Professional Documents
Culture Documents
Fantasy Ancestries
& Types
H M Indowsky
Dragonsbane Games
This spell compendium is dedicated to my amazingly supportive wife Kimberly, my best friend who brings out the best in me. My love forever and always.
This product was created under license. CYPHER SYSTEM and its logo, and CYPHER SYSTEM CREATOR and its logo, are trademarks of Monte Cook
Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks
of Monte Cook Games, LLC. www.montecookgames.com
This work contains material that is copyright Monte Cook Games, LLC and/or other authors. Such material is used with permission under the Community
Content Agreement for Cypher System Creator.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and
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This material is compatible with Cypher System as well as Dungeons & Dragons 5th Edition adventures and modules, and partially compatible with
Dungeons & Dragons 3rd Edition adventures and modules as well.
All other original material in this work is copyright 2021 by H M Indowsky and published under the Community Content Agreement for Cypher System
Creator.
Thirdly, additional rules for skills & combat, as well as rules for
implementing some of the abilities included in type ability choices
are included in the appendix of this document.
Not only does this allow a more robust fantasy-style game with
Cypher System, but it also allows the use of almost all 5th edition
Dungeons and Dragons adventures and modules, as well as some
3rd edition adventures. This is especially true if using the Cypher
System Fantasy Compendiums (Spell, Magical Item, and
Creature) with this book together.
v 0.99 09/12/2021
Ancestries
In this document and context, the word ancestry refers to a Gnomes
different species. Each ancestry includes characteristics and • Darkvision: You have better perception in the dark than most.
mechanics, and assumes the player and GM are familiar with these You are specialized in low-light spotting. Enabler.
ancestries from fantasy literature and other TTRPGs. Therefore, • Underground: You have spent much of your life in mines and
detailed descriptions of physical characteristics, personality, lore, caverns. You gain an asset to Survival and Perception rolls when
languages, and culture are not included, as this would (and underground. Enabler.
should) be unique to each gameworld a GM uses in play. • Gnome Cunning: You gain an asset for all defense rolls to resist
magic. Enabler.
When adding ancestries to the Cypher System character sentence,
• Artificer's Lore: You are trained in Intellect tasks related to
it now reads:
magic items, alchemical objects, or technological devices. Enabler.
I am a Descriptor Ancestry Type who Focus
In this manner, a player does not have to replace their Descriptor Halflings
with an Ancestry as is standard in Cypher System. After all, not all • Brave: You gain an asset for Intellect defense tasks against being
members of an Ancestry are alike, and should not be denied their frightened. Enabler.
own Descriptors. • Halfling Nimbleness: You can move through the space of any
creature that is of a size larger than yours. Enabler.
• Halfling Combat Training: You are practiced with daggers,
Standard Ancestries short swords, and slings. Enabler.
Below are the five most common ancestries found in fantasy • Naturally Stealthy: You can attempt to hide even when you are
literature and TTRPGs: Dwarves, Elves, Gnomes, Halflings, and obscured only by a creature that is at least one size larger than you.
Humans. GMs should add, remove, or change abilities as they see Enabler.
fit for their game world, campaign, or adventure.
Dwarves Humans
• Darkvision: You have better perception in the dark than most. • Pool Points: Add 4 points to any one pool.
You are specialized in low-light spotting. Enabler. • Improved Edge: Choose one of your Edge stats that is 0. It
• Dwarven Resilience: You gain an asset for Might defense rolls increases to 1. Enabler.
against poisons and toxins. Enabler. • Skilled: Choose any two skills you are untrained in. You are
• Dwarven Combat Training: You are practiced with the trained in those two skills. Enabler.
battleaxe, handaxe, throwing hammer, and warhammer. Enabler.
• Underground: You have spent much of your life in mines and
caverns. You gain an asset to Survival and Perception rolls when Nonstandard Ancestries
underground. You are trained in tasks related to stone, including Several additional non-standard ancestries are included for GMs
sensing stonework traps, knowing the history of stonecraft, and to add to their game as they see fit. Not all of these ancestries will
knowing your distance beneath the surface. Enabler. be appropriate for every gameworld, campaign, or adventure.
Avian
Elves • Keen Senses: Your senses are heightened. You are trained in
• Low-Light Vision: You have better perception in the dark than Perception.
many. You are trained in low-light spotting. Enabler. • Glide: You can descend at a slow enough rate to not take damage
• Keen Senses: You are trained in Perception. Enabler. from falling as long as you are not encumbered.
• Fey Ancestry: You gain an asset to Intellect defense rolls against • Avian Combat Proficiencies: You are practiced with all javelins
being charmed, and magic can't put you to sleep. You do not need and talon-enhancing weapons. Enabler.
to sleep, but instead, enter a trance for 8 hours. Enabler. • Talons: You are considered armed even when you are unarmed
• Elven Weapon Training: You are practiced with the in regards to attacks of opportunity. Your natural attacks cause 1
longsword, shortsword, shortbow, and longbow. Enabler. additional point of slashing damage. Enabler.
Celestial Feline
• Darkvision: You have better perception in the dark than most. • Darkvision: You have better perception in the dark than most.
You are specialized in low-light spotting. Enabler. You are specialized in low-light spotting. Enabler.
• Celestial Resistance: You have Armor 2 against necrotic • Stealthy: You can move very quietly. You have an asset to
damage or other types of evil damage. Enabler. Stealth skill checks. Enabler.
• Healing Hands: As an action, you can touch another creature • Talons: You are considered armed even when you are unarmed
and cause it to gain a free recovery roll. You can use this ability in regards to attacks of opportunity. Your natural attacks cause 1
once per day for every character tier. Action. additional point of slashing damage. Enabler.
• Agile: You move quickly and with precision. You have an asset
to Acrobatics skill checks.
Draconic
• Draconic Heritage: Choose a draconic heritage, such as red,
black, green, blue, white, gold, brass, copper, silver, bronze, or Goblinoid
another gameworld-specific type. You have an associated damage • Darkvision: You have better perception in the dark than most.
type that affects your other abilities, such as fire, acid, poison, You are specialized in low-light spotting. Enabler.
lightning, cold, or another gameworld-specific type. Enabler. • Mountain: You grew up on the sides of tall, steep mountains
• Intimidating: You have an asset to Intimidation skill checks. and feel at home outdoors. You have an asset to Athletics and
Enabler. Survival in mountainous areas. Enabler.
• Draconic Resistance: You gain Armor 2 against the type of • Intimidation: You can be scary and brutish. You have an asset
energy associated with your draconic heritage. Enabler. to Intimidation skill checks. Enabler.
• Dragonbreath: As an action, you breathe out a blast of energy • Underground: You have spent much of your life in mines and
related to your draconic heritage in a 10-foot cone (immediate caverns. You gain an asset to Survival and Perception rolls when
distance). The blast inflicts 3 points of damage of this kind of underground. Enabler.
energy (ignores Armor) to all creatures or objects within the area.
For every level of Effort, add two points to the damage. Once you
use this trait, you can't use it again until you rest at least 10 hours. Golem
Action. • Darkvision: You have better perception in the dark than most.
You are specialized in low-light spotting. Enabler.
• Golem Traits: You do not need to drink, eat, or sleep. You do
Elemental not age naturally. You are immune to poison damage, the
• Elemental Heritage: Choose an elemental heritage, either poisoned condition, and disease. Healing spells do not affect you,
earth, air, fire, or water. You have an associated damage type, and your body needs repairs if badly damaged (GM discretion).
namely acid, lightning, fire, or cold respectively, and your heritage Enabler.
affects your abilities and bonuses. Enabler. • Golem Body: Your body is tougher than normal skin. You have
• Manipulate Element: You gain the ability to manipulate your Armor 1. Enabler.
chosen element in minor ways, similar to what is possible with a
cantrip spell. This ability can be flavored as the player likes,
although it cannot cause damage or have a game mechanic effect Infernal
(unless the GM decides this is allowed, discuss before play). • Darkvision: You have better perception in the dark than most.
Enabler. You are specialized in low-light spotting. Enabler.
• Elemental Energy Resistance: You have Armor 2 against the • Hellish Resistance. You have Armor 2 against fire damage.
energy type associated with your elemental heritage (acid, Enabler.
lightning, fire, or cold). Enabler. • Talons: You are considered armed even when you are unarmed
• Elemental Heritage Skill: You are trained in a skill related to in regards to attacks of opportunity. Your natural attacks cause 1
your elemental heritage. Earth heritage and Water heritage are additional point of slashing damage. Enabler.
trained in Athletics, and Fire heritage and Air heritage are trained • Deceptive: You know how to charm and fool people. You are
in Acrobatics. Enabler. trained in Deception. Enabler.
Types
Although the character types presented in the CSR allow players
to generate almost any type of character, some players want a more For example, while a player who wants to be a barbarian would
familiar experience with the traditional classes presented in D&D almost always play a Warrior as a type and “Rages” as a focus, they
and other TTRPGs. The Types below let players create characters can now play a Barbarian as their type and have a different focus,
with more familiar sets of powers. allowing for many barbarian concepts, rather than always using
one particular focus for class emulation. A classic ranger need not
Additionally, certain foci are built into these types as these foci be an Explorer with the “Wields Two Weapons at Once” focus,
powers would always be a choice for that character type. This also thereby allowing a Ranger (or Magus, or Fighter) to enjoy a more
allows more diversity in character generation as a choice of a focus specific and thematic focus, such as a Ranger who uses two
to emulate a D&D class no longer holds the character back from weapons but Studies Arcana or a Magus who wields two weapons
another more specific and flavorful focus. and Bargains with Fiends.
Combat Tier 1/3 Tier 2/3 Tier 3 Tier 4 Tier 5 Tier 6 --- ---
(Flavor)
Special Abilities: Choose two of the abilities listed below (or Special Abilities: Choose two of the abilities listed below (or
from a lower tier) to add to your repertoire. In addition, you can from a lower tier) to add to your repertoire. In addition, you can
replace one of your lower-tier abilities with a different one from a replace one of your lower-tier abilities with a different one from a
lower tier. lower tier.
• Amazing Effort (109) • Again and Again (109)
• Capable Warrior (118) • Deadly Strike (125)
• Experienced Defender (136) • Extreme Mastery (138)
• Feint (139) • Final Defiance (139)
• Greater Frenzy (146) • Finishing Blow (140)
• Increased Effects (153) • Greater Enhanced Potential (146)
• Increasing Determination (153) • Ignore Affliction (150)
• Mobility* • Lethal Damage (158)
• Momentum (164) • Magnificent Moment (159)
• Never Fumble (165) • Murderer (165)
• Outlast the Foe (167) • One With the Wild (167)
• Snipe (183) • Spin Attack (185)
• Tough As Nails (192) • Weapon and Body (196)
• Wilderness Awareness (198) • Wild Camouflage (198)
Special Abilities: Choose three of the abilities listed below (or Fifth Tier Paladin .
from a lower tier) to add to your repertoire. In addition, you can Artifact Use: You can attune to 4 artifacts.
replace one of your lower-tier abilities with a different one from a Spellcasting: You gain one additional spell slot. Pick two spells
lower tier. from the Paladin spell list, you have these in your spellbook.
• Deadly Aim (125)
• Divine Radiance (130) Martial Skills: Choose one of the following skills you are trained
• Everything Is a Weapon (136) in, you are specialized in this skill:
• Impart Ideal (151) • Mastery with Attack (any size/type or group already trained in)
• Improved Disarm* • Mastery in Defense (any defense type already trained in)
• Improved Sunder* Or, choose one of the following skills you are untrained in, you are
• Improved Trip* trained in this skill:
• Lunge (159) • Skill with Attacks (one size/type or one group)
• Miraculous Health (163) • Skill with Defense (one type of defense)
• Mount (164) • Experienced in Armor
• Seize the Moment (181)
• Slice (183) Spellcasting Skills: Choose one of the following skills you are
• Spray (185) trained in, you are specialized in this skill:
• Trick Shot (194) • Greater Spell Focus (one school of magic, one damage type, or
• Vigilance (196) the focus that you are already trained in)
Or, choose one of the following skills you are untrained in, you are
trained in this skill:
Fourth Tier Paladin . • Spell Focus (one school of magic, one damage type, or focus)
Spellcasting: You gain one additional spell slot. Pick two spells
from the Paladin spell list, you have these in your spellbook. Special Abilities: Choose three of the abilities listed below (or
from a lower tier) to add to your repertoire. In addition, you can
Extra Attack: You gain an additional attack on your turn. This replace one of your lower-tier abilities with a different one from a
does not allow you an extra action and does not stack with lower tier.
additional standard attacks gained from other abilities such as • Divine Intervention (130)
Rapid Attack or Quick Throw, although some abilities giving a • Improved Success (152)
conditional attack, like Successive Attack, are still applicable • Jump Attack (156)
(always DM call). • Parry (168)
• Undo (195)
• Whirlwind of Throws (198)
Sixth Tier Paladin .
Spellcasting: You gain one additional spell slot. Pick two spells
from the Paladin spell list, you have these in your spellbook.
Martial Skills: Choose one of the following skills you are trained
in, you are specialized in this skill:
• Mastery with Attack (any size/type or group already trained in)
• Mastery in Defense (any defense type already trained in)
• Mastery in Armor (if Experienced in Armor)
Or, choose one of the following skills you are untrained in, you are
trained in this skill:
• Skill with Attacks (one size/type or one group)
• Skill with Defense (one type of defense)
• Experienced in Armor
First Tier Druid . Special Abilities: Choose Cantrip along with three other abilities
First-tier druids have the following abilities: listed below. You may not choose the same ability more than once
Effort: Your Effort is 1. unless its description says otherwise.
Edge: Your Intellect Edge is 1. • Cantrip*
Artifact Use: You can attune to 3 artifacts. • Animal Form*
Weapon and Armor Proficiencies: You are practiced in light • Beast Companion (112)
weapons. You are practiced in light armor. If you are not practiced • Brew Potion*
with a certain type of armor but wear it anyway, the Speed • Enlarge Spell*
penalties further increase by 1 and you cannot cast spells. • Extend Spell*
Skills: Choose three of the following skills, you are trained in • Knowledge Skills*
those skills: Appraise, Animal Handling, Athletics, Craft, Insight, • Investigative Skills*
Investigation, Knowledge, Language, Navigation, Perception, • Scribe Scroll*
Profession, Research, Spellcraft, Stealth, Survival, Vehicle. • Sculpt Flesh (180)
• Resonance Field (176)
Divine Patron: You take on a divine patron, usually an elemental • Wilderness Life (199)
or nature-based deity. Your alignment must be within one step of • Wilderness Lore (199)
your deity (which is usually neutral). You swear to serve your deity
and follow its ethos, dictates, and oaths. Should you go against this Second Tier Druid .
oath, your patron deity can revoke your magical powers until you Artifact Use: You can attune to 4 artifacts.
have atoned (DM discretion). Spellcasting: You gain two additional spell slots. Pick three
low-tier spells from the Druid spell list, you have these in your
Magical Training: You are trained in the basics of magic spellbook.
(including the operation of magic artifacts and cyphers) and you
can attempt to understand and identify its properties. Your Spellcasting Skills: Choose one of the following skills you are
magical abilities are considered spells. All spells require somatic untrained in, you are trained in this skill:
components, needing at least one hand to cast and denying • Spell Focus (one school of magic, one damage type, or focus)
spellcasters the ability to cast spells in any sort of physical armor • Skill with Defense (Intellect)
they are not trained in using (armor from spells like mage armor
are not subject to this restriction). All spells require verbal Special Abilities: Choose one of the abilities listed below (or
components, requiring the caster to be able to speak in the from a lower tier) to add to your repertoire. In addition, you may
forceful, strange syllables of Draconic. You are practiced in replace one of your lower-tier abilities with a different one from a
Spellcraft. Enabler. lower tier.
• Battlecaster*
Spellcasting: Your character has learned how to cast additional • Closed Mind*
spells using formulas, Draconic words of power, dramatic • Combat Casting*
gestures, and strange material components. You require a • Communication (121)
spellbook, holy text, animal skin scroll or tattoos, or other means • Craft Wondrous Item*
of recording your spells. You gain spell slots as you increase your • Eyes Adjusted (138)
• Soothe the Savage (184) • Improved Counterspell*
• Spell Penetration* • Widen Spell*
• Wilderness Explorer (199) • Wilderness Awareness (198)
Special Abilities: Choose two abilities listed below (or from a Spellcasting Skills: Choose one of the following skills you are
lower tier) to add to your repertoire. In addition, you may replace trained in, you are specialized in this skill:
one of your lower-tier abilities with a different one from a lower • Greater Spell Focus (one school of magic, one damage type, or
tier. the focus that you are already trained in)
• Animal Senses and Sensibilities (109) • Mastery with Defense (Intellect)
• Augment Summoning* Or, choose one of the following skills you are untrained in, you are
• Craft Arms and Armor* trained in this skill:
• Craft Wand* • Spell Focus (one school of magic, one damage type, or focus)
• Enhanced Intellect (135) • Skill with Defense (Intellect)
• Mount (164)
• Natural Spell* Martial Skills: Choose one of the following skills you are
• Spell Potency* untrained in, you are trained in this skill:
• Spell Power* • Skill with Attacks (one size/type or one group)
• Stronger Together (187) • Skill with Defense (one type of defense)
• Subtle Spell* • Experienced in Armor
• Wilderness Encouragement (198)
Special Abilities: Choose two of the abilities listed below (or
Fourth Tier Druid . from a lower tier) to add to your repertoire. In addition, you may
Artifact Use: You can attune to 5 artifacts. replace one of your lower-tier abilities with a different one from a
Spellcasting: You gain two additional spell slots. Pick three lower tier.
low-tier or mid-tier spells from the Druid spell list, you have these • Beast Call (112)
in your spellbook. • Craft Rods and Staves*
• Enhanced Intellect Edge (135)
Spellcasting Skills: Choose one of the following skills you are • Greater Spell Power*
trained in, you are specialized in this skill: • One With the Wild (167)
• Greater Spell Focus (one school of magic, one damage type, or • Resist Magic*
the focus that you are already trained in) • The Wild Is on Your Side (198)
• Mastery with Defense (Intellect)
Or, choose one of the following skills you are untrained in, you are Sixth Tier Druid .
trained in this skill: Artifact Use: You can attune to 6 artifacts.
• Spell Focus (one school of magic, one damage type, or focus) Spellcasting: You gain two additional spell slots. Pick three spells
• Skill with Defense (Intellect) of any tier from the Druid spell list, you have these in your
spellbook.
Martial Skills: Choose one of the following skills you are
untrained in, you are trained in this skill: Spellcasting Skills: Choose one of the following skills you are
• Skill with Attacks (one size/type or one group) trained in, you are specialized in this skill:
• Skill with Defense (one type of defense) • Greater Spell Focus (one school of magic, one damage type, or
your focus that you are already trained in)
Special Abilities: Choose one of the abilities listed below (or • Mastery with Defense (Intellect)
from a lower tier) to add to your repertoire. In addition, you may Or, choose one of the following skills you are untrained in, you are
replace one of your lower-tier abilities with a different one from a trained in this skill:
lower tier. • Spell Focus (one school of magic, one damage type, or your
• Beast Eyes (112) focus)
• Energy Substitution* • Skill with Defense (Intellect)
• Greater Spell Penetration*
• Improved Companion (151)
Martial Skills: Choose one of the following skills you are trained
in, you are specialized in this skill:
• Mastery with Attack (any size/type or group already trained in)
• Mastery in Defense (any defense type already trained in)
Or, choose one of the following skills you are untrained in, you are
trained in this skill:
• Skill with Attacks (one size/type or one group)
• Skill with Defense (one type of defense)
• Experienced in Armor
Special Abilities: Choose two abilities listed below (or from a Spellcasting Skills: Choose one of the following skills you are
lower tier) to add to your repertoire. In addition, you may replace trained in, you are specialized in this skill:
one of your lower-tier abilities with a different one from a lower • Greater Spell Focus (one school of magic, one damage type, or
tier. the focus that you are already trained in)
• Augment Summoning* • Mastery with Defense (Intellect)
• Craft Arms and Armor* Or, choose one of the following skills you are untrained in, you are
• Craft Wand* trained in this skill:
• Divine Radiance (130) • Spell Focus (one school of magic, one damage type, or focus)
• Enhanced Intellect (135) • Skill with Defense (Intellect)
• Preternatural Senses (171)
• Spell Potency* Martial Skills: Choose one of the following skills you are
• Spell Power* untrained in, you are trained in this skill:
• Subtle Spell* • Skill with Attacks (one size/type or one group)
• Skill with Defense (one type of defense)
Fourth Tier Priest . • Experienced in Armor
Artifact Use: You can attune to 5 artifacts.
Spellcasting: You gain two additional spell slots. Pick three Special Abilities: Choose two of the abilities listed below (or
low-tier or mid-tier spells from the Priest spell list, you have these from a lower tier) to add to your repertoire. In addition, you may
in your spellbook. replace one of your lower-tier abilities with a different one from a
lower tier.
Spellcasting Skills: Choose one of the following skills you are • Call Dead Spirit (117)
trained in, you are specialized in this skill: • Craft Rods and Staves*
• Greater Spell Focus (one school of magic, one damage type, or • Divine Intervention (130)
the focus that you are already trained in) • Enhanced Intellect Edge (135)
• Mastery with Defense (Intellect) • Greater Spell Power*
Or, choose one of the following skills you are untrained in, you are • Resist Magic*
trained in this skill: • Undo (195)
• Spell Focus (one school of magic, one damage type, or focus)
• Skill with Defense (Intellect) Sixth Tier Priest .
Artifact Use: You can attune to 6 artifacts.
Martial Skills: Choose one of the following skills you are Spellcasting: You gain two additional spell slots. Pick three spells
untrained in, you are trained in this skill: of any tier from the Priest spell list, you have these in your
• Skill with Attacks (one size/type or one group) spellbook.
• Skill with Defense (one type of defense)
Spellcasting Skills: Choose one of the following skills you are
Special Abilities: Choose one of the abilities listed below (or trained in, you are specialized in this skill:
from a lower tier) to add to your repertoire. In addition, you may • Greater Spell Focus (one school of magic, one damage type, or
replace one of your lower-tier abilities with a different one from a the focus that you are already trained in)
lower tier. • Mastery with Defense (Intellect)
• Energy Substitution* Or, choose one of the following skills you are untrained in, you are
• Greater Spell Penetration* trained in this skill:
• Improved Companion (151) • Spell Focus (one school of magic, one damage type, or focus)
• Improved Counterspell* • Skill with Defense (Intellect)
• Inspire Action (154)
• Oratory (167) Martial Skills: Choose one of the following skills you are trained
• Overawe (168) in, you are specialized in this skill:
• Widen Spell* • Mastery with Attack (any size/type or group already trained in)
• Mastery in Defense (any defense type already trained in)
Or, choose one of the following skills you are untrained in, you are
trained in this skill:
• Skill with Attacks (one size/type or one group)
• Skill with Defense (one type of defense)
• Experienced in Armor
Magus Special Abilities: Choose four abilities listed below. You may not
Magus Stat Pools
choose the same ability more than once unless its description says
Stat Pool Starting Value .
otherwise.
Might 10
• Block (115)
Speed 9
• Combat Prowess (120)
Intellect 9
• Control the Field (121)
• Danger Sense (124)
You get 6 additional points to divine among your stat pools as you
• Dual Light Wield*
wish.
• Endurance (134)
• Enhanced Speed (135)
First Tier Magus .
• Fleet of Foot*
First-tier magus have the following abilities:
• Improved Edge (151)
Effort: Your Effort is 1.
• Monster Bane (164)
Edge: You have a Speed OR Intellect Edge of 1.
• Monster Lore (164)
Artifact Use: You can attune to 3 artifacts.
• No Need for Weapons (166)
Weapon and Armor Proficiencies: You are practiced in light
• Opportunist (167)
and medium weapons. You are practiced in light and medium
• Overwatch (168)
armor. If you are not practiced with a certain type of armor but
• Physical Skills*
wear it anyway, the Speed penalties further increase by 1 and you
• Quick Throw (174)
cannot cast spells.
• Sense Ambush (181)
Skills: Choose three of the following skills, you are trained in
• Stealth Skills*
those skills: Acrobatics, Athletics, Craft, Intimidation,
• Surging Confidence (188)
Knowledge, Language, Navigation, Perception, Profession,
• Swipe (188)
Spellcraft, Stealth, Survival, Vehicle
• Trained Without Armor (193)
• Weapon Master (197)
Magical Training: You are trained in the basics of magic
(including the operation of magic artifacts and cyphers) and you
Second Tier Magus .
can attempt to understand and identify its properties. Your
Spellcasting: You gain one additional spell slot. Pick two low-tier
magical abilities are considered spells. All spells require somatic
spells from the Magus spell list, you have these in your spellbook.
components, needing at least one hand to cast and denying
spellcasters the ability to cast spells in any sort of physical armor
Martial Skills: Choose one of the following skills you are
they are not trained in using (armor from spells like mage armor
untrained in, you are trained in this skill:
are not subject to this restriction). All spells require verbal
• Skill with Attacks (one size/type or one group)
components, requiring the caster to be able to speak in the
• Skill with Defense (one type of defense)
forceful, strange syllables of Draconic. You are practiced in
Spellcraft. Enabler.
Spellcasting Skills: Choose one of the following skills you are
untrained in, you are trained in this skill:
Spellcasting: Your character has learned how to cast additional
• Spell Focus (one school of magic, one damage type, or focus)
spells using formulas, Draconic words of power, dramatic
gestures, and strange material components. You require a
Special Abilities: Choose two of the abilities listed below (or
spellbook, holy text, animal skin scroll or tattoos, or other means
from a lower tier) to add to your repertoire. In addition, you may
of recording your spells. You gain spell slots as you increase your
replace one of your lower-tier abilities with a different one from a
character's tier, according to your character type. You may
lower tier.
memorize spells recorded in your spellbook in those spell slots,
• Combat Reflexes*
and you may swap out these spells for others as long as you have
• Danger Instinct (124)
your spellbook with you. To do so, you must spend at least one
• Enable Others (133)
uninterrupted hour studying your spellbook. This is something
• Eye for Detail (138)
• Find an Opening (139)
• Foil Danger (142) Fourth Tier Magus .
• Hand to Eye (148) Spellcasting: You gain one additional spell slot. Pick two spells
• Hemorrhage (149) from the Magus spell list, you have these in your spellbook.
• Lunge (159)
• Quick Recovery (173) Extra Attack: You gain an additional attack on your turn. This
• Range Increase (174) does not allow you an extra action and does not stack with
• Reload (176) additional standard attacks gained from other abilities such as
• Slice (183) Rapid Attack or Quick Throw, although some abilities giving a
• Stand Watch (186) conditional attack, like Successive Attack, are still applicable
• Successive Attack (187) (always DM call).
• Weapon Defense (197)
• Will of Legend (199) Special Abilities: Choose two of the abilities listed below (or
from a lower tier) to add to your repertoire. In addition, you may
Third Tier Magus . replace one of your lower-tier abilities with a different one from a
Artifact Use: You can attune to 4 artifacts. lower tier.
Spellcasting: You gain one additional spell slot. Pick two low-tier • Acrobatic Attack (108)
spells from the Magus spell list, you have these in your spellbook. • Amazing Effort (109)
• Answering Attack (110)
Martial Skills: Choose one of the following skills you are • Blink of an Eye (115)
untrained in, you are trained in this skill: • Capable Warrior (118)
• Skill with Attacks (one size/type or one group) • Experienced Defender (136)
• Skill with Defense (one type of defense) • Feint (139)
• Experienced in Armor • Fight On (139)
• Improved Disarm*
Spellcasting Skills: Choose one of the following skills you are • Improved Sunder*
untrained in, you are trained in this skill: • Improved Trip*
• Spell Focus (one school of magic, one damage type, or focus) • Mobility*
• Momentum (164)
Special Abilities: Choose three of the abilities listed below (or • Never Fumble (165)
from a lower tier) to add to your repertoire. In addition, you may • Snipe (183)
replace one of your lower-tier abilities with a different one from a • Subtle Steps (187)
lower tier. You may bear four artifacts at a time. • Tumbling Moves (194)
• Acrobatic Attack (108)
• Controlled Fall (122) Fifth Tier Magus .
• Deadly Aim (125) Artifact Use: You can attune to 5 artifacts.
• Disarming Strike (129) Spellcasting: You gain one additional spell slot. Pick two spells
• Fling (141) from the Magus spell list, you have these in your spellbook.
• Improved Bull Rush*
• Improved Grapple* Martial Skills: Choose one of the following skills you are trained
• Improved Overrun* in, you are specialized in this skill:
• Obstacle Running (167) • Mastery with Attack (any size/type or group already trained in)
• Point Blank Shot* • Mastery in Defense (any defense type already trained in)
• Rapid Reload* Or, choose one of the following skills you are untrained in, you are
• Resilience (176) trained in this skill:
• Run and Fight (179) • Skill with Attacks (one size/type or one group)
• Seize the Moment (181) • Skill with Defense (one type of defense)
• Speed Burst (185) • Experienced in Armor
• Targeting Eye (189)
• Trained Slayer (193) Spellcasting Skills: Choose one of the following skills you are
• Trick Shot (194) trained in, you are specialized in this skill:
• Vigilance (196) • Greater Spell Focus (one school of magic, one damage type, or
the focus that you are already trained in)
Or, choose one of the following skills you are untrained in, you are
trained in this skill:
• Spell Focus (one school of magic, one damage type, or focus)
Special Abilities: Choose three of the abilities listed below (or
from a lower tier) to add to your repertoire. In addition, you may
replace one of your lower-tier abilities with a different one from a
lower tier. You may bear five artifacts at a time.
• Create (122)
• Free to Move (143)
• Hard to See (148)
• Improved Success (152)
• Jump Attack (156)
• Parry (168)
• Physically Gifted (170)
• Take Command (188)
• Vigilant (196)
Martial Skills: Choose one of the following skills you are trained
in, you are specialized in this skill:
• Mastery with Attack (any size/type or group already trained in)
• Mastery in Defense (any defense type already trained in)
Or, choose one of the following skills you are untrained in, you are
trained in this skill:
• Skill with Attacks (one size/type or one group)
• Skill with Defense (one type of defense)
• Experienced in Armor
Martial Skills: Choose one of the following skills you are trained
in, you are specialized in this skill:
• Mastery with Attack (any size/type or group already trained in)
• Mastery in Defense (any defense type already trained in)
Or, choose one of the following skills you are untrained in, you are
trained in this skill:
• Skill with Attacks (one size/type or one group)
• Skill with Defense (one type of defense)
• Experienced in Armor
Spell Slots: You have four spell slots with which you can
Third Tier Bard .
memorize spells. Pick six low-tier spells from the Bard spell list,
Spellcasting: You gain two additional spell slots. Pick three
you have these in your spellbook.
low-tier or mid-tier spells from the Bard spell list, you have these in
your spellbook. Additionally, choose one low-tier spell from any
spell list. It is a bard spell for you, and you have it in your
spellbook.
Spellcasting Skills: Choose one of the following skills you are Fifth Tier Bard .
untrained in, you are trained in this skill: Spellcasting: You gain two additional spell slots. Pick three spells
• Spell Focus (one school of magic, one damage type, or focus) from the Bard spell list, you have these in your spellbook.
Additionally, choose one low-tier or mid-tier spell from any spell
Special Abilities: Choose three more abilities listed below (or list. It is a bard spell for you, and you have it in your spellbook.
from a lower tier) to add to your repertoire. In addition, you may
replace one of your lower-tier abilities with a different one from a Spellcasting Skills: Choose one of the following skills you are
lower tier. trained in, you are specialized in this skill:
• Advanced Command (108) • Greater Spell Focus (one school of magic, one damage type, or
• Applying Your Knowledge (110) focus that you are already trained in)
• Blend In (113) Or, choose one of the following skills you are untrained in, you are
• Closed Mind* trained in this skill:
• Discerning Mind (129) • Spell Focus (one school of magic, one damage type, or focus)
• Expert Follower (137)
• Flex Skill (141) Martial Skills: Choose one of the following skills you are
• Grand Deception (146) untrained in, you are trained in this skill:
• Greater Enhanced Potential (146) • Skill with Attacks (one size/type or one group)
• Lead by Inquiry (157) • Skill with Defense (one type of defense)
• Oratory (167) • Experienced in Armor
• Perfect Stranger (169)
• Quick Wits (174) Special Abilities: Choose three abilities listed below (or from a
• Spell Focus* lower tier) to add to your repertoire. In addition, you may replace
• Spell Potency* one of your lower-tier abilities with a different one from a lower
• Telling (190) tier.
• Able Assistance (108)
• Greater Enhanced Potential (146)
Fourth Tier Bard . • Master Entertainer (160)
Artifact Use: You can attune to 5 artifacts. • Discipline of Watchfulness (129)
Spellcasting: You gain two additional spell slots. Pick three • Flee (141)
low-tier or mid-tier spells from the Bard spell list, you have these in • Knowing the Unknown (156)
your spellbook. • Stimulate (186)
Knowledge: Choose one of the following specialties: Arcana, Abilities that give training or specialization in attacks or defenses,
History, Nature, Religion, Astronomy, Cosmology, Engineering, such as Unarmed Fighting Style, Weapon Defense, or Closed
Geography, Geology, Linguistics, Local (for one town, region, or Mind do not stack with these abilities or each other. Abilities that
country), Medicine, Physics, Philosophy, or anything else one give additional attacks, such as Rapid Attack, do not stack with
could think of, even very specific topics. the Extra Attack ability or the Triple Attack ability.
Players should not be allowed to remove Armor Speed penalties necrotic, poison, alignment damage, or another damage type
with XP when using these rules. Only the character type abilities named by the GM.
mentioned here should be used, Experienced and Mastery in
Armor, and only at the levels indicated in their character type. You must choose a spell school, damage type, or focus that you are
untrained in each time you take this skill. Different types of
• Skill with Attacks allows a character to become trained in overlapping training do not stack. For example, being trained in
attacks with one of a few groups of weapons, namely by size and evocation and trained in fire spells does not make one specialized
type (light bladed, light bashing, light ranged, medium bladed, in fireball.
medium bashing, medium ranged, heavy bladed, heavy
bashing or heavy ranged) or by group (unarmed, swords, axes, • Greater Spell Focus allows a character to become specialized in
polearms, ninja weapons, hammers, spears, maces, thrown attacks from a school, damage type, or focus they are trained in.
weapons, bows, crossbows, firearms, etc).
You must choose a new size/type or group you are untrained in • Spellcraft allows a character to become better at identifying
each time you take this skill. Different types of groups do not spells being cast and ongoing spell effects, or to be trained or
stack. For example, being trained in swords and trained in medium specialized in dispel magic, counterspelling, casting defensively,
bladed does not make one specialized in longswords. and concentrating while casting. Spellcraft follows the standard
skill rules, rather than requiring an ability to increase.
• Skill with Defense allows a character to become trained in one
of the three defense skills (Might, Speed, or Intellect). You must Spellcraft Task Difficulty Level .
choose a new defense type each time you take this skill. ID Spell Being Cast:
Low Tier 3
Mid Tier 5
• Experienced with Armor allows a character to remove the first
High Tier 7
level of Armor Speed Penalty. This can only be chosen once.
ID Spell Effect /w Detect Magic:
Low Tier 4
• Extra Attack allows a second melee or ranged attack to be taken Mid Tier 6
in a combat round. High Tier 8
Analyze Magic Trap Level of caster
• Mastery with Attacks allows a character to become specialized Disarm Magical Trap Level of caster
in attacks in one of the groups they are already trained in. Cast Defensively 4
Concentration Check damage taken
• Mastery with Defense allows a character to become specialized
in a defense skill they are already trained in.
Artifacts vs Cyphers
• Mastery with Armor allows a character to remove the second Artifacts have limits on the number you can carry instead of
level of Armor Speed Penalty. This can only be chosen once. cyphers. The more powerful and permanent magics within
artifacts (permanent magical items) interfere with each other,
• Triple Attack allows a character to gain a third melee or ranged while cyphers like potions, scrolls, and wands can be carried
attack per combat round. without restriction (if you can find or make them).
Spellcasting Skills
Many abilities allow a character to be trained or specialized in the Starting Gear and Gold
tasks involved in spellcasting, improving their spell attacks as well Although the Cypher System rules for gear both mundane and
as their ability to dispel magic or counterspell. Note that martial magical might work in some genres, gold pieces work much better
character types can take the Magic flavor to gain some improved as a tangible means of tracking wealth. All games are different, and
spellcasting ability towards a focus with spells or single spells they the GM should either assign a set amount of gold pieces (or silver
have as abilities. pieces) for players to equip their characters, or simply allow players
to have any general gear they need below a certain price (under
• Spell Focus allows a character to become trained in attacks with 10gp, or perhaps even 25gp), thereby allowing most players to get
one school of magic, one damage type, or the spells from their their characters started without expensive items like plate mail.
character focus. Spell schools include abjuration, conjuration,
divination, enchantment, evocation, illusion, necromancy,
transmutation, or another school named by the GM. Damage
types include fire, cold, acid, lightning, thunder, radiant, force,
Removed XP awards Attacks of Opportunity
Certain actions draw an attack of opportunity if threatened,
It is recommended to remove the following XP benefit choices:
including:
• Long-term Benefit: Home or Wealth
• using potions or scrolls
If you are using gold pieces, this wreaks havoc on the wealth
• casting spells (can cast defensively, see below)
system, especially if players are allowed to turn these perks into
• using ranged weapons
gold for other purchases.
• heal someone with a skill check
• Character Advancement: Reduce Armor Cost
• reload a crossbow, light a torch, etc
Leaving this option in place makes it so any type can remove the
• standing up from prone
Speed Armor penalties at early levels and without taking an ability,
• many combat maneuvers (disarm, bull rush, trip, overrun, etc)
and all at the same levels (rather than martial characters removing
it first).
Rolling 1 or 2 on an Attack roll
• Character Advancement: Recovery Roll Increases
When a character rolls a 1 or a 2 on an attack roll, they take 2
This advancement option can be problematic if taken multiple
points of damage from a counterattack, as well as a minor effect
times, allowing spellcasters to boost their pools to higher levels
(on a 1).
than normal.
• Character Advancement: Extra Type Ability
Rolling 1 or 2 on a Defense roll
Players should not be able to select another character type ability
When a character rolls a 1 or a 2 on a defense roll, they take an
as one of the four advancement choices, as it can be unbalancing,
additional 2 points of damage from the enemy’s critical hit, as well
especially at higher tiers. The choice of an additional focus ability
as a minor effect (on a 1).
should remain, however.
Movement Tasks
Combat You can try to move a short distance and attack in the same round,
Tokens and battlemaps are an essential part of many fantasy or move a long distance, with a Movement task (Speed or
games, so additional rules are presented below to help with the at Acrobatics check) level 4. Failing the task means you lose your
times vague nature of narrative combat. action, stumble on the movement, or some have some type of
hindrance.
Action & Movement
During a player's turn, a character can do one normal action and Action: Standing Up
move action (25 feet). When a prone creature stands up, they provoke an Attack of
Opportunity. If damaged, they still stand up. A Movement check
5-foot step level 2 allows one to stand without an AoO, and a level 5 check
Every round, as part of an action, a player or NPC can take a allows one to stand and complete an action as well.
5-foot step, in a similar manner to D&D 3.5 edition 5-foot steps.
This movement does not draw attacks of opportunity. This does Action: Disengage
not stack with any other type of movement. If you take the Disengage action, you can move 25 feet (half of a
short distance), and your movement doesn't provoke opportunity
Reach attacks for the rest of the turn.
Most creatures have a 5-foot reach and can thus attack targets
within 5 feet of them when making a melee attack. Some weapons Dual Wielding
are reach weapons, such as polearms. They have a 10-foot reach, Using two light weapons at once allows two attacks a round, with
but attacks within 5 feet are hindered one step. Large creatures can the bonus removed for the weapons being light, in addition to
have a 10-foot or greater reach. both attacks being hindered one step and no results of extra
damage on 17-20 rolls possible. Abilities like Dual Light Wield or
Threatened Areas Dual Medium Wield alleviate this penalty.
Players and NPCs “threaten” an area within 5 feet of them. If an
opponent leaves a threatened area (not including their 5-foot Damage Track & Healing
step), they are subject to an attack of opportunity. The attack is Normal recovery rolls do not restore a hale state on the damage
almost always a melee attack, although some ranged attacks or track. An Impaired character needs one day of rest (no activity) to
powers/abilities might allow an opportunity attack. In most cases, go up a step to Hale. A Debilitated character needs one week of
a PC or NPC can only make one opportunity attack per combat rest (no activity) to go up a step to Impaired. Some spells can heal
round. Some weapons have a 10-foot reach; weapon attacks a character's damage track, but they always take time to cast and
within 5 feet are hindered with such weapons. have increased costs.
NPCs and Effort Effort on Attacks
NPCs and monsters can use Effort, usually gaining one level for Spending Effort on the spell attack is similar to the Heighten Spell
every level of the creature, and usually not using more than half feat from D&D.
their level in Effort at once.
Effort on Damage
Magic Spending Effort on spell damage is the main way to cast more
damaging spells. Spending Effort on damage increases single-target
Rolling a 1 or a 20 on Spellcasting
spells by 3 damage, increases area spells by 2 damage, and in some
When a character rolls a 1 on an attack roll with a spell, the
cases adds 1 to sustained or repeating damage (DM call). Effort
spellcasting goes awry. Any savings from their Edge from casting
seldom adds to damage taken from a successful defense.
the spell does not apply. This additional cost cannot drop a stat
pool below 1.
Spell Damage and Armor
Unless noted in the spell description, spell damage is reduced by
Spellcasters must make a roll when casting any spell that does not
Armor. Lingering damage is usually not affected by Armor,
require an attack roll. Rolling a 20 means the spell cost no pool
although it is affected by elemental Armor. Some area spells are
points to cast (or has another additional effect, such as affecting
unaffected by armor as they are ambient damage, and this is noted
additional people, longer duration, etc). Rolling a 1 means any
in the spell description.
savings from their Edge does not apply (meaning casters using
spells with no cost because of a high Edge might pay a cost
Spell Components
anytime they cast a spell). This additional cost cannot drop a stat
All spells have verbal, somatic, and material components. Players
poll below 1.
can flavor these as they like, but all spells are considered to use
loud, dramatic Draconic syllables and flamboyant, forceful
Defensive Casting
gestures.
If the GM is using Attacks of Opportunity on spellcasters in
melee combat (they should), then a spellcaster can attempt to cast
Damage Types
defensively to avoid the AoO. This is a level 4 Spellcraft task or
Varied effects can sometimes be found on different types of spells.
Intellect task. Failure means the spell still works, but the enemy
Force spells do slightly less damage to compensate for their lack of
threatening the caster makes his opportunity attacks as normal,
magical resistance. Poison spells may do damage to Speed or
with any damage automatically disrupting the spell. Normally,
Intellect pools. Lightning spells might do more damage to those in
taking damage while casting a spell usually causes a Concentration
metal armor. Certain necrotic and radiant spell damage bypasses
check (see below).
normal armor. Fire might light objects on fire, and cold might
reduce movement or Speed based tasks. Acid damage might linger
Concentration Checks
longer, while thunder damage might damage objects more.
If a spellcaster takes damage while casting a spell, they must make a
Spellcraft check against a level equal to the damage taken. If failed,
Additional Spell Effects
the spell is disrupted, and the caster loses the Intellect points with
Most spells have additional effects which spending Effort can be
no spell effect.
used for, including allowing a spell to affect more than the original
caster, increasing lingering damage durations, and increasing other
Spell Potency
spell values.
Effort can be spent on spells to make them harder to dispel, and
this effect is called Potency. With each level of Effort, the level of
Ending Spell Effects
the effect is one higher in regards to dispels, counterspells, and
A caster can end any spell effect they produced at will, even if the
spells like restoration or remove curse.
spell does not specify this ability.
Spamming Spells
Unless otherwise noted, spells can only have one instance cast at Spell Variety
once. If cast again, the first instance ceases immediately. This Spell descriptions may change at any time (the GM wants), and it
prevents spamming of spells, especially buffs and lingering should be assumed a myriad of different versions of these spells
area-effect spells. exist in the gameworld.
Anti-stacking
When in doubt, count the bonus a spell or magical item gives as an
asset (which usually has a limit of two).
Appendix 1: Ability Index cantrip last only a few moments, though changes to the world are
permanent (for example, food remains prepared and broken
The following abilities appear in the character types above.
objects remain mended). This power includes the Light, Mage
Abilities from the CSR are revised, altered, improved, or nerfed,
Hand, and Message spells. Additionally, it includes
not just reprinted. Magical item crafting abilities can be
Prestidigitation for Mages, Thaumaturgy for Priests, and
placeholders for a GM’s crafting system, or they can be used with
Druidcraft for Druids. Action.
the system found in the Magical Item Compendium from
Dragonsbane Games.
• Closed mind: You have +3 Armor against damage that
selectively targets your Intellect Pool (which normally ignores
• Animal Shape (3+ Intellect points): You use your action to
Armor). Enabler.
magically assume the shape of an animal that you have seen before.
The animal can be medium size or smaller. You remain in this
• Combat Casting: Your spellcasting concentration and your
form for up to 1 hour. You can renew the duration of the Animal
defensive casting rolls are eased one step. Enabler.
Shape while still in form without changing back and forth. You
revert to normal form if you fall unconscious or become
• Combat Reflexes: You can take more than one attack of
debilitated, or die.
opportunity per round, gaining an additional one for every Edge
Each form has two modifications reflecting the creature chosen. you have in your Speed pool.
For example, a hawk might have an asset to Perception and can fly.
A bloodhound might have an asset to Perception and Survival. • Craft Arms and Armor: You know how to create magical
You use your normal stat pools when in animal form. You gain no weapons and armors. Creating magical items requires time, gold,
bonuses to your pool points from your form, no matter how and a place to work (library, shrine, or grove). The creator must
different. meet any minimum tier requirements or material component
requirements. Enabler.
You can’t cast spells, and your ability to speak or take any action
that requires hands is limited to the capabilities of your beast • Craft Rods and Staves: You know how to create magical rods,
form. You retain the benefit of any features from your class, race, items of power that can cast spells without depletion. You know
or other source and can use them if the new form is physically how to create magical staves, items of power that can add spells to
capable of doing so. However, you can’t use any of your special a caster’s spell list. Creating magical items requires time, gold, and
senses, such as darkvision, unless your new form also has that a place to work (library, shrine, or grove). The creator must meet
sense. You choose whether your equipment falls to the ground in any minimum tier requirements or material component
your space or merges into your new form. Equipmentthat merges requirements. Enabler.
with the form has no Effect until you leave the form.
• Craft Wand: You know how to create magical wands, items
• Augment Summoning: When you cast a summoning spell and that cast spells but have limited charges. Creating magical items
spend a level of Effort, the summons is one level higher, has +1 requires time, gold, and a place to work (library, shrine, or grove).
Armor, and has one more point of Health per level. Enabler. The creator must meet any minimum tier requirements or
material component requirements. Enabler.
• Battlecaster: When you spend a level of Effort on a spell attack,
you gain a free level on damage. Enabler. • Craft Wondrous Item: You know how to create miscellaneous
magical items. Creating magical items requires time, gold, and a
• Brew Potion: You know how to brew potions, oils, and elixirs. place to work (library, shrine, or grove). The creator must meet
Creating potions requires time, gold, and a place to work (library, any minimum tier requirements or material component
shrine, or grove). The creator must meet any minimum tier requirements. Enabler.
requirements or material component requirements. Enabler.
• Crushing Blow (1 Might point): When you use a bashing or
• Cantrip (1 Intellect point): From your extensive study of bladed weapon in both hands and apply Effort on the attack, you
magic, you have learned some minor spells called cantrips. You can get a free level of Effort on the damage. (If fighting unarmed, this
cast these spells to perform minor magical effects as you choose, attack is made with both fists or both feet together.) Enabler.
though the effects cannot harm or damage creatures or objects.
Possible uses of this ability include clearing a small area of dirt and • Divine Knowledge: You are trained in Knowledge (Religion)
dust, mending fractures or breaks in an object, preparing a tasty and Knowledge (History). Enabler.
meal from raw food, tightening a tourniquet around an injured
limb, causing an object to change color, producing a tiny flame in • Divine Power (3 Intellect points): Choose one type of
the palm of your hand, creating the illusory sound of bells creature when you take this power: Aberrations, Elementals, Fey,
chiming to fill the air, and so on. Effects that you create with a Outsiders, or Undead. As an action, you present your holy symbol
and speak a prayer censuring enemies of your faith. Each creature • Enlarge Spell: You can spend a level of Effort to increase the
of Level 2 or lower that can see or hear you within short range of range of a spell one step (touch to immediate, immediate to short,
you must defend against an Intellect attack. If the creature fails its short to long, long to very long). Enabler.
defense, it is turned for 1 minute or until it takes any damage. A
turned creature must spend its turns trying to move as far away • Experienced in Armor: You can wear armor for long periods
from you as it can, and it can’t willingly move to a space within of time without tiring and can compensate for slowed reactions
short feet of you. For its action, it can use only move or try to from wearing armor. You reduce the Speed penalty for wearing
escape from an effect that prevents it from moving. When you use armor by 1. Enabler.
Effort on this ability, you can increase the level you affect by one
for every level of Effort. • Extend Spell: You can spend a level of Effort to change the
duration of a spell from one minute or ten minutes to one hour,
• Divine Smite (1 Intellect Point): When you spend Effort on one hour to eight hours, or eight hours to twenty-four hours.
the damage of a weapon attack, you can choose to have the bonus Enabler.
damage be radiant or necrotic. In addition, you do one extra point
of damage. Enabler. • Extra Attack: You gain an additional attack on your turn. This
does not allow you an extra action and does not stack with
• Divine Spell: You can spend a level of Effort to change the additional standard attacks gained from other abilities such as
damage type of a spell to radiant or necrotic. This will match your Rapid Attack or Quick Throw, although some abilities giving a
deity's alignment. If the alignment is neutral, you must decide conditional attack, like Successive Attack, are still applicable
which damage type you want when you select this ability. Enabler. (always DM call).
• Double Strike (3 Might points): When you wield two weapons, • Fleet of Foot: You can move a short distance as part of another
you can choose to make one attack roll against a foe. If you hit, action. You can move a long distance as your entire action for a
you inflict damage with both weapons plus 2 additional points of turn. Enabler.
damage, and because you made a single attack, the target’s Armor
is subtracted only once. Additional damage from Effort is not • Greater Resist Magic: You gain two assets in all types of
doubled even if it is normally, and Effort to both attacks cannot defense actions to resist magical effects. Enabler.
exceed the amount available for a single attack. Action.
• Greater Spell Focus allows a character to become specialized in
• Dual Light Wield: : You can use two light weapons at the same attacks from a school, damage type, or focus they are trained in.
time without the usual penalties (no bonus for light weapon, Conversely, you have a spell now cost 2 less Intellect point if the
hindered additional level, no extra damage on 17-20), making two spell bonus is not used towards an attack.
separate attacks on your turn as a single action. You remain limited
by the amount of Effort you can apply on one action, but because • Greater Spell Penetration: If the target of your spell has
you make separate attacks, your opponent’s Armor applies to modifications to Resist Magic and you have the Spell Penetration
both. Enabler. ability, this ability negates two levels of this protection. Enabler.
• Dual Medium Wield: You can use two light weapons or or one • Greater Spell Power: Choose one spell school, damage type, or
light weapon and one medium weapon at the same time without focus you have Spell Power in. Your spells from this school do two
the usual penalties (no bonus for light weapon, hindered additional points of damage. You may take this ability multiple
additional level, no extra damage on 17-20), making two separate times, each time choosing a new spell school. Enabler.
attacks on your turn as a single action. This ability otherwise
works like the Dual Light Wield ability. Enabler. • Improved Counterspell: When you cast dispel magic or other
similar magic, you gain a free level of Effort. Enabler.
• Encouragement (1 Intellect point): While you maintain this
ability through ongoing inspiring oration, your allies within short • Improved Bull Rush: Your attempts to bull rush an opponent
range ease one of the following task types (your choice): defense do not provoke an attack of opportunity and your attempt is eased
tasks, attack tasks, or tasks related to any skill that you are trained one step. Enabler.
or specialized in. Action to initiate, free action to maintain, cannot
cast spells while active. • Improved Disarm: Your attempts to disarm an opponent do
not provoke an attack of opportunity, and your attempt is eased
• Energy Substitution: You can spend a level of Effort to change one step. Enabler.
the damage type of a spell. The original spell and new damage type
must be from the following list: fire, lightning, cold, acid, or
thunder. Enabler.
• Improved Grapple: Your attempts to grapple an opponent do • Natural Spell: You can spend a level of Effort to cast spells
not provoke an attack of opportunity, and your attempt is eased while in animal shape, polymorph, shapechange, or any other
one step. Enabler. altered shape that disallows spellcasting. Enabler.
• Improved Overrun: Your attempts to overrun an opponent do • Physical Skills: You are trained in two skills in which you are
not provoke an attack of opportunity, and your attempt is eased not already trained. Choose two of the following: Acrobatics,
one step. Enabler. Athletics, Intimidation, Survival. You can select this ability
multiple times. Each time you select it, you must choose two
• Improved Sunder: Your attempts to sunder an opponent's different skills. Enabler.
weapon or item do not provoke an attack of opportunity, and
your attempt is eased one step. Enabler. • Point Blank Shot: When you make a ranged attack while
threatened, you do not provoke an attack of opportunity.
• Improved Trip: Your attempts to trip or knockdown an
opponent do not provoke an attack of opportunity, and your • Practiced in Armor: You are practiced in light armor.
attempt is eased one step. Enabler.
• Practiced in Heavy Armor: If you are already practiced in light
• Inspire (2 Intellect points): You cause an ally within long and medium armor, you become practiced in heavy armor as well.
range to obtain another action, which they can use immediately. Enabler.
You still get to roll the die for them. You may spend Effort to give
your ally an asset on their next attack or defense roll (the limit of 2 • Practiced in Medium Armor: If you are already practiced in
assets still stands). Action. light armor, you become practiced in medium armor as well.
Enabler.
• Interaction Skills: You are trained in two skills in which you
are not already trained. Choose two of the following: Animal • Precision: You deal 1 additional point of damage with ranged
Handling, Deception, Insight, Intimidation, Persuasion, or attacks. Enabler.
Performance. You can select this ability multiple times. Each time
you select it, you must choose two different skills. Enabler. • Rapid Reload: Ranged weapons that take a move action to
reload become so familiar, you can reload without using an action.
• Investigative Skills: You are trained in two skills in which you Enabler.
are not already trained. Choose two of the following: Insight,
Investigation, Navigation, Perception, Survival. You can select this • Resist Magic: You gain an asset in all types of defense actions to
ability multiple times. Each time you select it, you must choose resist magical effects. Enabler.
two different skills. Enabler.
• Scribe Scroll: You know how to scribe spells onto scrolls.
• Knowledge Skills: You are trained in two skills in which you Inscribing scrolls requires time, gold, a place to work (library,
are not already trained. Choose two of the following: Appraise, shrine, or grove), and must meet any minimum tier requirements
Animal Handling, Language, Knowledge (any), Research. You can or material component requirements. Enabler.
select this ability multiple times. Each time you select it, you must
choose two different skills. Enabler. • Skill with Attacks: You become trained in attacks with one of
a few groups of weapons, namely by size and type (light bladed,
• Mastery in Armor: The Speed penalty reduction from your light bashing, light ranged, medium bladed, medium bashing,
Experienced in Armor ability improves. You now reduce the Speed medium ranged, heavy bladed, heavy bashing or heavy ranged) or
cost by 2. Enabler. by group (unarmed, swords, axes, polearms, ninja weapons,
hammers, spears, maces, thrown weapons, bows, crossbows,
• Mastery in Attacks: You become specialized in attacks in one firearms, etc).
of the groups you are already trained in.
You must choose a new size/type or group you are untrained in
• Mastery with Defense: You become specialized in a defense each time you take this skill. Different types of groups do not
skill you are already trained in. stack. For example, being trained in swords and trained in medium
bladed does not make one specialized in longswords.
• Mobility: You do not draw attacks of opportunity for your
movement. • Skill with Defense allows a character to become trained in one
of the three defense skills (Might, Speed, or Intellect). You must
choose a new defense type each time you take this skill.
• Spell Focus: You become trained in attacks with one school of
magic, one damage type, or the spells from their character focus.
Conversely, you have a spell cost 1 less Intellect point if the spell
bonus is not used towards an attack. Spell schools include
abjuration, conjuration, divination, enchantment, evocation,
illusion, necromancy, transmutation, or another school named by
the GM. Damage types include fire, cold, acid, lightning, thunder,
radiant, force, necrotic, poison, alignment damage, or another
damage type named by the GM.
You must choose a spell school, damage type, or focus that you are
untrained in each time you take this skill. Different types of
overlapping training do not stack. For example, being trained in
evocation and trained in fire spells does not make one specialized
in fireball.
• Stealth Skills: You are trained in two skills in which you are not
already trained. Choose two of the following: Deception, Disable
Device, Stealth, Sleight of Hand, Investigation. You can select this
ability multiple times. Each time you select it, you must choose
two different skills. Enabler.
• Subtle Spell: You can spend two levels of Effort to cast a spell
without verbal or somatic components. Enabler.
• Travel Skills: You are trained in two skills in which you are not
already trained. Choose two of the following: Navigation,
Perception, Animal Handling, Survival, Vehicle. You can select
this ability multiple times. Each time you select it, you must
choose two different skills. Enabler.
• Widen Spell: You can spend two levels of Effort to double the
area of a spell. Enabler.
Appendix 2: Fantasy Flavors
The following two revised CSR flavors can help a character get the
feel of a multiclass and include the new abilities and rules in this
document.
Bargains with Celestials Is Descended From… are foci that emulate Sorcerer bloodlines,
• Tier 1: Magical Training although they are a good fit for any PC wanting to role-play an
• Tier 1: Cure Wounds origin or background.
• Tier 2: Guiding Bolt
• Tier 3: Lesser Restoration Is Descended From Aberrations
• Tier 4: Daylight
• Tier 1: Magical Training
• Tier 5: Spectral Guardian
• Tier 1: Enlarge/Reduce
• Tier 6: Flame Strike
• Tier 2: See Invisibility
• Tier 3: Black Tentacles
Bargains with the Sea • Tier 4: Polymorph
• Tier 1: Magical Training • Tier 5: Feeblemind
• Tier 1: Create or Destroy Water • Tier 6: Shapechange
• Tier 2: Thunderwave
• Tier 3: Gust of Wind Is Descended From Arcana
• Tier 4: Lightning Bolt
• Tier 1: Magical Training
• Tier 5: Control Water
• Tier 1: Identify
• Tier 6: Arcane Hand (appears as a tentacle)
• Tier 2: Invisibility
• Tier 3: Dispel Magic
Bargains with Fiends • Tier 4: Fly
• Tier 1: Magical Training • Tier 5: Dimension Door
• Tier 1: Command • Tier 6: Teleport
• Tier 2: Burning Hands
• Tier 3: Fireball
• Tier 4: Stinking Cloud
• Tier 5: Fire Shield
• Tier 6: Wall of Fire
Is Descended From Celestials Is Descended From Undead
• Tier 1: Magical Training • Tier 1: Magical Training
• Tier 1: Hold Person • Tier 1: Chill Touch
• Tier 2: Spike Growth • Tier 2: False Life
• Tier 3: Slow • Tier 3: Vampiric Touch
• Tier 4: Sleet Storm • Tier 4: Animate Dead
• Tier 5: Commune with Nature • Tier 5: Finger of Death
• Tier 6: Ice Storm • Tier 6: Horrid Wilting
Is Descended From Demons Is One with the… are foci that emulate Druid circles, although they
• Tier 1: Magical Training are a good fit for Rangers as well.
• Tier 1: Cause Fear
• Tier 2: Enhance Ability Is One with the Arctic
• Tier 3: Fireball • Tier 1: Magical Training
• Tier 4: Stoneskin • Tier 1: Hold Person
• Tier 5: Banishment • Tier 2: Spike Growth
• Tier 6: Power Word Stun • Tier 3: Slow
• Tier 4: Sleet Storm
Is Descended From Devils • Tier 5: Commune with Nature
• Tier 1: Magical Training • Tier 6: Ice Storm
• Tier 1: Protection from Evil / Good
• Tier 2: Scorching Ray Is One with the Coast
• Tier 3: Suggestion • Tier 1: Magical Training
• Tier 4: Charm Person • Tier 1: Misty Step
• Tier 5: Power Word Stun • Tier 2: Water Breathing
• Tier 6: Dominate Person • Tier 3: Water Walk
• Tier 4: Control Water
Is Descended From Dragons • Tier 5: Commune with Nature
• Tier 1: Magical Training • Tier 6: Scrying
• Tier 1: Mage Armor
• Tier 2: Protection From Energy Is One with Deserts
• Tier 3: Fly • Tier 1: Magical Training
• Tier 4: Dispel Magic • Tier 1: Blur
• Tier 5: Fear • Tier 2: Create Food and Water
• Tier 6: Shapechange • Tier 3: Protection from Energy
• Tier 4: Hallucinatory Terrain
Is Descended From Elementals • Tier 5: Commune with Nature
• Tier 1: Magical Training • Tier 6: Insect Plague
• Tier 1: Burning Hands (as chosen element)
• Tier 2: Scorching Ray (as chosen element) Is One with Forests
• Tier 3: Fireball (as chosen element) • Tier 1: Magical Training
• Tier 4: Conjure Minor Elemental • Tier 1: Barkskin
• Tier 5: Ice Storm (as chosen element) • Tier 2: Spider Climb
• Tier 6: Conjure Elemental • Tier 3: Plant Growth
• Tier 4: Divination
Is Descended From Fey • Tier 5: Commune with Nature
• Tier 1: Magical Training • Tier 6: Tree Stride
• Tier 1: Sleep
• Tier 2: Entangle
• Tier 3: Hideous Laughter
• Tier 4: Tree Stride
• Tier 5: Commune with Nature
• Tier 6: Irresistible Dance
Is One with Grasslands Studies Conjuration
• Tier 1: Magical Training • Tier 1: Magical Training
• Tier 1: Pass Without Trace • Tier 1: Grease
• Tier 2: Daylight • Tier 2: Acid Arrow
• Tier 3: Dispel Magic • Tier 3: Stinking Cloud
• Tier 4: Haste • Tier 4: Black Tentacles
• Tier 5: Commune with Nature • Tier 5: Dimension Door
• Tier 6: Insect Plague • Tier 6: Teleportation Circle
Studies Illusion
Studies… are modeled after the classic Wizard schools. Additional • Tier 1: Magical Training
schools could easily be made to add to this list. • Tier 1: Silent Image
• Tier 2: Invisibility
Studies Abjuration • Tier 3: Mirror Image
• Tier 1: Magical Training • Tier 4: Major Image
• Tier 1: Protection from Evil and Good • Tier 5: Phantasamal Killer
• Tier 2: Protection from Energy • Tier 6: Mirage Arcane
• Tier 3: Dispel Magic
• Tier 4: Remove Curse Studies Necromancy
• Tier 5: Stoneskin • Tier 1: Magical Training
• Tier 6: Banishment • Tier 1: Ray of Enfeeblement
• Tier 2: False Life
• Tier 3: Animate Dead
• Tier 4: Inflict Wounds
• Tier 5: Blight
• Tier 6: Finger of Death
Studies Transmutation Worships Destruction
• Tier 1: Magical Training • Tier 1: Magical Training
• Tier 1: Feather Fall • Tier 1:
• Tier 2: Enlarge / Reduce • Tier 2: Shatter
• Tier 3: Enhance Ability • Tier 3: Fireball
• Tier 4: Darkvision • Tier 4: Staggering Strike
• Tier 5: Magic Weapon • Tier 5: Ice Storm
• Tier 6: Haste • Tier 6: Wave of Destruction
Worships Time
• Tier 1: Magical Training
• Tier 1: Feather Fall
• Tier 2: Blur
• Tier 3: Slow
• Tier 4: Haste
• Tier 5: Dimension Door
• Tier 6: Hold Monster
Appendix 4: Spell Lists See Invisibility
Shatter
High Tier Spells
Arcane Sword
The spell lists from the Spell Silence Dominate Monster
Compendium are reproduced here for Silent Image Etherealness
ease of reference. Sleep Eyebite
Speak with Animals Feeblemind
Bard Spell List Suggestion Find the Path
Low Tier Thunderwave Forcecage
Animal Friendship True Strike Foresight
Animal Messenger Undetectable Alignment Glibness
Bane Unseen Servant Guards and Wards
Blade Ward Vicious Mockery Irresistible Dance
Blindness/Deafness Whispering Wind Magnificent Mansion
Calm Emotions Zone of Truth Mass Suggestion
Cause Fear Mirage Arcane
Charm Person Mid Tier Spells Power Word Heal
Cloud of Daggers Align Weapon Power Word Kill
Comprehend Languages Animate Objects Programmed Illusion
Crown of Madness Awaken Project Image
Dancing Lights Bestow Curse Regenerate
Detect Magic Clairvoyance Symbol
Detect Thoughts Compulsion Teleport
Disguise Self Confusion True Polymorph
Discordant Whispers Dimension Door True Seeing
Enhance Ability Dispel Magic
Enthrall Dominate Person Druid Spell List
Faerie Fire Dream Low Tier Spells
Feather Fall Fear Animal Friendship
Friends Feign Death Animal Messenger
Focus Freedom of Movement Animal Senses
Glitterdust Geas Barkskin
Heat Metal Glyph of Warding Beast Sense
Hideous Laughter Greater Invisibility Charm Person
Heroism Greater Restoration Create or Destroy Water
Hold Person Hallucinatory Terrain Cure Wounds
Identify Hold Monster Darkvision
Illusory Script Hypnotic Pattern Detect Magic
Invisibility Legend Lore Detect Poison and Disease
Knock Locate Creature Druidcraft
Lesser Restoration Major Image Enhance Ability
Light Mislead Entangle
Locate Animals or Plants Modify Memory Faerie Fire
Locate Object Nondetection Find Traps
Longstrider Planar Binding Flame Blade
Mage Hand Plant Growth Flaming Sphere
Magic Mouth Polymorph Focus
Magic Weapon Scrying Fog Cloud
Mending Seeming Goodberry
Message Sending Guidance
Minor Illusion Speak with Dead Gust of Wind
Misdirection Speak with Plants Healing Word
Obscure Object Stinking Cloud Heat Metal
Phantasmal Force Teleportation Circle Hold Person
Prestidigitation Tiny Hut Jump
Tongues Lesser Restoration
Locate Animals or Plants Stoneskin Crown of Madness
Locate Object Tree Stride Dancing Lights
Longstrider Wall of Fire Darkness
Magic Fang Wall of Stone Darkvision
Mending Water Breathing Detect Magic
Moonbeam Water Walk Detect Thoughts
Pass without Trace Wind Wall Disguise Self
Poison Spray Enlarge/Reduce
Produce Flame High Tier Spells Expeditious Retreat
Protection from Poison Animal Shapes False Life
Purify Food and Drink Antipathy/Sympathy Feather Fall
Resistance Conjure Fey Fire Bolt
Shillelagh Control Weather Flaming Sphere
Speak with Animals Earthquake Floating Disk
Spike Growth Feeblemind Focus
Thorn Whip Find the Path Fog Cloud
Thunderwave Fire Storm Friends
Foresight Gentle Repose
Mid Tier Spells Horrid Desiccation Glitterdust
Antilife Shell Heal Grease
Awaken Heroes' Feast Gust of Wind
Blessing of Life Mirage Arcane Hideous Laughter
Blessing of Purity Move Earth Hold Person
Blight Plane Shift Identify
Call Lightning Regenerate Illusory Script
Commune with Nature Reincarnate Invisibility
Confusion Reverse Gravity Jump
Conjure Animals Shapechange Knock
Conjure Elemental Storm of Vengeance Levitate
Conjure Minor Elementals Sunbeam Light
Conjure Woodland Beings Sunburst Locate Object
Contagion Transport via Plants Longstrider
Control Water Tsunami Mage Armor
Daylight Wall of Thorns Mage Hand
Dispel Magic Wind Walk Magic Aura
Dominate Beast Magic Missile
Feign Death Mage Spell List Magic Mouth
Freedom of Movement Low Tier Spells Magic Weapon
Geas Acid Arrow Mending
Giant Insect Acid Splash Message
Grasping Vine Alarm Minor Illusion
Greater Restoration Alter Self Mirror Image
Hallucinatory Terrain Arcane Lock Misdirection
Ice Storm Blade Ward Misty Step
Insect Plague Blindness/Deafness Obscure Object
Locate Creature Blur Phantasmal Force
Meld into Stone Burning Hands Poison Spray
Planar Binding Cause Feat Prestidigitation
Plant Growth Charm Person Protection from Evil and Good
Polymorph Chill Touch Ray of Enfeeblement
Protection from Energy Chromatic Orb Ray of Frost
Scrying Cloud of Daggers Ray of Sickness
Sleet Storm Color Spray Rope Trick
Speak with Plants Comprehend Languages Scorching Ray
Stone Shape Continual Flame See Invisibility
Shatter Ice Storm Dominate Monster
Shield Legend Lore Etherealness
Shocking Grasp Lightning Bolt Eyebite
Silent Image Locate Creature Feeblemind
Sleep Magic Circle Finger of Death
Spider Climb Major Image Flesh to Stone
Suggestion Mislead Forcecage
Thunderwave Modify Memory Foresight
True Strike Nondetection Freezing Sphere
Unseen Servant Passwall Gate
Web Phantasmal Killer Globe of Invulnerability
Whispering Wind Phantom Steed Guards and Wards
Witch Bolt Planar Binding Horrid Desiccation
Polymorph Imprisonment
Mid Tier Spells Private Sanctum Incendiary Cloud
Acid Breath Protection from Energy Instant Summons
Animate Dead Remove Curse Irresistible Dance
Animate Objects Resilient Sphere Magic Jar
Arcane Eye Scrying Magnificent Mansion
Arcane Hand Secret Chest Mass Suggestion
Banishment Seeming Maze
Bestow Curse Sending Meteor Swarm
Black Tentacles Sleet Storm Mind Blank
Blight Slow Mirage Arcane
Blink Stinking Cloud Move Earth
Clairvoyance Stone Shape Plane Shift
Cloudkill Stoneskin Polar Ray
Cone of Cold Telekinesis Power Word Kill
Confusion Telepathic Bond Power Word Stun
Conjure Elemental Teleportation Circle Prismatic Spray
Conjure Minor Elementals Tiny Hut Prismatic Wall
Contact Other Plane Tongues Programmed Illusion
Control Water Touch of Idiocy Project Image
Creation Vampiric Touch Reverse Gravity
Dimension Door Vitriolic Sphere Sequester
Dimensional Anchor Wall of Fire Shapechange
Dispel Magic Wall of Force Simulacrum
Dominate Person Wall of Stone Sunbeam
Dream Water Breathing Sunburst
Enervation Symbol
Fabricate High Tier Spells Telepathy
Faithful Hound Antimagic Field Teleport
Fear Antipathy/Sympathy Time Stop
Feign Death Arcane Gate True Polymorph
Fire Shield Arcane Sword True Seeing
Fireball Astral Projection Unsettling Darkness
Fly Chain Lightning Wall of Ice
Gaseous Form Circle of Death Weird
Geas Clone
Glyph of Warding Contingency Magus Spell List
Greater Invisibility Control Weather Low Tier Spells
Hallucinatory Terrain Create Undead Acid Arrow
Haste Delayed Blast Fireball Acid Splash
Hold Monster Demiplane Blur
Hypnotic Pattern Disintegrate Burning Hands
Chill Touch Cone of Cold Undetectable Alignment
Chromatic Orb Confusion Zone of Truth
Color Spray Dimension Door
Darkness Dispel Magic Mid Tier Spells
Darkvision Faithful Hound Align Weapon
Detect Magic Fear Banishment
Enlarge/Reduce Fire Shield Blessing of Life
Expeditious Retreat Fireball Blessing of Purity
False Life Fly Circle of Power
Feather Fall Gaseous Form Create Food and Water
Fire Bolt Greater Invisibility Daylight
Focus Haste Death Ward
Fog Cloud Ice Storm Dispel Evil and Good
Glitterdust Lightning Bolt Dispel Magic
Grease Locate Creature Elemental Weapon
Gust of Wind Nondetection Geas
Hideous Laughter Phantasmal Killer Holy Weapon
Identify Polymorph Locate Creature
Invisibility Protection from Energy Magic Circle
Jump Resilient Sphere Remove Curse
Levitate Scrying Revivify
Light Sending Staggering Strike
Longstrider Sleet Storm Wave of Destruction
Mage Armor Slow
Mage Hand Stinking Cloud Priest Spell List
Magic Missile Stoneskin Low Tier Spells
Magic Weapon Telekinesis Aid
Mending Telepathic Bond Augury
Message Teleportation Circle Bane
Mirror Image Vampiric Touch Bless
Misty Step Wall of Fire Blindness/Deafness
Poison Spray Wall of Force Calm Emotions
Prestidigitation Wall of Stone Cause Fear
Protection from Evil and Good Water Breathing Chaotic Bolt
Ray of Enfeeblement Command
Ray of Frost Paladin Spell List Continual Flame
Ray of Sickness Low Tier Spells Create or Destroy Water
Scorching Ray Aid Detect Evil and Good
See Invisibility Bless Detect Magic
Shatter Command Detect Poison and Disease
Shield Cure Wounds Enhance Ability
Shocking Grasp Detect Evil and Good Find Traps
Sleep Detect Magic Focus
Spider Climb Detect Poison and Disease Gentle Repose
Thunderwave Divine Favor Guidance
True Strike Find Steed Guiding Bolt
Web Focus Hold Person
Heroism Inflict Wounds
Mid Tier Spells Lesser Restoration Lesser Restoration
Acid Breath Locate Object Light
Arcane Hand Magic Weapon Locate Object
Banishment Protection from Evil and Good Mending
Blight Protection from Poison Protection from Evil and Good
Blink Purify Food and Drink Protection from Poison
Cloudkill Shield of Faith Purify Food and Drink
Resistance Sending Jump
Sacred Flame Speak with Dead Lesser Restoration
Sanctuary Spectral Guardian Locate Animals or Plants
Shield of Faith Spirit Guardians Locate Object
Silence Stone Shape Longstrider
Spiritual Weapon Tongues Pass without Trace
Thaumaturgy Unholy Blight Protection from Poison
Undetectable Alignment Water Walk Silence
Warding Bond Speak with Animals
Whispering Wind High Tier Spells Spike Growth
Zone of Truth Antimagic Field
Astral Projection Mid Tier Spells
Mid Tier Spells Blade Barrier Commune with Nature
Align Weapon Circle of Death Conjure Animals
Animate Dead Conjure Celestial Conjure Woodland Beings
Banishment Control Weather Daylight
Beacon of Hope Create Undead Elemental Arrow
Bestow Curse Divine Word Freedom of Movement
Blessing of Life Earthquake Locate Creature
Blessing of Purity Etherealness Magic Fang
Chaos Hammer Find the Path Nondetection
Clairvoyance Finger of Death Plant Growth
Commune Fire Storm Protection from Energy
Contagion Forbiddance Speak with Plants
Control Water Gate Stoneskin
Create Food and Water Harm Tree Stride
Daylight Heal Water Breathing
Death Ward Heroes' Feast Water Walk
Dispel Evil and Good Holy Aura Wind Wall
Dispel Magic Implosion
Divination Planar Ally
Feign Death Plane Shift
Flame Strike Raise Dead
Freedom of Movement Regenerate
Geas Symbol
Glyph of Warding True Seeing
Greater Restoration Unsettling Darkness
Hallow Word of Recall
Holy Smite
Holy Weapon Ranger Spell List
Insect Plague Low Tier Spells
Invisibility Purge Alarm
Legend Lore Animal Friendship
Locate Creature Animal Messenger
Magic Circle Animal Senses
Magic Resistance Barkskin
Meld into Stone Cure Wounds
Order’s Wrath Darkvision
Planar Binding Detect Magic
Prayer of Healing Detect Poison and Disease
Protection from Energy Find Traps
Remove Curse Focus
Revivify Fog Cloud
Sacred Immolation Goodberry
Scrying Hunter's Mark
Appendix 5: Standard • Necromancy (165)
• Network Tap (165)
• Fire Bloom (140)
• Flameblade (140)
Ability Spell Lists • Onslaught (167) • Fling (141)
• Phase Sprint (170) • Force at Distance (142)
If you are not using the Spell • Phased Pocket (170) • Force Blast (142)
Compendium (available on • Push (173) • Force Field Barrier (143)
DriveThruRPG by Dragonsbane • Quick Work (174) • Freezing Touch (143)
Games), then the following lists can be • Ray of Confusion (174) • Golem Stomp (145)
substituted for the custom spell lists. • Retrieve Memories (177) • Got a Feeling (145)
• Reveal (178) • Greater Necromancy (147)
Mage Spells • Ribbons of Dark Matter (178) • Ice Creation (150)
Low Tier Spells • Robot Control (178) • Illusory Evasion (150)
• Anticipation (110) • Scan (179) • Illusory Selves (150)
• Arcane Flare (110) • Scramble Machine (179) • Inhabit Crystal (154)
• Bolt Rider (115) • See History (180) • Invisible Phasing (155)
• Charge (119) • See Through Matter (180) • Magnetic Field (159)
• Cloud Personal Memories (119) • Shock (183) • Major Illusion (160)
• Concussive Blast (121) • Shroud of Flame (183) • Mind Control (162)
• Create Deadly Poison (123) • Telekinesis (189) • Phase Detonation (169)
• Cutting Light (123) • Telepathic (189) • Phase Door (170)
• Decipher (126) • Terrifying Presence (190) • Projection (172)
• Defensive Phasing (127) • Third Eye (191) • Pry Open (172)
• Deflect Attacks (127) • Thunder Beam (191) • Psychic Burst (172)
• Disrupting Touch (129) • Vanish (196) • Psychic Suggestion (172)
• Drain Machine (131) • Void Wings (196) • Psychosis (172)
• Dreamcraft (132) • Walk Through Walls (196) • Rapid Processing (174)
• Duplicate (132) • Weighty (197) • Remote Viewing (176)
• Enlarge (135) • Wind Armor (199) • Roaming Third Eye (178)
• Entangling Force (136) • Sensor (181)
• Enthrall (136) Mid Tier Spells • Shattering Shout (182)
• Erase Memories (136) • Accelerate (108) • Summon Giant Spider (188)
• Extra Use (138) • Apportation (110) • Swim (188)
• Face Morph (138) • Blink of an Eye (115) • Temporal Acceleration (190)
• Far Step (138) • Bypass Barrier (116) • Time Doppelganger (191)
• Fetch (139) • Command Machine (120) • Time Loop (192)
• Flash (140) • Counter Danger (122) • Use Senses of Others (195)
• Foil Danger (142) • Countermeasures (122) • Windrider (199)
• Frost Touch (144) • Creature Insight (123) • Wings of Fire (199)
• Goad (145) • Dark Matter Shell (124) • Wormhole (200)
• Hedge Magic (149) • Dark Matter Shroud (124)
• Hover (149) • Dark Matter Strike (124) High Tier Spells
• Hurl Flame (149) • Daydream (124) • Absorb Energy (108)
• Ice Armor (150) • Define Down (127) • Advanced Command (108)
• Illuminating Touch (150) • Destroy Metal (127) • Assume Control (111)
• Illusory Disguise (150) • Device Insight (128) • Brainwashing (116)
• Illusory Duplicate (150) • Distance Viewing (130) • Chamber of Dreams (119)
• Impersonate (151) • Drain Charge (131) • Cold Burst (119)
• Impetus (151) • Dream Becomes Reality (132) • Command Metal (120)
• Legerdemain (157) • Electric Armor (133) • Concussion (121)
• Lock (159) • Energy Protection (134) • Control Machine (121)
• Magic Training (159) • Enhance Strength (134) • Create (122)
• Mental Link (161) • Field of Gravity (139) • Dark Matter Structure (124)
• Mind Reading (162) • Fiery Hand of Doom (139) • Disappear (128)
• Minor Illusion (162) • Find the Hidden (140) • Divide Your Mind (130)
• Move Metal (164) • Fire and Ice (140) • Dragon’s Maw (131)
• Dust to Dust (133) Priest Spells • Distance Viewing (130)
• Electrical Flight (133) Low Tier Spells • Divine Radiance (130)
• Embrace the Night (133) • Alleviate (109) • Elemental Protection (133)
• Embraced by Darkness (133) • Anticipation (110) • Exile (136)
• Enhanced Phased Attack (135) • Calm Stranger (118) • Find the Hidden (140)
• Explosive Release (138) • Charge (119) • Ghost (145)
• Fast Travel (139) • Create Water (123) • Gravity Cleave (146)
• Fire Tendrils (140) • Dazzling Sunburst (125) • Greater Necromancy (147)
• Flash Across the Miles (141) • Deflect Attacks (127) • Healing Pulse (148)
• Flight (141) • Disrupting Touch (129) • Inhabit Crystal (154)
• Force Wall (143) • Distortion (130) • Interruption (155)
• Generate Force Field (145) • Drain Creature (131) • Nullify Sound (166)
• Grandiose Illusion (146) • Dream Thief (132) • Overawe (168)
• Granite Wall (146) • Extra Use (138) • Phase Detonation (169)
• Improved Apportation (151) • Foil Danger (142) • Projection (172)
• Infer Thoughts (153) • Force Field (143) • Pry Open (172)
• Inferno Trail (153) • Healing Touch (149) • Reading the Room (175)
• Invisibility (155) • Hedge Magic (149) • Regeneration (175)
• Iron Punch (155) • Hover (149) • Remote Viewing (176)
• Jaunt (155) • Illuminating Touch (150) • Roaming Third Eye (178)
• Juggernaut (156) • Impart Ideal (151) • Sculpt Light (180)
• Knowing the Unknown (156) • Magic Shield (159) • Sensor (181)
• Living Light (158) • Magic Training (159) • Soul Interrogation (184)
• Mask (160) • Mental Link (161) • Sunlight (188)
• Mental Projection (161) • Mind Reading (162) • Trapfinder (193)
• Modify Artifact Power (163) • Necromancy (165) • Wormhole (200)
• Nightmare (165) • Open Mind (167)
• Outside Reality (168) • Phase Sprint (170) High Tier Spells
• Permanent Illusion (169) • Premonition (171) • Advanced Command (108)
• Psychic Passenger (172) • Question the Spirits (173) • Assume Control (111)
• Psychokinetic Attack (172) • Quick Work (174) • Call Dead Spirit (117)
• Reinforcing Field (175) • Repair Flesh (176) • Call Otherworldly Spirit (117)
• Relocate (176) • Resonance Field (176) • Call Through Time (118)
• Reshape (176) • Ribbons of Dark Matter (178) • Change the Paradigm (119)
• Return to the Obelisk (177) • Scan (179) • Conjuration (121)
• See Through Time (181) • Shatter (182) • Create (122)
• Shatter Mind (182) • Speaker for the Dead (184) • Death Touch (125)
• Suggestion (188) • Stasis (186) • Divide Your Mind (130)
• Summon Demon (188) • Terrifying Presence (190) • Divine Intervention (130)
• Telepathic Network (190) • Third Eye (191) • Divine Symbol (131)
• Teleportation • Understanding (194) • Dust to Dust (133)
• Teleportation Circle • Void Wings (196) • Fire Servant (140)
• Terrifying Gaze (190) • Flash Across the Miles (141)
• Terrifying Image (190) Mid Tier Spells • Flee (141)
• Time Doppelganger (191) • Anticipate Attack (110) • Flight (141)
• Traverse the Worlds • Biomorphic Healing (113) • Foul Aura (143)
• True Necromancy (194) • Blend In (113) • Greater Healing Touch (147)
• Two Things at Once (194) • Blink of an Eye (115) • Group Friendship (147)
• Undo (195) • Burning Light (116) • Improved Gravity Cleave (151)
• Untouchable (195) • Castigate (118) • Improved Sculpt Light (152)
• Untouchable While Moving (195) • Command Spirit (121) • Infer Thoughts (153)
• Wall of Lightning (196) • Countermeasures (122) • Inspiration (154)
• Weight of the World (197) • Crowd Control (123) • Juggernaut (156)
• Windwracked Traveler (199) • Detect Life (128) • Knowing the Unknown (156)
• Lethal Vibration (158)
• Living Light (158) • Premonition (171) • Wilderness Awareness (198)
• Mask (160) • Question the Spirits (173) • Windrider (199)
• Mental Projection (161) • Repair Flesh (176) • Wings of Fire (199)
• Modify Artifact Power (163) • Reveal (178) • Wormhole (200)
• Negate Danger (165) • Sculpt Flesh (180)
• Nightmare (165) • Seeds of Fury (181) High Tier Spells
• Outside Reality (168) • Shatter (182) • Amplify Sounds (109)
• Permanent Illusion (169) • Shock (183) • Beast Call (112)
• Precognition (171) • Shroud of Flame (183) • Biomorphic Detonation (113)
• Read the Signs (174) • Soothe the Savage (184) • Call the Storm (117)
• Reshape (176) • Stand Watch (186) • Cold Burst (119)
• Restore Life (177) • Thunder Beam (191) • Command Metal (120)
• Resuscitate (177) • Vanish (196) • Control the Savage (122)
• Return to the Obelisk (177) • Weighty (197) • Control Weather (122)
• See the Future (180) • Wind Armor (199) • Create (122)
• See Through Time (181) • Deadly Swarm (125)
• Show Them the Way (183) Mid Tier Spells • Divide Your Mind (130)
• Suggestion (188) • Awareness (111) • Divine Intervention (130)
• Summon Demon (188) • Beast Eyes (112) • Divine Symbol (131)
• Teleportation (190) • Biomorphic Healing (113) • Dust to Dust (133)
• Terrifying Gaze (190) • Blink of an Eye (115) • Earthquake (133)
• Traverse the Worlds (194) • Call Swarm (118) • Electrical Flight (133)
• True Necromancy (194) • Cloak of Opportunity (119) • Fast Travel (139)
• Two Things at Once (194) • Countermeasures (122) • Fire Servant (140)
• Word of Death (200) • Define Down (127) • Fire Tendrils (140)
• Destroy Metal (127) • Flash Across the Miles (141)
Druid Spells • Detect Life (128) • Flight (141)
Low Tier Spells • Electric Armor (133) • Granite Wall (146)
• Alleviate (109) • Elemental Protection (133) • Hunter’s Drive (149)
• Bolt Rider (115) • Enhance Strength (134) • Improved Sculpt Light (152)
• Communication (121) • Fiery Hand of Doom (139) • Inferno Trail (153)
• Control Swarm (122) • Fire and Ice (140) • Insect Eruption (154)
• Create Deadly Poison (123) • Fire Bloom (140) • Living Light (158)
• Create Water (123) • Flameblade (140) • Mask (160)
• Cutting Light (123) • Freezing Touch (143) • Modify Artifact Power (163)
• Dazzling Sunburst (125) • Ghost (145) • Phase Foe (170)
• Drain Creature (131) • Golem Stomp (145) • Precognition (171)
• Dream Thief (132) • Guide Bolt (147) • Read the Signs (174)
• Enlarge (135) • Halt the Change • Reinforcing Field (175)
• Face Morph (138) • Ice Creation (150) • Reshape (176)
• Flash (140) • Inhabit Crystal (154) • Restore Life (177)
• Fleet of Foot (141) • Living Armor (158) • Resuscitate (177)
• Frenzy (143) • Magnetic Field (159) • Return to the Obelisk (177)
• Frost Touch (144) • Matter Cloud (161) • Still As a Statue (186)
• Go Defensive (145) • Moon Shape (164) • Subsonic Rumble (187)
• Grasping Foliage (146) • One With the Wild (167) • Teleportation (190)
• Healing Touch (149) • Phased Attack (170) • The Wild Is on Your Side (198)
• Hurl Flame (149) • Projection (172) • Traverse the Worlds (194)
• Ice Armor (150) • Pry Open (172) • Two Things at Once (194)
• Influence Swarm (153) • Rapid Processing (174) • Wall of Lightning (196)
• Inspire Aggression (154) • Sculpt Light (180) • Wild Camouflage (198)
• Link Senses (158) • Storm Seed (187) • Wild Vitality (198)
• Move Metal (164) • Summon Giant Spider (188) • Wind Chariot (199)
• Onslaught (167) • Swim (188)
• Trapfinder (193)
Appendix 6: Conditions
Blinded
Petrified
• A blinded creature can’t see and automatically fails any task or
• A petrified creature is transformed, along with any object it is
check that requires sight.
wearing or carrying, into a solid inanimate substance (usually
• Attack and Defense tasks by the creature are hindered by two
stone). Its weight increases by a factor of ten, and it ceases aging.
steps.
• The creature is incapacitated (see the condition), can’t move or
speak, and is unaware of its surroundings.
Charmed
• Attack rolls against the creature are eased two steps.
• A charmed creature can’t attack the charmer or target the
• The creature automatically fails Might and Speed tasks.
charmer with harmful abilities or magical effects.
• The creature is immune to poison and disease, although a poison
• A charmed creature's Intellect defense tasks against the charmer
or disease already in its system is suspended, not neutralized.
that involve social interactions are hindered.
Poisoned
Deafened
• A poisoned creature is hindered on all tasks.
• A deafened creature can’t hear and automatically fails any task or
check that requires hearing.
Prone
• A prone creature’s only movement option is to crawl, unless it
Frightened
stands up and thereby ends the condition.
• A frightened creature's skill checks and attacks are hindered
• The creature is hindered on attack rolls.
while the source of its fear is within line of sight.
• A defense roll against the creature is hindered if the attacker is
• The creature can’t willingly move closer to the source of its fear.
within 5 feet of the creature. Otherwise, the defense roll is eased.
Grappled
Restrained
• A grappled creature’s speed becomes 0, and it can’t benefit from
• A restrained creature’s speed becomes 0, and it can’t benefit from
any bonus to its speed.
any bonus to its speed.
• The condition ends if the grappler is incapacitated (see the
• Attack and defense rolls by the creature are hindered.
condition).
• Spellcasters cannot cast spells with somatic components while
• The condition also ends if an effect removes the grappled
restrained.
creature from the reach of the grappler or grappling effect, such as
• It is impossible to attack with weapons unless they have the light
when a creature is hurled away by the thunderwave spell.
property.
Incapacitated
Stunned
• An incapacitated creature can’t take actions.
• A stunned creature is incapacitated (see the condition), can’t
move, and can speak only falteringly.
• The creature automatically fails Might and Speed tasks.
Invisible
• Defense tasks by the creature are hindered.
• An invisible creature is impossible to see without the aid of
magic or a special sense. For the purpose of hiding, the creature is
Unconscious
heavily obscured.
• An unconscious creature is incapacitated (see the condition),
• Attack and defense tasks against an invisible creature are
can’t move or speak, and is unaware of its surroundings
hindered two steps.
• The creature drops whatever it’s holding and falls prone.
• The creature automatically fails Might and Speed tasks.
Paralyzed
• Any attack that hits the creature is a critical hit if the attacker is
• A paralyzed creature is incapacitated (see the condition) and
within 5 feet of the creature.
can’t move or speak.
• The creature automatically fails Might and Speed tasks.
• Attack rolls against the creature are eased two steps.
• Any attack that hits the creature is a critical hit if the attacker is
within 5 feet of the creature.
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Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other
terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed
by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact
text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You
must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original
Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except
as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You
agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a
work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of
such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall
retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are
distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any
version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You
Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any
Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all
of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open
Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.