Вы находитесь на странице: 1из 25

Chapter 1: Stats & Level

Score For each of the six stats roll 4d6 and drop the lowest.
Modifier To determine the modifier, Divide the score by 2 (Round-Down) and then subtract 5 from it.
STRENGTH
Melee This is the bonus added to attack rolls with melee weapons. Equal to Strength modifier
Carry This is how much you can carry with suffering movement penalties. Equal to Strength x10lbs
OD Chance of opening a stuck or locked door with might. Equal to Strength modifier x2
BB/LG Chance of bending bars or lifting gates. Equal to Strength modifier.
DEXTERITY
Missile This is the bonus added to attack rolls with ranged weapons. Equal to Dexterity modifier
AC This is your defense vs. Attacks. Equal to 10 + Dexterity Modifier + Armor
Dodge This is one of your save scores vs Spells. Equal to 10 + Dexterity Modifier + Other modifiers
Speed This is the number of actions you get per round. Equal to 3 + Dexterity Modifier
Initiative This determines who acts first in a round. Equal to Dexterity modifier
CONSTITUTION
Health This determines how many hits you take. Starting health is equal to Class Base + Constitution
Modifier.
Stamina This is one of your save scores vs Spells. Equal to 10 + Constitution Modifier + Other
modifiers
INTELLIGENCE
Magic This is the bonus added to attack rolls with Spells. Equal to Intelligence modifier
Learn Spell This is how many spells you could learn... ever. Equal to Intelligence Modifier + your level
Spell Power This tells how powerful each spell can be. Equal to Twice your character level + your
Intelligence modifier. These are the power points you can use to make the spell. After
that, that's spell's power stays the same.
Skills grants extra weapon or non-weapon skills. Equal to Intelligence modifierx2 (Minimum 0)
WISDOM
Willpower This is one of your save scores vs Spells. Equal to 10 + Wisdom Modifier + Other Modifiers
Mana How many spells you can cast a day. Equal to your level + Wisdom Modifier
Spell Fail Chance that a spell will fail. Equal to 5 - Wisdom Modifier + Armor Bonus
CHARISMA
Comeliness How Attractive you are to others. Equal to 10 + Charisma modifier.
Henchman The number of non-followers you can have at your command. Equal to your Charisma
Morale The bonus followers get to fear saves when you lead them. Equal to Charisma Modifier
Barter Coins added (selling) or subtracted (buying) on equipment with successful check. Equal to
Charisma Modifier
CHARACTER ADVANCEMENT
Lvl 1 0 XP Lvl 6 30000 XP Lvl 11 110000 XP Lvl 16 240000 XP
Lvl 2 2000 XP Lvl 7 42000 XP Lvl 12 132000 XP Lvl 17 272000 XP
Lvl 3 6000 XP Lvl 8 56000 XP Lvl 13 156000 XP Lvl 18 306000 XP
Lvl 4 12000 XP Lvl 9 72000 XP Lvl 14 182000 XP Lvl 19 342000 XP
Lvl 5 20000 XP Lvl 10 90000 XP Lvl 15 210000 XP Lvl 20 380000 XP

CHARACTER ADVANCEMENT
lvl 1-10 hits 11-20 hits 21-30 hits 31-40 hits 41-50 hits 51-60 hits
1-5 XPx1 XPx2 XPx3 XPx4 XPx5 XPx6
6-10 XPx1 XPx1 XPx2 XPx3 XPx4 XPx5
11-15 XP/2 XPx1 XPx2 XPx3 XPx4 XPx5
16-20 XP/4 XP/2 XPx1 XPx2 XPx3 XPx4
Chapter 2: Player Races
Humans
Subraces none
Classes Any Class
Stats +1d3 to a single ability score
Saves +2 to any save
Skilled +1 Bonus Skill

Elves
Subraces Steel Elves, Silver Elves, Oak Elves, Obsidian Elves
Classes Fighter, Knight, Ranger, Mage, Sorcerer, Summoner, Cleric, Healer, Thief, Assassin
Stats +1d3 to Dexterity
Saves +2 to Will
Detect Doors Locate Secret, Hidden, or Magically Concealed doors with a score of 1+Wisdom Modifier
against a d10.
Elven Skill +2 to attacks with Sword and Longbow

Dwarves
Subraces Granite Dwarves, Flint Dwarves, Skarn Dwarves
Classes Fighter, Knight, Cleric, Healer, Thief, Assassin
Stats +1d3 to Constitution
Saves +2 to Stamina
Favored Foe +2 to Attacks vs Orclins. +4 AC vs Giants & Trollgres
Stone Sense Can determine many things about stone with a score of 1+Wisdom Modifier against a d10.

Gnomes
Subraces Dune Gnomes, Dale Gnomes, Crag Gnomes
Classes Fighter, Knight, Mage, Specialist Mage, Summoner, Cleric, Healer, Thief, Assassin
Stats +1d3 Intelligence
Saves +2 to Will
Favored Foe +1 to Attacks vs Orclins. +4 AC vs Giants & Trollgres
Stone Sense Can determine many things about stone with a score of 1+Wisdom Modifier against a d10.

Half-Elves
Subraces by elf type
Classes Fighter, Knight, Barbarian, Ranger, Any Wizard Class, Any Priest Class, Any Rogue Class
Stats +1d3 Charisma
Saves +2 to Dodge
Detect Doors Locate Secret, Hidden, or Magically Concealed doors with a score of 0+Wisdom Modifier
against a d10.
Resistance +3 to Saves against Charm Spells

Half Orcs
Subraces none
Classes Fighter, Barbarian, Summoner, Sorceror, Cleric, Healer, Thief, Assassin
Stats +1d3 to Strength, +1d3 to Constitution, -1d3 to Charisma
Saves +2 to Stamina
Chapter 3: Archetypes & Classes
WARRIORS
The Warrior is a champion, swordsman, soldier, and brawler. He lives or dies by his knowledge of weapons
and tactics. Warriors can be found at the front of any battle, contesting toe-to-toe with monsters and villains.
A good Warrior needs to be strong and healthy if he hopes to survive.

Health Starting Health is 5 + Constitution Modifier. Health Rate is 3 every 4 levels.


Skills Starts with 4 Weapon Skills and 2 Nonweapon Skills. WSR is 1 every 3 levels and
NSR is 1 every 4 levels.

Fighter (Strength 9)
Saves +2 to Stamina
Skills General, Warrior
Specialization +5 to attack with weapon of choice. Specialization uses two weapon skill spots
Commander at 10th level, the Fighter gains a number of soldiers equal to Charisma score x10 and
gains a number of Sellswords equal to Charisma Score.

Knight (Strength 13, Constitution 13, Charisma 12)


Saves +2 to Stamina
Skills General, Warrior
Chevalier +1 to attack with Sword and Lance
Horsemanship Gains the Riding skill
Lord at 10th level, the Knight gains a number of soldiers equal to Charisma score x10 and
gains a number of Knights equal to Charisma Score

Barbarian (Strength 15)


Saves +2 to Stamina
Skills General, Warrior
Berserk Strength Modifier and Constitution Modifier are doubled for number of Rounds per
day equal to Constitution.
Chieftain at 10th level, the Knight gains a number of warriors (Use Bandit stats) equal to
Charisma score x10 and gains a number of Barbarians equal to Charisma Score.

Paladin (Strength 14, Constitution 10, Wisdom 12, Charisma 16 )


Saves +2 to Stamina and +2 to Willpower
Skills General, Warrior, Priest
Divine Grace add Charisma Modifier to all saves
Smite add Charisma to an Attack Roll. Done a number of times per day equal to 1 +
Constitution Modifier
Lay on Hands Heal a number of health equal to charisma modifier a number of times per day equal
to Wisdom Modifier.
Detect Evil Can detect evil within 60ft
Aura of Protection Evil opponents suffer -2 to attacks against Paladins
Magic At 10th level, paladins can cast spells with -9 to spell power as a priest with only the
following descriptors: Good, Healing, Law, and Light
Alignment Must be Lawful Good

Ranger (Strength 13, Dexterity 13, Constitution 13, Wisdom 13)


Saves +2 to Stamina and +2 to Dodge
Skills General, Warrior, Rogue, Priest
Skills Gains the Tracking Skill
Animal Empathy Can calm a beast with a score of 2 + Wisdom modifier against a d10.
Stealth Has the Stealth ability with a score of 2 + Wisdom modifier against a d20. This score
improves by 1 every even level.
Magic At 10th level, rangers can cast universal descriptor spells with -9 to spell power
Chapter 3: Archetypes & Classes
WIZARDS
The wizard strives to be a master of magical energies, shaping them and casting them as spells. To do so, he
studies strange tongues and obscure facts and devotes much of his time to magical research. A wizard must
rely on knowledge and wit to survive. Wizards are rarely seen adventuring without a retinue of fighters and
men-at-arms. Because there are different types (or schools) of magic, there are different types of wizards.

Health Starting Health is 2 + Constitution Modifier. Health Rate is 1 every 3 levels.


Skills Starts with 1 Weapon Skills and 6 Nonweapon Skills. WSR is 1 every 6 levels and
NSR is 1 every 3 levels.

Mage (Intelligence 9)
Saves +2 to Willpower
Skills General, Wizard
Magic Can cast spells with Arcane and Universal descriptors at level 1

Specialist Mage (Intelligence 16)


Saves +2 to Willpower
Skills General, Wizard
Descripted Can cast spells that are a number of descriptors equal to Intelligence Modifier
Bolstered Intelligence modifier is doubled for Magic and Spellpower

Summoner (Constitution 12, Intelligence 12)


Saves +1 to Willpower and +1 to Stamina
Skills General, Wizard, Priest
Summons Can only cast Dimensional descriptor spells
Bolstered Intelligence modifier is doubled for Magic and Spellpower

Sorceror (Intelligence 9, Charisma 14)


Saves +1 to Willpower and +1 to Dodge
Skills General, Rogue
Magic Can cast spells with Arcane and Universal descriptors at level 1
Wild Mage +10 to Mana, -2 to spell power on all spells
Inborn Talent +2 to Learn Spell
Chapter 3: Archetypes & Classes
PRIESTS
A priest sees to the spiritual needs of a community or location. He is both protector and healer. He is
not purely defensive, however. When evil threatens, the cleric is well-suited to seek it out on its own ground
and destroy it.

Health Starting Health is 4 + Constitution Modifier. Health Rate is 2 every 3 levels.


Skills Starts with 2 Weapon Skills and 4 Nonweapon Skills. WSR is 1 every 4 levels and
NSR is 1 every 3 levels.

Cleric (Wisdom 9)
Saves +1 to Willpower and +1 to Stamina
Skills General, Priest
Deity's Domain Can cast spells with a number of descriptors equal to 1+wisdom modifier from Divine
or Universal Magic descriptor groups at level 1
Divine Faith +1 to Spell power
Turn Undead Must roll a Magic roll with a DC of 10 + Undead's HD Charisma Modifier. Success
means the undead creature loses an action. Beating the DC by 10 or more destroys it.

Druid (Wisdom 12, Charisma 15)


Saves +1 to Willpower and +1 to Dodge
Skills General, Priest
Magic Can cast spells with Universal Magic descriptors at level 1
Druidity +1 to spell power
Identify Can Identify plants, animals, and water with a score of 2 +Wisdom Modifier against a
d10
Animal Form Gains the ability to shapeshift into any animal at 8th level

Fighting Monk (Dexterity 12, Wisdom 9)


Saves +1 to Willpower, +1 to Stamina, and +1 to Dodge
Skills General, Priest, Warrior
Warrior Skills Gains Weapon Skills as a Warrior
Unarmed Strike +1 to melee with unarmed strikes every even level
Magic Cannot cast magic like other Priests

Healer (Constitution 12, Wisdom 9, Charisma 13)


Saves +2 to Willpower
Skills General, Priest
Magic Can Cast spells with only the Healing Descriptor at level 1
Bolstered Intelligence modifier is doubled for Magic and Spellpower
Chapter 3: Archetypes & Classes
ROGUES
The rogue can be found throughout the world, wherever people gather and money changes hands. While
many rogues are motivated only by a desire to amass fortune in the easiest way possible, some rogues have
noble aims; they use their skills to correct injustice, spread good will, or contribute to the success of an
adventuring group.

Health Starting Health is 3 + Constitution Modifier. Health Rate is 1 every 2 levels.


Skills Starts with 3 Weapon Skills and 8 Nonweapon Skills. WSR is 1 every 4 levels and
NSR is 1 every 3 levels.

Thief (Dexterity 9)
Saves +2 to Dodge
Skills General, Rogue
Pick Pockets ability to steal objects with a score of 3 + Dexterity modifier against a d20
Open Locks ability to pick a lock with a score of 2 + Intelligence modifier against a d20
Traps ability to find and remove traps with a score of 1 + Intelligence modifier against a d20
Stealth ability to move silently and hide with a score of 2 + Dexterity modifier against a d20
Detect Noise ability to sense danger with a score of 3 + Wisdom modifier against a d20
Climb Walls ability to scale a wall with a score of 12 + Strength modifier against a d20
Decipher ability to read maps with a score of 0 + Intelligence modifier against a d20
Thievery Gains 10 points to place in the abilities above at 1st level. Gains 5pts to spend every
even level. Subtracts Armor from all skills except Decipher.
Backstab Add intelligence modifier to next attack following successful stealth Roll

Assassin (Strength 12, Dexterity 12, Intelligence 11)


Saves +1 to Dodge and +1 to Stamina
Skills General, Rogue, Warrior
Poison Use ability to use poison effectively with a score of 3+Intelligence modifier against a d20
Open Locks ability to pick a lock with a score of 2 + Intelligence modifier against a d20
Traps ability to find and remove traps with a score of 1 + Intelligence modifier against a d20
Stealth ability to move silently and hide with a score of 2 + Dexterity modifier against a d20
Detect Noise ability to sense danger with a score of 3 + Wisdom modifier against a d20
Climb Walls ability to scale a wall with a score of 12 + Strength modifier against a d20
Decipher ability to read maps with a score of 0 + Intelligence modifier against a d20
Thievery Gains 10 points to place in the abilities above at 1st level. Gains 5pts to spend every
even level. Subtracts Armor from all skills except Decipher.
Backstab Add intelligence modifier to next attack following successful stealth Roll

Bard (Dexterity 12, Intelligence 13, Charisma 15)


Saves +1 to Dodge and +1 to Willpower
Skills General, Rogue, Warrior, Wizard
Climb Walls ability to scale a wall with a score of 10 + Strength modifier against a d20
Detect Noise ability to sense danger with a score of 5 + Wisdom modifier against a d20
Pick Pockets ability to steal objects with a score of 4 + Dexterity modifier against a d20
Decipher ability to read maps with a score of 3 + Intelligence modifier against a d20
Bardic Music While playing a musical instrument, allies gain the Bards Charisma Modifier to either
Attack rolls or Save Scores
Bardic Lore ability to Identify Magic Items with a score of 1+Charisma Modifier on a d20.
Improves by +1 every even level
Magic Can cast spells of any descriptor at level 10 with -9 to spell power
Chapter 4: Skills
GENERAL Ability Skills Oppose Description
Agriculture IN 1 None Knowledge of the basics of farming.
Air Riding WS 2 None Ability to ride a specific flying mount.
Animal Handling WS 1 None Ability to handle pack animals and beasts of burden.
Animal Training WS 1 None Can train a specific creature to follow commands.
Artistic Ability WS 1 None Ability to craft, sculpt, & paint works of art.
Blacksmithing ST 1 None Ability to make tools and implements from iron.
Boating WS 1 None Ability to operate a small sea vessel.
Brewing IN 1 None The art of brewing beers and other strong drink.
Carpentry ST 1 None Ability to perform woodworking jobs and build houses.
Cartography IN 1 None Ability to create maps with great accuracy
Cheesemaking IN 1 None Ability to make fine cheeses
Cobbling DX 1 None Ability to fashion and repair shoes, boots, and sandals.
Cooking IN 1 None Ability to create high quality meals.
Dancing DX 1 DX Ability to perform many styles and varieties of dance.
Danger Sense WS 2 None Ability to detect impending danger from traps & hazards.
Direction Sense WS 1 None The ability to know where any direction is at all times.
Distance Sense WS 1 None Ability to estimate distance traveled or left to go.
Drinking CN 1 CN Ability to keep in check when consuming alcohol
Etiquette CH 1 None Proper understanding of protocol in social situations.
Fire-building WS 1 None Ability to start a fire without a match
Fishing WS 1 None The art of fishing, be it with hook and line, net, or spear.
Folklore CH 1 None Knowledge in fables, myths, rumors, & legends of an area
Heraldry IN 1 None Identify crests & symbols that denote factions & persons.
Hiding IN 2 WS Ability to hide using the natural elements of the terrain.
Modern Language IN 1 None Mastery of a known language.
Land Riding WS 1 None Ability to ride a specific land creature.
Leatherworking IN 1 None Ability to craft Leather Objects, from armor to saddles.
Mining WS 2 None Ability to site, supervise, and operate a mine.
Observation WS 1 CH/DX Ability to detect the subtley askew
Persuasion CH 1 WS/CH Ability to convince someone to your way of thinking.
Poetry IN 1 None The skills of reciting poetry and judging its quality
Pottery DX 1 None Ability to create a type of clay vessel
Rope Use DX 1 None Ability to accomplish amazing feats with rope.
Sea Riding DX 2 None Ability to ride a specific sea creature
Seamanship DX 1 None Familiarity with boats and ships.
Seamstress / Tailor DX 1 None Ability to sew and design clothing.
Signaling IN 1 None Can send and receive messages via smoke, arrow, or horn.
Sign Language DX 1 None Ability to communicate through hand gestures
Singing CH 1 CH Ability to entertain others with vocals
Slow Respiration CN 1 None Ability to control breathing
Smelting IN 1 None Ability to turn ore into ingots
Statecraft IN 2 None Knowledge and understanding of politics in a region.
Stewardship IN 2 None Administrative Knowledge and skills to run a large estate.
Stone Masonry ST 1 None Ability to build structures from stone.
Swimming ST 1 ST Ability to swim and keep self from drowning
Weather Sense WS 1 None The ability to estimate upcoming weather conditions
Weaving IN 1 None ability to create clothing & tapestries from wool & cotton.
Winemaking IN 1 None Ability to make fine wines
Chapter 4: Skills
PRIEST Ability Skills Oppose Description
Alchemy IN 3 None Ability to Craft Magic Items
Ancient History IN 1 None Legends, lore, and history of some ancient time and place.
Ancient Languages IN 1 None Mastery of a difficult and obscure language
Astrology IN 2 None Understanding of the supposed influences of the stars.
Bureaucracy IN 2 None Knowledge of government protocol and ways around it.
Burial Customs IN 1 None Knowledge of preparing, preserving, and burying the dead
Diagnostics WS 1 None Knowledge of diseases and treatments for diseases
Engineering IN 2 None Ability to build both great and small things.
Healing WS 2 None Ability to heal through medicine, first aid, and doctoring.
Herbalism IN 2 None Ability to concoct potions and poisons from nature.
Inquistor WS 2 WS Knowledge in rules, canons, and doctrines of a religion
Law WS 1 None Knowledge of the legal system in a region
Local History CH 1 None Knowledge of a local region and everything in it.
Musical Instrument DX 1 DX Ability to play a specific musical instrument
Navigation IN 1 None Ability to find your via the stars, winds, & ocean currents.
Oratory CH 1 WS Ability to influence the opinion of a crowd through speech
Reading/Writing IN 1 None Ability to read and write a modern language
Religion WS 1 None Knowledge of the common faiths of a specific nation
Soothsaying IN 2 None To see into the future with signs, stars, and omens
Spellcraft IN 1 None Familiarity with different forms of spellcasting
Vetrinary Healing WS 1 None Ability to heal animals in the way healing heals humans.

WARRIOR Ability Skills Oppose Description


Animal Lore IN 1 None Ability to observe an animal in it's habitat.
Animal Rending DX 1 None Ability to skin and butcher animal carcasses
Armorer IN 2 Armor Ability to craft all sorts of armor
Blind-fighting None 2 None At fighting in conditions of poor or no light.
Bowyer/Fletcher DX 1 None Ability to make bows and arrows
Camouflage WS 1 WS Ability to hide in plain sight by blending with the terrain.
Endurance CN 2 None Can continual strenuous physical activity twice as long.
Foraging IN 1 None Ability to locate food and plants in the wilderness
Gambling CH 1 CH Ability to win games of skill and chance.
Hunting WS 1 None Ability to Stalk and Bring down game
Jousting DX 1 DX The Skills and etiquette for tournament jousts.
Law WS 1 None Knowledge of the legal system in a region
Leadership CH 1 None Ability to influence the people of your homeland.
Light Sleeping CN 1 None Ability to recieve full-night's sleep from an hour long nap.
Military Sciences IN 2 IN Knowledge of military tactics, strategy, & training troops.
Mountaineering ST 1 None Ability to climb the side of a mountain
Navigation IN 1 None Ability to find your via the stars, winds, & ocean currents.
Oratory CH 1 WS Ability to influence the opinion of a crowd through speech
Running CN 1 CN Ability to move at twice his normal movement rate.
Set Snares DX 1 None Able to make simple snares and traps to catch small game.
Survival IN 2 None Ability to survive in a specific environment.
Trailmarking WS 1 None The ability to make a recognizable path in the wilderness
Trail Signs IN 1 None The ability recognize a marked path in the wilderness
Tracking WS 2 DX Ability to track creatures across most types of terrain.
Weaponsmithing IN 3 Weapon The ability to craft melee weapons
Chapter 4: Skills
ROGUE Ability Skills Oppose Description
Acting CH 1 WS Ability to skillfully portray various roles.
Alertness WS 1 DX Ability to notice disturbances & discrepancies in an area.
Animal Noise WS 1 WS Ability to imitate noises made by various animals.
Appraising IN 1 CH Ability to estimate authenticity & value of valuable items
Bartering IN 1 IN Knowledge of Trade and ability to negotiate prices
Blind-fighting None 2 None At fighting in conditions of poor or no light.
Bureaucracy IN 2 None Knowledge of government protocol and ways around it.
Camouflage WS 1 WS Ability to hide in plain sight by blending with the terrain.
Chanting CH 1 None Ability to slightly hypnotize with rhythmic sound
Craft Instrument DX 2 None Ability to create a specific musical instrument.
Crowd Working CH 1 WS Ability to influence a crowd, changing it's views.
Disguise CH 1 WS The Character is trained in the art of hiding one's identity.
Fast-talking CH 1 WS The art of distraction, conning, and bluffing.
Foraging IN 1 None Ability to locate food and plants in the wilderness
Forgery DX 1 WS Ability to create and recognize false documents
Fortune Telling CH 2 WS Familiarity with methods like tarot cards & palm reading.
Gambling CH 1 CH Ability to win games of skill and chance.
Gem Cutting DX 2 None Ability to turn rough stones into finished stones.
Information Gathering IN 1 None Ability to gather information from the underworld.
Intimidation CH 1 WS Ability to persuade through threats of force and violence.
Juggling DX 1 None Ability to keep objects in air as a form of entertainment.
Jumping ST 1 None Ability to jump safely from ledge to ledge.
Locksmithing DX 1 None Ability to make & repair all kinds of mechanical locks.
Looting DX 1 None Ability to take the best stuff in a hurried fashion
Local History CH 1 None Knowledge of a local region and everything in it.
Musical Instrument DX 1 None Ability to play a specific musical instrument.
Reading Lips IN 2 None To understand the speech of those seen yet not heard.
Seduction CH 1 WS Ability to persuade through one's one looks and body.
Set Snares DX 1 None Able to make simple snares and traps to catch small game.
Tightrope Walking DX 1 None Ability to walk narrow ropes or beams without falling
Trailing DX 1 WS Ability to follow a person without being noticed
Tumbling DX 1 None The practice in all manner of acrobatics
Ventriloquism IN 1 None The art of throwing one's voice
Voice Mimicry CH 2 None The ability to imitate the voice of another person.

WIZARD Ability Skills Oppose Description


Alchemy IN 3 None Ability to Craft Magic Items
Ancient History IN 1 None Legends, lore, and history of some ancient time and place.
Ancient Languages IN 1 None Mastery of a difficult and obscure language
Astrology IN 2 None Understanding of the supposed influences of the stars.
Engineering IN 2 None Ability to build both great and small things.
Gem Cutting DX 2 None Ability to turn rough stones into finished stones.
Herbalism IN 2 None Ability to concoct potions and poisons from nature.
Navigation IN 1 None Ability to find your via the stars, winds, & ocean currents.
Reading/Writing IN 1 None Ability to read and write a modern language
Religion WS 1 None Knowledge of the common faiths of a specific nation
Spellcraft IN 1 None Familiarity with different forms of spellcasting
Chapter 4: Skills
WEAPON Skills Class Allowed Effect
Weapon Proficiency 1 All Can add weapon bonus to attack rolls
Weapon Specialization +1 Fighter Only +3 to attack rolls
Single Hand Style 0 Warrior, Priest, Wizard, Rogue No Effect
Single Hand Specialty 1 Warrior, Priest, Wizard, Rogue +1 to Armor Class
Single Hand Mastery +1 Warrior, Priest, Wizard, Rogue +2 to Armor Class
Dual Weapon Style 1 Warrior, Rogue Does not lose Weapon Bonus to Attacks
Dual Weapon Specialty +1 Warrior, Rogue Does not lose Total Bonus to Attacks
Sword&Shield Style 0 Warrior, Priest No Effect
Sword&Shield Specialty 1 Warrior, Priest Shield Bash
Dual Hand Style 0 Warrior, Priest, Wizard, Rogue No Effect
Dual Hand Specialty 1 Warrior, Priest, Wizard, Rogue Adds 1.5*strength bonus to +3< weapons
Broken Charge Shot 1 All Proficient with Bow Stop a charging opponent with an arrow
Extra Shot 2 All Proficient with Bow Fire Two Arrows per action
Quick Draw Shot 4 All Proficient with Bow Fire multple arrows w/ -2 att two per extra
Hanging Tree Shot 1 All Proficient with Bow Fire an arrow while hanging upside-down
Stapling Shot 1 All Proficient with Bow Pin target to a surface with a shot

TRAITS Skills Effect


Allure 2 +3 to Comeliness
Grace 2 Add Dexterity to Melee Attacks instead of Strength
Immunity: Poison 2 +2 Stamina against poison
Immunity: Disease 2 +2 Stamina against Disease
Lucky 2 Has a knack for being in the right place at the right time

DRAWBACKS Skills Effect (Select up to 2)


Allergies +1 -3 to all rolls when exposed to Allergen
Bruise Easily +4 Takes an extra point of damage from attacks
Clumsy +1 Does not gain dexterity bonus to Armor Class
Compulsive Honesty +1 Must make a will save or be force to tell the truth
Cowardice +1 -2 to all will saves against Fear Effects
Phobia +1 Will save when exposed to fear or become panicked
Powerful Enemy +2 Hunted by a powerful Enemy
Unlucky +1 Has a knack for being in the wrong place at the wrong time
Chapter 5: Gear
WEAPON Type ATK Critical Range Weight Gold
Axe, Throwing Mi/Me +1 20/x3 4 2 10
Bastard Sword Melee +4 19-20/x2 --- 6 20
Battle Axe Melee +3 20/x3 --- 6 14
Chain Melee +2 20/x2 2 1 8
Club Mi/Me +1 20/x2 2 3 1
Cutlass Melee +2 18-20/x2 --- 2 16
Dagger Mi/Me +1 19-20/x2 2 1 4
Falchion Melee +3 18-20/x2 --- 8 20
Flail Melee +4 20/x2 --- 5 16
Great Axe Melee +5 20/x3 --- 10 20
Great Sword Melee +5 19-20/x2 --- 8 23
Hand Axe Melee +2 20/x2 --- 3 12
Heavy Crossbow Missile +3 19-20/x2 24 8 20
Jousting Lance Melee +0 20/x2 --- 7 6
Katana Melee +4 18-20/x2 --- 5 23
Lance Melee +3 20/x2 --- 10 16
Light Crossbow Missile +2 19-20/x2 16 4 15
Long Bow Missile +3 20/x3 20 3 15
Long Spear Melee +4 19-20/x2 --- 9 20
Mace Melee +2 20/x2 --- 6 12
Maul Melee +5 20/x2 --- 12 19
Morning Star Melee +3 20/x2 --- 7 14
Polearm Melee +3 20/x2 --- 11 23
Quarter Staff Melee +2 20/x2 --- 4 3
Short Bow Missile +2 20/x3 12 2 9
Short Sword Melee +2 19-20/x2 --- 2 14
Spear Mi/Me +3 19-20/x2 4 3 12
Sword Melee +3 19-20/x2 --- 4 18
War Axe Melee +4 20/x3 --- 8 17

Equipment Gold Notes


Innstay, Poor 2
Innstay, Average 5
Innstay, Good 10
Meal, Poor 1
Meal, Average 3
Meal, Good 5
Chapter 5: Gear
Armor AC Weight Gold Notes
Leather +1 10 15
Studded Leather +2 15 30
Scale Mail +3 20 50
Chain Mail +4 25 75
Plate Mail +5 30 100
Full Plate +6 50 150
Shield +1 5 15 Stacks with Armor
Heavy Shield +2 10 30 Stacks with Armor
Steel Cap 11 2 15 Used for called shots against the head
Basinet Helm 13 4 30 Used for called shots against the head
Great Helm 15 6 45 Used for called shots against the head

Equipment Weight Gold Notes


Ammunition (10) 1 2
Backpack 2 9
Bedroll 5 2
Belt Pouch 1/2 1
Chest 25 5
Climber's Kit 5 25
Clothing 2 15
Everburning Torch 1 200
Fine Clothing 2 75
Flint and Steel 1 1
Hemp Rope 5 2
Holy Symbol 1 10
Orb 1 10
Riding Horse --- 125
Rod 1 10
Spellbook 3 12
Spell Components --- 1
Sunrod 1 50
Tent 20 22
Thieves' Tools 1 12
Torch 1 10
Trail Rations 1 2
Wand 1 10
War Horse --- 300
Waterskin 4 4
Chapter 6: Magic
Magic Descriptor Opposing Description
Arcane Acid Cold x
Cold Acid x
Electricity Sonic x
Force Creation x
Illusion Mind x
Sonic Electricity x
Time Dimensions x

Divine Chaos Law x


Darkness Light x
Evil Good x
Good Evil x
Healing Entropy x
Law Chaos x
Light Darkness x

Universal Air Earth x


Beast Plant x
Creation None x
Dimensions Time x
Earth Air x
Entropy Healing x
Fire Water x
Mind Illusion x
Plant Beast x
Water Fire x
Weather Creation x

Spell Duration Modifier Effect


Minute Duration +1/R Duration goes from rounds to minutes
Hour Duration +2/R Duration goes from rounds to hours
Standard Activation +1/R x
Affects Incorporeal +1 spell can hit incorporeal targets
Extra Descriptor +1/R/D Spell gains an extra descriptor of choice. Can be taken only twice.
Improved Range +1/S +5ft per rank of spell range
Progression +1/S Increases to number of summons or creations by 1 per step
Split Attack +1 Can divide spell attack among targets
Alternate Save +1 Uses a different save from the original
Burst Area +1/R Effects all in a 5ft/Rank circular area
Cloud Area +1/R Effects all in a 5ft/Rank circular area
Cone Area +1/R Effects all in a 5ftx5ft/Rank cone area
Explosion Area +1/R Effects all in a 10ft/Rank circular area for every 10ft away from target,
Attack drops by 1.
Line Area +1/R Effects all in a 5ft/Rank line area
Penetrating +1/R Negates Impervious Damage
Poison +1/R Effects target again next round. Stamina save negates
Vampiric +1/R Damage taken is health gained
Distracting -1/R +2 to spell fail
Limited -1/R Spell can only be cast in special circumstances or on certain subjects
Persistant +1 Healing Spells heal Incurable Damage
Regrowth +1 Healing Spell can regrow a severed limb
Incurable +1 Damage Spells cannot be healed normally
Selective +1 Chooses who perceives Illusion spells and who doesn't
Chapter 6: Magic
Animal Control
Cost 2sp/Rank
Duration 1 round per rank of spell
Descriptors Beast
Save Willpower
Effect You can exert mental control over a single animal. Make an attack roll of 1d20+Magic+Rank
against the animal's Willpower score. Success means the animal comes under your control.

Animate Objects
Cost 3sp/Rank
Duration 1 round per rank of spell
Descriptors Creation
Save None
Effect You can imbue objects with animation and a semblance of life, making them constructs under
your control. The single object coming to life has a number of hits equal to spell rank with
AC bonus, Attack bonus, and Save bonuses equal to half rank

Blast
Cost 2sp/Rank
Duration Instantaneous
Descriptors Acid, Cold, Electricity, Force, Sonic, Chaos, Darkness, Evil, Good, Law, Light, Air, Earth,
Fire, or Water
Save Armor Class
Effect You can make a damaging ranged attack of energy with a bonus to magic equal to rank. Has a
range of 10ft per Rank

Boost
Cost 1sp/Rank for 1 stat, 3sp/Rank for either all physical or mental, or 5/sp per rank for all stats.
Duration 1 round per rank of spell
Descriptors Healing, Force,
Save none
Effect You can improve a stats or stats temporarily. You can boost yourself or other characters by
touch. Your new stat (or stats) improve by a number equal to the spells rank, so long as it does
not go over 30.

Burrowing
Cost 1sp/Rank
Duration 1 round per rank of spell
Descriptors Earth
Save none
Effect You can burrow through the ground, leaving a tunnel behind you. You gain a tunnel speed
equal to 5ft/Rank/Action.

Cold Control
Cost 2sp/Rank
Duration 1 round per rank of spell
Descriptors Cold
Save none
Effect You can create an area of extreme cold with a radius of 10ft per rank
Chapter 6: Magic
Comprehend Animals
Cost 2sp
Duration 1 round per rank of spell
Descriptors Beasts
Save none
Effect You can either speak to or comprehend animals

Comprehend Languages
Cost 2sp
Duration 1 round per rank of spell
Descriptors Dimensions
Save none
Effect You can either speak or understand the language of any intelligent creature.

Comprehend Objects
Cost 2sp
Duration 1 round per rank of spell
Descriptors Creation
Save none
Effect You can communicate with inanimate objects, granting them the ability to speak to you or
simply reading impressions from them.

Comprehend Plants
Cost 2sp
Duration 1 round per rank of spell
Descriptors Plant
Save none
Effect You can either comprehend or communicate with plants, both normal plants and plant
creatures

Confuse
Cost 1sp/Rank
Duration 1 round per rank of spell
Descriptors Mind
Save Willpower
Effect The target of this power becomes confused, unable to independently determine their actions.
The target of this power becomes confused, unable to independently determine their
actions.Any confused character who is attacked automatically attacks its attackers on its next
turn, as long as itis still confused. Each round, the target rolls a d20 against his Willpower,
getting +1 to the score each save. If he rolls under Willpower, the effects wear off.

Corrosion
Cost 2sp/Rank
Duration Instantaneous
Descriptors Acid, Time
Save Objects on a person uses the owner's dodge score, otherwise they have a save of 10.
Effect Your touch causes matter to weaken and corrode. Weapons effected by this have the attack
bonus reduced by 1 +1 for every 5pts the save was beaten by. Armor has it's AC bonus
reduced in the same way. If the Weapon's or Armor's bonus is reduced to +0, the weapon and
armor is destroyed This will not work on enchanted items unless the Corrosion has penetrating
attack (as such items would gain impervious).
Chapter 6: Magic
Create Object
Cost 2sp/Rank
Duration 1 round per rank
Descriptors Creation
Save none
Effect They may be solidified energy,transmuted matter, ice, stone, or something else entirely,
depending on your descriptors. Creating a piece of adventuring equipment requires only
1 rank. Creating a weapon or a suit of armor requires a number of ranks equal to it's attack
or AC bonus. Creating a wall or building requires one rank per 5ft of area.

Darkness Control
Cost 2sp/Rank
Duration 1 round per rank
Descriptors Darkness
Save none
Effect You can blanket an area in darkness, creating total visual concealment in a radius of 10ft per
rank

Dazzle
Cost 1sp/Rank for Blind or Deaf, 3sp/Rank for Both
Duration 1 round per rank
Descriptors Entropy
Save Dodge to hit (Stamina to shake off)
Effect You can overload either a targets visual or auditory senses, rendering them temporarily
useless. Blind opponents suffer -2 to attack rolls and -1 to AC and saves. Thieves and
Assassins get +2 to Stealth ability against deaf characters. Each round, the target rolls a d20
against his Stamina. If he rolls under stamina, the effects wear off.

Density
Cost 3sp/Rank
Duration 1 round per rank
Descriptors Earth
Save none
Effect Gain Impervious, Immovable, and Penetrating Strike (Unarmed) for duration of spell

Disintegration
Cost 4sp/Rank
Duration Instantaneous
Descriptors Entropy
Save Stamina
Effect You can project an attack weakening and destroying the structure of objects. Make a magic
attack roll to hit your target. If the success difference of the attack was greater than the
opponent's Stamina Score, the opponent is utterly obliterated. Objects the size of the caster or
smaller are automatically destroyed.

Drain
Cost 1sp/Rank for 1 stat, 3sp/Rank for either all physical or mental, or 5/sp per rank for all stats.
Duration 1 round per rank
Descriptors Entropy
Save Stamina
Effect You can temporarily lower one of a targets stats. Make a magic attack against the target's
stamina save. If the save fails, the target's stat (or stats) drop by 1 and an addition 1 for every
5 points rolled over stamina.
Chapter 6: Magic
Duplication
Cost 2sp/Rank
Duration 1 round per rank
Descriptors Illusion
Save none
Effect You can create a duplicate of yourself. This duplicate has a number of hits equal half the
spell's ranks (to a minimum of 1)

Air Control
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Air
Save none
Effect You can control the movement of masses of air. You can create powerful winds, pushing or
pulling objects or tripping targets. You can make knockdown attempts with a force equal to
rank.

Earth Control
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Earth
Save none
Effect You can control and move a mass of soil, rock, or minerals. The amount you can control is
200lbs per Rank and can reshape 10ft/rank of rock anyway you like.

Fire Control
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Fire
Save none
Effect You can control the movement and spread of flames with a damage bonus less than or equal to
rank.

Water Control
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Water
Save none
Effect You can control a mass of water (fresh or salt water, but not other liquids) The amount you can control
is 200lbs per Rank and can reshape 10ft/rank of water anyway you like.

Calm Control
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Mind
Save Willpower
Effect You instill in you opponent a sense of Calmness. Make a Magic Attack against the target's will
save. If successful, The subject adopts an indifferent attitude and does not feel any strong
emotion. Calm can counter any of the other emotion effects
Chapter 6: Magic
Despair Control
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Mind
Save Willpower
Effect You instill in you opponent a sense of Despair. Make a Magic Attack against the target's will
save. If successful, The subject is shaken, suffering a 2 on attack rolls, defense, and checks.
Success by 10 or more means the target is overcome with hopelessness, helpless and unable to
take any actions.

Fear Control
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Mind
Save Willpower
Effect You instill in you opponent a sense of Fear . Make a Magic Attack against the target's will
save. If successful, The subject is shaken, suffering a 2 on attack rolls, defense, and checks.
Success by 5 or more means the subject is frightened and flees from the source of the fear
(specified by the user) as quickly as possible. Success by 10 or more means the subject is
panicked, dropping any held items and fleeing blindly from the source of the fear. A panicked
subject unable to flee cowers and does not attack.

Hate Control
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Mind
Save Willpower
Effect You instill in you opponent a sense of Hatred. Make a Magic Attack against the target's will
save. If successful, The subject immediately becomes unfriendly. Success by 5 or more, the
subjects attitude becomes hostile. Hate counters and is countered by love.

Hope Control
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Mind
Save Willpower
Effect You instill in you opponent a sense of Hope. Make a Magic Attack against the target's will
save. If successful, The subject feels no fear or despair. Hope counters those emotions
and similar effects and is countered by them in return.

Love Control
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Mind
Save Willpower
Effect You instill in you opponent a sense of Love. Make a Magic Attack against the target's will
save. If successful, The subjects attitude becomes friendly. Success by 5 or more, the
subjects attitude becomes helpful. Success by 10 or more, the subject becomes fanatical.
Love can counter despair, fear, and hate and they may counter it.
Chapter 6: Magic
Flight
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Air
Save none
Effect You can fly through the air, including hovering in place. You have a flying speed of 5ft per
rank

Shield
Cost 1sp/Rank
Duration 1 round per Rank
Descriptors Acid, Cold, Electricity, Force, Sonic, Chaos, Darkness, Evil, Good, Law, Light, Air, Earth,
Fire, Water
Save none
Effect You can surround yourself with a protective field of force. A Force Field gives you an AC
bonus against ranged attacks equal to Rank

Healing
Cost 2sp/Rank
Duration Instantaneous
Descriptors Healing
Save none
Effect You can heal injuries by touch. Make a Magic check against a DC of 15. Success allows you
to heal 1 health point plus an additional health point for every 5 points above DC.

Illusion
Cost 1sp/Rank for either smell and taste, sight, sound, or touch; 2sp/Rank for any of those two;
3sp/Rank for any of those three; 4sp/Rank for all
Duration 1 round per Rank
Descriptors Illusion
Save Willpower
Effect You can create false sensory impressions. The targets must roll 1d20+Magic+Rank against
their Willpower. If they get above their Willpower, the Illusion succeeds in fooling them.
Illusions have no substance and cannot have any real-world effect. Illusions cannot provide
illumination, nutrition, warmth, or the like (although they can provide the sensations of these
things). Likewise, an illusory wall only prevents people from moving through an area so long
as they believe its real, and an illusory bridge or floor is revealed as false as soon as someone
tries to walk across it and falls through!

Incoporeal
Cost 5sp/Rank
Duration 1 round per rank
Descriptors Dimensional
Save none
Effect Target can become incorporeal like a ghost. For the duration of the spell, the target must roll
1d10 each round. If the target rolls below his rank. He stays incorporeal for that round.

Invisibility
Cost 4sp/Rank for against mundane senses or 8sp/Rank against magical senses
Duration 1 round per Rank
Descriptors Illusion
Save none
Effect You can become invisible at will
Chapter 6: Magic
Leaping
Cost 1sp/Rank
Duration 1 round per Rank
Descriptors Fire
Save none
Effect You can make prodigious leaps, jumping 5ft/Rank forward and 5ft/Rank upward

Light Control
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Light
Save none
Effect You can generate light as bright as daylight in a radius of 10ft per rank

Mind Blast
Cost 3sp/Rank
Duration Instantaneous
Descriptors Mind
Save Willpower
Effect You can strike any target you can accurately perceive with a blast of mental force. This attack
deals damage to mana than health.

Mind Control
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Mind
Save Willpower
Effect You can control another characters mind, and therefore actions. Make a magic attack against
the target's willpower. If you succeed, you control the targets actions. If you fail, there is no
effect. You can try again, but the target gets a cumulative +1 on Will saves for each successive
attempt in the same encounter. Issuing a command is a move action, separate from the
standard action needed to establish control. If the target has no means of understanding you,
you can only issue simple commands that can be conveyed with gestures (like go there or
stop). Targets commanded to carry out an action strongly against their nature get a new Will
save immediately with a +1 to +4 bonus, depending on the type of command. Success breaks
your control. Obviously self-destructive commands are automatically ignored, but do not
break your control. The subjects consciousness is suppressed while controlled, meaning the
target cannot say or do anything without direction, and has no memory of being controlled.

Mind Shield
Cost 1sp/Rank
Duration 1 round per Rank
Descriptors Mind
Save None
Effect Gain a bonus to willpower against Mind spells equal to Rank.

Doppelganger
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Illusion
Save none
Effect You are able to assume the guise of another humanoid. Increase disguise skill by Rank.
Chapter 6: Magic
Mind Reading
Cost 1sp/Rank
Duration 1 round per Rank
Descriptors Mind
Save Willpower
Effect You can read another characters thoughts. To use Mind Reading, make a magic attack against
the targets Willpower. If successful, you can read the targets surface thoughts (whatever the
target is presently thinking). Mind Reading transcends language; you comprehend the targets
thoughts whether or not you share a common language. You can also mentally probe a targets
mind for information. Take a full-round action and make a magic attack against the targets
Willpower. If successful, you can essentially ask any one question and receive the answer
from the targets mind. If the target doesnt know the answer, then you know that. Especially
personal or guarded information grants the target a +1 to +5 bonus on the save, while
information the subject doesnt consciously know (subconscious or forgotten due to amnesia,
for example) grants a +5 to +10 bonus on the save and the target cant forgo the save. You can
continue to ask questions, one per round, for as long as you maintain your mind probe,
requiring a full-round action each round. The target gets an additional Will save each round,
with a cumulative +1 bonus per save.

Nauseate
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Entropy
Save Stamina
Effect You can inflict weakness on a target. You may do so through nausea,momentary illness, pain,
or even extreme pleasure. Make a magic attack against the targets stamina save. If the spell
succeeds, the target is sickened, suffering a 2 penalty on all attack rolls and checks. If the
spell succeeds by 5 or more, the target is nauseated, unable to do anything other than take a
single action each round. If the spell succeeds by 10 or more, the target is helpless. The victim
gets a new saving throw each round to recover from the effects, with a +1 bonus for each
previous sav

Negate
Cost 2sp/Rank for any spell of a single descriptor, 4sp/Rank for any spell of a single descriptor
group, or 6sp/Rank for any spell.
Duration Instantaneous
Descriptors Time
Save Spell versus Spell
Effect Caster can counter another's spell. If the caster withholds an action in the round, he must make
a magic attack against a DC equal to 10 + the opposing caster's magic + rank of opposing
spell. Success negates the spell. This spell already has the standard action modifier added to it.
The caster can use Negate as many times as he has witheld actions.

Plant Control
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Plant
Save Reflex for entagle effect.
Effect You can control the growth and movement of plants. You can cause plants in an area of
5ft/Rank in radius to entangle or attack opponents with a strike or Holding effect equal to
Rank.
Chapter 6: Magic
Possession
Cost 4sp/Rank
Duration 1 round per Rank
Descriptors Dimensional
Save Willpower
Effect You can merge with and assume control of a targets body. Make a power check against the
target's Willpower. If you succeed, your body vanishes, merging with the target, and you
assume control of the targets body. You retain your mental ability scores, skills based on
mental abilities, and powers with mental effects, and gain the targets physical ability scores,
skills based on physical abilities, and powers with physical effects. The targets mind is
suppressed and unconscious while you are in control. A victim of Possession gets a new
saving throw each round. Possessed characters used to carry out an action strongly against
their nature get a new Will save immediately with a +1 to +4 bonus, depending on the type of
action. A successful save ejects you from the targets body; your own body reappears in the
nearest open space. The same occurs when you leave the targets body voluntarily.

Armor
Cost 1sp/Rank
Duration 1 round per Rank
Descriptors Acid, Cold, Electricity, Force, Sonic, Chaos, Darkness, Evil, Good, Law, Light, Air, Earth,
Fire, Water
Save none
Effect Your body is covered in an armor of force. This armor gives you an AC bonus against
melee attacks equal to Rank

Quickness
Cost 5sp/Rank
Duration 1 round per Rank
Descriptors Time
Save none
Effect gain a number of additional actions per round equal to Rank

Regeneration
Cost 4sp/Rank
Duration 1 round per Rank
Descriptors Healing
Save none
Effect You can heal yourself of injuries. Each round, make a Magic check against a DC of 15.
Success allows you to heal 1 health point plus an additional health point for every 5 points
above DC.

Holding
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Acid, Cold, Electricity, Force, Sonic, Chaos, Darkness, Evil, Good, Law, Light, Air, Earth,
Fire, or Water
Save Dodge
Effect You can restrain a target with bonds of energy based on the descriptor of the spell. Make a
Magic Attack against Dodge. If the spell succeeds, the target is entangled, suffering a 2
penalty to attack rolls and AC, and a 4 penalty to Dexterity. He can move at half speed, but
cant move all out. If the spell succeeds by 5 or more, or on a second successful Snare attack,
the target is bound and helpless. The target is unable to move, loses his defense bonus, and
suffers a further 5 modifier to AC. Targets can break out by rolling 1d20+Strength modifier
against a DC equal to 10 + Caster's Magic + Spell's Rank. Success breaks the bonds.
Chapter 6: Magic
Sonic Control
Cost 2sp/Rank
Duration Blast is Instantaneous, Deafening lasts 1 round per Rank
Descriptors Sonic
Save Dodge
Effect You can generate a deafening blast of sound in a radius of 10ft/Rank that acts as an auditory
Dazzle effect

Speed
Cost 1sp/Rank
Duration 1 round per Rank
Descriptors Time
Save none
Effect Target a movement per action increases by an additional 5ft/Rank

Strike
Cost 1sp/Rank
Duration Instantaneous
Descriptors Acid, Cold, Electricity, Force, Sonic, Chaos, Darkness, Evil, Good, Law, Light, Air, Earth,
Fire, or Water
Save Armor Class
Effect You can make a damaging melee attack of energy with a bonus to magic equal to rank.

Resurrection
Cost 5sp/Rank
Duration Instantaneous
Descriptors Healing
Save none
Effect You can restore life to the dead! Roll a d20 against a Score of 2+Magic+Rank-number of days
dead. If the roll is under the score, the target is brought back to life. You can only try this once
per day per subject

Stun
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Mind
Save Stamina
Effect You can stun a target. Make a Magic Attack Roll against stamina. Success reduces the the
number of actions a character has per turn by 1 plus an additional one for every 5pts the above
the score.
Summon
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Dimensional
Save none
Effect You can call upon another creature to aid you. This creature must be either an animal or a
monster. To call upon the creature roll 1d20+Magic+Rank against a DC equal to 10 + the
creature's hit score. Success summons the creature to fight for you
Chapter 6: Magic
Swimming
Cost 1sp/Rank
Duration 1 round per Rank
Descriptors Water
Save none
Effect You can swim faster than normal. You gain a swimming speed of 5ft/rank per action

Telepathy
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Mind
Save none
Effect You can read minds and project your thoughts into the minds of others with a range of 10ft per rank

Teleport
Cost 2sp/Rank
Duration Instantaneous
Descriptors Time
Save none
Effect Teleport yourself and 100lbs a distance away equal to 100ft/Rank

Weather control
Cost 2sp/Rank
Duration 1 round per Rank
Descriptors Weather
Save none
Effect You can alter the weather. A roll of d20 below a score 5+Magic+Rank allows you to do the
following:
Cold Lower the temperate by 5 degrees per Rank
Distraction Ruin Concentration (+2 to Spell fail scores) with Rain, hail or dust storms
Hamper Reduce speed to 5ft/Rank Actions with High winds or Icey surface
Heat Raise the temperate by 5 degrees per Rank
Light Reduced Darkness Control spells by 10ft per Rank with Sunlight
Chapter 7: Magic Items

Weapon Property Modifier


Enchanted I +4000 +1 to Attack bonus
Enchanted II +8000 +2 to Attack bonus
Enchanted III +12000 +3 to Attack bonus
Enchanted IV +16000 +4 to Attack bonus
Enchanted V +20000 +5 to Attack bonus
Fiery +8000 +4 Fire to Attack bonus.
Frost +8000 +4 Cold to Attack bonus.
Shocking +8000 +4 Electricity to Attack bonus.
Sonic +8000 +4 Sonic to Attack bonus.
Slayer +4500 +9 to attacks against a single creature type
Acidic +8000 +4 Acid to Attack bonus.
Adamantine +16000 Gain Penetrating Attack ability
Ghost Touch +8000 Affects Incorporeal Creatures
Keen +2000 Increase Threat Range by 1
Distance +2000 Range is doubled. Ranged Weapons only.
Knockback +8000 Stamina check to knock a target back 5ft x weapon bonus
Incurable +8000 Weapon Deals Incurable Damage
Vampiric +12000 Hits taken from enemy heal you by same amount
Vorpal +20000 Roll of 20 calls for dodge save. Failed dodge save is instant kill.
Autofire +16000 Fires 3 shots per Action. Ranged Weapons only.
Ricochet +8000 Second chance to hit. Ranged Weapons only.
Chaotic +12000 +6 to Attack against Lawful Creatures
Holy +12000 +6 to Attack against Evil Creatures
Lawful +12000 +6 to Attack against Chaotic Creatures
Unholy +12000 +6 to Attack against Good Creatures

Armor Property Modifier


Enchanted I +4000 +1 to Armor bonus
Enchanted II +8000 +2 to Armor bonus
Enchanted III +12000 +3 to Armor bonus
Enchanted IV +16000 +4 to Armor bonus
Enchanted V +20000 +5 to Armor bonus
Healthy +4000 Immunity to Disease & Poison
Fortified +12000 Immunity to Critcal Hits
Guard +20000 Immunity from a single descriptor
Defended +36000 Immunity for Stamina, Dodge, or Willpower Saves
Immovable +8000 Immune to Knockback
Impervious +12000 Ignore a single point of Damage
Lesser Healing +12000 Regeneration +3
Greater Healing +24000 Regeneration +6
Ghost Shroud +20000 Become Incorporeal (6+ on a d10)

Sample Magic Items Cost Effect


Ring of Jumping 24000 Able to Jump 30ft forward and 30ft upward
Lesser Healin Potion 100 Works like a Rank 5 Healing Spell
Healing Potion 250 Works like a Rank 10 Healing Spell
Greater Healing Potion 500 Works like a Rank 20 Healing Spell
Lesser Mana Potion 200 Works like a Rank 5 Healing Spell, but with Mana
Mana Potion 500 Works like a Rank 10 Healing Spell, but with Mana
Greater Mana Potion 1000 Works like a Rank 20 Healing Spell, but with Mana
Staff of the Elements 80000 Cast the following at Rank 10: Air, Earth, Fire, & Water Control
Gauntlets of Might 12000 Grants +3 to Strength

Вам также может понравиться