the midst of battle. Regardless, you have learnt both to heal under pressure and something of the logistics of war.

BONUS FEAT

Battle Medic

SKILL BONUSES

Medicine, Sense Motive, Survival

SPECIALIST SKILL

Warfare

FORTUNE TELLER

You can sometimes predict what will happen next and have used this information for either the benefit of your community, or to line your own pockets.

BONUS FEAT

Visions

SKILL BONUSES

Meditation, Perform, Sense Motive

SPECIALIST SKILL

Fortune Telling

GAMBLER

You moved from place to place trying your hand at games of chance. Whether you made good money from this or not, you have left this life behind you, although you still find it difficult to avoid a chance to gamble.

BONUS FEAT

Deft Hands

SKILL BONUSES

Deception, Sense Motive, Thievery

SPECIALIST SKILL

Gambling

GLADIATOR

The thrill of the arena and the applause of the crowd have driven you forward in the past. You have left or escaped the arena to explore and adventure.

BONUS FEAT

Impressive Performance

SKILL BONUSES

Acrobatics, Athletics, Perform

SPECIALIST SKILL

Arena Lore

GUARD

You served the guard of your local settlement. Whether this was out of duty, or the need for income remains to be seen. The skills that you learnt there may still serve you as an adventurer.

BONUS FEAT

Urban Tracker

SKILL BONUSES

Diplomacy, Intimidate, Perception

SPECIALIST SKILL

Law Enforcement

HERBALIST

You are a trained apothecary and have used your skills to maintain the health and wellbeing of your local community. You also know how to gather herbs and medical supplies.

BONUS FEAT

Natural Medicine

SKILL BONUSES

Crafting, Nature, Survival

SPECIALIST SKILL

Herb Lore

HERMIT

The inside of a cave in an isolated area is the first memory that you have. You have always lived apart from others, preferring solitude and your own company. Something has changed however and now you must interact with others to fulfil your goals.

BONUS FEAT

Questionable Source

SKILL BONUSES

Culture, Nature, Survival

SPECIALIST SKILL

Specific Terrain Lore

HIGHWAYMAN

You were part of a gang of robbers and bandits, stealing from travellers on the road to make a living. You have left that life behind, but who knows when your past misdemeanours will catch up with you.

BONUS FEAT

Group Coercion

SKILL BONUSES

Deception, Intimidate, Stealth

SPECIALIST SKILL

Specific Terrain Lore

HUNTER

You have hunted animals for their hides and meat for most of your life. This has been a trade for you for many years but now it is time to try something new.

BONUS FEAT

Survey Wildlife

SKILL BONUSES

Nature, Perception, Survival

SPECIALIST SKILL

Hunting

LABOURER

Your life has been hard, with every day a constant grind of physical labour. This life has made you strong and resilient however.

BONUS FEAT

Mettle

SKILL BONUSES

Athletics, Crafting, Mental Focus

SPECIALIST SKILL

Manual Labour

LAY HEALER

You discovered at a young age that you could heal others with a simple touch, often restoring animals and livestock. You learnt some basic medical and herbalist skills to disguise your natural ability to help avoid suspicion.

SKILL BONUSES

Medicine

SPECIALIST SKILL

Herb Lore

SPECIAL

You gain the Lay on Hands specialist spell which you may cast using your spellcraft bonus. You also gain an additional power point.

MARTIAL ARTIST

You attended either an elite school, were part of a monastery or were trained by a master. The skills that you were granted will never leave you as you move on to greater things.

BONUS FEAT

Weapon Focus (Unarmed)

SKILL BONUSES

Acrobatics, Meditation, Mental Focus

SPECIALIST SKILL

Combat Styles

MERCHANT

You have grown up with a family of traders working on either a dusty caravan or in shop. You have picked up many skills during your mercantile life and many of these are useful for adventuring.

BONUS FEAT

Wheeler Dealer

SKILL BONUSES

Culture, Deception, Diplomacy

SPECIALIST SKILL

Trading

MINER

The depths of the earth are what you know and prying precious gemstones or other materials from its rock faces is your trade. Now as an adventurer, you are looking forward to venturing back into the dark depths below.

BONUS FEAT

Favoured Terrain (Underground)

SKILL BONUSES

Crafting, Occultism, Survival

SPECIALIST SKILL

Mining

OUTRIDER

The rush of the wind through your hair as you gallop across the plains is a real rush. You once served as a forward scout for your people, but they are long since gone. Now you look to explore new places, but that rush will never fade.

BONUS FEAT

Born to Ride

SKILL BONUSES

Handle Animal, Perception, Survival

SPECIALIST SKILL

Terrain Lore (Plains)

PRISONER

You have spent a great many years incarcerated for a crime (whether you committed it or not). Now free, you are embracing the life of an adventurer.

BONUS FEAT

Canny Smuggler

SKILL BONUSES

Deception, Intimidate, Stealth

SPECIALIST SKILL

Underworld

SAILOR

You have spent time on a boat or ship and are learned in the ways of the high seas. You may have been a member the navy, a pirate or perhaps simply a merchant.

BONUS FEAT

Sure Feet

SKILL BONUSES

Acrobatics, Athletics, Climbing

SPECIALIST SKILL

Sailing

SCHOLAR

You have spent your time learning all you can from dusty tomes and other sources of knowledge. Eventually your time cooped up in mouldy old libraries has forced you into the outside world to seek answers to your many questions.

SKILL BONUSES

Choose three from either Arcana, Culture, Medicine, Nature, Occultism, Planes, or Religion.

SPECIALIST SKILL

Lore (Choose any 2)

SCOUT

You were a tracker and guide, earning a living by leading travellers on forgotten trails. You have now begun to put these skills to new use with an adventuring party

BONUS FEAT

Experienced Tracker

SKILL BONUSES

Nature, Perception, Survival

SPECIALIST SKILL

Specific Terrain Lore

SERVANT OF NATURE

You were born and raised in the wilderness and have always had a link to all things natural.

BONUS FEAT

Survey Wildlife

SKILL BONUSES

Handle Animal, Nature, Survival

SPECIALIST SKILL

Animal Lore

SOLDIER

You were a professional warrior; whose job it was to protect the peoples of your culture. You might have wanted to break out from the regimented structure of these forces, or you may still belong to your regiment.

BONUS FEAT

Weapon Focus

SKILL BONUSES

Athletics, Culture, Intimidate

SPECIALIST SKILL

Warfare

SQUIRE

You have trained with a knight from a very young age. It has been your responsibility to support them in tourneys and during their adventures by maintaining their gear and animals. You have left your master and now search or your own path.

BONUS FEAT

Quick Donning

SKILL BONUSES

Athletics, Culture Handle Animal

SPECIALIST SKILL

Heraldry

STREET URCHIN

You were born into squalor or have lived there for most of your life. Never knowing where your next meal was coming from you may have begged or ran with street gangs, stealing to survive. You have left this life, hoping to find something better,

BONUS FEAT

Streetwise

SKILL BONUSES

Perception, Stealth, Thievery

SPECIALIST SKILL

Urban Lore

TEMPLAR

You grew up as a member of a faith militant or as a holy warrior trained to defend your church or some other holy ground.

BONUS FEAT

Theologian

SKILL BONUSES

Diplomacy, Religion, Mental Focus

SPECIALIST SKILL

Deity Lore (Specific Deity)

WEAVER

You have always been different to those around you. At a young age you manifested strange abilities which were either kept hidden, or encouraged to grow.

SKILL BONUSES

Meditation, Mental Focus, Power Manipulation

SPECIALIST SKILL

Aberrant Lore

SPECIAL

You may select an ethereal cantrip and cast it using your spellcraft bonus.

LANGUAGES #

In a realm where races, civilizations, and creatures of various origins converge, language is more than a mere tool for expression, it is a key to understanding, connection, and the weaving of narratives.

Within these section, you will discover the languages that shape the vibrant landscapes of your game.

At 1st level your race determines your beginning languages and determines any additional languages that you may select from having a high Intelligence ability score.

BONUS LANGUAGES

With a positive Intelligence score, you gain an extra number of languages equal to its value. You can select these languages from your character's racial list or from those offered by your region. Furthermore, for every 5 skill ranks you have in the Linguistics skill, you may learn an additional language.

Your GM may allow you to select different languages based upon the campaign.

LANGUAGE TYPES #

Languages in this setting are categorized into the following distinct groups:

COMMON

This group encompasses widely spoken languages that bridge the gaps between different societies and races. Common languages serve as a universal means of communication, allowing individuals from diverse backgrounds to interact and understand each other. These languages are essential for trade, diplomacy, and cooperation on a broader scale.

LANGUAGE
TYPICAL SPEAKERS
Aelvish
Elves, Half-Elves
Gantish
Giants, Ogres, Trolls
Glimbol
Gnomes
High Tongue
Humans
Low Tongue
Humans, Other Humanoids
Mesnic
Catkin and Bestial Races
Munblish
Halflings
Nyxian
Kornargon

UNCOMMON

These languages are less widespread and are often spoken by specific groups or communities. They might be used for specialized knowledge or secretive conversations.

LANGUAGE
TYPICAL SPEAKERS
Aeolian
Air Elementals
Aqualis
Water Elementals
Dengaris
Dwarves
Faechant
Fey, Centaurs, Plants
Gaian
Earth Elementals
Ignic
Fire Elementals
Sharuk
Orcs, Half Orcs
Wargle
Goblins, Hobgoblins
Wyrmish
Ascendan, Dragons

RARE

Rare languages are known by only a select few. They might be ancient or esoteric, and their usage is typically tied to specific cultures, organizations, or planes of existence.

LANGUAGE
TYPICAL SPEAKERS
Abyssal
Demons
Aesirian
Asgardian
Aklo
Aberrations
Arboran
Mystaron
Druidic
Druids
Eudaimonic
Maelstrum
Ferric
Eldravi
Gaelic
Agothians
Harmonian
Angels
Luminal
Thrae
Nefari
Infernus
Pyroclan
Vexora
Solari
Serenith
Stygian
Soulaess
Thanatos
Undead

REGIONAL

Languages spoken in certain geographical areas. They are influenced by the culture, history, and interactions of the people living in those regions.

Your GM will determine what regional languages are available based upon.

CHAPTER 3 - CLASSES #

Salinor, the elven mage of Mysthaven, stood as a beacon of ancient wisdom and a guardian of the natural world. His silver hair flowed like moonlight itself, a symbol of his deep connection to the arcane energies that thrummed beneath the earth. The ley lines that coursed through the grove were like the heartbeat of the land, and Salinor had learned to listen to them, to draw upon their power with reverence and care.

On this moonlit night, the tranquil grove became a stage for an unexpected encounter. Khajean, a necromancer steeped in forbidden knowledge, had followed him, lured by the promise of ancient magic and the hope of unlocking its secrets. Their meeting was one of stark contrast: Salinor, a master of life and balance, and Khajean, a seeker of dark truths, each representing a different path in the vast realm of magic.

In the brief, tense exchange that followed, Salinor's voice was firm yet tempered with a quiet compassion. He understood the allure of forbidden power but also knew the ruin it could bring. He offered Khajean a chance to step back from the precipice of darkness, to turn away from the path that led to corruption and decay.

The necromancer, though defiant, was not without a flicker of respect. He retreated, leaving behind a promise that their journeys would cross again. As the shadows swallowed Khajean, Salinor turned back to the ley line's whisper, his heart heavy with the weight of choices yet to be made. The grove fell silent once more, save for the soft hum of ancient magic, a reminder of the fragile balance Salinor had sworn to protect.

CLASSES #

Your character class represents your skillset and core abilities. Your class describes how your apprenticeship and natural inclination influence your starting abilities and also how easy (or difficult) it is for you to develop Skills in various fields of expertise. It is usually a requirement that players design characters whose skills and abilities complement each other mechanically—for example, ensuring your party includes a healer, a combat oriented character, a stealthy character, and someone with command over magic—so you may wish to discuss options with your group before deciding.

Each character class provides you with numerous options, which really allow you to bring your character to life. Maybe you want to play a pious devotee of a deity, determined to end the plague of undead that has enveloped the land. Perhaps a stubborn hammer wielding warrior who loves nothing more than the sound of his weapon crunching his enemies bones. Or maybe a calm and considered master of the magical arts, whose only goal in life is her never ending lust for knowledge. These choices and more will help bring your character to life.

The first part of this chapter provides details of the character classes that you may select. The second part of the chapter concentrates on class feats, including archetype feats.

A character's class represents their skillset and core abilities. Your class will determine what skill groups you specialise in, what class feats you have access to and any other abilities. As you gain experience points (XP) for defeating monsters, roleplaying and overcoming various obstacles you will progress in level, gaining new powers and abilities.

LEVEL #

Your level measures your overall power on a scale of 1 to 20 (and possibly beyond) and helps the GM determine appropriate challenges for you and your party. Most campaigns begin at level 1 with each Player Character possessing 10,000 Experience Points (XP).

It is assumed that starting characters would have already gained a certain level of expertise just by achieving level 1 in their class.

Some games may start at a higher level, in which case each character should start with the same amount of XP (determined by the GM).

As you complete adventures your total XP rises. Each time your total XP reaches the amount needed for the next level it goes up by 1 and you gain all of the benefits shown on the Level Table (see below). At this time you also gain any new benefits associated with your character class for progressing a level.

Levelling requires a brief period to reflect and train. You may generally only do so between adventures and during Downtime.

The Level Table below details a number of key abilities for your character.

Total XP: The amount of experience points required to achieve the indicated level.

Class Bonus: This bonus is added to any class skills that you have.

Ability Increase: At 3rd level and then every three levels thereafter, you may increase any one of your ability scores by +1.

Be aware that you may not increase the base value of an ability score above 6 with ability score increases.

Feats: This is the amount of feats you may choose from either general or specialist feats for your class.

LEVEL TABLE
Level
Total XP
Class Bonus
Ability Increase
General Feats
Class Feats
1st
10,000
2
-
1
1
2nd
20.000
2
-
1
2
3rd
30,000
2
1st
2
2
4th
40,000
2
-
2
3
5th
50,000
3
-
3
3
6th
60,000
3
2nd
3
4
7th
70,000
3
-
4
4
8th
80,000
3
-
4
5
9th
90,000
3
3rd
5
5
10th
100,000
4
-
5
6
11th
110,000
4
-
6
6
12th
120,000
4
4th
6
7
13th
130,000
4
-
7
7
14th
140,000
4
-
7
8
15th
150,000
5
5th
8
8
16th
160,000
5
-
8
9
17th
170,000
5
-
9
9
18th
180,000
5
6th
9
10
19th
190,000
5
-
10
10
20th
200,000
6
-
10
11

CLASS ENTRIES #

Players are usually given free rein to decide which class to pick. This may vary dependent upon the type of game that your GM is running. The race that you have picked will also have some bearing upon the class that you pick.

CLASS TYPE

Each character class belongs to one of three categories. These categories are Adept, Expert and Martial.

CLASS TYPE TABLE
Class
Type
Bard
Adept/Expert
Cleric
Adept
Crusader
Martial
Druid
Adept
Fighter
Martial
Ranger
Martial
Rogue
Expert
Wizard
Adept

DESCRIPTION

A brief description explaining what your class’s main purpose is and what its strengths are. Also included is an indication as to what role the class can play in a party of adventurers.

KEY ABILITY SCORES

These are the most commonly helpful ability scores for this class and also one ability score has a minimum requirement.

HIT POINTS

This entry tells you how many Hit Points per level you gain as a member of this class.

PROFICIENCIES

Gives the armour and weapons that the class is trained to use. You may expand upon these by selecting feats and may gain additional proficiencies from race and other options.

CLASS SKILLS

Your class will have a number of skills which gain a special bonus type called a class bonus. Your class bonus is determined by your class level.

SKILL POINTS

This is how many skill points you have to spend on skills each level. You may develop a maximum of 1 rank per level in any skill.

HIT POINTS

This entry will tell you how many hit points your character gains each time you take a level in the class. You also gain an additional amount of hit points each level equal to your Con HP mod and any racial modifiers.

CLASS ABILITIES

Your class will have access to a number of unique special abilities which will be explained here.

MAGICAL TRADITION

If you are a spell caster, a tradition of magic either arcane, divinity, ethereal or verdant will be listed here. If you are not a spell caster, you will still be required to select a magical tradition at 1st level. Once selected, this tradition cannot be changed so be sure to select wisely.

MAGICAL ABILITY SCORE

If your class has spellcasting abilities, an ability score will be listed here which is added as a modifier to your spellcraft bonus. If your class does not have spellcasting abilities, this section will be left blank and you will gain a modifier to spellcraft based upon the tradition that you pick at 1st level as follows:

Arcane Int, Divinity Wis, Ethereal Cha, Verdant Con

CLASS SUMMARY TABLE

Each class also has a class table which shows the following information for each class:

BASE ATTACK BONUS

This is your character combat bonus. This value often abbreviated to BAB is used throughout the game to determine a number of other values and is also the bonus you use to make attack checks before modification. This value will be modified by ability scores and various other bonuses when making attacks.

BASE DEFENCE BONUS

This is your character defence bonus. This value often abbreviated to BDB is used throughout the game to determine a number of other values and is added directly to your DB.

FORT

This is your characters base Fortitude saving throw bonus which is added to your Constitution modifier to determine your total Fortitude saving throw. Fortitude saving throws are generally used to resist physical attacks such as death spells, disease and poison.

REF

This is your characters base Reflex saving throw bonus which is added to your Dexterity modifier to determine your total Reflex saving throw. Reflex saving throws are generally used to avoid area spells, breath weapons and traps.

WILL

This is your characters base Will saving throw bonus which is added to your Wisdom modifier to determine your total Will saving throw. Will saving throws are generally used to resist charm spells, fear affects and mental attacks.

BONUS FEATS

Your class will gain additional bonus feats, these feats can be used to select class feats for which you meet the prerequisites.

CASTER LEVEL

This is your class caster level for invoking spells.

POWER POINTS

This is the amount of power points your class receives every level.

BASE SPELLCRAFT BONUS

This is your base spellcraft bonus. Your casting ability score is added to this for spell casting checks. This value is abbreviated to BSB.

BARD #

CLASS TYPE

Adept/Expert

DESCRIPTION

You are a master of artistry, a scholar of hidden secrets, and a captivating persuader. Using powerful performances, you influence minds and elevate souls to new levels of heroics. You might use your powers to become a charismatic leader, or perhaps a counsellor, manipulator, scholar, scoundrel, or virtuoso. While your versatility allows some to consider you a jack-of-all-trades, it’s dangerous to dismiss you as a master of none.

You can jumble and confound your adversaries in equivalent measure. Gifted with both weapons and enchantment, your actual abilities lie in inspiration.

KEY ABILITY SCORES

Charisma (min +2), Dexterity, Intelligence

PROFICIENCIES

You are proficient in the use of light armour and shields. You are proficient in the use of all simple weapons, small blades, finesse weapons and the Shortbow.

CLASS SKILLS

Acrobatics, Arcana, Artistry, Culture, Deception, Diplomacy, Intimidate, Linguistics, Nature, Occultism, Perception, Perform, Planes, Power Manipulation, Religion, Sense Motive

SKILL POINTS

8 + Int per level

HIT POINTS

8 + Con per level

CLASS ABILITIES

You gain the following abilities as a Bard as you advance in levels.

BARDIC PERFORMANCE

Action Free

To you the performance is everything and your magic is often inspired and rewarding. You may use your bardic performance in one of the following ways:

Each time you cast a spell that has the composition trait, you may assign a temporary conviction point to any one of the spells targets (excluding yourself). This conviction point remains for the duration of the spell or until it is expended, whichever comes first.

You may make a Perform skill check in place of a Spellcraft check when casting a spell which has the composition trait.

You may make a Perform skill check in place of a number of social actions including, Aggravate, Create a Diversion, Feint, Encourage, Make an Impression, or Demoralise.

You may use bardic performance an amount of times equal to your Cha +1 each day.

BONUS FEATS

At 5th level you gain one bonus class feat. You must meet the prerequisites or match the appropriate class traits (Adept, Bard or Expert) for these feats. You then gain an additional class feat at 10th level and then every 5 levels thereafter.

SPECIALIST SPELLS

At 1st level you may select any two PP 1 Bard Specialist Spells. You may learn additional Bard Specialist Spells by purchasing the Specialist Spell Feat.

MAGICAL TRADITION

You are an ethereal instinctive spell caster. Your key stat for spell casting is Charisma, and you select your Spell Lists from the Ethereal Tradition.

At 1st level you may select any two PP 2 ethereal spells and add them to your spell repertoire. At 3rd level and then every two levels thereafter (5th, 7th etc) you may select a new ethereal spell and add it your repertoire.

You may cast these spells as long as you meet the casting requirements and do not need to memorise your spells.

At 5th level and then every two levels thereafter, you may swap any one spell from your repertoire for a new spell.

SONG & DANCE

A bard does not cast spells in the same way as other casters and each spell that you cast is part of a performance. When casting spells you always use one of your perform specialties and this allows you to add your class bonus to all Spellcraft checks and DC’s.

Furthermore, any casting components for spells which you cast are changed to those appropriate for your perform specialty type.

Be aware that this only applies when casting spells using Spellcraft. If you are using Bardic Performance the Class bonus does not apply.

BOOK OF NOTATIONS

As a bard you are constantly scribbling your songs, music and stories down to as you never know when you might need them. You keep a record of all such things and also gather together pieces of magical lore which you can intwine into your performances.

Each day during your daily preparation, you may select any one spell from your repertoire, or any one ethereal spell that you have a scroll for and cast it as a Specialist Spell until the following day.

At 5th level and then every 5 levels thereafter, you may select an additional spell to cast in this way each day.

CANTRIPS

You learn any two cantrips at 1st level. These cantrips may be selected from the ethereal magical tradition. These cantrips may be cast at any time and do not need to be memorised.

MAGICAL ABILITY SCORE

Your charisma is your magical ability score. You add your Cha to your Spellcraft bonus and as a static bonus to your PP.

BARD TABLE
Level
BAB
BDB
Fort
Ref
Will
Bonus Feats
Caster Level
PP
BSB
1st
0
0
0
3
6
0
1
2
0
2nd
1
1
1
4
7
0
1
4
1
3rd
2
2
2
5
8
0
2
6
1
4th
3
3
3
6
9
0
2
8
2
5th
3
3
4
7
10
1
3
10
2
6th
4
4
5
8
11
1
3
12
3
7th
5
5
6
9
12
1
4
14
3
8th
6
6
7
10
13
1
4
16
4
9th
6
6
8
11
14
1
5
18
4
10th
7
7
9
12
15
2
5
20
5
11th
8
8
10
13
16
2
6
22
5
12th
9
9
11
14
17
2
6
24
6
13th
9
9
12
15
18
2
7
26
6
14th
10
10
13
16
19
2
7
28
7
15th
11
11
14
17
20
3
8
30
7
16th
12
12
15
18
21
3
8
32
8
17th
12
12
16
19
22
3
9
34
8
18th
13
13
17
20
23
3
9
36
9
19th
14
14
18
21
24
3
10
38
9
20th
15
15
19
22
25
4
10
40
10

CLERIC #

CLASS TYPE

Adept

DESCRIPTION

You are blessed with the greatest of gifts, the ability to channel the power of the gods and mould it into powerful prayer and magic. Deities work their will upon the world in infinite ways, and you either serve them, or bend their will to serve you. Your spells might protect and heal your allies, or they might punish your foes and enemies, be at the will of the gods or not.

Play a Cleric if you wish to be the party healer and provide a little divine inspiration as well.

KEY ABILITY SCORES

Wisdom (min +2), Charisma, Constitution

PROFICIENCIES

You are proficient in the use of light and medium armour and shields. You may use any simple weapon and any additional weapon as dictated by your deity.

CLASS SKILLS

Culture, Linguistics, Medicine, Meditation, Mental Focus, Planes, Power Manipulation, Religion, Sense Motive

SKILL POINTS

4 + Int per level

HIT POINTS

6 + Con per level

CLASS ABILITIES

You gain the following abilities as a Cleric as you advance in levels.

CHANNELS

As a cleric, you gain the ability to directly channel energy from the gods, or a specific deity you serve, to mend, protect, or restore life. You may use the Channels ability a number of times each day equal to your Charisma modifier +1.

Each time you use this ability; you may cast one of the following spells as an innate spell:

Cure, Inflict, Lifekeeping or Restoration

Channels is classed as an innate spell and thus requires no casting checks to use (see Chapter 9: Magic, for more details on innate spells).

BONUS FEATS

At 1st level you gain the Heighten Spell feat.

SPECIALIST SPELLS

You gain any one PP 1 Specialist Spell at 1st level. This spell is based upon your deific aspect (see below).

PRIESTLY PATH

As a Cleric you have chosen a specific method by which you deliver your pious training. At 1st level you may select any one of the following Archetype feats as a bonus feat which becomes your Priestly Path:

Adventurer, Blessed by the Gods, Cloistered Priest, Enigma, Loremaster, Medic or War Priest

You must complete the progression requirements of this archetype feat before selecting another.

DEIFIC ASPECT

As a cleric you must select a deity or a divine aspect as your specialist field of study.

Your deific aspect grants you the following:

Edicts: A selection of edicts which must be followed.

Anathema: A selection of actions or behaviours that are strictly forbidden or deeply offensive to your deific aspect.

Suggested Ethics: A selection of ethics one of which you must select for your character.

Deific Skill: You gain a bonus class skill based upon your deific aspect.

Specialist Spells: As mentioned above, you select one of your deific aspects’ specialist spells at 1st level. You may learn additional Cleric Specialist Spells by purchasing the Specialist Spell Feat.

Bonus Spells: You gain a number of additional spells which you do not need to memorise as they are always available for you to cast.

Favoured Weapon: You add this weapon to your list of those with you are proficient with. Furthermore, you gain a +1-class bonus to all attacks made with this weapon.

Deific aspects and deities are explored in more detail in the Appendix.

MAGICAL TRADITION

You are a divinity learned spell caster, and you select your Spell Lists from the Divinity Tradition.

To cast your spells, you must spend time in meditation during your daily preparation reciting from your prayer book. This process usually takes about half an hour. At the end of this time, you may select an amount of spells for which you meet the casting requirements, from the Divinity Spell List to commit to memory for the day equal to 2 + (level x 2). Spells committed to memory may be cast using your Power Points (Chapter 9: Magic).

CANTRIPS

Each day when you prepare your spells you may also learn any four divinity cantrips. You may select your cantrips from the Divinity spell list and may change them each day during daily preparation.

MAGICAL ABILITY SCORE

Your wisdom is your magical ability score. You add your Wis to your Spellcraft bonus and as a static bonus to your PP.

CLERIC TABLE
Level
BAB
BDB
Fort
Ref
Will
Caster Level
PP
BSB
1st
0
0
0
0
6
1
4
1
2nd
1
1
1
1
7
2
8
2
3rd
2
2
2
2
8
3
12
3
4th
3
3
3
3
9
4
16
4
5th
3
3
4
4
10
5
20
5
6th
4
4
5
5
11
6
24
6
7th
5
5
6
6
12
7
28
7
8th
6
6
7
7
13
8
32
8
9th
6
6
8
8
14
9
36
9
10th
7
7
9
9
15
10
40
10
11th
8
8
10
10
16
11
44
11
12th
9
9
11
11
17
12
48
12
13th
9
9
12
12
18
13
52
13
14th
10
10
13
13
19
14
56
14
15th
11
11
14
14
20
15
60
15
16th
12
12
15
15
21
16
64
16
17th
12
12
16
16
22
17
68
17
18th
13
13
17
17
23
18
72
18
19th
14
14
18
18
24
19
76
19
20th
15
15
19
19
25
20
80
20

CRUSADER #

CLASS TYPE

Martial

DESCRIPTION

You follow a code or purpose which is associated with your loyalties. From a young age you have always dedicated yourself to this purpose and will allow nothing to stand in its way. You may be a knight who has sworn to uphold the laws of the land, a freedom fighter who has vowed to overthrow a tyrannical regime or perhaps the servant of a demon who walks this earth to reap fear and terror upon the weak. Regardless of your cause, you are a mighty warrior who can draw upon the power of the gods to strengthen your blade.

To your allies, you are a shining light in combat and a force to be reckoned with by your enemies.

KEY ABILITY SCORES

Charisma (min +2), Constitution, Strength

PROFICIENCIES

You have proficiency in all armour and shields. You may use all simple and martial weapons.

CLASS SKILLS

Artistry, Athletics, Climbing, Culture, Diplomacy, Handle Animal, Intimidate, Linguistics, Medicine, Religion, Sense Motive

SKILL POINTS

4 + Int per level

HIT POINTS

10 + Con per level

CLASS ABILITIES

You gain the following abilities as a Crusader as you advance in levels.

DEVOTION

Action Reaction: Trigger You fumble a check with either a class skill or favoured weapon attack.

Using your reserve and devotion to your cause you may expend 2 PP to treat the check as a failure.

DIVINE RESOLVE

You are blessed by the power of your deity and may increase your conviction pool and conviction points by 1.

CRUSADERS MERCY

ESSENCE HEALING SOUL

Action 1 AP

As a Crusader you gain the ability to heal yourself of damage taken in combat as an innate ability. You may target yourself with a word of divine power which heals you of 1d8+4 hit points of damage. At 3rd level and then every 2 levels thereafter the amount healed increases by 1d8+4. You may use this ability an amount of times per day equal to your Charisma.

BONUS FEATS

At 4th level you gain one bonus class feat. You must meet the prerequisites or match the appropriate class traits (Crusader or Warrior) for these feats. You then gain an additional class feat at 8th level and then every 4 levels thereafter.

SPECIALIST SPELLS

You gain any one PP 1 Specialist Spell at 1st level. This spell is based upon your deific aspect (see below).

DEIFIC ASPECT

As a crusader you must select a deity or a divine aspect as your specialist field of study.

Your deific aspect grants you the following:

Edicts: A selection of edicts which must be followed.

Anathema: A selection of actions or behaviours that are strictly forbidden or deeply offensive to your deific aspect.

Suggested Ethics: A selection of ethics one of which you must select for your character.

Deific Skill: You gain a bonus class skill based upon your deific aspect.

Specialist Spells: As mentioned above, you select one of your deific aspects’ specialist spells at 1st level. You may learn additional Cleric Specialist Spells by purchasing the Specialist Spell Feat.

Bonus Spells: You gain a number of additional spells which you do not need to memorise as they are always available for you to cast.

Favoured Weapon: You add this weapon to your list of those with you are proficient with. Furthermore, you gain a +1-class bonus to all attacks made with this weapon.

Your deific aspect also grants you either the Strike of Retribution (good) or Self Preservation (evil) reaction feat. If your deific aspect has neither the good nor evil trait then you may select one of the feats, but once selected, it cannot be changed.

Deific aspects and deities are explored in more detail in the Appendix.

DIVINE GRACE

At 2nd level you may add half your Charisma bonus to all of your saving throws.

DIVINE ALLY

At 4th level, your devotion attracts a spirit of your deity's alignment. Once you choose an ally, your choice can't be changed. The following are divine allies:

Blade Ally: A spirit of battle dwells within your armaments. Select one weapon when you make your daily preparations. In your hands, the item gains the effect of a property rune. You may choose called, courageous, disrupting, ghost touch, returning, or shifting.

Shield Ally: A spirit of protection dwells within your shield. In your hands, the shield's bonus increases by +1.

Steed Ally: You gain a young animal companion as a mount. Ordinarily, your animal companion is one that has the mount special ability, such as a horse.

MAGICAL TRADITION

You are a divinity, instinctive spell caster and draw your spells from the divinity tradition.

At 1st level you may select any two PP 2 divinity spells and add them to your spell repertoire. At 3rd level and then every two levels thereafter (5th, 7th etc) you may select a new divinity spell and add it your repertoire.

You may cast these spells as long as you meet the casting requirements and do not need to memorise your spells.

At 5th level and then every two levels thereafter, you may swap any one spell from your repertoire for a new spell.

MAGICAL ABILITY SCORE

Your charisma is your magical ability score. You add your Cha to your Spellcraft bonus and as a static bonus to your PP.

CRUSADER TABLE
Level
BAB
BDB
Fort
Ref
Will
Bonus Feats
Caster Level
PP
BSB
1st
1
1
6
0
3
0
1
2
0
2nd
2
2
7
1
4
0
1
4
1
3rd
3
3
8
2
5
0
2
6
2
4th
4
4
9
3
6
1
3
8
3
5th
5
5
10
4
7
1
3
10
3
6th
6
6
11
5
8
1
4
12
4
7th
7
7
12
6
9
1
5
14
5
8th
8
8
13
7
10
2
6
16
6
9th
9
9
14
8
11
2
6
18
6
10th
10
10
15
9
12
2
7
20
7
11th
11
11
16
10
13
2
8
22
8
12th
12
12
17
11
14
3
9
24
9
13th
13
13
18
12
15
3
9
26
9
14th
14
14
19
13
16
3
10
28
10
15th
15
15
20
14
17
3
11
30
11
16th
16
16
21
15
18
4
12
32
12
17th
17
17
22
16
19
4
12
34
12
18th
18
18
23
17
20
4
13
36
13
19th
19
19
24
18
21
4
14
38
14
20th
20
20
25
19
22
5
15
40
15

DRUID #

CLASS TYPE

Adept

DESCRIPTION

You are more than just a priest of nature. You belong to an ancient order of verdant magic. Druids are often found amongst tribal societies acting as priests, healers, lore master’s and law givers. As a Druid, you seek to preserve the natural balance of things.

Play a Druid if you want to be one with Nature and help your companions with your wise counsel and healing skills.

KEY ABILITY SCORES

Constitution, (min +2), Dexterity, Wisdom

PROFICIENCIES

You are proficient with any non-metal armour or shield. You may use any non-metal weapon.

CLASS SKILLS

Athletics, Climbing, Culture, Handle Animal, Linguistics, Meditation, Mental Focus, Nature, Power Manipulation, Survival

SKILL POINTS

6 + Int per level

HIT POINTS

6 + Con per level

CLASS ABILITIES

You gain the following abilities as a Druid as you advance in levels.

WILD EMPATHY

You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You gain a +2-class bonus to all checks involving communication with animals.

WILD SHAPE

You are one with the wild, always changing and adapting to meet any challenge. At 3rd level you may once per day, take the form of an animal as if using the Shape of the Animal spell (automatically warped to your maximum casting PP). You do not need to make a Spellcraft check for this change, the effect lasts for 10 minutes (1 hour if you use the 10-minute warping option) and you may reduce your size by one step (which increases accordingly with the default warping options).

At 5th level and then every two levels thereafter you may use wild shape an additional time each day.

Finally, you gain a +1-class bonus to all attacks made using natural weapons when using this ability or any form spell.

BONUS FEATS

At 1st level you gain the Heighten Spell feat and the Wild Stride Feat.

SPECIALIST SPELLS

You gain any one PP 1 Druid Specialist Spell at 1st level. You may learn additional Druid Specialist Spells by purchasing the Specialist Skill Feat.

MAGICAL TRADITION

You are a verdant, learned spell caster and may select your Spell Lists from the Verdant Tradition.

To cast your spells, you must spend time in communion with nature during your daily preparation. This process usually takes about half an hour and must be carried out in an outdoor rural or wilderness environment (GM discretion). At the end of this time, you may select an amount of spells for which you meet the casting requirements, from the Verdant Spell List to commit to memory for the day equal to 2 + (level x 2). Spells committed to memory may be cast using your Power Points (Chapter 9: Magic).

CANTRIPS

Each day when you prepare your spells you may also learn any four verdant cantrips. You may select your cantrips from the Verdant spell list and may change them each day during daily preparation.

MAGICAL ABILITY SCORE

Your constitution is your magical ability score. You add your Con to your Spellcraft bonus and as a static bonus to your PP.

DRUIDIC CODE

As a druid, you cannot tolerate affronts to nature and. You cannot use metal armour or shields and may not despoil natural places. If the code is broken, you may lose your druidic abilities (GM Discretion).

DRUID TABLE
Level
BAB
BAB
Fort
Ref
Will
Caster Level
PP
BSB
1st
0
0
3
3
3
1
4
1
2nd
1
1
4
4
4
2
8
2
3rd
2
2
5
5
5
3
12
3
4th
3
3
6
6
6
4
16
4
5th
3
3
7
7
7
5
20
5
6th
4
4
8
8
8
6
24
6
7th
5
5
9
9
9
7
28
7
8th
6
6
10
10
10
8
32
8
9th
6
6
11
11
11
9
36
9
10th
7
7
12
12
12
10
40
10
11th
8
8
13
13
13
11
44
11
12th
9
9
14
14
14
12
48
12
13th
9
9
15
15
15
13
52
13
14th
10
10
16
16
16
14
56
14
15th
11
11
17
17
17
15
60
15
16th
12
12
18
18
18
16
64
16
17th
12
12
19
19
19
17
68
17
18th
13
13
20
20
20
18
72
18
19th
14
14
21
21
21
19
76
19
20th
15
15
22
22
22
20
80
20

FIGHTER #

CLASS TYPE

Martial

DESCRIPTION

You are the master of arms and combat. You possess unparalleled skills in fighting with all kinds of weapons, both melee and ranged, as well as in unarmed combat. You can also wear heavy, cumbersome armour and be more efficient and functional than any other character while doing that. You can take a formidable amount of punishment before giving up the fight.

Fighter is definitely the type of character you want to play if you prefer a direct, straightforward approach and if you want to be involved in epic battles and be remembered by your deeds of valour and your legendary fighting skills.

KEY ABILITY SCORES

Strength or Dexterity (min +2), Constitution

PROFICIENCIES

You are proficient in the use of all armour and shields (including tower shields). You may use all simple and martial weapons.

CLASS SKILLS

Athletics, Climbing, Culture, Diplomacy, Handle Animal, Intimidate, Survival

SKILL POINTS

4 + Int per level

HIT POINTS

12 + Con per level

CLASS ABILITIES

You gain the following abilities as a Fighter as you advance in levels.

WARRIOR’S RESOLVE

You are a gritty front-line warrior and may increase your conviction pool and conviction points by 1.

MARTIAL TRAINING

Your martial training has exposed you to specialised schools of combat beyond the normal limits of your class. You may select one of the following Archetype feats:

Aegis, Archer, Armour Master, Cavalier, Champion, Vanguard or Warden

You do not need to meet the feat’s normal prerequisites or progression requirements when selecting this feat through Martial Archetype Training. This archetype feat does not prevent you from selecting another archetype feat later. It also does not require you to complete its progression requirements before selecting another archetype.

BATTLE READINESS

At 2nd level you learn to react to violence faster than other warriors, turning openings into immediate action. At the start of each round, you gain one additional reaction. This reaction can only be used to perform an action with the Reaction action type that also has either the Attack trait or the Martial trait. If an ability would allow you to make multiple reactions from a single trigger, you may still only use one reaction for that trigger unless the ability specifically states otherwise.

ARMOUR EXEMPLAR

At 3rd level, you learn to be more manoeuvrable whilst wearing armour. Whenever you are wearing armour, you reduce the armour check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by your armour by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by 1 each time, to a maximum –4 reduction of the armour check penalty and a +4 increase of the maximum Dexterity bonus allowed.

WEAPON EXEMPLAR

At 4th level, you can select one group of weapons, as noted below. Whenever you attack with a weapon from this group, you gain a +1-class bonus on attack rolls and damage rolls. At 8th level and every four levels thereafter, you become further trained in another group of weapons. You gain a +1-class bonus on attack rolls and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

PRESS THE ADVANATGE

At 4th level, you know how to exploit a shift in battle before your enemy can recover. Once per round, when you achieve one of the following, you may immediately Step 5 feet or Interact as a free action:

You inflict a critical hit.

You disable an enemy (either reducing to 0 HP, killing them or rendering them unconscious).

You successfully Shove, Trip, Disarm, Grapple, or otherwise succeed at a martial combat manoeuvre.

An enemy within your reach fumbles an attack against you.

The Interact action must relate directly to the current combat, such as drawing a weapon, changing grip, drawing ammunition, opening or closing a door, grabbing an item, switching weapons, or manipulating battlefield gear.

At 13th level, when Press the Advantage allows you to Step, you may instead Stride up to half your Speed. This movement must either move you adjacent to an enemy, into cover, into a flanking position, or into a position that protects an ally.

UNBREAKABLE RESOLVE

At 9th level, your discipline allows you to endure effects that would break lesser warriors. Once per day, when you fail a Fortitude, Reflex, or Will saving throw, you may reroll the saving throw. You must use the second result.

At 15th level, you may use Unbreakable Resolve twice per day.

At 19th level, if the second result is a Partial, you may treat it as a Success.

WEAPON SUPREMACY

At 13th level, Your mastery of chosen weapons is so complete that near-misses become telling blows. When making a Strike with a weapon from one of your weapon groups selected with weapon exemplar, you treat a miss by 1 as a hit.

This does not apply if the attack was made with disadvantage.

At 19th level, you treat a miss by 2 or less as a hit.

BONUS FEATS

At 1st level you gain one bonus class feat. You must meet the prerequisites or match the appropriate class traits (Fighter or Warrior) for these feats. You then gain an additional class feat at 3rd level and then every 2 levels thereafter.

MAGICAL TRADITION

You have no spell casting abilities but must select a magical tradition at 1st level.

FIGHTER TABLE
Level
BAB
BDB
Fort
Ref
Will
Bonus Feats
Caster Level
PP
BSB
1st
1
1
6
3
0
1
-
-
0
2nd
2
2
7
4
1
1
-
-
0
3rd
3
3
8
5
2
2
-
-
0
4th
4
4
9
6
3
2
-
-
0
5th
5
5
10
7
4
3
-
-
0
6th
6
6
11
8
5
3
-
-
0
7th
7
7
12
9
6
4
-
-
0
8th
8
8
13
10
7
4
-
-
0
9th
9
9
14
11
8
5
-
-
0
10th
10
10
15
12
9
5
-
-
0
11th
11
11
16
13
10
6
-
-
0
12th
12
12
17
14
11
6
-
-
0
13th
13
13
18
15
12
7
-
-
0
14th
14
14
19
16
13
7
-
-
0
15th
15
15
20
17
14
8
-
-
0
16th
16
16
21
18
15
8
-
-
0
17th
17
17
22
19
16
9
-
-
0
18th
18
18
23
20
17
9
-
-
0
19th
19
19
24
21
18
10
-
-
0
20th
20
20
25
22
19
10
-
-
0

RANGER #

CLASS TYPE

Martial

DESCRIPTION

You know how to live off the land and are skilled at spotting and taking down both opportune prey and hated enemies.

Some rangers believe civilization wears down the soul but still needs to be protected from wild creatures. Others say nature needs to be protected from the greedy, who wish to tame its beauty and plunder its treasures. You could champion either goal, or both. You might be a scout, tracker, or hunter of fugitives or beasts, haunting the edge of civilization or exploring the wilds.

KEY ABILITY SCORES

Constitution (min +2), Dexterity, Wisdom

PROFICIENCIES

You have proficiency in non-metal light armour, medium armour and shields. You may use all simple and martial weapons.

CLASS SKILLS

Acrobatics, Athletics, Climbing, Culture, Handle Animal, Nature, Perception, Stealth, Survival

SKILL POINTS

6 + Int per level

HIT POINTS

10 + Con per level

CLASS ABILITIES

You gain the following abilities as a Ranger as you advance in levels.

BONUS FEATS

At 1st level you gain the Favoured Terrain feat. At 4th level and then every 4 levels thereafter you may select an additional class feat. This class feat must be one for which you meet the prerequisites or match the appropriate class trait (Ranger or Martial).

HUNT PREY

CONCENTRATE

Action 1 AP

You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey. You may add your class bonus to all checks made against your prey

You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation, and the new prey gains the designation.

TRAP FINDER

You gain a +2-circumstance bonus to Perception checks to find traps, to DB against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.

If you have 10 or more ranks in the perception skill, your bonus increases to +4.

HUNTER’S METHOD

When you use Hunt Prey, you also apply one Hunter’s Method. You select your Hunter’s Method during daily preparation.

Hunter’s Method
Benefit
Precision Hunter
Once per round, the first time you damage your hunted prey with a Strike, you deal +1d6 precision damage. This becomes +2d6 at 9th level and +3d6 at 17th level.
Relentless Hunter
Your multiple attack penalty against your hunted prey is reduced by 1. At 11th level, it is reduced by 2.
Warden Hunter
You gain a +1-circumstance bonus to DB and saving throws against your hunted prey’s attacks and abilities.
Stalker Hunter
You gain a +1-circumstance bonus to Stealth, Perception, and Survival checks against your hunted prey. This increases to +2 at 10th level.

The Ranger may only have one Hunter’s Method active at a time.

SWIFT PURSUIT

At 6th level when your hunted prey moves away from you, you may Step 5 feet as a reaction.

At 13th level, you may instead Stride up to half your Speed as a reaction, but this movement must move you closer to your hunted prey.

TERRAIN MASTERY

At 9th level, when in one of your favoured terrains, you ignore natural difficult terrain and treat natural formidable terrain as difficult terrain. In addition, allies within 30 feet who can see or hear you gain a +1-circumstance bonus to Survival, Stealth, and Perception checks made in that terrain. At 15th level, this bonus increases to +2.

MAGICAL TRADITION

You are a verdant instinctive spell caster and draw your spells from the verdant tradition.

At 1st level you may select any two PP 2 utility verdant spells and add them to your spell repertoire. At 3rd level and then every two levels thereafter (5th, 7th etc) you may select a new verdant utility spell and add it your repertoire.

You may cast these spells as long as you meet the casting requirements and do not need to memorise your spells.

At 5th level and then every two levels thereafter, you may swap any one spell from your repertoire for a new spell.

MAGICAL ABILITY SCORE

Your constitution is your magical ability score. You add your Con to your Spellcraft bonus and as a static bonus to your PP.

RANGER TABLE
Level
BAB
BDB
Fort
Ref
Will
Bonus Feats
Caster Level
PP
BSB
1st
1
1
6
6
0
0
1
1
0
2nd
2
2
7
7
1
0
1
2
1
3rd
3
3
8
8
2
0
2
3
1
4th
4
4
9
9
3
1
2
4
2
5th
5
5
10
10
4
1
3
5
2
6th
6
6
11
11
5
1
3
6
3
7th
7
7
12
12
6
1
4
7
3
8th
8
8
13
13
7
2
4
8
4
9th
9
9
14
14
8
2
5
9
4
10th
10
10
15
15
9
2
5
10
5
11th
11
11
16
16
10
2
6
11
5
12th
12
12
17
17
11
3
6
12
6
13th
13
13
18
18
12
3
7
13
6
14th
14
14
19
19
13
3
7
14
7
15th
15
15
20
20
14
3
8
15
7
16th
16
16
21
21
15
4
8
16
8
17th
17
17
22
22
16
4
9
17
8
18th
18
18
23
23
17
4
9
18
9
19th
19
19
24
24
18
4
10
19
9
20th
20
20
25
25
19
5
10
20
10

ROGUE #

CLASS TYPE

Expert

DESCRIPTION

You are adept at disguise, stealth, and subterfuge. You can go unnoticed in a crowd or be silent and unseen like deadly shadows in a dark cave, as well as in the back alleys of a city. Your combat skills aren’t as good as the Fighter’s, but you’re still capable of defending yourself in a fight, even if you’re way more deadly when approaching the enemy by ambush.

Play a Rogue if you want to be sneaky, subtle, swift, and always a step ahead (or behind!) of any other character.

KEY ABILITY SCORES

Dexterity (min +2), Wisdom, Charisma

PROFICIENCIES

You are proficient in the use of light armour and bucklers. You may use all simple weapons, all small weapons and shortbows.

CLASS SKILLS

Acrobatics, Artistry, Athletics, Climbing, Culture, Deception, Diplomacy, Intimidate, Linguistics, Perception, Sense Motive, Stealth, Thievery

SKILL POINTS

10 + Int per level

HIT POINTS

8 + Con per level

CLASS ABILITIES

You gain the following abilities as a Rogue as you advance in levels.

BONUS FEATS

At 1st level you gain the any one bonus class feat. At 2nd level you gain the Evasion class feat.

At 3rd level and then every 2 levels thereafter you may select an additional class feat. These class feats must be ones for which you meet the prerequisites or match the appropriate class trait (Rogue or Expert).

ARCHETYPAL PATH

Each rogue has their own way of doing things and you are no different. At 1st level you may select any one of the following Archetype feats which becomes your Archetypal Path:

Arcanist, Assassin, Gleeman, Gymnast, Mastermind or Warden

Unlike other archetype feats, you do not need to meet the progression requirements to select another archetype and thus may have two such feats running at the same time.

ROGUISH SKILL

Beginning at first level you may select one of the following skills which gains a +1-class bonus:

Acrobatics, Athletics, Climbing, Deception, Intimidate, Stealth, Thievery

At 5th level and then every 5 levels thereafter, you may select an additional skill to gain this bonus. You may not select the same skill more than once.

KILLER’S EDGE

You know how to turn precision, speed, and timing into lethal advantage. When you inflict a critical hit with an attack that has either the agile or finesse traits, you may increase or decrease the critical result by an amount equal to your class bonus.

This modifier stacks with any adjustment gained from Ambush, Sniping, or similar abilities.

SCOUNDRELS LUCK

You often push your luck to the extreme and may increase your conviction pool and conviction points by 1. Furthermore, you do not expend the conviction used when gaining advantage on a skill modified by Roguish Skill if the result of the check is a failure.

SNEAK ATTACK

Your ability to catch your targets unaware is unsurpassed. If you Strike a creature that is flanked or that has the flat-footed condition with an agile or finesse melee attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your stealth skill increases, so does the amount of additional damage you inflict. When your stealth skill reaches rank 3 and then for every 3 additional ranks thereafter the amount of damage that you inflict increases by 1d6.

TRAP FINDER

You gain a +2-circumstance bonus to Perception checks to find traps, to DB against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.

If you have 10 or more ranks in the perception skill, your bonus increases to +4.

PATTERN DISRUPTION

At 2nd level you can trace the subtle patterns of a magical device. When disarming magical traps, devices and locks, you treat the difficulty as Medium (+0 DC) instead of Very Hard.

OPPORTUNISTS STRIKE

At 3RD level You are at your most dangerous when an enemy is distracted, exposed, or unable to defend properly. Once per round, when you make a Strike with an agile or finesseable weapon against a target that qualifies for your Sneak Attack, you gain a +1-circumstance bonus to the attack roll.

At 11th level, this bonus increases to +2.

Be aware that this bonus does not apply if the attack is made with disadvantage.

MAGICAL TRADITION

You have no spell casting abilities but must select a magical tradition at 1st level.

ROGUE TABLE
Level
BAB
BDB
Fort
Ref
Will
Bonus Feats
Caster Level
PP
BSB
1st
0
0
3
6
0
1
-
-
0
2nd
1
1
4
7
1
1
-
-
0
3rd
2
2
5
8
2
2
-
-
0
4th
3
3
6
9
3
2
-
-
0
5th
3
3
7
10
4
3
-
-
0
6th
4
4
8
11
5
3
-
-
0
7th
5
5
9
12
6
4
-
-
0
8th
6
6
10
13
7
4
-
-
0
9th
6
6
11
14
8
5
-
-
0
10th
7
7
12
15
9
5
-
-
0
11th
8
8
13
16
10
6
-
-
0
12th
9
9
14
17
11
6
-
-
0
13th
9
9
15
18
12
7
-
-
0
14th
10
10
16
19
13
7
-
-
0
15th
11
11
17
20
14
8
-
-
0
16th
12
12
18
21
15
8
-
-
0
17th
12
12
19
22
16
9
-
-
0
18th
13
13
20
23
17
9
-
-
0
19th
14
14
21
24
18
10
-
-
0
20th
15
15
22
25
19
10
-
-
0

WIZARD #

CLASS TYPE

Adept

DESCRIPTION

You are adept at the arcane skills, always immersed in your studies of dusty tomes and mouldy scrolls, seeking enlightenment and trying to uncover the deepest secrets and mysteries of magic.

You can cast subtle enchantments, wondrous magics capable of altering the very fabric of reality, and conjure the immense power of the Elements to deliver devastating attacks against their enemies. You are often very jealous of your secret arts.

You may want to play a Wizard if you want to awe your enemies and allies alike with the sheer power or subtle charm of your magic.

KEY ABILITY SCORES

Intelligence (min +2), Wisdom, Dexterity

PROFICIENCIES

You are not proficient in any armour. You are proficient with the dagger and quarterstaff.

CLASS SKILLS

Arcana, Artistry, Culture, Linguistics, Meditation, Mental Focus, Nature, Occultism, Planes, Power Manipulation, Religion

SKILL POINTS

4 + Int per level

HIT POINTS

4 + Con per level

CLASS ABILITIES

You gain the following abilities as a Wizard as you advance in levels.

ARCANE BOND

You place some of your magical power in a bonded item. During your daily preparation each day, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. The item becomes a +1-spell adder which functions only for you. At 6th level and then every 6 levels thereafter, the bonus of the spell adder increases by +1.

WIZARD SCHOOL

At 1st level you must select a school of magic (see below). Your chosen school of magic grants you several benefits.

All spells of your chosen school are more difficult to resist and increase their Save DC by 2.

All spells of your chosen school are easier to cast and reduce their Casting DC by 2.

Your school grants you a bonus Wizard specialist spell.

Your school grants you an additional class skill.

Your school grants you a unique ability.

BONUS FEATS

At 1st level you gain the Scribe Scroll and Heighten Spell feats as bonus feats. At 5th level and then every 5 levels thereafter, you may select an additional class feat. This class feat must be one for which you meet the prerequisites or match the appropriate class trait (Wizard or Adept).

MAGICAL TRADITION

You are an arcane learned spell caster and draw your spells from the arcane tradition.

At 1st level you may select any six PP 2 arcane spells and add them to your spell book.

To cast your spells, you must spend time studying your spell book. This process usually takes about half an hour. At the end of this time, you may select an amount of spells from your spell book to commit to memory for the day equal to 2 + (level x 2). Spells committed to memory may be cast using your Power Points (Chapter 9: Magic).

Each time you gain a level you automatically add two new arcane spells to your spell book. Arcane spells gained in this way cannot have a PP cost which is higher than the maximum that you can cast. You may add additional spells to your spell book by following the rules for learning spells which are detailed in Chapters 4 and 8.

CANTRIPS

Each day when you prepare your spells you may also memorise any four arcane cantrips. Cantrips do not need to be written into a spell book, and you have access to all arcane cantrips.

MAGICAL ABILITY SCORE

Your intelligence is your magical ability score. You add your Int to your Spellcraft bonus and as a static bonus to your PP.

SPECIALIST SPELLS

Your Wizard school grants you a unique Specialist Spell at 1st level and another at 7th level.

In addition to these spells, you may also select the following Specialist Spells by taking the Specialist Spell Class feat:

Alluring Caress (1), Detect Signature (1), Element Ward (7), Sacrificing Shield (1), Sickly Ray (1), Spell Storing (1), Umbral Veil (1), Veiled Secret (4), Wizard Strike (1)

WIZARD TABLE
Level
BAB
BDB
Fort
Ref
Will
Bonus Feats
Caster Level
PP
BSB
1st
0
0
0
0
6
0
1
4
1
2nd
1
1
1
1
7
0
2
8
2
3rd
1
1
2
2
8
0
3
12
3
4th
2
2
3
3
9
0
4
16
4
5th
2
2
4
4
10
1
5
20
5
6th
3
3
5
5
11
1
6
24
6
7th
3
3
6
6
12
1
7
28
7
8th
4
4
7
7
13
1
8
32
8
9th
4
4
8
8
14
1
9
36
9
10th
5
5
9
9
15
2
10
40
10
11th
5
5
10
10
16
2
11
44
11
12th
6
6
11
11
17
2
12
48
12
13th
6
6
12
12
18
2
13
52
13
14th
7
7
13
13
19
2
14
56
14
15th
7
7
14
14
20
3
15
60
15
16th
8
8
15
15
21
3
16
64
16
17th
8
8
16
16
22
3
17
68
17
18th
9
9
17
17
23
3
18
72
18
19th
9
9
18
18
24
3
19
76
19
20th
10
10
19
19
25
4
20
80
20

THE WIZARD SCHOOLS

You gain the following abilities as a Wizard as you advance in levels.

ALTERATION

Sometimes called a Transmuter, you have the ability to transform and alter the physical world. You excel at changing the properties of objects, transmuting materials, and enhancing the abilities of yourself or others. Your spells can turn enemies into harmless creatures, transform objects into different forms, or grant temporary enhancements to your allies.

Skill Crafting

Specialist Spell Physical Boost (1), Shifting Form (7)

Enhancement: You gain a +1-status bonus to either your Strength, Constitution or Dexterity. You may change which ability score this effects during your daily preparation.

ENCHANTMENT

As an enchanter, you possess the power to influence the minds of others, compelling or charming them to your will. You excel at manipulating emotions, implanting suggestions, and controlling the actions of others. Your spells can charm, beguile, and manipulate both friend and foe.

Skill Diplomacy

Specialist Spell Enchanting Utterance (1),

Enchanting Smile: You gain a +1 class bonus on Deception, Diplomacy and Intimidate skill checks. This bonus increases to +2 at 10th level and +3 at 20th level.

INSIGHT

Often called a diviner, you have the ability to peer into the future, perceive hidden truths, and unravel mysteries. You excel at gathering information, detecting secrets, and predicting outcomes. Your spells allow you to scry, see through illusions, and gain insights that can greatly benefit your party.

Skill Perception

Specialist Spell Seer’s Vision (1), Vigilant Eye (7)

Forewarned: You receive a bonus on initiative checks equal to your wizard level +10

INVOCATION

Sometimes called an evoker, you are a master of raw magical energy, capable of unleashing devastating spells that deal immense damage. You excel at offensive magic, creating explosions, summoning elemental forces, and wielding destructive spells. Your power lies in your ability to harness and shape the very essence of magic.

Skill Intimidate

Specialist Spell Force Bolt (1), Elemental Fury (7)

Intense Spells: Any invocation spell that you cast which inflicts damage increases its total damage by half its PP cost.

SHADOW

Sometimes called an illusionist, you are skilled in creating illusions that deceive the senses and confuse enemies. You excel at creating illusions that mimic reality, hide objects or people, or create distractions. Your spells can create phantasmal creatures, alter perceptions, and manipulate the minds of others.

Skill Deception

Specialist Spell Warped Terrain (1), Cloak of Invisibility (7)

Powerful Illusion: Any illusion spell that you cast may have a 1 PP warping option applied to it for free.

SOUL

Known as a necromancer, you have a mastery of life and death magic and can manipulate the forces of the undead. You can raise and control undead minions, drain life force from your enemies, and even harness the power of death to heal or sustain yourself. Your spells often deal with life force manipulation and the boundary between life and death.

Skill Medicine

Specialist Spell Charm Undead (1), Life Siphon (7)

Necroscope: You may converse with the spirits of those who have died in the local area. You must make a Meditation skill check as if you were gathering information (as the Diplomacy skill).

TRANSLOCATION

Sometimes called a summoner or conjurer, you are the master of summoning and creating objects or creatures from other planes of existence. You can summon allies to aid in battle, create magical barriers, or conjure useful items. You have a knack for manipulating the fabric of reality and bending it to your will.

Skill Survival

Specialist Spell Augment Conjuration (1), Dimension Shift (7)

Summoner's Charm: Whenever you cast a translocation spell to summon a creature which has the conjured trait, the spells duration is doubled.

Be aware that you cannot double the duration again using the Extend Spell feat.

WARDING

Often called an abjurer, you focus on defensive magic and the protection of yourself and your allies. You excel at creating barriers, dispelling harmful effects, and warding against magical threats. You are skilled at countering and nullifying enemy spells and are often the first line of defence for their party.

Skill Sense Motive

Specialist Spell Protective Ward (1), Protector’s Sphere (7)

Resistance: You gain resistance to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 20th level, this resistance changes to immunity to the chosen energy type.

CHAPTER 4 - SKILLS & ACTIONS #

As Fumblebar the gnomish wizard hurtles through the air, his panicked attempt to grab hold of the rock face prove futile. His fingers scrape against the rough surface, but his limited training in climbing leave him woefully unprepared. Desperation grips his heart as the ground rushes up to meet him. He attempts to cast his Feather Fall spell, only to realise that he had forgotten to memorise it that morning. With a horrified expression frozen on his face, Fumblebar plummets down, unable to halt his downward trajectory. The realization of his impending doom hits him like a thunderbolt, and a wave of regret wash over him. He wishes that he had prepared the proper spells or considered the consequences before leaping off the cliff.

The wind howls past his ears, drowning out any other sound. The orcish war cries fade away into a distant echo, leaving only the sound of Fumblebar's racing heartbeat. Time seems to slow as he hurtles toward the ground, the world around him reduced to a blur of colours and shapes. In an instant, the impact arrives—an abrupt, bone-jarring collision. Fumblebar's body crumples upon contact with the unforgiving ground, bones shattering under the force. Agonizing pain shoots through his body, but it is short-lived as the darkness of oblivion envelops him.

Fumblebar's story ends tragically, a cautionary tale of the dangers that await the unprepared and reckless. His name is delivered in verse by many a bard, as tale of caution.

In the village of Tattermill Hollow, under twisted roots and emerald moss,

Lived Thimbletwig Tiddlegem, a gnome quite fond of gloss.

He read his scrolls, he brewed his teas, he wore a crooked hat,

And whispered runes to fireflies — imagine that!

Now Thimbletwig had once been young and brash and bold,

A friend of Fumblebar, whose tale is grimly told.

He'd heard the cliffside story, the fall that stole the light,

Of how poor Fumblebar forgot his wings mid-flight.

He'd wept a quiet tear the day the tale was sung,

And from that moment on, kept spells beneath his tongue.

He etched the words “PREPARE, THEN LEAP” on every wand and staff,

And even taught his squirrel to mock him with a laugh.

He trained with monks upon the peaks where clouds and silence dwell,

And practiced every feather spell until he knew it well.

When goblins raided Rindle Fen and shadows swept the land,

It was Thimbletwig who rose to lead, a scroll in each hand.

Upon a jagged bridge of bone, a chasm vast below,

He faced a cursed warlock and his breathless, wailing crows.

With shaking knees but sharpened wit, Thimbletwig stood his ground,

And when the bridge gave way — he simply floated down.

He drifted like a leaf on air, as runes flared from his pack,

And shouted to the skies above, “I won’t be caught off-track!”

The warlock, stunned, misjudged his step and vanished with a scream —

While Thimbletwig just landed safe and vanished in the steam.

He left behind a legend etched in stone and song,

Of how a gnome, through wisdom, proved that thinking isn’t wrong.

“Fumblebar leapt first,” he said, “and met a tragic end.

I leap prepared — that’s why I live, and still defend.”

SKILLS & ACTIONS #

When playing a roleplaying game carrying out actions is a common occurrence. Your soldier has been running from the two alien entities for a considerable amount of time; how long can he keep this up? You approach a large gap in the floor of the corridor and need to leap across it; how far can you jump? Whether you are a grisly mercenary from the dark reaches of the north who has seen countless conflicts, a frivolous entertainer who can blend into any social situation, or a mad wizard seeking unlimited power, skills represent the backbone of what your character can do. In this chapter, you’ll learn about skills, their scope, and the actions they can be used for.

To determine what your character can and can’t do during play, skills are used to track every aspect of your characters capabilities.

Skills are learned abilities acquired through a combination of training (skill ranks, class bonus) and natural talent (ability score modifiers). These factors combine to form the parts of a skill check, which is a d20 roll, plus the skill’s bonus and any applicable modifiers.

SKILL BONUS #

Your characters’ proficiency with a particular skill is measured by your skill bonus, which is added to any check made when you perform a task involving that skill.

If your character has a high skill bonus, they are more likely to succeed, even when attempting difficult tasks, while those with a low bonus will fail more frequently.

SKILL MODIFIER

Each skill will have a skill modifier which is worked out in the following manner:

Skill modifier = modifier of the skill’s key ability score + rank bonus + class bonus + other bonuses - penalties

When recording your skill modifier, you should only make a note of permanent modifiers which effect all aspects of the skill check. Certain bonuses are situational and only apply under certain circumstances. These should only be applied when the situation arises.

ABILITY SCORE

Each skill has an ability score, applied to the skill’s checks. Each skill’s ability score is noted in its description.

RANK BONUS

Ranks represent your training in a particular skill. As you gain experience during your adventures, you’ll develop new ranks in your skills, improving your chances of success.

Your maximum skill ranks in any one skill cannot be higher than your career level.

CIRCUMSTANCE BONUS

Circumstance bonuses typically involve the situation you find yourself in when attempting a check. You may only apply one circumstance bonus to any one check.

CLASS BONUS

Your character class will offer you a list of skills which you may add a class bonus to. Class bonuses stack if they are gained from multiple sources.

ITEM BONUS

An item bonus represents a bonus which may be applied to armour, weapons or other items of equipment. Multiple item bonuses to the same value do not stack.

RACE BONUS

Your race may add a bonus to a skill. Multiple race bonuses to the same skill do not stack and are wasted.

STATUS BONUS

Status bonuses typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. Once again you may only apply one status bonus to any one check.

OTHER BONUSES/PENALTIES

Any other bonuses or penalties that are applied to a skill are cumulative unless otherwise stated. The appendix at the end of this book has a full list of bonus types.

Any of the above bonuses may also be applied to your character as penalties in certain circumstances.

Be aware that if you gain multiple bonuses of the same type, only the highest bonus applies—you don’t add them together.

SKILL PROGRESSION #

As your character advances in level, you gain additional ranks to assign to skills. You can assign these ranks to existing skills your character knows, improving them up to a maximum rank no higher than your career level, or you can assign earned skill ranks to entirely new skills, making your character trained with a rank in that skill.

SKILL RANK BONUS

Each skill rank that you have in a skill adds a +1 bonus to the skill’s total bonus

Be aware that you may never have more ranks in a skill than you have character levels.

USING SKILLS #

You can perform various actions when using skills. The actions of some skills can be used untrained (0 ranks) where others need your character to be at least trained (1 rank or more) in the skill to use them. As your ranks in a skill increase it may enhance what you can do with it or open up new options.

Sometimes you will require a certain number of skill ranks in a skill to carry out certain actions.

SKILL CHECKS #

When you need to determine if you can perform a specific action your GM will ask you for a skill check.

Find the skill that the GM has asked you to make and then roll a d20 adding your character’s relevant Skill Bonus, plus any possible modifier. The final result is then compared to the Difficulty Check (DC) of the action with the outcome as shown on the Action Resolution Table.

ACTIONS RESOLUTION TABLE
Check Result vs DC
Outcome
Exceeds by 20+
Heroic
Exceeds by 10+
Critical
Equals or Exceeds
Success
Fails by less than 5
Partial
Fails by 5+
Failure
Fails by 10+
Fumble
Fails by 20+
Blunder

Heroic: The check succeeds in the best way possible; this result is treated as a Critical with extra benefit.

Critical: The check works better than expected, you will usually receive some boon or bonus.

Success: The check works and you accomplish your task.

Partial: You complete about half of what you were attempting. In some circumstances this will allow you a follow up check, other checks will fail (such as jumping across a ravine!).

Failure: The check does not work, depending upon the situation you may be able to try again.

Fumble: Things go wrong in the worst possible way. You leave yourself in danger, break equipment or possibly grant an opponent a bonus against you.

Blunder: As fumble above, except that some nastiness will befall you.

Chaos: The check will normally be treated as a success, with some chaotic side effect occurring (often the result of a fumble if possible).

DIFFICULTY

Not all skill rolls are made under ideal conditions. Standing at the edge of a valley looking into the distance for an approaching army may be a straightforward manoeuvre on a sunny day. Add some fog and rain into the equation and the same manoeuvre becomes a little more difficult.

When a Skill Check is called for, the GM sets the DC. Most tasks and skills will have a DC assigned to them; others will be level based.

LEVEL MODIFIER

This modifier is applied to a check based upon the level of the task. This DC is used when the task that you are carrying out has a specific level. The DC is equal to the level of the task +14 unless noted otherwise.

DIFFICULTY MODIFIER

A difficulty modifier is determined by the GM and based upon how intricate the check is. Difficulty modifiers range from +10 to -10.

EXAMPLE DIFFICULTY
Difficulty
Adjustment
Rarity
Routine
No Check Required
-
Incredibly easy
-10
-
Very easy
-5
Mundane
Easy
-2
-
Medium
+/-0
Common
Hard
+2
Uncommon
Very hard
+5
Rare
Incredibly hard
+10
Unique
Impossible
Check Auto Fails
-

OPPOSED CHECKS

When someone or something tests your skill (or you test theirs), they attempt a check against your DC.

When an ability calls for you to use the DC for a specific skill, you can calculate it by adding 10 + your total modifier for that skill.

TAKING TIME

When there’s no hurry or stress upon you to accomplish a task, then you can declare that you are Taking Time to perform the action more carefully. Judging if a situation is suited for Taking Time must be decided by the GM.

Taking Time grants you a special +4 circumstance bonus to your Skill Check but employs at least twice the amount of time normally associated with the action.

AID

Sometimes you may need to assist other characters to accomplish a difficult task, or you may wish to accomplish a goal as a group. In such a situation, one character must be appointed as the lead character. All other characters make an Easy Skill check using the Bonus Check Table.

The resulting bonus is added as a circumstance bonus to the lead characters check.

Be aware, the GM has the final say if Aid can be used in each circumstance and how many characters may apply Aid.

Aid can also be used as a combat action using the Aid Defensive and Aid Offensive skill actions as detailed under Combat Actions.

TOOLS

Sometimes tools are needed to carry out a certain task as part of a skill check. If you do not have the required tools to carry out a task, the GM may apply penalties of up to -10 to the check or may not allow the check at all.

ARMOUR & SKILLS

Some armour imposes a penalty on specific skill checks. Dexterity based skills are often affected by such penalties. Additionally, armour can also interfere with the use of magic. These subjects will be discussed in later chapters.

BLIND CHECKS

It is sometimes appropriate that a skill check be made without the players knowledge. This is important when it is key for you to not know whether you have succeeded or failed. In such a scenario, the GM rolls the check for you and describes the outcome without revealing the result.

ADVANTAGE

Sometimes a feat, ability or situation will require a skill check to be rolled with either advantage or disadvantage. When a d20 check is rolled with advantage, you may roll the die twice and select the most desirable result. When a d20 check is made with disadvantage, then the roll is made twice selecting the least desirable result.

FLAT CHECKS

When there’s a chance something will happen or fail to happen based on pure chance, you attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties, you just roll the d20 and compare the result on the die to the DC. Specific effects might adjust your DC for certain types of flat checks, but abilities that don’t specifically call out flat checks can’t change their DCs.

If more than one flat check would ever cause or prevent the same thing, just roll once using the highest DC.

AUTO CHECKS

Sometimes, requiring a skill check for every action used outside of an encounter can slow the game down and even cause unnecessary fumbling and chaos.

Choose a skill that you are trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your rank bonus (do not apply any other bonuses, penalties, or modifiers).

You may only auto-check when your character is deemed to not be in a stressful situation (such as an encounter).

SKILLS WHICH HEAL #

You can use several skills to heal hit points and conditions. When using such a skill to heal a condition, you may only do so if the effect which caused the condition is no longer active.

Khang uses the Healing Trance action to heal some of his hit point damage and hopefully lower his Injured condition. He gets a critical on the check and triples his normal HP healing rate for the hour (normally 15 of his 150 hit points), so he heals 45 hit points. Unfortunately, his Injured condition has been caused by him losing 3 fingers on his left hand, so until the fingers have been sewn back on or replaced, he cannot heal the Injured condition.

BONUS CHECKS

Certain skills and checks will require that you make a bonus check. This check is made when you need to make a check to determine a modifier that can then be applied to another statistic or check (such as Aid).

To make a Bonus Check, work out all the modifiers of the check and its DC as normal and refer the result to the Bonus Check Table.

BONUS CHECK
Check Result
Circumstance Bonus
Blunder
-2
Fumble
-1
Failure
0
Partial
+1
Success
+2
Critical
+3
Heroic
+4

Nyphari assists Morden with his Gather Herbs (Survival) check by making an Aid check (see below). Nyphari has +8 in the Survival skill and the DC is 15. Nyphari rolls a 12 for a total result of 20 on her check. As this exceeds the DC by 5 (success), Nyphari grants Morden a +2-circumstance bonus to his check.

BASIC ACTIONS #

Basic actions play a vital role in allowing every character, regardless of their specific skills or abilities, to perform common tasks and actions. These actions are universally available to all creatures, except in extraordinary situations where limitations may apply.

Basic actions encompass a wide range of activities that are not explicitly tied to specific skills or abilities. These actions are often simple and straightforward, representing tasks that characters can perform without requiring specialized training or unique capabilities.

AID DEFENSIVE

ATTACK

Action 1 AP

You make a melee Strike against the target but are looking to assist your ally rather than inflict any damage. You weave and distract throwing the target off balance. Make an attack roll against the targets DB and compare the result to the Bonus Check table with the following results:

+ Result You grant the indicated bonus to your ally as a bonus to their Defence against the next attack from the target.

- Result Your attempt is ineffective, and you grant no bonus to your ally.

Fumble Roll on the appropriate attack fumble table.

Any bonuses granted expire at the beginning of your next turn if they are not used.

AID OFFENSIVE

ATTACK

Action 1 AP

You make a melee Strike against the target but are looking to assist your ally rather than inflict any damage. You weave and distract throwing the target off balance. Make an attack roll against the targets DB and compare the result to the Bonus Check table with the following results:

+ Result You grant the indicated bonus to your allies next attack against the target.

- Result Your attempt is ineffective, and you grant no bonus to your ally.

Fumble Roll on the appropriate attack fumble table.

Any bonuses granted expire at the beginning of your next turn if they are not used.

AIM

CONCENTRATE

Action 3 AP

Requirements You are wielding a missile weapon and can see a target.

You remain very still and align your weapon with your target. You may spend up to 4 rounds aiming at your target and each round grants you a +1-circumstance bonus to your AB. Whilst aiming, you are flat-footed and if you take any other action besides this one, you lose all accrued aiming bonus.

ATTACK OF OPPORTUNITY

ATTACK

Trigger A target within reach uses a manipulate action, a move action or a ranged attack.

Action Reaction

You swiftly retaliate against the triggering creature with a melee strike. If your attack is a critical hit and the trigger was a manipulate action, you successfully disrupt their action, causing it to fail. This strike does not contribute to your multiple attack penalty, and your multiple attack penalty does not affect this strike.

AVERT GAZE

Action 1 AP

You actively look away from a potential threat. You gain a +2-circumstance bonus to your saving throws against visual abilities that specifically necessitate looking at a creature or object. This bonus remains until the beginning of your next turn (unless of course you use another action to look again).

Be aware that the GM may apply a situational penalty to any actions made against a creature that you are actively looking away from.

CHARGE

ATTACK FLOURISH MOVEMENT OPEN

Action 3 AP

You take two Stride actions (minimum of 10 feet moved) and move directly towards your target. If your target is within reach at the end of your movement, you may make a melee Strike action against them with a +4-circumstance bonus to the attack roll.

You can use Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

You may use this action whilst mounted.

COUP DE GRACE

ATTACK SAVE

Action 3 AP

You can deliver a special attack called a coup de grace to an adjacent helpless opponent. You automatically hit scoring the maximum result for your attack (treat as 20 rolled). If the target survives the attack, they must make a Level based Fortitude Saving Throw or die.

However, if the target is immune to critical hits, the coup de grace does not deal critical damage or effects, nor does it force the target to succeed at a saving throw or die.

CRAWL

MOVEMENT

Action 1 AP

Requirements You are prone and your Speed is at least 10 feet.

You move 5’ whilst prone.

DELAY

Trigger Your turn begins, Action Free

By choosing to Delay, you temporarily remove yourself from the current initiative order, allowing you to wait for the opportune moment to act. Upon deciding to Delay, the rest of your turn is put on hold. You do not take any further actions until you decide to return to the initiative order, which you can do as a free action triggered by the end of any other creature's turn. When you return to the initiative order, your initiative permanently changes to the new position. While Delayed, you are unable to use reactions until you return to the initiative order, limiting your ability to react to immediate events.

It's important to carefully consider the timing of your return to ensure it aligns with your intended strategy.

It's worth noting that if you choose to Delay for an entire round without returning to the initiative order, the actions you had Delayed are lost. Additionally, your initiative remains unchanged, and your next turn occurs at your original position in the initiative order.

When you opt to Delay, any persistent damage or negative effects that typically occur at the start or end of your turn take immediate effect. This ensures that you don't avoid or delay the consequences of ongoing detrimental effects. Furthermore, any beneficial effects that would naturally end during your turn also expire when you Delay, as you are effectively skipping that turn.

DISARM ATTACK

Action 1 AP

Requirements You have at least one hand free.

You try to remove a weapon or other object from the targets grasp. Attempt an Attack check against the target’s Attack DC. You take a -2-circumstance penalty to the check when attempting to disarm an opponent who is a size category larger than you. For each additional size category beyond that you take an additional cumulative -2 penalty.

Critical You disarm the target. The item this action was made against falls to the ground at the target’s feet (or another appropriate appendage).

Success The item nearly falls from the targets grasp, but not quite. Until the beginning of the creature's turn, the target takes a -2 circumstance when using the item. This penalty applies to their Attack DC for any subsequent disarm attempts.

Fumble You throw yourself off balance and become flat-footed until the beginning of your next turn.

DOUBLE SLICE

ATTACK FLOURISH

Action 3 AP

Requirements You are wielding a melee weapon in both hands.

You strike your target with both weapons in quick succession. Using your current multiple attack penalty, make two Strikes, one with each of your melee weapons. Both Strikes must be made against the same target. If the second Strike is made with a weapon that doesn’t have the agile trait, it takes a –2 circumstance penalty.

If both attacks hit, combine their damage, choosing the most beneficial against your current target. You can only inflict one critical and if either attack fumbles, then the other attack automatically misses.

This counts as two attacks when calculating your multiple attack penalty.

DROP PRONE

MOVEMENT

Action 1 AP

Requirements You are in contact with the ground.

You willingly drop to the ground gaining the prone condition.

ESCAPE

ATTACK

Action 1 AP

To initiate your escape, you must select the specific source of the condition or impediment that you wish to break free from. It could be a creature's grasp, magical bindings, a physical obstacle, or any other relevant obstacle that is imposing the grabbed or immobilised conditions upon you.

Once you've chosen the target of your escape attempt, attempt an Acrobatics, Athletics or Unarmed Attack check against the effects DC with the following results:

Critical You break free removing the grabbed and immobilised conditions. You may immediately take any action with the move trait but may move no more than 5 feet.

Success You break free and remove the grabbed and immobilized conditions imposed by your chosen target.

Fumble You fail to escape your target and cannot attempt to Escape again until the beginning of your next turn.

FIGHT DEFENSIVELY

ATTACK DEFENCE OPEN

Action 2 AP

You take a single attack action whilst ducking, dodging or parrying incoming melee and missile attacks throughout the round. When you use this action, you gain a +2-dodge bonus to your DB and a -4 circumstance penalty to all attack actions (including this one) until the beginning of your next turn.

FLOWING MOVEMENT

Action Free

You attempt to change from one movement type to another without ending the initial action and expending an additional AP. Make a check appropriate to one of the movement types involved.

Success You move from one movement type to another without ending the action. All movement costs are combined to determine when the action ends.

Failure Your initial movement action ends as normal.

FULL DEFENCE

DEFENCE OPEN

Action 3 AP

Instead of attacking, you can duck and weave to avoid attacks until the beginning of your next turn. When you use this action, you gain a +4-dodge bonus to your DB until the beginning of your next turn. You may take a single Move action as part of Full Defence. You can still use Free Actions whilst using Full Defence, but all other actions, including Reactions are prohibited.

GRAPPLE ATTACK

Action 1 AP

Requirements You have at least one free hand or have your target grappled or immobilised.

You attempt to grab a creature or object with your free hand. Make an unarmed check against the target's Fortitude DC.

You take a -4-circumstance penalty to the check when attempting to grapple an opponent who is 2 size categories larger than you. For each additional size category beyond that you take an additional cumulative -4 penalty. You can Grapple a target you already have grabbed or restrained without having a hand free.

If you have a target Grabbed, you may use an action at the beginning of your turn to maintain the Grab.

Critical Your target is immobilised until the end of your next turn unless you move or your target Escapes.

Success Your target is grabbed until the end of your next turn unless you move or your target Escapes.

Failure You fail to grab your target. If you already had the target grabbed or immobilised using a Grapple, those conditions on that creature or object end.

Fumble If you already had the target grabbed or immobilised, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.

INTERACT

MANIPULATE

Action 1 AP

You can grab an unattended or stored object, open a door or manipulate the terrain around you in a minor way.

Your GM may require you to make a successful skill check to determine if your attempt was successful.

PREPARE

CONCENTRATE FLOURISH

Action 1 AP

Requirements You can use reactions

You prepare to use a reaction that will occur outside your turn. Choose a single Reaction that you are able to use. You may use this reaction once as a free action until the beginning of your next turn.

READY

CONCENTRATE

Action 2 AP

You prepare an action of no more than 2 AP that will occur outside of your turn and a trigger which will prompt that action. Your turn then ends.

If the trigger does not occur before the beginning of your next turn, then the action is wasted. If, however, the trigger does occur before the start of your next turn, you may use the chosen action as a reaction.

Your action is subject to any applicable bonuses and penalties that are currently affecting you (such as multiple attack penalties).

You may use any additional AP for the turn before you ready an action on your normal initiative count, or after the action triggers.

RELEASE

MANIPULATE

Action Free

You drop an item that you are holding, release your hold on something or change grip from one-handed to handed or vice versa. Despite being a manipulate action, this action does not trigger reactions (such as Attack of Opportunity).

REPOSITION

MOVEMENT

Action 2 AP

Requirements Your speed is at least 10 feet, and you have at least one free hand.

You move up to half your speed (minimum of 5 feet) and at the end of your movement you may exchange positions with one adjacent, willing target. Any reactions provoked by this action effect you and not the willing target.

SHIELD BASH

ATTACK

Action 1 AP

You attack with a shield using is it as an impromptu weapon. This attack inflicts base damage based upon your shield type with the attacks fumble DC in parentheses.

Light 1d4 (6); Heavy 1d6 (8); Tower 1d8 (10)

If you use a shield bash action you lose any shield bonus gained to DB until the beginning of your next turn.

SHOVE ATTACK

Action 1 AP

Requirements You have at least one hand free or have a shield in your off hand.

You push a creature away from you. Attempt an unarmed attack check against your target's Fortitude DC. You take a -4-circumstance penalty to the check when attempting to shove an opponent who is 2 size categories larger than you. For each additional size category beyond that you take an additional cumulative -4 penalty.

Critical Your target is pushed up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.

Success Your target is pushed back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.

Fumble You lose your balance, fall, and land prone.

STAND

MOVEMENT

Action 1 AP

You stand up from prone.

STEP

MOVEMENT

Action 1 AP

Requirements Your speed is at least 10 feet.

You move 5 feet. This action doesn't trigger reactions (such as Attacks of Opportunity), that can be triggered by move actions.

You can't Step into difficult terrain, and you can't Step using a Speed other than your land Speed.

STRIDE

MOVEMENT

Action 1 AP

You move up to your Speed using any of movement types.

STRIKE

ATTACK

Action 1 AP

You attack with a weapon you're wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). See attacks above.

TAKE COVER

Action 1 AP

Requirements You are benefiting from cover, are adjacent to a feature that allows you to take cover or are prone.

You press up against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +8-circumstance bonus to DB; and to Stealth checks to Hide, Sneak, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +4-circumstance bonus instead). This lasts until you move from your current space, use an attack action, become unconscious, or end this effect as a free action.

TRIP ATTACK

Action 1 AP

Requirements You have at least one hand free.

You try to knock a creature to the ground. Attempt an unarmed attack against the target’s Acrobatics DC or Fortitude DC (whichever is higher). You take a -4-circumstance penalty to the check when attempting to trip an opponent who is 2 size categories larger than you. For each additional size category beyond that you take an additional cumulative -4 penalty.

Critical The target falls and lands prone taking the result of the attack as a Tiny Unarmed attack.

Success The target falls and lands prone.

Fumble You lose your balance and fall and land prone.

SPECIAL ACTIONS #

These actions usually require you to have some kind of special ability or movement type.

BURROW

MOVEMENT

Requirements You have a burrow speed.

You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can’t burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.

FLY

MOVEMENT

Requirements You have a fly speed.

You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don’t take falling damage. You can use an action to Fly 0 feet to hover in place. If you’re airborne at the end of your turn and didn’t use a Fly action this round, you fall.

GENERAL SKILL ACTIONS #

Some actions can be used with several different skills. When you make a general skill action check, your GM will advise you as to which skill to make the check on. This is very much situation dependent.

Skill Action
Proficiency Tier
Create
Trained
Earn Income
Trained
Identify Power
Trained
Learn a Spell
Trained
Recall Knowledge
Untrained
Research
Trained
Spell Concentration
Trained
Study Target
Trained
Subsist
Untrained
Transfer Runes
Trained

CREATE (TRAINED)

You can create objects using a crafting formula and a number of different skills. Some objects require a feat to create them.

Applicable Item
Skill to Create
Required Feat
Elixirs
Crafting or Nature
Alchemical Crafting
Herbs
Nature
Alchemical Crafting
Magical Items
Arcana, Nature, Occultism or Religion
Brew Potion, Magical Crafting, Scribe Scroll
Mundane Items
Crafting
None Required
Oils
Crafting
Alchemical Crafting
Poisons
Crafting or Nature
Alchemical Crafting
Vials
Crafting
Alchemical Crafting

CREATE MANIPULATE

You can make an item from raw materials. You need the Alchemical Crafting feat to create Elixirs, Herbs, Oils, Poisons and Vials, the Brew Potion feat to create potions, the Scribe Scroll feat to create magical scrolls and the Magical Crafting feat to create other magic items.

The GM determines the difficulty to Create the item based on its level, rarity, and other circumstances.

To Create an item, you must meet the following requirements:

You must have a number of ranks in the skill that you are using to create, equal to or greater than the level of the item you are creating.

You have the formula for the item

You have an appropriate set of tools and, in many cases, a workshop.

You have the specialty (mundane) or feat required to create the item.

You must supply raw materials worth at least half the item's Price. You always expend at least that number of raw materials when you Create successfully.

The amount of time it takes to create an item depends upon the result of your create check which must be made at the beginning of your project.

Success You do competent work. You complete an amount of work equal to your skill ranks x item level x success modifier (see below) in gold pieces per day. Once this amount exceeds the value of the item then you have completed it.

DC Exceeded by
Modifier
0-4
2
5-6
3
7-8
4
9-10
5
11-12
6
13-14
7
15-16
8
17-18
9
19-20
10
21+
11

Partial You do average work. You complete an amount of work equal to your skill ranks x item level in gold pieces. If this amount is greater than the value of the item then you have completed it. You may make another create check the following day or continue daily with this amount of progress until the item is completed.

Failure For whatever reason, you are struggling to make any progress with the item and waste a day of work. You may make another check the following day.

Fumble Your work is truly shoddy. After 1d6 days of work you realise that the project has failed. You ruin the raw materials you supplied and must begin again.

A day of work is approximately 8 hours. If you spend more than 8 hours working on your item, the GM will require you to make an Exhaustion check (see Chapter 7).

Be aware that a level 0 item is classed as level 1 when determining how much work is completed.

CONSUMABLES

When crafting items with the consumable trait, you create them in batches, allowing you to make multiple items at once using the same amount of raw materials and cost. You must include all items in the batch, but you only need to make a single crafting check to create them.

The DC of the create check is modified based upon the amount of consumables that you wish to create.

# of Consumables
DC Modifier
1-3
-2
4
+/-0
5-6
+2
7-8
+5
9-10
+10

AMMUNITION

Ammunition is also a consumable and is also created in batches. When making ammunition, you create the amount indicated in the equipment tables.

You may half this amount to decrease the DC by 2 or double it and increase the DC by 5.

You can invent new formula for items that you don’t know how to create. The process is the same as creating an item except that the DC is 5 higher and the cost of a formula is 10% that of the item you are creating.

EARN INCOME (TRAINED)

You can use a skill to earn money whilst not adventuring (GM discretion). You must be trained in the skill to do so. This takes time to set up, and your income depends on your proficiency rank and how lucrative a task you can find.

EARN INCOME

You use one of your skills to make money whilst not adventuring. The GM will assign a task level, representing the most rewarding job available, but you can also search for lower-level tasks at your discretion. Should you desire higher-paying work, you can invest time and employ your Diplomacy skill to Gather Information, conduct research, or engage in social interactions to uncover more lucrative opportunities.

When undertaking a job, the GM secretly establishes the DC for your skill check, ensuring an element of suspense and uncertainty as you strive to succeed in your assigned task. After your first day of work, you roll to determine your earnings. You gain an amount of income based on the task’s level, your level and this is further modified by your skill check result.

Income (gp) = task level x skill ranks

Critical You do outstanding work. Your skill ranks are considered to be 2 higher for working out your total earnings.

Success You do competent work. Gain earnings as detailed above.

Partial You do average work. Gain 50% earnings.

Failure You do shoddy work and get paid the bare minimum for your time. The amount of income you gain is divided by 10 (round down).

Fumble You earn nothing for your work and are fired immediately. You can’t continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future.

Once you have begun a task, you can work on it on subsequent days without requiring additional skill checks. For each consecutive day you dedicate to the task, you earn the same amount as the initial day, until the task reaches its conclusion. The duration of the task is determined by the GM, with some tasks spanning a week or two, while others may extend over months or even years.

IDENTIFY POWER (TRAINED)

Using you’re a knowledge or lore skill, you can attempt to identify power in an item, location, or effect.

Tradition
Skill
Arcane
Arcana
Divinity
Religion
Ethereal
Occultism
Verdant
Nature

IDENTIFY POWER CONCENTRATE SECRET

Once you discover that an item, location, or ongoing effect is magical, you can try to identify the particulars of its abilities. You choose the amount of time you wish to spend identifying the magic and apply the following modifiers: 10 minutes (+0), 1 minute (-2), 1 round (-5), 1 AP (-10). If your attempt is interrupted, you must start over. The GM sets the difficulty of your check. Cursed or esoteric subjects usually have higher difficulties or might even be impossible to identify using this activity alone.

Critical You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.

Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect’s name and what it does. You can’t try again in hopes of getting a critical success.

Failure You fail to identify the magic and can’t try again for 1 day.

Fumble You misidentify the magic as something else of the GM’s choice.

If the aura that you are attempting to identify is common (GM discretion) or something that you are already familiar with, the GM may deem that a check is unnecessary.

Furthermore, if the aura belongs to a visible spell effect or magical item, the GM may allow a 0 AP Recall Knowledge before an Identify check is required.

LEARN A SPELL (TRAINED)

If you’re a spellcaster, you can use the skill corresponding to your magical tradition (see above) to learn a new spell of that tradition. The price and difficulty to learn a spell of a specific level is detailed below.

LEARN A SPELL CONCENTRATE

You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll.

To learn the spell, you must do the following:

Spend 1 hour per PP of the spell, during which you must satisfy the learning requirements of your tradition (see Chapter 9).

Have materials with the Price indicated in the table below (a scroll will cover this cost but not a spellbook).

Attempt a skill check for the skill corresponding to your tradition. Uncommon or rare spells have higher difficulties.

Have the minimum casting level required for the casting of the spell.

Once you learn the spell you may add it to your Spell Library and may cast it normally. You must still meet all of the requirements to cast the spell (see Chapter 9 – Magic).

PP Cost
Cost (gp)
Difficulty
0-2
10
20
3-4
40
22
5-6
100
24
7-8
250
26
9-10
500
28
11-12
1000
30
13-14
2000
32
15-16
4500
34
17-18
10,000
36
19-20
25,000
38
+1
+40,000
+2

Critical You expend half the materials and learn the spell. If the spell is being learnt from a scroll it is not expended during the learning process.

Success You expend the materials and learn the spell.

Partial You fail to learn the spell but can try again with a +2 modifier. The materials aren’t expended.

Failure You fail to learn the spell but can try again. The materials aren’t expended.

Fumble As failure but the materials are expended.

If you are learning the spell from a spellbook you gain a +2-item bonus to the check and the lowest result available on the table is a failure.

RECALL KNOWLEDGE (UNTRAINED)

To remember useful information on a topic, you can attempt to Recall Knowledge. You might know basic information about something without needing to attempt a check, but Recall Knowledge requires you to stop and think for a moment so you can recollect more specific facts and apply them. You might even need to spend time investigating first.

Arcana: Recall Knowledge about ancient mysteries, arcane magic, arcane symbols, beasts, constructs and wyrms.

Crafting: Recall Knowledge about any of your specialities, constructs, engineering materials and valuables.

Culture: Recall Knowledge about heraldry, legends, local history, personalities, inhabitants, laws, customs, traditions and humanoids. The GM might allow Culture to apply to other creatures that are major elements of society in your region, such as the draconic nobility in a kingdom of humans ruled by dragons.

Medicine: Recall Knowledge about diseases, injuries, poisons, and other ailments. You can use this to perform forensic examinations if you spend 10 minutes (or more, as determined by the GM) checking for evidence such as wound patterns. This is most useful when determining how a body was injured or killed.

Nature: Recall Knowledge about fauna, flora, geography, verdant magic, weather, the environment, creatures of natural origin (like animals, beasts, fey, and plants), the First World, the Material Plane, and the Elemental Planes.

Occultism: Recall Knowledge about aberrations, caverns, ethereal magic, oozes and spelunking.

Planes: Recall Knowledge about the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, eternals and planar magic.

Religion: Recall Knowledge about divine agents, divine magic, gods and goddesses, mythic history, ecclesiastic tradition, holy symbols and undead.

RECALL KNOWLEDGE CONCENTRATE

Action Varies

You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. The GM determines the difficulty for such checks and which skills apply.

Critical You recall the knowledge accurately and gain additional information or context.

Success You recall the knowledge accurately or gain a useful clue about your current situation.

Fumble You recall incorrect information or gain an erroneous or misleading clue.

The DC will be modified based upon the amount time required/expended on the check (GM discretion).

RESEARCH (TRAINED)

You dedicate time and effort to investigate a subject or question by studying texts, consulting experts, or scouring information sources. Whether poring over ancient tomes by candlelight, cross-referencing dusty scrolls in a hidden archive, or interviewing sages and scholars over hours of intense discussion, Research is the pursuit of deep understanding. It’s more than a fleeting thought or a moment of insight—it’s deliberate, methodical, and often arduous work. Unlike a quick recollection, researching means asking questions no one nearby may know the answer to and refusing to rest until the truth is unearthed.

This action embodies the relentless intellectual curiosity of scholars, investigators, and Loremasters. It’s what separates the well-informed from the truly wise—and in the right hands, a day in the library can shape the outcome of a war or unveil secrets that change the world.

RESEARCH CONCENTRATE

Action Varies

You attempt a skill check using an appropriate Lore, Knowledge, or other applicable skill, determined by the GM based on your research method and topic. Research requires significantly more time than a Recall Knowledge check and can be part of a downtime activity.

Critical You uncover highly valuable or rare information, learn hidden truths, or discover information that significantly changes your understanding of the topic. You may gain an advantage or resource related to the research (GM discretion).

Success You gather solid, accurate information and form a clearer picture of the topic. Your research resolves your inquiry or helps you progress a related task.

Fumble You misinterpret the data, consult biased or incorrect sources, or draw flawed conclusions. Your research leads to a misleading or unproductive result.

The DC and the time required vary by topic complexity, available resources, and access to information. Assistance from libraries, experts, or specialized tools can improve your chances (GM discretion).

SPELL CONCENTRATION (TRAINED)

Sometimes you will be asked to make a check to either continue maintaining a spell or avoid losing magical energies when you take damage.

SPELL CONCENTRATION CONCENTRATE MENTAL

Action Free

Trigger You are interrupted (take damage) whilst casting or sustaining a spell.

You attempt to avoid losing the magical energies which you are currently harnessing. Make a check using the original DC for casting the spell with a Medium (DC +0) difficulty using the following results:

Critical You maintain the spell (if sustained) or cast it normally.

Success You maintain the spell (if sustained) or cast it normally but also gain 1 point of fatigue.

Partial As success, but you gain 2 points of fatigue.

Failure The spell fails, and you lose half the PP (if casting).

Fumble Your spell fails; you lose the PP (if casting) and must roll on the Spell Failure Table.

Blunder As fumble but you must also make a Magical Resonance roll.

The DC is increased as follows if the damage received was also a critical injury:
Minor (Hard +2)
Serious (Very Hard +5)
Deadly (Incredibly Hard +10)

STUDY TARGET (TRAINED)

Sometimes you will need to have detailed information about a target creature, location or object. This is usually linked with a spell or magical ability of some kind.

You may have an amount of ‘Studied Targets’ equal to your Int plus your level at any one time. You also gain a bonus to this amount based upon the combined number of ranks you have in “knowledge” skills which include Arcana, Culture, Nature, Occultism, Planes and Religion. You gain an additional ‘Studied Target’ for every 5 ranks you have in these skills combined.

Theolan is a 10th level Wizard with Int +5 and the following applicable proficiency bonuses: Arcana +6, Culture +6, Planes +6

Theolan therefore has a total of 33 studied targets.

STUDY TARGET CONCENTRATE

Action 1 minute

You attempt a skill check to memorise a person, place, or thing in detail so that you may use those other spells to impersonate, travel to or summon a specific target later.

Success Your target is considered ‘Studied’.

Failure You have failed to study the target but may try again.

Fumble You believe that you have studied the target correctly, but something has gone wrong. When you cast a spell that links to this studied target later, things will not go according to plan (GM Discretion).

You may spend more or less time studying the target which offers the following modifiers.

1 round -2, 10 minutes +2, 1 hour +5

SUBSIST (UNTRAINED)

If you need to provide food and shelter, you can use the Subsist activity. This typically uses Culture if you’re in a settlement or Survival if you’re in the wild.

SUBSIST

You try to provide food and shelter for yourself, and possibly others as well, with a standard of living. The GM determines the difficulty based on the nature of the place where you're trying to Subsist. You might need a minimum amount of skill ranks to Subsist in particularly strange environments. It is assumed that you spend at least 8 hours carrying out this action whilst travelling, camping etc. You can Subsist for less than 8 hours, but if you do, you take a –5 circumstance penalty to the check.

Critical You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living.

Success You find enough food and shelter with basic protection from the elements to provide you a subsistence living.

Failure You’re exposed to the elements and don’t get enough food, becoming fatigued until you attain sufficient food and shelter.

Fumble You attract trouble, eat something you shouldn’t, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don’t find any food at all; if you don’t have any stored up, you’re in danger of starving or dying of thirst if you continue failing.

By taking a -2-circumstance penalty to the check, you may provide food and shelter for an additional target.

TRANSFER RUNES (TRAINED)

You can use one of the magical skills to transfer a magical rune from a runestone or other magical item.

TRANSFER RUNES MAGICAL MANIPULATE RUNE

Requirements You have a runestone with an inscribed rune, an item to transfer it to and have the Magical Crafting Feat.

You spend 10 minutes transferring a magical rune from a Runestone to another item.

Success You transfer the rune successfully.

Partial You transfer the rune successfully, but a small crack has appeared in the runestone which renders it useless for future rune storing.

Failure The runestone cracks and both the rune and runestone are lost.

Fumble As failure, but you have also destroyed the item you were attempting to transfer the rune too.

By increasing the difficulty of the check by 2 you can transfer the rune in 1 minute.

By increasing the difficulty of the check by 5 you can transfer the rune in 1 round.

TRANSFERRING BETWEEN ITEMS

It is also possible to transfer a magical rune from one item to another. By increasing the difficulty of the check by 5 you can transfer the magical rune from one item to another.

Transferring runes from one item to another can be a costly business, however. A failure on the check destroys the item you are transferring from, and a fumble destroys both items!

SKILL DESCRIPTIONS #

In the following section you will find all of the skills which are availble for your character to develop. Each skill begins with its name and ability score, followed by a brief description.

This is followed by a list of suggested actions, some of which are untrained and others that require minimum level of proficiency to utilise.

You can use any of the skills uintrained actions regardless of whether you have developed the skill, but actions which have a minimum proficiency tier can only be used if you meet this requirement.

MASTER SKILLS TABLE
Skill
Stat
Acrobatics
Dex
Arcana
Int
Artistry
Int
Athletics
Str
Climbing
Dex
Crafting
Int
Culture
Int
Deception
Cha
Diplomacy
Cha
Handle Animal
Wis
Intimidate
Cha
Linguistics
Int
Medicine
Wis
Meditation
Wis
Mental Focus
Wis
Nature
Wis
Occultism
Int
Perception
Wis
Perform
Cha
Planes
Int
Power Manipulation
Int
Religion
Wis
Sense Motive
Wis
Stealth
Dex
Survival
Wis
Thievery
Dex

ACROBATICS (Dex) #

Acrobatics is a skill that measures your agility, balance, and coordination, allowing you to perform tasks that require finesse and precision.

Untrained Actions: Arrest a Fall, Balance, Escape, Hover, Squeeze, Tumble

Trained Actions: Aerial Manoeuvre, Catfall, Kip Up, Nimble Crawl

ARREST A FALL

Action Reaction

Trigger You fall

Requirements You have a fly speed.

You twist and turn to slow your fall. The DC for this check is 25, but this may be altered due to favourable or non-favourable conditions.

Success You fall without taking damage.

Failure You fall normally.

BALANCE MOVEMENT

Action 1 AP

When faced with a narrow surface or uneven ground, you can use Acrobatics to navigate the terrain. You start this action while in an area that contains a narrow surface, uneven ground, or another similar feature. You are always flat-footed while on a narrow surface or uneven ground.

Critical You move up to your Speed.

Success You move up to your Speed, treating it as difficult terrain.

Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.

Fumble You fall and your turn ends.

HOVER

MOVEMENT

Action Free

Requirements You have a fly speed.

You can attempt to hover without expending an action. If you choose to not make a Fly check, you may expend 1 AP to hover in place.

Success You may hover in place as a Free Action.

Failure You must expend an action to hover as normal.

SQUEEZE

MOVEMENT

This action is reserved for exceptionally tight spaces where the passage is extremely narrow and restrictive. By twisting, bending, and compressing your body, you attempt to manoeuvre through a confined space. However, it's important to note that many tight spaces are considered difficult terrain, which means you can move through them more quickly and without the need for a specific check.

Critical You squeeze through the tight space at a speed of 10’ per round.

Success You squeeze through at a speed of 10’ per minute.

Partial You squeeze through at a speed of 5’ per minute.

Failure You fail to make any progress but may make another attempt in one minute.

Fumble You have wedged yourself into the tight space becoming stuck. While you’re stuck, you gain the immobilised condition to all actions except this one, which you may attempt again after 1 minute. You become unstuck if your subsequent check is a failure or greater but if you roll another fumble, you can no longer get free without assistance. A successful aid check (one that grants a bonus) from another creature allows you to make further checks to squeeze.

TUMBLE MOVEMENT

Action 1 AP

You take a Stride action as part of this action. During this movement, you can try to either move through an enemy’s threatened area or move through the space of one enemy without provoking a reaction. Attempt an Acrobatics check against the enemy’s Fortitude DC or Acrobatics DC (whichever is higher) as soon as you try to enter its space.

Critical You move through the enemy’s space, treating the squares in its space as normal movement. If you don’t have enough Speed to move all the way through its space, your movement ends but you do not trigger reactions.

Success You move through the enemy’s space, treating the squares in its space as difficult terrain. If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure.

Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.

Fumble As failure except you also fall prone.

The DC is increased by 2 if you are trying to move through the enemy’s space.

AERIAL MANOEUVRE

MOVEMENT

Action 1 AP

Requirements You have fly speed.

As you soar through the air, you attempt a challenging manoeuvre. You must make an Acrobatics check. The GM has the final say in determining which manoeuvres are feasible based on the situation and surroundings.

Success Your manoeuvre is successful.

Failure Your manoeuvre fails, and the GM determines what this means to you.

Fumble As failure but the consequences of your failure have repercussions.

CATFALL MOVEMENT

Action Reaction

You attempt to reduce the severity of a fall by twisting your body and landing in a precise manner. Make a DC 30 Acrobatics check.

Critical You reduce the fall by an amount of feet equal to your Acrobatics skill bonus x5. If this reduces the distance fallen to less than 10 feet, you take no damage and land your feet.

Success You reduce the fall by an amount of feet equal to your Acrobatics skill bonus x2. If this reduces the distance fallen to less than 10 feet, you take no damage and land your feet.

Partial You reduce the fall by an amount equal to Acrobatics skill bonus.

Failure You fall normally.

Fumble You twist in a bizarre fashion and overcomplicate the fall. The fall distance is doubled for damage purposes.

KIP UP

MOVEMENT

Action Free

You can attempt to stand up from prone without using an action or triggering a reaction. Make a DC 20 Acrobatics check.

Success You spring to your feet in a flash without triggering a reaction.

Failure You stand normally.

Fumble You freeze failing to move and wasting 1 AP.

NIMBLE CRAWL

MOVEMENT

Action 1 AP

Requirements You are prone and your Speed is at least 10 feet.

You attempt to Crawl incredibly swiftly. The speed of your crawl is based upon a DC 20 Acrobatics check.

Critical You move up to your Speed.

Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).

Failure You crawl normally.

Fumble You freeze failing to move.

ARCANA (Int) #

This skill represents your knowledge, understanding, and mastery of arcane and mystical arts. It encompasses your familiarity with spells, magical traditions, magical creatures, ancient artifacts, and the lore of the arcane world.

Untrained Actions: Recall Knowledge Trained Actions: Create, Identify Power, Learn a Spell, Research, Study Target, Transfer Runes

ARTISTRY (Int) #

You are skilled in the creative arts, following your aesthetic sensibilities to bring to life the wonders of your imagination. Like Crafting, an Artistry skill is focused on creating something. However, what it creates is not necessarily a physical object; it could be a pattern or blueprint for an item, or a better method for creating a type of item. Thus, an Artistry (musical composition) check could be used to create a new song, but the important act of creation is the song itself, not the paper on which it is written or even the performance. An artist is not necessarily a skilled performer, though she might be.

Untrained Actions: Recall Knowledge Trained Actions: Earn Income, Research

ARTISTRY SPECIALTIES

When you first develop this skill you must select one artistry specialty from the following list.

Specialty
Applicable Items
Choreography
Dance routines
Criticism
Evaluation & discussion of art
Literature
Writing literature & poetry
Musical Composition
Writing music and song
Philosophy
Theory and purpose
Playwriting
Writing plays and theatre

You may only make skill checks when using one of your specialties. You may learn additional specialties by selecting the Artistry Specialist Feat.

ATHLETICS (Str) #

Athletics represents your ability to perform tasks that require raw power, endurance, and physical exertion.

Untrained Actions: Force Open, High Jump, Long Jump Trained Actions: Swim

FORCE OPEN ATTACK

Action 1 AP

You attempt to force open a door window, container or something else deemed appropriate by the GM.

If you do not have an appropriate tool (such as a crowbar) to assist with the task, the checks difficulty is increased by one step.

Critical You successfully open the target and cause no damage to it.

Success You force open the target and unless it is particularly sturdy or durable it gains the broken condition (GM discretion).

Fumble You jam the target shut, increasing the difficulty on future attempts to Force it Open by one step. If the target is a container which holds particularly fragile items, some of those items may well be destroyed by your efforts (GM discretion).

HIGH JUMP MOVEMENT

Action 2 AP

You make a Stride action (minimum of 10’ moved) and then make a vertical leap. The DC of the check is equal to 4 per foot jumped.

If you didn’t Stride at least 10 feet, the DC of the jump is doubled. The DC may also be increased or decreased due to the situation, as determined by the GM.

Success You make the jump.

Failure You leap half the required distance.

Fumble You don’t leap at all, and instead you trip and fall forward 5 feet landing prone.

By increasing the difficulty of the jump check by 2 you may High Jump for 1 AP.

LONG JUMP MOVEMENT

Action 2 AP

You make a Stride action (minimum of 10’ moved) and then make a horizontal leap. The DC of the check is equal to the amount of feet that you are attempting to jump.

If you didn’t Stride at least 10 feet, the DC of the jump is doubled. The DC may also be increased or decreased due to the situation, as determined by the GM.

Success You make the jump.

Failure You leap half the required distance.

Critical Failure You don’t leap at all, and instead you trip and fall forward 5 feet landing prone.

By increasing the difficulty of the jump check by 2 you may Long Jump for 1 AP.

Be Aware, when determining the difficulty of a jump that is both vertical and horizontal, you add the difficulty modifiers together.

SWIM MOVEMENT

Action 1 AP

You attempt to move through a body of water or similar liquid. If the water is calm, you do not need to make a check (Routine) and may swim as if getting a success result. You may still may a check to attempt to swim faster.

If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.

Critical You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed.

Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed.

Fumble You make no progress, and if you’re holding your breath, you lose 1 round of air.

Be aware that the GM is unlikely to require a swim check for each action. The GM will use discretion as to how many checks are required when swimming.

CLIMBING (Dex) #

The climbing skill is used for anything from climbing ladders to scaling the sheer face of a cliff. It can also be used to stop yourself from falling when close to a ledge.

Untrained Actions: Climb

Trained Actions: Grab an Edge

CLIMB MOVEMENT

Action 1 AP

Requirements You have both hands free

When you need to traverse an incline, whether it's moving upwards, downwards, or horizontally, you may need to attempt a Climb check. The difficulty of the check is determined by the GM, taking into account factors such as the steepness of the incline and the environmental conditions that may affect your climbing ability. You are considered flat-footed while climbing unless you have a Climb speed.

Critical You move 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).

Success You move 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).

Partial You move 5 feet.

Failure You hang but do not move anywhere.

Fumble You fall. If you began the climb on stable ground, you fall and land prone.

By increasing the difficulty of the climb check by 2 you may Climb with one hand occupied.

By increasing the difficulty of the climb check by 2 you ignore the flat-footed condition whilst climbing.

Be aware that the GM is unlikely to require a climb check for each action. The GM will use discretion as to how many checks are required when climbing.

GRAB AN EDGE

MANIPULATE

Trigger You fall and have an edge within your reach. Action Reaction

Requirements You have two free hands or are holding an item which would allow you to halt a fall (such as pick or grappling hook).

You can attempt to stop your fall by grabbing hold of a ledge or some other appropriate surface (GM discretion). The difficulty for the check is usually that of the Climb difficulty.

Critical You grab the edge or handhold. You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.

Success You grab the edge or handhold. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter.

Fumble You continue to fall, bang your head and are Stunned 3.

CRAFTING (Int) #

You can use this skill to create, evaluate, understand, and repair mundane items and structures. Even if you’re untrained, you can Evaluate and Recall Knowledge.

Untrained Actions: Evaluate, Recall Knowledge Trained Actions: Create, Identify Alchemy, Repair, Research, Study Target

CRAFTING SPECIALTIES

When you first develop this skill, you must select one crafting specialty from the following list.

Crafting Skill
Applicable Items
Blacksmithing
Durable metal goods, including metal armour and weapons
Bookmaking
Books and paper
Cooking
Baking, brewing and meal prep,
Fletching
Bows, crossbows and their ammunition.
Glassmaking
Glass, including glassware and windows
Jeweller
Fine art, including jewellery
Leatherworking
Leather goods, including leather armour
Pottery
Ceramic goods
Shipbuilding
Ships and boats
Snares
Snares & Traps
Stonemasonry
Stone goods and structures
Tailoring
Clothing
Weaving
Textiles, baskets, and rugs

You may only make trained skill checks when using one of your specialties. You may learn additional specialties by selecting the Specialist Crafter feat.

EVALUATE

You spend some time determining the value of an item. You choose the amount of time you wish to spend evaluating the item and apply the following modifiers; 10 minutes (+0), 1 minute (-2), 1 round (-5), 1 AP (-10). If your attempt is interrupted, you must start over. The GM sets the difficulty of your check.

Critical You learn the exact value of the item and if it has magical properties (although not what those properties are).

Success You determine the exact value of the item and its resell value.

Failure You fail to determine the value of the item.

Fumble You evaluate the item incorrectly with the price being wildly inaccurate, subject to GM discretion.

You can also use this check to determine the most valuable item visible in a treasure hoard.

IDENTIFY ALCHEMY CONCENTRATE

Requirements Craft Alchemy feat, you have alchemist’s tools.

You can spend 10 minutes identifying the nature of an alchemical as long as you have alchemist tools. If your attempt is interrupted in any way, you must start over.

Success You identify the item and the means of activating it.

Failure You fail to identify the item but can try again.

Fumble You misidentify the item as another item of the GM’s choice.

REPAIR MANIPULATE

Requirements You have a repair kit.

You can attempt to fix a damaged item. This action requires you to spend 10 minutes dedicated to fixing the item, placing it on a stable surface, and using a repair kit with both hands.

The GM determines the difficulty of the repair, which is usually equal to the DC required to create the item.

Be aware that you cannot Repair a destroyed item.

Critical You restore 2 Hit Points per rank in the crafting skill.

Success You restore 1 Hit Point per rank in the crafting skill.

Fumble You deal 2d6 damage to the item. Ignore the item’s Hardness.

By increasing the difficulty of the check by 2 you can repair the item in 1 minute.

By increasing the difficulty of the check by 5 you can repair the item in 1 round.

CULTURE (Int) #

This skill represents your knowledge, understanding, and proficiency in the customs, traditions, and practices of various humanoid cultures. It encompasses your familiarity with different societies, their beliefs, values, and social structures.

Untrained Actions: Recall Knowledge, Subsist Trained Actions: Research, Study Target

DECEPTION (Cha) #

You can dupe those around you by lying, disguising yourself and other forms of subterfuge.

Untrained Actions: Aggravate, Bluff, Create a Diversion Trained Actions: Disguise, Feint

AGGRAVATE CONCENTRATION MANIPULATE

Action 2 AP

You can draw the attention of an enemy and force them to focus their attacks upon you. This action will have either the Auditory or Visual trait depending upon how you cause the aggravation. You make an opposed check against either your targets Sense Motive or Will DC (whichever is higher).

Critical The target is infuriated by your insults and will attack you and only you for the remainder of the encounter.

Success As critical above, but the target may make a Will Saving throw at the beginning of each turn to act normally.

Failure The target behaves normally.

Fumble As critical above, accept the target can choose to not attack if you they wish. If they choose to attack you, all attacks are made with a +4-circumstance bonus and the difficulty for you to resist their spells is increased by the same amount.

BLUFF AUDITORY CONCENTRATE LINGUISTIC MENTAL

You attempt to convince those around you that a falsehood is in fact true. You must spend a minimum of 1 round to do this but the amount of time is gauged by how long you spend upon the lie. You make a Deception check and compare it against the Sense Motive DC of every creature who can hear you. Based upon the nature of the lie, the GM might apply a circumstance penalty to the check. Furthermore, a target may make a Sense Motive check against your Deception DC at a later date if they are given reason to disbelieve your lie (GM discretion).

Critical The target believes your lie and suffers a -4-circumstance penalty to any future attempts to disbelieve it (within reason).

Success The target believes your lie.

Fumble The target doesn’t believe your lie and gains a +4-circumstance bonus against future attempts from you to Bluff them. This bonus is removed if your ever get a critical result against them with a future bluff.

CREATE A DIVERSION MENTAL

Action 1 AP

By employing a clever gesture, a well-executed trick, or employing distracting words, you create a diversion that effectively redirects the attention of creatures. With a single action, you can draw their gaze away from a particular point or individual, shifting their focus to something else entirely. If you use a gesture or trick, this action gains the manipulate trait. If you use distracting words, it gains the auditory and linguistic traits.

Attempt a Deception check and compare it to the Perception DC of the creatures whose attention you're trying to divert. Whether or not you succeed, you take a -4-circumstance penalty to attempt this against the target again for 1 minute.

Success You become hidden to each creature you succeed against. This lasts until the end of your turn or until you do anything except Step or use the Hide or the Sneak action of the Stealth skill. If you Strike a creature, the creature remains flat-footed against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise.

Failure You fail to divert the creature.

DISGUISE CONCENTRATION MANIPULATE

You change your appearance to that of someone else. Building a disguise takes 10 minutes and requires a disguise kit, but a simpler, quicker disguise might do the job if you’re not trying to imitate a specific individual (GM discretion).

If you directly interact with someone who has any reason to doubt your disguise (GM discretion), they may make a Pierce Disguise (Sense Motive) check against your Deception DC with the following results:

Critical Despite your best efforts, the target can see through your ruse and can discern your true identity if it has prior knowledge of you without the disguise.

Success The creature can tell that you are not who you claim you are.

Failure The target believes your disguise and has no reason to doubt your identity. You might have to make a new check if your circumstances or behaviour change.

FEINT MENTAL

Action 1 AP

Requirements You are within melee range of the target.

You twist and turn in such a way to as to conceal the true nature of your attacks. You attempt a Hard (DC +2) Deception check against your targets level DC. Your opponent may choose to use their Sense Motive DC, if higher.

Critical The target is left reeling by your unorthodox manoeuvres and becomes flat-footed against your melee attacks until the end of your next turn.

Success Your target is thrown for a moment but quickly recovers leaving them flat-footed against the next melee attack that you make against them before the end of your current turn.

Fumble What a calamity, if you are going to try this kind of stuff, take some lessons. You are flat-footed against the target’s melee attacks until the end of your next turn.

DIPLOMACY (Cha) #

Through your adept negotiation skills and the art of flattery, you possess the ability to sway the attitudes of others.

Untrained Actions: Encourage, Gather Information, Make an Impression, Request Trained Actions: Barter, Command, Rally

ENCOURAGE AUDITORY CONCENTRATE EMOTION LINGUISTIC

Action 1 AP

You shout encouraging words to an ally within 30 feet, helping them recover from a mental effect. Attempt an Easy (+2) Diplomacy check. The ally is temporarily immune to your attempts to encourage for the next hour.

Critical The target may as a free action, immediately make a new saving throw to shrug off a mental effect with a +2-circumstance bonus.

Success The target may as a free action, immediately make a new saving throw to shrug off a mental effect.

GATHER INFORMATION SECRET

You canvass the local populace in an attempt to learn about a specific individual or topic chosen before you make your check. The amount of time this check takes is usually at least 1 hour but may take longer depending on the size of the canvassed area and other factors. The GM determines the difficulty of the check, along with any modifiers that may be applied (population, size of the settlement, bribes etc).

Critical You learn pretty much every applicable piece of information you can, based upon what is known by the local populace.

Success You gather several key pieces of information about the individual or topic.

Fumble You gather false information about the subject matter.

MAKE AN IMPRESSION AUDITORY LINGUISTIC MENTAL

With a reasonable amount of conversation, you engage the target in conversation in an attempt to impress upon them your best intentions.

As the conversation comes to an end, make a Diplomacy check against the Will DC of one target (the GM may modify this check based upon current circumstances).

Critical The target’s attitude toward you improves by two steps.

Success The target’s attitude toward you improves by one step.

Partial You may immediately roll again treating another partial as a failure.

Failure The target’s attitude toward you decreases by one step.

Fumble The target’s attitude toward you decreases by two steps.

REQUEST AUDITORY CONCENTRATE LINGUISTIC MENTAL

Action 1 AP

You may ask for the assistance of one NPC whose attitude is either friendly or helpful. The GM will determine the DC based upon what is asked of the NPC.

Critical The NPC agrees to your request wholeheartedly.

Success The NPC agrees to your request, but they might expect/request some kind of reward or amendments to the request.

Partial The NPC agrees to your request but has a proposal of their own which you must accept to make this a success.

Failure The NPC refuses the request, though they might offer an alternative which is more beneficial to them.

Fumble The NPC’s attitude toward you decreases by one step as they refuse your request.

BARTER AUDITORY LINGUISTIC MENTAL

You may use this action when dealing with any NPC to negotiate a better trade deal, whether buying or selling. This includes attempting to sell an item for more than the standard 20% resale value or purchasing an item for less than its listed price.

The time required varies by situation, but this action generally takes a minimum of one minute. The check uses a level-based DC (equal to the trader’s level) or the trader’s Diplomacy DC, whichever is higher.

The GM may apply modifiers based on the context, such as the trader's interest, local supply and demand, recent events, or your reputation.

If Selling an Item

Critical The trader is in real need of the item that you are selling and will purchase it from you for a price equal to 40% plus your diplomacy skill ranks of its original price.

Success The trader is happy to give you a good price for the item and will purchase the item for 20% plus your diplomacy skill ranks of its original price.

Partial The trader is only willing to buy the item at the normal 20%.

Failure The trader has an abundance of the item and will only offer you 10% of the original price.

Fumble Offended by your negotiation, the trader refuses to deal with you and may bar you from the shop.

If Purchasing an Item

Critical The trader sees you as a valuable customer or is eager to offload stock, you pay your diplomacy skill ranks +10% less than the listed price.

Success Your charm or reasoning pays off, you pay 10% less than the listed price.

Partial The trader appreciates the conversation but stands firm—you pay the listed price.

Failure The trader sees you as difficult or needy—you pay 10% more than the listed price.

Fumble The trader is insulted by your haggling and either refuses the sale or demands 20% more.

COMMAND AUDITORY CONCENTRATE EMOTION LINGUISTIC

Action 1 AP

You shout a command at an allied NPC. Attempt a Diplomacy check, comparing it to the Will DC of the target.

Critical The target carries out your command to the best of their ability until your request is completed or 1-minute passes, whichever comes first.

Success The target carries out your command to the best of their ability until the end of their next turn.

Failure The target ignores you and is immune to your commands for 10 minutes.

Fumble The target is enraged by your command and will attempt to do the opposite (GM discretion).

By increasing the difficulty of the check by 2 you can double the amount of targets. Each time you increase the difficulty in this way, the amount of targets is doubled again.

RALLY AUDITORY CONCENTRATE EMOTION LINGUISTIC

Action 2 AP

You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour.

Critical Reduce the creature's frightened value by 2.

Success Reduce the creature's frightened value by 1.

By increasing the difficulty of the check by 2 you can double the size of the emanation. Each time you increase the difficulty in this way, the size of the emanation is doubled again.

By increasing the difficulty of the check by 4 you reduce the AP cost by 1.

CHANGING ATTTUDES

In the TRG system, the interactions you have with non-player characters (NPCs) are governed by a system of attitudes. These attitudes serve as a concise summary of how NPCs perceive and respond to your character. They provide a starting point for understanding the initial disposition of the NPCs you encounter.

The attitudes are a useful tool for both players and GMs to gauge the general sentiment of NPCs towards your character. They range from hostile to helpful, with several degrees in between. It is important to note however, that these attitudes are not exhaustive and don't capture the full complexity of an NPC's personality or motivations.

The GM, as the arbiter of the game world, will provide additional depth and nuance to the attitudes based on the specific history, beliefs, and context of the NPCs. This ensures that the interactions feel organic and realistic, taking into account the intricacies of the story and the unique traits of the characters involved.

Furthermore, attitudes are not static and can change over time as the narrative unfolds. Your actions, choices, and words can influence an NPC's attitude, either positively or negatively, as they respond to your behaviour and the events that transpire.

Hostile: The NPC will actively take risks to harm you.

Unfriendly: The NPC Dislikes you, will not help you and wishes you ill.

Indifferent: The NPC doesn't care about you either way. (The default starting attitude for most NPC’s.)

Friendly: The NPC has a good attitude toward you and wishes you well, they won't necessarily stick their neck out to help you.

Helpful: The NPC will take risks to help you.

HANDLE ANIMAL (Wis) #

You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them. This skill also encompasses your ability to ride animals and other creatures.

Untrained Actions: Mount

Trained Actions: Command Animal, Express Rider, Guide with Knees, Stay in Saddle, Train Animal

MOUNT/DISMOUNT

MOVEMENT

Action 1 AP

Requirements You are adjacent to a willing mount.

You mount the creature and may ride it. You can also use this action to dismount if you are already mounted. This places you adjacent to the mount.

COMMAND AN ANIMAL AUDITORY CONCENTRATE

Action 1 AP

You command an animal to follow a course of action. Attempt a Handle Animal check against the animal’s Will DC. Based upon the nature of the command and the animals’ disposition towards you, the GM may apply a modifier.

This check automatically fails if the animal is hostile or unfriendly towards you. If the animal is helpful towards you, increase your degree of success by one step.

Critical The animal does as you command for the next minute.

Success The animal does as you command on its next turn.

Partial You may immediately expend another AP to treat this check as a success, otherwise treat as a failure.

Failure The animal is hesitant or resistant, and it does nothing.

Fumble The animal ignores you and takes a completely different action (GM discretion).

Commanded Animals

When issuing commands to an animal, it's important to recognize that they are independent creatures with limited intelligence. Unlike beings with higher cognitive abilities, animals have a more basic understanding of language and can comprehend only the simplest instructions.

While you can communicate with your animal companion or a trained creature, the level of complexity in their actions is restricted. For example, you can instruct your animal to move to a specific area, but you cannot provide a detailed path for it to follow. Similarly, you can command it to attack a certain creature, but you cannot specify the manner of its attack or ask it to make nonlethal strikes.

The specifics of how the animal carries out your command are determined by the GM.

The animal carries out your command as soon as it can, usually as its first action on its next turn. If you successfully commanded it multiple times, it does what you said in order. It forgets all commands beyond what it can accomplish on its turn. If multiple people command the same animal, the GM determines how the animal reacts. The GM might also increase the difficulty of the check if someone has already tried to Command the Animal that round.

You may increase the DC by 5 before rolling in an attempt carry out this action for 0 AP.

EXPRESS RIDER

MOVEMENT

You can get greater speed out of your mount, increasing its daily travel speed. Make a handle Animal check with the difficulty determined by the GM with the following results:

Critical Increase your mounts travel speed by 50%.

Success Increase your mounts travel speed by 20%.

GUIDE WITH KNEES CONCENTRATE MOVEMENT OPEN

Action Free (0 AP)

You can guide your mount with your knees so you can use both hands in combat.

Make your Ride check at the start of your turn.

Success You can us both hands this turn.

Partial You can us both hands this turn but any 2 handed actions suffer a -2-circumstance penalty.

Failure You can only use one hand this turn.

Fumble You fall out of the saddle and fall prone.

STAY IN SADDLE MOVEMENT

Action Reaction

You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage.

Success You stay in the saddle.

Failure You fall out of the saddle.

Fumble You fall out of the saddle take a Light Bludgeoning critical.

TRAIN ANIMAL MANIPULATE

You can teach an animal to perform a specific action. This action can either be one of the basic actions that most animals will already know (see below), or a new basic action.

The difficulty of the check and the amount of time required (usually about 1 week) are determined by the GM.

Critical The animal takes to the action quickly, learning on 2-3 days (GM discretion). If the animal already knew the action, you can Command the Animal to take that action without attempting a handle Animal check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still make a check.

Success As critical but it takes the animal 1 week to learn the action.

Failure The animal doesn’t learn the trick.

BASIC ANIMAL ACTIONS

Animals have limited intelligence and therefore will only know a limited amount of actions. These actions are as follows:

Awareness (Perception), Drop Prone, Jump (Athletics), Stand, Stride and Strike.

It is possible for an animal to use other action based upon circumstances, but these cannot be commanded unless trained.

INTIMIDATE (Cha) #

This Skill represents the ability to browbeat, coerce, and terrorize other people, through subtle threats or vulgar displays of power. In combat, characters can use this Skill to attempt to shift their opponent’s current disposition.

Untrained Actions: Aggravate, Coerce, Demoralise

AGGRAVATE CONCENTRATION MANIPULATE

Action 2 AP

You can draw the attention of an enemy and force them to focus their attacks upon you. This action will have either the Auditory or Visual trait depending upon how you cause the aggravation. You make an opposed check against either your targets Sense Motive or Will DC (whichever is higher).

Critical The target is infuriated by your insults and will attack you and only you for the remainder of the encounter.

Success As critical above, but the target may make a Will Saving throw at the beginning of each turn to act normally.

Partial The target will use their next action to attack you if you are within range of their attacks.

Failure The target behaves normally.

Fumble As critical above, accept the target can choose to not attack if you they wish. If they choose to attack you, all attacks are made with a +4-circumstance bonus and the difficulty for you to resist their spells is increased by the same amount.

DEMORALISE AUDITORY CONCENTRATE EMOTION FEAR MENTAL

Action 1 AP

You shout and taunt to provoke a reaction that disrupts your targets focus and potentially hampers their effectiveness in combat. Choose one target within 30 feet who you are aware of. You make an Intimidate check against that target's Will DC.

The difficulty of this check is increased by one step if you speak in a language that the target doesn’t understand. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

Critical The target becomes frightened 2.

Success The target becomes frightened 1.

By increasing the difficulty of the check by 2 you may demoralise an additional target. Each time you increase the difficulty in this way, another target is affected.

COERCE AUDITORY CONCENTRATE LINGUISTIC MENTAL

Subtlety is beyond you but threatening a target to get them to do what you want is more suited to your style.

After spending a reasonable amount of time in conversation with a target (at least 1 minute) you can see and that can either see or sense you, make an opposed Intimidate check against the target's Will DC, modified by any circumstances the GM determines.

Critical You get the information that you need from the target and they agree to follow your suggestions as long as they are not placed in direct harm. The target will comply with your request as long as you are still in close proximity but will become unfriendly (if they weren't already unfriendly or hostile) after about a day. It is unlikely however that they will attack you or cause you harm due to the fear that you have instilled into them (well for now at least).

Success As critical success, but once the target becomes unfriendly, they may decide to retaliate indirectly (report you to the authorities or help your enemies in some way).

Partial The target doesn’t do what you say.

Failure The target doesn’t do what you say, and their attitude towards you drops by one step.

Fumble The target doesn’t do what you say, and their attitude towards you drops by two steps. Furthermore, they are immune to further attempts by you to Intimidate them for at least 1 week.

By increasing the difficulty of the check by 2 you may demoralise an additional target. Each time you increase the difficulty in this way, another target is affected.

LINGUISTICS (Int) #

As a master of language, you possess a remarkable skill set that encompasses both spoken and written communication. Your linguistic abilities extend far beyond the confines of your native tongue, granting you the power to understand and communicate in multiple languages. Whether it be the elegant elven language, the guttural speech of orcs, or the ancient script of forgotten civilizations, you possess a deep understanding of various tongues.

Untrained Actions: Recall Knowledge Trained Actions: Create Forgery, Decipher Writing, Discern Secret Message, Research

CREATE FORGERY SECRET

You skilfully create deceptive documents, meticulously recreating their authenticity over a span of days or weeks. To produce a convincing forgery, you must possess the appropriate materials for writing. When engaging in the act of forgery, the GM makes a Secret Linguistics check to determine the outcome. If your attempt proves successful, the forged document is of such high quality that casual observers remain oblivious to its deceit. Only those who thoroughly scrutinize the document and make a deliberate effort to discern its veracity by performing a Sense Motive or Linguistics check against your Linguistics DC possess a chance of uncovering the ruse.

Success The observer does not detect the forgery.

Failure The observer knows your document is a forgery.

Be aware that observer who was fooled with a casual glance can still potentially examine the forgery at a later date if their suspicions become aroused.

DECIPHER WRITING CONCENTRATE SECRET

You attempt to interpret obscure or ancient text, crack a cipher or decode a hidden message. This takes 1 minute per page of text but may take longer based upon the nature of the text that you are deciphering (GM discretion).

The difficulty of the check is determined by the GM based on content and complexity of the text. If the text is in an unfamiliar language (one that you do not know), the GM will apply modifiers to the DC.

Critical You decipher and understand the full content of the text.

Success You understand the meaning of the text but will not be able to translate it word for word.

Partial You nearly have it, you may make the check again at +2 (after expending the same amount of time again).

Failure You can’t understand the text and take a –2 circumstance penalty to further checks to decipher it.

Fumble You mis-interpret the text.

DISCERN SECRET MESSAGE CONCENTRATE SECRET

Action 1 AP

If you overhear or otherwise intercept a secret message, you can attempt to learn its true meaning. Your check is compared to the Deception DC of the creature passing the secret message.

Success You learn the information contained in the secret message.

Failure You don’t detect any hidden meaning in the message

Fumble You detect false information from the message.

MEDICINE (Wis) #

You have knowledge of the biology of many species and can treat several different types of wounds and ailments.

Untrained Actions: First Aid, Recall Knowledge, Resuscitation

Trained Actions: Research, Treat Disease, Treat Toxin, Treat Wounds

FIRST AID FLOURISH MANIPULATE

Action 3 AP

Requirements You have a hand free.

You perform first aid on an adjacent creature that is bleeding. The difficulty of the check is determined by the amount that the target is bleeding.

Bleeding Severity
DC
Light (1-4 Hits)
20
Moderate (5-8 Hits)
25
Severe (9-12 Hits)
30
Dire (13+ Hits)
40

Critical You reduce the bleeding by 3.

Success You reduce the bleeding by 2.

Partial You reduce the bleeding by 1.

Fumble You increase the amount of bleed damage by 1.

By increasing the difficulty of the check by 4 you may reduce the AP cost of this action by 1 (min 1 AP).

RESUSCITATION FLOURISH MANIPULATE

Action 3 AP

Requirements You have a hand free.

You give medical assistance to an adjacent creature who has the Dying condition. This a Hard (+2) Level (targets) based DC.

Heroic You reduce the targets Dying condition by 3.

Critical You reduce the targets Dying condition by 2.

Success You reduce the targets Dying condition by 1.

Fumble You increase the targets Dying condition by 1.

Blunder Oops, perhaps they were already dead. You increase the targets Dying condition by 2.

By increasing the difficulty of the check by one step you may reduce the AP cost of this action by 1 (min 1 AP).

TREAT DISEASE MANIPULATE

Requirements You are using healer’s tools or have other appropriate medical equipment.

After spending 8 hours caring for a diseased creature, make an opposed Medicine check against the disease’s save DC. After you attempt to Treat a Disease for a creature, you can’t try again until after that creature’s next save against the disease.

Critical You grant the creature a +4 circumstance bonus to its next saving throw against the disease.

Success You grant the creature a +2 circumstance bonus to its next saving throw against the disease.

Partial You grant the creature a +1 circumstance bonus to its next saving throw against the disease.

Fumble Your efforts cause the creature to take a –2 circumstance penalty to its next save against the disease.

TREAT INJURY HEALING MANIPULATE

Requirements You are using healer’s tools or have other appropriate medical equipment.

You spend at least 8 hours caring for a living creature with an Injury of at least Light Severity.

Critical You quarter the healing times required for the injury.

Success You halve the healing times required for the injury.

Partial The injury is classed as being treated and will reduce in severity in its natural timeframe.

Fumble The Injury increases in severity by one step. If the Injury was already Crippling then the target must make a Fortitude Saving Throw against their own attack level or die.

TREAT TOXIN MANIPULATE

Requirements You are using healer’s tools or have other appropriate medical equipment.

You spend at least 1 minute treating a patient to prevent the spread of poison. Make an opposed Medicine check against the poison’s save DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison.

Critical You grant the creature a +4 circumstance bonus to its next saving throw against the poison.

Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison.

Fumble Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.

TREAT WOUNDS HEALING MANIPULATE

Requirements You are using healer’s tools or have other appropriate medical equipment.

You spend 10 uninterrupted minutes mending minor bruising and scratches on one target. This target is then temporarily immune to Treat Wounds actions for 1 hour.

This check has a DC of 20 but may be modified based upon circumstances (GM discretion).

The result of your Medicine check determines how many Hit Points the target regains.

Critical The target regains 20 Hit Points.

Success The target regains 10 Hit Points.

Partial The target regains 5 Hit Points.

Fumble The target takes 10 damage and is now immune to your attempts to treat wounds until your next daily preparation.

You may increase the DC before rolling in an attempt to heal more hit point damage. For every 1 that you increase the DC, you may heal an additional 1 hit points (max of +20, doubled on a critical).

You may also increase the DC before rolling in an attempt to heal additional targets. For every 5 that you increase the DC you may heal an additional target.

MEDITATION (Wis) #

You can meditate to focus your mind and body to gain awareness of a specific subject or heal yourself.

Trained Actions: Cleansing Trance, Clear Mind, Healing Trance, Power Recovery

CLEANSING TRANCE BONUS CONCENTRATE HEALING MENTAL

After meditating for 1 hour, you attempt to cure one poison or disease afflicting you. You may make a new saving throw against the effect, applying the bonus result from the Bonus Check Table.

CLEAR MIND BONUS CONCENTRATE MENTAL

After meditating for an appropriate time (usually at least one hour) on a task, you can make a skill check and apply the bonus result from the Bonus Check Table.

HEALING TRANCE CONCENTRATE HEALING MENTAL

After meditating for one hour, you heal yourself of physical damage. You cannot then use Healing Trance for 1 hour. You make an Easy (DC +2) level-based skill check. The result of your Meditation check determines the outcome.

Critical You triple the amount of hit points regained naturally.

Success You double the amount of hit points regained naturally.

POWER RECOVERY CONCENTRATE MENTAL

You may attempt to increase the amount of power points you regain whilst resting. After each hour of rest, you may make a Medium (DC +0) level-based check with the following results:

Heroic You regain an additional 2 PP per caster level.

Critical You regain an additional PP per caster level.

Success You regain an additional PP per two caster levels (round up).

Partial You regain an additional 1 PP.

MENTAL FOCUS (Wis) #

You have trained your mind to overcome minor injuries, mental interruption and to quickly adapt to your surroundings.

With some additional training, you can also learn to focus your rage into a destructive frenzy, turning you into an unpredictable killing machine.

Untrained Actions: Spatial Awareness Trained Actions: Invoke Rage, Pain Tolerance, Revoke Rage, Spell Concentration, Stunned Manoeuvre

SPATIAL AWARENESS CONCENTRATE MENTAL

Action Free

There are a number of circumstances where you need to regain your bearings (such as being teleported). When such a situation arises, the GM will ask for this check (DC is level based).

Success You may act normally.

Failure You immediately lose 1 AP. If you have no AP remaining then you gain Stunned 1.

Fumble You immediately lose 2 AP. If you have no AP remaining then you gain Stunned 2.

INVOKE RAGE CONCENTRATE EMOTION MENTAL RAGE

Action varies

Requirements You have the Frenzy feat; you aren’t fatigued or raging.

You laugh uncontrollably, bite your shield, or gnash your teeth as your eyes roll uncontrollably with a look of madness. Make a level-based check:

Heroic It takes you 1 action to rage.

Critical It takes you 2 actions to rage.

Success It takes you 3 actions to rage.

Failure You fail to rage after using 3 actions but may roll again next round.

Fumble You froth and growl for 3 actions, your blood vessels bulging in the side of your head and then you see red. You rage but cannot discern friend from foe for the duration. You gain the confused condition, and your rage does not end until the condition does. In addition, taking hit point damage does not end your rage or the confused state but characters using skills such as diplomacy may grant you an aid bonus to your flat check.

Whilst raging you apply the following:

You cannot Fight Defensively, use the Full Defend action or use any kind of defensive reaction.

You gain a bonus equal to your class bonus -1 to Strength and Constitution.

You can't use actions with the concentrate trait unless they also have the rage trait.

You may still use strike actions when stunned.

You gain a bonus equal to your class bonus -1 to all saving throws made against mental spells and effects.

Your rage last until you end it using a Revoke Rage action (see below) or after 1 minute.

You may choose to extend your rage for a further minute by making an additional Mental Focus check. The difficulty of this check increases by one step each time.

PAIN TOLERANCE CONCENTRATE FLOURISH MENTAL

Action Free

You grit your teeth and push the pain that you are experiencing to the back of your mind for a period of time base upon a DC 20 skill check.

Critical You ignore up to 1 point of the dazed, injured or weakened condition until the end of your next turn.

Success You ignore up to 1 point of the dazed, injured or weakened condition until the end of your current turn.

Fumble You simply cannot push through the pain and are immune to this check for 1 hour.

You may increase the DC before rolling in an attempt to ignore more pain. For every 4 that you increase the DC, you may ignore an additional point of the injured condition.

REFOCUS

CONCENTRATE MENTAL

Action 1 AP

You steel your mind and centre your will, attempting to restore an ability with the Focus trait. You make a level-based check with the following results

Critical You instantly regain the use of the ability and may use it again immediately (AP dependant).

Success You regain the use of the ability and may use it again at the beginning of your next turn.

Partial You fail to regain the ability but may attempt this action again next turn.

Failure You fail to regain the ability and must wait 1 minute before using it can be used again.

Fumble You fail to regain the ability and must wait 10 minutes before it can be used again.

Blunder As fumble, but your mind also backlashes; you take 1d4 mental damage per level (basic Will).

REVOKE RAGE CONCENTRATE EMOTION MENTAL RAGE

Action varies

Requirements You have the Frenzy feat, you are raging.

You focus your inner anger and release your primal energy ending your rage state. Make a level based Mental Focus check to end your rage with a difficulty based upon your original Invoke Rage Result.

Use the following results:

Critical It takes you 1 actions to end your rage.

Success It takes you 2 actions to end your rage.

Partial It takes you 3 actions to end your rage.

Failure You fail to end your rage after using 3 actions but may roll again next round.

Fumble You fail to end your rage after using 3 actions and must continue to rage for the full minute. When your rage ends, you are fatigued 2.

When you eventually come out of Rage, you are fatigued 1 for 1 hour.

STUNNED MANOEUVRE CONCENTRATE MENTAL

Action Reaction manoeuvre

You can ignore effects that stun you by sheer power of will. When you are subjected to an effect that gives you the Stunned condition you may attempt to lower the amount of stun that you take. The DC of the check is based upon the level of the creature or effect that delivered the stun with a Very Hard (+5 DC) difficulty.

Critical You ignore the stun completely.

Success You reduce the stun taken by half (round up).

Fumble You increase the stun taken by 1

NATURE (Wis) #

You know a great deal about the natural world, including animals, fey and various beasts. You also have an understanding of herbs and other natural concoctions, as well as knowledge of all things related to Verdant magic. Even if you’re untrained in Nature, you can use it to Recall Knowledge.

Untrained Actions: Recall Knowledge Trained Actions: Create, Identify Power, Learn a Spell, Research, Study Target, Transfer Runes

OCCULTISM (Int) #

This skill represents your knowledge, understanding, and mastery of ancient philosophy and obscure creatures such as aberrations. It encompasses your familiarity with ethereal magic and all things spiritual.

Untrained Actions: Recall Knowledge Trained Actions: Create, Identify Power, Learn a Spell, Research, Study Target, Transfer Runes

PERCEPTION (Wis) #

You can use all of your senses (hearing, taste, touch, sight, and smell) to notice danger, pick out fine details, and search for hidden objects or creatures.

Untrained Actions: Awareness, Search, Time Sense

AWARENESS CONCENTRATE

Action Free

Awareness allows you to remain keenly aware of your surroundings, enabling you to notice significant occurrences. It is the fundamental purpose of the Perception skill, serving a multitude of purposes as determined by the GM. Whether you strive to act swiftly in a surprise round, catch a glimpse of something vital from your peripheral vision, or uncover the presence of concealed beings nearby, an Awareness check proves invaluable. Notably, Awareness does not require taking a specific action, though you must maintain consciousness and possess functional senses to do so.

The difficulties for an Awareness check to notice things are determined by the GM based on the circumstances.

SEARCH CONCENTRATE

Action 1 AP

Using the Search action allows you to focus your attention on locating specific objects or beings, such as revealing an invisible creature that has made its presence known or uncovering a hidden creature within the vicinity. Additionally, you can dedicate time to meticulously examine an area for concealed traps, perils, or any intriguing items that might be cleverly concealed or elude immediate notice. This comprehensive search usually takes around 1 minute to investigate an area no larger than 20 feet by 20 feet (or smaller if the GM deems it cluttered or intricate).

TIME SENSE CONCENTRATE

Action Varies

You attune your senses to the subtle passage of time, gauging how much has passed or detecting irregularities in its flow. This can involve noticing changes in ambient light, bodily rhythms, or environmental cues. In some cases, you might detect temporal anomalies caused by magic, unnatural forces, or planar shifts. The GM sets the DC based on the complexity of the situation or anomaly.

Critical You pinpoint the exact amount of time that has passed and detect even the subtlest irregularities, including hidden magical time effects or shifts in chronology.

Success You accurately estimate the passage of time or confirm that time is behaving normally.

Fumble Your internal sense of time is completely off, possibly causing you to misjudge an event’s timing or miss signs of a temporal disturbance.

This action may be taken passively or actively, depending on the situation.

Spending more time observing your surroundings can improve your accuracy (GM discretion).

You might be asked to roll Time Sense when emerging from unconsciousness, navigating a timeless space, or evaluating whether a teleportation effect displaced you in time.

PERFORM (Cha) #

The specialties in this skill allow you to perform to an audience with dance, song and tale. You are skilled at one form of entertainment, from singing to acting to playing an instrument.

PERFORM SPECIALTIES

When you first develop this skill, you must select one perform specialty from the following list.

Skill
Example
Acting
Comedy, drama, pantomime
Comedy
Buffoonery, limericks, joke-telling
Dancing
Ballet, waltz, jig
Keyboard
Harpsichord, piano, organ
Percussion
Bells, chimes, drums
Stringed Instruments
Fiddle, harp, lute, mandolin
Wind Instruments
Flute, pan pipes, trumpet
Singing
Ballad, chant, melody
Tales
Epic, storytelling

You are skilled in the art of performance, utilizing your talents to captivate and entertain audiences, whether it be to awe a crowd or earn a livelihood. You may learn additional specialties by selecting the Perform Specialist Feat.

Untrained Actions: Entertain Trained Actions: Earn Income

ENTERTAIN

Action 1 AP or more

When delivering a short performance such as a song, dance, or a series of jokes, you can use the Entertain action. This action is ideal for swiftly demonstrating your talent or leaving a strong impression. While a brief performance may not have an immediate effect, it could influence the difficulty of future Diplomacy checks or potentially alter the attitudes of those who witnessed it (GM discretion).

Critical Your performance leaves a lasting impression on the observers, ensuring that they will share stories and tales of your exceptional ability with others.

Success You demonstrate your skill and talent, earning the genuine appreciation of the observers who recognize and admire the high quality of your performance.

Failure Your performance is a bit naff and instantly forgettable.

Critical Failure What was that, if your audience has things to throw at you I suspect that they will.

PLANES (Int) #

This skill represents your knowledge and understanding of anything related to another plane of existence. This includes knowledge of the planes as well as creatures which originate from planes other the prime plane.

Untrained Actions: Recall Knowledge, Subsist Trained Actions: Research, Study Target

POWER MANIPULATION (Int) #

Requirements Adept

You are able to attune your senses to the finer points of magic around you, noticing subtle differences in its weave and even manipulating it. Power manipulation skills are unique in that they require the use of Power Points to work.

Trained Actions: Dispel, Recharge Item, Sense Power, Sigil, Spell Concentration

DISPEL CONCENTRATE MANIPULATE WARDING

Action 2 AP; Range 120 feet.

Target one spell or effect which you are aware of

You unravel the magic behind a spell or effect. You expend an amount of PP up to the maximum that you can use to cast a spell and then make the check (which classes as a counteract check) against the target magical item or effect with the following results.

Critical You dispel the effect and only expend half the PP.

Success You dispel the effect and expend the PP.

Partial You fail to dispel the effect but only expend half the PP.

Failure You fail to dispel the effect and expend the PP.

Fumble You fail to dispel the effect, expend the PP and trigger a resonance event (see chapter 9).

If you successfully counteract a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail.

RECHARGE ITEM ALTERATION CONCENTRATE

Requirements You have the spells that are contained within the item on your spell list.

Action 10 minutes; PP Cost 2

You concentrate on a charged magical item that you have invested and attempt to increase its natural recharging capability.

You spend 10 minutes holding the item and chanting and then make a skill check with the DC based upon the level and rarity of the item. Once you have used this skill successfully, the charged item becomes temporarily immune until your next daily preparation.

Heroic: You accelerate the natural charging process of the item, and it regains an additional 1 PP per caster level.

Critical You accelerate the natural charging process of the item, and it regains an additional 1 PP per 2 caster levels (round up).

Success You accelerate the natural charging process of the item, and it regains an additional 1 PP per 4 caster levels (round up).

Partial The item is resistant to your efforts; you may continue for another ten minutes and attempt the check again or treat as failure below.

Failure The item is resistant to your efforts, and you fail to increase its recharge rate.

Fumble Your efforts not only fail but block the items natural recharging process. The item regains no PP during this 24-hour period and becomes temporarily immune to this skill until your next daily preparation. Furthermore, you may trigger a Magical Resonance Event.

Be aware that you may only make one successful recharge check per item per day.

SENSE MAGIC - BROAD CONCENTRATE INSIGHT

Area 20-foot emanation

Action 2 AP

You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.

Some magical auras such as those from a different tradition, illusions, magical traps and divinations are more difficult to locate. If such an aura is within the radius of your spell, your power manipulation check is used as an opposed check against the spells DC (or level DC if spell DC unknown) with the following modifiers and result:

Type of Aura
Mod
Magic is of a different tradition
-5
Active Shadow Magic
-10
Active magical trap
-10
Active Insight Magic
-5

Critical You sense the aura normally and automatically identify it.

Success You sense the aura normally.

Failure The magical aura is hidden to you.

Once magic is detected, you may use other skills and abilities to ascertain exactly what that magic is.

SENSE MAGIC - FOCUSED CONCENTRATE INSIGHT

Range 10 feet; Area 5-foot square

Action 3 AP

As per Broad but you detect the presence of absence of magic in a 5-foot square. You may move your focus each round.

Be aware that sense magic can penetrate barriers, but 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead blocks it.

SIGIL CONCENTRATE MANIPULATE WARDING

Ranks 2

Action 1 minute; PP Cost 1

You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. This is a DC 20 check with the following results.

Critical Your sigil is scribed and may be visible or invisible.

Success Your sigil is scribed and visible to all.

Failure You have failed but may try again.

Fumble Your sigil is incorrect and may resemble someone else’s. (GM Discretion).

NEGATIVE PPIt is impossible to have a negative PP value under normal circumstances. If for some reason (such as a dispel action) your PP value would drop below 0 you instead take 5 Soul Drain for every PP that you would fall below 0.NEGATIVE PPIt is impossible to have a negative PP value under normal circumstances. If for some reason (such as a dispel action) your PP value would drop below 0 you instead take 5 Soul Drain for every PP that you would fall below 0.

RELIGION (Wis) #

The secrets of deities, dogma, faith, and the realms of divine creatures both sublime and sinister are open to you. You also understand how magic works, though your training imparts a religious slant to that knowledge. Even if you’re untrained in Religion, you can use it to Recall Knowledge.

Untrained Actions: Recall Knowledge Trained Actions: Create, Identify Power, Learn a Spell, Research, Study Target, Transfer Runes

SENSE MOTIVE (Wis) #

You possess the ability to discern falsehoods and gain insights into the true intentions of creatures you engage with.

Untrained Actions: Detect Deception, Pierce Disguise Trained Actions: Read Emotion, Sense Mental Effect

DETECT DECEPTION CONCENTRATE

Action 1 AP

You have a knack for spotting lies and half-truths. When you suspect a creature is being deceptive, you may make a Sense Motive check against their Deception DC.

Critical You recognize the target is lying and discern what they are attempting to conceal.

Success You realize the target is lying, but not what they're hiding.

Failure You believe that the target is telling the truth.

Fumble As failure but you take a -4-circumstance penalty on all future Detect Deceptions check against the target until you achieve a Critical Success against them using this skill.

PIERCE DISGUISE CONCENTRATE

Action 1 AP

You can recognize that a creature has changed its appearance. Sometimes, if you are being particularly alert for those in the area who might be in disguise, the GM might allow you to do this without taking an action. This check is opposed by the Deception Check of the disguised creature. If you succeed, you realize the creature is disguised and not who it seems, but not necessarily who or what the disguised creature is beneath that disguise. If the disguised creature is impersonating a particular individual that you know, the GM might grant you a bonus to your Perception check.

READ EMOTION CONCENTRATE

Action 1 AP

You study a creature's micro expressions, posture, and vocal tone to infer their current emotional state. Make a Sense Motive check against the target's Will DC.

Critical You accurately identify the creature's emotional state and whether it is being influenced by emotion-based effects (fear, charm, etc.).

Success You correctly identify the creature's current emotion (e.g., anger, fear, guilt).

Failure You cannot discern their emotional state.

Fumble You misread the creature’s emotions entirely, potentially drawing incorrect conclusions.

SENSE MENTAL EFFECT CONCENTRATE

By examining any one creature within 30 feet, you can ascertain whether they are currently affected by a mental effect, even if the creature is unaware of the effect.

You choose the amount of time you wish to spend interacting with the creature and apply the following modifiers: 10 minutes (+2), 1 minute (0), 1 round (-2), 1 AP (-5), Free (-10).

The difficultly of this check is typically the save difficulty of the effect, but it can be higher or lower based on how overt the manifestation of the mental effect is, as determined by the GM.

Critical You determine that the creature is currently affected by a mental effect and may make an appropriate skill check to determine what the effect is as a free action.

Success You determine that the creature is currently affected by a mental effect but cannot tell exactly what that effect is.

Failure You fail to sense a mental effect.

Fumble If the target is affected by a mental effect, you believe it to be something beneficial. Otherwise, you believe that they are affected by a false effect.

STEALTH (Dex) #

You are skilled at avoiding detection, allowing you to slip past foes, hide, conceal an item or strike from an unseen position.

Untrained Actions: Conceal an Object, Hide, Sneak Trained Actions: Ambush, Sniping

CONCEAL AN OBJECT MANIPULATE SECRET

Action 1 AP

You hide a small object upon your person to prevent other creatures from noticing it. The item can have a size of no larger than small.

To actively hide an item from someone you must make a check against their Perception DC to avoid the item being discovered. Alternatively, if a creature is actively searching for your hidden item they must make a Perception check against your Stealth DC to notice the item.

Success The searcher finds the object.

Failure The object remains undetected.

HIDE SECRET

Action 1 AP

You take advantage of cover or concealment to obscure yourself from view. The GM secretly rolls your Stealth check and compares it to the Perception DC of each creature observing you, considering any cover or greater cover you have. The bonus from cover or greater cover enhances your Stealth check in this situation.

Success If the creature had visual contact with you, you now transition from being observed to being hidden. If you were already hidden or undetected by the creature, you maintain your previous state.

If you manage to successfully hide from a creature but subsequently lose cover or greater cover against it or are no longer concealed from it, you return to being observed. Your hidden status is also lost if you perform any action other than Hide, Sneak, or Step. When you attempt to Strike a creature, it remains flat-footed against your attack, and you become observed again. If you perform any other action, you become observed just before taking that action, unless the GM decides otherwise. In some cases, the GM might allow you to perform a particularly inconspicuous action without being noticed, potentially requiring another Stealth check.

If a creature uses a Search action to detect your presence and observes you, you must successfully Hide to become hidden from that creature again.

SNEAK

MOVEMENT SECRET

Action 1 AP

You can move silently and unnoticed from one location to another. While making a Sneak check, you can move up to half your speed using any available movement type.

If you're already undetected by a creature and there are no possible means for it to observe you (such as being invisible, the observer being blinded, or being in darkness when the creature can't see in darkness), a critical failure on your Sneak check results in a regular failure instead. You will remain undetected even if you lose cover or concealment against that creature.

At the end of your movement, the GM secretly rolls your Stealth check and compares it to the Perception DC of each creature you were hidden from or undetected by at the start of your movement. If you maintain cover or greater cover against a creature throughout your movement, you gain a +2-circumstance bonus (or +4 for greater cover) to your Stealth check. However, the bonus increase from Taking Cover does not apply because you are actively moving. If, at the end of your movement, you are neither concealed from a creature nor have cover or greater cover against it, you automatically become observed by that creature.

Success During your movement, you remain completely undetected by the creature. This undetected condition continues until the end of your movement.

However, as soon as you perform any action other than Hide, Sneak, or Step, you become observed by the creature. If you attempt to Strike the creature, it remains flat-footed against your attack, but you become observed. If you engage in any other action, you become observed just before you act, unless the GM decides otherwise. In some cases, the GM may allow you to perform an unobtrusive action without being noticed, potentially requiring another Stealth check. Keep in mind that speaking or making a deliberate loud noise immediately changes your status from undetected to hidden.

If a creature uses Search and you become hidden from it as a result, you must Sneak if you wish to become undetected by that creature again.

Failure A slight noise or other sign gives your position away, though you still remain unseen. You’re hidden from the creature throughout your movement and remain so.

Fumble You’ve been spotted! Throughout your movement, the creature continues to observe you. However, if you are invisible and were previously hidden from the creature, you’re hidden instead of observed for the duration of your movement.

By taking a -4-circumstance penalty to the check you can sneak at full speed.

AMBUSH CONCENTRATION FLOURISH

Trigger A melee target is either flanked, unaware or flat-footed against you and you have inflicted a critical with a weapon with the Agile trait.

Action Reaction

You make a Hard (DC +2) check against your targets Perception DC. The difficulty of the check decreases by one step for each size category larger than you the target is. The result of the check determines the outcome:

Heroic You may modify the critical result by up to 20.

Critical You may modify the critical result by up to 15.

Success You may modify the critical result by up to 10.

Partial You may modify the critical result by up to 5.

Failure The ambush is ineffective.

Marcus successfully strikes a flanked orc and inflicts a Critical Injury (AV 5+). Marcus uses a reaction to ambush and makes a stealth check getting a success. Marcus may modify the resulting critical result by up to 10.

SNIPING CONCENTRATION FLOURISH

Trigger The target is unaware or flat-footed to you, and you have inflicted a critical with a ranged weapon. The target must be within the weapons first range increment.

Action Reaction

You make a Hard (DC +2) check against your targets Perception DC. The difficulty of the check decreases by one step for each size category larger than you the target is. The result of the check determine the outcome:

Heroic You may modify the critical result by up to 20.

Critical You may modify the critical result by up to 15.

Success You may modify the critical result by up to 10.

Partial You may modify the critical result by up to 5.

Failure The sniping is ineffective.

SURVIVAL (Wis) #

You use this skill to apply your knowledge of the outdoor in order to properly navigate and survive in the wilderness.

Untrained Actions: Sense Direction, Subsist Trained Actions: Cover Tracks, Gather Herbs, Track

SENSE DIRECTION SECRET

Using celestial bodies, natural features, or the behaviour of wildlife, you can maintain your sense of direction in the wilderness. Usually, you only need to attempt a Survival check once per day, although certain circumstances may require more frequent checks. The GM sets the difficulty and time required for this activity, typically taking just a minute or so. Unfamiliar or unique environments may require a minimum number of Survival ranks to successfully Sense Direction. If you lack a compass, the check difficulty increases by one step.

Critical You possess a keen sense of location and orientation. In environments with cardinal directions, you have precise knowledge of them.

Success You’re sense of direction is good enough to avoid you from becoming completely lost. In environments with cardinal directions, you have a basic understanding of their orientation.

COVER TRACKS CONCENTRATE MOVEMENT

Whilst travelling you attempt to cover any tracks which have been left by you and your party. You cover any obvious traces of passing and move at half your normal speed.

Others attempting to track you must succeed at a Tracking check against your Tracking DC to follow your trail.

Covering your tracks and those of a small group is relatively easy but for each characters’ tracks that you are hiding beyond the first four characters you take a -2-circumstance penalty to your Tracking DC.

GATHER HERBS GENERAL MANIPULATE

Gathering herbs is similar to foraging and can be accomplished while you are traveling or as your sole activity during an 8-hour period. If you gather herbs while traveling, your overland speed is halved. Spending 8 hours doing nothing but gathering herbs from the area grants 1 additional yield of each herb you’re gathering.

When you start your day of herb gathering, you must declare which herb you are looking for. If you have 5 ranks in Survival, you can search for two different types of herbs at once, and for each additional 5 ranks you have in this skill, you can search for one additional herb, to a maximum of 5 herbs at once if you have 20 ranks.

Each herb has a level-based difficulty. At the end of the time spent gathering, attempt a Survival check against each herb’s difficulty.

Critical You gather 4 yields of the sought after herb

Success You gather 2 yields of the sought after herb

Partial You gather 1 yield of the sought after herb

Failure You find nothing.

A single yield of herb weighs 1/10 of a pound unless otherwise noted in its yield section in the stats below.

TRACK CONCENTRATE MOVEMENT

You skilfully follow tracks, moving at up to half your normal speed. After a successful Track check, you can continue tracking for up to 1 hour without needing to make additional checks. In tense situations, such as during encounters, tracking becomes a single action, and the GM determines how often you need to make checks. The difficulty of these checks is based on factors like the freshness of the tracks, weather conditions, and the type of terrain.

Critical You locate a new trail or may continue to follow the tracks that you are already following. Additionally, you have a pretty good sense of the type of creatures that you are tracking (numbers, race, footwear etc)

Success You locate a new trail or may continue to follow the tracks that you are already following.

Failure You lose the trail but can try again after 1-hour.

Fumble You lose the trail and can’t try again for 24 hours.

By increasing the difficulty of the check by 5 you track at full speed.

THIEVERY (Dex) #

You are trained in a particular set of skills favoured by thieves and miscreants

Untrained Actions: Pick Pocket, Trickery Trained Actions: Disable Device, Pick Lock

PICK POCKET MANIPULATE

Action 1 AP

You steal a small object from another creature whilst avoiding detection. The item must be Tiny or smaller and weigh no more than 1 lb.

You make a Thievery check as an opposed check against the creatures Perception DC to successfully lift the object. If the object is in a pocket, purse or is closely guarded in some other way the DC is increased by 5. The GM may also add an additional modifier if they deem that the item is particularly difficult to steal.

If there are any observers to your attempt to Pick Pocket, your check may also be compared to their Perception DCs to see if they notice what you are up to.

Success Your attempt is successful and goes unnoticed by both the target and any observers.

Failure The target that you are stealing the object from notices, or an observer does.

Be aware that your check automatically fails if the creature you are stealing from is in combat or on guard.

TRICKERY

MANIPULATE

Action 1 AP

You use trickery to palm a small, unattended object without detection, you must make a single Thievery check against the Perception DCs of all observing creatures. Regardless of success, you take the object, but concealment may vary. Typically, only objects of negligible weight can be palmed, although the GM can make exceptions based on the circumstances.

Success The creature does not notice your Trickery attempt.

Failure The creature notices your Trickery attempt.

DISABLE A DEVICE MANIPULATE

Requirements you have tools

Action varies

With this action, you can disable a trap or intricate device. The complexity of the device determines the number of successful attempts required to fully disarm it. Thieves' tools are often necessary, and the GM may require them or set specific requirements for disabling certain devices. In some cases, a device requires a higher proficiency tier in the Thievery skill to disable it.

You choose the amount of time you wish to spend disabling the device and apply the following modifiers: 10 minutes (+2), 1 minute (+0), 1 round (-5), 1 AP (-10).

Your Thievery check result determines how much progress you make.

Critical You successfully disable the device or make significant progress in disarming a complex device, achieving two successes towards disabling it. Your actions are so skilful that there is no evidence of tampering, and if the device is capable of being rearmed, you have the option to do so later.

Success You disable the device, or you achieve one success toward disabling a complex device.

Fumble You trigger the device.

PICK LOCK MANIPULATE

Requirements you have tools

Action varies

Picking a lock without a key is like disabling a device, with the difficulty of the check depending on the complexity and construction of the lock being picked (lock difficulties can be found in their descriptions). Higher-quality locks may require multiple successful attempts to unlock. If you don't have the necessary tools, the GM may allow you to use improvised picks, which apply a penalty to the check based upon their usefulness against the lock.

You choose the amount of time you wish to spend picking the lock and apply the following modifiers: 10 minutes (+2), 1 minute (+0), 1 round (-5), 1 AP (-10).

Critical You unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering.

Success You open the lock, or you achieve one success toward opening a complex lock.

Fumble You break your tools.

SPECIALIST SKILLS #

Specialist skills represent highly specialized knowledge or abilities that characters gain through unique circumstances rather than through regular skill development. These skills can be crucial for performing specific tasks that go beyond the capabilities of standard skills, reflecting the character's unique experiences, background, race, or exceptional training. There is no real limit to the number of specialist skills a character can have. This flexibility allows characters to continually expand their capabilities as they experience new adventures, acquire new backgrounds, or achieve significant milestones.

ACQUISITION

Specialist skills are not selected like regular skills. Instead, they are granted through the following various means.

RACES

Certain races provide inherent specialist skills due to their physiology, culture, or innate abilities.

BACKGROUNDS

A character’s history and experiences before adventuring may grant specific specialist skills.

FEATS

Specific feats, such as Professional Training, can grant specialist skills.

CIRCUMSTANCES

Unique story events or milestones might grant a specialist skill, reflecting the character’s growth or newly gained expertise.

SKILL CALCULATIONS

When a character gains a specialist skill, it automatically gains bonuses as detailed below.

BONUS

The total bonus for a specialist skill is calculated in the following way:

Level + Class Bonus + Ability Modifier +2

SPECIALIST SKILL TABLE

The specialist skill table below has a list of skills which may be selected or granted to your characters. The list is by far from comprehensive so feel free to work with your GM to create and select additional specialist skills.

SPECIALIST SKILL TABLE
Skill
Ability Score
Description
Animal Lore
Wis
Knowledgeable about animal behaviour, habitats, and care.
Archaeology
Int
Skilled in uncovering and studying ancient artifacts and ruins.
Arena Lore
Int
Knowledge of the history, rules, and traditions of gladiatorial combat
Barkeeping
Cha
Expert in bartending, customer service, and managing a bar.
Bureaucracy
Int
Skilled in navigating complex administrative and governmental systems.
Circus Lore
Int
Expertise in the traditions, performances, and inner workings of traveling circuses, including acrobatics, showmanship, and carnival culture.
Combat Styles
Wis
Understanding of various fighting techniques and combat disciplines.
Creature Lore
Int
Expertise in identifying, a specific creature type, their habits, strengths, and weaknesses.
Culinary Lore
Int
Knowledge of foods, drinks and other culinary details.
Deity Lore
Int
Knowledge of a specific deity and its religious customs.
Etiquette
Cha
Knowledgeable about proper social behaviour and customs in various cultures.
Farmer
Wis
Proficiency in cultivating crops, tending livestock, and understanding agricultural practices and rural living.
Fortune Telling
Wis
The ability to interpret omens, read cards, or use other divinatory tools to predict possible futures or uncover hidden truths.
Gambling
Cha
Skilled in games of chance and calculating odds.
Heraldry
Int
Identifying and interpreting coats of arms, emblems, and symbols to discern noble lineages, affiliations, and historical significance.
Herb Lore
Int
Identifying, harvesting, and utilizing plants and herbs for medicinal, culinary, and alchemical purposes.
Hunting
Dex
Proficient in tracking and capturing or killing game.
Labourer
Str
Experienced in performing heavy physical work and manual labour.
Law Enforcement
Wis
Skilled in policing techniques and maintaining public order.
Legal Lore
Int
Knowledgeable about legal systems, procedures, and laws.
Logistics
Int
Expert in planning and managing the efficient movement of goods and services.
Mining
Str
Skilled in extracting minerals and resources from the earth or asteroids.
Racial Lore
Int
Knowledgeable about a certain race or society.
Sailing
Wis
Navigating and managing watercraft, including handling sails, steering, and understanding maritime conditions.
Spell Lore
Int
Knowledge of magical spells, their origins, effects, and intricate workings, enabling deeper understanding and mastery of arcane or divine incantations.
Stone Lore
Int
The specialized knowledge of stones, minerals, and geological formations, including their properties, uses, and significance in crafting, construction, and magical applications.
Terrain Lore
Wis
Expertise in navigating, surviving, and understanding the unique features, hazards, and resources of a specific terrain type, such as forests, deserts, mountains, or swamps.
Theology
Int
Deep knowledge of religious doctrines, practices, and deities, enabling understanding of faiths, rituals, and divine philosophies.
Trading
Cha
Proficient in buying, selling, and bartering goods and services.
Undead Lore
Int
Specialized knowledge of undead creatures, their origins, weaknesses, and behaviours, aiding in identification and strategies for confronting them.
Underworld
Wis
Knowledgeable about criminal activities and the black market.
Urban Lore
Int
Expert in the history, culture, and secrets of cities and urban environments.
Warfare
Int
Skilled in large-scale military operations and combat.

CHAPTER 5 - FEATS #

Ramirez, the time mage, sprang into action to save his endangered ally. Summoning his mastery over temporal magic, he aimed to halt the peril in its tracks. Yet, in a peculiar twist of fate, a breach in the timeline caused a massive hourglass to materialize instead, shattering upon arrival and scattering sand throughout the scene. Now, Ramirez faced an unforeseen challenge: navigating the chaotic sands of time to rescue both his companion and repair the fabric of reality disrupted by his misstep.

Feats represent specialized abilities that your character can acquire through experience, training, or natural talent. They enhance your character’s capabilities, provide new options for combat or roleplay, and can offer unique advantages in specific situations. Feats might grant entirely new abilities, improve existing ones, or unlock situational benefits that can set your character apart.

Many feats come with prerequisites that must be met before you can select them. These prerequisites might include skill ranks, specific ability scores, or proficiencies with certain weapons or tools. For instance, a feat might require proficiency with martial weapons or a minimum Dexterity score.

Feats allow you to shape your character’s development and focus, letting you specialize in areas or create a versatile adventurer. Each character begins with a number of feats based on their race and class, and you gain additional feats as you level up. Typically, you gain one feat at each career level, though some classes grant bonus feats at specific milestones, as detailed in Chapter 4.

By carefully selecting feats, you can expand your character’s tactical options, develop creative solutions to challenges, and unlock powerful synergies within your abilities.

FEAT CATEGORIES #

Feats are divided into several different categories which are briefly explained here.

RACIAL FEATS

Your characters race will allow you access to racial feats at 1st level, 5th level and then every 5 levels thereafter. Racial feat picks may be used to select racial feats and any favoured racial feats.

ARCHETYPE FEATS

Archetype feats are a special type of class feat and may be selected only with class feat picks. Once you have selected an archetype feat, you must complete its progression requirements before you can select another. It is also important to be aware that some class feats might have an archetype as a trait, in which case you can select this feat if you already have the archetype feat.

CLASS FEATS

Your character will be able to select one class feat at 1st level. At 2nd level and then every 2 levels thereafter, you will be able to select another class feat for your character. Some classes may allow you to select additional class feats and this will be detailed in the class’s description.

GENERAL FEATS

General feats have no association with a class and usually affect skills and actions in some way. Your character will be able to select one general feat at 1st level. At 3rd level and then every 2 levels thereafter, you will be able to select another general feat for your character.

GRANTED FEATS

You gain a number of specific feats from things such as race, background and classes which you do not have to expend a feat pick for. Feats granted in this way do not require you to meet their usual prerequisites.

FEAT SPECIFICS #

There are several rules which govern how feats work and how they can be selected.

FEAT TRAITS

Some feats will have traits which help how they work in play. Some feats will have traits that correspond to a specific race, archetype, class type or class. If a feat has such a trait, you must satisfy at least one of these traits.

FEAT PREREQUISITES

Some feats will have prerequisites which must be fulfilled before the feat can be taken.

FEAT REQUIREMENTS

Some feats will have requirements which determine a specific type of situation or action that must be present for the feat to be able to be used.

Be aware that unless stated in its individual description, each feat may only be selected once.

FEAT VS FEATSometimes, two feats may directly oppose or contradict each other. When this is the case, this must be resolved as an Opposed Check using appropriate skills (GM discretion).FEAT VS FEATSometimes, two feats may directly oppose or contradict each other. When this is the case, this must be resolved as an Opposed Check using appropriate skills (GM discretion).

RACIAL FEATS #

Each race has a selection of feats available to them. As long as you meet the prerequisites, you may select a racial feat at 1st level. At 5th level and then every 5 levels thereafter, you may select an additional racial feat.

AGELESS KNOWLEDGE #

ASCENDAN ELF

You have amassed a wealth of practical knowledge and life experience throughout your years.

Prerequisites at least 100 years old

During your daily preparations, you can take time to contemplate and reflect upon the experiences and wisdom you have gained throughout your life experiences to gain a +2 racial skill bonus to one skill of your choice. This bonus lasts until your next daily preparations.

AGELESS LANGUAGE #

ASCENDAN ELF

You have dedicated considerable time to the study of languages throughout your life.

Prerequisites at least 100 years old, Linguistics 2 ranks

During your daily preparation, you can immerse yourself in old memories and gain fluency in a common language or one other language that you have knowledge of. You may read, write and speak this language until your next daily preparations.

AGELESS PATIENCE #

ASCENDAN ELF

Your long years of existence have instilled in you a methodical approach to tasks, allowing you to work with meticulousness and precision.

Prerequisites Level 2

If you choose to spend double the usual amount of time in a skill check, you can benefit from a +2 racial bonus to it. Furthermore, you treat a blunder as a fumble and a fumble as a failure when making this check.

ALTERED CANTRIP #

HUMAN

By exploring diverse magical traditions, you have adapted a spell to harmonize with your style of spellcasting.

Prerequisites BSB +1

Choose a cantrip from a magical tradition other than your own and incorporate it into your repertoire as one of your cantrips. When you cast this cantrip, you wield it as if it were an inherent part of your own magical tradition, seamlessly blending its power with your unique spellcasting abilities.

Be aware that this feat replaces one of your existing cantrips and does not add an additional one.

AMBITIOUS #

HUMAN

You were nurtured with a spirit of ambition, encouraging you to constantly strive for greatness and set your sights on the highest achievements.

You gain any one class feat for which you meet the pre-requisites. You have the flexibility to choose this feat later during the character creation process, enabling you to determine which prerequisites you have met.

ANIMAL MAGIC #

BEASTMAN

Your shapeshifting abilities have forged a mystical bond with the animal realm.

Prerequisites Level 5

You can cast calm animal as an innate verdant spell with the focus trait.

ANIMAL SENSE #

BEASTMAN

You possess some of the senses available to your bestial side.

You gain either Darkvision or Scent.

Be aware that if your animal race does not possess a specific type of sense naturally, this feat does not grant you that sense.

ANIMAL VOICE #

GNOME

You possess a unique ability to understand and communicate with animals, perceiving their sounds as meaningful conversations rather than mere unintelligent noise.

Prerequisites Burrower Voice, Level 5

This allows you to interact and converse with all types of animals, not limited to those with a burrow Speed. In addition, your connection with the animal kingdom grants you a +1 racial bonus to Diplomacy checks specifically when interacting with animals.

ARCTIC ELF #

ELF

Your resistance to cold is superior to others of your kind.

Prerequisites Level 10, Tolderni heritage

You gain advantage on all saving throws to resist cold damage.

ASCENDAN MAGIC #

ASCENDAN

You have studied one specific field of magic, more than others.

You gain a +1 racial bonus to Spellcraft checks and to the Save DCs of one specific magical school.

ASCENDAN SCHOLAR #

ASCENDAN

You have dedicated yourself to the study of traditional ascendan arts and have developed a deep understanding of magic.

You gain +1 racial bonus to Arcana and Occultism checks. Additionally, you gain a +1 bonus to your racial specialist skills.

AURA OF POWER #

HUMAN

You have always had an inner pool of strength which helps your magic last longer than that of other spell casters.

You gain +1 Power Point per character level.

BEASTMAN #

HERITAGE HUMAN

You have the blood of an animal within you.

Prerequisites Level 1 only

How this has occurred is unknown, but it is likely that you have a lycanthrope in your ancestry. You gain Nightvision, or you gain Darkvision if your race already has Nightvision. In addition, you can select beastman racial feats. When you select this feat you must select an animal race as your lineage.

Your animal form is usually one selected from the common animal species native to your homeland. Subtle characteristics might include strange eyes, pointed ears, excessive body hair, a long nose, a long-forked tongue and just about anything else you can think of.

BESTIAL RESILIENCE #

BEASTMAN

Tapping into your feral blood, you can shrug off pain and injury with uncanny endurance.

Prerequisites Level 5, Con +2

Once per day, when you are reduced below half your HP, you may activate this feat as a free action to gain Fast Healing equal to your Constitution for 1 minute.

At 10th level and higher, you also gain resistance to bludgeoning, physical damage for the duration.

BIG MENACING FELLA (OR LASS) #

ADVANTAGE HALF-OGRE ORC

You are big and intimidating and know exactly how to use such traits.

You gain advantage on all Demoralise (Intimidate) skill checks.

BURROW VOICE #

GNOME

You possess a unique understanding of the chittering language spoken by ground-dwelling creatures.

You can communicate with and understand animals that have a burrow Speed, such as badgers, moles, rabbits and squirrels. You can ask them questions, receive answers, and even use your Diplomacy skill to interact with them. The GM has the final say on which specific animals can be communicated with using this ability.

COMPONENT SAVANT #

ASCENDAN METAMAGIC

Your innate skill with casting allows you to freely alter components when casting a spell.

Prerequisites Level 5

PP Cost +1

As a free action when casting a spell, you may change one component type for another. This does not change the amount of AP required to cast the spell but simply allows you to use different components.

CULTURAL #

HUMAN

You have a natural inclination and curiosity toward the intricate workings of civilization..

You gain a +2 racial bonus to the Culture skill. You also gain a +2 racial bonus to your racial specialist skill.

DARING FORTUNE #

HALFLING

Your boundless curiosity and insatiable desire to explore the unknown often lead you into uncharted territories.

Prerequisites Halfling Luck

You can attempt actions that normally require you to be trained in a specific skill regardless of whether you are or not. You gain a +4 racial bonus to such checks. If you use Luck of the Small Folk when you fail a check for a skill with which you are untrained, you can add your class bonus, when you reroll the triggering skill check.

DARKENED VEIL #

KORNARGON SHADOW

You manipulate shadows, deftly drawing them near to envelop your surroundings in a shadowy veil.

Action R: Trigger A creature attempts to target you while you're concealed or hidden due to dim light or darkness.

You lower the Flat Check DC to avoid the attack by 2.

DRACORIS #

ASCENDAN

The blood of the ancient wyrms runs through your veins.

You gain a +1 racial bonus to all interactions with creatures of the Wyrm type. Furthermore, your skin has a slightly toughened outer layer increasing your DR by 1.

DRAMATIC LUCK #

CHANCE HALFLING HUMAN

Your fortune often swings to the extremes, turning even dire situations into moments of improbable success—or failure.

You may expend a conviction point to change the result of a skill check or saving throw to a 20. Luck however is a fickle beast and the next time that you roll a 20, the die is immediately changed to a 1 (which cannot be amended in any way).

DWARVEN SCHOLAR #

DWARF

You have immersed yourself in the ancient stories, traditions, and knowledge of your ancestors, gods, and people. Through diligent study, you have become well-versed in the subjects and techniques that have been passed down through generations.

You gain +1 racial bonus to Crafting and Religion. Additionally, you gain a +1 racial bonus to your racial specialist skills.

EARTH SENSE #

DWARF

Your profound connection to the earth and stone grants you an extraordinary ability to perceive even the most subtle disturbances that it may produce.

Prerequisites Level 5

You gain Tremorsense.

EARTHBOUND MIGHT #

DWARF

You draw upon the potent strength of the earth beneath your very feet, channelling its raw power to unleash devastating blows upon your adversaries.

Prerequisites Level 5

Whenever you make a melee attack against a foe who stands upon the same solid earth or stone surface as you, a surge of energy surges through your veins. This grants you a +2 racial bonus to the attack check.

ELEVATED LINEAGE #

HALF-ELF

Your elven heritage flows through you with exceptional potency, endowing you with features that reflect your elven lineage more prominently than the average half-elf.

Having been raised among elves and immersed in the traditions of your elven ancestors, you have gained a deep connection to your elven roots. As a result, you gain the benefits associated with the elf heritage of your elven parent or ancestors.

ELVEN MAGIC #

ELF

Through immersion in the art of Elven magic, you have acquired a solid foundation in the mystical arts.

You may add any one PP 0 (cantrip) arcane or verdant spell to your spell repertoire. This is a bonus spell and does not need to be memorised and does not count towards your known spells. Additionally, you also gain a +1 per caster level to PP.

ELVEN MAGIC, GREATER #

ELF

Your study of elven magic has continued further.

Prerequisites Level 5

You may add any one PP 2 arcane or verdant spell to your spell repertoire. This is a bonus spell and does not need to be memorised and does not count towards your known spells.

ELVEN SCHOLAR #

ELF

The study of the ancient elven arts and delving into the mysteries of arcane magic has expanded your knowledge and understanding of the world.

You gain +1 racial bonus to Arcana, and Nature skill checks. Additionally, you gain a +2 bonus to your racial specialist skill.

ELVEN SPIRIT #

ELF

You have honed your mind and body to be impervious to the paralyzing touch of ghouls and other flesh-numbing enchantments.

You are immune to the paralyzing touch of ghouls, rendering their attempts to immobilize you ineffective. Additionally, you possess a natural resistance against effects that would impose the immobilized, paralyzed, or slowed conditions upon you. You gain a +1 racial bonus to saving throws against such effects.

Finally, when faced with a condition that would restrict your movement or hinder your actions for at least 2 rounds, you reduce that duration by 1 round.

EMBRACE OF MORTALITY #

ADVANTAGE ORC

Your life has been intertwined with the constant dance between life and death.

Prerequisites Level 10

The closer you are to the edge, the more alive you feel. When you are taking persistent damage or your injured value is 2 or greater, you gain advantage to all Fortitude saving throws.

EMISSARY #

KORNARGON

You excel in the role of emissary between the Shadow Plane and the Material Plane.

You gain a +1 racial bonus to all Deception and Diplomacy checks.

ETHEREAL TRICK #

KORNARGON

You have unlocked a shadowy secret.

Choose one cantrip from the ethereal spell list. You can cast this cantrip to your known spells and cast it using your Spellcraft bonus.

EXCEPTIONAL TRAINING #

HUMAN

You’ve studied under a renowned mentor, who taught you the secrets of a particular skill.

You may select any one skill which becomes a class skill for you.

Be aware that this feat may only be selected for a skill which is currently not a class skill.

EXPERT OF AID #

ADVANTAGE HUMAN

Life is too short to be a loner.

You have learnt from a young age that working with others helps you to achieve your goals with greater efficiency. You gain advantage on all checks to Aid.

FAST HEALER #

HALF-OGRE

It is believed that the blood of trolls runs through your veins.

You gain Fast Healing 1 against all damage except fire.

FEROCIOUS CHARGE #

BEASTMAN FOCUS

You move like a predator on the hunt, striking with deadly momentum.

Prerequisites Level 5, Str +2

When you move at least 20 feet in a straight line toward a target and make a melee attack at the end of the movement, you gain a +2-circumstance bonus to the attack roll and the attack as is treated as a Trip action (for 0 AP).

FIRE-LIKE BLOOD #

ADVANTAGE DWARF ELF

Your resistance to heat is superior to others of your kind.

Prerequisites Azgar heritage or Elarni heritage, Level 10

You gain advantage on all saving throws to resist fire damage.

FOCUSED PURSUIT #

GNOME

Your curious and inquisitive nature lead you to delve deep into subjects that captivate your interest.

Select a new Specialised Skill of your choice.

FURRY FRIEND #

GNOME

You establish a deep bond with a chosen animal, forming a magical connection between you.

This connection grants you a familiar, a loyal companion magically linked to your essence. The specific type of animal for your familiar is your choice, though it is common for gnomes to select creatures with a burrow Speed. More information on Familiars can be found at the end of this chapter.

GENERAL VERSATILITY #

HUMAN

Your innate adaptability and diverse skill set allow you to excel in a variety of areas.

As a reflection of your versatile nature, you gain a general feat. You must still meet the prerequisites for the chosen feat, ensuring that you possess the necessary skills or attributes to fully benefit from it. However, if you select this feat during character creation, you have the flexibility to choose the specific feat later in the process.

GRACEFUL STEP #

ELF FLOURISH

Your movements are a mesmerizing dance, and even your steps cover a greater distance.

Prerequisites Level 5

As an expression of your natural grace, you can elegantly Step up to 5 feet not once, but twice in rapid succession for 1 AP.

GUIDING FORTUNE #

CHANCE HALFLING

The fickle hand of fate has bestowed upon you a special gift – an uncanny knack for finding the right path and striking with unerring precision.

Prerequisites Luck of the Small Folk

You can use Luck of the Small Folk twice per day: once in response to its normal trigger, and once when you fail an attack check instead of the normal trigger.

HALF-ELF #

HERITAGE HUMAN

Either one of your parents was an elf, or one or both were half-elves.

You have pointed ears and other tell-tale signs of elf heritage. Half-elves live longer than normal humans, with about double the lifespan.

You gain the elf trait, the half-elf trait, and Nightvision. In addition, you can select elf, and half-elf racial feats.

HALF-OGRE #

HERITAGE HUMAN

One of your parents was an ogre, or one or both were half-ogres.

You are at least a foot taller than an average member of your race and weigh on average at least 50% more. You gain the ogre trait, the half-ogre trait, +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom and Nightvision. In addition, you can select ogre, and half-ogre racial feats.

HALF-ORC #

HERITAGE HUMAN

One of your parents was an orc, or one or both were half-orcs.

You have a green tinge to your skin and other indicators of orc heritage. You gain the orc trait, the half-orc trait, and Nightvision. In addition, you can select orc and half-orc racial feats.

HALFLING SCHOLAR #

HALFLING

You have diligently honed your ability to maintain balance and move stealthily, skills deeply ingrained in the rich tapestry of halfling tradition.

You gain a +1 racial bonus to the Acrobatics and Stealth skills. Additionally, you gain a +2 racial bonus to your racial specialist skill.

HAMMERHANDS #

HALF-OGRE ORC

Your hands have been honed through countless battles, their strength and resilience enhanced by the trials of combat.

Your unarmed attacks inflict bludgeoning damage. Furthermore, you gain a +2-circumstance bonus to all shove attempts whilst fighting unarmed.

HAULING SHADOW #

KORNARGON SHADOW

Your shadow serves as a hidden storage space.

Prerequisites Level 10

You can use your shadow as a unique storage compartment by interacting with it. This process follows the usual rules for storing or retrieving an item from a stored location. Your shadow has a capacity of 10 lbs for storing objects, and these items do not contribute to the weight you are carrying. While stored in your shadow, the items retain their solidity but appear shadowy. Although they can be detected normally, you gain a +2-circumstance bonus to Conceal an Object (Stealth) checks when concealing the objects in your shadow, unless someone specifically checks your shadow for items.

HIDDEN EMOTION #

ASCENDAN CHANCE

Your duty must come before all other things, even personal relationships and friendships.

You gain a +1 per level racial bonus to saving throws against emotion effects. Furthermore, once per day you may make such a check with advantage.

HULKING FORM #

BEASTMAN

In your hybrid shape, you transform into a formidable and imposing beast.

Prerequisites Level 10

While in your hybrid form, you gain the effects of the Enlarge spell, enhancing your physical attributes and granting you additional reach and power.

HYBRID TRANSFORMATION #

ALTERATION BEASTMAN CONCENTRATE MORPH

Your connection to your bestial heritage allows you to shift between your humanoid and hybrid forms. While you typically walk the world in your humanoid guise—appearing as a member of your native race with subtle animalistic features—you can unleash your true potential by assuming a powerful Hybrid Form.

Action 1 AP

You gain the ability to shift into your Hybrid Form. In this form, your appearance merges traits of both your humanoid and beast forms. Your facial structure, limbs, posture, and even voice may take on features of your animal side, whether it’s the feathered crest of a raptor, the furred muzzle of a wolf, or the scaled eyes of a serpent.

While in Hybrid Form:

You gain a bite unarmed Strike that reflects your animalistic nature (e.g., fangs for wolves, beak for birds, tusks for boars).

This bite deals 1d6 piercing damage and has the agile, finesse, and unarmed traits.

It is considered a brawling weapon for the purposes of effects and feats.

You gain a natural base DR 1

You may return to your humanoid form as another 1 AP action. You may remain in Hybrid Form indefinitely but cannot disguise your nature while in it—others can clearly perceive your hybrid state.

At GM discretion, you may choose a different natural weapon reflective of your beast heritage (e.g., claws instead of a bite) when you take this feat.

INCREDIBLE TENACITY #

ORC

After surviving a harrowing encounter that brings you close to death, you possess the ability to gather your strength and endure even more punishing attacks.

Prerequisites Unyielding Tenacity

You can now use Unyielding Tenacity more frequently, once every hour instead of just once per day.

INDOMITABLE RESILIENCE #

ORC

Your resilience surpasses that of most others, making you exceptionally hard to kill.

Prerequisites Unyielding Tenacity, Level 5

You gain a +2 racial bonus to all Dying Checks. In addition, you gain a +2 bonus to DB and saving throws against any spells from the Soul school of magic.

INNATE COURAGE #

KORNARGON

You have spent your time dealing with the fiercest denizens that reside within the plane of shadow.

You gain a +2 racial bonus to saving throws against all fear effects.

INNATE TEAMWORK #

HUMAN

Through your upbringing and focus on collaboration, supporting and aiding your allies has become second nature to you.

When you Aid an ally at a non-attack skill check, your assistance goes beyond a single act of support. After successfully aiding one ally, you possess the ability to extend your aid to additional allies who make the same skill check for the same purpose within the same round.

IRON HIDE #

HALF-OGRE ORC

Your skin is tougher and hard to the touch.

Your DR gains a +2 bonus.

IRON WALKER #

DWARF

Drawing upon the wisdom of your ancestors who once waged wars of old, you have acquired the knowledge of their time-honoured techniques. Through diligent practice and dedication, you have mastered the art of wearing massive suits of armour with remarkable ease and comfort.

Ignore the reduction to your Speed from any armour you wear.

In addition, the ACP for any armour that you wear is reduced by 1.

KORNARGON SCHOLAR #

KORNARGON

You have delved into the hidden knowledge and secrets of your Kornargon brethren, gaining insights and understanding that few others possess.

You gain a +1 racial bonus to the Stealth and Planes skills. Additionally, you gain a +2 racial bonus to your racial specialist skill.

LUCK FOR ALL #

CHANCE HALFLING

It would seem that your luck is contagious.

Prerequisites Luck of the Small Folk

You possess the ability to influence the fortunes of those around you. When an ally within 30 feet of you fails a skill check or a saving throw, you can channel your luck to grant them a chance at redemption. Instead of rerolling your own failed check, you bestow upon your ally the opportunity to reroll their triggering check. It is important to note that your ally must abide by the outcome of this new roll, even if it proves less favourable than their initial attempt.

Be aware that if you possess the Guiding Fortune feat, the effect that applies to attack rolls cannot be used in conjunction with Luck for All to benefit an ally.

LUCK OF THE SMALL FOLK #

CHANCE HALFLING

Fortune favours your carefree spirit, offering you a second chance when the fates conspire against you.

Action Reaction; Trigger You fail a skill check or saving throw; Frequency once per day

You can reroll the triggering check, but you must accept the result of the new check, even if it’s worse than your first one.

MASTER OF AID #

HUMAN

Your bond with your allies runs deep, reaching to the very essence of your souls. This connection fosters an unparalleled level of cooperation among your group.

Prerequisites Expert of Aid, Level 10

If you have at least 10 ranks in the skill you are Aiding, you may add your class bonus to checks with that skill made to Aid.

MENTAL FORTRESS #

ASCENDAN

Your mystic control and meditations allow you to resist external influences upon your consciousness.

Prerequisites Mental Focus 5 ranks

Action Reaction; Trigger You fail a saving throw against a mental effect.

Whenever you fail a saving throw against an effect with the mental trait, you may immediately make a Mental Focus check and treat the result as a saving throw against the effect. If the result of your Mental Focus check is worse than your original saving throw, the outcome of the original save is unaffected.

MIND SPEECH #

ASCENDAN

Your telepathy is more powerful than others of your kind.

Prerequisites Level 10, Share Thoughts

When using Telepathy as an innate spell, you are no longer restricted to speaking with only other Ascendan.

MONSTROUS VISION #

HALF-OGRE HALF ORC

Your heritage has developed your sight.

You gain Darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only.

MORE SMALL FOLK LUCK #

CHANCE HALFLING

Your reputation for exceptional luck among your fellow halflings is well-deserved.

Prerequisites Luck of the Small Folk

Your fortunate nature grants you the ability to use Luck of the Small Folk more frequently; once every hour instead of once per day. However, if you possess the Guiding Fortune feat, you can only use Luck of the Small Folk when you fail an attack check once per day, even with the increased usage frequency. Keep in mind that you can still activate it within the same hour that you previously used Luck of the Small Folk.

MOUNTAIN STRIDER #

DWARF

Your profound connection to the earth grants you the remarkable ability to traverse uneven terrain with effortless grace.

You treat difficult terrain caused by stone or earth as normal terrain for the purposes of movement.

Furthermore, any Balance (Acrobatics) or Climb (Climbing) checks on surfaces made of stone or earth, grant you a +2 racial bonus.

NECROTIC RESILIENCE #

DWARF

Your resistance to essence energy is superior to others of your kind.

Prerequisites Thengar heritage, Level 10

You gain advantage on all saving throws to resist essence damage.

OGRE LORE #

HALF-OGRE

You were raised by ogres, or you've devoted yourself to researching the secrets of the ogre race.

You gain a +1 racial bonus to Athletics and Intimidate. You may also add the Ogre Lore skill as a specialised skill.

ONE WITH THE MOUNTAIN #

DWARF

A profound reverence and an unbreakable connection bind you to the essence of stone.

Prerequisites Stone Wise, Level 5

You gain Meld into Stone as a divinity innate spell with the focus trait.

ORC SCHOLAR #

ORC

The gray orc seers and scholars taught you the secrets of your people.

You gain a +1 racial bonus to Athletics and Survival. Additionally, you gain a +2 racial bonus your racial specialist skill.

PACK INSTINCT #

BEASTMAN

Your instincts are finely tuned to those you hunt or fight alongside. When surrounded by allies or enemies, your bestial senses sharpen.

You gain the Pact Attack creature ability.

PACK ATTACK The creature’s attacks inflict an additional 1d6 precision damage when attacking any creature within reach of at least two of its allies.PACK ATTACK The creature’s attacks inflict an additional 1d6 precision damage when attacking any creature within reach of at least two of its allies.

PHYSICAL MIGHT #

ADVANTAGE ORC

Your experience with natural terrain has given you a physical edge when overcoming such obstacles.

You gain advantage on all High Jump and Long Jump (Athletics) skill checks.

POLYGLOT SAVANT #

GNOME

Your insatiable thirst for knowledge and your experiences as a well-travelled individual have gifted you with a remarkable talent for learning languages.

You learn two new languages of your choice which must be chosen from common languages and uncommon languages. Furthermore, if you select the Linguist feat, you automatically gain an additional language.

PRIMAL SHAPE #

ALTERATION BEASTMAN CONCENTRATE FOCUS MORPH

Your bond with your beast heritage deepens, allowing you to fully take on your animal form.

Prerequisites Level 5, Hybrid Transformation

You can cast the Shape of the Animal spell once per day as an innate ability, using your level as the caster level. The form you take must reflect your beast heritage (e.g., wolf, eagle, bear).

You gain one additional use of this ability per day at 9th level, and again every 4 levels thereafter (13th, 17th, etc.).

READ THE ROOM #

HALFLING

Living in a communal setting has instilled within you a keen sense of attentiveness towards those in your midst. The close-knit nature of your lifestyle has honed your ability to observe and discern the behaviours of others, enabling you to readily detect when someone deviates from their usual demeanour.

You gain a +2 racial bonus to Sense Motive checks. Even when not using Sense Motive, your GM will make a secret check on your behalf, with a -2 racial penalty (and ignoring the above bonus) to determine if those around you are acting out of character.

Furthermore, you can use the Sense Motive skill to Aid others when making such checks.

RESILIENCE OF STONE #

DWARF

You can tense your body making it rigid, to avoid physical harm.

Prerequisites Level 10

Action Reaction; Trigger You take a critical hit which deals physical damage

You may make a Level based (opposed) Fortitude Save to lessen the effects of the critical.

Heroic You gain CR 3 against the attack.

Critical You gain CR 2 against the attack.

Success You gain CR 1 against the attack.

Failure The critical is unaffected

SAVAGE STRIKES #

ORC

When you strike your foes with unarmed strikes, they inflict severe blood loss.

Prerequisites Level 5

When you critically hit with a Strike using an unarmed attack, any bleed result is increased by 1d4. A critical hit with a severity of serious or greater still inflicts 1 bleed damage regardless.

SELF AWARE #

HUMAN

You have spent a great deal of time within a community that promotes mindfulness.

You gain a +1 racial bonus to the Mental Focus skill and Will Saving Throws.

SHADOW MAGI #

KORNARGON

You have spent a great deal of time studying the magic of shadows.

You gain a +1 bonus to Spellcraft when casting spells of the Shadow school and all such spells have their save DC increased by 1.

SHADOW MANIPULATION #

KORNARGON SHADOW

Your shadow can perform simple actions at your command.

Prerequisites Level 5

You possess the ability to manipulate your own shadow, allowing you to perform simple Interact actions with it. This includes tasks such as opening an unlocked door or interacting with objects within your reach. However, your shadow lacks the fine motor control necessary for actions that require significant dexterity or checks to accomplish. Additionally, you cannot use your shadow to hold items.

SHADOW SENSE #

GNOME KORNARGON

Your heritage is steeped in the art of illusion, and as such, detecting shadow magic comes naturally to you.

You gain a +1-circumstance bonus to both Perception checks and Will saves when dealing with shadow magic. Moreover, when utilizing Sense Magic (Power Manipulation) to detect active shadow magic, the penalty incurred is reduced to -5 instead of the usual -10.

SHADOWBORN AGILITY #

KORNARGON

Your body possesses a remarkable degree of flexibility, rivalling the nimbleness of your very own shadow.

Prerequisites Level 5

When you Fumble a Squeeze (Acrobatics) check, you instead get a result of failure. Furthermore, when you roll a success on an Escape check, it is elevated to a Critical. In the event of a Critical, you have the option to Step up to 5 feet instead of simply Striding.

SHADOWY GUISE #

KORNARGON

By weaving the shadowy energies around you, you can alter your visage, adopting a new guise that conceals your true identity.

Prerequisites Level 5

You can cast Self-Mirage as an ethereal innate spell with the focus trait.

SHADOWY WHISPERS #

KORNARGON

You can speak to those around you by throwing your voice across distance.

You gain the Message cantrip which you may cast using your Spellcraft bonus.

SHARE THOUGHTS #

ASCENDAN

You have an uncanny knack of communicating with other Ascendan without speaking.

You can cast Telepathy as an innate spell at will, but you can only target other Ascendan.

SHROUDED DEMEANOUR #

KORNARGON

Your experiences have honed your ability to navigate treacherous situations and contend with malevolent beings. You are well-acquainted with the perils that lie in wait and the ominous creatures that inhabit the plane of shadows.

You gain a +2 racial bonus to Deception and Sense Motive checks.

SMALL FOLK RIDER #

HALFLING

Raised amidst your village’s sturdy ponies and loyal riding dogs, you developed exceptional equestrian skills.

As a result, you gain a +2 racial bonus to Handle Animal checks. Moreover, if you happen to be handling a traditional halfling mount like a pony or a riding dog, you gain an additional +` racial bonus to your Handle Animal checks.

STONE WISE #

DWARF

Your keen eye for detail allows you to perceive even the slightest discrepancies and intricacies within the stonework that surrounds you.

You gain a +2 racial bonus to Perception checks to notice unusual stonework. This bonus applies to checks to discover traps of a mechanical nature if they are either hidden in or constructed of stone.

You also gain a +2 racial bonus to all Stone Lore (specialist skill) checks.

STONE-LIKE ENDURANCE #

DWARF

It is said that you have the spirit of the mountains running through your veins.

Prerequisites Level 5

Gain a bonus to your HP equal to +1 per level. You also gain a +2 bonus to all dying checks and all exhaustion checks.

SUDDEN FORM #

BEASTMAN

You can shift forms quickly.

Prerequisites Level 10, Hybrid Transformation

Your Hybrid Transformation and Primal Shape abilities cost 1 less AP

SURE FOOTED #

HALFLING

Your feet, adorned with a layer of coarse hair and toughened skin, effortlessly find secure footholds, ensuring stability and grace in even the most precarious situations.

You gain Advantage on all Balance (Acrobatics) and Climb (Climbing) checks.

SWIFT REFLEXES #

ELF

Your heightened senses allow you to react with incredible speed and agility.

You gain a +10 racial bonus to your initiative, ensuring that you are quick to act in any given situation. Furthermore, if your initiative roll happens to be tied with an opponent, your reflexes grant you the advantage of acting first.

SWIFT STRIDE #

ELF

Your stride is greater than others of your kind.

You gain a +5 racial bonus to your Speed.

TEMPORAL GRASP #

HALF-ELF

Being born to a union between a parent with a human lifespan and another with an elven lifespan, your own existence falls somewhere in between.

Prerequisites Level 5

You can cast Haste as an arcane innate spell with the focus trait, albeit limited to targeting only yourself.

THE BIGGER THEY ARE #

HALFLING

You have mastered the sling, especially when dealing with larger creatures.

Your base damage increases by +2 when you hit on an attack with a sling against a Large or larger creature.

TUSKS #

ORC

Your tusks have grown to the point where you can use them to rend the flesh from your foes.

Prerequisites Level 1 only

You gain tusks as an unarmed attack. Your tusks deal 1d6 piercing damage, are in the brawling group and have the finesse and unarmed traits.

UNUSUAL MAGIC #

ELF

Your natural affinity for magic has taught you some unusual magic.

You may add any one PP 2 ethereal spell to your spell repertoire. This is a bonus spell and does not need to be memorised and does not count towards your known spells.

UNUSUAL WEAPONRY #

HUMAN

You have learnt how to use a weapon which would normally be uncommon to you.

You may select either an Exotic Weapon and treat it as a Martial Weapon or select a Martial Weapon and treat it as a Simple Weapon.

UNYIELDING TENACITY #

ORC

Your unwavering determination in battle fuels your resilience, allowing you to push through the brink of defeat.

Action Reaction; Trigger You gain the Dying Condition but are not immediately killed; Frequency once per day

When faced with certain death, you refuse to succumb, keeping yourself on the edge of consciousness. As a result, you avoid the Dying Condition and maintain a single hit point. Additionally, any persistent damage or bleed effects caused by the attack is reduced by 2. However, the strain of the attack still takes its toll leaving you Injured 1.

VERDANT GNOME #

GNOME

Your connection to the natural world grants you access to a verdant spell.

Choose one cantrip from the verdant spell list. You can cast this spell using your Spellcraft bonus.

VERDANT HEALING #

GNOME

Your connection to the natural world allows you to draw upon its natural healing reserves.

If you rest for 10 minutes, you gain Hit Points equal to your level.

VOICE OF THE BEAST #

BEASTMAN

Your animal soul resonates with the creatures of the wild. Through growls, gestures, and instinct, you can commune with beasts as if they were kin.

Prerequisites Level 5

You can cast Speak with Animals as an innate spell once per day. This functions as the standard version of the spell, using your level as your caster level.

You gain one additional use of this ability per day at 9th level, and again every 4 levels thereafter (13th, 17th, etc.).

WINGS OF THE WYRM #

ALTERATION ARCANE ASCENDAN MORPH

With effort, you can call forth leathery wings from your back, similar in appearance to those of your draconic ancestors.

Prerequisites Level 10, Dracoris

Action 2 AP; Frequency once per day

Your wings remain for 10 minutes. The wings grant you a fly speed equal to your Speed.

WORLDLY #

HUMAN

You get along extremely well with members of other races and cultures, and thrive in diverse environments.

You gain a +2 racial bonus on Diplomacy checks made to interact with intelligent creatures without the human trait. You also gain a +2 racial bonus on all checks to recall knowledge about the customs of races and cultures other than your own.

ARCHETYPE FEATS #

Archetype feats are a special type of feat which allow you to expand your characters class. Once you have selected an archetype feat, you must complete its progression requirements before you can select another. It is also important to be aware that some class feats might have an archetype as a trait, in which case you can select this feat if you already have the archetype feat. An archetype feat may only be selected using a class feat pick.

ADVENTURER #

At a young age you developed the urge to travel and seek your fortune. It is often irrelevant what the mission is, but the quest itself and the loot and notoriety at its finale are what you thrive upon.

You gain a +2-class bonus to all attempts to Recall Knowledge about ancient history, peoples, and cultures. Additionally, you may make any one skill a class skill.

Progression Requirements Gained class skill +10 ranks

AEGIS #

MARTIAL

Some warriors may proclaim that an aggressive assault is the ultimate form of defence, you harbour reservations towards such brash claims, as they reek of excessive confidence; in your seasoned perspective, the true embodiment of a formidable defence lies in the presence of a sturdy shield, serving as an impenetrable barrier between you and your enemies.

Prerequisites Shield Block, BAB +2

You are particularly skilled at using a shield in combat. You gain the Shield Focus feat. Additionally, when using the Fight Defensively or Full Defence actions whilst wielding a shield, you gain a +2 Dodge bonus to DB.

Progression Requirements BAB +10

ALCHEMIST #

The delight of tinkering with alchemical formulas and substances has become a much-loved pastime for you, and your dedication to this pursuit has elevated your studies beyond mere experimentation. What was once a casual exploration has evolved into a refined discipline, as you have delved deeper into the realm of alchemy with unwavering curiosity and diligence.

Prerequisites Crafting 2 ranks

The Crafting skill becomes a class skill for you, and you gain the Alchemical Crafting feat. Furthermore, you also add Alchemical weapon to your list of attack proficiencies.

Progression Requirements Crafting +10 ranks

ANIMIST #

You have entered a natural order of druids and learnt some of their secrets.

Prerequisites Nature 2 ranks, Con +3, Non-Druid

Each day during your daily preparation you may prepare and cast any two cantrips from the verdant spell list. You gain a BSB equal to half your level.

Furthermore, you may select either Handle Animal, Meditation, Nature or Survival as a Class skill.

Finally, you may also learn feats which are available to the Druid (Adept) class.

Progression Requirements Nature skill +10 ranks

ARCANIST #

Through your ventures into the realm of arcane knowledge, you have not only dabbled but successfully acquired a repertoire of magical tricks.

Prerequisites Arcana skill 2 ranks, Int +3, Non-Wizard

You gain a spellbook containing four arcane cantrips. You can prepare and cast two of these cantrips each day. You gain a BSB equal to half your level.

Furthermore, you may select either Arcana, Linguistics, Planes or Power Manipulation as a Class skill.

Finally, you may also learn feats which are available to the Wizard (Adept) class.

Progression Requirements Arcana +10 ranks

ARCHER #

You have wielded swords and other melee weapons, but they have never felt quite right in your hands. When you have a bow close to hand, it is as if you are complete. You did not begin as expert with bow weapons but would consider yourself to be close to one now.

Prerequisites BAB +2, proficient with a bow weapon

You specialize in all bow weapons. You gain a +1-class bonus to all attack rolls using any kind of bow. Your Fumble DC with all bow weapons is decreased by 1 and all your range increments are increased by 10 feet.

Progression Requirements Any 3 feats which effect missile weapons or attacks, +8 levels

ARMOUR MASTER #

MARTIAL

You have dedicated yourself to extracting maximum resilience from your armour, valuing its steadfast and unwavering protection in the heat of combat.

Prerequisites BAB +2

You have trained for many hours to reduce the penalties for wearing armour. You may reduce the ACP on any armour that you wear by 1. Furthermore, you know how to preserve both yourself and your armour when in combat. Whilst wearing armour you gain Critical Resistance 1.

Progression Requirements BAB +12

ARTIFICER #

Constructing things is more than a hobby, it is something that you have become very proficient with.

Prerequisites Crafting 2 ranks

The Crafting skill becomes a class skill, and you may select any one common (one that does not require an additional feat such as Alchemical Crafting) crafting specialty.

Progression Requirements Crafting +10 ranks

ASSASSIN #

EXPERT

You use subterfuge and stealth to kill your opponents.

Prerequisites Perception 4 ranks, Stealth 4 ranks, Dex +3

You gain the Death Mark action.

DEATH MARK

CONCENTRATE

Requirements You can see and hear the creature you intend to mark

Action 3 AP

You designate a single creature as your mark. This lasts until the mark dies or you use Death Mark again. You gain a +2-circumstance bonus to Attack, Perception and Feint actions against your mark. Your agile, finesse, unarmed and ranged (within first range increment) attacks made against your mark gain the deadly weapon trait against them. If the attack already has the deadly trait, increase the damage by 1.

Progression Requirements Perception and Stealth both +10 ranks

Be aware that although assassins are primarily adept at terminating lives and often associated with malevolence, there exist a few who adhere to a strict moral code, targeting solely the wicked, the cruel, and those who embody unchecked aggression or wield excessive power.

BLESSED BY THE GODS #

You have been infused with divine energy by the gods and can heal others with a touch.

Prerequisites Divinity caster

You learn the Lay on Hands Specialist Spell. Furthermore, you gain a +1-class bonus to all Spellcraft checks made to cast Divinity spells.

Progression Requirements Religion +8 ranks

CAVALIER #

MARTIAL

You are a knight and warrior who specialises in mounted combat. You have a powerful mount that serves as your animal companion. As a team, the two of you control the battlefield and strike fear into the hearts of your enemies.

Prerequisites Culture 2 ranks, Handle Animal 2 ranks

You gain an animal companion that must be at least one size larger than you to serve as your mount. More information on Animal Companions can be found in the Appendix.

You also gain a +2-class bonus to the Handle Animal Skill. Furthermore, you may also use the Stay in Saddle action as a Free Action.

Progression Requirements Culture +8 ranks

CHAMPION #

You have bound yourself by a solemn vow to uphold the principles and teachings of your divine patron.

Prerequisites Religion skill 2 ranks, Wis +3, Non-Crusader

You become proficient in the use of all armour and gain the Crusader deity trait (including the bonus feat granted).

Furthermore, you may select either Diplomacy, Intimidate, Religion or Sense Motive as a Class skill.

Finally, you may also learn feats which are available only to the Crusader (Martial) class.

Progression Requirements Religion +10 ranks

CLOISTERED PRIEST #

CLERIC CRUSADER

You are a cleric of the cloth, dedicated to your study of the gods. You have spent your days in religious study, learning the ways of the gods and attempting to commune with them.

You may select an appropriate Cleric Specialist Spell, and you gain an additional 1 PP per caster level. Furthermore, you gain a +1-class bonus to all Spellcraft checks made to cast Divinity spells.

Progression Requirements Religion +10 ranks

ENIGMA #

ADEPT HERITAGE

You have developed the ability to cast spells naturally and have never received any formal training.

Prerequisites Pure Learned Caster.

You are an Instinctive caster (see Chapter 9) and do not have to memorise your spells during daily preparation. You replace your Class Magical Tradition rules with the following:

At 1st level you may select any two PP 2 spells from your magical casting tradition. You may cast these spells as long as you meet the casting requirements and do not need to memorise them. You do not need to spend 30 minutes each day as part of your daily preparation as your known spells are always available to you.

Each time you gain a level you may select two new spells from your tradition spell list and add them to your repertoire.

At 3rd level and then every two levels thereafter, you may swap any one spell from your repertoire for a new spell.

You may also select any two cantrips from your magical tradition. These may also be swapped out as you progress levels as detailed above.

Furthermore, you may also gain additional spells by purchasing the Magical Discovery feat (see class feats later in this chapter).

Finally, due to the raw nature of your power, you gain an additional 2 PP per level.

GLEEMAN #

You have delved into occult lore and the performance that goes with it..

Prerequisites Perform 2 ranks, Cha +3, Non-Bard

You have become an instinctive ethereal caster and may select and cast any two cantrips from the ethereal spell list. You gain a BSB equal to half your level.

Furthermore, you may select either Artistry, Culture, Occultism or Perform as a Class skill.

Finally, you may also learn feats which are available only to the Bard (Adept) class.

Progression Requirements Perform skill +10 ranks

GYMNAST #

You have honed your body to achieve astonishing feats of grace, defying the bounds of human ability. Your movements are a mesmerizing display of agility and finesse, leaving your adversaries bewildered and struggling to keep up, transforming each battle into a captivating performance of artistic combat.

Prerequisites Acrobatics 2 ranks, Acrobatics is a class skill

The Acrobatics skill gains a +2-class bonus. Additionally, you gain the Agile Display ability.

AGILE DISPLAY

FLOURISH MOVEMENT

Action 1 AP

You Step 5 feet and may attempt an Acrobatics check against the Reflex DC of one adjacent creature with the following results:

Critical you may immediately Tumble through their space as part of this action. Furthermore, the creature is Flat-Footed against your next melee Strike which must be made before the end of your turn.

Success the creature is Flat-Footed against your next melee Strike which must be made before the end of your turn.

Failure no further effect.

Blunder you fall prone and your turn ends.

Progression Requirements Acrobatics +10 ranks

LANGUAGE MASTER #

You are a master wordsmith, a lexicographer of great renown. Words and language are your thing

Prerequisites Linguistics 2 ranks, Int +3

You are an expert with languages and gain a +2-class bonus to the Linguistics skill. Additionally, you may select two additional languages.

Progression Requirements Linguistics +10 ranks

LOREMASTER #

There those amongst us that believe physical strength and skill with a sword bring power. It is your belief that are wrong. The pursuit of knowledge in all of its forms is the one true power. You belong to the ancient order of Loremasters, sworn to protect ancient lore and learn from its writings.

Prerequisites A total of 10 ranks in Arcana, Culture, Linguistics, Nature, Occultism, Planes or Religion

You've compiled a vast repository of information that touches on nearly every subject. You gain a +2-class bonus to all Recall Knowledge checks.

Additionally, you may select two additional Lore specialist skills.

Progression Requirements Arcana, Culture, Linguistics, Nature, Occultism, Planes or Religion +10 ranks

MASTERMIND #

BARD RANGER ROGUE

Knowing your enemies and their weaknesses is the key to their demise. You study an opponent’s flaws and use them to your advantage.

Prerequisites Either Arcana, Crafting, Culture, Nature, Occultism, Planes or Religion 2 ranks

You gain the Sense Weakness ability and also gain a +1-class bonus when using Recall Knowledge to identify creatures.

SENSE WEAKNESS

CONCENTRATE

After observing any one target that you can see, you can make a Recall Knowledge check. The amount of time you spend observing the target applies the following modifiers to the check: 2 AP (+2), 1 AP (+0).

If you get a minimum of a success result, that creature is flat-footed against your attacks until the start of your next turn; if you get a critical result, it's flat-footed against your attacks for 1 minute.

Be aware that once you have used this ability on a target, they become immune for 1 minute.

Progression Requirements Arcana, Crafting, Culture, Nature, Occultism, Planes or Religion +10 ranks

MEDIC #

You deliver medical attention both on the battlefield and away from it without feeling the pressure that such work provides.

Prerequisites Medicine 2 ranks

You have focused on mundane healing techniques and intend to become a master of your art.

The Medicine skill gains a +2-class bonus. The DC of all attempts to stop a targets bleeding are also reduced by 2.

Progression Requirements Medicine +10 ranks

PRIEST #

You have discovered a religious calling and learnt the basics of divine prayer.

Prerequisites Religion 2 ranks, Wis +3, Non-Cleric

You can prepare and cast two cantrips from the divinity spell list each day. You gain a BSB equal to half your level.

Furthermore, you may select either Culture, Medicine, Planes or Religion as a Class skill.

Finally, you may also learn feats which are available only to the Cleric (Adept) class.

Progression Requirements Religion +10 ranks

PRIMAL WARRIOR #

RANGER

You have learnt to combine the primal power of magic with your ability to fight. Unlike other rangers, you have learnt to harness elemental energy and other offensive magic to defeat your foes.

Prerequisites Nature 4 ranks

When selecting your spells, you may pick spells which have the attack and save traits and may add one such spell to your spell repertoire as a bonus spell when selecting this feat.

Progression Requirements Nature +8 ranks

RUNEMAGE #

DRUID WIZARD

You have learnt the magic of the ancient magical runes and use them to enhance your power.

Prerequisites Linguistics 2 ranks

The way that you cast your spells is different to other casters and you replace all non-somatic components with a new component called Symbol. When using the Symbol component your spells are changed in the following ways:

All casting DCs are reduced by 1

All Save DCs are increased by 1

You must have room to draw the rune for a spell (in the air or otherwise)

All Defensive Casting DCs are increased by 2

You also gain a +2-class bonus on all checks made to identify runic symbols.

Progression Requirements Linguistics +10 ranks

THIEF #

You have worked with rogues for some time and have begun to pick up some of their tricks.

Prerequisites Stealth 2 ranks, Dex +3, Non-Rogue

You may select either the Acrobatic Bluff, Guarded Move, Mobility or Stealthy Strike feat.

Furthermore, you may select either Acrobatics, Deception, Stealth or Thievery as a Class skill.

Finally, you may also learn feats which are available only to the Rogue (Expert) class.

Progression Requirements Stealth skill +10 ranks

VANGUARD #

FIGHTER

You scatter your enemies with mighty two-handed blows. You love nothing more than to be surrounded on all sides, just to put them on the ground.

Prerequisites BAB +2

Any weapon that requires two hands to use is your true friend. You gain a +1-class bonus to all attack rolls using two-handed melee weapons.

When using the fight defensively and full defence actions with a two-handed weapon, you gain an additional +1 dodge bonus to DB.

During your daily preparation, you may apply one of the following weapon traits to any two-handed weapons that you use:

Backswing, Disarm, Reach, Shove, Thrown (10’), Versatile.

Progression Requirements BAB +10

WARDEN #

Having delved into the intricacies of tracking and honed your wilderness survival skills, you have augmented your repertoire with the invaluable tools and techniques of a seasoned ranger.

Prerequisites Survival 2 ranks, Dex +3, Non-Ranger

You gain the Favoured Terrain feat.

Furthermore, you may select either Handle Animal, Nature, Stealth or Survival as a Class skill.

Finally, you may also learn feats which are available only to the Ranger (Martial) class.

Progression Requirements Survival +10 ranks

WAR PRIEST #

CLERIC

You defend the gods and strike down their enemies from the front line.

You gain a +1-class bonus to BAB, and you also gain an additional 2 HP per level.

You also become proficient with heavy armour and are considered to be martial (as well as adept) for the purpose of selecting feats.

Progression Requirements Religion +10 ranks

WARRIOR #

You have trained with fighters and in the art of warfare to improve your combat prowess.

Prerequisites Athletics 2 ranks, Str +2, Dex +2, Non-Fighter

You may choose to become proficient in either all simple and martial weapons or all armour and shields.

Furthermore, you may select either Athletics, Climbing, Handle Animal or Intimidate as a Class skill.

Finally, you may also learn feats which are available only to the Fighter (Martial) class.

Progression Requirements Athletics +10 ranks

CLASS FEATS #

Class feats are specialist feats which are only available to certain character classes or class types (Adept, Expert or Warrior). If a feat in this section has a class trait or class type trait, then you must have at least one of those traits to qualify for the feat. Some class feats may have an archetype trait, in which case this is treated as a class feat for the purpose of qualification. Some of the feats in this section do not have a class feat and are therefore available to any character class for selection.

If you meet the prerequisites, you may select any class feat.

ACCURATE SPELL #

ADEPT

You are very precise when it comes to unleashing targeted spell attacks.

When attacking a target in melee with a spell, you ignore the +4 standard cover bonus that each target gains.

Be aware that this feat only ignores the static penalty for firing into melee, it does not ignore any additional bonuses that the target creature may gain from cover and concealment.

ACROBATIC BLUFF #

EXPERT

You have learnt to feint using sudden movement.

You can use your Acrobatics skill in place of your Deception skill to feint in combat. Your opponent opposes the attempt with Sense Motive or Acrobatics (whichever is better).

AGGRESSIVE MAGIC #

ADEPT

You know how to get the most out of the destructive side of magic.

All elemental spell attacks gain a +2-class bonus to the attack roll. Unfortunately, the things that live in dark places have taken note of your power and all Fumble checks and Resonance Events are made at +10. Furthermore, you provoke Resonance Events on a 33 rolled on any Spell Fumble or Spell Critical Injury rolls.

AGILE STRIKES #

Your unparalleled finesse with nimble weapons exceeds expectation, showcasing a mesmerizing display of grace and skill.

Your multiple attack penalty becomes –3 for your second attack and –6 for subsequent attacks (rather than –4 and –8) for attacks that have the agile trait.

AIDING ARCHERY #

ARCHER ATTACK MARTIAL PRESS

With a swift and precise shot, you disrupt an opponent's focus in combat.

You may use both the Aid Defensive and Aid Offensive actions with a missile weapon. Furthermore, these actions gain a +1-circumstance bonus.

ALIGNED SPELL #

ADEPT METAMAGIC SAVE

Your spells creatures of a certain faith or demeanour.

Requirement Divine Caster only

PP Cost +1 or +2

You can cause your spell to only affect targets with either the chaos, evil, good, or order alignment traits chosen at the time of casting.

You can warp the spell by a further PP to affect a second trait.

ALIGNMENT CHANNEL #

CLERIC

You have developed techniques to cause your positive energy to harm eternals.

Any spell or ability that you have which affects creatures of the undead type in a harmful way, may also be applied to affect eternals with the evil trait.

ALLIED STRIKE #

CRUSADER FIGHTER

Your attacks inspire your allies to strike out.

Prerequisites Diplomacy 5 ranks, Weapon Focus

Action Reaction; Trigger You take an action with the attack trait

After making an attack action, you may choose a friendly creature within 30’ who can see and hear you. The chosen creature can immediately make a bonus free attack against one target that is within range. This is attack ignores multiple attack penalties.

ANIMAL COMPANION #

DRUID RANGER

You have formed a bond with a specific animal.

Prerequisites BSB +2

You gain an Animal Companion, which accompanies you on your adventures and faithfully obeys simple commands. More information on Animal Companions can be found at the end of this chapter.

ANIMAL SOUL #

DRUID RANGER

Your link with your animal companion allows you to ignore harmful magic that cannot affect your wild side.

Prerequisites Animal Companion

You can choose not to allow spells and effects to affect you if they would not be capable of affecting both your creature type and that of your animal companion.

ARCANE KNIGHT #

ARCANIST

You have a little skill with arcane magic but are far from being an expert in such matters. Although your expertise lies in different fields, you do have access to some arcane tricks.

Prerequisites Arcana 4 ranks, Int +3

Your arcane prowess improves and you gain a caster level equal to half your level (round up) and low PP (1 per level). You may now memorise and cast a PP 2 arcane spell.

ARMOURED COUNTER #

CRUSADER FIGHTER

You lock an opponent’s weapon in your steely grasp, pulling the foe off balance.

Prerequisites Survival 8 ranks, you are wearing medium or heavy armour.

Action Reaction; Trigger An opponent strikes you and inflicts HP damage with no critical.

You may use any 1 AP attack action against your target ignoring multiple attack penalty.

ASSESS TARGET #

ATTACK FIGHTER

Prerequisites BAB +2, Warfare

Action 2 AP

You make a carefully considered attack against your foe in an attempt to learn their strengths and weaknesses.

You make a melee Strike against your target (which is resolved normally). If you hit, you can attempt a Recall Knowledge check as a Free Action using your Warfare bonus to learn about the target. This check is made with a -2-circumstance penalty but if you inflict a critical there is no penalty.

Once you have used this feat against a target, they become immune to it until after your next daily preparations.

ASSESS TRACKS #

DRUID RANGER

You can discern certain details about creatures through their tracks.

Prerequisites Survival 10 ranks

Make a Level based Survival check against the creature you are tracking or against their Survival DC, if they are actively covering their tracks. If successful, you learn the creature’s base speed plus one additional detail for every point by which your check exceeds the Difficulty. The information you gain includes whether a creature has a climb or swim speed, its movement-based feats or traits, and possibly other information such as the creature’s diet, size, and obvious supernatural traits (a fire creature, for instance, may scorch the ground when it walks), at the GM’s discretion.

If you fail the track check, you may retry after an hour of further observation.

BARDIC LORE #

BARD

You know a little about a great many things.

Your ability to pick up obscure knowledge and gossip grants you your class bonus to all Recall Knowledge checks. Furthermore, you may attempt to make Arcana, Occultism, Nature and Religion checks untrained, even they would normally require you to be trained in the skill.

BEYOND REACH #

EXPERT MARTIAL

You have mastered the art of moving to avoid melee attacks.

Prerequisites Acrobatics10 ranks

Action Reaction; Trigger An opponent moves into a range where they can hit you with their melee attacks.

Whenever an opponent moves into a range where they can hit you with their melee attacks, you may make an Acrobatics check against the opponents Attack DC. If you succeed, you may as a reaction, move back five feet, keeping your opponent at bay by leaving the range of their melee attack. The opponent may then continue their turn and may choose to advance on you again, so long as they have movement left.

You cannot take the 5 ft step away if it would carry you into the range of a different foe’s melee attacks or if you are cornered and have no place to go.

BLIND FIGHT #

EXPERT MARTIAL

You have learnt to fight using senses other than sight.

Prerequisites Perception 10 ranks

You ignore the concealed condition when attacking creatures that are within the range of a non-visual sense. You’re not flat-footed to creatures that are hidden from you (unless you’re flat-footed to them for reasons other than the hidden condition), and the flat check for a creature to avoid your attack when hidden is 15 rather than 10.

While you’re adjacent to an undetected creature, it is instead only hidden from you.

BRAVERY #

MARTIAL

You have developed a will of iron when in the face of adversity.

You gain +2 circumstance bonus against all emotion and fear-based saving throws. Furthermore, you reduce the severity of the frightened condition by 1 each time you succumb to it.

CHANCE OF REDEMPTION #

CLERIC CRUSADER

Your foe hesitates under the weight of their sins.

Prerequisites Religion 6 ranks

Action Reaction; Trigger An enemy damages your ally, and both are within 10 feet of you.

The foe must make a Level based (opposed) Will Saving throw.

Critical The target is unaffected

Success The attack result is reduced by 2.

Failure The attack result is reduced by 4.

Fumble As failure and the enemy is also Stunned 2.

CHARISMATIC CASTER #

ADEPT

You manipulate your magic more instinctively than others.

Prerequisites Cha +2, Level 1 only

You switch your ability score for spellcasting to Charisma. Your PP, Spellcraft and all other casting mechanics now use Charisma instead of your allocated caster ability score.

Be aware that if you already have Charisma as your casting ability score then why are you taking this feat!

CLEAVE #

MARTIAL

With a fluid motion, you cut through one adversary and seamlessly strike the next.

Prerequisites BAB +6

Action Reaction; Trigger Your melee Strike incapacitates a target and there is another within your melee range.

You make a Melee strike against the additional target, this strike uses your current multiple attack penalty but does not count towards increasing it further.

Drok kills the Orc in front of him with his first attack and uses a reaction to attack another orc which is also within his reach. The attack against the additional target takes no multiple attack penalty, but when Drok makes his two remaining attacks in his turn they will be at -5 and then -10 as the Cleave attack does not affect this.

COMBAT AWARENESS #

FIGHTER ROGUE

You are constantly aware of the potential threats around you.

Prerequisites BAB +5

You do not lose your Dexterity bonus to DB when flat-footed. Additionally, you gain a +4-circumstance bonus to all Perception checks made to avoid Ambush and Sniping.

COMBAT DEFENCE #

EXPERT MARTIAL

You have honed your combat prowess to avoid blows and deadly attacks.

Prerequisites Int +1

When using the fight defensively or full defence actions, you may increase your bonus to DB and your penalty to AB by 1. At level 4 and for every 4 levels thereafter, you increase the bonus and penalty by a further 1.

COMBAT GRAPPLE #

FIGHTER PRESS

Your free hand is useful even when it carries no weapon or shield.

Prerequisites BAB +2

Action 1 AP

Requirements You have a free hand which can reach your target.

Make a melee Strike against your target. If the Strike hits, you may use your free hand to automatically Grab your target. The target remains grabbed until the end of your next turn or until they manage to break free with an Escape check, whichever occurs first.

COMBAT REFLEXES #

MARTIAL

You can make an additional attack of opportunity.

At the beginning of each of your turns when your actions are replenished, you acquire an extra reaction solely designated for making an Attack of Opportunity.

CRITICAL RESISTANCE (CR)Critical Resistance is an ability often possessed by creatures which increases the AV required to land a critical against you. If you have CR 1, the AV must be 6 rather than 5 to inflict a Minor Critical and a Light Critical would be inflicted at AV 11 rather than 10 and so on.CRITICAL RESISTANCE (CR)Critical Resistance is an ability often possessed by creatures which increases the AV required to land a critical against you. If you have CR 1, the AV must be 6 rather than 5 to inflict a Minor Critical and a Light Critical would be inflicted at AV 11 rather than 10 and so on.

COMBAT REFLEXES, IMPROVED #

You are the master of opportunity attacking.

Prerequisites BAB +10, Dex +2, Combat Reflexes

At the start of each of your turns when you regain your actions, you gain an additional amount of reactions which may be used to make attacks of opportunity equal to your Dex. Furthermore, you can still make a single attack of opportunity each round even if you are flat-footed.

COMPONENT MASTERY #

ADEPT METAMAGIC

You can manipulate the components required to cast a spell.

PP Cost +2

When casting a spell with one or more components, you may Warp the spell to change a component type.

CONDUCTIVE HEALING #

CLERIC METAMAGIC

As a conduit of positive energy, you serve as a vessel for its healing power, allowing it to mend your minor wounds.

Whenever you cast a spell with the healing trait to restore Hit Points to a target other than yourself, you also regain Hit Points equal to half the PP cost of the spell.

Be aware that if you manage to save PP with a Critical or Heroic result on your casting check, this does not affect the amount of HP that you are healed when using this feat.

CONSTANT GUARD #

MARTIAL

Your shield is always available to defend with.

Prerequisites BAB +12

Requirements You are wielding a shield.

You may apply your Shield bonus to DB in combat even in the surprise round or if you are flat-footed.

CRITICAL FOCUS #

MARTIAL

You know how to place your blows with precision so that they really hurt.

Prerequisites BAB +12

Action Reaction; Trigger Your last action was a melee or missile attack which inflicted a critical.

When you inflict a critical hit, you may modify the critical result by up to 5.

CRITICAL RESILIENCE #

MARTIAL

You are tough, really tough and blows that would drop a lesser warrior barely slow you down.

Prerequisites BAB +8

Your ability to withstand punishment and damage surpass that of lesser warriors. You gain Critical Resistance 1.

CRITICAL RESILIENCE, IMPROVED #

MARTIAL

You are so hard to kill.

Prerequisites BAB +16, Critical Resilience

The Critical Resistance that you gain increases to 2.

DEIFIC DISRUPTION #

CLERIC CRUSADER

You can channel raw divine power to disrupt an opponent’s attack against an ally.

Prerequisites Caster Level 10

Action Reaction; Trigger An enemy that you can see within 30 feet hits an ally with an attack.

You immediately sacrifice an amount of PP (up to your maximum) to deflect the blow. The attack takes a circumstance penalty equal to the PP expended.

DISARM BLOCK #

AEGIS

As you block with your shield, you also attempt to knock the attackers weapon out of their hand.

Prerequisites BAB +4

Action Free; Trigger An attack fails to inflict damage to you due to missing by your Shield DB.

You may make a Disarm attempt against the creature whose attack you blocked.

Be aware that you do not need a free hand to use this feat.

DISARM STANCE #

EXPERT FIGHTER STANCE

You have far greater control of your weapon whilst in this stance.

Requirements You are wielding a weapon in one hand and have the other hand(s) free.

Whilst in this stance you gain a +1-circumstance bonus on all Disarm checks. Additionally, you gain a +2-circumstance bonus to your Attack DC when defending against checks to Disarm you. Finally, you ignore the first -2 penalty received for disarming creatures larger than you.

DISRUPTING STANCE #

FIGHTER ROGUE STANCE

You possess an unwavering focus that turns even the smallest distraction into a catalyst for your fury, allowing you to effortlessly thwart the actions of your adversaries.

Prerequisites BAB +10

Whilst in this stance, any creatures within your reach that use a Concentrate action provoke an Attack of Opportunity. Furthermore, if the interrupted action is a spell, it applies a -4-circumstance penalty to any Spell Concentration checks made to recover.

DISTANT SPELL #

ADEPT METAMAGIC

You can cast spells upon others that normally only affect yourself.

PP Cost +4

Change a spell that only affects you to a range of touch.

Be aware that Ethereal Casters can use this option for PP +6

DISTRACTING STRIKE #

ATTACK FIGHTER

You perform a distracting manoeuvre with your free hand which distracts the target.

Requirements You have one hand free, and your target is within reach of that hand.

Action 1 AP

Make a Strike and if it hits, the target takes no damage (normal damage on a critical hit) but is flat-footed until the beginning of their next turn.

DIVINE KNIGHT #

PRIEST

You are an ordained priest and have even learned how to cast a few divine spells.

Prerequisites Religion 4 ranks, Wis +3

Your divine prowess improves and you gain a caster level equal to half your level (round up) and low PP (1 per level). You may now memorise and cast a PP 2 divinity spell.

DOUBLE SHOT #

ARCHER FLOURISH MARTIAL

With lightning speed, you unleash a flurry of arrows, firing twice in rapid succession.

Prerequisites BAB +4

Requirements You are wielding a ranged weapon and can reload it for 0 actions.

Action 2 AP

Make two Strikes, each against different targets, with a –2 circumstance penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after both Strikes have been completed.

DOUBLE STANCE #

MARTIAL ROGUE STANCE

Your skill when using two weapons is better than most.

Action 1 AP

Whilst in this stance, Double Slice only costs you 2 AP and you only take a -1 penalty for your second weapon if it does not have the agile trait.

DUELLING DANCE #

MARTIAL

Your balance with your weapon allows you to attack and defend in tandem.

Prerequisites Duelling Parry, BAB +10

Requirements You are wielding a weapon in one hand and have the other hand(s) free.

Whilst using the Duelling Parry Stance, your AP cost to Fight Defensively is reduced to 1.

DUELLING PARRY #

MARTIAL STANCE

You have trained to deflect incoming attacks.

Prerequisites BAB +2

Requirements You are wielding a weapon in one hand and have the other hand(s) free.

Your Dodge bonus when fighting defensively is increased by +2 if you continue to meet the requirements.

DUELLING RIPOSTE #

FIGHTER

You riposte against an enemy that makes an error.

Prerequisites Duelling Parry, BAB +6

Requirements You are wielding a weapon in one hand and have the other hand(s) free.

Action Reaction; Trigger A creature within your reach fumbles a Strike.

You may take either an Attack or Disarm action against the target. Your multiple attack penalty does not apply to this action.

ECHOING PERFORMANCE #

BARD METAMAGIC

Your Bardic Specialist spells echo and harmonise with themselves.

Requirements Lingering Performance, Level 8

Your lingering performance now lasts an additional round, and you may have two lingering performances running at any one time.

ECONOMIC SPELL #

ADEPT METAMAGIC

You have developed the ability to use less power when casting spells, although this makes the casting more difficult.

Action +1 AP

When casting a spell, you may choose to lower the PP cost of a spell by up to your caster level (min 1 PP). The DC to cast the spell increases by 2 for every PP you lower by.

EFFORTLESS SPELL #

ADEPT METAMAGIC OPEN

You maintain a spell with hardly a thought.

Action Free; PP Cost +1

By expending 1 PP, you immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active spells.

ELEMENTAL SHAPE #

DRUID

Your comprehension of primal forces enables you to infuse them within your very being, allowing you to become a living manifestation of those elemental powers.

Prerequisites Wild Shape, BSB +10

You may use your Wild Shape ability to take the form of an elemental as if using the Shape of the Elemental spell.

Furthermore, whenever you use Wildshape to change into a different form, you gain resistance to either acid, cold, electricity or fire for the duration.

ELEMENTAL SPELL #

ADEPT METAMAGIC

You have learnt to change the elemental type of your spell as you cast it.

PP Cost +2

Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of that energy type and half is of its normal type.

This feat may be taken multiple times, each time selecting either acid, cold electricity or fire.

ELOQUENCE #

ADEPT

You have focused your mastery of magic and spent many hours perfecting such arts.

The DC for all Spellcraft checks made to cast spells of your tradition is reduced by 1.

EMPOWER FAMILIAR #

WIZARD

You imbue your familiar with additional magical energy, augmenting its powers and capabilities.

Prerequisites Familiar, Caster Level 2

You can select any two familiar abilities for your familiar. More information on Familiars can be found at the end of this chapter.

EMPOWER SPELL #

ADEPT METAMAGIC

You can inflict more damage with your spells.

PP Cost +1

Add an additional amount of damage equal to the spells base damage.

EVASION #

ADVANTAGE EXPERT RANGER

Your ability to evade area spell attacks and breath weapons is remarkably efficient..

Prerequisites Acrobatics 6 ranks

Action Reaction; Trigger You attempt a reflex save, before you roll.

You gain advantage on the triggering saving throw.

EXTEND SPELL #

ADEPT METAMAGIC

You can make your spells last longer than most.

PP Cost +2

An extended spell lasts twice as long as normal. A spell must have a limited duration to be affected by this Warping Option.

EXTRA CHANNELS #

CLERIC

Your bond with your deific aspect is stronger, granting you more healing power..

Prerequisites BSB +4

You can channel energy two additional times per day.

EXTRA MERCY #

CRUSADER

Your constant communion with your deific aspect has reaped its reward.

Prerequisites BAB +4

You can use Crusaders Mercy two additional times per day.

EXTRA WILDSHAPE #

DRUID

Your bond with nature grants you more control over your form.

Prerequisites BSB +8

You can Wildshape two additional times per day.

FAMILIAR #

WIZARD

You use your magical energy to form a familiar.

You gain a familiar. More information on Familiars can be found at the end of this chapter.

FAR SHOT #

ARCHER RANGER

You have greater accuracy at longer ranges with bow weapons.

Prerequisites BAB +4

The range increment for all ranged weapons is doubled for you.

FAR THROW #

EXPERT MARTIAL

You get much greater distance on a thrown weapon.

When you make an attack with a thrown weapon, you increase your first range increment by 10 feet.

FAST AIM #

ARCHER FIGHTER RANGER

You are not easily flustered when using the aim action.

It takes you one less action to use the Aim action and you are not Flat-Footed whilst aiming.

FAST ATTACK #

MARTIAL

Prerequisites BAB +10

The speed of your attacks often takes those around you by surprise.

You gain one additional AP each round which may only be used to make a Strike action. This action is subject to usual multiple attack penalties.

FAVOURED TERRAIN #

DRUID RANGER

You favour a specific terrain type and are far more proficient within its confines.

Choose either aquatic, arctic, desert, mountain, plains, sky, swamp, underground or woodland as your favoured terrain. When in your favoured terrain you gain a +2-class bonus on Nature, Perception, Stealth and Survival checks.

Additionally, you gain a +10-class bonus to any Initiative checks made within your favoured terrain.

Finally, the DC for all Spellcraft checks made to cast verdant spells is reduced by 1 whilst in your favoured terrain.

This feat may be taken multiple times, each time selecting a new terrain type.

FEARLESS #

MARTIAL

Your ability to ignore the terrifying sights before you have increased to legendary proportions.

Prerequisites Bravery, BAB +14

You are immune to fear.

FEROCIOUS SHAPE #

DRUID

You have learnt how to fight whilst in a wild shaped form.

Prerequisites Wild Shape, BSB +6

You gain a +2-circumstance bonus to all natural attacks and a +2-dodge bonus to DB when using your Wildshape ability.

FOCUSED STRIKE #

FIGHTER PRESS

You don’t easily lose your concentration when an attack misses.

You balance your attack perfectly delivering a skilful strike which only counts towards your multiple attack penalty if it hits your target.

FRENZY #

MARTIAL

You can focus your mind and enter a killer frenzy.

You may use both the Invoke Rage (Mental Focus) and Revoke Rage (Mental Focus) actions.

FURIOUS FOCUS #

FIGHTER

Through dedicated practice and unwavering discipline, you have mastered the art of maintaining perfect balance even amidst a frenzy of furious swings and attacks.

Prerequisites BAB +8, Power Attack

When using Power Attack, it only counts as one attack for the purposes of your multiple attack penalty.

Be aware that Power Attack still costs 2 AP to use when using this feat.

GREAT CLEAVE #

FIGHTER

Once the killing begins, your fury knows no mercy.

Prerequisites Cleave, BAB +10

When you use the Cleave feat, your momentum allows you to unleash a continuous onslaught of melee Strikes. You can keep attacking with melee Strikes until you fail to incapacitate a creature or until there are no more adjacent creatures left to attack, whichever condition is met first.

GUARDED MOVE #

DEFENCE MOVEMENT ROGUE

You can anticipate attacks whilst moving.

Action 1 AP

You take a Stride action whilst your guard is up, wary of incoming attacks. You gain a +4-circumstance bonus to DB against any attacks which are provoked by your movement until the beginning of your next turn.

GUARDIAN DEFENCE #

MARTIAL

You can aid your allies in the blink of an eye.

Requirements You are wielding a one-handed weapon or shield.

Action Reaction; Trigger An ally within your melee reach is hit by an attack and you can see the attacker.

You can make an immediate Aid Defensive action and reduce the attack by the indicated amount.

HEALING CHANNEL #

CLERIC CRUSADER

You can enhance your medical skills with prayer.

When using the Medicine skill to heal the injuries of a target, you may expend PP to grant yourself a bonus to the check. You may expend an amount of PP equal to half your caster level (round up) to a maximum of 5 PP. Each PP grants you a +1-class bonus to the medicine check. Furthermore, when casting the Cure spell, the amount healed is increased to d10’s (and +10 for ranged).

HEIGHTEN SPELL #

ADEPT METAMAGIC

Your spells are harder to resist.

PP Cost +2

When you heighten a spell, you are increasing its raw power level which makes it more difficult to dispel (and potentially resist). Heightening a spell treats the PP of the spell for Saving Throw DC purposes as the maximum PP that you can cast.

Salios is Wizard with a caster level of 13. The maximum PP spell that he can cast is 14. He casts a Blindness spell and uses the Heighten Feat which increase the PP cost of the spell by 2 (from 6 to 8) but the spell is treated as PP 14 for the purposes of the Saving Throw DC.

HONED REFLEXES #

MARTIAL ROGUE

Your reactions are so sharp that you can react to almost any situation in the blink of an eye.

Prerequisites BAB +10

You gain an additional reaction each turn.

HUMANOID SHAPE #

DRUID

Like the ever-shifting weather, your physical form is malleable and adaptable, capable of transforming at will to suit your desires and needs.

Prerequisites Wild Shape, BSB +4

You may use your Wild Shape ability to take the form of a Humanoid as if using the Shape of the Humanoid spell.

IMPOSING WILL #

ADEPT METAMAGIC

You have developed your mental skills beyond those of normal mental manipulation.

Prerequisites Cha +2

When casting a spell with the mental trait, you may warp the spell to affect creatures that would normally be immune as detailed below:

CREATURE TYPE
PP
Aberration
+4
Animal
+2
Beast
+3
Construct
+8
Elemental
+3
Eternal
+4
Fey
+2
Ooze
+6
Plant
+6
Undead
+8
Wyrm
+4

IMPROVED CRITICAL #

MARTIAL

You know how to place your strikes to inflict the most harm.

Prerequisites BAB +8, Weapon Focus

Choose one weapon group for which you have already selected the Weapon Focus feat. Your attacks with this weapon group gain the Keen trait.

Be aware that if the weapon already has the Keen trait then this feat has no effect.

INJURY RELIEF #

BARD FOCUS

Your psychic discipline grants you the power to heal your wounds.

Prerequisites BSB +2

You can cast Self-Healing as an innate spell with the focus trait.

INSPIRED #

LOREMASTER MASTERMIND

You can draw upon magical energy to enhance your mundane skills and checks.

You gain the Inspiration Specialist Spell.

INTENSIFIED SPELL #

ADEPT METAMAGIC

You enhance the raw damage of your spells.

PP Cost +4

Your spell is more powerful and increases its base damage by one die.

JUGGERNAUT #

ADVANTAGE MARTIAL

You have conditioned yourself to endure physical hardships and possesses natural resilience against various afflictions.

Prerequisites Athletics 6 ranks

Action Reaction; Trigger You attempt a fortitude save, before you roll.

You gain advantage on the triggering saving throw.

KNIFE FLURRY #

ATTACK FLOURISH MARTIAL

Your enemies are so easy to fool.

Prerequisites Deception 5 ranks

After a successful attack with a knife weapon, you may make a Feint (Deception) check against your opponent as a 0 AP action.

Be aware that this action has the attack trait and is therefore subject to your multiple attack penalty

LINGERING PERFORMANCE #

BARD METAMAGIC

Your Bardic Specialist spells reverberate back even when you have moved on to a new masterpiece.

Prerequisites Perform 4 ranks

PP Cost +2

When casting a spell with the composition trait you can choose to allow it to continue for several rounds after you have ceased performing. The number of rounds the spell's effects linger is equal to your Cha.

Be aware that a lingering performance does not end if you use another composition spell, although you may only have one lingering performance running at any one time.

LORIST #

BARD

You have dabbled in the arcane arts.

Prerequisites Arcana 5 ranks

You may learn a single arcane spell and add it to your spell repertoire. At 10th level and then every 5 levels thereafter you may add an additional arcane spell to your repertoire. These arcane spells are cast as ethereal spells and are in addition to any other spells you gain.

LUNGE #

MARTIAL ROGUE

You can strike foes that would normally be out of reach.

Prerequisites BAB +2

Requirements You are wielding a melee weapon.

Using your melee weapon, you may take an action with the attack trait. This action gains the reach trait for that Strike. This strike is subject to a -1-circumstance penalty.

LUNGING STANCE #

STANCE

You possess the ability to strike out at foes who are beyond your normal reach.

Prerequisites BAB +6, Lunge

Requirements You are wielding a melee weapon.

Whilst in this stance, you have the capability to make an Attack of Opportunity against an opponent positioned beyond your regular reach but still within the range achievable with Lunge. By doing so, you extend the reach of your Strike by 5 feet. Furthermore, any penalties associated with performing standard Lunge strikes are completely negated.

MAJOR ARCANE CASTER #

ARCANIST

You learn some advanced arcane magic.

Prerequisites Level 12, Minor Arcane Caster

You may memorise and cast an additional arcane spell from your spellbook. At 14th level, you gain the ability to memorise and cast another additional arcane spell, and at 16th level, you can memorise and cast yet another.

Each time you are granted a new spell slot; you may also add an arcane spell of the appropriate level to your spell book.

MAJOR DIVINITY CASTER #

PRIEST

You learn some advanced divinity magic.

Prerequisites Level 12, Minor Divinity Caster

You may memorise and cast an additional divinity spell. At 14th level, you gain the ability to memorise and cast another additional divinity spell and at 16th level another.

MAJOR ETHEREAL CASTER #

GLEEMAN

You learn some advanced ethereal magic.

Prerequisites Level 12, Minor Ethereal Caster

You may memorise and cast an additional ethereal spell. At 14th level, you gain the ability to memorise and cast another additional ethereal spell and at 16th level another.

MAJOR VERDANT CASTER #

ANIMIST

You learn some advanced verdant magic.

Prerequisites Level 12, Minor Verdant Caster

You may memorise and cast an additional verdant spell. At 14th level, you gain the ability to memorise and cast another additional verdant spell and at 16th level another.

MASTER ARCANE CASTER #

ARCANIST

You learn some elite arcane magic.

Prerequisites Level 18, Major Arcane Caster

You may memorise and cast an additional two arcane spells from your spellbook. At 20th level, you gain the ability to memorise and cast another additional arcane spell.

Each time you are granted a new spell slot; you may also add an arcane spell of the appropriate level to your spell book.

MASTER DIVINITY CASTER #

PRIEST

Prerequisites Level 18, Major Divine Caster

You may memorise and cast an additional two divinity spells. At 20th level, you gain the ability to memorise and cast another additional divinity spell.

MASTER ETHEREAL CASTER #

GLEEMAN

You learn some elite ethereal magic.

Prerequisites Level 18, Major Ethereal Caster

You may memorise and cast an additional two ethereal spells. At 20th level, you gain the ability to memorise and cast another additional ethereal spell.

MASTER VERDANT CASTER #

ANIMIST

You learn some elite verdant magic.

Prerequisites Level 18, Master Verdant Caster

You may memorise and cast an additional two verdant spells. At 20th level, you gain the ability to memorise and cast another additional verdant spell.

MERCY OF RELIEF #

CRUSADER

Your touch relieves fatigue and injury.

Prerequisites BAB +5

When using your Crusaders Mercy ability, instead of healing hit points you may instead choose to duplicate the effects of a restoration spell. This is treated as an innate spell for casting rule purposes.

MINOR ARCANE CASTER #

ARCANIST

You learn some basic arcane magic.

Prerequisites Level 4

You can memorise and cast one additional arcane spell from your spellbook. At 6th level, you gain the ability to memorise and cast another additional arcane spell, and at 8th level, you can memorise and cast yet another.

Each time you are granted a new spell slot, you may also add an arcane spell of the appropriate level to your spell book.

MINOR DIVINITY CASTER #

PRIEST

You learn some basic divinity magic.

Prerequisites Level 4

You may memorise and cast an additional divinity spell. At 6th level, you gain the ability to memorise and cast another additional divinity spell and at 8th level another.

MINOR ETHEREAL CASTER #

GLEEMAN

You learn some basic ethereal magic.

Prerequisites Level 4

You may memorise and cast an additional ethereal spell. At 6th level, you gain the ability to memorise and cast another additional ethereal spell and at 8th level another.

MINOR VERDANT CASTER #

ANIMIST

You learn some basic verdant magic.

Prerequisites Level 4

You may memorise and cast an additional verdant spell. At 6th level, you gain the ability to memorise and cast another additional verdant spell and at 8th level another.

CASTER FEATSThe caster feats grant your character additional spells of a different tradition. It is important to note that you still cannot cast spells that you do not have the required caster level for. Furthermore, if you already have a magical tradition and have gained spells from a second (or even third) tradition, your Spellcraft checks use the ability score of the new tradition and not your original one.CASTER FEATSThe caster feats grant your character additional spells of a different tradition. It is important to note that you still cannot cast spells that you do not have the required caster level for. Furthermore, if you already have a magical tradition and have gained spells from a second (or even third) tradition, your Spellcraft checks use the ability score of the new tradition and not your original one.

MOBILE SHOT #

ARCHER FIGHTER RANGER STANCE

You attack with a nimble grace and deadly accuracy.

Prerequisites BAB +8

Requirements You are wielding a missile weapon.

Whilst in this stance, your ranged Strikes no longer provoke Attacks of Opportunity or trigger any other reactions triggered with ranged attacks. Furthermore, you have the ability to make an Attack of Opportunity while holding a loaded ranged weapon as long as your target is within a 5-foot.

MOBILITY #

EXPERT

You move with careful and considered steps, making impossible for your enemies to strike you.

Prerequisites Acrobatics 2 ranks

When you take the Stride action, you only provoke reactions if you move more than half your Speed. This feat may also be used with other movement types.

MONSTER LORE #

CLERIC CRUSADER

Your knowledge of the enemies you face is drawn from your faith as well as knowledge.

When you recall knowledge to learn about the abilities of a creature, you may add your Wisdom ability score to the check as a status bonus.

NATURAL CASTING #

DRUID

You can complete the verbal and somatic components of spells even when in a different form.

Prerequisites Wild Shape, BSB +4

By harnessing your innate connection with nature, you have learned to replace the traditional verbal and somatic components of spells with a clever combination of gestures and sounds. Furthermore, you have mastered the art of utilizing material components and focuses even when they are seamlessly integrated into your transformed form.

Be aware that this feat does not grant you the ability to utilize magic items while in a form that would typically be unable to do so, and you remain unable to speak while employing your wild shape abilities.

NIMBLE DODGE #

DEFENCE EXPERT

You can quickly dodge incoming attacks.

Action Reaction; Trigger A creature declares an attack against you, and you are aware of them.

Requirements You are not encumbered or subject to an ACP.

You quickly attempt to dodge the incoming attack, gaining a +2-dodge bonus against it.

NOBLE WARRIOR #

GLEEMAN

You have learnt techniques of the mind and developed them to your advantage.

Prerequisites Occultism 4 ranks, Cha +3

Your ethereal prowess improves and you gain a caster level equal to half your level (round up) and low PP (1 per level). You may now memorise and cast a PP 2 ethereal spell.

OFFENSIVE PARRY #

MARTIAL

Shoving an opponent with a shield in your hand has become second nature.

Prerequisites Shield Block

Action Free; Trigger You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller.

You shove the attacking creature as a Free Action. If the Shove would cause it to hit a solid object, enter an area of difficult terrain, or enter another creature’s space, it becomes flat-footed instead of being moved.

PLANT SHAPE #

DRUID

You have learnt to take the shape of plant creatures.

Prerequisites Wild Shape, BSB +8

You may use your Wild Shape ability to take the form of a Plant as if using the Shape of the Plant spell.

POINT BLANK SHOT #

ARCHER FIGHTER RANGER

Your aim is exceptionally precise when making ranged attacks at nearby targets.

Requirements You are wielding a ranged weapon.

You ignore the volley trait when using ranged weapons.

Furthermore, if your ranged weapon does not have the volley trait, you gain a +1-circumstance bonus to attack and damage rolls when attacking creatures within the weapon’s first range increment.

POWER ATTACK #

ATTACK FLOURISH MARTIAL

Your powerful attack delivers a heavy blow to your foe, but it leaves you slightly off-balance.

Prerequisites BAB +6, Str +3

Action 2 AP

Requirements You are attacking with a weapon of equal or greater size.

Make a melee Strike which counts as two attacks when calculating your multiple attack penalty. If the Strike hits, you inflict an additional 2d8 damage (same type as the base damage). As you BAB increases so does your additional damage. At BAB +12, you inflict 3d8 and at BAB +18 4d8.

PRACTISED KILLER #

EXPERT FLOURISH

Your ability to ambush and snipe is quite terrifying.

Prerequisites Stealth 8 ranks

Action Free; Trigger You can use Ambush or Sniping (Stealth).

Your Ambush or Sniping (Stealth) check is made as a Free Action (0 AP) instead of a Reaction.

PRECISE SHOT #

ARCHER FIGHTER RANGER

You are not easily distracted when target enemies in melee.

Prerequisites Point Blank Shot

When firing a missile weapon into melee, you ignore the +4 standard cover bonus that each target gains.

Be aware that this feat only ignores the static penalty for firing into melee, it does not ignore any additional bonuses that the target creature may gain from cover and concealment.

PRIMAL DEFENDER #

ANIMIST

You have fought alongside rangers and druids picking up some of their magical knowledge.

Prerequisites Nature 4 ranks, Con +3

Your verdant prowess improves and you gain a caster level equal to half your level (round up) and low PP (1 per level). You may now memorise and cast a PP 2 verdant spell.

PROPER HARDMAN #

MARTIAL

You have trained to use your strength to its fullest when making attacks with melee weapons.

Prerequisites BAB +10

Your strength is multiplied by 1.5 when determining your melee damage bonus.

QUICK DRAW #

EXPERT MARTIAL

You draw your melee or thrown weapon and attack with the same motion.

Prerequisites BAB +2

You use a 1 AP to Interact and Strike with your weapon.

QUICK RELOAD #

ARCHER FLOURISH

You can notch an arrow with lightning like precision.

Prerequisites BAB +4

You reduce the AP cost to reload your missile by one AP (min 0).

QUICKEN SPELL #

ADEPT METAMAGIC FLOURISH

You can cast spells with amazing speed.

PP Cost +8

You reduce the AP cost required to cast the spell by 1 (minimum 1).

RADIANT BLADE #

CRUSADER

Your blade ally is imbued with even more power.

Prerequisites Divine Ally (Blade Ally), BAB +10

You may add the aligned and flaming weapon property runes to the list that you may select during daily preparation. Any aligned trait that you select must match that of your deific aspect or deity.

REACH SPELL #

ADEPT METAMAGIC

You can increase the range of your spells.

PP Cost +2

Double the range of an existing spell. If the spell has no range or a range of touch, this warping option has no effect.

REACTIVE STANCE #

FIGHTER ROGUE

When there’s imminent danger, you drop into a stance with a mere thought.

Prerequisites BAB +10

Action Free; Trigger You roll initiative.

Enter any one known Stance that you know.

RESOLVE #

ADEPT ADVANTAGE

You have a mind of iron when resisting mental effects.

Prerequisites Mental Focus 6 ranks

Action Reaction; Trigger You attempt a will save, before you roll.

You gain advantage on the resulting saving throw.

REVERSE STRIKE #

FLOURISH MARTIAL PRESS

You turn your foes’ flanking against them with a quick reverse.

Prerequisites BAB +4

Requirements You are flanked by at least two enemies.

Action 1 AP

Make two Strike actions, one each against two separate targets that are currently flanking you. Both attacks use the same multiple attack penalty and only count as one attack for increasing the penalty further.

SACRED WEAPON #

CLERIC CRUSADER

You inscribe the symbol of your deity or deific aspect onto a favoured weapon.

You etch a sacred symbol onto a favoured weapon which takes 10 minutes. This symbol remains for a full year, however if you etch a symbol onto a different weapon, the original one instantly vanishes. Once the symbol has been inscribed, the item transforms into a religious symbol of the gods, serving as a divine focus for members of your faith.

Additionally, the item also becomes a +1 Divine Spell Adder.

SECOND ALLY #

CRUSADER

The power of your devotion draws additional boons from your deity.

Prerequisites Divine Ally, BAB +8

You may select an additional Divine Ally from those available to you.

SELECTIVE SPELL #

ADEPT METAMAGIC

Select targets to avoid the wrath of your spells.

PP Cost +1 per target

When casting a spell with an area of effect you can choose several targets in the area equal to the additional PP expended. These targets are excluded from the effects of your spell.

Be aware that you must be aware of your allies to exclude them from the spell.

SELF PRESERVATION #

CLERIC CRUSADER EVIL

Your focus lies in self-preservation and survivability.

Prerequisites Religion 6 ranks

Action Reaction; Trigger An enemy that you are aware of damages you with a targeted attack.

Your DR increases by 2 + half your level against the triggering attack.

Furthermore, your Strikes against the triggering creature deal +1 aligned (evil) or essence base damage until the end of your next turn. The damage type may be different each time you use this ability.

SHADOWING #

MARTIAL

You instantly pursue a retreating foe.

Prerequisites BAB +4

Action Reaction; Trigger A creature within reach attempts to move away from you.

You follow a retreating creature by taking a 1 AP Stride action as a Reaction. You remain within reach of the creature until it either stops moving, or you have moved your full Speed

You can use Shadowing with any movement type that you have available.

SHIELD BLOCK #

MARTIAL

You quickly block an incoming attack with your shield.

Action Reaction; Trigger You take damage from an attack.

Your shield grants you DR against the incoming attack equal to its DR bonus (if it has one). You and your shield take any further damage.

Furthermore, after using Shield Block, you lose your shield bonus to DB until the beginning of your next turn.

Be aware that if your shield does not have a DR bonus, it cannot be used to Shield Block.

SHIELD FOCUS #

MARTIAL

You possess exceptional skill in using your shield to deflect incoming attacks.

You increase the DB bonus granted by any shield by +1.

SHIELDED STRIDE #

AEGIS MARTAL

You deflect your enemies blows whilst moving.

Prerequisites Shield Block, BAB +4

Your shield bonus to DB is increased by +4 against actions which are provoked via movement. You cannot use Shielded Stride with a buckler.

SIGNATURE SPELL #

ADEPT

Experience allows you to cast a spell with more flexibility.

Select any one of your spells, when you Warp this spell, the total PP cost of the spell is reduced by 1 PP.

SILENT SPELL #

ADEPT METAMAGIC

You can cast without the use of your voice.

PP Cost +2

You remove the verbal component from a spell. This does not alter the amount of AP required to cast the spell, just prevents you from having to speak aloud when casting the spell.

SKIRMISH #

FLOURISH RANGER ROGUE

Your footwork is perfection personified whilst attacking.

Prerequisites BAB +4

Action 1 AP

You may take a Strike action and Step action together for 1 AP. It matters not, which order you carry the actions out in.

SMITE EVIL #

CRUSADER GOOD

You enhance your Blade Ally with a small aspect of your deity.

Prerequisites Divine Ally (Blade Ally)

Action 1 AP

Until the beginning of your next turn your Strikes made with your Blade Ally weapon inflict an additional 1d6 base good damage.

SMITE GOOD #

CRUSADER EVIL

You enhance your Blade Ally with a small aspect of your deity.

Prerequisites Divine Ally (Blade Ally)

Action 1 AP

Until the beginning of your next turn your Strikes made with your Blade Ally weapon inflict an additional 1d6 base evil damage.

SPECIALIST SPELL #

When you select this feat you gain a new specialist spell for which you meet the prerequisites. If a specialist spell requires a unique feat to purchase it, you may not select it with this feat.

You may select this feat multiple times, on each occasion selecting a different specialist spell.

SPELL SUBSTITUTION #

ADEPT

You can switch out a prepared spell for another one from your repertoire.

Prerequisites Meditation 5 ranks, Learned Caster, BSB +5

You spend 10 minutes in quiet contemplation and then make a Meditation check with a DC equal to the casting DC of the spell.

Critical You swap the spell successfully.

Success You swap the spell successfully and may not use this ability again for another hour.

Partial As success, but you may not use this feat again until after your next daily preparation.

Failure You fail to swap the spell and may not use this feat again until after your next daily preparation.

If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.

SPLIT SPELL #

ADEPT METAMAGIC

You reduce the power of your attack spell by splitting it into multiple shots.

PP Cost +4 per additional target

Your Spell Attack check is compared to the DB of multiple targets within the spell's range. The damage die of the spell attack is reduced by one step per additional target (d8 becomes d6 for one additional target or d4 two additional targets etc). This counts as one attack for your multiple attack penalty.

SPONTANEOUS SCHOLAR #

ADEPT

Your extensive knowledge of magic and its intricacies enables you to cast certain spells even when you have not studied your spell library for the day. By relying on rote memory and natural talent, you can call upon a limited number of spells in moments of need.

Prerequisites Learned Caster, BSB +2, Int +2

You gain the ability to cast a number of spells without studying your spell library. The number of spells you can cast in this way equals your Intelligence ability score per day. These spells must come from your known repertoire (spells already in your spell library) and must be of a PP cost no higher than half your caster level (rounded up).

STANCE MASTERY #

CONCENTRATE FIGHTER ROGUE

Your study of combat techniques is beyond compare.

Prerequisites BAB +12, Reactive Stance

Action 1 AP; Trigger You are already in a stance.

When you are in a Stance, you may activate a second stance and have both running alongside each other. Such advanced techniques are taxing however and for each round beyond the 1st that you maintain both stances you must make an Exhaustion check with a failure also resulting in both stances dropping.

STEALTHY STRIKE #

EXPERT THIEF

You can catch a target off guard, to inflict serious wounds to them.

Prerequisites Non-Rogue, Stealth 2 ranks

If you Strike a creature that is flanked or that has the flat-footed condition with an agile or finesse melee attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your stealth skill increases, so does the amount of additional damage you inflict. Increase the amount by 1d6 for every 6 ranks you have in the skill.

STILL SPELL #

ADEPT METAMAGIC

You can cast your spells without the need for hand gestures.

PP Cost +2

You remove the somatic component from a spell. This does not alter the amount of AP required to cast the spell, just prevents you from having to use somatic components.

STORMBORN #

DRUID

You are at home out in the elements, revelling in the power of nature unleashed.

You take no circumstance penalties for ranged spell attacks or Perception checks caused by weather, and your targeted spells ignore the concealed condition if it is caused by weather (such as fog).

STRIDING CHARGE #

FLOURISH MARTIAL

You surge forward with relentless determination, forcefully clearing a path through adversaries to swiftly close in on your intended target.

Prerequisites Athletics 5 ranks

Action 2 AP

You make one Stride action and attempt to move straight through your enemies', finishing with a melee attack. Make an Athletics check comparing the result to the Fortitude DC of each creature you attempt to pass through during your Stride action, continuing to move on a success but ending your movement before entering its space on a failure. If you reach your intended target, you may make a 1 AP Attack action.

Be aware that this action does not provoke reactions.

STRIKE OF RETRIBUTION #

CLERIC CRUSADER GOOD

You place yourself in harm’s way and lash out at your enemy.

Prerequisites Religion 6 ranks

Action Reaction; Trigger An enemy damages your ally within 10 feet of you.

You move without provoking, as part of the reaction adjacent to the attacker. You then intercept the attack which targeted your ally. The attack is worked out against your Defensive Bonus and if it hits, you may immediately make a melee strike against the foe. This attack is not subject to your multiple attack bonus.

SUDDEN CHARGE #

FLOURISH MARTIAL OPEN

Your ability to close the distance between you and your foes is legendary.

Prerequisites Athletics 1 rank

It only costs you 2 Action Points to Charge instead of 3.

SUPERIOR EVASION #

RANGER ROGUE

Your ability to avoid damage is surpassed by very few.

Prerequisites Evasion, Acrobatics 12 ranks

When using your evasion ability, it is treated as a Free (0 AP) action and not a Reaction.

SUPERIOR JUGGERNAUT #

MARTIAL

Your ability to withstand physical trauma is legendary.

Prerequisites Juggernaut, Athletics 12 ranks

When using your juggernaut ability, it is treated as a Free (0 AP) action and not a Reaction.

SUPERIOR RESOLVE #

ADEPT

Your ability to resist mental effects is second to none.

Prerequisites Resolve, Mental Focus 12 ranks

When using your resolve ability, it is treated as a Free (0 AP) action and not a Reaction.

SURPRISE ATTACK #

EXPERT

You can react at the beginning of a combat just a little quicker than others.

Prerequisites Perception 6 ranks

All opponents are flat-footed to you in the surprise round regardless of whether they have acted or not.

SWIPE #

FLOURISH MARTIAL

You swing your weapon in a wide arc.

Prerequisites BAB +4

Spend 2 AP to perform a single melee Strike, then compare the attack result to the DB of up to two adjacent foes within your melee reach. The Swipe counts as two attacks for your multiple attack penalty. If your weapon has the sweep trait, its modifier applies to all Swipe attacks.

TEMPORAL EXTENSION #

ADEPT METAMAGIC

You manipulate the flow of time to extend your spells beyond their natural limits.

PP Cost varies

With careful energy management, you push your magical boundaries, ensuring your power lasts when it matters most.

You can extend the duration of a spell by stepping it up to the next duration category:

Rounds - Minutes

Minutes - 10-Minute Intervals

10-Minute Intervals - Hours

Hours - Half-Day Intervals

Each step requires a PP expenditure equal to half the spell's base PP cost, rounded up. The extension must be decided at the time of casting and does not stack with other duration modifiers.

TRACKLESS STEP #

ADVANTAGE DRUID RANGER

You are very difficult to track whilst moving through areas of natural terrain.

Prerequisites Survival 5 ranks

Attempts to track you are made at disadvantage.

TURN UNDEAD #

CLERIC

Calling upon the power of your god(s), you cause undead to flee from the might of your divinity.

When using your Channels ability, you may instead use the Turn Undead spell.

TWIN PARRY #

FIGHTER RANGER

You use your offhand weapon to parry with great skill.

Prerequisites BAB +4

Any weapon in your offhand is considered to have the Parry trait. If your off-hand weapon already has the parry trait its bonus is increased by +1. You must have a weapon in your offhand to gain this bonus.

TWIN RIPOSTE #

FIGHTER RANGER

As your target makes a mistake, you use your offhand weapon to take advantage.

Prerequisites Double Stance, BAB +8

Action Reaction; Trigger A creature within your reach fumbles a Strike against and you are in Double Stance.

You may take either an Attack or Disarm action against the target. Your multiple attack penalty does not apply to this action.

VARIABLE SUCCESS #

ADEPT METAMAGIC

Your casting skills are not as delicate as your contemporaries, but usually work nonetheless.

Prerequisites BSB +8

When you get a partial result whilst casting a spell, you may expend an amount of PP equal to the base cost of the spell to change the result to a success.

VERSATILE CHANNELS #

CLERIC

You can use your channels to heal more than just hit point damage.

Prerequisites BSB +8

You can expend one of your uses of channels to cast either a remove curse, remove disease, remove paralysis or restore senses spell. The spell is warped to your maximum PP.

VERSATILE FAMILIAR #

WIZARD

You familiar is mutable, able to shift its focus and abilities.

Prerequisites Empower Familiar, Familiar, BSB +8

During your daily preparation, your familiar may switch out any one of its familiar abilities for another. It must meet any prerequisites for the new ability. More information on Familiars can be found at the end of this chapter.

VITAL STRIKE #

ATTACK MARTIAL

You aim to strike at your targets vital points by sacrificing the amount of attacks you can make each round for more precision.

Prerequisites BAB +6

Action 2 AP

You make a single attack against your target and may specify a hit location from the following:

Arms, Legs, Torso, Abdomen or Head

If the attack is a critical hit, when you roll the critical, you may increase your critical result to the next one that affects this location.

VOID STEP #

EXPERT FOCUS

You move with speed and precision, attempting to elude your target's gaze.

Prerequisites Stealth 12 ranks, Mobility

When you use a Stride action, you may choose to avoid provoking reactions during this movement. At the end of your movement, you can attempt a Stealth check against a single target's Perception DC. If successful, you are hidden from that target until the start of your next turn, unless you attack or take another noticeable action.

WARP MANIPULATION #

ADEPT METAMAGIC

You have the ability to alter your spells as you have cast them.

Prerequisites BSB +10

Requirements You have successfully cast a spell and exceeded the casting DC by a minimum of 2.

Action Free

After successfully casting a spell, you may add a warping option of up to 2 PP. You must still expend the additional PP for this option.

If the result of the spell is a Critical, you may add a warping option of up to 4. This replaces the usual benefit of achieving a Critical on your spell check.

WEAPON MASTERY #

MARTIAL

You rarely make mistakes when fighting with your preferred weapons.

Prerequisites Weapon Focus, BAB +6

You attack with grace and finesse when using the weapons selected from your Weapon Focus feat. You reduce the Fumble DC for all weapons covered by Weapon Focus by 1 for every 30 BAB. (to a minimum of 4).

WEAPON SPECIALISATION #

FIGHTER

You are skilled at dealing damage with one weapon group.

Prerequisites Weapon Mastery, BAB +8

Choose one weapon group for which you have already selected the Weapon Focus feat. You deal +2 extra base damage when using weapons from this group.

WIDEN SPELL #

ADEPT METAMAGIC

You are capable of affecting a wider area with your spells.

PP Cost +4

You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%.

WILD STRIDE #

DRUID RANGER

You move quickly through natural obstacles, whether they’re tumbled stone, tangled undergrowth, or sucking mud.

You can ignore the effects of non-magical difficult terrain. As normal for ignoring difficult terrain, this also lets you treat the hindrances of formidable terrain as those of difficult terrain.

WYRM SHAPE #

DRUID

You can assume the forms of the great wyrms.

Prerequisites Wild Shape, BSB +12

You may use your Wild Shape ability to take the form of a Wyrm as if using the Shape of the Wyrm spell.

Furthermore, whenever you use Wildshape to change into a different form, you gain resistance to your choice of acid, cold, electricity, fire, or poison.

GENERAL FEATS #

This section deals with any feats which are associated with skills, actions or any feat that does not fall into any one of the other categories. The majority of these feats will directly interact with a skill, or an action adding bonuses or amending the way it works in some way.

ACCOMPLISHED ARTISAN #

Your training focused upon the creation of one particular kind of item.

Prerequisites Any one crafting specialist skill.

When creating items using your crafting specialty, you are considered to be 2 levels higher for the purpose of determining your crafting times.

ADOPTIVE RACE #

HERITAGE

You were raised by a race of humanoids other than your own, you’ve always considered yourself one of them.

Select one playable PC race (GM approval). You select your racial heritage and racial feats from the adopted race instead of your own. You cannot select any feats that require a physiological feature (such as Orc Tusks) but may be able to select such feats from your original race (GM discretion).

Garrok Bloodfang is an Orc whose tribe were destroyed by giants when he was an infant. He was adopted by an elven ranger and raised in their small village. Garrok has the Silvarni heritage and may select elven feats with no physical traits. He selects the Tusks feat at 1st level as this is a Feat that his GM deems physical.

AFFABLE #

ADVANTAGE

You have the ability to create fast friends, even among those whom you have just met.

Prerequisites Diplomacy 1 rank

You gain advantage on all Make an Impression (Diplomacy) checks. Furthermore, you may affect multiple targets with this check by taking a -1-circumstance penalty for each target beyond the first.

AGILE TUMBLER #

ADVANTAGE

Your swift and nimble movements allow you to weave through your opponents with unparalleled agility.

Prerequisites Acrobatics 8 ranks

You gain advantage on all Tumble (Acrobatics) checks. Furthermore, if you get a critical result on the check, you gain a +2-circumstance bonus on the next physical attack or skill check that you make, which must be made before the end of your turn.

ALCHEMICAL CRAFTING #

You can create alchemical items.

Prerequisites Crafting or Nature 1 rank

You may use the Create (Crafting or Nature) action to make Alchemical items. Each item requires a formula for you to be able to make it. You may add the formula for any one level 1 Alchemical item when you select this feat.

ALERTNESS #

ADVANTAGE

Your keen observational skills allow you to perceive details that often elude others.

Prerequisites Perception 10 ranks

You gain advantage on all Search (Perception) checks.

AMBUSH AWARENESS #

You have a knack for avoiding blows when surprised.

Prerequisites Perception 10 ranks

If you are unable to act in the surprise round because you failed a Perception check, you can still act on your initiative count in the surprise round, but only to take the Full Defence action.

ANIMAL AFFINITY #

ADVANTAGE

You have a natural empathy when dealing with creatures with the animal trait.

Prerequisites Handle Animal & Nature 1 rank

You gain advantage on all Command an Animal (Handle Animal) checks that you make.

ANIMAL INSIGHT #

ADVANTAGE

You have knack for getting animals to do what you want them to do.

Prerequisites Handle Animal 4 ranks, Animal Affinity

You gain a +2-class bonus on all Command an Animal (Handle Animal) checks. Furthermore, you gain a +1-class bonus to all Spellcraft checks made when casting spells which directly affect animals.

ARCANE INSIGHT #

ADVANTAGE

All things arcane come naturally to you.

Prerequisites Arcana & Power Manipulation 1 rank

You gain advantage on all Recall Knowledge (Arcana) checks. Furthermore, if you get a critical result on the check, you gain an additional piece of information relating to the subject (GM discretion).

ARMOUR FOCUS #

Your familiarity with a specific type of armour enhances its protective capabilities for you.

Prerequisites BAB +1, Armour Proficiency

Select one type of armour (leather, chainmail, scalemail etc). The DR of the selected armour increases by 1.

You may select this feat multiple times, on each occasion selecting a different armour.

ARMOUR PROFICIENCY, HEAVY #

You are proficient in the use of heavy armour.

Prerequisites Armour Proficiency, Medium

You take the listed ACP to Dexterity and Strength based checks whilst wearing heavy armour.

Be aware that if you wear armour that you are not proficient in, all penalties are doubled.

ARMOUR PROFICIENCY, LIGHT #

You are proficient in the use of light armour.

You take the listed ACP to Dexterity and Strength based checks whilst wearing light armour.

Be aware that if you wear armour that you are not proficient in, all penalties are doubled.

ARMOUR PROFICIENCY, MEDIUM #

You are proficient in the use of medium armour.

Prerequisites Armour Proficiency, Light

You take the listed ACP to Dexterity and Strength based checks whilst wearing medium armour.

Be aware that if you wear armour that you are not proficient in, all penalties are doubled.

ARTISTIC EXPERTISE #

ADVANTAGE

Your performance skills surpass many others.

Prerequisites Artistry & Perform 1 rank

You may select any one Artistic Skill Specialty. You gain advantage when making skill checks for this specialty.

You may select this feat multiple times, on each occasion selecting a different specialty.

ARTISTIC SPECIALIST #

You have expanded your artistic repertoire.

Prerequisites Artistry 5 ranks

You may select an additional Artistry Skill Specialty.

You may select this feat multiple times, on each occasion selecting a new specialty.

BATTLE CRY #

You can demoralise your foes with a quick shout.

Prerequisites Intimidate 5 ranks

As you roll for initiative, you may unleash a powerful battle cry, which serves to demoralize an observed creature as a free action. Furthermore, if you possess at least 10 ranks in Intimidate, when you land a critical hit upon a target, you may use a reaction to Demoralize your foe.

BATTLE HARDENED #

You can ignore a certain amount of pain.

Prerequisites Toughness I, BAB +10

You are immune to the first 2 points of either the Weakened or Injured condition that you receive each day and reduce all bleed condition values by 1.

BATTLE MEDIC #

You can keep your cool in combat applying emergency treatment to your allies.

Prerequisites Medicine 2 ranks

Action 3 AP; Requirements You are holding healer's tools, or you are wearing them and have a hand free

You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP.

BORN TO RIDE #

You have exceptional skill in the saddle.

Prerequisites Handle Animal 5 ranks

Once per round you may use an action to command your steed, guide with knees or stay in saddle (using Handle Animal) as a Free Action.

BOUNDLESS LEAPER #

ADVANTAGE

Your powerful legs propel you through the air with ease, allowing you to clear great distances and heights.

Prerequisites Athletics 5 ranks

You gain advantage on all High Jump and Long Jump (Athletics) checks.

BREATH CONTROL #

Your exceptional breath control bestows upon you significant advantages when faced with hazardous or sparse air conditions.

You can hold your breath for 10 times as long as usual before suffocating. You gain a +2-circumstance bonus to saving throws against inhaled threats, such as inhaled poisons.

BREW POTION #

You can create magical potions.

Prerequisites Arcana, Nature, Occultism or Religion 1 rank

You may use the Create (Arcana, Nature, Occultism or Religion) action to make Potions. Each item requires a formula for you to be able to make it. You may add the formula for any one level 1 Potion when you select this feat.

CANNY CUTPURSE #

ADVANTAGE

You have are adept at filching purses and other valuables from unwitting marks.

Prerequisites Thievery 5 ranks

You gain advantage on all Pickpocket (Thievery) checks.

CANNY SMUGGLER #

ADVANTAGE

Smuggling things past the authorities has become almost a challenge for you.

Prerequisites Stealth 5 ranks, Underworld

Any attempts to locate items which you are smuggling are made at disadvantage. Furthermore, when using Underworld to make Earn Income checks, the level of the work is always treated as 1 higher without affecting the DC.

CLASS TRAINING #

You have developed an additional ability which is only available to your class.

You can select any one Class Feat for which you meet the pre-requisites.

COMBAT CASTING #

You are adept at spellcasting when threatened or distracted.

Prerequisites BSB +2

You gain a +2-class bonus to all attempts to defensive cast. Furthermore, you half the persistent and bleed damage penalties to spell casting (round down).

COUNTER SPELL #

You can attempt to counter a spell as you identify it.

Prerequisites Spell Recognition, BSB +4

Action Free

If you successfully identify a spell using Spell Recognition, you may attempt to counter it using the Dispel (Power Manipulation) action as a Free action.

CULTURAL UNDERSTANDING #

You understand people and their languages.

Prerequisites Culture & Linguistics 1 rank

You gain a +1-class bonus to your Culture and Linguistic skills.

DEADLY TRAINING #

Prerequisites Stealth 8 ranks

You have been trained in the skills of efficiently killing opponents.

You gain a +2-class bonus when using the Ambush (Stealth) and Sniping actions

DEFT HANDS #

ADVANTAGE

Prerequisites Thievery 5 ranks

You can palm small objects with ease.

You gain Advantage on all Trickery (Thievery) checks.

DIEHARD #

Prerequisites Con +2

Simply put, you are just too stubborn to die.

You gain a +1-class bonus to your Death State and also gain a +2-circumstance bonus to all Dying Checks.

ESCAPOLOGIST #

Your ability to slip your bonds quickly is almost superhuman.

Prerequisites Acrobatics 8 ranks

When making Escape (Acrobatics) checks, the action loses the Attack trait.

EXPERIENCED TRACKER #

Following tracks is in your blood and it comes as almost second nature to you.

Prerequisites Survival 1 rank

You no longer take the penalty for tracking at full speed.

FAITHFUL INSIGHT #

ADVANTAGE

The calmness that you find is divine inspired.

Prerequisites Meditation & Religion 1 rank

You gain advantage on all Recall Knowledge (Religion) checks. Furthermore, if you get a critical result on the check, you gain an additional piece of information relating to the subject (GM discretion).

FEARSOME GLARE #

A mere glance of the eye is all it takes for you to strike fear into your enemies.

Prerequisites Intimidate 2 ranks

When you use the Demoralise (Intimidate) action, it loses the auditory trait and gains the visual trait. Furthermore, the difficulty does not increase if the creature doesn’t understand your language.

FEATHER STEP #

You glide across difficult terrain in short steps.

Prerequisites Dex +3

You can Step into difficult terrain as if it was normal terrain.

FLAWLESS PERFORMANCE #

ADVANTAGE

You are a perfectionist when performing your practised songs or dances.

Prerequisites Perform 1 rank

You gain advantage when using Performance or Earn Income (Perform) checks with one perform specialty.

Be aware that you cannot use this feat to gain advantage if the Perform skill is being used to do something else (such as cast a bard spell).

FLEET FOOTED #

You can move more quickly.

Prerequisites Dex +2

You increase your Speed by 5 feet.

GOOD HEALER #

Your expertise lies in swiftly tending to short-term injuries, allowing you to efficiently restore your allies and return them to the fray.

Prerequisites Medicine 5 ranks

Whenever you Treat Wounds, you heal an additional amount of hit points equal to your ranks in Medicine.

GREAT FORTITUDE #

Hours of physical training has paid off.

You gain a +2-class bonus to your Fortitude saving throw.

GROUP COERCION #

You are adept at influencing multiple targets with threats.

Prerequisites Intimidate 1 rank

When you Coerce, you ignore the first -4 penalty received for coercing multiple targets. For every 5 ranks that you have in the Intimidate skill, you may ignore a further -2 penalty.

GYMNASTIC TRAINING #

You are skilled at dextrous manoeuvring.

Prerequisites Acrobatics 1 rank

You gain a +1-class bonus to the Acrobatics skill and Reflex saving throws.

HAULER #

You are stronger than you look.

Prerequisites Athletics 1 rank

Your strength is considered to be 2 higher when determining encumbrance limits and tests of pure strength.

IMPRESSIVE PERFORMANCE #

Prerequisites Perform 1 rank

Your captivating performances elicit admiration and cultivate a devoted fanbase.

You can Make an Impression using Performance instead of Diplomacy.

IMPROVED INITIATIVE #

You have superior reactions.

You gain a +20-circumstance bonus to initiative rolls.

IMPROVED REPOSITION #

You are very adept at protecting weaker allies.

You no longer need a free hand to use the Reposition action. In addition, you make a Reflex DC (against your targets level DC) to avoid reactions when using this action.

INCREDIBLY INVESTED #

You have the ability to bond with more magic items.

Prerequisites Cha +2

Increase your limit on invested items by 2.

INNER RESERVE #

Fatigue is for fools and wizards (maybe they are one and the same).

Prerequisites Str +2, Con +2, Mettle, Level 10

You have an innate ability to take more physical punishment than others. You gain a +1 per level bonus to your HP and a +2-class bonus to all exhaustion checks and saving throws to resist fatigue.

INSTINCTIVE DEFENCE #

Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.

Prerequisites Dex +2, Acrobatics 5 ranks

Requirements You are not suffering from an ACP or encumbrance penalty.

You gain a +1-dodge bonus to DB.

INTUITIVE HEALER #

You just know when things are wrong.

Prerequisites Medicine & Sense Motive 1 rank

You gain a +1-class bonus to your Medicine skill.

INVENTIVE CRAFTER #

You possess a keen mind for design and innovation, able to reverse-engineer creations and develop entirely new ones from scratch.

Prerequisite 5 or more ranks in any skill that has both the create and research actions.

You may attempt to invent a formula for an item you do not yet know. This process uses the Research action, but instead of constructing the item, you are developing the formula through research and experimentation.

This process is the same as that to create an item but with the following differences:

You don’t need the formula for the item.

You must supply raw materials equal to half the cost of the item you are creating, not the cost of the formula.

Be aware that you must still have the required feat for specialist items such as alchemical and magical items.

IRON WILL #

Hours of focusing your weave has granted fruition.

You gain a +2-class bonus to your Will saving throw.

KEEN INSIGHT #

ADVANTAGE

You have a knack for listening in to conversations and gaining valuable insight from them.

Prerequisites Diplomacy 1 rank

You gain Advantage to all Gather Information (Diplomacy) checks.

LIGHTNING REFLEXES #

Your ability to notice incoming danger has always given you an edge.

You gain a +2-class bonus to your Reflex saving throw.

LINGUIST #

Your ability to learn new languages is unsurpassed.

Prerequisites Linguistics 5 ranks

You gain an additional language for every 5 ranks you have in the Linguistics skill (in addition to the one you normally get for every 5 ranks).

MAGICAL CRAFTING #

Making items from magic is an art which you have developed.

Prerequisites Arcana, Nature, Occultism or Religion 2 ranks, BSB +2

You may use the Create (Arcana, Nature, Occultism or Religion) action to make permanent magical items. This allows you to create specific magical items and craft runes for armour, shields and weapons. You may add the formula for any one level 2 magical item or rune when you select this feat.

MAGICAL DISCOVERY

You have unlocked the secrets of a new spell or gain an additional slot to memorise a spell in.

Prerequisites BSB +2

If you are an instinctive caster, you may learn an additional spell and add it to your repertoire. If you are a learned caster, you gain an additional spell memorised slot each day.

You may select this feat multiple times but never more than once every two levels.

MASTERFUL BURGLAR #

ADVANTAGE

You have substantial expertise in the arts of breaking, entering and making off with other people’s property.

Prerequisites Thievery 6 ranks

You gain advantage on all Disable and Pick a Lock (Thievery) checks.

MASTERFUL CRAFTER #

You can construct things more quickly than most.

Prerequisites Crafting 10 ranks, Specialist Crafter

When you craft a particular kind of item which is covered by your Specialist Crafter feat, the amount of work that you complete in the given timescale is doubled.

METAMAGIC TRAINING #

You have unlocked the secrets of a magical warping option.

You can select any one Metamagic (Class) feat. You do not have to be an Adept to select this feat, but you cannot select a feat that has a specific class trait.

METTLE #

Harsh conditions or long exertions do not easily tire you.

Prerequisites Con +2

You gain a +4-class bonus to any checks made to resist fatigue, exhaustion or environmental effects.

MOMENT OF CLARITY #

You clear your rage and anger for the briefest of moments.

Prerequisites Mental Focus 5 ranks, Frenzy

Action 1 AP

You focus your mind allowing you to use actions with the concentrate trait, regardless of whether they possess the rage trait or not until the end of your turn.

MYSTICAL CONDUIT #

Your body responds well to magical healing.

Prerequisites Con +1

When you regain Hit Points from a magical effect or potion you regain an additional amount of Hit Points equal to half your caster level.

Be aware that you may only benefit from this feat once per casting of a spell.

NATURAL LEADER #

ADVANTAGE

People seem to follow your lead; it has always been that way.

Prerequisites Diplomacy 1 rank

You gain advantage on all Command and Rally (Diplomacy) checks.

NATURAL MEDICINE #

Your healing skills are far older than those of the priests around you.

Prerequisites Survival 1 rank

Your knowledge of natural cures allows you to use Survival instead of Medicine to Treat Wounds. When in the wilderness, your familiarity with the surroundings grants you a +2-circumstance bonus to your Treat Wounds check using Survival (subject to GM approval).

OCCULT INSIGHT #

ADVANTAGE

Your mind is different and adapts to unusual knowledge and experiences.

Prerequisites Occultism & Mental Focus 1 rank

You gain advantage on all Recall Knowledge (Occultism) checks. Furthermore, if you get a critical result on the check, you gain an additional piece of information relating to the subject (GM discretion).

ODDITY ASSESSMENT #

ADVANTAGE

You have an instinct for locating strange magic.

Prerequisites Occultism 1 rank

You gain advantage to all checks made to Identify Magic or Sense Magic with the mental, possession, prediction, or scrying traits.

PERFORM SPECIALIST #

You have learnt to use a new type of performance.

Prerequisites Perform 5 ranks

You may select an additional Perform Specialty.

You may select this feat multiple times, on each occasion selecting a new perform specialty.

PHYSICAL TRAINING #

You excel far beyond others at acts of physical prowess.

Prerequisites Athletics 1 rank

You gain a +1-class bonus to the Athletics skill and Fortitude saving throws.

PHYSICIAN #

You have a gift for healing both magical and mundane.

Prerequisites Medicine 1 rank, BSB +1

You gain a +1-class bonus on Medicine checks and to Spellcraft checks made when casting a spell with the healing trait.

PLANAR INSIGHT #

ADVANTAGE

You understand things that you perhaps shouldn’t..

Prerequisites Planes 1 rank

You gain advantage on all Recall Knowledge (Planes) checks. Furthermore, if you get a critical result on the check, you gain an additional piece of information relating to the subject (GM discretion).

PROFESSIONAL SPECIALIST #

You have learnt a new specialty.

You may select a new Specialist Skill.

You may select this feat multiple times, but never more than your INT +1.

QUESTIONABLE SOURCE #

You possess a wealth of knowledge, although not all of it originates from reputable or reliable sources.

Prerequisites One skill with the Recall Knowledge action 1 rank When you make a Recall Knowledge check (using any skill), you always gain a piece of information about the target of your check that is true (although not necessarily useful).

QUICK CLIMBER #

Your climbing ability has become almost spiderlike.

Prerequisites Climbing 12 ranks

You gain a climb speed equal to half your land speed.

QUICK DONNING #

CONCENTRATE MANIPULATE

Prerequisites Athletics 1 rank, Warfare

Having served alongside armoured warriors, you have become skilled in assisting yourself and others with the donning of heavy gear. You can attempt a DC 20 Athletics or Warfare check to try and remove armour with greater haste. Success in this check allows you to significantly reduce the time required for you or an ally to don or remove their armour.

Critical It takes 2 rounds to don light armour, 1 minute to don medium or heavy armour, and 2 rounds to remove any armour.

Success It takes 5 rounds to don light armour, 2 minutes to don medium or heavy armour, and 5 rounds to remove any armour.

Fumble You are all hands and no fingers. It takes twice the usual time to don or remove the armour.

QUICK IDENTIFICATION #

You can Identify Power swiftly.

Prerequisites BSB +4

When identifying magical items using Identify Power, you apply the following modifiers; 10 minutes (+2), 1 minute (+0), 1 round (-2), 1 AP (-5), 0 AP (-10).

QUICK RECOVERY #

You heal quickly and recover from affliction much faster than others.

Prerequisites Con +2

You regain double the amount of Hit Points when resting.

Furthermore, when making saving throws against disease or poison, you treat the result of the saving throw as one degree higher.

Finally, when you rest for a full night, the severity of any Soul Drain reduces by 10, compared to the standard reduction of 5.

QUICK SWIMMER #

You move through the water with the grace of a shark.

Prerequisites Athletics 12 ranks

You gain a swim speed equal to half your land speed.

SCHOOLED IN SECRETS #

You have a knack for obtaining information about cults and religious groups.

Prerequisites Religion 1 rank

When you make a Gather Information check to obtain knowledge about cults or religious groups, you may instead use your Religion skill instead of Diplomacy.

SCRIBE SCROLL #

You can create magical scrolls.

Prerequisites Arcana, Nature, Occultism or Religion 1 rank, BSB +1

You may use the Create (Arcana, Nature, Occultism or Religion) action to scribe magical scrolls. To make a scroll, you must have access to the spell that you are scribing.

SEASONED #

ADVANTAGE

Folk travel from miles around to sample your cooking.

Prerequisites Crafting 1 rank, Cooking Specialty

You gain advantage to any skill check involving the preparation or identification food and drink.

SENSE POWER #

Your study of magic allows you to instinctively sense its presence.

Prerequisites Arcane or Ethereal Spell Caster, Sense Motive 10 ranks

You may use the Sense Motive skill to sense the presence of magical auras as if you were using the Power Manipulation skill.

SHIELD PROFICIENCY, LIGHT #

You are proficient in the use of light shields.

Prerequisites BAB +1

You are proficient in the use of light shields and bucklers.

Be aware that if you use a shield that you not proficient with, all penalties are doubled.

SHIELD PROFICIENCY, HEAVY #

You are proficient in the use of heavy shields.

Prerequisites BAB +1, Light Shield Proficiency

You are proficient in the use of heavy shields.

Be aware that if you use a shield that you not proficient with, all penalties are doubled.

SHIELD PROFICIENCY, TOWER #

You are proficient in the use of tower shields.

Prerequisites BAB +2, Heavy Shield Proficiency

You are proficient in the use of tower shields.

Be aware that if you use a shield that you not proficient with, all penalties are doubled.

SILVER TONGUE #

ADVANTAGE

Lies come easily to you and simply slip off your tongue.

Prerequisites Deception 5 ranks

You gain Advantage to all Bluff (Deception) checks that you make.

SKILL FOCUS #

Through dedication and precision, you've honed your talent in a singular task, achieving results that others can only admire.

Prerequisites 1 rank in the skill

You excel at a specific task, mastering the nuances of a particular skill action. Choose one specific action within a skill (e.g., Pick a Lock for Thievery, Decipher Writing for Linguistics, or Recall Knowledge for Arcana). You gain a +2-class bonus when performing that action.

You may select this feat multiple times, on each occasion selecting a different skill.

SKILLED ARTISAN #

You have a natural flair for creating things..

Prerequisites Artistry & Crafting 1 rank

You gain a +1-class bonus to Artistry and Crafting checks.

SKITTER #

It is often handy to be able to scramble along the ground at speed.

Prerequisites Dex +3, Fleet Footed

You can Crawl up to half your Speed.

SPECIALIST CRAFTER #

Your training focused on Crafting one particular kind of item.

Prerequisites Crafting 2 ranks

Select one of the crafting specialties listed below; you may create and repair items of this specialty using your crafting skill.

Crafting Skill
Applicable Items
Blacksmithing
Durable metal goods, including metal armour and weapons
Bookmaking
Books and paper
Cooking
Baking, brewing and meal prep,
Fletching
Bows, crossbows and their ammunition.
Glassmaking
Glass, including glassware and windows
Jeweller
Fine art, including jewellery
Leatherworking
Leather goods, including leather armour
Pottery
Ceramic goods
Shipbuilding
Ships and boats
Snares
Snares & Traps
Stonemasonry
Stone goods and structures
Tailoring
Clothing
Weaving
Textiles, baskets, and rugs

You may select this feat multiple times, on each occasion selecting a new specialty.

SPELL ADEPT #

Though not fully devoted to the mystical arts, your determination has forged a bridge between martial discipline and magical expertise.

Prerequisites Non-pure spellcaster, BSB +2

You’ve honed your limited magical abilities through focus and study. You gain a +1-class bonus to all Spellcraft checks. Whether through innate talent or grit, your spell crafting prowess can surprise even seasoned mages.

SPELL RECOGNITION #

You can quickly identify incoming magic.

Prerequisites Arcana, Nature, Occultism or Religion 1 rank

Action Reaction; Trigger A creature within line-of-sight casts a spell.

You can make an appropriate skill check to identify the spell as it is cast. If it is a spell that is in your repertoire, the DC to identify it is reduced by 2.

Critical You identify the incoming spell and gain a +2-circumstance bonus to your saving throw or your DB against it.

Success You identify the incoming spell and gain a +1-circumstance bonus to your saving throw or your DB against it.

Failure You fail to recognize the spell.

STREETWISE #

Prerequisites Culture 2 ranks

You are part of da street; you merge in and out where others stand out like a saw thumb.

You can use your Culture modifier instead of your Diplomacy modifier to Gather Information. Furthermore, you gain a +1-class bonus to all Stealth checks whilst in an urban environment.

STUDIOUS #

You remember the details better than others.

Prerequisites Int +1, Wis +1

You gain a +2-class bonus to any Recall Knowledge checks made to recall the details of things that you have witnessed personally. Furthermore, you may store an additional 2 targets.

SUBTLE #

ADVANTAGE

You are naturally discreet and subtle.

Prerequisites Stealth 5 ranks

You gain advantage on all Sneak (Stealth) checks.

SURE FEET #

ADVANTAGE

You can maintain your balance, even in extreme circumstances.

Prerequisites Acrobatics 1 rank

You gain Advantage to all Balance (Acrobatics) checks that you make.

SURVEY WILDLIFE #

You can pick up on signs of nearby creatures in a wilderness environment.

Prerequisites Nature & Survival 2 ranks

By dedicating 10 minutes to surveying your surroundings, you can analyse the area for signs of nearby creatures, such as nests, scat, and marks on vegetation. Make a Survival check, with the DC determined by the GM based on the visibility of the signs. If you succeed, you may then make a Recall Knowledge check, albeit with a -2-circumstance penalty, to glean further information about the creatures solely from these indicators.

SURVIVALIST #

ADVANTAGE

You have spent a great deal of time operating in the outdoors and surviving there.

Prerequisites Survival 1 rank

You gain advantage on all Subsist (Survival) checks.

THEOLOGIAN #

ADVANTAGE

You have gathered a vast amount of knowledge concerning religions of all types.

Prerequisites Religion 1 rank

If you roll a fumble at a Religion check, you get a failure instead. When attempting to Recall Knowledge regarding your own faith (if you have one), you make the check with advantage.

THROW ANYTHING #

Anything within your grasp can be launched as a weapon at your foes.

You suffer no penalties for using an improvised thrown weapon. Furthermore, you gain a +1-circumstance bonus to attack with any thrown weapon.

TOUGHNESS #

You can withstand more punishment than others before succumbing.

Prerequisites BAB +4

You increase your HP total by 10.

You may select this feat multiple times, on each occasion, the prerequisite level doubles.

TRANSCEND ARMOUR #

You have learnt to wear armour whilst casting spells.

You ignore your usual spellcasting penalties for any armour that you are proficient with.

Be aware that Rangers may take this feat to wear metal armour, but Druids may not.

UNDERWATER MARAUDER #

You can fight underwater as if you were born there, and maybe you were.

Prerequisites Athletics skill rank 2

You are not flat-footed whilst in water, and you ignore attack penalties when fighting.

URBAN TRACKER #

Although you have very little skill in the wilderness, tracks and hunting people you know.

Prerequisites Perception 4 ranks

You may use your Perception skill at -2 to make Cover Tracks and Track checks instead of the Survival skill.

USE MAGIC DEVICE #

You can have a go at activating magic items, even if you are not otherwise trained in their use.

You can use magic items from a magical tradition that you do not have access to.

VISIONS #

You receive spontaneous visions when touching items or creatures.

Prerequisites Meditation & Sense Motive 2 ranks, BSB +4

When touching an object or creature with your bare skin, you may make a Meditation check to receive a vision regarding a significant event in either its past or future. The amount of time that the check takes and the DC is determined by the GM. Once this ability is used, the target is immune for 24 hours. An unwilling target may make a level based Will save to resist its effects.

WEAPON FINESSE #

When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts.

Prerequisites Dex at least 1 higher than Str

When you attack with a finesse melee weapon, you can add your Dex to damage rolls instead of Str.

WEAPON FOCUS #

Your dedication to mastering a single weapon makes each strike a testament to your skill.

Prerequisites BAB +1

You have honed your skill with a specific weapon group, striking with precision and confidence. You gain a +1-class bonus on attack rolls made with the chosen weapon group.

You may select this feat multiple times, on each occasion selecting a different weapon group.

WEAPON PROFICIENT #

You have the ability to use a new weapon.

Select a weapon which you are not proficient with. You gain proficiency with the weapon and do not take the usual penalties for using it.

You may select this feat multiple times, on each occasion selecting a different weapon.

WHEELER DEALER #

You have a keen eye for value and an even keener sense for the art of the deal.

Prerequisites Diplomacy skill rank 1

You may spend your time buying and selling mundane items for a profit. This allows you to use your Diplomacy skill to make Earn Income checks. Furthermore, you gain advantage to all Barter (Diplomacy) checks.

COMPANIONS & FAMILIARS #

Venturing into the vast and often perilous expanses of the TRG world, some adventurers are fortunate to find themselves not alone, but rather accompanied by faithful comrades-in-arms known as animal companions and familiars. These are not merely pets or simple beasts of burden, but dynamic allies, each boasting its own unique capabilities and roles within the adventuring party.

ANIMAL COMPANIONS #

Animal companions represent an unparalleled bond between man and beast and may be selected by those with a profound connection to the natural world, such as Rangers and Druids. These companions are typically drawn from the world's menagerie of creatures, their species reflecting the environment and culture of their master. Yet they are not your run-of-the-mill animals. The enchanting magic of their bond with their master affords them heightened intelligence and abilities, distinguishing them from their more common brethren.

Let's delve into the capabilities of an animal companion, examining the array of skills and abilities that these loyal creatures bring to an adventuring party.

TRAITS

An animal companion possesses any traits from its animal type. It also gains the Minion Trait.

Traits are explained in detail in the Appendixes.

LEVEL

An animal companion has a level equal to your level. As creatures of the animal type are a little weaker than humanoids, your animal companions’ effective level (EL) is shown in the next column.

Effective Level (EL) is explained in Chapter 12 but this is something as a player, that you do not have to keep track of.

CLASS SKILLS

An animal companion has the following class skills:

Acrobatics, Athletics, Climbing, Intimidate, Perception, Stealth and Survival. Just like a PC, an animal companion gains a class bonus to each of these skills.

SKILL POINTS

An animal companion gains 4 skill points per level which it may spend in the same way as that of a PC.

Be aware that while there are no restrictions on the skills your animal companion can develop, it's important to consider their limitations. Skills that rely on speech, item manipulation, or high mental ability scores may be impractical or ineffective for a creature that lacks these abilities.

FEATS

An animal companion may select general feats in the same way that a player character does. Some animal companions may gain access to additional feats (GM discretion).

COMMANDING AN ANIMAL COMPANIONTo issue commands to your animal companion, you must use the Command an Animal (Handle Animal) action, for which you don't need to make a skill check and automatically gain the success result. If you choose not to command your animal companion, it will default to behaving like a typical creature of its type. However, it will always maintain a positive disposition towards you and make efforts to defend you whenever possible.COMMANDING AN ANIMAL COMPANIONTo issue commands to your animal companion, you must use the Command an Animal (Handle Animal) action, for which you don't need to make a skill check and automatically gain the success result. If you choose not to command your animal companion, it will default to behaving like a typical creature of its type. However, it will always maintain a positive disposition towards you and make efforts to defend you whenever possible.

HIT POINTS

An animal companion gains 10 + Con per level hit points. Its hit points are modified further by its Size as shown below.

ANIMAL COMPANION HP TABLE
Size
Bonus HP
Tiny
10
Small
20
Medium
30
Large
50
Huge
80

BASE ATTACK/DEFENCE BONUS

An animal companion gains a base attack bonus (BAB) and a based defence bonus (BDB) as detailed in the companion table below.

SAVING THROWS

An animal companion gains saving throw bonus as detailed in the companion table below.

OTHER ABILITIES

As an animal companion increases in level, it gains a number of unique abilities as well as an ability score increase every 3rd level.

SHARE SPELLS

You have the ability to cast “Self Only” spells on your animal companion, treating them as if they were a touch spell. Additionally, you can cast spells on your animal companion even if those spells typically don't affect creatures of their type (animal).

Be aware that this ability only applies to spells and does not extend to sharing non-spell abilities, even if they resemble spells in their function.

EVASION

Your companion has learned to move quickly to avoid explosions, dragons’ breath, and worse. It gains the Evasion class feat.

IMPROVED EVASION

Your companion has almost supernatural reflexes. It gains the Superior Evasion class feat.

 
ANIMAL COMPANION STATISTICS TABLE
Level
EL
Feats
BAB
BDB
Fort Save
Reflex Save
Will Save
Special
1
0
1
0
+1
+6
+6
0
Share Spells
2
1
1
+1
+2
+7
+7
+1
Evasion
3
2
2
+2
+3
+8
+8
+2
Ability Score Increase
4
2
2
+3
+4
+9
+9
+3
-
5
3
3
+3
+5
+10
+10
+4
-
6
4
3
+4
+6
+11
+11
+5
Ability Score Increase
7
4
4
+5
+7
+12
+12
+6
-
8
5
4
+6
+8
+13
+13
+7
-
9
6
5
+6
+9
+14
+14
+8
Ability Score Increase
10
7
5
+7
+10
+15
+15
+9
-
11
7
6
+8
+11
+16
+16
+10
-
12
8
6
+9
+12
+17
+17
+11
Ability Score Increase
13
9
7
+9
+13
+18
+18
+12
-
14
9
7
+10
+14
+19
+19
+13
Improved Evasion
15
10
8
+11
+15
+20
+20
+14
Ability Score Increase
16
11
8
+12
+16
+21
+21
+15
-
17
11
9
+12
+17
+22
+22
+16
-
18
12
9
+13
+18
+23
+23
+17
Ability Score Increase
19
13
10
+14
+19
+24
+24
+18
-
20
14
10
+15
+20
+25
+25
+19
-

BASE CREATURE

The species of animal you choose is referred to as your companion's base creature. Each base creature has its own set of statistics.

The Size entry indicates the starting size of your companion at 1st level and shows in parentheses the companions maximum allowed size (if different).

The companions Initiative modifier is shown.

The Speed entry provides information about your companion's various movement speeds.

The Senses entry lists any special senses your companion has.

Each of your companion’s ability scores is then listed.

Skills are then listed showing the skill name, its bonus and then amount of ranks in parentheses.

Defensive attributes are next showing DB (and its breakdown), DR (if any) and saving throws.

We then have the companions HP followed by any immunities, resistances or weaknesses.

Any attacks that the companion begins play with are next.

Finally, if the companion has any feats or special abilities they will be listed at the end of the description.

ANIMAL COMPANION INITIATIVEWhen a combat first begins, your animal companion will make their own initiative roll. The first time during a combat that you command your animal companion, they will immediately move onto your initiative count (treat as delaying if they have already acted). If an animal companion acts before you in the initiative count it will default to its animal behaviour as detailed above. ANIMAL COMPANION INITIATIVEWhen a combat first begins, your animal companion will make their own initiative roll. The first time during a combat that you command your animal companion, they will immediately move onto your initiative count (treat as delaying if they have already acted). If an animal companion acts before you in the initiative count it will default to its animal behaviour as detailed above.

BEARYour companion is a black, grizzly, polar, or other type of bear.Size Medium; Initiative +20Speed 35Senses Nightvision, ScentStr 2, Dex 1, Con 3, Int -4, Wis 2, Cha -1Acrobatics +5, Athletics, +5, Perception +5, Stealth +5, Survival +5 DB 15 (BDB +11; Stat +2, Class +2); DR 1Fort +9, Ref +7, Will +2HP 43Bite (Medium) +2 (1d8+2 piercing)Claws (Medium) +2 (1d6+2 slashing)Special Monstrous Grab, Toughness IBEARYour companion is a black, grizzly, polar, or other type of bear.Size Medium; Initiative +20Speed 35Senses Nightvision, ScentStr 2, Dex 1, Con 3, Int -4, Wis 2, Cha -1Acrobatics +5, Athletics, +5, Perception +5, Stealth +5, Survival +5 DB 15 (BDB +11; Stat +2, Class +2); DR 1Fort +9, Ref +7, Will +2HP 43Bite (Medium) +2 (1d8+2 piercing)Claws (Medium) +2 (1d6+2 slashing)Special Monstrous Grab, Toughness I

BIRDYour companion is a bird of prey, such as an eagle, hawk, or owl.Size Tiny; Initiative +30Speed 10; Fly 60Senses NightvisionStr 0, Dex 3, Con 1, Int -4, Wis 2, Cha -1Acrobatics +5, Athletics, +5, Perception +5, Stealth +5, Survival +5 DB 17 (BDB +11; Stat +4, Class +2); DR 1Fort +8, Ref +9, Will +2HP 21Claws (Tiny) +3 (1d3+3 slashing)Special Acute Sense (Visual), Weapon FinesseBIRDYour companion is a bird of prey, such as an eagle, hawk, or owl.Size Tiny; Initiative +30Speed 10; Fly 60Senses NightvisionStr 0, Dex 3, Con 1, Int -4, Wis 2, Cha -1Acrobatics +5, Athletics, +5, Perception +5, Stealth +5, Survival +5 DB 17 (BDB +11; Stat +4, Class +2); DR 1Fort +8, Ref +9, Will +2HP 21Claws (Tiny) +3 (1d3+3 slashing)Special Acute Sense (Visual), Weapon Finesse

HORSEYour companion is a horse or similarly large equine creature.Size Large; Initiative +10Speed 40Senses Nightvision, ScentStr 3, Dex 1, Con 2, Int -4, Wis 1, Cha 0Acrobatics +4, Athletics, +6, Perception +4, Stealth +4, Survival +4 DB 14 (BDB +11; Stat +1, Class +2); DR 2Fort +8, Ref +7, Will +1HP 62Hoof (Large) +3 (1d6+3 bludgeoning)Special Gallop, MountHORSEYour companion is a horse or similarly large equine creature.Size Large; Initiative +10Speed 40Senses Nightvision, ScentStr 3, Dex 1, Con 2, Int -4, Wis 1, Cha 0Acrobatics +4, Athletics, +6, Perception +4, Stealth +4, Survival +4 DB 14 (BDB +11; Stat +1, Class +2); DR 2Fort +8, Ref +7, Will +1HP 62Hoof (Large) +3 (1d6+3 bludgeoning)Special Gallop, Mount

PONYYour companion is a pony or similarly sized equine creature.Size Medium; Initiative +25Speed 30Senses Nightvision, ScentStr 2, Dex 2, Con 2, Int -4, Wis 1, Cha 0Acrobatics +5, Athletics, +5, Perception +4, Stealth +5, Survival +4, DB 15 (BDB +11; Stat +2, Class +2); DR 2Fort +8, Ref +8, Will +1HP 32Hoof (Medium) +2 (1d4+2 bludgeoning)Special Gallop, MountPONYYour companion is a pony or similarly sized equine creature.Size Medium; Initiative +25Speed 30Senses Nightvision, ScentStr 2, Dex 2, Con 2, Int -4, Wis 1, Cha 0Acrobatics +5, Athletics, +5, Perception +4, Stealth +5, Survival +4, DB 15 (BDB +11; Stat +2, Class +2); DR 2Fort +8, Ref +8, Will +1HP 32Hoof (Medium) +2 (1d4+2 bludgeoning)Special Gallop, Mount

CATYour companion is a majestic large feline, akin to the likes of a leopard or tiger.Size Small; Initiative +30Speed 35Senses Nightvision, ScentStr 1, Dex 5, Con 1, Int -4, Wis 1, Cha -1Acrobatics +8, Athletics, +4, Perception +4, Stealth +8, Survival +4 DB 18 (BDB +11; Stat +5, Class +2); DR 1Fort +7, Ref +11, Will +1HP 31Bite (Small) +5 (1d6+3 piercing)Claws (Small) +5 (1d4+3 slashing)Special Pounce, Weapon FinesseCATYour companion is a majestic large feline, akin to the likes of a leopard or tiger.Size Small; Initiative +30Speed 35Senses Nightvision, ScentStr 1, Dex 5, Con 1, Int -4, Wis 1, Cha -1Acrobatics +8, Athletics, +4, Perception +4, Stealth +8, Survival +4 DB 18 (BDB +11; Stat +5, Class +2); DR 1Fort +7, Ref +11, Will +1HP 31Bite (Small) +5 (1d6+3 piercing)Claws (Small) +5 (1d4+3 slashing)Special Pounce, Weapon FinesseSNAKEYour companion is a constrictor snake, such as a boa, python or similar creature.Size Tiny; Initiative +20Speed 20; Climb 20; Swim 20Senses Nightvision, ScentStr 2, Dex 3, Con 1, Int -4, Wis 1, Cha -2Acrobatics +6, Athletics, +5, Perception +4, Stealth +6, Survival +4 DB 16 (BDB +11; Stat +3, Class +2); DR 2Fort +7, Ref +9, Will +1HP 21Bite (Tiny) +3 (1d4+2 piercing)Special Constrict (1d6), Monstrous GrabSNAKEYour companion is a constrictor snake, such as a boa, python or similar creature.Size Tiny; Initiative +20Speed 20; Climb 20; Swim 20Senses Nightvision, ScentStr 2, Dex 3, Con 1, Int -4, Wis 1, Cha -2Acrobatics +6, Athletics, +5, Perception +4, Stealth +6, Survival +4 DB 16 (BDB +11; Stat +3, Class +2); DR 2Fort +7, Ref +9, Will +1HP 21Bite (Tiny) +3 (1d4+2 piercing)Special Constrict (1d6), Monstrous Grab

WOLFYour companion is a wolf or other canine creature, such as a dog.Size Small; Initiative +15Speed 40Senses Nightvision, ScentStr 1, Dex 2, Con 2, Int -4, Wis 1, Cha 0Acrobatics +5, Athletics, +4, Perception +4, Stealth +5, Survival +4 DB 15 (BDB +11; Stat +2, Class +2); DR 1Fort +8, Ref +8, Will +1HP 32Bite (Small) +15 (1d6+1 piercing)Special Monstrous Knockdown, Pack AttackWOLFYour companion is a wolf or other canine creature, such as a dog.Size Small; Initiative +15Speed 40Senses Nightvision, ScentStr 1, Dex 2, Con 2, Int -4, Wis 1, Cha 0Acrobatics +5, Athletics, +4, Perception +4, Stealth +5, Survival +4 DB 15 (BDB +11; Stat +2, Class +2); DR 1Fort +8, Ref +8, Will +1HP 32Bite (Small) +15 (1d6+1 piercing)Special Monstrous Knockdown, Pack Attack

WOLVERINEYour companion is a creature such as a badger, wolverine, or other mustelid of a similar size.Size Small; Initiative +25Speed 25; Burrow 10; Climb 10Senses Nightvision, ScentStr 0, Dex 3, Con 2, Int -4, Wis 2, Cha 0Acrobatics +6, Athletics, +3, Perception +5, Stealth +6, Survival +5 DB 16 (BDB +11; Stat +3, Class +2); DR 1Fort +8, Ref +9, Will +2HP 32Bite (Small) +3 (1d6+3 piercing)Claws (Small) +3 (1d4+3 slashing)Special Animal Rage, Weapon FinesseWOLVERINEYour companion is a creature such as a badger, wolverine, or other mustelid of a similar size.Size Small; Initiative +25Speed 25; Burrow 10; Climb 10Senses Nightvision, ScentStr 0, Dex 3, Con 2, Int -4, Wis 2, Cha 0Acrobatics +6, Athletics, +3, Perception +5, Stealth +6, Survival +5 DB 16 (BDB +11; Stat +3, Class +2); DR 1Fort +8, Ref +9, Will +2HP 32Bite (Small) +3 (1d6+3 piercing)Claws (Small) +3 (1d4+3 slashing)Special Animal Rage, Weapon Finesse

COMPANION SPECIAL #

Each animal companion is granted two special abilities which may either be existing feats or something unique. The unique abilities are explained here.

ACUTE SENSE

The creature has superior sense which grants it a +5 racial bonus to any specific action related to that sense.

ANIMAL RAGE

The creature may Invoke Rage (Mental Focus) without making a skill check, gaining a Critical result. The effects of this rage last for 1 minute and automatically ends as a 0 AP action at the end of this time (fatiguing the animal normally).

CONSTRICT

Action 1 AP

The creature deals the listed amount of damage to any number of creatures grabbed by it. Each of those creatures must attempt a Level Based (opposed) basic Fortitude save to avoid damage.

GALLOP

MOVEMENT

Action 2 AP

The creature engages in a double Stride; each move gains a 10-foot bonus to its Speed.

MONSTROUS GRAB

When making a Grapple Action, the creature gains a +4 circumstance bonus to the check. Additionally, the creature doesn’t suffer multiple attack penalties when making Grapple attempts.

MONSTROUS KNOCKDOWN

When making a Trip Action, the creature gains a +4 circumstance bonus to the check. Additionally, the creature doesn’t suffer multiple attack penalties when making Trip attempts.

PACK ATTACK

The creature’s attacks inflict an additional 1d6 precision damage when attacking any creature within reach of at least two of its allies.

POUNCE

ATTACK MOVEMENT

Action 1 AP

The creature Strides and makes a Strike at the end of that movement. If the creature began this action hidden, it remains hidden until after this ability's Strike.

TRAMPLE

MOVEMENT SAVE

Action 3 AP

The creature moves up to twice its speed (minimum of 20 feet), moving through the spaces of targets which are at least one size smaller. Each target whose space it passes through with this action takes damage from the creatures slam attack (or other appropriate attack) with +1 base die. Targets can attempt a basic Reflex save to avoid damage.

Be aware that trample does not provoke reactions.

COMPANION FEATS #

Each animal companion feat provides specific benefits and improvements to the companion's capabilities. They can enhance the companion's combat prowess, grant new skills or abilities, or improve their resilience and versatility in different situations.

An animal companion may use any of its general feat picks to select one of these feats as long as they meet any trait requirements or prerequisites.

ANIMAL ABILITY #

COMPANION

Your companion is akin to others of its kind.

Your animal companion may select an ability which is available to its specific animal type.

Signus has a Cat Animal Companion which is a Lynx. A Lynx has a climb speed which Signus’ animal companion does not currently have. By selecting this feat he may allow his cat companion to gain the lynx’s climb speed.

CONVERSE WITH MASTER #

COMPANION

Your companion understand you perfectly, and communicate basic information to you.

You animal companion understands completely what you are saying and will attempt to carry out your commands more efficiently as a result (GM discretion). Furthermore, your companion can convey basic information to you regarding things that it has perceived.

DEFENSIVE ROLL #

COMPANION

Your animal companion is adept at using its agility to mitigate the impact of harmful attacks.

Prerequisites Level 8

Your animal companion has learned how to use a roll to lessen the impact of blows. When hit by a physical melee or ranged attack, it can use its reaction to halve the damage.

Be aware that the damage is halved after applying DR and other applicable resistances.

DEFENSIVE ROLL, IMPROVED #

COMPANION

Your animal companion has developed remarkable dexterity and reflexes, allowing it to lessen the severity of damaging assaults.

Prerequisites Level 12

Your animal companion may now apply defensive roll to damage from spells.

Be aware that the animal may not use this ability to half the damage from unseen damage such as Mental and Poison.

INCREASE SIZE #

COMPANION

You companion has grown in size, reaching its potential.

Prerequisites Level 5

The size of your animal companion is increased by one step. This feat cannot be used to increase your companions size beyond the normal maximum for a creature of its type.

This feat may be taken multiple times if applicable.

MASTER TRACKER #

COMPANION

Your animal companion's senses have become extraordinarily sharp.

Your animal companion can track by sense alone and gains a +4 class bonus to Track (Survival) checks.

MOUNT #

COMPANION

Your animal companion's may be used as a mount.

Your animal companion has been trained to take a rider. The rider must be at least one size smaller than the animal. Furthermore, the Command an Animal (Handle Animal) action is 0 AP whilst you are mounted.

NATURAL DEFENCE #

COMPANION

Your companion has learnt how to evade blows better than others.

You animal companion gains a +1 Dodge bonus to DB.

NATURAL DEFENCE, IMPROVED #

COMPANION

Your companion has honed its instincts to artfully dodge incoming attacks more effectively than its peers.

Prerequisites Level 8

You animal companions Dodge bonus to DB increases by +1 taking it to a total of +2.

NATURAL DEFENCE, MASTER #

COMPANION

Your companion has honed its instincts and reflexes, becoming adept at dodging attacks with greater efficiency than its counterparts..

Prerequisites Level 12

You animal companions Dodge bonus to DB increases by +1 taking it to a total of +3.

NATURAL DEFENCE, SUPREMACY #

COMPANION

Through rigorous training and experience, your companion has achieved a level of mastery in dodging attacks, demonstrating exceptional prowess in evading blows compared to others.

Prerequisites Level 16

You animal companions Dodge bonus to DB increases by +1 taking it to a total of +4.

PREYING COMPANION #

COMPANION

Your companion has instinctively learnt some of your technique.

Prerequisites Companions master is a Ranger

Your companion gains any bonuses granted by the hunt prey class ability when you use it.

REPLACING AN ANIMAL COMPANIONIf your animal companion dies or must be replaced for some other reason, then you must spend at least a week of downtime, searching for a replacement. Once a replacement has been found, You must achieve a success result with a Level Based Nature skill check during your next daily preparation. Your GM may allow you to replace the companion quicker.REPLACING AN ANIMAL COMPANIONIf your animal companion dies or must be replaced for some other reason, then you must spend at least a week of downtime, searching for a replacement. Once a replacement has been found, You must achieve a success result with a Level Based Nature skill check during your next daily preparation. Your GM may allow you to replace the companion quicker.

PERFECT FLANKING #

COMPANION

Your companion has instinctively learnt some of your technique.

Prerequisites Support, Level 14

You and your animal companion fight as a synchronized team, employing coordinated tactics to unsettle and confuse your enemies. When you and your animal companion are positioned next to the same opponent, your combined presence grants you a flanking bonus, regardless of your actual placement on the battlefield.

SUPPORT #

COMPANION

You companion is good at positioning itself to grant you tactical advantage.

If both you and your companion are engaged in melee with the same target, you both gain a +1 circumstance bonus when attacking them.

TRAMPLER #

COMPANION

Your companion boasts a tougher hide, considerably more resilient than others of its kind.

Prerequisites Large size or greater

Your animal companion gains the Trample creature ability.

TOUGH HIDE #

COMPANION

Your companion boasts a tougher hide, considerably more resilient than others of its kind.

You animal companions Natural DR is increased by 1.

TOUGH HIDE, IMPROVED #

COMPANION

Your companion takes pride in its exceptionally hardy hide, exhibiting a level of durability that surpasses the norm for its species.

Prerequisites Level 6

You animal companions Natural DR is increased by 1 to a total bonus of +2.

TOUGH HIDE, MASTER #

COMPANION

Your companion's hide is extraordinarily robust, exhibiting a degree of toughness that far exceeds that of its typical brethren.

Prerequisites Level 10

You animal companions Natural DR is increased by 1 to a total bonus of +3.

TOUGH HIDE, SUPREMACY #

COMPANION

Through adaptation and survival, your companion has achieved a masterful level of toughness, its hide proving far more resilient than others of its kind.

Prerequisites Level 14

You animal companions Natural DR is increased by 1 to a total bonus of +4.

FAMILIARS #

A familiar is a magical companion forged with arcane energies and is gained through the selection of the Familiar feat. The familiar serves as a loyal and trusted ally, aiding you in your magical endeavours and offering various benefits and abilities.

FAMILIAR FORM

When you first create your familiar you must choose the form of a tiny animal. This is the form that your familiar takes although it has little bearing upon your familiars abilities.

Theolan selects the familiar feat and makes the decision that his familiar will have the appearance of an owl. This does not grant the familiar any unique abilities (such as flight) possessed by an owl, but the familiar has the visual appearance of an owl.

FAMILIAR STAT BLOCK

When you first gain a familiar it has the following statistics:

FAMILIARSize Tiny; Initiative +25Speed 25Senses NightvisionStr -2, Dex 3, Con 0, Int -2, Wis 2, Cha 0DB 15 (BDB 10, Stat +3, Class +2) ; DR 1 (base)Bite (Tiny) +3 (1d4-2 piercing)FAMILIARSize Tiny; Initiative +25Speed 25Senses NightvisionStr -2, Dex 3, Con 0, Int -2, Wis 2, Cha 0DB 15 (BDB 10, Stat +3, Class +2) ; DR 1 (base)Bite (Tiny) +3 (1d4-2 piercing)

TRAITS

A familiar gains the Minion Trait.

Traits are explained in detail in the Appendixes.

LEVEL

A familiar has a level equal to your level. A familiar, although considered to be an extension of your power still effects your party APL (see Chapter 12). A familiar has an Effective Level (EL) of half your level (round down).

SKILLS

A familiar develops no skill ranks of its own, but instead has an amount of ranks equal to any you develop in each skill. Furthermore, a familiar also gains any class bonuses that you have to skills. Finally, a familiar can only use a skill if it would be physically possible to do so with its form.

FEATS

A familiar gains no additional feats as you advance in level, but does gain special abilities as described below.

HIT POINTS

A familiar has an amount of hit points equal to half of your characters (round up).

BASE ATTACK/DEFENCE BONUS

An animal companion gains a base attack bonus (BAB) and a based defence bonus (BDB) equal to your characters.

SAVING THROWS

A familiar gains the same saving throw bonuses as you. A familiar gains a special +2 racial bonus to any saving throws made to resist magic.

COMMANDING A FAMILIARTo command your familiar you must use a 1 AP (Interact) action. If you do not command your familiar it will follow you and engage in no further activity. Unlike an animal companion, a familiar only gains 2 AP a round (unless the Familiar Focus ability is selected – see below). COMMANDING A FAMILIARTo command your familiar you must use a 1 AP (Interact) action. If you do not command your familiar it will follow you and engage in no further activity. Unlike an animal companion, a familiar only gains 2 AP a round (unless the Familiar Focus ability is selected – see below).

LOSS OF A FAMILIARIf a familiar dies or is dismissed, you must attempt a Fortitude Save (level based) with the following results:Critical Did you have a familiar? You may obtain a new familiar immediately.Success You feel a sense of loss but recover quickly. You may obtain a new familiar during your next daily preparation.Failure You have a sense of weakness and suffer fatigue 2 which can only be recovered through a nights rest. You may obtain a new familiar during your next daily preparation.Fumble As failure but you may not obtain a new familiar for one whole week.Be aware that these rules also apply if you die and are then brought back to life.Obtaining a FamiliarTo obtain a familiar you must spend an hour in quiet meditation immediately after daily preparation. At the end of this time, you must expend 100 gp per level in magical components. A new familiar is then summoned to your side.LOSS OF A FAMILIARIf a familiar dies or is dismissed, you must attempt a Fortitude Save (level based) with the following results:Critical Did you have a familiar? You may obtain a new familiar immediately.Success You feel a sense of loss but recover quickly. You may obtain a new familiar during your next daily preparation.Failure You have a sense of weakness and suffer fatigue 2 which can only be recovered through a nights rest. You may obtain a new familiar during your next daily preparation.Fumble As failure but you may not obtain a new familiar for one whole week.Be aware that these rules also apply if you die and are then brought back to life.Obtaining a FamiliarTo obtain a familiar you must spend an hour in quiet meditation immediately after daily preparation. At the end of this time, you must expend 100 gp per level in magical components. A new familiar is then summoned to your side.

FAMILIAR ABILITIES #

As a familiar increases in level, it may select a number of unique abilities. A familiar begins at 1st level with 2 abilities and the Empathic Link ability. These abilities may be selected from those below. A familiar must meet any prerequisites required by the ability.

At 4th level and then every 4 levels thereafter, you may select an additional ability for your familiar.

ABILITY ENHANCEMENT

Your familiar may increase any one ability score by 1.

This ability may be selected multiple times but never more than once every four levels.

AMPHIBIOUS

Your familiars physical form adapts with features like webbed feet or hands for better propulsion in water. Your familiar gains a swim speed of 25-feet.

BURROWER

Your familiar's forelimbs develop stronger, more durable claws or paws. These may resemble the enlarged, spade-like claws of a mole or badger, perfect for digging through soil and rock. Your familiar gains a burrow speed of 25-feet.

CANTRIP BEARER

You prepare an additional Cantrip which is stored in your familiar. Either you or your familiar may cast this Cantrip as long as you are within 30-feet of each other. Your familiar uses your Spellcraft bonus when casting spells but takes a -4 penalty to the check for each component it cannot satisfy.

CLIMBER

Your familiar develops claws or grippy pads on its feet for better traction, a more muscular or flexible body for moving up vertical surfaces, and possibly a prehensile tail to aid in balance and grasp onto branches or ledges. Your familiar gains a climb speed of 25-feet.

DARKVISION

Your familiar gains Darkvision.

DELIVER TOUCH SPELLS

Prerequisites Level 4

Your familiar can deliver touch spells for you. If you and the familiar are in contact at the time you cast a touch spell, you can designate your familiar as the “toucher.” The familiar can then deliver the touch spell just as you would.

Be aware that the spell must be delivered before the end of the familiars next turn.

EMPATHIC LINK

You have an empathic link with your familiar to a 1 mile distance. You can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared.

ENERGY RESISTANT

Your familiar gains resistance to one energy type.

EVASION

Your familiar has learned to move quickly to avoid explosions, dragons’ breath, and worse. It gains the Evasion class feat.

FAMILIAR FOCUS

Prerequisites Level 4

Your familiar is quicker than most and gains 3 AP when you command instead of 2 AP.

FAST MOVEMENT

Your familiars movement types increase their speeds by 15 -feet.

FLIER

Your familiar develops wings, be they feathered, membranous, or even magically ethereal, depending on its base form. Its body might become lighter and more streamlined for better aerodynamics, and it might develop more powerful muscles in its chest and wings for sustained flight. Your familiar gains fly speed of 25-feet.

GENERAL ADEPTNESS

Your familiar may select any one general feat foe which it meets the prerequisites and is physically and mentally able to use (GM discretion).

This ability may be selected multiple times, each time selecting a different general feat.

GILLS

Prerequisites Amphibious

Your familiar grows a set of gills, allowing it to breathe water in addition to air.

IMPROVED EVASION

Your familiar has almost supernatural reflexes. It gains the Superior Evasion class feat.

MANUAL DEXTERITY

Your familiar can use up to two of its limbs as if they were hands to perform manipulate actions.

REJUVENATION

Whenever you are magically healed, your familiar is subjected to the same effect as long as it is within 30 feet of you.

RESILIENCE

Your familiar becomes more resistance to physical and mental effects and gains a +2 racial bonus to all Saving Throws.

SCENT

Your familiar gains scent.

SHARE SENSES

Prerequisites Level 4

Once every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar's body for up to 1 minute. You can Dismiss this effect.

SHARE SPELLS

You have the ability to cast “Self Only” spells on your familiar, treating them as if they were a touch spell. Any spell that would normally affect you will also affect your familiar.

Be aware that this ability only applies to spells and does not extend to sharing non-spell abilities, even if they resemble spells in their function.

SPEAK IN TONGUES

Prerequisites Level 8, Speak with Master

Your familiar, through its magical connection with you, gains the unique ability to understand and communicate in any one language that you know.

SPEAK WITH KIND

Prerequisites Level 8

Your familiar can communicate with creatures of a type similar to its forged image. So a familiar that resembles an owl would be able to converse with other avians, a cat with other felines etc. Such communication is limited by the Intelligence of the conversing creatures.

SPEAK WITH MASTER

Prerequisites Level 4

You and your familiar can communicate verbally. Other creatures cannot understand what you are saying and to them it simply sounds like gibberish.

SPELL BATTERY

Your familiar acts as a +1 Spell Adder allowing you to cast any one spell from your repertoire each day with no power point cost. Your familiar must be within 30 feet of you to use this ability.

SPELLCASTER

Prerequisites Level 8, Cantrip Bearer or Spell Battery

Your familiar gains 1 PP per level and may cast spells from your spell repertoire. It can only cast spells of a maximum PP equal to your caster level/2 (round up). Your familiar uses your Spell Skill when casting spells but takes a -4 penalty to the check for each component it cannot satisfy.

TOUGH

Your familiar's maximum Hit Points increase by 2 per level.

CHAPTER 6 - GEAR & SERVICES #

Vladivar, clad in gleaming armour and wielding mighty weapons, stood at the precipice of adventure. His armour, meticulously crafted by skilled artisans, hugged his form with a perfect balance of protection and agility. Each plate and chainmail piece glistened in the sunlight, bearing intricate engravings that spoke of his valour. His weapons, forged with ancient techniques and infused with magical enhancements, felt like extensions of his very being. The sword, honed to a razor-sharp edge, sang with anticipation, while the shield, emblazoned with enchanted runes, stood as an unyielding barrier against any foe. Equipped as such, Vladivar exuded confidence, ready to face the perils that awaited him with unmatched skill and determination.

Every adventurer needs a good sword, armour and other adventuring gear to begin their career with. As the destiny of a character forges forward, so does their amassing fortune. This can be in coin, gems and many other items of importance.

This chapter focuses on all the non-magical equipment available in the game as alchemical items and services.

CURRENCY #

The coin most used in TRG is the gold piece (gp), or lion. Each gold piece is a standard weight of gold. Gear prices are usually listed in gold pieces with a ‘gp’ after the number of coins.

There are three other common types of coins, each likewise standardized in weight and value. The first is the copper piece (cp), or penny. Each copper piece is worth one‑hundredth of a gold piece. The second is the silver piece (sp), or falcon. Each silver piece is worth one-tenth of a gold piece. The platinum piece (pp), or sphinx is often used for purchasing magic items and other expensive items, as 1 platinum piece is worth 10 gold pieces. The mithril piece (mp), or dragon, is used by nobles to demonstrate their wealth, for the purchase of very expensive items, or simply to easily transport large sums of currency. A mithril piece is worth 100 gold pieces.

COINAGE TABLE
Coin
GP Value
Name
Mithril Piece (mp)
100
Dragon
Platinum Piece (pp)
10
Sphinx
Gold Piece (gp)
1
Lion
Silver Piece (sp)
1/10
Falcon
Copper Piece (cp)
1/100
Penny

There may be regional differences with the way coins are used. Some nations will refuse to accept coins minted in an enemy nation for example. Tribal communities may not use coins at all and may barter with goods, gems and precious metals.

WEALTH OTHER THAN COINS

Merchants commonly exchange trade goods without using currency. As a means of comparison, some trade goods are detailed below.

TRADE GOODS
Cost
Item
1 cp
One pound of wheat
2 cp
One pound of flour, or one chicken
1 sp
One pound of iron
5 sp
One pound of tobacco or copper
1 gp
One pound of cinnamon, or one goat
2 gp
One pound of ginger or pepper, or one sheep
3 gp
One pig
4 gp
One square yard of linen
5 gp
One pound of salt or silver
10 gp
One square yard of silk, or one cow
15 gp
One pound of saffron or cloves, or one ox
50 gp
One pound of gold
500 gp
One pound of platinum

RESELLLING EQUIPMENT

Your character will collect a large amount of gear and items over the course of an adventure or campaign and at some point will need to sell some of it. As a general rule, any item can be sold automatically for 20% of its original price as long as the settlement that you are in has a level greater than the items.

If you need a higher price for a piece of gear you may use the diplomacy skill to take the barter action (see chapter 4).

ITEM LEVEL #

Every item the game will have a level which affects how you interact with it in a number of ways. As a general rule, the lower the level of an item, the lower its complexity for construction, identification, repair and valuation. You cannot craft an item that has a level higher than your own. If an item has no level listed in its description then it will have a default of ‘0’. Your GM should always be aware of what items are available in the game and although characters can use items which are of a higher level, introducing such items into the game should be done wisely.

STARTING GEAR #

Your character begins play with 50 x wealth mod (see below) in gold pieces (gp) to spend on gear. Items with an uncommon rarity can be purchased only if you have special access from abilities you selected during character creation or your GM gives you permission to purchase them.

Once you’ve purchased your starting items, there are three main ways to gain new items and equipment: you can find them during an adventure, make them using the Crafting skill, or purchase them from a merchant.

STARTING WEALTH

Each character has a wealth score. This score determines your starting coin and is determined by a number of elements including charisma, background and class.

CHARISMA

You add your Charisma as a bonus to your starting wealth. Ignore any negative modifiers to Charisma.

BACKGROUND

To determine your background bonus to wealth, please refer to the following table.

BACKGROUND WEALTH
Background
Wealth
Background
Wealth
Acolyte
0
Guard
1
Acrobat
1
Guild Apprentice
0
Animal Whisperer
0
Herbalist
0
Archaeologist
1
Hermit
-2
Artisan
1
Hunter
1
Bandit
0
Labourer
0
Barbarian
-2
Lay Healer
0
Barkeep
1
Martial Artist
2
Bounty Hunter
2
Merchant
2
Charlatan
1
Miner
0
Cook
0
Outrider
1
Criminal
0
Prisoner
-1
Cultist
0
Sailor
1
Detective
2
Scholar
1
Diplomat
2
Scout
1
Entertainer
2
Servant of Nature
-1
Farmhand
0
Soldier
2
Field Medic
1
Squire
2
Fortune Teller
1
Street Urchin
-1
Gambler
1d4-2
Templar
1
Gladiator
2
Weaver
-1

CLASS

To determine your background bonus to wealth, please refer to the following table.

CLASS WEALTH
Class
Wealth
Class
Wealth
Bard
1
Fighter
3
Cleric
2
Ranger
2
Crusader
3
Rogue
2
Druid
0
Wizard
1

Once you have determined your wealth score, this is multiplied by 50 gp to determine your starting wealth.

Be aware that a characters wealth score may start below 0 and this will indicate a character who begins in debt or is indebted to an employer, lord, master etc. If your character begins with a wealth score of 0 or less you will have to determine the exact details with your GM.

CARRYING & USING ITEMS #

You carefully allocate your belongings into three categories: held, worn, and stowed.

Held items are those grasped within your hands, taking advantage of your agility and immediate accessibility. Whether wielding two weapons or a powerful two-handed tool, your hands are your instruments of action and defence.

Worn items, on the other hand, find their place in pockets, belt pouches, and sheaths. These conveniently located items can be swiftly retrieved or returned with a 1 AP (Interact) action, allowing for quick access during combat or other urgent situations. From potions to throwing knives, worn items serve as a readily available arsenal, enabling you to adapt to changing circumstances.

Finally, stowed items reside within backpacks or similar containers. Though securely held, retrieving these items requires more time and effort. Changing the way, they are carried or drawing them usually demands the expenditure of a 1 AP (Interact) action, emphasizing the need for strategic planning. When time is of the essence, the more accessible held and worn items prove to be your best allies.

It is worth noting that utilizing items effectively often demands the expenditure of multiple actions. Whether it's consuming a potion, donning a piece of armour, or rummaging through a backpack, you must balance your actions wisely to optimize your chances of success. In the heat of battle, every decision can mean the difference between victory and defeat.

ENCUMBRANCE #

Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. To determine how much your character can carry before accruing penalties you must work out your weight allowance.

WEIGHT ALLOWANCE

The amount that you can carry without adverse effect is a base of 50 lbs. This is modified by your strength ability score x10 in lbs.

Weight Allowance = 50 + (strength x 10)

If you exceed your weight allowance you gain the encumbered condition.

WEIGHT OF COINS

For coins to register as weight for encumbrance purposes you must carry 50. Each 50 coins will register as 1 pound of weight.

BROKEN CONDITIONBroken is a condition that affects objects. An object is broken when damage has reduced its Hit Points to 0 or less. With the exception of armour (see below), a broken object can't be used for its normal function, nor does it grant bonuses. If an item is reduced to a negative amount of Hit Points equal to 50% of its total, then it is destroyed. A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. Broken armour has it DR reduced by 50% until it loses the condition.If an effect makes an item broken automatically it is reduced to 0 HP. BROKEN CONDITIONBroken is a condition that affects objects. An object is broken when damage has reduced its Hit Points to 0 or less. With the exception of armour (see below), a broken object can't be used for its normal function, nor does it grant bonuses. If an item is reduced to a negative amount of Hit Points equal to 50% of its total, then it is destroyed. A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. Broken armour has it DR reduced by 50% until it loses the condition.If an effect makes an item broken automatically it is reduced to 0 HP.

ITEM DAMAGE #

Unfortunately, items are not indestructible. Just like a character an item can take damage and when it sustains enough damage become broken or destroyed. An item has a HP value and DR which is determined by its material. Each time an item takes HP damage, reduce it by an amount equal to the items DR.

An item only usually takes damage when it is targeted directly by an attack, although the GM may determine that some area effects also damage items.

If an item takes damage it may become broken or ultimately destroyed entirely. It becomes broken when its Hit Points are reduced to 0. If its HP are reduced to a negative value equal to half its HP (round up) it is destroyed. A broken item has the broken condition until Repaired above 0 HP. Anything that automatically makes an item broken immediately reduces its Hit Points to 0. if the item had more Hit Points than that when the effect occurred. A destroyed item can’t be Repaired.

An item’s DR and Hit Points usually depend on the material the item is made of. Some examples of item DR and Hit Points are given below.

MATERIALS HP & DR
Material
DR
HP
Example Items
Paper
0
1
Book pages, scroll
Thin cloth
0
1
Kite, silk dress, undershirt
Thin glass
0
1
Bottle, spectacles, windowpane
Cloth
1
2
Heavy jacket, sack, tent
Glass
1
2
Glass block, glass table, heavy vase
Glass structure
2
6
Glass block wall
Thin leather
2
6
Backpack, jacket, pouch, strap, whip
Thin rope
2
6
Standard adventuring rope
Thin wood
3
8
Chair, club, sapling
Leather
4
12
Saddle
Rope
4
12
Industrial rope, ship rigging
Thin stone
5
12
Chalkboard, slate tiles, stone cladding
Thin iron or steel
5
15
Sword
Wood
5
15
Chest, simple door, table, tree trunk
Stone
7
20
Paving stone, statue
Iron or steel
9
30
Anvil, stove
Wooden structure
10
30
Reinforced door, wooden wall
Stone structure
14
40
Stone wall
Iron or steel structure
18
50
Iron plate wall

The above examples assume the original size of the item. Each size increase adds a x1 multiplier to HP and decrease x0.5.

Armour & shields have their own rules for DR and HP which are discussed later in this chapter.

ITEM SIZE #

The majority of items in the game are sized for a medium creature. Weapons have their own rules for individual weapon sizing but are still subject to the guidelines below if a specific weapon is made smaller.

If an item is made to the specification of a creature that is not of medium size, please refer to the below table to determine how this multiplies the cost and weight of the item.

ITEM SIZE TABLE
Size
Cost
Weight
-2 steps
0.5
0.1
-1 step
1
0.5
Base Size
1
1
+1 step
2
2
+2 steps
5
5
+3 steps
10
10
+4 steps
20
20

You may sometimes need to resize an existing item. Your GM will determine the exact parameters of what can and cannot be resized. Resizing would use the crafting skill to determine results.

ITEM QUALITY #

The majority of purchased equipment is of a relatively standard level of quality. A sword purchased from a smith in town, although made slightly differently to the smith for the city across the river will effectively provide the same bonuses and penalties.

Sometimes, items are made to a greater or lesser standard. These items are collectively known as superior items.

SUPERIOR ITEMS

Items that are made to a greater standard are referred to as superior items. Superior items provide a bonus to any checks that the item can be used for (medicine for healer’s tools, disable device for thieves’ tools etc).

Armour, shields and weapons have their own rules for superior items, and this is explained in their respective sections later in the chapter.

Superior Items are split into three different categories; Expert, Master and Legendary.

EXPERT QUALITY

An expert quality item adds a +1-item bonus to any relevant checks. An expert quality item has its level increased by +2.

MASTER QUALITY

A master quality item adds a +2-item bonus to any relevant checks. A master quality item has its level increased by +8.

LEGENDARY QUALITY

A legendary quality item adds a +3-item bonus to any relevant checks. A legendary quality item has its level increased by +14.

To determine the new cost of a quality item, add the base value of the item to the minimum cost of an item of the new level.

INFERIOR ITEMS

Items can also be inferior, and an inferior item applies a quality item penalty to any checks that the item can be used for.

An inferior quality item applies a -1-item penalty to any relevant checks. The price of an inferior quality item is halved and the DC to craft is Easy (+2).

SPECIAL MATERIALS #

An item will often be constructed of a special material. Many of these materials require items to be superior when crafted.

Weapons constructed of a special material automatically overcome that type of resistance.

ADAMANTINE

RARE

Highly coveted and challenging to extract, adamantine possesses a dark, iron-like appearance with exceptional hardness and durability. It is renowned for its ability to withstand powerful blows and maintain a sharp edge, making it an ideal material for crafting armour and weapons. Its scarcity and remarkable properties make it a prized resource among adventurers and blacksmiths alike, sought after for its ability to provide superior protection and formidable weaponry on the battlefield.

An adamantine item has its level increased by +5.

All items constructed from adamantine have double the amount of HP and increase base DR by 1.

Adamantine weapons inflict an additional die of base damage.

COLD IRON

UNCOMMON

Cold iron, mined from the depths of the earth and forged at lower temperatures, retains its unique properties that are effective against certain creatures such as fey. By bypassing their innate physical resistance, cold iron weapons and items are specifically crafted to counter the defences of such creatures, making them a valuable asset in encounters where these supernatural beings are encountered. The meticulous process of mining and forging cold iron ensures its potency in combating magical and otherworldly adversaries.

A cold iron item has its level increased by +2.

Cold iron items are slightly more durable and have 10% more HP than a normal metal item (usually made of Steel).

DENSEWOOD

UNCOMMON

Densewood, a peculiar and remarkably resilient material, is typically harvested from the ancient trees found on the outskirts of magical forests. Possessing innate magical properties, this extraordinary wood is highly sought after by artisans and craftsmen for its ability to enhance the enchantment and durability of magical items. Its unique origin and mystical nature make it a prized resource in the crafting of enchanted weapons, wands, and other enchanted artifacts.

A Densewood item has its level increased by +2.

Densewood items are more durable than normal wooden items and possess double the amount of HP. Additionally, Densewood shields have 1 greater DR and Densewood weapons gain the Keen Trait.

DRAGONHIDE

RARE

Dragonhide, a prized material coveted by armour smiths, offers exceptional quality and resilience in the creation of armour and shields. Derived from the hides of dragons, this unique material can only be utilized in the crafting of medium or heavy armour as well as metal shields. With its innate durability and the mystical essence infused within, dragonhide armaments provide formidable protection to those who bear them, reflecting the strength and mystique of the mighty dragons themselves.

A dragonhide item has its level increased by +3.

Dragonhide armour and shields have 50% more HP than a normal item. A dragonhide shield provides an additional +2 DB when used against the energy type of the dragon the scales were harvested from.

Dragonhide armour grants the wearer resistance against the same energy type.

Armour and shields made of dragonhide are generally lighter and weigh approximately 20% less. All armour penalties are also reduced by 1.

EAOG

RARE

Eaog, an intriguing material resembling pale green crystal, possesses unique properties that set it apart. Despite its crystalline appearance, Eaog can be shaped and forged like iron. Surprisingly, Eaog weighs only half as much as iron but possesses equal strength. Its true value lies in its inherent resistance to magic. This exceptional resistance makes Eaog highly sought after by those who seek protection from the mystical forces that permeate the world.

An Eaog item has its level increased by +6.

All items constructed from Eaog have double the amount of HP and increase base DR by 2.

Eaog armour weighs half as much as other armour, and all penalties are reduced by 2 (min 0). All Spell Casting DCs are increased by 2 and the wearer also gains a +2-item bonus to all saving throws against magic.

Eaog weapons inflict an additional die of base damage and gain the Keen trait.

MITHRIL

RARE

Mithril, a remarkably rare and precious metal, possesses a silvery lustre that glimmers with an enchanting radiance. Despite its lightweight nature, mithril retains the same exceptional hardness as steel. Its unique combination of lightness and strength makes it highly coveted by artisans and adventurers alike. Mithril armour and weapons offer superior mobility and agility without compromising on durability, allowing the wearer to move swiftly and gracefully while enjoying the protection of this extraordinary metal.

A mithril item has its level increased by +4.

Mithril items weigh half as much as a normal item and have 50% additional HP. Mithril armour reduces all penalties by 2 and increases max Dexterity by the same.

Mithril weapons are classed as silver for overcoming resistance and gain the Keen trait.

SILVER

UNCOMMON

Silver weapons are imbued with a supernatural potency that makes them particularly effective against certain creatures, such as infernus and werewolves. The silver's purity and mystical properties make it a potent weapon against supernatural foes, bypassing their resistances or defences. However, it is worth noting that silver, being a softer metal than steel, may be less durable and require more frequent maintenance and care to ensure its effectiveness in battle.

A silver item has its level increased by +1.

Silver items weigh half as much as a normal item but are less durable and have half the HP. Armour made from silver is purely ceremonial and reduces its DR by 2 (minimum of 0).

Silver weapons overcome the appropriate resistance but reduce their damage die size by 1 step.

Theurgists possess the knowledge and skill to create a unique form of silver known as alchemical silver. This specialized silver is crafted with meticulous care and precision, resulting in a material that retains all the advantageous properties of regular silver, such as its effectiveness against supernatural creatures, without the inherent drawbacks or limitations. While the production of alchemical silver requires greater investment and expertise, its enhanced quality ensures that it serves as an exceptional weapon against those vulnerable to silver.

This item has its level increased by +2 and has all the benefits of silver with none of its penalties.

The level of an item constructed with a special material is modified based upon its final price (round down).

MAGICAL BONUSES #

It is also possible to enhance an item using magic. To do this an item can be magically infused to increase its bonus. Enhancing mundane items with magic is explored in chapter 11.

ITEM FORMULAS #

A formula is a set of instructions on how to make a specific item with the Craft action. You must be able to read the language that the formula is written in, and some crafting guilds will write their formulas in obscure languages and codes to prevent rivals from copying them.

PURCHASING FORMULAS

You can purchase a formula for an item if it is available to buy for cost of approximately 10% of the items purchase price. It usually takes an hour to copy a formula into your book after purchase.

REVERSE ENGINEERING

If you have an item, you can try to reverse-engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a Crafting check against the same DC it would take to Craft the item with the same results for cost and time.

It is also possible to create formula from scratch using the Research action. To do this you must have the Inventive Crafter general feat.

ARMOUR & SHIELDS #

Armour makes you more difficult to hurt and, in some cases, harder to hit. It may also slow you down. Armour also has a negative modifier on spellcasting which prevents many casters from wearing it.

DEFENCE #

You can shield yourself from harm by wearing armour and other protections, but your ability to absorb damage and avoid blows is represented by your Defence Bonus (or DB for short) and Damage Reduction (DR for short).

DEFENSIVE BONUS

Defensive Bonus (or DB, for short) is a special difficulty which determines how hard it is for your character to be struck with an attack during combat. As with other DC’s, the attacker must equal or exceed your DB to score a successful hit on you.

Defensive Bonus is calculated using the following formula:

Defensive Bonus = 10 + BDB + Dex + other bonuses + penalties.

You can temporarily improve your DB with several defensive actions; while spells, conditions, and other effects can modify it in other ways, so your DB will probably change quite often during the game.

DONNING & REMOVING ARMOUR #

Getting in and out of armour is time consuming—so make sure you’re wearing it when you need it! Donning light armour takes 5 rounds, medium armour takes 4 minutes, and heavy armour takes 10 minutes; these times are doubled when donning a full suit of armour.

ARMOUR STATISTICS #

The armour table provides the statistics for suits of armour that can be purchased and worn, organized by category. The columns in the table provide the following statistics.

LEVEL/PRICE

The armour level determines how difficult the armour is to craft and repair. The price speaks for itself.

ACP

Any armour heavier than leather, as well as any shield, hurts a character’s ability to use Dexterity- and Strength-based skills. An armour check penalty applies to all Dexterity- and Strength-based skill checks.

Be aware that if you wear armour that you not proficient in, all penalties are doubled.

MAX DEX

This number is the maximum Dexterity bonus to DB that this type of armour allows. Dexterity bonuses in excess of this number are reduced to this number for the purposes of determining the wearer’s DB. Heavier armours limit mobility, reducing the wearer’s ability to dodge blows. This restriction doesn’t affect any other Dexterity-related abilities.

SUITS OF ARMOURTo save some time at the bottom of the armour table is a section called suits of armour. Each of these suits includes greaves and bracers of an appropriate material and may also include a helmet (if stated). Use of full suits can speed up play and make the creation of armour easier for PC and GM alike. SUITS OF ARMOURTo save some time at the bottom of the armour table is a section called suits of armour. Each of these suits includes greaves and bracers of an appropriate material and may also include a helmet (if stated). Use of full suits can speed up play and make the creation of armour easier for PC and GM alike.

DR

This is the armours base value for resisting damage (Damage Reduction). This value is halved (round down) when resisting certain energy attacks (or bypassed entirely for some). As you become more experienced the DR provided by your armour also increases, this is represented by you gaining a DR multiplier as your BDB increases.

DR MULTIPLIER TABLE
BDB
Armour DR Multiplier
0-5
Base
6-11
Base x2
12-17
Base x3
18-23
Base x4
24+
Base x5

HP

This column lists the armour’s Hit Points (HP). This measures how much damage the armour can take before it’s destroyed or gains the broken condition.

SPEED

This value reduces your speed whilst the armour is worn.

WEIGHT

How much the armour weighs in lbs.

TRAITS

Some critical hits will vary depending upon the material of the armour that you are wearing.

ARMOUR FITTINGS #

All armour detailed below is considered to be a shirt or breastplate with its base statistics, sometimes referred to as partial armour. To increase your armours coverage and overall bonus (and often penalties) you must add bracers, greaves and helmets. When you add armour fittings, all bonuses and penalties are applied directly to the base armour.

BRACERS

Bracers may be added to armour to offer protection to the arms and hands.

GREAVES

Greaves may be added to armour to offer protection to the legs and feet.

HELMET

A helmet must be added to armour separately and can be worn alone. Helmets are considered to provide protection for the head, face and neck.

CRITICAL AMENDMENT #

Whenever a critical injury result is modified in your favour due to you wearing armour, your armour takes an amount of damage equal to the base damage of the attack.

ARMOUR CRITICAL DAMAGE TABLE
Modified Injury
Armour Damage
Minor
Base x1
Serious
Base x2
Deadly
Base x3

Jasper successfully inflicts a Minor critical to you. The attack inflicts 15 damage and he rolls a 67 (-40 as the critical was Minor for net result of 27) on the Slashing Critical Table which delivers the following critical result:

Vicious slash across targets chest creates a lot of blood. Bleed 2d8. Armoured: Bleed 1d10. Rigid Armour: Bleed 1d8. You are wearing rigid chest armour, so you are only subjected to 1d8 Bleed from the critical. Due to the fact that your armour amended the critical injury result in your favour, your armour takes Base x1 damage from the attack. Jasper was attacking with a broadsword which has a base damage of 1d8 (5).

NATURAL DR VS CRITICALS

Natural armour does not have a separate amount of HP like manufactured armour and therefore cannot take damage in the same way. If you reduce the effects of a critical due to having natural armour, you instead take half the additional HP damage (which of course bypasses DR)

SUPERIOR ARMOUR #

Instead of adding bonuses, superior armour reduces the ACP of the armour and adds bonuses to Max Dex and HP. The initial level of the armour is also modified using the rules for superior items as found earlier in the chapter.

SUPERIOR ARMOUR TABLE
Quality
ACP
MAX DEX
HP
Expert
0
+1
+10%
Master
1
+2
+20%
Legendary
2
+3
+30%

When crafting superior armour, it is possible to add one or more traits, which affects its level and cost. Expert armour may have one additional trait when crafted, master two and legendary three.

SUPERIOR ARMOUR TRAITS

Each superior armour trait is described below with its game mechanics. Each armour trait increases the total level of the armour (before any magical modifiers) by 1.

Cushioned: This trait adds extra padding to the armour increasing protection against bludgeoning attacks. The armour grants + 1 DR against bludgeoning damage.

Flame Resistant: The armour has been treated with flame resistant materials. The armour grants +1 DR against fire attacks.

Heavy: The item has been made using strengthening techniques which make it heavier and more durable. ACP penalties are increased by 1 and the Max Dex is reduced by 1. The DR of the armour is increased by 1 and its weight of the armour is also increased by 25%.

Insulated: The armour has been crafted with a layer of non-conductive fabric. The armour grants +1 DR against electricity attacks.

Lightweight: The item has been created to make it slightly lighter and easier to manoeuvre in. ACP, Max Dex and Speed penalties are reduced by 1. Furthermore, the weight of the armour is reduced by 25%.

Reinforced: This trait adds ribs or metal studs to the armour increasing its resistance against edged weapons. The armour grants +1 DR against slashing damage. The weight of the armour is also increased by 25%.

Warm: The armour is lined with furs and wools. The armour grants +1 DR against cold attacks.

SLEEPING IN ARMOUR #

If you choose to sleep in your armour, you run the risk of gaining the fatigued condition. After a nights rest you must make a DC 20 Fortitude Saving throw.

Success You have no fatigue

Failure You gain fatigue 1

Fumble You gain fatigue 2

This check has the following modifiers:

Light Armour +5, Heavy Armour -5, Rigid -1, Metal -2

ARMOUR COST TABLE
Armour Level
Base Cost
0
-
1
100
2
250
3
450
4
750
5
1250
6
2000
7
3000
8
4200
9
6000
10
8000
11
11000
12
16000
13
24000
14
36000
15
55000
16
80000
17
120000
18
180000
19
300000
20
500000
ARMOUR TABLE
LIGHT ARMOUR
Armour
Lvl
Price (gp)
ACP
MAX DEX
DR
HP
Speed
Wt. (lbs)
Traits
Furs/Pelts
0
4
0
6
1
10
0
11
-
Padded
0
10
0
8
0
10
0
5
-
Leather
0
20
0
6
1
20
0
10
-
Reinforced Leather
0
30
-1
5
1
30
0
15
Rigid
Full Leather
0
30
-1
6
1
30
0
15
--
Full Reinforced Leather
0
40
-2
5
1
40
0
22
Rigid
MEDIUM ARMOUR
Armour
Lvl
Price (gp)
ACP
MAX DEX
DR
HP
Speed
Wt. (lbs)
Traits
Hide
0
30
-2
4
2
20
0
15
-
Hardened Leather
1
100
-2
4
3
30
-5
15
Rigid
Scale
1
100
-2
3
4
50
0
18
Metal, Rigid
Chain
1
150
-2
4
4
40
0
25
Metal
Full Hardened Leather
1
115
-3
4
3
45
-5
22
Rigid, Helm
Full Chainmail
1
205
-4
3
4
70
0
44
Metal, Helm
HEAVY ARMOUR
Armour
Lvl
Price (gp)
ACP
MAX DEX
DR
HP
Speed
Wt. (lbs)
Traits
Banded
1
200
-2
2
4
50
-5
20
Metal, Rigid
Lamellar
2
250
-4
1
5
50
-5
30
Metal
Splint
2
250
-3
1
5
60
-5
25
Metal, Rigid
Plate
3
450
-5
3
6
60
-5
30
Metal, Rigid
Full Platemail
3
580
-8
1
6
110
-5
60
Metal, Rigid Full Helm
OTHER
Armour
Lvl
Price (gp)
ACP
MAX DEX
DR
HP
Speed
Wt. (lbs)
Traits
Leather Helmet
0
5
0
-
-
5
-
2
-
Metal Helmet
0
20
0
-
-
10
-
4
Metal
Full Helmet
1
100
0
-
-
20
-
6
Metal, Rigid
Chain Greaves
0
25
-1
-1
-
10
-
10
Metal
Leather Greaves
0
5
0
-
-
5
-
3
-
Metal Greaves
0
30
-2
-1
-
15
-
20
Metal, Rigid
Chain Bracers
0
10
-1
-
-
10
-
5
Metal
Leather Bracers
0
5
-1
-
-
5
-
2
-
Metal Bracers
0
20
-1
-1
-
15
-
6
Metal, Rigid

ARMOUR DESCRIPTIONS #

Each type of armour is described in more detail below.

FURS/PELTS

Heavy winter clothing is a practical ensemble comprised of thick layers of furs, animal pelts, and wool, designed to shield individuals from the harsh cold of winter. While it may lack the sophistication of more specialized armours, it serves as an affordable option favoured by peasants, mountain dwellers, and tribal warriors. The multiple layers provide decent insulation against the cold, granting a substantial +2 item bonus to resist the chilling effects of wintry environments. However, its bulkiness and lack of water resistance make it a hindrance when soaked, resulting in a significant -8 check penalty.

PADDED

Padded armour, consisting of layers of padding or quilted fabric, provides a modicum of protection and insulation in colder climates. While it offers some resistance against the elements, it lacks the durability and sturdiness necessary to effectively shield against direct attacks. Its main purpose lies in providing comfort and a degree of warmth, rather than serving as a formidable defence against foes.

LEATHER

Leather armour, crafted from animal hides and tanned leather, strikes a balance between lightness and flexibility, offering moderate protection against minor attacks. Its pliable nature allows for ease of movement, making it a preferred choice for those seeking mobility and agility in combat. While it may not withstand heavy blows or powerful strikes, it provides a certain level of defence against lighter assaults.

REINFORCED LEATHER

Reinforced leather armour, also known as ringmail or studded leather, is an enhanced version of traditional leather armour that incorporates metal studs, rings, and other protective elements. The addition of these metal pieces provides increased defence against slashing and piercing attacks, reinforcing the leather's natural resilience. The studs and rings are strategically placed to offer improved coverage without sacrificing mobility, making studded leather armour a popular choice for those seeking a balance between protection and agility.

HIDE

Hide armour is crafted from the durable and thick hides of resilient creatures. It is constructed by stitching together multiple layers of coarse leather or attaching exterior pieces of leather filled with padding or fur. The resulting armour provides decent protection against attacks, with its layered construction and reinforced padding offering moderate defence. As the armour sustains damage, it can be repaired by restitching gashes or adding fresh pieces of hide, resulting in a distinctive patchwork appearance for well-worn suits. Hide armour is a practical and rugged choice for those seeking reliable protection in harsh environments.

HARDENED LEATHER

Hardened leather armour is crafted from thick and durable leather that has been treated through a process of boiling and shaping. The leather is hardened and moulded into rigid plates, which are then carefully assembled to create the armour. This type of armour provides excellent protection against various forms of attacks, including slashing and piercing strikes. However, the rigid nature of the armour limits mobility and flexibility, making it somewhat restrictive in movement. Despite its limitations in agility, hardened leather armour remains a popular choice for those seeking reliable and robust protection in combat.

CHAINMAIL

Chainmail is a type of armour made from interlocking metal rings, forming a flexible mesh-like structure. The rings are carefully linked together to create a fabric-like material that can be draped over the body. Chainmail is known for its ability to absorb impacts and protect against cutting and slashing attacks. The flexibility of the linked rings allows for relatively unrestricted movement compared to heavier armour types. However, chainmail can still be quite heavy and may restrict agility to some extent. It is a popular choice among warriors and knights seeking a balance between protection and manoeuvrability on the battlefield.

SCALEMAIL

Scale mail is a type of armour composed of numerous small metal scales that overlap and are attached to a backing material. The scales are typically made of metal, such as steel or bronze, and are arranged in rows to provide coverage across the body. The scales are connected by rings or other fasteners, allowing for some flexibility and movement. Scale mail offers a balance between protection and mobility, as the individual scales can deflect and absorb blows while still allowing the wearer to manoeuvre relatively freely. However, scale mail does not provide the same level of coverage as heavier armours like splint mail or plate armour.

LAMELLAR

Lamellar armour is a form of protective gear that consists of small plates, typically made of materials such as iron, steel, lacquered leather, horn, or even stone. These plates are arranged in parallel rows and connected together using cords or laces. The plates overlap and interlock, forming a flexible and durable surface that provides effective protection against slashing and piercing attacks. Lamellar armour offers good mobility and flexibility to the wearer while still offering decent defensive capabilities.

BANDED MAIL

Banded mail is a type of armour composed of overlapping strips or bands of metal that are fastened onto a sturdy backing of leather or chainmail. The metal plates are larger than those found in scale mail or splint mail, providing more extensive coverage and enhanced protection. The interconnected metal bands and multiple layers of underlying armour make banded mail a formidable defence against slashing and piercing attacks. While it offers greater protection, it may be slightly heavier and restricts movement more compared to other armours.

SPLINT MAIL

Splint mail is a type of armour constructed from overlapping layers of metal strips that are affixed to a backing of leather or sturdy fabric. The splints used in this armour are larger and more durable compared to those found in scale mail, providing increased protection against attacks. However, the trade-off is reduced flexibility and manoeuvrability due to the rigid nature of the splints.

PLATEMAIL

Plate mail is a form of armour that combines large metal plates with a layer of leather or chainmail underneath. The metal plates are strategically positioned to provide extensive coverage and exceptional protection against attacks. While plate mail offers superior defence, its weight and bulkiness significantly restrict mobility, making it more suitable for heavily armoured warriors who prioritize maximum protection over agility. The durability and resilience of plate mail make it a favoured choice for knights, paladins, and other heavily armoured combatants on the battlefield.

LEATHER HELMET

A leather helmet is a headgear made from layered leather or heavy furs. It provides basic protection for the head but offers limited defensive capabilities compared to more advanced helmets. While wearing a leather helmet, the wearer may experience a slight hindrance to their perception, resulting in a -1 item penalty to perception checks.

METAL HELMET

A metal helmet, such as a bascinet or pot helm, provides comprehensive protection for the head, covering the skull, ears, and nose. It is designed to withstand direct blows and offers solid defence in combat. However, wearing a metal helmet can slightly impede the wearer's perception, resulting in a -1 item penalty to perception checks.

FULL HELMET

A full helmet, equipped with a visor for maximum protection, provides unparalleled defence against even heavier direct blows. The complete helm encompasses the entire head, leaving little exposed and ensuring superior safety in combat. However, wearing a full helmet significantly restricts the wearer's awareness and perception, resulting in a substantial -2 item penalty to perception checks.

LEATHER GREAVES

Padded leather protection for the lower legs (knee, shin, and foot).

CHAIN GREAVES

Chain greaves take the form of a long skirt made of chainmail that is further protected by steel greaves, or individual leggings of tighter-fitting chain reinforced by padding, steel knee plates, and leather straps.

METAL GREAVES

Metal protection for the knee, shin, and foot.

LEATHER BRACERS

Leather wraps for the forearms.

CHAIN BRACERS

Loose fitting chain sleeves fitted to the shoulder and ending in a pair of gauntlets..

METAL BRACERS

Metal covering for the forearm and hand. Metal bracers are treated as gauntlets for attacking purposes.

SHIELDS #

A shield is a protective item typically wielded in one hand and is designed to block or deflect incoming attacks and provide additional defence. Shields can vary in size, shape, and material, ranging from small bucklers to large tower shields. They are often made of metal, wood, or a combination of both.

Except for the buckler, all shields require one hand to hold, thus preventing the hand from holding or utilizing any other items while the shield is equipped. Shields share similar statistics as armour but come with a few additional details specific to their functionality and use in combat.

SHIELD STATISTICS #

The shield table provides all of the vital statistics required when using a shield. The columns in the table provide the following statistics.

LEVEL/PRICE

The shield level determines how difficult it is to craft and repair. The price speaks for itself.

DB

This is the bonus provided by the shield which is added to your DB as a Shield bonus. To gain this bonus the shield must be equipped and held in one hand. A shield bonus cannot be applied against an attack if you are unaware of it or you are flat-footed. Furthermore, if you are unable to act at the beginning of your turn, you cannot apply your Shield bonus to DB.

Be aware that multiple Shield bonuses do not stack.

ACP

Like armour, a shield may apply an armour check penalty. This penalty applies to all Dexterity- and Strength-based skill checks and affects your character as long as the shield is equipped.

Be aware that if you equip a shield that you not proficient with, all penalties are doubled.

WEIGHT

How much the shield weighs in lbs.

DR

Your shields DR value is used in conjunction with the Shield Block feat. This value is increased in line with BDB in the same way as armour (see armour above).

HP

This column lists the shield’s Hit Points (HP). This measures how much damage the shield can take before it’s destroyed or gains the broken condition.

SHIELD DESCRIPTIONS #

Each type of shield is described in more detail below.

BRAZADOKUR

This dwarven shield is a heavy shield characterized by its jagged and razor-sharp sides. It is commonly wielded by dwarven skirmishers, who utilize them in pairs to deliver devastating attacks. Some dwarven scoundrels also appreciate the impressive look and ease of use of these shields.

When wielding two dwarven war shields in melee combat using the Double Slice action, the first shield inflicts an additional +2 damage. Both shields gain the versatile slashing trait, allowing for more flexibility in combat, and the second shield is classified as agile, which means it incurs lower multiple attack penalties. However, it's important to note that a hand holding a dwarven war shield cannot be used for any other purposes while in use.

BUCKLER

A buckler is a small metal shield that is strapped to your forearm. It offers certain advantages and limitations compared to larger shields. While carrying a buckler, you can use a bow or crossbow without any penalties. Additionally, you have the option to wield a weapon with your shield arm, whether it's an off-hand weapon or assisting in wielding a two-handed weapon. However, doing so incurs a -5 penalty on attack rolls, which combines with any other penalties for fighting with your off hand or using two weapons.

If you choose to use a weapon in your off hand while wielding a buckler, you temporarily lose the buckler's Defensive Bonus (DB) bonus until your next turn, and you cannot use an action to raise your shield. Similarly, if you cast a spell with somatic components using your shield arm, you also lose the DB bonus until your next turn. It's important to note that you cannot perform a shield bash action with a buckler.

KLAR

A klar is a tribal weapon that traditionally consists of a short blade attached to the skull of a large horned lizard. However, skilled smiths have the ability to craft k-lars entirely out of metal. The traditional klar is considered a light wooden shield with armour spikes, while the metal klar is classified as a light steel shield with armour spikes.

In terms of functionality, the klar serves as both a shield and a weapon. It provides defensive capabilities like a shield, allowing the wielder to block and deflect incoming attacks. The spikes on the klar also add offensive potential, enabling the wielder to make piercing attacks against opponents.

The klar holds cultural significance as a tribal weapon, often associated with specific traditions and rituals. Its unique construction and combination of defensive and offensive attributes make it a distinctive and versatile choice for those skilled in its use.

LIGHT STEEL/WOODEN SHIELD

When you equip a light steel shield, you secure it to your forearm and hold it with your hand. The light steel shield is designed to be relatively lightweight, allowing you to carry other items in the hand that holds the shield. However, you cannot effectively wield weapons while holding the shield.

Both light wooden shields and light steel shields offer similar benefits in terms of basic protection and attack bonuses. They provide a defensive barrier that can block and deflect incoming attacks, increasing your chances of avoiding damage. The specific shape and materials of the shield may vary, but their fundamental purpose remains the same.

It's worth noting that there are differences in how light wooden shields and light steel shields interact with certain spells and effects. While a druid can make use of a light wooden shield, they are unable to utilize a light steel shield. This distinction reflects the druid's connection to nature and their preference for more organic materials.

MADU

The madu is a unique shield characterized by its round shape and the presence of two animal horns extending from opposite edges of the shield. This design not only provides protection but also serves as a distinctive offensive feature. The shield is crafted to fit over your arm like a glove, making it extremely difficult for opponents to disarm you.

When you raise the madu as part of a fight defensively action, the penalty to your attack rolls is significantly reduced to -15. This allows you to maintain a strong defensive posture while still retaining some offensive capability. Additionally, if you choose to attack with the shield using the shield bash action, the madu inflicts 1d4 piercing damage, making it a versatile weapon in close combat.

It's important to note that while wielding a madu, you cannot hold anything else in the hand that bears the shield. This ensures that you have a secure grip on the shield and are ready to defend and counterattack effectively. While traditional madus are typically crafted from leather and animal horn, it is also possible to create them entirely from metal, providing additional durability and strength.

HEAVY STEEL/WOODEN SHIELD

The weight of a heavy steel shield is significant, making it impossible to use your shield hand for any other purpose. This emphasizes the shield's role as a dedicated tool for protection.

Both heavy wooden shields and heavy steel shields offer the same fundamental benefits in terms of defence and attack. They provide solid protection against incoming attacks and can be used to enhance your combat capabilities. However, there are differences in how they interact with certain spells and effects. Specifically, a heavy wooden shield can be utilized by druids, while a heavy steel shield is not compatible with their abilities.

Regardless of the material used, a heavy shield is a reliable option for those seeking robust defence on the battlefield. Its weight and sturdiness make it suitable for warriors who prioritize durability and security in combat situations.

PARRYING SCABBARD

A parrying scabbard is a specialized sheath designed for defensive purposes. When using a parrying scabbard, you can draw it and the weapon it holds with a 1 AP (Interact) action, allowing you to wield the weapon in one hand and hold the scabbard in the other.

Similar to a weapon with the parry trait, a parrying scabbard can be utilized for defence. The parrying scabbard provides a +1 shield bonus to your DB whilst wielded. It's worth noting that parrying scabbards are specifically designed to work with swords that can be wielded in one hand.

TOWER SHIELD

A tower shield is a massive shield designed to provide extensive coverage, offering protection to a large portion of the wielder's body. These shields are typically constructed using a combination of wood and metal reinforcement to ensure durability and strength. One notable feature of the tower shield is its ability to grant the wielder an enhanced defensive bonus when taking cover. By utilizing the shield to "Take Cover," you can position yourself in a way that maximizes the shield's protective capabilities. This action grants you a Standard Cover bonus, in addition to the normal bonus provided by simply raising the shield.

SHIELD TABLE
Name
Price (gp)
Level
DB
ACP
Weight
DR
HP
Brazadokur
300
2
2
-1
10 lbs
1
12
Buckler
10
0
1
-1
5 lbs
0
6
Klar - Bone
20
0
1
-1
5 lbs
0
10
Klar - Steel
40
0
1
-1
6 lbs
0
12
Light Steel Shield
20
0
1
-1
6 lbs
0
12
Light Wooden Shield
10
0
1
-1
5 lbs
0
10
Madu - Leather
80
1
1
-2
5 lbs
0
10
Madu - Steel
120
1
1
-2
7 lbs
0
15
Heavy Steel Shield
40
0
2
-2
15 lbs
1
20
Heavy Wooden Shield
20
0
2
-2
10 lbs
1
15
Parrying Scabbard
5
0
1
-
2 lbs
0
4
Tower Shield
150
1
4
-8
45 lbs
2
30

SUPERIOR SHIELDS

A superior quality shield increases its base statistics as detailed below. The base cost of a shield is also modified as detailed earlier in the chapter.

SUPERIOR SHIELD TABLE
Quality
HP Multiplier
DR
Expert
x2
+1
Master
x3
+2
Legendary
x4
+3

When crafting a superior shield, it is possible to add one or more traits, which affects its level and cost. An expert shield may have one additional trait when crafted, a master shield two and a legendary shield three.

SUPERIOR SHIELD TRAITS

Each superior shield trait is described below with its game mechanics. Each shield trait increases the total level of the shield (before any magical modifiers) by 1.

Balanced: The shield is crafted with a fine balance which reduces its check penalty by 1 (minimum of 0). This trait may be applied multiple times.

Boss: A circular piece of metal is attached to the centre of the shield allowing it to become more powerful when using the shield bash action. The attack dice is increased by one step.

Lightweight: The weight of the item is reduced by 1 lb for a buckler or light shield, 2 lbs for a heavy shield or 5 lbs for a tower shield. This trait may be applied multiple times.

Spikes: The shield is constructed with metal spikes protruding from it. The shield gains the versatile (piercing) weapon trait when used to make the shield bash action.

SHIELD COST TABLE
Shield Level
Base Cost
0
-
1
70
2
175
3
315
4
525
5
875
6
1400
7
2100
8
2940
9
4200
10
5600
11
7700
12
11200
13
16800
14
25200
15
38500
16
56000
17
84000
18
126000
19
210000
20
350000

WEAPONS #

The average fantasy campaign setting would be a pretty difficult place without a weapon or two. Most characters and creatures have access to weapons of varying sizes and shapes. Some use swords, others bows and others powerful axes which may be used to cleave your foes in twain.

There are a number of rules mechanics that are required when using weapons in the game. The weapons table gives information on all of the common weapons available.

This is not an exhaustive list, and there are many more weapons available.

Beyond the name of the weapon, the table also has the following information:

PRICE

This is the common price of the weapon if purchased from an established weapon smith. This price may fluctuate depending upon availability.

LEVEL

This is the items level for craft, identification and repairing purposes.

DAMAGE

This is the dice the base damage which is inflicted by the weapon. Damage is explored in more detail in Chapter 8. The letter after the damage die is the damage type, Bludgeoning (B), Piercing (P), Subdual (N) or Slashing (S).

SIZE

This is the size of the weapon, which determines how many hands a creature must use when fighting with the weapon.

A creature can use any weapon one handed that is their size or smaller. Weapons that are one size category larger can be used one handed with a -6 penalty, or two-handed (if such a weapon is used two-handed, your melee damage bonus is multiplied by 1.5). Weapons that are two sizes or more larger cannot be wielded by your character.

Weapons can be resized for smaller and larger characters. Resizing a weapon will also affect its cost and weight as discussed earlier in the chapter.

FUMBLE DC (FDC)

When you roll a natural 1 on an attack check with a weapon, you have a chance of suffering an attack fumble. This value is used when determining if you fumble or not. Attack fumbles are explained in detail in Chapter 7. If you are not proficient with a weapon, you must check for a fumble on an UM 2 and not a 1.

WEIGHT

This entry gives the weapon’s weight. A weapon’s weight is increased or decreased if it’s sized for creatures that aren’t Medium size (GM discretion).

GROUP

A weapon or unarmed attack’s group classifies it with similar weapons which is often used with feats and abilities.

WEAPON GROUPS

The available weapon groups are:

Axe: Battle Axe, Greataxe, Handaxe, Zokarrin

Brawling: All Unarmed Attacks, Brass Knuckles, Gauntlet, Spiked Gauntlet, Cestus

Club: Club, Light Mace, Heavy Mace, Staff, Footman’s Mace, Greatclub, Morning Star, Sap

Knife: Dagger, Sickle, Elendaris

Spear: Long Spear, Spear, Lance, Trident

Polearm: Bardiche, Glaive, Halberd, Ranseur, Scythe

Sword: Bastard Sword, Broadsword, Falchion, Greatsword, Khopesh, Rapier, Scimitar, Short Sword, Sword Cane, Double-Blade, Katana, Sil’maril, Tel’dorin

Flail: Flail, Footman’s Flail, Spiked Chain, Whip

Hammer: Light Hammer, Mattock, Warhammer, Anar Dhagor

Pick: Greatpick, Light Pick, Pick

Dart: Blowgun, Dart, Javelin, Shuriken

Bow: Hand Crossbow, Heavy Crossbow, Light Crossbow, Composite Longbow, Composite Shortbow, Longbow, Shortbow, Repeater

Sling: Sling, Bola, Riath-Elenya

TRAITS

Any other information pertaining to the weapon is found in this entry.

2-Handed: The weapon requires two hands when making attacks regardless of its size.

Agile: The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

Armour Rending (AR): The weapon’s attacks ignore the listed Armour DR. When a weapon and its ammunition both have this quality, their AR values are combined.

The AR of a quality weapon increases for each quality step (expert, master, legendary) it has. Expert is x2, Master is x3 and Legendary x4.

Clumsy: This weapon is unwieldy and prone to mishap. The weapon follows the normal rules for weapon fumbles if an UM 1 is rolled on an attack check. If an UM 2 is rolled, this may also be a fumble check with the DC being half of the listed value.

Be aware that if you attack with a clumsy weapon that you are not trained to use, you fumble on an UM 1 or 2. If an UM 3 is rolled, this may also be a fumble check with the DC being half of the listed value.

Concealable: This weapon is designed to be inconspicuous or easily concealed. You gain a +2-circumstance bonus to Conceal an Object (Stealth) checks if a weapon has this trait.

Deadly: The increment between the severity of a critical is reduced by 1 when attacking with this weapon.

Disarm: You can use this weapon to Disarm even if you don’t have a free hand. This uses the weapon’s reach (if different from your own). If you fumble a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a fumble. Even on a critical, taking the item necessitates a free hand.

Double: A double weapon may be used to double slice and always treats the second attack as agile.

Exotic: An exotic weapon has a trait (often racial) which makes it unique in some way. Exotic weapons require special training through a feat. If you use an exotic weapon without the correct training your AB suffers a -4 penalty and it gains the Clumsy trait.

If your race matches that of the weapon’s racial trait, it is considered a martial weapon.

Finesse: You can use your Dexterity instead of Strength when making attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.

Free Hand: This weapon is usually integrated into your armour, thus freeing up your hand for other tasks. Its unique design prevents disarming attempts, allowing you to wield additional items and perform various actions. However, if the hand is occupied or in use, attacking with the free-hand weapon is not possible. Yet, when the hand is unoccupied and idle, you can utilize abilities that require a free hand or even those that demand wielding a weapon in that hand.

Hand & a Half: The weapon may also be use two-handed. This increases weapons damage as if it were a size larger (see above).

Keen: When determining the result of a Critical Injury from this weapon, increase the weapon’s AV by 1 (after all other modifiers). This can both enable a critical and increase its severity.

Load: This entry indicates how many AP (Interact) it takes to reload the weapon. This may be carried over rounds if necessary.

Mighty: The mighty trait includes a value. On a critical hit, the weapon’s base damage increases by this amount.

Parry: This weapon may be employed for blocking incoming attacks, providing a measure of protection against adversaries. While wielding this weapon, you can use it in your off-hand, gaining a +1-shield bonus to DB.

Penetrating: This weapon treats all armour as none when used to make attacks within its first range increment.

Powerful: The weapon gains a bonus to AB when fired at a target within 20 feet.

Propulsive: You add half your Strength damage modifier (if positive) to damage rolls with a propulsive ranged weapon. If you have a negative Strength damage modifier, you add your full-Strength modifier instead.

Quick Load: You can reload this weapon as a free action once per round. After your first load, it costs one action to reload the weapon.

Range: Indicates the first range increment for a ranged weapon.

Reach: Weapons with this trait increase the reach at which you can make melee attacks (usually 5 to 10 feet). Such attacks are subject to a -2 penalty to AB.

Serrated: This weapon has nasty jagged edges and causes bleed damage to be more severe. Any bleed results from criticals (or other sources when using the weapon) are increased by 1.

Shove: You can use this weapon to Shove even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and uses your attack bonus with the weapon instead of your unarmed attack bonus. If you fumble a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a fumble.

Silent: The weapon makes no noise when attacking increasing the DC of Sniping (Stealth) checks by 2.

Spin: If you fire this weapon as your next action after loading it, you inflict the weapons base damage. You can use a special spin action to increase base damage. If you Spin for 1 AP increase the base damage by 1, 2 AP increases the base damage by 2.

Spread: If loaded with pellets instead of a single bullet, this weapon attacks all targets in a cone equal to half its normal range.

Sweep: This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1-circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.

Thrown: You can throw this weapon as a ranged attack. A range is also displayed which indicates the weapons first range increment.

Trip: You can use this weapon to Trip even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and uses attack bonus with the weapon instead of your unarmed attack bonus. If you fumble a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a fumble.

Unsteady: This weapon is difficult to aim without taking measures to stabilize it. Firing this weapon has a –2 circumstance penalty unless the weapon is rested upon a solid surface before firing.

Versatile: This weapon can be used to deal a different type of damage to the target when attacking. You must choose the damage type before you make the attack.

Volley: This ranged weapon is less effective at close distances. Your attacks against targets that are within 20 feet take a –2 circumstance penalty.

SUPERIOR WEAPONS

A superior weapon grants an item bonus to base damage based upon its quality level.

SUPERIOR WEAPON TABLE
Quality
Base Damage Bonus
Expert
+1
Master
+2
Legendary
+3

When crafting a superior weapon, it is possible to add one or more traits, which affects its level and cost. An expert weapon may have one additional trait when crafted, a master weapon two and a master weapon three.

SUPERIOR WEAPON TRAITS

Each trait is described below with its game mechanics, costings and level. Each weapon trait increases the total level of the weapon (before any magical modifiers) by 1.

Balanced: The weapon is crafted with a fine balance which reduces its Fumble DC by 1 (minimum of 4). This trait may be applied multiple times.

Trait: The item gains an additional weapon trait (see above). This trait must be appropriate to the weapon and may change its appearance (GM discretion). This option may only be applied to weapons of expert quality or higher.

Lightweight: The weight of the item is reduced by 1 lb for a medium or smaller weapon, 2 lbs for large weapons.

WEAPON COST TABLE I
Weapon Level
Base Cost
0
-
1
70
2
200
3
350
4
600
5
900
6
1,400
7
2,100
8
3,000
9
4,300
10
6,000
11
8,000
12
11,000
13
17,000
14
25,000
15
40,000
16
60,000
17
90,000
18
130,000
19
200,000
20
350,000
MELEE SIMPLE WEAPONS
Name
Price
Level
Damage
Size
FDC
Weight
Group
Traits
Brass Knuckles
1 gp
0
1d4 B
S
6
1 lb
Brawling
Agile, Free-Hand, Finesse
Club
1 sp
0
1d5 B
S
12
3 lbs
Club
Thrown 10ft.
Dagger
2 gp
0
1d4 P
T
5
1 lb
Knife
Agile, Finesse, Thrown 10 ft, Versatile S
Gauntlet
-
0
1d4 B
S
6
1 lb
Brawling
Agile, Free-Hand
Light Mace
5 gp
0
1d6 B
S
8
4 lbs
Club
AR 1, Agile, Finesse
Long Spear
5 gp
0
1d8 P
L
18
9 lbs
Spear
Clumsy, Reach
Heavy Mace
12 gp
0
1d8 B
M
8
8 lbs
Club
AR 2, Shove
Morning Star
10 gp
0
1d8 B
M
16
6 lbs
Club
AR 1, Mighty +2, Versatile P
Sickle
2 gp
0
1d4 S
S
12
2 lbs
Knife
Agile, Finesse, Trip
Spear
1 gp
0
1d6 P
M
16
3 lbs
Spear
Hand & a Half, Thrown 20 ft
Spiked Gauntlet
3 gp
0
1d4 P
S
6
1 lb
Brawling
Agile, Free-Hand
Staff
1 gp
0
1d6 B
M
12
4 lbs
Club
Double, Hand & a Half, Trip
MELEE MARTIAL WEAPONS
Name
Price
Level
Damage
Size
FDC
Weight
Group
Traits
Bardiche
13 gp
0
1d12 S
L
20
14 lbs
Polearm
Clumsy, Reach, Versatile P
Bastard Sword
40 gp
0
1d8 S
M
16
5 lbs
Sword
Hand & a Half
Battle Axe
20 gp
0
1d8 S
M
18
6 lbs
Axe
AR 1, Hand & a Half, Sweep
Broadsword
10 gp
0
1d8 S
M
10
4 lbs
Sword
-
Cestus
5 gp
0
1d5 P
S
6
1 lb
Brawling
Agile, Free-Hand
Elendaris
20 gp
0
1d4 P
S
4
1 lb
Knife
Agile, Deadly, Finesse, Thrown 20 ft, Versatile S
Falchion
75 gp
1
1d8 S
M
18
8 lbs
Sword
Keen, Sweep
Flail
10 gp
0
1d10 B
M
18
6 lbs
Flail
AR 1, Clumsy, Disarm, Mighty +2, Sweep, Trip
Footman’s Flail
18 gp
0
1d12 B
L
20
10 lbs
Flail
AR 1, Clumsy, Disarm, Mighty +2, Reach, Sweep, Trip
Footman's Mace
12 gp
0
1d10 B
L
18
10 lbs
Club
AR 2, Shove
Glaive
8 gp
0
1d10 S
L
18
10 lbs
Polearm
Clumsy, Deadly, Reach
Greataxe
20 gp
0
1d12 S
L
20
12 lbs
Axe
AR 1, Sweep
Greatclub
5 gp
0
1d10 B
L
20
8 lbs
Club
Shove
Greatpick
20 gp
0
1d8 P
L
18
9 lbs
Pick
AR 1, Mighty +2
Greatsword
50 gp
0
2d6 S
L
18
8 lbs
Sword
AR 1, Keen
Halberd
10 gp
0
1d12 P
L
16
12 lbs
Polearm
AR 1, Clumsy, Reach, Versatile S
Handaxe
6 gp
0
1d6 S
S
8
3 lbs
Axe
Agile, Sweep, Thrown 10 ft
Khopesh
120 gp
1
1d10 S
L
18
10 lbs
Sword
Keen, Sweep, Trip
Lance
10 gp
0
1d10 P
L
20
10 lbs
Spear
AR 2, Clumsy, Deadly, Reach
Light Hammer
1 gp
0
1d6 B
S
6
2 lbs
Hammer
Agile, Thrown 20 ft.
Light Pick
4 gp
0
1d4 P
S
8
3 lbs
Pick
AR 1, Agile, Mighty +2
Main-Gauche
15 gp
0
1d4 P
T
4
1 lb
Knife
Agile, Disarm, Finesse, Parry, Thrown 10 ft
Mattock
40 gp
0
1d12 B
L
18
14 lbs
Hammer
AR 1, Shove
Pick
7 gp
0
1d6 P
M
14
6 lbs
Pick
AR 1, Mighty +2
Ranseur
10 gp
0
1d12 P
L
18
12 lbs
Polearm
Clumsy, Disarm, Reach
Rapier
20 gp
0
1d6 P
M
10
2 lbs
Sword
Deadly, Disarm, Finesse
Sap
1 gp
0
1d6 N
T
6
2 lbs
Club
Agile, Finesse
Scimitar
15 gp
0
1d6 S
M
8
4 lbs
Sword
Keen, Sweep
Scythe
18 gp
0
2d8 S
L
20
12 lbs
Polearm
AR 1, Clumsy, Deadly, Trip
Short Sword
10 gp
0
1d6 S
S
6
2 lbs
Sword
Agile, Finesse, Versatile P
Sword Cane
45 gp
0
1d6 P
M
8
4 lbs
Sword
Agile, Concealable, Finesse
Trident
15 gp
0
1d8 P
M
16
4 lbs
Spear
Thrown 20 ft
Warhammer
12 gp
0
1d8 B
M
12
5 lbs
Hammer
AR 1, Shove
MELEE EXOTIC WEAPONS
Exotic Weapons
Price
Level
Damage
Size
FDC
Weight
Group
Traits
Anar Dhagor
20 gp
0
1d6 B
M
10
4 lbs
Hammer
Exotic, Gnome, Double, Hand & a Half, Trip, Versatile P
Double-Blade
110 gp
1
1d10 S
L
18
10 lbs
Sword
Double, Exotic, Thrown 10 ft, Versatile P
Katana
250 gp
2
1d8 S
M
8
6 lbs
Sword
Deadly, Exotic, Hand & a Half, Keen, Versatile P
Sil’maril
150 gp
1
1d8 S
M
6
4 lbs
Sword
Agile, Deadly, Elf, Exotic, Finesse
Spiked Chain
30 gp
0
1d8 S
M
20
10 lbs
Flail
Clumsy, Disarm, Exotic, Finesse, Trip
Tel’dorin
200 gp
2
1d10 S
L
8
7 lbs
Sword
Deadly, Elf, Exotic, Finesse
Whip
1 gp
0
1d4 S
M
20
2 lbs
Flail
Clumsy, Disarm, Exotic, Finesse, Reach, Trip, Versatile S
Zokarrin
40 gp
0
1d10 S
M
12
8 lbs
Axe
Dwarf, Exotic, Hand & a Half, Sweep, Versatile P
RANGED WEAPONS TABLE
Simple Weapons
Price
Level
Damage
Size
FDC
Weight
Group
Traits
Blowgun
2 gp
0
1d3 P
M
8
1 lb
Dart
Agile, Load 1, Range 20, 2-Handed, Silent
Dart
5 cp
0
1d3 P
T
4
½ lb
Dart
Agile, Thrown 20 ft
Hand Crossbow
100 gp
1
1d8 P
S
6
2 lbs
Bow
AR 1, Load 2, Mechanical, Range 40
Heavy Crossbow
50 gp
0
1d12 P
L
16
8 lbs
Bow
AR 2, Load 5, Mechanical, Powerful +4, Range 120
Javelin
1 gp
0
1d6 P
M
10
2 lbs
Dart
Thrown 30 ft
Light Crossbow
35 gp
0
1d10 P
L
12
4 lbs
Bow
AR 1, Load 3, Mechanical, 2-Handed, Powerful +2, Range 80
Sling
5 cp
0
1d4 B
S
18
½ lb
Sling
Clumsy, Load 2, Propulsive, Spin
Martial Weapons
Price
Level
Damage
Size
FDC
Weight
Group
Traits
Composite Longbow
200 gp
2
1d8 P
L
16
3 lbs
Bow
AR 2, Deadly, Load 1, Propulsive, Range 100, Volley
Composite Shortbow
140 gp
1
1d6 P
M
12
2 lbs
Bow
AR 1, Deadly, Propulsive, Quick Load, Range 60
Longbow
75 gp
1
1d8 P
L
12
3 lbs
Bow
Deadly, Volley, Load 1, Range 100
Short Bow
40 gp
0
1d6 P
M
8
2 lbs
Bow
Deadly, 2-Handed, Quick Load, Range 60
Exotic Weapons
Price
Level
Damage
Size
FDC
Weight
Group
Traits
Bola
5 gp
0
1d4 B
L
20
2 lbs
Sling
Clumsy, Exotic, Thrown 20 ft, Trip
Repeater
320 gp
3
1d10 P
M
16
6 lbs
Bow
Exotic, Load 0, Mechanical, 2-Handed, Powerful +10, Range 60
Riath-Elenya
20 gp
0
1d6 B
M
18
3 lbs
Sling
Exotic, Hand & a Half, Load 2, Range 40’ ,Spin
Shuriken
1 gp
0
1d4 P
T
4
½ lb
Dart
Agile, Deadly, Exotic, Thrown 20 ft
UNARMED ATTACKS
Name
Price
Level
Damage
Size
FDC
Weight
Group
Traits
Bite
-
-
1d8 P
M
5
-
Brawling
Finesse
Claw
-
-
1d6 S
M
5
-
Brawling
Agile, Finesse, Versatile (P)
Gore
-
-
1d8 P
M
5
-
Brawling
Finesse
Slam
-
-
1d8 B
M
5
-
Brawling
Agile, Finesse
Sting
-
-
1d6 P
M
5
-
Brawling
Agile, Finesse
Tail Slap
-
-
1d8 B
M
5
-
Brawling
Agile, Finesse
Unarmed Strike
-
-
1d4 N
M
5
-
Brawling
Agile, Finesse
Wings, Hoof, Tentacle
-
-
1d6 B
M
5
-
Brawling
Finesse

WEAPON DESCRIPTIONS #

Below you will find a brief description of each weapon.

ANAR DHAGOR

This gnomish hooked hammer is a remarkable double weapon, showcasing the ingenuity of its design. Its haft is equipped with a hammer head on one end and a long, curved pick on the other, making it a versatile tool for various tasks. Whether delivering powerful blunt strikes or precise piercing attacks, this weapon offers the wielder a range of options in combat.

BARDICHE

Sometimes known as a poleaxe, this weapon features a lengthy shaft ranging from 5 to 7 feet in length. Its distinguishing characteristic is a long-bladed axe-head positioned at the top. With its sharp edge, the bardiche delivers devastating chopping strikes, while its pointed head allows for effective thrusting attacks, making it a versatile weapon on the battlefield.

BASTARD SWORD

A bastard sword is a versatile weapon that combines the characteristics of a broadsword and a greatsword. It typically possesses a straight, double-edged blade, measuring around 36 to 48 inches in length. The hilt is designed to accommodate either one or two hands, providing the wielder with flexibility in combat. The bastard sword strikes a balance between speed and power, allowing for precise cuts, thrusts, and parries in the hands of a skilled warrior.

BATTLE AXE

A battleaxe is a fearsome weapon characterized by a sturdy haft and a large, heavy blade. It is designed for close-quarters combat, featuring a single-edged, sharpened blade with a pronounced curve. The haft provides leverage for powerful swings and strikes, while the weight of the axe head delivers devastating impact. The weapon can be used one or two-handed.

BLOWGUN

A blowgun is a compact and lightweight weapon that utilizes a hollow tube for propelling projectiles with breath force. Typically made of bamboo or metal, it is designed for stealthy and precise attacks. The blowgun fires small, lightweight darts or pellets with remarkable accuracy over short to moderate distances. It is a silent weapon, allowing for covert strikes and ambush tactics.

BOLA

This throwing weapon consisting of weights connected by cords or ropes. When hurled through the air, the cords entangle the target, immobilizing or tripping them. Bolas are commonly used for capturing or restraining prey or adversaries from a distance, relying on the entangling effect of the interconnected weights to impede their movement. The simplicity and effectiveness of the bola make it a valuable tool for hunters and individuals seeking to incapacitate their targets without causing significant harm.

BRASS KNUCKLES

These weapons fit snugly around the knuckles and allow you to deal lethal damage with an unarmed strike.

BROADSWORD

This classic weapon is renowned for its wide, straight blade and versatility in combat. It features a double-edged blade with a sharp point, typically measuring around 30 to 40 inches in length. The broadsword excels in close-quarters combat, capable of delivering devastating cuts and thrusts. Its sturdy construction and balanced design make it a popular choice among knights and warriors, providing both offensive and defensive capabilities on the battlefield.

CESTUS

A cestus is a type of hand-to-hand combat weapon consisting of a padded glove or strap equipped with metal spikes or studs. It is designed to enhance the striking power of punches and close-quarters attacks. It is a formidable weapon for hand-to-hand combat, allowing fighters to inflict more damage and potentially incapacitate opponents swiftly. The cestus is favoured by those who seek to combine the agility and skill of unarmed combat with the advantages of enhanced offensive capabilities.

CLUB

A club is a simple melee weapon characterized by its straightforward design and effectiveness. Typically made of a sturdy, dense material such as wood or metal, a club consists of a solid, cylindrical shaft with a blunt striking surface.

COMPOSITE LONGBOW

This bow is a powerful and efficient ranged weapon designed for accuracy and long-range combat. It is constructed from multiple materials, typically layers of different types of wood or other flexible materials, bonded together. The composite construction allows the longbow to store and release more energy when drawn, resulting in increased projectile velocity and greater impact force. The longbow is typically taller than the archer, measuring around 5 to 6 feet in length, with a slightly curved shape. It requires considerable strength to draw and wield effectively. This weapon is known for its superior range and penetrating power, making it a favoured weapon among skilled archers and hunters.

Be aware that this weapon cannot be used whilst mounted.

COMPOSITE SHORTBOW

This bow is a compact and versatile ranged weapon that offers a balance between power and mobility. It is crafted using a combination of materials, such as layers of different types of wood or reinforced with bone or horn, to enhance its performance. The composite construction allows the shortbow to deliver greater force and accuracy compared to a traditional shortbow. It is shorter in length, making it easier to manoeuvre in close-quarters or tight spaces. The composite shortbow is known for its speed and agility, making it a preferred choice for archers who require quick and precise shots.

DAGGER

This versatile weapon can be held in one hand and is primarily used for close combat. Its small size allows for quick and precise stabbing motions against opponents. Additionally, a dagger can also be thrown at a target as a ranged weapon.

DART

This thrown weapon is larger than an arrow but shorter than a javelin. It typically has a short shaft of wood ending in a metal tip and is sometimes stabilized by feathers or fur.

DOUBLE-BLADE

A double blade features twin blades extending from opposite sides of a central, short haft. By wielding the double blade, the user can seamlessly transition between offensive manoeuvres, utilizing both blades in a synchronized and deadly manner. The weapon's balanced construction and versatile grip provide the wielder with enhanced control and the ability to strike from different angles.

ELENDARIS

This unique weapon resembles a large, single-edged throwing knife. It features a distinct crescent-shaped blade with a sharp point and often has a handle or hilt designed for a secure grip. It can be thrown with precision to strike distant foes, used for melee attacks at close range, or even employed in skilled combat techniques that utilize its unique shape.

FALCHION

A falchion is a single-edged, slightly curved sword with a heavy and wide blade, designed for powerful slashing attacks. The weight and design of the blade allow for powerful and forceful swings, making it highly effective for delivering devastating chops and cleaving through targets.

FLAIL

A flail is a medieval weapon composed of a spiked metal ball connected to a handle by a chain or flexible link, allowing for swinging and striking with powerful, unpredictable movements.

FOOTMAN’S FLAIL

A footman’s flail is an imposing medieval weapon consisting of a spiked metal ball attached to a handle by a sturdy chain or thick, rigid links, enabling the wielder to deliver devastating and crushing blows with its formidable weight and reach.

FOOTMAN’S MACE

This mace is a formidable weapon that features a long handle and a large, heavy metal head designed to deliver devastating impact through powerful swings, making it capable of crushing armour and bones with tremendous force.

GAUNTLET

This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack.

GLAIVE

A glaive is a polearm weapon with a long, single-edged blade attached to a long shaft, typically featuring a curved or pointed tip, allowing for sweeping strikes and thrusting attacks from a distance, making it ideal for both slashing and piercing manoeuvres in combat.

GREATAXE

A single-edged or double-edged axe with a heavy, wide blade, known for its heavy and wide design that enables it to deliver devastating chops and cleaving strikes in combat.

GREATCLUB

A greatclub is a massive, blunt weapon resembling an oversized wooden club, typically made from a solid piece of sturdy wood, used for delivering powerful and bone-crushing strikes in close combat. Its sheer size and weight make it a formidable choice for warriors seeking raw impact in battle.

GREATPICK

This weapon features a long handle and a large, pointed metal head with a sturdy pick-like tip, designed to puncture armour and deliver devastating thrusting attacks.

GREATSWORD

A towering two-handed sword, nearly matching the height of its wielder, possesses a lower blade that is intentionally blunted to provide a secure grip and enhanced leverage during intense close-quarter combat encounters. This immense weapon showcases its intimidating size and grants its user the advantage of additional force and control in the midst of battle.

HALBERD

A polearm featuring a 5-foot shaft crowned by a head that incorporates an axe blade for slashing strikes, a rear beak for hooking manoeuvres, and a top spike for thrusting attacks, offering versatility and formidable reach in melee engagements.

HANDAXE

Originally crafted as a tool, this weapon has evolved into a short and lightweight combat implement, featuring a pointed head. It excels at slicing through unarmoured adversaries and can also be thrown as a ranged weapon.

HAND CROSSBOW

Known among criminals and rogues as an assassin’s bow; this compact crossbow is favoured for its discreet nature. It propels small bolts, often employed for delivering poisonous payloads. While it can be fired with one hand, it necessitates the use of both hands for reloading, ensuring precision and potency in each shot.

HEAVY CROSSBOW

This crossbow boasts unparalleled shooting power, though it comes with drawbacks. While incredibly potent, it is burdensome to carry and challenging to aim and reload. It grants a significant +4 circumstance bonus when targeting foes within 20 feet, delivering devastating strikes.

HEAVY MACE

A weighty mace, typically featuring a geometrically shaped head, serves as a formidable weapon renowned for its efficacy against armoured adversaries. Its substantial mass and piercing elements make it a lethal choice, capable of delivering devastating blows and effectively bypassing defences, posing a significant threat to even the most heavily armoured foes.

JAVELIN

The thin spear is meticulously balanced for throwing with precision, making it an ideal weapon for ranged combat. However, due to its slim design, it is not intended for effective use in close-quarters melee engagements, lacking the necessary weight and structure for such encounters.

KATANA

The katana is a distinctive sword with a graceful curve and a single cutting edge, renowned for its exceptionally sharp and lethal blade. Its design emphasizes both elegance and deadliness, making it a favoured weapon among skilled swordsmen and a symbol of traditional eastern craftsmanship.

KHOPESH

This impressive heavy blade is characterized by a distinctive convex curve towards the end, reminiscent of a scimitar. With a typical length ranging from 30 to 36 inches, it excels at both slashing and hooking manoeuvres, enabling the wielder to bypass defences and trip adversaries. The elegant and lethal nature of the khopesh often inspires artisans to adorn it with intricate and ornate embellishments, adding to its overall allure.

LANCE

The lance is a specialized weapon primarily designed for jousting, a sport of mounted combat. It is not typically employed in regular melee or battlefield encounters. When used from horseback and during a charge, the lance demonstrates its full potential, utilizing specific statistics and benefits. However, it is important to note that the lance can only be effectively wielded while the user is mounted on a horse, limiting its usability in other contexts.

LIGHT CROSSBOW

Mechanical bow throwing weighted bolts. Devastating at shorter ranges and capable of penetrating even through plate. +2 AB when attacking targets within 20 feet.

LIGHT HAMMER

The throwing hammer is a compact variant of the warhammer, featuring a wooden or metal shaft culminating in a metal head. It is designed to be lighter and more agile than its larger counterpart, allowing for effective throwing. Its reduced weight enables swift and accurate projectile attacks, providing versatility in combat scenarios where ranged engagement is advantageous.

LIGHT MACE

The mace is a compact and lightweight weapon characterized by a wooden shaft and a solid metal head. Primarily used as a sidearm, it offers a versatile option for close-quarters combat. The mace's design allows for quick and efficient strikes, leveraging the concentrated weight of the metal head to deliver powerful blows against armoured opponents or unarmoured foes alike. Its compact size makes it convenient to carry, providing a reliable and effective weapon for various situations on the battlefield.

LIGHT PICK

This weapon, adapted from the pickaxe tool, has a head with a slightly curved, armour piercing spike and a hammerlike counterweight.

LONG SPEAR

This elongated spear, measuring between 6 to 9 feet in length, is designed specifically for tight formation combat. Its extended reach allows infantry units to create a defensive wall of sharp points, keeping enemies at a safe distance and preventing cavalry charges from breaking through their ranks. The weapon’s primary purpose is to impale and neutralize mounted opponents, using its length and piercing tip to effectively counter the speed and mobility of cavalry units.

LONGBOW

This bow is a traditional and iconic ranged weapon known for its simplicity and effectiveness. It is a tall and straight bow, typically made from a single piece of wood, such as yew. The longbow's design allows for a longer draw length, generating significant force when the bowstring is released. This results in impressive projectile speed and considerable range. The longbow requires considerable strength to wield effectively, as it relies on the archer's ability to draw the string fully. It is valued for its accuracy and piercing power, making it a favoured weapon of skilled archers and hunting.

MAIN-GAUCHE

The main-gauche is a slender-bladed weapon, typically accompanied by a basket hilt, known for its versatility and defensive capabilities. It is commonly wielded in the offhand as a complementary tool to a primary weapon or as a lighter alternative to a shield.

MATTOCK

Often called Bec de corbin or lucerne hammer, it is essentially a war hammer head mounted on a shaft. Heavy but powerful and versatile.

MORNING STAR

This weapon consists of a wooden or metal handle with a spiked metal head. It is characterized by a round, ball-like structure studded with sharp spikes. The spikes are designed to deliver crushing blows and puncture armour, making the morningstar particularly effective against heavily armoured opponents.

QUARTERSTAFF

A hardened wooden staff with or without metal tips, swung with one or both hands. Its main advantage is its cheapness and the ability to be disguised as a walking cane or tool - but is in fact a dangerous weapon in skilled hands.

RANSEUR

The ranseur is a polearm with a distinctive design reminiscent of a trident. It features a long shaft with a single spearhead at the tip, accompanied by two shorter, curving blades on either side. The primary spearhead allows for thrusting attacks, while the flanking blades add versatility by providing options for slashing and hooking manoeuvres.

RAPIER

The rapier is a slender and elegant sword with a narrow, sharply pointed blade. It is known for its agility and finesse, making it ideal for thrusting attacks and precise manoeuvres. The hilt of a rapier is typically designed with a protective cup-shaped guard to provide hand protection during duels and combat. Its lightweight construction and balanced design allow for swift and precise movements, making it a popular choice among duellists and skilled swordsmen.

REPEATER

This clever crossbow features an ingeniously designed catch mechanism at the top of the flight grove, just in front of the latch, which automatically loads a bolt from a magazine and resets the string each time the weapon is fired. A typical repeater magazine holds five bolts. Reloading the magazine takes a full round.

RIATH-ELENYA

This sling-staff is a unique weapon crafted specifically for the smaller stature of halflings. It consists of a long wooden staff with a sling attached at one end. The staff is designed to provide stability and leverage when using the sling, allowing halflings to wield it effectively. The sling-staff combines the versatility of a sling with the added reach and control provided by the staff. It enables halflings to deliver accurate and powerful ranged attacks, making it a favoured weapon among their adventurous kind.

SCIMITAR

The scimitar is a curved, single-edged sword with a slightly convex blade. It is characterized by its distinctive sweeping curve, which gives it a sleek and elegant appearance. The blade of a scimitar is typically sharp on the curved edge, allowing for powerful slashing attacks. The hilt of a scimitar is often adorned with intricate designs and may feature a guard to protect the hand during combat. The scimitar is known for its versatility, being effective both on horseback and in close-quarters combat.

SCYTHE

The scythe is an agricultural tool with a long, curved blade attached to a wooden handle. It is commonly associated with farming and harvesting crops, but it can also be adapted into a deadly weapon. The blade of a scythe is typically sharp and curved, resembling a large sickle. It is designed for sweeping slashing motions, making it effective for cutting through vegetation or delivering powerful strikes in combat. The long handle allows for extended reach and provides leverage when swinging the blade. The scythe's menacing appearance and association with the harvest have also made it a symbol often associated with death.

SHORT SWORD

A shortsword is a versatile one-handed weapon with a straight double-edged blade, typically measuring around 20 to 30 inches in length. It is designed for close-quarters combat and offers a balance between speed and cutting power. The blade is narrower than that of a broadsword, allowing for quick and precise strikes. The weapon is light, easy to use and carry and often used as a sidearm or secondary weapon.

SHORT BOW

A shortbow is a compact and manoeuvrable ranged weapon commonly used for hunting or warfare. It is commonly used by archers who value speed and agility in combat. Despite its smaller size, a shortbow can still deliver considerable force and accuracy over moderate distances. It is a versatile weapon that can be used for both hunting small game and engaging enemies in battle.

SHURIKEN

A shuriken is a small piece of metal with sharpened edges, designed for throwing. A shuriken can’t be used as a melee weapon.

Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them and crafting quality or otherwise special versions of them, and of what happens to them after they are thrown.

SIL’MARIL

This slender and agile weapon embodies the grace and speed of elven combat techniques. It features a narrow and lightweight blade, typically single-edged, designed for swift and precise strikes. The blade is shorter in length compared to traditional swords, allowing for enhanced manoeuvrability and close-quarters combat. These swords are crafted with exquisite precision, often adorned with intricate engravings or delicate filigree, reflecting the elven appreciation for artistry and beauty.

SLING

A sling is a simple projectile weapon consisting of a long strap or cord with a pouch at one end. It is used to launch projectiles, typically small stones or lead bullets, at high speeds. To use a sling, the user holds one end of the strap, places the projectile in the pouch, and swings the other end in a circular motion. With a sudden release of the strap, the projectile is flung forward with significant force and accuracy. A sling can be used to throw found rocks at a -10-attack bonus. A sling is treated as a thrown weapon for determining damage modifiers.

SPEAR

A spear is a long, polearm weapon consisting of a pointed metal blade attached to a wooden shaft. It is a versatile weapon with a range advantage, allowing for thrusting attacks at a distance.

SPIKED CHAIN

A spiked chain is a flexible weapon consisting of a long chain with metal spikes attached at regular intervals. It is typically wielded with two hands, allowing for a wide range of striking techniques. The spiked chain can be swung, wrapped around opponents, or used to disarm and trip adversaries.

SWORD CANE

A sword-cane is a discreet weapon concealed within the guise of a walking cane. The cane's handle contains a hidden blade, usually a slender and sharp rapier-like sword, that can be unsheathed for self-defence or combat. It serves both as a functional walking aid and a weapon of surprise, providing its wielder with the element of surprise and the ability to defend themselves when needed.

TEL’DORIN

Sometimes called a curve blade, this elegant and graceful weapon is favoured by elven warriors. It features a slender, curved blade that resembles the shape of a crescent moon. The blade is typically single-edged, with the convex side honed to a sharp edge. The elongated handle allows for versatile grips and swift manoeuvres. The elven curve blade combines the finesse of a sword with the slashing power of a larger weapon, making it effective in both close-quarters combat and swift, sweeping attacks. It is often crafted with intricate engravings or embellishments, reflecting the artistry and craftsmanship of the elven culture.

TRIDENT

A trident is a three-pronged spear-like weapon characterized by its long shaft and distinct triple-pointed head. Each of the prongs is typically sharp and designed for impaling or hooking targets. Like a spear, it can be wielded with one hand or thrown.

WARHAMMER

A warhammer is a formidable weapon characterized by its sturdy wooden shaft and a large, heavy metal head. The head of the hammer can be either single-sided or double-sided, designed specifically for delivering powerful bludgeoning strikes. With its weight and solid construction, the warhammer is well-suited for crushing armour, smashing through defences, and dealing devastating blows to adversaries.

WHIP

A very difficult weapon to master, developed from a tool. It can be used to either slash with its spiked tail or grapple an opponent. Becomes quite ineffective and then useless at shorter ranges. Can’t be used against adjacent creatures but has a 15-foot reach.

ZOKARRIN

This weapon is forged with exceptional craftsmanship by skilled dwarven artisans. It features a sturdy haft made of high-quality wood or metal, complemented by a sharp, bearded axe head. The axe head is typically double-bladed, with a crescent-shaped design that combines chopping power with piercing capabilities. Renowned for its durability and keen edge, the dwarven waraxe excels at cleaving through armour and delivering devastating strikes in the hands of a skilled wielder. It is a symbol of dwarven martial prowess and craftsmanship, favoured by warriors who seek a versatile and deadly weapon on the battlefield.

NATURAL ATTACKS #

Any character or creature can use an unarmed attack. In the above weapon tables a number of natural attacks are provided. Most humanoids will only have access to the Unarmed Strike attack. This attack can be made with any body part (in theory) using and has the Agile and Finesse traits, inflicting subdual damage.

It is important to note that natural attacks are not weapons and abilities and effects that work with weapons do not work with natural attacks.

IMPROVISED ATTACKS #

It is possible to attack with just about anything. Chair legs, iron bars, rocks or any other item that comes to hand. When attacking with an item that’s primary purpose is not a weapon, then you suffer a -4-circumstance penalty to the attack. Most improvised weapons will inflict 1d4 damage, but the GM will have the final say on this, as well as the type of damage inflicted.

AMMUNITION #

Many of the above ranged weapons require ammunition to be launched from them when making an attack. Ammunition is priced below in standard quantities which are in brackets next to its title.

Any load action times are dependent upon the ammunition being stored in a convenient container (bolt case, quiver, etc).

At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

ARROWS

These projectiles are the ammunition for bows. The shaft of an arrow is made of wood. It is stabilized in flight by fletching at one end and bears a metal head on the other.

ARROWS, BLUNT

These arrows are used to subdue targets rather than kill them. They have rounded wooden tips that deal bludgeoning damage instead of piercing. Furthermore, an archer can choose to inflict subdual damage with the arrows by taking a -4-circumstance penalty to their attack.

ARROWS, DISTANCE

These arrows are used for long range attacks in battles. They are fitted with heavy iron heads which allow them to travel greater distance, whilst inflicting less damage. These arrows increase the range increment of the bow by ten feet but reduce damage (-1 item) and remove the deadly trait.

ARROWS, PENETRATING

These arrows are crafted with high density tips which have superior armour piercing qualities. An attack from one of these arrows gains AR 1.

BLOWGUN NEEDLES

These thin, light needles are typically made of hardwood and stabilized with fletching of down or fur. They are often hollow so they can be used to deliver poison.

BOLTS

Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows.

BOLT, FIRE

This intricate wooden crossbow bolt contains a hollow chamber which is filled with fire oil. On a successful strike, the bolt explodes and inflicts an additional 3 fire damage and 1 splash damage.

BOLTS, PENETRATING

These bolts are crafted with high density tips which have superior armour piercing qualities. An attack from one of these bolts gains AR 2.

SLING BULLETS

These are small metal balls, typically either iron or lead, designed to be used as ammunition in slings.

AMMUNITION TABLE
Type
Price
Level
Weight
Weapon
Arrows (20)
1 gp
0
3 lbs
Bows
Arrows, Blunt (20)
2 gp
0
3 lbs
Bows
Arrows, Distance (20)
1 gp
0
4 lbs
Bows
Arrows, Penetrating (20)
5 gp
0
3 lbs
Bows
Blowgun Needles (10)
5 sp
0
1 lb
Blowgun
Bolt, Fire
50 gp
0
-
Crossbows
Bolts (10)
1 gp
0
1 lb
Crossbows
Bolts, Penetrating (10)
5 gp
0
1 lb
Crossbows
Sling Bullets (20)
5 sp
0
1 lb
Sling

EQUIPMENT #

All characters need basic equipment to survive when accomplishing great things. Sometimes the right piece of equipment such as rope or a lantern can save the day.

Armour and weapons are a vital part of an adventurer’s kit, but they are everything that is needed. A successful adventurer has a whole host of equipment to call upon.

GOODS #

This category provides a number of items which are important to an adventurer’s life. Each item is listed below with a description and the table at the beginning of the section gives you the name of the item, its price in gold pieces and its weight in pounds.

This list is far from exhaustive but should give you a good start with any equipment that you need.

ASTROLABE

An astrolabe is a complex astronomical instrument used for measuring the positions of celestial bodies and determining time, consisting of a rotating disk with marked scales and adjustable components.

AXE, WOODSMAN

A woodsman's axe is a rugged and versatile tool, featuring a sharp blade on one side for cutting through timber and a sturdy, weighted head on the other for splitting logs. It may also be used as an improvised hand axe.

BACKPACK

This leather knapsack is a portable and versatile bag worn on the back, typically with shoulder straps, designed to carry belongings and provide convenient storage during travel or daily activities. Whilst wearing the backpack, your Strength score is considered 1 higher for the purposes of carrying capacity.

BEDROLL

A typical bedroll is a compact and portable sleeping pad or mattress, often bundled with blankets or sleeping bags, used for comfort and insulation while camping or sleeping in the outdoors. It can be rolled and tied into a tight coil for storage or transport. This item grants you a +4-item bonus to resist environmental cold.

BLOCK & TACKLE

A block and tackle is a mechanical system consisting of pulleys and ropes, designed to increase the force applied to lift or move heavy objects by distributing the load across multiple lines. Block and tackle take 5 minutes to set up. Your Strength score is considered 2 higher for lifting.

BRAND

Commonly used to mark cattle and slaves. With a Coup de Grace action, this item permanently scars flesh with a specific mark.

BRASS EAR

A brass ear is a conical-shaped, horn-like device made of brass or some other metal, used as a hearing aid to amplify sounds. By holding this ear trumpet to your ear and placing the other end against a door or wall, you reduce the DC penalty for listening through a door or wall by 5.

BUOYANCY VEST

A buoyancy vest is a type of personal flotation device designed to provide buoyancy and assist in keeping a person afloat in water, commonly used for water activities and safety purposes. Wearing a buoyancy vest allows you to float in water with a lowered risk of sinking. If you end your turn in water while wearing a buoyancy vest and haven't succeeded at a Swim (Athletics) action that turn, attempt a DC 5 flat check. On a success, you do not sink, though you can still get moved by the current, as determined by the GM.

CALTROPS

Caltrops are small, multi-pointed metal devices strategically placed on the ground to impede or injure opponents by causing punctures and damage to tires or footwear. You can scatter caltrops in an empty square adjacent to you with a 1 AP (Interact) action. The first creature that moves into that square must succeed at a DC 20 basic Reflex save or take 1d6 piercing damage. Once a creature takes damage from caltrops, enough caltrops are ruined that other creatures moving into the square are safe.

Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough caltrops are ruined that they can't be salvaged.

CANDLE

For 1 hour, a candle sheds enough light to increase the illumination level by one step to a maximum of Step 5 (Dim Light).

CHAIN

This 10-ft. heavy working chain can bear 2,000 lbs. A character bound with chain may escape with a successful 1- minute Escape check (DC 25).

CHEST, LARGE

This sturdy wood and leather chest may be shod with metal and feature a lockable latch. It can hold up to 300 lbs of items.

CHEST, SMALL

As a large chest, except that it can hold up to 100 lbs of items.

COMPASS

This magnetic, solar, or lunar compass helps a traveller stay on course, telling direction and granting a +5-item bonus to Sense Direction (Survival) checks.

CONCEALED SHEATH

This leather sheath provides ample storage for items weighing up to 1 lb, commonly utilized for daggers, wands, thieves' tools, and similar objects. By discreetly attaching it to inconspicuous locations such as inside a boot, under a bracer, or within a sleeve, you gain a +2-item bonus to Conceal an Object (Stealth) checks and DCs to hide or conceal the item within.

CRAFTING BOOK

This invaluable book serves as a repository for recording formulas related to non-magical items, enabling you to document and preserve up to 20 different formulas upon purchase, providing a comprehensive reference for crafting various practical creations.

CROSSBOW BOLT CASE

Crafted from sturdy wood, this case serves as a reliable storage solution, capable of securely housing up to twenty crossbow bolts, ensuring easy access and protection for ammunition during your adventurous endeavours.

EARPLUGS

Fashioned from waxed cotton or cork, these earplugs provide a +5-item bonus to your saving throws against effects with the auditory trait, effectively safeguarding your hearing. However, due to their nature, they impede the ability to hear, imposing a -2-item penalty on Perception checks related to sounds. Inserting or removing the earplugs can be done with a 1 AP (Interact) action.

FLAG/STANDARD

This item possesses the ability to evoke both fear and awe in those who observe it, providing a +1-item bonus when using Diplomacy checks to sway allies or Intimidate checks to instil fear in adversaries, enhancing the wielder's persuasive and intimidating presence.

FLINT & STEEL/TINDERBOX

You may use this item to start a fire. It is often a time-consuming process and even in perfect conditions, at least a 3 AP action using the Subsist action.

FORMULA BOOK

A formula book is a repository containing the essential formulas required for crafting alchemical and magical items. Capable of storing up to 100 different formulas, this book preserves the intricate knowledge and instructions necessary for item creation.

Formulas may also be recorded on parchment sheets, tablets, and almost any other medium available (GM Discretion).

GAME

Dice, playing cards, chess, and other amusements can help you relax.

GLASSES/GOGGLES

This eyewear has tinted lenses or narrow eye slits, granting you a +2-item bonus to saving throws against attacks that cause blindness with bright light.

GRAPPLING HOOK

With a rope securely fastened, the act of throwing a grappling hook presents an opportunity to facilitate climbing. To anchor the grappling hook, an attack roll with the secret trait is required, targeting a specific DC determined by the chosen point of attachment, typically DC 20 or higher. Success grants the reassurance of a secure hold, providing stability during ascent. However, a fumbled attempt deceives with a false sense of security, leading to an unfortunate discovery when the hook unexpectedly dislodges, potentially causing an unanticipated and perilous fall while still partway up.

GROOMING CASE

This item improves your Appearance giving a +1-item bonus to social skill checks (GM discretion).

HAMMMER, TOOL

This crafting tool is useful for delivering impactful strikes, serving not only as a reliable instrument for pounding and shaping materials but also doubling as an improvised light hammer in combat.

HOLY BOOK

Contained within the pages of this sacred manuscript are the divine scriptures bestowed by the gods themselves. Reserved for the pious and devout, certain divine spellcasters, like clerics, can harness the power held within this holy book as a divine focus, enabling them to channel specific abilities and cast selected rituals and spells. To access its divine essence, the religious text must be reverently held in one hand, symbolizing the profound connection between the caster and their faith.

HOLY SYMBOL - SILVER

This piece of silver bears the striking depiction of a deity, serving as a revered religious symbol. Bestowed with sacred significance, divine spellcasters, particularly clerics, possess the ability to wield this religious symbol as a divine focus, channelling its divine power to access specific abilities and cast chosen spells. To harness its divine energy, the religious symbol must be respectfully held in one hand, creating a tangible connection between the caster and the divine forces they serve.

HOLY SYMBOL - WOOD

Carved into this sacred piece of wood is a profound image symbolizing a deity of divine significance. Revered by divine spellcasters, especially clerics, this religious symbol holds the power to serve as a divine focus, granting access to specific abilities and the casting of chosen spells. To unlock its divine potential, the religious symbol must be held respectfully in one hand, establishing a tangible connection between the caster and the divine energies they draw upon.

HOLLY & MISTLETOE

Plants of extraordinary significance, possessing otherworldly properties, serve as verdant foci for esteemed spellcasters attuned to the primal forces of nature, like druids. These botanical treasures, such as a bundle of holly and mistletoe, hold the key to channelling specific abilities and casting selected spells. To harness their verdant energy, a druid must reverently hold the bundle of holly and mistletoe in one hand, embracing the inherent connection between themselves and the natural world. Additionally, alternative primal foci exist, tailored to druids with different affinities and focuses within the vast realms of nature.

HOURGLASS

This ingenious timing device comprises two interconnected glass bulbs, each filled with sand. As time elapses, the sand gracefully sifts from the upper bulb to the lower, a journey that precisely spans the duration of one hour. This hourglass, with its measured flow, serves as a reliable and visually captivating tool for tracking the passage of time with remarkable accuracy.

JAR/JUG

This container can hold coin of up to 5 lbs, alternately, it can hold 2 quarts of liquid.

LADDER

This simple 10-foot ladder consists of two long boards with wooden steps nailed into them at 1-foot increments.

LANTERN, BULLSEYE

Resembling a modern marvel, this remarkable item functions like a flashlight, utilizing a focused beam of light emitted through a small front opening. It increase the illumination level by two steps to a maximum of Step 6 (Twilight) in a 75-ft. cone and consumes 1 pint of oil per 4 hours of use.

LANTERN, CANDLE

Exquisite in its simplicity, this delicate paper lantern eschews the use of oil and instead employs the warm glow of candles. Emitting a gentle and subtle light, it casts a faint radiance, increasing the illumination level by two steps to a maximum of Step 5 (Dim Light). To sustain its gentle luminosity, the lantern consumes one candle per hour of continuous use, allowing for a portable source of light.

LANTERN, HOODED

With a cleverly designed hood that can be lowered to conceal its light without extinguishing it, this versatile lantern offers flexibility in controlling its illumination. This lantern increases the illumination level by two steps to a maximum of Step 7 (Flickering Light). The lantern consumes approximately 1 pint of oil for every 4 hours of continuous use, ensuring a steady source of light during extended periods of exploration or activity.

LANYARD

This cord attaches another item to the user’s wrist or belt, preventing it from leaving his square even when it’s dropped or disarmed.

MAGNET

This item can attract and hold 2 lbs. of metal.

MAGNIFYING GLASS

This quality handheld lens gives you a +2-item bonus to Perception checks to notice minute details of documents, fabric, and the like.

MANACLES

These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Escape check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key a creature can pick the manacles’ lock with a successful DC 15 Thievery check.

MAP, AVERAGE

When trekking through the depicted area, the user’s Travel Speed increases by 1 MPH and they gain a +2-item bonus with Survival checks to avoid getting lost.

MAP, DETAILED

As an average map plus information about monsters, treasure, and other local features, granting a +2-item bonus to Recall Knowledge checks about the area.

MIRROR

This hand-held mirror is about a foot across. Unlike many higher-quality glass mirrors, this one is made out of polished steel and sturdy enough that you can drop it without risk of breakage.

MUG

Whether it is a simple pottery cup or an elaborate drinking stein with a handle and decorative lid that flips up, this cup may be used to hold any sort of beverage. Tankards are commonly made out of clay or tin.

MUSIC BOX

This delicate clockwork device may be wound up to play a single tune.

MUSICAL INSTRUMENT

Lutes, lyres, fiddles, pipes, and other instruments can raise spirits — and very occasionally, tame savage beasts. The GM might rule that an especially large handheld instrument (like a tuba) has greater weight.

OIL

Oil is most commonly used as lantern fuel, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 flat check for the oil to ignite successfully when it hits. If the oil ignites, the target takes 5 fire damage.

PIPE

Puffing on a packed pipe for 1-minute grants a +1-circumstance bonus with Meditation checks for the next hour.

POLE (10 FT.)

This ubiquitous adventuring item grants a +2-item bonus with Jump checks and can be used to trigger traps. It can also be used as an improvised quarterstaff (-10 to attack).

POUCH, COIN

This container can hold up to 50 coins and weighs 1 lb. per 25 coins held.

POUCH, AMMO

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things.

QUIVER

A quiver can hold up to 20 arrows.

RAM, PORTABLE

A portable ram is a specialized tool designed for the purpose of breaking down doors or other barriers. It consists of a long handle with a sturdy metal head at one end. The head is typically shaped like a ram's head, hence the name.

When using a portable ram to break down a door, you gain a +4-item bonus on the check. One other character can help you use the ram, giving you fortune on this check.

RING, POISON

The wearer may expose a target with a successful Unarmed Attack that inflicts damage. This item may hold 1 dose of poison.

ROPE, HEMP

This 50-ft. rope can bear 1,000 lbs. Hemp rope, has 2 hit points and can be burst with a DC 30 Athletics check.

ROPE, SILK

This light and compact 50-ft. rope can bear 750 lbs. Silk rope, has 4 hit points and can be burst with a DC 40 Athletics check.

SACK

This heavy canvas sack, useful for carrying adventuring gear and other supplies, holds about 25 lbs. A leather thong threaded through loops at the bag’s end allows it to be tied shut easily.

SADDLEBAGS

When wearing saddlebags, an animal’s Strength score is considered 1 higher for carrying capacity.

SAW

When a character uses a saw, his Strength score is considered 1 higher for clearing brush. This item may also be used to cut wood.

SEAL/SIGNET RING

This item bears an image that may be pressed into hot wax to seal a document. This image is often a coat of arms, monogram, or other personal symbol.

SCALE/HAND

The simple device accurately measures weight.

SHOVEL

When a character uses a shovel, his Strength score is considered 2 higher for clearing rubble. This item may also be used as an improvised light pick.

SNOWSHOES

When a character wearing snowshoes is moving on snow and ice, they ignore the penalty for difficult terrain and reduce greater difficult terrain to difficult terrain. Land speed when walking on any other surface is reduced by 10.

SPYGLASS

A typical spyglass lets you see eight times farther than normal. A fine spyglass adds a +2-item bonus to Perception checks to notice details at a distance.

TENT

Tents come in a variety of sizes and accommodate between one and 10 people. A small tent holds one Medium creature and takes 20 minutes to assemble, a medium tent holds two creatures and takes 30 minutes, a large tent holds four creatures and takes 45 minutes, and a huge tent holds 10 creatures and takes 90 minutes (two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures). Huge tents are large enough to accommodate a small fire in the centre. Packing up a tent takes half as long as assembling it.

TORCH

A torch burns for 1-hour, shedding light and increasing the illumination level by two steps to a maximum of Step 7 (Flickering Light) for 1 hour. If a torch is used in combat, treat it as an improvised club that also inflicts 1 fire damage.

WATERSKIN

When it’s full, a waterskin contains roughly 1 days’ worth of water for a Small or Medium creature.

WHISTLE

This item’s squeal can be heard a mile away outdoors and 500 ft. away indoors.

WRIST SHEATH

This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearm length item, such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. As a 1 AP move action, you can bend your wrist to cause some or all of these items to drop into your hand (provoking attacks of opportunity as normal). You have a +2-item bonus on Conceal an Object (Stealth) checks made to oppose the Perception check of someone observing or frisking you to determine items in the sheath. You can only wear one wrist sheath per arm.

WRIST SHEATH (Spring Loaded)

This item works like a standard wrist sheath, but releasing an item from it is a 0 AP action that does not provoke. Preparing the sheath for this use requires cranking the sheath’s tiny gears and springs into place (a 3 AP manipulate action that provokes an attack of opportunity).

EQUIPMENT COST TABLE
Equipment Level
Base Cost
0
-
1
50
2
125
3
225
4
375
5
625
6
1000
7
1500
8
2100
9
3000
10
4000
11
5500
12
8000
13
12000
14
18000
15
27500
16
40000
17
60000
18
90000
19
150000
20
250000

Use the above table when determining the cost of any goods, kits or tools which are greater quality or made of some special material.

GOODS
Name
Cost
Size
Level
Weight
Effect
Astrolabe
300 gp
T
3
10 lbs
Accurately tells day, month, and year
Axe, woodsman
1 gp
S
0
2 lbs
Chops wood; improvised hand axe
Backpack
1 gp
-
0
3 lbs
+1 Str for carrying capacity
Bedroll
2 sp
-
0
3 lbs
+2 to resist cold environment
Block & Tackle
10 gp
M
0
25 lbs
+2 Str for lifting
Brand
5 sp
S/1h
0
3 lbs
Permanently marks target with Coup de Grace
Brass Ear
10 gp
T
0
1/2 lb
Reduce listening penalties through walls
Buoyancy Vest
50 gp
M
1
2 lbs
DC 5 flat check to stay afloat
Caltrops
3 gp
S
0
2 lbs
Damage enemies in a square
Candle
1 sp
T
0
-
+1 illumination level
Chain
40 gp
S/2h
0
10 lbs
10 ft. long; max load 2,000 lbs; escape DC 25
Chest, Large
20 gp
M
0
20 lbs
Holds 300 lbs of items
Chest, Small
15 gp
S
0
10 lbs
Holds 100 lbs of items
Compass
40 gp
T
0
1 lbs
Sense Direction +2
Concealed Sheath
250 gp
S
3
1/2 lb
Conceal a tiny item
Crafting Book
1 gp
T
0
-
Contains 20 crafting formula
Crossbow Bolt case
5 gp
S
0
1 lb
Hold up to 20 crossbow bolts
Earplugs
1 gp
T
0
-
+1 bonus to auditory saves
Flag/Standard
40 gp
M
0
12 lbs
+1 Diplomacy or Intimidate
Flint & Steel/Tinderbox
5 cp
T
0
-
Starts fire in 1 round or more
Formula Book
50 gp
T
1
1 lb
Stores alchemical or magical formula
Game
5 gp
S
0
1 lb
Various games
Glasses/Goggles
20 gp
T
0
-
+2 to resist flashes
Grappling Hook
1 gp
S
0
4 lbs
Lower difficulty of climbing checks
Grooming Case
8 gp
T
0
2 lbs
+1 to various social checks
Hammer, Tool
1 gp
T
0
2 lbs
Pounds things; improvised light hammer
Holly & Mistletoe
-
T
0
-
Can be used as verdant focus
Holy Book
25 gp
T
0
3 lbs
Can be used as divine focus
Holy Symbol - Silver
75 gp
T
1
1 lb
Can be used as divine focus
Holy Symbol - Wood
5 gp
T
0
1 lb
Can be used as divine focus
Hourglass
30 gp
T
0
3 lbs
Accurately keeps time
Jar/Jug
3 sp
T
0
1 lbs
Holds 2 quarts of liquid
Lantern, Bullseye
30 gp
T
0
3 lbs
+2 illumination levels (75-ft. cone); uses oil
Lantern, Candle
8 gp
T
0
1 lb
+2 illumination levels; uses candles
Lantern, Hooded
20 gp
T
0
2 lbs
+2 illumination levels; may be covered; uses oil
Lanyard
1 gp
T
0
1/2 lb
Attached item remains in user’s square
Magnet
10 gp
T
1
1 lbs
Attracts and holds up to 2 lbs. of metal
Magnifying Glass
400 gp
T
4
1/2 lb
+2 perception on minute detail
Manacles
30 gp
T
0
2 lbs
Escape DC 20
Map, Average
5 gp
T
0
-
+1 MPH and +2 for navigation
Map, Detailed
30 gp
T
0
-
As average map and +2 recall knowledge
Mirror
25 gp
T
0
1/2 lb
Signals distant friends; reflects gaze attacks
Mug
1 cp
T
0
-
Drink from it
Music Box
75 gp
T
1
1 lbs
Plays 1 song
Musical Instrument
50 gp
S
1
5 lbs
Used in musical performance
Oil (pint)
1 sp
T
0
1 lb
Fuels devices
Pipe
5 gp
T
0
-
+1 Meditation
Pole, 10 ft
1 sp
L
0
5 lbs
+2 bonus with Jump; triggers traps
Pouch, Ammo
5 sp
T
0
-
Holds 20 bullets or 50 darts
Pouch, Coin
2 sp
T
0
-
Holds 50 coins
Quiver
5 gp
T
0
1 lb
Holds 20 arrows
Ram, Portable
250 gp
L
3
20 lbs
+4 to break down doors
Ring, Poison
80 gp
T
1
-
Poison target
Rope, Hemp
6 gp
S
0
10 lbs
50 ft. long; max load 1,000 lbs
Rope, Silk
20 gp
S
0
5 lbs
50 ft. long; max load 750 lbs
Sack
1 sp
S
0
1/2 lb
Holds max 25 lbs
Saddlebags
10 gp
S
0
5 lbs
+1 Str for carrying capacity
Saw
5 gp
S
0
2 lbs
Cuts wood; +1 Str for clearing brush
Scale, Hand
35 gp
S
0
2 lbs
Accurately measures weight
Seal/Signet Ring
40 gp
T
0
-
Seals document with hot wax image
Shovel
5 gp
S
0
5 lbs
+2 Str for clearing rubble
Snowshoes
10 gp
S
0
3 lbs
Ignore difficult snow terrain
Spyglass
230 gp
T
3
3 lbs
+2 to distance perception
Tent
10 gp
L
0
15 lbs
Helps fend off the weather
Torch
1 sp
S
0
1 lb
+2 illumination levels
Waterskin
5 sp
T
0
1/2 lb
Holds 1 days’ worth of water
Whistle
2 gp
T
0
-
Signal 1 mile (outdoors) or 500 ft. (indoors)
Wrist Sheath
10 gp
T
0
1 lb
1 AP to drop item into hand
Wrist Sheath (Spring)
50 gp
T
1
1 lb
0 AP to drop item into hand

KITS & TOOLS #

Kits and tools are collections of items that are assembled for a specific purpose or skill. They are often designed to assist characters in performing tasks more effectively or efficiently. For example, Thieves Tools include tools such as lock picks, tension wrenches, and small mirrors to aid in picking locks. A Medical Kit may contain bandages, antiseptics, and medical instruments for treating wounds and injuries.

Some of these items may be required to perform certain actions or provide a bonus to an action.

The exact contents of each kit are left up to the Game Master, though some basics are provided as an overview.

ALCHEMY LAB

This lab is used for making alchemical items and provides a +4-circumstance bonus on Crafting (alchemy) checks.

ALCHEMY TOOLS

These tools are required when using the Crafting Skill to make alchemical items. It is not possible to make alchemical items without these tools.

ARTISAN TOOLS

You need these tools to create items from raw materials with the Crafting skill. Different sets are needed for different work, as determined by the GM.

COMPONENT POUCH

A component pouch serves as a container specifically designed to hold the various material components and special items necessary for casting spells. Typically made of durable and waterproof leather, a component pouch is often worn on a belt for easy access during spellcasting.

The purpose of a component pouch is to provide a convenient and organized storage solution for the numerous material components required by spells. It contains separate compartments and divisions to keep the components sorted and readily available for use. This allows spellcasters to quickly retrieve the necessary components during the casting of their spells without the need for searching through a jumble of items.

Be aware that a component pouch is not designed to hold components with specific costs, such as rare gemstones or expensive spell reagents.

A component pouch may be used 100 times before it needs to be refilled.

COOKWARE

This includes pots, pans and eating utensils.

CROWBAR

When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the check to Force Open (similar to using a shoddy item).

DISGUISE KIT

This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. You can create 10 disguises with this kit before it is exhausted.

HEALERS TOOLS

This collection of bandages and herbs is required to make most Medicine checks. A healer’s kit is exhausted after 10 uses.

HERBALISM KIT

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. This kit is required to make herbal remedies and poisons.

REPAIR KIT

A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to Repair items using the Crafting skill.

REPLACEMENTS

You purchase this item to replenish the consumable elements of other kits.

SCRIBES KIT

Canvases, scrolls, pens, ink, and other writing implements.

SNARE KIT

This kit contains all of the required tools to make a snare or trap.

THIEVES TOOLS

You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill.

KITS & TOOLS
Name
Cost
Size
Level
Weight
Effect
Alchemy Lab
500 gp
H
4
40 lbs
+4 to Crafting alchemy
Alchemy Tools
50 gp
T
1
5 lbs
Required for Alchemy crafting
Artisan Tools
40 gp
S
0
5 lbs
Required for various crafting specialties
Component Pouch
20 gp
T
0
2 lbs
Holds 100 spell components
Cookware
10 gp
M
0
10 lbs
Pots and pans for cooking
Crowbar
5 sp
S
0
5 lbs
Removes penalty for forcing things open
Disguise Kit
20 gp
T
0
2 lbs
Supplies for 10 disguise applications
Healers Tools
50 gp
S
1
2 lbs
+2 bonus to Medicine, 10 uses
Herbalism Kit
20 gp
S
0
4 lbs
Required for crafting herbs
Repair Kit
20 gp
S
0
3 lbs
Tools for repairing items
Replacements
10% cost
-
-
-
Replacement supplies for other kits
Scribes Kit
10 gp
T
0
2 lbs
Required for writing and scroll crafting
Snare Kit
50 gp
S
1
5 lbs
Required for crafting snares and traps
Thieves Tools
30 gp
T
0
1 lb
Required for lock picking & trap disabling

FOOD, DRINK & LODGINGS #

You must eat and drink to avoid starvation and thirst so working out how much you must spend of your hard-earned treasure on food and drink is important.

It is also important to know how much a room will cost the night.

FOOD, DRINK & LODGINGS
Name
Cost
Size
Level
Weight
Effect
Ale (mug)
5 sp
T
0
1/2 lb
A great way to unwind
Animal Feed
5 sp
M
0
20 lbs
Feeds animal for one day
Coffee/Tea
1 gp
T
0
-
Relax and kick back
Lodging, Bed
1 gp
-
-
-
Cost is per day
Lodging, Floor
3 sp
-
-
-
Cost is per day
Lodging, Room
8 gp
-
-
-
Cost is per day
Meal
1 gp
T
0
2 lbs
A simple meal
Rations
5 gp
T
0
1/2 lb
Feed one character for 1 day
Spices
3 gp
T
0
-
Add flavour to food
Spirits (bottle)
10 gp
T
0
2 lbs
Strong alcohol
Stabling
2 sp
-
-
-
Stable one large animal for 1 day
Wine (bottle)
5 gp
T
0
2 lbs
More alcohol

CLOTHING #

Everyone needs clothes and you are certainly not an exception to this rule. A selection of clothes can be found in the table below.

CLOTHING
Name
Cost
Size
Level
Weight
Effect
Common
1 gp
-
0
2 lbs
Everyday attire serves its purpose with simple yet practical tailoring, encompassing a range of garments like peasant garb, robes, and work clothes.
Fine
40 gp
-
0
6 lbs
Exquisite clothing, fit for nobles and royalty, is crafted from opulent fabrics, adorned with precious metals, and embellished with intricate patterns.
Noble Fashion
100 gp
-
1
12 lbs
As fine but may provide bonuses to social skills (GM discretion).
Travellers
5 gp
-
0
8 lbs
The attire of travellers is robust, can be upgraded like armour, despite not being actual armour. This versatile clothing comes in various styles, with the most prevalent resembling clerical vestments, or wizard's robes.
Winter
5 gp
-
0
7 lbs
Thick clothing designed to be worn in cold weather conditions. Grants the wearer a +2 item bonus to checks made against extreme cold.

SERVICES #

It is not always possible for you to carry out every task on your own. Towns and settlements play a vital role in providing essential services and support to adventurers. These services can range from healing and spellcasting to equipment repair, information gathering, and more.

REPAIRS

While you or your party may possess crafting skills, you might not always have the necessary time or resources to perform repairs yourself. In such cases, seeking the assistance of a skilled crafter or blacksmith in a town or settlement becomes crucial.

To repair an item, typically the following conditions must be met:

Crafting Requirements: The crafter must have the necessary crafting ranks and specialty to repair the type of item.

Cost: The cost of repairing an item is typically 10% of the item's worth. This may vary depending upon local conditions and material requirements (GM discretion).

The item is repaired to its full HP value.

RETAINER

It is sometimes necessary to acquire the services of a retainer for a specific task. Such tasks include pretty much any action form the skills chapter. You might need a retainer to scout an old mine for you in advance, providing you with a map, or a teamster to drive your horses and tend to them whilst you are exploring the ancient crypt.

The GM will have records of which retainers are available at any given time. As a general rule, an individual settlement will not have retainers with more ranks in a specific skill than its level.

Your GM may assign modifiers to the cost of a retainer as follows:

Required Task
Cost Mod
Dangerous Task
+50-100%
Magical
+100%
Required to Travel with you
+100%
Task takes longer than a week
+50%
Task takes longer than a month
+100%
Task takes longer than a year
+200%

In addition, your GM may apply other situational modifiers to this check as deemed appropriate.

SPELLCASTING

Gaining the services of a spellcaster to cast a specific spell can be an expensive affair, but cheaper than purchasing a scroll, potion or wand. To find the spell in the first place you must make a Gather Information check with a level DC equal to the minimum caster level required top cast the spell.

For every two difference between the minimum caster level required and the level of the settlement, the DC is modified by one difficulty category.

Settlement Level – Min CL
DC Mod
6+
+10
4
+5
2
+2
-2
-2
-4
-5
-6
-10
More than -6
Spell n/a

In addition, your GM may apply other situational modifiers to this check as deemed appropriate.

TRANSPORT

The costs for transport offer standard travel with no extras. If a journey continues overnight, then basic sleeping arrangements will be a part of the cost.

SERVICES
Name
Cost
Details
Repairs
varies
Take a damaged item to a local crafter for repair
Retainer, Untrained
1 gp/day
Level 1 NPC
Retainer, Apprentice
5 gp/day
Level 2-5 NPC
Retainer, Journeyman
50 gp/day
Level 6-9 NPC
Retainer, Professional
200 gp/day
Level 10-14 NPC
Retainer, Master
1,000 gp/day
Level 15+ NPC
Spellcasting PP 2
20 gp
A spell user who will successfully cast a spell of up to 2 PP for you
Spellcasting PP 4
55 gp
A spell user who will successfully cast a spell of up to 4 PP for you
Spellcasting PP 6
150 gp
A spell user who will successfully cast a spell of up to 6 PP for you
Spellcasting PP 8
335 gp
A spell user who will successfully cast a spell of up to 8 PP for you
Spellcasting PP 10
700 gp
A spell user who will successfully cast a spell of up to 10 PP for you
Spellcasting PP 12
1,300 gp
A spell user who will successfully cast a spell of up to 12 PP for you
Spellcasting PP 14
2,800 gp
A spell user who will successfully cast a spell of up to 14 PP for you
Spellcasting PP 16
6,000 gp
A spell user who will successfully cast a spell of up to 16 PP for you
Spellcasting PP 18
15,000 gp
A spell user who will successfully cast a spell of up to 18 PP for you
Spellcasting PP 20
40,000 gp
A spell user who will successfully cast a spell of up to 20+ PP for you
Transport, Caravan
5 sp
Cost per 5 miles travelled
Transport, Carriage
2 gp
Cost per 5 miles travelled
Transport, Riverboat
8 sp
Cost per 5 miles travelled
Transport, Ship
1 gp
Cost per 5 miles travelled

MOUNTS & VEHICLES #

This section includes mounts and vehicles. Mounts and vehicles play an important role in many adventures, providing transportation and assistance to adventurers. Whether it's riding a horse into battle or using a cart to transport goods, having the right mount or vehicle can greatly aid your journey.

All of the prices are for purchasing the animal or vehicle, it is possible to rent animals or vehicles, and this will usually be at 5% of the purchase price per day. A cautious vendor may however require some kind of deposit or bond up front if they feel that your venture may involve a level of danger.

MOUNTS & ANIMALS

Steeds of the animal type, particularly those with animal intelligence, can be skittish and prone to fear during combat situations. This can pose challenges for adventurers who rely on such steeds for transportation or combat support. Any animal intelligence steed immediately gains the fleeing and frightened 4 conditions when a combat begins. You may use Command an Animal and Ride actions (Handle Animal) to calm the creature. Non-animal mounts and military mounts do not suffer from this issue.

MOUNT STATISTICSStatistics for mounts can be found in TRG Fiend & Fables.MOUNT STATISTICSStatistics for mounts can be found in TRG Fiend & Fables.

VEHICLES

There will be times when your party will need a vehicle to transport them and/or their goods from one location to another. This may be to travel a great distance across a windswept desert, or perhaps an ocean voyage from one continent to another.

A selection of vehicles available can be found here, but the options are limited only by the campaign, your imagination and GM approval. Vehicle statistics are displayed in the following format:

VEHICLE NAME

A brief description of the vehicle.

Level The vehicles level will be displayed here which determines its DC for piloting and construction. If the vehicle has any modifiers to either craft or pilot, they will be displayed here.

Check The skill required to pilot the vehicle is listed here.

Size The vehicles dimensions which will be displayed as length, width and height.
Defensive Qualities Listed here will be the vehicles DB, Fort Save, Hardness, HP and any immunities.

Speed The speed of the vehicle (when correctly manned) will be listed here.

Qualities How many crew required to pilot the vessel, how many passengers it can carry, and any other important information is detailed here.

CANOE

A canoe is a lightweight and slender boat typically made of wood. It has a sleek design with a pointed bow and stern, allowing it to glide smoothly through the water. Canoes are propelled by a paddle, which is used to push and pull the water for forward motion and steering.

Level 1 (Easy DC -2); Check Athletics

Length 10 feet; Width 3 feet; Height 2 feet

DB 10; Fort +6; Hardness 4, HP 10; Immunities critical hits, object immunities, precision damage

Speed swim 30 feet (rowed)

Crew 1; Passengers 1; Load 800 lbs

CART

A simple draft wagon is a vehicle designed for hauling cargo overland. It features a sturdy construction with a single axle and a flat bed, providing ample space for carrying goods, supplies, or other items. The wagon is typically pulled by draft animals such as horses or oxen, utilizing their strength to transport heavy loads. The flatbed allows for easy loading and unloading of cargo, and it may be equipped with removable side panels or stakes to secure the goods during transportation.

Level 1; Check Ride

Length 10 feet; Width 5 feet; Height 4 feet

DB 10; Fort +6; Hardness 4, HP 10; Immunities critical hits, object immunities, precision damage

Speed the Speed of the slowest pulling creature (pulled by 1 Large creature)

Crew 1; Passengers 1; Load 1,000 lbs

CARRIAGE

A carriage is a robust vehicle designed to provide shelter and protection for both cargo and the driver. It features a sturdy frame, solid walls, and a roof that completely encloses the interior space. The vehicle is typically used for transporting passengers or valuable cargo that requires protection from the elements.

Level 4 (Easy DC -2); Check Ride (Handle Animal)

Length 10 feet; Width 10 feet; Height 7 feet

DB 14; Fort +8; Hardness 5, HP 30; Immunities critical hits, object immunities, precision damage

Speed the Speed of the slowest pulling creature (pulled by 2 Large creatures)

Crew 1; Passengers 2; Load 800 lbs

CHARIOT

A chariot consists of a lightweight, two-wheeled cart pulled by horses and driven by a skilled charioteer. The charioteer stands in the chariot, often holding the reins with one hand while wielding weapons such as spears, javelins, or bows with the other. The wheels of the chariot are typically spoked, allowing for smoother movement and manoeuvrability.

Level 2 (Hard DC +2); Check Ride (Handle Animal)

Length 5 feet; Width 5 feet; Height 4 feet

DB 10; Fort +6; Hardness 5, HP 20; Immunities critical hits, object immunities, precision damage

Speed the Speed of the slowest pulling creature (pulled by 1 Large creature)

Crew 1; Load 400 lbs

GALLEY

A galley is a long, slender vessel powered primarily by oars. It has a low, streamlined profile and is typically propelled by rowers seated in banks or tiers along the length of the ship.

Level 13; Check varies

Length 120 feet; Width 20 feet; Height 25 feet

DB 24; Fort +20; Hardness 15, HP 120; Immunities critical hits, object immunities, precision damage; Weakness Fire Manoeuvrable With a full complement of skilled rowers, a rowed galley can turn swiftly, turn in place, and even row backwards. Each 90-degree turn made in less than a vehicle length costs 5 extra feet of movement. It can row backwards no faster than half its speed, and it can’t turn while rowing backwards.

Speed swim 30 feet (rowed, wind)

Crew 22 (20 rowers); Passengers 6; Load 15 tons

ROWBOAT

This small watercraft is guided by row or sometimes a small sail.

Level 1; Check Athletics

Length 10 feet; Width 5 feet; Height 3 feet

DB 10; Fort +6; Hardness 5, HP 12; Immunities critical hits, object immunities, precision damage

Speed swim 20 feet (rowed)

Crew 1; Passengers 2; Load 1,000 lbs

SAILING SHIP

A multi masted ship with three or more head sails.

Level 12; Check varies

Length 80 feet; Width 20 feet; Height 25 feet

DB 22; Fort +18; Hardness 15, HP 100; Immunities critical hits, object immunities, precision damage; Weakness Fire Sluggish This vehicle must move twice its length for each 90-degree turn it makes.

Speed swim 40 feet (wind)

Crew 9; Passengers 10; Load 10 tons

SCHOONER

A schooner is a sailing vessel characterized by a single mast and two or more head sails (fore-and-aft sails) that are set on separate masts or booms. It is known for its versatility and speed, making it a popular choice for both commercial and recreational purposes.

Level 9; Check varies

Length 30 feet; Width 15 feet; Height 20 feet

DB 20; Fort +14; Hardness 10, HP 80; Immunities critical hits, object immunities, precision damage; Weakness Fire Sluggish This vehicle must move twice its length for each 90-degree turn it makes.

Speed swim 30 feet (wind)

Crew 4; Passengers 6; Load 10 tons

SLEIGH

A light vehicle for traversing arctic terrain.

Level 2; Check Ride

Length 10 feet; Width 5 feet; Height 4 feet

DB 12; Fort +8; Hardness 5, HP 12; Immunities critical hits, object immunities, precision damage; Sluggish This vehicle must move twice its length for each 90-degree turn it makes Ice Traverser Ice and snow are not difficult terrain to a sleigh, but all other terrains are difficult terrain for it.

Speed the Speed of the slowest pulling creature (pulled by 2 Large creatures or 6 Medium creatures)

Crew 1; Passengers 1; Load 500 lbs

WAGON

This two-axle cargo hauler is pulled by a single steed or horse team and provides decent cover during poor weather.

Level 2; Check Ride

Length 10 feet; Width 10 feet; Height 7 feet

DB 10; Fort +8; Hardness 5, HP 12; Immunities critical hits, object immunities, precision damage

Speed the Speed of the slowest pulling creature (pulled by 2 Large creatures)

Crew 1; Passengers 2; Load 1,500 lbs

MOUNTS & VEHICLES
Name
Cost
Size
Rarity
Details
Draft
    
Bison
250 gp
L
Common
Large bovines used for farming and pulling heavy machinery
Bull/Ox
200 gp
L
Common
Large bovines used for farming and pulling heavy machinery
Donkey/Mule
100 gp
L
Common
Hoofed Equidae used for mundane work
Elephant
400 gp
H
Rare
Huge, tusked creatures
Goat
100 gp
S
Common
Small sheeplike creatures, sometimes ridden by fey creatures
Horse, draft
250 gp
L
Common
Hoofed Equidae used for pulling carts and heavy labour
Llama
200 gp
M
Uncommon
Used as a pack animal by mountain folk
Flying
    
Eagle, giant
1,200 gp
L
Rare
Used by some of the mountain tribes as flying steeds
Griffon
2,500 gp
L
Rare
Used by some of the mountain tribes as flying steeds
Hippogriff
1,500 gp
L
Rare
Used by some of the mountain tribes as flying steeds
Pegasus
1,500 gp
L
Rare
Used by some elves as flying steeds
Military
    
Bear
900 gp
L
Uncommon
Sometimes used by tribal cultures as steeds.
Rhino
800 gp
L
Rare
Sometimes used by tribal cultures as steeds.
War-horse
750 gp
L
Common
Most common military steed
War-raptor
1,500 gp
M
Rare
Rare reptilian, often used by kobolds
Wolf
500 gp
M
Uncommon
Sometimes trained by halflings and fey as steeds
Riding
    
Camel
300 gp
L
Common
Replace horses in arid environments
Dog-riding
200 gp
M
Common
Sometimes trained by halflings and gnomes as steeds
Horse, race
750 gp
L
Common
Used to race and for betting
Horse, riding
500 gp
L
Common
Standard riding steed
Pony
250 gp
M
Common
Standard riding steed for a small humanoid
Raptor, riding
1,000 gp
M
Rare
Rare riding steed for small humanoids
Vehicles
Cost
Size
Rarity
Level
Details
Canoe
200 gp
M
Uncommon
1
Light slender boat
Carriage
1,000 gp
L
Common
2
Comfortable transport
Cart
30 gp
L
Common
0
Standard cart for carrying cargo
Chariot, Light
250 gp
L
Common
0
Single person mount pulled vehicle
Galley
30,000
C
Common
10
Very large ocean vessel
Rowboat
150 gp
M
Common
0
Simple single oared water vessel
Sailing Ship
20,000 gp
G
Common
9
Large ocean vessel
Schooner
7,500 gp
H
Common
6
Small ocean vessel
Sleigh
400 gp
L
Common
1
Vehicle for traversing arctic terrain
Wagon
250 gp
L
Common
1
Large vehicle for carrying cargo or passengers

ALCHEMICAL ITEMS #

Alchemical items differ from magical items as they are created using natural or scientific means. There are many items which are placed into this category and although not all of them are considered alchemical, it is a catch all category for these substances and items.

There are numerous alchemical items ranging from potent herbs to volatile explosives. The uneducated may mistake some of the effects of alchemical items for magic, but this is not the case.

To craft alchemical items you must have the Alchemical Crafting feat.

The items in this section are broken down into a number of sub-categories; Elixirs, Herbs, Oils, Poisons and Vials.

REAGENTSSome of the items in this section have a Reagent entry at the end of their description. This entry describes how the item can be used in conjunction with magical spells.REAGENTSSome of the items in this section have a Reagent entry at the end of their description. This entry describes how the item can be used in conjunction with magical spells.

LEVEL & COST #

Each item is described and given a stat block at its base level, which is effectively the item in its simplest form. Most of the items here can be crafted to a higher level and details of how an alchemical items abilities are affected by a level increase are explained in its description.

The cost of an Alchemical item is listed below:

ALCHEMICAL ITEM COST
Level
Cost (gp)
1
25
2
50
3
85
4
130
5
215
6
350
7
525
8
785
9
1135
10
1575
11
2185
12
3060
13
4375
14
6560
15
9625
16
14000
17
21875
18
35000
19
56875
20
96250

ELIXIRS #

An elixir is an alchemical item which must be consumed to gain its benefits.

ACTIVATING ELIXIRS

You usually Interact to activate an elixir as you drink it or feed it to another creature. You can feed an elixir only to a creature within reach that is either willing or unable to prevent you from doing so. You usually need only one hand to consume an elixir or feed it to another creature.

ANTI-PLAGUE

ALCHEMICAL CONSUMABLE ELIXIR HEALING

Base Level 1

Base Price 25 gp

Usage held in 1 hand; Weight 1 lb

Activate Interact (1 AP)

An anti-plague protects you against disease. Upon drinking this elixir, you gain a +2-item bonus to Fortitude saving throws against disease for 24 hours. If you are currently inflicted with a disease, you may immediately make a new saving throw to resist it.

Higher Level For every additional 4 levels of the elixir, the bonus increases by +1.

Reagent If used in conjunction with any spell used to suppress or cure a disease, apply the elixirs bonus to any subsequent counteract check.

ANTITOXIN

ALCHEMICAL CONSUMABLE ELIXIR HEALING

Base Level 1

Base Price 25 gp

Usage held in 1 hand; Weight 1 lb

Activate Interact (1 AP)

An antidote protects you against toxins. Upon drinking this antidote, you gain a +2-item bonus to Fortitude saving throws against poisons for 24 hours. If you are currently affected by a poison, you may immediately make a new saving throw to resist it.

Higher Level For every additional 4 levels of the elixir, the bonus increases by +1.

Reagent If used in conjunction with any spell used to suppress or remove a poison, apply the elixirs bonus to any subsequent counteract check.

BLOOD-BLOCK

ALCHEMICAL CONSUMABLE ELIXIR HEALING

Base Level 2

Base Price 50 gp

Usage held in 1 hand; Weight 1 lb

Activate Interact (1 AP)

Applying this salve to a bleeding wound reduces the bleed by 1 point and reduces any further bleed damage by 1 for the next hour per application. After an hour, if the bleed effect hasn’t been properly treated, the injury resumes bleeding and more salve must be applied. Though blood-block can be applied successively to the same injury, applying multiple doses doesn’t cure additional damage.

Higher Level For every additional 3 levels of the elixir, the reduction to bleed is increased by 1.

Reagent If used in conjunction with any spell used to suppress or stop bleeding, increase the amount of bleeding stopped by the amount the elixir stops.

FIST OF ROCK

ALCHEMICAL CONSUMABLE ELIXIR MORPH

Level 4

Price 130 gp

Usage held in 1 hand; Weight 1 lb

Activate Interact (1 AP)

Your fists become hard as stone. For 1 hour, your fists deal 1d6 base bludgeoning damage and lose the nonlethal trait.

HEALTH

ALCHEMICAL CONSUMABLE ELIXIR HEALING

Base Level 1

Base Price 25 gp

Usage held in 1 hand; Weight 1 lb

Activate Interact (1 AP)

This alchemical draught boosts the natural healing process by providing rapid relief. When you drink this elixir, you regain 1d6+2 hit points.

Higher Level For every additional 2 levels of the elixir, the amount healed increases by 1d6+2.

LEAPING JUICE

ALCHEMICAL CONSUMABLE ELIXIR

Base Level 1

Base Price 25 gp

Usage held in 1 hand; Weight 1 lb

Activate Interact (1 AP)

This rather sour solution adds a spring to your step. You gain a +2-status bonus to Jumping checks for 1 minute.

Higher Level For every additional level of the elixir, the bonus increases by +1.

SMELLING SALTS

ALCHEMICAL CONSUMABLE ELIXIR

Level 2

Price 50 gp

Usage held in 1 hand; Weight 1 lb

Activate Interact (1 AP)

These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or stunned. If exposed to smelling salts while dying, you immediately become conscious, but must still make dying checks each round. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left open.

SOOTHE SYRUP

ALCHEMICAL CHANCE CONSUMABLE ELIXIR

Level 1

Price 25 gp

Usage held in 1 hand; Weight 1 lb

Activate Interact (1 AP)

This sweet and wholesome-tasting blue liquid creates a sense of warmth and comfort. Soothe syrup coats your stomach and makes it much more difficult for you to succumb to queasiness. For 1 hour after drinking soothe syrup, you gain advantage on saving throws made to resist effects that would make you sickened.

Higher Level For every additional 2 levels of the elixir, the effect last for an additional hour (max 5).

SPEED

ALCHEMICAL CONSUMABLE ELIXIR

Base Level 2

Base Price 50 gp

Usage held in 1 hand; Weight 1 lb

Activate Interact (1 AP)

Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a +5-foot status bonus to your Speed for 1 minute.

Higher Level The level of the elixir may be increased by 4 levels which increases the bonus by +5 (max +20).

It may also be increased by 1 level to increase the duration to 10 minutes or by 4 levels to increase the duration to 1 hour.

Reagent Acts as an extend Metamagic if used in conjunction with a spell that increase your movement.

HERBS #

Herbs and useful plants and fungi abound in most wilderness regions, and while these valuable plants can be obtained in special markets or shops, the skilled herbalist knows where to go to gather these resources by hand in the wild.

To locate herbs in the wilderness, a gather herbs skill check must be made (see Chapter 4 Skills).

PREPARING HERBS

Most herbs must be prepared to prevent them from spoiling. Preparing a herb follows the usual rules for crafting, except a Nature check can be made instead of a Crafting (alchemy). The DC of the check to prepare the herb increases by 5 in this case. If you fail this check by 10 or more, the dose of the herb is ruined; if you fail by less, you can try again with the same herbs.

HERB LIFESPAN

A raw, unprepared herb spoils 24 hours after it is harvested. A prepared herb spoils after 1 month unless otherwise noted in its entry.

ANGELSTEP

CONSUMABLE HERB

Level 2

Price 50 gp

Usage held in 1 hand

Activate Interact (1 AP)

This iridescent white shelf fungus is said to have first grown from the footsteps of an angel, though some claim it instead comes from the footsteps of a djinni.

As part of an attempt to stabilize a dying creature, a dose of raw angelstep can be rubbed on the creature to grant a +4-item bonus to the Resuscitation (Medicine) check made to stabilize the creature. A dose of angelstep pigment applied to the skin of a medium or smaller creature helps to protect that creature against death for 2d4 hours. The next time the wearer of angelstep pigment gains the dying condition, it gains a +4-item bonus on its next check to recover. The pigment loses its effect once all these checks are attempted or once the victim is stabilized.

Terrain: temperate or warm deserts.

BLACK AMARANTH

CONSUMABLE HERB

Level 3

Price 85 gp

Usage held in 1 hand

Activate Interact, Manipulate (3 AP)

Black amaranth grows in small clusters from the remains of the dead.

A dose of black amaranth paste can be applied to a dead body to slow decay. One dose used on a Tiny or smaller creature delays the onset of decay for 3 days. Two doses are needed for Small creatures, 3 for Medium creatures, 6 for Large creatures, 12 for Huge creatures, 24 for Gargantuan creatures, and 48 for Colossal creatures.

Terrain: temperate or warm forests or plains.

BLOODY MANDRAKE

CONSUMABLE HERB

Level 3

Price 85 gp

Usage held in 1 hand

Activate Interact, Manipulate (3 AP)

Bloody mandrakes grow from the corpses of intelligent creatures who had supernatural powers in life. This plant’s unsettlingly humanoid-shaped tuber-like roots increase fertility and vitality.

One dose of bloody mandrake paste smeared on the lips (this is a free action) during spellcasting can be used as an additional material component when casting spells that remove afflictions and conditions or that provide a morale bonus. Doing so grants a +1-item bonus to the spellcraft check to cast the spell.

Terrain: any plains or swamps.

BONE REED

CONSUMABLE HERB

Level 2

Price 50 gp

Usage held in 1 hand

Activate Interact (1 minute)

This aquatic grass resembles translucent white horsetail.

A creature that sleeps for at least 8 hours in 1 day with a bone reed bound to one of its arms or legs heals double the normal ability damage and gains a +2-item bonus to recovery checks. A bone reed loses its effectiveness after use. Binding a bone reed to a limb requires 1 minute of work.

Terrain: any swamps.

DREAM LICHEN

CONSUMABLE HERB

Level 12

Price 3,060 gp

Usage held in 1 hand

Activate Interact (1 minute)

This multi-coloured, shimmering lichen grows in places where powerful magical creatures have slept and dreamt.

A creature that sleeps for at least 8 hours with a dose of dream lichen in contact with its body has vivid dreams in which it endures and recovers from a supernatural affliction. Upon waking, the creature can attempt a new saving throw against a single curse or mind-affecting effect from which it is currently suffering. Additionally, the user automatically doubles the amount of the Drained condition they remove after a night’s rest.

Terrain: anywhere the boundaries between the Material Plane and the Dimension of Dreams grow thin.

FIRQUELINE

CONSUMABLE HERB UNCOMMON

Level 7

Price 550 gp

Usage held in 1 hand

Activate Interact (2 AP)

Firqueline is a vibrant blue moss that grows on the side of large trees.

When this herb is consumed it clots the blood and removes bruising and minor pain. You regain 3d6+6 hit points, stop 5 points of bleeding and lessens one injury by 1.

Terrain: any forests or jungles.

KRITILLISH

CONSUMABLE HERB

Level 1

Price 25 gp

Usage apply to an inanimate object

Activate Interact (2 AP)

Kritillish is a mildly poisonous blue fungus which if consumed can cause madness. If applied to an inanimate object, it will emanate light as a torch for 24 hours, after which it crumbles and falls away. This light can only be diminished by magical means.

Terrain: underground caves.

LIMORSOR

CONSUMABLE HERB

Level 1

Price 25 gp

Usage held in 1 hand

Activate Interact (2 AP)

Limorsor plants are green and leafy with small yellow flowers.

When this herb is consumed it accelerates the natural healing process and immune system. You regain 1d6 hit points, stop 1 point of bleeding and gain a +1-item bonus to saving throws against disease and poison for 10 minutes.

Terrain: any forests, plains or edge of freshwater water sources.

MOLY

CONSUMABLE HERB

Level 11

Price 2,185 gp

Usage held in 1 hand

Activate Interact (3 AP)

Moly is a plant with flowers white as pure milk and roots black as night.

Anyone wearing or carrying fresh moly gains a +2-item bonus on saving throws against spells and spell-like abilities. Moly remains fresh in this way for only 12 hours, regardless of magical attempts to preserve it. When processed into a powder it may be used to counteract a magical effect.

Terrain: any forests or plains.

NIGHTSAGE

CONSUMABLE HERB

Level 4

Price 130 gp

Usage held in 1 hand

Activate Interact (2 AP)

The fragrant purple blossoms of this night-blooming wildflower are so deep in hue that they appear almost black.

When dried nightsage is lit on fire, it produces a thin but pleasant-smelling smoke almost like that produced by a stick of incense. A dose of nightsage burns for 10 minutes and can be extinguished and reignited for multiple uses (but it is always used in 1-minute increments, regardless of the actual time spent burning).

While nightsage burns, each corporeal undead creature within a 5-foot radius gains a +2-status bonus on saving throws against positive energy effects. Necromancers are fond of supplying their undead minions with small thimbles containing a burning stick of nightsage that can be worn while carrying out their commands. A moderate or stronger wind extinguishes a burning stick of nightsage.

Terrain: any jungles.

REGLEN

CONSUMABLE HERB

Level 12

Price 3,060 gp

Usage held in 1 hand

Activate Interact (2 AP)

Reglen is a strange purple moss that can be found growing under the shadows of great trees.

This herb must be prepared before use. If it is taken without preparation, you must make a Fortitude saving throw or gain the sickened 2 condition.

Once prepared, Reglen is a powerful healing agent which heals you of 7d6+18 hit points, stops all bleeding and reduces an injury by 4.

Terrain: any forests or jungles.

WINTERBITE

CONSUMABLE HERB

Level 1

Price 25 gp

Usage held in 1 hand

Activate Interact (2 AP)

The white-veined leaves of this minty sprig carry a pleasant and soothing scent.

When held under the nose and, a dose of prepared winterbite releases a pungent, sweet odour that clears the sinuses and sharpens the senses. For the next hour, the user of a dose of prepared winterbite gains a +2-item bonus on scent-based skill checks.

Terrain: any cold.

OILS #

Oils can be very useful in an adventuring environment and can provide a quick solution to many problems. All of these tools can be made by a character with the Craft (alchemy) skill; the DC to craft the item is based upon its level.

ACTIVATING OILS

An oil must be applied to an object or creature unless an individual description states otherwise. The actions required to apply an oil are detailed in its description. The oil must also be in your hand ready to apply, so it may require an additional action (or more perhaps) to retrieve the oil.

ADAMANTINE BLANCH

ALCHEMICAL CONSUMABLE

Level 7

Price 525 gp

Usage held in 1 hand; Weight 1 lb

Activate Interact (2 AP)

You can pour a vial of this dark liquid onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. When used on a melee or thrown weapon, rather than ammunition, the blanch lasts for 1 minute. When you use it on ammunition, the blanch is expended on a given piece of ammunition after firing it, whether it hits or not. An adamantine blanch contains small amounts of fire oil, so it must be used all at once; an opened vial ignites to melt the adamantine onto the weapon and is quickly consumed. The weapon or ammunition counts as adamantine instead of its normal material for any physical damage it deals, if applicable.

ARMOURGUARD

ALCHEMICAL CONSUMABLE

Base Level 4

Base Price 130 gp

Usage held in 1 hand; Weight 1 lb

Activate Interact (2 AP)

This clear resin protects metal armour, shields or any other metal item. When applied to a metal item it adds a +2-item bonus to the items HP for the next 24 hours. Furthermore, a shield gains a +1-item bonus to DB and armour gains a +1-item bonus to DR.

Higher Level For every additional 4 levels of the elixir, the HP bonus increases by +5, CR by +1 and DB by +1.

COLD IRON BLANCH

ALCHEMICAL CONSUMABLE

Level 3

Price 85 gp

Usage held in 1 hand; Weight 1 lb

Activate Interact (2 AP)

You can pour a vial of this dark liquid onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. When used on a melee or thrown weapon, rather than ammunition, the blanch lasts for 1 minute. When you use it on ammunition, the blanch is expended on a given piece of ammunition after firing it, whether it hits or not. A cold iron blanch contains small amounts of fire oil, so it must be used all at once; an opened vial ignites to melt the cold iron onto the weapon and is quickly consumed. The weapon or ammunition counts as cold iron instead of its normal material for any physical damage it deals, if applicable.

NULLADIR

ALCHEMICAL CONSUMABLE

Level 1

Price 25 gp

Usage held in 1 hand; Weight 1 lb

Activate Interact (1 AP)

This oil is often stored in the form of small, salty pellets in a dry container, though it can also be mixed with a flask of water and carried that way. Nullladir neutralizes acid; a vial of pellets or a flask of nulladir-water is enough to render a cubic foot of acid safe to touch in 1 minute, though this is usually too slow to prevent damage from a thrown vial of acid or the contents of a large monster’s gullet. Nulladir vapours are slightly irritating to the eyes, nose, and mouth, causing sickened 1 for 3 rounds after close exposure (Fortitude DC 16 negates).

SILVERSHEEN

ALCHEMICAL CONSUMABLE

Level 2

Price 50 gp

Usage held in 1 hand; Weight 1 lb

Activate Interact (2 AP)

You can slather this silvery paste onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. Silversheen spoils quickly, so once you open a vial, you must use it all at once, rather than saving it. For the next hour, the weapon or ammunition counts as silver instead of its normal material for any physical damage it deals.

POISONS #

Poisons are the tools of assassins and provide a subtle way to harm an opponent further in combat, or slowly away from a conflict.

Poisons are usually created from natural resources enhanced to make them more potent.

Each poison's stat block includes the Price and features for a single dose. Poison doses are typically kept in a vial or some other type of safe and secure container.

APPLYING A POISON

Applying a poison is an Interact action unless specified differently in the poison’s description. A poison requires at least one free hand to apply to release into the air or apply to food or drink. If you are applying a poison to a weapon or item, this requires two hands.

Each poison description contains a usage entry which indicates the number of hands required.

Saving throws to resist a poison are level-based fortitude saves unless stated otherwise.

ARSENIC

ALCHEMICAL CONSUMABLE INGESTED POISON

Level 1

Price 25 gp

Usage held in 1 hand

Activate Interact (1 AP)

This toxin is a compound of arsenic and other substances. You can't reduce your sickened condition while affected.

Incubation 10 minutes; Duration 5 minutes; Stage 1 1d4 poison damage and sickened 1 (1 minute); Stage 2 1d6 poison damage and sickened 2 (1 minute); Stage 3 2d6 poison damage, poison critical and sickened 3 (1 minute)

BELLADONNA

ALCHEMICAL CONSUMABLE INGESTED POISON

Level 2

Price 50 gp

Usage held in 1 hand

Activate Interact (2 AP)

Sometimes called “deadly nightshade,” belladonna is a widely available toxin produced from a plant similar to a tomato.

Incubation 10 minutes; Duration 30 minutes; Stage 1 dazzled (10 minutes); Stage 2 1d6 poison damage and sickened 2 (10 minutes); Stage 3 1d6 poison damage, dazed 1 and sickened 2 (1 minute); Stage 3 2d6 poison damage, poison critical and sickened 3 (1 minute)

BLACK SMEAR

ALCHEMICAL CONSUMABLE INJURY POISON

Level 2

Price 50 gp

Usage held in 1 hand

Activate Interact (3 AP)

Many Kornargon use a debilitating poison crafted from subterranean fungi.

Duration 6 rounds; Stage 1 1d6 poison and weakened 1 (1 round); Stage 2 As stage 1; Stage 3 1d6 poison, and weakened 2 (1 round)

BLOODROOT

ALCHEMICAL CONSUMABLE INJURY POISON

Level 2

Price 50 gp

Usage held in 1 hand

Activate Interact (2 AP)

Bloodroot is a small white flower with a yellow stamen. The stem is harvested to make the poison.

Incubation 1 round; Duration 4 rounds; Stage 1-4 dazed 2

BLUE WHINNIS

ALCHEMICAL CONSUMABLE INJURY POISON

Level 3

Price 85 gp

Usage held in 1 hand

Activate Interact (2 AP)

This typical plant because of the colour of its leaves is also a poison that in addition to its colour gives off a smell so characteristic that any herbalist will recognize it immediately.

Incubation 1 round; Duration varies; Stage 1 weakened 3 (2 rounds); Stage 2 Unconscious 1d3 hours

GIANT CENTIPEDE POISON

ALCHEMICAL CONSUMABLE INJURY POISON

Level 1

Price 25 gp

Usage held in 2 hands

Activate Interact (2 AP)

This venom causes severe muscle stiffness.

Incubation Instant; Duration 6 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d10 poison damage and flat-footed (1 round); Stage 3 2d10 poison damage, weakened 2 (1 round)

GRAVEROOT

ALCHEMICAL CONSUMABLE INJURY POISON

Level 3

Price 85 gp

Usage held in 2 hands

Activate Interact (2 AP)

The opaque white sap from the graveroot shrub clouds the mind.

Incubation Instant; Duration 4 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 2d10 poison damage & poison critical; Stage 3 2d10 poison damage & poison critical (1 round)

GREEN DRAGON BILE

ALCHEMICAL CONSUMABLE CONTACT POISON

Level 14

Price 6,560 gp

Usage held in 1 hand

Activate Interact (2 AP)

This poison is harvested from the stomach of an adult or older green dragon. Unfortunately, it is most likely that the only time you will discover this poison is after you have been eaten.

Incubation 1 minute; Duration 6 rounds; Stage 1 6d6 poison damage & sickened 2; Stage 2 6d6 poison damage, sickened 2 & a poison critical; Stage 3 8d6 poison damage, sickened 4 & a poison critical

GREENBLOOD OIL

ALCHEMICAL CONSUMABLE INJURY POISON

Level 4

Price 130 gp

Usage held in 2 hands

Activate Interact (2 AP)

This thick green substance is derived from the root of the Greenblood plant.

Incubation Instant; Duration 4 rounds; Stage 1 2d10 poison damage and sickened 1 (1 minute); Stage 2 3d10 poison damage and sickened 2 (1 minute); Stage 3 4d10 poison damage, poison critical and sickened 2 (1 minute)

KAMARSK OIL

ALCHEMICAL CONSUMABLE INGESTED POISON

Level 5

Price 215 gp

Usage held in 2 hands

Activate Interact (2 AP)

This poison is harvested from the Kamar mushroom. It brings about blindness in targets.

Incubation 1 hour; Duration see below; Stage 1 target gains the blinded condition for an amount of time based upon their saving throw.

Critical target is unaffected

Success targets eyes become irritable and they are dazzled for 10 minutes

Failure target is blinded for 1 hour

Fumble target is blinded permanently

OIL OF TAGGIT

ALCHEMICAL CONSUMABLE INGESTED POISON

Level 3

Price 85 gp

Usage held in 2 hands

Activate Interact (2 AP)

This poison is used by medics to put their patients to sleep during amputations.

Incubation 1 minute; Duration 1d3 hours; Stage 1 Unconscious

SUMARK OIL

ALCHEMICAL CONSUMABLE INGESTED POISON

Level 4

Price 130 gp

Usage held in 2 hands

Activate Interact (2 AP)

This poison is harvested from the Suma mushroom. It brings about deafness in targets.

Incubation 1 hour; Duration see below; Stage 1 target gains the deafened condition for an amount of time based upon their saving throw.

Critical target is unaffected

Success targets is deafened for 1 minute

Failure target is deafened for 1 hour

Fumble target is deafened permanently

WYVERN POISON

ALCHEMICAL CONSUMABLE INJURY POISON

Level 8

Price 785 gp

Usage held in 2 hands

Activate Interact (2 AP)

Properly harvested and preserved, the poison from a wyvern's sting is effective and direct.

Duration 6 rounds; Stage 1 5d6 poison damage (1 round); Stage 2 6d6 poison damage (1 round); Stage 3 8d6 poison damage (1 round)

VIALS #

Vials are alchemical weapons which can be thrown at targets to inflict harm. Each of these substances can be made with Alchemy (Crafting or Nature) checks. These weapons explode when they hit a creature or surface.

Alchemical weapons have a range increment of 20 feet and attack as martial thrown weapons (with their own attack group).

ACID

ACID ALCHEMICAL BOMB CONSUMABLE SPLASH

Base Level 1

Base Price 25 gp

Usage held in 1 hand; Weight 1 lb

Activate Strike (1 AP)

Filled with corrosive acid, this flask explodes upon impact inflicting 1d4 acid damage, 1 persistent acid damage and 1 splash damage.

Higher Level For every additional 3 levels of the vial, the damage increases by 1d4, the persistent damage by 1 and the splash damage by 1.

Reagent A flask of acid may be used as an additional material component when casting a spell with the acid trait. This increases the damage of the spell by one dice.

BOTTLED LIGHTNING

ALCHEMICAL BOMB CONSUMABLE ELECTRICITY SPLASH

Base Level 1

Base Price 25 gp

Usage held in 1 hand; Weight 1 lb

Activate Strike (1 AP)

Electricity crackles along a metal filament inside this small glass bottle. You can open the bottle, unleashing a bolt of lightning toward an enemy within 20 feet of you. This attack inflicts 1d6 electricity damage and 1 splash damage.

Higher Level For every additional 3 levels of the vial, the damage increases by 1d6 and the splash damage by 1.

Reagent Bottled lightning may be used as an additional material component when casting a spell with the light or electricity traits. This increases the damage of the spell by one dice.

FIRE OIL

ALCHEMICAL BOMB CONSUMABLE FIRE SPLASH

Base Level 1

Base Price 25 gp

Usage held in 1 hand; Weight 1 lb

Activate Strike (1 AP)

Fire oil is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of fire oil inflicting 1d6 fire damage and 1 persistent fire damage.

Higher Level For every additional 3 levels of the vial, the damage increases by 1d6 and the persistent damage by 1.

Reagent A flask of fire oil may be used as an additional material component when casting a spell with the fire trait. This increases the damage of the spell by one dice.

HOLY WATER

ALCHEMICAL BOMB CONSUMABLE ESSENCE GOOD SPLASH

Base Level 1

Base Price 25 gp

Usage held in 1 hand; Weight 1 lb

Activate Strike (1 AP)

Holy water damages undead creatures and evil eternals. A flask of holy water can be thrown inflicting 1d8 good/essence damage and 1 splash damage.

Higher Level For every additional 3 levels of the vial, the damage increases by 1d8 and the splash damage by 1.

Reagent A flask of holy water may be used as an additional material component when casting any divinity spell. This grants a +2 bonus to the Spellcraft check.

LIQUID ICE

ALCHEMICAL BOMB COLD CONSUMABLE SPLASH

Base Level 1

Base Price 25 gp

Usage held in 1 hand; Weight 1 lb

Activate Strike (1 AP)

Liquid ice is absorbs heat and explodes when exposed to air. You can throw a flask of liquid ice inflicting 1d6 cold damage, 1 splash damage and the target takes a -5 status penalty to speed for 1 round.

Higher Level For every additional 3 levels of the vial, the damage increases by 1d6 and the splash damage by 1.

Reagent A flask of liquid ice may be used as an additional material component when casting a spell with the cold or water traits. This increases the damage of the spell by one dice.

SHARD BOMB

ALCHEMICAL BOMB CONSUMABLE SPLASH

Base Level 2

Base Price 50 gp

Usage held in 1 hand; Weight 1 lb

Activate Strike (1 AP)

This flask contains small fragments of metal and an ominous looking vapour. On a hit it releases the metal shards in a deadly spray. This inflicts 1d6 piercing damage, 1 bleed damage and 1d4 splash damage.

Higher Level For every additional 3 levels of the vial, the damage increases by 1d6, the bleed damage by 1 and the splash damage by +1.

SULPHUR BOMB

ACID ALCHEMICAL BOMB CONSUMABLE SPLASH

Base Level 1

Base Price 25 gp

Usage held in 1 hand; Weight 1 lb

Activate Strike (1 AP)

A thick, sulphurous, irritating gas fills this golden-yellow flask. A sulphur bomb deals 1d4 acid damage and 1 acid splash damage. On a hit, the target takes a –1 status penalty to Perception checks and attack rolls until the end of its next turn, or becomes sickened 1 on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute.

Higher Level For every additional 3 levels of the vial, the damage increases by 1d4 and the splash damage by 1.

Reagent A sulphur bomb may be used as an additional material component when casting a spell with the air trait. This reduces the casting DC by 1.

TANGLEFOOT BAG

ALCHEMICAL BOMB CONSUMABLE

Base Level 1

Base Price 25 gp

Usage held in 1 hand; Weight 1 lb

Activate Strike (1 AP)

A tanglefoot bag is filled with sticky substances. When you hit a creature with a tanglefoot bag, that creature takes a -10 status penalty to its Speeds for 1 minute.

On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water.

The target can end any effects by Escaping (level based) or spending a total of 3 Interact actions to carefully remove the sticky substances. These Interact actions don’t have to be consecutive, and other creatures can provide the actions as well.

Reagent A tanglefoot bag may be used as an additional material component when casting a spell that restricts speed or movement. This increases the DC of the spell by 1.

THUNDERSTONE

ALCHEMICAL BOMB CONSUMABLE SONIC SPLASH

Base Level 1

Base Price 25 gp

Usage held in 1 hand; Weight 1 lb

Activate Strike (1 AP)

When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals 1d4 sonic damage and 1 sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw or be deafened until the end of its next turn.

Higher Level For every additional 3 levels of the vial, the damage increases by 1d4 and the splash damage by 1.

Reagent A thunderstone may be used as an additional material component when casting a spell with the sonic trait. This increases the damage of the spell by one dice.

TOXIC GAS

ALCHEMICAL BOMB CONSUMABLE POISON SPLASH

Base Level 2

Base Price 50 gp

Usage held in 1 hand; Weight 1 lb

Activate Strike (1 AP)

This clear vial contains a grey swirling gas within. Toxic Gas deals 1d6 poison damage, 1d4 persistent poison damage and 1 poison splash damage.

Higher Level For every additional 3 levels of the vial, the damage increases by 1d6, the persistent by 1 and the splash damage by 1.

Reagent Toxic gas may be used as an additional material component when casting a spell with the poison trait. This increases the save DC by 1.

VIOLET HAZE

ALCHEMICAL BOMB CONSUMABLE FEAR MENTAL SPLASH

Level 1; Price 30 gp

Usage held in 1 hand; Weight 1 lb

Activate Strike (1 AP)

This flask contains a murky violet gas which disrupts the targets mind. Violet Haze deals 1d6 mental damage and 1 mental splash damage. On a hit, the target becomes frightened 1 or frightened 2 on a critical hit.

Higher Level For every additional 3 levels of the vial, the damage increases by 1d6 and the splash damage by 1.

Reagent Violet Haze may be used as an additional material component when casting a spell with the mental trait. This increases the save DC by 1.

CHAPTER 7 – COMBAT #

The cavern was still, the air no longer seething with heat and malice. Only the slow drip of moisture from ancient stone broke the silence. Ember was dead — and yet the mountain did not rest. Marcus, ever cautious, studied the hoard, now eerily quiet. He stepped lightly over bones and melted gold, his fingers brushing ancient relics, scrolls, and talismans. “No dragon,” he muttered, “leaves a pile like this unwarded.”

He was right. The moment Hector laid a hand upon a ruby-studded circlet, the entire chamber shuddered. Runes flared crimson along the walls — the last breath of a dragon’s dying curse. Ember, ancient as time itself, had bound her soul to her lair, vowing vengeance should she fall.

A great crack echoed as stone split along the far wall, revealing a hidden passage descending into fire-lit depths.

“I knew it wasn’t over,” Keldax growled, raising his twin swords.

“Something stirs,” Hector murmured, arcane light flickering in his eyes. “Not Ember… something worse.”

They followed the heat, the flickering shadows leading them downward into a shrine wreathed in obsidian and bone. At the centre: a dragon egg, larger than any they had seen, pulsing with life. It floated above a ritual altar, sustained by Ember’s still-flickering soul. A voice echoed through the chamber — not Ember’s roar, but a whisper like fire devouring parchment.

“You have slain the mother. The daughter shall be born in wrath.”

Hector stepped forward, staff glowing. “We must end this now. While we can.”

But Keldax hesitated. “It is not yet a threat. Could… could it be raised to good?”

Marcus raised a brow. “You want to raise a dragon?”

“No,” the orc said, lowering his blades. “I want to redeem one.”

The three stood in uneasy silence. The egg pulsed again, darker now — sensing conflict, sensing choice.

And thus, a new quest began — not of conquest, but of consequence. Would the child of Ember be destruction reborn… or a legend remade?

The adventurers sheathed their weapons. This fight was over. But their story was far from done.

A fantasy roleplaying setting is a dangerous place full of dragons, orcs and other dangers. There will come a time when diplomacy ends and swords are drawn. When such a situation occurs, a series of rules are needed to determine how such events unfold. When not in combat many actions or spells will be used and rolled for with little or minimum duress. As soon as battle breaks out the importance of selecting the correct actions becomes imperative. The first thing that you will hear when combat occurs will often be the GM saying those age-old words, “let’s roll for initiative”.

Combat is a serious thing in any roleplaying game. While characters are assumed to be heroic, even the most skilful fighter must approach combat cautiously because of the high chance of being wounded or killed with a single blow even by less skilled opponents.

ENCOUNTERS

Once a combat begins the tracking of time becomes crucial. Your party will spend the majority of its time investigating surrounding areas, exploring and in other non-combative pursuits. When a combat ensues however, the chaos erupts.

To keep track of what is occurring in a combat, an encounter is broken down into rounds, turns, and actions.

THE STRUCTURE #

To resolve encounters a set of rules are needed to govern the process. As soon as an encounter begins, the GM will ask for initiative checks and the game will move into rounds. During each round, the player characters and non-player characters each gain a turn of actions which they may be used in order of sequence based upon their initiative checks. Rounds are played out until the encounter is resolved (usually the defeat of one side or another).

Combat is not the only time that an encounter will be used. Sometimes it is needed for other situations.

ROUNDS

A round is a period of time approximately 6 seconds, in which each character involved in the combat gets to take a turn. Despite the fact that the characters will act in order, it is assumed that they act almost simultaneously.

TURNS

Each character that is currently involved in the combat gets to take 1 turn. A characters turn involves a series of actions which are determined by the amount of action points (usually 3) that the character has to use. All of the turns during the round are carried out in order which is determined by an initiative roll.

ACTIONS

When it’s your turn to act you gain 3 Action Points (AP). You can use single actions (1 AP), short activities (2 AP & 3AP), reactions and free actions (which cost 0 AP). When you’re finished, your turn ends and the character next in the initiative order begins their turn.

STEP 1: ROLL INITIATIVE

To determine the order in which each participant in the combat acts, you make an initiative roll. Each character (including npc) involved in the combat makes a d100 roll and adds their initiative bonus. The character with the highest initiative checks acts first, with each other character acting in descending order. In the result of a tie the character with the highest Wisdom bonus acts first. If the result is still tied then highest Dexterity and then flip a coin.

INITIATIVE

To calculate your Initiative, multiply your Dexterity ability score by 5 and your Wisdom ability score by 5, then add the results together. Additional bonuses from feats or other abilities may also apply.

STEP 2: SURPRISE

If you are unaware of your opponents at the start of a combat you are surprised. The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Stealth checks of anyone hiding with the Perception DCs of each creature on the opposing side. Any character or monster that doesn’t notice a threat is surprised at the start of the encounter.

Any character who does not begin the encounter surprised may act in the surprise round (see below).

A surprised character gains the flat-footed condition until the beginning of their turn.

STEP 3: SURPRISE ROUND

Before combat begins properly, any characters who may act in the surprise round may use up to 2 AP worth of actions in Initiative order. Even if you can act in the surprise round, you are still classed as Flat-Footed until you act.

STEP 4: PLAY A ROUND

At the beginning of a round, the character with the highest initiative check acts first. All combatants are considered to be Flat-Footed until they have acted for the first time. The round continues until each character involved in the encounter has taken their turn in initiative order. What a character can do on their turn is detailed below. It is also possible to use reactions and free actions outside their turn.

STEP 4: BEGIN NEXT ROUND

As soon as everyone involved in the encounter has taken their turn, the round ends and a new one begins. All characters stay on the same initiative count and this is not re-rolled. Continue to repeat the round cycle until the encounter comes to an end.

STEP 5: COMBAT ENDS

The encounter comes to an end when one hostile side has been defeated, fled or some form of truce is reached.

THE TURN #

You can use actions when it is your turn to act. Sometimes it’s important to note when during your turn something happens, so a turn is divided into three phases.

Be Aware at the beginning of a combat all participants are flat-footed and cannot use any actions until they enter their first Assessment Phase.

PHASE 1: ASSESSMENT PHASE

Many things happen automatically in the assessment phase. This phase of your turn is used for tracking the passage of time for effects that last multiple rounds. In your assessment phase, take these steps in any order you choose:

If you have created an effect with a duration specified in rounds, the number of remaining rounds is reduced by 1 at this point. If the duration reaches 0, the effect comes to an end.

You can use a single reaction or free action which has a trigger of “Your turn begins” or something similar.

If you're dying, make a dying check.

Do anything else that is specified to happen at the start of your turn, such as regaining Hit Points from fast healing or regeneration.

The last step of phase 1 is always the same.

Regain your 3 AP and your reaction. If you haven't spent your reaction from your last turn, you lose it. If a condition prevents you from being able to act, you don't regain any actions or your reaction.

PHASE 2: ACTION PHASE

You may use your APs to carry out any actions that are available to you. All 2-AP or 3-AP activities must be completed on your turn.

Once you have spent all 3 of your APs, your turn ends (as described in Step 3) and the next creature’s turn begins.

CARRYING ACTIONS

Your GM may allow you to carry actions from one turn to another. This means that you can begin an action and expend a partial amount of AP at the end of your turn to begin an action, finishing it the next.

The exact details of how this works and what actions you may apply this too will be left to your GM.

PHASE 3: END PHASE

Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order.

End any effects that last until the end of your turn.

If you have a persistent damage condition or any ongoing afflictions you take damage from them and then may make checks to remove them.

Take any further actions or resolve any other specifics that state they occur at the end of your turn.

ACTIONS #

During an encounter, the amount of time it takes to carry out actions becomes very important. Action Points (AP) are used to track the amount of actions that you can carry out during your turn and throughout the entire round.

The actions are briefly summarised below.

Three Actions: Actions which cost 3 AP

Two Actions: Actions which cost 2 AP

One Action: Actions which cost 1 AP

Free Actions: Actions which cost 0 AP technically there is no limit to the amount of free actions you can use in a round, but the GM may prevent you from using too many.

Reactions: You have one reaction a round which resets at the beginning of each of your turns in the Assessment Phase. Some feats and abilities will allow you to take more than one reaction.

Most actions that you use during an encounter will be attack and move actions (although a number of other actions do exist). Attack actions come with some unique rules and are handled in a different way to normal skill checks

ATTACKS & DAMAGE #

Attacking your enemies and being attacked by them is a large part of any roleplaying game. In each combat you will get a chance to attack your foes, albeit with weapon or spell.

ATTACK BONUS

Attack Bonus (or AB, for short) measures the overall effectiveness of your attacks with a given weapon, spell or ability. In other words, the AB is the number you add to your dice roll when your character performs an attack.

Attack Bonus is calculated using the following formula:

Attack Bonus = BAB (or BSB) + other bonuses + penalties.

DEFENSIVE BONUS

Defensive Bonus (or DB, for short) is a special difficulty which determines how hard it is for your character to be struck with an attack during combat. As with other DC’s, the attacker must equal or exceed your DB to score a successful hit on you.

Defensive Bonus is calculated using the following formula:

Defensive Bonus = 10 + BDB + Dex Bonus + Other Modifiers

ATTACK ROLL

To make an attack, you make a d20 roll and add your current Attack Bonus (or AB) and any other applicable modifiers.

If the final result of the Attack Roll equals or exceeds your targets DB, you have hit and inflict some kind of damage. The amount that you have exceeded your targets DB by with an attack is called your Attack Value (AV). If your attack value is 5 or greater, you have inflicted (in most cases) a critical hit to your target (see below).

NON-PROFICIENCY

If you do not have proficiency with a weapon or attack, you suffer a -4 penalty to all attacks made with it and check for Fumble on an UM 1 or 2 (see below).

FUMBLE

Each time that you make an attack check, you have a chance to fumble it. If your attack roll is an UM 1 (and in some cases a 2), you have a chance of fumbling the attack. Attack fumbles are explored in greater detail later in this chapter.

UNMODIFIED 1 or 20

If you roll a 1 an unmodified 1 on an attack check, the attack always misses (regardless of the AV). Furthermore, an unmodified 20 on an attack check always hits (regardless of the AV).

MULTIPLE ATTACK PENALTY

If you make more than one attack during your turn, your attacks become less accurate. To represent this, you gain a multiple attack penalty for every attack after the first. The second attack action you take during your turn is subject to a -5 penalty and any subsequent attacks -10. Any action which has the attack trait counts towards the multiple attack penalty including disarm, shove, spells etc.

If a weapon or attack possesses the agile trait, your multiple attack penalty is lowered to -4 and -8 respectively.

The multiple attack penalty applies only during your turn, so you don’t have to keep track of it between turns in the event of a reaction.

ATTACK RESULT

Once the attack roll has been made and the Attack Value (AV) determined, we must ascertain the outcome. There are a number of factors which have to be taken into account at this stage.

ATTACK DAMAGE

If your attack is successful, it will inflict some measure of damage to the target. Damage is determined by the weapon or unarmed attack used or the spell cast. Like checks, damage, especially melee weapon damage, is often adjusted by a number of modifiers, penalties, and bonuses. When determining damage, you take the following steps, explained in detail below.

Apply the Damage of the attack and apply any modifiers, bonuses, and penalties that apply.

Determine the damage type.

Determine if the attack is a critical injury, and if so, apply any critical results, including additional damage (see criticals later in the chapter).

Apply DR against the damage.

Apply the target’s immunities, weaknesses, and resistances to the damage.

If any damage remains, reduce the target’s Hit Points by that amount and apply any critical injury results.

BONUS DAMAGE

The basic die of damage which an attack inflicts is called the attacks base damage. As you become more experienced, you also inflict additional bonus damage with each natural attack or weapon attack. The amount of bonus damage that you inflict is based upon your BAB.

COMBAT DAMAGE TABLE
BAB
Bonus Damage
0-5
-
6-11
+1 base
12-17
+2 base
18-23
+3 base
24+
+4 base

Be aware that Spell have their own base damage rules which are covered in Chapter 9: Magic.

DAMAGE MODIFIERS

A melee or thrown attack gains a damage modifier equal to your Strength ability score. Missile attacks do not usually gain a damage modifier (unless stated otherwise in their description). Spells have their own damage modifiers which are unique to each spell.

CRITICAL HIT

If the Attack Value (AV) of your attack is 5 or greater, then you have inflicted a critical hit to your target. This may trigger certain effects and additional damage. Critical hits and how they work are explored later in this section.

GLANCING BLOW

For greater realism you may want to introduce this rule to make attacks inflict less damage if the Attack Value (AV) is quite low.

If the Attack Value (AV) of your attack is between 0 and 1 you have inflicted a glancing blow to your target. The damage inflicted by a glancing blow is rolled normally and the result halved (round up).

HIT POINTS

Hit Points (HPs) are an abstract measure of the amount of punishment you can take before passing out.

Your HP total is calculated using the following formula:

Hit Points (HP) = Class Mod + Size Mod + Racial Mod + Con Mod + Other

Your character’s Current HPs value is equal to your Total HPs, minus any damage received. Lost HPs can be recovered with rest and healing, but your Current HPs value can never be higher than your Total HPs, save for particular exceptions.

As a player character, when you are reduced to 0 Hit Points, you gain the Dying Condition and may potentially suffer further damage or die.

DAMAGE REDUCTION

Damage Reduction or DR is special type of resistance provided by armour and natural armour. When you take damage from an attack, reduce it by any applicable DR before applying resistances and weaknesses.

CRITICALS

If DR reduces the damage from a critical hit to zero or less, the target takes a subdual critical instead of the normal type.

RESISTANCE

When you have Resistance to a specific type of damage, you take only half the damage from that type. This reduction is applied after all other modifiers, such as bonuses and DR, are calculated.

If you have more than one type of resistance that would apply to the same instance of damage, you may only halve the damage once.

Dondo has Fire Resistance and DR 4. He takes 12 fire damage from an incoming fire attack. He first applies half of his DR to the damage reducing it to 10 and then halves the damage due to his Fire Resistance. Dondo therefore takes 5 fire damage from the attack.

IMMUNITY

If you encounter a creature with an immunity to a specific damage type, they ignore all damage and critical hits caused by it.

WEAKNESS

If you have weakness to a certain type of damage you are more susceptible to attacks that inflict damage of that type. All attacks that inflict damage that you have weakness against are increased by 50%.

PRIMARY & SECONDARY DAMAGE

Sometimes an attack will inflict more than one damage type. The damage with the highest output is always referred to as the primary damage and any other damage secondary.

If you inflict a critical hit when striking with multiple damage types you only inflict one critical hit of the primary damage type, unless a specific ability states otherwise.

DR & MULTIPLE DAMAGE TYPESWhen an attack inflicts multiple damage types, you apply your DR to each type separately. Vesuvian has DR 4 and is hit by an attack with a flaming sword. The attacker rolls a d8+4 for his damage (5 rolled) inflicting 9 slashing damage. The sword also inflicts an additional 1d4 fire damage (3 rolled). Vesuvian therefore takes 5 slashing damage and 1 fire damage (DR halved for a fire attack).DR & MULTIPLE DAMAGE TYPESWhen an attack inflicts multiple damage types, you apply your DR to each type separately. Vesuvian has DR 4 and is hit by an attack with a flaming sword. The attacker rolls a d8+4 for his damage (5 rolled) inflicting 9 slashing damage. The sword also inflicts an additional 1d4 fire damage (3 rolled). Vesuvian therefore takes 5 slashing damage and 1 fire damage (DR halved for a fire attack).

DAMAGE TYPES

There are a number of different damage types in the game, and your attack will determine the damage type(s) that you inflict. Determining the damage type is important when dealing with various resistances, immunities and weaknesses and also critical injuries.

PHYSICAL DAMAGE

This type of damage is usually inflicted by weapons, unarmed strikes, physical hazards and various spells. Physical damage types are bludgeoning, piercing, slashing and subdual.

Bludgeoning damage comes from attacks that deal concussion damage such, as a strike from a hammer or the impact of falling a great distance. Piercing damage is dealt from puncturing weapons and attacks such as bites and spears. Slashing damage is inflicted by weapons and attacks with edges such as axes and swords. Subdual damage comes from unarmed attacks and attacks delivered to purposefully disable an opponent rather than kill them. When inflicting subdual damage, any target you reduce to 0 hit points gains the unconscious condition and does not gain the dying condition.

ENERGY DAMAGE

Spells and magical effects are the main cause of energy damage. Such damage can also be caused by natural effects such as snowstorms or volcanos.

The main types of energy damage are acid, cold, electricity, fire, and sonic.

Acid damage burns in a caustic manner and is often inflicted by gases, liquids, and flesh dissolving solids.

Cold damage freezes what it comes into contact and is usually inflicted by area spells and effects.

Electricity damage comes from the powerful lightning attacks, sometimes the breath weapons of creatures.

Fire damage burns everything in its path and is caused by alchemical formulas and spells.

Sonic damage is usually the result of some magic or unusual effect.

Be aware that armour may only use half of its DR when reducing the damage of these types of energy attack.

Essence is a versatile energy source that can be manipulated for a variety of effects, such as healing, disruption, and necromantic power, depending on the spell, ability, or action being used. Creatures of the Construct type are usually immune to Essence effects.

Force damage is powerful and pure magical energy. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.

Be aware that armour is ineffective against these energy types and does not reduce them at all.

PRECISION DAMAGEThere is a special type of damage which is referred to as precision damage. Precision damage is a bonus damage type which is added to another damage type under certain circumstances such as criticals or a Rogues Sneak Attack ability. Precision damage is treated as the original damage type for all rules purposes but may also encounter separate resistances and immunities as detailed in individual abilities. PRECISION DAMAGEThere is a special type of damage which is referred to as precision damage. Precision damage is a bonus damage type which is added to another damage type under certain circumstances such as criticals or a Rogues Sneak Attack ability. Precision damage is treated as the original damage type for all rules purposes but may also encounter separate resistances and immunities as detailed in individual abilities.

ALIGNED DAMAGE

Some weapons and attacks inflict damage which is keyed to a specific aligned trait. Such damage only effects creatures of the opposing trait. So good damage only harms evil creatures, chaos damage effects order creatures etc.

MENTAL DAMAGE

Some damage such as mental is not visible and has no physical form. Mental damage inflicts harm directly to the mind. Armoured targets with no head armour cannot use armour bonuses to DB against mental attacks. Creatures with only a rudimentary or no intelligence (mindless creatures such as constructs) are generally immune to mental damage.

POISON DAMAGE

Poison damage comes in a number of forms and can be delivered by contact, ingestion, injury or inhalation. Some creatures have natural attacks that inflict such damage.

Be aware that armour is ineffective against alignment, mental and poison damage and does not reduce damage at all.

RECURRING DAMAGE

Recurring damage is a condition which inflicts a specified amount of damage each turn. When taking recurring damage, you apply it in Phase 3 of the encounter turn before making a DC 16 flat check to see if the damage ends.

You can attempt to take action to help, stop the recurring damage (GM discretion).

Based upon the action attempted, the GM may deem that your action to stop your recurring damage works automatically or lowers the DC of the Flat-Check.

BLEED DAMAGE

Bleed represents a gradual weakening due to blood loss, pain, and general weariness. When you are suffering from Bleed you lose a certain number of HPs at the end of your turn each round in Phase 3 of the encounter turn, until the Bleed is stopped.

The number of HPs lost due to Bleed from different wounds is cumulative.

For example, if a character is losing 2 HPs each Round, receiving another wound Bleeding for 3 HPs will bring them to lose a total of 5 HPs each Round.

There are four severities of Bleeding, based on the total amount of HPs that you are losing each Round:

Minor Bleeding: You are losing 1 to 4 HPs each Round.

Light Bleeding: You are losing 5 to 8 HPs each Round.

Serious Bleeding: You are losing 9 to 12 HPs each Round.

Grievous: You are losing 13+ HPs each round.

If you are suffering from minor bleeding, you may attempt to remove it in the same way as other recurring damage each round by making a flat check. More serious bleeding must be healed with the Medicine skill or using magic.

SEPARATE WOUNDSFor more realism, you may wish to keep track of bleeding wounds individually. This would allow characters to make a flat check to stop only one bleed (usually the lightest) each turn. This requires more admin but can be much more interesting. SEPARATE WOUNDSFor more realism, you may wish to keep track of bleeding wounds individually. This would allow characters to make a flat check to stop only one bleed (usually the lightest) each turn. This requires more admin but can be much more interesting.

HEALING & CRITICALS

When a Critical Hit inflicts some kind of condition, it is vital to know how or when that condition will be removed. This is listed under the Persistence column on each of the critical tables at the end of this chapter. These are explained in detail here:

Minimal Effect (M) – The injury is a minor annoyance and only lasts until the end of your next turn.

Duration (D) – The injury persists for an amount of time which will be determined by the severity of the critical.

INJURY DURATION
Critical Severity
Duration
Minor
1d4 rounds
Serious
1d6+2 rounds
Deadly
1d10+5 rounds

At the end of this duration, the injuries effect is removed with no further penalty.

Until Healed (UH) – An injury that lasts until healed is removed once the target is magically healed to full HP or is restored to full HP through mundane means and rests for 10 minutes. Other spells may heal such an injury as well.

Full Rest (FR) – An injury that requires full rest cannot be removed until the target has had a minimum of 8 hours sleep. Such injuries may also require other healing to remove as well. Any other specific requirements will be explained in the description.

Permanent (P) – A permanent injury lasts until it is healed in the appropriate manner. This will differ depending upon the Injury. If for example the targets eyes were destroyed, a Restore Sense would not suffice as the eyes would need to be regenerated before sight could be fully returned.

Be aware that these rules only apply to conditions that do not have their own durations (Bleeding, Persistent, sickened etc).

FATAL INJURIES

If a character is subjected to a critical that has the Fatal descriptor in the Severity column, they are on the verge of death. A character suffering from such an injury cannot lose the Dying condition when making a recovery check and therefore cannot be brought above 0 HP. A fatal injury can only be healed once its cause has been removed (usually through magic).

FAST HEALING & REGENERATION

A creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn.

Fast healing and regeneration also affect your ability to heal injuries. Fast Healing reduces your Injured condition by its value every hour. Regenerate does the same, every 10 minutes.

NATURAL HEALING

You recover one tenth of your Total HPs for every full hour of rest in a safe environment, although medicine checks, herbs or magical healing can increase the amount recovered.

INSTANT DEATH

Some effects and criticals can kill you immediately. If an effect states it kills you outright, you die without having to exceed Death State and without being reduced to 0 Hit Points. If this is a critical, it will have the Death descriptor in the severity column.

DEATH & DYING

If you are reduced to 0 HP or lower by an attack the following process occurs immediately:

Your HP becomes 0 (do not track negative HP while dying).

You gain Unconscious and Dying 1.

If the effect that reduced you to 0 HP was a critical hit (or similarly lethal at GM discretion), you gain Dying 2 instead.

Massive Damage (Instant Death): If a single instance of damage would reduce you to 0 HP and the excess damage (beyond what it took to reach 0) is equal to or greater than your maximum HP, you die immediately.

DYING CHECK

At the start of Phase 1 of each of your turns while you have the Dying condition, attempt a Level-Based Fortitude Saving Throw.

Apply the result:

Critical Reduce Dying by 2.

Success Reduce Dying by 1.

Partial No change.

Chaos Treat as a Modified Result and the GM introduces a minor complication or benefit (no additional mechanics required).

Failure Increase Dying by 1.

Fumble Increase Dying by 2.

Blunder The lights go out, and you are off to meet the big fella in the sky or the grim chap with the scythe, you have expired.

If your Dying condition is reduced to 0, you lose the Dying condition (see Recovery).

TAKING DAMAGE WHILE DYING

While you have the Dying condition, you are already at 0 HP. Damage does not reduce HP; it worsens your condition.

If you take damage increase Dying by 1.

If the damage instance is from a critical hit (or similarly brutal effect at GM discretion), increase Dying by 2 instead.

If your Dying condition value exceeds your Death State attribute, you die.

RECOVERY: LOSING THE DYING CONDITION

When your Dying condition value is reduced to 0, the following happens:

You lose the Dying condition.

You remain at 0 HP and Unconscious unless you are brought to 1+ HP, in which case you lose the Unconscious condition.

Your Fatigued condition increases by 1.

HEALING WHILE DYING

Healing affects a character with the Dying condition differently to a character who is able and moving. If a character receives the benefit of a magical effect (including regeneration) that heals HP while they have the Dying condition, the condition is reduced by 1. Non-magical healing (including fast healing) has no effect on you unless the Resuscitation (Medicine) action is used.

The Resuscitation action is detailed on page 85.

INJURIES #

Injuries are long-lasting wounds, like broken bones or torn muscles, that severely impede your activity.

They’re represented by the dazed, injured and weakened conditions.

Injuries are categorized into three severities, according to their value.

Injuries with a value of up to 4 are called Minor Injuries.

Injuries with a value from 5-7 are considered Serious Injuries.

Injuries with a value of 8+ are considered to be Deadly Injuries.

Each Injury must be recorded and healed separately, but the penalties they inflict stack.

INCAPACITATION FROM INJURIES

If your combined value of Injuries reaches a total of 10 or more, you gain the Unconscious Condition until your penalties are reduced to 10 or less.

This can be from any combination of penalties. A PC can only withstand so much pain and trauma so if you are suffering from combined penalties (from any source) equal to 20 or more, this comes into play immediately.

TREATING INJURIES

Injuries need time, care, and rest to heal. Injured characters can travel at a slow pace or engage in similarly light activities, but fighting or exerting themselves will prevent any recovery for that day.

Minor Injuries will heal by themselves in three days of rest. No Check is required for these injuries, but a DC 20 Medicine Skill Check and the usage of a Healer’s Kit will halve their recovery time.

Other Injuries require a Medicine Skill Check and the use of a Healer’s Kit to start healing. Once the recovery process is started, as long as the patient keeps resting, Light and Serious Injuries will slowly turn into less severe Injuries, until they’re fully healed.

A Serious Injury requires a DC 24 Medicine Check and will turn into a Minor Injury (lowering value accordingly) in 10 days of rest, after being treated.

Deadly Injuries start healing with a successful DC 30 Medicine Check and will become a Serious Injury (lowering value accordingly) after 20 days if treated. Once turned into Minor Injuries, Serious Injuries will continue to heal without the need of any further treatment, as long as the character rests.

Fatal and Death Injuries will not heal without magical aid.

DEATH & DISMEMBERMENTDead characters cannot be healed by normal means; only a miracle or the strongest of magic can bring them back into play.Magical healing is also the only way to repair destroyed organs or severed limbs.If you are missing an eye, you will suffer a -4 penalty to all Perception Checks which rely on the sense of sight, and a -4 penalty to all ranged Attack Checks.If you lose a hand or arm you won’t be able to wield two-handed weapons and suffer a -4 penalty for tasks requiring the use of both hands.If you are missing a foot or leg you move at half your normal Speed, cannot add your Dexterity to your DB and suffer a -5 penalty to all Movement Actions.DEATH & DISMEMBERMENTDead characters cannot be healed by normal means; only a miracle or the strongest of magic can bring them back into play.Magical healing is also the only way to repair destroyed organs or severed limbs.If you are missing an eye, you will suffer a -4 penalty to all Perception Checks which rely on the sense of sight, and a -4 penalty to all ranged Attack Checks.If you lose a hand or arm you won’t be able to wield two-handed weapons and suffer a -4 penalty for tasks requiring the use of both hands.If you are missing a foot or leg you move at half your normal Speed, cannot add your Dexterity to your DB and suffer a -5 penalty to all Movement Actions.

EXHAUSTION #

Your character will often carry out physically strenuous activity for long periods of time and run the risk of becoming tired. When your character has been carrying out such activities for a determined period, they must make an Exhaustion Check.

EXHAUSTION CHECK

An exhaustion check is an easy (DC -2) level-based Fortitude saving throw with the following results.

Critical You can do this all day and gain a +2-circumstance bonus to any further exhaustion checks made within the next ten minutes.

Success You are fine for now and incur no fatigue because of your activity.

Partial This is hard work; you gain 1 fatigue.

Failure This is just so damn tiring; you gain 2 fatigue.

Fumble You never knew that this activity could drain you so much, you gain 4 fatigue.

Blunder The exertion is just all too much; you gain 8 fatigue.

The exhaustion check has the following modifiers:

Existing fatigue modifier
varies
Injury modifier
varies
ACP/Encumbrance penalty
varies
Combat
DC +1 per 5 rounds after the first
Every day of no sleep*
-4
Every day of half sleep (4 hours) *
-2
Every hour after a day of no water*
-1
Every day of no food*
-2

*These modifiers are cumulative.

An exhaustion check should be made at the following intervals:

Activity
Check Interval
3 AP movement
Every minute
2 AP movement
Every 5 minutes
1 AP movement
Every hour
Combat
At the end of the combat
Climbing/Swimming
Every 5 rounds
Sleeping in armour
After a night’s rest
Concentration
Every minute
Sustaining a spell
Every minute
Casting a ritual
Every 10 minutes

Your GM may allow you to make certain exhaustion checks such as sustaining a spell by using a will save instead of fortitude under certain circumstances.Your GM may allow you to make certain exhaustion checks such as sustaining a spell by using a will save instead of fortitude under certain circumstances.

SAVING THROWS

Some attacks and abilities require you to make a Saving Throw (ST) to avoid or reduce their effect.

There are three types of saving throw as detailed below.

FORTITUDE SAVING THROW

This saving throw is used to resist effects that target your body or health. To determine your Fortitude Save you use the following formula:

Con + Class Bonus + Other Bonus

REFLEX SAVING THROW

This saving throw is used to dodge area attacks and unexpected situations. To determine your Reflex Save you use the following formula:

Dex + Class Bonus + Other Bonus

Be aware that your character must have room to move out of the way of an area attack that provokes a reflex save and must be able to move. If this is not the case, the GM will apply penalties.

WILL SAVING THROW

This saving throw is used to resist magical and mental effects. To determine your Will Save you use the following formula:

Wis + Class Bonus + Other Bonus

RESOLVING SAVING THROWS

When a Saving Throw is called for, you must make an Open-Ended Roll and add your relevant Saving Throw Bonus, plus any applicable modifier.

If the result is equal to or higher than the Save DC you manage to resist the effects of the attack.

Sometimes, the amount by which you fail the saving throw might affect the outcome. As a general rule, if you succeed by 10 or more, it usually results in a Critical success (Critical). If you fail by 10 or more the result is usually a Fumble. Specifics of saving throw failure results are detailed in each spell, skill or ability.

SAVING THROW DIFFICULTY

Referred to as a Save DC, this is the amount which you must equal or exceed to gain a success on the saving throw check. The Save DC is usually the level of the effect with potential modifiers.

OTHER MODIFIERS

Each saving throw may have a number of modifiers which could affect its Save DC further. Spells and magic also have their own modifiers and some additional rules when dealing with saving throws which are discussed in more detail in Chapter 8.

MOVEMENT #

You may use AP during an encounter to take actions which have the move trait. The move actions available to you are based upon your skills, abilities and feats, although most characters can carry out the basic move actions (see chapter 4).

Sometimes movement can become more difficult based upon terrain or other factors.

GRID MOVEMENT

It can be easier to track the movement and relative positions of characters by using a battle grid or mat. Using a battle grid allows you to accurately track the positions of all combatants and removes positional confusion that may arise otherwise.

Each square grid on a battle grid represents 5 feet across in the game world. This means that if your character moves in a straight line you use 5 feet of movement for every square.

DIAGONAL MOVEMENT

Because diagonal movement covers more ground, it is counted differently. The first diagonal square you move during your turn costs 5 feet, the second costs 10 feet, and each additional diagonal square continues to alternate between 5 feet and 10 feet. For example, moving 4 squares diagonally costs 5, then 10, then 5, then 10 feet, for a total of 30 feet. Track this diagonal count across all movement you make during your turn, then reset it at the end of your turn.

TERRAIN

The battlefield is not always a pristine and open expanse; it is often dotted with various terrain features that can impact movement and manoeuvrability. When engaged in an encounter, the environment around you becomes a crucial element to consider.

Detailed below are the main considerations to consider from a terrain perspective.

DIFFICULT TERRAIN

Portions of the battlefield may be covered in difficult terrain, such as muddy swamps, thick undergrowth, or deep snow. Moving through these areas’ costs x2 the usual amount of movement.

Malisha moves through an area of difficult terrain which is 20 feet across, it costs her 40 feet of movement instead of 20 feet.

FORMIDABLE TERRAIN

The battlefield may be covered in thick vines, be extremely marshy underfoot or be at a gradient that does not require a climb check but still slows you down.

Moving through these areas’ costs x3 the usual amount of movement.

Be aware that you cannot Step into difficult or formidable terrain.

Be aware that if you have a Fly speed, you are unhindered by difficult terrain.

HAZARDOUS TERRAIN

Traversing hazardous terrain poses a significant risk as it can inflict damage upon you as you move through it. The extent of this damage varies depending on the specific type of hazardous terrain encountered. It's important to note that hazardous terrain may also overlap with any of the other terrain here.

UNUSUAL SURFACES

Various surface types may require you to make a skill check when traversing them. Narrow surfaces or uneven ground may require a Balance (Acrobatics) check to maintain stability and prevent you from falling. Furthermore, if you are struck by an attack while on such a surface, the GM may require you to make a similar check to avoid losing your footing.

Whilst moving on any unusual surface, you are flat-footed.

OBJECTS

While it would be ideal to have a spacious and uncluttered area for simplicity's sake, such circumstances are seldom encountered. During an encounter, you are likely to encounter various obstacles such as statues, chests, low walls, and other objects that may impede your movement. How an object effects your ability to move is usually determined by the GM based upon its size and dimensions.

TRG is not completely dependent on a battle grid, but the examples used in this chapter work with a Square 5 x 5-foot grid. It is possible to adapt all these rules to other types of battle grids (such as hex grids) but these rules do not cover this.TRG is not completely dependent on a battle grid, but the examples used in this chapter work with a Square 5 x 5-foot grid. It is possible to adapt all these rules to other types of battle grids (such as hex grids) but these rules do not cover this.

FORCED MOVEMENTWhen an external force compels you to move or if you find yourself falling, the distance of your movement is determined by the effect that initiated it, disregarding your Speed. Since this movement is not initiated by you, it does not trigger reactions that are typically triggered by voluntary movement.In situations where forced movement would lead you to occupy a space that is inaccessible, whether due to obstacles obstructing your path or the lack of a required movement type, you cease moving in the last available space you can occupy. The path taken during forced movement is usually chosen by the entity or effect responsible for the forced movement. If you are pushed or pulled, it is possible to be moved through hazardous terrain or even pushed off ledges, unless specific abilities or conditions prevent such actions. However, abilities that reposition you in alternative ways are unable to place you in hazardous locations, unless expressly stated otherwise. In instances where uncertainty arises regarding the permissibility of forced movement, the GM has the final say.FORCED MOVEMENTWhen an external force compels you to move or if you find yourself falling, the distance of your movement is determined by the effect that initiated it, disregarding your Speed. Since this movement is not initiated by you, it does not trigger reactions that are typically triggered by voluntary movement.In situations where forced movement would lead you to occupy a space that is inaccessible, whether due to obstacles obstructing your path or the lack of a required movement type, you cease moving in the last available space you can occupy. The path taken during forced movement is usually chosen by the entity or effect responsible for the forced movement. If you are pushed or pulled, it is possible to be moved through hazardous terrain or even pushed off ledges, unless specific abilities or conditions prevent such actions. However, abilities that reposition you in alternative ways are unable to place you in hazardous locations, unless expressly stated otherwise. In instances where uncertainty arises regarding the permissibility of forced movement, the GM has the final say.

SIZE, SPACE & REACH

The size of a creature determines how much space it occupies and what kind of reach it possesses in melee.

If a creature has an attack form which is longer than its usual size (such as a reach attack or weapon) then it is possible for any of its targets to attack the reached appendage. Against a creature this will allow an attack against the body part. If reach is being gained from a weapon, then only actions which effect that weapon (such as disarm) may be used against it.

Be aware that to make an attack against a body part or weapon which is attacking at reach, you must use the Ready Action and strike it when it attacks you.

A creature with a size of small or greater occupies at least one square on the grid. Tiny & Diminutive creatures can occupy the same space as another creature and must do so to make attacks against them. Up to four Tiny creatures can occupy the same space and up to eight Diminutive creatures.

SIZE MODIFIERS

Creatures which are larger than medium have a reach which is naturally greater than smaller creatures and also occupy more space on the map.

The below table provides modifiers based upon size.

CREATURE SIZE MODIFIERS II
Size
Base HP
Str
Dex
Space
Reach
Diminutive
0
-3
+3
<5 feet
0'
Tiny
10
-2
+2
<5 feet
0'
Small
20
-1
+1
5 feet
5'
Medium
30
0
0
5 feet
5'
Large
50
+1
-1
10 feet
10'
Huge
80
+2
-2
15 feet
15'
Gargantuan
120
+3
-3
20 feet
20'
Colossal
250
+4
-4
30 feet
25'

Be aware that PC races of a small size already have these modifiers incorporated into their racial modifiers.

SIZES & THE GRID

Creatures of different sizes occupy different amounts of space on the battle grid and can threaten a different area with their attacks. A creature’s space is the number of squares it fills; Small and Medium creatures typically occupy 1 square, while larger creatures may occupy multiple squares and must follow the normal rules for fitting, squeezing, and positioning on the grid. A creature’s reach is how far it can make melee attacks and threaten squares around it; most Small and Medium creatures have a reach of 5 feet, while Large and larger creatures often have a longer reach, allowing them to strike and threaten squares farther away. Space determines where a creature can stand and move, while reach determines which squares it can attack and control. Below are specific examples for each size of creature.

A Diminutive or Tiny creature has a reach of 0 feet and must occupy a targets square to attack them. A tiny creature does not need to make checks to occupy a targets square but is subject to reactions as normal.

A Small or Medium creature has a reach of 5 feet and may attack any creature that is adjacent to them. Such a creature occupies one square on a battle grid.

A Large creature has a reach of 10 feet and may attack any creature that is within this reach which is measured from any square it occupies. Such a creature occupies four squares on a battle grid

A Huge creature has a reach of 15 feet and may attack any creature that is within this reach which is measured from any square it occupies. Such a creature occupies nine squares on a battle grid

A Gargantuan creature has a reach of 20 feet and may attack any creature that is within this reach which is measured from any square it occupies. Such a creature occupies sixteen squares on a battle grid.

A Colossal creature has a reach of 25 feet and may attack any creature that is within this reach which is measured from any square it occupies. Such a creature occupies twenty-five squares on a battle grid.

MOVING THROUGH A CREATURE’S SPACE

You may move through the occupied space of a willing ally. However, when it comes to moving through an unwilling creature's space, you must make a Tumble (Acrobatics) check. It is important to note that you cannot end your turn in a space already occupied by another creature, although you can temporarily occupy their space during a move action. If two creatures accidentally occupy the same square, the GM has the authority to determine which one is displaced from the square or if either of them falls prone.

REALISTIC METHODOLOGYYour GM may decide that moving freely through allied spaces is a little unrealistic. In this case, the GM may ask an ally to make a Free (0 AP) Perception check to have the awareness that you are attempting to move past them, with a failure preventing your movement.REALISTIC METHODOLOGYYour GM may decide that moving freely through allied spaces is a little unrealistic. In this case, the GM may ask an ally to make a Free (0 AP) Perception check to have the awareness that you are attempting to move past them, with a failure preventing your movement.

PRONE CREATURES

If a creature is prone and is your size or smaller, then you can occupy its space, such a space is treated as difficult terrain.

It is more difficult to move through the space of a prone creature that is larger than you. Such spaces would be treated as Greater difficult terrain but may require climb checks to traverse safely.

It is impossible for a prone creature to stand up while someone else occupies its space, but it can Crawl to a space where it’s able to stand, or it can attempt to Shove the other creature out of the way.

SIZE CONSIDERATIONS

If a creature is at least three sizes larger than you, then you can freely move through its space. Furthermore, this also works in reverse as a creature can also move through the space of a creature which is three sizes smaller. You still cannot end your movement in the space of another creature unless you are Tiny or Diminutive.

Be aware that even though you may be able to freely move through a creature’s square without a Tumble (Acrobatics) check, you still may provoke reactions for doing so.

COVER #

It is possible to use your surroundings to grant yourself a bonus to DB and Reflex saving throws, this is called being in cover.

Standard cover provides a +4-circumstance bonus to your DB, Reflex saves and Hide & Sneak (Stealth) checks. However, you also have the option to enhance your cover further using the Take Cover basic action. By employing this action, you can upgrade your cover to greater cover, resulting in a heightened circumstance bonus of +8.

In cases where cover is more minimal or provided by a creature, such as when using another creature as cover, you are considered to have lesser cover. While lesser cover still offers some protection, it provides a slightly reduced circumstance bonus of +2 to your DB.

Be aware that a creature with standard or greater cover can attempt to use Stealth to Hide, but lesser cover isn't insufficient for this action.

COVER TABLE
Type of Cover
Bonus
Can Hide
Lesser
+2
No
Standard
+4
Yes
Greater
+8
Yes

Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have line of effect and typically can't target it at all.

The GM will make a final decision as to whether you or an opponent has cover against an attack.

REACTIONS #

Your reactions allow you to act in response to another action. You cannot usually use a reaction before your first turn in an encounter, but the GM may determine that such a thing is possible under certain circumstances.

As soon as your turn begins, you gain your 3 AP and your reaction. You may only use one reaction per round although some abilities or feats may allow you to use more reactions in a round.

Be aware that it impossible to use a reaction if you have no awareness of the reactions trigger.

Reactions are vitally important during an encounter, and it is essential that you keep a track of which reactions are available to you. All PCs’ (although not necessarily all NPCs’) have access to the Attack of Opportunity reaction.

Be aware that it is usually impossible to use a reaction in response to another reaction. Your GM may deem that sometimes this is possible under certain circumstances.

TRIGGERING REACTIONS

Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity. Actions with the move trait can trigger reactions or free actions throughout the course of the distance travelled. Each time you exit a hex (or move 5 feet if not using a grid) within a creature’s reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but don’t move out of a hex, the trigger instead happens at the end of that action or ability.

Some actions, such as Step, specifically state they don’t trigger reactions or free actions based on movement.

With his last action Signus stepped away from the Ogre. Unfortunately for Signus, the Ogre has a Reach of 10-feet so if he now takes a move action or any other action that provokes a reaction, then the Ogre may well strike him with an Attack of Opportunity (if it can).

RANGED ATTACKS #

Ranged attacks allow you to hit targets from a distance. Attacks made with missile or thrown weapons, as well as those made with certain spells, are all considered to be ranged attacks.

To be able to make a ranged attack you must have a clear line of sight to your target. Additionally, the target must be within the attack range of your weapon or spell.

LINE OF SIGHT

You have line of sight to a target if you can clearly see at least part of it. See Cover later in the chapter for more information about partially hidden targets.

In the above image, Jonas cannot attack the Ogre using his shortbow as he has no line of sight (the wall is in the way).

ATTACK RANGE

Ranged and thrown weapons each have a listed range increment, and attacks with them grow less accurate against targets farther away. If your target is at or within the listed range increment, also called the first range increment, you take no penalty to the attack roll. If you’re attacking beyond that range increment, you take a –4 penalty for each additional increment beyond the first. You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target.

Spell attacks use their own rules for attack range (see Chapter 8 – Magic).

RANGED ATTACKS IN MELEE

Normally, your ranged attacks are directed against distant foes, but there are occasions in which you may be forced to use a ranged weapon or Spell while Engaged in melee. In these cases, apply the following rules:

Engaged characters suffer a -4 penalty to all their ranged attack rolls

Making a ranged attack whilst engaged provokes reactions.

FIRING INTO MELEE

If you are engaged in melee, you have standard cover (+4 circumstance DB) against all ranged attacks aimed at you.

When making a ranged attack into melee, if your attack misses by an amount between 1-4 you have chance of hitting one of the other combatants. If there is only one other creature involved in the melee, then that is the target that is hit, roll damage as normal although this attack cannot result in a critical injury.

If there are multiple additional targets in the melee, each rolls a d20 and the on with the lowest result is hit by the attack.

Jonas is making a ranged Strike with his shortbow in an attempt to kill the Ogre that is currently battling with his companions. Jonas has line of sight but due to the Ogre being involved in melee, it gains a +4-circumstance bonus to DB against the attack.

FLANKING #

When making a melee attack against a creature, it is possible to gain a +2-circumstance bonus to your attack based upon your position in relation to any allies who are fighting the same creature.

Flanking occurs when two or more characters are positioned on opposite sides of an enemy, effectively surrounding them or attacking from multiple directions.

To be considered flanking, the characters or creatures must occupy squares that are adjacent to the enemy in a way that forms a straight line. This line can be horizontal, vertical, or diagonal, if the squares are contiguous and form a direct path of attack. The flanking characters must also be threatening the same enemy, meaning they are capable of making melee attacks against that enemy.

FLANK EXAMPLE 2FLANK EXAMPLE 2FLANK EXAMPLE 1FLANK EXAMPLE 1

Jonas and Signus both gain a flank bonus in flank example 1 as they are fighting a medium creature and are at opposite sides of that opponent. In flank example 2, they do not get the flank bonus as they are adjacent.

To flank a large (or bigger) creature, two or more characters must be positioned on opposite sides of the creature, just like flanking a regular-sized creature. However, since a large creature occupies multiple squares, the flanking characters must be adjacent to any of the squares occupied by the large creature to establish a flanking position.

FLANK EXAMPLE 4FLANK EXAMPLE 4FLANK EXAMPLE 3FLANK EXAMPLE 3

Jonas and Signus both gain a flank bonus in flank example 3 as they are fighting a large creature and are on opposite sides of that creature. In flank example 4, they do not get the flank bonus as they are not on opposite sides.

Furthermore, you and an ally must also meet the following conditions:

Capability to Act: Both be able to take actions during the current turn, ensuring that neither of you is incapacitated or unable to act.

Melee Weapons or Unarmed Attack: Both be wielding melee weapons or possess the ability to make lethal unarmed attacks.

Unimpeded Attack Ability: You cannot have any conditions that hinder or prevent you from initiating attacks (such as confused or fleeing).

Reach to the Enemy: Both must have the enemy within your respective reach. This means that the target must be within striking distance of your melee weapons or unarmed attack range, allowing you to effectively coordinate your assault.

MOUNTED COMBAT #

Mounted combat introduces an exciting dynamic to encounters, allowing you to engage in battles while mounted on various creatures or vehicles.

Mounted combat involves you utilizing mounts, such as horses, giant eagles, or fantastical creatures, as a means of transportation and as formidable assets in combat.

MOUNTED CHARACTERS

Certain creatures can serve as mounts, allowing you to ride them into combat. As explained in the Mount (Handle Animal) action, it is necessary for your mount to be at least one size larger than you and willing to be ridden. During combat, your mount acts based on your initiative. To direct your mount's actions, you must use the Command an Animal (Handle Animal) action. Failure to do so will result in the animal acting according to its own natural instincts and behaviours.

MOUNTED ATTACKS

While mounted, you and your mount are regarded as single entity for the following circumstances:

Shared AP: You and your mount operate with a combined pool of action points, which is determined by the character with the lowest amount of action points between you. This means that you must coordinate your actions and strategize together, effectively sharing resources to maximize your combat effectiveness.

Tomas is riding his warhorse into combat and has already used 1 AP to command an animal. He and his mount now have 2 AP remaining between them to use for the remainder of their turn.

Shared Multiple Attack Penalty: When making multiple attacks in a single turn, both you and your mount are subject to the same multiple attack penalty. This penalty ensures that successive attacks become progressively more difficult to execute. By sharing this penalty, it reinforces the need for coordination and synchronization between you and your mount when executing multiple strikes.

Shared Space: When mounted, you occupy all the squares within your mount's space when making your attacks.

If you are a Medium-sized rider on a Large mount, you can attack a creature with a reach of 10 feet rather than 5 feet (assuming of course that your mount does not have reduced reach).

Finally, you gain a +2-circumstance bonus to all attack checks against unmounted targets whilst mounted. This bonus reflects the increased effectiveness of your attacks against opponents who lack the mobility and advantage of being mounted.

MOUNTED DEFENCE

When you are mounted, potential attackers have the option to target either you or your mount. This means that any effects or abilities that affect multiple creatures, will impact both of you within the affected area.

You are considered to be within an attacker's reach or range if any square occupied by your mount falls within their reach or range. Since your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you’re mounted if the mount would be in the way.

AERIAL COMBAT #

There will almost certainly be occasions when your combat will take to the sky using various means, such as innate abilities, spells, or enchanted items. However, the act of flying requires conscious effort, as flying creatures must use the Fly action to navigate through the air. Engaging in more challenging manoeuvres, like abruptly changing direction by 180 degrees or attempting to pass through narrow openings, may require the use of the Aerial Manoeuvre (Acrobatics) action.

It is important to note that flying creatures, like any other, are subject to the laws of gravity and can potentially fall from the sky. In such instances, the rules for falling would come into play, accounting for the distance fallen and any associated consequences.

The GM makes the final decision as to whether certain actions that are typically performed on the ground would be feasible or effective in the air. For instance, a flying creature would face limitations when it comes to executing a Jump (Athletics) action, as the mechanics of jumping rely upon solid ground for propulsion.

UNDERWATER COMBAT #

Sometimes you will yourself having to fight and battle with your enemies in an aquatic environment. When such a situation occurs, the following rules are used:

You’re flat-footed when fighting or moving in the water unless you have a swim Speed.

You gain acid and fire resistance.

You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.

Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.

Any attempt to use a fire spell underwater results in a failure. Furthermore, actions with the fire trait also fail automatically.

Any spells or electricity abilities used underwater immediately have radius equal to the normal range of the spell emanating from their originator or caster. The creator of such an effect always takes double damage from the effect.

Some ground-based actions might not work underwater or while floating (GM discretion).

DROWNING & SUFFOCATION

You can hold your breath for a number of rounds equal to 5 + Con or 1 round whichever is greater.

Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.

When you run out of air, you fall unconscious and start suffocating. You can’t recover from being unconscious and must attempt a Fortitude save, needing to achieve 20 or greater, at the end of each of your turns. On a failure, you take 10 damage (untyped), and on a critical failure, you die. On each check after the first, you take a cumulative -2 penalty to the save and the damage increases by 5; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious.

Be aware that you only regain consciousness if there are no other factors causing the condition.

CRITICAL HITS & INJURIES #

The final part of this chapter contains all the rules for critical hits and critical injuries. This includes the critical injury tables and fumble tables that are needed in combat. The first tables in this section are the critical injury tables.

CRITICAL INJURY #

One of the most effective ways to leave a lasting impression in a fight is to leave your opponent with a little something to remember you by. Critical injuries offer an opportunity for you (and the bad guys) to scar, break, maim and even kill the enemy, brutally establishing your battle superiority.

When making an attack, if your AV is 5 or greater, then you have inflicted a critical hit.

Your total AV determines the severity of the critical hit and how much additional damage is inflicted because of it.

AV
Critical Severity
Dice Mod
Bonus Damage Dice
5-14
Minor
disadvantage
+1
15-24
Serious
normal
+2
25+
Deadly
advantage
+3

Critical Severity: This is the Critical Severity which determines how your d100 is rolled on the critical table and how much additional damage you inflict.

Dice Mod: Your critical roll is either made at disadvantage, normal or with advantage.

Bonus Damage: A critical hit adds bonus damage of your primary damage type (after BAB modification). This damage is precision damage in type.

Tharngar strikes a sneaky Ogre and inflicts a critical with a severity of serious. Tharngar is currently inflicting 1d8 base damage (2d8 total) with his Warhammer. His critical therefore inflicts an additional 2d8 damage.

DAMAGE REDUCTION & CRITICALS

If you take a critical injury from an attack, your DR to lower the damage of that attack is only applicable if you have armour coverage for the area struck (as determined by the critical injury result).

Valgar is wearing Plate armour which only covers the torso granting him DR 6. He is struck for a critical hit which hits him in the leg. The total damage inflicted by the critical hit is 14. This damage is not lowered as Valgar has no leg armour. If the attack had not inflicted a critical, or the critical roll had indicated a torso hit, Valgar would have been able to use his armour to reduce the damage from 14 to 8.

CRITICAL SEVERITY

If you inflict a critical it will have one of the following three severities. The severity of the critical determines several factors as detailed below.

MINOR

A minor critical is the least damaging type of Critical Strike, often associated with small scratches and bruises. A minor critical is rolled with disadvantage (d100 taking the lower number as the tens die).

SERIOUS

A serious critical is no laughing matter. They can easily maim, stun, or inflict bleeding and put the target at a severe disadvantage, tearing it down very quickly. A serious critical is rolled as a normal d100 roll

DEADLY

A deadly critical is something you want to avoid, but to lavish upon your opponents. A deadly critical is rolled with advantage (d100 taking the higher number as the tens die).

INJURY DC

Some effects of a critical may require the target to make a Saving Throw to avoid a more serious effect. When required, the Injury DC used is that of the attacking creatures Attack DC (attack bonus +10). This may be modified by feats or other abilities.

CRITICAL RESISTANCE

A creature with critical resistance has great physical stamina and is harder to inflict critical hits upon. A creatures Critical Resistance (CR) increases the AV required by an incoming attack to inflict a critical.

So, a creature with CR 1 would take a minor critical if the AV was 6 or higher a serious if it was 16 or higher and so forth.

CRITICAL IMMUNITY

A creature or character with critical immunity ignores all critical injuries.

ARMOUR GRANTS CR

To make armoured characters a little sturdier, you may grant them CR. When using this rule, a character wearing medium armour has CR 1 and heavy armour CR 2.

It also important to note that when using this rule, if an attack targets a specific part of the body (ambush, vital strike), then CR is bypassed if no armour is worn at that location.

CRITICAL INJURY RESULT

If an injury is inflicted, roll a d100 based upon the severity on the appropriate critical table to determine its effect.

PERSISTENCE

This column determines how long the injury will last. These are explained in more detail on page 195.

(M) Minimal Effect; (D) Duration; (UH) Until Healed

(FR) Full Rest; (P) Permanent.

This column may also have the Death or Fatal descriptor (see below).

INJURY EFFECT

This determines the outcome of the critical and all effects are applied immediately.

Armoured

Some critical results will be modified if the target is wearing armour. If this is the case, the effect will have an “Armoured:” entry. When this is the case, use the instructions given to either replace the critical effects or modify them.

Graze to shoulder Injured 1. Armoured: Weakened 1.

So, with the above critical result, if the target is wearing armour they will be Weakened 1 instead of Injured 1.

Be Aware that if our armour reduces the effect of a critical result, it also takes damage as detailed in Chapter 6.

DEATH OR FATAL

If a critical result has the Death or Fatal descriptors, then the target may make a Fortitude (Will against Mental) saving throw against the Injury DC (see above) with a Hard (DC +2) for Fatal and a Very Hard (DC +5) for Death, to avoid the effect. If the saving throw is successful, the result of the critical is lowered by 10 and the new result applied. Furthermore, any such critical effect always reduces you to 0 HP.

Be Aware that no additional saving throw may be made if the new result also has one of these traits.

CHAOS RESULT

When making the critical injury roll, if a an unmodified 66 is rolled, chaos trigger. When this happens, replace the critical injury result with the following:

Get ready for random, roll 1d30+70 and use as the result of the injury. You must make a roll on the appropriate fumble table and regain 1 conviction. If you roll a 1 on the fumble, you are also subjected to your critical result.

QUICK DAMAGE

To speed up the game, you may wish to add extra dice of damage as static damage as well. If this is the case, please use the below table to apply extra damage in place of dice.

Extra Damage Die
Static Damage
1d2
1
1d3
2
1d4
3
1d6
4
1d8
5
1d10
6
1d12
7
  

MODES OF LETHALITY

You may adjust the lethality of criticals to suit your groups needs very easily. If you want to have less lethality and have criticals occur less often, simply increase the AV required to inflict criticals. If you want the game to be more lethal, you may decrease the AV required to inflict criticals.

SPECIFIC LOCATION INJURIES

You may feel that the injured condition and the penalties which you take from this condition are a little too generic and severe. If this is the case then feel free to apply the penalty received from the injured condition to specific actions carried out that are appropriate to the injury only (speed for legs, attacks and climbing for arms etc).

Using the injured condition in this way requires a little more administration but adds a level of realism to the game.

WADE THROUGH THE MOOKS

Managing numerous minor NPCs with injuries and penalties can quickly become overwhelming for a GM and disrupt the flow of gameplay. To simplify this, the Wade Through the Mooks rule adjusts how PCs handle critical hits against Minor Creatures.

When a PC lands a critical hit on a Minor Creature, they inflict additional hit point damage and apply the Injured condition to the target as the hits decrease to represent them taking injuries.

QUICK CRIT TABLES
D100 Roll
Minor
Serious
Deadly
01-10
-
x1
x3
11-15
x1
x2
x4
26-50
x1
x3
x5
51-65
x2
x4
Kill
67-80
x3
x5
Kill
81-90
x4
Kill
Kill
91-95
x5
Kill
Kill
96-100
Kill
Kill
Kill
Chaos
See Chaos Result above

DETERMINING INJURY & PENALTIES

Minor Creatures also experience penalties based on their remaining hit points, reflected by their Wound Threshold. These penalties apply to attack rolls, defence checks, and other relevant actions:

Wound Threshold
Injury Penalty
Healthy (76%-100%)
0
Grazed (51%-75%)
-1
Wounded (26%-50%)
-2
Critical (1%-25%)
-3

A minor creature, referred to as a MNPC (Mook Non-Player Character), is usually one that is at least four levels lower than the average party level.

FUMBLES #

This mechanic introduces a chance for a weapon or attack to fumble (make a critical mistake) when rolling an Unmodified 1 (UM 1) on a d20 attack check. Here’s how it works step by step:

Unmodified 1 on an Attack Roll:

If the result of the d20 roll for your attack is a natural 1 (without modifiers), this triggers the possibility of a fumble.

Fumble Check:

To determine if the attack results in an actual fumble, you roll a second d20 (called the Fumble Check) against the weapon's or attack's Fumble DC.

The Fumble DC represents how likely the weapon or attack is to fumble. For example, a poorly balanced or fragile weapon might have a higher Fumble DC, making it more prone to fumbling. Conversely, a well-crafted or stable weapon could have a lower Fumble DC, making fumbling less likely.

Outcome of the Fumble Check:

If the Fumble Check meets or exceeds the Fumble DC: The attack narrowly avoids disaster, and no fumble occurs. The result is treated as a simple miss.

If the Fumble Check is below the Fumble DC: The weapon or attack fumbles which triggers a d100 roll on the associated attack fumble table: melee, missile, thrown or unarmed.

The fumble tables are presented in full at the end of this chapter.

In the borderlands of Halmyr, where the wind howls through broken watchtowers and goblins raid under cover of dusk, there lived a warrior named Jarabar. Tall, broad-shouldered, and well-armoured, he looked like a hero of song. But fate, it seems, had a crueller tune for him.

Jarabar was known not for his victories, but for his fumbles—a word uttered with such frequency in his presence it might as well have been a surname.

There was the time he charged a bandit lord, let loose a war cry that echoed down the valley—and promptly flung his sword behind him, striking a goat and starting a minor stampede.

In a duel with a dark knight on the Bridge of Stone, Jarabar drew his blade with too much enthusiasm, lost his grip, and sent the weapon pinwheeling into the river below. He still won the fight—but only because the knight laughed so hard he slipped and fell off the bridge.

But perhaps the most legendary of his mishaps was the Battle of Thornhill. The townsfolk, beset by trolls, pleaded for aid. Jarabar stood atop a barrel, brandishing his axe with righteous fury. He leapt down to face the beasts—and embedded the axe in the ground. Not the troll. The ground. He then attempted to draw his dagger, only to toss it straight into a tree. His boot knife? Lost somewhere in his greaves. The trolls, baffled, simply backed away—convinced they were witnessing some unhinged berserker ritual. They never returned.

Despite it all, Jarabar remained cheerful. He trained harder, practiced daily, and even tied straps around his weapons. None of it helped.

“Maybe,” said the village elder once, watching Jarabar disarm himself by sneezing too hard, “the gods have a different destiny for him.”

And maybe they did. For in a strange twist of irony, it was Jarabar’s unpredictable fumbling that often saved lives—confusing foes, drawing attacks meant for others, or causing the most improbable accidents to land just in his favour.

They say now that when trouble brews in Halmyr, people still call for Jarabar. Not because he’ll win cleanly. But because somehow, impossibly, he always survives, and things somehow work out—if not as planned, then as fumbled.

And so the legend grows: Jarabar the Fumbling Warrior, bane of bandits, slayer of goblins, conqueror of chaos—if only by accident.

BLUDGEONING CRITICAL HIT TABLE
d20 roll
Persistence
Effect
01–10
Surface Scrape
A glancing strike leaves little more than a bruise. No additional effect.
11–13
M
Graze to shoulder Injured 1. Armoured: Weakened 1.
14–16
-
Strong blow to knee throws foe off balance. No reactions for 1 turn. Armoured: until beginning of next turn.
17–18
-
Weak swing clangs off his armour. The attack inflicts +5 base damage. Armoured: +2 base damage.
19
-
Tear into foe leaving a nasty abrasion. Bleeding 1.
20
M
Do that again; the sound his head made was pretty funny. Dazed 1. Armoured: Stunned 1.
21–23
-
Beat to forearm. Drops weapon or shield. If they aren't holding one, target Stunned 1.
24–26
D
Blow to the upper leg, painful bruise. Injured 1. Armoured: Weakened 1.
27–28
-
Heavy blow to foes chest. Stunned 2. Armoured: Stunned 1.
29
-
You would hope that foe is wearing their codpiece. Stunned 2, +5 base damage; Armoured: Stunned 1, +2 base damage.
30
D
An impressive sounding blow to the head doesn't faze foe. Dazed 1. +5 base damage.
31–33
D
Target attempts to block your attack with their hand and it hurts a bit. Target drops what they are holding and is Injured 1.
34–36
-
Clever blow to targets lower leg throws them off balance, leaving them on the floor. Target is Prone and Stunned 1. Armoured: No Stun.
37–38
-
Your weapon comes down hard upon targets back as they attempt to avoid your attack. Target is Stunned 2. Armoured: Stunned 1.
39
-
Oooh, straight in the crown jewels, that brings tears to the target’s eyes. Target is Stunned 1. They are also Flat-Footed until the end of their next turn. Armoured: No Stun.
40
D
Blow lands on the top of targets head, forcing them to re-evaluate their position. Target Stunned 1 and is Injured 1. Armoured: Stunned 1 and Weakened 1.
41–43
UH
You break the targets fingers with a powerful blow. Target is Injured 1. Metal Armoured: Persistence becomes D.
44–46
UH
Heavy blow to targets foot breaks a toe or some other bone, target is unimpressed. Targets speed is reduced by 5 until healed and Stunned 1. Armoured: No Stun.
47–48
-
Blow to side: broken breath. Target is Stunned 2 and Injured 2 until the end of their next turn. Armoured: Injured 1.
49
UH
With an astonishing flurry of blows you push foe back 10’. Target is Stunned 1 & Injured 1.
50
UH
Impressive strike to the face removes a couple of targets teeth, target spits blood. Target is Bleeding 2, Dazed 1 & Stunned 1. Metal Armoured: Bleeding 1 & Stunned 1.
51–53
UH
Blow smashes weapon hand. Stunned 2, drops weapon, Injured 1. Metal Armoured: Ignore the Stunned.
54–56
UH
Say goodbye to his knee. Foe drops prone. Stunned 2, Injured 1. Armoured: Ignore the Stunned.
57–58
UH
Side strike breaks ribs. Target is Stunned 2 and Injured 1. Rigid Armoured: Ignore the Stunned.
59
-
Target is caught unaware by your low blow. Target is Stunned 2 and Sickened 2.
60
UH
You hit foe right in their eye and it splits like an over-ripe fruit, Injured 1. Eye can be healed but -1 visual perception until regenerated.
61–63
UH
A powerful strike breaks foes arm. Bleed 2, Stunned 1, Injured 1 & +5 base damage.
64–66
UH
Blow to thigh. Stunned 1 Injured 2. Armoured:, Stunned 1, Injured 1.
67–68
-
Downward blow connects heavily with targets chest. Target's armour also takes the damage (if target has no armour use '69' result instead) and target is Stunned 2.
69
UH
Seriously cheeky attack lands below targets waist, striking a crucial area. Target is Sickened 3, Stunned 1 and Flat-Footed until the end of their next turn. Armoured: No Stun.
70
-
Epic strike to targets head leaves them seeing stars. Target is Stunned 2. Armoured: Stunned 1.
71–73
P
Blow to shoulder and upper arm. Arm is broken and useless: Stunned 2 & Injured 1.
74–76
P
Blow to the knee, makes a sickening noise. Target is knocked Prone & Injured 2. Armoured: The Injured is lowered to 1.
77–78
-
Big hit to targets chest pushes them back and makes them squeal in pain. Target is pushed back 10', Stunned 2. +50% critical damage.
79
P
Abdomen strike. Target is doubled over in pain: Stunned 1, Injured 1. Armoured: +5 base damage & Injured 1.
80
P
Crack to the side of the head leaves target concussed with ringing ears. Target is Deafened until healed, Injured 2 & Bleeding 2. Armoured: Injured 2, Bleeding 2 and Dazed 1.
81–83
P
Blow shatters elbow in weapon arm. Arm useless and Injured 2, Stunned 2. Armoured: Injured 1, Stunned 1.
84–86
P
Blow to hip crushes bones. Stunned 3 and Injured 3. Targets knocked Prone. Armoured: Ignored the Stunned.
87–88
P
Mighty blow to chest. Targets knocked Prone and drops any weapons, Stunned 2, Injured 2. Armoured: Stunned 2 & Injured 1.
89
P
Powerful blow to lower abdomen crushes a variety of innards. Stunned 1, Bleeding 6, Injured 3. Armoured: No Bleeding.
90
P
Targets nose is splattered across their face in graphic display of violence. Target Injured 2 & Stunned 1. Target has no sense of smell until healed. Armoured: Ignored the Stunned.
91–93
Fatal
Heavy strike drives targets shoulder into their torso, squishy.
94–95
Fatal
Target leaps to avoid your strike and takes the blow between the legs, it looks messy. Target is prone and dies from shock.
96–98
Fatal
You crush the target like a bug, smashing their chest and breaking their shield arm. No longer able to breathe or pump blood, target mercifully dies a few seconds later.
99
Death
You are pretty sure that your weapon has replaced theirs. Pulling that weapon out will be messy and foe is very dead.
100
Death
Skull obliterated. Target dies instantly.
PIERCING CRITICAL HIT TABLE
d100 Roll
Persistence
Effect
01–10
Surface Scrape
A nick and little else. Target suffers no additional effect.
11–13
-
Attack stabs the target through the hand drawing some blood, it looks worse than it is. Bleeding 2. Armoured: Bleeding 1.
14–16
-
Attack pierces targets leg and draws blood. Bleeding 2. Armoured: Bleeding 1.
17–18
M
Strike creates a nice hole in targets side. Target is Injured 1. Armoured: Surface Scrape.
19
M
Attack is very close to striking a vital area. Target stumbles back to avoid. Target is pushed back 5' and Flat-Footed.
20
-
Blow draws a nasty cut across targets forehead. Bleeding 2. Armoured: Bleeding 1.
21–23
-
The attack enters targets shoulder drawing an angry shout of pain. Bleeding 3. Armoured: Bleeding 1.
24–26
D
Your attack creates a nasty looking hole in targets lower leg. Bleeding 2 & Weakened 1. Armoured: Bleeding 2.
27–28
D
The attack grazes targets side, there appears to be some blood. Bleeding 2 & Flat-Footed. Armoured: Bleeding 2.
29
-
That attack was very close to embarrassing the target, it strikes the thigh instead. Target is Stunned 1.
30
D
Blood is not supposed to flow from the target’s ears; target does not seem to be so happy about it. Bleeding 3. Armoured: Bleeding 2.
31–33
-
Target is horrified at your attempt to disembowel them, your strike is wide however and slashes across the targets lower arm, it bleeds, nonetheless. Bleeding 3.
34–36
D
Target is extremely concerned with the amount of blood on their foot. Bleeding 3 & Stunned 1. Armoured: Ignore Stunned.
37–38
D
Target displays an expression of horror at the hole in their chest. Bleeding 2 & Stunned 1. Armoured: Bleeding 1 & Stunned 1.
39
D
Attack pierces the targets stomach to great effect. Bleeding 1 & Weakened 2. Armoured: Weakened drops to 1.
40
D
Target has a close look at that attack as it nearly takes out an eye. Bleeding 3 & Dazzled until the bleeding has stopped. Armoured: Bleeding reduced by 1.
41–43
UH
Your attack drives into targets shoulder and brings forth a surprised cry. Target is Weakened 2 & Bleeding 2. Armoured: Reduce the Bleeding by 1.
44–46
UH
Target may be limping for a while after that nasty strike to the lower leg. Target is Weakened 1 & has a -5-speed penalty.
47–48
UH
There should be no blood leaking from targets chest… there is however. Bleeding 3 & Injured 1 until the bleeding stops. Armoured: Bleeding reduced by 1.
49
UH
Attack drives hard into targets lower back as they twist to avoid it. Target is Injured 2.
50
-
Targets cheek explodes under the impact of the attack. Bleeding 3, Stunned 1 and must make a DC 5 flat check to cast verbal spells until the bleeding stops. Rigid Armoured: Ignore the Stunned
51–53
UH
Targets arm looks as if it may not work for a while. Target is Injured 2. Armoured: Injured 1 & +4 base damage.
54–56
-
Target is thrown off balance and cries out in pain as your attack strikes them in the upper leg. Bleeding 2 & -10-speed penalty until the bleeding ends. Armoured: Bleeding reduced by 1.
57–58
UH
The attack creates a jagged line across the target’s chest. Target is Injured 2. Rigid Armoured: Injured 1.
59
UH
Attack drives into targets stomach, causing target to scream out to the heavens. Bleeding 2 & Injured 2 until the bleeding ends. Armoured: Injured reduced by 1.
60
UH
You are pretty certain that the part of targets head that has just detached with your attack was important…. we shall see! Bleeding 3 & Injured 1. Rigid Armoured: Bleeding reduced by 1.
61–63
UH
Attack opens a ragged wound in targets shoulder. Bleeding 3 & Injured 2 until the bleeding stops. Armoured: Bleeding reduced by 1.
64–66
UH
Attack pierces targets upper leg, causing mobility issues. Target is Injured 2 & Bleeding 1.
67–68
UH
Attack drives under targets armpit and into their chest…there is a lot of blood. Bleeding 3 & Injured 2 until the bleeding ends. Rigid Armoured: Reduce Bleeding by 1.
69
-
Target deflects your blow and stops it from impaling them, it instead strikes them in the stomach. Bleeding 3 & Flat-Footed until the end of their next turn.
70
UH
Attack streaks across targets face, causing them some problems with their vision. Target is Blinded and Stunned 1. Rigid Armoured: Ignore the Stunned.
71–73
-
One of targets hands is pinned to their shoulder. Bleeding 4 & cannot use the hand until the bleeding ends. Armoured: Reduce bleeding by 1.
74–76
-
Attack appears to have hit an artery in targets leg…so much blood. Bleeding 5. Armoured: Bleeding 4.
77–78
P
Attack tears into targets chest leaving a ragged wound. Bleeding 4 & Weakened 1. Armoured: Reduce bleeding by 1.
79
-
Attack tears into targets stomach producing a lot of blood and guts. Bleeding 4 & Sickened 3. Armoured: Sickened reduced by 1. Rigid Armoured: Sickened reduced by 2.
80
P
One of targets eyes pops like a grape. Target is at a -2 penalty to all ranged and visual actions until the eye is restored. Bleeding 3.
81–83
P
Clinical strike to targets elbow causes the arm to spasm in a bizarre fashion. Target drops what they are holding and is Injured 2.
84–86
P
Attack penetrates the targets lower leg causing damage to the muscles and tendons. Target has a -5 penalty to speed and is Injured 2. +5 base damage.
87–88
P
Attack drives in between targets ribs and opens up a sizeable wound…which bleeds a lot. Bleeding 4 & Stunned 2. Rigid Armoured: Bleeding reduced by 1.
89
P
Attack stabs into the targets hip, damaging something vital. The target limps back in pain. Target is pushed back 5' and Injured 3.
90
P
Your point goes through targets cheek and lodges in the back of their throat. +10 base hits, Bleeding 2, Stunned 2, Injured 1. Armoured: Bleeding reduced by 1.
91–93
Fatal
The attack rips one of targets hands clean off, leaving a trail of blood. Target has lost a hand and has Bleeding 3.
94–95
Fatal
The target could probably use the knee which you have just shattered. Bone fragments within the target’s bloodstream will prove fatal. Targets speed reduced to 5’.
96–98
Fatal
Your attack penetrates the targets lungs and heart. Target is dead.
99
Death
The attack tears through the targets stomach and straight out of their back. Target drops and is dead.
100
Death
Attack passes through eye into brain. Instant death.
SLASHING CRITICAL HIT TABLE
d100 Roll
Persistence
Effect
01–10
Surface Scrape
A shallow slash leaves a superficial cut. No mechanical effect.
11–13
M
Attack hacks away at the targets wrist and comes very close to severing the hand, not close enough though. Bleeding 1 & Flat-Footed. Armoured: Negate bleeding.
14–16
M
Deft swipe across targets knee causes them to jump back in pain. Target is pushed back 5' and Flat-Footed.
17–18
-
You attempt to drive your weapon though targets chest. Target avoids your blow at the last second but takes a nasty gash to the side. Bleeding 2. Armoured: Bleeding 1 +2 base damage.
19
M
As target avoids your main strike, you whack them hard on the buttocks. Damage type changes to Bludgeoning and target is Flat-Footed, +2 base damage
20
-
Nick the side of targets face with a precise strike. Bleeding 2. Armoured: Bleeding 1. Rigid Armoured: Surface Scrape.
21–23
-
Attack catches the target just above the elbow and opens a nasty wound. Bleeding 2. Armoured: Bleeding 1 & +4 base damage.
24–26
-
You attempt to sweep targets legs out from them and strike solidly; target must learn to dodge better. Bleeding 1 & +5 base damage
27–28
-
Slash across targets chest produces some blood, target looks unimpressed. Bleeding 2 & Stunned 1. Rigid Armoured: Bleeding reduced by 1.
29
-
Wicked strike to targets groin produces a lot of blood, target is in a lot of pain. Bleeding 3 & +4 base damage.
30
M
If your intent was to give target a shave, then you will have to better. Bleeding 2 & Flat-Footed. Armoured: Bleeding reduced by 1.
31–33
D
Target brings their arm up to bear, perhaps thinking that they can stop your blow…. wrong. Bleeding 1 & Weakened 1. Armoured: Negate bleeding.
34–36
D
The target is certain that you trying to cut off their leg, they may well be right. Target is Injured 1 & Bleeding 1.
37–38
D
Vicious slash across targets chest creates a lot of blood. Bleeding 3. Armoured: Bleeding 2. Rigid Armour: Bleeding 1.
39
D
Attack drives into targets stomach; this may be serious. Bleeding 2 & Injured 1.
40
D
You take off the top of targets ear with precise attack. Bleeding 2 & Stunned 1. Armoured: reduce bleeding by 1.
41–43
-
Was that one of targets fingers that just went flying. Bleeding 2 & Injured 2 until the bleeding has stopped.
44–46
-
You tear away at the skin above the target’s knees. Bleeding 2 & Injured 2 until the bleeding stops. Armoured: Reduce bleeding by 1.
47–48
-
You are certain that the large hole which you have just created in targets chest will hurt a little. Bleeding 3 & Stunned 1. Armoured: Reduce bleeding by 1.
49
UH
Your attempt to disembowel target is nearly successful. Bleeding 2 & Injured 1. Armoured: Reduce bleeding by 1.
50
UH
Vicious swipe catches the target just below the chin in attempt to slash their throat. Bleeding 2 & Injured 1. Armoured: Reduce bleeding by 1.
51–53
-
Target should not use their arms to shield incoming attacks. Bleeding 1 & Weakened 2 until the bleeding ends. Rigid Armoured: Weakened 1 until the bleeding ends.
54–56
-
A vicious hack to targets lower leg must open a blood vessel or something. Bleeding 3 & falls prone. Armoured: Reduce bleeding by 1. Rigid Armoured: Reduce bleeding by 2.
57–58
-
A savage attack opens a large flap of skin on targets chest, which bleeds. Bleeding 4 & Injured 1 until the bleeding ends. Armoured: Reduce bleeding by 1. Rigid Armoured: Reduce bleeding by 2.
59
UH
Attack comes up between targets legs and then stops with a sudden crunch that is not going to bode well. Target is Injured 2.
60
-
You are pretty sure that you have witnessed the end of targets nose as it flutters to the ground. Bleed 3 & Injured 1 until the bleeding ends. Armoured: Reduce bleeding by 1.
61–63
UH
You slice into the targets arm almost severing their hand. Bleeding 3 & Injured 2. Rigid Armoured: Reduce bleeding by 1.
64–66
UH
Attack drives heavily into targets thigh, blood spurts in your face. Bleeding 3 & Injured 2. Armoured: Reduce Injured by 1.
67–68
-
Attack drives into the target’s chest with some power. Target is left reeling and bleeding. Target is pushed back 5' and is Bleeding 3. Rigid Armoured: Reduce bleeding by 1.
69
-
Target is thrown off balance, allowing you an opening with one of its allies. You may make a free attack with your current MAP against an adjacent target, or against the current one if none are available. The attack inflicts +5 base damage.
70
-
Attack slashes the target across the throat. Bleeding 3, Injured 2 and cannot speak until the bleeding ends. Armoured: Reduce bleeding by 1. Rigid Armoured: Reduce bleeding by 2.
71–73
UH
Attack hacks into the targets arm just above the elbow, the arm hangs limp and useless. Target is Injured 2 and cannot use the arm.
74–76
-
Punishing slash across targets thigh opens an artery. Bleeding 4.
77–78
-
Attack slashes the target from shoulder to stomach. Bleeding 4. Rigid Armoured: Reduce bleeding by 1.
79
-
Attack slashes the target from shoulder to stomach. Bleeding 4. Rigid Armoured: Reduce bleeding by 1.
80
P
Attack destroys one of targets eyes…brutal. Target is at a -2 penalty to all ranged & visual actions until the eye is restored. Bleeding 2. Armoured: Reduce bleeding by 1.
81–83
P
The target brings their hand up to ward off your blow and loses several fingers for their trouble…ouch. Target is Injured 2 and Bleeding 2. Rigid Armoured: Reduce bleeding by 1.
84–86
P
Your blow comes down heavily upon targets kneecap…something breaks. Target has a -5 penalty to speed and is Injured 2.
87–88
P
Bloody slash across the chest, breaks the targets armour straps and leaves a bloody trail. Armoured: Bleeding 3 and armour falls off. Unarmoured: Bleeding 4.
89
-
Attack is a vicious slash into targets belly which almost disembowels them. Target does not look pleased. Bleeding 3 & Injured 2 until the bleeding ends.
90
P
Attack drives into the corner of targets mouth and cuts deep, slashing tongue. The target cries out in pain and spits blood at your feet. Bleeding 2. Target must also make a DC 25 flat check to cast verbal spells and Injured 2 until.
91–93
Fatal
Arm severed below the shoulder. Bleeding 5.
94–95
Fatal
Leg severed at the thigh. Bleeding 4 and speed reduced to 5’. Target collapses.
96–98
Fatal
You drive your weapon directly through the target’s chest, destroying the heart and other vital organs.
99
Death
Your attack cuts the target into two pieces.
100
Death
A clean slice through the targets head separates head from body.
SUBDUAL CRITICAL HIT TABLE
d100 Roll
Persistence
Effect
01-10
Surface Scrape
No additional effect.
11–13
-
Solid strike to targets arm forces them to drop one item which they are carrying.
14–16
M
Your attempt to knock the target prone does not work, target is thrown off balance. Target is Flat-Footed.
17–18
-
Blow to the chest pushes target back. Target is pushed back 5'.
19
M
Low blow brings tears to targets eyes; you have a little sympathy. Target is Flat-Footed. Armoured: Surface Scrape.
20
-
Impressive attack lands upon the top of targets head, ouch. Stunned 1 & +5 damage.
21-23
M
A fine blow to the targets shoulder leaves them slightly off balance. Target drops what they are holding and is Flat-Footed. Armoured: No dropped item.
24-26
D
You knock targets feet out from under them with this strike. Target is prone. Armoured: Dazed 1.
27-28
-
Target is slightly winded by your attack. Target is Fatigued 1. Armoured: Stunned 1.
29
-
That is not a nice place to strike your target. Target is Sickened 1.
30
M
Attack catches the target completely unaware and knocks them back. Target is pushed back 5' and Flat-Footed.
31-32
M
You have either given the target a dead arm, or a broken one, only time will tell. Target is Injured 1. Armoured: Stunned 1.
34-36
M
A well-placed strike finds a vital spot just above the targets knee. Target falls prone and is Weakened 2. Armoured: Weakened reduced by 1.
37-38
-
That blow certainly takes the breath out of targets lungs, they are winded. Target is Stunned 2 & +4 base damage
39
-
That blow takes the target in the stomach and doubles them over. Target is Dazed 2 & Sickened 1. Armoured: Reduce Dazed by 1.
40
D
That strike makes target think a little bit more about your prowess. Target is Dazed 2 and Flat-Footed until the end of their next turn.
41-43
UH
Target seems surprised by your expert blow to their shoulder. Target drops what they are holding and is Weakened 1.
44-46
D
Your clever attack lands heavily upon the targets knee. Target falls prone and drops one item they are holding. Target is Injured 1.
47-48
-
Target is heavily winded by your strike. Target is Stunned 3. Armoured: Stunned 2.
49
-
Hefty attack lands in the vulnerable. Target is Sickened 2, +5 base damage. Armoured: Stunned 2. +5 base damage.
50
M
Targets eyes roll into the back of their head. Target is Stunned 2 and is Injured 1 until the end of their next turn. Armoured: Reduce Stunned by 1.
51-53
-
That blow brings a cry of pain from the target; shoulder may be dislocated. Bleeding 1 & Weakened 2 until bleed ends.
54-56
M
Your attempt to kneecap your target needs some work. Target is Flat-Footed and Stunned 2. +4 base damage.
57-58
-
You knock target back and make them reconsider this conflict. Target is pushed back 5' and Stunned 2.
59
M
Fighting dirty will get you nowhere, unless of course you connect with targets groin, that looks sore. Target is Flat-Footed and Injured 2 until the end of their next turn
60
M
Strong blow makes a solid connection to the bottom of targets jaw. Target is Stunned 2 and is Injured 2.
61-63
M
Punishing strike disarms target and causes them some discomfort. Target drops one held item, is Stunned 1 and is Injured 2.+4 base damage
64-66
UH
Targets leg breaks just below the knee; target cries out in pain. Target takes a -5-speed penalty and is Stunned 1.
67-68
-
Impact to targets chest is impressive. Target is Stunned 2 and is Injured 2 until the Stunned condition ends.
69
-
That was a dirty blow to targets groin and they may make you pay for it. Target is Stunned 3.
70
UH
A deft strike to targets head puts them down. Target is Unconscious.
71-73
-
One of targets arms breaks under the force of your blow. Arm is broken and useless. +5 base damage.
74-76
-
Clever feint throws the target off balance, and they end up face down on the floor. Target falls prone and is Stunned 2. +5 base damage
77-78
D
Target is heavily winded by your ingenious manoeuvre. Target is Stunned 2 & Immobilised. +5 base damage
79
UH
Target is thrown to the ground by the impact of your strike. Target is Prone & Dazed 2.
80
D
Wow, that was some strike. Targets feet lift off the ground, and they are out like a light. Target is Unconscious.
81-83
UH
One of targets arms breaks with your impressive strike. The target is Flat-Footed until the end of their next turn.
84-86
UH
Crippling strike to targets lower leg leaves them in considerable pain. Target has a -10-speed penalty and Injured 1.
87-88
P
Something breaks in targets torso…maybe a rib or too. Target is having some breathing issues. Target is Injured 2. +5 base damage.
89
UH
Target is now viewing you as the sneaky opponent that you are…viewing through the tears in their eyes after your low blow to targets groin. Target is Injured 2 & Sickened 2. +5 base damage
90
-
Your blow hits targets square on the temple. Bleeding 2 & Unconscious until the bleed ends.
91-93
Fatal
Overwhelming force crushes the spine. Target becomes Paralyzed until restored to positive HP.
94-95
Fatal
Severe blunt trauma causes systemic collapse. Target collapses and becomes Unconscious.
96-98
Fatal
Target falls into a coma from the impact. Target becomes Unconscious and cannot be revived for 1d4 hours.
99
Fatal
Brain trauma causes paralysis. Target is Paralyzed.
100
Fatal
Skull is fractured and brain damage occurs. Target is Unconscious and Dazed 6.
ACID CRITICAL HIT TABLE
d100 Roll
Persistence
Effect
01-10
Surface Scrape
No additional effect.
11–13
-
A nasty burn on targets upper arm causes them to cry out sharply. Target is taking 1 persistent damage.
14–16
-
The acid splashes across foes upper legs causing them a sharp intake of breath and making their eyes water. Foe is taking 1 persistent damage.
17–18
-
Acid scorches the targets chest burning a small hole in their clothing (or leaving a black scorch mark if unclothed). Foe is taking 1 persistent damage.
19
-
Acid is fine in the stomach, but not on the flesh outside of it. Foe is taking 1 persistent damage.
20
M
Acid splashes across the targets face and forces them to turn away suddenly. Target is Dazzled.
21-23
-
Some very nasty burns appear on targets hands. Target drops one item they are holding and is taking 2 persistent damage.
24-26
-
Acid clings to targets legs causing them to lose their balance whilst screaming out in pain. Target falls prone.
27-28
-
Target turns to avoid the attack, the acid sprays across their back making them scream. Target is Sickened 1.
29
-
How did that acid get into targets pants. Target hops around yelping and is Stunned 1.
30
M
Splatter across the top of targets head removes some hair and causes a nasty burn. Target is Flat-Footed. +5 base damage.
31-32
D
One of targets arms is engulfed by the acid. Target has trouble holding anything held and cries out as the acid burns. Target must make a Reflex save to avoid dropping item and is Injured 1.
34-36
-
Acid burns the bottom of targets feet. If target has a foot covering it is broken and target takes 1 persistent damage. With no foot covering the target takes 3 persistent damage.
37-38
M
Acid strikes squarely in the chest, throwing the target off balance. Target is pushed back 10' and is Flat-Footed.
39
-
Acid opens up a nasty hole in the targets stomach, something is leaking. Target is Bleeding 3.
40
M
Acid strikes the targets eyes. That must have hurt a little. Target is Blinded & Dazed 1.
41-43
D
Severe burns to the target’s hands cause them to cry out in pain. Target is Injured 2.
44-46
-
Acid knocks target from their feet and sends them sprawling. Target is knocked back 10' and falls prone. +5 base damage.
47-48
-
Acid assaults the targets ribs, causing noxious smoke to ascend upwards. Target is Sickened 2 and takes 1 persistent damage.
49
-
I am not sure that the stomach is supposed to burn. Persistent 4. Metal Armoured: Persistent 2.
50
M
Acid strikes the targets face. That must have hurt a lot. Target is Blinded and is taking 1 persistent damage.
51-53
UH
Acid lands on one of targets arms and spreads quickly to their shoulders. Target is Injured 1 & Stunned 1.
54-56
UH
Targets legs smoulder and they gasp in surprise at the unexpected discomfort. Target takes a -5 penalty to speed & Injured 1.
57-58
-
Acid burns through the target’s torso, that hurts a lot. Persistent 5. Armoured: Persistent 3.
59
-
A burning groin is not a pretty sight, as the target learns between screams. Target takes 5 persistent & Stunned 1.
60
D
Is the flesh on targets supposed to drip?. Target takes 5 persistent & Injured 1.
61-63
UH
Acid assaults the targets forearm, causing severe burn damage. Target takes 2 persistent damage & Injured 2.
64-66
-
The blast rips through targets legs, taking them off their feet. Target is knocked prone and Stunned 2. +2 base damage.
67-68
-
Targets chest releases toxic fumes from the acidic burn. Target is Sickened 2 & Stunned 1. All adjacent characters must make a Fortitude save or be Sickened 1.
69
-
Acid splatters across the targets stomach bringing a cry of agony. Target takes 6 persistent damage.
70
UH
Acid burns into an ear destroying it completely. Target takes a -2 penalty to hearing based perception checks and is Injured 2. Armoured: 2 AP to remove helm and avoid Injured.
71-73
UH
Target brings their hands up to shield themselves from the acid, and it burns. Target takes 6 persistent damage, is Injured 1 & Flat-Footed until the end of their next turn.
74-76
UH
One of targets feet is burnt beyond recognition by the acid. Target falls prone and takes a -5 penalty to speed. +2 base damage
77-78
UH
Target twists to avoid the attack and the acid tears into their side. Target is Injured 2. +10 base damage.
79
-
The acid covers the target for a few seconds making them scream. Foe takes 6 persistent damage.
80
UH
Target loses hair and skin from the top of their head. Target is Injured 2 & Flat-Footed until the end of their next turn.
81-83
P
Acid burns foes hand away leaving nothing except a stump. Target is Sickened 1 and must regrow the hand!
84-86
P
Acid burns foes foot away leaving nothing except a stump. Target falls prone and takes a -10-foot status penalty to land speed. Target is also Injured 1 until the foot is regrown.
87-88
P
Acid burns targets chest causing intense pain. Target is Injured 2.
89
UH
Acid burns into targets groin bringing forward many tears an screams. Target is Injured 3.
90
P
Target looks the acid straight in the face, what a mistake. Target is Blinded and Stunned 1.
91-93
Fatal
Acid melts targets shoulder, arm drops to the floor.
94-95
Fatal
Acid melts targets upper leg; leg falls away and target falls down. Target is prone.
96-98
Fatal
Acid causes systemic collapse. Target becomes Unconscious for 1d6 hours.
99
Death
The acid prevents target from ever having children as genitals melt. Target is unconcerned by this however due to being dead.
100
Death
Foe’s face burns away, while brain boils out of skull through eye and ear holes. This could be serious.
ALIGNED CRITICAL HIT TABLE
d100 Roll
Persistence
Effect
01-10
Surface Scrape
No additional effect.
11–13
-
Targets hands blister slightly causing minor discomfort. Target drops one item which they are holding.
14–16
M
Target is lifted off the ground a couple of inches and then drops back down, throwing them off balance. Target is Flat-Footed.
17–18
-
A tightening sensation in targets chest causes them to become uneasy for a moment. Target is Frightened 1.
19
-
Internal pain is harsh but subsides quickly. Drained of 2 PP. +2 base damage.
20
-
Target feels a sharp pain in their head which causes their nose and ears to bleed. Bleeding 1.
21-23
M
Target feels a sudden numbness in one of their arms. Target is Weakened 1.
24-26
-
One of the targets legs becomes very weak for a moment which throws the target off balance. Target falls prone.
27-28
-
Target feels a surge of power within them for a few seconds. It fades just as quickly leaving target Doomed 1 (+5 base damage to a minor NPC).
29
-
Target is nauseated by the surge of energy which strikes them. Target is Sickened 1. +2 base damage.
30
-
Targets face glows white for a few seconds, as this light vanishes it washes across targets body inflicting pain. Persistent 2.
31-32
M
Targets arms feel as if they are being torn from their sockets. Target is Weakened 2.
34-36
M
Target finds it difficult to move their legs, albeit briefly. Targets speed is reduced by 5.
37-38
M
Fear washes over target in waves. Target is Frightened 2 & Flat-Footed.
39
-
Such pain washes over target that it brings tears to their eyes. Persistent 1 & Stunned 1.
40
D
Target's senses are thrown off kilter by the lights that flash across their mind. Target is Confused.
41-43
-
Targets hands burn with the power that has assaulted them. Target drops everything they are holding and is Stunned 2.
44-46
-
Target is lifted into the air and deposited onto their backside with a thud. Target is knocked prone and Stunned 1.
47-48
UH
Weakness flows through targets body, it glows slightly for a moment as well. Foe is Weakened 1.
49
UH
Target feels a sense of loss and anguish in the pit of their stomach. Target is Weakened 1.
50
-
Target is overcome by fear and feels the urge to flee. Target is Frightened 2 and gains the Fleeing condition until the end of their next turn.
51-53
P
Pain in targets shoulders causes them to convulse slightly. Target is Weakened 1 & Stunned 1.
54-56
-
Force takes targets legs from under them, and they hit the floor face first. Target is knocked prone and is Stunned 2.
57-58
-
Pain in targets chest takes their breath away and prevents them from speaking. Target cannot use verbal components until the end of their next turn and are Stunned 2.
59
M
Target is not supposed to glow that colour. Target is Paralyzed.
60
D
Bright lights flash before targets eyes making it impossible to tell friend from foe. Target is Confused & Dazed 1.
61-63
UH
Energy arcs between targets arms. Target is Weakened 2.
64-66
-
Targets legs are assaulted by the powerful force which you represent. Target has a -5 penalty to speed for 1 minute and is Immobilized until the end of their next turn.
67-68
D
Your power is incredible; target is considering their options. Foe is Slowed 1.
69
-
The sheer power is overwhelming; target is considering their options. Foe is Stunned 3.
70
UH
Targets eyes glow with immense energy for a few moments. Target is Blinded & Frightened 1.
71-73
UH
Energy surges through targets arms and into their body. Persistent 4 & Injured 1.
74-76
-
Target is lifted off their feet and thrown back some distance. Target is knocked back 10' and falls prone. Target is Stunned 2.
77-78
D
Breath is taken from targets lungs, making them see stars. Target is Unconscious. +3 base bludgeoning damage
79
D
Whatever target had for their breakfast comes up in a hurry. Target is Sickened 2 and is Injured 1.
80
UH
The pain in targets head is intense; target is feeling the pressure. Target is Dazed 2.
81-83
UH
Targets arms glow with energy before erupting in a bright flash causing target to scream. Persistent 3, Dazzled & Weakened1.
84-86
P
One of targets feet vanishes. Target falls prone and takes a -10-foot status penalty to land speed. Target also is Weakened 2 until the foot is regrown.
87-88
-
The pain in Targets chest is almost unbearable. Target takes 10 Soul Drain.
89
-
Target may live to regret their choice of alignment, or maybe they won't. Target takes 15 Soul Drain.
90
P
The energy ravages the target’s mind and body. Target suffers Soul Drain 10 and Dazed 3.
91-93
UH/Fatal
The target’s spiritual essence collapses. Target becomes Paralyzed.
94-95
UH/Fatal
Alignment energy causes catastrophic spiritual damage. Target becomes Unconscious.
96-98
Fatal
The energy destroys the target’s spiritual core. Target drops.
99
Death
Aligned energy annihilates the target’s essence. Target dies instantly.
100
Death
Energy consumes target from head to toe.
COLD CRITICAL HIT TABLE
d100 Roll
Persistence
Effect
01-10
Surface Scrape
No additional effect.
11–13
M
Numbness in targets hands causes a moment of hesitation. Target is Flat-Footed.
14–16
M
Frost covers the top of targets feet making movement a little difficult. Targets speed is reduced by 5.
17–18
-
Cold takes targets breath away for a moment. Persistent 1.
19
-
Target has a very cold feeling down below. Persistent 1. +5 damage
20
M
Targets eyelids freeze shut for a moment creating a slight hinderance. Target is Dazzled.
21-23
M
Target feels a biting cold in one of their arms. Target is Weakened 1.
24-26
-
Blast of cold knocks target from their feet. Target is prone.
27-28
-
Ice forms across the targets upper body. Target is Stunned 1.
29
-
Ice forms across the target’s lower abdomen. Target is Stunned 1.
30
D
Ice forms across the targets head, throwing them off balance. Target is Dazed 1.
31-32
-
Cold ripples along targets arms invoking a painful experience. Persistent 1 & Stunned 1.
34-36
D
The cold turns into ice blocks which stops target from moving so well. Targets speed is reduced by 5.
37-38
M
The cold causes target to gasp for breath. Target is Flat-Footed & Stunned 1.
39
-
That cold can really get to places other damage types fail to reach. Target is Stunned 1. +3 base damage.
40
M
Cold washes across targets head giving new meaning to the term brain freeze. Target is Injured 1.
41-43
-
Target finds it difficult to held onto things with icy hands. Target drops anything held in both hands and the blistering causes Persistent 2. Armoured: Ignore the dropped items. +2 base damage instead.
44-46
-
Large icy patches appear under targets feet; target slips to the floor. Target is prone &Stunned 1.
47-48
-
A solid blast of cold hits target square in the chest. Target is thrown back 10' and falls prone. +1 base bludgeoning damage.
49
M
The cold assaults the targets stomach causing breakfast to reappear at their feet. Target is Flat-Footed & Sickened 2.
50
-
It is curious to watch cold flames erupt from the targets head; they scream. Persistent 3.
51-53
-
One of targets arms freezes for a moment including anything held. Persistent 3 & must make a Fortitude Save (1 AP) to break the ice.
54-56
-
Cold rips through targets legs making them reconsider their combative options. Target is knocked prone and is Stunned 2
57-58
M
Target gasps for breath as cold assaults their lungs. Target is Injured 4.
59
M
Cold washes over targets body causing multiple lacerations. Persistent 3 & Flat-Footed. +5 base damage.
60
UH
Cold washes over targets head causing multiple lacerations. Persistent 2 & Injured 1.
61-63
-
One of the targets shoulders is lacerated with shards of ice. Persistent 3.
64-66
UH
The blood in targets legs turns to ice for an instant, causing foe to gasp in pain and fall. Target falls prone is Injured 1. +5 base damage.
67-68
-
Cold punches into targets chest, burning skin and down into lung. Target coughs up mist a few times. Target is Stunned 1 and Fatigued 1.
69
-
Frozen abdomen causes spasm, target falls. Target falls prone, Persistent 3 & Stunned 1.
70
UH
Cold encases targets face and makes speaking difficult. Target is Stunned 2 and must make a DC 5 flat check to cast verbal spells. +5 base damage
71-73
-
Frostbite reaches from targets hand to mid-forearm. Target drops anything in his hand. Target is Stunned 1 and Fatigued 1.
74-76
P
Frostbite covers whole of targets foot, but two toes are frozen through, and will need to be amputated. Target is Injured 2 until the toes are regenerated.
77-78
P
Cold covers targets chest causes not only frostbite but drives the air from targets lungs. Target is Stunned 1 and is Injured 1.
79
M
Targets groin is frozen, which must be very funny except to target. Target is Stunned 1, Fatigued 2 & Flat-Footed.
80
UH
Target ducks under the attack and thinks they have avoided the worst of it; they are wrong as the top of their head freezes. Injured 1 and Flat-Footed until the end of their next turn.
81-83
UH
Cold engulfs the targets arms making it difficult for them to move them. Target is Injured 3. +5 base damage.
84-86
M
One of targets legs is encased in ice. Target is having trouble moving. Target has a -10 penalty to speed and is Injured 3 until the end of their next turn when the ice melts.
87-88
UH
Blast of cold to targets chest sends them reeling. Target is knocked back 10' and is Slowed 1. +5 base damage.
89
P
Target is heavily winded as they feel freezing pain in their lower abdomen. Target is Injured 3. +5 base damage.
90
-
Ice forms across targets face, encasing mouth and nose. Target is suffocating and may spend 3 AP each round trying to remove the Ice. This is a DC 15 flat check.
91-93
Fatal
Roll a d8: 1-6 One of targets hands freezes, 7-8 One of targets arms freezes; and then shatters, leaving a perfectly formed stump. Anything held in the hand is also destroyed. Arm/Hand must be regenerated.
94-95
Fatal
Cold freezes both of target’s legs and then they shatter a moment later. Target can only crawl until legs are restored.
96-98
Fatal
Target has a look of horror upon their face as ice enters their lungs and freezes. Foe drops to the floor gasping for breath.
99
Fatal
Ice tears through targets lower abdomen, it is messy but very cool!
100
Death
The cold annihilates the target, leaving nothing but a frozen corpse. Target dies instantly.
ELECTRICITY CRITICAL HIT TABLE
d100 Roll
Persistence
Effect
01-10
Surface Scrape
No additional effect.
11-13
M
Targets shoulders arc about a little causing more amusement than discomfort. Target is Flat-Footed.
14-16
-
Blast to targets legs pushes them backwards. Target is pushed back 5'.
17-18
-
Nerves are momentarily overwhelmed as arc strikes Target’s chest. Target is knocked back 5'
19
-
Target is given a cheap thrill by the electricity passing through groin, they smile for a second, before crying out in pain. Persistent 1. +5 damage.
20
M
Strike to targets face causes a little disorientation. Target is Dazzled.
21-23
-
Target feels a strange burning sensation in one of their arms. Persistent 1. +4 damage
24-26
-
Targets legs spasmodically jerk for a moment knocking them to the floor. Target is prone.
27-28
-
Targets chest burns from the attack. Persistent 1. +2 base damage
29
-
That really takes the targets breath away and brings tears to their eyes. Target is Stunned 1.
30
M
The electrical energy hits the target square in the face. Target is Dazzled and Flat-Footed.
31-32
M
The attack pins targets shoulders back painfully, bringing a look of panic to your targets face. Target is Weakened 1.
34-36
-
Is that a dance that target is performing? Target moves forward 10' which may provoke reactions. +2 base damage.
37-38
M
Targets heart stops for a fraction of a second. Target is Injured 2.
39
-
Target spits blood and puke as the attack has a violent effect upon their stomach. Target is Sickened 2.
40
D
Targets eyes are over-stimulated by the power of your attack. Target is Dazzled.
41-43
-
Blast to one of targets arms creates a real light show. Persistent 2 & Stunned 1.
44-46
-
Target jumps, you are not sure if it is from the blast, or just the targets bouncy nature. Target triggers reactions for movement and then falls prone. +4 damage.
47-48
-
That blast hits the target in the centre of the chest, throwing them backwards. Target is pushed back 10' and falls prone.
49
M
Is target crying or laughing, difficult to determine but the blast to their stomach was surgical, nonetheless. Target has Injured 2.
50
-
Targets face looks a little burnt. Persistent 2 & Stunned 1. Metal Armoured: Persistent +1.
51-53
D
Targets arms are badly burnt as they attempt to ward off your attack. Target is Injured 2.
54-56
-
It is curious to watch as one of targets legs moves forward, whilst the other backwards. Target falls prone and is Stunned 2.
57-58
-
You are pretty sure that targets torso was not emitting that much light a moment ago. Target glows, creating bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. Persistent 3 & the light remains until the persistent damage ends.
59
-
Tiny shards of flesh are erupting from targets back and making them grit their teeth in pain. Persistent 3 & Stunned 2. Metal Armour: Stunned +1.
60
M
All of target’s hair stands on end for a few seconds as they absorb the powerful electrical current. Target is Immobilised and then falls prone.
61-63
-
The electricity runs through targets torso and erupts out of their arms, striking nearby foes. All enemy targets within 15' of the target take half the attacks damage. If there are no enemy targets within range, target takes +50% damage.
64-66
-
Targets legs are swept out from underneath them by the powerful blast and they hit their head on the way down. Target falls prone and is Stunned 3.
67-68
UH
Severe shock to targets chest leaves a nasty burn. Target is Injured 1. Metal Armoured: Injured +1.
69
-
Target releases the contents of their stomach violently. Target is Sickened 2 and Stunned 1.
70
UH
Targets eyes bulge and look like they may pop out of their head. Target Injured 1. +5 base damage
71-73
UH
Target jerks about in an almost comical fashion…target is not laughing. Target Injured 2 and drops one item which they are holding.
74-76
M
Target jumps as the blast strikes between their legs. Target falls prone and is Stunned 3. Target is Injured 2.
77-78
-
Target is held in place by the stream of electricity and has an expression of pain on their face. Persistent 4 & Immobilized until the damage ends.
79
-
Target is held in place by the stream of electricity and has an expression of pain on their face. Persistent 3 & Slowed 1 until persistent ends. Metal Armoured: Persistent +1.
80
UH
A large cracking noise can be heard as the attack strikes the target in the face. Target is Dazzled & Stunned 2. +5 base damage.
81-83
-
Targets arms raise upwards releasing the electrical energy straight up into the air. Target drops anything held and is Stunned 2.
84-86
P
The blast runs down targets leg and completely incinerates one of their feet. Target falls prone and takes a -5-foot penalty to land speed. Target is Injured 1 until the foot is regrown.
87-88
P
Targets nervous system is overloaded by the attack. Target is Injured 2.
89
P
Targets nervous system is overloaded by the attack. Injured 2. Metal Armoured: Injured +1.
90
P
The blast strikes the target square in the face. Target is Blinded. +5 base damage.
91-93
Fatal
Both of target’s arms have gone in a blinding flash.
94-95
Fatal
Both of target’s legs have gone in a blinding flash.
96-98
Death
The attack blows a hole straight through targets chest…a big head sized hole. Target is very dead.
99
Death
The targets lower abdomen explodes, showering everything within a 10' radius with gore.
100
Death
There is a bright flash and targets head is missing, leaving just a smoking neck when the light clears.
ESSENCE CRITICAL HIT TABLE
d100 Roll
Persistence
Effect
01-10
Surface Scrape
A harmless ripple of essence flickers across the skin — momentarily warm or cold. No lasting harm.
11-13
-
A faint flicker in your aura saps vitality. Target Fatigued 1.
14-16
M
The body trembles as spirit and flesh lose step. Target Dazed 1.
17-18
M
Your life current weakens briefly. Target Weakened 1.
19
-
Essence ripples through the gut. Target Sickened 1.
20
M
Your crown thrums painfully. Target Dazed 1.
21-23
M
Threads of life sever in your arm. Target Injured 1.
24-26
M
Vitality floods from your legs. Target Fatigued 1 & -5-foot penalty to speed.
27-28
-
Your chest buckles with spiritual compression. Target Fatigued 2.
29
-
A glancing hit disrupts the target’s soul. Target takes Persistent 1.
30
D
The mind fractures slightly. Target Dazed 1.
31-32
D
Your arm loses structure as essence collapses. Target Injured 1 & is knocked prone.
34-36
D
Flow through your leg staggers. Target Fatigued 1 & -5-foot penalty to speed.
37-38
-
A low thrum corrupts your breath. Target Fatigued 1 & Persistent 1.
39
-
Your abdomen twists with unnatural gravity. Target Sickened 2.
40
UH
A wave of essence overwhelms the mind. Target Dazed 1.
41-43
D
The essence flows through the forearm, draining vitality. Target Weakened 1 & Persistent 1.
44-46
D
Your legs falter, drained of inner spark. Target Slowed 1 & Fatigued 1.
47-48
-
Spiritual energy overwhelms the chest. Target Fatigued 1 and takes Soul Drain 5.
49
D
The essence disrupts the life force. Target Injured 1 and takes Soul Drain 5.
50
-
The essence burns at the soul. Target Stunned 1 and takes Soul Drain 5.
51-53
UH
Spiritual fractures erupt through your arm. Target Injured 1.
54-56
UH
Lifeforce drains from your leg. Target Weakened 1 & -5-foot penalty to speed.
57-58
D
An echo bursts behind your ribs. Target is Injured 1 and Fatigued 1.
59
-
You feel yourself fading from your own body. Target is taking Persistent 1 and is Confused until the end of their next turn.
60
UH
The world fractures around your thoughts. Target Dazed 1 & Stunned 1.
61-63
UH
The essence burns away the upper arm's vitality. Target Weakened 1 and taking Persistent 2.
64-66
UH
Spirit lines tear through muscle. Target suffers Speed Pen –5 & Persistent 2.
67-68
UH
Chest convulses under radiant collapse. Target Weakened 2 & Fatigued 1.
69
-
A parasite of thought feeds briefly. Target Sickened 2 & Confused until the end of their next turn.
70
D
The essence burns through the target’s eyes. Target is Blinded.
71-73
D
The essence energy paralyzes the muscles. Target Weakened 2 & Slowed 1.
74-76
P
Leg hollowed by radiant inversion. Target suffers Speed Pen –5 & Fatigued 1.
77-78
-
The soul falters under intense pressure. Target is Stunned 1 & taking Persistent 2.
79
UH
A massive surge ravages the soul. Target is Injured 2 & takes Soul Drain 5.
80
-
Spiritual energy overwhelms the body. Target is taking Persistent 4.
81-83
-
Essence tears through the soul. Target takes Soul Drain 10.
84-86
P
Lifeforce in your leg convulses. Target suffers Speed Pen –10, Fatigued 1 & 5 Soul Drain.
87-88
P
Severe spiritual collapse. Target is Injured 2 & takes Soul Drain 10.
89
UH
Spiritual energy incapacitates the target. Target becomes Unconscious.
90
-
Spiritual energy freezes the body. Target takes Persistent 2 and is Paralyzed until it ends.
91-93
Fatal
The soul collapses completely. Target becomes Unconscious.
94-95
Fatal
Essence energy causes systemic spiritual failure. Target becomes Paralyzed.
96-98
Fatal
Essence energy destroys the target’s spiritual core. Target takes Soul Drain 10.
99
Death
The soul is pulled from the body like a thread from silk. Target dies.
100
Death
The essence annihilates the target’s body and spirit. Target dies instantly.
FIRE CRITICAL HIT TABLE
d100 Roll
Persistence
Effect
01-10
Surface Scrape
Hot stuff.
11-13
-
The flames burn the targets hand, causing them to drop one item which they are holding.
14-16
-
Targets foot ignites and burns away merrily. Persistent 1.
17-18
-
Flames blast across targets chest causing a lot of pain. Persistent 1.+5 damage.
19
-
Flames blast across targets lower back causing a lot of pain. Persistent 1. +5 damage
20
-
Fire burns top of Targets scalp and leaves him in some pain. Persistent 1. +5 damage
21-23
-
Flames erupt upon targets arms creating a burst of strange smoke, target coughs. Target is Sickened 1.
24-26
-
Targets knees are certainly not supposed to be on fire. Persistent 2.
27-28
M
Flames smash into targets chest leaving a nasty burn. Target is Flat-Footed. +5 damage
29
M
The flames ripple down targets back causing them to gasp in surprise. Target is Flat-Footed. +5 damage
30
-
The heat is intense and target is forced to take a breath. Target is Stunned 1.
31-32
-
Target gains very hot hands and they gasp out in pain. Target drops one held item and is Stunned 1.
34-36
M
Are the targets pants on fire, there is certainly a lot of smoke. Target is Blinded.
37-38
M
Flames ripple across the target’s chest and across their shoulders. Persistent 2 & Injured 1.
39
M
Target brings new meaning to the term 'Hot Pants'. Target is hopping on the spot, Stunned 1 and Flat-Footed.
40
-
Target will need a salve for the burns on their head, and possibly some new hair. Target is Stunned 1 & Persistent 1
41-43
-
One of targets arms erupts into flames which looks painful. Persistent 2 & Injured 1 until the persistent damage stops.
44-46
-
One of targets legs erupts into flames making moving tricky. Persistent 2 & -5-speed penalty until the persistent damage ends.
47-48
-
Surgical blast to target chest singes through clothing and causes some serious burns. Persistent 2 & Stunned 1.
49
-
Stomach flesh is intended to remain on the inside of targets flesh. Persistent 2 & Injured 1 until the persistent damage ends.
50
D
Targets eyebrows and facial hair have gone leaving face badly burnt. Target is Injured 1. +5 base damage.
51-53
-
Targets arms ignite as they attempt to ward off your attack. Persistent 2 & Injured 2 until the damage stops.
54-56
-
A considerable amount of flesh is melting on the side of targets hip, that looks nasty. Persistent 3 & Injured 1 until the damage stops.
57-58
-
Target will either need a new shirt or a skin graft as their chest burns like a campfire. Persistent 2 & Slowed 1 until the damage ends.
59
-
I am pretty sure that the targets stomach is not supposed to bubble on the outside. Persistent 2 & Injured 2 until the damage ends.
60
-
Targets face is a mixture of sunburn and surprise. Persistent 1 & Blinded until the damage ends.
61-63
-
The fire strikes the targets arms and then spreads across their body. Persistent 2 & Injured 2 until the damage ends.
64-66
UH
One of targets feet is burnt to a crisp. Target has a -5-speed penalty. Target is also Stunned 1.
67-68
UH
The flames ripple across the target chest leaving a trail of scorched flesh. Persistent 2 & Injured 1.
69
-
Target inhales a vast amount of fumes produced by the burning of their lower torso. Persistent 1 & Stunned 2.
70
UH
Targets face is badly burnt by the fiery assault. Target is Injured 1. +5 base damage
71-73
UH
All of the flesh is stripped from one of targets hands by the flame. Persistent 1 & hand is useless until healed.
74-76
UH
The flames race up the back of targets legs with eager anticipation of the carnage they can reap. Persistent 3 & Injured 1.
77-78
UH
The attack blasts into targets upper chest with little mercy. Target is burning and screaming. Persistent 3 & Injured 1.
79
-
The attack blasts into targets stomach with no remorse. Target is burning and screaming. Persistent 4 & Injured 1 until persistent damage ends.
80
UH
The side of targets face is scorched to the bone. Persistent 2 & Injured 2.
81-83
UH
One of targets arms is burnt to a crisp by the fire. Persistent 2 & arm is useless until healed.
84-86
P
One of targets feet is incinerated before your eyes. Target falls prone and takes a -10-foot status penalty to land speed. Target is Injured 1 until the foot is regrown.
87-88
-
The target looks quite welcoming now that they have constructed a campfire on their chest. Persistent 4 & Stunned 1.
89
-
Children have suddenly become a distant part of the targets future as the flames melt certain vital components for such consideration. Persistent 6.
90
-
Twelve hours spent under a blistering desert sun may have affected targets head in the same way. Target is Fatigued 1, Persistent 3 & Stunned 2.
91-93
Fatal
Targets shoulder joint is incinerated by the resulting inferno which you produce. Targets arm drops to the ground, and they are taking Persistent 8.
94-95
Fatal
The flames engulf one of the targets legs and melt it down to the bone completely. Land Speed is halved if they survive.
96-98
Fatal
Targets ribs are exposed as flame spreads over body. The smell of burnt flesh is not easily forgotten. Persistent 6.
99
Death
All of targets torso skin burns away. Foe expires in a heap.
100
Death
Targets face burns away, while brain boils out of skull through eye and ear holes. This could be serious.
FORCE CRITICAL HIT TABLE
d100 Roll
Persistence
Effect
01-10
Surface Scrape
The magical blast pushes the target's hair back dramatically. Nothing else happens.
11-13
-
A ripple of energy numbs the target’s fingers. One held item is dropped.
14-16
M
The impact sends a twitch through the leg. Target Flat-Footed.
17-18
M
A chest-punch of arcane energy leaves the target winded. Target Dazed 1.
19
-
Force reverberates in the lower abdomen. Target Fatigued 1.
20
D
A sharp pressure rolls over the scalp. Target is Dazed 1. If magically shielded, negate effect.
21-23
D
The arcane surge rattles the arm. Target Weakened 1.
24-26
D
A pulse rolls through the target’s legs. Target suffers Speed Pen –5.
27-28
-
A focused force blast to the sternum. Target Stunned 1 and loses 1 PP.
29
M
A jolt lingers along the spine. Target is Flat-Footed and loses 1 PP.
30
-
The air bends. Target stutters in place and is Stunned 1.
31-32
-
A backlash of force erupts in the hands. One held item is dropped. Target is Stunned 1.
34-36
D
The target's legs vibrate. Target suffers Speed Pen –5 and is Flat-Footed.
37-38
-
A spiralling blast tears into the chest. Target is Stunned 1 and Fatigued 1.
39
-
A burst explodes near the pelvis. Target is Stunned 1 and Spellcasting requires a Spell Concentration success next round.
40
M
Force slaps the side of the head. Target is Stunned 1 and Confused.
41-43
M
The arm is wrenched back. Target Weakened 2 and drops anything held.
44-46
UH
One leg twists unnaturally. Target suffers Speed Pen –5.
47-48
-
The chest caves slightly under pressure. Target Fatigued 2 & Stunned 1.
49
-
The abdomen ripples with magical feedback. Target loses 2 PP and is Sickened 1.
50
M
The face distorts momentarily. Target Stunned 1 and DC 5 Flat check to cast spells.
51-53
D
Both arms seize. Target Weakened 2 and loses 2 PP.
54-56
D
A massive impact to the hip disorients. Target suffers Speed Pen –5 & Confused.
57-58
-
A shockwave across the chest staggers. Target Fatigued 2 & Stunned 1.
59
-
The gut is impacted with unstable energy. Target Sickened 2 and loses 3 PP.
60
M
Force slaps across the eyes and temples. Target Blinded and DC 10 Flat check to cast spells.
61-63
UH
The impact sears through the target’s arms. Target Weakened 2.
64-66
UH
One foot slides out of alignment. Target suffers Speed Pen –5 and is Prone.
67-68
-
The chest explodes with energy. Target Fatigued 2 and loses 3 PP.
69
D
A wild arcane pulse scrambles the belly. Target Sickened 2 & Confused.
70
-
The head jolts back violently. Target Stunned 2 and loses 4 PP.
71-73
UH
One arm is disabled by force backlash. Target suffers Weakened 2 and cannot use that limb until healed.
74-76
P
Both legs buckle. Target suffers Speed Pen –5 and is Prone.
77-78
P
A surge races through the chest. Target Fatigued 1 & Injured 1.
79
UH
A deep impact in the gut causes severe recoil. Target Injured 2 and loses 5 PP.
80
P
The side of the face collapses under force. Target Injured 2 & Stunned 1.
81-83
P
One arm is crushed spiritually. Target Weakened 2 and loses 3 PP.
84-86
D
One leg is crippled by arcane energy. Target suffers Speed Pen –10 and Prone. Target cannot stand.
87-88
D
The chest erupts in shimmering pain. Target suffers Persistent 2 and DC 10 Flat check to cast spells.
89
-
A rupture near the core. Target loses 6 PP and gains Soul Drain 10.
90
UH
Head fills with static. Target Confused.
91-93
Fatal
Force blast vaporizes shoulder. Target’s arm is useless and they lose 8 PP.
94-95
Fatal
Magical backlash implodes a leg. Target is Prone, Speed Pen –10 and gains 5 Soul Drain.
96-98
Fatal
The chest bursts inward. Target Injured 3, Fatigued 2, and cannot cast spells for (D).
99
Death
A hole of magic punches through the core. The body collapses in glowing ruin.
100
Death
Mystical overload detonates within the skull. Brain and spells vaporize.
MENTAL CRITICAL HIT TABLE
d100 Roll
Persistence
Effect
01-10
Surface Scrape
Weird headache for a moment.
11-13
M
The mind sends a strange message to the target causing their arms to flap for a moment. Target has a -1 penalty to DB and can't use reactions.
14-16
M
Target feels a strange ache in both legs. Targets speed takes a -5 penalty.
17-18
-
Target feels a sudden tightening in their chest, it passes. Target Frightened 1. +5 damage.
19
M
That pain was not there a moment ago. Target is Weakened 1.
20
M
Targets remembers a particularly traumatic experienced it once suffered. Target is Frightened 1.
21-23
M
Target loses track of which arm is which. Target is Injured 1.
24-26
-
Target forgets how to stand for a few seconds and falls over. Target is knocked prone.
27-28
-
Target can feel a strange ticking noise in their chest; it distracts them somewhat. Target Stunned 1.
29
-
Target has a sudden urge to relieve themselves, perhaps caused by the fear of your mighty prowess. Target is Frightened 2.
30
M
Target can see a strange dragon flying towards them which is about to breath fire. Target jumps back 5' and is Injured 1.
31-32
M
You are not sure why the target is flapping their arms in such a manner, and neither are they. Target Stunned 1 & Flat-Footed.
34-36
M
Target believes that their legs are encased in stone. Target Immobilised.
37-38
D
Target is experiencing cold sweats and feels a little out of sorts. Target Injured 1.
39
-
Targets stomach is bubbling and causes some severe cramping. Target Sickened 1.
40
-
Severe pain in targets head could be a real problem…. for them. Persistent 1 & Stunned 1. Metal Helm: No Stun.
41-43
M
Target believes that their arms are in fact large pink tentacles. Target is Injured 2 & Stunned 1.
44-46
UH
Intense pain runs down both of target’s legs causing severe discomfort. Target is Injured 1.
47-48
-
Pain erupts in targets chest which persists for some time. Persistent 2 & Stunned 1.
49
-
An expression of discomfort appears on targets face as their stomach constricts. Target Sickened 2. +4 base damage.
50
UH
Targets head feels as if it is about to explode. Persistent 1 & Injured 1.
51-53
M
Target believes that their fingers have become claws and feel the urge to attack with them. Target can only make unarmed attacks. Target is also Stunned 1.
54-56
-
Target cannot feel their legs. Target falls prone and is Stunned 2.
57-58
M
Target performs a strange pirouette and leaves themselves exposed to future attacks. Target is Flat-Footed and triggers reactions from all within 10'. +3 base damage.
59
D
Target believes that a demonic face is ripping from their chest. Target Injured 1 & Confused.
60
D
A glazed expression descends across the target’s eyes. Target is Controlled by you until the end of their next turn and then Injured 1 when the control ends.
61-63
M
Target reacts strangely to the attack and attacks their nearest ally. If no target is available, the target is Injured 2.
64-66
D
Targets legs begin to carry them away from the battle. Target is Fleeing until the end of their next turn, this movement triggers reactions. When the Fleeing ends, target is Confused.
67-68
M
Target has a look of shock upon their face; it appears that their heart may have stopped for a moment. Target falls unconscious.
69
-
Target begins to vomit and then finds it difficult to stop. Target is Sickened 2 & Stunned 1.
70
-
Targets nose begins to bleed as they see images of madness before them. Persistent 1 & Controlled by you until the bleed damage ends.
71-73
D
Target begins to claw at their own arms to kill the imaginary bugs. Target drops anything they are holding and is Slowed 1 & Flat-Footed.
74-76
-
Target falls to the floor and begins to sob. Target falls prone, Triggers Reactions and is also Frightened 2. +2 damage
77-78
UH
Although there appears to be no visible injury to target, their screams tell another story. Target Injured 2.
79
UH
Is the target injured or not…only time will tell? Target Injured 2.
80
M
Target drops as if they have just been hit with a sledgehammer. Target is Unconscious. Metal Helm: Stunned 2 instead.
81-83
M
Target suddenly moves in an erratic fashion and attacks themselves with their primary weapon. The target must make an attack against themselves and is Flat-Footed.
84-86
-
Target suddenly kicks out at you. The target must make an unarmed fumble check. The target also Triggers Reactions.
87-88
D
The target drops one item and places the appendage to their chest, smiling all the time. The target gains the Fascinated condition towards you and is Injured 1.
89
D
The target looks surprised to see you vanish…where did you go. You have the undetected condition towards the target.
90
D
The psychic force severs target’s connection to reality. Target suffers Paralyzed & Confused.
91-93
Fatal
The psychic energy shatters the mind. Target Unconscious.
94-95
Fatal
A concentrated psychic blast destroys mental faculties. Target Paralyzed.
96-98
Fatal
The psychic energy obliterates the target’s mind. Dazed 5.
99
Death
The target’s mental structure collapses, leaving them brain-dead. Target dies instantly.
100
Death
The psychic energy shreds the target’s soul and mind entirely, leaving nothing. Target dies instantly.
POISON CRITICAL HIT TABLE
d100 Roll
Persistence
Effect
01-10
Surface Scrape
No additional effect.
11-13
-
The veins in targets arms bulge with discolour as the poison flows through their veins. +5 damage.
14-16
M
Targets legs feel a little heavy as the poison spreads. Target has a -5 penalty to speed.
17-18
M
For a few seconds target becomes a little short of breath, but it passes. Target Flat-Footed.
19
M
Mild toxin exposure weakens the body. Target Weakened 1.
20
M
Targets vision goes blurry for a moment. Target is Dazzled.
21-23
M
The poison causes a slight numbness, which then disperses in a wave of pain. Target is Injured 1.
24-26
M
Toxin slows motor functions. Target Slowed 1.
27-28
M
Target feels a surge of pain in their chest. Target Injured 1.
29
-
A mild poison causes fatigue. Target Fatigued 1.
30
D
Target attempts to cry out in pain but cannot find their voice. Target is unable to speak.
31-32
D
One of targets arms goes limp dropping to their side. Target cannot use one of their arms.
34-36
M
Targets legs just won't move. Target Immobilised.
37-38
D
Target is certain that the black lines spreading across their chest are bad. Target Injured 1.
39
-
Target looks very pale because of the poison, the vomiting begins. Target Sickened 1.
40
-
Target appears to be a little frothy at the mouth, maybe they are just mad. Target Sickened 1.
41-43
-
Should targets fingers turn black and brittle, probably not. Target drops one item which they are holding and is Stunned 1.
44-46
-
Target falls over and looks very surprised by this turn of events. Target falls prone and is Stunned 1.
47-48
M
A cramping in foes chest causes them some physical impairment. Target Weakened 2. +5 damage.
49
-
Target has an extremely unsettled stomach; they look very pale. Target Sickened 1 and takes Persistent 1.
50
M
The back of targets throat constricts and this spreads to their body with haste. Target Immobilised. +5 damage.
51-53
D
Target is struggling with the pain spreading through their arms. Target is Weakened 2.
54-56
D
The venom spreads through targets legs quickly. Target has a -5 penalty to speed and takes Persistent 1.
57-58
-
A virulent toxin causes extreme pain. Target Fatigued 2 and takes Persistent 1.
59
-
Target clutches their stomach and cries out in pain. Target is Sickened 2.
60
M
Targets eyes are watering like crazy; how can they see. Target Blinded and then Dazzled for 1 minute thereafter.
61-63
M
Targets hands were surely not that big a second ago. Target drops what they are holding in both hands and is Immobilized. +5 damage.
64-66
UH
Targets legs suddenly feel very heavy; they take a step forward and fall over. Target moves forward 5' and falls prone. Target then has a -5-speed penalty.
67-68
-
Target does not realise the extent of the damage until they move…or rather don't. Persistent 2 & Paralyzed until the persistent damage ends.
69
-
The pain in targets lower abdomen causes target to stumble backwards sweating. Target is pushed back 5' and falls prone. Target is Stunned 1.
70
-
Target chokes and begins to froth at the mouth. Persistent 1 & Slowed 1 until the damage ends.
71-73
-
Targets arms spasm releasing their contents everywhere. Target throws everything they are carrying in random directions 1d4x5 feet. Target is Stunned 1. +10 damage.
74-76
-
The veins in targets arms are bulging with black venom. Target has Soul Drain 5 & Stunned 1.
77-78
M
Targets heart stops for a moment. Target falls Unconscious.
79
P
A lethal toxin damages the abdomen. Target Injured 1.
80
P
A strange black substance oozes across targets eyes forcing them to close. Target is Blinded.
81-83
-
Targets arms have a strange burning sensation running through them. Persistent 2 & cannot use either arm until the persistent damage ends.
84-86
P
The poison flows freely into the target’s legs, making them extremely unsteady on their feet. Target Weakened 2 & Stunned 1.
87-88
P
A massive dose of poison incapacitates the target. Target Injured 2 and Unconscious until healed.
89
UH
The poison overwhelms the target’s immune system. Target Unconscious and takes Persistent 4.
90
UH
Some black fluid leaks from the side of targets mouth as they gasp for breath. Target drops and is Suffocating (no holding breath, straight to unconscious).
91-93
Fatal
The poison spreads to every vital organ. Target Unconscious.
94-95
Fatal
A lethal dose paralyzes the entire body. Target Paralyzed.
96-98
Fatal
The poison reaches the targets brain and almost prevents them from functioning. Target is Blinded and Deafened. +5 damage
99
Death
The venom completely shuts down the target’s body. Target dies instantly.
100
Death
The poison destroys the target from the inside, leaving no chance of recovery. Target dies instantly.
SONIC CRITICAL HIT TABLE
d100 Roll
Persistence
Effect
01-10
Surface Scrape
White noise.
11-13
-
Look at those strange bubbles that have just appeared under the targets skin. +5 damage.
14-16
M
Targets legs waver under the force of the attack. Target Flat-Footed.
17-18
-
Target is pushed back by the sonic energy. Target is pushed back 5'.
19
-
Target feels a strange emptiness in the pit of their stomach. Target Frightened 1.
20
-
Targets head throbs with the intense sound for the merest of moments. +5 damage.
21-23
M
The vibration splits several of target’s fingernails, which is painfully distracting. Target Flat-Footed. +5 damage.
24-26
-
Intense pain in targets legs causes them to momentarily lose their balance. Target is knocked prone.
27-28
M
The flesh upon targets back tears and splits slightly. Target Injured 1.
29
-
Target feels a strange pressure in the stomach and projectile vomits at anyone target within 10'. Target Sickened 1.
30
-
Target is struggling to deal with your onslaught and turns to run. Target is Fleeing for 1 round.
31-32
M
Target is convinced that the strange vibrations in their arms must be harmless, target is mistaken. Target Weakened 2.
34-36
M
Targets ankles swell up causing some trauma and discomfort. Persistent 1 & Injured 1.
37-38
M
Target looks a little surprised as they are pushed back by the force of the attack. Target is pushed back 10' and is Flat-Footed.
39
-
Target is thrown off their feet and lands with a thud. Target is knocked prone. +5 damage.
40
D
Target is a little bewildered by the blood that trickles from their nose and ears. Persistent 1 & Injured 1.
41-43
M
Targets hands ripple with unwanted blisters that painfully burst. Target is Injured 2.
44-46
UH
Target loses a dangerous amount of flesh on their thighs. Target is Injured 1. +5 damage.
47-48
-
The sonic energy reverberates around targets body and remains. Persistent 2 & Stunned 1.
49
-
The sonic energy passes through targets stomach, causing some discomfort. Target is Sickened 1 & Stunned 1.
50
M
Target does not appreciate the sound of your music. Target is Stunned 1 & Flat-Footed.
51-53
-
Several of target’s fingers split open revealing flesh and bone…. Oooh. Target is Stunned 2. +5 damage.
54-56
UH
A powerful vibration distorts the spine. Target Slowed 1 and -5 penalty to speed.
57-58
D
A burst of gore comes out of the back of targets upper body. Target is Flat-Footed.
59
-
Looks like breakfast may be coming back. Target Sickened 2.
60
UH
A concentrated burst incapacitates the target’s hearing. Target Deafened & Bleeding 1.
61-63
-
That attack caused the target a lot of pain from the shoulders down. One item at random which the is currently in the target’s possession is broken.
64-66
-
Targets legs are all twisted up as they fall flat on their face. Target is prone and Stunned 1. +5 damage.
67-68
-
Targets scream is actually louder than the sonic attack that strikes them. Target Stunned 2.
69
-
There is a potential that target may never have kids, the pain in their face says it all. Target is Sickened 2. +5 damage.
70
M
Target sees stars for a few moments as the blast hits them in the head. Target Unconscious.
71-73
-
It is unlikely that targets arms should be vibrating like that. Target drops what they are holding in both hands and is Stunned 2.
74-76
-
Target is struck as if by the fist of a Storm Giant. Target is knocked back 15' and falls prone. Target is Stunned 1.
77-78
-
Force of the attack doubles target over. Target Sickened 3.
79
P
A massive sonic boom disrupts the abdomen. Target Injured 1. Armoured: Persistent 2 instead of Injured.
80
UH
Target takes the full sonic blast straight in the head…blood from the ears is not good. Bleeding 2 & Deafened.
81-83
UH
The pain in the targets arm is almost unbearable. Target Stunned 2 & Injured 2. +5 damage.
84-86
P
The targets kneecap bulges out of their leg, and they scream as they hit the dirt. Target is knocked prone. The target has a -5-speed penalty and is Injured 2.
87-88
D
Several of target’s ribs break under the assault. Target stumbles and looks dazed. Target is Flat-Footed & Stunned 2.
89
UH
The sonic force creates shockwaves through the body. Target Unconscious and taking Persistent 3.
90
UH
Other than some physical damage the target appears to be untouched by your attack…for now. Each time the target spends more than 1 AP in a round they must make a DC 5 flat check or fall unconscious for 1 minute.
91-93
Fatal
Targets arm simply explodes. Target Unconscious.
94-95
Fatal
One of targets legs disintegrates. Target half speed if they survive.
96-98
Death
The blast hits the target and throws them back 10'. They break their neck as fall.
99
Death
A sonic shockwave crushes the target’s form entirely.
100
Death
Targets head begins to vibrate. Brain matter begins to ooze out of their ears, blood from their eyes, ears and mouth. This happens very quickly but leaves their head an empty husk.
MELEE FUMBLE TABLE
Roll
Result
1
You can't even fumble well. You overextend your reach whilst making the attack and fall prone.
2-3
You strain a muscle as you take the swing. You take 1 damage.
4-8
You somehow manage to catch yourself with your own weapon. You are taking 1 bleed damage.
9-10
You strain a muscle as you take the swing. You take 2 damage.
11-13
The weapon slips in your grasp and you drop it at your feet.
14-15
Such is your confidence that you overextend and are slightly off balance. You may use no Reactions until the end of your next turn.
16-20
This looks like a great attack until you realise that the target is not where you thought they were. You are Flat-Footed until the end of your next turn.
21-25
Your clever spin seems impressive but achieves very little. You Trigger Reactions.
26-29
Your weapon slips in your hand and smacks against the side of your arm. For Piercing or Slashing weapons, you inflict 1d4 persistent bleed to yourself, for Bludgeoning you have just inflicted 1d10 damage ignoring DR & Resistance.
30
Your weapon slips in your hand and smacks against the side of your arm. For Piercing or Slashing weapons, you inflict 1d4 persistent bleed to yourself, for Bludgeoning you have just inflicted 1d10 damage ignoring DR & Resistance.
31-35
In your mind, that was always a thrown weapon which you were attacking with. You throw your weapon in the direction of the target, but it lands harmlessly 10' away.
36-40
You twirl your weapon in a fancy arc which looks awesome. That is, until you hit yourself over the head with it. You are Stunned 2.
41-45
As you attack, you feel a nasty twinge in your shoulder, that feels like a pulled muscle. You are Weakened 1 until healed.
46-50
A carefully placed attack ricochets back from the target harmlessly and hits you instead. You take 1d4 bleed damage and are Stunned 2.
51-55
Your weapon catches on either your armour or clothing causing great amusement for your enemies. You are Slowed 1 until you spend 2 Interact actions to free yourself.
56-60
There is something wrong with one of your legs, and it distracts you enough to miss with your attack. You are Slowed 1 until healed.
61-65
You often have great ideas when in combat, but not this time. Headbutting your target ends badly. You inflict 5 damage to yourself ignoring DR & Resistance and must use your next action to attack the nearest ally. If there is no ally in range, then the action is wasted.
66
You have somehow managed to attack one of your allies, reroll this attack against a randomly selected ally within range. If no allies are within range you inflict a Critical Injury to yourself.
67-70
This combat business is beginning to wear you out. You are Fatigued 2.
71-75
In a bizarre twist of fate, you manage to strike yourself with the attack inflicting damage normally. You are also Stunned 1.
76-78
The pain that has just flared up has got to be bad news, something, somewhere in your body has just failed. You are Weakened 1.
79-80
Something twinges in your leg as you step forward into the attack. You are Weakened 2 until healed.
81-85
You miss your target and somehow manage to damage your own weapon, which is now broken. You are also Stunned 2.
86-90
You catch your hand on something sharp as you make your attack, it is bleeding badly and you feel nauseous as a result. You are taking 1d6 bleed and are Sickened 1 until the bleed damage stops.
91-92
Something gives in your upper back making life very difficult. You are Weakened 2.
93
A pain shoots across your head and eyes; your head is pounding. You are Dazzled 2.
94-95
Your body just wants to give up and go to sleep, the physical exertion is just too much. You are Fatigued 2 and Stunned 2.
96-97
You trip over your own feet and crack your head sharply on the floor. You are unconscious until the end of your next turn and taking 1d4 persistent bleed damage.
98-99
Your weapon is not really intended to be held that way, you critically hit yourself with the attack.
100
You spin your weapon in a truly skilful fashion and deliver an almost lethal blow to yourself. Make a basic Fortitude Saving throw with a DC equal to your Level DC (Hard) inflicting damage to yourself and a potential critical based upon the result.
MISSILE FUMBLE TABLE
Roll
Result
1
You can't even fumble well. You overextend your reach whilst making the attack and fall prone.
2-3
Your finger gets caught in your weapon. You take 1 damage.
4-8
The missile streaks across your arm drawing blood. You are taking 1 bleed damage.
9-10
You strain a muscle as you make your attack. You take 2 damage.
11-13
The weapon slips in your grasp and you drop it at your feet.
14-15
The weapon slips in your grasp and you drop it at your feet.
16-20
You spend a long time watching your missile arc wide of the target…too much time. You are Flat-Footed until the end of your next.
21-25
As you make the attack you suddenly realise that there is something wrong with your weapon. If you are attacking with a bow, the string has snapped requiring 3 interact actions to fix. For any other missile weapon, it is broken.
26-29
Your weapon slips in your hand and you fire it into your own foot. For Piercing or Slashing weapons, you inflict 1d4 persistent bleed to yourself, for Bludgeoning you have just inflicted 1d10 damage ignoring DR & Resistance.
30
Your weapon slips in your hand and you fire it into your own foot. For Piercing or Slashing weapons, you inflict 1d4 persistent bleed to yourself, for Bludgeoning you have just inflicted 1d10 damage ignoring DR & Resistance.
31-35
In your mind, that was always a thrown weapon which you were attacking with. You throw your weapon in the direction of the target, but it lands harmlessly 10' away.
36-40
You get all tangled up in your weapon making life difficult for yourself. You are Stunned 2.
41-45
As you attack, you feel a nasty twinge in your shoulder, that feels like a pulled muscle. You are Weakened 1 until healed.
46-50
You have just shot yourself in the foot with some serious precision. You take 1d4 persistent bleed damage and are Stunned 2.
51-55
Your weapon catches on either your armour or clothing causing great amusement for your enemies. You are Slowed 1 until you spend 2 Interact actions to free yourself.
56-60
There is something wrong with one of your legs, and it distracts you enough to miss with your attack. You are Slowed 1 until healed.
61-65
Just as you are about to make your attack, a large insect flies straight in your mouth forcing you to gag. You are Sickened 2.
66
You have somehow managed to attack one of your allies, reroll this attack against a randomly selected ally within range. If no allies are within range you inflict a Critical Injury to yourself.
67-70
This combat business is beginning to wear you out. You are Fatigued 2.
71-75
What appears initially to be a great attack is not. The attack ricochets back at you and hits you in the face. You are Blinded until the end of your next turn.
76-78
The pain that has just flared up has got to be bad news, something, somewhere in your body has just failed. You are Weakened 1.
79-80
Your arm is not supposed to lock up like that. You are Weakened 2.
81-85
You release your missile and then your weapon breaks. Weapon is broken and you are Stunned 2.
86-90
You catch your hand on something sharp as you make your attack, it is bleeding badly and you feel nauseous as a result. You are taking 1d6 persistent damage and are Sickened 1 until the bleed damage stops.
91-92
Something gives in your upper back making life very difficult. You are Injured 1.
93
A pain shoots across your head and eyes; your head is pounding. You are Dazed 2.
94-95
Your body just wants to give up and go to sleep, the physical exertion is just too much. You are Fatigued 1 and Stunned 2.
96-97
You trip over your own feet and crack your head sharply on the floor. You are unconscious until the end of your next turn and taking 1d4 bleed damage.
98-99
Reroll the attack targeting a random ally within range ignoring MAP. If no allies are available, you instead target a bystander or inflict a critical to yourself.
100
Your weapon breaks and the shards fly at you in a potentially lethal fashion. Make a basic Fortitude Saving throw with a DC equal to your Level DC (Hard) inflicting damage to yourself and a potential critical based upon the result.
THROWN FUMBLE TABLE
Roll
Result
1
You can't even fumble well. You overextend your reach whilst making the attack and fall prone.
2-3
You drop the weapon on your foot. You take 1 damage.
4-8
It helps with a thrown weapon if you do not hurl it straight up. It comes back down and hits you on the head. You are taking 1 bleed.
9-10
You strain a muscle as you make your attack. You take 2 damage.
11-13
The weapon slips in your grasp and you drop it at your feet. If this is a bomb or other volatile item, it does not go off and must be a dud.
14-15
The weapon slips in your grasp and you drop it at your feet. If this is a bomb or other volatile item, it does not go off and must be a dud.
16-20
So bad is your aim that you have turned a full 90 degrees to your left. You are Flat-Footed until the end of your next turn.
21-25
Your aim is slightly off as the light gets in your eyes. Reroll the attack, targeting the closest creature to the original target (this can be yourself) within range.
26-29
What were you thinking that weapon does not look good in the side of your own leg. For Piercing or Slashing weapons, you inflict 1d4 persistent bleed to yourself, for Bludgeoning you have just inflicted 1d10 damage ignoring resistance.
30
What were you thinking that weapon does not look good in the side of your own leg. For Piercing or Slashing weapons, you inflict 1d4 persistent bleed to yourself, for Bludgeoning you have just inflicted 1d10 damage ignoring resistance.
31-35
You throw the weapon over your shoulder where it lands harmlessly 15' away.
36-40
You twirl your weapon in a fancy arc which looks awesome. That is, until you hit yourself over the head with it. You are Stunned 2.
41-45
As you attack, you feel a nasty twinge in your shoulder, that feels like a pulled muscle. You are Weakened 1 until healed.
46-50
You have somehow managed to pull a random item from your pack and thrown that at the target instead. It does no damage and drops harmlessly at their feet.
51-55
Your weapon catches on either your armour or clothing causing great amusement for your enemies. You are Slowed 1 until you spend 2 Interact actions to free yourself.
56-60
There is something wrong with one of your legs, and it distracts you enough to miss with your attack. You are Slowed 1 until healed.
61-65
Just as you are about to make your attack, a large insect flies straight in your mouth forcing you to gag. You are Sickened 2.
66
You have somehow managed to attack one of your allies, reroll this attack against a randomly selected ally within range. If no allies are within range you inflict a Critical Injury to yourself.
67-70
This combat business is beginning to wear you out. You are Fatigued 2.
71-75
What appears initially to be a great attack is not. The attack ricochets back at you and hits you in the face. You are Blinded until the end of your next turn.
76-78
The pain that has just flared up has got to be bad news, something, somewhere in your body has just failed. You are Weakened 1
79-80
Your arm is not supposed to lock up like that. You are Weakened 2.
81-85
As you pull your arm back to release the weapon, it locks in place causing great discomfort. You are Injured 2 until healed.
86-90
You catch your hand on something sharp as you make your attack, it is bleeding badly and you feel nauseous as a result. You are taking 1d6 persistent damage and are Sickened 1 until the bleed damage stops.
91-92
Something gives in your upper back making life very difficult. You are Injured 1.
93
A pain shoots across your head and eyes; your head is pounding. You are Dazzled 2.
94-95
Your body just wants to give up and go to sleep, the physical exertion is just too much. You are Fatigued 1 and Stunned 2.
96-97
You trip over your own feet and crack your head sharply on the floor. You are unconscious until the end of your next turn and taking 1d4 persistent bleed damage.
98-99
Your weapon is not really intended to be held that way, you critically hit an ally or neutral within range.
100
Your weapon breaks and the shards fly at you in a potentially lethal fashion. Make a basic Fortitude Saving throw with a DC equal to your Level DC (Hard) inflicting damage to yourself and a potential critical based upon the result.
UNARMED FUMBLE TABLE
Roll
Result
1
You can't even fumble well. You overextend your reach whilst making the attack and fall prone.
2-3
Your attack hits the target but finds a hard area. You a take 1 damage.
4-8
Striking the ground will often hurt you. You take 2 damage.
9-10
You strain a muscle as you make your attack. You take 2 damage.
11-13
Such is your confidence that you overextend and are slightly off balance. You may use no Reactions until the end of your next turn.
14-15
Such is your confidence that you overextend and are slightly off balance. You may use no Reactions until the end of your next turn.
16-20
Your attack is badly executed, and it throws you off balance. You are Weakened 1 until the beginning of your next turn.
21-25
Your clever spin seems impressive but achieves very little. You Trigger Reactions.
26-29
Your attempt to do a star jump does not go unnoticed. You strain something for your efforts and take 1d8 damage.
30
Your attempt to do a star jump does not go unnoticed. You strain something for your efforts and take 1d10 damage.
31-35
You suddenly develop a nasty cramp in your leg. You are Stunned 1.
36-40
The attack looks very impressive but leaves you very exposed. You are Stunned 1 and Flat-Footed until the end of your next turn.
41-45
As you attack, you feel a nasty twinge in your shoulder, that feels like a pulled muscle. You are Weakened 1 until healed.
46-50
You twist and turn and promptly throw up on your boots. Must have been something you ate. You are Sickened 2.
51-55
You did not intend to throw yourself forward like that. You have strained something in the process. You are Injured 1 until healed.
56-60
There is something wrong with one of your legs, and it distracts you enough to miss with your attack. You are Slowed 1 until healed.
61-65
You often have great ideas when in combat, but not this time. Headbutting your target ends badly. You inflict 5 damage to yourself ignoring DR & Resistance and gain the Confused condition.
66
You have somehow managed to attack one of your allies, reroll this attack against a randomly selected ally within range. If no allies are within range you inflict a Critical Injury to yourself.
67-70
This combat business is beginning to wear you out. You are Fatigued 2.
71-75
In a bizarre twist of fate, you manage to strike yourself with the attack inflicting damage normally. You are also Stunned 1.
76-78
The pain that has just flared up has got to be bad news, something, somewhere in your body has just failed. You are Weakened 1
79-80
Something twinges in your leg as you step forward into the attack. You are Injured 1 until healed.
81-85
Your attack is a complete mess and leaves you in utter disarray. You fall prone and are Injured 2 until healed.
86-90
For some unknown reason, you move 10' in a random direction. This movement Triggers Reactions and at the end of the movement you are Stunned 2.
91-92
Something gives in your upper back making life very difficult. You are Injured 2.
93
A pain shoots across your head and eyes; your head is pounding. You are Dazed 3.
94-95
Your body just wants to give up and go to sleep, the physical exertion is just too much. You are Fatigued 1 and Stunned 2.
96-97
You trip over your own feet and crack your head sharply on the floor. You are unconscious until the end of your next turn and taking 1d4 persistent bleed damage.
98-99
You miss the target with such force and strike a nearby inanimate object. You critically hit yourself.
100
Your fantastic roundhouse kick is truly amazing. Unfortunately, it does not work as you planned. All targets including yourself basic Reflex Saving throw with a DC equal to your Level DC (Hard) or take your damage and a potential critical.

CHAPTER 8 – OTHER RULES #

In the enchanted forests of Everdorn, where mystical fey roamed and magic filled the air, there lived a graceful elven sorceress named Jalandria. Her ethereal beauty was matched only by her extraordinary powers, which she wielded with grace and precision. In her solitary existence, Jalandria longed for a connection that transcended the boundaries of her elven kin. Fate intervened when she crossed paths with a human wizard, the Loremaster Marco El’ zorro. Their encounter sparked a flame that burned brightly, defying the boundaries of their different worlds. As they spent more time together, their love blossomed, forming an unbreakable bond between the elven sorceress and the human wizard.Jalandria and Marco revelled in the beauty of their love, blissfully unaware of the lurking darkness that sought to tear them apart. Foul forces, envious of their union, devised a wicked scheme to separate the lovers. In a cruel twist of fate, Jalandria was abducted, ripped from Marco's embrace, and spirited away by the sinister hands of those who wished to extinguish their love.Devastated and heartbroken, Marco searched tirelessly for his lost love. Days turned into months, and months into years, but there was no trace of Jalandria. The once vibrant wizard became a mere shadow of his former self, consumed by grief and despair. His spells lost their power, and his spirit grew weary.Legends whispered of Jalandria's fate, hinting at her imprisonment in a realm beyond mortal reach. The elven sorceress had become a tragic enigma, forever lost to the world that once knew her. Marco, driven by an undying love, never ceased his quest, traversing treacherous lands and delving into forbidden depths, determined to find a way to reunite with his beloved.And so, the elven sorceress Jalandria and the human wizard Marco El’ zorro remain forever entwined in a bittersweet tale of love and loss, their souls forever yearning for the day they might be reunited once more.In Everdorn's realm, love's fire did ignite,Jalandria, sorceress, met Marco, bright.But darkness tore them asunder, love's plight,Their souls forever yearn for reunion's light.In the enchanted forests of Everdorn, where mystical fey roamed and magic filled the air, there lived a graceful elven sorceress named Jalandria. Her ethereal beauty was matched only by her extraordinary powers, which she wielded with grace and precision. In her solitary existence, Jalandria longed for a connection that transcended the boundaries of her elven kin. Fate intervened when she crossed paths with a human wizard, the Loremaster Marco El’ zorro. Their encounter sparked a flame that burned brightly, defying the boundaries of their different worlds. As they spent more time together, their love blossomed, forming an unbreakable bond between the elven sorceress and the human wizard.Jalandria and Marco revelled in the beauty of their love, blissfully unaware of the lurking darkness that sought to tear them apart. Foul forces, envious of their union, devised a wicked scheme to separate the lovers. In a cruel twist of fate, Jalandria was abducted, ripped from Marco's embrace, and spirited away by the sinister hands of those who wished to extinguish their love.Devastated and heartbroken, Marco searched tirelessly for his lost love. Days turned into months, and months into years, but there was no trace of Jalandria. The once vibrant wizard became a mere shadow of his former self, consumed by grief and despair. His spells lost their power, and his spirit grew weary.Legends whispered of Jalandria's fate, hinting at her imprisonment in a realm beyond mortal reach. The elven sorceress had become a tragic enigma, forever lost to the world that once knew her. Marco, driven by an undying love, never ceased his quest, traversing treacherous lands and delving into forbidden depths, determined to find a way to reunite with his beloved.And so, the elven sorceress Jalandria and the human wizard Marco El’ zorro remain forever entwined in a bittersweet tale of love and loss, their souls forever yearning for the day they might be reunited once more.In Everdorn's realm, love's fire did ignite,Jalandria, sorceress, met Marco, bright.But darkness tore them asunder, love's plight,Their souls forever yearn for reunion's light.

This chapter presents rules for a number of miscellaneous parts of the game that are vitally important for any campaign or standalone gaming session. It covers rules for the Ethics Alignment System, Movement (outside of an encounter), Falling, Perceiving, Daily Preparation, Counteraction and Afflictions.

ETHICS ALIGNMENT SYSTEM The Ethics Alignment System offers a diverse range of fifteen distinct ethical alignments. This system recognizes the multifaceted nature of morality and allows for a broader spectrum of character development and decision-making.

In the Ethics Alignment System, characters can select one of the following ethics:

Benevolence: Strives to promote kindness, empathy, and well-being for all beings, embracing the principles of good.

Justice: Upholds fairness, equality, and the rule of law, seeking to rectify injustice and protect the rights of individuals.

Harmony: Values unity, cooperation, and peaceful coexistence, fostering a sense of balance and understanding among diverse entities.

Prudence: Emphasizes wisdom, rationality, and careful decision-making, seeking to avoid unnecessary risks or harm.

Autonomy: Cherishes individual freedom, personal choices, and self-determination, allowing each being to shape their own destiny.

Altruism: Places the needs of others before oneself, prioritizing selfless acts and self-sacrifice to alleviate suffering and promote well-being.

Equilibrium: Values maintaining a harmonious balance between opposing forces and perspectives. Strives to find common ground and compromise to prevent extremes and ensure stability.

Discipline: Values structure, organization, and adherence to established rules and systems. Strives to maintain order and efficiency, believing that a structured framework is necessary for the well-being and success of individuals and societies.

Adaptability: Prioritizes flexibility and openness to change, recognizing the dynamic nature of ethical considerations. Seeks to adjust actions and decisions based on evolving circumstances to maintain harmony and fairness.

Ambition: Driven by personal success and achievement, willing to pursue goals with determination, even if it means stepping on others.

Exploitation: Seeks to manipulate and exploit others for personal gain, disregarding ethical considerations in favour of power and control.

Anarchy: Embraces chaos, disorder, and the rejection of authority, seeking to dismantle oppressive systems and structures.

Malevolence: Delights in causing harm, suffering, and chaos, revelling in the infliction of pain upon others.

Deception: Relies on lies, manipulation, and deceit to achieve personal goals, disregarding the well-being of others.

Nihilism: Rejects moral absolutes, embracing a belief in the inherent meaninglessness of existence and the absence of ethical principles.

Be aware that if you hold your ethics with unwavering dedication, you may acquire an aligned trait (see Chapter 12).

The ethics system can provide a framework for character alignment and moral decision-making. Each point represents a distinct ethical orientation that you can choose for your character, influencing your actions, beliefs, and interactions within the game world.

The chosen alignment can guide you in determining your character's motivations, moral compass, and how you interact with non-player characters and the game's narrative. It can also influence your progression, as certain choices and actions may align with or deviate from your chosen ethics.

As you navigate the setting of the campaign or story, you will encounter situations that require moral judgment and decision-making. The chosen ethics system can help you evaluate your character's stance on various moral dilemmas and determine how you will respond. This can lead to engaging role-playing opportunities, character development, and impact the overall story and gameplay experience.

LOYALTIES

In addition to your characters ethics, you may also select a number of loyalties for your character. Loyalties refer to the allegiances, commitments, or emotional bonds that you have towards another character, group, organization, or cause. Your race will offer some suggested loyalties and may include but are not restricted to

Personal (This involves strong emotional ties between individual characters).

Faction (You may have loyalties to specific factions, guilds, or organizations).

National or Cultural (You have a strong sense of loyalty to your homeland, city, or cultural identity).

Ideological (You may be dedicated to a particular ideology, religion, or belief system).

Cause (You may be devoted to a specific cause or mission).

Leader (You may be loyal to a charismatic or influential leader).

REWARDING ETHICS & LOYALTIES

The ethics system can provide the GM with a guideline for determining experience point XP awards based upon a character's ethical choices and actions. By aligning XP rewards with ethical decisions, the GM can reinforce the importance of moral choices and character development within the game.

When players make decisions or take actions that align with their chosen ethics, the GM can reward them with XP as a reflection of their character's growth and adherence to their moral principles. This incentivizes players to stay true to their character's alignment and actively engage with the ethical dilemmas presented in the game.

Conversely, if players deviate from their chosen ethics or act in ways that contradict their alignment, the GM can choose to withhold or reduce XP rewards. This encourages players to consider the consequences of their actions and promotes consistency in role-playing their character's moral stance.

The GM can also grant XP rewards for characters which follow and adhere to their loyalties.

MOVEMENT #

Movement is something that must be tracked either for encounters, exploration or even at times in downtime. Movement during an encounter is explained in more detail in Chapter 7. In this chapter we concentrate on general movement rules.

TYPES OF MOVEMENT

Your character will always have a land speed, referred to as your Speed throughout the rules.

There are a number of different movement types available in the game, each possessing its own distinct value. Some creatures possess these movement types innately, while others can acquire them through spells, abilities (such as feats), or magical items.

Be aware that each movement type requires a specific action, with the Step action being exclusive to the Land Speed movement type.

When transitioning between movement types, you can use the Flowing Movement action (see Chapter 4) or you can simply complete one action before proceeding to the next.

Tinny Squidbottom is fleeing from the approaching orcs. He runs down the hill for 30 feet using 2 AP worth of Stride actions (his Speed is 25 feet) and then plunges into the river. Tinny has a swim speed of 20 feet and the river is 30 feet across. He attempts a Flowing Movement check using his Athletics skill and gets a success against the GM assigned DC. This allows him to continue straight into the water finishing his second AP with a 15 feet Swim (20 minus the 5 feet he had already used on his second Stride action). He then uses his third AP to swim another 15 feet across the river making it safely to the other shore.

Each speed is briefly explained below.

LAND SPEED

Most characters possess a statistic referred to as speed, which typically denotes their land speed—the rate at which they can traverse the ground using actions like Stride. Your land speed determines the distance you can cover during movement.

When a rule mentions your speed without specifying a type, it specifically pertains to your land speed.

BURROW SPEED

With a burrow speed, you possess the ability to tunnel through the ground. If you have a burrow speed, you can use the Burrow action. It's important to note that burrowing typically doesn't create a tunnel, unless the ability explicitly states otherwise. When burrowing, most creatures must hold their breath and may require tremorsense to navigate accurately.

CLIMB SPEED

Having a climb speed grants you the ability to traverse inclines and vertical surfaces effortlessly. Instead of making Climb (Climbing) checks, you automatically succeed and cover a distance up to your climb speed. However, in hazardous conditions, extremely challenging surfaces, or when crossing horizontal planes like ceilings, Climbing checks may still be necessary.

Your climb speed also provides a +4 circumstance bonus to Climbing checks. Notably, while climbing, you are not considered flat-footed.

FLY SPEED

If you have a fly speed, you have the ability to use the Arrest a Fall, Fly and Hover (Acrobatics) actions.

Additionally, if you have at least 1 rank in the Acrobatics skill, you can us the Aerial Manoeuvre action.

Flying is affected by wind conditions. Moving against the wind follows the rules of moving through difficult terrain (or formidable terrain when flying upward), while moving with the wind allows you to cover 10 feet for every 5 feet of movement spent (not cumulative when moving straight downward).

Be aware that upward and downward movement is relative to the gravity in your current location.

SWIM SPEED

When you possess a swim speed, you have the ability to smoothly navigate through water without significant hindrance. Instead of needing to make Swim (Athletics) checks, you automatically succeed and can move up to your swim speed instead of the distance listed. However, it's important to note that moving vertically, either upward or downward, still counts as moving through difficult terrain.

While you generally succeed automatically, there may be circumstances where you need to attempt swimming checks, such as in hazardous conditions or when crossing turbulent waters. Having a swim speed grants you a substantial advantage, as it provides a +4 circumstance bonus to swimming checks.

Be aware that having a swim speed does not necessarily mean you can breathe underwater. If you find yourself submerged, you may still need to hold your breath to avoid drowning, unless you have a separate means to breathe underwater.

TRAVEL SPEED

When travelling long distances the GM will need to track movement and determine how far a party can travel.

TRAVEL SPEED
Speed
FPM
MPH
MPD
10
100
1
8
15
150
1.5
12
20
200
2
16
25
250
2.5
20
30
300
3
24
35
350
3.5
28
40
400
4
32
50
500
5
40
60
600
6
48

FPM Feet per minute; MPH Miles per hour; MPD Miles per day

The above distances assume that the terrain is flat and clear. When moving through difficult terrain the above values are halved, and quartered when moving through formidable terrain.

Be aware that when travelling as a party it is also important to note that the character with the slowest speed determines how fast the party travel.

Some terrain types may require skill checks when travelling. If this is the case the GM will determine how often a skill check is required.

FALLING FROM HEIGHT #

Over the course of an adventurers life, they will eventually fall off something. It may be a rope bridge, being pushed from the battlements by an invading enemy or pit trap.

Regardless of the reason, when a character falls use the following rules to determine the outcome.

FALLING

When you fall from a dangerous height (more than 5 feet) you take an amount of bludgeoning damage equal half the distance you fell when you land. It is also quite possible that you will take a critical injury from a fall.

When you land after falling, you must make a level-based Fortitude saving throw to resist injury. The DC is increased by 1 per 5 points of Hit Point damage you take from the fall.

Critical You avoid a critical injury.

Success You take a minor critical injury from your fall.

Failure You take a serious critical injury from your fall.

Fumble You take a deadly critical injury from your fall.

Blunder You make a nasty squishy sound as you splat, dying instantly.

Be aware that DR does not help you when taking fall damage.

If you take any damage from a fall, you land prone. You can Grab an Edge (Climbing) as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can’t be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).

Kaleb is pushed off the edge of a building and falls some 20 feet to the ground. As he is dressed in heavy armour he doesn’t bother making a check to stop himself from falling and simply drops like a stone. Kaleb is level (level DC 19) and has a Fortitude saving throw of +10. As he falls 20 feet, he takes 10 damage and the save DC is increased by 2. Kaleb rolls a 14 on the d20 giving him a result of 24. This is a success so he takes a Minor bludgeoning critical.

FALLING SPEED

Falling from a great height is controlled by the laws of physics and although we have no intention of reproducing such things here, we still need some mechanics to determine how quickly you fall.

You fall approximately 500 feet in the first round of any fall (or less if you hit the floor first). Each subsequent round of falling, you will drop about 1,500 feet.

Be aware that unless you make some kind of skill check, falling pretty much any distance will always use a minimum of 1 AP during an encounter.

FALLING ON A CREATURE

If you land on a creature after falling, that creature must make a DC 20 Reflex Saving Throw.

Critical The creature takes no damage.

Success The creature takes bludgeoning damage equal to one-quarter the falling damage you took.

Failure The creature takes bludgeoning damage equal to half the falling damage you took and also takes a bludgeoning critical of one degree less severity (none if the initial was minor).

Fumble The creature takes the same amount of bludgeoning damage you took from the fall and also takes a bludgeoning critical of equal severity.

FALLING OBJECTS

Falling objects take damage in the same way as characters. If dropped on a character, they use the falling on the creature rules above, although the GM may make some modifications based upon the size of the item.

PERCEIVING #

Your Perception skill controls how aware you are and how easy it is for you to notice things. The two actions that are available to you when attempting to locate creatures and objects are Awareness and Search.

As a general rule, Awareness checks are made when the GM prompts you to notice something and you will make Search checks when you are actively looking for something.

There are a number of things to take into consideration when using the Perception skill such as light, visibility and other senses which allow you to locate things.

SENSES

The ways in which your character can use the Perception skill are based entirely upon the different sense that you possess. A standard humanoid creature will usually possess the senses of vision, hearing, smell, taste and touch.

Each sense belongs to a sense category and is handled in a slightly different way as described below.

PRIMARY SENSES

A primary sense can be used to detect any creatures that are not hiding or obscured to you. Using a primary sense is the only way to target a creature without drawbacks. If a target is hiding from you, you can use the Search action to locate it.

Each primary sense has a range equal to 100 + Wis x 10 in feet.

Vision is an example of a primary sense.

SECONDARY SENSES

A secondary sense is not as reliable as a primary sense when it comes to locating creatures. Any creature that you sense entirely using a secondary sense will have the hidden condition to you.

Each secondary sense has a range equal to 50 + Wis x 10 in feet.

Hearing is an example of a secondary sense.

TERTIARY SENSES

In addition to primary and secondary senses, you also possess tertiary senses. These senses assist in detecting the presence of something but struggle to pinpoint its exact location. While a tertiary sense may enable you to perceive an unnoticed creature as undetected, it provides little additional information beyond that.

Each tertiary sense has a range equal to 30 + Wis x 5 in feet.

Smell is an example of a tertiary sense.

TACTILE SENSES

Finally, you will also have tactile senses. Tactile senses allow you to feel textures, surfaces, temperatures, vibrations, and other physical properties. Tactile senses are important for various actions, such as detecting hidden objects through touch, determining the texture or quality of items, and feeling for subtle vibrations or movements. Characters with heightened tactile senses may have advantages in tasks that rely on touch, such as picking locks, identifying forgeries, or detecting concealed objects.

Each tactile sense has a range of touch.

Taste and Touch are both examples of a tactile sense.

SPECIAL SENSES

A number of creatures have senses which enable them to locate things a lot easier than a standard human. Elves and dwarves for example have excellent sight in dark areas and a wolf has a keen sense of smell which is far superior to that of most humanoids.

Special senses grant an enhanced perceptive acuity and allow creatures to potentially ignore or reduce penalties associated with sensing. All special senses (except Nightvision) have half the range of a normal sense.

Listed here are the most common special senses in the game.

DARKVISION

Darkvision is a remarkable capability that enables you to see in complete darkness without the need for any light source. Darkvision only allows for black and white vision, making it impossible to discern colours.

The level of light is considered to be two steps higher for you when using Darkvision (see below).

PERFECT DARKVISION

Perfect Darkvision works in the same way as Darkvision but enables you to see even in magical darkness in black and white and normal darkness in colour.

The level of light is considered to be three steps higher for you when using perfect Darkvision (see below).

NIGHTVISION

A creature with Nightvision has superior vision in dark areas and with a small amount of light can see pretty well. This sense has the same range as your normal vision.

The level of light is considered to be one step higher for you when using Nightvision (see below).

SCENT

Scent is the ability to detect creatures or objects through a more powerful sense of smell and is a secondary sense. This sense is effective only if the target emits a scent or aroma (incorporeal creatures, for example, usually do not emit any scent).

When a creature emits a strong scent or is upwind, the GM has the discretion to increase the range of the sense accordingly. Conversely, if a creature is downwind, the GM may choose to reduce the range of scent abilities.

BLINDSIGHT

Blindsight is an unusual sense that allows you (or a creature) to sense detect creatures using what would normally be a secondary sense such as hearing and gain the equivalent sensory information as a primary sense. Blindsight will usually have the range of a secondary sense.

An example of blindsight is the echolocation of a bat, which uses sound to locate things around it.

TREMORSENSE

Tremorsense detects the location of anything in contact with the ground and is a secondary sense. Aquatic creatures with tremorsense can also detect the location of creatures moving through water.

If you have tremorsense, you must maintain contact with the ground, while the other creatures need to be engaged in physical actions, such as casting spells with somatic components, to be detected by the creature with tremorsense. It is not necessary for the creatures to physically move from one place to another for detection to occur.

DETECTING CREATURES

Whether you can sense a creature is handled by a number of conditions. These conditions are Concealed, Hidden, Invisible, Observed, Undetected and Unnoticed. These conditions are explained in the Appendix.

LIGHT

Many creatures have a fear of the dark and you can never overlook the importance of a good light source.

The level of illumination in a particular area determines the clarity of your vision. There are ten levels of light as detailed below.

Each light source applies a modifier to the range at which your visual senses work and can also apply a penalty to visual perception checks.

Abyssal Darkness (No Visibility): A profound and suffocating darkness that seems to devour all light. This level of darkness is infused with malevolent energy, rendering even Darkvision ineffective and creating a sense of foreboding. Within its depths, visibility is reduced to absolute zero, making navigation and perception nearly impossible.

Supernatural Darkness (No Visibility): An otherworldly darkness that defies normal light sources, negating most forms of illumination and requiring specific abilities or magic to penetrate.

Pitch Black (No Visibility): Complete darkness where no natural or artificial light penetrates, rendering vision impossible without specialized means such as Darkvision or light sources.

Shadowy Darkness (20% visibility, -10 penalty) : Areas where light is scarce, enveloped in shadows that obscure details and impose significant penalties to perception checks.

Dim Light (40% visibility, -5 penalty): Areas with reduced illumination, making it harder to see fine details and imposing a slight penalty to perception checks.

Twilight (60% visibility, -2 penalty): The transition period between light and darkness, casting a soft glow with limited visibility and imposing moderate penalties to perception checks.

Flickering Light (80% visibility, -1 penalty): Unsteady or intermittent light sources that cast shifting shadows, creating a sense of unease and occasional difficulty in perceiving details.

Bright Light (100% visibility): Well-lit areas with ample illumination, offering good visibility and no penalties to perception checks.

Radiant Light (100% visibility): Powerful illumination that bathes the area in a brilliant glow, providing clear visibility and no penalties to perception checks.

Blinding Light: Intensely bright light that overwhelms the senses, causing temporary blindness within its radius.

By default, most areas are considered to be in bright light unless specified otherwise.

Be aware that special senses such as Darkvision cannot increase the illumination level above 8.

DAILY PREPARATION #

Once every 24 hours, usually at the beginning of the day you spend an hour in preparation. To use daily preparation you must have fully rested (typically 8 hours).

There are a number of activities that you perform during your daily preparation including, but not limited to the following:

Learned casters memorise the spells that they will able to cast for the day.

Any abilities which have a number of uses per day are reset.

Charged magical items regain PP (see Chapter 11).

Spells with a duration of 24 hours or less end.

Any other options or abilities which state that they must be refreshed during daily preparation.

COUNTERACTION #

You will sometimes be required to pit two abilities together with the intention of dispelling the original effect. To do this, you must compare the respective power levels and then make a Counteract check.

COUNTERACT

Requirements You have just used an action which forces a counteract check.

Action Cost Free

Make an opposed check against the DC of the ability or effect that you are attempting to counteract. Use your Cast a Spell result or any other skill check which is appropriate to the situation. The check is modified by +/-2 for each level or PP difference between your counteract action and that of the effect you are attempting to remove.

Merrick the gnomish wizard has cast a 10 PP Mage Armour spell upon himself and feels pretty secure. Whilst exploring a dungeon with his companions. He encounters an enemy caster who immediately attempts to strip him of his defence. The enemy caster makes a Dispel (Power Manipulation) check in an attempt to counteract the Mage Armour spell and uses 8 PP. Due to the fact that this is 2 PP less than that of the Mage Armour spell, he takes a -4 penalty to the check.

EXPLORATION & DOWNTIME #

When an RPG is not involved in an active encounter, the game takes on a slightly different pace with characters allowed to explore numerous options and activities.

Many of the actions which are detailed in Chapter 4 take place in a matter of minutes, hours, days or even weeks. Detailed in this section are a number of factors which must be taken into consideration when running an adventure or campaign outside of an encounter.

FOOD & WATER

Characters who refrain from consuming food or drink will endure the debilitating effects of exhaustion (as described in Chapter 7), and these effects cannot be alleviated until the character adequately replenishes themselves by consuming the required amounts of food and water.

FOOD

The amount of food that you require per day can vary depending on factors such as your race (halflings just love to eat), size, activity level, and the specific game system or setting being used. However, as a general guideline, you typically consume around 1 to 2 pounds of food per day to sustain your energy levels and maintain your physical and mental capabilities.

This food can consist of a combination of rations, fresh ingredients, and foraged or hunted food sources, depending on the availability and circumstances within the game world.

Each day that you consume less than the required amount of food (within reason), your GM will require you to make an Exhaustion check.

WATER

You typically requires around 1 gallon of water per day to maintain proper hydration and sustain your physical and performance. This amount can vary depending on factors such as your size, activity level, environmental conditions, and the game system or setting being used. It's important for you to have access to clean and drinkable water sources, whether from water skins, canteens, or natural sources like rivers or wells, to stay hydrated and avoid the detrimental effects of dehydration during their quests and adventures.

After a day with no water, your GM will require you to begin making Exhaustion checks every hour.

REST & SLEEP

You may have near superhuman abilities and spells, but you still need to replenish and rest.

REST

Rest is normally managed in 1 hour blocks and allows you to recover short term ailments, injuries, HP and PP. To rest properly, it is assumed that you take part in minimal activity and spend most of the hour relaxing.

Be aware that it is impossible to use any action with the concentrate trait whilst resting, except those available to the Meditation skill.

SLEEP

It is assumed that you will need approximately 8 hours sleep every day to maintain your physical and mental acuity. Based upon your race, these values may vary. Sleep is important to recovering HP, healing from injuries, recovering PP and generally recovering from a number of other conditions.

Each day that you are deprived of sleep you will be required to make an Exhaustion check.

FATIGUEDYou are tired, weary or otherwise lacking in physical energy. You’re fatigued value is applied as a status penalty to all actions. If your Fatigue level reaches 10 or higher, you fall unconscious until your fatigued condition is reduced and if your Fatigue level reaches 20 or higher, you die.Be aware that being unconscious from this condition does not count as rest for the purposes of recovering fatigue.FATIGUE RECOVERYAfter every hour of rest, you make a Level based Fortitude Saving Throw to recover from fatigue. Critical You reduce your fatigue level by 2Success You reduce your fatigue level by 1Fumble You increase your fatigue level by 1If you have a full nights rest you automatically reduce your fatigue value to 0. Be aware that your GM will have the final say as to whether rest and sleep will recover your fatigue level. Fatigue gained through physical or mental exertion may well be recovered, but fatigue gained through lack of food or water is unlikely to be recovered until you receive proper nourishment.FATIGUEDYou are tired, weary or otherwise lacking in physical energy. You’re fatigued value is applied as a status penalty to all actions. If your Fatigue level reaches 10 or higher, you fall unconscious until your fatigued condition is reduced and if your Fatigue level reaches 20 or higher, you die.Be aware that being unconscious from this condition does not count as rest for the purposes of recovering fatigue.FATIGUE RECOVERYAfter every hour of rest, you make a Level based Fortitude Saving Throw to recover from fatigue. Critical You reduce your fatigue level by 2Success You reduce your fatigue level by 1Fumble You increase your fatigue level by 1If you have a full nights rest you automatically reduce your fatigue value to 0. Be aware that your GM will have the final say as to whether rest and sleep will recover your fatigue level. Fatigue gained through physical or mental exertion may well be recovered, but fatigue gained through lack of food or water is unlikely to be recovered until you receive proper nourishment.

DOWNTIME ACTIVITIES

Downtime activities refer to the various tasks and endeavours that you can pursue during periods of rest and relaxation between adventures. These activities provide opportunities for you to engage in personal development, pursue personal goals, and interact with the game world in ways beyond combat and questing. Some common examples of downtime activities are explored below.

CRAFTING & ITEM CREATION

You can spend your downtime crafting new weapons, armour, magical items, or other useful equipment, utilizing your skills and resources to create valuable assets. The rules for crafting are explored in more detail in Chapter 4.

EARNING INCOME

Earning income during downtime refers to your ability to engage in activities that generate monetary rewards or resources while they are not actively adventuring. This allows you to sustain yourself financially, acquire wealth, and fund your future endeavours. The rules for earning income are explored in more detail in Chapter 4.

TRAINING & SKILL DEVELOPMENT

You can devote your time to training, honing your existing skills, or learning new ones, improving your abilities, or gaining new proficiencies and feats. Generally speaking, this kind of activity is intended to be used upon a character gaining a level or preparing for the next advancement.

Some GM’s may allow players minor gains for particularly well thought out training and development without gaining a level.

It is also possible for a character to retrain an individual skill, feat or spell during downtime. Such details are left to the discretion of the GM.

RESEARCH & STUDY

You can delve into libraries, seek out sages, or consult ancient tomes to acquire new knowledge, uncover secrets, decipher arcane texts, or gain insights into the campaign world's lore. Such things would be covered by using the Research action with specifics determined by the GM.

SOCIALISING & RELATIONSHIP BUILDING

You can engage in social activities, forge alliances, build relationships with NPCs, establish connections with influential individuals, or deepen existing bonds with party members. There are a number of social skills in Chapter 4 which can be utilised towards these ends.

REST & RECOVERY

You can use downtime to rest, recuperate, and tend to any long term injuries. How long it takes for injuries to heal naturally or be treated is explored in more detail in Chapters 4 & 7.

EXPLORATION & INFORMATION GATHERING

You can explore the campaign world's cities, wilderness, or distant lands, gathering information, uncovering rumours, discovering hidden locations, or conducting reconnaissance for future quests. There are a number of skills in Chapter 4 which can be utilised towards these ends.

ANYTHING ELSE

This downtime activities explored here are far from exhaustive. Feel free to discuss any other actions or activities that you would like to partake in with your GM.

AFFLICTIONS #

Engaging in combat and triumphing over monstrous foes is one challenge, but the ominous threat of a stealthy assailant that drains your vitality silently is truly terrifying; afflictions, such as poisons, diseases, and even curses under specific conditions, pose a formidable danger.

All afflictions have a standard format when appearing as an item, spell or monster ability.

NAME & TRAITS

The initial information regarding an affliction is its name and any applicable traits. The traits will determine the type of afflictions (curse, disease, poison etc).

LEVEL

Every affliction has a level which determines how difficult it is to resist with a saving throw. For afflictions such as poisons, this will also determine the cost of the poison and how difficult it is to create. An affliction inflicted by a creature, will usually have a level that is equal to the creature.

Be aware that an affliction may be more difficult to resist if it has a rarity trait such as uncommon or rare.

SAVING THROW

Initial exposure to an affliction grants you a saving throw:

Success You are unaffected by the affliction and need not attempt any further saving throws.

Failure After the afflictions initial incubation period has passed, you progress to stage 1 and are subjected to the listed effect.

Fumble After the afflictions initial incubation period has passed, you progress to stage 2 and are subjected to the listed effect.

Be aware that some afflictions may have a different saving throw format.

INCUBATION

Every affliction has an incubation period. During this time, the target of the affliction suffers no adverse conditions. Once the incubation period has ended, the target is subjected to the appropriate stage of the affliction (based upon saving throw failure).

DURATION

An affliction will always have a duration. This determines the maximum amount of time an affliction can last if no successful saving throws are made.

STAGES

An affliction will normally have multiple stages. Each stage will list an effect and an interval (unless the interval is the same as the incubation time). When you reach an afflictions given stage, you are subjected to its effects. At the end of each stages interval, you must attempt a new saving throw.

Critical You reduce the afflictions stage by 2.

Success You reduce the afflictions stage by 1.

Failure You increase the afflictions stage by 1.

Fumble You increase the afflictions stage by 2.

If the afflictions stage is ever reduced below 1, the affliction ends. If the stage is increased beyond its maximum value, the affliction instead repeats the effects of its highest stage.

SOME EXAMPLE AFFLICTIONS

Listed here are a few example afflictions to get you started.

CONDITIONS

Any condition that you gain from an affliction lasts beyond its duration and cannot be removed while the affliction persists.

CHAPTER 9 – MAGIC #

Magic is the miraculous, a departure from the ordinary, the ability to bring about a new thing, a new phenomenon, and an effect that lies outside what is ordinarily possible. Through force of will, spellcasters change the essential nature of the world, altering the fabric of reality to suit their needs. Whether calling forth a demon from the Abyss or evoking a lightning from her fingertips, the spellcaster restructures the laws of reality to achieve a desired end. Sure, a cleric invokes the blessing of his god, while a wizard recalls complex magical formula, but the process and energy harnessed is the same regardless of the user.

In TRG magic is a wide and varied art of power and subtlety. Some practitioners of magic spend years locked away with dusty spell tomes, learning the intricate details of the occult. Others are simply born with their power and have no true understanding of where or why they possess such power.

MAGICAL TRADITIONS #

There are four magical traditions from which the power of a spell can be drawn from.

ARCANE

Arcane magic is a complex and intricate form of magic that is wielded by highly skilled and knowledgeable individuals. Arcane casters draw their magical power from their deep understanding of the underlying principles and forces that govern magic. Through years of study and practice, they learn to harness and manipulate arcane energies to shape reality itself. Their magic is characterized by precise rituals, intricate spellcasting gestures, and the incantation of ancient words of power.

Associated Skill: Arcana; Ability Score: Intelligence

Aura Colour: Red

DIVINITY

Divinity Magic is a mystical and potent form of magical power granted by deities or celestial beings. Those who wield this magic, often referred to as Divinity Casters or Godbinders, are chosen or blessed by the gods to serve as conduits for their immense power.

Associated Skill: Religion; Ability Score: Wisdom

Aura Colour: Blue

ETHEREAL

Ethereal Magic is a mystical and profound form of magic that draws upon the spiritual and mental energies of individuals. Practitioners of Ethereal Magic, often called Spirit weavers or Mind walkers, delve into the depths of consciousness, harnessing the essence of the spirit and the power of the mind to shape and manipulate reality.

Associated Skill: Occultism; Ability Score: Charisma

Aura Colour: Purple

VERDANT

Verdant Magic draws its power from the natural world, tapping into the energy and essence of the elements, plants, and creatures that inhabit it. Practitioners of Verdant Magic, often referred to as Green weavers or Nature Mages, have a deep connection with the environment and the life force that flows through it.

Associated Skill: Nature; Ability Score: Constitution

Aura Colour: Green

MAGICAL SCHOOLS #

All spells, all magic items, and most other magical effects fall into one of the eight schools of magic. These schools broadly define what the magic is capable of. Every spell has the trait corresponding to its school. Some spellcasters, like specialist wizards, have particular acumen with a certain school of magic.

ALTERATION

This school focuses on the alteration and transformation of matter and creatures. It allows casters to change the properties of objects, shape-shift, or transmute one substance into another.

ENCHANTMENT

This school revolves around the manipulation and influence of the minds and emotions of others. Enchanters are skilled in casting spells that charm, beguile, and persuade, allowing them to control and shape the perceptions and actions of individuals.

INSIGHT

This school delves into the realms of foresight, intuition, and gaining insights into the past, present, and future. Practitioners can gain knowledge and unravel mysteries through their heightened perception.

INVOCATION

This school focuses on the direct manipulation and harnessing of elemental energies. It is the art of conjuring raw power and unleashing it upon the world in the form of devastating spells and destructive forces.

SHADOW

This school revolves around the creation of illusions, deceiving the senses and manipulating perceptions. It allows the caster to create realistic illusions that can fool even the keenest of observers.

SOUL

This school delves into the manipulation of life force and the energies of the soul. It involves communing with spirits, manipulating life and death energies, and sometimes healing or reanimating the deceased.

TRANSLOCATION

This school deals with the manipulation of space, enabling casters to summon creatures, objects, or energies from other planes of existence while also having the ability to instantaneously transport themselves and others across vast distances.

WARDING

This school specializes in protective spells and the defence against harmful forces. It is concerned with creating barriers, warding against magical and physical threats, and dispelling or countering hostile magic.

SPELLCRAFT #

The ability to cast spells is represented by a special attribute called Spellcraft. To determine your Spellcraft attribute, add your BSB to your tradition ability score. This may be modified further by feats and abilities.

CASTER STYLE #

Some spell casters spend hours poring over dusty tomes and old scrolls, searching for the knowledge of spells and ancient magical techniques. Other casters are born with their power and discover their magical skills naturally.

These two types of caster type are Learned and Instinctive and both develop their magical skills in different ways as detailed below. When you first select your character class, your caster type options will be provided there.

LEARNED

Learned casters store their magical knowledge in tomes, prayer books and sometimes other living creatures (such as familiars). The area in which a learned spell caster stores their spells is referred to as a Spell Library.

At 1st level, you will be granted spells which are added to your spell library automatically. Each time you gain a level, you will be granted additional spells to add to your spell library.

A learned caster must spend at least thirty minutes during their daily preparation, studying their Spell Library to be able to cast spells.

Once you have completed your daily study, you can memorise spells as determined by your class and other modifiers (such as feats).

If a learned caster is unable to study their Spell Library, they can only cast cantrips that day.

SPELL LIBRARIES

As a rule, Arcane casters use Spell Books for their Spell Libraries. Divinity casters draw their spells directly from a deific entity. Ethereal casters tattoo their Spell Library onto their bodies. Verdant Casters inscribe runes into a Natural Reservoir (a staff, robe or another item made from natural materials).

ARCANE LEARNING REQUIREMENTS

Arcane casters learn their spells from sources of knowledge such as scrolls, tomes and other casters and must have a suitable source of knowledge available to them during the learning process.

DIVINITY LEARNING REQUIREMENTS

Divinity casters have access to all divinity spells and may select any available to them each day by spending an hour in prayer during daily preparation.

ETHEREAL LEARNING REQUIREMENTS

Ethereal casters do not rely on the written word as much as other casters and therefore do not need external sources to learn new spells. Ethereal casters may use scrolls in the normal way but can also learn new spells with simple contemplation (Very Hard +5 DC). An Ethereal caster may also use the Meditation (1 hour) skill as an Aid action to enhance their chances of success.

VERDANT LEARNING REQUIREMENTS

Verdant casters draw their power from the natural world and like divinity casters may draw their spells from any available to them. During daily preparation they must spend an hour in quiet communion with nature as appropriate to their beliefs.

INSTINCTIVE

As an Instinctive Caster, you have access to a much smaller collection of spells but have no need to study or maintain a Spell Library.

Your character begins play with spells as determined by your class and gains spells automatically when gaining a new level. Additional spells can be obtained by purchasing the Magical Discovery feat (see chapter 5).

You can cast any spell that you know assuming you meet any prerequisites.

SPELL AVAILABILITY

Not all magic is equally known. In many worlds, spells beyond the traditional core traditions are uncommon, forgotten, or jealously guarded. This rule introduces rarity tiers to spells, influencing how casters access them.

SPELL AVAILABILITY TIERS

Spells are divided into the following categories, which determine how a caster may learn or select them:

COMMON SPELLS

These are widely known, well-documented spells that are part of formal magical instruction or are otherwise easily accessible in the world. All spells listed in the Core Rulebook are considered Common. Casters may freely add these spells to the repertoire through level up picks.

UNCOMMON OR RARE SPELLS

Spells introduced in supplemental materials—such as Inner Mastery, Fury & Finesse, Fiends & Fables, and other sourcebooks—are not assumed to be known by default. These spells are considered Uncommon or Rare, depending on the setting and campaign context. Casters cannot select these spells using automatic spell picks upon levelling unless the GM rules otherwise.

Instead, these spells must be learned through in-world effort, such as:

Researching the spell in a library or arcane archive.

Discovering a lost scroll, spellbook, or rune-inscribed relic.

Being taught the spell by a mentor, master, or other creature with knowledge of it.

Experimenting and unlocking the spell through downtime actions and skill checks.

A GM may adjust availability as appropriate for their world—some regions or cultures may treat even Core spells as restricted or lost, while others may widely teach powerful spells from supplemental sources.

SPELL LEVEL #

In TRG Prime, spells do not technically have a level but instead have a PP cost. The PP cost of spell can range from 0 (for a cantrip) to as high as 20 and beyond.

SPELL PP COST

The base PP cost of a spell is indicated in its description. Warping options increase the PP cost of the spell and determine its final casting DC (see below).

Each caster can utilise a maximum amount of PP per Cast a Spell action equal to their caster level +1,

Signus is an 8th level Druid with a caster level of 8. The maximum amount of PP that he can utilise during any one spell casting action is 9.

CANTRIPS

A cantrip is a special type of spell which is easier to cast and learn than other types of spell. Casting a cantrip has a much lower DC than other spells (and often doesn’t require a check at all). It cannot be warped using Metamagic or warping options but may have a standardised set of Caster Level Modifications which are applied automatically as you increase in levels. Cantrips have a cost of 0 PP and are always treated as the PP that you are able to cast for counteract purposes.

The amount of cantrips that you have access to will be determined by your class or other character features.

POWER POINTS #

Mere knowledge of magic and spell formulas isn’t enough to turn a simple scholar into a full-fledged wizard. One must possess the will and the force to empower the words they chant, bending reality to their whims.

The amount of magical energy that you can harness and use over a given period is represented by a value called Power Points (PP’s).

The total number of Power Points available to you calculated as follows:

Power Points (PP) = Class PP + Magical Ability Score + racial mod + other mods

RECOVERING POWER POINTS

Once your PPs are depleted, they may be regained (up to the maximum) in the following 3 ways:

If you are active, the amount of power points that you regain is one every three hours.

If you are resting, you regain 1 PP per two caster levels (round up) for every hour of rest.

If you are sleeping (or whatever it is Elves do), you recover 50% of power points for each half of a full night’s rest.

Be aware, you may only benefit from a maximum of 1 sleep cycle in any given 24-hour period. Any time sleeping beyond that is classed as Resting.

You may also make a Power Recovery (Meditation) check to increase the amount of power points that you regain whilst resting.

SPELL TRAITS #

There are three main spell traits which determine how a spell is cast and how it interacts the environment. These traits are: Utility spells, Save spells, and Attack spells. Each type of spell uses its own resolution method, which is described below. All spells require a Cast a Spell action to cast.

UTILITY SPELLS

These spells have the Utility Trait and encompass the great majority of spells, including everything that is neither an Attack Spell, nor a Save spell. Utility spells will not work on non-willing targets, so there is no Saving Throw required for this type of spell. Since many Utility spells are beneficial, (i.e. Healing spells), a character’s aura does not usually resist beneficial magic. Therefore, Utility spells may be cast on unconscious characters to give them aid. From time to time, however, a character will not wish to be healed or even returned from the dead. Even though the character is unconscious, this is a choice that is always left up to the player running the character. If a player does not wish for his or her character to be healed or raised from the dead, the spells will automatically fail. This means that the player controlling the character will be the one to decide if a character is willing to be the target of the spell, regardless of the character being conscious or not. For non-player characters, monsters, etc., the GM is the arbiter of whether they choose to resist a Utility spell, in which case it fails.

SAVE SPELLS

These spells have the Save Trait and assault the mind or body of the target. To resolve a successfully cast Save spell, the defending character must roll equal to or higher than the Save DC, adding their bonus in the appropriate saving throw. Save spells will usually have an entry of Will, Fortitude, or Reflex in the Save section of the spell description, although some Save Spells may require a skill check to resist.

ATTACK SPELLS

Attack spells have the Attack Trait and are physical manifestations of an element or other force that is then used to attack a target. Your Cast a Spell check to successfully cast the spell and your attack roll are one and the same. If the spell is cast successfully, the result of the check is also your attack roll, and you determine an Attack Value in the same way as other attacks. Unless otherwise stated in the spell’s description, an Attack Spell will fumble if an unmodified 1 is rolled on the spell check.

CASTING SPELLS #

There are a few rules around casting a spell. Casting a spell is handled in some ways like using a skill but has several specific requirements.

CASTING REQUIREMENTS

You may attempt to cast any spell that you know, if you meet the caster level requirement, you have enough PPs, you meet the daily requirements (Learned) and the PP cost requirements (see class and above).

It is possible to cast spells that are beyond your normal PP limit, which is called overcasting. Overcasting is discussed in more detail later in this chapter.

You must also be able to satisfy any components that the spell needs.

CASTING CHECK

To cast a spell, you must make a Cast a Spell (Spellcraft) action. There are several modifiers which apply to this check which are explore in more detail below.

CAST A SPELL

You select a spell from your repertoire and set in motion the required actions to cast it. The number of AP (or time) required is dependent upon the individual spell being cast.

Each spell will have traits associated with it and will behave according to its individual description.

Once all modifiers have been determined, a Spellcraft check is made to complete this action.

Heroic You cast the spell and halve (round up) the Total PP (after warping options added) cost of the spell.

Critical You cast the spell and halve (round up) the Base PP (before warping options added) cost of the spell.

Success You cast the spell normally in accordance with its usual parameters.

Chaos: You trigger a resonance event (see later in the chapter).

Partial The spell fails but you lose no PP.

Failure The spell fails; you lose half the PP (round down).

Fumble Your spell fails; you lose the PP and must roll on the Spell Failure Table.

Blunder Your spell fails and you must roll on the Spell Failure Table at +20.

There are a few modifiers and requirements that affect this check as explored below.

Some GMs may wish to make the Save DC of a spell more difficult if its result is Critical or Heroic. If this is the case, a Critical result makes the Save DC Hard (+2), and Heroic Very Hard (+5). If you apply this result, you do not save any PP when casting the spell.Some GMs may wish to make the Save DC of a spell more difficult if its result is Critical or Heroic. If this is the case, a Critical result makes the Save DC Hard (+2), and Heroic Very Hard (+5). If you apply this result, you do not save any PP when casting the spell.

BASE SPELL DC

Like any other check, the Cast a Spell action has a DC which must be achieved to successfully cast your spell. Before making the Cast a Spell check you must determine this DC which is a level-based DC using the PP cost of the spell as the level.

Cast a Spell DC = 10 + (Spell PP cost) x1.5

CASTING TIME

The number of AP (or time) required to cast, differs from spell to spell, but if a spell requires 1 or more AP to cast, you may use extra casting time to enhance your chances of success.

EXTRA CASTING TIME

When making a spell casting check you may take extra time while casting a spell to gain a bonus to casting it. The amount of extra casting time you take is based upon the casting time of the spell that you are attempting to cast.

Spell Casting Time
Extra Casting Time Increments
Free or Reaction
n/a
1–3 AP
3 AP
1 minute
1 minute
More than 1 minute
n/a

For each additional casting increment taken, beyond the initial casting time, you gain a +1-circumstance bonus to the casting check. You cannot gain more than a +5 to the casting check by taking extra time.

If you willingly stop without casting, all accrued bonuses are lost and the process must be started anew, but no PPs are spent until the Spell is cast.

If you are interrupted (take damage etc) whilst preparing a spell in this way, it is treated as Taking Damage whilst casting (see below).

Be aware, you cannot apply extra casting time to spells that have a casting time of more than 1 minute or less than 1 AP.

CASTING CANTRIPS

Under normal circumstances a Spellcraft check is not required to cast a cantrip (PP 0 spell). If penalties are applied to the check for taking damage or other modifiers, then a check must be made against a Casting DC of 10. Of course, if an attack cantrip is cast, then a spellcraft check must still be made to resolve the attack check.

CASTING FOCUS

Sometimes you will learn how to cast spells using a focus item such as a wand, holy symbol, or staff. Using such a focus item can greatly increase the flavour of the game. When creating a spell using character, you have the option of casting spells with a focus item. This item could be a wand, a staff, or even a weapon.

There are both benefits and drawbacks to using a focus, and once you decide to learn how to cast spells with a focus, it cannot be changed later.

When using a focus item, you must hold it in your hand while performing the gestures associated with casting a spell.

You gain a +1-item modifier to all casting attempts while using your focus. On the downside, if you should ever lose your focus, or be unable to use it for any reason, then you receive a -2 circumstance modifier to all spell casting attempts. Casting a spell without a focus also increases the danger of any fumbles. Should a spell be fumbled when cast without the focus, you take a +10 to the Fumble Roll.

Your focus gains the invested trait and can also be used in place of a somatic component.

During your daily preparation it is possible to change your focus to another item, which requires the usual investment process.

SPELL COMPONENTS

A spell description lists the components required to cast each spell. Each component adds certain traits to the Cast a Spell action, and some components have special requirements. There are three commonly used components.

MATERIAL

A material component refers to one or more tangible substances or objects that are consumed by the spell's energies during the casting process. Any spell that requires this component gains the manipulate trait, forcing you to have a vacant hand to retrieve and use the material component. The component is expended in the casting (even if the spell is disrupted).

Except in extreme circumstances, you can assume all common components are included in a material component pouch.

SOMATIC

A somatic component involves a deliberate and exact movement of the hand. You need to ensure that you have at least one unoccupied hand available to perform a somatic component. Any spell that requires this component gains the manipulate trait. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.

Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it’s through a glove or gauntlet).

VERBAL

A verbal component entails a spoken incantation. To fulfil a verbal component requirement, you must be capable of speaking with a resolute voice. The spell gains the concentrate trait.

Your GM may allow characters to substitute some components for others which are more flavoursome for your character. A bard using a musical instrument or a cleric using a holy symbol are two examples.

IGNORING COMPONENTS

You may attempt to avoid using a specific component when casting a spell if you have the specific Metamagic feat which allows you to do so.

CASTING PENALTIES

There are several factors which can make casting a spell more difficult. Warping the spell does this, but is not a penalty, as this simply increases the PP cost and thus the DC of the Casting Check.

Casting penalties are adverse situations which make the casting of a spell more difficult, thus applying a penalty.

TAKING DAMAGE

You may take damage or even a critical injury whilst casting a spell. If you are struck for hit point damage whilst casting a spell, your spell casting check is automatically a failure. If you are struck for a critical whilst casting a spell your spell casting check is automatically a fumble.

Be aware that you may attempt a Spell Concentration check (see chapter 4) to avoid the spell failing.

If you are taking persistent damage or bleed, the amount of damage you are taking is applied as penalty to your casting check.

MAGICAL INTERFERENCE

Magic is a fickle and often volatile creature. If you are targeted by another spell whilst casting a spell of your own, you take a -2-circumstance penalty to your casting check.

VIGOROUS MOTION

If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, belowdecks in a storm-tossed ship, or simply being jostled in a similar fashion, you take a -2-circumstance penalty to your casting check.

VIOLENT MOTION

If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being pitched roughly about in a similar fashion, you take a -5-circumstance penalty to your casting check.

VIOLENT WEATHER

If you try to cast a spell in violent weather you will also suffer a penalty to your casting check. The GM will assign a circumstance penalty of between -2 & -10 based upon the specific weather conditions.

COVER MODIFIERS

Targets of a spell may gain cover from its effects. Furthermore, targeting an ally with a Utility spell may also be subjected to penalties from cover. To determine if the target of your spell gains a cover bonus, use the rules from Chapter 6. If the spell is a non-penetrating area effect, determine cover from the areas centre.

As a rule, Attack spells take any penalties to the attack roll, Save spells apply the penalty to the Save DC and Utility spells apply the penalty to the casting check.

SPELL TARGET IN MELEE

If you target a creature with an Attack spell whilst they are in melee, your spell is subject to a -4-circumstance penalty.

OTHER MODIFIERS

The GM is free to add modifiers for just about anything that they deem appropriate (these modifiers may even sometimes be positive!).

DEFENSIVE CASTING MENTAL

Action Free

Trigger You are casting a spell and choose to try to avoid an attack of opportunity or other reaction.

You may Defensive cast to avoid an attack of opportunity or other reaction provoked by casting a spell. When you defensive cast, your Spell Casting DC becomes Very Hard (DC +5).

If the result of your Spell Check is a fumble or blunder whilst defensive casting, you still provoke.

CASTING IN ARMOUR

Spellcasters usually shun armour, as its weight often proves a distraction to those not accustomed to it. Each different power source has its own unique relationship with armour. If a spell caster uses a spell whilst wearing prohibited armour, the DC of any spellcraft checks increases by the armours DR bonus x2.

ARCANE

Arcane spellcasters are prohibited from wearing any armour whilst casting.

DIVINITY

Divinity spellcasters may wear any armour whilst casting spells.

ETHEREAL

Ethereal spellcasters are prohibited from wearing heavy armour or wearing helmets whilst casting.

VERDANT

Verdant spellcasters are prohibited from wearing metal armour whilst casting.

The Transcend Armour feat can remove armour casting penalties.

SPELL ATTACK CHECKS

When casting an attack spell, a singular "Cast a Spell" check is made, and its outcome serves as the determining factor for both the act of spellcasting and the accuracy of the attack itself. Upon confirming the successful casting of the spell, the result of the "Cast a Spell" check seamlessly transitions into your attack roll, becoming the foundation for calculating your Attack Value (AV).

Assuming your attack spell's Cast a Spell check is successful, the established mechanics for hitting a target and critical hits (including their associated damage) mirror those of conventional attacks.

This means that attack spells are as equally adept at triggering critical hits, as their non-spell counterparts.

SAVING THROWS

Some spells require the target(s) to make a saving throw to resist or avoid their effects. Such spells us the following rules.

SPELL SAVE DC

The more complex the spell, the more difficult it is to resist its effects. To determine the Save DC of a spell use the following formula:

Save DC = 10 + PP Cost + Casting Ability Score + Other Modifiers

Be aware that warping a spells effect with additional PP increases the DC to resist its effects.

SAVE SPELL

When casting a Save spell, the target must make a Saving Throw to resist the effects of the spell. If the spell is cast successfully (see above), the target(s) must make a Saving Throw against the Spell DC (see above).

Basic Saving Throw

A save spell that inflicts damage may require a Basic Saving Throw and if this is the case, will follow the below format based upon the result of the targets saving throw:

Critical The target is unaffected.

Success The target takes half damage.

Partial The target takes full damage.

Failure As partial but the target also takes additional base damage and a critical based upon how much they fail by.

Save Failed By
Critical Severity
Bonus Damage
5-14
Minor
+1 base
15-24
Serious
+2 base
25+
Deadly
+3 base

RANGE, AREAS & TARGETS #

There are three key elements to determine what a spell or ability (such as a breath weapon) can affect. Such things have varying ranges, can target, create areas, or manifest objects within those specific distances, ranging from a few feet to incredible distances spanning miles, continents, or beyond, allowing for a wide array of possibilities.

TOUCH RANGE

When casting a spell with a range of touch, you need to physically make contact with the target, using your unarmed reach to determine if you can reach them. If the target is unwilling, you must make an attack roll, using your Spellcraft Bonus. If the attack successfully lands, it doesn't cause any damage, but it triggers the spell's effects as intended.

TARGETS

Some spells require you to select a target. To successfully target a subject, it must be within the spell's designated range, and you should have the ability to perceive it either through sight or another primary sense. However, with the GM's approval, you may attempt to target a creature you cannot see by relying on your Perception skill. It's important to note that failing to target a particular creature does not affect how the spell impacts any other targets it might have.

Spells that have the potential to affect multiple creatures within an area possess both an Area entry, which describes the spell's range of influence, and a Targets entry, indicating the number or type of creatures it can directly affect. In cases where a spell has an area but no specific targets listed, it typically affects all creatures within the designated area without discrimination.

Certain spells impose limitations that restrict you to willing targets, meaning the target must give consent for the spell's effects to take hold. A player can declare if their character is willing or unwilling at the time the spell is cast. This allows for flexibility in decision-making, enabling players to react and interact with spells even in challenging circumstances, such as when their character is paralyzed, unconscious, or even dead (GM discretion).

AREAS

Certain spells have the ability to impact an area, and while some spells may specify a particular defined area, most areas fall into the categories outlined below.

When casting a spell that affects an area, you have control over selecting the point from which the spell originates. However, beyond choosing the origin point, you have no direct control over which creatures or objects within the area will be affected by the spell. The spell's effects encompass all eligible targets within the designated area, leaving the outcome to the whims of fate.

A spell with an area can be a cone, line or radius. A diagram of areas is shown below. If the spell originates from your position, the spell has only an area; if you can cause the spell’s area to appear farther away from you, the spell has both a range and an area.

CONE

A cone-shaped spell can either be released from an intersection or side of your space. Examples of different cones are shown in the diagrams below.

LINE

A line-shaped spell can again be released from an intersection or side of your space. It starts from your space and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped spell affects all creatures in hexes that the line passes through.

RADIUS

A radius issues forth from each side of your space, extending out to a specified number of feet in all directions.

Be aware that because the sides of a target’s space are used as the starting point for the radius, a radius from a Huge or larger creature affects a greater overall area than that of a Large or smaller creature.

Emanation

A special type of radius which emanates from you (the caster) and moves with you.

LINE OF EFFECT

A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is cancelled by a solid barrier. It’s like line of sight for ranged weapons, except that it’s not blocked by fog, darkness, and other factors that limit normal sight.

You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.

BREACH

An area effect spell will generally be blocked by solid objects and non-magical barriers. If a spell has the breach trait, it bypasses non-magical barriers and can counteract magical ones in an attempt to pass through them.

DISBELIEVING ILLUSIONS #

The school of shadow creates a number of spells which are classed as illusions. If a spell specifically states that you may attempt to disbelieve it, then you can make a Will save or Sense Motive check against the DC of the spell with the following results:

Critical You can see through the effect completely and it is no longer visible to you.

Success You realise that the effect is not real, but can still perceive any applicable effects

Partial Something is off but you can’t quite place it, you can attempt to disbelieve again in one minute or some further information about the effect is discovered.

Failure What illusion, looks pretty real to you and you cannot attempt to disbelieve again unless you are provided with irrefutable evidence to prove it is false (such as an ally walking through an illusory wall).

Fumble As failure but you cannot attempt to disbelieve this illusion again.

SPELL AREAS 5 ft. radius emanation 10 ft. radius 20 ft. cone 20 ft. cone 40 ft. cone 40 ft. line 20 ft. lineSPELL AREAS 5 ft. radius emanation 10 ft. radius 20 ft. cone 20 ft. cone 40 ft. cone 40 ft. line 20 ft. line

DURATIONS #

The duration of a spell refers to how long its effects persist, and spells with durations longer than an instant have a specified Duration entry. The duration can be measured in different units of time, such as turns, rounds, minutes, or more extended periods. For spells with a duration in rounds, the remaining rounds decrease by 1 at the start of each turn of the spellcaster until reaching 0 and ending the spell.

Certain spells can have ongoing effects that persist even after the spell's duration ends, and these effects are not considered magical themselves.

If a spellcaster dies or becomes incapacitated while a spell is still active, the spell continues until its duration expires.

SUSTAINED DURATION

A spell with a duration of “sustained”, is spell that requires an element of concentration from you each round. Sustained spells last until the end of your next turn. If however, you use the sustain action (see below), during your turn, you may extend the duration of the spell.

SUSTAIN A SPELL CONCENTRATE

Requirements You have at least one spell active with a sustained duration, and you are not fatigued.

Action Cost 1 AP

Choose one spell with a sustained duration you have in effect. The duration of that spell continues until the end of your next turn. Some spells might have slightly different or expanded effects if you sustain them. If you need to sustain a spell for 1 minute or longer you will need to make an exhaustion check as described in chapter 7, longer than 10 minutes (100 rounds) and you must expend the Power Points for the spell again (no check required) for every additional 10 minutes (or part thereof).

If your Sustain a Spell action is interrupted (by damage or some other variable), the spell immediately ends unless you make a Spell Concentration check.

Be aware that you cannot recover Power Points whilst you are sustaining a spell.

EXTENDED DURATIONS

If a spell’s duration says it lasts until your next daily preparations, you cannot regain the PP from casting the spell until it expires. If a spell has a duration of unlimited, you cannot regain the PP until the spell is dismissed.

DISMISSING

Certain spells possess the option of being dismissed before their full duration ends, allowing you to prematurely terminate their effects by using the Dismiss action.

DISMISS

CONCENTRATE

Action Cost 1 AP

You have the ability to bring an end to a specific spell effect or magic item effect. However, it is crucial to ensure that the effect in question is one that can be dismissed according to the rules and limitations outlined by the spell or item. Dismissal may result in either the complete termination of the effect or its cessation for specific targets, depending on the nature and specifications of the spell or item.

IDENTIFYING SPELLS #

In certain situations, it becomes necessary to identify a spell, particularly when its effects are not immediately apparent. If you happen to observe the casting of a spell and have that specific spell in your repertoire, you can automatically identify it.

If you wish to identify a spell that is not in your repertoire, you must dedicate an action during your turn to attempt to identify it through Recall Knowledge. Visual manifestations or verbal casting components of a spell are usually what allow you to notice it being cast. However, if you aim to identify long-lasting spells already in effect, you need to use Identify Magic instead of Recall Knowledge since you do not have the advantage of witnessing the spell being cast.

Be aware that to actively identify a spell as it is being cast (rather than after it is cast) requires the Spell Recognition feat (see chapter 5).

SPELL WARPING #

Some Spells may be Warped, which means that you can choose to cast them for a higher PP cost, obtaining a more powerful effect. There are two types of Warping option available to you which are Unique Warping Options and Metamagic Feats, both of these options are explained below.

UNIQUE WARPING OPTIONS

Many spells have Unique Warping Options in their description. Each unique Warping Option may be selected multiple times, unless the Spell description specifically prohibits doing so.

METAMAGIC FEATS

Metamagic Feats are a special kind of spellcasting feat which allow you to apply a generic warping option to any of your spells. Not all spells can be Warped with Metamagic Feats and this is usually due to the spell not having the required parameter to warp.

APPLYING WARPING OPTIONS

The final PP cost of a Warped Spell is equal to its Base PP cost, plus the PP cost of the Warping Options chosen.

You can only Warp a Spell to a PP cost that you could normally cast. In other words, you cannot use a Spell’s Warping Options to break any casting requirements. You can apply multiple warping options and the same option more than once if applicable.

Be aware that specific warping options which are detailed in a spells description always override the generic warping options provided by Metamagic feats, even if the generic option is better.

INNATE SPELLS #

Certain spells are natural to your character, typically coming from your race or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition.

Innate spells are refreshed during your daily preparations.

Innate spells require no PP to cast, always require the base actions to cast and are always warped to the maximum treating your character level as their caster level, unless stated otherwise in their description.

INNATE ATTACK SPELLS

Some innate spells may require an attack roll. To determine your attack bonus with an innate spell, use the following formula:

Innate Attack Bonus = magical ability score + level.

Saros can cast Eldritch Touch as an arcane innate spell. Saros is level 6 and has an Intelligence of 3. His attack bonus with the spell is therefore +9.

INNATE SAVE SPELLS

Some innate spells may have a save DC. To determine your innate spell, save DC use the following formula:

Innate Save = 10 + magical ability score + level.

Saros also can cast Fear as an arcane innate spell. Saros is level 6 and has an Intelligence of 3. His save DC with the spell is therefore +19.

SPECIALIST SPELLS #

Specialist spells are a focused branch of magic which uses slightly different game mechanics to that of normal spells.

The specialist spells which are available to you is determined by various character picks, primarily your class and secondly your archetype feats. You can learn specialist spells only through special class features or feats, rather than choosing them from a spell list.

Specialist spells are cast in the same way as normal spells with the following exceptions:

Specialist spells are far easier to cast than other spells and are treated as having a casting difficulty of Very Easy (DC -5).

The maximum amount of PP that can be utilised when casting a specialist spell is equal to your character level and not your caster level.

Specialist spells with the attack trait have an attack bonus equal to your magical ability score + level or your spellcraft bonus, whichever is higher.

Specialist spells with the save trait have a save DC. equal to your magical ability score + level +10 or your spellcraft bonus +10, whichever is higher.

Nyphari is a 6th level bard who casts the Inspire Courage specialist spell. As a 6th level bard, Nyphari has a caster level of 3 and a maximum PP per casting of 4. Because Inspire Courage is a specialist spell, the maximum amount of PP that Nyphari may expend upon the spell is 6 (her character level) and not 4.

HIGH MAGIC #

High magic is an ancient form of magic which is available to very few casters. High magic is only available through the purchase of feats, by certain monsters and Classes such as the Magi, Warlock and Witch.

High Magic will be explored in more detail in future TRG supplements.

CONTROL LEVELS #

Your character may have the ability to control or master other creatures. This can range from summoned creatures to created undead or dominated humanoids.

There is a limit to how many creatures may be controlled at any one time. This limit is called your control levels which determines how many levels of creatures you may control at any one time.

Your control levels are equal to the sum of your tradition attribute modifier, your character level and a bonus based upon your character class.

To determine how many control levels your character has refer to the following table

CONTROL LEVELS
Character Level
Magical ability score
Class
Modifier
Cleric, Druid, Wizard
+1 per level
Wizard (Conjurer, Enchanter)
+2 per level

Jamie McGregor is a 14th level crusader with a magical ability score of 5. She gains 14 control levels from her level, and another 5 from her ability score for a total of 19 control levels.

Avrok is a 7th Cleric with a tradition ability modifier of 4. He gains 14 (7+7) control levels from his character level and 4 from his ability score. This gives Avrok a total of 18 control levels.

You may have an amount of creature levels controlled at any one time equal to your control levels. If you exceed this amount then the highest-level creature that you currently have under your control can make a DC 20 Will saving throw every round to release itself. This process will continue until you have less than equal to your control levels under your control.

OVERCASTING #

Normally, you're limited to casting spells with a Power Point (PP) cost equal to or lower than your caster level +1. However, there are situations where you can surpass this restriction through a process called overcasting. To initiate an overcasting attempt, you need sufficient PP to cast the spell. You must then opt for one of the following overcasting methods: Sacrifice or Magic Ritual.

SACRIFICE

It is possible to overcast a spell by sacrificing your own life force. To do this you make a Spellcraft check increasing the DC by 2 for each PP the spell exceeds your PP limit by. The spell is then resolved as normal.

When overcasting in this way you must make a Fortitude Saving throw using the PP cost of the spell as the attack level with any penalties to the Spellcraft check applied normally.

Heroic You gain Soul Drain 2d6.

Critical You gain Soul Drain 1d10+1 per PP above your normal maximum level.

Success You gain Soul Drain 2d10+2 per PP above your normal maximum level.

Failure You gain Soul Drain 4d10+4 per PP above your normal maximum level and also take a Serious Essence Critical.

Fumble You gain Soul Drain 5d10+5 per PP above your normal maximum level and also take a Deadly Essence Critical.

If your Hit Points are reduced to 0 or less by this damage you are completely consumed by the spell that you’re casting.

MAGIC RITUAL

You can choose to cooperate with one or more spell casters in a magic ritual in an attempt to Overcast a spell.

To begin a magic ritual, all characters that are involved must be willing and close enough to be able participate (this is usually within the range of the spell being attempted). One character must become the rituals primary caster. Any other characters involved in the ritual are classed as secondary casters. The primary caster of the ritual must know the spell that is being attempted or have some kind of written formula for it such as scroll or spellbook. The secondary casters must have the ability to cast spells (having a minimum caster level of 1).

A magic ritual permits the Primary caster to cast a spell of a number of PP higher than their normal maximum by 2 x the amount of secondary casters.

Quinn decides to utilise a ritual to overcast a spell with a PP cost 4 higher than his maximum. He will need to find at least two secondary casters to help him with this.

This magic ritual check is modified by the checks made by each of the Secondary casters.

Critical The Primary caster gains a +4 circumstance bonus to the Spellcraft check.

Success The Primary caster gains a +2 circumstance bonus to the Spellcraft check.

Failure The Primary caster takes a –4 circumstance penalty to the Spellcraft check.

Fumble The Primary caster takes a –10 circumstance penalty to the Spellcraft check.

The ritual is also subjected to a number of other modifiers.

RITUAL MODS
Situation
DC Modifier
Per PP above the Primary Casters maximum.
+2
Per secondary caster who has a different casting tradition.
+2
Casting time of the Spell is multiplied by 100
-2
Casting time of the spell is multiplied by 10
+/-0
Duration of the spell is unaltered
-10
Suitable Ritual Focus
varies

The final result is determined as a normal Spell Casting Check (see page 240), except that the maximum result is a success.

Should the Primary Caster obtain a failure, fumble or blunder on the Spell Casting Check, the ritual fails and all participants will be subject to the consequences.

SPELL DANGERS #

Magic is not necessarily an exact science and will always come with certain risks. There are two potential areas of risk when manipulating magic, spell fumbles and resonance events.

SPELL FUMBLES #

When dealing with the powers of the weave fumbling a spell can be extremely dangerous.

Whenever you roll a Fumble or Blunder result on a Spellcraft check to cast a spell, the spell automatically fails (missing its target if it was an attack) and you must roll a Top Open Ended percentile dice, adding any modifiers from the Spell Fumble Modifiers table.

SPELL FUMBLE MODIFIERS
Modifier
Penalty
Arcane
+10
Divinity
+5
Ethereal
-10
Verdant
+10
Insight & Shadow
+0
Warding
+5
Enchantment
+10
Alteration & Translocation
+15
Invocation & Soul
+20
Per PP of the Spell
+5
Spell Ritual
+20
Spell result is a blunder
+20

This check is called a Spell Fumble check and uses the table below. The result of this Roll is then confronted with the Spell Failures Table, and its effects are immediately applied, substituting those of the Spell cast.

SPELL FUMBLE TABLE
1d100
Effect
01-40
The spell fizzles out harmlessly having no effect. You are Stunned 1.
41-55
The spell fails having no effect. You are Stunned 2.
56-65
The spell internalises giving you a minor headache, you are Stunned 2 and take 2d10 mental damage.
UM 66
The spell is reversed in the most appropriate fashion (GM discretion). Also roll for a Resonance Event (see below).
67-80
The spell affects a random target within range, including allies or innocent bystanders. You are Stunned 1.
81-90
The spell takes effect at a later time, determined randomly by rolling a d4 (1 = 1 round later, 2 = 1 minute later, 3 = 1 hour later, 4 = 1 day later). You are Stunned 2.
91-99
The spell goes awry and you take mental damage equal to 1d6 per PP of the spell. You are also Stunned 2.
UM 100
Caster must make a Will Save against their own Spell DC or be completely erased by the magic. A critical save treats this as the 251-300 result below, a success as 301-350 result.
101-125
The spell produces a random effect, roll on the resonance event table at +20. You are also Stunned 2.
126-150
The spell internalises, wracking you with magical energy. You take 4d10 damage and a Minor Critical (appropriate to the spell).
151-175
The spell internalises, wracking you with magical energy. You take 6d10 damage and a Serious Critical (appropriate to the spell).
176-200
You lose control of the casting and have no choice but to continue with it. You take 2d10 mental damage and must roll on this table again at the beginning of your next turn at +100. You may perform no other actions in the meantime.
201-250
The spell fails and produces a deafening boom affecting a 5’ radius per PP of the spell. All creatures including yourself must make a Basic Fortitude Save against a 1d10 per 2 PP sonic attack using your Spell Save DC.
251-300
You summon a creature with an EL of your level +2. This creature has a diametrically opposed ethos to yours and remains for 1 rnd per PP of the spell. The creature attacks you and will do everything in its power to kill you.
301-350
You take a Deadly Critical, gain Fatigued 5 and the spell effects a random target within range at +50.
351+
You open a permanent gate to the Abyss and are promptly sucked through. You are then take a Deadly Critical and 8d12 damage...ouch.

RESONANCE EVENTS #

When manipulating magic of any tradition, safety is a fleeting illusion. Even the most basic cantrips unleash a Resonance, a reverberation that disrupts the delicate tapestry of reality, beckoning the attention of foul and dark forces. Beware, for whenever you roll a 66 on a Spell Fumble or a Spell Critical Injury Result, you invoke a Resonance Event.

To determine the outcome of a Resonance Event, make a Top Open Ended percentile check, adding any modifiers from the Resonance Modifiers table.

RESONANCE MODIFIERS
Modifier
Penalty
In a good, aligned area
-10
In an evil aligned area
+10
In the dark lands
+20
Cantrip
-20
Attack Spell
+20
Save Spell
+10
Utility Spell
-10
Per PP of the spell
+5
Evil Spell
+20
Ethereal Magic
-20
Soul Magic
+10
RESONANCE EVENT TABLE
1d100
Event
25 or less
Flickering Lights: Nearby lights dim or flicker momentarily.
26-50
Shadowy Whispers: Faint whispers can be heard in the distance, but their meaning remains elusive.
51-65
Muffled Sounds: Sounds become slightly muted or distorted. All hearing-based checks suffer a -2 penalty in 10’ radius emanating from the caster or 10 minutes.
UM 66
Absolute Chaos: Roll twice on this table with both results taking effect. The spell that you were casting costs you no PP and has any one of its variables doubled.
67-80
Static Discharge: Small sparks of static electricity discharge around the caster. This is treated as 1 persistent electricity damage to the caster and any they touch whilst the damage continues.
81-90
Tangled Emotions: Surrounding individuals in a 20’ radius emanation experience brief waves of heightened emotion. This results in a -1 penalty to Will saves for 1 hour.
91-99
Temporal Distortion: Time appears to momentarily slow down or speed up. All creatures with a 30 radius of the caster gain either slowed 1 or quickened 1 (randomly) for 1 minute.
UM 100
Caster must make a Will Save against their own Spell DC or be completely erased by the magic. A critical save treats this as the 276-300 result below, a success as 301-350 result.
101-110
Terrifying Vision: The caster and all allies within a 50’ radius are plagued with a terrible vision (which may hold some truth). This is treated as a Fear Spell with a DC equal to that of the initial spell.
111-120
Hostile Apparitions: Two incorporeal undead of an equal level to the caster appear and attack.
121-130
Weakening Barriers: A surge of magical energy nullifies all spells and magical items of the Warding school for 1 minute in a 50’ radius burst.
131-140
Creature of Interest: A major antagonist of the current campaign sends a group of reasonably powerful servants to apprehend the caster.
141-150
Elemental Surge: A surge of elemental energy briefly manifests, causing a localized elemental effect (fire, ice, electricity, etc.). This is treated as a fireball (with appropriate elemental damage) centralised on the caster.
151-175
Reality Fracture: A small rift in reality opens, revealing glimpses of another plane of existence. This rift remains open for 1d4 x PP cost of the spell minutes.
176-200
Creature of Importance: A major antagonist of the current campaign sends a group of equally powerful servants to apprehend or destroy the caster.
201-225
Uncontrolled Conjuration: A creature is inadvertently summoned. It is a random creature from a conjure spell increased to the maximum level you could summon. The creature may or may not be hostile depending upon the situation and what it is.
226-250
Warp of Space: Space around you distorts temporarily, causing you and any creatures to vanish from existence for an amount of rounds equal to the PP cost of the spell.
251-275
Primary Concern: A major antagonist of the current campaign sends a powerful lieutenant to destroy the caster.
276-300
Cursed Aura: A curse affects the area, causing misfortune or ill luck to those within it. All creatures within a 50’ radius of the caster (but not the caster) suffer disadvantage to their checks for 1 minute per PP of the cast spell. If no targets are with range, the caster takes a +20 Force Critical.
301-350
Elemental Cataclysm: A massive elemental force is unleashed, causing widespread destruction in the immediate area. (fire, ice, electricity, etc.). This is treated as acidic eruption (with appropriate elemental damage) centralised on the caster.
351+
Catastrophic Convergence: The ultimate resonance event occurs, resulting in a cataclysmic event that alters the fabric of reality itself (GM discretion).

CHAPTER 10 - GRIMOIRE #

Magic shall be the undoing of our empire if we come to rely upon its wielders too much and yet without where are we, for surely, we cannot trust those accursed scientists.

SPELL DESCRIPTION #

Spells are presented here in alphabetical order. Each spell has a few parameters which are explained below.

SPELL PARAMETERS

Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here.

SPELL NAME PP COST

TRAITS

Tradition This entry lists the applicable tradition for the spell.

Cast The amount of time it takes to cast the spell is listed here. If a spell costs an amount of AP to cast it will be represented by a number and then AP (2 AP).

Spells that can be cast as a Reaction are notated with an ‘R’ and Free actions with an ‘F’. Spells that take longer to cast list the time required, such as “1 minute.” After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell.

Range, Area, and Targets This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster.

If the area or range has a (B) next to it, the spell is considered to breach and bypasses barriers.

Saving Throw Some spells will allow the target to make a saving throw and if this is the case then this information will be presented here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw.

Base Damage If a spell inflicts damage, the amount will be given in its description. Each damage inflicting spell will have a Base Damage Value which is used to determine additional damage when warping the spell and inflicting criticals.

Be aware that if a spell does not have a base damage entry, it’s damage is not increased by factors which increase base damage.

Duration Most spells have a fixed duration which is measured in rounds, minutes, hours or some other increment of time.

If a spell has no duration entry, then its effects happen and wink out in a fraction of an instant.

If the spell has a duration of ‘Sustained’ it may be maintained with an action each round (see chapter 7).

If a spell has an (S) after its duration the spell does not end if it is not sustained, but has no effect for the current round.

If a spell has a (D) after its duration the spell may be dismissed (see chapter 7).

Warping Available Warping Options (along with the number of additional PP required) are listed right after the Spell’s description. Unless specified otherwise, each Warping Option can be selected multiple times.

Any warping option with this font colour replaces the core function of the spell with a new effect. When this warping option is applied, the base version of the spell is replaced and no longer takes effect.

If a spell has an applicable variable, you may apply any of the Metamagic feat options found in Chapter 7.

Be aware that specific warping options which are detailed in a spells description always override the Metamagic warping options in Chapter 9, even if the Metamagic option is better.

In some cases a spell will gain an automatic enhancement if you warp it to a certain level of power. This is notated as follows:

PP #

Caster Level Modifications If this option is present in a spell description it details any automatic enhancements a spell gains as your caster level increases. Such modifications are determined as follows:

Caster Level # The spell gains a new option at the stated Caster Level.

So Caster Level 4+ would indicate that the modifier is applied at caster level 4 and every 4 caster levels thereafter.

ABJURERS STRIKE PP 18 #

UTILITY WARDING

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 weapon

Duration 1 minute

You touch a weapon granting it wondrous power for a short period of time. For the duration of the spell the weapon treats all targets as unarmoured and ignores all magical bonuses to DB.

If this spell is cast upon a missile weapon, then it affects the ammunition that is fired from it.

ACID ARROW PP 8 #

ACID ATTACK INVOCATION

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 60 feet; Targets 1 creature

Base Damage 1d8; Duration Sustained (1 minute)

You imbue one of your hands with acidic energy. As part of casting the spell you launch an arrow of acid at one target within range which inflicts 3d8 acid damage and 1d4 persistent damage. At the beginning of each turn, you may Sustain the Spell to make an Attack action using your Spellcraft skill to launch an additional arrow of acid at one target within range.

WARPING OPTIONS

+2 PP: The damage increases by 1d8 and the persistent damage by 1.

ACID BOLT PP 4 #

ACID ATTACK INVOCATION

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Base Damage 1d6

You unleash a crackling bolt of corrosive acid that streaks toward your target with destructive force. If you hit, you deal 4d6 acid damage plus 2 splash acid damage and on a critical hit, the target also takes 1 persistent acid damage.

ACID CLOUD PP 12 #

ACID PENETRATING SAVE TRANSLOCATION

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 120 feet

Area fog spreads in 20-ft. radius, 20 ft. high

Saving Throw Fortitude

Duration 1 minute (D)

The area floods with a mass of misty vapours. The cloud may be stationary or move 10 ft. away from you each round (choose when the spell is cast). All creatures within the fog become concealed, and all creatures outside the fog become concealed to creatures within it. Each creature that starts its turn in the spell's area must make a Fortitude saving throw.

Critical The target is unaffected.

Success The target takes 1d6 acid damage.

Failure The target takes 2d6 acid damage and a -20 critical injury.

Fumble The target takes 3d6 acid damage and critical injury.

WARPING OPTIONS

+4 PP: increase the acid damage by 1d6.

ACIDIC ERUPTION PP 16 #

ACID INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 120 feet

Area 30-foot-radius, 40-foot tall cylinder

Saving Throw Basic Reflex

Base Damage 1d6

You channel your magical energy and focus it into a concentrated point. You then release it in a violent eruption, causing a surge of corrosive acid to burst forth and engulf the area inflicting 15d6 acid damage to all within.

ACIDIC SPRAY PP 10 #

ACID INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Area 30-foot cone

Saving Throw Basic Reflex

Base Damage 1d6

You release a jet of acid from the palm of your hand, damaging everything in its path. All creatures in the area take 12d6 acid damage.

ACIDIC STORM PP 10 #

ACID INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 120 feet; Area 20-foot-radius

Saving Throw Basic Reflex

Base Damage 1d8; Duration 1 minute

You invoke a powerful incantation which rains acid down in the area of effect for the duration of the spell. A creature that begins its turn in the area takes 4d8 acid damage.

ADAPT BODY PP 12 #

UTILITY WARDING

Tradition ethereal

Cast 2 AP (somatic, verbal)

Duration 8 hours

Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment.

You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals damage per round deals you only half the usual amount of damage.

WARPING OPTIONS

+2 PP: increase duration to next daily prep.

AID PP 4 #

EMOTION ENCHANTMENT UTILITY

Tradition divinity, verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Duration 10 minutes

You grant the target a +1 status bonus on attack checks and saves against fear. The target also gains 1d8 + caster level temporary HP.

WARPING OPTIONS

+2 PP: increase the bonus by +1 (max +4).

+3 PP: effect all allies in a 10-foot radius.

AIR WALK PP 6 #

AIR ALTERATION UTILITY

Tradition divinity, verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Duration 1 minute

The target can tread on air as if walking on solid ground. The target can ascend and descend in this way at a maximum of a 45-degree angle. Ascending is classed as moving on difficult terrain.

WARPING OPTIONS

+2 PP: increase the duration to 10 minutes.

ALARM PP 2 #

UTILITY WARDING

Tradition all

Cast 10 minutes (material, somatic, verbal)

Requirements 3 gp of silver dust sprinkled in a circle.

Range touch; Area 20-foot radius

Duration 8 hours (D)

You create an invisible magic sensor which warns you of intrusion with an audible or mental alarm that triggers whenever a small or larger corporeal creature enters the area without speaking a pre-defined password. The audible alarm can be heard within 60 feet. The mental (which gains the mental trait) alarm can only be heard by you and has a range of 1 mile.

A creature aware of the alarm must succeed at a Stealth check against the spell's DC or trigger the spell when moving into the area.

WARPING OPTIONS

+1 PP: increase the duration to 24 hours.

+1 PP: you can specify criteria for which creatures sound the alarm spell—for instance, orcs or masked people.

+2 PP: the alarm works against creatures of any size.

+4 PP: the alarm works against incorporeal creatures.

ALIGN WEAPON PP 4 #

ALIGNED ALTERATION UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Range touch; Targets Weapon touched or 50 projectiles (all of which must be together at the time of casting)

Duration 10 minutes

The touched weapon or projectiles gain one of your deities aligned traits. All attacks made by them are treated as this type for overcoming resistances.

You can’t cast this spell on a natural weapon, such as an unarmed strike.

ANIMAL GROWTH PP 8 #

ALTERATION MORPH UTILITY

Tradition verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 animal

Duration 1 hour

You draw upon your natural magic to alter the size of any one animal. You may adjust the animals size by one category. Its equipment grows with it but returns to natural size if removed. This spell has no effect on a Huge or larger animals.

WARPING OPTIONS

+1 PP: effect an additional target

+4 PP: alter the targets size by two categories (max huge)

ANIMAL MESSENGER PP 2 #

ENCHANTMENT MENTAL UTILITY

Tradition verdant

Cast 1 minute (material, somatic, verbal)

Requirements A piece of suitable food.

Range 120 feet

Duration see text

One tiny wild animal within range is drawn to you by the offer of food. The animal travels to a location which you have stored with the Study Target (Nature) action. You can affix a note or tiny object of up to 1 lb to it. The animal does its best to reach the destination; if it makes it there, it waits nearby until the duration expires, allowing other nonhostile creatures to approach it and remove the attached object. The spell ends after 24 hours or when a creature removes the attached object, whichever happens first.

If there are no Tiny wild animals in range, the spell is lost.

ANIMAL SENSE PP 4 #

INSIGHT MENTAL SCRYING UTILITY

Tradition verdant

Cast 1 minute (material, somatic, verbal)

Range 120 feet; Targets 1 animal

Duration 10 minutes (D)

You transfer one of your senses to the target animal allowing you to use that sense by using a 1 AP concentrate action. Whilst using the sense of the animal, you cannot use your own sense. If the target animal is an animal companion or familiar, the range of the spell increases to 1 mile and the duration to 1 hour.

WARPING OPTIONS

+2 PP: transfer an additional sense.

ANIMAL SPIRIT PP 8 #

ALTERATION MORPH UTILITY

Tradition verdant

Cast 2 AP (somatic, verbal)

Duration 10 minutes (D)

You draw in the spirit of an animal to gain some of its physical qualities. You alter part of your body, without major physical changes. Any gear that you have, including armour, automatically adjusts to the new form.

When you cast animal spirit, you must select one of the following options and apply its benefits for the duration of the spell.

Bear: You take on an aspect of a bear. You gain a +1 Natural DR and a +2 status bonus to the Athletics skill.

Frog: Your legs become elongated and muscular. You gain a +4 status bonus on Jump (Athletics) checks, and you always jump as if you had a running start.

Gorilla: Your arms become long, flexible, and strong like those of a great ape. You gain a medium Slam attack, and you gain a +4 status bonus on grapple checks.

Monkey: Your hands and arms become dexterous like those of a simian. You gain a +2 status bonus on Climbing checks, and you can throw objects as if you had the Throw Anything feat.

Otter: Your hands and feet gain webbing, and your lungs gain capacity, allowing you to move through the water with ease. You gain a Swim speed equal to half your speed, and all the benefits of having a swim speed. Additionally, you can hold your breath for twice as long as normal before being forced to make Constitution checks to keep holding your breath.

Tree Lizard: Your hands and feet gain climbing claws and climbing pads. You gain a climb speed equal to half your normal speed and all the benefits of having a natural climb speed.

Be aware that you may only take on one animal spirit at any one time (unless you use the below warping option).

WARPING OPTIONS

+2 PP: you increase the duration to 1 hour.

+2 PP: you may take on an additional trait.

ANIMAL STAFF PP 10 #

ALTERATION POLYMORPH UTILITY

Tradition verdant

Cast 3 AP (material, somatic, verbal)

Range touch; Targets your druidstaff

Duration 10 minutes

You transform your staff into an animal. This animal must have been previously memorised using the Study Target (Nature) action and be no more than 6th level. The creature gains the Conjured trait but only requires a Free Action to command it.

WARPING OPTIONS

+1 PP: increase the level of the creature by 1 (to a maximum of your caster level).

ANIMATE DEAD PP 2 #

SOUL UTILITY

Tradition arcane, divinity

Cast 3 AP (material, somatic, verbal)

Range 30 feet

Duration 1 minute (S)

Your magic animates the remains of any one medium or small corpse within the range of the spell. The corpse is animated as a 0 level Skeleton or Zombie (casters choice). This animated undead gains the Minion trait.

WARPING OPTIONS

+1 PP: increase the maximum level of the animated undead by 1.

+1 PP: You may animate an additional target; you may use a single sustain action to command the creatures to perform the same actions or separate sustain actions to have them act individually.

ANIMATE OBJECT PP 4 #

ALTERATION UTILITY

Tradition arcane, ethereal

Cast 1 hour (somatic, verbal)

Range 10 feet; Targets 1 object

Cost rare oils (see below)

You transform the target into an animated object with a maximum level of 1 and of a type corresponding to the object (so a broom would become an animated broom).

You may use a warping option to increases the level of the object (see below) and rare oils must be used.

Object Level
Cost in gp
1
5
2
20
3
45
4
80
5
125
6
180
7
245
8
320
9
405
10
500
11
605
12
770
13
845
14
980
15
1125
16
1280
17
1445

If it’s at least 4 levels lower than you, you can make it a minion. This gives it the minion trait. If it doesn’t become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands.

WARPING OPTIONS

+1 PP: increase level of the object by 1.

ANTICIPATE ATTACK PP 2 #

INSIGHT REVELATION UTILITY

Tradition ethereal

Cast R (verbal)

Trigger an attack is declared against you.

You gain a brief glimpse of your opponent’s next attack which allows you anticipate it. You gain a +1 circumstance bonus to your DB.

WARPING OPTIONS

+1 PP: the status bonus increases by 1, to a maximum of +5.

ANTICIPATE CASTING PP 4 #

UTILITY WARDING

Tradition ethereal

Cast 1 minute (somatic, verbal)

Duration 1 hour

Once this spell is cast, the next time that you cast a spell, you will have already subconsciously readied yourself to do so. The next spell that you cast within the duration of the spell has its AP cost lowered by 1 (min 1).

WARPING OPTIONS

+2 PP: increase duration until next daily preparation.

ANTICIPATIONS PP 4 #

INSIGHT UTILITY

Tradition divinity, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Duration 1 minute

The spirits of nature or the helpful dead protect you from the attacks of your enemy. For the duration of the spell you gain a +4 status bonus to DB against attacks made by the target.

ANTIMAGIC FIELD PP 14 #

RARE UTILITY WARDING

Tradition arcane, divinity, ethereal

Cast 3 AP (material, somatic, verbal)

Area 5-foot emanation

Duration 1 minute (D)

An invisible field surrounds you, suppressing all magic within, including yours. At the end of the spells duration, all magic continues to function as before.

ANTIPATHY PP 16 #

CURSE EMOTION ENCHANTMENT SAVE

Tradition arcane, divinity, ethereal, verdant

Cast 1 hour (material, somatic, verbal)`

Range 30 feet; Area 1 object or 1 30’ radius location (B)

Saving Throw Will

Duration Until next daily preparation

You curse an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of with a particular aligned trait, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific aligned trait to be repelled must be named.

Affected creatures feel an urge to leave the area or to avoid the affected item.

A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort causes them to take a -2 circumstance penalty to all mental actions.

WARPING OPTIONS

+2 PP: the duration becomes permanent.

APOCALYPSE PP 18 #

MENTAL SAVE SHADOW

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 120 feet; Area 30’ radius (B)

Saving Throw Will

Duration 1 minute

All creatures in the spells radius believe that the world is ending around them in the most cataclysmic way. The effects of the spell are dependent upon each targets saving throw

Critical The target takes 2d6 mental damage before realising that the events are not real. The target is then immune to this casting of the spell.

Success The target takes 2d6 mental damage and must make a fresh saving throw at the beginning of their next turn.

Partial As success but the target also takes a minor critical injury.

Failure The target takes 4d6 mental damage and a serious critical injury. The target may make a fresh saving throw at the beginning of their next turn.

Fumble As failure, but the target takes a deadly critical injury.

If at any point every affected character gets a success or greater on their saving throw, the spell immediately ends.

WARPING OPTIONS

+1 PP: increase damage by 1d6 or 2d6 on a failure.

ARCANE BARRIER PP 2 #

UTILITY WARDING

Tradition arcane

Cast 2 AP (somatic, verbal)

Duration 1 minute

You are closely surrounded by a barely visible magical field. The field provides a +1 status bonus to DB.

WARPING OPTIONS

+2 PP: increase the DB bonus by +1 (max +5).

+2 PP: increase the duration to 10 minutes.

ASTRAL CONCLAVE PP 16 #

SHADOW SLEEP UTILITY

Tradition arcane, ethereal

Cast 10 minutes (somatic, verbal)

Range planetary; Targets up to 12 stored creatures

Duration 1 hour (D)

You create a mystical connection that allows you and the targeted creatures to enter a shared dream realm. Upon casting, all targets, including yourself, have the option to choose to fall asleep immediately. Those who choose not to fall asleep are not affected by the spell, and it ends for them.

For the sleepers, a collective dream space is formed, enabling communication as if they were physically present in the same room. Individual targets will leave the shared dream upon awakening from their slumber. If all the targets awaken and none remain in the dream state, the spell automatically comes to an end.

AUGURY PP 4 #

INSIGHT UTILITY

Tradition divinity, ethereal

Cast 1 minute (material, somatic, verbal)

You spend 1 minute in quiet contemplation whilst casting the spell, gaining a glimpse of events yet to pass. During the casting you may specify a course of action for which you gain a vision of what will probably happen in the next minute if that course of action is taken.

The accuracy of the vision is not 100% and after specifying the course of action, you must make a Secret DC 5 Flat check. A failure reveals to you false information.

WARPING OPTIONS

+1 PP: you may gaze a further minute into the future.

+3 PP: reduce the DC of the Flat check by 1 (min 1).

AURA PP 4 #

LIGHT UTILITY WARDING

Tradition divinity

Cast 2 AP (somatic, verbal)

Duration 1 minute (D)

You glow with divine energy distracting your foes. All attacks are made against you with a -2 circumstance penalty.

WARPING OPTIONS

+2 PP: change the duration to 10 minutes.

AURA OF VITALITY PP 12 #

LIGHT PENETRATING SOUL UTILITY

Tradition divinity

Cast 3 AP (somatic, verbal)

Area 20’ radius (B)

Duration 1 minute (D)

You emit a comforting glow that lights the area and restores the health of your allies. At the beginning of your turn, each ally within the spells radius is healed of 2d8 HP of damage and 1 point of persistent or bleed damage.

WARPING OPTIONS

+1 PP: the HP healed increases by 1d8 and the persistent or bleed by 1.

AVATAR PP 20 #

ALTERATION RARE UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Duration 10 minutes

You transform into an avatar of one of the gods. The GM will provide you with the statistics of the Avatar.

AWAKEN ANIMAL PP 14 #

ALTERATION UTILITY

Tradition verdant

Cast 1 day (material, somatic, verbal)

Range touch; Targets 1 animal

You awaken an animal to human-like sentience. The awakened animal is friendly toward you.

An awakened animal becomes a beast, amending its ability scores accordingly. An awakened animal can’t serve as an animal companion, familiar, or special mount.

An awakened animal can speak one language that you know, plus any additional languages granted by Intelligence.

BALL LIGHTNING PP 16 #

ELECTRICITY INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 40 feet; Targets 1 creature

Saving Throw Basic Reflex

Base Damage 1d8; Duration 1 minute

You bring forth an orb of electrical energy. Immediately after casting the spell, one target within range suffers 6d8 electricity damage. At the start of each of your turns, you may as a free action direct the ball to a new target or have it hit the current target again.

WARPING OPTIONS

+4 PP: create an additional ball which must have a different target, you may direct both balls each turn.

BANE PP 2 #

ENCHANTMENT FEAR SAVE

Tradition divinity

Cast 2 AP (somatic, verbal)

Area 30-foot emanation

Saving Throw Will

Duration Sustained (1 minute)

Adversaries in the area of effect are filled full of foreboding and must make a Will saving throw. Bane can counteract Bless.

Success No effect

Failure Target has a -1 status penalty to attack rolls as long as they remain with 30 feet of you.

Fumble Target has a -2 status penalty to attack rolls as long as they remain with 30 feet of you.

WARPING OPTIONS

+2 PP: you increase the penalty by -1 (max -4).

+2 PP: as target that fails their save is still affected for the duration if they leave the area of effect.

BANISHMENT PP 10 #

SAVE WARDING

Tradition all

Cast 3 AP (somatic, verbal)

Range 30 feet

Targets 1 creature that isn't on its home plane

Saving Throw Will

You send the target back to its home plane. The target must attempt a Will save. This spell fails if you aren't on your home plane when you cast it.

Critical The target resists being banished and you are stunned 1.

Success The target resists being banished.

Failure The target is banished.

Fumble The target is banished and can't return by any means to the plane it's banished from for 1 week.

WARPING OPTIONS

+1 PP: per additional target.

BARKSKIN PP 4 #

MORPH UTILITY WARDING

Tradition verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 willing creature

Duration 10 minutes

The target's skin becomes toughened. The targets natural armour DR increases by +1. This spell only affects creatures that are not wearing metal armour.

WARPING OPTIONS

+2 PP: the bonus increases by +1 (max +5).

BEAST OF BURDEN PP 2 #

ALTERATION MORPH UTILITY

Tradition arcane, divinity, verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Duration 8 hours

You increase the targets mass and muscle density, allowing them to carry more weight. The target’s carrying capacity doubles. This does not affect the creature’s actual Strength in any way, merely the amount of material it can carry while benefiting from this spell.

BLESS PP 2 #

ENCHANTMENT MENTAL UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Area 30-foot emanation

Duration Sustained (1 minute)

The power of the gods guides your companions attacks. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Bless can counteract Bane.

WARPING OPTIONS

+2 PP: you increase the bonus by +1 (max +4).

+2 PP: the spell affects all targets in range at the beginning of the spell after which the targets may move out of the area.

BLESS WEAPON PP 4 #

ENCHANTMENT ESSENCE UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 weapon

Duration 1 minute

The weapon touched is infused with deific energy. The weapon gains the essence type for the purposes of damage reduction and also gains a +2 item bonus to AB.

WARPING OPTIONS

+2 PP: you increase the AB by +5 (max +20).

BLIGHT CLOUD PP 12 #

AIR ALIGNED PENETRATING SAVE TRANSLOCATION

Tradition divinity

Cast 2 AP (somatic, verbal)

Range 120 feet Area fog spreads in 20-ft. radius, 20 ft. high

Saving Throw Fortitude; Duration 1 minute (D)

The area floods cold greasy fog. The cloud may be stationary or move 10 ft. away from you each round (choose when the spell is cast). All creatures within the fog become concealed, and all creatures outside the fog become concealed to creatures within it. Each creature that starts its turn in the spell's area must make a Fortitude saving throw to avoid taking aligned damage (based upon your deities aligned trait).

Critical The target is unaffected.

Success The target takes 2d6 aligned damage.

Partial The target takes 3d6 aligned damage.

Failure The target takes 3d6 aligned damage and a Minor Critical.

Fumble The target takes 4d6 aligned damage and a Serious Critical.

WARPING OPTIONS

+2 PP: increase the aligned damage by 1d6.

BLINDNESS PP 6 #

CURSE SAVE SOUL

Tradition all

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Fortitude

You speak a powerful word of magic which may potentially blind the target. The target makes a fortitude save and then is immune to the spell for 1 hour.

Critical The target is unaffected.

Success The target is blinded until its next turn begins.

Failure The target is blinded for 1 minute.

Fumble The target is blinded permanently.

WARPING OPTIONS

+4 PP: increase the range to 60 feet and the spell effects all targets in a 30’ radius.

BLINK PP 8 #

AIR TELEPORTATION TRANSLOCATION UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Duration 1 minute

You phase rapidly between the material and ethereal planes of existence. You gain resistance to all damage (except force).

If you Sustain the Spell you may vanish and reappear 10 feet away in a random direction; the movement doesn't trigger reactions. At the end of your turn, you vanish and reappear as above.

BLUR PP 4 #

SHADOW UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Duration 1 minute

The target becomes a blurred and slightly offset from where it is. The target gains the concealed condition but this condition cannot be used to hide.

BRAIN LOCK PP 6 #

ENCHANTMENT MENTAL SAVE

Tradition ethereal

Cast 2 AP (somatic, verbal)

Range 120 feet; Targets 1 creature

Saving Throw Will; Duration Sustained (1 minute)

You enter a battle of wills with the target in an attempt to hold them in place. The target must make a saving throw.

Critical The creature is unaffected and the spell ends.

Success The creature stunned 1.

Failure The creature is stunned 3.

Fumble As failure except the target is also paralyzed.

You must Sustain the Spell each round which forces the target to make a new saving throw.

WARPING OPTIONS

+1 PP: affect an additional target.

BRAWN PP 4 #

ALTERATION UTILITY

Tradition arcane, ethereal, verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Duration 1 minute

The affected creature is imbued with a surge of magical energy which enhances one of their physical ability scores. The target gains a +1 status bonus to one physical ability score (Str, Con or Dex), selected when casting, for the duration of the spell.

WARPING OPTIONS

+4 PP: increase the bonus by +1 (max +4). +8 PP: you may affect up to 6 targets in a 30 foot radius.

BREEZE PP 2 #

AIR INVOCATION UTILITY

Tradition arcane, ethereal, verdant

Cast 2 AP (somatic, verbal)

Range 30-feet; Targets 1 creature or object

Duration 10 minutes

You create a light wind that blows against the target, from a direction of your choice. The breeze grants the subject a +2 circumstance bonus on saves against very hot conditions, severe heat, breath weapons, and saves against cloud vapours and gases (such as cloudkill, stinking cloud, and inhaled poisons). This spell does not function without air or underwater. You can only have one breeze active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

BREEZE STRIKE PP 2 #

AIR TRANSLOCATION UTILITY

Tradition verdant

Cast 2 AP (somatic, verbal)

Duration 1 minute

You summon a minor air elemental which guides your missile attacks to their targets. You ignore the first -4 worth of range penalties to any ranged attacks and also gain an additional range increment.

WARPING OPTIONS

+1 PP: increase the amount of penalty ignore by -1 (max -10).

BUNGLE PP 2 #

ENCHANTMENT MENTAL SAVE

Tradition arcane, ethereal

Cast R (verbal)

Trigger a creature takes an action you are aware of

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration 1 action

You let out a primitive cry which causes the target to lose their focus on the action they are attempting. The target must make a Will Saving Throw.

Success No effect.

Failure Target takes a -2 circumstance penalty to the action.

Fumble Target takes a -4 circumstance penalty to the action.

Blunder Target fails the action.

BURNING HANDS PP 2 #

FIRE INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Area 15-foot cone

Saving Throw Basic Reflex

Base Damage 1d6

Searing jets of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.

CALL ITEM PP 2 #

TELEPORTATION TRANSLOCATION UTILITY

Tradition arcane, divinity, ethereal

Cast 1 AP (verbal)

You summon one item which is currently stowed away in your pack. The item materializes in your hand.

WARPING OPTIONS

+1 PP: you summon the item as a free action.

CALL LIGHTNING PP 6 #

ELECTRICITY INVOCATION SAVE

Tradition verdant

Cast 2 AP (material, somatic, verbal)

Range 60 feet; Targets 1 creature or object

Saving Throw Basic Reflex; Duration 1 minute

Base Damage 1d12

Upon casting the spell, you call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that strikes the target inflicting 2d12 electricity damage. The bolt descends from a point 60 feet above the target and effects all creatures in its path.

If you are outdoors and in a stormy area the bolt inflicts an additional 1d12 damage.

If a target is wearing metal armour and in contact with the ground, they take an additional 1d12 damage.

Each of your turns whilst the spell is running, you may call down another bolt of lightning as a 2 AP manipulate action.

This spell does not function underwater.

CALM PP 4 #

EMOTION ENCHANTMENT SAVE

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Range 120 feet; Area 5-foot radius

Saving Throw Will; Duration Sustained (1 minute)

You create a compelling aura that forcefully pacifies creatures within the area, soothing their aggression and inducing a nonviolent state. Each creature in the affected area is required to make a Will save to resist the calming effect.

Critical The creature is unaffected.

Success Calming urges impose a –1 status penalty to the creature's attack rolls.

Failure Any emotion effects that would affect the creature are suppressed and the creature can't use hostile actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm emotions.

Fumble As failure, but hostility doesn't end the effect.

CALM ANIMAL PP 2 #

EMOTION ENCHANTMENT SAVE

Tradition verdant

Cast 2 AP (somatic, verbal)

Range 120 feet

Targets 1 animal no larger than medium

Saving Throw Will

Duration Sustained (1 minute)

You forcibly calm the target animal, soothing it into a nonviolent state; the creature must attempt a Will save.

Critical The creature is unaffected.

Success Calming urges impose a –1 status penalty to the creature's attack rolls.

Failure Any emotion effects that would affect the creature are suppressed and the creature can't use hostile actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm emotions.

Fumble As failure, but hostility doesn't end the effect.

WARPING OPTIONS

+2 PP: the size of the creature increases by one step.

CANCEL MAGIC PP 2 #

CHANCE UTILITY WARDING

Tradition all

Cast 2 AP (somatic, verbal)

Duration Sustained (1 minute)

When you cast this spell select one of the four magical traditions (arcane, divinity, ethereal or verdant). You make all saving throws against the specified realm with advantage whilst this spell is running.

WARPING OPTIONS

+2 PP: ward against an additional tradition of magic.

CHAIN LIGHTNING PP 12 #

ELECTRICITY INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 250 feet; Targets 1 creature, plus any number of additional creatures

Saving Throw Basic Reflex

Base Damage 1d12

You create an electrical discharge that begins at your fingertips and then strikes a target within range inflicting 8d12 electricity damage. After it strikes, the bolt arcs to another target within 30 feet of the original target and keeps then another within 30 feet of that target and so on, arcing to new targets inflicting damage. You cannot target the same creature more than once and you must have line of effect to all targets.

The chain ends of a target rolls a critical on their saving throw or may be ended by you at any time.

The attack deals an additional 1d12 damage against targets wearing metal armour.

WARPING OPTIONS

+2 PP: The damage increases by 1d12.

CHANGING LUNGS PP 8 #

ALTERATION MORPH UTILITY

Tradition ethereal, verdant

Cast 2 AP (somatic, verbal)

Duration 1 hour

You can breathe freely when underwater or in areas with a poisonous or toxic atmosphere for the duration of the spell.

CHANNEL THE ASPECT PP 8 #

ALTERATION MORPH UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Duration 1 minute

You draw upon the power of your deific aspect, granting you a specific ability. When you cast the spell, choose either body, limbs, mind or spirit. You may change the ability for 1 AP (manipulate).

Body You gain a +4 status bonus on Fortitude saving throws and Swim (Athletics) checks.

Limbs You are quickened but may only use this additional action for Move or Strike actions.

Mind You gain a +4 status bonus on Recall Knowledge and Awareness (Perception) checks.

Spirit You gain a +4 status bonus on Will Saving throws and Demoralise (Intimidate) checks.

CHARM ANIMAL PP 2 #

EMOTION ENCHANTMENT SAVE

Tradition verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 animal

Saving Throw Will; Duration 1 hour

A creature of the animal type within range becomes more friendly towards you. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.

If you use hostile actions against the target, the spell ends. When the spell ends, the animal may still follow you if you have provided it with food etc.

Success The target is unaffected.

Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.

Fumble The target's attitude becomes helpful toward you, and it can't use hostile actions against you.

WARPING OPTIONS

+4 PP: the duration lasts for a day.

+8 PP: target up to 1 animal per level.

CHARM KIND PP 2 #

EMOTION ENCHANTMENT SAVE

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature of your race type

Saving Throw Will; Duration 10 minutes

The target believes that you are a good friend. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.

If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.

Critical The target is unaffected and aware you tried to charm it.

Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells).

Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.

Fumble The target's attitude becomes helpful toward you, and it can't use hostile actions against you.

WARPING OPTIONS

+2 PP: use the spell on a creature of a different race type.

+6 PP: the duration lasts for a day.

+8 PP: target up to 1 creature per level.

CHILL STORM PP 4 #

COLD INVOCATION SAVE

Tradition arcane, verdant

Cast 3 AP (material, somatic, verbal)

Range 500 feet; Area 20-foot radius

Duration 1 minute; Saving Throw Basic Reflex

Base Damage 1d6

You create a light storm which blankets the area in snow. All creatures within the storm become concealed, and all creatures outside the storm become concealed to creatures within it.

When you Cast the Spell, a heavy burst of snow inflicts 2d6 cold damage to all targets within the area.

Any creature that ends its turn in the storm must make the saving throw to avoid damage again.

WARPING OPTIONS

+4 PP: the initial storm is laced with icy hail which also inflicts 4d6 bludgeoning damage.

CHILL TOUCH PP 0 #

CANTRIP ESSENCE LIGHT SAVE SOUL

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 living creature

Saving Throw Basic Fortitude

Base Damage 1d4

Your hand radiates pale blue light and harms the living. Any living creature that you touch takes 3d4 essence damage.

CASTER LEVEL MODIFICATIONS

CL 4+: The damage increases by 1d4 and the Save DC by +2

CIRCLE OF WARMTH PP 2 #

FIRE UTILITY WARDING

Tradition divinity, verdant

Cast 2 AP (somatic, verbal)

Area 10-foot radius

Duration Sustained (1 minute)

You emanate an aura of heat which protects you and creatures close to you. All creatures ignore the effects of naturally occurring cold weather for the duration.

WARPING OPTIONS

+1 PP: the duration changes to 1 minute.

+2 PP: the duration changes to 10 minutes.

+3 PP: the duration changes to 1 hour.

+4 PP: the duration changes until next daily preparation.

CLARITY PP 2 #

CHANCE INSIGHT UTILITY

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Range touch

Duration 10 minutes (D)

You grant the target brief insight into their future. The target gains advantage on the next mental saving throw made within the spells duration. Once the saving throw is made, the spell ends.

WARPING OPTIONS

+2 PP: the spell effects all targets in a 10-foot radius.

CLICK PP 0 #

ALTERATION CANTRIP UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet

You may toggle a single button, key, or switch that could typically be operated with a single finger. This spell cannot disable locks, sensors, or traps.

CLOAK OF GREYING PP 2 #

PHANTASM SAVE SHADOW VISUAL

Tradition ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration 10 minutes

You overrule your targets normal senses and force them to believe that you are not actually there.

The target makes a saving throw.

Critical The target is unaffected.

Success The target is aware of your presence, but will not directly interact with you unless you give them reason to (GM discretion). If questioned later, the target is unlikely to remember you being there.

Failure As success, but the target ignores you unless you attack them.

Fumble As failure and the target cannot sense you at all. If you attack the target, they can make another saving throw at -20 to resist the effects.

WARPING OPTIONS

+6 PP: the spell effects all targets in a 50 foot radius.

CLONE PP 18 #

RITUAL SOUL UTILITY

Tradition arcane

Cast 7 days (material, somatic, verbal)

Requirements A finger, toe, eye or some other appropriate piece of the targets flesh.

Range 10 feet; Targets 1 living creature

To begin the casting you must remove the required flesh from the target who must be within the range of the spell throughout the casting. The flesh is used to grow an exact copy of the target.

You must have a suitable lab in which to cast the spell. Once the casting is completed, the flesh must be left in the lab for 1d6+1 months to grow into a copy. If anything interferes with the process or contaminates it during this time the maximum spell result (see below) becomes fail.

Once the growth process is complete, the original creature’s soul is drawn to the body as soon as their original body dies, or immediately if they are already dead.

The body must be preserved if the soul is not ready to enter.

Unlike other spells, you make your casting check at the end of the growth process. Use the below results to determine the spell outcome rather than those presented in Chapter 7.

Critical The cloning process is successful. When the soul occupies the completed clone, it is Injured 2 for 1 week; this condition cannot be removed or reduced by any means until the week has passed.

Success As critical success, but the Injured condition is 4.

Failure You fail to form the clone.

Fumble The clone appears to be successful, but something went horribly wrong. Once it grows to its full size, it can't hold the target's soul and instead houses a malevolent intelligence or an invasive (possibly demonic) creature.

WARPING OPTIONS

+4 PP: you may inhabit the clone with another captured soul (if you have one).

CLOUDKILL PP 10 #

AIR PENETRATING POISON SAVE SOUL

Tradition arcane, ethereal, verdant

Cast 3 AP (material, somatic, verbal)

Range 120 feet; Area 20-foot radius

Saving Throw Basic Fortitude

Duration 1 minute (D)

You flood the area with poisonous fog. The cloud may be stationary or move 10 ft. away from you each round (choose when the spell is cast). All creatures within the fog become concealed, and all creatures outside the fog become concealed to creatures within it. Each breathing creature that starts its turn in the spell's area takes 6d8 poison damage.

WARPING OPTIONS

+2 PP: The damage increases by 1d8.

+2 PP: increase the duration to 10 minutes.

COGNITIVE COLLAPSE PP 12 #

CURSE ENCHANTMENT MENTAL SAVE

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration varies

You reach into the recesses of your targets minds and strip them of all sense. The target must attempt a Will save. The effects of this curse can be removed only through remove curse or another effect that removes curses.

Critical The target is unaffected.

Success The target is dazed 2 for 1 round.

Failure The target is dazed 4.

Fumble The target’s intellect is permanently reduced and all mental ability scores are reduced to -5. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, they become an NPC under the GM’s control.

COLD BALL PP 6 #

COLD INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 120 feet; Area 20-foot radius

Saving Throw Basic Reflex

Base Damage 1d8

You shoot a small sphere of pure cold that explodes in a freezing blast upon reaching its target. All creatures in the area of effect take 4d8 cold damage.

COLD BOLT PP 4 #

ATTACK COLD INVOCATION WATER

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Base Damage 1d8

You throw a magically propelled and chilled ball of dense snow. If this spell attack hits, it inflicts 4d8 cold damage.

COLOUR SPRAY PP 2 #

LIGHT SAVE SHADOW VISUAL

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet Area 15-foot cone

Saving Throw Will; Duration 1 or more rounds (see below)

A vivid cone of clashing colours springs forth from your hand affecting viewers based on their Will saves.

Critical The creature is unaffected.

Success The creature is dazzled for 1 round.

Partial The creature is dazzled for 1 minute.

Failure The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute.

Fumble The creature is stunned for 1 round and blinded for 1 minute.

COMMAND PP 2 #

ENCHANTMENT LINGUISTIC MENTAL SAVE

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will

Duration see below

Your voice takes on a powerful tone and becomes difficult to ignore. You command the target to take a Move action of your choice which it must perform as its first action on its next turn. The target can’t Delay or take any reactions until it has obeyed your command. The effects depend on the target’s Will save.

Success The creature is unaffected.

Failure For the first action on its next turn, the creature must use a single action to do as you command.

Fumble The target must use all its actions on its next turn to obey your command.

WARPING OPTIONS

+8 PP: target up to 1 creature per level.

COMMAND SWARM PP 4 #

ENCHANTMENT MENTAL SAVE

Tradition verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 non-magical swarm

Saving Throw Will Negates

Duration 1 minute (S)

You can take control over an existing swarm of insects. By using a sustain action each round you direct it with simple spoken commands such as “Attack,” or “Run.” The swarm obeys even suicidal commands for the duration of the effect. If you do not Sustain the Spell the swarm follows it normal behaviour pattern.

This spell bypasses the usual mental immunity of swarms

WARPING OPTIONS

+2 PP: command non-insect living swarms such as rats and bats.

COMMUNE PP 10 #

INSIGHT UTILITY

Tradition divinity

Cast 10 minutes (material, somatic, verbal)

You may contact a god or its agent and ask a question that can be answered by a simple “yes” or “no.” You can ask up to seven questions. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because a powerful being of the Outer Planes isn’t necessarily omniscient. The entity contacted structures its answers to further its own purposes. In cases where a one word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead. If you lag, discuss the answers, or go off to do anything else, the spell effect ends.

CONCEAL THOUGHTS PP 4 #

INSIGHT MENTAL UTILITY

Tradition ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 willing creature

Duration 1 hour

You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +2 circumstance bonus on Deception checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 circumstance bonus on its saving throw against any attempt to read its mind.

The target of this spell is either yourself or one studied target.

WARPING OPTIONS

+1 PP: increase the bonus by +1 (max +10).

CONCEALING TERRAIN PP 2 #

SHADOW UTILITY VISUAL

Tradition verdant

Cast 2 AP (somatic, verbal)

Duration 10 minutes

Your surroundings bend and weave, conspiring to mask your presence from others and granting you a +4 circumstance bonus with Hide & Sneak checks. This spell may only be cast in areas with significant plant life.

WARPING OPTIONS

+3 PP: the spell gains a 15-foot radius area of effect centred on you.

CONE OF COLD PP 10 #

COLD INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Area 60-foot cone

Saving Throw Basic Reflex

Base Damage 1d8

A blast of unearthly cold erupts from your outstretched hands, freezing everything in its path. Anyone in the area of effect takes 10d8 cold damage.

CONE OF DEATH PP 12 #

ESSENCE SAVE SOUL

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Area 30-foot cone

Saving Throw Basic Fortitude

Base Damage 1d6

You draw in the blood and life force of other creatures through your outstretched arms. All targets take 10d6 essence damage.

You are healed an amount of HP equal to half the damage a single creature takes from this spell; calculate these HP using the creature that took the most damage.

CONFOUNDED IMAGERY PP 6 #

MENTAL SAVE SHADOW VISUAL

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Saving Throw see below; Duration 1 minute

You create bizarre images which twist and weave your form to onlookers. You gain concealment to all attacks and targets cannot use reactions against you. The first time an attacker misses you with an attack, they may make a Will save or Sense Motive check to disbelieve the images. If they are successful, they are then immune to this casting of the spell.

WARPING OPTIONS

+4 PP: the spell gains a 20-foot radius affecting all targets within.

CONFUSION PP 8 #

EMOTION ENCHANTMENT SAVE

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 50 feet; Targets 1 creature

Saving Throw Will; Duration varies (D)

You addle the targets senses preventing it from telling friend from foe. The effects are determined by the target's Will save.

Critical The creature is unaffected.

Success The targets mind is addled slightly causing them to become stunned 1.

Failure The target is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.

Fumble The target is confused for 1 minute, with no save to end early.

WARPING OPTIONS

+1 PP: you can target an additional creature.

CONJURATION SHIELD PP 4 #

SAVE WARDING

Tradition divinity

Cast 2 AP (somatic, verbal)

Area 10-foot radius

Duration 10 minutes

Within the area of effect, this spell impedes the use of spells which conjure creatures.

Any such creature invokes a Will save against this spell from the conjuring caster. A failed save prevents the spell from working, wasting the PP.

CONJURE ANIMAL PP 2 #

TRANSLOCATION UTILITY

Tradition arcane, verdant

Cast 2 AP (material, somatic, verbal)

Range 10 feet; Duration 1 minute (S)

By a supreme exertion of will, you can create a facsimile of a creature with the animal trait from the surrounding mana, which can appear at any point within the spell’s range. This animal must be no more than level 1. By sustaining the spell, you may command the creature to act.

The animal has the Conjured trait (see appendix).

WARPING OPTIONS

+1 PP: increase the level of the creature by 1 (to a maximum of your caster level).

CONJURE ELEMENTAL PP 4 #

TRANSLOCATION UTILITY

Tradition arcane, verdant

Cast 2 AP (material, somatic, verbal)

Range 50 feet; Duration 1 minute (S)

By a supreme exertion of will, you can create a facsimile of a creature with the elemental trait from the surrounding mana, which can appear at any point within the spell’s range. This elemental must no more than level 1. By sustaining the spell, you may command the creature to act. The creature has the Conjured trait (see appendix).

WARPING OPTIONS

+1 PP: increase the max level of the creature by 1 (to a maximum of your caster level).

CONJURE ENTITY PP 12 #

TRANSLOCATION UTILITY

Tradition ethereal

Cast 2 AP (material, somatic, verbal)

Range 50 feet; Duration 1 minute (S)

By a supreme exertion of will, you can create a facsimile of a creature with the aberration trait from the surrounding mana, which can appear at any point within the spell’s range. This aberration must be 9th level or lower. By sustaining the spell, you may command the creature to act. The creature has the Conjured trait (see appendix).

WARPING OPTIONS

+1 PP: increase the max level of the creature by 1 (to a maximum of your caster level).

CONJURE ETERNAL PP 10 #

ALIGNED TRANSLOCATION UTILITY

Tradition divinity

Cast 2 AP (material, somatic, verbal)

Range 50 feet; Duration 1 minute (S)

By a supreme exertion of will, you can create a facsimile of a creature with the eternal trait from the surrounding mana, which can appear at any point within the spell’s range. This eternal must be 6th level or lower. By sustaining the spell, you may command the creature to act. The creature has the Conjured trait (see appendix).

WARPING OPTIONS

+1 PP: increase the max level of the creature by 1 (to a maximum of your caster level).

CONJURE SPELLSWhen conjuring a creature using any of the conjure spells each description refers to the level of the creature. This level is either the creatures level or effective level (EL), whichever is highest. Effective Level (EL) is explained in Chapter 12.The exact creature conjured is always determined by the GM and will usually be appropriate to the environment that you are in when the spell is cast. CONJURE SPELLSWhen conjuring a creature using any of the conjure spells each description refers to the level of the creature. This level is either the creatures level or effective level (EL), whichever is highest. Effective Level (EL) is explained in Chapter 12.The exact creature conjured is always determined by the GM and will usually be appropriate to the environment that you are in when the spell is cast.

CONJURE FEY PP 4 #

TRANSLOCATION UTILITY

Tradition ethereal, verdant

Cast 2 AP (material, somatic, verbal)

Range 50 feet; Duration 1 minute (S)

By a supreme exertion of will, you can create a facsimile of a creature with the fey trait from the surrounding mana, which can appear at any point within the spell’s range. This fey must be of 1st level or lower. By sustaining the spell, you may command the creature to act. The creature has the Conjured trait (see appendix).

WARPING OPTIONS

+1 PP: increase the max level of the creature by 1 (to a maximum of your caster level).

CONJURE GIANT PP 10 #

TRANSLOCATION UTILITY

Tradition verdant

Cast 2 AP (material, somatic, verbal)

Range 50 feet; Duration 1 minute (S)

By a supreme exertion of will, you can create a facsimile of a creature with the giant trait from the surrounding mana, which can appear at any point within the spell’s range. This giant must be 7th level or lower. By sustaining the spell, you may command the creature to act. The creature has the Conjured trait (see appendix).

WARPING OPTIONS

+1 PP: increase the max level of the creature by 1 (to a maximum of your caster level).

When conjuring a creature using any of the conjure spells each description refers to the level of the creature. This level is either the creatures level or effective level (EL), whichever is highest. Effective Level (EL) is explained in Chapter 12When conjuring a creature using any of the conjure spells each description refers to the level of the creature. This level is either the creatures level or effective level (EL), whichever is highest. Effective Level (EL) is explained in Chapter 12

CONJURE PLANT PP 4 #

TRANSLOCATION UTILITY

Tradition verdant

Cast 2 AP (material, somatic, verbal)

Range 50 feet; Duration 1 minute (S)

By a supreme exertion of will, you can create a facsimile of a creature with the plant trait from the surrounding mana, which can appear at any point within the spell’s range. This plant must be 1st level or lower. By sustaining the spell, you may command the creature to act. The creature has the Conjured trait (see appendix).

WARPING OPTIONS

+1 PP: increase the max level of the creature by 1 (to a maximum of your caster level).

CONJURE SWARM PP 6 #

TRANSLOCATION UTILITY

Tradition verdant

Cast 2 AP (material, somatic, verbal)

Range 50 feet; Duration 1 minute (S)

By a supreme exertion of will, you can create a facsimile of a creature with the swarm trait from the surrounding mana, which can appear at any point within the spell’s range. The swarm can be no more than 1st level. By sustaining the spell, you may command the swarm to act. The swarm has the Conjured trait (see appendix).

WARPING OPTIONS

+1 PP: increase the max level of the creature by 1 (to a maximum of your caster level).

CONJURE WYRM PP 10 #

TRANSLOCATION UTILITY

Tradition arcane

Cast 2 AP (material, somatic, verbal)

Range 50 feet; Duration 1 minute (S)

By a supreme exertion of will, you can create a facsimile of a creature with the wyrm trait from the surrounding mana, which can appear at any point within the spell’s range. This wyrm must be 6th level or lower. By sustaining the spell, you may command the creature to act. The creature has the Conjured trait (see appendix).

WARPING OPTIONS

+1 PP: increase the max level of the creature by 1 (to a maximum of your caster level).

CONJURING CONTROL PP 10 #

ENCHANTMENT MENTAL SAVE

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 conjured creature

Saving Throw Will; Duration 1 minute

You seize control of a creature with the conjured trait by disrupting the bond between it and the caster who summoned it.

The result is determined by the conjured creatures Will Saving Throw.

Critical The target is unaffected.

Success The target has free will until the end of its next turn and will act according to its nature.

Failure You may command the creature as if you conjured it.

WARPING OPTIONS

+2 PP: you can affect an additional target.

CONSECRATE PP 6 #

ESSENCE UTILITY WARDING

Tradition divinity

Cast 10 minutes (material, somatic, verbal)

Area 40-foot-radius (B); Range touch

Duration 1 day

Cost rare incense and offerings worth a total value of 10 gp × the spell PP cost.

You chant the ancient rituals of your deity to bless the area with positive energy.

All undead creatures within the consecrated area suffer a -2-circumstance penalty to all actions and DCs. Furthermore, all attacks made against undead creatures within the consecrated area gain a +2-circumstance bonus and inflict 1d4 essence secondary damage.

Finally, it is impossible for an undead to be animated or created with a consecrated area.

WARPING OPTIONS

+2 PP: increase duration to 1 month.

+2 PP: the consecrated area also effects eternals with the evil aligned trait.

+4 PP: increase the bonuses and penalties by +/-1 and the positive damage by 1d4.

+4 PP: increase duration to 1 year. +6 PP: increase duration to permanent.

CONTINGENCY PP 14 #

UTILITY WARDING

Tradition arcane

Cast 10 minutes (material, somatic, verbal)

Duration 24 hours

You hold in reserve a spell that will trigger later. While casting contingency, you also cast another spell with a PP cost of 8 or lower with a casting time of no more than 3 AP. This reserve spell must be one that can affect you. You must make any decisions for the spell when you cast contingency, such as choosing a damage type for resist energy. During the casting, you must also name a trigger that prompts the spell’s release (e.g. you’re attacked).

Once contingency is cast, you can cause the reserve spell to come into effect as a reaction with that trigger. It affects only you, even if it would affect more creatures. If you define complicated conditions, as determined by the GM, the trigger might fail. If you cast contingency again, the newer casting supersedes the older.

WARPING OPTIONS

+1 PP: increase the PP of the companion spell by 1.

CONTINUAL LIGHT PP 4 #

INVOCATION LIGHT UTILITY

Tradition all

Cast 3 AP (material, somatic, verbal)

Cost 50 gp worth of gem dust

Range touch; Targets 1 object

Duration unlimited

The target object emits a small flame. This provides an amount of light equal to that of a torch (increase illumination by two steps). It doesn't need oxygen, react to water, or generate heat.

WARPING OPTIONS

+1 PP: the duration becomes permanent.

+2 PP: +1 illumination level (max 9).

CONTROL UNDEAD PP 4 #

SAVE SOUL

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Range 30 feet

Targets 1 undead creature with a level no greater than 2.

Saving Throw Will; Duration varies

You seize control of the target undead using ancient words of necromantic power. The undead gains the minion trait. If you or an ally uses any hostile actions against the target, the spell ends. The target gets a saving throw (mindless treat their result as one degree less).

Critical The creature is unaffected.

Success The undead is stunned 1.

Partial The undead is controlled for 10 minutes.

Failure The undead is controlled for 1 day.

Fumble The undead is controlled until you release it or it is destroyed

If an undead is currently controlled by another creature it treats its result as one degree higher.

WARPING OPTIONS

+1 PP: increase the level of undead you may control by 1.

CONTROL WATER PP 10 #

INVOCATION UTILITY WATER

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 200 feet; Area 50 feet long by 50 feet wide

You focus your will upon the body of water causing it to raise or lower. The water in the spells area of effect is raised or lowered by 10 feet. Any creature with the water trait within the spells area of effect is Slowed 1.

WARPING OPTIONS

+2 PP: you may Sustain the Spell for up to 1 minute, raising or lowering the water level each turn.

COURAGE PP 6 #

CHANCE ENCHANTMENT MENTAL UTILITY

Tradition divinity, ethereal

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Duration 10 minutes

You instil great courage into the target. For the duration of the spell the target gains advantage on all saving throws made against effects with the Fear trait.

WARPING OPTIONS

+1 PP: increase the duration to 1 hour.

CRACKLING TEMPEST PP 20 #

ELECTRICITY INVOCATION SAVE

Tradition divinity, verdant

Cast 1 minute (material, somatic, verbal)

Area 1-mile-radius

Saving Throw Basic Reflex

Base Damage 1d12

The sky explodes with an electrical deluge raining down bolts of lightning. Any huge or larger object or small or larger creature is struck by a bolt of lightning which inflicts 10d12 electricity damage.

WARPING OPTIONS

+4 PP: reduce the casting time to 3 AP.

CRASHING TORRENT PP 6 #

INVOCATION SAVE WATER

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Area 30-foot cone

Saving Throw Basic Reflex

Base Damage 1d6

You summon the power of the ocean, conjuring a colossal wave that sweeps away from you. You deal 6d6 bludgeoning damage to creatures in the area. Furthermore, the water also extinguishes non-magical fires in the area.

WARPING OPTIONS

+2 PP: increase the damage by 1d6.

CREATE UNDEAD PP 4 #

EVIL SOUL UTILITY

Tradition arcane, divinity

Cast 1 hour/creature level (somatic, verbal)

Range 10 feet; Targets 1 dead creature

Cost rare materials (see below)

You transform the target into a 1st level undead creature. Each undead type has its own unique formula which must be learnt before that undead can be created with this spell.

Rare materials must be used to create the undead with costs detailed below.

Creature Level
PP Cost
Cost in gp
1
4
100
2
5
250
3
6
450
4
7
750
5
8
1250
6
9
2000
7
10
3000
8
11
4200
9
12
6000
10
13
8000
11
14
11000
12
15
16000
13
16
24000
14
17
36000
15
18
55000
16
19
80000
17
20
120000

The target becomes an undead creature of the appropriate type. If it’s at least 4 levels lower than your caster level, you can make it a minion. This gives it the minion trait, and commanding it is a single action that has the auditory and concentrate traits. If it’s intelligent and doesn’t become a minion, the undead is helpful to you for awakening it, though it’s still a horrid and evil creature. If it’s unintelligent and doesn’t become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands.

An Intelligent Undead can also make a Will Saving throw when it is first created to avoid control.

WARPING OPTIONS

+1 PP: increase level of the undead by 1.

CRUSHING DESPAIR PP 10 #

EMOTION ENCHANTMENT SAVE

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Area 30-foot cone

Saving Throw Will; Duration 1 or more rounds

All creatures with the spells area experience a great sense of desperation. Each target must make a Will save:

Critical The target is unaffected.

Success For 1 round, the creature can't use reactions or the delay action and must attempt another save at the start of its turn; on a failure, it is slowed 1 for that turn.

Failure As success, but the duration is 1 minute.

Fumble As failure, and the creature is automatically slowed 1 for 1 minute.

CURE PP 2 #

HEALING ESSENCE SOUL UTILITY

Tradition divinity, verdant

Cast 1-3 AP (see below)

Range varies

Targets 1 willing creature

Base Damage 1d8

At its simplest, Cure allows you to channel healing energy directly into a single individual, restoring their vitality.

Cure heals 1d8 HP or stops 1 point of ongoing bleed damage. The spell’s application depends upon how many AP you expend when casting.

1 AP (somatic) The spell has a range of touch.

2 AP (somatic, verbal) The spell has a range of 30 feet and restores an additional 8 HP (if using the HP healing option).

3 AP (material, somatic, verbal) A surge of restorative energy spreads outward in a 30-foot radius, healing all creatures within its range.

WARPING OPTIONS

+2 PP: stop an additional point of bleeding.

+2 PP: the spell heals both HP and bleed.

+2 PP: the amount of healing increases by 1d8 and the extra healing for the 2-action version increases by 8.

DANCE MACABRE PP 16 #

EMOTION ENCHANTMENT SAVE

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Saving Throw Will; Duration varies

The targets limbs begin to move and jerk of their own accord forcing them to move and dance against their will. The target is flat-footed and can't use reactions for the duration of the spell and the only move actions they can take is to dance, using half up to half their Speed.

Critical The target is unaffected.

Success The spell's duration is 3 rounds, and the target must expend at least 1 AP each turn dancing.

Failure The spell's duration is 1 minute, and the target must expend at least 2 AP each turn dancing.

Fumble The spell's duration is 1 minute, and the target must spend all its actions each turn dancing.

Blunder As fumble but the duration continues until the target falls from exhaustion (GM discretion).

WARPING OPTIONS

+4 PP: the spell affects all creatures in a 20-foot radius, and the spell gains a range of 50 feet.

DANCING LIGHTS PP 0 #

CANTRIP INVOCATION LIGHT UTILITY

Tradition ethereal, verdant

Cast 2 AP (somatic, verbal)

Range 120 feet

Duration sustained

You create up to four glowing spheres of light (which look like will-o’-wisps), that shed the same amount of light as a torch (increase illumination by two steps). The spheres must stay within a 10-foot-radius area in relation to each other and you can move all of them when you Sustain the Spell. A light winks out if the distance between you and it exceeds the spell’s range.

DANCING WEAPON PP 6 #

ALTERATION FORCE RUNE UTILITY

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 weapon

Duration 1 minute

When you cast this spell, you animate your melee weapon, allowing it to float and defend you. The weapon always stays within 5’ of you and parries incoming melee attacks granting you a +2-dodge bonus to DB. Although you may not use another weapon while the Dancing Weapon is active, you may still perform other actions or cast spells.

By sustaining the spell, you may use the weapon to carry out the Aid Defensive action using your Spellcraft Bonus for the check.

WARPING OPTIONS

+2 PP: by sustaining the spell, the weapon may also attack once per round using, you’re multiple attack penalty and Spellcraft Bonus.

DANGEROUS VISION PP 14 #

AUDITORY SAVE SHADOW VISUAL

Tradition ethereal

Cast 3 AP (material, somatic, verbal)

Range 200 feet; Area 30-foot radius

Saving Throw Will

Duration 1 minute

You create an illusion of nightmarish creatures within the spells area of effect.

Any creature that's inside the burst when it's created, enters the burst, or starts its turn inside the burst must make a Will save to avoid Mental Damage.

Critical The target is unaffected.

Success The target takes 1d8 mental damage.

Partial The target takes 2d8 mental damage and a Minor Mental Critical.

Failure The target takes 4d8 mental damage and a Serious Mental Critical.

Fumble The target takes 6d8 mental damage and a Deadly Mental Critical.

A creature that critically succeeds at its Will save can immediately attempt to disbelieve the illusion. A creature that tries to Interact with the creatures or observes one with a Search action can attempt to disbelieve the illusion. Creatures that disbelieve the illusion take no damage from the illusion thereafter.

WARPING OPTIONS

+4 PP: all damage inflicted by the spell is doubled.

DAREVEIL PP 2 #

SHADOW UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Duration 10 minutes

You cloak yourself in an aura of bold confidence, creating a subtle illusion that amplifies your presence. You gain a +1-status bonus to any effects with the fear trait and to all Make an Impression (Diplomacy) checks.

WARPING OPTIONS

+2 PP: increase the duration to 1 hour.

DARK TENDRILS PP 2 #

ESSENCE SAVE SOUL

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Area 30-foot line

Saving Throw Basic Fortitude

Base Damage 1d4

Tendrils of black energy erupt from your outstretched fingertips. You deal 2d4 essence damage to each living creature in the line and any target that takes a critical from this spell also takes 1 bleed damage.

WARPING OPTIONS

+1 PP: the area becomes a 15-foot cone instead of a line.

+2 PP: you are healed of half the damage this spell inflicts to one of its targets.

+2 PP: creatures that fail their save are clinging to shadowy strands for 1 round, reducing their speed by 10 ft.

DARKNESS PP 4 #

DARKNESS INVOCATION UTILITY

Tradition all

Cast 3 AP (material, somatic, verbal)

Range 120 feet; Area 20-foot radius

Duration 1 minute

You create a globe of darkness that lowers the illumination level by four steps (min 3).

WARPING OPTIONS

+2 PP: -1 level of illumination.

PP +4: the minimum illumination level is reduced by 1

DARKVISION PP 4 #

INSIGHT UTILITY

Tradition all

Cast 2 AP (somatic, verbal)

Duration 1 hour

You grant yourself supernatural sight in areas of darkness. You gain Darkvision.

WARPING OPTIONS

+1 PP: the spell's range is touch and it targets 1 willing creature

+2 PP: the duration is until the next time you make your daily preparations.

DAZE PP 0 #

CANTRIP ENCHANTMENT MENTAL SAVE

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Basic Will

Base Damage 1d6

You obscure the target's thoughts, causing a mental disruption. You cause 1d4 damage to the target.

CASTER LEVEL MODIFICATIONS

CL 4+: increase the damage by 1d4 and the Save DC increases by 2.

DEAD TONGUE PP 2 #

INSIGHT LANGUAGE UTILITY

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 spirit or undead

Duration Sustained

You can communicate with the target spirit or sentient undead.

Be Aware that this spell merely enables communication it does not compel the target to answer nor will protect the caster from hostile targets.

WARPING OPTIONS

+1 PP: add one target.

+1 PP: if the spell is active, the target won’t attack you, unless attacked first (it can still attack your allies and followers).

+1 PP: increase duration to 10 minutes.

DEAFNESS PP 4 #

CURSE SAVE SOUL

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Fortitude

The target loses hearing; it must attempt a Fortitude save. The target is then temporarily immune for 1 minute.

Critical The target is unaffected.

Success The target is deafened for 1 round.

Failure The target is deafened for 10 minutes.

Fumble The target is deafened permanently.

DEATH KNELL PP 4 #

DEATH ESSENCE SAVE SOUL

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Range touch

Targets 1 creature that has the Dying condition

Saving Throw Will

You kill a creature who is already on the verge of death. The result of the spell is based upon the targets Will save:

Critical The target is unaffected.

Success The target’s Dying condition increases by 1 and you regain 1 HP for every 2 levels it possesses.

Failure The target dies and you 1 HP for every level it possesses.

DEATH WARD PP 10 #

UTILITY WARDING

Tradition divinity, verdant

Cast 2 AP (somatic, verbal)

Range touch

Target 1 living creature touched

Duration 10 minutes

You enhance the life force of a living creature protecting it against essence energy and death effects.

The target gain a +4-status bonus to saving throws against essence and death effects, gains essence resistance and ignores the Doomed Condition for the duration of the spell.

WARPING OPTIONS

+1 PP: affect an additional target.

+2 PP: increase the spells duration to 1 hour.

DEATHLESS PP 10 #

ESSENCE SOUL UTILITY

Tradition arcane

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 living creature

Duration 1 minute

The target’s soul is strongly anchored to its body, preventing death when exceeding Death State.

This spell doesn’t prevent death from sources other than hit point damage—such as criticals, death effects, or soul drain. Spells that cure HP affect the creature normally.

WARPING OPTIONS

+4 PP: you become an anchor for the souls of you and your cohorts. The range increases to 30 feet, and instead of affecting one creature, it affects all allies within a 15-foot-radius centred on you.

DEATH’S MEMORY PP 12 #

INSIGHT UTILITY

Tradition divinity, ethereal

Cast 1 minute (material, somatic, verbal)

This spell gives you a vision of how someone died and an image of the killer, if any. This spell must be cast within one week of the death and must be cast at the place of death or in the presence of the body. The vision occurs in real time and covers the dying process.

WARPING OPTIONS

+2 PP: the spell must be cast within 1 month of the death.

+4 PP: the spell must be cast within 1 year of the death.

DEATHWATCH PP 2 #

DETECTION INSIGHT UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Area 20-foot emanation

Duration 10 minutes

You can determine the condition of creatures near death within the spell's range. You instantly know how many HP each creature has remaining (or negative value if they are dying) and if the value of any injured and bleed conditions that they have.

WARPING OPTIONS

+1 PP: increase the duration to 1 hour.

DECURSIVE VEIL PP 6 #

UTILITY SHADOW

Tradition divinity, ethereal

Cast 2 AP (somatic, verbal)

Range touch; Target 1 creature

Duration 1 minute

You draw a veil of divine shadow over a creature, cloaking them from harmful spiritual threads and masking them from planar interference. The target gains concealment and is immune to insight spells and effects of PP 2 or lower. In addition, you reduce the frightened or sickened condition by 1.

WARPING OPTIONS

+1 PP: increase the PP of the immunity by 1.

+2 PP: increase the spells duration to 10 minutes.

DEFER FATALITY PP 14 #

UTILITY WARDING

Tradition ethereal

Cast R (verbal)

Trigger you die; Duration 1 hour

When death is about to claim you because of a lethal attack of any sort, you instead enter a state of suspended animation. While fatality is deferred, you do not age, breathe, grow hungry, sleep, or regain essence. You are unaware of your surroundings and cannot use subconscious abilities. Outside forces can damage your body, but as long as your head remains attached to your torso and your brain remains intact, the physical damage can be healed. A coup de ’grace still forces you to make a Fortitude save or die.

You remain in this state until you are healed of the injury.

WARPING OPTIONS

+1 PP: increase duration to 8 hours

+1 PP: increase duration to unlimited

DEFLECTIONS PP 4 #

UTILITY WARDING

Tradition arcane, divinity, ethereal

Cast R (somatic)

Trigger You are aware of the physical ranged attack

Target 1 missile

You deflect a missile attack. The attack takes a -4-circumstance penalty to its attack check. You cannot use this spell to deflect massive, ranged projectiles (such as boulders or ballista bolts).

WARPING OPTIONS

+1 PP: you may instead deflect one melee attack that you are aware of within 30 feet.

+2 PP: increase the penalty by -1 (max -10)

+2 PP: you may instead deflect one spell attack that you are aware of within 30 feet.

DEIFIC ENHANCEMENT PP 6 #

ALTERATION UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Range touch; Duration 1 minute

The affected creature is imbued with a surge of divine energy which enhances one of their ability scores. The target gains a +1-status bonus to one ability score, selected when casting, for the duration of the spell.

WARPING OPTIONS

+3 PP: increase the duration to 10 minutes.

+4 PP: you increase the bonus by +1 (max +4).

DEIFIC KNOWING PP 2 #

DETECTION INSIGHT UTILITY

Tradition divinity

Cast R (verbal)

Trigger You make a Recall Knowledge (Religion) or Deity specific skill check

You draw upon your deity’s immense knowledge of the world and all things religious. You make the triggering check with advantage.

WARPING OPTIONS

+2 PP: the spell effects any Religion skill check.

+4 PP: the spell effects any saving throw skill check (except spellcraft or any check with the attack trait).

+6 PP: the spell effects any check.

Gods do not appreciate their knowledge being drawn upon for trivial matters and may impose penalties upon you if this spell is used too often or for checks of little importance.

DEIFIC PRESENCE PP 18 #

AUDITORY EMOTION ENCHANTMENT SAVE

Tradition divinity

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Area 40-foot burst (B); Targets any number of creatures

Saving Throw Will

Duration until full tribute is paid

You surround yourself with supernatural splendour, appearing to be a god or similarly majestic being. You choose the aspects of your new majestic appearance. This causes the targets to pay tribute to you by bowing or using some other action in keeping with your appearance. The number of times a target must do this depends on the result of their Will save.

Critical The target is unaffected.

Success The target must pay tribute twice.

Failure The target must pay tribute six times.

Fumble As failure, and the target must spend all its actions paying tribute if possible.

Paying tribute is a 1 AP (manipulate or move) action, as chosen by the creature paying tribute. A creature under this effect must pay tribute to you at least once on each of its turns if possible. While affected by this spell, a creature is fixated by you and can't use hostile actions against you. The target is then temporarily immune for 1 minute.

DELAY PAIN PP 4 #

EMOTION ENCHANTMENT HEALING UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Duration 1 minute

You override the target’s ability to feel pain. The target may ignore up to 10 points of the dazed or weakened conditions or 5 point of the injured condition for the duration of the spell. This does not negate any damage, but it does negate the penalty.

At the end of the spells duration, you gain an amount of fatigue equal to the value of any ignored conditions.

WARPING OPTIONS

+2 PP: ignore an additional point of a condition.

+2 PP: increase duration to 10 minutes.

+4 PP: increase duration to 1 hour.

DELAYED BLAST FIREBALL PP 14 #

FIRE INVOCATION SAVE

Tradition arcane

Cast 2 AP (somatic, verbal)

Range 120 feet; Area 20-foot radius

Saving Throw Basic Reflex

Base Damage 1d6

This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. All creatures within the area of effect take 15d6 fire damage.

The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the radius for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead. If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.

DESECRATE PP 6 #

ESSENCE UTILITY WARDING

Tradition divinity

Cast 10 minutes (material, somatic, verbal)

Area 40-foot-radius; Range 40 feet

Duration 1 day

Cost rare incense and offerings worth a total value of 20 gp × the spell PP

You chant the ancient rituals of your deity to bless the area with essence energy.

All living creatures within the desecrated area suffer a -2-circumstance penalty to all actions and DC’s. Furthermore, all attacks made against living creatures within the desecrated area gain a +2-circumstance bonus and inflict 1d4 essence secondary damage.

Finally, all Spellcraft checks made to cast animate undead or create undead spells gain +2 status bonus within the spells area of effect.

WARPING OPTIONS

+2 PP: increase duration to 1 month.

+2 PP: the desecrated area also effects eternals with the good, aligned trait.

+4 PP: increase the bonuses and penalties by +/-1 and the essence damage by 1d4.

+4 PP: increase duration to 1 year.

+6 PP: increase duration to unlimited.

DETECT AURA PP 2 #

DETECTION INSIGHT UTILITY

Tradition divinity, ethereal

Cast 2 AP (somatic, verbal)

Range 100 feet; Area 5-foot radius

Duration 1 minute

As your eyes emanate a radiant glow, your heightened senses allow you to perceive the presence of aligned traits. Select from chaos, evil, good, or order, you can detect the presence or absence of such traits without gaining any additional information. You have the option to exclude specific creatures or effects that you are already aware possess the chosen trait from your detection.

WARPING OPTIONS

+2 PP: you learn each trait's location and strength.

Aligned Trait

The strength of an aligned trait depends on the level of the creature, item, or spell.

Level
Aura Strength
0-5
Faint
6-10
Moderate
11-15
Strong
16-20
Powerful
21+
Overwhelming

DETECT LIFE PP 0 #

DETECTION CANTRIP INSIGHT UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Duration 1 minute (S)

Upon casting the spell and then by sustaining the spell each round, you can detect the presence of living creatures. This acts as a Tertiary Sense using your Power Manipulation skill in place of Perception checks.

DETECT POISON PP 2 #

DETECTION INSIGHT UTILITY

Tradition divinity, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 object or creature

You gain the ability to discern the presence of venom or poison within a creature or object. You can determine if a creature is venomous or poisonous, or if an object carries poison or has been tainted by it. However, this detection does not provide information about the specific ways in which the target may be poisonous, nor does it reveal the exact type or types of poison present. It's important to note that certain substances, such as lead and alcohol, possess their own poisonous properties, which can mask the presence of other poisons.

WARPING OPTIONS

+2 PP: you learn the number and types of poison.

DETECT SCRYING PP 8 #

DETECTION INSIGHT UTILITY

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Area 30-foot radius

Duration 1 minute

You sense the presence of any active spell or effect with the scrying trait. The caster (or originator) of each active effect must make a Will save.

Success You learn only the presence of the spell or effect.

Failure You gain a glimpse of the scrying creature.

Fumble As failure but you also learn the approximate distance and direction to the scrying creature.

WARPING OPTIONS

+4 PP: the duration is until the next time you make your daily preparations.

DETECT UNDEAD PP 0 #

CANTRIP DETECTION INSIGHT UTILITY

Tradition divinity, ethereal

Cast 2 AP (somatic, verbal)

Duration 1 minute (S)

Upon casting the spell and then by sustaining the spell each round, you can detect the presence of undead creatures. This acts as a Tertiary Sense using your Power Manipulation skill in place of Perception checks.

DEVOTION BLAST PP 8 #

FORCE INVOCATION SAVE

Tradition divinity

Cast 2 AP (somatic, verbal)

Area 20-foot radius

Saving Throw Basic Will

Base Damage 1d8

You release an explosion of power which emanates around you. Any creatures within the area of effect suffer 6d8 force damage. Creatures with an opposed aligned trait to your deity treat their saving throw result as one degree worse.

DIMENSION DOOR PP 8 #

MOVE TELEPORTATION TRANSLOCATION UTILITY

Tradition arcane

Cast 3 AP (somatic, verbal)

You open a translucent magical doorway and step through it as part of the spellcasting. You are magically transported to any location that you can see within 1,000 feet.

WARPING OPTIONS

+1 PP: you may bring a touched target with you.

+2 PP: the range increases to 1 mile. You don't need to be able to see your destination, as long as you have it stored. You are temporarily immune for 1 hour.

DIMENSIONAL LOCK PP 12 #

TELEPORTATION UTILITY WARDING

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Range 120 feet; Area 60-foot radius

Duration 1 day

You create a shimmering barrier that attempts to counteract teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a bag of holding). Dimensional lock tries to counteract any attempt to summon a creature into the area but doesn't stop the creature from departing when the summoning ends.

DISAPPEARANCE PP 18 #

SHADOW UNCOMMON UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Duration 10 minutes

You enshroud a chosen creature, rendering it completely hidden from the perception of others. The target becomes undetected, not only to sight but to all senses, making it effectively invisible regardless of the senses possessed by observers. However, it is still conceivable for a creature to uncover the presence of the target through active searching, such as by using the Search action, noticing disturbances in dust, perceiving gaps in the sound spectrum, or employing other methods that can reveal the existence of an otherwise undetectable creature.

DISCERN LIES PP 8 #

MENTAL INSIGHT REVELATION UTILITY

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Duration 10 minutes

You develop an unnerving ability to sense when somebody is lying to you. For the duration of the spell, you gain a +4-status bonus to Detect Deception (Sense Motive) checks. You also gain a +2-status bonus to disbelieve illusions.

WARPING OPTIONS

+3 PP: increase the duration to 1 hour.

DISGRACE PP 6 #

SHADOW UTILITY

Tradition divinity, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Duration 10 minutes

You unravel a creature’s spiritual poise, cloaking them in an aura of shame and distrust. While affected, the target takes a –2 status penalty to social checks (Deception, Diplomacy, Intimidate, and Performance), and creatures within 30 feet perceive them as untrustworthy or dishonourable without understanding why. Attempts to magically bolster the target’s Charisma or social influence automatically fail for the duration.

The effect is subtle; there is no visible sign, only a creeping sense of unease. Creatures that interact with the target during the spell’s duration must succeed at a Will save against your spell DC when making any cooperative action (like an Aid reaction or forming an agreement). On a failure, they hesitate and refuse,.

WARPING OPTIONS

+2 PP: increase penalty by -1 (max -5).

DISINTEGRATE PP 12 #

ALTERATION ATTACK FORCE SAVE UNCOMMON

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 60 feet; Targets 1 creature or unattended object

Saving Throw Fortitude

Base Damage 1d10

You fire a dark green ray of magical energy at one target within range. If the ray hits it inflicts force damage based upon the result of the targets saving throw. On a critical hit increase the DC of the saving throw by 2 per critical level.

Critical The target takes 2d10 damage.

Success The target takes 6d10 damage.

Failure The target takes 12d10 force damage.

Fumble The target takes 24d10 force damage.

A creature that is reduced to an amount of HP that takes them into the Death’s Door condition, is reduced to fine powder; its gear remains.

An object you hit is destroyed (no save), regardless of Hardness, unless it's magic item in which case a counteract check is made to destroy it. A single casting can destroy no more than a 10-foot cube of matter. This automatically destroys any force construct, such as a wall of force.

DISJUNCTION PP 18 #

SAVE WARDING

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 120 feet; Targets 1 magic item

Intense energy crackles as you attempt to disrupt the target. You make a counteract check against the item. In the event of a success, the target's energy is rendered inert for one week. A critical destroys the item completely.

Be aware that this spell has effect on an artifact.

DISORIENT PP 2 #

ADVANTAGE AUDITORY ENCHANTMENT MENTAL SAVE

Tradition ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will

You cause the target to lose focus for a fraction of second. The target must make a Will Saving Throw.

Critical The target is unaffected.

Success The target takes a -1-circumstance penalty to the next check that they make before the end of their next turn.

Failure The next check the target makes before the end of their next turn is made with disadvantage.

Fumble The target has disadvantage to all checks made until the end of their next turn.

DISPLACEMENT PP 10 #

SHADOW UTILITY VISUAL

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Duration 1 minute

Your form is offset from its true location and keeps shifting and changing. Incoming melee and missile attacks are made with disadvantage. Once an attacker inflicts a critical hit against you, they are no longer affected by the spell.

DISRUPT UNDEAD PP 0 #

ATTACK CANTRIP ESSENCE SOUL

Tradition divinity, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 undead creature

Base Damage 1d10

You focus positive energy into a ray of blue light to strike your target. You deal 1d10 essence damage to the target on a successful hit

CASTER LEVEL MODIFICATIONS

CL 4+: The damage increases by 1d10.

DISRUPTING WEAPON PP 2 #

ESSENCE SOUL UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Range touch; Targets one touched weapon

Duration 1 minute

You infuse a weapon with positive energy. Attacks with this weapon inflict 1d6 essence damage as a secondary damage type.

WARPING OPTIONS

+1 PP: infuse an additional weapon.

+4 PP: increase the secondary damage by 1d6 (max 4d6).

DISTURBING TENTACLES PP 14 #

FEAR SAVE TRANSLOCATION

Tradition arcane, ethereal

Cast 3 AP (material, somatic, verbal)

Range 120 feet

Area 20-foot radius adjacent to a flat surface

Duration 1 minute (D); Saving Throw Reflex & Will

Leathery tentacles, each with thousands of tiny eyes and other grotesque features rise from the ground in the spells area attempting to grapple and harm all creatures within. All creatures are affected based upon their reflex saving throw:

Critical The creature is unaffected.

Success The creature is not grappled but takes 1d10 bludgeoning damage from the tentacles.

Failure The creature takes 2d10 bludgeoning damage and gains the grabbed condition.

Fumble The creature takes 4d10 bludgeoning damage and a Minor Critical.

Whenever a creature ends its turn in the area, the sheer horror of the tentacles gibbering mouths and pus-filled eyes forces a Will save with the following results:

Success The creature is unaffected.

Failure The creature takes 1d10 mental damage.

Fumble The creature takes 2d10 mental damage and a Minor Critical.

The tentacles' Escape DC is equal to your Spell DC. A creature can attack a tentacle in an attempt to release its grip. Its DB is equal to your Spell DC, and it is destroyed if it takes 10 or more damage. Even if destroyed, additional tentacles continue to grow in the area until the duration ends.

WARPING OPTIONS

+2 PP: double all damage inflicted by the spell and increase critical severity by one step.

DIVINE DECREE PP 14 #

INVOCATION SAVE

Tradition divinity

Cast 2 AP (somatic, verbal)

Area 40-foot radius

Saving Throw Fortitude

You speak a powerful litany rooted in your faith, issuing a commanding mandate that inflicts harm upon those who stand against your ideals. You deal 10d8 force damage to all enemies in the area; each creature must attempt a Fortitude save.

Critical The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is injured 2 for 1 minute.

Fumble The creature takes double damage and is injured 2 for 1 minute. On your home plane, a creature that fumbles is banished with the effect of a failed banishment save. A 10th-level creature or lower must attempt a Will save. On a failure, it's paralyzed for 1 minute; on a fumble, it dies.

DIVINE FAVOUR PP 2 #

INVOCATION UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Duration 1 minute

Calling upon the strength and wisdom of the gods, you gain a +1-circumstance bonus on attack checks and damage rolls. This bonus does not apply to attack spells.

WARPING OPTIONS

+2 PP: increase the bonus by +1 (max +3).

DIVINE GRACE PP 2 #

AUDITORY SHADOW UTILITY VISUAL

Tradition divinity

Cast 2 AP (somatic, verbal)

Duration 1 minute

You make yourself powerful and imposing as if blessed by your deity. You gain a +3-status bonus to your next Charisma based skill check which must be made within the next minute.

WARPING OPTIONS

+2 PP: the check must be made within the next 10 minutes.

+4 PP: the check must be made within the next hour.

DIVINE LANCE PP 0 #

ATTACK CANTRIP INVOCATION

Tradition divinity

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Base Damage 1d6

You unleash a beam of divine energy. On a hit, the target takes 1d6 force damage. If the target has an opposed aligned trait the spell inflicts an additional 1d6 damage.

CASTER LEVEL MODIFICATIONS

CL 4+: both types of damage increase by 1d6.

DIVINE MIGHT PP 10 #

ALTERATION UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Duration 1 minute

You empower yourself with deific energy. Your Base Attack Bonus becomes equal to your level; you gain a +1-status bonus to Con & Str.

WARPING OPTIONS

+2 PP: increase status bonus to Str & Con by +1 (max +4).

+2 PP: you gain physical resistance.

+4 PP: increase your size by one step.

DIVINE VISION PP 8 #

INSIGHT REVELATION UTILITY

Tradition divinity

Cast 10 minutes (somatic, verbal)

You all into a deep trance for the Duration. During the trance, you are oblivious to anything happening around you but receive a brief vision about the present of a specific item, person, or location. You must be able to name or personally know (Study Target works) the subject of the vision. The vision shows either where the subject is now; or a scene about what’s happening around it in the present (your choice).

However, visions are often ambiguous or hard to interpret: the vision will either be vague; or won’t show an important or dangerous detail.

WARPING OPTIONS

+2 PP: the vision is clear, and will be interpreted without errors

DIVINE WRATH PP 8 #

INVOCATION SAVE

Tradition divinity

Cast 2 AP (somatic, verbal)

Range 120 feet; Area 10-foot radius

Saving Throw Basic Will

Base Damage 1d6

You can channel the fury of the gods against foes of your deity. You can't cast this spell if you do not have a specific deity. This spell gains the aligned traits of your deity and inflicts 6d6 force damage. Only your enemies are affected by this spell.

DIVINITY PURGE PP 8 #

UTILITY WARDING

Tradition divinity

Cast 3 AP (material, somatic, verbal)

Range touch; Targets 1 creature

You delve deep into the psyche of the target, purifying their thoughts and granting them forgiveness for their past transgressions.

Upon casting the spell, you envelope the target in a radiant aura of purification in an attempt to end all charm or compulsion effects affecting the target (including harmless compulsions, such as heroism) by making a counteract check against them. If the target was forced to perform any actions contrary to their loyalties, cleric edicts, crusader oath, or similar code of conduct by that charm or compulsion effect, that action doesn’t cause him to lose access to class abilities, including divinity spellcasting.

If the caster and the target similar beliefs or the same deity, the spell automatically works.

DOMINATE PP 14 #

ENCHANTMENT MENTAL SAVE UNCOMMON

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will

Duration until the next time you make your daily preparations

You seize control of the target, compelling it to obey your commands. The outcome of the spell is determined by the targets Will save.

Critical The target is unaffected.

Success The target resists your control but becomes stunned 1.

Failure You successfully control the target, imposing the controlled condition. However, the target can attempt a Will save at the end of each of its turns to break free from your influence. If successful, the spell ends.

Fumble As failure, but the target only gets another save if you issue a new order that contradicts its nature, such as harming its allies.

WARPING OPTIONS

+4 PP: the duration is unlimited.

DOUBT PP 4 #

CURSE ENCHANTMENT MENTAL SAVE SECRET

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will

Duration Sustained (1 minute)

You weave insidious uncertainty into the target's mind, causing them to question their abilities and choices. Each time you sustain this spell the target must make a new save.

Success The target is unaffected.

Failure The target experiences minor doubt. The next check that they make is made at disadvantage.

Fumble The target experiences serious doubt. All of their checks are made at disadvantage.

Be aware that any saving throw made against this spell is done in secret, thus the target does not know if the save has failed.

WARPING OPTIONS

+2 PP: shift the effect to a new target within range (may only shift one per turn).

+2 PP: effect an additional target.

DRAINING BURST PP 20 #

ESSENCE PENETRATING SAVE SOUL

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Area 10-foot radius

Saving Throw Basic Fortitude

A radius of black energy radiates outwards from you engulfing all targets in its path. All creatures in the spells area of effect take 20d8 Soul Drain.

DREAM MESSAGE PP 6 #

ENCHANTMENT MENTAL SLEEP UTILITY

Tradition arcane, divinity, ethereal

Cast 10 minutes (somatic, verbal)

Range planetary; Targets 1 stored creature

Duration 1 day

You send a one-way message, up to 1 minute of speech (roughly 150 words) to the target. If the target is asleep, they receive the message instantly. If not, they receive it the next time they sleep. As soon as they receive it, the spell ends, and you know the message was sent.

WARPING OPTIONS

+4 PP: you can target up to 10 stored creatures. You must send the same message to all of them; the spell ends for each creature individually.

DROP DEAD PP 10 #

SHADOW UTILITY VISUAL

Tradition divinity

Cast R (somatic); Trigger a creature within range is hit by an attack from an enemy

Range 120 feet; Targets 1 creature

Duration sustained up to 1 minute

The target appears to fall dead, though it actually turns invisible. Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd—for instance, a barbarian at full health appears to be slain by 2 damage—the GM can grant the attacker an immediate Perception check to disbelieve the illusion. If the target uses hostile actions, the spell ends. This ends the entire spell, so the illusory corpse disappears too.

WARPING OPTIONS

+4 PP: The spell doesn't end if the target uses hostile actions.

DULLING CLOUD PP 10 #

AIR PENETRATING POISON SAVE TRANSLOCATION

Tradition arcane, ethereal, verdant

Cast 3 AP (material, somatic, verbal)

Range 120 feet; Area 20-foot radius (P)

Saving Throw Fortitude

Duration 1 minute (D)

You flood the area with poisonous fog. The cloud may be stationary or move 10 ft. away from you each round (choose when the spell is cast). All creatures within the fog become concealed, and all creatures outside the fog become concealed to creatures within it. Each breathing creature that starts its turn in the spell's area must make a saving throw.

Critical The target is unaffected.

Success The target is stunned 1.

Failure The target is stunned 2.

Fumble The target is stunned 3.

EARTH BIND PP 6 #

ALTERATION EARTH SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 120 feet; Targets 1 flying creature

Saving Throw Fortitude; Duration varies

Harnessing the weight of the earth, you impede the flight of a target, causing different effects depending on its Fortitude save. If the creature manages to safely reach the ground, it avoids taking any falling damage.

Critical The target is unaffected.

Success The target falls safely up to 120 feet.

Failure The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 round.

Fumble The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 minute.

EARTH GLIDE PP 8 #

ALTERATION EARTH UTILITY

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Duration 1 minute

The target can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water, giving them a burrow speed of 5 feet. This movement leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence.

This spell does not give the target the ability to breathe underground, so when passing through solid material, the creature must hold its breath.

WARPING OPTIONS

+1 PP: increase the speed by 5 feet (max 20)

EARTH PRISON PP 20 #

ALTERATION EARTH SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Reflex

Duration 1 hour (D)

You lock your arms and point at the target. One target of a large or smaller size is grabbed by an enormous earthen hand that reaches up from the earth.

Critical The target is unaffected.

Success The target is slowed 1 for the duration.

Failure The target is dragged 100 ft. beneath the earth and held in a state of suspended animation, not aging and requiring no air, food, or drink to survive. The target can be dug out normally, if they can be located.

Fumble As failure except that attempts to locate the target suffer a -5 circumstance penalty.

WARPING OPTIONS

+1 PP: effect an additional target.

EARTHQUAKE PP 18 #

EARTH INVOCATION SAVE

Tradition arcane, divinity, verdant

Cast 2 AP (somatic, verbal)

Range 500 feet; Area 60-foot radius

Base Damage 1d6; Duration 1 round

You cause an intense tremor to rip through the ground in the area effect of the spell. The following effects apply to all creatures within the spells area of effect:

Shaking Ground The ground is difficult terrain, and creatures on it take a –2 circumstance penalty to attack rolls, DB, and skill checks.

Fissures Each creature on the ground must attempt a Reflex Save at the start of its turn to keep its footing and avoid falling into 40-foot-deep fissures that open beneath it. The fissures are permanent, and their sides require DC 25 Climb (Climbing) check to climb.

Collapse Structures and ceilings might collapse. The GM rolls a flat check for each (DC 16 for a sturdy structure, DC 14 for an average structure and most natural formations, DC 10 for a shoddy structure, all adjusted higher or lower as the GM sees fit). A collapse inflicts a 10d6 bludgeoning damage (basic reflex). Any creature that fumbles the saving throw also falls into a fissure.

Be aware that based upon the natural terrain features in the locale, other effects may occur such as falling cliffs, quicksand or watery whirlpools.

ECHOLOCATION PP 10 #

INSIGHT REVELATION UTILITY

Tradition verdant

Cast 2 AP (somatic, verbal)

Duration 1 hour

You can perceive the world by creating high-pitched noises and listening to their echoes. This gives you blindsight to a range of 40 feet.

EFFORTLESS ARMOUR PP 6 #

ALTERATION UTILITY

Tradition divinity, ethereal

Cast 2 AP (somatic, verbal)

Duration 10 minutes

Armour you wear no longer reduces your speed. You also reduce ACP by 1,

WARPING OPTIONS

+1 PP: reduce the ACP by an additional 1 (max 4).

+2 PP: increase the duration to 1 hour.

ELDRITCH BALL PP 10 #

FORCE INVOCATION SAVE

Tradition arcane

Cast 2 AP (somatic, verbal)

Range 50 feet; Area 10-foot radius

Saving Throw Basic Reflex

Base Damage 1d10

A bolt of raw magical energy flies forth from your fingertips and explodes upon reaching its destination. All creatures in the area of effect take 6d10 force damage.

ELDRITCH BOLT PP 6 #

ATTACK FORCE INVOCATION

Tradition arcane

Cast 2 AP (somatic, verbal)

Range 30 feet; Target 1 creature

Base Damage 1d10

A bolt of raw magical energy flies forth from your fingertips and strikes its target. On a successful attack, the target takes 4d10 force damage.

ELDRITCH DISRUPTION PP 12 #

FORCE INVOCATION SAVE

Tradition arcane

Cast 2 AP (somatic, verbal)

Range 30 feet; Target 1 creature

Saving Throw Basic Will

Base Damage 1d10

You target the raw essence of the target. The spell inflicts 6d10 force damage but is particularly dangerous to targets with Power Points. A target that has Power Points is subjected to an addition effect based upon their saving throw.

Critical The creature is unaffected.

Success The creature is drained of 1d6 PP.

Failure The creature is drained of 2d6 PP.

Fumble The creature is drained of 4d6 PP.

If the target is reduced to below 0 PP by this spell, they take any excess PP drain as Soul Drain.

WARPING OPTIONS

+2 PP: you gain half the PP drained.

+4 PP: you gain all of the PP drained.

ELDRITCH SHIELD PP 4 #

FORCE UTILITY WARDING

Tradition arcane

Cast 2 AP (somatic, verbal)

Range touch; Target 1 creature

Duration 1 minute

You create a shell of pure energy around the target. The target gains a +4-status bonus to DB against all spell attacks.

WARPING OPTIONS

+1 PP: increase the bonus by +1 (max +8)

ELDRITCH TOUCH PP 2 #

ATTACK FORCE INVOCATION

Tradition arcane

Cast 2 AP (somatic, verbal)

Range touch; Target 1 creature

Base Damage 1d10

Your hand glows with blue magical energy and you deliver a surge of harmful magic to your target. On a successful attack, the target takes 1d10 Force damage.

WARPING OPTIONS

+2 PP: increase the damage by 1d10.

ELDRITCH WEAPON PP 6 #

FORCE TRANSLOCATION UTILITY

Tradition arcane

Cast 2 AP (somatic, verbal)

Duration 1 minute

You create a one-handed weapon simple melee weapon of pure magic sized appropriately for you that you can wield or give to another creature. The weapon requires any usual proficiencies but inflicts force damage rather than its normal type.

WARPING OPTIONS

+1 PP: the weapon can be a martial weapon.

+2 PP: the weapon is infused with a potency I rune.

+3 PP: the potency of the rune increases by one step (max IV).

ELEMENTAL SHIELD PP 10 #

ELEMENTAL SAVE WARDING

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Saving Throw Basic Reflex

Base Damage 1d6; Duration 1 minute

You enshroud yourself in either fire or cold which grants you resistance to the opposing element (fire grants cold resistance and cold grants fire). Furthermore, any adjacent creature that attacks you with a melee attack must make a Basic Reflex saving throw or take 2d6 damage.

WARPING OPTIONS

+2 PP: increase the damage by 1d6.

ELEMENTAL SPEECH PP 4 #

INSIGHT LINGUISTIC UTILITY

Tradition verdant

Cast 2 AP (somatic, verbal)

Duration 10 minutes

This spell enables you to converse with creatures that have the elemental trait. Elemental speech does not guarantee a friendly reaction; it merely enables communication. You may converse with all creatures of the selected type with an Intelligence score of -2 or greater, even if they do not understand one another.

WARPING OPTIONS

+2 PP: increase duration to 1 hour.

ELUDE TIME PP 14 #

ALTERATION UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Duration 10 minutes

You place yourself in a state of suspended animation, like temporal stasis. At the time of casting, you choose when the stasis will expire, up to the maximum duration of the spell. Until the duration ends, time ceases to flow for you, and all bodily functions cease. No force or effect can harm you until the spell expires or is removed, such as by a successful dispel magic spell.

WARPING OPTIONS

+1 PP: increase the duration to 1 hour.

EMBRACE DESTINY PP 4 #

INSIGHT UTILITY

Tradition arcane, divinity, verdant

Cast 2 AP (somatic, verbal)

Duration 1 minute

Upon completing this spell, roll a d20 and record the result. At any point during the spells duration, you may use that roll for a single attack roll, saving throw, or skill check, using the recorded result in place of a roll. This spell cannot be used to replace a roll that has already been made; the recorded result must be used instead of a roll. Once you have used this recorded result or the duration of the spell ends, the spell’s effect ends. You can’t have more than one instance of embrace destiny active on you at the same time.

WARPING OPTIONS

+2 PP: increase the duration to 1 hour.

ENDURE ELEMENTS PP 4 #

UTILITY WARDING

Tradition all

Cast 10 minutes (somatic, verbal)

Range touch; Targets 1 willing creature

Duration until the next time you make your daily preparations

The target and their carried gear suffer no harm from hot and cold environments.

Be aware that the spell does not grant protection against fire or cold damage.

WARPING OPTIONS

+1 PP: effect an additional target.

ENERVATION PP 12 #

ESSENCE SAVE SOUL

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Area 30-foot line

Saving Throw Fortitude

You extend your hand and release a line of essence you’re your outstretched palm. Each living creature in the line must attempt a Fortitude save.

Critical The creature is unaffected.

Success The creature takes 1d8 persistent essence damage.

Failure The creature takes 2d8 persistent essence damage and 2d8 soul drain.

Fumble The creature takes 4d8 persistent essence damage, 4d8 soul drain and is doomed 1.

WARPING OPTIONS

+2 PP: the persistent essence damage increases by 1d8 on a success, or by 2d8 on a failure or critical failure

ENTANGLE PP 4 #

ALTERATION EARTH UTILITY

Tradition verdant

Cast 2 AP (somatic, verbal

Range 120 feet

Area all squares in a 20-foot-radius burst that contain plants

Duration 1 minute

Plants in the area entangle creatures. The area counts as difficult terrain. Each round that a creature starts its turn in the area; it must attempt an Escape Check at the spells DC. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also immobilized for 1 round. Creatures can attempt to Escape at entangles DC to remove these effects.

ENTHRALL PP 6 #

EMOTION ENCHANTMENT LINGUISTIC SAVE

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 120 feet; Targets all creatures in range

Saving Throw Will; Duration sustained

You hold a group of creatures in thrall with your words. You must speak or sing without interruption throughout the casting and duration of the spell. Any creature who notices your speech or singing must attempt a Will save.

Each creature that comes within range has to attempt a save when you Sustain the Spell.

Critical The target is unaffected and may make a check to notice your use of magic.

Success The target is unaffected.

Failure The target is fixated with you. If you or your allies carry out any action that the target does not agree with they make a new saving throw.

Fumble As failure, but the target can't attempt a save to end the fixation if it disagrees with you.

Be aware that the GM might grant a circumstance bonus (to a maximum of +5) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you're saying.

ENTROPIC SHIELD PP 2 #

SAVE VISUAL WARDING

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Duration 1 minute

You’re surrounded by an aura of distorted space which inflicts a –4 circumstance penalty upon incoming ranged attacks.

WARPING OPTIONS

+2 PP: the duration becomes 10 minutes.

ETERNAL ASPECT PP 4 #

ALTERATION CHANCE UTILITY

Tradition divinity, verdant

Cast 1 AP (verbal)

Duration 1 round

You assume the characteristics of a minor eternal granting yourself one of the following benefits.

Take a move action without provoking reactions.

+2 circumstance bonus to acrobatics checks.

+1 luck bonus to saving throws.

+1 luck bonus to ranged attacks.

WARPING OPTIONS

+2 PP: increase the duration to 1 minute.

ETHEREAL JAUNT PP 14 #

TELEPORTATION TRANSLOCATION UTILITY

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Duration sustained (1 minute)

You and all of your equipment become ethereal, placing you in the ethereal plane. Whilst ethereal you become invisible and you can move through physical objects. You move at half your normal Speeds, but can move in any direction (including up and down).

An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. You can't affect the Material Plane, and you can't be affected by the Material Plane except by force effects and warding originating there.

When the spell ends, if you're inside an object, you're pushed into the nearest open space and take 1 damage per foot you were pushed.

If you cast this spell when not on the Material Plane, it is lost.

WARPING OPTIONS

+1 PP: target an additional willing creature at a range of touch.

FACE SHIFTING PP 2 #

ALTERATION POLYMORPH UTILITY

Tradition ethereal

Cast 2 AP (somatic, verbal)

Duration 10 minutes (D)

When you cast this spell, you can alter the form of your face. You can take on the exact face of another being if you have memorised the target using Study Target.

WARPING OPTIONS

+2 PP: increase the duration to 1 hour.

FAIRY FIRE PP 4 #

INVOCATION LIGHT UTILITY

Tradition divinity, ethereal, verdant

Cast 2 AP (somatic, verbal)

Range 120 feet; Area 10-foot radius

Duration 10 minutes

All creatures in the area when you cast the spell are outlined in heatless fire of a colour of your choice for the duration. Visible creatures can't be concealed while affected by faerie fire. If the creatures are invisible, they are concealed while affected by faerie fire, rather than being undetected.

FAITH’S SHIELD PP 4 #

FORCE UTILITY WARDING

Tradition divinity

Cast 2 AP (verbal)

Duration 10 minutes

You create a shield of divine force which either overlaps an existing shield, or forms as a blue shimmering shield in your hand. The shield increases your Shield DB bonus by +1 for the duration.

WARPING OPTIONS

+2 PP: increase the bonus by +1 (max +5).

FALSE HEALTH PP 4 #

ESSENCE SOUL UTILITY

Tradition arcane

Cast 2 AP (somatic, verbal)

Duration 8 hours

You draw upon the power of unlife to grant yourself a font of additional health. While this spell is in effect, you gain temporary HP equal to your spellcasting ability score x2.

WARPING OPTIONS

+2 PP: increase the ability score multiplier by x1 (max x5).

FALSE MIRE PP 6 #

MENTAL SHADOW VISUAL UTILITY

Tradition ethereal, verdant

Cast 3 AP (material, somatic, verbal)

Range 120 feet; Area 20-foot radius

Duration 1 minute

You weave illusory magic across the spells area to give the ground the appearance of quicksand. All ground in the area becomes difficult terrain.

All creatures in the area when the spell is cast must make a Will save:

Success The target is unaffected.

Failure The target believes that they are being sucked into the earth and takes a -10-foot circumstance penalty to all speeds.

Fumble As failure but the target is also immobilised.

An affected target can attempt to escape the spell with either a successful Will save or an Escape attempt at the beginning of each of their turns (the Will save still requires the use of AP to escape).

FALSE VISION PP 12 #

SHADOW UTILITY

Tradition arcane, ethereal

Cast 10 minutes (material, somatic, verbal)

Range touch; Area 100-foot radius

Duration until the next time you make your daily preparations

Any spell or effect with the Scrying trait which is used to sense anything within the spells area, senses whatever you wish instead of what is there.

Each round, you can Sustain the Spell to alter what is detected within the area of the spell.

If the scrying spell is of a higher PP than false vision, the scryer can attempt a Sense Motive check to disbelieve the illusion, though even if they're successful, they can't learn what's truly going on in the area.

FATIGUE PP 2 #

ESSENCE SAVE SOUL

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 living creature

Duration varies, Saving Throw Fortitude

Your touch tires a target causing the target to become fatigued. The effect is based upon the saving throw.

Success Target is fatigued 1 for 1 round.

Failure Target is fatigued 1 for 1 minute.

Fumble Target is fatigued 1.

Multiple uses of this spell stack, with a second casting and a failed save resulting in multiple fatigued levels.

WARPING OPTIONS

+1 PP: increase the range to 30 feet.

+1 PP: increase the level of fatigue by 1 (max 5).

FEAR PP 2 #

ENCHANTMENT FEAR SAVE

Tradition all

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration varies

You scare one target within range. The results depend upon the targets saving throw.

Critical The target is unaffected.

Success The target is frightened 1.

Partial the target is frightened 2.

Failure The target is frightened 3.

Fumble The target is frightened 4 and fleeing for 1 round.

WARPING OPTIONS

+1 PP: effect an additional target.

FEATHER FALL PP 2 #

AIR UTILITY WARDING

Tradition arcane, ethereal, verdant

Cast R (verbal)

Trigger a creature within range is falling

Range 60 feet; Targets 1 falling creature

Duration 1 minute

You change the density of the air around a falling target. The speed of the target's fall slows to 60 feet per round, and the target takes no damage upon landing if the spell is still in effect. When the spell duration ends, the target begins falling again at the normal rate.

FIERY BODY PP 14 #

ALTERATION FIRE UTILITY

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Duration 1 minute

Your body becomes living flame, granting you fire immunity, Critical Resistance (CR) 2 and weakness to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes 3d6 fire damage and must make a DC 4 flat check to avoid taking a Minor Fire Critical.

Your unarmed attacks deal 1d4 Secondary fire damage, and your fire spells inflict an additional die of damage. You can cast Orb of Fire as an innate spell; the casting is reduced from 2 AP to 1.

In fire form, you have a fly Speed of 40 feet and don't need to breathe.

WARPING OPTIONS

+2 PP: the flat check increases by 1.

CASTER LEVEL MODIFICATIONS

CL 16: the fire critical increases by one step.

FIND THE PATH PP 12 #

INSIGHT SCRYING UTILITY

Tradition divinity, verdant

Cast 1 minute (material, somatic, verbal)

Duration 8 hours

You commune with the gods or the spirits of nature to determine the shortest, most direct physical route to a specified destination. The destination must be on the same plane of existence.

If you have the destination stored with Study Target, the duration of the spell is unlimited and all traps along the route will be revealed as you approach them (but not creatures).

FIRE BOLT PP 4 #

ATTACK FIRE INVOCATION

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 60 feet; Targets 1 creature

Base Damage 1d6

You hurl a bolt of fire at the target. If the attack is successful, your target takes 6d6 fire damage. If the attack inflicts a critical, your target also takes 1 persistent fire damage.

FIRE MANIFEST PP 8 #

FIRE INVOCATION SAVE

Tradition arcane, verdant

Cast 3 AP (material, somatic, verbal)

Duration 1 minute

Range 60 feet; Area 10-foot radius

Saving Throw Basic Reflex

Base Damage 1d6

You summon a cluster of elemental flames, manifesting a semi-sentient blaze that illuminates and empowers allies. The flames increase light levels by 2 in a 30-foot radius and inflict 2d6 fire damage to all enemies in the area (basic Reflex). The manifested fire moves slowly at your command (10 feet per AP expended) and cannot pass through solid barriers.

FIRE SEEDS PP 12 #

FIRE INVOCATION SAVE

Tradition verdant

Cast 2 AP (somatic, verbal)

Duration 1 minute

Saving Throw Basic Reflex

Base Damage 1d6

Four tiny or smaller non-living objects transform into fiery red acorns. Once created, the acorns can be thrown by anyone as a 1 AP (Interact) action up to 30 feet away.

The acorns explode in a 5-foot radius, dealing 4d6 fire damage. The save uses your spell DC, even if someone else throws the acorn.

The area where the acorns exploded continues to burn for 1 minute, inflicting 2d6 fire damage to anyone that begins their turn there (basic Reflex).

When the spell ends, any remaining acorns revert back to their original form.

WARPING OPTIONS

+2 PP: both the initial damage and the burning damage increase by 1d6.

FIRE STORM PP 16 #

FIRE INVOCATION SAVE

Tradition verdant

Cast 2 AP (somatic, verbal)

Range 120 feet; Area 30-foot radius

Saving Throw Basic Reflex

Base Damage 1d6

Flames rain down in the target area. All targets take 12d6 fire damage. If a target takes a critical from this spell they also take 1d4 persistent fire damage.

FIRE TRAP PP 8 #

FIRE INVOCATION SAVE

Tradition arcane

Cast 10 minutes (material, somatic, verbal)

Range touch; Targets 1 object

Duration until discharged

Saving Throw Basic Reflex

Base Damage 1d6

Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap spell can ward any object that can be opened and closed.

When casting fire trap, you select a point on the object as the spell’s centre. When someone other than you open the object, a fiery explosion fills the area within a 5-foot radius around the spell’s centre. Anyone in the radius of the spell takes 5d6 fire damage.

A fire-trapped item cannot have a second closure or warding spell placed on it. A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam.

You can use the fire-trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire-trapped object to an individual usually involves setting a password that you can share with friends.

FIREBALL PP 6 #

FIRE INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 120 feet; Area 20-foot radius

Saving Throw Basic Reflex

Base Damage 1d6

You shoot a small sphere of flames, that explodes in a fiery conflagration upon reaching its target. All creatures within the area of effect take 6d6 fire damage.

FLAME ARROW PP 8 #

ATTACK FIRE INVOCATION

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 60 feet; Targets 1 creature

Base Damage 1d6; Duration Sustained (1 minute)

You imbue one of your hands with fire. As part of casting the spell you launch an arrow of fire at one target within range which inflicts 2d6 fire damage. At the beginning of each turn you may Sustain the Spell to launch an additional arrow of fire at one target within range using your Spellcraft as the attack bonus.

WARPING OPTIONS

+2 PP: The damage increases by 1d6.

FLAME BLADE PP 6 #

FIRE INVOCATION UTILITY

Tradition verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Duration 1 minute

A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar using your Spellcraft bonus at -2 for your AB and inflicting fire criticals.

FLAME PRISON PP 16 #

FIRE UTILITY WARDING

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Base Damage 1d6; Duration 1 hour (D)

Flames form a barred cage around the target which inflict 1d6 fire damage per minute. Touching the bars inflicts 2d6 fire damage. Escaping the prison requires a successful Reflex save with the following results.

Critical The target takes 8d6 fire damage and escapes the prison.

Success The target takes 16d6 fire damage and escapes the prison.

Failure The target takes 24d6 fire damage, a Minor Fire critical and escapes the prison.

Fumble The target takes 24d6 fire damage, a Serious Fire critical and fails to escape the prison.

If the cage takes more than 150 points of water or cold based damage it is destroyed.

WARPING OPTIONS

+2 PP: the range of the spell increases to 60 feet and has a radius of 20-feet.

FLAME STRIKE PP 10 #

FIRE INVOCATION SAVE

Tradition divinity

Cast 2 AP (somatic, verbal)

Range 120 feet

Area 10-foot radius, 40-foot-tall cylinder

Saving Throw Basic Reflex

Base Damage 1d6

You summon a pillar of flame that roars down from the heavens. The pillar inflicts 8d6 fire damage to all creatures within the area of effect. Due to the divine nature of the fire, it ignores all fire resistance against it and fire immunity becomes fire resistance.

FLAMING SPHERE PP 6 #

FIRE INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Area 5-foot square

Saving Throw Reflex; Duration Sustained (1 min)

Base Damage 1d6

You form a burning globe of fire in the target area. The globe must be supported by a solid surface, such as a stone floor. The globe deals 3d6 fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save. You may move the sphere each round up to the range of the spell by using a Sustain action to a new 5 foot square. It deals 3d6 fire damage (basic Reflex save) to each creature in that square.

Creatures that succeed at their save take no damage (instead of half).

WARPING OPTIONS

+2 PP: the damage increases by 1d6.

FLAMING WEAPON PP 6 #

FIRE INVOCATION UTILITY

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 weapon

Duration 10 minutes

One melee weapon within Range is enshrouded in magical flames. The flames will not affect the weapon, nor harm you or its wielder, but all attacks made with the weapon inflict 1d6 secondary fire damage.

WARPING OPTIONS

+4 PP: the damage increases by 1d6 (max 3d6).

FLARE PP 2 #

INVOCATION LIGHT SAVE VISUAL

Tradition all

Cast 2 AP (somatic, verbal)

Range 50 feet

Area 10-foot radius

Saving Throw Fortitude

You create a burst of light. All creatures in the area are affected base upon their saving throw.

Success The target is unaffected.

Failure The target is dazzled until the end of their next turn.

Fumble The target is dazzled for 1 minute.

WARPING OPTIONS

+2 PP: increase the radius by 10-foot (max 50--foot).

FLAWLESS LIES PP 8 #

ENCHANTMENT MENTAL UTILITY

Tradition ethereal

Cast 2 AP (somatic, verbal)

Duration 10 minutes

The words you speak and the actions you take seem to make perfect sense to all of those around you. You gain advantage with all Bluff (Deception) checks for the duration of the spell.

FLEETING SPEED PP 4 #

ALTERATION UTILITY

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Duration 1 minute

Your legs bulge with adrenal power as you move at incredible speeds. You gain a +30-foot status bonus to your Speed.

FLOATING DISK PP 2 #

FORCE TRANSLOCATION UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Duration 8 hours

You create a sightly concave disk of magical force which materializes adjacent to you.

It is 3 feet in diameter and 1 inch deep at its centre. The disk floats 3 feet above the ground at all times and follows 5 feet behind you.

The disk can hold up to 100 pounds of weight (though anything it holds must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends.

The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk.

WARPING OPTIONS

+1 PP: increase the amount the disk can hold by 10 lbs.

FLY PP 6 #

ALTERATION FORCE UTILITY

Tradition arcane, ethereal, verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Duration 1 minute

You grant the target the ability to fly. The target gains a fly Speed equal to its land Speed or 20 feet, whichever is greater.

If the target is still airborne when the spell ends or is countered or suppressed, they drift to the ground as the Feather Fall spell.

WARPING OPTIONS

+2 PP: affect an additional target.

+2 PP: duration increases to 10 minutes.

+4 PP: duration increases to 1 hour.

FOCUS MIND PP 4 #

INSIGHT MENTAL SCRYING UTILITY

Tradition ethereal

Cast 2 AP (somatic, verbal)

You can determine the location of any one Studied Target. This tells you their exact location and the distance that you are to them. This spell does not detect the target if they are dead, or on another plane of existence.

FOE TO FRIEND PP 16 #

EMOTION ENCHANTMENT MENTAL SAVE

Tradition arcane, ethereal

Cast R (verbal)

Trigger target makes an attack against an ally

Range 50 feet; Targets 1 creature

Saving Throw Will

As an enemy makes an attack against one of your allies, you alter their perception of the tactical situation.

The target makes a Will Saving Throw

Critical The target is unaffected.

Success The target hesitates resulting in them taking a -5-circumstance penalty to the attack.

Failure The target makes the attack against a valid target of your choice instead or the attack is negated. In addition, the target is considered an ally for determining flanking for 1 round.

Fumble As a failure, but the target uses all of their actions for the round to attack the new target.

FORBIDDANCE PP 8 #

UTILITY WARDING

Tradition divinity

Cast 3 AP (material, somatic, verbal)

Requirements 80 gp of silver used to draw a circle.

Range 30 feet; Area 20-foot radius

Duration 1 hour (D)

You create a circle that will prevent summoning spells. All conjuration spells used to summon a creature or teleport are subjected to a countering effect when cast inside the circle.

WARPING OPTIONS

+1 PP: Increase the radius by 10-feet

FORBIDDING WARD PP 0 #

CANTRIP UTILITY WARDING

Tradition divinity, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 ally and 1 enemy

Duration sustained (1 minute)

You enshroud your ally warding against attacks made by the specified enemy. The target ally gains a +1-status bonus to DB and saving throws against the target enemy's attacks, spells, and other effects.

CASTER LEVEL MODIFICATIONS

CL 10: The bonus increases to +2.

FORCE PRISON PP 18 #

FORCE UTILITY WARDING

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Duration 1 hour (D)

Invisible energy forms a cage of force around the target. The prison is immune to damage. Objects, attacks, and effects may not pass through, with a few exceptions, notably aligned damage, electricity damage, and sonic attacks. You may choose whether the cell walls allow air to enter the prison; if not, the character is trapped in a state of suspended animation in which he doesn’t age and requires no air, food, or drink to survive.

Escaping the prison requires a successful Reflex save with the following results.

Critical The target takes 8d6 force damage and escapes the prison.

Success The target takes 12d6 force damage and escapes the prison.

Failure The target takes 16d6 force damage, a Minor Force critical and escapes the prison.

Fumble The target takes 16d6 force damage, a Serious Force critical and fails to escape the prison.

WARPING OPTIONS

+3 PP: the range of the spell increases to 60 feet and has a radius of 20-feet.

FORCE PUNCH PP 4 #

FORCE INVOCATION UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Duration 1 minute

You infuse your hand with telekinetic force. For the duration of the spell, your unarmed attacks inflict 1d6 secondary force damage. Additionally, if you inflict a critical hit to a medium or smaller creature with an unarmed attack, your target must make a Will Saving Throw with a failure resulting in them being pushed back 5 feet.

WARPING OPTIONS

+4 PP: your unarmed attacks gain a range of 30 feet.

FORCEFUL STRIKE PP 6 #

FORCE INVOCATION UTILITY

Tradition divinity

Cast R (verbal)

Trigger You confirm a strike with a melee attack.

Base Damage 1d6

You cast this spell as you strike a creature with a melee weapon, unarmed strike, or natural attack to unleash a concussive blast of force. As well as any normal damage, you also inflict 2d6 secondary Force damage with the attack.

The force of the blow may be enough to knock the target backward as well. To determine if the target is pushed back, use the result of the Spellcraft Check as a Shove action.

FORESIGHT PP 18 #

INSIGHT MENTAL UTILITY

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Duration 1 hour (D)

You are granted a powerful sixth sense in relation to yourself or another. You receive instantaneous warnings of impending danger to the target of the spell. While foresight is in effect, the target gains a +2-status bonus to initiative rolls and isn't flat-footed against undetected creatures or when flanked. In addition, you gain the following reaction.

Trigger The target of foresight defends against a hostile creature or other danger. Effect If the hostile creature or danger forces the target to roll dice (a saving throw, for example), the target rolls with fortune. But if the hostile creature or danger is rolling against the target (an attack roll or skill check, for example), that hostile creature rolls with misfortune.

Due to the powerful nature of this spell, you may only have one instance of it in effect at any one time. If you cast the spell a 2nd time, the first casting is dismissed.

FORGET PP 18 #

ENCHANTMENT MENTAL SAVE

Tradition arcane, ethereal

Cast 1 minute (somatic, verbal)

Range touch; Targets 1 creature

Saving Throw Will; Duration varies (D)

You suppress all of one creatures’ memories of 1 event, character, object, or other topic, weaving and supplementing the rest of his memories to conceal the holes.

Critical The target is unaffected.

Success The memories are suppressed for 1 week.

Failure The memories are suppressed for 1 month.

Fumble The memories are suppressed for 1 year.

FREEDOM PP 8 #

RUNE UTILITY WARDING

Tradition all

Cast 2 AP (somatic, verbal)

Range touch: Targets 1 creature touched

Duration 10 minutes

The target is covered in shimmering runes which counter any magical effects that would impair speed or move them.

Furthermore, when they attempt to Escape from a non-magical effect that has them immobilized, grabbed, or restrained, they automatically succeed.

WARPING OPTIONS

+1 PP: increase the duration to 1 hour.

+2 PP: effects that paralyse and confuse are also ignored for the duration.

FREEZING TOUCH PP 2 #

COLD INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature or 5 cubic foot of liquid

Your outstretched palm is enveloped by a slivery aura of frost. Any liquid you touch that falls within the size parameters of the spell, gradually freezes over the course of one round. A living creature touched takes a Minor Cold Critical if they fail a Will Saving Throw.

WARPING OPTIONS

+4 PP: increase cubic liquid by 5 feet

+4 PP: increase severity of critical by one step.

FREEZING WEAPON PP 6 #

COLD INVOCATION UTILITY

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 weapon

Duration 10 minutes

One melee weapon within Range is enshrouded in magical ice. The ice will not affect the weapon, nor harm you or its wielder, but all attacks made with the weapon inflict 1d6 secondary cold damage.

WARPING OPTIONS

+4 PP: the damage increases by 1d6 (max 3d6).

FROSTBOUND SHADOW PP 6 #

ATTACK COLD DARKNESS EVIL SOUL

Tradition divinity

Cast 2 AP (somatic, verbal)

Range 120 feet; Targets 1 creature

Base Damage 1d6

You unleash a chilling and sinister ray of darkness infused with unholy power. Upon a successful hit, the target suffers 5d6 cold damage. Additionally, if the target is a good eternal, they also suffer an additional 5d6 evil damage, as the darkness saps at their virtuous essence.

Should the ray intersect with an area of magical light or target a creature affected by magical light, the chilling darkness seeks to counteract the illuminating magic. To determine if the ray passes through such an area, trace a line from yourself to the intended target.

WARPING OPTIONS

+2 PP: the damage increases by 1d6.

GASEOUS FORM PP 8 #

AIR ALTERATION POLYMORPH UTILITY

Tradition arcane, ethereal, verdant

Cast 1 minute (somatic, verbal)

Range touch; Targets 1 willing creature

Duration 10 minutes (D)

The target becomes misty and translucent, drifting through the air. In this state, the target is amorphous. It loses any item bonus to DB and all other effects and bonuses from armour. It gains resistance to physical damage and is immune to bleed and precision damage. It can't cast spells, activate items, or use actions that have the attack or manipulate trait. It gains a fly Speed of 10 feet and can slip through tiny cracks.

GATE PP 20 #

TELEPORTATION TRANSLOCATION UTILITY

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Range 120 feet

Duration sustained up to 1 minute

You open a portal to another plane of existence. The plane must be stored using the Study Target (Planes) action. Creatures can travel through the portal in both directions. The portal stands vertical with a 20-foot radius appearing upon any flat surface within range.

GEAS PP 6 #

CURSE EMOTION ENCHANTMENT MENTAL UTILITY

Tradition all

Cast 1 minute (somatic, verbal)

Range 30 feet; Targets 1 willing creature of a level no greater than the spells PP cost.

Duration 1 week (D)

You compel the target to follow a specific set of instructions, or refrain from carrying out a certain act. You cannot direct the target to commit suicide or perform acts that would result in certain death.

If the target is unable to fulfil the geas, it becomes sickened 1, and the sickened condition increases by 1 for each consecutive day it is prevented from following the geas, to a maximum of sickened 4. The sickened condition ends immediately when it follows the geas again; it can’t remove the sickened condition in any other way.

WARPING OPTIONS

+4 PP: You can use geas on an unwilling creature; it can attempt a Will save to negate the effect. If the target fails this save, the geas lasts up to 1 week. A remove curse spell can counteract a geas on an unwilling creature, in addition to powerful magic such as a wish spell. A clever unwilling creature can subvert the geas by contriving situations that prevent it from complying, but in that case, it becomes sickened (as described above).

+8 PP: as above but the Geas lasts for up to 1 year.

+12 PP: as above but the Geas has unlimited duration.

GENTLE REPOSE PP 6 #

ESSENCE SOUL UTILITY

Tradition all

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 corpse

Duration until the next time you make your daily preparations

You preserve one corpse, preventing it from decay and stopping it from being transformed into an undead. This extends the time limits on any spells that require a creature to have died within a certain period of time (such as resurrection).

This spell also prevents pests (such as maggots) from consuming the body.

WARPING OPTIONS

+5 PP: the spell's duration is unlimited, but the spell takes one more action to cast and requires a material component and a cost (embalming fluid worth 6 gp).

GHOST SOUND PP 0 #

AUDITORY CANTRIP SHADOW UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal); Range 30 feet

Duration sustained

You create a volume of sounds that is the equivalent of four normal humans shouting. The sounds emanate from a location within range. You can't create intelligible words or other intricate sounds (such as music).

CASTER LEVEL MODIFICATIONS

CL 4: The range increases to 60 feet.

CL 10: The range increases to 120 feet.

GHOSTLY LANTERNS PP 4 #

LIGHT TRANSLOCATION UTILITY

Tradition divinity, ethereal

Cast 2 AP (somatic, verbal)

Range 60 feet

Duration 1 hour

You summon 1d6 ghostly figures, each carrying an eerie lantern. Each lantern glows, increasing the illumination level by three steps (max 8). You may Sustain the Spell to move the figures anywhere within 60 feet of you, otherwise they form a 10 foot circle around you and move with you.

GHOSTLY WEAPON PP 6 #

ALTERATION UTILITY

Tradition arcane

Cast 2 AP (somatic, verbal)

Range touch

Targets 1 magical weapon that is either unattended or wielded by you or a willing ally

Duration 1 minute

The weapon touched, gains the ability to harm incorporeal creatures and objects. The weapon can also be wielded by incorporeal creatures in combat.

WARPING OPTIONS

+1 PP: increase the duration to 10 minutes.

+2 PP: target a creatures unarmed attacks.

GHOUL TOUCH PP 2 #

ESSENCE POISON SAVE SOUL

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Saving Throw Fortitude

Imbuing you with essence energy, this spell allows you to touch a target and paralyze them. A touched target must make a saving throw.

Critical No effect.

Success Target is stunned 1.

Failure Target is slowed 1 for 1 minute.

Fumble Target is paralyzed for 1 minute.

A paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened 1 (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.

GLIMPSE PP 2 #

INSIGHT SCRYING UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 50 feet

Your eyes glow bright blue for a fraction of a second, allowing you to perceive from a different location. Immediately after casting the spell, you can make a 1 AP visual Search (Perception) check from any point with the range of the spell, as if you were looking from that location.

WARPING OPTIONS

+1 PP: you may use a different sense.

GLITTERDUST PP 4 #

INVOCATION LIGHT SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 120 feet; Area 10-foot radius

Saving Throw Reflex

A cloud of glittering particles erupts from your hands and blankets the area. Each creature must attempt a Reflex save. If a creature has its invisibility negated by this spell, it is concealed instead of invisible. This applies both if the creature was already invisible and if it benefits from new invisibility effects before the end of the invisibility negation effect from this spell.

Critical The target is unaffected.

Success The target's invisibility is negated for 2 rounds.

Failure The target is dazzled for 1 minute and its invisibility is negated for 1 minute.

Fumble The target is blinded for 1 round and dazzled for 10 minutes. Its invisibility is negated for 10 minutes.

GLOBE OF CANCELLATION PP 10 #

UTILITY WARDING

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Area 10-foot radius

Duration 10 minutes

You create a stationary sphere of protective energy around yourself, which serves as a potent barrier against incoming spells originating from outside the sphere. When a spell's area or targets intersect with the boundaries of the sphere, you automatically attempt to counteract the spell using your Spellcraft bonus as the dispel check. If the counteract attempt is successful, only the portion of the spell that would have entered the sphere is nullified, while any targets or areas of effect outside the sphere remain unaffected.

To successfully cast the spell, you must create the sphere within an unoccupied space without passing through any creatures or objects. If the sphere's edges intersect with any living beings or objects during its formation, the spell is lost. However, once the sphere is in place, creatures are free to enter and exit the protective barrier as needed.

GLYPH OF PROTECTION PP 6 #

RUNE UTILITY WARDING

Tradition all

Cast 10 minutes (material, somatic, verbal)

Range touch

Targets 1 container or a 10-foot-by-10-foot area

Duration unlimited (D)

You create a trap by imbuing a hostile spell into an inscribed symbol. While casting this spell, you simultaneously store a lower-PP cost spell within the glyph. The stored spell must have a casting time of 3 AP or less, possess a hostile effect, and either target a single creature or have an area of effect.

You have the option to set a password, a trigger condition, or both for the glyph. Any creature that moves, opens, or touches the designated container or enters the specified area without speaking the password or triggering the set condition will activate the glyph, thereby releasing the harmful stored spell.

Once a spell is stored within the glyph, the glyph inherits all the traits and properties of the stored spell. If the stored spell originally targeted one or more creatures, it will now specifically target the creature that triggered the glyph. Similarly, if the stored spell had an area of effect, that area will centre itself on the creature that activated the glyph. The spell ends immediately upon its activation.

The glyph functions as a magical trap, employing your spell DC for both the Perception check required to notice it and the Thievery check needed to disable it.

The maximum number of active Glyphs of Protection you can maintain simultaneously is determined by your spellcasting ability score.

GOODBERRY PP 2 #

ALTERATION HEALING UTILITY

Tradition verdant

Cast 2 AP (material, somatic)

Range touch; Targets handful of fresh berries

Duration 1 day

Casting goodberry upon a handful of freshly picked berries makes 5 of them magical. You can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.

If combined with the Medicine skill to treat disease or poison, the berries give you a +2-circumstance bonus.

GRACE PP 6 #

UTILITY WARDING

Tradition divinity

Cast 1 AP (verbal)

Duration end of your turn

You spring into movement empowered by your deity. You immediately take a move action as part of casting the spell and until the end of your turn, your movement does not provoke reactions.

WARPING OPTIONS

+2 PP: your movement also ignore difficult terrain.

GRANT SPELL PP 8 #

INSIGHT UTILITY

Tradition divinity

Cast 10 minutes (somatic, verbal)

Range touch; Targets 1 creature

Duration until next daily preparation

You imbue one creature with a small fragment of the gods power. The target is granted the ability to cast any one PP 2 spell that is available to you at the point of casting.

The target treats the spell as an innate spell which they may use 1/day.

WARPING OPTIONS

+1 PP: the spell may be used an extra time per day (max 3/day).

+1 PP: increase the PP of the granted spell by 1.

GREASE PP 4 #

SAVE TRANSLOCATION

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 50 feet

Duration 1 minute

Slick grease covers the ground in a 10-foot radius centred on a point within range and turns it into difficult terrain for the duration.

At the start of their turn, each creature standing in its area must make a Reflex Saving Throw or fall prone. A creature that enters the area or ends its turn there must also make a Reflex Saving Throw or fall prone.

GUIDANCE PP 0 #

INSIGHT UTILITY

Tradition divinity, ethereal, verdant

Cast 1 AP (verbal)

Range 30 feet; Targets 1 creature

Duration until the start of your next turn

You imbue the target with a fragment of magical guidance, granting them a +1 status bonus to one attack roll, saving throw, or skill check the target attempts before the duration ends. If the target uses the bonus, the spell ends.

The target is then temporarily immune to the spell for 1 hour.

CASTER LEVEL MODIFICATIONS

CL 4: increase duration to 1 minute.

GUIDING BOLT PP 2 #

ATTACK ESSENCE FIRE INVOCATION LIGHT

Tradition divinity

Cast 2 AP (somatic, verbal)

Range 60 feet

Base Damage 1d6

A flash of light streaks toward a creature of your choice within range. If the attack hits, it inflicts 1d6 Essence damage. On a hit the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

GUST PP 2 #

AIR INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Area 60-foot line

Saving Throw Fortitude

Duration until the start of your next turn

A torrent of air blast forth from your outstretched palms. The blast extinguishes small non-magical fires, disperses fog and mist, blows medium objects or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering.

Critical The creature is unaffected.

Success The creature can't move against the wind.

Partial Movement against the wind is classed as difficult terrain.

Failure The creature is knocked prone. If it was flying, it suffers the effects of a fumble instead.

Fumble The creature is pushed 30 feet in the wind's direction, knocked prone, and takes 2d6 bludgeoning damage.

HAND OF THE REAPER PP 14 #

ESSENCE SAVE SOUL

Tradition divinity, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 living creature

Saving Throw Fortitude

Base Damage 1d10

A beam of deadly energy bursts forward from your outstretched hand. The target must make a Fortitude Saving throw.

Critical The target is unaffected.

Success The target takes 4d10 essence damage.

Partial The target takes 6d10 essence damage.

Failure The target takes 8d10 essence damage and a Serious Critical.

Fumble The target takes 12d10 essence damage and a Deadly Critical.

If the damage from finger of death reduces the target to 0 HP, the target dies instantly.

HARROW PP 2 #

ALTERATION EARTH SAVE

Tradition verdant

Cast 2 AP (somatic, verbal)

Range 120 feet; Area 10-ft. square

Saving Throw Reflex

The area of effect and the earth below it to a depth of 2 feet is loosened to the consistency of ploughed ground. Creatures standing on the targeted area when this Spell is cast must make a Very Easy (-5 DC) Reflex Saving Throw or fall Prone.

WARPING OPTIONS

+2 PP: increase difficulty by one step (Very Hard +5 DC).

HASTE PP 6 #

ALTERATION UTILITY

Tradition arcane, ethereal, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Duration 1 minute

The target is empowered to act quickly. They gain the quickened condition and can use the extra action each round only for Strike and Stride actions.

WARPING OPTIONS

+2 PP: the spell affects an additional target.

HAZE OF DREAMS PP 2 #

EMOTION ENCHANTMENT SAVE

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will

Duration 1 minute

You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world.

The effect is based upon the targets Will Saving Throw.

Success The target is unaffected

Failure While in this strange dream state, the target moves at half its normal speed (round down to the next 5-foot increment).

Fumble As failure and the target is also slowed 1 for the duration.

HEAL PP 16 #

HEALING SOUL UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Range Touch; Targets 1 living or undead creature

You channel divinity energy into a creature to wipe away injury and afflictions. You immediately end any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, fatigued, injured, sickened, stunned & weakened. It also cures 100 HP of damage, 10 points of bleed and 50 points of soul drain.

WARPING OPTIONS

+1 PP: heal an additional 10 HP or 5 soul drain.

HEALING EARTH PP 0 #

ALTERATION CANTRIP EARTH UTILITY

Tradition verdant

Cast 1 AP (somatic)

Range 5 feet; Targets a handful of dirt or mud

Duration 10 minutes

You transform dirt or mud into a malleable earth with healing properties. This claylike substance can be used instead of traditional healer's tools for performing Medicine checks to Administer First Aid or Treat Wounds.

If the earth remains unused until the spell's duration expires, or if you cast the spell again before using it, the earth reverts back to its original non-magical form of ordinary dirt or mud, losing its healing properties.

CASTER LEVEL MODIFICATIONS

CL 5: The earth grants anyone using it to Administer First Aid or Treat Wounds a +1 item bonus to the Medicine check.

HEIGHTENED AWARENESS PP 2 #

INSIGHT REVELATION UTILITY

Tradition arcane

Cast 2 AP (somatic, verbal)

Duration 1 hour

You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a +1 circumstance bonus on Notice (Perception) checks and Recall, Knowledge checks that you are trained in.

If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +20 bonus on that check.

WARPING OPTIONS

+2 PP: increase the bonus by +1 (max +4).

HEROISM PP 6 #

ENCHANTMENT MENTAL UTILITY

Tradition divinity, ethereal

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Duration 10 minutes

You bring forth a surge of bravery and prowess within the target. The target gains a +1 status bonus to attack checks, saving throws, and skill checks.

WARPING OPTIONS

+4 PP: the bonus increases by +1 (max +4).

HIDE FROM UNDEAD PP 2 #

SAVE WARDING

Tradition divinity, ethereal

Cast 2 AP (material, somatic)

Range touch; Target 1 creature

Saving Throw Will

Duration 10 minutes

Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities cannot detect or locate warded creatures. Nonintelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If the target takes any attack action or casts a positive energy spell, the spell ends.

WARPING OPTIONS

+1 PP: you can target an additional creature (max 5).

+2 PP: increase duration to 1 hour.

HINDSIGHT PP 14 #

INSIGHT REVELATION UTILITY

Tradition arcane, divinity

Cast 10 minutes (material, somatic)

Area 20-foot radius

Duration Sustained (1 minute)

You project your vision and hearing back in time at your current location to a point up to 1 day ago. You may observe events in real time or skim them at up to 60 times their normal rate (e.g. observing a minute in a second).

You may make skill checks at the location as if you were there, but these checks have a -5-circumstance penalty when skimming.

WARPING OPTIONS

+2 PP: you may project up to 1 week ago.

+2 PP: you may Sustain the Spell for up to 10 minutes.

+4 PP: you may project up to 1 month ago.

+6 PP: you may project up to 1 year ago.

+8 PP: you may project up to 10 years ago.

+10 PP: you may project up to 100 years ago.

HOLD ANIMAL PP 4 #

ENCHANTMENT MENTAL SAVE

Tradition verdant

Cast 2 AP (material, somatic)

Range 30 feet; Target 1 animal

Saving Throw Will; Duration varies

You block signals from the targets brain to paralyse them.

The target animal must attempt a Will save.

Critical The target is unaffected.

Success The target is stunned 1.

Failure The target is paralyzed for 1 round.

Fumble The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round or end it entirely on a critical success.

WARPING OPTIONS

+1 PP: you can target an additional creature (max 5).

+4 PP: you can target a creature of the beast type.

HOLD KIND PP 6 #

ENCHANTMENT MENTAL SAVE

Tradition arcane, ethereal

Cast 2 AP (material, somatic)

Range 30 feet; Target 1 creature of your race type

Saving Throw Will; Duration varies

You block signals from the targets brain in an attempt to paralyse them.

The target must attempt a Will save.

Critical The target is unaffected.

Success The target is stunned 1.

Failure The target is paralyzed for 1 round.

Fumble The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round or end it entirely on a critical success.

WARPING OPTIONS

+1 PP: you can target an additional creature (max 5).

+4 PP: use the spell on a creature of a different race type.

HOLY SHOUT PP 14 #

AUDITORY ENCHANTMENT SAVE WORD

Tradition divinity

Cast 1 AP (verbal)

Area 20-foot-radius (B)

Saving Throw Will

You shout at the top of your lungs releasing a powerful prayer of stunning. All creatures who are your enemies must make a saving throw.

Critical The creature is unaffected.

Success The creature is stunned 1.

Partial The creature is stunned 2.

Failure The creature is stunned 1 round per 2 failure.

Fumble The target is unconscious for 1 round per 4 failure.

HORRID WILTING PP 16 #

ESSENCE SAVE SOUL

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 200 feet; Area 30-foot radius

Saving Throw Basic Fortitude

Base Damage 1d10

You draw the moisture from the targets' bodies. All creatures in the area of effect take 12d10 essence damage.

Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw and have any criticals increased by one step. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting.

HUNTERS SPIRIT PP 2 #

INSIGHT UTILITY

Tradition verdant

Cast 3 AP (material, somatic, verbal)

Duration 8 hours

You draw the power of nature spirits into yourself, granting you the mantle of a hunter.

You gain a +2-circumstance bonus on all Survival checks for the duration of the spell, and you do not have to move at half your speed while traveling through the wilderness or while tracking.

HURLING PP 0 #

ATTACK CANTRIP INVOCATION

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Base Damage 1d6

You hurl a loose, unattended object that is within range and that has a weight of 1 lb or less at the target. If the spell attack is successful, it inflicts 1d6 + magical ability score bludgeoning damage.

CASTER LEVEL MODIFICATIONS

CL 4+: The damage increases by 1d6.

HYDRAULIC TORRENT PP 8 #

INVOCATION SAVE WATER

Tradition ethereal, verdant

Cast 2 AP (somatic, verbal)

Area 60-foot line

Saving Throw Basic Fortitude

Base Damage 1d6

A powerful, swirling torrent of water materializes in a straight line, forcefully striking creatures and unattended objects it encounters while potentially pushing them away from you. The torrent inflicts 8d6 bludgeoning damage upon its targets.

Every creature within the area of effect must make a save to withstand the torrent's force, while unattended objects automatically fail. Those who fail the save are not only subjected to the damage but also forcefully pushed back 5 feet. A critical failure results in being pushed back even farther, 10 feet.

HYPERCOGNITION PP 14 #

INSIGHT UTILITY

Tradition ethereal

Cast 1 AP (verbal)

Duration 1 hour (D)

You draw upon closed areas of your brain to allow you to multi-task for the duration. Once per round you may make a Detect Deception, Pierce Disguise, Recall Knowledge or Search check as a Free Action with no penalty. In addition, all such checks receive a +5-status bonus. You may dismiss the spell at any time to gain advantage on any of the above checks (which still gains the status bonus).

ICE SLICK PP 2 #

COLD INVOCATION UTILITY

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Area 10-foot radius

Slick ice coats the area, causing it to become difficult terrain.

ICY DRAFT PP 4 #

COLD INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Area 30-foot line

Saving Throw Basic Reflex

Base Damage 1d8

You release a powerful and chilling wind in a line. All affected creatures take 3d8 cold damage.

ICY SPRAY PP 4 #

COLD INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Area 15-foot cone

Saving Throw Basic Reflex

Base Damage 1d8

A cone of icy shards erupts from your spread hands and coat the targets in a layer of frost. All creatures in the area of effect take 3d8 cold damage.

IDENTIFY PP 2 #

INSIGHT REVELATION UTILITY

Tradition arcane

Cast 1 minute (somatic, verbal)

Range 30 feet; Targets 1 object

You concentrate on one object within range. When the casting is complete, you know whether that item is magical, you learn the school of magic and treat your spellcraft skill check as if you had attempted an Identify Power check for 1 round (-5) using the appropriate skill (without any penalties for failure).

If you fail to identify the object, any subsequent checks are made at +2.

IDIOCY PP 4 #

CURSE ENCHANTMENT MENTAL SAVE

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration varies

You cloud the targets common sense. The target must attempt a Will save.

Critical The target is unaffected.

Success The target is dazed 1 for 1 round.

Failure The target is dazed 1 for 1 minute.

Fumble The target is dazed 2 for 1 minute.

IMPLOSION PP 18 #

INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet

Targets 1 corporeal creature

Saving Throw Basic Fortitude

Base Damage 1d10

Duration Sustained (1 minute)

You exert immense force upon the target, causing it to implode upon itself and inflicting 12d10 bludgeoning damage.

Each round, when you Sustain the Spell, you must select a new target to be affected by the same crushing effect. However, a single casting of this spell cannot target the same creature more than once. Additionally, you can only affect one creature per turn with implosion. It is not possible to target creatures that are incorporeal, gaseous, liquid, or lack a solid form.

WARPING OPTIONS

+2 PP: you may target a single target twice.

INCANDESCENCE PP 6 #

FIRE INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet

Targets 1 metal item of up to 2 lbs

Saving Throw Reflex

This spell momentarily heats the targeted metal, causing it to become red-hot. When used on an unattended metal item, it is typically harmless and does not require a saving throw. However, the GM may determine that flammable materials connected to the object catch fire or melt.

If you target a creature wearing or carrying a metal item, or a creature primarily composed of metal, the heat inflicts 3d6 fire damage and 1d4 persistent fire damage. The affected creature must attempt a Reflex save.

If the spell targets an item held by a creature, that creature has the option to release the item, which improves their degree of success on the saving throw by one step. The persistent fire damage is associated with the item and affects whoever is holding or wearing it. If no one is holding the item, the persistent damage has no effect. However, you still need to make flat checks to end the persistent damage as usual, as the item remains hot and can burn someone who picks it up.

Critical The creature is unaffected.
Success The creature takes half damage, and the object deals no persistent fire damage.
Failure The creature takes full damage, and the object deals full persistent damage.
Fumble As failure, but the creature takes double damage, and the object deals double persistent damage.

WARPING OPTIONS

+2 PP: damage increases by 1d6 and the persistent by 1d4.

INCENDIARY CLOUD PP 16 #

AIR FIRE SAVE TRANSLOCATION

Tradition arcane, verdant

Cast 3 AP (material, somatic, verbal)

Range 120 feet; Area 20-foot radius (P)

Saving Throw Fortitude

Duration 1 minute (D)

You flood the area with smoke and burning embers. The cloud may be stationary or move 10 ft. away from you each round (choose when the spell is cast). All creatures within the fog become concealed, and all creatures outside the fog become concealed to creatures within it. Each creature that starts its turn in the spell's area must make a saving throw.

Critical The target takes 2d6 fire damage.

Success The target takes 4d6 fire damage.

Partial The target takes 4d6 fire damage and a Minor critical.

Failure The target takes 6d6 fire damage and a Serious critical.

Fumble The target takes 8d6 fire damage and a Deadly critical.

WARPING OPTIONS

+2 PP: damage increases by 1d6.

INDOMITABLE PP 2 #

UTILITY WARDING

Tradition divinity

Cast 2 AP (somatic, verbal)

Duration 10 minutes (D)

You strengthen your body and mind with the power of the gods. You reduce the dazed or weakened conditions by 2 the first time you them whilst the spell is in effect. The spell then ends.

WARPING OPTIONS

+1 PP: instead ignore the injured condition.

+2 PP: increase the amount condition ignored by 1 (max 5).

+2 PP: increase the duration to 1 hour.

INFLICT PP 2 #

ESSENCE SAVE SOUL

Tradition divinity

Cast 1-3 AP (see below)

Range varies

Targets 1 living creature or 1 willing undead creature

Saving Throw Basic Will; Base Damage 1d8

You channel the power of essence to harm rather than to heal. You inflict 1d8 essence damage and 1 bleed to your target with the bleed being negated by a successful saving throw.

The spell’s application depends upon how many AP you expend when casting.

1 AP (somatic) The spell has a range of touch.

2 AP (somatic, verbal) The spell has a range of 30 feet and also inflicts an additional 8 points of HP damage.

3 AP (material, somatic, verbal) You disperse essence in a 30-foot radius. This targets all creatures in the area.

WARPING OPTIONS

+2 PP: The amount of damage increases by 1d8 or 1d8+8 for the 2 AP version. Furthermore, the bleed increases by 1.

INNER FOCUS PP 8 #

SHADOW UTILITY VISUAL

Tradition divinity, verdant

Cast 2 AP (somatic, verbal)

Duration 1 hour

You draw forth an illusory representation of either your spell focus item, holy symbol or a spell focus component. Whilst the spell is in effect, you do not need to provide focus spell components and take no penalty for not using your Spell Focus item.

INNER SANCTUM PP 10 #

UTILITY WARDING

Tradition divinity, verdant

Cast 3 AP (material, somatic, verbal)

Area 20-foot radius (P)

Duration 1 hour

You create a sanctified space reinforced by spiritual and planar boundaries. Allies within the area gain a +2-status bonus to saving throws against possession, fear and translocation spells. Furthermore, any translocation spells cast within the spells area of effect must make a counteract check against your Spell DC or fail. Finally, the spell increases the light level within its area by 1 step.

INSANITY PP 4 #

EMOTION ENCHANTMENT SAVE

Tradition divinity, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration varies

You target loses their mind for a short space of time, causing them to act randomly. The target is insane for 1 round per 2 failure and must roll on the following table at the beginning of each of their turns to determine their behaviour.

D10 Roll
Behaviour
1
Target is unaffected this round.
2-4
Target is stunned 1d3.
5-7
Target is slowed 1d3
8-10
Target is confused.

WARPING OPTIONS

+2 PP: you can target an additional creature.

+4 PP: the target is insane for 1 round per 1 failure.

INVISIBILITY PP 4 #

SHADOW UTILITY

Tradition arcane, ethereal

Cast 2 AP (material, somatic)

Duration 10 minutes

You throw a blanket of illusion across the target causing them to become invisible. This makes the target undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed.

WARPING OPTIONS

+1 PP: the spells range becomes touch, and you may target another creature.

+4 PP: if you make a hostile action, the spell ends until the beginning of your next turn.

+10 PP: you remain invisible even if you make a hostile action.

INVISIBILITY PURGE PP 8 #

INVOCATION UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Area 20-foot radius

Duration 10 minutes

You surround yourself with a sphere of power that negates all forms of invisibility. Anything invisible becomes visible while in the area.

INVISIBILITY SPHERE PP 8 #

SHADOW UTILITY

Tradition arcane

Cast 2 AP (material, somatic)

Area 5-foot radius

Targets you and any number of creatures in range

Duration 10 minutes

While you and all targets remain within the spell's area, you become invisible to everyone except each other. However, if a creature affected by this spell leaves the spell's area, it becomes visible and remains so even upon returning. Additionally, if any creature made invisible by this spell initiates a hostile action, the spell concludes once the hostile action is completed.

WARPING OPTIONS

+2 PP: duration increases to 1 hour.

INVISIBLE ITEM PP 2 #

SHADOW UTILITY

Tradition arcane

Cast 2 AP (material, somatic)

Range touch; Targets 1 object

Duration 1 hour

You render the object invisible, causing it to become undetectable to all creatures. However, creatures can still make an attempt to locate the target, which would then render it hidden from them if they succeed. If the invisible object is used in a hostile action, the spell ends once that action is completed. Generally, making a weapon invisible does not grant any advantage to the attack, except for the fact that an invisible thrown weapon or piece of ammunition can be used without revealing information about the attacker's position unless the weapon returns to the attacker.

WARPING OPTIONS

+2 PP: the duration is until the next time you make your daily preparations.

+8 PP: the duration is unlimited.

INVULNERABILITY PP 20 #

UTILITY WARDING

Tradition all

Cast 2 AP (somatic, verbal)

Duration until the start of your next turn

You possess the ability to determine whether or not you are affected by any external influence. You become immune to any effect or damage that would cause you harm, with the exception of effects stemming from artifacts, deific power, or other immensely potent sources. However, you remain susceptible to any influence that you willingly allow to affect you.

IRON BODY PP 16 #

ALTERATION UTILITY

Tradition arcane, ethereal

Cast 2 AP (material, somatic)

Duration 10 minutes (D)

You change your body into living iron. You gain the construct type but maintain your mental faculties. Your Base DR changes to 8, you gain Physical Resistance (Adamantine) and a Slam Attack. Your Str gains a +3 racial bonus but your Dex takes a -3 racial penalty. Your movement speed is halved (round up) and you take a -8 ACP (just as if you were wearing armour). Finally, your weight is multiplied by 10.

WARPING OPTIONS

+2 PP: duration increases to 1 hour.

IRON WOOD PP 12 #

ALTERATION UTILITY

Tradition verdant

Cast 2 AP (material, somatic)

Range touch; Targets 1 wooden object

Duration 1 hour

You transmute an existing wooden object into Densewood. The item must be no greater than large in size.

WARPING OPTIONS

+3 PP: duration increases to 1 day.

JAM CONSTRUCT PP 2 #

ALTERATION SAVE

Tradition arcane, ethereal

Cast 2 AP (material, somatic)

Range 30 feet; Targets 1 construct

Saving Throw Fortitude

You bypass the usual construct magical resistance in an attempt to slow one down. The construct must make a fortitude saving throw.

Critical The target is unaffected.

Success The target is stunned 1.

Failure The target is stunned 2.

Fumble The target is stunned 3.

Be aware that this spell overrides a constructs usual immunities.

JOLTS PP 2 #

ENCHANTMENT MENTAL SAVE

Tradition ethereal, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will

Base Damage 1d6

You release a small charge of electricity which shocks the targets nervous system and inflicts 2d6 mental damage. The outcome is determined by the targets saving throw.

Critical The creature is unaffected.

Success The target half damage.

Failure The creature takes full damage.

Fumble As a failure and the target is Stunned 1.

JUMP PP 2 #

ALTERATION UTILITY

Tradition arcane, verdant

Cast 1 AP (somatic)

Duration 1 minute

Your legs surge with strength, ready to leap high and far. You gain a +4 status bonus to all High Jump and Long Jump actions.

WARPING OPTIONS

+1 PP: increase the bonus by +5 (max +50).

+1 PP: the range becomes touch and the target changes to one touched creature.

+2 PP: the duration becomes 10 minutes.

KEEN EDGE PP 8 #

ALTERATION UTILITY

Tradition arcane

Cast 2 AP (somatic, verbal)

Range touch

Targets one weapon or 50 projectiles, all of which must be together at the time of casting

Duration 10 minutes

This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation grants the weapon the Keen quality. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.

You can’t cast this spell on a natural weapon, such as a claw or upon a weapon that already has the Keen quality.

WARPING OPTIONS

+4 PP: the weapon is granted the razor trait.

KNOCK PP 4 #

ALTERATION UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 door, lock, or container

Duration 1 minute

The target becomes easier to bypass. The spell provides a +4-status bonus to any creature attempting to open the target door, lock, or container using an Athletics or Thievery check. As part of casting knock, you can make a Pick Lock (Thievery) check to open the target, using your Spellcraft bonus (without the +4) or your Thievery skill.

Knock counteracts Lock.

LAY OF THE LAND PP 6 #

INSIGHT REVELATION UTILITY

Tradition verdant

Cast 1 minute (somatic, verbal)

Duration 1 day

In a flash of recognition, you learn about the geography of your surroundings within a radius of 5 miles. This instant familiarity grants you a +2-status bonus to Nature and Survival checks so long as you remain in the affected area.

WARPING OPTIONS

+2 PP: increase the radius by 5 miles.

+2 PP: increase the bonus by +1 (max +4).

LEVITATE PP 4 #

ALTERATION UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 willing medium creature or 1 unattended item of 100 lbs or less

Duration 1 minute (D)

You lift the target 5 feet off the ground. For the duration of the spell, you can move the target on a vertical axis 10 feet for 1 AP (concentrate). A floating creature takes a –2 circumstance penalty to attack rolls. A floating creature can spend 1 AP (interact) to stabilize itself and negate this penalty for the remainder of its turn. If the target is adjacent to a suitable surface, it may move itself horizontally with a speed equal to half its land speed.

WARPING OPTIONS

+2 PP: the duration increases to 10 minutes.

+2 PP: affect an additional target or an additional object.

LIFEKEEPING PP 2 #

ESSENCE HEALING SOUL UTILITY

Tradition divinity, verdant

Cast 3 AP (somatic, verbal)

Range touch; Targets 1 creature who has the Death’s Door condition

Duration Sustained

You place your hand upon a fading soul, infusing it with stabilizing life essence and warding off its final departure. While sustained, the target’s Dying condition cannot increase.

Be aware that this spell is useless if the target suffers an instant death effect

WARPING OPTIONS

+2 PP: increase the range to 30 feet.

+2 PP: the duration becomes 1 minute (S).

+2 PP: lower the AP cost to cast the spell by 1 AP (min 1).

+4 PP: the duration becomes 1 minute (no longer needs to be sustained each round).

LIGHT PP 0 #

CANTRIP INVOCATION LIGHT UTILITY

Tradition all

Cast 2 AP (somatic, verbal)

Range touch

Targets 1 object of 1 lb or less, either unattended or possessed by you or a willing ally

Duration until the next time you make your daily preparations

The object glows, increasing the illumination level by two steps (max 8). If you cast this spell again on a second object, the light spell on the first object ends.

LIGHT FEET PP 2 #

ALTERATION UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Duration 10 minutes

Your legs and feet are infused with the power of your deity, and you gain a springy step. You gain a +2-status bonus to all attempts to Jump (Athletics) and Tumble (Acrobatics) for the duration.

LIGHTEN OBJECT PP 4 #

ALTERATION UTILITY

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 object of up to 20 lbs

Duration 10 minutes

The target item’s weight decreases by half. If this spell is cast on armour, the armour’s ACP is reduced by 1, though its categorization as light, medium, or heavy does not change.

WARPING OPTIONS

+1 PP: +10 lbs of weight (max 60 lbs).

+2 PP: reduce the penalty by a further 1 (max 3).

+3 PP: increase the duration to 1 hour.

LIGHTNING BOLT PP 8 #

ATTACK ELECTRICITY INVOCATION LIGHT

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 120 feet; Targets 1 creature

Base Damage 1d12

You hurl a bolt of lightning against the target. If the spell attack is successful, it inflicts 6d12 electricity damage. The attack deals an additional 1d12 damage against targets wearing metal armour.

LIGHTNING STORM PP 12 #

ELECTRICITY INVOCATION LIGHT SAVE

Tradition verdant

Cast 3 AP (material, somatic, verbal)

Range 120 feet; Area 5-foot burst

Base Damage 1d12

Duration 1 minute (S)

Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that strikes the target inflicting 4d12 electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

The first time you Sustain the Spell each round, you can call another lightning bolt within the area. You may call a total of 10 bolts.

If you are outdoors and in a stormy area the bolt inflicts an additional 1d12 damage.

This spell functions indoors or underground but not underwater.

WARPING OPTIONS

+2 PP: The damage of each bolt increases by 1d12.

LINE OF ACID PP 8 #

ACID INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Area 120-foot line

Saving Throw Basic Reflex

Base Damage 1d8

A line of sickly green acid erupts from your outstretched hand. All targets struck by the line take 6d8 acid damage.

LINE OF FIRE PP 8 #

FIRE INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Area 120-foot line

Saving Throw Basic Reflex

Base Damage 1d6

You discharge a scalding line of fire. All targets struck by the line take 8d6 fire damage.

LINE OF LIGHTNING PP 6 #

ELECTRICITY INVOCATION LIGHT SAVE

Tradition arcane

Cast 2 AP (somatic, verbal)

Area 120-foot line

Saving Throw Basic Reflex

Base Damage 1d12

A line of lightning strikes outward from your hand. All targets in the line of effect take 4d12 electricity damage.

WARPING OPTIONS

+2 PP: The damage increases by 1d12.

LOCATE PP 6 #

INSIGHT SCRYING UTILITY

Tradition all

Cast 10 minutes (somatic, verbal)

Range 500 feet

Targets 1 specific object or type of object

Duration sustained

You gain knowledge of the direction to the target or the nearest target, depending on your selection. If you chose a specific object, such as "my brother's axe," you must have directly observed it or have it stored with Study Target. If you selected a type of object, like "bows," you need to have a clear mental image of that object type. However, if there are barriers like lead or running water between you and the target, this spell will be unable to locate the object. As a result, you may find an object that is farther away if the nearest one is obstructed by lead or running water.

WARPING OPTIONS

+2 PP: you can target a specific creature or ancestry instead of an object, but you must have met or seen up close the creature or ancestry you want to target or studied them with Study Target.

LOCK PP 4 #

UTILITY WARDING

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Range touch

Targets 1 object or portal

Duration 1 day (D)

The target portal or object is magically locked. The DC to unlock it or force it open is equal to your spell DC +5.

WARPING OPTIONS

+1 PP: select a stored target that may open the lock normally.

+2 PP: the duration increases to unlimited.

LONG ARM PP 2 #

ALTERATION MORPH UTILITY

Tradition arcane, ethereal, verdant

Cast 2 AP (somatic, verbal)

Duration 1 minute

Your arms temporarily grow in length, increasing your reach with those limbs by 5 feet.

LONG SENSE PP 6 #

INSIGHT SCRYING UTILITY

Tradition arcane

Cast 1 minute (material, somatic, verbal)

Range 500 feet

Duration 10 minutes

You place a static marker within the range of the spell which enables you to hear from the location as if you were there. You do not need either line of sight or line of effect for this spell to work.

WARPING OPTIONS

+2 PP: you instead place an invisible eye which enables you to see from the location as if you were there. The eye can't move, but you can see in all directions from that point as if using your normal visual senses.

LONG STRIDE PP 4 #

ALTERATION MORPH UTILITY

Tradition arcane, ethereal, verdant

Cast 2 AP (somatic, verbal)

Duration 1 hour

Your legs bend and flex becoming supple and longer. You gain a +10-foot status bonus to your Speed.

WARPING OPTIONS

+2 PP: the duration increases to 8 hours.

LULLABY PP 2 #

AUDITORY ENCHANTMENT MENTAL SAVE

Tradition ethereal

Cast 2 AP (somatic, verbal)

Area 30-foot radius

Saving Throw Will

Duration Sustained (1 minute)

You sing a sweet lullaby which distracts creatures in the spells area. Targets are affected based upon their saving throws.

Success The target is unaffected

Failure The target takes a -2-status penalty to all Perception checks whilst the spell is sustained

Fumble As failure but the penalty is -5

WARPING OPTIONS

+2 PP: you no longer have to Sustain the Spell

MAGE ARMOUR PP 2 #

UTILITY WARDING

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Duration 1 hour

You enhance your armour or clothing with magical energy causing it to ripple slightly. Whilst this spell is in effect, your clothing hardens and grants you Armour DR 1 with 20 HP. If the armour is reduced to 0 Hits, it is destroyed and the spell cannot be cast again for 1 hour.

WARPING OPTIONS

+2 PP: the duration changes to until your next daily preparations.

+4 PP: the DR increases by +1.

CASTER LEVEL MODIFICATIONS

CL 4+: The armour HP increase by 20.

CL 6+: Armour DR multiplier increases by 1.

CL 8+: The armour also grants CR 1

CL 10: the armour is considered to be rigid for injury purposes.

MAGE ARMOUR & INCREASING DRJust as armour DR increases as a non-casters BDB increases, the bonus gained from this spell also increases based upon the casters BSB.So a Wizard with a BSB of 6, would gain DR 2 from the unmodified casting of this spell. If that Wizard was to then warp the spell by +4 PP, the DR would increase to 4.MAGE ARMOUR & INCREASING DRJust as armour DR increases as a non-casters BDB increases, the bonus gained from this spell also increases based upon the casters BSB.So a Wizard with a BSB of 6, would gain DR 2 from the unmodified casting of this spell. If that Wizard was to then warp the spell by +4 PP, the DR would increase to 4.

MAGE HAND PP 0 #

ALTERATION CANTRIP UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 unattended object of 1 lb or less

Duration sustained

You conjure a magical hand, which can be either invisible or ghostlike, to grip the target object and move it slowly up to a distance of 20 feet. As you levitate the object, you have complete control over its movement in any direction. When you choose to Sustain the Spell, you can continue moving the object for an additional 20 feet. However, if the spell ends while the object is still in the air, it will fall back to the ground.

CASTER LEVEL MODIFICATIONS

CL 5: You can target an unattended object with a weight of 5 lbs or less.

CL 10: Range increases to 60 feet.

CL 15: You can target an unattended object with a weight of 10 lbs or less.

MAGESWORD PP 14 #

ATTACK FORCE INVOCATION

Tradition arcane

Cast 2 AP (somatic, verbal)

Range 30 feet; Target 1 miniature sword

Duration 1 minute (sustain)

You bring into being a shimmering, sword-like plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your spell attack bonus. As a force effect, it can strike ethereal and incorporeal creatures. It attacks as a broadsword inflicting force damage using your Spellcraft bonus for attack purposes.

The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, goes out of your sight, or you are not directing it, it returns to you and hovers.

Each round after the first, you can Sustain the Spell to switch the sword to a new target. If you do not, the sword continues to attack the previous round’s target.

The sword cannot be attacked or harmed by physical attacks but dispel magic & disintegrate affect it.

WARPING OPTIONS

+2 PP: the sword gains a +1-attack bonus (maximum of +3).

MAGIC JAR PP 12 #

ESSENCE EVIL SAVE SOUL

Tradition arcane

Cast 1 minute (focus, somatic, verbal)

Range 120 feet; Targets 1 living creature

Duration 8 hours; Saving Throw Will Negates

By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the magic jar must be within spell range, and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.

While in the magic jar, you can sense and attack any life force within 100 feet. You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures.

Attempting to possess a body is a 3 AP concentrate action. It is blocked by circle of protection or a similar ward. You possess the body and force the creature’s soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.

If you are successful, your life force occupies the host body, and the host’s life force is imprisoned in the magic jar. You keep your mental ability scores, level, class, skills, loyalties, and mental abilities. The body retains its physical ability scores, HP, natural abilities, and automatic abilities.

As a 1 AP action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.

If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.

If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host’s location.

MAGIC JAWS PP 4 #

ALTERATION UTILITY

Tradition verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 willing creature

Duration 1 minute

You select one of the target's unarmed attacks and infuse it with verdant energy. The chosen unarmed attack becomes imbued with a Potency I Rune.

WARPING OPTIONS

+2 PP: increase the duration to 10 minutes.

+4 PP: increase the duration to 1 hour.

+4 PP: increase the Potency of the rune by one step (max IV).

MAGIC MISSILE PP 2 #

FORCE INVOCATION UTILITY

Tradition arcane

Cast 1-3 AP (somatic, verbal)

Range 60 feet; Targets 1 or more creatures

With a swift gesture, you unleash a precise and unstoppable dart of pure force from your fingertips. This dart unerringly seeks its target, dealing 1d4+1 force damage upon impact. By expending additional AP while casting the spell, you can increase the number of missiles you shoot by one, with a maximum of three missiles for 3 AP. Each missile can be directed at a different or the same target.

WARPING OPTIONS

+4 PP: you shoot one additional missile with each action you spend.

MAGIC MOUTH PP 4 #

AUDITORY LANGUAGE SHADOW UTILITY

Tradition arcane, ethereal, verdant

Cast 2 AP (somatic, verbal)

Range touch

Targets 1 creature or object

Duration unlimited

By setting a trigger and composing a message of up to 25 words, you enchant the target with the magic mouth spell. Once the specified trigger occurs within 30 feet of the target, an illusory mouth materializes on it, delivering the message before the magic mouth spell dissipates.

MAGIC STONE PP 2 #

ESSENCE SOUL UTILITY

Tradition divinity, verdant

Cast 3 AP (somatic, verbal)

Range touch; Targets up to 3 pebbles

Duration 1 minute

You imbue positive energy into a maximum of 3 pebbles. Each of these pebbles gains a +1 item (magic) bonus and the disruptive magical trait. The pebbles may be fired from a sling weapon. Each pebble crumbles to dust after it is used or when the spells duration expires.

WARPING OPTIONS

+2 PP: increase the bonus to +2.

MAGIC VESTMENT PP 6 #

ALTERATION UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Range touch

Targets 1 suit of armour or shield

Duration 10 minutes

You imbue a suit of armour or a shield with magic granting it the effects of a Potency I rune. An outfit of regular clothing counts as armour that grants no bonus for the purpose of this spell.

WARPING OPTIONS

+6 PP: increase the Potency of the rune by one step (max III).

MAGIC VOLLEY PP 8 #

ALTERATION UTILITY

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets 30 arrows or bolts

Duration 10 minutes

You infuse the targeted arrows or bolts with elemental energy. The damage type of the arrows or bolts is changed to acid, cold, electricity, fire or sonic when the spell is cast. The spell also gains the corresponding elemental trait.

MAGIC WEAPON PP 4 #

ALTERATION UTILITY

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Range touch

Targets 1 weapon that is unattended or wielded by you or a willing ally

Duration 10 minutes

You touch a nonmagical weapon. The item gains the benefits of a Potency I weapon rune for the duration of the spell.

WARPING OPTIONS

+4 PP: increase the Potency of the rune by one step (max IV).

MAGNIFICENT DAWN PP 20 #

INVOCATION LIGHT POSITIVE SAVE

Tradition divinity

Cast 2 AP (somatic, verbal)

Area 50-foot radius

Saving Throw see below

A brilliant sun-like orb appears in the sky casting its fiery rays down upon all creatures in the radius increasing the illumination level to 9. All creatures must make a Reflex Saving throw to avoid becoming blinded for 3d6 rounds. Furthermore, this saving throw is treated as a Basic Saving Throw as well against creatures of the Ooze or Undead types who take 100 Essence damage. Any undead with a weakness to natural daylight treats their saving throw as one degree worse.

Finally, any evil creatures of the eternal type must also make a Will saving throw to avoid being banished.

MAKE WHOLE PP 6 #

ALTERATION UTILITY

Tradition arcane, divinity

Cast 10 minutes

Range touch; Targets one construct

You repair the target construct. You restore 20 HP to the target. You can restore one destroyed part of the construct (such as a limb or other appendage).

WARPING OPTIONS

+1 PP: increase the amount healed by 5.

MANA DRAIN PP 12 #

CURSE SAVE WARDING

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Duration 1 minute; Saving Throw Will

You can magically link with an unwilling caster. This enables you to use the targets power points to cast your spells. After the initial casting of the spell the target must make a Will Saving Throw.

Critical The target is unaffected.

Success You can use your targets PP as if they were your own until the end of your next turn.

Failure You can use the targets PP as if they were your own for the duration of the spell. After their first turn of PP drain, the target may make a new saving throw on their subsequent turns by expending a 3 AP concentrate action to break the link.

Fumble As failure but the target cannot break the link.

The initial range of the spell is 30 feet, but once a link has been established, the range becomes 1 mile.

WARPING OPTIONS

+4 PP: increase the link range to unlimited.

MARK OF FAITH PP 4 #

RUNE SHADOW UTILITY VISUAL

Tradition divinity

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Duration 1 minute

You place an illusory symbol upon the target representing your faith. Only you can see the symbol which increases the illumination level (for you only) by one step.

Additionally, you gain a +1-circumstance bonus to all attacks against the target, and the target takes a -1-circumstance penalty to all saving throws against your spells.

WARPING OPTIONS

+2 PP: you can target an additional creature.

+4 PP: increase the bonus and penalty by 1 (max +/-4).

+4 PP: the mark is visible to all of your allies who gain the same bonuses.

MAP OF THE ROOT-KNIT PP 10 #

TELEPORTATION TRANSLOCATION UTILITY

Tradition verdant

Cast 3 AP (material, somatic, verbal)

Range 300 feet

Duration 1 hour

You call upon the deep-rooted consciousness of the forest and inscribe a living map across the natural web of the terrain. As long as the area includes plant life or natural soil, you can mark up to five plant-covered or earthen surfaces within range. These locations become linked through root-memory, allowing you and your allies to use them as instantaneous travel points.

Once per round, as a 1 AP action, you or a willing ally within 10 feet of one of the marked points may teleport to another marked location.

WARPING OPTIONS

+4 PP: moving between marked points becomes a Free (0 AP) action.

MASSACRE PP 18 #

ESSENCE SAVE SOUL

Tradition arcane, divinity, verdant

Cast 2 AP (somatic, verbal)

Area 60-foot line

Saving Throw Fortitude

Base Damage 1d6

You release a surge of necromantic energy that seeks to extinguish the life force of those caught in its path. Every creature within the line, who is 17th level or lower, must make a Fortitude save to resist its effects.

Critical The target is unaffected.

Success The target takes 9d6 essence damage.

Failure The target takes 18d6 essence damage.

Fumble The creature dies.

If the damage inflicted by Massacre reduces a creature to 0 HP, that creature is instantly killed. However, if Massacre fails to kill any creature, the essence energy unleashed violently explodes back towards you. This explosion deals an additional 6d6 Essence damage to every living creature in the line, regardless of their level, and also inflicts 6d6 Essence damage to you.

WARPING OPTIONS

PP +1: the level of the targets affected is increased by 1.

MASTERWORK ITEM PP 6 #

ALTERATION UTILITY

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 object

Duration 10 minutes

You can improve an object’s quality, making it effectively an expert item. You can apply this spell effect to any item capable of gaining expert quality, including weapons, suits of armour, tools, and so on.

WARPING OPTIONS

+4 PP: item is classed as master quality.

+8 PP: item is classed as legendary quality.

MAZE PP 16 #

DIMENSIONAL SAVE TELEPORTATION TRANSLOCATION

Tradition arcane

Cast 2 AP (somatic, verbal)

Range 120 feet; Targets 1 creature

Saving Throw Will; Duration varies

You imprison one character in a labyrinthine gap between worlds. The amount of time that they are imprisoned is based upon their saving throw.

Critical The target is trapped until the end of their next turn.

Success The target is trapped for 1d4+1 rounds.

Failure The target is trapped for 1 minute.

Fumble The target it trapped for 10 minutes.

Whilst trapped, the target is attacked and hunted by an equal level creature appropriate to the setting and caster. If the target defeats the creature, they are freed immediately and the caster is Stunned 2.

MELD INTO STONE PP 6 #

ALTERATION EARTH UTILITY

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Duration 10 minutes (D)

You meld with an adjacent block of stone, provided it has enough volume to accommodate you and your belongings. To cast the spell, you must touch the stone. While inside the stone, you can hear but not see what is happening outside. You are able to cast spells within the stone as long as they do not require line of effect beyond the stone.

If the stone sustains significant physical damage while you are melded within it, you are expelled and suffer a Serious Critical (the specific type is determined by the GM). If the spell Passwall is used on the stone, you are expelled without taking damage, and the meld into stone spell ends.

MEMORY LAPSE PP 4 #

CURSE ENCHANTMENT MENTAL SAVE

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Target 1 creature

Saving Throw Will

You cause the target to forget what happened for a period of time based upon their saving throw. This may allow a retry on a Diplomacy, Intimidate, or opposed skill check, though only with respect to the target, not other creatures that may be present.

Success The target is unaffected.

Failure You cause the target to forget what happened from the casting of the spell back to the beginning of its last turn.

Fumble As failure and the target has no idea who you are for the next minute.

MESSAGE PP 0 #

AUDITORY CANTRIP LINGUISTIC MENTAL SHADOW UTILITY

Tradition all

Cast 1 AP (verbal)

Range 120 feet; Targets 1 creature

Duration varies

You silently mouth words, but instead of audible sound, they are directly transmitted to the ears of the target. While others around you cannot hear the words any better than if you were simply mouthing them, the target perceives your words as if they were spoken right beside them. The target can provide a brief response as a reaction, or on their next turn as a free action if they prefer. To respond, they must have visual contact with you and be within range. If they choose to respond, their message is delivered directly to your ear, mirroring the original method of communication.

METABOLISM PP 18 #

HEALING POSITIVE SOUL UTILITY

Tradition ethereal

Cast 3 AP (somatic, verbal)

Duration 10 minutes

While this spell is running you gain Regeneration 5 and restore 1 point of the dazed, injured or weakened condition. Furthermore, you reduce all bleeding results by 3.

You can even regenerate lost limbs and organs. Regenerating a limb or organ takes one minute.

If you are subjected to an affect or attack which kills you instantly then this spell has no benefit.

WARPING OPTIONS

+2 PP: duration increases to 1 hour.

METAL TO WOOD PP 16 #

ALTERATION UTILITY

Tradition verdant

Cast 2 AP (somatic, verbal)

Range 120 feet; Area 40-foot radius

This spell enables you to change all metal objects within its area to wood. Weapons, armour, and other metal objects carried by creatures are affected as well. A magic object may make a Will Saving Throw to avoid the change; Artifacts cannot be transmuted.

Weapons converted from metal to wood take a -2 penalty to attack and damage. The DR of any armour converted from metal to wood is reduced by 2, and its HP halved.

METEOR SWARM PP 18 #

FIRE INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 500 feet; Area 4 x 40-foot radius

Saving Throw Basic Reflex

You summon four meteors from above that burst into flames upon impact. Each meteor inflicts 6d10 bludgeoning damage to any creatures within a 10-foot radius. Afterward, the meteors explode, unleashing a fiery eruption that deals 14d6 fire damage to any creatures within its expanded 40-foot radius. It's important to note that the initial radius of the meteors cannot overlap, and regardless of how many explosions a creature is caught in, it only takes the same amount of fire damage once. The saving throw applies to both the bludgeoning and the fire damage.

WARPING OPTIONS

+2 PP: The bludgeoning damage increases by 1d10, and the fire damage increases by 2d6.

MIND BLANK PP 16 #

UTILITY WARDING

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Duration until the next time you make your daily preparations

The target becomes fortified against mental influences, receiving a +4-status bonus to saves against mental effects. Mind blank acts as a powerful shield, countering insight spells cast on the target as a spell which has a PP cost of 4 higher. If successfully countered, divination effects still function, but they provide no information about the target or its belongings.

MIND CLEANSE PP 16 #

EMOTION HEALING SOUL UTILITY

Tradition divinity, ethereal, verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

You immediately remove any mind-affecting effects such as those created by charm, mental ability penalties, and any fear conditions. If the target is a not yourself, then you must counteract each effect.

MIND READING PP 6 #

INSIGHT MENTAL SAVE

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will

Duration 1 round or sustained up to 1 minute

You lightly probe the targets mind in an attempt to read their thoughts. The target must make a Will save. If successful, the target becomes temporarily immune to further attempts of mind reading from you for a duration of 1 hour.

Critical The target perceives vague surface thoughts from you when you Cast the Spell.

Success You find out whether the target's Intelligence modifier is higher than, equal to, or lower than yours.

Failure You perceive vague surface thoughts from the target when you Cast the Spell, and you find out whether its Intelligence modifier is higher than, equal to, or lower than yours.

Fumble As failure, and for the duration of the spell, you can Sustain the Spell to detect the target's surface thoughts again. The target doesn't receive any additional saves.

MINDLINK PP 2 #

INSIGHT MENTAL UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 willing creature

You establish a mental connection with the target, allowing you to transmit a significant amount of information instantaneously that would typically require 10 minutes to convey through normal communication.

MIRAGE ENTITY PP 4 #

SHADOW UTILITY VISUAL

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 500 feet

Duration sustained

You create an illusion of a Large or smaller creature that appears convincing in all aspects, including sounds, smells, and tactile sensations. The illusion cannot speak, but you can use your actions to speak through it, with the spell disguising your voice accordingly. Mimicking the creature may require a Deception or Perform check, as determined by the GM.

During combat, the illusion can take 2 AP per turn when you Sustain the Spell. It uses your Spellcraft as an attack bonus and DB, while its saving throw modifiers are equal to yours -2. The illusion is substantial enough to flank other creatures. If it is hit by an attack or fails a save, the spell ends.

While the illusion cannot directly affect the physical world, it can cause damage by tricking targets into believing its attacks are real. If the illusory creature successfully Strikes, the target takes 1d4+5 mental damage, which is considered a mental effect.

Any creature that touches the illusion or examines it using the Search (Perception) action can attempt to disbelieve the illusion. If successful, the creature recovers half of the damage it had taken from the illusion (if any) and is no longer affected by it.

WARPING OPTIONS

+2 PP: the maximum size of creature you can create increases by one (to a maximum of Gargantuan).

+2 PP: increase damage by 1d4.

+4 PP: the illusion gains 3 AP per round when you Sustain the Spell.

MIRAGE OBJECT PP 2 #

SHADOW UTILITY VISUAL

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 500 feet; Area 20-foot radius

Duration 10 minutes

You conjure an illusory stationary object within the spell's area. The visual image appears lifelike, but it lacks sounds or smells. For instance, an illusory waterfall would show cascading water, but it would be silent. If a creature touches the image or examines it using the Search action, they can attempt to disbelieve the illusion.

WARPING OPTIONS

+2 PP: your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory and olfactory traits. The duration increases to 1 hour.

+4 PP: the duration is unlimited.

MIRAGE SCENE PP 10 #

AUDITORY OLFACTORY SHADOW UTILITY VISUAL

Tradition arcane, ethereal, verdant

Cast 10 minutes (somatic, verbal)

Range 500 feet; Area 30-foot radius

Duration 1 hour

You create an imaginary scene within the spell's area, consisting of up to 10 separate creatures or objects. These elements possess realistic sounds, smells, and tactile sensations. However, they are incapable of speech and lack combat abilities or statistics. The scene does not alter the surrounding environment, although you can position it within the illusory terrain of a hallucinatory terrain spell.

When creating the scene, you have the option to make it static or follow a programmed sequence. A static scene appears stationary but may include basic natural movements, such as a rustling paper in the wind. A programmed scene can last up to 1 minute and repeats in a loop. While the loop may be seamless, careful observers will eventually notice the repetition after a few minutes. Once created, you cannot modify the program of the illusion.

Any creature that touches or examines a specific part of the scene can attempt to disbelieve that portion alone. To disbelieve the entire scene, a critical is required.

WARPING OPTIONS

+2 PP: creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor.

+5 PP: as above and the duration is unlimited.

MIRAGE TERRAIN PP 8 #

SHADOW UTILITY VISUAL

Tradition arcane, ethereal, verdant

Cast 10 minutes (material, somatic, verbal)

Range 500 feet

Area 50-foot radius

Duration until the next time you make your daily preparations

You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area.

Any creature that touches the illusion or uses the Search action to examine it can attempt to disbelieve your illusion.

WARPING OPTIONS

+2 PP: your image can also disguise structures or create illusory structures (but still doesn't disguise creatures).

MIRROR IMAGE PP 6 #

SHADOW UTILITY VISUAL

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Duration 1 minute (D)

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d100 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 26 or higher to change the attack's target to a duplicate. With two duplicates, you must roll a 34 or higher. With one duplicate, you must roll a 51 or higher. If an attack hits a duplicate, the duplicate is destroyed.

The spell ends when all three duplicates are destroyed.

Be aware that any effect or spell that does not have the attack trait affects you normally and does not destroy an image.

MISDIRECTION PP 4 #

SHADOW UTILITY

Tradition arcane, ethereal

Cast 1 minute (somatic, verbal)

Range 30 feet; Targets 2 creatures or objects

Duration until your next daily preparations (D)

You alter the magical aura of a creature or object, making it appear as though it possesses the aura of another target. You choose one target as the primary and another as the secondary. Any effects that detect auras on the primary target will instead detect the same types of auras from the secondary target. However, a creature capable of reading the aura can attempt to disbelieve the illusion.

MISLEAD PP 12 #

SHADOW UTILITY VISUAL

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Duration sustained up to 1 minute

You become invisible and create an illusory duplicate of yourself. When you Sustain the Spell, you can mentally command your duplicate to follow a specific course of action for that round. The duplicate appears to have the same number of actions as you, but it cannot physically interact with the environment. Both your duplicate and your invisibility remain active for the duration of the spell. Engaging in a hostile action does not end the spell's effects, similar to an invisibility spell.

If you cast a spell, make an attack, or interact with another creature, you can attempt a Deception check against the observers' Perception DC. The goal is to convince them that your duplicate performed the action. However, this deception does not work on individuals who are aware that your duplicate is an illusion, nor does it succeed if the attack or action clearly couldn't have originated from the duplicate.

MISSILE STORM PP 20 #

FORCE INVOCATION UTILITY

Tradition arcane

Cast 3 AP (somatic, verbal)

Area 50-foot radius

You may target each character in the spells area of effect with a massive salvo of Magic Missiles. Each target is hit by 2d6 +6 magic missiles (each inflicting 1d4+1 force damage) + 1d6 additional missiles per Size category above Medium.

MISTY STEP PP 6 #

TELEPORTATION TRANSLOCATION UTILITY

Tradition arcane

Cast 1 AP (verbal)

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

MOMENT OF RENEWAL PP 16 #

HEALING SOUL UTILITY

Tradition divinity, verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets up to 6 creatures

The targets undergo a rapid recovery process equivalent to a full day of rest. Any negative effects that would naturally dissipate within 24 hours are immediately removed, although the duration of active spells affecting the targets remains unaffected. The targets regain lost HP and recover from any conditions as if they had taken a full 24 hours of rest. However, they do not repeat their daily preparations or gain any additional benefits typically associated with rest, apart from the healing aspect. Following this rapid recovery, the targets become temporarily immune to the spell's effects for a period of 1 day.

NATURAL ANIMOSITY PP 18 #

EMOTION ENCHANTMENT SAVE

Tradition verdant

Cast 2 AP (somatic, verbal)

Range 120 feet; Area 500-foot radius

Targets up to 5 creatures

Duration 10 minutes

When you cast this spell, it infuses the target with an intense hostility that resonates with the forces of nature. The target becomes a beacon of animosity, drawing the ire and aggression of creatures tied to the natural order.

Vegetation springs up from every surface, giving each target a –10-foot circumstance penalty to its Speed any time it's adjacent to the plants.

Aggressive animals attack unpredictably. At the start of its turn, each target rolls a DC 8 flat check. On a failure, it's attacked by swarming creatures that deal Minor Slashing Criticals.

The target loses any connection to nature or natural creatures. The target has to succeed at a DC 5 flat check when casting any verdant spell or the spell fails. Furthermore, animal or plant creatures become hostile to it, even one with a strong bond to the target, such as an animal companion.

Be aware that the GM might decide that you can't subject some creatures to the ire of nature.

NATURAL DEFENCE PP 0 #

CANTRIP UTILITY WARDING

Tradition verdant

Cast R (somatic); Trigger you make saving throw

Duration 1 minute

You draw upon the spirits of long dead animals and fey which grant you a +1 resistance bonus to the triggering saving throw.

CASTER LEVEL MODIFICATIONS

CL 10: The bonus increases to +2

NEUTRALISE POISON PP 6 #

HEALING SOUL UTILITY

Tradition divinity, verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

You infuse the target with magical healing in an attempt to remove a poison that is currently affecting them. Make a counteract check against the poison.

WARPING OPTIONS

+2 PP: effect up to 10 targets within a 20-foot emanation.

NEXUS OF ELEMENTAL ENERGY PP 10 INVOCATION SAVE #

Tradition verdant

Cast 2 AP (somatic, verbal)

Range 60 feet

Area 10-foot radius

Saving Throw varies; Duration 1 minute

You create a zone infused with elemental energy, shaping the environment to your advantage. When you cast this spell, you select a specific elemental energy type either: acid, cold, electricity, or fire. The chosen energy type infuses the area, transforming the terrain and affecting creatures within it based upon their saving throw which varies based upon the elemental type (Fortitude for Acid and Cold, Reflex for Electricity and Fire). Any creature that begins their turn within the spells radius must make a saving throw.

Critical The creature resists the elemental energies and is unaffected.

Success The creature takes 2d6 damage of the appropriate elemental type.

Partial The creature takes 4d6 damage of the appropriate elemental type.

Failure The creature takes 4d6 damage of the appropriate elemental type and a Minor Critical.

Fumble The creature takes 4d6 damage of the appropriate elemental type and a Light Critical.

Furthermore, spells with the chosen elemental trait cast against creatures in the affected increase their total damage by one die and apply a -2 circumstance penalty to saving throws made to resist them.

NIGHTMARE PP 8 #

FEAR MENTAL SAVE SHADOW

Tradition arcane, ethereal

Cast 10 minutes (material, somatic, verbal)

Range planetary

Targets 1 creature you know by name

Saving Throw Will; Duration 1 day

You afflict your target with haunting nightmares, causing unsettling visions to plague their sleep. When the target succumbs to slumber, it must make a Will save to resist the spells effect. If you only know the target by name and have never encountered them in person, the target gains a +4 circumstance bonus to their Will save. If the target is stored with a Study Target, they take a -4 circumstance penalty to the save.

Critical The target suffers no adverse effects and is temporarily immune for 1 week.

Success The target experiences the nightmares but suffers no adverse effects other than unpleasant memories.

Failure The target experiences the nightmares and awakens fatigued 1 per point of failure (max 5).

Fumble The target experiences the nightmares, awakens fatigued, and has Soul Drain 20 until it is no longer fatigued.

NIGHTVISION PP 2 #

INSIGHT REVELATION UTILITY

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Duration 1 hour

You grant yourself the ability to see in dim light. You gain Nightvision.

WARPING OPTIONS

+1 PP: the spell's range is touch and it targets 1 willing creature

+2 PP: the duration is until the next time you make your daily preparations.

NONDETECTION PP 8 #

UTILITY WARDING

Tradition arcane, ethereal

Cast 10 minutes (material, somatic, verbal)

Range touch; Targets 1 creature or object

Duration 8 hours

You create powerful protective barriers that render the target highly elusive to magical detection. Nondetection, actively works to counteract any divination spells or abilities aimed at revealing or scrying on the target or their belongings. This includes attempts to detect, reveal, or observe the target's presence or any information about them. If Nondetection successfully counters a divination that targets an area or multiple targets, its effects are negated solely for the target of the Nondetection spell.

WARPING OPTIONS

+4 PP: the spell affects a 20’ by 20’

OASIS PP 14 #

ALTERATION UTILITY

Tradition verdant

Cast 10 minutes (material, somatic, verbal)

Range 30 feet; Targets 1 water source

This spell functions in any natural terrain on the Material Plane. It redirects the flow of water in the ground toward the surface at the designated point, creating a permanent water source similar to a natural spring. The spring discharges 50 gallons of pure drinking water each hour.

If the shape of the terrain is suitable, a pond forms around the spring. There must be a natural spring within 1 mile for this spell to work. The water output of the water source you draw from is reduced by an amount equal to the water produced by this spell’s spring. A spring that has its water output reduced to 0 gallons per hour dries up and ceases to be a spring.

WARPING OPTIONS

+2 PP: you can draw water from a source up to 50 miles away.

+3 PP: you can draw water from a source up to 500 miles away.

+4 PP: the water is drawn directly from the elemental plane of water.

OBJECT PROWESS PP 4 #

INSIGHT UTILITY

Tradition divinity, ethereal

Cast 2 AP (somatic, verbal)

Duration 8 hours

You enhance your crafting skills magically. You gain a +2 status bonus to all Create (varies) checks. You may dismiss the spell at any point to gain double this bonus to any one Create (varies) check.

WARPING OPTIONS

+2 PP: increase the bonus by +1.

OBSCURING MIST PP 2 #

AIR UTILITY TRANSLOCATION WATER

Tradition all

Cast 3 AP (material, somatic, verbal)

Range 120 feet; Area 20-foot radius

Duration 1 minute

You call forth a cloud of mist. The cloud may be stationary or move 10 ft. away from you each round (choose when the spell is cast). All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it.

OPEN/CLOSE PP 2 #

ALTERATION UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets object weighing up to 30 lbs. or portal that can be opened or closed

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.

ORB OF ACID PP 0 #

ACID ATTACK CANTRIP INVOCATION

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Base Damage 1d6

You fire a small orb of acid that splatters your target and nearby creatures. If you hit, you deal 1d6 acid damage plus 1 splash acid damage.

CASTER LEVEL MODIFICATIONS

CL 4+: The damage increases by 1d6 and the splash damage by 1.

ORB OF COLD PP 0 #

ATTACK CANTRIP COLD INVOCATION

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 60 feet; Targets 1 creature

Base Damage 1d6

You hurl a small orb of cold at your enemy. If your spell attack is successful, you inflict 1d6 cold damage to the target.

CASTER LEVEL MODIFICATIONS

CL 4+: The damage increases by 1d6.

ORB OF FIRE PP 0 #

ATTACK CANTRIP FIRE INVOCATION

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Base Damage 1d6

A small orb of flame appears in the palm of your hand, and you lash out with it either in melee or at range. If the attack is successful, you inflict 1d6 fire damage. If the attack inflicts a critical injury it also inflicts 1 persistent fire damage

CASTER LEVEL MODIFICATIONS

CL 4+: The damage increases by 1d6 and the persistent by 1.

ORB OF FORCE PP 0 #

ATTACK CANTRIP FORCE INVOCATION

Tradition arcane

Cast 2 AP (somatic, verbal)

Range 40 feet; Targets 1 creature

Base Damage 1d4

You hurl a small orb of force at your enemy. If your spell attack is successful, you inflict 1d4 force damage to the target.

CASTER LEVEL MODIFICATIONS

CL 4+: The damage increases by 1d4.

ORB OF LIGHTNING PP 0 #

ATTACK CANTRIP ELECTRICITY INVOCATION

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 20 feet; Targets 1 creature

Base Damage 1d8

You launch a crackling orb of electricity that zaps a single foe. If your spell attack is successful, you inflict 1d8 electricity damage to the target.

CASTER LEVEL MODIFICATIONS

CL 4+: the damage increases by 1d8.

ORB OF THE VOID PP 16 #

EVIL SAVE SOUL

Tradition arcane

Cast 2 AP (somatic, verbal)

Range 30 feet; Area 1-ft.-diameter sphere

Saving Throw Fortitude

Duration 1 minute

You create a small weightless sphere of pure soul energy. As a 1 AP action, you can move it up to 30 feet per round in any direction. If it enters a space with a living creature, it stops moving for the round and that creature gains Soul Drain 2d8 (4d8 on a fumble). Any creature passing through or ending its turn in the space occupied by the sphere gains Soul Drain 2d8 (4d8 on a fumble).

An undead creature that passes through or ends its turn in the space occupied by the orb is unaffected.

WARPING OPTIONS

+1 PP: increase the Soul Drain by 1d8 (2d8).

ORIENTATE PP 0 #

CANTRIP INSIGHT UTILITY

Tradition divinity, verdant

Cast 2 AP (somatic, verbal)

You sense the direction of north from your current position and gain a +1-status bonus with any checks made to navigate from your current location.

PAINFUL REBUKE PP 8 #

EMOTION SAVE SHADOW

Tradition divinity, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will

With a word and a gesture, you instil such apprehension about attacking you in your target that doing so causes it mental distress and pain. Each time the target makes an attack against you, targets you with a harmful spell, or otherwise takes and action that would harm you, it is affected based upon its save.

Critical The target is unaffected.

Success The target takes 2d6 mental damage and then the spell ends.

Failure The target takes 2d6 mental damage each time for 1 minute.

Fumble As failure, and the target also takes a Light Critical.

PALE FLAME PP 6 #

ESSENCE SAVE SOUL

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Basic Will

Duration 1 minute

Base Damage 1d8

You ignite a spectral flame that latches onto a creature’s soul and burns with ghostly white fire. The target takes 2d8 essence damage at the beginning of each of its turns. If the target achieves a result of Critical or higher on the saving throw, the spell ends.

WARPING OPTIONS

+2 PP: target an additional creature (max 5).

PARIAH PP 10 #

CURSE ENCHANTMENT SAVE

Tradition divinity, ethereal

Cast 3 AP (somatic, verbal)

Range touch; Targets 1 creature

Saving Throw Will

You place a curse upon a target that makes creatures react to them badly. The effects of the spell are determined by the targets saving throw.

Critical The target is unaffected.

Success For 10 minutes, the target has disadvantage whenever attempting a Deception, Diplomacy, Intimidate, or Perform check, and creatures they encounter have an initial attitude toward them of one step worse (for instance, unfriendly instead of indifferent).

Failure As success, but the effect is permanent.

Fumble As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse.

WARPING OPTIONS

+4 PP: target up to 10 creatures.

PASS WITHOUT TRACE PP 2 #

EARTH UTILITY WARDING

Tradition verdant

Cast 2 AP (somatic, verbal)

Duration 1 hour

You conceal the traces of your passage, making it significantly more difficult for others to track your movements. The DC of checks made to track you gains a +4 status bonus, or it becomes equal to your spell DC, whichever option is higher.

Be aware that you can benefit from the effects of only one casting of this spell at a time.

WARPING OPTIONS

+1 PP: the duration increases to 8 hours.

+4 PP: the spell has a range of 20 feet and an area of a 20-foot-emanation, affecting up to 10 creatures of your choice within that area.

PASSWALL PP 10 #

EARTH TRANSLOCATION UTILITY

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range touch; Area 5-foot-wide, 10-foot-tall, 10-foot deep section of wooden, plaster, or stone wall

Duration 1 hour

You create a tunnel that becomes visible within the designated area, effectively displacing the solid wall with empty space. If the wall's thickness exceeds 10 feet, the tunnel ends after 10 feet. It's important to note that the presence of even a thin layer of metal within the wall prevents this spell from taking effect. This spell does not compromise the structural integrity of the affected surface.

When the spell ends, any individuals inside the tunnel will be instantly transported to the nearest exit point.

WARPING OPTIONS

+2 PP: the tunnel can be up to 20 feet deep. The areas of the wall that contain your tunnel's entrance appear completely normal (unless viewed with true seeing or a similar effect), despite the tunnel's existence. The tunnel's entrance functions as a solid wall, but you can specify a password or a trigger, allowing creatures to enter the tunnel freely.

PETRIFICATION PP 14 #

ALTERATION EARTH SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 120 feet; Targets 1 creature made of flesh

Saving Throw Fortitude; Duration varies

You attempt to transform the target's flesh into solid stone. The target must make a Fortitude save.

Critical The target is unaffected.

Success The target is slowed 1 for 1 round.

Failure The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (or 2 on a critical failure). A successful save reduces the slowed condition by 1. When a creature is unable to act due to the slowed condition from flesh to stone, the creature is permanently non-magically petrified. The spell ends if the creature is petrified or the slowed condition is removed.

Fumble As failure, but the target is initially slowed 2.

WARPING OPTIONS

+1 PP: if cast upon a creature which has already been petrified this spell restores them to their normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.

PHANTASMAL KILLER PP 8 #

FEAR SAVE SHADOW

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 100 feet; Targets 1 living creature

Saving Throw Will

You conjure a phantasmal manifestation of the most terrifying creature imaginable, visible only to the spell's intended target. While you perceive only a faint outline of the illusion, the target perceives the killer in vivid detail as it launches its assault. The nature of the killer's impact is determined by the target's Will save.

Critical The target is unaffected.

Success The target takes 4d6 Mental damage and is frightened 1.

Partial The target takes 6d6 Mental damage, a Minor Critical and is frightened 2.

Failure The target takes 8d6 Mental damage, a Light Critical and is frightened 2.

Fumble The target is so afraid it might die. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes 12d6 Mental damage, a Serious Critical, is fleeing until the end of its next turn, and is frightened 4.

WARPING OPTIONS`

+1 PP: the damage increases by 1d6 on a failure and by 2d6 on a fumble.

PHANTASMAL REVENGE PP 16 #

FEAR SAVE SHADOW

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 100 feet; Targets 1 dead creature

When you cast this eerie spell upon a creature slain in the last week, you cause a ghastly, spectral image of it to rise up from its corpse, shrieking for vengeance before it vanishes in a radius of unnatural light. This phantom then unerringly seeks out the creature that killed it, as long as that creature is on the same plane, and tries to slay its killer in turn. Only the corpse's killer can see the phantasmal image created by this spell. You and any others who witness the spell's casting or its ultimate effects see only a vague shape. The creature that killed it is then subjected to a phantasmal killer spell. Any given body can only be targeted by a phantasmal revenge spell once.

WARPING OPTIONS

+1 PP: target can have died within the last month.

+2 PP: target can have died within the last year.

PHANTOM PP 8 #

FEAR SAVE SHADOW

Tradition ethereal

Cast 2 AP (somatic, verbal)

Range 100 feet; Targets 1 living creature

Saving Throw Will

You create a phantasmal image of an enemy of the subject simply by forming the thoughts of the subject’s subconscious mind into something that its conscious mind can visualize: this enemy. Only the spell’s subject can see the enemy.

The enemy has the same capabilities as the target but does no damage (always misses, or the target always makes saving throws).

The target gains no initial saving throw against this spell, but if they have reason to believe that the phantom is not real, they may then make a Will saving throw to negate the effect.

WARPING OPTIONS

+1 PP: the phantom does not attack and taunts them instead. The taunting phantom will attempt to lead the target into physical danger as quickly as possible (run through a trapped door, jump across a ravine etc.)

+2 PP: the phantom is more substantial and inflicts mental damage (but no criticals) on attacks.

+3 PP: the phantom is almost real and inflicts mental damage and criticals at -20 on all attacks.

PHANTOM STEED PP 4 #

TRANSLOCATION UTILITY

Tradition arcane, ethereal, verdant

Cast 10 minutes (somatic, verbal)

Range 30 feet

Duration 8 hours

You summon a Large, ethereal creature with the appearance of a horse. The steed can be ridden only by you or by the one person for whom you specifically created the mount. The phantom steed features a black head and body, a gray mane and tail, and smoke-coloured, intangible hooves that produce no sound. It even appears to be equipped with a saddle, bit, and bridle. Although the steed does not engage in combat, other animals instinctively avoid it and refrain from attacking.

The mount has a DB 15, DR 4, 10 HP, and automatically fails all saves. If it's reduced to 0 HP, it disappears and the spell ends. The steed has a Speed of 40 feet and can hold its rider's body weight, plus 100 lbs of weight.

WARPING OPTIONS

+2 PP: per additional steed summoned.

+4 PP: the steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain.

+6 PP: the steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also air walk but must end its turn on solid ground or fall.

+8 PP: the steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores natural difficult terrain.

PLANAR ALLY PP 8 #

TELEPORTATION TRANSLOCATION UTILITY

Tradition divinity

Cast 10 minutes (focus, somatic, verbal) Requirements Offerings worth 500 silver pieces per level of creature called

Range 30 feet; Targets one called eternal

By casting this spell, you request the gods to send you an eternal (of 5 level or less). If you know an individual creature’s name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).

You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.

The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature’s goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.

At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).

WARPING OPTIONS

+1 PP: increase the level of the summoned creature by 1

PLANAR CONTACT PP 12 #

INSIGHT REVELATION UTILITY

Tradition arcane

Cast 10 minutes (material, somatic, verbal)

Duration 1 minute

You can send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there.

You must make a Will save, against your save DC, you suffer an amount of fatigue equal to how much you fail the saving throw by.

On a successful saving throw, you can ask the entity up to five questions. You must ask your questions before the spell ends. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. (All questions are answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer.). A short phrase may be used if deemed appropriate.

You must Sustain the Spell in order to ask questions at the rate of one per round.

PLANAR ENQUIRY PP 6 #

TELEPORTATION TRANSLOCATION UTILITY

Tradition arcane, divinity

Cast 10 minutes (focus, somatic, verbal) Requirements Offerings worth 100 silver pieces per level of creature called

Range 30 feet; Targets one called eternal

This spell calls a creature of up to level 4 from another plane to your precise location. When you call a creature using planar enquiry, the only task that you can ask of the creature is for it to answer questions or gather information regarding a specific topic (a person, a place, or a thing). After hearing your request, if the creature has an appropriate skill, it can attempt a check to provide the information it has. If it lacks such a skill, the called creature leaves for 1d4 hours to gather this information. Upon its return, you make a Gather Information check using your Spell Tradition Skill and use the result to determine what information the creature has gathered about the subject. The called creature stays for up to 10 minutes as it relays this information to you, after which it departs to its home plane. If the creature is attacked or damaged at any time during the spell’s duration, the spell ends and the creature returns to the plane from which you summoned it.

When you cast this spell, you can choose a specific kind of eternal to call, even calling an individual creature by name. The kind of eternal called doesn’t alter the effects of the spell, but when you use planar inquiry to summon a creature with an aligned or elemental trait, the spell gains that trait.

WARPING OPTIONS

+1 PP: increase the level of the called creature by 1

PLANE SHIFT PP 14 #

TELEPORTATION TRANSLOCATION UNCOMMON UTILITY

Tradition all

Cast 10 minutes (focus, material, somatic, verbal)

Range touch

Targets 1 willing creature, or up to 8 willing creatures joining hands

You and your allies embark on a journey through the planes of existence. By utilizing a magic tuning fork attuned to a specific plane of existence, you can transport yourselves to another realm, such as the Plane of Fire, the Shadow Plane, or the Abyss. Precise knowledge of the destination plane is required which must be obtained with the Study Target (Planes) action. You also require a tuning fork crafted from a material native to that plane.

The spell's teleportation is not precise. Upon arrival, you and your allies find yourselves approximately 1d20x25 miles away from the last known location which was stored using Study Target. In the case of the first visit to a particular plane by all targets, you materialize at a random location within that plane. Regrettably, plane shift does not provide a direct means of return travel. However, casting plane shift once more enables you to return to your previous plane, unless there are exceptional circumstances preventing such a return.

POLAR RAY PP 16 #

ATTACK COLD INVOCATION

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 120 feet; Targets 1 creature

Base Damage 1d8

A blue-white ray of freezing air and ice springs from your hand. This ray inflicts 10d8 cold damage on a successful spell attack. Additionally, the outcome of the spell varies based upon the attack result.

Critical The target takes 10 Soul Drain.

Success The target takes 5 Soul Drain.

POLYMORPH OTHER PP 14 #

ALTERATION POLYMORPH SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration varies

You transform the target creature into a harmless animal appropriate to the area, with effects based on its save.

Critical The target is unaffected.

Success The target's body gains minor features of the harmless animal. Its insides churn as they partially transform, causing it to be sickened 1. When it recovers from the sickened condition, its features revert to normal.

Failure The target transforms for 1 minute but keeps its mind. If it spends all its actions on its turn concentrating on its original form, it can attempt a Will save to end the effect immediately.

Fumble The target is transformed into the chosen harmless animal, body and mind, for an unlimited duration.

PORTAL MAELSTROM PP 14 #

SAVE TELEPORTATION TRANSLOCATION

Tradition arcane

Cast 3 AP (material, somatic, verbal)

Range 120 feet; Area 30-foot radius

Saving Throw Reflex; Duration 1 minute

You tear reality open into a swirling nexus of unstable gateways, creating a maelstrom of portals that drag creatures through planar rifts. All creatures must make a saving throw at the beginning of their turn:

Critical The creature leaps free of the pull and is unaffected.

Success The creature takes 4d8 force damage and is slowed 1 for 1 round.

Failure The creature takes 8d8 force damage and is teleported 1d4×10 feet in a random direction, landing prone.

Fumble The creature takes 12d8 force damage and is shunted into an adjacent plane (GM chooses) for 1 round before being expelled back into an open space near the maelstrom.

As well as the above effects, each target takes a force critical as if the saving throw was Basic.

While the maelstrom persists, the area is difficult terrain.

POSSESSION PP 14 #

MENTAL POSSESSION SAVE SOUL

Tradition ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 living creature

Saving Throw Will; Duration 1 minute (D)

You project your consciousness and soul into the body of the target, seeking to take control. The target must make a Will save to resist your possession. You can choose to use the effects of a degree of success more favourable to the target if you prefer.

While you inhabit the target's body, your own physical form remains unconscious and unable to awaken naturally. You gain complete sensory perception of the possessed body and experience everything the target does. If the body you possess perishes, the spell immediately ends. At that moment, you must succeed at a Fortitude save against your spell DC. Failure results in temporary paralysis for 1 hour, while a critical failure extends the paralysis to 24 hours.

In the event that the spell concludes during a combat encounter, you retain control until just before the possessed creature's initiative count, allowing you to take appropriate actions before relinquishing control.

Critical The target is unaffected.

Success You possess the target but can't control it. You ride along in the body while the spell lasts.

Failure You possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target's turns, it attempts another Will save. If it fails, it's controlled by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends.

Fumble You possess the target fully, and it can only watch as you manipulate it like a puppet. The target is controlled by you.

WARPING OPTIONS

+2 PP: the duration is 10 minutes, and you can physically enter the creature's body, protecting your physical body while the spell lasts.

+6 PP: the duration is unlimited, and you can physically enter the creature's body, protecting your physical body while the spell lasts.

POWER CRYSTAL PP 2 #

UTILITY WARDING

Tradition all

Cast 10 minutes (material, somatic, verbal)

Range touch

Duration 24 hours

You create a small crystal of raw magical energy, which appears in your hand. The crystal “contains” 1 PP, which any character holding it can use as if it was part of their PP reserve. The crystal dissolves into nothingness when the Duration expires or when all the PPs it contains are used up.

WARPING OPTIONS

+1 PP: increase the PPs contained in the crystal created by this Spell by 1.

PRAYER PP 6 #

AUDITORY ENCHANTMENT MENTAL UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Area 30-foot radius (B)

Duration 1 minute (Sustained)

You and each ally gain a +1 luck bonus with attack checks, skill checks, and Will saves. Furthermore you and each ally also gain a +1 luck bonus to damage checks.

All foes within the radius of the spell suffer the same modifiers as a penalty.

PRESCIENCE PP 2 #

INSIGHT UTILITY

Tradition arcane, divinity, ethereal

Cast 10 minutes (somatic, verbal)

Duration 1 hour (D)

You gain a powerful sixth sense. Once during the Duration, you may end this spell as a free action to gain a +2 circumstance bonus with your next attack check, skill check, or saving throw. Alternately, you may dismiss this spell as a free action to gain a +2 circumstance bonus to DB for the next attack made against you. In either case you must end the spell and apply the bonus before dice are rolled.

WARPING OPTIONS

+2 PP: you increase the bonus by +1 (max +4)

+4 PP: you affect all allies in a 20-foot radius when you cast the spell

PROJECT IMAGE PP 14 #

MENTAL SHADOW UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet

Duration Sustained (1 minute)

You create an illusory duplicate of yourself. To maintain the spell, you must remain within the range of the projected image. If you lose sight of the image at any point, the spell immediately ends.

When casting spells that don't have a radius, you have the flexibility to choose whether the spell's effects originate from your actual body or the illusory duplicate. Although the image appears visually real, it lacks substance and cannot directly benefit from any spells. However, visual manifestations associated with the spells can still be observed through the image.

The illusory duplicate possesses the same defensive capabilities and saving throws as you do. However, if the image is struck by an attack or fails a saving throw, the spell ends, causing the image to dissipate.

WARPING OPTIONS

+1 PP: the maximum duration you can Sustain the Spell increases to 10 minutes

PROTECTION PP 2 #

UTILITY WARDING

Tradition divinity

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Duration 1 minute

You ward a creature against a specified aligned trait. Choose chaos, evil, good, or order when you cast this spell. The target gains a +2 status bonus to DB and saving throws against creatures and effects of the chosen aligned trait. This bonus increases to +4 against effects from such creatures that would directly control the target and against attacks made by summoned creatures of the chosen aligned trait.

This spell gains the trait that opposes the aligned trait you chose—if you choose chaos, this spell gains the order trait, and vice versa; if you choose evil, this spell gains the good trait, and vice versa.

PROTECTION FROM ARROWS PP 6 #

UTILITY WARDING

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 willing creature

Duration 1 hour or until discharged

The warded creature gains resistance to missile attacks. This spell only provides resistance against missile attacks of large or smaller size.

Once the spell has provided resistance against a total of 10 attacks, it is discharged.

WARPING OPTIONS

+4 PP: increase the duration to 8 hours.

PROTECTIVE CIRCLE PP 6 #

ALIGNED UTILITY WARDING

Tradition divinity, ethereal

Cast 3 AP (material, somatic, verbal)

Range touch

Area 10-foot radius centred on the touched creature

Duration 1 minute

You ward the target and those in its radius, shielding them against a specific aligned trait. You can select from chaos, evil, good, or order, and the spell automatically gains the opposing trait.

Within the area of effect, creatures benefit from a +2 status bonus to their DB when defending against attacks made by creatures exhibiting the chosen aligned trait. They also gain the same bonus to their saving throws when resisting effects originating from such creatures.

Furthermore, the bonus increases to +4 when defending against effects from creatures of the chosen aligned trait that have direct control over the target. Additionally, attacks made by summoned creatures belonging to the chosen aligned trait are also subject to the heightened +4 DB bonus.

Summoned creatures of the chosen aligned trait, whether willingly or not, are unable to enter the protected area without first succeeding at a Will save. If multiple attempts are made, the result of the first successful save is applied to subsequent attempts.

WARPING OPTIONS

+1 PP: the bonus increases by +1 (max +6).

+2 PP: the duration increases to 1 hour.

PRYING EYE PP 10 #

INSIGHT SCRYING UTILITY

Tradition arcane, divinity, ethereal

Cast 1 minute (material, somatic, verbal)

Range see text

Duration 10 minutes

You summon a prying eye which has the appearance of an eyeball roughly the size of an apple. You can use your actions to move the eye which has a fly speed of 30 feet.

You can use a 3 AP concentrate action to transfer your vision to the eye (or back) which sees in all directions with your normal visual senses. Whilst you are viewing through the eye you have the blinded condition.

There is no limit to how far from you the eye can move, but the spell ends immediately if you and the eye ever cease to be on the same plane of existence. You can attempt Search actions through the eye if you want to attempt Perception checks with it. Any damage dealt to the eye destroys it and ends the spell.

WARPING OPTIONS

+1 PP: the eye is invisible.

+2 PP: any spells or effects that alter your vision are transferred to the eye.

PUNISHING WINDS PP 16 #

AIR INVOCATION UTILITY

Tradition verdant

Cast 3 AP (material, somatic, verbal)

Range 100 feet

Area 30-foot radius, 100-foot-cylinder

Duration sustained up to 1 minute

A maelstrom engulfs the designated area, unleashing fierce winds and a potent downdraft. The force of this cyclone impacts all airborne creatures, forcing them to descend 40 feet. The area, becomes formidable terrain for flying creatures and difficult terrain for creatures on the ground. Should any flying creature end its turn airborne within the area, it is compelled to descend an additional 20 feet.

Furthermore, any creature pushed by the winds into a surface experiences bludgeoning damage equivalent to that of a fall.

The outermost area of the cylinder acts as a barrier, preventing creatures from leaving. These areas are formidable terrain, and a creature attempting to push through must succeed at an Athletics check or Acrobatics check to Manoeuvre in Flight against your spell DC to get through. A creature that fails ends its current action but can try again.

PURIFY PP 2 #

SOUL UTILITY

Tradition divinity, verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 cubic foot of contaminated food or water

This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. One cubic foot of liquid is roughly 8 gallons.

QUALM PP 6 #

EMOTION ENCHANTMENT SAVE

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Target 1 creature

Duration 1 minute; Saving Throw Will

You cause the target to suddenly become beset with unexplainable doubts about the effectiveness of their actions and the righteousness of their cause.

Critical The target is unaffected.

Success The target takes a –1 status penalty to all actions for 1 round.

Failure The target takes a –2 status penalty to all actions for the duration of the spell.

Fumble The target takes a –4 status penalty to all actions for the duration of the spell.

WARPING OPTIONS

+1 PP: per additional target.

QUENCH PP 4 #

SAVE WARDING WATER

Tradition verdant

Cast 2 AP (somatic, verbal)

Range 120 feet; Area 20-foot radius

Base Damage 1d8

You release a massive amount of water vapour into the air. Non-magical fires within the area are extinguished and fire creatures take 4d8 damage (basic Fortitude). Select a specific enchanted flame, fire-based spell, or fire-infused item within the vicinity, and attempt to counteract. If you succeed against an item, the item loses its fire properties for 10 minutes. If the target is an artifact or similarly powerful item, you automatically fail to counteract it.

WARPING OPTIONS

+3 PP: spell gains the sustained duration and you may move it to a different area each turn.

RAGE PP 2 #

ENCHANTMENT MENTAL UTILITY

Tradition divinity, ethereal, verdant

Cast 3 AP (somatic, verbal)

Range touch; Targets one willing creature

Duration Sustained (1 minute)

You invoke the hidden fury within the target and send them into a frenzy. Whilst the target is under the effects of the spell they apply the following:

Cannot Fight Defensively, use the Full Defend action or use any kind of defensive reaction.

Gains a +1 bonus to Strength and Constitution.

Can’t use actions with the concentrate trait.

Gain a +1 bonus to mental saving throws

When the spell ends the target is fatigued 10 for 1 hour.

WARPING OPTIONS

+4 PP: effect up to 10 targets within 20-feet.

+6 PP: increase bonuses by +1.

RAINBOW CLOAK PP 10 #

LIGHT SHADOW UTILITY VISUAL

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet Targets 1 creature

Saving Throw Will; Duration 1 minute

A vibrant cloak adorned with swirling colours envelops the target, creating dazzling visual effects. Creatures standing adjacent to the target become dazzled, their vision momentarily disrupted by the radiant display. Furthermore, when a creature launches a melee attack against the target, a brilliant flash of light erupts upon impact.

Upon successfully hitting the target with a melee attack, the attacker must immediately make a Will save to resist the effects. However, the attacker is temporarily immune to this effect until the end of their turn.

Success The creature is unaffected.

Failure The attacker is blinded for 1 round.

Fumble The attacker is stunned for 1 round.

RAMIREZ RHYTHM PP 6 #

ENCHANTMENT MENTAL SAVE

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration 1 minute

This spell causes the target to begin clapping like a madman. The target must attempt a Will Saving Throw.

Critical The creature is unaffected.

Success The target is plagued with uncontrollable clapping. It can't use reactions.

Failure The target is slowed 1 and can't use reactions.

Fumble The target falls prone and can't use actions or reactions for 1 round. It then suffers the failure effects.

RAPID REPAIR PP 12 #

ALTERATION UTILITY

Tradition arcane

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 construct

The target construct gains fast healing 1. This does not stack with any fast healing the construct already has. Fast healing has no effect on a construct that has been destroyed.

WARPING OPTIONS

+1 PP: increase the fast healing by 1 (max 5).

RAY OF ENFEEBLEMENT PP 2 #

ESSENCE EVIL SAVE SOUL

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Fortitude; Duration 1 minute

A strength sapping ray of energy erupts from your outstretched hand. If you succeed in touching the target, they must make a Fortitude save in order to determine the spell's effect. If you critically succeed on your Spellcraft attack check, use the outcome for one degree of success worse than the result of its save.

Critical The target is unaffected.

Success The target is weakened 1.

Failure The target is weakened 2.

Fumble The target is weakened 3.

Be aware that the results of this spell do not stack and a target affected multiple times will only suffer the most detrimental result.

READ AURA PP 0 #

CANTRIP DETECTION INSIGHT UTILITY

Tradition all

Cast 1 minute (somatic, verbal)

Range 30 feet; Targets 1 object

You target any one object in an attempt to discern its magical aura. You learn if the item is magical and also determine its school of magic.

You also determine if an item is an illusion if its PP cost is lower than your caster level

CASTER LEVEL MODIFICATIONS

CL 5: You can target up to 10 objects.

CL 15: You can target any number of objects.

REGENERATE PP 10 #

ESSENCE HEALING SOUL UTILITY

Tradition divinity, verdant

Cast 1 minute (somatic, verbal)

Range touch; Targets 1 willing living creature

Duration 1 minute

An infusion of positive energy replaces a targets lost or destroyed limb, organ, or body part.

The creature can also reattach severed body parts by spending an Interact action to hold the body part to the area it was severed from.

The replaced part won’t be immediately functioning, but will be able to be healed normally.

WARPING OPTIONS

+1 PP: the casting time is 2 AP (somatic, verbal).

+1 PP: the target gains fast healing 5 for duration.

CASTER LEVEL MODIFICATIONS

CL 15: the fast healing becomes regeneration.

REINCARNATION PP 10 #

ESSENCE HEALING SOUL UTILITY

Tradition verdant

Cast 10 minutes (material, somatic, verbal)

Range touch; Targets 1 dead creature

You attempt to reincarnate a target creature. This allows you to bring back a dead creature in another body. The subject cannot have been dead for more than your caster level in days. If the check succeeds and the subject’s soul is free and willing to return, they are reincarnated into a new body. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

The new body can be of any race and the exact result will be determined by the GM.

REJOINING PP 8 #

ESSENCE HEALING SOUL UTILITY

Tradition divinity, ethereal

Cast 1 minute (somatic, verbal)

Range touch; Targets 1 creature

You can reattach a target severed limb or body part to its original place. The target will not be immediately functioning but will be able to be healed normally.

REMOVE CURSE PP 8 #

ESSENCE HEALING SOUL UTILITY

Tradition divinity, ethereal, verdant

Cast 10 minutes (material, somatic, verbal)

Range touch; Targets 1 creature

You touch the target and attempt to counteract one curse afflicting them. If the source of the curse originates from an item, the counteract allows the target to discard the item but does not remove the curse from it.

REMOVE DISEASE PP 6 #

ESSENCE HEALING SOUL UTILITY

Tradition divinity

Cast 10 minutes (material, somatic, verbal)

Range touch; Targets 1 creature

Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target.

REMOVE FEAR PP 4 #

ENCHANTMENT UTILITY

Tradition divinity, ethereal, verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

With a touch, you ease a creature's fears. You can attempt to counteract a single fear effect that the target suffers from. This frees only the target, not any other creatures under the fear effect.

WARPING OPTIONS

+1 PP: you can target an additional creature.

+2 PP: increase the range of the spell to 30 feet.

REMOVE PARALYSIS PP 4 #

HEALING SOUL UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

A surge of energy frees a paralyzed creature. You can attempt to counteract a single effect imposing the paralyzed condition on the target. This does not cure someone who is paralyzed from some natural state or effect, such as paralysis caused by non-magical wounds or toxins.

WARPING OPTIONS

+1 PP: you can target an additional creature.

REPULSION PP 10 #

MENTAL SAVE WARDING

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Area 10-foot emanation

Saving Throw Will; Duration 1 minute

You create a barrier which prevents creatures from approaching you. Any creature that is within the spells area of effect, or who attempts to enter it must make a saving throw.

Critical The creature's movement is not restricted.

Success The creature treats each square in the area as difficult terrain when moving closer to you.

Failure The creature can't move closer to you within the area.

Failure As failure and the creature falls prone.

Once a creature has made a saving throw against this casting of the spell, they keep that result for its duration.

WARPING OPTIONS

+2 PP: the saving throw is also Basic to avoid 2d8 force damage.

RESILIENT SPHERE PP 8 #

FORCE UTILITY WARDING

Tradition arcane

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 Large or smaller creature

Duration 1 minute

You create an immobile sphere of force to either trap or protect the target, blocking anything that would pass through the sphere. The sphere has DB 10, Hardness 10, and 40 HP. It's immune to critical hits and precision damage. Disintegrate destroys the sphere instantly. If the target is unwilling, they may make a Reflex save to avoid the sphere.

Critical The target disrupts the sphere's integrity, causing it to collapse entirely.

Success The sphere functions normally but has only 10 HP instead of 40.

Failure The sphere has its normal effect.

WARPING OPTIONS

+4 PP: Hardness +2 (max 14) and HP +10 (max 60).

RESIST ENERGY PP 4 #

ELEMENT UTILITY WARDING

Tradition all

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Duration 10 minutes

You protect a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance against the damage type you chose.

WARPING OPTIONS

+2 PP: you can target an additional creature.

+4 PP: you may add an additional energy type.

RESISTANCE PP 2 #

UTILITY WARDING

Tradition all

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 willing creature

Duration 10 minutes

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus to any one of its saving throws (selected when casting).

WARPING OPTIONS

+2 PP: affect all saving throws.

+4 PP: increase the bonus by +1 (max +5).

RESONANCE MANIPULATION PP 6 #

SHADOW UTILITY VISUAL

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature or object

Duration 10 minutes (D)

You choose a specific alteration to apply to the sounds made by the target. This alteration could include making something silent produce sound, changing the voice of a creature, amplifying or dampening a sound, or transforming one sound into another.

A creature that succeeds at a Perception or Sense Motive check against your spell DC can determine that the sound was altered by magic, including hearing faint traces of the original sound if you dampened it. However, they cannot discern the true nature of the altered sound unless they get a critical result on the check.

While Resonance Manipulation can obscure or alter sounds, it does not prevent a creature from using verbal spell components. However, it does hinder auditory effects that rely on accurate hearing by other creatures.

An unwilling target can attempt a Will save.

Success The affected sound from the creature isn't altered.

Failure The affected sound from the creature is altered in the way you determine.

Fumble The affected sound from the creature is altered and the target takes a -2 status penalty to mental ability scores for 1 minute as it struggles with the disorienting effects of its altered sound.

RESTORATION PP 2 #

ESSENCE HEALING SOUL UTILITY

Tradition divinity, ethereal, verdant

Cast 1 minute (somatic, verbal)

Range touch; Targets 1 creature

You channel healing energy into the target over the course of the spell duration. This reduces the fatigued condition by 1.

WARPING OPTIONS

+1 PP: instead reduce the dazed or weakened conditions by 1.

+2 PP: instead reduce the injured condition by 1.

+2 PP: increase the amount of a condition reduced by 1 (or 5 for soul drain).

+4 PP: instead cure 5 points of soul drain.

+5 PP: cast time changes to 3 AP.

+6 PP: instead reduce the Doomed Condition.

Be aware this spell removes the penalty but does not necessarily repair permanent damage such as missing body parts and does not stop bleeding or other conditions. Furthermore, a creature may only benefit from one restoration spell each day.

HEALING MISCELLANOUS INJURIESSome critical injuries will leave a penalty without an attached condition. If this is the case, the injury can be healed using the Restoration spell. In this case, each severity level of the injury is considered to be the Injured 1 condition for healing purposes.Be aware that if a specific spell (such as Regenerate) can be used to heal an injury, then Restoration cannot be used.HEALING MISCELLANOUS INJURIESSome critical injuries will leave a penalty without an attached condition. If this is the case, the injury can be healed using the Restoration spell. In this case, each severity level of the injury is considered to be the Injured 1 condition for healing purposes.Be aware that if a specific spell (such as Regenerate) can be used to heal an injury, then Restoration cannot be used.

RESTORE SENSES PP 4 #

ESSENCE HEALING SOUL UTILITY

Tradition divinity, ethereal, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

You attempt to counteract an effect that has inflicted the blinded or deafened conditions upon the target, seeking to restore their sight or hearing. This counteract action can address both temporary or permanent effects but cannot heal a physical injury or natural loss.

WARPING OPTIONS

+2 PP: you can target an additional creature.

+4 PP: you can regenerate any one damaged or destroyed eye/ear. The casting time changes to 10 minutes.

RESURRECTION PP 12 #

ESSENCE HEALING RARE SOUL UTILITY

Tradition divinity

Cast 10 minutes (material, somatic, verbal)

Requirements gemstones worth 200 gp x the targets level

Range 10 feet; Targets 1 dead creature of 12th level or lower

You restore life to a dead character whose body is whole and present, whose soul is free and willing to return, and who’s been dead no longer than 7 days.

If the spell is successful, the character is restored to life with 1 Hit Point, 0 Power Points, no points in any pools or any other daily resources, and still with any long-term debilitations of the old body.

Be aware that if the spell check fails, it cannot be attempted again on the same target.

The time in the realm of the dead leaves the target temporarily debilitated, giving it the injured 2 condition for 1 week; this condition cannot be removed or reduced by any means.

A character returned to life will often have some kind of personality and/or appearance change.

Be aware that being restored to life is a traumatic experience and the targets Death State is reduced by 1 each time it occurs. If a targets Death State is reduced to 0, their soul is destroyed or corrupted (GM discretion).

WARPING OPTIONS

+1 PP: level of the creature that you can resurrect increases by 1.

+2 PP: the target can have been dead for up to 1 year.

RETROCOGNITION PP 14 #

INSIGHT REVELATION UTILITY

Tradition ethereal

Cast 1 minute (material, somatic, verbal)

Duration sustained

By attuning your mind to the ethereal echoes of the past, you unlock glimpses into the history of your present surroundings. Through the power of retrocognition, you can perceive psychic impressions of events that transpired in the current location. Within the initial minute of the spell's duration, you gain access to impressions from the preceding day. As each minute elapses, the focus of your insights shifts to the day that came before, and so forth. These echoes do not manifest as vivid visions but rather as fragments of emotions and symbolic representations, offering enigmatic clues and details about the past.

Witnessing a traumatic event (GM discretion) ends the spell unless you succeed at a Will save with a DC of at least 25 and possibly as much as 30, depending on the severity of the event.

WARPING OPTIONS

+2 PP: you gain impressions of events that occurred over the previous year for each minute you concentrate, instead of the previous day, though the details diminish, making it harder to distinguish impressions from all but the most major events.

+4 PP: you gain impressions of events that occurred over the previous century for each minute you concentrate, instead of the previous day, though the details diminish, making it almost impossible to distinguish impressions from all but the most major events.

REVERSE GRAVITY PP 16 #

ALTERATION UTILITY

Tradition arcane, ethereal, verdant

Cast 3 AP (material, somatic, verbal)

Range 120 feet

Area 20-foot radius, 40-foot tall cylinder

Duration 1 minute

You alter the gravitational forces within the designated area, causing them to reverse direction.

Unsecured creatures and objects within the area begin to ascend upwards towards the top of the area. Creatures and objects move as if falling in the opposite direction of normal gravity. They can still move and act normally within this reversed gravity field, though they must use appropriate means (such as climbing or flying) to navigate or remain in place.

A creature might be able to Grab an Edge (Climbing) to arrest its fall if it falls past an appropriate surface. If a creature hits a solid object, it takes the appropriate amount of falling damage and lands on the surface.

When reverse gravity ends, all creatures and objects caught in the area fall back down. Likewise, anything that moves beyond the spell's area is subjected to normal gravity again.

RIDE THE LIGHTNING PP 6 #

ELECTRICITY TRANSLOCATION UTILITY

Tradition verdant

Cast 2 AP (somatic, verbal)

Range 120 feet

A bolt of lightning appears beneath your feet, carrying you to any location within the range of the spell which you have line of sight to. This lightning cannot cause damage, nor may it penetrate objects or barriers, though it may thread between objects and through openings if you can fit.

WARPING OPTIONS

+1 PP: take a willing target with you.

+2 PP: cast the spell as two verbal actions, thus avoiding reactions.

+10 PP: you physically become a line of lightning materialising at your destination. Any creatures that you pass through must make a basic Reflex save against 8d12 electricity damage.

ROPE TRICK PP 2 #

ALTERATION UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 100 feet

Targets up to 50 feet of rope or a non-living rope-like object

Duration 1 minute (S)

You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time you Sustain the Spell.

Bind (attack) The rope attempts to partially bind a creature. Make an attack against the target. The target inflicts no damage but if it hits, the target takes a –10-foot circumstance penalty to its Speed (–20-foot if a critical is indicated). This ends if the target Escapes against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2 & HP 8)

Coil The rope forms a tidy, coiled stack.

Crawl The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesn't need to be horizontal.

Knot The rope ties a sturdy knot in itself.

Loop The rope forms a simple loop at one or both ends, or straightens itself back out.

Tie The rope ties itself around a willing creature or an object that's unattended or attended by a willing creature.

Undo The rope undoes one of its knots, ties, or bindings.

WARPING OPTIONS

+1 PP: you can animate 25 more feet of rope.

RUNE OF WARDING PP 4 #

RUNE UTILITY WARDING

Tradition arcane, divinity, verdant

Cast 10 minutes (material, somatic, verbal);

Range touch; Targets 1 object or surface

Area 10-radius

Duration 8 hours

You inscribe the Rune of Warding on the target object or surface. While the rune remains, it creates a subtle protective ward centred on the inscribed point. All creatures you designate at the time of casting gain a +1 status bonus to DB and saving throws whilst in the spells radius.

WARPING OPTIONS

+2 PP: change duration to 24 hours.

RUNE OF WARNING PP 2 #

RUNE UTILITY WARDING

Tradition arcane, divinity, verdant

Cast 10 minutes (material, somatic, verbal);

Range touch; Targets 1 object

Area 30-radius centred on the object

Duration 8 hours

You inscribe the Rune of Warning on the target object specifying a particular race trait (elf, orc, etc). The Rune will glow of a soft silver light if any creature of that trait type enters the area of effect.

WARPING OPTIONS

+2 PP: change duration to 24 hours.

SANCTUARY PP 2 #

SAVE WARDING

Tradition divinity

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Saving Throw Will

Duration 1 minute

Opponents suffer waves of uncertainty when attacking one character of your choice. The first time each opponent attempts to attack the protected character, he must first make a Will save. If the target uses a hostile action, the spell ends.

Success The creature can attempt its attack and any other attacks against the target normally.

Failure The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn but may make the attempt triggering a fresh saving throw on their next turn.

Fumble The creature wastes the action and can't attempt to attack the target for the rest of sanctuary's duration.

SCINTILLATING PATTERN PP 16 #

LIGHT SAVE SHADOW VISUAL

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 120 feet; Area 20-foot radius

Saving Throw Will

Duration sustained up to 1 minute

You create a vibrant and mesmerizing pattern of colourful lights and shapes in the air. The pattern twists and dances, confusing creatures within its area. Creatures are dazzled while inside the pattern, as are those within 20 feet of the pattern's area. A creature must attempt a Will save if it is inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Search or Interact action on the pattern. A creature currently affected by the pattern doesn't need to attempt new saves.

Success The creature is unaffected.

Failure The creature is confused for 1d4 rounds.

Fumble The creature is stunned for 1d4 rounds. After the stunned condition ends, the creature is confused for the remaining duration of the spell.

SCORCHING RAY PP 4 #

ATTACK FIRE INVOCATION

Tradition arcane, verdant

Cast 1-3 AP (somatic, verbal)

Range 30 feet

Targets 1 or more creatures

Base Damage 1d6

You blast your enemies with a searing beam of fire. If your spell attack is successful, the target takes 2d6 fire damage.

For each additional action you use when Casting the Spell, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after your spell attacks have been resolved.

WARPING OPTIONS

+2 PP: the damage to each target increases by 1d6.

SCRIBERS CHANT PP 0 #

ALTERATION CANTRIP RUNE UTILITY

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Range 5 feet; Targets one or more written objects

Duration 10 minutes (S)

This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Culture skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required. The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components.

This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source.

SCRYING PP 12 #

INSIGHT SCRYING UTILITY

Tradition arcane, ethereal

Cast 10 minutes (material, somatic, verbal)

Range planetary; Targets 1 creature

Saving Throw Will

Duration sustained up to 10 minutes

You create a magical sensor that allows you to spy on either a creature, location or object of your choice.

When you cast Scrying, choose either a place you have visited, a person you know, or a specific object which is familiar to you (something stored with Study Target works). You place a magical sensor (usually an invisible eye) within 30 feet of target.

For the duration of the spell, you can use a 1 AP (Concentrate) action to perceive through the sensor as if you were there. You see and hear everything that occurs within 30 feet of the sensor. The sensor doesn't move, but you can rotate its viewpoint as a part of your action.

While scrying, you can use the Search (Perception) action to attempt to find a specific creature or object within the sensor's range.

The sensor is invisible and intangible, and it can't be physically interacted with or detected by normal means. However, it can be detected by spells and effects that reveal invisible or hidden objects.

If the target is a creature, they may make a Will save to resist.

Critical The spell fails and the target is temporarily immune for 1 week. The target also gains a glimpse of you and learns its rough distance and direction from you.

Success The spell fails and the target is temporarily immune for 1 day.

Failure The spell succeeds.

Fumble The spell succeeds, and the eye follows the target if it moves, traveling up to 60 feet

The target treats the saving throw result as one degree worse if they have been stored with the Study Target action.

SEARING RAY PP 6 #

ATTACK FIRE GOOD INVOCATION LIGHT

Tradition divinity, verdant

Cast 2 AP (somatic, verbal)

Range 120 feet; Targets 1 creature

Base Damage 1d6

You shoot a blazing ray of light tinged with holy energy. If the spell attack is successful, the ray inflicts 5d6 fire damage. If the target is a demon or undead, you deal an extra 5d6 good damage.

When the ray passes through an area of magical darkness. It attempts to counteract this darkness using your original Spellcraft check.

WARPING OPTIONS

+2 PP: the damage increases by 1d6.

SEE INVISIBILE PP 4 #

INSIGHT UTILITY

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Duration 10 minutes

Within the boundaries of your visual perception, the veil of invisibility is lifted, and the ethereal realm reveals its secrets to your discerning gaze. Objects and beings that would otherwise be hidden from sight become illuminated in your presence. You view invisible creatures as translucent shapes and ethereal beings take shape as eerie apparitions, each now having the concealed condition to you.

With this heightened sight, you effortlessly distinguish between the visible, the invisible, and those existing between realms, perceiving their true nature with clarity and understanding.

WARPING OPTIONS

+2 PP: the spell has a duration of 8 hours.

+4 PP: invisible creatures can be seen clearly and are not concealed.

SELF HEALING PP 2 #

ESSENCE HEALING SOUL UTILITY

Tradition ethereal

Cast 2 AP (somatic, verbal)

You channel your magical energy to repair your own wounds. The spell has one of the following results.

Heal yourself of 2d8 HP

Reduce your bleeding by 1

WARPING OPTIONS

+2 PP: the amount of bleeding is reduced by an additional point.

+2 PP: heal both HP and bleeding.

+2 PP: the amount of healing increases by 1d8.

SELF MIRAGE PP 2 #

SHADOW UTILITY VISUAL

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Duration 1 hour

You make yourself--including your clothing, armour, weapons, and other belongings on your person--look different. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise. You can Dismiss this spell.

WARPING OPTIONS

+2 PP: the spell also disguises your voice and scent, and it gains the auditory and olfactory traits

+4 PP: you can appear as any creature of the same size, even a specific stored individual. The spell also disguises your voice and scent, and it gains the auditory trait.

SENDING PP 10 #

INSIGHT MENTAL UTILITY

Tradition arcane

Cast 3 AP (material, somatic, verbal)

Range planetary; Targets 1 creature with whom you are familiar

You transmit a concise message containing no more than 25 words to the targeted creature. In turn, the creature can swiftly reply with its own 25-word message.

If the target is stored with the Study Target action, you may exchange up to 50 words.

SENSORY LINK PP 2 #

INSIGHT MENTAL SCRYING UTILITY

Tradition ethereal

Cast 2 AP (somatic, verbal)

Range 120 feet; Targets 1 willing creature

Duration 10 minutes

You perceive what the subject creature perceives using its sight, hearing, taste, or smell. Only one sense is linked, and you cannot switch between senses with the same casting. You make any skill checks involving senses, as the subject, and only within the subject’s field of view. You are unaware while directly sensing what the subject senses.

Once sense link is cast, the link persists even if the subject moves out of the range of the original spell (but the link does not work across planes). You are subject to any attacks that target the linked sense.

WARPING OPTIONS

+2 PP: the target can perceive through one of your senses.

+2 PP: use an additional sense of the targets.

+4 PP: cast the spell on an unwilling target who may make a Will save to negate.

SERENITY PP 12 #

CURSE ENCHANTMENT MENTAL SAVE

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Area 10-foot radius

Saving Throw Will

Base Damage 5; Duration 1 minute

All creatures in the area have their minds filled with feelings of tranquillity. Each target must make a Will Saving Throw and suffers the result every time they take an offensive action.

Critical The target is unaffected.

Success The target takes 5 Mental damage.

Failure The target takes 10 Mental damage and -20 critical injury.

Fumble The target takes 10 Mental damage and a critical injury.

SHADOW BLAST PP 10 #

INVOCATION SAVE

Tradition divinity, ethereal

Cast 2 AP (somatic, verbal)

Range varies; Area varies

Saving Throw Basic Reflex or Will

Base Damage 1d8

Harnessing the ephemeral essence of the Shadow Plane, you mould its energy into a devastating blast. Select acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, or sonic, you unleash a destructive force in the form of a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. This potent blast inflicts 5d8 damage of the chosen type upon each creature within its area of effect.

SHADOW FORM PP 8 #

SHADOW UTILITY

Tradition arcane, ethereal

Cast 2 AP (material, somatic)

Duration 10 minutes

Your body and essence dissolve into a shifting silhouette of darkness. While in shadow form you gain concealment against all attacks and can move through spaces as narrow as 6 inches without a Squeeze (Acrobatics) check.

Furthermore, you leave no scent and make little sound while moving, granting advantage to all Sneak (Stealth) checks and Hide (Stealth) checks if made in areas of visibility lower than 5 (Dim Light).

WARPING OPTIONS

+4 PP: you gain physical resistance.

SHADOW STEP PP 8 #

TRANSLOCATION UTILITY

Tradition arcane, ethereal

Cast 2 AP (material, somatic)

Range 50 feet

To use this spell, you must be in an area of dim light or darkness. You enter a shadow or area of darkness, which transports you along a coiling path of shadowstuff to another dim or dark location within range.

WARPING OPTIONS

+8 PP: when you appear at your destination, you immediately become invisible as if you had cast the invisibility spell.

SHADOW TETHER PP 6 #

ESSENCE SAVE SOUL

Tradition arcane, ethereal

Cast 2 AP (material, somatic)

Range 60 feet; Targets 1 creature

Saving Throw Basic Reflex

Base Damage 1d8; Duration 1 minute

You hurl a writhing lash of living darkness that seeks the target’s essence. The target takes 2d8 essence damage and on a failed save, becomes immobilised for the duration if they move more than 30 feet away from you.

WARPING OPTIONS

+2 PP: you may affect an additional target.

SHADOW WALK PP 10 #

TRANSLOCATION UTILITY

Tradition arcane, ethereal

Cast 1 minute (material, somatic, verbal)

Range touch

Targets you and up to 5 willing creatures touched

Duration 8 hours (D)

You and the creatures you touch are transported along a coiling path of shadow, reaching the edge where the Material Plane meets the Plane of Shadow. Although the effect is mostly illusory, the path itself has a quasi-real nature.

In the realm of shadows, you move swiftly at a speed of 50 miles per hour, traversing the borders between the Plane of Shadow and the Material Plane. This allows you to travel great distances by stepping onto the Plane of Shadow, moving as desired, and returning to the Material Plane.

Due to the blurred reality between the two planes, you cannot discern specific details of the terrain or areas you pass over during the journey. It is also impossible to accurately predict where your travel will conclude. This makes the spell unsuitable for scouting or spying purposes. Additionally, when the spell effect ends, the targets appear roughly 1 mile from their intended location on the Material Plane.

Be aware, traversing the plane of shadow in this way can often draw unwanted attention and a Resonance Event occurs if you roll a 13 on the Spellcraft check made to cast the spell.

WARPING OPTIONS

+1 PP: select an additional target.

SHADOW WEAPON PP 6 #

INVOCATION UTILITY

Tradition ethereal

Cast 2 AP (material, somatic)

Duration 1 minute

A weapon composed entirely of shadow appears in your hand. The weapon has the appearance and statistics of a melee weapon of your choice. The weapon is classed as magical and ignores the concealed condition when striking.

WARPING OPTIONS

+4 PP: the weapon has a +1 magical bonus to attacks and treats all armour DR as half (round up).

SHAPE OF THE ABERRANT PP 10 #

ALTERATION POLYMORPH UTILITY

Tradition ethereal

Cast 2 AP (somatic, verbal)

Duration 1 minute (D)

You warp your body and mind into a vessel of unfathomable alien essence, shifting into a medium aberrant form. While in your aberrant form:

You gain the Aberration and Polymorph traits.

You gain Darkvision and Telepathy (constantly as the spell)

You lose the ability to speak, but you may still cast spells that do not have a verbal component.

You retain your mental ability scores.

Your gear merges into the form and becomes inaccessible. Any static magical bonuses remain, but non-magical gear no longer provides a bonus.

You gain temporary HP equal to the 3x the PP cost of the spell.

You gain +2 to Fortitude Saving Throws.

You gain an appropriate natural attack (tentacle, claw, bite, pseudopod, etc.). Natural attacks automatically gain the Magical trait.

You may not use weapon or item-based abilities.

Choose one aberrant base form when casting:

Mind Leech: Str +0, Dex +2; Speed: 30 ft.; DR 1

Gain Psychic Lash Attack (range 30 ft) uses BSB to attack if higher than BAB, 1d10+5 damage

Chitin Horror: Str +3, Dex +1: Speed 25 ft; DR 3

WARPING OPTIONS

+1 PP: increase the duration to 10 minutes

+1 PP: gain an additional natural attack (max of two additional attacks).

+1 PP: add Climb 20 ft., Burrow 15 ft., or Swim 30 ft.

+2 PP: increase a movement speed by 10 ft.

+2 PP: increase temporary HP to 4x PP cost of spell.

+2 PP: gain resistance to a physical type of your choice (slashing, piercing, or bludgeoning).

+2 PP: add Fly 30 ft.

+2 PP: add an aberrant trait (see Appendix, max 3).

+4 PP: you may increase or decrease the size of the form by one step.

+6 PP: you may increase or decrease the size of the form by two steps.

FORM SPELLSWhen using a Form spell, you gain racial modifiers and numerous other abilities. These replace any existing physical abilities you already have and racial ability scores are also replaced. If a Form spell alters your size, these modifiers are in addition to any ability score modifiers shown in the stat block.All damage and DR is base and modified for BAB/BDB accordingly. When using a form spell you may choose the appearance of any creature of the appropriate type. This has no bearing upon the abilities you gain from the spell, but may assist you in other ways.FORM SPELLSWhen using a Form spell, you gain racial modifiers and numerous other abilities. These replace any existing physical abilities you already have and racial ability scores are also replaced. If a Form spell alters your size, these modifiers are in addition to any ability score modifiers shown in the stat block.All damage and DR is base and modified for BAB/BDB accordingly. When using a form spell you may choose the appearance of any creature of the appropriate type. This has no bearing upon the abilities you gain from the spell, but may assist you in other ways.

SHAPE OF THE ANIMAL PP 4 #

ALTERATION POLYMORPH UTILITY

Tradition verdant

Cast 2 AP (somatic, verbal)

Duration 1 minute (D)

You shapeshift into a generic medium animal form, taking on bestial features infused with natural might. While in your animal form:

You gain the Animal and Polymorph traits.

You gain Nightvision and Scent.

You lose the ability to speak or cast spells unless you have specific class features that allow it.

You retain your mental ability scores.

Your gear merges into the form and becomes inaccessible. Any static magical bonuses remain, but non-magical gear no longer provides a bonus.

You gain temporary HP equal to the PP cost of the spell.

You gain +2 to Fortitude Saving Throws.

You gain an appropriate natural attack (bite, claw etc).

You may not use weapon or item-based abilities.

Choose one of the following base forms when casting the spell:

Agile: Str +1, Dex +2; Speed: 35 ft.; DR 1

Brawn: Str +2, Dex +0: Speed 25 ft; DR 2

WARPING OPTIONS

+1 PP: increase the duration to 10 minutes

+1 PP: gain an additional natural attack (max of two additional attacks).

+1 PP: add Climb 20 ft., Burrow 15 ft., or Swim 30 ft.

+2 PP: your natural attacks gain the magical trait.

+2 PP: increase a movement speed by 10 ft.

+2 PP: increase temporary HP to 2x PP cost of spell.

+2 PP: add an animal trait (see Appendix, max 3).

+3 PP: add Fly 30 ft.

+4 PP: you may increase or decrease the size of the form by one step.

+6 PP: you may increase or decrease the size of the form by two steps.

SHAPE OF THE BEAST PP 12 #

ALTERATION POLYMORPH UTILITY

Tradition verdant

Cast 2 AP (somatic, verbal)

Duration 1 minute

You channel the might of primal legends and become a medium beast—an avatar of ancient predator instincts or legendary animal power. While in your beast form:

You gain the Beast and Polymorph traits.

You gain Darkvision, Nightvision and Scent.

You retain your mental ability scores.

Your gear merges into the form and becomes inaccessible. Any static magical bonuses remain, but non-magical gear no longer provides a bonus.

You gain temporary HP equal to the 4x the PP cost of the spell.

You gain +2 to Fortitude Saving Throws.

You gain two appropriate natural attacks (bite, claw etc), these attacks have the magical trait.

You may not use weapon or item-based abilities.

You gain a single beast trait (see Appendix).

Choose one of the following base forms when casting the spell:

Predator: Str +4, Dex +2; Speed: 40 ft.; DR 3

Brawn: Str +6, Dex +0: Speed 30 ft; DR 5

WARPING OPTIONS

+1 PP: increase the duration to 10 minutes

+1 PP: gain an additional natural attack (max of two additional attacks).

+1 PP: add Climb 30 ft., Burrow 30 ft., or Swim 50 ft.

+1 PP: add a beast trait (see Appendix, max 3).

+1 PP: gain immunity to either Frightened, Prone or Stunned.

+2 PP: increase a movement speed by 10 ft.

+2 PP: add Fly 50 ft.

+2 PP: you may increase or decrease the size of the form by one step.

+1 PP: gain immunity to either Frightened, Prone or Stunned.

+4 PP: you may increase or decrease the size of the form by two steps.

SHAPE OF THE ELEMENTAL PP 10 #

ALTERATION POLYMORPH UTILITY

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Duration 1 minute (D)

You infuse your body with the pure essence of one of the primal planes, transforming into a medium elemental form. While in your elemental form:

You gain the Elemental (based upon your form) & Polymorph traits.

You gain Darkvision.

You retain your mental ability scores.

Your gear merges into the form and becomes inaccessible. Any static magical bonuses remain, but non-magical gear no longer provides a bonus.

You gain temporary HP equal to 3x the PP cost of the spell.

You gain +2 to Fortitude Saving Throws.

You gain a slam natural attack. This attack inflicts bludgeoning damage for Air, Earth and Water or Fire damage for Fire forms.

You may not use weapon or item-based abilities.

Choose one of the following base forms when casting the spell:

Air: Str +1, Dex +4; Speed: Fly 60 ft.; DR 1;

Traits Hover, Immunity to Electricity.

Earth: Str +4, Dex +0: Speed 25 ft, Burrow 20 ft; DR 4; Traits Immunity to Acid.

Fire: Str +2, Dex +3: Speed 30 ft; DR 2; Traits Immunity to Fire.

Water: Str +3, Dex +2: Speed 20 ft, Swim 50 ft; DR 3; Traits Immunity to Cold

WARPING OPTIONS

+1 PP: increase the duration to 10 minutes.

+1 PP: gain an additional immunity normally available to your elemental type (bleeding, paralysis, poison, sleep etc).

+2 PP: add an elemental trait (see Appendix, max 3).

+2 PP: increase or decrease the size of the form by one step.

+4 PP: you may increase or decrease the size of the form by two steps.

SHAPE OF THE ETERNAL PP 12 #

ALTERATION POLYMORPH UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Duration 1 minute (D)

You embody the essence of your deity’s aligned force, transforming into a medium eternal — a sacred or profane champion of the outer planes. While in your eternal form:

You gain the Aligned (based upon your form if you do not already have it) & Polymorph traits.

You gain Darkvision and Nightvision

You retain your mental ability scores.

You gain immunity to your aligned damage type (unless balanced) and weakness to your opposed type.

You gain temporary HP equal to the 4x the PP cost of the spell.

You gain +2 to Fortitude Saving Throws.

You gain a Slam attack that gains the aligned and magical traits.

You gain fast healing 1.

You gain a single eternal trait (see Appendix).

Choose one of the following base forms when casting the spell:

Balance: Str +2, Dex +2; Speed: 30 ft, DR 4; Traits Immunity to Mental.

Chaos: Str +4, Dex +1: Speed 35 ft, DR 3; Traits Immunity to Stunned.

Evil: Str +3, Dex +2: Speed 30 ft, DR 5; Traits Immunity to Poison and Sleep.

Good: Str +3, Dex +2: Speed 30 ft, Fly 40 ft; DR 3; Traits Gain immunity to disease and poison.

Order: Str +3, Dex +2: Speed 30 ft; DR 4; Traits Immunity to Confusion and Fear.

WARPING OPTIONS

+1 PP: increase the duration to 10 minutes.

+1 PP: any attacks that you make inflict 1d6 secondary aligned damage (if applicable).

+1 PP: add an eternal trait (see Appendix, max 3).

+2 PP: gain the ability to cast any one divinity spell of 8 PP or less as an innate spell with the focus trait.

+2 PP: increases the PP of the innate spell by 2.

+2 PP: gain an innate spell from an eternal of your aligned form (GM discretion).

+2 PP: gain the trait from a second aligned form (if you have access to another one).

+2 PP: you may increase or decrease the size of the form by one step.

+4 PP: you may increase or decrease the size of the form by two steps.

SHAPE OF THE FEY PP 8 #

ALTERATION POLYMORPH UTILITY

Tradition verdant

Cast 2 AP (somatic, verbal)

Duration 1 minute (D)

You surrender to the wild magic of the Feywild and become one of its denizens—mischievous, unpredictable, and magically evasive, you shift into a medium fey form. While in your fey form:

You gain the Fey & Polymorph traits.

You gain Nightvision.

You retain your mental ability scores.

You gain immunity to sleep effects and resistance to mental damage.

You gain temporary HP equal to 2x the PP cost of the spell.

You gain a Slam attack that gains the magical trait.

You gain weakness to cold iron.

Choose one of the following base forms when casting the spell:

Glade Warden: Str +2, Dex +2; Speed: 35 ft, Climb 20 ft, Swim 20 ft; DR 2;

Traits You ignore difficult terrain caused by natural foliage.

Thorn Knight: Str +3, Dex +1: Speed 25 ft; DR 3; Traits Can cast Entangle as an innate spell with the focus trait.

Trickster: Str +0, Dex +4: Speed 40 ft; DR 1; Traits As a reaction, when missed by a melee attack, you may teleport 10 ft. This ability has the focus trait.

WARPING OPTIONS

+1 PP: increase the duration to 10 minutes.

+2 PP: gain the ability to cast any one ethereal spell of 4 PP or less as an innate spell with the focus trait.

+2 PP: increases the PP of the innate spell by 2.

+2 PP: add a fey trait (see Appendix, max 3).

+2 PP: add Fly 30 ft.

+2 PP: you may increase or decrease the size of the form by one step.

+4 PP: you may increase or decrease the size of the form by two steps.

SHAPE OF THE HUMANOID PP 4 #

ALTERATION POLYMORPH UTILITY

Tradition arcane, ethereal, verdant

Cast 2 AP (somatic, verbal)

Duration 10 minutes (D)

You reshape your body to assume the form of a generic member of any known humanoid ancestry of your size. You must have studied the ancestry using the Study Target (Culture) action. This form grants no combat bonuses or abilities by default but is perfect for infiltration, disguise, and social manoeuvring. While in your humanoid form:

You gain the Humanoid & Polymorph traits.

Your physical appearance becomes that of a generic member of a humanoid ancestry or ancestry heritage.

Your voice adjusts to match the target form.

Gain a +4 status bonus to Deception checks to pass as a member of that ancestry.

This form has no effect on your ability scores, combat stats, or senses.

WARPING OPTIONS

+1 PP: increase the duration to 1 hour.

+2 PP: assume the physical racial ability scores of the chosen form (replace Str, Dex & Con).

+2 PP: gain access to any one physical racial ability of the form (Nightvision, Resistance, Movement speed etc).

+2 PP: you may increase or decrease the size of the form by one step.

+4 PP: you may increase or decrease the size of the form by two steps.

SHAPE OF THE PLANT PP 10 #

ALTERATION POLYMORPH UTILITY

Tradition verdant

Cast 2 AP (somatic, verbal)

Duration 1 minute (D)

You transform your body into a creature of bark, vines, thorns, or fungal mass, becoming a medium plant creature. While in your fey form:

You gain the Plant & Polymorph traits.

You retain your mental ability scores.

You gain Darkvision.

You gain immunity to disease, poison, sleep, and bleed effects.

You gain a Slam attack that gains the magical trait.

You cannot speak or cast spells unless allowed by another ability.

You have weakness to fire.

You gain temporary HP equal to 3x the PP cost of the spell.

Choose one of the following base forms when casting the spell:

Bulwark: Str +4, Dex +0; Speed: 20 ft; DR 4;

Traits Immunity to paralysis and prone.

Spore Warden: Str +2, Dex +2: Speed 30 ft; DR 2; Traits Gain Scent and Tremorsense.

Vine: Str +1, Dex +3: Speed 35 ft, Climb 30 ft; DR 3; Traits Immunity to charm and +2 racial bonus to disarm, grapple and trip.

WARPING OPTIONS

+1 PP: increase the duration to 10 minutes.

+1 PP: gain an additional natural attack (max of two additional attacks).

+1 PP: any attacks that you make inflict 1d6 secondary poison damage.

+2 PP: increase temporary HP to 4x PP cost of spell.

+2 PP: gain the ability to cast any one verdant spell of 6 PP or less as an innate spell with the focus trait.

+2 PP: increases the PP of the innate spell by 2.

+2 PP: add a plant trait (see Appendix, max 3).

+2 PP: you may increase or decrease the size of the form by one step.

+4 PP: you may increase or decrease the size of the form by two steps.

SHAPE OF THE WYRM PP 12 #

ALTERATION POLYMORPH UTILITY

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Duration 1 minute (D)

You call upon ancient, arcane roots to become a medium wyrm, an apex predator infused with magic and scale. While in your wyrm form:

You gain the Wyrm & Polymorph traits.

You retain your mental ability scores.

You gain Darkvision and Nightvision.

You gain immunity to paralysis & sleep.

You gain a bite and claw natural attack which each have the magical trait.

Your gear merges into the form and becomes inaccessible. Any static magical bonuses remain, but non-magical gear no longer provides a bonus.

You gain temporary HP equal to 4x the PP cost of the spell.

You gain +2 to Fortitude Saving Throws.

You gain a breath weapon which costs 2 AP to activate and which has the following traits:

elemental, focus, invocation, save.

Your breath weapon inflicts an amount of elemental damage equal to 1d8 per PP -2 of the spell (initial 10d8). Targets may make a basic reflex save to avoid damage with a DC equal to the DC of this spell.

Choose one of the following base forms when casting the spell:

Cave: Str +5, Dex +0; Speed: 30 ft, Burrow 20 ft, Climb 20 ft; DR 5; Traits Immunity to acid and Tremorsense.

Breath Weapon: 60 ft line of acid.

Cold: Str +4, Dex +1: Speed 25 ft, Fly 40 ft; DR 4; Traits Gain immunity to cold and weakness to fire.

Breath Weapon: 30 ft cone of cold.

Fire: Str +4, Dex +1: Speed 30 ft, Fly 50 ft; DR 3; Traits Gain immunity to fire and weakness to cold.

Breath Weapon: 30 ft cone of fire.

Forest: Str +3, Dex +2: Speed 40 ft, Climb 30 ft, Fly 40 ft; DR 3; Traits Gain immunity to poison.

Breath Weapon: 30 ft cone of poison.

Light: Str +1, Dex +4: Speed 35 ft, Fly 60 ft; DR 2; Traits Gain immunity to electricity.

Breath Weapon: 60 ft line of electricity.

Sea: Str +2, Dex +3: Speed 20 ft, Swim 50 ft; DR 3; Traits Gain immunity to sonic.

Breath Weapon: 60 ft line of sonic.

WARPING OPTIONS

+1 PP: increase the duration to 10 minutes.

+1 PP: your natural attacks gain 1d6 secondary damage of your forms type.

+1 PP: gain an additional natural attack (available to your type).

+1 PP: add a wyrm trait (see Appendix, max 3).

+2 PP: gain the ability to cast any one arcane spell of 8 PP or less as an innate spell with the focus trait.

+2 PP: increases the PP of the innate spell by 2.

+2 PP: you may increase or decrease the size of the form by one step.

+4 PP: you may increase or decrease the size of the form by two steps.

SHAPE STONE PP 8 #

ALTERATION EARTH UTILITY

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range touch

Targets cube of stone 10 feet across or smaller

You mould the stone, shaping it into a coarse form according to your preference. However, this process lacks the precision required to create intricate components, delicate features, or movable parts. Creatures standing on the stone during its transformation must each make an Acrobatics check to maintain their balance.

Success The creature is unaffected.

Failure The creature falls prone atop the stone.

Fumble The creature falls off the stone (if applicable) and lands prone.

SHAPE WOOD PP 2 #

ALTERATION EARTH UTILITY

Tradition verdant

Cast 2 AP (somatic, verbal)

Range touch

Targets an unworked piece of wood up to 20 cubic feet in volume

You manipulate the wood, moulding it into a basic form based on your desire. However, the shaping process is limited in its ability to create intricate components, intricate details, movable parts, or similar features.

Be aware that this spell cannot be used to increase the value or quality of the wooden object you are shaping.

SHAPECHANGE PP 18 #

ALTERATION POLYMORPH UTILITY

Tradition arcane, ethereal, verdant

Cast 2 AP (somatic, verbal)

Duration 10 minutes (D)

Calling upon powerful transformative magic, you can transform into any creature of up to 15th level. You must have the form stored using the Study Target action. While in this form, you gain the traits of the new form, but retain all of your mental abilities and ability scores. Your physical ability scores are replaced by those of the creatures form you assume and you gain any other physical abilities possessed by the form as well (including natural armour, natural attacks and senses).You can change your form to any other form you could choose with this spell by using a single action, which has the concentrate trait.

WARPING OPTIONS

+1 PP: increase the max level of the creature by 1.

+2 PP: increase the duration to 1 hour (D).

+2 PP: increase the duration to until next daily preparation (D).

SHARED WILL PP 12 #

MENTAL TELEPATHY UTILITY WARDING

Tradition ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets up to 5 creatures

Duration 10 minutes

You form a weave of shared intellect that enables you and up to 5 targets within range of the spell to have a pooled Will saving throw. Each time a spell effects one of the recipients of the spell that results in a Will saving throw the highest Will saving throw bonus of the group is used +1 per target involved in the spell.

If a Will saving throw is failed, it affects every member of the Shared Will.

WARPING OPTIONS

+2 PP: increase the duration to 1 hour.

SHATTER PP 4 #

INVOCATION SONIC UTILITY

Tradition ethereal, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 unattended object

Base Damage 1d10

With a powerful burst of high-frequency sound waves, you unleash a sonic assault that shatters a nearby object. The object sustains 2d10 points of sonic damage, bypassing any Hardness it possesses if it is 4 or lower.

WARPING OPTIONS`

+4 PP: the damage increases by 1d10, and the Hardness the spell ignores increases by 2.

SHIELD PP 2 #

FORCE UTILITY WARDING

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Duration 1 minute (D)

You create an invisible, mobile shield of force that hovers in front of you. This grants you a +1 shield bonus to DB.

While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has a base DR 1 (increased by BSB). After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. You can also for 0 AP, discharge the shield to absorb any number of Magic Missile that are fired at you. When you discharge the shield in this way, you lose its bonus until the beginning of your next turn.

WARPING OPTIONS

+4 PP: increase shield bonus & base DR by +1 (max +5).

SHIELD OF FAITH PP 2 #

UTILITY WARDING

Tradition divinity

Cast 2 AP (somatic, verbal)

Duration 10 minutes

This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +1-status bonus to DB.

WARPING OPTIONS

+2 PP: increase the range to touch.

+6 PP: increase the bonus by +1 (max +3).

SHILLELAGH PP 2 #

ALTERATION UTILITY

Tradition verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 club or staff you hold

Duration 1 minute

The target weapon grows vines and leaves, brimming with verdant energy and gaining the benefit of a temporary Potency I rune.

WARPING OPTIONS

+6 PP: increase the potency of the rune by one step (max III).

SHOCK BOLT PP 4 #

ATTACK CANTRIP ELECTRICITY INVOCATION

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 60 feet; Targets 1 creature

Base Damage 1d12

You fire a swift, crackling bolt of electricity that surges toward a single target, carrying a sharp burst of energy. If the attack is successful, your target takes 2d12 electricity damage. If the attack inflicts a critical injury, all adjacent targets who are wearing metal armour take half damage (basic Reflex).

SHOCKING GRASP PP 2 #

ATTACK ELECTRICITY INVOCATION

Tradition arcane

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Base Damage 1d12

You envelop your hands in an electrically charged aura, crackling with energy. If your spell attack is successful, the target takes 2d12 electricity damage. If the target is wearing metal armour or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1 persistent electricity damage on a hit. On a critical hit, double the persistent damage.

WARPING OPTIONS

+2 PP: the damage increases by 1d12, and the persistent electricity damage increases by 1.

SHOUT PP 10 #

INVOCATION SAVE SONIC

Tradition ethereal

Cast 2 AP (somatic, verbal)

Area 30-foot cone

Saving Throw Basic Fortitude

Base Damage 1d8

You emit an ear-splitting yell that deafens and damages creatures in its path. The spell inflicts 6d8 Sonic damage to all targets.

Additionally, a failure or fumble on the saving throw has the following results.

Failure The target is deafened until the end of their next turn.

Fumble The target is deafened for 1 minute.

Any exposed brittle or crystalline object or crystalline creature takes doubled damage. A shout spell cannot penetrate a silence spell.

SHRINK ITEM PP 6 #

ALTERATION POLYMORPH UTILITY

Tradition arcane

Cast 10 minutes (material, somatic, verbal)

Range touch

Targets 1 non-magical object up to 20 cubic feet in volume.

Duration 1 day (D)

You diminish the target's size significantly, reducing it to the size of a coin. This transformation renders the target virtually weightless. However, if you toss the object onto a solid surface, the spell abruptly ends. It's important to note that the shrunken object cannot be utilized as a means of attack or to inflict harm while it undergoes the process of returning to its original size. If there isn't sufficient space for the object to resume its normal size when the spell concludes, its duration extends until it finds a suitable location large enough to accommodate its original dimensions.

SHROUD PP 2 #

DARKNESS INVOCATION UTILITY

Tradition arcane

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Duration 10 minutes

You envelop the target in a shroud of shadow. The target perceives light as two steps lower than it actually, affecting their ability to sense creatures and objects accordingly. The shroud also provides the target a +2 circumstance bonus to saving throws against light effects. While this effect is helpful to creatures sensitive to light, if the creature is unwilling, it can attempt an Acrobatics check to avoid the shroud and reduce the effect.

Critical The target is unaffected

Success The effect lasts for 1 round

Failure The effect lasts its normal duration.

SILENCE PP 4 #

SHADOW UTILITY

Tradition divinity, ethereal

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 willing creature

Duration 1 minute

The target becomes completely silent, making no sound that can be detected by creatures relying on hearing. While under this effect, the target is unable to use sonic attacks or actions that have the auditory trait. Additionally, the target is unable to cast spells that require verbal components as part of their casting process.

WARPING OPTIONS

+2 PP: increase the duration to 10 minutes

+2 PP: the spell effect emanates from the touched creature, silencing all sound in or passing through a 10- foot radius and preventing any auditory and sonic effects in the affected area. While within the radius, creatures are subject to the same effects as the target. Depending upon the position of the effect, a creature might notice the lack of sound reaching it (blocking off the noise coming from a party, for example).

SIZE ALTERATION PP 6 #

ALTERATION POLYMORPH UTILITY

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Duration 1 minute (D)

Bolstered by magical power, the target increases in size by one step. Its equipment grows with it but returns to natural size if removed. The creature gains all modifiers to size (see Chapter 12). This spell has no effect on a Large or larger creature.

WARPING OPTIONS

+2 PP: reduce the size of a creature (tiny min).

+2 PP: effect an additional target.

+3 PP: increase the duration to 10 minutes.

+6 PP: change the targets size by two steps, or a large creature by one step.

SLAY THE SOUL PP 10 #

ESSENCE SAVE SOUL

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Saving Throw Fortitude

Your touch draws the life force from a target and disperses it into the nether. The result is determined by the targets Saving Throw.

Success The target is unaffected.

Partial The target takes 1 essence damage per point of failure and a Light Critical.

Failure The target is reduced to 0 HP and gains the Dying condition.

Fumble The target dies

SLEEP PP 2 #

ENCHANTMENT MENTAL SAVE SLEEP

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Area 5-foot radius

Saving Throw Will

You cause any creatures within the spells radius to become drowsy. A creature that falls unconscious from this spell doesn't fall prone or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful Perception check, limiting its utility in combat.

Critical The target is unaffected.

Success The creature takes a –1 status penalty to Perception checks for 1 round.

Failure The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically.

Fumble The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically.

WARPING OPTIONS

+8 PP: the creatures fall unconscious for 1 round on a failure or 1 minute on a critical failure. They fall prone and release what they're holding, and they can't attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up.

SLEEPWALKER PP 14 #

ENCHANTMENT MENTAL SAVE SLEEP

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Target 1 creature

Duration 24 hours; Saving Throw Will

You compel the target creature to rise from its sleep as if sleepwalking and perform a course of activity (limited to a sentence or two). The spell takes effect immediately if the target is already asleep, or as soon as the target falls asleep if it is conscious. You can specify that the creature should wait before taking action when you give your instructions if you so choose.

The suggested activity must not cause the target to directly harm itself or others, but it doesn’t need to be reasonable. For example, you could instruct the target to unlock doors and windows or poison its ally’s rations, but not jump off a roof or perform a coup de grace action against a sleeping ally. Instructions that cause direct harm prompt the target to awaken just prior to performing the action and the target experiences a vague memory of what it was supposed to do.

The target moves at its speed. It moves in dark conditions as if it had Darkvision and can perform most simple and skill-based actions, but it can’t engage in combat, spellcasting, or actions that require significant cognitive awareness (like making complex decisions, solving puzzles, or using complicated magic items). If the creature takes any damage while sleepwalking, it must attempt a new saving throw. If it succeeds, the spell ends and the creature awakens. When the target completes the suggested course of activity, or when the spell ends or is dismissed, the target remains unconscious and returns to where it was sleeping and must be awoken normally.

Attempts to use sleepwalking suggestion on a creature that is unconscious for any reason other than sleep automatically fail.

When the spell is cast, the target may make a Will Saving Throw.

Critical The target is aware of the casting and can choose to go along with the spell without alerting you that it has failed.

Success The target is affected by the spell but has full awareness of its actions and your involvement when they wake.

Failure The target is affected normally and has no memory of their actions.

WARPING OPTIONS

+4 PP: the target can carry out a complex mission during their sleepwalk.

SLIDE PP 4 #

TELEPORTATION TRANSLOCATION UTILITY

Tradition ethereal

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 willing creature

The target is transported up to 30 feet away to a location to which you have line of sight. Sliding is not an exact science however and when you cast the spell you must roll a d12. On a roll of 1-9 the target appears at the exact location. A roll of 10-12 and the target appears between 5 and 15 feet off target (10 = 5 feet, 11 = 10 feet and 12 = 15 feet).

If this places the target in a solid object they take 2d6 force damage and return to their initial location.

WARPING OPTIONS

+1 PP: the range increases by 5 feet.

+2 PP: you may target an additional creature.

SLOW PP 6 #

ALTERATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration 1 minute

You attempt to alter the flow of time around the target, forcing their actions to become more laboured.

Critical The target is unaffected.

Success The target is slowed 1 for 1 round.

Failure The target is slowed 1 for 1 minute.

Fumble The target is slowed 2 for 1 minute.

WARPING OPTIONS

+2 PP: the spell affects an additional target.

SMASH PP 6 #

ALTERATION UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Duration 1 hour (D)

You gain a +1 status bonus to base damage rolls against objects and constructs. As a 0 AP action, you may end this spell early to double the bonus with one damage roll.

WARPING OPTIONS

+2 PP: increase the bonus by +1 (+5 max).

SNAGGING PIT PP 4 #

ALTERATION EARTH SAVE

Tradition verdant

Range 30 feet; Area 5-foot square, 10 foot pit

Saving Throw Reflex

Duration 1 minute

The roots and earth in one natural area of terrain respond to your call, forming a 10 foot deep pit.

A pit opens in the target area. A creature standing on the pit when it opens must make a saving throw.

Critical The target is unaffected.

Success The target avoids falling into the pit but is stunned 1.

Failure The target falls into the pit using the normal falling rules.

Fumble The target falls into the pit but has no time to use reactions.

WARPING OPTIONS

+2 PP: increase the depth of the pit by 5 feet.

+4 PP: the pit has spikes which inflict half the fall damage as secondary piercing damage.

+4 PP: increase the area of the pit to 10 foot radius.

SOLID FOG PP 8 #

AIR TRANSLOCATION UTILITY WATER

Tradition arcane, verdant

Cast 3 AP (material, somatic, verbal)

Range 120 feet; Area 20-foot radius

Duration 1 minute

You call forth a cloud of mist which is so thick that it hampers movement as well as sight. The cloud may be stationary or move 10 ft. away from you each round (choose when the spell is cast). All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. The area is also difficult terrain.

SOLITUDE PP 10 #

SHADOW UTILITY

Tradition ethereal

Area 30-foot radius (P)

Saving Throw Will

Duration 10 minutes

An immobile blanket of gray fog descends over the area of effect, entirely concealing it from outside scrutiny.

No one can see in or hear any sounds made within, while those inside can see and hear as if the fog weren’t present.

Those within cannot be targeted with spells or other effects, except as you allow. The fog has no mass, however, and characters and objects can enter and leave as they wish. This spell ends if you leave the area of effect.

Each creature interacting with the fog for the first time can make a Will save to ignore its effects with a critical success, but no further saving throws can be made.

WARPING OPTIONS

+2 PP: the spell allows no saving throw.

+4 PP: the fog is replaced with a cloaking field that makes targets invisible.

SONIC BOLT PP 6 #

ATTACK INVOCATION SONIC

Tradition ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Base Damage 1d10

A bolt of sound erupts from your outstretched hand. If the spell attack hits, it inflicts 4d10 sonic damage to the target. If the attack inflicts a critical, it bypasses light armour when reading the critical result.

WARPING OPTIONS

+2 PP: the damage increases by 1d10.

+2 PP: the type of armour ignored increases by one step.

SONIC RUPTURE PP 20 #

INVOCATION SAVE SONIC

Tradition ethereal

Cast 1 AP (verbal)

Area 30-foot cone

Saving Throw Basic Fortitude

Your ultrasonic screech ruptures blood vessels, inflicting 4d6 Bleed damage to living beings in the area of effect. Creatures which are immune to bleed take 5d8 sonic damage instead due to the vibrations (even those usually immune to such damage).

SOUL BIND PP 20 #

EVIL SOUL UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Requirements black sapphire with a gp value of at least the target's level × 100

Range 30 feet; Targets 1 creature that died within the last day

Duration unlimited

You trap the soul of a character been dead no longer than 1 day and has not yet been resurrected, reincarnated, or otherwise brought back to life. and imprison it in a black sapphire.

While the soul is in the gem, the target can't be returned to life through any means, even powerful magic such as wish. If the gem is destroyed or bind soul is counteracted on the gem, the soul is freed. The gem has DB 10, Hardness 10 and HP 200. A gem can't hold more than one soul, and any attempt wastes the spell.

SOUL BLEED PP 2 #

ESSENCE SOUL UTILITY

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 dying creature

Your touch forces a living creature that currently has the Dying condition to make an immediate Dying Check with disadvantage.

SOUL DESTRUCTION PP 20 #

ESSENCE SAVE SOUL

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 living creature

Saving Throw Fortitude

You raise your hand and speak a deadly word in a language long since forgotten. The target is then assaulted by the power of the grave itself. The results of the spell are based upon the targets saving throw.

Critical The target takes 2d10 essence damage

Success The target takes 4d10 Soul Drain and a minor critical.

Partial The target takes 6d10 Soul Drain and a serious critical.

Failure The target takes 10d10 Soul Drain and a mortal critical.

Fumble The target dies and their soul is destroyed, making resurrection impossible (GM discretion).

SOUND BURST PP 4 #

INVOCATION SAVE SONIC

Tradition divinity, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Area 10-foot burst

Saving Throw Fortitude

Base Damage 1d10

A deafening roar echoes forth, filling the air a cacophony of sound., dealing 2d10 sonic damage. Each creature must make a Fortitude Save.

Critical The target is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is deafened for 1 round.

Fumble The target takes full damage and a light critical.

SPEAK WITH ANIMALS PP 2 #

INSIGHT LINGUISTIC UTILITY

Tradition verdant

Cast 2 AP (somatic, verbal)

Duration 10 minutes

You can understand and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may perform a favour or service for you.

SPEAK WITH DEAD PP 6 #

LINGUISTIC SOUL UTILITY

Tradition divinity, ethereal

Cast 10 minutes (material, somatic, verbal)

Range touch; Targets 1 corpse

Duration 10 minutes

You call forth the shade of a target dead humanoid creature within range that has been dead for no more than one year per caster level, compelling it to answer the questions you pose.

Until the spell ends, you can ask the corpse up to three questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, but the corpse must offer a truthful answer. If anyone has cast this spell on the corpse in the last month, the spell automatically fails.

An unwilling corpse can attempt a Will saving using its original statistics.

Critical The target possesses the ability to deceive or withhold answers to your inquiries, and their spirit relentlessly haunts you for a full day. During this time, they incessantly torment and disturb you, preventing any chance of rest or respite.

Success The target can choose to ignore your questions or answer them falsely.

Failure The target answers your questions truthfully but in a cryptic fashion.

Fumble As failure but the answers are in a more direct fashion.

WARPING OPTIONS

+1 PP: you can ask the shade an additional question (this warping option may be used after the initial casting on a question for question basis and does not increase the casting DC).

+2 PP: the shade must answer as clearly as possible rather than cryptically, though it still cannot reveal information it didn’t know in life.

+2 PP: you can summon the shade of a target dead creature within Range that has been dead for 10 years per caster level.

+4 PP: the shade manifests as a semi-corporeal spirit, visible and audible to all creatures within 30 feet. It can move up to 20 feet around the corpse but cannot leave the area. You can now ask any number of questions for the duration (up to 10 minutes), and the spirit answers in full sentences rather than brief or cryptic phrases. The spirit can even gesture or demonstrate events it remembers in life.

CASTER LEVEL MODIFICATIONS

CL 10: you can now understand any language spoken by the shade.

SPEAK WITH PLANTS PP 8 #

INSIGHT LINGUISTIC UTILITY

Tradition verdant

Cast 2 AP (somatic, verbal)

Duration 10 minutes

You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.

The spell doesn’t make plant creatures any more friendly or cooperative than normal. If a plant creature is friendly toward you, it may perform a favour or service for you.

SPECTRAL GRASP PP 6 #

ATTACK EVIL SOUL

Tradition arcane

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

You summon long dead spirits to in an attempt to hinder your target. When you cast the spell, a number of spectral limbs surround the target and either Disarm, Grapple, Shove or Trip using your Spellcraft check at -4.

WARPING OPTIONS

+2 PP: The spell gains the sustained duration and you may use one of the options each turn.

+4 PP: as above and you may select a different target within range each time you Sustain the Spell.

SPECTRAL HAND PP 4 #

SOUL UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 120 feet

Duration 1 minute (D)

You create a partially tangible hand formed from your own essence, which can deliver touch spells for you. Whenever you Cast a Spell with a range of touch, the hand crawls along the ground to reach the target, make contact with them, and return to you. When the hand engages in a melee spell attack, it benefits from your usual attack bonuses. It can travel any distance necessary within the spell's range. The hand possesses your defences and saves, but if it sustains damage, it disintegrates, and you suffer 5 points of damage in return.

SPEED PP 4 #

ALTERATION UTILITY

Tradition ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Duration 1 minute

Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round only for Strike and Stride actions.

When the spell ends, the target must make a Will Saving Throw.

Critical The target is fatigued 1.

Success The target is fatigued 2.

Failure The target is fatigued 3.

Fumble The target is fatigued 4 and takes a minor mental critical.

WARPING OPTIONS

+2 PP: the spell affects an additional target.

SPELL DRAIN PP 14 #

SAVE WARDING

Tradition arcane, divinity

Cast R (verbal)

Trigger you have awareness of the target casting a spell

Range 50 feet; Targets 1 creature

Saving Throw Will

When a target within range casts a spell you attempt to drain the energy from the spell, causing it to fail and replenishing your own power points. The target must make a Will Saving Throw

Critical The target is unaffected.

Success The target takes a -2 penalty to their Spellcraft check.

Failure The targets spell is classed as a failure and you absorb the spell PP adding them to your total.

Fumble As failure and the targets check is a fumble.

SPELL IMMUNITY PP 8 #

UTILITY WARDING

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Duration 1 hour

You protect a creature against the effects of a specific spell.

Choose any one spell that you have knowledge of with a PP cost of 5 or lower and name it aloud as part of the casting. The target of the spell is then immune to the spell and any effects it may produce.

A creature can have only one spell immunity spell in effect on it at any one time.

WARPING OPTIONS

+1 PP: increase the PP of the warded spell by 1.

+2 PP: increase duration to 24 hours.

SPELL PRIME PP 2 #

UTILITY WARDING

Tradition divinity

Cast 1 minute (somatic, verbal)

Duration 1 hour

You incant a prayer which binds another spell to you. As soon as you finish casting this spell, select another PP 2 spell and cast it immediately. This spell may be cast as a 0 AP action at any time within the spells duration.

The spell that you prime cannot have the attack or save trait and you may only have one spell primed at any one time.

WARPING OPTIONS

+1 PP: increase the PP cost of the additional spell by 1 PP.

+4 PP: prime an additional spell.

SPELL TRANSFER PP 6 #

UTILITY WARDING

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 willing creature

Duration 1 minute

The next spell you cast within the Duration is transferred to a willing sentient creature within range. The transferred Spell resolves normally, but its point of origin is considered to be the selected creature rather than the caster.

WARPING OPTIONS

+4 PP: you can target any willing creature that you know the exact location of.

SPELL TURNING PP 14 #

UTILITY WARDING

Tradition arcane

Cast 3 AP (somatic, verbal)

Duration 1 hour

You throw up a defensive ward which turns spells back at their caster. Each time you’re the target of a spell, you may as a reaction, make a counteract check using your Spellcraft bonus and the PP cost of this casting of Spell Turning. If you are successful, the spell is turned back on its caster (they must deal with the spell as if it were successfully cast on them using their Spellcasting result).

SPIDER CLIMB PP 4 #

ALTERATION UTILITY

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Duration 10 minutes

The target can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The target gains a climb Speed equal to its Speed.

WARPING OPTIONS

+4 PP: the duration increases to 1 hour.

SPIKE STONES PP 6 #

EARTH TRANSLOCATION UTILITY

Tradition verdant

Cast 3 AP (material, somatic, verbal)

Range 60 feet; Area 20-foot radius

Duration 1 hour

Ground-level surfaces in the area of effect become jagged patches of magically concealed spikes that are only spotted ahead of time with a successful Search check opposing your Spell DC.

The area becomes difficult terrain and hazardous terrain. A creature that moves on the ground through the area takes 1d8 piercing damage for every square of that area it moves into.

WARPING OPTIONS

+2PP: increase the damage by 1d8.

SPIRIT BLAST PP 14 #

FORCE SAVE SOUL

Tradition divinity, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Basic Will

Base Damage 1d8

You blast a creature's spirit, dealing 12d8 force damage. Because spirit blast affects the creature's spirit, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The possessed creature isn't harmed by the blast. The blast doesn't harm creatures that have no spirit, such as constructs.

SPIRIT LORE PP 2 #

INSIGHT UTILITY

Tradition divinity, ethereal, verdant

Cast 1 minute (material, somatic, verbal)

Summoned spirits provide clues to information you desire. After casting this spell you may immediately make 1 Recall Knowledge check, gaining a +4 status bonus.

WARPING OPTIONS

+1 PP: increase the bonus by +1 (max +10).

SPIRIT MARK PP 6 #

INSIGHT UTILITY

Tradition divinity, ethereal

Cast 2 AP (somatic, verbal)

Range 60 feet; Targets 1 creature

Saving Throw Will

Duration 10 minutes

You brand a creature’s essence with an invisible sigil that glows faintly in your spiritual perception. While marked:

You always know the direction and distance to the target (within 10 miles).

The target cannot become invisible without succeeding at a Will save each time it attempts to do so.

Any attempt to conceal its aura or signature (via magic or ability) fails unless the caster succeeds at a counteract check against your spell DC.

If the target fumbles its save when you cast the spell, the mark becomes vivid and tangible to all creatures using Sense Magic.

WARPING OPTIONS

+2 PP: increase the tracking distance to 100 miles.

SPIRIT TRAP PP 2 #

SAVE SOUL

Tradition divinity

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will

Duration 1 minute

You pin the target’s shadow to its current location. The target must make a saving throw.

Critical The creature is unaffected.

Success All terrain is considered difficult to the target and they make a new saving throw at the beginning of their next turn.

Failure The target cannot move more than 5 feet from their current location and they may make a new saving throw at the beginning of their next turn.

Fumble As failure except the effect lasts for the duration with no further saving throw.

This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination.

WARPING OPTIONS

+2 PP: per additional target.

SPIRITUAL WEAPON PP 4 #

FORCE INVOCATION UTILITY

Tradition divinity, ethereal

Cast 2 AP (somatic, verbal)

Requirements you are holding a melee weapon

Range 120 feet

Duration 1 minute (S)

A weapon composed of force emerges from your melee weapon and attacks 1 target you can see within range.

The weapon always strikes from your direction and cannot flank. It has the appearance and statistics of the melee weapon you are currently wielding.

The weapon attacks using your Spellcraft bonus with a +1 item bonus. Each hit inflicts force damage equal to the weapon’s normal damage modified by your magical ability score.

Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it.

WARPING OPTIONS

+4 PP: The weapon's item bonus increases by +1.

SPOOK PP 0 #

CANTRIP ENCHANTMENT FEAR UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 willing target

Duration 1 minute

You imbue the target with a compulsion to avoid threats, enhancing its defensive instincts. So long as the affected creature does not move closer to enemies during its turn, or moves at least 5 feet away from adjacent enemies, it gains a +1 status bonus to its DB, and a +1 status bonus on Saving Throws. If the target of the spell willingly moves toward a threatening creature, the spell immediately ends.

While affected by spook, a creature takes a –2 circumstance penalty on all saving throws against fear effects.

SPOT PP 2 #

INSIGHT UTILITY

Tradition ethereal, verdant

Cast 2 AP (somatic, verbal)

Duration 1 minute

You are more aware of your surroundings. You gain a +1 status bonus to Search (Perception) and Track (Survival) checks.

WARPING OPTIONS

+2 PP: increase the bonus by +1 (max +5).

STABILISE PP 0 #

CANTRIP ESSENCE HEALING SOUL UTILITY

Tradition divinity, verdant

Cast 2 AP (verbal)

Range 30 feet; Targets 1 creature with the Dying condition.

Duration 1 round

Positive energy pushes back against the pull of death. The target’s Dying condition does not increase at the end of their turn.

Be aware, a creature can only benefit from Stabilise once per round.

STARTLE PP 2 #

ENCHANTMENT FEAR MENTAL SAVE

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic)

Range 30 feet; Targets 1 creature

Saving Throw Will

The target is startled by something causing them to step back. The result is based upon the targets saving throw.

Success The target is unaffected.

Failure The target takes a forced Step action away from you.

Fumble As failure except the target is also frightened 1.

STATUS PP 4 #

DETECTION INSIGHT UTILITY

Tradition divinity, ethereal, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet

Targets 1 willing studied creature

Duration 1 day

You remain mentally aware of the targets, damage, and conditions as long as you both remain on the same plane of existence and are both alive.

WARPING OPTIONS

+1 PP: you can affect an additional target.

STINKING CLOUD PP 6 #

AIR POISON SAVE TRANSLOCATION

Tradition arcane, verdant

Cast 3 AP (material, somatic, verbal)

Range 120 feet; Area 20-foot radius

Saving Throw Fortitude

Duration 1 minute

The area of effect floods with a cloud of reeking mist. The cloud may be stationary or move 10 ft. away from you each round (choose when the spell is cast). All creatures within the cloud become concealed, and all creatures outside the cloud become concealed to creatures within it. Each creature that starts its turn in the spell's area must make a Fortitude saving throw.

Critical The creature is unaffected.

Success The creature is sickened 1.

Failure The creature is sickened 1 and slowed 1 while in the cloud.

Fumble The creature is sickened 2 and slowed 1 until it leaves the cloud.

STONE CALL PP 6 #

EARTH INVOCATION SAVE

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Range 120 feet; Area 10-foot radius

Duration 1 minute

Saving Throw Basic Reflex

Base Damage 1d6

A rain of dirt, gravel, and small pebbles fills the area. All creatures in the area when the spell is cast take 4d6 bludgeoning damage.

For the remaining duration of the spell, this debris covers the ground, making the entire area difficult terrain. At the end of the duration, the rocks disappear, leaving no aftereffects (other than the damage dealt).

STONE SHIELD PP 2 #

EARTH TRANSLOCATION UTILITY

Tradition arcane, verdant

Cast R (verbal)

Duration until the start of your next turn

A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice. The stone shield provides you with cover from that enemy until the beginning of your next turn, granting you a +4 circumstance bonus to DB. If the opponent’s attack misses you by 4 or less, the attack strikes the shield instead. The stone shield has Hardness 8 and Hits 15. If the shield is destroyed, the spell ends and the shield crumbles away into nothingness. Spells and effects that damage an area deal damage to the shield.

You cannot use this spell if you are not adjacent to a large area of earth or stone such as the ground or a wall.

STONE TO FLESH PP 12 #

ALTERATION EARTH UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Range touch; Targets petrified creature or human-size stone object

By harnessing the essence of matter's building blocks, you transmute stone into living tissue. You have the power to restore a petrified creature to its original form or morph a stone object into a shapeless, non-responsive mass of flesh, devoid of its original Hardness.

STONE TONGUE PP 12 #

EARTH INSIGHT UTILITY

Tradition divinity, verdant

Cast 2 AP (somatic, verbal)

Duration 10 minutes

You gain the ability to communicate with natural or crafted stone, allowing you to ask questions and receive answers. Although stone itself lacks intelligence, you tap into the essence of the stone's natural spirits, which possess personalities influenced by the type of stone and the structure it forms in the case of crafted stone. The stone's perspective and knowledge provide a unique worldview that may not prioritize the same details as humans. You can inquire about creatures that have interacted with the stone in the past and uncover hidden information about what lies beneath or behind it.

STONESKIN PP 10 #

EARTH UTILITY WARDING

Tradition arcane, verdant

Cast 2 AP (somatic, verbal)

Duration 10 minutes

Your skin hardens like stone. You gain physical resistance (adamantine). Each time you are hit by a physical attack, the duration of the spell decreases by 1 minute.

WARPING OPTIONS

+4 PP: the resistance applies to adamantine damage as well.

STORM OF VENGEANCE PP 20 #

AIR EARTH ELECTRICITY INVOCATION SAVE

Tradition verdant

Cast 3 AP (material, somatic, verbal)

Range 500 feet; Area 360-foot radius

Duration sustained (1 minute)

A massive storm cloud forms in the air in a 360-foot burst. Beneath it, rain begins to fall, and gales impose a –4 circumstance penalty to physical ranged attacks and weapon ranged attacks, and the air in the area becomes greater difficult terrain for flying creatures. When you Cast this Spell and the first time each round you Sustain the Spell, you can choose one of the following storm effects. You can't choose the same effect twice in a row.

Acid Rain Each creature in the storm takes 4d8 acid damage with no saving throw.

Hail The storm inflicts 4d10 Bludgeoning damage, (basic Fort).

Lightning Up to 10 bolts of lightning strike down, targeting creatures of your choice in the storm. No more than one bolt can target any one creature. Each bolt deals 4d12 electricity damage (basic Reflex).

Rain and Wind Heavy rain and whipping wind reduce visibility and mobility, making the area under the storm cloud difficult terrain and making everything seen within or through the area concealed.

Thunderclap Each creature in the storm must succeed at a Fortitude save or be deafened for 10 minutes. A creature that succeeds is temporarily immune to thunderclaps from storm of vengeance for 1 hour.

STUN RELIEF PP 6 #

UTILITY WARDING

Tradition ethereal

Cast R (verbal)

Trigger you gain the stunned condition

When you take the stunned condition, you reduce the condition by 1.

WARPING OPTIONS

+2 PP: reduce an additional level of stun.

STUNNING GLARE PP 4 #

ENCHANTMENT MENTAL SAVE VISUAL

Tradition divinity

Cast 1 AP (somatic)

Range 30 feet; Targets 1 creature

Saving Throw Will

You throw a forceful glare of power at your target, the result of which is determined by a Will save.

Success The target is unaffected.

Partial The target is stunned 1.

Failure The target is stunned 2.

Fumble The target is stunned 3.

SUDDEN CLAW PP 0 #

ALTERATION ATTACK CANTRIP MORPH

Tradition verdant

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Base Damage 1d6

You temporarily morph your limb into a clawed appendage. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus Strength.

CASTER LEVEL MODIFICATIONS

CL 4+: The damage increases by 1d6.

SUDDEN SICKENING PP 8 #

CURSE SAVE SOUL

Tradition divinity, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Fortitude

The targets stomach churns and they come over all queasy.

Critical The creature is unaffected.

Success The creature is sickened 1.

Failure The creature is sickened 2.

Fumble The creature is sickened 3.

WARPING OPTIONS

+6 PP: you can target up to 10 targets within range.

SUGGESTION PP 8 #

EMOTION ENCHANTMENT LINGUISTIC SAVE

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration varies

You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The target must attempt a Will save.

Critical The target is unaffected and knows you tried to control it.

Success The target is unaffected and thinks you were talking to them normally, not casting a spell on them.

Failure The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects.

Fumble As failure, but the base duration is 1 hour.

WARPING OPTIONS

+2 PP: you can affect an additional target.

SUNBURST PP 14 #

ESSENCE FIRE INVOCATION LIGHT SAVE

Tradition divinity, verdant

Cast 2 AP (somatic, verbal)

Range 300 feet; Area 60-foot burst

Saving Throw Basic Reflex

Base Damage 1d10/1d4

You cause a globe of searing radiance to explode silently from a point you select. The attack inflicts 8d10 fire damage and 8d4 essence damage to undead creatures. Each creature in the area must attempt a Reflex save.

Critical The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage.

Fumble The creature takes full damage and becomes blinded permanently.

WARPING OPTIONS

+2 PP: The fire damage increases by 1d10, and the essence damage against undead increases by 1d4.

SUSPENDED UNREST PP 2 #

ESSENCE SOUL UTILITY

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 corpse

Duration 1 day

The remains of the target do not decay, even if they’re only partial. This does not extend the character’s Resurrection window.

SWALLOW SOUL PP 8 #

ESSENCE EVIL SOUL UTILITY

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 target

You touch a creature who died in the current or previous round, draining their dwindling life force and gaining a number of HP equal to their level. Furthermore, after swallowing a soul in this way, you may release the soul energy to cast as spell before the end of your next turn for no PP cost as if using a spell adder. You may cast this spell only once on each corpse.

WARPING OPTIONS

+4 PP: effects all creatures that have died in the last minute in a 50-foot radius (P). You regain HP equal to the highest level creature +1 per additional creature.

+4 PP: target(s) must have died within an hour.

SYMPATHY PP 16 #

CURSE EMOTION ENCHANTMENT SAVE

Tradition arcane, divinity, ethereal, verdant

Cast 1 hour (material, somatic, verbal)`

Range 30 feet; Area 1 object or 1 30’ radius location (B)

Saving Throw Will

Duration Until next daily preparation

You curse an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures with a particular aligned trait, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific aligned trait to be repelled must be named.

Affected creatures feel an urge to possess the object or occupy the area.

A creature that makes a successful saving throw can leave the area or move away from the item but becomes Sickened 4.

WARPING OPTIONS

+4 PP: the duration becomes permanent.

TAME PP 0 #

AUDITORY CANTRIP ENCHANTMENT MENTAL UTILITY

Tradition ethereal, verdant

Cast 2 AP (somatic, verbal)

Range 10 feet; Targets 1 non-hostile domesticated animal

Saving Throw Will

Duration 1 minute

With gentle sounds and reassuring gestures, you approach the target in a friendly and cautious manner. Through your efforts, you manage to improve the target's disposition towards you by one step, shifting it from unfriendly to neutral, neutral to friendly, or friendly to helpful. This effect lasts for the duration of the spell, unless the target successfully resists with a save. However, once the spell ends, the target becomes temporarily immune to its effects for a period of 1 day.

CASTER LEVEL MODIFICATIONS

CL 5: The duration becomes 10 minutes.

TANGLEFOOT PP 0 #

ATTACK CANTRIP TRANSLOCATION

Tradition verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

From thin air you summon a vine coated in sticky sap. With a flick of your hand, it lashes out towards the target, attempting to ensnare it in a grapple. Use your Spellcraft result at -4 to perform a grapple action against the target. The effects of the spell end at the beginning of your next turn.

TANGLING CREEPERS PP 12 #

ATTACK TRANSLOCATION

Tradition verdant

Cast 3 AP (material, somatic, verbal)

Range 300 feet; Area 40-foot burst

Duration 10 minutes

Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, or Climbing or Swimming within the creepers, takes a –10-foot circumstance penalty to its Speeds while in the area. As part of casting the spell and then once per round as a 1 AP attack action, you can make a vine lash out from any square within the expanse of creepers. This vine has a 15-foot reach is a grapple attack using your Spellcraft bonus.

TELEKINETIC HAUL PP 10 #

INVOCATION UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 100 feet

Targets 1 unattended object of up to 200 lbs with no dimension longer than 20 feet

Duration sustained (1 minute)

With a wave of your hand, you exert a force upon the target, causing it to move up to a distance of 20 feet. The target may be lifted off the ground, suspended in mid-air, or relocated within the designated range. When you Sustain the Spell, you can do so again, or you can choose a different eligible target to move.

TELEKINETIC MANOEUVRE PP 4 #

ATTACK FORCE INVOCATION

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 50 feet; Targets 1 creature

With a rush of telekinetic power, you move a foe or something they carry. You can attempt to Disarm, Shove, or Trip the target using your Spellcraft check instead of a Combat check.

TELEPATHIC BOND PP 12 #

INSIGHT MENTAL SCRYING UTILITY

Tradition arcane, ethereal

Cast 1 minute (material, somatic, verbal)

Range touch

Targets you and up to 4 willing creatures touched

Duration 8 hours

The targets gain the ability to establish telepathic communication with each other regardless of their location on the same planet. They can exchange thoughts and messages without the need for verbal or written communication.

TELEPATHIC DEMAND PP 18 #

ENCHANTMENT LINGUISTIC MENTAL SAVE

Tradition arcane, divinity, ethereal

Cast 3 AP (material, somatic, verbal)

Range planetary

Targets 1 creature you've telepathically contacted before

Saving Throw Will; Duration varies

You transmit a message of 25 words or fewer to the target, who can immediately respond with their own message of 25 up to words. Your message carries an insidious influence akin to a suggestion. The message replaces spoken suggestion. The target must attempt a save, and if successful, it gains temporary immunity for 1 day. On a critical success, the immunity lasts for 1 month. To use this spell, you must have established prior telepathic contact with the target, such as through the telepathy spell.

TELEPATHY PP 8 #

INSIGHT LINGUISTIC MENTAL UTILITY

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Duration 10 minutes

You gain the ability to engage in telepathic communication with creatures within a range of 30 feet. This connection allows for two-way communication once established. However, you can only communicate with creatures that share a common language with you.

WARPING OPTIONS

+4 PP: the spell loses the linguistic trait and you can using mental imagery instead of language.

TELEPORT PP 12 #

TELEPORTATION TRANSLOCATION UTILITY

Tradition arcane, ethereal

Cast 10 minutes (material, somatic, verbal)

Range 100 miles; Targets you and up to 4 targets touched, either willing creatures or objects roughly the size of a creature.

You and the targeted individuals are immediately transported to a specific location within the spell's range. However, the location must be accurately identified in relation to your starting point and its visual characteristics. If you possess incorrect knowledge of the location's appearance, the spell may fail or result in unexpected consequences as determined by the GM.

If you use this spell to teleport to a known teleportation circle or a studied location (using Study Target), there is no error chance.

WARPING OPTIONS

+2 PP: you may transport an additional target

+2 PP: you and the other targets can travel to any location within 500 miles

+4 PP: you and the other targets can travel to any location within 1000 miles

+6 PP: you and the other targets can travel to any location on the same planet.

+10 PP: you and the other targets can travel to any location on another planet within the same solar galaxy.

TELEPORTATION CIRCLE PP 14 #

TELEPORTATION TRANSLOCATION UTILITY

Tradition arcane

Cast 1 hour; Cost rare incense, precious metals, and purified chalk worth 500 gp

Range 20 feet; Duration 1 day

You create a portal in the form of a 10-foot-diameter circle on the ground. This circle serves as a teleportation device that transports individuals to a predetermined destination set during the casting of the spell. The destination cannot be changed once established. The teleportation can only occur within a maximum range of 1,000 miles and must be on the same plane as the original teleportation circle. To successfully designate the destination, you need to have precise knowledge of its relative position to the location of the teleportation circle and its visual or distinguishing characteristics. The destination must also feature a 10-foot-diameter circle, free from solid structures, although it can be located in a hazardous or dangerous area.

While the circle is active, any creature that moves to be fully within the circle is instantly teleported to the destination.

The teleportation circle normally goes only in one direction, though you can double the Cost to make the teleportation work in both directions.

WARPING OPTIONS

+2 PP: you may add another location to the circle.

+4 PP: the cost increases to 2,000 gp, the duration increases to 1 month, and the destination can be anywhere on the same planet.

+6 PP: the cost increases to 10,000 gp, the duration is unlimited, and the destination can be anywhere on the same planet.

TEMPORAL STASIS PP 16 #

ALTERATION UTILITY

Tradition arcane

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Saving Throw Will

Duration 1 day

The target is held in a state of suspended animation, not aging and requiring no air, food, or drink to survive. The character may still be moved normally.

WARPING OPTIONS

+2 PP: the duration becomes unlimited.

THRALL PP 18 #

AUDITORY ENCHANTMENT MENTAL SAVE

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration varies

You fill the creature with a mad desire to serve you. The target is affected as determined by their Saving Throw.

Critical The target is unaffected.

Success The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you. The spell has a duration of 10 minutes.

Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you. The spell has a duration of 24 hours.

Fumble As failure, but the duration is unlimited.

TIME HOP PP 8 #

ALTERATION UTILITY

Tradition ethereal

Cast 2 AP (somatic, verbal)

Duration 1 minute

You hop forward in time 1 minute. In effect, you seem to disappear in a shimmer of silver energy, then reappear after the duration of this spell expires. You reappear in exactly the same orientation and condition as before. From your point of view, no time has passed at all.

At the beginning of each of your turns, you may choose to return. But you of course have no awareness of what is happening in your absence.

If the space from which you departed is occupied upon your return to the time stream, you appear in the closest unoccupied space, still in your original orientation. Determine the closest space randomly if necessary.

WARPING OPTIONS

+4 PP: increase the duration to 1 hour.

TIME STOP PP 20 #

ALTERATION UTILITY

Tradition arcane, ethereal

Cast 3 AP (material, somatic, verbal)

Time speeds up for you, making it appear that others are frozen around you. Immediately after casting time stop, you can use up to 1d6+3 AP (a secret roll made by the GM). This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it

WARPING OPTIONS

+2 PP: you gain an additional 1d6 actions.

TINKER PP 2 #

ALTERATION UTILITY

Tradition all

Cast 10 minutes

Range touch; Targets non-magical object of 5 lbs or less

You repair the target item. You restore 5 HP per caster level to the target. You can't replace lost pieces or repair an object that's been completely destroyed.

WARPING OPTIONS

+1 PP: +5 lbs of weight.

+2 PP: item can be magical.

+4 PP: repair one lost or destroyed part of the item.

TONGUES PP 6 #

INSIGHT LINGUISTIC UTILITY

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Duration 1 hour

The target can understand, read, and write one language it is hearing or reading when you cast the spell.

WARPING OPTIONS

+2 PP: you can target an additional creature.

+2 PP: the target can also speak the language.

+4 PP: the duration is 8 hours.

+6 PP: the target can understand all languages that they are hearing or reading.

TRACE LOCATION PP 16 #

DETECTION INSIGHT SCRYING UNCOMMON UTILITY

Tradition all

Cast 10 minutes (material, somatic, verbal)

Range unlimited

Targets 1 creature or object

You gain precise knowledge of the target's current location, including details such as the specific building, community, and country it is in, as well as the plane of existence it occupies. In order to target a creature, you must have personally seen it, possess one of its significant belongings, have a piece of its body, or have it studied (Study target). When targeting an object, you must have physically touched it or possess a fragment of it.

Be aware that this spell, bypasses any defences or protections that may typically hinder insight spells of a lower PP, regardless of whether they would normally have the ability to block such attempts.

TRADE ESSENCE PP 2 #

ESSENCE SOUL UTILITY

Tradition all

Cast 2 AP (somatic, verbal)

Range touch; Targets two creatures

You form a spiritual conduit between two creatures, allowing them to redistribute Power Points (PP). One target transfers up to 2 PP per caster level (yours) to the other.

Be aware that the donor cannot reduce their PP below 0, and the recipient cannot exceed their normal maximum PP.

WARPING OPTIONS

+2 PP: increase the transferable amount by +1 PP per caster level.

+2 PP: the range increases to 30 feet.

+4 PP: you can link up to four willing creatures, redistributing PP among them in any arrangement you choose.

TRANSMUTE ROCK & MUD PP 10 #

ALTERATION EARTH UTILITY

Tradition arcane, verdant

Cast 3 AP (material, somatic, verbal)

Range 60 feet; Area 2 adjacent 10-foot areas

You manipulate the composition of earthen materials, causing rock to transform into mud or mud to transmute into solid rock. Choose one of these two options when you Cast the Spell.

Mud to Rock The mud within the area undergoes a transformation, changing into unworked stone. Any creatures present in the affected mud must make a Reflex saving throw or an Acrobatics check to avoid being affected by the transformation.

Critical The creature escapes the mud and is atop the stone, unaffected.

Success The creature climbs out of the mud as it turns to rock and is prone atop the stone.

Failure The creature is partially stuck in the mud and is grabbed for 1 round or until it Escapes, whichever comes first.

Fumble The creature is entirely stuck. It is restrained for 1 round or until it Escapes, whichever comes first.

Rock to Mud You transmute the non-magical, unworked, and unattended stone within the area, converting it into an equivalent volume of mud. If cast on a stone floor, it becomes difficult terrain, and if the resulting mud is at least 3 feet deep, it becomes formidable terrain or requires a DC 10 Swim (Athletics) check to move through. If the mud is too deep to touch the bottom, swimming is required. When cast on a ceiling, the falling mud can cause a light bludgeoning critical (Reflex save to avoid) and the difficult terrain radius increases by 10 feet . The mud remains non-magical and persists until natural conditions cause it to dry out or disperse.

WARPING OPTIONS

+2 PP: add an additional 10-foot area to the spell, adjacent to at least one of the other areas.

TREE SHAPE PP 6 #

ALTERATION POLYMORPH UTILITY

Tradition verdant

Cast 2 AP (somatic, verbal)

Duration 8 hours (D)

You change your shape into that of a Large tree. Your true nature can only be revealed with a successful Nature or Survival check against your spell DC. If such a check is made, it only determines that you are a tree that is new to the area.

While transformed into the form of a tree, you have full awareness, allowing you to observe your surroundings. However, you are unable to take any actions other than to dismiss the spell. In tree form, your DB is 10, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties have any effect on you.

TREE WALK PP 10 #

TELEPORTATION TRANSLOCATION UTILITY

Tradition verdant

Cast 1 minute (material, somatic, verbal)

You can enter a living tree with a trunk big enough for you to fit inside and, as a 3 AP action, shift inside any other living tree of the same type within 1 mile (you automatically sense all other trees of the same type within that distance).

You can't carry extradimensional spaces with you; if you attempt to do so, the spell fails.

WARPING OPTIONS

+1 PP: the tree you exit can be up to 10 miles away.

+4 PP: the tree you exit can be up to 50 miles away.

+6 PP: the tree you exit can be up to 500 miles away.

+8 PP: the tree you exit can be anywhere on the same planet.

+10 PP: the tree you exit can be anywhere on the same planet or on the First World.

TRUE SEEING PP 14 #

INSIGHT REVELATION UTILITY

Tradition all

Cast 2 AP (somatic, verbal)

Duration 10 minutes

You see things within 60 feet as they actually are. You see through normal and magical darkness, see through displacement and blur spells and see invisible things normally. You also see through visual illusions and see polymorphed creatures in their true form.

WARPING OPTIONS

+2 PP: you may target another creature and the range becomes touch.

TRUE STRIKE PP 2 #

UTILITY INSIGHT

Tradition arcane, ethereal

Cast 1 AP (verbal)

Focus a weapon that you are wielding

Your mind flashes with magical foresight, guiding your next strike with supernatural clarity. You gain advantage on the next Strike you make with the weapon you were wielding when you cast this spell before the end of your turn.

The attack also ignores circumstance penalties to the attack roll and the concealed or hidden conditions.

TRUE TARGET PP 14 #

CHANCE INSIGHT UTILITY

Tradition arcane, ethereal

Cast 1 AP (verbal)

Range 60 feet; Targets 2 creatures

Duration until the start of your next turn

You tap into potential futures, envisioning how your foe may evade harm, and project this vision to those nearby. Choose a target creature as you cast the spell. The first time each target makes an attack roll against that creature during the spells duration, the attacker gains advantage. The attacker also ignores circumstance penalties to the attack roll and any penalties due to the creature being concealed or hidden.

WARPING OPTIONS

+1 PP: you may affect another creature.

TURN UNDEAD PP 2 #

ESSENCE SAVE SOUL

Tradition divinity

Cast 2 AP (somatic, verbal)

Area 30-foot emanation

Duration Sustained; Saving Throw Will

You release a powerful wave of positive energy which may repel or possibly destroy undead. All 1st level undead within the spells emanation that can see or hear you are affected and must make a saving throw if they begin their turn in the spells area of effect:

Critical No Effect

Success Undead creature is stunned 1 (even if such creatures are normally immune)

Failure Undead creature gains the fleeing condition

Fumble As failure but the undead creature also takes a minor essence critical.

WARPING OPTIONS

+1 PP: increase the level of affected undead by 1

Special: for every 4 levels that the undead is below your caster level, increase the severity of the critical by one step.

TWISTED FATE PP 6 #

CURSE ENCHANTMENT SAVE

Tradition divinity

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration 1 minute

By rearranging the threads of fate, you disrupt fortunate outcomes for other creatures. The target must make a saving throw.

Critical The creature is unaffected.

Success Target cannot benefit from chance effects for the duration.

Failure As success and the target has disadvantage on all checks made during their next turn.

Fumble As failure, but target has disadvantage on all checks for the duration.

WARPING OPTIONS

+2 PP: per additional target.

UMBRAL BLAST PP 14 #

COLD DARKNESS ESSENCE SAVE SOUL

Tradition arcane, divinity, verdant

Cast 2 AP (somatic, verbal)

Range 300 feet; Area 60-foot radius

Saving Throw Basic Reflex

Base Damage 1d10/1d4

You hurl a globe of freezing darkness which explodes in the area. The spell inflicts 8d10 Cold damage and 8d4 Secondary Essence damage to creatures in the area.

Any light effects which the spell overlaps may be countered.

A target that takes a critical injury must also make a Fortitude Save.

Success The creature is unaffected.

Failure The creature is blinded for 1 round per point of failure.

Fumble The creature is blinded for an unlimited duration.

WARPING OPTIONS

+2 PP: The cold damage increases by 1d10, and the essence damage by 1d4.

UNPREPARED COMBATANT PP 2 #

ENCHANTMENT MENTAL SAVE

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will

Duration 10 minutes

Your spell causes the target to hesitate in combat. The target must make a Will Saving Throw.

Success No effect.

Failure Target takes a -2 circumstance penalty to DB.

Fumble Target takes a -4 circumstance penalty to DB and Reflex Saving Throws.

UNREMARKABLE AURA PP 14 #

SHADOW UTILITY VISUAL

Tradition ethereal

Cast 2 AP (somatic, verbal)

Area 30-foot emanation

Targets all non-allied creatures in the emanation

Saving Throw Will

Duration 10 minutes

An invisible sphere of magic surrounds you, clouding the minds of creatures in the area so they regard even the strangest actions as innocuous.

For example, if you and your allies are beating a member of the city guard for information, creatures within the area don’t think this is unusual or cause for alarm; if your ally is aiming a crossbow at the queen from a balcony, the affected creatures accept this as normal and unworthy of concern. Any hostile actions by you or your allies against an affected creature or its allies allow a saving throw to end the spell.

When the spell ends (or when the affected creatures move outside of the range of the emanation), observers see things normally but altered perceptions from the earlier events remain. Each mention of the events as noteworthy (such as being questioned about them by an authority figure) allows the target another Will save to break the effect and remember things normally.

UNSEEN SERVANT PP 2 #

TRANSLOCATION UTILITY

Tradition arcane, ethereal

Cast 3 AP (material, somatic, verbal)

Range 60 feet

Duration 1 hour

This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has DB 0, 1 hit point, and a Strength of -2, and it can't attack. If it drops to 0 HP, the spell ends.

You may Sustain the Spell to command the servant. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

UNSHAKABLE PP 6 #

UTILITY WARDING

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Duration 1 minute

You infuse yourself with magical energy. For the duration of the spell you are immune to the stunned condition.

WARPING OPTIONS

+2 PP: the spell has a duration of 10 minutes.

+4 PP: the spell gains a range of touch (arcane only).

UNTAMED JOURNEY PP 14 #

UTILITY WARDING

Tradition verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets up to 10 creatures

Duration 1 hour

You liberate your companions from the constraints of their surroundings, allowing them to move unhindered by environmental obstacles. The targets are immune to Speed penalties caused by vegetation, rubble, winds, or other environmental factors, regardless of whether they are magical. Additionally, they can traverse difficult terrain created by these environmental factors without any impediment.

WARPING OPTIONS

+2 PP: the spell lasts until your next daily preparation.

+4 PP: the targets also ignore formidable terrain from environmental properties.

UNWELCOME HALO PP 2 #

INVOCATION LIGHT SAVE

Tradition divinity

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Duration 10 minutes

Saving Throw Will

This spell causes the target to glow as if surrounded by a halo of light. This halo increases the illumination level by two steps in a 20-foot radius from the creature as determined by their saving throw.

Critical The target is unaffected.

Success The target sheds light until the beginning of their next turn.

Failure The target sheds light for the duration.

Fumble As failure, but all attacks made against the target receive a +2 circumstance bonus.

VAMPIRIC TOUCH PP 8 #

ESSENCE SAVE SOUL

Tradition arcane

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 living creature

Saving Throw Basic Fortitude

Base Damage 1d6

Your touch drains the life force from a target, channelling it to empower yourself. You inflict 6d6 points of essence damage upon the target, siphoning its life essence in the process.

You gain temporary HP equal to half the damage the target takes. You lose any remaining temporary HP after 1 minute.

VEIL OF THE SHROUD PP 8 #

SHADOW UTILITY VISUAL

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets up to 10 creatures

Duration 1 hour

You alter the appearance of the targets, disguising them as creatures of similar body shape and approximate height (within 6 inches) and weight (within 50 pounds). The disguise allows the targets to conceal their true identities or appear as different races, but it is not detailed enough to impersonate specific individuals. The spell does not affect the targets' voices, scents, or mannerisms. You can individually choose the disguise for each target.

The spell is treated as a Disguise (Deception) check which uses the Spellcraft DC at +4 instead of the Deception skill (see Chapter 4).

WARPING OPTIONS

+2 PP: the spell also disguises the targets' voices and scents; it gains the auditory and olfactory traits.

+6 PP: the targets can appear as any creature of the same size, even specific individuals. You must have seen an individual to reproduce their appearance. The spell also disguises the targets' voices and scents; it gains the auditory and olfactory traits.

VENTRILOQUISM PP 2 #

AUDITORY SHADOW UTILITY

Tradition all

Cast 2 AP (somatic, verbal)

Duration 10 minutes

You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else within 60 feet. You can speak in any language you know. Any creature that hears the sound can attempt to disbelieve your illusion.

WARPING OPTIONS

+2 PP: the spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Sense Motive check or otherwise use actions to interact with the sound.

VERBAL ABUSE PP 2 #

INVOCATION SAVE SONIC

Tradition ethereal

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Basic Will

Base Damage 1d6

You throw a tirade of insults at a target. This tirade causes the target to cry out in pain taking 2d6 sonic damage. This damage is modified by the targets saving throw.

WARPING OPTIONS

+2 PP: the damage increases by 1d6.

VERDANT RETRIBUTION PP 14 #

ALTERATION POISON UTILITY

Tradition verdant

Cast 3 AP (material, somatic, verbal)

Range 120 feet

Area all squares on the ground that contain plants in an 80-foot radius

Saving Throw Basic Fortitude

Duration 1 minute; Base Damage 1d8

You unleash a wrathful assault on your enemies, compelling the surrounding plant life to rise against them. To your enemies, the area becomes difficult terrain, and areas that were naturally difficult terrain due to plants become greater difficult terrain as well as hazardous terrain, dealing 2d8 poison damage to an enemy each time it enters an affected area (square).

WARPING OPTIONS

+2 PP: increase damage by 1d8.

VIGOUR PP 2 #

ESSENCE SOUL UTILITY

Tradition divinity, ethereal

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 living creature

Duration 1 minute

You create a chain of energy from you to the target which slowly restores their health. The target is healed of 2 HP at the end of each of their turns.

WARPING OPTIONS

+1 PP: effect an additional target.

+2 PP: the healing increases by 1 HP per round.

VISAGE OF HORROR PP 14 #

FEAR SAVE SHADOW VISUAL

Tradition all

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Duration 1 minute

The target assumes a horrifying and monstrous form. The appearance varies depending on the viewer, with a human perceiving a demonic figure while a demon may see a radiant angelic presence.

When any creature makes an aggressive move against the target, it must make a Will save. It is then temporarily immune until the end of its next turn.

Success The creature is unaffected.

Failure The creature becomes frightened 2 before using its action.

Fumble The creature becomes frightened 2, and its action fails and is wasted.

WARPING OPTIONS

+2 PP: you can target up to 5 creatures. If a creature uses a hostile action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror.

VISION OF HAVOC PP 12 #

EMOTION SAVE SHADOW

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 200 feet; Area 30-foot radius

Saving Throw Basic Will

Base Damage 1d6

A haunting vision of catastrophic devastation overwhelms the consciousness of every creature within the designated area. The vision inflicts 4d6 mental damage, (Basic Will save).

On a fumble, the creature must also make a Reflex save. Failure on the Reflex save results in the creature believing it is trapped in a dire circumstance aligned with the nature of the vision—such as being trapped in a fissure or adrift at sea. Additionally, if the creature fails the second save, it becomes stunned for a duration of 1 minute. The affected creature can attempt a new Will save at the end of each of its turns. Success on this subsequent save allows the creature to disbelieve the illusion and recover from the stunned condition.

VITAL BEACON PP 8 #

ESSENCE HEALING SOUL UTILITY

Tradition divinity

Cast 1 minute (somatic, verbal)

Duration until your next daily preparations

You infuse your hands with healing energy. Once per round, either you or an ally can use an Interact action to touch you and regain HP. Each time the beacon heals someone; it decreases in strength. It initially restores 4d12 HP but after each use of healing, the die type is reduced by one step. After healing 4d4, the spell ends. You can have only one vital beacon active at a time.

WARPING OPTIONS

+2 PP: the beacon restores an additional die of HP..

+4 PP: the beacon may also stop bleeding at a rate of 1 point per die of healing used.

VOICE OF HEALING PP 2 #

ENCHANTMENT HEALING MENTAL UTILITY

Tradition ethereal

Cast 2 AP (verbal)

Range 30 feet; Targets 1 willing living creature

Duration 1 minute

Your peaceful words of healing invigorate your target mentally and physically. The target regains 1d6+6 HP when you Cast the Spell and may ignore up to -1 of the Dazed or Weakened condition for the duration.

WARPING OPTIONS

+2 PP: ignore the injured condition.

+2 PP: the amount of healing increases by 1d6+6.

+2 PP: ignore a further -1 injury (max -5).

+2 PP: reduce a bleeding wound by 1.

VOLCANIC INFERNO PP 14 #

FIRE INVOCATION SAVE

Tradition verdant

Cast 2 AP (somatic, verbal)

Range 120 feet; Area 5-foot radius, 80-foot tall cylinder

Saving Throw Reflex

Base Damage 1d6

The earth ruptures, spewing forth a towering column of molten lava in a vertical column. Creatures in the area are engulfed, taking 14d6 fire damage. The lava quickly solidifies, trapping creatures within hardened rock. A creature trapped in the rock becomes slowed 1 and suffers a -10-foot circumstance penalty to its Speeds. Normal terrain becomes difficult for flying creatures, causing them to descend 20 feet upon being encased, without taking fall damage. A trapped creature can attempt to Escape against your spell DC to break free. Otherwise, it must inflict a total of 50 damage to the rock to break free.

Furthermore, creatures in the area and those within 5 feet of the cylinder automatically take 3d6 fire damage from the intense heat, regardless of the results of their saving throws.

Critical The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is encased.

Fumble The creature takes full damage, a light fire critical and is encased.

WAIL OF THE BANSHEE PP 20 #

AUDITORY ESSENCE SAVE SOUL

Tradition divinity, ethereal

Cast 2 AP (somatic, verbal)

Area 40-foot emanation

Saving Throw Fortitude

Base Damage 1d10

Your piercing scream sends a wave of chilling terror through the souls of enemies within the area. Each living foe suffers 8d10 essence damage and must make a Fortitude save to resist its effects.

Heroic The creature takes no damage.

Critical The creature takes half damage.

Success The creature takes full damage.

Failure The creature takes full damage and a serious critical.

Fumble The creature takes double damage and a deadly critical.

Blunder The creature dies instantly.

WAKE PP 2 #

ALTERATION MENTAL UTILITY

Tradition arcane, ethereal

Cast 1 AP (somatic)

Range 30 feet; Targets 1 creature

You snap your fingers, and one sleeping creature within range immediately awakens, as though slapped awake.

WARPING OPTIONS

+1 PP: per additional target.

WALL OF BLADES PP 12 #

INVOCATION SAVE

Tradition divinity

Cast 3 AP (somatic, verbal)

Range 50 feet

Saving Throw Basic Reflex

Duration 1 minute; Base Damage 1d8

A wall of whirling blades springs into existence. The wall is a straight line 10 feet high, 20 feet long, and 2 inches thick, and it provides cover. The wall deals 8d8 force damage to each creature that's in the wall's space when it is created, that attempts to pass through the wall, or that ends its turn inside the wall. A basic Reflex save reduces the damage. A creature that succeeds at this save when the wall is created is pushed to the nearest space on the side of its choice. Creatures trying to move through the wall fail to do so if they critically fail the save, ending their movement adjacent to the wall.

WARPING OPTIONS

+2 PP: increase the length of the wall by 10 feet or its height by 5 feet.

+2 PP: increase the damage by 1d8.

WALL OF DISPELLING PP 10 #

UTILITY WARDING

Tradition arcane

Cast 3 AP (somatic, verbal)

Range 50 feet

Duration 1 minute

An invisible wall springs into existence, countering spell effects that pass through it. The wall is a straight line 20 feet high, 40 feet long, and 2 inches thick.

WARPING OPTIONS

+2 PP: increase the length of the wall by 10 feet or its height by 5 feet.

WALL OF FIRE PP 8 #

FIRE INVOCATION SAVE

Tradition arcane, verdant

Cast 3 AP (material, somatic, verbal)

Range 120 feet

Duration 1 minute; Base Damage 1d6

An unyielding, fiery wall materializes before you which burns creatures passing through it.

The wall is 5-foot thick and may be shaped into a straight line up to 20 feet long and 10 feet high, or a circular ring with a 10-foot radius and the same height.

Everything on each side of the wall is concealed from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 4d6 fire damage (Basic Reflex).

WARPING OPTIONS

+2 PP: increase the length of the wall by 10 feet or its height by 5 feet.

+2 PP: increase the radius of the ring by 5 feet.

+2 PP: the damage increases by 1d6.

WALL OF FORCE PP 12 #

FORCE UTILITY WARDING

Tradition arcane

Cast 3 AP (material, somatic, verbal)

Range 30 feet

Duration 1 minute

Your create an invisible wall of force up to 20 feet long and up to 10 feet high with no discernible thickness.

To successfully create the wall, you must ensure that it materializes in an uninterrupted open space, free from any obstruction caused by creatures or objects. Failing to do so will cause the spell to dissipate.

The wall has DB 0, Hardness 30, and 60 HP, and it's immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible).

Wall of force is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a disintegrate spell of any level or by contact with a rod of cancellation or sphere of annihilation.

WARPING OPTIONS

+1 PP: the HP of the wall increases by 5.

+2 PP: increase the length of the wall by 10 feet or its height by 5 feet.

WALL OF ICE PP 10 #

COLD INVOCATION UTILITY WATER

Tradition arcane, verdant

Cast 3 AP (material, somatic, verbal)

Range 120 feet

Duration 1 minute

You form a barrier of ice that obstructs vision and freezes adversaries upon shattering. You have the option to create a 1-foot-thick wall of ice in a straight line, extending up to 20 feet in length and 10 feet in height. Alternatively, you can craft a 1-foot-thick, 10-foot radius of ice. While the wall can be oriented in a non-vertical position, it must be securely anchored to solid surfaces on both ends. The ice forming the wall is completely opaque. You may adjust the dimensions of the wall as desired. However, it is crucial to ensure that the wall is created in an unobstructed area, without passing through any creatures or objects, as this would cause the spell to fail.

Each 10-foot-by-10-foot section of the wall has DB 0, Hardness 5, and 40 HP, and it's immune to critical hits, cold damage, and precision damage. A section also has weakness to fire; a section of the wall destroyed by fire melts, evaporating into water and steam. A section destroyed by means other than fire leaves behind a chilling mass of ice that is difficult terrain and deals 2d6 cold damage to any creature passing through it.

WARPING OPTIONS

+2 PP: the HP of each section increase by 5.

+2 PP: increase the length of the wall by 10 feet or its height by 5 feet.

+2 PP: increase the radius of the ring by 5 feet.

+4 PP: the cold damage dealt to creatures crossing a destroyed section increases by 1d6.

WALL OF LIGHT PP 6 #

ESSENCE INVOCATION LIGHT SAVE

Tradition divinity

Cast 3 AP (somatic, verbal)

Range 50 feet

Saving Throw Basic Reflex

Duration 1 minute; Base Damage 1d8

A wall of light springs into existence, causing -30 to all sight based checks made through the illumination. The wall is a straight line 10 feet high, 20 feet long, and 5 feet thick. Each undead and ooze in or moving through the curtain suffers 2d8 positive damage (Basic Reflex).

WARPING OPTIONS

+2 PP: increase the length of the wall by 10 feet or its height by 5 feet.

+2 PP: increase the damage by 1d8.

WALL OF STONE PP 10 #

EARTH TRANSLOCATION UTILITY

Tradition arcane, divinity, verdant

Cast 3 AP (material, somatic, verbal)

Range 120 feet

Duration 10 minutes

You form a wall of solid stone. This wall can be up to 20 feet long, 10 feet high, and 1 inch thick. You have control over the path of the wall, allowing you to position each 5-foot section along the borders between spaces. It doesn't need to be vertically oriented, giving you the flexibility to create bridges, stairs, or other configurations. However, it is important to summon the wall in an unobstructed area, ensuring that its edges do not pass through creatures or objects, as doing so would cause the spell to fail.

Each 5-foot-by-5-foot section of the wall has a DB of 0, Hardness of 14, and 50 HP. The wall is immune to critical hits and precision damage. If a section of the wall is destroyed, it can be traversed, but the resulting rubble creates difficult terrain.

WARPING OPTIONS

+2 PP: the HP of each section increase by 5.

+2 PP: increase the length of the wall by 10 feet or its height by 5 feet.

WALL OF THORNS PP 6 #

PLANT TRANSLOCATION UTILITY

Tradition verdant

Cast 3 AP (material, somatic, verbal)

Range 60 feet

Duration 10 minutes

Over the course of one minute, you command a dense wall of thorny brambles to sprout from the ground. This wall is 5 feet thick and can stretch up to 20 feet in length and 10 feet in height. It must be created in an unobstructed area to ensure that it doesn't pass through creatures or objects, as doing so would cause the spell to fail. The wall stands vertically, though you have the option to shorten its length or height as desired.

Both sides of the wall provide cover from creatures on the opposite side, granting a degree of protection. The spaces occupied by the wall are difficult terrain, impeding movement. Additionally, any creature that uses a move action to enter one of the wall's spaces suffers 2d8 piercing damage.

Each 5-foot-by-5-foot section of the wall has a DB of 0, Hardness of 5, and 20 HP. The wall is immune to critical hits and precision damage. Should a section be destroyed, it can be traversed without obstruction.

WARPING OPTIONS

+2 PP: the HP of each section increase by 5.

+2 PP: increase the length of the wall by 10 feet or its height by 5 feet.

+2 PP: the piercing damage dealt to creatures crossing a destroyed section increases by 1d8.

WALL OF WIND PP 6 #

AIR INVOCATION UTILITY

Tradition arcane, verdant

Cast 3 AP (material, somatic, verbal)

Range 120 feet

Duration 1 minute

You conjure a wall of gusting winds that obstructs movement. This wall of swirling winds is 5 feet thick, 20 feet long, and 10 feet high, and it stands vertically. You have control over the path it takes, allowing you to shape it as desired. Despite the swirling winds, the wall does not impede sight.

The wall of wind brings forth the following effects:

Ammunition from physical ranged attacks, such as arrows, bolts, sling bullets, and similar small objects, cannot pass through the wall. Should the trajectory of larger ranged weapons, like javelins, intersect with the wall, a -2 circumstance penalty is applied to their attack rolls.

Massive ranged weapons and spell effects that do not create physical objects can pass through the wall unhindered, without any penalty.

The wall itself acts as difficult terrain for creatures attempting to traverse it overland.

Gases, including creatures in gaseous form, are unable to pass through the wall.

A creature attempting to fly through the wall using a move action must attempt a Fortitude save.

Critical The creature can move through the wall normally this turn.

Success The flying creature can move through the wall this turn, but the wall is difficult terrain.

Failure The wall stops the movement of the flying creature, and any remaining movement from its current action is wasted.

Fumble As failure, and the creature is pushed 10 feet away from the wall.

WARP MIND PP 14 #

EMOTION ENCHANTMENT SAVE

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 120 feet; Targets 1 creature

Saving Throw Will; Duration varies

You disrupt the mental faculties and sensory perception of a creature, causing confusion and disarray. The target must make a Will saving throw to resist the effects. Regardless of the outcome, the target becomes temporarily immune to the spell for 10 minutes.

Critical The target is unaffected.

Success The target spends the first action on its next turn with the confused condition.

Failure The target is confused for 1 minute.

Fumble The target is confused permanently.

Be aware that this spell cannot be dispelled by traditional means such as a Dispel (Power Manipulation) check, as it induces physical alterations in the target's mental state.

WATER BREATHING PP 4 #

ALTERATION UTILITY

Tradition arcane, divinity, verdant

Cast 1 minute (somatic, verbal)

Range 30 feet; Area 5-foot radius

Duration 1 hour

The targets can breathe water freely.

WARPING OPTIONS

+2 PP: the duration increases to 8 hours.

+4 PP: the duration increases to until your next daily preparations.

WATER WALK PP 6 #

ALTERATION UTILITY

Tradition arcane, divinity, verdant

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Duration 10 minutes

The target can tread on any liquid as if it were firm ground. It can go underwater if it wishes, but in that case it must Swim normally. This spell doesn't grant the ability to breathe underwater.

WARPING OPTIONS

+1 PP: you can target an additional creature.

WAVES OF FATIGUE PP 8 #

CURSE ESSENCE SAVE SOUL

Tradition arcane, divinity

Cast 2 AP (somatic, verbal)

Area 5-foot radius

Duration varies; Saving Throw Fortitude

You emanate waves of strength sapping power. All targets in the radius of the spell must make a saving throw.

Success Targets are fatigued 1 for 1 round.

Failure Targets are fatigued 1 for 1 minute.

Fumble Targets are fatigued 1.

Multiple uses of this spell stack, with a second casting and a failed save resulting in two fatigued levels.

WARPING OPTIONS

+2 PP: increase the level of fatigue by 1 (max 5).

WEB PP 6 #

TRANSLOCATION UTILITY

Tradition arcane, verdant

Cast 3 AP (material, somatic, verbal)

Range 30 feet; Area 10-foot radius

Duration 1 minute

You conjure a sticky web that hinders the movement of creatures within the area. Any space filled with the web becomes difficult terrain, impeding movement. Each space of the web has a DB of 10 and automatically fails any saving throws.

When a creature starts to move through the web or enters it during a move action, it must make an Athletics or Acrobatics check against your DC to avoid penalties to its Speeds or becoming immobilized. To clear a space of the web, a single attack or effect that deals at least 5 slashing damage or 1 fire damage is sufficient.

Once a creature successfully breaks free from the web, it is no longer affected by the speed penalties caused by the web.

Critical The creature is unaffected, and it doesn't need to attempt further checks against the web this turn. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.

Success The creature is unaffected during its action. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.

Failure The creature takes a –10-foot circumstance penalty to its Speeds until the start of its next turn.

Fumble The creature is immobilized until the start of its next turn, after which it takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape to remove its immobilized condition.

WHISPERING WIND PP 4 #

AIR ALTERATION LINGUISTIC UTILITY

Tradition arcane, ethereal, verdant

Cast 2 AP (somatic, verbal)

Range 10 miles

You send a verbal message up to 25 words, or a sound up to 1 round in length, to a familiar location within range (range is doubled if the location is stored). The wind carries the communication 1 mile every 10 minutes. While enroute the message feels and sounds like a gentle breeze.

WARPING OPTIONS

+1 PP: the message travels at 1 mile per minute.

+4 PP: increase the range to 100 miles.

WIND WALK PP 16 #

AIR ALTERATION POLYMORPH UTILITY

Tradition divinity, verdant

Cast 10 minutes (material, somatic, verbal)

Range touch

Targets you and up to five creatures touched

Duration 8 hours

Each target of the spell undergoes a transformation, taking on a cloud-like form and being lifted by a directional wind of your choice. You can alter the wind's direction by using a 1 AP (concentrate) action.

The wind carries the targets at a Speed of 20 miles per hour. However, if any of the targets engage in combat, attack, cast a spell, or become the target of an attack, the spell abruptly ends for all affected targets. This occurs immediately after the initiative is rolled, and the targets descend gently to the ground.

WINDY ESCAPE PP 2 #

AIR ALTERATION UTILITY

Tradition verdant

Cast R (verbal)

Trigger you are attacked and are aware of the attack

You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you.

You gain Physical Resistance (non-magic) against this attack.

You cannot use windy escape against a reaction you provoked by casting a spell or using any other magical ability that provokes a reaction when used.

WARPING OPTIONS

+4 PP: the spell effects magical physical attacks.

WITS PP 4 #

ALTERATION UTILITY

Tradition arcane, divinity, ethereal

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Duration 1 minute

The affected creature is imbued with a surge of magical energy which enhances one of their mental ability scores. The target gains a +1 status bonus to one mental ability score (Int, Wis or Cha), selected when casting, for the duration of the spell.

WARPING OPTIONS

+4 PP: you increase the bonus by +5 (max +20).

+8 PP: you may affect up to 6 targets in a 30 foot radius.

WOEFUL DREAD PP 18 #

FEAR SAVE SHADOW

Tradition arcane, ethereal

Cast 2 AP (somatic, verbal)

Range 120 feet

Targets any number of creatures

Saving Throw Will

You weave the fabric of fear, conjuring terrifying apparitions tailored to each target's worst nightmares. Only the targeted creatures can perceive these assailants, and they must each attempt a Will save.

Critical The target remains unaffected, its mind resolute against the horrors conjured.

Success The target experiences great fear, suffering a -20 mental critical injury and becoming frightened 1.

Partial The target is very afraid, taking a -10 mental critical injury and becoming frightened 2.

Failure The target succumbs to the overwhelming fear, taking a mental critical injury and becoming frightened 2.

Fumble The target's fear is so intense that it risks its own life. It must immediately attempt a Fortitude save; failure results in instant death. On a successful Fortitude save, the target takes a +10 mental critical injury, is fleeing until the end of its next turn, and is frightened 4.

WARPING OPTIONS

+2 PP: the spell bypasses any abilities that grant a bonus to fear saving throws or that lower the condition (but not fear immunity).

WORD OF BITING PP 2 #

AUDITORY ENCHANTMENT MENTAL SAVE WORD

Tradition arcane, ethereal

Cast 1 AP (verbal)

Range 30 feet; Targets 1 creature

Saving Throw Basic Fortitude

Base Damage 1d4

Your voice becomes suffused with magic so that you can harm your opponents with but a word. The target takes 2d4 sonic damage.

WARPING OPTIONS

+2 PP: increase damage by 1d4.

+4 PP: the spell effects all creatures in a 20 feet radius.

WORD OF BLINDING PP 14 #

AUDITORY ENCHANTMENT MENTAL SAVE WORD

Tradition arcane, ethereal

Cast 1 AP (verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration varies

You speak a potent magical word that has the potential to blind the target upon hearing it. However, once the target has been affected, they become temporarily immune to the spell for 10 minutes. The effect of the spell depends on the target's saving throw.

Critical The target is dazzled for 1 round.

Success The target is dazzled for 1 minute.

Failure The target is blinded for 1d4 minutes.

Fumble The target is blinded permanently.

WARPING OPTIONS

+4 PP: the spell effects all creatures in a 20 feet radius.

WORD OF DEAFENING PP 6 #

AUDITORY ENCHANTMENT MENTAL SAVE WORD

Tradition arcane, ethereal

Cast 1 AP (verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration varies

You speak a potent magical word that has the potential to deafen one creature of your choice, whether the creature can hear the word or not. The duration of the spell depends upon the targets saving throw.

Critical The target is deafened or 1 round.

Success The target is deafened or 1 minute.

Failure The target is deafened or 10 minutes.

Fumble The target is deafened permanently.

WARPING OPTIONS

+4 PP: the spell effects all creatures in a 20 feet radius.

WORD OF DEATH PP 20 #

AUDITORY ENCHANTMENT MENTAL SAVE WORD

Tradition arcane, ethereal

Cast 1 AP (verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration varies

You speak the most powerful word of magical power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's saving throw.

Critical The target takes 20 damage

Success The target takes 50 damage; if this brings the target to 0 HP, the target dies instantly.

Failure If the target has 100 HP or fewer, it dies instantly; otherwise, it drops to -10 HP.

Fumble The target dies instantly.

WARPING OPTIONS

+4 PP: the spell effects all creatures in a 20 feet radius.

WORD OF DISTRACTION PP 4 #

AUDITORY ENCHANTMENT MENTAL SAVE WORD

Tradition arcane, ethereal

Cast 1 AP (verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will Negates

You utter a single word of magic that instantly causes one creature of your choice to become briefly distracted, whether the creature can hear the word or not. The creature is treated as flat-footed until the end of its next turn.

WARPING OPTIONS

+4 PP: the spell effects all creatures in a 20 feet radius.

WORD OF FATIGUE PP 10 #

AUDITORY ENCHANTMENT MENTAL SAVE WORD

Tradition arcane, ethereal

Cast 1 AP (verbal)

Range 30 feet; Targets 1 creature

Saving Throw Fortitude; Duration varies

You utter a single word of magic that instantly causes one creature of your choice to become fatigued. The level of fatigue depends upon the targets saving throw.

Critical The target is fatigued 1 for 1 round.

Success The target is fatigued 1

Failure The target is fatigued 2

Fumble The target is fatigued 4

WARPING OPTIONS

+4 PP: the spell effects all creatures in a 20 feet radius.

WORD OF RECALL PP 14 #

TELEPORTATION TRANSLOCATION UTILITY

Tradition divinity

Cast 3 AP (material, somatic, verbal)

Range touch; Targets You and touched objects or other willing creatures

Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a place that you have stored with the Study Target action. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail. An unwilling creature can't be teleported by word of recall.

WORD OF STUNNING PP 16 #

AUDITORY ENCHANTMENT MENTAL SAVE WORD

Tradition arcane

Cast 1 AP (verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration varies

You stun the target with a magical word of power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's saving throw.

Critical The target is stunned 1.

Success The target is stunned 2.

Failure The target is stunned for 1 round.

Fumble The target is stunned for 1d6 rounds.

WARPING OPTIONS

+4 PP: the spell effects all creatures in a 20 feet radius.

ZEALOUS CONVICTION PP 12 #

EMOTION ENCHANTMENT UTILITY

Tradition divinity

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets up to 10 willing creatures

Duration 10 minutes

You transcend the rational thoughts of your targets, filling them with unwavering conviction and fervour. Each target gains 5 temporary HP and a +2 status bonus to Will saves against mental effects. Their faith overrides their own bodily and mental signals. When you issue a command to a target, it is compelled to comply, even though it may find the task repugnant. However, at the end of its turn each round, the target can attempt a Will save to overcome the cognitive dissonance. If successful, the target completely ends the effects of the spell on itself.

WARPING OPTIONS

+2 PP: increase temporary HP by 1.

PP 14: the status bonus increases to +15

SPECIALIST SPELLS #

Specialist spells are granted by your race, character class and archetype feats. Their descriptions follow the same format as normal spells as discussed at the beginning of this chapter with the exception that a magical tradition is not provided as this will always be based upon your primary tradition.

Each of the spells will have at least one trait relating to a race, class or archetype.

ALLURING CARESS PP 1 #

EMOTION ENCHANTMENT SAVE WIZARD

Cast 1 AP (somatic)

Range touch; Targets 1 creature that could find you attractive

Saving Throw Will; Duration 10 minutes (D)

You brush your hand across the target in an attempt to enhance the target's attitude towards you, compelling them to view you in a more favourable light.

The target must make a Will save, with a +4 circumstance bonus if you or your allies have recently posed a threat or displayed hostility towards it.

Critical The target remains unaffected by your spell and becomes aware of your attempt to influence them.
Success The target is unaffected but perceives your spell as something harmless unless it identifies it.
Failure The target's attitude becomes friendly towards you, or helpful if it was already friendly. It is unable to engage in hostile actions against you.
Fumble The target becomes helpful and cannot take hostile actions against you.

If you initiate hostile actions against the target, the spell immediately ends. After the spell ends, the target may not realize that they were charmed unless your subsequent interactions or actions contradict their expectations, allowing you to maintain a friendship through normal means.

ANIMAL HEALING PP 1 #

DRUID ESSENCE HEALING SOUL UTILITY

Cast 2 AP (somatic, verbal)

Range touch

Targets 1 willing living animal

You heal an animal's wounds, restoring 2d6 HP and reducing its bleed condition by 1.

WARPING OPTIONS

+1 PP: the amount of healing increases by 1d6.

+2 PP: the amount bleeding reduced increases by 1.

+2 PP: reduce the dazed or weakened condition by 1.

+3 PP: reduce the injured condition by 1.

ARC OF FIRE PP 1 #

ATTACK CLERIC FIRE INVOCATION

Cast 2 AP (somatic, verbal)

Range 60 feet; Targets 1 creature

Base Damage 1d6

You unleash a scorching beam of fire that streaks towards your target. On a successful spell attack, the target is engulfed in intense flames, taking 2d6 fire damage. If your attack results in a critical injury, the target also suffers 1d4 persistent fire damage.

WARPING OPTIONS

+2 PP: The ray's initial damage increases by 2d6, and the persistent fire damage on a critical injury increases by 1.

ARROW OF THE WILD HUNT PP 1 #

INVOCATION RANGER UTILITY

Cast 1 AP (somatic)

Range touch; Targets 1 arrow or bolt

Base Damage 1d6

You imbue an arrow with primal energy. Make a ranged weapon Strike. On a hit, deal normal damage plus 1d6 force damage. The arrow must be fired as your next action or the energy disperses harmlessly.

WARPING OPTIONS

+4 PP: the arrow ricochets to another enemy within 30 ft (make a new Strike with the same MAP).

AUGMENT CONJURATION PP 1 #

TRANSLOCATION UTILITY WIZARD

Cast 1 AP (verbal)

Range 30 feet; Targets 1 creature you conjured

The targeted creature becomes instantly stronger gaining a +1 status bonus all checks, DC’s and DB.

WARPING OPTIONS

+2 PP: the bonus increases by 1 (max +5).

BANISH FATIGUE PP 1 #

CLERIC ESSENCE SOUL UTILITY

Cast 1 AP (verbal)

Range touch; Targets 1 creature

Duration 1 hour

You reinvigorate the target causing them to ignore 1 point of fatigue for the duration.

WARPING OPTIONS

+2 PP: ignore an additional point of fatigue.

+4 PP: the spell removes the fatigue permanently.

BATTLE’S CALL PP 1 #

AUDITORY BARD EMOTION ENCHANTMENT UTILITY

Cast R (verbal)

Trigger You are about to roll for initiative.

Area 20-foot radius

You unleash a resounding battle cry, emboldening your comrades and igniting their spirits to join the fight. Every ally within the area is infused with a moment of heightened alertness, granting them +10 status bonus to their initiative roll. Furthermore, each target also gains 5 temporary HP.

WARPING OPTIONS

+4 PP: increase the bonus and HP by +5 (max +20).

BLESS WATER PP 1 #

ALTERATION CLERIC GOOD ESSENCE UTILITY

Cast 10 minutes (material, somatic, verbal)

Range touch; Targets 1 pint of water

Cost religious ingredients worth 15 gp

You imbue a flask of water with positive energy, turning it into holy water.

CHARM UNDEAD PP 1 #

CONCENTRATE LINGUISTIC SAVE SOUL WIZARD

Cast 1 AP (verbal

Range 30 feet; Targets 1 undead creature

Saving Throw Will

Duration Sustained (1 minute)

This spell allows you a degree of control over an undead creature. If the subject is intelligent, it receives a Will save

Critical The target is unaffected and aware you tried to charm it.

Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells).

Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.

Fumble The target's attitude becomes helpful toward you, and it can't use hostile actions against you.

A mindless undead creature gets no saving throw against this spell and is automatically controlled by you. It gains the minion trait and can be commanded by you when you Sustain the Spell.

Any act by you or your apparent allies that threatens the undead (regardless of its Intelligence) breaks the spell.

WARPING OPTIONS

+2 PP: per additional target.

+4 PP: the duration lasts for a day.

CLOAK OF INVISIBILITY PP 7 #

SHADOW UTILITY WIZARD

Cast R (somatic)

Duration 1 minute

Cloaked in illusion, you become invisible. You become undetected to all creatures, though the creatures can attempt to find you, making you hidden to them instead. If you use a hostile action, the spell ends after that hostile action is completed.

WARPING OPTIONS

+2 PP: duration increases to 10 minutes.

+4 PP: duration increases to 1 hour.

CLOUD MIND PP 1 #

BARD ENCHANTMENT MENTAL SAVE

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Basic Will

You throw the target off balance with a quick blast of mental noise. This blast inflicts 1d6 mental damage. If the target fumbles the save, it is also suffers Dazed 1 until the end of its next turn.

WARPING OPTIONS

+2 PP: Increase the damage by 1d6 (max 5d6) and Dazed by 1 (max 5).

COERCIVE RETRIBUTION PP 7 #

CLERIC ENCHANTMENT MENTAL SAVE

Cast 1 AP (verbal); Requirement Your most recent action dealt damage to a target

Range 100 feet; Targets A creature you dealt damage to on your most recent action.

Saving Throw Will

Duration until the end of your target's next turn

Harnessing the lingering threat of further agony, you exert a compelling force over a creature you have recently harmed. You assert a commanding influence upon the target, subjecting it to the effects of the spell command.

CONFIDENT VEIL PP 1 #

CLERIC ENCHANTMENT MENTAL UTILITY

Cast 1 AP (verbal)

Duration 1 minute

You enshroud yourself in a reassuring aura of self-assurance. This lowers your existing frightened condition by 1, and whenever you would normally become frightened during the spell's duration, effect is reduced by 1. In the event that you fumble a saving throw against fear while under the influence of the spell, the spell ends and your frightened condition is increased by 1.

WARPING OPTIONS

+2 PP: duration increases to 10 minutes.

+4 PP: duration increases to 1 hour.

COUNTER PERFORM PP 1 #

BARD COMPOSITION EMOTION ENCHANTMENT UTILITY

Cast R (somatic or verbal)

Range 30 feet; Targets 1 creature

Trigger you or a studied ally within range make a saving throw.

Your performance creates a shield of protection against the incoming effect. Your Perform check for casting this spell is compared to the Bonus check table against the Save DC of the incoming spell. Any positive modifier is then granted as a status bonus to the targets saving throw. Any negative modifier is disregarded.

WARPING OPTIONS

+1 PP: the spell effects an additional target.

+2 PP: you may target creatures that are not studied.

CUTTING WORDS PP 1 #

BARD COMPOSITION ENCHANTMENT MENTAL SAVE

Cast R (verbal)

Range 30 feet; Targets 1 creature

Trigger target makes an attack or skill check

Saving Throw Will

With your clever words and sharp wit, you sow confusion and doubt in the mind of your enemies during a crucial moment.

Critical No effect

Success Target takes a -1 penalty to the action

Failure Target takes a -1 penalty per point of failure to the action (min -1, max -10)

DEATH’S DEFIANCE PP 7 #

CLERIC ESSENCE HEALING SOUL UTILITY

Cast 1-3 AP (somatic)

Area 20-foot radius

Targets 1 living creature per action spent to cast this spell

You channel the divine power of healing, pulling creatures back from the brink of death. By expending 1 to 3 AP to cast this spell, you can target creatures equal to the amount of AP expended. Each target is restored with 5d6 HP, their life force revitalized by the touch of your divine magic. If the target had the Dying condition, coming back from dying due to this healing doesn't increase its Fatigued condition.

WARPING OPTIONS

+1 PP: increase the healing by 1d6.

DEFLECT FLAME PP 7 #

CLERIC UTILITY WARDING

Cast R (verbal); Trigger An effect would deal fire damage to either you or an ally within range.

Range 60 feet; Targets the creature that would take fire damage

As the threat of flames approaches, you conjure a protective shield of blazing energy. The target is enveloped in a resilient barrier that grants them fire resistance against the triggering effect.

WARPING OPTIONS

+4 PP: the resistance lasts for 1 minute.

DELAYED RESPITE PP 1 #

CLERIC ESSENCE UTILITY WARDING

Cast R (somatic)

Trigger A creature or object within range takes damage from an attack.

Range 30 feet

Targets the triggering creature or object

Duration 1 round (D)

You manipulate the flow of time, causing the impact of the attack to be delayed. Although damage and critical hits are determined as usual, the target's HP remain unaffected, and no other effects of the attack take hold until the spell's duration has passed. Once the spell ends, the results of the attack manifest instantly, subjecting the target to the full damage and any additional effects of the attack.

DESTRUCTIVE ROAR PP 1 #

CLERIC INVOCATION SAVE SONIC

Cast 2 AP (somatic, verbal)

Area 15-foot cone

Saving Throw Basic Fortitude

Base Damage 1d8

You unleash the power of your resounding voice. All creatures and unattended objects within the area are subjected to the spell's effect. The damage inflicted is1d8 sonic damage, which is increased to 1d12 if you have successfully dealt damage to an enemy earlier in the same turn through a Strike or spell.

WARPING OPTIONS

+2 PP: increase the damage by 1d8 (or 1d12).

DETECT SIGNATURE PP 1 #

INSIGHT UTILITY WIZARD

Cast 3 AP (somatic, verbal)

Range 50 feet; Targets 1 active spell

Duration 1 minute

You detect the signature of any active spell. This only tells you the class of who cast the spell, not who they are, or any other information. Each caster has a unique signature, so you will always be able to differentiate between the signature of one spell caster and another without needing to make any checks. This spell has several unique warping options.

Trace Signature – This allows you to track the caster of a specific signature detected by this spell. For you, it is as if you are following a trail of phosphorescent light between the detected spell and its caster. The actual tracking of this trail is accomplished by making a Very Easy (-5 DC) Tracking skill check with a difficulty equal to the level of the caster. For every two hours since the casting of the spell being traced, the DC is increased one step, to a maximum of Incredibly Hard (+10).

Detect Expired Spell – This allows you to detect a spell whose duration has already expired. You will detect any expired spells within a 10' radius, and you may search a different 10' radius within range each round.

WARPING OPTIONS

+2 PP: per additional piece of information about the spell.

+3 PP: Trace Signature.

+3 PP: Detect Expired Spell.

DEVASTATING MIGHT PP 7 #

CLERIC INVOCATION UTILITY

Cast 2 AP (somatic, verbal)

Area 15-foot emanation

Duration 1 minute

Unleashing the power of divine fury, you summon a swirling aura of devastation. All creatures within the spell's radius, including yourself, have their DR reduced by 3.

WARPING OPTIONS

+4 PP: increase the amount you reduce by 1.

+6 PP: also negate physical resistance (except adamantine).

+8 PP: also negate all physical resistance.

+10 PP: negate all resistance.

DIMENSION SHIFT PP 7 #

TELEPORTATION TRANSLOCATION UTILITY WIZARD

Cast 1 AP (verbal)

You instantly shift your position, teleporting to a location within your line of sight that is up to 50 feet away.

WARPING OPTIONS

+1 PP: the distance you can teleport increases by 10 feet.

DISSIPATE INTO MIST PP 7 #

AIR ALTERATION CLERIC POLYMORPH UTILITY

Cast R (somatic)

Trigger You take damage from an enemy or a hazard.

Upon taking the triggering damage, you transform into a swirling mist. Until the end of the current turn, you become insubstantial, immune to attacks and targeting, and unable to take actions. Your presence does not occupy physical space, and any ongoing auras or emanations are temporarily suppressed. As the turn ends, you reform in a space within 15 feet of your original location where you can exist. Any auras or emanations you possessed are reinstated, provided their duration did not expire during your mist form.

ELEMENT WARD PP 7 #

UTILITY WARDING WIZARD

Cast R (verbal)

Trigger An effect would deal acid, cold, electricity, or fire damage to you.

You draw upon the elemental forces to shield yourself from harm. You gain resistance acid, cold, electricity, or fire damage from the triggering effect (choose one type). This resistance applies only to the initial damage of the triggering effect.

WARPING OPTIONS

+8 PP: you instead gain immunity.

ELEMENTAL FURY PP 7 #

INVOCATION UTILITY WIZARD

Cast 1 AP (verbal)

You unleash a tempest of elemental power. If your next action is to Cast a Spell from your wizard spell repertoire that falls under the category of invocation and deals acid, cold, electricity, or fire damage, a swirling storm of energy engulfs you. Within a 10-foot radius, foes are subjected to 1 HP damage per PP of the spell you just cast, corresponding to the same damage type of the spell (choose one if multiple types apply). The damage inflicted by both Elemental Fury and the other spell is combined when targeting foes who are affected by both, before applying bonuses, penalties, resistance, weakness, or similar modifiers.

EMBER OF DEVOTION PP 1 #

AURA CRUSADER LIGHT UTILITY WARDING

Cast 1 AP (verbal)

Area 10-foot emanation

Duration Sustained (1 minute)

You emit a 10-ft aura of devotion. Allies in the aura gain +1 status bonus to Will saves. The aura sheds dim light (+1 light level) in the area.

WARPING OPTIONS

+2 PP: increase the radius by 10-foot (max 50 feet).

+3 PP: increase the bonus by +1 (max +5).

ENCHANTING UTTERANCE PP 1 #

AUDITORY ENCHANTMENT LINGUISTIC MENTAL SAVE WIZARD WORD

Cast 1 AP (verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will

Duration until the end of your next turn

You utter bewitching words to redirect your foe's aggression. The target must make a Will save.

Critical The target is unaffected by the spell's effects.

Success The target suffers a -1 circumstance penalty to attack rolls and a -1 penalty to damage rolls against you.

Failure The target is unable to take hostile actions against you.

Fumble The target is stunned 1 and incapable of taking hostile actions against you.

ENERGY BOLT PP 1 #

ATTACK DRUID ELEMENTAL INVOCATION

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Base Damage 1d8

You manipulate a localised energy source and draw upon it to shoot a tiny bolt of elemental energy as a spell attack inflicting 1d8 damage. When you cast this spell, select an element type from the following: acid, cold, electricity or fire. There must be an appropriate element for you to draw upon as follows:

Acid – Solid or packed earth that you are in contact with.

Cold – Packed snow or ice. If the air temperature is less than -5C you can draw the energy from the air.

Electricity – You must outdoors and the weather must be overcast.

Fire – You must be able to draw upon an open flame.

FALSE ARROGANCE PP 7 #

CLERIC EMOTION ENCHANTMENT SAVE

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will

Duration varies

You instil a false sense of superiority in the target, causing it to attribute its failures to external factors. When the target fails an attack roll or skill check, it incurs a -1 status penalty to subsequent attack rolls and skill checks until the end of its turn (or the end of its next turn if the roll was made outside its turn). If the target fails again while under this penalty, the penalty increases to -2. The duration of the effect varies based on the target's Will save. After making the save, the creature becomes temporarily immune to the spell for 24 hours.

Critical The target is unaffected.

Success The duration is 1 round.

Partial The duration is 1 minute.

Failure The duration is 10 minutes.

Fumble The duration is 24 hours.

FATEFUL TEMPTATION PP 7 #

CHANCE CLERIC INSIGHT UTILITY

Cast R (somatic)

Trigger You or an ally within range attempts a saving throw

Range 120 feet; Targets the triggering creature

You manipulate the threads of destiny, altering the outcome of a critical moment for better or worse. The target of this spell gains a +2 status bonus to the saving throw that triggered the spell. If the original saving throw would have been a success, it instead becomes a critical. Conversely, if it would have been a failure, it becomes a fumble.

Be aware that this fumble cannot be mitigated by any abilities or effects that typically reduce the severity of fumbles.

WARPING OPTIONS

+2 PP: the bonus to the saving throw increases by +1 (max +5).

FLUIDITY PP 1 #

ALTERATION CLERIC UTILITY

Cast 1 AP (somatic)

Duration 1 round

You enhance your agility and swiftness, granting you a +5-foot status bonus to your Speed and the ability to ignore difficult terrain. You may take a Stride or Step action as part of casting the spell.

FOOLS RICHES PP 1 #

CLERIC SHADOW UTILITY

Cast 2 AP (somatic, verbal)

Range 30 feet; Area 5-foot burst

Saving Throw Will

Duration sustained up to 1 minute

You create a captivating vision of boundless wealth, filling the designated area with shimmering illusions. Any creature within 20 feet of the area, susceptible to the allure of material riches, must make a Will saving throw. A creature that enters the area automatically recognizes the illusion and is not at risk of becoming fascinated. However, as long as you Sustain the Spell, other creatures react to the illusory treasure as they would any other illusion.

Critical The creature disbelieves the illusion and is unaffected by it.

Success The creature is fascinated by the illusion until it completes its first action on its next turn.

Failure The creature becomes completely enthralled by the illusory riches, remaining fascinated by their allure.

FORCE BOLT PP 1 #

ATTACK FORCE INVOCATION WIZARD

Cast 1 AP (somatic)

Range 30 feet; Targets 1 creature

Base Damage 1d6

You fire a small bolt of force energy from your fingertips. Upon a successful hit, it inflicts 2d6 force damage.

GRAVITY WEAPON PP 1 #

ALTERATION RANGER UTILITY

Cast 2 AP (somatic, verbal)

Targets 1 held weapon

Duration 1 minute

You empower the kinetic energy and density of one chosen weapon in your grasp. The base damage die of the weapon gains a +2 bonus for duration of the spell.

WARPING OPTIONS

+1 PP: You can affect two weapons.

+4 PP: You increase the damage by an additional +2 (max +4).

GUIDING STONE PP 1 #

ATTACK CLERIC EARTH INVOCATION

Cast 1 AP (somatic)

Range 60 feet; Targets 1 creature

Base Damage 1d6

You summon a mystical stone infused with divine energy, and with the guidance of your deity, you hurl it towards your target. Upon impact, the stone inflicts bludgeoning damage equal to 2d6 plus your melee damage modifier.

GUSTBORN MOVEMENT PP 7 #

AIR ALTERATION DRUID UTILITY

Cast 2 AP (somatic, verbal)

Duration 1 minute

Gusts of wind lift you gracefully into the air, granting you the ability to fly with a speed equal to your Speed. As the spell's duration nears its end, if you are still airborne, you descend slowly and safely to the ground, akin to the effect of a feather fall spell.

WARPING OPTIONS

+2 PP: when you fly using gustborn movement, you don't count flying against the wind as difficult terrain.

HAUNTING MIASMA PP 7 #

ENCHANTMENT FEAR UTILITY WIZARD

Cast 2 AP (somatic, verbal)

Area 30-foot emanation

Duration 1 minute

You exude an aura of dread. Enemies within the area are afflicted with a fear so potent that they become frightened 1 and are incapable of diminishing the effect.

HEALER’S GRACE PP 1 #

CLERIC SOUL UTILITY

Cast 1 AP (verbal)

Duration 1 minute

For the duration of this spell, your spoken words carry a sacred resonance, granting you an augmented affinity for healing magic. Whenever you cast a spell that possesses the Healing Trait, it is considered to be warped 2 PP higher at no extra PP cost.

WARPING OPTIONS

+4 PP: increase the amount warped by healing spells by an additional 1 PP (max +4).

HIDE FROM ANIMALS PP 1 #

DRUID SHADOW UTILITY

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 creature

Duration 1 minute

Animals cannot sense the warded creature. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creature is not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends.

WARPING OPTIONS

+1 PP: per additional target.

HUNTER’S VEIL PP 1 #

RANGER UTILITY WARDING

Cast 1 AP (verbal)

Duration 1 minute (S)

You blur with the surrounding wilderness, gaining concealment against creatures more than 20 ft away until the start of your next turn. You may sustain each round to maintain the effect.

WARPING OPTIONS

+4 PP: affects all allies within 30 feet.

INSPIRATION PP 1 #

ENCHANTMENT MENTAL UTILITY

Cast R (verbal)

Trigger you make a non-attack skill check

You draw upon you’re your magical resources to enhance your skill check. You may roll 1d6 and add it to the total result of the check. This modifier cannot prevent you from succumbing to an open ended result.

WARPING OPTIONS

+2 PP: you may use Inspiration to modify an attack check or a saving throw.

+2 PP: increase the die by one step (max d10).

+6 PP: roll an additional die

INSPIRE COMPETENCE PP 1 #

BARD COMPOSITION EMOTION ENCHANTMENT UTILITY

Cast 1 AP (verbal)

Range 60 feet; Targets 1 ally

Your words of encouragement fill your ally with inspiration, boosting their chances of success. This counts as if you had taken an Aid action, using the result of the spell's check instead of a specific skill. The minimum bonus granted is +1.

However, there might be situations where your ability to encourage your ally could interfere with the skill check, such as when attempting to sneak quietly or maintain a disguise. In such cases, the GM may rule that this spell has no effect.

INSPIRE COURAGE PP 1 #

BARD COMPOSITION EMOTION ENCHANTMENT UTILITY

Cast 1 AP (verbal)

Area 60-foot emanation

Duration sustained (1 minute)

Your inspiring words or melodies uplift and motivate your allies. They gain a +1 status bonus attack rolls and saves against fear effects.

WARPING OPTIONS

+4 PP: the bonus increases by +1.

INSPIRE DEFENCE PP 1 #

BARD COMPOSITION EMOTION ENCHANTMENT UTILITY

Cast 1 AP (verbal)

Area 60-foot emanation

Duration sustained (1 minute)

Your inspiring presence empowers your allies to enhance their defensive capabilities. You and all allies in the area gain a +1 status bonus to DB and saving throws.

WARPING OPTIONS

+4 PP: the bonus increases by +1.

INSPIRE HEROICS PP 7 #

BARD CHANCE COMPOSITION EMOTION ENCHANTMENT UTILITY

Cast 1 AP (verbal)

Area 60-foot emanation

Duration sustained (1 minute)

Your captivating performance fills your allies' hearts with hope and unwavering heroism. You and all studied allies in the area may make one skill check each round with advantage.

WARPING OPTIONS

+4 PP: the spell may also be used with saving throws.

+8 PP: the spell may be used with saving throws & attack checks.

+12 PP: the spell may be used with any check.

LAY ON HANDS PP 1 #

ESSENCE HEALING SOUL UTILITY

Cast 2 AP (somatic or verbal)

Range touch; Targets 1 willing creature

You channel positive energy to heal the target. You restore 1d10 HP.

WARPING OPTIONS

+2 PP: The amount of healing increases by 1d10.

LEARNED COUNCIL PP 1 #

INSIGHT LOREMASTER UTILITY

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 ally

Duration 1 round

You can call upon your vast array of knowledge to provide advice and assistance to one ally within range. The ally gains a +2 circumstance bonus on any attack roll, saving throw, or skill check made before the beginning of your next turn.

LIFE SIPHON PP 7 #

ESSENCE HEALING SOUL UTILITY WIZARD

Cast R (verbal)

Trigger You cast an arcane soul spell of at least 2 PP.

You channel some of the spell's power to heal yourself, regaining 1d6 HP per 2 PP of the spell.

WARPING OPTIONS

+4 PP: increase the amount you heal by 1d6 per 2 PP.

LOCALISED QUAKE PP 7 #

ALTERATION CLERIC EARTH SAVE

Cast 2 AP (somatic, verbal)

Area 15-foot emanation or 15-foot cone

Saving Throw Basic Reflex

Base Damage 1d6

You invoke a minor earthquake in the targeted area. Choose whether the spell's area is a 15-foot emanation or a 15-foot cone when you cast it. Each creature in the area standing on solid ground may take 4d6 bludgeoning damage and must attempt a Reflex saving throw.

LOREMASTERS EDGE PP 1 #

CHANCE INSIGHT LOREMASTER UTILITY

Cast R (somatic)

Trigger You attempt a Recall Knowledge check.

You draw upon the ancient texts and scriptures that you have previously perused. You gain advantage on the check.

WARPING OPTIONS

+2 PP: target an ally within 30 feet.

LUCKY BREAK PP 7 #

CHANCE CLERIC INSIGHT UTILITY

Cast R (verbal)

Trigger You fail (but don't fumble) a saving throw.

A brief glimpse of insight allows you to reroll the failed saving throw. You then become temporarily immune for 10 minutes.

LUMINANCE PP 7 #

CLERIC ESSENCE LIGHT SOUL UTILITY

Cast 2 AP (somatic, verbal)

Duration 1 minute (D)

By drawing life force into yourself, you radiate an aura of positive energy. A bright light emanates from you in a 10-foot radius (increasing the light level by three steps). All creatures that begin their turn in the radius of the spell are healed of 1d8 HP, or in the case of an Undead creature, take 1d8 HP of essence damage.

At the beginning of each of your turns, you can Sustain the spell to increase the healing (or damage to undead) by 1d8 (max 5d8) or allow the spell to remove 1 point of bleed damage.

WARPING OPTIONS

+2 PP: increase the healing amount and the sustained max by 1d8 (or bleed amount by 1).

LUMINOUS FLARE PP 1 #

CLERIC INVOCATION LIGHT SAVE VISUAL

Cast 2 AP (material, verbal)

Area 15-foot cone

Saving Throw Fortitude

You raise your holy symbol and unleash a radiant burst of light. Every creature within the area must attempt a Fortitude save.

Critical The creature is unaffected.

Success The creature is dazzled for 1 round.

Failure The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend a 1 AP (interact) action rubbing its eyes to end the blinded condition.

Fumble The creature is blinded for 1 round and dazzled for 1 hour.

WARPING OPTIONS

+2 PP: increase the area by 15-feet (max 60 feet).

MIND’S DOUBLE PP 7 #

CLERIC SAVE SHADOW VISUAL

Cast 2 AP (material, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration 1 minute

You possess a penchant for ubiquity, refusing to be confined to a single location. Select a spot within 100 feet of the target, which is visible to the target. An illusion of yourself materializes at that location, perceptible only to the target, flawlessly imitating your every movement and action. The target must attempt a Will save.

Critical The target is unaffected.

Success The target believes that you are present in the designated location and remains oblivious to your actual whereabouts. It perceives the illusion as genuine, but its belief can be shattered if you perform an action that contradicts the plausibility of the image. Additionally, if the target interacts with the illusion by attacking, touching, searching, or engaging with it in any meaningful way, the illusion is automatically disbelieved. Finally, should you initiate a hostile action against the target, the spell promptly terminates.

Failure As success, but the target must succeed at a Will save to disbelieve the illusion when one of the listed events occurs.

Fumble As success, but the target must critical a Will save to disbelieve when one of the listed events occurs.

MOMENT OF FORTUNE PP 1 #

CHANCE CLERIC INSIGHT UTILITY

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 willing creature

Duration 1 minute

You tip the balance of fortune in favour of the chosen target, shielding them from mishap. When the target would attempt a saving throw, it can roll with advantage. Once it does this, the spell ends.

Be aware that you may only have one version of this spell running at any one time, if you cast the spell again, the previous version fades.

NATURE’S BOUNTY PP 7 #

CLERIC DRUID ESSENCE TRANSLOCATION UTILITY

Cast 1 AP (somatic)

Requirements You have a free hand.

You conjure a fresh and natural palm-sized fruit or vegetable, which materializes in your open hand. You have control over the type of food that appears. When a creature eats the food using a 1 AP (Interact) action, they regain 3d10+12 Hit Points, while also receiving the nourishment equivalent to having consumed a meal. If the food remains uneaten, it deteriorates and disintegrates into dust after 1 minute.

WARPING OPTIONS

+2 PP: : The HP restored increase by 1d10.

PHYSICAL BOOST PP 1 #

ALTERATION UTILITY WIZARD

Cast 1 AP (verbal)

Range touch; Targets 1 living creature

Duration until the end of the target's next turn

You briefly improve the target's physique. The target gains a +1 status bonus to the next Constitution, Strength, or Dexterity based check that it makes.

WARPING OPTIONS

+2 PP: status bonus increases by 1 (max +5).

PHYSICAL SURGE PP 1 #

ALTERATION CLERIC UTILITY

Cast 1 AP (somatic)

Duration 1 round

Your form brims with unparalleled strength and expertise. You are infused with a +10-foot status bonus to your Speed and a +2 status bonus to all Athletics checks. As you cast this spell, you harness your newfound abilities and can as a 0 AP action use a Stride, Leap, Climb, or Swim action.

PRECIOUS METALS PP 7 #

ALTERATION CLERIC UTILITY

Cast 1 AP (material)

Range touch

Targets 1 metal weapon, up to 10 pieces of metal or metal-tipped ammunition, 1 suit of metal armour, or up to 1 bulk of metal material (such as coins)

Duration 1 minute

You infuse base metal with deific power to transform it into precious materials. The target item transforms from its normal metal into cold iron, copper, gold, iron, silver, or steel. An item transmuted in this way deals damage according to its new material.

Be aware that this change is both magical and temporary and so cannot be used to satisfy expensive material components.

WARPING OPTIONS

+8 PP: : Add adamantine, Eaog and mithril to the list of metals you can transform the item into.

PROTECTIVE WARD PP 1 #

UTILITY WARDING WIZARD

Cast 1 AP (somatic)

Area 10-foot-radius centred on you

Duration 1 minute

You emit a radiant aura of protective magic that envelops you and your allies. Within the area, you all benefit from a +1 status bonus to your DB. You can Sustain the Spell each round to extend the radius of the aura by 5 feet, up to a maximum of 30 feet.

WARPING OPTIONS

+2 PP: status bonus increases by 5 (max +25).

PROTECTOR’S SPHERE PP 7 #

UTILITY WARDING WIZARD

Cast 2 AP (somatic, verbal)

Area 15-foot radius

Duration sustained up to 1 minute

A shielding aura radiates from you, providing protection to both you and your allies. You gain Physical Resistance (adamantine). Furthermore, any ally within the area of effect also gains this resistance.

WARPING OPTIONS

+6 PP: The resistance also applies against adamantine.

+10 PP: The resistance applies against all damage.

PURGE THE UNLIFE PP 7 #

CLERIC ESSENCE SAVE SOUL

Cast 2 AP (somatic, verbal)

Area 30-foot cone

Saving Throw Basic Fortitude

Base Damage 1d12

You unleash a torrent of divine energy that severs the unholy ties of undeath. Each undead creature within the area takes 4d12 essence damage.

WARPING OPTIONS

+2 PP: increase damage by 1d12.

QUICK TIME PP 1 #

BARD COMPOSITION EMOTION ENCHANTMENT UTILITY

Cast 1 AP (somatic)

Area 60-foot radius

Duration sustained (1 minute)

You move with a spirited rhythm, quickening the pace of your allies' movement. Both you and all allies in the area gain a +10-foot status bonus to all Speeds for 1 round.

RADIANT AEGIS PP 1 #

ALIGNED AURA CRUSADER LIGHT UTILITY WARDING

Cast 1 AP (verbal)

Area 10-foot emanation

Duration Sustained (1 minute)

A halo of energy appears around which grants your allies a +1 status bonus to DB against attacks made by creatures with an opposing aura type to your own.

WARPING OPTIONS

+2 PP: increase the radius by 10-foot (max 50 feet).

+3 PP: increase the bonus by +1 (max +5).

REAPER’S RESONANCE PP 1 #

CLERIC EVIL SOUL UTILITY

Cast R (verbal)

Trigger A creature within 20 feet of you dies or is destroyed (in the case of an undead).

Duration 1 minute

The essence of the departed creature heals your wounds. You gain a surge of vitality, healing HP equal to the level of the triggering creature plus 5. If the triggering creature was undead, the amount healed is doubled.

WARPING OPTIONS

+2 PP: for every 5 HP healed (round down), you may also reduce any bleeding damage by 1.

REINCARNATED EMBRACE PP 7 #

CLERIC HEALING POSITIVE SOUL UTILITY

Cast 10 minutes (material, somatic, verbal)

Range touch; Targets 1 dead animal, beast, humanoid, plant or wyrm creature.

You retrieve the soul of a recently dead creature and restore it to life in a different form. As the spell is completed, the dead body of the creature (which must be present and intact), is returned to life but its physical form changes to that of a different creature of the same type. The creature’s race changes completely for the purpose of game mechanics but all existing feats (racial or otherwise) remain the same.

This spell can only revive a creature that has been dead for less than an hour. Once reincarnated, the creature initially has no memory of anything that has occurred within the last 24 hours and has no PP or spells memorised. Memories, PP and spells return upon the next daily preparation.

Be aware that if a character chooses to not be returned to life, the spell has no effect.

RENEWAL’S TOUCH PP 7 #

CLERIC ESSENCE SOUL UTILITY

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 living creature

Duration 1 minute

You imbue the target with restorative healing energy, allowing them to use that energy to heal their wounds. Upon casting the spell, the target is immediately healed of 2d8+16 HP. Additionally, at the beginning of each of the targets turns, it may choose to use one of the following effects for 2 AP (concentrate):

Heal 1d8+8 HP

Stop 1 point of bleeding

Reduce the fatigued condition by 1

As part of a recovery check (Free Action) ignore fumble and blunder results

WARPING OPTIONS

+2 PP: increase the healing by 1d8+8.

+2 PP: target may reduce bleeding by an additional 1.

+2 PP: the target may also reduce the injured condition by 1 or the dazed and weakened conditions by 2.

+2 PP: reduce the fatigued condition (or another condition if you have used that option) by an additional 1.

+4 PP: the target may also reduce the soul drain condition by 5.

RESILIENT FORTITUDE PP 7 #

CLERIC UTILITY WARDING

Cast R (somatic); Trigger An attack or effect would deal damage to you.

Your indomitable might blends with divine energy to shield you. You gain resistance against the triggering attack or effect.

WARPING OPTIONS

+10 PP: you instead gain immunity.

REVEALING GLANCE PP 7 #

CLERIC INSIGHT REVELATION UTILITY

Cast 1 AP (somatic)

Area 30-foot radius

Duration 1 round

Your divine insight pierces through illusions, revealing the truth beneath. The GM makes a secret counteract check against each illusion partially within the area. Instead of counteracting the illusion, you gain the ability to see through it, perceiving the true nature of what lies hidden (e.g., seeing through an illusory disguise spell to reveal the creature's true form without ending the illusion).

The area of revelation moves with you throughout the duration of the spell, and the GM makes a secret counteract check whenever a new illusion enters the area.

WARPING OPTIONS

+5 PP: You can allow everyone to see through illusions you succeed against, not just yourself.

REVELATION DIVINE PP 1 #

ADVANTAGE CLERIC INSIGHT UTILITY

Cast R (verbal)

Trigger You attempt a Search (Perception) check, or you attempt a skill check to Recall Knowledge with a skill you're trained in.

With a brief prayer and the guidance of your deity, you tap into the vast well of divine knowledge that surrounds you. When you trigger this spell, your connection to your deity grants you divine revelation, enhancing your ability to uncover information. You gain advantage on the triggering check.

SACRIFICING SHIELD PP 1 #

UTILITY WARDING WIZARD

Cast R (somatic)

Range 30 feet

You shield your ally by absorbing their wounds. The HP damage that would have been inflicted upon them is reduced by 5. However, you absorb this damage instead, and any immunities, weaknesses, or resistances you possess do not come into effect.

Be aware that you only absorb HP damage with this spell and suffer no effects from any other part of the attack.

WARPING OPTIONS

+1 PP: damage you redirect increases by 1.

+2 PP: you may also absorb any condition that the target suffers.

SEARING BURST PP 7 #

DRUID ELEMENTAL INVOCATION SAVE

Cast 2 AP (somatic, verbal)

Range 120 feet; Area 20-foot radius

Saving Throw Basic Reflex

Base Damage 1d8

You cause the area of effect to become charged with elemental energy. When you cast this spell, select an element type from the following: acid, cold, electricity or fire. There must be an appropriate element for you to draw upon as follows:

Acid – Solid or packed earth that you are in contact with.

Cold – Packed snow or ice. If the air temperature is less than -5C you can draw the energy from the air.

Electricity – You must outdoors and the weather must be overcast.

Fire – You must be able to draw upon an open flame.

All creatures within the area of effect take 5d8 damage of the appropriate element type.

SEER’S VISION PP 1 #

CHANCE CONCENTRATE INSIGHT UTILITY WIZARD

Cast 1 AP (verbal)

Range 30 feet; Targets 1 willing living creature

Duration until the end of your next turn

You glimpse the target's near future, foreseeing a pivotal moment. Roll a d20 and record the result. When the target attempts a non-secret saving throw or skill check, they may use the recorded number instead of rolling, ending the spell. Casting this spell again immediately cancels any active instance of Seer’s Vision.

SHIFTING FORM PP 7 #

ALTERATION MORPH UTILITY WIZARD

Cast 1 AP (somatic)

Duration 1 minute (D)

You change your form in a minor way, gaining one of the following abilities:

A +20-foot status bonus to your Speed.

A climb or swim Speed equal to half your Speed.

Darkvision.

Gain a pair of claws. These are medium, agile finesse unarmed attacks that inflict slashing damage.

Scent.

SHIFTING STEP PP 1 #

CLERIC SHADOW UTILITY

Cast R (somatic)

Trigger An enemy misses you with a melee attack.

Duration until the end of your next turn

You move and enshroud yourself in shadow. You Step and become concealed.

SICKLY RAY PP 1 #

ATTACK SOUL WIZARD

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 living creature

A sickly green ray of energy is released from your outstretched palm. The result of your attack determines the outcome of the spell.

Critical Inflicted The target becomes sickened 2 and slowed 1 as long as it's sickened.

Hit for Damage The target becomes sickened 1.

Miss The target is unaffected.

This spell inflicts no actual HP damage.

SILENT BINDING PP 1 #

CLERIC SAVE WARDING

Cast 2 AP (material, somatic)

Range 30 feet; Targets 1 creature

Saving Throw Fortitude; Duration varies

You impose a binding silence upon the target, preventing it from divulging important information. While under this spell's effect, the target can still speak and perform verbal spell components, but its whispers are muffled, making them inaudible to creatures more than 10 feet away without a successful Perception check against your spell DC. This also interferes with auditory and linguistic effects, as well as communication. The duration of the spell depends on the target's Fortitude save.

Critical The target is unaffected.

Success The duration is 1 round.

Failure The duration is 1 minute.

Fumble The duration is 10 minutes.

SONG OF DESPAIR PP 1 #

BARD COMPOSITION ENCHANTMENT FEAR UTILITY

Cast 1 AP (verbal)

Area 30-foot emanation

Duration sustained (1 minute)

Foes within the area are filled with a deep sense of despair, causing them to be afflicted with fear. They become frightened 1 and cannot reduce their frightened condition below 1 as long as they remain within the area.

SOOTHING BALLAD PP 13 #

BARD COMPOSITION EMOTION ENCHANTMENT HEALING UTILITY

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets you and up to 9 allies

You use the power of performance to soothe the ailments of your allies:

The spell attempts to counteract fear effects on the targets.

The spell attempts to counteract effects imposing paralysis on the targets.

The spell restores 8d8 HP to the targets.

The spell lowers the severity of one Injury (only once per injury) by 1.

WARPING OPTIONS

+1 PP: : when used to heal, soothing ballad restores 1d8 more HP.

SOOTHING WORDS PP 1 #

CLERIC DRUID EMOTION ENCHANTMENT

Cast 1 AP (verbal)

Range 30 feet; Targets 1 ally

Duration 1 round

You calm the target with your simple prayers or words. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against emotion effects.

In addition, when you Cast this Spell, you can attempt to counteract one emotion effect on the target.

WARPING OPTIONS

+2 PP: bonus to saves increases by +1 (max +4).

SPELL STORING PP 1 #

UTILITY WARDING WIZARD

Cast 1 minute (somatic, verbal)

Range touch; Targets your arcane bond

Duration until next daily preparation

The next spell that you cast within one round is stored in your Mage Staff. The stored Spell has no immediate effect (other than of being stored), but you can then release the spell at any time for 1 AP.

You may only have one spell stored in your staff at any one time and if you cast the spell again the last spell you stored is dismissed.

WARPING OPTIONS

+4 PP: the stored spell is released as a reaction, the specifics of which you must determine when casting.

+8 PP: the stored spell is released as a free action.

SPIRIT OF THE HUNT PP 1 #

RANGER SOUL UTILITY

Cast 1 minute (somatic, verbal)

Range touch; Targets 1 living target

Duration 10 minutes

A spirit animal blesses the targets senses granting advantage on Search (Perception) checks for the duration.

WARPING OPTIONS

+2 PP: also gain advantage on Track (Survival) checks.

+2 PP: target an additional creature.

SPOIL THE PROFANE PP 1 #

ALIGNED CRUSADER SOUL UTILITY

Cast 1 AP (verbal)

Range touch; Targets a weapon you are currently wielding

Immediately after casting the spell, make a melee or ranged weapon Strike against a creature within range. On a hit, in addition to normal damage the target becomes weakened 1 until the beginning of your next turn. If the target has an opposing aura, it also takes 1d6 secondary aligned damage.

WARPING OPTIONS

+2 PP: increase secondary damage by 1d6 (max 5d6).

+3 PP: increase the weakened by 1 (max +5).

STASIS PP 7 #

ALTERATION CLERIC SAVE

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature or up to 10 lbs of objects

Saving Throw Will; Duration varies

Time freezes in its tracks around a chosen object or creature, rendering it immobile. The target must make a Will save to resist this effect. An inanimate object that is unattended automatically fumbles its save.

Critical The target is unaffected.

Success The target is stunned 1 as time thickens around it.

Failure Time comes to a complete halt for the target for 1 round. During this period, the target becomes impervious to all forms of damage and cannot be targeted by anything. No rounds pass for any timed effects, conditions, afflictions, or other ongoing effects that may affect the target. While in this state of stasis, the target becomes immovable, defying even the forces of gravity.

Fumble As failure, but the target is held in stasis for 3 rounds. At the end of each of its turns, it can attempt a new save to reduce the remaining duration by 1 round or end it entirely on a critical.

SURGE OF THE TEMPEST PP 1 #

AIR DRUID ELECTRICITY INVOCATION SAVE

Cast 2 AP (somatic, verbal)

Range 30 feet; Targets 1 creature

Saving Throw Reflex

Base Damage 1d12

You envelop your target in a tempest of raging winds, turbulent clouds, and electrifying lightning. The storm unleashes a surge of electrical energy, dealing 1d12 damage. The target must make a basic Reflex save to partially avoid the effects. In the event of a fumble, the target is not only struck with the damaging electricity but also becomes temporarily dazzled for 1 round and suffers from 1 persistent electricity damage.

WARPING OPTIONS

+2 PP: The initial damage increases by 1d12, and the persistent electricity damage on a fumble increases by 1.

SWIFT SONATA PP 1 #

BARD COMPOSITION EMOTION ENCHANTMENT UTILITY

Cast 1 AP (verbal)

Range 30 feet; Targets 1 ally

Duration sustained (1 minute)

Your performance infuses the target with a surge of rhythmic energy, enhancing their speed. The target becomes quickened and can use the additional action to Strike, Stride, or Step.

WARPING OPTIONS

+2 PP: affect an additional ally.

TALON STRIKE PP 1 #

RANGER INVOCATION UTILITY

Cast 2 AP (somatic, verbal)

Range touch; Targets a weapon you are currently wielding

Duration 1 minute

Your attacks with the target weapon tear at the target with the ferocity of a wild animal inflicting 1d6 secondary slashing damage.

WARPING OPTIONS

+4 PP: increase the secondary damage to 2d6.

TOUCH OF OBEDIANCE PP 1 #

CLERIC ENCHANTMENT MENTAL SAVE

Cast 1 AP (somatic)

Range touch; Targets 1 living creature

Saving Throw Will; Duration varies

With your commanding touch, you corrode the essence of the target, weakening its resistance to manipulation. The target must make a Will saving throw to resist your influence.

Critical The target is unaffected.

Success The target takes a -1 status penalty to Will saves until the end of your current turn.

Failure The target takes a -1 status penalty to Will saves until the end of your next turn.

Fumble The target takes a -2 status penalty to Will saves for 1 minute.

TOUCH OF UNDEATH PP 1 #

CLERIC ESSENCE SAVE SOUL

Cast 1 AP (somatic)

Range touch; Targets 1 living creature

Saving Throw Fortitude

Base Damage 1d6

You sap the targets lifeforce, dealing 1d6 essence damage. The target must attempt a Fortitude save.

Critical The target is unaffected.

Success The target takes half damage.

Failure The target takes full damage, and a minor critical.

Fumble The target takes double damage, and a light critical.

TRUTHFUL WORDS PP 1 #

CLERIC INSIGHT UTILITY

Cast 1 AP (somatic)

Duration sustained (1 minute)

You confidently speak a truthful statement, devoid of any intention to deceive or manipulate. The statement must be concise, consisting of no more than 25 words. As you speak, a radiant symbol of your deity appears above you, signifying your sincere belief in the statement's truth. Those who witness this display know that you believe your words to be true.

Each time you Sustain this Spell, you can repeat this effect.

UMBRAL VEIL PP 1 #

DARKNESS INVOCATION UTILITY WIZARD

Cast 1 AP (somatic)

Range touch; Targets 1 willing creature

Duration 1 minute

You enshroud the target in a swirling mantle of shadows, obscuring their presence and making it harder for others to see. Within a 20-foot emanation centred on the target, the illumination level is reduced by three steps (to a minimum of 2).

By using a 1 AP (Interact) action, the target can remove the cloak of shadows and leave it behind as a decoy, where it continues to diminish the light for the remaining duration of the spell. If someone retrieves the cloak after the original target discards it, the cloak dissipates, and the spell abruptly ends.

UNITY PP 7 #

CHANCE CLERIC UTILITY WARDING

Cast R (verbal)

Trigger You and 1 or more allies within range are targeted by a spell or ability that allows a saving throw.

Range 30 feet

Targets each ally targeted by the triggering spell

You release a wave of energy which engulfs your allies, granting them your innate resistance. Each ally can use your saving throw modifier instead of its own against the triggering spell. Each ally decides individually which modifier to use.

UNLIVING VITALITY PP 7 #

CLERIC ESSENCE EVIL SOUL UTILITY

Cast 2 AP (somatic, verbal)

Range touch; Targets 1 willing undead creature

Duration 1 minute

You revitalize an undead creature, granting it natural healing. The target is granted fast healing 5, for the duration of the spell.

WARPING OPTIONS

+1 PP: The fast healing increases by 1 (max 10).

VEILED PRESENCE PP 1 #

CLERIC SHADOW UTILITY VISUAL

Cast 1 AP (verbal)

Duration 1 minute

As you merge into a crowd of similar beings, your features blend into a faceless visage. Your appearance becomes indistinct and unremarkable. You gain a +2 status bonus to Deception and Stealth checks, allowing you to seamlessly blend into the crowd and go unnoticed. Additionally, you effortlessly navigate through the crowd, ignoring any difficult terrain it may present.

WARPING OPTIONS

+2 PP: increase the bonus by 1 (max +5).

VEILED SECRET PP 7 #

MENTAL UTILITY WARDING WIZARD

Cast 1 minute (somatic, verbal)

Range 10 feet

Targets you and any number of willing allies

Duration 1 hour

You hide a secret, ensuring its protection from prying spies. Select a specific piece of information known by at least some of the targets. It is essential that the targeted creature remains within range for the full minute while you cast the spell. Those who possess the chosen knowledge gain a +4 status bonus to skill checks, to effectively conceal the secret. Additionally, they receive the same bonus to saving throws against spells that specifically aim to extract the knowledge and any effects that attempt to coerce its disclosure.

If you cast this spell again, any previous Veiled Secret spell you had cast will be nullified, and its effects will cease.

VERDANT SNARE PP 1 #

ALTERATION RANGER UTILITY

Cast 1 AP (verbal)

Range 30 feet; Area 10-ft radius

Roots and vines lash out, creating natural difficult terrain until the start of your next turn.

WARPING OPTIONS

+2 PP: increase the radius by 10-feet (max 50- feet).

+3 PP: duration becomes 1 minute.

VIBRANT THORNS PP 1 #

ALTERATION CLERIC DRUID MORPH PLANT UTILITY

Cast 1 AP (somatic)

Duration 1 minute

Your body grows thorny brambles, which exact a toll on those who dare to strike you, while also thriving on the essence of life magic. Whenever a creature adjacent to you or a creature that hits you with an unarmed attack lands a melee blow, they suffer 1 piercing damage. Furthermore, whenever you cast an essence spell, the potency of your thorns intensifies, inflicting 1d6 damage on those who come into contact with them until the beginning of your next turn.

WARPING OPTIONS

+4 PP: The damage increases by 1, or 1d6 after you cast a positive spell.

VIGILANT EYE PP 7 #

INSIGHT UTILITY WIZARD

Cast 1 AP (somatic)

Range 500 feet

Duration 1 hour

You create an invisible floating eye at a location within range. When created, this eye must be in your line of sight. The eye can't move, but you can see in all directions from that point as if using your normal visual senses.

When the spell's duration ends, you can spend 2 PP as a free action to extend the duration for another hour, though as normal, it ends immediately during your next daily preparations.

WAR CRY PP 7 #

CLERIC INVOCATION SONIC UTILITY

Cast R (verbal)

Trigger An ally within range inflicts a critical strike with a melee weapon

Range 30 feet; Targets the triggering ally

Your deific cry imbues your ally’s weapon with power. The weapon used to make the Strike deals an additional 1d6 sonic damage and the ally can immediately attempt an additional attack against the same target as a free action using their current multiple attack penalty.

WARPED TERRAIN PP 1 #

SHADOW UTILITY VISUAL WIZARD

Cast 1 AP+ (somatic, verbal)

Range 60 feet; Area 5-foot radius or more

Duration 1 minute

You conjure illusory hazards that cover the ground. These illusions create false hazards, causing any creature that traverses them to perceive the area as difficult terrain. However, a creature can attempt to disbelieve the illusion by using a Search action or other means of interacting with it. If successful, the creature sees through the deception and can move through the area unaffected for the remaining duration of the spell.

By investing additional actions while casting the spell, you can expand the radius of the illusion. Each extra AP spent increases the radius by 5 feet, allowing you to extend the deceptive terrain up to a maximum of 10 extra feet when utilizing 3 AP.

WARPING OPTIONS

+6 PP: : you can make the illusion appear in the air rather than on a surface, causing it to function as difficult terrain for flying creatures.

WASH AWAY SIN PP 1 #

ALIGNED CRUSADER ESSENCE HEALING SAVE SOUL

Cast 2 AP (somatic, verbal)

Area 15-foot cone

Saving Throw Basic Will

Base Damage 1d6

Allies in the cone regain 1d8 HP and gain +1 status bonus to saves vs. fear and disease until the start of your next turn.

Creatures with an opposed aura take 1d6 essence damage.

WARPING OPTIONS

+2 PP: increase both the healing and damage by 1 die.

+4 PP: cone increases to 30-feet.

WEAPON SURGE PP 1 #

CLERIC INVOCATION UTILITY

Cast 1 AP (somatic)

Range touch; Targets 1 weapon you're wielding

You imbue your weapon with divine energy. On your next Strike with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll and the weapon deals an additional die of damage.

If the target weapon leaves your possession, weapon surge immediately ends.

WELLSPRING OF VALOUR PP 1 #

ALIGNED AURA CRUSADER HEALING UTILITY WARDING

Cast 1 AP (verbal)

Area 20-foot emanation

Duration Sustained (1 minute)

You create an aura of vitality which grants allies a +1 status bonus to attack rolls vs any creatures of an opposed aura.

Whenever an ally in the aura first takes damage each round, they regain 1d6 HP from the wellspring’s restorative flow.

WARPING OPTIONS

+2 PP: increase the radius by 10-foot (max 50 feet).

+4 PP: increase the bonus by +1 and the healing by 1d6.

WILD MORPH PP 1 #

ALTERATION DRUID MORPH

Cast 1 AP (somatic)

Duration 1 minute

You draw upon your Wildshape power, altering a portion of your physical form. You gain a single natural attack form from one of your Studied Targets.

WARPING OPTIONS

+2 PP: You gain an additional natural attack form (max 3).

+2 PP: You instead gain a movement type from one of your Studied Targets.

+4 PP: instead gain special ability from one of your Studied Targets.

If this spell is used to gain an ability from a creature that you would not normally gain whilst you are wildshaped into its form, the duration of this spell changes to that of your Wildshape ability.

WIZARD STRIKE PP 1 #

ADVANTAGE INSIGHT WIZARD

Cast 1 AP (verbal)

Duration until the end of your turn

A fleeting glimpse into the future grants certainty to your next strike, ensuring its accuracy. The next time you make an attack check before the end of your turn, the attack gains advantage.

ZEALOUS BATTLECRY PP 7 #

CLERIC CHANCE EMOTION ENCHANTMENT UTILITY

Cast R (verbal)

Trigger You and at least 1 ally are about to roll initiative.

Range 10 feet; Targets you and the triggering ally

You ignite the flames of righteous anger within yourself and a chosen ally. Both you and the target ally roll a d100, and the higher result is used for determining initiative rolls.

CHAPTER 11 MAGIC ITEMS #

The cloaked sorcerer knelt among the shattered stones of the forgotten citadel; his fingers blackened with dust and time. Each fragment he turned over, each crumbling stair he descended, brought him closer to the prize whispered of in forbidden tomes. He could feel it—its pulse, like a heartbeat in the void—calling to him through centuries of silence.

Magic items are a crucial aspect of any fantasy roleplaying game, adding depth and excitement to the gameplay. They bring a touch of enchantment and can bestow fascinating and unique abilities, even upon characters who are not inherently magical.

In TRG, magical items serve as valuable rewards for the daring exploits and courageous acts of your character. Whether earned through bravery or acquired through foolhardiness (depending on one's perspective), these items are often discovered in treacherous dungeons or obtained from the lairs of defeated creatures. They grant you extraordinary capabilities that would be otherwise unattainable, or they enhance existing skills in extraordinary ways.

This chapter delves into the rules governing the utilization of magical items, shedding light on their mechanics and how they interact with other facets of the game. By delving into this knowledge, you can fully appreciate the wonders and intricacies of these mystical artifacts.

INVESTMENT #

Some items hold incredible power, but their secrets cannot be unlocked without forming a unique connection. This bond, known as Investment, is essential for fully harnessing the potential of these magical artifacts. When an item possesses such a requirement, it is marked with the Invested trait, signifying the need for a personal connection between the bearer and the item itself.

Without becoming invested to an item, you can only use its most basic or non-magical functions. Items that provide a static bonus will still function without investment (unless stated otherwise in the individual items description).

Each character can benefit from three invested items at 1st level. You gain a bonus to the amount of items that you can invest equal to your spellcasting ability score. At 5th level and then every 5 levels thereafter, you may invest an additional item.

Mikhail is a 1st level cleric with a Wisdom Ability modifier of +2. This means that Mikhail can invest a maximum of 5 items per day.

Be aware that if an item has multiple invested traits, you only need to use one investment slot to use all of the items capabilities.

To invest an item, you must use the Invest Item action.

INVEST ITEM CONCENTRATE Requirements You have an item with the invested trait that has not been invested by another character in the last 24 hours.You spend 10 minutes investing your energy into a magical item. Once you’ve Invested the Item, you benefit from its constant magical abilities as long as you meet its other requirements. Your investment to the item ends if you no longer satisfy prerequisites, if the item is more than 100 feet away from you for at least 24 hours, if you die, or if another creature successfully invests the item (assuming you have not invested it). You can also voluntarily end investment by using this action. Be aware that you must have knowledge of the items functionality before you can invest it. This can be by identifying the item yourself, or another character who has identified the item explaining its abilities.INVEST ITEM CONCENTRATE Requirements You have an item with the invested trait that has not been invested by another character in the last 24 hours.You spend 10 minutes investing your energy into a magical item. Once you’ve Invested the Item, you benefit from its constant magical abilities as long as you meet its other requirements. Your investment to the item ends if you no longer satisfy prerequisites, if the item is more than 100 feet away from you for at least 24 hours, if you die, or if another creature successfully invests the item (assuming you have not invested it). You can also voluntarily end investment by using this action. Be aware that you must have knowledge of the items functionality before you can invest it. This can be by identifying the item yourself, or another character who has identified the item explaining its abilities.

USING MAGIC ITEMS #

Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head and rings on the finger. Magic armour must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.

The majority of magic items can be utilised by small, medium and large creatures with little issue. Magic rings and other items that are worn on the body will usually resize to the wielder (that’s a Kind of Magic). Not all items will follow this process however. Armour, shields and weapons will only resize if a specific resizing rune has been applied to them first (see runes).

As with all things, your GM has the final say on what can and cannot be resized.

ITEMS & INNATE SPELLS

If a magic item allows you to use an innate spell, the level used to determine the DC and attack check of the item is determined by the items level and not yours.

DUPLICATE ITEMS #

You will not normally be allowed to wear two items of the same type and gain their benefits. So you would not be able to gain the magical benefits of two different sets of magical boots or gloves.

Items such as rings can be worn on multiple fingers (and even toes if your GM allows it), but you must adhere to the rules for Bonus Types which can be found in the Appendixes.

Any item that comes as part of a pair (such as gloves) only impart their benefits if both items are worn.

Your GM may also deem that certain items malfunction if you choose to use one half of a paired magical item instead of fail outright.

ACTIVATING MAGIC ITEMS #

Some magical items require you to carry out an action of some kind to activate them. Other items provide a constant modifier or perhaps an additional modifier when activated as well.

Using a magic item is similar to casting a spell in that it requires a specific action; this is the activate item action.

ACTIVATE ITEM

Requirements The item must be invested by you. If the item requires you to Interact with it, you must be wielding it (if it’s a held item) or touching it with a free hand (if it’s another type of item).

You call forth the effect of an item by properly activating it. This is a special activity that takes a variable number of actions, as listed in the item’s stat block.

ACTIVATE ACTIONS

Each magic item will have an activation entry if it requires such. There are a number of different activation components which add the indicated traits to the Activate Item action.

Some of these actions have already been covered in other areas of the book but are duplicated here for consistency.

COMMAND

AUDITORY CONCENTRATE

The item has a command word which must be spoken to activate it. The command word will be discovered when the item is identified except in rare circumstances.

CONTEMPLATIVE

CONCENTRATE

The item requires pure concentration to activate. This requires you to focus upon something very specific (often the outcome of using the item). Once again, this information will be gleaned when the item is identified.

ENGAGE

MANIPULATE

The item require you to move it, thrust it, wave it around or take some other type of kinetic action. This action is similar to the Interact basic action. As with any other interact action, you must use your hands (or other appropriate appendage).

CAST A SPELL

A magic item with this activation entry requires you to use the Cast a Spell activity to Activate Item. This happens when the item replicates a spell. Each type of item will explain how this action applies to it.

CONSUMABLE ITEMS

Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.

POWER POINTS

Some magic items have a certain amount of power points that must be expended to activate their properties. The number of power points that an item has remaining is revealed when the item is identified. Additionally, when an item regains power points, the creature Invested to it learns how many power points it regained.

MAGIC ITEM CATEGORIES #

Magic items are divided into a number of categories. Some of these categories have specific rules attached to the use of the items contained with them and such rules are explained in their individual descriptions.

ARMOUR & SHIELDS

Magic armour (including shields) offers improved, magic protection to the wearer. Also included are a number of runes which may be applied armour and shields.

CHARGED ITEMS

These items contain spells or effects which have a limited amount of power points and may need to be recharged for continual use. Such items include, rods, staves and wands.

CONSUMABLES

These items are single use items which are expended after activation. Such items included here are ammunition, potions, scrolls and talismans.

WEAPONS

Magic weapons are created to overcome damage reduction and can have a variety of combat powers. Also included are a number of magical runes which can be applied to weapons.

WONDROUS

This is a catch all category for anything that doesn't fall into the other groups. Anyone can use a wondrous item (unless specified otherwise in the description).

MAGIC ITEM DESCRIPTIONS #

Each magical item has a description and a list of properties. Below is an example item which gives the structure of a magical item entry. Some of these entries may vary based upon their individual abilities.

ITEM NAME

TRAIT 1 TRAIT 2

Level The level of the item.

Price The value of the item in gold pieces (gp).

Usage This entry determines how the item is used.

Activation The amount of AP required to activate the item appears here with the specific activation components.

Weight How much the item weighs in pounds.

A description of the item and its abilities.

Craft Requirements Just as with normal items, a formula is required to craft an item (see Chapters 4 & 6). Some items may have special crafting requirements and if so this will be explained here.

LEVEL

The level of an item is an indicator of its power level. The level of an item determines a number things such as how hard it is to identify, craft and sometimes activate.

There is no limit to the level of an item that a character may use, if the item is available then it can be used regardless of level. Some items require skill checks as part of their activation and the DC’s of such checks may be difficult if the level of the item is too high.

When crafting magical items it is important to remember that you must add up the total cost of all modifiers before determining the total level.

Hadley the crafter is making his expert chainmail magical by adding some magical runes. He adds a Potency I rune followed by an Energy Resistance I rune. The total cost of these runes is 5,450 gp which is added to the 655 gp cost of his expert full chainmail for a total item cost of 6,105 gp. This makes the total level of the item level 9.

PRICE

This is the purchase cost of the item and is also used when crafting the item. If a character wants to sell an item, they can sell it for 20% of this price, assuming they are in a location with a suitable buyer.

USAGE

This item entry will explain how the item can be used. Some items must be held, other items must be worn and some others must be affixed to weapons etc.

CRAFT REQUIREMENTS

Some items will have specific requirements which are needed when creating the item using the crafting skill. These may be racial requirements, a specific material which has to be used, a spell which must be cast or some other criteria.

RUNES #

Runes are magical inscriptions of power which may be applied to various non-magical items. At their most basic, a potency rune which is the core rune used to apply magic to an item provides a magical bonus to actions performed with that item. Some magical items must first be imbued with a potency rune before other magic can be applied to them.

INSCRIBING RUNES

A rune can be inscribed directly onto an item or onto a runestone. If a rune is inscribed directly onto an item, it can be done as part of the original process, or applied to an existing item. An item can never have two runes of the same type and can only have one Potency Rune. If you inscribe a Potency Rune onto an item that already has one, the previous rune is destroyed. The same applies if you scribe the same rune onto an item for a second time.

A rune may also be inscribed onto a special stone known as a Runestone. Creating a rune in this way follows the normal crafting rules, but stores the rune for later use.

RUNESTONE

MAGICAL

Level 1

Price 80 gp

Usage held in 1 hand; Weight 1 lb

This smooth, granite like stone seems to reflect light and is etched with strange circular patterns. Its natural form makes it the perfect conduit for storing magic and be used to store magical runes.

You can inscribe only one rune upon the stone at any one time. Once the stone is etched, it gains the school and tradition traits of the rune etched upon it. When a rune is transferred from the runestone to another object, the runestone loses these traits.

TRANSFERRING RUNES

If a rune has been inscribed onto a Runestone it may be transferred to an item at a later date. This process incurs no cost but requires a successful Transfer Runes Crafting check (see Chapter 4).

POTENCY RUNES

It is possible to enhance an item using magic. To do this a magical potency rune can be inscribed into the item to enhance its item bonus. How potency runes specifically interact with each item is explored below.

ITEM COST & LEVELAs discussed in Chapter 6, quality and material adjustments to an item increase its level for cost purposes. To determine the cost and level of an enchanted item, you begin with the cost of the non-magical item that you are in enchanting. You add to this the cost of any magical adjustments and then determine the new level by consulting the appropriate item cost table provided in each section. ITEM COST & LEVELAs discussed in Chapter 6, quality and material adjustments to an item increase its level for cost purposes. To determine the cost and level of an enchanted item, you begin with the cost of the non-magical item that you are in enchanting. You add to this the cost of any magical adjustments and then determine the new level by consulting the appropriate item cost table provided in each section.

ARMOUR & SHIELDS #

Magical armour and magical shields provide a much-needed defensive resource for frontline warriors and stealth based combatants alike. There is a vast array of magical abilities which can be placed into armour and shields ranging from additional DB to skill bonuses and spell-like effects.

All enchanted armour and shields must first be imbued with a potency rune. The potency rune imbues the item with magic, provides it with a bonus and allows other runes to be etched upon it.

There are also several specific suits of magical armour and shields. These are also described after the runes.

The quality of the armour or shield restricts both the maximum power level of the potency rune and the amount of additional runes that may be applied to it.

ARMOUR/SHIELD RESTRICTIONS TABLE
Quality
Max Potency
Additional Runes
Normal
II
1
Expert
III
2
Master
V
3
Legendary
VI
4

Expert‐quality plate can take a Potency III rune (granting +3 to DB) and two extra runes, while a Legendary tower‑shield might bear a Potency VI rune (+6 DB) plus four runes. Quality sets your max potency and slot count: Normal (II+1), Expert (III+2), Master (V+3), Legendary (VI+4).

ARMOUR COST & LEVEL

It is also important to know the modified level of the armour or shield if multiple runes have been applied to it, this is determined by referring to the armour/shield cost table.

ARMOUR/SHIELD COST TABLE
Armour Cost (gp)
Shield Cost (gp)
Level
100
70
1
250
180
2
450
320
3
750
550
4
1,250
900
5
2,000
1,400
6
3,000
2,100
7
4,200
3,000
8
6,000
4,200
9
8,000
5,600
10
11,000
7,700
11
16,000
11,200
12
24,000
16,800
13
36,000
25,200
14
55,000
38,500
15
80,000
56,000
16
120,000
84,000
17
180,000
126,000
18
300,000
210,000
19
500,000
350,000
20

When determining the armour or shields level, always round down to the nearest price if its total does not match one of the above values.

Signus has crafted some magical leather which has a total price of 8,870 gp. This would make the armour level 10 as it has a price which is higher than 8,000 gp but less than 11,000 gp.

ARMOUR & SHIELD RUNES #

There are a number of magical runes which may be applied to armour and shields.

ARMOUR/SHIELD POTENCY

WARDING

Level varies

Price varies

Usage inscribed onto armour

This rune may be placed upon either a suit of armour or a shield to provide it with inherent magic.

There are six types of armour potency rune which each have different power levels, I, II, III, IV, V and VI.

ARMOUR POTENCY RUNE BONUS
Potency Rune
Level
Cost (gp)
DB/HP
I
2
250
+1/+5
II
6
2,000
+2/+10
III
10
8,000
+3/+15
IV
13
24,000
+4/+20
V
16
80,000
+5/+25
VI
20
500,000
+6/+30

There are four types of shield potency rune which each have different power levels, I, II, III and IV.

SHIELD POTENCY RUNE BONUS
Potency Rune
Level
Cost (gp)
DB/HP
I
4
550
+1/+20
II
9
4,200
+2/+40
III
14
25,200
+3/+60
IV
19
210,000
+4/+80

Be aware that the DB bonus provided by armour is an item bonus, whereas the bonus provided by a shield, increases the existing shield DB bonus.

ANIMATED

INVESTED ALTERATION

Usage inscribed onto shield; Activate Engage (1 AP)

Frequency The amount of times the rune may be used each day is based upon its level (see below).

This rune when inscribed upon a shield, grants it the ability to protect you on its own.

When activated the shield floats into the air next to you, granting you its bonus to DB automatically. You can’t use the shield for reactions such as Shield Block and you still suffer any penalties for using the shield. You do however have both hands free.

ANIMATED ILevel 8; Price 3,000 gpThe rune may be used 3/day. ANIMATED IILevel 14; Price 25,200 gpThe rune may be used any number of times per day. ANIMATED ILevel 8; Price 3,000 gpThe rune may be used 3/day. ANIMATED IILevel 14; Price 25,200 gpThe rune may be used any number of times per day.

Once the rune has been activated, its effects last for 1 minute, after which the shield drops to the ground, ending its floating effect and may not be activated again for 1 minute.

ARROW CATCHING

INVESTED WARDING

Level 5

Armour Price 1,300 gp; Shield Price 900 gp

Usage inscribed onto armour or shield; Activate Engage (1 AP)

This rune draws missile attacks towards it but makes you harder to hit with them.

When activated the armour or shield increases its bonus to DB by +1 against missile attacks. Additionally, any projectile or thrown weapon aimed at a target within 5 feet of the wielder diverts from its original target and targets them instead. If the wielder has greater cover, the projectile or thrown weapon is not diverted. Additionally, those attacking the wearer with ranged weapons ignore any bonuses for the concealed condition that would normally apply.

BENEVOLENT

INVESTED WARDING

Level 5; Price 900 gp

Usage inscribed onto shield

This rune enables the wielder of the shield to defend their allies better.

When the wielder of the shield uses the aid defensive action to give an ally a bonus to DB against an opponent’s next attack, they also add the benevolent shield’s bonus to the ally’s DB.

DEATHLESS

HEALING INVESTED SOUL

Level 10; Price 8,000 gp

Usage inscribed onto armour

Activate Reaction; Trigger the wielder makes a Dying Check

Frequency 1/day

This much sought after rune makes the armours wearer much harder to kill.

Your Dying Check is treated as a Critical Result.

ENERGY RESISTANCE

INVESTED WARDING

Usage inscribed onto armour

This rune protects the armours wearer against a specific type of energy damage.

This rune protects the armours wearer against a particular type of energy damage (acid, cold, electricity, fire, or sonic). Higher level runes provide resistance to additional energy types.

ENERGY RESISTANCE ILevel 4; Price 750 gpThis rune provides Energy Resistance against a single element type. ENERGY RESISTANCE IILevel 8; Price 4,200 gpThis rune provides Energy Resistance against two element types. ENERGY RESISTANCE IIILevel 12; Price 16,000 gpThis rune provides Energy Resistance against three element types. ENERGY RESISTANCE IVLevel 16; Price 80,000 gpThis rune provides Energy Resistance against four element types. ENERGY RESISTANCE ILevel 4; Price 750 gpThis rune provides Energy Resistance against a single element type. ENERGY RESISTANCE IILevel 8; Price 4,200 gpThis rune provides Energy Resistance against two element types. ENERGY RESISTANCE IIILevel 12; Price 16,000 gpThis rune provides Energy Resistance against three element types. ENERGY RESISTANCE IVLevel 16; Price 80,000 gpThis rune provides Energy Resistance against four element types.

FORTIFICATION

INVESTED WARDING

Usage inscribed onto armour

This rune protects the armours wearer against critical injuries.

This rune grants the armours wearer Critical Resistance based upon the level of the rune. Unfortunately this rune makes the armour bulkier increasing its ACP by -1.

GLAMOURED

INVESTED SHADOW

Level 4; Price 750 gp

Usage inscribed onto armour; Activate Contemplative (1 AP)

Armour inscribed with this rune appears normal, but can be disguised with a thought.

The armour changes shape and form to assume the appearance of a normal set of clothing. The armour retains all its properties (including weight) when glamoured. Only a creature that is benefiting from true seeing or a similar effect can attempt to disbelieve this illusion, with a DC of 26.

INDESTRUCTIBLE

INVESTED WARDING

Level 14; Price 36,000 gp

Usage inscribed onto armour

Armour inscribed with this rune completely negates a critical injury result that would normally be reduced by it.

Craft Requirements Can only be placed upon adamantine, eaog or mithril armour.

REFLECTING

INVESTED WARDING

Usage inscribed onto a shield

Activate Reaction; Trigger the wielder is the trigger of a spell

Frequency The amount of times the rune may be used each day is based upon its level (see below).

This powerful rune enables a shield to reflect spells.

The shields wielder can reflect a spell back upon its caster as if using the spell turning spell.

SAVING

INVESTED WARDING

Usage inscribed onto armour

This rune improves the wearers ability to avoid various attacks .

This rune grants the armours wearer a resistance bonus to all saving throws based upon its level.

SHADOW

ALTERATION INVESTED

Usage inscribed onto armour

This rune makes armour become shadowy and black.

This rune grants the armours wearer a status bonus to their stealth skill checks based upon its level.

SHADOW ILevel 4; Price 750 gpThe bonus is +1. SHADOW IILevel 8; Price 4,200 gpThe bonus is +2. SHADOW IIILevel 12; Price 16,000 gpThe bonus is +3. SHADOW ILevel 4; Price 750 gpThe bonus is +1. SHADOW IILevel 8; Price 4,200 gpThe bonus is +2. SHADOW IIILevel 12; Price 16,000 gpThe bonus is +3.

SLICK

ALTERATION INVESTED

Usage inscribed onto armour

This rune makes armour slippery.

This rune grants the armours wearer a status bonus to Escape and Squeeze (Acrobatics) checks based upon its level.

SLICK ILevel 3; Price 450 gpThe bonus is +1. SLICK IILevel 7; Price 3,000 gpThe bonus is +2. SLICK IIILevel 11; Price 11,000 gpThe bonus is +3. SLICK ILevel 3; Price 450 gpThe bonus is +1. SLICK IILevel 7; Price 3,000 gpThe bonus is +2. SLICK IIILevel 11; Price 11,000 gpThe bonus is +3.

SPELL EFFECT

ALTERATION INVESTED

Usage inscribed onto armour; Activate Cast a Spell

This rune allows the wearer to cast an innate spell.

This rune has a unique formula for each spell and must be learnt separately. The level of the rune is determined by the PP of the spell. The inscribed spell may be cast 1/day.

ARMOUR SPELL TABLE
PP Cost
Level
Price (gp)
0
1
100
1
2
250
2
3
450
3
4
750
4
5
1,250
5
6
2,000
6
7
3,000
7
8
4,200
8
9
6,000
9
10
8,000
10
11
11,000
11
12
16,000
12
13
24,000
13
14
36,000
14
15
55,000
15
16
80,000
16
17
120,000
17
18
180,000
18
19
300,000
19
20
500,000
20
21
700,000

Enhancement You may allow the spell to be cast “3/day” by increasing its level by 1, “At Will” by increasing the level of the rune by 2 or be cast “Constant” by increasing the level of the rune by 4.Enhancement You may allow the spell to be cast “3/day” by increasing its level by 1, “At Will” by increasing the level of the rune by 2 or be cast “Constant” by increasing the level of the rune by 4.

TOUGH

ALTERATION INVESTED

Usage inscribed onto armour

This rune makes the armours wearer tougher and harder to kill.

This rune grants the armours wearer a status bonus to their HP based upon the level of the rune.

TOUGH ILevel 4; Price 750 gpThe bonus is +20. TOUGH IILevel 8; Price 4,200 gpThe bonus is +40. TOUGH IIILevel 12; Price 16,000 gpThe bonus is +60. TOUGH IVLevel 16; Price 80,000 gpThe bonus is +80. TOUGH ILevel 4; Price 750 gpThe bonus is +20. TOUGH IILevel 8; Price 4,200 gpThe bonus is +40. TOUGH IIILevel 12; Price 16,000 gpThe bonus is +60. TOUGH IVLevel 16; Price 80,000 gpThe bonus is +80.

SPECIFIC ARMOUR #

Listed here are several specific suits of magical armour and magic shields.

AIR DRAKE ARMOUR

ALTERATION INVESTED WARDING

Level 14; Price 38,100 gp

Usage worn armour; Weight 33 lbs

This light blue scale mail armour has been crafted from the hide of an air drake.

The armour has the following statistics:

ACP -3; MAX DEX 6; DR 4; DB +2; HP 165; Traits Metal, Rigid, Organic, Torso, Arms, Legs, Master, Potency II, Electricity Resistance, Fly (special)

Activate Command (1 AP); Frequency at will.

The armour allows the wearer to fly as the spell. Once activated, the effect lasts for 1 minute and then cannot be activated for another 10 minutes.

DIPLOMAT ARMOUR

INVESTED SHADOW WARDING

Level 6; Price 2,050 gp

Usage worn armour; Weight 15 lbs

This reinforced leather armour is made for dignitaries who wish to wear armour without it affecting their fashion style.

The armour has the following statistics:

ACP -1; MAX DEX 5; DR 1; DB +1; HP 40; Traits Rigid, Potency I, Glamoured.

ELVEN CHAINMAIL

INVESTED WARDING

Level 9; Price 6,850 gp

Usage worn armour; Weight 17 lbs

This elven chainmail is constructed from a mithril alloy and is often worn by high-ranking elven warriors.

The armour has the following statistics:

ACP -1; MAX DEX 7; DR 4; DB +1; HP 125; Traits Metal, Torso, Arms, Legs, Expert, Lightweight, Potency I, Shadow I (Stealth +5).

QUICK PLATE

ALTERATION INVESTED WARDING

Level 9; Price 7,000 gp

Usage worn armour; Weight 23 lbs

This finely crafted breastplate was designed for warriors to quickly defend their magical colleagues in combat.

The armour has the following statistics:

ACP -4; MAX DEX 5; DR 6; DB +1; HP 76; Traits Metal, Rigid, Expert, Lightweight, Potency I, Haste (Special).

Activate Command (1 AP); Frequency 1/day.

The armour grants the wearer the effects of a Haste spell. Once activated, the effect lasts for 1 minute.

CHARGED ITEMS #

Charged items contain power points which may be used to release spells or other effects. The most common Charged Items are Rods, Staves and Wands, although other types of charged items also exist. To use the spell contained in a charged item requires holding it (typically in one hand) and Activating by using the Cast a Spell action, which takes the spell’s normal number of AP.

When casting a spell from a charged item, you may do so in one of two ways.

USING SPELLCRAFT

To cast the spell contained in a charged item using Spellcraft, you must meet the following requirements:

Your caster level must meet the PP requirements (see chapter 9)

The spell must be from your tradition of magic (although you do not need to know it).

If you meet all the above requirements you may Cast a Spell from the item using Spellcraft as an Easy check (DC -2).

USING THE SCHOOL TRADITION SKILL

If you do not meet the above requirements, you may instead cast the spell contained within a charged item by using the spells tradition skill: Arcana, Occultism, Nature or Religion. To do this, you must meet the following requirements:

Your rank in the required skill must be equal to or greater than the PP cost of the spell.

You must have the Use Magic Device feat.

If you meet all the above requirements you may cast the spell from the item using your Tradition Skill as a Hard check (DC +2).

RECHARGING

A charged item if invested will slowly replenish its power points albeit at a much slower rate than a living creature. During daily preparation, an invested, charged item will regain 1 PP for every 10 PP (or part thereof) it has at maximum charge each day.

CHARGE DEPLETION

If a charged item is ever reduced to less than 0 PP you must make a d100 check on the Item Depletion table

ITEM DEPLETION
D%
Result
01-10
The item explodes affecting all creatures within a 10’ radius per item level. This inflicts 1d4 force damage per level of the item with a Basic Reflex Save (level based).
11-40
The item crumbles to dust, forever destroyed.
41-65
The item is depleted and gains the broken condition. It may be repaired and recharged normally.
66
The item randomly changes into another charged item. Roll on the Resonance Event table at +20.
67-90
The item is depleted and may be recharged normally
91-99
The item strangely recharges itself.
100
The item recharges itself and has its maximum charges increased by 1.

CHARGED ITEM LEVEL & COST

Each of the charged items have different methods of determining both their level and cost.

RODS

To determine the level of a rod, add up the total amount of PP required for its base spells or abilities. Or if the rod creates a Metamagic effect on an existing spell, the rods level must be at least the minimum level required to cast that spell.

STAVES

A staff is always at least 2 levels higher than the highest PP spell that it contains, so a staff with up to 8 PP spells would be at least a 10th-level item. Furthermore, if a staff contains spells from more than one school of magic its level is increased by 1.

Aelar has a staff which contains the following spells:
Burning Hands (PP 2), Magic Missile (PP 2), Fleeting Speed (PP 4) and Fireball (PP 6).

The highest PP of the contained spells is 6 which gives the staff a level of 8. Since the staff contains spells from two different schools of magic, its level is further increased by 1, meaning that this staff has a level of 9.

WANDS/OTHER

To determine the level of a wand or another charged item, use the PP cost of the contained spell +1.

CHARGED ITEM COSTS
Level
Staff/Other (gp)
Rod/Wand (gp)
1
80
60
2
200
150
3
350
250
4
600
450
5
1,000
750
6
1,600
1,200
7
2,400
1,800
8
3,500
2,500
9
5,000
3,600
10
6,500
5,000
11
9,000
7,000
12
13,000
10,000
13
20,000
15,000
14
30,000
22,000
15
45,000
33,000
16
65,000
50,000
17
100,000
75,000
18
150,000
110,000
19
250,000
180,000
20
400,000
300,000

If the item has any additional abilities, this may also increase the level of the item.

Be aware that a character may only wield one charged item at any one time.

RODS #

A magical rod is usually a thin baton approximately three feet in length. Unlike other charged items, Rods rarely have spells contained within them but instead contain power points which may be used to supplement the spellcasting abilities of the wielder. A rod may be used as a somatic component for spell casting.

A rod will always contain 10 power points when first created.

ROD OF ACCURACY

INVESTED INVOCATION ROD

Level 4; Price 450 gp

Usage held in 1 hand: Weight 2 lbs

This thin metal rod has blue and green magical inscriptions engraved upon it.

Activate Cast a Spell, Action Free

Effect You may expend 1 PP from the rod to gain a +1-item bonus to the attack check portion of the spell check or 2 PP to gain a +2.

Power Points 10; Recharge 1 per day

ROD OF ALERTNESS

INSIGHT INVESTED ROD

Level 8; Price 2,500 gp

Usage held in 1 hand: Weight 2 lbs

This rod has a flanged head and gold engravings.

Activate You make a Perception or Sense Motive skill check Action Free

Effect You may expend 2 PP from the rod to gain advantage on the check.

The rod also allows you to cast See Invisibility (4 PP).

Power Points 10; Recharge 1 per day

ROD OF EXTENSION I

INVESTED MAGICAL ROD

Level 6; Price 1,200 gp

Usage held in 1 hand: Weight 2 lbs

This rod has strange runic clock faces carved along its length.

Activate You cast a spell of PP 4 or less that has a duration Action Free

Effect You may expend 2 PP from the rod to apply the extend Metamagic feat to the spell. This does not increase the casting DC of the spell or cost you any PP.

Power Points 10; Recharge 1 per day

ROD OF EXTENSION II

INVESTED MAGICAL ROD

Level 10; Price 5,000 gp

Usage held in 1 hand: Weight 2 lbs

This rod has strange runic clock faces carved along its length.

Activate You cast a spell of PP 8 or less that has a duration Action Free

Effect You may expend 2 PP from the rod to apply the extend Metamagic feat to the spell. This does not increase the casting DC of the spell or cost you any PP.

Power Points 10; Recharge 1 per day

ROD OF EXTENSION III

INVESTED MAGICAL ROD

Level 14; Price 22,000 gp

Usage held in 1 hand: Weight 2 lbs

This rod has strange runic clock faces carved along its length.

Activate You cast a spell of PP 12 or less that has a duration Action Free

Effect You may expend 2 PP from the rod to apply the extend Metamagic feat to the spell. This does not increase the casting DC of the spell or cost you any PP.

Power Points 10; Recharge 1 per day

ROD OF QUICKENING I

INVESTED MAGICAL ROD

Level 12; Price 10,000 gp

Usage held in 1 hand: Weight 2 lbs

This rod is a slender, sixinch length of polished steel, its smooth shaft engraved with spiralling glyphs that pulse faintly with cobalt light.

Activate You cast a spell of PP 4 or less that has an AP cost of 1 or 2

Action Free

Effect You may expend 2 PP from the rod to apply the quicken Metamagic feat to the spell. This does not increase the casting DC of the spell or cost you any PP.

Power Points 10; Recharge 1 per day

ROD OF THE MAGI

INVESTED MAGICAL ROD

Level 10

Price 5,000 gp

Usage held in 1 hand: Weight 2 lbs

This plain looking ivory and iron rod is inscribed with eight magical runes, each one depicting a different school of magic.

When you use the rod to cast an arcane spell, the affiliated school rune glows.

Activate Cast a Spell, Action Free

Effect You may expend PP from the rod instead of your own reserve when casting an arcane spell.

Power Points 10; Recharge 1 per day

SCEPTRE OF THE CLERGY

INVESTED MAGICAL ROD

Level 10

Price 5,000 gp

Usage held in 1 hand: Weight 2 lbs

This iron and silver rod is topped with a flanged head.

The rod may be used to attack as a light mace (expert, potency I). When you use the rod to cast a spell, the flanged head emits an eerie blue light.

Activate Cast a Spell, Action Free

Effect You may expend PP from the rod instead of your own reserve when casting a divine spell.

Power Points 10; Recharge 1 per day

STAVES #

A magical staff is to a spellcaster what the sword is to a warrior and is a powerful and often ornate weapon or tool imbued with magical properties. It is typically a long staff made of wood, metal, or a combination of both, and serves as a conduit for spellcasting or other magical abilities.

A magical staff can also be used as a weapon and will often have a potency rune engraved onto it.

Staves have multiple spells contained within them which may be cast if the invested wielder meets the Charged Item casting restrictions (detailed at the beginning of this section).

Each spell that you can cast from a staff may be warped using its own pool of power to a maximum PP of no more than the items level.

A staff may be used as a somatic component for spell casting.

When first created, a staff will contain an amount of PP equal to its level x2. This value is also the maximum amount of power points which a staff may contain when fully charged.

Each staff description lists the spells that it can be used to cast and in parentheses gives spells PP cost (when cast at base cost).

ANIMAL STAFF

INVESTED STAFF TRANSLOCATION

Level 4; Price 900 gp

Usage held in 1 hand: Weight 4 lbs

This staff is carved from gnarled oak and adorned with intricately sculpted animal figures along its length, each imbued with a lifelike presence that exudes a mystical connection to the natural world..

The staff grants you a +1-item bonus to Recall Knowledge checks made to identify creatures of the animal type.

Activate Cast a Spell; Effect You expend the required PP to cast a spell from its list.

Spells Animal Messenger (2), Conjure Animal (2)

Power Points 8; Recharge 1 per day

Craft Requirements Supply one casting of all listed spells at the indicated PP cost.

SHOCK STAFF

INVESTED INVOCATION STAFF

Level 4; Price 600 gp

Usage held in 1 hand: Weight 4 lbs

Small crackles of electricity dance across the surface of this yellow wood staff.

Activate Cast a Spell; Effect You expend the required PP to cast a spell from its list.

Spells Orb of Lightning (0), Shocking Grasp (2)

Power Points 8; Recharge 1 per day

Craft Requirements Supply one casting of all listed spells at the indicated PP cost.

STAFF OF CURE

INVESTED SOUL STAFF

Level 5; Price 1,000 gp

Usage held in 1 hand: Weight 4 lbs

Crafted from polished, ivory-hued wood, this elegant staff boasts gilded finials at both ends, fashioned in the shape of ornate crosses.

A staff of cure grants a +1-item bonus to the Hit Points you restore anytime you cast the Cure spell using your own PP or using those from the staff.

Activate Cast a Spell; Effect You expend the required PP to cast a spell from its list.

Spells Cure (2), Stabilise (0)

Power Points 8; Recharge 1 per day

Craft Requirements Supply one casting of all listed spells at the indicated PP cost.

STAFF OF FIRE

INVESTED INVOCATION STAFF

Level 8; Price 4,200 gp

Usage held in 1 hand: Weight 4 lbs

Crafted from charred ebony wood, this staff radiates heat, hinting at the fiery energies contained within. Its surface is adorned with intricate carvings depicting swirling flames, their mesmerizing patterns seemingly alive with flickering intensity.

You can use an Interact action to touch the tip of this staff to a torch, tinder, or a flammable substance to ignite a flame.

This expert quality staff is also engraved with a Potency I rune.

Activate Cast a Spell; Effect You expend the required PP to cast a spell from its list.

Spells Orb of Fire (0), Burning Hands (2), Fire Bolt (4) Fireball (6)

Power Points 16; Recharge 2 per day

Craft Requirements Supply one casting of all listed spells at the indicated PP cost.

STAFF OF HEALING

INVESTED SOUL STAFF

Level 12; Price 14,000 gp

Usage held in 1 hand: Weight 4 lbs

This staff is crafted from birchwood, its smooth surface emanating a gentle, soothing glow, while delicate silver vines adorned with shimmering emerald leaves encircle the staff, symbolizing vitality and rejuvenation.

A staff of cure grants a +1-item bonus to the Hit Points you restore anytime you cast the Cure spell using your own PP or using those from the staff.

Activate Cast a Spell; Effect You expend the required PP to cast a spell from its list.

Spells Stabilise (0), Cure (2), Restoration (2), Regenerate (10)

Power Points 24; Recharge 3 per day

Craft Requirements Supply one casting of all listed spells at the indicated PP cost.

STAFF OF IMAGERY

INVESTED SHADOW STAFF

Level 10; Price 7,500 gp

Usage held in 1 hand: Weight 4 lbs

This wooden staff is adorned with intricate carvings of mystical creatures and enchanted with shimmering iridescent gems.

While wielding the staff, you gain a +2-item bonus to checks made to identify and sense shadow magic.

Activate Cast a Spell; Effect You expend the required PP to cast a spell from its list.

Spells Mirage Object (2), Self Mirage (2), Mirror Image (6), Mirage Terrain (8)

Power Points 20; Recharge 2 per day

Craft Requirements Supply one casting of all listed spells at the indicated PP cost.

STAFF OF SALINOR ALSHAR

INVESTED MAGICAL STAFF UNIQUE

Level 15; Price 45,000 gp

Usage held in 1 hand: Weight 4 lbs

This staff was created by the ancient Drelvarni wizard Salinor Alshar.

It is made of Densewood and is treated as an expert quality staff.

Activate Cast a Spell; Effect You expend the required PP to cast a spell from its list.

Spells Message (0), True Strike (2), Fireball (6), Cloudkill (10), Chain Lightning (12)

Power Points 30; Recharge 3 per day

Craft Requirements Supply one casting of all listed spells at the indicated PP cost.

STAFF OF THE COAST RUNNER

INVESTED MAGICAL STAFF

Level 12; Price 14,000 gp

Usage held in 1 hand: Weight 4 lbs

This long wooden staff appears to be made of silver due to its watery glint.

The staff may be used to aid with swimming and grants a +2-item bonus to all such checks.

This staff is also engraved with a Potency I rune.

Activate Cast a Spell; Effect You expend the required PP to cast a spell from its list.

Spells Orb of Cold (0), Water Walk (6), Shape of the Elemental – Air or Water (10)

Power Points 24; Recharge 3 per day

Craft Requirements Supply one casting of all listed spells at the indicated PP cost.

VERDANT STAFF

INVESTED MAGICAL STAFF

Level 8; Price 4,000 gp

Usage held in 1 hand: Weight 4 lbs

This oak branch’s slender form is intricately entwined with vibrant green vines, adorned with shimmering emerald leaves and delicate blossoms, emanating a refreshing aura of growth and harmony.

While wielding this staff, you gain a +2-item bonus to Nature checks to identify plants.

Activate Cast a Spell; Effect You expend the required PP to cast a spell from its list.

Spells Tanglefoot (0), Shillelagh (2 – can target the staff), Entangle (4), Barkskin (4), Tree Shape (6)

Power Points 16; Recharge 2 per day

Craft Requirements Supply one casting of all listed spells at the indicated PP cost.

VERSARIANS SIGHT

INSIGHT INVESTED STAFF

Level 14; Price 32,000 gp

Usage held in 1 hand: Weight 4 lbs

This polished oak staff emanates a faint, blue glow. Intricate silver engravings spiral around its length, depicting celestial constellations and symbols of knowledge and insight. At the top of the staff, a crystal sphere, crafted from clear quartz, rests within a delicate silver claw-like mount, seemingly infused with swirling mists of divination energy.

While wielding this staff, you gain a +2-item bonus to Sense Magic (Power Manipulation) checks.

Activate Cast a Spell; Effect You expend the required PP to cast a spell from its list.

Spells Read Aura (0), Glimpse (2), See Invisible (4), Long Sense (6), Scrying (12)

Power Points 16; Recharge 2 per day

Craft Requirements Supply one casting of all listed spells at the indicated PP cost.

WANDS #

Short, slender items typically made of wood; a wand lets you cast a specific spell without expending your reserve of power points. A wand may be used as a somatic component for spell casting.

When first created the spell in a wand must be warped to the amount of PP that it will be cast with and this amount of PP can never change. The wand will contain enough power points to cast the spell contained within it three times. This value is also the maximum amount of power points that a wand may contain when fully charged.

A wand may be created to allow it to freely use its warping options within the confines of its PP limits. Doing this increases the level of the wand by 1.

WAND OF ACID ARROW

ACID INVESTED INVOCATION

Level 9; Price 3,600 gp

Usage held in 1 hand: Weight 1 lb

This wand is made from a sickly green wood and emanates a curious odour.

Activate Cast a Spell; Effect You expend the required PP from the wand and cast an acid arrow spell.

Spells Acid Arrow (8)

Power Points 24; Recharge 3 per day

Craft Requirements Supply one casting of the listed spell at the indicated PP cost.

WAND OF BURNING HANDS

FIRE INVESTED INVOCATION

Level 3; Price 250 gp

Usage held in 1 hand: Weight 1 lb

This slender, ebony wand is adorned with fiery runes that pulsate with flickering orange and red hues.

Activate Cast a Spell; Effect You expend the required PP from the wand and cast a burning hands spell.

Spells Burning Hands (2)

Power Points 6; Recharge 1 per day

Craft Requirements Supply one casting of the listed spell at the indicated PP cost.

WAND OF CHARM KIND

ENCHANTMENT INVESTED

Level 3; Price 250 gp

Usage held in 1 hand: Weight 1 lb

This wooden wand has a crooked snake-like tip.

Activate Cast a Spell; Effect You expend the required PP from the wand and cast a charm spell.

Spells Charm Kind (2)

Power Points 6; Recharge 1 per day

Craft Requirements Supply one casting of the listed spell at the indicated PP cost.

OTHER CHARGED ITEMS Charged items can come in various shapes and sizes and although always uncommon, these items do exist. When first created, these items will contain enough power points to cast each spell it possesses at base cost twice. This value is also the maximum amount of power points which the item may contain when fully charged. OTHER CHARGED ITEMS Charged items can come in various shapes and sizes and although always uncommon, these items do exist. When first created, these items will contain enough power points to cast each spell it possesses at base cost twice. This value is also the maximum amount of power points which the item may contain when fully charged.

WAND OF CONFUSION

ENCHANTMENT INVESTED

Level 9; Price 3,600 gp

Usage held in 1 hand: Weight 1 lb

This ivory wand reflects light and feels slightly cool to the touch.

Activate Cast a Spell; Effect You expend the required PP from the wand and cast a confusion spell.

Spells Confusion (8)

Power Points 24; Recharge 3 per day

Craft Requirements Supply one casting of the listed spell at the indicated PP cost.

WAND OF CURE

INVESTED SOUL

Level 3; Price 250 gp

Usage held in 1 hand: Weight 1 lb

This delicate, ivory wand has a shimmering opalescent gem at its tip, radiating a soft, healing light.

Activate Cast a Spell; Effect You expend the required PP to cast the Cure spell.

Spells Cure (2)

Power Points 6; Recharge 1 per day

Craft Requirements Supply one casting of the listed spell at the indicated PP cost.

WAND OF DARKVISION - FLEXIBLE

INSIGHT INVESTED

Level 8; Price 2,500 gp

Usage held in 1 hand: Weight 1 lb

This obsidian wand is adorned with glowing violet symbols, emanating an eerie, purplish glow that pierces the darkness.

Activate Cast a Spell; Effect You expend the required PP from the wand and cast a Darkvision spell of up to PP 6.

Spells Darkvision (6)

Power Points 18; Recharge 2 per day

Craft Requirements Supply one casting of the listed spell at the indicated PP cost.

WAND OF MAGIC MISSILE

FORCE INVESTED INVOCATION

Level 3; Price 250 gp

Usage held in 1 hand: Weight 1 lb

This wooden wand has a silver inlaid clasp attached to its tip which glints in the light.

Activate Cast a Spell; Effect You expend the required PP from the wand and cast a Magic Missile.

Spells Magic Missile (2)

Power Points 6; Recharge 1 per day

Craft Requirements Supply one casting of the listed spell at the indicated PP cost.

CONSUMABLE ITEMS #

We continue the magical item descriptions with consumable items. Any magical item that has the Consumable trait may only be used once.

CONSUMABLES & AMMUNITION

The rules outlined in chapter 4 regarding the crafting of items with the consumable trait also extend to magical consumables, emphasizing batch production; however, magical ammunition is an exception to this, being created in sets of 10, while retaining the flexibility to adjust DCs for crafting quantities, as detailed in chapter 4.

Consumables includes the following subcategories, with any special rules appearing at the start of the section.

Ammunition – Consumables launched from ranged weapons.

Unguents– Liquids that you apply to a target creature or object.

Potions– A magical liquid that activates upon consumption.

Scrolls – Magical parchment containing spells

Other Consumables – Any consumable that does not fall into one of the other categories.

CONSUMABLE LEVEL

A consumable has a level equal to the PP of the spell it creates. If the item has a bonus, this will be determined separately.

CONSUMABLE ITEM COSTS
Level
Unguents/Potions/Others (gp)
Scroll (gp)
1
30
20
2
60
40
3
100
70
4
150
120
5
250
180
6
400
300
7
600
450
8
900
700
9
1,300
1,000
10
1,800
1,400
11
2,500
2,000
12
3,500
2,800
13
5,000
3,800
14
7,500
5,500
15
11,000
8,500
16
16,000
12,000
17
25,000
19,000
18
40,000
30,000
19
65,000
50,000
20
110,000
80,000

AMMUNITION #

These magic items are designed to be used with various ranged weapons. Ammunition can be imbued with magical enhancements in the same way that weapons can.

Any item bonus granted from ammunition does not stack with the item bonus from the firing weapon.

ACTIVATE AMMUNITION

Ammunition is activated automatically when it is launched.

MAGICAL ENHANCEMENTS

Any magical enhancement that can be applied to a ranged weapon can be applied to ammunition unless the description states otherwise. Ammunition costs are worked out in the same way as weapons but per batch rather than an individual item.

UNGUENTS #

Oils are liquids that are typically applied to an object and are used up in the process. Applying an oil usually takes two hands: one to hold the jar containing the oil, and another to extract the oil and apply it. You can only apply an oil to an item or creature within your reach. It is impossible to apply an oil to an unwilling target, unless they are in some way incapacitated.

COMBUSTION UNGUENT

CONSUMABLE INVOCATION

Level 4; Price 150 gp

Usage held in 2 hands; Weight 1 lb

This dark sticky substance can be applied to any melee weapon.

When a weapon coated with this weapon strikes an opponent, it erupts into flame and causes fire damage.

Activate Engage (1 minute); Effect You apply the oil to the weapon which causes 1d6 secondary fire damage upon your next 5 successful strikes which must be made within an hour of application.

UNGUENT OF SHARPNESS

ALTERATION CONSUMABLE

Level 3; Price 100 gp

Usage held in 2 hands; Weight 1 lb

This clear, gelatinous oil sparkles with tiny, silver shards.

The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition.

Activate Engage (1 minute); Effect You apply the oil to the weapons or ammunition which gain a +1 item bonus to attack and damage for 1 hour.

POTIONS #

A potion is a magical liquid activated when you drink it, which uses it up. You can activate a potion with an Interact action as you drink it or feed it to another creature. You can feed a potion only to a creature that is within reach and willing or otherwise so helpless that it can’t resist. You usually need only one hand to consume a potion or feed it to another creature.

POTION OF CURE

CONSUMABLE ESSENCE HEALING SOUL

Usage held in 1 hand; Weight 1 lb

Activate Interact (2 AP)

This potion is a vibrant, glowing elixir housed in a small, cylindrical glass vial, radiating a warm, restorative energy.

When you drink this potion, you are healed of an amount of HP based upon the items level.

CURE ILevel 2; Price 60 gpYou are cured of 1d6+3 HP. CURE IILevel 6; Price 400 gpYou are cured of 2d6+6 HP. CURE IIILevel 10; Price 1,800 gpYou are cured of 3d6+9 HP. CURE IVLevel 14; Price 7,500 gpYou are cured of 4d6+12 HP. CURE VLevel 18; Price 40,000 gpYou are cured of 5d6+15 HP. CURE ILevel 2; Price 60 gpYou are cured of 1d6+3 HP. CURE IILevel 6; Price 400 gpYou are cured of 2d6+6 HP. CURE IIILevel 10; Price 1,800 gpYou are cured of 3d6+9 HP. CURE IVLevel 14; Price 7,500 gpYou are cured of 4d6+12 HP. CURE VLevel 18; Price 40,000 gpYou are cured of 5d6+15 HP.

POTION OF FLYING

ALTERATION CONSUMABLE

Level 6; Price 400 gp

Usage held in 1 hand; Weight -

Activate Engage (2 AP)

This blue liquid is very still and yet the bottle itself weighs nothing until the potion is consumed.

The imbiber of the potion is affected by a Fly spell for 1 minute.

POTION OF GASEOUS FORM

ALTERATION CONSUMABLE

Level 8; Price 900 gp

Usage held in 1 hand; Weight -

Activate Interact (2 AP)

This potion is a translucent glass flask filled with a swirling mist of silvery-gray vapor that dances and shifts as if alive.

The imbiber of the potion is affected by a Gaseous Form spell for 10 minutes.

POTION OF INVISIBILITY

CONSUMABLE SHADOW

Level 4; Price 150 gp

Usage held in 1 hand; Weight 1 lb

Activate Interact (2 AP)

The potion of invisibility is a small, crystal-clear vial containing a faint, shimmering liquid that seems to effortlessly blend with the surroundings, vanishing from sight when consumed.

The imbiber of the potion is affected by an Invisibility spell for 10 minutes.

POTION OF SPIDER CLIMB

ALTERATION CONSUMABLE

Level 4; Price 150 gp

Usage held in 1 hand; Weight 1 lb

Activate Interact (2 AP)

This black liquid seems to have little bugs swimming around in it.

When you drink the potion you gain a climb speed equal to your land speed for 10 minutes.

POTION OF STONESKIN

CONSUMABLE WARDING

Level 8; Price 900 gp

Usage held in 1 hand; Weight 1 lb

Activate Interact (2 AP)

This earth-toned flask is filled with a thick, grainy liquid that when consumed, coats the drinker's skin in a resilient, stone-like layer.

The imbiber of the potion is affected by a Stoneskin spell for 10 minutes.

POTION OF TUMBLING

ALTERATION CONSUMABLE

Level 3; Price 100 gp

Usage held in 1 hand; Weight 1 lb

Activate Interact (2 AP)

This strange multicoloured liquid bubbles slightly when it is exposed to air.

The imbiber of the potion gains a +2 status bonus to all Tumble (Acrobatics) checks made within the next hour.

POTION OF WATER BREATHING

ALTERATION CONSUMABLE

Level 4

Price 150 gp

Usage held in 1 hand; Weight 1 lb

Activate Interact (2 AP)

This bottle seems to hold nothing except for vaporous fumes.

The imbiber of the potion gains the ability to breathe underwater for 1 hour.

SCROLLS #

A scroll is a single spell inscribed onto a piece of parchment spell. Any spell can be scribed onto a scroll. The spell on the scroll can only be cast once and then the scroll is destroyed. You cannot warp a spell cast from a scroll and do not need to provide any material components as they will have been provided when the scroll was created.

USING SPELLCRAFT

To cast the spell contained in a scroll, you follow the same guidelines as using a charged item (see above).

OTHER CONSUMABLES #

Though many consumables are grouped into specific categories, such as potions and scrolls, some consumables don’t fit into those categories and they are listed here.

ASSISTING GLOVES

ALTERATION CONSUMABLE

Level 2; Price 60 gp

Usage carried; Weight 1 lb

The wearer of these simple gloves can speak a command word to create a glowing disembodied hand.

Activate Command (Free); Effect You can have the hand assist you with a task as if using the Aid action. The hand uses your attack bonus or skill bonus at +2 when making the check to see if aid is successful. The hand remains until it has attempted one action or until 1-minute passes, whichever comes first, at which time the gloves become nonmagical.

MYSTICAL BANDAGE

CONSUMABLE ESSENCE HEALING SOUL

Level 8

Price 900 gp

Usage held in 2 hands: Weight 1 lb

Activate Interact (1 minute)

This bandage is a supple, gossamer-like cloth imbued with shimmering golden threads that radiate a gentle, healing glow.

Activate Engage (1 minute); Effect You make a DC 20 Medicine check to apply the bandage. Once a bandage is applied to a target, it amplifies healing magic and natural healing attempts lowering all DCs for such healing by 1 for the next 24 hours.

At any point during the 24 hours that the bandage is worn, the wearer may use a reaction to heal themselves of either 2d8 HP, 1d4 Bleed, -2 weakened or -1 injured. Using the bandage in this way destroys it.

PEARL OF FORCE

FORCE INVOCATION RARE

Level 8; Price 900 gp

Usage carried, Weight -

This small black sphere appears to be a lustreless pearl.

A pearl of force can be thrown up to 60 feet with no range penalties. Upon sharp impact, the bead explodes, sending forth a burst that deals 3d8 points of force damage to all creatures within a 10-foot radius (Basic Reflex DC 22).

WEAPONS #

Magical weapons are extraordinary tools infused with arcane energies, granting them extraordinary properties and abilities beyond those of mundane weapons. These enchanted armaments become symbols of power and serve as invaluable assets to adventurers as they embark on epic quests, battling formidable foes and unravelling the mysteries of fantastical realms.

All enchanted weapons must first be imbued with a potency rune. The potency rune imbues the item with magic, provides it with a bonus and allows other runes to be etched upon it.

There are also a number of example weapons. These are described after the rune descriptions.

The quality of the weapon restricts both the maximum power level of the potency rune and the amount of additional runes that may be applied to it.

WEAPON RESTRICTION TABLE
Quality
Max Potency
Additional Runes
Normal
I
1
Expert
II
2
Master
IV
3
Legendary
VI
4

It is also important to know the modified level of a weapon if multiple runes have been applied to it, this is determined by referring to the weapon cost table.

WEAPON COST TABLE II
Weapon Cost (gp)
Level
70
1
200
2
350
3
600
4
900
5
1,400
6
2,100
7
3,000
8
4,300
9
6,000
10
8,000
11
11,000
12
17,000
13
25,000
14
40,000
15
60,000
16
90,000
17
130,000
18
200,000
19
350,000
20

When determining the weapons level, always round down to the nearest price if its total does not match one of the above values.

Grifter has crafted a magical broadsword which has a total price of 2,785 gp. This would make the weapon level 7 as it has a price which is higher than 2,100 gp but less than 2,940 gp.

WEAPON RUNES #

There are a number of magical runes which may be applied to weapons.

WEAPON POTENCY

INVOCATION

Level varies

Price varies

Usage inscribed onto a weapon

This rune may be placed upon either a weapon or a batch of ammunition.

Be aware that we will refer to weapons from this point onwards but any rune which can be applied to a missile weapon may also be applied to ammunition unless stated otherwise.

A weapon potency rune bypasses physical resistance (magic).

There are six types of weapon potency rune which each have different power level ranging from I - VI.

WEAPON MAGIC RUNE BONUS
Rune
Level
Price (gp)
Bonus
I
2
200
+1
II
6
1,400
+2
III
10
6,000
+3
IV
13
17,000
+4
V
16
60,000
+5
VI
20
350,000
+6

The bonus provided by a weapon potency rune increases the weapons item bonus to attack and increases its hit points. The weapon also inflicts an additional point of damage per level of potency.

ACIDIC

ACID INVESTED INVOCATION

Usage any weapon

This enchantment cause a weapon to become coated in a thin sheen of acid upon command.

Activate Command (1 AP)

When active, the weapon inflicts secondary acid damage based upon its level.

ACIDIC ILevel 5; Price 900 gpThe weapon inflicts 1d4 damage. ACIDIC IILevel 10; Price 6,000 gpThe weapon inflicts 2d4 damage and a secondary critical at -40. ACIDIC IIILevel 15; Price 40,000 gpThe weapon inflicts 3d4 damage and a secondary critical at -20. ACIDIC ILevel 5; Price 900 gpThe weapon inflicts 1d4 damage. ACIDIC IILevel 10; Price 6,000 gpThe weapon inflicts 2d4 damage and a secondary critical at -40. ACIDIC IIILevel 15; Price 40,000 gpThe weapon inflicts 3d4 damage and a secondary critical at -20.

ALIGNED

INVESTED INVOCATION

Level 8; Price 3,000 gp

Usage any weapon

An aligned weapon is infused with the power of a specific aligned trait, either Chaos, Evil, Good or Order. A weapon with this rune inflicts 1d4 secondary damage of the appropriate type to creature with the opposing aligned trait.

BANE

INVESTED INVOCATION

Level 4; Price 600 gp

Usage any weapon

A bane enchantment causes a weapon to inflict greater harm to creatures of a particular type. The crafter chooses a specific race of creatures (canines, dragons, elves, spiders etc). The weapon inflicts an additional 2d4 damage when attacking creatures of the selected type.

CALLED

INVESTED TRANSLOCATION

Usage any weapon

A weapon with this enchantment may be teleported to its wielders hand.

Activate Command, Contemplative (2 AP)

You call to your weapon to return to your outstretched hand.

As long as the weapon is within the runes effect range (based on the rune level), it will be teleported instantly into your hand (even if restrained or trapped). If another creature is in possession of your weapon they can attempt a Will save against your Level DC to prevent the weapon from returning to you. A critical on this save also breaks your investment

CALLED ILevel 7; Price 2,100 gpYour weapon must be within 100-foot and you must have line of sight to it. CALLED IILevel 12; Price 11,000 gpYour weapon must be within 1 mile. CALLED ILevel 7; Price 2,100 gpYour weapon must be within 100-foot and you must have line of sight to it. CALLED IILevel 12; Price 11,000 gpYour weapon must be within 1 mile.

COURAGEOUS

ENCHANTMENT INVESTED

Level 5; Price 900 gp

Usage any weapon

A weapon with this enhancement provides its wielder with great courage and resolve.

Whilst wielding the weapon, you gain a bonus to all saving throws vs effects with the fear trait equal to the bonus provided by the weapons potency rune to AB (minimum +1).

DISRUPTING

INVESTED SOUL

Usage any melee weapon

A weapon with this enhancement is enshrouded in positive energy.

On a successful strike, the weapon inflicts secondary positive damage based upon its level.

DISRUPTING ILevel 6; Price 1,400 gpThe weapon inflicts 1d4 damage and a secondary critical at -20. DISRUPTING IILevel 14; Price 25,000 gpThe weapon inflicts 2d4 damage and a secondary critical.DISRUPTING ILevel 6; Price 1,400 gpThe weapon inflicts 1d4 damage and a secondary critical at -20. DISRUPTING IILevel 14; Price 25,000 gpThe weapon inflicts 2d4 damage and a secondary critical.

FLAMING

FIRE INVESTED INVOCATION

Usage any weapon

This enchantment cause a weapon to erupt into flames upon command.

Activate Command (1 AP)

When active, the weapon inflicts secondary fire damage based upon its level.

FROST

COLD INVESTED INVOCATION

Usage any weapon

This enchantment cause a weapon to become coated in ice upon command.

Activate Command (1 AP)

When active, the weapon inflicts secondary cold damage based upon its level.

FROST ILevel 5; Price 900 gpThe weapon inflicts 1d4 damage. FROST IILevel 10; Price 6,000 gpThe weapon inflicts 2d4 damage and a secondary critical at -40. FROST IIILevel 15; Price 40,000 gpThe weapon inflicts 3d4 damage and a secondary critical at -20. FROST ILevel 5; Price 900 gpThe weapon inflicts 1d4 damage. FROST IILevel 10; Price 6,000 gpThe weapon inflicts 2d4 damage and a secondary critical at -40. FROST IIILevel 15; Price 40,000 gpThe weapon inflicts 3d4 damage and a secondary critical at -20.

GHOST TOUCH

INVESTED SOUL

Level 5; Price 900 gp

Usage any melee weapon

A weapon with this enhancement appears to be slightly translucent.

The weapon effects incorporeal creatures normally and can also be wielded by them.

LIFE STEALING

EVIL INVESTED SOUL

Level 10; Price 6,000 gp

Usage any slashing melee weapon

The blade of a weapon with this enhancement becomes a dull black, that changes to red when it inflicts a critical hit.

When a critical hit is inflicted with the weapon, the target must make a Fortitude saving throw to avoid taking 1d6 Soul Drain. This Soul Drain immediately heals the wielder. Furthermore, any bleed damage inflicted by this weapon changes to persistent essence damage.

RAZOR

ALTERATION INVESTED UNCOMMON

Level 13; Price 17,000 gp

Usage any piercing or slashing melee weapon which has the Keen trait

The blade of this weapon gleams with a supernatural sheen, its edges honed to such perfection that they seem to effortlessly cleave through the air, while the light dances upon its surface, creating an illusion of an ever-dripping, liquid-like appearance.

A weapon imbued with this rune becomes deadly indeed. Any attacks made with the weapon inflict a critical if the AV is 3+ instead of the usual 4+ for a Keen weapon.

RETURNING

INVESTED INVOCATION

Level 4; Price 600 gp

Usage thrown weapon

This rune appears as a brilliant, swirling glyph etched into the surface of the weapon, pulsating with a faint glow.

When you make a thrown Strike with this weapon, it flies back to your hand after the Strike is complete. If your hands are full when the weapon returns, it falls to the ground in your space.

SHIFTING

ALTERATION INVESTED

Usage any melee weapon

You may manipulate a weapon with this enhancement to shift its form into that of a similarly sized weapon.

Activate Engage (1 AP)

The weapon changes shape and becomes another melee weapon based upon the runes level. All material and quality bonuses still apply to the new form as well as any magical runes. If a specific quality or rune cannot be applied to the new form, it is suppressed until it returns to its original form.

SHOCK

ELECTRICITY INVESTED INVOCATION

Usage any weapon

This enchantment causes a weapon to crackle with electrical energy upon command.

Activate Command (1 AP)

When active, the weapon inflicts secondary electricity damage based upon its level.

SHOCK ILevel 5; Price 900 gpThe weapon inflicts 1d4 damage. SHOCK IILevel 10; Price 6,000 gpThe weapon inflicts 2d4 damage and a secondary critical at -40. SHOCK IIILevel 15; Price 40,000 gpThe weapon inflicts 3d4 damage and a secondary critical at -20. SHOCK ILevel 5; Price 900 gpThe weapon inflicts 1d4 damage. SHOCK IILevel 10; Price 6,000 gpThe weapon inflicts 2d4 damage and a secondary critical at -40. SHOCK IIILevel 15; Price 40,000 gpThe weapon inflicts 3d4 damage and a secondary critical at -20.

SPELL EFFECT

ALTERATION INVESTED

Usage any weapon

This rune allows the wielder of the weapon to cast an innate spell.

This rune has a unique formula for each spell and must be learnt separately. The level of the rune is determined by the PP of the spell. The inscribed spell may be cast 1/day.

WEAPON SPELL TABLE
PP Cost
Level
Price (gp)
0
1
60
1
2
150
2
3
250
3
4
450
4
5
750
5
6
1,200
6
7
1,800
7
8
2,500
8
9
3,600
9
10
5,000
10
11
7,000
11
12
10,000
12
13
15,000
13
14
22,000
14
15
33,000
15
16
50,000
16
17
75,000
17
18
110,000
18
19
180,000
19
20
300,000
20
21
550,000

Enhancement You may allow the spell to be cast “3/day” by increasing its level by 1, “At Will” by increasing the level of the rune by 2 or be cast “Constant” by increasing the level of the rune by 4.Enhancement You may allow the spell to be cast “3/day” by increasing its level by 1, “At Will” by increasing the level of the rune by 2 or be cast “Constant” by increasing the level of the rune by 4.

THUNDERING

INVESTED INVOCATION SONIC

Usage any weapon

This weapon booms like thunder when activated inflicting sonic damage.

Activate Command (1 AP)

When active, the weapon inflicts secondary sonic damage based upon its level.

THUNDERING ILevel 5; Price 900 gpThe weapon inflicts 1d4 damage. THUNDERING IILevel 10; Price 6,000 gpThe weapon inflicts 2d4 damage and a secondary critical at -40. THUNDERING IIILevel 15; Price 40,000 gpThe weapon inflicts 3d4 damage and a secondary critical at -20. THUNDERING ILevel 5; Price 900 gpThe weapon inflicts 1d4 damage. THUNDERING IILevel 10; Price 6,000 gpThe weapon inflicts 2d4 damage and a secondary critical at -40. THUNDERING IIILevel 15; Price 40,000 gpThe weapon inflicts 3d4 damage and a secondary critical at -20.

VICIOUS

ESSENCE INVESTED SOUL

Level 6; Price 1,400 gp

Usage any melee weapon

This rune adds a reddish hue to the blade or head of the weapon.

When this weapon strikes an opponent it inflicts an additional 2d4 secondary essence damage. Half of this damage (round up) however feeds back into the wielder.

Be aware that the magic of this weapon must be fed and if its wielder has either Essence Resistance or Essence Immunity, the weapon automatically fumbles when an UM 1 is rolled on an attack check.

SPECIFIC WEAPONS #

Listed here are several specific magical weapons.

DA BIG ITTER

ENCHANTMENT INVESTED INVOCATION

Level 6; Price 1,400 gp

Usage held weapon; Weight 14 lbs

Da Big Itter is a formidable orcish two-handed hammer, a weapon of pure brutality and raw strength, crafted from crude yet unyielding iron, its massive, oversized head adorned with crude engravings depicting scenes of orcish conquest, while the thick handle bears the marks of countless battles and boasts a haphazard wrapping of sturdy leather, exuding an intimidating aura that strikes fear into the hearts of foes and delivers bone-shattering blows with devastating force.

The weapon has the following statistics:

AB +1; Damage 1d12+1 B; Size L; Fumble

Traits AR 1, Shove, Expert, Potency I, Fear (special)

Activate Command (1 AP); Frequency Upon a successful critical hit.

The weapon casts a Fear (DC 20) spell on the target of the critical hit.

FLAMETOOTH

INVESTED INVOCATION

Level 8; Price 3,000 gp

Usage held weapon; Weight 4 lbs

Flametooth is a magical scimitar that wields the essence of fire with every swing, its gleaming cold iron blade eternally enveloped in flickering flames that dance and writhe along its edge, casting a warm and vibrant glow, while intricate carvings of fiery serpents coil around the hilt, radiating an intense heat and echoing the weapon's elemental power.

The weapon has the following statistics:

AB +2; Damage 1d6+1 S; Size M; Fumble

Traits Keen, Sweep, Cold Iron, Expert, Potency II, Flaming I

SCOURGE OF THE UNLIFE

INVESTED INVOCATION SOUL

Level 11; Price 10,450 gp

Usage held weapon; Weight 6 lbs

This morning star has an iron-spiked head adorned with ominous engravings depicting scenes of a holy struggle against undead horrors. Its ebony shaft bears intricate silver inlays, exuding an aura of divine righteousness.

The weapon has the following statistics:

AB +3; Damage 1d8+2 B; Size M; Fumble

Traits AR 2, Mighty +2, Versatile P, Master, Potency III, Disrupting I

WONDROUS ITEMS #

Any magical item that is not covered by one of the above categories falls into the wondrous category. The items in this category are not related in any way and may contain a wide variety of abilities. Determining the cost and level of a wondrous item is a little more complex than other items but then table below details some of the main bonuses and modifiers that you may need to consider when creating them.

To determine the final cost of a wondrous magic item, add up the cost of all its individual abilities. To determine the items level, always round down to the nearest price if its total does not match one of the below values.

WONDROUS ITEM COST TABLE
Modifier
Item Cost (gp)
Level
PP 0 Spell
100
1
PP 1 Spell
250
2
Base DR 1, PP 2 Spell
450
3
Energy Resistance (1), PP 3 Spell, Save Bonus +1, Skill Bonus +1, Spell Adder +1
750
4
DR +1, Stat +1, PP 4 Spell
1,250
5
DB +1, Physical Resistance (1) , PP 5 Spell
2,000
6
Base DR 2, PP 6 Spell
3,000
7
Energy Resistance (2), PP 7 Spell, Save Bonus +2, Skill Bonus +2, Spell Adder +2
4,200
8
Stat +2, PP 8 Spell
6,000
9
DR +2, PP 9 Spell
8,000
10
Base DR 3, Physical Resistance (2), PP 10 Spell
11,000
11
DB +2, Energy Resistance (3), PP 11 Spell, Save Bonus +3, Skill Bonus +3, Spell Adder +3
16,000
12
Stat +3, PP 12 Spell
24,000
13
PP 13 Spell
36,000
14
Base DR 4, DR +3, PP 14 Spell
55,000
15
Energy Resistance (4), PP 15 Spell, Save Bonus +4, Skill Bonus +4, Spell Adder +4
80,000
16
Physical Resistance (3), Stat +4, PP 16 Spell
120,000
17
DB +3, PP 17 Spell
180,000
18
Base DR 5, PP 18 Spell
300,000
19
DR +4, Energy Resistance (5), PP 19 Spell, Save Bonus +5, Skill Bonus +5, Spell Adder +5
500,000
20

Base DR This grants you DR. You may only benefit from the highest Base DR that you gain.

DB Bonus This is a status bonus to DB. If the bonus only applies to a specific aspect of DB, lower the level of the ability by one.

If the bonus to DB is a type other than status, then increase the level of this ability by one.

DR Bonus This is a status bonus to DR.

If the bonus to DR is a type other than status, then increase the level of this ability by two.

Resistance An item can grant either energy resistance or physical resistance. Resistances are explained in more detail in chapter 7.

Save Bonus This is a resistance bonus that the magical item applies to all three saving throws. If the bonus is only applied to one saving throw then reduce the level of the effect by two, or by one if it applies to two saving throws.

Furthermore, if a resistance bonus is only applied to a single specific part of a saving throw, then lower the level of this ability by two. If the bonus applies to more than one specific part of a saving throw, then lower level of the ability by one.

If the bonus to a saving throw is a type other than resistance, then increase the level of this ability by one.

SPELLS

It is the same process to apply a spell to a wondrous item as to armour and weapons.

Skill Bonus This is the total amount of skill bonuses that the item applies when used. If a skill bonus is only applied to a single specific action of a skill, then lower the level of this ability by two. If the bonus applies to more than one specific skill action but not the entire skill, then lower level of the ability by one.

This is a Status Bonus. If the item grants a different type of bonus to a skill, the level of the ability is increased by one.

Spell Adder This is the Spell Adder bonus that the item applies when invested. Spell Adders from multiple sources can be applied but remember that your item investment limit will restrict the amount that you can have.

A Spell Adder allows a spell caster to cast one or more spells each day with put expending PP. The spell lore check still has to be made but no PP are deducted from the casters PP total. The amount of spells that the adder can be used to cast each day is indicated by its value.

Stat This bonus is applied as a status bonus to your ability score(s). If the bonus is situational and does not apply to all aspects of the ability score, then lower the level of the ability by two. You may apply additional, equal value stat bonuses to the item by increasing its level by 2.

Other Bonuses Any other bonus that can be applied to a character which is not covered here will generally use the Skill Bonus values above.

SPECIFIC ITEMS #

Listed below are a number of sample wondrous items which have been created using the above rules.

AGILE SASH

ALTERATION INVESTED

Usage worn; Weight 2 lbs

The Agile Sash is a vibrant, silk belt adorned with delicate embroidery of intertwined vines and swift animals, emanating an aura of graceful energy and flexibility, while the fabric itself seems to ripple and flow with a life of its own, responding to the wearer's every movement with effortless fluidity.

When you invest the sash, you gain a status bonus to your Dexterity ability score based upon the items level.

After wearing the belt (invested) for 24 hours, it becomes difficult to remove it. If you remove the belt, you gain a status penalty to your Dexterity ability score for the next 24 hours equal to the item’s bonus. This penalty cannot be removed by any means short of a PP 20+ spell.

AGILE SASH I

Level 5; Price 1,250 gp

The status bonus is +1.

AGILE SASH II

Level 9; Price 6,000 gp

The status bonus is +2.

AGILE SASH III

Level 13; Price 24,000 gp

The status bonus is +3.

AGILE SASH IV

Level 17; Price 120,000 gp

The status bonus is +4.

AMULET OF NATURAL RESILIENCE

INVESTED WARDING

Level 5

Price 1,500 gp

Usage worn; Weight -

This amulet is crafted from a polished emerald gemstone nestled within an intricately woven silver setting, resembling intertwined leaves and vines. The emerald radiates a soothing green glow.

This amulet toughens the wearer’s body and flesh, giving them a +1-resistance bonus to Fortitude Saves and a +1-status bonus to DR.

BELT OF VITAL STAMINA

INVESTED SOUL

Level 6; Price 2,000 gp

Usage worn; Weight 1 lb

This wide leather belt is adorned with intricate runic patterns and pulsates with a vibrant, greenish glow.

The belts magic fortifies the wearer granting them a +5-item bonus to their hit points.

BRACERS OF ARMOUR

INVESTED WARDING

Usage worn; Weight 2 lbs

These leather bracers seamlessly meld with the wearer's arms, forming a protective barrier that gleams with a faint aura of magical energy.

You are enveloped in a shield of magical armour with statistics based upon the items level. If the magical armours HP are reduced to 0, the bracers become inert for 1 hour after which they become active again with full HP.

BRACERS OF ARMOUR I

Level 3; Price 450 gp

Base DR is 1 with 20 HP.

BRACERS OF ARMOUR II

Level 7; Price 3,000 gp

Base DR is 2 with 30 HP.

BRACERS OF ARMOUR III

Level 11; Price 11,000 gp

Base DR is 3 with 40 HP.

BRACERS OF ARMOUR IV

Level 15; Price 55,000 gp

Base DR is 4 with 60 HP.

BRACERS OF ARMOUR V

Level 19; Price 300,000 gp

Base DR is 5 with 80 HP.

FAITH’S EYE

INSIGHT INVESTED

Level 3; Price 450 gp

Usage worn; Weight -

This golden amulet is crafted with meticulous artistry, featuring a large, intricately carved eye at its centre and delicate filigree work embellishing the surrounding pendant.

Any cleric or crusader that invests his item gains a +1-status bonus to Perception checks.

GLOVES OF VITALITY

INVESTED SOUL

Usage worn; Weight 1 lb

These white gloves remain immaculate, impervious to stains or blemishes, even as they administer delicate sutures and tend to various maladies.

They grant you an item bonus to Medicine checks base upon their level and also allow to heal a target once per day.

Activate Engage (1 AP); Frequency 1/ day

Effect You can heal an adjacent living creature of an amount of HP based upon the items level. This is a positive healing effect. You can't harm undead with this healing.

GLOVES OF VITALITY I

Level 5; Price 1,700 gp

The item bonus is +1 and the Gloves heal 1d4+4.

GLOVES OF VITALITY II

Level 10; Price 9,000 gp

The item bonus is +2 and the Gloves heal 3d4+12.

GLOVES OF VITALITY III

Level 14; Price 36,000 gp

The item bonus is +15 and the Gloves heal 5d4+20.

NEVER-ENDING STASH SACK

INVESTED MAGICAL

Usage held in 2 hands: Weight 15 lbs

The Never-Ending Stash Sack is crafted from fine silk and adorned with intricate embroidered patterns representing an array of objects and treasures.

This enchanted sack possesses an extraordinary property, allowing it to hold a vast amount of items within its deceptively compact form. Regardless of the weight of the objects placed within it, the sack magically adjusts and always weighs the same amount.

The sack's opening is about a foot in width. It is secured with a drawstring woven with mystical threads, providing easy access to its seemingly bottomless depths. The sack comes in five different types, each weighing the same, but accommodating more items and weight within.

NEVER-ENDING STASH SACK I

Level 3; Price 450 gp

The sack has a capacity of 50 lbs.

NEVER-ENDING STASH SACK II

Level 6; Price 2,000 gp

The sack has a capacity of 200 lbs.

NEVER-ENDING STASH SACK III

Level 10; Price 8,000 gp

The sack has a capacity of 500 lbs.

NEVER-ENDING STASH SACK IV

Level 15; Price 55,000 gp

The sack has a capacity of 1,000 lbs.

NEVER-ENDING STASH SACK V

Level 19; Price 300,000 gp

The sack has a capacity of 2,500 lbs.

RING OF ANIMAL FRIENDSHIP

ENCHANTMENT INVESTED

Level 4; Price 1,000 gp

Usage worn; Weight -

This silver ring features a beautifully crafted design of interwoven natural elements, exuding a calming essence that draws creatures of the wild closer with a whisper of shared understanding.

Activate Engage (2 AP); Frequency At Will

Effect You cast the Charm Animal spell as an innate spell.

RING OF WHISPERING WIND

ALTERATION INVESTED

Level 5; Price 1,250 gp

Usage worn; Weight -

This is a translucent band crafted from swirling, mist-like silver.

Activate Engage (2 AP); Frequency 1/ day

Effect You cast the Whispering Wind spell as an innate spell.

SASH OF SOARING

ALTERATION INVESTED

Level 9; Price 6,750 gp

Usage worn; Weight -

This delicate sash is woven from gleaming, silvery-blue silk that seems to shimmer with the light of distant stars.

Activate Engage (R); Frequency At will

Effect You cast the Feather Fall spell as an innate spell.

Activate Engage (2 AP); Frequency 1/day

Effect You cast the Fly spell with a 10-minute duration as an innate spell.

WIZARDRY RING

ARCANE INSIGHT INVESTED

Usage worn; Weight -

This sleek silver band is adorned with intricate runes and shimmering gemstones.

While wearing the ring it acts as a Spell Adder and grants an item bonus to Arcana checks if the wearer is an arcane spell caster. The bonus granted is based upon the level of the ring.

WIZARDRY RING I

Level 5; Price 1,700 gp

The Spell Adder is +1 and the item bonus +1.

WIZARDRY RING II

Level 9; Price 7,200 gp

The Spell Adder is +2 and the item bonus +2.

WIZARDRY RING III

Level 13; Price 27,000 gp

The Spell Adder is +3 and the item bonus +3.

WIZARDRY RING IV

Level 17; Price 135,000 gp

The Spell Adder is +4 and the item bonus +4.

CHAPTER 12 – GM STUFF #

In the time before time, when even the stars were yet but a soft sigh upon the void, the Old Ones stirred. These ancient intelligences—vessel and architect of all that would be—gathered in silent congress and wove into being the world called Traris. With gentle hands they moulded rolling hills and carved deep valleys. From their breath sprang mighty rivers, gleaming like silver threads across the land, and oceans vast and unknowable. Their voices sang the mountains into being—sentinels of stone whose snowcapped peaks caught the first light of dawn. Under their touch, fields of emerald grass and jewelbright blossoms spread like living tapestry, and forests thrummed with waking life.

For countless millennia, Traris was a realm of placid wonder, tended by the steady wisdom of the Old Ones. But as the endless ages passed, the younger among them grew restless. Beauty alone no longer satisfied their hunger for novelty and challenge. So they bent their formidable power to a new design: from loam and flame, from deep root to airy cloud, they fashioned the Dragons.

These first Dragons—sleek, elegant creatures—were born of every realm of Traris. In the highest crags they built eyries of ice and wind; in the sundrenched sands they carved lairs of glass and shimmer; beneath the oceans surface they wove palaces in coral and pearl; and in jungles of emerald gloom they found kinship with vine and vinebound ruin. Each Dragon was given a magic of its ownfire that roared like the heart of a volcano, waters that whispered haunting songs, storms that howled with unbridled fury, and verdant breath that coaxed living things to strange growth. The Old Ones beheld their handiwork and rejoiced in its perfection.

But the younger Old Ones, ever craving fresh excitements, turned their eyes upon these winged marvels. They delighted in the raw power and caprice of the Dragons, and in time their whims flowed into the creatures themselves—tiny, imperceptible shifts of nature that, given centuries, grew monstrous. The proud Fire Dragons became consumed with ambition, their flame a blazing embodiment of greed. The Forest Dragons, once serene guardians of green realms, grew secretive and jealous, weaving illusions of dread. Ice and storm, earth and water—all were warped by hidden desires. The land that had known harmony now trembled under the first rumblings of discord.

Thus were sown the seeds of the Dragon Wars. For nearly two thousand years, the sky and ground alike were torn asunder by their battles. Volcanic fire rained on peaceful plains; hurricanes swirled in frantic vengeance; forests were levelled by savage assaults. Castle and village fell before their wrath, and the rivers ran black with soot and blood. When the dust finally settled, the Dragon race lay broken, their numbers a mere fraction of their first soaring multitudes. Traris itself was scarred: mountains cleft, seas choked with ash, and forests lay in ruin.

In the war’s waning days, the surviving Dragons—hardened by grief and guilt—slipped away into hidden places. Firedrakes burrowed deep into earths burning heart; icewyrms fled to polar wastes; stormserpents vanished into endless tempests; and forestwyrms melted into the green shadows they once ruled. Traris, wounded and weary, drew a tentative breath of peace.

Yet even in that fragile calm, the echoes of the Old Ones’ restlessness lingered. For Traris’s story was only halftold. The world would yet face fresh trialsmortal heroes and forgotten gods, new magics and ancient propheciesand its fate would again hang on the balance between chaos and creation. So the saga of Traris moved onward, its pages inscribed in starlight and flame, a testament to ends and beginningsand to the relentless, wondrous forging of worlds.

Welcome to Chapter 12 of the TRG Prime core rulebook, aptly titled "GM Stuff." In this chapter, we delve into the essential tools, guidance, and resources that empower Game Masters (GMs) to craft immersive and captivating adventures within their boundless fantasy realms.

As a GM, you hold the keys to unlock the mysteries of the campaign and this chapter serves as your invaluable compendium, equipping you with the knowledge and tools necessary to create memorable experiences for your players.

Within the pages of this chapter, you will find a wealth of resources designed to enhance your storytelling abilities and provide guidance on running engaging game sessions. From Campaign Planning to Experience Point Awards, "GM Stuff" covers a wide array of topics to support you in your role as the storyteller and game facilitator.

THE GAMESMASTER (GM) #

In TRG, the Game Master (GM) assumes a vital and multifaceted role that brings the game world to life and facilitates immersive storytelling. The GM serves as the visionary architect, the master storyteller, and the impartial referee, guiding the players through a tapestry of adventures and challenges within a vibrant and dynamic fantasy realm. Here, we explore the essential role of the GM in a fantasy RPG.

WORLD BUILDER

The GM is responsible for crafting the game world, breathing life into its landscapes, civilizations, and inhabitants. They envision rich and immersive settings, complete with cities, dungeons, wilderness, and all the details that make the world feel authentic and alive.

NARRATOR & STORYTELLER

As the central storyteller, the GM weaves epic tales that captivate the players' imaginations. They craft engaging narratives, present intriguing plotlines, and introduce compelling characters and events that drive the story forward. Through vivid descriptions, dialogue, and dramatic tension, the GM sets the stage for the players' heroic exploits.

NON-PLAYER CHARACTERS (NPCS)

The GM takes on the role of NPCs, portraying a diverse cast of characters that the players encounter. Whether they are allies, adversaries, or curious denizens of the game world, the GM breathes life into these NPCs, imbuing them with unique personalities, motivations, and quirks.

GAME SYSTEM ARBITER

The GM interprets and enforces the rules of the game system, ensuring fairness and consistency. They adjudicate conflicts, resolve challenges, and determine the outcomes of player actions, all while maintaining a balanced and enjoyable gameplay experience.

ENCOUNTER DESIGNER

The GM designs and orchestrates exciting encounters, be they battles against fearsome monsters, diplomatic negotiations with influential figures, or solving intricate puzzles. They balance the difficulty, consider the players' abilities, and create challenges that offer opportunities for heroism and strategic thinking.

IMPROVISER

A key skill of a GM is the ability to adapt and improvise on the fly. They respond to player choices, unexpected actions, and the unpredictability of the game. The GM embraces the dynamic nature of the RPG, creating engaging experiences even in the face of unforeseen circumstances.

FACILITATOR AND COLLABORATOR

The GM fosters a collaborative and cooperative atmosphere, ensuring that all players have opportunities to contribute to the story. They provide guidance, encourage roleplaying, and facilitate player agency, allowing each player to shape their character's destiny and impact the game world.

ATMOSPHERE CREATOR

Through their descriptions, sound effects, music, and ambiance, the GM creates a vibrant atmosphere that immerses the players in the game world. They set the tone, evoke emotions, and evoke a sense of wonder or dread, transporting the players to realms of fantasy.

RULE OF FUN

Above all, the GM prioritizes the enjoyment and engagement of the players. They strive to create memorable experiences, epic moments, and a sense of accomplishment. While upholding the rules, the GM embraces the rule of fun, tailoring the game to the players' preferences and fostering an environment where everyone can participate and have a great time.

In a fantasy RPG, the GM's role is to be a master of ceremonies, a guide through the realms of imagination, and the conduit that connects players to the wonders and perils of the game world. With creativity, storytelling prowess, and a passion for facilitating memorable experiences, the GM shapes the adventure and creates a shared narrative tapestry that the players will cherish for years to come.

CAMPAIGN PLANNING #

Planning and implementing a campaign in TRG is an exhilarating and rewarding endeavour that allows GMs to create epic and immersive experiences for their players. Here, we present a step-by-step guide to help GMs effectively plan and implement a captivating campaign.

DEFINE THE VISION

Begin by defining the vision for your campaign. Determine the genre, themes, and tone you want to explore, as well as the overarching story or central conflict that will drive the narrative. Consider the setting, its history, and the main factions or organizations that will be prominent within the campaign world.

ESTABLISH GOALS & MILESTONES

Set specific goals and milestones for the campaign. Identify key events, major plot points, and pivotal moments that will shape the story. These milestones will act as guideposts and help structure the campaign's progression, allowing players to feel a sense of accomplishment as they advance through the story.

A COMPELLING CAST

Develop a diverse cast of non-player characters (NPCs) who will interact with the players. Craft memorable personalities, backgrounds, and motivations for these NPCs, making them feel like authentic inhabitants of the game world. Consider both allies and adversaries to provide a balanced and engaging experience.

DESIGN STORY ARCS

Break down the overarching story into smaller story arcs or chapters. Each arc should have its own narrative focus, challenges, and opportunities for character development. Determine the major events and potential outcomes of each arc, allowing flexibility for player choices and actions to influence the story's direction.

KEY LOCATIONS

Identify significant locations within the campaign world and flesh them out with details. Develop maps, descriptions, and notable features of these locations, making them immersive and memorable for the players to explore. Include dungeons, towns, landmarks, and other points of interest that are relevant to the campaign's narrative.

CREATE ENGAGING CHALLENGES

Craft a variety of quests and challenges for the players to undertake. These can include combat encounters, puzzles, investigations, social interactions, or exploration-based challenges. Ensure that the challenges align with the campaign's themes and progress the story in meaningful ways.

EMBRACE PLAYER AGENCY

Encourage player agency by providing opportunities for meaningful choices and consequences. Design encounters and events that allow players to shape the story through their decisions and actions. Remain flexible and be prepared to adapt the campaign based on player choices, allowing their agency to influence the narrative.

BALANCE PROGRESSION & EXPLORATION

Strike a balance between narrative progression and player exploration. Provide a mix of story-driven moments and opportunities for players to engage with the game world freely. Include side quests, optional encounters, and opportunities for character development outside of the main storyline.

PREPARE SESSION OUTLINES

Outline each session by breaking down the key events, encounters, and interactions that will occur. Create a rough structure to ensure a coherent flow and maintain pacing throughout the sessions. Be flexible and adapt the session outline based on player choices and developments during gameplay.

SESSION PREPARATION

Prior to each session, prepare the necessary materials, such as maps, handouts, and NPC stat blocks. Review the session outline, familiarize yourself with the key story elements, and anticipate potential player actions. This preparation will enable smoother gameplay and immersive storytelling.

PROVIDE PLAYER REWARDS

Consider providing rewards to players as they progress through the campaign. These rewards can include experience points, treasure, magical items, or other resources that enhance character progression. Ensure that rewards are balanced and meaningful, motivating players to engage further with the campaign.

Rewards are explored in greater detail later in this chapter.

EVOLVE & ADAPT

Remain open to adapting the campaign based on player feedback and evolving dynamics. Be attentive to the players' interests, playstyles, and preferences, and incorporate their feedback to enhance their enjoyment. Flexibility and adaptability are key to creating a satisfying and engaging campaign experience.

By following these steps, GMs can effectively plan and implement a campaign that captivates players, immerses them in a vibrant game world, and offers them unforgettable adventures. Remember to embrace creativity, nurture player engagement, and relish the collaborative storytelling experience that tabletop RPGs provide. May your campaign be filled with epic moments and cherished memories!

ENCOUNTER BUILDING #

It is important in any RPG to ensure that the encounters that a PC party face are structured, balanced and engaging. To make certain that this is the case, appropriate adversaries must be selected and the challenge of each encounter weighed up very carefully.

THREAT LEVEL

When determining how much of a challenge an encounter is, a series of seven difficulties, called Threat Levels are used (just like check difficulties).

INCREDIBLY EASY

Incredibly easy encounters pose minimal threat to the player characters, often involving foes significantly weaker or outnumbered. These encounters are designed to provide a quick victory for the players, requiring little strategy or resource expenditure.

VERY EASY

Very easy encounters offer little challenge to the player characters, with adversaries that pose a minor threat or lack significant offensive capabilities. The focus is more on roleplaying, exploration, or non-combat challenges rather than combat itself.

EASY

This encounter offers a modest challenge to the player characters. The adversaries pose a credible threat, but the PCs have a reasonable chance of success. It requires some strategic thinking and resource management, but victory is expected for a well-prepared and competent group.

MEDIUM

This encounter presents a balanced challenge to the player characters. The adversaries are on relatively equal footing with the PCs in terms of strength and abilities. It demands careful tactics, resource management, and effective teamwork. The outcome of the encounter is uncertain and success requires effort.

HARD

This encounter poses a significant challenge to the player characters. The adversaries are stronger or more numerous than the PCs, requiring careful planning, optimal resource utilization, and tactical decision-making. Success is not guaranteed, and the PCs may face potential setbacks or losses.

VERY HARD

A very hard encounter presents a significant test of the player characters' capabilities. The adversaries are highly skilled, possess powerful abilities, or significantly outnumber the PCs. The encounter requires exceptional teamwork, strategic thinking, and resource management to overcome. It may involve a high level of risk, potential setbacks, or the need for clever tactics to achieve victory.

Encounters of this magnitude are usually used as final boss fights at the end of a campaign chapter or standalone adventure.

INCREDIBLY HARD

An incredibly hard encounter is an extreme test of the player characters' abilities. The adversaries are exceptionally powerful, possess unique abilities, or outnumber the PCs significantly. The encounter represents a significant threat, requiring exceptional skill, resource management, and creative thinking to survive. Success may come at a great cost, and victory is hard-won but highly rewarding.

Such encounters are normally used at the climax of a campaign.

ENCOUNTER XP BUDGET

After determining the desired threat level, it's time to construct the encounter using the provided XP budget, as each creature within the encounter consumes a portion of that budget.

BUDGET PER CHARACTER

The Threat Level grants an XP budget for each character involved in the encounter as shown below.

Threat Level
XP Budget/Character
Incredibly easy
50
Very easy
100
Easy
150
Medium
200
Hard
300
Very hard
400
Incredibly hard
500

A party of four PC’s move into a forest glade and have to deal with the local fey threat. As this is a relatively minor encounter which is not really intended to test the party too much, the GM decides that it has a Threat Level of Very Easy. The GM therefore has an XP budget of 100 per PC for a total of 400 XP for the encounter.

EFFECTIVE LEVEL & AVERAGE PARTY LEVEL

Once you have selected the Threat Level and know your XP budget for the encounter, you can work out the required level and number of adversaries. To do this, you must first work out the average level of the PC party (APL). This is done by adding the total levels (EL) of the PC party together and dividing by the number of party members (include any permanent NPC’s in this value).

Once you have the APL, determine the XP value for each creature by deducting Effective Level (EL) from the APL.

APL - EL
XP
-9
20
-8
40
-7
60
-6
80
-5
100
-4
150
-3
200
-2
250
-1
300
0
400
1
500
2
600
3
800
4
1,000
5
1,200
6
1,400
7
1,600

Once you have determined all of the above values, add creatures to the encounter until you have reached your XP budget.

REWARDS #

In TRG, the rewards system is designed to provide a sense of progression and accomplishment for the PCs as they advance through the game. The system encompasses various types of rewards, including conviction, experience points (XP), treasure and magical items. Here's a detailed explanation of the rewards system in TRG.

CONVICTION #

The TRG system can be harsh and unforgiving, and characters find themselves under constant pressure and fear of death. It is therefore unsurprising that PC’s have something that sets them apart from other characters, allowing them to perform amazing deeds even under the most difficult of circumstances. This something is called conviction.

INITIAL CONVICTION

Each character begins with 1 conviction when first created and has a maximum conviction pool of 1. At 5th level and then every 5 levels thereafter, a character’s maximum conviction pool increases by 1 (although this does not automatically grant a conviction point).

Certain abilities and feats may increase or decrease this amount. Your conviction points can never be less than 0.

USING CONVICTION

Unless otherwise noted, spending a conviction point is a free action, taking no time, and can be done at any time. You may spend only one conviction point per round. you can spend conviction for any of the following:

Advantage You may use a conviction point to gain advantage on any one d20 saving throw, or skill check.

Bonus You can expend 1 conviction point to enhance an attack roll, saving throw, skill check or cast a spell check. After rolling the d20 but before the outcome is revealed, you may roll a d6 and add its result to your check.

Boost Your Defence At the start of any combat round, you may spend 1 conviction to boost your DB by 2 for 1 minute. You may only benefit from one conviction boost to defence at any time.

Cancel Fatigue You may use a conviction point to reduce your fatigued condition by 4. Use of conviction in this way requires you to rest for 10 minutes.

Persistent Healing You may use a conviction point to automatically succeed at a flat check to stop bleeding or persistent damage. Use of conviction in this way requires a 1 AP Concentrate action.

Surge You may use a conviction point to reduce your stunned condition by up to 3 points.

Other Conviction Uses As your character develops you may discover or gain other uses for conviction; these uses will be explained fully in the abilities individual descriptions.

REGAINING CONVICTION

PC’s regain expended conviction points in the following ways:

First A PC gains a conviction point each time they gain a level.

Second A PC may be awarded a point of conviction by acting in accordance with their ethics and the goals of the adventure.

Third the GM can award the PC’s conviction for a particularly impressive success or achievement in the adventure that renews confidence and faith.

Be aware that you can never have more conviction points than your maximum conviction pool.

NPC CONVICTIONSome powerful or major NPC’s and creatures may be allowed to have conviction points. The details of this is left up to the GM, but players must be aware when fighting against major NPC’s that they may pull a Conviction surprise out of their own bag of tricks.NPC CONVICTIONSome powerful or major NPC’s and creatures may be allowed to have conviction points. The details of this is left up to the GM, but players must be aware when fighting against major NPC’s that they may pull a Conviction surprise out of their own bag of tricks.

NEW FEATS #

The conviction rules bring forth a collection of new feats, which are described in this section instead of Chapter 5, as they rely entirely on the Conviction mechanic. If the GM opts not to implement the Conviction rules, these feats are not necessary for core gameplay.

HERO’S FORTUNE

CONVICTION GENERAL

You have always been able to control your own fate better than others. Your maximum conviction pool increases by 1.

HERO’S RESOLVE

CONVICTION GENERAL

Prerequisites Hero’s Fortune, Level 8

You have always been able to control your own fate better than others. You regain a conviction point at the beginning of each game session.

LUCK OF HEROES

CLASS CONVICTION MARTIAL

Prerequisites Hero’s Fortune, Level 5

Whenever you spend a conviction to use the Advantage or Bonus options, there is a chance that the conviction point is not spent. Whenever you spend a conviction point, make a DC 15 flat check to avoid losing the conviction point.

EXPERIENCE POINTS (XP) #

Experience points (XP) are a key aspect of TRG and are used to measure a character's growth, progress, and accumulation of knowledge and skills throughout their adventures. XP serves as a tangible representation of the challenges overcome and the accomplishments achieved by the PCs.

As discussed in earlier chapters, a PC begins at level 1 with 10,000 XP. This deviates from more traditional RPG’s where a character normally begins their career with 0 XP. Beginning with 10,000 XP indicates that the PC has already completed some level of apprenticeship and also allows the GM to begin campaigns at level 0 for younger characters.As discussed in earlier chapters, a PC begins at level 1 with 10,000 XP. This deviates from more traditional RPG’s where a character normally begins their career with 0 XP. Beginning with 10,000 XP indicates that the PC has already completed some level of apprenticeship and also allows the GM to begin campaigns at level 0 for younger characters.

PCs earn XP by successfully overcoming challenges and obstacles presented by the game's story and the GM. This can include defeating enemies in combat, solving puzzles, completing quests, achieving goals, or successfully navigating social encounters.

Here's an explanation of how XP is earned in the TRG system.

OVERCOMING CHALLENGES

When PCs encounter direct opposition, whether it's a combat encounter, peril or a social conflict, the XP earned is typically determined based on the level of challenge they successfully overcome. This means that the difficulty of the encounter or conflict, relative to the party's capabilities, is a key factor in determining the XP reward.

The XP earned from direct opposition is calculated using the encounter XP budget which is discussed earlier in this chapter.

XP awarded is distributed evenly among all members of the group, regardless of their individual contributions.

The party of four PCs from earlier who encountered the fey successfully defeat them. As a result, each PC in the group is awarded 100 XP each.

Depending upon the style of your game, your GM may wish to award XP individually and award PCs that contribute more. This can result is disparity between PCs XP and cause them to level at different times, both of which can provide interesting possibilities for advanced players.Depending upon the style of your game, your GM may wish to award XP individually and award PCs that contribute more. This can result is disparity between PCs XP and cause them to level at different times, both of which can provide interesting possibilities for advanced players.

ROLEPLAYING & CHARACTER DEVELOPMENT

TRG rewards XP for effective roleplaying and character development. This encourages players to embody their characters, engage in meaningful interactions, and contribute to the overall story. XP can be earned for well-executed roleplaying, making impactful decisions, displaying character growth, or achieving personal character goals.

DISCOVERING & EXPLORING

In exploration-focused games, XP can be earned for uncovering hidden locations, discovering secrets, or exploring uncharted territories. This incentivizes players to delve into the game world, search for hidden treasures, and uncover lore or valuable information.

COMPLETING QUESTS & OBJECTIVES

When PCs complete major quests, storylines, or significant objectives, they are often rewarded with a substantial amount of XP. These milestones mark significant accomplishments within the campaign and allow characters to progress to higher levels.

There are five levels of XP accomplishment which are detailed below:

Minor Accomplishment This level represents minor achievements or tasks that contribute to the party's progress. It could include completing a minor side quest, successfully solving a moderate puzzle, or overcoming a moderately challenging combat encounter. A minor accomplishment could be rewarded with up to 100 XP.

Moderate Accomplishment This level signifies notable achievements that significantly impact the party's journey. Examples could include completing a major story arc, defeating a powerful boss or enemy, or resolving a significant conflict diplomatically. A notable accomplishment could be rewarded with up to 200 XP.

Major Accomplishment This level denotes major milestones or feats that greatly influence the overarching narrative or the characters' development. It could involve liberating a besieged city, uncovering a hidden ancient artifact, or successfully negotiating a critical alliance. A major accomplishment could be rewarded with up to 500 XP.

Epic Accomplishment This level represents extraordinary feats of heroism or the resolution of monumental challenges. It could involve saving an entire kingdom from a catastrophic threat, unravelling a world-altering mystery, or vanquishing a legendary and powerful foe. An epic accomplishment could be rewarded with up to 800 XP.

Legendary Accomplishment This level signifies truly exceptional accomplishments that have far-reaching consequences and leave a lasting impact on the game world. It could involve fulfilling a prophetic destiny, preventing an apocalyptic event, or achieving the highest pinnacle of power and renown. A legendary accomplishment could be rewarded with up to 1,000.

XP AWARD TABLE
Accomplishment
XP Award
Minor
100
Moderate
200
Major
500
Epic
800
Legendary
1,000

GAMESMASTER AWARDS

The GM has the discretion to award XP based on exceptional player contributions, creative problem-solving, or extraordinary actions that enhance the game experience. This allows the GM to recognize outstanding player achievements that may not fall into specific gameplay mechanics.

ENDEAVOUR #

The Endeavour optional rule system rewards players for achieving extreme dice rolls during gameplay. When using this optional rule, players earn rewards not only for completing quests and defeating enemies, but also for rolling exceptionally high or low results on their dice.

GAINING ENDEAVOUR

When a player rolls (or has rolled against them) an extreme dice roll, they earn endeavour which they may use in downtime to reflect upon their experiences to gain rewards.

In addition to extreme dice, a player is also rewarded for taking risks and attempting difficult challenges. If a player attempts a task that is significantly harder than their current level of skill or ability, and they succeed (even if they don't roll an extreme number), they may earn endeavour. This incentivises players to take on challenges that might be beyond their current capabilities and encourages them to think creatively and strategically to overcome obstacles.

The things that a player can gain endeavour for and how much they can earn are detailed below:

ENDEAVOUR REWARD TABLE
Action
Endeavour Earned
Heroic success with risk
2
Heroic success without risk
1
Blunder with risk
1
Significant Challenge
1

Be aware that a character can only earn one amount of endeavour from a single check.

USING ENDEAVOUR

Accumulated endeavour can be used to purchase skill ranks and feats during downtime. Your GM may require you to spend time training when using endeavour.

The amount it costs to purchase skills and feats is detailed below:

ENDEAVOUR USE TABLE
Purchased Item
Endeavour Cost
Skill Point
3
General Feat
10
Racial Feat
15
Class Feat
20
Ability Score
30

Overall, the Endeavour optional rule adds an additional layer of excitement and unpredictability to RPG gameplay, and rewards players for taking risks and achieving remarkable feats through the roll of the dice.

TREASURE #

Treasure rewards come in various forms, including coins, gems, valuable items, and magical items. These treasures can be acquired by looting defeated enemies, discovering hidden caches, or as a reward for completing quests. The GM determines the value and distribution of treasure based on the campaign's balance and the level of challenge faced by the PCs.

TREASURE AWARDS

Having a proper understanding of the amount of treasure that should be rewarded to a party as they progress through the levels in a campaign is crucial. Treasure plays a significant role in balancing the abilities of the group and equipping them with additional tools to overcome challenges and encounters. Providing an inadequate amount of treasure can weaken the party, making encounters more challenging, while an excessive amount of treasure can make encounters too easy.

Thus, achieving the right balance in awarding treasure is of utmost importance. The following Treasure by Level table provides guidelines on the recommended amount of treasure to be awarded at each level, including the number and level of magic items. These guidelines assist in ensuring a well-balanced and enjoyable gameplay experience for the party as they progress in their adventures.

This table is based on the standard four person PC party.

TREASURE BY LEVEL
APL
Total Party Wealth (gp)
Number of Magic Items
2
1,000
4
3
2,000
8
4
4,000
10
5
10,000
12
6
16,000
14
7
24,000
16
8
40,000
18
9
60,000
20
10
88,000
24
11
120,000
28
12
168,000
32
13
240,000
36
14
340,000
40
15
500,000
44
16
740,000
48
17
1,100,000
52
18
1,600,000
56
19
2,400,000
60
20
3,600,000
70

Be aware that this table is a guideline. The GM should still decide on the distribution of wealth and magic items based on the party's needs, the pace of the campaign, and the challenge of encounters.

TREASURE FOR NEW PCs

On occasion, there may be a need to introduce a character into a campaign at a level higher than 1, whether it's due to joining an existing group or for other narrative reasons. In such cases, it becomes essential to determine the character's starting wealth to ensure they have appropriate resources for their advanced level. The table provided below serves as a valuable reference for determining the starting wealth for characters at higher levels.

The starting wealth table takes into account the character's level and provides a recommended amount of currency and valuable items that the character should possess. This starting wealth is intended to reflect the character's previous adventures, experiences, and accumulated resources, aligning with their level progression.

STARTING WEALTH TABLE
Level
Starting Gold Pieces
1
As starting character (see chapter 6)
2
250
3
500
4
1,000
5
2,500
6
4,000
7
6,000
8
10,000
9
15,000
10
22,000
11
30,000
12
42,000
13
60,000
14
85,000
15
125,000
16
185,000
17
275,000
18
400,000
19
600,000
20
900,000

By using the table, both players and GMs can ensure that the character entering at a higher level starts with an appropriate level of equipment, funds, and resources. This allows the character to seamlessly integrate into the party and contribute effectively to the ongoing campaign without feeling under or overpowered.

Be aware that while the starting wealth table provides valuable guidance, it's ultimately up to the GM's discretion to adjust the starting wealth based on the specific campaign's setting, balance considerations, and any additional character creation rules or restrictions.

Taking the time to properly determine the starting wealth for characters entering at higher levels ensures a fair and balanced gameplay experience, where all characters, regardless of their entry point, have access to appropriate resources and can participate fully in the adventures that lie ahead.

THE ENVIRONMENT #

Environmental rules in TRG refer to mechanics and guidelines that govern the impact of the game world's physical and atmospheric conditions on the PCs and their actions. These rules add depth and realism to the gameplay by simulating the effects of various environments, hazards, and weather conditions.

TERRAIN #

In TRG, environmental rules for different terrain types define how the game world's physical landscapes and conditions impact the characters and their actions. These rules outline the specific effects and challenges characters may encounter when traversing and interacting with various terrains. Here's an overview of the different terrain types

ARCTIC

The arctic is a harsh and unforgiving environment characterized by freezing temperatures, treacherous icy landscapes, and howling winds. Surviving in this frigid realm requires careful preparation and resilience. Some things to consider in an arctic environment are:

EXTREME COLD

The arctic is known for its bone-chilling temperatures. Characters must make Exhaustion checks (DC determined by the GM) at regular intervals (e.g., every hour) to resist the effects of extreme cold. Failed saving throws will inflict damage (see environmental damage below).

Characters can protect themselves from extreme cold by wearing appropriate cold-weather gear, using heating spells, or finding shelter in warm locations.

BLIZZARDS

Blizzards are common in arctic regions, characterized by fierce winds, blowing snow, and reduced visibility. The GM determines when blizzards occur. During a blizzard, visibility is reduced by up to four steps depending upon its severity.

Characters caught in a blizzard may need to make saving throws or skill checks to avoid becoming disoriented, taking damage from icy gusts, or getting lost.

DANGEROUS ICE

The arctic is dotted with frozen landscapes, including icy tundra and frozen lakes. Characters must exercise caution when traversing these areas. Characters may need to make checks to determine if ice surfaces can support their weight, with failure resulting in falling through thin ice and potential consequences like cold damage, immersion in freezing water, or drowning.

DESERT

Deserts present unique challenges with scorching heat, shifting sands, and limited resources. Things to consider for deserts include dehydration, heat exhaustion, sandstorms that limit visibility and cause disorientation, as well as rules for tracking or survival in an arid environment.

HEAT EXHAUSTION

Deserts are known for scorching temperatures. Characters must make Exhaustion checks (DC determined by the GM) at regular intervals (e.g., every hour) to resist the effects of extreme heat. Failed saving throws will inflict damage (see environmental damage below).

Characters can protect themselves from extreme heat by wearing appropriate clothing, using cooling spells, or finding shade.

SANDSTORMS

Sandstorms are common in deserts and can be treacherous. The GM determines when sandstorms occur. During a sandstorm, visibility is reduced by up to four steps determined by the ferocity of the storm.

Characters caught in a sandstorm may need to make saving throws or skill checks to avoid being disoriented or taking damage from flying debris (see environmental damage below).

WATER SCARCITY

Water is scarce in the desert, making it a valuable resource. Characters must keep track of their water supplies and make Survival checks to find water sources or conserve their resources. Characters who don't have access to sufficient water must make Exhaustion checks (see chapter 7).

MOUNTAINS

Mountainous terrains are characterized by steep slopes, rugged terrain, and potential hazards like cliffs and avalanches. Here are some mechanics and guidelines to consider when dealing with mountainous environments:

DIFFICULT CLIMBING

Mountains often present steep slopes, loose rocks, and treacherous paths. Use rules for climbing, where characters need to make Athletics or Acrobatics checks to ascend or descend certain sections. Failure could result in falling, taking damage, or becoming stuck, while success allows progress or grants bonuses on further checks.

ALTITUDE EFFECTS

As characters ascend to higher elevations, the air becomes thinner, and the effects of altitude can impact their abilities. At higher elevations, characters may experience altitude effects. For every 1,000 feet climbed above a certain threshold (determined by the GM), characters must make an Exhaustion check (DC determined by altitude).

HAZARDS

Mountains can host various hazards that characters must contend with during their ascent. Mountains present potential hazards such as avalanches, rockslides, or sudden weather changes.

When such a hazard occurs, characters must make a Reflex save to avoid harm (DC determined by the hazard). On a failed saving throw, characters may take damage, be knocked prone, or become buried by debris. Successful saves result in reduced or no harm.

PLAINS

Vast and open, plains offer expansive landscapes where the horizon stretches far and wide. These regions are characterized by gently rolling hills, grassy fields, and an abundance of natural beauty. However, beneath their seemingly serene exterior, plains can present their own challenges and opportunities.

OPEN TERRAIN

Plains provide wide, open spaces with minimal obstacles or cover. Perception checks may be made to see things at a greater distance due to these open spaces.

WEATHER & TEMPERATURE

Plains can experience extreme weather conditions, including scorching heat during the day and chilling cold at night. Use the mechanics for things such as sandstorms (see desert) when dealing with extreme storms.

SWAMPS

Swamps are often portrayed as murky and treacherous landscapes, filled with stagnant water, quicksand, and dense vegetation.

DIFFICULT TERRAIN

Swamps are characterized by muddy and treacherous terrain. Movement through swamps is considered difficult terrain (see chapter 7), where characters may need to spend extra movement to navigate through thick foliage or avoid tripping on roots and branches.

POISONOUS HAZARDS

Swamps are often home to poisonous plants and creatures. Characters may encounter toxic plants, venomous snakes, or other dangerous creatures.

FOG

Swamps are known for their dense fog, reducing visibility and making it difficult to spot hazards or enemies. Visibility in a swamp can be reduced by up to four steps determined by its density.

UNDERGROUND

Beneath the surface lies a hidden world of darkness, mystery, and danger. The underground realm, whether it be deep caverns, ancient tombs, or labyrinthine dungeons, presents a distinct set of challenges for adventurers. The absence of natural light, claustrophobic passages, and lurking creatures demand resourcefulness and adaptability. Here are some environmental pointers for underground terrain in TRG:

LIGHTING

Underground environments lack natural light sources, plunging the surroundings into darkness or dim light. Characters can use torches, lanterns, or spells like Light or Continual Light to illuminate their surroundings. However, light sources might attract attention or reveal the party's presence to lurking creatures.

Consult the rules in chapter 8 to determine how much visibility a character has in such an environment.

TRAPS & HIDDEN PASSAGES

The underground is often riddled with traps and hidden passages. Characters can utilize skills like Perception and Thievery or magical abilities to disarm traps or uncover secret doors, adding an element of exploration and caution to underground encounters.

ENCLOSED SPACES

Underground environments are frequently characterized by confined spaces and narrow passages. Manoeuvring through tight spaces will often require Squeeze (Acrobatics) checks. Characters with specific abilities, such as being able to alter their size or transform into smaller creatures, might have advantages in navigating these cramped spaces.

URBAN

The hustle and bustle of urban environments present a stark contrast to the natural landscapes adventurers often encounter. City streets, crowded markets, towering buildings, and a web of social interactions define the urban landscape. Within the city's walls, new challenges and opportunities arise. Here are some environmental guidelines for urban terrain:

STREETS & ALLEYWAYS

Urban areas are often a maze of interconnected streets and alleyways. Characters may need to treat some of these areas as difficult terrain due to obstacles. Such places are often the scene of surprise encounters or ambushes. Allow PCs with urban skills to overcome some of these issues with checks.

CITY WATCH

Urban areas often have a presence of city guards or security forces. Each settlement that is encountered will have its own rules and consequences for breaking the law. There may be the possibility of random checks or inspections, or opportunities to earn the favour of influential figures within the city.

SOCIAL ENCOUNTERS & INTRIGUE

Urban environments offer rich opportunities for social interactions, negotiations, and political intrigues. Characters can engage in investigations, gather information from informants, or participate in diplomatic negotiations, with success or failure influencing the course of their urban adventures.

WOODLANDS

Woodland environments which include forests and jungles often present dense foliage, uneven terrain, and potential encounters with wildlife. Here are some mechanics and guidelines to consider when dealing with woodland environments:

DIFFICULT TERRAIN

Woodlands often have dense undergrowth, tangled vines, and uneven ground, which can impede movement. Apply rules for difficult terrain (see chapter 7), where characters may need to spend extra movement to navigate through thick foliage or avoid tripping on roots and branches.

CONCEALMENT & COVER

The abundance of trees, bushes, and foliage in woodlands provides opportunities for characters to take advantage of concealment and cover. Establish rules for partial or full cover when characters are obscured by vegetation, granting them bonuses to DB or saves against area effects.

FORAGING & HUNTING

Woodlands offer opportunities for characters to gather resources and sustain themselves. Develop rules for foraging edible plants, hunting game, or locating valuable herbs or materials. Determine the skill checks or actions required for successful foraging and the potential rewards or consequences.

WATER

Beneath the shimmering surface of vast oceans, tranquil lakes, and winding rivers lies a realm of mystery and adventure. Water environments offer unique challenges and opportunities for intrepid adventurers. Whether navigating treacherous sea currents, exploring submerged ruins, or battling aquatic creatures, the world below the waves is teeming with excitement.

UNDERWATER MOVEMENT

Water environments use specific rules for swimming and underwater movement. Characters without the appropriate abilities or equipment may have limited movement capabilities.

Please refer to Chapters 4 & 7 for rules regarding underwater movement, combat and drowning.

ENVIRONMENTAL DAMAGE #

In TRG, environmental damage is harm that characters suffer due to harsh or dangerous conditions in the world around them. This is distinct from damage caused directly by enemies, traps, or personal misfortune (like falling). Instead, environmental damage results from the natural (or sometimes supernatural) hazards present in the location where the adventure takes place.

In the below table are some examples that can be used in the game.

SAVING THROWSFor many environmental hazards, an Exhaustion check is appropriate to mitigate damage. The DC should be set according to the severity of the condition and the players' level. SAVING THROWSFor many environmental hazards, an Exhaustion check is appropriate to mitigate damage. The DC should be set according to the severity of the condition and the players' level.

ENVIRONMENTAL DAMAGE TABLE
Environment Type
Damage Type
Damage Range (Failure/Fumble)
Frequency
Extreme Heat
Fire
1d6/2d6
Every hour
Extreme Cold
Cold
1d6/2d6
Every hour
Sandstorm
Bludgeoning
1d4/1d6
Every 10 minutes
Blizzard
Cold
1d4/1d6
Every 10 minutes
Lava
Fire
10d6/20d6
Instant (for touch or immersion)
Acid Pool
Acid
5d6/10d6
Instant (for touch or immersion)
Quicksand
Nonlethal
Suffocation rules apply
Until escape
Thunderstorm
Electricity
4d6/6d6 (Lightning Strike)
Random or GM's discretion

Environmental damage can play a key role in the gameplay and story of a TRG campaign. It can add an element of realism, make the world feel more dangerous and alive, and create interesting challenges that can't be overcome by combat alone. Managing environmental damage often requires resource management, problem-solving, and careful decision-making by the players.

From a game design perspective, environmental damage also provides a useful tool to guide players towards or away from certain areas, to set the pace of the adventure, and to enhance the atmosphere and theme of the campaign. A trek through a frozen wasteland feels more real and immersive when the cold is an actual threat, not just a description.

PERILS #

Deep within the labyrinthine depths of dungeons, PCs must navigate a treacherous landscape of devious traps cunningly crafted to safeguard the precious treasures hidden within. These traps are as diverse as they are deadly, ranging from intricate mechanical contraptions primed to shoot razor-sharp darts or unleash massive, crushing blocks, to intricate magic runes poised to detonate in explosive bursts of scorching flame. Each step forward requires caution and keen observation to discern the hidden triggers and mechanisms that could spell doom.

Beyond these deadly traps, intrepid PCs may encounter a multitude of other perils that lurk within the shadows of the dungeon's recesses. Nature itself poses formidable challenges, as adventurers must contend with treacherous pits, precarious cliffs, toxic gases, or venomous creatures that dwell in the darkest corners. Supernatural occurrences manifest as well, such as ghostly hauntings that unsettle the mind and disturb the ethereal fabric of reality. Ancient curses, riddles, or traps intertwined with the very essence of the dungeon's existence may test the mettle and intellect of those who dare to venture further.

Every corner turned, every door opened, and every treasure claimed carries the ever-present risk of triggering these perils. Only through unwavering vigilance, meticulous investigation, and strategic planning can PCs hope to evade or disarm the peril that lies in wait. The dungeons are a treacherous realm, requiring both courage and cunning to overcome the myriad traps and hazards that guard their secrets.

DETECTION #

Every peril concealed within the depths of dungeons or lurking in the environment has an elusive trigger that sets its mechanisms or supernatural energies into motion. Traps rely on cunningly designed mechanisms such as trip wires or pressure plates, awaiting an unsuspecting adventurer's misstep. Environmental hazards or echoes, on the other hand, may stir into action merely by the proximity of those who venture too close.

As PCs cautiously approach a peril, they possess a chance to detect the trigger area or the mechanism that activates it, potentially averting disaster. By default, characters may automatically make a check to sense the presence of a peril. The check used is determined by the GM but is usually related to the type of peril that is being encountered.

This initial check allows the PCs to uncover the subtle signs or subtle cues that hint at the peril's presence, granting an opportunity to circumvent its imminent danger.

Certain perils however, may prove more insidious, requiring a minimum level of expertise or proficiency to discern. In such cases, characters must possess a certain amount of ranks in the appropriate skill, demonstrating a mastery over their chosen craft to perceive the intricate workings or supernatural manifestations of these perils.

During exploration, as the PCs venture into the general area where a peril may lie in wait, the question arises: Do the vigilant PCs detect any lurking danger? If a peril does not specify a minimum skill rank to locate, secretly roll an appropriate detection check against the peril's Stealth DC for each PC. However, if the peril does specify a minimum skill rank, roll only if a character is actively engaged in searching, utilizing the Search (Perception) action and possesses the required skill rank or higher.

Successful checks grant awareness of the peril, allowing you to vividly describe what the astute character observes. PC becomes aware of the lurking danger, whether it be a hidden trap, a concealed environmental hazard, or an otherworldly echo. This newfound knowledge arms the PCs with valuable information, enabling them to proceed with caution or devise strategies to neutralize or bypass the imminent peril.

TRIGGERNG A PERIL #

If the PCs fail to detect a peril, and the peril's trigger is an inherent part of their movement, such as stepping on a floor plate or passing through a magical sensor while walking, the peril's reaction is triggered. However, perils that require direct manipulation of the environment, such as opening a door, only use their reactions if a PC explicitly takes that action.

ACTION

Most perils possess reactions that are activated when they are triggered. In the case of simple perils, the reaction encompasses the entirety of their effect. However, for complex perils, the reaction may prompt the peril to initiate combat, rolling initiative and posing a persistent threat across multiple rounds. There are also perils that employ a triggered free action instead of a reaction, such as quicksand that can ensnare multiple creatures within a single round.

Once a complex peril has been triggered, it will follow a specific course of actions. These actions will repeat on its initiative count each turn.

RESET

Certain perils can be reset, enabling them to be triggered once more. This reset can happen automatically, such as with quicksand, where the surface settles back into its deceptive state after 24 hours. Alternatively, manual intervention may be required, as in the case of a hidden pit, where the trapdoor must be closed to conceal the pit once again.

DISABLING A PERIL #

The most versatile approach to neutralizing traps is by using the Disable Device (Thievery) action, although mechanical traps can also be smashed while magical traps can usually be countered. Environmental perils can often be overcome with Nature or Survival skills, while echoes can be addressed using Occultism or Religion. The specific skill and corresponding DC required to disable a peril are indicated in its stat block, and a certain amount of skill ranks may be necessary to be able to make the attempt.

To deactivate a peril, a character must first detect it or have it pointed out to them. Deactivation attempts can be made whether the peril has been triggered or not, but some perils cease to pose a threat once their reactions have occurred, especially if they cannot be reset.

For most perils, successfully rolling the listed skill against the DC in the stat block disables it without triggering it. Additional means of deactivation and any supplementary steps needed are outlined in the peril's stat block. It's important to note that a fumble or blunder on any attempt to disable a peril triggers it, including when attempting to counteract a magical peril.

Certain perils require multiple successes for deactivation, usually due to complex components or discrete portions. In cases where perils feature complex components, a critical on a disabling check counts as two successes on a single component, whereas a result of heroic counts as three (if required).

SMASH IT

Instead of attempting to carefully disable a peril, a character may opt to smash it outright. Dealing damage to a mechanical trap or another physical peril follows the rules for damaging objects: the peril reduces the damage it takes by its Hardness. In most cases, striking the peril also triggers it, as explained in the section on Attacking a Peril below. If a peril's Hit Points are reduced to the point of it becoming broken, the peril gains this condition and can no longer be activated, though it remains repairable. If the peril's Hit Points are reduced to the point of it being destroyed, it cannot be repaired (see Chapter 6) for rules on damaging objects).

Perils have DB, applicable saving throw modifiers, Hardness, and HP listed in their stat blocks. If a peril does not include one of these statistics, it cannot be affected by anything that targets that particular statistic. Some perils may have additional immunities, as well as resistances or weaknesses.

ATTACKING A PERIL

When someone strikes a peril, particularly a mechanical trap, it usually triggers the peril unless you decide otherwise in specific cases. However, under certain circumstances, an attack that breaks the peril might prevent it from triggering. It's important to note that if a peril consists of multiple parts, breaking one part might still trigger the overall trap. On the other hand, destroying a trap in a single blow almost never triggers it. These rules also apply to most damaging spells or other effects, in addition to attacks.

REPAIRING A PERIL

You may permit a character to repair a damaged peril in order to restore its functionality. The specifics of the repair process can vary depending on the nature of the trap, and you have the discretion to determine the necessary steps. In some cases, the Repair action might be sufficient to address the damage, while in others, additional tasks such as gathering scattered components might be required. If the peril has a Reset entry, the character must follow the instructions provided there in addition to repairing the damage.

COUNTER IT

Certain magical perils can be counteracted by employing the Dispel (Power Manipulation) action and following the counteraction rules (see Chapter 8). The levels and counteract DCs of these perils are specified in their stat block. Counteracting a peril using Dispel functions similarly to making a skill check to disable a peril, following the same principles and mechanics.

PERIL AWARDSFacing perils can be just as dangerous as dealing with creatures. If PCs successfully overcome a peril, they are granted XP in same way as if they had defeated a creature of the same level. PERIL AWARDSFacing perils can be just as dangerous as dealing with creatures. If PCs successfully overcome a peril, they are granted XP in same way as if they had defeated a creature of the same level.

PERIL FORMAT #

Perils are presented in a stat block format that bears resemblance to the format used for monsters. The sample stat block is accompanied by a few notes to provide guidance on understanding and interpreting the format.

PERIL NAMETRAITS Level 4 (The EL of the peril); Initiative (if necessary)Detection The skill and DC needed to detect the peril as well as any skill rank requirements.Description This section describes the appearance of the peril and may also encompass any special rules or characteristics associated with it.Disable This section provides the DC for any skill checks necessary to disable the peril. DB The peril's Defensive Bonus.Saving Throws: The peril's saving throw modifiers, typically applicable only to echoes, which are subject to Will saves.Hardness: The peril's Hardness, indicating its resistance to damage.HP: The peril's Hit Points.Immunities: The perils' immunities to specific types of damage or conditions.Weaknesses: The perils' weaknesses, if any, which can be exploited to deal additional damage.Resistances: The perils' resistances to certain types of damage, if any.Action Type: This indicates whether the peril's action is a reaction or a free action.Trigger: The condition or event that activates the peril.Effect: For simple perils, this describes the primary effect triggered by the peril. For complex perils, it may also include the peril's initiative roll and its subsequent actions during an encounter.Routine: This section outlines the actions the peril takes on each of its turns during an encounter. The number in parentheses indicates the number of actions the peril can use per turn. Simple perils do not have this entry.Action: Any specific action the peril can perform, usually denoting a melee or ranged attack.Reset: If the peril can be reset, this information is provided, detailing the necessary steps to reactivate or restore the peril.PERIL NAMETRAITS Level 4 (The EL of the peril); Initiative (if necessary)Detection The skill and DC needed to detect the peril as well as any skill rank requirements.Description This section describes the appearance of the peril and may also encompass any special rules or characteristics associated with it.Disable This section provides the DC for any skill checks necessary to disable the peril. DB The peril's Defensive Bonus.Saving Throws: The peril's saving throw modifiers, typically applicable only to echoes, which are subject to Will saves.Hardness: The peril's Hardness, indicating its resistance to damage.HP: The peril's Hit Points.Immunities: The perils' immunities to specific types of damage or conditions.Weaknesses: The perils' weaknesses, if any, which can be exploited to deal additional damage.Resistances: The perils' resistances to certain types of damage, if any.Action Type: This indicates whether the peril's action is a reaction or a free action.Trigger: The condition or event that activates the peril.Effect: For simple perils, this describes the primary effect triggered by the peril. For complex perils, it may also include the peril's initiative roll and its subsequent actions during an encounter.Routine: This section outlines the actions the peril takes on each of its turns during an encounter. The number in parentheses indicates the number of actions the peril can use per turn. Simple perils do not have this entry.Action: Any specific action the peril can perform, usually denoting a melee or ranged attack.Reset: If the peril can be reset, this information is provided, detailing the necessary steps to reactivate or restore the peril.

A full list of perils will be released in future supplements.

THE APPENDICES #

Welcome, dear reader, to the concluding section of the spellbook belonging to the renowned wizard, Marco El-Zorro - a man of insurmountable power and wisdom whose mastery of the arcane arts has become the stuff of legends. As you delve into this appendix, you are about to embark on a journey through the more obscure corners of El-Zorro's magical knowledge, where lesser-known spells, experimental incantations, and unique arcane theories await your discovery.

This appendix serves as an essential supplement to the main body of El-Zorro's spellbook. It includes extensive annotations, insightful reflections, and personal notes by the wizard himself, casting a light on the depth of his understanding and the vastness of his magical prowess. Here, you will encounter the genius behind El-Zorro's formidable power, a testament to his relentless pursuit of magical understanding and innovation.

As you navigate the detailed entries of this appendix, you shall gain a deeper appreciation for the intricacies of magical practice, and perhaps even glean a fraction of El-Zorro's own potent wisdom. Each word you read is an echo of the formidable wizard's voice, each spell a whisper of his power - beckoning you further into the realms of the arcane.

Venture forth with caution and respect, for the knowledge contained within these pages is as potent as it is enlightening. May the wisdom of Marco El-Zorro guide you in your magical endeavours, and his relentless pursuit of the arcane serve as your inspiration.

-Marco El-Zorro, Red Robed Loremaster of Freehold-

In this chapter you will find a number of miscellaneous rules and tables that can be used in TRG. Some of these items are referred to from other chapters, and will be used continuously during play. At the end of this chapter you will also find a character sheet.

APPENDIX 1 - BONUS TYPES #

Bonuses can be applied to any variables or statistics within the game. As a rule you may only apply the same type of bonus to a situation once. If two bonuses of the same type are present then you will apply the higher value of the two. The term bonus can also be a penalty in most situations. If you are subject to a bonus and a penalty of the same type then they will cancel each other out. The exception to this rule is dodge bonuses which always stack with each other.

BONUS TYPES
Bonus Type
Description
Armour
An armour bonus applies to your DR and is granted by armour or by a spell or magical effect. Armour bonuses do not stack, and you may only apply the highest bonus. An armour bonus does stack with natural armour bonuses.
Circumstance
Circumstance bonuses typically involve the situation you find yourself in when attempting a check. You may only apply one circumstance bonus to any one check.
Class
You gain class bonuses from character class, feats and other sources. Class bonuses stack if gained from different sources.
Dodge
A dodge bonus improves your ability to roll with blows and adds a bonus to your DB. Dodge bonuses stack with all other bonuses to DB even other dodge bonuses. You lose any dodge bonus if you are Flat-Footed.
Item
An item bonus represents a bonus which may be applied to armour, weapons or other items of equipment. Multiple item bonuses to the same value do not stack.
Luck
A luck bonus represents good (or bad) fortune. Multiple luck bonuses to the same value do not stack. Only the highest luck bonus applies.
Natural Armour
A natural armour bonus applies to your DR. A natural armour bonus does not stack, and you may only apply the highest bonus. A natural armour bonus does stack with armour bonuses.
Race
A racial bonus comes from the culture or race that the character hails from. Racial bonuses stack if gained from different sources.
Resistance
A resistance bonus affects saving throws, providing extra protection against harm. Only the highest resistance bonus applies.
Shield
A shield bonus improves DB and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to DB except other shield bonuses.
Status
Status bonuses typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. Once again you may only apply one status bonus to any one check.

APPENDIX 2 - CONDITIONS #

As an adventurer, your journey will be replete with trials that challenge you physically, mentally, and spiritually. These challenges may result in various conditions being imposed on you or occasionally, on an item. These conditions, representing alterations to your current state, can range from fear incited by looming threats to enhancements of your speed due to a spell or a magical artifact.

Certain conditions are designed to simulate the effects of having your life essence or blood siphoned off by a creature. Others, meanwhile, represent the demeanour of other beings towards you and dictate their interactions with you.

Conditions can be transient or lasting, with some potentially enduring permanently. Many conditions carry a numerical value that signifies the degree of their severity. While some of these conditions can accumulate, others replace existing ones. The specific mechanics and implications of these numerical values vary with each condition and are thoroughly explained in their individual descriptions.

BLEEDING

Bleed represents a gradual weakening due to blood loss, pain, and general weariness. When you are suffering from Bleed you lose a certain number of HPs at the end of your turn each round in Phase 3 of the encounter turn, until the Bleed ends.

The number of HPs lost due to Bleed from different wounds is cumulative.

For example, if a character is losing 2 HPs each Round, receiving another wound Bleeding for 3 HPs will bring them to lose a total of 5 HPs each Round.

There are four severities of Bleeding, based on the total amount of HPs that you are losing each Round:

Light Bleeding: You are losing 1 to 4 HPs each Round.

Moderate Bleeding: You are losing 5 to 8 HPs each Round.

Severe Bleeding: You are losing 9 to 12 HPs each Round.

Dire: You are losing 13+ HPs each round.

If you are suffering from light bleeding, you may attempt to remove it in the same way as other recurring damage each round by making a DC 16 Flat Check. More serious bleeding must be healed with the Medicine skill or using magic.

BLINDED

You cannot see anything. You gain the flat-footed condition, and all creatures are hidden to you. All normal terrain is difficult terrain to you. You can't detect anything using vision. You automatically fumble Perception checks that require you to be able to see, and if vision is your only primary sense, all Perception checks are one difficulty level higher.

On a plus note, you are immune to visual effects. Blinded overrides dazzled.

BROKEN

Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points to 0 or less. Except for armour (see below), a broken object can't be used for its normal function, nor does it grant bonuses. If an item is reduced to a negative amount of Hit Points equal to 50% of its total, then it is destroyed.

A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it.

Broken armour has it DR reduced by 50% until it loses the condition.

If an effect makes an item broken automatically it is reduced to 0 HP.

CONCEALED

When you are concealed from a creature, perhaps enshrouded within a dense mist, your visibility to that creature becomes significantly reduced. Although you remain perceptible, your condition makes it more challenging for the creature to pinpoint your exact location and target you accurately. If you are struck by a creature that you are concealed from with a targeted spell or effect, you may make a DC 17 Flat Check. If the check succeeds, the attack, spell, or effect doesn't affect you.

Be aware that area effects aren't subject to this flat check.

CONFUSED

You have had your senses addled and struggle to discern friend from foe. All creatures that you are aware of are treated as enemies and you have no way of discerning between them.

You cannot use reactions, cannot use the Delay or Ready action and must use all your actions to attack any one target in range. This target must be within one Stride action (or other applicable Move action) to be considered a target. If there is more than one applicable target in range, the GM will determine randomly the target of your attack.

CONTROLLED

You are under a magical command, domination, or another form of will subversion. The entity controlling you can direct your actions, allowing them to command any of your moves, including attacks, reactions, or even choosing to Delay. Typically, the controller does not need to use their own actions to exert this control over you.

DAZED

Your mind is clouded and unfocused. Dazed always includes a value. While dazed, you take a status penalty equal to the condition value on all Intelligence-, Wisdom-, and Charisma-based rolls and DCs. This includes skill checks, will saves and any ability relying on mental acuity or presence.

DAZZLED

Your eyes are currently in a state of sensory overload. If your only primary sense is vision, all creatures and objects become concealed to you.

DEAFENED

You cannot hear anything. You automatically fumble Perception checks that require you to be able to hear. You take a –4 status penalty to Perception checks that involve sound that also rely on other senses. If you perform an action with the auditory trait, you must succeed at a DC 5 Flat Check or the action is lost; attempt the check after spending the action but before any effects are applied. On a positive note, you are immune to auditory effects.

DOOMED

A potent force has ensnared your very soul, pulling you alarmingly towards the brink of mortality. Doomed always includes a value. Your Death State is reduced by your doomed value. If your Death State is reduced to 0, you instantly die. When you die, you're no longer doomed.

Your doomed value decreases by 1 each time you get a full night's rest.

DYING

You are bleeding out or otherwise at death’s door.

While you have this condition, you are unconscious and must make a dying check at the beginning of each of your turns.

Be Aware that any time you lose the dying condition, you suffer 1 point of fatigue.

ENCUMBERED

If you are carrying more weight in lbs than your Weight Allowance (WA), you take a -1 penalty to your Dex modifiers for each 20 lb in excess.

For every 20 lbs that you are carrying in excess of your weight allowance, you also take a -1 penalty to your speed. If your speed is reduced to 0, you gain the Immobilised condition until you shed some weight.

If you are playing with a battle grid, then you always round your speed down to the nearest 5 ft.

FATIGUED

You are tired, weary or otherwise lacking in physical energy. You’re fatigued value is applied as a status penalty to all actions.

If your Fatigue level reaches 10 or higher, you fall unconscious until your fatigued condition is reduced and if your Fatigue level reaches 20 or higher, you die.

Be aware that being unconscious from this condition does not count as rest for the purposes of recovering fatigue.

FATIGUE RECOVERY

After every hour of rest, you make a Level based Fortitude Saving Throw to recover from fatigue.

Critical You reduce the condition by 2.

Success You reduce the condition by 1.

Fumble You increase the condition by 1

If you have a full nights rest you automatically reduce your fatigue value to 0.

Be aware that your GM will have the final say as to whether rest and sleep will recover your fatigue level. Fatigue gained through physical or mental exertion may well be recovered, but fatigue gained through lack of food or water is unlikely to be recovered until you receive proper nourishment.

FIXATED

An irresistible urge draws your focus to a particular subject, detaching you from the rest of your surroundings. This intense concentration imposes a status penalty of -2 on your attack and skill checks, limiting your ability to perceive other events or tasks. Any actions with the concentrate trait cannot be used, unless they are directly related to the object of your captivation (GM discretion). This condition ceases to exist if you or any of your allies are subjected to hostile actions by another creature.

FLAT-FOOTED

Your focus is diverted, or for some other reason, you find yourself unable to dedicate your complete attention to maintaining your defence. You lose any Dexterity and Dodge bonus to DB and your Dexterity bonus to Reflex Saving Throws. Furthermore, you are unable to use reactions whilst flat-footed.

FLEEING

Due to intense fear or another compelling force, you find yourself compelled to flee from the origin of this condition. During your turn, all your AP must be dedicated to escaping the source of this terrifying stimulus or, if it has a radius, to reach its outer limits. You can't Delay or Ready while fleeing. If you move outside of the area of effect of the source, you lose the condition but will automatically regain it if you move back inside for its duration.

Be Aware that you still provoke reactions when fleeing.

FRIGHTENED

Fear takes hold of you, causing you to grapple with maintaining composure as you struggle to keep your nerves in check. This condition always includes a value. You take a status penalty equal to this value to all your checks & DC’s. At the end of each of your turns, you may make a Will Saving Throw against the original DC of the fear effect with the following results:

Heroic You reduce the condition by 3.

Critical You reduce the condition by 2.

Success You reduce the condition by 1.

Fumble You increase the condition by 1.

GRABBED

You find yourself physically restrained by another creature, granting you both the flat-footed and immobilised conditions. Should you attempt a manipulate action while in this state, a successful DC 5 flat check is required, or the action is wasted. This check is performed after committing to the action but before the implementation of any subsequent effects.

HIDDEN

When you are hidden from a creature, that creature is aware of your general location but lacks the precision to pinpoint your exact position within that space. You typically become hidden by making a Hide (Stealth) check. When using the Search (Perception) action with only secondary senses to locate a creature, it remains hidden.

A creature you're hidden from is flat-footed to you. If you are struck by a creature that you are hidden from with a targeted spell or effect, you may make a DC 10 Flat check. If the check succeeds, the attack, spell, or effect doesn't affect you.

Be aware that area effects aren't subject to this flat check.

IMMOBILISED

You cannot use any action with the move trait; you gain the flat-footed condition if you don’t already have it and fail all Reflex Saving throws by 20. If an external force attempts to move you from your current position while you have this condition, it must make a check against the DC of whatever is immobilising you.

INJURED

Taking criticals in combat will often impose a penalty to you. The Injured Condition applies a penalty to all checks & DB equal to its value. The Injured Condition is cumulative, so any penalties that you sustain will build up and eventually drop you (see Injuries).

INVISIBLE

In your invisible state, you become imperceptible to the eyes of others. You're undetected to everyone. Creatures can attempt to detect you; if a creature succeeds at a Search (Perception) check against your Stealth DC, you become hidden to that creature until you make a Sneak (Stealth) action to become undetected again. If you become invisible while someone can already see you, you start out hidden to the observer (instead of undetected) until you successfully make a Sneak (Stealth) action. You can't become observed while invisible except via special abilities or magic.

PARALYZED

Your body is locked in a state of immobility, unable to move. You lose all DB except that provided by magic or armour. Furthermore, when making a Reflex Saving Throw you are always considered to have failed it by 25. You also have the flat-footed condition and can't act except to Recall Knowledge and use actions that require only the use of your mind (as determined by the GM).

PETRIFIED

You've undergone petrification, transformed into a stone statue. In this state, you're incapable of taking any actions, and your ability to perceive the world around you is completely nullified. You become an object with a weight double normal, DB 0, Hardness 8, and the same current Hit Points you had when alive. When you’re turned back into flesh, you have the same number of Hit Points you had as a statue. If the statue is destroyed, you immediately die. While petrified, your mind and body are in stasis, so you don’t age or notice the passing of time.

PRONE

You're lying on the ground. You gain the flat-footed condition and take a -2-circumstance penalty to attack checks. Any attack check against you gains a +4-circumstance bonus if the attacker is within 5 feet of you. Otherwise, they take a -4-circumstance penalty.

The only move actions you can use while you're prone are Crawl and Stand. Standing up ends the prone condition.

If you would be knocked prone while you're Climbing or Flying, you fall (see chapter 8 for the rules on falling). You can't be knocked prone when Swimming.

QUICKENED

During Phase 1 of your turn, you are granted 1 additional AP. The individual effect that renders you quickened will outline the specific actions that this bonus AP can be used for. If you become quickened from multiple sources, the extra AP you receive can be utilized for any single action permitted by any of the effects causing your quickened condition.

Be aware, because the quickened condition applies at the beginning of your turn, you will not instantly gain AP if the quickened condition is conferred upon you during your turn.

SICKENED

A sense of sickness pervades you. The sickened condition always includes a value, which translates into a status penalty of the same magnitude on all your checks and DCs.

You have the option to spend a 1 AP manipulate action to try and alleviate your discomfort by retching. This action allows you to make a Fortitude save against the DC of the effect that induced your sickness. A success will reduce your sickened value by 1, while a critical will decrease it by 2.

Be aware, that you cannot willingly ingest anything while sickened.

SLOWED

During Phase 1 of your turn, you lose AP equal to your slowed value.

Multiple occurrences of this condition do not stack, only apply the most severe at any one time.

Be aware, because the slowed condition applies at the beginning of your turn, you will not instantly lose AP if the condition is conferred upon you during your turn.

SOUL DRAIN

Upon a creature's successful extraction of your blood or life essence, your overall state of health deteriorates. Soul Drain is recorded as a damage value. This amount is applied directly to your character as Hit Point damage but also reduces your maximum hit points. If the amount of Soul Drain damage reduces your maximum hit points to less than 0, you die.

Each time you get a full night’s rest, you are healed of 5 Soul Drain damage.

Depending upon the source of your Drained condition, your misery may not end with death…

STUNNED

You find yourself in a state of stupor, incapacitated to the point where actions are beyond your reach. The Stunned Condition carries a value, denoting the amount of AP that you forfeit, each turn.

Each time you regain AP (such as at the start of your turn), reduce the number you regain by your Stunned value, then reduce your Stunned value by the number of AP you lost.

Stunned overrides Slowed. If the duration of your Stunned condition ends while you are Slowed, you count the AP lost to the Stunned Condition toward those lost to being Slowed.

So, if you were Stunned 1 and Slowed 2 at the beginning of your turn, you would lose 1 AP from Stunned and then lose only 1 additional AP by being Slowed, so you would still have 1 AP remaining to use that turn.

If the Stunned Condition forces you to lose all AP for the turn, you are also unable to use reactions for that turn.

Be aware that if you gain the Stunned Condition during your own turn, you immediately deduct the Stunned value from any remaining AP you may have.

UNCONSCIOUS

You're asleep, or you've been knocked out. You can't act. You lose all DB except that provided by magic or armour and you have the Blinded, Flat-Footed and Immobilised conditions. Upon gaining this condition, you fall prone and drop any items you are currently holding or wielding. Exceptions to this occur if the effect specifically states otherwise, or if the GM adjudicates that your current position wouldn't naturally lead to this outcome.

If you are unconscious due to being reduced to 0 or less HP from subdual damage, but not dying, you naturally return to 1 Hit Point and awaken when your HP total increases to 1 or above.

If you are unconscious due to a dying check, you must follow the dying rules in chapter 7 to determine when you regain consciousnesses.

If you're unconscious and have more than 1 HP, you wake up in one of the following ways.

Damage inflicted to you can awaken you, given that it doesn't invoke the dying condition.

Receiving healing, barring the natural recovery gained through rest, can rouse you from unconsciousness.

Physical intervention such as someone shaking you awake with an Interact action can bring you to consciousness.

Loud noises in your vicinity have a chance to awaken you, though it isn't a guarantee. At the beginning of your turn, you automatically make an Awareness (Perception) check against the DC of the noise (or against the lowest DC if there are multiple sources of noise), waking up on a successful check. If there are creatures attempting to be quiet around you, their Stealth DCs are used for this Perception check. Certain magical effects induce a deep sleep that doesn't permit this Perception check.

In case you're merely asleep, the GM can decide that you wake up either due to having had enough rest or because something has interrupted your rest.

UNDETECTED

In a state where you are undetected by a creature, you are entirely invisible to its sight, and it remains ignorant of the space you are inhabiting. As a result, it cannot directly target you, although you remain susceptible to abilities targeting a specific area. When you are undetected against a creature, that creature becomes flat-footed to you.

If you are undetected by a creature, it can take a chance and guess your location to aim an attack at you. The creature must select a specific square and proceed with its attack attempt. This works like targeting a hidden creature (requiring a DC 10 flat check), but the flat check and attack roll are rolled in secret by the GM, who doesn't reveal whether the attack missed due to failing the flat check, failing the attack roll, or choosing the wrong square.

UNNOTICED

If you are unnoticed by a creature, that creature is completely unaware of your existence in its vicinity. Being unnoticed also means that you are undetected by the creature. This state is particularly relevant for abilities that can only be executed against targets that are entirely oblivious to your presence.

WEAKENED

You are physically debilitated. Weakened always includes a value. While weakened, you take a status penalty equal to the condition value to Strength- and Dexterity-based rolls and DCs. This includes melee attack rolls and damage rolls based on Strength, Athletics checks, Acrobatics checks, and other Strength- or Dexterity-related skill or ability checks.

YOU CANNOT MOVE!If you are subjected to a condition that’s prevents you from moving completely, then you will take penalties as described in the condition’s description. Additionally, all attacks against you gain advantage if you cannot move.YOU CANNOT MOVE!If you are subjected to a condition that’s prevents you from moving completely, then you will take penalties as described in the condition’s description. Additionally, all attacks against you gain advantage if you cannot move.

APPENDIX 3 - TRAITS #

Traits are used to add additional information and detail to a specific rules element such as a creature, item spell or just about anything else. Some traits provide information whereas others have game mechanics which link them into specific rules and situations.

ACID

Acid effects are often corrosive and cause additional persistent damage.

ADVANTAGE

An action with this trait allows you to gain either advantage or disadvantage on the check. You may only apply one instance of this trait to any one action and if an action gains both advantage and disadvantage, they simply cancel each other out.

AIR

Air spells cannot be cast whilst underwater.

ALCHEMICAL

Alchemical items produce effects that are similar to magic. They are not classed as magical, do not produce magical auras and cannot be dispelled.

ALIGNED

There are five alignment traits; Balance, Chaos, Evil, Good and Order. Each indicates a manipulation of energies from the aligned outer plane. Some creatures will have resistances which are only overcome by a certain aligned trait.

ARCHETYPE

Archetypes are special kind of class feat. You may select an archetype feat whenever you could normally purchase a class feat. An archetype feat always has a progression requirement which must be satisfied before another archetype feat can be purchased. An individual archetype may also be a trait for a feat or ability, in which case it behaves as the Class Trait (see below).

ATTACK

An ability or action with this trait involves and attack and is subject to multiple attack penalties.

AUDITORY

The action involves and the sense of hearing. Any creature that has no sense of hearing or that has the deafened condition is immune to the effects of this action. Furthermore, you can only carry out an action with this trait if you can speak or otherwise produce the required sound.

BOMB

A bomb is an alchemical weapon which explodes inflicting damage when it hits a creature or object.

BONUS

An action with this trait compares its result to the Bonus Check Table to determine a modifier.

CANTRIP

A cantrip is a PP 0 spell which requires no PP to cast and automatically heightens in line with the caster level.

CHANCE

A chance effect alters how you roll your dice. You can never have more than a single chance effect alter a roll.

CLASS

You must be a member of the indicated class to select or use the ability. This may be a feat, item or some other ability. If multiple classes are traits for the indicated ability or feat, you only have to satisfy one of them to qualify.

COLD

Cold spells cast underwater crystalise and change their damage type to piercing.

COMPOSITION

A spell with this trait changes its spell components to those that are appropriate for the type of performance used. You can only have one spell with this trait active at any one time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.

CONCENTRATE

Any action with this trait requires an amount of mental focus and discipline.

CONJURED

A creature called by a conjuration spell or effect gains the conjured trait. A conjured creature can't conjure other creatures, create things of value, or cast spells that require a cost. It has the minion trait. If it tries to cast a spell of equal or higher PP than the spell that conjured it, it overpowers the conjuring magic, causing the conjured creature's spell to fail and the conjure spell to end. Otherwise, the conjured creature uses the standard abilities for a creature of its kind. When you sustain the spell that conjured the creature each round, it behaves as described in the Minion trait below.

A conjured creature can't control any spawn or other creatures generated from it, and such creatures return to their unaltered state (usually a corpse in the case of spawn) once the conjured creature is gone. If it's unclear what this state would be, the GM decides. Conjured creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends.

CONSUMABLE

An item with this trait is a single use item which is destroyed after its activation. When you create an item with this trait it is usually created in batches.

CONTACT

A poison with this trait is delivered when it makes contact with the skin.

CONVICTION

A conviction ability may only be used once per round. Furthermore, it may not be used in conjunction with either the chance or advantage traits.

CURSE

A curse is an effect that places a long term affliction upon a creature or a place. A curse is always magical.

DARKNESS

An effect with this trait attempts to counter any effect with the light trait.

DEFENCE

You may only use one action or ability with this trait each turn, as its complexity prevents multiple uses within the same turn.

DETECTION

Effects with this trait attempt to reveal the presence of a creature or object.

DIMENSIONAL

The effect or item creates a dimensional space. If two dimensional spaces are placed inside each other they are both nullified.

DOWNTIME

An activity with this trait takes a day or more, and can be used only during downtime.

EARTH

Earth spells cannot be cast in mid-air.

ELECTRICITY

When this spell’s effect happens underwater, the range becomes Personal and the Area becomes an explosive sphere with a 10’ radius. Everyone in the area suffers the effect, including the caster.

ELIXIR

An item with this trait is an alchemical liquid which is used by consuming it.

ENERGY

The effect has a specific energy trait. Details of how the energy traits interact is explained in chapter 6.

EMOTION

An effect with this trait alters a targets emotions in some way. Effects with this trait will also have the mental trait.

ESSENCE

Essence is the fundamental life force of the universe, a unifying energy that permeates all living beings, whether they are composed of flesh, spirit, or bone. It can be harnessed for diverse purposes, including healing, protection, necromancy, and disruption. Resistance or weakness to Essence only applies to effects that cause harm. Creatures devoid of life, such as constructs, and inanimate objects are immune to the effects of Essence.

EXPLORE

An action with this trait is can only be used when you are not in an active encounter.

FEAR

Any effect which invokes fear has this trait. Effects with this trait will also have the emotion and mental traits.

FIRE

Fire spells cannot be cast underwater. Also, any effect or item generated by a fire spell is suppressed when submerged.

FLOURISH

An action with this trait is very taxing and can only be attempted once per turn.

FOCUS

An ability with this trait can be replenished and used again if you take a Refocus (Mental Focus) action (level-based DC).

FORCE

A spell, ability, or effect that harnesses or manipulates physical or metaphysical forces. It represents the power to exert control over energy, matter, or the fundamental forces of nature.

HEALING

A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.

HERITAGE

A feat with this trait may only be selected at level 1.

HERB

An item with this trait is consumable and will spoil within 24 hours if unprepared. A prepared herb spoils after 1 month unless noted otherwise.

INGESTED

A poison with this trait is delivered when consumed.

INJURY

A poison with this trait is applied to a weapon and delivered by inflicting damage to the target.

INVESTED

A magical item with this trait must be invested using the Invest Item action before its abilities can be fully utilised.

LIGHT

An effect with this trait increases the illumination level in its area of effect. Any spell that has this trait increase the illumination level by one step (max 8), unless its description states otherwise.

LINGUISTIC

An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.

MAGICAL

An action, effect or item with this trait is magical. If it is an attack, it overcomes magical damage reduction. This action can be sensed with the sense magic action. This trait may also be represented by one of the eight schools of magic.

MANIPULATE

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.

MENTAL

A mental effect influences or alters the mind of the target. Objects and mindless creatures are immune to effects with this trait.

MINDLESS

A mindless creature has either programmed or rudimentary mental attributes. They take a -25 racial modifier to their Intelligence and Charisma ability scores. They are immune to all mental effects.

MINION

Minions are creatures that directly serve another creature. You can control an amount of levels of creatures with this trait at any one time equal to your Control Levels (see the Magic Chapter). Your minion acts on your turn in combat. If you spend an AP to command it will act as you bid, otherwise the minion will act according to its own alignment and motivations (see below). The action you use to command will depend upon the type of minion. For an animal companion, you Command an Animal; for a minion that’s a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a verbal command, a single action with the auditory and concentrate traits.

Minion creatures who are not commanded will act based upon their alignment and motivations. Your relationship with such a creature will usually determine how this plays out. A loyal animal companion is likely to defend you whereas a summoned demon is likely to turn on you and your allies.

MORPH

Any effect which slightly amends a creatures form has this trait. Any strikes granted by a morph effect are magical. You can benefit from multiple morph effects but if you attempt to morph the same body part more than once, the second morph attempts to counteract the first. Furthermore, a polymorph effect which alters the entire body, immediately ends a morph effect.

MOVEMENT

An action with this trait involves moving from one location to another.

OPEN

These actions work only as the first salvo on your turn. You can use an action with the open trait only if you haven't used an action with the attack or open trait yet this turn.

PENETRATING

If a spell or effect has the penetrating trait, it bypasses non-magical barriers and can counteract magical ones in an attempt to pass through them.

POISON

An effect with this trait inflicts poison damage or some kind of poison affliction. Poison damage bypasses physical resistances.

POLYMORPH

A spell or an affect with this trait is a type of magic that allows you to transform yourself (or sometimes another) into a different form or shape. The exact mechanics of how polymorph spells work can vary depending on the specific spell or ability used. When you polymorph into another form all of your equipment changes with you unless your new form can still utilise it in any way. Any merged equipment cannot be used unless it provides a static magical bonus.

Be aware that you can only benefit from one polymorph effect at any one time and any subsequent affect attempts to counter the prior.

PRESS

An action with this trait allows you to follow up earlier attacks. Actions with the press trait can be used only if you are currently affected by a multiple attack penalty.

RACE

There are many race traits and there interaction with the rules is wide and varied. Each race in the game has its own race trait, and a member of that race gains the trait. How a race trait interacts with different rules is explained in the individual rule.

RARE

Anything that has this trait is more difficult to identify, find and use. All checks in relation to the entity with this trait have their DC increased by +5. Spells with this trait cannot be selected with automatic picks and must be located during the campaign.

REVELATION

Effects with this traits reveal the true form of things or reveal hidden truths.

RITUAL

A spell that has the ritual trait is cast over a long period of time, usually an hour or greater. The GM may allow modifiers for additional casters and foci while the spell is being cast

ROD

You can only gain the benefits of one magical item with this trait each round. Furthermore, you may only use an item with the trait once per turn. You cannot combine the effects of an item with this trait with other magical items that cast spells such as scrolls, staves and wands.

RAGE

You must be in a state of rage to use abilities and actions that have this trait.

RUNE

A spell or magical effect with this trait has been created using a form of written text magic. Rune mages and certain abilities in the game will affect a spell with this trait differently.

SAVE

The action or spell requires the target to make some kind of saving throw to resist its effects.

SCHOOL

Spells are grouped into 8 different schools; Alteration, Enchantment, Insight, Invocation, Shadow, Soul, Translocation and Warding. Anything that has a school trait is magical.

SCRYING

When a spell or ability has this trait, it indicates that it grants the user the power to scry. This concept involves using magical means to gain glimpses or insights into places or beings that are not immediately accessible to the character.

SECRET

If an ability has this trait, the GM rolls the check in secret.

Some GM’s and experienced players do not like these kind of rolls. If this is the case, you should allow the player to make the roll in secret from the other players and use their acting skills to play out the result.

SLEEP

An effect with this trait causes a target to fall into a sleep or be affected by some kind of dream-like effect.

SONIC

An effect with this trait cannot be used in a vacuum.

SPLASH

When you make an attack with a weapon or spell with this trait, there is chance that creatures within the splash radius also take some damage. The following guidelines apply to attacks made with this trait.

Attack Inflicts a Critical The target and all targets in the splash radius take the weapons splash damage multiplied by the severity level (1-5) of the critical.

Attack Hits The target and all targets in the splash radius take the weapons splash damage.

Attack Misses The bomb lands off target and scatters half the distance of the original throw in a random direction. All targets within splash radius take splash damage.

Any splash damage inflicted to a target is in addition to the damage inflicted by the attack.

STAFF

A magical item with this trait holds magical spells. Only one item with the Staff trait may be invested by you at any one time.

STANCE

A stance is a specialist combat technique which may be learnt by gaining a specific feat or ability which you enter by using an action with the stance trait. Once you have entered a stance, you can leave it by entering a new stance, gaining the unconscious condition or when the encounter ends. After you use an action with the stance trait, you must wait at least one round before using another. Unless stated otherwise, a Stance requires a 1 AP Concentrate action to use.

TELEPORTATION

A spell or effect with this trait allows you to move instantaneously from one place to another. Teleportation is strenuous on the physical body and you may only use one action with this trait each turn. Furthermore, if you are the target of a teleportation effect, you must make a Spatial Awareness check to continuing acting for the rest of the turn.

If you are subject to an additional teleportation effect in a turn, it automatically fails.

TRADITION

There are four different tradition traits; arcane, divinity, ethereal and verdant. Anything with one of these traits is magical and draws its power from the tradition.

UNCOMMON

Anything that has this trait is more difficult to identify, find and use. All checks in relation to the entity with this trait have their DC increased by +2. Spells with this trait cannot be selected with automatic picks and must be located during the campaign

UTILITY

Utility spells will not work on non-willing targets, so there is no Saving Throw required for this type of spell. Since many Utility spells are beneficial, (i.e. Healing spells), a character’s aura does not usually resist beneficial magic.

VISUAL

A visual effect or ability relies on the ability to be able to see it. If a target is blind, has no sense of sight, or can see the effect for some other reason, then it is immune to its effects.

WATER

Water spells cannot be cast whilst underwater.

WORD

A spell with the word trait draws upon your native voice and releases very powerful magic. Only one word spell may be used every turn and it must be used as your opening action. After using a spell with this trait, all further spell and attack checks made during your turn suffer a -4 penalty.

APPENDIX 4 - DIVINE ASPECTS #

In the vast and mystical landscapes of TRG, divine aspects hold a paramount place, bestowing profound power and purpose to those chosen ones, the clerics, crusaders and other characters that manipulate the powers of divinity. These divine aspects, reflections of the deity's own strengths, virtues, and domains, not only shape the cleric's or crusader's abilities but also profoundly influence their missions and values.

As conduits of divine energy, these individuals manifest their god's will on the mortal plane, their unique abilities a testament to their deity's influence. Whether they wield these divine aspects to heal, to harm, to protect, or to prophesise, they remain the tangible embodiments of divine intervention in a setting teeming with magic and mystery.

Each divine aspect is used to portray a deity or divine power in your campaign setting and is easily adapted. Any PC or NPC that utilises the Divinity Tradition to cast spells must select a Divine Aspect.

Each Divine Aspect uses the following format:

ASPECT NAME

TRAITS

A description of the divine aspect and how it is often depicted, including some example symbols.

Edicts: The edicts of a deific aspect serve as the guiding principles or commands that followers, like clerics or crusaders, must uphold. These edicts embody the core values, morals, and teachings of the associated deity and shape the behaviour and actions of their followers.

The faithful are expected to follow these edicts faithfully. Deviating from these can result in loss of favour or divine abilities, as it's considered a betrayal of their deity's principles. Conversely, strict adherence can lead to divine blessings, enhanced abilities, or increased favour with their deity.

Anathema: Anathema refers to actions or behaviours that are strictly forbidden or deeply offensive to a specific deific aspect. These prohibitions contrast directly with the edicts of a deific aspect and are considered severe violations of its principles and values. When clerics, crusaders, or other divine agents commit an act that is anathema to their deific aspect, they risk losing their divine favour and abilities.

Suggested Ethics: The ethics which are promoted by followers of this divine aspect. A cleric, crusader or other divinity caster must select one of these ethics.

Class Skill: This skill is granted as a class skill to clerics who select the deific aspect.

Specialist Spells: These spells may be learnt by clerics and crusaders who select this deific aspect by taking the specialist spell feat or through class picks (cleric).

Bonus Spells: Each bonus spell is automatically learnt by a cleric at the level indicated in parentheses. These spells are always available and do not have to be learnt using one of the clerics spell slots.

Favoured Weapon: A cleric or crusader who selects this deific aspect is automatically proficient with this group of weapons.

DAWN

GOOD

The aspect of dawn is a deity that embodies the power and radiance of the rising sun. It is often depicted as a figure with a serene and compassionate countenance, adorned with golden robes that emanate a warm and comforting light. The god's presence brings about a sense of renewal, healing, and vitality, symbolizing the dawning of a new day.

Edicts: The followers of the aspect of dawn are tasked with promoting healing, restoration, and enlightenment. They are expected to utilize their abilities to bring solace and rejuvenation to those in need. The followers are called to embody compassion, kindness, and empathy, offering their aid to the sick, injured, and downtrodden. They are also encouraged to seek the truth, shed light on darkness, and inspire hope in others.

Anathema: The followers of dawn, are forbidden from causing harm (unless protecting the weak), spreading suffering, or engaging in acts of cruelty. They must not misuse their healing abilities to manipulate or exploit others. The followers are prohibited from engaging in necromantic practices or dark magic that disrupts the natural balance of life. They must not deliberately obstruct or obscure the truth, and they should refrain from spreading despair or extinguishing hope in others.

Suggested Ethics: Altruism, Benevolence, Harmony

Class Skill: Diplomacy

Specialist Spells: Arc of Fire, Death’s Defiance, Deflect Flame, Healer’s Grace, Luminance, Luminous Flare, Revealing Glance, Truthful Words

Bonus Spells: Orb of Fire (1); Burning Hands (2); Fireball (6); Wall of Fire (8)

Favoured Weapon: Mace

DEATH

BALANCE

The deific aspect of death is a profound and enigmatic entity, cloaked in ambiguity and silent whispers. It is frequently portrayed as a figure enveloped in shadow, with penetrating eyes that hold the allure of veiled truths and inevitable endings. The presence of this aspect resonates with a sense of inevitability and tranquillity, resonating deeply with those who understand that death is not an end, but a part of the eternal cycle of life.

Edicts: Those aligned with the deific aspect of death are propelled by an inherent understanding of life's inevitable conclusion and the transition that follows. They are urged to embrace the cyclical nature of existence, to respect the end of life as much as its beginning, and to provide comfort and guidance to those nearing their journey's end. Followers are called upon to meditate on mortality, recognize the beauty in life's transience, and help others find peace in their passage, taking solace in the eternal cycle and the spiritual growth it affords.

Anathema: For those embodying the deific aspect of death, anathema lies in disrupting the natural cycle of life and death. They must not artificially prolong life beyond its destined span or hasten death before its time. The fear of death and attempts to avoid it are considered aberrations. Resisting the inevitable transition, whether through necromancy or other unnatural means, is deemed a violation of the highest order. Followers are expected to uphold the sanctity of the cycle, ensuring each life meets its end when it should, no sooner, no later.

Suggested Ethics: Altruism, Harmony, Prudence

Class Skill: Intimidate

Specialist Spells: Banish Fatigue, Death’s Defiance, Delayed Respite, Healer’s Grace, Purge the Unlife, Renewals Touch, Touch of Undeath, Unliving Vitality

Bonus Spells: Dead Tongue (1); Spectral Hand (3); Speak with Dead (6); Death Ward (10)

Favoured Weapon: Scythe

JUSTICE

GOOD ORDER

The aspect of justice is a deity that embodies the ideals of courage, justice, and righteousness. It is often depicted as a muscular, imposing figure with armour and weapons, radiating an aura of strength and confidence. The god's face is stern, with eyes that seem to pierce through falsehoods and deceit. The god is often accompanied by loyal knights, soldiers, and other champions of justice.

Edicts: The followers of justice are expected to uphold the principles of justice, fairness, and equality. They are encouraged to defend the innocent, protect the weak, and punish the wicked. The followers are expected to be honest, brave, and true, and to always act with honour and integrity. They are also expected to help those in need, to fight against oppression and tyranny, and to stand up against injustice and corruption.

Anathema: The followers of justice are forbidden from engaging in acts of cruelty, cowardice, or treachery. They are not allowed to harm innocent people or to use violence or force without just cause. The followers are also forbidden from engaging in acts of corruption or dishonesty, or from siding with oppressors or tyrants. Finally, the followers must not break their oaths or betray their trust, as this goes against the deity's teachings of honour and integrity.

Suggested Ethics: Benevolence, Harmony, Justice

Class Skill: Diplomacy

Specialist Spells: Confident Veil, False Arrogance, Physical Surge, Resilient Fortitude, Revealing Glance, Truthful Words, Weapon Surge, Zealous Battlecry

Bonus Spells: Guidance (1); True Strike (2); Haste (6); Elemental Shield (10)

Favoured Weapon: Broadsword

MAGIC

BALANCE

The aspect of magic is an elusive and profound deific aspect, enveloped in enigma and murmurs of arcane wisdom. Often depicted as a figure veiled in shimmering auras, its eyes hold the enchantment of mystic knowledge and latent potentials. The presence of this aspect induces a sense of wonder and mystery, resonating with those intrigued by the boundless possibilities of the arcane and captivated by their own pursuit of magical mastery.

Edicts: Adherents of the deific aspect of magic are driven by an unquenchable thirst for arcane knowledge, the mysteries of the cosmos, and the mastery of magical forces. They are urged to pursue their scholarly curiosities and magical ambitions, even in the face of daunting challenges or societal misunderstanding. The followers are called upon to decipher arcane secrets, unravel metaphysical mysteries, and harness the energies that shape reality, revelling in the discovery of unknown spells and the fulfilment of their intellectual passions.

Anathema: For the followers of magic, actions that suppress, degrade, or endanger the pursuit and practice of magic are anathema. They cannot condone the burning of ancient texts, the stifling of magical innovation, or the oppression of magical beings. Followers must shun those who use magic with reckless disregard for its potential consequences, exploit magic for wanton destruction, or manipulate it for deceitful ends. The callous disposal of magical artefacts, disregard for magical lore, or harm to magical creatures are seen as the deepest betrayals, warranting the severest of consequences.

Suggested Ethics: Ambition, Anarchy, Prudence

Class Skill: Arcana

Specialist Spells: Destructive Roar, Fateful Temptation, Guiding Stone, Revealing Glance, Revelation Divine, Silent Binding, Stasis, Unity

Bonus Spells: Magic Missile (1); Magic Mouth (4); Fly; (6); Wall of Force (12)

Favoured Weapon: Staff

MURDER

EVIL

The aspect of murder is a dark and enigmatic deity, shrouded in mystery and whispers. It is often depicted as a figure cloaked in shadow, with piercing eyes that hold the allure of hidden knowledge and forbidden desires. The god's presence evokes a sense of temptation and darkness, appealing to those consumed by their own ambitions and secrets.

Edicts: The followers of the aspect of murder are driven by their insatiable hunger for power, wealth, and control. They are encouraged to pursue their selfish desires and ambitions at any cost, without regard for the well-being or lives of others. The followers are called to manipulate, deceive, and exploit those around them, revelling in the acquisition of secrets and the satisfaction of their darkest urges.

Anathema: The followers of murder are forbidden from acts of selflessness, mercy, and honesty. They must not exhibit empathy or compassion towards others, treating them merely as means to an end. The followers are prohibited from acts of kindness or generosity, as well as from revealing their own secrets or betraying the trust of their fellow followers.

Be aware that such characters might not be suitable for all RPG campaigns, especially those focused on heroic and virtuous storytelling.

Suggested Ethics: Ambition, Deception, Prudence

Class Skill: Stealth

Specialist Spells: Fools Riches, Mind’s Double, Precious Metals, Purge the Unlife, Reaper’s Resonance, Shifting Step, Silent Binding, Veiled Secret

Bonus Spells: Ghost Sound (1); Self Mirage (2); Invisibility; (4); Phantasmal Killer (8)

Favoured Weapon: Dagger

NATURE

BALANCE

The aspect of nature is a powerful deity that embodies the beauty and wildness of the natural world. It is depicted as a humanoid figure with long, flowing hair made of leaves and vines, wearing robes of green and brown. The god's face is serene and peaceful, with eyes that seem to reflect the beauty of the surrounding natural world. The god is often accompanied by animals, birds, and other creatures that are sacred to the deity.

Edicts: The followers of nature are expected to protect and preserve the natural world. They are encouraged to live in harmony with nature and to use its resources responsibly. The followers are expected to plant and cultivate crops, protect forests and animals, and promote sustainable living. The followers are also expected to treat all living beings with respect and compassion.

Anathema: The followers of nature are forbidden from harming or destroying the natural world. They are not allowed to cut down trees, pollute rivers, or hunt animals for sport. The followers are also forbidden from using magic that harms nature or disrupts the natural balance of the world. They must not kill animals unless it is necessary for survival or for the protection of other beings. Finally, the followers must not engage in acts of wanton destruction or violence, as this goes against the deity's teachings of harmony and balance.

Suggested Ethics: Autonomy, Benevolence, Harmony

Class Skill: Nature

Specialist Spell: Fools Riches, Guiding Stone, Localised Quake, Nature’s Bounty, Precious Metals, Soothing Words, Unity, Vibrant Thorns

Bonus Spells: Natural Defence (1); True Strike (2); Wall of Thorns (6); Tree Walk (10)

Favoured Weapon: Longbow

PANDEMONIUM

CHAOS EVIL

The aspect of pandemonium is a captivating and volatile force, shrouded in disorder and malevolence. Often visualized as an entity entwined with the fierce, primal energy of a riotous whirlwind and the cruel, dark countenance of demons, its presence is both unsettling and fascinating. The aspect's aura incites a sense of wild liberation and brutal strength, beckoning those who relish in unbounded freedom and who are unafraid to dabble in the darkness that lies beyond the veil of order.

Edicts: The followers of pandemonium are driven by an unwavering desire for personal freedom, unrestrained expression, and indulgence in their darkest desires. They are encouraged to defy societal norms, break traditional boundaries, and pursue their untamed instincts, irrespective of the chaos and discord they might sow. The followers are implored to foster turbulence, revel in disorder, and embody the capriciousness that underpins existence, deriving joy from the unpredictable twists of fate and the fulfilment of their unchecked desires.

Anathema: The followers of pandemonium are vehemently opposed to the constructs of order, discipline, and predictability. Any acts promoting systemic harmony, adherence to traditional rules, or the suppression of personal freedoms are considered an affront to their chaotic beliefs. They must resist all attempts to bind their free spirit, eschew rigid structures, and condemn those who seek to bring uniformity and orderliness. Detesting predictability and stability, they find abhorrence in upholding laws or submitting to any form of control, viewing such actions as stifling their innate chaotic essence.

Be aware that such characters might not be suitable for all RPG campaigns, especially those focused on heroic and virtuous storytelling.

Suggested Ethics: Anarchy, Malevolence, Nihilism

Class Skill: Intimidate

Specialist Spells: Arc of Fire, Coercive Retribution, Deflect Flame, Destructive Roar, Devastating Might, Localised Quake, Physical Surge, Resilient Fortitude

Bonus Spells: Burning Hands (1); Scorching Ray (4); Flaming Weapon (6); Disintegrate (12)

Favoured Weapon: Khopesh

TIME

BALANCE ORDER

The aspect of time is a profound and enigmatic force, shrouded in the infinity of time and the depth of knowledge. Often symbolized by an ageless figure, whose eyes shine with the wisdom of eras past, present, and future, this deific aspect inspires a sense of awe and reverence. Its presence kindles a thirst for understanding and the pursuit of wisdom, appealing to those who seek to learn from the past, comprehend the present, and foresee the future. The burden of timeless knowledge and the cadence of eternal time resonate within its followers, steering their quest towards intellectual satisfaction and understanding of time's continuum.

Edicts: Adherents of the aspect of time are instilled with an enduring sense of curiosity and respect for the progression of time and the accumulation of wisdom. They are guided to continuously seek enlightenment, to understand the intricate tapestry of past, present, and future, and to apply the lessons of history for better judgement. The followers are encouraged to pursue knowledge, to exercise patience, and to appreciate the natural flow of time. They are tasked to be reflective, thoughtful, and considerate in their actions, honouring the wisdom that comes with time and using it to make informed decisions and predictions.

Anathema: The followers of time are forbidden from indulging in rash actions, making hasty decisions, or distorting the course of time for selfish gains. Disregarding the natural progression of time, ignoring the lessons of the past, or acting without careful thought and consideration are considered grievous sins. Similarly, wilfully spreading ignorance, suppressing knowledge, or encouraging recklessness stands in stark opposition to their beliefs.

Suggested Ethics: Ambition, Harmony, Prudence

Class Skill: Perception

Specialist Spells: Banish Fatigue, Confident Veil, Death’s Defiance, Delayed Respite, Fluidity, Lucky Break, Stasis, Unity

Bonus Spells: True Strike (1); Fleeting Speed (4); Haste (6); Time Hop (8)

Favoured Weapon: Spear

TYRANNY

EVIL ORDER

The aspect of tyranny is a dark and oppressive deity, embodying absolute control, domination, and the abuse of power. It is often depicted as a figure draped in regal garments, adorned with symbols of authority and surrounded by an aura of fear and submission. The god's presence instils a sense of dread and subservience, and its followers seek to impose their will upon others through force and oppression.

Edicts: The followers of tyranny are driven by their thirst for power and control over others. They are expected to subjugate and dominate those beneath them, establishing oppressive systems of governance and enforcing their rule through fear and intimidation. The followers are called to suppress dissent, crush resistance, and uphold the principles of authority, hierarchy, and ruthless governance.

Anathema: The followers of tyranny are forbidden from acts of compassion, mercy, or empathy. They must not show weakness or question the established order. The followers are prohibited from acts of kindness, fairness, or egalitarianism. They must not promote freedom, equality, or individual rights. It is important to note that such characters may be suitable for campaigns that explore the consequences and conflicts arising from oppressive regimes and the struggle for liberation.

Be aware that such characters might not be suitable for all RPG campaigns, especially those focused on heroic and virtuous storytelling.

Suggested Ethics: Ambition, Deception, Exploitation

Class Skill: Deception

Specialist Spells: Arc of Fire, Coercive Retribution, Deflect Flame, False Arrogance, Fateful Temptation, Shifting Step, Touch of Obedience, Veiled Presence

Bonus Spells: Orb of Fire (1); Charm Kind (2); Hold Kind (6); Crushing Despair (10)

Favoured Weapon: Flail

WAR

ORDER

The aspect of war is a powerful and formidable deity, embodying the spirit of conflict, strength, and strategic warfare. It is often depicted as a towering figure clad in armour, wielding mighty weapons and exuding an aura of power and martial prowess. The god's presence inspires both fear and awe, and its followers seek its favour to attain victory on the battlefield.

Edicts: The followers of war are called to embrace the art of combat and warfare. They are expected to be disciplined, courageous, and skilled warriors, honing their abilities through training and dedication. The followers are encouraged to defend their realms, protect their allies, and uphold honour and glory on the battlefield. They strive for victory, valour, and the pursuit of martial excellence.

Anathema: The followers of war are forbidden from acts of cowardice, treachery, or unnecessary violence. They must not kill prisoners or foes who have surrendered. The followers are prohibited from using warfare as a means to oppress or subjugate others unjustly. They must not forsake their comrades or abandon their responsibilities on the battlefield. It is important to note that such characters may be suitable for campaigns that explore the complexities and consequences of war.

Suggested Ethics: Autonomy, Justice, Prudence

Class Skill: Athletics

Specialist Spells: Banish Fatigue, Death’s Defiance, Destructive Roar, Devastating Might, Physical Surge, War Cry, Weapon Surge, Zealous Battlecry

Bonus Spells: Shield (1); True Strike (2); Haste (6) Stun Relief (10)

Favoured Weapon: Battleaxe

APPENDIX 5 - LUCK #

LUCK

Being an adventurer can often be a very unforgiving task. It is amazing that characters progress through levels of experience at all with the many dangers that they face. The luck mechanic below can sometimes ease the life of the average treasure seeking character.

INITIAL LUCK

Each player (not character) begins at 1st level with a luck score of 15. This may be amended further by a number of character options.

If you bring in a new character at some later point during the campaign due to death, retirement etc, you transfer the current luck score from your previous character to the new.

LUCK CHECK

CHANCE FLOURISH

A luck check may be made to amend a number of elements in the game. Each time you make a luck check, your luck score may decrease (see below).

You may make a luck check up to once per round to attempt to do the following:

Apply fortune to a skill check

Apply fortune to an attack check

Apply fortune to a saving throw

To make a luck check roll a d20 and apply your luck score against a static DC of 20 (some game mechanics and abilities may alter this DC) with the following results.

Critical Luck is truly on your side today. Your luck check succeeds and you do not reduce your luck score.

Success You are lucky this time and check succeeds. You reduce your luck score by 1 (min 2).

Failure Your luck has simply deserted you today. Your check fails and you reduce your luck score by 1 (min 2).

Fumble Luck is another creatures friend it would seem. If you were using luck to affect a skill, attack or saving throw the check gains disadvantage or a -5 penalty (whichever is worse). You also reduce your luck score by 1 (min 2).

Be Aware that you may only apply a fortune effect to a check once and therefore cannot use other abilities such as Halfling Luck to reroll a check after luck has been applied.

MONSTER/NPC LUCK

Some powerful or major NPC’s and monsters may be allowed to have a luck score. Such creatures may make a check (as detailed above) to negate your use of luck and for nothing else.

Such creatures will have a small pool of luck points which they can use to negate a luck check before it is made (thus you do not waste a check and lose luck). Rules for monsters and luck are covered in more detail in the Fiends & Fables sourcebook.

HALFLING LUCK

A character with the halfling luck feat reduces luck DC’s by 2 in addition to the feats normal benefits.

REGAINING LUCK

Once expended, there are the following ways to regain luck.

Rolling a Natural 20

If you roll an unmodified 20 on a check whilst in a situation that the GM deems strenuous (usually a check where a failure has detrimental effects), you regain 1 luck.

Dangerous Critical Damage

If you take a critical injury with a modified result of higher than 90 you regain a 1 luck.

Other Situations

The GM may deem that a particular action requires a luck reward, although such circumstances should be extremely rare.

Be aware that if you are using both the Luck and Conviction rules, you may only use one of these to affect the outcome of an individual check in any given round.

TRG – CHARACTER SHEET #

A #

ability enhancement 142

ability modifiers 19

ability scores 6, 11, 12

actions 189, 190

activate actions 363

activating elixirs 182

activating magic items 363

activating oils 186

acute sense 139

adamantine 149

advantage 7, 63, 120

aerial combat 202

aerial manoeuvre 75

afele 21

afflictions 234

aggravate 79, 83

aid …………………………………………………………………………………………..63

aid defensive 64

aid offensive 64

aim …………………………………………………………………………………………..64

alchemical items 182

aligned damage 193

ambush 93

ammunition 168, 374

amphibious 142

animal ability 139

animal companions 136

animal rage 139

appendix 1 - bonus types 400

appendix 2 - conditions 401

appendix 3 - traits 405

appendix 4 - divine aspects 409

appendix 5 - luck 415

applying a poison 187

arcane 236

arcane bond 56

arcane learning requirements 237

archetypal path 54

archetype feats 109

arctic 27

armour & shield runes 366

armour & shields 151, 365

armour & skills 63

armour cost & level 365

armour descriptions 154

armour exemplar 50

armour fittings 151

armour focus 128

armour grants cr 204

armour statistics 151

arrest a fall 74

artistry specialties 75

ascendan heritages 21

attack bonus 191

attack damage 191

attack of opportunity 64

attack range 200

attack result 191

attack roll 191

attack spells 238

attacks & damage 191

auto checks 63

avert gaze 64

awareness 88

azgar 22

B #

background 14, 146

backgrounds 31, 37

acolyte 31

acrobat 31

animal friend 31

apprentice 31

arcane apprentice 31

archaeologist 31

barbarian 32

barkeep 32

bounty hunter 32

charlatan 32

cook 32

criminal 32

cultist 32

detective 32

diplomat 33

entertainer 33

farmhand 33

field medic 33

fortune teller 33

gambler 33

gladiator 33

guard 33

herbalist 34

hermit 34

highwayman 34

hunter 34

labourer 34

lay healer 34

martial artist 34

merchant 34

miner 35

outrider 35

prisoner 35

sailor 35

scholar 35

scout 35

servant of nature 35

soldier 35

squire 36

street urchin 36

templar 36

weaver 36

balance 74

bardic performance 42

barter 80

basic actions 64

basic animal actions 82

bleed damage 193

blind checks 63

blindsight 230

bluff 79

bonus checks 63

bonus damage 191

book of notations 42

burrow 67

burrower 142

C #

campaign planning 387

cantrip bearer 142

cantrips 42, 44, 48, 56, 238

carrying & using items 147

caster style 237

casting cantrips 239

casting check 239

casting focus 239

casting in armour 241

casting penalties 240

casting requirments 239

casting spells 239

casting time 239

catfall 75

changing atttudes 81

channels 44

character class 6, 15

charge 64

charge depletion 369

charged item level & cost 369

charged items 369

charisma 12

charm kind 259

chronara 21

circumstance bonus 61

city …………………………………………………………………………………………..27

class

bard 42

cleric 44

crusader 46

druid 48

fighter 50

ranger 52

rogue 54

wizard 56

class bonus 61

class feats 113

classes 39

cleansing trance 86

clear mind 86

climb 77

climber 142

coerce 83

cold iron 149

command 81

command an animal 82

commanded animals 82

companion feats 139

conceal an object 92

constitution 12

constrict 139

consumable items 374

consumable level 374

control levels 245

converse with master 139

conviction 389

counteraction 231

coup de grace 64

cover 199

cover tracks 94

crafting specialties 78

crawl 64

create 68

create a diversion 79

create forgery 84

critical amendment 152

critical hit 191

critical hits 204

critical hits & injuries 204

critical immunity 204

critical injury result 205

critical resistance 204

critical severity 204

criticals 192

crusaders mercy 46

currency 145

D #

daily preparation 231

damage modifiers 191

damage reduction 192

damage types 192

dark 27

darkvision 142, 230

death & dismemberment 195

death & dying 194

death or fatal 205

death’s door 194

decipher writing 84

defence 151

defensive bonus 151, 191

defensive casting 240

defensive roll 139

defensive roll, improved 139

deific aspect 44, 46

delay 65

deliver touch spells 142

demoralise 83

dengar 22

densewood 149

desert 28

detect deception 91

detecting creatures 231

detection 396

determining injury & penalties 205

devotion 46

dexterity 12

dice rolls 6

difficult terrain 198

difficulty 62

difficulty modifier 62

disable a device 95

disabling a peril 396

disarm 65

disbelieving illusions 242

discern secret message 84

disguise 79

dismissing 244

dispel 90

divine ally 46

divine grace 46

divine resolve 46

divinity 236

divinity learning requirements 237

donning & removing armour 151

double slice 65

downtime activities 233

dragonhide 149

drelvarni 23

drop prone 65

drowning & suffocation 203

druidic code 48

duplicate items 362

durations 244

dur-fod 26

dying check 194

E #

eaog 149

earn income 69

elarni 23

elixirs 182

empathic link 142

encounter building 388

encounter xp budget 388

encounters 189

encourage 80

encumbrance 147

endeavour 391

energy damage 192

energy resistant 142

entertain 89

environmental damage 395

equipment 169

erui-iar 29

escape 65

ethereal 236

ethereal learning requirements 237

ethics alignment system 227

evaluate 78

evasion 142

exhaustion 196

exhaustion check 196

experience points (xp) 390

expert quality 148

exploration & downtime 232

express rider 82

extended durations 244

extra casting time 239

F #

falling 229

falling from height 229

falling objects 229

falling on a creature 229

familiar abilities 142

familiar focus 142

familiar form 141

familiar stat block 141

familiars 141

fast healing & regeneration 193

fast movement 142

fatal injuries 193

feats 6, 16, 19, 99, 389

feats, archetype

adventurer 109

aegis 109

alchemist 109

animist 109

arcanist 109

archer 109

armour master 109

artificer 109

assassin 110

blessed by the gods 110

cavalier 110

champion 110

cloistered priest 110

enigma 110

gleeman 110

gymnast 111

linguist 111

loremaster 111

mastermind 111

medic 111

priest 111

primal warrior 111

runemage 112

thief 112

vanguard 112

war priest 112

warden 112

warrior 112

feats, class

accurate spell 113

acrobatic bluff 113

aggressive magic 113

agile strikes 113

aiding archery 113

aligned spell 113

alignment channel 113

allied strike 113

animal companion 113

animal soul 113

arcane knight 113

armoured counter 114

assess target 114

assess tracks 114

bardic lore 114

beyond reach 114

blind fight 114, 120

bravery 114

chance of redemption 114

charismatic caster 114

cleave 115

combat awareness 115

combat defence 115

combat grapple 115

combat reflexes 115

combat reflexes, improved 115

component mastery 115

conductive healing 115

constant guard 115

critical focus 115

critical resilience 115

critical resilience, improved 115

deific disruption 116

disarm block 116

disarm stance 116

disrupting stance 116

distant spell 116

distracting strike 116

divine knight 116

double shot 116

double stance 116

duelling dance 116

duelling parry 117

duelling riposte 117

echoing performance 117

economic spell 117

effortless spell 117

elemental shape 117

elemental spell 117

eloquence 117

empower familiar 117

empower spell 117

evasion 117

extend spell 117

extra channels 117

extra mercy 118

extra wildshape 118

familiar 118

far shot 118

far throw 118

fast aim 118

fast attack 118

favoured terrain 118

fearless 118

ferocious shape 118

focused strike 118

frenzy 118

furious focus 118

great cleave 119

guarded move 119

guardian defence 119

healing channel 119

heighten spell 119

honed reflexes 119

humanoid shape 119

imposing will 119

improved critical 119

injury relief 119

inspired 119

intensified spell 120

juggernaut 120

lingering performance 120

lorist 120

lunge 120

lunging stance 120

major arcane caster 120

major divinity caster 120

major ethereal caster 120

major verdant caster 120

master arcane caster 120

master divinity caster 121

master ethereal caster 121

master verdant caster 121

mercy of relief 121

minor arcane caster 121

minor divinity caster 121

minor ethereal caster 121

minor verdant caster 121

mobile shot 121

mobility 121

monster lore 121

natural casting 122

nimble dodge 122

noble warrior 122

offensive parry 122

plant shape 122

point blank shot 122

power attack 122

practised killer 122

precise shot 122

primal defender 122

proper hardman 123

quick draw 123

quick reload 123

quicken spell 123

radiant blade 123

reach spell 123

reactive stance 123

resolve 123

reverse strike 123

sacred weapon 123

second ally 123

selective spell 123

self preservation 124

shadowing 124

shield block 124

shield focus 124

shielded stride 124

signature spell 124

silent spell 124

skirmish 124

smite evil 124

smite good 124

specialist spell 124

spell adept 134

spell substitution 124

split spell 125

spontaneous scholar 125

stance mastery 125

stealthy strike 125

still spell 125

stormborn 125

striding charge 125

strike of retribution 125

sudden charge 125

superior evasion 125

superior juggernaut 125

superior resolve 126

surprise attack 126

swipe 126

temporal extension 126

trackless step 126

turn undead 126

twin parry 126

twin riposte 126

variable success 126

versatile channels 126

versatile familiar 126

vital strike 126

void step 127

warp manipulation 127

weapon mastery 127

weapon specialisation 127

widen spell 127

wild stride 127

wyrm shape 127

feats, general

accomplished artisan 128

adoptive race 128

affable 128

agile tumbler 128

alchemical crafting 128

alertness 128

ambush awareness 128

animal affinity 128

animal insight 128

arcane insight 128

armour proficiency, heavy 129

armour proficiency, light 129

armour proficiency, medium 129

artistic expertise 129

artistic specialist 129

battle cry 129

battle hardened 129

battle medic 129

born to ride 129

boundless leaper 129

breath control 129

brew potion 129

canny cutpurse 129

canny smuggler 129

class training 130

combat casting 130

counter spell 130

cultural understanding 130

deadly training 130

deft hands 130

diehard 130

escapologist 130

experienced tracker 130

faithful insight 130

fearsome glare 130

feather step 130

flawless performance 130

fleet footed 130

good healer 130

great fortitude 130

group coercion 130

gymnastic training 131

hauler 131

impressive performance 131

improved initiative 131

improved reposition 131

incredibly invested 131

inner reserve 131

instinctive defence 131

intuitive healer 131

inventive crafter 131

iron will 131

keen insight 131

lightning reflexes 131

linguist 131

magical crafting 131

magical discovery 131

masterful burglar 132

masterful crafter 132

metamagic training 132

mettle 132

moment of clarity 132

mystical conduit 132

natural medicine 132

occult insight 132

oddity assessment 132

perform specialist 132

physical training 132

physician 132

planar insight 132

professional specialist 132

questionable source 132

quick climber 133

quick donning 133

quick identification 133

quick recovery 133

quick swimmer 133

schooled in secrets 133

scribe scroll 133

seasoned 133

sense power 133

shield proficiency, heavy 133

shield proficiency, light 133

shield proficiency, tower 133

silver tongue 133

skill focus 133

skilled artisan 133

skitter 134

specialist crafter 134

spell recognition 134

streetwise 134

studious 134

subtle 134

sure feet 134

survey wildlife 134

survivalist 134

theologian 134

throw anything 134

toughness 134

transcend armour 135

underwater marauder 135

urban tracker 135

use magic device 135

visions 135

weapon finesse 135

weapon focus 135

weapon proficient 135

feats, racial

ageless knowledge 100

ageless language 100

ageless patience 100

altered cantrip 100

ambitious 100

animal magic 100

animal sense 100

animal voice 100

arctic elf 100

ascendan magic 100

ascendan scholar 100

aura of power 100

beastman 101

bestial resilience 101

big menacing fella (or lass) 101

burrow voice 101

cultural 101

daring fortune 101

darkened veil 101

dracoris 101

dramatic luck 101

dwarven scholar 101

earth sense 101

earthbound might 102

elevated lineage 102

elven magic 102

elven magic, greater 102

elven scholar 102

elven spirit 102

embrace of mortality 102

emissary 102

ethereal trick 102

exceptional training 102

expert of aid 102

fast healer 102

ferocious charge 102

fire-like blood 102

focused pursuit 103

furry friend 103

general versatility 103

graceful step 103

guiding fortune 103

half-elf 103

halfling scholar 103

half-ogre 103

half-orc 103

hammerhands 103

hauling shadow 103

hidden emotion 103

high caster 104

hulking form 104

hybrid transformation 104

incredible tenacity 104

indomitable resilience 104

innate courage 104

innate teamwork 104

iron hide 104

iron walker 104

kornargon scholar 104

luck for all 105

luck of the small folk 105

master of aid 105

mental fortress 105

mind speech 105

monstrous vision 105

more small folk luck 105

mountain strider 105

necrotic resilience 105

ogre lore 105

one with the mountain 105

orc scholar 105

pack instinct 106

physical might 106

polyglot savant 106

primal shape 106

read the room 106

resilience of stone 106

savage strikes 106

self aware 106

shadow magi 106

shadow manipulation 106

shadow sense 107

shadowborn agility 107

shadowy guise 107

shadowy whispers 107

share thoughts 107

shrouded demeanour 107

small folk rider 107

stone wise 107

stone-like endurance 107

sudden form 107

sure footed 107

swift reflexes 107

swift stride 107

temporal grasp 107

the bigger they are 108

tusks 108

unusual magic 108

unusual weaponry 108

unyielding tenacity 108

verdant gnome 108

verdant healing 108

voice of the beast 108

wings of the wyrm 108

worldly 108

feint 79

fey……………… 28

fight defensively 65

firing into melee 200

first aid 85

flanking 201

flat checks 63

flier 142

flowing movement 65

fly………… 67

food & water 232

food, drink & lodgings 176

force open 76

formidable terrain 198

fortitude saving throw 196

full defence 65

fumble 191

fumbles 206

furini 25

G #

galad-iar 29

gallop 139

gather herbs 94

gather information 80

general adeptness 142

general equipment 169

general feats 128

general skill actions 68

getting started 5

gills …………………………………………………………………………………………142

glossary of terms 7

grab an edge 77

granted feats 99

grapple 66

grid movement 197

guide with knees 82

guiding bolt 287

gul-fyr 26

H #

hazardous terrain 198

healing & criticals 193

healing trance 86

herb lifespan 184

herbs 184

heritages 19, 22, 23, 25, 26, 27, 29, 30

hide 92

high jump 76

high magic 245

hill …………………………………………………………………………………………..28

hit points 192

hover 74

hunt prey 52

I #

identify alchemy 78

identify power 69

identifying spells 244

immunity 192

improved evasion 142

improvised attacks 168

incapacitation from injuries 195

increase size 139

inferior items 148

initiative 189

injuries 195

injury dc 204

injury effect 205

innate attack spells 245

innate save spells 245

innate spells 245

inscribing runes 364

instant death 193

instinctive 237

intelligence 12

interact 66

investment 362

invoke rage 87

item bonus 61

item damage 147

item formulas 150

item level 145

item quality 148

item size 148

items & innate spells 362

K #

kip up 75

L #

language types 37

languages 19, 20, 22, 23, 25, 26, 27, 29, 30

learn a spell 70

learned 237

legendary quality 148

level 15, 40, 280, 296, 388

level modifier 62

light 231

line of effect 242

line of sight 200

long jump 76

loyalties 227

lys-fod 26

M #

magic item categories 363

magic item descriptions 364

magic rituals 246

magical ability score 41, 42, 44, 46, 48, 52, 56

magical bonuses 150

magical schools 236

magical traditions 236

make an impression 80

manual dexterity 142

master quality 148

master tracker 140

menora 21

mental damage 193

mithril 149

modes of lethality 205

monstrous grab 139

monstrous knockdown 139

morgar 22

mount 140

mount/dismount 82

mounted attacks 202

mounted characters 202

mounted combat 202

mounted defence 202

mounts & vehicles 179

movement 197, 228

moving through a creatures space 198

multiple attack penalty 191

N #

natural attacks 168

natural defence 140

natural defence, improved 140

natural defence, master 140

natural defence, supremacy 140

natural dr vs criticals 152

natural healing 193

natural leader 132

nerini 25

nightvision 230

nimble crawl 75

noble 28

noldorni 23

northman 28

O #

objects 198

oils …………………………………………………………………………………186, 374

opposed checks 62

osp-iar 29

other abilities 19, 20, 22, 23, 25, 26, 27, 29, 30

other bonuses/penalties 61

other consumables 376

other modifiers 196

overcasting 246

P #

pack attack 139

pain tolerance 87

pastoral 28

pattern disruption 54

pelora 21

penetrating 242

perceiving 230

perfect darkvision 230

perfect flanking 140

perform specialties 89

peril format 397

perils 396

persistence 205

phase 1: assessment phase 190

phase 2: action phase 190

phase 3: end phase 190

physical damage 192

pick a lock 95

pick pocket 95

pierce disguise 91

plains 28

player character 5

poison damage 193, 402

poisons 187

potency runes 364

potions 375

pounce 139

power points 19, 238

power recovery 86

prepare 66

preparing herbs 184

preying companion 140

priestly path 44

primary & secondary damage 192

primary senses 230

prone creatures 198

purchasing formulas 150

Q #

quick damage 205

R #

race 6, 13

race & background 6

race bonus 61

races

ascendan 20

dwarf 22

elf……… 23

gnome 25

halfling 26

human 27

kornargon 29

orc ……………………………………………………………………………….30

racial entries 19

racial feats 100

rally 81

range, areas & targets 242

ranged attacks 200

ranged attacks in melee 200

rank bonus 61

reactions 199

read emotion 91

ready 66

reagents 182

realistic methodology 198

recall knowledge 70

recharge item 90

recharging 369

recovering power points 238

recurring damage 193

reflex saving throw 196

rejuvenation 142

release 66

repair 78

reposition 66

request 80

research 71

resellling equipment 145

resilience 142

resistance 192

resolving saving throws 196

resonance events 248

rest & sleep 232

resuscitation 85

reverse engineering 150

revoke rage 87

rewarding ethics & loyalties 227

rewards 389

rods 370

roguish skill 54

rounds 189

runes 364

runestone 364

S #

sacrifice 246

save spells 238

saving throw difficulty 196

saving throws 196, 241

scent 142, 230

scoundrels luck 54

scrolls 376

search 88

secondary senses 230

sense direction 94

sense magic - broad 90

sense magic - focused 90

sense mental effect 91

senses 230

services 177

shadow stance 29

share senses 142

share spells 136, 143

sharuk-dur 30

sharuk-mar 30

sharuk-rin 30

sharuk-xal 30

shield bash 66

shield descriptions 156

shield statistics 156

shields 156

shove 66

sigil …………………………………………………………………………………………..90

silvarni 23

silver 150

sindarni 24

size. 9, 19

size considerations 198

size modifiers 197

size, space & reach 197

skill

acrobatics 74

arcana 75

artistry 75

athletics 76

climbing 77

crafting 78

culture 78

deception 79

diplomacy 80

handle animal 82

intimidate 83

linguistics 84

medicine 85

meditation 86

mental focus 87

nature 88

occultism 88

perception 88

perform 89

planes 89

power manipulation 90

religion 91

sense motive 91

stealth 92

survival 94

thievery 95

skill bonus 61

skill checks 62

skill descriptions 73

skill modifier 61

skill progression 61

skill ranks 16

skills 6

skills which heal 63

sleeping in armour 152

sneak 92

sneak attack 54

sniping 93

song & dance 42

sorini 25

spatial awareness 87

speak in tongues 143

speak with kind 143

speak with master 143

special actions 67

special materials 149

special senses 230

specialist skills 19, 20, 22, 23, 25, 26, 27, 29, 30, 96

specialist spells 42, 44, 48, 56, 245, 347

specific location injuries 205

speed 19

spell availability 237

spell battery 143

spell components 240

spell concentration 71

spell dangers 247

spell fumbles 247

spell level 238

spell libraries 237

spell parameters 250

spell pp cost 238

spell traits 238

spell warping 244

spell weave 241

spellcaster 143

spellcraft 237

spells

abjurers strike 251

acid arrow 251

acid bolt 251

acid cloud 251

acidic eruption 251

acidic spray 251

acidic storm 251

adapt body 251

aid. 252

air walk 252

alarm 252

align weapon 252

anchor 284

animal growth 252

animal messenger 252

animal sense 252

animal spirit 253

animal staff 253

animate dead 253

animate object 253

anticipate attack 254

anticipate casting 254

anticipations 254

antimagic field 254

antipathy 254

apocalypse 254

arcane barrier 255

astral conclave 255

augury 255

aura 255

aura of vitality 255

avatar 255

awaken animal 255

ball lightning 255

bane 256

banishment 256

barkskin 256

beast of burden 256

bless 256

bless weapon 256

blight cloud 257

blindness 257

blink 257

blur 257

brain lock 257

brawn 257

breeze 257

breeze strike 257

bungle 258

burning hands 258

call item 258

call lightning 258

calm 258

calm animal 258

cancel magic 259

chain lightning 259

changing lungs 259

channel the aspect 259

charm animal 259

chill storm 260

chill touch 260

circle of warmth 260

clarity 260

click 260

cloak of greying 260

clone 261

cloudkill 261

cognitive collapse 261

cold ball 261

cold bolt 261

colour spray 261

command 262

command swarm 262

commune 262

conceal thoughts 262

concealing terrain 262

cone of cold 262

cone of death 262

confounded imagery 263

confusion 263

conjuration shield 263

conjure animal 263

conjure elemental 263

conjure entity 263

conjure eternal 263

conjure fey 264

conjure giant 264

conjure plant 264

conjure swarm 264

conjure wyrm 264

conjuring control 264

consecrate 265

contingency 265

continual light 265

control undead 265

control water 265

courage 265

crackling tempest 266

crashing torrent 266

create undead 266

crushing despair 267

cure 267

dance macabre 267

dancing lights 267

dancing weapon 268

dangerous vision 268

dark tendrils 268

darkness 268

darkvision 268

daze 268

dead tongue 269

deafness 269

death knell 269

death ward 269

death’s memory 269

deathless 269

deathwatch 269

decursive veil 269

defer fatality 270

deflections 270

deific enhancement 270

deific knowing 270

deific presence 270

delay pain 270

delayed blast fireball 271

desecrate 271

detect aura 271

detect life 271

detect poison 271

detect scrying 272

detect undead 272

devotion blast 272

dimension door 272

dimensional lock 272

disappearance 272

discern lies 272

disgrace 272

disintegrate 273

disjunction 273

disorient 273

displacement 273

disrupt undead 273

disrupting weapon 273

disturbing tentacles 273

divine decree 274

divine favour 274

divine grace 274

divine lance 274

divine might 274

divine vision 274

divine wrath 274

divinity purge 274

dominate 275

doubt 275

draining burst 275

dream message 275

drop dead 275

dulling cloud 275

earth bind 276

earth glide 276

earth prison 276

earthquake 276

echolocation 276

effortless armour 276

eldritch ball 276

eldritch blade 277

eldritch bolt 277

eldritch disruption 277

eldritch shield 277

eldritch touch 277

elemental shield 277

elemental speech 277

elude time 277

embrace destiny 278

endure elements 278

enervation 278

entangle 278

enthrall 278

entropic shield 278

eternal aspect 279

ethereal jaunt 279

face shifting 279

fairy fire 279

faith’s shield 279

false life 279

false mire 279

false vision 279

fatigue 280

fear 280

feather fall 280

fiery body 280

find the path 280

fire bolt 280

fire manifest 280

fire seeds 281

fire storm 281

fire trap 281

fireball 281

flame arrow 281

flame blade 281

flame prison 281

flame strike 282

flaming sphere 282

flaming weapon 282

flare 282

flawless lies 282

fleeting speed 282

floating disk 282

fly.. 282

focus mind 282

foe to friend 283

forbiddance 283

forbidding ward 283

force prison 283

force punch 283

forceful strike 283

foresight 284

forget 284

freezing touch 284

freezing weapon 284

frostbound shadow 284

gaseous form 284

gate 285

geas 285

gentle repose 285

ghost sound 285

ghostly lanterns 285

ghostly weapon 285

ghoul touch 285

glimpse 286

glitterdust 286

globe of cancellation 286

glyph of protection 286

goodberry 286

grace 286

grant spell 287

grease 287

guidance 287

gust 287

hand of the reaper 287

harrow 287

haste 288

haze of dreams 288

heal 288

healing earth 288

heightened awareness 288

heroism 288

hide from undead 288

hindsight 289

hold animal 289

hold kind 289

holy shout 289

horrid wilting 289

hunters spirit 289

hurling 289

hydraulic torrent 290

hypercognition 290

ice slick 290

icy draft 290

icy spray 290

identify 290

idiocy 290

implosion 290

incandescence 291

incendiary cloud 291

indomitable 291

inflict 291

inner focus 291

inner sanctum 291

insanity 292

invisibility 292

invisibility purge 292

invisibility sphere 292

invisible item 292

invulnerability 292

iron body 293

iron wood 293

jam construct 293

jolts 293

jump 293

keen edge 293

knock 293

lay of the land 293

levitate 294

lifekeeping 294

light 294

light feet 294

lighten object 294

lightning bolt 294

lightning storm 294

line of acid 295

line of fire 295

line of lightning 295

locate 295

lock 295

long arm 295

long sense 295

long stride 295

lullaby 296

mage armour 296

mage hand 296

magesword 296

magic jar 297

magic jaws 297

magic missile 297

magic mouth 297

magic stone 297

magic vestment 297

magic volley 298

magic weapon 298

magnificent dawn 298

make whole 298

mana drain 298

map of the root-knit 298

mark of faith 298

massacre 299

masterwork item 299

maze 299

meld into stone 299

memory lapse 299

message 299

metabolism 300

metal to wood 300

meteor swarm 300

mind blank 300

mind cleanse 300

mind reading 300

mindlink 300

mirage entity 301

mirage object 301

mirage scene 301

mirage terrain 301

mirror image 302

misdirection 302

mislead 302

missile storm 302

misty step 302

moment of renewal 302

natural animosity 302

natural defence 303

neutralise poison 303

nexus of elemental energy 303

nightmare 303

nightvision 303

nondetection 303

oasis 304

object prowess 304

obscuring mist 304

open/close 304

orb of acid 304

orb of cold 304

orb of fire 304

orb of force 304

orb of lightning 305

orb of the void 305

orientate 305

painful rebuke 305

pale flame 305

pariah 305

pass without trace 305

passwall 306

petrification 306

phantasmal killer 306

phantasmal revenge 306

phantom 307

phantom steed 307

planar ally 307

planar contact 307

planar enquiry 308

plane shift 308

polar ray 308

polymorph other 308

portal maelstrom 308

possession 309

power crystal 309

prayer 309

prescience 309

project image 309

protection 310

protection from arrows 310

protective circle 310

prying eye 310

punishing winds 310

purify 310

qualm 311

quench 311

rage 311

rainbow cloak 311

ramirez rhythm 311

rapid repair 311

ray of enfeeblement 312

read aura 312

regenerate 312

reincarnation 312

rejoining 312

remove curse 312

remove disease 312

remove fear 312

remove paralysis 313

repulsion 313

resilient sphere 313

resist energy 313

resistance 313

resonance manipulation 313

restoration 314

restore senses 314

resurrection 314

retrocognition 314

reverse gravity 315

ride the lightning 315

rope trick 315

rune of warding 315

rune of warning 315

sanctuary 316

scintillating pattern 316

scorching ray 316

scribers chant 316

scrying 316

searing ray 317

see invisibile 317

self healing 317

self mirage 317

sending 317

sensory link 317

serenity 318

shadow blast 318

shadow step 318

shadow tether 318

shadow walk 318

shadow weapon 318

shape of the aberrant 319

shape of the animal 319

shape of the beast 320

shape of the elemental 320

shape of the eternal 321

shape of the fey 321

shape of the humanoid 322

shape of the plant 322

shape of the wyrm 323

shape stone 323

shape wood 323

shapechange 323

shared will 324

shatter 324

shield 324

shield of faith 324

shillelagh 324

shock bolt 324

shocking grasp 324

shout 324

shrink item 325

shroud 325

silence 325

size alteration 325

slay the soul 325

sleep 325

sleepwalker 326

slide 326

slow 326

smash 326

snagging pit 326

solid fog 326

solitude 327

sonic bolt 327

sonic rupture 327

soul bind 327

soul bleed 327

soul destruction 327

sound burst 327

speak with animals 328

speak with dead 328

speak with plants 328

spectral grasp 328

spectral hand 328

speed 329

spell drain 329

spell immunity 329

spell prime 329

spell transfer 329

spell turning 329

spider climb 329

spike stones 330

spirit blast 330

spirit lore 330

spirit mark 330

spirit trap 330

spiritual weapon 330

spook 330

spot 331

stabilise 331

startle 331

status 331

stinking cloud 331

stone call 331

stone shield 331

stone to flesh 332

stone tongue 332

stoneskin 332

storm of vengeance 332

stun relief 332

stunning glare 332

sudden claw 333

sudden sickening 333

suggestion 333

sunburst 333

suspended unrest 333

swallow soul 333

sympathy 334

tame 334

tanglefoot 334

tangling creepers 334

telekinetic haul 334

telekinetic maneuver 334

telepathic bond 334

telepathic demand 335

telepathy 335

teleport 335

teleportation circle 335

temporal stasis 335

thrall 335

time hop 336

time stop 336

tinker 336

tongues 336

trace location 336

trade essence 336

transmute rock & mud 337

tree shape 337

tree walk 337

true seeing 337

true strike 337

true target 337

turn undead 338

twisted fate 338

umbral blast 338

unprepared combatant 338

unremarkable aura 338

unseen servant 338

unshakable 339

untamed journey 339

unwelcome halo 339

vampiric touch 339

veil of the shroud 339

ventriloquism 339

verbal abuse 339

verdant retribution 340

vigour 340

visage of horror 340

vision of havoc 340

vital beacon 340

voice of healing 340

volcanic inferno 341

wail of the banshee 341

wake 341

wall of blades 341

wall of dispelling 341

wall of fire 341

wall of force 342

wall of ice 342

wall of light 342

wall of stone 342

wall of thorns 343

wall of wind 343

warp mind 343

water breathing 344

water walk 344

waves of fatigue 344

web 344

whispering wind 344

wind walk 344

windy escape 345

wits 345

woeful dread 345

word of biting 345

word of blinding 345

word of deafening 345

word of death 346

word of distraction 346

word of fatigue 346

word of recall 346

word of stunning 346

zealous conviction 346

spells specialist

alluring caress 347

animal healing 347

arc of fire 347

arrow of the wild hunt 347

augment conjuration 347

banish fatigue 347

battle’s call 348

bless water 348

charm undead 348

cloak of invisibility 348

cloud mind 348

coercive retribution 348

confident veil 348

counter perform 348

cutting words 349

death’s defiance 349

deflect flame 349

delayed respite 349

destructive roar 349

detect signature 349

devastating might 349

dimension shift 350

dissipate into mist 350

element ward 350

elemental fury 350

ember of devotion 350

enchanting utterance 350

energy bolt 350

false arrogance 350

fateful temptation 351

fluidity 351

fools riches 351

force bolt 351

gravity weapon 351

guiding stone 351

gustborn movement 351

haunting miasma 351

healer’s grace 351

hide from animals 352

hunter’s veil 352

inspiration 352

inspire competence 352

inspire courage 352

inspire defence 352

inspire heroics 352

lay on hands 352

learned council 352

life siphon 353

localised quake 353

loremasters edge 353

lucky break 353

luminance 353

luminous flare 353

mind’s double 353

moment of fortune 353

nature’s bounty 354

physical boost 354

physical surge 354

precious metals 354

protective ward 354

protector’s sphere 354

purge the unlife 354

quick time 354

radiant aegis 354

reaper’s resonance 355

reincarnated embrace 355

renewal’s touch 355

resilient fortitude 355

revealing glance 355

revelation divine 355

sacrificing shield 355

searing burst 356

seer’s vision 356

shifting form 356

shifting step 356

sickly ray 356

silent binding 356

song of despair 356

soothing ballad 356

soothing words 357

spell storing 357

spirit of the hunt 357

spoil the profane 357

stasis 357

surge of the tempest 357

swift sonata 357

talon strike 357

touch of obediance 358

touch of undeath 358

truthful words 358

umbral veil 358

unity 358

unliving vitality 358

veiled presence 358

veiled secret 358

verdant snare 359

vibrant thorns 359

vigilant eye 359

war cry 359

warped terrain 359

wash away sin 359

weapon surge 359

wellspring of valour 359

wild morph 360

wizard strike 360

zealous battlecry 360

squeeze 74

stand 66

starting gear 146

starting wealth 146

status bonus 61

staves 371

stay in saddle 82

step …………………………………………………………………………………………..66

step 1: roll initiative 189

step 2: surprise 189

step 3: surprise round 189

step 4: begin next round 189

step 4: play a round 189

step 5: combat ends 189

storgar 22

stout-fyr 26

strength 12

stride 67

strike 67

study target 71

stunned manoeuvre 87

subsist 72

superior armour 152

superior armour traits 152

superior items 148

superior shield traits 158

superior shields 158

superior weapon traits 161

superior weapons 161

support 140

sustained duration 244

svirni 25

swim 76

T #

tables

actions resolution table 62

alchemical item cost 182

ammunition table 168

animal companion hp table 136

animal companion statistics table 137

armour cost table 152

armour critical damage table 152

armour table 153

background table 14

background wealth 146

bard table 43

basic saving throw table 9

class type table 15, 41

class wealth 146

cleric table 45

clothing 176

coinage table 145

combat damage table 191, 193

control levels 245

cover table 199

creature size modifiers 9

creature sizemodifiers 197

crusader table 47

dr multiplier table 151

druid table 49

endeavour reward table 391

endeavour use table 391

environmental damage table 395

equipment cost table 172

example difficulty 62

fighter table 51

food, drink & lodgings 176

goods 173

item size table 148

kits & tools 175

level table 15, 40

master skills table 16, 73

materials hardness 147

melee exotic weapons 163

melee martial weapons 162

melee simple weapons 162

mounts & vehicles 181

quick crit tables 205

race table 13

ranged weapons table 163

ranger table 53

resonance event table 248

resonance modifiers 248

ritual mods 246

rogue table 55

services 178

spell failure modifiers 247

spell fumble table 247

starting wealth table 392

superior armour table 152

superior weapon table 161

trade goods 145

travel speed 228

treasure by level 392

unarmed attacks 163

weapon cost table i 161

wizard table 57

xp award table 390

tactile senses 230

take cover 67

taking time 62

tall-fyr 26

terrain 198, 393

tertiary senses 230

the arcane schools 57

the core rules 6

the environment 393

the gamesmaster 6

the gamesmaster (gm) 386

the turn 190

thengar 22

time sense 88

tirvni 25

tolderni 24

tools 63, 174

tough 143

tough hide 140

tough hide, improved 140

tough hide, master 140

tough hide, supremacy 140

tovon-iar 29

track 94

train animal 82

trample 139

transfer runes 72

transferring between items 72

transferring runes 364

trap finder 52, 54

travel speed 228

treasure 392

treasure awards 392

treasure for new pcs 392

treat disease 85

treat injury 85

treat toxin 85

treat wounds 86

treating injuries 195

tremorsense 230

trg – character sheet 416

tribal 28

trickery 95

triggering reactions 199

triggerng a peril 396

trip. 67

tumble 74

turns 189

types of movement 228

U #

underwater combat 203

unusual surfaces 198

urloch 21

using magic items 362

using skills 62

utility spells 238

V #

verdant 236

verdant learning requirements 237

vials 189

W #

wade through the mooks 205

wands 373

warrior’s resolve 50

weakness 192

wealth other than coins 145

weapon cost table ii 377

weapon descriptions 164

weapon exemplar 50

weapon runes 377

weapons 159, 377

weight allowance 147

weight of coins 147

wild empathy 48

wild shape 48

will saving throw 196

wisdom 12

wizard school 56

wondrous item cost table 381

wondrous items 381

OPEN GAME LICENSE VERSION 1.0A

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.

Pathfinder Bestiary (Second Edition) © 2019, Paizo Inc.; Authors:Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer.

Pathfinder Advanced Player’s Guide © 2020, Paizo Inc. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder P logo, Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Cards, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.

Step into a realm of peril, wonder, and endless potential. The Traris Roleplaying Game: Prime Edition is a d20 evolution of the original TRG d100 system—refined for faster play, deeper customization, and unforgettable storytelling. Whether you're facing off against ancient monsters, exploring forgotten ruins, or shaping the fate of nations, TRG Prime provides the framework to bring your character’s journey to life.The system combines streamlined d20 mechanics with flexible character progression. Choose from eight diverse races, a wide variety of backgrounds, and a full suite of core classes, each offering unique playstyles and advancement paths. With universal modifiers, open-ended rolls, and a tiered success system, every action—from a sword strike to a social gambit—feels impactful and fluid.Combat is brutal and cinematic. With mechanics such as Critical Hits, Critical Injuries, and Death State, even a single roll can turn the tide of battle. TRG Prime embraces risk and reward, delivering high-stakes gameplay without sacrificing tactical depth.Magic is powered by Power Points (PP) and resolved using Spellcraft checks, offering a flexible casting system rooted in the four traditions—Arcane, Divinity, Ethereal, and Verdant. Each tradition carries its own strengths, identity, and associated spell lists, allowing casters to tailor their magic to their character’s background and style.Crafted over ten years, TRG Prime blends narrative freedom with mechanical precision, staying true to its d100 roots while building a modern, accessible d20 system. Whether you’re new to tabletop roleplaying or a seasoned veteran, TRG Prime is designed to fuel bold stories, rich characters, and unforgettable campaigns.Pick up your dice, choose your path, and embrace the unknown—because in TRG Prime, every roll has the power to shape legend.Step into a realm of peril, wonder, and endless potential. The Traris Roleplaying Game: Prime Edition is a d20 evolution of the original TRG d100 system—refined for faster play, deeper customization, and unforgettable storytelling. Whether you're facing off against ancient monsters, exploring forgotten ruins, or shaping the fate of nations, TRG Prime provides the framework to bring your character’s journey to life.The system combines streamlined d20 mechanics with flexible character progression. Choose from eight diverse races, a wide variety of backgrounds, and a full suite of core classes, each offering unique playstyles and advancement paths. With universal modifiers, open-ended rolls, and a tiered success system, every action—from a sword strike to a social gambit—feels impactful and fluid.Combat is brutal and cinematic. With mechanics such as Critical Hits, Critical Injuries, and Death State, even a single roll can turn the tide of battle. TRG Prime embraces risk and reward, delivering high-stakes gameplay without sacrificing tactical depth.Magic is powered by Power Points (PP) and resolved using Spellcraft checks, offering a flexible casting system rooted in the four traditions—Arcane, Divinity, Ethereal, and Verdant. Each tradition carries its own strengths, identity, and associated spell lists, allowing casters to tailor their magic to their character’s background and style.Crafted over ten years, TRG Prime blends narrative freedom with mechanical precision, staying true to its d100 roots while building a modern, accessible d20 system. Whether you’re new to tabletop roleplaying or a seasoned veteran, TRG Prime is designed to fuel bold stories, rich characters, and unforgettable campaigns.Pick up your dice, choose your path, and embrace the unknown—because in TRG Prime, every roll has the power to shape legend.