You are on page 1of 59

Knights of Izmer

An AGE system campaign setting


Table of Contents
Thing Page
Cover Page
Blank
Table of Contents/Disclaimer
Part One: The World of Kintara
Introduction and History
The World
Izmer Places of Note
Part Two: Characters
Part Three: New Stuff
Part Four: New Gear
Part Five: Magic in Izmer
Part Six: Other Things
Part Seven: The Dragons
Part Eight: Items of Wonder

Disclaimer:
This document is a fan-made setting based on the 2000 film, Dungeons and Dragons. It takes
the setting and characters and makes it playable for people. That being said, this document is
not affiliated with nor endorsed by Wizards of the Coast or Newline Cinema nor any of its
affiliated Production companies.

In fact, the history in this document is fan-made based on the events of that movie; allowing
deeper lore to be had.
Part One: The World of Kintara
The World of Kintara has
many nations between its KINTARA AS A WHOLE:
seas; however we will focus
on the nation of Izmer for this While each nation in
setting Kintara holds their own
ideals and societal
In the realm of Izmer, place; but as a world
there are many wonders to they work together to
get things done.
behold and secrets to
discover. We will begin with a This means that all
brief but detailed history of nations have strong but
the realm tense treaties and
alliances. One wrong
Izmer sits in the middle step and war can
of other nations and is the centermost trading hub in all Kintara. Its central location makes it prime for happen in an instant.
commerce on land and sea. It also seems to be the center of attention when it comes to war and
tragedy. Here, we go over a brief but broad history of Izmer; so that you can play at any point and fill That being said, most
in the gaps of its history as you see fit (This is by far a complete setting for this reason. It allows GM’s nations keep to
to customize their world for their players) themselves with the
exception for trade and
While each race has its own unique history and lore behind them; this section is a broad history of commerce. Each nation
the nation so that players and GM’s can fill things in as they see fit holds its own standards
for its peoples and
PRE-HISTORY: No one knows just how far back the Chaos goes, but before Kintara was the way it religions and to not try
is; chaos reigned over the realm. In this swirling mass of darkness and storm; three Dragons were to force their ideologies
born. Al’Graziri was the Dragon of Flames and he was the light of order. Al’Verazi was the Dragon of on others.
Storms and she was the herald of darkness. Al’Frizaga was the Dragon of Winter and he was the
passive one. A great war raged between Al’Graziri and Al’Verazi as they fought for control of the
realm. It was the Dragon of Flames that won and he sealed his sister into the Beyond; a realm outside
of reality. From there, the storms of chaos lessened and Kintara began to see life for the first time

FIRST AGE: This age is ripe with new beginnings. As the species of Kintara began to evolve and take form, so to do things like
technology and language. This age is wrought with history for each race on Kintara and is the longest of the Ages

SECOND AGE: This is called the Age of Reason and it where the races began to venture forth and discover one another. Of
course some differences led to some wars and strife but for the most part it was peaceful in this Age

THIRD AGE: Often called the Age of Shadows, this age is the shortest of them all and was by far the most destructive. Beings
called Ürks; the ancestor to the modern Orc; came through rifts to another plane of existence. Their world was torn by chaos and
shadow magic. They invaded, laying waste to the realm of Izmer and surrounding nations. Until, the first Empress of Izmer was
chosen by Al’Graziri to protect and guide her people. Jayleen Sumdall had driven back the horde of Ürks from the lands. Many Ürks
stayed as they were not a part of the horde. They were given amnesty but it took many years to gain their trust. These are now the
modern Orcs that so many have come to love

SHADOW WAR: Many consider the Shadow War to be its own age; seeing as how it lasted almost 200 years, but it really isn’t.
However it was the marking point of the end of the Third Age and the start of the Fourth. For that reason, many see the Shadow War
as an era of new beginnings and in many cases a beacon of light rather than darkness

FOURTH AGE: This is the modern era of the world. Izmer is at the center of trade but also has its own internal strife. The
Magocracy seeks to keep the status quo while a young but brash Empress named Savina is trying to change things for all her people.
It is rumored that another civil war is on the brink but no one talks of it without causing trouble
The World
Kintara is a massive world filled with several
million peoples of all walks of life. There are five Other Nations
total nations within Kintara that each hove their
own political structure and religion. Izmer is This document
central but not directly center of the realm. focuses on Izmer
as the primary
However, its location is vital to its survival as a
nation. For that
trading hub between the other four reason, the other
nations are
ALGAR: The Frozen north. Algar is the
mentioned in brief
northernmost nation and is home to many tundra- but not in full
based tribes. They do not have a total national detail. See the
government as each tribe holds its own standards. Kintara World
However, they do have a Grand Council that Book for more on
meets every year to discuss things like trade and each nation.
to settle disputes between tribes

VITRIAL AND BARBODA: The Twin nations of


Vitrial and Barboda are just under Algar and right above Izmer. They have a
mighty river between them that serves as a neutral zone. They have been
at war the longest of all the nations and used to be one. During the Third
Age, before the Shadow War, they had a civil war due to religious
differences that split it into two parts. Now, things are peaceful but tense

IZMER: Making up most of the southern part of the west coast of


Kintara and a lot of land inwards is Izmer. Izmer is where the main portals
to the Shadow Realm opened long ago and held the most battlegrounds for
the Shadow War. Since then, Izmer has grounded itself as the central
trading hub for Kintara, having excellent ability to access trade both on land and at sea. They have a Magocracy, meaning that mages
rule the lands

N’VAHRA: The southernmost nation is N’Vahra; and while it is the most tropical of the nations, it also holds the largest desert as
well; spanning most of the nations mass. This area is ruled by outlaws and tribes rather than a full government as they want nothing
to do with that region after the Mythril mines within dried up a few centuries ago

IZMER PLACES OF NOTE:

ACRETIAN FOREST: The Acretian forest is home to dangerous beasts; left over from the Shadow Wars. It is said that the same
magics that hold the Mistrain Valley also linger in this forest; and some might be right
AL’TIR: The city of Al’Tir is an Elven city and sits at a border of the Wintervale Forest; a forest known for its evergreens. This city
is actually grown rather than built and has taken over a thousand years to expand. Good thing the Elves are patient
ALAVORE: Alavore was once the seat of power for Mages. They later relocated their Library known as the Arcanus Academ
before Jayleen Sumdall had to destroy the area
ALGAZI PLAINS: The Algazi Plains are home to the elves of the region but many also make their travels through it. Even though
the region is cold by its nature, the Algazi Plains seems to draw from ancient magics to make it green year round
ALTIGA BAY: Altiga Bay is the largest bay in the realms and is home to the largest fleet to exist; a fleet of over three thousand
ships designed by all races and stands as a testament to peace in the world
ANTIUS CITY: A city of thieves no doubt; a wretched hive of scum and villainy. Most in Antius City just pay their dues and move
on; while others only look out for either themselves or the Guild
ASHEN FOOTHILLS: The Ashen Foothills are just to the south of the Mistrain Valley and are the remains of a volcano that
erupted many millennia ago. It is said that that site is where the two dragon gods fought and Al’Graziri came out supreme
CAMAHZ: Camahz is a mining village that was once a direct entrance to the Dwarven kingdoms below; long before the Shadow
Wars. They mine large amounts of steel and silver each year. Camahz was also the site of a great castle held by Savrille during the
Shadow War; a castle that lay half-ruined to this day
DEEP EXPANSE: The Deep Expanse is the name of the southern-most ocean in the world
*The next page has a detailed map of Izmer
DEM-SAR: Dem-Sar is an underground Dwarven city just on the coast. Most of it was destroyed during the Shadow War but it is
slowly being rediscovered and dug up by the Dwarves. Although not a major city, it is along an ancient underground highway system
and was one a major trading hub
EMERALD SPINE: The Emerald Spine is home to Camahz and the largest deposit of Emeralds in the region. It also gets its name
from the lush green foliage on its tops despite its height. It overlooks the Deep Expanse and several outposts have been set up on its
peaks to oversee any potential oceanic threats
HIGHSPIRE: Highspire is the tallest mountain in Kintara, and home to the great Al’Graziri. While he has not been down from this
perch for a very long time, there are those who believe he still sits, awaiting his time to return to Kintara
LAKE SUMDALL: Lake Sumdall was named after the capitol city and the first empress, Empress Jayleen Sumdall. She was a
powerful mage who broke the siege of chaos in the region with her magic during the Shadow Wars. It is said that three separate
towns and cities were washed away when she caused the very earth to move and flood the region
MEL’TIR: Mel’Tir, like Al’Tir, is grown rather than built; but features a Dwarven and Elven Quarter. The races mostly keep to
their side, but Mel’Tir was the first city to allow the Dwarves refuge during the Shadow Wars. While Dwarves and Elves do not
always see eye to eye; here, they live in relative harmony and even have representatives meet in the town center; devoid of borders;
each year to discuss local issues
MISTRAIN VALLEY: Mistrain Valley is strange indeed. While most can travel through it with little issues (so long as you stay on
the paths given), there are those that have fallen victim to the strange mists and fog that blankets the region year round
MOROVALE: Named after a great hero who died a few centuries back, Morovale is home to the Arcanus Academ; the Academy
of Magic. Young mages go here to learn how to control their powers, and the intricacies of the political landscape, to become
leaders
NEMUS TRISMAGIA: the Nemus Trismagia; or the triumvirate forest; is just north, west and east of Sumdall and is said to be the
birthplace of three dragons; Al’Graziri, Al’Verazi and the lost Al’Frizaga (Fire, Storm and Frost). It is one large forest split into three
parts by two massive rivers coming from the Razors Crest Mountains to their north. Sumdall sits at the very edge of the central
forest on the border of it and Lake Sumdall
OLD SUMDALL: Originally called Arvadale but was renamed when Empress Jayleen Sumdall took her throne for the first time. It
was later washed into Lake Sumdall when she had no choice but to open the earth and flood the region to prevent untold terror
from entering her lands
QUILOS: Quilos is a small village that sits on the threshold of the northern nation of VITRIAL. It is a small village that sits on the
threshold of two converging rivers and small forested areas. Quilos also has several watchtowers around it at the border and is
home to many military patrols. While the people there just hunt and fish, the town is used to spot potential threats from the
northern nations
RAZORS CREST MOUNTAINS: the Razors Crest Mountains are home to the largest peak in the realm; Highspire; home to the
First Dragon and protector of Izmer, Al’Graziri. While the great beast has not been seen in over millennia, it is said he still resides in
Highspire to this day, looking at his realm; waiting for his prophesied return
RED CEDAR MOUNTAINS: On the eastern border lies the Red cedar Mountains, just north of the Mistrain Valley. It is called that
due to all the Red Cedar trees that grow in the area. It is abundant in fact and many have used these mountains to harvest the trees,
even though they are hard to get too but have been seen to grow almost 100 feet tall and as big around as an elephant
SAPPHIRE BASIN: The Sapphire Basin is a lake attached to the Altiga bay and home to the most variety of ocean life inland of the
oceans. There is also said to be a sea monster living in the region called Sapphire due to reports of its shimmering blue hide; but no
reports have been verified as of yet
SEADALE: Seadale was a simple village but was one of the first lost to the Shadows. Its burial was seen as a mercy to those who
survived its initial destruction
SUMDALL: Nations capitol; home to the Empress and her council of Mages. In Izmer, mages rule and have what is called a
Magocracy; where mages have control of both the political and social landscape
TOWER OF REIGN: The Tower of Reign is a ruin at this point, but was once the main site of the interdimensional portal that led
to the Ürks home plain. When the tower collapsed, the entrance was sealed and no amount of excavation has been able to find any
pieces of the gate used to bring the Ürks to this realm
VESLA: the small village of Vesla is a small fishing village that has a trade route directly from the Deep Expanse to the capitol of
Sumdall
WANDERERS LAKE: There was once a great and eccentric mage who made his home in the middle of the lake; lifted above it by
magic; and while it is now all but a ruin, some say that his magic can still be felt in the area, creating a sort of utopian region devoid
of chaos or strife
WHISPERING PLAINS: The Whispering Plains lead into N’Vahra, and is an arid land; harsh to those trying to make it their home
WINTERVALE FOREST: Wintervale Forest is home to the largest trees in the region and has even been seen bearing fruits year
round. This has made Izmer a great exporter of such fruits as magics seem to keep the region from being overcome by the harshness
of the winter

THE IVORY SHORES: Izmer is known to many as the Ivory Shores of Kintara. Its coastline is made of the purest white sands;
many believing that they hold magical powers. In fact, the Ivory Sands are used as a powerful alchemical component in forging steel
that seems to lighten and strengthen the metal when forged. This makes Izmeran Steel lighter and stronger than most other types of
materials.
IZMERAN CULTURE AND SOCIETY: As stated above several times, Izmer is the only nation that is a
Magocracy; a nation whose ruling class are mages. Most of them are A Land of
“Pure” mages, meaning that their families are all in tune with magic. Tradition
However, they do allow what they call an “Inducted” mage into the
political scene; those with non-magical parents, but they themselves have Izmer is a nation
the gift and are thus elevated into the life of politics of tradition. While
Empress Savina is
The Empress rules everything in Izmer but is grounded by a Council of trying to change
Mages. The Council is supposed to allow a sort of checks-and-balances things for the
system so that the Empress does not go too far with her power. The better of her
Empress is not elected like the Council and in fact is “Chosen” at a young people, many
age by a dragon; her loyal companion. When the Empress reaches the end oppose her and
of her life, her dragon is gifted with an egg. This egg is then sent across see her as
Izmer to find the new Empress; a child with the power to control the unworthy of rule.
dragon. When the dragon has made its choice, it hatches and she is This has led many
inducted into the life of the Empress to believe she
wishes Civil War…
It should also be noted that the life of the Empress is long; each spanning about two hundred years.
This is due to her connection to her dragon; the bond making her age far slower than normal. As it stands,
Savina has been on the throne for about forty years now, but only seems to be in her early twenties at best

Now, she cannot run everything by herself and she thus has others that are below her; in charge of smaller portions of Izmer so
that she can better see to the needs of her people. Going from the bottom to the top we have:

Majordomo: Majordomos are in charge of certain Burroughs of towns and cities; small sections that interact with each other
Mayor: Mayors run entire cities or towns. Some towns may be too small for a Majordomo but the Mayor still runs the entire
thing
Daimyo: the Daimyos of Izmer have run over large sections of the nation; being home to many villages, towns, and cities within
Empress/Council: The highest point of the political structure. The Empress has final say on laws and trade but she is checked by
the Council; who are supposed to make sure she does not falter in her duties to her people
The Magistrate: The Magistrate is the exception to this structure. He acts as Daimyo for Sumdall and its surrounding areas and
as Mayor of Sumdall itself

Numbers People!
MILITARY OF IZMER: Izmer does have an army and one that should not be trifled with either. The
Army is divided into smaller sections so that they can run as a 5 people make up a
cohesive series of units Squad

EMPRESS: Has sway over the entire ARMY 6 Squads make a


ARMY: The Army is led by the Admiral and is broken down Unit, 30 people
into 4 Corps
CORP: Each Corp is led by a General and has 4 Battalions 8 Units make a
BATTALION: Each Battalion is led by a Captain and has 6 Brigade, 240
Brigades people
BRIGADE: Each Brigade is led by a Commander has 8 Units
6 Brigades make a
UNITS: Each Unit is led by a Lieutenant and has 6 Squads
Battalion, 1,440
SQUADS: Each Squad consists of 4 team members led by a people
Corporal (5 people per Squad)
4 Battalions make a
THE CRIMSON BRIGADE: The Crimson Brigade is the best of the best in Izmer. Led by a man named
Corp, 5,760 People
Damodar; they are made to be the best training available. They act as a sort of “Black Ops” group that have
reign to do things other cannot. The Crimson Brigade is unique as it does not fall under the other normally And 4 Corps make
6 Brigades. Since they are considered to be a sort of special operations unit, they have 250 of the finest the Army, 23,040
warriors in the army and are run by a special Commander. people give or take
IZMERAN CALENDAR: The Izmeran Calendar is the standard for all nations as it was developed
first; creating a standard working of the sun and moon cycles. We have 364 days divided into 13 The Ages
months, each month having 28 lunar days. This gives us 4 even weeks of 7 days per week and
There have been
they coincide with the phases of the moon.
many ages, but
M T W T F S S they all have kept
1 2 3 4 5 6 7 the same measure
of months and
8 9 10 11 12 13 14
days. There have
15 16 17 18 19 20 21
been 4 major Ages
22 23 24 25 26 27 28 with a few minor
This chart is a sample of each month. The start of each week shows the cycle of the lunar phase, the within each, with
first of each month being the New moon phase called the Silent Moon where it is completely shadowed. the exception of
The eight of each month shows the first half moon called the Mages Moon. The fifteenth shows the full the Shadow War.
moon called the Bright Moon. The twenty second shows the second half called the Wavering Moon.
Then we get back to the first at the Silent Moon. In between crescent moons are shown and while those We are currently in
days typically vary from month to month; all crescent moons are called the Sheppards Moon. the Year 1453 of
the Fourth Age.
The days are actually simple, being arranged in a similar fashion to our own. The week begins with
Moonsday, to show the cycle of the lunar phase. Then we have Tevasday, Warrensday, Thrashday,
Freeday, Sereneday and Sunsday.

The Months are: Summerstart, Maradem, Julia, Juniper, Aspen, Solia, Osperset, Neradem, Descent, Janifar, Fallenstar,
Merakest, and Antimer. Summerstart is the oddball month, as it starts the summer months and is the month that shows the new
year. In this month, most people of Izmer are not working but are celebrating the new season. While farming and opening of taverns
or shops is normal, most commoners are not required to work this month to show the appreciation of the common folk and what
they do for Izmer.

Now, these months are also in line with the seasons; Summer, Autumn, Winter and Spring.
Summer is the longest season with 5 months; Autumn and Spring both have only 3 months and You’re cold?
Winter is the shortest with only 2. The months are listed for the seasons as follows:
Izmer is not a
Season Months frozen tundra but
Summer Summerstart Maradem Julia Juniper Aspen it is cold, even
Autumn Solia Osperset Neradem during its
summer seasons.
Winter Decent Janifar
It barely gets
Spring Fallenstar Merakest Antimer
above 80 degrees
F in the summer.
That being said, there are also several holidays each year in Izmer. These holidays fall on the same
days each year due to the consistency of the day system. Winters can be a
bit harsh, getting
SUMMERSTART: The First of Summerstart is the holiday known as Years-end. It actually begins on the below 20 with
last day of Antimer and leads into the first of Summerstart and is a celebration of the new year. ease but the
climate remains
The twentieth day of Summerstart is known as the Dragon Feast. It is the celebration each year to stable
commemorate the day the first Empress, Jayleen Sumdall, was chosen by Al’Graziri to lead her people from throughout the
the death and chaos of the Shadow War year, allowing
crops to grow
MARADEM: The Eighth of every Maradem starts a week-long event known as the Feast of Harmony. In almost year-
this week’s time, delegates from every nation come to Sumdall to talk trade and armistice. This festival has round as
kept going since the second Empress of Izmer called the nations to stop all wars. Now, things are still tense opposed to other
between some nations, but this festival is designed to mitigate tension nations.
JULIA: the fourteenth of Julia is the Summer Solstice and that day is celebrated by most…

JUNIPER:

ASPEN:

SOLIA:

OSPERSET:
NERADEM:

DECENT: The fourteenth of Decent is the Winter Solstice and that day is celebrated by most…

JANIFAR:

FALLENSTAR:

MERAKEST:

ANTIMER:
PANTHEON OF IZMER: The Pantheon of Izmer is actually pretty straight forward. They all revere the one
Dragon God Al’Graziri but the domains of the realm were divided between younger, more abundant deities. Chief Gods
There are many Deities to choose from and each has their own set of domains and unique powers. There is an
Al’Frizaga is not
even split between male and female gods and each has their own motto to show what they represent .
listed on this
God Motto Symbol Goddess Motto Symbol chart of deities.
This is due to
Al’Graziri; Peace through Dragons head Al’Verazi; the Satisfaction Dragons head with
his absolute
the Light Order with rays from Shadow through twisting shadows Neutrality; he
top Ruthlessness from snout does not
Anubis; the Life through Scale with Aphrodite; the Preservation Heart with crossed interfere in the
Judge Morality sword down Lover through arrows lives of mortals
center Rebirth the way the
Ares; the Expansion Hammer and Artemis; the Harmony Arcane Bow with others do.
Conqueror through War Sword crossed Huntress through arrow drawn
Also, not
Acceptance
everyone in
Heimdall; Truth through Third Eye Bast; the Beast Survival Bear claw Izmer will
the Eye Heroism through follow the
Ferocity entirety of this
Helm; the Structure Shield with Frigga; the Individuality Staff with twisting Pantheon and
Shield through Mountain Forested through snakes in fact; other
Protection Nature nations take to
Hephaestus; Innovation Hammer and Hela; the Veiled Freedom Veiled skull worshiping
many of the
the Smith through Anvil through
minor deities
Creation Shadow that they do
Loki; the Selfishness Cloak with Hera; the Growth Rose with three not in Izmer.
Trickster through crossed daggers Mother through leaves
Exploitation Nurture In Izmer, we
Osiris; the Law through Gauntlet Isis; the Mystic Perfection Arcane Circle and have eight
Lord Tradition holding cluster through runes primary Deities
of arrows Knowledge that are
worshiped out
Thor; the Power through Hammer with Morrigan; the Absolution 8-point seal of
of this group;
Storm Instinct lightning bolt Chaotic through chaos Al’Graziri,
Chaos Anubis,
Tyr; the Wisdom Tome and Quill Tyche; the Lucky Luck through Three coins Heimdall,
Wise through Reason Action Osiris, Artemis,
Other peoples tend to lean towards others of the Pantheon based on their ancestries. Here are some Frigga, Hera,
examples: and Isis.
Draak (Dragonborn): Anubis, Helm, Thor, Frigga, and Tyche
Dwarf: Being born of crafters, artisans and warriors; Dwarves tend to lean towards the following: Anubis,
Ares, Heimdall, Helm, Hephaestus, Osiris, Tyr, Artemis, Hera, and Isis.
Elf: Heimdall, Osiris, Tyr, Aphrodite, Artemis, Bast, Frigga, and Isis
Gnome: Loki, Tyr, Hela, and Tyche
Goblin: Ares, Helm, Osiris, Thor, Bast, Hela, and Morrigan
Halfling: Halflings are like humans in the sense that they do not have a particular set they worship and tend to lean towards
which deity they feel best fits their personality
Human (Man): Humans can worship pretty much any they desire with Al’Graziri always being at the top of the list. Nations have
their own particular set they worship and this changes (as stated just above with the Eight that are worshiped in Izmer).
Orc: Ares, Osiris, Tyr, Bast, Hera, and Tyche. Some tribes follow Morrigan but not all do
Wilder: Mostly Bast, however some may follow other Deities as they see fit

These of course are just examples of the typical nature of each ancestry. There are many people and their opinions vary greatly
from one to another, so keep this in mind as your hero selects a Deity or Deities to worship.
CLERICS OF IZMER: Clerics are a rare sight but are not unheard of in Izmer. In fact, the Empress herself is considered a Cleric due
to the fact that she is chosen by Al’Graziri to rule. That being said; a Cleric is simply a
Mage Class with a few changes to the class to start with.

 Trade Perception with Communication as a Primary Ability. Clerics are taught to


use their words and; in the case of the Empress; their words can be law
 Clerics use the Fatigue Alternate Casting Option listed later in section three with
the Arcana
 Instead of just Brawling and Staves as your Starting weapons Groups, you gain
one more based on your deity. They will have a list of 3 to pick from so your
choice matters
 If you pick a Favored Spell Stunt when you get a Stunt Bonus as per the Mage
Class you can select Divine Stunts as well as Spell Stunts (see page 117 of the
Core Rules for details)
 You can instead add your Faith Focus to your Accuracy roll for attacks made with the Arcane Blast, but you can only use one
focus at a time as per rules as written
 Clerics can also take the Armor Training Talent (Normally limited to warriors) but they can only take it to Expert Level
 All Deities have a chosen Arcana that MUST be one of your two starting Arcana Talents. In addition to this, they have Anathema
which are Arcana you can never take or you will lose favor with that deity

Weapons Groups, Arcana and Anathema by Deity:

God Weapons Group Arcana Anathema Goddess Weapons Group Arcana Anathema
Al’Graziri Any one of choice Al’Verazi Any one of choice
Anubis Light Blades Aphrodite Spears
Spears Dueling
Staves Bows
Ares Heavy Blades Artemis Bows
Polearms Spears
Flails Slings
Heimdall Heavy Blades Bast Bows
Spears Light Blades
Axes Spears
Helm Light Blades Frigga Spears
Bows Polearms
Chains Lances
Hephaestus Bludgeons Hela Heavy Blades
Heavy Blades Bows
Lances Chains
Loki Light Blades Hera Light Blades
Spears Spears
Dueling Slings
Osiris Bows Isis Light Blades
Polearms Bludgeons
Flails Spears
Thor Bludgeons Morrigan Polearms
Light Blades Spears
Axes Staves
Tyr Light Blades Tyche Spears
Dueling Bludgeons
Curved Blades Curved Blades
Part Two: Characters
ANCESTRIES: As there are many peoples of the world, you must select an Ancestry when you create a
character. They are all highlighted in the Core Racism
Rules but here we go over a bit of culture for
each one. Some of these have variation from Unfortunately,
the normal rules as written so read carefully Racism is a real
thing in Kintara.
Draak (Dragonborn): The Draak; also Some ancestries
called the Dragonborn; are a race of warriors. have historical
They make the northern region of Algar their beefs with others
home and have an intense Caste System that and it can lead to
puts people in roles rather than occupations. some problems if
They are free to choose within their Role, but not handled right.
must stay within the confines of that role. Roles can be changed or altered depending on what kinds of
Dwarves for
feats they perform and how well they do in their society. For instance, it is rather rare for a slave or serf to example do not like
become a warrior, but if they take up arms and fight alongside a warrior and prove themselves, they may Goblins or Orcs due
be awarded the new role. To the Draak, mages are seen as the Sheppards of their society and have to past events.
shaped things for many ages. Those born with magic are automatically gained station in their society and Elves often see
taught how to command their people themselves as
superior. Humans
Also, select whether your Draak has Metallic, Chromatic or Crystalline scales. This is important as it are diverse and
changes the potential Breath Weapon Stunt you may get (which is number 9 on the benefits chart on page often go to war
14). Metallic Draak do not change this bonus; but Chromatic Draak can use Shock Blast (page 138) instead; with themselves
and Crystalline Draak can use Ice Knives (page 122) instead. It is still counted as a 4 point Stunt as written more often than
in the benefits chart. From there, the exact color of your scales is really up to you (see Part Four of this anyone else
document for the color options)
This is not meant to
Dwarf: The Dwarves have many Clans in the realm and all have their names written in the stone for offend anyone and
grand feats. They pride themselves on their Professions rather than a class or caste system. While many should be handled
regularly as part of
professions, like Miners or Smiths, are usually kept in the family lines; many go to other Professions that
the story
they find suites them better. They have a simple religion that harkens to their ancestors rather than
deities

Elf: Elves are majestic and graceful but are also long-loved and a bit pompous. Since they have seen the change of many ages,
they tend to be a bit more uncaring in their demeanor but not out of malice or distrust. N’Vahra is their main homeland but many
have settles across Kintara. Elves actually have two base variants and a third uncommon one

High Elves are your typical Elf, being fair in their complexion. These are the exact Elves from the book on page 16 with no
mechanical changes

Wood Elves are a long-branched cousin of the High Elves. Wood Elves can forfeit one of their two extra Benefits and gain one
Novice degree Wood Arcana Spell that they can cast once per day without being a mage or have Mana

Dark Elves were twisted by the forces of the Shadow during the Shadow War. They have dark skin and mostly white hair and are
far more sensitive to light. Instead of Dark Sight, they have Superior Dark Sight, meaning they can see almost perfectly in darkness
albeit in shades of grey. This comes with sensitivity to light, causing a -2 to Perception while in direct sunlight. Some have specialized
eyewear that negates this penalty. Dark Elves can also use Crossbows without having the Bows Weapons Group as they are trained
from a young age to use them; so they take no penalty to attack or damage while using them even without the Weapons Group

Gnome: Gnomes call Vitrial their home and kind of look like short elves. They are attuned to magical forces and; as an optional
rule, you can forgo one of your extra Benefits and select any Arcana you desire; gaining 2 of its Novice Spells you can cast once each
per day for free

Goblin: Goblins, like Orcs, came through the rifts during the Shadow War. They have forgotten their homeland but make Vitrial
theirs. They have a massive issue with Dwarves since they fought over the under-halls many centuries ago and many feral goblins
still exist underground today. Surface-level goblins, however, are actually not savage or hateful and have a system of tribes that
often barter with one another in many forms of trade; even trading members of their tribes to keep peace

Halfling: Halflings call Barboda their home, but often travel to other lands in search of adventure. Halflings take from humans in
terms of societal structures; keeping with professions and education on a similar level. Halflings however are known for creating
many of the Guilds you see in Kintara, including the Thieves Guild and Miners Guild along with the Dwarves. They have panache for
trade and the clanking of gold

Human (Man): Humans are as diverse as the regions of Kintara. They live all over the realm and have varying societal structures.
For the most part, they are also hard to tame as it seems that humankind just craves destruction. This is not entirely true, but many
other races see that in humans and the many wars caused by humans is their evidence

Orc: Orcs are descended from the Ürks that invaded this realm many millennia ago. They have since developed their own
societies and integrated into the others of Kintara, many see them as still a threat. It is true that many Orcs turn to mercenary and
raider work to survive and still like to pillage and loot, not all of them do. In fact, most live in their own Strongholds across Kintara;
not privy to any nations laws or culture. Within these Strongholds, they train and farm; they farm to survive and train to protect
their farms. Many have branched out into the rest of the world to seek glory, fortune, or a new place among its other peoples

Wilder: Wilders are almost as Diverse a people as humans; having been awakened from their animal cousins many eons ago by
dark magic. Wilders come in many shapes and sized and do not call any one nation their true home; however they did originate from
N’Vahra

Goliath: Now, the Goliath (Seen in part Three) are not from the continent of Kintara. In fact, they came here from the West right
before the Shadow War and tried to make their home during a war-torn era. They have a unique culture that sees all as equal. They
have grey skin and horns

REGION: You must also select a region you hail from. Not all ancestries come from the same nations. In fact, Izmer is home to
Dwarves, Elves, Halflings, Humans and Orcs. While others to make
their home here, it is not their homeland. That being said, you select a
region of the world you were native to before making your way to
Izmer. Doing this grants a new Focus and Language to your hero. Keep
in mind that Trade would be akin to American English in our world. As
the world expands and more documents come out for each nation,
their history and cultures will be expanded upon.

ALGAR: Gain Intelligence (Navigation) all those from Algar are


taught how to read maps and stars to find their way. You can also
speak and read the Algaran dialect of Human. In our world, Algaran is
a sort of Slavic and Nordic cross

VITRIAL: You gain Intelligence (Cryptography). Those of Vitrial have been taught to never underestimate your enemies and you
know how to write in codes. You can speak and read the Vitri dialect of Human. This language is similar to Japanese in our world

BARBODA: All those from Barboda gain the Intelligence (Military Lore) Focus as it is a militaristic nation. You can speak and read
the Barbodeen dialect of human. This is akin to Mandarin Chinese in the real world

IZMER: You gain the Communication (Bargaining) Focus as those from Izmer are most commonly traders. You can speak and
read the Izmeran dialect of Human. In our world, Izmeran would be Britain’s English

N’VAHRA: You know the Intelligence (Arcane Lore) Focus as those from N’Vahra are trained to understand magic. You can speak
and read the High Vahran dialect of Human. In our world, High Vahran would be similar to Latin and similar languages like French
and Spanish
LANGUAGES: Languages have been altered just a bit here; as Common is now referred to as Trade. In addition to knowing
Trade, Humans also speak a dialect of Human based on their region above.
Also, they gain 1 more of choice to give them 3 languages like everyone
else

As written in the Core Rules pages 13-31, all ancestries know Trade
(Replaces Common), their own language and now they know one dialect
of Human based on their Region above. Elves have three versions of Elven;
High Elven, Woodspeech, and Undercommon. High Elven are
automatically known by High Elves, Sylvan by Wood Elves, and
Undercommon by the Dark Elves. Wildfolk know a language called Wilder.
Goliaths know Giant.

High Elven, Sylvan and Undercommon are all Elven in nature and are
considered alternate Dialects.

All Rogues also learn Thieves Cant, a sort of coded language that uses euphemisms and sign language to portray hidden
meanings

Arcanum is the language of magic and is automatically learned by anyone who takes the Mage Class or the Arcane Disciple
Specialization

Druidic is a language used by a group of Druids in the nation of N’Vahra. They do not teach this language to anyone without
proving themselves. Some call Druidic as a modern form of Faer, the language of the Fae. The Druids are those with the Fae Heritage
Specialization beginning at level 1. This heritage connects them to their magic

Thieves Cant, Arcanum, and Human Dialects can also be learned by anyone taking the Linguistics Talent. Druidic must be taught
to you by a Druid; otherwise you can’t learn it via the Linguistics Talent

Here is the full list of languages: Trade, Algaran, Arcanum, Barbodeen, Draak, Druidic, Dwarven, Giant, Gnomish, Goblin,
Halfling, High Elven, High Vahran, Izmeran, Orcish, Sylvan, Thieves’ Cant, Undercommon, Vitri, and Wilder

OPTIONAL RULE: As an optional rule for players, the GM may allow extra languages to be learned during character creation.
Every player with this will gain an extra set of languages they know equal to their Intelligence (With a minimum of 0). So, if they have
an Intelligence of 3, they not only get their 3 starting languages, but they will know 3 more of choice. This is only during creation and
more languages are not automatically learned when Intelligence increases. You must gain the Linguistics Talent to learn more as
written.

As far as Dialects go, you can speak to anyone who talks in a differing dialect than you even if you don’t fully understand all of
the mannerisms and syntax of that particular region. If this occurs and you do not know their dialect; then you suffer a -2 on your
Communication Tests for the barrier. However, entirely foreign languages may result in an automatic fail and is really up to the GM if
this is the case. Playing with language barriers can be a fun way to get things into the campaign as well; making things rather
interesting for all players

BACKGROUNDS: In the next section, we also have some new Background that can be taken as options for all players
NEW ANCESTRY:

GOLIATH: The Goliath hail from a mysterious land to the West of Kintara. While their history has been lost since their arrival;
many believe that it is a realm of chaos and strife. They settled on the shores of Izmer right at
the start of the Shadow War; and at first were thought to be in league with the forces of
darkness. Since then, they have made their home here and are valued members of Izmeran
society.

They have a ridged society; and that can lead to some miscommunication between them
and other peoples. They have adapted to Izmeran society but have remained true to their
roots, and they believe all should do the same

To play a Goliath, modify your hero as follows:


 Pick one of the following Focuses: Constitution (Tolerance) or Strength (Might)
 Your Speed is equal to 8 + Dexterity minus Armor Penalty
 You can speak and Read Common and Giant
Select two of the following benefits from the table below; selecting an Ability increase
counts as both your Benefits. Alternatively, the GM may allow you to roll twice to gain two
random benefits (Roll 2d6 and add them together)

2d6 Roll Benefit


2 +1 Willpower
3-4 Intelligence (Historical Lore)
5 Thick Skinned: You have an AR of 2 when not wearing armor
6 Axes Weapons Group*
7-8 +1 Fighting
9 +1 Constitution
10 Strength (Intimidation)
11 Large Horns: your horns are larger than average and deal 1d6+STR in unarmed damage when used
12 +1 Perception
*If your Class provides this Weapons Group, take the Fighting (Axes) Focus instead

TALENT: In addition to all talents available to players, Goliaths have a special one called Goliath Secrets that are available to
them at any time they get a Talent Degree:
Goliath Secrets
Class ALL
Requires Goliath Ancestry
Novice You are large and in charge. If an enemy attempts to use the Skirmish or Knock Prone Stunts against you, you can force
your opponent into an Opposed Strength (Might) vs. your Constitution (Stamina) Test. If you succeed, their stunt fails.
You can only do this once per encounter
Expert
Master
Part Three: New Stuff
This section will go over some new things added to the Fantasy Age Core Rules. Just some things like new
weapons, armor, items, materials and other random Optional Rules
stuff is all listed here. This section is all Optional and
This section is all
should only be taken as such
optional rules,
FOCUSES: We have a wide variety of Focuses in so the players
the FAGE system, but here are some new ones the and GM have
new things to
players and GM’s of the world may enjoy:
look at for their
New Focus Use campaign.
ACCURACY:
Keep in mind
Chains Proficiency with the Chains Weapons Group that new is not
Curved Blades Proficiency with Curved Blades always better,
COMMUNICATION: but they should
Diplomacy Your Skills at finding the middle ground between two or more people be taken with a
Linguistics Your skill at understanding the subtleties of the spoken word, even if you do not know the grain of salt. If
the players of
language
GM find things
FIGHTING: lacking; they are
Flails Proficiency with the Flails Weapons Group free to alter
Shields Proficiency with using Shields as a weapon these ideas and
INTELLIGENCE: are actually
Law Your knowledge of proceedings and laws in a specific region encouraged to
Survival Your skill at knowing how to survive in any environment do so. Enjoy!

DERIVED TRAITS: Derived Traits are calculated from certain Abilities and may include a Focus.

NOTICE: A passive score that is 10+Perception+Applicable Focus. So if you have Seeing at +2, then you
Other Traits
add that to it. Used by the GM to see if you notice something without actively looking or searching
This part really
HEALTH: Health has changed a bit from the core rules. Instead of rolling each time you level up, it has only talks about
been changed into a simple formula that takes level and constitution into account. Each Class has a Base Health, Magic
Health pool. Mages begin with a base of 20, Rogues and Envoys begin with 25 and Warriors begin with 30. Points and
Then you calculate your Constitution Score times 5 and your Level times 2. Here is what the formula looks Defense; however
like: 20/25/30 + (5xCon) + (2xLevel). If your characters all have a Constitution of 3 and are at level 2: there are other
MAGE: 20 + (5x3) + (2x2) = 20+15+4= 39 Health traits…
ROGUE/ENVOY: 25 + (5x3) + (2x2) = 25+15+4= 44 Health
Speed is normal
WARRIOR: 30 + (5x3) + (2x2) = 30+15+4= 49 Health
for your Ancestry

MAGIC POINTS: Magic Points have a similar calculation to Health to simplify the game a touch. The Spellpower for
formula is instead: 10 + (5xWillpower) + (2xLevel). So, if you have a Willpower score of 5 and are at level 3 mages is as
then you calculate it as: 10 + (5x5) + (2x3) = 10+25+6= 41 Magic Points. Also, if the player has a negative written
number in Willpower, it is counted as a 0 for calculation of Magic Points. For the Arcane Disciple
Specialization, this formula works the same but each degree of the Specialization counts as its level. So if Defense would be
you have a Willpower of 2 with the Master Degree of the Talent; your formula will look like: 10 + (5x2) + normal as written
(2x3) = 10+10+6= 26 Magic Points as well unless you
are using the
option here
DEFENSES: As an option, the GM May allow players to divide their Defense score into two separate but
equally valuable types. PARRY: Uses their Fighting or Accuracy (Depending on the weapon they are holding)
and is against melee attacks. DODGE: Uses Dexterity as normal and is used against ranged attacks. Both of
these Defenses will use the same base of 10 but add their separate ability scores. Parry can add Shield Bonus or Weapon Focus if
they have it. Dodge can add Shield Bonus or Acrobatics Focus.
BACKGROUNDS: Backgrounds remain the same for the most part in Izmer; only we use the expanded list of Backgrounds in the
Companion Book pages 12-19. That being said, any Background can
take the Mage Class and automatically increase their Social Class to
Upper as Mages are bumped up socially; but your humble background
should remain in your heart. The Academic and Professional Groups
are new to the game, and offer a unique look into some other
avenues of character creation
Background Focus Social Class Group
Antiquarian Intelligence (Evaluation) or Intelligence (Research) Middle Academic
Archivist One “Lore” focus of choice Middle Academic
Cartographer Intelligence (Cartography) or Intelligence (Navigation) Lower Academic
Demonologist Intelligence (Arcane Lore) or Willpower (Self-Discipline) Lower Academic
Historian Intelligence (Historical Lore) or Intelligence (Arcane Lore) Upper Academic
Inventor Intelligence (Engineering) or Dexterity (Crafting) Lower Academic
Bodyguard Strength (Intimidation) or Perception (Seeing) Middle Professional
Courtesan Communication (Seduction) or Dexterity (Legerdemain) Lower Professional
Gladiator Communication (Performance) or 1 focus for a Weapons Group you possess Lower Professional
Pathfinder Intelligence (Navigation) or Intelligence (Natural Lore) Lower Professional
Spy Dexterity (Stealth), Communication (Disguise) or Intelligence (Investigation) Middle Professional
Troubleshooter Communication (Investigation) or Perception (Tracking) Upper Professional
 Antiquarians are those that specialize in finding out about objects; specifically those of ancient origins
 Archivists try to find and categorize historical findings. They have a wide range of things they delve into
 Bodyguards are hired to guard others. They are especially good at spotting potential threats and being said threat
 Cartographers are simple folk who are paid to map areas. This means you are good at knowing your environment and how to
traverse pretty much anywhere
 Courtesans are also called Gypsies and are a band of people just trying to get by. They typically ride in large caravans and have
performances to bring in coin; in addition to what gets lifted from purses
 Demonologists are those that study beasts of chaos and have learned how to fight them; some have done so at a great cost
 Gladiators are people who train to fight and fight for entertainment. Some have gained a reputation as great and skilled
warriors who can rise to any challenge
 Historians have studied most of their lives to the study of history, and they try to piece together the lost sections of the lore of
the realm
 Inventors are just as they seem; eclectic but good at making things tick
 Pathfinders are also known as Guides or Wilders. They make their living by escorting people through wilderness and tough
terrain
 Spies are trained to infiltrate and gather information. They seek to destroy via subterfuge rather than combat
 Troubleshooters are highly sought-after people who can solve problems. They do things from bounty hunting, to investigations,
to even just straight-up assassinations
TALENTS AND SPECIALIZATIONS: Here are some optional Talents and Specializations for players to take.
Talents are in the same format as they are in the Core Rules Arcane Disciple
so bear in mind which classes can and cannot take certain
Talents. As per the Arcane
Disciple rules, you
not only learn
Talents are gained at certain levels as per each class
limited magic, but
listed. Some will gain more Talents than others as Mages also as an optional rule,
learn Arcana Talents in place of normal ones. This must be the GM may allow
kept in mind when you select from this list of new Talents. you to take certain
Mage-only Talents;
STARTING TALENTS: As an optional Rule, the GM May Arcane Training,
allow the player to replace any starting Talent given by their Device Focus, and
Class at level 1 with their Ancestral ‘Secrets’ Talent instead. If Magical Mastery;
your player has a mixed heritage character (see page 13’s but in a more
limited form.
sidebar); then they should select one of their two sides for this option. Even if this is not taken and they
chose to gain their Secrets Talent later on, this should still apply. As a general rule, the dominant side should Due to the nature
be at the forefront when doing this option, but the recessive side could come forth a bit more in this case of the
too, making two half-elf half-human characters unique. Specialization, you
can take any of the
TALENTS: aforementioned
ALCHEMY (Revised from Alchemical Explosives) talents but only to
Class ALL Expert Degree and
Requires Mage or Intelligence of 2 no further. You
also gain access to
You are skilled in crafting all sorts of concoctions from simple ingredients. This is a rework of the
an Arcane Device
Alchemical Explosives Talent on pages 72 and 73. This allows you to craft Potions, Elixirs, Poisons and of your choice
Grenades so long as you know the formula… when you take this
Novice You can craft Novice ranked Potions, Poisons, Grenades and Elixirs. You learn 3 Novice formulas Specialization
and can learn more in-game by finding formulas or by experimenting with reagents and
components
Expert You can now make Expert ranked Potions, Poisons, Grenades and Elixirs. You know 2 Expert
formulas and can learn more in-game. You must have the Novice formula in order to learn its
Expert degree. Making Novice ranked stuff costs half as much in resources than normal
Master You can now make Master ranked Potions, Poisons, Grenades and Elixirs. You know 2 Master
formulas and can learn more in-game. You must have the Expert formula in order to learn its
Master degree. Making Expert ranked formula costs half as much in resources than normal. In
addition, Novice and Expert ranked formula take half as much time to craft for you

CHAIN FIGHTING STYLE


Class Warrior, Rogue, and Envoy
Requires Dexterity of 2 or Higher, Trained in the Chain Weapons Group
You are trained in the use of the more flexible Chain Weapons Group and how not to hurt yourself in the process
Novice You gain a +1 bonus to your Defense when using a Weapon from the Chains Group
Expert You know how to strike with precision. When using a Chain Weapon, you can add your Intelligence to the damage rolls
Master You can trip your targets much easier. The Knock Prone Stunt with Chain Weapons only cost you 1 SP instead of 2

COMBAT TACTICS
Class Rogue and Warrior
Requires Intelligence of 2 of higher
You know how to use your own momentum in combat; changing the flow of battle at your own whim
Novice You can take up to a -3 on your next attack roll to gain that to your Defense until your next turn and vice versa
Expert Once per encounter, you may take up to a -3 on your next attack to gain that many Stunt Points even if you do not roll
doubles. You must still hit the target to generate these points. If you do roll Stunts, then you take the higher of your
Stunts Points you rolled or the 3. For instance, if you took the full -3 and rolled 6 Stunt Points, you would take the 6,
but if you only rolled 2 Stunt Points, you instead have the 3
Master You can take up to a -3 on your next attack roll to gain that to Damage until your next turn and vice versa
DEVICE FOCUS
Class Mage
Requires Intelligence (Arcane Lore) Focus
You know how to use the full potential of your Arcane Device; allowing new options in combat when you use it
Novice When holding your Arcane Device, you can add your Intelligence (Arcane Lore) focus bonus to the attack roll of your
Arcane Blast
Expert While you hold your Arcane Device, you have a +1 SP bonus when you generate Magic Stunts
Master While you hold your Arcane Device, you have a +1 bonus to your AR

GRENADE STYLE
Class ALL
Requires Dexterity of 2 or Higher, Accuracy (Grenades) Focus
Your use of Grenades is unparalleled; allowing you to place it exactly where you want it, when you want it there.
Novice You know where to place your grenades. You can reroll a failed attack roll with Grenades and take the better result
Expert When Preparing to throw a Grenade, you do so as a Free Action instead of a Minor. In addition, you are immune to the
Kaboom! Stunt and take no damage but that grenade is still lost (Page 38 of the 1e Basic Rulebook)
Master You know how to bombard your enemies. The Lightning Attack Stunt can be used for 2 SP instead of 3 when you use
Grenades

IMPROVISED WEAPON STYLE (AKA Tavern Brawler)


Class Any
Requires Fighting of 1 or higher, Fighting (Brawling) Focus
You are never without a weapon when in a fight. You can use pretty much anything reasonable as a weapon and are even
allowed new effects based on your skill level
Novice You are never without a weapon, grabbing anything to be used as an Improvised Weapon is a Free Action for you. In
addition, the base damage for an Improvised Weapon for you is 1d6+STR. The GM may allow more for larger objects
Expert You can perform a special 2 SP stunt called SMASH. You can double the damage rolled for your Improvised Weapon,
but it is destroyed in the process
Master You can sacrifice your Improvised Weapon to protect yourself. You can gain an additional +1 AR but your Improvised
Weapon is destroyed in the process

MAGICAL MASTERY
Class Mage
Requires Willpower of 2 of higher
Some mages have learned how to use tactics when casting their spells; giving them increased tactical prowess in combat
Novice You can take up to a -3 on your next casting roll to gain that to Spellpower until your next turn and vice versa
Expert Once per encounter, you may take up to a -3 on your next Casting roll to gain that many Stunt Points even if you do
not roll doubles. You must still make the TN of the Spell (or Defense of target if the spell calls for it) in order to gain
these Stunts. If you do roll Stunts, then you take the higher of your Stunts Points you rolled or the 3. For instance, if
you took the full -3 and rolled 6 Stunt Points, you would take the 6, but if you only rolled 2 Stunt Points, you instead
have the 3
Master You can take up to a -3 on your next casting roll to gain that to Spell Damage until your next turn and vice versa. If it
doesn’t deal damage, then that many rounds in duration or additional healing generated

NAVIGATION
Class ALL
Requires Intelligence (Navigation) focus
You know your way around not only a map, but the entire world
Novice You know which direction is North. You can reroll any failed Intelligence (Navigation) Tests and take the better result
Expert You know your way around a map. When using a map, you can also add your Intelligence (Cartography) focus to any
Navigation Test (Normally you cannot combine 2 focuses)
Master You know exactly where you have been. When in an environment you have been in recently (No more than one
month in game-time), you gain a +1 bonus to generate Exploration Stunts
STREETWISE
Class ALL
Requires Communication of 2 or higher, Contacts Talent of Novice Degree or higher
You may have grown up on the streets, or you have just made good connections. Either way, you have knowledge of the
underbelly of the urban scene
Novice You gain a +1 bonus to all Communication Tests on dealing with the seedy underbelly of the urban environment, even
making contacts
Expert You can make a series of Communication Tests (With a TN set at the GM’s Discretion) to find hidden locations within
the urban scene
Master When you gain this Talent Degree, select 2 Exploration Stunts that cost 3 or more SP. You can use those stunts for 1 SP
less while in the urban scene

SURVIVAL
Class ALL
Requires Intelligence of 2 or higher, Intelligence (Survival) Focus
You know how to find shelter and food in the most trying of environments
Novice You know your way around harsh environment. Any Advanced Test you make to seek shelter or food gets a +1 bonus
on the Stunt Die of successful Tests, allowing you to reach the Threshold faster
Expert You know when the weather is about to change drastically. Make TN 11 Intelligence (Survival) Test. If you succeed, you
gain a +1 SP generation bonus on all Stunts used to counter the weather, such as the use of Advantageous Positioning
to position yourself behind cover from heavy winds as an example
Master You know how to use your environment to your benefit. Make a TN 11 Intelligence (Survival) Test once per combat
encounter. If you succeed, you gain a +2 bonus on the next action you make to show clever use of environment, such
as using tall grass to hide or trees for added defense. This can be an attack roll, stealth test, or even added to your
defense

TRAP MAKING
Class ALL
Requires Perception of 1 or higher; Dexterity (Crafting) Focus
You know the ins and outs of making and disarming traps. They can be works of art for you…
Novice You can craft Novice traps up to 2d6 in damage with one effect
Expert You can craft Expert traps up to 4d6 in damage with two effects. You also get a +1 bonus to Spot and Disarm Traps
Master You can craft Master traps up to 6d6 in damage with three effects. The bonus to Spot and Disarm improves to +2.
Also, you can reroll one Failed Test when Making, Disarming or Spotting Traps once per encounter and keep the
better result

VITALITY
Class ALL
Requires Constitution of 2 or higher
You have trained your body to be at its peak strength
Novice Gain a permanent +2 bonus to your Health. Also, add 2 rounds to the total number before you die
Expert When resisting toxins or poisons, you can reroll any failed Test the effect calls for unless the Stunt Die is a 1. This can
only be done a number of times per encounter equal to your Constitution Score
Master Gain another +2 bonus to your Health. Also, while in the dying State, you can still take Minor Actions, but your Speed
is reduced to 5 yards
SPECIALIZATIONS:
TRUE ALCHEMIST (Works best with the Revised Alchemy Talent listed later in this section)
Class Any
Requires Alchemy Talent of Expert or Master
You have a deeper understanding of using reagents to craft your alchemical concoctions. In addition to the main effect, you
must select one of 3 paths and gain its effect as well. This selection cannot be changed once you gain a new Degree, but it allows
two players with Alchemy to learn differing paths
Novice You can reroll any failed Crafting Roll once per Advanced Test and take the better result. This gives you a chance to
mitigate or completely ignore potential hazards from exploding bombs. You also gain 2 Formula you did not already
know or increase ones you do to higher levels. Also, select one of the paths and take its effect as well:
 Potions/Elixirs: the Duration of your Potion and Elixir formulae are Doubled. If they do not have a Duration,
then you add an additional 1d6 to its effect
 Poisons: You can use the Envenom Stunt (Dragon Age Core Rules page 93) as a special Combat Stunt when
you have a Poison ready or one that has coated your weapon
 Bombs: You know exactly how to use your bombs. You add your Intelligence to all Bomb Damage you roll
Expert Whenever you are making a formula, you can perform the Great Mixture Stunt. For 3 SP on a successful Crafting Roll,
you can use fewer ingredients to make a higher level formula, even if you do not know it. For example, if you are
trying to make a Novice level Healing Potion and use this Stunt, you make an Expert level one instead but by only using
the ingredients for a Novice. You cannot use this Stunt if you are attempting to make a Master level formula. Continue
to follow one of the following paths:
 Potions/Elixirs: You can take a Major Action to merge 2 Potions/Elixirs of equal level into the next level of its
formula. Or, you can take the same action to merge 2 different Potions/Elixirs and it will have both effects.
You cannot combine 2 Master level formula in this manner
 Poisons: The TN of your Poisons is increased by +2
 Bombs: The TN of your Bombs is increased by +2
Master You gain 2 more formula you did not already know or increase ones you already do. In addition to this, the Time and
material Cost for Master Level formula are cut in half as you understand how to mix things with expert precision. Gain
the ability of your chosen path:
 Potions/Elixirs: As per the Expert degree but it now only takes a Minor Action to do it
 Poisons: Damage done by your Poisons are now at a +1d6 bonus
 Bombs: Your Bombs explode with doubled explosion range
Part FOUR: NEW GEAR
This section will go over new and expanded equipment for players; including weapons, armors, and basic gear; as well as
materials, alchemy and other such things.

STARTING GEAR AND MONEY: There has been a slight revision to


the list of gear one carries from the books. This new list will include all
things old and new for starting equipment for characters.

As a note, I allow players to gain other gear they desire for free to
show that they have been around the block a time or two, and have
gained a collection so long as it is within reason. For instance, one
person might like to have his character cook, so he picks some cooking
gear like flint and steel for the fire and some pots and utensils for
himself or others. A Hunter may select things to help them with their
hunting. This is up to the GM and players but they cannot have 1 of
every item as that is just ridiculous. As far as equipment and gear for
players, the listing remains largely unchanged except for new items and
ideas

NOTE ON COSTS: All Costs herein are in the standard Silver and is a guideline. If the GM wishes, they may change the cost into
Gold or even outright change the cost entirely. If they are in copper, then they will be listed as cp instead. To turn the cost to gold,
just divide by 10 and that is how many GP they cost

Thing Gear gained


Starting Equipment Backpack, Travelers Garb, Waterskin, 3 Torches, and 5 days of traveling rations
Starting Money As based on Social Class starting wealth on page 38 of the core rules
Envoy Light Leather Armor, 1 Weapon
Mage Arcane Device, 1 Weapon, Mages Robes
Rogue Light Leather or Heavy Leather Armor, 2 Weapons
Warrior Scout Armor or Light Mail Armor, 3 Weapons
Alchemy Talent You begin the game with 2 of each of your chosen Novice Formula when you gain the Talent
Ammunition If your character has a Bow or Crossbow, you also gain a quiver and 20 arrows or bolts. If you have a
Firearm, then you have a small pouch containing 20 shots and enough powder for each reload
Crafting Focus 1 Artisans Supplies at a +1 bonus, linked to your Craft
Dual Weapon Style Select one of your chosen weapons that can be used single handed. If you so desire, gain a duplicate of that
Talent weapon or add a Dagger if you do not already have it. This is added to your normal class weapons
First Aid Talent 1 Healers Kit at a +1 bonus
Lore Talent 1 blank book, one vial of ink and a writing quill
Magic Items Some GM’s may allow a player to begin with a magical item of choice. It is recommended that it be
Common or Uncommon in rarity as their effects are often simpler and do not make the level 1 hero OP. see
Part Five for details on Magical Items
Performance Talent Select one instrument of your choice, and add it to your inventory
Thievery Talent Thieves Tools at a +1 bonus
Thrown Weapons If a player chooses a Throwing Weapon as part of their class weapon set, they gain 3 of the chosen throwing
weapon
Weapon and Shield Medium Shield
Talent
WEAPONS: There are a decent amount of options for weapons in the AGE system, but here we get into
some changes. Strength
Requirements
WEAPON GROUPS: Weapons are categorized
by Weapon Groups. As with the rules in the FAGE As a rule, you can
Core Rulebook; anyone can use any weapon. But, if use any weapon
under a WG you
you do not have the Weapon Group, then you will
have; but if you
suffer a -2 on all attacks and only deal half damage do not meet the
rolled. Strength
Requirement,
NOTE ON WEAPON DAMAGE: All Weapons
then you take a
now have a varying use of ability scores for damage penalty equal to
rolls. Weapons with Accuracy listed as their attack the difference.
Ability will now use Dexterity for damage if they are
a Melee Weapon. If they are Ranged; they use Perception as normal. Weapons that use Fighting as their For example, if
attack Ability use Strength as normal. This is to categorize them based on their functionality. Fighting the weapon has a
Weapons are Brutal; Accuracy Weapons are Finesse and Ranged Weapons are still Ranged. 3 for STR and you
only have 1 in
NEW WEAPONS: Here are the new Weapons listed by Weapons Group… your Strength,
then you suffer a
Weapon Str Damage Range Reload Cost WG Ability -2 on the attack
Chain^ 0 1d6+1 2y - 15 Chains Accuracy rolls. This is to
Chain Dart^ 1 1d6+3 2y - 25 show that you
Whip - 1d6 2y - 8 are trained in its
use but may not
Cutlass - 1d6 - - 15 Curved Blades* Accuracy
be used to the
Katana 2 2d6 - - 21 weight of the
Scimitar 1 1d6+2 - - 18 weapon yet.
Flail 1 2d6 - - 16 Flails Fighting
Scourge - 1d6 - - 11 This is good for
Two-Handed Flail^ 2 2d6+2 - - 20 role-play and
players who wish
^ Weapons with this symbol are two-handed
to evolve their
*Any class that can learn the Light Blades Weapons Group can also instead take Curved Blades as an players in unique
option ways

Weapon Qualities: This rule is simple and will expand the rules for weapons only a little bit. Each
Weapon will have 2 or 3 Qualities about them that change the functionality of that weapon. Each Quality
will be explained here along with a chart to show the potential for what each one can do. This chart is by far from being complete
and the players and GM are encouraged to try and expand it in any way they can, if they see a Quality that was missed or find one
lacking. This is the full list of the Qualities and what they can do.
Quality Effect
Accurate Always adds +1 to attack
Bashing Ignores 1 point of AR to Medium and Heavy Armors
Cone The Blunderbuss is the only one with Cone as it sprays outward in a cone. This is applied in the description of the
weapon
Crushing Can Reduce AR of Medium and Heavy Armors by 1 if Attack Stunt Die is 6 (Even if Doubles are not rolled)
Defensive Always adds +1 to Defense. If you carry 2 Defensive Quality weapons; one in each hand; you do NOT combine the
bonus. If you use the Dual Weapon Style, then you gain the additional Defense Bonuses via the Talent normally
Disarm Designed to be disarming, you can use the Disarm Stunt for Free on the attack by taking a -2 on the attack roll
Heavy Heavy Weapons are two-handed and are the only ones available for the Two-Handed Combat Style
Light Light Weapons are easier to wield and thus are the only ones allowed for the Dual Weapon Style
Loading Loading Weapons take a Major Action to reload the weapon once fired. All Black Powder Weapons have this Quality
Open The only weapon with this is the Gauntlet. This means that you can use it around your fist but you can still grip other
weapons with it
Piercing Ignores 1 AR of Light Armors
Reach Reach Weapons are the only ones allowed for the Pole Weapons Fighting Style due to their length and have an
effective Range of 2 yards. The Exception is anything from the Chain Weapons Group as they cannot be used with the
Pole Weapon Style but still have the 2 yard reach
Slashing Reduces the AR of Light Armors by 1 if the Attack Stunt Die is a 6 (Even if Doubles are not rolled)
Trip Designed to trip your targets, you can use the Knock Prone Stunt for free but at a -2 penalty on the attack roll
Variable The Variable Quality is given to Improvised Weapons, since it is based on the grabbed weapon. For example, a Piece of
Glass might have Slashing, but a Broken Chair Leg might have Bashing
Versatile Versatile Weapons are of medium weight and can be used single or two-handed. They can be used by both the Dual
Weapon, and Two-Handed Fighting Styles
Wrapping Always ignores 1 rank of any Shield Bonus to your target. So, if they are using a Kite Shield, your Wrapping Weapon
gives them a +2 bonus to Parry instead of +3

This chart will show you the weapons (categorized by Weapons Group for easier referencing) and their Qualities. You will note
that Shields may have their own WG, but are not listed on this chart. This is due to their unique mechanics of adding to Dodge and
Parry and of damage ratings changing base on the Weapon and Shield Talent

WG Weapon Qualities WG Weapon Qualities


Axes Battleaxe Slashing, Versatile Flails Flail Defensive, Light,
Wrapping
Throwing Axe Slashing, Accurate, Light Scourge Wrapping, Versatile
Two-Handed Axe Slashing, Heavy Two-Handed Flail Wrapping, Heavy
Black Powder* Arquebus Heavy, Piercing, Loading Heavy Blades Bastard Sword Slashing, Heavy
Blunderbuss Heavy, Piercing Cone, Long Sword Slashing, Versatile
Loading
Musket Heavy, Piercing Loading Two-Handed Sword Slashing, Heavy,
Crushing
Pistol Light, Piercing, Loading
Bludgeons Mace Bashing, Versatile Lances Heavy Lance Reach, Heavy
Maul Crushing, Bashing, Heavy Jousting Lance Reach, Versatile
Two-Handed Maul Crushing, Bashing, Light Lance Reach, Versatile
Versatile
Bows Crossbow Accurate, Piercing Light Blades Dagger Piercing, Accurate,
Light
Short Bow Accurate Short Sword Versatile, Slashing,
Defensive
Long Bow Piercing Throwing Knife Light, Slashing,
Piercing
Brawling Fist None Polearms Glaive Reach, Trip,
Slashing, Piercing
Gauntlet Open Halberd Reach, Slashing
Improvised Weapon Variable Military Fork Reach, Piercing
Chains Chain Trip, Reach, Heavy Slings Fustibale Heavy
Chain Dart Reach, Trip, Heavy, Hunting Sling Accurate
Slashing
Whip Reach, Trip, Disarm Slingshot Accurate
Curved Blades Cutlass Light, Slashing Spears Spear Reach, Versatile
Katana Versatile, Slashing Throwing Spear Reach, Piercing,
Versatile
Scimitar Versatile, Slashing Two-Handed Spear Reach, Piercing,
Heavy
Dueling Main Gauche Piercing, Light Staves Club Bashing, Light
Rapier Piercing, Defensive, Light Morningstar Bashing, Versatile
Spiked Buckler Defensive Quarterstaff Reach, Heavy
*There are some new types of Black Powder Weapons below. As technology advances, there are some new versions of the
Blunderbuss, Musket and Pistol that slightly change how they work in not only Qualities but as they function as a whole.
FLINTLOCK: This is the standard variations written above
CLOCKWORK: Clockwork weapons are made by Gnomes and feature an intricate system that makes them far more accurate.
They gain the Accurate Quality for only 1.5x the standard cost

BREECHLOADER: Breechloader weapons use a cartridge rather than a muzzle loaded bullet. This removes the Loading Quality
and makes their Reload time a Minor Action instead. This is 2x the standard cost
REVOLVER: Revolver weapons use a cylinder of rounds rather than a single bullet. They remove Loading and gain a new Quality,
RAPID: The gun has a number of shots before they need to reload; 4 shots for a Musket and Blunderbuss and 3 for a Pistol and
Arquebus. The Reload time is still a Major action as you have to insert multiple rounds. This is 2.5x the standard cost
HIGH-CALIBER: Firearms with a High Caliber fire larger rounds. This adds +2 to base damage and increases Range by +5/+10
yards (Blunderbusses have a 10-yard wide and 6 yard long cone). But, on firing such a weapon, the user needs to make a TN 13
Strength (Might) Test. If they fail, they are knocked Prone. If they are using some kind of stabilizer like a rock or are crouching; then
this TN is reduced to 11. If they fail with a Stunt Die of 1, they are still knocked Prone but the weapon is also kicked out of their
hands

NOTE: A player notice that Shields were not listed here, even though they can be used in melee combat; even if you do not have
the Weapon and Shield Talent. This is true and they do not have nor will ever have Qualities. This is due to their unwieldy design and
their focus on defense rather than combat. While it is true they can be used as a makeshift melee weapon; they are designed more
for defensive uses than combat ones. If, however, you were to assign a Quality to any Shield it would only be LIGHT as it can be used
by one hand. No other Qualities seem to fit what Shields can do.

THROWING WEAPON NOTES: As an optional rule, the GM may allow a player to get a bit extra distance with Thrown Weapons
based on Strength or Dexterity. In this case, thrown weapons such as Grenades and Throwing Knives will add your Dexterity to Shirt
Range and double that to Long Range. Throwing Axes and Spears do the same but with Strength. If you have the appropriate
Weapons Group Focus for those weapons, you can add the focus bonus in a similar manner (Base bonus to Short Range and Double
to Long Range)

ARMORS: In this next chart, we have a few new armors for players to use
ARMOR AR PENALTY STRAIN COST Penalty
Light Clothing 0 0 0 Free*
As stated in the
Heavy Clothing 1 0 1 Free*
core rule,
Mages Robes 1 0 0 35 penalty applies
Scout Armor 4 0 2 40 to not only
Light Battle Armor 6 2 4 75 speed, but to all
Heavy Battle Armor 8 3 6 150 Dexterity Tests
*Since all players begin with Travelers Garb, this can be light or as well. This is
heavy clothing and is free due to some
armors being
Light and Heavy Clothing do not fall under the heavier and
Light/Medium/Heavy armor types since they add very little bulkier than
protection. Mages Robes and Scout Armor are both light; Light Battle Armor is medium; and Heavy Battle others. This can
play a vital role
Armor is heavy.
when
attempting to
SHIELDS: Shields gain an additional Stat, Damage. Shields can be used to bash an opponent and use
sneak into a
the new Fighting (Shields) Focus to attack with them:
vault…

Shield Defense Bonus* Damage** Cost


Small +1 Dodge/Parry 1d6+1 15
Medium +2 Dodge/Parry 1d6+2 30
Heavy +3 Dodge/Parry 1d6+3 45
*This counts as the normal +1/+2/+3 for shields if you are not using the optional Defense rule above. If you are however, then
the bonus is added to both Dodge and Parry

**The Damage for the Shield will count as Improvised at 1d6-1 if you do not possess the Weapon and Shield Talent; in addition
to only gaining a +1 bonus to Dodge and Parry. Once you gain the Talent, you can use it to its fullest and even increases it damage to
the one listed. This attack uses Fighting to hit and adds Strength to damage.
MATERIALS: It may come to pass that certain weapons and armor are made of materials that are better or more rare than
normal. How is this handled then? Well, that is a simple answer. Materials just change base
statistics of weapons and armor. Weapons made of Dwarven Iron for instance deal slightly
better damage but weight more while Elven Steel are lighter. The following is some sample
materials and what they do to certain items.

Cost is a multiplier based on the item in question. So a Longsword made of Dwarven Iron
would cost 2x as much as a regular Longsword made of standard Steel.

Items made from fine materials like this can also make great loot for players in addition to
other magical effects they may hold. For instance, a Javelin can be made of Runic Steel and
hold 2 Lightning Arcana Spells that can be used once per day each without MP, Fatigue or
Surges. Try experimenting with combinations like this to give unique rewards to your players
for their triumphant gaming.

The TN listed for the material is for either a Smithing or Crafting Test to make something
of that material. The TH number is the Threshold for such Tests as they are Advanced Tests

Material Type Cost X TN TH Effects


CLOTHS
Hide Cloth None 11 5 Basic Cloth for Light Armors and Clothing
Darkleaf Cloth X2 15 10 Armors: Light Armors made from Darkleaf do not suffer their Penalty on Dexterity
Cloth (Stealth) Tests under any circumstances
Dragon Hide Cloth X3 19 15 Armors: You have resistance to Fire, Frost or Lightning-based attacks. All damage
taken is halved, after AR is calculated. It depends of the Dragon; so pick Metallic,
Chromatic or Crystalline and apply its natural breath weapon to resist
Griffon Cloth X2.5 17 15 Armors: Completely removes Penalty for Light Armors if they have any. If they do
Mane not already have a Penalty or it is already reduced to 0 via Talents or Powers, then
your Speed inside it will increase by +2 yards
Inscribed Cloth X2 15 10 Armors: Light Armors made from Inscribed leather has a +1 to AR, reduces Penalty
Leather by -1 and gains a +1 bonus to resist magic used against the user
Voidskin Cloth X3 19 15 Armors: Armor made with Voidskin is given a +1 to AR and reduce penalty by -1.
Also, the user has a +1 bonus to resist spells
METALS
Steel Metal None 11 5 Basic metal for Weapons/Armors/Shields
Alchemical Metal X2.5 17 15 Armors: Medium and Heavy Armors made with Alchemical Silver give the user a +2
Silver bonus to resist harmful spells used against them
Weapons: All damage is piercing to creatures normally immune to non-magical
weapons. The use of the Pierce Armor Stunt makes this damage fully penetrating
Cold Iron Metal X1.5 13 5 Weapons: Cold Iron Weapons are considered Magical to Fae and Ghosts, ignoring
resistances to non-magical weapons
Armor: Medium and Heavy Armors made from Cold Iron retain half AR when
attacked with Penetrating damage from Fae or otherwise Ethereal creatures
Dwarven Metal X2 15 10 Weapons: +2 to base damage but +1 to all Strength Requirements. Crossbows and
Iron Black Powder Weapons gain a +3/+6 yard bonus to ranges
Armors: +1 to AR but Penalty increases by +1
Shields: +2 to bashing damage
Elven Steel Metal X2 15 10 Weapons: All weapons made from Elven Steel have a +2 bonus on damage and a -1
to Strength
Armors: All Armors made from Elven Steel have a +1 to AR and reduce their Penalty
by -1
Shields: Shields gain a +2 bonus to Bashing Damage and a +1 Defense
Runic Steel Metal X3 19 15 Weapons: Weapons made with Runic Steel are given a +2 bonus to damage and are
magical
Armors: Medium and Heavy Armors made with Runic Steel are given a +1 to AR and
reduce penalty by -1. Also, the user has a +1 bonus to resist spells
WOODS
Birch Wood None 11 5 Basic wood for Bows/Crossbows, Polearms/Staves*, and some shields
Blood Wood X3 19 15 Weapons: Weapons made with Blood Crystal are given a +2 bonus to damage and
Crystal are magical
Shields: The user has a +1 bonus to resist spells and a +1 to both Dodge and Parry
Elm Wood X1.5 13 5 Weapons: Ranged Weapons made from Elm have a +2 bonus to damage and a -1 to
Strength requirements
Sylvanwood Wood X2.5 17 10 Shields: +2 bonus to resist hostile magics
Whipwood Wood X2 15 10 Shields: You gain resistance to non-magical damage. once per encounter, you can
choose to take half damage from one attack that is not magical in nature such as a
regular sword
Weapons: Ranged Weapons with Whipwood have a -1 to their Strength
Requirements and gain a +3/+6 yard bonus to range
Yew Wood X2 15 10 Weapons: Ranged Weapons with Yew are given a +4/+8 yard bonus to range
Shields: Shields with Yew are given a +1 bonus to Dodge or Parry and +1 to bashing
damage
*The exception is the Morningstar since it is fully metal

Material Descriptions:

Alchemical Silver: Alchemical Silver is actually placed over existing metals like a sword. Its properties can protect against and
deal damage to magical creatures
Birch: Birch is the most common type of wood around but holds no real magical properties
Blood Crystal: Blood Crystals are the remains of petrified woods and holds a crimson color. It is not known how they were made
this way, but the inherent magical properties seem to be not from this realm as their existence was not discovered until the Shadow
War. Blood Crystals can be found abundant in two places in Izmer; Wintervale Forest near the Tower of Reign, and Mistrain Valley
Cold Iron: Cold Iron is a rare material made from steel in a very specific way. Cold Iron has magic infused in its cold-forging
process that makes it useful against magical creatures
Darkleaf Cloth: A mysterious plant creates this cloth; it seems to have properties that shimmer with darkness…
Dragon Hide: Made from the very skin of a Dragon, this material is rare and is highly regulated due to the nature of how
dragons and people live in harmony
Dwarven Iron: Heavy iron made by the Dwarves from underground veins of material. They use a specific smelting technique
that makes the Iron stronger but does add some weight to it. This is also a very closely guarded secret and they do not reveal its
process lightly
Elm: Elm is an abundant wood that is lighter and easier to manipulate than Birch
Elven Steel: Elven Steel is a light material; often called Mythril by the Dwarves; and is made with an enchantment ritual while it
is being shaped. This enchantment makes it lighter while giving it extra protection
Griffon Mane: Made from the fine hairs of the mane of a griffon, this material is light and even maintains the natural abilities of
the griffons flight; or so they say…
Hide: Hide is simple and made from the leathers of many different types of animals. It is the most common form of material for
clothing around
Inscribed Leather: Made from basic leathers but inscribed with arcane runes; Inscribed Leather is most commonly used by
Mages as it is light but adds protection but costs no Strain to use
Runic Steel: Runic Steel was a rare mineral added to steel when it is in the forge. The ways to make Runic Steel are not entirely
lost but are very rare to find. Runic Steel is light but strong and adds arcane protection to its user
Steel: Basic Steel can be found pretty much anywhere and is the most common material for weapons and armors
Sylvanwood: Made from the rare wood of the Sylvan Trees long petrified; Sylvan wood is said to be once living as Sylvans were
thought to once roam the lands after the great Al’Graziri stopped the storms of chaos. They are thought to be the first true race of
Kintara…
Voidskin: Made from some of the creatures that came through from the other realm during the Shadow War; Voidskin is not
evil but having it is seen as a bad omen
Whipwood: Whipwood is uncommon but a very elastic wood that is good for making bows and crossbows as it makes their
draw strength easier for the user. Other uses have been found for it but they are not in full practice yet
Yew: Yew is a common material and used for mare advanced weapons and shields. It is a bit denser than Birch but it does not
add to its weight
KITS AND THEIR USES: Each Kit provides a bonus when used to perform specific tasks. Tools and Kits are
for specific Tests and have a limited number of uses before you must get another one. This chart below details Background Kits
each Kit, its cost in Silver and what they add to. Below this chart is the list of their degrees of effectiveness and
their bonus to their cost. The better the Kit, the more it costs but the more you get out of them as well. As part of your
Kit Cost Bonus to… starting gear,
Alchemists Supplies 15 Making Potions, Elixirs, Bombs, and Poisons the GM may
allow a Kit or
Artisans Supplies 10 Crafting Tests. Some are specialized like a Woodcarver’s Kit for instance
two of +1 bonus
adds the bonus to Crafting Tests on wood
to your player if
Calligraphy Set 15 Calligraphy Tests they have the
Climbers Tools 15 Climbing Tests appropriate
Disguise Kit 15 Disguise Tests focus or skill
Entertainers Supplies 10 Performance Tests that goes with
Forgery Kit 20 Cryptography Tests it.
Gamblers Kit 25 Gambling Tests
For instance, a
Healers Kit 25 Healing Tests, as well as health given back to the person receiving treatment
Rogue might
Hunters Kit 15 Tracking Tests have a set of
Investigators Kit 15 Investigation Tests Thieves Tools
Navigators Tools 10 Navigation Tests while the Mage
Repair Kit 15 Repairing Weapons/Armor with Healing
Smith’s Tools 25 Smithing Tests Arcana or the
Chirurgy Talent
Surveyors Tools 20 Cartography Tests
might get a
Survival Kit 15 Survival Tests Healers Kit
Thieves Tools 10 Lock Picking and Legerdemain Tests
Tinkers’ Tools 30 Engineering Tests
Trainers Tools 25 Animal Handling Tests
Trap-Makers Tools 20 Making and disarming Traps

There are 3 levels of Kit to consider.


Level Bonus Uses Cost X
Basic +1 10 -
Average +2 15 X2
Master +3 20 X5
As you can see, the better the Kit, the more uses and better bonus you receive. In addition to that; the cost will increase based
on the level of the Kit. Basic Kits are more readily available and are thus at the costs above in the first chart. Average Kits are a little
less common but only cost twice as much as regular ones. Master Kits are the most expensive since they are not as mass produced
and are of finer quality. They cost five times the base amount above.
LOCKS AND SHACKLES: Locks and Shackles are good for hiding things from others or binding them together. They follow the
same rules for the most part since they both use a similar mechanism to lock things down. The TN you see is both for a Dexterity
(Lock Picking) or Strength (Might) Test. The Lock Picking one is if you attempt to pick the lock with tools and the Might Test is if
you want to just use brute force to break the lock instead.

Quality TN Cost Quality TN Cost


Fragile 7 5 Superior 19 150
Simple 9 10 Master 21 200
Basic 11 15 Magical1 +2 +50
Average 13 25 Intricate 2
+1 Pick, -1 Break +25
Good 15 50 Sturdy3 +1 Break, -1 Pick +20
Great 17 75 Anti-Magic 4
Base TN of Shackle with TN +2 to Cast +50
1. Magical Locks and Shackles are unique. Select the Quality you wish to have and then apply the bonus to the TN and increase
the Cost. These versions have magical runes or reinforcements that make their Quality a bit better but at a larger price. They are also
a bit rarer since the magics required to create them are very subtle and not widely known. You can also get one you have enchanted
by a professional for 40 additional silver instead of the base 50. They can also be combined with the Intricate or Sturdy models,
allowing better versions to be made
2. Intricate Locks and Shackles have a device that increases their effectiveness, but they are a bit more fragile. You increase
the TN by +1 when attempting to Pick the Lock but reduce it by -1 when attempting to break it
3. Sturdy Locks are harder to break but are not as effective at holding things together. This is the opposite of Intricate, so you
increase its TN when trying to Break it, but a -1 when picking it
4. Anti-Magic ones only come in Shackles and not Locks with no bonus to Picking or Breaking. The one being bound must pass
the TN+2 of the Shackle as a Willpower (Self-Discipline) Test or they cannot cast spells. They can attempt this once per hour bound. If
they succeed, they also incur a -2 penalty to cast spells while worn. So even if the person succeeds, it is still harder to cast than
normal. They can also be combined with Intricate and Sturdy models.
ARCANE DEVICES: Arcane Devices are a staple for any caster in Izmer. This can be a finely crafted staff
Option:
with an ornate headpiece; or a ring forged
from Elven Steel; or an amulet in the
The GM may
shape of the symbol for Al’Graziri. The
wish to make it
possibilities are endless for a Mage or harder on a
even Arcane Disciple. While it is not fully Mage to cast
required to use magic or your arcane without an
blast; it is recommended as it does make Arcane Device
things easier for you to channel through it. handy. This will
increase either
Here, we have examples of the types
the TN by +2 or
of Arcane Devices seen throughout Izmer
the MP cost by
and what benefits they can offer. Not all
+2
Arcane Devices grant bonuses, and if they
do they should be kept simple as to not
overpower a Mage.

There are two major types of Arcane Devices, Common and Uncommon. While most of them help in channeling
magic; the difference is occurrence. Common Devices are easier to get a hold of and are thus more common while
Uncommon ones are far fewer as they are more specialized. The GM should allow the Player to begin with a Common
Arcane Device and have Uncommon ones as a sort of reward.
Common Effects
Devices
Holy Symbols A staple amongst clerics and paladins, Holy Symbols come in the shape of their chosen deity. So long as the
person remains on the good side of their chosen god; they can access Divine Stunts to replace Magic or Combat
once per encounter (these are listed on pages 116-118 of the Core Rulebook)
Rings/Amulets Rings and Amulets fall under the same category as pieces of jewelry. In fact, any piece of reasonable jewelry can
be an Arcane Device in this case. Select a Magic Stunt that costs 4 or more Stunt Points to use. This Stunt for you
can be cast for 1 SP less once per encounter. The user can select a new Stunt once per day at dawn
Staves Probably the most common of all Arcane Devices and the iconic item used by Mages; Staves count as a
Quarterstaff weapon and are given for free, even if the mage selects another weapon for their starter. Staves also
allow the Arcane Blast to be channeled into the staff itself during a melee attack. This is a 2 SP Stunt and adds the
Arcane Blast damage to the melee damage rolled, but the user must select either Willpower or Strength as their
modifier when doing so
Wands Also fairly common and iconic, Wands are smaller pieces of bone or wood with ornate carvings and sigils. They
allow the user to use an Arcane Blast as a Minor Action instead of a regular attack. Also, they often come with 4
charges and one chosen Arcana. The user can cast 4 spells from it once per day each; two from the Novice, one
from the Expert and one from the Master of the selected Arcana. This recharges after 24 hours after spending the
first charge

Uncommon Effects
Devices
Gauntlets Gauntlets are devices with arcane energies flowing through them, also giving the user protection. It gives the user a
+5 bonus to their total MP; +1 to their total Surges or a +1 to Fatigue Rolls (see the new Arcana section for alternate
casting options). In addition to this, the Gauntlet gives them a +1 to AR
Orbs
Rods
Spellbooks
ALCHEMY OPTIONAL VARIATION: It may come to pass that the GM Wishes to extend the Alchemical
Explosives Talent to include all kinds of potions and Arts and Crafts
Poisons not just what is given in the Core Rules. If this is The Art of
the case, this simple change; to not only the Talent but Alchemy has
how to make them; can really come in handy for both been passed
players and the GM. down from one
generation to
While there are different types of alchemical another, and
concoctions that one can craft; the general rule for each has added
making them remain the same for all intents and and discovered
purposes; mixing a healing potion is only slightly new and more
different than distilling a poison. In this case, we can powerful things
break down their function by what they do. Potions to craft.
typically have a one-off effect that can heal you or By combining
regenerate your Magic Points. Elixirs are like Potions, but their effects last a bit longer. Bombs are explosive certain reagents,
chemical reactions that only really last for a short time. Poisons are effects that ravage a person internally one can make
and last longer. anything from
healing potions
to deadly
nightshade
You can purchase most of the ones listed but you can also craft them. If you have the Alchemy Talent, poison. This
you can craft any Formula from the following chart. Keep in mind; you must know the degree of the talent section will
to know its degree of formula. For example, you cannot craft Master Poisons without having the Master describe how to
degree in Alchemy. In addition to this, if you possess the Intelligence (Brewing) Focus, you can apply the craft each one of
bonus to any TN to Craft using your Alchemy Talent. This chart will show you how much the formula costs these and
to make vs. buy and the TN required to make them along with the require Advanced Test threshold categorize them
number: by their
intended
Degree TN Threshold Attempts Time Make Cost Buy Cost Resistance TN purpose
Novice 11 5 3 1 day 10 20 13
Expert 15 10 4 2 days 15 30 15
Master 19 15 5 4 days 20 40 17
Here is the master list
of Formula and their effects. Potions will be labeled with a (P); Elixirs with an (E); Bombs with a (B); and Poisons with a
(PS). Bombs and Poisons have a Resistance TN; shown on the chart above
Formula Degree Effect
Potions
Accuracy Potion (P) Novice +1 Ranged Damage for 1 minute
Expert +2 Ranged Damage for 1 minute
Master +3 Ranged Damage for 1 minute
Barkskin Potion (P) Novice +1 to AR for 1 minute
Expert +2 to AR for 1 minute
Master +3 to AR for 1 minute
Healing Potion (P) Novice Regain 1d6+Constitution in health
Expert Regain 2d6+Constitution in health
Master Regain 3d6+Constitution in health
Holy Water (P) Novice Deals 1d6 Penetrating damage to those that are Chaotic, Undead or Unholy
Expert Deals 2d6 Penetrating damage to those that are Chaotic, Undead or Unholy
Master Deals 3d6 Penetrating damage to those that are Chaotic, Undead or Unholy
Magic Potion (P)** Novice Regain 1d6+Willpower Mana Points, Recover 1 Surge, or gain a +2 on your next Fatigue Roll
Expert Regain 2d6+Willpower Mana Points, Recover 2 Surges, or gain a +3 on your next Fatigue Roll
Master Regain 3d6+Willpower Mana Points, Recover 3 Surges, or gain a +4 on your next Fatigue Roll
Potion of Tongues (P) Novice For the next hour, you can understand and speak any language spoken to you
Expert For the next 2 hours, you can understand and speak any language spoken to you
Master For the next 4 hours, you can understand and speak any language spoken to you
Elixirs
Antidote (E) Novice Removes Novice degree poisons from your body
Expert Removes Journeyman degree poisons from your body
Master Removes Master degree poisons from your body
Casters Brew (E) Novice +1 to Casting Rolls or Spellpower for 1 minute
Expert +2 to Casting Rolls or Spellpower for 1 minute
Master +3 to Casting Rolls or Spellpower for 1 minute
Elixir of Might (E) Novice +1 Brutal Melee Damage for 1 minute; Fighting based melee weapons
Expert +2 Brutal Melee Damage for 1 minute; Fighting based melee weapons
Master +3 Brutal Melee Damage for 1 minute; Fighting based melee weapons
Elixir of Quickness (E) Novice +2-yard Speed bonus for 1 minute
Expert +4-yard Speed bonus for 1 minute
Master +6-yard Speed bonus for 1 minute
Liquid Heroism (E) Novice +1 Willpower Tests for 1 minute
Expert +2 Willpower Tests for 1 minute
Master +3 Willpower Tests for 1 minute
Rogues Brew (E) Novice +1 Finesse Melee Damage for 1 minute; Accuracy based melee weapons
Expert +2 Finesse Melee Damage for 1 minute; Accuracy based melee weapons
Master +3 Finesse Melee Damage for 1 minute; Accuracy based melee weapons
Bombs
Acid Vial (B) Novice 4-yard area. Dexterity (Acrobatics) Test or take 1d6 Piercing Damage. Reduces AR by 1
Expert 6-yard area. Dexterity (Acrobatics) Test or take 2d6 Piercing Damage. Reduces AR by 2
Master 8-yard area. Dexterity (Acrobatics) Test or take 3d6 Piercing Damage. Reduces AR by 3
Blast Vial (B) Novice 4-yard area. Dexterity (Acrobatics) Test or take 1d6 damage and knocked prone
Expert 6-yard area. Dexterity (Acrobatics) Test or take 2d6 damage, gets knocked back 2 yards and is
knocked prone
Master 8-yard area. Dexterity (Acrobatics) Test or take 3d6 damage, gets knocked back 4 yards and is
knocked prone
Fire Vial (B) Novice 4-yard area. Dexterity (Acrobatics) Test or take 1d6 Piercing damage. Also suffers 3 points of
damage each round for the next 2 rounds after or until soaked in water
Expert 6-yard area. Dexterity (Acrobatics) Test or take 2d6 Piercing damage. Also suffers 5 points of
damage each round for the next 3 rounds after or until soaked in water
Master 8-yard area. Dexterity (Acrobatics) Test or take 3d6 Piercing damage. Also suffers 7 points of
damage each round for the next 4 rounds after or until soaked in water
Ice Vial (B) Novice 4-yard area. Dexterity (Acrobatics) Test or take 1d6 Piercing damage. Speed is reduced by 2
Expert 6-yard area. Dexterity (Acrobatics) Test or take 2d6 Piercing damage. Speed is reduced by 4
Master 8-yard area. Dexterity (Acrobatics) Test or take 3d6 Piercing damage. Speed is reduced by half
Lightning Vial (B) Novice 4-yard area. Dexterity (Acrobatics) Test or take 1d6 Penetrating damage and are stunned for 2
rounds
Expert 6-yard area. Dexterity (Acrobatics) Test or take 2d6 Penetrating damage and are stunned for 3
rounds
Master 8-yard area. Dexterity (Acrobatics) Test or take 3d6 Penetrating damage and are stunned for 4
rounds
Thunder Vial (B) Novice 4-yard area. Dexterity (Acrobatics) Test or take 1d6 damage and are deafened for 2 rounds
Expert 6-yard area. Dexterity (Acrobatics) Test or take 2d6 damage and are deafened for 3 rounds
Master 8-yard area. Dexterity (Acrobatics) Test or take 3d6 damage and are deafened for 4 rounds
Poisons
Arsenic (PS) Novice Constitution (Tolerance) Test or take 1d6 Penetrating damage
Expert Constitution (Tolerance) Test or take 2d6 Penetrating damage
Master Constitution (Tolerance) Test or take 3d6 Penetrating damage
Bloodroot Extract (PS) Novice Constitution (Tolerance) Test or Stunned for next round
Expert Constitution (Tolerance) Test or Stunned for next 2 rounds
Master Constitution (Tolerance) Test or Stunned for next 3 rounds
Nightmare Vapors Novice Willpower (Self-Discipline) Test or Hallucinate for 2 rounds. Takes 3 points Penetrating Damage
(PS) upon inhalation
Expert Willpower (Self-Discipline) Test or Hallucinate for 3 rounds. Takes 5 points Penetrating Damage
upon inhalation
Master Willpower (Self-Discipline) Test or Hallucinate for 4 rounds. Takes 7 points Penetrating Damage
upon inhalation
Nightshade (PS)*** Novice Suffers 1 degree of Fatigue on a failed Constitution (Tolerance) Test
Expert Suffers 2 degrees of Fatigue on a failed Constitution (Tolerance) Test
Master Suffers 3 degrees of Fatigue on a failed Constitution (Tolerance) Test
Red Lotus Poison Novice Willpower (Self-Discipline) Test or take 1d6 damage to Magic Points, suffer a -2 on your next
(PS)** Fatigue Roll or remove 1 Surge
Expert Willpower (Self-Discipline) Test or take 2d6 damage to Magic Points, suffer a -3 on your next
Fatigue Roll or remove 2 Surges
Master Willpower (Self-Discipline) Test or take 3d6 damage to Magic Points, suffer a -4 on your next
Fatigue Roll or remove 3 Surges
Wolvesbane (PS) Novice Willpower (Self-Discipline) Test or Hallucinate for 2 rounds
Expert Willpower (Self-Discipline) Test or Hallucinate for 3 rounds
Master Willpower (Self-Discipline) Test or Hallucinate for 4 rounds
*If you already have Darksight, then you get an additional 10 yards for the duration of the elixir
**Magic Potions and Red Lotus Poisons have alternate effects based on what the caster can use. It is regular if they are using
the Standard Magic Point System, but they have alternates if they are using Fatigue or Surge Casting (More on those with the New
Arcana later in this section)
***Nightshade will not put anyone to the Dying Condition if they reach 4 th level of Fatigue but they are instead completely
incapacitated

HALLUCINATIONS: Hallucinations are caused by certain Poisons and Bombs. If the target fails the roll to resist the
effects of a hallucination, then the GM will roll 1d6 on this chart for some sample hallucinations that they might
experience. The GM and players might come up with unique effects and it is up to the GM to decide the final effects of a
hallucination.
Roll Hallucination Effect
1 STOP MOCKING ME! The effected will attack the nearest object for the duration of the effect, even trees and rocks
2 GET IT OFF! The effected freaks out and swats at nothing on their clothing for duration
3 TRAITOR! The effected will attack the closest ally for duration
4 WHAT IS THAT? The effected runs from nothing for duration
5 THE SHADOWS ARE ALIVE! The effected will run and hide from crawling things in the shadows for duration
6 FOUL BEASTS! The effected will attack at nothing for duration

When crafting Potions and Elixirs; you have no ill effects when you fail a crafting roll. Poisons and Bombs however
are far more volatile and thus you run the risk of hurting yourself when you create them. If you fail any roll when
creating a Poison or Bomb and you rolled a 1 on the Stunt Die, roll 1d6 and apply the appropriate Hazard:
Roll Effect
1 You suffer double damage and the effects last twice as long. You waste all your ingredients and your tools are broken. You
cannot take any more attempts on this formula for the day
2-3 You suffer the normal damage of the poison/grenade you are trying to make and the effects last twice as long. You waste
some of the ingredients. Your tools are damaged, and you suffer a -2 on your next attempt
4-5 You suffer the normal effect and damage of the poison/grenade you are trying to build. You waste some of the ingredients
but take no penalties on your next attempt
6 No danger posed, you managed to deflect any incoming damage
KABOOM!: As stated in the Grenade Style Talent, you can become immune to this Stunt (Listed on pages 37 and 38 of the 1e
Basic Rulebook). This Stunt can be used against you when you have prepared but not thrown a grenade or have one on your belt or
bandolier. This stunt can also be used by players against enemies who have done the same. While the talent makes you immune to
the damage, the vial is still lost as per the stunt.

COMPONENTS: As an optional rule, the GM may require certain Components to be used in order to craft anything. This is
largely up to the GM and the required formula is needed to craft anything as always. This is to give the GM an idea of how many
units of an item to require to craft in addition to the Test required to make it. Success or failure will result in losing the amount of
the item in question. These components listed are just examples of what can be done. The GM may add or remove from these
samples as they see fit.

Item Components
Accuracy Potion Flask 1, Ground Hawk Skull 1, Liquidation Agent 1, Concentration Agent 1
Acid Vial Chemical Compounds 2, Flask 1
Antidote Flask 1, Sample of Toxin 2, Distillation Agent 1
Arsenic Sample of Arsenic 2, Concentration Agent 1, Flask 1
Barkskin Potion Shandrala Bark 2, Distillation Agent 1, Concentration Agent 1, Flask 1
Blast Vial Alondrite Powder 1, Water 2, Flask 2
Bloodroot Extract Bloodroot Leaves 3, Distillation Agent 1, Flask 1
Casters Brew Pure Aether Dust 2, Liquidation Agent 1, Flask 1
Elixir of Might Ground Orc Tusk 1, Liquidation Agent 1, Concentration Agent 1, Flask 1
Elixir of Quickness Flask 1, Ground Charge Stone 1, Liquidation Agent 1, Concentration Agent 1
Fire Vial Ground Fire Stone 2, Liquidation Agent 1, Flask 1
Healing Potion Liferoot Roots 4, Distillation Agent 1, Concentration Agent 1, Flask 1
Holy Water Water 1, Flask 1, Ritual to Bless of 1 hour
Ice Vial Ground Frost Stone 2, Liquidation Agent 1, Flask 1
Lightning Vial Ground Charge Stone 2, Liquidation Agent 1, Flask 1
Liquid Heroism Flask 1, Petals of the Rainier Flower 2, Liquidation Agent 1
Magic Potion Flask 1, Refined Alabaster Stone 2, Concentration Agent 1, Liquidation Agent 1
Nightmare Vapors Bone of a Shadowperson 1, Liquidation Agent 1, Flask 1
Nightshade Belladonna Flower 2, Concentration Agent 1, Flask 1
Potion of Tongues Flask 1, Ground Snakes Tongue 1, Concentration Agent 1
Red Lotus Poison Red Lotus Blossom 2, Concentration Agent, Flask 1
Rogues Brew Flask 1, Darkshade Flower 2, Liquidation Agent 1
Thunder Vial Ground Thunder Stone 2, Liquidation Agent 1, Flask 1
Wolvesbane Wolvesbane extract 3, Distillation Agent 1, Concentration Agent 1, Flask 1
The exact names of each component are up to the GM and charts of the formulae should be made as a way of keeping track of
what the players can do. This is not only fun but also adds an element of wanting to search for components. The exploration side of
crafting is endless at this point. This idea can also be used as is, but altered a bit per degree of formula. For instance, you can make it
so that an Expert Red Lotus Poison requires 4 Red Lotus Blossoms instead of 2 and also a Distillation Agent of 1 on top of the
Concentration Agent and Flask. This is so that higher-tiered formulae are harder to make and require more materials.
TRAPS: Traps are a complicated mess as well. It takes a keen eye to spot them but dexterous fingers to disarm them. Unlike
making Poisons or Potions, the Trap-Making Talent is not fully required to spot
or attempt to disarm Traps, but it is required to craft them. Now, Traps take a
bit of time to make but really do not take long at all to set. You can set them
outside of combat with little time taken; or in combat as a Full Round of
concentration. Traps have two Target Numbers, a Spot TN and a Disarm TN.
Certain effects added to the Trap will increase or decrease one of these or
increase or decreases the damage they inflict. The first chart will show you
what the base Traps are for Novice, Expert and Master including materials cost
and time to craft. The second chart will show you the effects; what they do, and
how they modify the Traps baseline form

Degree Damage Spot TN Disarm TN Effects Cost-Make Cost-Buy Time


Novice 1d6 9 9 1 10 15 1 day
2d6 11 11 1 20 25 1 day
Expert 3d6 13 13 2 35 40 2 days
4d6 15 15 2 50 55 2 days
Master 5d6 17 17 3 75 80 4 days
6d6 19 19 3 100 115 4 days
NOTE ON SPOT TN: The above Spot TN is for anyone actively searching for Traps. However, you may come across one without
being aware that they are there to begin with. To do this, the GM will compare the Spot TN against the persons Notice Score. If their
Notice is higher than the Spot TN, they see it or at least notice something is wrong. If the player decides to search, then they make a
Perception (Searching) Roll vs. the Spot TN as normal.

NOTE ON DISARM TN: To Disarm the Trap, it is an Intelligence (Engineering) or Dexterity (Traps) Test vs. the Disarm TN.
Sometimes the players wish to salvage the Trap for raw materials for use later. If this is the case, the Disarm TN is also the Salvage
TN. This keeps things simple and easy to remember

As you Notice, you can make or purchase two versions of each Degree of Trap. The more damage it does, the more it
will cost and the more effects that you can have placed on it. Again, the next chart will show you what each effect is,
how it changes the base Trap, and the degree restriction if any.
Effect Reduction Bonus Restriction
Alarm -1d6 damage Triggering the Trap sets off an alarm that alerts the one who set the -
trap
Marking -1d6 damage Marks the one who set it off with a bright paint. Tracking the painted -
one is at a +2 bonus until they reach water to wash it off
Area Effect -1d6 damage 2-yard radius -
Wide Effect -2d6 damage 4-yard radius Expert
Expansive Effect -3d6 damage 6-yard radius Master
Intricate -1 Spot TN +1 Disarm TN -
Tricky -2 Spot TN +2 Disarm TN Expert
Convoluted -3 Spot TN +3 Disarm TN Master
Alluring -2 Spot TN Must pass Disarm TN Willpower (Self-Discipline) Test or -2 to Defense -
upon trigger (Lasts 3 rounds)
Fascinating -3 Spot TN Must pass Disarm TN+2 Willpower (Self-Discipline) Test or -3 to Expert
Defense upon trigger (Lasts 4 rounds)
Concealed -1 Disarm TN +1 Spot TN -
Hidden -2 Disarm TN +2 Spot TN Expert
Shrouded -3 Disarm TN +3 Spot TN Master
Prone -1d6 damage Target must pass a TN=Disarm Dexterity (Acrobatics) Test or are Expert
knocked Prone
Piercing -1 Spot and Disarm TN Damage is Piercing Expert
Penetrating -3 Spot and Disarm TN Damage is Penetrating Master
Slick -1d6 damage Creates a slick patch that is 4 yards in radius. Anyone within must pass Expert
a TN=Disarm Dexterity (Acrobatics) Test or they can only take a Minor
Action. Any Major Action would knock them Prone. The Slick is also
flammable and can be ignited by any open flame or spell
Igniting Slick -2d6 damage As the Slick effect above, but the mechanism automatically triggers fire Master
to ignite the flame. Anyone in the flame takes 1d6 Fire damage every
round for the next 4 rounds or dowsed with water
Grenade -1 Spot and Disarm TN Add the effect of 1 Novice Bomb -
Blasting -2 Spot and Disarm TN Add the effect of 1 Expert Bomb Expert
Bomb -3 Spot and Disarm TN Add the effect of 1 Master Bomb Master
Poisoned -1 Spot and Disarm TN Adds Novice Poison Effect at half the normal duration -
Sickening -2 Spot and Disarm TN Adds Expert Poison Effect at half the normal duration Expert
Deadly -3 Spot and Disarm TN Adds Master Poison Effect at half the normal duration Master
Harmful -1 Spot and Disarm TN +1d6 Damage -
Painful -2 Spot and Disarm TN +2d6 Damage. Cannot have Penetrating Effect Expert
Crippling -3 Spot and Disarm TN +3d6 Damage. Cannot have Piercing or Penetrating Effects Master

SAMPLE TRAPS: Here are a few Traps to get started with. There are 2 per Degree to show what can be done with the Spot and
Disarm TN. Leg Trap began as a 1d6 base damage; Blade Trap began at 2d6 base damage, Wolvesbane Trap began at 3d6, Heavy
Leg Trap began at 4d6, Fire Trap began at 5d6 and the Crushing Leg Trap began at 6d6.
Trap Spot TN Disarm TN Damage Effects
NOVICE
Leg Trap 8 8 2d6 Harmful
Blade Trap 9 13 2d6 Intricate
JOURNEYMAN
Wolvesbane Trap 11 11 4d6 Poisoned (Novice Wolvesbane), Harmful
Heavy Leg Trap 12 15 5d6 Painful, Tricky
MASTER
Fire Trap 17 11 6d6 Igniting Slick, Crippling, Shrouded
Crushing Leg Trap 14 16 8d6 Crippling, Alluring, Area (2-yard radius)
Part FIVE: Magic in Izmer
Here, we go over new things magical-wise in Izmer; including new spells and an expanded rule set for
Minor Arcana. For Glory!

NEW ARCANA: All of the Arcana listed in the Core Rules Many,
are available to any Mage or those with the Arcane Disciple especially
Specialization. As written, each time you gain an Arcana Mages, seek
Talent, you can choose either to upgrade one you already have adventure and
glory.
or gain a new one. We have a couple new Arcana for your
Sometimes
players to gander at; and maybe even for NPC’s to use as well. this comes at
Crystal Arcana: Derived from the Earth Arcana, Crystals the price of
sanity. Some
are similar but different, thus this new Arcana
Mages have
Force Arcana: Using pure kinetic energy to manipulate gone
and harm your enemies is a great pastime for mages completely
Light Arcana: Was designed by mages long ago to fight mad trying to
darkness discover new
War Arcana: Those obsessed with war can benefit from ways to feed
these weapon-based spells their power
and ego…

CRYSTAL ARCANA: There are crystals hidden within the earth that resonate with the power of Gaia
herself. Some have been able to call upon them in their times of need

NOVICE: you gain 2 Novice level Crystal Arcana Spells

EXPERT: You gain 1 Journeyman level Crystal Arcana Spell. You also gain the Intelligence (Crystal
Arcana) Focus

MASTER: you gain 1 Master level Crystal Arcana Spell. Also, Choose 1 Spell Stunt for this Arcana. You
can perform that Stunt for 1SP less on all spells for this Arcana

CRYSTAL ARMOR
Requires Crystal Arcana (Novice) Cost 3 MP
Time Major TN 11
Test None Type Defensive
You surround yourself in crystal armor for the next minute. You gain an AR equal to your Willpower + 1, but you suffer a -2 penalty
to Speed due to the sheer weight. This spell cannot be used at the same time as Crystal Shield

CRYSTAL SHIELD
Requires Crystal Arcana (Novice) Cost 3 MP
Time Major TN 11
Test None Type Defensive
Summons a shield on your arm that can aid you in combat. This Shield is considered Medium and grants the appropriate bonuses.
You are considered fully trained in the use of this shield and do not suffer any penalties for it. This lasts for 1 minute and cannot be
used at the same time as Crystal Armor

SHARD MINE
Require Crystal Arcana (Novice) Cost 6 MP
Time Major TN 13
Test Dexterity (Acrobatics) Type Attack
Place a Crystal within 15 yards that you can see. If anyone gets within 5 yards of the placement of this crystal; it explodes dealing
1d6+Willpower Piercing Damage to all within a 10-yard area with the crystal at its center. All within must make a Dexterity
(Acrobatics) Test vs. your Spellpower. On a successful save, they only take 1d6 Piercing damage

SHARD THROW
Requires Crystal Arcana (Novice) Cost 5 MP
Time Major TN 12
Test Constitution (Stamina) Type Attack
You hurl manifested crystal at a target within 20 yards that you can see. If the target fails the above Test, they take 2d6 Piercing
Damage and are knocked Prone. If they pass, they only take 2d6 damage and remain standing

CRYSTAL WEAPONS
Requires Crystal Arcana (Journeyman) Cost 10 MP
Time Major TN 13
Test None Type Enchantment
You coat your or an ally’s weapons in a small crystalline substance. Select yourself or an ally within 15 yards of you to trigger this
effect. For the next minute, the weapon deals an extra 1d6 damage that is Piercing. This damage is calculated after the initial
damage roll

ENCLOSE
Requires Crystal Arcana (Journeyman) Cost 12 MP
Time Major TN 15
Test Dexterity (Acrobatics) Type Attack
Select one target you can see within 20 yards of you. You wrap them in crystals, hampering their movement. If they fail the Test
above, then they are Paralyzed (They cannot move and suffer a -3 to their Defenses). They can attempt to break free with a
Strength (Might) roll vs. your Spellpower. The effect last for a number of rounds equal to your Willpower

STALAGMITES
Requires Crystal Arcana (Master) Cost 15 MP
Time 1 full round TN 14
Test Constitution (Stamina) Type Attack
Select a 15-yard area within 30 yards that you can see. Massive crystal shards explode from the ground, dealing 3d6+Willpower
Piercing damage to all within and knocking them prone. If they pass the above Test, the damage is reduced to only 3d6 and they
remain standing

WALL OF CRYSTAL
Requires Crystal Arcana (Master) Cost 15-25 MP
Time Major TN 13
Test None Type Defensive
You create a wall of pure crystal that is 1 yard thick, 2 yards tall and 10 yards across. Anyone in this area when this spell is cast is
immediately moved out of the area and knocked prone. Enemies will have to go around the wall in order to make any sort of
attack. The wall lasts for 1 minute but can be extended up to 3 minutes by paying 5 extra Mana per additional minute

FORCE ARCANA: The Force Arcana was developed by a mage centuries ago who tried to understand the fore of gravity and why
it does what it does. Force Arcana is often called Gravity Arcana for this reason and are thus
interchangeable.

NOVICE: you gain 2 Novice level Force Arcana Spells

EXPERT: You gain 1 Journeyman level Force Arcana Spell. You also gain the Intelligence (Force Arcana)
Focus

MASTER: you gain 1 Master level Force Arcana Spell. Also, Choose 1 Spell Stunt for this Arcana. You
can perform that Stunt for 1SP less on all spells for this Arcana
BARRIER
Requires Force Arcana (Novice) Cost 5/10/15 MP
Time 1 full round TN 13
Test None Type Defensive
You create a barrier of pure energy centered on you in a 15-yard area. This barrier has a Health Rating equal twice the Mana Points
you spent to create it and has an AR equal to your Willpower Score. You cannot move while the Barrier is active, and nothing may
enter the barrier without damaging it. You and your allies can still make attacks that exit the barrier. Once all its health is depleted,
the Barrier falls

MAGE HAND
Requires Force Arcana (Novice) Cost 3-8 MP
Time Major TN 13
Test None Type Utility
You create an unseen hand that latches onto and moves objects either towards you or away from you. The amount of weight this
hand moves is determined by how many Mana Points you spend. You may not use this to damage enemies but to move objects like
rocks or even to move enemies around the battlefield
3 MP: up to 5 pounds up to 10 yards
4 MP: 5-15 pounds up to 15 yards
5 MP: 15-30 pounds up to 25 yards
6 MP: 30-60 pounds up to 50 yards
7 MP: 60-120 pounds up to 75 yards
8 MP: 120-240 pounds up to 100 yards

RIFT DISCHARGE
Requires Force Arcana (Novice) Cost 5 MP
Time Major TN 12
Test Constitution (Stamina) Type Attack
You create a singular point that you can see within 15 yards from your position. Magical energies flow into it and after two rounds
after you cast this spell, the energies release; dealing 2d6+Willpower in Piercing damage to all within 10 yards of the point’s center.
If they pass the above Test, the damage is reduced to 2d6 regular damage

UNSEEN STRIKE
Requires Force Arcana (Novice) Cost 10 MP
Time Major TN 14
Test Dexterity (Acrobatics) Type Attack
Select a 10-yard area you can see within 20 yards of you. You increase the gravitational forces in that area and slam enemies into
the ground. All Targets in the area must pass the above Test or they suffer 2d6+Willpower Penetrating damage and are knocked
Prone. If they pass, they remain standing and only take 2d6 Piercing damage

PRISON
Requires Force Arcana (Journeyman) Cost 10 MP
Time Major TN 14
Test Dexterity (Acrobatics) Type Attack
Select one target within 15 yards of you that you can see. If they fail the above Test, then they are trapped in an unseen prison and
cannot move. At the start of each of their turns for the next minute, they must make a Constitution (Stamina) Test against your
Potency or they suffer 2d6+willpower Penetrating damage. If they passed the above Dexterity Test, then they are slowed; suffering
a -4-yard penalty to their speed for the duration
TELEKINETIC WEAPONS
Requires Force Arcana (Journeyman) Cost 14 MP
Time Major TN 13
Test None Type Enchantment
If you make the TN of this spell, you can enchant the weapons of an ally or yourself with pure kinetic force. For the next minute,
you deal an extra 1d6 of damage with the weapon and can use the Knock Prone Stunt for free; but you must still roll doubles to use
it

ABYSSAL RIFT
Requires Force Arcana (Master) Cost 15 MP
Time 1 minute TN 15
Test Dexterity (Acrobatics) Type Attack
Select a point you can see within 20 yards of you. After you summon this spell, this point erupts into a massive rift that draws
everyone within 15 yards of its location into it for 4 combat rounds. If the target passes the above Test, they can only move at half
their speed due to the sheer force. If they fail, they are drawn into the rift and suffer 2d6+Willpower Piercing damage every round
for the next minute

REPULSE
Requires Force Arcana (Master) Cost 15 MP
Time Major TN 14
Test Dexterity (Acrobatics) Type Defensive
You create a field that pushes everything away from you. Once this 15-yard area is triggered, all within must pass the above Test or
they are knocked prone and pushed to the edge of the area. If they pass, they are simply knocked prone. If the area has obstacles
the targets hit, then they will suffer 3d6 Penetrating damage upon hitting the surface due to the massive force used to push them

LIGHT ARCANA: To see the light, one must be of the purest. True radiance is not of the body, but of the soul. There are those of
the world who seek the light but never find it; others never look but always see it

NOVICE: you gain 2 Novice level Light Arcana Spells

EXPERT: You gain 1 Journeyman level Light Arcana Spell. You also gain the Intelligence (Light Arcana)
Focus

MASTER: you gain 1 Master level Light Arcana Spell. Also, Choose 1 Spell Stunt for this Arcana. You
can perform that Stunt for 1SP less on all spells for this Arcana

DANCING LIGHTS
Requires Light Arcana (Novice) Cost 3 MP
Time Major TN 9
Test Willpower (Self-Discipline Type Enchantment
Select a 10-yard area within 15 yards of you. All within that area must make a Willpower (Self-Discipline) Test vs. your Spellpower
or they are mesmerized by the lights for 2 rounds and cannot take any actions at all. A Passed Test means they only suffer a -2 to
their next action since they are temporarily distracted

SUN BURST
Requires Light Arcana (Novice) Cost 5 MP
Time Major TN 13
Test Dexterity (Acrobatics) Type Attack
Select a 10-yard area within 15 yards of you. You unleash a ball of pure light that bursts on contact. All within must pass a Dexterity
(Acrobatics) Test against your Spellpower of they take 1d6+Willpower Piercing Damage and are blinded for 2 rounds (they suffer a
-2 to all tests and fail all Perception Tests involving Sight for those rounds). If they pass the test, they only take 1d6 damage and are
not blinded. Undead or Unholy creatures of Chaos take full penetrating damage on a fail and only piercing on a pass
SUN SHIELD
Requires Light Arcana (Novice) Cost 5+ MP
Time Major TN 13
Test None Type Defensive
You create a shield of pure light. This acts as a Medium Shield granting you a +2 bonus to Dodge and Parry. Also, you have a +2
bonus to resist magic against you as well. The Shield lasts for 4 rounds but for every 2 extra MP you spend you can increase the
duration by 1 round up to 4 additional rounds (8 extra MP). This must be done when the spell is cast

WISP
Requires Light Arcana (Novice) Cost 5 MP
Time Minor TN 11
Test None Type Enchantment
You summon a small Wisp of light that hovers around you for 1 minute. While this wisp is around you, you gain a +2 bonus to
Potency and all your Casting Rolls

MAGE LIGHT
Requires Light Arcana (Journeyman) Cost 7+ MP
Time Major TN 13
Test Willpower (Morale) Type Utility
You create a brilliant light for 15 yards from you. All enemies within this range must pass a Willpower (Morale) Test against your
Spellpower or they cower in fear for 3 rounds. Those of an Undead or Chaotic type actually run away if they fail. The Light lasts for
those 3 rounds but for every 2 Extra MP you spend every round afterwards can keep it going

SPELLBLOOM
Requires Light Arcana (Journeyman) Cost 9 MP
Time Major TN 15
Test None Type Enchantment
Spellbloom is similar to Wisp. Instead of increasing Spellpower and Casting Rolls, the Light you summon illuminates a 10-yard area.
All mages within the area regain 1d6+Willpower MP Each round they are within. The Light lasts for a number of rounds equal to
your Willpower

CIRCLE OF LIGHT
Requires Light Arcana (Master) Cost 10 MP
Time Major TN 15
Test Willpower (Morale) Type Enchantment
Similar to Mage Light, you create a circle of pure light with a 15-yard diameter within 30 yards of you. The circle stays put and
anyone who is within the circle when it is cast or passing through it afterwards must pass a Willpower (Morale) Test against your
Spellpower. If they fail, they take 2d6+Willpower Piercing damage. Passing the test makes the damage just 2d6. Any Undead or
Chaotic being that enters the circle will take full Penetrating damage on a failed test and only Piercing on a pass. Also, anyone who
fails the test takes 1d6 Piercing (Penetrating for Undead or Chaotic) Fire Damage each round after for the next 4 rounds. Passing
the Test ignores this extra damage. The circle lasts for 2 minutes before fading

RADIANT STEP
Requires Light Arcana (Master) Cost 12 MP
Time Major TN 15
Test Constitution (Stamina) Type Utility
You can “Teleport” 25 yards from your current position. You also produce a brilliant light as you do so. Anyone who fails a
Constitution (Stamina) Test against your Spellpower is blinded for 2 rounds. They take a -2 on all tests and automatically fail any
Perception Test involving Sight
WAR ARCANA: The War Arcana is a rare form of magic that manifests weapons of war. Centuries ago, mages deemed it
necessary to figure such an Arcana out so that they would fare better in combat.

NOVICE: you gain 2 Novice level War Arcana Spells

EXPERT: You gain 1 Journeyman level War Arcana Spell. You also gain the Intelligence (War Arcana) Focus

MASTER: you gain 1 Master level War Arcana Spell. Also, Choose 1 Spell Stunt for this Arcana. You can
perform that Stunt for 1SP less on all spells for this Arcana

GHOST SWORD
Requires War Arcana (Novice) Cost 3-5 MP
Time Major TN 9-11
Test None Type Enchantment
Summons a floating Short- (3 MP) or Longsword (5 MP) that can attack independently from you. While you control it, you can make
a separate attack roll on your turn using either Accuracy for the Short-sword or Fighting for the Longsword. It deals that weapon
damage plus your Willpower on a hit and it does not take up any hands to use. It lasts for 1 minute before fading, and you must
spend a Minor Action to use its effect

PHANTOM SHIELD
Requires War Arcana (Novice) Cost 5 MP
Time Major TN 11
Test None Type Defensive
You summon a Medium shield that floats around you and protects you from harm. For 1 minute, it provides a +2 bonus to Defense
but takes no hands to do so

SPECTRAL ARROW
Requires War Arcana (Novice) Cost 4+ MP
Time Major TN 13
Test Dexterity (Acrobatics) Type Attack
You can summon an arrow to attack your targets at range. The first arrow costs 4 MP and you can summon one additional arrow
for 2 extra MP each; up to 3 extra arrows (4 arrows total for 10 MP). For each arrow, you can hit one target or multiple targets
within a 20-yard range of your sight. If you select multiple targets, they must be within 5 yards of the initial target. Each arrow
deals 1d6+Willpower in damage. If you hit the same target, then add the dice together before adding your Willpower. So, if you fire
all 4 at a target it becomes 4d6+Willpower but if fired at 2 targets with 4 arrows, its 2d6+Willpower on each target. If the target
passes the above Dexterity (Acrobatics) Test vs. your Spellpower, then they only take 1d6 damage per arrow

SUMMON WEAPON
Requires War Arcana (Novice) Cost 6+ MP
Time 1 Round TN 12
Test None Type Enchantment
Spend your turn concentrating on your weapon of choice. On your next turn, you manifest a chosen weapon from any Weapons
Group you want. You are considered trained in this weapon and deal its normal damage as written. This weapon only lasts a
number of rounds equal to your Willpower, but you can spend 2 additional MP afterwards per round to keep it active

BOOM HAMMER
Requires War Arcana (Journeyman) Cost 12 MP
Time Major TN 13
Test Constitution (Stamina) Type Attack
You create a massive hammer that strikes an area within 15 yards of your sight in a 10-yard area. The hammer hits the ground and
all within the area takes 2d6+Willpower damage and are knocked prone. If they pass the above test, then they only take 2d6
damage and remain standing
SWORD SPIRAL
Requires War Arcana (Journeyman) Cost 12 MP
Time Major TN 13
Test Constitution (Stamina) Type Defensive
You create several small blades that spin around you. Anyone within melee range at the end of their turn must pass the above test
or they take 1d6+Willpower in penetrating damage. If they are more than 2 yards from you at the end of their turn, then this has
no effect. This spell lasts for 1 minute

HAIL OF ARROWS
Requires War Arcana (Master) Cost 15 MP
Time Major TN 13
Test Dexterity (Acrobatics) Type Attack
Select a 15-yard area within 20 yards of you. When you trigger this spell, arrows rain from the sky; dotting the area you selected. All
within take 2d6+Willpower Piercing Damage. If they fail the Test above, then they are pinned by an arrow and cannot move until
their next turn when the arrows fade. If they pass, they can move freely and only take 2d6 Piercing damage

SEVRANS’ SPEAR
Requires War Arcana (Master) Cost 20 MP
Time 1 Round TN 14
Test None Type Enchantment
You summon a spear unlike any other. For the next minute, you can use this spear as if you had the Weapons Group. The Spear
deals additional Damage equal to your Willpower as opposed to Strength. If you succeed in hitting a target roll 1d6. On a 5 or 6, you
Sunder their armor and reduce its AR by 1 point. The spear also ignores any Magical Resistance a creature may have towards non-
magical weapons
OPTIONAL CASTING METHODS: Fatigue and Surge

Fatigue Casting: Instead of Magic Points; players may wish to use Fatigue. Each time they cast one of their Spells, they must also
roll for Fatigue. This is a Willpower Test with the appropriate Arcana Focus if you have it. So,
if you are casting a Fire Spell and have the Fire Arcana Focus, you add its bonus to your
Fatigue Roll. The TN will vary based on the MP cost of the Spell in question. This is calculated
as 9 plus half the MP cost (Rounded Down). So, if a spell costs only 4 MP, then that’s 9+2 for a
TN 11 Fatigue roll. There is more detail on Fatigue casting on page 92 of the Modern Age
Basic Rulebook

Strain: Strain will; instead of forcing you to spend more MP; add a penalty to your
Fatigue Roll. For instance, since Scout Armor has a Strain of 2, if you cast magic in Scout
armor you will suffer a -2 to your Fatigue Roll

Pushing the Spell (Fatigue Version): On page 115 of the Fantasy Age Core Rules for
second edition; they mention that a caster can “Push” a spell by spending more MP to make
up the difference between their failed test and the spells TN. If this is the case for a Fatigue
Caster, then the caster can automatically make it a success at the cost of automatically taking
the degree of Fatigue rather than rolling for it. You still do not gain Stunts as you never technically succeeded the Spell, but you
make it happen at the cost of fatigue

Surge Casting: Instead of Magic Points or Fatigue, there is another option for players to cast magic from. This system is called
the “Surge” rule and it basically means that you only have a limited amount of times per long rest to cast magic. Instead of
calculating Spell Points or rolling for Fatigue, you only have a limited number of spell surges to cast from. Surges can have a unique
application to casting magic as the person has to be very careful in what they can do each day. This can lead to unique role-playing
applications and even storytelling aspects that can create cool arcs

This chart below shows you how many you have at each level with a bonus equal to half of your Willpower rounded down with a
minimum of 0. So as an example, a level 3 hero has a base number of 3 surges with a bonus equal to half Willpower. If she has a
Willpower of 2, then she adds 1 for a total of 4 Surges per day. NOTE: Spell level does not have any cost increases to Surges. 1
Surge per spell…period. You still gain Arcana Talents at the required levels and can learn more spells, but they all cost 1
surge per use. The GM may increase this to 2 Surges for Master Level spells due to their power.
Level Surges Level Surges Level Surges Level Surges Level Surges
1 2 5 4 9 6 13 8 17 10
2 2 6 4 10 6 14 8 18 10
3 3 7 5 11 7 15 9 19 11
4 3 8 5 12 7 16 9 20 11
This chart here is for the Mage Class of casters. Arcane Dabblers use a different set of rules; gaining only 2 Surges at Novice
Degree of the Talent; 4 at Journeyman and 6 at Master. Arcane Dabblers cast less than their full caster counterparts, but still gain
half their Willpower as Bonus

Strain: Strain will; instead of forcing you to spend more MP; add a penalty to your Casting Roll. For instance, since Scout Armor
has a Strain of 2, if you cast magic in Scout armor you will suffer a -2 to your Casting Roll

Pushing the Spell (Surge Version): On page 115 of the Fantasy Age Core Rules for second edition; they mention that a caster can
“Push” a spell by spending more MP to make up the difference between their failed test and the spells TN. If this is the case for a
Surge Caster, then they use a second Surge to make the spell happen. They still do not gains Stunts as they never technically made
the spell, but you made it happen by costing another point of Surge
Minor Arcana: In the Fantasy Age Companion book page 53; they had rules for optional Minor Arcana. To expand the rules a
touch, mages learn a number of these Minor Arcana equal to their
Intelligence score with a minimum of 1. At levels 3, 6, 9, 12, 15,
and 18, they gain an additional Minor Arcana as well as one each
time they spend an Advancement on Intelligence (This must take
the score up a full point). Envoys, Rogues and Warriors who gain
degrees in the Arcane Disciple Specialization gain 2 of these
effects at Novice and one more at Journeyman and Master and
can add their Intelligence Score.

As a general rule; Minor Arcana take very little time to


generate and thus only takes a Minor Action to cast. However, the
GM may also make the player roll a Willpower or Intelligence Test
to cast them; depending on what they are trying to affect. The TN should be simple and anywhere form 9-13; and they can add Self-
Discipline to Willpower or Arcane Lore to Intelligence if they have them. If they pass, it takes no MP to use it but it does take their
minor action. If they fail, they do not cast it and waste their minor action.

Minor Arcana Effect


Alleviate You can cure one Condition from yourself or an ally within 5 yards per casting of this cantrip
Animal For 1 minute, you gain the Communication (Animal Handling) Focus is you do not already have it. If you do, increase
Kinship the bonus to a +3
Arcane Alarm You create a magical ward that is 20 yards in diameter. While you and your party are within the circle, you will hear
an alarm if the circle is crossed by anything threatening. The alarm will only be heard by those you choose as to not
give away the fact that you have created it. Also, The Alarm lasts as long as the caster remains within the area and
provides a +2 bonus to Initiative Rolls (if the situation leads to combat) to all party members
Arcane Brand You must make physical contact with an enemy to use this. They are Branded and thus either suffer a -2 to their
Defenses or they take +2 damage for 1 minute. They can make a Willpower (Self-Discipline) Test against your
Spellpower to negate this effect at any time during the duration
Arcane Creates a point of light in whatever Color the Caster desires. The light illuminates to the brightness of a candle and
Candle hovers around the casters head or shoulders but never more than 10 yards from them
Arcane Glyph Creates a Glyph or Pictogram in whatever color the caster desires. It stays there until the caster removes it or it is
dispelled with some magic like Arcane Abatement
Arcane This is an outward display of the mages power. It can come in any form the user wishes without drawing upon their
Mantle magical pool. Some examples are; Electrical Aura, Glowing Eyes, or an image of a Dragon floating around. After the
use of this power for 1 minute, you gain a +1 bonus on any sort of Role-Playing Test the GM may make you take
such as Intimidation or Bargaining
Arcane You implant a message into an object or paper. The message will reveal itself only to the intended target or when a
Message specific event is done (Revealed by Fire or in the light of a certain lunar phase)
Arcane For 1 minute, you gain Resistance to non-magical weapons (as the Creature Feature) and you only take half damage
Resistance from such weapons. You can also cast this on an ally
Arcane The Arcane Servant can move small objects (Up to about a pound) and perform menial tasks like cleaning, dusting,
Servant and picking up. This one is great for those who perform things like Alchemy since they can aid you in getting the
materials you need
Arcane Ward This only lasts for 1 minute, but you get an additional +1 to AR when hit with magic. This point of AR is always active
even if you are hit with Piercing or Penetrating Damage
Avoid Gaze For the next hour, anyone within 10 yards of you must pass a Willpower (Self-Discipline) test against your
Spellpower. If they fail, they must look away from you or they suffer 1d6 in Psychic damage
Beguiler For 1 minute, you get an additional +2 on any Communication Tests you make
Bestial For 1 minute you take on an aspect of a beast. You can select yourself or an ally within 10 yards. Select one of the
Aspect following and apply its bonus. You cannot have more than one active at a time on one person.
Badgers Ferocity: You can make 2 melee attacks each round for the duration, each attack is independent and can
generate its own stunts. Bears Endurance: You gain a +1 bonus to AR. Bulls Strength: You deal an extra +1 to all
melee damage. Cats Grace: You gain the Acrobatics Focus for the duration. If you already have it, it is at a +1 bonus.
Chameleons Cloak: You gain the Stealth Focus for the Duration. If you already have it, it is at a +1 bonus. Eagles
Splendor: You have a +4 yard bonus to your current speed
Blade Ward Like Arcane Ward but the point of AR is for non-magical attacks both Melee and Ranged
Bleed Select one target within 15 yards of you that has suffered damage this encounter. You lash out and deal damage to
them equal to your Willpower if they fail a Constitution (Stamina) test vs. your Spellpower. If they succeed, nothing
happens
Channel Your hands erupt in elemental energies, dealing an extra +2 damage of your chosen element for 1 round. This
Element includes any melee or ranged weapon but not Arcane Blast. You select an element each time you take this Minor
Arcana. The elements are: Earth, Fire, Cold, Lightning, or Poison
Chaos Magic For 1 minute you open yourself up to the forces of Chaos. You can Perform Chaos Stunts (Page 88 of the
TitansGrave Book) in place of Magic Stunts. However, after this minute, roll 1d6. If the number is a 1, you suffer 1
degree of Corruption
Cleanse You purify a person of Toxins or Poisons and can even use it on water or food to make sure they are safe to
eat/drink
Daze The target must pass a Willpower (Self-Discipline) Test against your Spellpower or they are Stunned for 2 rounds
and can only take Minor Actions
Death Sight For 1 minute you can use Death Sight to see exactly how many rounds it will take before someone will die
Detect Life For 1 minute, you can see the flow of life around you. You can even sense magical energies and can even try and
track them. The TN of the track is determined by the GM based on how powerful the force is. This sight has a range
of 20 yards
Eldritch Blast The effect here is like Channel Element above but works on your Arcane Blast only. Select an Element and you can
add +2 damage of that type to your Arcane Blast Power. The Elements are: Earth, Fire, Cold, Lightning, or Poison
Elemental You mark a Rune on the ground within 15 yards of you. Select either Fire, Frost or Lightning when you place this
Rune rune. If anyone steps on this rune within 4 combat rounds of casting it, they take Penetrating damage of the chosen
element equal to your Willpower
Faerie-Fire You mark one target within 10 yards with a glowing, colored aura. All your allies will have a +2 bonus to that target
on all attacks. Switching targets is a Minor Action and you cannot have more than one target Marked at a time. The
Faerie-Fire mark only lasts for 2 minutes, even switching between targets and glows in a color the caster wants; like
purple, green or even blue
Flare Select one target within 10 yards. They must pass a Willpower (Self-Discipline) Test vs. your Spellpower or your
magical Flare blinds them for 3 rounds. They automatically fail Perception Tests based on Sight and take a -2 to all
Attack Rolls and to both Dodge and Parry Defenses
Guidance Select yourself or an ally within 10 yards. For 1 minute, you have a +1 bonus to any Ability Tests of a Chosen Ability
(Select the Ability you wish to have the bonus to when you cast this Minor Arcana)
Mage’s Cloak The Mage’s Cloak prevents the caster from getting wet in minor situations like a light rain. It however does not
provide warmth or prevent the cold. Also, stepping into a river or heavy rain will still get you wet, just not as much
as it should. This can last for 1 hour
Mage’s By casting this, you know your way to true north. This can also be used in conjunction with certain Minor Arcana,
Compass like Arcane Glyph, to track its current location if it is placed on a moveable object
Mage’s Flint Creates a small flame in the casters hand. It can be used to set things on fire, but it deals no damage to living things.
This can be used to set a campfire or cause a distraction in a tavern by setting their drapes on fire
Mages' Select up to 2 Focuses you do not already have. For 1 minute you are considered to have those Focuses when
Insight making Ability Tests that involve them
Mending You can repair a broken object no larger than a door to its full strength. It must be a non-living and non-magical
object for this to work
Open/ This can allow you to open or close doors and locks that are non-magical. This might make it easier to escape from
Close the local guard or assassins
Overchannel For the next 4 rounds, all damaging spells gain a +2 bonus to damage. non-damaging spells have a +2 bonus to
Spellpower against resisting OR a +1 round to Duration
Quicksilver Select yourself or an ally that you can touch. For the next minute, they have a +2 bonus to their Initiative Score
(Potentially moving them up the ladder) and a +2-yard bonus to their Speed
Regeneration You can select yourself or an ally within 10 yards. For the next minute, each time they would heal from potions,
magic or rest, they gain additional health equal to your Willpower Score

Shadow Step You can teleport a short distance away. You can trigger this as a Free action, and it teleports you up to 10 yards in a
single direction. This can be combined with your normal movement rank, but you must wait for 1 minute between
each use of this Arcana. If you have a racial gift that has a similar teleportation effect, the distance is increased by
+10 yards when combined with this Minor Arcana
Smite You imbue your weapon with magical energies. It will deal additional damage equal to your Willpower and is
Magical for 1 minute. If the weapon is also an Arcane Device, your Arcane Blast receives and additional +1d6 of
damage for the duration instead
Spare the Your magic flows into someone who is Dying and automatically Stabilizes them. If they suffer any more damage
Dying while stabilized, it is considered the Coup de Grace and they die
Tangle/ You can tangle or untangle non-magical ropes and chains
Untangle
Thorn Armor For 4 rounds, you have an AR of 1 and anyone who hits you in melee combat suffers your Willpower in Penetrating
damage
Thorn Whip A branch appears rapidly from the ground and knocks one target within 5 yards Prone
Thunderclap Select one target within 10 yards. They must pass a Willpower (Self-Discipline) Test vs. your Spellpower or your
magical Flare deafens them for 3 rounds. They automatically fail Perception Tests based on Hearing and take a - 2 to
all Attack Rolls and to both Dodge and Parry Defenses
True Strike For 1 minute, you or a chosen ally gains insight into an enemy’s defenses. Each strike ignores 1 point of AR
Weapon Bind Select a weapon to Bind. For the next minute, you can use it as if you are trained in its Weapons Group, taking ne
penalty to attacks or damage
Windspeed For the next minute, you have a boost of speed. Once you cast this cantrip, roll 1d6 and add it to your current Speed
total for the duration
Part SIX: Other Things
Here, we go over new things that expand some aspects of the game system, like combat rules and
other such random things for both players and GM’s to Options Galore!
ponder.
This small
ODDITIES: The Age System has a relatively straight- section is just
forward combat system and we really enjoy that. But what some small
happens if there are things not considered in game play? optional rules
Well, look no further than right here. In this section, we look for enhanced
at oddities that might occur in combat and how to address play. The GM
them. Remember; this section is made up entirely of should be the
Optional Rules and the GM gets final say on if they are last deciding
implemented or not. factor in
whether or not
these are used.

FLANKING: There may be a time that you are beside or behind a target. This is called Flanking and it
provides you with a bonus on your attack. Attacking someone’s Flank means you ignore up to 2 points of Cover or Shield Bonus they
may possess, making it easier for you to hit.

FALLING DAMAGE: There might be a time that you will fall far and suffer some damage. The higher the fall, the greater the
Dexterity (Acrobatics) Test you must take in order to reduce damage. This chart shows the height in yards, the TN and the damage
of a passed (P) or failed (F) test.

Yards TN Damage (P) Damage (F)


1 7 - 1d3
2 9 1d3 1d6
3 11 1d6 1d6 Piercing
4 13 1d6 Piercing 2d6 Piercing
5 15 2d6 Piercing 3d6 Piercing
6 17 3d6 Piercing 4d6 Penetrating
7 19 4d6 Penetrating 5d6 Penetrating
8 21 5d6 Penetrating 6d6 Penetrating
+1 Y +2 +1d6 Penetrating +1d6 Penetrating
You also take a condition when you fail the Test. From 1-2 yards; you just take Stunned. From 3-4 yards, you are Prone for the
remainder of the round. 5-6 yards, you are Prone until the end of your next turn. 7-8 yards, you are Prone and Injured for the next 2
rounds. Beyond 8, you are Prone, Injured and Bleeding for 4 rounds. Bleeding is 5 points per round in Penetrating damage, but
Constitution can reduce it to a minimum of 1 point per round (See the next few pages for Conditions)

SURPRISE ATTACKS: It is possible to Surprise an enemy. If you succeed in not being detected until then, you receive a +1 bonus
to Attack and Damage for the first round. Once everyone has had a chance to take Initiative, then combat is regular and this bonus is
lost.
CRITICAL MISSES: Now, we all miss our mark from time to time, but sometimes, we fail so drastically that it warrants a
fantastic Critical Miss. Now, this is divided into 3 types here; Melee, Ranged and Magical. Normally when you miss, you just miss.
But, if you miss with a Stunt Die of 1, then it becomes a Critical Miss. The GM will then roll 2d6 on the appropriate chart and apply
the effect to your character.

Melee Critical Misses


2d6 roll Effect
2 You suffer a -2 to attack rolls for the next 2 combat rounds
3 You trip and fall prone
4 In the next round, you drop to the bottom of the initiative order, despite original position
5 You fumble and drop your weapon
6 You suffer a -2 to your defense for being off balance
7 You hit yourself and deal normal weapon damage with modifiers and reduce by armor as normal
8 You overreach with your weapon. Select your Strength or Dexterity. You take a -1 penalty to that Ability for 1d3 days
9 You hit an ally that is adjacent to you
10 Your weapon gets lodged into the ground or other object and you must make a TN 13 Strength (Might) Test to remove
it before attacking again as a Minor Action
11 Roll twice on this chart, ignoring an 11 or 12
12 Roll three times on this chart, ignoring an 11 or 12
Ranged Critical Misses
2d6 roll Effect
2 You fumble and drop your weapon
3 Your weapon snaps back on you, dealing 1d3 damage and you lose your Major Action
4 You hit an ally that is within 6 yards of target
5 In the next round, you drop to the bottom of the initiative order, despite original position
6 You trip and fall prone
7 You suffer a -2 to attack rolls for the next 2 combat rounds
8 Your weapon kicks back hard. Select your Strength or Dexterity. You take a -1 penalty to that Ability for 1d3 days
9 You suffer a -2 to your defense for being off balance
10 You miss your target but hit another enemy within 6 yards of your target
11 Roll twice on this chart, ignoring an 11 or 12
12 Roll three times on this chart, ignoring an 11 or 12
Magical Mishaps
2d6 roll Effect
2 The mage loses the spell and must pay twice the normal Mana Cost or automatically suffer 1 degree of Fatigue
3 The spell fails and burns you for 1d6 damage
4 The mage goes into a sort of shock and cannot cast on their next turn
5 The spell drains more than your power. Select either your Intelligence or your Willpower. You suffer a -1 penalty to that
Ability for 1d3 days
6 The mage suffers a -2 to Spellpower for 1 minute
7 The mage suffers a -2 on all casting rolls for 1 minute
8 The mage becomes Stunned for the next 2 rounds
9 The mage suffers a -2 to your defense for the next 2 rounds
10 The energies expel outward, dealing 1d6 damage to all within 5 yards of the mage
11 Roll twice on this chart, ignoring an 11 or 12
12 Roll three times on this chart, ignoring an 11 or 12
CALLED SHOTS: It may be prevalent to the player to try and knock a weapon out of an enemy’s hand, since he has a hostage;
but how is this handled? Well, you simply call the shot of their hand or arm and apply the appropriate penalty to your attack roll.
Easy as pie. This chart here shows the areas you can attack, a sample difficulty rating, and the penalty required to hit. Harder to
reach areas imply a harder penalty. Doing this may also imply a Condition to the target if you hit and your Stunt Die is a 5 or 6.
The sample difficulties are: Easy -1, Tricky -2, Hard -3, Challenging -4, and Impossible -5

Location Type Penalty Condition


Head Tricky -2 Stunned or Confused
Eye Impossible -5 Blinded
Neck Challenging -4 Stunned
Chest Easy -1 Winded
Heart Impossible -5 Hindered or Stunned
Vitals Challenging -4 Winded or Hindered
Arm Easy -1 Hindered or Defenseless
Leg Easy -1 Slowed or Prone
Joint Hard -3 Hindered

CONDITIONS: There are plenty of Conditions listed in the 2e core rules on pages 53-55; but here are some optional ones, and
some that may be Variants of the older ones. These are interchangeable with the above Called Shots rule, allowing the GM to make
Conditions based on targets hit; such as hitting the Chest may cause Bleeding damage over time; or striking a limb can cause the
Injured Condition. This is up to the GM on what types of Conditions are made by Called Shots

 BLEEDING: You suffer damage over time. Usually it’s about 2 points of Penetrating Damage but deeper wounds might cause
more. The time is determined by the GM and can be reduced by your Constitution score if the GM allows
 BOUND: You are fully bound and cannot move or take Major actions on your turn. You can attempt to free yourself with a
Strength (Might) Test or with your weapon if you happened to be carrying it when bound. The TN and duration are set by the
spell, item or GM discretion. Variation of Defenseless
 COMPELLED: You must pass a Willpower (Self-Discipline) Test on each round of the duration to resist falling into the
temptations that are being placed in your head. The TN and Duration are set by specific Spells, Items or GM discretion
 HEXED: A mage that is hexed will suffer a penalty to Casting rolls or Spellpower for a short time. Other players will suffer a
similar penalty to any Test the GM sees fit. The GM will determine the severity of the hex in question
 INJURED: Based on the type of injury, you will suffer a -1 or -2 to an Ability Test. Sample Injuries include being Hamstrung (-2 to
Dexterity) or Head Injury (-1 to Intelligence). The duration of the effect and its severity are up to the GM
 PARALYZED: Cannot move and Defenses reduced by -3. Variation of Slowed
 POISONED: You are under the effects of a Poison. Its duration and effects are determined by the Poison in question
 SILENCED: You automatically fail any Communication Test that requires verbal communication. Any other form of talking, like
with gestures, might suffer a small -2 penalty instead

ACTION AND DRAMA: This game is all about drama and peril. With that there are a few extra rules allowed to the players as it
sets the tone for what they can do. Since the Izmer setting is one of high-flying
action and drama; we allow the following rules to be played:

ACTION POINTS: We use the action Points as stated in the Companion


book Pages 116/117. Each player begins level 1 with 2 points and gains 1 point
every 4 levels starting at level 4. So you then have 3 at level 4, 4 at level 8, 5 at
level 12, 6 at level 16 and 7 at level 20.

STUNT PACKAGES: Stunt Packages are a unique combination of stunts


that anyone can use. These are listed in the Companion on pages 199-122.

PERIL AND DARING: The Peril Pool and Daring are listed in the 2e Core
Rules pages 194-198. This is a great system to show that things can go rather
wrong rather quick if the players are not careful. In addition to this, Daring
means they can have some sort of serendipity when it comes to having things not go their way.

As a side rule, since it is not stated in the 2e Core Rules, the GM will add 1 to the Peril Pool when they use an Action Point to use
any of its effects. This acts as a sort of luck that has a risk/reward system.
Part Seven: The dragons
It would not be Izmer or Kintara without
Dragons. As stated before, there are three Families and Bonds
major types of Dragons; each getting their
unique abilities from one of the three original Dragons are
dragons fantastic creatures
with their own
Al’Graziri made the Metallic Dragons and family structures
they breathe fire. Al’Verazi made the and emotions.
Chromatic Dragons and they breathe While we do not
electricity. Al’Frizaga made the Crystalline always understand
Dragons and they breathe Ice them, they are not
mindless beasts like
As far as statistics for Dragons, follow the in the children’s
stat block on page 215 of the Rulebook for the baseline. Then, we will modify them as follows for stories.
different types of Dragons. As stated above; Metallic breathe Fire, Chromatic breathe Lightning, and
Crystalline Breathe Ice. This is their element for their Breath Weapon and Immunity. There are five colors Also, the Empress is
under each type and each color has a slight change in stats due to their being differences in their anatomy not the only person
who can bond with
METALLIC: Gold, Silver, Bronze, Brass, and Copper
a Dragon. Since
CHROMATIC: Red, Black, Blue, Green, and White
they are smart
CRYSTALLINE: Diamond, Onyx, Sapphire, Ruby, and Amethyst creatures, if they
The base Dragons are Gold, Red and Diamond Dragons. They have 4 limbs and two massive Wings. find you to be
Then we have Drakes which are 4-legged and do not have wings. They are Silver, Black, and Sapphire worth the trouble
or you get them
Dragons. Then there are Wyverns that have 2 legs and 2 wings. Those are Bronze, Blue and Onyx Dragons.
young enough, they
Next are Wyrms that have 2 legs and really long bodies but no wings. Brass, Green and Ruby Dragons are
can form an
of this type. Lastly we have the Coatl which have really long bodies and wings but no legs. Copper, White
attachment to you
and Amethyst Dragons are of this type

STANDARD DRAGON TYPES: The ones listed here are the most common forms many Dragons take.
This is mostly due to their color as opposed to their overarching type. You will see that each of the basic
types have 3 colors that are associated with them.
DRAGONS: Those of the Gold, Red and Diamond types use the stats as written on page 215 of the Core Book with little change
except for breath weapon type.
DRAKES: Drakes are those of the Silver, Black and Sapphire colors. They lose their wings and thus lose their Flying Speed and
Buffet Power. However, they are a bit tougher, gaining a +1 to Constitution, +10 to Health and +1 to AR.
WYVERNS: Wyverns are those of the Bronze, Blue and Onyx colors. They keep their Flying speed and Buffet Power, but take a -2
to Constitution and -1 to AR. They do however fly faster at a Speed of 17. Due to their two legged nature, they can still make Claw
Attacks but they cannot move in the same round they do so
WYRMS: Wyrms are the Brass, Green and Ruby colors. They lose all Flying and Buffet abilities but gain the ability to Burrow.
Their 15 Fly Speed becomes a 15 Burrow Speed. This also comes with tougher hide giving them a +1 to AR but they have a softer
underbelly. For 4 SP, an attack can hit this soft tissue and deal penetrating damage to the dragon. Since they have no limbs either,
they lose their claw attacks but can make a tail attack and bite attack in the same turn as if they had claws, without using stunt
points to activate their tail bash.
COATL: Coatl are legless but not wingless; and are the Copper, White and Amethyst colors. Their health drops by -15 but its Fly
Speed is 17. Its normal speed is reduced to 8 since it has no real limbs but it can still slither around. It loses its claw attacks but like
the Wyrms, they can use their tails without using Stunt Points as a second attack per round.

RARE DRAGON TYPES: There are a few rare dragon types that alter further how the function. These are abnormalities in the
normal genetic code of things but can make for unique encounters.
HYDRA: Hydra have multiple heads, ranging from two to five. Any of the above colors can have multiple heads and it allows 2
bite attacks as one major action. Each head attacks separate and each attack can generate their own stunts. Also, they are immune
to effects that would charm or put it to sleep as they now have more than one mind. In addition to this, they gain a +1 to Perception
and cannot be affected by a sneak attack.
LYNDWORM: Lyndworms have really long bodies and often times a dozen legs. Only Drakes can have the Lyndworm addition.
Drakes with this deformity also gain Burrowing like their Wyrm counterparts. Their Burrow Speed is 15 and their base Speed
increases to 15 as well.
FAE DRAGONS: Any Dragon type and color can be Fae. Fae dragons lose their inherent breath power but gain the ability to cast
magic. They have 45 Magic Points and a Spellpower of 14. It knows 4 degrees of Arcana of choice; including the focuses if they gain
an Expert degree. The spells are chosen by the GM. Also, they may lose 15 Health points, but they gain a +1 to both Intelligence and
Communication
SEA SERPENTS: Often times only a Wyrm or Coatl become Sea Serpents, however some Sea Serpent Drakes have been seen.
They gain the Aquatic feature in the Rule Book and gain a Swim Speed equal to their normal Speed. They also are not typically
Metallic due to water and fire not going together. A Coatl as a Sea Serpent loses its flight but has a +2 yard bonus to speed due to
the wings acting as larger fins underwater
DRAGONETTE: Dragonettes are smaller dragons; not babies but more akin to Halflings or Gnomes to regular Dragons. Reduce
Constitution and Strength to 3 each but keep the focuses and reduce damage accordingly (So -5 to the damages written for Bite,
Claw and Tail Bash). AR is reduced to 5 and health is dropped to 80. Speeds are dropped to 10 Run and 13 Flying. It also loses the
Large and In Charge power and its Buffet power is reduced to a TN of 13. Breath Weapon is reduced to 2d6+3 in damage.
Dragonettes can also benefit from the additions of their normal counterparts and even another rare version, creating some unique
designs like a Dragonette Fae Wyvern!

DRAGONS AND DRAGON RODS:

Each Type of Dragon has an associated Rod that goes with them. The
Plot Devices
main 3 Rods are the Rods of Al’Graziri, Al’Verazi and Al’Frizaga. They
control all colors under their associated Types being Metallic,
Due to the
Chromatic and Crystalline respectively. In addition to this, there were
nature of the
numerous smaller Rods bade from the powers of a specific color made.
Rods, it is
The 3 main Rods can control their entire category while each individual recommended
colored rod can only control that color dragon type. that players do
Then, here was one more made under the nose of all; the Rod of not keep them
as they can be
Savrille. This rod was forged by a great mage known by the same name
very powerful
who attempted to create a Rod capably of controlling all dragons and
and game
not be limited to their color or type. This proved to be rather fatal
breaking.
however since it turned the user into a powerful Litch and, in doing so, almost broke the boundaries to the
Outer Realms where Al’Graziri trapped his sister Al’Verazi many ages ago. The actions of this one man also
However, as
caused the rifts that started the Shadow War. Savrille later vanished with his Rod but legends tell he still quest or plot
exists, trying to find a way to undo his horrid abomination of a creation. devices, they
The Images above show the Rods of Al’Graziri and Savrille respectively. Also called the Scepter or Izmer, make excellent
choices…
the Rod of Al’Graziri has been passed down from one Empress to another at the time of her passing. It, along
with a newborn Gold Dragon, will find and choose the new leader, who will grow up learning how to lead her
people. Her Rod can actually control all Metallic Dragons, not just Gold. This is due to its direct connection to
the father of the Metallics; Al’Graziri.

There are a total of 19 rods total; 15 for each specific color, the 3 for the prime Dragons, and finally the Rod of Savrille.
DRAGON-FORGED WEAPONS AND ARMOR: Similar in rules to the Materials stated in the Equipment,
Dragonforged items are far rarer than those listed in that Rewards
section.
Dragon-forged
Due to the abundance of Dragons in this setting, there weapons and
was a time long ago when they roamed the skies above with armor are rather
little to no interference from us mortals. Due to long years of unique and should
war and strike, many dragons are a rare sight; but are still be used as quest
very much alive. Back before the Shadow War, there were rewards.
types of forging techniques called Dragonfyre, Dragonfrost
and Dragoncharge and it used the breath of a Dragon in its However, finding
creation. This Steel is a rare form of steel created by this them is also a big
method and is harder and stronger than other forms of steel monetary reward
as well as many
DRAGONFYRE: Fire-based collectors are
DRAGONFROST: Cold-based looking to have
DRAGONCHARGE: Lightning-based them.

In game terms, it is counted as a Reward for playing as the methods to create them have been all but Players and GM’s
lost. However, they do receive very simple statistics for their find should bear this in
mind when
WEAPONS: Any Weapon created from this Steel gets a +2 damage bonus and also has its Strength
creating their
Requirement reduced by 1. The method of the Forge makes it lighter but stronger. Any of the weapons
stories as many
used can coat themselves in their element once per day for 1 minute. This adds +1d6 of that element to its
will try to get their
damage in addition to the normal +2 it normally receives
hands on them at
ARMOR: All metal armors; that being all Mails and Plates; get a +1 to AR and reduces their Penalty by - any cost…
1. Once per day for 1 minute, the Armor can coat itself in its element. Anyone caught adjacent to this armor
must pass a TN 13 Constitution (Stamina) Test or they suffer 1d6 damage of that element. While this is active, the user is also
resistant to that element, taking only half damage on top of normal AR reduction. This reduction cannot stack with a shield made of
the same element. Leathers can have small plates of Dragonforged metal attached to give them the same bonuses.

SHIELDS: Some Shields are also made form this Steel and get a +1 bonus to Defense and bashing damage. Once per day for 1
minute, the shield can coat itself in its element. This deals an extra +1d6 of damage based on its element and provides resistance to
it as well, meaning you only take half damage from that element on top of normal AR reduction. This resistance cannot stack with
Armor made from the same element

SPECIAL MATERIALS: It may come to pass that some weapons/armors/shields are crafted by special materials as well as having
been forged by a Dragons Breath. If this is the case, you would apply the material bonuses first, and then add the Dragon-Forged
effect to it. Such things are at a 6x cost modifier instead of the normal 5x for being Dragon-Forged.

ARCANE DEVICES: Arcane Devices have been imbued with Dragon-Forged power for many centuries. Such treasures are highly
sought after by mages and they will pay quite a bit for them. Dragon-Forged Arcane Devices have many differing shapes and sizes
and have one feature no other does. Arcane Blasts channeled through a Dragon-Forged Device gains one of the following Stunts on a
successful strike:

Stunt Cost Effect


Fyre 2 Arcane Blast deals an extra 1d6 of damage and it becomes Fire Damage
Frost 2 Arcane Blast deals an extra 1d6 of damage and it becomes Cold Damage
Charge 2 Arcane Blast deals an extra 1d6 of damage and it becomes Electrical Damage
Keep in mind that if the Device is Dragonfyre, then it has the Fyre Stunt only.

COSTS: As stated, the method to create these items is not totally lost but it is rare. So, the cost should be a whopping 5x the
standard cost; however finding such long-lost treasures might be better for a GM to play with.
Part Eight: ITEMS OF WONDER
As stated in the Starting Equipment chart, some
GM’s may allow players to begin with a magical item Dragon-Forged
of choice, so long as it is not above Uncommon in
Rarity. This section is for such items, showing what Magic Items
they can do and how many you can have. also make great
rewards. In
When handling magical items, there are 3 major section four, we
points the players and GM’s should remember: went over
Dragon-Forged
1. All Items have a particular Slot they belong in
items but since
and players can only hold so many Slots
those are
2. They have a variety of powers based on Rarity
almost lost
3. These powers are categorized as Effects and
items they do
Drawbacks
not really count
These slots are listed here, along with how many you can carry per slot: as magical
items. Although
HEAD: 1 BACK: 1 SHOULDERS: 1 NECKLACE: 1 ARMOR/CLOTHING: 1 at the end of
WAIST: 1 ARM: 1 (pair) or 2 (separate) RING: 2 FOOT: 1 (as a pair) this section,
WEAPON: 2 SHIELD: 1 OTHER: No limit samples of
Dragon-Forged
For the most part, magical items are divided by not only this category but have a few other defining items are made
features other than their effects. The will either be labeled as Temporary or Permanent. Temporary Items will so that GM’s
fade over time, but Permanents ones never fade. In addition to that, they have Rarity, which shows you how can have an
hard it is to come by an item. Common can be easily found, Uncommon is harder to find but still relatively idea of how
accessible, Rare is harder to find and Legendary are often one or two of an item and are really hard to come they are built if
by they wish to
create new
variations for
players
Each item uses this layout to show what they can do:
NAME: Name of the item in question
Rarity How rare the item is, Common, Uncommon, Rare or Legendary
Effects Listed powers the item grants
Drawbacks List negative effects that adversely affect the player
Slot Only Artifacts/Relics carry this stat, to show where they go

RARITY: The rarer an item, the more potential for powers it can grant. This simple formula can be used to build items
and is used as the base for all items listed afterwards.
Rarity Description Effects
Common These are a dime-a-dozen and are easy to get a hold of 1-2
Uncommon Not as seen as Common but still great finds 2-3
Rare Very few of these exist and are sights to behold 3-4
Legendary Items of great power and are usually rather unique; meaning only one exists at a time 4+

EFFECTS: These effects are based off the listed ones on pages 234 and 235 of the Core Rules.

Prowess (Ability Bonus): Adds bonuses to general ability Tests. The bonus can depend on Rarity as well, such as a +1 for
Common, +2 for Uncommon, +3 for Rare and +4 Legendary
Protecting (Armor Bonus): Adds bonuses to Armor Rating are other effects that alter the AR system, such as keeping AR when
taking Penetrating damage
Masterwork (Attack Bonus): Adds its bonus to all attack rolls made with this weapon. This can depend on Rarity but not always
as some rarer items have more than one effect
Keen (Damage Bonus): Like Masterwork, this adds bonuses to all damage made with it. This can also depend on Rarity but not
always
Defensive (Defense Bonus): Adds a bonus to your Defense when used
Focused (Focus Bonus): Provides a particular Focus when used or increases one already gained
Resistance/Immunity (Immunity Bonus): Provides Resistance or full Immunity to particular types of damage
Magical (Spell Bonus): Can provide bonuses to Casting Rolls or Spellpower when used
Mastery (Stunt Bonus): Provides a reduction to a Stunt or even a new and unique Stunt available to only that item
Supremacy (Talent Bonus): Provides a Talent Degree; usually a Fighting Style if it is a weapon
Arcane (Unique Bonus): a Catch-All category for really special powers that do not fit the above ones

DRAWBACKS: Drawbacks are not required to build items, but do offer some limitations to certain things like unique powers or
Stunts. This is a sample series of Drawbacks:

Charges: Similar to Time Limit, this item has Charges that must be spent to use its powers (Usually if it has multiple powers to
select from). Usually regains charges spent at the start of each day or when conditions are met; like being in daylight or submerged
in water
Generic: A Catch-all for drawbacks that do not have a specific link
Limited Uses: Limits the amount of times this item can be used. Usually a per day or based on Willpower
Potency: The item has a Potency Limit, meaning you have to meet a certain Potency Requirement to use it. See just below for
those rules
Range: Has a limited effective range or must be tied to another object within that range
Requirements: Some Requirements are Ability Score minimums or Focuses that you must have in order to use
Time Limit: Limited time range they can be used. Like, 15 minutes or 1 hour. Usually regains this property after a certain amount
of time, or at the start of each day
Trigger: Requires a command word or hand gesture or other trigger to activate the powers

MAGIC ITMES AND POTENCY: Potency is given to each magical item to represent how tough it is to attune to. The rarer an
item, the more is required to use it. This little chart will show you the Potency requirements for items as a sort of baseline; this
can always be changed per individual item by the GM as they see fit. Potency is calculated as Spellpower for its user; so
10+Willpower. Arcana Focuses do not apply but the GM may allow Self-Discipline to add to a characters Potency. All characters
have Potency

Rarity Base Potency


Common 8
Uncommon 10
Rare 12
Legendary 14
The GM may also change these numbers depending on how unique the item is. They can even reduce it based on how many
Drawbacks it carries

SAMPLE ITEMS: After the placement chart on the next page is a series of pre-built items; approximately 5-10 per slot. This gives
players and GM’s a fun way to start handing out these things as rewards. It also shows how they are built so that GM’s can come up
with their own unique items to give out

PLACEMENT CHART: The next page has a printable sheet you can copy for your players, to help them keep track of their current
magical items and where they belong:
HEAD: Head Slot items are worn on the head or face, making things like Helms and Goggles apart of the same territory. Only
one Head Slot can be worn by a character at a time; but other may be stored in thing like bags. To change Head Slot items, it takes
a full round to do so

Circlet of Telepathy
This circlet is made of gold and silver chain with a triangular blue gem at its center. This item is used by courts to link peoples of
varying cultures that do not speak the same language
Rarity Uncommon
Effects Arcane: You can communicate with a number people equal to your willpower with a range of up to a mile as if they
were with you in the room
Arcane: People linked to this while active can understand everything, even if they do not speak the same language
Drawbacks Time Limit: Only lasts 15 minutes. Can extend this by 15 minutes by making a Willpower (Self-Discipline) Test for each
additional 15 minutes you wish to extend. This begins at a TN of 9 and adds 2 for each additional duration to a TN of
17
Range: Up to a Mile

BACK: Back Slot items are bags and quivers that are placed on the back of a character. You may only carry one such item in this
slot at a time, but changing them out takes only a Major Action to do so.

SHOULDERS: Shoulder Slot items are placed on or over the shoulders and include Pauldrons and cloaks. You may only have 1
such item on you at a time and changing them out takes a full round to do so

NECK: Neck Slot items are things like amulets and badges. You can only have 1 such on you at a time and changing them out
takes only a Major Action

ARMOR/CLOTHING: Armor and Clothing includes armors and robes that protect the entire body, not just hang off the shoulders
(hints the separate slots). You can only wear 1 such item at a time

WAIST: Waist Slot items include belts and chains. You can only carry 1 of these on you at a time and changing them takes 1 full
round

ARM: Arm Slot items are gloves or gauntlets that fit around the arm and hand. You can wear 2 of these if they are separate or 1
as a pair. Changing them out takes a Major Action

RINGS: Rings are just that, simple band of metal imbued with magical power. You can wear up to 2 rings, one on each hand. You
can change them out as a Major Action

FEET: Foot Slot items are usually boots and come in pairs. You can wear 1 set at a time and can change them out as a Major
Action

WEAPONS: Weapon Slot items are weapons that aid well in combat situations. You can use up to 2 of these at a time, if they can
be wielded one handed. They can be changed by a Minor Action to store the old and ready the new like normal weapons. Two-
handed weapons take a Major Action to ready since they are bigger

SHIELD: Shield Slot items are enchanted shields that grant major boosts to melee combat. You can use 1 at a time and it takes a
Minor Action to ready a new one
OTHERS: Other Slot items do not have a specific slot they go in. a character can carry as many of these as they so desire, or store
them to sell later on

You might also like