Professional Documents
Culture Documents
This is product comes from a desire to play in the The races presented are converted by representing the
pathfinder world with the simplicity of a system that pathfinder bonuses for a starting race as much as
FFG made know as Genesys. My aim for this PDF is to possible without making them too expensive to start, It
provide the stats for the Equipment, Spells and isn't an exact science but at the end of each race
Creatures that make up the Pathfinder world. Not to conversion I add a section called Conversion Info. This
convert rules that existed in pathfinder but take full is a brief explanation and thought process behind each
advantage of the Genesys narrative gameplay while change in exp cost.
making any new rules light weight so as not to infringe
on the spirit of the Genesys System.
Dwarf
3 2 2 2 3 1
Gnome
1 2 2 2 2 3
Halfling
1 3 2 2 2 3
Bard
The Bard counts the following skills as career skills:
Charm, Knowledge (Lore), Leadership, Melee
(Light), Negotiation, Cool, Verse. Before spending
experience during character creation, a Bard may
choose four of their career skills and gain one rank in
each of them.
Optional Replacements: Any Knowledge skill
Cleric
The Cleric counts the following skills as career skills:
Charm, Discipline, Divine, Knowledge (Religion),
Human Leadership, Melee (Light), Resilience, Perception.
Before spending experience during character creation,
2 2 2 2 2 2 a Cleric may choose four of their career skills and gain
one rank in each of them.
• Starting Wound Threshold: 10 + Brawn
• Starting Strain Threshold: 10 + Willpower Druid
• Starting Experience: 110 XP The Druid counts the following skills as career skills:
• Special Abilities: Humans begin the game Alchemy, Athletics, Knowledge (Nature), Medicine,
with one rank in two non-career skill. They Melee (Light), Primal, Survival. Before spending
still may not train this skill passed rank 2 experience during character creation, a Druid may
during character creation. choose four of their career skills and gain one rank in
Conversion Info: each of them.
Characteristics (100xp). Well not much to humans
except they get one rank in two non-career skills Fighter
instead of the one half-elves get (0xp) The Fighter counts the following skills as career skills:
Athletics, Craft, Melee (Heavy), Melee (Light),
Ranged, Resilience, Riding, Vigilance. Before
spending experience during character creation, a
Fighter may choose four of their career skills and gain
one rank in each of them. Ranged, Stealth, Survival, Vigilance. Before
Class Ability: Weapon Training A fighter selects a spending experience during character creation, a
group of weapons and can add a s to all skill check Ranger may choose four of their career skills and gain
using that weapon. one rank in each of them.
Groups Class Ability: Favored Enemy and Terrain
Axes: battleaxe, dwarven waraxe, greataxe, handaxe, Choose a favored enemy type and terrain type. Every
heavy pick, light pick, orc double axe, and throwing axe. check dealing with the favored enemy type gains a s
Blades, Heavy: bastard sword, elven curve blade,
falchion, greatsword, longsword, scimitar, scythe, and on all checks. Every check made in your favored
two-bladed sword. terrain remove a s from the roll.
Blades, Light: dagger, kama, kukri, rapier, sickle,
starknife, and short sword.
Rouge
Bows: composite longbow, composite shortbow, longbow, The Ranger counts the following skills as career skills:
and shortbow. Coordination, Deception, Melee (Light),
Close: gauntlet, heavy shield, light shield, punching Perception, Ranged, Skulduggery, Stealth,
dagger, sap, spiked armor, spiked gauntlet, spiked shield,
Streetwise. Before spending experience during
and unarmed strike.
Crossbows: hand crossbow, heavy crossbow, light crossbow, character creation, a Ranger may choose four of their
heavy repeating crossbow, and light repeating crossbow. career skills and gain one rank in each of them.
Double: dire f lail, dwarven urgrosh, gnome hooked Optional Replacements: Charm, Athletics
hammer, orc double axe, quarterstaff, and two-bladed
sword.
Flails: dire flail, flail, heavy flail, morningstar, Sorcerer
nunchaku, spiked chain, and whip. The Wizard counts the following skills as career skills:
Hammers: club, greatclub, heavy mace, light hammer,
Arcana, Coercion, Cool, Deception, Discipline,
light mace, and warhammer.
Monk: kama, nunchaku, quarterstaff, sai, shuriken, Negotiation, Perception, Vigilance. Before spending
siangham, and unarmed strike. experience during character creation, a Wizard may
Natural: unarmed strike and all natural weapons, such choose four of their career skills and gain one rank in
as bite, claw, gore, tail, and wing. each of them.
Pole Arms: glaive, guisarme, halberd, and ranseur.
Spears: javelin, lance, longspear, shortspear, spear, Optional Replacements: Craft
and trident. Class Ability (Sorcerer): Dragon Blood
Thrown: blowgun, bolas, club, dagger, dart, half ling sling My spend t to reduce the strain required to cast spells
staff, javelin, light hammer, net, shortspear, shuriken, to 1 for the rest of the encounter. Like wise the GM
sling, spear, starknife, throwing axe, and trident.
may spend d to increase the strain required to cast
Monk spells to 3 for the rest of the encounter.
The Monk counts the following skills as career skills: Wizard
Athletics, Brawl, Coordination, Deception, The Wizard counts the following skills as career skills:
Discipline, Melee (Light), Resilience, Vigilance. Arcana, Cool, Discipline, Knowledge (Player
Before spending experience during character creation, Choice), Craft, Negotiation, Perception, Vigilance.
a Monk may choose four of their career skills and gain Before spending experience during character creation,
one rank in each of them. a Wizard may choose four of their career skills and
gain one rank in each of them.
Paladin Optional Replacements: My replace any skill with
The Cleric counts the following skills as career skills: another Knowledge skill of any type.
Charm, Discipline, Divine, Leadership, Craft Class Ability (Wizard): Spell Books
(Smithing or Magic Items), Melee (Light), Ride, Spell books act like a depository for your spell
Perception. Before spending experience during research. While you can cast any spell as long as you
character creation, a Cleric may choose four of their have the right skill, the value of spell books come from
career skills and gain one rank in each of them. scibing them to your spell book. During this process
Optional Replacement: Knowledge (Religion), May you will have the opportunity to make a more potent
choose Smithing for crafting skill or Magic Items, but spell than you would normally be able to cast if you
not both. were to just do it on the fly.
Arcana Intellect Magic Genesys Core (page 70) Spellcraft, Knowledge (Arcana)
Menacing
Athletics Brawn General Genesys Core (page 58) Climb, Swim Tier: NPC Only
Brawl Brawn Combat Genesys Core (page 67) Activation: Passive
Charm Presence Social Genesys Core (page 54) Diplomacy Ranked: Yes
Coercion Willpower Social Genesys Core (page 55) Intimidation When rolling for Initiative, roll an additional time per
Cool Presence Social Genesys Core (page 59)
ranks in Menacing, recording the results. These
Coordination Agility General Genesys Core (page 59) Escape Artist, Acrobatics, and Fly
become NPC Initiative slots. Your adversary may take
Craft Intellect General Pathfinder Conversation Craft, Profession, Knowledge (engineer)
one extra per rank during a single round. Any abilities
Deception Cunning Social Genesys Core (page 56) Bluff and Disguise
Melee
Tier: 1
Brawn Combat Genesys Core (page 68)
(Heavy) Activation: Passive
Melee (Light) Brawn Combat Genesys Core (page 68)
Ranked: no
Negotiation Presence Social Genesys Core (page 56) Appraise
You my now cast spells without the need of a spell
Perception Cunning General Genesys Core (page 61) Perception
Semi-Precious Gems 3
May use a maneuver to Brace. The next enemy that High Quality 7
Grand Jewels 9
dealt the base damage of the weapon as an out of turn
incidental before their attack is resolved.
Weapons
Disarming Brawl Weapons
Spend aaa to have the target drop whatever is in Name Dam Crit Range Encum HP Price Rarity Special
Misfire Gauntlet,
spiked
+1 3 Engaged 1 1 5 gp 0 Disorient 3, Knockdown
to have the attack miss as well as damage the weapon Battleaxe +3 3 Engaged 2 1 10 gp 2 Viscous 1
If you are monk, when making a combat check you Hammer, light +2 3 Engaged 1 1 1 gp 2
may use your Brawl instead of the skill normally used. Handaxe +2 3 Engaged 1 1 6 gp 2 Viscous 1
You don't increase the difficulty for making ranged Longsword +3 3 Engaged 1 1 15 gp 3 Defensive 1
Unwieldy 3, Disarming,
Nunchaku +2 3 Engaged 1 1 2 gp 4
Composite Disorient 3, Monk
Add half of the wielders Brawn rating to damage, Pick, heavy +2 3 Engaged 2 1 8 gp 2 Viscous 2, Pierce 1, Inaccurate 1
Armor
Spiked shield, Defensive 1, Deflection 1,
+1 4 Engaged 3 2 19 gp 3
light Knockdown, Inaccurate
Urgrosh, dwarven +3 3 Engaged 3 2 50 gp 4 Viscous 1, Linked 1, Brace Casting while in heavy armor grants s s on spell checks and agility based skill
checks.
Crossbow, repeating
10 3 Long 3 2 400 gp 5 Auto-fire, Inaccurate
heavy
Caltrops 1 gp 1 0 Tent 10 gp 3 1
Candle 1 cp 0 0 Torch 1 cp 0 0
Chest (empty) 2 gp 4 0
Crowbar 2 gp 1 0
Inkpen 1 sp 0 0 Sunrod 2 gp 0 0
Lantern, bullseye 12 gp 1 2
Saddle
Noble’s outfit 75 gp 2 5
Galley 30,000 gp - 7
Ale Rowboat 50 gp 9+ 1
Gallon 2 sp 2 0 Oar 2 gp 2 0
Common (pitcher) 1 sp 2 0
Fine (bottle) 10 gp 0 1
Adventuring Gear
Backpack
Mounts and Related Gear Backpacks increase the characters encumbrance by 4.
Item Price Encum Rarity
Barding
Blanket, Winter
Medium creature x2 x1 -
This blanket adds s on Resilience checks made
Large creature x4 x2 -
against cold weather.
Bit and bridle 2 gp 0 0
Dog, guard 25 gp - 2
Caltrops Average: Hard (fff) Skulduggery check
A caltrop is a four-pronged metal spike crafted so that Good: Daunting (ffff) Skulduggery check
one prong faces up no matter how the caltrop comes to Superior: Formidable (fffff)Skulduggery
rest. You scatter caltrops on the ground in the hope that check
your enemies step on them or are at least forced to
slow down to avoid them. One bag of caltrops covers Manacles, Standard and Masterwork
an area enough to occupy a silhouette 1 creature. Manacles can bind a silhouette 1 size creature. The
When entering and each round thereafter they remain difficulty to slip free of manacles or beak free is the
in the area, they deals 1 damage. If wearing footwear it lock difficulty +1. Slipping free requires a
deals 1 strain instead. hh or d on skill checks may Coordination check. Breaking the manacles requires n
be spent to inflict the Hamstrung Critical while in this Athletics check. If the manacles are masterwork,
space. upgrade the difficulty of all checks made to escape the
manacles by 1.
Chain Most manacles have locks; add the cost of the lock
A Chain It can be burst with a Formidable (fffff) you want, to the cost of the manacles. For the same
Brawn check. cost, you can buy manacles for a Silhouette 0 creature.
For a silhouette 2 creature, manacles cost 10 times the
Crowbar indicated amount, and for a silhouette 3 creature, 100
A crowbar grants a s on Brawn checks made to force times the indicated amount. Silhouette 4 or higher, or
open a door or chest. If used in combat, treat a crowbar very small creatures can be held only by specially
as a small improvised weapon. made manacles, which cost at least 100 times the
indicated amount.
Flint and Steel
Lighting a torch with flint and steel is an action, and
lighting any other fire with them takes at least that Oil
long. A pint of oil burns for 6 hours in a lantern or
lamp.
Ink You can also use a flask of oil as a splash weapon.
Ink in colors other than black costs twice as much. With the proper skill you can use oil as an attack.
Roll an Average (ff) Alchemy check, with a
Lamp Common base damage of 3 and a burn 1 quality. You can
A lamp illuminates a Short Range area. A lamp burns
pour a pint of oil on the ground to cover an area 5
for 6 hours on one pint of oil. You can carry a lamp in
one hand. feet square, provided that the surface is smooth. If
lit, the oil burns for 2 rounds and deals the base
Lantern, Bullseye damage of the weapon to each creature in the area.
A bullseye lantern provides light up to medium range
in cone. A lantern burns for 6 hours on one pint of oil.
You can carry a lantern in one hand. Ram, Portable
This iron-shod wooden beam gives you an s on
Lantern, Hooded Brawn checks made to break open a door and
A hooded lantern illuminates a short range area. A allows a second person to help give you s s
lantern burns for 6 hours on one pint of oil. You can instead of one.
carry a lantern in one hand.
This lantern is encased in a more protective cover.
Rope, Hemp/Silk
Add a s to any check to put out this light by means of
This rope can be burst with a Hard (fff) Brawn
water or wind.
check. Silk rope is the same check except made
Lock with s.
The check required to open a lock depends on the
lock’s quality: Spyglass
Simple: Average (ff) Skulduggery check Objects viewed through a spyglass are magnified to
twice their size. Characters using a spyglass remove s made using the bless water spell.
s perception checks to see things far away.
Smokestick
Torch This alchemically treated wooden stick instantly
A torch burns for 1 hour, shedding lighting on creates thick, opaque smoke when burned. The smoke
everything within Short Range. fills a short range radius (treat the effect as a fog cloud
If a torch is used in combat, treat it as a small spell, except that it is more vulnerable to wind). The
improvised weapon with a Burn 1 Quality. stick is consumed after 1 round, and the smoke
dissipates naturally after 1 minute.
Water Clock
This large, bulky contrivance gives the time accurately Sunrod
to within half an hour per day since it was last set. It This 1-foot-long, gold-tipped, iron rod glows
requires a source of water, and it must be kept still brightly when struck as a maneuver. It sheds normal
because it marks time by the regulated flow of droplets light in a medium radius. It glows for 6 hours, after
of water. which the gold tip is burned out and worthless.
Tanglefoot Bag
Special Substances and Items A tanglefoot bag is a small sack filled with tar, resin,
Acid and other sticky substances. When you throw a
You can throw a flask of acid as a weapon with an tanglefoot bag at a creature roll a Ranged combat
Ranged combat check with a base damage of 6 acid check. This attack has a range of short, does no
damage, with a range of short, and the burst 3 and damage. If successful the attack is treated as if the
Sunder Quality. wielder activated an ensnared 5 quality. The bag comes
apart and goo bursts out, entangling the target and then
Alchemist’s Fire becoming tough and resilient upon exposure to air.
You can throw a flask of alchemist’s fire as a weapon An effected creature takes a s penalty on attack rolls
with an Ranged combat check with a base damage of and a s s penalty to Agility based checks. Huge or
6 fire damage, with a range of short, and the burst 3 larger creatures are unaffected by a tanglefoot bag. If
and Burn 2 Quality. the ensnare quality was used on a flying creature is not
ensnared, but it is unable to fly (assuming it uses its
Antitoxin wings to fly) and falls to the ground. A tanglefoot bag
If you drink a vial of antitoxin, you get an upgrade on does not function underwater. A creature that is glued
your Resilience check against poison for 1 hour. to the floor (or unable to fly) can break free by making
a Hard (fff) Athletics check as normal when
Everburning Torch ensnared or by dealing 15 damage to the goo with a
This otherwise normal torch has a continual flame slashing weapon. To do so a creature rolls an attack
spell cast on it. This causes it to shed light like an roll without any difficulty. If the ensnared creature
ordinary torch, but it does not emit heat or deal fire attempts to cast a spell, it takes a s on the check. An
damage if used as a weapon. application of universal solvent to a stuck creature
dissolves the alchemical goo immediately.
Holy Water
Holy water damages undead creatures and evil Thunderstone
outsiders almost as if it were acid. A flask of holy You can throw this stone as a weapon with an Ranged
water can be thrown as a weapon with an Ranged combat check with a range of short and deals no
combat check with a base damage of 5 damage to an damage. When it strikes a hard surface (or is struck
undead creature or an evil outsider, with a range of hard), it creates a deafening bang that is treated as a
short, and the burst 3 Quality. A flask breaks if thrown sonic attack. Each creature within short range of where
against the body of a corporeal creature, but to use it it went off must make an Average (ff) Resilence
against an incorporeal creature, you must open the check or be deafened for 1 hour. A deafened creature,
flask and pour the holy water out onto the target. Thus, in addition to the obvious effects, takes s s on
you can douse an incorporeal creature with holy water initiative rolls and has a s when casting a spell.
you are in engaged with. Temples to good deities sell
holy water at cost (making no profit). Holy water is Tindertwig
The alchemical substance on the end of this small, cast evil spells or channel negative energy).
wooden stick ignites when struck against a rough
surface. Creating a flame with a tindertwig is much Magnifying Glass
faster than creating a flame with flint and steel (or a This simple lens allows a closer look at small objects.
magnifying glass) and tinder. Lighting a torch with a It is also useful as a substitute for flint and steel when
tindertwig is a maneuver (rather than an action), and starting fires. As an action you can light a fire with a
lighting any other fire with one is a maneuver. magnifying glass but requires a bright light, such as
sunlight to focus, tinder to ignite. A magnifying glass
Tools and Skill Kits grants a s on checks made to Appraise any item that is
Alchemist’s Lab small or highly detailed.
This lab is used for making alchemical items, and
provides a s on Alchemy checks pertaining to Musical Instrument, Common or Masterwork
crafting. A masterwork instrument grants a s on Charm checks
involving its use.
Artisan’s Tools
These special tools include the items needed to pursue Scale, Merchant’s
any craft. Without them, you have to use improvised A merchant’s scale grants a s on checks made to
tools and take a s on Craft checks when Crafting), if Appraise items that are valued by weight, including
you can do the job at all. anything made of precious metals.
Weapons Potions
Potions are one time use effects that are based on some
Weapon Special Abilities spells of Average (ff) difficulty or lower. Unlike
Holy scrolls potions don't roll a difficulty. Instead they roll
Aura: Moderate transmutation [good] f equal to the difficulty of the spell. Also an automatic
Required HP: 3 s is generated as part of the results. They don't choose
A holy weapon is imbued with holy power. This any bonus effects, those are chosen when the potion is
power makes the weapon good-aligned and thus created.
bypasses the corresponding damage reduction. It deals The price of a potion is equal to 50 gp x (2x the spell
an extra 4 points of damage against all creatures of evil difficulty). If there are multiple different difficulties
alignment. It upgrades the difficulty on all attacks for based on class, use the lowest difficulty when
any evil creature attempting to wield it. calculating price. Make sure to account for augments.
Construction For example a potion of Cure Moderate Wounds is
Crafting Difficulty: Average (hh) essentially a 2 difficulty spell. It's just the Cure
Requirements: Craft Magic Arms and Armor Talent, Wounds spell with an augment.
holy smite, creator must be good.
Returning Rings
Aura: Moderate transmutation Only two magic rings are allowed to be worn at any
given time. There are no special abilities for rings,
only specific rings. Wands
Wands hold 1 spell and that can be cast as an action.
Ring of Wizardry The base difficulty of the spell is based on the class of
Aura: moderate (wizardry I) or strong (wizardry II– the wielder, since spell difficulty varies based on class.
IV) Also reduce the difficulty to cast this spell by 1 to a
Price: 20,000 gp (I), 40,000 gp (II), 70,000 gp (III), minimum of 1. This can be cast a number of times
100,000 gp (IV) equal to the charges left in the wand before it is as
Rarity: 8 (I), 9 (II), 10 (III), 10 (IV) useless as a stick.
This special ring comes in four kinds (ring of wizardry Requirements:
I, ring of wizardry II, ring of wizardry III, and ring of Must have at least one rank in the appropriate skill
wizardry IV), all of them useful only to arcana needed to cast that type of spell.
spellcasters. The wearer’s arcana spells reduce the
strain need to cast arcana spells from 2 to 1. A ring of Wondrous Items
wizardry I only effects Spells with an Easy (f)
Difficulty, wizardry II only effects Average (ff)
Difficulty, wizardry III only effects Hard (fff)
Amulet of Natural Armor
Aura: Faint transmutation
Difficulty, and wizardry IV only effects Daunting
Slot: Neck
(ffff) Difficulty.
Price: 2,000 gp(+1), 8,000 gp(+2), 18,000 gp(+3),
Construction
32,000 gp(+4), 50,000 gp(+5)
Construction Difficulty: (I) Daunting (hhff), (II)
Rarity: 5 (+1), 6 (+2), 8 (+3), 9 (+4), 10(+5)
Formidable (hhhff), (III and IV) Impossible This amulet, usually crafted from bone or beast scales,
(hhhff) toughens the wearer’s body and flesh, giving him a +1
Requirements Forge Ring, limited wish; Cost 10,000 to +5 soak, depending on the kind of amulet. This soak
gp (I), 20,000 gp (II), 35,000 gp (III), 50,000 gp (IV) is only applied to physical attacks and thus have no
effect against magic.
Rods Construction
(Information Pending) Crafting Difficulty: Hard (hff) (+1 and +2),
Daunting (hfff) (+3), Formidable (hffff)
(+4), Impossible (hffff) (+5)
Scrolls Requirements Craft Wondrous Item, barkskin; Cost
Scrolls hold 1 spell on it that may be cast once as an 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp
action without incurring a strain cost. The scroll is (+4), 25,000 (+5)
consumed after it is used.
The requirements for someone to use the scroll is:
Gloves of Storing
• Having at least one rank in the appropriate Aura: Moderate transmutation
skill to cast that type of spell. Slot: Hands
• If it is a scroll they have not made they must Price: 10,000 gp (one glove)
make a check to read the writing. This can be Rarity: 6
done with 1 less difficulty than it is to cast. This device is a single leather glove. On command,
Using the magic skill required or at the GMs one item held in the hand wearing the glove
discretion an appropriate knowledge check. disappears. The item can have an encumbrance of 3 or
The price of a scroll is equal to the difficulty of the less and must be able to be held in one hand. While
spell x CL X 25 gp. stored, the item has negligible weight. With a snap of
the fingers wearing the glove, the item reappears. A
Staves glove can only store one item at a time. Storing or
Staffs hold multiple spell and that can be cast as an retrieving the item is an incidental. The item is shrunk
action. Also reduce the difficulty to cast these spells by down so small within the palm of the glove that it
1 to a minimum of 1. A Staff holds 10 charges. Unlike cannot be seen. If the glove’s effect is suppressed or
wands, staffs can hold spells of any difficulty. Staffs dispelled, the stored item appears instantly. A glove of
also have the Prepare 1 quality. storing uses up your entire hands slot. You may not use
Staves have a minimum CL of 8. another item (even another glove of storing) that also
uses the hands slot. negative, it is cast on you or some unfavorable by product
Construction of the spell effects you.
Crafting Difficulty: Hard (hhf) Wand Creation
Requirements Craft Wondrous Item, shrink item; Step 1: Gather the materials need. The cost for
Cost 5,000 gp materials is 350gp x the difficulty of the spell x (Key
Rank+Key Ability). On a failed check materials are
Crafting Magic Items still used up and must spend the cost in materials if
making another attempt.
Step 2: Make a skill check with the appropriate magic
Scribe Scroll skill type or Craft (Magic Items) skill, which ever is
Scribing scroll is the process lower. The difficulty is equal to the difficulty to cast
Step 1: Gather the materials need. 12.5 gp x the the spell +1. Then upgrade all difficulty dice. This
difficulty of the spell x (Key Rank+Key Ability). On a penalty can be mitigated through Wand Maker Talent.
failed check materials are still used up and must spend Step 3: Spend a, h, t, and d.
the cost in materials if making another attempt. If successful the PC has a functional wand they can
Step 2: Make a skill check with the appropriate magic use. The amount of charges is equal to 10 x the number
skill type or Craft skill, which ever is lower. The of uncanceled s, to a maximum of 50.
difficulty is equal to the difficulty to cast the spell+1.
Then upgrade all difficulty dice (subject to change). SPENDING a, t, h, AND d ON SCRIBE SCROLL
This penalty can be mitigated through Accomplished CHECKS
Scribe Talent. Cost Effect
Step 3: Spend a, h, t, and d. Reduce the time to make the wand by one day to a
a or t minimum of one day. (You may select this multiple times.)
If successful the PC has a functional scroll they can Your character adds a s to next check using same skill.
use.
aa or t *Add an addition 10 charges to the maximum allowed.
SPENDING a, t, h, AND d ON SCRIBE SCROLL aaa or t *Reduce the difficulty of future checks to craft this wand
CHECKS by one.
*Make a second copy.
Cost Effect
May add an automatic s or a to checks each time it is
Reduce the time to copy the spell by one day to a minimum t cast. (You may select this once)
of one day. (You may select this multiple times.)
* Reduce the difficulty to craft the wand by one, to a
a or t Your character adds a s to next crafting check. minimum of 1.(may be used multiple times)
tt *When crafting this wand you instead of s for each CL
You may remove a s to the check when casting this scroll.
(You may select this multiple times.) you upgrade the pool for each CL.
You may adds a s to the check when casting this scroll. *Increase the time to craft the wand by one day (You may
aa or t h or d select this multiple times.)
(You may select this multiple times.)
*Add s to the next craft wand check.
Reduce the difficulty of future checks to scribe this scroll
aaa or by one. hh or d *You use more materials than intended and you pay an
t additional 25% more in materials.
Make a second copy. *Reduce the maximum charges allowed by 10.
May add an automatic s or a to checks each time it is hhh or d You add an automatic f and h when using this wand.
t cast. (You may select this once)
You may upgrade this check once when casting this scroll. *The GM may spend hhh to have the wands spell
d rebound back to the wielder.
Reduce the difficulty to cast the scroll by one, to a
tt *The wand explodes with enough force to deal a critical
minimum of 1.(may be used multiple times) dd injury +20 to the crafter.
Increase the time to scribe the scroll by one day (You may
h or d select this multiple times.)
Add s to the next scribe scroll check.
Chapter 7: Magic
You use more materials than intended and you pay an
hh or d
additional 25% more in materials.
Magic is handled like it is in the Core Rulebook, but
also have premade spells. These premade spells are
hhh or
d
You add an automatic f and h when casting this scroll. different in the following ways:
d Increase the difficulty of casting this scroll by one. • They ignore the normal rule of who can cast
dd *All scrolls with this specific spell can't be copied to your
what type of spell and instead who can use it is
spell book again. defined by class.
While subscribing the scroll if they effects of the spell are • They can be stored in a scroll or spell book
that gives wizards edge with them. Cost Effect
• Augments available that might not necessarily Reduce the time to copy the spell by one day to a minimum
be available when casting on the fly. a or t of one day. (You may select this multiple times.)
Your character adds a s to next check using same skill.
Staring Spells aa or t The spell on the scroll is not consumed when copied.
Characters who wish to increase their access to spells aaa or t
Reduce the difficulty of future checks to copy this spell by
though experience may do so with the Spell one.
Knowledge Talent. t
May add an automatic s or a to checks each time it is
cast. (You may select this once)
Optional Spell Casting Rules Reduce the difficulty to cast the spell by one, to a minimum
of 1. (You may select this once)
If First You Don't Succeed.... tt When casting this spell you gain an upgrade instead of a s
If you want spice up magic a bit and reflect a more when casting this spell. (Using Genesys spell casting rules
dangerous and volatile side of casting an unfamiliar only)(You may select this once)
spell. Upgrade the difficulty once for newly acquired Increase the time to copy the spell by one day (You may
h or d select this multiple times.)
spells by the PC. The player may spend aaaa or Add s to the next scroll copying check.
t to remove the upgrade. This is a fun way of
You use more materials than intended and you pay an
showing how difficult casting a spell for the 1st time is. hh or d
additional 25% more in materials.
I would forgo this on spells the character starts with.
hhh or d You add an automatic h when casting this spell.
After all the starting spells represent spells the PC has
All scrolls with this specific spell can't be copied to your
known for quite some time. The only exception would d spell book again.
be in the case of the above backstory or spells from Increase the difficulty of casting this spell by one.
level 2 up in general. Remember h and d are more While copying the spell if they effects of the spell are
unforgiving when casting spells than in normal dd negative, it is cast on you or some unfavorable by product
combat. of the spell effects you.
Note: This also provides an opportunity to add a talent Optional Rule: If you like Genesys old way of casting
that lets PC forgo this penalty. spell with more free form, you could, when casting the
spell on the scroll upgrade your check once. The spell
Copying Spells into Spell Book on the scroll is consumed.
Step 1: Gather the materials need. The scroll, Spell Type
obviously, and half the cost of the scrolls price. This is what type of spell you are casting that is
Step 2: Make a skill check with the appropriate magic classified by the Genesys Core Rulebook.
skill type or Magic Craft skill, which ever is lower. To Skill
determine the difficulty divide the rarity by 2 and What base skill you can use when casting it.
round up. Then upgrade all difficulty dice (subject to Concentration
change). This penalty can be mitigated through Whether or not you can use concentration rules found
Accomplished Scribe Talent. This may seem harsh but on page 218 of the Genesys Core Rulebook.
magic usually is. Range: At what rage the spell may be cast.
Step 3: Spend a, h, t, and d.
If successful there are 2 different ways you could go Effect
as a GM. Personal: Only Effects You
Target
• 1st is using the optional magic rules presented
Where the spell ends up or who it effects.
here and add it to their spell book.
• 2nd if you like the Genesys default spell casting Duration
rules you could have a success mean they get a Instantaneous: The spell energy comes and goes the
s when casting that particular spell since they instant the spell is cast, though the consequences might
could have cast already without copying it. be long-lasting.
Regardless of which option you choose the scroll is Permanent: The energy remains as long as the effect
consumed whether you were successful or not. CL has does. This means the spell is vulnerable to dispel
no effect on Copying spells into books. magic.
Concentration: Some magical effects might require
concentration to sustain. If a magical action (or spell)
SPENDING a, t, h, AND d ON SPELL COPYING can benefit from concentration, the action description
CHECKS
notes this. this limitation make sense if I could make my own
Spells that can be sustained through concentration conjuration spells, the scope of the spells ability is
last until the end of the character’s next turn (as noted smaller and less likely to get out of control.
in their description). However, if the character Different schools of magic can be used in Talent Path
performs the concentrate maneuver during that next to specialize.
turn, the spell’s effects last until the end of the
character’s following turn, instead. This can be My Divine character doesn't have access to x spell
sustained indefinitely by performing the concentrate when it's a divine spell in Pathfinder?
maneuver each turn. Spell Types are broken up into Arcana, Divine and
Primal. I use these spell types that is presented on
Spells page 211 of the Genesys Core Rulebook to
determine what spell is tied to which magic skill.
Missing Spells? The Unorthodox Magic talent when purchased will
Some spells from pathfinder will not be implemented also give players access to a spell with a different skill.
for one of two reasons:
1st the spell is the same as another spell only slight Spell Duration
different and more powerful. For example the light Some spells are in increments of minutes. Such as 1
spell and Daylight. Both those spells will exist but in a min per s. This is essentially 10 rounds. But combat
different capacity. They are merged into one spell and rarely goes on that long and so just treat it as 1
the advanced effects of the Daylight spell is encounter when cast in combat. When cast out of
represented in the additional effects section of the combat, well even if you manage to get 5 minutes its
spell. kinda mut