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by Brandon Goeringer, artwork copyright William McAusland, used with permission. some art by Brian Brinlee, Gary
Dupuis, some art by Daniel Comerci – danielcomerci.com ver.1.0
Magic Spell List
Thief Aid from Beyond: other characters in the party receive a
Cleric
Heroic Reroll for use only during the current encounter.
Arcane Armor: target of spell makes all Defense Actions at
CS d6 for the duration of the encounter, roll twice and take
the best result.
Confusion: roll d6-3, minimum of 1, reroll and take the best
result, for the amount of combat actions that a monster
may not move or take Attack Actions, though it may still
take Defense Actions.
Dark Bolt: CS d6 Ranged Attack Action that may explode,
roll twice and take the best result.
Rain of Fire: up to 4 targets in close proximity to each
other (PM discretion) are attacked with a CS d6-1 ranged
Attack Action, roll twice and take the best result.
All races allowed Summon Monster: roll d6-2, minimum of 2, for the amount
Human or Dwarf hp 6 of combat rounds (including the round the spell is cast)
hp 8 CS d6-1 melee and ranged (dagger and bow / leather) that a monster is summoned under the caster's control,
CS d6-1 melee (mace / chain mail) Abilities: and then vanishes at the end of its last combat round. The
Abilities: Nimble: reroll any task involving agility, take the best monster will not harm itself and can only be directed to
Righteous Insight: reroll any task involving wisdom, take result. Finds traps/secret doors in room/corridor section attack targets decided by the caster. The monster is
the best result. on a successful agility task roll. Disarms traps on a summoned adjacent to the caster and may move and
Bind Wounds: heal 2 hp to all characters after encounters, successful agility task roll. Unlocks doors or containers on attack the following round on the caster's initiative.
or to wounded NPCs (non-player characters). a successful agility task roll. Controlling the monster does not take up the caster's
Holy Light: in combat Heal d6 hp, as a combat action, to Flank: if attacking an enemy engaged in melee with combat action.
all friendly targets in the area, roll twice and take the best another character, roll Melee Attack Actions twice and Roll a d6
result. take the best result. 1-4: chose a Goblin or Giant Centipede.
Holy Smite: in combat Cause d6 hp damage (no Defense Backstab: if foe is completely unaware and not engaged in 5-6: add Orc, Skeleton, Wolf, or Giant Spider to the
Action), as a combat action, to 1 target (or all undead a combat encounter, success at an agility task results in choices of monster summoned.
targets) in the area, roll twice and take the best result. the Thief making 2 Melee Attack Actions, combining both When rolling a 6, reroll, on another 6, may add Minotaur,
Holy Light and Holy Smite may be used a combined total damage into one Attack Action. Expending a Heroic Reroll Ogre, or Troll to the choices of monster summoned.
of 2 times during an encounter (i.e. 2 Holy Lights or 2 Holy rerolls both Attack Actions.
Smites, 1 Holy Light and 1 Holy Smite). Free Form Magic
Expending a Heroic Reroll allows the casting of 1 Wizard Free Form Magic may only be used when out of combat and is
additional Holy Light or Holy Smite per encounter. accomplished by task resolution as decided by the PM based on
complexity, duration and scope of the created spell. Failure results in
Fighter the spell attempt being lost. Free Form Magic examples could be to
conjure food, create a boat, create a rope, create a bridge to pass
over lava, levitate to atop a tower, speak with animals, detect secret
doors, send a telepathic message, breathe underwater, etc. Conjured
items last for 24 hours. The possibilities are up to the creativity,
situation and need of the caster. Free Form Magic is a spell, not an
intelligence task, and may only be rerolled by using a Heroic Reroll.
Starting Equipment
All characters start out with basic adventuring and survival equipment
for wilderness and underground exploration (PM's discretion).
Backpack
Bedroll
Human or Elf Dry Rations, 1 week worth (dried meat, hard bread, etc.)
hp 4 Flint & Steel
CS d6-2 melee and ranged (staff of magic missiles / robes) Rope, 50'
Abilities: Torches, 6 (lasts 1 hour)
All races allowed
Brains: reroll any task involving intelligence, take the best Water Skin, gallon
hp 10
result. Optional Equipment (PM's discretion)
CS d6 melee and ranged (any weapon / any armor)
Combat Magic: in combat, may cast 2 spells per Healing Potion (restores d6-1 hp to the drinker, roll twice
Abilities:
encounter from the Magic Spell List (may cast two and take the best result, minimum of 1 hp)
Muscle: reroll any task involving strength, take the best
different spells or the same spell twice). Casting a spell in Holy Water (CS r d6-1 vs. undead, may hit multiple
result.
combat is a combat action. targets, PM discretion)
Challenge: once per encounter, as a combat action, may
Free Form Magic: out of combat, may attempt to cast 2 Iron Spikes, 12
challenge an enemy to direct at least 1 of its Attack
Free Form Spells per session. Lantern (lasts 5 hours)
Actions per combat round, against the Fighter when
Expending a Heroic Reroll allows the casting of 1 Oil flask (CS r d6-2, may hit multiple targets, PM
possible, for the duration of the encounter.
additional combat spell or Free Form Magic spell, in discretion), replenishes lantern
Combat Master: Melee Attack and Melee Defense Action combat or out of combat, respectively.
rolls may explode.
Bard Ranger Assassin
Human
All races allowed hp 6
hp 8 CS d6-2 melee (dagger or staff / robes)
All races allowed Abilities:
CS d6-1 melee (sword / chainmail) hp 10
Abilities: Drain Life: twice per encounter make a CS d6-2 Ranged
CS d6 melee (any / any)
Rally: once per encounter, as an action, heal 1 hp to all Attack Action against non-undead, reroll and take the best
Abilities:
friendly targets in the area (including themselves), as well result. Any damage done may immediately heal the
Counter Attack: make 1 free Melee Attack Action to a Necromancer or any other friendly targets in the area, for
as grant them 1 extra point of damage to all attacks for d6- target after that target failed to do any damage to the
2 rounds, minimum of 1, reroll and take the best result. the amount of damage dealt. This healing may be split up
Gladiator with a Melee Attack Action. between multiple targets. Expending a Heroic Reroll
Expending a Heroic Reroll allows for an additional Rally Battle Forged: each encounter ignore 1 Monster Ability,
but may not stack. allows for an additional casting of Drain Life.
from each monster type present, that would directly affect Death Essence: immune to disease, energy drain,
Inspiration: expend a Heroic Reroll to give another friendly the Gladiator, those that can be ignored are; breath attack,
target a reroll. paralysis and poison. Reroll all tests involving identifying
constrict, disease, energy drain, paralysis, petrify, poison. undead and their abilities, as well as information
Soldiers: command 2 soldiers at the start of session Glory: twice per encounter, after killing a monster, choose
(swords and bows), that may be given orders to attempt concerning tombs, crypts or burial rites.
to roll a d6, if a 6 is rolled, the Gladiator gains a Heroic Undead Minion: take 2 points of damage and touch a
tasks per PM discretion. CS d6-2 melee and ranged 4hp. Reroll or may give it to a friendly target that is in the same
They act on the Commander's action, may use magical corpse, as an action, to summon an undead ally from the
encounter. Summoned Monster List, under the Necromancer's control
items, count for determining party size and do not roll for
loot. for the remainder of the session until dismissed or
destroyed, which allows a new one to be summoned. The
undead acts on the Necromancer's action.
Druid Roll a d6
Martial Artist 1-5: choose Skeleton or Zombie
6: add Ghoul to the choices of undead summoned.
Corpse must have flesh to summon a Zombie or Ghoul.
Spellsword
Human or Elf
hp 6 Human
CS d6-2 melee (staff / robes) hp 10
Abilities: CS d6-1 melee (staff, fists, feet, etc. / robes) Human or Elf
Wilderness Lore: reroll all tasks to identify and use natural Abilities: hp 8
plants as well as attempts to calm wild beasts. Once Dual Strike: make 2 Melee Attack Actions per round. CS d6-1 melee (any / any)
calmed may make it a Beast Friend. Feather Feet: make extraordinary feats of jumping, Abilities:
Beast Friend: a calmed beast from the Summoned leaping, falling, tumbling, wall running, and flipping per the Arcane Strikes: all Melee Attack Actions are magical, reroll
Monster List may be under the Druid's control for the PM's discretion. If a task roll is required, may reroll and and take the best result.
remainder of the session, unless killed, acting on the take the best result. Combat Magic: may cast 1 spell from the Magic Spell List
Druid's action. A new Beast Friend may be acquired by Meditation: instead of Binding Wounds, after each per encounter, chosen from Arcane Armor, Dark Bolt or
taking the place of an already calmed Beast Friend. encounter take a moment (time spent is PM's discretion) Rain of Fire.
Herbalist: twice per session make a potion, out of combat, to heal the body and soul, restoring d6-2 hp, roll twice and Free Form Magic: out of combat, may attempt to cast 1
that either cures disease, paralysis, poison or heals take the best result, minimum of 1 hp, and gain 1 Heroic Free Form Spell per session.
(restores d6-1 hp, roll twice and take the best result, Reroll. This also removes disease and poison. Expending a Heroic Reroll allows the casting of 1
minimum of 1 hp). Expending a Heroic Reroll creates an additional combat spell or Free Form Magic spell, in
additional potion. Potions may be given to others. combat or out of combat, respectively.