SKILLS
SKILL USUAL WHEN RELEVANT
ATTR
Acrobatics Jumping, tumbling, parkour, escapology, tests of agility and reaction (inc
Animal Dex Interceptions and triggering Rescue Exploits, but not initiative).
Lore Animal behaviour, animal handling, mounted combat, driving carts &
Int carriages, animal training, veterinary lore, bestial monster lore.
Apothecary Int First aid, injury recovery, poisons, biology, disease.
Arcane Int Sensing nearby magic, recalling magical lore, fantastic monster lore,
Lore Str or alchemy.
Con Running, climbing, swimming, jumping, tests of physical power
Athletics Cha including grappling, breaking down a door, knocking an enemy prone,
pushing a foe backwards, and so on.
Deception Perc Telling convincing lies, impersonations, making and using disguises and
forgeries. Often opposed by Int (Insight).
Detection Int General state of alertness as well as purposeful searching. Detecting
Divine Int or traps, ambushes, clues, secret doors and so on.
Lore Cha Specialized, obscure or forbidden religious lore, rites, and creatures
Gather (holy and unholy).
Int Rumour hunting, rumour mongering, canvassing for witnesses or a
Information missing person or item, extended researching (eg: monster weaknesses
Int or or other specifics, the location of a lost ruin, etc).
General Perc The general catch all lore skill, recalling a broad range of historical,
Lore scientific, religious and political information (but not Arcane, Animal,
Divine or Wilderness Lore).
Insight Discerning cues and subtleties suggestive of lies, exaggeration, honesty,
and so on, with a view to gauging a person’s true intentions. Often
opposed by Cha (Deception).
Leadership Cha Inspiration, morale, intimidation, teaching, having orders obeyed.
Persuasion Cha Debating, convincing, negotiation, diplomacy, etiquette.
Sailing Str or Int Navigating and operating ships (including airships if applicable), rafts,
Dex canoes, etc. Also includes fishing and swimming.
Sleight of Picking pockets, palming, hiding small objects on your person or
Hand planting objects on others.
Stealth Dex Hiding and moving silently. Often opposed by Perc (Detection).
Traps & Dex Picking non-magical locks, setting and disarming non-magical traps.
Locks Noticing traps is covered by Perc (Detection).
Wilderness Int Wilderness survival, herbalism, foraging, hunting game, tracking. Might
Lore include some relevant non-magical monster lore (GM’s call).
50
PARTY BONDS 10 Indentured gladiators of the dreaded
Ogorien Fighting Pits.
For quick and easy party cohesion, it is
recommended that each player generate one or Conmen, muscle or other agents
more bonds with their fellow adventurers. Roll
twice on the table below and choose the most 11 working closely with Arbus Twolicks,
appropriate and/or fun connection. the best thief in all of Sump Town (even
The examples provided are for inspiration, and if he does say so himself).
should be modified to suit your campaign. They
are primarily in the vein of prior professions, or Siblings or cousins (adopted or
significant past events, but could easily be rejigged
as ongoing concerns. 12 otherwise). Possibly with an evil,
bankrupt, sick, missing or filthy rich
parent or other close relative.
Drinking buddies from way back,
frequenting the dubious Five Rats
13 Tavern, and well known by Mr Boddic,
1d20 BOND WITH PARTY MEMBER the proprietor and former soldier of
fortune.
Pirates or sailors on the notorious galley Chain gang prisoners who built the
1 Green Devil, under the command of 14 Northern Highroad between
Captain Scasali. Thussleton and Port Redbank.
Lone survivors of the Blackbrand Caravan guards on the months long
2 Mercenary Company, destroyed in a 15 expedition out from Westbrook,
recent engagement with bitter rivals, the through the Suuvea Jungle, finally
Shenzu Raiders. arriving in remote Innoqueb City.
Students under the tutelage of the very Explorers, herbalists or surveyors of the
3 famous (and highly respected, or 16 northern reaches of the sprawling
feared) Master Macau. Sunhorn Mountains.
Bounty Hunters that worked together 17 Defenders (or captive residents) in the
Siege of Ironhall.
4 to take down Madame Iossa and her
sidekick, the infamous Ufreg the Indebted to the same crime boss,
18 Guildmaster Marakett.
Hammer.
Guards or Militia patrolling the Monster hunters who dispatched the
19 much maligned Ogre twins, Sorg &
5 merchant quarter of Neferai City, when
Grunkor.
the violent Silk Riots erupted.
Devotees of a similar philosophy, Soldiers at the infamous Battle of
Lowcrag.
6 religion or other teachings, under the 20
direction of Mistress Aria.
Partners in Ficklebender’s Delicate
Draperies; a failed (or otherwise
7 disappointing) rare clothing and textiles
business. Smuggling unrelated
contraband may or may not have been
part of the business model.
Bodyguards to Lady Horruck, Duchess
8 of the Vander Lowlands, and day to day
director of Horruck’s Arms & Armour.
Inquisitors that investigated and
9 expunged the dark Witches of
Whitefern.
51
EQUIPMENT
The equipment lists below provide the usual price
range for each type of item, with variance for
availability, quality and decoration. Class based
Gear Packs are also provided on p.56 to help
speed PC creation, if desired. Note 1 gold piece
(gp) equals 10 silver pieces (sp).
Gear Availability
At the GM’s option, buying uncommon or rare
equipment might call for a Charisma or other
check by the interested PC, requiring a great
success for rare items. Modifiers may apply
depending on the circumstances, for example the
particular city, supplier, legality, etc. Items from
small outposts and villages are generally one rarity
category higher than normal.
Suggested quantities, and possible wait times (if the Common Equipment (1d3 gp)
GM decides the items are not immediately
available, or if the PC wishes to try again after a Common equipment is available in most towns
failed attempt) appear below. Fantastic items such and some villages. Some examples are provided
as magic swords are unique and generally not for below. For smaller quantities use sp instead.
sale. As always, GM discretion applies.
Arrows or Bolts (20), Bell (steel, 5), Block &
GEAR QUANTITY WAIT Tackle, Candles (10), Canvas (large), Case
RARITY Available TIME (waterproof, map/scroll), Chain (10 ft), Chalk (10
sticks), Chest, Clothes (inc footwear, cloaks, etc),
Common Available Crowbar, Camping Kit (Backpack, Bedroll, Belt
pouch, Flint & Steel, Waterskin), Fishing Net
Uncommon 2d4 1d6 days (large), Flask (steel), Grappling Hook, Hammer,
Ink (1 oz), Ladder (10 ft), Lamp, Lantern (bullseye
Rare 1d3 1d6 weeks or hooded), Mirror (small steel), Oil (2 pints),
Parchment (5 sheets), Pickaxe, Pole (10 ft), Pot
Very Rare 1 1d6 months (iron), Sack (large, 5), Rations (1 week), Rope (60
ft), Sealing wax, Shovel, Signal Whistle (steel), Iron
Portable Light Sources Spike (5), Tent (2 person), Tool, Torch (5).
With respect to lighting, torches burn for a few Common equipment is largely self-explanatory.
hours and create a 30 ft radius of light. A pint of On occasion the GM might allow a bonus on a task
oil in a lantern burns for approximately eight for using the right kind of tool (eg: a crowbar might
hours, casting a 30 ft radius of light. A bullseye grant a +2 bonus when breaking open a door).
lantern creates a beam of light 60 ft long but only
10 ft wide.
53
Uncommon Equipment (2d10+10 gp) Acid
A vial of acid is useful for (slowly) melting through
Examples of uncommon equipment that locks, hinges, chains and other items. It can also
adventurers often find useful are included below. be thrown (range 40 ft) at an enemy, causing 1d6
The GM determines any benefits provided, in acid damage.
consultation with the player.
Boot blade (concealed), Caltrops (bag of 50, action Anti-toxin (1 dose)
to throw in 5 ft radius, Dex check or half Anti-toxin administered within one minute of
movement until spend turn tending to feet), being poisoned grants the user a second Luck save
Clothes with secret pockets, Disguise Kit (clothes, to resist the poison or some other beneficial effect
dye, powder, etc), Holy Symbol (wooden or at the GM’s discretion. It does not undo any
silver), Holy Water (one vial – see Undead p.183), attribute drain or hit point damage already caused,
Hunting Trap, Lock (standard quality), Manacles, but will stave off further loss, paralysis or death.
Musical Instrument, Parchment suitable for a spell Anti-toxin may also be taken ahead of time,
scroll, Pommel Blade (spring loaded), Secret granting the same protection for 2d6 rounds.
Sheath, Signet Ring.
Compass
Rare Equipment Magnetic compasses may or may not be available
(5d10+50 gp, or more) depending on the game world. Historically
speaking they appeared in China by about 200 BC,
Examples of rare equipment are provided below. and made their way to Western Europe by the 13th
These items tend to require unusual components, Century. An explorer armed with a map and
long and difficult manufacturing processes, or rare compass is unlikely to become lost and has
specialized skills. They are typically found in cities advantage on navigation checks. Compasses can
or well stocked towns, as opposed to villages or be misled however by natural anomalies in the
small outposts. earth, iron armour and other gear.
Fire Pot
A favourite among alchemists everywhere, the fire
pot is a thrown missile weapon (range 40 ft) which
explodes in a 5 ft radius, causing 1d6 fire damage
and creating a thick cloud of smoke
(33% miss chance, disperses after 1 round).
Unattended combustibles in the area tend to catch
fire.
Forged Papers
From time to time, adventurers might find a use
for forged party invitations, identity documents,
maps, merchant charters and other written works.
Healer’s Kit (10 uses)
If a party member has the Apothecary skill and a
healer’s kit, each character recovers a bonus 1d4
hit points after a long rest. Additionally, tending
with the Apothecary skill allows a character to roll
54
with advantage for injury recovery times. Finally, (Dex) saves. Advanced mechanical leg
an apothecary might be able to delay the onset or replacements are not unknown, with life like
reduce the severity of poison and disease, at the shapes and colours, hidden compartments, more
GM’s discretion. Each use of the Apothecary skill complex movement range, etc.
in this manner consumes one use of the kit’s
supplies (bandages, healing herbs, poultices and Poison (1 dose)
salves, etc). Poisons come in a wide variety of effects, but the
most common types cause hit point loss and/or
Hook Hand attribute loss. More potent poisons may cause
For those adventurers, thieves, pirates or other paralysis, sleep, and even death. Some poisons
unfortunates absent a hand or forearm, the take hold immediately whilst others require a
practicalities of a hook hand or similar prosthesis number of rounds or hours before applying their
cannot be understated. Hook hands cause 1d4 effect. Different poisons are administered in
damage if used as a weapon and may be attached different ways, by skin contact, blood injury,
to customised shields. Advanced mechanical hand inhalation and/or ingestion. Applying poison to a
replacements are not unknown, with life like weapon takes an action, and remains on the
shapes and colours, hidden compartments, weapon until a strike is delivered or 1 minute
swappable tools or weapon grafts, more complex passes (at which time the poison has either run off
movement range, etc. the blade or become inert after exposure to air).
Jewellery The GM decides which poisons (if any) are
Like today, jewellery is available in a wide range of available for sale on a case by case basis. Some
styles, quality and price, and may be demonstrative example poisons are provided below (see also
of wealth, artistry or social status. Trap Poison p.235).
Magnifying Glass • Giant Centipede poison: as the monster
A magnifying glass can assist in locating miniscule entry.
clues, starting fires (magnifying daylight) and
appraising small objects such as gemstones. • Elderberry Toxin: applied by injury or
ingestion, causes 1d4 Dex loss. Luck
Peg Leg (Con) save resists.
A lower leg prosthetic to replace lost limbs
beneath the knee. With practice the subject will be • Fireblood: applied by injury, causes 2d6
able to walk at the same speed as a normal damage plus 1d3 Str loss. Luck (Con) save
humanoid. The user suffers disadvantage on for half.
movement based Dex checks, including Luck
• Choking Spore: distributed in a 5 ft
radius, must be inhaled, causes 1d3 Con
loss for the next 1d4 rounds. Luck (Con)
save resists.
• Ghoulsheen Admixture: applied by
injury, immediate paralysis for 1d4
rounds. Luck (Con) save resists.
• Whisperfog: Applied by contact (not
injury; does not work on an injured
target). Fall asleep for 1d4 minutes, plus
loss of short term memory for the prior
1d6 x 10 minutes. Luck (Con) save resists.
55
Poisoner’s Ring GEAR PACKS
This special ring includes a small secret
compartment to store one dose of poison or some (1) Artificer Backpack, coin pouch, bedroll,
other tiny object. Some variants include a pop out rations (1 week), waterskin, tinderbox,
needle. (2) lantern & 1d4 oil flasks, 1d2 fire pots,
Barbarian 10 ft chain, 10 ft pole (in three
Thieves Tools sections, slots together), spare tinker
A mix of skeleton keys, picks, files, saws, clamps (3) Bard parts.
and pliers, this tool kit allows a character to pick Backpack, coin pouch, bedroll,
locks or disarm traps. Without such a kit, (4) Cultist rations (1d6 days), waterskin,
improvised tools will generally be required. (5) Fighter tinderbox, 1d6 torches, totem object,
(6) Magic anti-toxin herbs (1d2 doses), spear or
Sextant and Nautical Almanac short bow & 10 arrows.
Armed with a sextant and nautical almanac, an User Backpack, coin pouch, bedroll,
explorer might be able to determine the correct (7) Monk rations (1 week), waterskin, 1d6
course using celestial navigation. The process is torches, tinderbox, instrument (if
not easy and requires accurate measurement of the (8) Ranger desired), a few pages of parchment,
angle between the moon and sun, and a series of quill & ink, jewellery (50gp),
difficult computations. The process takes about (9) Rogue Ghoulsheen poison (1 dose).
half an hour, at which point an Int check is Backpack, coin pouch, bedroll,
required. If successful, the explorer deduces her rations (1 week), waterskin, 1d6
current longitude and latitude. torches, holy symbol, sacred book,
healer’s kit, 1d4 vials of holy water.
Spyglass Backpack, coin pouch, bedroll,
A portable telescope allows the user to see up rations (1 week), waterskin, 1d6
three times as far as normal. Also a fashion item torches, tinderbox, climbing gear, 1d6
among pirates. iron spikes, 50 ft hemp rope,
whetstone, secondary weapon.
Tripwires Backpack, coin pouch, bedroll,
Commonly a spool of thin fishing line, strung rations (1 week), waterskin, lantern
between ankle height weights topped with bells or with 1d4 oil flasks, tinderbox, scrolls of
connected to a trap of some kind (such as a brace secret lore, acid (1 dose), 1d2 fire pots.
of rigged crossbows on a wooden frame). Backpack, coin pouch, bedroll,
rations (1d6 days), waterskin, 1d6
Gear Packs torches, tinderbox, healer’s kit, 100 ft
silk rope, book of teachings (or other
For convenience, class based Gear Packs are record, eg carved sticks, tattoos, etc),
provided below to speed starting equipment sacred icon (if desired).
choice. Each PC also receives (i) one melee Backpack, coin pouch, bedroll,
weapon, (ii) one armour, (iii) one shield (if rations (1 week), waterskin, 1d6
available to that class), and (iv) 1d6 gp left over. torches, tinderbox, small tent, fishing
gear, 50 ft hemp rope, 1d2 hunting
Note that Gear Packs are more generous than traps, 1d2 trip wires, long/short bow
standard starting gold. Gear packs might also be and 20 arrows.
useful for improvised NPC adventurers or loot Backpack, coin pouch, bedroll,
(choose the appropriate class pack, or roll 1d10, if rations (1 week), waterskin, shuttered
10 GM’s choice or Carry Loot instead). lantern & 1d3 oil flasks, tinderbox,
Fireblood poison (1 dose), bag of
caltrops, 100 ft silk rope, grappling
hook, thieves’ tools.
56
ANIMALS LIFESTYLE EXPENSES
ANIMAL PRICE LIFESTYLE PRICE/DAY
Donkey 1d6+6 gp Street Nil
Hound, War 2d10+10 gp Poor 5 sp
Horse, Draft 1d10+40 gp Average 2 gp
Horse, Riding 2d10+50 gp Rich 10 gp
Horse, War 5d20+300 gp Filthy Rich 30 gp+
Hunting Bird 2d10+100 gp Lifestyle costs cover food, drink, shelter, clothing
and utilities. Rich and Filthy Rich lifestyles might
Monkey 2d10+30 gp also involve servants, livestock, land, special
functions, and so on.
Pony 1d10+20 gp
Animal barding, if available, is more expensive FOOD & SERVICES
than human armour (up to ten times as much).
SERVICE OR HIRELING PRICE/DAY
VEHICLES & SHIPS Single cheap meal/drink/room 2 sp/1sp/5 sp
VEHICLE PRICE Single expensive 2gp/1gp/5gp+
meal/drink/room 5 sp
Carriage 5d20+50 gp 5 gp
Coach ride or
Cart 1d6+10 gp Messenger (1 week travel) Varies
Chariot 3d20+200 gp Professional (guide,
mercenary, soldier, alchemist,
Galley 30,000 gp+ architect, carpenter, bricklayer,
gem valuer, locksmith, etc)
Rare Expert (sage, famous
bard, gladiator champion,
reclusive assassin, etc)
Longboat 10,000 gp+ Voyage on Sailing Ship 2 gp
Rowboat 3d20 gp Unskilled (porter, labourer, 5 sp
funeral mourners, etc)
Sailing Ship 10,000 gp+
Wagon 2d10+20 gp
Warship 25,000 gp+
57
BUILDINGS & CONSTRUCTION
BUILDING PRICE DESCRIPTION
Simple wooden 200 gp+ Single storey. 30 ft x 30 ft.
building
1,500 gp+ Single storey. 30 ft x 30 ft.
Simple stone
building 500 gp+ Double storey or higher. Barred windows. 30 ft x 30 ft.
Complex wooden 5,000 gp+ Double storey or higher. Barred windows. 30 ft x 30 ft.
building 7,000 gp+
15,000 gp+ Stone building, wooden gate reinforced with iron, iron
Complex stone portcullis. 40 ft x 40 ft.
building
Stone, 40 ft tall, 20 ft diameter. Walls 10 ft thick.
Gatehouse
25,000 gp+ Stone, 60 ft tall, 30 ft diameter. Walls 14 ft thick.
Small Tower
50,000 gp+ Stone, 90 ft tall, 60 ft diameter. Walls 18 ft thick.
Medium Tower 80,000 gp+
250,000 gp+ Stone, 150 ft x 150 ft x 60 ft tall. Perimeter walls 20 ft
Large Tower 750,000 gp+ tall and 8 ft thick.
Stone, 600 ft x 600 ft x 80 ft tall. Perimeter walls 30 ft
Small Keep or tall and 12 ft thick.
Temple Stone, 1000 ft x 1000 ft x 100 ft tall. Perimeter walls 40
ft tall and 20 ft thick.
Castle
Large Castle
Weapons Special Metals
Every adventurer needs at least one reliable Silvered weapons are a silver-steel alloy useful
weapon by her side, preferably more. Example against Lycanthropes and Aberrant Terrors.
weapons of average quality and price are provided Weapons forged of cold iron (the oldest and
below. Weapons made from special materials cost purest iron ore, mined deep and sometimes
substantially more, sometimes up to 100 times as exhibiting mild ferromagnetism) are best against
much. Demons and Undead. Mithral is a fey metal,
incredibly light and flexible. Adamantine is the
METAL SPECIAL QUALITY hardest metal known to man, impervious to
mundane forces once tempered.
Adamantine Cannot be seriously damaged by
Cold Iron mundane means. +2 Str bonus An item cannot combine metal properties. There
Mithral when breaking things. is something about the forging process that
Silvered +1 to hit and damage against nullifies any prior property.
Demons and Undead, and
bypasses their immunities Weapon Properties
and/or resistances.
+2 initiative bonus. Doubles Note some weapons cause a special effect on a
throwing weapon distance or natural 1d20 roll of 19. The GM may permit
may throw other single handed adventurers (and possibly some rare NPCs) to
weapons (eg longsword) up to 30 avoid this effect by making a successful Luck save.
ft. Most melee weapons require the attacker to be
+1 to hit and damage against within 5 ft of their opponent, but some weapons
Lycanthropes and Aberrant have a 10 ft reach (ie striking range, as identified in
Terrors, and bypasses their the table).
immunities and/or resistances.
59
MELEE WEAPONS
WEAPON DAMAGE COST PROPERTIES
Battle Axe 1d8 5 gp +1 damage if used two handed. On a natural 19 to hit
roll, the target must roll on the Injuries & Setbacks table
Club 1d6 Free (players may choose to make a Luck save to negate).
1d4 1 gp Also good for chopping through trees, doors, chains and
Dagger or Knife 1d12 30 gp chests.
1d6 3 gp
Great Sword, Often masquerades as a tree branch, fire log or table leg.
Axe, Hammer 2 gp
Light Hammer May be thrown up to 40 ft. Easily concealed. +2 on
8 gp initiative checks (not cumulative with another dagger or
or Mace 10 gp shortsword).
8 gp Two handed. Suffers disadvantage in cramped quarters.
Light Axe 1d6 15 gp On a natural 19 to hit roll, you daze, rattle or unbalance
20gp your foe; they automatically act last next round.
Flail 1d6+1 6 gp May be thrown up to 25 ft. On a natural 19 to hit roll,
Heavy Mace or 1d8 3 gp you knock your target prone, or backwards up to 10 ft.
2d4+1 1 gp May be thrown up to 25 ft. On a natural 19 to hit roll,
Hammer 1d8 6 gp the target must roll on the Injuries & Setbacks table
Lance 1d10 (players may choose to make a Luck save to negate).
1d6 Also good for chopping through trees, doors, chains and
Longsword, 1d6+1 chests.
Bastard Sword 1d6
1d4 On a natural 19 to hit roll, you trip or disarm your foe.
or Rapier
Polearm +1 damage if used two handed. On a natural 19 to hit
roll, you knock your target prone, or backwards up to 10
Shortsword ft.
Spear Double damage via mounted charge.
Staff +1 damage if used two handed (excluding rapier). On a
natural 19 to hit roll, you disarm your foe. Rapier gains
Whip +2 bonus on Interception checks.
Two handed. Suffers disadvantage in cramped quarters.
May make melee attacks up to 10 ft distant.
On a natural 19 to hit roll, you disarm your foe. +2 on
initiative checks (not cumulative with another
shortsword or dagger).
+1 damage if used two handed. May be thrown up to 50
ft. May make melee attacks up to 10 ft distant.
+1 damage if used two handed. May make melee attacks
up to 10 ft distant. Great for hiking, monks and the
elderly.
On a natural 19 to hit roll, you trip or disarm your foe.
May make melee attacks up to 10 ft distant.
60
Ranged Weapons
Ranged weapons allow the user to attack from a
safe distance. Ranged weapons and ammunition
may be forged of special metals, just like melee
weapons.
If the GM chooses to track ammunition, there is
50% chance of retrieving each piece used (90% for
special metals). Ranged attacks may be made up to
twice the listed range but suffer disadvantage
beyond standard range.
Armour & Armour Class
Most adventurers choose to wear some kind of
protective armour to help ward off blows. An
unarmoured person has Armour Class (AC) 10,
plus their Dex modifier. Armour adds to AC
making it harder to be hit. A character’s AC = 10
+ their armour AC bonus + Dex modifier (if any).
RANGED WEAPONS
WEAPON DAMAGE COST RANGE PROPERTIES
Heavy Crossbow 2d8 100 gp (FT)
1d6 3 gp 200 Two handed. On a natural 19 to hit
Javelin 2d4+1 35 gp roll, the target is knocked prone.
Light Crossbow 1d8 70 Costs an action to reload, but if the
1d6 user suffers damage during a
Long Bow 1d4 150 reloading round, the action is lost.
Short Bow May be used in melee without
disadvantage.
Sling May be fired with one hand. Two
hands to reload. Costs an action to
reload, but if the user suffers damage
during a reloading round, the action
is lost.
50 gp 250 Two handed.
25 gp Two handed. More concealable and
1 gp 150 less bulky than the Long Bow. May
be used while mounted.
May be fired with one hand.
100 Requires two hands to reload. Stones
are free.
61
Heavier armours impose penalties on certain
actions, as indicated in the table below. Armour
may be made of special metals, similar to weapons.
Prices and availability are left to GM discretion.
Shields
In addition to providing +1 AC, a shield may be
used to negate a single directional attack, be it a
sword strike, lightning bolt or dragon bite.
To use this ability, a player simply declares that the
shield negates the hit or damage. The shield
cannot be used again in this manner until it is
repaired (a task of several hours, requiring
materials, tools and often a forge). The damaged
shield continues to provide +1 AC. In some
instances, the GM might rule that a Luck check is
required to avoid destruction of the shield, or to
preserve the +1 AC bonus until repaired.
ARMOUR AC COST PROPERTIES
Light Armours: +1 5 gp None.
Heavy Robes, Hide, Leather, +3 40 gp
Studded Leather. +5 100 gp -2 penalty on Move Silently &
Medium Armours: Swim checks.
Chain shirt, Scale shirt, Breastplate,
Bone, Reinforced Hide, Monstrous -2 penalty on Move Silently,
Chitin. Intercept, Swim, Jump & Climb
Heavy Armours: checks.
Plate mail, Splint armour, Chain
mail, Ring mail.
Shield +1 20 gp See rules for shields.
Silvered Intelligent Lycanthropes and Aberrant Terrors must make a Will
Cold Iron check to attack a target wearing this armour instead of another
target, and fumble on a 1d20 roll of 1-3 when making melee attacks.
Intelligent Demons and Undead must make a Will check to attack
a target wearing this armour instead of another target, and fumble
on a 1d20 roll of 1-3 when making melee attacks.
Mithral Medium and Heavy Armour incur no action related penalties.
Adamantine Armour cannot be seriously damaged by mundane means. Any
critical hits suffered become normal hits instead.
62
DOING THINGS wall, swim across a lake, or sneak up on a foe.
Attribute checks are sometimes also used to
During a game session, players generally interact represent struggling with another character to
with the game world by asking the GM questions achieve a contested purpose (see Contests below).
and describing the actions their adventurers carry Resisting minor external forces might also call for
out. Straight forward actions happen an attribute check (eg: avoiding a falling tree
automatically, like opening most doors or talking branch). More serious external threats (most
to NPCs, and impossible actions are generally magic, poison, disease, special monster attacks,
vetoed by the GM on the spot. and so on) require a Luck save to resist (see Luck).
In between these are actions that are reasonably Skills grant an adventurer a +1 bonus on relevant
possible but have significant uncertainty attached attribute checks, and also allow access to the
to them. In such a case, the GM makes a ruling adventurer’s Reroll Pool after a failed roll.
about how the uncertainty will be resolved (using
the existing rules as a guide), and dice are rolled to Example
determine the outcome. An adventurer with Str 13 wants to break down a
sturdy door. The GM rules that a Str 16 character
Common uncertain actions include making would automatically open the door, but requires a
attacks, resisting hazardous effects such as poison, Str check from this character.
or negotiating with a merchant.
The player throws 1d20 and rolls a 14, more than
Kinds of Checks Str 13, which would normally mean failure.
However the adventurer is skilled in Athletics,
Most uncertain actions are resolved through one boosting his Str to 14, turning the check into a
of the following rolls: success.
1. Attribute check (eg: a Strength check). If the roll had been 15 or higher (a fail), the player
2. Attack roll (see Combat). would have had the option of using a Reroll Pool
3. Luck save or Luck check (see Luck). die to reroll (due to training in Athletics, p.49).
4. Party Challenge (a series of actions over
Modifiers
time in montage style), or
5. Percentile check (outlined below). Modifiers are at the GM’s discretion. Minor
beneficial or adverse circumstances typically apply
Attribute Checks a 1 or 2 point modifier to an attribute. Modified
attributes are capped at a maximum of 18.
All attribute checks (Str, Dex, etc) are made with a
1d20 roll. If the roll is equal to or under the Major beneficial circumstances allow the player to
attribute the action is successful (do not apply roll 2d20 instead of 1d20 and use the best result
attribute modifiers to this roll). A natural 20 always (this is called rolling with “advantage”). Similarly,
fails, even if the character’s attribute is 20+ (eg for major adverse circumstances, the player rolls
some monsters have 20 Str). 2d20 and uses the worst result (“disadvantage”). A
combination of minor and major circumstances
The GM might apply miscellaneous modifiers might involve a mix of static modifiers and
depending on the circumstances. Attribute checks
are most commonly used when an adventurer
proactively attempts to do something, like climb a
63
advantage or disadvantage. GMs are encouraged Example
to use as many or as few modifiers as they like. A character with Dex 9 and a +2 situational bonus,
for a total Dex 11, attempts to disarm a trap. On a
Degrees of Success or Failure result of 5 or less, the outcome is a great success,
such that the PC might be able to harvest a dose of
From time to time it may be useful to know how poison from the needle trap after disarming it.
greatly an adventurer succeeds or fails at an action. Conversely, a result of 17 or more represents a
In such a case, rolling equal to or less than half the terrible failure, and the adventurer might
attribute (round down), represents a great success inadvertently spring the trap!
as opposed to an ordinary success. The GM may
rule that in certain situations, having the right skill Contests
or background is required to qualify for a great
success. If two characters are in direct contest, both
characters roll and whoever succeeds by the
Similarly, rolling more than 1.5 times the attribute greatest margin wins. Ties mean the status quo
(round down) is a terrible failure instead of an remains, or might require a reroll at the GM’s
ordinary failure. A natural 20 is usually a terrible discretion. Contests might involve the same kind
failure, regardless of the character’s attribute. The of attribute roll (eg: opposed Str checks when arm
GM might rule that having the right skill or wrestling), or different attribute rolls (eg: a Dex vs
background automatically negates a terrible Perc check when a beastman tries to hide from an
failure. adventurer).
If there are any situational modifiers, these are Representative & Group Checks
added to the attribute before halving/multiplying.
Sometimes GMs prefer to make a single check to
represent a group of monsters (to save time), or
allow the whole party to succeed in a task as long
as more than half the group succeeds. If half
succeed and half fail, the GM might require one of
the failing characters to make a Luck save for the
group to succeed. Representative and Group
checks are commonly used for stealth and
observation.
Retries
Sometimes a player fails an attribute check and
wants to know if they can try again. The GM
decides this on a case by case basis. Generally
speaking, a retry is permitted only if the situation
changes in a favourable way. For example, if an
adventurer fails to remember some obscure lore,
she might need to access a library to earn a retry.
On the other hand, a GM might allow retries to
break down a door, reasoning that the door grows
weaker with each attempt.
64
Designer’s Thoughts variety in approach, rather than repeating
The problem with frequent retries is they take risk the same high percentage tactic over and
out of the equation, making succeeding at a task over (which whilst statistically prudent,
less satisfying. Sometimes adventurers simply fail tends to make for a dull session).
at what they attempt to do. When that happens,
it’s time for the player to think outside the square • If checks are required, Great Successes
and find another way forward (or sideways). count as two successes, and Terrible
Failures count as two fails.
Party Challenges
• If the PCs fail a total of 3 checks or
In some cases the GM might employ a Party activities, the undertaking is unsuccessful.
Challenge to resolve time consuming or ongoing Depending on the scenario, and number
tasks, adjudicating what occurs in a summary of successes, the GM might allow for
montage. Example scenarios that might suit Party some form of partial or secondary
Challenges include wilderness exploration, success.
gathering information in a city, sneaking about
inside a warehouse avoiding guard patrols, etc. Percentile Check
The process is outlined below: From time to time the GM may rule that a simple
percentile check will resolve the uncertainty of a
• GM rolls 2d6 or decides (moderate 5, situation. For example, a GM might decide there
difficult 8, hard 11) how many successes is a 40% chance of a wandering monster crossing
are needed to conquer the challenge. paths with the party in a dungeon every hour, or a
30% chance that a wandering bard recognizes one
• Players suggest courses of action working of the adventurers from his home town.
towards the goal. The GM decides which
checks if any might be required. In combat, percentile checks can sometimes be
helpful to decide which adventurer a monster
• Subject to GM discretion, a PC cannot targets next. Certain powerful monsters also have
use the same attribute, skill or ability twice percentile based abilities, such as magic resistance
in a row. This is intended to encourage or a dragon’s breath weapon recharge chance.
Adventurer climbing pic?
COMBAT the monsters. If they succeed, they act
before the monsters. On a great success,
Initiative & Turn Order they also act before any Boss monsters. If
two (or more) PCs fail or succeed, players
When combat is joined, game time is broken work out the order between themselves,
down into flexible rounds, up to a few seconds per or alternatively the character with the best
round. During this time characters take turns margin goes first.
resolving their actions until everyone has had a
turn, at which point either the combat ends, or a 3. Resolve Turns. Each turn, a character
new round begins. The order of combat is as may take one action and one move.
follows: Remember that if a character suffers any
damage before their turn, they may not
1. Surprise Round. The GM determines if cast a spell that round.
one side or the other is entitled to a free
round as a result of surprise (eg: during an 4. Combat Ends or New Round. The round
ambush, p.77). is complete. If the battle is not finished, a
new round begins at step 2.
2. Players Roll for Initiative. Each PC makes
a Dex check. If the PC fails, they act after
Designer’s Thoughts might also give spell casters or other special NPCs
The initiative change from original edition is their own cards.
intended to speed up combat whilst retaining some
variation in turn order. It does however make Dex Initiative is determined by drawing cards from the
a more desirable stat. GMs concerned about such deck. A single card is drawn and that character (or
might consider giving PCs a set “Initiative” group of monsters) acts. Once that turn is
attribute of 10, or equal to the average of Dex and complete, a second card is drawn, revealing the
Int. For example, a character with Dex 15 and Int next character (or group of monsters) to act, and
9 would have Initiative 12. so on, until all combatants have had a turn. At the
end of the round, the cards of all surviving
Delay Turn combatants are reshuffled, ready to begin the next
round. The effect of this variant is that no-one
A character may delay their action until after knows who will act next until the current turn ends
another character’s turn is complete. and the next card is revealed.
Ready Action At the GM’s discretion, PCs or monsters with an
initiative bonus (eg when using a shortsword
A character may ready an action in response to granting +2 initiative) gain a second card in the
another event at the GM’s discretion. The player deck (increasing their chances of acting earlier).
describes the triggering event and the character The character acts when the first card is drawn
takes her action simultaneously with the triggering (ignore the second card).
event. If the two acts cannot occur simultaneously,
a Dex contest determines who acts first. If the #3 Five Finger Countdown
triggering event does not occur, the character’s
action is generally lost (GM discretion). In this variant, when the GM indicates it’s a
player’s turn, that player has to the count of five to
Initiative Variants declare their PC’s action & move, or they
automatically take the dodge action and forfeit
For those GMs interested in trying some variant their movement. Delay Action is not available
initiative rules, three further options are provided under this variant. The GM indicates the count by
below. extending the fingers on one hand. The effect of
this variant is faster, more spontaneous, and more
#1: Original LFG Initiative dangerous combat, but may frustrate those who
prefer nuanced party co-ordination.
Each player rolls 1d20 for their adventurer, and
the GM rolls for the monsters, acting in order
from highest to lowest. Some GMs prefer to make
a single roll for all monsters, possibly with a
separate roll for monster leaders. Initiative might
be checked just once per combat, or at the start of
every turn (rolling each turn gives more
unpredictability, but slows combat).
#2 Turn Cards
In this initiative variant, instead of rolling dice to
determine turn order, cards are drawn from a
deck. Each PC has one card in the deck. Monsters
are generally represented by a single card,
although Boss monsters get their own. The GM
67
MOVE Intercepting
A character may take one move each turn, If a character is (i) not surprised, (ii) not in melee,
generally up to 30 ft on foot, but a character might (iii) hasn’t moved this turn, and an enemy wishes
be able to jump or leap in addition to this base to move within 30 ft, the PC may attempt an
movement. A move incorporates minor necessary intercept. A Dex check is required (modified by
conduct such as opening doors, climbing ladders, armour), in which case the intercepting character
swinging from a rope, etc. Moving silently, or moves herself into melee with the enemy (at some
hiding, is also part of your movement, assuming point before the enemy completes its intended
suitable terrain is available (the GM decides movement). If a character attempts to intercept
whether hiding is possible). Being stealthy usually before her first turn in a new combat, the Dex
requires a Dex (Stealth) vs Perc (Det) contest. check is made at disadvantage.
A move cannot be broken up with an action; an Standing Up from Prone
attack, casting a spell, and so on ends the move.
Note that flying creatures and enemies riding Standing up from prone costs half of the
mounts may make attacks part way through their character’s movement (ie usually 15 ft).
move, provided the movement continues in one
direction. Movement speed might be reduced due Falling
to poor visibility, when climbing, negotiating
difficult or hazardous terrain, etc (GM discretion). A common adventurer past time is falling from
great heights onto hard surfaces. Every 10 ft an
Double Move adventurer falls causes 1d6 damage (cumulative).
A Luck (Dex) save reduces the damage by half. At
A character may spend their action to gain a the GM’s option, sufficiently long drops
second move. automatically result in (explosive) death.
Charging Party Retreat
A charging character moves up to twice as far as At the start of a round, if the whole party wishes to
normal (minimum 10 ft), and makes a melee flee from a battle, they must first explain to the GM
attack (including any extra attack or second attack) how escape might be possible. If the GM agrees, a
with a +2 bonus. Until his next action however, all
attack rolls against the character have advantage.
Charging uses up the character’s move and action.
Withdrawing & Free Attacks
If a character attempts to move out of an
opponent’s melee reach (or attempts to move
more than 5 ft away from an opponent with 10 ft
or 15 ft reach), the opponent gains one free melee
attack against the character.
Blocking an Area
A man sized character effectively blocks an area
about 5 feet in diameter, and enemies cannot
move through this space without first removing the
defender in some way. Very large or small
creatures might ignore blocking (GM’s call).
68
group Luck check is required, possibly with Str or • The chase is broken down into 3d6 legs
Con checks to carry away unconscious allies. (rolled secretly). The timescale for each
leg is flexible, from thirty seconds to a few
If successful, the whole party reduces their Luck hours.
by 1, and the adventurers manage to break away
from the battle with incapacitated allies over their • If the chasers reduce the gap to zero
shoulders (or otherwise in tow, as explained by the before the end of the last leg, the quarry
players). Depending on the circumstances, fleeing are caught and the chase ends. Otherwise
may lead to a Chase. the quarry escape. The GM might also
rule that the quarry escape if they open a
If unsuccessful, the GM might permit any wide enough gap (eg: 200 ft).
individually successful adventurers to flee, but the
remaining PCs remain behind. The party, or any Resolving the Chase
remaining PCs, may attempt to flee again next
round if desired. (1) At the start of each leg, both sides choose
one character to lead them. No character
Chases may lead a second leg until all allies have
lead a first leg, and so on.
Characters sometimes get themselves into chase
situations that aren’t much fun using the (2) The two leaders make opposed Con
(predictable) standard movement rules. Presented (Athletics) checks. The winning side
below is an abstract chase system that attempts to widens or closes the gap by 1d10 ft per 10
recreate the frenetic pace of an exciting pursuit. As ft movement rate of the leader (rounding
always, what follows is just a guide, and GMs are up). Eg: a 25 ft movement rate = 3d10 ft.
encouraged to tweak chases as they see fit.
(3) The player controlling the leader rolls on
Setup the Chase Event Table. There is a 50%
chance the result applies to the leader
• The chase has two sides: the chasers and and/or party, otherwise it affects the
the quarry. opposing side.
• The GM determines the starting gap (4) Repeat until the chase ends.
between the two sides (alternatively
6d10+60 ft).
1d20 CHASE EVENT
Large Crowd
A large group of creatures impedes the progress of the characters in a non-violent manner (eg: a funeral
1 procession, wilder beast herd, dwarven mining crew, cloud of curious young air elementals). One or more
characters may (amongst other things) attempt to persuade or intimidate the group to assist them (GM
discretion). If the crowd is not managed or bypassed, the opposing side rolls to widen or close the gap.
Dangerous Hazard
The GM improvises a physical threat of some kind (eg: a street riot, poisonous vines, carnivorous plant,
2 underground slime, swarm of giant insects). 1d4 characters must make a Luck (Dex) save or suffer
2d6+level damage.
69
Obstruction
3 The GM improvises a physical obstruction of some kind (eg: a horse & cart, thick scrub, crumbling
passage, powerful winds). If the characters cannot bypass or resolve the obstruction, the opposing side
rolls to widen or close the gap.
Snap Opportunity
Randomly nominate 1d4 characters from both sides. Those participants may take an action to assist
4 themselves or act against the opposing side, provided they declare their action within a 5 second count
down! The GM adjudicates what kinds of actions are possible in the circumstances, but might include
making ranged attacks, casting spells, attempting to lasso a quarry, dropping caltrops, etc.
Random Setback
Roll 1d6:
• 1 – Drop something: The character accidentally drops something valuable. Depending on the
item, the GM might require a check to notice the loss.
• 2 – Fatigue: The character is overcome by unexpected fatigue and suffers 1 Con loss. If an NPC,
the character drops out of the chase.
5 • 3 – Head Strike: The character is struck on the head by an object. The character must make a
Con check or be stunned and drop out of the chase.
• 4 – Fall: The character trips and falls, suffering a setback improvised by the GM (eg: falls down
stairs, injured knee, damaged object, etc).
• 5 – Hostile Third Party: The character is beset upon by a hostile random encounter. The
character must make a Dex check or drop out of the chase and deal with the random encounter.
• 6 – Lost: The character is somehow separated from any others. The character must make an Int
check or become lost (momentarily or otherwise) and drop out of the chase.
Third Party
A single or small number of creatures impede the characters’ progress in a non-violent manner (eg: 1d4
6 beggars, a drunk woodsman, 1d6 underground xornlings, 1d4 lost sprites). One or more characters may
(amongst other things) attempt to persuade or intimidate the creatures to assist them (GM discretion). If
the creature(s) is not managed or bypassed, the opposing side rolls to widen or close the gap.
Dangerous Hazard
The GM improvises a physical threat of some kind (eg: falling debris from an upper storey window,
7 hunting trap, dungeon deadfall, hostile giant bird). 1d4 characters must make a Luck (Dex) save or suffer
1d6 + level damage. There is a 50% chance that a random piece of equipment is lost, damaged or
destroyed (not including permanent magical items).
Obstruction
8 The GM improvises a physical obstruction of some kind (eg: barrels and crates, fast running stream,
jammed dungeon door, smoke). If the characters cannot bypass or resolve the obstruction, the opposing
side rolls to widen or close the gap.
Snap Opportunity
Randomly nominate 1d4 characters. Those participants may take an action to assist their side or act
9 against the opposing side, provided they declare their action within a 5 second count down! The GM
adjudicates what kinds of actions are possible in the circumstances, but might include making ranged
attacks, casting spells, attempting to lasso a quarry, dropping caltrops, etc.
Cross Paths
10 A random chaser gets lucky with a shortcut and catches up to a random quarry lagging behind. Each
character may make a single melee attack against the other, or take some other action, before being
separated again.
Hidey Hole
11 The quarry locate a viable hiding place and may make a group Dex (Stealth) check opposed by the
chasers’ group Perc (Detection) check. The GM might impose modifiers on the checks depending on
70
distances and other circumstances. If the quarry succeed they escape. If they fail they are caught. Either
way the chase ends.
Snap Opportunity
Randomly nominate 1d4 characters. Those participants may take an action to assist their side or act
12 against the opposing side, provided they declare their action within a 5 second count down! The GM
adjudicates what kinds of actions are possible in the circumstances, but might include making ranged
attacks, casting spells, attempting to lasso a quarry, dropping caltrops, etc.
Major Obstruction
13 The GM improvises a major physical obstruction of some kind (eg: busy marketplace, slippery mud,
spider webs, hail storm). If the characters cannot bypass or resolve the major obstruction, the opposing
side rolls to widen or close the gap.
Dangerous Hazard
14 The GM improvises a physical threat of some kind (eg: startled horse kick, snake nest, archway blade
trap, hunter’s arrow). 1d4 characters must make a Luck (Dex) save or suffer 3d4+level damage.
Burst of Speed
15 The characters are inspired to dig deep and put on a final burst of speed. The characters roll to widen or
close the gap.
Random Setback
Roll 1d6:
• 1 – Drop something: The character accidentally drops something valuable. Depending on the
item, the GM might require a check to notice the loss.
• 2 – Fatigue: The character is overcome by unexpected fatigue and suffers 1 Con loss. If an NPC,
the character drops out of the chase.
16 • 3 – Head Strike: The character is struck on the head by an object. The character must make a
Con check or be stunned and drop out of the chase.
• 4 – Fall: The character trips and falls, suffering a setback improvised by the GM (eg: falls down
stairs, injured knee, damaged object, etc).
• 5 – Hostile Third Party: The character is beset upon by a hostile random encounter. The
character must make a Dex check or drop out of the chase and deal with the random encounter.
• 6 – Lost: The character is somehow separated from any others. The character must make an Int
check or become lost (momentarily or otherwise) and drop out of the chase.
Snap Opportunity
Randomly nominate 1d4 characters from both sides. Those participants may take an action to assist
17 themselves or act against the opposing side, provided they declare their action within a 5 second count
down! The GM adjudicates what kinds of actions are possible in the circumstances, but might include
making ranged attacks, casting spells, attempting to lasso a quarry, dropping caltrops, etc.
Major Obstruction
18 The GM improvises a physical obstruction of some kind (eg: fenced off side alley, tree rope noose traps,
water logged dungeon passage, out of control airship). If the characters cannot bypass or resolve the
obstruction, the opposing side rolls to widen or close the gap.
Major Dangerous Hazard
19 The GM improvises a physical threat of some kind (eg: alchemist explosion, carnivorous plant, hallway
dart trap, toxic airborne spores). All characters must make a Luck save or suffer 2d6+level damage and
1d2 Dex or Str loss.
All in!
The whole party and up to the same number of characters from the opposing side, may take an action to
20 assist themselves or act against their opponents, provided each player declares their action within a 5
second count down! The GM adjudicates what kinds of actions are possible in the circumstances, but
might include making ranged attacks, casting spells, attempting to lasso a quarry, dropping caltrops, etc.
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ACTION Dropping an item does not require an action (“no
action”). For example, if a barbarian armed with a
Common Actions greataxe suddenly needs to fire his bow, instead of
spending an action to stow his greataxe, and then
A character may take one action each turn. An ready and shoot his bow the next round, he could
action includes anything that can be done in a few simply drop his axe and immediately ready and
seconds, for example: shoot his bow. In this example however, the
barbarian’s axe is now on the ground, which
• Making a melee, ranged or thrown attack requires an action to retrieve (should he need it
• Casting a spell later).
• Dodging
• Sheathing or stowing one or more items Some abilities allow adventurers to take special
• Retrieving an item from a backpack actions or cause effects during other character’s
• Picking up or retrieving an item from the turns, for example Rescue Exploits and the Bard’s
Inspire Greatness ability.
ground
• Drinking a potion snatched from your Attacks
belt or other easily reached location When you use your action to attack, you may draw
• Activating a magic item or otherwise prepare your weapon (or two
weapons if dual wielding, or weapon and shield) as
Drawing or otherwise readying a weapon (or two part of the action to attack. If you are already
weapons, or a weapon & shield) that is on your holding other items, you may drop them (no
person is a special exception and may occur as part action). Otherwise it costs an action to sheath,
of an attack. Note that picking a lock or disarming stow, sling or pack away held items.
a trap are not on the above list because that usually
takes more than a few seconds.
Melee Attacks Suffering Damage
To attack in melee, a character must usually be Damage is deducted from the target’s hit points.
within 5 ft of their opponent (some weapons and When a monster is reduced to zero hit points, it
monsters allow melee attacks up to 10 or 15 ft dies. When an adventurer is reduced to zero hit
distant). To attack with a melee weapon, roll 1d20 points, they are unconscious or dead. See the
+ your class level attack bonus (see class table) + Injuries & Healing section for more details.
Str modifier. If the result is equal to or higher than
the target’s Armour Class (AC), you hit. Roll Example
damage per the weapon table + Str modifier. A 3rd level Fighter with 14 Str has a class to hit
bonus of 3, and a Str modifier of 1, for a total of
Ranged Attacks +4. He attacks a skeleton with AC 11. On a 1d20
roll of 7 or more (+4, total 11), the skeleton is hit
To attack with a ranged or thrown weapon, roll and damage is rolled. If the Fighter was using a
1d20 + your class level attack bonus + Dex longsword, the damage would be 1d8+1 hit points
modifier. If the result is equal to or higher than the (longsword weapon damage being 1d8, plus 1 for
target’s AC, you hit. Roll damage according to the Str).
weapon table + Dex modifier.
Dodging
When using ranged weapons to attack into a
swirling melee, if you miss your intended target, A character may use their action to dodge, parry
there is a 33% chance you must reroll the attack or otherwise focus on defence. Until the start of
against a random ally (if any) in the same melee. A her next turn, a dodging character has advantage
target in melee generally counts as being half on Dex checks to resist adverse effects and Luck
covered, gaining a +2 bonus to AC. (Dex) saves, and enemies suffer disadvantage on
attack rolls against her.
Making a ranged attack while within reach (usually
5 ft) of an opponent who is not stunned or MARTIAL EXPLOITS
otherwise incapacitated suffers disadvantage.
Ranged attacks may be made up to the distance Adventurers may attempt Minor, Major and
nominated in the equipment lists at no penalty, or Rescue Exploits, as outlined below. Major and
up to twice as far with disadvantage. Rescue Exploits are exclusive to player characters.
Minor Exploits
Characters may attempt various Minor Exploits
during combat, often but not always improvised to
fit the situation at hand.
Minor Exploits are limited to one target and have
instant or short durations (often one round or
less). They occur as part of an attack action. Minor
Exploits cover the usual range of combat options
found in most tabletop RPGs, for example:
tripping, pushing, disarming or grabbing hold of an
enemy. The GM determines whether a proposed
exploit is possible.
73
For a Minor Exploit to occur, the character must then calls for an opposed Dex check to see if the
first hit and cause damage as normal. The GM wound is in the right location to cause a brow
then makes a ruling to resolve the exploit. For bleed. The check succeeds, and the slash opens a
example: messy wound above the beastman’s eyes,
temporarily blinding him until the end of his next
• An opposed Str check to knock on turn.
opponent off his feet, grab hold of him
with one hand, drive him backwards 10 Major Exploits
feet, or throw him through a window.
All adventurers may attempt Major Exploits;
• An opposed Dex check to throw sand in impressive feats of power and skill that inspire
an opponent’s eyes, temporarily blinding allies and turn the tide of battle. Major Exploits are
them for one round. exclusive to PCs.
• An opposed Dex check (perhaps An adventurer might shatter a foe’s weapon,
modified by level) to disarm. impale a wolf on a fence spike, grab an enemy in
each hand and crack their skulls together (stunning
Different GMs will make different rulings to suit both of them), decapitate an ogre (subject to the
their table. The above are a guide only. hit dice rule below) or cut off a wyvern’s wing.
If the exploit is successful, the intended outcome
occurs; the target is tripped, or thrown through the In prior LFG campaigns, some successful Major
window, etc. The GM makes a ruling to determine Exploits included:
the effect. If the exploit fails, see p.75.
• Spearing a Tyrannosaurus Rex in one eye,
Example causing it to suffer Perc penalties and a
While fighting some beastmen, an adventurer 33% miss chance.
attempts to open a gash on his opponent’s brow to
blind him with his own blood. The player rolls a • Finishing off a fearsome witch hunter by
16 to hit, and causes 3 hit points damage. The GM trampling him with a horse and carriage.
• Making wild swings with a cold iron flail to
drive away three Shades clustered around
a fallen ally.
Major Exploits may affect more than one target
and can result in very serious and permanent
effects, including death. Subject to the rules below,
they are limited only by the player’s imagination
and the scenario at hand.
• Major Exploits do not increase hit point
damage to a single target (but might
increase total damage by affecting
multiple targets).
• Major Exploits cannot instantly kill or
incapacitate a single target, unless the
74
target’s hit dice are less than the If the GM agrees a Rescue is possible, the
adventurer’s level. adventurer must first make a successful Dex check
to move into position, react fast enough to
• Special exceptions apply to Boss intervene, etc. If the adventurer moves out of
Monsters (p.184). melee, enemies within reach get a free attack as
normal.
• The GM has the final say on whether a
proposed exploit is possible. Finally, the rescuer must make a successful Luck
check, modified at the GM’s discretion. If the
For a Major Exploit to occur, the adventurer Luck check is successful, the Rescue occurs, and
usually needs to first hit and cause damage as the rescuer’s Luck attribute is reduced by 1 as
normal. The adventurer then makes a Luck check, usual.
modified at the GM’s discretion. If the check is
successful the exploit occurs and the character’s Example
Luck attribute is reduced by 1, as usual. The GM An enemy sorcerer unleashes a blast of lightning
makes a ruling to determine the effect. at the party’s Magic User, who fails her Luck save
and is reduced to zero hit points. The party Rogue
Example declares a Rescue, attempting to push his comrade
Whilst fighting some giant scorpions, an out of harm’s way. The GM agrees and calls for a
adventurer attempts to sever one monster’s Dex check, which the Rogue successfully makes.
poisonous stinger. The GM decides the action is The Rogue then makes a Luck check, rolling 1d20
standard for a Major Exploit in his campaign, and and scoring a 4, well under his Luck attribute of
does not impose any modifiers. The player rolls 12. With a warning shout, the Rogue barrels into
an 18 to hit, and causes 7 hit points damage. She the Magic User, sending both sprawling out of the
then makes a Luck check… and succeeds! With a path of the sizzling blast!
bloody spray, the scorpion’s venomous barb spins
off into the sand! Failed Exploits
Rescues If a Minor, Major or Rescue Exploit fails, a
character may not attempt another exploit against
In certain situations, an adventurer may attempt a the same target until the circumstances
Rescue Exploit, which may only be used to protect significantly change in their favour (eg the target
another person or thing. Rescue Exploits are only becomes Staggered, or an ally comes to assist, etc).
available when it is not the adventurer’s turn, in The GM determines what qualifies as a significant
response to something happening within change.
approximately 30 ft. A Rescue allows one player to
negate or reverse an adverse event for another At the GM’s discretion, a natural 20 on an exploit
player or NPC. Rescues are exclusive to PCs. based attribute or Luck check may result in a
special setback. For instance, in the Rescue
The player must explain to the table how his example above, both the rogue and magic user
adventurer intends to achieve the Rescue. A might be caught in the lightning blast. In the
Rescue might include such things as pushing beastman example, the adventurer might lose his
another adventurer out of harm’s way, using a grip on his weapon, slip over on some blood, or
shield to deflect arrows targeting an ally, or cry out during an attempt to be stealthy, etc.
grabbing hold of a henchmen as they plummet
into a pit trap.
75
FIGHTING STYLES Unarmed Combat
Rules for common fighting styles are provided Brawling with fists, feet, head butts, etc generally
below for GMs and players that wish to use them. causes 1d2 damage (plus Str mod). Attempting to
knock out an opponent with an unarmed attack
does not suffer any penalty to hit (see p.78).
Two Handed Style
Some particularly large and high damage weapons
require two hands to use. Wielding certain one
handed weapons in two hands grants +1 damage
(see the Melee Weapons table).
Mounted
A warrior riding a mount trained for battle may
make attacks part way through their movement (in
a single direction) and gains the Rogue Skirmish
ability. Their mount may also be able to make
attacks at the GM’s discretion.
Single Weapon Fighting
Switching between using a one handed weapon
with the other hand empty, and using a ranged or
thrown weapon, or vice versa, does not require an
action (max once per turn). This allows a single
weapon user to be more flexible in combat, for
example by quickly switching back and forth
between a bow and longsword. Fighting with one
hand empty also allows you to use your action to
cast spells, grab a foe, etc, without first having to
spend an action to sheathe or stow another item.
On the downside, keeping one hand free means
giving up a two handed weapon, shield, or second
weapon or item.
Two Weapon Fighting
Using two weapons, one in each hand, grants an
extra attack each turn. The extra attack is made at
disadvantage. A shield may be used as a second
weapon, causing 1d3 + Str modifier damage, but
the character loses all shield benefits until the start
of her next turn.
76
MISCELLANEOUS FACTORS Surprise
The following rules address common battle An attacker who gets the drop on an unaware
complications. opponent gains a bonus round (see Initiative).
Cover Furthermore, the ambusher’s first attack is made
at advantage, or first spell imposes disadvantage on
A character half covered by terrain gains a +2 any Luck save (if the spell creates an elemental or
bonus to AC and Luck (Dex) saves. A character other physical effect).
three quarters covered by terrain gains a +4 bonus.
A character fully covered by terrain cannot be Positioning
directly attacked unless the cover is somehow
bypassed. Attackers gain a +1 bonus to hit when flanking an
enemy (ie with an ally on the opposite side).
Visibility Attacking a prone target grants a +2 bonus to hit.
Attacking from a prone position (on the ground or
A character who is very hard to see, glimpsed in on one’s knees) incurs a -2 penalty to hit.
near darkness or moving in and out of heavy fog
or similar, is protected by a 33% miss chance (1 in Other Modifiers
3) against any direct attack. A character who
cannot be seen at all due to total darkness, A +1 or -1 modifier will cover most nebulous
impenetrable fog, invisibility or similar, is combat factors. Examples might include high
protected by a 66% miss chance (2 in 3) on all ground, cramped conditions or slippery surfaces.
direct attacks, assuming an attacker can narrow Tables are encouraged to use as many or as few
down his location by scent, sound, muddy modifiers as they like. The GM determines
footprints, etc. If the attacker cannot narrow down whether modifiers stack.
the location, no effective direct attack may be
attempted. Area effect attacks may not be subject Critical Hits and Fumbles
to this miss chance in certain situations, at the
GM’s discretion. A critical hit occurs when the 1d20 to hit roll is a
natural 20. Critical hits automatically cause
An invisible attacker has advantage on attack rolls. maximum damage + half your level (round up).
A stealthy attacker (but not invisible) who sneaks Example
up on or shoots an unaware enemy, for example A 5th level Fighter with 17 Str (+3) who scores a
by suddenly moving out from behind a tree to fire, critical hit with a greatsword in two hands (1d12)
might surprise his foe. automatically causes 18 damage. A 3rd level Magic
User who crits with Str 13 (+1) wielding a bastard
Example sword in two hands (1d8+1) automatically causes
A sorcerer the party is fighting turns invisible 12 damage.
during a fight. The party’s Barbarian notices tell
tale footprints in the long grass, and hurls his axe! On a natural 1, the attacker has fumbled. If the
The Barbarian makes an attack roll as normal, and target of the attack is within melee range, the target
succeeds. The GM then rolls for the 66% makes an immediate free attack against the
invisibility miss chance, scoring 77. It’s a hit! The fumbler (choose just one attack, if the target
axe lodges itself in the sorcerer’s skull with a wet normally has multiple attacks).
thud, dropping his reappearing form to the ground
as the Barbarian roars victorious! If the attacker is not in melee with anyone, the
fumbled ranged or thrown attack is automatically
77
rerolled against an ally in melee with the intended Drowning and Suffocation
target (assuming there is an ally). The GM might
allow players the option to make a Luck save to Adventurers laden with equipment can normally
avoid a fumbled attack or effect. hold their breath and swim (or perform other
activity) for approximately 1 round per point of
Knock Outs Con, plus another 1d4 rounds. While fighting
however, the base duration is a number of rounds
A weapon may be used to knock out, rather than equal to one third Con score (round up). After this
kill, an opponent. A character may take a -2 period, the adventurer must make a Luck (Con)
penalty to hit, and if that attack reduces the target save at the end of the round or die.
to zero hit points, the target is rendered senseless
but remains alive. Such a prisoner generally Aerial Combat
regains consciousness with 1 hit point after 1d6 x
10 minutes. An aerial combatant gains the following:
Underwater Combat • +1 bonus to attack rolls against ground
based targets,
Adventurers have an unfortunate habit of getting
into underwater struggles with monsters trying to • May make attacks part way through their
drown them. When fighting in an underwater movement (in a single direction),
melee, piercing weapons operate normally,
slashing weapons attack at disadvantage, and • Gains the Rogue Skirmish ability, and
clubbing weapons are useless. Arrows moving
through water only inflict damage up to about 10 • May make a special charge attack causing
ft deep. double damage if the target is surprised.
INJURIES & HEALING adventurer stops dying, and eventually returns to
consciousness. In the absence of healing magic,
Staggered the target regains their senses and is restored to 1
hit point after 1d3 minutes.
When a PC or monster is hit, the target’s hit points
are reduced. When a character’s hit points drop to The near death experience however often leaves a
half or below, they gains the Staggered status, and mark, requiring a roll on the Injuries & Setbacks
displays obvious signs of physical trauma. Some Table below.
players find the Staggered condition useful as an
indicator that their opponent is seriously injured 1d20 INJURIES & SETBACKS
(and similarly, the GM can quickly inquire which
PCs are Staggered to gauge how a combat is going). Eye Injury. You have disadvantage on
Additionally, certain class and monster abilities
trigger when a creature is Staggered. Perc checks that rely on sight and a 33%
Generally, when a monster’s hit points fall to zero miss chance on attack rolls. Make a
(ignore negatives) it dies. When a PC is reduced to
zero hit points, the adventurer falls unconscious 1 Luck (Con) save; on a success the eye is
and is either All Dead or Mostly Dead. You don’t damaged and can be mended with
find out which until someone turns the body over
for a closer look (rummaging through pockets Solace of Argona or two months of rest.
optional).
Otherwise the eye is lost. Starmaiden’s
All Dead
Miracle restores a lost eye.
After the fight, if the adventurer’s body is able to
be recovered and examined, the PC makes a Con Arm or Hand Injury. You can’t hold
check. The Reroll Pool may be used for this test.
On a success, the character is only Mostly Dead anything with two hands, and you can
(see below). On a failure, or if the body cannot be
recovered, the adventurer really is dead and gone. 2 only hold one object at a time. Make a
Shed a tear, frown as your allies loot the still warm
corpse, then join the GM on the other side of the Luck (Con) save; on a success the limb
screen (or take over a hireling, if you have one).
is damaged and can be mended with
Mostly Dead
A Mostly Dead adventurer isn’t completely gone
just yet; the character is unconscious and in the
process of dying, but can be saved with the quick
help of his allies. After the combat, an adjacent
character may stabilize the dying PC by applying
healing magic, staunching wounds, yelling “Stay
away from the light!” and so on.
Whatever the means, as long as there is no
immediate danger and an ally renders aid, the
79
Solace of Argona or two months of rest. repaired, the item cannot be used,
Otherwise the limb is lost (1d6: 1-3 imposes disadvantage or suffers some
hand, 4-5: below elbow, 6: arm). other penalty the GM determines.
Starmaiden’s Miracle restores a lost Magical items have a 50% chance to
limb. negate this effect.
Leg or Foot Injury. Your move speed is Damaged Armour. Armour you are
halved and you require a crutch or peg wearing is damaged. Until repaired,
leg to walk. You have disadvantage on 10 your armour provides only half the
normal AC bonus (round down).
movement based Dex checks. Make a
3 Luck (Con) save; on a success the limb Magical items have a 50% chance to
is damaged and can be mended with
negate this effect.
Solace of Argona or two months of rest. Damaged Magical Item. A randomly
Otherwise the limb is lost (1d6: 1-3 determined magical item (not a weapon
foot, 4-6: below knee). Starmaiden’s or amour) is damaged. Until repaired,
Miracle restores a lost limb. any attempt to use the item requires an
Ear Injury. You have disadvantage on 11 Int check. On a failure the GM
improvises a setback, rolls on the Dark
Perc checks that rely on hearing and on
balance checks. Make a Luck (Con) & Dangerous Magic table, or consults
4 save; on a success the ear is damaged the internet for an appropriate random
and can be mended with Solace of
effects table (eg: the OGL Rod of
Argona or two months of rest. Wonder).
Otherwise the ear is lost. Starmaiden’s Muscle Tear. Lose 1d4 Str, Dex or
Miracle restores a lost ear. 12 Con. Solace of Argona or 1d8 days of
Internal Bleeding. Whenever you rest mends the injury.
attempt an action in combat, you must Head Injury. Lose 1d4 Int, Perc, Will
5 make a Con or Will check (your 13 or Cha. Solace of Argona or 1d8 days
choice). If unsuccessful, you lose your
of rest mends the injury.
action. Solace of Argona or 3d6 days of Pestilent Wound. Your hit point
rest cures the injury. maximum is immediately reduced by
Broken Ribs. Whenever you suffer 1d10, and again every 24 hours the
physical damage, you must make a Con 14 wound persists. You die if your hit
point maximum reaches zero. Solace of
6 or Will check (your choice). On a failed
check, you lose your next action. Solace Argona mends the wound. Tending
of Argona or 3d6 days of rest mends with the Apothecary skill cures the
the injury. wound after 1d3 days.
Nasty Scar. You gain a nasty looking Sprained Ankle. You must make a Dex
scar on your head, neck, hands or other check to charge, jump or move twice in
7 location not easily concealed. You have 15 one round. If you fail the check, you fall
disadvantage on most Cha checks.
prone. Solace of Argona or 1d6 days
Starmaiden’s Miracle will remove the rest mends the injury.
scar. System Shock. You have disadvantage
Swelling on the Brain. You suffer a 16 on initiative checks. Solace of Argona
madness trait (1d6: 1-3 minor, 4-5 or 1d3 days rest mends the injury.
8 moderate; 6 serious). Purge the Minor Scar. A minor scar has no
Accursed or Solace of Argona removes
significant adverse effect, in fact after a
the injury. Otherwise the madness 17+ few ales some folks might even be
impressed by it. Some scars fade over
naturally subsides after 1d10 days.
9 Damaged Weapon. A weapon or item time, others require Starmaiden’s
you are holding is damaged. Until
Miracle to erase completely.
80
Short Rest Will check. The player decides the order in which
these rests are taken.
After at least one meaningful combat (the GM
determines what constitutes a meaningful combat), Additionally, an adventurer gains a bonus number
an adventurer may spend a few minutes recovering of Will checks equal to his Con modifier (if any,
and tending injuries before pressing on. Walking ignore negatives), which may be distributed
and light duties may be performed during this amongst the three short rests as the player wishes.
period.
Each time a short rest is taken, one or more Will Example
checks may be made. Each successful check allows A 4th level Fighter with Con 13 (+1) on 6 hit points,
the character to gain one short rest benefit as with a 40 hit point maximum, takes a short rest.
outlined below:
He has not taken any short rests in the last 24
(i) Recover half of any lost hit points, hours, and decides to use his triple Will check rest.
plus Con bonus. He also elects to use his +1 Con bonus, giving him
a total of four Will checks for this rest. The fighter
(ii) Recover one use of an expended class succeeds on two of the four checks. The player
ability. selects option (i), recovering 18 hit points (half of
his 34 hit points damage, plus 1 Con), raising his
(iii) Recover one Reroll Pool die. current HP to 24, and option (ii) regaining one use
Note: option (i) may only be selected once per of the fighter Adaptable ability.
short rest. Magic Users may not recover an
expended spell use from the same spell level more Long Rest
than once within 24 hours.
A long rest requires 1d6 days of predominately low
Only three short rests may be taken per 24 hour key activity. Modest travel is permissible, but the
period. One rest grants three Will checks, one rest majority of the day must be spent resting.
grants two Will checks, and one rest grants a single Intermittent battle is possible, but each combat
extends the rest period by one day. Recovering at
an inn or other safe and comfortable location
reduces the time required to 1d4 days.
A long rest grants the following benefits:
(1) All expended class abilities are restored.
(2) All expended Reroll Pool dice are
restored.
(3) All attribute point loss is restored (not
including Luck).
(4) Recover 1 point of Luck.
(5) Recover half of any lost hit points, plus
1d4 + Con bonus.
Adapting to Permanent Injuries
In the absence of healing magic, an adventurer
suffering permanent injuries will tend to find ways
to adapt, mitigating or negating penalties. See the
Downtime and Equipment sections for more.
81
picture
MAGIC Dark & Dangerous
In an LFG world, magic is rare and mysterious. Magic is not only rare, it is dark and inherently
Spell casters are extremely uncommon, most dangerous. Sorcery was not meant for mortals, and
villages don’t have one at all, and even the largest this fundamental mismatch taints every casting
cities conceal but a few. A commoner might go with uncertainty. From beyond the Veil, magic
their whole lives without ever witnessing magic draws the attention of dark and inscrutable forces,
directly, but all folk have heard tales of sorcery, some of whom find ways to impose their will upon
and most accept mystic forces exist in one form or the material world.
another.
Whatever facet of magic a spell caster invokes, the
Sensing Magic danger remains the same. Every time a spell is cast,
the caster rolls 1d20 to test for a Dark &
Any character may spend a few minutes Dangerous Magic (“DDM”) effect. Note magic
attempting to sense magic in a 30 feet radius by items also trigger checks, but a Cultist’s divine
making an Int or Perc check. If successful the blessings do not (p.24, 87, 268).
character senses there is magic either present or If the roll is a natural 1, the spell is cast as usual,
absent, perhaps as a tingling through their spine, a but with an additional magical effect from the
barely perceivable hum in the air, or some other DDM table. If a DDM effect does not occur, the
fleeting quality that vanishes after only a moment. chance increases by 1 for each spell cast until a
DDM effect triggers or the adventure ends (at
The sign is different for everyone, and most which time the chance resets to 1 in 20).
commoners are unaware of their own cues. If the
character does not have the Arcane Lore skill, the
check is made at disadvantage. Illusion magic
cannot be detected in this way, part of its power
includes fooling rudimentary detection methods
of this kind (illusions are explained further below).
Arcane Sorcery
In order to cast a spell, the character generally
needs to speak loudly and clearly, and have a free
hand to gesticulate with. At the GM’s discretion, a
spell might be able to be cast stealthily, with
whispers and muted gestures (often requiring a
Dex (Sleight of Hand) vs Perc (Detection)
contest).
Spell Interruption
Casting a spell requires steady concentration. If the
caster suffers any damage prior to his turn, he may
not cast a spell that round. The character may take
other actions, including making a melee or ranged
attack. Unless the spell description states
otherwise, a spell takes effect in the caster’s turn.
83
When a Dark & Dangerous Magic effect occurs: 13-14 close range (1d4 x 5 ft). It vanishes
15-16 after 1d4 minutes.
(i) The caster’s Luck attribute is reduced
by 1 point, 17 All plant life within 60 ft withers and
dies.
(ii) Reset the Dark & Dangerous Magic 18
chance back to 1 in 20, and You gain a random minor madness
19 trait. If you are already suffering
(iii) Roll on the Dark & Dangerous Magic 20 madness, it increases in severity
table below: instead.
21-22 Spirit Rend: You have advantage on
1d100 DARK & DANGEROUS MAGIC 23-24 your spell damage roll (if this spell
25-26 does not cause damage, then your
01-02 Nothing happens (50%) or you are next damaging spell within 24 hours).
03-04 secretly possessed by a cunning alien 27 Tentacled: A random arm transforms
entity for 1d10 hours (50%). The GM 28 into a branching, flesh coloured
05-06 will tell you which covertly. Have fun. tentacle (Str 15). The tentacle can
Foul Beard: You grow a beard of hold items but is incapable of spell
07 short rubbery tentacles that you can’t casting. It returns to normal after 1d6
08 control. They shrivel up and drop off days.
09 after 1d3 days. Dazed: You have disadvantage on
10 your spell damage roll (if this spell
11-12 Your fingers turn into tentacles, does not cause damage, then your
serpents, leeches or something next damaging spell within 24 hours).
similarly creepy for 1d6 minutes. You Breathless: You do not breathe and
cannot cast spells during this time. cannot mimic breathing. If subject to
You count as fighting with two drowning or asphyxiation, you enter a
weapons and cause 2d6 acid or poison dormant state rather than die. The
based damage on a hit. effect lasts 1d12 months.
Strange potency: Your next single An enraged, random1 Aberrant
target spell affects two targets instead Terror, Demon or Undead monster
of one (within 24 hours). controlled by the GM appears within
Tusks: You sprout 2 inch, blackened close range (1d4 x 5 ft). It vanishes
tusks from your jaw, making eating after 1d4 minutes.
and speech awkward. They recede
after 1d6 days. Mucus: Your skin oozes a foul
Tenuous Connection: Your spell lasts smelling mucus for 1d3 days.
half as long as usual (or your next spell
with a duration other than instant You cast a random2 spell. There is a
within 24 hours). 50% chance the spell targets you or is
Heartless: You have no discernible centred on you. If the spell affects you
heartbeat, and do not bleed. The it lasts a minimum of 1 minute.
effect lasts 1d12 months.
An enraged, random1 Aberrant Time is Mutable: You automatically
Terror, Demon or Undead monster go first in initiative next round.
controlled by the GM appears within
Whisperer: You speak only in a
sibilant whisper for 1d12 months.
1 Roll 1d12; (1) Maelheim; (2) Shade; (3) Lemure; (4) 2 Roll 1d8; (1) Place of Perfect Night; (2) Behold the
Doppelganger; (5) Infernal Minotaur; (6) Gibbering Secret Truth; (3) Beseech the Ancient Ones; (4)
Terror; (7) Chuul; (8) Grey Ooze; (9) Invisible Malediction of Lunacy; (5) Affliction of the Eyeless
Stalker; (10) Tentacle Spawn; (11) Manipede; (12) Host; (6) Shennog’s Blessing; (7) Feeblemind; (8)
Spectre. Flesh to Stone.
84
29 Time Slip: Your spell takes 2 actions 48 Shedding: Over the next hour, all of
30 to cast instead of 1. 49 your head and body hair falls out. It
31-32 50 grows back as normal.
33-34 Called from Below: Whenever you 51-52
35-36 linger on earthen soil, worms, beetles Forgotten: You unlearn a random
37 or other insects squirm to the surface. 53-54 spell for 1d6 days.
38 The effect lasts for 1d12 months.
39 An enraged, random1 Aberrant 55-56 Devil Eyes: Your eyes turn white,
40 Terror, Demon or Undead monster 57 black or another colour for 1d12
41-42 controlled by the GM appears within 58 months.
close range (1d4 x 5 ft). It vanishes 59 An enraged, random1 Aberrant
43-44 after 1d4 minutes. 60 Terror, Demon or Undead monster
All liquids within 30 ft turn to salt, ash, controlled by the GM appears within
45-46 dust or slime (GM discretion). A large 61-62 close range (1d4 x 5 ft). It vanishes
47 body of liquid such as a pool or lake after 1d4 minutes.
is only affected up to a depth of 2 feet. 63-64 The Claw: One of your hands
A random creature within sight or 65-66 transforms into a chitinous claw. You
hearing gains a random minor may use an action to make a melee
madness trait. If the target is already 67 attack (1d10+2 damage). The claw
suffering madness, it increases in flakes away and returns to normal
severity instead. after 2d12 hours.
You gain a random moderate
Inscrutable Boon: Your spell does not madness trait. If you are already
expend a spell use. suffering madness, it increases in
severity instead.
Mute: Your mouth fuses shut,
preventing speech and spellcasting. It Favour of the Ancients: Your spells
returns to normal in 2d12 hours. ignore magic resistance for 24 hours.
Eldritch Interference: Your spell Soulless: You feel no emotions for
expends two spell uses instead of one. 1d4 months; no fear, no love.
Nothing.
Shadowless: You cast no shadow. The
effect lasts 1d12 months. Life Aegis: Living targets are immune
to your magic for 24 hours.
An enraged, random1 Aberrant
Terror, Demon or Undead monster Darkening: Small open flames such as
controlled by the GM appears within candles and torches are automatically
close range (1d4 x 5 ft). It vanishes extinguished within 30 feet of you.
after 1d4 minutes. The effect lasts 1d12 months.
Third Eye: You grow a fishlike eye in An enraged, random1 Aberrant
one palm, in the centre of your Terror, Demon or Undead monster
forehead or at the end of your tongue controlled by the GM appears within
(GM discretion). If the eye is close range (1d4 x 5 ft). It vanishes
uncovered, you can see perfectly in after 1d4 minutes.
non-magical darkness up to 60 ft. The Speaker of the Void: You speak only
eye rots away after 1d10 days leaving in a disturbing alien chittering that no-
behind a runic scar. one understands. You may still cast
You cast a random2 spell. There is a spells. The effect ends in 1d4 months.
50% chance the spell targets you or is You cast a random2 spell. There is a
centred on you. If the spell affects you 50% chance the spell targets you or is
it lasts a minimum of 1 minute. centred on you. If the spell affects you
it lasts a minimum of 1 minute.
Forbidden Lore: You regain one Bend Reality: You may change the
expended spell use. damage type of any spell you cast to
any other damage type for 24 hours.
85
68 Rotting: Your surface flesh begins to 83-84 close range (1d4 x 5 ft). It vanishes
69 rot, starting with your extremities and after 1d4 minutes.
70 spreading inwards. The effect is 85-86
71-72 painful but otherwise cosmetic. It 87 Jaws: You grow to 8 feet tall, your jaws
fades away after 1d6 months. 88 and limbs distending to grotesque
73-74 Void Pulse: A wave of dissonance 89 proportions. You gain a powerful urge
resonates outwards from you. All 90 to devour your enemies. If possible
75-76 creatures in a 20 foot radius (inc you) you must use your move action to
77 must make a Luck (Con) save or be 91-92 close with an enemy. If in melee you
78 knocked prone. 93-94 must use your action to make a bite
79 Bestial Fear: For 1d12 months, small 95-96 attack causing 2d6+3 damage. On a
80 and medium sized animals (eg cats natural 19-20 attack roll you sever a
and dogs) within 30 feet instinctively target’s limb or head (GM discretion).
81-82 fear you, entering fight or flight mode. After 1 minute, you return to normal.
An enraged, random1 Aberrant You cast a random2 spell. There is a
Terror, Demon or Undead monster 50% chance the spell targets you or is
controlled by the GM appears within centred on you. If the spell affects you
close range (1d4 x 5 ft). It vanishes it lasts a minimum of 1 minute.
after 1d4 minutes. Insidious Call: Your next spell with a
Winged: You sprout large Luck save (within 24 hours) causes the
membranous wings from your back, target to roll with disadvantage.
elbows, neck or ears (GM discretion). Regurgitator: You develop a wet,
You can fly at your normal speed. hacking cough, imposing disadvantage
The wings wither and slough off after on Athletics related checks. From
2d12 hours. time to time you cough up grubs,
worms, etc. The cough subsides after
A random creature within sight or 1d6 days.
hearing gains a random moderate Wyrd Fading: For 24 hours, targets
madness trait. If the target is already making Luck saves against your spells
roll with advantage.
suffering madness, it increases in
severity instead. A random limb turns black, rots and
Harness the Void: Your spell causes drops off over the next 1d20 hours
50% extra damage (if this spell does (roll 1d4: (i) foot, (ii) lower leg, (iii)
not cause damage, then your next hand, (iv) forearm). The rot cannot be
damaging spell within 24 hours). stopped once it starts, but
Gender Shift: You slowly change sex Starmaiden’s Miracle restores the lost
over the next 24 hours, including appendage.
build, voice, facial features, etc. The An enraged, random1 Aberrant
effect lasts 1d12 months. Terror, Demon or Undead monster
Weakened: Your spell causes 50% controlled by the GM appears within
less damage (if this spell does not close range (1d4 x 5 ft). It vanishes
cause damage, then your next after 1d4 minutes.
damaging spell within 24 hours). You transform into a Gibbering
Hollow: You are never hungry or Terror for 1d4 minutes. Your
thirsty, and cannot abide food or personality is suppressed and
drink. Even the smell makes you substituted with the sentience of a
nauseous. The effect lasts 1d12 Gibbering Terror until the effect
months. ends.
An enraged, random1 Aberrant
Terror, Demon or Undead monster You and all creatures within 60 ft gain
controlled by the GM appears within a random serious madness trait. If a
86
97-98 target is already suffering madness, it Spell Duration
99 increases in severity instead.
100 Most spells have instant durations, causing an
The Stars Align: Your next spell immediate effect. Other spells last a number of
(within 24 hours) causes maximum rounds, minutes or hours as noted in the
damage and/or affects the maximum description. A caster may end a spell early by
number of targets. spending an action to dismiss it. This also applies
Marked: Gain the following table to users of magical items. Unless a spell
effect permanently; Roll 1d10: (i) description states otherwise, if the caster dies or is
Heartless, (ii) Breathless (iii) Called rendered unconscious, the spell ends
From Below (iv) Shadowless (v) immediately.
Regurgitator, (vi) Darkening (vii)
Bestial Fear, (viii) Hollow (ix) Illusions
Whisperer, (x) Devil Eyes. No magic
known to mankind can remove this A number of spells and other magical effects
effect. create illusions or make one thing appear as
Claimed: Gain the following table another. Some illusions are more powerful than
effect permanently; Roll 1d8: (i) Foul others, with stronger illusions fooling more senses
Beard, (ii) Mucus (iii) Third Eye (iv) over a wider area. No illusion can mimic the sense
The Claw (v) Winged, (vi) Jaws, (vii) of tactile sensation however, and interacting with
Tentacled, (viii) Rotting. No magic an illusion may reveal the ruse, for example by
known to mankind can remove this passing a hand or object through it.
effect.
At any time, a character may attempt to disbelieve
The above are merely examples. GMs are a suspected illusion, which may require an Int
encouraged to modify and expand the table. check at the GM’s discretion. If successful, the
character pierces the illusion and observes it only
as a transparent overlay covering the real creature,
object or terrain.
Illusions cannot directly cause damage or
physically affect a target in any way, and some
creatures may be immune to or automatically
pierce certain kinds of illusions. For example, a bat
using echolocation will not be fooled by an illusion
covering a cave entrance, and some undead
automatically detect living creatures. Mindless
creatures are unaffected by illusions.
Divine Blessings & Rebukes
The workings of the gods, eternal and impossibly
distant, are beyond the grasp of mere mortals.
Whilst generally safer than sorcery, communing
with beings older than time remains a perilous
proposition.
Invoking a blessing follows the same rules as spell
casting, except as noted below:
i. If the cultist has Favour, they may spend
it to automatically invoke the blessing.
87
ii. If the cultist does not spend Favour, a 11-12 Trappings of Wealth: Any coins,
Will check is required. The cultist’s 13-14 gems and trinkets in the immediate
Reroll Pool is available for this check. 15-16 possession of the cultist turn to
17-18 worthless rust, stone or sand.
iii. If successful, the blessing works as 19-20 Dark Interference: Roll on the Dark
intended. If failed, the cultist’s action is 21-22 & Dangerous Magic table. Ignore
wasted and they suffer a Divine Rebuke beneficial results.
(see below). 23-24 The Flesh is Weak: The cultist is
25-26 overcome with exhaustion, causing
iv. Blessings add to a character’s Dark & 27-28 1d4 Str loss.
Dangerous Magic tally, but do not trigger 29-30 And The Lord Taketh Away: The
DDM checks. A Divine Rebuke resets cultists unlearns a random blessing.
the cultist’s DDM tally to 1. 31-32 Atonement ends the rebuke.
33-34
A Divine Rebuke might reflect faltering faith, 35-36 Soul Cleansing: The cultist loses 1
punishment for a past or future sin (of the cultist, 37-38 level until the end of the adventure.
their ancestor or progeny), misinterpretation of a 39-40
lesser tenet, interference from the Veil, dark forces Confess: The cultist immediately falls
striking at the agent of an opposing power, and so to their knees, dropping whatever they
on. are holding, clasping their hands
together in obeisance. Their next
To determine the nature of the rebuke, roll 1d100 action is spent praying for forgiveness.
on the table below. As noted in the descriptions, Speak In Tongues: The cultist speaks
some effects require a Rite of Atonement to only in meaningless babble for 1d6
absolve. Such rebukes are unaffected by mortal months (may still invoke blessings).
magic short of Forbidden Wish. Atonement ends the rebuke.
Dark Interference: Roll on the Dark
1d100 DIVINE REBUKE & Dangerous Magic table. Ignore
beneficial results.
01-02 Dark Interference: Roll on the Dark Frail of Spirit: The cultist’s divine
03-04 & Dangerous Magic table. Ignore connection frays, causing 1d4 Will
05-06 beneficial results. loss.
07-08 Broken Icon: The cultist’s holy Shameful Pride: The cultist’s skin
09-10 symbol no longer functions and manifests ugly boils, causing 1d4
appears tarnished, cracked or faded. Charisma loss. The condition heals in
Atonement ends the rebuke. 1d4 months.
Mark of Shame: A holy brand burns Plague of Flies: Lingering in the open
itself onto the cultist’s face, hand or attracts an abundance of flies, gnats,
chest, clearly indicating their religious mosquitoes, locusts, etc to the cultist.
disfavour. Atonement heals the brand Atonement ends the rebuke.
overnight. No Respite: The cultist gains no
Bear Witness: The cultist glimpses his benefit from short rests until the next
patron’s true form and gains a serious dawn.
madness. Atonement ends the rebuke Unbidden Heresies: Dark
after 1d4 months. interference clouds the cultist’s
Divine Warning: The cultist has a thoughts, causing 1d4 Int loss.
momentary heart attack, causing 1d4 Dark Interference: Roll on the Dark
Con loss. & Dangerous Magic table. Ignore
beneficial results.
Test of Devotion: The cultist cannot
invoke blessings until they enact five
88
41-42 different tenets. Atonement ends the 67-68 Condign Affliction: The cultist gains a
43-44 rebuke. 69-70 random disease. Atonement ends the
45-46 rebuke.
47-48 Ancestral Reckoning: The cultist 71-72 Soul Tithe: The cultist cannot invoke
49-50 suffers a 2 point penalty when blessings until an enemy is reduced to
51-52 invoking blessings until they perform 73-74 zero hp by their hand. Reroll if
53-54 the Consecrated Ground rite at a contrary to the patron’s ethos.
55-56 place special to their ancestors. 75-76 Atonement ends the rebuke.
57-58 Holy Edict: The cultist is subject to 77-78 Silent Torment: The cultist may not
59-60 Soothing Edict (p.105, no save; GM 79-80 invoke blessings until the next dawn,
61-62 determines the details). 81-82 and may never explain why (or the
63-64 Tears of Blood: The cultist weeps 83-84 rebuke becomes permanent).
blood for 2d6 rounds, and suffers 85-86 On Your Belly. The cultist is
65-66 disad on their next blessing test. 87-88 compelled to prostrate themselves on
Mission from God: The cultist is 89-90 the ground, dropping whatever they
subject to Chains of Fate (p.95, no 91-92 are holding. On subsequent turns, a
save; GM determines the details). Luck (Will) save is required to end
Empty Vessel: The cultist loses all the effect.
memory of the last 48 hours. No Stigmatic Flagellation: The cultist
mortal magic can reverse this effect. immediately manifests 1d8 + level
No Light But Mine: Torches, lanterns damage.
and other mundane light sources are Dark Interference: Roll on the Dark
extinguished within 20 ft of the cultist & Dangerous Magic table. Reroll
for 1d6 months. Atonement ends the beneficial effects.
rebuke. Timely Offering: The cultist’s
weapon, shield or armour breaks
Gift of Truth. The cultist cannot (even chance. If magical damaged
intentionally lie for 1d6 months. instead, not usable until repaired).
Cast Out: The cultist suffers disad on
Trial By Combat: In an impending social checks as others instinctively
battle, enemies target the cultist above shun them. Atonement ends the
all others (where possible). rebuke.
Unwelcome Avatar: An agent of the Toll of Mortals: The cultist ages 3d6
patron possesses the cultist’s body for years. No mortal magic can restore
2d6 minutes. It pursues the patron’s the lost years.
ends, heedless of any consequences to Redeeming Agony: The cultist is
the cultist. wracked with cleansing pain, causing
Sacred Visions: Holy hallucinations 1d4 Dex loss.
impede the cultist’s real world vision, Struck Deaf: The cultist is deaf for
causing 1d4 Perc loss. 1d4 months. Atonement ends the
Forbidden Truth: The cultist learns a rebuke.
disturbing truth, affecting them like Dark Interference: Roll on the Dark
Feeblemind (p.97, save as normal). & Dangerous Magic table. Reroll
Dark Interference: Roll on the Dark beneficial effects.
& Dangerous Magic table. Reroll I Summon Thee: the cultist vanishes
beneficial effects. from existence for 1d6 rounds, then
Second Chance: The cultist may reappears 1d4 x 5 ft from their
plead their case as to why their patron original location (with no memory of
should intervene. If the GM agrees, a where they went).
Cha check causes the intended
blessing to occur. If failed, roll again
with disadvantage.
89
Struck Blind: The cultist is blind for Sanctum Sanctorum: Spend 1d6
1d4 weeks. Atonement ends the
93-94 rebuke. 8 hours purifying a defiled shrine or
95-96 Struck Mute: The cultist cannot speak temple (dedicated to your god or one
97-98 or invoke blessings for 1d4 weeks.
Atonement ends the rebuke. of similar ethos).
99 Repent or Perish: The cultist loses
100 1d2 Con every dawn (not recoverable Bitter Flagellation: Spend 1 hour a
by any means), until dead at zero Con.
Atonement ends the rebuke. 9 day painfully drawing your own blood.
Final Judgment: The cultist dies The ritual causes 1 Con loss per day
immediately in spectacular fashion (in
a manner befitting their god, or for 1d8 days.
perhaps an interfering alien force).
Wrath of the Gods: As Unchain the Restored Relic: Retrieve, reinstate or
World Eater (p.107), but the cultist
automatically perishes at the centre. 10 cleanse a lost relic, holy symbol or
Others make Luck saves as normal. other religious object of your god or
one of similar ethos.
End the Accursed: Personally slay a
11 sentient creature faithful to an
opposed god or other supernatural
force.
Cloistered Contemplation: The cultist
12 sequesters themselves for 1d4
months, studying holy scripture.
Rites of Atonement Transcendence: Attain greater power
In some instances, removing a Divine Rebuke 13 within your order (rise in station,
requires the cultist to complete a Rite of conferral of greater authority, a special
Atonement. Example rites are provided below,
roll 1d20 or choose from the table. Reroll or award, etc).
substitute rites inconsistent with the patron’s ethos.
Render Their Idols Dust: Destroy a
14 relic, holy symbol or other sanctified
paraphernalia of an opposing god.
Pilgrimage: Visit a distant shrine or
1d20 RITES OF ATONEMENT 15 temple to your god or one of similar
1
2 Healing Host: Spend 1d4 days ethos.
3 tending to strangers’ physical injuries
4 or illnesses. Tithe of Absolution: Donate your
5 Add to the Flock: Convert a pagan or
6 non-believer to the faith (GM 16 share of treasure from the current
7 determines details). adventure to your order or an
Liturgy of the Word: Preach to a
congregation or crowd of strangers for unrelated charity.
1d6 x 10 minutes.
Ministry of Compassion: Spend 1d4 Oppose the Misguided: Take public
days counselling strangers, including
treating or managing madness. 17 action to discredit or disrupt the
Blood Redemption. Slay a dangerous activities of a competing god’s agent or
foe single handed, then perform a 1d4
hour offering ritual. believer.
Seat of Worship. Spend 1d8 days
consecrating a new shrine or temple to Glorious Adornment: Commission a
honour your god.
Catechism: Spend 1d4 days statue, symbol or other religious
instructing novices in your hallowed
ways. 18 paraphernalia worth 1 x Valuables,
which is gifted to your order or a
stranger.
Holy Quest: Complete a special task
19 for another of your order, or in
accordance with a vision.
Tear Down Their Temples: Destroy
20 or defile an altar, shrine or temple to
an opposing god.
90
SPELL LIST Level 2
Level 1 1. A Wisp Unseen
2. Affliction of the Eyeless Host
1. Arcane Aegis 3. Bestial Communion
2. Feywalker’s Drifting 4. Bound by the Black Spiral
3. Fusing of Flesh 5. Curse of Searing Steel
4. Gaze of Beguilement 6. Enduring Radiance
5. Glimpse the True Gods 7. Fetid Fog of the Rotting Horde
6. Hand of the Void 8. Globe of Silent Contemplation
7. Insidious Slumber 9. Inescapable Unmasking
8. Lash of Unerring Pain 10. Place of Perfect Night
9. Lucent Emanation 11. Solace of Argona
10. Mantle of Many Faces 12. Sorcerous Misdirection
11. None Shall Pass 13. Strands of Ensnarement
12. Pierce the Veil 14. Sundering Sign
13. Shadows & Dust 15. Tainted Vigour
14. Shennog’s Blessing 16. Thaumaturgical Vesting
15. Speaker of All Tongues 17. Waking Dream
16. Strange Joining 18. Whispers of the Watchers
17. Thunderous Invocation 19. Wings of the Starless Abyss
18. Timeless Envoy 20. Witchblade
19. Ward of Lost Souls
20. Writhing Fog 91
Level 3
1. Abjure the Unnatural
2. Call Forth Simulacra I
3. Circle of the Unseen
4. Channel Lightning
5. Cradle of Formlessness
6. Deny the Nine Furies
7. Gift of the Fiery Furnace
8. Hunger for Blood
9. Incantation of Exhaustion
10. Nightcrawler’s Boon
11. One with the Deep
12. Purge the Accursed
13. Riddle of Bones
14. Rightful Ascension
15. Runic Rite of Wonderment
16. Sever Arcarnum
17. Sight Beyond Sight
18. Soothing Edict
19. Spectral Transfixion
20. Turn Back the Buzzing Flies
SPELL LIST Level 6
Level 4 1. Betwixt Time & Space
2. Beyond the Stars
1. Behold the Secret Truth 3. Bloody Blades of Graxus
2. Bending the Stone 4. Call Forth Simulacra IV
3. Call Forth Simulacra II 5. Chains of Fate
4. Cleansing Charm 6. Conclave of Wind & Sky
5. Demonic Convergence 7. Eldritch Mirror
6. Dimension Door 8. Fell Cavorting of Menethorii
7. Echo of Days 9. Flesh to Stone
8. Heed the Silent Forest 10. Forbidden Wish
9. Malediction of Lunacy 11. Infuse Animus
10. Mask of the Wilderlands 12. Master of Earth & Stone
11. Monstrous Subjugation 13. Reaper of Hidden Shadow
12. Murderer’s Cloak 14. Rite of Revelation
13. Nostrum of the Dying 15. Stormlord’s Vengeance
14. Rain of Stone 16. Unchain the World Eater
15. Starmaiden’s Miracle 17. Viridian Ray of Unmaking
16. Sudden Transmogrification 18. Wave of Obedience
17. Unchecked Growth of Soliri 19. Wodon’s Eye
18. Unshackled Celerity 20. Word of Ending
19. Veil of the Balor
20. Wall of the White Wastes 92
Level 5
1. Bane of Mortals
2. Beseech the Ancient Ones
3. Blast of Frozen Ruin
4. Call Forth Simulacra III
5. Cloud of Choking Torment
6. Creeping Doom
7. Crush of the Warp
8. Delusions of Dark Recall
9. Feeblemind
10. Finger of Death
11. Hedge of Twisting Thorns
12. Imperious Soul of the Magus
13. Ineffable Force
14. Infernal Calling of Baal
15. Melt Crag & Ridge
16. Mystic Ward
17. Phasement to Nowhere
18. Rejuvenating Succor
19. Summon Primordial Guardian
20. Tide of Iron
SPELL DESCRIPTIONS
A Wisp Unseen The caster is protected by a Bending the Stone
2th Level hovering disc of force that 4th Level
Range: 60 ft phases in and out of existence Range: Touch
Duration: 1d6 x 10 minutes as needed. The disc protects Duration: Shaping up to 2d4
the caster like a normal shield minutes, but the effects are
This illusion spell turns a but does not require any permanent
person or a thing invisible. If hands. If the caster uses the
the invisible creature makes an shield ability to negate a You permanently shape stone
attack or casts a spell, the physical attack (p.62), the spell up to a 10 ft cube into another
invisibility ends. ends. If the caster is subject to form. The transformation
Lash of Unerring Pain, the process might take a few
Abjure the Unnatural Arcane Aegis automatically seconds to a few minutes,
3rd Level negates it, then ends. depending on the degree of
Range: Self detail involved. A rock might
Duration: 1d6 x 10 minutes Bane of Mortals be shaped into a sword, box,
5th Level door, passage or room up to
This spell functions like Ward Range: Self 10 ft deep. Rudimentary
of Lost Souls, but at a 10 ft Duration: 1d6 x 10 minutes moving parts may be
radius. The circle can be used constructed, such as hinges
to pin a supernatural creature An invisible force surrounds and a latch. The
against another surface but and moves with the caster in a transformation process is
cannot crush or otherwise 5 ft radius that repels other generally not fast enough to be
injure it (attempting to do so living creatures. Living used as an attack (for example,
ends the spell). creatures cannot pass through it would not normally be
the globe. The globe can be possible to seal an enemy in a
Affliction of the Eyeless used to pin a creature against stone wall).
Host another surface but cannot
2nd Level crush or otherwise injure it Beseech the Ancient Ones
Range: 60 ft (attempting to do so ends the 5th Level
Duration: 4d6 hours spell). Range: None
Duration: 1d10 minutes
The target is magically blinded Behold the Secret Truth
for 4d6 hours or until 4th Level The caster makes contact with
dispelled. A Luck (Will) save Range: 120 ft cone with a 30 ft a supernatural entity mankind
resists. A reversal of this spell base was not meant to know, and
cures natural and magical Duration: 1d4 hours may force a yes or no answer
blindness (but cannot restore a to questions posed. The caster
missing eye). This spell causes creatures to may ask up to 5 questions, but
flee in pure terror. Creatures each has a 20% chance
Arcane Aegis that succeed on a Luck (Will) (cumulative) of inflicting a
1st Level save are unaffected. There is a serious madness. The entity
Range: Self 50% chance fleeing creatures communed with answers the
Duration: 2d6 hours or until drop whatever they are questions truthfully, but may
expended holding. answer cryptically or in riddles
(GM discretion).
93
Bestial Communion harmless pocket dimension Bound by the Black Spiral
2nd Level for 1d6 x 10 minutes. If the 2nd Level
Range: Self target is a non-native to the Range: 180 ft
Duration: 1d6 x 10 minutes plane (eg: most elementals and Duration: 2d6 rounds
demons), it is permanently
This enchantment causes returned to its home plane. An This magical compulsion
unwilling target may make a targets 1d4 humanoids within
normal animals and insects Luck (Will) save to resist. a 15 ft radius who are instantly
held rigid and unable to move.
(not Giant or Dire versions) Blast of Frozen Ruin A Luck (Str) save resists.
5th Level
within 60 ft to regard the caster Range: 60 ft cone with a 20 ft Call Forth Simulacra I
base 3rd Level
as friendly unless her actions Duration: instant Range: 60 ft
Duration: 1d6 x 10 minutes
suggest otherwise. The caster This spell blasts foes with
freezing hoarfrost, hammering This spell conjures
may engage in two way them with ice and numbing simulacrums of whisper and
cold. Targets suffer 1d8 shadow, appearing in a 30 ft
conversations with any animal damage per caster level, with a diameter. They obey
Luck (Dex) save reducing directions from the caster
and/or insect within range, damage by half. Targets that regardless of language (no
fail their Luck save are also action). Summoned monsters
during which time the caster semi-frozen, unable to move spend their action manifesting
from their location. A on the turn the spell is cast.
makes chittering, barking, character may attempt a Str They act at the same time as
check (as part of their move the caster in future turns.
squawking, and similar noises. action) to shake off this
secondary effect each turn.
The spell imbues the caster’s
Bloody Blades of Graxus
communications with 6th Level
Range: Self
persuasive influence, granting Duration: 2d6 rounds
advantage on any Cha checks Flying magical blades encircle
and move with the caster in a
with animals and insects. 15 ft radius. Creatures caught
in the area when the spell is
Betwixt Time & Space first cast suffer 6d12 damage
6th Level (Luck (Dex) save for half). In
Range: Self subsequent rounds, creatures
Duration: 1d6 x 10 minutes that enter the area or end their
turn there, suffer the same
You turn invisible and damage. The caster’s 1d6 MONSTER
incorporeal (p.182). You are movement rate is reduced to SUMMONED
able to phase in and out of 10 ft while the spell persists.
your normal physical form and 1 3d4 Giant Rats
your incorporeal form. It costs
an action to switch between the 2 3d4 Goblins
two forms. You cannot cast
spells while incorporeal. 3 2d4 Skeletons
4 2d4 Beastmen
Beyond the Stars 5 2d4 Urgot
6th Level
Range: 120 ft 6 2d4 Stirges
Duration: Instant
This spell banishes a single Call Forth Simulacra II
creature from the current 4th Level
plane of existence. If the target Range: 120 ft
is a native of the current plane, Duration: 1d6 x 10 minutes
it is temporarily shunted to a
94
As Call Forth Simulacra I, but 1d6 MONSTER Channel Lightning
more powerful creatures. SUMMONED 3rd Level
Range: 120 ft
MONSTER 1 2d4 Ogres Duration: Instantaneous
SUMMONED
1d6 A 10 ft wide bolt of lightning
blasts outward 120 ft from the
2 2d4 Cockatrice caster. Targets in the path
suffers 1d6 damage per caster
1 3d4 Wolves 3 2d4 Griffons level (Luck (Dex) save for
half). Flammable objects in the
2 2d4 Serpentmen 4 2d4 Shades area may catch fire. If
(Hraarsk) outdoors under clouds, the
bolt may descend from the sky
3 2d4 Giant 5 2d4 Chuul instead, causing 1d8 damage
Centipedes per caster level.
4 2d4 Will o’ Wisps 6 2d4 Minotaurs Circle of the Unseen
3rd Level
5 2d4 Giant Ants Range: 120 ft
(Worker) Duration: 1d6 x 10 minutes
6 2d4 Giant Spiders As A Wisp Unseen, but affects
all creatures in a 10 ft radius.
Call Forth Simulacra III Subjects can see each other
5th Level and must remain in the radius
Range: 240 ft or the spell ends for that
Duration: 1d6 x 10 minutes subject. If a subject attacks or
casts a spell, the invisibility
As Call Forth Simulacra I, but ends for that subject.
more powerful creatures.
Cleansing Charm
1d6 MONSTER 4th Level
SUMMONED Range: Touch
Duration: Special
1 2d4 Giant Bats
This spell neutralizes ongoing
2 2d4 Gargoyles Chains of Fate poison, or makes the target
6th Level immune to poison effects for
3 2d4 Giant Ants Range: Touch 2d6 rounds. Any attribute loss
(Soldiers) Duration: Until task complete suffered due to poison is also
restored.
4 2d4 Lemure If the spell succeeds (a Luck
(Will) save resists), the caster Cloud of Choking Torment
5 2d4 Yellow Mould may set a task for the spell’s 5th Level
target. If the target does not Range: 20 ft
6 2d4 Ghouls diligently work at performing Duration: 2d6 x 10 minutes
the task, he loses 1d4 Str, Dex
Call Forth Simulacra IV and Con each day until one
6th Level attribute reaches zero, at which
Range: 480 ft point the target dies. If this
Duration: 1d6 x 10 minutes spell is cast in combat, the
caster must succeed in a melee
As Call Forth Simulacra I, but attack roll with advantage to
more powerful creatures. touch the target.
95
The caster conjures a 15 ft Cradle of Formlessness Curse of Searing Steel
radius cloud of poisonous and 3rd Level 2nd Level
corrosive vapour. The cloud Range: Self Range: 60 ft
rolls forward at a move rate of Duration: 2d6 rounds Duration: 2d6 rounds
10 ft per round. The cloud is
heavier than air and will flow The caster is transformed into One metal object within range
down hills or stairs. Any a natural looking mist that (such as a weapon, piece of
creature caught in the cloud floats at 60 ft per round. In armour, or door knob) turns
must make a Luck (Con) save mist form, the caster is red hot (no Luck save is
or be incapacitated, unable to immune to weapons without permitted). Any creature
take actions or move out of the magical, silver or cold iron touching the object suffers 2d8
cloud. Each subsequent round properties, and may squeeze damage each round. The
in the cloud requires a Luck through cracks, as long as the object sheds dim light and may
(Con) save to avoid a horrible, surface is not airtight or set fire to flammable objects.
gurgling death. magically sealed.
Delusions of Dark Recall
Conclave of Wind & Sky Creeping Doom 5th Level
5th Level Range: 30 ft
6th Level Range: 5 ft Duration: Permanent until
Range: 1d10 mile diameter Duration: 1d6 x 10 minutes dispelled
Duration: 1d4 days
The caster conjures a dense 10 This spell allows the caster to
The caster summons light, foot diameter cloud of modify the target’s memory.
moderate or heavy weather of supernatural biting, stinging The spell cannot be cast
her choosing, ranging from and flying insects. The Doom during combat and a Luck
pleasant sunshine, oppressive moves up to 10 ft each round (Will) save resists. If the spell
heat, torrential rain, thunder as the caster directs and causes takes effect, the target enters a
storms and/or dangerous 50 damage in the first 10 feet dazed state for 1d4 minutes,
winds. Catastrophic weather of travel, 40 damage in the during which the caster may
such as a cyclone or tsunami is second 10 ft, 30 damage in the remove, add or change a block
only possible if similar third 10 ft, and so on until the of up to 10 minutes of
foundational weather is Doom disperses. Each target memory. If the target saves, is
already present. caught in the area also suffers a injured or roused during this
minor madness. A Luck save time, the spell fails and the
The unnatural weather lasts halves the damage and negates target regains normal alertness,
for 1d4 days and spreads over any madness effect. fully aware that some form of
a 1d10 mile diameter region. mind affecting magic was just
In order to summon the Crush of the Warp attempted. A modified
weather, the caster must 5th Level memory can be restored to
complete a 1d4 hour ritual. Range: 120 ft normal with Purge the
Using this spell automatically Duration: 2d6 rounds Accursed.
results in a Dark & Dangerous
Magic effect. If catastrophic As Bound by the Black Spiral, Demonic Convergence
weather is summoned, the but may target any 1d4 4th Level
caster suffers 1 Con drain for creatures. Targets with 15 or Range: Self
each day the weather persists more HD are immune. Duration: 2d6 rounds
which cannot be restored until
the spell subsides. Unlike most
spells, Conclave of Wind &
Sky cannot be ended early
once the ritual is complete.
96
Whenever the caster is subject The caster may perceive past whole magical effect is
to physical damage of any kind events connected with an reflected, even if the subject is
(including magical damage), object as if she had been only one of many targets
his skin becomes unnaturally present. The caster gains only caught in an area of effect.
hard, resisting part of the blow. a quick glimpse of the event Once a magical effect is
Each time damage is suffered, (up to 2d6 rounds worth), but reflected, the spell ends.
the amount is reduced to may go back in time up to one
1d100 percent (eg: on a roll of day per level. The caster may Enduring Radiance
43, the caster suffers 43% of indicate the nature of the 2nd Level
the damage rolled). event, or particular day and Range: Touch
time, she wishes to observe Duration: 1d4 days
Deny the Nine Furies (eg: the last person to hold the
3rd Level object, or a meeting known to One touched object produces
Range: Touch have occurred in the location, bright sunlight, to a radius of
Duration: 1d6 x 10 minutes or four days ago at high noon, 30 ft.
etc). If no specific information
The target is immune to one is sought, the GM chooses the Feeblemind
kind of damaging energy or event. This spell cannot be cast 5th Level
other hazardous force, on the same object twice. Range: 120 ft
commonly fire, lightning or Duration: 2d6 days
cold, but also more unusual Eldritch Mirror
hazards such as acid, steam or 6th Level This spell causes the target to
undead life drain (eg: a shade’s Range: Self enter a largely unresponsive
Str drain or spectre’s level Duration: 2d6 hours state, unable to meaningfully
drain). interact with the outside world
Whilst this spell is active, the without assistance. A Luck
Dimension Door subject may reflect a single (Will) save resists. If the Luck
4th Level magical effect back on an save fails, the target’s Int, Perc,
Range: Touch (transported up attacker. The subject may Will and Cha are reduced to 2.
to 480 ft) choose to use this ability after
Duration: Instant any Luck, damage, or other Fell Cavorting of
rolls have been made. The Menethorii
Dimension door is a limited 6th Level
form of teleportation. The Range: 120 ft
caster can teleport himself, a Duration: 2d6 rounds
touched object, or a touched
person up to 480 ft, provided This spell causes a single target
the destination is within line of of up to 15 HD to
sight. If the target is unwilling, compulsively and energetically
a Luck (Will) save resists. dance on the spot (no Luck
save is permitted). The target is
Echo of Days helpless while dancing and
4th Level unable to move normally or
Range: Touch take other actions. When the
Duration: 2d6 rounds spell ends the target collapses,
utterly exhausted, and is
97
befuddled with no memory of statute is in stasis and does not reduced to zero Con, the
the prior 1d6 x 10 minutes. age until the enchantment caster dies).
Creatures immune to charm ends (by way of Sever
effects are immune to this Arcarnum, Purge the Fusing of Flesh
spell. Purge the Accursed ends Accursed or similar). If the 1st Level
the effect and restores any lost spell is reversed, any damage Range: Touch
memory. suffered by the statue is Duration: Immediate
reflected in the creature.
Fetid Fog of the Rotting If the target has 1 or more hit
Horde Finger of Death points, this spell instantly
2nd Level 5th Level restores hit points equal to 2d4
Range: 120 ft Range: 60 ft + the caster’s Int modifier. If
Duration: 1d4 hours Duration: Immediate the target is unconscious on
zero hit points, the wounds
As Writhing Fog, but any This spell slays a single living mend slowly over 1d3
creature in the cloud must creature, instantly snuffing out minutes. The target does not
make a Luck (Con) save or its life force. The target is regain hit points or
become incapacitated with allowed a Luck save to resist. If consciousness until the 1d3
nausea and retching for 1d4 the check is successful, the minutes passes. A reversal of
rounds, after which time the target suffers 5d6 necromantic this spell causes the same
target may spend an action to damage. damage with a touch (make a
make a Con check to stagger melee attack roll with
out of the cloud. Forbidden Wish advantage).
6th Level
Feywalker’s Drifting Range: 240 ft Gaze of Beguilement
1st Level Duration: Instant 1st Level
Range: 10 ft radius Range: 120 ft
Duration: 2d6 hours This spell may mimic any Duration: 4d6 hours
other spell of 5th level or less,
This abjuration protects all or bring into being another This spell beguiles a single
humanoid creatures in range at magical effect of approx 5th humanoid to regard the caster
the time of casting. If a subject level power, subject to GM as a trusted friend. A Luck
falls within the spell’s duration, discretion. Alternatively, the (Will) save resists. This spell
they safely sink down to the caster may choose to boost the cannot be cast in combat.
ground instead of falling. power of the spell beyond the When the spell ends, the
usual 6th level limits by target has no memory of being
Flesh to Stone until invoking a mysterious entity charmed.
6th Level from another dimension. The
Range: 120 ft GM decides what is possible Gift of the Fiery Furnace
Duration: Permanent and may require a bargain to 3rd Level
dispelled be struck between the caster Range: 240 ft
and entity. In such a case, once Duration: Instantaneous
This spell transforms flesh into the spell is complete, the caster
stone or stone into flesh, as automatically triggers a Dark & The caster hurls a ball of fire
desired by the caster. A Luck Dangerous Magic effect, gains which explodes at the target
(Con) save resists. A living a pervasive madness, and location with a furnace like
creature transformed into a suffers 5d4 Con loss (if blast. If the ball strikes
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something before reaching the normal hand is capable of. Heed the Silent Forest
intended destination, it Using the hand requires an 4th Level
detonates early. The blast action. The unseen hand can Range: Self
radius is 20 ft, and causes 1d6 phase into and out of existence Duration: 1d6 x 10 minutes
damage per caster level (Luck at will (it cannot materialize
(Dex) save for half). The blast part way through another The caster may engage in two
shapes itself to the available object).
volume (33,000 cubic feet), way telepathic communication
filling 33 ten-by-ten-by-ten The hand cannot lift more
cubical areas. Flammable than 20 pounds or perform with plants (including plant
objects in the area catch fire. precise actions such as picking
locks, but it can turn door monsters) within 60 ft. The
Glimpse the True Gods knobs, untie simple knots, etc.
1st Level The caster may cause the hand spell imbues the caster’s
Range: Self to attack with a weapon as
Duration: 2d6 rounds normal. The hand may only communications with
materialise within line of sight,
1d4 humanoid targets within a and cannot stray more than 60 persuasive influence, granting
30 ft radius flee from the caster ft from the caster.
until they are out of sight. A advantage on any Cha checks
Luck (Will) save resists. Hedge of Twisting Thorns
Creatures of 7 HD or more 5th Level with plants. The caster may
are immune. Range: 240 ft
Duration: 1d6 x 10 minutes temporarily imbue any non-
Globe of Silent
Contemplation This spell instantly grows a wall intelligent plant within 60 ft
2nd Level of writhing, iron like, razor
Range: 180 ft sharp thorns. The wall is up to with a degree of magical
Duration: 1d6 x 10 minutes 10 ft thick, 90 ft long and 15 ft
tall, or a 20 ft radius half dome. flexibility. For example, a tree
Magical silence covers a 15 Entering the wall causes 1d8
radius around the targeted damage per two caster levels might move its branches to
creature or object and moves (Luck (Str) save for half), and
with it. No sounds can be requires a Str check at form a bridge, or vines
heard within or from outside disadvantage to avoid being
the area. An unwilling target entangled in the wall. An untangle and wriggle aside.
may make a Luck (Will) save entangled creature cannot
to resist. move away from the wall until Hunger for Blood
it spends an action to make a 3rd Level
Hand of the Void successful Str check (at Range: 120 ft
1st Level disadvantage). If the wall is Duration: 2d6 rounds
Range: 60 ft conjured so that it covers a
Duration: 1d6 x 10 minutes creature, it may make a Luck This spell affects up to 1d4+1
(Dex) save to avoid any creatures in a 30 ft radius.
You coalesce an invisible force damage and choose which side Each target gains a 50% chance
that can do most things a of the wall it ends up on. of one extra move or action
each round (target’s choice).
The extra action cannot be
used to cast a spell.
Imperious Soul of the
Magus
5th Level
Range: Special
Duration: Special
This ritual spell takes 1d4
hours, binds the caster’s life
force into an object (the
phylactery) within 30 ft, and
automatically triggers a Dark &
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