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1 - Simulacrum Player's Manual - Beta 22-07

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CHAPTER I: INTRODUCTION ................... 3 SAVING THROWS.........................................

18
TERMS & DEFINITIONS ................................. 3 GENERAL ADVENTURING ............................ 19
Dice Notes ........................................................... 3 Climbing ........................................................... 19
Abbreviations ...................................................... 3 Doors* .............................................................. 19
CAMPAIGN MATTERS .................................... 4 Dying* .............................................................. 19
HOW DOES SIMULACRUM PLAY? ................. 4 Excavating ........................................................ 19
Falling ............................................................... 19
Fatigue .............................................................. 20
CHAPTER II: CREATING A CHARACTER .... 5
Healing ............................................................. 20
STEP 1: ROLL ABILITY SCORES .................... 5
Hunting ............................................................. 20
Ability Score Modifier Table ................................. 5
Jumping ............................................................ 20
STEP 2: CHOOSE A CLASS ............................ 5
Lifting ............................................................... 20
The Warrior ......................................................... 6
Light & Darkness* ............................................. 20
The Mage ............................................................ 7
Lockpicking ....................................................... 20
STEP 3: CHOOSE A RACE* ............................ 8
Mapping ............................................................ 21
STEP 4: CHOOSE ALIGNMENT* ..................... 8 Perception Checks* ........................................... 21
STEP 5: ROLL HIT POINTS (HP) ..................... 8 Poison ............................................................... 21
STEP 6: CHOOSE LANGUAGES ..................... 8 Stealth* ............................................................. 21
STEP 7: CHOOSE FEATS* .............................. 9 Swimming ......................................................... 21
Warrior Feats ....................................................... 9 Time* ................................................................ 21
Mage Feats ........................................................ 10 Trap Detection .................................................. 21
Unrestricted Feats .............................................. 10 MOVEMENT & ENCUMBRANCE ................... 22
STEP 8: ROLL INITIAL FUNDS ..................... 11 Overland Movement* ........................................ 22
STEP 9: CHOOSE SKILLS* ........................... 11 Entering a Hex .................................................. 22
Base Proficiency ................................................ 11 Exploration* ...................................................... 23
The Principle of Skills ........................................ 11 Encumbrance .................................................... 24
How to Employ Skills ......................................... 11 Mounts .............................................................. 24
Common Skills .................................................. 12 RETAINERS*................................................. 25
Prohibited Skills ................................................. 12 LEVEL PROGRESSION* ................................ 25

CHAPTER III: MONEY & PURCHASES ...... 13 CHAPTER V: ENCOUNTERS & COMBAT .. 26
WEAPONS .................................................... 13 ENCOUNTERS .............................................. 26
Missile Weapons ................................................ 13 Encounter Time ................................................. 26
Masterwork Weapons......................................... 13 Base Encounter Structure .................................. 26
ARMOUR ...................................................... 14 Surprise ............................................................. 26
ADVENTURING GEAR .................................. 14 COMBAT* ..................................................... 27
Basic Gear ......................................................... 14 Declarations ...................................................... 27
Costed Items ...................................................... 15 What You Can Do In A Round .......................... 27
LIFESTYLE ................................................... 16 Sizes & Combat ................................................. 28
Making Attacks .................................................. 28
CHAPTER IV: ADVENTURING ................ 17 Missile Phase ..................................................... 28
TASK RESOLUTION*.................................... 17 Initiative ............................................................ 29
What Makes a Task ............................................ 17 Movement Phase ............................................... 29
Performing a Task.............................................. 17 Melee Phase ...................................................... 29
Beyond Heroic Tasks ......................................... 18 Dealing Damage ................................................ 30
Repeated Attempts............................................. 18 Magic Phase ...................................................... 30
Teaming Up....................................................... 18 Morale Checks ................................................... 31
Opposed Checks ................................................ 18 Escaping an Encounter ...................................... 31

–1–
CHAPTER VI: SPELLS & MAGIC ............... 32 Duration ............................................................ 39
PREPARING SPELLS .................................... 32 Area of Effect ..................................................... 39
CASTING A SPELL ........................................ 32 Cumulative Spell Effects .................................... 39
Casting Constraints ............................................ 33 Reversible Spells ................................................ 39
GAINING NEW SPELLS................................. 33 Saving Throws ................................................... 39
Copying ............................................................. 33 SPELLS BY LEVEL ....................................... 40
Purchase ............................................................ 33 First Level Spells ................................................ 40
Research ............................................................ 33 Second Level Spells ........................................... 42
SCROLLS ..................................................... 34 Third Level Spells .............................................. 44
MAGE SPELL PROGRESSION TABLE ........... 34 Fourth Level Spells ............................................ 46
THE SCHOOLS OF MAGIC ........................... 34 Fifth Level Spells ............................................... 48
MASTER SPELL LIST .................................... 36 Sixth Level Spells............................................... 50
SPELLS BY SCHOOL .................................... 38
SPELL DETAILS ............................................ 39 KEY TABLES ........................................... 52
Level ................................................................. 39 INDEX .................................................... 54
Range ................................................................ 39

–2–
W
elcome to Simulacrum, the Old-School Renaissance Level: There are two general uses for the term “level”.
game of fantasy adventure for 4-5 players. Nobody The first is when discussing experience levels. Characters
diving into an OSR variant of the world’s most begin at 1st level. As they gain experience points (XP), they
popular role-playing game needs much in the way of an reach higher levels (2nd level, 3rd level, and so on). With each
introduction. As such, I’m going to move right to introducing class level another Hit Die is gained, as well as other bonuses.
the game itself. However, if you’re curious what separates A subset of this is name level: this is every fifth class level (5,
Simulacrum from other OSR games, or want to understand the 10, 15, etc). Reaching these levels provides further benefits.
thinking behind its various design decisions, I encourage you The other major instance is spell level. Spells are
to read the Simulacrum Design Notes. It gives my thoughts on measured in levels: for example, some are 1st level spells,
every single design choice, large and small, that I’ve made. some are 2nd level, and so on, up to spells of the 6th level.
Any section header marked with an asterisk indicates that Spell levels do not directly correspond to class levels; they are
GM advice and other information related to that section a separate, relative measure of a spell’s power.
appears in Chapter II of the Simulacrum GM’s Manual. Radius: For those using a battle grid to manage combat,
1 square = 5 feet. Radiuses are written in both feet and
squares, with each 5 feet of radius being noted as a 2×2
square (e.g. a torch’s 40-foot radius is also noted as 16×16).

DICE NOTES
Any roll result without modifiers applied is said to be a natural
result. Some rules have special effects occur on certain natural
results. This only matters when the rules specifically state it
does (e.g. saves, attack rolls), though GMs often grant one-off
benefits when a natural 20 is rolled.
Rerolls: Any single result can only be rerolled once, no
matter how many rerolls are available. The reroll must be kept.
TERMS & DEFINITIONS
Important terms will typically be bolded the first one or two ABBREVIATIONS
times they appear. Here are a few essentials to start. Below are the most common abbreviations in this ruleset.
Armour Class (AC): This number is a measure of how
well a creature is protected from attacks, whether due to Abbreviation Meaning
armour, dexterity, or arcane warding. The higher a creature’s Str Strength
Armour Class, the harder they are to hit. All AC modifiers are Dex Dexterity
cumulative unless stated otherwise. Con Constitution
A typical unarmoured character has an AC of 10, while the Per Perception
most well-protected creatures have ACs of 25-30. Will Willpower
Experience Points (XP): These are awarded to players Arc Arcana
when they overcome challenges: recovering treasure being the
AC Armour Class
main source, with defeating monsters secondary. Gaining
GM Gamemaster
experience points is how characters go up in level.
HD Hit Dice
Hit Points (HP): Hit Points represent a creature’s vitality:
HP Hit Points
the more HP a creature has, the better. They are distributed
NPC Non-Player Character
via Hit Dice, with each Hit Die being 1D8 HP (if for a warrior
PC Player Character
or mage) or 1D6 HP (for anything else).
XP Experience Points
If reduced to 0 HP, a creature either dies (if a monster or
NPC) or risks dying (if a player character). cp Copper piece(s)
Hit Points usually do not have a direct 1-to-1 analog with sp Silver piece(s)
physical damage. Rather, they are largely an abstract measure ep Electrum piece(s)
of how long a creature’s hardiness, skill, luck, and favour with gp Gold piece(s)
the gods enable it to escape a debilitating or deadly blow. pp Platinum piece(s)

–3–
Chapter I: Introduction

CAMPAIGN MATTERS  Not all encounters are battles. An essential


corollary to the issue of balance is that you can and
Recognizing that a GM is, at least to some degree, someone
should talk to creatures, because many have their own
who loves to tinker, and knowing that there are many types of
agendas and are uninterested in combat. The game
players and play styles, Simulacrum offers numerous game
assumes (and the rules support) encounters with the
options scattered throughout the text. Each is marked with a
chance for negotiation and intrigue, instead of constant
Campaign Matter notation. In addition to providing various
and immediate battles to the death.
alternate ways of doing things, these sections will cover why
you may or may not want to make such a change in the first  Money is all. Characters mostly gain in power by
place, such as possible follow-on consequences. acquiring wealth, rather than through defeating foes in
In the interests of not fracturing the ruleset, Campaign combat. This only reinforces the above. If you can get
Matters mostly cover only those things that people have a host in and out with a wagonload of silver and not a single
of alternate opinions on. In other words, they exist to point out combat, you’ve done very well. Fighting is actually
areas you were probably going to change anyways, and as often counterproductive.
such I’ve made the rest of the game completely non-reliant on  Basic resources matter. Resource management is
those elements being any given way so that you can do so. For key. You can only carry so much, and as time passes,
example, I could lay down my one true way of rolling ability food and ammunition are used up, torches and lamps
scores, but if the game ultimately doesn’t care which one you burn low, and wandering monsters come ever closer.
choose, why should I bother when it will likely be the first thing Travel is not handwaved away. You can’t see in the
altered? dark. Healing is slow.
Note that most options are just alterations to already-
existing rules elements. GMs should read them before starting  Magic is rare, precious, and capricious. You
a campaign (and there’s a list in the GM’s Manual for easy cannot make magic items. You may or may not acquire
review), but for the most part you can dive right in with the any; if so, they are often found at random, rather than
standard rules as they are. tailor-made to complement your abilities and desires.
The main thing for a GM to remember is that this game is You cannot identify them without outside assistance.
designed for 4-5 players. As most old-school modules assume Some may be cursed.
playgroups of 6-9 players instead, PCs in this system are a little
stronger than in most OSR games. This is not to give them a
special edge, but merely to make them able to tackle the
standard challenges of OSR play despite their lower numbers,
without making NPC assistance mandatory. This should be
borne in mind when making your choices.

HOW DOES SIMULACRUM PLAY?


The following gives a quick overview of the sort of play
experience Simulacrum is meant to foster.

 Low complexity. Simulacrum looks to avoid a focus


on optimization and “builds”: the time-consuming
character building mini-game (and the many rules that
go with it). While more “superheroic” abilities are
absent because the game aims for a sword & sorcery
feel, in general the focus is on player ideas and
decisions, rather than rules-based solutions.
 Battles are less balanced. Encounters are not based
on what you can and cannot mathematically defeat.
Challenge Ratings do not exist. There is balance, but
much looser than in later editions. You can run into
things that can kill you with hardly any trouble, at any
time. Be willing to flee when the odds are against you.

–4–
T
his chapter will show you how to create a player WILLPOWER
character (PC), your alter ego in the dangerous world Willpower (“Will”) measures discipline and mental endurance.
you are about to begin exploring. Follow the steps in Any Will modifier affects your ability to resist mind control,
the order presented. enchantment, possession, and other mental attacks.

STEP 1: ROLL ABILITY SCORES ARCANA


Arcana (“Arc”) measures one’s connection to eldritch forces.
A character’s basic attributes are represented by six ability
Any Arc modifier is applied to chances to learn spells and
scores. In order, these are Strength (Str), Dexterity (Dex),
saving throws to resist spell damage.
Constitution (Con), Perception (Per), Willpower (Will), and
Arcana (Arc).
Death Threshold
Each ability score is a randomly rolled number with a base
A character’s death threshold is 20 – (Con score + Will
range of 3–18; the higher, the better. The player can then
modifier). This is referenced whenever damage drops a player
optionally alter their scores (see Step 1a at right). However,
character to 0 or fewer Hit Points (see Dying, p. 19).
during character creation no score can drop below 2, and
ability scores can never rise above 19, even during play.
Campaign Matter: How ability scores are rolled is up to STEP 1A: ALTER SCORES
the GM. Below are three possible rolling methods: After rolling your ability scores, as an option you can—once
only—pick any one of the following bonuses:
 Gritty: 3D6 (range 3-18; average 10.5)  +1 to any one of Str, Dex, Con, or Arc
 Standard: 4D6, discard the lowest die (range 3-18;
 +2 to either Per or Will
average 12.25)
 Heroic: 2D6+6 (range 8-18; average 13) If you choose a bonus, you must pick any one of the
following penalties:
Generally, rolls are assigned to ability scores in the order  –1 to any one of Str, Dex, Con, or Arc
given up top (e.g. the first roll is always for Strength, etc), but
 –2 to either Per or Will
this is up to the GM as well. However, once assigned, players
can swap a single ability score with another.
ABILITY SCORE MODIFIER TABLE
STRENGTH The following table provides the modifier generated (if any) for
a given ability score value. These modifiers are applied in
Strength (“Str”) measures physical might. It affects your lifting
many different cases throughout the game.
and carrying capacity and ability to grapple. Any Str modifier is
applied to your melee and thrown weapon attack damage.
Ability Score Modifier
DEXTERITY 2-3 –3
Dexterity (“Dex”) measures agility, reflexes, and hand-eye 4-5 –2
coordination. Any Dex modifier is applied to your Armour 6-8 –1
Class, so long as you are able to move freely. 9-12 0
13-15 +1
CONSTITUTION 16-17 +2
Constitution (“Con”) measures endurance and vitality. Any 18-19 +3
Con modifier is applied to your Hit Point total at the start of
the game and, prior to level 10, each time you go up a level.
STEP 2: CHOOSE A CLASS
PERCEPTION A character makes their way in the world through one of two
Perception (“Per”) measures observational acuity. Any Per ways: might or magic. As such, there are two classes available
modifier affects your ability to see through illusions and to spot to all races: the Warrior and the Mage.
traps, secret doors, ambushes, and other hidden things. See All characters start at level 1 in their chosen class. A
Perception Checks on p. 21 for details. character can only ever have one class.

–5–
Chapter II: Creating A Character

Style: At 1st level, warriors select one style, reflecting their


preferred manner of fighting:

Arcanist
You can read Arcana and gain access to two schools of
magic of your choice. You can cast spells in any armour, as
well as when being jostled (e.g. casting from horseback is
permitted); all other spellcasting restrictions (see p. 33)
apply. This does not grant the ability to create or cast from
scrolls, though you can copy spells from them.
The number of spell slots is halved compared to a mage
of the same level (round down, to a minimum of 1 slot) (e.g.
a base of one spell at 1st and 2nd level, 3/1 at 5th level, etc;
see p. 53 for a modified spell progression table).
Arcanists start with a spellbook and spells in the same
fashion as a mage (see Starting Spells, p. 7), but no schools
or spells are automatically acquired through gaining levels.
The source of your power must be defined: intense
study, the adoption of a god or other patron, etc. You can
let the GM decide this, but may not like the answer….

Hordeslayer
If you kill an opponent with a melee attack and are still
in melee with one or more enemies, you can immediately
make a bonus attack against one of those enemies. If this
bonus attack results in another slain enemy, you can attack
again, up to a maximum of the number of enemies you are
in melee with in that round.
If you kill an opponent with a ranged attack, you can
immediately make a bonus ranged attack against another
enemy, so long as your weapon does not require one or
THE WARRIOR
more actions to reload. Unlike melee, the number of bonus
There are many paths that lead to a life lived by the sword. ranged attacks per round is capped at 1 plus your number
You may be a soldier, gladiator, or mercenary; an assassin, of name levels (regardless of your weapon’s rate of fire).
reaver, or street tough; a ranger, crusader, or knight. What all This style grants bonus attacks, not bonus actions.
warriors have in common is a reliance on martial prowess to
forge their way in a perilous world.
Smite
Warriors have no ability score minimums.
You summon forth your reserves of strength and will
and strike your mightiest blow against the foe. A smite is
Warrior Abilities declared after a hit is scored. It adds a number of weapon
Warriors receive a class attack bonus of +1 every level, starting dice to your damage roll equal to your base number of dice
at level 1, stopping at +15. (i.e. +1 die for levels 1-4, +2 dice for levels 5-9, etc).
A warrior can use any weapon or armour, so long as they If a smite was announced on a critical hit, extra damage
meet its Strength minimum (if any—longbows and heavy dice provided do not automatically deal maximum damage.
armour have a Strength minimum of 9). Once per encounter only.

Weapon Dice: At each name level, warriors add an extra


weapon die of damage (see Dealing Damage, p. 30) to their
armed combat attacks. For example, a 10th-level warrior
would deal 3D4 damage with small weapons, 3D6+1 with Feats: At 1st level, warriors select one feat (see Feats,
medium weapons, and 3D8+3 with large weapons. beginning on p. 9). Select one more feat at each name level.

–6–
Chapter II: Creating A Character

THE MAGE Starting Spells: Mages start with a spellbook with one
Whether a student of the arcane arts, a channeller of your random 1st-level spell for each school they have access to (for
god’s almighty will, a gambler who has made terrible pacts in a list of spells by school, see p. 38; roll 1D6 for each school,
exchange for terrible power, or even one born with the spark where 1-2 equals its first 1st-level spell, 3-4 its second, and so
of divinity, you wield a power granted to few. on). Specialists then select one extra 1st-level spell of their
Arcana represents the strength of a mage’s link to the choice from their specialty school.
forces they wield. However, there is no minimum Arcana score Mages can only prepare a limited number of spells each
required to select this class. day. This number (also known as their number of spell slots) is
based on the mage’s level and the level of the spell. Mages
begin play with two 1st-level spell slots (and another if a
Mage Abilities
specialist). They gain further slots as they gain levels: see the
Mages may cast one spell per round. They can use any
Mage Spell Progression Table on p. 34.
weapon or armour, so long as they meet its Strength minimum,
New Spells: Mages learn one random new spell each
but normally can’t cast spells in armour. They receive a class
time they gain a level (see p. 33). If a specialist, they also learn
attack bonus of +1 every two levels, starting at level 2 (so +1
another random spell from their specialty school (see above).
at level 2, +2 at level 4, etc, stopping at +10).
A mage also gains access to a new school of their choice at
The Spells & Magic chapter, beginning on p. 32, gives a
each name level. When this occurs, the mage also learns
full list of spells and the full details on magic use. In short, all
random spells belonging to that school: one at each spell level
spells are divided into eight schools of magic:
they can cast.
Feats: At 1st level, mages select one feat (see Feats, on p.
10). Select one more feat at each name level.

1. Abjuration: Spells protective in nature.


2. Conjuration: Spells that summon creatures or
objects.
3. Divination: Spells that reveal information.
4. Enchantment: Spells that affect the mind.
5. Evocation: Spells that shape raw magic itself.
6. Illusion: Spells that deceive.
7. Necromancy: Spells manipulating the energies
of life and death.
8. Transmutation: Spells that alter the properties
of a creature, object, or environment.

By default, mages have access to four schools, rolled


randomly (not chosen). However, after rolling, a mage can
trade away access to up to two of their schools to gain special
abilities. Each school of your choice so traded away grants one
of the following special abilities of your choice:

 Battlemage: You can cast spells while wearing light


armour, and your class attack bonus improves to +1
every level, starting at level 1, stopping at +15.
 Specialist: Choose one school you have access to.
You have one additional spell slot at each spell level, to
fill with a spell from this school. When you gain a level,
you learn one extra random new spell from this school.
Spells from this school are easier to copy (see p. 33).

Each special ability can only be chosen once. Special


abilities are only available at character creation.

–7–
Chapter II: Creating A Character

STEP 3: CHOOSE A RACE* STEP 5: ROLL HIT POINTS (HP)


Below are nine possible player character races. Not all of the All characters start with 1D8+8 Hit Points. Any Con modifier
above races may exist in your GM’s campaign. Additionally, the character possesses is applied to the total.
new races may be added, or ability score modifiers or special Campaign Matter: As each character is expected to do
abilities added to them. Note, however, that none of these more in this system (due to the smaller party size), the standard
races have infravision or some other way of seeing in the dark. Hit Point generation method is a generous one. However, the
GM can alter this however they wish, so long as the method
 Human  Lizardman chosen cannot result in more than 16 Hit Points before any
 Dwarf  Ratling Con modifier is applied.
For a more heroic game, a GM can grant the full Hit Die
 Elf  Thri-Kreen
value at first level instead (i.e. an automatic 16 HP).
 Half-Elf  Tiefling
For a slightly more challenging game, the GM might
 Half-Orc require a roll of 4D4, or 2D6+4. A flat 2D8 is also possible,
but very much not recommended, as it tends to produce
characters weaker than the system assumes.
STEP 4: CHOOSE ALIGNMENT* Regardless of method or modifiers, no character starts with
The world and planes beyond it are home to many elemental less than 2 Hit Points.
forces, raw distillations of not just matter but ideology. Here,
good and evil are tangible forces.
Your character may align themselves with one of each of
the great cosmic ideologies (and the forces that lie behind
them): either Law or Chaos, and either Good or Evil.

Law: Lawful beings fervently believe in order and


stability. Disorder is anathema.
Chaos: Chaotic beings thrive on mutability and
change. Stagnation is anathema.
Good: Good beings fervently believe in altruism,
compassion, and justice.
Evil: For Evil beings, the only restraints are
imposed restraints. Actions are usually weighed solely
against how they benefit oneself.

A character may choose just one alignment (for example, a


commitment to Law but neither Good nor Evil), or one of each
(thus resulting in Lawful Good, Lawful Evil, Chaotic Good, or STEP 6: CHOOSE LANGUAGES
Chaotic Evil). All characters begin knowing their native language. A character
Characters may instead forgo an alignment and choose to can have one additional language, if you wish. Additionally,
be Unaligned. This does not mean that the person is neutral you can roll 1D6: on a roll of 5, one more language is gained,
or incapable of taking a position on something. Neither does it while on a roll of 6, two more languages are gained. All
mean that they cannot serve the cause of the aligned, only that spellcasters are able to read Arcana, the language of magic.
they lack their fervent, formal commitment. Campaign Matter: A GM may decide that even those
A character’s alignment affects their relations with others. who cannot cast spells can learn Arcana, just as any other
Magic will also sometimes have special effects depending on language, though this grants no magical power by itself.
the alignment of its wielder and/or target. A player can choose In some campaigns, languages are divided into racial
to conceal their choice of alignment (or lack thereof) from categories (e.g. all goblins, regardless of their location in the
outsiders or even the rest of their party, but must tell the GM world, speak Goblin, or perhaps Goblinoid along with orcs,
what they have picked. bugbears, hobgoblins, and the like). Some GMs find this a
Campaign Matter: The behaviours that each alignment touch absurd and thus base languages on geographical
mandates are left to the players and GM. Alignment is a boundaries instead. This is ultimately a world-building choice
worldbuilding and roleplaying tool, not a straightjacket. (as is the prevalence of literacy): consult your GM.

–8–
Chapter II: Creating A Character

STEP 7: CHOOSE FEATS* Warlord: Some are born to command. Your party gains a
+1 initiative bonus. Add a +1 attack bonus to all other party
Feats are a variety of simple but interesting options for your
members and associated NPCs (this does not benefit yourself;
character. All characters receive one feat at 1st level, and
raise this to +2 at level 10 or higher). Also apply +2 to friendly
another feat at each name level. A feat can only be taken once,
Morale checks (see p. 30).
unless noted otherwise.
The above bonuses only apply as long as your orders can
be understood and the individuals benefitting are willing to be
WARRIOR FEATS led by you. Multiple Warlords in a group do not stack these
benefits.
Brawler: If your melee opponent is size Large or less (see If using the Book of War mass-combat rules, a Warlord
p. 29), and you hit them with a natural 18 or 19 on your attack receives additional benefits.
roll, then in addition to your regular damage you roll 1D4 and
apply the following effect: Whirlwind: +2 AC (and a further +1 AC per name
level). If not casting a spell that round, you receive the benefits
1. Bash them for an additional 1D4 damage (+2 per of the Dash combat stance (this does not count as your stance
name level) pick for the round). You are not locked in combat unless in
2. Disarm them melee with at least three opponents. If using a gridded battle
3. Knock them off-balance: the creature re-rolls its map, diagonal moves always count as 5-foot moves.
successful melee attacks next round (or this round, if To gain these benefits, you must be able to move freely,
you attacked first via the Dash stance) cannot be in medium or heavy armour, and cannot have a
4. Trip them burden level (see Encumbrance, p. 24).

If the result is not appropriate (e.g. tripping a creature with


no legs), the off-balance option occurs.

Great-Weapon Fighter: When attacking with a two-


handed melee weapon your critical hit range improves by 1,
plus 1 per name level (e.g. you score critical hits on a natural
to-hit roll of 19-20 at level 1, 18-20 at level 5, etc).

Lineholder: If you decide that none will pass, then none


will pass. You can ignore all magical commands to move aside,
flee, surrender and the like, and are immune to all fear-based
effects, magical and not. You gain a 4-point modifier in your
favour when resisting any other effect that would result in you
being involuntarily moved (such as a Gust of Wind spell).
Additionally, in combat you can always choose to receive
the effects of the Guard combat stance (see p. 27), even if
using another stance. If you actually choose the Guard stance,
you can intercept up to four enemies instead of two.

Marksman: If firing into melee, you can pick your target


instead of rolling randomly. Your ranged to-hit penalties are
reduced by 2 points per name level. Your rate of fire with small
thrown weapons increases from 1 to 2.

Read Scrolls: You can read Arcana, as well as cast from


scrolls containing spells from four schools of your choice; if an
Arcanist, two of these schools must be the two schools you
already know. This does not grant the ability to create scrolls.

True Grit: You may reroll any failed death save (see p.
18) or failed roll against your death threshold (see p. 5).

–9–
Chapter II: Creating A Character

MAGE FEATS UNRESTRICTED FEATS


A mage can combine multiple spell feats on a spell. The level These feats are available to either class. No ability score can be
adjustments from these stack (so a Silent Magic Missile with raised above 19 through feats.
extended range would in all ways be treated as a 3rd-level
spell, for instance). A feat cannot take a spell over 6th level. Anointed: Your zealous devotion to your god or other
Note that a spell cannot be both Silent and Stilled. extraplanar benefactor has been noted.

Concentration: You may cast spells while being jostled  Your weapon attacks against creatures of one opposing
(e.g. on a ship at sea, while riding a horse). alignment that are undead or extraplanar add +1
weapon die of damage (add/gain another if level 10 or
Dextrous: You can cast 1st-level spells using only one higher). This always counts as a magical attack.
hand. For each name level you have, the level of spells that
 When resisting spells and effects that would place you
can be cast in this way increases by one.
in direct conflict with your patron’s known tenets and
goals, the saving throw difficulty level is one lower.
Familiar: You acquire a Tiny or Small mundane creature
appropriate to the area that obeys your commands. You can  Gain a small power appropriate to your patron (e.g.
see through its eyes, and gain a small power appropriate to the healing touch once per day for a god of life or healing).
creature (e.g. +2 visual Perception for a bird, improved smell
for a rat). Regardless of its normal statblock, the creature has 2 However, spells and effects targeting your alignment(s)
Hit Dice. Its death applies one level of fatigue for the next always affect you, even if they normally only affect creatures
month, after which you may take a new familiar. that are supernatural (e.g. Protection from Law).
At times your patron may require you to fulfill a special
Metamagic: You can double the duration of your spells; task. Willful violation of your patron’s known tenets or goals
spells with durations of concentration, permanent, or instant will remove the above effects, and may invoke a greater wrath.
cannot be affected. You can instead (or also) double the base Cannot be Unaligned.
range of your spells with a range of Short, Medium, or Long
(range increases due to gaining levels are unaffected). Conditioning: Gain +2 to a chosen ability score. This
Preparing a Metaspell uses up a spell slot one level higher feat can be taken only once for a given ability score.
than the spell’s normal level for each alteration that you make
(e.g. duration is +1 spell level; duration & range is +2). Fieldcraft: Gain +1 Constitution. Pick one broad terrain
type (forests, desert, swamps, jungle, arctic, mountains, etc)—
Quickcast: Your spells count as one spell level lower, for add/gain another if level 10 or higher. In this favoured terrain
initiative purposes only. This can take them to 0 or below. type(s), your difficulties for Tasks such as tracking, concealing
This feat may be taken up to twice. tracks, and stealth are lowered, and you also:

Spell Silence: You can craft your spells to require no  Ignore the normal healing rate penalty for living
vocal component. Preparing a Silent spell uses up a spell slot outdoors (see Healing, p. 20).
one level higher than the spell’s normal level.
This feat may be taken twice. The second time removes  Succeed more often when hunting (see Hunting, p. 20).
the vocal component from your spells permanently, with no  Are less likely to get lost (see Navigation, p. 22).
level adjustment to them required.
 Are less likely to have random encounters (see p. 23).
Stillcasting: You can craft your spells to require no  Are less likely to be surprised (see Surprise, p. 26).
somatic components. Preparing a Stilled spell uses up a spell
slot one level higher than the spell’s normal level. Lockpicking: Gain +1 Dexterity. You have the tools and
This feat may be taken twice. The second time removes expertise to pick locks (see Lockpicking, on p. 20). Your
the somatic component from your spells permanently, with no searches for traps on a lock are one difficulty level lower.
level adjustment to them required.
Martial Artist: If unarmed (at least one hand empty),
Undeniable: Once an Undeniable spell is declared, loss of you may pick two combat stances per round, and deal damage
concentration does not interrupt it (unless you are killed or as if using medium melee weapons (warrior weapon dice
otherwise rendered incapable of casting). All other restrictions apply). These attacks become +1 magic weapons at level 5,
apply. Preparing an Undeniable spell uses up a spell slot one +2 at level 10, etc. If using the optional skill system, gain the
level higher than the spell’s normal level. Blindfighting, Jumping, and Wrestling skills.

– 10 –
Chapter II: Creating A Character

STEP 8: ROLL INITIAL FUNDS THE PRINCIPLE OF SKILLS


Each character begins the game with 3D6 × 10 silver pieces However, some practices are decidedly non-intuitive: for
(sp). See the Money & Purchases chapter, beginning on p. 13, example, lockpicking must be taught (the GM decides what
for a list of things to spend this on. constitutes an everyman skill versus specialist knowledge).
Even with everyman skills, continual practice can result in
specialized techniques that separate the practiced from the
amateur. To continue with shadowing, it is much harder to
notice someone following you if they’ve had a great deal of
practice at it, and much easier to lose someone if they don’t
know the typical tricks that facilitate this. Skills represent such
elements of knowledge and practice.
There are a near-infinite number of possible skills. A skill
can be intellectual and/or obscure (Lore: Dravnian Textiles),
basic and/or hands-on (Baking, Climbing), or somewhere in
between (Read Lips). Skills should be related to something in
the character’s background, or in their experiences of play.
They should generally be smaller bits of knowledge, not entire
side-careers like armourer, carpenter, etc: a player character
STEP 9: CHOOSE SKILLS* already has a career, after all—that of the adventurer. Beyond
Optional. Skills represent knowledge of and training in a this, feel free to choose whatever you think will be helpful
particular field. However, as many players find skill systems a and/or round out your character concept.
conceptual roleplaying hindrance, the following system is a) There is no guarantee that any skill chosen will ever come
deliberately vague, and b) completely optional—the GM into play but, as a general rule, the more unrelated a skill is to
decides if it is being used. Whether using the system or not, adventuring (the game’s focus), the less likely it is to see use.
read the Base Proficiency section below.
If using the skill system, all characters receive two skills at HOW TO EMPLOY SKILLS
1st level, and another at each name level. If a skill check is required, this is a Task (see p. 17). A check is
not always necessary: skills can also allow one to
BASE PROFICIENCY
Presuming a game centred on dungeoneering, adventurers are  Avoid what might otherwise be a roll: “Normally I’d tell
assumed to be proficient in all the various activities required you to roll for this, but Talien’s Lockpicking skill makes
for dungeon exploration and overland travel: use of all forcing such a simple lock a non-issue.”
weapons and wearable armour, basic survival, basic first aid,  Lower the difficulty of some other Task, or negate
rope use, swimming, lighting a fire, telling direction by the sun penalties: “You’re still blind, but your long practice in
and the stars, making and reading maps, maintenance of any blindfighting reduces the penalties by half.”
normal gear, horse riding, basic appraisal, and so on.
 Lessen the consequences of failure: “Well, you fail to
However, if the campaign or a character’s background
pick his pocket, but he doesn’t notice you, either.”
warrants, certain of these can be denied to a character. For
example, a character from a land without horses or where  Gain information not obvious to the average observer:
horse riding is restricted by law to certain social classes might “To the others, this appears to be a looted room. But
not know how to ride; a desert dweller probably cannot swim; your Tracking skill tells you that two men were sitting by
a drow or deep dwarf who had never seen the stars would the fire. Two others entered and attacked: you can see
have no idea how to navigate by them. the fresh cuts where their blows struck the table.”
It is also assumed that characters possess all the skills and
knowledge the GM rules are appropriate to their background. Broadly, a skill check should never be made if a skilled
A cleric will automatically possess a detailed knowledge of the individual would almost always succeed in that circumstance
rites, general hierarchy, and local membership of their faith, a (e.g. a PC with Performing need not check to see if they can
thief a knowledge of the local thieves’ guild and the fences in play a song they know; no PC needs to roll just to ride their
their home territory, and so on. horse, whether they have the Riding skill or not, and so on).
Additionally, there are a host of everyman abilities that Sometimes the rules will state what effect a skill provides.
nearly all possess, such as climbing, hiding, or moving silently. Otherwise, the GM is always the one to decide if a skill is
For example, anyone can shadow someone. relevant to a situation, and what sort of assistance it provides.

– 11 –
Chapter II: Creating A Character

COMMON SKILLS
The following is a list of the most common skills that are
appropriate to adventurers:

Acrobatics Performing
Blindfighting Pick Pockets
Climbing Read Lips
Disguise Riding
Etiquette Running
Gambling Seafaring
Healing Shadowing
Herbalism Siegecraft
Jumping Stealth
Language: (choose one) Swimming
Lockpicking Tracking
Lore: (specific subject) Wrestling

Again, much of the above can already be done by any


character (anyone can sit down to a dice game, for instance).
For these everyman skills, the choice of a skill reflects intense
practice in that field, above and beyond a layman’s knowledge
or ability, and so would often just markedly lower the difficulty
of a Task (one or two levels is common), rather than making it
possible at all.
Lockpicking: A character cannot have both the skill and
the feat.

PROHIBITED SKILLS
Broad interaction skills may not be taken, social skills that
automatically achieve a result otherwise only possible through
roleplaying. This includes hypothetical skills along the lines of
Bluff, Bribery, Charm, Conversation, Deception, Diplomacy,
Insight, Intimidation, Negotiation, Persuasion, Seduction,
Sense Motive, etc.
This is not to say that the above aren’t real-life skills, or
that all people are naturally gregarious socialites. However,
exploring social situations is exactly what roleplaying is all
about. As such, using social skills often “solves” a problem that
does not really exist, while robbing players and GMs alike of
the chance for a great deal of fun.
Similarly, skills that boil a non-linear, non-standard task
down to a simple roll that bypasses problem solving are also
not permitted. Examples include a “Dungeoneering” skill that
handles whatever dungeon difficulty you’ve encountered, an
“Investigate”, “Search” or “Scrounge” skill to find someone or
something, or a “Gather Information” skill that serves up on a
platter whatever information is needed at the moment.
Lastly, no skill can allow for the ready identification of
magic items: only sages with a lifetime of research behind them
possess this knowledge (hence their fees!).

– 12 –
T
he base currency in most realms is the silver piece (sp). MISSILE WEAPONS
One silver piece is worth 10 copper pieces (cp), the coin These weapons have their own rules. See Missile Phase, p. 28,
used for everyday purchases. In addition to copper and for their ranges, rates of fire, and other combat details.
silver, there are also electrum (ep), gold (gp), and platinum
(pp) pieces. These coins are rare: some villagers may have  Hand crossbows, throwing daggers, shuriken, and darts
never seen a single such coin in their life. are one-handed (damage: small)
 Javelins, spears, and slings are one-handed (damage:
Coin CP SP EP GP PP
medium)
Copper (cp) 1 1/10 1/50 1/100 1/500
 All bows and normal crossbows are two-handed
Silver (sp) 10 1 1/5 1/10 1/50
(damage: medium)
Electrum (ep) 50 5 1 1/2 1/10
 Heavy crossbows are two-handed (damage: large)
Gold (gp) 100 10 2 1 1/5
Platinum (pp) 500 50 10 5 1  Longbows require a Strength of at least 9, and cannot
be used mounted
Typically, 100 copper / silver coins, 75 electrum coins, 50  Missile weapon attacks occur first each combat round
gold coins, or 25 platinum coins weigh 1 pound. However,
 Thrown weapons apply the user’s Strength modifier to
weight is ordinarily measured using item points rather than
their damage
pounds; see Encumbrance on p. 24 for details.
Wealth is not just useful for purchases, but is the primary
Slings, daggers, shuriken, and darts cost 3 sp each.
way that characters gain experience points. Every 1 sp worth
Javelins and short bows cost 10 sp, longbows cost 15 sp and
of treasure brought back to civilization is worth 10 XP.
crossbows cost 20 sp, while hand and heavy crossbows cost 40
Each character starts with 3D6 × 10 silver pieces.
sp. Arrows / crossbow bolts / lead sling bullets are 5 sp per 24.

WEAPONS MASTERWORK WEAPONS


All characters may use and are proficient in all standard Exceptionally well balanced, a masterwork weapon has a +1
weapons. Weapons are divided into three basic damage attack bonus, but is 20 times the cost of a normal weapon of its
categories: small, medium, and large. type. Even if one has the coin, locating a smith or bowyer able
and willing to craft such a weapon is no easy task.
 Small weapons deal 1D4 damage. Small melee
weapons are one-handed, and include knives, punch
daggers, and small hand axes.
Average cost: 2 sp
 Medium weapons deal 1D6+1 damage. Medium
melee weapons are one-handed: most swords, maces,
spears, flails, and battle axes fall in this category.
Medium melee weapons can be wielded two-handed:
this adds +1 damage.
Average cost: 10 sp
 Large weapons deal 1D8+3 damage. Large melee
weapons are two-handed, and include polearms and
pikes as well as large swords, axes, and maces. A
Strength of at least 9 is needed to wield such weapons.
Average cost: 20 sp

See the Melee Phase section, p. 29, for combat-specific


details on various weapon types.

– 13 –
Chapter III: Money & Purchases

ARMOUR Iron spikes (S): Enough to bar one typical door, so as to


halt pursuit or help ensure a safe night’s rest in a dungeon.
An unarmoured character has a base Armour Class (AC) of 10.
Lantern (M): Lanterns can be closed to hide their light,
Many adventurers wear a mishmash of armour pieces to raise
burn one flask of lamp oil every 4 hours, and illuminate a 20-
their AC (such as a strong breastplate alongside light or even
foot (8×8) radius.
non-existent protection elsewhere). These pieces in turn are
Oil, lamp (M): A flask of this fuels a lantern for 4 hours.
built with many different materials and construction methods.
Pickaxe (L): Doubles as a backup medium weapon.
Rather than attempting to codify all the possible material,
Pole, ten-foot (L): The quintessential dungeon survival
piece, and technological combinations, armour has been
tool, often used to prod potentially dangerous objects (chests,
abstracted.
corpses, pools, magic circles, etc) at a safe distance. Has a 2-
in-6 chance of setting off most traps during exploration moves.
Armour Time to
Type Cost Burden* Rations, iron (M): One day of food and water. Also
Class Don
called trail rations, as long as it doesn’t get wet this basic food
Light 10 sp +3 — 1 min will keep almost indefinitely.
Medium 100 sp +5 2 pts 5 min Rations, standard (L): One day of food and water. This
Heavy** 300 sp +8 3 pts 10 min food is fresh and so will not keep for more than 1D4 days—
Helmet† 10 sp — — 1 action less if in poor conditions like high heat. The type of rations that
†† hunting (see p. 20) provides. More appealing to monsters than
Shield 10 sp +2 — 1 action
iron rations if dropped during pursuit (see p. 31).
* See Encumbrance, p. 24. Rope, hemp (L): Can hold the weight of roughly three
**Not available in all societies and locations: requires advanced human-sized beings, and is 50 feet long. Comes with grapnel.
metallurgical knowledge and equipment. Strength 9 minimum to Scroll case (M): Each holds up to 10 spell levels in spell
wear. Is a bulky item (see Encumbrance, p. 24). scrolls (e.g. ten 1st-level spells; two 5th-level spells).

Included and presumed worn with medium and heavy armour: if not, Shovel (M): Doubles as a backup small weapon.
reduce the wearer’s AC by 1. Tinderbox (S): In combat, using this to light a torch takes
††
Not vs. rear attacks. Requires full hand. +2 save bonus vs. non- an action, while starting a very small fire requires a minute.
gaseous breath weapons. A shield bash deals 1D4 damage. This requires both hands and a surface to rest the box on.
Torch (M): A torch burns for 1 hour, illuminating a 40-
foot (16×16) radius. It can be used as a small weapon without
ADVENTURING GEAR dousing it; some targets take further damage due to the fire.
Even at the start of their careers, adventurers possess such Also useful to burn away rot grubs, green slime, and webs.
wealth that a list of gear prices broken down to the fraction of Vial (S): A typical vial holds 4 ounces/32 drams of liquid.
pennies needed to buy each tent peg and the like is rather
pointless. As such, characters can simply have whatever basic
gear they wish (within reason, as determined by the GM). The
practical cost of such gear is its encumbrance (see p. 24).
The following provides information about some of the
most basic pieces of adventuring gear. An item’s size, if any
(S/M/L), is listed after its name for encumbrance purposes.
More advanced items, with prices, follow on the next page.

BASIC GEAR

Caltrops (M): As an action, you can spread one bag of


caltrops to cover a 5-foot-square area. Unless a creature is in
heavy armour or has similarly protected appendages (or does
not feel pain), the area becomes difficult terrain for it.
Candle (S): A small candle dimly illuminates a 5-foot
(2×2) radius and burns for 4 hours.
Chalk (S): Useful for marking trails in dungeons.
Crowbar (M): Makes it easier to force open doors (see p.
19), and doubles as a backup medium weapon.
Hammer (S): Doubles as a backup small weapon.

– 14 –
Chapter III: Money & Purchases

Animal Cost Cart: A cart must travel on a road, and is pulled by one or
Donkey / Mule / Pony 30 sp two creatures. See Mounts, on p. 24, for their full details.
Dog, common 5 cp Dagger, silver (S): Silver is a poor combat material, but
some creatures can be harmed only by it. On a natural to-hit
Dog, guard / war 25 sp
roll of 1 with a silver dagger, the blade snaps.
Elephant 500 sp
Holy symbol: These will be different for each faith, but
Horse, draft / camel 50 sp are often worn as a torc or necklace.
Horse, riding 75 sp Holy water, vial (S): Holy water is water blessed by a
Horse, war 500 sp cleric. You can splash the contents of this vial onto an undead
creature within 5 feet or hurl it as a small thrown weapon (both
Item Cost are missile attacks); it shatters upon impact. An undead
Barding ×4 creature struck by holy water takes 1D8+3 damage; this
counts as magical.
Cart 15 sp
Magnifying glass (S): Allows for detailed appraisals or
Feed (per day) 5 cp
inspections.
Stabling (per day) 5 cp
Manacles (M): Restrains prisoners.
Wagon 50 sp Mapping kit (M): A cased roll of parchment plus quills
and vials of ink, sufficient to map all but the largest areas.
Item Cost Mirror, metal hand (S): These are made from highly
Acid, vial 25 sp polished bronze.
Arrowhead, silver 4 sp Oil, fire (M): While regular lamp oil is insufficient for the
Chain (1 ft) 1 sp task, certain exotic oils can be used as a somewhat finicky
Dagger, silver 30 sp missile weapon. A flask of fire oil can be lit and thrown (range
as small thrown weapon; a “miss” means that the oil fails to
Holy symbol 1 sp
explode; a 1 always misses), or poured on the ground and
Holy water, vial 25 sp
then lit (the latter requires two actions). The resulting flame fills
Magnifying glass 100 sp a 5-foot (2×2) radius, burns for two rounds, and deals 1D6+1
Manacles 5 sp damage per round to any creature in or that enters the flames.
Mapping kit 5 sp Rope, silk (M): Fifty feet of rope made of this exotic
Mirror, metal hand 10 sp material is lighter and stronger than hemp, able to bear the
Oil, fire 30 sp weight of five human-sized beings. Comes with grapnel.
Rope, silk (50 ft) 50 sp Spellbook, blank (L): A spellbook is about 2 feet tall,
with 100 blank pages of the finest vellum; it weighs about 20
Spellbook, blank 100 sp
pounds. A spell requires one page per spell level. All mages
Spyglass 1,000 sp
and arcanists start with a spellbook at no cost.
Thieves’ tools 25 sp Spyglass (M): Anything viewed through these rare
Wolfsbane 2 sp technological wonders is magnified to twice its size.
Thieves’ tools (S): This contains all of the tools needed
COSTED ITEMS to pick locks. Comes free with the Lockpicking feat.
Players can usually sell listed items for 20-50% of their cost. Wagon: This is a four-wheeled, iron-bound roadbound
vehicle for heavy loads. Generally, four to six beasts of burden
Acid, vial (S): You can splash the contents on a target draw it. See Mounts, on p. 24, for their full details.
within 5 feet or hurl it as a small thrown weapon; it shatters Wolfsbane (S): A relatively common sight in many
upon impact. A hit deals 1D6+1 acid damage. A vial can also northern climes, when properly prepared this plant is known
be used to open most mundane locks. for its ability to repel werewolves.
Arrowhead, silver: The price is the same for silver
crossbow quarrel heads and sling bullets.
Barding: This is armour for camels, horses, and the like.
The exact cost depends on the type of armour added (light,
medium, or heavy): multiply the cost for a normal human-sized
set (see p. 14) by four.
Beasts of burden: See Mounts, on p. 24, for the full
details on their movement rates and carrying capacities.

– 15 –
Chapter III: Money & Purchases

LIFESTYLE Poor: This gives you threadbare clothing, simple food and
lodgings and unpredictable conditions, resulting in a livable,
Adventurers cannot spend their entire lives in the wilderness,
though often unpleasant, experience. Most people living this
and attempting to camp out in a dungeon is almost always a
way are unskilled labourers.
dangerous gamble.
When back in civilization, healing up from your last foray
Comfortable: You reside in a well-kept boarding house,
and preparing for the next, time is typically measured per
inn or temple, or perhaps a small cottage. The food is good,
week. During this time, expenses must be met: food, drink,
your conditions respectable, and you’re readily able to meet
maintenance, accommodations, clothing, and all the other
your basic needs. People living comfortable lifestyles include
essentials. How well you meet these basic requirements is
city guards, common tradesfolk, most lower-tier priests, and
known as your lifestyle.
the like.

LIFESTYLE CATEGORIES Wealthy: A wealthy lifestyle means living a life of luxury.


There are three lifestyle categories. One can be Poor almost At the very least you have a spacious home in a good part of
anywhere (though some cities make outright vagrancy a town or a modest country villa. Your table fare is sumptuous
crime). Large villages (roughly 100-400 people) can support and exotic, you retain skilled and fashionable tailors, and a
lifestyles up to Comfortable. Towns and cities are typically able staff of slaves or domestic servants is on hand to meet your
to support all lifestyles. needs. You live a lifestyle comparable to that of favoured
officials, highly successful merchants, lesser nobles, and
General Lifestyle (per week) Cost members of the gentry.
Poor 2 sp
Comfortable 10 sp All lifestyle-related costs increase at each name level by
Wealthy 100 sp and up 100% above base. For example, a Comfortable lifestyle costs
20 sp a week at 5th level, 30 sp at 10th level, and so on.
Expenses can also be met piecemeal, in addition to the
usual weekly rate. The weekly rate is substantially cheaper. LIFESTYLE EFFECTS
Your lifestyle choice can have consequences. Living rough
Inn Stay or Meals (per day) Cost might help you avoid some criminals, but will attract others,
Poor 2 cp and you are unlikely to make vital connections while doing so.
Maintaining a wealthy lifestyle might help you mingle with and
Comfortable 10 cp
befriend the rich and powerful, but you run the risk of
Wealthy 10 sp and up
attracting thieves. Such privileged access also opens you up to
the highest levels of deceit, intrigue, and treachery.
Your lifestyle also affects your healing rates. A Poor
lifestyle lowers your healing rate from daily to every two days,
while a Wealthy lifestyle increases your healing rate by 2 HP
per day. See p. 20 for details on healing.
Note that lifestyle does not cover potential taxes on
recovered treasure.

DOWNTIME ACTIVITIES
Healing does not require complete bed rest, and so while a
player character waits for a sage to finish their research on the
latest antiquity they recovered or for the party mage to finish
copying that spell, they’re likely going to want something to
do. The opportunity for adventure lies just as much at home as
it does in the wilderness beyond.
A path open to all characters is simple carousing. This
involves wasting money by drinking, gambling, whoring, and
the like. A path open to any character with an alignment is
worship. This involves deep prayer, sacrifice, and communion
with your patron power. Lastly, mages can choose to engage
in arcane experimentation. Ask your GM for details.

– 16 –
T
his chapter covers the rules of the adventuring life. To PERFORMING A TASK
begin with, some of the core mechanics of play will be The GM first decides how difficult the Task is:
explained, such as how to perform typical tasks. From
there, we’ll look at essentials such as the basics of movement, Difficulty Level Result Needed
environmental hazards, and what you need to know when
Careful 8+
exploring dungeons and the wilderness.
Moderate 11+
Hard 14+
TASK RESOLUTION* Very Hard 17+
There are a near-infinite number of things a character can Heroic 20+
attempt: moving silently, climbing a rope, wrestling a bear, and
so on. Attempting to detail even a fraction of these would bloat The player then rolls 1D20 (unless success or failure would
the rules to unusability. As such, it is left to the GM to decide not be obvious, in which case the GM rolls instead, in secret).
how difficult most undertakings are. To determine success or If an ability score modifier is relevant, the Task will note this,
failure, the Task system is used. e.g. “Hard (Con × 2)” means you apply double the character’s
Con modifier to the roll. Unless they specifically apply roll
WHAT MAKES A TASK modifiers, any other factor should be accounted for when
The Task system is not meant to replace roleplaying and determining a Task’s difficulty level instead.
critical thinking. The default assumption is that players must If the modified total equals or exceeds the result needed,
overcome a challenge by actually describing what their the Task succeeds. Rolling under indicates failure, though the
characters do to meet it. Each group must find their own sweet GM may choose to grant a partial success instead: success,
spot, but in general, dice rolls should only be used to resolve but with some sort of meaningful setback (e.g. nearby monsters
situations that have interesting stakes at play and would alerted, precious time or equipment lost).
Whether the difficulty of a Task is revealed before being
 be too tedious / difficult to describe, or attempted is up to the GM: sometimes you know, other times
you just have to commit yourself and hope for the best.
 involve a strong element of chance
Automatic Success: Lowering a Task’s difficulty below
Careful (e.g. due to a skill) results in automatic success.
A routine matter—something that a normal practitioner
Name Level: Characters gain +1 to Task rolls at each
would almost never fail at—should NOT be rolled so long as
name level (excepting saves; see p. 18).
the one performing it has the tools and time required.
Natural 20: A natural 20 is not an automatic success
unless the Task specifically states otherwise (such as a save).

For Example
Disarming a simple trap is often easy to describe and
so usually requires a description, not a roll.
The process of picking a lock would be hard to
describe, and so a roll is appropriate.
Lifting a stuck gate is easy to describe. However, if
the GM would prefer to rely on chance rather than
defining the exact Strength required, a roll would be
appropriate.

Even if it comes down to a die roll, players should be


rewarded for thinking the action through, and sometimes
penalized for not. For example, if a player thinks to first apply
some lamp oil to the chain and gearing responsible for raising
a stuck gate, this should reduce the difficulty.

– 17 –
Chapter IV: Adventuring

BEYOND HEROIC TASKS TEAMING UP


The Task system assumes a mortal being operating within the In some cases, multiple characters can work together to make
limits of mortal endurance. If a character has help, and/or has things easier.
grown to the point that, thanks to magical aid, their relevant For a Task, the GM decides how useful this is, lowering the
skills have become superhuman, deeds beyond that of mortal difficulty if relevant. If a fixed Strength amount is required
men can be tackled. If so, Task difficulties of 23, 26, and so instead, then (assuming the space is available for everyone
forth can be assigned. involved to fully contribute) typically the total team Strength is
compared against the amount needed. As with a regular feat of
Strength (see above), if a team-up fails, then another attempt
cannot be made unless some other factor intervenes.

OPPOSED CHECKS
Sometimes you want to do something, but at the same time
one or more others are fighting to ensure that you fail. This is
called an Opposed Check. Unlike Tasks, these are entirely
based on ability scores. Most are Strength-based, such as a tug
of war or wrestling match. Another example is a magical or
psionic contest of wills, conducted via Willpower.
To arbitrate an Opposed Check, all participants roll 1D20.
The goal is to roll under the score in question (so the higher
the ability score, the better chance there is of success). The side
with the largest combined margin of success or (if all sides
failed) the smallest combined margin of failure is the winner. A
tie results in the status quo.
Not all contests will be Opposed Checks. A GM instead
may decide that, just as you wouldn’t make a height check to
see who is taller, there’s no need for a Strength check to see
who is stronger. When two creatures arm wrestle, for example,
the stronger opponent simply wins.
REPEATED ATTEMPTS
If failure occurs, a Task can usually be attempted again. Some
Tasks require a waiting period before another attempt can be
SAVING THROWS
made by the same person, as determined by the GM. Others, A saving throw—often called a save—represents an attempt
such as searches, occupy a set amount of time but can called for by the GM or the rules to resist magic, poison,
otherwise be made over and over again, so long as players disease, or a similar threat. The exact result of a successful or
have the time and are willing to risk the chance of wandering failed save is detailed in the effect that allows the save.
monsters. However, a successful save means that one suffers reduced
In some cases, failure to accomplish the Task the first time harm or no harm from the effect. A failed save can be lethal.
alters the difficulty of subsequent attempts. A creature can always choose to fail a saving throw.

Feats of Strength & Repeat Attempts HOW TO MAKE A SAVE


The strongest party member is the one that must make any A save is a Task (see p. 17), with any relevant ability score
general Strength-based Task (i.e. not one that only they can listed as normal, e.g. Save: Hard (Con). The default save is
make) such as forcing open a door; if two or more members Hard (14+). The exception is with instant-death effects like
have the same Strength, any one of those will do. If there is a most poison (often called death saves): the default save for
plausible reason for the strongest member(s) not to, the next- these lethal effects is Moderate (11+). However, ultimately any
strongest member must make the check, and so on. save can be at any difficulty.
If an attempt fails, no other party member can try unless Unlike a regular Task, a natural 20 always saves (i.e.
some other factor intervenes: it is beyond the party’s might for passes) and a natural 1 always fails.
the moment (unless they can team up; see below). Factors that Monsters: These apply a +1 save bonus for every 2 full
might allow a new attempt include gaining new tools, new Hit Dice they have.
knowledge, a stronger party member, outside help, or perhaps Name Level: All PCs apply a +3 save bonus for every
even just a full night’s rest. name level they have.

– 18 –
Chapter IV: Adventuring

GENERAL ADVENTURING Listening at Doors


Listening at a door for noises beyond is a Perception check
Here we’ll explore scenarios regularly faced by adventurers.
(see p. 21), the difficulty based on how solid the door is and
The section is sorted alphabetically.
how much noise is on either side. Assuming unblocked ears
and no ambient noise this is typically a Hard Task, but some
CLIMBING doors are too thick to hear through.
No roll is required for simple climbs, like a basic rope or tree
climb. A more difficult climb is a Task (see p. 17). The average Forcing a Door
unaided climb in rough terrain is a Careful (Dex) Task. Bad Some doors can be forced open. Such a brute-force attempt is
wind or other weather, a lack of handholds, and the angle and a Strength-based Task (see p. 17) and takes 10 minutes. The
slipperiness of the climb can all raise this difficulty, while door’s toughness determines the difficulty; using a crowbar
appropriate equipment should lower it. A climber also adds a lowers this by one level. This is a noisy action (see p. 23).
difficulty level for each burden level.
A climber must make one check for every 40-foot section DYING*
being climbed (the average castle wall height) or portion
NPCs and monsters die upon being reduced to 0 or fewer Hit
thereof. Failure indicates a fall from halfway up that section
Points. For player characters, however, hope yet remains.
(see Falling, below).
A player character has a death threshold (see p. 5). A
Base climbing speed is 5 feet per round; double this if the
PC that reaches 0 or fewer Hit Points immediately rolls 1D20,
climber has the Climbing skill.
subtracting a modifier equal to the amount of HP they are
below 0. If this total is below the PC’s death threshold, they
die. If equal or higher, the PC cannot act and is helpless (see
Helpless Targets, p. 28); further damage forces another check,
using the new negative HP total. If they survive the battle, the
PC is left with 1 HP and gains two levels of fatigue (see
Fatigue, p. 20); this additional fatigue is removed if the PC is
magically healed or gets a full night’s rest.
A creature also dies if they fail a death save (see p. 18) or
if any ability score is reduced to 0 or less; in the latter case no
check is granted to avoid this.

EXCAVATING
A character can excavate 7 + double their Strength modifier in
cubic feet of earth per hour with the proper equipment. Halve
this rate if using improvised tools, and drop it to one quarter if
no tools are available at all (round down in both cases; min 0).

FALLING
A fall deals 1D6 damage for every full 10 feet fallen. Falling 30
DOORS* feet or more also forces the creature to roll a special Task (see
Dungeons typically have many doors—some secret, many p. 17). The base difficulty is Careful (Con), but rises by one
barred (and the occasional mimic, but that’s another story). level for each additional full 10 feet fallen past 30; this can rise
beyond Heroic. Creatures apply a +5 bonus if Small, or a +10
Spotting Secret Doors bonus if Tiny. Soft landings—such as in garbage, leaves, hay,
Spotting a secret door is a Perception check (see p. 21), with snow, or water—also add bonuses. This is not a saving throw.
the difficulty based on how well the door is concealed. During For each point a creature fails their roll by, they take one
exploration movement (see p. 23), a separate group check is level of fatigue (see p. 20). However, a creature that rolls a
made automatically for each secret door within 10 feet. A natural 20 on this check always survives the fall: if the fatigue
character can also actively search a 10 ft × 10 ft square for and/or damage would be lethal, they are instead helpless for
secret doors. This takes 10 minutes; more than one person 2D6 minutes, after which they have exhaustion (if the damage
cannot search the same square at any one time. would have been lethal, they are left with 1 HP).
Spotting the average secret door is Very Hard during Fatigue caused by a fall is cured by any magical healing, or
exploration movement, and Moderate via an active search. bed rest based on the fatigue taken: 1 day for light, 1 week for
Finding one does not necessarily reveal how it opens. heavy, and 1 month for exhaustion.

– 19 –
Chapter IV: Adventuring

FATIGUE JUMPING
For each day without water, 30 minutes insufficiently protected A long jump covers 10 feet (20, with the Jumping skill), if you
in extreme cold, or 30 seconds without air, one level of fatigue run at least 10 feet first (if not, halve the result).
is applied. For lack of sleep or food, the scale is in days: With a 10-foot run, a vertical high jump gives you a reach
2/4/8/12 for sleep, and 2/10/20/30 for food. Additionally, falls with your hands of about 5 feet (a standing high jump gives
(see p. 19) and forced marches (see p. 22) cause fatigue. you a reach of about 3 feet).
If total exposure to a damaging element is avoided (e.g. a If encumbered (see p. 24), apply the combat speed penalty
bit of water drank, a fitful nap here or there), then the time to your jump distance.
before a level of fatigue applies due to it is doubled.
Each fatigue level has the following effect: LIFTING
The encumbrance rules are the standard way to measure how
Fatigue Level Effect much a PC can carry around (see p. 24). However, to quickly
Light –2 to attacks, Tasks, and Morale checks calculate the maximum a character can lift or push, use their
Heavy Raise above to –4, halve all movement Strength × 15 in pounds (if they have a positive Str modifier,
Exhaustion Halve HP, halve movement again multiply the modifier by 100 and add that to the total).

At exhaustion, adding a level of fatigue results in death. LIGHT & DARKNESS*


For the most part, fatigue cannot be removed until its cause is As no player race can see in the dark, light is essential. Torches
addressed. (lasts 1 hour) and the Light spell (lasts 12 hours) illuminate a
40-foot (16×16) radius. Lanterns illuminate a 20-foot (8×8)
HEALING radius for 4 hours per flask of lamp oil. A candle only dimly
Normally, for each full day of relaxation in decent environs a illuminates a 5-foot (2×2) radius, for 4 hours.
character recovers lost Hit Points equal to their level (capping Blindness: An attacker unable to see (and/or fighting an
at level 10), plus any Con modifier. A minimum of 1 HP is invisible opponent) applies a –4 attack penalty.
healed per day, with exception noted below. Spotting Range in Darkness: With a straight line of
Healers: Treatment by one with the proper knowledge sight, viewing range in the dark to a light source larger than a
(such as the Healing skill) and medicines adds 1 HP to the candle has no effective limit. Creatures around a corner can
healing rate above. However, the tender ministrations of those see a light source whose radius projects around that corner;
with dangerously superstitious beliefs (bleeding, purging, two corners between prevent its detection.
poisonous “medicines”, etc) removes 1 HP from the healing
rate above; this can lower one’s healing rate to 0. LOCKPICKING
If you have one or more levels of fatigue due to a lack of Characters with the proper tools and the Lockpicking feat (see
sleep, food, or water, you do not heal naturally and HP p. 10) or skill (see p. 11) can attempt to pick locks. This is a
recovered through magic healing is halved (round down). Dex-based Task (see p. 17), the difficulty scaling with the lock’s
Lifestyle: A Wealthy lifestyle raises one’s healing rate by 2 complexity. If a character’s lockpicking ability is from a feat
HP per day, while a Poor lifestyle (or resting outdoors or in a rather than a skill, the difficulty should be a level lower.
dungeon) means that you only heal every second day. A lockpicking attempt requires 10 minutes. If a character
fails then they can try again, but after two failed attempts that
HUNTING character cannot try that lock again until they gain a level.
In the wilderness, the party can stop and hunt for food.
Hunting must be the party’s sole activity that day (i.e. no
resting or travelling), and generates a random encounter check
for that hex. So long as the hex has game, hunting always
feeds the party for the day, even if the Task fails; if successful it
provides 1D4+2 additional standard rations as well.
Hunting is normally a Moderate (11+) Task (see p. 17),
though the Fieldcraft feat (see p. 10) lowers the difficulty in
favoured terrain to Careful (8+). However, some hexes may
be more or less difficult. Others might require a character with
Fieldcraft and the matching favoured terrain, while still others
are too barren to hunt in at all.

– 20 –
Chapter IV: Adventuring

MAPPING SWIMMING
Whether in a dungeon or the wild, one player should be the All characters can swim, barring an unusual background.
mapper. The mapper draws areas as they are explored to Assuming no current, a land dweller swims at half their combat
keep a record of where the party has been, and so the group speed, and can do so for hours equal to 1/4 their Con score
does not get lost. Dungeons are usually mapped in squares of (3/4 speed and 1/2 Con with the Swimming skill); round down.
ten feet. The wilderness is mapped with hexes instead, at some If lightly encumbered, halve this time. Higher encumbrance (or
multiple of six miles per hex. wearing medium or heavy armour) causes one to sink and
During exploration (see p. 23), mapping can only be begin to drown if in deep enough water (see Fatigue, p. 20).
performed if the party is using exploration movement.
TIME*
PERCEPTION CHECKS* Tracking time is essential to measure light and spell durations
Often, what a character perceives or thinks they perceive is not and to properly use mechanics such as random encounter
the whole story. They might be passing a secret door, or checks: one might go so far as to say that you cannot have a
heading right for an ambush or hidden trap. The Perception meaningful campaign if strict time records are not kept.
ability score governs one’s skill at noticing subtleties. When moving overland, time is measured in days. When
A Perception check is a Task (see p. 17). Players can never exploring (see p. 23), time is usually measured in 10-minute
request to make a check: the GM is always the one to decide blocks (each often referred to as a turn). Regardless, during an
when one occurs, and always makes the roll (in secret). For a encounter with other creatures the time scale switches to the
group check (a single check made by the party as a whole), round, each round being ten seconds.
the GM applies the group’s average Per modifier, if any (round
as normal at the end, e.g. 0.5 becomes +1, –0.5 becomes –1). TRAP DETECTION
For checks by individuals, twice the searcher’s Per bonus (if Spotting a trap is a Perception check (see at left). During
any) is applied instead. exploration movement (see p. 23), a separate group check is
Characters don’t need to make checks just to use their eyes made automatically for each trap within 10 feet.
or ears or otherwise notice the obvious. A Perception check A character can also actively search a 10 ft × 10 ft square
only occurs when the rules call for one (e.g. looking for traps or for traps. This takes 10 minutes; only one person can search a
secret doors), or if the GM decides that one is needed. For given square at any one time. Subtle but ultimately visible
most investigations not covered by the rules, a player should traps (such as tripwires) should be automatically detected by
just specify what they are looking for and the exact steps taken this; a failed search usually does not trigger traps.
to find it, the GM decides how much time elapses, and logic How well a trap is concealed determines the difficulty. The
dictates if the players succeed. average trap is Hard to spot during exploration movement, or
Moderate if actively being searched for.
POISON 10-foot Poles: Prodding ahead with one or more of
All poison saves are Con-based, with the difficulty based on these and using exploration movement gives a 2-in-6 chance
the poison’s strength (the default difficulty is Moderate). The of triggering traps.
standard effect of poison on a failed save is death.

STEALTH*
Anyone can attempt to sneak. This is a Dex-based Task (see p.
17), with the difficulty based on the ambient light and noise,
the surface the character is sneaking on, how fast they are
moving, and if they have any special practice in stealth. If the
character trying to sneak is wearing non-magical medium or
heavy armour, increase the difficulty by one level.
A stealth check is called for if trying to remain unnoticed
when attempting something that normally attracts attention,
such as slipping past a guard or maneuvering behind a target
for a surprise attack. However, one is typically not required
when trying to hide: that calls for a Perception check to notice
the concealment, rather than a stealth check to perform it.
If the entire party attempts to sneak together, make a
group check, basing the difficulty on the least stealthy member.

– 21 –
Chapter IV: Adventuring

MOVEMENT & ENCUMBRANCE Forced March


On a day when force-marching the party adds one to their
Characters are usually either marching day-by-day overland,
hex-point allowance, but gains one fatigue level (see p. 20) at
or cautiously exploring. Both are covered below. In either case,
day’s end. Such a grueling pace can be kept up until a marcher
the party marching order must always be clear, along with the
is heavily fatigued. Most NPCs so fatigued will begin pressing
distances between party members.
for at least one full rest day, and refusal may provoke Morale
Indoors or out, when potential opposition is encountered,
checks (see p. 30).
play switches to combat speed (see Movement Phase, p. 29).
A day of full rest is required to remove one level of forced
march fatigue from most creatures (for mounts, see p. 24).
OVERLAND MOVEMENT*
In some campaigns, journeys are often abstracted as “X time
passes”, perhaps with a random encounter or two for colour.
However, these rules were written to support a more involved
style of wilderness play known as the hexcrawl. This is a
game where the journey is as important as the destination, or
one where there isn’t necessarily a main destination per se,
instead being based on exploring a land filled with points of
interest: hidden caves, half-buried statues, abandoned cities,
haunted forests, lost tribes, and of course, dungeons.
Travel overland is measured in hexes, with each hex being
six miles across. On foot, a typical party can cover four hex
points per day (for rates using horses and other mounts, see
p. 24) The base cost in hex points to enter a hex depends on
its terrain type (see below). Unlisted terrain features such as
great rivers, canyons, and such can further raise the cost.

Hex Terrain Type Hex Entry Cost


Plains, steppe, farmland 1
Hills, woods, desert, rough 2
Mountains, jungle, swamps 3
ENTERING A HEX
If a party wants to enter a hex but lacks some of the points
Hex Terrain Modifiers Cost Modifier
needed, the points they do have are spent towards entering it,
Heavy rain / deep snow / thick fog +1
but the party ends the day in their current hex. The party only
Temperature extremes +1 enters the new hex once its full hex point cost is paid.
Good roads or excellent trails –1 (see below)
Encumbrance (see p. 24) +1 per burden level Navigation
When a party wants to move through a hex, they may get lost.
The good roads bonus can only apply once a day; at least If they’ve never been to the next hex they’re headed to, a PC
two hexes of good roads must be covered that day. makes a navigation check by rolling 1D12. Subtract the
On the campaign hex map, the GM will typically leave hex’s base Hex Entry Cost (e.g. –2 for hills), and another –6 if
most hexes blank, but mountain and hill hexes will be labelled there is thick fog, a blizzard, a sandstorm or the like in the hex.
unless blocked by higher terrain features. Entering any hex Remove up to 2 points of these penalties if the party has any
next to a blank hex will reveal that blank hex’s terrain type. members with the Fieldcraft feat for that hex’s terrain type.
A party may also choose one of two optional march types On a result of 1 or less, the check fails: the party is lost. To
each day, reflecting its priorities: either caution or speed. find their way, the party must spend hex points equal to the
cost spent to enter the hex they are in, and then make another
Cautious March navigation check. Failure means that the party is still lost.
The party reduces their pace so as to better spot and avoid The check is skipped if the party has a respectable map or
alerting potential enemies. While marching overland that day, knowledgeable guide, or if there is a road, trail, coastline, or
subtract two from the group’s hex-point allowance, but apply a river in the current hex they can follow to their next hex.
+1 bonus to all rolls for overland random encounters and the Random Encounters: Each navigation check triggers
party has a better chance of tactically favourable encounters. one roll for random encounters in that hex (see p. 23).

– 22 –
Chapter IV: Adventuring

Searching EXPLORATION*
Only entering a hex allows a party to determine its features. Exploration occurs whenever a party begins moving in an
There are two types of hex features: overt and hidden. enclosed area where caution is wise, such as a dungeon.
Overt features might not be encountered automatically,
but require no special effort to run into them. For example, a Exploration Movement
caravan met by any party entering the hex by day on a 1D6 Exploration movement is the default exploration rate: up to
roll of 4+ is an overt feature, despite the chance to miss it. 120 feet every 10-minute turn, regardless of size, burden level
Hidden features may or may not exist in a given hex, but (other than Immobile), natural speed, etc. This is very slow, but
can only be found if the party searches the hex—moving off allows for the party carefully examining their surroundings,
the beaten path to seek out points of interest there. listening for noise, and in general being cautious and quiet. At
A search requires spending the same number of hex points this rate, the party can map their progress and has a chance to
that it cost to enter the hex and, like entering a hex, is only passively spot traps (see p. 21) and secret doors (see p. 19).
complete when the full hex point cost is paid. The party then A party moving any faster than the default rate loses the
makes another navigation check for the hex. Failure means above exploration abilities. They also always count as noisy
that the party is lost; resolve this as normal. When the party and check every turn for random encounters (see below).
succeeds, this reveals one hidden feature in the hex, if any
(normally at random, but some hexes may have a specific Exploration Actions
order to how their hidden features can be revealed). A stop for major actions can occur once each turn. A major
A hex can have both overt and hidden features. For action is anything with a listed time of 10 minutes (a search for
example, an overt group of orcs at a bridge demanding a toll secret doors or traps; lockpicking; a typical combat). During a
may be operating out of a hidden orc lair in a network of caves stop, each party member can perform one such action. For
further off in that same hex. example, three characters could search for secret doors, while
Lost: While becoming lost normally interrupts a search, a two others try to pick separate locks, all at the same time.
GM may allow certain hidden features to be found even if the The turn ends when these actions are completed, even if
party is lost. For example, the party, disoriented and fatigued, the party used none or only part of their move, not all party
stumbles upon an ominous, blood-caked altar in the midst of a members acted, or the entire 10 minutes hadn’t passed.
clearing where no birds sing…. Minor actions (e.g. brief conversation, listening at a door)
generally require no meaningful time.
Overland Random Encounters
One random encounter check (i.e. a “wandering monster Exploration Random Encounters
check”) is made each time a hex is entered or (if the party is Random encounter check rates for exploration often vary
lost) when a navigation check is made. If the party isn’t lost but based on the area, but every three turns is common. The GM
does not leave a hex in a day, one daytime check is still made. rolls 1D12, with a result of 2 or less indicating an encounter.
To make a check, the GM rolls 1D12, applying all relevant Noisy: If the party makes an unusual amount of noise
modifiers to the roll: while exploring (yelling, spiking a door; combats do not count),
their next encounter check is made at –4, and the party cannot
Situation Modifier surprise creatures so encountered except via unusual means.
Base Hex Entry Cost is 3 (e.g. swamp) –3
Base Hex Entry Cost is 2 (e.g. hills, woods) –2
Hex is unusually dangerous –1 or –2
Hex is safe (e.g. patrolled) +1
Party has 1+ members with Fieldcraft for
+1
that hex’s terrain type
Players are moving at a cautious march +1

On a result of 1 or less an encounter occurs: the GM rolls


on the appropriate encounter table for that hex type.
Camping: If the party spends the night in the wilderness,
make an additional random encounter check. Subtract 1 if the
party keeps a fire big enough to see by going through the night
(although fire scares off some creatures even as it attracts
others). If an encounter occurs, randomly roll to see on whose
watch (if any!) the encounter takes place.

– 23 –
Chapter IV: Adventuring

ENCUMBRANCE MOUNTS
It’s important to track what you’re carrying, as if weighed down Beasts of burden have their own movement rules.
it’s harder to swim, climb, run from the orc army, and so on. At
the same time, excessive bookkeeping is tiresome. As such, the Combat Daily Item Point
Creature
following system is rather abstracted. Speed* Hex Pts Limit
The following base gear is not encumbering: Camel 65 5 30
Donkey / Mule 50 5 20
 One weapon (plus 24 arrows / quarrels if ranged)
Elephant 50 5 40
 Standard gear: backpack, pouches, bedroll, waterskin, Giant Lizard 60 5 15
whetstone, tinderbox Horse, Draught 50 5 25
 Tiny items; worn clothing / jewelry (within reason) Horse, Riding 80 6 20
 Worn light armour and/or a shield Horse, War 65 5 25
Ox 50 4 30
Other carried objects take up item points, measuring *For a rough yards per minute rate, triple these values
both weight and awkwardness. Assuming one has the proper
carrying gear, such as a backpack, pouches and sacks, a A mount can only be force-marched (see p. 22) for one
character can carry 8 + their Strength ability score modifier in day at a time, and requires two days of good rest afterwards. If
points. The point cost for items is as follows: instead made to travel the next day, it can only move at its
normal move rate, and dies at the end of that day.
 Armour (worn): Medium = 2 points; heavy = 3 points
+ bulky (automatically encumbers; see below)
 Extra shield or weapon (med. & large): 2 points (if
a ranged weapon, room for up to 24 arrows / quarrels is
included; 1 point if you just want the ammunition)
 Small items: Up to four = 1 point
 Medium items: One = 1 point
 Large items: One = 2 points
 Coins: Up to 500 = 1 point (i.e. 125 = Small item)

See Adventuring Gear, p. 14, for an item size guide. Very


large (i.e. non-personal scale) items can be 3 or more points.
Going over your item point limit encumbers you, as per
the table below. Apply only the highest applicable effects.
Encumbrance: A rider is worth 3 points per size level,
Points Burden Combat Hex Cost starting at Tiny (plus a rider’s carried item points, not including
Over Level Speed Modifier base gear; usually two riders is the most a mount can bear).
0 — Full — Barding encumbers a mount just as armour does for characters
(0 / 2 / 3 + bulky).
1 Light –25%* +1
An animal 1 point over its item point limit gains one
3 Moderate –50%* +2
burden level. Every 3 item points past that adds another.
5 Heavy –75%* +3 A cart or wagon has a carrying capacity equal to double
8+ Immobile 0 N/A that of the animal(s) properly harnessed to it. These animals
*Round final value up to the nearest 5 ft (e.g. a base 30 ft of combat receive one burden level. Being 1 point over the animals’
speed translates to encumbered speeds of 25 / 15 / 10 ft) collective item point limit adds a burden level to all animals
harnessed, and every 8 item points past that adds another.
Each burden level also raises the difficulty of applicable Terrain Limitations: Mounts can be walked through
Tasks (such as climbing) by one level. terrain with a base Hex Entry Cost of 3+, but not ridden in it.
Bulky: Bulky items, such as heavy armour, impose a Treat a mounted party wishing to enter such terrain as if they
burden greater than just item points. Each automatically adds had no mounts and had marched on foot that day to that
one burden level after calculating the bearer’s item point load. point, using their own personal hex point allowance.

– 24 –
Chapter IV: Adventuring

RETAINERS* RETAINERS & EXPERIENCE


Optional. Retainers are NPC warriors and mages hired to Retainers gain experience points with their party, and can gain
adventure and fight alongside the players. While a logical levels. However, when dividing XP amongst the party, a
addition to a party, PCs sallying forth with an armed gang at retainer only receives a half-share. For example, if a party of
their back (or more commonly, front) might not suit the five plus a retainer earns 2,000 XP, that’s 2,000 / 5.5 = 363
campaign style, and retainers also increase bookkeeping. As XP per PC, and a half-share—182 XP—for the retainer.
such, they are optional. Level 0 retainers have 1D8 Hit Points and no feats, but
Retainers will want to know what the job entails and how otherwise are identical to level 1 characters. They have –750
they will be paid. They will have basic equipment, but the XP to start. Reaching 0 XP advances them to level 1.
party will be expected to pay for any unusual gear required.
Presuming an expedition departing within the week, the LEVEL PROGRESSION*
default pay method is in shares: a retainer receives a half-share
Characters gain levels by raising their experience point (XP)
of all treasure recovered. Alternatively, a weekly pay rate can
total. Experience points are awarded when the party returns to
be used, especially useful if the party wants retainers on-hand
civilization (unless the adventure took place there, of course); a
outside of expeditions. Below are standard weekly rates in sp,
character can gain no more than one level per session.
by retainer level.
The table below, used by both classes, indicates what a
character’s XP total needs to be to advance to each level. For
Level Weekly Rate Level Weekly Rate
example, a character with 12,000 XP is 5th level.
0 10 6 115
1 15 7 150 Total Experience Total Hit Dice
Level
2 25 8 200 Points (XP) (HD)
3 40 9 250 0 1 2D8
4 60 10 300 1,500 2 3D8
5 85 11+ +100 per level 3,000 3 4D8
6,000 4 5D8
These rates may be adjusted by the GM based on their 12,000 5 6D8
desired rates of character advancement (since wealth is the 25,000 6 7D8
primary source of XP, the campaign advancement rate may
50,000 7 8D8
mean more or less money available, which may in turn make
100,000 8 9D8
the above pay rates too generous, or alternately untenable).
Campaign Matter: GMs normally place a cap on the 200,000 9 10D8
number of retainers that can be hired (either per player—two 300,000 10 10D8+2
per is common—or for the party as a whole). Whether there’s
a limit to the level of retainer that can be hired is up to the GM, Each level beyond 10 requires another 100,000 XP.
but common limits are “one level below the recruiting PC” (if Until level 9, characters gain one Hit Die a level: an
PCs recruit individually) or “one level below the highest-level additional 1D8 Hit Points. Apply any HP modifiers due to high
party member” (if the party recruits their retainers as a whole). or low Constitution to this roll (minimum gain of 1 HP per
level). After level 9, only a flat 2 HP per level are gained, with
RETAINER MORALE no Con modifier being applied.
Each retainer has a Morale threshold (see Morale Checks, As one gains levels, class-specific bonuses are also gained.
p. 30), typically ranging from 18 (the craven) to 6 (the elite), Additionally, every fifth level (so levels 5, 10, 15, etc) is a
representing a general attitude often known by reputation. A name level. At these levels, characters gain special bonuses,
warrior with the Warlord feat (see p. 9) adds +2 to Morale described where appropriate.
checks for retainers under their command.
Instead of the standard Morale rules, a retainer makes a
Morale check if reduced to 1/4 or less of its full Hit Point total,
and when their loyalty is seriously tested (such as when offered
a large bribe, or if the players have left them to fight alone or
lied about the danger now being faced). Failure means that the
retainer abandons the players, though for how long—and if
they take any other actions—is determined by the GM.

– 25 –
I
nevitably, players will come face to face with opponents. SURPRISE
When a monster or other potential opposition confronts the Some creatures possess innate abilities that allow them to
characters (or vice versa), this is called an encounter. If an reliably ambush prey. For others, magical effects or careful
encounter turns hostile, then combat begins. planning can accomplish the same end.
Noticing an ambush is a Task. For creatures with innate
ambush abilities, the difficulty to roll against will be listed in
ENCOUNTERS their statblock, e.g. “Surprise (Hard)”. Otherwise, the GM
If players understand just one thing about the nature of determines the difficulty level based on the environment and
encounters, it should be this: the tactics chosen. A typical ambush is Hard to spot if the
ambushers are just visually concealed (camouflage, heavy
cover, or invisibility). This rises to Very Hard if most noise is
Not all encounters are combat encounters! drowned out as well (e.g. due to high winds or other strong
ambient noise in the area)—Heroic if the ambushers are
magically silenced. If the roll fails, the group is surprised.
Players will regularly meet potential opposition more If it is the party that’s being ambushed, treat the Task to
powerful than them. There are often clear signs delivered by notice the ambush as a group Perception check (see p. 21).
the GM that players are approaching the lair of something Fieldcraft: If the party is outdoors and has a member with
formidable, giving PCs the chance to prepare, sneak past, or the Fieldcraft feat for the terrain they are in, the difficulty of
wisely turn aside. Even then, encounters are often just that: their group check is one level lower than normal. If the party
potential opposition, rather than guaranteed. What is has multiple such members, add a further +2 bonus to the
encountered may be sick, tired, scared, looking for assistance check for each such member beyond the first.
against another group of creatures, suspicious that the players
are stronger than they actually are, guarding something too Effects of Surprise
important to chance to battle, under orders to avoid combat, Surprise lasts one round. In that round, the surprised group
amenable to bribery or persuasion, wanting information, not cannot act or apply Dex-based AC modifiers, and attacks on
hungry, or just grateful for the company. Even if the opposition them gain a +4 bonus. Attacks against surprised targets from
is hopelessly hostile, it can be entirely feasible (and wise) for behind raise the chance for a critical hit (see p. 30).
players to flee; if pursued, there are ways to discourage pursuit. Morale: Killing surprised foes might force a Morale check
All told, the notion that all encounters are best solved (see p. 30).
through fights to the finish is completely wrong, and will end
with a host of dead characters in very short order.

ENCOUNTER TIME
When an encounter occurs, play switches to being measured in
rounds. Each round is 10 seconds.
Once an encounter is finished, one full 10-minute turn is
marked off for every 10 minutes or portion thereof it lasted.
The unused time, if any, was spent resting, binding wounds,
cleaning weapons, checking gear, and the like.

BASE ENCOUNTER STRUCTURE


Encounters typically match the following pattern:

 Determine if either side is surprised, if applicable


 Determine distance between the two sides
 Determine the creature’s reaction, if applicable

Rules for the latter two are in the GM’s Manual.

– 26 –
Chapter V: Encounters & Combat

COMBAT* Combat Stances


Before rolling initiative, each PC that is not surprised or casting
Combat occurs when communication is unsuccessful (or, for
a spell that round must pick one of four combat stances:
those not restrained by fear or good sense, undesired).
If using miniatures and a gridded battle map (which is
 Offensive: +2 attack bonus
optional), each map square is equal to 5 feet.
Each combat round is 10 seconds and has seven steps,  Defensive: +2 Armour Class
taken in the following order:  Dash: You attack before the enemy

 Declarations: All spellcasting and combat stances for  Guard: Pick a 5-foot square. If you remain within 10
the round must be declared before anything else in the feet of it and can move freely, the first two enemies you
round happens are in the way of that try to move up to or make a
ranged attack against anything in it must engage you
 Missile Phase: Combatants with readied missile instead. Enemies already within 5 feet of the square or
weapons can fire. Players who chose the Dash combat whom you are not in the way of are unaffected.
stance fire first, and then all remaining missile attacks
from all sides are resolved simultaneously. When a stance is chosen for the round, all previous stances
 Initiative: 1D12 is rolled by each side involved, with and stance modifiers are cancelled. Monsters and NPCs do not
the side that rolled the highest winning (re-roll ties) use stances.
 Movement Phase: Everyone on the side that won
initiative for the round can move, followed by any
movement by the losing side
 Melee Phase: Combatants that did not fire a missile
weapon can attack with melee weapons (or take a
miscellaneous action). Players who chose the Dash
combat stance act first, and then all remaining actions
from all sides are resolved simultaneously.
 Magic Phase: Spells are cancelled if desired, and then
all spells declared and not interrupted are cast
 Morale Checks: The GM may need to make morale
checks for opponents, retainers, and other NPCs

The round then ends. If the combat is not finished, the


sequence begins again at the top.

DECLARATIONS
The following actions must be declared at the round’s start:
WHAT YOU CAN DO IN A ROUND
 Combat Stances: Any player who is not surprised or
Simply put, every round a combatant can take one action (an
casting a spell must declare which stance they are using
attack is an action), and also make one move (unless casting).
(see at right for details)
Your one attack occurs in either the Missile Phase or the
 Spellcasting: When deciding to cast a spell, the exact Melee Phase, based on the weapon you’re using.
spell being cast must be chosen. Spellcasting prevents If you’re taking some other action instead of attacking, this
one from doing anything else that round (i.e. no moves, occurs in the Melee Phase. This can be almost anything: you
and no attacks/actions, including readying a scroll). can draw a weapon; mount a horse; ready a scroll or potion;
When declaring spells, neither side knows if the drink a readied potion; etc. However, it must be relatively
opposing casters will be casting this round. quick. A GM may rule that more than one round is needed to
Once spells are declared, intelligent creatures that do something, or even rule the action impossible—especially if
can see or hear a caster by default know that a spell is the combatant is locked in melee.
being cast, barring environmental factors (e.g. darkness, Dropping something does not use an action. Neither do
loud noise). This tends to draw attention. However, the most brief commands, though more complex speech does.
precise spell being cast is never known to others. Movement is not an action: it is separate.

– 27 –
Chapter V: Encounters & Combat

SIZES & COMBAT  Firing from a moving or unsteady position: –4


A creature has one of six sizes (player characters are Medium),  Low visibility (gloom, smoke, fog, etc): –2
which defines how many creatures can be in melee with it. For
example, assuming Small or Medium combatants (each of  Target has cover: –2 (half cover) or –4 (heavy cover)
which occupies a 5-foot square), one can be surrounded and  Target is at medium range: –4
attacked by up to eight opponents, each in their own square.
 Target is at long range: –8
Creatures cannot end their round in another’s space.
A miss is generally presumed to hit no other target.
Size Space Examples
Area-Effect Attacks: On a grid map,
Tiny 2.5 ft. (0.5 × 0.5) Imp, sprite the point of origin of an area-effect missile
Small 5 ft. (1 × 1) Giant rat, goblin attack (such as fire oil) must be at a grid-line
Medium 5 ft. (1 × 1) Dwarf, werewolf intersection (see image), not an individual or
Large 10 ft. (2 × 2) Hippogriff, ogre inside a square itself. Typically an attacker
Huge 15 ft. (3 × 3) Fire giant, treant rolls against AC 10 to hit such a point.
Crossbows: These can be fired while kneeling or prone.
Gargantuan 20 ft. (4 × 4)+ Kraken, purple worm
Firing into Melee: To pick a target that is in melee, it
must be one or more sizes larger than all those it is in melee
MAKING ATTACKS
with (unless the attacker is a warrior with the marksman feat;
To attack, the attacker rolls 1D20, adding their attack bonus
see p. 9). Otherwise, the attacker randomly rolls to see who in
and all applicable modifiers. If the result equals or exceeds the
melee with the intended target (friend or foe) they wind up
target’s Armour Class, the attack hits.
attacking. A target’s melee opponents do not provide it cover.
The most common attack modifiers are:
Holding Fire: Instead of firing in the Missile Phase, an
attacker can choose to wait until the end of any other Phase.
 Attacker declared an offensive stance: +2
Immobile Targets: At short range this is a helpless target
 Attacker is blinded and/or target is invisible: –4 (see at left). At medium or long range, treat one as surprised.
Magic Devices: Ranged spells and effects from magic
 Attacker is fatigued: –2 (light) or –4 (heavy)
items such as staffs and wands are treated as missile attacks.
 Attacker is on a mount, target is upright: +2 Small Weapons: If in a readily accessible sheath, a small
 Attacker is striking from the rear: +2 item (e.g. a wand) or thrown weapon always counts as ready.
Wind: In very windy conditions, targets are automatically
 Target is surprised (see p. 26): +4 (replaces above)
treated as one range bracket further away (e.g. short-range
 Target is prone: +4 targets are at medium range). Long-range fire cannot be made.

For PCs, an unmodified roll of 20 is always a hit. The Missile Weapon Table
attack is also likely to score a critical hit (see p. 30). Missile weapons have a RoF (rate of fire) of 1 shot per attack
Sleeping, paralyzed, willing and similar targets are unless noted. Loading does not require an action if ammunition
helpless targets. Melee and short-range missile attacks on is readily at hand (except for heavy crossbows, which even
such always hit and deal their maximum damage. Such targets then require an action to reload).
include PCs at 0 or fewer HP, but not grappled targets. Range & Penalty
Dexterity AC Adjustments: Remember that neither Weapon Dmg RoF S: 0 M: –4 L: –8
positive nor negative AC modifiers due to Dexterity apply if the
Small thrown weapon S* 1** 10’ 20’ 30’
character cannot move freely (e.g. if surprised or grappled).
Bow, Short M 1 45’ 90’ 180’
Bow, Long*** M 1 90’ 180’ 360’
MISSILE PHASE
Crossbow / Sling M 1 45’ 90’ 180’
Missile attacks can be made if you have a ranged weapon
ready at the start of the round, are not locked in melee, and Crossbow, Hand S 1 10’ 20’ 30’
the target is not blocked. A target is blocked if one or more Crossbow, Heavy† L 1 90’ 180’ 360’
creatures (friend or foe) is along the direct line of sight to it, Javelin / Spear M* 1 20’ 40’ 60’
unless the target is one or more sizes larger than any blockers. Fire Oil / Holy Water ‡
1 10’ 20’ 30’
Missile attacks use all relevant melee attack modifiers
*Plus user’s Str modifier **RoF 2 with the marksman feat (see p. 9)
above, except the bonuses for being on a mount or the target
***If fired indoors, use short bow ranges; min. Str 9
being prone. Other applicable modifiers are listed below. †+2 attack bonus, reload requires action ‡See p. 15 for details

– 28 –
Chapter V: Encounters & Combat

INITIATIVE Fighting Withdrawal


After the Missile Phase, one player rolls 1D12 to determine the A creature locked in melee can move out of that melee if they
base initiative for their entire party that round. At the same didn’t make a missile attack that round, but all their movement
time, the GM rolls for the enemy (as a single group, or in for the round must be backwards (with the standard ×2
recognizable subgroups if desired). Re-roll ties. movement cost penalty). They can take no actions that round.
Initiative is only used to determine movement order. Each
side moves in order from the highest result to the lowest. Fleeing
A fleeing creature can move as normal, but must leave the
MOVEMENT PHASE melee they are in. However, any enemy they were in melee
with prior to fleeing can first take their attack(s) for the round
In an encounter, a creature can move once per round up to
against the fleeing creature, instead of in the Melee Phase.
their combat speed (for PCs, this is 40 feet). One can always
Such attacks gain the +2 rear attack bonus, while the fleeing
move through non-hostile creatures, unless those wish to
creature loses all shield and stance AC bonuses.
interfere with the move or are in a tight formation or location.
Backward Movement: This applies a ×2 movement cost
Running
penalty (e.g. 5 feet of clear terrain costs 10 feet of move).
If a combatant did not act in the Missile Phase and commits to
Charging: If in suitable terrain, attackers with a lance or
taking no actions this round, they may run. This raises their
similar large pole weapon and a mount no more than lightly
movement this round by 50% (round the final total down to
encumbered (or creatures with large horns or tusks) can
the nearest 5-foot increment)—by 100% with the Running skill.
charge. A charge must be in a straight line from at least 60 feet
away, and adds 2D8 damage to the rider’s first attack.
Diagonal Movement: If using a gridded battle map, a MELEE PHASE
creature’s first diagonal move in a round counts as 5 feet, their In the Melee Phase, a combatant can make a single attack
second as 10 feet, their third as 5, their fourth as 10, etc. against an opponent they are in melee with, or take a single
Difficult Terrain: This applies a ×2 movement cost non-attack action (see What You Can Do in a Round, p. 27).
penalty (use ×3 if moving backward over difficult terrain). Pikes & Polearms: Wielders of these large weapons can
Encumbrance: Being encumbered reduces your combat fight as a second row of combatants behind the first row. If in a
speed. See Encumbrance on p. 24. tight formation, all such wielders strike first in their first round
Holding Movement: A combatant on the side that won of melee combat regardless of stances.
initiative can choose to move after the enemy in the round. Small Weapons: Drawing a small weapon or item in a
Mounts: For their combat speeds, see p. 24. readily accessible sheath does not take an action.
Prone: To stand up, a prone creature must use all their Two-Weapon Fighting: A combatant can use two melee
movement for the round. weapons, so long as the second weapon is one size level
smaller than their main weapon. This adds +2 AC vs. melee
Locked in Melee attacks. Before rolling to hit, the combatant must note which of
A creature that moves within 5 feet or less of one or more the two weapons is the primary: only its damage, modifiers,
enemies is locked in melee combat with those enemies. and effects apply to that attack.
Locked combatants cannot move from their location unless
they make a fighting withdrawal or flee (see below).
Blind: Creatures suffering from the blindness penalty can
only lock opponents in melee if surrounding them.
Invisibility: Invisible creatures are not locked in melee
unless their melee opponents can see them or have some other
way to reliably target them, or are surrounding them.
Prone: A prone creature that stands while locked in melee
cannot take any action for the rest of that round.
Size: A creature two or more sizes larger than any of their
melee opponents is not locked in melee. Even if surrounded, it
can just move away: this may result in it trampling its foes.
Special Movement: Teleportation allows one to leave a
melee without penalty, even if surrounded. Flight allows the
same, unless one is locked in melee with a flying opponent.
Whirlwind: A warrior with this style (see p. 6) is only
locked in combat if in melee with at least three opponents.

– 29 –
Chapter V: Encounters & Combat

Grappling Unarmed Combat Damage


An attacker that is not in melee with any others and who has An unarmed strike deals 1D2 damage (a critical hit does 4
their hands free can try to restrain a target, so long as the damage instead), plus the attacker’s Strength modifier.
target is not larger than they are. Combatants receive one free
attack against grappling attempts each round (this is not per Critical Hits
grappler). This one free attack applies a +4 bonus if made If a PC rolls a natural 20 on an attack, a critical hit is scored:
unarmed, with a small weapon, or with claws/fangs; the attack the attack deals its maximum possible damage. However, you
automatically criticals (see Critical Hits, below) if it hits. cannot score a critical if you can only hit by rolling a 20.
Instead of an attack roll, a grapple attempt is a Strength- Some effects increase the critical hit range, making it easier
based Opposed Check (see p. 18). A combatant gets a –6 roll to score a critical. For example, a +2 on your critical hit range
bonus for each size level they are larger, and the Wrestling skill means that you score a critical on a natural 18-20.
gives a –3 roll bonus. If the attacker(s) lose, nothing happens. NPCs and monsters do not normally score critical hits.
If the attacker(s) win, all involved lose any Dexterity AC Backstab: Increase the critical hit range by 4 for all
modifier and cannot attack or cast spells. The target cannot attacks from behind against a surprised target (see p. 26).
voluntarily move (but is not a helpless target). The attacker(s) Great-Weapon Fighter: A warrior with this feat (see p. 9)
can drag their target at up to half the grappler’s current speed increases their critical hit range when attacking with a two-
as their move if strong enough, or as their action throw the handed melee weapon by 1, plus 1 per name level.
target prone. A target can make a new grapple check to free
itself as its action, with a +2 roll penalty.
If trying to attack one who has grappled another, but their
grappled victim is in the way, first roll randomly to see if the
grappler or instead their victim is who is actually attacked.

DEALING DAMAGE
After a hit, the attacker rolls to deal damage. Damage dealt is
removed from the target’s Hit Points. This has no effect until a
target’s Hit Points reach 0 or fewer, which instantly kills a
monster or NPC; for PCs, instead see Dying, p. 19.
Minimum Damage: Modifiers to damage cannot drop a
successful attack below 1 point of damage.
Strength: An attacker’s Strength ability score modifier is
applied to their melee and thrown weapon attack damage.

Weapons
All standard weapons (see p. 13) are divided into three
damage types: small, medium, and large.

 Small weapons deal 1D4 damage


MAGIC PHASE
 Medium weapons deal 1D6+1 damage (add a further
If a caster wants to cancel a spell they are casting (that hasn’t
+1 if a melee weapon being wielded two-handed)
been interrupted), they do so here. The spell remains prepared
 Large weapons deal 1D8+3 damage and uncast, and the caster’s round ends.
After spells are cancelled, spells still being cast are revealed
Some modifiers add additional weapon dice, meaning and are cast in spell level order, from the lowest level to the
that one or more dice of damage is added to a weapon’s base highest. For example, all spells of spell level 1 are cast first
damage. These additional dice are of the same type the simultaneously, then all spells of spell level 2, etc. Spells cast
weapon uses for its base damage (1D4, 1D6, or 1D8). simultaneously do not interrupt or otherwise affect each other.
Charging: A successful charge (see Movement Phase, p. Feats: For each instance of the Quickcast feat that they
29) adds 2D8 to the attack’s base damage. have, a mage treats their spells as being one level lower for
Helpless Targets: Attacks against helpless targets (see p. casting speed purposes (a level can drop to 0 or negatives).
28) always deal their maximum possible damage. Other feats raise a spell’s level, making the spell slower to cast.
Smite: A warrior using this style (see p. 6) doubles their Scrolls: Spells cast from scrolls are treated as two levels
base number of damage dice on that attack. higher for casting speed purposes (a level can rise past 6).

– 30 –
Chapter V: Encounters & Combat

MORALE CHECKS Pursuit


Monsters and NPCs (but not player characters) have a Morale If the enemy follows, pursuit checks are made. The GM rolls
threshold between 1 and 20, representing how likely they are 2D6 for each group of enemies with a different combat speed,
to fight or flee. The lower the threshold, the braver. while a player rolls 2D6 for their entire party.
Creatures with a Morale of 20 only fight if cornered and If the sides have different speeds, apply to the faster side(s)
always flee if able, while those with a Morale of 1 never retreat a +1 modifier per 5 feet of combat speed they are faster. A
unwillingly, but can be convinced to (if intelligent) and are still side also applies a –2 if lightly fatigued. If only some of the
susceptible to magical fear. A score of — means that the players’ party have modifiers, only those PCs apply them,
creatures ignore the Morale rules altogether, just like PCs. giving them a result different than the base group result.
The retreating side applies +2 for each of the following
When to Make Checks applicable scenarios: pursuer’s senses are hindered (e.g. by
For all others (except retainers, who use their own rules; see p. night, or heavy snowfall / rain / fog), fleeing in jungle / heavy
25), the GM makes a separate Morale check at the end of a woods. A side might also apply modifiers for being especially
round for each of the following that occurred that round: well or poorly adapted to / equipped for the terrain.
As an action, a retreating individual can drop food (iron
 Half or more of the side present at the battle’s start was rations are less effective than standard ones) or treasure to
incapacitated or killed perhaps apply a bonus to their side’s next roll, based on how
the pursuers view what (and how much) is dropped. Dropped
 The last of the side (or its only member) was reduced to
caltrops and fire oil also aid the retreating side unless the
1/4 or less of its full Hit Point total
pursuers are immune (+2 to the next roll; more if a large
amount is used and/or the pursuit path is narrow).
Mounts only count towards force totals if they are active
On a natural roll of 2, that side must deal with some sort of
combatants (e.g. worgs): horses and the like never count.
obstacle or encounter (checks required to avoid tripping, a
The GM should also apply checks if they feel a situation is
nearby bear angered by the noise, etc).
unusually trying for a group, such as if the group’s beloved (or
After each pursuit roll, missile attacks can be made (use a
iron-fisted) leader is killed, fire is brandished against those that
20-foot distance for range calculations) by those with available
fear it (e.g. most animals), they are surrounded, or their enemy
actions. Neither mapping nor spellcasting are possible.
displays unexpected/great power (especially if those facing it
Ending Pursuit: A side automatically wins if they either
cannot counter this power). Whether these situations call for
are six points of modifiers or more ahead of their opponent(s)
one-time checks or are made each round is up to the GM.
(all positive for one side, all negative for the other, or a mix of
Surprise: A group with a Morale threshold of 12 or higher
the two), or score a higher result than the other twice in a row.
that has any of its members killed during the surprise round
Pursuers that fail a morale check are removed from pursuit.
must make a Morale check (cumulative with any other checks).
If the pursuers catch the fleeing side, a new combat round
begins with the two sides locked in melee, positioning and so
Making the Check
on to be determined by the GM.
The GM rolls 1D20. The GM may apply situational modifiers
to the roll; all modifiers are cumulative unless noted.
If the result is lower than their Morale threshold, the check
is failed: the creature or side surrenders or attempts to flee, as
determined by the GM. If the result is equal to or higher than
their Morale threshold, the check is passed and the battle
continues. A roll of 20 is always a pass.
Fatigue: Light fatigue gives a group a –2 on Morale
checks; heavy fatigue or worse raises this penalty to –4.

ESCAPING AN ENCOUNTER
If a side has none of its members locked in melee (see p. 29),
that side can choose to try and escape the encounter. If it is the
players that try to escape, the GM decides if their enemies
pursue, taking into account their attitudes, goals, and—if
combat occurred—how badly hurt they were versus any
possible bloodlust or desire for vengeance (a Morale check by
the enemy can serve to measure this; passing it means pursuit).

– 31 –
S
pells are a shaping of the magical energies that suffuse The first step to using magic is to prepare the spells
the multiverse. A caster carefully plucks at the invisible desired. Regardless of how many spells the caster owns, there
strands of power, weaves them into a pattern, and then are limits to the number of spells they can prepare at any one
unleashes them to create the desired effect. time. This limit is per spell level, and is shown on the Mage
Countless thousands of spells have been crafted across the Spell Progression Table on p. 34. For example, the typical 5th
ages, and most are long forgotten. Some of these may yet lie level mage can have prepared up to six 1st level spells and
within ancient ruins, moldering spellbooks, crumbling scrolls, three 2nd level spells at any one time. The number of spells of
or the very minds of dead gods. Alternatively, they may a given level a caster can prepare is also referred to as their
someday be reinvented by one who has amassed enough number of spell slots at that level.
knowledge and craft to do so. Spells can only be prepared after a full eight hours of sleep
(and so a nighttime attack usually prevents a caster from
preparing spells the next day). After sleep, the caster picks and
chooses which of their spells occupy which of their slots. A
caster cannot have prepared more than two uses of the same
spell at any one time (altering a spell with a feat does not make
it a “different” spell). One uninterrupted hour of study of their
spellbook is then needed to prepare the spells chosen (no
matter how many). If the caster has any spell slots occupied
with previously prepared spells, and wants to replace them
with other spells, the caster can do so at that time. Otherwise, a
spell slot remains occupied until the spell in that slot is cast.
Unless modified via feats, spells of a given level can only
be placed in spell slots of that precise level (e.g. 5th-level spells
can only occupy 5th-level spell slots).
Campaign Matter: As an option, casters can be allowed
to prepare the same spell as many times as they have slots at
that spell level. The downside to this is that spellcasters can
readily become walking Fireball generators. A GM can ensure
that their adventure design penalizes such arcane tunnel vision,
but all the same, permitting this should be considered carefully.

CASTING A SPELL
A spellcaster must have a spell’s intended target within visual
range, whether the target is something specific or just the
centre of its area of effect. Ranged spells must obey the normal
rules on line of sight and blocked targets (see p. 28).
During a combat, a spellcaster can cast one spell a round
(even if in melee); they can take no other action that round.
The exact spell being cast must be stated during declarations
(see p. 27). Casting a spell cannot be done secretly, stealthily,
PREPARING SPELLS or disguised as another activity; the act of casting is blatant and
A caster’s spell library must be stored in a bulky spellbook (see obvious (unless certain feats are taken, see p. 10). If not
Spellbook, blank on p. 15). The spells within are always interrupted (see Casting Constraints, at right) or cancelled by
written in Arcana, the universal language of magic. All casters the caster, the spell is cast during the Magic Phase (see p. 30).
can automatically read Arcana as part of their training (per Cancelling a declared spell can only be done at the start of
Choose Languages on p. 8, a GM may have decided as a the Magic Phase (see p. 29). This keeps the spell prepared, but
Campaign Matter that even those who cannot cast spells can the caster still can’t take any other actions that round.
learn this language). Once a spell is cast (or interrupted), that spell slot becomes
empty.

– 32 –
Chapter VI: Spells & Magic

CASTING CONSTRAINTS To create a spellbook containing copies of known spells


To cast a spell, a caster must make obvious motions with their requires a base of 1 week and 100 sp, multiplied by the highest
arms, accompanied by intricate finger motions: this is the level of spells in the book (e.g. three weeks and 300 sp for all
somatic component. Casting also requires loud, clear speech: known spells of 1st through 3rd level, or four weeks and 400
this is the vocal component. sp for all known spells of 1st through 4th level, etc), plus the
As a result, by default spells cannot be cast if the caster is cost of the spellbook. No roll is required: success is automatic.
gagged or in the area of a Silence spell, is grappled, or if one Weeks can be broken up.
or both hands are bound or occupied (say, with a weapon or
torch). Some mage feats bypass these restrictions; see p. 10. PURCHASE
By default, spells cannot be cast if the caster is wearing any In some campaign settings, the GM may allow the purchase of
sort of armour. spells. Some mages jealously guard their arcane arsenals, but
In combat, a spellcaster must announce the exact spell at the other extreme may be found mage guilds whose
being cast when making declarations (see p. 27). Casters can collective knowledge is open to any who pass their often
take no other actions during a round they intend to cast a spell. onerous or strenuous membership requirements.
If, between declaring a spell and casting it, the caster is hit by There is no fixed cost to purchasing spells, but rarity or
an attack or the like (even if no damage is dealt), or fails a local conditions should ensure that not all spells of a given
saving throw, the spell is disrupted and fails. The spell is level cost the same (or are even available for sale at all). The
removed from the caster’s memory as if it had been cast. typical rate for a spell is three to five times the cost that would
Spells cannot be cast while being jostled, so casting from a be required to research it.
roughly moving beast or vehicle (e.g. a horse moving any
faster than a walk; a ship in stormy seas) is impossible.
Arcanists: Warriors with the Arcanist style (see p. 6) can
cast spells in any sort of armour, as well as if being jostled.
Battlemages: These can cast while wearing light armour.
Devices: Ranged spells and effects from magic items such
as staffs and wands ignore these casting constraints, instead
being fired in the Missile Phase like any other ranged weapon.

GAINING NEW SPELLS


Casters learn one random new spell each time they gain a
level, from a random school they have access to (plus another
spell if a specialist; see p. 7). If the caster has just gained access
to a new spell level, the spell or spells are from that level. The
following methods also can provide new spells.

COPYING
While you can always read spells found in another mage’s
spellbook, you cannot prepare them until you have bound
them to you by copying them to your own spellbook. Only
spells from schools the caster has access to can be copied. RESEARCH
To copy a spell takes a week, plus 100 sp per level of the Casters can research new spells. These can be variants of spells
spell. This is a Careful (Arc × 2) Task, rolled at the end of the the caster already knows—a Hard (Arc) Task—spells the caster
copying period; apply +2 if a specialist is copying a spell from has witnessed being cast—a Very Hard (Arc) Task—or spells
their specialist school. Copying failure also means that the spell the caster has only heard of—a Heroic (Arc) Task. Only spells
is permanently erased from the source scroll or spellbook. from schools the caster has access to can be researched, and
Scrolls (see p. 34) work as above, except that even a any given spell can only be attempted once per level.
successful copy check erases the scroll afterwards. Researching a new spell requires, on average and per level
Extra Copies: A caster’s known spells are permanently of the spell, 1D4 × 50 sp in materials and a week of work
bound to them. As such, while a caster can only prepare a spell (weeks can be broken up). However, the requirements can
for casting if they have their own spellbook to reference, their vary wildly, for magic is an art rather than a science. In
known spells can be copied down any number of times, even if particular, the components needed to research higher-level
they’ve lost their spellbook. spells may not be available for any amount of mere silver.

– 33 –
Chapter VI: Spells & Magic

SCROLLS THE SCHOOLS OF MAGIC


Spells can be bound to scrolls; each holds one spell. Holding it All spells belong to one of eight schools of magic. Each school
with both hands and reading from it aloud casts its spell. focuses on one specific method of implementing magic, and a
A spell on a scroll is not a prepared spell and can be cast caster can only learn spells from schools they have access to.
even if the caster does not own the spell or isn’t able to cast The schools are:
spells at that spell’s level. The caster must still have access to
the school the spell belongs to, however.  Abjuration: Spells protective in nature. These are
For the purposes of range and so on, a scroll spell is frequently wards against damage or hostile effects, such
treated as if the reader is casting it normally, unless they are as gas, poison, possession, and the like.
not a high enough level to do so, in which case the spell is cast
 Conjuration: Spells that summon creatures or objects.
as if by a caster of the minimum level the spell requires.
Exactly what can be summoned varies wildly, ranging
Scrolls are impermanent: successful or not, the process of
from a simple fog to extraplanar entities that serve your
casting or copying a spell from one wipes it clean.
every whim.
Crafting a scroll takes one week, plus 100 sp per level of its
spell. This is a Careful (Arc × 2) Task, secretly rolled by the  Divination: Spells that provide information. With
GM at the end of the week. On a roll of a 1, the GM rerolls: a divination, the location of hidden traps, chambers,
result of 1-10 means that a cursed scroll has been created. items, and creatures can be known, and fell secrets
Spells on scrolls can’t be modified through feats. unearthed.
 Enchantment: Spells that affect the minds of others.
MAGE SPELL PROGRESSION TABLE Enchantments bend life to your will—men, monsters,
and even plants—making them angry or ambivalent,
This shows the number of spells of a given spell level that a
docile or dependent.
mage can prepare per day (also known as their spell slots). If
the mage is a specialist, they add one to each level’s spell slot  Evocation: Spells that manipulate magical energy
total, but the extra spell must be from the school specialized in. itself. Most purely offensive spells belong to this
If a spell is modified through feats (see p. 10), that spell is school—Magic Missile, Fireball, Lightning Bolt—making
treated in all ways as a spell of the modified level. it nearly mandatory for any aspiring battle wizard.
 Illusion: Spells that deceive others. Imaginary sounds,
Mage Base Spells per Day at Spell Level smells, objects, creatures, and even entire environments
Level 1 2 3 4 5 6 are possible.
1 2  Necromancy: Spells that manipulate the energies of
2 3 life and death. As such, these cover both healing and
3 4 1 interactions with the dead (and undead).
4 5 2  Transmutation: Spells that alter the properties of a
5 6 3 creature, object, or environment. One can fly, breathe
6 6 4 1 underwater, or gain great strength, alter the size of an
7 6 5 1 object or creature, or transmute one type of material
8 6 6 2 into another. This school is also sometimes referred to
as Alteration.
9 6 6 2 1
10 6 6 3 1
At each spell level 1-5 there are three spells per school; at
11 6 6 3 2 level 6 there are two.
12 6 6 4 2 1 A caster gains access to a new school of magic of their
13 6 6 4 3 1 choice at every name level. When this occurs, the mage also
14 6 6 5 3 1 learns random spells belonging to that school: one at each spell
15 6 6 5 4 2 1 level they can cast. For example, a 10th-level mage chooses a
16 6 6 6 4 2 1 new school, plus one random spell belonging to that school at
each of the spell levels 1 through 4.
17 6 6 6 5 2 1
18 6 6 6 5 3 2
19 6 6 6 6 3 2
20 6 6 6 6 3 2

– 34 –
Chapter VI: Spells & Magic

– 35 –
Chapter VI: Spells & Magic

MASTER SPELL LIST

FIRST LEVEL SPELLS SECOND LEVEL SPELLS THIRD LEVEL SPELLS

1-3 1-3 1-3


D12 Roll Spell D12 Roll Spell D12 Roll Spell
1 Alarm 1 Arcane Lock 1 Black Tentacles
2 Blur 2 Bolster 2 Conjure Animals
3 Charm 3 Burning Hands 3 Cure Disease
4 Chill Touch 4 Cloak of the Void 4 Cure Serious Wounds
5 Command 5 Detect Invisibility 5 Dimensional Pocket
6 Cure Light Wounds 6 Detect Traps 6 Dispel Magic
7 Detect Magic 7 Enrage 7 Fear
8 Detect Portals & Passages 8 Filter 8 Fireball
9 Disguise 9 Grave Shroud 9 Gaseous Form
10 Endure Heat & Cold 10 Guide 10 Greater Disguise
11 Feather Fall 11 Gust of Wind 11 Greater Phantasm
12 Floating Disc 12 Hideous Laughter 12 Haste (R)

4-6 4-6 4-6


D12 Roll Spell D12 Roll Spell D12 Roll Spell
1 Fog 1 Invisibility 1 Hold Person
2 Grease 2 Mind Shield 2 Hypnotic Pattern
3 Knock 3 Mirror Image 3 Invisibility Sphere
4 Know Languages 4 Pacify 4 Lightning Bolt
5 Light (R) 5 Phantasm 5 Locate Object
6 Magic Missile 6 Phantom Steed 6 Overlook
7 Minor Illusion 7 Protection from Poison 7 Plant Growth
8 Nullify Poison 8 Ray of Fatigue 8 Protection from Aligned
9 Shield 9 Silence 9 Protection from Missiles
10 Sleep 10 Spider Climb 10 Tongues
11 Turn Undead 11 Water Breathing 11 Unflagging Endurance
12 Unseen Servant 12 Web 12 Wizard Eye

– 36 –
Chapter VI: Spells & Magic

FOURTH LEVEL SPELLS FIFTH LEVEL SPELLS SIXTH LEVEL SPELLS

1-3 1-3 1-3


D12 Roll Spell D12 Roll Spell D8 Roll Spell
1 Animate Dead 1 Awe 1 Antimagic Sphere
2 Banishment 2 Banish Aligned 2 Control Water
3 Blight 3 Blade Barrier 3 Control Weather
4 Clairvoyance 4 Circle of Death 4 Disintegrate
5 Confusion 5 Cloudkill 5 Doppelganger
6 Dimension Door 6 Contact Other Plane 6 Earthquake
7 Divination 7 Control Undead 7 Geas
8 Domination 8 Cure Critical Wounds 8 Glamer
9 Free Action 9 Elemental Wall
10 Hallucinatory Terrain 10 Enduring Illusion
11 Ice Storm 11 Fabricate
12 Know Weakness 12 Feeblemind

4-6 4-6 4-6


D12 Roll Spell D12 Roll Spell D8 Roll Spell
1 Phantasmal Killer 1 Find the Path 1 Hand of Doom
2 Polymorph 2 Fly 2 Illusory Kingdom
3 Programmed Illusion 3 Hold Monster 3 Invisible Stalker
4 Remove Curse 4 Invulnerability 4 Legend Lore
5 Sanctum 5 Mass Suggestion 5 Meteor Swarm
6 Speak with Dead 6 Recollection 6 Restoration
7 Stone to Flesh 7 Seeming 7 Scrye
8 Suggestion 8 Sensory Deprivation 8 Unbinding
9 Telekinesis 9 Shape Earth
10 Thunderclap 10 Teleport
11 Transmute Rock to Mud 11 True Seeing
12 Wingbind 12 Warding Sphere

– 37 –
Chapter VI: Spells & Magic

SPELLS BY SCHOOL

Abjuration Conjuration Divination Enchantment


Level Spell Level Spell Level Spell Level Spell
1 Alarm 1 Fog 1 Detect Magic 1 Charm
1 Endure Heat & Cold 1 Grease 1 Detect Portals & Passages 1 Command
1 Shield 1 Unseen Servant 1 Know Languages 1 Sleep
2 Filter 2 Gust of Wind 2 Detect Invisibility 2 Enrage
2 Mind Shield 2 Phantom Steed 2 Detect Traps 2 Hideous Laughter
2 Protection from Poison 2 Web 2 Guide 2 Pacify
3 Dispel Magic 3 Black Tentacles 3 Locate Object 3 Fear
3 Protection from Aligned 3 Conjure Animals 3 Tongues 3 Hypnotic Pattern
3 Protection from Missiles 3 Dimensional Pocket 3 Wizard Eye 3 Overlook
4 Free Action 4 Banishment 4 Clairvoyance 4 Confusion
4 Remove Curse 4 Dimension Door 4 Divination 4 Domination
4 Sanctum 4 Ice Storm 4 Know Weakness 4 Suggestion
5 Banish Aligned 5 Cloudkill 5 Contact Other Plane 5 Awe
5 Invulnerability 5 Elemental Wall 5 Find the Path 5 Feeblemind
5 Warding Sphere 5 Teleport 5 True Seeing 5 Mass Suggestion
6 Antimagic Sphere 6 Invisible Stalker 6 Legend Lore 6 Geas
6 Unbinding 6 Meteor Swarm 6 Scrye 6 Glamer

Evocation Illusion Necromancy Transmutation


Level Spell Level Spell Level Spell Level Spell
1 Floating Disc 1 Blur 1 Chill Touch 1 Feather Fall
1 Light (R) 1 Disguise 1 Cure Light Wounds 1 Knock
1 Magic Missile 1 Minor Illusion 1 Turn Undead 1 Nullify Poison
2 Arcane Lock 2 Invisibility 2 Cloak of the Void 2 Bolster
2 Burning Hands 2 Mirror Image 2 Grave Shroud 2 Spider Climb
2 Silence 2 Phantasm 2 Ray of Fatigue 2 Water Breathing
3 Fireball 3 Greater Disguise 3 Cure Disease 3 Gaseous Form
3 Hold Person 3 Greater Phantasm 3 Cure Serious Wounds 3 Haste (R)
3 Lightning Bolt 3 Invisibility Sphere 3 Unflagging Endurance 3 Plant Growth
4 Telekinesis 4 Hallucinatory Terrain 4 Animate Dead 4 Polymorph
4 Thunderclap 4 Phantasmal Killer 4 Blight 4 Stone to Flesh
4 Wingbind 4 Programmed Illusion 4 Speak with Dead 4 Transmute Rock to Mud
5 Blade Barrier 5 Enduring Illusion 5 Circle of Death 5 Fabricate
5 Hold Monster 5 Seeming 5 Control Undead 5 Fly
5 Recollection 5 Sensory Deprivation 5 Cure Critical Wounds 5 Shape Earth
6 Disintegrate 6 Doppelganger 6 Hand of Doom 6 Control Water
6 Earthquake 6 Illusory Kingdom 6 Restoration 6 Control Weather

(R) Reversible spell. See that spell’s entry for details.

– 38 –
Chapter VI: Spells & Magic

SPELL DETAILS AREA OF EFFECT


Each spell has a spell level, range, and duration, as well as The caster selects a point within range where their spell
additional information given in its description. originates, to centre the area of effect, but cannot control what
a spell affects within that area unless the spell states otherwise.
If using a grid map, a spell’s point of origin must be at a grid-
LEVEL
line intersection, not a square (see example image on p. 28).
This is the spell level, not the level required to cast it.
The area of effect listed for spells (AoE) has two values.
The first is radius. The second is the equivalent in 5-foot
RANGE squares, if using a grid map to track battles. The latter can lead
Range is the maximum distance of the spell’s target, not its to counterintuitive results (e.g. square fireballs), but is an ease-
area of effect (though sometimes these are the same). Ranged of-use abstraction to avoid annoyances with diagonals.
spells must obey the normal rules on line of sight and blocked
targets (see p. 28), but do not suffer range modifiers. CUMULATIVE SPELL EFFECTS
Spells typically have one of five ranges:
Spells can be combined with the effects of magic items or other
sources. However, regardless of the source, the same ability
 Self: The spell can only target the caster. However, if
cannot be stacked on a single target unless specified otherwise.
the range is “Self” followed by an area, the effect emits
For instance, a character cannot cast two Shield spells on one
from the caster and covers the area specified.
target for a cumulative effect (or one Shield spell plus one
 Touch: The spell requires that the caster touch the Shield effect from a magical item, etc).
target creature or object to affect it. The target can be
the caster, in which case the “touch” is automatic. A REVERSIBLE SPELLS
normal attack roll is required if the target is hostile. Some spells are reversible: this will be noted in the spell’s title
 Short: The spell reaches up to 40 feet. This range and description. When one gains a reversible spell they always
increases by 5 feet for every two caster levels. learn both forms; each form is only considered a different spell
for the purposes of preparing spells. For example, Haste and
 Medium: Up to 100 feet, plus 10 feet per two caster Slow would occupy separate spell slots (and each could be
levels. prepared up to twice).
 Long: Up to 400 feet, plus 20 feet per two caster levels.
SAVING THROWS
DURATION Spells that allow saving throws have this noted at the start of
This is the amount of time the spell is in effect. A caster can the spell description. In this case, if the spell does damage then
dispel their own non-Instant spell effect at will, as a free action. a successful save reduces the damage to that subject by half
(round normally); for all other spells a save nullifies the effect
 Instant: The spell effect comes and goes the moment on that subject unless stated otherwise.
the spell is cast, though the consequences (such as
damage) might be long-lasting. Saving Throws & Illusions
Illusions only affect intelligent creatures. A creature is not
 Timed: Unless dispelled by the caster, the spell lasts granted a save to recognize an illusion unless they carefully
until its listed time has passed. If a spell’s duration is study it, directly interact with it (a touch or attack usually
variable, the duration is rolled secretly by the GM (i.e. counts), or make a deliberate effort to disbelieve it (this
the caster doesn’t know how long their spell will last). requires a reason for suspicion, or an action if in combat). A
 Concentration: The spell requires that the caster save is granted once a round under such circumstances. As
concentrates on it. This prevents the casting of another with Perception checks, these are made in secret by the GM.
spell, but movement and other actions are still allowed. A failed saving throw does not dictate one’s actions; it only
Anything that would interrupt a spell’s casting also means that the creature believes in the reality communicated
breaks a caster’s concentration while maintaining one, by the illusion. This does not make it in any way real. For
thus ending the spell. However, sometimes a spell will example, a creature might choose to cross an illusory bridge if
last a short time after concentration ceases. they fail their save, and if so would of course fall through it.
Passing a save against an illusion does not banish it, but
 Permanent: Unless dispelled by the caster, the effect is
reveals it to be false (for that person only). Any who know an
permanent. The effect may still be vulnerable to Dispel
illusion to be false can use an action to try and convince others
Magic or other means of destruction; if so, this will be
of this fact; those told can reroll their next failed save against
specified in the spell description.
that illusion.

– 39 –
Chapter VI: Spells & Magic
SPELLS BY LEVEL

FIRST LEVEL SPELLS


Alarm Detect Portals & Passages
Abjuration (R: Short, D: 1 day) Divination (R: Short, D: 10 minutes)
AoE: Up to 120 ft. Whenever a creature of size level Small and AoE: Up to 120 ft. All hidden doors, compartments, and
up touches or enters the warded area, a mental alarm goes off. passages within range glow softly. Obstructions over these may
It has a 1-mile range, and automatically wakes the caster. The obscure the glow.
caster can designate creatures that won’t set off the alarm.
If awoken by the alarm, the caster (only) can return to Disguise
sleep within 20 minutes; this does not count as having their Illusion (R: Short, D: 1 hour)
rest interrupted for spell preparation purposes. Save: Very Hard (Per). The subject’s appearance—including
all personal items—is altered. Height can be altered up to 1 ft
Blur shorter or taller, and weight can be altered to a similar degree
Illusion (R: Self, D: 1 hour) along with it. The same basic limb arrangement must be kept.
The caster’s form appears to constantly shift and waver.
Attacks that rely on sight must reroll hits scored on the caster. Endure Heat & Cold
Abjuration (R: Touch, D: 12 hours)
Charm The subject is immune to environmental temperature effects
Enchantment (R: Short, D: 1 day) within most natural bounds (more extreme manifestations like
Save: Hard (Will). This makes one living humanoid of Medium being caught in an avalanche or magma flow are not stopped).
size or smaller see the caster as a trusted friend. The caster can This does not protect against fire- and cold-based attacks.
give the subject orders, language permitting. The subject will
not knowingly endanger its life beyond reason, and orders not Feather Fall
befitting a friend will be ignored and will grant an extra save. Transmutation (R: Medium, D: 10 minutes)
At 10th level, the caster can affect any one living creature, Up to five falling creatures within range have their rate of
language permitting, of up to Large size. descent slow to 60 ft per round (in the Movement Phase). A
subject that lands before the spell ends takes no falling damage
Chill Touch and can land on its feet, and the spell ends for that creature.
Necromancy (R: Short, D: 1 minute)
Save: Hard (Arc). This spell deals 1D6+2 damage. If the target Floating Disc
is living, it cannot be healed for the spell’s duration; undead Evocation (R: Self, D: 4 hours)
creatures instead must reroll any hits scored against the caster. This spell creates a circular, horizontal disc in an empty space
within 5 ft of its caster. The disc is 3 ft in diameter and 1 inch
Command thick, and floats 3 ft above the surface beneath it. It can
Enchantment (R: Medium, D: 1 round) support up to 500 pounds (approximately 20 item points). The
Save: Very Hard (Will). The caster issues a one-word disc follows 5 ft behind its caster. It cannot be ridden by the
command to the target, which it must obey on its next set of caster, and cannot cross abrupt elevation changes of over 10 ft.
actions. The command must be unequivocal, and something
the target can accomplish (e.g. back, halt, flee, fall, approach, Fog
kneel, dance; “die” or “suicide” do not qualify). Conjuration (R: Medium, D: 10 minutes)
AoE: Up to 40 ft / 16 × 16. The caster summons a wall of
Cure Light Wounds blinding fog. A wind of at least 10 miles per hour disperses it.
Necromancy (R: Touch, D: Instant)
This spell heals the subject of 1D6+2 damage. Add 1D6 for Grease
each name level the subject has. Conjuration (R: Medium, D: 10 minutes)
Save: Hard (Dex). AoE: Up to 40 ft / 16 × 16. Slick grease
Detect Magic covers the ground. The greased area becomes difficult terrain.
Divination (R: Self, D: 10 minutes) When the grease appears, each creature standing in it must
AoE: Up to 60 ft. All magical emanations glow softly. Any make a save or fall prone. A creature that enters the greased
caster knows the magic’s strength (faint, moderate, strong, area or ends its round there must do the same. The grease will
overwhelming) and the school(s) associated with that magic. not burst into flame, instead smoking like lamp oil.

– 40 –
Chapter VI: Spells & Magic

FIRST LEVEL SPELLS


Knock Shield
Transmutation (R: Short, D: Instant) Abjuration (R: Self, D: 10 minutes)
The spell opens a conventionally stuck, barred, or locked door. This spell invisibly wards the caster, providing +5 AC and
It can also open locked or trick-opening boxes, panels or negating any Magic Missiles cast at them.
chests, and loosen welds, shackles or chains, but has no effect
on magic wards and seals. A loud knocking sound is created Sleep
when the spell is cast: the party counts as noisy (see p. 23). Enchantment (R: Medium, D: 10 minutes)
Save: Hard (Will × 2). AoE: 30 ft / 12 × 12. This spell places
Know Languages its targets into a comatose slumber. It affects 2D6 Hit Dice
Divination (R: Touch, D: 1 hour) worth of living creatures. Creatures with the fewest HD are
AoE: Up to 40 ft / 16 × 16. Up to five creatures can affected first, and only creatures with 4 HD or less are affected.
comprehend (but not communicate using) otherwise unknown Spending a round slapping and shaking a victim gives them an
text or speech. References are not explained, nor are codes or extra saving throw; noise does not.
ciphers broken. This does not allow one to understand more
esoteric communication methods, such as pheromones. Turn Undead
Necromancy (R: Self, D: 1D6 × 10 minutes)
Light (R) Save: None. AoE: 50 ft / 20 × 20. Note that the duration of
Evocation (R: Medium, D: 12 hours) this spell is rolled in secret by the GM. When the spell is cast,
AoE: Up to 40 ft / 16 × 16. This spell illuminates the chosen the caster rolls 2D6 and adds their level to the result. A number
area as if by torchlight. of Hit Dice of undead equal to the result are turned: they will
The reverse of this spell, Darkness, creates darkness that flee out of range to the best of their ability for the duration of
completely blocks all light and vision in its chosen area the spell. If they cannot escape out of range, they will cower at
(including infravision) within or through it. as far a distance from the caster as possible.
Either spell can be cast on a movable object and carried. If Creatures with 3 or more Hit Dice than the caster has
the area of effect of one type comes into contact with the levels are immune to that caster’s spell. Surplus Hit Dice are
other, one dispels the other: roll randomly to see which. lost (so if the result indicates that 7 Hit Dice are turned, and
there are four undead of 2 Hit Dice each, then only three
Magic Missile undead are turned). If there are undead of multiple Hit Dice
Evocation (R: Short, D: Instant) values in range, the roll is applied to all types; lower Hit Dice
Save: None. A bolt of magical energy automatically strikes the undead are turned first.
target for 1D6+1 points of damage. For every two levels of If the caster’s level is 5 or more than the Hit Dice of any
caster experience past the 1st, an additional missile strikes the undead that are affected, those undead are destroyed instead
target (maximum of five missiles at 9th level or higher). If of just turned.
something can be seen, it can be targeted, even if it is locked in Attacking a turned undead creature negates the effects of
melee or normal missile attack line of sight is blocked. the spell upon that creature.

Minor Illusion Unseen Servant


Illusion (R: Medium, D: 1 hour) Conjuration (R: Short, D: 2 hours)
Save: Hard (Per). This spell creates an illusionary sound, scent, The spell summons an invisible minor spirit that serves
or image. If a sound, its volume can range from a whisper to a tirelessly and fearlessly without question. It moves as a normal
scream, and vary in pitch and tempo as desired. If an image, it PC, but is unaffected by terrain. It can carry only light-weight
is silent and immobile, and no larger than a 5-ft (2 × 2) cube. items—1 point of encumbrance. It can open normal doors,
drawers, lids, etc, but no greater feats of strength. The servant
Nullify Poison cannot fight, or even block spaces, provide cover, or lock
Transmutation (R: Short, D: Instant) opponents in melee. It can be magically dispelled, banished by
AoE: Up to 10 ft / 4 × 4. This spell renders select poisons anything that banishes spirits, or eliminated after taking 4
harmless. It only affects non-magical poison artificially added points of magical damage.
to something (e.g. poisoned needles; coated blades; poison in
food, vials, or gas capsules): poison produced and employed
by living creatures in their natural fashion is unaffected.

– 41 –
Chapter VI: Spells & Magic

SECOND LEVEL SPELLS


Arcane Lock Filter
Evocation (R: Touch, D: 1 day) Abjuration (R: Touch, D: 4 hours)
This spell bars the opening mechanism of a door, chest, or The subject is immune to all airborne contaminants (gas,
similar object with magical force. The caster can freely pass smoke, spores, disease, etc), even magically created ones. The
their own lock without affecting it. Otherwise, the target can be exception is if the caster is attacked by a gaseous breath
opened only by breaking it down or with a successful Dispel weapon from a creature of 8 HD or more; in this case the spell
Magic spell. reduces the effects by half (round normally), before any save.

Bolster Grave Shroud


Transmutation (R: Short, D: 12 hours) Necromancy (R: Touch, D: 30 minutes)
This spell magically enhances an ability score of the caster’s Undead creatures perceive the subject as undead. Mindless
choice, with the exception of Arcana. Tasks related to the undead thus ignore the subject, while intelligent undead do not
chosen ability score are one difficulty level lower. instinctively know the subject to be alive, but will likely wonder
at the subject’s appearance or actions. If a subject attacks an
Burning Hands undead creature, the spell ends for them. This spell affects a
Evocation (R: Self—30 ft × 10 ft line, D: Instant) number of subjects equal to the caster’s level.
Save: Hard (Arc). A burst of flame erupts from the caster
hands. All those in the area of effect take 2D6 damage, plus Guide
1D6 for every two levels of the caster beyond the second (e.g. Divination (R: Self, D: 12 hours)
3D6 at level 4, 4D6 at level 6, etc; maximum 10D6). This sets The caster gains a supernatural knowledge of the paths and
combustible materials alight. perils of their surroundings while travelling overland. The
caster may choose to apply a +1 bonus that day to either their
Cloak of the Void party’s navigation checks, or their party’s overland random
Necromancy (R: Self, D: 10 minutes) encounter checks.
The caster is wreathed in black flames of negative energy. Any
living creature touching the caster with its body or handheld Gust of Wind
weapons takes 1D6 points of damage, +1 point per two caster Conjuration (R: Self—60 ft × 10 ft line, D: 1 minute)
levels. However, undead striking the caster are healed for the A line of strong wind blasts from the caster in the direction
same amount. faced. Unless appropriately braced, any creature that starts its
round in the line must roll equal to or under its Strength on
Detect Invisibility 1D20 or be pushed 5 ft away for each point that they failed the
Divination (R: Self, D: 10 minutes) roll by; apply an addition –5 roll modifier if the creature is
The caster can see any objects or beings that are invisible, flying. Regardless, any creature in the line must spend 2 ft of
ethereal, or astral as if they were normally visible. movement for every 1 ft it moves within the line.
The gust disperses Fog and Cloudkill spells, gas, vapour,
Detect Traps and the like, and extinguishes small open flames (like torches)
Divination (R: Short, D: 10 minutes) in the area. Protected flames such as lanterns have a 50%
AoE: Up to 120 ft. All traps within range glow softly. The spell chance to be extinguished. The caster can change the direction
does not detect natural hazards such as a weakness in a floor, the line travels as an action during their round.
an unstable ceiling, etc, and the glow can be obscured by
obstructions (e.g. a trapped door hidden behind a bookshelf). Hideous Laughter
Enchantment (R: Short, D: Concentration—1 minute)
Enrage Save: Hard (Will). The subject breaks into fits of laughter and
Enchantment (R: Short, D: 1 minute) falls prone. This does not make the creature a helpless target
Save: Hard (Will). The subject flies into a berserker rage. It (see p. 28), but they are otherwise unable to act. At the end of
always attacks the creature closest to it, friend or foe, and will each of its rounds, and each time it takes damage, the target
fight as offensively as possible, though it will not throw itself can make another save. Unintelligent creatures are not
over a cliff or the like in order to reach an opponent. affected.

– 42 –
Chapter VI: Spells & Magic

SECOND LEVEL SPELLS


Invisibility Protection from Poison
Illusion (R: Medium, D: Concentration—10 minutes) Abjuration (R: Touch, D: 1 hour)
One creature or object of up to Medium size vanishes from All poisons afflicting the subject are removed, and the subject
sight. An invisible creature can see itself. Any light source cannot be poisoned for the spell’s duration. If cast on a subject
carried is still visible, and dropped personal items become who has failed a lethal poison save within a turn of their being
visible. The spell ends if the subject attacks a creature, though poisoned, the poison is neutralized and the subject lives.
surprise (see p. 26) is very likely to be achieved first.
Ray of Fatigue
Mind Shield Necromancy (R: Short, D: 10 minutes)
Abjuration (R: Touch, D: 4 hours) Save: Hard (Arc). The subject becomes heavily fatigued (see
The subject cannot be detected by mental scans or have their Fatigue, p. 20). This has no effect if the target is already this
mind read, and the difficulty of their Will-based saves is fatigued or worse, or does not tire (undead, constructs, etc).
lowered by one level. However, in terms of telepathy, the
subject can neither communicate nor be communicated with. Silence
Evocation (R: Short, D: Concentration—10 minutes)
Mirror Image AoE: Up to 30 ft / 12 × 12. This spell creates a void of pure
Illusion (R: Self, D: 10 minutes) silence in which no sound can be created or pass through.
1D6 illusory duplicates of the caster appear. On a successful Anything inside the sphere is immune to sonic attacks, and
attack against the caster, roll to see if the caster or an image is creatures inside it are deafened. Casting a spell that includes a
struck; any hit on an image causes it to disappear. verbal component is impossible there.

Pacify Spider Climb


Enchantment (R: Medium, D: 30 minutes) Transmutation (R: Short, D: Concentration—10 minutes)
Save: Hard (Will). AoE: Up to 30 ft / 12 × 12. This spell calms So long as its hands are free, a subject can climb and travel on
1D6 living creatures, ending any arguments, combats, or vertical surfaces or even traverse ceilings, with a combat speed
inclinations to them. This does not create friendly feelings, of 20 ft per round. Climbing checks are not required for this,
however. Creatures with the fewest HD are affected first. but if one is somehow forced, the difficulty is one level lower
A pacified creature that takes damage or is attacked breaks than normal. Any Dexterity modifiers to AC still apply to the
free of the spell automatically. subject.

Phantasm Water Breathing


Illusion (R: Medium, D: Concentration—10 minutes) Transmutation (R: Short, D: 1 day)
Save: Very Hard (Per). This spell creates the visual illusion of Up to one subject per caster level can breathe water freely.
an object, creature, or force of up to Large size. The illusion
can have auditory components. The caster can move the Web
image within the spell’s range. Conjuration (R: Short, D: 10 minutes)
The illusion has an AC of 10, and disappears if struck; it Save: Hard (Str). This spell creates a barrier of strong, sticky
fights with the same base attack bonus as the caster. Any strands trapping any that touch it or are caught in the area
“damage” dealt by it is believed to be real, but vanishes when when it is cast (up to 10 ft × 10 ft, 5 ft thick). To be cast, the
the spell expires or the illusion is disbelieved. A creature Web must be able to be anchored to solid, opposed points. A
reduced to 0 HP in this way passes out for 1D6+2 rounds, stuck creature can make one save per turn to break free. The
then recovers with any phantasmal damage removed. strands are flammable, a 5-ft square burning per round.

Phantom Steed
Conjuration (R: Short, D: 12 hours)
A ghostly draft or riding horse (caster’s choice) instantly
appears which serves the caster willingly and well. It behaves
as a normal horse, except that it cannot tire or be frightened
and does not need food or water.

– 43 –
Chapter VI: Spells & Magic

THIRD LEVEL SPELLS


Black Tentacles Fireball
Conjuration (R: Medium, D: 10 minutes) Evocation (R: Medium, D: Instant)
Save: Hard (Dex). AoE: 20 ft / 8 × 8. Squirming ebony Save: Hard (Arc). AoE: 20 ft / 8 × 8. A burst of flame deals
tentacles erupt from the ground. The area becomes difficult 1D6 fire damage per caster level, to a maximum of 10D6.
terrain. A creature size Large or less that starts its round in or Combustibles in the area of effect are set alight.
enters the area must save or take 3D6 crushing damage and be
unable to move from the spot. Those restrained can make a Gaseous Form
save at the start of each round to free themselves; failure Transmutation (R: Touch, D: 1 hour)
means the crushing damage is dealt again. This spell transforms a willing creature and its possessions into
a misty cloud of its original size. The subject flies with a combat
Conjure Animals speed of 10, though wind will propel it at the wind’s speed.
Conjuration (R: Short, D: 1 hour) The subject can enter any space that is not airtight.
This spell calls local wild animal spirits of the caster’s choice, While gaseous, the subject cannot talk, manipulate objects,
which manifest as flesh-and-blood examples of those creatures. attack, or cast spells, and can only be harmed by magic. The
Hit Dice equal to twice the caster’s level are summoned, in any subject remains hovering in the air even when stunned or
combination desired. No single creature can be above 10 Hit otherwise incapacitated. The spell ends if the subject drops to 0
Dice; none can be intelligent or magical. or fewer Hit Points.
The creatures serve without question, but if abused by the
caster the spirits will refuse future calls. Greater Disguise
Illusion (R: Long, D: Concentration—2 hours)
Cure Disease Save: Very Hard (Per). The appearance of up to one subject
Necromancy (R: Short, D: Permanent) per two caster levels—including all items on their person—is
This spell instantly cures the subject of all diseases, including altered. Height can be altered up to one full size category
mummy rot, green slime infection, and lycanthropy. shorter or taller, and weight can be altered to a similar degree
along with it. The same basic limb arrangement must be kept.
Cure Serious Wounds If the caster only disguises one subject, the concentration
Necromancy (R: Touch, D: Instant) requirement is ignored.
This spell heals the subject of 2D6+2 damage. Add 2D6 for
each name level the subject has. Greater Phantasm
Illusion (R: Long, D: Concentration—1 hour)
Dimensional Pocket Save: Very Hard (Per). This spell creates the visual illusion of
Conjuration (R: Short, D: 2 hours) an object, creature, or force. The maximum size is Medium,
This spell causes a glowing door to an empty extradimensional increasing by one size category per caster’s name level past 5.
chamber. When its door is closed, anything inside is hidden, The illusion may have auditory, olfactory and temperature
even from magic. The room holds up to six Medium creatures. components, and can be moved within the spell’s range. The
Anything inside is expelled when the spell ends. illusion fights in the same fashion as a 2nd-level Phantasm, but
has an AC of 18.
Dispel Magic
Abjuration (R: Short, D: Instant) Haste (R)
This spell can end ongoing, non-permanent spells cast on a Transmutation (R: Medium, D: 10 minutes)
creature, object, or area. Each caster involved makes a dispel Save: Hard (Arc). All targets gain a +3 initiative bonus and the
check: roll 1D6 + caster level, with the higher result winning benefits of the Dash combat stance; their combat speed
(ties go to the dispeller). Magic items cannot be affected. doubles. The reverse, Slow, instead grants a –3 initiative
penalty and forces subjects to attack or act last in combat; their
Fear combat speed is halved. One of these spells can negate its
Enchantment (R: Medium, D: 1 minute) reverse; such a use has no other effect. Up to one subject per
Save: Very Hard (Will). AoE: 30 ft / 12 × 12. Creatures that caster level is affected.
fail their save drop anything held and flee from the caster by In both cases, a target’s number of actions is not affected.
the quickest safe route; if cornered, they cower. Targets must
be capable of feeling fear (even instinctually) to be affected.

– 44 –
Chapter VI: Spells & Magic

THIRD LEVEL SPELLS


Hold Person Plant Growth
Evocation (R: Medium, D: 1 minute) Transmutation (R: Long, D: 1 day)
Save: Special (Arc). One or more Medium or smaller creatures AoE: Up to 50 ft / 20 × 20. This spell causes normal
are bound in place and become helpless targets (see p. 28). vegetation to thicken and grow. Within the area of effect,
The caster can opt for a single target (Very Hard save), or combat speed drops to 5 for creatures up to Medium size (10
choose up to four (separate Hard saves). for creatures Large and greater). Line of sight drops to 10 ft;
anything in sight in the growth has heavy cover. The area must
Hypnotic Pattern already have at least living brush in it for this spell to function.
Enchantment (R: Short, D: 10 minutes)
Save: Hard (Will). AoE: 30 ft / 12 × 12. A twisting pattern of Protection from Aligned
colours is created. On a failed save, intelligent enemies viewing Abjuration (R: Short, D: 4 hours)
this can no longer act: they do not move and become helpless AoE: 30 ft / 12 × 12. This spell wards all creatures in its area
targets (see p. 28). The spell ends for an affected creature if it of effect. Supernatural creatures of one alignment cannot
takes any damage or if a creature uses an action to physically charm, frighten, or possess the warded creatures, and must
shake a subject out of its stupor. reroll any hits scored against them. Once warded, creatures do
not have to remain in the area to benefit.
Invisibility Sphere
Illusion (R: Short, D: Concentration—30 minutes) Protection from Missiles
AoE: 15 ft / 6 × 6. One focus creature becomes the centre for Abjuration (R: Touch, D: 1 hour)
the sphere: it and any creature in the area of effect vanish from The subject cannot be damaged by normal missile attacks;
the sight of creatures outside the sphere. The sphere moves these will only break a caster’s concentration if they hit on a
with the focus creature. Invisibility ends for anything that natural 20. Magic or non-personal scale missiles (such as from
leaves the sphere or makes any attacks. Anyone entering the a giant or a catapult) affect the subject as usual.
sphere after the spell has been cast does not become invisible.
Tongues
Lightning Bolt Divination (R: Touch, D: 4 hours)
Evocation (R: Medium, D: Instant) AoE: Up to 40 ft / 16 × 16. Up to one subject per caster level
Save: Hard (Arc). This bolt deals 1D6 electrical damage per can understand and speak with almost all living beings. This
caster level to everything in its area of effect (80 ft long, 5 ft includes animals, but not plants. Intelligent creatures fall under
wide; double this in water), to a maximum of 10D6. no compulsion. Most other creatures will provide information
about nearby locations, including what they know of the past
Locate Object day. Animals may be convinced to perform a small favour.
Divination (R: Self, D: 30 minutes)
The caster senses the direction of an object. The caster can Unflagging Endurance
search for a general item category well known to them, such as Necromancy (R: Touch, D: 12 hours)
“sword”, “jewel”, or “stairway”, in which case the nearest one Up to one subject per caster level becomes virtually immune to
(if any) within range is located. Attempting to find a specific the effects of exhaustion. The subjects can force-march that
item requires an accurate mental image of that precise item. day with no ill effect. The difficulty level of their saves against
There is no range limit as long as the object is on this plane, fatigue, weakness, or enfeeblement effects is one level lower,
but distance is only indicated in vague terms (close, far, etc). as well as Constitution-based saves and checks in general (not
including checks to see if a PC dies).
Overlook
Enchantment (R: Self, D: 1 hour) Wizard Eye
Save: Moderate (Will). Any intelligent creature wishing to Divination (R: Short, D: Concentration—1 hour)
directly attack the caster must first make a save: failure means The caster creates an invisible, magical eye through which they
that they switch their attention to the next logical enemy target can see, even in darkness. The eye can travel up to 240 ft from
instead. A save must be made each time an attack is intended. the caster, at a rate of 120 ft per turn, and can pass through
If there are no other valid targets, this spell does not affect that gaps about the size of a mouse-hole. If a caster moves, it
creature. cannot move the eye that same turn / round.

– 45 –
Chapter VI: Spells & Magic

FOURTH LEVEL SPELLS


Animate Dead Dimension Door
Necromancy (R: Short, D: 1 day) Conjuration (R: Touch, D: Instant)
This spell turns the bones or bodies of dead creatures into This spell transfers the subject to another spot up to 180 ft
undead skeletons or zombies that follow the caster’s spoken distant. The target location can be known, or the caster can
commands. The maximum Hit Dice that can be animated and just state a direction and distance. The subject arrives on a safe
controlled at any one time is equal to the caster’s level. and stable surface as close as possible to the target; this may
The dead are animated until destroyed, a Dispel Magic be the starting point.
spell is cast upon them, or the duration expires. The caster can
make the duration permanent by spending 100 sp per Hit Die Divination
of the creature(s) animated when the spell is cast. Divination (R: Self, D: Instant)
This spell places the caster in contact with a planar power. The
Banishment caster may ask one question concerning a specific goal or
Conjuration (R: Medium, D: 1 minute) event to occur within seven days. The reply might be short or
Save: Hard. This spell banishes one creature to another plane cryptic, but will be truthful. However, the future is as yet
of existence. unwritten and so events may render the reply inaccurate.
If the subject is native to the plane of existence the caster is
on, the subject is sent to a harmless demiplane. It remains Domination
there until the spell ends, then reappears in the nearest Enchantment (R: Medium, D: 1 hour)
unoccupied space to its point of banishment. Save: Hard (Will). A dominated subject is aware of what is
If the subject is native to a different plane of existence than happening, but is powerless to resist the caster. Commands
the one the caster is on, the subject is banished to its home can be given verbally or mentally, as a free action, as long as
plane and must find another way to return. the subject is within range. The subject can be forced to use
their powers and abilities, assuming the caster knows about
Blight them (a victim’s secrets are not automatically revealed).
Necromancy (R: Medium, D: Instant) If the victim is ordered to do something they would find
Save: Hard (Arc). The subject, which must be living, takes 8D6 abhorrent, they are first granted another saving throw.
necrotic damage. If the caster targets a plant creature or a
magical plant, the target’s saving throw is Very Hard instead, Free Action
and the spell deals double damage. If a non-magical plant that Abjuration (R: Touch, D: 1 hour)
isn’t a creature is targeted, such as a tree or shrub, it simply The subject’s movement is not slowed by difficult terrain or
withers and dies without a save. restrained by spells (such as Hold Person) or other special
effects. The subject automatically escapes all non-magical
Clairvoyance restraints, including being grappled. Finally, being in or
Divination (R: Self, D: 10 minutes) underwater imposes no movement or Dex penalties (though
This spell enables the caster to concentrate upon a familiar this does not allow one to breathe water).
locale, no matter how far away, to see and hear as if the caster
were there. Lead blocks this effect; the caster knows that this Hallucinatory Terrain
has occurred. Illusion (R: Long, D: 1 day)
Save: Very Hard (Per). AoE: Up to 200 ft. The caster makes
Confusion natural terrain look, sound, and smell like some other natural
Enchantment (R: Medium, D: 10 minutes) terrain. Creatures in the area are not changed.
Save: Hard (Will). This spell causes creatures to behave
unpredictably. It affects 1D6 HD worth of enemy creatures per Ice Storm
caster level (up to 15D6). Roll 1D6 to determine the affected Conjuration (R: Long, D: Instant)
group’s actions each round: 1-2 act normally, 3-4 do nothing, Save: None. AoE: 30 ft / 12 × 12. This spell causes hailstones
5-6 attack friends. Only creatures with 8 HD or less are to pound down, dealing 6D6 points of damage. The damage is
affected; creatures with the fewest HD are affected first. half impact and half cold.

– 46 –
Chapter VI: Spells & Magic

FOURTH LEVEL SPELLS


Know Weakness Speak with Dead
Divination (R: Short, D: Instant) Necromancy (R: Touch, D: 10 minutes)
The caster learns any special weaknesses and resistances The caster can ask a corpse one question. Its spirit must answer
currently active on the target. This includes anything that and will be understood, but knows only what it knew in life. If
causes the target more than the normal amount of damage, the spirit recognizes the caster as hostile to its agenda when it
any effects that reduce or negate damage, and immunities to still lived, it will answer the question as literally as it can. A
particular attacks. corpse can only be the target of this spell once per fortnight.

Phantasmal Killer Stone to Flesh


Illusion (R: Short, D: 1 minute) Transmutation (R: Short, D: Instant)
Save: Hard (Per). This spell creates an illusory manifestation of This spell restores one petrified creature to its normal state.
the target’s deepest fears (Intelligence of at least Low required). The spell can also convert stone into an inert fleshy substance:
If the target fails its save, it takes 6D6 damage. At the end of a mass up to 12 ft long and 3 ft in diameter.
each round, the target must make another save or take a
further 6D6 damage. On a successful save, the spell ends. Suggestion
Enchantment (R: Short, D: 12 hours)
Polymorph Save: Very Hard (Will). This spell makes one living creature
Transmutation (R: Self, D: Concentration—1 hour) follow a single suggested course of action (language permitting,
The caster changes into another creature (max. 8 HD; cannot and limited to a sentence or two), so long as the caster can
be undead or extraplanar) up to one size level larger or two phrase it to sound reasonable—even if it isn’t.
levels smaller. The caster gains the creature’s basic movement
abilities (i.e. not teleport, etc), appearance, and manner of Telekinesis
breathing, but no other abilities. The caster can change their Evocation (R: Long, D: Concentration—1 hour)
form as often as desired for the duration; each change takes 1 The caster can move objects or creatures. An object up to 60
round, during which the caster is a helpless target (see p. 28). pounds can be moved 60 ft per round, 120 pounds up to 30 ft,
and 250 pounds up to 15 ft (e.g., a large man in full plate
Programmed Illusion armour). A battering attack knocks targets Medium-sized or
Illusion (R: Medium, D: Permanent) smaller prone (Hard save avoids) and deals 1D6+1 damage.
Save: Very Hard (Per). This spell creates a preset illusion no
larger than a 30-ft (12 × 12) cube—any audible and/or visible Thunderclap
event—that activates when a caster-specified trigger condition Evocation (R: Long, D: Instant)
occurs. AoE: 20 ft / 8 × 8. This spell creates a peal of thunder.
When this trigger condition occurs, the illusion manifests Creatures must make Moderate (Will) saves to avoid being
and performs as specified by the caster when cast, lasting up to stunned for 1D6 rounds, Hard (Dex) saves or fall prone, and
5 minutes. Once the script is complete, the illusion vanishes. Very Hard (Con) saves or be deafened for 1 minute.
After 10 minutes, the illusion can be activated again.
Transmute Rock to Mud
Remove Curse Transmutation (R: Medium, D: 1 day)
Abjuration (R: Touch, D: Instant) AoE: Up to 20 ft / 8 × 8. This spell turns natural earth and
This spell removes all curses on a person or object. Permanent rock (e.g. not cut, worked, or magical) into an equal volume of
curses on magic items are not removed, but one afflicted with mud, up to 10 ft deep. Swimming through the mud can be
such an item can get rid of the item. done at a combat speed of 5 ft per round. Stone golems and
such hit by this spell must make a Very Hard save or be slain.
Sanctum
Abjuration (R: Touch, D: 1 day) Wingbind
This spell creates a magically secured cube, from 5 ft to 100 ft Evocation (R: Medium, D: 10 minutes)
on each side. The caster can block any or all of the following Save: Very Hard (Str). This spell robs one (plus one per caster
from penetrating into this secured area: sight, smell, hearing, name level) flying creature Huge or smaller of its flight ability.
divination, teleportation, planar travelling. The target crashes, taking regular falling damage, and cannot
take off again for the spell’s duration.

– 47 –
Chapter VI: Spells & Magic

FIFTH LEVEL SPELLS


Awe Cure Critical Wounds
Enchantment (R: Medium, D: 1 hour) Necromancy (R: Touch, D: Instant)
Save: Very Hard (Will). The spell makes one living creature per This spell heals the subject of 4D6+4 damage. Add 3D6 for
two caster levels hold the caster in awe. They have no desire to each name level the subject has.
serve or befriend the caster, but won’t attack the caster and will
do whatever they can to avoid upsetting them; if possible, Elemental Wall
they'll avoid the caster altogether. Conjuration (R: Long, D: 4 hours)
An immobile wall of earth, ice, or fire springs into existence.
Banish Aligned The form can be a 30-ft-long plane or a 5-ft-radius cylinder,
Abjuration (R: Long, D: 1 hour) with a 10 ft height in either case. The wall cannot be placed in
Save: Very Hard (Will). All creatures of one alignment chosen the same space as a creature or another object.
by the caster that come within 30 ft of the caster must save or A creature can move through a wall of fire if it passes a
flee. Alternatively, the caster can cast the spell on just one Morale check (–4 check penalty), but takes 3D6 fire damage in
creature: the save then becomes Heroic. doing so. The other wall types must be dug through.

Blade Barrier Enduring Illusion


Evocation (R: Medium, D: 1 hour) Illusion (R: As original spell, D: 1 month)
AoE: Up to 30 ft / 12 × 12. An immobile, vertical curtain of This spell creates a long-lasting version of any illusion spell of
whirling blades of pure force springs into existence. Anything 1st or 2nd level that has a non-Instant duration. The spell is
passing through the wall takes 10D6 points of damage. still subject to all its regular dismissal effects. Saves required by
the modified spell become one difficulty level higher.
Circle of Death
Necromancy (R: Long, D: Instant) Fabricate
Save: Very Hard (Arc). AoE: 40 ft / 16 × 16. A sphere of Transmutation (R: Short, D: Permanent)
negative energy ripples out from the target point, dealing 8D6 This spell converts material into an item of the same material.
necrotic damage to all living targets. Thus, a caster can fabricate a wooden bridge from a clump of
trees, a rope from a patch of hemp, clothes from flax or wool,
Cloudkill and so on. The spell cannot transmute or create creatures or
Conjuration (R: Medium, D: 10 minutes) magic items; nor can it create items requiring a high degree of
Save: Very Hard (Con). AoE: 20 ft / 8 × 8. A thick cloud of craftsmanship, such as weapons, armour, jewelry, or glass. A
poisonous vapour billows out from the target point. The cloud fabricated item’s quality is commensurate with the quality of
kills any living creature with up to 6 HD unless they save. All the base materials, and can be no greater than Large in size (a
creatures take 2D6 damage per round they are in the cloud. 10-ft cube), assuming sufficient base material.

Contact Other Plane Feeblemind


Divination (R: Self, D: Concentration—1 minute) Enchantment (R: Medium, D: Permanent)
This spell contacts an extraplanar entity for knowledge and Save: Hard (Will). The subject’s intelligence drops to that of an
advice. The caster makes a Moderate (Arc) save, with a –1 imbecile. It loses all knowledge and memory of any spells, plus
penalty per question the caster intends to ask (maximum 6). the ability to communicate and so on, though it can still defend
Failure means the caster goes insane for two days per question itself in a primitive fashion. Only Dispel Magic or Remove
they intended to ask. If the caster saves, they must ask their Curse can cancel the effect.
questions immediately.
Find the Path
Control Undead Divination (R: Self, D: 1 hour)
Necromancy (R: Self, D: 1D6 × 10 minutes) The caster gains knowledge of the most practicable and direct
Save: Very Hard. AoE: 50 ft / 20 × 20. This spell functions as physical route to, out of, or into a locale (not to creatures /
Turn Undead (see p. 41), except that creatures turned are objects within it). If seeking into a locale, relatively precise
controlled instead, and the spell cannot destroy any undead. criteria must be specified when the spell is cast (e.g. “the
Undead that become controlled halt until given commands by throne room”, “the centre”), and cannot be altered afterwards.
the caster. Only intelligent undead are allowed a save. The path revealed may not be the safest route.

– 48 –
Chapter VI: Spells & Magic

FIFTH LEVEL SPELLS


Fly Shape Earth
Transmutation (R: Self, D: 10 minutes) Transmutation (R: Long, D: 1 hour)
The caster grows wings that enable them to fly with a move The spell moves an area of dirt (clay, loam, sand; not stone)
rate of 180 yards per minute (combat speed of 60). Burden up to 40 ft on a side. You can create or fill in a trench, raise or
level speed reductions apply. Clothing is torn; worn armour lower the area’s elevation, erect or flatten a wall, form a pillar,
prevents the spell from working. etc. Changes take 10 minutes to complete; as such, creatures
in the area can’t usually be affected by it.
Hold Monster Alternatively, the caster can shape or move a stone section
Evocation (R: Medium, D: 1 hour) no more than 5 ft in any dimension. An object created can
Save: Special (Arc). One or more creatures Huge or smaller have up to two hinges and a latch; finer mechanical detail is
are bound in place and become helpless targets (see p. 28). impossible.
The caster can opt for a single target (Very Hard save), or
choose up to four (separate Hard saves). Teleport
Conjuration (R: Self, D: Instant)
Invulnerability This spell instantly transports the caster and all carried/worn
Abjuration (R: Self, D: 1 hour) items to a location previously seen by the caster. Success is
A faint shimmering surrounds the caster. All targeted spells and automatic if the location is very familiar to the caster.
area effects of 1st and 2nd level striking the caster are Otherwise, to arrive at the exact location desired is a Task—
dispelled. The caster may still freely cast such spells. Moderate (Arc) if the location has been seen casually, Very
Hard (Arc) if viewed only once. Failure means that the caster is
Mass Suggestion off by 5% of the distance from the starting location to the
Enchantment (R: Medium, D: 1 day) destination × the amount the check was failed by.
Save: Very Hard (Will). This spell makes one living creature The caster always lands on the nearest safe surface.
per two caster levels follow a suggested course of action
(language permitting, limited to a sentence or two), so long as True Seeing
the caster can phrase it to sound reasonable—even if it isn’t. Divination (R: Touch, D: 1 hour)
This spell grants the ability to see all things as they actually are.
Recollection The subject sees through normal and magical darkness, notices
Evocation (R: Self, D: Instant) secret doors, sees invisible creatures or objects, sees through all
The caster instantly (re)prepares any one spell that they cast illusions unless specified otherwise, and sees the true form of
from the spell levels 1-5 within the last 24 hours. polymorphed, changed, or transmuted things.

Seeming Warding Sphere


Illusion (R: Self, D: 12 hours) Abjuration (R: Short, D: Concentration—1 minute)
Save: Heroic (Per). This spell allows the caster to change the A shimmering 5-ft sphere encloses a creature or object of up to
appearance of any number of creatures within line of sight. Large size (an unwilling creature is allowed a Moderate (Dex)
The spell disguises physical appearance as well as worn check to avoid being enclosed). Only air and sound can pass
and carried items. Each creature can seem 1 ft shorter or taller through the sphere (as such, it does not protect against gas or
and appear thin, fat or in between, but the form of each sonic attacks). It is immune to damage, though a Disintegrate
subject must have the same basic limb arrangement. spell destroys it (without harming its contents).
The sphere is weightless and so can be moved by others.
Sensory Deprivation An enclosed creature can push against the sphere and thus roll
Illusion (R: Medium, D: 1 minute) it at up to half the creature’s combat speed.
Save: Very Hard (Per). This spell surrounds the subject in a
void only it perceives, rendering it deaf and blind but also
blocking all olfactory, tactile, and taste sensations. Insights via
divination or mental links with others are unaffected.

– 49 –
Chapter VI: Spells & Magic

SIXTH LEVEL SPELLS


Antimagic Sphere Earthquake
Abjuration (R: Self, D: Concentration—1 hour) Evocation (R: 600 ft, D: Permanent)
AoE: 10 ft / 4 × 4. An invisible barrier surrounds and moves Raw magical force tears through the earth, to a diameter of 25
with the caster. The space within this barrier is impervious to ft per caster level. The shock collapses structures, opens cracks
all magical effects, including attacks by breath, gaze, song, etc. in the ground, and more. The quake lasts for 1 round, during
It prevents the functioning of magic items or spells within its which time creatures on the ground in the area of effect can’t
confines. It cannot be dispelled. take any actions. The earthquake affects all terrain, structures,
vegetation, and creatures in the area. The specific effects
Control Water depend on the nature of the terrain:
Transmutation (R: Medium, D: Concentration—1 hour)
AoE: Up to 50 ft / 20 × 20. In the area of effect, the caster Cave, Cavern, or Tunnel: The spell collapses the roof,
may raise or lower the water level up to 20 ft, create waves of dealing 7D6 points of damage to creatures under the cave-in.
up to that height, part the water, change the water’s flow path, Cliffs: The spell causes cliffs to crumble, creating a
or (if water at least 25 ft deep) create a whirlpool that sucks landslide that travels horizontally as far as it fell vertically. Any
any creature Huge or smaller to the bottom. creature in the path takes 7D6 points of damage.
The caster can choose any of the above effects when the Open Ground: Deep fissures open in the earth; 1D6
spell is cast, and switch to a different one each round of the creatures on the ground fall into them and likely die.
spell’s duration if desired. River, Lake, or Marsh: Deep fissures open underneath
the water, draining water away and forming muddy ground.
Control Weather Soggy marsh or swampland becomes quicksand for the spell’s
Transmutation (R: Self—5-mile radius, D: 1 day) duration. In addition, 1D6 creatures in the area are sucked into
The caster changes the weather in the local area. Weather can the mud or fall into the fissures and likely die.
be shifted up to one step up or down from natural on the Structure: Typical buildings of wood or masonry are
following scale: Sunny, Cloudy, Rainy, Stormy, Disastrous. destroyed; structures built of stone or reinforced masonry are
Repeat casts can shift the scale further, but Disastrous weather lightly damaged. Any creature caught inside a collapsing
can only be maintained in a given area for one day. Any structure takes 7D6 points of damage.
change takes 10 minutes to occur.
Geas
Disintegrate Enchantment (R: Medium, D: Permanent)
Evocation (R: Short, D: Instant) Save: Heroic (Will). This places a magical compulsion on a
Save: Hard (Arc). A ray from the caster’s finger causes one creature to carry out some service or to refrain from some
object or creature to vanish. Up to a 10-ft cube of non-living activity. This compulsion cannot lead to certain death, but
matter is affected, so the spell disintegrates only part of a very otherwise any service is permissible. If the subject does not
large object. The ray can even affect magical matter or energy, obey the Geas, they lose one point of Strength per day; this is
but not an Antimagic Sphere. regained at the same rate once the subject begins to obey. It
cannot be dispelled, and Remove Curse is ineffective.
Doppelganger
Illusion (R: Long, D: 1 hour) Glamer
Save: Heroic (Per). The caster creates an illusory duplicate; it Enchantment (R: Long, D: Special)
looks, sounds, and smells like the caster. The illusion reacts Save: Heroic (Will). Up to one intelligent creature per name
naturally to the general environment (e.g. its clothes will move level of the caster can be chosen as targets. Victims of this
if there’s a draft) but is intangible. The illusion mimics the enchantment cannot move and become helpless targets (see p.
caster’s actions (including speech) unless the caster makes it 28). Enraptured targets make another save at the end of each
act differently—if the caster chooses such, while doing so the round past the first.
spell is a concentration spell. Further enchantments cast upon those under the effects of
The caster may replace their own sensory input with that this spell have their save difficulties raised by one level.
of the illusion’s, thus seeing, smelling and so on only what the
illusion would; if so, the caster’s spells can originate from the
image instead of from the caster.

– 50 –
Chapter VI: Spells & Magic

SIXTH LEVEL SPELLS


Hand of Doom Restoration
Necromancy (R: Medium, D: Instant) Necromancy (R: Touch, D: Permanent)
Save: Heroic (Con). This spell instantly slays 1D6 HD worth of This spell immediately ends any and all of the following
enemy creatures per caster level. Creatures with the fewest HD adverse conditions affecting the target: blindness, disease,
are affected first, and only creatures with 8 HD or less are fatigue, Feeblemind, and poison. It heals all damage. The
affected. subject’s severed body appendages (fingers, toes, hands, feet,
arms, legs, tails, or even heads of multi-headed creatures),
Illusory Kingdom broken bones, and ruined organs grow back.
Illusion (R: Long, D: 1 year)
Save: Heroic (Per). The caster makes natural terrain within a Scrye
1-mile radius look, sound, smell, and feel like some other Divination (R: Special, D: Concentration—1 hour)
natural terrain. The general shape of the terrain cannot be The spell targets one specific creature on the same plane of
altered, but small aberrations can be added (the occasional existence as the caster. If willing, the target can permit the spell
building, for instance). Creatures within the area remain to work automatically. Otherwise, to scrye the target is a Hard
unchanged, and images of creatures cannot be added (though Task. Adjust the difficulty by a number of steps up (harder) or
sensory elements such as bird calls can be). down (easier) as follows:
True Seeing does not automatically pierce this illusion but
does grant an additional save, that save being one difficulty Knowledge Modifier
level lower. Caster has heard of the target +1
Caster has met the target +0
Invisible Stalker Caster knows the target well –1
Conjuration (R: Short, D: Permanent)
This spell conjures an invisible stalker and compels it to Connection Modifier
perform one plausible service for the caster. The stalker can Caster has likeness or picture of the target +0
work at any time or distance to complete its task; however, the Caster has possession or garment of the target –1
creature is clever and will seek to subvert its orders if forced to Caster has body part, lock of hair, etc of the target –3
serve too long. The spell ends when the stalker is killed or
completes the specified service. The spell creates an invisible eye within 10 ft of the target.
The caster can see and hear through the eye as if they were
Legend Lore there. The eye moves with the target. True Seeing reveals the
Divination (R: Self, D: Concentration—10 minutes) eye as a luminous orb about the size of a fist.
This spell brings to the caster’s mind legends about an Alternatively, the caster can choose a location they have
important person, place, or thing. The person or thing must be seen before as the target. If so, the eye appears at that location
at hand, or the caster in the place in question. This spell will and doesn’t move.
generally reveal any powers of a magic item, along with lore
connected to the object, but it may be vague or incomplete Unbinding
(GM’s discretion). Abjuration (R: Medium, D: Instant)
AoE: 40 ft / 16 × 16. All spell effects present are ended, all
Meteor Swarm magic constructs are destroyed, and all magically summoned
Conjuration (R: Long, D: Permanent) creatures are banished to their place of origin. The spell does
Save: Very Hard (Arc). AoE: 20 ft / 8 × 8 per meteor. Blazing not affect undead or creatures that have been gated or
orbs of fire plummet to the ground at up to four different otherwise transported to a plane by means other than direct
visible points. Each creature in a meteor’s area of effect must summoning. If the spell effect is permanent, and greater than
make a save. A creature takes 5D6 bludgeoning damage and 2nd level, then it is instead merely suppressed for 2D6 hours.
5D6 fire damage on a failed save, or half as much on a
successful one. The areas of effect cannot overlap; if the target
area is too small to allow this, meteors must be dropped from
the spell until no overlap occurs.

– 51 –
LEVEL PROGRESSION TABLE (p. 25) FATIGUE TABLE (p. 20)
Total Experience Total Hit Dice Fatigue Level Effect
Level
Points (XP) (HD) Light –2 to attacks, Tasks, and Morale checks
0 1 2D8 Heavy Raise above to –4, halve all movement
1,500 2 3D8 Exhaustion Halve HP, halve movement again
3,000 3 4D8
6,000 4 5D8
OVERLAND MOVEMENT TABLES (p. 22)
12,000 5 6D8
Hex Terrain Type Hex Entry Cost
25,000 6 7D8
Plains, steppe, farmland 1
50,000 7 8D8
Hills, woods, desert, rough 2
100,000 8 9D8
Mountains, jungle, swamps 3
200,000 9 10D8
300,000 10 10D8+2 Hex Terrain Modifiers Cost Modifier
Each level beyond 10 requires another 100,000 XP Heavy rain / deep snow / thick fog +1
Temperature extremes +1
ABILITY SCORE MODIFIER TABLE (p. 5) Good roads or excellent trails –1*
Ability Score Modifier Encumbrance (see p. 24) +1 per burden level

2-3 –3 *Can only be applied once per day; at least two hexes of good roads
4-5 –2 must be covered that day for the bonus to apply

6-8 –1
9-12 0 MOUNT MOVEMENT RATE TABLE (p. 24)
13-15 +1 Combat Daily Item Point
Creature
16-17 +2 Speed* Hex Pts Limit
18-19 +3 Camel 65 5 30
Donkey / Mule 50 5 20
Elephant 50 5 40
TASK RESOLUTION TABLE (p. 17)
Giant Lizard 60 5 15
Difficulty Level Result Needed
Horse, Draught 50 5 25
Careful 8+
Horse, Riding 80 6 20
Moderate 11+
Horse, War 65 5 25
Hard 14+
Ox 50 4 30
Very Hard 17+
*For a rough yards per minute rate, triple these values
Heroic 20+

ENCUMBRANCE TABLE (p. 24)


SIZES & COMBAT TABLE (p. 29)
Points Burden Combat Hex Cost
Size Space Examples
Over Level Speed Modifier
Tiny 2.5 ft. (0.5 × 0.5) Imp, sprite
0 — Full —
Small 5 ft. (1 × 1) Giant rat, goblin
1 Light –25%* +1
Medium 5 ft. (1 × 1) Dwarf, werewolf
3 Moderate –50%* +2
Large 10 ft. (2 × 2) Hippogriff, ogre
5 Heavy –75%* +3
Huge 15 ft. (3 × 3) Fire giant, treant
8+ Immobile 0 N/A
Gargantuan 20 ft. (4 × 4)+ Kraken, purple worm
*Round final value up to the nearest 5 ft (e.g. a base 30 ft of combat
speed translates to encumbered speeds of 25 / 15 / 10 ft)

– 52 –
MISSILE WEAPON TABLE (p. 28)
Range & Penalty COMBAT ORDER (p. 27)
Weapon Dmg RoF S: 0 M: –4 L: –8
1) Declarations 5) Melee Phase
Small thrown weapon S* 1** 10’ 20’ 30’
Bow, Short M 1 45’ 90’ 180’ 2) Missile Phase 6) Magic Phase
Bow, Long*** M 1 90’ 180’ 360’ 3) Initiative 7) Morale Checks
Crossbow / Sling M 1 45’ 90’ 180’
4) Movement Phase
Crossbow, Hand S 1 10’ 20’ 30’
Crossbow, Heavy† L 1 90’ 180’ 360’
Javelin / Spear M* 1 20’ 40’ 60’

Fire Oil / Holy Water 1 10’ 20’ 30’
*Plus user’s Str modifier **RoF 2 with the marksman feat (see p. 9)
ATTACK MODIFIERS (p. 28)
***If fired indoors, use short bow ranges; min. Str 9
†+2 attack bonus, reload requires action ‡See p. 15 for details  Attacker declared an offensive stance: +2
 Attacker is blinded and/or target is invisible: –4
MAGE SPELL PROGRESSION TABLE (p. 34)  Attacker is fatigued: –2 (light) or –4 (heavy)
Mage Base Spells per Day at Spell Level*
 Attacker is on a mount, target is upright: +2
Level 1 2 3 4 5 6
 Attacker is striking from the rear: +2
1 2 (1)
 Target is surprised (see p. 26): +4 (replaces
2 3 (1)
above)
3 4 (2) 1
 Target is prone: +4
4 5 (2) 2 (1)
5 6 (3) 3 (1) MISSILE WEAPON MODIFIERS (p. 28)
6 6 (3) 4 (2) 1  Firing from a moving or unsteady position: –4
7 6 (3) 5 (2) 1
 Low visibility (gloom, smoke, fog, etc): –2
8 6 (3) 6 (3) 2 (1)
 Target has half cover from attack: –2
9 6 (3) 6 (3) 2 (1) 1
 Target has heavy cover from attack: –4
10 6 (3) 6 (3) 3 (1) 1
 Target is at medium range: –4
11 6 (3) 6 (3) 3 (1) 2 (1)
12  Target is at long range: –8
6 (3) 6 (3) 4 (2) 2 (1) 1
13 6 (3) 6 (3) 4 (2) 3 (1) 1
14 6 (3) 6 (3) 5 (2) 3 (1) 1
15 6 (3) 6 (3) 5 (2) 4 (2) 2 (1) 1
16 6 (3) 6 (3) 6 (3) 4 (2) 2 (1) 1
17 6 (3) 6 (3) 6 (3) 5 (2) 2 (1) 1
18 6 (3) 6 (3) 6 (3) 5 (2) 3 (1) 2 (1)
19 6 (3) 6 (3) 6 (3) 6 (3) 3 (1) 2 (1)
20 6 (3) 6 (3) 6 (3) 6 (3) 3 (1) 2 (1)
*Parenthetical values are for Arcanist Warriors (see p. 6)

– 53 –
I N D E X

Abbreviations, 3 Hexes, 22 Rerolls, 3


Ability Score Modifier Table, 5 Hexes, features, 23 Retainers, 25
Ability scores, rolling, 5 Hexes, searching, 23 Round (10 seconds), 26
Actions, combat, 27 Hit Dice, 3 Running, 29
Actions, exploration, 23 Hit Dice, per level, 25 Save, 18
Alignment, 8 Hit Points (HP), 3 Saving throws, 18, 39
Arcanist, 6 Hit Points, 0 or fewer, 19 Schools, magic, 34
Armour Class, 3 Hit Points, per level, 25 Scrolls, 34
Armour Class, attacking and, 28 Holding, fire, 28 Scrolls, copying from, 33
Armour, casting restrictions from, 33 Holding, movement, 29 Searching, hexes, 23
Armour, climbing penalties from, 19 Hordeslayer, 6 Searching, secret doors, 19
Armour, types, 14 Hunting, 20 Searching, traps, 21
Attacks, making, 28 Illusions, saving throws and, 39 Sizes & Combat, 28
Backstab, 30 Immobile targets, 28 Skills, 11
Campaign Matters, 4 Initiative, 29 Smite, 6, 9
Camping, 23 Item points, 13, 24 Spell level, 3, 39
Casting constraints, 33 Jumping, 20 Spellbooks, 15, 32, 33
Cautious march, 22 Languages, 8 Spells, area of effect, 39
Charging, 29 Level progression, 25 Spells, by level (table), 36
Classes, choosing, 5 Lifestyle, 16 Spells, by school (table), 38
Climbing, 19 Lifting, 20 Spells, cancelling, 32
Combat, 27 Light, 20 Spells, casting, 32
Combat speed, 29 Lineholder, 9 Spells, casting constraints, 33
Combat speed, mounts, 24 Lockpicking, 10, 20 Spells, copying, 33
Combat stances, 27 Lost, getting, 22 Spells, cumulative effects, 39
Concentration, 39 Mage, 7 Spells, duration, 39
Critical hits, 30 Mage Spell Progression Table, 34 Spells, gaining new, 33
Damage, 30 Magic Phase, 30 Spells, preparing, 32
Damage, missile weapon, 28 Mapping, 21 Spells, purchasing, 33
Darkness, 20 Melee Phase, 29 Spells, ranges, 39
Death threshold, 5, 19 Melee, firing into, 28 Spells, researching, 33
Declarations, 27 Melee, locked in, 29 Spells, reversible, 39
Difficult terrain, 29 Missile Phase, 28 Stealth, 21
Doors, 19 Missile weapons, 13, 28 Styles, 6
Dying, 19 Money, 13 Surprise, 26
Encounters, 26 Money, initial funds, 11 Swimming, 21
Encumbrance, 24 Morale Checks, 31 Task resolution, 17
Equipment, 14 Morale Checks, retainers, 25 Tasks, repeated attempts, 18
Escaping an encounter, 31 Mounts, 24 Tasks, teaming up, 18
Excavating, 19 Movement Phase, 29 ,3
Experience Points (XP), 3, 25 Movement, backward, 29 Time, 21
Exploration, 23 Movement, diagonal, 29 Time, encounters, 26
Falling, 19 Movement, exploration, 23 Trap detection, 21
Fatigue, 20 Movement, overland, 22 Turn (10 minutes), 21
Feats, 9 Name level, 3 Two-weapon fighting, 29
Feats, Mage, 10 Natural dice rolls, 3 Unarmed combat damage, 30
Feats, Unrestricted, 10 Noisy, 23 Wandering monsters, 23
Feats, Warrior, 9 Opposed checks, 18 Warlord, 9
Fieldcraft, 10, 20, 22, 23, 26 Perception checks, 21 Warrior, 6
Fighting withdrawal, 29 Poison, 21 Weapon dice, 30
Fleeing, 29 Price, items, 13, 14, 15 Weapons, 13
Forced march, 22 Prone, 29 Weapons, missile, 13, 28
Grappling, 30 Pursuit checks, 31 Weapons, small, 28, 29
Healing, 20 Races, 8
Helpless targets, 28 Random encounters, 23

– 54 –
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.

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15. COPYRIGHT NOTICE


• Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
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material by E. Gary Gygax and Dave Arneson.
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• System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James
Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
• Delving Deeper Reference Rules Hypertext Copyright 2014, Simon J. Bull.
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Open Game Content may only be Used under and in terms of the Open Game License (OGL).
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– 55 –
—FIN—
– 56 –

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