Page | 50 eMber plaIns (CenTaurs): Centaur men and women don light, nomadic clothing suitable for life on the open plains. Their garments allow freedom of movement and are embellished with feathers, beads, and horsehair, reflecting their connection with nature and the vast, open spaces. luMInous abyss (Merfolk): Merfolk embrace flowing, iridescent fabrics that mimic the underwater environment. Their clothing is practical for underwater movement and often adorned with accessories made from shells, pearls, and seaweed. shadoWed ThICkeT (shIfTers): Both men and women in the Shadowed Thicket wear camouflaged clothing that allows them to seamlessly blend with their surroundings. Leather, fur, and leaves are woven into their garments, reflecting their affinity with the thicket's shadows.
Page | 51 CharaCTer sheeT: 1. Character Information: Name: Race: Class/Background: Alignment: Age: Gender: Appearance: 2. Attributes: Strength (STR): Represents physical power and melee combat capability. Rolls a 1d20 for tasks requiring strength. Dexterity (DEX): Represents agility, reflexes, and ranged combat skill. Rolls a 1d20 for tasks requiring agility and precision. Constitution (CON): Reflects endurance and overall health. Rolls a 1d20 for tasks requiring stamina and resistance to fatigue or toxins. Intelligence (INT): Governs knowledge, reasoning, and magical prowess. Rolls a 1d20 for tasks requiring memory, problem-solving, or magical knowledge.
Page | 52 Wisdom (WIS): Represents insight, intuition, and perception. Rolls a 1d20 for tasks requiring awareness, intuition, or magical senses. Charisma (CHA): Reflects charm, persuasion, and leadership. Rolls a 1d20 for tasks requiring social interaction, persuasion, or leadership. 3. Skills: Allocate skill points based on the character's background and class. Skills include both mundane and magical abilities, such as Stealth, Arcana, Survival, and Persuasion. 4. Magic Proficiency: Elemental Affinity: Choose the character's primary elemental affinity (Earth, Air, Fire, Water, Light, Shadow). Determines the character's magical strengths and weaknesses. Spellcasting Ability (SCA): Derived from Intelligence or Wisdom, based on the character's class. Determines the character's proficiency in casting spells. Rolls a 1d20 + SCA modifier for spellcasting accuracy. Mana Pool (MP): Represents the character's magical energy reservoir. Base MP determined by class and level. Rolls a 1d6 for mana regeneration during short rests. Spell Slots: Level-dependent and based on the character's class.
Page | 53 Determines the number of spells the character can cast before needing to rest. 5. Combat Proficiency: Weapon Proficiency: Lists weapons the character is proficient in based on class and background. Rolls a 1d20 for attack rolls using proficient weapons. Armor Class (AC): Combines Dexterity modifier and armor class based on equipped armor. Determines the difficulty for opponents to land successful attacks. Hit Points (HP): Derived from Constitution modifier and hit points per level based on class. Represents the character's health and endurance. Rolls hit points based on class at each level-up. Initiative: Rolls a 1d20 + Dexterity modifier to determine turn order in combat. 6. Background and Personality: Background Traits: Includes features, traits, and flaws based on the character's background. Personality Traits: Defines the character's demeanor, beliefs, and quirks. 7. Equipment: Lists the character's starting equipment, including weapons, armor, and magical items.
Page | 54 8. Backstory: A brief narrative outlining the character's history, motivations, and key life events. Dice Rolls in Magic and Combat: 1. Magic Casting: Roll 1d20 + Spellcasting Ability (SCA) modifier to determine the success of spellcasting. Spell level determines the difficulty of the roll. 2. Attack Rolls: Roll 1d20 + Proficiency Bonus + relevant Ability Modifier for weapon attacks. 3. Saving Throws: Roll 1d20 + relevant Ability Modifier for saving throws against spells or environmental effects. 4. Mana Regeneration: Roll 1d6 during short rests to determine the amount of mana regenerated. 5. Hit Points on Level-Up: Roll class-specific hit points (e.g., 1d8 for a wizard) and add Constitution modifier. 6. Initiative: Roll 1d20 + Dexterity modifier to determine turn order in combat. This character sheet provides a solid foundation for tracking a character's progression, abilities, and interactions in the
Page | 55 CharaCTer sheeT 2 [Character Name] Personal Information Player Name: Race: Class/Profession: Tome of Origin: Background/History: Attributes Strength (STR): Dexterity (DEX): Constitution (CON): Intelligence (INT): Wisdom (WIS): Charisma (CHA): Skills [List of skills and proficiency levels] Magical Abilities Elemental Affinity: Leyline Bond: Spells/Abilities: [List and descriptions] Equipment
Page | 56 Weapons: [List with damage and special properties] Armor: [Type and Armor Class] Magical Artifacts: [List and descriptions] Other Equipment: [List of items carried] Health and Vital Statistics Hit Points (HP): Armor Class (AC): Speed: Saving Throws: [List of saving throw modifiers] Background Features Background Feature: [Description of special abilities related to character background] Magical Entities Bonded [Name of Bonded Spirit/Entity: [Description of bond and benefits] Quests and Achievements Current Quests: [List of ongoing quests] Achievements: [Notable accomplishments]
Page | 57 Personality Traits Personality Traits: [List of character traits] Alignment: Ideals, Bonds, and Flaws: Notes and Miscellaneous [Space for additional information, notes, or character details]
Page | 58 TIer lIsT for sTarTIng CharaCTers sylvan elves: Tier 10 (Starting): Health: 50 Agility: 8 Nature Magic: 5 Perception: 7 Tier 1 (Most Powerful): Health: 200 Agility: 20 Nature Magic: 20 Perception: 18 dWarves of The CrysTal spIre: Tier 10 (Starting): Health: 60 Strength: 8 Crystal Forging: 5 Resilience: 7 Tier 1 (Most Powerful): Health: 220 Strength: 22
Page | 59 Crystal Forging: 20 Resilience: 18 skyWard noMads: Tier 10 (Starting): Health: 45 Flight: 6 Air Magic: 4 Aerial Perception: 7 Tier 1 (Most Powerful): Health: 180 Flight: 20 Air Magic: 18 Aerial Perception: 22 eMber noMads: Tier 10 (Starting): Health: 55 Fire Magic: 5 Survival Skills: 6 Heat Resistance: 7 Tier 1 (Most Powerful): Health: 210 Fire Magic: 20 Survival Skills: 22 Heat Resistance: 18
Page | 60 halflIngs of The enChanTed Marsh: Tier 10 (Starting): Health: 40 Herbalism: 7 Stealth: 6 Enchanted Creature Affinity: 5 Tier 1 (Most Powerful): Health: 160 Herbalism: 20 Stealth: 22 Enchanted Creature Affinity: 18 gnoMes of The subTerranean haven: Tier 10 (Starting): Health: 45 Intelligence: 8 Subterranean Magic: 4 Inventiveness: 7 Tier 1 (Most Powerful): Health: 180 Intelligence: 22 Subterranean Magic: 20 Inventiveness: 18 eleMenTal kIn: Tier 10 (Starting):
Page | 61 Health: 55 Elemental Affinity: 5 (dependent on the chosen element) Elemental Magic: 4 Elemental Resistance: 6 Tier 1 (Most Powerful): Health: 220 Elemental Affinity: 20 (max for the chosen element) Elemental Magic: 18 Elemental Resistance: 22 CenTaurs of The eMber plaIns: Tier 10 (Starting): Health: 50 Speed: 7 Archery: 4 Plains Knowledge: 6 Tier 1 (Most Powerful): Health: 200 Speed: 20 Archery: 18 Plains Knowledge: 22 Merfolk of The luMInous abyss: Tier 10 (Starting): Health: 45 Swimming: 7
Page | 62 Water Magic: 5 Aquatic Adaptation: 6 Tier 1 (Most Powerful): Health: 180 Swimming: 20 Water Magic: 22 Aquatic Adaptation: 18 shIfTers of The shadoWed ThICkeT: Tier 10 (Starting): Health: 50 Shape-shifting: 6 Stealth: 6 Thicket Knowledge: 5 Tier 1 (Most Powerful): Health: 200 Shape-shifting: 20 Stealth: 22 Thicket Knowledge: 18 aTTrIbuTe rolls Table: Attribute Dice Roll (1d20) Example Scenario Strength (STR) 1d20 + STR Modifier Breaking down a door, lifting a heavy object. Dexterity (DEX) 1d20 + DEX Modifier Dodging an attack, performing acrobatics. Constitution (CON) 1d20 + CON Modifier Enduring a long journey, resisting toxins. Intelligence (INT) 1d20 + INT Modifier Recalling information, solving a puzzle. Wisdom (WIS) 1d20 + WIS Modifier Noticing details, sensing danger. Charisma (CHA) 1d20 + CHA Modifier Persuading others, leading with authority. InTerpreTaTIon of rolls:
Page | 63 1-10: Failure or limited success. 11-15: Moderate success. 16-20: Complete success or critical success. exaMple sCenarIo: Let's say a character with 14 DEX attempts to dodge an incoming arrow. The player rolls a 1d20 and gets a 17. With a DEX modifier of +2, the total becomes 19. If the GM sets the difficulty for dodging the arrow at 15, the character successfully avoids the attack. eConoMICs and Trade In eldorIa: Eldoria's economic landscape is a mosaic of diverse currencies, magical resources, and intricate trade routes that connect the various regions. The bustling markets and trading hubs facilitate the exchange of unique goods and services among the races, fostering both cooperation and competition.
Page | 64 eConoMICs
Page | 65 CurrenCy and exChange CrysTal shards (dWarven CurrenCy): Description: Gleaming shards infused with magical properties, mined from the Crystal Spire Mountains. Value: 1 Crystal Shard (CS) is equivalent to 10 Ember Sands (ES) or 5 Skyward Skyshards (SS). eMber sands (noMadIC CurrenCy): Description: Glowing sands from the Ember Wastes, imbued with latent fire energy. Value: 1 Ember Sand (ES) is equivalent to 0.2 Crystal Shards (CS) or 0.5 Skyward Skyshards (SS). skyWard skyshards (noMadIC CurrenCy): Description: Floating crystalline fragments harvested from the Celestial Archipelago, possessing air elemental properties. Value: 1 Skyward Skyshard (SS) is equivalent to 2 Crystal Shards (CS) or 2.5 Ember Sands (ES). verdanT leaves (elven barTer): Description: Enchanted leaves from the Verdant Glades, used by Sylvan Elves for communal barter. Value: Differs based on rarity and usefulness, typically exchanged for goods or services rather than assigned a numerical value. noMadIC arTIfaCTs (noMadIC barTer):
Page | 66 Description: Rare artifacts crafted by Ember and Skyward tribes, exchanged based on cultural significance and utility. Value: Subjective, with negotiation playing a crucial role in determining exchange rates. Trade rouTes: The eMber-spIre Caravan rouTe: Description: Connects the Ember Wastes to the Crystal Spire Mountains, facilitating the trade of Ember Sands for Crystal Shards. Notable Goods: Fire-infused gems, Embersteel weapons. skyWard skIes Trade Channel: Description: Airship routes navigating the Celestial Archipelago, allowing for the exchange of Skyward Skyshards and unique airborne commodities. Notable Goods: Aetherial spices, Skyglass artifacts. verdanT Caravan neTWork: Description: Caravans traverse the Verdant Glades, exchanging Sylvan goods and magical artifacts. Notable Goods: Enchanted herbs, Verdantwood crafts. Trade guIlds: CrysTal forgers' ConsorTIuM: Description: Dwarven guild overseeing Crystal Shard mining, forging, and trade negotiations. Role: Regulates Crystal Shard prices and maintains trade agreements. noMadIC allIanCe of eMber and sky: Description: Confederation of Ember and Skyward tribes, fostering cooperation in trade and cultural exchange.
Page | 67 Role: Negotiates barter agreements and ensures fair trade practices. elven CounCIl of verdanT CoMMerCe: Description: Sylvan Elves' governing body managing trade within the Verdant Glades. Role: Facilitates barter agreements, protects elven artifacts, and regulates rare resource trade. noTable MarkeTs: aeTherIuM baZaar (skyWard noMads): Description: A floating marketplace above the Celestial Archipelago, specializing in air-elemental commodities. Notable Goods: Aetherial textiles, Skyshard jewelry. eMberhearT MarkeT (eMber noMads): Description: A vibrant market situated within the Ember Wastes, pulsating with the energy of fire. Notable Goods: Ember-infused potions, Flameforged weaponry. verdanT haven (sylvan elves): Description: A hidden enclave in the heart of the Verdant Glades, known for its mystical goods and herbal concoctions. Notable Goods: Enchanted flora, Verdantwood instruments. exChange raTes Table: Currency Crystal Shards (CS) Ember Sands (ES) Skyward Skyshards (SS) Verdant Leaves Nomadic Artifacts Crystal Shards 1 CS = 1 CS 1 CS = 10 ES 1 CS = 2 SS 1 CS = N/A 1 CS = N/A Ember Sands 1 ES = 0.1 CS 1 ES = 1 ES 1 ES = 0.2 SS 1 ES = N/A 1 ES = N/A Skyward Skyshards 1 SS = 0.5 CS 1 SS = 5 ES 1 SS = 1 SS 1 SS = N/A 1 SS = N/A
Page | 68 Currency Crystal Shards (CS) Ember Sands (ES) Skyward Skyshards (SS) Verdant Leaves Nomadic Artifacts Verdant Leaves N/A N/A N/A 1 VL = N/A N/A Nomadic Artifacts N/A N/A N/A N/A 1 NA = N/A Currency Equivalent Value in Gold (G) Crystal Shards (CS) 1 G Ember Sands (ES) 10 G (1 ES = 0.1 CS) Skyward Skyshards (SS) 2 G (1 SS = 0.5 CS) Verdant Leaves N/A (No exchange rate) Nomadic Artifacts N/A (No exchange rate)
Page | 69 equIpMenT and gear
Page | 70 equIpMenT Weapons Weapon Name Type Price (in gold) Starlight Blade Longsword 25 Thunderstrike Bow Longbow 30 Shadowbane Dagger Dagger 15 Phoenix Flame Staff Staff 50 Gorgon Gaze Crossbow Crossbow 45 Frostbite Axe Battleaxe 20 Wyrmfire Wand Wand 35 Serpent's Bite Whip Whip 20 Voidshadow Greatsword Greatsword 60 Stormcaller Hammer Warhammer 55 Soulreaper Scythe Scythe 75 Arcane Disruptor Mace 20 Celestial Bow Shortbow 25 Mirage Dagger Dagger 15 Tempest Scepter Scepter 30 Runeblade Longsword 35 Astral Lance Spear 20 Hydra's Breath Crossbow Crossbow 35 Illusionist's Wand Wand 15 Blade of the Eternal Phoenix Greatsword 95
Page | 71 ITeMs: Item Name Type Price (in gold) Elixir of Invisibility Potion 5 Cloak of Elusion Cloak 30 Alchemist's Satchel Bag 35 Amulet of Teleportation Amulet 45 Grimoire of Arcane Knowledge Book 40 Luminous Lantern Lantern 10 Chronomancer's Hourglass Artifact 75 Bag of Endless Provisions Bag 20 Boots of Featherfall Boots 15 Enchanted Rope Rope 10 Enchanted Spyglass Tool 20 Quicksilver Boots Boots 25 Harmonic Crystal Gem 10 Bag of Holding+ Bag 50 Clockwork Companion Automaton 35 Orb of Time Distortion Orb 70 Shield of Reflection Shield 30 Feywild Lantern Lantern 30 Frostbite Quiver Quiver 15 Phoenix Tear Vial Vial 5
Page | 72 Weapon sTaTs: Weapon Name Type Damage Range Description Rules/Abilities Starlight Blade Longsword 1d8 + 2 Melee A gleaming blade that emits radiant light Critical hits blind enemies for 1 round Thunderstrike Bow Longbow 1d10 + 1 150 ft Shoots arrows charged with lightning Grants advantage during thunderstorms Shadowbane Dagger Dagger 1d6 + 1 Melee Deals extra damage to creatures of darkness Can be used for stealth kills Phoenix Flame Staff Staff 2d6 60 ft Conjures flames that burn over time Ignites enemies, dealing additional damage over turns Gorgon Gaze Crossbow Crossbow 2d8 120 ft Petrifies enemies on critical hits Has a limited number of petrifying bolts Frostbite Axe Battleaxe 1d10 + 3 Melee Freezes enemies, reducing their movement speed Ignores resistance to cold damage Wyrmfire Wand Wand 1d4 + 1 30 ft Casts a powerful dragonfire spell Requires attunement, has a limited number of charges Serpent's Bite Whip Whip 1d6 15 ft Poisons enemies, causing damage over time Can disarm opponents with a successful attack Voidshadow Greatsword Greatsword 2d10 + 4 Melee Absorbs life force on hits, healing the wielder Drains the wielder's health if used excessively Stormcaller Hammer Warhammer 2d8 + 2 Melee Conjures lightning storms on critical hits Has a chance to stun opponents on successful hits
Page | 73 More Weapon sTaTs: Weapon Name Type Damag e Range Description Rules/Abilities Aetherial Rapier Rapier 1d8 Melee Slashes through magical defenses Ignores a portion of the target's magical resistance Celestial Crossbow Crossbow 2d8 + 1 100 ft Fires bolts infused with celestial energy Deals radiant damage and has a chance to blind Thunderwave Drum Percussion 2d6 20 ft Creates shockwaves, pushing enemies away Can be used to disrupt spellcasting with a successful hit Mirage Dagger Dagger 1d6 + 2 Melee Casts an illusion upon successful hits Creates illusory duplicates, confusing enemies Soulreaper Scythe Scythe 2d10 + 3 Melee Harvests the souls of the fallen Absorbs the life force of defeated foes, healing the wielder Hydra's Breath Wand Wand 1d8 60 ft Unleashes a stream of arcane energy in multiple directions Splits damage among multiple targets within range Runebound Warhammer Warhammer 2d8 + 1 Melee Imbued with ancient runes, amplifying its power Can be inscribed with additional runes for bonus effects Vortex Blade Longsword 1d10 + 3 Melee Generates a swirling vortex that pulls enemies closer Deals extra damage and pulls enemies on critical hits Moonshadow Bow Longbow 1d12 200 ft Arrows are imbued with the essence of the moon Deals extra damage against lycanthropes and creatures of the night Singularity Staff Staff 2d8 80 ft Conjures a miniature black hole, pulling enemies towards it Creates an area of difficult terrain for 1 minute
Page | 74 even More Weapon sTaTs: Weapon Name Type Damage Range Description Rules/Abilities Soulreaper Scythe Scythe 2d8 + 2 Melee Absorbs the souls of defeated foes, empowering the wielder Can be used to release stored souls for a powerful attack Arcane Disruptor Mace 1d8 + 3 Melee Deals extra damage to spellcasters and magical creatures Imposes disadvantage on spellcasting ability checks Celestial Bow Shortbow 1d6 + 1 120 ft Arrows are imbued with radiant energy Deals extra damage to undead creatures Mirage Dagger Dagger 1d6 Melee Creates illusory duplicates upon successful hits Duplicates can distract enemies and provide cover Tempest Scepter Scepter 2d6 40 ft Summons a swirling storm on command Lightning strikes randomly within the storm Runeblade Longsword 1d10 Melee Can be inscribed with magical runes for additional effects Runes must be carefully chosen and can be changed Astral Lance Spear 1d8 + 1 Reach Can extend to reach distant foes Grants advantage on attack rolls against flying creatures Hydra's Breath Crossbow Crossbow 1d10 + 2 150 ft Fires bolts that split into multiple projectiles Reduced damage per projectile, but potential for multiple hits Illusionist's Wand Wand 1d4 30 ft Casts illusions to deceive and confuse enemies Can create illusions of objects or creatures Blade of the Eternal Phoenix Greatsword 2d12 + 5 Melee Burst into flames on critical hits, causing ongoing damage Flames can be extinguished with a successful save
Page | 75 ITeM sTaTs: Item Name Type Description Effect/Rules Elixir of Invisibility Potion Renders the drinker invisible for 1 hour Noisy actions may break the invisibility Cloak of Elusion Cloak Grants advantage on Dexterity saving throws Can be used to cast the "Blur" spell once per day Alchemist's Satchel Bag Produces a random potion every day Potions range from healing to harmful effects Amulet of Teleportation Amulet Allows the wearer to teleport to a known location Limited uses per day, slight chance of teleporting off-course Grimoire of Arcane Knowledge Book Contains spells and knowledge about magic Can be used as a spellbook for wizards Luminous Lantern Lantern Sheds bright light in a 30-foot radius and dim light beyond Can be used as a signal or to ward off certain creatures Chronomancer's Hourglass Artifact Manipulates time, allowing the user to rewind 1 minute Limited uses, may have unintended consequences Bag of Endless Provisions Bag Always contains a moderate amount of food and supplies Cannot produce magical items or weapons Boots of Featherfall Boots Grants the ability to fall slowly and land without taking damage Limited uses, requires attunement Enchanted Rope Rope Can extend or shorten itself upon command Can be used to bind or climb, immune to cutting
Page | 76 More ITeM sTaTs: Item Name Type Description Effect/Rules Potion of Levitation Potion Allows the drinker to float in the air for 1 hour Limited altitude, may cause nausea Enchanted Quill Writing Tool Writes with a mind of its own, transcribing thoughts Can be used for automatic transcription or copying spells Cursed Coin Coin Brings misfortune to the person who holds it Passing it to someone else removes the curse Goggles of True Sight Goggles Allows the wearer to see through illusions and disguises Reveals hidden traps and secret doors Stone of Elemental Mastery Gem Absorbs and stores elemental energy Can be used to cast a minor elemental spell once per day Cloak of Shadows Cloak Grants advantage on Stealth checks in dim light or darkness Can cast "Darkness" spell once per day Harmonic Crystal Crystal Emits a soothing aura, calming nearby creatures Provides advantage on Charismabased checks Helm of Mind Shielding Helmet Protects the wearer's thoughts from magical detection Immune to mind-reading spells and effects Golem's Heart Amulet Amulet Grants temporary hit points when activated Requires attunement, has a cooldown period Feywild Compass Compass Points the way to the nearest Feywild portal Can be used once per day to open a temporary portal
Page | 77 even More ITeM sTaTs: Item Name Type Description Effect/Rules Enchanted Spyglass Tool Allows the user to see magical auras and hidden creatures Requires attunement, limited range Quicksilver Boots Boots Grants increased speed and agility Can be used to dash as a bonus action Harmonic Crystal Gem Emits a soothing aura that calms aggressive creatures Creatures within 10 feet have disadvantage on attack rolls Bag of Holding+ Bag Functions as a Bag of Holding with additional features Can organize items, retrieve specific items on command Clockwork Companion Automaton Small mechanical creature that aids its owner Can perform simple tasks, limited combat abilities Orb of Time Distortion Orb Temporarily slows or speeds up time within a small radius Limited uses, potential side effects Shield of Reflection Shield Reflects magical projectiles back at the caster Limited uses, does not work against non-magical attacks Feywild Lantern Lantern Illuminates the area with a soft glow, revealing hidden paths Can open temporary portals to the Feywild Frostbite Quiver Quiver Arrows deal cold damage and slow targets Limited number of frostbite arrows Phoenix Tear Vial Vial Revives a fallen creature with 1 hit point Single-use, requires immediate application
Page | 78 MagICal Weapons and sTaTs: Name Type Description Statistics/Abilities Spectral Blade Longsword Blade becomes semi-transparent, bypassing armor and shields. Deals an additional 1d6 force damage on successful hits. Stormcaller Bow Longbow Arrows generate lightning storms on impact, dealing extra damage. +1d8 lightning damage on successful hits. Whispering Dagger Dagger Grants advantage on stealth checks, can be thrown silently. Returns to the wielder's hand after being thrown. Chrono Staff Staff Allows brief manipulation of time, granting advantage on initiative. +2 Initiative bonus. Crescent Moon Scimitar Scimitar Infused with moonlight, deals extra damage at night and against lycanthropes. +1d4 radiant damage at night and against lycanthropes. Frostbite Gauntlets Gauntlets Freezes opponents on successful unarmed strikes. Deals an additional 1d4 cold damage on unarmed strikes. Arcane Mirror Shield Shield Reflects magical projectiles and grants advantage on saving throws. Reflects magical projectiles back at the caster. Lifedrainer Whip Whip Absorbs life force, healing the wielder. Heals the wielder for half the damage dealt. Soulbound Crossbow Crossbow Consumes souls to enhance bolt power. Bolts deal an additional 1d6 necrotic damage. Inferno Brand Greatsword Burst into flames on command, dealing fire damage on hits. Deals an additional 1d8 fire damage on successful hits. Ethereal Cloak Cloak Allows wearer to become ethereal briefly, passing through objects. Grants etherealness for 1 minute once per long rest. Amulet of the Astral Navigator Amulet Enables brief travel to the Astral Plane. Allows the wearer to cast Astral Projection once per day. Alchemist's Ephemeral Vial Vial Grants temporary access to a random spell. Roll a d20 for a random spell effect when consumed. Chalice of Healing Waters Chalice Automatically purifies liquids, removing toxins and poisons. Cleanses any liquid placed in the chalice. Gem of Elemental Harmony Gem Absorbs and stores elemental energy, providing resistance to damage. Absorbs energy from a chosen element, providing resistance. Mask of Illusion Mask Allows wearer to change appearance at will, creating illusions. Grants advantage on Charisma (Deception) checks. Time-Weaver Hourglass Artifact Temporarily reverses time in a small area, undoing recent events. Reverses time for 1 minute once per long rest. Lantern of the Whispering Shadows Lantern Illuminates with a soft light revealing hidden messages and secrets. Reveals hidden messages or symbols in its light. Aegis of the Feywild Shield Creates a protective barrier against fey creatures and enchantments. Grants advantage on saving throws against fey creatures. Quiver of Elemental Arrows Quiver Contains arrows with elemental energy, dealing additional damage. Arrows deal additional 1d6 elemental damage based on choice.
Page | 79 More MagICal Weapons and sTaTs: Weapon Name Type Damage Special Abilities Price (in gold) Spectral Blade Longsword 1d8 slashing Can become semi-transparent, bypassing armor and shields 1500 Stormcaller Bow Longbow 1d10 piercing Generates lightning storms on impact, dealing extra damage 1800 Whispering Dagger Dagger 1d4 piercing Grants advantage on stealth checks, silent when thrown and returns to the wielder's hand 1200 Chrono Staff Staff 1d6 bludgeoning Allows manipulation of time, granting advantage on initiative rolls 2000 Crescent Moon Scimitar Scimitar 1d6 slashing Infused with moonlight, deals extra damage at night and against lycanthropes 1600 Frostbite Gauntlets Gauntlets 1d4 cold (unarmed) Freezes opponents on successful unarmed strikes 1300 Arcane Mirror Shield Shield N/A Reflects magical projectiles and grants advantage on saving throws against spells 1400 Lifedrainer Whip Whip 1d4 slashing Absorbs life force, healing the wielder 1100 Soulbound Crossbow Crossbow 1d10 piercing Consumes souls for enhanced bolt power 1600 Inferno Brand Greatsword 2d6 slashing Burst into flames on command, dealing fire damage on successful hits 2200
Page | 80 MagICal ITeMs and sTaTs: Item Name Type Description Price (in gold) Ethereal Cloak Cloak Allows wearer to become ethereal, passing through objects and creatures 800 Amulet of the Astral Navigator Amulet Enables brief travel to the Astral Plane, avoiding danger 1000 Alchemist's Ephemeral Vial Vial Contains liquid granting temporary access to a random spell 600 Chalice of Healing Waters Chalice Automatically purifies liquids, removing toxins and poisons 700 Gem of Elemental Harmony Gem Absorbs and stores elemental energy, providing resistance 900 Mask of Illusion Mask Allows wearer to change appearance at will, creating illusions 800 Time-Weaver Hourglass Artifact Temporarily reverses time within a small area, undoing recent events 1200 Lantern of the Whispering Shadows Lantern Illuminates with a soft light revealing hidden messages and secrets 600 Aegis of the Feywild Shield Creates a protective barrier against fey creatures and enchantments 1000 Quiver of Elemental Arrows Quiver Contains arrows imbued with elemental energy, dealing additional damage 700
Page | 81 legendary forges Table: Forge Name Description Rules Statistics Possible Locations Astral Enclave Forge Located within the heart of an astral phenomenon. Enhances weapons with astral energy. +2 to attack rolls; deals additional radiant damage. Floating island in the Astral Sea. Emberforge Nestled near the heart of an active volcano. Tempers weapons with molten embersteel. Ignores resistance to fire; deals additional fire damage. Deep within the Emberpeaks. Celestial Artisanry Hidden in the ethereal realm, accessible at dawn. Crafts celestial-themed armor and weapons. Grants resistance to radiant damage; increases healing received. At the crossroads of celestial ley lines. Shadowsmith's Anvil Concealed in the shadow of a mysterious moon. Infuses weapons with shadowy enchantments. Grants stealth bonus; deals additional necrotic damage. Within the Umbral Forest. Elemental Crucible Situated at the convergence of elemental planes. Allows crafting of elemental-infused gear. Choose elemental enhancement: Fire, Ice, Lightning, or Earth. At the Elemental Nexus. Starlight Refinery Floating in the night sky, reachable by airship. Refines starlight ore for celestial weaponry. Deals radiant damage; chance to blind enemies on critical hits. Amongst the Cloudspire Peaks. Timeforged Anomaly Existing within a temporal anomaly. Alters the temporal properties of equipment. Grants advantage on initiative; chance to manipulate time slightly. On the Temporal Plane's edge. Aquaforge Submerged in a hidden cavern beneath the sea. Crafts water-resistant and aquatic-themed gear. Grants underwater breathing; deals additional cold damage. Deep within the Coral Abyss. Thunder's Anvil Positioned atop a stormy mountain peak. Empowers weapons with the fury of thunderstorms. Deals additional lightning damage; chance to stun foes. Atop the Stormshroud Summit. Luminar Anvil Found within the heart of a radiant crystal cavern. Infuses armor with the brilliance of luminescent gems. Illuminates surroundings; reflects light-based attacks. Beneath the Crystal Spire.
Page | 82 MysTICal planTs Table: Plant Name Description Rules Statistics Possible Locations Starshimmer Blossom A rare flower that only blooms under a starlit sky. Consuming petals grants temporary enhanced night vision. Duration: 1 hour; Advantage on Perception checks in darkness. Glowing meadow beneath the Starfall Peaks. Emberfern A fern with leaves that radiate a warm, fiery glow. Crafting potions from Emberfern grants fire resistance. Resistance to fire damage for 1 hour when consumed. Emberheart Grove near the volcano. Moonshade Orchid An orchid that blooms only in moonlit glades. Potion brewed from petals grants temporary invisibility. Duration: 10 minutes; Becomes invisible at will. Silvergrove within the Umbral Forest. Stormroot Vine A winding vine found in the heart of thunderstorm-prone areas. Consuming the roots grants resistance to lightning damage. Duration: 1 hour; Resistance to lightning damage. Thunder's Reach at the Stormshroud Summit. Frost Lotus A delicate lotus that thrives in icy environments. Crafting potions from Frost Lotus grants cold resistance. Resistance to cold damage for 1 hour when consumed. Frozen Oasis deep within the Iceveil Tundra. Siren's Song Seaweed An underwater seaweed that emits a mesmerizing melody. Crafting potions from the seaweed grants underwater breathing. Allows breathing underwater for 1 hour when consumed. Whispering Reefs beneath the Coral Abyss. Luminara Ivy A luminescent ivy found climbing the Crystal Spire. Crafting potions from Luminara Ivy enhances magical abilities. Bonus to spellcasting; +1 to spell attack rolls. Crystal Garden near the Crystal Spire. Timeblossom A flower that only blooms for a brief moment each day. Consuming petals grants the ability to briefly slow time. Duration: 1 minute; Slows time for the consumer. Temporal Glade within the Temporal Plane's edge. Celestial Thistle A thistle with radiant spines found near celestial ley lines. Consuming petals grants enhanced celestial connection. Bonus to celestialbased spells or abilities. Celestial Grove at the crossroads of ley lines. Elementium Lotus A lotus that absorbs energy from elemental nexuses. Consuming petals grants temporary elemental affinity. Choose elemental affinity: Fire, Ice, Lightning, or Earth. Elemental Nexus at the convergence of planes.
Page | 83 CoMbaT
Page | 84 CoMbaT InITIaTIve: At the start of combat, each participant rolls a D6 for initiative. The order is determined from the highest to the lowest roll. aTTaCk roll: To make an attack, the player rolls a D6 and adds their relevant combat modifiers. The total must meet or exceed the target's Armor Class (AC) to successfully hit. daMage roll: The player rolls a D6 to determine the damage dealt upon a successful attack. Additional modifiers may apply, such as weapon bonuses or magical enhancements. CrITICal hIT: Rolling a natural 6 on the attack roll results in a critical hit. The player rolls an additional D6 for damage and adds it to the total. CrITICal MIss: Rolling a natural 1 on the attack roll results in a critical miss. The player may suffer a penalty, such as leaving themselves open to counterattacks or dropping their weapon, as determined by the gamemaster.
Page | 85 MagICoMbaT
Page | 86 MagIC + CoMbaT InTeraCTIons MagICal enhanCeMenTs: Magic users can enhance their combat abilities with spells. For example, a Fire Mage might cast a spell to enchant their weapon, adding fire damage to each successful hit. The casting difficulty for such enhancements is determined by the gamemaster based on the complexity of the effect. CounTerspells: Magic users can attempt to counter an opponent's spellcasting by rolling a D6 and achieving a result equal to or higher than the casting
Page | 87 exploraTIon and InTeraCTIon
Page | 88 Travel rules and dIsTanCes overWorld Travel: Distances between major locations are measured in days of travel. The specific time depends on the mode of transportation and the terrain. Different tomes may have unique travel challenges, such as enchanted marshlands slowing down progress or subterranean tunnels requiring navigation. Travel Speeds: On Foot: 20 miles per day Mounts: Varies based on type (Horse: 40 miles per day, Griffon: 60 miles per day) Airship: 80 miles per day Terrain Modifier: Enchanted Marsh: Travel speed halved Subterranean Tunnels: Travel speed reduced, navigation required randoM enCounTers: Roll for random encounters during travel to introduce challenges or opportunities. Encounter tables may vary based on the specific tome or region being traversed. Random Encounters: Roll 1d20 for random encounters every day of travel Encounter Table determined by tome and region Mounts and Vehicles:
Page | 89 Horse: +10 miles per day Griffon: Can traverse difficult terrain faster Airship: Avoids ground-based encounters, requires fuel MounTs and vehICles: Characters may acquire mounts or vehicles for faster travel. The type of mount or vehicle can affect travel speed and provide certain advantages or disadvantages.
Page | 90 soCIal InTeraCTIon MeChanICs soCIal skIlls: Characters can use social skills (Persuasion, Intimidation, Deception, etc.) to influence NPCs. The success of these interactions depends on the characters' abilities and the NPCs' dispositions. Social Skills: Persuasion Check: DC 10: Basic requests DC 15: Convincing arguments DC 20: Demanding requests Intimidation Check: DC 12: Mild intimidation DC 17: Frightening presence DC 22: Overwhelming intimidation Deception Check: DC 10: Minor lies DC 15: Complex deception DC 18: Fabricating elaborate stories Charisma Checks: Charisma Check DCs: DC 10: Friendly NPCs DC 15: Neutral NPCs
Page | 91 DC 20: Hostile NPCs CharIsMa CheCks: Charisma checks may be used for general likability, persuasiveness, or leadership. Players roll a Charisma check, and the result influences the NPCs' reactions. faCTIon InfluenCe: Characters aligned with specific factions or communities may gain benefits or face challenges based on their reputation. Reputation can be affected by actions and choices. Ally: Advantage on Charisma checks with faction members Neutral: Standard interactions Enemy: Disadvantage on Charisma checks with faction members skIll CheCks: Characters may use skills like Perception, Investigation, or Survival to uncover hidden secrets, tracks, or points of interest during exploration. Perception: DC 12: Notice hidden details DC 17: Detect concealed entrances DC 20: Sense magical auras Investigation: DC 15: Find clues or hidden objects DC 18: Decode cryptic symbols DC 22: Uncover complex secrets dIsCovery poInTs:
Page | 92 Certain locations have discovery points, and characters can spend time exploring to uncover hidden treasures, lore, or new paths. Discovery points may also lead to side quests. Discovery Points Rewards: Common: Lore or minor magical items Uncommon: Side quest or significant lore Rare: Unique magical artifact or hidden path Time Investment: 1 day: Uncover common discovery point 3 days: Uncover uncommon discovery point 7 days: Uncover rare discovery point envIronMenTal haZards: Characters navigating challenging terrain or magical environments may face hazards. Environmental hazards can include traps, magical anomalies, or natural obstacles. Hazard Types: Traps: DC 15 Dexterity saving throw Magical Anomalies: DC 18 Intelligence saving throw Natural Obstacles: Requires Strength or Dexterity checks
Page | 93 rules for doWnTIMe aCTIvITIes CrafTIng and TraInIng: Characters can engage in downtime activities such as crafting magical items or training to gain new skills. Progress is determined by time invested and relevant skill proficiency. Crafting and Training: Crafting Time: Common: 1 week Uncommon: 2 weeks Rare: 4 weeks Training Time: Gain proficiency in a new skill: 2 weeks Learn a new language: 1 week esTablIshIng ConneCTIons: Downtime can be used to build relationships, alliances, or rivalries. Characters may establish connections with NPCs or factions that provide benefits or drawbacks. Influence Points: Gained through successful social interactions or completing quests Spend influence points to gain favors, information, or resources resT and reCovery:
Page | 94 Downtime activities can involve rest and recovery, allowing characters to regain hit points, remove ailments, or reflect on recent events. Rest and Recovery: Rest Types: Short Rest: 1 hour Long Rest: 8 hours Extended Rest: 24 hours, removes exhaustion
Page | 95 MagIC and spellCasTIng
Page | 96 spells and MagIC eleMenTal sChools: Earth: Spells related to stone, soil, and seismic forces. Air: Spells involving wind, storms, and aerial manipulation. Fire: Spells harnessing flames, heat, and combustion. Water: Spells associated with liquid, ice, and aquatic forces. Light: Spells centered around radiant energy and illumination. Shadow: Spells involving darkness, illusions, and manipulation of shadows. CasTIng MeChanIsMs: Incantations: Verbal recitations required for most spells. Gestures: Physical movements or symbols enhancing spellcasting. Focus: Use of magical tools, such as wands or crystals, as conduits. MagICal effeCTs and CounTerspells: Counterspell:
Page | 97 A reaction to interrupt a spell being cast, requiring a spellcasting ability check. Magical Resistance: Some creatures or beings have inherent resistance to magic. Dispel Magic: Spell to neutralize magical effects or dispel ongoing spells. rITuals and speCIal abIlITIes: Ritual Casting: Some spells can be cast as rituals, extending casting time but not requiring spell slots. Spell Mastery: Characters may master certain spells, allowing for enhanced effects or reduced casting times. Metamagic: Certain classes possess metamagic abilities, allowing for spell customization. rules for CasTIng spells: Spell Levels: Spells are categorized into levels from 1 to 9, representing their power and complexity. Spell Slots: Characters have a limited number of spell slots per level, determining the number of spells they can cast. Casting Time: Spells have different casting times: Action, Bonus Action, Reaction, or longer for rituals. Concentration:
Page | 98 Some spells require concentration, limiting the caster's ability to cast other concentration spells simultaneously.
Page | 99 spell lIsTs eleMenTal affInITy Table: earTh: Stone Dart (1st Level): Casting Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous Description: Hurl a stone projectile at a target, dealing 1d6 bludgeoning damage. Terraform (3rd Level): Casting Time: 10 minutes Range: 30 feet Components: V, S, M (A small bag of fertile soil) Duration: Permanent Description: Shape the terrain within range, turning it into fertile soil suitable for planting. Earthquake (5th Level): Casting Time: 1 Action Range: Self Components: V, S, M (A pinch of powdered granite) Duration: Concentration, up to 1 minute Description: Cause the ground to shake, creating tremors that affect creatures in a 100-foot radius.