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Writing, Cartography and Layout by Idle Cartulary
Assistance by Marcia B
Proofreading by J. Tucker White
Art by HODAG with colour by Idle Cartulary
Thanks to the readers of Playful Void who encouraged me for years to finish this
project.
John, Ty, Brendan, Nick, Alex, Warren, Brian and everyone else in the blogosphere
whose ideas are incorporated here.
Thanks to Aruman, Orbot and Justin, who inspired the design of some of the
monsters.
Advanced Fantasy Dungeons is CC BY-SA 4.0 2024
Published by Idle Cartulary
ISBN 978-1-4461-5177-8
Version 0.2

3
Table of contents
Table of contents Psionic Duels 35
Foreword Vision 37
Having an adventure 3 Journeying 38
The basic procedure 3 Dungeoneering 39
Ability scores 3 Roll to return 39
Checks 3 Rest 40
Fortune rolls 4 Hazards 40
Clocks 4 Traps 43
Timekeeping 4 Hirelings, followers & lieutenants 43
Filling out your character sheet 6 Reaction & reputation 44
Fighter 7 Languages 44
Paladin 7 Strongholds 54
Ranger 8 Domain events 54
Thief 8 Domain actions 54
Bard 9 Building a stronghold 54
Priest 11 Lieutenants 55
Wizard 15 Domain economics 56
Monk 16 War 56
Psionicist 19 Allegiance 58
Dual classes 20 Starting a campaign 60
Proficiencies 20 Running a session 60
Heritages 22 Preparing for a session 62
Ethos 25 Stocking dungeons 66
Equipment 26 Treasure 67
Station 28 Factions 67
Patrons 28 Non-player characters 70
Experience 29 Parley 70
Class followers 29 Fantasy economics 71
Surprise 32 Special damages 71
Initiative 32 Monsters 71
Attack 32 Converting and creating monsters 72
Positioning 33 Monster list 75
Defences 33 Spells, psionic powers and magical
Hit Points 34 items 110
Flight and retreat 34 Wizardly spells 111
Morale 35 Priestly spells 125
Magical duels 35 Psionic powers list 136

1
Foreword
I went into re-reading Advanced Dungeons and Dragons: 2nd Edition with a smirk.
It was a game I loved as a child, but I recognised even then it was full of needless
complexities. I found a challenging text, full of inconsistencies and implications.

There were fascinating subtexts in the examples of play, revealing gaps left
between mechanics and intended play-style. Ethos appeared to be intended to
play a significant role in replacing alignment, into which Planescape folded the
precursor to Fifth Edition’s inspiration. Proficiencies and Birthright’s politics
interacted with downtime reminiscent of modern classics like Blades in the Dark.

I saw in these glimpses of a game that I wanted to play, one fallen between cracks
caused by the weight of legacy. Advanced Fantasy Dungeons already existed, but
was never published here in this reality and no trace of it remained until its ghost
visited me. A paraclone, not a retroclone. It’s a weird, wonderful thing, and one I
discovered rather than created.

I never had the chance to playtest it, though. I’m beginning to doubt that I will.,
so I’m biting the bullet. This is Advanced Fantasy Dungeons. A sketch of a ghost
from another world. It’s for you to play, because I haven’t. For you, at cost. In
exchange, every few months, I’ll post on socials asking for feedback, and you can
join my discord where we can discuss the revisions and the original posts.
Whenever we reach critical mass with updates, I’ll update the digital and print
copies. We’ll finish Advanced Fantasy Dungeons together.

Thank you for doing this with me,

Idle Cartulary

2
Basics

Having an adventure 4. If the players state an action


they want to take in response to
Most players pretend to be a person the situation.
in the world, their (PC). One player,
the referee, pretends to be everything 5. If the PCs maintain their intent to
else in the world. act, their actions are resolved,
the situation changes, and the
procedure starts again.
The player’s job is to say what their
PCs say, want to do, think and feel,
and to answer questions about their If the actions result in a change of
background and surroundings. procedure (to combat, dungeon,
wilderness or downtime procedures)
transition to those procedures as
They depend on the referee to appropriate.
understand their surroundings and
what is happening, and when, and
where, so that they can do this. Ability scores
Ability scores do not represent your
The referee’s job is to generously and characters congenital ability, but the
truthfully say what every thing and totality of a lifetimes work, play and
every one in the world, except the study. You are not born strong, but
PCs, says and wants to do. The you become strong working the
referee’s job is also to make rulings Fourgoth Mines. You are not born
where the rules are not clear or are intelligent, but become intelligent
unknown, and maintain consistency competing at the College of Six Seers
in doing so. — or perhaps become charismatic.
These are the six ability scores:
Everyone’s job is to be ensure that
everyone at the table is enjoying
themselves. • Strength is power and
endurance.
• Dexterity is agility and reflexes.
The basic procedure
• Constitution is health and
The basic procedure of Advanced resilience.
Fantasy Dungeons is:
• Intelligence is guile, education
1. The referee describes the and willpower.
situation and what the PCs see, • Wisdom is discernment and
hear, feel, smell and recognise. intuition.
2. The players ask clarifying • Charisma is persuasiveness and
questions and the referee answers leadership.
until the situation is clear
3. If a clarifying question would
require a PC to take action, the Checks
referee clarifies the level of risk When you attempt a task, consider
that action entails, and confirms whether it requires training, or
that they want to take action. whether anyone can do it. If it
requires training, you need
proficiency. If anyone can do it or you

3
Basics

have proficiency, and it is a simple Group checks


task or the consequences of failure If your party is asked to make a group
are negligible, you succeed. If it is ability check, choose a leader.
complex or the consequences of Everyone rolls an ability check, and
failure are significant, perform an for each failure, the leader spends 1d6
ability check. HP. The group succeeds if there are
any successes. Everyone rolls with
To perform an ability check, roll 1d20. disadvantage if the leader does not
If the result is less than or equal to have proficiency.
your ability score, you succeed but
face a consequence, known as a
“partial success”. If it is more than
Fortune rolls
your ability score or the result is 20, To perform a fortune roll, roll 2d20
you do not succeed and face a and compare against 10 or a relevant
consequence, known as a “failure”. ability score. Make one if you need to
The referee chooses the consequence. determine the outcome of a situation
the PCs aren’t directly involved in ,
If you have proficiency, roll 2d20. If when an outcome is uncertain but no
both dice are a success, you succeed other roll applies, or to answer a
without consequence, known as a question for what might happen next.
“full success”.
Clocks
If an item, ability or mastery grants
you a numerical bonus, it is To track complex things, sometimes a
subtracted from the result of the roll. clock is used. A clock is a circle
If your result is less than zero, it is a divided into segments called ticks.
critical success, and you get a get a The more complex the problem, the
greater outcome than intended. If you more ticks. 2-ticks is simple; 4-ticks
roll exactly 20, it is a critical failure, is complex; 8-ticks is daunting.
and you suffer a poor outcome.
Timekeeping
Advantage
If you have gained the upper hand in Combat time is in rounds. A round is
some way, take advantage by rolling enough time for a back and forth
an additional dice and favouring between foes.
success. If you are on the back foot,
take disadvantage by rolling an Dungeoneering time is in turns. A
additional dice and favouring failure. turn is enough time to do most things
Rolling two successes, is not a full you’d do as you explore a dungeon.
success. Journeying time is in watches. A
watch is enough time to travel a hex,
Multiple advantages and and there are three every day.
disadvantages cancel each other out.
You can trade advantage for special or Downtime is in weeks. Seven days of
greater effect, by negotiation with the real time between gaming sessions
referee. If an NPC has advantage, earns a week of downtime actions.
consider it disadvantage to the PC.

4
5
Creating a player character

Filling out your Choose an ethos


character sheet Make up your own, or choose one.

Roll ability scores Choose equipment


Roll 2d6+3 six times and jot down the Choose as per your class package.
total for each roll. Assign the scores
to your character’s six abilities. Choose your station
Choose from poor, work-folk, gentry
Generate saving throws or noble.
Roll as above, or assign the value of
each of your ability scores to a saving Languages
throw. Fighters, paladins, rangers and You can know a number of languages
barbarians have proficiency in saving up to one quarter of your intelligence
throws vs. steel, wizards vs. score, rounding up. Common and your
transformation, rogues vs. wands, and heritage’s dialect do not count
priests, monks and psionicists vs. towards this number.
domination.
Class-specific gaps
Choose a class If you’re a wizard, your memory is 3,
Choose from fighter, ranger, paladin, and you choose 3 spells for your
thief, bard, priest, wizard, barbarian, spellbook. Tick the ones you have
monk, and psionicist. memorised. If you’re a priest, your
piety is half your Charisma rounded
Choose advancements up. If you’re a Psionicist, your Psi Pool
Choose two advancements as per your is your Intelligence. Priests and
class package. You can take a single paladins have a patron and must
advancement multiple times. write their obligations to them.

Choose proficiencies Finish


You can choose up to five from the Work with your referee and the other
list or create your own. You can use players on important NPCs like your
these five proficiencies to gain patron. Describe your character and
mastery in certain ones, as per the choose spells, if any.
proficiency section.
Expect gaps
Hit points You will probably have some gaps,
Start with 10 hit points, or hit points like spells if you’re a warrior or thief,
equal to your Consitutition. You have patrons or piety if you’re not a priest,
1 healing dice (HD) of 1d4. memory if you’re not a wizard.
Nobody will have followers or
domains at first-level, and you won’t
Create a heritage have much equipment or any money.
Make up your own, or choose from
starshine or murkewood elf, hillock If you create a backstory, limit it to
dwarf, harfoot halfling, chimerian, 1-2 lines. You are not the main
wolf-touched or devil-marked. character of this story... Yet!

6
Classes

Fighter each level. You have advantage on


saving throws against steel or
Gain proficiency in a weapon of your domination (your choice).
choice and proficiency in an armour
of your choice at first-level. Take two • Add a new proficiency slot
advancements from the following list
at first-level and an additional two at • Gain the spiritual mission
each level. You have advantage on downtime proficiency
saving throws against steel. • Increase charisma or strength by
1, to a maximum of 18
• Add a new proficiency slot • Increase a saving throw by 1
• Increase Strength by 1 to a • Turn undead (once per turn and
maximum of 23 once per creature)
• Increase a saving throw by 1 • Divine smite (spend 1d6 HP to
• Increase the size of your HD by 1 inflict 1d8 additional radiant
before ninth-level damage on a successful attack, or
other patron-appropriate damage
• Increase your number of HD at the referee’s discretion)
before ninth-level
• Detect magic at ranged rank
◦ Add a second attack per round (devilry)
once from seventh-level
• Lay on hands (2 HP per level,
◦ Add 3 HP to your HP total from touch rank, once per day)
ninth-level
• Cure disease (touch rank, once
◦ Can take elite followers from per week)
ninth-level
• Aura of protection (+1 saving
◦ Add a third attack per round once throws to allies in same melee
from 13th level range)
• Increase the size of your HD by 1
At first-level, gain the armour and from ninth-level
weapon you have proficiency in, and
two other items, randomly. • Increase your number of HD
before ninth-level
Super-strength ◦ Add 3 HP to your HP total from
When a fighter raises their strength ninth-level
above 20, they do not fail strength ◦ Learn a priest spell from ninth-
checks on a 20. Above 20, they are as level, as per a priest of 8 levels
strong as a hillock giant, a sturm lower.
giant, or a titan respectively.

Paladin
Gain proficiency in a weapon of your
choice ,proficiency in an armour of
your choice, and proficiency in horse
riding at first-level. Take two
advancements from the following list
at first-level and an additional two at

7
Classes

At first-level, gain the armour and • Mark each time you prepare and
weapon you have proficiency in, and encounter a specific creature. For
two other items, randomly. You may every five marks against a
sacrifice your armour for a mount. creature, your bonus to reaction
rolls, damage and tracking
At first-level, you take a patron — increases by 1 against that
your order, your religion, your god or creature.
something else — an ethos specific to • Gain advantage on reaction rolls
them, and an obligation to them. with beasts
• Increase the size of your HD by 1
Ranger before ninth-level
• Increase your number of HD
Gain proficiency in a weapon of your before ninth-level
choice and proficiency in either
tracking or calm wild animal at first- ◦ Add 3 HP to your HP total from
level. Take two advancements from ninth-level
the following list at first-level and an ◦ Learn a priest spell from ninth-
additional two at each level. You have level, as per a priest of 8 levels
advantage on saving throws against lower.
steel or wands (your choice). ◦ Gain animal followers from
ninth-level.
• Add a new proficiency slot
• Increase strength or dexterity by At first-level, gain the armour and
1, to a maximum of 18 weapon you have proficiency in, and
• Increase a saving throw by 1 two other items, randomly.
• Gain a favoured terrain. You can
prepare for a a single encounter Thief
in that terrain with a creature
native to that terrain. Gain proficiency in a light weapon of
your choice and proficiency in one of
• Both your terrain and the pick pockets, open locks, detect noise,
creature are specific: Not forest, sneak, climb walls or decipher script
but “the forests of the Far Reach”; at first-level. Take two advancements
not orc, but “Icewatch Orcs”; not from the following list at first-level
dragon, but “White dragon” or and an additional two at each level.
“Ice drake”). If you are in a similar You have advantage on saving throws
terrain to your favoured terrain, against wands.
gain half the bonus, rounded
down.
• Add a new proficiency slot
• Declare the creature you are
preparing to encounter during a • Gain a new proficiency in pick
rest watch. You gain +1 on pockets, open locks, detect noise,
reaction rolls against the sneak, climb walls, or decipher
creature, threaten +1 damage script.
when attacking during that • Increase Dexterity by 1 to a
encounter, and gain +1 when maximum of 18
tracking the creature. • Increase a saving throw by 1

8
Classes Classes

• Add a new proficiency slot


• Increase charisma by 1, to a
maximum of 18.
• Increase a saving throw by 1
• Gain a new proficiency in
disguise, acrobatics, juggling,
forge documents, climb walls,
ventriloquism or any game
• Increase the size of your HD by 1
before ninth-level
• Increase your number of HD
• Increase the size of your HD by 1 before ninth-level
before ninth-level
• You gain advantage on reaction
• Increase your number of HD rolls with non-beasts
before ninth-level
• You learn to give a performance
• If you are hidden from your for one turn that grants all allies
opponent, you can backstab them who hear it advantage on their
to threaten an additional 1d6 next morale check, next saving
damage. This can be taken again throw or next attack roll.
from 7th and 13th level to
increase damage threatened by an • You learn to how to counter any
additional 1d6 HP each time. music-associated magic by
performing against it.
• You can try to use wizardly scrolls
– although the referee will roll • You always know a legend or
1d6 and on a 1, the magic will rumour about a hero or magical
backfire and likely be dangerously item, although the referee will
overpowered in its effect or do roll 1d6 and on a 1, that rumour
the precise opposite of what you or legend will not be entirely true.
intended. • You can always try to use written
◦ Add 2 HP to your HP total after magic — scrolls, books. The
ninth-level referee will roll 1d6, and on a 1,
the magic will backfire, be
At first-level, gain the light weapon overpowered or do the opposite of
you have proficiency in, tools needed your intention.
to perform your proficiency, and two • You are a polyglot
other items, randomly. ◦ Learn a random wizard spell after
third-level, as per a wizard of one
Bard third the level, rounded down
◦ Add 2 HP to your HP total after
Gain proficiency in a light weapon of ninth-level
your choice and proficiency in one
musical instrument at first-level. Take
two advancements from the following At first-level, gain the light weapon
list at first-level and an additional two you have proficiency in, the musical
at each level. You have advantage on instrument you have proficency in,
saving throws against wands. and two other items, randomly.

9
Classes

10
Classes

Polyglot • Gain the spiritual devotion


There is always a chance you know a downtime proficiency
few words in a language you • Increase Wisdom by 1 to a
encounter, secret or not, although you maximum of 18
always need proficiency to speak a • Increase a saving throw by 1
dialect fluently.
• Turn undead (once per turn and
d20 Result once per creature)
• Increase the size of your HD by 1
1-2 You know nothing of this before ninth-level
language.
• Increase your number of HD
3-6 You can read a fourth of the before ninth-level
words in this language.
◦ Add 2 HP to your HP total after
7-15 You can read and speak a ninth-level
fourth of the words in this
language, but cannot At first-level, gain any religious
understand it unless the accoutrements you require for your
speaker speaks to you as an religion, an improvised weapon, and
imbecile. two other items, randomly.
15-19 You can half read, speak and
a fourth understand the At first-level, you take a patron —
language. usually your god, an ethos specific to
19-20 You can half read, speak and them, and an obligation to them.
understand the language.
Priestly magic
You are more likely to be able to read Priests need not memorise a spell to
a language than be able to speak it; cast it, but they must spend a watch
more likely to be able to speak it than dedicated to their priestly devotions.
understand when it is spoken to you. During priestly devotions, as you pray
to your god, recite your deeds of the
Priest day. If your deeds impress your god,
gain 1 piety. If they are contrary to
Gain a granted power appropriate to their ways, or you do nothing to move
your deity (see the granted power list your god, your piety remains the
for examples), and proficiency in your same.
religion at first-level. Start with Piety
equal to half your Charisma. Take two You may expend one piety to cast the
advancements from the following list exact spell you want, up to your level.
at first-level and an additional two at If you do not want to spend piety,
each level. You have advantage on state the spells name, and make a
saving throws against domination. reaction check, modified by your
piety: You gain advantage on this
• Learn a priest spell of a level check if you make an appropriate
equal to half of your level sacrifice, as detailed by the spell
rounded down. description. The value of the sacrifice
• Add a new proficiency slot is always costs 100gp x the spells level

11
Classes

(although you may find other means If the targets saving throw against
to obtain it than purchasing). turning is less than 1, if you succeed,
you are locked in battle with them
This spell must be the next spell you until a second turn undead is
cast, until your next priestly completed. The powerful undead is
devotions, unless you expand piety to staggered, and only rolls against half
get the spell you want. There is no their the score (round down) of the
limit on the amount of spell’s you can first round, in the second.
cast in a day.
For example, Gareth, second-level
d20 Result priest, turns a 4 HP skeleton, a 13
HP ghoul, and a 50 HP lich.
1-2 Unreceptive. You gain access Gareth rolls 1d20 and subtracts 2
to an inconvenient spell at a for his level, for a result of 8. The
random level. skeleton (saving throw against
3-6 Suspicious. You gain access to turning of 10–1) flees. The ghoul
a random or inconvenient and lich (saving throw against
spell at a similar level. turning of 10–3 and 10–11) are
7-15 Uncertain. You gain access unaffected.
bro a similar spell at a similar
level. Sir Chard, a third-level paladin,
15-19 Deliberating. You gain access faces the same three undead. Sir
to the spell you want. Chard rolls a natural 1 on the
19-20 Receptive. You gain access to d20, both the skeleton is
a similar spell, at a higher level destroyed, the ghoul flees, and
than you can usually cast. Gareth is locked in battle with the
lich. Gareth rolls 1d20 the second
Turning Undead attempt and subtracts 1 (half the
modifier of a priest), for a result
To turn undead, roll 1d20 and of of 8. The lich (saving throw
subtract your level, or half your level against turning of 10–5 now)
rounded down, if you are a paladin. licks its lips and begins to chant
You must roll under the undead arcane vocalisations.
creatures’ save vs. turning.

Turning affects all undead in reach Granted powers


rank. If you roll a natural 1, any You can choose one major granted
undead equal that have HP equal to power, or two minor granted powers
or less than 5 x your level are as suits your deity.
destroyed instantly.
Major granted powers
To calculate the save vs. turning, the
referee divides their HP by 5 • Call lightning. On a success, the
(rounding up), and subtracts it from target is paralysed for a round. On
10. This calculation should already be a critical, threaten 1d6 damage
performed for undead in the Monster per level. On a critical failure,
Lists. they attempt to turn your
lightning back against you.

12
Classes

• Inspire fear. Not effective turn. At eighth-level, choose two:


against undead, and no additional for one hour, yourself and one
effect on a critical. other, or three times in a sunrise.
• Suggest a reasonable action. On • Automatically succeed on a
a success, they undertake your specific saving throw, once per
action for a time up to your level sunrise. At eighth-level, choose
in hours. On a critical, they two: for that saving throw the
continue until the task is done. target is always 10, automatically
On a critical failure, they suggest succeed three times per sunrise,
to you. or automatically succeed for
• Inspire Rage. On a success, they anyone in reach range of you.
rage until the battle is done with Examples include charm effects,
1 bonus to threat and attack. On a paralysis, energy drain, ranged
critical, the bonus is equal to your weapons.
level.
Minor granted powers
• Soothing Words, against a
specific group you choose when
you take the advancement. On a • Identify a category of persons,
success, strong emotions are places, or things in melee range
soothed and reactions are now (beast, script, monster, spell)
neutral. On a critical, magically • Detect a category of persons,
affected emotions are soothed. places, or things in melee range
• Shapechange, once per sunrise, (graves, cheating, matching or
taking only your clothing and one opposing ethos, secret, depth
item in each hand. Choose a underwater, treasure, passage of
single animal incapable of time)
threatening damage. At eighth- • Analyse a category of persons,
level, choose two of: change into places, or things in melee range
any animal, change three times for additional information
per sunrise, or heal d6 times your (plants, fields, quality of goods)
level whenever you change. • Immunity to something minor
• Waterbreathing, once per (spoiled food, intoxication,
sunrise, affecting only yourself, feeling cold)
for one turn. At eighth-level, • Defy obstacle (ice isn’t slippery,
choose two: yourself and one climb doesn’t slow, underbrush
other person, three times per can be ignored, pass through fire)
sunrise, affect a bubble ten feet in
diameter, for one hour. • Speak a specific unusual
language (birds, wolves,
• Infravision, once per sunrise, brownies)
affecting only yourself, for one
round. At eighth-level, choose • Lay on hands or lay on harm
two: simultaneous normal vision once per day as per paladin
and infravision, for one turn, or • Cause a specific small sensory or
yourself and one other person. physical effect (booming voice, a
• Walk on water, once per sunrise, candle flame, glowing eyes, cold
affecting yourself only, for one snap, a flower blooms, birds sing)

13
Classes

14
Classes

• Weapon mastery (bows, their power by storing spells in scrolls


hammers) and wands.

Wizard Spell books


Spell books contain between 1 and 5
Gain one spell at first-level and spells, depending on the level of the
proficiency in arcane knowledge at spell. Spell books are rare and must
first-level. Take two advancements be sought out in tombs or stolen from
from the following list at first-level towers, and each has its own name
and an additional two at each level. and history. The characters and
You have advantage on saving throws formulae of the spell urgently
against transformation. attempt to leap from the page. You
cannot make a spell book, but once
• Learn a wizard spell of a level you have one, you can learn the spells
equal to half of your level within it by researching a spell in
rounded down downtime. You can either keep spell
• Increase Intelligence by 1 to a books in your inventory, where they
maximum of 18 take up one inventory slot each, or
you can keep them in a library when
• Add a new proficiency slot you go adventuring.
• Gain the inscribe scroll, study
spell book, charge wand, or create A spell book has a total number of
spell book downtime proficiency chapters equal to 5. A spell takes a
• Increase a saving throw by 1 number of chapters in a spellbook
• Gain proficiency in magical equal to its level divided by 2
research (rounded up). Therefore, a spellbook
can have 1 x eighth-level spell and 1 x
• Increase the size of your HD by 1 second-level spell in it; or 2 x second-
before ninth-level level spells and 1 x sixth-level spells.
• Increase your number of HD
before ninth-level Memorising
◦ Add 1 HP to your HP total after A wizard can take a watch to
ninth-level memorise spells, preparing the spells
they expect to need the following day.
At first-level, gain any components or In order to do so, they must have
focuses you require for your magic, an access to a spell book containing the
improvised weapon, probably a staff, spell — they cannot memorize a spell
a spellbook containing 4 first-level whose spell book they cannot access.
spells including the Cantrip spell, and A wizard can memorise a number of
two other items, randomly. spells equal to their level plus 2. They
can release previously memorised
Wizardly magic spells from their mind if there is no
Magic works by memorising syllables, further need for them.
and the brain can only accomodate a
certain number at once. When the Casting
syllables are uttered, the spell To cast a wizard spell, the wizard
disappears from the mind. Because of simply utters the syllables. If the
this limitation, wizards often enhance wizard is interrupted, the spell is not

15
Classes

cast, but the syllables are not released ◦ Add a second attack per round
from their memory. Some spells have once from seventh-level
more syllables, and take more time to ◦ Add 6 HP to your HP total from
cast. These specifics are noted in the ninth-level
description of the spell.
◦ Can take followers from ninth-
level
Ravager ◦ Add a third attack per round once
from 13th level
Gain proficiency in a melee weapons
of your choice and proficiency in At first-level, gain the weapons you
unarmed fighting at first-level. Take have proficiency in, and two other
two advancements from the following items, randomly.
list at first-level and an additional two
at each level. You have advantage on
saving throws against steel. Rage
You can choose to go into a rage, or
• Add a new proficiency slot involuntarily go into a rage when
under pressure if you fail an ill-
• Increase Strength by 2 to a fortune saving throw. You may
maximum of 20 continue to rage until someone is
• Gain 1d6 of natural armour, that incapacitated or slain, but may not
can only be used if not wearing cease unless you just incapacitated or
additional armour slew someone. While raging, you gain
• Gain 1 rage per day. If you have a advantage on all attacks, roll an
rage remaining in your day, you additional damage dice, gain 1d6 HP,
may go into an involuntary rage if and have advantage on domination
you fail a domination saving saves. You cannot choose to change
throw. targets. When you come out of a rage,
you take 1d6 damage.
• Increase a saving throw by 1
• You cannot be surprised Super-strength
• Gain magic resistance against 1 When a ravager raises their strength
type of magic to 20, they do not fail on a strength
• Animal spirit. Choose a specific checks on a roll of 20.
aspect of an animal, for example,
leap like an eagle; bite like a wolf;
strong as a bear, flexible as a Monk
snake; slippery as a salmon. You Gain proficiency in unarmed fighting
can take on this quality once per at first-level. Take two advancements
day. Negotiate with your referee from the following list at first-level
what this means contextually. and an additional two at each level.
• You only need to sleep every You have advantage on saving throws
other day. against steel.
• Increase the size of your HD by 1
before ninth-level • Add a new proficiency slot
• Increase your number of HD • Increase Strength or Dexterity by
before ninth-level 1 to a maximum of 18

16
Classes

• Once per day, you can stun an • Learn a new psionic devotion, or
opponent when you successfully expend two advancements to
hit them with an unarmed attack learn a new psionic science
• Once per day, you can deflect a • Increase your psi pool by 10
missile without making a saving • Add a new proficiency slot
throw
• Increase Constitution or Wisdom
• Do not take any damage from by 1 to a maximum of 18
falling a distance equal to 10 x
your level in feet • Gain the instill psionics
downtime proficiency
• Your unarmed attacks are
considered magical weapons • Gain the focus psionics rest
action proficiency
• Gain resistance to poison,
disease, or charm ◦ Increase the size of your HD by 1
before ninth-level
• You gain advantage on
domination saving throws ◦ Increase your number of HD
before ninth-level
• Once per day, you can instantly
heal yourself 1d6 HP of damage ◦ Add 3 HP to your HP total from
ninth-level
• Increase the size of your HD by 1
before ninth-level
At first-level, gain an improvised
• Increase your number of HD weapon equivalent to a club or
before ninth-level dagger, and two other items,
◦ After ninth-level, when you stun randomly.
an opponent, you may choose for
them to make a Transformation Powers and psi pool
saving throw or die instantly Psionic powers are manifested by
◦ Add a second attack per round sheer force of will. Make an ability
once from seventh-level check using the power’s declared
◦ Add 3 HP to your HP total from ability. On a failure, you do not
ninth-level manifest the power.
◦ Add a third attack per round once
from 13th level The body and mind can only sustain
so much. Unless you roll a full
success, subtract a psionic power’s
At first-level, gain two items, cost from your psi pool when you use
randomly. it. If your psi pool is empty, you can
instead subtract it from your HP.
Psionicist Because of this limitation, psionicists
often spend as much time perfecting
Gain a psionic devotion and their body as their mind. Your psi
proficiency in meditation at first-
level. Take two advancements from
the following list at first-level and an
additional two at each level. Start
with a psi pool of equal to your
Intelligence. You have advantage on
saving throws against domination.

19
Proficiencies

pool returns to its full amount when For example:


you rest uninterrupted. Lyre; Leather Armour (1); Fluent
(frostwood elfish); Inscribe scroll
Focus psionics (2)
Spend a rest action meditating on As an advancement, a PC can choose
focusing your psionic power and to gain a proficiency slot. During
gathering your energy, and make a downtime, a PC can use that
fortune roll. On a failure, gain 1d6 psi proficiency slot to gain a proficiency
pool above your usual total; on a by taking the training downtime
partial success gain 2d6 psi pool action. By default proficiency slots are
above your usual total; on a full empty, and you need to train with a
success gain 3d6 psi pool above your teacher to gain proficiency.
usual total.
Proficiency is required to use most
Dual classes equipment: Armour, shields,
weapons, lock picks, musical
If you find a teacher and train with instruments or games of chance. You
them as if you are trying to gain an cannot use something to perform an
proficiency for 1 month, you can take ability check without proficiency.
your next level in a new class. You do Proficiencies always include the use
not gain any of the starting abilities of relevant equipment. For example a
of your new class, and you can lock picking proficiency includes use
henceforth take advancements in of lock picks, and a blacksmithing
either class, as you choose. For ease proficiency includes use of a forge.
when using spells and other abilities,
record your level in each class If you spend a second or more
separately (E.g. Fighter 3 / Wizard 2). proficiency slots on the same
proficiency, you gain mastery. For
Proficiencies each level of mastery, gain 1 bonus to
your ability checks using that
A proficiency is something that a proficiency.
character has expertise in. Almost
anyone in a fantasy adventure game Only fighters can have mastery in
can ride a horse, for example, but in weapons; however, aside from that
order to ride a horse in battle, leap a restriction, any PC can take any
ravine, or engage in a race — any proficiency and have mastery in any
example where the character is under proficiency.
pressure — you need proficiency.
Training
At first-level, you have 5 proficiency
slots. The first proficiency slot you Proficiencies do not leap unbidden
spend on a skill gains you proficiency, and fully realised into your mind.
and for each slot spent thereafter, you After first-level, you must train, study,
gain a mastery bonus of 1. and practice to learn a new
proficiency or gain further mastery.
This occurs during downtime (refer to
downtime section).

20
21
Heritages

Downtime proficiencies lock-smithing, tracking, anatomy,


Some downtime actions require a engineering, knowledge of a specific
proficiency to perform. These religion.
downtime proficiencies are only
available through unique class Language proficiencies
advancements, and are hence It is assumed you are proficient in the
restricted to those classes. Examples dialect of your people. If you have a
include inscribe scroll and charge proficiency in another language, you
wand for a wizards. If you choose to can study to improve your capability
take a downtime proficiency, you do in that language at the cost of one
not gain advantage on any rolls, but proficiency slot. Your proficiency
rather gain access to a new action to moves from poor to basic; basic to
choose from during downtime. fluent; or fluent to erudite.
These proficiencies include: Library
research, inscribe scroll, spiritual Heritages
devotions, rumour-mongering, study For your heritage, pick or randomly
spellbook, charge wand. roll:
Potential proficiencies • Two minor heritable traits or one
Farm a specific crop, train a specific major heritable trait
animal, create a specific art, smith a • One heritable foible
specific metal, sail a specific boat,
build a specific boat, brew a specific • One ethos
alcohol, carpentry, cartography, • Create a small action or daily
cheesemaking, cobbling, fancy ritual your heritage performs
cooking, dancing from a specific • Name your heritage
heritage, drinking heavily without
suffering ill-effects, etiquette of a You can choose one of the below
specific court, falconry, fishing, heritages, but it is better to make your
fungus-foraging, mining in a specific own unique heritage, such as a
location, orienteering, poetry of a frostwood elf, a southern reach
specific heritage, pottery, riding a dragonborn, or a deepcove dwarf.
specific type of steed, knots, singing
from a specific heritage, masonry,
swimming, tailoring or dressmaking Chimerian
of a specific heritage, weaving, These humans of the chimerian
winemaking, armoring, bowying, foothills are hardy and proud folk of a
fletching, jousting, use of herbs from noble lineage. A chimerian gets no
a specific location for minor ills, heritable traits, but no foibles either.
history of a certain location, A chimerian will never flee. Thunder
astrology, book-binding, read (and is the sign the gods are angry; we
perhaps speak) a specific language, must avoid repeating what we did this
law of a specific location, day.
cryptography, stage-disguise,
jewelling, a specific set of circus- Starshine elf
tricks, lip-reading, hunting a specific Fragile and quick, starshine elves live
animal, trapping a specific animal, a playful existence on Starshine

22
Heritages

Mount, a labyrinth of magic, secrets Wolf-touched


and riddles. Choose two of: Many grandfathers ago, the wolf-
proficiency (sense secret doors), touched were infected with a foul
magic resistance (sleep) or curse. Their descendent dwell
ultravision. Never leave a riddle together in Moonshade Glade, living a
unsolved! Starshine elves only life of hard work and hard play. Daily
remove their greystone cloak when polymorph self at HP cost of 4d6,
assured of safety. vulnerable to silvered weapons. I
cannot leave shelter when the moon
Hillock dwarf is full. When the moon is new, we
celebrate with drinks for all!
These stocky, sturdy folk dwell in the
Hillock Vale and are wealthy from Devil-marked
gold-mining. Choose two of Communities of devil-marked are
proficiency (sense slope, direction or close-knitted, largely because
depth), proficiency (hammer), or outsiders often regect them; but they
infravision. A Hillock dwarf will are kind and protective of any they
always win a negotiation. Whenever I adopt as their own. Magic resistance
see folk die, I must ward off the spirit (devilry), always recognisable (due to
of fate lest he take me next. horns and vestigial bat-wings). Never
set foot in a god’s holy space. If a bat
Harfoot halfling comes near, I must repeat the phrase
These kind-hearted folk enjoy pipe- “Protect me from His eyes” thrice, to
smoke and rich breakfasts. They live avoid the attention of the devil
on the hills in manicured villages. Agremach.
Proficiency (hide in foliage), magic
resistance (fear), too small for
common armour and clothing. Only a
fool would ever fight fair. When one
requests a harfoot for assistance, they
must always accept in exchange for a
golden coin.

Murkwood elf
Rough-and-tumble, these elves keep
their feelings close to their chest. The
murkwood isn’t a place for
vulberability. Magic resistance
(charm), proficiency (hide in foliage),
ultravision. Protect the borders of the
Forest of Murk from outsiders. Each
month when the Maiden and Full
Moon are together in the sky, we must
celebrate by drinking honey wine with
our family, and take no rest.

23
Heritages

Minor heritable traits 3. Daily Polymorph Self or other


Minor heritable traits are typically spell cast at fourth-level, at HP
limited or low-level. cost of 4d6
4. Natural armour against non-
1. Magic resistance (sleep) silvered weapons (2d6)
2. Magic resistance (charm) 5. Natural armour against slashing
3. Magic resistance (fear) damage (2d6)
4. Proficiency (weapon) 6. Natural armour against piercing
damage (2d6)
5. Proficiency (language)
7. Natural armour against crushing
6. Proficiency (favoured enemy) damage (2d6)
7. Proficiency (speak to a specific 8. Immunity (charm)
species of animal)
9. Immunity (sleep)
8. Proficiency (hide in foliage)
10. Immunity (fear)
9. Proficiency (hold breath)
11. Advantage on saving throws
10. Proficiency (mimic sound) (poison)
11. Proficiency (track by scent) 12. Advantage on saving throws
12. Proficiency (sense slope, direction (wands)
or depth) 13. Advantage on saving throws (ill-
13. Proficiency (sense tunnel safety) fortune)
14. Proficiency (sense secret doors) 14. Magic resistance (priestly)
15. Daily Control Fires or other spell 15. Magic resistance (wizardly)
cast at 1st level at HP cost of 1d6 16. Magic resistance (devilry)
16. Natural armour against fire (2d6) 17. Natural attack (2d4 melee)
17. Natural armour against cold (2d6) 18. Natural attack (1d4 reach)
18. Powerful leap (unencumbered 19. Natural attack (1d4 charge)
only)
20. Flight (unencumbered only)
19. Prehensile appendage (tail,
tentacle, etc.) Heritable foibles
20. Natural attack (1d4 melee) Heritable foibles are small negative
effects.
Major heritable traits
Major heritable traits are more 1. Infravision, but no normal vision
specific but powerful and all spell-like 2. Ultravision, but no normal vision
abilities last until sunrise and can
only be used on self. 3. Too large for common armour
and clothing
1. Daily Invisibility or other spell 4. Too small for common armour
cast at second-level at HP cost of and clothing
2d6 5. Always recognisable as heritage
2. Daily Monster Summoning I or (horns, tentacles, eyes, etc.)
other spell cast at third-level, at 6. Vulnerable to magic (charm)
HP cost of 3d6 7. Vulnerable to magic (fear)

24
Ethos

and a response that you and your folk


do. Create your ritual or social action,
or roll 1d10 on each column for
suggestions:

d10 Call Response


1 Celestial sign Celebration
2 Animal activity Meditation
3 Specific accident Prayer
4 Weather event Utterance
5 Magical sign Gesture
6 Meeting of minds Physical touch
7 Injury Ward
8 Request for Garment
8. Cause magical items to assistance
malfunction when using them as 9 Death or loss Grooming
a consequence
10 Unexpected Mourning
9. Disadvantage when exposed to change
hot weather
10. Disadvantage when exposed to
dry weather Ethos
11. Disadvantage when exposed to All PCs have one or more ethos.
cold weather
12. Threaten damage when exposed An ethos can be a belief or a stricture.
to loud noises
13. Vulnerable to fire damage • A belief is a folkway, philosophy
or superstition, taking the form
14. Vulnerable to lightning damage of: This action is always the
15. Vulnerable to cold damage correct action.
16. Vulnerable to poison damage • A stricture is a ritual, act of
17. Vulnerable to silvered weapons service, or behaviour, taking the
18. Magic (divine) ineffective at form of: This is true; therefore, I
random must do that.
19. Magic (wizardly) ineffective at PCs gain experience for following
random their ethos, at the referee’s discretion.
20. Magic (devilry) ineffective at A guideline is if there is great cost,
random gain 2 XP, at a cost, gain 1 XP, and at
no cost, gain no XP.
Create a ritual
A ritual or social action is something If an NPC holds the same ethos it may
that happens regularly, and is provide a bonus or penalty to a
reflective of your heritage. Usually it reaction roll.
consists of a call or external prompt,

25
Equipment

Potential ethos
d6 Ethos
1 Mercy must be given to all beings
2 Violence is never the answer
3 Stealing is always wrong
4 Merchants are always dishonest;
therefore, they may always be
swindled
5 Gods are evil; therefore, priests
must not be tolerated
6 We are all monsters; therefore, all
monsters should be treated with
kindness General equipment
Most equipment simply does what it
Equipment does. Climbing gear is for climbing.
Wagons cannot be used off roads.
You have five slots for worn gear When in doubt, discuss your
(head, hands, feet, body) and a belt equipment with the referee.
pouch in which to hold 50gp or
similar small items. If you fill only If equipment is not listed with
these six slots, you are mechanics in brackets next to it, it
unencumbered. grants a success in a relevant
challenge, facilitates the use of a
You have additional equipment slots proficiency, or is subject to a general
equal to your strength in your pack rule.
(or equivalent). If you fill up to six
slots of these slots, you are lightly • Ale (1gp per round)
encumbered. If you fill over six slots
of these slots, you are heavily • Blacksmith’s tools (heavy, 50gp)
encumbered. If your equipment is in • Ball bearings (1000 for 5gp)
these pack slots, you can cast your • Bell (light, 1gp)
pack off, and cease to be encumbered • Bear trap (heavy, 5gp)
until you pick it up again.
• Block and tackle (1gp)
If you are lightly encumbered, any • Book (25gp)
movement (for example run, jump or • Caltrops (light, 20 for 5gp)
swim) or combat check suffers • Candle (light, 10 for 1gp)
disadvantage. If you’re wearing a
• Chain (heavy, 10 feet, 5gp)
heavy item, you are always lightly
encumbered. • Chalk (light, 10 for 1gp)
• Climbing gear (25gp)
If you are heavily encumbered, any • Fishing tackle (heavy, 5gp)
movement or combat under duress • Grappling hook & rope (30 feet,
cannot be performed. 10gp)
• Iron spikes (10 for 10gp)
• Journal (light, blank, 10gp)

26
Equipment

• Lantern (5gp, 10gp for hooded) All wagon-sized mounts or vehicles


• Lock (25gp) provide 20 inventory slots.
• Magnifying glass (light, 100gp)
Flying mounts do not provide
• Manacles (10gp) inventory slots.
• Oil flask (1 use, 1gp)
• Pen & ink (light, 5gp) • Horse (100gp)
• Pole (heavy, 10 feet, 1gp) • Canoe (50gp)
• Rations (heavy, 2 weeks, 1gp) • Wagon (150gp)
• Tent (heavy, 10gp) • Sailboat (5000gp)
• Tinderbox (light, 1gp)
Weapons
• Torch (10 for 1gp)
All weapons have a damage type and
• Waterskin (1gp) a range that is usually self-evident
(broadsword is slashing; rapier is
Weight piercing; club is crushing; a glaive or
Small items are the size of a coin and spear is reach range and a crossbow is
about two or three handfuls of them ranged range). Damage type should
fit in your belt pouch or in one slot. only be mentioned if it is unusual.

Light equipment is purchased in a All weapons have a dice value that


set of two and two fit in an inventory should always be listed.
slot.
For example:
Heavy or unwieldy equipment (like Long bow (heavy, 1d10) — left
plate armour or a ten foot pole} takes unsaid is piercing, ranged
two inventory slots.
• Battle axe (1d8, 50gp)
50gp or equivalent small items take • Long bow (heavy, 1d10, 75gp)
up one slot (usually your belt pouch).
• Short bow (1d6, 30gp)
Quality • Club (1d6, 10gp)
Fine equipment is more effective for a • Crossbow (heavy, 1d6, 35gp)
significantly higher price. For each • Dagger (light, 1d4, 10gp)
level of fine, gain 1 bonus, and the • Mace (1d6, 20gp)
price doubles.
• Throwing axe (light, 1d6, 10gp)
For example: • Glaive (heavy, 1d6)
Lock (Fine 3, 100gp) • Quarterstaff (heavy, 1d6, 10gp)
• Spear (1d6, 20gp)
Mounts and vehicles • Long sword (1d8, 50gp)
All horse-sized mounts or vehicles • Short sword (1d6, 40gp)
provide 10 inventory slots. • Two-handed sword (1d10, 80gp)
• Warhammer (heavy, 1d8, 50gp)

27
Station & patrons

Armour work-folk, gentry or noble. When you


Armour is used to prevent certain make a reaction roll it is with
types of damage up to its total HP. disadvantage if they are not if your
When it has no further HP it is station, if station is applicable.
destroyed. While it still has HP, it can
be repaired by someone with Connections
proficiency and tools. Most armour If you are poor, you have connections
only protects from one or two sorts of amongst the petty criminals and the
damage; mundane armour protects downtrodden; if you are work-folk,
against all non-magical damage. you have connections among clerks,
servants and white-collar criminals; if
• Rubber shirt (10 lightning, 500gp) you are gentry, you have connections
• Leather (12 slashing or piercing, among knights, advisors, and
100gp) merchants; if you are nobility, you
have connections at court, through
• Padded (12 crushing, 125gp) marriage, and between nations.
• Studded, 12 mundane,150gp)
• Scale (heavy, 14 piercing, 200gp) Changing station
• Chain (heavy, 14 slashing, 300gp) You cannot simply change station.
• Plate (heavy, 16 mundane, You can only become work-folk by
1000gp) keeping 500 GP hidden safely away;
can only become gentry through
• Full plate (heavy, 18 mundane, owning property and can only become
4000gp) nobility through royal decree. Your
• Steel helm (5 piercing or slashing, station can be lost in a similar
100gp) manner. When you change station,
you previous connections are unlikely
Shields to persist unless you have invested
Shields can be destroyed to ignore all significant time in them, and even
or half damage from a certain then will likely be affected negatively
category. They have no other effect. by the change.

• Buckler shield (light, half Patrons


mundane)
Priests, paladins and sometimes other
• Standard Shield (all mundane, classes have offered their allegiance
half magical) to a supernatural patron who
• Tower shield (heavy, all area of provides them with their power in
effect, mundane, half magical) exchange for significant obligation.

Station An NPC patron is a developed


character with undisclosed needs and
Your station provides for your basic desires. No patron offers a portion of
necessities such as housing, food and their power in exchange for nothing,
drink, animals, servants and upkeep and no patron considers a PC,
on belongings and adventuring especially at level 1, their equal.
consumables such as ammunition and
torches. A PC or NPC can be poor,

28
Experience, followers, magical duels

Obligations need to be discussed stronghold in which to house them.


with the referee during character All classes can hire followers after
creation, but should be vague enough ninth-level, regardless of whether or
for the patron to have flexibility when not they attracted them.
calling upon the PC to fulfil them.
The referee starts a domain clock Fighters attract a general (fifth-level
dictating when the next obligation is fighter), two standing battalions, and
to be called in. The patron gives the roll 1d6 for their bodyguard.
PC a mission, and the consequence of
failure is the patron’s dissatisfaction. 1d6 Bodyguard
1 3-12 x 1st to second-level
When you reach ninth-level or above fighters
and do not wish to be lord of a 2 2-5 x 1st to second-level rangers
domain, a PC of any class may offer 3 2-6 x 1st to second-level archers
allegiance to a patron – typically a PC (fighters with longbow mastery)
or NPC lord of a domain – and if they 4 2-6 x 1st to second-level
accept, become their lieutenant. You ravagers
will be given a role, such as marshall 5 2-6 x 1st to second-level
or spymaster, and be offered missions mounted
just as any other lieutenant is. These knights (fighters with warhorses
obligations are treated the same as and lance mastery)
priestly or paladin obligations. 6 1-3 x 2nd to third-level flying
knights (fighters with hippogriffs
Experience or giant eagles and crossbow
mastery)
Formative experiences — one’s first
brush with death, horror, wealth, Rangers attract an animal follower:
sacrifice, or major challenge to one’s Black bear, brown bear, dog, wolf,
ethos — change your PC. When a PC falcon, raven, tiger, lion, hippogriff,
has a formative experience, they pixie, treant, brownie.
change their ethos or personality, or
they gain a new ethos, and they Thieves attract 1-4 thieves of 1st to
advance 1 level for every 5 XP they third-level, to start a crew.
have. When a PC advances level, they
choose any two advancement their
class allows. Wizards attract 1-3 1st to second-
level apprentices.
After ninth-level, most PCs have
achieved harmony, and may choose to Priests attract 1-3 1st to second-level
train during downtime in order to acolytes, as well as the 0-level
advance instead of waiting for a members of their institution.
formative experience.

Class followers
After ninth-level, some classes have
the option to attract followers of a
special nature if they have a

29
Experience, followers, magical duels

30
31
Combat

Combat more than one person has the same


weapon speed, choose randomly.
Most actions taken while in combat
take one round. A round proceeds as If a PC rolls a full success, the next PC
follows: in initiative order goes next, skipping
the next foe in initiative order.
1. Combatants declare their
weapons. If PC or NPC take an action that does
2. Combatants proceed in order of not involve an attack (a move,
weapon speed. drinking a potion), it takes place first,
3. Follow the basic procedure until in order of highest dexterity.
each PC resolves their action.
Attack
Repeat the cycle as long as the PCs
are engaged in combat. To make an attack, make a strength
check for melee attacks, a dexterity
check for ranged attacks, or a
Surprise proficiency check if you have
If you might be surprised, make a proficiency in the weapon you are
dexterity check. On a failure, you are using.
surprised and must spend 1d6 HP. On
a success you are not surprised. On a On a success, threaten injury. On a
partial success, you suffer a minor partial success, threaten injury and
consequence. suffer a minor consequence. On a
failure, suffer a major consequence.
If you can’t see as daylight or are
carrying light, you have disadvantage. The most common minor
If you can’t see the opposing party, consequences are:
you are automatically surprised.
• You are threatened with injury,
Other modifiers can impact surprise
at the referee’s discretion, for • The opposing side goes next
example noise and state of mind. • Your morale is shaken.

If an NPC is surprised if it makes A major consequence is two of these,


sense for them to be according the or anything else.
the PCs actions. This is likely to be
the result of acting stealthily, or When you threaten injury, roll your
preparing an ambush. damage dice to find out how much HP
your target must spend to avoid
Initiative injury, or how much damage their
armour suffers.
Each weapon has a weapon speed
equal to the highest face of its NPC attacks
damage die. Combat occurs in order On an NPC’s turn, the referee declares
of weapon speed, lowest to highest. If who is threatened with damage. The
PC makes a saving throw, and the

32
Combat

referee rolls the NPC’s damage dice. proficiency if your class has
Once the damage is known, the PC proficiency in that type of saving
spends HP and armour as they see fit. throw.

Ranged attacks On a full success, take no damage and


If attacking with a ranged weapon, if no effect. On a partial success, take no
there are allies in melee combat with damage and full effect, or half
your target, on a failure or mixed damage and temporary or partial
success, randomly select an ally, and effect at referee’s discretion. On a
threaten damage against them failure, take full damage and full
instead. effect.

The save you roll depends on the type


Positioning of attack: Domination for psychic,
Each combat has one or more enchantment, or death magic, Poison
battlefields based on interesting and for physical fortitude, Wands for
interactive landmarks or objectives. magical attacks, Transformation for
anything that changes the nature of
There are three ranks in each your flesh, Steel for physical attacks
battlefield, equivalent to the three and Ill-Fortune for all else.
weapon ranges: Melee, Reach, and
Ranged. Magic resistance
If you have magic resistance, you gain
Melee weapons can only attack advantage on all saving throws with
people within their rank. magical sources, you cannot
voluntarily fail a saving throw against
Reach weapons can only attack magic, and you must fail a saving
people one rank away: from reach to throw for any magic to have effect on
melee, or ranged to reach. you, even friendly magic. Magic
resistance is always against a certain
type, for example divine, wizardry, or
Ranged weapons can attack from demonic.
two or more ranks away, but are likely
to hit allies if firing into ranks with
their allies in them. Armour
At any point, a PC can use armour
Movement takes a character between they are wearing to prevent damage
adjacent ranks, or from ranged rank against certain types of damage.
into an adjacent battlefield.
When armour has no further HP it is
Areas of effect always affect an destroyed. While it still has HP, it can
entire battlefield. be repaired by someone with the right
proficiency and tools.

Defences Safe zone


If you are attacked, make a saving NPCs don’t have saving throws, so
throw by rolling 1d20. Roll with instead have safe zones. If a PC rolls
lower than the safe zone (but also

33
Combat

lower than their ability score) on the putting a chunk of my armour


attack, the monster takes half damage squarely in the path of the axe.”
or limited effect. If a PC rolls higher “Your armour takes 1d6+4
or equal to the safe zone (and lower damage instead, and now it’s
than their ability score) on the attack, your turn. What do you do?”
the monster takes full damage or
effect. The term “save” is used to
signify both “saving throw” for PCs Flight and retreat
and “ability check using a safe zone”
for NPCs, depending on context. You may always retreat from combat
by performing a group disengagement
check against a target of twenty
Hit Points minus the highest encumbrance in
You can spend an amount of HP the party.
determined by the referee to perform
a stunt or action to avoid injury. You have advantage on the
disengagement check if you can
Being reduced to 0 HP has no retreat at the beginning of the
immediate effect. When you take initiative order. You have
damage in combat and have no HP disadvantage if you are fleeing
remaining, you die. At the referee’s because you failed a morale check.
discretion, you can take a permanent
injury instead of dying. You can jettison the items stored in
your backpack in order to lower your
If an attack doesn’t cause damage, or encumbrance.
causes an effect in addition to
damage, for example a ghoul’s On a success, you retreat and have
paralysing claws or a wrestler’s lost them at no cost. On a partial
grapple, you can’t spend HP to avoid success, you must spend 1d6 HP each
the effect, but you can only spend HP in order to retreat and lose them. On
to avoid the damage, not the effect. a failure, you must spend 2d6 HP, and
each of you have left tracks as you
“The grim-faced orc tries to spill flee. Your foes will be able to find you,
your guts with their axe!” if they so wish.
“I raise my shield to block it – but Movement speed
I failed my save vs steel!”
Slow” movement is half as fast as
“The axe whistles past your shield “Moderate” movement. “Fast”
and you feel the wind against movement is twice as fast as
your belly!” “Moderate” movement. Movement
“I leap back and block with my speeds are only relevant in flight and
sword!“ retreat, as the faster creature
“That’ll cost 1d6+4 HP!” according to movement speed gains
“Yipes, I only have 6 HP left, I advantage on flight and retreat. They
can’t take that risk. I spin around, are not relevant in travel, when even
fast creatures cannot keep up high
paces for long periods.

34
Combat

Morale memorised that logically cancels that


spell out, a PC must make an
When your morale is shaken, make a Intelligence check (for wizards) or
morale check. NPCs use their morale Wisdom check (for priests), and
rating; PCs use their wisdom score. consult the table. If the NPC makes
the attack, the PC must make a saving
The referee may grant advantage or throw vs. Wands, and consult the
disadvantage to either the Pcs or table.
NPCs, depending on factors such as
training, overwhelming opposition, Repeat each combat round until one
ethos, and how their allies are faring. or the other is defeated. When a
wizard is defeated, they lose all their
On a full success, you rally and fight memorised spells and the final spell
on. On a partial success, your first cast in offence against them takes
concern is calculated retreat. On a effect as if it were a critical success.
failure, your first concern is The winning spellcaster expends only
immediate escape. the final spell. For priestly duels,
ignore references to memorisation.
When a priest is defeated, they
Magical duels expend all their piety, and the final
If two wizards engage in a magical spell cast in offence against them
duel, they both act last in initiative. If takes effect as if it were a critical
either of them act during the round success.
prior, they cannot choose a spell in
the spell duel. If the PC wizard suffers Ability check Saving
an injury during the round prior, or is throw
forced to move to avoid injury, they Critical -3 AD
take disadvantage on their rolls for success
the round. If the NPC wizard suffers Full -2 AD Nil effect
an injury during the round prior, or is success
forced to move to avoid injury, the PC Partial -1 AD -1 AD
takes advantage on their rolls for the success
round. Failure Reduce own -2 AD
AD by 1
Critical Nil effect Reduce own
A wizard has arcane defence (AD) failure AD by 1
equal to their level. Each round in the
duel they lose, their arcane defence
decreases. When they reach zero, they
are defeated. Psionic Duels
Each round, the wizard chooses an If two psionicists engage in a psychic
offensive spell that they have duel, they are both at the end of the
memorised. If their opponent has no initiative. If either of them act during
spell memorised that logically cancels the round prior to participating in the
that spell out (for example, “Fire psionic duel, they become vulnerable
resistance” against “Fire bolt”), to psionic assault.
reduce their opponent’s arcane
defence by 2. If the NPC has a spell

35
Combat

Each duelist chooses from the six


stances: thrusting inquiry, whipping
voices, blasting will, mental blockade,
orcrushing intellect, or open mind.

If they a psionicist choosesppen


mind, they can predict their
opponent’s next move. On the
psionicist’s next turn, their opponent
chooses their stance, and tells the
psionicist before they choose theirs.
The psionicist who chose Open Mind
has no defence this turn.

The duelists reveal their stances


simultaneously and consult the table.
If the attack stance is strong .the
defender takes full damage. If the
attack is weak, the defender takes half
damage. Otherwise, the stance
deflects the attack, and something
nearby explodes or is thrown to the
floor.

Strong Weak
Thrusting Crushing Blasting
inquiry intellect will
Whipping Thrusting Mental
voices inquiry blockade
Blasting Whipping Crushing
will voices intellect
Mental Blasting Thrusting
blockade will inquiry
Crushing Mental Whipping
intellect blockade voices

All damage is deducted from one’s psi


pool before it is deducted from HP. A
psionicist can yield when their psi
pool is exhausted, or continue to
death. If they yield, Contact is
automatically made with them if the
psionicist has the Contact power.

36
Exploration

Vision darkness. There is no saving throw to


avoid this cost.
You can see as if it were daylight, as
twilight, or as darkness. Special types of vision
If you have infravision, you see heat
• Sight as daylight can see just instead of light. You see in darkness
fine, thank you. as daylight and see daylight as
• Sight as twilight extends only a darkness. In darkness and twilight,
stone’s throw away. you can see additional features such
• Sight as darkness cannot see. as heat-trails and warm air currents.
You are blinded by a suddenly lit
torch or a glance at the sun for a turn.
All artificial light sources allow you to If it is cold and you wear shaded
see as twilight. lenses you can see as twilight during
the day
If travelling in darkness, when you
retreat from a underground, or you If you have ultravision, you can see
are interrupted by an encounter, in starlight and in indirect sunlight as
spend 1d4 HP per turn (while daylight. You see direct sunlight and
underground) or watch (while darkness underground as darkness.
outdoors) you have travelled in

37
Your eyes glow, and under your gaze smell, listen, taste as well as sight) to
white items glow as well. Magic items provide them with more information
and spells are visible to you at a if they agree to follow the prompt.
stone’s throw.

If you have infravision or ultravision,


you do not have standard vision
(whether this is permanently, due to Journeying
your heritage, or temporarily, while Most actions taken while journeying
under the effects of magic). through the wilderness take one
watch. Each day has three watches. A
Perception watch proceeds as follows:
There is no perception proficiency. If
you have a proficiency relevant to 1. Players choose whether they will
your situation, tell the referee. The travel or rest for the new watch.
referee will provide any insight your 2. The referee rolls the exploration
training might grant in the situation, die.
although they may prompt you to 3. Expend a ration, or spend 1d6 HP.
clarify the extent of the insight (“Are
you just looking, or do you touch?
Smell?”). The exploration die is a 1d6, +1 per
watch with no result, interpreted as
follows:
If a PC is uses their proficiency to
grant insight into the situation, take
this as an opportunity to tell them
secrets or foreshadow what is to
come. Use clarifying prompts (touch,

38
Exploration

boats over lakes, wyverns through the


1d6 Exploration Die sky).
1-4 Nothing happens
5-6 Wilderness encounter Speed
Fast creatures do not travel faster,
7-8 The weather changes unless they fly in which case they fly
9 Spells expire twice as fast. Slow creatures travel at
10+ Rest half the pace.

Wilderness encounters prevent PCs Dungeoneering


from gaining the benefits of rest but Most actions taken in a dungeon –
not from completing a watch of movement, lockpicking, searching,
travel. bandaging, spell casting – take a turn.
A turn procedes as follows:
Follow the basic procedure until each
PC resolves their action, transitioning 1. Roll the exploration die and
to other procedures as appropriate. follow the instructions.
2. Follow the basic procedure until
Repeat the cycle as long as the PCs each PC resolves their action,
are journeying in the wilderness. transitioning to other procedures
as appropriate.
Difficult terrain and forced
marches 3. If you do not carry a light source,
spend 1d6 HP.
If you travel for a watch, move
forward one hex. You must spend an Repeat the cycle as long as the PCs
additional 1d6 HP to travel for a remain in the dungeon.
second or an additional 2d6 HP to
travel a third watch. To travel on
difficult terrain, succeed on a fortune The exploration die is a 1d6, +1 per
roll, suceed on a relevant proficiency turn with no result, interpreted as
check or spend 1d6 HP. follows:

Mounts 1d6 Exploration Die


Using vehicles or mounts does not 1-4 Nothing happens
allow you to travel faster or further, 5-6 Wandering monster
but horse-sized mounts provide 10 7 The environment changes
inventory slots and wagon-sized
vehicles 20 inventory slots. Flying 8 Light sources exhaust
mounts do not provide inventory 9 Spells expire
slots. Your mount or vehicle may not
be able to travel on some difficult 10+ Rest
terrain (for example, wagons in
swamps, or horses on mountains).
Some vehicles or mounts will allow Roll to return
you to travel on terrain that is If you are stranded in the wilderness
otherwise impassible (for example, or dungeon at the end of a session,

39
Exploration

each PC rolls to return to the nearest Approaches include abilities,


settlement. Roll fortune or an proficiencies, special gear, assistance,
appropriate proficiency, against a safe or magical effects. Some approaches
zone equal to the number of days will expend a resource if you use
travel to the nearest settlement. For them, for example, spells or
every point you fail by, choose either consumable equipment.
to spend that amount in HP or ten
times that amount in GP, plus 1 for If an approach is strong against the
each level deep you were in the hazard, grant an additional tick if it
dungeon. succeeds. Approaches that are weak
against a challenge have
Rest disadvantage or have no effect. If you
repeat an approach, you take
If you rest for a watch, roll your disadvantage on the repeated
healing dice (HD) and gain that many attempt. For example, if the wizard
HP up to your maximum. Take one Gallius uses Gust to clear a room of
one additional rest action such as poisonous gas, a second use of Gust
memorise spells, prayer, or repair will have less effect than the first.
weapon or armour. There is no formal
lists of rest actions, although some On a success, tick the hazard clock.
are inferred by other rules, and some On a partial success, tick the hazard
proficiencies provide unique rest clock but suffer a consequence.
actions. You can only perform one Continue until the referee tells you
such action per watch (in addition to that you have filled the clock, or until
all of the other things you must do you can continue no longer. On a
while travelling). You cannot travel failure, suffer the effect.
and rest the same watch.
If there is a competitor in the hazard,
Hazards the referee may choose to grant them
a clock as well, for you to race against,
Hazards have a hazard clock to fill in or may choose to incorporate their
order to avoid them and an success into your failure.
consequence if they are not avoided.
They may also have a trigger (you For example, a rickety rope bridge
must get this close to it to be crosses a ravine ahead of you. A
effected), or a threshold (it will only nasty cobold you are pursuing
effect you if you fill a separate clock). sets it alight with a torch and
then flees. The party must fill a
If a PC approaches the hazard using three-tick clock before the three-
one of their proficiencies (E.g., tick fire destroys the bridge. The
swimming or climbing), they know fire will spread at 1 tick per
the remaining ticks the clock round.
requires. Otherwise, a PC does not Garrius uses Ice Arc to extinguish
know. the flame, ending the fire clock.
Sera uses her proficiency in
To tick a section of the hazard clock, acrobatics to travel the length of
describe what you do (your approach) the bridge and steady it for the
and roll a check if necessary. others, giving them advantage.

40
Exploration

Drey the giant uses his massive A pit trap either imprisons or has
strength to pull the bridge taut, a spiked floor
steadying it further. The party A poison needle instantly kills or
cross the bridge without harm. puts to sleep
For example, the floor ahead of
the party is clearly identifiable as 4. Balances the trapper’s protection
a trick floor, but there are no and convenience
seams. This hazard requires 1 tick Never in the main access
each to cross. Sera the thief hallways unless there’s secret
throws a grappling hook into the access; always in the chest in the
rafters, and swings across the high priest’s quarters.
floor; the rafters crack, and they
are unlikely to take the weight of 5. Simple actions can avoid or
another. Her grappling hook is disarm them
lost. Garrius the wizard uses
levitate to hover across the floor. “I stand on a box and pinch the
Choosing not to use the wire so I can set the door slightly
compromised grappling hook, ajar. Glorax, you’re slim enough
Drey attempts to leap across, and to to slide through the slightly
fails his dexterity, causing the open door. Once you’re on the
floor to collapse. other side, you can cut the wire.”

Traps Hirelings, followers &


When the referee creates a trap, the lieutenants
trap must be: A hireling is any NPC who will do a
job for the PC in exchange for a wage
1. Easily identified or easily or a fee plus room and board. An
anticipated unskilled hireling is easy to find, and
A pit covered in leaves. a hireling with rare skill requires a
Find Someone downtime action to
The safe of a master poisoner has find.
a needle.
2. Foreshadowed or gives the PCs a Hirelings are considered zero-level,
chance to react and hence have 1d6 HP, ability scores
of 10 with one exception (an 8, 12 or
A collapsed pit with two skeletons 14), and one, two or three
in it. proficiencies depending on age (these
“The poisoner is paranoid as may be mastery spent on one skill).
known to trap her most treasured
belongings” A follower is any NPC who joins a PC
You hear a click and the flagstone for reasons other than a wage or a fee.
moves under you. What do you They can have levels in a class, and
do? are usually attracted by a PCs fame
when the build a stronghold for the
3. Goes either for a kill or a capture. follower to stay at at a meagre to
comfortable lifestyle.

43
Exploration

Followers have levels in a class, Reputation is awarded (+1) for a


therefore they have a simplified significant contribution to a location,
character sheet, based on the PCs. profession or faction, or for being of
Experience and Encumbrance are the same station, and is effective only
simplified, only exceptional ability in that context. It is recorded on your
scores and proficiencies are noted, for character sheet.
example.
1d20 Reaction roll
A lieutenant is any NPC to whom the 1-2 Positive (friendly, welcoming
PC delegates a task in the governance or receptive)
of their stronghold. The NPC usually 3-6 Possibly positive (amiable or
does this in exchange for a significant considered)
wage, a noble lifestyle and a place of 7-14 Uncertain (indecisive or
honour in the stronghold. Hirelings or neutral)
followers who become lieutenants 15-18 Possibly negative (suspicious
keep their class levels and/or rare or skeptical)
skills. 19-20 Negative (hostile, fleeing or
unreceptive)
NPCs not in the party are
documented similarly. Once starting reaction has been
determined, it is not rolled again for
For example, the same NPC, and their reaction
Therabond (0-level sage, int 14, remains stable between meetings. In-
North Irughai history mastery +2) world choices can change an NPCs
disposition towards the party, but
Gladhelm (2-level warrior, str 12, rolls (for example, a charisma check)
axe mastery, riverboats) cannot.

Languages
Languages are heritage-based — not
all elves speak the same language but
all elf languages are related to elvish
and sylvan.

Ur-language Languages
Ur-elvish Elvish, Sylvan
Reaction & reputation Ur-dwarvish Dwarvish, Giantish,
Gnomish, Goblinish
When you encounter a new NPC or Ur-human Various human,
group of NPCs, the referee makes a Halfling
reaction check, modified by your Ur-primordial Devilish, Angelic,
reputation. If you have bardic Primordial, Sylvan
influence, roll with advantage, and if
the NPCS are predisposed against you When you encounter a new language,
or are not of your station, roll with you may make an Intelligence check if
disadvantage. Their reaction is you have any language slots available.
determined by the result.
44
Exploration

The check is with disadvantage if the research is often written in devilish,


language is ancient or ur-primordial, angelic, primordial, or an ancient
or advantage if it is related to a variant. These languages can only be
language you already know. learnt by those outside their group in
exceptional circumstances. If you
• On a full success, you gain the have a secret language, it takes up a
"Fluent" proficiency in that language slots.
language. You can read and speak
the language with a slight accent.
• On a mixed success, you gain the
"Basic" proficiency in that
language. You can speak the
language enough to convey
simple ideas (or read it well
enough to discern simple ideas if
it is an ancient or dead language).
• On a failure, you do not
understand the language. Do not
gain a proficiency.
• On a critical failure, gain the
"Poor" proficiency in that
language. You believe you
understand the language, but
your misunderstandings will lead
to offence.
• On a critical success, gain the
"Erudite" proficency in that
language. You speak, read and
write eloquently in this language
indistinguishably from an
educated native speaker.

The exception is the Common


language. Common is a pidgin of
various languages. It’s useless for
anything apart from buying and
selling; no books are written in
common. Everyone can speak
common. It does not take up a
language slot.

Secret languages
Some groups have secret languages —
druids have their own script, thieves
have their own signs and symbols —
and monsters often speak their own
unique languages too. Magical

45
46
47
Downtime

Downtime tick two sections. On a full success,


tick three sections. A complication is
Downtime is measured in real-time usually an unexpected wall, an
weeks occurring between gaming unexpected branch, a relationship
sessions. Downtime actions are of consequence, or a hook for further
different lengths, represented as a adventure.
clock, the length of which is dictated
by the action. When the clock is full, Choosing a clock
you have completed the downtime A 1-step clock will result in a minor
action. For each week: and temporary advantage. A 6-step
clock a slight campaign goal or minor
1. Choose an available downtime advantage. A 10-step clock a minor
action that the PC took during campaign goal or moderate
the previous week. advantage. 20-step clock moderate
2. Follow the basic procedure until campaign goal or significant
the PC resolves their action, advantage. A 40-step clock is an epic
transitioning to other procedures or campaign-changing achievement.
as appropriate.
3. If the downtime action is Downtime actions
completed, resolve it and change Recovery: You may visit a physicker,
the situation accordingly. apothecary or priest for healing, if
you have a relationship with one.
Repeat the cycle for each PC. They roll their appropriate
proficiency. On a failure, recover 2d6
Walls & branches HP. On a partial success, recover 4d6
HP. On a full success, recover 6d6 HP.
Downtime actions can have walls and
branches. Walls are points at which a Training: You may train with a sage,
PC cannot advance in their clock until master or expert, if you have a
they perform a task. Branches are relationship with one. To do so, you
points at which the clock ends must have a spare proficiency slot
prematurely, and the PC is presented available. The downtime clock is
the option to continue with one of a equal to two ticks for each proficiency
number of new clocks. slot that will be dedicated to the
proficiency when you complete your
Downtime checks training. For example, to train from
Make an ability check using an ability Mastery +2 to Mastery +3, you’ll
or proficiency relevant to the require an 8-tick clock. But, for
downtime action. Some downtime example, to train in horse riding for
actions require a specific proficiency the first time, it will require a 2-tick
in order to perform them; this is in clock.
the description. This is known as a
downtime check. Non-magical Research: If you have
the non-magical research proficiency,
On a failure, tick one section of the you may perform non-magical
downtime clock and describe a research. Specify what you want to
complication. On a partial success, research, and find a trove of

48
Downtime

your god is impressed, you may be


granted piety in addition.

Collect Intelligence: If you have the


rumourmongering proficiency, you
may seek intelligence. Decide what
information you seek, from whom you
are trying to gain it, and how you are
going to attempt to get them to tell
you. The referee will tell you if these
people can provide you with the
information required before you
commence the action. Spend your
downtime check x 25gp. The referee
may choose to roll secretly on the
player’s behalf. On a failure, two
pieces of ambiguous or misleading
information. On a partial success, one
piece of ambiguous or misleading
information and one true piece of
information. On a full success, solid
intelligence.

Cultivate Relationship:
Relationships are always consecutive
branching clocks, with at least four
ticks per clock. For friendships, these
clocks are Acquaintances, Associates,
Friends, and Intimates. For romantic
relationships, these clocks are
information relevant to the topic at Attention, Flirtation, Flings, Lovers,
hand, for example, a specialist library. Paramours.
The referee will create a clock out of
sight, and tell you when and if your The referee can create clocks for
trove is exhausted. specific relationship or relationship
goals, for example “Prove My Worth
to Captain Urutangi” might be
Spiritual Devotion: If you have the Suspicious, Neutral, Deliberating,
Spiritual Devotions proficiency, you Receptive, reflecting Captain
may seek connection with a greater Urutangi’s disposition when first
power. Specify a goal and a spiritual encountered. Because Captain
or mystical method through which it
will be achieved (meditation, Uturangi is starting as hostile to the
PC, the first clock may be eight steps
pilgrimage, service, flagellation, or be walled with a specific quest
fasting, alms, gardening, ceremony, before it can progress. Relationship
poetry, etc.). The referee will create a often have walls that cannot be
clock out of sight, and be cryptic advanced past without a specific way
regarding your progress. If a to deepen the bond. One might also
significant milestone is reached, and

49
Downtime

take a free tick for something that the goods and services available
occurs outside of downtime that through the institution free of charge.
deepens the bond. To advance the Typically developing an institution
clock on a relationship, the player takes 6-ticks and cost varies by how
says how their character is significant the institution is. An
strengthening the bond between inconsequential institution costs
them. The referee will judge if this 250gp per roll, minor 1000gp,
makes sense. middling 2500gp, major 5000gp,
influential 10 000gp, and famous 25
Invest in an Institution: To support, 000gp. You can spend half this much
invest in, or develop an institution again as often as you wish for a
(for example a business, temple, or cumulative +1 bonus to your
guild), state how you invest in the downtime check.
institution, and if this investment
requires expenses, spend sufficient Find Someone: When you need to
gold to do so at the referee’s find a someone hard to find, state
discretion. On a failure, progress your what skills you require from them and
clock 1-tick, you hit a wall and a how you will approach finding them.
describe a complication. On a partial The referee will create a 3-tick clock.
success, progress your clock by 2- When you complete the clock, you
ticks, and you hit a wall and a find them. If you need them with
complication occurs. On a full urgency, you can take whoever you
success, progress your clock 3-ticks. find. On 1-tick, they may not be who
Generally, speaking, robust support they say they are, and are double
for the institution gives one access to market price and in a hard to reach

50
Downtime

place. On 2-ticks they may not be who Spend 300gp per downtime roll to
they say they are, and are double procure required materials. The
market price or are in a hard to reach downtime clock is equal to the spell’s
place. The referee will provide you level. Scrolls can be stored for free in
with details regarding the NPC. inventory.

Find Buyer: When you need to find a Charge Wand: If you have the
buyer for something hard to sell, state charge wand proficiency, you may
what item you want to find a buyer for imbue arcane syllables into a wand
and how you will approach finding such that it might cast a spell you
them. The referee will create a 3-tick know. You must have a wand in which
clock. A buyer will buy a certain to imbue to spell. Spend 500gp per
category of items only (for example, downtime roll to procure required
magic items, antique furniture, or materials. The downtime clock is
gemstones). When you complete the equal to the spell’s level. Once you
clock you find a buyer who will buy at have charged a wand with a spell, you
a generous price, or one whom you can attempt to charge it with
will be able to utilise again for a additional castings if the spell, at one
similar category without having to additional casting per tick. On a
search for another buyer. If you need failure, the wand cannot hold any
them with urgency, you can take more castings.
whoever you find. On one tick, you
find a seller, but they offer an Create Spellbook: A wizard can
insulting price and only buy such a create a spell book as their magnum
specific niche that they will never buy opus. It costs 1000gp per downtime
from you again. On two ticks you find roll, and will take at least 20 ticks to
a seller, but they offer an insulting be completed, at the discretion of the
price or only buy such a specific referee. You can choose which spells
niche. The referee will provide you to place in the spell book and give it
with details regarding the NPC. an appropriately pompous title.

Study Spellbook: If you have the Instill psionics: If you have the
study spell book proficiency, you may Instill Psionic Power proficiency, you
study a spell book to understand one may instill a psionic power you know
of its spells. You can’t cast the spell into an item of fine quality of your
until you have studied it; the referee choice. If you wish to splice two
will tell you when the spell is learnt. psionic powers together (for example,
Spend 300gp per downtime roll to Contact and Empathic Projection),
procure required materials. The you must buy a Fine (2) item. You
downtime clock is equal to the level must first purchase the items. The
of the spell you are studying. The downtime clock is equal to the initial
number of spells in the spellbook will plus maintenance cost. The psionic
remain a mystery until there are no powers triggers when you use the
further spells to learn. item for its intended use, so choose
your item wisely. You may instill up to
Inscribe Scroll: If you have the your psi pool each week into a fine
inscribe scroll proficiency, you may gemstone of your choice, and use
create a scroll for a spell you know. these points by holding it aloft.

51
Downtime

52
53
Strongholds & domains

Strongholds power; a sub-faction is a smaller


faction that may not be yet known
Land can be stolen, granted, making a play for the big leagues.
conquered, claimed or purchased.
Local royalty will be able to legitimise
your ownership, if the land hasn't be Domain actions
granted or claimed already. Your Domain actions are special downtime
reputation with the locals will impact actions that you can use only when
your reception considerably. you have a stronghold and an
appropriate lieutenant assigned to
The land attached to your stronghold the action.
generates enough revenue to cover
upkeep and a noble lifestyle for you Each domain action has a clock, and
and your lieutenants, unless the while that clock is ticking, the
referee determines you have holdings lieutenant assigned to that action is
or lifestyle requirements that would unavailable for other actions. Discuss
increase your debt. the implications of the action with
the referee. They will determine with
Domain events you the cost and outcome of the
action, based on what you have in
Your land is effected by random mind, and the diplomatic relations
events. For each week of downtime, you and your domain have with the
the referee will roll 2d6 on the people involved.
domain events table.
For each real-time week, progress
2d6 Domain events your clock by one. Every fourth tick,
2 Natural disaster increase your debt by 1 then make a
3 Major figure in your domain dies, fortune roll. On a failure, your
is imprisoned or exiled progress is halted by a wall or branch,
4 Opposing domain receives a as chosen by the referee. You can
boon unexpectedly withdraw from a domain action but
5 Powerful monster or person gain no advantage.
interferes
6 Sub-faction action Building a stronghold
7 You get a free domain tick Building a stronghold is a domain
8 Public need arises in your action, and the first required for a PC
domain to take other domain actions.
9 Public discovery
10 Your alliances or experts are To construct a stronghold you must
threatened have claim to the land it is on or will
11 Your tools or programs are be on, gold for construction and
threatened access to workers. If you have these
12 A new faction appears things, spend gold and roll fortune.

Most of these are self-explanatory. A Building a stronghold requires a


powerful monster or person is usually number of successes on this fortune
a local wizard or dragon of incredible roll, dependent on the size of the

54
Strongholds & domains

stronghold. Each attempt costs 12 000 If you have a secretary, you can
GP. provide patronage to someone of
lesser station or to an artist. You can
Type Holdings Ticks also issue decrees or enact laws
Moat house or 3 15 within your domain.
tower
Keep 4 30
Small Castle 5 45
Concentric Castle 6 60

Your stronghold can fit holdings


according to its size. Holdings
available are at the referee's
discretion and grant access to special
resources.

If you wish to claim a preexisting


stronghold, you must refurbish it.
You can do so for a third of the cost
and time it would take to build a
similar stronghold. If you have a chancellor, you can
build a holding to gain access a
unique asset, can peculate to gain
For example, riches from your holdings, or invest
Refubishing the Chateau du la your riches into your holdings. To
Dragonne, small castle taken peculate, convert credit to gold at a
from a cruel baron, costs 4000 HP rate of 600gp + 1d6 x 100gp per credit.
per tick for 15 ticks. To invest, convert gold into credit at 1
credit per 500gp.
When your stronghold is built or
refurbished, you must appoint a If you have an ambassador, you can
Castellan (a type of lieutenant) to send them to establish a trade route
manage the day-to-day needs of the with a neighbouring or distant
stronghold. You can promote domain with which you have a
hirelings or longterm followers to this connection. Once the trade route is
role. complete, you can trade an existing
unique asset and gain favour with
that domain. You can also appease
Lieutenants your creditors by offering them
You can appoint additional something they need, if you are in
lieutenants for access to special debt.
resources or domains actions, at the
referee’s discretion. However, their If you have a spymaster, you can
wages will be increase your debt. engage in intelligence collection or
violent espionage. You can also seed
disinformation and propaganda.

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Strongholds & domains

If you have a marshall, you can raise If your domain is in debt either
battalions to send to war. A marshal appease your creditors, peculate, or
can also be used to take control of a face the consequences. See
holding in or adjacent to your domain lieutenants for details on peculating
to gain access to a unique asset that or appeasing your creditors.
someone else possesses – when this
clock is complete, gain credit each Favour
week and access to a unique asset. Your domain has a diplomatic
standing with every other domain:
When raising battalions, you must Either they owe you favour, or they do
have access to any neccesary not.
resources, and the size of the domain
clock and debt are relative to the type You may spend all your favour with a
of battalion. domain to have them do something
for you for free. Once your favour with
Battalion Debt Ticks a domain is spent, you must earn it
Rabble 1 2 again.
Regulars 2 4
Holdings & unique assets
Elite 4 8
A holding is a location or faction that
Engine 6 12 possesses a unique asset. A unique
Strike force 8 16 asset is a named thing that can be
traded or used, such as an air
shipyard, a lake of acid, a portal to
Domain economics another dimension, or battalion of
griffon-knights.
Your domain earns credit each season
for each unique asset it can trade Unique assets can be used in war, as
along a trade route and for holdings bargaining tools in negotiations, for
in the domain. trade to generate credits, or whatever
else makes sense for those assets.
Debt & credit
Engaging in or succeeding at certain
domain actions increases your War
domain's debt. War is waged primarily through
sending battalions of soldiers into
Track your credit and debt on your battle for you.
character sheet. At the end of each
season, balance your books: subtract When you issue an order to a
debt from credit. If the difference is battalion, tell your general. They will
negative, you're in debt; if positive, report back to you when the order has
you're in credit. been resolved. Orders are usually
along the lines of “Send Eagle and
If your domain is in credit either Falcon Battalions to take Saint
peculate or keep the remaining credit Garifods”. The battalion will follow
for next season. the order as best it can.

56
Strongholds & domains

Types of battalions
There are several types of battalions:
rabble, regulars, elites, strikeforces
and engines.

A battalion of rabble has 1 move, 1


power, but 0 power before any other
battalion. These are untrained but
armed people.

A battalion of regular troops has 1


move, 1 power; these are typically
trained and outfitted troops.

An elite battalion has 1 move, 2


power; these are things like mounted
knights or trained archers.
Battalion movement A strike force has 2 move, 1 power,
Battalions move every real-time week. and can move through certain
If battalions of opposing sides end a difficult terrain. They can also
week in the same county, they battle. perform special operations. These are
Most battalions can’t move through dragon-riders, bladesingers or
difficult terrain. 1 move for a adventuring parties.
battalion is one county.
An engine moves every other week,
The referee tracks the movement of but has 3 power. These are things like
battalions during downtime, siege trains, olyphant riders or flying
including non-player battalions. fortresses.
Battle For example,
To battle, compare power. If power is Union of furious farmers (rabble,
equal, the attacker is forced back. If 1 move, 1 untrained power)
one side’s power is greater, all
battalions on the side with less power Red Street Regulars (regulars, 1
are destroyed. move, 1 power)
Lord Cabaleros’ Cavalry (elite, 1
A successful battle allows the winner move, 2 power)
to lay claim to the county as part of Griffon-riders of Montan Peak
their domain once peace has been (strike force, 2 move, 1 power,
sued for, along with access to its flight over mountain or water)
holdings potential trade routes.
Strike force operations
If a battle is resolved, a player’s
general reports the results A strike force operation is a specific
immediately. action a strike force takes in order to
achieve a win in battle, irregardless of

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Strongholds & domains

opposing power. Make a fortune roll,


with advantage if the strike force has
a specific advantage. On a full
success, the battle is won. On a partial
success, the battle takes no losses,
regardless of outcome. On a failure,
the strike force makes no impact on
the battle, and contributes no power.

A strike force operation is a great


opportunity for a one-shot or for the
PCs to be involved in a battle, on the
field or behind the scenes, aiming for
a particular objective to turn the tide.
This “special episode” can replace the
fortune roll associated with a strike
force.

Suing for peace


To end a war, whether you are on a
losing side, you must formally sue for
peace. Appoint a lieutanant to
perform this duty, and make a fortune
roll. The ambassador will suffice,
although you may appoint a special
lieutenant — a diplomat — with
special knowledge or insight into your
foe for advantage, or offer gifts of
appeasement as you would a creditor.

This is another opportunity for the


PCs to be involved, replacing the
fortune roll associated with a suing
for peace with a “special episode”.

Allegiance
If you do not wish to be lord of a
domain, you may offer allegiance to a
lord – either a PC or NPC – and if they
accept, become their lieutenant. You
will be given a role such as marshall
or spymaster, and be offered missions
just as any other lieutenant is, which
you will have to play out during game
sessions, perhaps with an alternate
party.

58
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Running the game

Starting a campaign the longer your campaign continues.


As your map expands, it is necessary
A campaign is is a series of game to split it into counties, to facilitate
sessions that take place in a detailed domain play and war. Turning your
passionate world, developed with the hex map into a domain map is not
players, where desire, probability, urgent, but it’ll become necessary by
intrigue and virtue combine to create about ninth-level.
unexpected situations and events.
When you’re ready to do so, break
In this world, there are many PCs your hex map into counties 3-5 hexes
playing adventure modules in both in size, according to local politics and
parallel and serial, often by the same resources. Attach known or new
players. factions to each of these counties,
and give them all strongholds and
The actions of these PCs change the holdings according to their
progression of world events, and the strongholds (although their holdings
progression of world events affect the may be secret to the PCs).
PCs.
Your campaign calendar
To start a campaign, choose a pre- A campaign calendar is a real-time
existing campaign starter with a calendar, divided into 52 weeks rather
town, countryside, and dungeon, such than months or days. Populate it with
as Against the Cult of the Reptile God, holidays and events as per your living
or the Village of Hommlet, or follow world prep. You can simply purchase
the procedure in the workbook in the a 52 week planner to help you with
appendix to create your campaign this; you don’t need anything fancy.
world together.
Each time you complete preparation,
Some players may be reluctant to be sure record of what happened —
collaborate on building the campaign, PC and NPC actions, world events
wary of spoilers. The nature of the both off and on-screen — is written in
game means that once control of the the calendar. It helps to colour code
campaign world has passed to the or highlight different types of event,
referee, the chance of being spoiled so it’s easier to track across the whole
ends quickly, as the outcomes of the calendar.
PCs' actions become the source of
tension.
Running a session
From the end of the first session, The referee's job is to generously and
change is inevitable, and any truthfully say what every thing and
familiarity will turn to excitement every one in the world, except the
about how things will be twisted by PCs, says and wants to do. The refree
the PCs' impact. needs to prepare for the campaign to
the degree necessary to achieve this.
Building the domain map
As part of the campaign workbook, The referee’s job is also to make
you will create a hex map of your rulings where the rules are not clear
starting area. This is likely to expand

60
Running the game

or are unknown, and to maintain Referee actions


consistency in doing so. Referee actions are always directed at
a PC unless otherwise stated. The
Clarifying risk referee takes an action when a session
When clarifying the level of risk begins, a scene loses momentum, or
involved in an action, the referee when a roll results in a consequence.
considers the situation the PCs are in,
and the action they are proposing. If When there is a consequence with
there is no risk, the action happens. If direct impact, use one of these:
there is risk, an ability check (or other
roll) is required. 1d10 Direct consequence
1 Foreshadow danger
On a full success, it happens. On a
partial success, it happens and the 2 Increase the level of risk
referee takes an action that does not 3 Escalate the stakes
negate the success. On a failure, it 4 Separate the PCs to face
does not happen and the referee takes temptation alone
an action. 5 Threaten damage
6 Threaten something dear to the
The action the referee takes on a PCs
failure or partial success depends on 7 Limit the impact of the PCs
the level of risk. For a low-risk action, actions
the referee action taken in response 8 Take away an opportunity
should be to foreshadow danger, to
increase the level of risk, or to 9 Introducte a complication
escalate the stakes. For a risky action, 10 An NPC does something
the referee can take any action to impactful
threaten the PCs or their agenda. For
a high-risk action, the referee should If no immediate consequence is
take an action that will cause harm to apparent, use one of these:
the PCs or their agenda.
1d6 Indirect consequence
Player goals
1 Offer an opportunity at a cost
The referee and the players share the
following goals: 2 Give what the PCs earnt
3 Tell a secret
• Let the PCs' goals drive the story 4 Show the impact of the PCs
• Let the consequences of the PCs' actions
actions change the world 5 Cut to the action
• Hold your plans lightly 6 Something happens off-screen
• Describe the world truthfully
• Maintain the world’s integrity
• Maintain the integrity of the rules Five things you should never do
and any rulings 1. Don’t prepare plots; instead,
• Bring the rules to life on-screen prepare powderkeg situations

61
Running the game

• Improv prep should take about


ten minutes. Do this between
sessions.
• Living world prep should take
between ten and twenty minutes.
Do this every week or between
sessions, whatever is longer.
• Campaign prep the campaign is
infinitely expanding. Do this as
little or as much as you wish.

For all of these, it is useful to keep is a


campaign history history (i.e. A
record of what the PCs did in session,
how the world responds, and what
happens in the background).

Whenever a PC or NPC acts on a


piecce of prep, add it to your
campaign calendar, your map,
2. Don’t block the players; instead, enshrining it as part of your world.
say yes, if they can first do this.
3. Don’t make the PCs look Response prep
incompetent when they roll When doing response prep for a
badly; instead, make their foes session that just happened, simply let
look badass the world change in the PCs' wake.
4. Don’t overcomplicate Each PC likely changed the world in
consequences; instead, choose at least one of these ways:
the simplest logical consequence
5. Don’t roll twice for the same The PC emptied something, drove
thing; instead, hold the first away someone, or took something
result until the PCs are in a more away. How did it change the world
desperate position permanently and obviously?

Preparing for a session The PC interacted with an NPC


There are four types of preparation who did not die. How did they
you can perform as referee for play. change that NPC irrevocably?
Don't do all of them at once, and not
every type must be done after every The PC gave something away, told
session. someone about something or left
something behind. How did it
• Response prep should take change the world permanently and
about ten minutes. Do this obviously?
immediately after a session.
The PC chose inaction when
action would have helped
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Running the game Running the game

someone. How did it change an NPC Living world prep


irrevocably? Living world prep consists all the
moving parts of the world that the
Implement these changes PCs do not interact with but which
immediately if you can, and record make the world feel alive. This
them in the campaign calendar. happens in real time. Progress things
Change any maps or map keys. randomly or as it interests you,
especially as the campaign becomes
Improv prep more complex:
Improv prep is quantum prep, in the
sense that it doesn’t exist until a PC 1. Dungeons: Progress the dungeon
or NPC acts on it or reacts to it. Keep using the dungeon stocking
your prompts topped up, but delete procedure.
things you haven’t used in a while as 2. NPCs and Factions: Progress
that usually indicates they aren’t projects randomly or as per your
inspiring you. These prompts need to interest.
be generic so you can work them in
easily, but also specific and 3. PCs: What are the next stages in
interesting to serve as hooks in a their projects?
pinch. 4. Rumours: Delete investigated
rumours and progress
Top up your improv prompts to six of uninvestigated rumours using the
each of these, eliminating or rumour stocking procedure.
modifying any you have used: 5. Calendar: Create a new a holy
day, a celestial occurrence, or a
1. Rumours: See stocking rumours magical event. Remember that
for more information different regions will celebrate
different religions and festivals,
2. Strange or fantastic locations: so as your party moves, you can
Create a visually striking or introduce different events.
magical location
3. Named and sketched NPCs: See Campaign prep
the non-player characters
section. Continue to expand your campaign
world in discrete chunks between
4. Unique treasures: See the sessions at a leisurely pace. Pick any
treasure section of the following, whatever seems
5. Monster transformations: See the most interesting to you at the time:
stocking dungeons section
6. Events: Check your campaign • Map out an area adjacent and
calendar for events you can similar in size to an already
incorporate this session mapped area
7. Modules or locations: Review any • Map out a similarly sized area
module or location you’re using related to a PC after asking them
8. PCs: Review any PC goals or for details about their backstory
backgrounds that might be and the area
relevant to the upcoming session • Create a villain, important NPC or
god

63
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Running the game

• Create a faction that interacts area around them, rather than if they
with an existing faction but in are isolated with no source in the
another area (always keep a spare environment they will be
faction or two up your sleeve in encountered in.
case of domain events!)
• Create a faction that is related to Assign them to the wilderness
a PC after asking them for details encounter or wandering monster
• Add an arcane conjunction, table like this:
celestial event or festival to the
real-time calendar 1d20 Encounter rarity
• Add two or three rumours and 1 Very rare
events to an area you have 2-3 Rare
developed to draw PCs or NPCs
there from afar 4-6 Uncommon
• Create a unique magical item and 7-10 Common
its ancient and recent history 11-14 Common
• Make a special random encounter 15-17 Uncommon
table for a terrain that already 18-19 Rare
exists on your maps
• Expand an existing dungeon by 20 Very rare
one to three floors by opening up
blocked passageways You do not have to prepare this in
• Add a dungeon to an existing advance if you’re confident that you
map that doesn’t have one can improvise these, but remember
that on the Type of Encounter table,
For any of these, simply follow the you’ll be asked to know what the
procedures in the worksheet or in the monster’s traces, tracks, and lair are
section on NPCs. like:

1d8 Encounter types


Wilderness encounters 1-4 Nothing
and wandering 5 Monster Traces (Nondirectional
monsters signs such as a shed snakeskin,
an old camp or a victim)
When designing a wilderness or 6 Monster Tracks (directional sign
dungeon area, create a table of eight such as tracks, sounds of
encounters for the area. They are grinding gears or growling)
usually monsters, with rarer monsters 7 Monster (in sight, perhaps not
being more deadly. It’s fine to put 1 or aware)
2 non-combat encounters in there 8 Monster Lair (where the
too! The table of encounters you monster sleeps, hordes, or
create will be rolled on when the thrones)
exploration die result is a 5-6.
Roll on the wandering monster or
Your area will be more memorable if wilderness encounter tables you have
all of these encounters relate to the

65
Running the game

created when the exploration die 1d6 Transformations


indicates for you to do so. 1 New Tenants. Use a random
encounter table from an adjacent
Stocking dungeons area or the wilderness.
2 Trappers. After your first
Dungeons require restocking after the monster, roll twice on the
PCs cause a power shift or they spend wandering traps table instead of
the wandering monsters table.
3 Warlords. The first two lair
monsters lord over the monsters
in their adjacent rooms. They are
at war with each other.
4 Dominator. The first lair monster
mind controls all the other
monsters in the area.
5 Burrowed. Any two rooms that
contain the first monster rolled,
will have a new secret passage
connecting them.
6 Hostile Takeover. Roll again for
any empty rooms, on a
wandering monster table from
extended time away from the an adjacent area.
dungeon. Restock areas in the
dungeon — be they floors, zones or Type of encounter or trap
lairs — not the entire dungeon. Each
area can have its own wandering For each room, roll 1d8 on this table
monster and trap tables, or the entire for the type of encounter or trap:
dungeon can have just the one: It’s up
to you. 1d8 Encounter types
1-4 Nothing
Here, the transformation table is part 5 Monster Traces/Broken Traps:
of restocking the dungeon. For each Nondirectional signs such as a
room roll on the encounter table for trap not reset, a shed snakeskin,
the dungeon and on the monster and an old camp or a victim.
trap grid. If an entry doesn’t make 6 Monster Tracks/Trap Signs:
sense, leave the room empty. directional sign such as tracks,
Generate treasure as appropriate. poison darts on the floor, sounds
of grinding gears or growling.
Transformation table 7 Monster/Trap: The monster in
The entries are intentionally vague: sight (perhaps not aware) or the
Always ask yourself why the trap has triggered and the PC has
transformation has occurred and work to act or be trapped.
it into your new entries. 8 Monster Lair/Trap Danger Zone:
Where the monster sleeps,
hordes, or thrones. Your foot on
the pressure plate.

66
Running the game Running the game

Stocking rumours • What are three aesthetics and


materials they use?
Make a d6 or d8 (depending on size or • What are three magical effects
population) list of rumours for each their weapons use?
area. Rumours are not part of the • What do their scrolls and potions
world until a PC or NPC learns them look like?
or acts on them. • What are the themes of their
technology?
Rumours should be a single sentence,
enticing or interesting, never trivial, Potential treasure themes
and should make sense in the
possession of most anything or Barricade, Ally, Animal, Light, Places,
anyone. Enemy, Self, Vegetation, Civilization,
Dark, Ruler, Body, Servant,
When a PC finds or seeks information, Wilderness, Emotion, Monster, Soul,
roll either fortune or a relevant ability People, Element, Pathways, Requires
check, where a failure indicates that sacrifice, Invert, Secretive origin,
the rumour is false, but leads Specific owner, Subtle, Repurposed,
somewhere interesting; a partial Ugly, Purify the origin, Unease,
success that it is partly true, and leads Precious Metals, Corrupt, Tell a story,
to further secrets; and a full success Corrupt the origin, Natural materials,
that it is true. Heavy, Recognizable, Purify, Protect,
Past, Copy, Create, Exploit, Grow,
Strengthen, Curse, Heal, Reveal,
Once a rumour is part of the world, Weaken, Harm, Mutate, Destroy,
between sessions, when the PCs don’t Future, Solitude, Trick, Harvest, Hide,
follow up on a rumour they’ve learnt, Commune, Isolate, Pride,
roll on the reaction table. Apply the Displacement, Fate, Betrayal,
reaction table’s adjective to modify Empowerment, Communication,
the secret and change how the Faith, Order, Rebellion, War, Vanity,
situation develops, recycling names Beauty, Chaos, Control, Change,
and problems within the area. Youth, Love, Dreams, Glory.
When replacing rumours, recycle
names and problems within the area Factions
as things develop to give the area Factions are groups of people who
more personality. share a similar goal and have
collective power to shape the world
Treasure around them. They might be a
council, coalition, cabal, cartel,
For each potential origin of treasure conspiracy or more. Give them one or
in your world — typically a culture, more of:
organisation, or individual — that
might have artefacts or items in the 1. A goal that will impact the PCs
hoard or treasure, define what makes
their treasure unique: 2. An insignificant sign that they are
impacting the world
• What do their coins look like? 3. A significant warning that they
are close to achieving their goal

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Running the game

4. An action they can take to derail • A common belief, whom it affects,


the PCs’ plans and how people will act in
5. An action they can take to spur response to it.
the PCs to action
Not allmember of a faction, society or
For example: religion will follow those ethos. They
are best used, therefore, as a way to
The Garrulous Guild of Thieves impress upon the PCs the overarching
They seek access to the Vault of attitudes and atmosphere of an area
St. Lemay so that the saint's and its people.
undead soul may ascend to
godhood. Factions in downtime
Thieves throughout the city bear Factions, NPCs and natural
their mark: a jester’s hat. phenomenon do things during
When the Vault is claimed, the downtime, just as the PCs do. If those
undead rise every night in the city things are likely to impact the world
in small but significant numbers, and PCs, the referee should give them
causing fear and unrest in the one or two goals, each with a clock.
population. Each week of downtime, roll a fortune
They can send their thieves to set check for each relevant faction or
traps and thwart the PCs' gains. NPC and progress one of their clocks.
They can frame the PCs for
crimes they did not commit. Factions and NPCs downtime actions
can reflect any goal. Pick the length
of the clock in all fairness. It is less
Faction ethos important to identify specific walls,
Factions, societies and religions have branches and achievements, as often
ethos or a number of ethos, just as
individuals do. Their ethos are
defined by their leaders and their
heroes or gods. Their ethos define
their laws, how those laws are
enforced, and the kind of treatment
people can expect to find in their area
of influence.

Choose three ethos for each faction,


society or religion. These can be the
same for each area of influence, or
similar:

• A law, what drives its enactment,


and how you will show it
enforced.
• A small, common ritual or phrase,
what it means, and when you will
show it enacted.

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Running the game

PCs will not be aware of the outcome NPCs negotiate based on their
of a faction or NPC action until it has desires.
been achieved.
1d20 What the NPCs want
Non-player characters 1 Grovelling
To sketch a walk-on or one-note NPC, 2-3 The PCs to leave now
give them A-DNA: An asset the PCs 4-6 The PCs to come with them
want, a distinguishing trait, what 7-10 Information
they need from the PCs, and an
11-14 Treasure
agenda.
15-17 Help
To portrait a significant NPC, add A- 18-19 Entertainment
VOW: A preferred approach, a visage 20 Violence
they falsely present to the world, an
obsession they cannot let go and a
weakness that will always defeat If the PCs dally or there's a stalemate:
them.
1d20 Impatient or stalemated?
Parley 1-3 Attack
4-6 Switch the demands for
If the PCs have to negotiate with higher stakes
NPCs, they are entering a parley. 7-10 Agree to leave each other
Some parleys are straightforward to alone, perhaps until an
roleplay. If a parley promises to be exchange later
contentious,follow the five principles 11-14 Retreat, but will be back and
of parley, and use the three tables to fulfil their threat
assist you when you’re stuck. 15-17 Switch the demands for lower
stakes
Five principles of parley 18-20 Capitulate, and later betray
1. The consequences of a failed
parley should be obvious. NPCs who don't attack you, don't
2. The traits of the NPCs that are attack for a reason:
relevant to the parley should be
obvious and not hidden from the 1d20 Why they don’t attack
PCs.
1 They want something
3. There should be more than one
solution to the parley. 2-3 Unequipped
4. These solutions should be 4-6 Wounded or weakened
challenging, and require coming 7-10 Untrained and uncertain
back, giving up something
important, physical or related to 11-14 Unmotivated or disloyal
the PCs' beliefs. 15-17 Stupid or making an error
5. NPCs leverage their power if they 18-19 Unconfident
outnumber the PCs or have 20 Curiosity
something the PCs want.

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Running the game

you buy the local stores’ supply of


hemp rope, that last length will
be double the price of the first,
and next time even more so.
5. Shopkeepers think in whole
numbers. Charge double or triple
to sell. Offer half or a quarter of
the price to buy.

Special damages
Fantasy economics There are many special damages that
There are five principles of fantasy are worth mentioning in brief.
economics. Follow these principles to Falling causes 1d6 damage for every
keep shopping interesting. It’s worth 10 feet fallen, with half on a
acting out shopping because successful save vs. poison. Energy
shopkeepers have mouths to feed, and drain reduces a statistic (usually
they’ll routinely charge double or Constitution), which effects future
triple price, or offer a tenth of the ability checks but does not require
value of an item, because their job is any items on the character sheet to be
to squeeze the PCs for all they’re rerolled. Note your original score for
worth. when you recover. Poison has a
strength, an effect, methods and
1. Shopkeepers are people. Give latency. The strength is the number of
them at least A-DNA, and A-VOW d6 damage it causes. The effect is
too if they’re a local who will be whether it debilitates, paralyses, or
met regularly. Shopkeepers can’t slows. The method is whether it
afford to buy things that they requires contact, ingestion, or wound
can’t sell to the people already in The latency is if it occurs in 1d6
their town. If they could afford a minutes, hours, or days. If it is a
1000 GP diamond, it’s at a tenth latent poison, you’re always
the price, and they leave town to debilitated until the final effect
sell it and retire in the city. occurs. Always name poisons.
2. Shopkeepers can’t afford to
give discounts. If they like your Monsters
chances, though they might just Monsters can be categorised as
take a percentage of the treasure natural — simply animals in the
you bring back. campaign world — or mythic — they
3. Shopkeepers can tell if you’re follow story-book rather than
desperate. If you walk into town ecological rules. A giant spider is
looking like adventurers, climbing considered natural; a dragon could be
gear and torches are going to be considered either. It is your choice
at a premium. how you categorise a monster or
4. Shopkeepers sell rare items at whether you want any of a certain
category in your game world.
high prices. The shorter the
supply, the more expensive it is. If

71
Running the game

For a natural monster, always have an the most popular fantasy adventure
immediate cause in mind, then the games, except for armour and morale.
distant cause which caused the
immediate one. It may be beneficial to include
information for the referee’s
For the mythic monster, consider how inspiration, on frequency,
the environment and any associated organisation, intelligence, ethos, diet,
monsters will act in concert with it, sleep cycle, climate and habitat,
and what it’s malign intent is. society and ecology, or tactics.

For example, To calculate morale from basic


There is an ursastrix rampaging adventure games, use the table below.
through the farmland, killing the From advanced adventure games, use
dairy cattle that keep the locals in their morale rating, averaging if given
coin. The bear-owl’s diet a range.
consisted easy to catch humming-
bloods, but a local priest ordered Basic morale AFD morale rating
them hunted down and their ≤5 5
nests burnt to prevent further
plague. That plague was being 6-9 10
spread by the humming-bloods, ≥10 15
but only because they’d been used
by a young love-witch who is
gathering blood for love potions To convert an NPCs armour class,
for the youth of the local town. consult the following table. Here,
Corpses of humming-bloods fill “limited” means only applicable to a
the ursastrix’ den and it is pocked single damage type, where
with scars from their proboscis, “mundane” refers to all all three
and there have been a run of common damage types. Applicable to
marriage among the young of the a unique damage type (“lightning” or
town lately, against all the “magical”) counts as the next AC
expectations of the village higher for the purposes of conversion.
gossips.
AC Type Armour
10 None 10 limited
Converting and 9 10 mundane
creating monsters 8 Leather 12 limited
A monster requires the following 7 Studded 12 mundane
statistics:
6 Scale 14 limited
Number appearing, attacks/damage, 5 Chain 14 mundane
save as, armour, hit points, movement 4 16 limited
type, morale, treasure type, special
notes on attacks and defences. 3 Plate 16 mundane
2 18 limited
All numbers are compatible with the 1 Full plate 18 mundane
both basic and advanced versions of

72
Running the game

Hit Dice are in d8s. If you choose, you ▪ Add magical for creatures
can use the average rather than roll to that possess magical items
generate hit points, by adding the (Types S, T, and V)
number of HD times 4.5 (rounded
down). Secondly, calculate the value of its
treasure, which is equal to 6gp per HP,
To convert a monster’s “save as” or or 3540gp if their treasure is in a
saving throw to a “Safe zone”, choose horde.
relevant areas where the monster has
special strength, and give that a safe Thirdly, ascertain magical items. If it
zone of half their hit dice. This is best is a horde, the creature's treasure will
used analogously so they can be have 1d6 magical items in it. If an
interpreted by the referee easily individual has magical treasure type,
(“mind-powers”, or “breath- roll 2d6 and take the lowest for the
weapons”, or “metabolism”). Safe number of magical items it possesses.
zones always include other things The roll taken, if it's 3 or less, will
that are alike to the description: consist of consumable magical items
“breath-weapons” includes fireballs, such as potions or scrolls. If it is 4 or
or webs, and “poison” includes higher, any additional magical items
diseases and drunkeness, for example. will be permanent
Note that save vs. turning is a unique
number compared to other safe zones, Finally, assign a third of its total value
calculated as HP, divided by 5, to coins, a third to gems and a third to
subtracted from 10. art objects. Detail the treasure and
any magical items as per the Treasure
To assign a monster treasure, firstly, section.
assign a treasure type according to its
kind (equivalencies to advanced Typically, number of attacks relate
adventure games are in parentheses): to monster size. Human-sized
creatures get one attack, huge
▪ Leavings for monsters who creatures get two, and giant creatures
simply leave a pile of their get three.
victims (Types A to F)
▪ Belongings for large groups of The nature of a monster's attacks and
humanoids, largely consisting the size of their attack dice can be
of their everyday livings translated directly, but for the most
(Types G, I , O, P, R, or W) part relates to theme and weapon
▪ Hordes for dragons and other type.
similar creatures (Type H)
Include the monster’s special
▪ Collections for creatures who
collect sparkly things (Type powers. These can often be related as
Q) spells to be cast per day, or watch, or
per round. If they are unique, it is best
▪ Incidental for stuff found on to give their special powers a chance
odd bodies (Types J to N) on a six-sided dice (e.g. a 1-in-6
▪ Bosses for unique, high-level chance).
monsters (Type U)

73
Monster list

Abberant, many-eyed
A ball of roiling tentacles and eyes,
with one great baleful eye in its
centre, hovering three feet from the
ground.

# 1
Attacks Nil
Safe zoneNil
Armour 18 mundane (body).
HP 25 (body); 12 (central eye);
2 (each eyestalk)
Morale 18
Treasure Magical
type
Special Dispelling Ray: All magic
within melee range of the Annis
abberant is negated, unless Witches, twisted and strengthened by
cast from behind the their devotion to power. Disguised
aberrant. often as harmless old ladies, they are
giant, able to crush a gobling in one
Random ray: The abberant hand, are spry and cruel. They often
shoots a prismatic ray from live in covens of three and take
a random eyestalk. If one is minions they can easily cow. They eat
destroyed, randomly cross flesh, and their skin is black as if it
one off the list: 1. Charm; were melted by hellfire. Their eyes are
2. Sleep; 3. Telekinesis; 4. green like the deepest ocean.
Flesh to stone; 5.
Disintegrate; 6. Fear; 7. # 1d3
Slow; 8. Cause serious
wounds; 9. Death ; 10. Attacks 2 x 2d4 (talons) + 2d8 (iron
Laughter. teeth)
Safe zone 8 (devilry)
Armour Nil
HP 80
Morale 15
chain Magical
mail
Special Change self at will.
Coven: A coven can cast
control weather, dream,
animate dead, curse, and
polymorph other once per
day. They use these to
weave wicked plots, rather
than for combat.

75
Monster list

Bear, cave
Huge, aggressive, grey-furred and can
see well in dim light. They’ll never
stop tracking you if you invade their
home.

# 1d2
Attacks 2 x claw (1d3), 1 x bite
(1d6)
Safe zone 3 (steel)
Armour 12 budgeoning (hide)
HP 27
Morale 9
Treasure Leavings
type
Special Bear hug: If a victim is hit
by both paws in the same
round, the bear hugs for an
extra 2d8 automatic
damage.
Last Stand: When reduced
to 0 HP, continues to attack
for 1d4 rounds.

Bearblin
Hulking, yeti-like, with red, bristling
fur. They have a bearlike snout and
long, upright ears.

# 2d4
Attacks 2d4 fists or by weapon
Safe zone Nil
Armour 14 mundane (chain mail)
HP 16
Morale 12
Treasure Belongings
type
Special Infravision

76
Monster list

Brain-hound
A brain, with four, scaly lacertine
limbs. They "see" psychic activity and,
if well fed, make excellent watchdogs.
When left hungry, they're known to
feed on their masters, so keep one at
your own risk.

# 1d2
Attacks 4 x 1d4 (claws)
Safe zone 3 (psychic intrusion)
Armour Nil
HP 33
Morale 17
Treasure Collection
type
Special Shrink: Can psionically
shrink self and crawl up Cerbereus
the target’s nose while
they sleep, devouring their Shaggy, blood-red fur; glowing, red
brain from within and eyes; brimstone breath. Their
replacing it. They then pawprints burn into stone, and their
animate the body from baying sets fear into any heart. They
within. hunt cleverly for prey they are
summoned to kill; they play with
Manifest powers as a their prey whether or not they have
fourth-level psionicist, been summoned.
once per watch.
# 2d4
Attacks 2d4 bite. On a critical hit,
they grasp onto their
target and breathe fire
(+3d6).
Safe zone 3 (fire, devilry)
Armour Nil
HP 25
Morale 13
Treasure Leavings
type
Special Breathe flame. Once per
day, they can breathe flame
in area of effect for 3d6
damage.
3-in-6 chance of locating
invisible creatures by nose.

77
Monster list

Cobold
Cunning, child-sized beagle-folk,
smell like wet dog. Their dimunitive
size and relative fragility means they
rely on kowtowing, ambush, traps,
trained or trapped animals and
alliances to survive. Never a fair fight.

# 5d4
Attacks 1d4 (club) or 1d6 (blade)
Safe zoneNil
Armour 12 piercing & slashing
(leather and hide)
HP 2
Morale 8
Treasure Belongings
type
Special Winged boggarts are
occasionally born of cobold
mothers; they appear as
cobolds, but are winged
and scaled. These children
of dragons are holy and
upstanding members of
the cobold community.

Cyclops
Eight feet tall, with deep blue hair, a
rough voice, and a single, bloodshot
eye.

# 1d4
Attacks 1d6 + 1d6 (club) or 6d6
(hurl boulder)
Safe zone Nil
Armour Nil
HP 58
Morale 16
Treasure Leavings
type
Special Disadvantage on boulder
throws due to poor depth
perception.

78
Monster list

Dendrobate
Human-sized bipedal, multicoloured
frog-folk.

# 1d8 x 10
Attacks 1 x by weapon (+1d6
venom)
Safe zone Nil
Armour 14 mundane (Scale)
HP 4
Morale 10
Treasure Belongings
type
Special Leaping strike: Gain
advantage if striking after
a leap between ranges.
Poison: Slimy sweat is
poisonous if ingested (3d6
damage, 2d6 hours latency,
hallucinations).
Demon
Six-armed, snake-tailed giants of
apocalyptic renown, arrive at
battlefields at the turn of the tide, to
wreak
havok.
# 1
Attacks 6 x 1d8 (or by weapon)
Safe zone 6 (steel)
Armour +2 or better weapons to hit
HP 72
Morale 18
Treasure Magical
type
Special Magic resistant (wizardly)
Constrict: Save vs. steel or
be wrapped in a
constricting tail, causing
4d8 damage per round.
Can cast comprehend
languaged, detect
invisibility, polymorph self
and telekenesis at will.

79
Monster list

Devil
Humanoid, red-skinned, well-dressed.
Their suit hides giant bat wings and
their smile reveals shark-sharp teeth.
Their tail is tipped with spines and
their claws are razors. They come to
fulfil your greatest wishes.

# 1
Attacks 1d4 +1d4 (claws) +2d4
(bladed tail)
Safe zone 3 (steel)
Armour +1 or better weapons to hit
HP 36
Morale 11
Treasure Nil
type
Special Magic resistant (wizardly)

Dive: If flying, dive from a


height to inflict double
damage with both claws.

Can cast change self,


command, produce flame
once per turn.

Regenerating: Recovers 1
HP each round,.
Dimensional dingo
Dingo-like, highly intelligent canines.

# 4d4
Attacks 1d6 (bite)
Safe zone Nil
Armour Nil
HP 13
Morale 11
Treasure Nil
type
Special Blink: On a failed PC attack
roll, they disappear and do
not reappear until their
next attack.

80
Monster list

Doppelganger
Hairless, grey, eyes pupiless and huge.
When stressed, change their form
instinctively and emotionally.

# 3d4
Attacks As weapon
Safe zone Nil
Armour As armour
HP 18
Morale 13
Treasure Collection
type
Special Immunity (charm, sleep)
ESP at will.
Mimic: Can imitate its
target with incredible
accuracy, even to their
closest loved ones.
Dragon, crimson
Covetous and greedy, bloated and
obsessive, exceptionally vain, their
scales glossy scarlet and their eyes
intelligent. They make their lairs in
ruined dungeons atop mountains or
great hills.

# 1
Attacks 1d10 + 1d10 (claws) + 3d10
(bite)
Safe zone 7 (steel)
Armour 67 mundane (scaly hide)
HP 37
Morale 17
Treasure Horde
type
Special Fire breath: 12d10 +6 to all
in area of effect, save vs.
ill-fortune for half damage.
Immune to fire.
Has two first-level and one
2nd-level wizardly spells
memorised.

81
Monster list

Dragonisle
The shell of a dragonisle resembles a
small, rocky island, often complete
with tropical flora. They float in the
ocean, sleeping for long periods of
time, only waking to feed on huge sea
creatures, or more often, ships.

# 1
Attacks 2d6 + 2d6 (claws) + 4d8
(bite)
Safe zone 7 (Steel)
Armour 57 magical (shell only)
HP 57
Morale 17
Treasure Horde
type
Special Capsize ship: 3-in-6
chance to capsize ship on
an attempt.
Scalding breath: 20d6 heat
damage in area of effect, Drisheen
save vs. Ill-fortune for half. A human-sized mass of reddish black
(can use again on 2-in-6). cells, moving slowly but inexorably
towards the heat generated by
animals or plants. Cutting one splits
it into two of half the size.

# 1
Attacks 3d8 (pseudopod)
Safe zone Nil
Armour Nil
HP 45
Morale Nil
Treasure Nil
type
Special Immune to acid, cold, and
poison.
Dissolves 2 inches of wood
in 1 round, 2 inches of
light metal or chain in 2
rounds, and 2 inches of
thick metal or plate in 3
rounds.

82
Monster list

Elemental, flame
Fierce, vaguely-humanoid bonfire.
Resentful, direct and savage when
pulled from their flame-world. Their
eyes are white-hot.

# 1
Attacks 3d8 (flame whip)
Safe zone 6 (steel), 3 (magic)
Armour Nil
HP 70
Morale 17
Treasure Nil
type
Special Immune to fire.
Unable to cross bodies of
water. Fishlord, elder
Hypnotise: Their dance is Loathsome, ancient, precursor
alluring and their form sucker-walking fish with vile
appears as whatever the intelligence and psionic powers.
watcher most desires. Save
vs. domination or stand in # 2d4
awe for 1d4 turns, Attacks 3 x d8 (tentacles)
oblivious to the burning
carnage around you. Safe zone4 (psionic)
Armour 16 slashing & bludgeoning
(slime)
HP 27
Morale 13
Treasure Magical
type
Special Poison tentacles: Save vs.
transformation or your
skin transforms into a
slimy membrane which
must be kept damp or
suffer 1d4 damage per
turn.
Illusory lures: Can create a
realistic, multisensory
illusion at will.
Dominate: Can dominate a
creature in reach range
three times per day.

83
Monster list

Flail jaguar
Huge, black jaguar. They have
tentacles with tooth-like growths
extruding from the ends. They
shudder in your vision as it snarls.

# 1d4 +1
Attacks 2d4 + 2d4 (tentacles) or
bite at claws (1d4 +1d4 +
1d8)
Safe zone 3 (steel)
Armour 14 mundane (hide)
HP 13
Morale 13
Treasure Leavings
type
Special Illusory position: 3-in-6
chance the flail jaguar is
not actually there when
you strike it.
Fungoid
Shrunken humanoids with leaf-like
tendrils and thorn-like claws. The
product of a mahogany mold
infection. They communicate in a
language of drumming, having no
speech.

# 6d4
Attacks By weapon or 1d4 (thorn-
claws)
Safe zone 3 (fungus)
Armour 13 piercing (sturdy plant-
flesh)
HP 13
Morale 8
Treasure Belongings
type
Special Camouflage: In their
chosen habitats, they are
coloured to blend into
their surroundings, gaining
advantage on hiding.
Immunity to electricity
and charm.

84
Monster list

Gargouiille
Stone-skinned imps, collectors of
shinies, most often found squatting in
ruins or acting as guards or
messengers. They are ambush-
predators: Disguised as sculptures,
then swooping down from above or
behind.

# 2d8
Attacks 1d6 (claws) + 1d6 (bite)
Safe zone+1 magical weapon to hit
Armour 16 slashing, piercing (stone
carapace)
HP 19
Morale 11
Treasure Collection
type
Special Swoop. Double damage if
attacking from above.

Ghul
Living humans: infected with a
disease of undeath, their minds
instilled with the guile of pack
animals, and a thirst for marrow. If
you’re bitten and survive, you become
a ghoul yourself.

# 2d12
Attacks 2d3 (claws) or 1d6 (bite)
Safe zone 8 (save vs. turning)
Armour Nil
HP 9
Morale 11
Treasure Leavings
type
Special Paralysing claws: Save vs.
poison or be paralyised for
2 +1d6 rounds.
Infectious bite: Save vs.
poison if bitten; on a fail,
you will become a ghoul at
next new moon.

85
Monster list

Gobling
Child-sized, big-eared, gleeful, green-
skinned, squeaking things with a
nasty and clever humour. They live in
huge extended family networks,
where they make all they need from
everything they can steal.

# 4d6
Attacks 1d6 (short sword) or as
weapon)
Safe zone None
Armour 12 slashing & piercing
(leather armour)
HP 3
Morale 10
Treasure Belongings
type
Special Infravision. They prefer the
dark.
Golem
A perfect ceramic sculpture. Often
painted, although usually faded by
age. Human-sized or a bit larger, they
move carefully. Their clothes are part
of their flesh.

# 1
Attacks 3d10 fists
Safe zone5 (domination)
Armour Only affected by blunt or
magical weapons
HP 49
Morale 19
Treasure Nil
type
Special Cast haste on self, once per
day.
Immune to sleep, charm,
and anything that would
not affect clay.
Not prone to shattering by
normal means, but
vulberable to magical
shattering.

86
Monster list

Gorgo
Beautiful, snake-haired woman. Her
eyes are a pale grey, as if they were
made of stone...wait, what’s
happening to me? A gorgo’s home is
full of statuary and flickering lights;
they live a life of luxury, masked such
that they have the care of servants
who fear them for what their
vengeance will be.

# 1
Attacks As weapon + 1d4
(snakebites)
Safe zone Nil
Armour As armour
HP 27
Morale 13
Treasure Belongings
type
Special Gaze: The gorgo reveal’s
their eyes, and the target
must make a save vs.
poison or be turned to
stone.

Hobknoblin
Red-skinned, richly-dressed,
gluttonous and arrogant, these
mercenaries live only to fight.

# 2d10
Attacks By weapon
Safe zone Nil
Armour 14 mundane (chain mail)
HP 5
Morale 11
Treasure Belongings
type
Special Nil

87
Monster list

Hrimavolk giant
Ivory-skinned, blonde-haired hunters,
wear chain mail decorated with beast
horns, feathers, or pelts of past
quarries. They adore anything gilden
or bejewelled

# 1d8
Attacks 2d8 + 9 (great axes or
mighty hammers) or 2d10
(boulder hurl)
Safe zone 7 (steel)
Armour 14 mundane (chain mail)
HP 47
Morale 13 Imp
Treasure Belongings Two-feet tall, winged, humanoid with
type goat horns and scorpion tails, formed
Special Catch: 2-in-6 chance of elemental matter. They are born of
they’ll catch a boulder ice, lava, mist, smoke or steam.
thrown at them. Mischevious and wicked, but in banal
Immune to cold. ways. Often familiars, but their
powers make them good domestic
servants or spies.

# 1
Attacks 1d4 + 1d4 (claws)
Safe zone 1 (devilry)
Armour Nil
HP 13
Morale 8
Treasure Collection
type
Special Shapechage to the form of
a raven, rat, or goat.
Invisibility at will.
Immune to attacks based
on the substance from
which they were born (e.g.
cold for an ice imp).
Elemental burst: When
struck, a burst of their
matter causes 1d4 damage
to their attacker.

88
Monster list

Jelly scavenger
Giant amoebas of transparent jelly,
they slide down corridors absorbing
carrion and trash. They leave a slimy
trail, but cannot climb walls or cling
from ceilings. Usually visible due to
indigestibles stuck in them, which
appear as if levitating: Swords, wands,
and the like.

#
Attacks 2d4 damage per round
while inside
Safe zone Nil
Armour Nil Jinn
HP 18 Richly dressed giants, their steps and
Morale 10 gestures like heat rippling on the
horizon. They live in their world of
Treasure Leavings magical sculptures and floating
type islands. Some visit our world while
Special Paralyising touch: Save vs adventuring. When bound, will grant
poison or be paralyzed for three wishes.
5d4 rounds.
# 1
Attacks 2d8 (absurdly large
scimitar)
Safe zone 3 (steel)
Armour 21 magical
HP 31
Morale 13
Treasure Nil
type
Special Whirlwind, at will. Obeys
commands, can be ridden
as a horse for up to six
people, and attacks for 2d6
damage per round.
Create food, water, wine,
soft goods, wooden items,
metal or illusions at will.
If captured will grant three
wishes. Upon the third
wish they must be freed, or
else a batallion of jinn will
ride to free them.

89
Monster list

Jotun
Swollen, red-skinned, two pig-like
bickering faces. Highwaymen that
feed on their victims.

# 1
Attacks 2d8 + 3d6 (two spiked
clubs)
Safe zone Nil
Armour As armour
HP 45
Morale 14
Treasure Collection
type
Special Never surprised. Kraken
A squid whose entire body constitutes
many battlefields, that crushes 60-
foot ships with impunity, that wields
wicked intelligence and summons the
storm.

# 1
Attacks 2 x 3d6 (barbed tentacle) +
7d4 (gaping maw) + 6 x 2d6
(grasping tentacles)
Safe zone 10 (steel)
Armour 14 mundane (carapace)
HP 81 (body) 18 (each
tentacle)
Morale 18
Treasure 1d6 entire sunken ships
type
Special Crush: On a failed save
against grasping tentacles,
you are constricted for 3d6
damage per round and are
carried with the Kraken
(perhaps underwater).
Ink cloud: If 3+ tentacles
are severed, they will
retreat, releasing an ink
cloud Any in the cloud
cannot see, and recieve 2d4
damage each round they
remain in the cloud.

90
Monster list

Lacertite
Very tall, bipedal komodo dragons.
Isolationist. Religious. Foreigners
must be kept out, to protect the
hatchlings.

# 1d8 +7
Attacks 1d6 (bite) + as weapon
Safe zone Nil
Armour As armour
HP 11
Morale 14
Treasure Belongings
type
Special Nil

Leech, giant
Bloated, many-toothed, sucker-
mawed slime-slug. They live in fetid
and dark swamp-water and sewers.

# 4d4
Attacks 1d4 (maw)
Safe zone Nil
Armour Nil
HP 13
Morale 7
Treasure Leavings
type
Special Sucker: After successful
attack, latches on;
thereafter, it sucks 3HP per
turn of blood. There is only
1-in-6 chance of the target
noticing due to
anaethetizing saliva,
although they may notice
the huge weight of the
leech as they try to move.

91
Monster list

Laughing folk
Hyena-faced, spotted, and maned.
Their language sounds like your
laughter, but crueller. A society built
on betrayal will never prosper, but
they will come together for payout or
a feed, in a fearful swarm that deafens
the land with their foul cackling.

# 2d6
Attacks 2d6 (polearm, battle axe, or
mornign star)
Safe zone Nil
Armour 14 chain mail (mundane)
HP 9
Morale 11 Lich-drake
Treasure Belongings A rotting dragon-corpse, with
type galaxies for eyes. Sometimes,
Special Deafening cackle: If 5 or desperate dragons seek the same
more Laughing Folk are power evil wizards do through
near, none within area of lichdom; they become something
effect can communicate more empty, colder, and
verbally due to the crueller.
cacophony of their # 1
laughter. Attacks 2 x 1d6 (claws) + 3d6 (bite)
Safe zone 6 (steel); -1 (save vs.
turning)
Armour 16 magical (imbued scales)
HP 54
Morale 19
Treasure Horde
type
Special Immune to charm, sleep
and anything else for
which it would not make
sense to affect the dead.
Immune to all magic of
fifth-level or lower.
Fear aura: As fear spell,
affects entire battlefield.
Flesh-rotting breath: Save
vs. poison or lose half your
hit points; lose one quarter
on a success.

92
Monster list

Lichknight
A knight built like an ogre, its face a
blackened skull and its eyes glowing
coals. Its armour is burnt black and its
death echoes as if in a cavern. It can
always speak your language.

# 1
Attacks 2 x d10+2 (magical two-
handed sword)
Safe zone 6 (wizardly magic, steel);
-1 (save vs. turning)
Armour 18 mundane (full plate)
HP 49
Morale 17
Treasure Magical
type
Special Aura of fear: When you
come within melee range
of the Death Knight, there
is a 5-in-6 chance that you
will flee uncontrollably.
Power word, Blind, as spell,
once per day.
Fireball: 10d6, as spell, Manscorpion
once per day. Noble, rigid scorpion-centaurs, living
in great inverted cities and citadels.

# 4d4
Attacks As weapon + 1d4 (tail)
Safe zone Nil
Armour 14 mundane (carapace)
HP 18
Morale 13
Treasure Belongings. Almost always
type have a magical munane
tool on their belt (e.g. a
magical, wall-shattering
hammer).
Special Tail sting: Any hit from the
tail must save vs. poison or
die in 2d4 rounds. On a
success, they lost 2d4 HP
and convulse for 1 round.

93
Monster list

Minotaur
Big, bull-headed men, erudite and
bluff. In the distant past they were
imprisoned in labyrinths for sport,
but now they are known as sailors and
pirates.

# 4d4
Attacks As weapon + 2d4 (horns)
Safe zone 3 (Being lost)
Armour As armour
HP 27
Morale 13
Treasure Belongings
type
Special Nil

Mold, dungeon
Some molds pose a deadly threat, but
are more hazards than monsters.

Chestnut mold is a creeping


quivering fur. It is foreshadowed by a
sudden chill and drains heat equal to
4d8 points of damage from any who
touch it. It grows quickly from heat.
Proximity to a torch will double its
size each round.

Mahogany mold has the texture of


cold porridge, and can only be
removed with salt, acid or alcohol. It
releases a cloud of spores when
touched that cause 5d4 damage per
round in the cloud. On a failed save
vs. poison they are infected with
spore sickness (see Moldman).

Golden mold is rough and coralish.


It is vulnerable to extreme cold. If
touched it releases a cloud of
extremely flamable spores, which will
cause 5d4 damage if ignited.
94
Monster list

Mole-mantis
Borrowing monstrous insect, with six
hooked burrowing legs and yellow
chitinous shell. Sensitive antennae.
# 1d6
Attacks 3d6 (crushing bite) + 1d4
(acid)
Safe zone Nil
Armour 18 mundane (not on belly)
HP 16
Morale 9
Treasure None
type
Special Enzyme spray: Spray acidic
stomach enzymes as a
ranged attack, 8d4 damage.
Save vs. poison for half.
Tremor sense: Can feel
vibrations of prey half a
mile away.

Mole-orca
Blue and brown orca with clawed feet,
and a rocky dorsal fin that mimics a
stone when at rest. They rely on
vibrations to sense their prey up to a
mile away, but often sit still with their
fins above ground, waiting to ambush.
# ½ x d4
Attacks 4d8 (bite)
Safe zone 4
Armour 40 mundane (back only)
HP 10
Morale 11
Treasure Scraps
type
Special Crushing leap. Leap
between ranges to inflict
3d6 crushing damage;
pinned beneath the Mole-
orca

95
Monster list

Ocypete
Beautiful, lovely haired girls with
sparrow wings. They dance upon
storm winds, stealing food and
trinkets. If threatened, their faces
twist, their bodies become as vultures,
and their eyes drip with hateful tears.

# 2d6
Attacks 2d6 (claws)
Safe zone Nil
Armour Nil
HP 30
Morale 10
Treasure Collection
type
Special Song: Any who hear an
ocypete’s song becomes
calmed, and approaches
the ocypete in awe. The
charm ceases if the ocypete
attacks.

Ogre
Nine-feet tall, heavily muscled
humanoids built like brick outhouses.
They are typically characterised as
greedy brigands or mercenaries,
although there are rumours of ogre
civilisations with great beauty and
magic.
# 2d10
Attacks 1d10 (club)
Safe zone Nil
Armour As armour
HP 22
Morale 11
Treasure Belongings
type
Special Nil

96
Monster list

Ork
Pig-faced folk, with glinting red eyes.
A people like any other, but weighed
down with a reputation for violence
after a great war many centuries ago.

# 3d10
Attacks 1d8 (axe) or as weapon
Safe zone Nil
Armour 14 mundane (scale)
HP 5
Morale 11
Treasure Belongings
type
Special Nil

Ore-eater
A giant blind crickets with a raised
tail that resembles a television
antenna. They sense the vibrations in
metal and oxidise it for sustenance.
They are not aggressive unless
provoked, but are the bane of miners.

# 1d2
Attacks Special
Safe zone 2 (steel)
Armour 14 mundane (carapace)
HP 11
Morale 9
Treasure Nil
type
Special Oxidizer: Sprays a mist at
someone or something in
melee range, causing steel,
iron or alloys that rust to
rust.
Single-minded: 2-in-6
chance it will stop to eat
rusted metal even during
combat.

97
Monster list

Phanin
Giant snakes with human heads and
prismatic scales and spined crests
that rise up when angry. Long-lived,
studious and never-sleeping, they
often serve as oracles and sages.

# 1
Attacks 2d4 (bite)
Safe zone 5 (wizardly magic or
devilry)
Armour 12 piercing & slashing
(scales)
HP 42
Morale 15
Treasure Collection
type
Special Poison spit: On a failed
save vs. poison, die in 1d4
rounds.
Psimole
Small, white, star-nosed moles that
burrow through stone and dirt. They
feed on psionic energy, using their
innate psionic powers.

# ½ x d6
Attacks Nil
Safe zone Nil
Armour Nil
HP 1
Morale 5
Treasure Nil
type
Special Psychic drain: Can drain a
creature they touch of
their psi pool, at a rate of
10 psi pool per round. This
is painless, and occurs
typically during sleep. No
sign is left beside not
recovering your psi pool
during a rest, and a star-
shaped mark on your
forehead.

98
Monster list

Skeleton
Battered or rotting flesh hanging off
them, or polished and in suits, they
are still just cackling bones with no
speech and few wits.

# 3d10
Attacks 1d6 (as weapon)
Safe zone9 (save vs. turning)
Armour 18 bone,(piercing and
slashing)
HP 3
Morale Follow orders without
question.
Treasure Nil
type
Special Immune to sleep, charm,
hold, and cold.
Revivifying: If their skull is
not smashed to dust after Spider, giant
they are reduced to 0 HP, A red-crested spide that could wrap a
they will rise again in a full-sized human in its arms. They
bony clatter the next turn. spin webs around their paralysed prey
to let them ripe before drinking their
flesh.

# 1d8
Attacks 1d8 (bite)
Safe zone Nil
Armour Nil
HP 23
Morale 13
Treasure Leavings
type
Special Venom: Save vs. poison or
be paralysed for 2d4 turns.
In this time, the spider will
wrap you in webs that will
restrain you with a Safe
zone of 5 to break out of
(although they can easily
be cut by another). This
web is acidic; while
trapped suffer 1d4 damage
per turn.

99
Monster list

Spider, phase
Pale, almost transparent in places,
long-limbed spiders that spin
invisible webs and hunt in packs.

# 1d4
Attacks 1d6 (bite)
Safe zone Nil
Armour Nil
HP 22
Morale 15
Treasure Leavings
type
Special Phase: Disappears at the
end of every round, and
reappears at the beginning
of their next round
Transparent webs: Once
per turn, can spin a
transparent, sticky web big
enough to entrap a human.
If anyone steps into it is
trapped until they are cut
free.
Tesh-tesh (Griffon)
Rooster-faced, lion-bodied
carnivorous monstrosities. Hunting
prides of the skies, for horse-like prey.
Defend their hatchlings and eggs with
a spiteful rage. Eagle-faced breeds
have been trained as steeds by the
foolish.

# 2d6
Attacks 1d4+1d4 (claws)
Safe zone 3 (breath weapons)
Armour Nil
HP 31
Morale 11
Treasure Leavings
type
Special Ambush: 2d8 damage
when surprising their
opponent.

100
Monster list

Treant
Indistinguishable from trees at first,
until their arms, face and legs
delineate themselves from the shape
of the tree. The leaves of treants
never fall. Treants are slow to act but
fearful in anger.

# 3d6
Attacks 3d6
Safe zone 5 (plants)
Armour 14 mundane (bark)
HP 29
Morale 16
Treasure Collection
type
Special Vulnerable to fire.

Animate trees, which are


too slow to harm people
but can harm buildings or
fortifications.

Treesister
Elegant, look as if chiseled from
wood. Skin and hair the colour of the
seasons; clothes as leaf-fall and floral
hair. Spirit of their own tree, bringing
blessing to their forest.

# 1
Attacks 1 x 1d4 (knife)
Safe zone 2 (magic)
Armour Nil
HP 9
Morale 12
Treasure Collection
type
Special Enchant person, thrice per
day.
Portal through any tree
into her tree.
Speak with plants.

101
Monster list

Trogdolyte
Axolotyl-folk, typically living simple
lives in upper subterranea, benefitting
from the leavings of cities and towns
above them, but avoiding commerce
or friendship with the surface-
dwellers.

# 3d10
Attacks As weapon
Safe zoneNil
Armour As armour or 12 slashing,
piercing (scales)
HP 9
Morale 11
Treasure Belongings
type
Special Water-breathing
Troll
Infra-vision.
Ogre-sized humanoids with rubbery,
off-colour skin. Their hair is a mass of
thick, black tendrils that float, like
weeds in the water. They are featless,
ravenous, and often wander into new
lands causing havok as they eat until
their belly is swollen and then fall
asleep at the bottoms of lakes, in a
bridge's shade, or in a dead bear's
cave.

# 2d4
Attacks 2 x 2d4 (claws) + 2d6 (bite)
Safe zone Nil
Armour Nil
HP 63
Morale 14
Treasure Leavings
type
Special Weird life: Regenerates 3
HP per round. 1-in-6
chance severed limbs
continue to fight. Lost
body parts regrow in a
week. They are vulnerable
to fire and acid,.

102
Monster list

Tyrannosaurus
Fast, giant, two-legged apex predator.
It is fiercly stupid, and will defend its
territory to the death.

# 1d2
Attacks 5d8 (bite) or 3d8 (bash)
Safe zone Nil
Armour 12 mundane (hide)
HP 81
Morale 16
Treasure Leavings
type
Special Bash: Sweeps its tail or
head, knocking all in area
of effect to the ground.
Must expend their next
movement to climb back to
their feet.
Vampyr Lord
No reflection, no shadow, completely
silent. Otherwise, just people. They’re
masterminds that assume positions of
power, or socialites who manipulate
the powerful at night.

# 1d4
Attacks As weapon
Safe zone 4 (magic, steel); -2 (save vs.
turning)
Armour Cannot be hit except by
magical weapons.
HP 60
Morale 16
Treasure Horde
type
Special Gaze: save vs. domination
or become enchanted.
Can become a bat or a
cloud of gas at will.
Can climb upon walls.
Cannot die unless their
coffin is destroyed or their
heart is pierced by a stake.

103
Monster list

Ursastrix
Giant owl-faced bear, with an
armoured crest and horned beak.
Solitary creatures.
# 1
Attacks 2 x 1d6 (claws) or 3d4
(horned beak)
Safe zone Nil
Armour 14 mundane (crest: not
from behind
HP 33
Morale 11
Treasure Leavings
type
Special Bear hug: If both claws hit,
squeeze the target for 2d8
damage per round.

Vulture-wyrm
Massive centipedoid with writhing
snout-tentacles. Scraps of rotting
flesh hang from its carapace, emitting
a fetid odor.

# 1d6
Attacks 1d4 bite
Safe zone Nil
Armour 12 mundane (hide)
HP 23
Morale 6
Treasure Leavings
type
Special Tentacles: 1 target in reach
range. Save vs. poison or be
paralysed.

104
Monster list

Were-folk
Afflicted with a curse that forces
them to shapechange during the full
moon. With training, may
shapechange at will. Many groups of
were-folk have formed communities
with their own cultures and folkways.
Common were-folk include wolves,
jackals, ravens and bears.

# 1d12
Attacks 2d4 (teeth or claws)
Safe zoneNil
Armour Can be hit only by silver or
magical weaponry.
HP 21
Morale 12
Treasure Belongings
type
Special Shapechange: Either at will
or at full moon, become a
giant version of their
designated beast.

Wraith
A cloud of black anti-matter, vaguely
humanoid with glowing, red eyes. The
soul of a cursed, powerful human,
whose will to consume lives on.

# 1
Attacks 1d6 (touch)
Safe zone2 (save vs. turning)
Armour Can only be harmed by
silver or magical weapons.
HP 37
Morale 15
Treasure Leavings
type
Special A successful hit drains 1
constitution from the
victim.

105
Monster list

Wyvern
Two-legs, two wings, and a scorpion
stinger on its tail. Resembles a scaled
and horned falcon more than a
dragon. Growls like a bull crocodile
and hisses like a quenched blade.

# 1d6
Attacks 2d8 (bite) + 1d6 (stinger)
Safe zoneNil
Armour 12 mundane (scale, back
only)
HP 80
Morale 14
Treasure Leavings
type
Special Poison: On a successful
stinger attack, save vs.
poison or fall to the ground
limp for 1d4 rounds.
Drop: Will carry poisoned
prey away from a fight, or Xandrian
drop them from a height Octopus-faced, mauve-skinned
after flying directly psionic overlord. Guarded by
upwards for 1 turn, for 6d6 dominated servants. Not cruel, but
damage. punish any who question their place
at the centre of the world. They suck
the brains out of stunned victim’s
skulls, absorbing their ideas.

# 1d4
Attacks Nil
Safe zone 4 (psychic intrusion)
Armour Nil or as armour
HP 68
Morale 15
Treasure Magical
type
Special Mind blast: All within area
of effect save vs. wands or
are stunned and unable to
act for 3d4 rounds.
Manifest psionic powers as
an eighth-level psionicist.

106
Monster list

Zombie Bandit
Animated corpses, desperate to Thieves who prey on travelers and
devour brains. If they manage to isolated dwellings.
devour enough, they will develop
intelligence and regenerate their # 4d4
rotten flesh. Attacks 1d6 (sword) or 1d8 (bow)
# 3d8 Safe zoneNil
Attacks 1d8 (bite) Armour 12 slashing & piercing
(leather)
Safe zone 8 (save vs. turning) HP 4
Armour Nil or as armour Morale 9
HP 9 Treasure Leavings
Morale 14 type
Treasure Leavings Special Nil
type
Special Immune to charm, sleep,
hold, poison and cold.
Infectious: If killed by a
zombie, rise again as a
zombie.

Knight
Armoured, mounted, questing or
serving their lord.

# 1d4
Attacks
Safe zone Nil
Armour 16 mundane (plate)
HP 9
Morale 14
Treasure Belongings
type
Special Charge: Double damage if
attacking on horseback.

107
Monster list

Soldier
Armed and organised militia in
defence of their home.
# 10d10
Attacks 1d6 (sword)
Safe zoneNil
Armour 14 piercing & slashing
(scale)
HP 4
Morale 10
Priest Treasure Belongings
On a mission from their god, usually type
in priestly raiment fit for travelling. Special Nil
# 1d8
Attacks 1d6 (mace)
Safe zone 1 (death magic)
Armour Nil
HP 14
Morale 10
Treasure Belongings
type
Special Priestly spells at fourth-
level, once per watch.
Wizard
Enrobed and entitled, these wise folk
are often too busy to notice the
common folk.

# 1d2
Attacks Nil
Safe zone 2 (wizardly magic)
Armour Nil
HP 10
Morale 10
Treasure Magical; possesses a
type spellbook.
Special Wizardly spells at fourth-
level, memory of 6.

108
109
Spells & powers

Spells, psionic powers forewarned in some way when the


time comes.
and magical items
Spells, psionic powers and magical Casting time is equivalent. In
items may be converted from basic or combat, casting times of one round
advanced adventure games. are always last in the order of actions.
For casting times with only a number,
Spells this represents their weapon speed.
A spell requires the following: Level,
School/sphere, Range, Duration, Spell variants are separate spells that
Casting time. Area of effects or saving modify the primary spell. You must
throws should be clear in the learn spell variants separately.
description.
Psionic powers
Priestly spells have sacrifices; A psionic power requires the
substitute for components. following: Type, Discipline, Ability,
Cost, Range, Meditation.
Schools are equivalent.
Type indicates whether the power is
Saving Throw are equivalent, a science or a devotion.
according to this table::
Classic AFD Power check is used unmodified to
Paralyzation, Poison ascertain which ability check to use.
poison or death For example, Constitution (+1)
Rod, staff or Wands becomes simply Constitution.
wand
Petrification or Transformation Initial and maintenance costs
polymorph remain the same and are deducted
Breath weapon Ill-fortune from Psi Pool. Write these as [initial]
Spells Domination ([maintenance]/round). For example,
7 (4/round).
Ranges that require touch are closer Meditation is equivalent to
than melee (and always provoke a preparation time. If meditation is 1
consequence), ranges in feet are in round, the power can be manifested
the reach rank and ranges in yards are in the second round. Otherwise, treat
in the ranged rank. as casting time.
Area of effect spells always affect a Magical Items
single battlefield (or 1d6 targets, if
not in combat). Magical items are unique, and follow
many of the rules of thumb for Spells
and Psionic powers. For magical
Duration is equivalent, remembering armour and weapons, having a bonus
roughly ten rounds to a turn, and six (+1) adds to their damage roll without
turns to an hour. Spell endings for adding to their weapon speed, but
random durations should be subtracts from their attack roll.

110
Wizardly spell list

Wizardly spells of 1st on the ice are more likely to fall off
nearby edges, and are more
level vulnerable to pushing or pulling.

Cantrip
Level 1
School All schools
Range Special
Duration 1 hour / level
Casting 1
Time
Alarm bell Caster manifests minor magical
Level 1 effect, such as creating ethereal
School Abjuration music, emboldening faded colors,
juggling balls across their knuckles,
Range Ranged puffs of wind that can flicker candles,
Duration Half a watch / level flavouring bland food, strengthening
bad smells, or sweeping dust under
Casting 1 round rugs. They can impress small children
Time and common folk, brighten dreary
The selected area up to a 20 foot cube lives, and make housekeeping
reacts to the presence of any physical simpler, no more.
creature larger than a normal rat.
When any such creature enters,
touches or contacts it without
speaking a password established by
the caster, a loud ringing is let out
heard clearly within 60 feet, for 1
round.

Black ice Control fires


Level 1 Level 1
School Conjuration School Alteration
Range Ranged Range Ranged
Duration 3 rounds + 1 round / level Duration 2 rounds / level
Casting 1 Casting 1
Time Time

A surface up to 10 square feet in area In a 10 foot radius, cause non-magical


is covered in invisible ice. Any fires to increase or decrease in size
creature entering the area must save and brightness from mere coals to
vs. wand else slip or fall, depending double in radius and as bright as
on the speed at which they enter the daylight. The caster can extinguish
area. At the referee’s discretion, any the fire or make it take a basic form.

111
Wizardly spell list

Create sound Enfoggle


Level 1 Level 1
School Illusion School Evocation
Range Ranged Range Ranged
Duration 3 rounds / level Duration 2d4 rounds + 1 round /
Casting 1 level
Time Casting 1
Time
Within range, caster can create a
sound of their choosing, with volume A shape 20 feet cubed in volume (+ 10
relative to their level. At first-level, feet per level) is filled with fog,
the sound of four men. At fourth- obscuring all sight within it and
level, the sound of a roaring lion. At through it. It can be blown away by a
eighth-level, the sound of a roaring strong wind.
dragon. If there is no reason to
disbelieve the noise, a hearing person Enlarge
believes it.
Level 1
School Alteration
Deflection
Range Ranged
Level 1
Duration 5 rounds / level
School Abjuration
Casting 1
Range Self Time
Duration 5 rounds / level
A single creature or objects swells to
Casting 1 greater size, equal to 10% larger per
Time level of the wizard, including any
An invisible barrier in front of the weapons or equipment. A creature
wizard negates all magical darts and may save vs. transformation to avoid
gives advantage on saving throws being affected. Variant: Instead
against attacks from the front. shrinks the target.

Earwig Flame arc


Level 1 Level 1
School Conjuration School Conjuration
Range Vision Range Melee
Duration 5 rounds / level Duration Instantaneous
Casting 1 Casting 1
Time Time

All creatures affected can hear a An arc of flame bursts from the
whispered message of 25 words, caster’s fingers, causing all in range to
regardless of distance. They may suffer 1d6+1 damage (+1 / level). A
whisper a reply, once. succcessful save vs. wands reduces

112
Wizardly spell list

damage by half. Flammable materials eagle. An unpleasant might be a rat or


burn. Variant: Instead, frost arc. toad.

Familiar spirit
Level 1
School Conjuration
Range 1 mile / level
Duration Eternal
Casting 2d12 hours
Time
The wizard summons a cat, frog, False reputation
ferret, crow, hawk, snake, owl, raven, Level 1
toad, weasel, mouse, or other
similarly small creature as their School Enchantment
familiar. A familiar is cleverer and Range Self
longer-lived than a typical animal,
and the wizard can command it Duration 1 hour + 1 hour / level
telepathically up to a mile away. The Casting 1
wizard and familiar cannot sense Time
through one another. A familiar
typically has 1d4+1 HP, and if it dies, All those within a 60 foot radius of
twizard permanently loses 1 point of the caster act as if the caster has 1
Constitution. reputation per level of the caster, for
the purpose of reaction rolls. When
Roll twice on this table to determine a the spell wears off, the creatures
familiar's personality, then its type realize they have been influenced,
based on animals suitable to the area and react accordingly.
where it was summoned:
d20 Personality Type Featherbones
1-2 Contrary Magical or Level 1
unusual School Alteration
3-6 Reluctant Unpleasant or Range Ranged
scavenger
Duration 1 round / level
7-15 Lazy Common or
friendly Casting 1
Time
15-19 Obedient Beautiful or
charming Affected creatures or objects assume
19-20 Proactive Magnificent or the mass of a feather; affecting their
noble falling speed and negating fall
damage. The spell affects all in a 10-
A magical or unusual familiar might foot cube.
be a winged cat or a fae-dragon. A
magnificent familiar might be an

113
Wizardly spell list

Ghoulish hands Wands or lose vision for the duration,


Level 1 suffering disadvantage on all rolls.
School Conjuration
Incanted costume
Range Melee
Level 1
Duration 3 rounds + 1 round / level
School Illusion
Casting 1
Time Range Self
Duration 2d6 rounds + 2 rounds /
An aura of ghoulish hands surround level
the wizard. Any creature coming Casting 1
within melee range of the wizard Time
must save or take 1d4 damage and
disadvantage on all checks for 1 hour. Caster alters their clothes and
equipment, appear a little shorter,
Hold door taller, bigger, or smaller, as if wearing
a costume and makeup. The caster
Level 1 cannot duplicate a specific individual,
School Alteration but may pass as one to someone who
doesn’t know them well. If there is no
Range Ranged reason to disbelieve the costume,
Duration 1 round / level anyone interacting with the caster
Casting 1 believes it. The caster feels the same,
Time so someone touching them won't
believe the illusion.
A door is held closed or open, as the
wizard chooses, for the duration. Light burst
Another wizard or magical creature
(such as a demon or elemental) of 4 Level 1
levels greater than the caster can School Illusion
shatter the spell. The door can still be
broken down or collapsed. Range Melee
Duration Instantaneous
Illuminate Casting 1
Time
Level 1
School Evocation A fan of bright rainbow light springs
forth, causing all creatures on the
Range Melee battlefield to save vs. wands or lose
Duration 1 turn / level their sight for 1d4 rounds. Creatures
Casting 1 below the level of the wizard are not
Time entitled to a save. Unseeing creatures
are not affected by the spell.
An object or creature within melee
range (such as a staff, or arrow) glows
as brightly as a torch. If cast at a
creature’s eyes, it must save vs.

114
Wizardly spell list

Magical Dart capacity to communicate with the


Level 1 creature, just to understand them.
Variant: Renders the targeted writing
School Evocation or speech incomprehensible.
Range Ranged
Duration Instantaneous Ring of Protection
Casting 1 round Level 1
Time School Abjuration
The caster creates a number of darts Range 3 feet, + 3 feet / level
composed of magical energy equal to Duration Special
have the caster's level, rounded up.
Each dart can only strike one target, Casting 1
dealing 1d4+1 damage per dart. Time
Using chalk, the caster draws a
Phantasm magical ring around a creature or
Level 1 area, preventing creatures of a type
specified at time of casting (angelic,
School Illusion elemental, devil, undead) to enter the
Range Ranged ring or use mental control or
possession against anything inside it.
Duration Special
Casting 1
Time
Caster creates a visual illusion of
anything within an area of 400 square
feet (+100 square feet/level). No
sound, smell or other sensations are
created. If an observer has no reason
to doubt the illusion, they believe it.
The illusion dissipates if struck or if
the wizard's concentration is broken.
Sandman's defence
Polyglottist Level 1
Level 1 School Enchantment
School Enchantment Range Ranged
Range Touch Duration 5 rounds / level
Duration 1 watch / level Casting 1
Time
Casting 1 round
Time Cast magical sand across a battlefield,
causing 1d6 creatures fall asleep until
Understand the spoken language of awoken violently or the for the
target creature or the written duration. The total HP of all these
language of target text for spell's creatures must be less than five times
duration. This does not impart the the level of the caster.

115
Wizardly spell list

Static shock Wilhelmina's Wagon


Level 1 Level 1
School Evocation School Evocation
Range Touch Range Ranged
Duration Until discharged Duration 3 turns + 1 turn / level
Casting 1 Casting 1
Time Time
A powerful electrical charge is built A plane of force three feet in diameter
up in the caster’s body. It is that can hold 100 pounds per level of
discharged if the caster touches the caster appears. It will follow the
another creature or is struck, causing caster at a range of 20 yards, slowly,
1d8 damage (+1 per level). The about 3 feet above the ground. If the
electricity can travel along conductive caster flees beyond that range, it
materials, such as copper or water, if disappears, dropping anything on it
the caster touches one. to the ground.

Witching rod Wizardly armour


Level 1 Level 1
School Divination School Conjuration
Range Stick Range Touch
Duration 2 rounds / level Duration Special
Casting 1 Casting 1 round
Time Time
The wizard enchants a stick, causing Summons a magical suit of chain mail
it to point gently toward magic when made of magical energy (15 HP
held by the wizard. The stick vibrates mundane). The spell lasts until the
when magic is near or strong. The chain mail is destroyed.
wizard has a 10%/level chance to be
able to discern the type of magic
present based on the stick's Wizardly spells of 2nd
vibrations. Multiple types of magic level
may confuse the stick; it does not
detect magical creatures unless they Magical Makeover
were summoned by magic.
Level 2
School Alteration
Range Self
Duration 3d4 rounds + 2 rounds /
level
Casting 2
Time

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Wizardly spell list

Take on the form of another Entwine


humanoid, up to 50% smaller or Level 2
larger. If the selected form has gills or
wings, it can breathe underwater or School Enchantment
fly. Nothing else changes aside from Range Ranged
these things.
Duration 1 round/level
Casting 2
Dowsing rod Time
Level 2
Command any non-magical ropelike
School Divination object within 50 (+5 per level) feet to
Range Stick coil, coil and knot, loop, loop and
Duration 1 rounds / level knot, tie and knot, or the reverse of
these commands. The rope can
Casting 2 enwrap any creature within one foot
Time of it. It cannot move to the target on
its own strength, but must be thrown.
For the duration, the stick is If used to entangle or bind an
enchanted and points gently toward opponent, they must save vs. wands.
an object of the caster's choice, when
held in the caster's hand. The stick
vibrates when the object is nearby.
Finding a specific item requires an
accurate mental image. The spell is
blocked by lead.

Duplicates Flame orb


Level 2 Level 2
School Illusion School Evocation
Range Self Range Ranged
Duration 3 rounds / level Duration 1 round/level
Casting 2 Casting 2
Time Time
Illusory duplicates of the caster Create a three foot flaming globe of
appear; it's impossible for others to fire within range of the caster. It
tell which is the caster. The wizard follows where the caster points and
will always be the last image struck by can roll up to 30 feet/round as well as
an attack; when an image is struck, it over barriers shorter than four feet.
dissipates. Creates a number of Flammable things burn. Creatures it
illusions equal to one less than the strikes save vs wands or suffer 2d4 fire
caster's level, from a minimum of 1 to damage; those in melee range suffer
a maximum of 8. 1d4 fire damage. It inflicts this
damage every round it continues to
burn.

117
Wizardly spell list

Forget Open door


Level 2 Level 2
School Enchantment School Alteration
Range Ranged Range Ranged
Duration Permanent Duration Special
Casting 2 Casting 1
Time Time
All creatures within the area of effect A door (stuck, barred, locked, wizard-
forget events from the past (caster's locked, or held), secret door, or a
level divided by 3) minutes. Creatures chest (locked or trick-opened) opens
forget a minimum of one minute. The with a resounding boom. Unless a
targets save vs. domination to avoid door is wizard-locked, it will stay
the effect. open and unlocked until intentionally
closed and locked. In the case of
wizard-locks, the door opens for one
Invisibility turn. A door larger than (caster's level
Level 2 times 10 feet squared) cannot be
School Illusion opened.
Range Touch
Duration Until dawn the next day
Casting 2
Time
The target and their worn equipment Mellar's marvelous mouth
vanish from sight, even from infra- or
ultravision. Items put down become Level 2
visible, and items picked up disappear School Alteration
if tucked away. The spell lasts until it
is cancelled, the target attacks Range Ranged
anyone, or dawn the next day. Duration Special
Casting 2
Lock Time
Level 2 The chosen object gains an enchanted
School Alteration mouth that appears and speaks a
specified message when a specified
Range Touch event occurs. This message must be
Duration Permanent 25 words or fewer, and can be in any
language known by the caster. The
Casting 2 magic mouth can only distinguish
Time people visually. The spell lasts until
A door, chest or portal is magically the command is fulfilled.
locked, and can only be opened with
the designated password, or
temporarily by a Open door spell.

118
Wizardly spell list

Wizardly spells of the Infravision


3rd level Level 3
School Alteration
Dispel Range Touch
Level 3 Duration 2 hours + 1 hour / level
School Abjuration Casting 3
Range Ranged Time
Duration Instantaneous Target's usual vision type is replaced
Casting 3 by infravision for the duration. There
Time is a variant of this spell that provides
ultravision instead.
Any spells and spell-like effects are
removed from creatures or objects.
Any spells being cast are interrupted. Invisible Sphere
Magical potions are destroyed. Level 3
Magical items are rendered School Illusion
ineffective for 1d4 rounds.
Range Touch
Firebomb Duration Special
Level 2 Casting 3
Time
School Evocation
Range Range All creatures within melee range of
the target become invisible as per the
Duration Instantaneous Invisibility spell. Any affected
Casting 3 creature moving more than 10 feet
Time away from the target becomes visible.
Affected creatures that attack negate
A ball of fire erupts, causing 1d6 invisibility only for themselves.
damage per caster level, up to 10d6,
to everyone in its area of effect.
Targets may save to take half damage. Lightning Bolt
Level 3
Flight School Alteration
Level 3 Range Ranged
School Alteration Duration Instantaneous
Range Touch Casting 3
Duration 1 turn / level + 1d6 turns Time
Casting 3 The caster shoots lightning from their
Time fingertips, causing 1d6 damage per
caster's level, up to 10d6. All creatures
Fly! Move vertically and horizontally in the area of effect make a save vs.
through the air at a moderate wands to take half damage.
movement speed.

119
Wizardly spell list

Summon monsters Wizardly spells of the


Level 3 4th level
School Conjuration
Range Reach Animalogical transformation
Duration 2 rounds + 1 round / level Level 4
Casting 3 School Alteration
Time Range Self
2d4 5-HP monsters randomly appear Duration 2 turns / level
within range and attack the enemies Casting 4
of the caster. They vanish when slain. Time
If there is no combat to be found, they
will perform other services. Transform into any corporeal creature
from wren- to hippopotamus-sized.
Equipment also transforms.
Volatile Glyph Movement and vision change as well
Level 3 but no magic abilities are gained.
School Alteration
Range Touch Dig
Duration Special Level 4
Casting 3 School Evocation
Time Range Ranged
Explosive runes are laid invisibly Duration 1 round / level
upon a book, map, or scroll. When the Casting 4
text is read, the runes detonate, Time
delivering 6d4+6 points of damage to
the reader. Any in melee range must Excavate 125 cubic feet of earth per
save vs. Wands, and sustain half round. If a tunnel or hole is deeper
damage on a failure, no damage on a than 20 feet, there is a 1-in-6 chance
success. of it collapsing. If used on rocky
creatures, cause 4d6 damage, or save
for half.
Water breathing
Level 3 Enchant weapon
School Alteration Level 4
Range Touch School Alteration
Duration 1d4 hours + 1 hour / level Range Ranged
Casting 3 Duration 5 rounds / level
Time
Casting 1 turn
Breathe water freely for the duration Time
of the spell.

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Wizardly spell list

The ordinary weapon touched Flesh to beast


becomes a +1 magical weapon, for the Level 4
duration.
School Alteration
Fear Range Ranged
Level 4 Duration Permanent
School Illusion Casting 4
Time
Range Reach
Duration Special Transform target into any corporeal
creature from wren- to
Casting 4 hippopotamus-sized. Of slain, they
Time revert to their original form (still
dead). Their equipment also
All in area of effect save vs. transforms. The target can save vs.
domination or flee from the caster in transformation to shrug off the effect.
panic. There is a 4-in-6 chance they'll There is a 6-in-6 chance that the
drop whatever they hold. target’s mind will change to that of
the new form; this is reduced by 1 for
every 5 HP difference between the
two creatures.

Illusory grove
Level 4
School Alteration
Range Ranged
Duration Indefinity
Casting 4
Firewall Time
Level 4
Up to 10 willing creatures in a 10 foot
School Evocation cube are transformed into trees.
Range Ranged When struck, the trees will bleed.
Duration Special Transformed targets are aware of
their immediate surrounds and still
Casting 4 require food, water, and rest as
Time normal.
A wall of fire 20 feet square per level
of the caster springs up vertically.
One side of the wall causes 2d4
damage to creatures within 10 feet
and 1d4 damage to creatures within
20 feet of it. It inflicts 2d6 damage + 1
per caster level on any passive
through it.

121
Wizardly spell list

Rock-skin Wizardly spells of the


Level 4 5th level
School Abjuration
Range Self Cloudkill
Duration 1d4 attacks + 1 / 2 levels Level 5
Casting 1 School Necromancy
Time Range Ranged
The caster's skin turns to stone. The Duration Permanent
next number of attacks equal to the Casting 5 rounds
duration have no effect. Time
A cloud of poisonous gas covers the
Spell-resistant Sphere battlefield, killing all creatures with
Level 4 less than 20 HP, and causing all those
School Abjuration with less than 23 HP to save vs.
poison or die. Those with more hit
Range Caster points suffer 1d10 damage each round
Duration 1 round / level they remain in the cloud. The cloud
rolls away from the spellcaster at 10
Casting 4 feet per round, although wind will
Time dissipate it.
A magical sphere appears around the
caster, preventing any spells up to Cone of cold
half the caster’s level from
penetrating, including innate abilities Level 5
and effects from devices. Spells can be School Evocation
cast out of the sphere. Range Ranged
Duration Instantaneous
Zip
Casting 5
Level 4 Time
School Conjuration
A cone of cold causes all in the area of
Range Self effect to lose 1d4+1 damage per caster
Duration Instantaneous level.
Casting 1
Time Conjure elemental
Appear up to 30 yards (per level) away Level 5
from current location. Choose School Conjuration
location by visualising it, or stating a Range Ranged
direction. If destination would place
caster inside a solid object, the caster Duration 1 turn / level
is trapped in the astral plane instead. Casting 1 turn
Time

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Wizardly spell list

When in presence of a body of air, An unimpenetrable and unmoveable


earth, fire or water, the caster can wall of force appears, up to 10 square
summon an elemental with 36 HP. feet per level in size. Only
The caster must maintain annihilating spells, such as
concentration to make the elemental disintegrate, can affect the wall.
obey; otherwise, it turns on the Alternatively it can be a sphere with a
caster. radius of 1.5 feet per caster level.

Creation Sending
Level 5 Level 5
School Conjuration School Necromancy
Range Ranged Range Unlimted
Duration Permanent Duration 25 words
Casting 1 turn Casting 1 turn
Time Time
Create an object no more than 1 cubic Send a 25 word message to anyone
foot in size per level of the caster. The whose name and appearance you
fancier material, the longer it takes, know. If they are on a different plane,,
doubling in time from 1 round in this there is 1-in-6 chance it will arrive
order: wood, stone, crystal, metal, scrambled.
gems, elf-steel, adamant.
Teleport
Door Level 5
Level 5 School Conjuration
School Alteration Range Touch
Range Ranged Duration Instantaneous
Duration 1 hour + 1 turn / level Casting 2
Casting 5 Time
Time
Instantly teleport yourself and
Open a passage through wooden, anything you touch (up to 250 lbs +
plaster, or stone walls. The passage is 150 lbs per lever above 10th), to a
5 feet wide, 8 hight, and 10 deep. well-known location. If the caster is
not intimately familiar with the
destination, there is a 4-in-6 chance
Forcewall of them and their passengers
Level 5 appearing somewhere unintended
School Evocation and dangerous. If the caster has never
seen the destination, it is a 5-in-6
Range Ranged chance.
Duration 1 turn + 1 turn / level
Casting 5
Time

123
Priestly spell list

124
Priestly spell list

1st level Priestly spells beast. The caster can befriend 9 HP of


animals per experience level.
Aurora
Level 1 Battle annointing
Sphere Weather Level 1
Range Ranged Sphere All
Duration 4 rounds / level Range Melee
Casting 4 Duration 1d6 rounds + 1 round /
Time level
Sacrifice Small piece of foxfire Casting 1 round
Time
Sacrifice Holy water
Colourful light outlines 1d6 creatures
or objects in area of effect, making
them visible in the dark, and giving All creatures of the casters choice
those attacking them advantage. within the area of effect are blessed
and gain advantage on all attack rolls
and saving throws for the duration.
Weapons can instead be blessed:
blessed weapons become magical for
the purposes of being used against
the specific being they are blessed for
(for example, blessed against tiger-
demons). Variant: The reverse effect.

Command
Level 1
Beastfriend Sphere Charm
Level 1 Range Ranged
Sphere Animal Duration 1 round + 1 round / level
Range Ranged Casting 1
Time
Duration Permanent Sacrifice None
Casting 1 hour
Time Command another creature in a
Sacrifice Food the animal likes single word understood by the
creature. They will obey to the best of
The animal follows the caster about. their ability, so long as it does not
The caster can teach the befriended cause them or those in their care
animal three tricks or tasks, which immediate harm. If a creature has HP
each take a week of training. Animals equal to 20 x caster level, they make a
always sense ulterior motives, and the saving throw vs. domination to shake
spell fails if the caster does not off the effect.
genuinely want friendship with the

125
Priestly spell list

Confound food per level can be made safe. A


Level 1 variant of this spell exists that
putrefies food and water.
Sphere Protection
Range Touch Entangle
Duration 2 rounds + 1 round / level Level 1
Casting 4 Sphere Plant
Time
Sacrifice Small silver mirror Range Ranged
Duration 1 turn
The targeted creature is ignored by Casting 4
their pursuers or attackers for the Time
duration. The targeted creature Sacrifice A dried coil of vine
cannot take offensive action without
breaking the spell.
Cause plants in the area of effect to
entangle all creatures in the area,
Cure minor ills holding them fast for the duration of
Level 1 the spell. They may make a save vs.
wands to escape the area, moving
Sphere Necromancy slowly until they are out of the 40
Range Touch foot cube it effects.
Duration Instantaneous
Casting Speed factor 5 Pass beast
Time Level 1
Sacrifice Mouse or small animal Sphere Animal
Range Touch
Caster lays their hands upon a living,
mortal creature and heals them of Duration 1 turn + 1 turn / level
1d8 points of damage. Casting 4
Time
Sacrifice Sprig of holly
Deputrify
Level 1
The caster touches a target who
Sphere All becomes totally undetectable by
Range Ranged normal and giant non-magical
Duration Permanent animals. Variant: Affects all
unintelligent undead.
Casting 1 round
Time
Sacrifice Holy water

Spoiled, rotten, poisonous or


contaminated food and water
becomes safe. Up to 1 cubic foot of

126
Priestly spell list

Slingshot Communicate with beasts


Level 1 Level 2
Sphere Combat Sphere Animal
Range 0 Range Ranged
Duration Special Duration 2 rounds / level
Casting 4 Casting 5
Time Time
Sacrifice Three small pebbles Sacrifice None

The caster enchants three small The caster may communicate in


pebbles, which become +1 magical simple terms with an animal, normal
weapons and inflict 1d4 damage each, or giant, in range. Once the animal is
or 2d4 against undead. All three can spoken to, make a reaction roll to see
be thrown in one round, up to ranged its response.
range. Their magic lasts until they are
thrown or a watch passes. Divine weapon
Level 2
Common spells
Sphere Combat
Priests can also cast the Wizardly
spells Light and Detect Magic. Range Ranged
Duration 3 rounds + 1 / level
2nd level Priestly spells Casting 5
Time
Sacrifice A normal weapon sacred to
Casting bones your god that is then lost.
Level 2
A hammer of holy light appears and
Sphere Divination strikes any opponent in range. It hits
Range Self with the same damage and damage
type as the caster's weapon, but at
Duration Special range, as a magical weapon, and with
Casting 2 a +1 for each six levels of the caster.
Time
Sacrifice 1000gp-worth of gem-
inlaid sticks, dragon bones,
or the like.
Ask a question and your god will
answer: “Weal”, “Woe” or else a
cryptic riddle. Chances of a
meaningful reply are 4-in-6, 1 less for
every hour further in the future (ie.
The first hour is 4-in-6, the second 3-
in-6, etc.).

127
Priestly spell list

Dust devil Flame blade


Level 2 Level 2
Sphere Air Sphere Fire
Range Ranged Range Self
Duration 2 rounds / level Duration 4 rounds + 1 round / level
Casting 2 rounds Casting 4
Time Time
Sacrifice A fistful of dust Sacrifice A leaf of sumac

A five-foot tall whirlwind appears. It A flaming blade springs forth in the


has 9 HP, fast movement, save zone caster's hand. It is a weapon with
vs. steel of 1, and attacks for 1d4 1d4+4 damage, 2d4+4 against undead
damage each round. IIt can hold at or those vulnerable to fire. It can
bay or push gases or gaseous ignite combustible materials. It
creatures. It can disperse gasses in a doesn’t function underwater.
cloud centered on itself. It obscures
normal vision. Goodberry
Level 2
Enchant animal
Sphere Plant
Level 2
Range Touch
Sphere Enchantment
Duration 1 day + 1 day / level
Range Ranged
Casting 1 round
Duration Special Time
Casting 5 Sacrifice Freshly picked berries and
Time holy water
Sacrifice Something of sentimental
value. 2d4 freshly picked berries become
magically endowed with nourishment
The target animal must save vs. and healing. They act as rations for 1
domination or regard the caster as an day’s travel, and heal 1 HP.
ally to be heeded and protected. Any
word or action of the caster is viewed Heat metal
in a favourable way. The save must be
repeated once every month. If the Level 2
caster harms or attempts to harm the Sphere Fire
enchanted creature, the enchantment
is broken. When the enchantment is Range Ranged
broken, the creature will not realize it Duration 7 rounds
was enchanted.
Casting 5
Time
Sacrifice A hot coal

128
Priestly spell list

An amount of ferrous metal less than will continue to attempt to do so until


would take to create a full suit of the duration expires.
plate armour becomes too hot to
touch. Weapons can always be
affected. In the first round, the metal
becomes uncomfortable to touch; in
thesecond, its heat causes blisters and
1d4 damage; from the third on, the
metal sears skin and inflicts 2d4
damage per round until the spell
ends. Combustible materials that
touch the searing metal burn.
Immersion in water or use of
applicable magic (such as a cold spell Ophidian charm
or protection from fire) negate the
effect. Level 2
Sphere Animal
Hold Range Ranged
Level 2 Duration 3 turns + 1 / level
Sphere Charm Casting 5
Range Ranged Time
Sacrifice None
Duration 2 rounds / level
Casting 5
Time All snakes rise semi-erect and
Sacrifice A small, straight piece of swaying calmly. A number of snakes
iron. equal to the caster's level can be
charmed. A snake-like creature such
1d4 human-sized people in the area as a naga can be charmed if it has HP
of effect must save or be held rigidly less than 5 x the caster’s level.
immobile.
Resist elements
Messenger Level 2
Level 2 Sphere Protection
Sphere Charm Range Touch
Range Ranged Duration 1 round / level
Duration 1 day / level Casting 5
Casting 1 round Time
Time Sacrifice A drop of mercury
Sacrifice None
The target’s body can withstand heat
A tiny animal within range must save or cold (reaching into an ordinary fire
vs. Domination or travel to a person or standing naked in the snow), and
or destination of the caster's choosing resists extreme heat or cold (dragon
and deliver a small item or note. It breath or wands of frost).

129
Priestly spell list

Silence 3rd level Priestly spells


Level 2
Sphere Guardian Break curse
Range Ranged Level 3
Duration 2 rounds / level Sphere Protection
Casting 5 Range Touch
Time Duration Permanent
Sacrifice A silver bell
Casting 6
Time
Centered on a person or an object, Sacrifice None
complete silence prevails within area
of effect. If it is centered on a person, Break any curse, be it a connection
it moves with the person, and they with a cursed item, or a condition
must save vs. spell to avoid the effect. such as vampirism or lycanthropy.

Treeskin Create food and water


Level 2 Level 3
Sphere Plant Sphere Creation
Range Touch Range Ranged
Duration 4 rounds + 1 round / level Duration Special
Casting 5 Casting 1 turn
Time Time
Sacrifice A handful of bark Sacrifice None

The target's skin becomes as rough Create simple food and water that
and hardy as a tree, giving them 12 lasts until the next dawn: bread, wine,
mundane armour. This increases by 2 fish, beans, etc. You can feed four
every four levels of the caster. people for 1 day, per caster level.
Additionally, saving throws vs. steel
are at advantage. Cure disease
Level 3
Sphere Death
Range Touch
Duration Permanent
Casting 1 round
Time
Sacrifice The life of an innocent

Target is immediately cured of any


disease, infection, or affliction such as
magical blindness.

130
Priestly spell list

Death question purpose. Shaping moving parts have a


Level 3 2-in-6 chance to not work.
Sphere Divination
Flamewalker
Range Touch
Level 3
Duration Special
Sphere Fire
Casting 1 turn
Time Range Touch
Sacrifice 100gp of incense Duration 1 round + 1/level
Casting 5
Touch a corpse or a grave to make the Time
targeted dead rise again long enough Sacrifice 500gp of rubies
to answer a number of questions
equal to half the caster's level. The
dead will give brief, literal answers, Caster can allow 1 (+1 for each caster
level over 6) creature to walk on
anything as hot as molten lava
without ill effects.

Hold animal
Level 3
Sphere Animal
Range Ranged
Duration 2 rounds / level
Casting 6
Time
Sacrifice A small, straight piece of
iron.
then die eternally, unable to be
resurrected again. 1d4 human-sized creatures in the
area of effect must save or are held
rigidly immobile.
Divine sculptor
Level 3 Lightning Strike
Sphere Earth Level 3
Range Touch Sphere Weather
Duration Permanent Range Ranged
Casting 1 round Duration 1 turn / level
Time
Sacrifice A clay vessel Casting 1 turn
Time
Sacrifice Lightning-struck wood
Caster reforms up to 3 (+1 per level)
cubic feet of stone to suit their

131
Priestly spell list

When there is a storm in the area, the Tongues


caster can command lightning to Level 3
strike. The caster may call one bolt
per round, each bolt causing 2d8 Sphere Creation
(+1d8 per caster level) lightning Range Self
damage. On a successful save, targets
of the bolt take half damage. Duration 1 round / level
Casting 3
Living corpse Time
Level 3 Sacrifice A small clay ziggurat
Sphere Death
Range Ranged The caster can speak and understand
the language of one target within
Duration Permanent range, if they speak one. They can
Casting 1 round speak an additional language for
Time every third-level they possess.
Sacrifice A piece of flesh
Water walk
Cause the corpses of dead human- Level 3
sized creatures to rise, and obey your
commands. They follow you and Sphere Water
defend you. You can animate 5 HP of Range Touch
skeletons or zombies per caster level. Duration 1 turn + 1 turn / level
Living corpses have the HP of their
living forms, so only a 12th level Casting 6
priest could raise a zombie fire giant. Time
Sacrifice Cork from a freshly opened
bottle of wine
Protection from fire
Level 3 The target can walk on water as if it
were firm ground. For every level
Sphere Fire above sixth-level, an additional target
Range Touch can be affected.
Duration Special
Casting 6 4th level Priestly spells
Time
Sacrifice None Abjure
Level 4
The target is invulnerable to normal Sphere Summoning
fires, and resistant to magical fires. A
variant of this spell exists for cold. Range Ranged
Duration Permanent (ish)
Casting 1 round
Time
Sacrifice Material inimical to the
creature

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Priestly spell list

Send an extraplanar creature back Target creature becomes invulnerable


from whence it came, if you know its to lightning or similar damage
name. If the creature has resistance to sources, such as a dragon's electric
magic, it can save vs. ill fortune to breath or an electrical charge.
resist being banished. Variant: Acid or poison rather than
lightning.
Cure major ills
Level 4 Scrying pool
Sphere Healing Level 4
Range Touch Sphere Divination
Duration Permanent Range Ranged
Casting 7 Duration 1 round / level
Time Casting 2 hours
Sacrifice None Time
Sacrifice Scented oil
Heal a creature for 2d8+1 HP.
Through the pool, you can view any
Part or lower water place you wish. You cannot hear, and
it is too vague to read.
Level 4
Sphere Water
Range Ranged
Duration 1 turn / level
Casting 1 turn
Time
Sacrifice Dust

Water in an area sinks to a minimum


depth of 1 inch, and is held away on
either side.
5th level Priestly spells
Protection from lightning
Grow animal
Level 4
Level 5
Sphere Protection
Sphere Animal
Range Touch
Range Ranged
Duration 1 turn / level
Duration 2 rounds / level
Casting 7
Time Casting 8
Sacrifice None Time
Sacrifice None

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Priestly spell list

Up to 8 animals in range double in Pillar of flame


size. Level 5
Sphere Fire
Commune with god
Range Ranged
Level 5
Duration Instantaneous
Sphere Divination
Casting 8
Range Caster Time
Duration Special Sacrifice Sulphur
Casting 1 turn
Time You summon a pillar of flame down
Sacrifice None on a creature and everything above it.
Save to take half damage; otherwise,
take 6d8 damage.
Caster asks one question (per caster
level) of their deity, who must answer
in five words or less. Raise the dead
Level 5
Sphere Death
Range Ranged
Duration Permanent
Casting 1 round
Time
Sacrifice A finger

Restore life to any humanoid, that has


been dead for no more than 1 day per
Control winds caster level. The body is not
Level 5 regenerated, and diseases are not
healed unless they have run their
Sphere Weather course. They return with 1 HP, and
Range 0 need to rest after they return. Their
Constitution is reduced by 1.
Duration 1 turn / level
Casting 8
Time Rock to mud
Sacrifice None Level 5
Sphere Earth
Alter the speed of wind in the area, Range Ranged
once per three caster levels, along
this chain: light breeze, moderate, Duration Until it dries
strong, gale, storm, hurricane. An eye Casting 8
of calm exists around the caster, 40 Time
feet in radius. Sacrifice Clay and water

134
135
Psionic powers list

Turn rock of an sort into an equal also retrace their steps to the
volume of mud, up to a 20 foot cube location.
per caster level. The depth of the mud
cannot exceed 20 feet. Folk trapped in Adrenaline
the mud, sink at ¼ of their height per
round. Type Devotion
Discipline Psychometabolism
Psionic devotions Ability Constitution
Cost 8 (4)
Absorb ill Range Self
Type Devotion Meditation 0
Discipline Psychometabolism
Ability Constitution Psionicist controls the adrenaline in
Cost 12 their system, gaining 1d6 points they
can distribute to their Strength,
Range Touch Dexterity, or Constitution scores for
Meditation 0 the duration. On a critical success,
they add 1d6 to all three ability scores
for the duration.
Psionicist removes disease from
target creature, taking it into
themselves. On a critical success, the Animate object
disease is destroyed by the Type Devotion
psionicist’s immune system;
otherwise, it infects the psionicist. Discipline Psychokinetics
Ability Intelligence
Absolute navigation Cost 8 (3)
Type Devotion Range Ranged
Discipline Clairsentience Meditation 0
Ability Intelligence
Cost 4 (7/hour) An inanimate object up to one
hundred pounds in weight comes to
Range 0 live, moving clumsily, like a puppet.
Meditation 0 The object can attack as if with a club,
as if the psionicist was attacking.
Psionicist always knows their position
relative to the location at which this
power was first manifested (e.g., 100
yards north). This power cannot help
the psionicist retrace their steps. This
largely serves as an adjunct to other
powers such as teleportation, astral
travel, and telepathic contact. On a
critical success, the psionicist can

136
Psionic powers list

Animate shadow silver cord connects it to their


Type Devotion physical body. They can travel
between planes or places on the same
Discipline Psychokinetics plane at the speed of thought. When
Ability Wisdom the astral body reaches its
destination, the psionicist can
Cost 7 (3) manifest a temporary physical body
Range Ranged to explore that location. If the astral
Meditation 0 or temporary body is killed, the
psionicist loses all their psi pool and
returns to their physical body.
Imbue any shadow with a life of its
own. It remains two-dimensional. Attraction
Shadows cannot interact with any
physical object. Type Devotion
Discipline Telepathy
Armament Ability Wisdom
Type Devotion Cost 8 / round
Discipline Psychometabolism Range Ranged
Ability Constitution Meditation 0
Cost 9 (4)
Range Self Target is overcome by an attraction to
Meditation 0 a person or thing and will do
everything reasonable within their
power to get close to it. They will risk
The psionicist's arm becomes a melee serious injury to get close to the
or reach weapon of their choice. They object if they are a contacted target,
cannot drop this weapon, nor do they or on a critical success. A variant of
gain proficiency in it. On a critical this devotion exists called “Aversion”
success, the weapon is considered that does the opposite.
magical for purposes of hitting
magical creatures. Awe
Type Devotion
Astral projection
Discipline Telepathy
Type Devotion
Ability Charisma
Discipline Psychoportation
Cost 4 / round
Ability Intelligence
Range Self
Cost 6 (2)
Meditation 0
Range Self
Meditation 0
All contacted targets must save vs.
domination or be cowed by the
The psionicist creates an astral body psionicist’s awesome might. They will
and travels the astral plane with it. A not serve or befriend them but

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instead avoid them, avoid upsetting Catfall


them, and avoid attacking them Type Devotion
unless forced.
Discipline Psychometabolism
Body control Ability Dexterity
Type Devotion Cost 4
Discipline Psychometabolism Range Self
Ability Constitution Meditation 0
Cost 7 (5)
Range Self Psionicist takes no damage from falls
of 30 feet and halved damage from
Meditation 0 higher falls, and may leap up to 30
feet. On a critical success, they may
jump up to 50 feet.
Psionicist's body adapts to a specific
hostile environment (water, acid,
extreme cold, extreme heat, etc.). Cell rejuvenation
They can move or breathe normally in Type Devotion
it, and take no damage from it. This
does not affect vulnerability to types Discipline Psychometabolism
of damage. On a critical success, the Ability Constitution
psionicist changes the environment
they are adapted to while they Cost 5 (Special)
maintain the power. Range Touch
Meditation 0
Cannibalise
Type Devotion On a partial success, heal 1 HP per 10
Discipline Psychometabolism psi pool spent and 1 disease per 20 psi
pool spent. On a full success, spend 5
Ability Constitution psi pool less from the total. On a
Cost 0 critical success, spend 10 psi pool less
Range Self from the total.
Meditation 0
Chameleon
Type Devotion
Take any number of Constitution
points and convert them to psi pool at Discipline Psychometabolism
a ration of 8 psi pool to 1 constiution Ability Constitution
points. Consitution recovers at a rate
of 1 per week of rest. On a critical Cost 6 (3)
success, the psionicist gains 8 psi pool Range Self
without expending any constitution. Meditation 0

Colour of psionicist's skin, clothing,


and equipment change to blend into a

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Psionic powers list

chosen background. This change Contact


takes several seconds. On a full Type Devotion
success, psionicist cannot be seen
while still. On a partial success, Discipline Telepathy
psionicist saves vs. ill fortune to avoid Ability Wisdom
detection. On a critical success, they
can maintain the camouflage while Cost Special (1)
moving. Range Special
Meditation 0

Establish telepathic contact with a


target to gain advantages when using
other psionic powers. Psionicist can
maintain contact with multiple
targets by paying cost for each. Initial
Clairpsionicism cost is equal to either half the target's
level or twice their HP, rounded up. To
Type Devotion avoid being contacted, a target must
Discipline Clairsentience save vs. domination. Unwilling
psionicists or psionic creatures must
Ability Wisdom be defeated in a psychic duel to
Cost 4 (1) establish contact.
Range 1 mile
Meditation 0

Sense all psionic activity within


range. After concentrating for a
second round, psionicist can identify
direction and distance to it. On a
critical success, they can identify the
psionic activity.

Compass Danger sense


Type Devotion Type Devotion
Discipline Clairsentience Discipline Clairsentience
Ability Intelligence Ability Wisdom
Cost 1 Cost 4 (3)
Range 0 Range Special
Meditation 0 Meditation 0

Know which way is north. On a Psionicist can maintain contact with


critical success, this sense lasts until multiple targets by paying cost for
dawn the next day. each. Initial cost is equal to either

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half the target's level or twice their though. On a critical success, the
HP, rounded up. To avoid being effect lasts up to a day.
contacted, a target must save vs.
domination. Unwilling psionicists or
psionic creatures must be defeated in
a psychic duel to establish contact.

Dreamwalking
Type Devotion
Discipline Psychoportation
Ability Wisdom
Cost 1 / 3 watches of travel
Range 500 miles Empathy
Meditation 0 Type Devotion
Discipline Telepathy
The psionicist sleeps and dreams they Ability Wisdom
travel from their present location to
another location within range. They Cost - (1)
may take a number of passengers Range Unlimited
equal to their level, but the ability Meditation 0
check is made with disadvantage. On
a full success, the psionicist and their
passengers arrive a their destination Sense basic needs, drives and
when they wake. On partial success, emotions in any mind within range.
they fall short. Dreamwalks take This includes thirst, hunger, fear,
about eight hours to complete, fatigue, pain, rage, hatred,
regardless of success. uncertainty, curiosity, hostility,
friendliness and love. The psionicist
can identify the subject of the
Ectoplasmic Form emotion (i.e. Who is loved, or who is
Type Devotion hated) in a contacted target, or in all
Discipline Psychometabolism within range on a critical success.
Ability Constitution
Empathic projection
Cost 9 (9)
Type Devotion
Range Self
Discipline Telepathy
Meditation 1
Ability Wisdom
Become ghostlike. The psionicist is Cost - (4)
visible as a wispy outline and moves Range Unlimited
normally, but can pass through solid Meditation 1
material easily. The psionicist's
backpack does not become ghostlike,

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Send an emotion to all contacted ESP


targets. On a success, it can only Type Devotion
change the recipients' emotional
states by a degree. On a critical Discipline Telepathy
success, emotions can be drastically Ability Wisdom
altered while the power is
maintained. Cost - (6)
Range Unlimited
Enhancement Meditation 0
Type Devotion
Discipline Psychometabolism Perceive surface or active thoughts in
all contacted targets. You may have to
Ability Wisdom prompt them to cause them to think
Cost Special about certain subjects. The psionicist
Range Self cannot understand languages they do
not already speak, including magical
Meditation 0 syllables a wizard may think in.
Psionicist cannot delve into
memories or the subconscious with
Increase your strength. Initial cost is this power.
equal to twice the numbre of strength
points you add; maintenance cost is
half that. On a critical success, the psi Ghost sense
cost halves. Type Devotion
Discipline Clairsentience
Equilibrium
Ability Wisdom
Type Devotion
Cost 10
Discipline Psychometabolism
Range Ranged
Ability Constitution
Meditation 0
Cost 2 (2)
Range Self
Psionicists can sense all incorporeal
Meditation 0 undead within range and know if a
spirit haunts a location within range.
Psionicist increases their Strength by
half the number of psi points paid.
Maintenance cost is half that. On a
critical success, initial cost becomes
1:1.

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Ona critical success, psionicist knows Psionicist creates an illusion seen


the location of any spirits they detect. only by contacted targets. The
illusion can involve other senses as
well. The illusion cannot be used to
Gift health make something invisible. Otherwise,
Type Devotion if there is no reason to disbelieve the
Discipline Psychometabolism hallucination, target believes it.
Ability Constitution
Heighten senses
Cost 4
Type Devotion
Range Touch
Discipline Psychometabolism
Meditation 0
Ability Constitution
Psionicist transfers any number of HP Cost 5 (1)
from their own pool to a contacted Range Self
target's pool. On a critical success, Meditation 0
transfer at 1:2.

Psionicist can more easily notice


Gust those hiding or sneaking and, on a
Type Devotion successful Intelligence check, can
Discipline Psychokinetics track like a bloodhound. Psionicist
can see and hear at thrice their
Ability Constitution normal range and identify the
Cost 16 (10) presence of poisons or impurities too
small to cause harm. They can
Range Vision identify objects easily by touch alone.
Meditation 2 rounds

Control wind speed and direction, Hurl


increasing from still to blustery, Type Devotion
blustery to gale, or gale to tornado, Discipline Psychokinetics
and changing up to 180 degrees in
direction. Ability Constitution
Cost 5
Hallucination Range Ranged
Type Devotion Meditation 0
Discipline Telepathy
Ability Intelligence Throw a 1 pound item at a target,
Cost - (4) inflicting 1d6 damage. On a critical
hit, inflict 2d6 damage.
Range Unlimited
Meditation 0

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Inattention partial success, they know the answer


Type Devotion to a general question, such as "Where
am I?" On a full success, the Psionicist
Discipline Telepathy knows the answer to two follow up
Ability Wisdom questions as well.
Cost 3 / round
Range Unlimited Levitate
Meditation 0 Type Devotion
Discipline Psychokinetics
All contacted targets struggle to Ability Wisdom
concentrate and their minds wander. Cost 12 (2)
It is easier for any to pick their Range Self
pockets or slip past them unobserved.
They won’t notice items missing even Meditation 0
in their field of view.
Psionicist lifts themselves at a speed
Inertial barrier of 60 feet per second and descend at a
Type Devotion speed they wish. They cannot move
horizontally, unless pushed or caught
Discipline Psychokinetics in a draft. Can be combined with
Ability Constitution control wind or project force to fly.
The psionicist must drop their
Cost 7 (5) backpack to levitate, and the initial
Range Self cost increases by 1 per filled
Meditation 0 inventory slot. On a critical success,
the rate of levitation is doubled.

Manifest a barrier of air that slows Marionette


everything that enters. Physical
missiles, flames, acid, gas, and fall Type Devotion
damage are rendered useless. It has Discipline Psychokinetics
no effect on magic, heat, cold, light.
Ability Constitution
Local knowledge Cost 8 (8)
Type Devotion Range Ranged
Discipline Clairsentience Meditation 0
Ability Intelligence
Contacted target must save vs.
Cost 10 domination or be controlled like a
Range 0 marionette while in psionicist's range.
Meditation 5 Control is rudimentary, unless on a
critical success, where control is
indistinguishable from normal
Psionicist absorbs local knowledge movement.
about their current location. On a

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Psionic powers list

Molecular manipulation Mind meld


Type Devotion Type Devotion
Discipline Psychokinetics Discipline Telepathy
Ability Intelligence Ability Wisdom
Cost 6 (5) Cost 8
Range Ranged Range Ranged
Meditation 1 Meditation 1

Weaken an object, making it easy to Any number of psionicists may link


break. When the object is next minds to combine their psi pool and
stressed, struck, or used to strike, it perform great works of power. They
will snap. The psionicist can choose each must expend the cost in order to
where it breaks. It can instead be make the link. On a critical success,
softened, making it pliable like clay or none of the psionicists participating
easy to break through, depending on must spend the initial cost.
the material (“soft rock” is different
from “soft wood”). Larger items take
multiple rounds to be weakened (at 1
round per 2 square inches weakened).
On a critical success, weakening
occurs at twice the rate.

Manipulate flesh
Type Devotion
Discipline Psychometabolism
Ability Constitution
Cost 6 (1)
Range Self
Meditation 0

Psionicist may expand or contract


themselves at a rate of half their
original size per round. They may
grow to a max of four times their
original size, or shrink to a fourth of
it. This does not affect their clothing
or equipment. On a critical success,
the psionicist may grow or shrink by
up to 100% their original size per
round, up to 10 times larger or a tenth
the size.

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Portal Psychic messenger


Type Devotion Type Devotion
Discipline Psychoportation Discipline Telepathy
Ability Constitution Ability Constitution
Cost 4 (2) Cost - (3)
Range Vision Range 200 miles
Meditation 0 Meditation 2

A vaguely outlined portal appears, Psionicist sends an insubstantial


leading to a place of the psionicist's image of themselves to appear
choosing within their current sight. anywhere within range to deliver a
Any who step through the portal are message. The communication is one-
disoriented and cannot attack that way. On a critical success, the
round. On a critical success, it doesn't messenger can appear as anyone.
cause disorientation.
Psychic vampirism
Type Devotion
Discipline Telepathy
Ability Wisdom
Cost 10/person
Range Ranged
Meditation 0
Post-hypnotic suggestion
Type Devotion Up to six contacted targets can be
drained if asleep. On a full success,
Discipline Telepathy the psionicist can drain as many
Ability Intelligence points of Wisdom, Intelligence and
Constitution as they choose, to gain 8
Cost 1 per level/5 HP psi pool per point. This psi pool
Range Unlimited cannot be “banked”, but rather have
Meditation 0 to be expended immediately. If any
ability score is reduced to past 5, the
target goes into psychic shock,
A reasonable course of action is causing temporary amnesia, coma, or
implanted in the minds of all death.
contacted targets with an Intelligence
between 7 and 17. A situation that will
trigger this action is also implanted.
This suggestion lasts a number of
days equal to the psionicist’s level. On
a critical success, it lasts until the
trigger occurs.

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Psionic powers list

Privation Selective invisibility


Type Devotion Type Devotion
Discipline Psychometabolism Discipline Telepathy
Ability Wisdom Ability Intelligence
Cost 10 / day Cost - (2 / target)
Range Self Range Unlimited
Meditation 0 Meditation 0

The psionicist's needs for food, water, The psionicist or individual they
and sleep are suppressed in exchange choose becomes invisible to all
for an hour of meditation each day. contacted targets, but remains visible
They can survive a number of days to everyone else.. On a critical
equal to their level or 5 days, success, the invisible person is cannot
whichever is higher. Afterwards, they be heard, touched, or smelt.
must rest for one day for every two
they were deprived. Sight link
Type Devotion
Retrospection
Discipline Telepathy
Type Devotion
Ability Constitution
Discipline Clairsentience
Cost - (5 / turn)
Ability Wisdom
Range Unlimited
Cost 120
Meditation 1
Range Ranged
Meditation 10
The psionicist can see through a
contacted target’s eyes for the
The psionicist delves into universal, duration. There is a variation of this
pervasive memory to find the answer devotion that allows hearing rather
to one question. On a full success, than sight to be linked. On a critical
they receive a complete but vague success, both sight and hearing are
answer. On a partial success, the linked.
answer is vague or incomplete. On a
critical success, the answer is specific Steelskin
and complete. Any memories the
psionicist draws from bear marks of Type Devotion
the personalities that created them. Discipline Psychometabolism
Memories can have personalities of
their own, and may be angered by an Ability Constitution
intrusion after centuries of peace, or Cost 4
delighted at the chance for the truth
to be known. Range Self
Meditation 0

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In response to an attack, the can move items in their environment


psionicist’s skin becomes hard as when they arrive in the future.
steel and deflects the blow. On a
critical success, it is maintained for an Thought shield
additional round.
Type Devotion
Suspended animation Discipline Telepathy
Type Devotion Ability Wisdom
Discipline Psychometabolism Cost 5 (3)
Ability Constitution Range Self
Cost 12 Meditation 0
Range Self
Meditation 0 Protects the psionicist against ESP,
probes, mind links, life detection, and
any other powers or spells which read
The psionicist appears dead to all or detect thoughts.
examination. On a partial success,
this lasts for one month, two months Vulnerability
on a full. On a critical success, this
lasts for three months, and the Type Devotion
psionicists remains aware of their Discipline Telepathy
surroundings and may awaken any
time they choose. Ability Wisdom
Cost - (5)
Timeshift Range Unlimited
Type Science Meditation 0
Discipline Psychoportation
Ability Intelligence All contacted targets believes that
any injury will kill them. If injured,
Cost 16 they fall to the ground in terrible pain
Range Self for 10 rounds. Even if they are not
Meditation 0 struck, their behaviour changes as if
they were trying to avoid injury.
Variant: “Invulnerability”, where the
The psionicist teleports up to three target believes that every blow they
rounds into the future and observe strike is fatal.
until time catches up. If they travel
one round into the future, they have
two rounds to prepare for an attack. If
they travel three rounds, they appear
immediately. Their preparations
typically afford the psionicist
advantage on all rolls when they re-
enter time. On a critical success, they

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Wrench damage. On a success, they take half


Type Devotion damage and are not paralysed.
Discipline Psychoportation
Crushing intellect
Ability Wisdom
Type Stance
Cost 15 (8)
Discipline Telepathy
Range Ranged
Ability Wisdom
Meditation 0
Cost 4
Range Ranged
Any target that simultaneous exists
on this and another plane of exisence Meditation 0
can be forced entirely into one of
those planes at the psionicists’
choice, for as long as the maintenance A barrage of unassailable logic stands
cost is paid. This includes undead, between you and your target. This
demons and devils, angels, and divine stance can be used in a psionic duel,
avatars. If a target is wrenched away or can be used against a contacted
from the material plane, it is trapped mind to crush them with logical
there. If the target is wrenched to the calculations. They must save vs.
material plane, its armour is halved, it domination or be lose the ability to
cannot drain life, hits against it do process or make decisions. They
not require magical weapons, and it is attack randomly or not at all, and
killed permanently if reduced to 0 HP. cannot cast spells for 1 round.

Mental blockade
Psionic stances Type Stance
Blasting will Discipline Telepathy
Type Stance Ability Wisdom
Discipline Telepathy Cost 4
Ability Wisdom Range Ranged
Cost 7 Meditation 0
Range Ranged
Meditation 0 An unassailable haven of superego
stands between you and your target,
protecting you and all allies you
A barrage of sensory input stands touch. This stance can be used in a
between you and your target. This psionic duel, or can be used against a
stance can be used in a psionic duel, contacted mind to strike directly at
or can be used against a contacted their beliefs. They must save vs.
mind by blasting them with domination or believe they have lost
sensation. They must save vs. all but 3 HP, and will pass out if hit
domination or be paralysed for 1d4 again.
rounds and suffer 1d8 + your level in

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Thrusting inquiry Psionic sciences


Type Stance
Discipline Telepathy Autometabolism
Ability Wisdom Type Science
Cost 8 Discipline Psychometabolism
Range Ranged Ability Constitution
Meditation 0 Cost 20
Range Self
A cavalcade of incisive moral Meditation 24 hours
questions stand between you and
your target. This stance can be used The psionicist enters a trance for 24
in psionic duel, or can be used against hours, healing themselves of all
a contacted mind to short their wounds and diseases. This trance can
synapses and render them unable to only be broken with 5HP or more of
act for 1d4 rounds. On a critical damage. On a critical success, the
success, they turn against their allies healing occurs in just one hour of
for this period of time. trance.

Bodyswap
Type Science
Discipline Telepathy
Whipping voices Ability Constitution
Type Stance Cost 30
Discipline Telepathy Range Touch
Ability Wisdom Meditation 0
Cost 4
Range Ranged Switch bodies with a contacted target.
No knowledge is transferred. A
Meditation 0 swapped body deteriorates, losing 1
Constitution point per day. If its
Constitution drops to zero, the body
A chorus declaring the worthless of dies. Lost Constitution is only
all their acts according to their restored when the bodies are swapped
deepest anxieties stand between you back, which becomes harder with
and your target. This stance can be lowered Constitution. On a critical
used in psionic duel, or can be used success, Constitution only
against a contacted mind to daze deteriorates at a rate of 1 point per
them for 1d4 rounds. A dazed target week.
has disadvantage on all rolls and
cannot cast spells above first-level

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Clairvoyance Dominate
Type Science Type Science
Discipline Clairsentience Discipline Telepathy
Ability Wisdom Ability Wisdom
Cost 7 (4/round) Cost - (5 / target)
Range See description Range Ranged
Meditation None Meditation 2

The psionicist sees images from a A contacted target is forced to do


distant area as if they were standing anything the psionicist wishes; they
there. They can scan the area as if know what is happening but cannot
turning their head. The psionicist can resist. Commands are telepathic. The
easily send their clairvoyance a target must save vs. domination to
number of miles equal to their level; avoid being affected, and must make
anything beyond this gives another save whenever forced to do
disadvantage on their check. On a anything contrary to their nature.
critical success, they may hear as well Dominate up to five contacted
as see. Variant: "Clairaudience" targets. On a critical success,
grants hearing rather than sight. maintenance cost is halved.

Clone Energy Sponge


Type Science Type Science
Discipline Psychometabolism Discipline Psychometabolism
Ability Constitution Ability Constitution
Cost 50 (5) Cost 10
Range Ranged Range Self
Meditation 10 rounds Meditation 5

A wispy and intangible, but otherwise Any energy attack such as electricity,
identical, copy of the psionicist steps fire, cold, and sound is absorbed into
out of their body. The psionicist sees the psionicist's body. They glow
and hears only what the clone sees brightly for a number of rounds equal
and hears, but can still smell, taste, to the damage absorbed. On a critical
and touch from their own body. While success, they may redirect this energy
the clone is manifested, the psionicist at a target within ranged rank for 2d6
cannot move or act, but must do so damage.
through the clone. The clone is
impervious to all forms of attack. On
a critical success, the clone can travel
through walls and other solid objects.

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Enpocket Psychosurgery
Type Science Type Science
Discipline Psychoportation Discipline Telepathy
Ability Intelligence Ability Intelligence
Cost 30 (10) Cost - (10)
Range Ranged Range Touch
Meditation 0 Meditation 10 rounds

The target is trapped in a featureless, The psionicist may repair psychic


benign pocket dimension for the ailments and excise possessing spirits
duration, after which they reappear in a mindlinked target, unleash wild
where they were previously. The psionic talents of a random nature, or
target can try to return by other make the effect of any telepathic
means, however. On a critical success, power permanent with no
the target cannot return of its own maintenance cost (so long as it does
accord, but must wait until it is not have a range of zero and the
allowed to return. psionicist knows the power).

Explode
Type Science
Discipline Psychokinetics
Ability Constitution
Cost 18
Range Ranged
Meditation 0

Harness latent energy inside a non-


creature object and release it
explosively. This can affect inanimate
objects, corporeal undead, living
plants, or constructs. nyone in melee
range of the explosion must save vs.
poison or suffer 1d10 damage, or half
that on a success. Up to 8 cubic feet of
the exploded object are completely
destroyed. On a critical success, the
explosion causes 2d10 damage and
effects everyone in reach range.

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Total Sensory Invisibility Metamorphosis


Type Science Type Science
Discipline Telepathy Discipline Psychometabolism
Ability Intelligence Ability Constitution
Cost - (5/round/creature) Cost 21 (1)
Range Self Range Self
Meditation 0 Meditation 5

All contacted creatures cannot see, The psionicist transforms into


hear or smell the psionicist. If the anything with a similar mass as their
psionicist touches a target or makes own body, such as a wolf, sculpture, or
an attack, contact is broken and small tree. They retain their HP by
contacted targets see the psionicist. gain the new form's resistances and
On a critical success, the psionicist attacks. On a critical success, the new
cannot be detected even by touch or form can have three times the mass of
the psionicist's own body. On a
critical failure, the psionicist passes
out for 1d6 turns and does not
transform.

Metabolic Tap
attack. Type Science
Discipline Psychometabolism
Memory Probe Ability Constitution
Type Science Cost 11 (5)
Discipline Telepathy Range Touch
Ability Wisdom Meditation 0
Cost - (9)
Range Ranged The psionicist drains 1d6 HP per
Meditation 0 round from a contacted target to
replenish their own. The psionicist
may drain more HP than their
Perceive surface, active thoughts in a maximum, but this bonus HP only
contacted target. Find memories and lasts for one watch. On a critical hit,
knowledge in a mindlinked target. the psionicist can drain 2d6 HP per
The psionicist may learn the answer round.
to one simple question per round.
Complex questions take longer. The
psionicist cannot understand
thoughts in a language they do not
already speak.

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Mindwipe Molecular Redistribution


Type Science Type Science
Discipline Telepathy Discipline Psychokinetics
Ability Intelligence Ability Intelligence
Cost - (8) Cost 16 (3)
Range Touch Range Ranged
Meditation 1 Meditation 0

Wipe knowledge from a target’s mind. Change an existing object or create


The target saves vs. domination to one from nothing. An object created
resist the effect. On the first round, or changed this way can have any
the target's Intelligence is reduced by shape, colour, or texture the
1 point. On the second round, they psionicist desires. However, if cannot
lose 1 point of Wisdom. On the third, exceed 4 cubic feet in size or 10 lbs.
they lose 1 level. Finally, on the The object's size cannot be radically
fourth they lose the targeted altered, and the created object or
knowledge. On a critical success, the changes last as long as the power is
target does not get to save. Psychic maintained. On a critical success, the
surgery can restore the lost object or change is permanent.
knowledge, Intelligence, Wisdom, and
level. Neurologic Explosion
Type Science
Mindlink
Discipline Telepathy
Type Science
Ability Wisdom
Discipline Telepathy
Cost 75
Ability Wisdom
Range Ranged
Cost - (8)
Meditation 3
Range Unlimited
Meditation 0
A psychic scream of overwhelming
power penetrates all minds within
Communicate wordlessly with any range. They must save vs. domination
contacted target. Language is not a or pass out for 2d6 turns.If a psionic
barrier. Some powers require a fails this by more than 5, they lose all
mindlinked target, similar to how psionic power. This can only be
many require a contacted target. undone via psychosurgery. On a
critical failure, the psionicist must
save. vs. domination or die; on a
success, they lose their psionic
powers for 2d6 days.

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Sensitivity
Type Science
Discipline Clairsentience
Ability Wisdom
Objectology
Cost 12 (2)
Type Science
Range 0
Discipline Clairsentience
Meditation 0
Ability Wisdom
Cost 16 The psionicist perceives the residue
Range Touch of powerful emotions in their current
Meditation 0 location, offering a picture of the
location's past. Only events that leave
a strong psychic residue are
Detect impressions left on an object detectable. Understanding is vague,
by a previous owner. Choose from shadowy, and dreamlike, but the
these options: Heritage, gender, age, dominant emotions involved are
ethos, how last owner lost the item, clear. On a full success, they note two
how last owner gained the item. On a events. On a partial, they note one
partial success, pick two. On a full event. On a critical, they gain an
success, pick four. On a critical unusually clear understanding of
success, learn all the above about two three events.
owners.
Shadow-form
Punch Type Science
Type Science Discipline Psychometabolism
Discipline Psychokinetics Ability Constitution
Ability Constitution Cost 12 (3)
Cost 10 Range Self
Range Ranged Meditation 0
Meditation 0
The psionicist transforms into a living
Manifest a psychokinetic punch shadow, along with their clothing,
against an opponent in range. On a armour, and backpack (if they're
partial success, iit causes 1d6 damage unencumbered). They can blend into
and can trigger traps, throw levels, other shadows and zip through areas
open doors, and break windows. On a of darkness or shadow. Areas of open
full success, it causes 2d6 damage or light are impassable. They are
can knock a man-sized or smaller undetectable except by psychic
target over. On a critical success, it means.
causes 3d6 damage or can knock a
huge target over.

154
Psionic powers list

Telekinesis Teleport
Type Science Type Science
Discipline Psychokinetics Discipline Psychoportation
Ability Wisdom Ability Intelligence
Cost Special Cost 10 / 10 yards; 20 / 100
Range Ranged yards, 30 / 1000 yards, 40
/ 5.6 miles, 50 / 56 miles.
Meditation 0 Range Self
Meditation 0
Move object through space without
touching them, up to 60 feet per
round. Initial cost is equal to weight The psionicist teleports to a location
in pounds. Maintenance cost is half they know well and can clearly
that, rounded down. On a full success, picture in their mind. Clothing and
you can move it with agility and equipment are brought along, but not
speed, giving advantage on attacks one's backpack or any restraints. You
with the object. On a partial success, can teleport any distance, with an
the object can only be moved. On a initial cost that increases by 10 per
critical success, lift a second item of multiple of 10, starting at 10 psi pool
equal or lesser weight for the same for 10 yards, and increasing to 50 psi
cost. for 10,000 yards (56 miles), 110 psi for
10,000,000,000 yards (or roughly
travel to a neighboring planet. (ie.
Count the zeroes in the distance
you’re travelling, in yards). On a

155
Changelog

critical success, the initial cost is


halved.

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156
A parallel universe of fantasy
roleplaying. Participate in a world
that diverged from ours in 1993.
Everything a player needs is here:
Become your fantasy, learn their
heritage, watch them grow more
powerful and become ruler over
their domain, direct war.
Everything a referee needs is here,
whether you’re running a single
adventure or masterminding an
entire world. Fill your dungeons
with surprises, your domains with
intrigue and your characters with
personality.
Whether you’re orc, halfling or half-
angel, Advanced Fantasy Dungeons
is for you.

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