# Farhome ## Table of Contents [Preface](#Preface) [What is Farhome?](#What-is-Farhome?) [How to Play](#How-to-Play) [GM Quick Start Guide](#GM-Quick-Start-Guide) [Playing The Game](#Playing-The-Game) - [Rolling Dice](#Rolling-Dice) - [Calculating a Roll](#Calculating-a-Roll) - [Determining What Dice to Roll](#Determining-What-Dice-to-Roll) - [Defense Rolls](#Defense-Rolls) - [Attribute Saves](#Attribute-Saves) - [Wound Dice](#Wound-Dice) - [Hero Dice](#Hero-Dice) - [Skill Challenge](#Skill-Challenge) - [Rerolls](#Rerolls) - [Wounds](#Wounds) - [Injuries](#Injuries) - [Action Points](#Action-Points) - [Death Saves](#Death-Saves) - [Maneuvers](#Maneuvers) - [Healing Surge](#Healing-Surge) - [Combat Advantage](#Combat-Advantage) - [Attributes](#Attributes) [Proficiency](#Proficiency) - [Skills](#Skills) - [Tools](#Tools) - [Attribute Saves](#Attribute-Saves-1) - [Spell Schools](#Spell-Schools) - [Weapons](#Weapons) [Spells](#Spells) - [Codexes](#Codexes) - [Mana](#Mana) - [Spell Power](#Spell-Power) - [Preparing Spells](#Preparing-Spells) - [Casting Spells](#Casting-Spells) - [Concentration](#Concentration) - [Cantrips](#Cantrips) [Creating a Character](#Creating-a-Character) - [Starting Equipment](#Starting-Equipment) - [Leveling Up](#Leveling-Up) - [Earning Experience](#Earning-Experience) [Adventuring](#Adventuring) - [Travelling](#Travelling) - [Short Rests](#Short-Rests) - [Long Rests](#Long-Rests) - [Exhaustion](#Exhaustion) - [Downtime](#Downtime) - [Downtime Tracks](#Downtime-Tracks) [Combat](#Combat) - [Initiative](#Initiative) - [On your Turn](#On-your-Turn) - [Conditions](#Conditions) [The Gameboard](#The-Gameboard) - [The Tile Grid](#The-Tile-Grid) - [Creatures](#Creatures) - [Movement](#Movement) - [Flying](#Movement) - [Prone and Crawling](#Prone-and-Crawling) - [Zone of Control](#Zone-of-Control) - [Hazards and Terrain](#Hazards-and-Terrain) - [Difficult Terrain](#Difficult-Terrain) - [Traps and Hazards](#Traps-and-Hazards) - [Darkness](#Darkness) - [Cover](#Cover) - [Underwater Hazards](#Underwater-Hazards) - [Attack Types](#Attack-Types) [Items and Equipment](#Items-and-Equipment) - [Currency](#Currency) - [Adventuring Gear](#Adventuring-Gear) - [Potions and Poisons](#Potions-and-Poisons) - [Spell Scrolls](#Spell-Scrolls) - [Weapons](#Weapons-1) - [Armor](#Armor) - [Ammunition](#Ammunition-1) - [Tools](#Tools-1) - [Lockpicks](#Lockpicks) - [Repair Kit](#Repair-Kit) - [Apothecary Set](#Apothecary-Set) - [Enchanters Tools](#Enchanters-Tools) - [Scribing Tools](#Scribing-Tools) - [Magic Items](#Magic-Items) - [Attunement](#Attunement) - [Magic Gear](#Magic-Gear) - [Identifying Magic Items](#Identifying-Magic-Items) [Optional Rules](#Optional-Rules) - [Variant Spellcasting and Misfires](#Variant-Spellcasting-and-Misfires) - [Large Battles and Minions](#Large-Battles-and-Minions) - [Animal Companions](#Animal-Companions) [Running The Game](#Running-The-Game) - [Playing The Game: Part II](#Playing-The-Game:-Part-II) - [The Adventuring Party](#The-Adventuring-Party) - [Anatomy of an Adventure](#Anatomy-of-an-Adventure) - [Building Encounters](#Building-Encounters) - [Running Combat](#Running-Combat) - [Non-combat Encounters](#Non-combat-Encounters) [World of Farhome](#World-of-Farhome) - [History](#History) - [Languages](#Languages) - [Species](#Species) - [The Empire](#The-Empire) - [Far Wilds](#Far-Wilds) - [The Realms of Creation](#the-realms-of-creation) - [Saints and the Divines](#Saints-and-the-Divines) - [Powerful Beings](#powerful-beings) [Bestiary of Monsters](#Bestiary-of-Monsters) - [Monster Level](#Monster-Level) - [Reading a Monster's Stat Block](#Reading-a-Monster's-Stat-Block) - [Types of Monsters](#Types-of-Monsters) - [Creating Your Own Monsters](#Creating-Your-Own-Monsters) - [Monsters By Type](#Monsters-By-Type) - [Beasts](#Beasts-1) - [Celestials](#Celestials-1) - [Constructs](#Constructs-1) - [Demons](#Demons-1) - [Dragons](#Dragons-1) - [Elementals](#Elementals-1) - [Fey](#Fey-1) - [Giants](#Giants-1) - [Monstrosities](#Monstrosities-1) - [Mortals](#Mortals-1) - [Outsiders](#Outsiders-1) - [Undead](#Undead) [Items and Treasure](#Items-and-Treasure) [Spells](#Spells-1) - [Arcane](#Arcane) - [Occult](#Occult) - [Divine](#Divine) [Maneuvers](#Maneuvers-1) [Feats](#Feats-1) - [Backgrounds](#Backgrounds) - [Basic](#Basic) - [Journeyman](#Journeyman) - [Advanced](#Advanced) - [Legendary](#Legendary) - [Fae Court](#Fae-Court) - [Earthen Spirits](#Earthen-Spirits) - [Blighted Ones](#Blighted-Ones) - [Abyssal Host](#Abyssal-Host) [Injuries](#Injuries-1) - [Minor Injuries](#Minor-Injuries) - [Major Injuries](#Major-Injuries) - [Diseases](#Diseases) # Preface What started as a series of homebrew rules has evolved into a full-fledged role playing game. Inside this book is a set of rules that many of you will be familiar with. Anyone who's played a fantasy tabletop role-playing game has probably rolled dice to hit a goblin, attempted to kick down a door, or cast spells into a crowd of monsters. The rules in this book describe a new way to play the same game we've been playing for ages, one that hopefully provides a simplified, more engaging experience and offers players more _freedom_ with their characters. And _fun_, because I wouldn't be writing this if I didn't have fun playing it. There are a few things here you won't find elsewhere. There are **no classes** in Farhome. Instead, you are given a blank slate. **Backgrounds** help define who your character was before becoming an adventurer, leaving how they grow and advance up to you. Combat has been streamlined with **action points**, giving you more options in playing your turn. Dice rolls are always **contested** by either the GM or another player, keeping the game active and engaging. Dice rolls also use a **success/failure** system instead of adding numbers, with failure (and success!) always being a possibility. While many things have been simplified, there's still plenty of depth in these rules. They offer more ways to be creative with your characters and their actions, providing opportunities for teamwork while still giving each character space to shine. ## What is Farhome? Farhome is a tabletop role-playing system set in a fantasy world of magic, monsters, and adventures. You and a group of friends play as adventurers, exploring and interacting with a world created by another one of your friends, the Game Master. While the rules in the book give structure to how your adventurers interact with the world, the game is largely driven by your and your friends' imaginations. You won't find any rules in this book about what you need to roll to climb up an ogre's back, but that doesn't mean your adventurer can't try. For every scenario that isn't covered by the book, it's ultimately up to the Game Master to decide how it happens, or if it's possible. In this respect, the players work together with the Game Master; the players describe the actions they want to take, and the Game Master describes the outcome of those actions and how the world responds. At the end of the day, Farhome is a game about creativity, imagination, and having fun with your friends. It is a _collaborative_ experience, working with the Game Master to tell a story. With that being said, you can expect to experience the following: - Battle goblins and orcs - Delve into dangerous dungeons - Find wondrous treasures, magical trinkets, or ancient weapons - Explore an ancient wode, a scorching desert, or the depths below the mountains - Meet noble kings and nefarious villains - Solve challenging puzzles and avoid deadly traps - Come to an untimely death - Roll a lot of dice along the way ## How to Play Before you begin, you and your friends need to determine who will be the Game Master. The Game Master (or GM) is in charge of the world, handling all the locations, monsters, and people, while everyone else controls an adventurer, or character. Usually, the GM is the same person every game, but in some games, it makes sense to rotate that responsibility. Regardless, the GM acts as the main storyteller or referee. If there's ever any confusion about how something works, or if the players want to do something not covered in this book, the GM has the final say. Farhome follows a narrative gameplay loop: the GM begins by describing the environment the adventurers are in, the players describe what they want their adventurers to do, and finally, the GM describes the results of those actions. This core loop is seen in every aspect of the game. For example, the GM could describe the dungeon your group of adventurers is exploring, giving the players a basic set of actions to follow (the layout of the room, how many doors there are, if the adventurers see any creatures, and so on). The players then tell the GM what they want their characters to do, such as opening a door, searching for traps, or attacking a monster. The GM then describes the results of their actions: the door may be locked, they might find a poison dart trap, or they could surprise the monster. This often leads to another choice for the players, starting the narrative loop all over again. This gameplay loop continues whether the players are exploring a dungeon, fighting monsters, or investigating clues in a town. Each time your group meets to play, you can expect to spend 2-3 hours engaged in the game. During this time, you can reasonably anticipate meeting and interacting with a notable non-player character (NPC), exploring a new location, fighting dangerous monsters, and finding something memorable. While some sessions might lack interaction with an NPC or encounters with monsters, these four experiences build an adventure. Adventures usually have a distinct beginning and end. For example, an adventure may require you to save a village from monsters. You will need to talk to the villagers and gather information about what's attacking them. The villagers may tell you the monsters live in the forest outside town, which you will need to explore. Upon finding the monster's lair, you come up with a plan to defeat it. After defeating it, you return to the village, where they reward you with a magical sword. Your group may finish an adventure in a single session, or it might take many sessions, spanning various locations, people, and monsters. When one adventure ends, another can begin. This string of quests and adventures is called a campaign. Campaigns can span months or years, with each adventure adding to one large story. Your character might die over the course of the campaign, either at the hand of a dangerous monster, villain, or in any number of ways. Your friends might search for a way to revive you, or you might create a new character. Over the course of the campaign, your group may fail, or everyone may meet their demise. Even so, at the end of the day, a successful campaign is one where everyone has a good time, regardless of whether your characters 'win' or 'lose.' With that out of the way, how exactly do you start playing Farhome? Well, that part is fairly easy. The following pages describe everything from rolling dice and creating a character to how combat works. With this, you and your friends should be able to create a group of adventurers ready to explore a new and exciting world. ## GM Quick Start Guide Creating a world of infinite possibilities can seem like a daunting task, and well, that's because it is. This book is woefully lax in guidelines on how to run the game, but I can at least get you started and out the door. Thankfully that won't take much, as while the world is infinite the space the characters are interacting with is tiny and constrained. For now anyways, more on that later. To start, you'll need a minimum of 3 things: A town, a dungeon, and an obstacle for the players to overcome. Your players have to start somewhere in your world, and that place is usually a town. You don't need much for a town, a few names for the people living there, a tavern for players to meet them, and 1 or 2 places for your players to interact with, such as the mayors house or blacksmith. Next is a dungeon. It doesn't have to be a literal dungeon, it could be an abandoned temple, a cave, or the lair of some ferocious beast. Whatever it is, it should be big enough for the players to explore, but not too big to get lost in. This usually means 2 or 3 rooms or 'encounters'. Your dungeon may have traps to prevent entry, or be filled with hostile creatures, or both! It needs something that adds challenge and danger for your players when they explore it. It also needs a reward for completing it. A magic item held by the strongest creature in the dungeon, or some treasure hidden behind the most dangerous traps. Finally we need a reason for the players to explore the dungeon, the obstacle. This can be anything that motivates your players, for example the blacksmiths daughter was kidnapped and is being held there, it could contain a cure for a disease plaguing the town (and now players!), or it even could be a rumor of treasure. The obstacle serves to tie the town to the dungeon in a way that motivates the players. The players learn about the obstacle in the town, and head to the dungeon to overcome it. With those 3 things you have your first adventure and are ready to run your first game. Making your second adventure will be easier than your first, you already have the town after all. As your game progresses, so does the world you created, adding other towns and villages as you need them. Maybe this land is ruled by a king, or some fiendish villain is plotting against the players behind the scenes. As your players experience your world they will eventually want to branch out. They may get access to spells making travel easier, want to seek out that dastardly villain, or just want to explore. Eventually you'll need a big world for them to explore, but all of that starts with a town, a dungeon, and an obstacle. # Playing The Game ### Rolling Dice Farhome uses a set of 6-sided dice to determine outcomes. There are 9 types of 6-sided dice, each with its own layout of successes or failures. For most dice rolls, you roll a set of dice determined by your character's skills or abilities, adding challenge dice based on the task's difficulty. Rolling more successes than failures means your action succeeded. Sometimes your roll is contested by another character's roll. In these cases, ties always go to the defender. Some dice can roll a Triumph or Disaster. A Triumph adds 2 successes and a critical, while a Disaster adds 2 failures and removes a critical. When rolling a Disaster, if you have no criticals to remove, you instead add a critical to the opposing roll. Defense dice work similarly to the other dice, having defense symbols instead of successes. Finally, wound dice are used to determine damage, healing, or, in some cases, chance. ##### Legend | | | | :---------------------------------------------: | :------------------------------------------------------: | | ![](https://i.imgur.com/tOlBtko.png) - Success | ![](https://i.imgur.com/qOnblaK.png) - Defend | | ![](https://i.imgur.com/tjkXQRp.png) - Triumph | ![](https://i.imgur.com/13TOHYx.png) - Triumph (Defense) | | ![](https://i.imgur.com/QBMFnbG.png) - Failure | ![](https://i.imgur.com/BEExXAk.png) - Wound | | ![](https://i.imgur.com/Iu0kVaQ.png) - Disaster | ![](https://i.imgur.com/t97ry57.png) - Blank | | Dice | 1 | 2 | 3 | 4 | 5 | 6 | | :--------------: | :----------------------------------: | :----------------------------------: | :----------------------------------: | :----------------------------------: | :----------------------------------: | :----------------------------------: | | Superior | ![](https://i.imgur.com/t97ry57.png) | ![](https://i.imgur.com/tOlBtko.png) | ![](https://i.imgur.com/tOlBtko.png) | ![](https://i.imgur.com/tOlBtko.png) | ![](https://i.imgur.com/3QNjHck.png) | ![](https://i.imgur.com/tjkXQRp.png) | | Enhanced | ![](https://i.imgur.com/t97ry57.png) | ![](https://i.imgur.com/t97ry57.png) | ![](https://i.imgur.com/tOlBtko.png) | ![](https://i.imgur.com/tOlBtko.png) | ![](https://i.imgur.com/tOlBtko.png) | ![](https://i.imgur.com/tjkXQRp.png) | | Normal | ![](https://i.imgur.com/t97ry57.png) | ![](https://i.imgur.com/t97ry57.png) | ![](https://i.imgur.com/t97ry57.png) | ![](https://i.imgur.com/t97ry57.png) | ![](https://i.imgur.com/tOlBtko.png) | ![](https://i.imgur.com/tOlBtko.png) | | Bad | ![](https://i.imgur.com/Iu0kVaQ.png) | ![](https://i.imgur.com/QBMFnbG.png) | ![](https://i.imgur.com/QBMFnbG.png) | ![](https://i.imgur.com/QBMFnbG.png) | ![](https://i.imgur.com/t97ry57.png) | ![](https://i.imgur.com/t97ry57.png) | | Terrible | ![](https://i.imgur.com/Iu0kVaQ.png) | ![](https://i.imgur.com/qNxzZ8H.png) | ![](https://i.imgur.com/QBMFnbG.png) | ![](https://i.imgur.com/QBMFnbG.png) | ![](https://i.imgur.com/QBMFnbG.png) | ![](https://i.imgur.com/t97ry57.png) | | Defense | ![](https://i.imgur.com/t97ry57.png) | ![](https://i.imgur.com/t97ry57.png) | ![](https://i.imgur.com/qOnblaK.png) | ![](https://i.imgur.com/qOnblaK.png) | ![](https://i.imgur.com/qOnblaK.png) | ![](https://i.imgur.com/13TOHYx.png) | | Superior Defense | ![](https://i.imgur.com/t97ry57.png) | ![](https://i.imgur.com/t97ry57.png) | ![](https://i.imgur.com/qOnblaK.png) | ![](https://i.imgur.com/Tc2uZcT.png) | ![](https://i.imgur.com/13TOHYx.png) | ![](https://i.imgur.com/13TOHYx.png) | | Wound | ![](https://i.imgur.com/BEExXAk.png) | ![](https://i.imgur.com/BEExXAk.png) | ![](https://i.imgur.com/BEExXAk.png) | ![](https://i.imgur.com/t97ry57.png) | ![](https://i.imgur.com/t97ry57.png) | ![](https://i.imgur.com/t97ry57.png) | | Hero | ![](https://i.imgur.com/tOlBtko.png) | ![](https://i.imgur.com/tOlBtko.png) | ![](https://i.imgur.com/3QNjHck.png) | ![](https://i.imgur.com/3QNjHck.png) | ![](https://i.imgur.com/tjkXQRp.png) | ![](https://i.imgur.com/tjkXQRp.png) | ### Calculating a Roll After making a roll, add up all your successes and criticals, negating your successes by the number of failures rolled. Keep in mind that triumphs count as both 2 successes and a critical. For example, 2 failures can negate the successes from a triumph, but they don't negate the critical from that roll. Some abilities allow you to reroll dice or change the result of a die, which can alter the outcome of your roll. Almost every roll is contested either by the GM adding challenge dice to your roll or by another creature's roll. The roll is a success if you have more successes than your opponent, with ties favoring the defender if there is one, or the most neutral action. Remember that rolls contested by a creature can change the outcome of your roll. The defender's criticals negate any criticals in your roll. For example, if you have more total successes than the opponent, but they rolled more criticals than you, the action succeeds but does not trigger any critical effects. #### Determining What Dice to Roll With the exception of defense rolls, your attributes and proficiencies determine which dice you roll. Defense rolls use defense and superior defense dice, while other rolls use superior, enhanced, normal, bad, and terrible dice. Wound dice are used to determine how much damage an action does, such as hitting a goblin with a sword or casting the _Firebolt_ spell. Rolls that use your attributes roll dice depending on your attribute and proficiency scores, with different skills using different attributes and proficiencies. For example, attacking with melee weapons uses your Strength attribute and has a different proficiency score depending on if you're using a one-handed or two-handed weapon. For attribute rolls you start with 5 normal dice. For every attribute point you have replace a normal die with an enhanced die. Next, for every proficiency point you have, replace an enhanced die with a superior die. Proficiency does not replace normal dice; you only benefit from a proficiency score equal to or less than your attribute score. If you have a negative attribute score, replace a normal die with a bad die. If your proficiency score is negative, replace an enhanced die with a normal die, or a bad die with a terrible die. Through feats, spells, or items, you may have an attribute score greater than 5. In this case, for every attribute point above 5, add an enhanced die. #### Defense Rolls Defense rolls use defense and superior defense dice. The number and type of dice you roll are determined by the armor you are wearing. You roll 2 defense dice while not wearing armor, but roll the armor's dice value if you have armor equipped. Holding a shield adds either a defense or superior defense die, depending on the shield. #### Attribute Saves Attribute saves use the same rules as rolling a skill, with one exception: negative attribute scores do not replace normal dice with bad dice. This means the lowest you can roll is 5 normal dice. However, other effects, such as being poisoned, still add dice. In almost every case when you roll an attribute save, you are the defender, with the roll siding in your favor on a tie. In some cases, your GM may ask you to make a raw attribute roll. Rolling a raw attribute uses your attribute save proficiency and is affected by negative scores. #### Wound Dice Many attacks and spells deal wounds or wound dice to their targets. When an attack says it deals wound dice, you roll that many wound dice, dealing damage based on the number of wounds rolled. Most damaging effects display the damage dealt in two numbers separated by a slash. Using this notation, the first number represents the number of wounds dealt, while the second number represents the number of wound dice rolled. For example, an attack that deals "1/2 bludgeoning damage" deals 1 wound and 2 wound dice in bludgeoning damage. #### Hero Dice Hero dice are special dice players can add to any roll. Depending on the GM, you'll gain a number of them at the start of your adventure, and once spent, they are not replenished. You can add at most 1 hero die to any roll, except wound rolls, and you may choose to add a hero die after you have rolled. Hero dice are immune to any effects that would change the outcome of the roll; they cannot be rerolled or negated. Your GM may reward you with extra hero dice during your adventure, but hero dice are usually only given at the start of each adventure. #### Skill Challenge Skill challenges are rarely contests; instead, the GM adds a number of bad and terrible dice based on the task's difficulty. Each skill has its proficiency score and utilizes one of your attributes to determine dice. For instance, an athletics challenge uses your Strength score, while acrobatics relies on your Dexterity score. The results of these rolls aren't always strictly pass or fail. Depending on the GM, rolling a triumph may grant a bonus, while rolling a disaster could lead to something negative. Characters must exceed the challenge dice for the roll to succeed. Skill challenges resulting in a 0, while not a complete failure, typically result in the most neutral outcome. For example, a character rolling a 0 when attempting to climb over a wall neither succeeds in getting over the wall nor suffers injury from a fall. #### Helping in Skill Challenges In some cases, you may want to help someone with an action, like attempting to push a boulder or search a room. When help, each participant makes a skill challenge, which is contested by a single challenge roll. While typically all participants use the same skill challenge, there are instances where multiple skills could be employed. For instance, one player might use performance or conversation to distract guards while another uses stealth to sneak past. When resolving help actions, the highest roll among the participants is used, with additional successes added for every critical rolled by others. #### Group Challenges There are situations where a skill challenge affects the entire party or a group of characters, such as sneaking into a castle or assessing their surroundings for threats. In these cases, all participating players engage in the same skill challenge contested by a single roll. The outcome of the challenge is multiplied for each participant and compared against the total successes from all rolls. Depending on the result, the entire party either succeeds or fails together. For instance, a highly stealthy character can silence the noise of a heavily armored companion, or an inattentive character might inadvertently distract others who are attempting to detect threats. ##### Skill Challenge Difficulty | | | | | | | | | | :--------: | :--- | :--- | :--- | :--- | :--- | :--- | :--- | | Simple | B | _ | _ | _ | _ | _ | _ | | Easy | B | B | _ | _ | _ | _ | _ | | Average | B | B | T | _ | _ | _ | _ | | Hard | B | B | T | T | _ | _ | _ | | Difficult | B | B | B | T | T | T | _ | | Impossible | B | B | T | T | T | T | T | #### Rerolls Through expertise, feats, or other abilities, you may reroll a number of dice when making a roll. When rerolling, you can select any dice—except wound dice—to reroll and use the new value instead. Once a die has been rerolled, you cannot reroll it again. This ability extends to any dice considered part of your roll, including bonus dice from upcast spells, dice added by abilities or spells like Guidance, and dice imposed by negative effects such as poison. In a skill challenge, all challenge dice are eligible for rerolling. You cannot reroll dice involved in contests against your own roll, such as another creature's defense or attribute save rolls. #### Adding Dice Some abilities allow you to add dice to certain rolls. Dice added as part of upcasting a spell or from abilities that apply to your next roll must be added and rolled together. Hero dice or abilities that allow you to add dice to any roll within a timeframe can be added after your roll but before the outcome is determined. For example, dice added from the spells _Guidance_ or _Weal_ add dice to your next roll that satisfies the condition. These dice must be added the next time you make that roll. Dice added by the _Inspiring Words_ maneuver can be added to any roll made within the timeframe. If you want to add _Inspiring Words_ to your attack, you may wait to see the opponent's defense before adding the superior die. Similarly, your opponent can wait to see your attack roll before deciding to add dice to their defense roll. ### Wounds Wounds determine how hard a character is to kill; the more wounds you have, the more durable your character is. Wounds are lost when you are hit by attacks, spells, or traps and are restored by taking rests or through certain spells. If you are brought to 0 wounds or below, you become incapacitated and start making death saves. Some attacks and spells can kill your character outright, bypassing death saves. Regardless of the source, taking damage equal to or exceeding your maximum wounds will kill you. #### Temporary Wounds Some abilities give temporary wounds instead of healing missing wounds. When taking damage, you remove any temporary wounds first, dealing any remaining damage to your wounds. Once lost, temporary wounds do not come back and cannot be healed. However, whenever you gain new temporary wounds, you add them to your total. You may have a maximum of half your health, rounded up, in temporary wounds at any given time. #### Injuries Some abilities or spells inflict lasting injuries, which come in two varieties: Minor and Major Injuries. Minor injuries are short-lived, can be easily cured through rest or magic, and are often only a mild hindrance to your character. At the end of each successful long rest, you recover from a minor injury. If you have multiple minor injuries, you choose which one to recover from first. Major injuries are long-lasting, debilitating, and can have significant effects on your character. While most major injuries can be healed over time, some specific injuries can only be healed through magic. Every week that you have a major injury, you make a Stamina save against 4 terrible dice, ending its effects on success. ### Action Points Action points, or AP, are used during combat to move, attack, or cast spells. Characters start with 10 action points, which are refilled at the start of each turn. Aside from a few actions (listed in the Combat section), there is no limit on which actions you can take on your turn. Any unspent action points can be spent on reactions when it's not your turn. Reactions are triggered by specific actions other creatures take. For example, opportunity attacks can only be made when a creature tries to leave your zone of control. ### Death Saves When a character takes enough damage to bring them to 0 wounds, they become incapacitated and start making death saves. While incapacitated, you gain temporary wounds equal to half your total wounds, rounded up. At the start of each turn, you roll a wound die, losing 1 of your temporary wounds if the die rolls a wound. If you lose all of your temporary wounds, your character dies. Death saves aren't the only way you can lose temporary wounds. Creatures can still make attacks against you, and any melee attacks that hit deal full damage regardless of the wound dice rolled. Likewise, allies can attempt to bring you back with healing spells, potions, or by stabilizing you. While in this state, healing effects restore any lost temporary wounds first. If this brings you to 1 wound or above, you regain consciousness and no longer make death saves. You can attempt to stabilize a character by making a medicine challenge. Stabilizing takes 10 AP and you must be beside the downed character to attempt it. Roll a medicine challenge, adding a terrible die for every temporary wound the character is missing. On success, the character is stabilized; on failure, restore a temporary wound for every triumph in your medicine challenge. A stabilized character's wounds are set to 1, and they no longer make death saving throws, regaining consciousness after 10 minutes. ### Maneuvers Maneuvers are special abilities that can be learned by your character. They can be learned by anyone, but most maneuvers require a weapon to be used. Using a maneuver is the same as taking any other action during your turn; however, they have the following restrictions: - You may only use one maneuver per round. - You cannot use the same maneuver in two consecutive rounds. Reactions are exceptions among maneuvers, as they can be used once per turn, regardless of the restrictions mentioned earlier. For example, you can employ the _Protector_ maneuver twice in the same round, provided each use is in response to different creatures' actions. Likewise, you cannot activate _Protector_ twice in response to a single creature's actions. Most maneuvers specify weapon requirements or situational conditions, like defending an ally under attack. Each maneuver also has three levels: the first indicates when you can learn it, the second when it becomes **enhanced**, and the third when it becomes **superior**. Upon reaching the enhanced or superior levels, your character gains the effects detailed in the corresponding textblocks. ### Healing Surge Healing surges are used to heal wounds your character has suffered and are expended during a short or long rest. Your character begins with a maximum equal to your Stamina score (minimum of 1), increasing by 1 every 10 levels. When expending a healing surge, you roll 3 wound dice to determine the amount healed. You can expend any number of healing surges during a short or long rest. After each long rest, you regain up to 3 of your expended healing surges. ### Combat Advantage Some abilities may impose combat advantage on you or an enemy. A creature granting combat advantage is easier to hit, providing anyone who makes an attack, maneuver, or spell attack against it an additional superior die to their roll. Combat advantage does not stack; only one superior die is added regardless of how many sources grant combat advantage. ### Attributes Your character's aptitude is represented by six core attributes: Strength, Dexterity, Stamina, Intelligence, Willpower, and Charisma. Each attribute governs a number of skills, in addition to the following: #### Strength Each point of Strength enhances your melee attacks. #### Dexterity Each point of Dexterity improves your ranged attacks, attacks with melee weapons that have the _finesse_ property, and your sprinting distance. #### Stamina Each point of Stamina increases your maximum wounds by 1. #### Intelligence Each point of Intelligence enhances your arcane spellcasting ability and the number of spells you can prepare. #### Willpower Each point of Willpower enhances your occult spellcasting ability. #### Charisma Each point of Charisma enhances your divine spellcasting ability. # Proficiency Proficiency is a measure of your character's capability in a specific skill or task. Each skill, weapon type, spell school, tool, and attribute save has its own proficiency score, which increases as your character gains levels. Spell proficiencies are the exception, as they can only be increased after obtaining the appropriate background or feat. There is no limit to the number of skills in which you can be proficient, however you cannot increase a proficiency score above its related ability score. ### Skills Skills represent your character's ability to apply themselves in various situations. While attributes determine your innate talent in a subject, skills indicate how well you've refined and practiced applying those attributes. For instance, a character with high Charisma but low proficiency in conversation might speak eloquently yet struggle to convey their point effectively or persuade others. Similarly, a dexterous character might be swift on their feet but lack the experience or muscle memory to swing from a chandelier or leap from table to table. Each skill corresponds to an attribute and has its own proficiency modifier. There are no restrictions on which skills a player can choose to gain proficiency in; however, proficiency scores above your attribute score do not provide additional benefits. ##### Skill Table | | | | :--------------: | :----------: | | **Strength** | | | | Athletics | | | Intimidation | | **Dexterity** | | | | Acrobatics | | | Stealth | | | Thievery | | **Stamina** | | | | Exhaustion | | | Survival | | **Intelligence** | | | | Arcana | | | Insight | | | Lore | | **Willpower** | | | | Medicine | | | Nature | | | Perception | | **Charisma** | | | | Conversation | | | Performance | | | Religion | - **Athletics** is your ability to focus or exert your strength in a controlled manner, such as bracing a door, hanging or pulling yourself up from a ledge, or leaping a great height or distance. - **Acrobatics** determines how controlled or accurate your body movements are, such as moving over ice without slipping, swinging from a rope and landing on your feet, or balancing on a moving cart without falling. - **Arcana** is your understanding of magic and your ability to sense it. Someone skilled in Arcana can detect the presence of magic or its source, determine its properties, or recall information about a particular spell. - **Conversation** determines your ability to convey information easily and sway others with your words. It covers a wide variety of social aspects, from bargaining with a shopkeeper for a better deal, to discerning the undertones and hidden meanings in another's words, to proper etiquette when dealing with nobles and lords. - **Exhaustion** is your talent for resisting fatigue and pushing your body's limits. For example, staying awake through the night, traveling a great distance without rest, or holding your breath. - **Insight** is your ability to gain intuitive understanding about a person or object. A character with high insight can read another person's body language, discerning the smallest cracks in their demeanor that betray their true intentions. Insight also pertains to understanding an object's purpose and making connections between pieces of information. For instance, a character examining a murder scene may deduce that the dagger found belonged to the victim rather than the killer. - **Intimidation** determines your ability to present yourself in a threatening manner and coerce others. An intimidating character knows how to loom over others effectively, instill fear with a mere stare, or apply just the right amount of force to achieve their objectives. - **Lore** encompasses your ability to recall history, folklore, and decipher ancient runes or texts. Characters skilled in lore possess great attention to detail, which they apply when identifying the properties of magic items. Lore may also be utilized to determine the age of a structure or the culture that built it, glean information from texts, or translate and communicate with creatures speaking unfamiliar languages. - **Medicine** encompasses your ability to apply medical treatments and your knowledge of poisons, illnesses, and anatomy. For instance, a character proficient in medicine can skillfully stitch wounds to prevent infection, diagnose various diseases and their cures, and recall the specific anatomy of numerous creatures. - **Nature** represents your competency with the natural world, including your understanding of it and your ability to control and manipulate it. For example, you can calm or befriend wild animals, ride various beasts, or identify and recall information about plants, trees, or environments. - **Perception** determines how well your character senses their surroundings. It encompasses more than just sight, allowing perceptive characters to hear a pin drop on a noisy street or feel the faint vibrations of someone sneaking up behind them. Characters can use perception to search a room for clues, traps, or hidden doors, spot a concealed or invisible creature, or eavesdrop on a conversation through a wall. - **Performance** reflects your character's ability to act, sing, dance, or play an instrument. Characters proficient in performance might mimic another person's voice and mannerisms, charm tavern-goers with musical prowess, or disguise themselves convincingly as someone or something else. - **Religion** signifies your character's connection to the divine weave. Proficient characters can remember and recite religious texts, conduct religious rituals, or commune with celestial spirits and deities. - **Stealth** determines your ability to move undetected and hide your presence. Characters may use stealth to avoid detection by the town guard, blend into their surroundings, or vanish into a crowd. - **Survival** is your ability to endure in a harsh environment and orient yourself to avoid getting lost. Characters use survival to patiently wait for animals to hunt, track specific creatures, or locate herbs, food, and other resources in the wild. - **Thievery** is your ability to break into things or use sleight of hand. Characters may use thievery to perform a card trick, disarm a trap, pick a locked door, or pilfer from a person without their knowledge. ### Tools To use tools, you must have at least 1 proficiency score with the specific tool. Their usage details are provided in the Items and Equipment chapter. | Tool | Attribute | | :--------------- | :----------- | | Repair Kit | Strength | | Apothecary Set | Willpower | | Enchanters Tools | Intelligence | | Scribing Tools | Intelligence | ### Expertise Some feats or abilities grant you expertise in a specific skill or action. When making a roll in which you have expertise, you may reroll up to 3 dice, using the new values. ### Attribute Saves Every attribute has an associated attribute save, which measures your character's resistance to various effects. Attribute saves are typically reactionary, requiring your character to make the save in response to actions taken by others. For instance, resisting a shove involves a Strength save, while dodging a trap relies on a Dexterity save. You cannot directly increase your attribute save proficiency; instead, it is determined by the total proficiency score of all skills associated with that attribute. Your attribute save proficiency equals the sum of all skill proficiencies for that attribute divided by 2, rounded down. For example, a character with 2 proficiency in Acrobatics and 1 in Stealth would have a Dexterity save proficiency of 1. ### Spell Schools There are 3 schools of magic: arcane, occult, and divine. Each school uses its own proficiency score, and you must be trained in the spell school before you can increase it. Training can come from background feats, basic feats, or during character creation. ### Weapons Weapons are split between simple and proficient weapons. Simple weapons can be used by anyone and don't use their own proficiency modifier; instead, you use the relevant weapon proficiency. When using a proficient weapon without the related proficiency, you add 1 terrible die to the attack roll. Weapon proficiencies are divided into four categories: One-Handed, Two-Handed, Ranged, and Unarmed. By default, melee weapons and unarmed attacks use Strength, while ranged weapons use Dexterity. However, this can change based on the weapon. For example, a weapon with the _finesse_ modifier can use Dexterity for its attribute, while weapons with _Thrown_ can use Strength when used as a ranged weapon. # Spells Spells are split into three schools of magic: arcane, occult, and divine. Each school handles a different type of magic and uses a different attribute for its spellcasting. Arcane spells use the elements and raw power to defeat foes, relying on Intelligence. Occult spells inflict curses and maladies and uses Willpower. Divine spells focus on healing and empowering others, using Charisma. To cast a spell you must have the spell prepared and have enough mana to cast it. ### Codexes Very few creatures can innately cast magic. Almost everyone must prepare spells they've written into a spellbook or codex. There is no limit on the school, level, or type of spell you can hold in your codex. New spells can be added to your codex by copying spells from spell scrolls or another codex. This process is destructive and destroys the scroll or codex after a spell is copied. >**Variant Rule - Spells from Codexes** > >In certain games, spells might be scarce, and codices rare. In this variant, when copying a spell from a codex, instead of destroying the codex, you face an arcana challenge against 2 bad dice. Succeeding allows you to copy the spell without destroying the codex. Copying a spell removes it from the codex. ### Mana Casting spells of 1st level and above takes a toll on the caster. A character can only cast a limited number of these spells before requiring rest. Mana represents your character's magical energy and reflects their ability to channel that energy efficiently. When casting a spell of 1st level or higher, you expend mana as shown in the following table: | Spell Level | Mana | | :---------: | :---------: | | 1st-4th | Spell level | | 5th | 6 | | 6th | 8 | | 7th | 10 | | 8th | 13 | | 9th | 16 | | 10th | 20 | ### Spell Power Spell power determines how attuned your body is to spellcasting and how efficiently you can use mana, or magical energy. A character's maximum mana is based on their Spell Power, as detailed in the following table: | Spell Power | Maximum Mana | | :---------: | :----------: | | 1 | 3 | | 2 | 7 | | 3 | 12 | | 4 | 19 | | 5 | 27 | | 6 | 36 | | 7 | 48 | | 8 and Above | +12 | ### Preparing Spells Before casting a spell from your codex, you must prepare it. Each long rest, you can prepare 3 cantrips and 2 spells of your choice for every point of Intelligence and spell power you possess. Negative Intelligence does not reduce the number of spells you can prepare. Once prepared, spells remain castable until the next day, even without access to your codex. However, they fade from memory over the following long rest unless you prepare them again. Spells are intricate, with each spellcaster employing unique methods of writing and recalling them. Preparing spells from one codex requires a different mindset than from another. Attempting to combine spells from multiple codices inevitably fails, so you may only prepare spells from a single codex each long rest. While you can prepare from any codex, preparing from one you haven't authored requires deciphering it first. Deciphering takes 8 hours of work, after which you can prepare spells from it as usual. ### Casting Spells Each spell has either an AP cost or a casting time specified. There is no limit to the number of spells you can cast per turn as long as you have sufficient AP. Spells with a casting time require a number of full turns equal to their specified time. For instance, casting a spell with a casting time of 1 minute requires 3 full turns. Spells must be properly cast with a spoken incantation. Casting a spell while gagged or silenced is incredibly difficult, adding 2 terrible dice to the spellcasting rolls. All spells, including cantrips, can be cast at a higher level to increase their potency. When casting at a higher level, you expend mana equal to the level you are casting at, not the spell's base level. This method of casting grants additional effects as listed in the spell description. Depending on your character's level, you can cast spells only up to a certain level. The table below shows the maximum spell level your character can cast based on their level: | Player Level | Spell Level | | :----------: | :---------: | | 1st | 1st | | 3rd | 2nd | | 6th | 3rd | | 9th | 4th | | 12th | 5th | | 15th | 6th | | 18th | 7th | | 21st | 8th | | 24th | 9th | | 27th | 10th | ### Concentration Some spells require concentration to maintain their effects. You may only concentrate on one spell at a time, and casting a new spell requiring concentration will end the effects of the previous one. When you take damage while concentrating on a spell, make a Stamina save against a bad die, adding an additional terrible die for each wound taken from the attack. On a failure, you lose concentration, and the spell ends. ### Cantrips Cantrips are spells that do not require mana to cast but must still be prepared like other spells. When cast at a higher level, cantrips are treated as level 0 spells and gain benefits starting from 1st level. # Creating a Character Creating a character is simple. To begin, select a species for your character. The species determines your starting wounds, move and sprit speeds, and attribute bonuses. Each species also possesses a unique feat shared by all members of that species. After choosing a species, select a background feat for your character. These are exclusive feats available only during character creation and define the skills or abilities your character possessed before becoming an adventurer. Next, allocate your attribute scores. You start with a base of -1 for all attribute scores, adjusting scores based on your species. You have 9 points to distribute among your attributes. At this stage, the maximum attribute score is 3, with a cap of 5 achievable through leveling up. You have 4 proficiency points to assign across all proficiencies. If your background or feat provides proficiency in a spell school you may increase that spellcasting proficiency. Finally, choose 2 starting bonuses. ##### Starting Bonuses - Increase an attribute score by 1, up to a max of 3 - Get training in a spell school and gain 1 proficiency score in that spell school - Gain 5 proficiency points - Learn a feat and gain 1 proficiency score with a skill - Learn 2 maneuvers and gain 1 proficiency score with a weapon type - Increase your max wounds by 2 - Increase your spell power by 1 and gain 1 proficiency score with a spell school (if trained) or a skill >**Variant Rule - Rolling for Attributes** > >Instead of using the normal rules for attributes, your group may decide to roll your scores. For each attribute roll 1 superior, 2 normal, and 1 terrible die, adding up the total successes. >**Variant Rule - Group Rolls** > >Many people prefer the randomness provided by rolling for attributes, but this can often result in characters varying widely in power within a group. To ensure fairness among all players, each player takes turns rolling an attribute score. Once 6 scores have been rolled, players use these scores to create their characters. Each player can assign these scores to any attribute they choose, but they must all use the same set of 6 scores. ### Starting Equipment Depending on your background, you may start with additional gear. All players begin with an adventuring kit containing a bedroll, 10 days of rations, a fire kit, and 50 feet of rope. Additionally, you start with 50 silver coins, which you can spend on adventuring gear. Any unspent silver becomes your character's starting money. ### Leveling Up When you earn 1000 experience your character levels up. Each level you gain 1 proficiency point and choose one of the following bonuses: - Gain 1 spell power - Gain 3 proficiency points - Gain a feat - Learn 2 maneuvers - Increase your max wounds by 1 ##### Attribute Score increase Starting at level 3, every 3 levels you increase an attribute score by 1, up to a max of 5. ##### Action Points You start with a max of 10 action points, increasing by 1 at levels 10, 20 and 30. ##### Max Wounds Increase Your max wounds increases by 1 at levels 7, 14, 21, and 28. ##### Healing Surges Your max healing surges increases by 1 at levels 10, 20, and 30. #### Earning Experience Players earn experience after every encounter based on the difficulty of the encounter. Experience is earned based on how difficult it is for the players to overcome the encounter, not by how much experience an individual monster gives. ##### Encounters | Difficulty | Experience | CR level | | :--------: | :--------: | :--------------: | | Easy | 50-100 | 75% Party Level | | Average | 100-150 | Party Level | | Hard | 150-250 | 125% Party Level | | Deadly | 250-500 | 150% Party Level | >**Variant - Milestones** >An alternative to experience is milestones. Experience can in some cases be hard to keep consistent across adventures. With milestones you gain a level after completing an adventure, or at set points during the adventure. # Adventuring As an adventurer, you'll spend as much time traveling to and from the dungeon as you will delving its depths. Even the most battle-hardened adventurers need to rest occasionally. Resting occurs in two forms: short and long rests. Each day, you can take a maximum of two short rests and one long rest. Taking more than that has no effect. ### Travelling A typical travel day spans 8 hours, with travel speed greatly influenced by the terrain. You can extend your travel time, risking exhaustion. Each additional hour spent traveling requires an exhaustion roll. Initially, you roll against 2 bad dice, adding 1 terrible die with each subsequent roll that day. Failing this roll results in gaining 1 level of exhaustion, halting further travel. Traveling with a mount alleviates much of the travel strain. However, while travel is easier for you, most mounts typically cannot travel more than 8 hours a day. If your mount can fly, you do not suffer terrain-based travel penalties. ##### Travel Speed | | Type | Miles per Day | | :-------: | :-------------: | :-----------: | | _Terrain_ | | | | | Road | 16 | | | Plains, Forest | 12 | | | Mountain, Swamp | 8 | | _Mounts_ | | | | | Horse, Mule | +2 | | | War Horse | +4 | | | Exotic | +2-8 | ### Short Rests Short rests require 30 minutes of uninterrupted rest. During a short rest, you may spend any number of healing surges to restore lost wounds. You regain mana equal to half your character's level, rounded up, with a minimum of 1. You only receive the benefits of a short rest if you complete it without interruption. Taking other actions, such as brewing a potion, interrupts your rest. Characters can benefit from a maximum of 2 short rests before needing a long rest. ### Long Rests During a long rest, you need 8 hours of uninterrupted rest, allowing for up to 2 hours of non-strenuous activity such as standing watch, preparing spells, or brewing potions. You automatically recover 3 healing surges and may spend any number of them to restore wounds. Additionally, you regain mana equal to 3 + your character's level, recover from 1 level of exhaustion, and heal one minor injury. If you go more than 24 hours without a long rest, you must make an exhaustion challenge against 2 bad dice and 1 terrible die. This challenge recurs every subsequent 24-hour period without a long rest. When taking a long rest in the wilderness, you must light a fire and make camp to gain the full benefits. Starting a fire requires a survival challenge, the difficulty of which depends on your surroundings. On failure, instead of the usual benefits, you regain 1 healing surge and restore mana equal to half your character's level. You can still use any number of healing surges during this rest. ### Exhaustion All adventurers need to rest from time to time; trying to accomplish too much in a day can leave you exhausted. Exhaustion can result from various situations such as prolonged travel, neglecting rests, or using spells and abilities excessively. You reduce one level of exhaustion after every long rest. Exhaustion imposes significant strain on a creature, far beyond mere fatigue. Exhausted creatures are unable to perform at their peak, making them more vulnerable. Each level of exhaustion decreases your maximum wounds and reduces the successes of every roll you make, except for defense rolls. Creatures whose maximum wounds are reduced to 0 from exhaustion die instantly, their bodies pushed beyond their limits. Similarly, any creature that reaches 6 levels of exhaustion dies regardless of remaining wounds. ##### Exhaustion Levels | Level | Roll Penalty | Max Wounds | Sprint | | :---: | :----------: | :--------: | :----- | | 1 | -1 | -1 | Yes | | 2 | -1 | -2 | Yes | | 3 | -2 | -3 | No | | 4 | -2 | -4 | No | | 5 | -3 | -5 | No | ### Downtime - optional downtime rules - Players can only level up 3 times between downtimes - Players can take a handful of downtime actions: - Retraining: move proficiency points between skills/abilities - Earn Money: gain money based on their level - Find Contacts: learn and meet notable people, get access to an organization or group, learn information - Aquire Resources: scout out specific resources, scrolls, or magic items #### Downtime Tracks Players have several tracks, determined by the GM, that indicate a character's status and involvement in the world or surrounding area. They can roll on as many tracks as they want, with each roll increasing in difficulty. The order of the rolls reflects the characters' priorities during their downtime; the first roll is the easiest as it receives the most focus, while subsequent rolls become progressively harder due to decreasing time and energy. Each track has different levels that show the amount of effort a character has invested. Higher levels provide greater benefits. Players gain 1 level for a successful roll or 2 levels for a critical success. Conversely, they lose 1 point for a failure or 2 levels for a critical failure. Depending on the track, failure may hinder you in other ways, such as souring a relationship with a contact, or losing a sum of coin trying to uncover a mystery. Tracks that players do not roll on lose 1 level. The challenge for rolling on tracks begins with 1 terrible die and increases by 1 terrible die for each additional track rolled. Players make a skill challenge related to the specific track. For instance, a reputation track might require a conversation challenge, while a work track could require a tool skill challenge. Players may roll on as many tracks as they want, but may only roll on each track once. At the end of downtime, characters replenish their hero dice. Some downtime tracks may increase or decrease a characters maximum hero dice. The amount and types of tracks are determined by the GM, but can include: - **Reputation:** Increasing this track makes you more well known, especially with the higher echelons of society. As your reputation grows, you become recognized and respected by influential individuals, opening doors to opportunities and alliances that would otherwise be inaccessible. - **Work:** Practicing a trade, craft, or other kind of job to earn money. Higher levels on this track result in more money earned when taking this action. Depending on your craft you may also gain other benefits, such as potions, enchantments, or spell scrolls. - **Training:** Practice a skill. Increasing this may give benefits for that skill until the next downtime, such as bonus proficiency or expertise. You may also choose to redistribute a certain number of proficiency points across your skills. - **Mystery:** Investigate a mystery or chase down a lead. Each level uncovers a new clue of the mystery, giving the players new information or leads. This track does not decrease if it's not rolled during downtime. As you progress, you piece together the puzzle, gaining a deeper understanding of the enigma at hand. - **Procurement:** How easy it is to find those interested in magic items, scrolls, potions, or other gear. By developing a network of reliable contacts, you can more easily buy and sell these items, finding rarer and more powerful items at higher levels. - **Adventuring**: Dedicate time to embarking on minor adventures, scouting new dungeons, or assisting people with small quests. Each level offers various rewards, including information about nearby dungeons, gold, contacts, or bonuses on other tracks. - **Scavenging**: Engage in exploring the world for resources. Players may follow multiple scavenging tracks based on the available resources in the area, such as enchanting components, crafting materials, or potion ingredients. Each level on the scavenging track yields diminishing resources as the local area becomes exhausted. The area replenishes its resources each time you choose not to pursue the scavenging track. - **Organization**: Dedicate time to working on behalf of an organization you are a member of, with the goal of increasing their influence in the surrounding regions. If you belong to multiple organizations, you may have multiple organization tracks to manage. #### Reputation The reputation track reflects your overall standing in the region and your connections. It measures how well-known and reliable you are, not necessarily whether your reputation is good or bad. One character might be renowned for helping those in need, while another might be feared as a dangerous scoundrel. As your reputation grows, you gain contacts related to the type of fame or infamy you acquire. These connections could be with the local church, nobility, or a thieves' den. You can call upon these contacts for favors, such as information, equipment, or assistance in your endeavors. Each level of the reputation track increases your character's visibility among locals, and at the highest levels, you may even be recognized on the streets. Every new level provides you with an additional contact, with higher levels granting access to more important and influential individuals. However, losing levels on this track can damage your relationships with your contacts. They may see you as unreliable and cease to work with you. ##### Track Rewards | Level | Reward | | :---: | :----- | | 0 | No reputation, no contacts | | 1 | Gain a low level contact in an organization | | 2 | Minor reputation. Only those closely related to your field of renown may recognize you | | 3 | Gain a mid level contact, local renown. People may not recognize you by your looks, but many have heard about you. | | 4 | Gain a high level contact | | 5 | Regional Renown. You are known to the locals. Most taverngoers at least recognize the name, and some may know of your exploits. | #### Work Adventuring is not always a reliable source of income, and sometimes adventurers need other ways to earn money to cover their lodgings, living expenses, or adventuring supplies. While some adventuring skills can translate to a trade, such as repairing armor or brewing potions, most adventurers make do with whatever odd jobs they can find. The skill you roll for this track can vary greatly depending on your job. Practicing a trade would require rolling the relevant tool skills, while heavy labor jobs would use your Athletics or Exhaustion skills. Working as a clerk or for a noble would involve using your Lore or Conversation skills. You earn coin when rolling on this track regardless of your roll. Succeeding on this track advances your career and allows you to live a more extravagant lifestyle, while failing may result in losing your job or a profitable client. To calculate your track reward, roll 3 superior dice, earning a sum of coins based on the successes. ##### Track Rewards | Level | Reward | | :---: | :----- | | 0 | You are unemployed, earning 10ct per success per week of downtime. | | 1 | Earn 50ct per success per week of downtime. | | 2 | Earn 1sc per success per week of downtime. | | 3 | Earn 2sc per success per week of downtime. | | 4 | Earn 5sc per success per week of downtime. | | 5 | Earn 10sc per success per week of downtime. | #### Training Unlike other downtime tracks, training does not have levels to advance or its own reward track. Instead, you spend your time honing a specific skill. You may choose any skill to train, using that skill for your roll during this downtime. This training is highly focused, allowing you to choose only one skill per downtime. In some cases, you may find a mentor to help you train. For example, a herbalist might take you on as an apprentice to learn Survival or Apothecary tools. Such training might come with a fee determined by the GM. Regardless of the cost, training with a teacher allows you to add a superior die to your downtime roll. On a successful roll, you may move 1 proficiency point from any other skill into the chosen skill. If you critically succeed, you may reroll 1 die whenever you make a roll with this skill until your next downtime. #### Mystery Mysteries encompass anything your character is actively investigating or attempting to learn in the world. This can range from uncovering the goals of a nefarious cult to locating a hidden shrine or finding a specific person. For each mystery you pursue, create a corresponding mystery track. Each level on a mystery track represents a clue you uncover about the mystery, with the final level revealing the full solution. Some mysteries may be simple and consist of only a few levels, while more complex mysteries can span many levels and multiple downtimes. Although mystery tracks are a primary way to learn about mysteries, you may also find clues during your adventures. These discoveries can increase the level of a mystery track or resolve the mystery entirely. The skill used for progressing on a mystery track depends on the nature of the mystery. For example, you might use Insight or Conversation when questioning others, Lore or Arcana when delving into magical secrets, or Religion when uncovering the workings of a cult. #### Procurement Adventurers require equipment and supplies that can be hard to find, even in larger cities. To secure these essential items, most adventurers seek opportunities to make connections with apothecaries, enchanters, and purveyors of exotic goods. These connections are crucial for procuring rare potions, accessing higher-level spell scrolls, and finding markets willing to trade in magical items. Building these connections gradually increases the availability and rarity of goods. At level 2 and above, adventurers gain access to a magic item dealer, enabling them to buy and sell magical items, depending on the dealer's stock. You use your Insight, Perception, or Conversation skill when rolling on this track. On a successful roll, if you have access to a magic item dealer, you may sell one magic item. Depending on the GM, the dealer may also have a number of items available for purchase. ##### Track Rewards | Level | Reward | | :---: | :----- | | 0 | You can only find common items sold at general stores. | | 1 | You find a contact that can find you basic potions, enchantments, and scrolls. | | 2 | You meet a magic item dealer. Basic potions and enchanments are more readily available, and you can find higher level spell scrolls. | | 3 | You can procure more advanced potions and poisons, and rarer or more dangerous spell scrolls. | | 4 | You can procure the most advanced potions available in cities and have connections with a scribing guild you may order a wide variety of spells from. | | 5 | You can source powerful magic items, or their wereabouts from your contact. You may fund a local wizard to research high level spells not available for sale elsewhere. | #### Adventuring Embark on a small adventure to explore the surrounding region. During your journey, you may meet new people, discover dungeons or points of interest, and earn a small amount of coin by taking odd jobs. Adventuring offers a wide variety of rewards, often unknown until the adventure is complete. While these adventures are not life-threatening, they do carry some danger. When rolling on this track, you make an Attribute save of your choice. If you fail, you not only lose a level in this track but also add a bad die to your next track roll as you recover from your injuries. ##### Track Rewards | Level | Reward | | :---: | :----- | | 0 | You are unable to gain anything from your adventures | | 1 | Roll 1 time on the adventure reward table | | 2 | Add a superior die to your next track roll. Roll 1 time on the adventure reward table. | | 3 | Increase your maximum Hero dice by 1. Roll 1 time on the adventure reward table | | 4 | Roll 2 times on the adventure reward table | | 5 | Choose 1 reward from the adventure reward table, then roll 2 times on the adventure reward table | ##### Adventure Reward Table Roll 3 superior dice, gaining a reward based on the successes in the roll. | Successes | Reward | | :---: | :----- | | 0 | Learn the location of a powerful magic item hidden somewhere in the surrounding region | | 1 | Meet a new contact or earn a favor from an existing contact | | 2 | Gain a small sum of coin. Roll 5 Superior dice, earning 4 crosses per success | | 3 | Gain a small number of potions determined by the GM | | 4 | Gain a handful of spell scrolls containing spells determined by the GM. Roll 2 superior dice, earning a scroll for each success with a minimum of 1 | | 5 | Gain a clue about an ongoing mystery that you or a party member are investigating. Otherwise learn of a nearby dungeon, including potential rewards and its denizens. | | 6 | Gain a cache of gemstones with a value determined by the GM. Roll 3 superior dice, earning a gemstone for each success | #### Scavenging Spend time searching the surrounding region for resources used in your craft. Depending on your surroundings, you may have multiple scavenging tracks to roll on. For potion ingredients, each biome within 16 miles of your location has its own track, providing rewards specific to that biome. Enchanting supplies come in various forms, such as magical flowers, small creatures, crystals, or stones. If there are distinct regions to scavenge, you may have multiple enchanting supply tracks. When rolling on a scavenging track, you use your Nature or Survival skills. Natural resources in the region take time to replenish. Each successful roll on a scavenging track makes resources more scarce, eventually depleting them completely. The scavenging track increases by 1 level regardless of the number of critical successes in your roll. ##### Potion Ingredient Track Rewards | Level | Reward | | :---: | :----- | | 0 | Roll 3 times on wilderness loot table, 4 units per reward | | 1 | Roll 3 times on wilderness loot table, 3 units per reward | | 2 | Roll 2 times on wilderness loot table, 3 units per reward | | 3 | Roll 2 times on wilderness loot table, 2 units per reward | | 4 | Roll 1 time on wilderness loot table, 2 units per reward | | 5 | You are unable to find potion ingredients in this region | ##### Enchanting Track Rewards | Level | Reward | | :---: | :----- | | 0 | Roll 4 superior dice, 2 enchanting supplies per success | | 1 | Roll 3 superior dice, 2 enchanting supplies per success | | 2 | Roll 3 superior dice, 1 enchanting supplies per success | | 3 | Roll 2 superior dice, 1 enchanting supplies per success | | 4 | Roll 1 superior die, 1 enchanting supplies per success | | 5 | You are unable to find enchanting supplies in this region | #### Organization Organizations represent groups of people with a shared ideal, goal, or purpose. Anything a character belongs to can be considered an organization, such as a country or government, a thieves' guild, a church, or an order of knights. Organizations have varying degrees of structure. Some, like a king's court, are rigid with clearly defined roles and leaders. Others, like a resistance group, may consist of many independent actors. Regardless of their structure, all organizations share a common goal or purpose. The skill used for this downtime track depends on the type of organization. For example, a thieves' guild may require a thievery challenge, while a church may use a conversation or religion challenge. The levels of this downtime track determine the organization's influence and success in the surrounding area. At the lowest level, the organization is unheard of, with few, if any, people sympathetic to its goals. At the highest level, the organization is well-known and respected, fully integrated with the locals. Characters can belong to multiple organizations at once, maintaining an organization track for each. Depending on a character's rank or status in an organization, failing a skill challenge may have different consequences. A rank-and-file member might have little to no impact on the organization's influence, while a leader's actions could significantly affect the organization's survival. # Combat There will be times when combat is unavoidable. Your adventurer may encounter zombies in an underground crypt or be ambushed by a group of bandits. When this happens, every creature participating in combat rolls for initiative. Once the initiative order is set, each creature takes a turn. After every creature has had a turn, the round ends and a new one begins, starting with the first creature. Each round lasts 20 seconds. ### Initiative When combat starts, every character and creature in combat rolls for initiative. By default, you roll 5 normal dice, replacing 1 with an enhanced die for every point of Dexterity you have. Negative Dexterity converts normal dice to bad dice instead. These values can be changed by feats or skills, and other dice may be added. Combatants take turns, starting with whoever rolled the highest initiative and ending with whoever rolled the lowest. After every combatant has had a turn, the round ends and a new round begins. This repeats until combat is over or one side has defeated all other combatants. Sometimes the party or monsters may get the drop on the other. A group of monsters may be waiting to ambush the party in the next room, or the party may surprise a room full of monsters. In these cases, the first round of combat is a surprise round. Each surprised creature takes a -3 penalty to their initiative. It's possible that not every character or monster is surprised, and in some cases, creatures on both sides can be surprised. ### On your turn Each turn, your action points (AP) are refilled. You can spend any amount of AP on your turn, and any unused AP can be used for reactions during the rest of the round. You gain no benefit from unspent AP when your turn comes again. ##### Attack (5 AP) Make a weapon attack against a creature. The actual damage, range, and effects of the attack depend on the weapon used. Unarmed attacks use Strength and deal a wound die in damage. To make an attack, roll against the creature's defense. If you have more successes than the target's defense, you hit; ties favor the defender and count as a miss. ##### Grapple Instead of making an attack, you can attempt to grapple a creature. Make an athletics challenge, with the target choosing to make either a Dexterity or Strength save. On success, you grapple the creature. While grappling a creature, your move and sprint speed are reduced to 1 and cannot be increased; however, the grappled creature is dragged with you. Anything that changes the AP cost of your attacks also affects grapples. Likewise, you may attempt to grapple as many times as you want, as long as you have AP and aren't currently grappling anyone. You may end a grapple at any time. A grappled creature can attempt to free itself on its turn by spending 5 AP. They make a Strength save against your athletics challenge, freeing themselves on success. ##### Defend (5 AP) Until your next turn, you reroll 2 dice when making a defense roll, and shields provide an additional die to defense rolls. ##### Move (3 AP, once per turn) You may move up to your movement speed in tiles. Some terrain, such as difficult terrain, requires 2 tiles of movement for every tile you traverse. Movement does not have to be done all at once; you can split your movement as many times as you want. For example, if you have a movement of 5, you may move 3 tiles, take another action, and then move the remaining 2 tiles. ##### Sprint (2 AP, can only be used after move, once per turn) You may move up to your sprint speed plus your Dexterity score in tiles. A negative Dexterity score does not affect your sprint speed. Sprinting follows the same rules as the Move action. ##### Shift (1 AP) You move one tile. This movement follows the same rules as the move and sprint actions, effectively providing an additional tile of movement for each shift used during your turn. This movement is affected by difficult terrain, and you may need multiple shifts to traverse a tile. #### Jumping You may jump as part of any movement action. Characters can easily clear a single tile with their jump, but longer jumps will require an Athletics challenge to land successfully. You do not need to complete your jump on your turn and may end your turn in midair; however, your first action on your next turn must be a movement action to complete the jump. In most cases, jumping or vaulting over objects does not require a skill challenge but may be treated as difficult terrain depending on the object traversed. Jumping vertically is considerably more challenging than jumping horizontally. Ascending a single tile requires an Athletics challenge, while jumping two tiles is achievable only for exceptionally strong characters. ##### Reaction Attack (2 AP) When a creature tries to leave your zone of control you may make a reaction attack against them. You cannot use maneuvers, unless the maneuver says it can be used as a reaction, and the attack uses the same rules as the Attack action. ##### Off-hand Attack (2 AP, can only be used after an attack, once per attack action) When dual wielding, after taking the Attack action, you may make an attack with your offhand weapon. This attack is identical to the Attack action, except you do not add your proficiency bonus. ##### Use (2 AP) This encompasses a broad spectrum of actions, such as using an item, drinking a potion, activating a magic item, or interacting with an object (e.g., pulling a switch). Certain magic items specify their own AP costs, which should be used instead. While there is no limit to how many times you can take the Use action per turn, some items may impose restrictions. Specifically, a creature can only benefit from one potion each round. >**Variant Rule: Using Potions on Others** >You can use potions on downed creatures by spending 5 AP instead of 2. Normal potion rules still apply. #### Switch Weapon (2 AP) When carrying weapons, tomes, or shields, unless stored in your pack, they are assumed visible on your character, ready for immediate use. At the start of your turn, you may swap one of these items with another visible item without cost. For instance, you can stow your shield and draw a dagger. During your turn, you may exchange a weapon or shield for another visible one by spending 2 AP. For example, swapping from a bow to a sword after shooting costs 2 AP, whereas switching to a sword at the start of your turn is free. ##### Spell (Varying AP) There is no limit to the number of spells you can cast each turn, provided you have enough AP to cast them. Spells will require you to make a Spellcasting roll against the creature's defense or attribute save, with ties favoring the defender. ##### Maneuver (Varying AP) Maneuvers are special attacks, actions, or reactions that your character can learn. You may only perform one maneuver per turn, and you cannot use the same maneuver two rounds consecutively. ##### Ready Action (Varying AP) There are times when you may wish to delay your action, waiting for a specific circumstance before taking it. At any point during your turn, you may ready an action. You can ready only one action and must immediately pay its AP cost. For instance, you could ready the _Attack_ action but not both the _Attack_ and _Move_ actions. To ready an action, you must first specify the triggering circumstance. This could be anything your character can perceive, such as "I want to attack if a goblin moves closer to me" or "I want to cast this spell when an enemy rounds that corner." You must also indicate which action you intend to take and ensure you have enough AP remaining to do so. If the triggering circumstance does not occur before your next turn begins, you forfeit the readied action. If multiple readied actions could be triggered by the same circumstance, they are resolved in initiative order. ## Conditions There are several conditions that can be inflicted on creatures, each with distinct effects. Some conditions have levels to determine their potency. For instance, the poison condition typically adds a bad die to your attack rolls and attribute saves, with poison 2 and poison 3 adding 2 and 3 bad dice, respectively. ##### Blind A blinded creature loses the ability to see. While blind they add 2 terrible die to all single target attacks, maneuvers and spells, and Dexterity saves. They cannot make reactions. ##### Burn A burning creature takes a wound die in fire damage at the end of their turn for every level of burn. On their turn a creature can spend 5 AP putting out the fire, leaving them prone. Burn ends after 1 minute or after the creature is doused in water. ##### Charm a charmed creature treats the source of their charm as a close friend and ally. Charmed creatures may have additional effects depending on the source of the charm, such as obeying their commands, or are prevented from taking certain actions. ##### Dazed A dazed creature cannot take the Sprint or Reaction actions and grant combat advantage to attackers. ##### Fear A feared creature cannot willingly move closer to the source of the fear. While the source is within line of sight, they add 1 bad die to any rolls made. ##### Grapple A grappled creature cannot move or sprint, adds 2 bad dice to Dexterity saves, and grants combat advantage to all creatures except the grappler. ##### Hex When making a roll, a hexed creature removes a critical for every level of hex affecting them. If there are no criticals to remove in their roll, criticals are added to the opponents roll instead. ##### Incapacitated An incapacitated creature takes no actions and automatically fails Strength and Dexterity saves. While incapacitated they grant combat advantage to adjacent attackers, and attacks and maneuvers that deal physical damage deal an extra wound die per critical against them. ##### Inspired An Inspired creature may add a die to any roll they make within the timeframe. The type of die added depends on the source of inspiration. Dice added by inspiration follow the same rules as other additional dice; you may choose to add the die after seeing the result of the roll. Adding a die to a roll ends this condition. ##### Invisible Invisible creatures cannot be perceived with normal sight, but still make noise. Single target attacks, spells, and maneuvers against an invisible creature add 2 terrible dice to their rolls. ##### Paralyzed A paralyzed creature cannot take the sprint action, adds a terrible die to all reactions, and has their maximum AP reduced by 3 for each level of Paralyze. They may still take an action that costs more than their maximum AP as long as it is the only action they take during their turn. ##### Petrification A petrified creature is turned to stone and is considered incapacitated for the duration. While Petrified they do not age and have _Resistance_ 2 to physical damage. Creatures are returned to their normal form once the Petrification ends. ##### Poison A poisoned creature adds a bad die to all attacks, attribute saves, and skill challenges for each level of poison. Only the highest level poison takes effect. For example someone who is under the effects of Poison 2 and Poison 3 only adds 3 bad dice instead of 5. ##### Possession A possessed creature is one that is under the direct control of another creature. They are unable to take actions themselves, instead all actions are dictated by the creature possessing them. ##### Prone a prone creature grants combat advantage to any melee attacker. Ranged attacks against this creature add 2 bad dice to their roll. ##### Restrained A restrained creature cannot move or sprint and adds 2 terrible dice to Dexterity saves, attacks, and spells. They lose the effects of a shield if wearing one and grant combat advantage to attackers. ##### Silenced A silenced creature cannot speak and adds 2 terrible dice to spellcasting rolls. ##### Sleep A sleeping creature is incapacitated for as long as they are sleeping. A sleeping creature wakes up after being hit by an attack, maneuver, or spell, another creature spends 5 AP waking them, or they hear a loud noise. ##### Slowed A slowed creature's move and sprint speeds are reduced by 1. Each level of slow reduces the value by 1, to a minimum of 1. ##### Stagger A staggered creature is unable to take reactions until the start of their next turn. ##### Strengthened A Strengthened creature replaces a wound die with a wound for all weapon attacks. ##### Stunned A stunned creature cannot take reactions and may only take a single move or basic attack action on their turn. They automatically fail Strength and Dexterity saves and attackers gain combat advantage against them. ##### Weaken When a weakened creature hits with any attack or maneuver, all wounds are replaced with wound dice. # The Gameboard Most GMs use a game board when their adventurers are exploring dungeons or fighting monsters. Visualizing combat and assessing available choices can be challenging for players without one. This rulebook assumes you play with a square or hex grid and utilize miniatures or tokens. If you prefer not to use a grid or rely on "theatre of the mind" for your combat, your GM may need to adjust or homebrew some rules in this section. ### The Tile Grid The game world uses a square or hex tile grid, with each tile representing a 5x5 foot area. Each creature occupies tiles based on size; for adventurers, this is typically a single tile. For simplicity in movement or ability ranges on a square grid, we assume that distance is _non-Euclidean_. This means moving diagonally to a square costs the same amount of movement as moving orthogonally. Hex grids excel at handling movement in all directions, but finding resources that support hex grids can be challenging. >##### Variant Rule - No Diagonal Movement > >Another way to deal with diagonal movement costs is to prevent diagonal movement entirely. This essentially means that travelling diagonally costs 2 tiles worth of movement. If you do use this variant rule, make sure you calculate ranged attacks using the same method, taking 2 'range' to target someone on a diagonal. ### Creatures Each creature is represented by a miniature or token on the gameboard. Creatures come in all different shapes and sizes, with each size taking up more or less of the board. | Size | Tile's Occupied | | :--------: | :-------------- | | Tiny | 1/4th | | Small | 1 | | Medium | 1 | | Large | 2x2 | | Huge | 3x3 | | Gargantuan | 4x4+ | #### Movement All creatures' move and sprint speeds are listed in tiles. Any time a creature takes the move or sprint actions, they can move up to that many tiles. When moving, you may pass through allies, but not through hostile creatures. If your movement takes you out of a hostile creature's zone of control, they may make an opportunity attack against you. #### Sight All creatures possess a method of sight. A creature is considered visible to another if there is a direct line of sight between them and the creature is not hidden. A creature can attempt to hide by making a Stealth challenge against another creature's Perception. If no creature is actively looking for the hiding creature, they make a Stealth challenge against challenge dice determined by the GM. Unless specified otherwise, all creatures possess light-based vision, allowing perception as long as there is light. Creatures may also possess additional senses, each with an effective range measured in tiles. ##### Darkvision A creature with darkvision can see in dim light and darkness as if it were bright light. ##### Truesight A creature with truesight can see into the ethereal plane, see through illusions, invisibility, and sees the true forms of all creatures. ##### Blind Sense Creatures with _Blind Sense_ have an innate ability to sense nearby creatures, adding 2 superior dice to perception challenges when attempting to spot hidden creatures. Creatures detected with _Blind Sense_ gain no benefits from invisibility, stealth, or hiding, and cannot be flanked by creatures within this sense's range. _Blind Sense_ is unaffected by line of sight, allowing creatures to perceive others through cover or terrain. ##### Tremor Sense Creatures with _Tremor Sense_ see the world around them through vibrations. Creatures that have been spotted with _Tremor Sense_ do not get any benefits from Invisibility, stealth, or hiding. _Tremor Sense_ is not effected by line of sight, perceiving creatures through cover or terrain, however it has no effect on flying creatures. ##### Life Sense Creatures with _Life Sense_ can sense living creatures up to its range and add 2 superior dice to perception challenges when attempting to perceive a living creature. Creatures that have been spotted with _Life Sense_ do not get any benefits from Invisibility, stealth, or hiding. _Life Sense_ is not effected by line of sight, perceiving creatures through cover or terrain. #### Mounts You may ride a willing creature as a mount as long as it is capable of carrying you. When mounted, both creatures spend AP to take the move and sprint actions, and you may use these actions on either creature's turn. While mounted, moving through allied units counts as difficult terrain, and while sprinting, you cannot move through allies at all. #### Flying Flying creatures can use their movement to ascend vertically, adhering to the same rules as horizontal movement. Unless the creature can hover, any effect that reduces its movement speed to 0, grapples, restrains, or knocks it prone causes it to plummet from the air. #### Falling If a creature is airborne at the start of its turn without a means to stay aloft, such as flight, it falls to the ground immediately. Falling occurs at the beginning of the creature's turn. Creatures plummet 10 tiles per round, with the rate increasing by 10 for each subsequent round of descent. Upon impact with the ground or a solid object after falling 5 tiles or more, they suffer 1/1 bludgeoning damage for every 5 tiles fallen. A GM may require a creature falling less than 5 tiles to attempt a skill challenge, such as acrobatics, to land gracefully. #### Prone and Crawling A prone creature grants combat advantage to all melee attackers and imposes a penalty of 2 bad dice on ranged attacks. A prone creature can crawl, using an additional tile of movement for every tile traveled. Unless the creature has a movement speed of 0, it can stand up by expending half of its movement speed, rounded up. #### Zone of Control A creature's zone of control represents the area they threaten in combat, determined by their weapon's reach. For most weapons, this covers the 5 adjacent tiles centered on the direction the creature is facing. If a creature is using a weapon with _Reach_, their zone of control extends by the same amount. You can enter a creature's zone of control without penalty, but moving out of it allows them to make an opportunity attack against you. The 3 tiles directly behind a creature are exempt from its zone of control and do not provoke opportunity attacks. >**Variant Rule - Ignore Creature Facing** >Sometimes tracking the direction a creature is facing can be difficult or slow down the game. When using this variant rule a creatures zone of control covers all tiles adjacent to the creature. If you play with flanking rules you can consider a creature as flanked if it has two hostile creatures adjacent to it with at least 1 tile of space between them. >**Variant Rule - Flanking** >When a creature is attacked by a melee attack from an attacker that is not in its zone of control the attacker is considered to be flanking that creature. Any attacks made while flanking a creature add 1 critical to their roll. >**Variant Rule - Ranged Attack Disadvantage** >With this variant any creature that tries to make a ranged attack, maneuver, or spell attack while another creature is adjacent to them adds 1 terrible die to their roll. ### Hazards and Terrain Creatures are not the only things on the battlefield. Depending on the location, there could be a deep river that inhibits movement, a trap that fires poison darts, a pit of bubbling acid, or even plain old darkness. Regardless of the location, these hazards affect your adventurers, and clever ones can use them to their advantage. #### Difficult Terrain Deep water, thick brush, or a rubble-filled room can be considered difficult terrain. When moving over difficult terrain, each tile of movement costs an extra tile. For example, to move through a deep river 2 tiles wide, you need to spend 4 tiles of movement. Climbing a wall or rock face also takes an extra tile of movement, with a difficult-to-climb wall requiring 3 tiles of movement for every 1 tile climbed. #### Traps and Hazards Dungeons may be filled with traps or other hazards. Traps may be hidden, triggered only by a careless step or the trip of a wire. Other hazards are blatantly obvious, like a pool of lava or an ominous pit. While the exact mechanics of a trap or hazard are left up to the GM, characters can attempt to search for or spot traps around them. Characters that succeed on a perception challenge may spot a trap or understand how it's triggered. Hazards, such as a pool of lava or acid, are more obvious. Creatures that enter those tiles take damage immediately and again at the end of each subsequent turn for as long as they remain in the hazard. A creature doesn't need to willingly move into a hazard to be affected by it. Characters can shove or push other creatures or cast spells that knock creatures back. #### Darkness Most creatures are unable to see in the dark and struggle to see creatures in dim light. When making a single-target attack, maneuver, spell attack, or trying to detect a creature in darkness, you add 2 terrible dice to your roll, or 1 terrible die if they are in dim light. If a creature has a free hand, they can light a torch, covering a 3-tile area around the creature in bright light and an additional 3 tiles in dim light. #### Cover Some terrain can be used as cover, protecting creatures from attacks. Anything that obscures a creature or is large enough to hide behind, such as a stone fence, pillar, tree, or overturned table, can serve as cover. The benefit gained depends on the size of the cover and how well it can reasonably defend against attacks. A creature that is fully behind cover, such as behind a wall, is untargetable by most attacks. When the target of an attack, maneuver, or spell that targets your defense, add dice based on the table below: | Cover | Bonus | | :--------: | :----------------------- | | Quarter | +1 superior defense die | | Half | +2 superior defense dice | | 3 Quarters | +3 superior defense dice | | Full | untargetable | #### Underwater Hazards Some dungeons may be submerged, or your adventures may take you to the depths of the sea. Creatures without a swim speed or a method of moving underwater treat all underwater tiles as difficult terrain. Similarly, creatures that cannot breathe underwater can only hold their breath for a limited time. A creature can hold its breath for 1 minute, adding a minute for each point of Stamina while not in combat. The exertion of combat greatly reduces this time, with creatures able to hold their breath for 1 turn, adding a turn for each point of Stamina. For every minute, or turn in combat, a creature goes beyond its limit, they make an exhaustion challenge against 2 terrible dice and 1 bad die. On failure, they gain a level of exhaustion. ### Attack Types Maneuvers and spells come in various shapes and sizes. Some might target a single creature, while others target an area. Depending on their descriptions, these attacks use one of the following areas. ##### Area of Control When used by a maneuver, this attack hits all creatures inside your zone of control. If your zone of control is extended by a weapon with _Reach_, then this attack's area is also extended. Spells that target your area of control, unless otherwise specified, do not benefit from _Reach_. ##### Line Line attacks hit all creatures in a line extending outward from the attacker. This line doesn't need to follow the grid exactly and can be in any direction you wish. A good rule of thumb is that if the line crosses more than 1/3rd of the creature's tile, it affects that creature. ##### Area Area attacks hit all creatures in a square or rectangular shape centered on a tile. The spell or attack determines the size of the area. For example, the spell _Fireball_ hits all creatures in a 5x5 tile area. Spells that affect all creatures in a radius use this type, creating a square centered on a point with the given radius. ##### Diamond Diamond patterns are similar to area attacks but rotated 45 degrees. These patterns usually specify a size, such as a 3-tile diamond. To determine if a creature is inside a diamond pattern, first create a horizontal and vertical line of tiles based on the diamond's size, centered on the target of the attack. Then, draw lines connecting the ends of these lines. Any tile entirely inside these lines is hit by the attack. ##### Touch Touch attacks require you to be adjacent to the target or have their effects begin in an adjacent tile. ##### Cone Cone attacks are given a length and width. The cone starts centered along the width, initially affecting only the center tile. It expands along its length, reaching its full width at the end. If the cone covers at least one-third of a creature's tile, it affects that creature. ### Damage Types Damage can come from various sources, such as the swing of a sword, an explosion of magic, or a deadly trap. Regardless of how it's inflicted, damage always falls into one of three categories: physical damage, elemental damage, and ethereal damage. ##### Physical Damage The majority of physical damage comes from weapons. Whether it's the stab of a spear, the swing of a sword, or the impact of a hammer, physical damage covers three types: - **Bludgeoning:** Impact from a weapon or heavy object. - **Slashing:** The cut of a blade or trap. - **Piercing:** The stab of a spear or puncture from an arrow. ### Elemental Damage The searing heat of fire, intense cold of winter, or a lightning strike all types of elemental damage. Most damaging spells fall into one of the following types: - **Fire:** Includes burns and explosions. - **Cold:** Encompasses icy chills and frigid blasts. - **Lightning:** Involves shocking electrical currents. - **Thunder:** Includes loud noises, shockwaves, or bursts of air. - **Poison:** Covers lethal toxins, acids, and diseases. - **Force:** Refers to the pure magical force unleashed by certain spells. **Ethereal Damage** Ethereal damage directly affects a creature's body and soul, draining life, causing decay, disrupting forms, or smiting a creature. Examples of Ethereal damage include: - **Death:** Draining life or inducing unnatural decay. - **Holy:** Smiting a creature or attacking their spirit. - **Psychic:** Causing madness or deteriorating the mind. ## Items and Equipment ### Currency Currency in Farhome is divided into three types: the copper trite, silver cross, and platinum talent. A silver cross is worth 100 copper trites, and a platinum talent is worth 100 silver crosses. ### Adventuring Gear Most towns and some villages offer adventuring gear for sale. While the actual costs are determined by the GM, this list provides guidelines for the costs of typical gear adventurers will need. | Item | Cost | | :------------------: | :--------- | | Alembic | 1pt 50sc | | Ammunition | 1sc per 25 | | Antidote | 4sc | | Bandage | 20ct | | Bear Trap | 25sc | | Black Resin | 40sc | | Caltrops | 2sc 50ct | | Fire Kit | 1sc 50ct | | Etching Acid | 10sc | | Grapple Hook | 15sc | | Healers Kit | 35sc | | Linseed Oil | 15sc | | Net, Rope | 3sc | | Net, Banded | 25sc | | Net, Barbed | 8sc | | Net, Enchanted | 1pt | | Pellet, Smoke | 4sc | | Pellet, Black Powder | 20sc | | Prayer Chalk | 15sc | | Rope, 50ft | 1sc 50ct | | Rope, Banded, 50ft | 7sc | | Rope, Chain, 10ft | 5sc | | Snare | 5sc | | Tool, Apothecary | 1pt | | Tool, Enchanters | 1pt 50sc | | Tool, Repair Kit | 40sc | | Tool, Scribing | 65sc | | Torch | 50ct | | Whistle | 2sc 50ct | #### Alembic A compact, portable alembic for potion making. When making an Apothecary roll, you may reroll 1 die. #### Ammunition A standard quiver can hold 25 arrows or bolts. Arrows add 0/1 piercing damage, while bolts deal only the base crossbow damage. #### Antidote A vial of antidote used to treat common poisons. You may spend 2 AP to drink the antidote, curing Poison. This does not work against poisons of level 2 or higher. #### Bandage Simple cloth bandages used to cover wounds. During a long or short rest, you may use a bandage to reroll a healing surge. #### Bear Trap A metal floor trap used to immobilize large creatures. The trap takes 5 minutes to set up and covers a single tile. A creature can attempt to spot the trap by making a perception challenge against your survival, spotting it on success. When a large or medium creature steps on the trap, they must make a Dexterity save against 4 enhanced dice. On a failure, they are grappled and take 1/1 piercing damage. The trapped creature or another creature can spend 5 AP to attempt a Strength save against 4 enhanced dice to free themselves. #### Black Resin A long-burning resin made from tar. When ignited, the resin burns for 1 hour, gradually filling a 10x10 tile area (or the nearest 100 tiles) with thick, black smoke. A creature that enters or ends its turn in the smoke must make a Stamina save against 3 enhanced dice. A creature that fails this save three times within a 2-minute period becomes incapacitated, awakening within an hour after the smoke dissipates. #### Caltrops A sack of caltrops, enough to cover 2 tiles. By spending 5 AP, you can spread caltrops across 2 adjacent tiles. Caltrops count as difficult terrain, and any creature that falls onto them, either by stumbling or being knocked prone, takes 1/0 piercing damage. #### Etching Acid A small vial of acid used for engraving metal. When making an Enchanting or Inscription roll, you may reroll 1 die by consuming the acid. Alternatively, you can use the acid to melt a small amount of metal, such as fusing the hinges of a door shut. #### Fire Kit Contains kindling and equipment for easily starting a campfire. It can be used to pass a survival challenge when building a fire and has 10 uses. #### Grapple Hook A metal hook attached to 50 feet of rope. Instead of attacking, you can make a ranged attack using Strength or Dexterity to target a point within 10 tiles. The GM adds challenge dice based on distance and the surface hooked. On a successful hit, the hook lodges firmly, capable of supporting up to 1000 lbs before breaking. **Healer's Kit** A small pack containing bandages, ointments, and other materials used to patch up small injuries. You may spend 1 minute tending to your or another creature's wounds. The creature may then spend a healing surge, healing for the amount rolled. Each kit has 5 uses. **Linseed Oil** A small jar of linseed oil used to maintain weapons and armor. When making a Repair roll, you may reroll 1 die. 5 uses. **Net** A net made of rope, leather, or twined fibers used to catch a large or smaller creature. Used in place of the attack action, make a ranged attack using Strength or Dexterity against a creature within 2 tiles. The creature makes a Dexterity save against the attack and is grappled on a hit. Once grappled, the creature can spend 5 AP on their turn making a Strength save against 4 Enhanced dice to free themselves, destroying the net on success. Another creature can free the grappled creature by spending 1 turn cutting through the net with an edged weapon or 1 minute untangling the net. The net must be properly bundled before being thrown again, requiring 5 minutes of work. **Banded Net** A net reinforced with metal. Adds 1 Bad die to your attack rolls with the net. The grappled creature makes a Strength save against 4 Superior dice instead of Enhanced dice, and attempting to cut the net requires a successful attack roll against 3 Superior Defense dice. **Barbed Net** Adding barbs to the net causes it to deal 0/1 piercing damage on hit and every time the grappled creature attempts a Strength save to free themselves from the net. **Enchanted Net:** A net made with enchanted rope that seeks out its target. You may target creatures up to 5 tiles away and add 1 Superior die to your attack roll. **Smoke Pellet:** Small beads that, when thrown, create an area of obscuring smoke. You may spend 2 AP to throw the pellet up to 5 tiles away, where it explodes in a cloud covering a 3x3 tile area centered on the impact. **Black Powder Pellet:** Creates a cloud of flammable black powder when thrown. Any fire source within the 3x3 tile area, such as a torch or a flaming projectile like _Firebolt_, causes it to ignite. All creatures must make a Dexterity save against 4 enhanced dice, taking 1/1 fire damage on a failure. **Prayer Chalk:** Chalk made from bones purified by a priest. You may spend 1 minute per tile etching holy wards and inscriptions. For the next day, undead treat the inscriptions as difficult terrain. Any undead that pass over the inscriptions add 1 bad die to all attacks and attribute saves for the next minute. Each piece of chalk can cover 10 tiles. **Rope:** A bundle of rope 50 ft long. A creature bound by the rope can attempt to break free once every hour by making a Strength save against 4 enhanced dice. On a success, the rope breaks. **Banded Rope:** Rope reinforced with metal. Attempting to break this rope uses 4 Superior dice for the Strength save. **Chain:** A metal chain 10 ft long. Attempting to break the chain uses 6 Superior dice for the Strength save. #### Snare Contains everything needed to construct a simple snare trap. Setting up the snare takes 5 minutes and covers a single tile. A creature attempting to detect the trap must succeed on a perception challenge against your survival roll. When triggered by a large or smaller creature, they are grappled and knocked prone. The creature or an ally can spend 5 AP to cut the snare, freeing them and destroying the trap. #### Torch You can spend 5 AP to ignite the torch. Torches emit bright light up to 3 tiles away and dim light up to 6 tiles away. Once lit, a torch will last for 1 hour. #### Whistle A simple wooden whistle. Spending 2 AP allows you to blow the whistle, which can be heard up to 60 tiles away. ### Potions and Poisons Potions and poisons are invaluable tools for any adventurer. It's common for adventurers to carry healing potions for challenging situations or to revive unconscious party members. While basic healing potions are readily available in most towns, adventurers often have to make do with whatever potions they find or brew themselves. Due to the magical nature of the ingredients used in brewing potions, an unopened potion can last for hundreds of years without spoiling. Given the ever-present danger of living in Farhome, even the smallest villages keep a healing potion on hand, though adventurers may find it challenging to get them to part with it. Larger towns with herbalists typically stock them in their stores, while major cities offer a wide range of potions. Poisons, being less useful to the common villager, are much harder to come by for sale. Using a potion or poison requires a Use action (2 AP) and consumes the item when used. The magical potency of potions prevents metabolizing more than one per round. Potions can also be used on unconscious creatures, costing 5 AP instead of 2. Poisons can be applied to edged weapons or ammunition. A vial of poison contains enough to coat a single weapon or four pieces of ammunition. Poisons lose their potency after two attacks with a weapon or after the ammunition has been fired. | Item | Cost | | :-----------------------: | :------- | | Bracing Potion | 2pt | | Cleansing Potion | 20sc | | Deadly Toxins | 5pt | | Fogging Poison | 1pt 50sc | | Fortify Mind Potion | 75sc | | Healing Potion | 12sc | | Healing Potion +1 | 25sc | | Healing Potion +2 | 2pt | | Healing Potion +3 | 10pt | | Healing Potion +4 | 25pt | | Hero's Luck | 4pt | | Nettle Fever | 15sc | | Nightbleed Poison | 50sc | | Paralyzing Poison | 2pt | | Potion of Ability | 2pt 50sc | | Potion of Fire Breathing | 40sc | | Potion of Strength | 1pt 50sc | | Potion of Vitality | 20sc | | Potion of Water Breathing | 25sc | | Sapping Poison | 40sc | | Stamina Potion | 2pt 50sc | ##### Bracing Potion For the next hour, any time you gain a condition roll a wound die instead. On a blank you don't gain the condition. ##### Cleansing Potion Ends up to 2 of the following conditions: Blind, Daze, Hex, Paralyze, Poison, Slow, Stun, or Weakened. If the condition is level 3 or more, remove 2 levels instead. Conditions inflicted by wounds, curses, or persistent effects return at the start of your next turn. ##### Deadly Toxins On hit inflicts poison 3 for 10 minutes. ##### Fogging Poison On hit inflicts poison 1, or poison 2 on a critical. The creature is dazed and their sight is reduced to 5 tiles while poisoned. Lasts for 10 minutes. ##### Fortify Mind Potion For the next 4 hours you add 1 superior die when rolling Intelligence, Willpower, Charisma and concentration saves. #### Healing Potions On use they heal 1 wound and 2 wound dice. Healing Potions come in different potencies, adding a wound and wound die for each bonus modifier. | Modifier | Total Wound Dice | | :------: | :---------------: | | 0 | 1/2 | | +1 | 2/3 | | +2 | 3/4 | | +3 | 4/5 | | +4 | 5/6 | ##### Hero's Luck You gain 2 Hero dice for the next hour. Any unspent dice are lost after the potion fades. ##### Nettle Fever On hit inflicts poison 1, or poison 2 on a critical. Lasts for 10 minutes. ##### Nightbleed Poison On hit deals 1/0 in poison damage, adding 0/1 on a critical. ##### Paralyzing Poison On hit inflicts poison 1, or poison 2 on a critical. The creature gains Paralyze equal to the level of poison as long as they are poisoned. Lasts for 10 minutes. ##### Potion of Ability When brewing this potion choose an attribute. On use increases that attribute score and attribute save proficiency by 1 for 4 hours. ##### Potion of Fire Breathing For the next 10 minutes, as a maneuver you may spend 7 AP to breath fire, hitting all creatures in your zone of control. Creatures make a Dexterity save against 3 superior dice. On hit they take 1/1 in fire damage. ##### Potion of Strength For the next hour you gain Strengthened. ##### Potion of Vitality Increases your maximum wounds by 1 for 24 hours. ##### Potion of Water Breathing For the next 4 hours you can breathe in water. ##### Sapping Poison On hit inflicts poison 1, or poison 2 on a critical. The creature does not benefit from expertise or rerolls while poisoned. Lasts for 10 minutes. ##### Stamina Potion Removes a level of exhaustion and refreshes a feat that requires a rest before it can be used again. ### Spell Scrolls Transferring a spell from one codex to another is a challenging process that often results in the destruction of the codex. Instead, spells are transcribed from memory onto scrolls. Crafting scrolls demands a range of rare and magical components, and copying a scroll into a codex consumes the scroll in the process. Nevertheless, this remains the simplest method for wizards to teach spells to others. Spell scrolls are inscribed in Runic, a magical language, ensuring they can be understood by anyone, regardless of the writer's native tongue. Spell scrolls are widely available for purchase throughout Farhome, with most towns and cities hosting practicing wizards. While lower-level spells are abundant, acquiring higher-level spell scrolls can prove difficult or even impossible. | Spell Level | Cost | | :---------: | :------- | | Cantrip | 8sc | | 1st | 15sc | | 2nd | 25sc | | 3rd | 50sc | | 4th | 1pt | | 5th | 1pt 50sc | | 6th | 2pt 50sc | | 7th | 5pt | | 8th | 10pt | | 9th | 20pt | ### Weapons There are two types of weapons: simple and proficient. Simple weapons can be used by anyone, even those without training. Proficient weapons require at least one point of proficiency in a related weapon category to wield properly. Someone using a proficient weapon without the required proficiency adds a terrible die to all rolls made with that weapon. For instance, to effectively use a sword, you need at least 1 proficiency in one-handed weapons; similarly, to use a bow effectively, you need at least 1 proficiency in ranged weapons. | Weapon | Modifiers | Damage on Hit | Cost | Damage Type | | :--------------------------------------- | :------------------------------: | :--------------: | ---------: | ----------: | | *Simple* | | | | | |     Dagger | Thrown 5/10, Finesse | 1/0 | 5sc | Piercing | |     Club | - | 0/1 | 4sc | Bludgeoning | |     Barbed Gauntlets | Unarmed | 0/2 | 10sc | Bludgeoning | |     Spear | Reach 1 | 1/0 | 8sc | Piercing | |     Crossbow | Two-Handed, Loading, Range 15/-- | 1/0 | 35sc | Piercing | |     Hand Crossbow | Loading, Range 15/-- | 1/0 | 50sc | Piercing | | *Proficient* | | | | | |     Javelin | Thrown 10/15, Finesse | 1/0 | 4sc | Piercing | |     Hatchet | Thrown 5/10 | 1/0 | 8sc | Slashing | |     Axe | - | 1/0 | 15sc | Slashing | |     Halberd | Versatile 1, Reach 1 | 1/0 | 40sc | Piercing | |     Katar | Unarmed, Finesse | 1/0 | 20sc | Piercing | |     Flail | Versatile 1 | 1/0 | 55sc | Bludgeoning | |     Mace | - | 1/0 | 30sc | Bludgeoning | |     Warhammer | Two-Handed | 1/1 | 90sc | Bludgeoning | |     Sword | Finesse | 1/0 | 35sc | Slashing | |     Long Sword | Two-Handed | 1/1 | 75sc | Slashing | |     Battle Axe | Two-Handed | 0/3 | 85sc | Slashing | |     Lance | Two-Handed, Heavy, Reach 2 | 2/0 | 1pt 20sc | Piercing | |     Glaive | Heavy, Versatile 1, Reach 1 | 1/1 | 1pt 50sc | Slashing | |     Great Sword | Two-Handed, Heavy | 1/2 | 1pt 80sc | Slashing | |     Great Axe | Two-Handed, Heavy | 0/4 | 1pt 80sc | Slashing | |     Great Maul | Two-Handed, Heavy | 2/0 | 2pt 50sc | Bludgeoning | |     Bow | Two-Handed, Range 10/30 | 1/0 + arrow damage | 30sc | Piercing | | *Ammunition* | | | | | |     Arrow | - | 0/1 | 1sc per 25 | Piercing | |     Bolt | - | - | 1sc per 25 | Piercing | #### Weapon Modifiers Aside from the damage they deal, each weapon has modifiers that change how that weapon can be used. Without modifiers, weapons are considered one handed melee weapons that use Strength for their attack rolls. ##### Heavy This weapon is extremely heavy. Attacks and maneuvers made with this weapon add 2 AP to their cost. ##### Finesse This weapon can use either Strength or Dexterity for attack rolls. ##### Loading This weapon can only be used to attack once per round. ##### Range This weapon can attack at range using your Dexterity score for the attack roll. Range is followed by two numbers, the near and far range. Attacks made inside the near range attack as normal while attacks within the far range add a terrible die to the attack roll. ##### Reach This weapon can attack creatures 1 tile further and their zone of control extends an additional tile. ##### Resistance You reduce the number of wounds dealt by the level of resistance. For example, _Fire Resistance 1_ reduces all wounds taken from fire damage by 1. ##### Thrown This weapon can be thrown using the ranged weapon proficiency instead. You may use either Strength or Dexterity for the roll. Thrown is followed by two numbers, the near and far range. Attacks made inside the near range attack as normal while attacks made within the far range add a terrible die to the attack roll. ##### Two-Handed This weapon requires both hands to use. ##### Versatile This weapon can be used with two hands, using your two-handed proficiency. When used this way roll additional wound dice equal to the Versatile level. ##### Vulnerable You increase the number of wounds dealt by the level of vulnerability. For example, _Bludgeoning Vulnerability 1_ increases the wounds taken by bludgeoning attacks by 1. If the attack can do damage, but didn't (due to rolling wound dice) a Vulnerable creature still takes the extra damage. ##### Unarmed This weapon is used with unarmed attacks. Unarmed weapons require both hands and cannot be used with a shield. Unarmed weapons count as dual wielding for offhand attacks. ### Armor There are three types of armor: light, medium, and heavy. No proficiency is required to wear armor, but each type imposes different penalties. Medium armor adds a bad die to all Dexterity saves, stealth challenges, and spellcasting rolls. Heavy armor adds a terrible die to all Dexterity saves, stealth challenges, and spellcasting rolls. If you do not meet the Strength requirement for your armor, you add one terrible die to all attacks, maneuvers, attribute saves, and spellcasting rolls. | Armor | Defense | Strength | Cost | Dex/Spell Penalty | | :--------------------------------------------- | :-----: | :------: | -------: | :---------------: | | *Light* | | | | | |     Padded | 0/3 | - | 20sc | none | |     Leather, Studded | 1/2 | 0 | 35sc | none | | *Medium* | | | | | |     Hide | 1/3 | 1 | 60sc | 1 bad die | |     Chain Shirt, Scalemail | 2/2 | 2 | 1pt | 1 bad die | | *Heavy* | | | | | |     Half Plate, Splint | 2/3 | 3 | 1pt 80sc | 1 terrible die | |     Full Plate | 3/2 | 4 | 3pt 25sc | 1 terrible die | | *Shield* | | | | | |     Buckler | +0/1 | 0 | 20sc | none | |     Shield | +1/0 | 2 | 60sc | 1 bad die | ### Ammunition To use a ranged weapon, you must carry ammunition appropriate for that weapon. Bows require arrows, while crossbows use bolts. Like weapons, ammunition can be enchanted with magic. When using magic ammunition, you deal an additional 0/1 damage for each bonus modifier on the ammunition. For example, a magic arrow with a +1 modifier deals 1/2 piercing damage on hit. Magic ammunition is expended upon making the attack, reverting to mundane status afterward. Towns and cities often have enough size to accommodate enchanters who sell magic ammunition. While +1 variants are common, it is exceedingly rare to find stronger ammunition available for sale. | Spell Level | Cost | Bonus Damage | | :----------------: | :--------- | :----------: | | Mundane Ammunition | 1sc per 25 | - | | Ammunition +1 | 25sc per 3 | 0/1 | | Ammunition +2 | 25sc | 0/2 | | Ammunition +3 | 1pt | 0/3 | ### Tools #### Lockpicks A set of tools for picking a variety of locks. Anyone can use a lockpicking set, but only people with at least 1 proficiency in thievery get the bonuses. Lockpicks come in several rarities. | Type | Bonus | | :----------: | :------------------------------------------------------------------------------------------------------ | | Basic | None | | Expert | Adds an enhanced die | | Masterwork | Adds 2 enhanced dice | | Skeleton Key | Adds 4 superior dice. After the thievery roll, roll a terrible die. The skeleton key breaks on a Disaster. | #### Repair Kit Any damage taken by your armor or weapons are permanent until repaired. An item that takes enough damage, whether it's magical or not, is destroyed. A weapon that goes below a -2 modifier or armor that is reduced to a single defense die is destroyed and can no longer be repaired or used. A damaged weapon adds 1 bad die for every negative modifier, or reduces the superior dice given from a magic weapon. Damaged armor reduces the number of defense dice given by 1, or reduces the superior defense dice given from magic armor. You may attempt to repair a piece of equipment over a long rest. Make a repair roll against 2 bad dice. On success the gear is repaired by 1 level, or 2 on a critical. You may attempt to repair magical gear, adding a terrible die for each modifier. #### Apothecary Set A portable set of tools necessary for brewing potions over a campfire. During a long rest, you may attempt to brew a potion or poison provided you have the correct ingredients, or you may search your surroundings for additional ingredients. To search for ingredients, make an average difficulty Survival challenge, adjusting the difficulty based on the wilderness's abundance. Searching for ingredients requires 1 hour. On a successful search, roll 3 superior dice to determine the ingredient found from the table below. You gain a number of ingredients equal to the successes in your Survival challenge. ##### Wilderness Survival Rewards | Area | 6 | 5 | 4 | 3 | 2 | 1 | 0 | | :-------: | :------------: | :----------: | :-----------: | :-----------: | :-----------: | :----------: | :------: | | Plains | Vitalflower | Skillwheat | Poison Nettle | Poison Nettle | Healroot | Healroot | Healroot | | Forest | Lucky Leaf | Nightshade | Cleansebloom | Cleansebloom | Poison Nettle | Healroot | Healroot | | Mountains | Buff Beetle | Dragonflower | Cleansebloom | Skillwheat | Skillwheat | Healroot | Healroot | | Desert | Scorpion Venom | Scorchroot | Scorchroot | Dragonflower | Dragonflower | Healroot | Healroot | | Swamp | Toxic Frog | Nightshade | Poison Nettle | Poison Nettle | Cleansebloom | Cleansebloom | Healroot | | Lake | Brainfish | Cleansebloom | Skillwheat | Skillwheat | Healroot | Healroot | Healroot | #### Potions Each potion requires a number of ingredients and has their own difficulty dice. When brewing a potion make an apothecary roll against the potions difficulty dice. On success you brew the chosen potion, losing the ingredients on failure. | Potion | Ingredients | Difficulty | | :-----------------------: | :-------------------------------------------: | :--------: | | Healing Potion | 2 Healroot | 2B | | Potion of Vitality | 2 Healroot, 1 Vitalflower | 2B | | Cleansing Potion | 2 Cleansebloom, 1 Healroot | 2B | | Potion of Strength | 1 Buff Beetle, 1 Skillwheat, 1 Dragonflower | 2B/1T | | Fortify Mind Potion | 1 Brainfish, 1 Cleansebloom, 1 Healroot | 2B/1T | | Potion of Water Breathing | 1 Lucky Leaf, 1 Scorchroot, 1 Healroot | 2B/1T | | Potion of Ability | 2 Skillwheat, 2 Healroot | 3B/1T | | Stamina Potion | 1 Dragonflower, 1 Buff Beetle, 1 Vitalflower | 3B/1T | | Bracing Potion | 1 Vitalflower, 1 Buff Beetle, 2 Cleansebloom | 2B/2T | | Potion of Fire Breathing | 2 Dragonflower, 1 Scorchroot | 2B/2T | | Hero's Luck | 1 Lucky Leaf, 1 Cleansebloom, 1 Poison Nettle | 1B/3T | #### Poisons Poisons are applied to weapons and inflict their effects after landing an attack with that weapon. Each poison vial has enough to coat a weapon for 2 attacks, or coat 5 arrowheads. Weapons that deal bludgeoning damage cannot be coated. | Poison | Ingredients | Difficulty | | :---------------: | :-----------------------------------------: | :--------: | | Nettle Fever | 2 Poison Nettle | 2B | | Sapping Poison | 2 Poison Nettle, 2 Skillwheat | 2B/1T | | Nightbleed Poison | 2 Nightshade, 1 Poison Nettle | 2B/1T | | Fogging Poison | 1 Dragonflower, 1 Poison Nettle, 1 Healroot | 3B/1T | | Paralyzing Poison | 2 Nightshade, 1 Scorpion Venom | 2B/2T | | Deadly Toxins | 1 Toxic Frog, 1 Nightshade, 1 Poison Nettle | 2B/2T | #### Enchanters Tools During a long rest, you may attempt to enchant a piece of mundane gear. Enchantments last for 3 days and the gear functions as magical equipment during this time. After the enchantment ends, the gear returns to its normal state. To enchant a piece of gear, you must have mana and enchanting supplies available. Make an enchanting roll, adding the difficulty dice for the enchantment. On success, you successfully enchant the gear; on failure, you lose the supplies expended. Enchanting supplies are typically available for purchase in most cities and towns. You can enhance your roll by spending additional mana, adding an enhanced die for every 2 mana spent. Ammunition enchantments are permanent, remaining effective until the ammunition is used. ##### Enchantments | Name |   Mana   |   Supplies   | Dice | Effect | | :---- | :-----: | :----: | :---: | --: | | _Weapon_ | | | | | |     Skillful | 1 | 1 | 2B | You gain 1 proficiency with this weapon type. | |     Brutality | 2 | 3 | 2B/1T | When you land a critical hit with this weapon add an extra 0/1 in damage. | |     Hexblade | 4 | 3 | 2B/1T | When you land a critical hit with this weapon the target gains hex 1 for 1 minute. | |     Quickened | 6 | 3 | 1B/2T | The first attack or maneuver made with this weapon each turn costs 1 less AP. | |     Phantasmal | 8 | 5 | 3T | You may spend 2 AP to create a phantom of your weapon that follows its movements. While active, your first melee attack each turn also targets an adjacent creature. The phantom weapon deals weapon damage as force damage, and can't be improved by feats or abilities. | |     Elemental | 4 | 4 | 3B/1T | Choose an elemental damage type. When you land a critical hit with this weapon add an extra 0/1 of the chosen damage type. | | _Armor_ | | | | | |     Durable | 2 | 2 | 2B/1T | If a spell or effect would damage this armor, roll a wound die. On a blank the armor takes no damage instead. | |     Protective | 2 | 3 | 2T | Replace a Defense die with a Superior Defense die in your defense rolls. | |     Lightened | 3 | 3 | 2B/1T | Heavy armor is treated as medium armor and medium armor is treated as light armor when calculating armor penalties. | |     Warding | 4 | 3 | 1B/2T | You may reroll 1 die in your attribute saves against magical spells and effects. | | _Shield_ | | | | | |     Lesser Block | 3 | 3 | 2B/1T | You may reroll 1 defense die when making defense rolls. | |     Greater Block | 6 | 5 | 1B/3T | You may reroll 2 defense dice when making defense rolls. | | _Ammunition_| | | | | |     Staggering | 1 | 1 | 2B | On a critical the creature is Staggered until the start of your next turn. Makes 3 ammunition | |     Slowing | 1 | 1 | 2B | On a critical the creature gains Slow 2 until the start of your next turn. Makes 3 ammunition | |     Homing | 2 | 2 | 1B/1T | Creates 3 +1 magical ammunition. | |     Slaying | 5 | 4 | 2B/3T | Choose a creature type. This arrow deals an extra 0/3 against creatures of this type. | #### Scribing Tools A set of tools for writing spell scrolls and inscribing runes. During a long rest, you can attempt to inscribe either a rune or a spell scroll. Spell scrolls are crafted to allow anyone to learn and add them to their codex. Runes are consumables offering a range of one-time effects, from enhancing your spells to creating magical traps. Crafting scrolls and runes requires mana and a blend of gemstones and enchanting supplies, typically available in most cities and towns. #### Inscribing Spell Scrolls You can create a spell scroll for any spell in your codex that you are capable of casting. Crafting a spell scroll of 3rd level or lower can be completed during a long rest, while spells of 4th level and higher require 1 day of work for each level above 3rd. You must have sufficient mana available, which is consumed during the scroll creation process. When transcribing spells from a codex, you can alternatively use your scribing tools to craft a spell scroll. This method requires a single enchanting supply, regardless of the spell's level, and disregards all other costs associated with creating spell scrolls. For each spell you wish to remove from the codex and convert into a scroll, you make a scribing roll against the difficulty of that spell's level. On a successful roll, you create a spell scroll for that spell; on a failure, the codex is destroyed in the attempt. ##### Spell Scrolls | Level | Mana | Gemstones | Supplies | Challenge Dice | | :-----: | :---: | :---------------: | :------: | :------------- | | Cantrip | 1 | 10sc gemstone | 0 | 1B | | 1st | 1 | 10sc gemstone | 1 | 1T | | 2nd | 2 | 25sc gemstone | 1 | 1B/1T | | 3rd | 3 | 25sc gemstone | 2 | 2B/1T | | 4th | 4 | 50sc gemstone | 2 | 1B/2T | | 5th | 6 | 50sc gemstone | 3 | 2B/2T | | 6th | 7 | 1pt gemstone | 4 | 2B/3T | | 7th | 8 | 2pt 50sc gemstone | 5 | 1B/4T | | 8th | 9 | 5pt gemstone | 7 | 2B/4T | | 9th | 12 | 10pt gemstone | 10 | 2B/5T | #### Inscribing Runes You can inscribe a rune during a long rest or with 2 hours of downtime. To inscribe a rune, you need the necessary supplies and mana, which are consumed during creation. Runes are consumed upon use, with some requiring a specific trigger for activation. Unless specified otherwise, runes that enhance spells require no AP to use, while inscribing a rune takes 2 AP. ##### Runes | Rune |  Mana  |  Gemstones  |  Supplies  |  Challenge  | Effect | | :-------------- | :--------------: | :-------------------: | :------------------: | :-------------------: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------: | | Longcaster | 1 | 10sc gemstone | 0 | 1B | Doubles the range of a spell that does not have a range of self or touch. Creates 2 Runes. | | Potency | 1 | - | 1 | 2B | Add a critical to your spellcasting roll. Creates 3 Runes. | | Mana | 3 | 25sc gemstone | - | 3B | Your spell costs 2 Mana less to cast. | | Elemental Affinity | 4 | - | 3 | 2B/1T | When crafting this rune choose an elemental damage type. When casting a spell that deals the chosen damage type you may reroll up to 3 wound dice. Creates 3 Runes. | | Hardened | 3 | 10sc gemstone | 2 | 2T | Your spell is considered to be 2 levels higher when saving against _Dispel Magic_, _Purge_, and _Counter Spell_. Creates 2 Runes. | | Expanding | 3 | 25sc gemstone | 1 | 2T | Increases the area of effect of a spell by 1. | | Fire Ward | 2 | 10sc gemstone | 1 | 1B/1T | Once placed, the next creature to enter its tile makes a Dexterity save against 3 superior dice, taking 1/1 in fire damage on fail. | | Arc Ward | 2 | 10sc gemstone | 1 | 1B/1T | Once placed, the next creature to enter its tile makes a Stamina save against 3 superior dice, gaining Paralyze 2 for 1 minute on fail. | | Freezing | 3 | 25sc gemstone | 1 | 2B/1T | Once placed, it activates once the next creature enters its tile. The rune creates ice covering a 3x3 tile area. Creatures moving through the ice make a Dexterity save against 3 superior dice, falling prone on a failure. | | Anti Magic Ward | 4 | 25sc gemstone | 1 | 2B/1T | Once placed, the next spell to target a creature or point within 3 tiles of this ward removes 3 criticals from their spellcasting roll. | | Sleeping | 4 | - | 2 | 1B/2T | Once placed, the next time a creature enters its tile roll 5 superior dice. The creature falls asleep if the total successes is greater or equal to their current wounds. The creature wakes up after 1 hour, taking damage, or another creature spends 5 AP to wake them. | | Teleportation | 8 | - | 4 | 3T | When crafting you etch a series of 9 symbols surrounding the rune. Once placed, when a creature steps on the rune they are immediately teleported to another teleportation rune within 1 mile that contains the same 9 symbols. If multiple runes exist within range then they are teleported to a random rune. An unwilling creature can make a Dexterity save against 4 superior dice, evading the teleportation on success. The rune remains active for one day and must spend 1 minute recharging between teleportations. | ### Magic Items Magic items provide a variety of effects and bonuses. Some magic items require attunement, and each character can attune to only 3 magic items at a time. While you can carry multiple magic items of the same type, you can benefit from only one of them. For instance, you cannot gain the benefits of both a _Cloak of Shadows_ and a _Cloak of Water Breathing_ simultaneously. #### Attunement Certain powerful magic items require you to attune to them before you can use their full potential. To attune to a magic item, you must spend 10 minutes focusing on it, a process that can be done during a short or long rest without interrupting the rest. If you are already attuned to 3 magic items, you must choose which item to unattune from when attuning to a new item. #### Magic Gear Magic weapons and armor can have bonus modifiers ranging from +1 to +3. When making an attack roll with a magic weapon, you add superior dice equal to its bonus modifier to the roll. For magic armor, you add superior defense dice to your defense roll equal to its bonus modifier instead. Some magic items may have bonus modifiers that behave differently, giving benefits in place of adding dice to your attack or defense rolls. By default, shields do not have bonus modifiers but may offer additional effects. #### Identifying Magic Items Magic items can be identified through a successful lore challenge. Each character can attempt a lore roll only once; if you fail, you must either cast _Identify_ on the item or seek someone capable of appraising it. You can still use magic items without identifying them, but their bonuses will remain unknown to you. If the item requires attunement, you only benefit from its bonus modifiers unless stated otherwise. #### Cursed Items Some magic items may be cursed, imposing a permanent detrimental effect on the holder. Cursed items can manifest their effects in various ways: immediately upon attunement, upon a specific trigger, or even upon mere touch. The effects of a curse are unique to each magic item and persist even if you are no longer attuned to it, unless stated otherwise. Curses can be removed by successfully casting _Break Curse_ against the level specified in the curse's description. #### Gaining Attributes through Items Some magic items grant bonuses to your attributes. There is no limit to how much these bonuses can increase an attribute, but you cannot benefit from two items that boost the same attribute; you only receive the bonus from the larger one. For example, wearing a _Cloak of Agility_ that grants +1 Dexterity and a _Belt of Elvenkind_ that grants +2 Dexterity will result in a total of +2 Dexterity. You still retain any other bonuses provided by each item. ## Optional Rules ### Variant Spellcasting and Misfires These rules can create powerful spellcasters and exciting scenarios, but as a GM can be difficult to balance. #### Attribute Based Spell Levels With this rule, instead of your spell level being determined by your level it is determined by your attribute for a given spell school. Your max spell level for arcane spells is based on your Intelligence, occult spells based on your Willpower, and divine spells based on your Charisma. This means an exceptionally intelligent caster could cast high level spells at an early level- if they have the mana and spell prepared. Your max spell level is determined on the chart below: | Attribute Score | Spell Level | | :-------------: | :---------: | | 0 or Less | Cantrip | | 1 | 1st | | 2 | 2nd | | 3 | 3rd-4th | | 4 | 5th-6th | | 5 | 7th-8th | | 6+ | 9th-10th | #### Misfires While anyone can cast any spell, trying to cast a spell beyond your abilities can lead to a misfire. When casting a spell beyond your ability, either normally or through upcasting a spell, you add 1 terrible die to the spellcasting roll for every rank beyond your ability. If you do not have any remaining successes before contesting with another roll the spell misfires. Roll on the misfire chart to determine the effect. ##### Ability Ranks | Attribute Score | Spell Levels | | :-------------: | :----------- | | 1 | 1st | | 2 | 2nd | | 3 | 3rd-4th | | 4 | 5th-6th | | 5 | 7th-8th | | 6+ | 9th-10th | ##### Misfire Chart Roll 2 bad dice, counting the failures. | Roll | Misfire | | :---: | :------------------------------------------------------------------------------------------------------------------------------------ | | -4 | Minor injury: Mana leak. Every time you take at least 1 wound you lose 2 mana. | | -3 | Your spell backfires, roll a wound die for every failure from your spellcasting roll, taking damage for every wound rolled. | | -2 | Wild magic fills the area around you, you and all creatures within 3 tiles add 1 terrible die to their next roll. | | -1 | Your flow of magic is interrupted. You add 1 terrible die to all spellcasting rolls for the next minute | | 0 | Minor backlash. You take 0/1 in Force damage | ### Large Battles and Minions Fighting hordes of monsters can make for a thrilling and challenging battle. For example, the players may be exploring a cave network deep underground when they hear the skittering sound of ratlings in the dark. Suddenly, hordes of ratlings burst out of the shadows, crude weapons drawn, descending on the party from all sides. The ratlings are weak but make up for it with overwhelming numbers, backing the players into a corner. An exciting encounter... or it would be. While the rules make for great combat, it begins to slow down when there are 3-4 monsters for every player. Rolling multiple attacks against a player, especially from weaker but numerous monsters where only a handful of attacks will hit, can grind the action down to a slog. To prevent this, we've included these optional rules for large packs of monsters: the Swarm Template and Minions. #### Swarm Template This template is best used when you want to throw a horde of weaker, less complicated monsters at a party, such as Zombies, Goblins, or Bandits. Swarms combine 4-8 identical monsters into a single unit that becomes weaker the more damage it takes. To create a swarm, take any monster stat block and add the following features. ##### Swarm Tactics This creature has twice as many wounds. It can occupy tiles with enemy creatures but cannot move through them. It is immune to conditions that come from single-target attacks or spells. ##### Swarm Fighting This creature adds a success to all attack and maneuver rolls for every quarter of health remaining, rounding up. When making single-target attacks or spells, the attack targets an additional creature in range. ##### Swarm Resistance Damage from single-target attacks, maneuvers, or spells deals half damage, rounded up. While above half health, they have expertise in attribute saves. #### Minions Minions are weaker, streamlined variants of a monster. Minion stat blocks are identical to the base creature but have 1-3 max wounds instead of their normal health. Minions of the same type are grouped together, rolling a single initiative and acting at the same time. Minions only take 2 actions during their turn regardless of AP and may only take a single reaction. When a minion makes an attack, you add 1 success for every other minion of the same type capable of making that attack against the target creature, spending 1 action for all participating minions. For example, let's say a party is fighting a group of 6 Skeleton minions. On the skeletons' turn, they all act together. Three skeletons surround one party member and attack that character. You make a single skeleton attack, adding 2 successes to the roll. This spends an action on all 3 skeletons, leaving them with 1 action remaining. They attack again, making the same roll and adding 2 successes. The remaining 3 skeletons are further away and spend 1 action moving into range of another player, using their last action to attack. On the player's turn, they attempt to flee from the skeletons, provoking an opportunity attack. The 3 skeletons all spend their reaction making an opportunity attack, rolling a single attack roll and adding 2 successes. ### Animal Companions Beasts and creatures with an Intelligence of -1 or lower can become animal companions. Finding an animal companion can be challenging, often becoming an adventure on its own. Under normal circumstances, a beast is only eligible to become a companion if it meets these conditions: - They are young or newborn. - They are not hostile. - They have an Intelligence score of -1 or lower. A character can attempt to befriend the animal by making a nature challenge. On success, you befriend the animal and it becomes your companion. New animal companions are untrained. They will follow you but will not obey any commands or participate in combat. By default, a character can only have a single animal companion; however, this can be changed with feats. #### Intelligent Companions In some circumstances, your GM may allow you to befriend creatures that do not meet the conditions above. In these cases, you make either a Nature or Conversation challenge, at the GM's discretion, with the GM determining the difficulty. On success, they become your companion as normal. However, intelligent creatures may obey your commands without training. These companions still require training to fight effectively alongside you. Any untrained companion that enters combat is controlled by your GM and acts independently. #### Training Companions can be trained to fight and obey your commands. You may train your companion as a downtime action or during a long rest, as long as you take no other actions. For every 7 days spent training, you make a nature roll against a terrible die, adding a bad die for every 5 CR the creature has. After 3 successes, you bond with your companion, allowing them to fight and follow commands. Trained creatures gain 1 proficiency to attacks and 2 proficiency to attribute saves. Their max wounds increase based on your level, gaining an extra wound at levels 7, 14, 21, and 28. #### Fighting Companions Animal companions take their actions during your turn. Each turn, they may move, sprint, and make a single basic attack with you controlling their actions. While fighting companions have been trained for combat, they are still animals. When your companion is not at full health, you must make a nature challenge at the start of each of your turns. The challenge for this roll is a terrible die, with an additional bad die for each adjacent enemy. If the companion is below half health, rounded down, add terrible dice instead. On a failed roll, the companion turns feral, spending its turn attacking a random creature in range. If no creature is in range, it moves toward the closest creature and attacks. #### Advanced Training Completing an adventure or gaining a level with a companion increases your bond with them, making them more effective in combat. For each adventure completed or level gained, you may choose one of the following benefits: - They make two basic attacks each turn instead of one. - They learn an attack or maneuver shown on their stat block. You may use this attack or maneuver in place of basic attacks. - They gain 2 proficiency points. #### Companion Equipment Trained companions can be given specially made armor and weapons to aid them in combat. Animal equipment can be enchanted, following the same rules as enchanting character equipment. Animal armor replaces one of their normal defense dice with a superior defense die, and animal weapons replace a wound die with a wound for all their attacks and maneuvers. Animal equipment is expensive, usually requiring a blacksmith to custom-fit it to your companion. | Equipment | Cost (Medium) | Cost (Large) | | :-------: | :-----------: | :----------: | | Armor | 2pt | 5pt | | Weapons | 1pt | 2pt, 50sc | ## Running the Game So far the past 40 pages have been about rules, covering everything from creating characters, their abilities, engaging in combat, and everything inbetween. Normally, this would be the point you can stop reading the rules and jump into your first game, and if you are seasoned table top player this is probably true. However, while you've read plenty of rules there isn't much here on actually running a game. If you read the section _What is Farhome?_ it talks about exploring dungeons, encountering dangerous and strange monsters, and thwarting evil villains. While all of this is possible, nothing you've read so far tells you exactly _how_ to do that. You have rules on how to interact with a fantasy world, but before you do that you need a fantasy world to interact with. This is where the Game Master, or GM, comes in. The GM is a player that, instead of playing a character, plays everything that is _not_ a character. They create a world for the players to explore, and then they act as the medium the players use to interact with that world. This section covers running the game from the Game Master's point of view, and isn't very applicable to players. That being said, there aren't many hard and fast rules ahead. There are many different ways to run a game, or be a Game Master, and you won't find a particular style or method of playing in this chapter. Instead, it will cover the more practical aspects you'll need to be able to start a game: A world to play in, an adventure to venture through, and a baseline for creating encounters in Farhome. ### Playing the Game: Part II It may sound daunting to be a Game Master, after all a world is a big thing to build before you can even play the game. Thankfully we can use some movie magic to simplify things and focus on the details that matter. A movie set in space won't build and launch a space shuttle to film in space, instead they'll build a handful of sets to film on. Likewise, you don't have to build an entire world to run a game. All you need are the pieces the players will interact with, the handful of sets that encapsulate the adventure. This can be, and often is, as simple as a village and a dungeon to explore. Sure the village may belong to a nation, and that nation belongs to a world, but those don't need to be anything more than names at this point. The players are focused on this village, and subsequently the nearby dungeon. You might not even need a whole town, merely the places the players are likely to visit: a shop, a tavern, the mayors house, or a blacksmith. What exactly you need to prepare, or what details are relevant depends on two things: the adventure you are guiding the players through, which we will go into later, and the particular group of aventurers in your group. ### The Adventuring Party ### Anatomy of an Adventure ### Building Encounters ### Running Combat ### Non-combat Encounters #### Skill Challenges - some encounters may be better suited as a series of skill challenges. For example, investigating a crime scene, escaping from the town guards, or sneaking into a guarded manor. - Skill challenges are broken down into rounds, similar to combat encounters, however in skill challenges a round lasts an arbitrary amount of time depending on the challenge. Going in any order the characters choose, they may make a single skill challenge. - Characters take turns making a skill challenge of their choosing. A player may make an insight challenge into a murder weapon, an acrobatics challenge to climb over a stack of boxes to lose the guards, or a thievery challenge to distract a patrolling guard. - Depending on the results of the challenge it may hinder or help other characters in their skill challenge, or create some other consequence or danger the party needs to deal with. - Once all characters have made a skill challenge the round ends. At the end of a round the party incurs some kind of setback or a new danger appears, increasing the risk of the challenge. For example, the party might hear the sound of footsteps of a guard patrol approaching. - Skill challenges can end in multiple ways depending on the type of encounter. Most commonly, the party needs to reach a certain number of successes before failing 3 challenges. Others may require the party to complete their tasks before time runs out, while others players can choose to leave at any time if they feel the risk is too great to continue. ## World of Farhome ### History - Time of angels: gods live alongside mortals, the Fallen empire, tlani serve the betrayer gods. Ends with war between gods, the god hunters - Cataclysm: A great cataclysm befalls the Fallen empire, the gods are killed or sealed away, the rise of the elves. - The Forest of Time: a long period where elves spread and were the dominant species. Great works of magic, ivory spires, vibrant forests, and minor calamities. Eventually the magic of the elves begins to fade, leading to the Zoranth Empire - The Zoranth Empire: A collection of human settlements and kingdoms, united under one rule. Expanding across world, first mentions of ascended. Ends with a battle between ascended, the noble class is torn apart and the rulers die. Zoranth empire splits into minor nations. - The Golden Empire: A few hundred years after the Zoranth Empire, a human nation begins to expand, starting the Golden Empire. The Golden Empire succeeds in taking over the majority of the continent, leaving the Far Wilds. #### The Divine Empire The earliest known empire, referenced only in the oldest texts, is known as the Divine Empire. This empire is largely forgotten, remembered only by scholars of ancient civilizations. While few scraps of text from that era confirm its existence, the stories of the Divine Empire are often considered myths and legends. The Divine Empire once spanned nearly a quarter of the continent, with its capital located somewhere in the far west. The empire was ruled by the Fomorians. Though no depictions of them exist, myths describe them as the progenitors of the Fallen, a species of celestial-touched humans. It is said that during this empire, Angels and Gods, created from the divine weave, roamed the earth, guiding the first humans, elves, and dwarves to civilization. The Tlani, a species as old as the Fomorians, fell under the rule of Elder Gods. The Elder Gods kept them as thralls, using them to sow despair, insanity, and chaos into the mortal realm. Legends and myths passed down from this age tell of a war between the Gods of creation and the Elder Gods and their servants. This war brought catastrophe to the lands, nearly destroying the Fomorians in the process. A group of elves, seeking to end the war, aimed to free the Tlani from the influence of the Elder Gods. Along with the Gods of creation, they succeeded in freeing the Tlani and banishing the Elder Gods to the chaotic void, far from the realms of creation. However, their victory came at a great cost. The Gods of creation were gravely injured, returning to the divine weave. Before they were banished the Elder Gods cursed the elves, turning them into the first orcs. The severely weakened Divine Empire soon collapsed. The Fomorian Mordiggian, a cultist of Ghast, the god of chaos and ruin, was deceived by an Angel who promised the return of his dead god. Instead, Mordiggian brought ruin to the Divine Empire, scattering the Fomorians and transforming them into the celestial-touched Fallen that exist today. #### The Forest of Time After the fall of the Divine Empire, the remaining civilizations were scattered across the continent. Most species became nomadic, traveling far and wide. The elves, however, were the first to settle, choosing the great forests as their home. Naturally attuned to the divine weave, they used their magic to create vibrant cities among the ancient trees. The ivory spires of their cities rose as tall as the trees, and the elves flourished. It is unknown how much time had passed since the fall of the Divine Empire when the elves began to spread across the continent. They created magnificent works of architecture and art, bending nature to their will and weaving it throughout their cities. They practiced magic and became powerful mages. The Forest of Time endured so long that even the long-lived elves remembered little of the Divine Empire. Most of their creation myths begin at this time, telling how the elves were born from the forests themselves. During this era, other species also began to establish roots. The dwarves dug into the earth, the Tlani retreated to their reclusive burrows atop the mountains, and small human settlements spread sparsely across the land. The elves, content in their enchanted forests, paid little attention to the rise and fall of these other species. They were unconcerned with the growing human settlements that eventually transformed into large cities fortified with castles and stone walls. Over the centuries, conflicts between the now sprawling nations grew, eventually spilling over into the elven forests. The other nations chopped down the enchanted trees to fuel their wars and expand their farms, encroaching upon the elves' once untouched domain. #### The Zoranth Empire As conflicts between minor nations intensify, one nation rises above the rest. Centered in the capital city of Zoranth, the Zoranthian Empire emerges, conquering neighboring nations and city-states. Over the next few decades, the empire grows steadily, fueled by both conquest and coerced annexation, as smaller nations seek the relative safety offered by the empire. Within a few centuries, the Zoranthian Empire spans from the Far Wilds in the east to the Thalian Forest in the west, covering a quarter of the continent. The demand for soldiers eventually exceeds what Zoranth alone can provide, prompting the empire to open its ranks to any who wish to join. Promising land and citizenship in exchange for service, people from various species—including Dwarves, Lizardfolk, and a handful of elves dissatisfied with their forest kingdoms—join the Zoranthian armies. These new recruits bring valuable experience and expertise from their respective cultures. The Zoranthian Empire flourishes as it adopts new crafting techniques, learns to enchant weapons and armor, and strengthens its military with magic. However, with the newly recruited legions comes the need to pay them, and as the Zoranthians promised land in exchange for service they redouble their expansion efforts. The Zoranthian Empire's eyes turn to the Thalian Forest, a sprawling, ancient woodland that cuts across the continent and houses one of the four Elven cities. #### The Rise of the Ascended #### The Great War #### The Golden Empire ### Languages #### Spoken Languages ##### Common Common is a universally understood language that nearly every species in Farhome can speak. This language has become so pervasive among human nations that the original human tongues have faded into obscurity, no longer actively spoken or maintained. ##### Elvish The Elven languages are seperated into three distinct categories: High Elf, Wood Elf, and Star Elf. The High Elven and Star Elven languages are closely related, differing mainly in accent. In contrast, Wood Elven is almost a separate language, known among native speakers as Valanth. ##### Dwarven Dwarvish consists of two dialects: high dwarvish and low dwarvish. While both use a similar structure, they differ significantly in tone and formality. Low dwarvish is seen as the language of nobility, often used in courtly settings and formal ceremonies. In contrast, high dwarvish is more widely spoken among the common populace. ##### Green Tongue Green Tongue, commonly known as Orcish or Kol'Dak in its native tongue, is the primary language spoken by goblins, orcs, and other species they frequently interact with. The Tlani, however, use an ancient variant of this language called Quel'ilan, which has diverged significantly over time, making it distinct from the modern Green Tongue. ##### Lizan Lizan is the language commonly spoken by lizardfolk, drakes, kobolds, and several swamp-dwelling species. Although the core structure and vocabulary of Lizan remain consistent across these groups, each race has developed its own unique words and phrases, resulting in slight variations in dialect. ##### Sylvani Sylvani, a language used by fey creatures, possesses an enchanting and melodic flow that can easily captivate listeners, especially when sung. You have expertise with performance challenges when singing Sylvani, and humanoid species that listen are much less likely to pay attention to anyone but you. ##### Druidic Druidic has a unique connection with nature, allowing it to be partially understood by animals. Although animals cannot speak Druidic themselves, they can easily grasp its meaning. You have expertise with conversation and nature challenges involving animals when speaking Druidic. ##### Draconic Draconic is notoriously difficult for non-dragon species to speak fluently. Words spoken in Draconic reverberate across the divine weave, making it particularly dangerous. Draconic has been known to start small fires, freeze water, and dispel enchantments. Wizards proficient in Draconic can use it to prepare and cast spells. Preparing a spell in Draconic counts as two spells for your prepared spell limit, and when casting elemental spells in Draconic, you may reroll a die in your spellcasting roll. ##### Celestial - language of spirits, angels, and divine beings ##### Hadal - language of demons #### Written Languages ##### Runic - all spells are written in runic. Runic is a magically charged writing and can be understood by those with a good sense for magic. Reading runic requires a successful arcana challenge. The difficulty varies wildly based on the writer, some people's runic is universal, easily understood by anyone. Others are so cryptic that only very talented wizards can decypher them. A person can always read their own runic. ##### Signoric - A shorthand developed by thieves, spies, and scribes to quickly write down a conversation in the shortest time. Signoric is written with sounds rather than words, meaning it can be used to write any spoken language. The difficulty comes with decoding Signoric as it lacks proper punctuation. ### Species ### Elves #### High Elf Like most elves, high elves display an otherworldly grace in all that they do. Often living in ancient, timeless forests, humans see high elves as beautiful and elegant, if not slightly arrogant. High elves stand slightly taller than the average human, ranging from 5 and a half feet to nearly 7 feet. However they are more slender, weighing between 100 to 150 pounds. While their complexion matches humans, their hair encompasses a larger range, from silver-white to deep black. Like all elves they have long, pointed ears. It is rumored that high elves are descended from the fae, a group of magical and supernatural beings of another realm, seeming to explain their natural affinity with magic. Because of this many of the more mundane or superstitious peoples are wary of high elves, believing them to be responsible for any malady affecting their small villages. - **Starting Wounds:** 3 - **Move/Sprint:** 5/2 - **Attribute Bonuses:** +1 Dexterity, +1 Intelligence, -1 Strength - **Languages:** Common, Elvish - **Lifespan:** 350 years ##### Innate Magic You gain 1 spell power. #### Wood Elf Unlike the timeless, magical forests of the high elves, the wood elves call the savage forests as their home. Wood elves display grace and strength in equal measure, being capable hunters and defenders of their forests. Their complexion tends to take on darker tones compared to their high elf cousins, often taking on a copper hue. Their hair ranges from deep reds to brown and black, but is occasionally blond or silver. They are slightly smaller than high elves, ranging from 5 to 6 feet. While they are still slender compared to humans their life in the forest has hardened their bodies, weighing between 120 to 160 pounds. Due to their fierce dedication to their homeland, wood elves tend to be mistrustful of others, at least until they determine if they are a threat. Because of this most wood elves tend to stay in their forests, but there are those whose wanderlust takes them to explore the world beyond. - **Starting Wounds:** 3 - **Move/Sprint:** 5/2 - **Attribute Bonuses:** +1 Dexterity, +1 Willpower, -1 Intelligence - **Languages:** Common, Elvish (Valanth) - **Lifespan:** 250 years ##### Martial Culture You gain 1 proficiency in a skill of your choice when learning a maneuver. You start with a level 1 maneuver of your choice. #### Star Elf Seekers of knowledge, the star elves are nomads by nature. Their long lives allow them to see the world from a different perspective compared to the short lived species who see the star elves as aloof and unempathetic. Star elves are naturally curious, and because of this are gifted conversationalists. They love telling tales just as much as they do hearing them. They are among the tallest species, averaging 7 feet tall, and also the rarest. They have a blue complexion that tends to fade to a pale white, with purple colorations being rare. Their hair is almost always a silvery blue, with eyes a dark blue or purple. Like other elves they have a slender appearance, weighing between 120 to 180 pounds. - **Starting Wounds:** 3 - **Move/Sprint:** 5/2 - **Attribute Bonuses:** +1 Dexterity, +1 Charisma, -1 Stamina - **Languages:** Common, Elvish - **Lifespan:** 700 years ##### Focused Resolve You gain 2 superior dice when making a save against a charm, possession, or fear effect. ### Goblinoid #### Half-Orc While most orcs are filled with an all-consuming lust for battle, there are some born free from their curse. Those that are often seek out neighboring human or elven settlements, resulting in half-orcs. Half-orcs retain much of their parents strength and ferocity, free from bloodlust and tempered by their other half. Because of this half-orcs are widely loved among the fringe villages and settlements of the world. Half orcs stand between 6 and 7 feet. They tend to have strong, wide jaws with small but noticeable tusks, making it impossible to hid their orcish heritage. Their skin tends to be tinted gray green, and with their towering build they weigh between 200 to 250 pounds. Even with human parents half orcs have short, pointed ears, although those with elven parents tend to be longer. While their hair shares the color of their parents, often times they end up with black hair. - **Starting Wounds:** 4 - **Move/Sprint:** 4/2 - **Attribute Bonuses:** +1 Strength, +1 Stamina, -1 Charisma - **Languages:** Common, Green Tongue - **Lifespan:** 100 years ##### Resilience Once per rest, you may add 3 successes to a Strength, Dexterity, or Stamina save. #### Tlani Often confused for goblins or imps, tlani live far from the rest of the civilized world, preferring to make their homes high in the mountains or deep under the ground. They are short in stature, rarely standing taller than 4 feet. Like elves they have a strange, unnatural beauty tothem that contrasts with their more bestial features, having long pointed ears, cat-like eyes and pointed teeth. Their complexion ranges from dark greys and blues to black with a white or silver underbelly. Their hair tends to match the color of their skin, but rarely it can be blue, green, or purple. Tlani are light, weighing between 40 and 60 pounds, and maintain a youthful appearance well into their 150s. Due to their small stature, beast-like appearance and affinity for darkness they are usually called night goblins by humans. Tlani are extremely practical, preferring a logical and efficient solution to their problems leading to others seeing them as cold and amoral. - **Starting Wounds:** 2 - **Move/Sprint:** 4/3 - **Attribute Bonuses:** +1 Dexterity, +1 Intelligence, -1 Strength - **Languages:** Common, Green Tongue (Quel'ilan) - **Lifespan:** 180 years ##### Night Dwellers Your eyes are well adjusted to the dark. You treat dim light as bright light and darkness as dim light within 20 tiles. You add a superior die when making stealth rolls in dim light or darkness. ### Humanoid #### Fallen Despite their resemblance, fallen are not demons as some humans claim. They are one of the oldest species to emerge, along with the tlani, but their kind has dwindled, now living among the other peoples with no home of their own. Often seen as outsiders, fallen have relied on their wit and cunning to persevere, relying on their charm to get out of difficult situations. While at times they can be mistaken for humans, all fallen are born with horns. They are taller on average, standing between 6 to 7 feet tall for males, with females being slightly smaller. Fallen are deceptively strong, and make adept warriors with their keen eyesight and bestial claws. Despite their slim stature, they weigh between 180-250 pounds. - **Starting Wounds:** 3 - **Move/Sprint:** 4/2 - **Attribute Bonuses:** +1 Charisma, +1 Strength, -1 Willpower - **Languages:** Common, Green Tongue (Quel'ilan) - **Lifespan:** 150 years ##### Beast Sight You treat dim light as bright light and darkness as dim light within 20 tiles. You may reroll 1 die when rolling Charisma skills and saves. #### Human Out of all the common species, humans are by far the most numerous. While humans are short lived compared to most, they are tenacious and adaptable, which has allowed them to spread to all corners of the world. Due to this, humans span a variety of cultures and morals, taking in customs and traditions from their neighbors and adapting them to human life. - **Starting Wounds:** 3 - **Move/Sprint:** 4/2 - **Attribute Bonuses:** +1 to Any - **Languages:** Common - **Lifespan:** 70 years ##### Adaptable You choose 3 bonuses when creating your character instead of 2. #### Sylvan Also known as forestfolk, sylvan make their homes in the gentle forests, meadows, and hills of the world. Like the elves, Sylvan have an affinity with nature, preferring to live in small, rural villages instead of big cities. Naturally cheerful, sylvan recover quickly, be it from a night of boisterous reveling or from the dangers of the forest. Sylvan are short compared to most, standing 3 and a half to 4 feet tall. Sylvan range from slim, almost child like figures to broad, almost dwarf like bodies. Because of this their weight varies wildly, ranging anywhere from 40 to 100 pounds. While their hair follows the usual shades of red, black and blond, it's not uncommon for some families to have emerald green hair and eyes. - **Starting Wounds:** 3 - **Move/Sprint:** 4/3 - **Attribute Bonuses:** +1 Intelligence, +1 Charisma, -1 Strength - **Languages:** Common, Sylvani - **Lifespan:** 120 years ##### Fey Blood During a short or long rest you restore 1 wound and regain mana equal to your Charisma score. When making a conversation challenge you may spend 1 mana to gain expertise. #### Half-Elf Mistaken for an elf among humans, and a human among elves. Half elves often live in human settlements as many elves do not accept half elves as true elves. Their long lives make it difficult to bond with other humans who see half elves as nonchalant and distant. Regardless their elven grace and human tenacity make them excellent hunters, a welcome trait in many of the human settlements of the world. Half elves are similar in height to humans, averaging between 5 and 6 feet. Like elves they have pointed ears, but aren't as slender, weighing between 150 and 200 pounds. Their hair and eyes usually take after their human parent, but occasionally they will have the silver hair or copper complexion of their elven side. - **Starting Wounds:** 3 - **Move/Sprint:** 5/2 - **Attribute Bonuses:** +1 to Dexterity - **Languages:** Common, Elvish - **Lifespan:** 200 years ##### Elven Heritage You gain the species feat from one of the Elven species. ### Dwarf #### Hill Dwarf Making their homes above ground in the hills around mountains, hill dwarves are experts at harnessing the power of nature. Building complex contraptions, hill dwarves construct water and wind mills to power their forges. They are meticulous crafters and skilled tradesdwarves. It is not unheard of for hill dwarves to travel far from their homes to study the craftsmanship of other peoples. Because of this hill dwarves are welcoming of others, only shunning those they believe lack artistic talent, such as goblins or orcs. Hill dwarves are the shortest of the dwarves, being a few inches shorter than mountain dwarves. They make up for their height by being the heaviest, weighing between 200 and 300 pounds. While most hill dwarves have beards, many trim or even shave them completely if they become an impedance to their craft. They are usually fair skinned with hair to match, with blond, brown and red being most common. - **Starting Wounds:** 4 - **Move/Sprint:** 4/2 - **Attribute Bonuses:** +1 Willpower, +1 Stamina, -1 Dexterity - **Lifespan:** 250 years ##### Craftsdwarf During a long rest you may enhance a piece of mundane gear, giving it +1 until the next day. At level 10 you can enhance two pieces of gear. #### Mountain Dwarf Among all the dwarves, none are as stout or hearty as mountain dwarves. Carving grand kingdoms under the mountains, they spend most of their lives below ground. Mountain dwarves uphold their traditions with an almost zealous fervor, believing that their traditions are what make them dwarves rather than their birth. Because of this dwarves are often staunch followers of the law, putting their clan above themselves. While dwarves are shorter than humans, standing 4 to 5 feet tall, they are just as heavy. They are naturally strong, able to endure long hours of work even into old age. Dwarves hold their beards and hair in high regard, keeping them well groomed and often braiding or weaving beads and fabric into their beards. Mountain dwarves commonly have black or brown hair, but rarely have red or even blond hair. Their eyes match the metals and gemstones they mine, commonly being silver or gold, but can be a deep blue, red, or green. - **Starting Wounds:** 4 - **Move/Sprint:** 4/2 - **Attribute Bonuses:** +1 Strength, +1 Stamina, -1 Dexterity - **Lifespan:** 250 years ##### Hardy You gain an additional max wound at levels 7, 14, 21, and 28. When resting you remove any poison effecting you. ### Lizardmen #### Lizardfolk Lizardfolk live in the deadlier swamps and jungles of the world, forming small clans and tribes for survival. Most lizardfolk are unable to grasp the morals and customs of traditional civilization, their harsh environment giving them a singular focus: to survive. Lizardfolk are well suited to this life as they make deadly warriors, just as dangerous unarmed as they are with a spear or axe. While lizardfolk aren't skilled artisans, they are resourceful, using the bones and hides of their prey to fashion weapons and armor. Lizardfolk tower over others, with some standing 7 and a half feet tall. With their long tails and hulking bodies, lizardfolk weigh between 300 and 400 pounds. Depending on the tribe they come from their scales can take on a multitude of colors, with green, blue, and red being the most common. While lizardfolk are hairless, some tribes have bright feathers covering their heads, extending down their backs. - **Starting Wounds:** 4 - **Move/Sprint:** 4/2 - **Attribute Bonuses:** +1 Strength, +1 Stamina, -1 Intelligence - **Lifespan:** 60 years ##### Regeneration You recover from a minor injury after a short rest. Major injuries that aren't caused by magic or disease are cured after a week. #### Drake While lacking the strength of their lizardfolk cousins, drakes use their cunning to survive the deadly environments they call home. Drakes are canny crafters, creating simple yet ingenious creations to aid in their survival. Drakes are almost singularly focused on survival, because of this they rarely experience fear or courage. Drakes rarely leave their lands, but can occasionally seek out allies from others. When they do they are often confused by their companions actions, seemingly unable to understand the morals and behavior of other civilized species. Drakes are smaller than lizardfolk, standing 5 and a half feet at most. Their bodies are lean, weighing between 150 and 200 pounds. Their large, dragon-like wings allow them to easily glide through the air. Drake scales share the green, blue and red coloring of their cousins, but rarely some drakes are born a metallic bronze color. - **Starting Wounds:** 3 - **Move/Sprint:** 4/3 - **Attribute Bonus:** +1 Dexterity, +1 Willpower, -1 Charisma - **Lifespan:** 70 years ##### Limited Flight You can maintain flight for a limited time. On your turn, you may take flight using your movement. If you fly this way you must touch the ground by the end of your next turn or plummet from the sky. After landing you cannot fly again until the start of your next turn. ### The Empire ### Far Wilds #### The City of Farhome #### Shadowfen Keep #### Hogsfeet #### Ashgrove #### Wintergate #### Wanderers Rest #### The Elven Forests #### Dur Buldar #### Toadfen Swamp ### The Realms of Creation ### Saints and the Divines - The world is filled with the divine weave, a force that gives magic/soul to all things. - Gods are born from the divine weave, are physical manifestations of different parts of the weave - Gods cannot die, when their physical body is destroyed their essence returns to the weave. Difference between living and dead gods is similar to consciousness and unconsciousness, dead gods power can still be used, felt, but is indirect or without intent. #### The 8 Pillars of Creation - the main gods, also called the pillars of creation, are said to have created the world when they coalesced from the divine weave for the first time. - larger than the regional deities, the pillars of creation cover entire concepts. - Even though these gods are dead, they're so influential and powerful that their will is still felt through the weave. ##### Astra, God of Magic and Mysteries ##### Cham, God of Death ##### Ghast, God of Chaos and Ruin ##### Ingram, God of Life and Growth ##### Kella, God of Civilization and Wisdom - carefully guides civilizations into prosperity - will gift her followers with knowledge, invention - only gives knowledge that a civilization can handle ##### Myrah, God of Battle and Conquest ##### Thalia, God of Nature ##### Zymesh, God of Lies #### Elder Gods - Gods that were seen as too dangerous. The Elder gods were sealed away in realms outside of the mortal plane. - Killing them would return them to the divine weave, potentially letting them corrupt creation even while dead. ##### Ord, God of Thoughts and Insanity ##### Ixel, God of Knowledge and Dispair - similar to Kella, Ixel gives knowledge to his followers on a whim - Gladly shares knowledge well beyond the understanding of his subjects, leading to tragedy and madness ##### Umbra, God of Shadows and Silence ##### Molak, God of the Unknown and Sacrifice #### Lesser Gods - With the absence of the prime gods, minor gods spring up covering local areas or subsets of the prime gods power. For example a god of the forest, lake or cave, a god of disease or decay instead of death, etc. the more powerful the god the larger area/influence it has. #### Saints - Saints are humans imbued with a divine soul, a piece of one of the gods lives in their souls. Saints gain powers from the god their borne from, and may not always have their own will. As saints contain a piece of the divine, they could be used to revive a dead god, sometimes against their will. - When a saint dies, their soul returns to the divine weave and is absorbed by the gods. In most cases saints cannot be revived, and if someone does manage this difficult feat the saint loses their divine power. ### Powerful Beings #### The Moon Court ##### Archfey of Winter - a giant-like woman whose domain is a forested mountain covered in snow. - Controls packs of Vargr that patrol her wilds - sees others as prey or hunters ##### Archfey of Tradition - A large man with a bone deer skull covering his head - Domain is a fog covered forest filled with massive ancient trees - ensures traditions are fufilled, honors agreements and enacts punishment for those that break them #### Selaphra, Archfey of stars - a kistune woman whose domain consists of a forest of young trees with a path leading to a large, rocky, grass hill - Path marked with stones leads up the hill to a manor with large wooden arches. - Playful/trickster archfey, loves to explore the mortal realms and uses her magic to play tricks on mortals for her amusement - summons foxfire, can transform into a massive 9 tailed fox/wolf hybrid #### Earthen Spirits ##### Mordenheim, the Slumbering Mountain - a massive earth golem that rarely moves, if ever. - Lives in the material plane in a hilly, moss covered area. Causes the surrounding area to always have fertile ground and rich ores - Rarely interacts directly. His power seeps into his surrounding and creates elementals and golems that act for him ##### Dryad/Forest Mother - lives in the oldest forest in farhome, her tree towers over even the most ancient trees in her forest. - appears as a massive, 15 ft dryad woman. Hair covered in blooming flowers, and roots obscuring her lower half digging into the ground - protector of her forest, welcomes any who enter that do not intend to harm the forest, keeps the balance of its ecosystem intact. #### Blighted Ones ##### Lich Queen of Carevain - Lich that rules over the ruined city of Carevain, now buried beneath the earth - Domain is filled with mindless undead, doesn't care for the undead masses, but has empowered a number of undead nobles that rule over the city - Cares only for the longevity of her court. Amuses herself by watching her court fight for power, only steps in when a nobles breaks her rules or becomes too powerful. ##### Ceterbolg, Corpse Beast - A massive, sentient corpse beast. Lives in a small domain linked to a crypt in the material plane. - Motives are unknown, but will make deals with living mortals, often in exchange for his undead host not killing them - The deals always give power, but cause misfortune to them or people they know. #### Abyssal Host ##### Devil of Contracts - basically a devil lawyer, gains power by forming contracts with mortals and is in turn bound by those contracts - travels the material plane disguised as ordinary people - When the contract no longer benefits him, tries to fool the other party into breaking the contract to collect their souls ##### Demon under the Mountain - a demon sealed away deep underground, can't directly affect the world around it - appears to mortals in dreams to make deals, grants power seemingly on a whim - Has the power of foresight, can see a multitude of futures and ensures his pawns unwittingly serve his goals ## Bestiary of Monsters ### Monster Level Each monster is given a Monster Level or Challenge, denoted with a C, that provides a rough estimate of the danger it poses to the party. Monster level is comparable to a character's level. For example, a monster with a challenge of 5 should be an average challenge for a 5th-level character. When building encounters, a good estimate of difficulty is comparing the sum level of all monsters to the sum level of the party. ### Reading a Monster's Stat Block The monsters in this book are arranged into condensed stat sheets. These stat sheets, or statblocks, have all the information you need to run the monster in combat. Lets take a look at the first monster in this book: the wolf. #### Wolf | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/2 | **AP:** | 10 | | **Wounds:** | 2 | **Challenge:** | 1 | | **Move/Sprint:** | 5/5 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/1 | 2/2 | 1/1 | -2/0 | 0/0 | 0/0 | ___ ***Pack-Tactics.*** This creature has Combat Advantage when attacking a creature that is adjacent to an ally. **Actions** ***Bite.*** *Melee Attack:* 5 AP, **2/0/3/0/0** _(Dex)_ - On hit deals 1/1 in piercing damage. ***Leap.*** *Melee Attack, Maneuver:* 7 AP, Range 2, **2/0/4/0/0** _(Dex)_ - The wolf leaps up to 2 tiles, ending in a tile adjacent to the target creature. The creature makes a Defense or Dexterity save, taking 1/1 in piercing damage on fail, being knocked prone on a critical. ___ As you can see there is quite a bit going on here. The statblock is broken down into 4 parts: general stats, attribute scores, feats and abilities, and actions and maneuvers. #### General Stats This section goes over all the miscellaneous statistics that don't fit into another category, such as how hard the monster is to hit, how many wounds it has, and how challenging the monster is to the party. The 6 statistics listed here are: - **Defense:** The dice to roll when making a defense save, the first number being Superior Defense and the second being Defense dice. - **Wounds:** The max wounds of the monster. - **Move/Sprint:** The monster's move and sprint speed, in tiles. - **AP:** How many action points this monster has per turn. - **Challenge:** A rough estimate of this monster's challenge. - **Size:** How large the monster is, determining how many tiles this monster occupies. #### Attribute Scores Next are the monster's attribute scores. The scores are arranged into an array, with each attribute having two numbers: the first is the attribute score, and the second is the proficiency score for that attribute's saves and skills. For simplicity's sake, monsters do not use the same method for determining their attribute save proficiency. Instead, they use the proficiency score for that particular attribute. This score also determines their proficiency with skills related to that attribute. For example, the Wolf has a Dexterity score of 2 and a proficiency score of 2. It has a proficiency of 2 when making Dexterity saves and a proficiency of 2 with its Acrobatics and Stealth skills. #### Feats and Abilities The next section contains the monster's feats and abilities. The Wolf in our example has _Pack Tactics_, which gives it combat advantage when its target is adjacent to an ally. These effects are almost always passive, describing some permanent effect or skill the monster possesses. #### Actions and Maneuvers The final section describes any special actions or maneuvers a monster can make. Like players, monsters can take all the default actions laid out in the Combat section, such as Move, Sprint, and Use actions. This section will always contain at least one action that replaces the monster's default attack. Actions in this section follow a standard structure containing everything you need to use the attack. Lets break down the Wolf's _Leap_ action in the example above: - "***Bite.***" - The name of the action. - "*Melee Attack, Maneuver:*" - This describes the type of action. In this case it is a melee attack and a maneuver which means it follows the normal rules for maneuvers. This will usually say melee or ranged attack, but im some cases monsters may have special attacks. Special attacks are unique actions that are neither melee or ranged and disregard any rules that would normally govern those attacks. - "7 AP" - This is the AP cost of the action, but does not take into account effects from the Feats and Abilities section. - "Range 2" - This section lists all terms that are applicable to the attack, if any. In this case the maneuver has a Range of 2, meaning the wolf can take this action from 2 tiles away. Range does not always mean the attack is ranged, as is the case with the wolf. This can include any term usually listed on a weapon, such as Reach, Loading, or Versatile. - "**2/0/4/0/0** _(Dex)_" - The dice array used in the attack or ability roll for the action. Dice rolls for monsters are precomputed, meaning you don't need to worry about their attribute or proficiency scores, or any dice added from maneuvers, as is the case in this example. The attribute this roll is based on is listed after the dice array. The dice here are listed from strongest to weakest dice: Superior, Enhanced, Normal, Bad, Terrible. In our example the wolf rolls 2 Superior and 4 Normal dice with this action. - The remainder of the action explains the effects of the action itself, such as the type and amount of damage dealt on hit, or what roll the target needs to make. If no roll is shown it is assumed the target makes a defense roll. In this example the wolf may move up to 2 tiles attacking a creature, the creature makes a Dexterity save or Defense roll against the attack, the attack deals 1 wound and 1 wound die (shown as 1/1) in piercing damage, and knocks the target prone on a critical. ### Types of Monsters ##### Beasts - beasts cover all manner of natural animal - some beasts are highly intelligent - all animals found in the natural world fall under this category, even if they are incredibly strange or odd. ##### Celestials - Celestials are spirits and divine beings, such as angels and gods - often confused with ghosts, spirits are born from the lands around them or form from the divine weave ##### Constructs - Constructs contain all creatures devoid of life, such as automatons or golems. - Constructs are almost always powered through some kind of magic. - Their lack of a mind or soul makes them immune to most charms or physchic effects ##### Demons - Demons are all creatures from the realms of hell - Unlike most creatures, there is no separation between their body and soul - When a demon dies, their essence is returned to the realms of hell where it eventually reforms into a new demon ##### Dragons ##### Elementals ##### Fey ##### Giants ##### Monstrosities ##### Mortals ##### Outsiders ##### Undead ### Creating Your Own Monsters ### Monsters By Type #### Beasts - **Elk:** You add 2 superior dice with athletics challenges and your move speed increases by 1. - **Rabbit:** You add a superior die to Dexterity saves and acrobatics challenges. The rabbit has 1 wound and cannot be hurt while on your person. - **Bear:** Your max wounds increase by 1. - **Snake:** You add 1 superior die to Intelligence saves and attribute saves against the Charm effect. The snake has 1 wound and cannot be hurt while on your person. - **Eagle:** You add 2 superior dice to perception challenges. The eagle has a flying speed of 5/5. - **Wolf:** You add 1 superior die to conversation and insight challenges. When helping or being helped by an ally you may reroll 3 dice. #### Eagle | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/2 | **AP:** | 10 | | **Wounds:** | 1 | **Challenge:** | 1/2 | | **Move/Sprint:** | 5/5 | **Size:** | Small | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | -1/0 | 2/1 | 0/0 | -2/0 | 2/1 | 0/0 | ___ ***Flying.*** This creature can fly and hover in place. If this creature is grappled or restrained it plummets from the air. ***Keen Eyes.*** This creature adds a superior die to all perception challenges. **Actions** ***Claw.*** *Melee Attack:* 5 AP, 1/1/3/0/0 - On hit deals 0/1 in piercing damage. ___ #### Snake | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/2 | **AP:** | 10 | | **Wounds:** | 1 | **Challenge:** | 1/2 | | **Move/Sprint:** | 3/4 | **Size:** | Small | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | -1/0 | 2/2 | 0/0 | -1/0 | 0/0 | 0/0 | ___ ***Tremorsense.*** This creature can see through vibrations in the ground, sensing creatures within 7 tiles of it. This has no effect on flying creatures. **Actions** ***Bite.*** *Melee Attack:* 5 AP, 2/0/3/0/0 - On hit deals 0/1 in piercing damage. On a critical the target gains Poison 1 for 1 hour. ___ #### Elk | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/3 | **AP:** | 10 | | **Wounds:** | 3 | **Challenge:** | 1 | | **Move/Sprint:** | 4/5 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 2/1 | 2/1 | 0/0 | -2/0 | 0/0 | 0/0 | ___ ***Quick Footed.*** This creature adds a superior die to all athletic challenges. Once per rest the Elk can double it's move and sprint speeds. **Actions** ***Stomp.*** *Melee Attack:* 5 AP, 1/1/3/0/0 - On hit deals 1/0 in bludgeoning damage. Deals an additional 0/1 in bludgeoning damage against prone creatures. ***Charge.*** *Melee Attack, Maneuver:* 7 AP, 1/2/3/0/0 - The Elk charges moving up to 5 tiles. The Elk may move through medium or smaller creatures and this movement does not provoke opportunity attacks. Creatures the Elk moves through make a Strength save against this attack, taking 0/1 in bludgeoning damage and staggering them on fail. ___ #### Wolf | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/2 | **AP:** | 10 | | **Wounds:** | 2 | **Challenge:** | 1 | | **Move/Sprint:** | 5/5 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/1 | 2/2 | 1/1 | -2/0 | 0/0 | 0/0 | ___ ***Pack-Tactics.*** This creature has Combat Advantage when attacking a creature that is adjacent to an ally. **Actions** ***Bite.*** *Melee Attack:* 5 AP, 2/0/3/0/0 - On hit deals 1/1 in piercing damage. ***Leap.*** *Melee Attack, Maneuver:* 7 AP, Range 2, 2/0/4/0/0 - The wolf leaps up to 2 tiles, ending in a tile adjacent to a creature and attacks them. The creature makes a Defense or Dexterity save. On hit they take 1/1 in piercing damage, being knocked prone on a critical. ___ #### Bear | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 1/2 | **AP:** | 10 | | **Wounds:** | 5 | **Challenge:** | 2 | | **Move/Sprint:** | 3/3 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/2 | -1/0 | 3/2 | -2/0 | 1/0 | 0/0 | ___ **Actions** ***Claw.*** *Melee Attack:* 5 AP, 2/1/2/0/0 - On hit deals 1/2 in slashing damage. ***Bite.*** *Melee Attack, Once per turn:* 5 AP, 2/1/3/0/0 - On hit deals 1/1 in piercing damage, adding 0/2 on a critical. ___ #### Boar | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/3 | **AP:** | 10 | | **Wounds:** | 4 | **Challenge:** | 2 | | **Move/Sprint:** | 4/4 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 2/2 | 1/0 | 2/1 | -2/0 | 1/0 | 0/0 | ___ ***Charge.*** This creature deals an extra wound die in damage if they move at least 2 tiles before attacking. **Actions** ***Tusks.*** *Melee Attack:* 5 AP, 1/1/3/0/0 - On hit deals 1/0 in piercing damage. ***Gore.*** *Melee Attack, Maneuver:* 5 AP, Range 2, 1/1/4/0/0 - The boar charges towards a creature, ending in a tile within range adjacent to the target creature. The creature makes a Defense or Dexterity save. On hit they take 1/1 in piercing damage, being knocked prone on a critical. ___ #### Vargr Living in the ancient forests and snow covered plains of the north, vargr are huge wolves, standing nearly as tall as a horse. Vargr behave like their smaller cousins, being territorial beasts that hunt in packs. A vargr's sense of smell, especially the smell of blood, is extremely sensitive. Few creatures can escape a pack of Vargrs that catch their scent. A clever creature may appeal to the vargr's appetite. Vargrs will cease the hunt if there is easier food to catch, only continuing once there is no more food to eat. | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/3 | **AP:** | 11 | | **Wounds:** | 4 | **Challenge:** | 6 | | **Move/Sprint:** | 4/6 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 2/2 | 4/2 | 1/0 | -2/0 | 2/1 | -2/0 | ___ ***Pack-Tactics.*** This creature has Combat Advantage when attacking a creature that is adjacent to an ally. ***Blood Hunter.*** This creature has a keen sense of smell, being able to track injured creatures up to 1 mile away. **Actions** ***Bite.*** *Melee Attack:* 4 AP, 3/1/1/0/0 - On hit deals 1/2 in piercing damage. ***Leap.*** *Melee Attack, Maneuver:* 7 AP, Range 2, 3/1/2/0/0 - The wolf leaps up to 2 tiles, ending in a tile adjacent to a creature and attacks them. The creature makes a Defense or Dexterity save. On hit they take 2/1 in piercing damage, being knocked prone on a critical. ***Howl.*** *Special, Maneuver:* 4 AP, Range 3, 2/0/3/0/0 - Lets out a bone chilling howl targeting all enemy creatures in range. Creatures make a Willpower save against this roll. On fail they gain Fear until the end of their next turn with the Vargr as the source. A creature that succeeds against this is immune to _Howl_ for the next 24 hours. ___ #### Cinderbug Swarm A seemingly benign beetle, cinderbugs burrow into dried out or dead trees to make their nests. A single tree can hold hundreds of hibernating cinderbugs, waiting for the right conditions. Should the tree catch fire the cinderbugs awaken, igniting themselves in the fire, taking flight as a burning swarm. While the cinderbugs will eventually burn themselves out, cinderbug swarms can last for hours, spreading fire from tree to tree and burning any creatures that happen to be in their way. Cinderbugs lay their eggs in the hot ash left behind in their wake. Adventurers that don't carefully examine the wood they use for their fires may inadvertently set off a swarm in the middle of their campsite. While the swarm doesn't actively seek out creatures to ignite, they will swarm around creatures that attempt to harm or otherwise put out their fires. | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 0/4 | **AP:** | 10 | | **Wounds:** | 8 | **Challenge:** | 7 | | **Move/Sprint:** | 4/6 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/0 | 4/4 | 1/0 | -2/0 | -1/0 | 0/0 | ___ ***Swarm.*** This creature takes at most 1 wound from single target attacks and spells and is immune to conditions from those attacks. This creature can occupy the same tiles as other creatures, treating those tiles as difficult terrain. ***Fire Resistance.*** This creature has _Resistance_ 1 to fire damage. **Actions** ***Engulf.*** *Melee Attack, Once per turn:* 5 AP, 1/3/1/0/0 - All creatures occupying the same tiles as the Cinderbug Swarm make a Stamina save against this attack. On hit the creatures take 1/0 in fire damage. This creature adds 1 success to the attack roll and deals an extra 0/1 for every 2 wounds of health remaining. ___ #### Screeching Bear Screeching bears are large, feathered bears with a razor sharp beak. Living in forests, they mark their territory by scratching off feathers on trees around its border. Perceptive adventurers may spot these feathers, deciding on a new route less they anger the screeching bear. Quick to anger, screeching bears obsessively patrol their large territories. Should they find another screeching bear, large beast, or party of adventurers they will first try to intimidate them with its ear piercing screech. Should that fail they won't hesitate to attack, regardless of the intruder. The only exception to this behavior is when protecting their young. In this case the screeching bear will intimidate those that draw near its nest, but will only attack out of necessity. Screeching bears are sensitive to magic, and may track adventurers that otherwise would have passed unharmed though the spells cast while in their territory. They hunt magical creatures above others as their piercing screech can leave them incapacitated. | | | | | | :--------------- | ---: | :------------- | ---: | | **Defense:** | 0/3 | **AP:** | 12 | | **Wounds:** | 10 | **Challenge:** | 8 | | **Move/Sprint:** | 5/3 | **Size:** | Huge | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 4/2 | 1/1 | 3/2 | -1/0 | 1/0 | 2/0 | ___ ***Magic Eater.*** This creature adds 1 Superior die when making defense or attribute saves against magic. **Actions** ***Claw.*** *Melee Attack:* 5 AP, 3/1/1/0/0 - On hit deals 1/1 in slashing damage, adding 0/1 on a critical. ***Beak.*** *Melee Attack, Once per turn:* 7 AP, 2/3/1/0/0 - On hit deals 1/3 in piercing damage. ***Arcane Screech.*** *Special, Maneuver:* 7 AP, Range 3, 1/1/3/0/0 - This creatures screech dispels magical effects for all creatures within range. The lowest level spell affecting a creature is dispelled if it came from a 2nd level spell or lower. If a creature is concentrating on a spell they must make a concentration save against this roll, ending thier concentration on fail. If this action causes a spell to be dispellled the Screeching Bear gains Combat Advantage with all attacks for the next minute. ___ #### Burrowbeast Giant mole-like creatures, burrowbeasts are ambush hunters. Digging through the soft dirt and sands, they lie in wait, sensing the vibrations of animals and striking at those that venture too close with their long, hardened teeth. While they are not pack hunters, burrowbeasts will hunt with their mate. While one hides, burrowed, the other will chase unsuspecting animals over their trap. While burrowbeasts will ignore most large animals, they will gladly hunt a human-sized creature. Attracted to the sound of metal, burrowbeasts will follow adventurers, sometimes for miles, waiting for a chance to ambush them. Burrowbeasts are nearly blind above ground, mostly relying on their keen sense of smell and touch. Loud noises, especially the clanging of metal, can confuse the burrowbeast, forcing it to burrow back underground to regain its bearings. | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 2/2 | **AP:** | 11 | | **Wounds:** | 9 | **Challenge:** | 8 | | **Move/Sprint:** | 5/3 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 4/2 | 0/0 | 4/2 | -2/0 | 1/0 | -2/0 | ___ ***Tremorsense.*** This creature can see through vibrations in the ground, sensing creatures within 7 tiles of it. This has no effect on flying creatures. ***Burrow.*** As part of it's movement the Burrowbeast may burrow or unburrow as long as it is on earth or sand. After burrowing or unburrowing it cannot do this again until its next turn. **Actions** ***Claw.*** *Melee Attack:* 4 AP, 2/2/1/0/0 - On hit deals 1/1 in slashing damage. ***Bite.*** *Melee Attack:* 7 AP, 2/3/1/0/0 - On hit deals 1/3 in piercing damage. ***Dive.*** *Melee Attack, Maneuver:* 7 AP, Range 2, 2/2/1/0/0 - Can only be used while the Burrowbeast is burrowed. The burrowbeast unburrows, leaping up to 2 tiles and landing on one or more creature. All creatures make a Strength or Dexterity save against this roll. On fail they take 0/3 in bludgeoning damage and are knocked prone, being grappled by the burrowbeast on a critical. ___ #### Griffin | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 0/4 | **AP:** | 12 | | **Wounds:** | 10 | **Challenge:** | 13 | | **Move/Sprint:** | 5/7 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/1 | 5/5 | 1/0 | -1/0 | 2/1 | 1/0 | ___ ***Flying.*** This creature can fly and hover in place. If this creature is grappled or restrained it plummets from the air. ***Flyby.*** While in the air, sprinting does not provoke opportunity attacks. ***Talon Grip.*** The Griffin adds 1 superior die to grapple rolls against medium or smaller creatures. **Actions** ***Talons.*** *Melee Attack:* 4 AP, 3/2/0/0/0 - On hit deals 1/2 in piercing damage. ***Bite.*** *Melee Attack:* 7 AP, 4/2/0/0/0 - On hit deals 2/2 in piercing damage. ***Plummet.*** *Melee Attack, Maneuver:* 4 AP, Range 3, 3/3/0/0/0 - Can only be used while above the target creature. The Griffin dives down, attempting to pin the creature. The creature makes a Strength or Dexterity save. On fail they take 0/3 in bludgeoning damage, knocked prone, and are grappled by the Griffin. ___ #### Dire Bear | | | | | | :--------------- | ---: | :------------- | ---: | | **Defense:** | 1/4 | **AP:** | 15 | | **Wounds:** | 17 | **Challenge:** | 15 | | **Move/Sprint:** | 5/3 | **Size:** | Huge | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 7/4 | -2/0 | 5/3 | -1/0 | 1/0 | 0/0 | ___ ***Thick Hide.*** This creature has _Resistance_ 1 to cold damage. Unless this creature is already dazed, any effect that would stun this creature dazes it instead. **Actions** ***Claws.*** *Melee Attack:* 5 AP, 4/1/2/0/0 - On hit deals 1/2 in slashing damage, adding 0/2 on a critical. ***Bite.*** *Melee Attack, Once per turn:* 7 AP, 4/2/2/0/0 - On hit deals 2/3 in piercing damage. ___ #### Mirelurk Stalker Found in the swamps and marshes of Farhome, Mirelurk stalkers silently prowl the waters. Nearly invisible while submerged, they glide through the swamps until something disturbs the water. If the disturbance comes from a creature the stalker will follow its prey for miles, waiting for an opportune time to strike. Their chitinous plating and venomous claws allow them to hunt nearly any creature that calls the swamp home, and has no issue hunting unsuspecting adventurers. However, Mirelurk Stalkers rarely hunt to the death, instead perferring to wound and poison their prey. They use their posion to track their prey across the swamp, ambushing and retreating as many times as it takes to kill their prey. Once killed, Stalkers may leave their meal for days, letting the poison spoil the meat into something they can more easily digest. | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 1/4 | **AP:** | 13 | | **Wounds:** | 13 | **Challenge:** | 14 | | **Move/Sprint:** | 4/5 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 6/4 | 3/1 | 2/2 | -2/0 | -1/0 | 0/0 | ___ ***Venomous Frenzy*** This creature has Combat Advantage when attacking poisoned creatures. It can track a creature infected with its poison up to 1 mile away. ***Amphibious Stalker*** This creature is difficult to see when in the water. A creature can spot the Mirelurk Stalker by making a successful Perception challenge against a Difficult challenge. While on land this creature has Slow 2. **Actions** ***Poisoned Claws.*** *Melee Attack:* 5 AP, 4/1/1/0/0 - On hit deals 1/0 in slashing damage. On a critical the creature takes 0/3 in poison damage and gains Poison 2 for 1 hour. ***Chomp.*** *Melee Attack, Once per turn:* 5 AP, 4/2/1/0/0 - On hit deals 2/1 in piercing damage. If the creature is medium or smaller it is also grappled by the Stalker. ***Dive.*** *Special Reaction, Once per turn:* 3 AP, 3/1/2/0/0. Can only be used while the creature is in deep water. As a reaction to taking damage the Mirelurk can dive below the surface, moving up to 2 tiles and taking any grappled creatures with them. Creatures make a perception challenge against this roll, losing sight of the stalker on fail. ___ #### Giant Eagle | | | | | | :--------------- | ---: | :------------- | ---: | | **Defense:** | 0/4 | **AP:** | 12 | | **Wounds:** | 12 | **Challenge:** | 17 | | **Move/Sprint:** | 5/7 | **Size:** | Huge | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/0 | 5/3 | 1/0 | 4/2 | 1/0 | 0/0 | ___ ***Flying.*** This creature can fly and hover in place. If this creature is grappled or restrained it plummets from the air. ***Magic Eater.*** This creature adds 2 Superior dice when making defense or attribute saves against magic. ***Innate Magic.*** This creature does not require a codex to cast spells. They cast all spells at 4th level using 4/1/1 as their spellcasting roll, and cannot cast more than 10 times per long rest. Spells cast are considered one level higher when targeted by _Counter Spell_ or _Dispel Magic_. They know the spells _Barrier_, _Counter Spell_, _Dispel Magic_, _Blink_, _Elemental Shell_, and _Lightning Bolt_. **Actions** ***Claw.*** *Melee Attack:* 5 AP, 3/2/0/0/0 - On hit deals 1/1 in slashing damage. ***Beak.*** *Melee Attack, Once per turn:* 5 AP, 3/3/0/0/0 - On hit deals 1/2 in piercing damage. If the creature is concentrating on a spell they add 2 bad dice to the concnetration save from this attack. ***Arcane Screech.*** *Special, Maneuver:* 7 AP, Range 5, 1/2/2/0/0 - The Giant Eagle's screech dispels magical effects for all creatures within range. The lowest level spell affecting a creature is dispelled if it came from a 4th level spell or lower. If a creature is concentrating on a spell they must make a concentration save against this roll, ending thier concentration on fail. If this action causes a spell to be dispellled the Giant Eagle gains Combat Advantage with all attacks and spells for the next minute. #### Basilisk | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 2/3 | **AP:** | 13 | | **Wounds:** | 18 | **Challenge:** | 25 | | **Move/Sprint:** | 4/5 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 4/2 | 3/3 | 5/3 | -2/0 | 2/2 | -1/0 | ___ ***Poison Resistance*** The Basilisk has _Resistance_ 2 to poison damage and is immune to Poisons at level 2 or below. ***Hardened Scales.*** Effects that Daze, Stun, or Paralyze require 2 criticals in their roll to affect this creature. **Actions** ***Venomous Bite.*** *Melee Attack:* 4 AP, 3/2/1/0/0 - On hit deals 1/2 in piercing damage, adding 0/3 in poison damage on a critical. The target gains Poison 1 for 1 minute, being Paralzyed while they are Poisoned. ***Putrid Cloud.*** *Special Attack, Maneuver:* 7 AP, 2/3/0/0/0 - The basilisk breathes a cloud of toxic fumes, covering the basilisk and all adjacent tiles. All creatures except the basilisk inside the cloud or that enter it for the first time this round make a Stamina save against this attack. On fail they take 0/2 in poison damage, being paralyzed until the end of their turn on a critical. The toxic cloud lasts for 1 minute. ***Death Stare.*** *Special Attack, Maneuver:* 8 AP, 3/2/0/0/0 - Cannot be used while blinded. The basilisk focuses his gaze in an arc 5 tiles long and 3 tiles wide. All creatures that can see the Basilisk make a Stamina save against this attack. On fail they are incapacitated for 1 hour. A creature Incapacitated this way can be revived similar to a downed creature. #### Celestials #### Lesser Spirit | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/3 | **AP:** | 10 | | **Wounds:** | 4 | **Challenge:** | 4 | | **Move/Sprint:** | 4/4 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | -1/0 | 3/1 | 1/0 | 0/0 | 1/0 | 2/2 | ___ ***Spirit.*** This creature has _Resistance_ 1 to physical, poison, and holy damage. ***Flying.*** This creature can fly with its movement and is immune to ground based effects. ***Innate Magic.*** This creature does not require a codex to cast spells. They cast all spells at 2nd level using 2/1/3 for their spellcasting rolls, and cannot cast more than 5 times per day. Spells cast are considered one level higher when targeted by _Counter Spell_ or _Dispel Magic_. They know the spells _Radiant Light_, _Holy Protection_, _Guidance_, _Solar Flair_, and _Cleanse_. **Actions** ***Smite.*** *Ranged Attack:* 5 AP, Range 5, 2/1/2/0/0 - Target creature makes a Stamina save. On hit they take 0/2 in holy damage. ___ #### Will-o-Wisp | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 0/4 | **AP:** | 11 | | **Wounds:** | 5 | **Challenge:** | 6 | | **Move/Sprint:** | 4/6 | **Size:** | Small | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | -2/0 | 4/2 | 0/0 | -1/0 | 2/1 | 2/1 | ___ ***Spirit.*** This creature has _Resistance_ 1 to physical damage and _Resistance_ 3 to lightning damage. ***Flying.*** This creature can fly with its movement and is immune to ground based effects. ***Innate Magic.*** This creature does not require a codex to cast spells. They cast all spells at 2nd level using 2/2/2 for their spellcasting rolls, and cannot cast more than 7 times per day. Spells cast are considered one level higher when targeted by _Counter Spell_ or _Dispel Magic_. They know the spells _Static Shock_ and _Call Lightning_. **Actions** ***Zap.*** *Melee Attack:* 5 AP, 3/1/1/0/0 - Target creature makes a Dexterity save. On hit they take 0/3 in lightning damage, being Paralyzed until the end of their next turn on a critical. ***Spasm.*** *Reaction:* 2 AP
When an adjacent creature fails to take an action due to effects of Paralyze this creature may instead cause that action to succeed, chosing a new target for the action. ___ #### Pegasus | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 0/4 | **AP:** | 12 | | **Wounds:** | 10 | **Challenge:** | 12 | | **Move/Sprint:** | 4/8 | **Size:** | Small | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/2 | 5/2 | 1/0 | -1/0 | 2/2 | 3/1 | ___ ***Flying.*** This creature can fly and hover in place. If this creature is grappled or restrained it plummets from the air. ***Slowfall.*** This creature is immune to falling damage. **Actions** ***Hooves.*** *Melee Attack:* 4 AP, 2/3/0/0/0 - On hit deals 0/3 in bludgeoning damage. ***Shockwave.*** *Melee Attack, Maneuver:* 7 AP, Reach, 2/2/2/0/0 - The pegasus flaps its wings sending out a shockwave of force to all creatures in its zone of control. Creatures make a Stamina save against this roll. On fail they take 1/2 in thunder damage and pushed back 1 tile, being knocked prone on a critical. ___ ___ #### Sanctus Owl | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 2/2 | **AP:** | 12 | | **Wounds:** | 15 | **Challenge:** | 25 | | **Move/Sprint:** | 5/6 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 2/0 | 3/3 | 1/0 | 6/3 | 2/2 | 4/3 | ___ ***Hexproof.*** This creature is immune to Hex 2 and below. ***Magic Sense.*** This creature can sense the presence of undead or magic within 60 tiles. Some spells, such as _Nondetection_, are invisible to this sense. ***Innate Magic.*** This creature does not require a codex to cast spells. They cast all spells at 6th level using 5/1/1 as their spellcasting roll, and cannot cast more than 10 times per long rest. Spells cast are considered one level higher when targeted by _Counter Spell_ or _Dispel Magic_. They know the following spells: _Phantasmal Blades_, _Counter Spell_, _Fire Shell_, _Judgement_, _Spirit Warriors_, _Power word: Harm_, _Power word: Heal_. ***Spell-Eater.*** The owl devours a spell targeting it or a creature or point within 2 tiles. Roll 3 superior dice, if this roll is higher than the casters spellcasting roll the spell is countered and the owl gains 1 temporary wound. **Actions** ***Bite.*** *Melee Attack:* 5 AP, 3/0/2/0/0 - On hit deals 1/2 in piercing damage. ___ #### Greater Spirit | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 2/2 | **AP:** | 14 | | **Wounds:** | 17 | **Challenge:** | 30 | | **Move/Sprint:** | 5/5 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/1 | 3/2 | 2/0 | 0/0 | 4/3 | 5/5 | ___ ***Spirit.*** This creature has _Resistance_ 1 to physical, poison, and holy damage. ***Flying.*** This creature can fly with its movement and is immune to ground based effects. ***Innate Magic.*** This creature does not require a codex to cast spells. They cast all spells at 7th level using 5/1/0 for their spellcasting rolls, and cannot cast more than 12 times per day. Spells cast are considered one level higher when targeted by _Counter Spell_ or _Dispel Magic_. They know the spells _Radiant Light_, _Holy Protection_, _Guidance_, _Solar Flair_, _Cleanse_, _Bind Creature_, _Radiance_, _Resurrect_, _Power word: Harm_, _Power word: Heal_, _Divine Word_. **Actions** ***Smite.*** *Ranged Attack:* 5 AP, Range 5, 4/1/0/0/0 - Target creature makes a Stamina save. On hit they take 1/3 in holy damage. ***Ray of Purification.*** *Ranged Attack, Maneuver:* 8 AP, Range 10, 5/1/0/0/0 - Fires a ray of purifying light at a creature. The creature makes a Stamina save. On hit they take 1/6 in holy damage and are Weakened for one minute. On a critical the creature loses the will to fight, being unable to take actions against the Greater Spirit until the end of their next turn. ___ #### Archangel | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 2/3 | **AP:** | 13 | | **Wounds:** | 25 | **Challenge:** | 40 | | **Move/Sprint:** | 5/5 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 4/1 | 3/2 | 2/0 | 1/0 | 4/3 | 6/5 | ___ ***Poison Resistance.*** The Archangel has _Resistance_ 2 to poison damage and is immune to Poisons at level 2 or below. ***Hexproof.*** This creature is immune to Hex 2 and below. ***Flying.*** This creature can fly with its movement and is immune to ground based effects. ***Innate Magic.*** This creature does not require a codex to cast spells. They cast all spells at 6th level using 6/1/0 for their spellcasting rolls, and cannot cast more than 8 times per day. Spells cast are considered one level higher when targeted by _Counter Spell_ or _Dispel Magic_. They know the spells _Destroy Monstrosity, Regeneration, Inner Fire, Judgement, Radiance, Excorism, Word of Command_. ***Detect Evil.*** This creature can detect the presence of Undead or Monstrosities within one mile, knowing their general location. **Actions** ***Flaming Sword.*** *Melee Attack:* 3 AP, 5/1/1/0/0 - On hit deals 1/1 in slashing damage, adding 0/3 in fire damage on a critical. ***Judgment Bow.*** *Ranged Attack:* 4 AP, Range 30/60, 4/2/1/0/0 - On hit deals 1/3 in holy damage. ***Arrow of Slaying.*** *Ranged Attack, Maneuver:* 6 AP, Range 30/60, 5/2/1/0/0 - On hit deals 1/1 in holy damage. If the creature has 7 or less wounds they are reduced to 0 instead. #### Constructs #### Scarecrow | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/2 | **AP:** | 10 | | **Wounds:** | 4 | **Challenge:** | 2 | | **Move/Sprint:** | 4/4 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 2/0 | 2/0 | 0/0 | -/- | 1/0 | -1/0 | ___ ***Construct.*** This creature has no living parts and is immune to Stun, Daze, Poison, and cannot get Lesser or Greater Wounds. This construct has no Intelligence and passes Intelligence attribute saves. ***Facsimile.*** This creature hides in plain sight, looking like a normal scarecrow. A successful impossible Perception challenge will spot this creature for what it is. **Actions** ***Sickle.*** *Melee Attack:* 4 AP, 1/1/3/0/0 - On hit deals 1/0 in slashing damage. If the creature is Feared they gain the effects of _Curse of Misfortune_ for 1 day. ***Terror*** *Special, Maneuver:* 7 AP, Range 3, 0/1/4/0/0 - Targeting a creature that can see the Scarecrow, they make a Willpower save. On fail they gain Fear for 1 minute with the scarecrow as the source. #### Enchanted Armor | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 3/2* | **AP:** | 10 | | **Wounds:** | 5 | **Challenge:** | 5 | | **Move/Sprint:** | 4/2 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/0 | -1/0 | 2/2 | -/- | 0/0 | 0/0 | ___ ***Construct.*** This creature has no living parts and is immune to Stun, Daze, Poison, and cannot get Lesser or Greater Wounds. This construct has no Intelligence and passes Intelligence attribute saves. ***Brittle.*** This creature loses 1 defense die for every wound it has taken, removing Defense dice before Superior Defense. ***Magical Creation.*** This creature is incapacitated while inside an anti-magic field. The Enchanted Armor can be targeted by _Dispel Magic_ as if it was a 3rd level spell, incapacitating it for 10 minutes on success. **Actions** ***Punch.*** *Melee Attack:* 4 AP, 1/2/2/0/0 - On hit deals 0/2 in bludgeoning damage. ***Crushing Blow.*** *Melee Attack, Maneuver:* 7 AP, 0/3/3/0/0 - On hit deals 0/4 in bludgeoning damage, being staggered on a critical. #### Sentry | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 3/0 | **AP:** | 10 | | **Wounds:** | 6 | **Challenge:** | 8 | | **Move/Sprint:** | -/- | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/0 | -2/0 | 3/0 | -/- | 2/0 | 0/0 | ___ ***Construct.*** This creature has no living parts and is immune to Stun, Daze, Poison, and cannot get Lesser or Greater Wounds. This construct has no Intelligence and passes Intelligence attribute saves. It cannot move and fails all Dexterity saves. ***Life Sense.*** This creature can sense living creatures up to 7 tiles away. This has no effect if a creature cannot be divined, such as when under the effects of _Nondetection_. ***Magical Creation.*** This creature is incapacitated while inside an anti-magic field. The Sentry can be targeted by _Dispel Magic_ as if it was a 5th level spell, incapacitating it for 10 minutes on success. ***Overwatch.*** Once per round this creature can use _Sorching Beam_ as a reaction (2AP) against a creature moving towards it. **Actions** ***Sorching Beam.*** *Ranged Spell Attack:* 7 AP, Range 10, 3/1/1/0/0 - On hit they take 1/2 in fire damage, adding 0/1 on a critical. ***Chain Lightning.*** *Ranged Spell Attack:* 8 AP, Range 5, 3/1/1/0/0 - Targeting a creature in range the lightning bounces to 2 other creatures within 3 tiles of the original target and must bounce if able. Creatures make a Dexterity save against this attack. On hit they take 1/0 in lightning damage, adding 0/1 for each critical rolled. ***Barrier.*** *Ranged Spell:* 7 AP, Range 10 - Gives a creature in range _Resistance 1_ to elemental damage until the start of the Sentry's next turn. #### Living Tree | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 1/4 | **AP:** | 15 | | **Wounds:** | 15 | **Challenge:** | 14 | | **Move/Sprint:** | 3/2 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 6/5 | -2/0 | 5/3 | -2/0 | 0/0 | -1/0 | ___ ***Living Construct.*** This creature has _Resistance_ 1 to physical damage and _Vulnerability_ 1 to fire damage. **Actions** ***Slam.*** *Melee Attack:* 6 AP, Reach 2, 4/1/1/0/0 - Deals 2/2 in bludgeoning damage. ***Sap Life.*** *Melee Attack, Maneuver:* 6 AP, 3/2/1/0/0 - Only usable against a grappled creature. Pierces a creature with vines, draining the life out of the creature. The grappled creature makes a Stamina save against this attack, taking 0/4 in piercing damage with the Living Tree healing for the damage dealt. #### Bronze Colossus | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 3/3 | **AP:** | 15 | | **Wounds:** | 16 | **Challenge:** | 25 | | **Move/Sprint:** | 4/2 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 6/4 | -2/0 | 3/2 | -/- | 2/1 | 0/0 | ___ ***Construct.*** This creature has no living parts and is immune to Stun, Daze, Paralyze, Poison, and cannot get Lesser or Greater Wounds. This construct has no Intelligence and passes Intelligence attribute saves. ***Magical Creation.*** This creature is incapacitated while inside an anti-magic field. The Bronze Colossus can be targeted by _Dispel Magic_ as if it was a 8th level spell, incapacitating it for 10 minutes on success. ***Metallic.*** This creature has _Resistance_ 1 to elemental and physical damage. If this creature takes at least 1 wound in fire or lightning damage they deal an extra wound of that damage with all _Punch_ attacks until the end of their next turn. **Actions** ***Punch.*** *Melee Attack:* 5 AP, 5/0/1/0/0 - Deals 2/2 in bludgeoning damage. ***Tremor.*** *Melee Attack, Maneuver:* 7 AP, 4/1/1/0/0 - Slams the ground, hitting all creatures within 2 tiles of the Bronze Coloussus that are touching the ground. Creatures make a Stamina save against this attack. On fail they take 0/3 in bludgeoning damage, being knocked prone on a critical. #### Demons #### Imp | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 0/2 | **AP:** | 10 | | **Wounds:** | 2 | **Challenge:** | 1 | | **Move/Sprint:** | 4/5 | **Size:** | Small | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 0/0 | 3/0 | 0/0 | 0/0 | 1/0 | -1/0 | ___ ***Lesser Demon.*** This creature counts as Undead for the purposes of the _Holy Weapon_, _Turn Undead_, and _Consecrate Ground_ spells. ***Limited Flight.*** This creature has limited flight. They may fly using their movement but must land the next turn or fall from the sky. Once landed they cannot fly until their next turn. **Actions** ***Claws.*** *Melee Attack:* 5 AP, 1/2/2/0/0 - Deals 2 wound dice in damage. ***Barbed Tail.*** *Maneuver, Melee Attack:* 7 AP, 2/1/2/0/0 - Deals 1 wound die in damage. On crit the target gains Poison 1 and takes an extra wound die in Poison damage for every crit rolled. ___ #### Hordling | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 1/2 | **AP:** | 10 | | **Wounds:** | 5 | **Challenge:** | 3 | | **Move/Sprint:** | 3/3 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/3 | 2/0 | 2/0 | -1/0 | 0/0 | -2/0 | ___ ***Lesser Demon.*** This creature counts as Undead for the purposes of the _Holy Weapon_, _Turn Undead_, and _Consecrate Ground_ spells. ***Reckless Attack.*** When this creature makes an attack they may gain Combat Advantage for the attack. After the attack they grant Combat Advantage to attackers until the start of their next turn. ***Horde Fighter.*** This creature adds 1 success to their attacks for each allied creature with _Horde Fighter_ adjacent to their target. **Actions** ***Blade.*** *Melee Attack:* 5 AP, 2/1/2/0/0 - Deals 1/0 in slashing, adding 0/1 on a critical. ___ #### Balegor | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 1/3 | **AP:** | 11 | | **Wounds:** | 9 | **Challenge:** | 10 | | **Move/Sprint:** | 3/3 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 4/3 | 2/0 | 2/0 | -1/0 | 1/0 | 1/0 | ___ ***Demonic.*** This creature has _Resistance 1_ against lightning, fire, and cold damage. ***Hordling Commander.*** All Hordlings within 5 tiles of this creature add a Superior die to Intelligence, Willpower, and Charisma saves they make. ***Horde Fighter.*** This creature adds 1 success to their attacks for each allied creature with _Horde Fighter_ adjacent to their target. **Actions** ***Great Blade.*** *Melee Attack:* 5 AP, 3/1/2/0/0 - Deals 1/1 in slashing, adding 0/1 on a critical. ***Call for Blood.*** *Special, Maneuver:* 5 AP
Commands up to 3 Hordlings to make an opportunity attack against an adjacent creature. ___ #### Quill Demon | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 0/4 | **AP:** | 11 | | **Wounds:** | 11 | **Challenge:** | 12 | | **Move/Sprint:** | 3/6 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/0 | 3/3 | 2/0 | 1/0 | 3/0 | 0/0 | ___ ***Demonic.*** This creature has _Resistance 1_ against lightning, fire, and cold damage. ***Flight.*** This creature can fly when using it's movement, hovering in place at the end of its movement. **Actions** ***Trident Spear.*** *Reach 1, Melee Attack:* 4 AP, 2/1/2/0/0 - Deals 1 wound and 1 wound die in damage. ***Dive Bomb.*** *Maneuver, Melee Attack:* 5 AP, 2/2/2/0/0 - Deals 1 wound and 1 wound die in damage. The Spine devil must be flying before attacking. If the Spine devil drops 2 or more tiles before making the attack add a wound die to the damage. ***Rain of Spines.*** *Maneuver, Special Attack:* 5 AP, 1/2/3/0/0 - Fires razor sharp quills in an arc 3 tiles long and 3 tiles wide. All creatures in range make a Defense roll, taking 3 wound die on fail. ___ #### Seraptis Demon | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 1/2 | **AP:** | 12 | | **Wounds:** | 12 | **Challenge:** | 18 | | **Move/Sprint:** | 4/7 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 2/0 | 4/0 | 3/0 | 1/0 | 4/0 | 1/0 | ___ ***Demonic.*** This creature has _Resistance 1_ against lightning, fire, and cold damage. ***Magic Resistance.*** This creature adds 1 critical success to defense and attribute saves against magic. ***Shadow Healing.*** Regain 1 wound when dealing death damage to a creature. **Actions** ***Sacrificial Dagger.*** *Melee Attack:* 4 AP, 3/1/1/0/0 - Deals 1 wound and 1 wound die in damage. ***Summoning.*** *Maneuver, Special:* 7 AP, 3/0/0/0/0 - Summon an Imp for each success. Can only be used once per day, the Imps return to the abyss after 10 minutes. ***Insane Whispers.*** *Maneuver, Range 10:* 6 AP, 0/4/1/0/0 - Whisper insanities into a target creatures mind. The target makes an Intelligence save, on fail becoming insane for 10 minutes. While insane at the start of your round roll a normal die: Success you act normally, Blank you move randomly muttering gibberish, and fail you make a single weapon attack against a random creature in range. Every time you take damage or a creature spends 5 AP to break your insanity you may make the save again. ***Shadow Bolt.*** *Maneuver, Ranged Attack:* 9 AP, 2/2/1/0/0 - Fire a barrage of 3 shadow bolts at up up to 3 targets in range. The target makes a Defense roll, taking 2 wound die per shadow bolt in death damage on hit and gaining Hex 1 on crit. ___ #### Ephial | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 2/2 | **AP:** | 12 | | **Wounds:** | 12 | **Challenge:** | 20 | | **Move/Sprint:** | 4/4 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/0 | 3/2 | 1/1 | 0/0 | 4/4 | 2/0 | ___ ***Demonic.*** This creature has _Resistance 1_ against lightning, fire, and cold damage. ***Dreamwalker.*** This creature can travel into a creatures dreams by touching them, using their movement action to enter the dream. If the sleeping creature wakes before the Ephial can exit the dream the Ephial takes 0/2 in psychic damage, appearing in a tile adjacent to the sleeping creature. **Actions** ***Bite.*** *Melee Attack:* 6 AP, 4/1/1/0/0 - On hit deals 2/2 in piercing damage. ***Impale.*** *Maneuver, Melee Attack:* 7 AP, 4/2/1/0/0 - On hit deals 3/0 in piercing damage, restraining the creature on a critical. The restrained creature can spend 5 AP on their turn to attempt to free themselves, making a Strength save against this creatures raw Strength. On success they are no longer restrained. ***Charge.*** *Maneuver, Special Attack:* 8 AP, Range 5, 3/2/1/0/0 - The Iber demon charges in a line, trampling all creatures it passes through. Creatures hit make a Dexterity or Strength save against this roll, taking 1/2 in bludgeoning damage on a fail. #### Iber Demon | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 2/4 | **AP:** | 14 | | **Wounds:** | 16 | **Challenge:** | 20 | | **Move/Sprint:** | 4/6 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 6/4 | 4/4 | 3/1 | -2/0 | 0/0 | -1/0 | ___ ***Demonic Resistance.*** This creature has _Resistance 1_ against lightning, fire, and cold damage. Effects that Daze, Stun, or Paralyze require 2 criticals in their roll to affect this creature. **Actions** ***Bite.*** *Melee Attack:* 6 AP, 4/1/1/0/0 - On hit deals 2/2 in piercing damage. ***Impale.*** *Maneuver, Melee Attack:* 7 AP, 4/2/1/0/0 - On hit deals 3/0 in piercing damage, restraining the creature on a critical. The restrained creature can spend 5 AP on their turn to attempt to free themselves, making a Strength save against this creatures raw Strength. On success they are no longer restrained. ***Charge.*** *Maneuver, Special Attack:* 8 AP, Range 5, 3/2/1/0/0 - The Iber demon charges in a line, trampling all creatures it passes through. Creatures hit make a Dexterity or Strength save against this roll, taking 1/2 in bludgeoning damage on a fail. #### Naga | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 2/3 | **AP:** | 12 | | **Wounds:** | 20 | **Challenge:** | 25 | | **Move/Sprint:** | 4/8 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 5/3 | 5/4 | 3/1 | 0/0 | 3/3 | 2/0 | ___ ***Demonic Resistance.*** This creature has _Resistance 1_ against lightning, fire, and cold damage. Effects that Daze, Stun, or Paralyze require 2 criticals in their roll to affect this creature. ***Magic Resistance.*** This creature adds 2 critical successes to defense and attribute saves against magic. ***Magic Weapons.*** This creature's weapons are considered +1 magic weapons. **Actions** ***Sword.*** *Melee Attack:* 3 AP, 5/1/0/0/0 - Attacks twice. On hit deals 1/1 in slashing damage. ***Parry.*** *Maneuver, Reaction:* 1 AP
As a reaction, this creature may reroll 3 dice in their defense roll. ***Portal of Flames.*** *Special Action:* 7 AP, Range 10, 3/0/2/0/0 - The Naga is engulfed in flames, teleporting to an unoccupied location in range. All adjacent creatures make a Dexterity save against this roll, taking 0/3 in fire damage on fail. Adjacent creatures that are grappling the Naga automatically fail this roll. #### Scaled Demon | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 3/3 | **AP:** | 15 | | **Wounds:** | 24 | **Challenge:** | 30 | | **Move/Sprint:** | 4/5 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 6/6 | 3/2 | 4/1 | -1/0 | 3/1 | 1/0 | ___ ***Demonic Resistance.*** This creature has _Resistance 1_ against lightning, fire, and cold damage. Effects that Daze, Stun, or Paralyze require 2 criticals in their roll to affect this creature. ***Fearless.*** This creature is immune to Sleep and adds 5 successes against effects that Fear or charm. ***Bloodletter.*** If a creature takes 3 or more physical damage from this creatures attacks they gain the Lesser Wound: Bleeding. Attacks against a bleeding creature reroll all blank wound dice. **Actions** ***Serrated Blade.*** *Melee Attack:* 3 AP, 5/1/1/0/0 - Deals 1/1 in slashing damage, adding 0/2 on a critical. ***Flurry.*** *Maneuver, Melee Attack:* 7 AP, 5/1/1/1/0 - Makes up to 3 attacks at adjacent creatures. On hit deals 1/1 in slashing damage, adding 0/2 on a critical. ***Blade Fury.*** *Maneuver, Special Attack:* 7 AP, Range 3, 3/3/1/0/0 - The Scaled Demon launches forward, jumping up to 3 tiles and slicing all creatures the demon passes through or are adjacent to it. Creatures make a Defense or Dexterity save, taking 1/2 in slashing damage on hit. ***Battle Cry.*** *Maneuver, Special:* 5 AP, Range 5, 3/0/0/0/0 - Lets loose a furious roar, enchanting itself and an ally in range for each success rolled. Each creature has expertise in attacks until the end of their next turn. ___ #### Taurus Demon | | | | | | :--------------- | ---: | :------------- | ---: | | **Defense:** | 3/2 | **AP:** | 15 | | **Wounds:** | 35 | **Challenge:** | 40 | | **Move/Sprint:** | 4/4 | **Size:** | Huge | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 7/6 | 1/0 | 4/2 | 0/0 | 3/3 | 3/2 | ___ ***Greater Demon.*** This creature has _Resistance_ 1 against all elemental damage, and _Resistance_ 1 against non-magical weapons. ***Magic Resistance.*** This creature adds 2 critical successes to defense and attribute saves against magic. ***Demonic Strength.*** This creature has expertise with attack rolls and may use expertise to reroll wound dice. **Actions** ***Great Spear.*** *Melee Attack:* 5 AP, Reach 2, 6/1/1/0/0 - Deals 2/1 in piercing damage, adding 0/2 on a critical. ***Cleave.*** *Melee Attack:* 7 AP, Reach 2, 6/1/1/1/0 - Hits all creatures in its zone of control, dealing 2/1 in piercing damage, adding 0/2 on a critical. ***Summoning.*** *Maneuver, Special:* 7 AP, 5/0/0/0/0 - Summon a Hordling or lesser demon (CR 7 and below) for each success. Can only be used once per day, the Demons return to the abyss after 1 hour. ***Gore.*** *Maneuver, Melee Attack:* 6 AP, Range 3, 6/1/1/0/0 - Can only target a creature that is not adjacent to the Taurus Demon. This creature charges at its target, moving up to 3 tiles and ending adjacent to them. The creature makes a Strength or Dexterity save against the attack, taking 2/4 in piercing damage. ***Mass Fireball.*** *Special, Once per day:* 10 AP, 4/1/1/0/0 - This creature can cast the spell _Mass Fireball_ at 7th level, using this roll for the spellcasting roll. #### Dragons #### Kobold | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 1/2 | **AP:** | 10 | | **Wounds:** | 2 | **Challenge:** | 1 | | **Move/Sprint:** | 5/4 | **Size:** | Small | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 0/0 | 2/0 | 1/0 | -2/0 | 1/0 | 0/0 | ___ ***Pack-Tactics.*** This creature has Combat Advantage when attacking a creature that is adjacent to an ally. ***Dark Sight.*** This creature treats dim light as bright light and darkness as dim light. **Actions** ***Bone Spear.*** *Melee Attack:* 5 AP, 0/2/3/0/0 - On hit deals 1/0 in piercing damage. ***Sling.*** *Ranged Attack:* 5 AP, Range 5/10, 1/1/3/0/0 - On hit deals 1/0 in bludgeoning damage. ___ #### Kobold Flametongue | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 1/2 | **AP:** | 10 | | **Wounds:** | 4 | **Challenge:** | 3 | | **Move/Sprint:** | 5/5 | **Size:** | Small | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/0 | 3/2 | 1/0 | -1/0 | 1/0 | 0/0 | ___ ***Pack-Tactics.*** This creature has Combat Advantage when attacking a creature that is adjacent to an ally. ***Quick.*** This creature does not provoke opportunity attacks when taking the Move action. **Actions** ***Sword.*** *Melee Attack:* 5 AP, 1/2/2/0/0 - On hit deals 1/0 in slashing damage. ***Firebreath*** *Special, Maneuver:* 7 AP, 2/1/2/0/0 - Breathes fire at all creatures in its zone of control. Creatures make a defense roll, taking 0/3 in fire damage on hit. ___ #### Chromatic Wyrmling | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 2/2 | **AP:** | 12 | | **Wounds:** | 10 | **Challenge:** | 15 | | **Move/Sprint:** | 4/6 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 4/2 | 2/2 | 1/0 | 0/0 | 2/2 | 1/0 | ___ ***Magic Resistance.*** This creature adds 1 critical success to defense and attribute saves against magic. ***Chromatic Scales.*** This dragon gains resistances based on its color: - Green: _Resistance_ 1 to poison damage. - Red: _Resistance_ 1 to fire damage. - Blue: _Resistance_ 1 to cold damage. - White: _Resistance_ 1 to thunder and lightning damage. - Bronze: _Resistance_ 1 to physical damage. ***Flight.*** This creature can fly using its movement. It can only take the Sprint action while flying. **Actions** ***Claws.*** *Melee Attack:* 4 AP, 2/2/1/0/0 - On hit deals 1/1 in slashing damage. ***Bite.*** *Melee Attack, Once per turn:* 7 AP, 2/3/1/0/0 - On hit deals 1/3 in piercing damage. ***Fireball.*** *Ranged Attack:* 7 AP, Range 7, 2/0/3/0/0 - Spits a fireball at a creature in range. The creature makes a Defense roll against this attack. On hit they take 2/2 in fire damage, adding 0/2 on a critical. After using this attack it must be recharged. At the start of each turn this creature rolls 2 Superior dice, recharging this attack on a critical. ___ #### Half Dragon | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 2/3 | **AP:** | 12 | | **Wounds:** | 16 | **Challenge:** | 17 | | **Move/Sprint:** | 4/4 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 5/4 | 1/1 | 2/1 | 0/0 | 2/2 | 0/0 | ___ ***Magic Resistance.*** This creature adds 1 critical success to defense and attribute saves against magic. ***Chromatic Scales.*** This creature gains resistances based on its color: - Green: _Resistance_ 1 to poison damage. - Red: _Resistance_ 1 to fire damage. - Blue: _Resistance_ 1 to cold damage. - White: _Resistance_ 1 to thunder and lightning damage. - Bronze: _Resistance_ 1 to physical damage. **Actions** ***Great Spear.*** *Melee Attack:* 4 AP, Reach 2, 4/1/0/0/0 - On hit deals 1/2 in piercing damage. ***Savage Leap.*** *Melee Attack, Maneuver:* 4 AP, Reach 2, 4/2/0/0/0 - This creature jumps 2 tiles ending adjacent to the target creature. On hit deals 2/2 in piercing damage and staggers. ***Sweeping Strike.*** *Melee Attack, Maneuver:* 4 AP, Reach 2, 4/2/0/0/0 - Attempts to knock a creature prone. The creature makes a Strength save against this attack. On hit they take 1/2 in bludgeoning damage, being knocked prone on a critical. ***Firebreath.*** *Special Attack:* 7 AP, 3/0/2/0/0 - Breathes fire in a 5x5 tile cone. All creatures inside the cone makes a Dexterity save against this attack. On fail they take 2/3 in fire damage, or half as much on success. After using this attack it must be recharged. At the start of each turn this creature rolls 2 Superior dice, recharging this attack on a critical. ___ #### Young Chromatic Dragon | | | | | | :--------------- | ---: | :------------- | ---: | | **Defense:** | 3/2 | **AP:** | 15 | | **Wounds:** | 26 | **Challenge:** | 35 | | **Move/Sprint:** | 5/8 | **Size:** | Huge | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 6/4 | 1/1 | 4/3 | 2/0 | 3/1 | 1/0 | ___ ***Dragonfear.*** Any hostile creature within 20 tiles that can see the Dragon makes a Willpower save at the start of their turn against 2 Superior dice. On fail they are feared for 1 minute with the Dragon as the source. A creature that succeeds against this is immune to it for 24 hours. ***Magic Resistance.*** This creature adds 1 critical success to defense and attribute saves against magic. ***Chromatic Scales.*** This dragon has _Resistance_ 1 to fire damage in addition to resistances based on its color: - Green: _Resistance_ 1 to poison damage. - Red: _Resistance_ 1 to fire damage. - Blue: _Resistance_ 1 to cold damage. - White: _Resistance_ 1 to thunder and lightning damage. - Bronze: _Resistance_ 1 to physical damage. ***Flight.*** This creature can fly using its movement. It can only take the Sprint action while flying. **Actions** ***Claws.*** *Melee Attack:* 4 AP, 4/1/1/0/0 - On hit deals 1/2 in slashing damage. ***Bite.*** *Melee Attack, Once per turn:* 7 AP, 4/2/1/0/0 - On hit deals 2/3 in piercing damage. ***Firebreath.*** *Special Attack:* 10 AP, 3/1/2/0/0 - Breathes fire in a 6x6 tile cone. All creatures inside the cone makes a Dexterity save against this attack. On fail they take 2/5 in fire damage, or half as much on success. After using this attack it must be recharged. At the start of each turn this creature rolls 2 Superior dice, recharging this attack on a critical. ***Wing Burst.*** *Special Attack, Maneuver:* 5 AP, Reach 2, 3/1/1/0/0 - Blasts air from the Dragon's wings to all creatures in its zone of control. Every creature hit makes a Strength save against this attack. On fail they are pushed back 2 tiles and take 0/1 in thunder damage, being knocked prone on a critical. ___ #### Adult Chromatic Dragon | | | | | | :--------------- | ---: | :------------- | ---: | | **Defense:** | 3/3 | **AP:** | 17 | | **Wounds:** | 42 | **Challenge:** | 55 | | **Move/Sprint:** | 5/10 | **Size:** | Huge | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 7/6 | 0/0 | 5/4 | 2/0 | 3/2 | 1/0 | ___ ***Dragonfear.*** Any hostile creature within 20 tiles that can see the Dragon makes a Willpower save at the start of their turn against 3 Superior dice. On fail they are feared for 1 minute with the Dragon as the source. A creature that succeeds against this is immune to it for 24 hours. ***Magic Resistance.*** This creature adds 2 critical successes to defense and attribute saves against magic. ***Chromatic Scales.*** This dragon has _Resistance_ 2 to fire damage in addition to resistances based on its color: - Green: _Resistance_ 2 to poison damage. - Red: _Resistance_ 2 to fire damage. - Blue: _Resistance_ 2 to cold damage. - White: _Resistance_ 2 to thunder and lightning damage. - Bronze: _Resistance_ 1 to physical damage. ***Flight.*** This creature can fly using its movement. It can only take the Sprint action while flying. **Actions** ***Claws.*** *Melee Attack:* 4 AP, 5/1/1/0/0 - On hit deals 1/3 in slashing damage. ***Bite.*** *Melee Attack, Once per turn:* 7 AP, 5/2/1/0/0 - On hit deals 2/4 in piercing damage. ***Firebreath.*** *Special Attack:* 10 AP, 4/1/2/0/0 - Breathes fire in a 9x9 tile cone. All creatures inside the cone makes a Dexterity save against this attack. On fail they take 2/8 in fire damage, or half as much on success. After using this attack it must be recharged. At the start of each turn this creature rolls 3 Superior dice, recharging this attack on a critical. ***Wing Burst.*** *Special Attack, Maneuver:* 5 AP, Reach 3, 4/1/0/0/0 - Blasts air from the Dragon's wings to all creatures in its zone of control. Every creature hit makes a Strength save against this attack. On fail they are pushed back 3 tiles and take 0/2 in thunder damage, being knocked prone on a critical. ___ #### Ancient Chromatic Dragon | | | | | | :--------------- | ---: | :------------- | ---------: | | **Defense:** | 4/3 | **AP:** | 19 | | **Wounds:** | 58 | **Challenge:** | 70 | | **Move/Sprint:** | 5/12 | **Size:** | Gargantuan | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 9/7 | -1/0 | 6/5 | 2/0 | 4/3 | 1/0 | ___ ***Dragonfear.*** Any hostile creature within 20 tiles that can see the Dragon makes a Willpower save at the start of their turn against 4 Superior dice. On fail they are feared for 1 minute with the Dragon as the source. A creature that succeeds against this is immune to it for 24 hours. ***Magic Resistance.*** This creature adds 3 critical successes to defense and attribute saves against magic. ***Chromatic Scales.*** This dragon has _Resistance_ 3 to fire damage in addition to resistances based on its color: - Green: _Resistance_ 3 to poison damage. - Red: _Resistance_ 3 to fire damage. - Blue: _Resistance_ 3 to cold damage. - White: _Resistance_ 3 to thunder and lightning damage. - Bronze: _Resistance_ 2 to physical damage. ***Flight.*** This creature can fly using its movement. It can only take the Sprint action while flying. **Actions** ***Claws.*** *Melee Attack:* 4 AP, 6/1/2/0/0 - On hit deals 2/3 in slashing damage. ***Bite.*** *Melee Attack, Once per turn:* 7 AP, 6/2/2/0/0 - On hit deals 3/5 in piercing damage. ***Firebreath.*** *Special Attack:* 10 AP, 5/1/2/0/0 - Breathes fire in a 12x12 tile cone. All creatures inside the cone makes a Dexterity save against this attack. On fail they take 3/11 in fire damage, or half as much on success. After using this attack it must be recharged. At the start of each turn this creature rolls 3 Superior dice, recharging this attack on a critical. ***Wing Burst.*** *Special Attack, Maneuver:* 5 AP, Reach 4, 5/1/0/0/0 - Blasts air from the Dragon's wings to all creatures in its zone of control. Every creature hit makes a Strength save against this attack. On fail they are pushed back 3 tiles and take 0/3 in thunder damage, being knocked prone on a critical. #### Elementals #### Magma Sprite | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 2/0 | **AP:** | 10 | | **Wounds:** | 2 | **Challenge:** | 1 | | **Move/Sprint:** | 4/4 | **Size:** | Small | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 2/0 | 2/2 | 0/0 | -1/0 | 0/0 | 0/0 | ___ ***Fire Resistance.*** This creature has Resistance 2 against fire damage and takes 1 wound when exposed to water. ***Volatile.*** If this creature is reduced to 0 health from a source other than water it violently explodes. All adjacent creatures make a Dexterity save, taking 2 wound dice in Fire damage on fail. **Actions** ***Fists.*** *Melee Attack:* 5 AP, 1/1/3/0/0 - Deals a wound die each of Fire and bludgeoning damage. ___ #### Mud Sprite | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 1/2 | **AP:** | 10 | | **Wounds:** | 3 | **Challenge:** | 1 | | **Move/Sprint:** | 4/2 | **Size:** | Small | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 2/0 | 0/0 | 2/0 | 0/0 | -1/0 | 0/0 | ___ ***Physical Resistance.*** This creature has Resistance 1 against physical damage and Vulnerability 1 against fire damage. **Actions** ***Fists.*** *Melee Attack:* 5 AP, 1/1/3/0/0 - Deals a wound. ***Restrain.*** *Maneuver*, *Melee Attack:* 5 AP, 0/2/3/0/0 - Attempt to bind a creature in mud. The target creature makes a Strength or Dexterity save, on fail they are restrained and the Mud Sprite occupies the same tile as the creature. Any attack that targets the Mud Sprite also targets the restrained creature with both creatures rolling saves and taking damage. ___ #### Fire Elemental | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/3 | **AP:** | 10 | | **Wounds:** | - | **Challenge:** | 5 | | **Move/Sprint:** | 3/3 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/0 | 2/1 | 2/0 | -1/0 | 1/0 | 0/0 | ___ ***Conjured.*** This Elemental is conjured, it's max wounds is determined by the spell that conjured it. ***Elemental.*** This creature has _Resistance_ 2 to Fire damage. **Actions** ***Fists.*** *Melee Attack:* 5 AP, 0/3/2/0/0 - Deals 1 wound and 1 wound die in fire damage. ***Firebolt.*** *Ranged 10 Attack:* 5 AP, 0/2/3/0/0 - Deals 1 wound in fire damage on hit, adding a wound die on crit. ___ #### Water Elemental | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/3 | **AP:** | 10 | | **Wounds:** | - | **Challenge:** | 6 | | **Move/Sprint:** | 3/3 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/0 | 2/1 | 2/0 | -1/0 | 1/0 | 0/0 | ___ ***Conjured.*** This Elemental is conjured, it's max wounds is determined by the spell that conjured it. ***Elemental.*** This creature has _Resistance_ 2 to Cold damage. **Actions** ***Fists.*** *Melee Attack:* 5 AP, 0/3/2/0/0 - Deals 1 wound and 1 wound die in cold damage. ***Freeze.*** *Maneuver, Melee Attack:* 5 AP, 0/3/2/0/0 - Target makes a Stamina save. On fail they take 1 wound in Cold damage and gain Slow 1 for 1 minute, and are restraining until the end of their next turn on crit. ___ #### Air Elemental | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/3 | **AP:** | 10 | | **Wounds:** | - | **Challenge:** | 6 | | **Move/Sprint:** | 3/3 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/0 | 2/1 | 2/0 | -1/0 | 1/0 | 0/0 | ___ ***Conjured.*** This Elemental is conjured, it's max wounds is determined by the spell that conjured it. ***Elemental.*** This creature has _Resistance_ 2 to Thunder and Lightning damage. **Actions** ***Fists.*** *Melee Attack:* 5 AP, 0/3/2/0/0 - Deals 1 wound and 1 wound die in thunder damage. ***Gust.*** *Maneuver, Special:* 7 AP
Creates a torrent of wind in a direction away from the elemental. The gust is 3 tiles wide and 7 tiles long and lasts until the start of the elementals next turn. All creatures moving into the wind use an extra tile of movement for each tile moved. All ranged attacks moving into the wind add 1 Terrible dice to their attack. ___ #### Earth Elemental | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/3 | **AP:** | 10 | | **Wounds:** | - | **Challenge:** | 6 | | **Move/Sprint:** | 3/3 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/0 | 2/1 | 2/0 | -1/0 | 1/0 | 0/0 | ___ ***Conjured.*** This Elemental is conjured, it's max wounds is determined by the spell that conjured it. ***Elemental.*** This creature has _Resistance_ 1 to Physical and Poison damage. **Actions** ***Fists.*** *Melee Attack:* 5 AP, 0/3/2/0/0 - Deals 1 wound and 1 wound die in bludgeoning damage. ***Harden.*** *Maneuver, Special:* 2 AP
Improve all defense dice to superior defense dice. ___ #### Golem | | | | | | :--------------- | ---: | :------------- | ---: | | **Defense:** | 3/3 | **AP:** | 15 | | **Wounds:** | 16 | **Challenge:** | 24 | | **Move/Sprint:** | 3/3 | **Size:** | Huge | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 7/5 | -2/0 | 4/2 | -2/0 | 0/0 | 0/0 | ___ ***Elemental.*** This creature has _Resistance_ 1 to Physical, Lightning, Thunder, and Poison damage. **Actions** ***Slam.*** *Melee Attack:* 5 AP, 4/1/2/0/0 - Deals 2 wounds and 1 wound die in thunder damage. ***Thunderwave.*** *Melee Attack:* 7 AP, 3/2/2/0/0 - Stomps the ground, sending a wave of thunderous force hitting all creatures within 2 tiles of the Golem. Creatures make a Stamina save, taking 0/2 in thunder damage on fail, and being knocked prone on a critial. ***Rock Throw.*** *Maneuver, Ranged Attack:* 7 AP, Range 7, 3/2/2
Throws a large boulder at a creature in range it can see. The creature makes a Dexterity or Defense save against the attack, taking 2/3 in bludgeoning damage. #### Fey #### Pixie | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 0/1 | **AP:** | 10 | | **Wounds:** | 1 | **Challenge:** | 1/2 | | **Move/Sprint:** | 4/3 | **Size:** | Small | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 0/0 | 3/1 | -1/0 | 0/0 | 1/0 | 2/0 | ___ ***Enchanting Presence.*** This creature cannot wear armor, instead any attack, maneuver or spell attack against this target adds 2 Bad dice to their rolls. **Actions** ***Razor Dust.*** *Ranged Attack:* 5 AP, Range 2, 0/3/2/0/0 - Deals 1 wound die. On crit the target gains Hex 1 for 1 minute. ***Trickery.*** *Maneuver*, *Reaction:* 2 AP
If this creature or an adjacent ally is targeted by a melee attack you add 1 bad die to their attack roll. If they critically fail the attack they gain Hex 1 for 1 minute. ___ #### Peryton | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 0/2 | **AP:** | 10 | | **Wounds:** | 9 | **Challenge:** | 8 | | **Move/Sprint:** | 4/3 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/1 | 3/1 | 2/0 | 0/0 | 1/0 | 2/0 | ___ ***Enchanting Presence.*** This creature cannot wear armor, instead any attack, maneuver or spell attack against this target adds 2 Bad dice to their rolls. ***Charge.*** If this creature move at least 2 tiles before making an attack it adds 1 wound die to the damage and knocks the target prone on crit. **Actions** ***Gore.*** *Melee Attack:* 5 AP, 1/2/2/0/0 - Deals 3 wound dice. If the attack does 3 or more damage the target gets the Lesser Wound: Bleeding. Attacks against a bleeding creature reroll all blank wound dice. ***Tail Wind.*** *Maneuver*, *Special:* 5 AP, 0/3/2/0/0 - Blasts wind at all creatures in its zone of control. Creatures make a Strength save against the attack. On fail they take 1 wound die in damage and are pushed back 1 tile, being knocked prone on crit. ___ #### Dryad | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/3 | **AP:** | 11 | | **Wounds:** | 9 | **Challenge:** | 8 | | **Move/Sprint:** | 4/5 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/0 | 3/1 | 2/2 | 0/0 | 1/1 | 4/2 | ___ ***Enchanting Presence.*** Any attack, maneuver or spell attack against this target adds 2 bad dice to their rolls. ***Innate Magic.*** This creature does not require a codex to cast spells. They cast all spells at 3rd level using 3/2/1 as their spellcasting roll, and cannot cast more than 7 times per long rest. Spells cast are considered one level higher when targeted by _Counter Spell_ or _Dispel Magic_. They know the following spells: _Vine Whip_, _Animal Messenger_, _Bramble_, _Tremor_, _Healing Word_. ***Tree Stride.*** As part of its movement, the dryad can enter a tree and exit out of another tree within 10 tiles. **Actions** ***Vine Club.*** *Melee Attack:* 5 AP, 0/1/5/0/0 - Deals 2 wound dice. _Barkskin_ and _Summon Creature_ can be used once per day. ***Barkskin.*** *Concentration, Special:* 5 AP
The dryad grows a thick layer of bark, improving all defense dice to superior defense dice. This effect lasts for 10 minutes and must be concentrated on like a spell. ***Summon Creatures.*** *Special:* 10 AP, 2/0/0/0/0 - Summon a woodland beast of Challenge 3 or less for each success rolled. ___ #### Knight of the Moon Court | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 2/0 | **AP:** | 11 | | **Wounds:** | 10 | **Challenge:** | 13 | | **Move/Sprint:** | 5/2 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/0 | 2/2 | 1/0 | 0/0 | 0/0 | 3/0 | ___ ***Enchanting Presence.*** Any attack, maneuver or spell attack against this target adds 2 Terrible dice to their rolls. ***Innate Magic.*** This creature does not require a codex to cast spells. They cast all spells at 3rd level using 3/3/1 as their spellcasting roll, and cannot cast more than 5 times per long rest. Spells cast are considered one level higher when targeted by _Counter Spell_ or _Dispel Magic_. know the following spells: _Phantasmal Blades_, _Fireball_, _Symbol of Will_, _Sword Burst_, _Healing Word_. **Actions** ***Claymore.*** *Melee Attack:* 4 AP, 3/1/2/0/0 - Deals 1/1 in slashing damage. ***Cleave.*** *Maneuver*, *Melee Attack:* 6 AP, 3/1/3/0/0 - Attacks all creatures inside its zone of control, dealing 1/1 in slashing damage to all targets on hit. ___ #### Faerie Dragon | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 2/2 | **AP:** | 13 | | **Wounds:** | 17 | **Challenge:** | 16 | | **Move/Sprint:** | 5/5 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 2/0 | 4/4 | 2/2 | -2/0 | -1/0 | 5/3 | ___ ***Enchanting Presence.*** This creature cannot wear armor, instead any attack, maneuver or spell attack against this target adds 1 Terrible die to their rolls. ***Flying.*** This creature can fly and hover in place. If this creature is grappled or restrained it plummets from the air. ***Magic Resistance.*** This creature adds 2 critical successes to defense and attribute saves against magic. **Actions** ***Claw.*** *Melee Attack:* 5 AP, 2/0/3/0/0 - Deals 1 wound and 2 wound dice in damage. ***Faerie Orb.*** *Maneuver*, *Special:* 7 AP, Range 5, 2/3/0/0/0 - The faerie dragon turns into an orb of blue fire and dashes 5 tiles in a straight line, hitting all creatures in its path. All creatures targeted make a Dexterity save taking 2 wounds and 2 wound dice in fire damage. The Dragon appears next to the creature, avoiding opportunity attacks or damaging effects while travelling. ***Blink.*** *Maneuver, Reaction:* 3 AP
On being hit by an attack, maneuver, or spell the faerie dragon can momentarily blink out of existence. The dragon takes no effects from the attack and appears in their position at the start of their next turn. ***Confusion Breath.*** *Once Per Day, Special:* 8 AP, 1/4/0/0/0
Breathes a euphoric fire that clouds creatures minds hitting all creatures in a 6x6 tile arc from the dragon. Creatures make a Willpower save, becoming confused for the next 10 minutes on fail. While confused, at the start of each turn they roll a wound die. On a wound they take no action, instead moving in a random direction. Each time they take damage they make a Willpower save against 2 superior dice, ending the effect on success. ___ #### Night Hag | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/2 | **AP:** | 11 | | **Wounds:** | 11 | **Challenge:** | 14 | | **Move/Sprint:** | 4/2 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | -1/0 | -1/0 | 2/1 | 1/0 | 3/1 | 2/2 | ___ ***Resistance.*** This creature has _Resistance_ 1 against fire, cold, force, and death damage. ***Hexproof.*** This creature is immune to Hex 1 and below. ***Innate Magic.*** This creature does not require a codex to cast spells. They cast all spells at 4th level using 4/1/1 as their spellcasting roll, and cannot cast more than 12 times per long rest. Spells cast are considered one level higher when targeted by _Counter Spell_ or _Dispel Magic_. They know the following spells: _Crow of Magthera, Sleep, Cloud of Teeth, Fear, Curse of Misfortune, Curse of Weakness_. **Actions** ***Ghoulish Claws.*** *Melee Attack:* 5 AP, 3/0/2/0/0 - Deals 0/3 in poison damage. The creature is paralyzed until the end of its next turn on a critical. ***Voodoo Doll.*** *Special:* 6 AP, Range 3, 3/1/2/0/0 - While holding a Voodoo Doll the Night Hag can attempt to bind it to a creature. The creature makes a Willpower save against this attack. On fail they are dominated by the Night Hag. They must obey any command given by the Night Hag as long as it does not harm them. For example, they cannot be commanded to jump off a cliff. The creature can choose to disobey the command, taking 2/2 in psychic damage instead. Only one creature can be bound to a Voodoo Doll. The link is broken when the Voodoo Doll is destroyed. The Night Hag must spend 7 days crafting a new one before it can use this ability again. ___ #### Death Hag | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/2 | **AP:** | 12 | | **Wounds:** | 13 | **Challenge:** | 18 | | **Move/Sprint:** | 4/2 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | -2/0 | -1/0 | 3/2 | 1/0 | 4/2 | 2/2 | ___ ***Resistance.*** This creature has _Resistance_ 1 against fire, cold, force, and death damage. ***Hexproof.*** This creature is immune to Hex 1 and below. ***Innate Magic.*** This creature does not require a codex to cast spells. They cast all spells at 4th level using 5/1/1 as their spellcasting roll, and cannot cast more than 12 times per long rest. Spells cast are considered one level higher when targeted by _Counter Spell_ or _Dispel Magic_. They know the spells _Bleed, Sleep, Cloud of Teeth, Fear, Curse of Misfortune, Curse of Weakness, Inflict Wound, Laughing Skull_. **Actions** ***Ghoulish Claws.*** *Melee Attack:* 5 AP, 3/1/2/0/0 - Deals 0/3 in poison damage. The creature is paralyzed until the end of its next turn on a critical. ***Death Stare.*** *Special, Maneuver:* 8 AP, Range 8, 3/2/2/0/0 - Targeting a creature the Death Hag can see they make a Willpower save against this roll. On fail they become incapacitated and begin making death saving throws. They do not gain temporary wounds, instead removing their current wounds when failing a death save. If the creature drops to 0 health they die. If they are stabilized, either through healing or by a medicine challenge, they awake immediately with their remaining health. ___ #### Archfey | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/2 | **AP:** | 13 | | **Wounds:** | 27 | **Challenge:** | 45 | | **Move/Sprint:** | 5/9 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/1 | 7/6 | 2/1 | 2/0 | 5/4 | 7/5 | ___ ***Enchanting Presence.*** Any attack, maneuver, or spell attack against this target adds 4 Terrible dice to their rolls. ***Innate Magic.*** This creature does not require a codex to cast spells. They cast all spells at 7th level using 7/1/1 as their spellcasting roll, and cannot cast more than 9 times per long rest. Spells cast are considered one level higher when targeted by _Counter Spell_ or _Dispel Magic_. They know the spells _Barrier, Counter Spell, Fire Shell, Haste, Starfall, Enchantment, Suggestion, True Sight, Forcewave, Power Word: Harm, Mass Fireball_. ***Iron Sensitivity.*** This creature has _Vulnerability_ 1 to physical damage dealt by iron weapons. ***Magic Resistance.*** This creature adds 2 critical successes to defense and attribute saves against magic. **Actions** ***Infallible Beauty.*** *Special, Reaction, Once per turn:* 2 AP, Range 5, 5/0/2/0/0 - Can be used when a creature in range attempts to make an attack against the Archfey. The creature makes a Charisma save against this attack. On fail they are overcome by the Archfey's beauty and the attack fails. Until the end of their next turn they are unable to take a hostile action against the Archfey. Succeeding against this attack makes you immune to it for 24 hours. ***Feyblade.*** *Melee Attack:* 3 AP, 7/1/1/0/0 - Deals 1/1 in slashing damage, adding 0/2 in force damage on a critical. #### Giants #### Troll | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 0/4 | **AP:** | 13 | | **Wounds:** | 10 | **Challenge:** | 8 | | **Move/Sprint:** | 4/2 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 4/2 | 1/0 | 4/3 | -2/0 | -1/0 | -2/0 | ___ ***Regeneration.*** As long as this creature hasn't taken Holy or Fire damage they regenerate 2 wound dice of damage every round. ***Troll Resistance.*** This creature has Resistance 2 to Poison damage and Vulnerability 1 to Fire and Holy damage. **Actions** This creature can only take 1 Bite action per turn. ***Claws.*** *Melee Attack:* 6 AP, 3/1/1/0/0 - deals 3 wound dice. ***Bite.*** *Melee Attack:* 6 AP, 3/1/2/0/0 - deals 1 wound and 3 wound dice. ___ #### Ogre | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 1/3 | **AP:** | 11 | | **Wounds:** | 14 | **Challenge:** | 9 | | **Move/Sprint:** | 4/1 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 5/3 | -2/0 | 5/5 | -1/0 | 1/0 | -1/0 | ___ **Actions** ***Great Club.*** *Melee Attack:* 6 AP, 2/3/0/0/0 - deals 4 wound dice. ***Grab.*** *Melee Attack:* 7 AP, 2/3/0/0/0 - Target makes a Strength or Dexterity save against the ogre. On fail the target is grappled, and the ogre can throw the creature without spending AP. ***Throw.*** *Ranged Attack:* 6 AP, Range 7, 1/4/0/0/0 - Throws a nearby boulder, or whatever is in their hand at the time dealing 1 wound and 2 wound dice on hit. If the ogre is holding a creature it also takes damage from this attack without making a roll and they are no longer grappled. ___ #### Ogre Warrior | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 3/2 | **AP:** | 11 | | **Wounds:** | 15 | **Challenge:** | 13 | | **Move/Sprint:** | 4/1 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 6/3 | -2/0 | 5/5 | -1/0 | 1/0 | -1/0 | ___ **Actions** ***Great Axe.*** *Melee Attack:* 6 AP, 3/2/1/0/0 - deals 1 wound and 3 wound dice. ***Grab.*** *Melee Attack:* 7 AP, 3/2/1/0/0 - Target makes a Strength or Dexterity save against the ogre. On fail the target is grappled, and the ogre can throw the creature without spending AP. ***Throw.*** *Ranged Attack:* 6 AP, Range 7, 2/3/1/0/0 - Throws a nearby boulder, or whatever is in their hand at the time dealing 1 wound and 2 wound dice on hit. If the ogre is holding a creature it also takes damage from this attack without making a roll and they are no longer grappled. ***Shield-Bash.*** *Maneuver, Reaction:* 2 AP, 1/2/4/0/0 - After blocking a melee attack, the ogre can retaliate with its shield dealing 2 wound dice on hit. On crit the target is staggered until the start of its next turn. ___ #### Ogre Shaman | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 0/4 | **AP:** | 12 | | **Wounds:** | 13 | **Challenge:** | 14 | | **Move/Sprint:** | 4/2 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 4/3 | -2/0 | 4/2 | 2/2 | 3/2 | -1/0 | ___ ***Spellcaster.*** This creature has 3 proficiency with Curse spells and 1 proficiency with Arcane spells. They are a 3rd level spellcaster, have 15 mana and have a codex with the following spells: _Bleed_, _Firefly Swarm_, _Hexbolt_, _Command_, _Call Lightning_, _Fireball_. **Actions** ***Staff.*** *Melee Attack:* 6 AP, 2/2/1/0/0 - deals 3 wound dice. ___ #### Ettin | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 0/4 | **AP:** | 15 | | **Wounds:** | 20 | **Challenge:** | 20 | | **Move/Sprint:** | 5/2 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 6/4 | -1/0 | 5/3 | -1/0 | 1/0 | -2/0 | ___ ***Twin-Heads.*** The Ettin rolls initiative twice, taking two turns but only can only move once. Effects that Blind, Sleep, Stun, Fear, or Daze have no effect unless they effect both heads. ***Poison Resistance.*** The Ettin has _Resistance_ 1 to poison damage and is immune to Poisons at level 1 or below. **Actions** This creature can only make 1 attack with the Great Club and Bone Axe each turn. ***Great Club.*** *Melee Attack:* 6 AP, Reach, 3/2/1/0/0 - On hit deals 0/4 in bludgeoning damage. ***Cleaving Axe.*** *Melee Attack:* 8 AP, Reach, 3/2/1/0/0 - Swings its felling axe, targeting 3 adjacent creatures in range. On hit deals 1/3 in slashing damage. ___ #### Depth Titan | | | | | | :--------------- | ---: | :------------- | ---: | | **Defense:** | 4/2 | **AP:** | 15 | | **Wounds:** | 30 | **Challenge:** | 35 | | **Move/Sprint:** | 5/3 | **Size:** | Huge | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 7/5 | -1/0 | 6/3 | -1/0 | 3/1 | -1/0 | ___ ***Razor Carapace.*** While taking the Defend action adjacent creatures that make a melee attack against this creature take 0/2 in piercing damage. ***Unstoppable.*** Any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals. ***Amphibious.*** This creature can breathe underwater and does not treat water as difficult terrain. **Actions** ***Anchor.*** *Melee Attack:* 5 AP, 5/1/2/0/0 - deals 2/1 in bludgeoning damage, adding 0/3 on a critical. ***Tremor Slam.*** *Melee Attack, Maneuver:* 7 AP, 5/1/2/0/0 - Hits all creatures within 2 tiles of the Depth Titan that are touching the ground. Creatures make a Stamina save against this attack. On fail they take 0/3 in bludgeoning damage, being knocked prone on a critical. ***Anchor Toss.*** *Ranged Attack, Maneuver:* 5 AP, Range 5, 3/3/2/0/0 - Throws the anchor at a creature in range. The creature makes a Dexterity save, being pulled 3 tiles closer to the Depth Titan and taking 3/2 in bludgeoning damage. #### Monstrosities #### Frogbeast | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 2/1 | **AP:** | 10 | | **Wounds:** | 4 | **Challenge:** | 2 | | **Move/Sprint:** | 4/4 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 2/1 | 2/1 | 1/0 | -1/0 | 1/0 | -1/0 | ___ ***Deep strider.*** This creature has Slow 1 as long as it not in water. ***Monstrous Resistance.*** This creature adds 1 crit success against attacks and 1 crit failure against spells. **Actions** ***Spear.*** *Melee Attack:* 5 AP, 1/1/3/0/0 - Deals 1 wound. ***Poison Claws.*** *Maneuver, Melee Attack:* 4 AP, 1/1/3/0/0 - Deals 2 wound dice. On crit the target creature gains Poison 1 for 10 minutes. Until the creature cures this poison they go into a frenzy, attacking the closest target to them each round. ___ #### Frogbeast Mutant | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 2/2 | **AP:** | 11 | | **Wounds:** | 5 | **Challenge:** | 4 | | **Move/Sprint:** | 4/4 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/2 | 2/1 | 2/1 | -1/0 | 1/0 | -1/0 | ___ ***Deep strider.*** This creature has Slow 1 as long as it not in water. ***Monstrous Resistance.*** This creature adds 1 crit success against attacks and 1 crit failure against spells. **Actions** ***Spear.*** *Melee Attack:* 3 AP, 2/1/2/0/0 - Deals 1 wound. ***Poison Claws.*** *Maneuver, Melee Attack:* 4 AP, 2/1/2/0/0 - Deals 2 wound dice. On crit the target creature gains Poison 1 for 10 minutes. Until the creature cures this poison they go into a frenzy, attacking the closest target to them each round. ___ #### Frogbeast Witch | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/2 | **AP:** | 11 | | **Wounds:** | 3 | **Challenge:** | 4 | | **Move/Sprint:** | 4/4 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/0 | 1/0 | 1/0 | -1/0 | 3/0 | 0/0 | ___ ***Deep strider.*** This creature has Slow 1 as long as it not in water. ***Monstrous Resistance.*** This creature adds 1 crit success against spells and 1 crit failure against attacks. ***Spellcaster.*** This creature has 1 proficiency with Curse spells. They are a 2nd level spellcaster with 8 mana and can cast the following spells without a codex: _Black Tendrils_, _Hex_, _Eldritch Presence_, _Curse of Fragility_, _Curse of Suffering_. **Actions** ***Staff.*** *Melee Attack:* 5 AP, 0/1/4/0/0 - Deals 1 wound die. ___ #### Gloom Stalker | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/2 | **AP:** | 10 | | **Wounds:** | 4 | **Challenge:** | 3 | | **Move/Sprint:** | 5/4 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/0 | 3/2 | 0/0 | -1/0 | 0/0 | 2/1 | ___ ***Sunlight Sensitivity.*** This creature grants Combat Advantage while in direct sunlight. ***Flying.*** This creature can fly and hover in place. If this creature is grappled or restrained it plummets from the air. **Actions** ***Talons.*** *Melee Attack:* 5 AP, 1/2/2/0/0 - Deals 2 wound dice. ***Terrifying Gaze.*** *Special:* 5 AP, Range 5, 0/2/3/0/0 - Targetting a creature in range that can see the gloom stalker, the creature makes a Willpower save becoming afraid of the gloom stalker for 1 minute on fail. While in line of sight of the gloom stalker the creature cannot willingly move closer. ___ #### Harpy | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 1/2 | **AP:** | 10 | | **Wounds:** | 4 | **Challenge:** | 4 | | **Move/Sprint:** | 5/5 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 0/0 | 3/1 | 0/0 | 0/0 | 2/1 | -1/0 | ___ ***Monstrous Resistance.*** This creature gains 2 Superior dice when saving against effects that cause Charm, Fear, or Sleep. ***Flying.*** This creature can fly and hover in place. If this creature is grappled or restrained it plummets from the air. **Actions** ***Talons.*** *Melee Attack:* 3 AP, 1/2/2/0/0 - Deals 2 wound dice. ***Song of Allure.*** *Special:* 5 AP, 0/1/5/0/0 - The harpy sings a magical melody, effecting all Humanoids within 30 tiles. A creature in range that can hear the melody makes a Charisma save, becoming Charmed by the Harpy on fail. While Charmed the creature takes no action other than moving closer to the harpy. The creature will not avoid hazards, taking the most direct route. If the movement will cause harm to the creature, they take damage, or another creature spends 5 AP trying to wake them they may make another Charisma save, ending the effects on success. Once a creature has saved against the song they are immune to it for 24 hours. The creature has no memory of the time they were charmed. The Harpy cannot attack while singing and must sing every turn or the Charm ends. ___ #### Owlfeather Harpy | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 1/2 | **AP:** | 10 | | **Wounds:** | 5 | **Challenge:** | 7 | | **Move/Sprint:** | 5/5 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 0/0 | 3/1 | 0/0 | 0/0 | 3/2 | -1/0 | ___ ***Monstrous Resistance.*** This creature gains 2 Superior dice when saving against effects that cause Charm, Fear, or Sleep. ***Flying.*** This creature can fly and hover in place. If this creature is grappled or restrained it plummets from the air. **Actions** ***Talons.*** *Melee Attack:* 3 AP, 0/3/2/0/0 - Deals 2 wound dice. ***Dream eater.*** *Maneuver, Special Attack:* 5 AP, 0/3/2/0/0 - Works only on sleeping targets. Deals 3 wound dice in Death damage, healing the Harpy for the damage dealt. If this would kill the creature, they are incapacitated instead, taking 2 levels of exhaustion and waking with 1 health after a long rest. ***Song of Sleep.*** *Special:* 5 AP, 0/1/5/0/0 - The harpy sings a magical melody, effecting all Humanoids within 30 tiles. A creature in range that can hear the melody makes a Charisma save, becoming Dazed until the end of their next turn. A dazed creature that fails their save falls asleep instead. The sleep is restless, giving no benefit from a long or short rest while asleep. After taking damage or another creature spends 5 AP to wake them they may make a Charisma save, automatically succeeding if the harpy is no longer singing. The Harpy cannot attack while singing and must sing every turn or the effects end. ___ #### Harpy Sorcerer | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 1/2 | **AP:** | 11 | | **Wounds:** | 9 | **Challenge:** | 9 | | **Move/Sprint:** | 5/5 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | -1/0 | 3/1 | 0/0 | 3/1 | -1/0 | 2/1 | ___ ***Monstrous Resistance.*** This creature gains 2 Superior dice when saving against effects that cause Charm, Fear, or Sleep. ***Flying.*** This creature can fly and hover in place. If this creature is grappled or restrained it plummets from the air. ***Spellcaster.*** The Harpy Sorcerer has 2 proficiency with Arcane spells. They are a 4th level spellcaster with 14 mana and can cast the following spells: _Static Shock_, _Call Lightning_, _Slowfield_, _Lightning Bolt_. **Actions** ***Talons.*** *Melee Attack:* 3 AP, 1/2/2/0/0 - Deals 2 wound dice. ***Song of Storms.*** *Special:* 2 AP, 2/0/4/0/0 - The harpy sings a magical melody, creating strong winds and stormy weather. While singing, any ranged attacks or spells targeting a creature inside the winds can use this roll instead of their defense or saving roll. If the song continues for at least 1 minute storm clouds form and change the weather, lasting for 10 minutes after the song stops. The Harpy cannot attack while singing and must sing every turn or the Charm ends. ___ #### Sentient Slime | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 3/0 | **AP:** | 11 | | **Wounds:** | 7 | **Challenge:** | 8 | | **Move/Sprint:** | 3/2 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/1 | 0/0 | 4/4 | -2/0 | 2/0 | -2/0 | ___ ***Poison Resistance.*** The Sentient Slime has _Resistance_ 2 to poison damage and is immune to Poisons at level 2 or below. ***Amorphous.*** This creature has no defined shape. It can spread itself across a 3x3 tile area or squeeze itself through a 1 inch gap. Any movement while not maintaining its 1x1 form treats all tiles as difficult terrain. ***Acidic.*** Any creature that touches or critically fails a melee attack against the Sentient slime takes 0/2 in poison damage. **Actions** ***Bash.*** *Melee Attack:* 4 AP, 1/2/2/0/0 - Deals 1/2 in poison damage. ***Consume.*** *Melee Attack:* 6 AP, 2/2/1/0/0 - Attempt to surround a medium or smaller creature with its body. The creature makes a Dexterity save, on fail they are restrained by the Sentient Slime and move with it. While restrained they are Silenced and cannot breathe. At the start of the creatures turns they take 1/2 in poison damage. Only one creature can be consumed at a time. ___ #### Black Tar | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 3/0 | **AP:** | 11 | | **Wounds:** | 16 | **Challenge:** | 8 | | **Move/Sprint:** | 3/2 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/1 | 0/0 | 4/4 | -2/0 | 2/0 | -2/0 | ___ ***Poison Resistance.*** The Black Tar has _Resistance_ 2 to poison damage and is immune to Poisons at level 2 or below. ***Unstable.*** When hit with a weapon dealing slashing or bludgeoning damage ***Amorphous.*** This creature has no defined shape. It can spread itself across a 3x3 tile area or squeeze itself through a 1 inch gap. Any movement while not maintaining its 1x1 form treats all tiles as difficult terrain. ***Acidic.*** Any creature that touches or critically fails a melee attack against the Sentient slime takes 0/2 in poison damage. **Actions** ***Bash.*** *Melee Attack:* 4 AP, 1/2/2/0/0 - Deals 1/2 in poison damage. ***Consume.*** *Melee Attack:* 6 AP, 2/2/1/0/0 - Attempt to surround a medium or smaller creature with its body. The creature makes a Dexterity save, on fail they are restrained by the Sentient Slime and move with it. While restrained they are Silenced and cannot breathe. At the start of the creatures turns they take 1/2 in poison damage. Only one creature can be consumed at a time. ___ #### Wendigo | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 2/1 | **AP:** | 11 | | **Wounds:** | 7 | **Challenge:** | 8 | | **Move/Sprint:** | 4/5 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 4/2 | 3/2 | 2/0 | -2/0 | 0/0 | 2/1 | ___ ***Poison Resistance.*** The Wendigo has _Resistance_ 1 to poison damage and is immune to Poisons at level 1 or below. ***Voice Mimicry.*** This creature can emulate the voice of the creatures its killed or heard in the past 24 hours. A successful Insight challenge against this creatures Charisma save will determine the voice is fake. **Actions** ***Claw.*** *Melee Attack:* 4 AP, 1/3/1/0/0 - Deals 2 wound dice. ***Bite.*** *Melee Attack:* 6 AP, 2/3/1/0/0 - Deals 1 wound and 2 wound dice. On crit the target creature gains Poison 1. While poisoned any damage taken reduces your max wounds as well, recovering after a long rest. If the Wendigo is cursed, the target creature is also cursed with the same curse. ___ #### Serpent Warrior | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 2/2 | **AP:** | 11 | | **Wounds:** | 9 | **Challenge:** | 13 | | **Move/Sprint:** | 5/4 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 4/2 | 3/2 | 3/3 | 0/0 | 1/0 | -2/0 | ___ ***Cursed Form.*** This creature adds a success to attack rolls for each curse and level of Hex they have. ***Poisonous.*** This creature has _Resistance_ 1 to poison damage and is immune to level 1 Poisons. **Actions** ***Flaming Scimitar.*** *Melee Attack:* 3 AP, 3/1/1/0/0 - Deals 1/0 in slashing damage and 0/2 in fire damage. ***Bite.*** *Melee Attack:* 7 AP, 2/3/1/0/0 - Grapples and bites a creature. The creature makes a Strength or Dexterity save against this roll. On fail they take 0/3 in poison damage, gaining Poison 2 for 10 minutes on a critical. ___ #### Serpent Curseblood | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 2/1 | **AP:** | 11 | | **Wounds:** | 11 | **Challenge:** | 17 | | **Move/Sprint:** | 5/5 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 2/0 | 4/2 | 1/1 | 1/0 | 4/3 | -2/0 | ___ ***Cursed Form.*** This creature adds a success to attack rolls for each curse and level of Hex they have. ***Poisonous.*** This creature has _Resistance_ 1 to poison damage and is immune to level 1 Poisons. ***Spellcaster.*** The Serpent Curseblood has 3 proficiency with Curse spells. They are a 5th level spellcaster, have 20 mana, and a codex with the following spells: _Bleed_, _Life Sense_, _Hex_, _Snake Totem_, _Curse of Misfortune_, _Inflict Wounds_, _Curse of Weakness_, _Mass Hex_, _Curse of Pain_. **Actions** ***Poisoned Claws.*** *Melee Attack:* 5 AP, 2/2/1/0/0 - Deals 0/3 in Poison damage, inflicting Poison 2 for 10 minutes on a critical. ***Bite.*** *Melee Attack:* 7 AP, 2/3/1/0/0 - Grapples and bites a creature. The creature makes a Strength or Dexterity save against this roll. On fail they take 0/3 in poison damage, gaining Poison 2 for 10 minutes on a critical. ___ #### Snowstalker | | | | | | :--------------- | ---: | :------------- | ---: | | **Defense:** | 2/3 | **AP:** | 14 | | **Wounds:** | 23 | **Challenge:** | 30 | | **Move/Sprint:** | 5/5 | **Size:** | Huge | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 7/6 | 2/0 | 5/5 | -2/0 | 0/0 | -1/0 | ___ ***Monstrous Resistance.*** This creature has Resistance 1 to Fire and Cold damage. ***Burrow.*** This creature can burrow through the snow as part of its movement, becoming untargetable. It cannot burrow or unburrow during the same turn. **Actions** ***Bite.*** *Melee Attack:* 7 AP, Reach 1, 5/1/1/0/0 - Deals 3 wounds of piercing damage, adding 4 wound dice in fire damage on crit. If this attack hits the creature is grappled in the Snowstalker's mouth as long as it is medium or smaller. ***Swallow.*** *Melee Attack:* 7 AP, Reach 1, 5/1/1/0/0 - Only usable against a creature grappled by the Snowstalker. The grappled creature makes a Strength save, taking 4 wound dice in fire damage and is swallowed on fail. While swallowed they take 4 wound dice in poison damage at the start of their turn and are Blind, Restrained, and gain Poison 1. Each time the Snowstalker takes damage it must make a concentration save as if it is concentrating on a spell, spitting out the creature on fail. ___ #### Lamia | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 0/5 | **AP:** | 13 | | **Wounds:** | 14 | **Challenge:** | 17 | | **Move/Sprint:** | 4/8 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/1 | 5/4 | -1/0 | 0/0 | 2/1 | 4/3 | ___ ***Scorned.*** This creature adds 2 superior dice against charming effects. ***Lingering Magic.*** The effects from the spells _Guidance_ and _Holy Protection_ this creature casts last for the full minute and their effects can be used once per turn. ***Spellcaster.*** The Lamia has 2 proficiency with Divine spells. They are a 2nd level spellcaster, have 7 mana, and a codex with the following spells: _Guidance, Holy Protection, Chilling Fog, Tremor_. **Actions** ***Poison Claws.*** *Melee Attack:* 5 AP, 4/1/0/0/0 - Deals 1/2 in slashing damage. The creature gains Poison 1 for 1 hour, or Poison 2 on a critical. ***Paralysis Bite.*** *Melee Attack:* 7 AP, 2/3/1/0/0 - Grapples and bites a creature. The creature makes a Strength or Dexterity save against this roll. On fail they take 0/3 in poison damage and gain Poison 1 for 10 minutes. They are Paralysed for the duration of the poison. ***Hypnotic Gaze.*** *Special, Maneuver:* 8 AP, Range 10, 3/1/1/0/0 - Puts a creature under a hypnotic trance. The creature makes a Willpower save against this attack. On fail they are put in a trance for 10 minutes. While in a trance they take no action during their turn and automatically fail Strength, Dexterity, and Defense rolls. The effect ends after they are attacked or take damage. A creature that succeeds their save is immune to this attack for 24 hours. #### Mortals #### Goblin | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 0/2 | **AP:** | 10 | | **Wounds:** | 1 | **Challenge:** | 1/2 | | **Move/Sprint:** | 4/3 | **Size:** | Small | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/1 | 2/1 | 0/0 | -1/0 | 1/0 | 0/0 | ___ ***Quick.*** This creature is immune to opportunity attacks when using the Move action (but not sprint). **Actions** ***Dagger.*** *Melee Attack:* 5 AP, 1/1/3/0/0 - deals 1/0 piercing damage. ***Sneak Attack.*** *Maneuver*, *Melee Attack:* 5 AP, 2/1/3/0/0 - Must be flanking the target. Deals 1/0 in piercing damage, adding 0/1 for every crit rolled. ___ #### Mix In's **Shielded:** Challenge + 1/2. The Goblin gains a buckler, adding 0/1 to its defense roll. **Ranged:** Changes the Goblins _Dagger_ action to _Bow_: *Ranged Attack:* 5 AP, Ranged 10/30, 1/1/3/0/0 - deals 1/1 piercing damage. **Dual Wield:** The Goblin uses two daggers, gaining the _Off-Hand Dagger_ action: *Melee Attack:* 2 AP, 0/2/3/0/0 - deals 1/0 in piercing damage. #### Goblin Fighter | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 0/3 | **AP:** | 10 | | **Wounds:** | 2 | **Challenge:** | 1 | | **Move/Sprint:** | 4/3 | **Size:** | Small | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/1 | 3/1 | 0/0 | -1/0 | 1/0 | 0/0 | ___ ***Quick.*** This creature is immune to opportunity attacks when using the Move action (but not sprint). **Actions** ***Dagger.*** *Melee Attack:* 5 AP, 2/1/2/0/0 - deals 1 wound. ***Sneak Attack.*** *Maneuver*, *Melee Attack:* 5 AP, 3/1/2/0/0 - Must be flanking the target. Deals 1 wound, and rolls an additional wound die for every crit rolled. ___ #### Mix In's **Shielded:** Challenge +1/2. The Goblin Fighters gains a buckler, adding 0/1 to its defense roll. **Ranged:** Changes the Goblin Fighters _Dagger_ action to _Bow_: *Ranged Attack:* 5 AP, Ranged 10/30, 2/1/2/0/0 - deals 1/1 piercing damage. **Armored:** Challenge +1. Max Wounds +1. The Goblin fighter uses hide armor, changing its defense to 1/3. #### Goblin Shaman | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 0/2 | **AP:** | 10 | | **Wounds:** | 2 | **Challenge:** | 3 | | **Move/Sprint:** | 4/3 | **Size:** | Small | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/0 | 1/0 | 0/0 | 2/0 | 1/1 | 0/0 | ___ ***Quick.*** This creature is immune to opportunity attacks when using the Move action (but not sprint). ***Spellcaster.*** This creature has 2 proficiency with Arcane spells. They are a 2nd level spellcaster with 5 mana and have a codex with the following spells: _Firebolt, Cold Snap, Static Shock, Poison Trap_. **Actions** ***Staff.*** *Melee Attack:* 5 AP, 0/1/4/0/0 - deals 1 wound. ___ #### Tlani Assassin | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 1/3 | **AP:** | 11 | | **Wounds:** | 7 | **Challenge:** | 7 | | **Move/Sprint:** | 4/6 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/0 | 4/3 | 1/1 | 1/0 | 1/0 | -1/0 | ___ ***Poison Dagger.*** When making attacks with their daggers they give the target Poison 1 for 1 minute on crit. **Actions** ***Poison Dagger.*** *Melee Attack:* 3 AP, 3/1/1/0/0 - You may reroll 1 die in the attack roll and this deals 1 wound on hit. ***Poison Dagger (off-hand).*** *Melee Attack:* 2 AP, 0/4/1/0/0 - You may reroll 1 die in the attack roll and this deals 1 wound on hit. ***Sneak Attack.*** *Maneuver, Melee Attack:* 3 AP, 3/1/1/0/0 - Only usable if you are flanking or have Combat Advantage. You may reroll 4 dice in the attack roll and this deals 1 wound on hit. For every crit in your attack roll add an extra wound die to the damage. ***Sucker Punch.*** *Maneuver, Reaction:* 2 AP, 3/1/1/0/0 - When an adjacent creature is casting a spell you may attack them before their spell completes, dealing 1 wound die on hit. If the attack lands the creature adds 1 bad die, plus a bad die for every crit in your attack roll to their spellcasting roll. ___ #### Tlani Witch | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/3 | **AP:** | 11 | | **Wounds:** | 6 | **Challenge:** | 12 | | **Move/Sprint:** | 4/5 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | -1/0 | 3/2 | 1/1 | 0/0 | 4/3 | 1/0 | ___ ***Spellcaster.*** This creature has 3 proficiency in Curse spells. They are a 4th level spellcaster with 18 mana and have a codex with the following spells: _Void Burst, Hex, Quicken, Apathy, Shifting-Image, Invisibility_. **Actions** ***Dagger.*** *Melee Attack:* 5 AP, 1/2/2/0/0 - deals 1/0 in piercing damage. ___ #### Orc | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 1/3 | **AP:** | 10 | | **Wounds:** | 9 | **Challenge:** | 10 | | **Move/Sprint:** | 4/3 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 4/3 | 1/1 | 3/1 | -1/0 | 1/0 | -1/0 | ___ ***Enduring.*** When taking lethal damage, as long as the attack dealt 3 or fewer wounds the Orc survives with 1 wound. Can only be used once per day. ***Brutal Strikes.*** When the Orc crits with an attack, add a wound die to the damage. ***Deadly Warrior.*** The Orc has expertise with attacks. **Actions** ***Great Sword.*** *Melee Attack:* 4 AP, 2/2/1/0/0 - Deals 1 wound and 1 wound die. ***Javelin.*** *Ranged 5/10 Attack:* 4 AP, 1/0/4/0/0 - Deals 1 wound. ***Wild Attack.*** *Maneuver*, *Melee Attack:* 5 AP, 2/3/1/0/0 - Deals 1 wound and 2 wound dice. If the attack deals 3 or more wounds the target gains a random Lesser Wound. After attacking, the Orc grants combat advantage to all attackers until the start of their next turn. ___ #### Orc Vargrider | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 1/3 | **AP:** | 11 | | **Wounds:** | 12 | **Challenge:** | 12 | | **Move/Sprint:** | 6/6 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/3 | 3/3 | 3/0 | -1/0 | 1/0 | -1/0 | ___ ***Enduring.*** When taking lethal damage, as long as the attack dealt 3 or fewer wounds the Orc survives with 1 wound. Can only be used once per day. ***Brutal Strikes.*** When the Orc crits with an attack, add a wound die to the damage. ***Deadly Warrior.*** The Orc has expertise with attacks. **Actions** ***Bone Spear.*** *Melee Attack:* 4 AP, 2/1/2/0/0 - Deals 1 wound. ***Javelin.*** *Ranged 5/10 Attack:* 4 AP, 3/0/2/0/0 - Deals 1 wound. ***Aimed Shot.*** *Maneuver*, *Ranged 5/10 Attack:* 5-8 AP, 3/0+/2/0/0 - Deals 1 wound. For every AP above 5 spent on this attack add a proficiency die to the attack roll. Add a wound die to the damage for each crit, up to a max of 3. ***Pinning Jump.*** *Maneuver*, *Melee Attack:* 7 AP, 2/2/2/0/0 - Deals 3 wound dice. Only usable after moving at least 3 tiles. The Warg jumps at a target. On hit the target is knocked prone and grappled by the Warg on crit. If the attack misses the target is pushed aside 1 tile and the Wargrider moves to their space if possible. ___ #### Orc Shaman | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/3 | **AP:** | 11 | | **Wounds:** | 8 | **Challenge:** | 14 | | **Move/Sprint:** | 4/3 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 2/0 | -1/0 | 2/0 | -1/0 | 3/0 | 3/1 | ___ ***Enduring.*** When taking lethal damage, as long as the attack dealt 3 or fewer wounds the Orc survives with 1 wound. Can only be used once per day. ***Spellcaster.*** The Orc Shaman has 3 proficiency with Curse spells and 1 proficiency with Divine spells. They are a 4th level spellcaster with 12 mana and a codex with the following spells: _Hex, Quicken, Web, Frog Morph, Healing Word, Regeneration_. **Actions** ***Staff.*** *Melee Attack:* 5 AP, 0/2/3/0/0 - Deals 1 wound. #### Peasant | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/2 | **AP:** | 10 | | **Wounds:** | 2 | **Challenge:** | 1/4 | | **Move/Sprint:** | 4/2 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/0 | 0/0 | 0/0 | 0/0 | 1/0 | 0/0 | ___ **Actions** ***Improvised Weapon.*** *Melee Attack:* 5 AP, 0/1/4/0/0 - Deals 1 wound. ___ #### Bandit | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/3 | **AP:** | 10 | | **Wounds:** | 3 | **Challenge:** | 1 | | **Move/Sprint:** | 4/3 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 2/1 | 1/1 | 1/0 | 0/0 | -1/0 | 1/0 | ___ **Actions** ***Short Sword.*** *Melee Attack:* 5 AP, 1/1/3/0/0 - Deals 1 wound. ___ #### Bandit Leader | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 1/3 | **AP:** | 11 | | **Wounds:** | 5 | **Challenge:** | 5 | | **Move/Sprint:** | 4/2 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/1 | 1/1 | 1/0 | 0/0 | 0/0 | 1/0 | ___ ***Leadership.*** All allied bandits add 1 enhanced die to their attribute saves while within 5 tiles of the Bandit Leader. **Actions** ***Short Sword.*** *Melee Attack:* 4 AP, 1/1/3/0/0 - Deals 1 wound. ***Healing Surge.*** *Special:* 3 AP
Usable once per day. Roll 3 wound dice, healing for the wounds rolled. ___ #### Apprentice | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/2 | **AP:** | 10 | | **Wounds:** | 3 | **Challenge:** | 4 | | **Move/Sprint:** | 4/3 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | -1/0 | 1/0 | 0/0 | 2/1 | 1/1 | 1/0 | ___ ***Spellcaster.*** This creature has 1 proficiency with Arcane spells. They are a 2nd level caster with 6 mana and a codex with the following spells: _Firebolt, Static Shock, Arcane Blasts, Call Lightning, Combust_. **Actions** ***Dagger.*** *Melee Attack:* 5 AP, 0/1/4/0/0 - Deals 1/0 in piercing damage. ___ #### Wizard | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/2 | **AP:** | 11 | | **Wounds:** | 7 | **Challenge:** | 11 | | **Move/Sprint:** | 4/3 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | -1/0 | 1/0 | 1/1 | 3/2 | 2/1 | 1/0 | ___ ***Spellcaster.*** The Wizard has 3 proficiency with Arcane spells. They are a 4th level spellcaster, have 15 mana, and a codex with the following spells: _Firebolt, Detect Magic, Blink, Elemental Shell, Counter Spell, Fireball, Flight, Major Image, Lightning Bolt_. **Actions** ***Staff.*** *Melee Attack:* 5 AP, 0/0/5/0/0 - Deals 0/2 in bludgeoning damage. ***Guided Strike.*** *Melee Attack, Maneuver:* 4 AP, 3/0/2/0/0 - This creature can spend 1 mana to add 1/0 of any elemental damage to the attack. The attack ignores 1 level of resistance. On hit deals 0/2 in bludgeoning damage. ___ #### Assassin | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/4 | **AP:** | 11 | | **Wounds:** | 7 | **Challenge:** | 12 | | **Move/Sprint:** | 4/6 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 0/0 | 4/3 | 1/1 | -1/0 | 2/1 | 1/0 | ___ ***Uncanny Dodge.*** Once per turn this creature can spend 2 AP to gain _Resistance_ 2 to all damage except psychic damage. ***Infiltrator.*** This creature has expertise in Stealth and Perception. ***Assassinate.*** Once per round when this creature lands a critical hit it adds 2 wound dice to the damage. **Actions** This creature dual wields daggers and may make an Offhand attack (2 AP) with its Poisoned Dagger attack. ***Poisoned Dagger.*** *Melee Attack:* 4 AP, 1rr, 3/1/1/0/0 - Deals 1/0 in piercing damage, inflicting Poison 1 on a critical. ***Sneak Attack.*** *Melee Attack:* 4 AP, 4rr, 2/1/2/0/0 - This can only be used when flanking a creature or when they have Combat Advantage. Deals 1/0 in piercing damage, adding 0/1 for each critical rolled. Any blank wounds rolled are rerolled. ___ #### Shaman | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 1/3 | **AP:** | 11 | | **Wounds:** | 8 | **Challenge:** | 11 | | **Move/Sprint:** | 4/2 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/1 | -2/0 | 1/1 | 1/0 | 3/2 | 2/0 | ___ ***Spellcaster.*** The Shaman has 2 proficiency with Curse and Divine spells. They are a 4th level spellcaster, have 14 mana, and a codex with the following spells: _Guidance, Firefly Swarm, Hex, Tremor, Enhance Ability, Gust, Snake Totem, Frog Morph, Regeneration_. **Actions** ***Staff.*** *Melee Attack:* 5 AP, 1/0/4/0/0 - Deals 0/2 in bludgeoning damage. ***Guided Strike.*** *Melee Attack, Maneuver:* 4 AP, 2/1/2/0/0 - This creature can spend 1 mana to add 1/0 of any elemental damage to the attack. The attack ignores 1 level of resistance. On hit deals 0/2 in bludgeoning damage. ___ #### Soldier | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 1/4 | **AP:** | 10 | | **Wounds:** | 5 | **Challenge:** | 6 | | **Move/Sprint:** | 4/3 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/1 | 1/0 | 1/1 | 0/0 | 1/0 | 1/0 | ___ ***Battle Formation.*** This creature adds 1 superior die to their Strength and Dexterity attribute saves if they are adjacent to an ally with _Battle Formation_. ***Spear Wall.*** Once per turn when a creature enters the Soldiers zone of control they may make an opportunity attack against them, stopping their move action on a critical. **Actions** ***Spear.*** *Melee Attack:* 5 AP, Reach 1, 2/1/2/0/0 - Deals 1/0 in piercing damage. ___ #### Archer | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 1/3 | **AP:** | 10 | | **Wounds:** | 4 | **Challenge:** | 7 | | **Move/Sprint:** | 4/5 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/1 | 3/2 | 0/0 | 0/0 | 2/1 | 1/0 | ___ ***Keen Eyes.*** This creature adds 1 superior die to perception challenges. **Actions** ***Bow.*** *Ranged Attack:* 4 AP, Range 15/25, 3/0/2/0/0 - Deals 1/1 in piercing damage. ***Aimed Shot.*** *Ranged Attack, Maneuver:* 4-8 AP, Range 15/25, 3/0/2/0/0 - Can only be used against a creature 3 or more tiles away. Add an Enhanced die to the attack roll for every AP spent above the minimum. On hit deals 1/1 in piercing damage, adding a wound die for each critical up to a max of 3. ___ #### Knight | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 3/2 | **AP:** | 11 | | **Wounds:** | 10 | **Challenge:** | 15 | | **Move/Sprint:** | 4/3 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 4/3 | 1/0 | 2/1 | 0/0 | 1/1 | 1/0 | ___ ***Battle Formation.*** This creature adds 1 superior die to their Strength and Dexterity attribute saves if they are adjacent to an ally with _Battle Formation_. **Actions** ***Sword.*** *Melee Attack:* 5 AP, Reach 1, 4/0/1/0/0 - Deals 1/0 in slashing damage, adding 0/1 on a critical. ***Flurry.*** *Melee Attack, Maneuver:* 6 AP, Reach 1, 4/0/1/1/0 - Makes two attacks against a creature, dealing 1/0 in slashing damage and adding 0/1 on a critical. ***Shield Slam.*** *Melee Attack:* 2 AP, Reach 1, 4/1/1/0/0 - Deals 1/0 in bludgeoning damage and staggers the creature. On a critical the creature is knocked prone instead of staggered. #### Outsiders #### Eye of Morgan | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/3 | **AP:** | 10 | | **Wounds:** | 4 | **Challenge:** | 4 | | **Move/Sprint:** | 4/4 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 0/0 | 2/2 | 1/0 | 3/2 | -1/0 | 1/0 | ___ ***Magic Sight.*** This creature's large eye can see the lingering effects of magic. It can see creatures under magical effects, see creatures hidden through magic, and can see disguised creatures as their true form. This feat has no effect if this creature is blinded. **Actions** ***Claws.*** *Melee Attack:* 4 AP, 1/1/3/0/0 - Deals 2 wound dice in damage. ***Tearing Gaze.*** *Maneuver, Ranged 3 Special:* 6 AP, 1/2/2/0/0 - The target creature makes an Intelligence save. On fail they take 1 wound and 1 wound die in Psychic damage and it learns a secret or piece of information from the targets mind. On crit the target is stunned until the end of their next turn. ___ #### Void Spawn | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 1/2 | **AP:** | 10 | | **Wounds:** | 3 | **Challenge:** | 4 | | **Move/Sprint:** | 4/5 | **Size:** | Small | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/1 | 2/2 | 1/1 | -1/0 | 0/0 | -1/0 | ___ **Actions** ***Claws.*** *Melee Attack:* 3 AP, 2/1/2/0/0 - Deals 2 wound dice in damage. ***Bite.*** *Melee Attack, Once per turn:* 3 AP, 2/2/2/0/0 - Deals 1 wound and 1 wound die in damage. ___ #### Watcher | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/3 | **AP:** | 11 | | **Wounds:** | 8 | **Challenge:** | 7 | | **Move/Sprint:** | 4/4 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | -1/0 | 2/0 | 0/0 | 3/0 | 2/0 | 0/0 | ___ ***Mimicry Casting.*** This creature does not require a codex to cast spells. Regardless of spell type they roll 0/3/2/0/0 for all spells, and add 2 Superior dice when the target of _Counter Spell_. They may cast up to 5 spells a day at 3rd level, but do not know any spells naturally. Instead the Watcher copies spells cast around them of 2nd level and below. The Watcher can cast the spell for the next 24 hours, after which the spell is forgotten. ***Hover.*** This creature has flying and hovers over the ground. **Actions** ***Tentacle.*** *Reach 1, Melee Attack:* 3 AP, 0/2/3/0/0 - Deals 1 wound. Target gains Poison 1 for 10 minutes. ___ #### Mind Whisperer | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 1/2 | **AP:** | 11 | | **Wounds:** | 8 | **Challenge:** | 10 | | **Move/Sprint:** | 4/3 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 1/1 | 1/0 | 2/1 | 1/0 | 4/3 | -1/0 | ___ ***Spellcasting.*** This creature is a 4th level spellcaster. It has 3 proficiency in curse spells, 14 mana, and can cast the following spells: _Occult Whispers_, _Dull Intellect_, _Shroud of Darkness_, _Paralytic Cloud_. **Actions** ***Staff.*** *Melee Attack:* 5 AP, 0/1/4/0/0 - Deals 2 wound dice in damage. ***Summon Void Spawn.*** *Special:* 8 AP
Roll 2 superior dice, summoning a Void Spawn for each success. Reduce the successes by 1 for each time this was used in the last 24 hours. The Void Spawn act immediately. ***Command.*** *Special:* 3 AP, Range 5
Telepathically command 3 Void Spawn in range to move up to their movement speed. This movement provokes opportunity attacks. ___ #### Mindful One | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/3 | **AP:** | 11 | | **Wounds:** | 10 | **Challenge:** | 15 | | **Move/Sprint:** | 4/2 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/3 | 1/0 | 1/0 | 3/3 | 2/2 | -1/0 | ___ ***Telepathic Sight.*** In addition to normal sight this creature can sense any creature with an Intelligence of -1 or more within 30 tiles of it. When this creature is Dazed or Stunned it is also Blind. **Actions** ***Grappling Attack.*** *Melee Attack:* 4 AP, 3/0/2/0/0 - Target creature makes a Strength or Dexterity save, taking 1 wound in piercing damage and is grappled on fail. While grappled they cannot make reactions. At the start of the creatures turn it makes an Intelligence save against this creatures Intelligence save, being incapacitated until the start of its next turn on fail. ***Psychic Stare.*** *Maneuver, Special:* 5 AP, Range 5, 3/0/2/0/0 - Can only target a creature it can see with its Telepathic Sight. Target creature makes an Intelligence save, being dazed on fail or incapacitated on crit until the end of their next turn. ***Devour Mind.*** *Melee Attack:* 10 AP, 3/0/2/0/0 - Only usable against a creature grappled by the mind flayer and automatically critically succeeds if they are incapacitated. Target makes a Strength save, taking 3 wounds in piercing damage, adding 4 wound dice on crit. If this drops a creature to 0 health they immediately die. ___ #### Void Speaker | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 1/3 | **AP:** | 12 | | **Wounds:** | 16 | **Challenge:** | 30 | | **Move/Sprint:** | 4/2 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/2 | 1/0 | 1/0 | 6/4 | 3/2 | -1/0 | ___ ***Telepathic Sight.*** In addition to normal sight this creature can sense any creature with an Intelligence of -1 or more within 100 tiles of it. When this creature is Dazed or Stunned it is also Blind. ***Spellcaster.*** This creature has 4 proficiency with Arcane spells. They are a 6th level spellcaster with 40 mana and have a codex with the following spells: _Dispel Magic_, _Misty Step_, _Counter Spell_, _Phantasmal Blades_, _Fireball_, _Lightning Bolt_, _Wall of Fire_, _Forcewave_, _Anti-Magic Field_. **Actions** ***Grappling Attack.*** *Melee Attack:* 4 AP, 3/0/2/0/0 - Target makes a Strength or Dexterity save. On fail they take 1/0 in piercing damage and are grappled. While grappled they cannot make reactions. At the start of the creatures turn it makes an Intelligence save against this creatures Intelligence save, being incapacitated until the start of its next turn on fail. ***Psychic Scream.*** *Maneuver, Special:* 5 AP, Range 5, 3/3/0/0/0 - All hostile creatures in range make an Intelligence save. On fail taking 2/2 in psychic damage and are stunned for 2 turns. At the end of their next turn they may make the save again, ending the effects on success. ***Devour Mind.*** *Melee Attack:* 10 AP, 4/0/2/0/0 - Only usable against a creature grappled by the mind flayer and automatically succeeds if they are incapacitated. The creature makes a Strength save. On fail they take 3/0 in piercing damage, adding 0/4 on a critical. If this drops a creature to 0 health they immediately die. #### Undead #### Zombie | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/2 | **AP:** | 10 | | **Wounds:** | 6 | **Challenge:** | 2 | | **Move/Sprint:** | 3/1 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/2 | 0/0 | 2/2 | -2/0 | 0/0 | 0/0 | ___ ***Undead.*** This creature is immune to Sleep and any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals. ***Fortitude.*** When taking lethal damage as long as the attack was not a critical, roll a wound die. On blank the Zombie survives with 1 health. **Actions** ***Slam.*** *Melee Attack:* 5 AP, 0/3/2/0/0 - Deals 3 wound dice. ***Bite.*** *Melee Attack, Once per turn:* 7 AP, 1/2/2/0/0 - Creature makes a Strength or Dexterity save against the attack. On hit they take 1/1 in piercing damage, are grappled and gain Poison 1. ___ #### Skeleton | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/4 | **AP:** | 10 | | **Wounds:** | 3 | **Challenge:** | 2 | | **Move/Sprint:** | 4/2 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 2/0 | 1/0 | 2/0 | -1/0 | 0/0 | -1/0 | ___ ***Undead.*** This creature is immune to Sleep and any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals. ***Skeletal Form.*** This creature has _Resistance 1_ to piercing damage and _Vulnerability 1_ to bludgeoning damage. **Actions** ***Rusty Sword.*** *Melee Attack:* 5 AP, 2/0/3/0/0 - Deals 1 wound. ***Press the Attack.*** *Maneuver*, *Melee Attack:* 5 AP, 2/1/3/0/0 - Deals 1 wound. On hit the target is pushed back 1 tile and the skeleton moves to occupy the space, avoiding opportunity attacks. On crit the target is staggered until the start of their next turn. ___ #### Skeleton Knight | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 1/4 | **AP:** | 11 | | **Wounds:** | 5 | **Challenge:** | 6 | | **Move/Sprint:** | 4/2 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 3/1 | 1/1 | 3/1 | -1/0 | 0/0 | -1/0 | ___ ***Undead.*** This creature is immune to Sleep and any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals. ***Skeletal Form.*** This creature has _Resistance 1_ to piercing damage and _Vulnerability 1_ to bludgeoning damage. **Actions** ***Spear.*** *Reach 1*, *Melee Attack:* 5 AP, 2/1/2/0/0 - Deals 1 wound. ***Enhanced Press the Attack.*** *Maneuver*, *Melee Attack:* 4 AP, 2/2/2/0/0 - Deals 1 wound and 1 wound die. On hit the target is pushed back 1 tile and the skeleton moves to occupy the space, avoiding opportunity attacks. On crit the target is staggered until the start of their next turn. ***Enhanced Shield Slam.*** *Maneuver*, *Melee Attack:* 3 AP, 2/2/2/0/0 - Deals 1 wound. Hit a target with your shield staggering them on hit and knocking them prone on a critical. ___ #### Ghost | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/2 | **AP:** | 10 | | **Wounds:** | 4 | **Challenge:** | 4 | | **Move/Sprint:** | 4/4 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | -1/0 | 2/0 | 0/0 | 0/0 | 2/0 | 1/0 | ___ ***Undead.*** This creature is immune to Sleep and any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals. ***Ethereal.*** This creature has _Resistance_ 2 to all physical damage from non-silvered weapons and _Vulnerability_ 1 to Force damage and attacks from magical weapons. This creature may move through walls and solid objects at will, but cannot enter a wall if they would end their turn there. ***Ghostly Form.*** This creature has no physical body and is immune to the Charm, Possession, and Poison conditions. ***Flying.*** This creature can fly with its movement and is immune to ground based effects. **Actions** ***Grasp.*** *Melee Attack:* 5 AP, 0/2/3/0/0 - Deals 2 wound dice in cold damage. ***Possess.*** *Maneuver*, *Melee Special:* 10 AP, 0/1/4/0/0 - The target makes a Charisma save, becoming Possessed by the Ghost on fail. While possessed the Ghost controls all actions the creature takes and is untargetable. Every time the creature takes 1 wound in damage they may make the Charisma save again, ending the possession on success. If the creature becomes incapacitated the possession ends with the Ghost appearing in an adjacent tile. ___ #### Shadow | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 0/3 | **AP:** | 10 | | **Wounds:** | 5 | **Challenge:** | 6 | | **Move/Sprint:** | 4/4 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | -1/0 | 3/0 | 1/0 | 0/0 | 1/0 | 1/0 | ___ ***Undead.*** This creature is immune to Sleep and any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals. ***Ethereal.*** This creature has _Resistance_ 2 to all physical damage from non-silvered weapons and _Vulnerability_ 1 to Force damage and attacks from magical weapons. This creature may move through walls and solid objects at will, but cannot enter a wall if they would end their turn there. ***Ghostly Form.*** This creature has no physical body and is immune to the Charm, Possession, and Poison conditions. ***Flying.*** This creature can fly with its movement and is immune to ground based effects. **Actions** ***Grasp.*** *Melee Attack:* 5 AP, 1/2/2/0/0 - On hit deals 0/2 in death damage. ***Strength Drain.*** *Maneuver*, *Melee Attack:* 7 AP, 1/0/4/0/0 - The target makes a Stamina save, taking 1 wound in death damage, healing the Shadow for 1 wound. The target loses 1 Strength for every crit rolled, up to 2. Creatures regain their Strength after a long rest or after _Cleanse_ has been cast on them. A creature with a Strength of -3 or less dies, becoming a Shadow in 1 hour. ___ #### Corpse Beast | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 0/4 | **AP:** | 13 | | **Wounds:** | 13 | **Challenge:** | 9 | | **Move/Sprint:** | 4/2 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 4/2 | -2/0 | 4/1 | 0/0 | 1/0 | 1/1 | ___ ***Undead.*** This creature is immune to Sleep and any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals. ***Aura of Gloom.*** All creatures within 5 tiles are under the effects of the _Gloom_ spell. ***Ghoul Form.*** This creature is highly resistant to poison and paralysis. Paralysis is removed at the end of its turn and it reduces the level of Poison each turn without making a Stamina save. **Actions** ***Claw.*** *Melee Attack:* 5 AP, 1/3/1/0/0 - Deals 3 wound dice. On crit the target is paralyzed for 1 minute. ***Devour.*** *Maneuver*, *Melee Attack:* 7 AP, 0/4/1/0/0 - Only usable against paralyzed living creatures with a size of Medium or smaller. Target takes 2 wound dice in damage and are swallowed by the Corpse Beast. While they are devoured the Corpse Beasts movement is reduced to 1. The creature is incapacitated and at the start of their turn takes a wound in damage and gains a random Lesser Wound. After taking 5 or more damage in a single round the Corpse Beast regurgitates the creature leaving them prone in an adjacent tile. Only one creature may be Devoured at a time. A creature that dies inside a Corpse Beast is regurgitated as a Zombie. ___ #### Zombie Ogre | | | | | | :--------------- | ---: | :------------- | ----: | | **Defense:** | 0/3 | **AP:** | 12 | | **Wounds:** | 14 | **Challenge:** | 10 | | **Move/Sprint:** | 4/1 | **Size:** | Large | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 5/4 | -2/0 | 4/3 | -2/0 | 0/0 | 0/0 | ___ ***Undead.*** This creature is immune to Sleep and any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals. ***Fortitude.*** When taking lethal damage as long as the attack was not a critical, roll a wound die. On a blank the Zombie Ogre survives with 1 health. **Actions** ***Slam.*** *Melee Attack:* 5 AP, 1/4/0/0/0 - Deals 1/3 in bludgeoning damage. ***Bite.*** *Melee Attack, Once per turn:* 7 AP, 1/4/0/0/0 - Creature makes a Strength or Dexterity save against the attack. On hit they take 2/1 in piercing damage, are grappled and gain Poison 1. ___ #### Boneclaw | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 1/3 | **AP:** | 12 | | **Wounds:** | 14 | **Challenge:** | 13 | | **Move/Sprint:** | 4/3 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 4/3 | 2/2 | 2/0 | -1/0 | 1/1 | -1/0 | ___ ***Undead.*** This creature is immune to Sleep and any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals. ***Turn Resistance.*** This creature adds 2 superior dice to effects that turn undead. ***Undying.*** If this creature dies without having taken Holy damage in the past hour it will resurrect after 24 hours. **Actions** ***Rake.*** *Melee Attack:* 4 AP, Reach 2, 2/2/1/0/0 - Deals 3 wound dice in damage. On crit the target creature gains a Lesser Wound: Bleeding. Attacks against a bleeding creature reroll all blank wound dice. ***Impaling Claw.*** *Maneuver, Melee Attack:* 5 AP, Reach 2, 3/1/1/0/0 - Deals 1 wound and 1 wound die. On crit the target is pulled 2 tiles towards the boneclaw. ***Blinding Shadows.*** *Maneuver*, *Melee Attack:* 6 AP, 2/0/3/0/0 - All adjacent creatures are bathed in shadows. Creatures make a Stamina save, taking 2 wound dice on fail. On crit the target is blind for one minute. ___ #### Death Knight | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 4/2 | **AP:** | 14 | | **Wounds:** | 25 | **Challenge:** | 20 | | **Move/Sprint:** | 4/2 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 4/4 | -2/0 | 6/4 | 0/0 | 2/1 | 4/1 | ___ ***Undead.*** This creature is immune to Sleep and any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals. ***Fortitude.*** When taking lethal damage as long as the attack was not a critical, roll a wound die. On blank the Death Knight survives with 1 health. ***Innate Magic.*** This creature does not require a codex to cast spells. They cast all spells at 4th level using 3/2/1 as their spellcasting roll, and cannot cast more than 5 times per long rest. Spells cast are considered one level higher when targeted by _Counter Spell_ or _Dispel Magic_. They know the spells _Essence Drain_, _Gloom_, _Fearful Presence_. **Actions** ***Spiked Mace.*** *Melee Attack:* 4 AP, 4/0/1/0/0 - On hit deals 1/2 in physical damage. ***Unholy Smite.*** *Maneuver, Melee Attack:* 4 AP, 4/1/1/0/0 - On hit deals 1/4 in death damage. Can only be used 3 times per day. ***Superior Shield Slam.*** *Maneuver*, *Melee Attack:* 2 AP, 4/1/1/0/0 - Knock back all adjacent creatures with your shield. Creatures make a Strength save against this roll. On hit they are staggered, lose any benefit from their shield until the stagger ends, and may be pushed away 1 tile. ___ #### Lich | | | | | | :--------------- | ---: | :------------- | -----: | | **Defense:** | 2/3 | **AP:** | 14 | | **Wounds:** | 65 | **Challenge:** | 60 | | **Move/Sprint:** | 4/1 | **Size:** | Medium | ___ | STR | DEX | STA | INT | WIL | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 4/3 | -2/0 | 5/3 | 4/0 | 7/7 | 3/1 | ___ ***Aura of Gloom.*** This creature empowers nearby undead. All undead creatures within 10 tiles have Combat Advantage with their attacks and restore 1 health at the start of their turn. ***Invincibility.*** This creature has _Resistance_ 3 to damage from mundane weapons, and _Resistance_ 1 to all other weapons. The Lich stores its soul in a phylactery. While the Phylactery is within 10 tiles of this creature its wounds cannot go below 1. ***Curse Mastery.*** This creature has expertise with Curse spells. They are a 9th level caster, having 7 Curse proficiency and 100 mana. ***Anti-life Shell.*** The Lich radiates necrotic energies, destroying living flesh within 3 tiles. Any creature that enters this area or starts their turn there makes a Stamina save against 5 Superior dice, taking 0/5 in death damage on fail. ***Spellcaster.*** This creature knows the following spells: _Bleed, Life Sense, Curse of Misfortune, Sleep, Corpse Explosion, Dull Intellect, Fearful Presence, Laughing Skull, Mass Hex, Paralytic Cloud, Raise Dead, Heart Grip, Impale, Curse of Fear, Curse of Pain, Miasma, Gravity Well, Curse of Death, Power Word: Kill_ **Actions** ***Touch of Death.*** *Melee Attack:* 5 AP, 5/2/1/0/0 - On hit deals 2/4 in death damage. ***Raise Undead.*** *Special, Once per day:* 7 AP, Range 10, 6/0/0/0/0 - Raises undead from corpses in range to fight for the Lich. The Lich may spend 1 success to raise a Skeleton or Zombie, or 2 successes to raise a Skeleton Knight or Zombie Ogre. ## Items and Treasure ### Magic Items #### Adventurer's Cloak *Wondrous Item* A rugged cloak lined with pockets, it billows heroically even when there is no wind. It starts with charges equal to the successes from 3 superior die. Once per hour you may expend a charge to grab something from the cloaks pocket. You may find one of the following : 50 ft. of rope, 10 ft. of fine iron chain, a bandage, a torch, a fire kit, a gallon of water, a grappling hook. The item lasts for 1 hour, after which it turns to dust. #### Arctic Hatchet *Magic Weapon +1* A hatchet inscribed with runes, cold to the touch. When thrown the Hatchet appears back in your hand at the end of your turn. You gain the _Icy Impact_ maneuver. ##### Icy Impact - **AP Cost:** 5 - **Range:** Thrown 5/10 Empower your Axe with chilling cold. Throw the axe at a target position in range. On hit a 3x3 area of ice appears centered on the hatchet. All creatures inside the area make a stamina save, taking 1 wound in cold damage. The ice counts as difficult terrain and lasts for 1 minute. #### Armor of Impending Doom *Magical Medium Armor* When attuned to this armor you have _Resistance_ 1 to physical damage. Attuning to this armor curses the wearer. While cursed they are unable to remove the armor and any physical damage they take reduces their maximum health an equal amount. The curse can be broken by casting _Break Curse_ against a 4th level curse, restoring their max wounds to normal. #### Armor of the Chromatic Dragon *Magical Medium Armor +1* This armor is made from the scales of each chromatic dragon. You have _Resistance_ 1 against elemental damage and _Resistance 3_ against dragon breath attacks. #### Aventus's Arcane Armaments *Wondrous Item* A book of instructions for enchanting items, made by the battle mage Aventus. | | Name | Mana | Supplies | Roll | Effect | | :------: | :--------: | :--------: | :------: | :---: | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | _Weapon_ | | | | | | | | Firebolt | 2 | 2 | 2B | Enchant a weapon with the _Firebolt_ spell. This weapon gains the _Firebolt_ spell as a maneuver. | | | Returning | 3 | 2 | 2B/1T | After throwing this weapon you may call it, instantly returning it to your hand. | | _Armor_ | | | | | | | | Shielding | 3 | 4 | 3B/1T | Enchant armor with a defensive spell. The spell must be one you can cast, or have cast on the armor during enchanting of 3rd level or lower. The stored spell can only be used once, and must target the wearer. The spellcasting roll for the spell uses 1 superior die, plus an additional superior die for every critical rolled in the enchantment challenge. | | | Resistance | 4 | 4 | 2B/2T | Enchant this armor to give you Resistance 1 against one of the following damage types: fire, cold, lightning, thunder, arcane | #### Band of Silence *Wondrous Item* This black metal band resizes itself to fit around the wearers forearm. Once per day you can command the band to emit a field of absolute silence for 10 minutes. Once activated the field stays until dispelled or the duration ends. The field extends to all adjacent tiles around the wearer and moves with them. A creature in the field is unable to make or hear a sound, is Silenced, and gains resistance 3 to thunder damage. #### Barrier Cloak *Wondrous Item, Requires Attunement* You gain Force Resistance 1 while wearing this cloak. Once per long rest you can spend 2 AP to cast _Barrier_ at 2nd level using 3 Superior dice for the spellcasting roll. #### Barrier Shield A hexigonal shield lined with gold. Once per day you may cast _Barrier_ at 2nd level using 3 Superior dice for the spellcasting roll. #### Battle Fury *Magical Battleaxe +2, Reach* This massive battle axe requires 4 Strength to wield. Attacks with this weapon cost 2 more AP but deal an additional wound of damage. Basic attacks always cleave hitting a creature adjacent to your target if they are in your zone of control. While attuned to this weapon, after landing the killing blow on a creature using this weapon you may spend a healing surge, healing for the wounds rolled. #### Battlemaster's Prize *Magical Weapon +1, Requires Attunement* Battlemaster's prize can appear as any weapon, but does not change form after being found. While attuned to this weapon any maneuver you make that uses this weapon has its level increased; Basic maneuvers become enhanced and enhanced maneuvers become superior. #### Beast Tamer Gloves While wearing these gloves you have expertise in Nature and gain the _Horde Fighter_ feat. When touching a beast with these gloves you are able to communicate emotions, warnings, and needs. For example, you know if the beast is aggressive, defending their territory, or friendly. You know if the beast is asking for help or food, or if the beast is warning you of any dangers, such as nearby predators, traps, or hazards. **Horde Fighter:** When attacking a creature you add 1 success for every allied beast adjacent to the creature. #### Belt of Dwarvenkind *Wondrous Item, Requires Attunement* While wearing this belt your gain expertise with your Stamina save. If you do not know Dwarvish, you are able to read and speak it, and add 1 superior die to Charisma skills with dwarves. #### Belt of Elvenkind *Wondrous Item, Requires Attunement* While wearing this belt your gain expertise with your Dexterity save. If you do not know Elvish, you are able to read and speak it, and add 1 superior die to Charisma skills with elves. #### Bewitched Blackcone *Wondrous Item* These small black pinecones are extremely volitile, exploding into a black miasma when thrown. On your turn you may spend 5 AP to throw a blackcone at a point you can see within 10 tiles. The blackcone explodes on impact, hitting all creatures in a 3x3 tile area. Creatures make a Stamina save against 3 superior dice, taking a wound and a wound die in death damage on hit and being blinded until the end of their next turn on a critical. Once used the blackcone is destroyed. #### Blueflame Lantern *Wondrous Item* This lantern has enough oil to light for 8 hours. When lit it acts as a normal lantern, shedding bright light 5 tiles out, and dim light a further 5. When invisible creatures or objects are within 10 tiles of the lantern the flame turns blue, and are visible while in the lanterns bright light. #### Bolt of Purification *Magical Ammunition* These crossbow bolts contain a small vial of holy water. On hit these bolts do normal damage, adding 2 wounds of holy damage against Demons, Monstrosities, and Undead. #### Bone Chimes of Prophecy *Wondrous Item, Requires Attunement* Chimes made from the bones of Lizardfolk elders. When worn increases your Willpower by 1. The Chimes hold a max of 6 charges. Each morning roll a superior dice, regaining charges based on how many successes were rolled. You may spend a charge to cast Weal on up to 5 creatures, automatically succeeding on the spellcasting roll. The Chimes can be used to ask the spirits for guidance. Spending a charge and meditating for 1 minute you may ask the spirits a single yes or no question, or a question that results in a direction. For example, asking "which path leads to the tomb we seek?" is valid, but "which tomb do we seek?" is not. The spirits will give you a feeling of determination, apprehension, or a sense of direction as their answer. The spirits do not like to be disturbed, with each question asked within the last few days giving an increasing chance of the spirits answering incorrectly. #### Boneplate Armor *Magic Leather Armor +1, Requires Attunement* Leather armor with bones woven to reinforce it. Once per day you may cast _Cloud of Teeth_ at 3rd level. #### Boots of Etherwalking *Wondrous Item, Requires Attunement* Old boots with frills made from an waving, ethereal cloth. When attuned to these boots you gain the _Etherwalk_ maneuver. ##### Etherwalk ___ - **AP Cost:** 3 As an action you enter the ethereal plane. While in the ethereal plane you have _Resistance_ 3 to physical damage, _Vulnerability_ 1 to elemental damage, and may move through creatures and 1 tile wide walls. While in the ethereal plane you cannot attack, however you may cast spells. You remain in the ethereal plane until the start of your next turn. #### Boots of Leaping *Wondrous Item, Requires Attunement* Light leather boots with feathers sewn up the sides. When wearing these boots you can jump 3 times further. While attuned to the boots you know the superior version of the _Savage Leap_ maneuver and it has a range of 4 tiles instead of 2. #### Boots of Momentum *Wondrous Item* Heavy boots that are slow to move and hard to stop. While wearing your sprint speed is reduced by 1. When you move at least 2 tiles and land an attack you may reroll all wound dice in the attack and push the creature back 1 tile if they are Large or smaller, moving to their tile. #### Carrion Feather Armor *Scalemail Armor, Requires Attunement* Scale armor adorned with feathers from a Carrion bird. When worn gives _Resistance 1_ to Death damage. #### Celembor's Manual of Pyromancy *Magical Spellbook* This spellbook has been enchanted and is immutable, spells cannot be added to it. When used as your primary spellbook fire spells you cast deal an extra wound die on a critical. This spellbook has the following spells: _Firebolt, Beam of Fire, Detect Magic, Barrier, Combust, Elemental Shell, Fireball, Major Image, Fire Shell, Wall of Fire, Conjuration, Mass Fireball, Power Word: Fire_. #### Chains of Binding *Wondrous Item* Magical chains made out of a mysterious golden metal, with a single broken chain link separated from the rest. When used on a Celestial, Fey, Undead, Elemental, Fiend or Outsider the creature must make a Willpower save against 5 superior dice. On success the creature is under the effects of the _Bind Creature_ spell until the chain is removed. While bound the creature is unable to use magic. Once per day the creature can attempt to break the chains making a Strength save against 8 superior dice, destroying the chains on success. Touching the broken chain link to the chain unlocks the bindings and ends the effects. #### Circlet of Power +1, +2, +3 *Wondrous Item, Requires Attunement* While wearing the circlet your spells are empowered. When making a spellcasting roll you may reroll dice equal to the circlets modifier. #### Cirilla's Counter Charms *Wondrous Item* An enchanting book of charms, counter hexes, and other baubles written by the witch Cirilla Wormwood. | | Name | Mana | Supplies | Roll | Effect | | :----------: | :-------------------: | :---: | :------: | :---: | :---------------------------------------------------------------------------------------------------------------------- | | _Trinket_ | | | | | | | | Minor Mindful Magic | 1 | 1 | 2B | You add 1 success to attribute saves against fear and charm effects. | | | Hexproof Charm | 3 | 3 | 3B | You ignore level 1 Hex's. Higher level Hex's still apply. | | | Lesser Counter Curse | 4 | 3 | 2B/1T | You add 1 superior die to attribute saves against curses. This enchantment is immediately dispelled once you are cursed. | | | Greater Counter Curse | 7 | 5 | 2B/2T | You add 2 superior dice to attribute saves against curses. This enchantment is immediately dispelled once you are cursed. | | _Consumable_ | | | | | | | | Stamp of Beast Steed | 4 | 2 | 1B/1T | Creates a _Stamp of Beast Steed_. | | | Bewitched Blackcone | 6 | 4 | 1B/2T | Creates 3 Bewitched Blackcones. | #### Cloak of Agility *Wondrous Item, Requires Attunement* This cloak grants you +1 to your Dexterity. If your move speed is lower than your sprint speed, it is increased to your sprint speed. #### Cloak of Daggers *Wondrous Item* While wearing this cloak with the hood up it obscures your face from light, preventing penalties from being in bright light or sunlight. Bright light is reduced to dim light, and dim light is reduced to darkness in this way. In addition, you gain the following maneuver. ##### Fan of Blades ___ - **AP Cost:** 8 - **Range:** Melee You spin your dagger tipped cloak, slashing all adjacent creatures. Make a Dexterity save against the targets defense. If this is during or before the first round of combat, add 1 superior die to your roll. On hit they take 1 wound in piercing damage. #### Cloak of the Stalker *Wondrous Item* A cloak made from the skin of an Astral Stalker. When standing still in dim light or darkness you become invisible. Only a creature with _truesight_ or by successfully making a perception challenge against 5 Terrible dice can spot you. While attuned to the cloak you can spend 1 mana to create an aura of darkness around you for one minute, giving the effects of being in dim light or darkness regardless of light level. #### Cloth of Dampening *Magical Padded Armor +1* Robes enchanted to protect the wearer against harm. While attuned to this item you have _Resistance_ 1 against bludgeoning and force damage, and take half as much damage from falling. #### Compunction *Magical Flail +2* Twin flails, glowing red hot, only function when used together. The burning iron heads are etched with a holy symbol branding those struck. Attacks with these weapons do not deal physical damage, instead dealing a wound of fire and a wound die of holy damage with each attack. Any damage added by attacks or abilities are converted to fire damage when made with this weapon. This weapon has 5 charges, restoring 3 after each long rest. While attuned to this weapon you gain the following maneuvers: ##### Healing Fire ___ - **AP Cost:** 7 - **Charge Cost:** 1 - **Range:** Melee Strike a creature with the flail, closing their wounds. The creature restores 1 wound and 3 wound dice in health, reducing the healing by 1 for each level of _Fire Resistance_ they have. The creatures max wounds are reduced by half the amount healed, rounding up, regaining them after their next long rest. ##### Branding Bolt ___ - **AP Cost:** 5 - **Charge Cost:** 1 - **Range:** 7 Blast a flaming holy symbol at a creature in range. Make an attack against the creatures defense. On hit they take 1 wound and 4 wound dice in fire damage and are branded for 1 day on a critical. Brands emit a dim light and cannot be hidden. Branded creatures cannot hide their presence and gain no benefits from being invisible. #### Crestor's Codex of Trickery *Magical Spellbook* This spellbook has been enchanted and is immutable, spells cannot be added to it. When used as your primary spellbook non-damaging spells that target mutliple creatures can target one extra creature without adding dice to the spellcasting roll. This spellbook has the following spells: _Life Sense, Message, Minor Image, Trickery, Concealment, Ray of Sickness, Hex, Dark Sight, Apathy, Blindness, Counter Spell, Enlarge/Reduce, Fearful Presence, Major Image, Mass Hex_. #### Cursebreaker *Wondrous Item* A pendant with a rest mist swirling in it's gemstone. Once per day you may use this to touch a creature, attempting to break a curse of 4th level or below. The target makes a Willpower save against 1 terrible die. On success they end a single curse afflicting the target. #### Defender Plate *Magical Heavy Armor* A heavy armor enchanted to ward off an assassins dagger or arrow. While wearing this armor you have _Resistance_ 1 to piercing damage. #### Dragonbone Charm *Wondrous Item* A dragon skull has been carved from the bones of a dragon, fashioned into a small charm. Wearing this charm on your person protects you from fire and death. The charm absorbs 4 wounds worth of fire or death damage, after which it crumbles to dust. #### Driderweave Garments *Wonderous Item, Requires Attunement* Garments made from dridersilk and dyed with their blood, these clothes shrink and expand to fit their wearer. While wearing this you gain the following: - When poisoned the level is reduced by 1, being removed at level 0 or less. - You may walk along vertical surfaces and ceilings, keeping your hands free. - You automatically succeed on attribute saves against being caught in spider webs, such as from the _Mass Web_ spell. - When taking the defend action, any melee attackers must make a Dexterity save against 3 Superior dice. On fail they are wrapped in webbing from the garments and are grappled. While grappled they may spend 5 AP to free themselves from the webbing. #### Earings of Fortitude +1/+2/+3 *Wondrous Item* When making an Intelligence or Stamina save you may reroll dice equal to its modifier. #### Elfsong Armor *Legendary Padded Armor +3* Woven from thin strands of songsteel, this armor is incredibly durable, able to block even the most deadly attacks. While wearing this armor you are immune to gaining Lesser Wounds from attacks. #### Emblem of Leona *Wondrous Item* Once per day you may cast Wall of Faith, automatically succeeding the roll. When holding this emblem you may reroll 1 die when making Religion challenges. #### Emillion's Everyday Enchantments *Wondrous Item* A book of common enchantments, used by Emillion to train beginners in the craft. | Name | Mana | Supplies | Roll | Effect | | :-----------: | :---: | :------: | :---: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Fire Starting | 1 | 1 | 1B | Enchant a ring. Concentrating for a round allows you to light something on fire, such as a torch or camp fire. | | Balancing | 2 | 2 | 2B | When making an Acrobatics or Athletics challenge you cannot roll below a normal die. | | Rope Trick | 3 | 2 | 2B/1T | Enchant a rope to automatically tie itself to an object, such as a branch, or rock. The rope moves across surfaces, up walls, and can reach 2 tiles into the air. | | Swiftness | 3 | 3 | 2B/1T | Increase your move and sprint speed by 1. | #### Essence Ring *Wondrous Item, Requires Attunement* This ring imbues an extreme vitality to the user. Once per day the wearer can activate the ring by spending 2 AP, gaining 3 wounds and increasing their max wounds by the same amount. The wounds last for 10 minutes, after which the wearer loses 3 wounds and their max wounds returns to normal. If this brings the wearer to 0 wounds or below they are consumed by the ring, leaving no body. #### Faith *Magical Shield, Requires Attunement* While attuned to the shield you may use your Religion roll inplace of Willpower saves. Once per day, when you are reduced to 0 health from an attack or spell that doesn't outright kill you, make a Religion challenge against 3 terrible dice. On success you survive with 1 wound. #### Falnalnen's Tome of Wands *Wondrous Item* This Tome, written in Elvish, contains instructions on how to construct a variety of wands. Someone proficient in enchanter's tools can spend 8 hours crafting a wand, given they have the materials. Translating this book is difficult, and takes 8 days of successful translating to read the instructions for a single wand. To translate, you must successfully make an Intelligence save vs 2 bad dice each day, or else the day is wasted. This book gives instructions on how to craft the following wands: | Wand | Materials | Roll | | :-------------: | :----------------------------------------------------------------------: | :---- | | Wand of Secrecy | a gemstone worth at least 10gp, 3 enchanting supplies, vial of black ink | 2B | | Wand of Sight | a gemstone worth at least 25gp, 4 enchanting supplies, Eye of a beast | 2B | | Wand of Cinders | a gemstone worth at least 50gp, 4 enchanting supplies, 1lb of charcoal | 2B/1T | | Wand of Shock | 2 gemstones worth at least 50gp each, 2 enchanting supplies, a metal rod | 2B/1T | #### Fates Eye *Woundrous Item* An eye made from gold and emerald, engraved with a diamond shaped pupil. To use this item, the wearer must remove one of their eyes and replace it with this eye. Once bound to a creature, it cannot be removed without killing them. The eye gives the wearer _Truesight_ out 30 tiles and expertise on attribute saves against blinding effects. The eye can see the threads of fate. Once per day you may cast _Intervention_ at 9th level using 5 superior dice for the roll. #### Flametail *Magic Weapon +1* A weapon whose blade can ignite in flames. Can be used as a torch. Grants the _Flame Slash_ maneuver. ##### Flame Slash - **AP Cost:** 5 - **Weapon:** Slashing - **Range:** Melee Make a normal weapon attack against a creature, adding a enhanced die to the attack. The attack deals normal weapon damage, plus 2 wound dice in fire damage. #### Force Shield *Magical Shield* This magical shield looks like an ordinary brass ball. When attuned to the shield you may command it to activate, projecting a magical shield that wards attacks. While holding the activated shield you add 1 Defense die to defense rolls and have _Resistance_ 3 against force damage. #### Forceblade *Magic Weapon +1* A blade that emits a cutting force beyond the edge of its sword. Damage dealt with this weapon is considered Force damage. You gain the _Cutting Force_ maneuver. ##### Cutting Force - **AP Cost:** 6 - **Weapon:** Slashing - **Range:** 7 Send a blast of force at a target within range. Make a normal weapon attack against the target, on hit the target takes 2 wound die in force damage. #### Foxfire Arrows *Magic Ammunition +1* Magical arrows enchanted by mischievous fey. When fired the arrow transforms into foxfire, chasing down its target. The target makes a dexterity save vs your attack instead of a defense roll, dealing fire damage on hit. Targets gain no benefit from cover from these arrows. #### Ghostly Shackles *Wondrous Item* This weapon empowers your unarmed attacks, allowing you your attacks to strike those in the ethereal plane. You bypass the physical resistances of ghosts, and can hit creatures phasing to the ethereal plane. When attempting a grapple you may target creatures 1 tile away as the chains from your shackle bind the creature. If you crit your grapple roll the target is restrained instead. #### Gloves of Ogre Strength *Wondrous Item, Requires Attunement* While wearing these gloves your Strength is increased by 1. Your carry weight is tripled, lifting heavy objects, such as a boulder, with ease. #### Greater Spell Gem *Wondrous Item* A pristine red gemstone that fits in the palm of your hand. You may cast a spell of 7th level or lower into the gem, doing so increases the spells cast time by 10 minutes. Once a spell is stored you may spend 5 AP to cast the spell, ignoring the spells casting time. The spell uses 5 superior dice for its spellcasting roll regardless of the casting ability of the original caster. Only one spell can be stored at a time, casting a new spell into the gem replaces any spell stored. #### Greater Demon Armor *Magical Plate Armor +2* Armor infused with the essence of a greater demon. The armor is heavy, requiring 4 Strength to wear. Wearing the armor reduces your movement speed by 1. While attuned you gain the _Greater Demon Resistance_ feat. Once per day you may cast the spell _Mass Fireball_ at 7th level, using 5 superior dice for the roll. When a creature lands a critical attack against you you enter a rage until the end of your next turn. While enraged you cannot flee and must target the creature with an attack or spell on your turn. You have _Vulnerability 1_ to Holy damage. **Greater Demon Resistance** You add 2 superior dice with attribute saves against non-damaging spells and have _Resistance_ 1 against fire, cold, and lightning damage. #### Greater Demon Cloak *Wondrous Item* A cloak infused with the scales of a Greater Demon. While attuned you gain the _Greater Demon Resistance_ feat. Once per day you can use the *Portal of Flames* maneuver. **Greater Demon Resistance** You add 2 superior dice with attribute saves against non-damaging spells and have _Resistance_ 1 against fire, cold, and lightning damage. ***Portal of Flames.*** *Special Action:* 4 AP, Range 10, 3 Superior Dice
You are engulfed in flames, teleporting to an unoccupied location in range. All adjacent creatures make a Dexterity save against this roll, taking 0/3 in fire damage on fail. Adjacent creatures that are grappling you automatically fail this roll. #### Hammer of Justice *Magical Mace +2, Requires Attunement* A heavy hammer inscribed with the holy symbol of justice. Once per turn you may spend 5 AP to mark a creature as an Agent of Chaos for the next 24 hours. While marked they have _Vulnerability_ 1 to holy damage from your attacks and spells. You add 2 superior dice to attribute saves against non-damging effects coming from an Agent of Chaos and you are immune to Sleep. While an Agent of Chaos is within sight you are incapable of fleeing. You gain the _Hammer Toss_ maneuver . ##### Hammer Toss - **AP Cost:** 5 - **Weapon:** bludgeoning - **Range:** 7 Throw your hammer at a creature in range. Make a ranged weapon attack against the creature, dealing an extra wound in buldgeoning damage on hit and they are Dazed until the end of their next turn on a critical. If the creature is an Agent of Chaos they are also Weakened and Silenced until the end of their next turn on a critical. The hammer returns to your hand after the attack. #### Heart of Madness *Wondrous Item, Requires Attunement* A pitch black cube, untarnished through age where not even dust settles on it. Each edge is exactly the same length, and the edges seems to bend light causing it to glitter. While attuned to the Heart of Madness you may use it to cast any damaging spell you have prepared, reducing its mana cost by 3. When cast this way the spells damage type changes to Death damage and it no longer inflicts any conditions or effects other than damage and it ignores critical effects. Instead, on crit target creatures gains Hex 1 for 1 minute. #### Heart of the Forest *Wondrous Item, Requires Attunement* While wearing this pendant you gain 1 Stamina and have expertise when making attribute saves against effects that deal poison damage or inflict Poison. #### Hero's Medallion *Wondrous Item* You are immune to fear. Anytime you make an Intelligence, Willpower, or Charisma save you may reroll 1 die, keeping the new value. #### Hydrascale Armor *Magical Medium Armor +1* Armor made from the hide of a Hydra and imbued with its essence. While attuned your max healing surges inceases by 1. At the start of your turn if have less than half your max wounds remaining you spend a healing surge, healing for the value rolled. #### Indomitable Armor *Magical Heavy Armor +2* This armor is made of an extremely dense metal able to resist even the strongest of blows. This armor requires 5 Strength to wear, reducing your move and sprint speeds to 0 if worn with less. While worn your sprint speed is reduced by 1 and any knockback effects push you 2 tiles less. #### Mage Slayer *Wondrous Greatsword +1* A sword used to execute rogue mages, this 6ft claymore is inscribed with protective runes. When taking the defend action you add this weapons bonus to all attribute saves and defense rolls against magic. Once per day you may cast _Dispel Magic_ using 4 superior dice for the spellcasting roll. #### Magic Ammunition +1/+2/+3 *Magic Ammunition* Both arrows and bolts can be enchanted. When using magic ammunition add a wound die for each modifier on the ammunition. Once a hit has landed the ammunition becomes mundane. #### Magic Armor +1/+2/+3 *Magical Armor* You add Superior Defense dice equal to its bonus modifier when making Defense rolls. #### Magic Weapon +1/+2/+3 *Magical Weapon* Attacks made with this weapon add Superior dice equal to its bonus modifier to attack rolls. #### Magthera's Bone Charm *Wondrous Item, Requires Attunement* While attuned to the Bone Charm you may reroll 1 wound dice when dealing Death damage from spells. You gain the _Raise Skeleton_ spell. ##### Raise Skeleton - **AP Cost:** 8 - **Mana Cost:** 4 - **Range:** 5 You may target up to 3 corpses, making a spellcasting roll and adding a bad die for every corpse. On success a Skeleton raises from the corpse under your command for 24 hours. Alternatively you may cast this on up to 3 Skeleton creatures. If you do the Skeletons make a charisma save against your spellcasting, falling under your command for 24 hours on fail. After 24 hours you lose command over the skeletons and they behave like normal undead. You may only control up to 3 skeletons this way, attempting to control more will remove your command over your previous skeletons. #### Magthera's Staff *Magic Weapon +2, Requires Attunement* The staff of the great necromancer Magthera. When casting a spell you may reroll 2 dice in your spellcasting roll, taking the new values. Melee attacks with this staff add wound dice to the attack instead of superior dice based on it's modifier, dealing Death damage. The staff can be empowered with the wielders mana, giving the _Obliterate_ spell attack. ##### Obliterate - **AP Cost:** 8 - **Mana Cost:** 7 - **Range:** Touch Necrotic energy pulses from the staff. All creatures in a 3x3 area in front of the caster makes a Stamina save against 5 superior dice, taking half damage on success. This attack deals full damage to plants. Wood in the area splinters and shatters, while stone cracks and crumbles, losing any ability to support a structure. #### Medallion of Health *Wondrous Item, Requires Attunement* While wearing this medallion your max wounds increases by 1. #### Mother Yama's Practical Potions *Wondrous Item* This leather-bound book is filled with mismatched pages describing a variety of plants and potions. You may search for these plants the same way you would search for apothecary ingredients, increasing the challenge by 1 tier. | Area | 6 | 5 | 4 | 3 | 2 | 1 | 0 | | :----: | :--------: | :--------: | :---------: | :---------: | :--------: | :--------: | :--------: | | Plains | Gracebloom | Gracebloom | Vitalflower | Vitalflower | Silverleaf | Silverleaf | Silverleaf | | Forest | Lucky Leaf | Lucky Leaf | Hearty Root | Hearty Root | Silverleaf | Silverleaf | Silverleaf | You learn how to make the following potions. ___ ##### Healing Potion +1 - **Ingredients:** 2 Healroot/Basic Healing Potion, 1 Silverleaf - **Roll:** 2 Bad dice, 1 Terrible die A greater healing potion. On use, heals 2w + 3 wound dice in health. ___ ##### Healing Potion +2 - **Ingredients:** Healing Potion +1, 1 Gracebloom - **Roll:** 2 Bad dice, 2 Terrible dice An advanced healing potion. On use, heals 3w + 4 wound dice in health. ___ ##### Nettle Fever +1 - **Ingredients:** 2 Poison Nettle/Nettle Fever, 1 Nightshade - **Roll:** 2 Bad dice, 1 Terrible die A concentrated poison. On hit inflicts Poison 2, or Poison 3 on crit. ___ ##### Potion of Grace - **Ingredients:** 1 Gracebloom, 2 Silverleaf - **Roll:** 2 Bad dice, 1 Terrible die For the next hour you add an enhanced die to all attribute saves. ___ ##### Potion of Greater Vitality - **Ingredients:** 2 Healroot, 1 Vitalflower, 1 Hearty root - **Roll:** 2 Bad dice, 1 Terrible die Your max wounds increases by 1 for the next 24 hours. Every time you roll a healing surge you heal an extra wound. #### Myriam's Modern Magics *Wondrous Item* A book containing a number of enchantments created by the Arcanist Mryiam. | Name | Mana | Supplies | Roll | Effect | | :---------------------: | :---: | :------: | :---: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Elemental Weapon | 6 | 5 | 1B/2T | Enchanting a weapon, choose between: fire, cold, lightning, thunder, poison, and force. Attacks with this weapon deal an extra wound die of the chosen damage type. | | Elemental Armor | 6 | 5 | 3T | Enchanting armor, choose between: fire, cold, lightning, thunder, poison, and force. The armor gives _Resistance_ 1 to the chosen damage. | | Lesser Physical Resist | 5 | 3 | 3B/1T | Enchants armor. When taking 3 or more physical damage from an attack or spell you gain _Resistance 1_ against that damage. | | Greater Physical Resist | 10 | 8 | 4B/2T | Enchants armor. When taking 2 or more physical damage from an attack or spell you gain _Resistance 1_ against that damage. | #### Myrmidon Bow *Magic Bow +1* A bow blessed by a water spirit and empowered by one of its scales. The bow is a +1 Magic weapon that gives the _Lightning Arrow_ and _Water Arrow_ maneuvers. ##### Lightning Arrow - **AP Cost:** 6 - **Damage:** Lightning - **Range:** 10 Fires a bolt of lightning in the target direction. All creatures in a 10 tile line must make a dexterity save against 3 superior dice, taking 1 wound on fail plus 1 wound die on crit. ##### Water Arrow - **AP Cost:** 6 - **Range:** Bow Range Fires a bolt of compressed water that explodes on impact. All creatures adjacent to the tile of impact must make a strength save against 3 superior dice. being pushed away 1 tile, and being knocked prone on crit. The blast of water extinguishes magical and non-magical fires on all tiles hit. #### Orichalcum Armor +1/+2 *Magical Armor* Armor that is made from or been reinforced with Orichalcum. When making a Defense roll you replace a number of Defense dice with Superior Defense dice equal to its modifier. #### Pendant of Wisdom +1/+2/+3 *Wondrous Item* When making a Willpower or Charisma save you may reroll dice equal to its modifier. #### Quake Hammer *Magic Weapon +1* A hammer infused with the power of earth. When attacking Elementals you deal an additional wound die in damage. You also gain the _Quake_ maneuver. ##### Quake - **AP Cost:** 7 - **Weapon:** bludgeoning - **Range:** Melee Smash your hammer into the ground, causing the earth in your zone of control to break. Make a weapon attack roll, adding 1 proficient die to the roll. On hit each target takes 1 wound in bludgeoning damage, and on crit are staggered until the start of your next turn. #### Reflex Harness +1/+2/+3 *Wondrous Item* When making a Strength or Dexterity save you may reroll dice equal to its modifier. #### Repeater *Magical Crossbow +1* This heavy crossbow has a second chamber that will occasionally cause it to fire twice. Once per turn, when you land a critical hit with this weapon you make a second basic attack against the target as a free action. The second attack consumes ammunition as normal. #### Ring of Free Action *Wondrous Item, Requires Attunement* Your max AP increases by 1 and any slow effect against you is reduced by 1. #### Ring of Haste *Wondrous Item, Requires Attunement* This item has 5 charges, regaining all charges at dawn. On your turn you may spend a charge and 2 AP to gain the effects of the spell _Quicken_ for 10 minutes. You may spend additional charges to add a critical to the effect. You may spend 5 charges and 2 AP to give yourself the effects of the spell _Haste_ for 10 minutes. #### Ring of Protection +1, +2, +3 *Wondrous Item, Requires Attunement* A strange ring that wards the wearer from danger. When making a defense roll you can reroll a number of defense die equal to the rings modifier. #### Ring of the Ram *Wondrous Item* A ring adorned with silver ram's head. You may cast _Thundering Blow_ as a cantrip, using your unarmed attack roll instead of spellcasting. This can be used 3 times, at which point the ram tarnishes. This ring can be used again after a successful repair roll. #### Ring of the Archmage *Wondrous Item, Requires Attunement* While wearing this ring arcane spells you cast are cast 1 level higher. #### Ritual Flask *Wondrous Item* This flask is made of iron with a band of runes engraved around it. Studying the runes teaches you a ritual for the flask. Using chalk to draw out a rune covering a 2x2 tile area, you can attempt to trap a Demon, Elemental, Outsider, or Celestial inside the flask. The creature must remain inside the rune for 1 minute, after which they make a Charisma save against 4 superior dice. On fail they are trapped inside the flask. A creature trapped inside the flask does not require food, air or water, and does not age. They cannot be communicated with, and a spell that locates a creature will instead locate the flask. You may spend 5 AP to open the flask, releasing the trapped creature. A creature released must pass a Willpower save against 4 superior dice or be charmed by you for 1 hour. You may give commands to the creature, but cannot command it to hurt itself or take a course of action that will obviously cause itself harm. When finding a flask it may already contain a creature, and a successful Lore challenge will tell you if a creature is inside, but not which type. #### Rod of Animation *Wondrous Item* This rod has 3 charges, gaining a charge at the start of each day. As an action you may spend a charge and 7 AP to blast a creature with necrotic lightning. Choosing a creature within 5 tiles that you can see roll 4 Superior dice against their Dexterity save. On success they take 1/5 in lightning damage. If this kills a living creature they will rise as a zombie for medium creatures or a zombie ogre for large creatures. Targeting an undead creature does no damage, instead giving them temporary wounds equal to half the damage rolled, rounded up. The temporary wounds last for 1 hour and while the wounds remain the creature adds a Superior die to all of their rolls. #### Scarf of Leadership *Wondrous Item, Requires Attunement* An otherwise unassuming red scarf. When worn it gives the wearer +1 to their Charisma score and conversation proficiency. When making a attribute save against an effect that causes fear you may use your Charisma save instead. #### Shadow Pendant *Wondrous Item, Requires Attunement* An opal pendant, a thick black mist swirls across the opals surface. Once per day you may make a shadow clone of yourself. Spending 5 AP, The shadowy mist on your pendant takes form, creating a mirror image of you in a place within 5 tiles. The illusion can move, sharing your movement stats. It does not make noise and you cannot see or sense through the illusion. When casting a spell you may choose the illusion to be the casting point instead of yourself. The illusion is purely visual, lasts for 10 minutes, and is destroyed if it takes 1 wound in force damage. #### Shadowwalk Dagger *Wondrous Dagger +1* This dull blue dagger emits faint wisps of smoke visible even when sheathed. You gain the Shadowwalk maneuver while holding this dagger. ##### Shadowwalk - **AP Cost:** 5 - **Damage:** Death - **Range:** 5/10 Make an attack roll against a target, turning you and the dagger into shadow. On hit you deal Death damage instead of piercing and you reform out of the shadows in a tile adjacent to the target. If the attack misses the GM determines where the dagger lands, with the wielder appearing in the closest unoccupied tile. #### Shardlight *Wondrous Item* A translucent white crystal. You may spend 5 AP to cause it to emit bright light out 3 tiles and dim light a further 3, lasting until you spend 5 AP to end the effect. Creatures in the bright light add a critical to attribute saves against undead and demons. #### Shield of the Defender *Magical Shield Requires Attunement* While attuned to the shield you know the superior version of the _Protector_ maneuver. _Protector_ can be used when a creature is targeted by an attack or spell, adding the shields defense die to the creatures attribute save. #### Shield of Eyes *Magic Shield* A shield covered in eyes that dart around, looking for any threats. Gives 1 superior die for perception challenges and the _Terrifying Gaze_ maneuver. ##### Terrifying Gaze - **AP Cost:** 6 - **Weapon:** Shield - **Range:** Area of Control All creatures in your zone of control must make a Willpower save vs 3 superior dice. On fail they become terrified for the next minute. They cannot move closer to you and they add a terrible die to all attack rolls. #### Shield of Thorns *Magical Shield* A shield adorned in a wreath of thorns. When taking the defend action with this shield, any adjacent creature that makes a melee attack against you takes a wound die in piercing damage. #### Shield of Unity +1/+2/+3 *Magical Shield* While attuned you add successes equal to its bonus modifier to attacks against a creature as long as you are adjacent to an ally inside the creatures zone of control. Adjacent allies add successes equal to its bonus modifier to Strength, Dexterity, and Stamina attribute saves. #### Skirmishers Buckler *Magical Buckler* When taking the defend action you are immune to opportunity attacks until the start of your next turn. #### Sky Stone *Wondrous Item, Requires Attunement* A large blue orb with storm clouds swirling inside. While attuned to this item all Lightning spells you cast start with 1 crit (but no successes) and you may reroll 1 die for those rolls. Regardless of the weather, while you hold the orb it is always considered stormy weather for the purposes of spellcasting. #### Snakecrest Stilleto *Magic Dagger +1* A stilleto with a snake-like handle, the snakes fangs keep the blade slick with a deadly poison. Once per turn, when you land a critical hit on a creature with the stilleto you add 3 wound dice in poison damage to the attack, giving the creature Poison 1 for 1 hour. during a short or long rest you may extract a vial of poison from the stilleto. The poison can used to coat a blade 4 times, giving this weapons effect. The poison lasts for 1 day before becoming inert. #### Spear of Decay *Magic Spear +1* An otherwise ordinary spear, it's metal tip is covered in a black tarnish. When attacking, the target creature gains _Vulnerability_ 1 to Death damage on crit for the next minute. #### Spear of Subjugation *Legendary Spear +3* A silver and gold spear imbued with scales from the Pale Lady. The spear was created by the Pale Lady, a Demon Lord residing over Pandemonium, and carries her hedonistic desires. The staff abhors being controlled and actively seeks to rule over others, taking over cities and usurping kingdoms. When a creature attempts to attune to this weapon they must make a Willpower save against 5 Superior dice. On fail they are possessed by the spear. The possession lasts forever, even when they are not holding the spear. Successfully casting _Break Curse_ against an 8th level curse ends the possession. While attuned, attacks with the spear enchant your enemies. A creature hit by the spear adds a failure to all rolls against the spear's wielder for every crit rolled in the attack, lasting until the end of their next turn. You may cast the spell _Command_ at will, using 5 Superior dice for the roll. Once per day you may spend 8 AP to dominate a creature you can see within 5 tiles. The creature makes a Willpower save against 5 Superior dice, becoming dominated on fail. While dominated you control all of the creatures actions. This effect lasts until you are incapacitated or you let go of the spear. You may only have a single creature dominated at any time. #### Spear of the East *Magic Weapon +1* An incredibly light spear able to cut through armor. When making a basic attack you may reduce the AP cost by 1, to a minimum of 3. If you do, add 1 bad die to your roll. If you land 3 hits against the same target during your turn, the target is dazed until the end of their turn. #### Spell Gem *Wondrous Item* A pristine red gemstone that fits in the palm of your hand. You may cast a spell of 4th level or lower into the gem, doing so increases the spells cast time by 10 minutes. Once a spell is stored you may spend 5 AP to cast the spell, ignoring the spells casting time. The spell uses 3 superior dice for its spellcasting roll regardless of the casting ability of the original caster. Only one spell can be stored at a time, casting a new spell into the gem replaces any spell stored. #### Spellblade *Magical Weapon +1* This weapon has no blade, ending at the hilt. When attuned to this item you may command it to activate, summoning a sword made out of an element matching the gemstone in its hilt. When making attacks with this weapon you may use your weapon roll or a spellcasting roll for the attack. The attack does 1 wound in damage depending on its element, converting any added damage to that element. | Gemstone | Damage Type | | :------: | :---------- | | Ruby | Fire | | Saphire | Cold | | Diamond | Lightning | | Topaz | Thunder | | Emerald | Poison | | Opal | Force | #### Spriggan Tunic *Magic Padded Armor* A tunic woven from the hair of a spriggan. While outside you have expertise in stealth as long as you aren't moving. While in a forest you gain the _Treewalk_ Maneuver. ##### Treewalk - **AP Cost:** 5 - **Range:** 12 When standing next to a tree you may magically enter the tree. While inside the tree you are untargetable by effects that do not target the ethereal plane. At the start of your next turn you appear beside a tree within range. #### Staff of Bascilius *Magic Staff, Requires Attunement* A staff made of blackened oak. While attuned to this staff the wielder gains +1 Intelligence. When preparing spells for the day you may choose two spells to be enhanced by the staff. For the rest of the day you have expertise when casting these spells. #### Staff of Elemental Control *Magical Staff +1* This staff has 6 charges. When casting a spell that deals elemental damage you may spend a charge to add a wound die to the damage matching its element. On your turn you may spend 5 AP and mana to recharge the staff, restoring 1 charge for each mana spent. While attuned to this item you gain the _Control Elemental_ action. ##### Control Elemental When adjacent to an elemental creature you may attempt to take control of it. Spending 10 AP, roll 4 Superior dice. If you have successes greater than or equal to half of the creatures challenge level you take control of the creature. While holding the staff the creature obeys every command to the best of its ability. #### Staff of Mantus *Legendary Staff +3* A staff made from black onyx capped with a human skull. The staff was created by the Demon Lord Mantus using one of his onyx claws and carries his personality. The staff dispises mortals and refuses to use its full power when wielded by one. While held by a mortal the staff feigns obedience while whispering promises of power to its holder, while its true intention is to cause as much destruction in mortal realms as possible. The staff seeks an immortal master to serve. If the staff is particularly desparate for a master it will tell its wielder about a tablet containing the secrets of life and death. The tablet was hidden away by Mantus himself in his fortress in Hell. After studying the tablet a creature learns how to create a Lich's phylactery and become immortal. When a mortal attempts to attune to the staff they take 5/5 in death damage. This effect happens the first time a creature attunes to this item, having no effect if the creature reattunes to it again. The staff curses mortals with _Vulnerability_ 1 to all damage, lasting until the creature dies. This curse is not removed when breaking attunement with the staff. The curse can be broken by successfully casting _Break Curse_ against an 8th level curse. While attuned to the staff you may reroll 3 dice when making spellcasting rolls. Attacks with this weapon deal 1 wound and 1 wound die in death damage, ignoring a level of resistance. Once per day you may cast _Fiendfire_ using 6 Superior dice for the roll. Once per day you may spend 8 AP to summon an undead legion. Roll 8 Superior dice, conjuring a Skeleton within 10 tiles of yourself for each success rolled. The skeletons obey your commands and last for 1 hour after which they turn to dust. #### Staff of Songs *Magical Staff +2* While attuned to this weapon you gain the superior inspiring words maneuver and you may reroll all blank wound dice dealt by thunder damage. While holding this staff you may spend 5 AP to begin a chant, spending an additional 5 AP at the start of every turn to keep the chant active. Chanting requires concentration and uses the same rules for concentrating on a spell. You gain the following chants: - **Song of Blades:** All allied creatures within 3 tiles of you gains expertise on one attack or maneuver this round. - **Defender's Ballad:** All allied creatures within 3 tiles of you gains expertise on one attribute saves or defense roll this round. - **Song of Sorcery:** All allied creatures within 3 tiles of you may reroll 3 wound dice on one spell this round. #### Stamp of Beast Steed *Wondrous Item* Transform a beast into a loyal steed. Can only be used on a non-intelligent, small or smaller beast you can touch. A hostile creature makes a willpower save vs 2 superior die, taking no effect on success. Once used the token bursts into a handful of dry leaves. The target beast transforms into a giant version of the animal, growing to the size of an average horse. The creature is charmed by you for the next 24 hours and can be used as a mount. They have 3 wounds and a move/sprint speed of 5/5. The gain +1 Strength, but their other stats are identical to their normal forms. After 24 hours the creature returns to normal, becoming hostile if it was hostile before. #### Tlani Mask of Power *Wondrous Item, Requires Attunement* While wearing this mask you add 1 enhanced die to all spellcasting rolls. When taking a move action you can choose to hover. While hovering you ignore ground based effects and difficult terrain and can pass over creatures, returning to the ground at the end of your turn. You also learn two maneuvers, _Shadow Magic_ and _Orb of Destruction_. ***Curse.*** This item is cursed. After attuning to the mask you are unable to part with it, wearing it covering your face or off to one side. If you reach 0 wounds or suffer an effect that would kill you outright, the Mask consumes you and you return as a Shadowbeast. You are stalked by a powerful entity of shadow that wants the mask. This entity knows your general location and you cannot hide from it through magic. ##### Shadow Magic - **AP Cost:** 7 - **Damage:** Death - **Range:** 7 You summon 3 shadowbolts and launch them at targets in range. You may choose different targets, or have all bolts hit the same target. Make a curse spellcasting roll against the targets defense for each bolt, dealing 2 wound die on hit, and giving Hex 1 on crit. You gain 1 temporary wound for every 3 wounds dealt by this attack. ##### Orb of Destruction - **AP Cost:** 9 - **Damage:** Death - **Range:** 10 You channel the masks power to create a large orb of negative energy. You send the orb crashing into the earth, hitting all creatures in a 3x3 area centered on a position in range. All creatures hit make a Dexterity save vs your curse spellcasting. On hit they take 3 wounds in damage, plus an additional wound die for each crit. If this would reduce a creature to 0 wounds their body is consumed by the Orb, vaporizing and leaving no body behind. This maneuver can be used once, after which you must long rest before using again. #### Tower Shield *Magical Shield* This massive shield requires 4 Strength to wield. When taking a defend action you choose a direction, gaining half cover against ranged attacks from that direction until the start of your next turn. #### Tuning Sword *Magical Sword +1* A two pronged sword in the shape of a tuning fork. After striking an enemy the sword rings, becoming attuned to that enemy. While attuned to a target you have expertise in attacks and maneuvers using this weapon against that target. The attunement lasts for 1 minute. While the sword is attuned you may cast _Thunderclap_ at 1st level using 3 superior dice, ending the attunement. #### Void Stone *Wondrous Item* A magic stone from the Astral Void. While holding the stone you can spend 3 AP and 2 mana to open up a rift in space that pulls in the user. At the start of your next turn you attempt to exit the rift in an open space within 1000 ft. (200 tiles). Make a hard Arcana challenge, on success you appear within a few tiles, with each failure placing you progressively farther away. #### Wand of Cinders *Wondrous Item* A wand with a tip that looks like the embers from a campfire. Roll 5 Superior dice, this wand has charges equal to the total successes. Spending 1 charge you can cast Firebolt at 1st level. Spending 2 charges you may cast Beam of Fire at 1st level. Spells cast with this wand do not benefit from any spellcasting feats, and use 3 Superior dice for the spellcasting roll. #### Wand of Growth *Wondrous Item* A wand wrapped in vines with a blooming flower at its tip. Roll 5 Superior dice, this wand has charges equal to the total successes. Spending 1 charge you may cast Vine Whip at 1st level, or spending 2 charges you may cast Bramble at 1st level. For either spell, use 3 Superior dice for the spellcasting roll. #### Wand of Secrecy *Wondrous Item* A wand that emits black wisps of smoke. Roll 5 Superior dice, this wand has charges equal to the total successes. You can spend a charge to turn all mundane lights in a 6x6 tile area to dim light for 10 minutes, covering half as much area as bright light. Spending 2 charges gives you the effects of _Concealment_ for 10 minutes. #### Wand of Shock *Wondrous Item* A wand in the shape of a lightning bolt. Roll 5 superior die, this wand has charges equal to the total success. Spending 1 charge you may cast the _Static Shock_ cantrip. If you do, you may spend up to 2 additional charges to add a superior die for each charge to the spellcasting roll. Spells cast with this wand do not benefit from any spellcasting feats, and use 2 superior dice for the spellcasting roll. #### Wand of Shooting Stars *Wondrous Item* A wand with a brass star on its tip. This wand is a simple weapon, using your Arcane spellcasting for the attack. It has a range of 5/10 and deals 1 wound die in force damage on hit. The star arcs over cover, ignoring all but total cover. If your attack roll has no successes and a critical fail the wand breaks, losing its magic. #### Wand of Sight *Wondrous Item* A wand with a crystal eye attached to the tip. Roll 5 superior die, this wand has charges equal to the total success. Spending 1 charge you gain the effects of _Dark Sight_ for 1 hour. Spending 3 charges you may cast _Magic Sight_ without concentrating on the spell. Spells cast with this wand do not benefit from any spellcasting feats, and use 3 superior dice for the spellcasting roll. #### Wand of Sorcerous Power *Wondrous Item* A wand made from gnarled wood, clasping a shining jewel in its pommel. Roll 2 Superior dice, this wand has charges equal to the total successes. On your turn you may spend 5 AP and a charge to give yourself the effects of the spell _Evocation_ for 1 minute. #### Warp Band *Wondrous Item* This smooth crystal band is slick and cold to the touch. While worn, _Misty Step_ costs 1 less mana and travels double the distance, but you add 2 terrible dice to the spellcasting roll. While travelling through a warren with the _Open Warren_ spell the spellcaster maintaining the warren adds 1 failure to their roll. #### Waterskin of Control *Wondrous Item* Allows the holder to control fluids contained in the waterskin. The waterskin can hold up to 1L of fluid. attempting to hold extremely hot or corrosive materials, such as lava, will destroy the waterskin. By spending 5 AP you may open the waterskin and control the contained fluid, moving it up to 5 tiles away in any direction. This can be used to extinguish fires, such as a torch or campfire, but does not move quickly enough to cause harm to a creature. #### Zander's Book of Everything *Wondrous Item* A huge book that looks like its been patched together from several works of different sizes, with papers glued or stapled as needed. During a long rest you may study this book. For the next day you have expertise in all Intelligence skills. You may spend a week studying a portion of the "Manuals of Talent" section. After completing your study you gain a feat of your choosing with the book disappearing the following morning. The book reappears in a random place in the same realm after 66 years. #### Sword of Tartarus *Legendary Sword +3, Requires Attunement* Can only be attuned by the true ruler of Tartarus. Maneuvers using this weapon add a wound die in death damage to the attack. On hitting a creature with this weapon they gain Hex 1 for 1 minute. While attuned to the sword you gain the _Souls of the Damned_ maneuver. ### Feats #### Beastmaster *Requires proficiency in nature, 5th level* You may have any number of animal companions. For each additional companion in combat you add a bad die to nature challenges. #### Ferocity *Requires proficiency in nature, 3 Strength, 8th level* Your companion shares your _Brutal Strikes_, _Battering Ram_, _Overswing_, and _Overwhelming Force_ feats. #### Strengthened Bond *Requires proficiency in nature, 2 Willpower* While adjacent to your companion you have expertise in Intimidation, Survival, and Perception challenges. Your companion may use your Willpower save instead of theirs. #### Tag Team *Requires proficiency in nature, 3rd level* You have Combat Advantage against creatures that your companion has attacked this turn. While your companion is adjacent to you they cannot go feral. # Appendix - Spells ## Spells ### Arcane #### Spells By Level ##### Cantrip - [Barrage](#Barrage) - [Cold Snap](#Cold-Snap) - [Firebolt](#Firebolt) - [Message](#Message) - [Minor Image](#Minor-Image) - [Static Shock](#Static-Shock) - [Thundering Blow](#Thundering-Blow) ##### First - [Arcane Blasts](#Arcane-Blasts) - [Arcane Key](#Arcane-Key) - [Beam of Fire](#Beam-of-Fire) - [Call Lightning](#Call-Lightning) - [Chilling Ray](#Chilling-Ray) - [Detect Magic](#Detect-Magic) - [Identify](#Identify) - [Magic Sight](#Magic-Sight) - [Poison Trap](#Poison-Trap) - [Ray of Sickness](#Ray-of-Sickness) - [Sword Burst](#Sword-Burst) - [Thunderclap](#Thunderclap) ##### Second - [Alter Weight](#Alter-Weight) - [Barrier](#Barrier) - [Blink](#Blink) - [Combust](#Combust) - [Dispel Magic](#Dispel-Magic) - [Elemental Shell](#Elemental-Shell) - [Hailstorm](#Hailstorm) - [Imprint](#Imprint) - [Mental Ward](#Mental-Ward) - [Resilient Shield](#Resilient-Shield) - [Slowfield](#Slowfield) - [Spectral Hands](#Spectral-Hands) ##### Third - [Animate Guardian](#Animate-Guardian) - [Chain Lightning](#Chain-Lightning) - [Counter Spell](#Counter-Spell) - [Far Sight](#Far-Sight) - [Fireball](#Fireball) - [Flight](#Flight) - [Ice Knives](#Ice-Knives) - [Major Image](#Major-Image) - [Phantasmal Blades](#Phantasmal-Blades) - [Protective Sigil](#Protective-Sigil) - [Telepathic Bond](#Telepathic-Bond) ##### Fourth - [Attract/Repel](#Attract/Repel) - [Conjure Elemental](#Conjure-Elemental) - [Fire Shell](#Fire-Shell) - [Fissure](#Fissure) - [Ice Lance](#Ice-Lance) - [Lightning Bolt](#Lightning-Bolt) - [Nondetection](#Nondetection) - [Orb of Acid](#Orb-of-Acid) - [Passwall](#Passwall) - [Starfall](#Starfall) ##### Fifth - [Crown of Meteors](#Crown-of-Meteors) - [Illusory Space](#Illusory-Space) - [Instant Fortification](#Instant-Fortification) - [Open Warren](#Open-Warren) - [Permanence](#Permanence) - [Poison Cloud](#Poison-Cloud) - [Shockwave](#Shockwave) - [Wall of Fire](#Wall-of-Fire) - [Ward Area](#Ward-Area) - [Zone of Potency](#Zone-of-Potency) ##### Sixth - [Anti-Magic Field](#Anti-Magic-Field) - [Arms of Aventus](#Arms-of-Aventus) - [Conjuration](#Conjuration) - [Earthquake](#Earthquake) - [Evocation](#Evocation) - [Forcewave](#Forcewave) ##### Seventh - [Call Storm](#Call-Storm) - [Mass Fireball](#Mass-Fireball) - [Power Word: Fire](#Power-Word-Fire) - [Power Word: Ice](#Power-Word-Ice) - [Power Word: Lightning](#Power-Word-Lightning) - [Project Image](#Project-Image) ##### Eighth - [Fiendfire](#Fiendfire) - [Invulnerability](#Invulnerability) - [Prismatic Star](#Prismatic-Star) - [Slow Time](#Slow-Time) - [Stabilize Warren](#Stabilize-Warren) ##### Ninth - [Armageddon](#Armageddon) ### Cantrips #### Barrage *Cantrip* - **Casting Time:** 8 AP - **Range:** touch - **Duration:** instant - **Damage Type:** bludgeoning Conjure a barrage of stones in an arc 3 tiles wide and 3 tiles long. Each creature makes a defense roll against your spellcasting roll. Roll 4 wound dice. Starting from the closest creature, ignoring creatures that succeeded their defense roll, they take at most 2 wounds in bludgeoning damage from your roll. If there are any wounds remaining repeat with the next closest creature until all wounds have been dealt or no more creatures are in the barrage. Add a 2 wound dice and increase the length of the arc by 1 for every level cast above cantrip. #### Cold Snap *Cantrip* - **Casting Time:** 5 AP - **Range:** 2 - **Duration:** instant - **Damage Type:** cold Sap heat from a creature you can see. Make a spellcasting roll against the creature's Stamina save. On success, the creature takes 1/0 cold damage and gains a level of Slow for each critical rolled for the next minute. Add an enhanced die for every level cast above cantrip. #### Firebolt *Cantrip* - **Casting Time:** 6 AP - **Range:** 8 - **Duration:** instant - **Damage Type:** fire Blast a creature you can see with a bolt of fire. Make a spellcasting roll against the creature's defense. On success, the creature takes 1/0 fire damage, adding 0/1 fire damage on a critical hit. Add 0/1 fire damage for every level cast above cantrip. #### Message *Cantrip* - **Casting Time:** 2 AP - **Range:** varies - **Duration:** instant You attempt to send a telepathic message to a creature you're familiar with or can see. Make a spellcasting roll to determine the maximum distance of the message based on the table below. The message can be no more than 1 minute in length. ##### Distance per Spell Level | Successes | Distance | | :-------- | -------------------------: | | 0 | 10 tiles | | 1 | 60 tiles | | 2 | 1 mile | | 3 | 10 miles | | 4-5 | 100 miles | | 6-7 | 1000 miles | | 8-9 | anywhere in the same realm | | 10+ | any realm or warren | Add a success for every level cast above cantrip. #### Minor Image *Cantrip* - **Casting Time:** 4 AP - **Range:** 10 - **Duration:** 5 minutes You create a small, soundless, illusory image that occupies a space no larger than 1 tile at a point within range that you can see. The image is purely visual, and objects pass through it as if it weren't there. Any creature attempting to see through the illusion makes a perception challenge against your spellcasting roll. On success, they see through the illusion. A creature that touches or passes through the illusion automatically succeeds in this challenge. Add an enhanced die for every level cast above cantrip. #### Static Shock *Cantrip* - **Casting Time:** 6 AP - **Range:** 3 - **Duration:** instant - **Damage Type:** lightning Charge the air around a creature in range, causing it to discharge through the creature. Make a spellcasting roll against the creature's Dexterity save. On success, the creature takes 1/0 lightning damage. If you roll a critical, the spell bounces to an adjacent creature and you remove a critical from your roll. The new creature makes a Dexterity save against your roll. Repeat this effect until you have no more criticals or a creature succeeds in their attribute save. The spell must bounce to an adjacent creature if possible. Add an enhanced die for every level cast above cantrip. #### Thundering Blow *Cantrip* - **Casting Time:** 5 AP - **Range:** touch - **Duration:** instant - **Damage Type:** thunder Conjure rolling thunder to blast a creature away. Make a spellcasting roll against the creature's Strength save. On success, they take 0/1 thunder damage, are pushed back 2 tiles, and staggered until the end of their next turn. For every critical rolled, the creature is pushed an extra tile. If the creature is unable to move, either due to another creature or obstacle, add 0/1 thunder damage for every tile of movement remaining. Creatures are pushed back an additional tile for every level cast above cantrip. ### First Level #### Arcane Blasts *1st level* - **Casting Time:** 8 AP - **Range:** 20 - **Duration:** instant - **Damage Type:** force Fire a volley of 3 force blasts against creatures within range. The blasts travel around corners and obstacles, homing in on their targets and ignoring cover. You may direct all blasts at the same creature or split them between creatures. Make a spellcasting roll against the creature's Strength save. On a successful roll, they take 0/1 force damage for each blast aimed at them, instead replacing a wound die with a wound for every critical rolled. Fire an additional blast for each level cast above 1st. #### Arcane Key *1st level* - **Casting Time:** 10 AP - **Range:** touch - **Duration:** instant Force a lock to open. Touching a lock you may make a thievery challenge using your spellcasting roll instead of your skill. On success the lock is opened. This spell can open magical locks. Add an enhanced die for every level cast above 1st. #### Beam of Fire *1st level* - **Casting Time:** 7 AP - **Range:** touch - **Duration:** instant - **Damage Type:** fire A blast of fire erupts from your hands hitting all creatures in a 4 tile line. Make a spellcasting roll against the creatures defense. On success the target takes 1/0 in fire damage, adding 0/1 on a critical. The beam reaches 2 tiles further and deals an extra 0/1 in fire damage for every level cast above 1st. #### Call Lightning *1st level* - **Casting Time:** 7 (5) AP - **Range:** 15 - **Duration:** instant - **Damage Type:** lightning Call a bolt of lightning to strike a nearby creature you can see. Make a spellcasting roll against the creature's Dexterity save. On success, they take 1/2 lightning damage and gain a level of Paralyze until the end of their next turn for each critical. If cast in rainy conditions, this spell costs only 5 AP. Add an enhanced die for every level cast above 1st. #### Chilling Ray *1st level* - **Casting Time:** 6 AP - **Range:** 7 - **Duration:** instant - **Damage Type:** cold Fire a frigid beam at 3 creatures in range you can see. Make a spellcasting roll against the creature's Stamina save. On success, the creature takes 0/1 in cold damage and gains Slow 1, or Slow 2 on a critical. Add an enhanced die and you may target an additional creature for every level cast above 1st. #### Detect Magic *1st level* - **Casting Time:** 6 AP - **Range:** 10 - **Duration:** instant Attempt to read the flow of magic in a 10x10 tile area centered on a point in range. Making a spellcasting roll against 2 bad dice. On success you can see a faint outline over any magical effect in the area. For each critical you are able to determine the school of a given magic effect and a rough idea of the magic's purpose. For example you may learn a magical effect is a trap, but not how the trap is triggered or what the trap does. Add an enhanced die for every level cast above 1st. #### Identify *1st level* - **Casting Time:** 1 minute - **Range:** touch - **Duration:** 10 minutes Draw out the secrets of magical items or objects you touch. Make a spellcasting roll against 2 bad dice. For the duration you add the successes from your roll to any Lore challenge you make to identify or understand an object or magical item you touch. You learn the properties of any magic item when you succeed on a Lore challenge. Add an enhanced die for every level cast above 1st. #### Magic Sight *1st level* - **Casting Time:** 10 AP - **Range:** self - **Duration:** concentration, 1 hour Create a floating eye, visible only to those who can see the ethereal plane or have cast the spell _Detect Magic_ on it. You can see, but not hear, everything the eye can see in addition to your normal senses. On your turn you can command the eye to move up to 5 tiles as a free action. If the eye moves more than 20 tiles away from you, you must make a spellcasting roll against 2 bad dice, repeating this roll every minute. On failure the spell ends. The eye cannot move through solid objects, but can fit through a 1 inch hole. If the eye is able to fully spot a creature behind cover, they gain 1 less bonus die from cover against your attacks. Add an enhanced die for every level cast above 1st. #### Poison Trap *1st level* - **Casting Time:** 7 AP - **Range:** 10 - **Duration:** 1 minute - **Damage Type:** poison Summon bubbling acid on 3 tiles at points in range you can see. When a creature enters the tile for the first time or ends their turn there you make a spellcasting roll against their Stamina save. On success they take 1/0 in poison damage and on a critical gain poison 1 until the end of their next turn. These tiles count as difficult terrain, and last for 1 minute. Add a tile and 0/1 in poison damage for every level cast above 1st. #### Ray of Sickness *1st level* - **Casting Time:** 5 AP - **Range:** 7 - **Duration:** instant A sickening beam blasts a creature in range you can see. Make a spellcasting roll against the creatures Stamina save. On success the target gains poison 1 for the next 10 minutes, or poison 2 on a critical. You may target an additional creature for every level cast above 1st. #### Sword Burst *1st level* - **Casting Time:** 3 AP - **Range:** self - **Duration:** 1 minute. - **Damage Type:** force Magically enchant your weapon to fire a burst of energy with your next attack. You gain _Reach 1_ for the duration of the spell. On your next attack the target creature makes a Strength save instead of rolling defense. On hit, all physical damage dealt by the attack is converted to force damage and you add 0/1 in force damage with the attack. After you make the attack the spell ends. Your reach increases by 1 and you add 0/1 in force damage for every level cast above 1st. #### Thunderclap *1st level* - **Casting Time:** 5 AP - **Range:** self - **Duration:** instant - **Damage Type:** thunder A wave of thunder roars around you, hitting all creatures adjacent to you. Make a spellcasting roll against the creatures defense. On success the creatures take 1/1 in thunder damage and are staggered. On a critical the creatures are pushed away 1 tile from you taking 0/1 in thunder damage if an object or creature blocks their movement. Add an enhanced die for every level cast above 1st. ### Second Level #### Alter Weight *2nd level* - **Casting Time:** 6 AP - **Range:** touch - **Duration:** 10 minutes Alter the weight of a creature or object you touch. Make a spellcasting roll against 2 terrible dice, or if targeting an unwilling creature against their Stamina save. On success you may increase or decrease the weight of the target by up to 30 lbs per success in the final roll. The effects of this spell are determined by the object or creature targeted, and the amout of weight added or removed. For example, casting this on armor to make it weightless would remove its Strength requirements and penalties, or increasing the weight on a door to make it impossible to open. A weightless sword may be easier to use and give a bonus to attack rolls, while a weightless hammer may not inflict wounds. Adding weight to a creature may give them Slow, or prevent them from moving entirely. The GM has the final say on the effects of this spell. Increase the weight change by 30 lbs per success for every level cast above 2nd. #### Barrier *2nd level* - **Casting Time:** 2 AP - **Range:** self - **Duration:** instant As a reaction you quickly summon magical defenses, protecting you and all adjacent creatures from an incoming spell or spell-like effect. Making a spellcasting roll, you and all adjacent creatures add 1 superior die to their attribute save, adding an extra superior die for every critical. Creatures in the barrier gain _Resistance 2_ to Force damage. Increase the range of protection by 1 and add an enhanced die for every level cast above 2nd. #### Blink *2nd level* - **Casting Time:** 3 AP - **Range:** 5/10 - **Duration:** instant Attempt to teleport yourself to a unoccupied point you can see in range. Make a spellcasting roll against 1 bad die, or 3 bad dice if you attempt to teleport more than 5 tiles. On success you teleport to that position, preventing any opportunity attacks or attacks that trigger on entering someone's zone of control. Add an enhanced die for every level cast above 2nd. #### Combust *2nd level* - **Casting Time:** 7 AP - **Range:** 10 - **Duration:** 1 minute - **Damage Type:** fire Cause 2 creatures you can see in range to burst into flames. Make a spellcasting roll against the creatures Dexterity save. On success they ignite in flames taking 1/0 in fire damage and gaining Burn 1, or Burn 2 on a critical. You may target an additional creature for every level cast above 2nd. #### Dispel Magic *2nd level* - **Casting Time:** 10 AP - **Range:** 10 - **Duration:** instant You attempt to dispel all magical effects in a 2x2 tile area in range. Make a spellcasting roll. Starting with the lowest level effect, roll a terrible die for each level. On success the effect ends, then remove the highest die in your roll. Repeat this for every effect until there are no more effects or you fail a roll. Add an enhanced die for every level cast above 2nd. #### Elemental Shell *2nd level* - **Casting Time:** 5 AP - **Range:** self - **Duration:** concentration, 10 minutes Create an energy barrier around yourself. Choose a damage type: fire, cold, lightning, thunder, poison. Make a spellcasting roll, on success you gain Resistance 1 to that damage type, increasing the resistance by 1 for every critical rolled. Add an enhanced die for every level cast above 2nd. #### Hailstorm *2nd level* - **Casting Time:** 7 AP - **Range:** touch - **Duration:** instant - **Damage Type:** cold You conjure a flurry of ice shards in a 3x3 tile area adjacent to you. Make a spellcasting roll against the creatures Stamina save. On success they take 0/2 in cold damage, gaining 1 level of Slow for the next minute on a critical. add 0/1 in cold damage and increase the area by 1 for every level cast above 2nd. #### Imprint *2nd level* - **Casting Time:** up to 5 minutes - **Range:** self - **Duration:** concentration, 5 minutes Attempt to record your senses into an object, allowing a creature to replay your recording by holding the object and speaking a command word. Make a spellcasting roll, adding a superior die if a gemstone worth at least 50sc is used to store the recording. You can record a memory from the past 24 hours or record what you are currently experiencing. Depending on your successes the quality of the recording will change: - **1-2**: There is no sound, and the visuals are too blurry to make out faces, but you can make out the environment you are in. - **3-4**: You can determine each creatures species, but not face. You get a good idea of the area (in a cellar/building, number of trees, important landmarks such as a stone pillar or tavern sign). You can hear if people are talking and their tone, but cannot make out words. - **5**: You can make out a creatures species and identify them if you have seen them before. You can hear enough to make out individual words when spoken, although there are occasional gaps. - **6+**: The recording is exact, with the user seeing and hearing exactly as the caster saw. The recording is permanent, unless a command word is spoken to end the spell or _Dispel Magic_ is cast on it. A creature under _Nondetection_ appears as a blurry patch and their voice is unrecognizable regardless of the quality of recording. Add an enhanced die for every level cast above 2nd. #### Mental Ward *2nd level* - **Casting Time:** 5 minutes - **Range:** 5 - **Duration:** concentration, 1 hour Targeting up to 5 creatures in range create a protective ward around their minds. Make a spellcasting roll against 2 bad dice for each creature targeted. On success the creatures gain _Resistance_ 1 to pyschic damage and has twice as many wounds when calculating sleep effects. For the duration, unless this creature is already dazed any effect that would stun this creature dazes it intsead, and any effect that dazes it staggers instead. Add an enhanced die for every level cast above 2nd. #### Resilient Shield *2nd level* - **Casting Time:** 4 AP - **Range:** self - **Duration:** concentration, 10 minutes On your turn or as a reaction, you create a dampening shield around yourself. Make a spellcasting roll against a terrible die, or 2 if cast as a reaction. On success you create a shield of force around yourself. While the shield holds you gain Resistance 2 to all physical damage. The shield can take 3 hits before shattering, adding a hit for each critical rolled. While the spell is active you cannot take the move or sprint actions. The shield can take an additional hit for every level cast above 2nd. #### Slowfield *2nd level* - **Casting Time:** 6 AP - **Range:** 15 - **Duration:** 10 minutes Create a 6x6 tile field centered on a point in range within range that you can see. All movement inside the slowfield is sluggish, as if it was moving through water. When a creature enters the field for the first time or ends their turn their they make a Strength save against your spellcasting roll. On failure they gain Slow 2 until the end of their turn, adding a level of Slow for each critical rolled. This slow cannot be removed while inside the slowfield. When a creature makes an attack with a projectile at a creature inside the field the attack roll is first contested by your spellcasting roll. On failure the projectile falls harmlessly to the ground. Add an enhanced die for every level cast above 2nd. #### Spectral Hands *2nd level* - **Casting Time:** 10 AP - **Range:** 5 - **Duration:** 10 minutes Conjure spectral hands to take up arms and defend you. You may conjure up to 5 spectral hands and each hand can hold a melee weapon. Make a spellcasting roll adding a terrible die for each hand conjured. On success the hands grab any weapons of your choosing not held by another creature within 3 tiles of you, returning to float beside you. Each time you use your spectral hands it consumes one of the hands and drops whatever it was holding. For the duration of this spell when you take the attack action you may choose to attack with your spectral hands. The attack uses your spellcasting roll and deals 1/0 in physical damage, adding 0/1 for every weapon past the first. The damage type is based on the weapon used. You have combat advantage with the attack if you're holding two or more weapons. When attacked you may make a reaction attack against the attacker using a single spectral hand. The attack uses your spellcasting roll and deals 1/0 in damage matching the type of the held weapon. You conjure an additional hand for every level cast above 2nd. ### Third Level #### Animate Guardian *3rd level* - **Casting Time:** 10 AP - **Range:** 5 - **Duration:** concentration, 1 hour - **Damage Type:** Bludgeoning You attempt to animate a golem made of plant, wood, stone, or metal no more than 1 tile in size. If the object is part of a larger construction (a stone wall, a wooden door, etc.) you add 1 terrible die to your roll as you try to force it free. Make a spellcasting roll against a terrible die, or 2 terrible dice if the material is made of metal. On success you create a golem out of the object. The golem has 3 wounds, gaining an additional wound for every 2 successes in your roll. The golem has Resistance 1 to a damage type of your choosing: physical, fire, cold, lightning, poison. Golems made of metal have Resistance 1 to all damage types instead. It uses your spellcasting roll for all attribute saves and uses 3 superior defense dice for defense rolls. On your turn it can take a move action to move 5 tiles and may make an attack as a free action. The golem's attack uses your spellcasting roll instead of a normal attack roll. The creature deals 1/1 of bludgeoning damage on hit, adding 1/0 for every size increase. When the spell ends the golem reverts to inanimate material. Add an enhanced die for every level cast above 3rd. At 5th level and above you may target a 2x2 tile area, and at 7th level and above a 3x3 tile area. #### Chain Lightning *3rd level* - **Casting Time:** 7 AP - **Range:** 5 - **Duration:** instant - **Damage Type:** lightning Conjure a burst of lightning that bounces from creature to creature. Targeting a creature you can see within range, the lightning bounces from them to 2 other creatures each within 3 tiles of the previous creature. The lightning cannot bounce to the same creature twice and must bounce to a creature if able. Make a spellcasting roll against the creatures Dexterity. On success they take 1/0 in lightning damage, adding 0/1 for every critical. The number of bounces increases by 1 and you add an enhanced die for every level cast above 3rd. #### Counter Spell *3rd level* - **Casting Time:** 2 AP - **Range:** 5 - **Duration:** instant Attempt to counter a creatures flow of magic, stopping a spell or spell-like effect before it can be cast. As a reaction make a spellcasting roll against 2 bad dice, adding dice depending on the difference in spell level between the target effect and _Counter Spell_. For every level you cast above the target effect add a superior die, for every level below the target effect add a terrible die. The total successes from your spellcasting roll are subtracted from the target effects roll, completely stopping the effect if this brings the total successes to 0 or below. Multiple creatures can attempt to counter the same spell, with both spells successes subtracting from the targeted spell. A creature may cast _Counter Spell_ in reaction to another creatures _Counter Spell_, subtracting successes from the target _Counter Spell_ first before resolving its effects. #### Etherwalk *3rd level* - **Casting Time:** 7 AP - **Range:** 5 - **Duration:** concentration, 1 minute Enter the Ethereal plane, becoming transparent and allowing you to walk through walls. Make a spellcasting roll against 2 bad dice. On success you enter the ethereal plane, increasing the duration by 1 minute for each critical. On a critical fail you exit the Ethereal plane at the end of your next turn. While in the ethereal plane you gain _Resistance_ 3 to physical damage and have a flying speed equal to your move speed, but gain _Vulnerability_ 1 against spell attacks. You cannot make weapon attacks, but may cast spells. You move through other creatures and 1 tile thick walls as if they were open terrain, however you are Blind while inside an object. Should you remain inside another creature or object when the spell ends you take 0/3 in force damage as you are ejected from the plane, appearing in the closest unoccupied tile. Add an enhanced die for every level cast above 3rd. #### Far Sight *3rd level* - **Casting Time:** 10 AP - **Range:** 1 mile - **Duration:** concentration, 10 minutes See far into the distance, bending your sight around obstacles. Choose a location in range and make a spellcasting roll against 2 terrible die, or 3 if the location is unfamiliar to you. On success you can see the target location as long as it is not complete incased. For example you would be able to see the happenings in a town, but not inside buildings. You can see the location as if you were present there but cannot make out sounds. At any time you may change the target of your sight requiring a turn to reorient yourself. Increase the range by 1 mile and add an enhanced die for every level cast above 3rd. #### Fireball *3rd level* - **Casting Time:** 8 AP - **Range:** 10 - **Duration:** instant - **Damage Type:** fire Launch a ball of fire centered at a target point in range you can see. The fireball explodes on impact, hitting all creatures in a 5x5 tile area. Make a spellcasting roll against the creatures Dexterity save. On success they take 2/0 in fire damage, adding 0/1 on a critical. On failure the creatures take half damage, rounding down. Add 0/1 in fire damage for every level cast above 3rd. #### Flight *3rd level* - **Casting Time:** 7 AP - **Range:** 5 - **Duration:** concentration, 1 hour Gain magical flight, allowing you to float through the air. Choosing up to 5 willing creatures, make a spellcasting roll adding a terrible die for each creature chosen. On success all creatures gain a flying move and sprint speed of 5. Creatures under the effects of this spell do not need to move to maintain their flight. A Grappled or Restrained creature cannot move but does not fall. Add an enhanced die and increase the flying speeds by 1 for every level cast above 3rd. #### Ice Knives *3rd level* - **Casting Time:** 8 AP - **Range:** touch - **Duration:** instant - **Damage Type:** cold You conjure an barrage of icicles, hitting all adjacent creatures and blasting an area 3 tiles wide and 4 tiles long adjacent to you. Make a spellcasting roll against the creatures Stamina save. On success they take 2/0 in cold damage, being staggered on a critical. Add 0/1 in cold damage for every level cast above 3rd. #### Major Image *3rd level* - **Casting Time:** 4 AP - **Range:** 10 - **Duration:** concentration, 10 minutes You create a auditory or visual illusion no larger than 4 tiles at a point within range you can see. The illusion has no physical presence, a creature that touches the illusion makes a Willpower save against your spellcasting roll, seeing through the illusion on success.. A creature may attempt to see through the illusion by making a perception challenge against your spellcasting roll. On success they see through the illusion. A creature that touches or passes through the illusion makes a Willpower save instead, rationalizing a reason for the interaction on failure. You may split the image into any number of auditory or visual illusions as long as the total size of the illusion is less than 4 tiles. For each separate illusion you maintain you add a terrible die to your spellcasting rolls for this spell. Add an enhanced die for every level cast above 3rd. #### Phantasmal Blades *3rd level* - **Casting Time:** 8 AP - **Range:** 10 - **Duration:** instant - **Damage Type:** force Summon a barrage of force blades at a creature in range you can see. Make a spellcasting roll against the creatures Strength save. On success they take 3/0 in force damage. Add 0/1 in force damage and a normal die for every level cast above 3rd. #### Protective Sigil *3rd level* - **Casting Time:** 1 minute - **Range:** touch - **Duration:** 8 hours You create an invisible sigil on a willing creature, infused with another spell of 3rd level or below. When the creature is targeted by a harmful spell or attack the sigil activates, casting the stored spell before the attack lands. The spell must have a target specified beforehand, such as the attacker or yourself. Spells that do not target a creature, such as _Counter Spell_ or _Conjure Elemental_ cannot be placed into the sigil. Spells that target multiple creatures can only target the attacker, and spells that target an area must be centered on the attacker or yourself. The spell must have a casting time of 10 AP or less to be stored in the sigil. To create the sigil make a spellcasting roll against 2 terrible dice. On success the spell is placed inside the sigil. Regardless of the outcome you pay the mana cost for both _Protective Sigil_ and the spell you want to store. The sigil can be dismissed by the caster or removed with _Dispel Magic_. You may choose a spell to store that is one level higher for every level cast above 3rd. #### Telepathic Bond *3rd level* - **Casting Time:** 1 minute - **Range:** 5 - **Duration:** 1 hour You form a telepathic connection with up to 5 willing creatures. Make a spellcasting roll, adding a bad die for every creature. On success all creatures may communicate telepathically with each other over any distance as long as they remain on the same plane. Creatures communicating this way understand each other even if they do not speak the same language. Add an enhanced die for each level above 3rd. ### Fourth Level #### Attract/Repel *4th level* - **Casting Time:** 9 AP - **Range:** 20 - **Duration:** 1 hour Cover a 5x5 tile surface with a gravitational force, either attracting or repelling creatures or objects in its field. The field may be any size and may wrap around curves or edges of a surface as long as the field is no larger than a 5x5 tile area. When casting the spell, choose whether the field attracts or repels objects. Make a spellcasting roll against 2 terrible dice. On success, all creatures and objects in the field are affected by the new force. The strength of the gravitational force is the same as gravity and extends 1 tile out from the field. Increase the area of the field by 1 for every level cast above 4th. #### Conjure Elemental *4th level* - **Casting Time:** 7 AP - **Range:** 5 - **Duration:** concentration, 1 hour You conjure an elemental construct at a target location. You create an air, water, earth, or fire elemental, making a spellcasting roll against 2 terrible dice. On success you conjure an elemental with wounds equal to your spellcasting roll. The elemental is a medium creature, becoming a large creature if it has 5 wounds or more. The elemental uses your spellcasting roll for attacks and has _Resistance 3_ against its own element. The elemental takes its turn along side yours. The elemental gains 1 max AP and you add a superior dice to your spellcasting roll for every level cast above 4th. > ## Elemental > >| | | >|:---:|:---:| >| **Armor** 0/3 | **Speed** 3/3 | >| **Wounds** \*/* | **AP** 10 | > >|STR|DEX|STA|INT|WIL|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|3/1|2/1|3/0|-2/0|1/0|0/0| > > - **Elemental Affinity:** Each elemental gains a bonus based on their element. > - ***Fire:*** melee attacks deal an extra wound die on a critical. > - ***Earth:*** gain 1 defense die. > - ***Air:*** gain a flying speed equal to their movement speed. > - ***Water:*** gains 1 to their move and sprint speeds. > ### Elemental Actions > - ***Attack.*** *All* 5 AP, melee, Make a spellcasting roll against the creatures defense, dealing 1/1 in damage based on it's element. > - ***Firebolt.*** *Fire Only* 5 AP, range 10, Make a spellcasting roll against a creatures defense, dealing 1/0 in fire damage, adding 0/1 on a critical. > - ***Harden.*** *Earth Only* 3 AP, reaction, Replace all defense dice to superior defense dice. > - ***Gust.*** *Air Only* 7 AP, Creates a torrent of wind in a direction away from the elemental. The gust is 3 tiles wide and 7 tiles long and lasts until the start of the elementals next turn. All creatures moving into the wind use an extra tile of movement for each tile moved. All ranged attacks against the wind add 1 terrible die to their attack roll. > - ***Freeze*** *Water Only* 5 AP, melee, Attempt to freeze a creature in place, make a spellcasting roll against the creatures Dexterity save. On success you dealing 1/0 in cold damage, restraining them until the start of your next turn on a critical. #### Fire Shell *4th level* - **Casting Time:** 7 AP - **Range:** self - **Duration:** concentration, 10 minutes - **Damage Type:** fire A shell of fire surrounds your body. For the duration you add 1 superior defense die to your defense rolls against ranged attacks, incinerating the projectile if the attack misses. When a creature moves to a tile adjacent to you or makes a melee attack against you they make a Dexterity save against your spellcasting. On fail, they gain Burn 2. Add an enhanced die for every level cast above 4th. #### Fissure *4th level* - **Casting Time:** 9 AP - **Range:** 10 - **Duration:** 5 minutes - **Damage Type:** fire/bludgeoning A fissure of super hot steam and rock errupts from the ground starting at a point in range you can see. The fissure is 5 tiles long and can take any shape as long as each tile is adjacent to the previous tile. When cast the fissure errupts in a bout of steam and rock hitting all creatures on or adjacent to the fissure. Each creature makes a Defense roll against your spellcasting roll. On fail they take 1/0 each of fire and bludgeoning damage. For the duration the steam obscures the fissure, granting half cover against ranged attacks and spells. The fissure counts as difficult terrain and any creature moving through the the fissure takes 1/0 in fire damage from the steam. Add 1/0 in bludgeoning damage to the initial hit and increase the length of the fissure by 1 for every level cast above 4th. #### Ice Lance *4th level* - **Casting Time:** 8 AP - **Range:** touch - **Duration:** 10 minutes - **Damage Type:** cold You create 3 spears of solid ice. For the duration you may replace your melee attack with an Ice Lance, using your spellcasting roll for the attack roll. The lance is a two-handed weapon with _Reach 1_, and deals 1/2 in cold damage on hit. You may throw the lance at a point within 10 tiles causing it to explode, hitting all creatures in a 3x3 tile area. Make a spellcasting roll against the creatures Stamina save. On hit the creatures take 1/2 in cold damage, giving a level of slow for every critical rolled. After the last lance is thrown the spell ends. You may make one attack, melee or thrown, when casting this spell. You create an additional lance for every level cast above 4th. #### Lightning Bolt *4th level* - **Casting Time:** 8 AP - **Range:** self - **Duration:** instant - **Damage Type:** lightning Fire a bolt of lightning, hitting all creatures in a 25 tile line. The lightning ricochets off walls and solid objects. Make a spellcasting roll against the creatures Dexterity save. On success they take 1/2 in lightning damage, adding 0/1 for every critical. On failure they take 1/0 in lightning damage instead. Add an enhanced die for every level cast above 4th. #### Nondetection *4th level* - **Casting Time:** 10 AP - **Range:** touch - **Duration:** concentration, 24 hours Make a creature you touch undetectable by most forms of magic. Make a spellcasting roll. On success any magical effect trying to perceive this creature adds a terrible die to their roll, adding a terrible die for every critical rolled in your spellcasting roll. If this creature is not the main target of the effect, such as being seen through the spell _Far Sight_ or adjacent to a creature under the effects of _Scrying_ they instead show up as a blur that masks their voice, size, and appearance. They are completely invisible to the _Magic Sight_ spell. You may target an additional creature for every level cast above 4th. #### Orb of Acid *4th level* - **Casting Time:** 7 AP - **Range:** 10 - **Duration:** instant - **Damage Type:** poison You conjure an orb of vitriolic acid, launching it at a target point in range you can see. On impact the orb explodes in a splash of acid, hitting all creatures in a 5 tile diamond. Make a spellcasting roll against the creatures Dexterity save. On success they take 0/3 in poison damage, and on a critical the acid breaks the armor worn by the creatures causing it to give one less defense die. Armor that gives no bonus is destroyed. Regardless of the outcome acid covers the floor for the next minute. Any creature that moves into the acid for the first time this round or ends their turn their takes 1/0 in poison damage. The area of the blast increases by 2 and the initial damage increases by 0/1 in poison damage for every level cast above 4th. #### Passwall *4th level* - **Casting Time:** 1 minute - **Range:** touch - **Duration:** 1 hour You attempt to mold a passage into a surface made of wood, stone, earth or another inorganic material, creating a doorway 2 tiles high and 2 tiles wide. The passage can be at most 4 tiles deep, if there is no area to exit on the other side the spell fails. Make a spellcasting roll, adding a terrible die for every 2 tiles of distance the passage creates. On success a passage forms in the wall. Add an enhanced die and increase the maximum depth by 2 tiles for every level cast above 4th. At 7th level and above you may cast this on metal surfaces as well. #### Starfall *4th level* - **Casting Time:** 9 AP - **Range:** 25 - **Duration:** 1 minute - **Damage Type:** force Summon glowing star shards falling over a 9x9 tile area centered on a point in range. Any creature that enters the area for the first time this round or ends their turn there makes a Strength save against your spellcasting roll. On failure they take 1/0 in force damage, adding 0/1 on a critical. Increase the area by 3 and duration by 1 minute for every level cast above 4th. ### Fifth Level #### Crown of Meteors *5th level* - **Casting Time:** 10 AP - **Range:** 20 - **Duration:** concentration, 10 minutes - **Damage Type:** fire/bludgeoning Conjure up to 7 orbs of fire that hover over your head in the shape of a crown. Make a spellcasting roll against a terrible die, adding a bad die for each orb. On success you create the orbs. During your turn you may spend 3 AP to hurl an orb at a creature in range you can see, transforming into a meteor and striking the creature. Make a spellcasting roll against the creatures defense roll. On hit they take 1/0 in bludgeoning damage and 0/3 in fire damage, or 0/1 in fire damage on a miss. Add 0/1 in fire damage for every level cast above 5th. #### Illusory Space *5th level* - **Casting Time:** 10 AP - **Range:** 20 - **Duration:** concentration, 1 hour You create an illusory landscape covering a 10x10x10 tile cube centered on a point in range you can see. The illusion can change the look, smell, sounds and temperature of the area and create sounds that can be heard up to 1 mile. All effects happen in the creatures mind and have no effect on the creature themselves. The illusion covers the landscape and you may extend the illusion up to 6 inches away from a surface with creatures that touch the illusion will believing they are interacting with it. You may cast the illusion over a cliff or gap, for example creating a bridge over a ravine. A creature that passes through your illusion and falls makes a Willpower save against your spellcasting roll. On failure they rationalize a reason for the outcome. Similarly you may create an illusion of something inside the space (e.g. creating an illusion of a tower in a flat meadow), with the creature making a Willpower save when attempting to interact with it. A creature attempting to perceive the illusion must make a perception challenge against your spellcasting, on success they see the illusion for what it is. For every level cast above 5th you may extend the illusory space by another 10x10x10 cube. #### Instant Fortification *5th level* - **Casting Time:** 1 turn - **Range:** 5 - **Duration:** concentration, 1 hour You conjure fortifications of your design within a 5x5 tile area, extending 3 tiles high. The fortifications can be any shape and is made of shimmering bricks that sheds dim light over 2 tiles. The fortification can have multiple floors, stairs, ladders and doors, but cannot have complex structures such as a portcullis, draw bridge, or traps. It must contain at least one entrance, such as a door or gap 1 tile wide. Each tile square can be destroyed by taking a wound in damage, or having more than 2000 pounds of force or weight applied to it. The structure does not obey gravity and will not collapse if sections are destroyed. The fortifications have resistance to all damage except force damage. This spell may be cast on existing fortifications, granting them the light and resistance effects, but not conjuring any new structures. If cast in this way the area effected is doubled on each side, covering a 10x10 tile area. You may give the walls up to _Resistance 3_, with a minimum of 1. Make a spellcasting roll adding 2 terrible die per level of resistance, conjuring the fortifications on success. For every level cast above 5th you create an additional 5x5 area which must share a side with the existing fortifications. #### Open Warren *5th level* - **Casting Time:** 9 AP - **Range:** 5 - **Duration:** 1 minute, concentration Force open a rift leading to a warren, a space between realms. You can hold the warren open for one minute, after which the gate closes. While inside the warren, every hour of travel is equivalent to 8 hours of travel in a realm. On entering and at the start of every hour you must make a spellcasting roll against 1 terrible die for every hour you've stayed in the warren. On failure you are ejected from the warren, being randomly placed in your realm within 20 miles of your position. While inside the warren you gain no benefits from taking short or long rests. You may end the spell at any time, opening a gate back to the realm this spell was cast in. You do not start making spellcasting rolls to stay inside the warren for an hour for every level cast above 5th. #### Permanence *5th level* - **Casting Time:** 3+ AP - **Range:** - - **Duration:** until dispelled You bind the divine weave, making a spell permanent. As part of casting this spell you must also cast the spell to be made permanent, adding its AP and mana cost to this spell. The spell to be made permanent must meet the following requirements: - The spell is 5th level or lower - Has a duration - Targets an object, area, or point in space Make a spellcasting roll against 4 terrible dice. On success the spell is permanent, lasting until dispelled. Permanent spells are considered to be 5 levels higher when targeted by dispelling effects, such as _Dispel Magic_. Add an enhanced die to the spellcasting roll and you may target a spell 1 level higher for every level cast above 5th. #### Poison Cloud *5th level* - **Casting Time:** 8 AP - **Range:** 15 - **Duration:** 10 minutes - **Damage Type:** poison You create a 8x8 tile cloud of poison centered on a point in range you can see. The poison cloud bends around corners and permeates through surfaces. A creature that enters the cloud for the first time this round or ends their turn inside makes a Stamina save against your spellcasting roll. On fail they gain Poison 1 or have their Poison condition increased by 1, taking 1/0 in poison damage, adding 0/1 for each level of Posion effecting them. Strong winds can move or reduce the size of the poison cloud, with spells like _Gust_ reducing the area of the cloud by 1 every round. The size of the cloud increases by 2 and you add an enhanced die for every level cast above 5th. #### Shockwave *5th level* - **Casting Time:** 8 AP - **Range:** 10 - **Duration:** instant - **Damage Type:** thunder You create a ball of air that explodes in a wave of pressure, hitting all creatures in a 5x5 tile area centered on a point in range. Make a spellcasting roll against the creatures Stamina save. On success they take 1/3 in thunder damage, are pushed out of the spells area, and are dazed until the end of their next turn. On a critical they are knocked prone. The shockwave is audable up to a mile away. The area increases by 1 and you add 0/1 in thunder damage for every level cast aboth 5th. #### Wall of Fire *5th level* - **Casting Time:** 8 AP - **Range:** 15 - **Duration:** 10 minutes - **Damage Type:** fire A great wall of fire, 10 tiles wide and 3 tiles high, erupts from the ground. Any creature that starts their turn in or adjacent to the wall or enters that area for the first time this round makes a defense roll against your spellcasting roll. On hit they take 1/3 in fire damage, gaining Burn 1 on a critical. On success they take half damage, rounded down. Any ranged weapon or spell attack made through the wall adds 2 bad dice to the attack, being incinerated by the wall if the attack misses. Add 0/1 in fire damage and increase the width by 2 tiles for every level cast above 5th. #### Ward Area *5th level* - **Casting Time:** 10 minutes - **Range:** 5 - **Duration:** 24 hours You crystalize the weave of magic around an area no larger than 100 tiles, securing it from outsiders. You may choose any or all of the following effects: - Sound cannot pass through the warded area, preventing sounds from entering or leaving. - The barrier becomes opaque preventing vision, looking like a dense cloud from either side. - Magical sensors, such as those created by _Magic Sight_, cannot pass through or be created inside the barrier. - locating or scrying magic targeting a creature inside the barrier automatically fails. - Teleportation by any means is prevented inside the barrier. - rifts to warrens or other realms are prevented from opening inside the barrier. Make a spellcasting roll adding a bad die for every effect chosen. On success the barrier is created over the target area. Casting this every day for 30 days in the same location makes it permanent, only ending if dispelled. The number of tiles effected increases by 100 for every level cast above 5th. #### Zone of Potency *5th level* - **Casting Time:** 9 AP - **Range:** 10 - **Duration:** 10 minutes Prime an area for elemental destruction. Targeting a 10x10 tile area centered on a point in range you can see, make a spellcasting roll against 3 Terrible dice. On success, choose an elemental damage type; all creatures in the zone gain _Vulnerability_ 1 to that element. Any spells dealing the chosen damage cast while inside the zone add a critical to their spellcasting roll. The size of the zone increases by 2 for every level cast above 5th. ### Sixth Level #### Arms of Aventus *6th level* - **Casting Time:** 7 AP - **Range:** self - **Duration:** 1 hour Conjure 2 phantasmal arms that mimic your movements. Make a spellcasting roll against 2 terrible dice, conjuring the arms on success. For the duration your unarmed attacks use your arcane spellcasting roll and deal 0/3 in force damage. After casting a spell you may make an offhand attack with these arms as if you made a basic attack. The arms can carry up to 1000 lbs. When making athletics challenges and strength saves you may use your spellcasting roll instead. Increase the carry weight by 1000 lbs and add an enhanced die to all spellcasting rolls for each level above 6th. #### Anti-Magic Field *6th level* - **Casting Time:** 9 AP - **Range:** 10 - **Duration:** concentration, 10 minutes Attempt to stabilize an area against magic, creating a 5x5 tile anti-magic field centered on a point in range you can see. Make a spellcasting roll against 3 terrible dice, on success the field is created. For the duration, any time a spell or magical effect passes through or targets a point inside the area make a spellcasting roll. If the spell has less successes than your spellcasting roll the spell fails and has no effect. If a spell entering the field does not require a roll it must make one, either determined by the GM or by rolling 1 enhanced die for every spell level of the effect. The area increases by 2 and you add a superior die to your spellcasting rolls for each level above 6th. #### Conjuration *6th level* - **Casting Time:** 9 AP - **Range:** touch - **Duration:** 1 day You conjure or reshape material into a form of your choosing. The material can be made of organic or inorganic material, such as leather, food, stone, or iron as long as you have seen the material before. Conjuring precious metals and materials, such as gemstones, gold, or diamonds will be brittle, crumbling after 10 minutes. The object cannot be magical in nature, such as a magic sword, potion, or scroll and must be simple, no more complex than a crossbow. For example, you may be able to conjure a door with hinges, a cart with wheels, or a chest but would not be able conjure a clock. On casting the spell make a spellcasting roll against 3 bad dice, on success you conjure an object or objects up to 4 tiles in size, or 1/4th that size when conjuring items made of metal. The amount you can conjure doubles with each level above 6th; up to 8 tiles at 7th level, 16 tiles at 8th level, 32 tiles at 9th level, and 64 tiles at 10th level. #### Earthquake *6th level* - **Casting Time:** 10 minutes - **Range:** 200 - **Duration:** concentration, 10 minutes - **Damage Type:** Bludgeoning You cause the ground to quake and tremble, collapsing buildings and toppling trees in a 60x60 tile area centered on a point in range. Now and after every minute each creature in the earthquake makes a Strength save against your spellcasting roll. On fail they are knocked prone, taking 0/1 in damage on a critical. The earthquake causes all tiles in the area to become difficult terrain. Structures made of wood, leather, or similar material collapse over the duration. Structures made of stone partially collapse instead. Reinforced buildings such as keeps and castles may take superficial damage, with cracks or holes opening in its walls. The range and area of the spell increases by 20 for each level above 6th. #### Evocation *6th level* - **Casting Time:** 7 AP - **Range:** self - **Duration:** concentration, 10 minutes You tap in to the latent mana in your surroundings, empowering your spells. Make a spellcasting roll against 3 terrible dice. On success you may reroll up to 5 dice between your spellcasting and spell damage rolls for the duration. Holding this connection is both mentally and physically exhausting. Should the spell end due to failing a concentration save you take 1 level of exhaustion, or 2 levels if you critically fail the concentration save. Add an enhanced die for every level cast above 6th. #### Forcewave *6th level* - **Casting Time:** 8 AP - **Range:** touch - **Duration:** instant - **Damage Type:** force Harness your magic and unleash a destructive wave of force. A cone of force 5 tiles wide and 12 tiles long erupts from your hands. All creatures in the blast must make a Strength save against your spellcasting. On failure they take 0/7 in force damage and are thrown back half the distance of the wave, on success they are pushed back 1 tile and take half damage, rounded down. Objects and structures made of wood or stone in the wave are destroyed, leaving difficult terrain. The length of the wave increases by 3 and add 0/2 in force damage for each level above 6th. ### Seventh Level #### Call Storm *7th level* - **Casting Time:** 10 AP - **Range:** 40 - **Duration:** concentration, 10 minutes - **Damage Type:** lightning, thunder You summon storm clouds covering a 40x40 tile area centered on a point in range. For the duration the area is covered in light rainfall and strong winds. On casting this spell and once per turn on following turns, you may activate one of the following effects: - **Gale winds:** The winds blow in a direction of your choosing, covering the area of the storm. All creatures in the storm except the caster make a Strength save against your spellcasting roll. On failure they are pushed back 2 tiles, being knocked prone on a critical. Until the start of your next turn moving into the wind takes 3 tiles of movement for every tile moved and ranged attacks made into the wind add 2 terrible dice to the roll. - **Downpour:** Torrential rainfall covers the area, extinguishing fires and greatly reducing visibility. A creature attempting to see through the rain and mists make a perception challenge against your spellcasting roll. On failure they cannot see further than 3 tiles. - **Thunderstrike:** Call down a thundering bolt at a creature inside the storm. Make a spellcasting roll against the creatures Dexterity save. On success they take 1/4 in lightning damage. All creatures within 2 tiles of the lightning blast make a Stamina save against your spellcasting roll instead. On failure they take 0/3 in thunder damage and are staggered. Add an enhanced die for every level cast above 7th. #### Mass Fireball *7th level* - **Casting Time:** 10 AP - **Range:** 20 - **Duration:** instant - **Damage Type:** fire You conjure 3 fireballs which explode in a 5x5 tile area centered on points in range you can see. All creatures hit by the fireballs make a Dexterity save against your spellcasting roll. On failure they take 2/3 in fire damage, adding 0/2 on a critical. On success they take half damage, rounded down. The fireballs can overlap, a creature hit by 2 or more fireballs adds an extra 1/0 in fire damage for each fireball if they fail their save. Add an extra fireball for every level cast above 7th. #### Power Word: Fire *7th level* - **Casting Time:** 9 AP - **Range:** self - **Duration:** 10 minutes - **Damage Type:** fire You speak a word of power as fire crawls across your body. Until the spell ends, you gain the following benefits: - You gain _Resistance 3_ to fire damage. - Any creature that moves adjacent to you for the first time this round, ends their turn there or makes a melee attack against you gain Burn 1. - You may spend 5 AP to unleash a 5x3 tile cone of fire in front of you. Make a spellcasting roll against the creatures defense. On success they take 1/3 in fire damage. - You have expertise with spells that deal fire damage. Only a single Power Word can be active at once, casting another Power Word spell ends any other Power Word spells you've cast. The damage from both sources increases by 0/1 for every level cast above 7th. #### Power Word: Ice *7th level* - **Casting Time:** 9 AP - **Range:** self - **Duration:** 10 minutes - **Damage Type:** cold You speak a word of power as ice rimes across your body. Until the spell ends, you gain the following benefits: - You gain _Resistance 3_ to cold damage. - Any creature that moves within 3 tiles of you for the first time this round or starts their turn there makes a Stamina save against your spellcasting. On failure they gain Slow 3 until the end of their turn. - You may spend 5 AP to freeze a creature within 5 tiles. Make a spellcasting roll against the creatures Stamina save. On success they take 0/3 in cold damage, being frozen in ice until the end of their next turn on a critical. While frozen they gain Resistance 2 to all but psychic damage and are incapacitated. - You have expertise with spells that deal cold damage. Only a single Power Word can be active at once, casting another Power Word spell ends any other Power Word spells you've cast. The range of both effects increase by 1 and you add an enhanced die to your spellcasting rolls for every level cast above 7th. #### Power Word: Lightning *7th level* - **Casting Time:** 9 AP - **Range:** self - **Duration:** 10 minutes - **Damage Type:** lightning You speak a word of power as lightning surges through your body. Until the spell ends, you gain the following benefits: - You gain _Resistance 3_ to lightning damage. - As a reaction to being attacked or as an action you may spend 2 AP to teleport to an unoccupied tile within 3 tiles of your position. - You may spend 5 AP to fire a lightning bolt against 3 creatures within 10 tiles of you. Make a spellcasting roll against the creatures Dexterity save. On success they take 1/2 in lightning damage, gaining Paralyze 1 until the end of their next turn on a critical. - You have expertise with spells that deal lightning damage. Only a single Power Word can be active at once, casting another Power Word spell ends any other Power Word spells you've cast. Add a superior die for every level cast above 7th. #### Project Image *7th level* - **Casting Time:** 5 AP - **Range:** 5 - **Duration:** concentration, 1 hour You create a perfect image of a willing creature. Make a spellcasting roll against 2 terrible dice. On success an illusory copy of the creature appears in an empty tile adjacent to the creature. The illusion can interact with its surroundings and has temporary wounds equal to the number of successes in your spellcasting roll. Another creature can attempt to see through the illusion, making a perception challenge against your spellcasting roll. On success they know the illusion isn't real. The image looks identical to the creature it's based on, copying all clothes, armor, or weapons they are carrying. Any magical items are copied in appearance only. For example, a magical sword will look magical but not have any of the properties of the original sword. The image does not need food, water, or air and any non-damaging spell targeting it fails. The image rolls defense equal to the armor the image is wearing, minus any magic properties. The image does not gain any of the features or abilities of the creature its copying. For the duration of the spell you may choose to perceive through your senses or the image's senses. You may control the image as you would your own body; moving, interacting, and speaking as the image. When casting spells you may choose the image to be the source of the spell. You may make attacks using the image, using your spellcasting roll for the attack roll. The image cannot be healed or repaired and has _Vulnerability 3_ to force damage. The image is destroyed when entering a zone similar to that of _Anti-Magic Field_. The duration increases to 8 hours at 8th level, 1 day at 9th level, and 7 days at 10th level. ### Eighth Level #### Fiendfire *8th level* - **Casting Time:** 10 AP - **Range:** touch - **Duration:** instant - **Damage Type:** fire Summon the fires of hell, vaporizing everything in a narrow 9x3 tile cone. Make a spellcasting roll against the creatures Dexterity save. On success they take 4/4 in fire damage, adding 0/1 for every critical. Any armor or weapon a creature is holding is destroyed if it is mundane, otherwise taking 1 level of damage. On success they take half damage, rounded down. A creature reduced to 0 wounds from this spell is immediately killed, turning to ash. The fire burns through trees, bushes, or other plant matter leaving only ash. On impacting stone or earth the fire burns through it, leaving a glass lined hole of half the remaining distance in depth. Metal and other similar materials turn molten, leaving a hole only a quarter of the remaining distance. Add 2/0 in fire damage and increase the length of the cone by 3 tiles for each level cast above 8th. #### Invulnerability *8th level* - **Casting Time:** 9 AP - **Range:** self - **Duration:** concentration, 5 minutes You cover yourself in a layer of force, warding yourself from harm. Make a spellcasting roll against 2 terrible dice. On success you gain _Resistance 1_ to all damage, increasing by 1 for each critical. While the ward holds you are immune to gaining the Poison, Slow, Sleep, Paralyze, Weaken, and Staggered conditions and are immune to damaging effects from hazardous terrain. The duration increases by 1 minute for each level cast above 8th. #### Prismatic Star *8th level* - **Casting Time:** 9 AP - **Range:** 10 - **Duration:** instant - **Damage Type:** fire, cold, lightning, poison, thunder Conjure a star shining prismatic light, impacting a point in range you can see. On impact the star implodes, releasing waves of elemental energy at all creatures in a 9 tile diamond. Each creature makes either a Strength, Dexterity or Stamina save against your spellcasting roll. On fail they take 1/1 in fire, cold, lightning, poison, and thunder damage, or 0/1 of each damage type on success. Choose an effect for each critical rolled. Each effect can only be chosen once: - Creatures gain Burn 2. - Creatures gain Slow 3 for 1 minute. - Creatures gain Paralyze 2 until the end of their next turn. - Creatures gain Poison 2 for 10 minutes. - Creatures are staggered and knocked prone. Add a superior die to the spellcasting roll for each level cast above 8th. #### Slow Time *8th level* - **Casting Time:** 10 AP - **Range:** 5 - **Duration:** concentration, 1 minute Slow time, causing other creatures to freeze in place. You may choose up to 5 creatures, yourself included, to be excluded from this spell. Make a spellcasting roll against 2 terrible dice for every creature chosen. On success these creatures are able to freely move, while all other creatures experience time at a rate 100 times slower. While time is slowed, all terrain and objects not held are frozen, unable to move. Interacting with another creature, such as attacking or casting a spell on them ends the effects of _Slow Time_ for the attacker, resolving the action once the spell ends. At the start each of the casters turn they must make an exhaustion challenge against 2 terrible dice, gaining 1 level of exhaustion and ending the spell on failure. Add 2 superior dice to the spellcasting roll for each level cast above 8th. #### Stabilize Warren *8th level* - **Casting Time:** 10 minutes - **Range:** self - **Duration:** 24 hours You stabilize a warren in the space between realms. Make a spellcasting roll against 4 terrible dice. On success you create a warren with a name of your choosing. The warren is accessible within a 100 mile radius of the casting point, and any creature that knows the name can travel to your warren with the _Open Warren_ spell. The warren is accessible from the realm it was created on, but you may connect your warren to any realm you have been to before. You may choose the atmosphere, terrain, and weather inside the warren. While the warren is stabilized you automatically succeed spellcasting rolls made to travel through it with the _Open Warren_ spell. After the duration the warren begins to decay and you lose any benefits for travelling this warren, fully decaying after 7 days. Repeating this spell every day for a week will stabilize the Warren for 10 years. When cast at 9th level the duration increases to 1 year, or 100 years after casting for a week. At 10th level the duration increases to 10 years, or 700 years after casting for a week. ### Ninth Level #### Armageddon *9th level* - **Casting Time:** 1 turn - **Range:** 90 tiles - **Duration:** 1 turn - **Damage Type:** bludgeoning/fire You attempt to bring forth the ruinous powers of armageddon. Make a spellcasting roll, conjuring up to 3 meteors and adding 2 terrible dice to your roll for each meteor conjured. On success, choose a point in range for each meteor. At the start of your next turn the meteors impact the ground dealing 8/0 in bludgeoning damage and 0/8 in fire damage to all creatures within 7 tiles of the impact. A creature in range of multiple meteors instead adds 0/2 to both damage types for each additional meteor. Buildings take full damage regardless of roll. On failure the magic grounds itself through you, dealing 0/1 in force damage for every failure in your spellcasting roll to you and every adjacent creature. Add 3 superior dice when cast at 10th level. ### Occult #### Spells By Level ##### Cantrip - [Bleed](#Bleed) - [Levitate](#Levitate) - [Life Sense](#Life-Sense) - [Snake Bite](#Snake-Bite) - [Trickery](#Trickery) - [Void Burst](#Void-Burst) - [Witchcraft](#Witchcraft) ##### First - [Black Tendrils](#Black-Tendrils) - [Charming Guise](#Charming-Guise) - [Concealment](#Concealment) - [Crow of Magthera](#Crow-of-Magthera) - [Curse of Misfortune](#Curse-of-Misfortune) - [Firefly Swarm](#Firefly-Swarm) - [Ghoulish Claws](#Ghoulish-Claws) - [Hex](#Hex) - [Eldritch Presence](#Eldritch-Presence) - [Occult Whispers](#Occult-Whispers) - [Quicken](#Quicken) - [Sleep](#Sleep) - [Weal](#Weal) ##### Second - [Betrayal](#Betrayal) - [Bewitched Arrow](#Bewitched-Arrow) - [Binding](#Binding) - [Cats Grace](#Cats-Grace) - [Cloud of Teeth](#Cloud-of-Teeth) - [Command](#Command) - [Corpse Explosion](#Corpse-Explosion) - [Curse of Fragility](#Curse-of-Fragility) - [Curse of Suffering](#Curse-of-Suffering) - [Dark Sight](#Dark-Sight) - [Dull Intellect](#Dull-Intellect) - [Howling Whirlwind](#Howling-Whirlwind) - [Mass Web](#Mass-Web) - [Silent Passage](#Silent-Passage) - [Snake Totem](#Snake-Totem) ##### Third - [Apathy](#Apathy) - [Blindness](#Blindness) - [Curse of Weakness](#Curse-of-Weakness) - [Enlarge/Reduce](#Enlarge/Reduce) - [False Aura](#False-Aura) - [Fearful Presence](#Fearful-Presence) - [Frog Morph](#Frog-Morph) - [Inflict Wound](#Inflict-Wound) - [Malefic Visions](#Malefic-Visions) - [Rake](#Rake) - [Shapechange](#Shapechange) - [Shifting Image](#Shifting-Image) - [Shroud of Darkness](#Shroud-of-Darkness) - [Zone of Silence](#Zone-of-Silence) ##### Fourth - [Call of the Grave](#Call-of-the-Grave) - [Counter Hex](#Counter-Hex) - [Curse of Slowness](#Curse-of-Slowness) - [Disease](#Disease) - [Essence Drain](#Essence-Drain) - [Gloom](#Gloom) - [Haste](#Haste) - [Instigate](#Instigate) - [Laughing Skull](#Laughing-Skull) - [Mass Hex](#Mass-Hex) - [Paralytic Cloud](#Paralytic-Cloud) - [Raise Dead](#Raise-Dead) - [Void Lure](#Void-Lure) - [Invisibility](#Invisibility) ##### Fifth - [Curse of Pain](#Curse-of-Pain) - [Enchantment](#Enchantment) - [Heart Grip](#Heart-Grip) - [Impale](#Impale) - [Mind Break](#Mind-Break) - [Scrying](#Scrying) - [Suggestion](#Suggestion) - [True Sight](#True-Sight) ##### Sixth - [Curse of Fear](#Curse-of-Fear) - [Isolation](#Isolation) - [Miasma](#Miasma) - [Pact](#Pact) - [Psychic Scream](#Psychic-Scream) - [Ritual of Mordiggian](#Ritual-of-Mordiggian) ##### Seventh - [Curse of Haunting](#Curse-of-Haunting) - [Dominate Creature](#Dominate-Creature) - [Gateway](#Gateway) - [Gravity Well](#Gravity-Well) ##### Eighth - [Black Lightning](#Black-Lightning) - [Control](#Control) - [Curse of Death](#Curse-of-Death) - [Soul Vessel](#Soul-Vessel) ##### Ninth - [Power Word: Kill](#Power-Word-Kill) - [Seal](#Seal) - [Shadowmancy](#Shadowmancy) ### Cantrips #### Bleed *Cantrip* - **Casting Time:** 5 AP - **Range:** 5 - **Duration:** instant - **Damage Type:** death Force open the wounds of a creature in range you can see. Make a spellcasting roll against the creatures Stamina save. On success they take 1/0 in death damage, adding 0/2 if they have taken damage before casting. You may target an extra creature for every level cast above cantrip. #### Levitate *Cantrip* - **Casting Time:** 5 AP - **Range:** 5 - **Duration:** concentration, 5 minutes You magically levitate an object or creature weighing less than 40 lbs. If the creature is unwilling you make a spellcasting roll against their Strength save. On success you levitate the creature. Each turn you may move the creature 3 tiles up or down as a free action. This movement does not provoke opportunity attacks, and does not move them with enough force to damage them, but can force them prone (against the ceiling or floor). Levitated creatures cannot shift, but may move 1 tile horizontally when taking the move or sprint actions. On their turn a creature can attempt to free themselves by spending 5 AP attempt the save again. If the creature moves more than 10 tiles away from you or their weight exceeds the spells limit the spell ends. The maximum weight doubles for every level cast above cantrip. #### Life Sense *Cantrip* - **Casting Time:** 5 AP - **Range:** 10 - **Duration:** 1 minute You sense the presence of living creatures in a 3x3 tile area centered on a point in range you can see. Make a spellcasting roll against the creatures Willpower save. On success a dim light surrounds the creatures bodies. For the duration the effected creatures gain no benefits from invisibility, stealth, hiding, or anything that would obscure them from view such as fog or foliage. The light can be seen through walls as long as you are within 5 tiles of the creature. Add an enhanced die and increase the area by 2 for every level cast above cantrip. #### Snake Bite *Cantrip* - **Casting Time:** 6 AP - **Range:** touch - **Duration:** 1 turn - **Damage Type:** poison You conjure a spectral snake to bite an adjacent creature. Make a spellcasting roll against the creatures Stamina save. On success they take 1/0 in poison damage and gain Poison 1 for the duration, increasing the level of Poison for every critical rolled. Add 0/1 in poison damage and increase the Poison's duration by 1 turn for every level cast above cantrip. #### Trickery *Cantrip* - **Casting Time:** 4 (2) AP - **Range:** 3 - **Duration:** 1 turn You conjure up a display of illusory light to distract up to 5 creatures. Creatures make a Willpower save against your spellcasting roll, adding a bad die for every creature you target past the first. On success, the creatures add 1 bad die to their next attack or spell attack roll, or a terrible die on a critical. You may cast this as a reaction for 2 AP, targeting a single creature and making a spellcasting roll against 2 bad dice instead. Add an enhanced die for every level cast above cast cantrip. #### Void Burst *Cantrip* - **Casting Time:** 5 AP - **Range:** 7 - **Duration:** instant - **Damage Type:** force Fire a burst of force at a creature in range you can see. Make a spellcasting roll against the creatures Strength save. On success they take 1/0 in force damage, adding 0/1 on a critical. Add an enhanced die for every level cast above cantrip. #### Witchcraft *Cantrip* - **Casting Time:** 3 AP - **Range:** 5 - **Duration:** 1 minute You conjure up a display of witchcraft, displaying one of the following or similar effects: - give yourself a minor alteration to your look, for example changing your eye or hair color, causing harmless steam or smoke to rise off your body, creating a dim halo around your head, etc. - Enhance your voice to reach 3 times as far - Cause harmless tremors and vibrations in the earth around you - Cause objects to harmlessly move - Change the brightness or color of fire, cause it to flicker, etc. - Create an instantaneous sound at a location - Cause a chilling breeze over a 5x5 tile area A creature trying to see through these illusions must succeed on a perception challenge against your spellcasting roll. Add an enhanced die for every level cast above cantrip. ### First Level #### Black Tendrils *1st level* - **Casting Time:** 7 AP - **Range:** 5 - **Duration:** 10 minutes Black tendrils erupt from a point in range you can see. The tendrils reach out to attempt to grapple up to 5 creatures of your choosing within 5 tiles of the tendrils. Make a spellcasting roll adding a bad die for every creature targeted past the first. Creatures make a Strength or Dexterity save against your roll, with Large or bigger creatures adding 2 superior dice to the roll. On fail the creatures are grappled by the tendrils. Once per round, as a free action on your turn you can command the tendrils to retract, pulling all grappled creatures 1 tile towards the center point of the tendrils. Grappled creatures or adjacent creatures can spend 5 AP to make a Strength save against your spellcasting roll, freeing themselves on success. Add an enhanced die for every level cast above 1st. #### Charming Guise *1st level* - **Casting Time:** 7 AP - **Range:** 10 - **Duration:** 1 hour You take on a charming persona, attempting to befriend up to 5 living creatures in range you can see. Make a spellcasting roll against the creatures Willpower save, adding a bad die for every creature targeted past the first. If the creature is hostile to you or cannot speak your language it adds 1 superior die to their save. On success, the creatures are Charmed by you and treat you as a friendly acquaintance. The charm ends if they take any damage, or if you act in a harmful way towards them. The creature remembers everything while charmed. If the creature took an action they would not normally take, roll a normal die. On a success the creature rationalizes their actions as normal. Add an enhanced die for every level cast above 1st. #### Concealment *1st level* - **Casting Time:** 10 AP - **Range:** 5 - **Duration:** concentration, 10 minutes A dull sheen covers your body, hiding your presence. Targeting up to 5 creatures, make a spellcasting roll, adding 1 terrible die for every creature. On success they are concealed for the duration. Creatures that don't know you have trouble remembering you after you pass, not being able to recall details such as species, gender, or appearance. As long as you are undetected by a creature you gain 1 superior die when making stealth challenges, adding a superior die for every critical rolled. _Concealment_ ends after taking a hostile action against another creature. Add an enhanced die for every level cast above 1st. #### Crow of Magthera *1st level* - **Casting Time:** 6 AP - **Range:** 10 - **Duration:** instant - **Damage Type:** death You summon a crow with obsidian feathers capable of cutting through flesh and metal. The crow flies through a creature in range you can see. Make a spellcasting roll against the creatures Dexterity save. On success they take 1/0 in death damage. On a critical the creature gains the minor injury _Puncture_. If the creature is wearing armor this injury lasts until the armor is repaired. - **Minor Injury: Puncture.** This creature rolls 1 less die in their defense rolls. Add 0/1 in death damage for every level cast above 1st. #### Curse of Misfortune *1st level* - **Casting Time:** 6 AP - **Range:** 7 - **Duration:** 7 days Curse a creature you can see with misfortune. Make a spellcasting roll against the creatures Willpower save. On success the creature is cursed, adding a bad die to all attribute saves, or a terrible die on a critical. This curse can be removed through _Cleanse_ as if it was a normal condition. You can only inflict a single curse on a creature at a time. Casting another curse, such as _Curse of Fragility_, ends this curses effects. You may target an additional creature for every level cast above 1st. #### Firefly Swarm *1st level* - **Casting Time:** 7 AP - **Range:** 10 - **Duration:** 1 minute - **Damage Type:** fire You summon a swarm of burning fireflies on a tile in range. The flies attach themselves to nearby creatures, igniting them. When a creature enters the swarm for the first time this round or begins their turn there they make a Stamina save against your spellcasting roll. On failure they take 1/0 of fire damage. Any invisible creatures hit by the fireflies lose their invisibility if it came from a spell, otherwise becoming visible for 1 minute. The fireflies cover 1 additional adjacent tile and you add 0/1 in fire damage for every level cast above 1st. #### Ghoulish Claws *1st level* - **Casting Time:** 4 AP - **Range:** Self - **Duration:** concentration, 10 minutes - **Damage Type:** poison Your hands elongate, becoming deadly poisonous claws. While under the effects of this spell you may make an attack against a creature, using your spellcasting roll instead of your attack roll. On hit they take 0/3 in poison damage, gaining Poison 1 and Paralyze 1 for 1 minute on a critical. The duration increases by 10 minutes and you add a critical to your roll for every level cast above 1st. #### Hex *1st level* - **Casting Time:** 5 AP - **Range:** 5 - **Duration:** 10 minutes Inflict a creature you can see with a hex. Make a spellcasting roll against the creatures Willpower save. On success they gain hex, or hex 2 on a critical. Add an enhanced die for every level cast above 1st. #### Eldritch Presence *1st level* - **Casting Time:** 7 AP - **Range:** 10 - **Duration:** 10 minutes - **Damage Type:** psychic A foreboding presence surrounds up to 5 creatures in range you can see. Make a spellcasting roll against the creatures Charisma save, adding a bad die for each creature targeted past the first. On success the creatures and their surrounding tiles are covered in dim light. Mundane lights have no effect on these tiles. While in dim light these creatures add a terrible die to all Willpower saves and take 1/0 in psychic damage whenever they gain Hex. Add an enhanced die for every level cast above 1st. #### Occult Whispers *1st level* - **Casting Time:** 5 AP - **Range:** 5 - **Duration:** instant - **Damage Type:** psychic You whisper eldritch words into a creatures mind, causing it to panic. Make a spellcasting roll against the creatures Intelligence save. On success the creature takes 1/1 in psychic damage, immediately fleeing on a critical. While fleeing the creature, if able, moves 1 tile per remaining AP avoiding dangerous terrain if possible. You may target an extra creature for every level cast above 1st. #### Quicken *1st level* - **Casting Time:** 7 AP - **Range:** 5 - **Duration:** concentration, 10 minutes Enchant up to 5 creatures you can see, imbuing them with unnatural speed. Make a spellcasting roll adding a bad die for each creature targeted. On success, the creatures move and sprint actions cost 1 AP. In addition, for every critical the creatures move speed is increased by 1. Add an enhanced die for every level cast above 1st. #### Sleep *1st level* - **Casting Time:** 9 AP - **Range:** 15 - **Duration:** 1 hour You attempt to put a group of living creatures to sleep. Targeting a 6x6 tile area centered on a point in range, and make a spellcasting roll adding 2 superior dice. Starting with the creature with the lowest current wounds, subtract their remaining wounds from your successes. If you have 0 or more successes remaining they fall asleep for the duration. Continue this until there are no more creatures or you have no more successes remaining. Creatures that are hostile towards you or have magic resistance require 2 additional successes to put to sleep. Creatures that do not sleep are unaffected by this spell. The creatures wake up after the duration, if they take damage, or if another creature uses 5 AP to wake them. Add 2 superior dice for each level above 1st. #### Weal *1st level* - **Casting Time:** 1 minute - **Range:** 5 - **Duration:** 4 hours Take a moment to study your surroundings, watching for signs of the near future for up to 5 creatures. This can come in many forms: the smell of the forest, the pattern of dust, the movement of clouds in the sky. Make a spellcasting roll adding a terrible die for each creature targeted. On success each creature adds a superior die to the next action of their choosing. They can describe a condition to fulfill or trigger before they take the action or simply choose the next time they take that action. Regardless they must add the superior die to the first action that meets the requirements. For example, if they choose "when I make a stealth challenge once I'm inside the dungeon" any stealth challenges rolled outside the dungeon do not add dice while the first stealth challenge inside the dungeon will. Add an enhanced die to the spellcasting roll for every level cast above 1st. ### Second Level #### Betrayal *2nd level* - **Casting Time:** 8 AP - **Range:** 10 - **Duration:** concentration, 10 minutes Attempt to fill a creatures mind with rage, preventing it from seeing friend or foe. Make a spellcasting roll against the creatures Willpower save. On success the creature is Charmed, loses all remaining AP, and makes an attack against a random creature within its attack range. For every critical rolled the target adds a normal die for all attack rolls for the duration. On each of this creatures turns they must spend it either attacking a random creature in range or moving towards the closest creature. Each time this creature takes damage they make a Willpower save against 2 bad dice, ending this effect on success. Add an enhanced die for every level cast above 2nd. #### Bewitched Arrow *2nd level* - **Casting Time:** 1 minute - **Range:** touch - **Duration:** 1 day - **Damage Type:** death You conjure up to 5 deadly, blackthorn arrows. Make a spellcasting roll adding a bad die per arrow. The arrows count as magical ammunition and can be fired from a bow or thrown by hand. When thrown it has a range of 10 and uses your spellcasting roll for the attack. When used the arrows explode into a 3x3 tile cloud of black smoke. All creatures in the smoke make a Stamina save against your spellcasting roll. On failure they take 1/1 in death damage, becoming blind until the end of their next turn on a critical. You conjure an additional arrow for every level cast above 2nd. #### Binding *2nd level* - **Casting Time:** 7 AP - **Range:** 10 - **Duration:** concentration, 10 minutes Attempt to bind a creature you can see in shimmering chains. Make a spellcasting roll against the creatures Strength or Dexterity save. On success the creature is Restrained and cannot teleport through any means. Once per turn a restrained creature can spend 5 AP to try and break the chains, making a Strength save against your spellcasting roll. On success they are no longer restrained. Add an enhanced die for every level cast above 2nd. #### Cats Grace *2nd level* - **Casting Time:** 1 minute - **Range:** 5 - **Duration:** 1 hour Enchant up to 5 creatures with cat-like grace. Make a spellcasting roll against a terrible die for each creature targeted. On success creatures have expertise in Dexterity saves and may use your spellcasting roll for acrobatics challenges. Add an enhanced die for every level cast above 2nd. #### Cloud of Teeth *2nd level* - **Casting Time:** 6 AP - **Range:** self - **Duration:** concentration, 10 minutes - **Damage Type:** piercing You create a swirling cloud of teeth around yourself. Make a spellcasting roll against 1 bad die. On success you improve a defense die to a superior defense die, improving another for each critical rolled. The cloud extends to all adjacent tiles. Any creature that enters the cloud for the first time this round or starts their turn there makes a defense roll against your spellcasting roll. On hit they take 1/0 in piercing damage and gain slow 1 until the end of their next turn. The cloud's area increases by 1 and you add 0/1 in piercing damage for each level cast above 2nd. #### Command *2nd level* - **Casting Time:** 7 AP - **Range:** 10 - **Duration:** 8 hours You attempt to force a creature in range to obey a given command or simple task. This spell automatically fails if the creature cannot be charmed, does not speak your language, or would bring harm the creature. The command can be no more than one sentence and must be something they can reasonably complete. For example, commanding a commoner to kill a dragon or hurt their friends will fail, but asking a peasant to buy you a drink wont. Make a spellcasting roll against the creatures Willpower save. On success the creature is Charmed and must complete the command to the best of their abilities. The spell ends when they have completed their task or they take damage. Creatures don't immediately know they were under the spells effects, but do remember their actions. Add an enhanced die for every level cast above 2nd. #### Corpse Explosion *2nd level* - **Casting Time:** 9 AP - **Range:** 10 - **Duration:** instant - **Damage Type:** death You cause a large or smaller corpse to explode, launching sharp bone shards at nearby creatures. Medium and smaller creatures explode hitting all adjacent creatures, while large creatures explode hitting all creature within 2 tiles. Make a spellcasting roll against the creatures Stamina save. On success they gain Poison 1 for 10 minutes and take 1/0 in death damage, adding 0/1 on a critical. A creature caught in multiple blasts takes an extra 1/0 in death damage per blast. You may target an additional corpse for each level cast above 2nd. #### Curse of Fragility *2nd level* - **Casting Time:** 6 AP - **Range:** 7 - **Duration:** 7 days Curse a creature you can see with fragility. Make a spellcasting roll against the creatures Willpower save. On success they add a bad die to their defense rolls, or a terrible die on a critical. This effect can only be removed by _Break Curse_ or similar spells. You can only inflict a single curse on a creature at a time. Casting another curse, such as _Curse of Misfortune_, ends this curses effects. You may target an additional creature for every level cast above 2nd. #### Curse of Suffering *2nd level* - **Casting Time:** 6 AP - **Range:** 7 - **Duration:** 7 days Curse a creature you can see, extending their suffering. Make a spellcasting roll against their Willpower save. On success any negative condition affecting the creature lasts an additional turn after being removed. Negative conditions last an additional turn even if removed through magic, such as with _Cleanse_. On a critical any time they gain hex, slow, or poison they gain an additional level of that condition. You can only inflict a single curse on a creature at a time. Casting another curse, such as _Curse of Misfortune_, ends this curses effects. You may target an additional creature for every level cast above 2nd. #### Dark Sight *2nd level* - **Casting Time:** 1 minute - **Range:** 5 - **Duration:** 1 hour Magically enhance the sight of up to 5 creatures, giving them the ability to see in the dark. Make a spellcasting roll against a terrible die for each creature targeted. On success they are able to see through dim light and darkness within 20 tiles as if they were bright light. Add an enhanced die for every level cast above 2nd. #### Dull Intellect *2nd level* - **Casting Time:** 6 AP - **Range:** 10 - **Duration:** 10 minutes Attempt to cloud the mind of a creature in range you can see. Make a spellcasting roll against the creatures Intelligence save. On success you choose one of the following attributes: Intelligence, Willpower, or Charisma. The creature adds a bad die to every roll using that attribute, adding a terrible die instead on a critical. Add an enhanced die for every level cast above 2nd. #### Howling Whirlwind *2nd level* - **Casting Time:** 7 AP - **Range:** 20 - **Duration:** 5 minutes - **Damage Type:** bludgeoning You create a spiraling mass of wind covering a 3x3 tile area centered on a point in range. Any creature that enters the wind for the first time this round or starts their turn there makes a Strength save against your spellcasting roll. On failure they are pushed 2 tiles away from the wind and take 1/0 in bludgeoning damage. Any mundane projectile firing through the whirlwind adds a terrible die to their attack roll. For the duration, starting on your next turn you may move the whirlwind up to 3 tiles once per turn as a free action. The area of the whirlwind increases by 2 for every level cast above 2nd. When cast at 5th level and above the whirlwind can damage buildings and can push large, heavy objects, such as barrels or carts. #### Mass Web *2nd level* - **Casting Time:** 6 AP - **Range:** 15 - **Duration:** 5 minutes You create a mass of webs in a 5x5 tile area centered on a point in range you can see. When a creature enters the web for the first time this round or starts their turn there they make a Dexterity save against your spellcasting. On failure they are grappled, or restrained on a critical. A creature effected by your webs can be freed by making a successful attack against 3 defense dice. Any creature in range is capable of making this attack. The webs are extremely flammable and ignite after taking 1 wound of fire damage. Any creature caught in the webs takes 1/0 of fire damage and is freed. After the duration the webs remain but lose their stickiness, becoming difficult terrain until cleared. Add an enhanced die and increase the area by 1 for every level cast above 2nd. #### Silent Passage *2nd level* - **Casting Time:** 1 minute - **Range:** 5 - **Duration:** concentration, 1 hour You emanate an aura of silence around yourself, extending out to a 5 tile radius. Make a spellcasting roll against 2 terrible dice. On success each creature within range of you adds the successes from your roll to any sound based stealth challenge while inside the aura. Creatures in the aura do not leave tracks and sounds are greatly inhibited. Add an enhanced die for every level cast above 2nd. #### Snake Totem *2nd level* - **Casting Time:** 9 AP - **Range:** 5 - **Duration:** concentration, 10 minutes - **Damage Type:** poison You summon up to 3 ethereal totems on points in range you can see. Make a spellcasting roll against 2 bad dice for every totem summoned. On success you summon the totems. When casting this spell, and once per turn by spending 4 AP, you may command your totems to attack. The totems have a range of 7 and use your spellcasting roll for the attack. Creatures make a Stamina save against the attack, taking 1/0 of poison damage on fail and gaining Poison 1 for 1 minute on a critical. The totems have 2 wounds and use 3 defense dice with their defense roll. Add an enhanced die to the summoning roll for each level cast above 2nd. ### Third Level #### Apathy *3rd level* - **Casting Time:** 7 AP - **Range:** 10 - **Duration:** concentration, 10 minutes Suppress a creatures natural abilities. Make a spellcasting roll against the creatures Willpower save. On success you choose either Strength or Dexterity. The creature does not gain proficiency for any roll using that attribute. You may target an additional creature for each level above 3rd. #### Blindness *3rd level* - **Casting Time:** 7 AP - **Range:** 10 - **Duration:** concentration, 10 minutes Blind up to 5 creatures in range you can see. Creatures that see through alternative means, such as through _Tremor Sense_, have those senses blinded by this spell. Make a spellcasting roll against the creatures Stamina save, adding a bad die for every creature targeted past the first. On success the creature is blinded for 10 minutes. Add an enhanced die for each level above 3rd. #### Curse of Weakness *3rd level* - **Casting Time:** 6 AP - **Range:** 7 - **Duration:** 7 days Curse a creature you can see with weakness. Make a spellcasting roll against the creatures Willpower save. On success, they gain Weaken, being unable to inflict injuries with attacks on a critical. You can only inflict a single curse on a creature at a time. Casting another curse, such as _Curse of Misfortune_, ends this curses effects. You may target an additional creature for every level cast above 3rd. #### Enlarge/Reduce *3rd level* - **Casting Time:** 6 AP - **Range:** 5 - **Duration:** concentration, 10 minutes Change a creatures size, either doubling or reducing it by half. When targeting an unwilling creature they make a Stamina save against your spellcasting roll. On fail, you choose if they are enlarged or reduced for the duration. This has no effect on huge or larger creatures. - Enlarge: Your body doubles in all proportions, increasing your size by 1 level. You add 1 superior die to all Strength skills, attacks and saves, and 1 terrible die to all Dexterity skills, attacks and saves. Attacks you make deal an extra 1/0 in damage. - Reduce: Your body halves in all proportions, decreasing your size by 1 level. You add 1 terrible die to all Strength skills, attacks and saves, and 1 superior die to all Dexterity skills, attacks and saves. Attacks you make replace all wounds dealt with wound dice. You may target an additional creature for every level cast above 3rd. All targets must either be enlarged or reduced. #### False Aura *3rd level* - **Casting Time:** 10 AP - **Range:** touch - **Duration:** 24 hours You cover up to 5 creatures or objects in a false aura, changing how they appear to magical detection, such as _Detect Magic_ or _Identify_. Make a spellcasting roll adding 2 bad dice per object or creature. On success, you may do any of the following: - You can cause a mundane object to appear magical, a magical object appear mundane, or change it's magical aura to belong to a different school. For example, you could cause an arcane effect to appear as divine when seen by _Detect Magic_. - You can change how a creature appears to spells, such as disguising an undead creature as a human for the effects of _Consecrate Ground_. - You may change how their species, type, or size appears to spells. Spells restricted to a type or size of creature use their original type and size. For example _Bind Creature_ still adds bad dice against large creatures even if they are under the effects of this spell to appear as a medium creature. If you cast this spell on a creature or object with the same effect every day for 30 days the aura becomes permanent, lasting until dispelled. The spell lasts an additional 24 hours for every level cast above 3rd. #### Fearful Presence *3rd level* - **Casting Time:** 7 AP - **Range:** 10 - **Duration:** 1 minute You assume a horrifying visage, fearing up to 5 creatures in range that can see you. Make a spellcasting roll, adding 1 bad die for every creature targeted after the first, against the creatures Willpower save. On success the creatures are feared with you as the source. Each time they take damage they make a Willpower save against your spellcasting roll, ending the effect on success. Add an enhanced die for every level cast above 3rd. #### Frog Morph *3rd level* - **Casting Time:** 7 AP - **Range:** 7 - **Duration:** 1 minute Attempt to turn a creature you can see into a harmless frog. Make a spellcasting roll against the creatures Stamina save, adding 1 terrible die if the creature's size is large, or 2 terrible dice if they are huge or greater. On success the creature turns into a harmless frog. Items they are wearing are transformed with them, but anything they were holding drops to the ground. The creature spends its turns hopping around, moving a single tile in a random direction. The Frog has 1 wound and rolls 1 defense die. If reduced to 0 wounds the spell ends and the creature reverts to their old form, taking any remaining damage. You may target an additional creature for every level cast above 3rd. If you try to cast this on multiple creatures larger than medium you add the terrible dice based on size across all creatures. #### Inflict Wound *3rd level* - **Casting Time:** 6 AP - **Range:** touch - **Duration:** instant - **Damage Type:** death Touch a creature, inflicting mortal wounds. Make a spellcasting roll against the creatures Stamina save. On success they take 2/1 in death damage, adding 0/1 for every critical rolled. On failure they take half damage, rounding down. If this deals at least 3 wounds the target gains the minor injury _Scarred_, or major injury _Festering Wound_ if this deals 5 wounds or more. Add 0/1 in death damage for every level cast above 3rd. - **Minor Injury: Scarred.** You add a bad die to all Strength and Dexterity saves and skills. - **Major Injury: Festering Wound.** You add a terrible die to all Strength and Dexterity based rolls. All healing effects on you restore 1 less wound, to a minimum of 1. #### Malefic Visions *3rd level* - **Casting Time:** 8 AP - **Range:** 10 - **Duration:** 10 minutes - **Damage Type:** psychic Looking at a creature in range you can see, you fill their minds with dread visions. Make a spellcasting roll against the creatures Willpower save. On success the creature takes 1/2 in psychic damage, increasing the level of any Hex affecting the creature by 1 on a critical. For the duration the creature sees visions of dread; dark omens in the clouds and sky, nearby allies appear under duress or dying, attacked by unseen foes. While the Malefic visions hold the creature adds 1 terrible die to all rolls and has _Vulnerability_ 1 to ethereal damage. The spell ends after the creature takes damage. You may target an additional creature for every level cast above 3rd. #### Rake *3rd level* - **Casting Time:** 6 AP - **Range:** touch - **Duration:** instant - **Damage Type:** slashing Throw a barrage of razor sharp rings that dig through the earth, cutting all creatures in an area 3 tiles wide and 7 tiles long. All creatures make a Dexterity save against your spellcasting roll. On fail they take 1/1 in slashing damage, ignoring a level of resistance. This attack automatically misses flying creatures. Add 0/1 in slashing damage for every level cast above 3rd. #### Shapechange *3rd level* - **Casting Time:** 7 AP - **Range:** self - **Duration:** 1 hour You transform your body into a dangerous beast. The creature must have a CR of 5 or lower and be a beast you have seen before. While in this shape your max wounds become the max wounds of the creature and you take its Strength, Dexterity, and Stamina scores if they are higher, keeping your Intelligence, Willpower, and Charisma scores. You gain all abilities, attacks, and features of the creature. While transformed you can only use the beasts attacks and maneuvers, but you are still able to cast spells as normal. Make a spellcasting roll, your max wounds are increased by 1 for every critical rolled. If you are reduced to 0 wounds while in this form the spell ends and you transform back to your normal shape, taking 2 wounds of damage and are stunned until the end of your next turn from the strain. Add an enhanced die and increase the CR by 3 for every level cast above 3rd. #### Shifting Image *3rd level* - **Casting Time:** 7 AP - **Range:** self - **Duration:** concentration, 10 minutes Your form blurs as 3 illusory projections of yourself hide your true position. Any time you would be attacked by a single target attack, spell, or maneuver, the attacker must roll a perception challenge against your roll. On failure the attack misses destroying one of the illusions. The spell ends once all illusions have been destroyed. A creature that can see through illusions is unaffected by this spell. Increase the number of illusions by 1 for every level cast above 3rd. #### Shroud of Darkness *3rd level* - **Casting Time:** 5 AP - **Range:** 15 - **Duration:** concentration, 10 minutes You shroud a 5x5 area centered on a point in range in a consuming darkness that extinguishes mundane light. All tiles in the area are treated as being in complete darkness. Any creatures that enter the darkness for the first time this round or start their turn there makes a Stamina save against your spellcasting roll. On fail they are blind until the end of their next turn. If a creature is maintaining a _Light_ spell inside the darkness they must make a spellcasting roll against your spellcasting roll, ending the spell on fail. The area of the darkness increases by 2 for every level cast above 3rd. #### Zone of Silence *3rd level* - **Casting Time:** 7 AP - **Range:** 10 - **Duration:** 10 minutes Silence a 4x4 tile area centered on a point in range you can see. Make a spellcasting roll against 2 bad dice. On success the area is silenced. Creatures inside the area cannot speak, make sounds, or hear anything. Spells cast inside the zone add 2 terrible dice to their spellcasting rolls. The area increases by 1 for every level cast above 3rd. ### Fourth Level #### Call of the Grave *4th level* - **Casting Time:** 9 AP - **Range:** 10 - **Duration:** 5 minutes - **Damage Type:** bludgeoning targeting a 4x4 tile area centered on a point in range you can see, fill the area with a forboding thick fog. Any living creature that enters the fog for the first time or ends their turn there is grasped by arms of the undead. Make a spellcasting roll against the creatures Strength save. On success they are grappled and take 1/0 in bludgeoning damage every turn they remain grappled. If a Large or smaller creature remains grappled for a full round they are knocked prone. Prone creatures take 2/0 in bludgeoning damage instead. A grappled creature may make an attack against 4 defense dice, freeing themselves from the arms on hit. The area increases by 1 for every level cast above 4th. #### Counter Hex *4th level* - **Casting Time:** 1 minute - **Range:** 5 - **Duration:** concentration, 1 hour Targeting up to 5 creatures in range, enchant them with a protective charm. Make a spellcasting roll adding a terrible die for each creature targeted. On success the creatures are warded against curses. While warded creatures have _Resistance_ 1 against death damage. At the start of the creatures turn any Hex effecting them is reduced by 1 level and they add a success and critical to attribute saves against curses. Add an enhanced die to your roll for every level cast above 4th. #### Curse of Slowness *4th level* - **Casting Time:** 6 AP - **Range:** 7 - **Duration:** 7 days Curse a creature you can see with an unnatural slowness. Make a spellcasting roll against the creatures Willpower save. On success all actions they take costs 1 extra AP, or 2 extra AP on a critical. You can only inflict a single curse on a creature at a time. Casting another curse, such as _Curse of Misfortune_, ends this curses effects. You may target an additional creature for every level cast above 4th. #### Disease *4th level* - **Casting Time:** 5 AP - **Range:** touch - **Duration:** instant Infects all creatures in your zone of control with a magical disease. Creatures make a Stamina save against your spellcasting roll, adding a terrible die to your roll when targeting more than one creature. On success the creature gains a disease based on their highest attribute score: - **Fatigue (Strength):** You add 2 terrible dice when making Athletics challenges. You may only use a maneuver every other turn. - **Numbness (Dexterity):** Your do not gain proficiency for Dexterity saves and attacks using Dexterity. - **Stamina:** You add 2 terrible dice when making Exhaustion challenges. When taking 3 or more wounds from one source your AP is cut in half, rounded up, for your next turn. - **Befuddled (Intelligence):** Your do not gain proficiency with Intelligence skills. When casting a spell at a level higher than your attribute score roll a wound die. On a wound the spell has no effect. - **Blindness (Willpower):** You cannot see further than 7 tiles. When you are Dazed, Stunned, or Poisoned you are also Blind. - **Charisma:** You have difficulty speaking. You do not gain proficiency with Charisma skills. Casting spells and actions that require speech have their AP cost increased by 2. The disease lasts until cured. Every week the diseased creature makes a Stamina save against 3 terrible dice, removing the disease on a success. You add an enhanced die for every level cast above 4th. #### Dreamwalk *4th level* - **Casting Time:** 1 minute - **Range:** 120 - **Duration:** concentration, 10 minutes Attempt to enter a sleeping creatures dreams. You must be able to see the creature or the spell fails. Make a spellcasting roll against 2 bad dice. On success you enter their dreams, taking a form of your choosing. While in their dreams you may talk to and understand the creature, regardless of the language spoken. Any skill contest the creature uses during the conversation, such as Insight or Perception, contests your spellcasting roll instead. On fail the creature awakens from their sleep. Add an enhanced die for every level cast above 4th. #### Gloom *4th level* - **Casting Time:** 7 AP - **Range:** 10 - **Duration:** 1 hour Inflict an area with a supernatural gloom centered on a point you can see within range. Make a spellcasting roll, with the total area of the gloom increasing by 2 for every success. Every undead creature inside the gloom adds 1 superior die to all rolls. Mundane lights only provides light to adjacent tiles and magical light spreads half as far. All undead inside the gloom regain 1 wound at the start of their turns while all healing effects on living creatures heal for half of their value, rounding up. Add an enhanced die for every level cast above 4th. #### Essence Drain *4th level* - **Casting Time:** 6+ AP - **Range:** 3 - **Duration:** instant - **Damage Type:** death Drain the essence out of a creature in range that you can see, siphoning their health and mana. Make a spellcasting roll against the creatures Stamina. On success they take 0/3 in death damage, restoring health for half the damage dealt, rounding up, and siphoning an equal amount of mana to the health restored. You may spend more AP than the base cost of this spell, dealing an extra 1/0 in death damage for every 2 AP spent over the minimum. When cast against an undead creature all wound dice are replaced with wounds and it ignores any resistance to death damage. You do not restore health against undead targets, instead restoring mana equal to half the damage dealt, rounded up. Add an enhanced die for every level cast above 4th. #### Haste *4th level* - **Casting Time:** 9 AP - **Range:** 5 - **Duration:** concentration, 10 minutes Enhance the speed of up to 5 willing creatures you can see. Make a spellcasting roll adding 2 terrible dice for each creature targeted. On success, all creatures have their move and sprint speeds increased by 3, have their max AP increased by 5, and gain 2 superior dice to their Dexterity saves. When the spell ends all creatures make an exhaustion roll against 2 bad and 2 terrible dice, gaining a level of exhaustion on fail. Add an enhanced die for every level cast above 4th. #### Instigate *4th level* - **Casting Time:** 8 AP - **Range:** 10 - **Duration:** 10 minutes You incite a crowd or group of creatures to violence. All creatures in a 7x7 tile area centered on a point in range must make a Willpower save against your spellcasting roll. On fail they are Charmed for the duration. Non-hostile creatures begin to act violently, turning into an angry mob. The mob will provoke others, destroy or vandalize nearby buildings, carts, or other objects, and may attack other creatures. Hostile creatures effected by this spell lose any organization they have and recklessly attack their enemies, granting Combat Advantage to attackers. Each time a creature takes damage they make a Willpower save against 1 bad die, ending the effects of this spell on success. Add an enhanced die for every level cast above 4th. #### Laughing Skull *4th level* - **Casting Time:** 8 AP - **Range:** touch - **Duration:** instant - **Damage Type:** fire/death You summon a flaming skull that screeches a hideous laughter. The skull appears in an adjacent tile and moves up to 7 tiles with the caster controlling its movement. Each creature the skull passed through makes a Willpower save against your spellcasting roll. On failure they take 0/2 in both fire and death damage, being feared until the end of their next turn on a critical. While feared they must use their move and sprint actions to move as far away from you as they can. The distance the skull travels increases by 2 for every level cast above 4th. #### Mass Hex *4th level* - **Casting Time:** 9 AP - **Range:** 10 - **Duration:** instant You target a 4x4 tile area centered on a point in range, bestowing a potent hex to all creatures in the area. Make a spellcasting roll against the creatures Willpower save. On success each creature gains hex for 1 hour, increasing the level of hex by 1 for every critical. Increase the area by 1 for every level cast above 4th. #### Paralytic Cloud *4th level* - **Casting Time:** 7 AP - **Range:** 10 - **Duration:** concentration, 10 minutes Summon a cloud of toxic spores in a 6x6 tile area centered on a point in range. Any creature that enters the cloud for the first time this round or starts their turn there makes a Stamina save against your spellcasting. On fail the creature gains Paralyze 1 until the end of their next turn or increases the level of Paralyze affecting them. Increase the level of Paralyze for every critical rolled. Add an enhanced die for every level cast above 4th. #### Raise Dead *4th level* - **Casting Time:** 10 AP - **Range:** 2 - **Duration:** 1 day Attempt to raise a dead creature as a zombie, or take control of a zombie without an owner. You can target up to 4 medium sized corpses, 2 large corpses, or 4 zombies. Make a spellcasting roll, adding a bad die for each medium corpse and 2 terrible dice for each large corpse. When targeting zombies make a spellcasting roll against their Charisma save instead. On success, medium corpses are raised as zombies and large corpses raised as zombie ogres. They act on your turn and are under your control for 1 day, at which point they turn to mindless zombies. You may target an extra medium or large corpse and add a superior die to your roll for every level cast above 4th. #### Void Lure *4th level* - **Casting Time:** 9 AP - **Range:** 5 - **Duration:** instant Attempt to break the barrier between this realm and the void. Make a spellcasting roll adding up to 3 terrible dice. On success a random outsider with a CR of 6 plus 2 per terrible die added heeds your call and is summoned to a point in range of your choosing. The exact creature summoned is determined by the GM, and multiple creatures may be summoned if their combined CR is less than the spells maximum. After summoning roll a normal die. On success the creature is friendly towards you for the next minute, otherwise the creature follows it's own whims. For every successful casting of _Void Lure_ in this location in the past day, add a terrible die to the spellcasting roll. This die does not effect the CR of the summoned creature. The CR of the summoned creature increases by 2 for every level cast above 4th. #### Invisibility *4th level* - **Casting Time:** 10 AP - **Range:** 2 - **Duration:** concentration, 1 hour Turn yourself, another creature, or an object that would fit in a 2x2 area invisible. You may choose up to 5 targets when casting this spell. Make a spellcasting roll against 2 terrible dice, adding an additional terrible die for every target past the first. On success the target becomes completely invisible while standing still. Moving causes a barely noticeable shimmer on the creature. Creatures may make a perception challenge against your spellcasting roll to see a moving creature, spotting them on success. Single target attacks, spells, and maneuvers against an invisible creature add 2 terrible dice to their rolls. Add an enhanced die to your spellcasting roll for every level cast above 4th. ### Fifth Level #### Curse of Pain *5th level* - **Casting Time:** 6 AP - **Range:** 7 - **Duration:** 7 days Curse a creature you can see with pain. Make a spellcasting roll against the creatures Willpower save. On success the creature takes an extra 0/1 every time they take damage, or 1/0 on a critical. You can only inflict a single curse on a creature at a time. Casting another curse, such as _Curse of Misfortune_, ends this curses effects. You may target an additional creature for every level cast above 5th. #### Enchantment *5th level* - **Casting Time:** 10 minutes - **Range:** 2 - **Duration:** 7 days Enchant up to 5 creatures or objects, changing their behavior and perception. You may change a creatures perception or an aspect of their behaviour as long as it is does not harm the creature. For example, you may enchant a creature with one of the following effects: - Prevent them from entering a building, such as a church or castle, or a location, such as the nearby forest. - Perceive a creature as someone else, changing their species, size, or gender. - Ignore the actions of a creature or group, perceiving them as normal. - Redirect their affection or opinion of a person, group, or organization to another creature or entity. Enchantment cannot create new emotions, but can redirect them. - Prevent them from speaking or sharing specific information. For example the details and location of a magic item, the whereabouts of a person or group, or the week a noble passed through town. - Force them to communicate in a specific language. The language must be known to either the creature or the caster, having no effect otherwise. When casting the enchantment make a spellcasting roll against the creatures Willpower save, adding a terrible die for every creature or object targeted. On a success the creature Charmed, following the rules of the enchantment. When enchanting objects the enchantment lasts for 1 year, saving the result of your spellcasting roll. When a creature holds or wears the object they make a Willpower save against that roll, becoming charmed and following the rules of the enchantment on fail. Successfully casting this on the same object each day for 7 days makes the enchantment permanent. Add an enhanced die and double the duration for every level cast above 5th. #### Heart Grip *5th level* - **Casting Time:** 9 AP - **Range:** 7 - **Duration:** instant - **Damage Type:** death Reach out to a creature you can see and stop their heart. Make a spellcasting roll against the creatures Stamina save. On failure they take 0/5 in death damage and gain the _Grip of Death_ minor injury, being stunned until the end of their next turn on a critical. On success they take half damage, rounded down, and have no additional effects. A creature that already has the _Grip of Death_ minor injury adds a superior die to their Stamina save. - **Minor Injury: Grip of Death.** All healing you recieve is half as effective, rounding down. Add 1/0 in death damage for every level cast above 5th. #### Impale *5th level* - **Casting Time:** 8 AP - **Range:** touch - **Duration:** instant - **Damage Type:** piercing A line of bones sprout from the ground, impaling all creatures in a 6 tile line. Make a spellcasting roll against the creatures defense. On success they take 1/3 in piercing damage and are impaled by the bones, restraining them in place. On fail if the creature is large or smaller they are grappled instead. The bones extend 8 feet high and are permanent, blocking movement through those tiles. The bones have 1 wound, _Resistance 1_ to all damage, and roll 3 superior defense dice when attacked. To free a grappled or restrained creature the bones holding that creature must be destroyed. Add 1/0 in piercing damage and increase the length of the line by 1 tile for every level cast above 5th. #### Mind Break *5th level* - **Casting Time:** 8 AP - **Range:** 10 - **Duration:** instant - **Damage Type:** psychic Attempt to overpower the mind of a creature in range that can see you. You make a telepathic link to the creature, using your will to shatter their mind. Make a spellcasting roll against the creatures Intelligence save. On success they take 0/1 in psychic damage for every success remaining in your roll. If you deal at least 1 damage the target is dazed for the next minute. Damage from this spell adds double the dice it would normally incur for any concentration saves it causes. Add an enhanced die to the spellcasting roll for every level cast above 5th. #### Scrying *5th level* - **Casting Time:** 10 minutes - **Range:** - - **Duration:** concentration, 1 hour Attempt to divine the location of a creature or object in the same realm as you. To scry on a creature you must have an object connected to them listed in the table below. If an object has multiple valid creatures that could be the target of scrying, a random creature is chosen unless you know the name or appearance of the creature you wish to scry on. For example, a coin may be a valid object for many creatures but if you know the name of a specific creature that held this coin you may scry on that creature. To scry on an object it must be one you have created or have a connection to listed in the table below. When scrying on an object the vision is centered on the object itself and not of the creature that possess the object, if any. Depending on the circumstance, make a spellcasting roll against challenge dice listed in the table below. On success you have a vision of the object or creature. The vision shows the target and everything in a 6 tile radius surrounding it as well as any audible noise in the area. This spell can be cast on a mirror or glass surface, projecting the vision onto the surface for others to see. Add an enhanced die to the spellcasting roll for every level cast above 5th. ##### Scrying Difficulty | Target | Difficulty Dice | | :------------------------------------------------------------------------- | --------------: | | A creature using an object they held for at least a day over the past year | 3T/2B | | A creature using a magic item they created | 2T/2B | | An object you have held for at least a day over the past year | 3T/2B | | A magic item you have created | 2T/1B | | A magic item you have attuned to in the past year | 2T | #### Suggestion *5th level* - **Casting Time:** 10 AP - **Range:** 15 - **Duration:** 24 hours You attempt to influence a group of creatures, suggesting a course of action. You may choose as many creatures in range as you want, adding a terrible die for every 3 creatures targeted. The creatures must be able to understand you and be able to hear you. Make a spellcasting roll against the creatures Willpower save. On success you may give the creatures a 1 or 2 sentence command for them to follow. The command may have a condition to it, such as help the next person they see. If they are unable to meet the conditions before the spell ends the command is ignored. Creatures that are immune to charm are immune to this spell. The command must be something the creature can reasonably accomplish and cannot be obviously harmful to the creature. The spell ends if the creature has completed their task or they take a wound in damage. Add an enhanced die for every level cast above 5th. #### True Sight *5th level* - **Casting Time:** 5 AP - **Range:** self - **Duration:** 1 hour Enhance your vision, granting you the ability to see the ethereal plane, see through illusions, invisibility, and see the true forms of creatures. Make a spellcasting roll against 2 bad dice. On success you gain _Truesight_ out to 30 tiles. The duration increases by 1 hour for every level cast above 5th. ### Sixth Level #### Curse of Fear *6th level* - **Casting Time:** 6 AP - **Range:** 7 - **Duration:** 7 days Curse a creature you can see with an unnatural fear. Make a spellcasting roll against the creatures Willpower save. On success the creature is feared as long as there is a hostile creature within 10 tiles, or is afraid of all creatures on a critical. A creature gains no benefits from resting while under this curse. You can only inflict a single curse on a creature at a time. Casting another curse, such as _Curse of Misfortune_, ends this curses effects. You may target an additional creature for every level cast above 6th. #### Isolation *6th level* - **Casting Time:** 8 AP - **Range:** 10 - **Duration:** concentration, 10 minutes You sever the connections surrounding a creature you can see, leaving them utterly isolated. Make a spellcasting roll against the creatures Charisma save. On success the creature loses any powers gained from a deity or pact and loses the attunement benefits from magic items. Isolated creatures are shrouded from the divine weave, any spell cast against an isolated creature adds a terrible die to its roll. Add an enhanced die for every level cast above 6th. #### Miasma *6th level* - **Casting Time:** 9 AP - **Range:** 5 - **Duration:** 10 minutes - **Damage Type:** poison/death A thick miasma flows from your body, covering a 7x7 tile area centered on a point in range. The miasma flows around walls and down hills, but cannot climb more than 2 tiles. Any creature, except the caster, that enters the miasma for the first time this round or starts their turn there makes a Stamina save against your spellcasting roll. On failure they take 1/1 in both poison and death damage, or half damage rounding down on success. A creature that fails its save gains poison 1 and hex 1 regardless of immunities or other effects until the start of their next turn. The miasma is a thick, viscous cloud. Creatures inside the miasma can only see adjacent tiles. The caster can feel any creature in the miasma, bypassing the need for sight. If there is a strong wind, such as wind created by _Gust_, the miasma cloud moves 1 tile per turn in the direction of the wind. The size of the miasma increases by 1 and you add an enhanced die to the spellcasting roll for every level cast above 6th. #### Pact *6th level* - **Casting Time:** 5 minutes - **Range:** touch - **Duration:** 100 years Make a pact with a willing creature, etching this agreement into your souls. As part of casting the spell, both creatures speak their demands, with the spell ending with each creature confirming the pact. A creature can make any demand they wish, or make no demands at all. Demands must be something the other creature is capable of fufilling. For example, demanding the other creature take no hostile actions against you or your allies or to speak the truth are valid demands, while demanding to be given the power of flight from an animal is not. Even unreasonable demands may be valid if the other creature truly believes it is within their ability to grant. For example, you could demand a peasant make you king if the peasant believes he can achieve it. Unless specificed in the demand, there is no set timeframe the demand must be completed. However, creatures are compelled to take actions that do not hinder their ability to complete their demands. For example, delaying to warn of incoming danger to someone you made a pact to protect would violate the pact. A creature that violates the pact, in part or in whole, immediately dies and cannot be revived for 10 years. Finally, once both creatures have accepted the demands make a spellcasting roll against 3 terrible dice. On success the pact is forged. Add an enhanced die and increase the duration a creature cannot be revived by 10 years for every level cast above 6th. #### Psychic Scream *6th level* - **Casting Time:** 8 AP - **Range:** self - **Duration:** instant - **Damage Type:** psychic You send out a wave of mental force to all creatures within 5 tiles of you. Make a spellcasting roll against the creatures Intelligence save. On success they take 0/5 in psychic damage and are dazed for 1 minute. If a creature fails by 4 or more they are incapacitated until the end of their next turn instead. On failure they take half damage and are dazed until the end of their next turn. Add 0/1 in psychic for every level cast above 6th. #### Ritual of Mordiggian *6th level* - **Casting Time:** 10 minutes - **Range:** 5 - **Duration:** instant Targeting a beast with an Intelligence of -1 or less or a willing creature you permanently alter their form. Make a spellcasting roll. On success the creature gains the _Nightmare_ template and increases their max wounds by 1 for every critical rolled. The spell can be undone by casting _Restoration_ on the creature. Their max wounds increase by 1 for every level cast above 6th. > #### Nightmare Template > - **Bonus Action Points:** 4 > - **Bonus Stats:** +1 Strength, +1 Stamina > - **Bonus Proficiencies:** +2 proficiency with Strength/Stamina saves, +3 proficiency with unarmed attacks > - **Bonus Wounds:** \*/\* > > ##### Additional Effects > At night this creature turns feral, actively hunting and attacking nearby creatures. After killing a creature they will drink their blood for the remainder of the night. > > **Feral Form.** Their normal unarmed attacks are replaced with deadly claws and fangs. Attacking with their claws takes 5 AP and deals 1/0 in slashing damage and 0/2 in death damage. Attacking with their fangs takes 7 AP and deals 1/0 in piercing damage and 0/3 in death damage. All attacks are Strength based. > > **Mordiggian's Hunger.** Dealing death damage with their claws or fangs causes this creature to heal 1 wound. Not being able to feed at night reduces this creatures max wounds by 1, regaining all wounds lost this way on their next feeding. ### Seventh Level #### Curse of Haunting *7th level* - **Casting Time:** 7 AP - **Range:** 7 - **Duration:** 7 days - **Damage Type:** psychic Curse a creature you can see with illusory terrors. Make a spellcasting roll against the creatures Willpower save. On success the creature suffers from haunting illusions. Once per day as long as you are within 100 miles of the cursed creature you may spend 5 AP to summon a phantasmal horror. The horror is an illusion and only visible to the cursed creature. The illusion has 5 wounds and uses your spellcasting roll for all of its rolls. The illusion lasts for 10 minutes or until it inflicts 4 wounds of damage. Every turn it moves next to the cursed creature and makes an attack dealing 0/3 in psychic damage on hit and inflicts Hex 3 until the end of the creatures next turn. You can only inflict a single curse on a creature at a time. Casting another curse, such as _Curse of Misfortune_, ends this curses effects. You may target an additional creature for every level cast above 7th. #### Dominate Creature *7th level* - **Casting Time:** 9 AP - **Range:** 5 - **Duration:** 24 hours Exert your will on a living creature you can see, forcing them to obey your commands. The creature must have an Intelligence of -1 or lower and a CR of 18 or lower or else this spell has no effect. Make a spellcasting roll against the creatures Willpower save, adding a terrible die to your roll unless you are touching the creature. On success the creature is Charmed, obeying any command unless that command would bring harm to it, such as ordering it to hurt itself or jump off a cliff. While under your control the creature may use your spellcasting roll when making Willpower saves. The creature understands every language you know and can communicate verbally with you, speaking in a way only you can understand. The CR limit increases by 4 for every level cast above 7th. #### Gateway *7th level* - **Casting Time:** 1 minute - **Range:** 5 - **Duration:** 10 minutes You create a gateway to hell, the abyss, or the realms of creation. Make a spellcasting roll, adding 2 terrible dice if you have been to the realm before or 5 if you only have an intimate knowledge of it. Trying to open a gateway to a realm you have only heard in passing or have a vague knowledge of automatically fails. On success a gateway 4 tiles wide and 4 tiles tall opens at a point in range you can see. For the duration creatures on either side can freely pass through the gateway, appearing in an empty tile adjacent to the gateway. Opening a gateway in the same area multiple times can cause rifts creating a permanent gateway between realms. Rifts can be repaired by casting this spell on an the rift against challenge dice determined by the GM. You add a superior die to your roll for every level cast above 7th. At 9th level the casting time becomes 1 turn instead of 1 minute. #### Gravity Well *7th level* - **Casting Time:** 9 AP - **Range:** 15 - **Duration:** concentration, 1 minute - **Damage Type:** bludgeoning You create a crushing gravity well covering a 7x7 tile area centered on a point in range you can see. All loose objects are pulled towards the center, destroying mundane items. Any creature that enters the area for the first time or ends their turn their makes a Strength save against your spellcasting roll. On fail they are pulled to the center of the gravity well and take 2/2 in bludgeoning damage, being restrained until the end of their turn on a critical. Creatures inside the area cannot take the shift action and have a move and sprint speed of 1 that cannot be improved. The center of the gravity well bends space so that any number of creatures can occupy the same space. Any mundane ranged attacks made over the gravity well automatically fail, being destroyed. The radius of the gravity well increases by 1 and you add 0/1 in bludgeoning damage for every level cast above 7th. ### Eighth Level #### Black Lightning *8th level* - **Casting Time:** 10 AP - **Range:** touch - **Duration:** instant - **Damage Type:** lightning A burst of black lightning fires from your hands in an arc 7 tiles long and 7 tiles wide. All creatures in the arc make a Dexterity save against your spellcasting roll. On fail they take 1/6 in lightning damage, adding 1/0 for every critical rolled. If this kills a creature they will rise as an undead under your control at the start of their turn. Medium creatures rise as a zombie or skeleton, Large or Huge creatures as a zombie ogre, and Guargantuan creatures as two zombie ogres. The undead are under your control for the next hour, after which they become mindless undead. Add 0/3 in lightning damage and increase the range of the arc by 2 tiles for every level cast above 8th. #### Control *8th level* - **Casting Time:** 10 AP - **Range:** 10 - **Duration:** concentration, 1 hour Overpower the mind of a creature you can see, taking control of the creature. Make a spellcasting roll against the creatures Willpower save. On success the creature is Possessed by you, with you sensing through the creatures senses. For the duration you are incapacitated, instead taking actions for the creature. Taking damage as the controlled creature causes you to make concentration saves as if you took the damage yourself. If the controlled creature dies while you are still in control of it you take 2/2 in psychic damage from the strain of dying and are stunned until the end of your next turn. Add a superior die for every level cast above 8th. #### Curse of Death *8th level* - **Casting Time:** 7 AP - **Range:** 7 - **Duration:** 7 days Curse a creature you can see with sudden mortality. Make a spellcasting roll against the creatures Willpower save. On success, if their health drops to 7 wounds or below they instantly die, increasing the threshold by 1 for every critical. You can only inflict a single curse on a creature at a time. Casting another curse, such as _Curse of Misfortune_, ends this curses effects. You may target an additional creature for every level cast above 8th. #### Soul Vessel *8th level* - **Casting Time:** 8 hours - **Range:** touch - **Duration:** 10 years Create a perfect simulacrum of a creature. As a requirement to cast this spell you need a skeleton or corpse matching the species of the target creature. Make a spellcasting roll against 4 terrible dice. On success you create a perfect copy of the creatures body. The body is warded, preventing it from decomposing over the duration. If the creature is killed this body can be targeted by spells like _Revive_ and _Resurrect_ to return them to life, their soul returning to inhabit the simulacrum. Creatures can be revived using the simulacrum even if they have died beyond the timeframe the spell is normally capable of, instead adding 2 terrible dice to the spellcasting roll. The process is incredibly taxing on the targeted creature. Regardless of success the creatures max wounds are cut in half, regaining one wound every day. This effect cannot be removed by any means. Add a superior die for every level cast above 8th. When cast at 9th level the duration is increased to 70 years, or 333 years at 10th level. ### Ninth Level #### Power Word: Kill *9th level* - **Casting Time:** 11 AP - **Range:** 10 - **Duration:** instant Speak a word and command a creature to die. Make a spellcasting roll against the creatures Stamina save, adding 3 successes if the creature is hurt. On success the creature takes a wound in damage for each success in your roll. This damage does not have a type and is unblockable. Add 7 successes instead of 3 if the creature is hurt when cast at 10th level. #### Seal *9th level* - **Casting Time:** 1 minute - **Range:** touch - **Duration:** 10 years Seal a creature, binding their body and spirit to the current location and preventing them from influencing their surroundings. Make a spellcasting roll against the creatures Willpower save, adding 5 terrible dice to your roll if the creature has half or more of its wounds. On success the creature is incased in a material based on your surroundings and is incapacitated. While sealed, the creature cannot take damage, does not need to eat or breathe, and does not age. The creature cannot communicate through any means and any telepathic or magical link between this creature and others is severed. If the seal is damaged the creature is no longer incapacitated and the GM determines what actions the sealed creature can take. Destroying the seal ends the effects of this spell and returns the creature. The seal slowly degrades over the duration. Casting this spell on a sealed creature refreshes the seal, repairing any damage and extends the duration to 10 years. When cast at 10th level the duration increases to 100 years and you add 2 superior dice to your spellcasting roll. #### Shadowmancy *9th level* - **Casting Time:** 10 AP - **Range:** self - **Duration:** concentration, 10 minutes - **Damage Type:** death Conjure an orb of sickly light that emits bright light out 5 tiles and dim light a further 5 tiles. Shadows creep out from all creatures in the light. Creatures that are invisible, behind full cover, or otherwise do not leave a shadow are immune to this spell. The creatures shadows take form, becoming dark apparitions of their host creatures, following them as they move. On your turn you may spend 1 AP to command a shadow to attack. Make a spellcasting roll against the creatures Stamina save. On hit they deal 1/2 in death damage. The shadows use copies of their host creatures weapons, but do not copy any magic, feats, or abilities from their host. A shadow can only make a single attack each round. If a creature should die inside the light their shadow takes form for the next 24 hours, becoming a shade under your control. The shade has the same attributes as its host creature, 3 max wounds, and Resistance 1 to physical and elemental damage. When cast at 10th level your shades have expertise in all rolls and you add 1 superior die to the spellcasting roll. ### Divine #### Spells By Level ##### Cantrip - [Guidance](#Guidance) - [Holy Protection](#Holy-Protection) - [Light](#Light) - [Radiant Light](#Radiant-Light) - [Remedy](#Remedy) - [Spare From Death](#Spare-From-Death) - [Vine Whip](#Vine-Whip) ##### First - [Animal Messenger](#Animal-Messenger) - [Bonfire](#Bonfire) - [Bramble](#Bramble) - [Breath](#Breath) - [Chilling Fog](#Chilling-Fog) - [Close Wounds](#Close-Wounds) - [Feather Stride](#Feather-Stride) - [Holy Weapon](#Holy-Weapon) - [Rite of Conquest](#Rite-of-Conquest) - [Solar Flash](#Solar-Flash) - [Tremor](#Tremor) ##### Second - [Cleanse](#Cleanse) - [Consecrate Ground](#Consecrate-Ground) - [Enhance Ability](#Enhance-Ability) - [Eyes of Truth](#Eyes-of-Truth) - [Gust](#Gust) - [Healing Word](#Healing-Word) - [Intuition](#Intuition) - [Seed of Renewal](#Seed-of-Renewal) - [Shield of Faith](#Shield-of-Faith) - [Treat Injury](#Treat-Injury) - [Wall of Faith](#Wall-of-Faith) - [Winds of Battle](#Winds-of-Battle) ##### Third - [Blessing of Movement](#Blessing-of-Movement) - [Break Curse](#Break-Curse) - [Cure](#Cure) - [Demonic Skull](#Demonic-Skull) - [Detect Creatures](#Detect-Creatures) - [Fall](#Fall) - [Grand Entrance](#Grand-Entrance) - [Revive](#Revive) - [Spirit Animal](#Spirit-Animal) - [Summoning](#Summoning) - [Symbol of Will](#Symbol-of-Will) - [Travelers Protection](#Travelers-Protection) - [Turn Undead](#Turn-Undead) ##### Fourth - [Awaken](#Awaken) - [Bind Creature](#Bind-Creature) - [Blessing of Resilience](#Blessing-of-Resilience) - [Commune With Nature](#Commune-With-Nature) - [Destroy Monstrosity](#Destroy-Monstrosity) - [Earthen Pillars](#Earthen-Pillars) - [Purify Spirit](#Purify-Spirit) - [Regeneration](#Regeneration) - [Shape Stone](#Shape-Stone) - [Summon Demon](#Summon-Demon) - [Ward From Death](#Ward-From-Death) ##### Fifth - [Bind Familiar](#Bind-Familiar) - [Inner Fire](#Inner-Fire) - [Judgement](#Judgement) - [Mass Cleanse](#Mass-Cleanse) - [Mass Healing Word](#Mass-Healing-Word) - [Petrify](#Petrify) - [Radiance](#Radiance) - [Resurrect](#Resurrect) - [Spirit Warriors](#Spirit-Warriors) ##### Sixth - [Blessing of Strength](#Blessing-of-Strength) - [Exorcism](#Exorcism) - [Power Word: Harm](#Power-Word-Harm) - [Power Word: Heal](#Power-Word-Heal) - [Sanctuary](#Sanctuary) - [Subjugation](#Subjugation) - [Word of Command](#Word-of-Command) ##### Seventh - [Divine Word](#Divine-Word) - [Intervention](#Intervention) ##### Eighth - [Light of Divinity](#Light-of-Divinity) - [Restoration](#Restoration) ##### Ninth - [Aura](#Aura) - [Avatar](#Avatar) ### Cantrips #### Guidance *Cantrip* - **Casting Time:** 3 AP - **Range:** 2 - **Duration:** 1 minute Enchant up to 5 creatures you can see with divine guidance. Make a spellcasting roll adding a bad die for each creature targeted. On a success, the creatures can add an enhanced die to their next attack, maneuver, or damage-dealing spell roll, or a superior die on a critical. Add an enhanced die for every level cast above cantrip. #### Holy Protection *Cantrip* - **Casting Time:** 4 AP - **Range:** 2 - **Duration:** 1 minute Enchant up to 5 creatures you can see with protection. Make a spellcasting roll adding a bad die for each creature targeted. On success the next die to roll a critical against this creature is ignored, counting as 0 successes. Add an enhanced die for every level cast above cantrip. #### Light *Cantrip* - **Casting Time:** 6 AP - **Range:** touch - **Duration:** concentration, 10 minutes. You cause a small object no larger than a fist to emit a bright light. You may control the intensity of the light, from 1 tile of dim light up to 3 tiles of bright light and 3 tiles of dim light. The lights ranged can be doubled, requiring you to roll a concentration save against 1 bad die every turn. While intensifying the light, any creatures that are sensitive to bright light add 1 terrible die to their attack rolls while in this spells bright light. The range of the maximum bright and dim light increases by 1 tile for every level cast above cantrip. At 5th level and above this light is considered sunlight. #### Radiant Light *Cantrip* - **Casting Time:** 6 AP - **Range:** 5 - **Duration:** instant - **Damage Type:** holy A beam of radiant light envelops a creature in range. Make a spellcasting roll against the creatures Charisma save. On success they take 1/0 in holy damage, or 2/0 if they are undead. You may target an additional creature for every level cast above cantrip. #### Remedy *Cantrip* - **Casting Time:** 6 AP - **Range:** touch - **Duration:** 1 minute You enhance a creatures natural healing abilities, warding off pain momentarily. Make a spellcasting roll against 2 terrible dice. On success the creature may spend a healing surge and ignores the effects of a single minor injury for the duration, ignoring additional minor injuries for every critical rolled. Add an enhanced die for every level cast above cantrip. #### Spare From Death *Cantrip* - **Casting Time:** 4 AP - **Range:** touch - **Duration:** instant Slow the heart and prevent blood loss of an incapacitated creature. Make a spellcasting roll against a bad die for every temporary wound the creature is missing. On success the creature is stabilized and will regain consciousness in 10 minutes with 1 wound. Add a superior die for every level cast above cantrip. #### Vine Whip *Cantrip* - **Casting Time:** 5 AP - **Range:** 5 (10) - **Duration:** instant - **Damage Type:** Bludgeoning Cause a plant to attack or grapple a nearby creature you can see. Choose a location in range to grow a plant, or take control of a small or larger plant within 10 tiles. The plant grows a bramble whip with _Reach 2_ it can use to attack a creature. Make a spellcasting roll against the creatures defense. On hit they take 0/2 in bludgeoning damage. Medium or smaller creatures are grappled until the end of their next turn on a critical. The plant lasts for 1 minute after which it withers or returns to its original shape. Add 0/1 in bludgeoning damage for every level cast above cantrip. ### First Level #### Animal Messenger *1st level* - **Casting Time:** 1 minute - **Range:** touch - **Duration:** 1 day You attempt to summon a small beast to deliver a message for you. Make a spellcasting roll against 2 bad dice, or 2 terrible dice in an urban environment. On success you summon a small beast local to the area, or a flying beast on a critical. You can give the beast a message up to 1 minute long and a description of the recipient. The beast will give the message to the first creature it finds that matches the description, and may have trouble with overly complex messages or descriptions. The beast can travel 20 miles a day, or twice that if they can fly. On delivering the message the recipient is able to give a 1 minute message in return. If the beast is unable to find a creature matching that description or unable to return the response within the spells duration the beast reverts back to a normal animal and the message is lost. The duration increases by 1 day for each level cast above 1st. #### Bonfire *1st level* - **Casting Time:** 1 minute - **Range:** touch - **Duration:** 8 hours You create a magical soothing bonfire. The bonfire takes up a tile of space, emits bright light for 5 tiles and dim light a further 5. Make a spellcasting roll against 2 bad dice. On success any creature that takes a long rest while in the fires light restores an extra wound and recovers an additional level of exhaustion. Add an enhanced die for every level cast above 1st. #### Bramble *1st level* - **Casting Time:** 7 AP - **Range:** 15 - **Duration:** 5 minutes - **Damage Type:** piercing A 3x3 tile growth of razor sharp bramble appears centered on a point in range you can see. The bramble counts as difficult terrain and is destructable. Each tile of bramble has 1 wound and any attack against it automatically hits. After the spell ends the bramble remains as difficult terrain but does not inflict damage. Any creature moving through your bramble makes a Dexterity save against your spellcasting roll. On fail they take 0/1 in piercing damage for every tile they move through. The area increases by 2 for every level cast above 1st. #### Breath *1st level* - **Casting Time:** 10 AP - **Range:** 5 - **Duration:** 1 hour You summon a swirling vortex of breathable air around up to 5 creatures in range you can see. Make a spellcasting roll, adding a bad die for every creature targeted. On success, each creature is able to breathe normally when they otherwise couldn't, such as when underwater, in a smoke filled room, or in a vacuum. Creatures also get expertise when saving against poisonous or harmful gasses, such as from the spells _Poison Cloud_ or _Miasma_. Add an enhanced die for every level cast above 1st. #### Chilling Fog *1st level* - **Casting Time:** 6 AP - **Range:** 30 - **Duration:** 10 minutes A chilling fog covers a 5x5 tile area centered on a point in range you can see. A creature that enters the fog for the first time this round or starts their turn there makes a Stamina save against your spellcasting roll. On failure they gain Slow 1 for the next minute, increasing to Slow 2 on a crit. All creatures inside the fog have _Resistance 1_ to fire damage. The fog heavily obscures the area counting as quarter cover. The size and range of the fog increases by 4 for every level cast above 1st. #### Close Wounds *1st level* - **Casting Time:** 5 AP - **Range:** touch - **Duration:** instant Mend a creature's wounds. Make a spellcasting roll, healing a wound and adding a wound for every critical rolled. Creatures heal an additional wound die for every level cast above 1st. #### Feather Stride *1st level* - **Casting Time:** 10 AP - **Range:** 5 - **Duration:** 10 minutes Targeting up to 5 creatures in range, bless them to surpass their physical limitations. Make a spellcasting roll adding a bad die for each creature targeted. On success the creatures gain the following benefits: - Once per turn, by spending 2 AP they may effortlessly jump up to 3 tiles. The distance jumped may be vertical or horizontal. When jumping horizontally, if they have moved at least 1 tile they may double the tiles jumped. - They do not take fall damage until they have fallen at least 10 tiles. When calculating fall damage they count as having fallen 10 fewer tiles. Increase the jump distance by 1 and double the distances for fall damage for every level cast above 1st. #### Holy Weapon *1st level* - **Casting Time:** 4 AP - **Range:** self - **Duration:** concentration, 5 minutes - **Damage Type:** holy Enchant your weapon with holy power. For the next minute you may use your spellcasting roll in place of attack rolls you make. Your attacks deal an additional 0/1 holy damage, or 0/3 if the target is undead. Duration increases by 5 minutes for every level cast above 1st. #### Rite of Conquest *1st level* - **Casting Time:** 5 minutes - **Range:** self - **Duration:** 1 hour - **Damage Type:** holy Perform a sacred rite to bless your armor for combat. You must be wearing armor for this to take effect. Choose any number of the following effects: - Add a critical to your defense and attribute saves - Deal 0/1 in holy damage to melee attackers when critically defending - Remove any penalties for wearing armor when casting divine spells - Add a superior die to attribute saves against effects that cause Charm, Possession, or Fear Make a spellcasting roll against a terrible die, adding a bad die for each effect chosen. On success you gain the effects while wearing the armor. For the duration your armor emits bright light to adjacent tiles and dim light 1 tile further. Add an enhanced die for every level cast above 1st. #### Solar Flash *1st level* - **Casting Time:** 6 AP - **Range:** touch - **Duration:** instant You create a cone of shining light 3 tiles long and 3 tiles wide, blinding all creatures in the light. Make a spellcasting roll against the creatures Stamina save. On success the creatures are blinded until the end of their next turn. If the creature is sensitive to daylight or bright light they also take 1/0 in holy damage. The length and width of the cone increases by 1 for every level cast above 1st. #### Tremor *1st level* - **Casting Time:** 7 AP - **Range:** self - **Duration:** instant - **Damage Type:** Bludgeoning You cause tremors in the earth around you. All creatures within 2 tiles of you make a Strength save against your spellcasting roll. On failure the creatures takes 0/1 in bludgeoning damage, being knocked prone on a critical. If the ground in the area is loose earth or stone it becomes difficult terrain until cleared. The area increases by 1 and you add 0/1 in bludgeoning damage for every level cast above 1st. ### Second Level #### Cleanse *2nd level* - **Casting Time:** 3 AP - **Range:** 3 - **Duration:** instant Attempt to remove negative conditions afflicting a creature in range that you can see. Make a spellcasting roll against a bad die for each condition you want to cleanse. For conditions with levels, such as poison, add 1 bad die for each level of that condition. On success you end the chosen conditions on the creature. This spell can remove Slow, Poison, Hex, Daze, Stun, Blind, Weakened, Paralyzed, Silenced, Fear, and Sleep if it was caused by a magical effect. Add an enhanced die for every level cast above 1st. #### Consecrate Ground *2nd level* - **Casting Time:** 10 AP - **Range:** self - **Duration:** concentration, 10 minutes - **Damage Type:** holy Mark a 5x5 tile area centered on yourself. Any undead or monstrosity attempting to enter the consecrated ground makes a Charisma save against your spellcasting roll. On fail they cannot willingly enter. Any undead or monstrosity that enters for the first time this round or ends their turn inside the consecrated ground gains Burn 2. Allies inside the zone gain 1 success to all attribute savess. Leaving the consecrated ground ends the spell. If the spell lasts for the full 10 minutes the area remains consecrated for 1 day. The area increases by 2 for every level cast above 2nd. #### Enhance Ability *2nd level* - **Casting Time:** 5 AP - **Range:** 3 - **Duration:** concentration, 1 hour You bless up to 5 creatures in range that you can see. Make a spellcasting roll against a terrible die, adding a terrible die for each creature targeted. On success choose an attribute. For the duration all creatures may reroll one die in all rolls that use the chosen attribute, or may reroll 2 dice on a critical. Add an enhanced die for every level cast above 2nd. #### Eyes of Truth *2nd level* - **Casting Time:** 1 minute - **Range:** self - **Duration:** 1 hour Your eyes glow with a golden light. Make a spellcasting roll against 2 bad dice. For the duration you add the successes from your spellcasting roll to Insight challenges against creatures or Perception challenges against illusions. You know if a creature is telling the truth on a successful Insight roll. Add an enhanced die for every level cast above 2nd. #### Gust *2nd level* - **Casting Time:** 7 AP - **Range:** touch - **Duration:** concentration, 1 minute - **Damage Type:** Bludgeoning You cause strong winds to blow down the length of a 10x2 tile line. On casting and at the start of each of your turns all creatures in the wind make a Strength save against your spellcasting roll. On failure they are pushed back 1 tile, or 2 tiles on a critical. If a creature is pushed into an obstacle or a tile with another creature they take 1/0 in bludgeoning damage. Any creature trying to move against the wind counts as moving through difficult terrain. On your turn or as a reaction you may spend 2 AP to reverse the direction of the wind. Add an enhanced die and increase the width by 1 for every level cast above 2nd. #### Healing Word *2nd level* - **Casting Time:** 6 AP - **Range:** 5 - **Duration:** instant Send healing energy to a creature in range you can see. Make a spellcasting roll against 3 bad dice. On success, the target heals a wound die for every success in your roll, up to a max of 3 wounds. Add an enhanced die and increase the max wounds healed by 1 for every level cast above 2nd. #### Intuition *2nd level* - **Casting Time:** 1 minute - **Range:** self - **Duration:** 1 hour Gain a magical insight into your surroundings, drawing conclusions and perceiving what you would otherwise miss. Make a spellcasting roll against 3 bad dice. On success you gain expertise in Insight and may use your spellcasting roll when attempting to perceive traps, secret doors, or other hidden objects. Add an enhanced die for every level cast above 2nd. #### Seed of Renewal *2nd level* - **Casting Time:** 1 minute - **Range:** touch - **Duration:** 10 minutes Conjure a rejuvenating, fruit bearing bush. The bush can have up to 5 fruit. Make a spellcasting roll against a bad die per fruit grown. On success a creature may eat one of the fruit during a short or long rest to gain a healing surge and remove a poison or minor injury. Add an enhanced die for every level cast above 2nd. #### Shield of Faith *2nd level* - **Casting Time:** 5 AP - **Range:** 3 - **Duration:** concentration, 10 minutes A shimmering aura protects up to 5 creatures in range that you can see. Make a spellcasting roll against a terrible die for each creature targeted. On success creatures add a defense die to their defense rolls, or a superior defense die on a critical. Add an enhanced die for every level cast above 2nd. #### Treat Injury *2nd level* - **Casting Time:** 10 minutes - **Range:** touch - **Duration:** instant Restore a creatures body, healing injuries and mending bones. Make a spellcasting roll, attempting to treat as many minor and major injuries as you wish. Choosing an injury, roll 2 terrible dice for a minor injury or 4 for a major injury. On success the injury is removed and you subtract the failures from your spellcasting roll. Repeat this process for every injury you wish to treat, ending when there are no more injuries or you fail your roll. Add an enhanced die for every level cast above 2nd. #### Wall of Faith *2nd level* - **Casting Time:** 5 AP - **Range:** 5 - **Duration:** 1 minute Channel your faith to form a protective 3x3 tile wall centered on a point in range you can see. Make a spellcasting roll against a bad die. You may cast this as a reaction using 2 terrible dice instead of a bad die. On success the wall is created. The wall is transparent, blocking creatures and projectiles from passing through it. Any attack targeting a creature through the wall automatically hits the wall instead, dealing damage to the wall. Any attack that breaks the wall carries through to its intended target, dealing the remaining damage on hit. The wall has 2 wounds, adding a wound for every 2 successes in your roll. The wall gains an additional wound and the area of the wall increases by 1 for every level cast above 2nd. #### Winds of Battle *2nd level* - **Casting Time:** 4 AP - **Range:** 5 - **Duration:** 1 minute A flurry of wind surrounds up to 5 willing creatures in range you can see. Make a spellcasting roll adding a terrible die for each creature targeted. On success the creatures do not provoke opportunity attacks when moving. FOn a critical creatures can reroll a die in their attack, maneuver, or spell rolls. The effect ends on a creature if it takes damage. Add an enhanced die for every level cast above 2nd. ### Third Level #### Blessing of Movement *3rd level* - **Casting Time:** 1 minute - **Range:** 5 - **Duration:** concentration, 1 hour Targeting up to 5 creatures in range, bless them with free movement. Make a spellcasting roll adding a terrible die for each creature targeted. On success the blessed creatures add a critical to attribute saves against effects that inflict Slow, Grapple, or Restrained and are unaffected by difficult terrain. For the duration, at the start of the creatures turn they may remove one level of the following conditions: Paralyze, Slow, Weaken. Add an enhanced die for every level cast above 3rd. #### Break Curse *3rd level* - **Casting Time:** 10 AP - **Range:** touch - **Duration:** instant You attempt to remove a curse afflicting a creature. Make a spellcasting roll against a bad die per spell level of the curse. On success the curse is removed. Add an enhanced die for every level cast above 3rd. #### Cure *3rd level* - **Casting Time:** 10 AP - **Range:** 5 - **Duration:** instant You cleanse poison and disease from up to 5 creatures you can see. Make a spellcasting roll adding a terrible die for each creature targeted. On success you end all poisons affecting them and cure one disease. Add an enhanced die for every level cast above 3rd. #### Demonic Skull *3rd level* - **Casting Time:** 8 AP - **Range:** 5 - **Duration:** 5 minutes - **Damage Type:** fire You summon a flaming skull with _Reach 1_ at position in range you can see. At the end of each of your turns the skull breathes fire at all creatures in its zone of control. Make a spellcasting roll against the creatures defense. On success they take 1/0 in fire damage and gain Burn 1, or Burn 2 on a critical. Once per round, as a free action you may move the skull up to 4 tiles and change its facing. Add an enhanced die and increase the skulls Reach by 1 for every level cast above 3rd. #### Detect Creatures *3rd level* - **Casting Time:** 1 minute - **Range:** 1 mile - **Duration:** instant You attempt to detect the location of a type of creature in range. Choose one of the following: _beasts, celestials, constructs, demons, dragons, elementals, fey, giants, monstrosities, mortals, outsiders,_ or _undead_. Make a spellcasting roll adding 2 bad dice. On success you know the rough direction and Strength of creatures matching that type in the spells range. The spells accuracy is determined by how many success are in your roll: - **0-1**: You cannot sense how many creatures have been detected and their direction is accurate to within 2000 ft. - **2-3**: You have a vague count of the number of creatures in range, within 10, and their direction is accurate to within 500 ft. - **4-5**: You have a moderate idea of the number of creatures in range, within 5, and their direction is accurate to within 100 ft. - **6+**: You know exactly how many creatures are in range and their direction is accurate to within 10 ft. The range doubles for every level cast above 3rd. #### Fall *3rd level* - **Casting Time:** 8 AP - **Range:** 15 - **Duration:** instant - **Damage Type:** bludgeoning Force all creatures in a 5x5 tile area centered on a point you can see to plummet to the ground. Make a spellcasting roll against their Strength save. On success the creature is knocked prone. A creature not touching the ground falls up to 5 tiles, taking 1/2 in bludgeoning damage if they hit the ground. A creature that fails their roll cannot fly for the next minute. Add an enhanced die for every level cast above 3rd. #### Grand Entrance *3rd level* - **Casting Time:** 1 turn - **Range:** 30 - **Duration:** 10 minutes Enchant yourself to seem larger than life, drawing the eye of everyone in the room. You must enter or appear in a room as part of casting this spell. Targeting all creatures in range who were unaware of your presence, make a spellcasting roll against their Charisma save. On success, you have expertise in all skills and actions against these creatures until a hostile action is taken by you or an ally. If combat begins within the duration of this spell all effected creatures are surprised, granting combat advantage until the start of their first turn. Add an enhanced die for every level cast above 3rd. #### Revive *3rd level* - **Casting Time:** 10 AP - **Range:** touch - **Duration:** instant Attempt to bring back a creature back to life that has been dead for no longer than 10 minutes. Make a spellcasting roll against 2 terrible dice, adding a terrible die for every time this creature has died. On success the creature is brought back to life with 1 wound. For the next 3 days their attribute scores are reduced by 1. Add a normal die for every level cast above 3rd. #### Spirit Animal *3rd level* - **Casting Time:** 10 minutes - **Range:** self - **Duration:** 3 days Attempt to commune with local nature spirits, gaining one as your guide. Make a spellcasting roll adding 2 terrible dice, or 3 if you are not in a forest, swamp, or plains. On success you gain an spirit companion of your choosing. You may summon or dismiss the spirit by spending 5 AP. The spirit appears on your person or in an adjacent tile. Each spirit has 3 wounds and _Resistance 1_ to physical damage. If the spirit drops to 0 wounds the spell ends. Spending a turn in concentration you may look through your spirit animal's eyes. While doing so you gain the senses of the animal and lose your own. Besides their max wounds the spirit animal has the same attributes, abilities, and attacks as the animal they're based on. You gain the following bonuses if the spirit animal is within 5 tiles of you. - **Elk:** You add 2 superior dice with athletics challenges and your move speed increases by 1. - **Rabbit:** You add a superior die to Dexterity saves and acrobatics challenges. The rabbit has 1 wound and cannot be hurt while on your person. - **Bear:** Your max wounds increase by 1. - **Snake:** You add 1 superior die to Intelligence saves and you cannot be charmed. The snake has 1 wound and cannot be hurt while on your person. - **Eagle:** You add 2 superior dice to perception challenges. The eagle has a flying speed of 5/5. - **Wolf:** You add 1 superior die to conversation and insight challenges. When helping or being helped by an ally you may reroll 3 dice. Add an enhanced die for every level cast above 3rd. #### Summoning *3rd level* - **Casting Time:** 10 AP - **Range:** touch - **Duration:** instant You attempt to summon a willing creature to your location. Make a spellcasting roll, adding dice according to the table below. On success the creature is summoned to the location you touch. The creature gets a glimpse of the area they are being summoned to when the spell is cast and may refuse the summons. You may instead cast this into a small object or trinket using the 'Passing Acquaintance' difficulty. Successfully casting this in the same location every day for 3 days permanently binds the spell to the object. A creature holding the object that speaks the command word is teleported to the casting location. After using it reverts to a mundane object. Add an enhanced die for every level cast above 3rd. ##### Summoning Difficulty | Familiarity | Difficulty Dice | | :-------------------------------------- | --------------: | | Second hand description or unknown name | 4T | | Passing acquaintance | 2T/2B | | Casual friendship | 1T/2B | | Intimate knowledge | 2B | | More than 200 miles away | +1T | #### Symbol of Will *3rd level* - **Casting Time:** 6 AP - **Range:** 5 - **Duration:** concentration, 10 minutes You project an aura around up to 5 creatures protecting them from harm. Make a spellcasting roll adding a terrible die for each creature targeted. On success any time a creature would need to make a Willpower save they may use your spellcasting roll instead. When making death saving throws they may reroll their wound die, taking either result. Add an enhanced die for every level cast above 3rd. #### Traveler's Protection *3rd level* - **Casting Time:** 3 minutes - **Range:** 5 - **Duration:** 8 hours Create a protective ward that fills up to 5 creatures with vigor. Make a spellcasting roll adding a bad die for each creature targeted. On success the creatures maximum wounds increase by 1. Casting _Traveler's Protection_ on a creature already under its effects refreshes the duration. Add an enhanced die for every level cast above 3rd. #### Turn Undead *3rd level* - **Casting Time:** 6 AP - **Range:** self - **Duration:** instant - **Damage Type:** holy You create a wave of holy force. All undead within 3 tiles of you makes a Charisma save against your spellcasting roll. On fail they take 2/0 in holy damage and are turned for 10 minutes. On success they take 1/0 in holy damage and are not turned. An undead possessing a creature is forced to leave that creature if they are turned. While turned undead cannot sprint, attack, shift, or take hostile actions and must spend their turn moving away from you. This effect lasts until they take damage. Add 0/1 in holy damage and increase the range by 1 tile for every level cast above 3rd. ### Fourth Level #### Awaken *4th level* - **Casting Time:** 1 minute - **Range:** touch - **Duration:** 7 days* Attempt to awaken a plant or creature with an Intelligence of -2 or less. Make a spellcasting roll adding a terrible die for every 4 CR of the creature, with a minimum of 1. On success the plant or creature is awakened, gaining intelligence. While within 1 mile of you the awakened creature can speak the languages you can speak as well as communicate with you telepathically. For the duration, the creature obeys your commands to the best of its ability. Once the spell ends, or if they move more than 1 mile from you, or if you dismiss them they revert to their original form. Add a superior die for every level cast above 4th. #### Bind Creature *4th level* - **Casting Time:** 6 AP - **Range:** 5 - **Duration:** concentration, 1 hour. Bind a creature in range you can see to this realm. Make a spellcasting roll against the creatures Charisma save. On success the creature is bound for the duration. While bound they are unable to leave this realm through any means, nor can they magically teleport, enter the ethereal plane, or possess a creature. Ethereal creatures are forced to the material plane, losing any benefits gained from their Ethereal nature, such as resistance to damage or the ability to move through solid objects. The creature gains slow 1 for the duration on a critical. Add an enhanced die for every level cast above 4th. #### Blessing of Resilience *4th level* - **Casting Time:** 1 minute - **Range:** 5 - **Duration:** concentration, 1 hour Target up to 5 creatures in range, bless them with holy resilience. Make a spellcasting roll adding a terrible die for each creature targeted. On success the blessed creatures add a critical to defense rolls and attribute saves against effects that inflict Poison, Burn, Disease, or minor and major injuries. For the duration, at the start of the creatures turn they may remove one level of Burn or Poison effecting them. Add an enhanced die for every level cast above 4th. #### Commune with Nature *4th level* - **Casting Time:** 10 minutes - **Range:** 3 miles - **Duration:** instant You spend time in meditation, listening to the land itself, covering a 5 mile radius centered on you. Make a spellcasting roll adding a bad die for each piece of information you wish to learn. On success you learn any of the following you've chosen: - General lay of the land, any rivers or bodies of water, or natural landmarks. - Prevalent plants, creatures, or minerals present, as well as any natural danagers. - Presence of fey, elemental, celestial, undead, or demonic entities, and an estimate of their strength. - General location and understanding of, location of, or influence from other realms or warrens. - General location of any structures, cave systems, or traces of people (such as a campsite). Add a superior die for every level cast above 4th. #### Destroy Monstrosity *4th level* - **Casting Time:** 8 AP - **Range:** 10 - **Duration:** instant - **Damage Type:** holy Channel holy energy to destroy an undead or monstrosity. Make a spellcasting roll against the creatures Stamina save. On success they take 7/0 in holy damage, or 0/3 on fail. Regardless of success the creature gains Slow 1 for 1 minute. Add 2/0 in holy damage for every level cast above 4th. #### Earthen Pillars *4th level* - **Casting Time:** 8 AP - **Range:** 10 - **Duration:** instant - **Damage Type:** bludgeoning Choosing 4 tiles within range, raise the earth creating a 6 tile high stone pillar. Pillars can be raised from any earth or stone surface, extending sideways if targeting a wall or down if targeting a ceiling. A creature crushed by the pillars makes a Strength save against your spellcasting. On fail they take 0/3 in bludgeoning damage, knocked prone, and grappled as they are pinned by the pillar. A creature pinned by your pillar can spend 5 AP on their turn to attempt to break free, making the save again. You may combine 4 pillars into a larger 2x2 pillar, dealing 2/3 in bludgeoning damage instead. Each pillar has _Resistance_ 2 to all damage except force damage and takes 2 wounds to destroy. The number of pillars increases by 2 for every level cast above 4th. #### Purge *4th level* - **Casting Time:** 7 AP - **Range:** 3 - **Duration:** instant - **Damage Type:** lightning Attempt to break the flow of magic around a creature or object, dispelling all magical effects targeting them. Make a spellcasting roll. Starting with the lowest level effect roll a bad die for each level. On a success subtract the failures from your spellcasting roll and end the effect on the target. Repeat this process until no effects remain or you fail a roll. The torn magic grounds itself through the creature, dealing 0/1 in lightning damage for each effect purged. If the creature takes at least 1 wound they gain Slow 3 and Paralyze 1 until the end of their next turn. Add an enhanced die for every level cast above 4th. #### Purify Spirit *4th level* - **Casting Time:** 8 AP - **Range:** 5 - **Duration:** instant Attempt to purify a hostile celestial, fey, or elemental, returning it into a neutral or friendly state. Make a spellcasting roll against the creatures Charisma save. If they have less than half of their wounds remaining add 2 superior dice to your roll. On success they return to a neutral state and are no longer hostile to you or your allies. This spell automatically fails if the creatures neutral state is hostile to the players, such as a fey with a vendetta against you or a celestial guarding a holy site from trespassers. They remain this way for 24 hours or until you or an ally takes a hostile action against them. Add an enhanced die for every level cast above 4th. #### Regeneration *4th level* - **Casting Time:** 7 AP - **Range:** 5 - **Duration:** instant Fill a creature with healing energy, causing their wounds to close over time. Make a spellcasting roll against 4 bad dice. On success the creature heals 2 wounds, healing a wound at the start of each of their turns. This effect lasts a number of turns equal to your successes. Remove a minor injury on the creature for every critical rolled. Add an enhanced die for every level cast above 4th. #### Shape Stone *4th level* - **Casting Time:** 8 AP - **Range:** touch - **Duration:** instant Attempt to shape stone into a form of your choosing. Make a spellcasting roll against 2 bad dice. On success an area of stone no larger than 4 tiles takes the form of your choosing. The stone can have multiple parts, but cannot be more complex than a door. You can shape the stone into anything following these constraints, such as a weapon, an statue, or a chair. This can be used to seal a door shut or create a passage way through a wall. You number of tiles shaped doubles for each level cast above 4th. The tiles must be adjacent. #### Summon Demon *4th level* - **Casting Time:** 10 AP - **Range:** 5 - **Duration:** instant You attempt to call forth a demon from the abyss at a point in range you can see. Make a spellcasting roll against 2 terrible dice. On success a group of demons (determined by the GM) whose combined CR is 8 or lower appear at the target location. When they appear the demons make a Willpower save against your Religion challenge. On fail the demons obey you for the next day after which they revert to their default behavior. While in this realm demons summoned from this spell do not gain benefits from resting. Each successful casting of _Summon Demon_ in this location over the past day adds 1 terrible die to your spellcasting roll. The maximum CR increases by 3 for every level cast above 4th. #### Ward From Death *4th level* - **Casting Time:** 1 minute - **Range:** 5 - **Duration:** 8 hours Cast a ward on up to 5 creatures, protecting them from death. Make a spellcasting roll against 2 terrible dice for each creature targeted. The next attack or spell that would either take them to 0 wounds or instantly kill them instead leaves them at 1 wound. Once triggered the spell ends on the creature. Add an enhanced die to the roll for every level cast above 4th. ### Fifth Level #### Bind Familiar *5th level* - **Casting Time:** 1 turn - **Range:** 3 - **Duration:** 1 year You bind a spirit to a beast to serve as your familiar. The creature must have a CR of 15 or less and an Intelligence score of -1 or less to become your familiar. Make a spellcasting roll adding a terrible die for every 3 CR of the creature. On success you call a spirit (75% chance for a celestial spirit, 25% chance for a demonic spirit) and bind it to the creature. The creature gains powers based on the spirit that inhabits it and gains the ability to speak and communicate telepathically with whoever they form a contract with. Once bound, the familiar offers a contract to the caster in exchange for one year of service. The offer can include anything, such as a large sum of money, an attribute point for the duration of the contract, needing to feed on human flesh every 7 days, or tracking down and punishing a wicked creature. The offer will be determined by the GM, but regardless of the cost accepting the contract reduces your maximum wounds by 2 for the duration. You gain part of the familiar's powers while it is within 10 tiles of you. The powers granted are included in the contract and can be anything, such as giving you expertise in a spell school or attribute save, allowing you to turn invisible, read the minds of nearby creatures, or giving you a powerful maneuver. Once successfully cast, regardless of whether a contract was formed this spell cannot be cast again for 7 days. You may only have a single familiar bound to you at once. The contract ends after the familiar dies or a year passes. Add a superior die to your roll for every level cast above 5th. #### Inner Fire *5th level* - **Casting Time:** 8 AP - **Range:** 5 - **Duration:** concentration, 10 minutes Empower up to 5 creatures with righteous fury. Make a spellcasting roll adding a terrible die for each creature targeted. On success the creatures have expertise with all weapons and deal an extra 0/1 in holy damage with every attack. Add an enhanced die for every level cast above 5th. #### Judgement *5th level* - **Casting Time:** 10 AP - **Range:** 10 - **Duration:** instant - **Damage Type:** holy You call down a holy judgement over a 6x6 tile area centered on a point in range you can see. All creatures of your choosing in the area makes a Charisma save against your spellcasting roll. On fail they take 0/5 in holy damage, or half damage rounded up on success. An Undead or Demonic creature takes 5/0 in holy damage instead. On a critical the creature is stunned until the end of their next turn. If the damage would kill a living creature they are brought to 1 wound instead and stunned for 1 minute. Undead killed this way cannot be raised again. Add 1/0 in holy damage for every level cast above 5th. #### Mass Cleanse *5th level* - **Casting Time:** 6 AP - **Range:** 5 - **Duration:** instant Attempt to remove afflictions from up to 5 creatures. Make a spellcasting roll adding a terrible die for each creature targeted. On success you remove two negative conditions affecting each creature. Mass Cleanse can remove Slow, Poison, Hex, Daze, Stun, Blind, Weakened, Paralyzed, Silenced, Fear, Sleep if it was caused by a magical effect, Petrification, or any condition inflicted by a spell of 4th level or lower. Add a normal die for every level cast above 5th. #### Mass Healing Word *5th level* - **Casting Time:** 6 AP - **Range:** 5 - **Duration:** instant Mend the wounds of up to 5 creatures in range you can see. Make a spellcasting roll adding 3 terrible dice. On success you heal each creature for 1 wound, adding a wound die for every success in your roll, up to a max of 4 wounds. Add an enhanced die and increase the max wounds healed by 1 for every level cast above 5th. #### Petrify *5th level* - **Casting Time:** 8 AP - **Range:** 5 - **Duration:** concentration, 1 minute Petrify a creature in range you that can see you, turning them to stone. Make a spellcasting roll against the creatures Stamina save. On success they gain Paralyze 2 for the next minute. You must maintain line of sight with the creature or the spell ends. After 1 minute you make another spellcasting roll against the creatures Stamina save. On success the creature is turned to stone. You add a terrible die to your roll when cast on a large creature, or 3 terrible dice when cast on a huge or larger creature. You may target an additional creature for every level cast above 5th. #### Radiance *5th level* - **Casting Time:** 10 AP - **Range:** self - **Duration:** concentration, 10 minutes - **Damage Type:** holy A holy light emanates from your body, shining bright light 3 tiles out and dim light a further 3. Any undead, demon, or monstrosity entering the bright light for the first time this round or starting their turn there makes a Stamina save against your spellcasting roll. On fail they take 1/0 in holy damage and are blind until the end of their next turn. Any creature making a single target attack, maneuver, or spell against you adds a terrible die to their roll. You and any creatures you choose inside the light adds a superior die to all attribute saves. The radius of the bright light increases by 1 for every level cast above 5th. #### Resurrect *5th level* - **Casting Time:** 10 AP - **Range:** touch - **Duration:** instant Attempt to bring back a creature that has died in the past week. A majority of the creature must be present, with this spell restoring missing body parts. Make a spellcasting roll against 2 bad dice, adding a terrible die for every time this creature has died in the past year. On success the creature is brought back to life with 1 wound, adding a wound for every critical you rolled. Add an enhanced die to the roll for every level cast above 5th. #### Spirit Warriors *5th level* - **Casting Time:** 10 AP - **Range:** 3 - **Duration:** 10 minutes You call upon the fighting spirit of nearby dead creatures. You may choose any number of dead creatures with a size of Large or smaller within range, except the corpses of undead, monstrosities, or constructs. Make a spellcasting roll adding a terrible die for each Large corpse and a bad die for a medium or smaller corpse. On success spirits of the creature rise from their bodies to defend you. The spirits have the same attributes and proficiencies they had in life, but lose any maneuvers, abilities, or spells. Each spirit has 3 wounds and _Resistance 2_ for all physical damage from non-silvered weapons. The warriors act immediately and obey simple commands. The spirits vanish after the duration or when exposed to direct sunlight. Corpses that have been targeted by this spell cannot be targeted again. Add an enhanced die for every level cast above 5th. ### Sixth Level #### Blessing of Strength *6th level* - **Casting Time:** 1 minute - **Range:** 5 - **Duration:** concentration, 1 hour Targeting up to 5 creatures in range, bless them with divine strength. Make a spellcasting roll, adding 2 bad dice for each creature targeted. On success the creatures are Strengthened for the duration. While Strengthened, creatures have expertise in Athletics challenges and Strength saves. When Strengthened creatures make strength based attacks they may reroll 3 wound dice in their damage roll and add 1/0 in physical damage on critical hits. Add an enhanced die for every level cast above 6th. #### Exorcism *6th level* - **Casting Time:** 10 AP - **Range:** touch - **Duration:** instant You attempt to exorcise an undead, demon, fey, outsider, or celestial creature, returning them to their home realm. If the creature is in it's home realm it is instead banished to a warren, appearing within 40 miles of your location within the next hour. Make a spellcasting roll against the creatures Charisma save, adding a terrible die if the creature has no negative conditions. On success the creature is banished to their home realm or warren, ending any possession or effects this creature was maintaining. Add an enhanced die to the roll for every level cast above 6th. #### Power Word: Harm *6th level* - **Casting Time:** 9 AP - **Range:** 10 - **Duration:** instant - **Damage Type:** holy Channel your divine wrath at a creature in range you can see. Make a spellcasting roll against the creatures Stamina save. On success the creature takes 6/0 in holy damage, adding 0/1 for every critical rolled. This damage bypasses any resistances. Damage dealt from this spell reduces the creatures maximum wounds by an equal amount, recovering 1 max wound every day. casting _Power Word: Heal_ on a creature removes this effect. Add 1/0 in holy damage for every level cast above 6th. #### Power Word: Heal *6th level* - **Casting Time:** 9 AP - **Range:** touch - **Duration:** instant Restore the body of a creature in range you can see. Make a spellcasting roll. The creature heals 6 wounds adding a wound for every critical rolled, removes all minor injuries, and removes one major injury. A creature can only be healed by this spell once per long rest. Add a wound for every level cast above 6th. #### Sanctuary *6th level* - **Casting Time:** 7 AP - **Range:** touch - **Duration:** 1 turn When casting this spell you may choose to either mark a location as your sanctuary or open a portal to your sanctuary. When marking a location as your sanctuary the spell takes 1 hour to cast and does not require a roll. When opening a portal it remains open until the end of your next turn and any creature you allow can enter it before it closes. Once the portal closes make a spellcasting roll adding 3 terrible dice. On success you appear at the location, otherwise you and all creatures in the portal scatter to random locations within 20 miles of your sanctuary. Regardless of the result it takes 1 minute to travel through the portal. Add an enhanced die to the roll for every level cast above 6th. #### Subjugation *6th level* - **Casting Time:** 10 AP - **Range:** 10 - **Duration:** concentration, 1 hour Bonds of light subjugate a creature in range you can see. Make a spellcasting roll against the creatures Strength save. On success the creature is Restrained, Blinded, Silenced, and Weakened, bypassing any resistances and cannot teleport by any means. If the creature is a Demon or Undead they gain _Vulnerability_ 1 to holy damage. You must maintain eye contact for the duration of the spell, otherwise the spell ends. While the spell is maintained you are considered to be Blinded to all other creatures. Should something block your line of sight, such as the spell _Shroud of Darkness_, the spell ends. Add an enhanced die to the roll for every level cast above 6th. #### Word of Command *6th level* - **Casting Time:** 8 AP - **Range:** 10 - **Duration:** instant Your voice bellows a single word or short phrase heard by all creatures within 10 tiles of you. Any creatures you choose makes a Charisma save against your spellcasting roll, with hostile creatures adding a superior die to their save. On fail they are Charmed by you and obey your command. The command must be something the creatures can do immediately or on their next turn. Creatures that are incapable of obeying this command instead are Stunned until the end of their next turn. For example, you may command the creatures to not take an action, such as preventing them from taking the move, attack, or defend actions. Alternatively you may command them to immediately take an action, such as clearing a path or dropping their weapons. If a creature has AP remaining to complete the command they will take action immediately, otherwise taking the action on their next turn. Your voice carries an extra 5 tiles for every level cast above 6th. ### Seventh Level #### Divine Word *7th level* - **Casting Time:** 9 AP - **Range:** 10 - **Duration:** instant - **Damage Type:** holy You speak a divine word to smite all creatures of your choosing in range that can hear you. Make a spellcasting roll against the creatures Charisma save. On success the creature is dazed until the end of their next turn and the following effects occur depending on the creatures remaining wounds, increasing the threshold of each effect by 1 for every critical rolled: - 8 wounds or fewer: blinded for 1 minute - 5 wounds or fewer: blinded and feared for 10 minutes - 3 wounds or fewer: killed instantly Regardless of the outcome, any undead, demon, or celestial targeted by this spell takes 3/0 in holy damage. Add a superior die to your roll for every level cast above 7th. #### Intervention *7th level* - **Casting Time:** 3 AP - **Range:** 5 - **Duration:** instant On your turn or as a reaction you change the fate of up to 5 creatures in range you can see. Make a spellcasting roll against a terrible die for each creature targeted. On success until the end of the creatures next turn they are immune to conditions and ignore any conditions they may already have. If this is cast as a reaction the creatures also have expertise in the next attribute save they make. Add a superior die to your roll for every level cast above 7th. ### Eighth Level #### Light of Divinity *8th level* - **Casting Time:** 10 AP - **Range:** 10 - **Duration:** concentration, 5 minutes - **Damage Type:** holy A blinding light shines down covering a 5x5 tile area in sunlight centered on a point in range. You may choose any number of creatures inside the light to be unaffected. All other creatures make a Charisma save against your spellcasting roll. On fail the creatures are pushed to the closest empty tile outside of the light and take 1/2 in holy damage. Creatures inside the light are considered to be in a different realm and any attack or spell made through the light fails. A creature can attempt to force their way into the light, making a Charisma save against your spellcasting roll. On success they enter the light as normal, otherwise they are burned by the light taking 1/2 in holy damage and cannot enter. Add a superior die and increase the area by 2 for every level cast above 8th. #### Restoration *8th level* - **Casting Time:** 10 AP - **Range:** 5 - **Duration:** instant You restore a creature's body, ending negative effects on them and healing mortal wounds. Make a spellcasting roll, the creature restores wounds equal to the rolls successes and removes all minor and major injuries. For each condition effecting the creature you may choose to remove a success from your roll and end that condition. Add 2 superior dice to your roll for every level cast above 8th. ### Ninth Level #### Aura *9th level* - **Casting Time:** 6 AP - **Range:** self - **Duration:** concentration, 10 minutes You project an aura of your divine might affecting all creatures of your choosing within 5 tiles of yourself. When casting this spell choose a Divine spell; for the duration creatures of your choosing that end their turn in or enter the aura for the first time this round have the spell cast on them. Spells that normally target an area target every tile in your aura. You may choose a spell of 2nd level or lower without negative effects, while spells of 3rd level or above add terrible dice to their spellcasting rolls for each level above 2nd. Add a superior die to your spellcasting roll and only add terrible dice to spells of 5th level or above when cast at 10th level. #### Avatar *9th level* - **Casting Time:** 1 turn - **Range:** self - **Duration:** concentration, 10 minutes You channel your magic to become a divine avatar. Make a spellcasting roll adding 3 terrible dice. On success you heal a wound die for each success in your roll. Starting on your next turn you become an embodiment of divine wrath, gaining the following effects: - You gain a flying speed equal to your move speeds. - You gain Resistance 1 to all damage. - You have expertise in everything. - You add 2 superior dice to all attribute saves. Becoming an avatar is incredibly taxing on your body. When the spell ends you gain 1 level of exhaustion and you are unable to cast this spell again until you take a rest. Add a hero die to your spellcasting roll and you have _Resistance 2_ when cast at 10th level. ## Maneuvers #### Maneuvers By Level ##### Level 1 - [Aimed Shot](#Aimed-Shot) - [Hamstring](#Hamstring) - [Headbutt](#Headbutt) - [Inspiring Words](#Inspiring-Words) - [Protector](#Protector) - [Savage Leap](#Savage-Leap) - [Shield Slam](#Shield-Slam) - [Shove](#Shove) - [Sneak Attack](#Sneak-Attack) - [Spear Wall](#Spear-Wall) - [Sweeping Strike](#Sweeping-Strike) ##### Level 2 - [Careful Advance](#Careful-Advance) - [Dagger Throw](#Dagger-Throw) - [Daze](#Daze) - [Evasive Defense](#Evasive-Defense) - [Guided Strike](#Guided-Strike) - [Raise Shield](#Raise-Shield) - [Run Down](#Run-Down) - [Wild Attack](#Wild-Attack) ##### Level 3 - [Charge!](#Charge!) - [Heavy Swing](#Heavy-Swing) - [Leap](#Leap) - [Pinning Shot](#Pinning-Shot) - [Press the Attack](#Press-the-Attack) - [Smite](#Smite) - [Sucker Punch](#Sucker-Punch) ##### Level 4 - [Cleave](#Cleave) - [Deflect](#Deflect) - [Enrage](#Enrage) - [Flurry](#Flurry) - [Magic Arrow](#Magic-Arrow) ##### Level 5 - [Armor Break](#Armor-Break) - [Rallying Strike](#Rallying-Strike) - [Roundhouse Kick](#Roundhouse-Kick) - [Target Weakness](#Target-Weakness) ##### Level 6 - [Pommel Strike](#Pommel-Strike) - [Suplex](#Suplex) - [Tumble](#Tumble) ##### Level 7 - [Disarm](#Disarm) - [Leaping Slam](#Leaping-Slam) ##### Level 8 - [Hail of Arrows](#Hail-of-Arrows) - [Blade Dance](#Blade-Dance) ##### Level 9 - [7 Hand Strike](#7-Hand-Strike) - [Volley](#Volley) - [Wounding Strike](#Wounding-Strike) ##### Level 11 - [Steel Tempest](#Steel-Tempest) ### Level 1 #### Aimed Shot - **AP Cost:** 5-8/4-8/4-8 - **Weapon:** any ranged weapon - **Range:** min 3 tiles, weapon range - **Level Required:** 1/7/16 Make a ranged attack against a creature, adding an enhanced die for each AP spent above the minimum. ***Enhanced:*** Add a wound die to the damage for each critical, up to a max of 3. ***Superior:*** You ignore all criticals in the creatures defense roll when using the maximum AP for this maneuver. #### Hamstring - **AP Cost:** 5/4/4 - **Weapon:** any melee weapon - **Range:** melee - **Level Required:** 1/8/13 Make a weapon attack against a creature, adding an enhanced die. On hit you deal normal damage, inflicting the minor injury _Hamstring_ on a critical. - **Minor Injury: Hamstring.** You have Slow 1. ***Enhanced:*** Add a wound die to the damage. _Hamstring_ gives Slow 2 instead of Slow 1. ***Superior:*** _Hamstring_ also adds a bad die to all Dexterity saves and skills. #### Headbutt - **AP Cost:** 2/1/1 - **Weapon:** N/A - **Range:** melee - **Level Required:** 1/5/11 After making a successful melee attack against a humanoid creature you may attempt to headbutt them. Make a Stamina save against the creatures Stamina save, the loser is staggered and takes a wound die in damage. ***Enhanced:*** You take no damage on a miss and creatures take a wound instead of a wound die on hit. The loser is dazed until the end of their next turn. ***Superior:*** You may choose to take a wound die in damage. If you do you add 2 wound dice to the damage roll. On a critical the target is stunned until the end of their next turn. #### Inspiring Words - **AP Cost:** 3/3/3 - **Weapon:** N/A - **Range:** 6 - **Level Required:** 1/8/16 You give words of encouragement to up to 3 creatures. Make a performance challenge adding a bad die for each creature. On success the creatures may add an enhanced die to one roll they make in the next 10 minutes. ***Enhanced:*** Creatures add a superior die instead. ***Superior:*** You may target up to 5 creatures. Creatures may instead choose to reduce the level of a Slow, Poison, or Hex effecting them by 1. #### Protector - **AP Cost:** 1/1/1 - **Weapon:** any shield - **Range:** melee - **Level Required:** 1/7/14 When a creature adjacent to you is targeted by an attack you add your shields defense dice to their defense roll. ***Enhanced:*** If the attack misses you may make an opportunity attack against the attacker if you are in range and have AP for the attack. ***Superior:*** The first opportunity attack against a creature costs no AP. #### Savage Leap - **AP Cost:** 5/4/4 - **Weapon:** any melee weapon - **Range:** 2 - **Level Required:** 1/9/17 This cannot be used if you are adjacent to your target. You make a running leap at a creature, jumping 2 tiles towards them and make a weapon attack. This leap passes over difficult or hazardous terrain and half cover. On hit you deal an extra wound die in damage, staggering them on a critical. ***Enhanced:*** Add an enhanced die to the attack roll. ***Superior:*** If you are dual wielding you may immediately Savage Leap to another creature using your offhand weapon for 2 AP. #### Shield Slam - **AP Cost:** 2/2/2 - **Weapon:** any shield - **Range:** melee - **Level Required:** 1/10/15 Make an attack with your shield, knocking the target off balance. Make a melee attack against a creature. On hit the creature is staggered and takes 1 wound in bludgeoning damage. ***Enhanced:*** Add an enhanced die to the attack roll and the creature is knocked prone on a critical. ***Superior:*** You deal an extra wound die when attacking with a shield. Regardless of the outcome the target creature cannot make opportunity attacks against you this turn. #### Shove - **AP Cost:** 2/2/2 - **Weapon:** N/A - **Range:** melee - **Level Required:** 1/5/15 Attempt to knock a Large or smaller creature off balance with a strong push or kick. Make an athletics challenge against the creatures Strength save. On failure they are staggered and you may push them back 1 tile. While staggered the creature loses the benefits of any shield they are holding. ***Enhanced:*** On a critical the creature grants combat advantage while they are staggered. ***Superior:*** You add a superior die to your Athletics roll and you may target all creatures adjacent to you. #### Sneak Attack - **AP Cost:** 6/5/4 - **Weapon:** any one-handed weapon - **Range:** melee - **Level Required:** 1/11/21 Can only be used when flanking a creature or if you have combat advantage. Make a weapon attack against the creature, rerolling up to 3 dice. On hit you add a wound to your damage, adding an additional wound die for every critical. ***Enhanced:*** Sneak Attack can be used every turn and you may reroll all wound dice in your damage roll. ***Superior:*** You do not need to be flanking or have combat advantage to use Sneak Attack. When flanking or attacking with combat advantage the target does not benefit from criticals. #### Spear Wall - **AP Cost:** 2/2/2 - **Weapon:** any spear or polearm - **Range:** weapon range - **Level Required:** 1/5/13 As a reaction you make an opportunity attack against any creature moving into your zone of control. On hit you deal normal damage and the creature treats your zone of control as difficult terrain. ***Enhanced:*** Add an enhanced die to the attack roll. On a critical the target is pushed back 1 tile. ***Superior:*** Add a wound die to the damage roll. Enemy creatures spend 3 tiles of movement for every tile moved in your zone of control. #### Sweeping Strike - **AP Cost:** 5/5/5 - **Weapon:** any spear or polearm - **Range:** weapon range - **Level Required:** 1/7/17 Make a weapon attack against creature, adding an enhanced die. The target makes a Dexterity or Strength save, taking a wound die in damage on hit. If the creature is your size or smaller they are knocked prone on a critical. ***Enhanced:*** You deal normal damage instead. ***Superior:*** You may target up to 3 creatures in your zone of control. ### Level 2 #### Careful Advance - **AP Cost:** 5/4/4 - **Weapon:** any melee weapon - **Range:** weapon range - **Level Required:** 2/8/13 You carefully study your opponents movements, making a calculated attack. Make a weapon attack against a creature adding a normal die to the attack roll. Each critical you roll counts as a success instead. If the attack hits you may move 2 tile in any direction, ignoring opportunity attacks. ***Enhanced:*** Add an enhanced die instead of a normal die and you may move up to 3 tiles. ***Superior:*** You may move up to 4 tiles and may pass through hazardous effects without triggering them as long as you do not end your movement inside their area. #### Dagger Throw - **AP Cost:** 2/2/2 - **Weapon:** any dagger - **Range:** Range 3 - **Level Required:** 2/9/19 Throw a dagger at a nearby creature, creating an opening. Make a thrown weapon attack against a non-adjacent creature in range. On hit you deal normal damage and the next attack against the creature has Combat Advantage. ***Enhanced:*** Add a wound die to the damage on a critical. ***Superior:*** The range increases to 5 tiles and you may target 2 creatures. #### Daze - **AP Cost:** 5/4/4 - **Weapon:** any bludgeoning weapon - **Range:** melee - **Level Required:** 2/9/17 Targeting a large or smaller creature, make a weapon attack adding an enhanced die to the attack roll. On hit you deal normal damage, dazing the creature until the end of their next turn on a critical. - **Minor Injury: Clouded Mind.** You add a bad die to Intelligence saves and skills. ***Enhanced:*** The creature gains the minor injury _Clouded Mind_ on a critical. ***Superior:*** While dazed, any attacks against the creature add a critical to their attack rolls. #### Evasive Defense - **AP Cost:** 3/3/3 - **Weapon:** N/A - **Range:** N/A - **Level Required:** 2/12/22 Used in place of the Defend action. You add 1 enhanced die to attribute saves against attacks, maneuvers, or damaging spells. Once per turn, when targeted by an area of effect attack, maneuver, or spell, you may move 1 tile in any direction. ***Enhanced:*** You may move up to 2 tiles instead of 1. Shifting does not provoke opportunity attacks and you may shift 1 tile when taking this action. ***Superior:*** You may move up to 3 tiles instead of 2. You add 1 reroll to defense rolls and attribute saves against attacks, maneuvers, and spell you can see. #### Guided Strike - **AP Cost:** 5/4/4 - **Weapon:** any weapon - **Range:** weapon range - **Level Required:** 2/10/16 Make a weapon attack against a creature using any spellcasting roll instead of your attack roll. On hit the creature takes normal damage, ignoring 1 level of resistance. ***Enhanced:*** The attack is always a critical, regardless of roll. Effects that occur based on the number of criticals are unaffected. ***Superior:*** You may spend 1 mana to convert all wound dice in the damage roll to wounds. #### Raise Shield - **AP Cost:** 3/3/3 - **Weapon:** any shield - **Range:** N/A - **Level Required:** 2/9/13 Used in place of the Defend action. You raise your shield to defend against arrows. You gain _Resistance 1_ to physical damage dealt by ranged attacks until the start of your next turn. ***Enhanced:*** While your shield is raised you can reroll 1 die when making a defense roll against ranged attacks. ***Superior:*** You may intercept any ranged attack passing through your tile, changing the target to yourself. #### Run Down - **AP Cost:** 8/7/6 - **Weapon:** any weapon with Reach - **Range:** melee - **Level Required:** 2/8/15 Can only be used while on a mount. Move up to your sprint speed and make a weapon attack against a creature adding a normal die to the attack roll. If you moved at least 2 tiles before making this attack you add 2 wound dice to the damage. ***Enhanced:*** Add an enhanced die instead of a normal die and the creature is knocked prone on a critical. ***Superior:*** Your movement may pass through medium or smaller creatures. Creatures you pass through make a Strength or Dexterity save against your attack roll. On fail creatures take 1/1 in bludgeoning damage and are staggered. #### Wild Attack - **AP Cost:** 5/5/5 - **Weapon:** any slashing weapon - **Range:** melee - **Level Required:** 2/12/21 Make a wild weapon attack against a creature, adding a normal die to your attack roll. On hit you deal an extra wound in damage. After making the attack you grant combat advantage to attackers until the start of your next turn. -**Minor Injury: Bleeding.** Physical attacks and maneuvers against you may reroll 1 wound die in the damage roll. ***Enhanced:*** Add an enhanced die instead of a normal die. If you deal 3 or more wounds with this attack the target gains the minor injury _Bleeding_. ***Superior:*** On a critical you add 2 wound dice to the damage. ### Level 3 #### Charge! - **AP Cost:** 7/6/6 - **Weapon:** any weapon - **Range:** melee - **Level Required:** 3/11/21 Used in place of a move action, you must target a creature you are not adjacent to. Charge forwards, striking at a creature within your move speed and moving yourself adjacent to them. Make a normal weapon attack adding a critical to the attack roll. On hit you deal normal damage and stagger them. ***Enhanced:*** Add a wound die to your damage roll and your move speed is increased by 2 for the attack. ***Superior:*** Add a wound instead of a wound die. Once per round, as a reaction to an ally being knocked unconscious you can spent 2 AP to _Charge!_ at an enemy adjacent to your unconscious ally. #### Heavy Swing - **AP Cost:** 7/6/5 - **Weapon:** any two-handed weapon - **Range:** melee - **Level Required:** 3/12/22 You bring the full weight of your weapon down on a creature. Make a weapon attack against a creature, adding an enhanced die to the roll. On hit they take an extra wound in damage and you may reroll all wound dice on a critical. ***Enhanced:*** Add a superior die instead of an enhanced die to the attack roll and an extra wound die to the damage. ***Superior:*** On hit the creature is staggered. They do not benefit from criticals with defense rolls until the start of their next turn. #### Leap - **AP Cost:** 2/2/2 - **Weapon:** N/A - **Range:** melee - **Level Required:** 3/9/14 Jump up to your Strength score in tiles. This movement does not provoke opportunity attacks. When you land all adjacent creatures make a Strength save against your Athletics challenge. On fail they are staggered. ***Enhanced:*** Add an enhanced die to your Athletics challenge. You have combat advantage against creatures staggered by this maneuver until the start of your next turn. ***Superior:*** You may use another maneuver immediately after using this one. #### Pinning Shot - **AP Cost:** 6/5/5 - **Weapon:** any ranged weapon - **Range:** weapon range - **Level Required:** 3/11/19 Make a ranged attack against a medium or smaller creature, adding an enhanced die to the roll. On hit they take 1 wound in piercing damage, pinning them to the wall or ground on a critical. A pinned creature grants combat advantage and cannot take the move or sprint actions until they spend 5 AP unpinning themselves. ***Enhanced:*** Add a superior die instead of an enhanced die. You may target large or smaller creatures. ***Superior:*** The attack deals normal damage. To remove the pin they must make a Strength save against 3 enhanced dice, adding a superior die for each bonus modifier on the arrow. #### Press the Attack - **AP Cost:** 5/4/4 - **Weapon:** any melee weapon - **Range:** melee - **Level Required:** 3/9/14 Strike into a creature, pushing them back. Make a weapon attack against a creature, adding a normal die to the roll. On hit they take normal damage, are pushed back 1 tile, and you move to occupy their space ignoring opportunity attacks. ***Enhanced:*** Add a wound die to the damage and replace the normal die with an enhanced die. Creatures are staggered on hit. ***Superior:*** On hit, you may immediately follow up with another Press the Attack against the same creature using an offhand weapon or shield by spending 2 AP. When using the a shield you use your normal attack roll, dealing only 1 wound in damage but knock them prone on a critical. #### Smite - **AP Cost:** 6/5/5 - **Weapon:** any melee weapon - **Range:** melee - **Level Required:** 3/12/19 Empower your weapon with holy might, consuming up to 2 mana. Make a weapon attack against a creature using your divine spellcasting roll for the attack and adding an enhanced die to the roll. On hit the creature takes an extra wound die, adding a wound die for every mana spent, in holy damage. If the target is undead they take wounds instead, and are turned for 1 minute on a critical. ***Enhanced:*** Add a superior die instead of an enhanced die to your attack roll and you may use up to 4 mana. ***Superior:*** Demons and Monstrosities are treated as Undead but cannot be turned. You have expertise with the attack when targeting Demons, Monstrosities, and Undead. #### Sucker Punch - **AP Cost:** 2/2/2 - **Weapon:** any - **Range:** melee - **Level Required:** 3/13/18 Take advantage of an opponents spellcasting to quickly attack. As a reaction, when a creature adjacent to you begins casting a spell you may make a melee attack against them. On hit you deal a wound die in bludgeoning damage and you add a bad die to their spellcasting roll, adding an extra bad die for every critical. ***Enhanced:*** The first die added to their spellcasting roll is a terrible die instead of a bad die. ***Superior:*** They take a wound instead of a wound die. On hit their next spell costs an additional 2 AP to cast. ### Level 4 #### Cleave - **AP Cost:** 7/6/6 - **Weapon:** any two-handed weapon - **Range:** melee - **Level Required:** 4/13/23 With a wide swing you cleave all creatures in your zone of control. Make a weapon attack adding a bad die to the roll. On hit the creatures take 1 wound in damage. ***Enhanced:*** You deal normal damage to all creatures. ***Superior:*** You may add a terrible die instead of a bad die, giving your weapon Reach 1 for the attack. #### Deflect - **AP Cost:** 2/1/1 - **Weapon:** N/A - **Range:** melee - **Level Required:** 4/12/24 This can only be used when targeted by a ranged weapon. Instead of making a defense roll against the attack, make an acrobatics roll. On success you catch the projectile taking no damage. ***Enhanced:*** After catching the projectile you may spend 2 AP to fire the projectile back. Make a ranged attack against a target within 5 tiles adding an enhanced die to your roll. On hit you deal normal damage with that ammunition. ***Superior:*** You may use this against ranged, single target spell attacks. Spell attacks deflected this way cannot be fired back. #### Enrage - **AP Cost:** 3/3/3 - **Weapon:** N/A - **Range:** N/A - **Level Required:** 4/11/22 Go into a frenzied rage, focusing your fury into your attacks. For the next minute you are Strengthened. While Strengthened you cannot take reactions. ***Enhanced:*** While Strengthend, when you roll a triumph in your defense or attribute save rolls you may reroll a wound die in the damage roll, taking the new result. ***Superior:*** While Strengthened you add a superior die to Strength and Stamina saves. #### Flurry - **AP Cost:** 7/6/6 - **Weapon:** any melee weapon - **Range:** melee - **Level Required:** 4/11/19 You make two quick attacks against a creature. Make two weapon attacks, adding a terrible die to each attack. On hit the creature takes normal damage. ***Enhanced:*** You add a bad die instead of a terrible die to your attack roll. ***Superior:*** You make 3 attacks instead and do not add a bad die to your attack roll. The 3rd attack deals weapon damage and cannot be increased by feats or abilities. #### Magic Arrow - **AP Cost:** 7/6/6 - **Weapon:** any ranged weapon - **Range:** weapon range - **Level Required:** 4/10/15 You channel magic into your weapon, empowering the next attack and consuming up to 3 mana. The arrow pierces its target hitting all creatures in a 2 tile line, increasing the tiles by 1 for each mana spent. All creatures in the line make a defense roll against your attack, adding an enhanced die to the attack roll. On hit the creatures take a wound in Force damage. ***Enhanced:*** The attack deals normal weapon damage as force damage. ***Superior:*** You may spend up to 5 mana. If you use 5 mana this attack ignores 1 level of resistance and deals an extra wound in damage. ### Level 5 #### Armor Break - **AP Cost:** 5/4/4 - **Weapon:** any bludgeoning weapon - **Range:** melee - **Level Required:** 5/11/18 Make a weapon attack against a creature, adding a normal die. On hit you deal normal damage, breaking their armor on a critical. Armor broken this way provides 1 less defense die until repaired. ***Enhanced:*** On hit the creature does not benefit from criticals with defense rolls until the start of their next turn. ***Superior:*** You may target their shield instead, destroying a mundane shield on a critical. #### Rallying Strike - **AP Cost:** 7/6/5 - **Weapon:** any melee weapon - **Range:** melee - **Level Required:** 5/12/22 As an additional cost this maneuver consumes a healing surge. You make a rallying cry before striking a creature, embolding your allies. Make a weapon attack against a creature, adding an enhanced die. On hit you deal normal damage, and you and up to 2 other creatures within 5 tiles gains a temporary wound for 1 hour. ***Enhanced:*** You ignore the effects of Hex and Poison for the attack. You may give up to 4 other creatures temporary wounds. ***Superior:*** Add a superior die instead of an enhanced die. While creatures have temporary wounds from this maneuver they add 1 success to attribute saves against fear, charms, and non-damaging spells. #### Roundhouse Kick - **AP Cost:** 5/5/5 - **Weapon:** unarmed - **Range:** melee - **Level Required:** 5/15/24 Perform a spinning kick. Make an unarmed attack against a creature adding an enhanced die to the roll. On hit the creature takes normal damage, is staggered, and you may push them back 1 tile. ***Enhanced:*** Add a wound die to the damage. On a critical the creature grants combat advantage until the start of their next turn. ***Superior:*** You target all adjacent creatures. Before performing the attack you may move 1 tile into an unoccupied space, preventing opportunity attacks. #### Target Weakness - **AP Cost:** 5/4/4 - **Weapon:** any ranged weapon - **Range:** weapon range - **Level Required:** 5/14/22 Make a ranged attack against a creature, adding up to 3 wound dice to the damage. For each wound die add a terrible die to your attack roll. - **Minor Injury: Puncture.** Attacks that deal piercing or slashing damage against you add a critical to their attack roll. ***Enhanced:*** You may add up to 5 wound dice. The creature gains the minor injury _Puncture_. ***Superior:*** Damage from this attack also reduces the creatures max wounds by the same amount. Their max wounds returns to normal after a long rest. ### Level 6 #### Pommel Strike - **AP Cost:** 5/4/3 - **Weapon:** any two-handed weapon - **Range:** melee - **Level Required:** 6/14/20 Make a weapon attack against a creature adding a normal die to the attack roll. On hit they take 2 wound dice in bludgeoning damage, being Weakened until the end of their next turn on a critical. ***Enhanced:*** Add an enhanced die instead of a normal die to the attack. ***Superior:*** The creature is Silenced and Weakened until the end of their turn on a critical. #### Suplex - **AP Cost:** 5/4/4 - **Weapon:** unarmed - **Range:** melee - **Level Required:** 6/13/20 Can only be used against a grappled creature. Make an unarmed attack against the creatures Strength save. On hit you slam the grappled creature into the tile behind you ending the grapple, dealing 3 wound dice in bludgeoning damage and knocking the creature prone. ***Enhanced:*** You may reroll any number of wound dice in your damage roll. ***Superior:*** You may instead throw the grappled creature at another creature within 5 tiles. Both creatures make a Strength save against your unarmed attack, taking 3 wound dice in bludgeoning damage and being knocked prone on hit. #### Tumble - **AP Cost:** 2/2/2 - **Weapon:** N/A - **Range:** N/A - **Level Required:** 6/14/23 Only usable when targeted by an attack, maneuver, damaging spell, or when travelling over hazardous terrain. You dive to avoid the attack, making a dexterity save instead of the normal roll for the attack. On success you avoid the attack and may move a tile in any direction. This maneuver may only be used once per round. ***Enhanced:*** You have expertise on the dexterity save. ***Superior:*** You may move up to 2 tiles instead of 1. After you move you take up a defensive position, allowing you to reroll 2 defense dice against ranged attacks and spells. ### Level 7 #### Disarm - **AP Cost:** 6/5/5 - **Weapon:** unarmed - **Range:** melee - **Level Required:** 7/15/26 You attempt to disarm a creature, forcing them to drop their weapon. The creature makes a defense or Dexterity save against your unarmed attack. On success they drop their weapon, landing on a tile of your choosing within 2 tiles of the creature. A creature standing on that tile can spend 2 AP to retrieve the weapon. ***Enhanced:*** The creature is also staggered. ***Superior:*** You may choose to take the weapon instead of dropping it if you have hands free to hold it. #### Leaping Slam - **AP Cost:** 7/6/6 - **Weapon:** any two-handed weapon - **Range:** melee - **Level Required:** 7/18/24 You jump up to 2 tiles making a weapon attack against a creature. On hit they take normal damage and are knocked back 2 tiles if they are large or smaller. On a critical the creature is knocked prone. ***Enhanced:*** The attack hits 2 creatures adjacent to the target creature. ***Superior:*** You deal an extra wound in damage. The force of the attack turns the ground in your zone of control into difficult terrain. ### Level 8 #### Hail of Arrows - **AP Cost:** 8/7/6 - **Weapon:** any ranged weapon without _Loading_ - **Range:** weapon range - **Level Required:** 8/16/25 This cannot be used in constrained areas. Launch a volley of arrows hitting all creatures in a 3x3 tile area centered on a point in range. Make a ranged attack against the creatures adding a bad die to your roll. On hit they take normal weapon damage. ***Enhanced:*** The area increases to 4x4 tiles. ***Superior:*** The area increases to 5x5 tiles and creatures are staggered on a critical. #### Blade Dance - **AP Cost:** 4/3/3 - **Weapon:** any one handed finesse weapon - **Range:** melee - **Level Required:** 8/15/25 You move your weapon in an elegant dance, quickly striking an enemy and leaving them open to further attacks. Make an attack against a creature adding an enhanced die to your roll. On hit you deal normal damage, with the next attack against this creature this turn costing 1 less AP and adding a critical. Regardless of the outcome of the attack you may move one tile, staying within the creatures zone of control and ignoring opportunity attacks. ***Enhanced:*** On hit you add a critical to all attacks against that creature until the end of your turn. ***Superior:*** For the remainder of your turn, when making an off-hand attack you may use _Blade Dance_ instead. ### Level 9 #### 7 Hand Strike - **AP Cost:** 8/7/7 - **Weapon:** unarmed - **Range:** melee - **Level Required:** 9/15/27 Hit a creature with a series of quick strikes. Make an unarmed attack against a creature adding an enhanced die. On hit the creature takes 5 wound dice in damage. If the target is humanoid and the total wounds and criticals in your roll adds to 5 or more the creature is stunned until the end of their next turn. ***Enhanced:*** You can target a creature up to 2 tiles away, moving yourself to an unoccupied tile adjacent to the creature for the attack. You add a superior die instead of an enhanced die to your attack roll. ***Superior:*** You may reroll all blank wound dice on a critical hit. #### Volley - **AP Cost:** 9/8/7 - **Weapon:** any ranged weapon - **Range:** weapon range - **Level Required:** 9/17/26 Shoot a volley of arrows at 3 adjacent creatures. Make a ranged weapon attack adding a bad die to the attack roll. On hit you deal normal damage. ***Enhanced:*** You no longer add a bad die to your roll and the creatures are staggered on hit. ***Superior:*** You may target up to 5 adjacent creatures. You can target the same creature with multiple attacks, making a single attack roll and adding a wound die for each additional attack targeting that creature. #### Wounding Strike - **AP Cost:** 5/4/4 - **Weapon:** any slashing or piercing one-handed weapon - **Range:** melee - **Level Required:** 9/16/28 Attempt to mortally wound a creature. Make a weapon attack adding a superior die if you are flanking the creature. On hit they take 1 wound die in damage, gaining a minor injury from the table below on a critical. You may choose any injury you meet the requirement for. | Criticals | Minor Injury | Effect | | :-------: | :----------- | :-----------------------------------------------------------------------------------: | | 1 | Bleeding | Physical attacks and maneuvers against you may reroll 1 wound die in the damage roll. | | 2 | Open Wound | You add a terrible die to Stamina and Willpower saves and skills. | | 3 | Fatal Wound | All attacks and maneuvers deal an additional 0/1 in physical damage against you. | ***Enhanced:*** The attack deals normal damage and you have expertise for the attack if you are flanking the creature. ***Superior:*** They take 0/3 in physical damage on a critical. ### Level 11 #### Steel Tempest - **AP Cost:** 9/8/7 - **Weapon:** any sword - **Range:** 2 - **Level Required:** 11/22/29 Swiftly strike up to 5 creatures in range. Make a weapon attack against the creatures adding a terrible die to the attack roll. On hit you deal normal damage, moving to an empty tile beside a targeted creature. ***Enhanced:*** You may target up to 7 creatures. ***Superior:*** The range increases to 3 and you may target any number of creatures. ## Feats ### Backgrounds #### Blessed: Fae Court You are blessed by the Fae Court with innate magical powers. You have 1 proficiency in thievery and performance, and gain access to the Fae Court feats. You start with 1 spell power, are fluent in Sylvani, and your spells are considered one level higher when targeted by effects that would stop your magic, such as being targeted by _Counter Spell_, _Dispel Magic_, or _Anti-Magic Field_. You have a codex with 2 cantrips. #### Blessed: Earthen Spirits You are blessed by the Earthen Spirits with an affinity for nature. You have 1 proficiency with nature and a weapon type of your choice, and gain access to the Earthen Spirit feats. Your body is unnaturally sturdy, and when unarmored you roll 3 defense dice instead of 2. Regardless of duration, when you gain poison 1 it disappears at the end of your next turn. This has no effect on effects inflicting poison 2 or higher. #### Blessed: Blighted Ones You are blessed by the Blighted Ones with necromantic powers. You have 1 proficiency with intimidation and religion, and gain access to the Blighted Ones feats. Unless magically hidden, you can sense the presence of Undead within 10 tiles. Once per day you may cast _Ghoulish Claws_ at 1st level. This spell does not need to be prepared and does not cost mana. You have a codex with 2 cantrips. #### Blessed: Abyssal Host You are blessed by the Abyssal Host with fiendish luck. You have expertise in conversation and insight, and gain access to the Abyssal Host feats. You are fluent in Hadal. Once per long rest you may redo a roll, rerolling all dice and taking the new values. You know the spell _Void Burst_ without needing to prepare it. Casting _Void Burst_ costs 1 less AP. #### Coven Witch You are trained in occult spells. You start with 1 spell power and a codex containing 4 cantrips or level 1 spells of your choosing. You have 1 proficiency in nature and insight. #### Disciple You have trained under masters, learning to perfect your mind and body. You have expertise in 2 attribute saves of your choice, 2 proficiency in a weapon type, and 1 proficiency in 2 skills of your choosing based on Strength, Dexterity, or Stamina. #### Druid You have studied the natural world and have gained an affinity with nature. You have 1 proficiency in nature and perception and have expertise in those skills. You start with 1 spell power and have a codex with two cantrips of your choice. #### Enchanter You have learned the trade of an enchanter allowing you to empower mundane items. You have 1 proficiency in lore, arcana, conversation, and enchanting tools. Enchantments use one less enchanting supplies when done by yourself. You start with 1 spell power, a codex with 2 cantrips, and enchanting tools. #### Magician's Apprentice You are trained in arcane spells. You start with 1 spell power and a codex containing 4 cantrips or level 1 spells of your choosing. You have 1 proficiency in arcana and lore. #### Noble You start with double the starting silver and have 1 proficiency in a weapon type. Your skill in trade and court proceedings allows you to reroll 1 die for all Charisma skill challenges. You have 5 proficiency points to spend among skills. You start with padded armor and 1 martial weapon of your choice. #### Order Initiate You are trained in divine spells. Your devotion to your order gives you an unnatural ability to seek out evil. You have expertise in insight and have 1 proficiency in conversation, religion, and a weapon type of your choice. In addition, you add a superiority die for Willpower and Charisma saves and skill challenges against demons and undead. You start with scalemail armor, a martial weapon of your choice, and a codex with 2 cantrips. #### Pit Fighter Either by circumstance or choice, your time in the pits has honed your senses in battle. You gain 1 proficiency in unarmed weapons and 2 proficiency in any other weapon type. While wearing light or no armor your sprint speed is increased by 1. When attacked by a creature inside your zone of control you improve one defense die to a superior defense die. #### Priest You are trained in divine spells. You start with 1 spell power and a codex containing 4 cantrips or level 1 spells of your choosing. You gain 1 proficiency in religion and medicine. #### Ranger Your time hunting and wandering through the wilderness has honed your skills. You have 1 proficiency with ranged weapons, nature, survival and athletics and your move speed is increased by 1. You reroll 1 die when making an initiative, nature, survival, or athletics roll. You start with studded armor and a martial weapon of your choice. #### Scribe You have spent years learning the history of your tribe, village, or city, and with your steady hands have commit it to writing. You have 2 proficiency in lore and have expertise in it. You have 1 proficiency in insight and scribing tools and know 2 additional languages. You start with scribing tools and a spell scroll containing a 1st or 2nd level spell. #### Soldier You learn 1 maneuver you meet the requirements for and have 1 proficiency in 3 weapon types. You also gain one of the following trainings: - **Shield Master:** When attacked, as long as you are holding a shield you may spend 1 AP to reroll all wound dice that rolled wounds. - **Weapon Expert:** Choose a weapon type, when making attacks with this weapon you may reroll 1 die. - **Defensive Stance:** You may reroll 1 die when making a defense roll. - **Ranger:** As long as no one is in your zone of control your ranged attacks add 1 success. You begin with hide armor and 3 weapons you are proficient with. #### Street Urchin You gain 1 proficiency in stealth and thievery and have expertise in those skills. Your time on the streets have given you a wide range of skills. You can read and write Signoric and gain 1 proficiency in 3 skills of your choosing. Your naturally hard to pin down. When taking the move or sprint action you may spend double its AP cost to prevent opportunity attacks from the movement. You start with a simple weapon of your choice. #### Village Healer You have studied the traditional methods of healing. You start with an apothecary set and any 3 plants from the apothecary set's _wilderness survival rewards_ table. You have 2 proficiency with the apothecary set and 1 proficiency with nature, medicine, and survival. When making an apothecary roll your experience lets you reroll 1 die in the roll. You have a codex with two cantrips. #### Wanderer You've never had a home, instead relying on your own skills to survive in the wild. You gain 2 proficiency in survival and have expertise in that skill. You gain 1 proficiency in athletics and a weapon type of your choice. Once per day when taking lethal damage, if the damage dealt is less than your Stamina score you survive with 1 wound. You do not start with any currency, instead starting with hide armor and 2 weapons of your choice. ### Basic #### Agile When wearing light or no armor you roll defense dice equal to your Dexterity score when making defense rolls. You gain the benefits from magical armor, but ignore the base defense given by light armors. #### Alert You may use Willpower instead of Dexterity when rolling initiative. You cannot be surprised. #### Armor Expert You take no penalty to dexterity saves when wearing medium or heavy armor. When making a defense roll you add 1 critical to your roll. #### Attuned Spirit You resonate particularly well with magic items. You may attune to 4 items at one time instead of 3. #### Battle Mage Once per turn, when you cast a spell your next single target attack or maneuver costs 2 AP less. Alternatively when you make a single target attack or maneuver your next spell costs 2 AP less. You may make offhand attacks after casting a spell as if it were a basic attack. #### Cunning Combatant Staggered creatures do not benefit from criticals in their rolls against you. #### Dual-Wield Expert You have no penalties from dual wielding. While dual wielding you add a defense die to your defense rolls when taking the defend action. You may make offhand attacks after attacking with a maneuver as if it were a basic attack. #### Duelist You are an expert with one-handed weapons. When attacking with a one-handed weapon you reroll 1 die in your attack roll. If you're holding nothing in your off hand you have expertise with your attack roll instead. #### Durable When taking damage from any source you may reroll 1 wound die. #### Expert Rider While mounted you have expertise on initiative rolls. If you are attacked with a melee weapon while on your mount you replace a defense die with a superior defense die. #### Expertise Choose 2 skill or tool proficiencies. You have expertise in these skills. #### Flurry of Blows After an unarmed attack you may make an unarmed off-hand attack as a free action. The attack does not benefit from your unarmed proficiency. #### Hunter On your turn you may spend 5 AP to study a creature, gaining an insight into its strengths and weaknesses. Make a perception challenge against a difficulty based on the rarity of the creature. On success you learn a piece of information about the creature, such as its max wounds, its physical or mental attributes, resistances or vulnerabilities, or one of its features. On a critical you see through the creature's defenses, adding a critical to all attacks, maneuvers, or spells against the creature for the next minute. #### Longcaster Spells you cast with a range greater than touch have twice the range. #### Lucky When you make a roll you may reroll dice equal to your Charisma score. This can be used 3 times, after which you must take a long rest to regain this feat. #### Priest You have training in divine spells and increase your divine spellcasting proficiency by 1. #### Quick Healing You gain 4 healing surges instead of 3 each long rest. Your healing surges heal an additional wound. #### Signature Move Choose a maneuver you have learned, you use the enhanced version if you meet the requirements for the normal version, or the superior version if you meet the requirements for the enhanced verison. If you meet the requirements for the superior version you have expertise with the maneuver. #### Witch You have training in occult spells and increase your occult spellcasting proficiency by 1. #### Wizard You have training in arcane spells and increase your arcane spellcasting proficiency by 1. #### Weapon Expert You have honed your skills with weapons that deal a particular damage type. Choose one of the following bonuses: - **Mace Expert:** Critical hits with attacks and maneuvers using weapons that deal bludgeoning damage stagger their target. - **Halberd Expert:** When landing a critical hit with attacks and maneuvers using weapons that deal piercing damage you may reroll a wound die in your damage roll. - **Sword Expert:** When using weapons that deal slashing damage your first Triumph rolled counts for 3 successes instead of 2. #### Wrestler You add a superior die when making Strength rolls to grapple, move or shove a creature. When making an opportunity attack you can grapple instead. #### Overswing Once per turn, when making an attack or maneuver you may add a failure and a critical to your attack roll. On hit you may reroll wound dice equal to your criticals. ### Journeyman #### Action Surge *Requires 5th level* At any time you may use _Action Surge_ to regain 7 AP and use a second maneuver this round. After using this feat, you must take a short or long rest before you can use it again. #### Actor *Requires proficiency in performance* You are able to impersonate voices you have heard before, reducing the skill challenge for these rolls. When making conversation or religion challenges you can use your performance instead. #### Arcane Forge *Requires proficiency with enchanters tools* If you enchant an item with the same property every day for 7 days the effect becomes permanent, becoming a magic item. At 5 proficiency in enchanters tools, you may attempt to add a second permanent enchantment after the first one has become permanent. You add a terrible die to all enchanting rolls when adding the second enchantment. #### Assassinate *Requires 3 proficiency in one-handed weapons, 3 Dexterity, 8th level* Once per turn, when making a single target attack against a creature that is flanked or granting combat advantage you add 2 wound dice to your damage roll. If the creature is surprised, unaware of you, or cannot see you add 2 wounds to your damage roll instead. #### Banishment *Requires 3 proficiency in divine spells, 12th level* The spells _Turn Undead_ and _Destroy Monstrosity_ can target Undead, Monstrosities, Demons, and Outsiders. When casting _Bind Creature_, if the creature is not native to this plane they add 1 terrible die to all attacks, maneuvers, and spells made while bound. #### Battering Ram *Requires 2 Stamina, 3rd Level* If you move at least 2 tiles before making an attack or maneuver you deal an extra wound die in damage. #### Battlemaster *Requires Signature Move, 7th Level* You may use two maneuvers each turn. #### Beast Whisperer *Requires proficiency in nature* You gain expertise in nature. Your skill with animals allows you to pacify even hostile beasts. You can spend your turn attempting to calm the beast, making an nature roll. On success the creature is no longer hostile. You may make an nature roll against a beast that hasn't been hostile towards you in the past day in an attempt to befriend it. On success the beast sees you as an ally and on a critical the beast will defend you while in its habitat. #### Blessed Healing *Requires 2 Charisma, proficiency in divine spells* A creature healed by you is inspired, gaining a superior die they may add to a roll. Inspiration lasts for 10 minutes. #### Book of Hymns *Requires 2 Charisma, proficiency in religion* In addition to the spells you normally prepare, you may prepare 6 additional divine spells. #### Brutal Strikes *Requires 2 Strength, 3rd level* When making a Strength based attack or maneuver you add a wound die to the damage on a critical. #### Burst of Speed *Requires proficiency in athletics* With a running start you can easily jump up to your Strength score in tiles, or half that from a standstill. When taking the sprint action you add your athletics proficiency to your sprint speed instead of your Dexterity score. #### Cantrip Expert *Requires proficiency in a spell school, 7th level* You may prepare any number of cantrips and they do not count towards your prepared spell limit. You may cast cantrips at 1st level without paying its mana cost. #### Charmer *Requires proficiency in conversation* When making a conversation challenge against a non-hostile creature you add a superior die to the roll. On a critical the creature treats you as a friend for the next day. When making an intimidation challenge you may use your conversation instead. #### Constitution *Requires proficiency in exhaustion* You are used to pushing your body to its limits. When traveling or staying awake you automatically pass your first exhaustion roll, allowing you to travel further and stay up longer without negative effects. Your healing surges always roll their maximum value. #### Danger Sense *Requires proficiency in perception, 8th level* When making a attribute save against an attack, damaging spell, or damaging effect you can see you may reroll 2 dice and add 2 criticals to your roll. #### Defensive Duelist *Requires proficiency with a weapon* When you make a melee attack against a creature with a weapon you are proficient in they cannot make opportunity attacks against you until the start of your next turn, regardless of the outcome of the attack. You improve a defense die to a superior defense die when targeted by opportunity attacks. #### Divine Healing *Requires proficiency in divine spells, 3 Charisma, 12th level* Your are able to mend even the most fatal of wounds. When casting a healing spell you may reroll all wound dice in the roll. Casting a healing spell on an unconscious creature always restores the maximum value. #### Efficient Brewing *Requires proficiency in apothecary set* When using your Apothecary set you can add an additional ingredient from any of the required ingredients. If you do you create two potions on success instead of one. #### Elemental Affinity *Requires proficiency in arcane spells, 3 Intelligence* Your mastery of magic has enhanced your abilities with a chosen element. Choose fire, cold, lightning, thunder, force, or poison. You may prepare 3 additional spells with a damage type matching the element. Spells you cast of this element ignore 1 level of resistance and you may reroll a die in the spellcasting roll. You add a superior die when making attribute saves against spells with that damage type. #### Enduring Concentration *Requires 2 Stamina* When making concentration saves you add bad dice for every wound taken instead of terrible dice. You add a critical when saving against effects that stun or incapacitate you. #### Exertion *Requires 10th level* As long as you have at least 1 AP remaining you may take an action that leaves you at -5 AP or more. After taking the action make an exhaustion roll adding 1 bad die for every AP you overspent. On fail you gain a level of exhaustion. #### Fast Attacks *Requires 1 Dexterity* Basic attacks cost 4 AP instead of 5. #### Far Blessings *Requires 3 proficiency in divine spells, 10th level* The spells _Guidance_, _Holy Protection_, _Enhance Ability_, _Shield of Faith_, and _Winds of Battle_ have 3 extra range. When cast at 1st level and above the effects of _Guidance_ and _Holy Protection_ last for a full round instead of a single attack. #### Flexible Mind *Requires 1 Willpower* You may prepare 3 additional spells. During a short rest you may study your spellbook, changing a number of prepared spells equal to your Willpower score. #### Forager *Requires proficiency in survival* When searching for food you find twice the amount with a successful survival roll. When searching for ingredients, for example when searching for apothecary ingredients, you find one extra ingredient. #### Forest Kin *Requires proficiency in nature, 2 Strength* When attacked by a wild beast or plant creature they make a Willpower save against your raw Strength roll. On failure they must find a new target or the attack fails. Once a beast succeeds they are immune to this effect for 24 hours. #### Great Weapon Fighter *Requires 5 Strength, 10th level* Weapons you wield with both hands do not count as _Heavy_. Attacks with two handed weapons without _Heavy_ cost 4 AP instead of 5 when wielded with both hands. #### Helping Hand *Requires proficiency in divine spells, 6th level* When casting non-damaging spells on allies you add a superior die to the spellcasting roll if you are not one of the targets. #### Hexcraft *Requires 3 proficiency in occult spells, 12th level* You have an innate affinity for the occult. You treat the spells _Charming Guise_, _Concealment_, and _Hex_ as cantrips. You may cast these spells secretly, giving no visual or audible cue to your spellcasting. #### Hidden in Plain Sight *Requires proficiency in stealth* Your ability to sneak allows you to hide even in combat. When partially obscured, such as in fog or behind foliage, you can spend 5 AP to take the Hide action. Make a stealth roll against the creatures perception. On success you hide from the creature. The creature is still aware of you but cannot find you, being unable to target you with single target attacks, maneuvers or spells. #### Intimidating Presence *Requires proficiency in intimidation* You may use your intimidation roll instead of your conversation roll in conversation challenges. In combat you can spend 5 AP to attempt to intimidate a humanoid creature within 2 tiles of you. The target makes a Willpower save against your intimidation challenge. On failure they are afraid of you for the next minute. #### Keeper of Lore *Requires proficiency in lore* You add 2 superior dice when rolling a lore challenge to identify a magic item and on a critical you know if the item is cursed, but do not learn what the curse does. When taking this feat you may choose a species, nation, or area of the world to gain an expert understanding of that lands culture and history, greatly reducing the difficulty of lore challenges relating to your choice. #### Keen Reflexes *Requires 12th level* You gain expertise in 2 attribute saves. #### Lightning Rod *Requires 3 proficiency in arcane spells, 9th level* When casting a spell that deals lightning damage you may add a critical to your spellcasting roll. #### Linguist *Requires 2 Intelligence* You learn a new language of your choosing. You are able to translate mundane writings written in any language to a language you know, taking 1 hour per page translated. #### Malady *Requires 2 proficiency in occult spells, 9th level* For occult spells that target multiple creatures, such as _Trickery_, _Charming Guise_ or _Concealment_, you may target 1 extra creature. This creature does not add bad or terrible dice to the roll. #### Magic Sight *Requires proficiency in arcana* You can see the faint traces of magic around you. You may use your arcana when making perception challenges. When you do you detect a faint outline of any magical trap or effect within 6 tiles. #### Mana Font *Requires 2 Intelligence, 5th Level* Once per rest, when casting a spell you may ignore the mana cost. #### Mana Recovery *Requires 2 proficiency in arcane spells, 9th level* When casting _Barrier_, _Counter Spell_, or blocking spell damage with _Elemental Shell_ you regain 1 mana, or 2 mana if the spell is 6th level and above, regardless of the rolls outcome. #### Mobile *Requires 5th level* Your move speed increases by 1. You have expertise when making attribute saves against hazardous terrain. #### Nimble *Requires proficiency in acrobatics* You may use your acrobatics roll in place of athletics challenges, and standing up takes 1 tile of movement instead of half your movement. You can climb near vertical walls and cliffs with ease, even without climbing gear. #### Overcharge *Requires proficiency in a spell school, 6th level* When casting a damaging spell you may spend 1 mana to overcharge it, removing a critical from your spellcasting roll. Overcharged spells deal an extra wound with single target spells or a wound die with area of effect spells. #### Overwatch *Requires proficiency in perception, 8th level* Once per turn when a creature takes a movement action towards you, you may spend 2 AP to make a ranged weapon attack as a reaction as long as the creature is within your weapons near range. #### Perfect Defense *Requires 4 Strength, 12th level* You have perfected your defenses allowing you to withstand almost any attack. While holding a shield or wearing heavy armor you take 1 less wound die in damage from attacks and spell attacks if you have not moved this round. #### Poison Resistance *Requires 3 Stamina, 10th level* You gain _Resistance 1_ against poison damage. At the end of each of your turns you reduce the level of a poison affecting you by 1. #### Potent Curses *Requires proficiency in occult spells, 3 Willpower, 8th level* Curses you cast, such as _Curse of Misfortune_, last until dispelled. If you only target a single creature with a curse you have expertise for the spellcasting roll. #### Powerful Enchantments *Requires proficiency in enchanters tools* You may reroll a die when making enchanting rolls. Enchantments you make last 7 days instead of 3. #### Punishment *Requires proficiency in occult spells, 7th level* Creatures under negative effects caused by your spells grant combat advantage to you. #### Quickdraw *Requires 3 proficiency in ranged weapons* You ignore the _Loading_ property of crossbows. You add a critical to crossbow attacks against creatures within 3 tiles of you. #### Quickened Spellcasting *Requires proficiency in a spell school* Spells you cast cost 1 less AP. #### Reliable *Requires 12th level* Choose an attribute, your natural talent has made you reliable in all skill challenges related to that attribute. When rolling a skill challenge using that attribute you may choose to take your proficiency score in successes instead of the roll. This only takes into account positive dice. Challenge dice and negative dice added by effects, such as poison, still reduce that number as normal. #### Retaliate *Requires Dual-Wield Expert, 6th level* You have combat advantage against every creature that missed you with an attack the previous round. #### Runesmith *Requires proficiency in Scribing Tools, 1 Dexterity* When inscribing a rune you may add 1 bad die to the scribing roll. On success you create two runes instead of one. #### Second Wind *Requires 1 Stamina* Once per long rest, you may roll a healing surge as a free action. #### Sentinel *Requires 2 proficiency in perception, 7th level* The first opportunity attack you make each turn is a free action. Hostile creatures treat your zone of control as difficult terrain. #### Shield Master *Requires 3 Strength, 8th level* While holding a shield the defend action costs 2 AP less. While defending you add your shield's defense dice to Dexterity saves you make. #### Siphon Energy *Requires proficiency in occult spells, 3 Willpower, 12th level* You are able to siphon the fading life from creatures to create a temporary shield. When you kill a cursed enemy or kill an enemy using death damage you gain 1 temporary wound lasting 24 hours. You may gain up to half your max wounds in temporary wounds this way. #### Spell Researcher *Requires proficiency in scribing tools, 3 Intelligence, 10th level* Your experience with scribing tools allows you to create spell scrolls for spells you don't know. You may research any spell at or below your casting level. Researching a spell costs double the normal costs for creating a spell scroll and takes 1 week of work for spells below 4th level, adding an additional week for every level at 4th and above. You add 1 terrible die to the challenge roll, creating the spell scroll on success. #### Spellspeaker *Requires proficiency in scribing tools, arcana* You may use spell scrolls to cast the spell written on them. When using a spell scroll you cast as normal, except it doesn't require mana and doesn't need to be prepared. After casting roll a bad die. On failure the spell scroll is destroyed. #### Steady Aim *Requires 2 proficiency in ranged weapons* When using a bow your near range is doubled. When making an attack or maneuver using a bow you may increase the action cost by 1 AP to convert a wound die to a wound. #### Sticky Hands *Requires proficiency in thievery* When in combat you may attempt to steal an item from a creature. The item has to be visible and is not being held by the creature. Using 5 AP you make a thievery roll against the creatures Dexterity save or defense roll. On success you take the item. #### Twinned Spell *Requires 4 proficiency in arcane spells, 15th level* When casting an arcane spell you may cast a second copy of the spell, spending mana for both spells but costing no additional AP. The spells must have different targets, and creatures can only be affected by one of the two spells if their area of effect overlaps. You add a terrible die to the spellcasting rolls. #### Unrelenting Force *Requires 3 proficiency in arcane spells, 9th level* Your spells that deal force damage push creatures hit, pushing them 1 tile away or to the side. This movement does not trigger opportunity attacks. You may reroll a wound die for every critical in your spellcasting roll. #### Vigilance *Requires 2 Strength* Effects that push or pull you move you one less tile. You have expertise on Strength saves against spells, attacks, and effects that grapple, move, or knock you prone. #### Wildfire *Requires 3 proficiency in arcane spells, 9th level* Area of effect fire spells you cast, such as _Beam of Fire_ and _Fireball_, have their area of effect increased by 1. ### Advanced #### Affliction *Requires Potent Curses, 4 Willpower, 12th level* You may afflict a creature with two different curses instead of one. You gain a superior die to your attribute save when you are the target of a curse. #### Armor Mastery *Requires Armor Expert, 3 Strength, 8th level* You take no penalties from wearing armor or holding a shield. When making a defense roll you may reroll 1 defense die. #### Attuned Senses *Requires Danger Sense, 12th level* You cannot be flanked. You have blindsight over adjacent tiles, allowing you to see through darkness or see invisible creatures on those tiles. #### Dual-Wield Master *Requires Dual-Wield Expert, 3 Dexterity, 15th level* Off-hand attacks cost 1 AP. #### Durable Runes *Requires Runesmith, 10th level* Runes you make are resistant to breaking. When a rune you crafted is activated, roll a wound die. On a blank the rune does not break. #### Evasion *Requires Agile, 3 Dexterity* When targeted by a area of effect attack, maneuver, or damaging spell you may use your Dexterity save in place of another attribute save. #### Indomitable *Requires Durable, 3 Stamina, 12th level* When taking lethal damage, as long as the total damage is less than or equal to your Stamina score you are reduced to 1 wound, with the excess damage reducing your Stamina directly. Stamina lost this way is regained after a long rest. #### Instinctive Reaction *Requires Alert, 8th Level* At the end of your turn, if you have less than 2 AP remaining it is increased to 2. This effect does not happen if you are Dazed or Paralyzed. #### Iron Grip *Requires Brutal Strikes, 4 Strength* You can wield a two-handed weapon as if it was one-handed, using either one or two-handed proficiency for attack rolls. You cannot dual wield while holding a two-handed weapon, but you can hold a shield. #### Lay on Hands *Requires Blessed Healing, 3 Charisma, 10th level* You have a natural gift for healing, being able to channel healing without the use of magic. You may spend 5 AP to heal 2 wounds from a creature you touch. This can be used 3 times, after which you must take a long rest to regain this feat. #### Magic Weaving *Requires Powerful Enchantments or Arcane Forge, 15th level* You may enchant magic items. When enchanting a magic item you add terrible dice based on it's modifier or rarity according to the table below. Enchantments on magic items can't be made permanent with arcane forge, and you cannot enchant magic ammunition. ##### Enchantment Difficulty | Modifier/Rarity | Difficulty | | :-------------: | :--------------- | | +1 or Uncommon | +1 terrible die | | +2 or Rare | +2 terrible dice | | +3 or Legendary | +3 terrible dice | #### Overwhelming Force *Requires Battering Ram, 12th level* When making a single target attack or maneuver you may spend a healing surge to add 3 wound dice to the damage roll. #### Quick Attacks *Requires Fast Attacks, 3 Dexterity, 15th level* Basic attacks cost 3 AP instead of 4. #### Split Mind *Requires Enduring Concentration, 4 Intelligence, 15th level* You can concentrate on 2 spells at once as long as these spells have different targets. Persistent effects, such as _Shroud of Darkness_, have no targets. For example a creature can be under the effects of both _Shroud of Darkness_ and _Paralytic Cloud_, but not _Binding_ and _Apathy_. #### Uncanny Dodge *Requires Agile, 10th level* Once per round you may spend 2 AP to gain _Resistance 2_ to all but psychic damage from a single target attack, maneuver, or spell attack. #### Warded Spells *Requires Quickened Spellcasting, 7 combined spellcasting proficiency, 12th Level* Spells you cast are considered 2 levels higher when targeted by _Counter Spell_, _Dispel Magic_, or other anti-magic effects. #### Warlock *Requires Potent Curses, 14th level* Curses, such as _Curse of Misfortune_ or _Curse of Fragility_, do not count towards your prepared spell limit. You may reroll 1 die when casting curse spells. ### Legendary You may only take 1 legendary feat, regardless of requirements. #### Craftsman *Requires 5 in a tool proficiency, 20th Level* You add 2 superior dice to any tool skill you have proficiency for. You may choose one of the following specializations: **Reliable.** When making a skill roll with a tool you have proficiency with you may choose to take a passing roll if the challenge is 4 dice or less. **Battlefield Enchanter.** You can cast temporary enchantments in the middle of battle, spending a turn to cast an enchantment on an item you can touch. The enchantment costs a single enchanting supply, lasts one hour, and all Bad dice in the enchanting roll are replaced with terrible dice. **Potent Potions.** Healing potions and poisons you make are more potent. You may reroll wound dice when drinking any healing potion you have made while poisons add a critical to attack rolls using your poisons. #### Juggernaut *Requires 5 Stamina, 20th level* Once per short or long rest, as long as an attack does less than your max wounds in damage you can take no damage instead. #### Marksman *Requires 5 proficiency with ranged weapons, 20th level* You do not add bad or terrible dice with ranged attacks when targeting a creature outside of your close range. When making a ranged attack or maneuver you may ignore all bad and terrible dice added to the roll. You may do this up to your ranged weapon proficiency, after which you must take a long rest to regain this feat. #### Necromancer *Requires 5 proficiency in occult spells, 20th level* When gaining temporary wounds from any source, you may heal missing wounds instead. When casting _Raise Dead_ you may target 2 additional corpses without adding bad or terrible dice, and you add 3 successes to _Gloom_'s spellcasting roll. #### Purity of Soul *Requires 5 Charisma, 20th level* You cannot be charmed, possessed, or feared and have _Resistance 1_ against death damage. #### Saint *Requires 5 proficiency in divine spells, 20th level* You add 2 superior dice to Intelligence, Willpower, and Charisma saves against undead, demons, outsiders, celestials and fey creatures. You can prepare any number of divine spells, and once prepared are never forgotten. #### Sorcerer *Requires 5 proficiency in arcane spells, 20th level* You gain 1 spell power. Choose one spell you know, this spell is always prepared and does not count towards your prepared spell limit. When casting this spell you add a superior die to the spellcasting roll. #### Strength of Mind *Requires 5 Willpower, 20th level* Once per short or long rest you may pass an Intelligence, Willpower, or Charisma save regardless of the roll. #### Tactician *Requires 5 Intelligence, 20th level* Once per long rest, when rolling initiative as long as you are not surprised you may move a creature you are aware of to any position in the initiative. You have expertise in perception and conversation, with those skills using Intelligence instead of their normal attribute. #### Titanic Blow *Requires 5 Strength, 20th level* You deal an extra wound die with Strength based weapon attacks. On hitting a creature you may reroll any wound dice and take the new values. You can do this 3 times per rest. #### Turnabout *Requires 5 Dexterity, 20th level* When the target of an attack, if the attack misses you may make a free opportunity attack against the attacking creature. #### Unbridled Potential *Requires 20th level* Your max attribute and proficiency scores are 6 instead of 5. You gain 1 attribute when taking this feat. #### Unstoppable *Requires 20th level* When you are inflicted with a condition from an attack, maneuver, or spell, you may choose to ignore it regardless of the outcome of the roll. Any other effects from the attack or spell, such as damage, still apply. You may do this up to 3 times after which you must long rest before using the feat again. #### Warrior *Requires 7 combined weapon proficiencies, 20th level* Gain expertise in 2 weapon proficiencies. ### Fae Court Only those blessed by the fae can take these feats. #### Alluring Presence *Requires proficiency in conversation* Using your fae allure you may attempt to charm a humanoid creature. Taking an entire turn you make a conversation challenge against a creatures Willpower save. On success they are charmed by you until you release them. They become infatuated with you, going out of their way to please you but will not take any action that harms themselves or another creature. You may have up to your Charisma score in creatures under your charm at any time. If the charmed creature takes damage this effect ends. #### Enchantment *Requires 8th level* As long as you are not wearing or carrying iron, any attack, maneuver, or spell attack against you adds 1 bad die to their roll. #### Foxfire When making an attack or maneuver you may spend 2 mana to enchant it with foxfire. The defending creature makes a Dexterity save against the attack instead of their normal roll. On hit the attack deals an extra 2 wound dice of fire damage for single target attacks or 1 wound die for area of effect attacks. You may enchant arrows with foxfire. When you or another makes an enchanting roll to create _Homing Arrows_ you may spend 2 mana to create Foxfire arrows, giving the effects above. #### Jinx *Requires 2 Charisma* Before casting a non-damaging spell you may empower it with fae magic. In addition to the spells effects, an empowered spell causes the all creatures hit to gain hex 1 until the end of their next turn. You can do this up to your Charisma score, after which you must long rest to use this again. ### Earthen Spirits Only those blessed by nature or earth elementals can take these feats. #### Beast Speech *Requires proficiency in conversation* You can speak with animals. You know the spell _Animal Messenger_ without needing to prepare it and casting it at 1st level costs no mana. #### Force of Earth *Requires proficiency in a spell school, 9th level* Spells you cast that push or move creatures push them an additional tile. Spells you cast that deal physical damage deal an additional wound die in damage. #### Stone Skin *Requires 5th level* Your skin is supernaturally tough, able to deflect blows with ease. While not wearing armor, when rolling defense you replace a defense die with a superior defense die for every point of Stamina you have. #### Tremor Sense *Requires proficiency in perception and nature* You can feel the presence of nearby creatures and can see objects within 10 tiles of you as long as they are connected to the ground. You gain _tremor sense_ in a 10 tile radius around you. ### Blighted Ones Only those blessed by a powerful undead can take these feats. #### Mastery Over Undeath You can sense the life force keeping an undead creature alive and are able to detect their presence within 10 tiles. On your turn you may spend 5 AP to touch an undead creature, draining their life force to heal yourself. If you target an unwilling creature they make a Stamina save against your raw Willpower roll. On failure they take 3 wounds in damage and you heal for 1 wound. #### Sleepless *Requires proficiency in exhaustion* When targeted by the _Sleep_ spell you count as having twice as many wounds. For any other effects that cause you to fall asleep you add 3 superior dice to the attribute save. You only need 4 hours to gain the full benefits from a long rest instead of 8. Once per long rest you may automatically succeeed an exhaustion challenge. #### Tame Undead *Requires proficiency in Willpower saves, 5th level* You are able to exert your will over mindless undead. On your turn you may spend 7 AP to attempt to control a mindless undead (an undead creature having an Intelligence score of -1 or below). The creature makes a Willpower save against your raw Willpower roll. On failure they obey your commands for the next 24 hours. This effect ends if you are incapacitated or move further than 20 tiles from the creature. A creature that saves is immune to this effect for 24 hours. You may have up to your Willpower score in undead creatures under your control. For each creature under your control you add 1 bad die to your raw Willpower rolls with this feat. #### Undead Vitality *Requires 2 Stamina, 5th level* When you long rest make a healing surge roll. You gain temporary wounds equal to the healing surge roll. ### Abyssal Host Only those blessed by a powerful demon can take these feats. #### Elder Sight *Requires 2 Willpower* You are permanently under the effects of the spell _Dark Sight_ and you gain 1 proficiency in perception. #### Eldritch Force *Requires proficiency in occult spells, 8th level* When casting _Void Burst_ at 1st level or above you add 1 wound to the damage. #### Fiendish Trickery *Requires proficiency in thievery* When targeted by a damaging attack, maneuver or spell you may add a terrible die to their attack or spellcasting roll. You may do this a number of times equal to your thievery proficiency, after which you must long rest before using this feat again. #### One with Shadows *Requires proficiency in stealth* While not in direct sunlight you have expertise in stealth. While in dim light or darkness you can spend 5 AP to become invisible. The invisibility ends when you move or take an action. ### Injuries The following are all the Major and Minor injuries you will find in this book. #### Minor Injuries | Name | Effect | | :--------------- | :------------------------------------------------------------------------------------------------------: | | Bleeding | All blank wound die rolled against you are rerolled. | | Winded | You have 1 less maximum AP. | | Festering Wound | Your max wounds are reduced by 1. | | Sprained Wrist | Add a bad die to attacks and maneuvers | | Minor Concussion | Add 1 bad die to spellcasting rolls, you must pass a concentration save every turn while concentrating. | | Bruised Leg | Your move and sprint speeds are reduced by 1 and you add a terrible die to Dexterity saves. | | Head Wound | Add 2 bad dice to all Willpower, Intelligence and Charisma saves and skills. | | Exhaustion | You have 1 level of exhaustion. This exhaustion cannot be healed until you cure this wound. | #### Major Injuries | Name | Effect | | :-------------- | :-----------------------------------------------------------------------------------------------------------------------------------: | | Festering Wound | You add a terrible die to all Strength and Dexterity based rolls. All healing effects on you restore 1 less wound, to a minimum of 1. | | Crushed Body | You always have at least 1 level of exhaustion. | | Missing Eye | Can only be healed by _Power word: Heal_, _Restoration_, or similar magic. You add a bad die to all sight based attaks and skills. | ### Diseases Diseases can be removed in the same way as major injuries: each week that you have a disease you make a Stamina save against 4 terrible dice, ending its effects on success. | Name | Effect | | :----------------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------: | | Stonepox | You add a failure to all Dexterity and Charisma saves. Dexterity and Charisma challenges are one level higher for you. | | Wasting Sickness | You do not heal naturally during a long rest and healing surges have no effect when used to heal. | | Glimmereye disease | Creatures carrying this disease have a distinct, golden glimmer to their eyes. You add a bad die to all attack, skill and save rolls while maintaining concentration. Any time you would be dazed you are stunned instead. |