Professional Documents
Culture Documents
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FANTASY
CORE RULEBOOK
PREMIUM
v2.03
Contributors
Lesley Wheeler, Edward Vulis, Walter Spivak, Peter Burns, Israel Vulis, Anthony Lewis,
Shaun Soria, Kristy Simmonds, Craig Johnson, Kai Maxwell, Hans Müller, Luke Seefuss, Rianna Stahl, Alex
Siemienowicz, Callan Daalmeyer, Tim Seefuss, Mathew Sheppard, Elizabeth Curtis, Aidan O’Malley,
Ahria Rose, Mark Robertson, Stephen J. Holodinsky and Trentin C. Bergeron and Lachlan Rundell..
Copyright: Sabre RPG system ©2013-2021 by Stephen L. Nowland. All rights reserved. Reproduction of this work by any means
without the written permission of the publisher is expressly forbidden. This material is protected under the copyright laws o f
Australia. Some of the content of this book is released under an Open Gaming License. This product is a work of fiction.
Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game License version
1.0a, Section 2(e) and are not Open Content: All trademarks, registered trademarks, artwork and trade dress, the terms “Sa’quaarin”, “Escardi”,
“Raelani”, “Dracari”, “Feydwiir”, “Aielund”, “Kurhain”, “Clydach”, “Llangward’n”, “Ramidia”, “Char”, “Helayna”, “Kylaris”, “Maecal”, “Relnak”, “Rilnacht”,
“Savante”, “Vythir”. “Auldsteel” as used within.
Open Content: Except for material designated as Product Identity (see above), the text of this Dragonsbane Entertainment product is Open Game
Content, as defined in the Open Gaming Licence version 1.0a, Section 1(d). No portion of this work other than
the material designated as Open Game Content may be reproduced in any form without written permission.
Sabre Premium edition is published by Dragonsbane Entertainment under the Open Game License version 1.0a. Copyright 2000 Wizards
of the Coast.
Sabre’s mechanics and structure are based in part on the Mythras roleplaying system published by The Design Mechanism
(www.thedesignmechanism.com and www.mythrasrpg.com). Used with permission. The Design Mechanism makes no representation or warranty
as to the quality, viability, or suitability for purpose of this product.
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Contents
Character Creation...................................4 Divinity Devotion Talents.................85 Attack Basics .................................. 187
Step-By-Step Guide ..................................5 Druidry Sect Talents .........................87 Damage Rolls.................................. 187
Acadian Elf ...........................................8 Psionic Discipline Talents ...............87 Parrying & Blocking Damage........ 187
Celestrel................................................9 Shamanic Tradition Talents............87 Cover ................................................ 187
Corvid ..................................................10 Sorcery Bloodline Talents ...............88 Two-Weapon Fighting ................... 188
Daemon...............................................11 Summoning Affinity Talents ...........89 Sneak Attacks ................................. 188
Dracari.................................................12 Wizardry School Talents..................89 Mounted, Flying & Height ............. 188
Dwarf ...................................................13 Ranged Attacks .............................. 188
Equipment ..........................145
Escardi ................................................14 Currency & Gems ............................145 Damage Types................................ 189
Feylin ...................................................15 Damage Reduction ........................ 190
Starting Kit .......................................146
Forest Elf ............................................16 Armour...........................147 Wounds............................................ 190
Half Human........................................17 Conditions ....................................... 192
Human.................................................18 Armour Tables ...............................148
Herbs & Poisons.................................. 194
Nymph.................................................19 Mount & Pet Armour.......................148 Traps ..................................................... 197
Raelani ................................................20 Armour, Spells and Mobility ..........149 Manoeuvres........................ 198
Saerid ..................................................21 Armour Types ..................................149 Manoeuvres List............................. 199
Attributes ......................... 22 Shields ..............................................150
Magic .............................. 228
Attribute Bonus ................................23 Melee Weapons .................150
Two-Handed Melee Weapons.......151 Becoming a Spellcaster ................ 228
Characteristics ................... 23 Single-Handed Melee Weapons ...152 Using Magic .................................... 228
Concentration Spells ..................... 229
Damage Modifier .............................23 Exotic Weapons ..............................153
Learning New Spells ...................... 229
Healing Rate .....................................23 Ranged Weapons................153
Using Scrolls ................................... 230
Hit Points...........................................23 Ammunition .....................................156
Initiative Bonus.................................23 Auric & Auldsteel Weapons...........156 Alchemy ........................ 231
Luck Points .......................................23 Weapon Size vs. Character ...........156 Special Ability: Science ................ 234
Movement .........................................23 Crafting Equipment ........................157 Artifice ......................... 248
Reactions ..........................................23 Repairing Equipment......................161 Special Ability: Focus ................... 251
Spirit Points ......................................24 Modifying Weapons........................161 Charms ......................... 274
Age .....................................................24 Accommodation .............................166 Special Ability: Style ..................... 276
Food & Drink ....................................167 Divinity ......................... 288
Professions ....................... 25
Livestock & Mounts........................167 Special Ability: Devotion .............. 290
Professions List ...............................25 Clothing ............................................172 Druidry.......................... 305
Contacts .............................................45 Tools, Gear & Backpacks...............172 Special Ability: Sect ...................... 307
Background Events...........................47 Toolkits .............................................174 Psionic ......................... 320
Manoeuvres, Talents & Spells.........48 Services, Hirelings & Magic ..........174 Special Ability: Discipline............. 322
Philosophy..........................................48 Vehicles & Boats .............................176 Shamanic....................... 336
Starting Equipment...........................49 Game Mechanics...................177 Special Ability: Tradition .............. 338
Time & Movement ..........................177 Sorcery ......................... 351
Threat Levels ........................ 50
Drowning and Suffocation ............178 Special Ability: Bloodline ............. 353
Example Character ................................51 Summoning .................... 365
Skills ................................. 53 Blood Loss .......................................178
Special Ability: Affinity ................. 367
Critical Range.....................................53 Getting Drunk...................................178
Encumbrance ..................................179 Wizardry ........................ 380
Raising Skills......................................54
Falling & Collision ...........................180 Special Ability: School.................. 382
Modifying Skill Results.....................54
Skill Spamming..................................55 Fatigue..............................................180 GM Reference Sheets & Tips ............ 398
Common & Resistance Skills ..... 56 Fires ..................................................180 Example of Play................................... 405
Professional Skills................ 62 Inanimate Objects...........................181 Accolades & Advancement........ 408
Learning New Skills ..........................63 Luck Points ......................................181 Advanced Characters .................... 409
Morale...............................................181
Talents ............................... 77 Appendix A: Skills List ........................ 410
Random Encounters.......................182
Combat Talents.................................77 Appendix B: Traits............................... 411
Research ..........................................182
Profession Talents............................79 Appendix C: Glossary of Terms ........ 412
Survival .............................................183 Appendix D: Open Game License ..... 415
General & Race Talents....................82
Weather ............................................183
Magic & Spirit Talents ......................84
Alchemy Science Talents ................84 Combat .............................185 Character Sheet.................... 416
Artifice Focus Talents ......................84 The Combat Round ........................185
Charm Style Talents .........................85 Actions & Reactions .......................186
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Character Creation
What you’ll need to play
Welcome to the Sabre RPG, a fantasy role-playing system designed to bring your adventures to life in a way that
allows a lot of freedom of character design and on-the-go improvisation, while minimising complex rules to keep the
gameplay as smooth as possible. To get started on your journey of adventure, you’ll need some basic equipment.
Firstly, you’ll need:
• A set of polyhedral dice, specifically d4s, d6s, d8s, d10s, d12s & d20s. The d10’s are the most important, as
making percentile checks against skills is the core of the system.
• Pencils and erasers.
• In addition to yourself, we recommend at least two friends, or at least frenemies – drawing a smiley face on a
paper plate stuck to a broom simply won’t do.
• It’s handy to have a screen to place between the Games Master and the players to keep the GM’s dice rolls
secret.
Creating a Character
A character is the player’s alter-ego, the one who risks his or her life on feats of daring in the pursuit of justice,
treasure, or something more nefarious while you sit back and eat heavily salted snack foods. Sabre characters can be
from a variety of races and professions, all of which can be chosen and shaped by you.
A character in Sabre is defined by a series of different elements that describe the character’s capabilities. These
elements are:
• Races: such as humans, elves and dwarves.
• Attributes: such as Strength or Intellect.
• Characteristics: things like Height or Movement speed.
• Skills: A percentile score representing the level of proficiency with a given ability, such as Acrobatics or
Unarmed combat. The higher this number, the better you are. Players begin with Common Skills which list fundamental
abilities everyone shares and Professional Skills, representing training in specialised skills learned as part of your
career.
We’ll take you through each of these elements as we go, filling out the details step by step. Character creation in
Sabre takes less than an hour, and once it’s all figured out and the numbers written down, you’ll have all the information
you need at your fingertips to ensure a smooth, fast-playing experience.
It Begins!
You’ll need to record your information on a Character Sheet, which you’ll find at the end of this document (or just
follow that link). When you encounter unfamiliar terms, you can look them up in the Glossary. You might consider using
making some notes at first, before transferring it to the Character Sheet. As you progress, skills and other numbers will
change so have an eraser at the ready.
Character Concept
A good place to start is to have some idea of what sort of character you want to play. A master of the mystical arts?
A noble knight? A farmer’s wife whose family was murdered by roving bandits, forcing her to learn how to fight in order
to hunt down the perpetrators and exact brutal vengeance upon them? Your character concept does not need to be too
elaborate at this stage; simply an idea that will help guide certain choices such as race and profession.
Think also of how you want to play. Long range combat? Stealthy? Excelling in areas outside of combat? Make these
choices at this point.
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Step-By-Step Guide
Here’s a truncated list of the steps needed for experienced players to make your character as quickly as possible.
1. Character Concept
Decide on the kind of character and style you want to play. Sabre is incredibly flexible, so you’re only limited by
your imagination. Write it down and use it as a guideline for what follows.
2. Race
There are many races to choose from in Sabre, each with their own culture, background and specialities. Peruse
the races list and decide which one fits your concept.
3. Attributes
Once you’ve figured out your character’s race, allocate the base number for each attribute (each race is
different) and spread 18 Buff Points, with no more than 10 per Attribute.
4. Characteristics
Go through each of the Characteristics and calculate their values, which are based on your Attributes.
Damage Modifier, Healing Rate, Height and Weight, Hit Points, Initiative Bonus, Luck Points, Reactions, Spirit, &
Movement Rate.
5. Age
Determine your character’s age category and the number of skill points you’ll get with your Profession skills.
Standard is 30 for each Background skill, but characters of young or old age receive different amounts.
6. Profession
• Choose a Profession from the available options.
• Add 5 Points to each of the listed skills gained with your chosen race, after calculating their value based on
their Attribute. If you are granted a Professional Skill here, take it then add 5 points to it as well.
• Calculate your skills based on their Attribute, then add your Profession points to listed skills (the typical
adult adds 30 points per skill, but it could be higher or lower if your age category is non-standard).
• Note your character's starting money and equipment as listed in their background.
7. Attribute Bonus
Note your Attribute Bonus for each Attribute in the column just to the right of each on the Character Sheet.
Then write this number in the Bonus column for each skill related to that attribute, in the Bonus column.
8. Critical Range
The default Critical Range for each skill is 3. Note this down in the CR column of the skills tables.
9. Background Events
Roll on the Background Events list, a number of times equal to the listed number. Note your Contact down for
future reference, and the bonus gained from that contact.
11. Philosophy
Determine your character’s beliefs and motivations.
12. Equipment
Buy any extra equipment you think you’ll need (remembering that everyone begins with a starting kit).
Race
The races available in Sabre provide a diversity of capabilities, cultures and history, all of which lends itself to
ensuring your character is as unique as you want it to be. Sabre features Standard Races, suitable for any campaign and
Exotic Races, which are a little more powerful in ways, and certainly much stranger. Your GM will let you know if you can
use these in the campaign.
Available Races
Acadian Elf: Cerebral students of magic, very intelligent at the cost of their health.
Celestrel: Angelic heritage, intrinsic healers with good resistance skills but inflexible in other respects.
Corvid: Highly intelligent birds of roughly 1 metre (3 feet) in height, excellent problem solvers, physically weak.
Daemon: Demonic heritage, resistant to shadow damage, bonus to manipulate others but otherwise inflexible.
Dracari: Dragon elves, fire resistant and stealthy. Incredible night vision, terrible during the day.
Dwarf: Robust, stocky people of below average height.
Escardi: Large, strong people able to wield huge weapons with ease. Not overly bright.
Feylin: Half elf, half raelani. Fast and double-jointed. Very quick on their feet, although not especially strong.
Forest Elf: Cousins of the acadian elves. Foresters with excellent senses and agility, though somewhat delicate.
Half-human: Offspring of human and non-human race, very flexible special traits but ordinary in other respects.
Human: Extremely flexible in terms of skills, advances faster than other races.
Nymph: Long-lived fey women with natural charm and boundless charisma.
Raelani: Small, agile and strong-willed race with natural magic skill. Slow and very weak.
Saerid: Insect-like humanoids, naturally armoured and resilient but unable to wear armour.
Races have a number of statistics and unique attributes:
Languages
All races have an understanding of their own culture, and can speak and read their native language to some degree,
in addition to speaking the Common Tongue.
Characteristics
This includes characteristics such as eye and hair colour appropriate to that race, their minimum and maximum
height and weight, as well as their base speed in combat grid squares per round. The term ‘squares’ is used throughout
the system, which can represent either metres or yards, depending on the measurement system you’re using.
Special Traits
This is a list of the special benefits and penalties the race gains, usually unique to that particular race.
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Here’s a few tips on how to arrange your character information on the character sheet:
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Acadian Elf
Brilliant Magicians and Sages
Thousands of years ago, when the elven race was
still unified, a portion of their society were dedicated to
academic pursuits, the advancement of magic, science
and general knowledge about the cosmos.
These were the Acadian elves, custodians of magic
and librarians of their great centres of knowledge.
Chosen from the best and brightest of the population, in
the centuries since elven society fractured, they have
grown to master many of the magics stored within their
austere walls.
Appearance
Acadian elves are typically shorter and weaker than
their forest cousins, but their mental faculties are
sharpened to a fine edge. Hair colour tends to be darker
hues of red, brown and black, and they tend to turn grey
much younger than other races.
Their eye colour is typically blue, green or amber, and
their features are refined and urbane.
Culture
Acadian elves are renowned for their arrogance and
they can be quite intimidating when dealing with them in
person. Knowledge and intelligence is prized above any
other ability in Acadian society, and those with obvious
talent for magic rise to the highest of ranks.
Those who do not exhibit such skills are relegated to
lesser tasks required by their ancient society, such as
administrative and agricultural tasks. All of their people
are trained to meditate and channel their mental strength, and their university is charged with ensuring every member
of society can contribute to the cause of knowledge to some degree.
Like their forest cousins, Acadian elf society follows a King or Queen advised by a council of their most esteemed
academics. Safeguarding their city is of paramount concern, and all tasks are focused upon maintaining the libraries
and fending off those who would plunder their treasures. They have an extensive repertoire of ancient magic to call
upon, including powerful magical constructs with which to both fight their enemies, and work in the fields.
Sample Names
Male: Daras, Ermon, Calin, Jai, Tarran, Lomir, Halaris. Female: Alina, Anari, Gwynne, Jun, Lea, Neve, Savis, Xari, Ysin
Celestrel
People of Divine Heritage
Humans or other races who have been a vessel for a
powerful celestial being often produce special offspring,
blessed with abilities from their otherworldly heritage.
Some say celestrels have ways of speaking directly with
celestial entities, and consider them to be a direct line to
their deities.
At their core, these people are simply gifted with
abilities which can alter the course of their lives for good
or bad. Ultimately, it is up to the individual how to best
use their gifts.
Races known to have celestial heritage in their past
are;
Acadian elves
Dracari
Dwarves
Escardi
Feylin
Forest elves
Human
Appearance
Pale hair and golden eyes are common physical
features of celestrels, regardless of their other racial
traits such as skin colour, height and weight. Their
features are fine and beautiful, and even the most plain-
looking celestrel is eye-catching to some degree.
Dwarven celestrels tend to be taller than their
parents, and while lacking the robust health of their race,
their charm and grace make up for this. Escardi celestrel tend to be a little smaller than their gigantic parents and
lack their heavy frame, but always seem to keep some aspect of their parent’s tremendous physique.
Culture
Celestrels of any race blend well into society, often finding favour for their innate talent and charm. Religions
always try to attract newly discovered celestrels to their flock, believing they have the favour of the gods. They tend
to stand out in any crowd for their amazing looks and easy-going nature, and tend to ‘fall upward’ into positions of
authority and leadership where given the opportunity.
Sample Names
This race takes their names from their parent race.
Corvid
Highly Intelligent Magically Altered Crows
Once thought to have been ordinary birds, this race
was magically enhanced long ago by ancient powers to
be their scouts, companions and messengers. Although
the race that created them has long since passed from
memory, flocks of these large birds have bred true over
the centuries and can be seen mingling with regular
crows and ravens, or even walking down the street as
any other race might.
Appearance
Corvids are twice the size of their less exceptional
cousins, measuring up to a metre in height (3'). They
have four arms, tipped with claws that function as well
as hands, including opposable thumbs. Their forearms
are covered in feathers and used for flight, though the
structure of their wings is more elaborate than other
birds.
Their rear hands are used to walk around on while on
the ground, but while in flight they are free to use
objects, grab things on daring fly-bys or utilise
equipment and weapons with just as much precision as
their forearms.
Male feathers tend to be black or dark blue with tiny
specks of various colour on their tips. Females have
much more elaborate plumage, particularly around their
eyes and the rear of their wings, with any colour of the
rainbow possible.
Culture
Corvids cluster in large groups, sometimes called a ‘murder’ (a phrase they generally detest) but have acquired a
taste for civilisation since their alteration from mere animals. In most respects, they blend in to human society as
well as any other race, though they do prefer their own kind where possible. Corvids who eschew the vestiges of a
civilised life prefer mountains, towers and other homes at altitude, much like their smaller cousins.
Sample Names
Male: Bekus, Dima, Galas, Jakka, Keah, Sark, Silas, Soar. Female: Aura, Beka, Cheri, Hart, Jacey, Lael, Tria, Trillian
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Daemon
Creatures of Dark Heritage
Humanoid creatures who have been a vessel for a
powerful demonic being often produce special offspring,
imbued with abilities from their otherworldly heritage.
Often, the vessel for these entities was in fact
possessed, thus producing an afflicted child without
consent. Such individuals are called daemons (DAY-
mon), who possess an aura of dark energy that both
protects and intimidates those around them.
Appearance
Dark hair and red eyes are typical physical features
of daemons, and in some cases their eyes are
completely black. Their features vary as much as their
original heritage, though many have a sinister or twisted
bent to their expression which mar their appearance.
Such people share only a few traits of their mortal
parent, with the dominant power of the fallen celestial
being altering them beyond their usual stock, often
giving them greater health, height and charm.
Races known to have been subjected to demonic
possession in their past are;
Acadian elves
Dracari
Dwarves
Escardi
Feylin
Forest elves
Human
Culture
Daemons are alternately feared and respected throughout civilised lands, with religions either persecuting or
worshipping them, as is appropriate for a particular faith. Ultimately, a daemon has free will just like any other mortal
and as such, are not inherently evil – they are very much the result of their upbringing however, so individuals vary
greatly in personality and philosophy. Some have difficulty grappling the nature of their existence, whereas others
embrace the power flowing within them.
Sample Names
This race takes their names from their parent race.
Dracari
Elves with Dragon Blood
Once a part of ancient elven society, the schism
which tore their culture apart forced a group of them
deep underground to seek shelter from their enemies.
This group of refugees encountered a powerful and
ancient dragon, who was also seeking to hide from his
enemies in the lands above.
An accord was struck, where they would work
together to not only survive, but thrive in the dark spaces
beneath the surface. Over time, the dragon’s influence
grew and become not unlike a god to the benighted
elves. They began to change, exhibiting more draconic
traits over the generations as they left their elven
heritage far behind. These are the dracari, sometimes
known as dragon elves.
Appearance
Nearly two millennia of lightless existence have
breed a strong streak of albinism into their people, thus
white hair and skin with pink eyes are very common.
Pale blond hair along with violet, red or amber eyes is
also still seen amongst their people. In other respects,
they share the fine features of their distant surface
cousins. Most exhibit faint scales covering their skin and
slitted pupils that resemble that of a dragon.
Culture
Dracari culture is built around worship of their
dragon god and the prominence of military life and
service. Their society is led by mutual agreement of the
High Cleric (who has final say in all important matters), and the Grand Marshal who controls the military. Their cities
are little more than military outposts, designed to perfection with overlapping defensive arcs for archers and
spellcasters, learned through centuries of sustained practice and theory.
Art and song, along with all other non-essential trades have long since vanished from their society, for the early
years of their life underground were harsh and taught them many lessons about survival away from the light of the
surface. Individual rights are few, with only prominent citizens and high-ranking members of the clergy and military
afforded more say in affairs.
Sample Names
Male: Bain, Drake, Falken, Gaige, Kadir, Raiden, Taavi. Female: Bahar, Dalai, Kaija, Qiani, Rahel, Raine, Talia
Dwarf
Clever Crafters & Merchants
The race of dwarves is thought to be distantly
related to humans, but they adapted to tunnels and
underground environments after spending much of the
past two millennia mining and digging into the earth.
Rough and cramped conditions favoured the shortest
and hardiest, which created a downward trend in the
height of this sturdy race over many long years. Dwarves
are tough, with a passion for crafting and commerce,
and are experts at navigating underground.
Appearance
Dwarves rarely pass 130cm (4’) in height, and tend to
be stocky of build with fair skin. Hair colour varies
between light and dark brown, red, and very rarely blond.
Eyes are typically green, brown or amber in colour,
though blue is not outside the bounds of possibility.
The men have a long tradition of maintaining beards
in a wide variety of styles, though there are some who
prefer to go clean-shaven. These deranged anarchists
are typically shunned from mainstream dwarven society
in favour of proper, full-bearded dwarves, who are
obviously not ashamed of their people’s heritage.
Culture
Dwarven society is clan-based, with the head of each
clan a king in his own right. Female leaders are rare but
not unheard of, if they are politically strong enough to
upend centuries of male tradition. The clan leaders
choose a Thane, or a king of kings to rule the nation, but
only at the sufferance of the clans.
Mining and smithing are the most popular fields of labour, with dwarven craftsmen in high demand for their
expertise with the forge. Rare and precious Vythir, a light and strong metal, was one of the most prized finds for
prospectors and it is said the kings of old use to have entire suits of the stuff, though it is considered extremely rare
these days. The knowledge to work this and other rare metals is most common amongst dwarven artisans, who carry
on ancient traditions even when there seems to be little profit in doing so.
Dwarves prize knowledge, both of smithing and of commerce, and store away their treasures (both material and
less tangible types) in vast underground cities beyond the sight of surface dwellers.
Sample Names
Male: Connor, Dugal, Frazer, Gordon, Jaime, Jock, Lachlan. Female: Aileen, Bonnie, Cait, Elise, Kenzy, Lexi, Sloane
Escardi
Strong Warriors & Survivalists
The escardi are survivors of a lost civilisation - their
name translates to “not dead” (es’card), or “survivors”.
The advanced culture they used to live in has vanished
from the world, and those remaining are tough, resilient
and capable of living on the fringes of society where
others fear to tread.
Appearance
Escardi are essentially human in appearance, but
tower above other races. They reach up to two and a
half metres (8’2”) in height and their legs are thick and
bony, allowing them to carry their bulk with surprising
grace. They carry a great deal of muscle on their heavy
frames and two hearts beat within their chests, giving
them speed and endurance free of the ungainly gait
some oversized humans sometimes exhibit.
Most notably, an escardi’s arms and hands are long
and thick, able to wield tools and weapons much larger
than other races can manage. Their skin tends to be
olive to dark in complexion, a legacy of their original hot,
sun-baked home.
Culture
To call escardi society barbaric isn’t entirely
accurate, for while it can be rough, there is order in the
perceived chaos. Young men and women often
challenge rivals for the affection of desirable mates,
leading to a test of strength which prompts entire
villages to stop what they’re doing to watch. Wrestling,
boxing or throwing heavy objects over long distances are common ways to show one’s strength.
Escardi live up to their tough appearance, for they have learned to survive in the harshest environments and this
knowledge is passed down through the generations, as well as stories and legends from their distant pass when they
were more than just a primitive tribal people.
Sample Names
Male: Brok, Carthack, Klarr, Ovis, Parik, Sarnak, Sawl. Female: Aeris, Iswyn, Jenovia, Kiara, Nia, Rosyn, Sech, Tris.
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Feylin
Natural Acrobats
Feylin are a rare cross between elves and raelani, a
curious mix that produces beautiful, agile and delicate
offspring who are naturally double-jointed, able to
perform remarkable feats of acrobatics even as a child.
This rare crossbreed usually takes place between a
female elf and male raelani.
First generation feylin are typically loners, as is
commonly the case with half-breeds, but since feylin can
breed true with each other (and quite prolifically so in
some cases), second and third generation feylin have
actually started to create their own societies and
develop their own unique racial identity.
Appearance
A typical Feylin reaches no more than one and a half
metres in height (4'11"), with a very slight frame. Their
movements are flowing and graceful, and acrobatics
come to them naturally. Eye colours range from amber,
to green and vivid blue. Hair can be just about any
colour, but tends to be white-blonde or auburn.
Their faces tend to be a blend of an elf’s features
combined with the cheekiness of a raelani in equal
measure. Their ears appear to be oversized and pointy,
almost as if someone attached an elf’s ears to a raelani
on purpose.
Culture
Like most half-cast individuals, first-generation feylin
lack a true culture of their own and tend to either stay with their raelani or elven parent and adopt theirs. Those who
are part of larger feylin communities have even built villages to make their own lives, adopting a blend of raelani and
elf customs to guide their society.
Sample Names
This race takes their names from one of their parent races, in this case elvish or raelani.
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Forest Elf
Expert Foresters and Archers
Thousands of years ago, the elven race was unified
and achieved wonders which have all but vanished from
the world. Then, a great calamity befell them, resulting in
a splintering of their once-great nation. Many of the
elves charged with maintaining the forests and hunting
for food fled the calamity, forming their own nation
amongst the towering trees of the forests in the west.
Here, they protect the last vestiges of ancient forests
from encroachment by other races seeking to plunder
the resources within.
Appearance
Forest elves have grown tall and thin in the wild
spaces of their homeland. Their hair can be blond, honey
or red in colour, while eyes are more often than not
green, though yellow and blue are not entirely rare. Their
skin tends to be well-tanned though many of them retain
the fair skin of their ancestors.
Forest elves move with grace and poise, with each
step flowing into the next with inhuman precision.
Culture
Forest elves are free spirits who like nothing more
than being out in nature. They prize hunting, dance, craft
and other refined activities, carrying on ancient
traditions from millennia ago, including archery, which is
taught to all members of society. They are usually led by
a king or queen, who is advised by a counsel of wise
elders. Most forest elf abodes reside in or around the trees, where they are safe from predators and able to keep a
close eye on their surroundings. Indeed, their major cities (what few of them exist) are a cluster of elegant, organic
buildings connected by ramps that often extend high into the canopy.
Away from their agrarian civilisations, the rangers and druids in their ranks patrol the borders, practically invisible
amongst the forest as they watch for hostile activity. These people are held in high esteem within forest elf society,
for it is they who defend the forest against incursions and maintain the forests.
Sample Names
Male: Aiwyn, Calin, Ehlar, Kyrin, Sidra, Theodryn, Vamyr. Female: Chasi, Cythrel, Farryn, Lorna, Mayla, Saida, Yana.
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Half Human
Varied and Flexible Race
When a human and another compatible race love
each other very much, the resulting offspring bears traits
blended from both races in a way that is difficult to
predict. The mere fact humans are able to reproduce
with a number of other races indicates the distinct
possibility of a shared heritage, far in their past.
Races known to have had a successful pairing with
humans are;
Acadian elves
Dracari
Dwarves
Escardi
Feylin
Forest elves
Other races are either incompatible, or bear no
special traits beyond that of a regular human.
Appearance
Half-humans bear a mix of physical features from
both of their parents, including odd combinations such
as dark skin, red hair and violet eyes.
Their height varies from 140cm (4’7”) for a half-feylin,
to around 220cm (7’2”) for a half-escardi. Choose traits
from either human or your other parent’s race as you
see fit.
Culture
Various cultures respond differently to half-cast
children in their midst, with some being less tolerant
than others. Feylin are fully accepting, given their unique and well-travelled nature and often joke about how many
different racial stocks they can pack into one person. Elves tend to be far less accepting, as they often think of
humanity as crude and barbaric (not without good reason). As such, half-elves tend to be shunned from their
communities, though there are exceptions. Thus, half-humans are a culture of their own, each as an individual
striving to find their place in a world that is rarely accepting of their nature. They often become nomadic, constantly
searching for a place to belong and as such, learn a great deal about language and other cultures along the way.
Sample Names
This race takes their names from their parent race.
Human
Ambitious and Versatile
Of all the races, humans are the most flexible, the
most adaptable, and the most ambitious, making full
use of their relatively limited lifespans to achieve
greatness other races never manage.
While the older races stick with their ancient
traditions and simply maintain their existence, the young
human race is full of drive and a lust for achievement,
seeking to make their mark upon the world.
Appearance
Humans can vary greatly in appearance, with
numerous sub-cultures each featuring diverse skin, hair
and eye colours. But typically, humans have brown, red
or blond hair and their eye colours range from brown,
green and blue.
Their body types are the most diverse of all race too.
A typical human average in height is around 170cm, but
they can be as short as 140cm (4’7”) and as tall as
210cm (6’11”). Weight also varies greatly, with slender
people weighing only 50kg (110lbs), all the way up to
heavy-set individuals weighing in at over 120kg (265lbs)
or even more.
Culture
Human cultures are often led by a king or queen,
aided in this task by the nobility who see to the day-to-
day functionality of the realm while common folk go
about the business of producing goods and living their
lives. Women never used to be allowed to participate in
mainstream society beyond the raising of children and the running of households, but after several long wars, the
loss of men has allowed the role of women to flourish in many human societies.
It has been said that out of chaos comes order, and as a human society evolves, new laws and traditions are
created to foster peace and prosperity in the community. Thus, a frontier settlement is far less civilised than a human
city, though this does not often equate to a less violent society – the rules of a primitive village can be just as binding
and important as the legal system within a vast kingdom.
Sample Names
Male: Ben, David, Eustace, Harris, James, Robert, Tomas. Female: Alice, Eileen, Jenna, Laura, Miranda, Ophelia.
# This counts as the human race language for when you add skill points to professional skills with your profession .
Race Traits
Clever One of your skills gains +1 to its Critical Range.
Talented Choose one Talent whose prerequisites you meet.
Ambitious The cost of learning any new ability is reduced by 1 Accolade, or 100sp and 1 day of learning time.
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Nymph
Beautiful and Seductive
A close relative of the fabled nymphs of legend, this is
a race of beautiful, charming and seductive women who
hail from ancient forests, where they curate and maintain
sacred groves that are the source of their power,
unchanging in appearance over many long years.
Appearance
Nymphs stand roughly the same height as a human,
but their limbs are slender and more elongated. Their hair
is usually blond or auburn in colour, and their skin is
smooth and fair, lacking any blemishes. A nymph’s eyes
are a bright blue, green or yellow, and although their
piercing gaze isn’t as powerful as their wild cousins, it is
alluring nonetheless.
A pair of transluscent wings sprout from their back, a
legacy from their fey heritage. Their most striking feature
is their mantle, a garment of magical cloth from their
sacred grove they are bonded with. It provides protection
and a little modesty, and can be shaped to appear as any
kind of clothing the nymph desires.
Culture
This is a race of only females, with no evidence there
were ever male nymphs. The children of nymphs are
always nymphs, regardless of the male parent’s race.
The difference between true nymphs and these, their
close cousins, was the choice to leave the proximity of
their magical groves to explore. They still delight in
woodland environments, but they are not bound to them like true nymphs. Although not terribly bright, nymphs go
through life with things falling in their favour more often than not, and are welcome in all levels of society.
Nymphs are born mature and don’t show signs of ageing over their life. They can feel the end of their natural lives
approaching, and will either return to their grove to become one with nature, or resign themselves to fate and wander
out into the nearest field, becoming a beautiful statue of petrified wood to mark their passing.
Sample Names
Female: Arielianis, Coralina, Halonis, Iolanthia, Jemenis, Llanari, Nyssari, Shalentha, Xarali, Zirineli.
Race Traits
Wings You have a set of translucent wings, and can fly at Movement 4 while Unburdened.
Mantle You are unable to wear armour or clothes, but you are bonded with a mantle of magical cloth that you
may shape at will. It cannot be taken from you, and regenerates lost AP as if it were your own. It grants
you +2 Natural Armour, and can be increased in power through talents.
Ageless Don’t roll for Attribute point loss from ageing, or suffer fatigue or increased recovery time from old age.
Temptress You gain +5% to successful Seduction and Influence results.
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Raelani
Small, Elusive and Lucky
Descended from the fey creatures of the forest, the
raelani are a quaint, polite race that developed their own
distinct culture when their simple, ancient society was
pushed back by the advance of human civilisation
thousands of years ago.
Other cultures consider the raelani to be an incredibly
lucky race, prompting the phrase ‘the luck of the raelani’
whenever one of the little folk falls backward into a
small fortune.
Appearance
Raelani are one of the smallest races, barely able to
reach a metre in height. Their hair varies wildly, with red,
auburn, blond, honey, brown and even green hair
possible. Eye colours include blue, green, brown, amber
and violet, and their body types vary almost as much as
humanity, but they generally weigh no less than 30kg,
and rarely more than 45kg.
Their eyes are large and their noses tend to match,
and their ears are pointed, though this feature isn’t as
pronounced as their distant elven cousins.
Culture
All Raelani for the past thousand years have grown
up on small islands of some sort, and receive
seamanship skills in their formative years. Indeed, many
raelani serve for a year in the navy when old enough. In
many other respects, Raelani culture mirrors the best of
humanity, with the old burrow homes almost relegated
to history in favour of modern cities, ruled by a King or Queen. They are an amiable and decent people who enjoy
working in the fields, gardening, or falling asleep while fishing. In spite of this civilised veneer, all raelani are capable
of producing minor magical cantrips, though proper wizards from abroad often laugh at the simple practice. As such,
those raelani living in cities tend to avoid showing off their innate magical abilities for fear of scorn.
Sample Names
Male: Aran, Brady, Declan, Fechin, Locky, Keen, Orran. Female: Aimee, Beth, Cat, Eilish, Keeva, Nola, Raich, Tessa.
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Saerid
Four-Armed Insect Race
Saerid are insect-like humanoids who excel at hunting.
They are well-adapted to most environments but their
place amongst the civilised world is uncertain. Too alien
for lordly banquets amongst other race, saerid are most at
home out in the wilds where their natural abilities allow
them to thrive.
Appearance
Saerid bear a strong resemblance to praying mantis,
albeit on a much larger scale. They begin as small to
medium sized creatures of no more than 170cm in height,
with reversed knee joints (similar to a goat’s) and four
arms tipped with taloned claws.
The carapace of males tends towards dark colours
such as tan, brown and black, whereas female saerid
glisten with brilliant colours, including blue, turquoise,
mauve and even gold.
When saerid reach a certain age, they often (but not
always) enter a cocoon-like state for one night. When the
sun rises, they burst out of their old carapace and emerges
as fully-grown adults, larger in every respect.
Culture
Their mandibles are highly efficient at eating but make
communication with non-saerid a little more difficult,
though not impossible. Their native tongue consists of
clicks and chirps rattled off in complex arrangements. Any
non-saerid language they learn tends to have a, shall we say, ‘clicky’ quality to the words. Their names are
unpronounceable by non-saerid, so they tend to adopt simple human names to make communication easier.
Saerid society operates at a clan level, with one clan leader (a Thane) representing all clans in a particular region.
They value tests of strength and relish the opportunity for combat, which they use to settle disagreements that other
societies would use a judiciary to resolve. Unlike most insects, Saerid tend to be solitary creatures who hunt alone
where possible.
Sample Names (in Saeridish, they might also choose a human name to blend in better).
Male: Ca’tal, Klatic, Mak, Okan, T’clat, Pekk, Zatt. Female: Akki, Bek, Catak, Flitt, Katash, Tasai, X’an.
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Attributes
There are five basic attributes which form the core of each character in Sabre, defining things like strength, intellect
and personal magnetism in an easy to understand form. Most importantly, each Attribute's values are the basis for skills
and other characteristics which detail a character's capabilities. The Attributes are Strength (STR), Agility (AGI),
Constitution (CON), Intellect (INT) and Charisma (CHA). Each race has a baseline number of around 9, though they do
vary from race to race. A score of 10 to 12 is considered average for most race, with 18 and above being very
exceptional and anything below 9 being well below average. Attributes can be raised using Accolades, although this is
expensive and considered to be a late-game sort of upgrade.
Strength (STR)
STR denotes pure physical power and covers feats of strength including how much a character can carry, and
is an important when calculating their Damage Modifier, and characters with a high STR are able to use heavier armour.
Agility (AGI)
Manual dexterity, balance and the speed of one's reflexes are represented by AGI. Characters with a high AGI
score are better able to avoid being hit. A high AGI score is valuable when calculating Reactions, which determine how
many times you can protect yourself in battle, as well as the Initiative Bonus of your character.
Constitution (CON)
Constitution represents the resilience and health of the character. A high Constitution score results in a
character being more resilient to damage and less susceptible to disease, poison, and fatigue. Constitution is a
component in determining Hit Points and a character's Healing Rate, and characters with a high CON are able to use
heavier armour.
Intellect (INT)
Intellect measures the strength of a character’s mind, representing spirit, intuition and mental resolve as well
as memory and speed of thought. It determines the maximum number of skills, manoeuvres and spells you can learn,
as well as a character’s maximum Spirit Points, used to enhance one's abilities during a fight or in circumstances where
a character needs to give their all to succeed.
Charisma (CHA)
Charisma is the measure of personal magnetism, charm, influence and luck, but not general physical
attractiveness (how a character appears physically is up to the player). Some people with unpleasant appearances can
have the heart and soul of a poet. Charisma determines a character's Luck Points, that indefinable ability to have events
swing in your favour.
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Characteristics
In addition to Attributes, each Sabre character also has a set of Characteristics based on their Attribute scores that
cover important game factors such as Damage Modifier, Hit Points, Luck Points, Spirit Points and Initiative Bonus.
Damage Modifier
This Characteristic represents the effect of strength on your physical attacks, and on other activities requiring
strength checks such as breaking objects. It is an important Characteristic for characters intending to fight in physical
combat, be it melee or with ranged weapon that rely on strength. Damage Modifier is equal to your Strength Attribute
Bonus.
Healing Rate
The rate at which a character’s wounds heal naturally is represented by the Healing Rate Characteristic, which is
equal to 1 plus your Constitution Attribute Bonus. The severity of the injury determines if this number is used for the
number of Hit Points recovered per day, week or month. See more about recovering from injury in the Wounds section.
This number also dictates the rate at which Natural Armour regenerates with each 8 hour rest.
Hit Points
Hit Points is a direct measurement of the body’s ability to withstand physical punishment. Typically, the torso is the
main target area of weaponry and attacks, but some Manoeuvres can directly have effects on the head or limbs. Hit
Points are equal to your Co nstitution Attribute plus your Constitution Attribute bonus. If Hit Points fall to 0, a character
has become seriously wounded and if they fall to a negative number equal to the character’s normal maximum, they are
very likely to die.
Initiative Bonus
Initiative is a measurement of the response time for character in Sabre, and determines the order in which the party
acts during a battle. Initiative is determined by rolling 1d10, and adding your full Agility Attribute to the result.
Luck Points
Luck can influence the outcome of a character’s actions, allowing a player to reroll dice and other effects. The
number of Luck Points you begin a session with are equal to your Charisma Attribute Bonus. Once depleted, your
reserve of Luck Points won’t be replenished until your next game session.
Movement
This represents the distance a character can move at different levels of the game. In other words, a human who has
a speed score of 6 can move 6 squares during the six second combat round. This is a steady, measured rate of
movement appropriate for combat, not the full movement that a character can achieve, which is at least twice this
figure, sometimes more if the character is using something such as the Sprint manoeuvre. The number differs between
some race and isn’t based on any of your Attributes. Movement is affected by Encumbrance, and the amount of armour
worn. Check out the Movement section for more details on how movement affects overland travel.
Reactions
Reactions are used to defend yourself from physical attacks, as well as any sort of mental assault. You can use a
Reaction in many ways, as noted in the actions in combat section. Your character has a number of Reactions equal to 2
plus your Agility Attribute Bonus. Your Reactions are replenished at the start of your turn.
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Spirit Points
Spirit is a function of willpower and mental strength, and in Sabre, this is a resource to be channelled into
extraordinary physical and mental abilities such as Magic or Manoeuvres. A character’s Spirit Points are equal to 5 plus
your Intellect Attribute Bonus. You recover this amount in full after 8 hours of rest.
Age
Most characters are Mature age by default, but you can begin with an Old or Young character too. Old characters
begin play with an extra talent, an extra professional skill, and additional skill points added to their skills (35 per skill
instead of the default of 30). They must also roll for ageing effects, as noted below, as time catches up to us all. This
can result in losing a few Attribute points.
Young characters lose 1 professional skill of their choice from the Profession’s list, and each skill only gains 25
points instead of the default of 30. They also get a couple of age rolls, as they haven’t fully grown up yet. The great
benefit of being young is that learning new skills costs half the time and money (if learning from a teacher), as their
minds are young and it’s easier for them to learn new things.
Note that the listed age for the Old Age category denotes the maximum age that a character would start adventuring,
not their maximum total age. Once a human is past 60, aching joints and greater fatigue mean it’s harder to get started
in a demand career, and this applies to the old age for all races.
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Professions
A character’s Profession plays an important part in Sabre character creation. It determines the starting skills and
abilities a character has access to throughout the game. Professions belong to categories which outline their style, and
what special profession talents are available to them.
Warrior Professions involve expertise in melee and ranged abilities, or even stealth – basically any sort of
profession that doesn't specialise in magic. Their talents enhance all aspects of physical combat, sometimes with
heavy armour and weapons, while others use more subtlety in their work.
Magic Professions are those with magic skills that aren’t specifically designed for physical combat. They have
access to their own special talents related to their Restricted Skills, and lack the special combat abilities of the
other professions. They make up for this with their wide selection of spells, and unique talents associated with
their magic.
Multiple Professions
It’s possible to take more than one profession, giving you access to most of the abilities from both, but at the cost of
slower advancement. When creating your character, choose your primary profession, and then take the Second
Profession talent and choose your other profession to take abilities from. Read the talent description for more details.
Professions List
Warrior Professions Race Magic Professions Race
City Watch - Arcane Warrior Acadian Elf
Courtesan - Arcanist Dwarf
Crusader - Alchemist -
Doctor - Artificer -
Dreadnought Escardi Bard -
Gladiator - Dark Scion Daemon
Hunter - Dragonborn Dracari
Inheritor - Druid -
Knight - Hedge Wizard Raelani
Martial Artist - Nature Warden Nymph
Paladin Celestrel Priest -
Pirate - Psion -
Prowler Feylin Shaman -
Ranger Forest Elf Sorcerer -
Raptor Corvid Summoner -
Relic Hunter - Wizard -
Savage -
Slayer Human
Soldier -
Survivalist Saerid
Thief -
Vagabond -
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Alchemist
Arcane Scientist with Expertise in Chemicals
Practitioners of the newest and strangest of magics, Alchemists are generally considered to be at least a little
mad. Given they deal with strange new potions and experiment with odd ingredients, this assessment is probably not
far from the mark.
Arcane Warrior
Combines Magic and Steel
Acadian Elf Only
Arcane warriors blend magic and fighting styles together in a display of unequalled prowess. This training begins
at an early age, transforming the elf into powerful warrior at the expense of more civilised pursuits usually
undertaken by this highly refined and civilised people.
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Arcanist
Specialised Arcane Builder
Dwarf Only
Dwarves are renowned for their expertise with crafting and mechanisms, and when combined with the unique
contraptions that Artifice provides, they can build some constructs of extraordinary power. Arcanists, as they are
called, are true experts with the fabrication of magical devices.
Artificer
Arcane Mechanic
Artificers deal with magical devices likes wands, staves and rods, and cast their spells through these arcane
inventions by empowering gemstones with their own Spirit. They’re also able to build and command a powerful
Arcane Construct, a lumbering, semi-intelligent creature that can be a powerful physical combatant.
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Bard
Charming Performer and Arcane Trickster
While anyone can pick up and learn to play music or perform on stage, some channel innate magic to elevate their
performances to a whole new level. Bards are spellcasters who invoke their magic through song, and while often
looked down upon by traditional practitioners, bards are to be underestimated at your peril.
City Watch
Specialist in Investigation and Urban Combat
Whether it’s a member of the city watch patrolling the rough streets, a detective investigating a murder, or a
special tactics cop for dangerous situations, towns and cities rely upon these men and women to keep the peace.
They’re trained to deal with rough situations, and detain instead of kill those causing trouble.
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Courtesan
Specialises in Seduction and Influence
Courtesans are well trained in how to influence and seduce people and bend them to their will. Typically, this is
done as a private business, be it on the streets at night or a high-class escort, but Courtesans also make excellent
spies and diplomats, and are often recruited by nobles and shady organisations. In either case, they know how to
protect themselves, using their seductive qualities to enhance their combat abilities.
• Courtesans are restricted to wearing Light Armour only.
Crusader
Warrior-Priest Devoted to Their Deity
The militant arm of their respective church, Crusaders are people of faith and iron will who enact the edicts of the
church hierarchy without question. They often serve as inquisitors, guardians of the faith, and holy knights who go on
quests to further the ends of the church. Unlike Paladins, Crusaders can choose any deity to worship and gain
abilities associated with that faith, though they are more warrior than priest by any measure.
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Dark Scion
Dark Priest Forged in Prophecy
Daemon Only
The infernal heritage of a daemon is sometimes recognised at an early age by the prophet of a dark religion. Such
people are trained to bring glory to the faith, discovering the full abilities of their unique heritage. Although they are
mostly kept away from outside influences, sometimes the truth makes itself known and a scion of the faith flees,
forever on the run from the fel powers that seek to use them for their own ends.
Doctor
A Physician able to Perform Surgery & Make Herbal Medicine
Doctors specialise in the care and treatment of injured or sick, and are highly sought-after professionals. They
can undergo extensive education to perform surgery, or understand the interplay of chemicals within living systems,
and this understanding allows them to provide the best service for their patients, be it a local doctor’s office, or
overseas in a war zone. Some use their knowledge of anatomy to know exactly where to hurt their enemies.
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Dragonborn
Sorcerer with Exceptional Draconic Heritage
Dracari Only
Your origins contain the blood of dragons and as such, your sorcery capabilities are more destructive. People
such as yourself are especially gifted and when recognised, are trained to maximise your abilities in order to turn you
into a weapon of arcane destruction.
Dreadnought
Highly Trained Escardi Warrior
Escardi Only
In Escardi culture, tests of prowess are commonplace, where young Escardi exhibit their strength, agility and
resolve before the elders. Each candidate is given special training and then subjected to the things they fear until
they are no longer afraid.
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Druid
Priest of Nature
Those who follow the god of nature are gifted with the abilitiy to call upon the earth itself to aid them in their
tasks. Druids are often thought of as strange hermits who dwell in the forests, but the devout followers of nature are
more diverse than that, but always fight to protect nature from civilisation and dark powers.
Gladiator
Highly Specialised in Performative Melee Combat
Gladiators are entertainers of a sort, who put on a show of brutal delights for the pleasure of the audience,
whether it’s a gladiatorial arena, jousting, fist fighting or martial arts. They are highly trained in ancient combat
techniques and know how to win over the audience with a display of exaggerated prowess, with each gladiator
specialising in their own signature moves.
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Hedge Wizard
Self-Taught Peasant Spellcaster
Raelani Only
All Raelani have a natural affinity with simple magic, but some take this a step further and practice extensively to
develop their talents, usually without the guidance of a properly-trained practitioner. Derided by professional
spellcasters as mere ‘Hedge Wizards’, these Raelani have had eventful lives and aren’t always welcome in academic
circles where rules are strictly adhered to.
Money Perception
50sp Stealth
Pick 1 Common skill Pick 3 non-Restricted Skills
Pick One Special Ability
Adventurer Add Endurance to your Resistance Skills list, and gain 2 Background Events.
Studied The cost of learning new abilities is reduced by 1 Accolade, or 100sp & 1 day of time.
Gifted Begin with 1 extra spell and your Wizardry or Artifice skill gains +1 Critical Range.
Hunter
Specialises in Ranged Combat and Trained Beasts
Hunters roam the wild areas of the world, learning to survive off the land and hunt using ranged weapons & highly
trained animals for companionship and to aid in combat. Their survival skills translate to providing them the best
combat abilities for ranged weapons, pets or traps as desired.
• Hunters are restricted to wearing Light Armour only.
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Inheritor
General Purpose Profession with a Servant
As the name suggests, Inheritors received money from the passing of a wealthy relative, or some other means
while young. They had time to complete a generic education, travel, and spend a lot of that money. But with funds
running low, only their old trusted assistant stands by their side as they look to an uncertain future.
• Inheritors gain the Servant talent for free. Their servant counts as having a Warrior Profession, and they can
learn combat skills. On the Threat Level calculation, add the servant’s weapon damage, AP and HP to the
Inheritor’s own TL (the servant doesn’t have their own TL).
Knight
High-Born Warrior Specialised in Armoured Combat
Elite warriors of their time, knights are minor nobles who use their position, influence and money to equip
themselves with the finest armour, and use their martial prowess to serve the ruler of the land. They are extremely
tough, able to make the best use of armour of any warrior and they can be extremely difficult to take down.
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Martial Artist
Agile Warrior Trained in Unarmed and Exotic Weapon Combat
Practitioners of ancient combat techniques, these warriors are extremely disciplined, forgoing heavy armour in
favour of agility and precision. Some harden themselves through rigorous and punishing training, others focus on
sheer ferocity, and other still train to use armour with their unique combat styles.
• Martial Artists are restricted to wearing Light Armour only.
Nature Warden
Protectors of the Forests and Groves
Nymph Only
These nymphs are charged with keeping the location of their sacred groves secret. They arduously spend their
time patrolling to keep intruders out, and don’t hesitate to eliminate a threat to keep it safe. They are sometimes
charged with venturing far from their grove to eliminate threats, or avenge the loss of a grove or warden.
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Paladin
Blessed Warrior
Celestrel Only, must be Selfless, Benevolent or Structured in philosophy.
Already touched by their celestial heritage, celestrels who follow the teachings of their faith see themselves as
chosen for a higher purpose, to go out in the world to be an example unto others and fight the forces of corruption
and darkness. Their martial training reflects this, granting them the abilities they need to fulfill their goal and aid a
world sorely in need of inspiration, while tapping into their divine heritage for additional power. Those who fall from
this path are cast out from the faith, losing access to all abilities derived from their Paladin specific talents until they
make amends. It is a demanding path, but one that comes with great power.
Priest
Devout Conduit for a Powerful Deity
The most blessed of a religion’s followers are gifted with the ability to call upon their deity’s help in times of need.
Such priests are revered in their faith, and society in general for their ability to heal the sick and provide divine
insights. Those priest who follow a dark god are just as equally feared, for their existence proves that dark powers
are at work in the world, seeking to dominate and destroy.
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Pirate
Experts in Sea-Going Vessels and Theft
Pirates sail the sea, shirking the laws of civilisation and plundering merchant vessels wherever they can. They
value their freedom and have the skills to fight for what they want, as well as operate sea-going vessels. Their lives
can be short but exciting.
• Pirates are restricted to wearing Light Armour only.
Prowler
Highly Trained Acrobatic Assassin
Feylin Only
Feylin have a reputation for being even tempered and tolerant, which makes a perfect disguise for those who
don’t fit this sunny description. Experts in dealing death silently and swiftly, feylin prowlers have a strong will and
make good use of their natural abilities to become some of the most dangerous individuals around.
• Prowlers are restricted to wearing Light Armour only.
Psion
Spellcaster who uses Powerful Mental Abilities
Those born with natural psionic gifts are equally sought after and feared. Some develop these abilities while living
for an extended period at a monastery, while others are trained by wealthy rulers as special agents who use mind
powers for the benefit of their patron. Others still are cast out of society and left to fend for themselves.
Money Insight
100sp Intimidate
Pick 1 Common Skill Pick 3 non-Restricted Skills
Pick One Special Ability
Psi Warrior Gain +1 Natural Armour, and add Evade to your Resistance Skills list.
Agent Begin with 1 extra spell and 500sp.
Outcast Gain 2 extra Background Events, no Contacts, & add Endurance to your Resistance Skills list.
Ranger
Nature Warrior & Priest
Forest Elf Only
At one with the wilderness, rangers patrol vast regions and hunt the things that would disrupt the natural balance
in a region, be it monster or people. Trained in weapons and nature magic, rangers are widely respected for their
independence and skill.
• Rangers are restricted to wearing Light Armour only.
Raptor
Expert in Aerial Combat
Corvid Only
The biggest and most capable of corvids rise to prominence on the battlefield, using their natural capabilities to
dominate a fight from above. Masters of flight and aerial combat, raptors are unlike most other corvids in that they
are excellent front-line combatants, though they still prefer to wear light armour to maintain their agility in flight.
Relic Hunter
Finds and Uses Magical Relics
Archaeologists with a speciality in ancient magical lore, relic hunters research and uncover long lost arcane
devices and learn to use them to further their own studies, or battle eldritch threats. Rarely seen in the universities
and faculty lounges they trained at, relic hunters are quite capable of taking care of themselves in the field,
combining physical combat with their ability to use magic or divine scrolls and devices.
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Savage
Powerful Warrior and Survivor
Raised on the fringes of civilisation, savages are taught how to fight and survive in places where others fear to
tread. For some, this hardens their resolve against the harsh life they lead, while turning others into vicious killers.
Savages are accustomed to having little or no armour to protect themselves, relying on sheer brawn to survive, but
they are toughened by this existence far more than other warriors.
• Savages are restricted to wearing Light Armour only.
Shaman
Spellcaster who Taps into Spiritual Energy
Tapping into vast reserves of spiritual power, shamans have access to vast sums of knowledge from the
ancestors of their people, and can unleash death magic to those that cross them. Both feared and respected,
shamans are often spiritual advisors to their leaders, and comfort those who have lost their loved ones.
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Slayer
Brutal and Effective Monster Hunter
Human Only
Warriors specifically trained to battle the scourge of monsters, these rugged individuals defend human civilisation
from overwhelming threats, but are often shunned from society due to their brutal nature. Independent and fierce, a
slayer can be both a powerful ally and terrible foe if facing one down on the battlefield.
Soldier
Flexible and Effective Foot Soldier
Experts in fighting wars, Soldiers are the common ground troops of any nation in any era, but can also be
mercenaries, offering their services to the highest bidder. Soldiers operate as officers, marksmen and foot soldiers,
covering a wide range of combat operations and capabilities, proving themselves to be the most flexible of warriors.
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Sorcerer
Magic User with Arcane Bloodline
Gifted with magical power from an ancestor, the bloodline of a sorcerer dictates their capabilities and allows
them to channel a raw, instinctive form of magic that is considered to be the most destructive. Usually self-taught,
sorcerers are often thought to be in league with fel powers, but in reality, they answer to nobody but themselves.
Summoner
Spellcaster Specialised in Summoning Monsters
Dealing with extraplanar energies and alternate dimensions, summoners use sigils and obscure binding magic to
open portals and bring forth powerful creatures to do their bidding. Maintaining control of these creatures is the core
of this style of magic, and summoners are generally feared for dabbling in what is widely considered to be ‘the dark
arts’.
Money Insight
100sp Intimidate
Pick 1 Common Skill Pick 3 non-Restricted Skills
Pick One Special Ability
Brilliant Begin with 1 extra spell and your Summoning skill gains +1 Critical Range.
Studied The cost of learning new abilities is reduced by 1 Accolade, or 100sp & 1 day of time.
Dominating Monsters you summon have +2 Damage Modifier and Natural Armour.
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Survivalist
Monster-Like Fringe Dweller
Saerid Only
Most saerid function well in society, both their own and that of other races, but there are those who prefer to stick
with their ancestral techniques, back when their society was primitive and the natural abilities of their race allowed
them to thrive. These saerid are far less civil and more at home in the wild.
Thief
Specialises in Stealth, Theft and Assassination
Born on the streets, a thief learns how to survive in the darker areas of cities and towns by stealing what they
need and hoping to avoid capture. Members of this profession are sometimes Robin Hood-types, stealing from those
who have more than they deserve, but just as often they turn into street thugs.
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Vagabond
Traveller and Jack of All Trades
Wanderers who either enjoy or are forced to travel for most of their lives, vagabonds don’t really fit into civilisation
like others. Solitary to a fault, they're capable of a wide variety of crafting roles and are always on the alert for
danger. They know the lay of the land and how to survive in any environment, and live eventful and independent lives.
Wizard
Sage and Cunning Spellcaster
Librarians and scholars who apply the magic of the written word, wizards are the most civilised of spellcasters.
Some enjoy the independence of a remote location, but they’re equally at home in cities, where their unique wisdom
and insight are often called upon by commoner and noble alike.
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Contacts
During the course of your formative years, you have encountered many people. Most move on to other things in life,
but a few stay in touch. These are your contacts, people from various walks of life who can provide you with information
and a special bonus, but if you lose the contact for any reason, you lose their other benefit as well. The types of
contacts you are likely to gain depend on your upbringing and vocation. Work with your Game Master to bring these
people to life and add details of your interactions to your background.
Academic
These contacts come from a scholarly background, usually specialising in a particular field but having a great deal
of knowledge on a variety of topics. Such people are professors, teachers or lore masters who are called upon by
others in society to provide information where needed. This contact has taught you how to think in more logical
ways, in effect, they have taught you how to learn.
Benefit: Gain +10% Accolades (rounded down) at the end of each game session.
Craft
A crafting contact knows how to acquire materials at low prices, acquire customers and has a degree of influence
in the more industrial areas of society to help grease the wheels of industry.
Benefit: Pay 10% less for any crafting materials (iron, wood, steel, etc.)
Criminal
Contacts of this area come from the darker side of society. Whether it is a thief, a thug, a beggar or a lady of the
night, these people have intimate knowledge of the streets, where to find or fence illicit goods, and the best ways to
avoid running afoul of the law.
Benefit: Gain +5% to stealth skill check results.
Ecclesiastical
These contacts are typically members of a church, or simply a spiritual individual or philosopher. They have
access not only to ancient religious lore, but contacts within society who call upon their services. Their teachings
have taught you a great deal of wisdom and patience.
Benefit: Your Spirit Point maximum is increased by +1.
Law Enforcement
Members of this field are typically involved with enforcing the law on the streets of a city or town, either directly or
indirectly. It can be a watchman of the street, a divisional sergeant, a captain of the guard or a justice of the peace
who has taught you to be vigilant in dangerous situations. They also have great knowledge on current criminal
activity and who might be responsible for it.
Benefit: Your Initiative Bonus is increased by +2.
Mercantile
Traders and merchantmen, contacts of this area know the prices in cities and countries they deal with and are
well-versed in the production of the goods they trade. If a crop is going to fail or a gold mine has been uncovered,
mercantile contacts are usually in the know and you’ve made good use of their tips to make you an expert at haggling
for better prices.
Benefit: Get 10% more money for things you sell (Sell formula becomes 1/2 price + 10%).
Military
Direct contact with the military can be with anything from a common private, to a sergeant, all the way up to a
general. They can also be from the navy, and such contacts will have extensive knowledge of known enemies and
areas of strategic importance. Having known such an individual for a long time, they’ve taught you some improved
combat tactics.
Benefit: Your Damage Modifier is increased by +1.
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Nomadic
These contacts are well versed in the lore of travel. They know the best routes to get to and from places of
interest, including shortcuts to expedite travel, and having travelled with this contact for a few years, their frontier
lifestyle has toughened you up a little too. They know how to avoid dangerous areas and understand the risks of
travelling a certain route.
Benefit: Your Movement Rate and Hit Points are each increased by +1.
Political
Political contacts provide information regarding governmental affairs, and the lesser known daily events in
political scenes families. They might be simple functionaries, and in feudal societies they could be minor nobles such
as knights or barons, or even go all the way up to the Duke of other high–ranking member of society such as a
Governor. They’ve taught you a thing or two about making things go your way, even when events seem to be
conspiring against you.
Benefit: Gain +1 Luck Point
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Background Events
Just about anything can happen to your character during their formative years, so each background prompts you to
roll for one of more Background Events. Background events add a splash of random story flavour to your past, which a
Game Master can draw upon when crafting adventures. But life doesn’t always go to plan, and backgrounds with more
events have a higher chance of gaining a negative event!
Each background lists the number of Background Events to roll for. Roll a d100 and consult the table below. If the
same event is rolled more than once, disregard it and roll again, as you cannot have the same event more than once.
Background Events Table
d100 Event
01-02 Luck and a good upbringing have combined to grant you your fondest wish.
Chosen: Benefit: Take one Background Event of your choice (except this one!)
03-06 You are astonishingly lucky, with events around you seeming to fall in your favour every time.
Lucky: Benefit: Gain one Luck Point.
07-12 You are a fine example of your people, blessed with greater attributes than others of your kind.
Gifted: Benefit: Add one point to an Attribute of your choice.
13-17 You have proven to be quite talented, learning more beyond what most people achieve at a young age.
Talented: Benefit: Gain one Talent you meet the prerequisites for.
18-21 You were always tougher than other children, able to take a punch without complaint.
Armoured: Benefit: Gain +1 Natural Armour point.
22-25 You have always been courageous and able to think clearly, even in stressful situations.
Co urage: Benefit: You are immune to becoming Frightened, though you are still susceptible to being Terrified.
26-32 You were always a little faster than everyone else in your youth.
Runner: Benefit: Your Movement is increased by +1.
33-40 You’ve always been a spiritual person, with greater reserves to call upon in times of duress.
Spirited: Benefit: Gain +1 Spirit point to your maximum.
41-48 You had the opportunity to learn an extra skill in your youth, studied in your spare time. Understanding
Learned: this topic is still a work in progress, but the hard work is done.
Benefit: Gain 1 extra Professional (non-Restricted) skill of your choice and add 5 points to it.
49-55 By lucky chance, you found a valuable gem in the mud of a well-travelled road.
Gem: Benefit: You gain a gemstone worth 200 silver pieces.
56-60 You were always a hard worker and had the opportunity to study more than other people during your
Skilled: youth. Your impressive abilities may have earned you an enemy or two over the years.
Benefit: Gain +5 skill points to any one of your skills.
61-65 You were one of those inexhaustible kids, always running around with endless energy.
Energetic: Benefit: You recover from the fatigued condition in half the standard time.
66-70 You were always quick to recover from injury.
Healthy: Benefit: Gain +1 Constitution.
71-75 You’re used to carrying around extra stuff in your life, able to carry more than people might suspect!
Hauler: Benefit: Gain the Strong Back talent, even if you don’t qualify for it.
76-80 Your reflexes are honed to a fine edge.
Reflexes: Benefit: Gain +1 Agility.
81-85 You’ve figured out an extra manoeuvre.
Clever: Benefit: Gain an extra manoeuvre that you qualify for.
86-90 You excel at one skill more than others.
Excellence: Benefit: The Critical Range for one of your skills is increased by +1.
91-93 You're a natural at one of your skills, achieving better results.
Results: Benefit: One chosen Resistance, Common, Magic or Combat skill gains a +2% result bonus.
94-96 Your body emits a low-level energy field for some reason. It's probably fine.
Shielded: Benefit: Gain +1 Energy Armour.
97-98 You’re more prone to becoming addicted to narcotics and alcohol.
Addictive: Penalty: Your base chance of becoming addicted is 10% instead of 5%.
99-00 An unfortunate event led to you being framed for a deed you did not commit. Although the authorities
Framed: exonerated you due to a lack of evidence, there remains a stigma upon you that drove away many of
your friends and family. Can you ever clear your name?
Penalty: Lose 1 contact, including the bonus you gained from that contact
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Philosophy
The guiding beliefs of your character are an important part of Sabre. Philosophy binds all of the skills, talents and
abilities you have gained with motivation, allowing you the player to role-play a given character in an appropriate way.
Philosophy represents the aspirations of your character, what they strive to become and a guide for how they will react
to any given situation in the game.
Pick one philosophy for your character from the list below. This represents the character’s beliefs – it’s a reminder of
what your character believes in, not a chain around their neck. Choose something that fits the personality of your
character, as outlined in your initial sketch. A noble knight more concerned for those around him than his own safety
would be Selfless. A wizard seeking to gain power for himself might be Manipulative or Dominating, and a brave
frontiersman would be Independent. I think you get the idea!
Sabre is a game of heroic adventure, but this doesn’t mean all characters have to be white knights. Still, the more
amoral a character’s philosophy, the less likely they are to play nice with others in the group, so unless your Game
Master has this in mind, it’s best to choose philosophies that will work with others.
Changing philosophy isn’t to be taken lightly. A character can gradually change their belief system over the course of
time as events propel them in a certain direction, but players who suddenly act completely out of step with their
character’s beliefs may be punished by the Game Master, who can withhold Accolades for essentially bad role-play.
Ambivalent
Characters of this philosophy have no strong beliefs, and tend to go through life meeting their needs without
clashing with other people where possible. They might have once believed something greater, but through pain and loss
they have come to this state of ambivalence. They tend to look upon other characters with other philosophies as
meddlers, zealots or proselytizers. At lower levels of intelligence, this alignment applies to animals and other instinctive
creatures.
Anarchic
Order and structure is a myth, and it’s best to embrace the random nature of life. People of an anarchic bent disdain
being told what to do, and actively go out of their way to challenge the beliefs of the institutions of government and
those who think it has any place in the lives of everyday people. Characters of this philosophy loathe being part of a
structured group, and sometimes actively seek to disrupt and undermine leadership positions.
Benevolent
Caring for others and doing what’s right is at the centre of this philosophy, and it doesn’t really matter how this is
achieved, so long as nobody gets hurt along the way. Characters of this philosophy go out of their way to help others,
and are willing to go it alone if that’s what it takes. They lead by example.
Dominating
Everyone is out to control everyone else, and if you don’t want to be a puppet, you need to become the puppet
master. Characters of this philosophy seek to exert control over themselves and others, and have trouble listening to
advice. They are not averse to undermining others to reduce their influence in the character’s life.
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Independent
The independent-minded individual values freedom above all things, both for themselves and others. They don’t go
about giving orders to anyone, nor do they like taking orders. They are self-made people, who look to themselves or
people they respect to get things done. Characters of this philosophy feel constricted and overlooked in more structured
environments.
Malevolent
Fear is the only controlling factor in life. The strong succeed and the weak fail and die. Characters of this philosophy
use violence to resolve their problems where possible and gain pleasure from destroying their enemies. This philosophy
is usually reserved for npc’s and monsters, as party members who are malevolent can, if they’re playing it right, destroy
party unity.
Manipulative
A manipulative character seeks to control events around them with subtle methods, and believe that everyone is
doing this so they feel completely justified in doing what it takes to win. Characters of this philosophy will allow others
to think they’re doing things their way, while attempting to alter events and decisions to get their own way without
anyone realising it.
Selfish
Everything revolves around you and if it doesn’t, you make efforts to try and change things so they do. Characters of
this philosophy seek to satisfy their needs and desires, whether it is a desire for power, attention, money or love.
Selfless
Selfless characters want the best for those around them, and have a strong belief in the inherent decency of people
and the positive benefits of society. Characters of this philosophy rarely hesitate to sacrifice their own gains if it would
harm or oppress innocents.
Structured
Life makes more sense when there is a clear plan. An organised approach to all things is the best way to deal with
challenges regardless of whether it involves giving orders or taking them. Characters of this philosophy tend to feel lost
without structure and order in their lives.
Starting Equipment
Characters begin with an amount of money in their background which can be used to buy extra equipment beyond
the Starter Kit every background receives. Players can spend any or all of this amount, depending on the campaign
setting the Game Master is using.
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Threat Levels
Calculating the power of creatures, whether they are monsters or player-characters, is accomplished through the
use of the following formula. The various aspects of the creature’s abilities are, when high enough, given a value, each
of which can add to the creature’s Threat Level. The higher the threat level, the more dangerous the creature is and the
harder it is to defeat. The number helps the Games Master determine the sorts of challenges the party will face.
A Threat Level is gained for the minimum needed for each value, so for example, a +1 from Armour Points is only
gained if the creature has 5 AP – below that doesn’t count. Another Threat Level is gained at 10 Armour Points, then 15,
and so on. Only the highest (non critical) results for damage and result bonuses count for the formula.
Accolades are awarded for the defeat, through peaceful or violent means, of a creature. 1 Accolade is given per
Threat Level of an enemy; a TL 7 creature gives 7 Accolades to divide up amongst all creatures involved in its defeat.
Characteristics
Skills
Highest Combat Skill Highest Magic Skill Evade Skill
Special Abilities
Ability TL Value
D amage Reduction or Invulnerability vs one damage type, Auric, or all mundane weapons. +1
Vulnerability vs any damage type, or cannot defend self, or 5+ Fumble Range on combat skill. -1
Can heal 3 Hit Points or more in one round of combat (such as spells or even potions). +1
Creature is a Co nstruct, Incorporeal, Flying, or has a Mo unt. +1 each
Ability to render a target unable to take an Action (stun, unconscious etc), or bypass half AP. +1
st st
Each extra attack after the 1 in a round, every extra Action after the 1 , can deal Ao E damage. +1 each
Creature has Shield Bash ability, uses Two-Weapon Fighting or has a weapon with the Burst trait. +1
Critical Range on combat, magic or resistance skill above 5, or has Magic Resistance. +1
Can deal Acid, Shadow, Collision or Electrical damage, or has an Auric weapon. +1
Creature has the Grit or Iron Will talent, or is Undead. Hit Point TL x2
Auldsteel weapon or has Auldsteel armour (+5 DR vs Auric, +10 DR to Mundane weapons) +3 each
Has any Leadership talents or manoeuvres that boost damage or Armour Points. +1
Ability to be immune to Opportunity Attacks (Backflip, Dervish etc) for more than 1 sq movement. +1
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Example Character
In this section, we’re going to put together a new character, using the processes detailed on the previous page to
show how it’s done. So, let’s begin!
1 Character Concept
For this example, I’m going to throw dart at a board and make a grizzled ‘mercenary soldier’, a man of purpose
and grit who served in the King’s army before going freelance.
2 Race
I’ll take the ‘Human’ race. Before I go any further, I’ll calculate his attributes to get the baseline numbers for his
skills.
3 Attributes
I use the Point-Buy Calculator to assign ‘Buff Points’ to his Attributes. They all begin a 9, and I have the standard
18 Buff Points to assign. I raise Strength (STR) by 3, at a cost of 3 Buff Points. Then I put 6 into Agility (AGI) to
bring it up to 15. Now I want to raise his Intellect (INT), up to 13, costing me 4 Buff Points. I’ve spent 13 of my 18
so I put 4 into CON and put the last point into CHA to finish off my pool of Buff Points. If I wanted to max out an
Attribute to 19, I would have had to strip points away from somewhere else, not a sacrifice I was willing to make!
The final result is:
Other racial abilities the character has are noted here too. The bonus skills listed under ‘Skill Affinity’ all receive
+5 points. In this case, I get +5 to Common Tongue, and I get to choose the next bonus skill as part of being
Human. I'll choose Athletics, since he's going to be pretty fast, and add 5 points to that as well.
I note down the character’s Special Traits: he receives a Talent (we’ll get back to this later), he gets +1 Critical
Range on one of his skills, which I’ll note down for later once I’ve picked those skills, and finally he’s Ambitious,
which means gaining new abilities once we’ve started playing is going to be cheaper.
5 Characteristics
Now I go through his characteristics and mark down the result in the appropriate box on the Character Sheet.
Damage Modifier: 12 STR, and the table tells me the result is +2 D amage Mod.
Hit Points: CON is 13, so that gives me 13 Hit Points plus his Constitution Attribute Modifier, which is +2, so this
gets added on as well for a to tal of 15.
Healing Rate: This is 1 plus his Constitution Attribute Bonus, which is +2, for a total of +3.
Initiative Bonus: AGI is 15 so my Initiative Bonus is +15.
Spirit Points: INT is 13, so I add +2 onto the base Spirit Point number of 5, giving me 7.
Luck Points: With 10 Charisma I end up with 1 Luck Point, as noted on the table. Not great.
Movement: 6, the standard for this race.
Reactions: Everyone starts with 2 Reactions, and with Agility of 15 I add +3 Reactions for a total of 5, which is
exceptional, and very useful.
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6 Profession
This is an important step, where you choose your character’s abilities. Since my concept is ‘mercenary soldier’,
I’ll take the ‘Soldier’ profession. I add 30 points to each of the listed Common Skills, and noted down the listed
Professional Skills on the Character Sheet, calculating their base number from Attributes and then adding 30
points. Most race get their own language here, but in this case, humans just add 30 points to their Common
Tongue skill.
I mark down that I have a Military contact (which also gives me +1 Damage Modifier), and that I have 300 Silver
Pieces to start with, and also note that I receive the Starting Kit which has basic equipment, plus I get a weapon
up to 100sp in value. I’ll take an arming sword for 90sp, and a leather breastplate for 200.
Each background has a choice of three special abilities. My space cowboy was a Grunt during the war, so I take
the Grunt option for +2 Constitution.
7 Background Events
My Profession entitles me to roll on the Background Event table. I roll d100 and get a 19, which gives me +1 to
my Natural Armour (just what he needed really!) so I note this down on the character sheet.
8 Age
My GM has informed me that my character will be of a standard Adult age, so I choose him to be 21. If I wanted
an older or younger character, I would be adjusting the amount of skills points applied to the Profession, but also
making a roll on the ageing table to determine which Attributes lose a point.
I get one manoeuvre and one other talent, so I take Sprint (Athletics) and Medium Armour Training.
10 Philosophy
For a mercenary warrior who makes his own rules, I choose the Independent philosophy and mark it down on
the character sheet.
11 Equipment
I already have my starting kit, and write out the contents into the inventory section of my character sheet. I have
spent all of my starting money so I can’t buy anything else. I’ll be using my unarmed abilities if I run out of
ammo, but hopefully the first adventure will yield some money with which I can buy more equipment!
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Skills
Skills are the basis for practically all actions in Sabre, defining in clear terms what a character is capable of doing,
and how well they do it. This chapter explains how skills work and provides clear definitions of each skill, including the
results of skill checks.
Common Skills are available to every character, and represent basic, everyday knowledge someone might have (such
as running, jumping etc.) Professional Skills are much more involved, representing specific training in a field for use in a
career. All skills work in the same fashion – a check is made, modifiers are applied (if any) and the results observed.
Using Skills
The base value for skills is determined by doubling the skill’s Attribute value, such as Strength (STRx2) and Agility
(AGIx2). The core of the skill system is quite simple – the value attached to a skill is the percentage chance of success.
When a character needs to utilise one of their skills, the player rolls 1d100 (percentile dice) and checks the score of the
appropriate skill.
• If the roll is greater than the skill number, it is a failure.
• The roll is counted as a success if it is equal to or less than the skill’s number.
• Just remember: roll as high as you can without going over!
Automatic Successes
Sometimes, there’s simply no need for a skill check. This can be due to lack of difficulty, or simple expedience from
the Game Master. It can also cover basic functions for a skill, such as a casual ride on a horse along a peaceful road, or
even a thief attempting to pick a lock when there is no pressure or real-time limit. Skill checks are drama and in general,
don’t bother with a skill roll if the task is something the character considers routine, the character has plenty of time and
all necessary tools, or there are no significant consequences to failure.
Critical Range
Each skill has a chance for automatic success, referred to as a Critical Success. This is achieved when a skill check
rolls within 3 points of your skill level, and is referred to as your Critical Range. i.e. if your skill is at 55, then your Critical
Range is a roll of 53 to 55. The CR column on the character sheet is where you can write in the Critical Range for each
skill, and while 3 is the default range, talents and manoeuvres can increase or decrease this.
• A Critical Success on a weapon roll applies an additional dice of damage to the result.
• When using Manoeuvres or magic spells that don’t deal damage, that ability doesn’t use any Spirit Points.
• If a Critical Success happens for both you and your opponent, the highest native roll still wins.
Fumbled Rolls
At the opposite end of the spectrum is a Fumble. This is always a bad thing, far worse than merely failing a skill
check! Most skills will outline the consequences of a fumbled roll, but on opposed checks, a fumble makes the
opponent’s roll a Critical Success. The Fumble range for every skill is a roll of 00, and 3 points within that result. So, a
roll of 98, 99 or 00 is a fumble. As your skill increases into the 90’s, the Fumble Range gets pushed back too. There is
always a 1-point failure range between your skill level and a fumble, so once you get to 97 skill, your Fumble Range is
reduced to 99-00. Once your skill is at 99, your Fumble Range is reduced to 0, as you are so proficient with your skill that
a fumble is no longer possible.
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• A fumbled melee attack causes the attacker to drop their weapon, which loses 1 Hit Point.
• A fumbled ranged attack causes a misfire, or a broken bow string, and loses 1 Hit Point.
• A fumbled spell or manoeuvre causes the caster to be dazed for 1 round, and uses 1 extra Spirit Point.
Raising Skills
During a game session, skills are raised by 1 point every time you fail a skill check with a particular skill, allowing you
to learn from your mistakes. E.g. If you fail an Endurance skill check, you immediately raise that skill by 1 point. You can
only gain skill points for a given skill once per combat round. Skills cannot go above 99%, though talents and items may
permit higher effective scores through the addition of bonuses applied after a success is determined, known as the
result bonus. If you fumble a skill roll, you gain 2 points to that skill on the spot!
Result Bonuses
On opposed checks, other effects such as racial skill bonuses, high quality equipment and modifications from
talents usually come in the form of +5%, +10% etc. The bonus is added to the roll after it’s made, giving you an
effectively higher (or lower, for penalties) result without changing if the roll is a success or not. This bonus is noted on
the Character Sheet in the ‘+’ column.
For example, if your skill is 45, you roll a 35, resulting in a success. At this point, you then add any result bonuses
such as a +5%, making your final result effectively 40% while still being a success. Bonuses of this nature always stack,
so +5% from a racial bonus and +5% from a special weapon grant a total of +10% to a skill. This effect is very useful and
potentially game-changing when facing opposed rolls from skilled opponents. Critical successes ignore the bonus,
however – they are only gained on natural rolls of the dice.
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Skill Spamming
Characters can use their skills as they please within a combat situation, where the pressure to succeed and learn is
at its peak. Outside of combat, in less exciting circumstances learning becomes less efficient – people often train for
weeks, months or years to improve their skills. Characters who wish to spend a day ‘perceiving things’ or ‘dancing like
nobody’s watching’ in an attempt to raise a skill in a ‘montage’ sort of way don’t make 50 separate checks and raise
skills extremely fast, they instead use the Extended periods of study rule below.
Essentially, characters will only gain skill points on failed checks if it’s a roll the Games Master has asked them to
make, such as a Perception check to spot someone moving in the shadows, or a Knowledge check to learn some
information. Characters embarking on specific tasks with GM consent can also gain skill points as required, such as
working out to raise their Brawn skill or practicing their seduction skills on the locals. Failed skill attempts for specific
tasks (such as disarming a particular trap or intimidating an NPC) can usually only be reattempted once, with a -20%
skill penalty. After that, the task was failed, and that’s the result the character has to deal with.
Group Rolls
When dealing with large groups of characters and creatures, a Game Master can make skill rolls that affect the
entire group instead of the usual individual skill checks. Making a morale check, or determining the outcome of fifty
archers shooting at the same time are good examples of this.
There are two ways to apply this method.
• Make a skill roll based on the skill of one average individual. Success or failure for the entire group is bound to
this roll.
• Make a skill roll and determine how many in the group are above and below this number to determine individual
successes. For example, if ten archers have Archery skills ranging from 40% to 80%, and your dice roll is 55%,
those below your roll fail and those above succeed. It’s a little more complex but gives a more realistic result.
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Resistance Skills
Endurance (CON x2)
Endurance is one of three Resistance skills. It governs the ability to withstand fatigue, poison and is a vital
component for wearing medium and heavy armour, which require a high degree of fitness.
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Common Skills
Athletics (CON x2)
The Athletics skill represents physical activity involving climbing, jumping or running. It can also be used to
improvise throwing objects, such as chairs, rocks etc. Encumbrance impedes these activities, so if the character is
burdened or wearing at least one piece of heavy armour, penalties will be applied to the result. Check out the
Movement section for more details.
Climbing
A character in possession of climbing equipment and an appropriate surface (with handholds etc.) can make a
climb without a skill check if there are no time constraints. If under pressure, or lacking either of the above
prerequisites, a skill check is warranted. The speed at which a character makes the climb is determined by their ENC.
• If unburdened, they move at half their normal movement.
• If burdened, they move at a quarter of their normal movement.
• If heavily burdened or above, they cannot make the climb.
• Skill checks should be made when negotiating sheer or wet surfaces or if a character is distracted or
attacked during his ascent or descent.
•
Climbing Result Effect
Critical Success The climber moves rapidly and avoids all dangers on their ascent or descent.
Success Adequate achievement in climbing without showing off.
Failure The climb was aborted due to narrowly averted disaster.
Fumble The character falls, and cannot use any skill to avoid the consequences of said fall.
Jumping
With a successful Athletics roll, a character can jump up to twice their own height horizontally, provided they have
space to run-up of at least five squares. They can also perform a vertical jump up to half their own height. Without a run-
up, a character attempting either of these feats will only achieve half the stated distance, and naturally, if burdened, the
distances they can jump are also halved.
• Heavily burdened characters cannot make a jump of any distance.
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Throwing
Athletics covers the ability to throw objects of varying sizes and shapes not covered by the Thrown Weapon skill,
everything from small stones to bar stools. A modicum of improvisation is called for here, as the size and weight of a
given item can have a profound impact on its flight performance.
• The maximum throwing range is one square for every point of the character’s STR above the object’s weight in
kg divided by 5.
Swim
An Athletics check is required when anything but calm conditions prevail. The character’s base speed for swimming
is half their standard movement rate. Swimming in rough seas or against a powerful river will decrease this further, at
the GM’s discretion. It should also be noted that swimming while wearing medium armour imposes a -40% penalty to
the skill, while wearing heavy armour while swimming doesn’t require any skill check – the character simply plunges to
the bottom!
Lifting
A character can do a ‘Casual lift’ equal to twice their STR in kg, or 4x their STR in lbs, or drag an object with a weight
twice this value, all without requiring a Brawn check. For anything weighing more than this amount, the character needs
to put their Brawn skill to the test. With a successful check, a character can lift a maximum of ten times their STR in kg ,
o r 20x their STR in lbs for 1 round without any consequences, but after this, an unopposed Endurance skill check is
required every round, with failure imposing fatigue on the character for 10 minutes.
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Breaking
Characters can use their brawn to smash or break objects, such as doors, chairs, or even chains. If the character
wishes to use a weapon to break the object, add the weapon’s damage dice to the result as well.
Co ntests of Strength
Brawn rolls also represent the ability of the character to challenge an opponent to a test of strength, whether it is
trying to grapple or break free of being restrained or pinned, challenge an opponent to an arm wrestle or some other
challenge.
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Professional Skills
Unlike Common Skills, Professional skills are learned as part of school, an apprenticeship or some other method
where the complex knowledge of these skills can be passed on. Characters gain a few of these during their
background, and can pick specific skills to learn as well as some fixed options. They can even learn new
Professional Skills over the course of an adventure, channelling their experience into new understanding.
The exceptions to this are Restricted Skills, those which can only be acquired through a particular set of
Professions, or taken as part of a race. These are very complex skills that take years to learn and cannot usually be
gained through any other method.
If a character doesn't have a given Professional skill, they can still attempt anything required by that skill using
their base Attribute as the default. The only exception to this is Restricted Skills, which require specialised training.
Untrained skills used in this way do not advance on skill check failures as normal.
Unlike Common Skills, Professional skills are learned as part of school, an apprenticeship or some other method
where the complex knowledge of these skills can be passed on. Characters gain a few of these during their
background, and can pick specific skills to learn as part of their career. They can even learn new Professional Skills
over the course of an adventure, channelling their experience into new understanding.
Greater Magic skills can only be selected during the character creation process, and cannot normally be taken
once play has begun without consulting with the Game Master, simply because they take so long to learn.
If a character doesn't have a given Professional skill, they cannot attempt anything required by that skill - the only
exception to this is weapons, which use the base Attribute score and do not gain skill points on failures.
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Skill Costs
The Accolade Cost is used when learning a new skill without the aid of another person, and this process takes no
time (Accolades represent learned experiences so you’ve already put in the time). When learning a new skill from a
teacher (for money), the Teacher’s Fee is the cost in Silver Pieces paid to the character doing the teaching and unlike
spending Accolades, this process does take time. The learning process can be done in bits and pieces, essentially
totalling 8 hours per day until the new skill is learned and can be used.
• It costs 8 Accolades to learn a new skill.
• You could also pay a Teacher 1000sp and spend 10 days (80 hours) to learn a new skill.
• Newly acquired skills begin at their base Attribute level.
Skill Manual
It’s possible to buy a Skill Manual and boost your skills that way, too. Each one can be Skill Skill Points
bought as a book and studied to gain its benefits. level Gained
• Each manual costs 1000sp and is dedicated to one skill. 01%-30% 6
• If read for an 8-hour period, a character gains skill points, as noted on the table 31%-40% 5
at right. This 8-hour study period doesn’t have to be all at once. 41%-50% 4
Skill Manuals can only be used by a character once for a given skill, but the 51%-60% 3
information is there for anyone to read, and so can be passed around to friends to gain 61%-70% 2
the benefit to that skill. A Skill Manual can be for any Common, Resistance, Professional 71%-80% 1
or Restricted skill.
Result Effect
Critical Success If using one of the above abilities, increase Movement by +2 or reduce damage by an extra 1d6.
Success The character is able to perform their Acrobatics more than adequately.
Failure The attempted Acrobatics fails to elicit the asked-for result. People may laugh.
Fumble The would-be acrobat has a bit of a tumble, suffering 1d4 points of collision damage.
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Teaching Tricks
You can spend one day teaching it one of the listed tricks by making an opposed Animal Training skill check against
its Resolve skill. Check the table below for the result.
Tricks Table
Trick Description
Attack Pet continuously attacks a target.
Count Animal can count up to five, usually by pawing the ground.
Crouch Animal flattens itself to the ground to hide, and keeps quiet.
Defend Animal will defend you against attack and will usually fight to the death to protect you.
Fetch Pet will grab a small object within sight in its jaws and bring it back to you.
Hunt Animal hunts for its normal food source, makes a Survival check for success. Returns in 1 hour.
Play Dead Animal will lie still on the ground and appear to be dead unless inspected closely.
Restrain Pet will attempt to use its Brawn skill to restrain the target.
Stay Pet will stay where you order it to until you command it otherwise.
Track Pet will use its Track skill (if available) to follow tracks of your choice.
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Cooking
When you add cooking herbs to anything you cook (1 unit of cooking herbs per person being served), you increase
the Heal Rate result from your Craft: Cooking skill by +1. This effect lasts for the 24 hours, and can only be applied once
in this period. Raw Ingredients provide no additional benefit if they are of reasonable or superior quality without
additional training (the Home Cooking and Chef talents).
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Investigation Attempt Table
Result Effect
Critical Success The character is able to put together even the most elusive facts to draw accurate deductions.
Success This allows reasonable accuracy on any deduction formulated from the available evidence.
Failure A failure means the problem has proven too elusive to formulate a cogent theory.
Fumble A fumble means the character is completely baffled, possibly even overlooking something
obvious.
Knowledge (Monsters)
A successful unopposed skill check made when identifying a specific creature subtype with the Lore (Monsters
(subtype)) skill yields general knowledge of the creature’s abilities and weaknesses. The character can specialise in
subtypes of monsters through talents.
Knowledge (Theology)
Knowledge of a specific church and deity is chosen on an individual basis, every time you take this Knowledge skill.
The examples below are for the setting of Feydwiir, but feel free to substitute your own.
Deity Description
Char The god of destruction. This faith is practiced by savages and those bent upon vengeance.
Helayna The goddess of healing.
Gaea The earth itself, venerated by druidic sects.
Kylaris The goddess of peace and protection.
Maecal The god of death. The Church of Maecal is more of an underworld cult.
Relnak The dwarven god of battle, also venerated by honourable warriors as Rilnacht
Savante The dwarven god of secrets and knowledge.
Sinjin The goddess of luck and fortune.
Sol The elven god of the sun.
Yssandria The elven god of the hunt.
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Result Effect
Critical Success You gain exceptional insight into the topic being studied.
Success You learn the desired information.
Failure You fail to glean any insights into the matter being studied.
Fumble You have misinterpreted the subject matter, and the GM might provide you with false info!
Setting a Trap
To set up a trap, choose one of the available Traps that your skill is high enough to use. Make an unopposed
Mechanisms skill check and if successful, the trap is set to go off under its normal conditions.
• If you want to make it harder for someone to disable the trap, you can impose a penalty on yourself when setting
the trap. Every -10% penalty you impose on your own skill while setting up the trap, imposes a -10% penalty on
anyone attempting to disable it later! (Maximum of -40%)
Once the trap is set up, you need to hide it or it’ll be very obvious to anyone approaching it. This is covered by the
Conceal skill, which works the same way: Make an unopposed Conceal check (imposing a -10% penalty on yourself to
make it equally hard for someone to see through it), and if successful, the trap cannot be spotted unless someone is
actively searching via a Perception skill check.
Disabling a Trap
Result Effect
Critical Success The trap is disabled in 1 round.
Success A trap is disabled after 2 rounds of work.
Failure You’ve failed to disable the trap, but can try once more with a -20% penalty to your skill.
Fumble Disaster. The trap goes off as if you’ve stumbled into it yourself (you still get your Resistance check)
Setting a Trap
Result Effect
Critical Success The trap is so well set up, the victim has a -10% skill penalty to avoid its effects.
Success The trap is set up in the usual amount of time, using the required Trap Kits.
Failure You’ve failed to set up the trap and you’ve wasted a Trap Kit.
Fumble Disaster. The trap goes off as if you’ve stumbled into it yourself (you still get your Resistance check)
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Result Effect
Critical Success The performance is beautiful and moving, a rare example of perfection.
Success The artist delivers a satisfactory performance.
Failure The artist delivers a mediocre performance which fails to impress.
Fumble The performance is a disaster, and the audience reaction probably involves thrown vegetables.
Result Effect
Critical Success You discover an extra mineral piece of your chosen type.
Success You find an amount of your desired minerals as noted on the Prospecting Search table.
Failure You don’t find your chosen mineral, but you do gather some shiny rocks valued at 1sp
Fumble You fail to find any useful minerals on your search at all.
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Search For Examples Terrain Rarity Mod. Amount Value
Low-Value Gems Obsidian, Turquoise, Agates All Common +10% 1 10sp
Semi-Precious Gems Chalcedony or Moonstone All Common - 1 20sp
Semi-Precious Gems Onyx or Rose Quartz All Common -5% 1 50sp
Semi-Precious Gems Zircon, Amber or Jade Mountain, River Common -10% 1 75sp
Average Gems White pearl or Garnet Mountain, River Uncommon -15% 1 100sp
Above Average Gems Silver pearl or Amethyst Mountain, River Uncommon -20% 1 200sp
Precious Gems Alexandrite or Black pearl Underground Uncommon -30% 1 500sp
Precious Gems Violet garnet or Aquamarine Underground Uncommon -40% 1 750sp
Jewels Flawed diamond Underground Rare -50% 1 1000sp
Jewels Emerald Underground Rare -60% 1 2000sp
Jewels Blue sapphire Underground Very Rare -70% 1 3000sp
Grand Jewels Diamond or Ruby Underground Very Rare -80% 1 5000sp
Priceless Jewels Flawless Diamond Underground Rarest -90% 1 10000sp
Silver - All Uncommon -40% 1 50sp
Gold - All Rare -50% 1 100sp
Iron - Underground Common - 1d6 5sp
Coal - Underground Common - 1d6 5sp
Copper - Underground Uncommon -20% 1 20sp
Black Powder Saltpetre, Sulphur, Charcoal Mountain Uncommon -20% 1d12 1sp
Clay - All Common +5% 1d6+6 1sp
Vythir - Underground Very Rare -90% 1 2000sp
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Result Effect
Critical Success The target is completely captivated, stirring passions and eliciting lust and positive feelings.
Success The target is extremely interested in the seducer and open to further attempts.
Failure The seducer’s advancements have been rebuffed.
Fumble The target is emotionally hurt, eliminating any further chance of seducing them. This may cause
unpleasant or painful consequences.
Result Effect
Critical Success The character learns precise information regarding the inquiry.
Success The character uncovers the desired information in a general, imprecise way.
Failure The character learns nothing for their efforts.
Fumble The character gains the attention of some dangerous individuals. Expect fisticuffs.
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A tracker can use this skill to hunt for prey. In a wilderness area, make Hunting Result Table
a Track skill check and if successful, check the table below for the kind of tracks
Result Tracks Found
found. These lead to an encounter with the prey within the hour when followed,
01%-20% Deer
which can be then be taken down with traps, archery or some other method.
21%-50% Boar
The GM can always substitute other animals onto the table as required.
51%-90% Rabbit
91%-95% Bear, Black
96%-98% Cougar
99%-00% Bear, Grizzly
Restricted Skills
These are skills that are only gained during a specific Profession, as they involve years of training to learn. This
group of skills is predominately magic skills such as Wizardry and Sorcery, but also includes Surgery.
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Treating Wounds
Surgery relies on having appropriate equipment – bandages, needle and thread, etc., as well as a surgical toolkit.
Treatment takes 1 hour and cannot be interrupted, or the patient takes 1 point of damage and the process must
begin again. An operation to heal hit points in this way can only be done o nce per 24-hour period.
• Before using the surgery skill, the patient should be treated with a pain relief tonic. Failure to do so applies a -20%
penalty to your skill and gives them the nauseated condition for 24 hours, to say nothing of all the screaming.
In addition to the basic surgery skills provided below, the Surgery skill can be expanded to include more advanced
techniques and Major Operations.
Surgery Attempt Table
Result Effect
Critical Success A creature recovers 2d6 Hit Points.
Success A successful result heals 1d6 points to the patient and they gain fatigue until rested.
Failure The character heals only 1 Hit Point to the patient and they gain fatigue until rested.
Fumble The patient suffers a further 1d4 point of damage and they gain fatigue until rested.
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Treating Lasting Injuries
A character needs to take the Advanced Surgery talent to be able to treat Major Wounds or remove Lasting Injuries
with the Surgery skill.
Forensics
The character’s knowledge of anatomy is good enough to examine a corpse and determine the cause of death, and
how long ago it was, with a Surgery skill check.
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Talents
Talents represent an area of passive bonuses the character gains over the course of time, allowing for unique
abilities that cannot be gained through other means. Talents are usually acquired with Accolades, and some talents
require others be learned first, but generally they can be taken whenever you have Accolades to do so, or can find a
teacher to show you how it’s done.
• It costs 8 Accolades to by a new talent, or,
• Spend 1000sp and 10 days (80 hours) with a Teacher to learn a new talent.
• You can trade a talent, spell or manoeuvre you don't use anymore for a new ability of any type you qualify for.
You can do this up to three times.
Combat Talents
Melee Talents Prerequisite Description
Axes
Backswing Melee skill (90%) Make 2nd axe attack on your turn without Damage Modifier.
Cleave Shields Melee skill (50%) The effect of the Impact trait on your axes is increased vs shields.
Savage Axes Melee skill (99%) On a critical hit, roll on the Lasting Injury table.
Maim Melee skill (90%) Axes deal +3 damage on a critical hit.
Sunder Weapons Melee skill (70%) Axe damage is inflicted onto weapons used to parry them.
Blades
Blade Finesse Melee skill (50%) Gain a result bonus to your skill result when using Blades.
Critical Mastery Melee skill (70%) Blade weapons gain +2 Critical Range, increases with skill.
Fencer Melee skill (70%) While using Blades, gain fencing benefits.
Riposte Melee skill (90%) Gain a free attack after a critical success on Parry with Blades.
Duellist Melee skill (99%) Blades ignore half target's AP on a critical success.
Chains
Cripple Limb Melee Skill (99%) When target disarmed, limb becomes useless until fully healed.
Disarming Chain Melee Skill (70%) Target Parrying/Blocking chain makes Brawn chk or is disarmed.
Parting Strike Melee Skill (90%) Chain weapons can attack a target performing a Withdraw action.
Shorten Chain Melee Skill (50%) Choose whether your chain has ‘Reach’ or not for this round.
Stinger Melee Skill (90%) Chains deal +5 damage on a critical hit.
Clubs
Armour Breaker Melee skill (99%) On a Critical Hit, target’s armour is reduced by 2.
Blunt Trauma Melee skill (70%) A hit from Clubs that doesn’t penetrate AP still causes loss of 1 HP.
Bruiser Melee skill (50%) Clubs deal extra damage as skill increases.
Forceful Impact Melee skill (70%) Clubs gain the Impact trait.
Sap Melee skill (90%) When an unsuspecting target is hit from behind, render unconscious.
Po learms
Cavalry Bane Melee Skill (70%) Polearms dice size is increased by 2 steps vs large targets.
Control Range Melee Skill (50%) Polearms gain +2 Critical Range when opening/closing range.
Guardian Melee Skill (70%) On a critical success with ‘Keep at Range’, make a free attack.
Hold the Line Melee Skill (99%) On a successful hit, target is pushed back to polearm max range.
Impale Melee Skill (90%) On a critical hit, hit multiple opponents in a line.
Swords
Deadly Swords Melee skill (90%) Swords gain +2 Critical Range.
Opportunist Melee skill (70%) Opportunity attacks with swords don’t require a Reaction.
Precision Cuts Melee skill (50%) +3% result bonus to Swords, increases with skill.
Sword Specialist Melee skill (99%) On a critical hit, make another sword attack.
Sword Prowess Melee skill (70%) Sword damage dice size is increased by 1 step.
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Firearm Talents
Pistols Prerequisite Description
Close Shot Firearms skill (70%) Shoot adjacent targets without incurring an opportunity attk.
Deadshot Firearms skill (99%) If target can’t defend, Pistols deal extra dice of damage.
Gun-Fu Firearms skill (90%) Use pistols against multiple targets.
Rapid Reload Firearms skill (50%) Reduce loading time for Pistols by 1 round.
Steady Shooter Firearms skill (90%) Pistol skill checks gain +2 Critical Range
Gunslinger Firearms skill (70%) Make off-hand or Burst attacks with pistols.
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Longarms Prerequisite Description
Age of Fire Firearms skill (99%) Longarms gain +1 damage dice size & +2 Critical Range.
Braced Shot Firearms skill (70%) More damage for Longarms/Crossbows prone or in cover.
Practiced Aim Firearms skill (50%) +3% result bonus to Longarms, increases with skill.
Ranged Impact Firearms skill (70%) Longarms you wield gain the Impact trait.
Sniper Firearms skill (70%) While prone, deal normal damage at max. range.
Supremacy Firearms skill (90%) Longarms deal maximum damage on a critical hit.
Profession Talents
Generic Talent Prerequisite Benefit
Second Profession Character Creation Choose abilities from a second profession, advance slower.
Warrior Profession Talents
Talent Skill Prerequisite Benefit
2-Handed Specialist Melee/Martial Arts (70%) Deal extra damage when wielding a two-handed weapon.
Acrobatic Combat Acrobatics (50%) Gain a bonus to attack and evade skills.
Advantage Stealth skill (50%) From stealth, 1st attack deals +5 damage.
Artful Dodger Evade skill (70%) In Light/no armour, gain Critical Range to Evade checks
Close Quarters Melee/Martial Arts (70%) If ranged attacker in Reach fails to hit, get free attack.
Control Movement Melee/Martial Art skill Use Reactions to prevent enemy movement within Reach.
Dual Wielding AGI 16+, Melee/MA (70%) Use a Small melee weapon in off-hand to deal damage.
Grit Endurance (90%) Dazed instead of unconscious below 1 HP.
Inside Reach Melee/MA/Unarmed (50%) Weapon deals +5 damage if inside target’s Reach.
Spellbreaker Melee/Martial Arts (70%) Interrupt the use of spells being cast.
Unyielding Endurance (70%) Can use manoeuvres while dazed.
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General Talents Prerequisite Benefit
Exotic Materials Craft: Any Reduces skill penalty when working with exotic material.
Expert Crafter Craft skill (90%) You are able to make masterwork items.
Expertise Skill (90%) One non-combat/restricted skill gains +2 Critical Range.
Fast Learner INT 18+ Learn new abilities faster and cheaper.
Firm Resolve Resolve skill (50%) Resist fear and addiction.
Forager Herbalism skill When searching for herbs, success yields greater results.
Home Cooking Craft: Cooking (70%) Use cooking herbs to improve the results from your food.
Iron Liver Endurance skill (99%) Ignore the penalties of being Intoxicated, drink more.
Logical Reasoning INT 18+ Add your Intellect Attribute bonus for Influence results.
Master Crafter Craft skill (99%) Chosen craft automatically a critical on success.
Master Forager Herbalism skill (90%) On failed 4+ hour search, gain 1 batch of different herb.
Medic First Aid (50%) Gain +1 HP to successful First Aid results.
Miner Prospecting (50%) Find more of the common minerals when you search.
Poisons Herbalism skill (50%) Learn how to make poisons.
Reliable Drunk Endurance skill (70%) When you become intoxicated, choose from the table.
Renowned Performer Perform +50% to income when using this skill to perform.
Researcher Knowledge Reroll failed Knowledge skill check for one field of study.
Sharp Eyes Perception skill (70%) Become better at finding loot.
Sharp Mind INT 16+ Use your Intellect Attribute to calculate Initiative.
Shelter Commerce skill (50%) Pay half normal cost for lodging, double Heal Rate.
Skill Focus Any skill (50%) Increase your Attribute bonus for a particular skill.
Strong Back Endurance skill (50%) Gain the ability to use larger backpacks to carry more.
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TALENT LIST COMBAT PROFESSION GENERAL MAGIC TALENTS GLOSSARY CONTENTS
Combat Talents
Age of Fire
You are fully versed in the techniques of maximising the firepower of your Longarms.
Prerequisite: Firearms skill (99%)
Benefit: The damage dice size of your Longarms is increased by 1 step, and gain +2 Critical Range.
Archery Master
You are able to exploit your target's momentary weakness.
Prerequisite: Archery skill (90%)
Benefit: Your bow attack deals +5 damage to a target that has already been damaged this round.
Armour Breaker
A powerful strike on your foe damages their armour.
Prerequisite: Melee skill (99%)
Benefit: On a Critical Hit with a Club weapon, the target’s AP (either armour or a blocking shield) is reduced by 2.
Backswing
You can attack your opponents with your axe’s 2nd edge.
Prerequisite: Melee skill (70%)
Benefit: You may make a 2nd attack with an Axe-class weapon as part of your action. Should it hit, your Damage
Modifier doesn’t apply to this attack.
Blade Finesse
Your accurate and agile strikes forgo the need for brute force.
Prerequisite: Melee skill (50%)
Benefit: You gain +2% to your skill result when using a Blade weapon. This bonus automatically increases to +3% at
70%, +4% at 90% and +5% at 99%
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Blindside
While your target is busy fighting someone else, you take full advantage of the distraction.
Prerequisite: -
Benefit: If one or more of your allies are within melee weapon range of your target (including Reach or Longreach of
course), your melee damage is increased by +1. If at least one of those allies also has the Blindside or Crossfire talents,
the bonus becomes +2 for everyone with this talent.
Blunt Trauma
You strike with such force your enemy feels it through their armour.
Prerequisite: Melee skill (70%)
Benefit: If your Club weapon hits but fails to deal any Hit Point damage, the target still loses 1 point. This does not
count as weapon damage.
Bodyguard
You are dedicated to the defence of others.
Prerequisite: Shields skill (70%)
Benefit: You can use a Reaction to Block an attack against an adjacent ally with your shield. You effectively take the
place of your ally for this attack and if you fail to block, you take the damage. You’re also defending in place of your ally,
so if you fail, they don’t have the opportunity to defend against this attack. The Partial Block talent doesn’t work when
blocking for others.
Braced Shot
Your long guns and crossbows hit harder, especially when you use terrain to brace your shot.
Prerequisite: Firearms or Archery skill (70%)
Benefit: Longarms and Crossbow weapons you wield deal +1 damage, and while prone or from cover, this bonus
increases to +3 damage.
Bruiser
Your attacks with Club weapons deal extra damage.
Prerequisite: Melee skill (50%)
Benefit: Clubs you use gain +1 damage. This bonus automatically increases to +2 at 70%, +3 at 90% and +4 at 99%.
Brutal Throw
You have trained long and hard to enhance your throwing accuracy.
Prerequisite: Thrown weapon skill (99%)
Benefit: Your Thrown Weapon skill gains +2 to its Critical Range.
Cavalry Bane
You take advantage of your enormous weapon’s size against big targets.
Prerequisite: Melee skill (70%)
Benefit: Your polearms base damage dice size is increased by two steps when fighting a target larger than 250cm
(8’2”) in size, such as mounted targets (including the rider) or huge creatures.
Cleave Shields
Your axes are very effective at destroying shields.
Prerequisite: Melee skill (50%)
Benefit: On a critical hit with your axe that is blocked by a shield, deal 1d4 AP damage to that shield in addition to the
Impact trait bonus.
Close Shot
You can shoot pistols up close without fear of reprisal.
Prerequisite: Firearms skill (70%)
Benefit: Pistols no longer provoke attacks of opportunity for being used against adjacent targets.
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Combat Fitness
Your increased physicality lends you great resilience.
Prerequisite: Endurance (70%)
Benefit: Gain +3 Hit Points. This bonus increases to +6 Hit Points gained at 90%, and +9 Hit Points at 99%.
Combat Sense
Defend against attacks from behind.
Prerequisite: Perception skill (70%)
Benefit: You can defend against non-stealth attacks directly behind you with an Evade, Parry or Block Reaction as
normal, but you cannot add any Result Bonus to your roll.
Control Range
You are an expert at maintaining range using Polearms.
Prerequisite: Melee skill (50%)
Benefit: Your Polearms skill gains +2 to its Critical Range when using the Control Movement talent, Keeping a target at
range or Closing Range.
Critical Mastery
Your precision with blades gives you greater flexibility when inflicting harm.
Prerequisite: Melee skill (70%)
Benefit: When using a Blade weapon, your Melee skill gains +2 to its Critical Range. This bonus increases to +3 at 90%
Melee skill, and +4 Critical Range at 99%.
Crossbow Expert
Your precision with crossbows allows you to deal with armoured opponents more effectively.
Prerequisite: Archery skill (70%)
Benefit: Your crossbow’s damage dice size is increased by 1 step. At 90% this bonus increases the dice size by a total
of 2 steps.
Crossfire
You combine your ranged attacks with an ally for increased accuracy.
Prerequisite: -
Benefit: If one or more of your allies have attacked the same target this round, your ranged damage against them is
increased by +1. If at least one of those allies also has the Crossfire or Blindside talent, the bonus becomes +2 for
everyone with this talent.
Cripple Limb
Disable an opponent’s limb during a fight.
Prerequisite: Melee skill (99%)
Benefit: When you use a chain weapon to disarm someone, their limb becomes unusable until they are fully healed.
Deadshot
When your opponent is off-guard, you can land a powerful shot with your pistols.
Prerequisite: Firearms skill (99%)
Benefit: If the target cannot defend themselves, your pistol attacks deal an extra dice of damage.
Deadly Swords
You are an expert at cutting down foes with your sword.
Prerequisite: Melee skill (90%)
Benefit: When using a Sword weapon, your Melee skill gains +2 to its Critical Range.
Disarming Chain
You’ve learned to rip your opponent’s weapon from their grasp.
Prerequisite: Melee skill (90%)
Benefit: When one target successfully parries your chain attack with a weapon, they must make an opposed Brawn
skill check or be disarmed. The disarmed weapon can be placed anywhere within three squares of you.
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Disrupting Throw
Your quick reaction with a Thrown Weapon can stymie a spellcaster’s concentration.
Prerequisite: Thrown weapon skill (70%)
Benefit: You may use a Reaction to throw a Thrown Weapon at anyone in sight attempting to cast a spell. The hit deals
½ damage, but if damaged, the caster’s spell is lost. They may not defend against this attack.
Duellist
Your precision with blades makes sure your enemies get the point.
Prerequisite: Melee skill (99%)
Benefit: On a critical success with an attack from a Blade weapon, you ignore half the target's Armour Points.
Experienced Archer
You have learned to re-nock arrows faster, allowing you to shoot bows more often.
Prerequisite: Archery skill (50%)
Benefit: The loading time for bows is reduced by 1 round, effectively allowing you to shoot these weapons every round.
Exotic Mount
You have learned how to ride strange creatures.
Prerequisite: Ride skill (99%)
Benefit: You are able to ride one race of exotic mount the GM agrees to. Examples include Griffin, Shadowcat, Grizzly
Bear, Tiger, Dire Tiger etc. Basically, anything that you are capable of training with the Warhorse Command talent. You
can also teach the Mount talent, which increases the mount's Unencumbered ENC by 4x.
Fencer
You are deadly and effective with blades, especially with a single weapon.
Prerequisite: Melee skill (70%)
Benefit: Your Blade attacks gain a +1% result bonus and +1 damage. These bonuses increase to +2 at 90% skill, and +3
at 99%. While using a single Blade weapon without a shield or weapon in your off-hand, the bonus is doubled to +2, +4
and +6 at each skill level.
Forceful Impact
Your clubs strike armour with significant force.
Prerequisite: Melee skill (70%)
Benefit: Your Club weapons gain the Impact weapon trait, reducing armour on targets you critically hit by 1 AP.
Guardian
Anyone coming within range of your weapon is in for a world of hurt.
Prerequisite: Polearms skill (70%)
Benefit: On a critical success with a ‘Keep at range’ Reaction, make a free attack with your polearm.
Gunslinger
You can wield two pistols at once or rapidly fire a single-shot pistol.
Prerequisite: Firearms skill (70%)
Benefit: This talent has two separate bonuses for pistols:
• You may wield a pistol up to Small in Size in your off-hand. Roll your attack as normal, and if successful, roll for
damage from both of your weapons and apply them separately to the target. If above 250cm/8’2” in height,
your 2nd weapon can be Medium in Size. Wielding two pistols does not interfere with your ability to load these
weapons.
• A pistol that has the Burst trait while used with one free hand uses a d4 as its burst dice, applying damage a
number of times equal to the number you rolled, and uses 4 ammo.
• A pistol that doesn’t have the Burst trait while you have one hand free may make a Burst attack if it has a clip
size of 3 or more. E.g. 3-barrel black powder pistol.
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Gun-Fu
Use pistols are more effective against multiple targets.
Prerequisite: Firearms skill (90%)
Benefit: You may spread a Burst attack’s shots over multiple targets as desired. If the pistol doesn’t have Burst, you
can use a multi-barrel pistol in the same fashion.
Hail of Arrows
You have learned how to shoot arrows in rapid succession.
Prerequisite: Archery skill (99%)
Benefit: Your attacks with a bow can gain the Burst trait if you so choose. If your bow already has Burst for some
reason, it gains +1 to the result.
Impale
If your enemies are lined up, that just makes your job easier.
Prerequisite: Melee skill (90%)
Benefit: On a critical success, your polearm also attacks the target in a line immediately behind your current target, and
the one behind that.
Improvise Weapon
Use local scenery as deadly weapons in melee.
Prerequisite: Martial Arts, Melee or Thrown Weapons skill (70%)
Benefit: You can use any object you can pick up with one or two hands, as up to ENC 10 (5kg/11lb) as a melee or
thrown weapon. It deals 1d6 plus your Damage Modifier, with hand-sized objects able to be thrown up to 10 squares,
and larger objects 5 squares.
Inspired Strike
Be invigorated by the success of your powerful strike.
Prerequisite: Melee or Martial Arts Skill (90%)
Benefit: On a critical success with the Melee or Martial Arts Skill, regain 1 Spirit Point (cannot go above maximum).
Iron Wall
You’re an expert at blocking incoming attacks.
Prerequisite: Shields skill (90%)
Benefit: Your Shield skill checks gain +2 Critical Range On a critical success, your shield is immune to damage loss
from the Impact trait or any other effect that would damage it from this attack.
Lancer
As your riding skill increase, so does your skill with Lances.
Prerequisite: Ride skill (50%)
Benefit: When using the Charge manoeuvre on a mount, your Lance weapons add a +2% result bonus, +2 damage and
+2 critical range. These bonuses increase to +3 at 70% Ride skill, +4 and 90% Ride skill, and +5 and 99% Ride skill.
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Maim
You become deadlier with axes.
Prerequisite: Melee skill (90%)
Benefit: Axes deal +3 damage on a critical success.
Martial Warrior
Your expertise and combat accuracy improve.
Prerequisite: Martial Arts skill (90%)
Benefit: Your Martial Arts skill gains +2 Critical Range.
Mounted Archery
Your skill and training with ranged weaponry while mounted allows you to hit with greater accuracy.
Prerequisite: Ride skill (50%)
Benefit: Ranged weapons now apply their Damage Modifier where applicable.
Multi-Throw
You can throw more weapons at the same time.
Prerequisite: Thrown skill (70%)
Benefit: When you throw a weapon, you may make a second attack during your action to throw a weapon no larger
than Small.
Opportunist
You’re always ready to exploit an opponent’s weakness.
Prerequisite: Melee skill (70%)
Benefit: Making an opportunity attack with a sword doesn’t cost you a Reaction.
Pain Tolerance
Your increased mental strength lends you great resilience.
Prerequisite: Resolve (70%)
Benefit: Gain +2 Hit Points. This bonus increases to +4 Hit Points gained at 90%, and +6 Hit Points at 99%.
Partial Block
Even if you fail to block, your shield absorbs some of the damage.
Prerequisite: Shields skill (70%)
Benefit: If you attempt to block an attack using your shield but fail, you still gain +2 AP from the shield. This still
counts as a successful Block against weapons with the Impact trait. This amount increases to +3 AP at 90% Shields
skill, and +4 AP at 99%.
Parting Strike
Your chains can hit anyone attempting to leave your threatened area.
Prerequisite: Melee skill (70%)
Benefit: You may make an Opportunity Attack with a Chain weapon against a creature attempting to make a
Withdrawal action, within your weapon’s reach.
Phalanx
You have learned how to link shields with your allies for a stronger defence.
Prerequisite: Shields skill (50%)
Benefit: While adjacent to an ally who is also wielding a shield, you gain +1 to your shield’s effective AP. This bonus
increases to +2 at 70%, +3 at 90% and +4 at 99%.
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Pinpoint Aim
Your aim with crossbows is exceptional.
Prerequisite: Archery skill (90%)
Benefit: When using a Crossbow, your Archery skill gains +2 to its Critical Range.
Poison Weapon
You’re an expert at using Herbalism to apply poison to your weapon.
Prerequisite: Herbalism skill (70%)
Benefit: You can apply a contact poison to your weapon using a Reaction at any time.
Powerful Throw
Your arm is stronger with practice, allowing you to throw these weapons with greater force.
Prerequisite: Thrown weapons skill (50%)
Benefit: The range on all of your Thrown weapons is increased by 5 squares.
Practiced Aim
Your expertise with Longarms allows you to aim better with each shot.
Prerequisite: Firearms skill (50%)
Benefit: You gain +3% to your skill result when using a Longarm. This bonus automatically increases to +4% at 70%,
+5% at 90% and +6% at 99%.
Precision Cuts
Your expertise with Swords allows you to hit and parry with greater precision.
Prerequisite: Melee skill (50%)
Benefit: You gain +3% to your skill result when using a Sword. This bonus automatically increases to +4% at 70%, +5%
at 90% and +6% at 99%.
Quick Bash
You can quickly bash an enemy psychic to distract them.
Prerequisite: Shields skill (70%)
Benefit: You may use a Reaction to attack with your shield an adjacent target attempting to cast a spell. The hit deals
½ damage, but if damaged, the caster’s spell is lost. They may not defend against this attack.
Ranged Impact
You have trained to maximize the impact of each strike with your weaponry.
Prerequisite: Firearms skill (70%)
Benefit: Your Longarms gain the Impact trait: If weapon hits the target, its AP is reduced by 1 (shield AP comes first).
Rapid Loading
You have learned to reload crossbows faster, allowing you to shoot these weapons more often.
Prerequisite: Archery skill (50%)
Benefit: The loading time for all crossbows is reduced by 1 round. For repeating crossbows, this applies to the time
required when changing the cartridge.
Rapid Reload
You have practiced extensively with Pistols, allowing you to reload faster than before.
Prerequisite: Firearms skill (50%)
Benefit: The loading time for Pistols is reduced by 1 round. For modern weapons with a clip, the time to change out the
clip is reduced by 1 round. Slow Load pistols can load 2 shots as a Reaction.
Reciprocating Strike
You combine a perfect block with a quick strike on your attacker.
Prerequisite: Shields skill (99%)
Benefit: On a critical success when you Block, you may make a separate free attack against the same target.
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Riposte
Your speed and grace in combat allow you to make a rapid retaliation.
Prerequisite: Melee skill (90%)
Benefit: On a critical success when you Parry with a Blade weapon, you may make a separate free melee attack using a
Blade against that target.
Sap
Your skill and training with clubs lets you take someone completely out of the fight.
Prerequisite: Melee skill (90%)
Benefit: If a target is struck with your club from behind when they cannot or will not defend themselves, and takes at
least 1 point of damage, they must make an opposed Endurance skill check or fall unconscious for 1 minute.
Savage Axes
Your axes can cleave body parts.
Prerequisite: Melee skill (99%)
Benefit: When you score a critical hit on your enemy, roll on the Lasting Injury table and apply that effect to them.
Shorten Chain
By holding the weapon differently, you can reduce its reach and make it more powerful up close.
Prerequisite: Melee skill (50%)
Benefit: At the start of your turn, you can choose to remove or add the ‘Reach’ trait from your chain weapon. This
change lasts until you change it again.
Snap Shot
You can quickly fire off an arrow against enemy discipline psychics to distract them.
Prerequisite: Archery skill (70%)
Benefit: You may use a Reaction to shoot a bow at anyone within 10 squares (and line of sight) attempting to cast a
spell. The hit deals ½ damage, but if damaged, the caster’s spell is lost. They may not defend against this attack. When
your Archery skill reaches 99%, this attack ignores half the Energy AP on the target.
Sniper
Your steady shooting makes you effective at longer ranges.
Prerequisite: Firearms skill (70%)
Benefit: While you are prone, your single-shot longarm attacks deal normal damage right out to their maximum range.
Doesn’t work with weapons that have the Scatter trait.
Steady Shooter
Your steady hands allow you greater precision with pistols.
Prerequisite: Firearms skill (90%)
Benefit: When using a Pistol, your Firearms skill gains +2 to its Critical Range.
Stinger
Your chain weapons leave a mark.
Prerequisite: Melee skill (70%)
Benefit: Your Chain weapon deals +5 damage on a critical hit.
Strong Draw
Your experience using a bow has strengthened your arms, allowing you to deal more damage.
Prerequisite: Archery skill (70%)
Benefit: The damage dice size used by Archery class weapons is increased by one step (1d4 to 1d6, 1d8 to 1d10 etc.).
at 90%, the dice size increases another step, and again at 99%.
Strongarm
You put everything you have into your thrown weapon attacks.
Prerequisite: Thrown weapons skill (90%)
Benefit: The damage dice size for thrown weapons you use is increased by 1 step. at 99%, the damage dice is
increased another step.
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Sunder Weapons
You are better able to apply the wicked edge from an axe.
Prerequisite: Melee skill (70%)
Benefit: Weapons used to parry your axe attacks take the weapon’s damage onto themselves.
Supremacy
Your firearms hit hard. Real hard.
Prerequisite: Firearms skill (90%)
Benefit: On a critical success, your longarm deals maximum damage on all dice.
Sword Prowess
Your skill with swords lets you make better use of their capabilities.
Prerequisite: Melee skill (70%)
Benefit: The damage dice size of swords you wield is increased by one step (d6 to d8, d12 to 2d8 etc).
Sword Specialist
Your sword training helps you to take advantage of an overpowering position.
Prerequisite: Melee skill (99%)
Benefit: On a critical hit when you’re using a sword, make another attack as part of your action.
Thick Skin
Your skin has become toughened to minor cuts and abrasions through rigorous training.
Prerequisite: Martial Arts skill (70%)
Benefit: You gain 1 point of natural armour. At 90%, gain an additional +1 natural armour, and again at 99% for a total
of +3 natural armour.
Thundering Blow
Your skin has become toughened to minor cuts and abrasions through rigorous training.
Prerequisite: Martial Arts skill (99%)
Benefit: On a critical success using a Martial Arts weapon or while unarmed, your target is stunned for 1 round. This
attack ignores any effects that would prevent the stun.
Tiny Warrior
You have learned techniques for using your small size as an advantage against huge foes.
Prerequisite: Height no more than 110cm (3’3”)
Benefit: You deal +3 damage against targets above 250cm (8’2”) in height.
Vanquish
You have trained to maximise the armour penetration capability of crossbows.
Prerequisite: Archery skill (99%)
Benefit: On a critical success with a crossbow, ignore half the worn AP from armour on the target.
Warhorse Command
You have complete control over your mount in battle.
Prerequisite: Ride skill (50%)
Benefit: You can use the Animal Training skill to teach General Talents, General Combat Talents and Pet Manoeuvres
to your mount by spending your Accolades, as if you were purchasing abilities for yourself. You may activate one of your
mount’s manoeuvres or make it attack a target in range by spending one of your character’s Reaction points. You may
only spend one Reaction in this manner per turn.
Warhorse Expertise
You have complete control over your mount in battle.
Prerequisite: Warhorse Command
Benefit: You may use your Ride skill in place of the mount’s Resolve skill when your mount is forced to make a Resolve
check.
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Profession Talents
Acrobatic Combat
Your nimble and quick moves make you more effective in close combat.
Prerequisite: Any Warrior Profession, Acrobatic skill (50%)
Benefit: While in Light or no armour, your Evade, Melee and Martial Arts skills gain a +2% result bonus. This bonus
increases to +3% at 70% Acrobatics, +4% at 90% Acrobatics, and +5% at 99%.
Advanced Surgery
Your knowledge of medicine allows you to effectively treat Major Wounds and Lasting Injuries.
Prerequisite: Doctor Profession, Surgery skill (90%)
Benefit: Your Surgery skill can now also apply to Major Wounds or Lasting Injuries, but the time for the operation is
doubled to 2 hours. You also gain an extra action, which can only be used to use herbs or potions on yourself or others.
Advantage
When you attack without warning, you have the opportunity to deal more damage.
Prerequisite: Any Warrior Profession, Stealth skill (50%)
Benefit: While in Light or no armour, when attacking or using a spell from stealth against an unwary target, your 1st
attack deals +5 damage. A burst attack only applies this on the first lot of damage.
Aerial Assault
You can attack more often while striking from the skies.
Prerequisite: Raptor Profession, Evade skill (99%)
Benefit: You may make an extra attack with any combat skill during your action.
Aerial Combat
You are far deadlier when flying.
Prerequisite: Raptor Profession, Evade skill (90%)
Benefit: Deal +3 damage while flying. This bonus increases to +6 at 99% Evade.
Anticipation
Your quarry has nowhere to run.
Prerequisite: Survivalist Profession, Track skill (99%)
Benefit: When you succeed in a Track skill check, after following the trail for 1 hour, you are able to determine the
ultimate destination of your quarry.
Arcane Methodology
You've researched how to read magic scrolls and activate magical relics.
Prerequisite: Relic Hunter Profession, Knowledge: Archaeology skill (50%)
Benefit: You are able to read magic scrolls and activate Artificer inventions or Imbued Divinity relics using your
Knowledge: Archaeology skill in place of the Artificer (or Divinity) skill. You can also use this skill to identify inventions
you've found. No other knowledge-related talents affect the use of inventions in this manner (such as the Researcher
talent).
Artful Dodger
Your expertise at avoiding attack increases.
Prerequisite: Any Warrior Profession, Evade skill (70%)
Benefit: While in Light or no armour, your Evade skill gains +1 Critical Range. This bonus increases to +2 at 90% Evade,
and +3 Critical Range at 99% Evade.
Artful Technique
Your combat style is graceful and magnificent to watch.
Prerequisite: Gladiator Profession, Perform skill (70%)
Benefit: When you gain skill points from failing or fumbling a Melee or Martial arts check in combat, you add 1 skill
point to your Perform skill if the roll was also above your Perform skill level.
At 90% Perform skill, the bonus effects from the Gladiatorial Style talent's effects increase to +3, and at 99% Perform
they go to +4.
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Avoidance
Ever alert for danger, you can anticipate when it’s a good time to be someplace else.
Prerequisite: Thief Profession, Streetwise skill (70%).
Benefit: While in Light or no armour, the damage taken from Area of Effect (AoE) damage sources such as explosions,
or even a single effect that hits multiple squares (such as Cleave manoeuvre) is halved, calculated before it hits your AP.
Battle Rage
You can invoke a berserker rage, turning you in to a crazed killing machine.
Prerequisite: Savage Profession, Brawn skill (50%)
Benefit: As a Reaction during your turn, you can spend 1 Spirit Point to go into a rage with the following benefits fo r 10
minutes:
• +1 Damage Modifier and +1 Natural Armour.
• These bonuses increase to +2 at 70% skill, +3 at 90% skill and +4 at 99% Brawn skill.
• You are immune to being frightened or terrified.
• You cannot withdraw, retreat or take any other action aside from attacking your enemies for the duration.
• You can't use this ability while fatigued. When the duration expires, you gain the fatigued condition for 10
minutes.
Benediction
Your faith grants you limited access to the benefits of your deity.
Prerequisite: Crusader Profession, Resolve skill (70%).
Benefit: You gain access to one field of Divinity Devotion talents, appropriate to the deity you have chosen, as well as
the Eclectic Devotion area. You are also able to learn and cast Divinity spells, using your Resolve skill in place of Divinity.
You are able to learn a maximum number of spells equal to your Intellect Attribute bonus, and they advance in power
along with your Resolve skill. Choose your first spell for free when you take this talent.
Bloodlust
Your skill against monsters increases.
Prerequisite: Slayer Profession, Knowledge: Monsters skill (70%)
Benefit: You gain +1 damage, +1% result bonus and Critical Range to your Melee skill against any creature you qualify
for with the Sworn Enemy talent. These bonuses increase to +2 at 90%, and +3 at 99%. These bonuses are doubled if
the target also has the bleed condition.
Blood Martyr
You are willing to sacrifice your own blood for the cause.
Prerequisite: Crusader Profession, Resolve skill (99%).
Benefit: When you successfully hit a target with any weapon, you may sacrifice 2 Hit Points to have your weapon deal
+1 damage. You may spend as many Hit Points as you wish to add additional damage. The loss of these Hit Points
cannot be avoided. This ability cannot be used to take you below 0 Hit Points, or if you are below 1 Hit Point.
Blood Tracker
You’re able to learn just how wounded your prey is.
Prerequisite: Survivalist Profession, Track skill (70%)
Benefit: When you succeed in a Track skill check, you also learn the current Hit Points and Spirit Points of the target. If
tracking multiple targets, you only get this information about one.
Brutal Existence
Your harsh lifestyle hardens you into a savage warrior
Prerequisite: Savage Profession, Brawn Skill (70%)
Benefit: Gain +4 Hit Points and +1 Natural Armour, and you are immune to the Bleed condition. This bonus increases to
+8 Hit Points and +2 Natural AP at 90% Brawn skill, and again to +12 and +3 AP when you reach 99% Brawn.
Close Quarters
Ranged attackers can’t concentrate with you standing that close.
Prerequisite: Any Warrior Profession, Melee or Martial Arts skill (90%)
Benefit: Ranged attackers shooting within weapon reach of you lose their result bonus on that attack.
Colossus
Your powerful grip allows you to wield multiple huge weapons dangerously.
Prerequisite: Dreadnought Profession, Resolve skill (90%)
Benefit: When using a two-handed weapon in one hand, double your Damage Modifier for its damage.
Combo Attack
You can coordinate with your pet and take the offensive.
Prerequisite: Hunter Profession, Survival skill (90%)
Benefit: You can make an additional ranged attack during your action, or your pet can make an extra attack. Your pet's
Unarmed attack is now considered an Auric weapon. You can also train Dire Beasts, Storm Crows, Fey cats and Hedge
Dragons as pets.
Control Movement
You are trained to impede enemy movement around the battlefield.
Prerequisite: Any Warrior Profession, Melee or Martial Arts skill
Benefit: When an enemy is moving past or around your position within your weapon’s Reach, you may spend a
Reaction point and make an opposed Melee or Martial Arts skill check versus their Evade skill. If they fail, they cannot
move around within your weapon reach for the remainder of the turn, though they can still move away from you.
• If your roll is a critical success, they cannot move at all for the remainder of their turn. If your attempt to Control
Movement is a failure, you can’t try again on the same target this turn.
Cutthroat
You’re an expert at ending the life of your opponent.
Prerequisite: Pirate Profession, Evade skill (99%)
Benefit: If the target of your attack is reduced to 0 Hit Points, they die instantly.
Deadly Charms
You're as deadly as you are sexy.
Prerequisite: Courtesan Profession, Seduction skill (99%)
Benefit: Add your Charisma Attribute bonus to both your Seduction skill's and one chosen combat skill's Critical Range.
Deadly Duo
You and your pet coordinate to take down your prey.
Prerequisite: Hunter Profession, Survival skill (99%)
Benefit: When your pet scores a critical hit, your next ranged attack with your chosen ranged skill is automatically a
critical success. Your pet gets an automatic critical success on their next Unarmed attack if you get a critical success
on your chosen ranged weapon attack. This effect can only be applied once per round. While you don't have a pet, your
chosen ranged weapon skill gains +3 critical range. You are also able to train Basilisks, Phoenixes and Wyverns as pets.
Desperado
You’re quick to act in a fight, with both weapons and wit.
Prerequisite: Vagabond Profession, Perception skill (90%)
Benefit: You gain an extra action during your turn. This action may only be used to make an attack with a concealed
weapon, move, reload a weapon, or make a skill check.
Disciplined
Through rigorous training, you become more precise with your abilities.
Prerequisite: Martial Artist Profession, Martial Arts skill (50%)
Benefit: You gain +3% to your Martial Arts skill result. This bonus automatically increases to +4% at 70%, +5%
at 90% and +6% at 99%.
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Distraction
You've learned to hit your enemies hardest while they're busy checking you out.
Prerequisite: Courtesan Profession, Seduction skill (90%)
Benefit: You may make an attack with a single-handed weapon as part of any action that uses the Seduction skill.
Divine Heritage
You tap into your heritage to cast some divine magic.
Prerequisite: Paladin Profession, Resolve skill (70%)
Benefit: You gain the ability to learn Divinity spells, picking the first one for free when you learn this talent. The rest
must be purchased with Accolades or money as normal. These spells can be cast with your Resolve skill instead of the
Divinity skill, but do not increase in skill % as normal – your spells count as 70% for their effects when your Resolve skill
reaches 90%, and that’s as far as they can advance. You do not need to spend extra Spirit Points to cast these spells
while wearing any kind of armour.
Additionally, you may take Divinity Devotion talents using Resolve to qualify instead of the Divinity skill. You must
choose which Devotion to follow when you take this talent: Peace or Sun (plus the Eclectic Devotion).
Dual Wielding
You’re agile enough to wield a small weapon along with your main weapon simultaneously.
Prerequisite: Any Warrior Profession, AGI 16+, Melee or Martial Arts skill (70%)
Benefit: You can wield a melee weapon no larger than Small in Size in your off-hand. Roll your melee attack as normal,
and if successful, roll for damage from both of your weapons and apply them separately to the target. Your offhand
weapon deals only half of your Damage Modifier, rounded down. If above 250cm/8’2” in height, your 2nd weapon can be
Medium in Size.
At 90%, you can add your full Damage Modifier to the offhand weapon.
At 99%, you can Dual Wield with a weapon of Medium Size in your off-hand. If above 250cm/8’2” in height, your 2nd
weapon can be Large in Size.
Eldritch Lore
You've unlocked the secrets to duplicating scrolls and recharging magic items. Scroll Copy Cost
Prerequisite: Relic Hunter Profession, Knowledge (Archaeology) (70%) Scroll's Skill Level Cost
Benefit: You are able to charge power gems using your Spirit Points, as noted in 0%-69% 100sp
the Artificer's Inventions section. You're also able to duplicate a magic scroll 70%-89% 200sp
onto a new piece of specially prepared parchment, which takes 2 hours and a 90%-98% 500sp
cost in special materials such as gold dust and crushed gems (and any material 99% 1000sp
costs the spell requires, such as a diamond), as noted on the table at right.
Finally, if you get a success on your Perception check when rolling on a loot table or otherwise searching for hidden
treasure for at least 2 hours, you automatically find 1 magic scroll in addition to anything else you find. This scroll is
always of a skill level equal to your Knowledge: Archaeology skill.
Elimination
When you put a monster down, it stays down.
Prerequisite: Slayer Profession, Knowledge: Monsters skill (99%)
Benefit: You may make a Death Blow action as a Reaction against any creature you qualify for with the Sworn Enemy
talent. You can perform this Reaction within weapon Reach, not just adjacent.
Epic Warrior
Your experience and sheer strength grant you extra staying power in a fight.
Prerequisite: Savage Profession, Brawn skill (99%)
Benefit: Double the Attribute bonus(es) used for your Hit Points.
Evasive Manoeuvres
Your agility while flying makes you very hard to hit.
Prerequisite: Raptor Profession, Evade skill (70%)
Benefit: Add +4% to your Evade results while flying. This increases to +8 at 90% Evade and +12 at 99%. You retain this
bonus even while wearing medium armour.
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Expect Trouble
It's a jungle out there. You always sleep with one eye open and a hand near your weapon.
Prerequisite: Vagabond Profession, Perception skill (50%).
Benefit: Concealed weapons you use gain +2% result bonus, +2 Critical Range and deal +2 damage. These bonuses
increase to +4 at 70% Perception skill, +6 at 90%, and +8 at 99% Perception skill. You cannot be surprised, even while
sleeping.
Faithful Servant
Your servant will stand by you with courage and conviction.
Prerequisite: Inheritor Profession, Leadership skill (90%)
Benefit: While you are conscious, your servant is immune to fear and Serious Wounds.
Ferocity
As you protect nature, nature protects you.
Prerequisite: Ranger Profession, Resolve skill (90%)
Benefit: You may make an extra attack during your action, and either your Archery or Melee skill gains +2 Critical
Range.
Field Medic
You're accustomed to working in the field, and refuse to let anyone die on your watch.
Prerequisite: Doctor Profession, Surgery (50%)
Benefit: First Aid checks add +1 HP to the healing result, and only take an action to use. If you make a successful
Surgery check against a creature who died within the last minute, you restore them to life at 0 Hit Points, and with the
fatigued condition which lasts for 24 hours.
Flurry
You pile on the attacks to overwhelm your opponents.
Prerequisite: Martial Artist Profession, Martial Arts skill (90%)
Benefit: Make an extra Martial Arts or Unarmed skill attack during your action.
Flying Tank
Your training allows you to wear proper armour while flying.
Prerequisite: Raptor Profession, Evade skill (50%)
Benefit: You can now wear medium armour, and are able to fly while wearing it, so long as you remain unencumbered.
You are still able to use manoeuvres and talents that require light or no armour to use.
For Glory
You pile on the attacks to overwhelm your inferior opponents.
Prerequisite: Gladiator Profession, Perform skill (90%)
Benefit: Make an extra melee attack or Perform skill check during your action, and you gain +2 Critical Range to your
Perform skill.
Frontal Assault
Your skill allows you to press the attack.
Prerequisite: Soldier Profession, Endurance skill (90%)
Benefit: You may make an extra attack with any weapon during your action.
Ghost
You fade back into your surroundings after striking from the shadows.
Prerequisite: Prowler Profession, Stealth skill (99%)
Benefit: After you make an attack from stealth, you automatically regain stealth at the end of your turn if you finish in
cover.
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Gladiatorial Style
You learn some specialised techniques to entertain the crowd.
Prerequisite: Gladiator Profession, Perform skill (50%)
Benefit: Choose one of these options:
• Brandish Weapon: Show off your moves to bolster your confidence!
As an action, make a successful Perform skill check to gain +2 DM for 1 min.
• Bring It On: Thump your chest with a hearty shout to show your toughness!
As an action, make a successful Perform skill check to gain +2 Natural AP for 1 min.
• Final Flourish: Finish a fight in style!
Make a successful Perform skill check at the end of a battle to gain 1 Accolade.
• Humiliate Opponent: Hurl insults and boast about your supremacy over a weaker opponent!
When you afflict your opponent with a negative condition (e.g. dazed, stunned, prone etc) make a successful
Perform skill check to gain +5 Critical Range on your Melee or Martial Arts skill for your next turn.
• Mo ve It: Literally run rings around your opponent!
As an action, make a successful Perform skill check to gain +2 Movement for 1 min.
At 70% skill, choose a 2nd option to access. At 90% choose a third, and at 99% choose a fourth.
Grit
Your toughness is such that it’s very hard to knock you out.
Prerequisite: Any Warrior Profession, Endurance skill (90%)
Benefit: A Serious Wound no longer knocks you unconscious while you are in combat, but you still bleed and are dazed
until you are brought back above 0 Hit Points. Once the combat finishes, you fall unconscious.
Hard to Catch
You're desperate enough to fend off attempts to catch you.
Prerequisite: Vagabond Profession, Perception skill (70%)
Benefit: Gain a +20% result bonus to any check to avoid losing an action or movement, such as being grappled,
stunned etc.
Heavenly Aura
Your natural healing powers are improved, suffusing you with healing energies.
Prerequisite: Paladin Profession, Resolve skill (99%)
Benefit: Your Lay on Hands ability can now be used as a Reaction, and a single use can affect all allies adjacent to you
if you wish. it can be used on yourself even if you are unconscious or otherwise incapacitated.
Holy Light
Your blessed aura protects you.
Prerequisite: Paladin Profession, Resolve skill (90%)
Benefit: Gain +5 Energy AP and bathe a 5 square radius around you with a bright light at will.
Hot Pursuit
Your quarry cannot get away from you.
Prerequisite: Survivalist Profession, Track skill (90%)
Benefit: When you succeed in a Track skill check, you can follow that trail at double your normal Movement speed.
Hunter Training
Gain better combat abilities as your Survival skill increases.
Prerequisite: Hunter Profession, Survival skill (50%)
Benefit: You choose one of the following bonuses to apply:
• One ranged attack skill gains a +1% result bonus, +1 damage and +1 critical range.
• Your pet gains a +1% result bonus, +1 damage and +1 critical range.
• Traps you set gain a +1% result bonus, +1 damage and +1 critical range.
These bonuses increase to +2% at 70%, +3% at 90% and +4% at 99% of your Survival skill.
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I Am the Law
You don’t seek out fights, but you know how to finish them when they start.
Prerequisite: City Watch Profession, Investigation skill (90%)
Benefit: Make an extra attack with a single-handed weapon during your action.
I Know a Guy
Your web of contacts is expanded.
Prerequisite: Inheritor Profession, Leadership skill (70%)
Benefit: Gain a Contact of your choice.
Inside Reach
When you get under the reach of your opponent’s big weapon, your smaller attacks hit harder.
Prerequisite: Any Warrior Profession, Melee, Martial Arts or Unarmed skill (50%)
Benefit: When you deal damage using a melee or martial arts weapon no larger than Medium in Size, against an
adjacent target with the ‘Reach’ or ‘Longreach’ ability, or is wielding a Heavy Weapon, add +5 damage. If the target is
restrained or pinned and your Medium or smaller weapon deals piercing damage, your attack bypasses their worn
Armour Points altogether.
Instinctive Tracker
Your tracking skill is exceptional.
Prerequisite: Survivalist Profession, Track skill (50%)
Benefit: Gain a +3% result bonus to the Track skill, when opposed by the Conceal skill of your quarry. This bonus
increases to +4% at 70%, +5% at 90% and +6% at 99%.
Ironclad
Your extensive endurance training allows you to shrug off the weight of armour and resist more damage.
Prerequisite: Knight Profession, Endurance skill (99%)
Benefit: The ENC value of armour you are wearing is halved. Gain +5 AP vs one kind of damage of your choice.
Iron Heart
You are more resistant to pernicious magic.
Prerequisite: Dreadnought Profession, Resolve skill (70%)
Benefit: Gain +5 AP vs shadow damage. Gain a +3% result bonus to Resolve skill checks. This bonus increases to +6%
at 90% Resolve skill, and +9% at 99% Resolve skill.
Last Stand
You dig deep to shrug off wounds and stay in the fight.
Prerequisite: Knight Profession, Endurance skill (70%)
Benefit: Choose to activate this ability at any time in combat. When activated, you gain +2 Damage Modifier and heal 3
Hit Points, which can go above your normal maximum. This effect lasts for 1 minute, after which you are fatigued for 1
minute. The increases to 6 Hit Points healed at 90% Endurance skill, and 9 Hit Points healed at 99% skill. You cannot use
this ability when fatigued, or if it is already active.
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Major Operation
You can perform surgery to heal extensive injuries in one session.
Prerequisite: Doctor Profession, Surgery skill (70%)
Benefit: You can extend the length of a Surgery operation to heal more Hit Points. For every hour beyond the first, you
heal an additional +3 Hit Points. Up to 12 hours a day can be spent in one operation, and additional doses of relaxation
tonic will be required to keep the patient sedated (with its Hit Point bonus applied only once to the entire operation).
Patient must rest (Movement 1, cannot take actions) for 12 hours after the surgery is completed or all of the Hit Points
gained from the operation are lost.
Magic Resistance
Your exposure to eldritch energies allows you to shrug off magical attacks.
Prerequisite: Relic Hunter Profession, Knowledge (Archaeology) (99%)
Benefit: You automatically succeed on resistance checks against spells, unless they are a critical success.
Martial Style
Your specific style enhances certain abilities.
Prerequisite: Martial Artist Profession, Martial Arts skill (70%)
Benefit: Choose one of the following styles to gain the listed benefit:
D ragon Style: Your Martial Arts weapons deal +1 damage.
Tiger Style: Your Unarmed attacks (including knuckledusters, gauntlets etc.) deal +1 damage.
Crane Style: Your Martial Arts skill gain +1 Critical Range.
At 90%, the bonus to all styles increases to +2, and to +3 at 99% Martial Arts.
Nature Magic
Your dedication to nature allows you access to a little magic.
Prerequisite: Ranger Profession, Resolve skill (70%).
Benefit: You gain access to one field of Druidry Sect talents. You are also able to learn and cast Druidry spells, using
your Resolve skill in place of Druidry. You are able to learn a maximum number of spells equal to your Intellect Attribute
bonus, and they advance in power along with your Resolve skill. Choose your first spell for free when you take this
talent.
Nimble Feet
You’re a slippery enemy to fight in unusual circumstances.
Prerequisite: Pirate Profession, Evade skill (70%)
Benefit: Ignore the penalties from difficult terrain, and gain a +5% result bonus when attempting to resist being
grappled, restrained or pinned.
No Trace
Your light footsteps leave no trace.
Prerequisite: Prowler Profession, Stealth skill (50%)
Benefit: While moving at normal speed (not hustling or running, sprinting etc), you leave no tracks.
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Onslaught
Your skill at fighting monsters gives you a tactical advantage.
Prerequisite: Slayer Profession, Knowledge: Monsters skill (90%)
Benefit: You may make an extra attack during your action against any monster you have bonuses against from the
Sworn Enemy talent.
Penitence
Your heritage and training have fortified your mind, body and spirit.
Prerequisite: Paladin Profession, Resolve skill (50%)
Benefit: Your Endurance, Evade and Resolve skill result bonuses are increased by +4%. This bonus increases to +6% at
70%, +8% at 90% and +10% at 99% Resolve skill.
Premeditation
When you hit a target from stealth, you hit hard.
Prerequisite: Prowler Profession, Stealth skill (90%)
Benefit: Attacks from stealth stun damaged targets for 1 round.
Protector
As you protect nature, nature protects you.
Prerequisite: Ranger Profession, Resolve skill (99%)
Benefit: Gain +4 Natural AP, and +10% to Stealth checks while you don't move.
Relentless
Your boundless fitness lets you pile on the attacks.
Prerequisite: Savage Profession, Brawn skill (90%)
Benefit: You may make an extra melee attack during your action, and your Brawn skill gains +2 Critical Range.
Renowned Surgeon
Your rock-steady hands and experience at mending injuries are at their peak.
Prerequisite: Doctor Profession, Surgery skill (99%)
Benefit: The result of any Hit Points restored from when you use the First Aid or Surgery skills are doubled. Also add
your Agility Attribute bonus to your Surgery and First Aid skill's Critical Range.
Rugged Hunter
You or your pet are tougher, and you're able to train bigger pets.
Prerequisite: Hunter Profession, Survival skill (70%)
Benefit: You can now use your Animal Training skill to train creatures of the Beasts category, in the same manner as
Small Animals. When you take this talent, you can also choose for either you or your pet to gain +3 Hit Points and +3%
to Stealth skill results. These bonuses increase to +6 at 90% Survival skill, and +9 at 99% Survival skill.
When you gain skill points to your Survival skill, so does your pet, and visa-versa.
Second Profession
You’ve split your attention between two careers, giving you extra resources, but it’s a lot to learn.
Prerequisite: Taken during character creation
Benefit: After you’ve chosen your primary profession, choose a second one.
• You cannot choose a race-restricted profession such as paladin, raptor etc for your primary or second
profession.
• Take all the professional skills from both professions, including restricted skills. Ignore duplicates.
• Take only the common, resistance skills, money and equipment from your primary profession.
• Choose a special trait from each profession.
• Choose 1 contact from those listed in both professions.
• Take Background Events from your primary profession.
• Buying new abilities is 50% more expensive (12 accolades instead of 8, 1500sp instead of 1000).
• Advancing skills from Accolades, teachers etc. yields 1 less skill point at each skill level (minimum of 1).
• You can learn talents from each profession’s list.
• If one of the professions has a light armour restriction, this applies to both professions.
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Shadow
You can disappear from the scene when you need to.
Prerequisite: Thief Profession, Streetwise skill (99%)
Benefit: You can spend a Luck Point to make your Stealth skill check a Critical Success.
Single Handed
Single-handed weapons are far deadlier in your hands.
Prerequisite: Pirate Profession, Evade skill (50%)
Benefit: Any weapon you use single-handed gains +1% result bonus, +1 critical range and deals +1 damage. These
bonuses increase to +2 at 70%, +3 at 90% and +4 at 99% Evade skill.
Skirmisher
When you hit a target from stealth, you hit hard.
Prerequisite: Prowler Profession, Stealth skill (70%)
Benefit: Any attack from stealth gains +2 Critical Range.
Special Friend
Your contact is more than just a friend (wink!), and you keep another special friend close by.
Prerequisite: Courtesan Profession, Seduction skill (50%)
Benefit: Double the bonus from your Contact(s) (such as a Damage Modifier bonus or extra Luck Point). Concealed
weapons you use gain +2% result bonus and deal +2 damage. These bonuses increase to +4 at 70% Seduction skill, +6
at 90%, and +8 at 99% Seduction skill.
Spellbreaker
You react quickly to interrupt a caster from using their abilities.
Prerequisite: Any Warrior Profession, Melee or Martial Arts skill (70%)
Benefit: You may use a Reaction to use make an Opportunity Attack at anyone in melee or martial arts range
attempting to cast a spell that uses an action to cast. The hit deals ½ damage, but if damaged, the caster’s power fails.
They may not defend against this attack. At 99% skill, the damage is no longer halved.
Street Smarts
Your training taught you to keep an eye out for trouble and be ready to act.
Prerequisite: City Watch Profession, Investigation skill (50%)
Benefit: Add your Intellect Attribute Bonus to your Initiative modifier.
Strength of Arms
You are a force to be reckoned with in combat.
Prerequisite: Soldier Profession, Endurance skill (99%)
Benefit: Add your Damage Modifier to your Hit Point total.
Suit Up
You’re well practiced in putting on and taking off armour, and make the most of it while worn.
Prerequisite: Knight Profession, Endurance skill (50%)
Benefit: Take off or put on armour in half the time. While dressed in a full suit of any kind of armour (i.e. 4 pieces), you
gain +1 Natural AP. This increases to +2 AP at 70% skill, +3 at 90% skill and +4 Natural AP at 99% Endurance skill.
Swashbuckler
You are an expert at mixing your melee attacks with a shot from your pistol.
Prerequisite: Pirate Profession, Evade skill (90%)
Benefit: After firing a pistol, you may make an immediate attack as part of your action with a single-handed melee
weapon or Unarmed/MA attack in your other hand. You can also make a pistol shot in your off-hand after making a
single-handed melee or Unarmed/MA attack. Use the appropriate skill for the weapon’s attack.
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Sworn Enemy
You bear a hatred of a particular group of monsters and have honed your skills to combat these creatures.
Prerequisite: Slayer Profession, Knowledge: Monsters skill
Benefit: As your Knowledge: Monsters skill increase, you gain abilities against a new group of monsters. When you
make your Knowledge: Monsters roll against a creature you have the skill level to know of, you learn their weaknesses,
how they deal damage, resistances etc., as well as giving you +2 damage to all physical or magical attacks against that
creature for the current battle.
Category % Description
Abominations 70% Horrid, misshapen creatures from the dawn of time.
Aethereals 70% Entities from the Aether, such as leviathans or eidolons.
Aquatic 90% Any creature that lives primarily in water.
Beasts 50% Creatures such as wolves, bears and great cats.
Celestials 70% Angelic entities such as paragons and virtues.
Chimeras 50% Monsters formed from several different creatures merged into the same body.
Constructs 90% Golems created from flesh, iron stone or some other substance.
Dire Beasts 90% Monstrous beasts such as dire wolves, dire bears and dire tigers.
Dragons 99% Knowledge specific to dragons of all ages.
Elementals 90% Creatures summoned from an elemental plane onto this reality.
Fey 50% Any creature from the forests of old, such as unicorns or dryads.
Giants 50% Ogres, giants and trolls.
Infernals 70% Fallen celestial creatures such as Astaroth and Barghest
Inhuman 70% Alien humanoid creatures of varying types such as Saerid or Sa’quaarin.
Magical Animals 50% Animals which resemble mundane varieties yet are imbued with power.
Plant 50% Monstrous plants that are able to think and move.
Shape Shifters 90% Any creature able to change its shape, such as werewolves.
Undead 50% Corporeal and incorporeal monsters such as ghouls or wraiths.
Vermin 50% Bugs, worms and pests of monstrous size.
True Detective
Your gut instinct connects the dots on mysteries in the blink of an eye, and you are driven to find justice.
Prerequisite: City Watch Profession, Investigation skill (70%)
Benefit: Add your Intellect Attribute bonus to your Investigation skill’s Critical Range, and to the result bonus of one
combat skill of your choice.
Unstoppable
Your might allows you to shrug off debilitating blows.
Prerequisite: Dreadnought Profession, Resolve skill (99%)
Benefit: You are immune to the dazed, stunned or paralysed conditions.
Unyielding
Your combat instincts allow you to keep fighting with all of your might.
Prerequisite: Any Warrior Profession, Endurance skill (70%)
You can use Manoeuvres even when you have the dazed condition, although concentration effects are still broken so
any Manoeuvre with a duration requiring concentration only functions for 1 round.
Valour
Your might allows you to ignore pesky things like fear.
Prerequisite: Dreadnought Profession, Resolve skill (50%)
Benefit: You are immune to becoming frightened. If you become terrified, you instead become frightened for the same
duration. At 90% Resolve skill, you become immune to being terrified.
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Veteran Cop
You’ve seen it all before, and plan ahead for every situation. It’s also possible you’re too old for this shit.
Prerequisite: City Watch Profession, Investigation skill (99%)
Benefit: You get a free surprise round to act at the start of every combat. You cannot be surprised except by another
character with this talent.
Vengeance
Esprit de corps compels you to seek revenge after you or a comrade are brutally hit in battle.
Prerequisite: Knight Profession, Endurance skill (90%)
Benefit: If you or an ally within reach of your melee weapon are subject to a critical hit from an enemy in combat, you
may spend a Reaction to make an attack against that target if it is within weapon range.
Victory
Your victory inspires you to shrug off wounds.
Prerequisite: Gladiator Profession, Perform skill (99%)
Benefit: When you render an opponent unconscious or dead from a physical attack, you gain Hit Points of an amount
equal to double your Constitution Attribute bonus. These points can go above your normal maximum and remain for 1
hour.
Vigilance
You’re always on the lookout for hidden traps and other obstacles while creeping around.
Prerequisite: Thief Profession, Streetwise skill (50%)
Benefit: You don’t need to actively search for traps in order to make Perception check to spot one, nor do you need to
specifically slow down to search. Your Stealth skill gains a +2% result bonus. This increases to +4% at 70% Streetwise
skill, +6% at 90%, and +8% at 99% Streetwise skill.
Warrior Savant
Your skills have been honed to the point that Parrying attacks is second nature to you.
Prerequisite: Martial Artist Profession, Martial Arts skill (99%)
Benefit: Parry Reactions with your Martial Arts skill are considered automatically successful, except if the attacker has
rolled a critical success (in which case roll normally). Damage is dealt normally and you still spend a Reaction point to
Parry.
Weapon of Choice
You have become disciplined with your weaponry.
Prerequisite: Crusader Profession, Resolve skill (50%)
Benefit: Choose a combat skill you know. That skill gains a +1 result bonus and +1 damage to weapons used with it.
These bonuses increase to +2 at 70% Resolve, +3 at 90% Resolve and +4 at 99% Resolve.
Weapon Style
Your chosen weapon style is increased by your rigorous discipline.
Prerequisite: Ranger Profession, Resolve skill (50%)
Benefit: Choose to add this bonus to any Archery weapon, or while dual-wielding melee weapons. Gain +1% result
bonus, +1 critical range and deal +1 damage (on each weapon if dual wielding). These bonuses increase to +2 at 70%,
+3 at 90% and +4 at 99% Resolve skill.
Weapon Training
You have trained hard with a specific type of weaponry.
Prerequisite: Soldier Profession, Endurance skill (70%)
Benefit: Choose one of your combat skills. Gain a +1% result bonus and +1 damage to weapons using the chosen skill.
These bonuses increase to +2 at 90% skill, and +3 at 99% Endurance skill.
Zealot
Your faith and devotion gives you the strength to fight harder.
Prerequisite: Crusader Profession, Resolve skill (90%)
Benefit: You may make an extra melee attack during your action. Casting spells in medium or heavy armour doesn't
cost additional spirit points.
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General Talents
Athlete
Your athleticism is such that you can run faster than others.
Prerequisite: Athletics skill (50%)
Benefit: Your Movement Rate is increased by +1. This bonus increases at 70% to +2 Movement, +3 Movement at 90%,
and +4 Movement at 99%.
Booming Voice
You’re not just intimidating, you’re loud.
Prerequisite: Intimidate skill (70%)
Benefit: The range of your Intimidate manoeuvres is doubled from the listed number for each manoeuvre.
Bowyer
Your woodworking skills take on a deadlier focus.
Prerequisite: Craft: Woodworking Skill (50%)
Benefit: You are able to make all ranged weapons made of wood up to Medium in Size, as well as basic bolts and
arrows. You can make up to Large in Size at 70% skill, as well as craft all types of ammunition for wooden weapons. You
can make weapons of Enormous Size at 90% skill, and the Size is unlimited at 99% skill. See the Crafting Equipment
section for more details.
Chef
You've learned how to bring out the natural, balanced flavours of quality produce.
Prerequisite: Craft: Cooking (90%), Home Cooking talent
Benefit: Cooking with Reasonable quality Raw Ingredients improves the bonuses given by the Home Cooking talent to
+2 each, and cooking with Superior quality improves the results to a +3 bonus.
Clever Traps
Your traps are cunningly designed and deal more damage.
Prerequisite: Mechanisms skill (90%)
Benefit: Add your Intellect Attribute Bonus to any damage caused by your traps.
Climber
You’re adept at scaling trees, buildings or any other surface.
Prerequisite: Athletics skill (50%)
Benefit: If you fail an Athletics skill check while attempting to climb you cannot fall or become injured from this failure.
Instead, you continue climbing at half the normal rate. A fumble still results in a fall.
At 90% you climb 50% faster and a failure results in you climbing at your normal movement speed.
At 99% you climb 100% faster and a failure results in you climbing at only 50% faster than normal.
Combo Move
Your tactical knowledge lets you combine multiple manoeuvres in the same action.
Prerequisite: Skill (70%), INT 12+
Benefit: Choose a skill you have at 70%. When you use this skill, you can apply the effects of two different manoeuvres
related to this skill at the same time. For example, with Archery, you could use Multi-shot and then Rapid Shot in the
same attack roll. You must pay the Spirit Point cost for each manoeuvre. Manoeuvres of different activation types
cannot be used together in this fashion – they must have the same activation time. i.e. a Movement manoeuvre can
only be used with another Movement manoeuvre.
At 90% you can apply the effects of three different manoeuvres with the same skill and activation type.
At 99% apply the effects of three different manoeuvres from different skills, but same activation type.
Commander
Your calm and steady commands allow you to take more control of a battle.
Prerequisite: Leadership Skill
Benefit: At the start of a combat, just before Initiative is determined, you can make a Leadership skill check. If
successful, you may then rearrange the order of initiative in your party at your discretion to take full advantage of
everyone’s abilities. E.g. if the GM gets a 21 result, and two players have higher, the GM takes 3 rd position and everyone
else can be arranged around this.
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Commodities
Your knowledge of specific commodities gives you an edge when trading in them.
Prerequisite: Commerce Skill
Benefit: When you take this talent, choose one of the commodity types on the table below. You become an expert on
this particular commodity, gaining a +4% bonus to successful opposed skill checks when negotiating prices. This bonus
automatically increases to +6% at 70%, +8% at 90% and +10% at 99%. You’re also able to spot poor-quality merchandise
and know the going rates of your speciality in any given town. You can take this talent multiple times, choosing a
different commodity each time.
Commodities Table
Commodity Description
Armour Armour such as leather, chain and plate.
Exotic Goods Rare and expensive items: silk, exotic metal, wood & leather.
Fish Food caught from the sea.
Gems Precious stones such as gems and jewels.
Livestock Land animals used for food, such as pigs, chickens etc.
Lumber Wood from regular trees such as oak, elm and pine.
Minerals Understanding of the value of common minerals such as silver and iron.
Mounts Horses, ponies, war dogs, all manner of rideable creatures.
Produce Food including grains and fruits.
Ships Ships and boats powered by sail or by rowing.
Textiles Basic fabrics such as wool & cotton, and also paper and parchment.
Tools Tools and toolkits of all kinds.
Vehicles All manner of carts, wagons & carriages.
Weapons Weaponry such as swords and bows, and ammunition.
Comrades in Arms
Your calm and steady commands allow you to take more control of a battle.
Prerequisite: Leadership Skill (50%)
Benefit: When one of your allies within 20 squares of you fails a skill check, you may make a Leadership skill check. If
successful, spend one of your Luck Points to allow them to reroll that check. This can happen even after they have used
one of their own Luck Points to reroll.
Concealed Traps
Your traps are designed to blend into their surroundings better.
Prerequisite: Mechanisms Skill (70%)
Benefit: Anyone attempting to spot one of your traps suffers an additional -5% difficulty penalty to their Perception
skill. This penalty increases to -10% at 90%, and -15% at 99%.
Conditioning
Your extensive training and exercise allow you to carry heavy gear for long periods without fatigue.
Prerequisite: Endurance Skill (90%)
Benefit: You no longer need to make Endurance checks to avoid losing Spirit Points as a result of being Burdened or
Heavily Burdened while in combat.
Craft Armour
Your smithing skills have advanced to the point that you can craft quality protective metal armour.
Prerequisite: Craft: Blacksmithing Skill (70%)
Benefit: You are able to make chain armour and metal shields up to Medium in Size. At 80% Craft: Blacksmithing Skill,
you can make brigandine armour and Shields up to Large in Size. At 90% Craft: Blacksmithing Skill, you can make plate
armour and Shields of any Size. See the Crafting Equipment section for more details.
Craft Weapons
You're able to make metal weapons at the forge.
Prerequisite: Craft: Blacksmithing Skill (50%)
Benefit: You are able to make metal weapons up to Large in Size. You can make up to Huge in Size at 70% skill,
Enormous at 90% skill, and the Size is unlimited at 99% skill. See the Crafting Equipment section for more details.
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Decisive Leadership
You are able to think quickly and command fearlessly. Shouting also helps.
Prerequisite: Leadership skill (50%)
Benefit: You and your allies within 20sq gain +2 to Initiative at the start of a battle. The range of your Leadership
manoeuvres is doubled to 20 squares.
Duty of Care
Your responsibility to those under your command has elevated your skills.
Prerequisite: Leadership skill (90%)
Benefit: When allies use your Luck Points, they can use them for any task they would normally be able to use luck
points for, such as reducing damage, avoiding death etc.
Efficient Crafting
Your skill at crafting enables you to produce your products at less cost.
Prerequisite: Craft: Any (70%)
Benefit: Choose one of the above skills. You can now build or perform other tasks related to this skill for 12 hours a
day instead of being limited to 8.
Efficient Formulas
Your herbal formulae are created more efficiently.
Prerequisite: Herbalism Skill (70%)
Benefit: When you spend an hour to create herbal remedies, you create 1 extra item at no additional cost.
Efficient Study
You are an experienced student and are capable of absorbing new information in a methodical fashion.
Prerequisite: -
Benefit: When learning a new skill, spell or manoeuvre, you can spend 12 hours a day instead of 8. If spending time
performing an Extended Period of Study, 12 hours can be spent instead of 8, permitting a 2nd skill check during that
extra four hour period.
Epic Drinker
Things get wild when you have too much to drink.
Prerequisite: Endurance Skill (90%)
Benefit: When you become Intoxicated, roll on the drunken type table twice. The same result stacks.
Expert Crafter
You are a well accomplished crafter, able to make works of great quality with greater ease.
Prerequisite: Craft skill: Any (90%)
Benefit: When you decide to craft something, you can choose to make a masterwork item if you are prepared to spend
the additional time.
Expertise
Your extensive experience in a skill allows for greater success.
Prerequisite: One Skill (90%)
Benefit: Pick one skill that isn’t a Restricted skill, Weapon skill or Resistance skill. That skill gains +2 Critical Range.
You can take this talent multiple times, applying its benefit to a different skill each time.
Exotic Materials
You have learned how to work with exotic materials.
Prerequisite: Craft skill (90%)
Benefit: Working with advanced materials takes more than just elbow grease, you need skill and experience. This talent
removes the -20% penalty when working with any exotic material.
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Fast Learner
You are quicker and more efficient when learning new abilities.
Prerequisite: Intellect at 18+
Benefit: The cost of learning any new ability is reduced by 1 Accolade, or 100sp and 1 day of learning time if learning
from a teacher.
Firm Resolve
You are less susceptible to mind-altering effects.
Prerequisite: Resolve skill (70%)
Benefit: You are no longer susceptible to becoming frightened, but you can still be terrified. At 90%, your chance of
becoming addicted is reduced by 2%, and at 99%, the addiction chance is reduced by 5%.
Forager
You are well-practiced in the art of locating herbs.
Prerequisite: Herbalism Skill
Benefit: When searching for herbs, find double the listed amount.
Home Cooking
Your fine cooking fortifies and lifts the spirits of those who eat it.
Prerequisite: Craft: Cooking (70%)
Benefit: You can add cooking herbs to anything you cook (1 unit of cooking herbs per person being served), which, in
addition to its regular effect, also grants a +1 bonus to the Hit Points and Spirit Points of the character eating the meal,
above their normal maximum. This effect lasts for the 24 hours, and can only be applied once in this period. Raw
Ingredients provide no additional benefit if they are of reasonable or superior quality.
Iron Liver
You can drink anyone under the table.
Prerequisite: Endurance Skill (99%)
Benefit: You may ignore all the negative effects of the Intoxicated condition, though you still need to roll on the
drunken type table. You can drink double the normal amount of alcohol before passing out.
Lethal Weapons
You have practiced your empty-handed strikes enough to maximise your damage.
Prerequisite: Martial Arts Profession, Martial Arts skill (50%)
Benefit: Martial arts weapons (including bare fists and feet) have their base damage dice size increased by 1 step
(from 1 to 1d4, 1d4 to 1d6 etc). At 90%, weapon dice size increases another step.
Legendary Leader
Your leadership ensures the right results, always.
Prerequisite: Leadership skill (99%)
Benefit: You are no longer restricted to using only 1 Luck Point when you allow an ally to reroll their dice – You can let
them keep rerolling the same result by spending additional Luck Points.
Logical Reasoning
Use your deductive reasoning to convince people.
Prerequisite: INT 18+
Benefit: You may add your Intellect Attribute bonus to your Influence skill results (in addition to your Charisma bonus).
Master Crafter
You have reached the pinnacle of skill, where everything you create is a masterwork.
Prerequisite: Craft skill (99%)
Benefit: Choose one crafting skill (99%). All of your successful rolls with this skill are counted as criticals.
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Master Forager
You have vast knowledge of where to find the herbs or minerals you need.
Prerequisite: Herbalism or Prospecting skill (90%)
Benefit: Choose either Herbalism or Prospecting when you take this talent.
• For Herbalism, when you fail a skill check while searching for at least 4 hours, instead of nothing, you find 1
batch of a different herb of your choice.
• For Prospecting, when you fail a skill check while searching for at least 4 hours, instead of nothing, you find a
low-value gem worth 10sp.
• This talent does nothing if you roll a fumble.
Medic
Your skills with mundane healing methods are exceptional.
Prerequisite: First Aid (50%)
Benefit: When you heal damage with the First Aid skill, you may add +1 Hit Point to the amount gained from a
successful result.
Miner
Your prospecting skills allow you to find more of the common minerals.
Prerequisite: Prospecting Skill (50%)
Benefit: When searching for minerals valued at no more than 10sp each, a success or critical yields +1 to the amount
found. This bonus increases to +2 at 70%, and +3 at 90% and +4 at 99%.
Poisons
You learn how to safely distil dangerous plants into potent poisons.
Prerequisite: Herbalism (50%)
Benefit: You can use your Herbalism skill to make concentrated poisons, as noted in the Poisons section.
Quick Draw
When the time comes, you can draw your weapon faster than just about anyone else.
Prerequisite: AGI 12+
Benefit: You can draw or sheath a weapon no larger than Medium in Size as a free action. You can also draw a weapon
of this size and defend yourself during an enemy’s surprise round.
Reliable Drunk
You know the sort of person you become when you’re drunk.
Prerequisite: Endurance skill (70%)
Benefit: When you become Intoxicated, you may choose one of the conditions on the table instead of rolling.
Renowned Performer
Your performance is in high demand, resulting in higher payouts.
Prerequisite: Perform skill
Benefit: You gain an additional 50% to income generated by Perform skill checks when performing one style, whether
it’s music, singing, dancing, art, or some other performance.
Researcher
Your extensive studies give you an advantage when recalling vital information.
Prerequisite: Knowledge skill
Benefit: You may reroll failed checks for any Knowledge skill.
Servant
You gain the service of a loyal NPC.
Prerequisite: Leadership (70%), Charisma 15+
Benefit: You gain the service of someone who is proficient in housekeeping and general-purpose skills, but cannot
learn combat skills or abilities. They can be of any race you like, but never have contacts, background events, Restricted
skills or Luck Points of their own. Servants, like all NPC companions, don’t count against the party’s number when
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calculating Accolade rewards, and while their skills advance on failure as normal, they don’t gain Accolades of their own
– if you wish to spend Accolades on their advancement, you must spend your own.
The servant can be of any age category, with Young servants being called a Page, Mature servants a Squire, and Old
servants called a Butler. Instead of choosing a Profession, create a companion character with these skills:
The Servant Gains these skills: Other Notes:
Resistance Skills Professional Skills The servant expects you to provide for their meals
and lodging, and a 10sp stipend every week. If you fail
Pick one Race Language
in this duty of care, or treat the servant poorly, they may
Common Skills Courtesy leave your service.
Brawn Craft (any) If the servant is killed, you cannot attempt to gain
Common Tongue Commerce the service of another servant for 7 days. If the servant
First Aid Knowledge (any) died as a result of your incompetence or abuse, this
period may be longer!
Insight Language (any)
Gaining a new servant is as simple putting a notice
Pick 1 Common skill Streetwise
on a town’s message board and interviewing applicants.
Sharp Eyes
You’ve learned how to spot movement in your surroundings, and spot more ammunition or gems.
Prerequisite: Perception skill (70%)
Benefit: When you use Perception checks to search for items with a dice roll to determine their quantity (such as “1d6
scrolls or 1d10 arrows”), add +2 to the result. This bonus automatically increases to +3 at 90% and +4 at 99%.
Sharp Mind
Your highly-trained mind reacts quickly to danger.
Prerequisite: Intellect at 16+
Benefit: You may use your Intellect Attribute to calculate your Initiative, instead of your Agility Attribute.
Shelter
You can always haggle for a good deal for lodging, and treasure a comfortable bed.
Prerequisite: Commerce skill (50%)
Benefit: Pay only half the normal rate for food and lodging at inns or when renting a place, and double the Heal Rate
bonus for staying indoors (house, apartment, inn). i.e. this bonus isn’t gained when sleeping outside.
Skill Focus
Your focus on a particular skill yields better results.
Prerequisite: One skill (50%)
Benefit: Choose one skill. The result bonus for this skill is increased by +4%. This bonus increases to +6% at 70%, +8%
at 90% and +10% at 99%. This talent can be taken multiple times, choosing a different skill each time.
Strong Back
You are able to use larger backpacks to haul greater loads without complaining.
Prerequisite: Endurance skill (50%)
Benefit: This talent allows you to use heavier backpacks to increase your ENC. You can automatically use heavier
packs At 90% and 99 99% of your Endurance skill.
Tactical Focus
Your tactical knowledge allows you to keep up the fight for longer periods.
Prerequisite: Resolve skill (90%), INT 12+
Benefit: You are able to maintain an additional Manoeuvre which has ‘Concentration’ as its duration.
Tiny Warrior
You have learned techniques for using your small size as an advantage against huge foes.
Prerequisite: Height no more than 110cm (3’3”)
Benefit: You deal +3 damage against targets above 250cm (8’2”) in height.
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Wounding Traps
Your traps cut into your victims, causing them to bleed out.
Prerequisite: Mechanisms skill (70%)
Benefit: Anyone who takes damage from one of your traps gains the bleed condition.
Race Talents
Chameleon
You learn how to alter the colour of your body to match your surroundings.
Prerequisite: Saerid race
Benefit: When you make a Stealth skill check while stationary, gain a +10% result bonus.
Chrysalis
You experience a growth spurt, granting you greater abilities, plus either wings or armour.
Prerequisite: Saerid Race, Endurance skill (90%)
Benefit: After the first full night’s rest you take after gaining this talent, you shed your outer layer and emerge as a
mature Saerid with the following benefits:
• You grow 30cm (1’) taller and 10kg (22lb) heavier.
• Your arms are able to use weapons of Medium Size single-handed, and can use Large weapons with two hands.
Additionally, either:
• Sprout wings, allowing you to fly at your normal Movement Rate while Unburdened.
OR
• Grow an extra-thick shell, granting +10 natural AP, -2 to Movement, and your natural armour counts as Medium
for the purposes of qualifying for light armour talents and manoeuvres.
Planar Heritage
Your otherworldly heritage begins to manifest itself in different ways as your mind develops.
Prerequisite: Celestrel or Daemon Race
Benefit: You gain additional powers manifest through your heritage. When you take this talent, you gain a +5% result
bonus for Resolve skill checks.
At 70%, you gain an aura of protective power around you, granting +2 Energy AP that stacks with other types of
Energy AP.
At 90% Resolve, you gain +5 DR vs mundane weapon damage.
At 99% Resolve, you grow a pair of ghostly wings on your back, allowing you to fly while Unburdened at twice your
Movement rate. These wings appear as dark and misty for daemon, while celestrel gain tendrils of light.
Dive Bomb
Your mastery of the skies allows you to better used dropped weaponry against unsuspecting targets below.
Prerequisite: Corvid or Saerid Race
Benefit: While flying, you can use a Thrown Weapon as part of a Charge manoeuvre versus a target below you. The
attack deals +2 damage in addition to any relevant charge damage bonus, and you can continue moving on out to your
maximum movement.
Fey-tal Attraction
Your natural allure becomes far more potent.
Prerequisite: Nymph Race, Seduction skill (50%)
Benefit: Gain a +1% and +1 Crit range to all Charisma-based skills. This bonus increases to +2% and +2 Crit range at
70%, +3 to both at 90%, and +4 to both at 99% Seduction.
Flexible
You’re very agile and bendy, even by the standards of other Feylin.
Prerequisite: Feylin Race
Benefit: Your Acrobatics skill gains +2 Critical Range.
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Forest Link
Your connection to the forest affords you faster healing.
Prerequisite: Nymph Race, Endurance skill (70%)
Benefit: Double your natural armour regeneration. at 70%, double your health regeneration rate too, and (99%), you
regenerate Hit Points at a rate of 1 per round, so long as you are above 0 Hit Points.
Imitate Sound
You are able to duplicate sounds and voice patterns you hear around you.
Prerequisite: Corvid Race
Benefit: By making a successful Common Tongue check, you can imitate any sound you hear around you and recall it
for the next two weeks. You can imitate noises like trees falling over, or the speech patterns of particular people. If you
fail the skill check, you have to wait 24 hours before trying to imitate that sound once more.
Improved Mantle
Your bonded mantle becomes tougher.
Prerequisite: Nymph Race, Evade skill (70%)
Benefit: Gain +2 Natural Armour. At 90% Evade skill, the benefits of this talent are applied a second time, and once
again at 99%.
Lucky Raelani
The luck of the Raelani can be an infectious thing, making them sought-after companions.
Prerequisite: Raelani Race
Benefit: You may allow an adjacent character to use one of your Luck Points as if it were their own.
Natural Flier
Your flying abilities are exceptional.
Prerequisite: Corvid or Saerid Race
Benefit: You gain +2 Movement, and your Athletics skill gains +2 Critical Range while flying.
Night Owl
Your night sight is exceptionally sharp, but comes at a price.
Prerequisite: Dracari Race
Benefit: Gain a Perception result bonus in darkness of +10%, but you lose your entire result bonus for Perception
checks during the day, or day-like lighting.
Thick Carapace
Your carapace has thickened over time to provide better protection.
Prerequisite: Saerid Race, Endurance skill (50%)+
Benefit: You gain +2 Natural Armour. When your Endurance skill increases to 70%, 90% and 99%, you gain an additional
+2 Natural Armour each time, for a total of +8 at 99%.
Wanderlust
Your insatiable curiosity compels you to seek out new places and people to experience.
Prerequisite: Feylin or Raelani Race
Benefit: When you first visit a town or city you’ve never been to before, gain an Accolade.
Magic Talents
Battle Mage
You have specialised with a certain type of destructive magic.
Prerequisite: Any Magic skill (90%)
Benefit: Choose a type of damage. Spells with a casting time of ‘Instant’ dealing this type of damage gain +3 to the
final damage result. Each time you take this talent, it applies its bonus to a different type of damage.
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Cantrip
You can easily produce small feats of magic.
Prerequisite: Any Magic Skill or Raelani race
Benefit: As an action, you can choose one of the following effects to produce. None of them require a skill check, or
the use of Spirit Points. Only one effect can be created or maintained at a time.
• Create a flicker of candlelight on your palm on fingertip, producing dim light in a 2 square radius.
• Mend torn paper or cloth at a rate of 1 finger’s length per round.
• Make a faint noise within 10 squares, like a rustling of leaves, snapping twig or tumbling rock.
• Create a glowing orb the size of your fist that can float around up to 10 squares away.
• Detect the aura of magic around items 1 square away.
• Slowly move a tiny object through the air as if it was being carried by you. This can be something like a coin or
pencil up to 5 squares away.
Channel Power
With great effort, you can increase the effect of combat spells.
Prerequisite: Any magic skill
Benefit: When you cast a spell that deals damage, you can choose to spend 1 extra Spirit Point during casting to deal
+2 damage. at 70%, this bonus increases to +3 damage, then +4 at 90% and finally +5 damage at 99%. Only 1 Spirit
Point can be spent in this way per spell casting.
Graceful
Your movement flows with incredible grace and efficiency.
Prerequisite: Evade Skill (50%)
Benefit: Your maximum Spirit Points are increased by +1. This bonus automatically increases to +2 at 70%, +3 at 90%
and +4 at 99%.
Inscription
You are able to write spells from your spell book onto scrolls for later use. Inscription Cost
Prerequisite: Any Magic Skill (70%) Skill Level Cost*
Benefit: Creating scrolls requires money and time. A character can inscribe any 0%-69% 100
spell they know onto a specially prepared parchment, using ink inlaid with gold 70%-89% 200
and other precious metals, as well as any other material costs the spell requires 90%-98% 500
(such as a diamond). The cost of creating a scroll using these materials is 99% 1000
shown on the table at right, and takes 1 hour. Success is automatic, unless the
procedure is interrupted in which case the scroll is lost. Reading scrolls doesn’t use Spirit, but failure can adverse
effects – see the magic section for more details.
Iron Will
Your rigorous mental discipline allows you to keep casting spells even with a serious wound.
Prerequisite: Resolve skill (90%)
Benefit: A Serious Wound no longer knocks you unconscious while you are in combat, but you still bleed until you are
brought back above 0 Hit Points. The only action you can take is to cast spells. Once the combat finishes, you fall
unconscious.
Magic Shaping
You are able to adjust the blast of your area of effect spells to avoid allies.
Prerequisite: Any Magic Skill (90%)
Benefit: When you cast a spell that deals damage to more than a single target, and one of those targets is an ally, you
can choose for that ally to automatically succeed on their saving throw against your spell.
Magnitude
You are able to project your ranged spells further than before.
Prerequisite: Any Magic Skill (70%)
Benefit: The range of your spells with a base range of 10 squares is increased by an extra 10 squares.
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Mind Power
You are sometimes able to tap into reserves of spiritual power.
Prerequisite: Any Magic Skill (90%)
Benefit: On a critical success with the chosen Magic skill, regain 1 Spirit Point (cannot go above maximum).
Practical Magic
You are extremely efficient when using quick magic.
Prerequisite: Any Magic Skill (70%)
Benefit: The 1st Reaction spent in a combat round to cast a spell doesn’t cost a Spirit Point. You only gain this benefit
while you have at least 1 Spirit Point available. If the roll is a critical success, you not only don’t use Spirit, you actually
gain +1.
Precision Casting
Your spellcasting is more precise, allowing a greater chance of a perfect casting.
Prerequisite: Any magic skill (90%)
Benefit: Choose a magic skill you have at 90%. The skill chosen gains +2 Critical Range.
Resolute
Your mental discipline is highly developed.
Prerequisite: Resolve Skill (50%)
Benefit: Your maximum Spirit Points are increased by +1. This bonus automatically increases to +2 at 70% Resolve, +3
at 90% and +4 at 99% Resolve.
Stalwart
Your physical resilience and health grants you additional stamina.
Prerequisite: Endurance Skill (50%)
Benefit: Your maximum Spirit Points are increased by +1. This bonus automatically increases to +2 at 70% Endurance,
+3 at 90% and +4 at 99% Endurance.
Transcendent
Your mastery of magical abilities has fortified your spirit beyond lesser minds.
Prerequisite: Any Greater Magic Skill (50%)
Benefit: Choose one Greater Magic Skill you have. Your maximum Spirit Points are increased by +2. This bonus
automatically increases to +4 at 70%, +6 at 90% and +8 at 99%.
SCIENCES
Alchemy Science Talents
Bomb Range
You are capable of tossing your alchemical bombs greater distances.
Prerequisite: Alchemy Skill (50%), Explosives Science
Benefit: The range of your bombs is increased to 20 squares.
Concentrated Formulas
You’ve learned how to distil your potions into more concentrated forms.
Prerequisite: Alchemy Skill (99%), Biology Science
Benefit: Increase the baseline effect of any potion by +1 (e.g. +2 AP becomes +3), and the duration is doubled.
Double Throw
Why throw one bomb when you could throw two?
Prerequisite: Alchemy Skill (90%), Explosives Science
Benefit: When you use your action to throw a bomb, you can throw a second bomb with the same attack roll, adding its
damage separately to the first.
Enduring Alchemy
Your formulas last much longer.
Prerequisite: Alchemy Skill (90%), Innovation Science
Benefit: The duration of any alchemy spells with a duration other than ‘instant’ is doubled.
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Energetic Reaction
You have learned to create a more powerful detonation with your explosive devices.
Prerequisite: Alchemy Skill (99%), Explosives Science
Benefit: Your bombs deal +5 damage.
Eureka
You have uncovered the holy grail of alchemy.
Prerequisite: Alchemy Skill (99%), Innovation Science
Benefit: You are able to turn lead into gold in a manner which is cost-efficient. Using your Alchemist’s kit, spend 8
hours and 10 alchemical ingredients to turn 50sp worth of lead into 2gp worth of gold, effectively netting you 1gp of
profit per day.
Potent Healing
Your healing formulas are much more potent due to your expertise in this field of study.
Prerequisite: Alchemy Skill (50%), Biology Science
Benefit: The result of anyone using tonics, potions, poultices and salves you have created that heal Hit Points or
restore Spirit Points is increased by +1.
Poison Immunity
Your robust health and frequent contact with strange chemicals has granted you greater resistance to their effects.
Prerequisite: Alchemy skill (70%), Biology Science
Benefit: You are completely immune to the effects of any poison.
Potion Tolerance
Your body is finely tuned and is able to tolerate the potent effects of your potions.
Prerequisite: Alchemy Skill (90%), Biology Science
Benefit: You may use on yourself any tonic, potion, poultice or salve an extra 2 times (for a total of &) in a 24 hour
period.
Precise Formulae
Your methods for producing herbal and alchemical formulae are more efficient.
Prerequisite: Alchemy skill (70%), Innovation Science
Benefit: When you craft bombs, tonics, or poultices, gain an extra two at no additional cost.
Scientific Method
Your methods for figuring out new ways of applying alchemical science are rigorous and precise.
Prerequisite: Alchemy Skill (50%), Innovation Science
Benefit: The cost of learning any new alchemical ability (talent or spell) is reduced by 2 Accolades, or 400sp if learning
from a teacher.
Wide Yield
You have discovered how to channel more magic into a bomb to cause it to explode over a wider area.
Prerequisite: Alchemy Skill (70%), Explosives Science
Benefit: When you throw a bomb, you may choose to have it explode in a 1 square radius around the target point.
Those caught in this area of effect can make an opposed Evade skill check to receive half the damage. Any alchemy
spell that grants you an area of effect bonus is increased by 1 square.
Artifice Talents
Efficient Design
Your construct becomes a more formidable fighting machine.
Prerequisite: Artifice skill (50%), Mechanic Focus
Benefit: The build time for constructs is halved, as is the time for applying an upgrade to a construct.
Enduring Power
Enchanted items you create retain their charges indefinitely.
Prerequisite: Artifice or Divinity (90%)
Benefit: Any item the caster enchants with a spell that grants charges, retains those charges indefinitely, until such
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time as they are used and depleted. Spells which do not grant charges, such as weapon and shield enchantments, are
not affected by this spell.
Enduring Weaponry
Weapon and armour enchantments become permanent.
Prerequisite: Artifice or Divinity skill (50%) Enchantment Cost
Benefit: Any weapon, shield or armour piece enchanted with a Skill Level Time Required Gem Value
temporary spell such as Vorpal Weapon, Smite or Armour of 50% 4 hours 500
Regeneration can be made permanent by installing a jewel into 70% 8 hours 2000
the item itself to hold the enchantment. The item cannot be 90% 12 hours 5000
damaged, or in poor condition to accept this enchantment. 99% 16 hours 10000
Weapon enchantments which grant abilities that can be used by
sacrificing the enchantment can be used once per day.
The maximum power of the spell (by skill level) is linked to the quality of the jewel to be used, and the time required
for the process, as noted on the table at right. Once the process is complete, removing the jewel destroys the
enchantment. Make an artifice skill check and see the results below.
Enduring Weapon Spell Casting Results
Result Effect
Critical Success The item has been enchanted, and 2 Accolades are awarded to the character.
Success The item has been enchanted, granting 1 Accolade to the character.
Failure The enchantment did not take, you must try again.
Fumble The item has been destroyed, along with all of the gems.
Manipulate Enchantment
You're more specialised in dealing with invention enchantments.
Prerequisite: Artifice Skill (70%), Enchanter Focus
Benefit: By spending 1 minute and using 1 Spirit Point, you can move an enchantment placed upon an item you’re
touching, to another item of the same type. i.e. from wand to wand, weapon to weapon, armour to armour etc. If
transferring a permanent enchantment, the new item needs to be masterwork, and with the required extra gems or the
transferred enchantment does not become permanent (it will not self-recharge at the start of the next day).
All inventions you use that deal damage, deal +1 damage. This bonus is increased to +2 at 90% skill, and +3 at 99%
skill.
Masterwork Construct
Your construct becomes a more formidable fighting machine.
Prerequisite: Artifice skill (90%), Mechanic Focus
Benefit: Constructs you build are considered Masterwork, gaining +2% result bonus to all skills, +1 damage on all
attacks, and +5 Hit Points. It also gains +2 Upgrade slots.
Mighty Construct
Your construct becomes a more formidable fighting machine.
Prerequisite: Artifice skill (99%), Mechanic Focus
Benefit: Your Construct gains an extra attack during its action.
Permanency
You create a permanent, self-charging magical item. Permanency Cost
Prerequisite: Artifice or Divinity (99%) Power Gem Cost
Benefit: When you enchant an object of masterwork quality with a spell that Moonstone 1000
grants charges, you can give it the ability to recharge itself at the start of each Silver Pearl 2000
day. This applies to: Emerald 10000
• Any Artifice spell.
• The Imbue Divinity spell.
The caster creates the item as normal, and then needs to spend 1 hour per Charge the item has in order to make it a
permanent enchantment. In addition to this meditation, the caster must also install gems or jewels with a
combined value as noted on the table above, based on the type of Power Gem the item uses. Once complete, the Power
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Gem becomes permanently fixed into the item, and regains Charges at the start of every day, usually at dawn.
Creating a permanent energy source in this way requires a portion of the caster’s living spirit. For every spell you
make self-charging and permanent, you must also sacrifice 1 Spirit Point from your maximum. Spirit Points lost this
way are recovered only if the item is destroyed. The effects of the spell casting roll are a little different than normal.
Consult the table below for the results.
Powerful Enchantment
You have learned to channel more energy into your enchantments which increases the Charges they can retain.
Prerequisite: Artifice or Divinity (90%)
Benefit: When you cast a spell which bestows Charges upon an item, you increase the number of Charges gained by 1
point above any listed maximum. If the spell doesn’t grant charges, the duration of the spell is doubled.
Precision Inventions
Your extensive training gives your capabilities with inventions a powerful edge.
Prerequisite: Artifice skill (99%), Enchanter Focus
Benefit: Your Artifice skill gains +3 Critical Range.
Reverse Engineering
You are able to understand the magical processes required to create enchantments and apply them to your own work.
Prerequisite: Artifice Skill (50%), Enchanter Focus
Benefit: You may learn artifice spells from enchanted items you study as if buying a new spell, but with no cost and
double the learning time required.
Resurrect Construct
Attempt to bring your Construct back to life.
Prerequisite: Artifice Skill (70%), Mechanic Focus
Benefit: By spending 1 hour and using 1 material unit (the same kind as the Construct is made from), a wrecked
Construct gains +1 Hit Point. Continue this process until it’s above its negative maximum Hit Points, at which point it
can be repaired with materials in the regular fashion. Note that a Construct that is below 2x its maximum negative Hit
Points is utterly destroyed and cannot be repaired.
The Construct will only retain its previous knowledge, such as learned talents, manoeuvres, skills etc. if the artificer
makes an unopposed Artifice skill check. Check the table below for results
Recovering Construct’s Mind
Result Effect
Critical Success You successfully recover all of the Construct’s mind over a 2-hour period.
Success You successfully recover all of the Construct’s mind over a 4-hour period.
Failure You recover all of the Construct’s learned talents & manoeuvres, but skills start at baseline level.
Fumble The Construct’s mind is completely lost, and this process replaces it with a fresh elemental spirit.
It loses all talents, manoeuvres and extra skills, and all skills start at their baseline level.
Unethical Construct
Your lack of ethics allows you greater latitude when choosing materials to build a construct.
Prerequisite: Artifice skill, Mechanic Focus, Philosophy either Malevolent, Dominating, Anarchic, Ambivalent or Selfish.
Benefit: You have learned how and where to acquire bones and/or body parts required to build a bone or flesh
Construct. This talent does not give you immunity to being chased out of town by an angry mob, should they learn what
you’ve been doing, you monster.
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STYLES
Charm Style Talents
Bold Warrior
Your brash and boisterous approach to battle yields benefits.
Prerequisite: Charms Skill (70%), Warrior-Poet Style
Benefit: Add your Charisma Attribute bonus to the result bonus for all of your combat skills, such as Archery, Melee
etc.
Charming Performer
Some of your songs are especially potent.
Prerequisite: Charms Skill (90%), Balladeer Style
Benefit: Your Drinking Song, Healing Ballad, Lullaby & Stirring Ballad spells gain;
• Double the base range.
• Targets can’t add any result bonus to resist.
• Healing Ballad and Stirring Ballad gain +1 to their result.
Indefinable Aura
You have an energy around you that seems to make you less vulnerable to damage.
Prerequisite: Charms Skill (90%), Warrior-Poet Style
Benefit: You permanently gain +3 Energy AP. This Energy AP stacks with other kinds gained from spells etc.
Inspiration
Your inspiration allows you to create powerful charms seemingly from nothing.
Prerequisite: Charms Skill (70%), Balladeer Style
Benefit: You can use Luck Points as Spirit Points to cast Charms spells.
Last Stand
Your allies will stand by you as you fight impossible odds.
Prerequisite: Charms Skill (99%), Warrior-Poet Style
Benefit: Allies within 10 squares of you are no longer knocked unconscious when they take a Serious Wound, while you
remain conscious. They still bleed and are dazed until brought back above 0 Hit Points. Once the combat finishes, or if
allies leave the range of this effect, it ends and affected allies fall unconscious for an hour.
Lucky Drunk
Somehow, things go your way even with practically no effort.
Prerequisite: Charms Skill (99%), Rake Style
Benefit: While Intoxicated, you can spend 2 Luck Points to make any of your skill checks a Critical Success. If a
combat roll, you don’t add an extra dice of damage from this effect.
Mighty Voice
Your voice is a weapon.
Prerequisite: Charms Skill (50%), Balladeer Style
Benefit: Your Sonic Blast and Discord spells deal +1 damage. This bonus increases to +2 at 70%, +3 at 90%, and +4 at
99%.
Pliable Body
When you’re drunk, you could be hit by a horse and not feel it.
Prerequisite: Charms Skill (90%), Rake Style
Benefit: While Intoxicated, you gain +10 DR vs collision and bludgeoning damage.
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Renowned Drinker
When you’re drunk, you could be hit by a horse and not feel it.
Prerequisite: Charms Skill (50%), Rake Style
Benefit: While Intoxicated, you don’t lose your Critical Range.
Unearthly Muse
An otherworldly voice speaks through you.
Prerequisite: Charms Skill (99%), Balladeer Style
Benefit: You gain an extra action every round. You can only use this action to cast Charms spells, and these spells cast
with this extra action don’t gain any result bonus.
War Song
Your songs sung during battle are more powerful.
Prerequisite: Charms Skill (50%), Warrior-Poet Style
Benefit: The benefits of your Battle Hymn, Inspiring Blow & Rebellious Spirit spells are increased by +1.
DEVOTIONS
Divine Devotion Talents
Academic Giant
Your vast knowledge allows you to unlock hidden magical abilities.
Prerequisite: Divinity Skill (99%), Knowledge Devotion
Benefit: When you take this talent, gain another Magic Skill (and 1 spell) of your choice at its base skill level.
Avatar of Light
Your radiant spells turn you into a blazing effigy of heavenly power.
Prerequisite: Divinity Skill (99%), Sun Devotion
Benefit: Creatures vulnerable to radiant damage take maximum damage from your radiant spells.
Battle Lust
In the heat of battle, you can feed on the damage inflicted upon you to continue fighting.
Prerequisite: Divinity Skill (99%), War Devotion
Benefit: Spend a Luck Point to reduce incoming physical damage from one source to 0, and apply half of that damage
as healing.
Blessing
You can perform a number of simple rites to bless individuals for a while.
Prerequisite: Divinity Skill, Any Devotion
Benefit: You can spend 1 hour to perform any of the following ceremonies once per day (each):
• Blessing of Clarity: Target creature gains +2% result bonus to one skill for a 24-hour period.
• Blessing of Faith: If someone genuinely wants to join your faith, this blessing grants both of you an additional Luck
Point for the session.
• Blessing of Integrity: If any creature has had its philosophy changed against its will, its original philosophy is
restored.
• Blessing of Knowledge: The individual touched gains +1 skill point if they perform an extended period of study.
• Blessing of Last Rites: A creature that died in the last hour cannot be turned into an undead creature for 1 week
• Blessing of Love: Two people who are married with this rite gain +2 Energy AP for 1 month. They can never benefit
from this rite again.
• Blessing of Purity: 1 meal of food or 1 canteen of water you touch is purified of poisons or disease.
• Blessing of Water: You can touch a waterskin or canteen full of water, turning it into 10 uses of holy water.
Brawny Caster
Your prayers convert your physical might into divine power.
Prerequisite: Divinity Skill (70%), War Devotion
Benefit: Add your Damage Modifier to any Divinity spells you cast that have a duration of ‘Instant’.
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Calming Presence
Your mind is as calm as your exterior appears to be, and you reassure others in your presence.
Prerequisite: Divinity Skill (70%), Peace Devotion
Benefit: You are immune to becoming frightened, and allies within 5 squares of you gain a +10% result bonus on any
roll against fear effects.
Death Touch
You are able to extend the cold touch of the grave to many of your spells.
Prerequisite: Divinity Skill (50%), Death Devotion
Benefit: Whenever you deal radiant damage, or you cast a spell that involves an effect using this type of damage, you
can choose to substitute it with shadow damage instead and deal half of the radiant amount.
Destructive Force
Your ability to channel divine destructive energies is increased.
Prerequisite: Divinity Skill (90%), Elemental Devotion
Benefit: All Divinity spells which deal elemental damage (electrical, fire, cold, acid), deal an additional +3 damage.
Divine Arcanist
Your deity grants you insights on arcane devices.
Prerequisite: Divinity Skill (70%), Knowledge Devotion
Benefit: You may cast any magical scroll by using your Divinity skill.
Divine Artifice
Your deity imparts understanding and knowledge of arcane writings.
Prerequisite: Divinity Skill (90%), Knowledge Devotion
Benefit: You may cast spells from any Artifice device by using your Divinity skill.
Divine Intervention
You may beseech your deity to avert disaster on your behalf.
Prerequisite: Divinity Skill (90%), Any Devotion
Benefit: Once per session, you may spend a Luck Point to force the Game Master to reroll their last dice roll.
Divine Reward
Your devotion to peace does not go unrewarded.
Prerequisite: Divinity Skill (99%), Peace Devotion
Benefit: While in a fight you or your allies didn't start or provoke, you gain +5 DR vs auric weapons and +10 DR vs
mundane weapons.
Efficient Healing
You are able to channel divine healing energy more efficiently than others.
Prerequisite: Divinity Skill (99%), Healing Devotion
Benefit: Your healing spells heal an additional +5 Hit Points.
Elemental Affinity
You have become one with your element, becoming immune to any negative effects.
Prerequisite: Divinity Skill (99%), Elemental Devotion
Benefit: You gain Invulnerability vs the type of element you have chosen to venerate (acid, fire, lightning, cold), and can
never suffer any other negative effects from exposure to that element.
Elemental Resistance
Your closeness with the elements grants you a degree of innate protection.
Prerequisite: Divinity Skill (50%), Elemental Devotion
Benefit: You gain DR+10 vs the type of element you have chosen to venerate (acid, fire, lightning, cold).
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Elemental Touch
Your spells can be tuned for maximum devastation of your enemies.
Prerequisite: Divinity Skill (70%), Elemental Devotion
Benefit: Whenever you deal radiant damage, or you cast a spell that involves an effect using this type of damage, you
can choose to substitute it with the type of element you have chosen to venerate (acid, fire, electrical, cold). If chosen,
electrical damage is half the regular amount for a given damage roll.
Enduring Luck
You have been blessed with extra good fortune.
Prerequisite: Divinity Skill (50%), Fortune Devotion
Benefit: When you use a Luck Point to reroll a failed skill check, if the new check is a success, you do not expend the
Luck Points.
Fortunate Soul
Lady Luck has taken a real shine to you.
Prerequisite: Divinity Skill (90%), Fortune Devotion
Benefit: You may spend as many Luck Points as you wish when rerolling a dice roll, to reroll it again and again.
General Knowledge
Your extensive study allows you to call upon snippets of facts from the many books you have read over time.
Prerequisite: Divinity Skill (50%), Knowledge Devotion
Benefit: You may use your Divinity Skill in place of any Knowledge skill, with a -10% difficulty penalty to your skill.
Gifted Healer
Your healing spells and abilities are especially potent.
Prerequisite: Divinity Skill (50%), Healing Devotion
Benefit: Add +1 to any healing you perform.
Holy Presence
Your fearless dedication to peace protects you from harm.
Prerequisite: Divinity Skill (90%), Peace Devotion
Benefit: In combat, you cannot be attacked by your enemies until you attack or cast a spell. Enemies will go out of their
way to avoid inadvertently harming you until you commit to the fight.
Holy Strength
Your faith allows you to perform great feats of strength.
Prerequisite: Divinity Skill (50%), War Devotion
Benefit: You may use your Divinity Skill in place of your Brawn skill for any relevant skill checks.
How Unfortunate
Sometimes those in your presence have the most dreadful luck.
Prerequisite: Divinity Skill (99%), Fortune Devotion
Benefit: Spend 2 Luck Points to change the result of any character’s skill check to become a Fumble.
Intense Radiance
The intense light of your radiant spells is increased.
Prerequisite: Divinity Skill (90%), Sun Devotion
Benefit: Whenever you deal radiant damage to a target, add +2 damage to the result.
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Light of Heaven
Creatures of the lower realms of existence are frightened by your connection to a higher power.
Prerequisite: Divinity Skill (70%), Sun Devotion
Benefit: Whenever you cast a spell which sheds light, any creature vulnerable to radiant damage must make an
opposed Resolve check or become frightened for 1 round.
Merciful Death
You do not prolong the suffering of your victims.
Prerequisite: Divinity Skill (99%), Death Devotion
Benefit: The ‘Death Blow’ action can be performed as a Reaction on your turn.
Monster Slayer
You have specifically learned the weak spots of one particular monster type.
Prerequisite: Divinity Skill (99%), Hunting Devotion
Benefit: Choose one category of monster. You ignore half their AP when dealing damage against this type of monster.
Necrosis
The power of your radiant spells can be adjusted to crush your enemies.
Prerequisite: Divinity Skill (70%), Death Devotion
Benefit: Your Divinity spells which deal shadow damage deal +2 damage. If converting from another damage type (and
halving in the process), this bonus is added after halving.
Permanency
You create a permanent, self-charging magical item. Permanency Cost
Prerequisite: Artifice or Divinity (99%) Power Gem Cost
Benefit: When you enchant an object of masterwork quality with a spell, you Moonstone 1000
can give it the ability to recharge itself at the start of each day. This applies to: Silver Pearl 2000
• Any Artifice spell. Emerald 10000
• The Imbue Divinity spell.
The caster creates the item as normal, and then needs to spend 1 hour per Charge the item has in order to make it a
permanent enchantment. In addition to this meditation, the caster must also install gems or jewels with a combined
value as noted on the table above, based on the type of Power Gem the item uses. Once complete, the Power Gem
becomes permanently fixed into the item, and regains Charges at the start of every day, usually at dawn.
Weapons and shields no longer need charges at all, and simply maintain their enchantment all of the time.
Creating a permanent energy source in this way requires a portion of the caster’s living spirit. For every spell you
make permanent, you must also sacrifice 1 Spirit Point from your maximum. Spirit Points lost this way are never
recovered, even if the item is destroyed. You can add more enchantments to the item later. The effects of the spell
casting roll are a little different than normal. Consult the table below for the results.
Permanency Spell Casting Results
Result Effect
Critical Success The item has been enchanted permanently, and 2 Accolades are awarded to the character.
Success The item has been enchanted permanently, granting 1 Accolade to the character.
Failure The Permanence did not take, and the money has been lost.
Fumble The item has been destroyed, along with all of the gems.
Powerful Enchantment
You have learned to channel more energy into your enchantments which increases the Charges they can retain.
Prerequisite: Artifice or Divinity (90%)
Benefit: When you cast a spell which bestows Charges upon an item, you increase the number of Charges gained by 1
point.
Raise Undead
You are able to animate the bodies of the dead to aid you.
Prerequisite: Divinity Skill (70%), Death Devotion
Benefit: You gain the Animate Corpse spell without needing to spend Accolades, money or time.
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Ranged Touch
Your aura extends beyond your immediate physical area.
Prerequisite: Divinity Skill (90%), Healing Devotion
Benefit: The range of your Touch spells is now 5 squares.
Selfless Healer
Your devotion to the wellbeing of others is rewarded.
Prerequisite: Divinity Skill (70%), Healing Devotion
Benefit: When you successfully heal someone else, you gain 1 Hit Point. This cannot take you above your maximum Hit
Points.
Solar Worship
You are a more efficient priest while exposed to sunlight.
Prerequisite: Divinity Skill (50%), Sun Devotion
Benefit: You gain +2 Spirit from rest at the start of every day you witness the sunrise, which goes above your normal
daily maximum and lasts until sunset.
Speaker of Truth
Although a gentle soul at heart, you are also shrewd and able to discern when people are manipulating you.
Prerequisite: Divinity Skill (50%), Peace Devotion
Benefit: You may add your Charisma result bonus to opposed Insight skills used to determine if someone is telling the
truth.
Surefooted
Your familiarity with all terrain allows you to move through rough areas with ease.
Prerequisite: Divinity Skill (50%), Hunting Devotion
Benefit: You are immune to the effects of difficult terrain. Forest elves gain +2 Movement.
Thundering Might
The power of your radiant spells can be adjusted to crush your enemies.
Prerequisite: Divinity Skill (90%), War Devotion
Benefit: Whenever you deal radiant damage, damaged targets are automatically dazed for 1 round.
Tireless
You don’t need to sleep and your spirit is stronger than ever.
Prerequisite: Divinity Skill (90%), Hunting Devotion
Benefit: You no longer need to sleep though you may still choose to do so if you wish. You heal 1 Hit Point and regain 4
Spirit Points every 6 hours.
Unravel Magic
You are an expert at stymying the spells of others.
Prerequisite: Divinity Skill (70%), Any Devotion
Benefit: You gain +5% to your magic skill result when making an opposed skill check using Abjure Magic.
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SECTS
Druidry Sect Talents
Animal Bond
You can imbue one of your pets with greater power.
Prerequisite: Druidry Skill (50%), Beastmaster Sect
Benefit: Your character creates a magical bond with a pet obtained through the Animal Training skill. The bond takes
one minute to create, and costs you 1 Spirit Point from your maximum:
• Its intelligence is increased to 10 and it can understand the common tongue.
• It gains +1 to Natural Armour, Damage Modifier and Movement Rate.
• The Bonded Pet doesn’t earn Accolades of its own, and if you want to teach it any abilities, you’ll need to spend
your own Accolades.
• A Bonded Pet is considered to have the same philosophy as its owner.
Should you choose to bond with a new pet or remove the bond from your current pet, it loses these benefits and can
never be bonded with again. Should the Bonded Pet die, you cannot bond with another pet for 7 days as you get over the
loss of a creature you had effectively connected your soul with. You regain any Spirit Points and Accolades lost when
bonding.
Armoured Beast
You learn how to include your armour in the transformation process.
Prerequisite: Druidry Skill (70%), Shapeshifter Sect
Benefit: AP from your worn armour is carried over to your new form when you change shape. Use whichever figure is
higher – your AP or the creature's form you take.
Companion Regeneration
Your bonded pet heals faster.
Prerequisite: Druidry Skill (70%), Beastmaster Sect
Benefit: Your bonded pet heals faster. It gains +3 to its Heal Rate and is immune to the effects of the bleed condition.
You can now also train creatures from the Beast category as pets.
Elemental Bond
Your devotion to one particular elemental type grants you resistance to its damage.
Prerequisite: Druidry Skill (70%), Tempest Sect
Benefit: You gain DR+10 vs one type of elemental damage (acid, fire, electrical, cold), and never suffer any secondary
effects from exposure to that element (such as Reaction point loss from lightning). This stacks with Damage Reduction
vs. this damage type from any other ability (spell, talent, race etc).
Font of Life
You are a conduit for life energies.
Prerequisite: Druidry Skill (99%), Vitaen Sect
Benefit: While you are conscious, your allies within 10 squares heal 1 Hit Point per hour to Minor and Serious Wounds.
Major wounds are automatically stabilised.
Force of Nature
You can summon powerful natural energies of a magnitude greater than others.
Prerequisite: Druidry Skill (99%), Tempest Sect
Benefit: Choose one elemental damage type (acid, fire, electrical, cold). When you cast a spell that deals this kind of
damage, add +5 to the result. You can alter the weather with the Control Weather spell an extra step.
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Gifted Trainer
You are able to train stronger and stranger animals.
Prerequisite: Druidry skill (90%), Beastmaster Sect
Benefit: You can now also train creatures from the D ire Beast category, as well as Hedge Dragons, Storm Crows, Fey
cats, Borers & Giant Scorpions. Pets you train gain +3 damage and +3 Critical Range to their Unarmed skill.
Invulnerable Companion
Your companion is unaffected by the weapons of mere mortals.
Prerequisite: Druidry Skill (99%), Beastmaster Sect
Benefit: Your Bonded Pet gains +5 DR vs Auric Weapons, and +10 DR vs Mundane Weapons. Only Auldsteel weapons
are able to deal full damage to it. You are also able to train Basilisks, Phoenixes and Wyverns as pets.
Lifegiver
You are better able to channel the healing forces of life.
Prerequisite: Druidry Skill (50%), Vitaen Sect
Benefit: Any spell or skill which allows you to heal Hit Points has +1 added to the result.
Limited Regeneration
Your wounds clot rapidly.
Prerequisite: Druidry Skill (90%), Vitaen Sect
Benefit: Heal 1 Hit Point per hour to Minor and Serious Wounds. Major wounds are automatically stabilised.
Perfect Health
You are physically stronger and more resilient against damage.
Prerequisite: Druidry Skill (70%), Vitaen Sect
Benefit: Your maximum Hit Points are equal to your Intellect Attribute score.
Regenerating Change
When returning to your normal form, you channel some of the energies into healing.
Prerequisite: Druidry Skill (99%), Shapeshifter Sect
Benefit: When you revert to your normal form after using the ‘Animal Form’ spell, you regain half your maximum Hit
Points in healing (if you were damaged). This ability can’t take you above your normal maximum.
Rising Storm
You have an affinity for channelling destructive forces of nature.
Prerequisite: Druidry Skill (50%), Tempest Sect
Benefit: You can increase the area of effect of your Druidry damage spells by 2 squares by spending an extra Spirit
Point.
Shifted Caster
Your ability to command the forces of nature carries over to your new form.
Prerequisite: Druidry skill (90%), Shapeshifter Sect
Benefit: In addition to being able to cast any spells your new form has access to, you can also cast your own spells
while in animal form at twice the normal Spirit Point cost.
Ascendant Psion
You channel psychic energies of such power that you are resistant to physical attack.
Prerequisite: Psionic skill (90%), Zen Discipline
Benefit: You gain DR+10 vs. all mundane weapon damage. Auric weapons still deal their normal damage. When your
Psionic skill reaches 99%, you gain DR +10 vs Auric weapons too.
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Cerebral Fortress
Your mind is extremely resistant to attack.
Prerequisite: Psionic skill (70%), Psi Discipline
Benefit: You gain +10% to the results of any opposed Resolve skill check.
Fearless
You have trained yourself to be free of fear.
Prerequisite: Psionic skill (70%), Zen Discipline
Benefit: You are immune to all fear effects.
Magic Resistance
You have gained the ability to resist many forms of magic assault.
Prerequisite: Psionic skill (99%), Zen Discipline
Benefit: You automatically succeed on resistance checks against magic, unless the attack is a critical success.
Meditation
You have learned to let your mind rest while retaining a waking alpha state.
Prerequisite: Psionic skill (50%), Zen Discipline
Benefit: You do not need to sleep - instead, you fall into a meditative trance which allows you to stay aware of your
surroundings while still gaining the full benefits of sleep.
Mental Giant
Your ability to affect the minds of other creatures is phenomenal.
Prerequisite: Psionic skill (99%), Zen Discipline
Benefit: Gain +5 Intellect.
Momentum
You are able to defy the laws of nature when you move.
Prerequisite: Psionic skill (90%), Monk Discipline
Benefit: When you use the Hustle action and move out to your full normal Movement rate, you are able to run on walls
and ceilings. If at any point your speed is reduced from its maximum, you will fall.
Psychic Training
You have been trained to assault your opponent’s minds.
Prerequisite: Psionic skill (50%), Psi Discipline
Benefit: Gain a +3% result bonus to the Psionic skill. This bonus increases to +4% at 70%, +5% at 90%, and +6% and
99%.
Two Minds
You have a knack for maintaining two separate and highly complicated spells at once.
Prerequisite: Psionic skill (90%), Psi Discipline
Benefit: You are able to cast and maintain a given Psionic spell with a duration of ‘Concentration’ twice, instead of
being restricted to only one.
Unarmed Mastery
Your speed and flexibility in combat is astonishing to behold.
Prerequisite: Psionic skill (99%), Monk Discipline
Benefit: Gain an extra action each round. This action can only be used to make an unarmed Martial Arts attack, or
Hustle.
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Unarmed Training
You have been taught physical combat techniques as part of your mental training.
Prerequisite: Psionic skill (50%), Monk Discipline
Benefit: Your unarmed damage dice size increases one step. This stacks with any other benefit.
TRADITIONS
Shamanic Tradition Talents
Adapt Weapon
The aura of power surrounding your weapon can be tuned to apply different kinds of damage.
Prerequisite: Shamanic skill (90%), Warrior Tradition
Benefit: Your Bonded Weapon gains a further +5 to its Hit Points. As an action, you can adjust the damage type of your
bonded weapon. All of the damage dealt with an attack by this weapon deals either bludgeoning, slashing, piercing or
radiant. You may also make it deal shadow damage, but the damage output of the weapon is halved. The weapon’s
damage type remains this way until you change it again. If your Bonded Weapon is a shield, it alters your primary
weapon’s damage type when used with a Shield Bash.
Ancient Spirit
Your spirit companion gains the ability to cast your spells.
Prerequisite: Shamanic skill (99%), Ancestral Tradition
Benefit: Your eidolon is able to cast any spell you know using its own Spirit Points.
Bonded Weapon
You are able to bond with a weapon to gain increased power while wielding it.
Prerequisite: Shamanic skill (50%), Warrior Tradition
Benefit: As is tradition for your people, you are able to choose a wooden weapon (including shields) to bond with. The
process takes one hour, during which time you carve symbols of power into the wood. This weapon can also be your
totem, if you wish. The weapon gains the following benefits:
• While you are wielding it, the weapon deals +2 damage in combat.
• It gains +5 to its Hit Points.
• Should it become damaged, it will regenerate its own Hit Points overnight at your Heal Rate.
• If you crafted the weapon yourself, it gains an additional +1 damage and grants +1 Natural Armour.
Elemental Ally
Your affinity with the elements of the earth allows you to summon a powerful ally.
Prerequisite: Shamanic skill (70%), Elemental Tradition
Benefit: You gain the Summon Elemental spell without needing to spend Accolades, money or time.
Elemental Avatar
You merge with an elemental spirt, transforming you for a brief time.
Prerequisite: Shamanic skill (99%), Elemental Tradition
Benefit: As an action, you take on the appearance of the element of your choosing. This effect lasts for 1 minute, after
which time you revert back to your normal state and cannot use this ability for 1 hour. All of your possessions are safely
converted into your new body, and you retain all the benefits from them and any spells cast upon you. You gain the
following benefits:
Element Benefit
Air • All damage you deal is electrical.
• Instead of being damaged by electrical, you are healed for that amount.
• You are vulnerable to acid damage.
• You can fly at double your normal movement rate.
Earth • All damage you deal is bludgeoning and your physical attacks deal +5 damage.
• Instead of being damaged by acid, you are healed for that amount.
• You are vulnerable to electrical damage.
• You can burrow underground at your normal movement rate.
Fire • All damage you deal is fire.
• Instead of being damaged by fire, you are healed for that amount.
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• You are vulnerable to cold damage.
• Everything adjacent to you takes 1d12 fire damage at the start of its turn.
Water • All damage you deal is cold.
• Instead of being damaged by cold, you are healed for that amount.
• You are vulnerable to fire damage.
• You can move underwater at twice your normal movement rate and can breathe as normal.
Elemental Intensity
Your elemental spells are exceptionally powerful.
Prerequisite: Shamanic skill (90%), Elemental Tradition
Benefit: Add +5 damage to any spell you cast that deals either acid, fire, electrical or cold damage.
Empowered Totem
Your totem becomes almost indestructible.
Prerequisite: Shamanic skill (90%), Totemic Tradition
Benefit: Your totem now has 100 Hit Points.
Living Totem
A peaceful spirit takes up residence in your totem, granting you additional energy to draw upon.
Prerequisite: Shamanic skill (50%), Totemic Tradition
Benefit: While your Totem is within 10 squares of you, you gain +2 to your maximum Spirit Points.
Manipulate Elements
You are able to channel elemental energies to wreak havoc upon your foes.
Prerequisite: Shamanic skill (50%), Elemental Tradition
Benefit: Any spell you cast which deals damage can have its damage type altered to either acid, fire, electrical or cold
damage as you wish, with electrical damage halving the damage amount.
Old Souls
You and your eidolon have known each other in previous lives, always helping each other through difficult times.
Prerequisite: Shamanic skill (90%), Ancestral Tradition
Benefit: While within 10 squares of each other, you and your eidolon can share damage taken between each other,
essentially spreading out the damage. Neither of you can prevent this damage loss.
Possess Living
Your Spirit Companion can briefly take over a target person’s body.
Prerequisite: Shamanic skill (90%), Ancestral Tradition
Benefit: As an action, your eidolon can attempt to possess a living target it is adjacent to. The eidolon and the target
each roll a Resolve check. If the target fails, the eidolon immediately takes control of the body. At the start of your turn,
the possessed creature and the eidolon make the Resolve check again. If the target succeeds on any Resolve check or
the target dies, the eidolon is expelled from the body and disappears for an hour to recuperate.
Spirit Companion
You gain the aid of an ancestor’s spirit to advise and guide you in life.
Prerequisite: Shamanic skill (50%), Ancestral Tradition
Benefit: You must permanently sacrifice 2 Spirit Points from your maximum when you take this talent. Upon taking
this talent, you gain an eidolon, an invisible assistant who can only be heard and seen by you (or by anyone that can see
invisible creatures). The eidolon is a ghost who resembles a long-dead member of your race, a deceased shaman who
retains a modicum of the knowledge in their previous life. Their personality and name vary, but they share the same
philosophy as your character. Other benefits include:
• The eidolon does not sleep and can watch over you day and night if desired.
• You can communicate with the eidolon as if it were a living person, though it can’t move more than 20sq away
from you.
• Choose a Knowledge skill for the eidolon.
• In combat, the eidolon acts on your turn. It has no physical attack but can cast one shamanic combat spell as
noted on the table below.
• The eidolon cannot be killed, but if reduced to negative maximum Hit Points it will disappear for 24 hours to
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recover.
• The eidolon’s skills are increased on failed attempts, as normal.
Spiritual Might
A warrior spirit graces your weapon with spiritual might.
Prerequisite: Shamanic skill (70%), Warrior Tradition
Benefit: While you are wielding it, your Bonded Weapon becomes Auric and grants you +1 Reaction.
Totem Casting
Cast through your totem.
Prerequisite: Shamanic skill (70%), Totemic Tradition
Benefit: When you cast a spell, you may spend an additional Spirit Point to cast the spell as if you were in the same
space as your totem, drawing line of sight and range from that space instead. Your totem must be within 10 squares of
you to do this.
Totem Expertise
Your connection to your totem is such that channelling power to it is simple.
Prerequisite: Shamanic skill (99%), Totemic Tradition
Benefit: Any spells required to be cast upon your Totem do not cost Spirit Points.
Warrior of Legend
You refuse to yield in battle. Even when you are close to death you find the will to fight on.
Prerequisite: Shamanic skill (99%), Warrior Tradition
Benefit: When below 1 Hit Point, you are immune to the effects of Serious Wounds (bleed, dazed or falling
unconscious).
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BLOODLINE
Sorcery Bloodline Talents
Aethereal Essence
Your very nature is ghostly in origin, and you are able to interact with creatures you share a bond with.
Prerequisite: Sorcery Skill (50%), Aethereal Bloodline
Benefit: Incorporeal creatures are counted as corporeal against your attacks, spells, or anything else they would
normally be resistant to.
Aethereal Transformation
You have drawn upon your ancestor’s power surging through your veins so much, it has consumed you.
Prerequisite: Automatically taken for free when Sorcery Skill reaches 99%, Aethereal Bloodline
Benefit: You transform into an aethereal being, with a ghostly body framing glowing violet orbs for eyes.
• You can become incorporeal as an action, able to walk through solid objects in addition to the other benefits.
• You are invulnerable to becoming stunned or dazed.
• You permanently gain the benefits of the Telepathy spell.
• You gain +2 Spirit to your maximum.
Auld Magick
The flow of sorcerous energy is visible to you and you can imitate new ways of casting.
Prerequisite: Sorcery Skill (50%), Otherworldly Bloodline
Benefit: When a character in sight range casts a sorcery spell you don’t have, you may add it to your list of known
spells by spending one Luck Point.
Angelic Transformation
You have drawn upon your ancestor’s power surging through your veins so much, it has consumed you.
Prerequisite: Automatically taken for free when Sorcery Skill reaches 99%, Celestial Bloodline
Benefit:
• You transform into a celestial being, gaining wings of light allowing you to fly at your normal movement speed.
You may carry up to 100kg (220lb) of weight above your own body weight without difficulty.
• You are invulnerable to radiant damage.
• You may create an aura of radiant energy in a 2-square radius around you, healing Minor and Serious Wounds
of any creature you wish for 1d6 damage, +1 for each point of Spirit you spend and damaging any creature
vulnerable to radiant damage, halved if they make a successful Endurance skill check. To use this ability, make
a skill check against your Sorcery skill, treating it as if you were casting a spell.
• You gain +2 Spirit to your maximum.
Blighted Soul
Your spirit is steeped in the dark power of the nether realms.
Prerequisite: Sorcery Skill (90%), Undead Bloodline
Benefit: You become Invulnerable to shadow damage.
Celestial Essence
The power of the heavens through your veins, and you can unleash this power onto your enemies.
Prerequisite: Sorcery Skill (70%), Celestial Bloodline
Benefit: You may change any damage type from sorcery spells you cast into radiant damage.
Corrupting Aura
You are able to convert your personal energy into destructive power.
Prerequisite: Sorcery Skill (50%), Infernal Bloodline
Benefit: As an action, you can deal 1 point of shadow damage to all creatures within 1 square of you if they fail an
unopposed Endurance skill check. Undead and constructs are unaffected by this damage.
Dangerous
There is something about you that scares people.
Prerequisite: Sorcery Skill (50%), Infernal Bloodline
Benefit: The Intimidate skill gains +2 Critical Range.
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Death Bond
You are able to connect with undead creatures and force them to do your bidding.
Prerequisite: Sorcery Skill (50%), Death Bloodline
Benefit: You may spend an action to attempt to gain control of a skeleton or zombie (of any size). The target makes an
opposed Resolve skill check versus your casting skill and if it fails, it comes under your control and follows your orders.
You may have only one such creature under your control at a time and if it has succeeded in its Resolve check, can
never fall under your influence.
Deep Reserves
You are better able to tap into the energies within your body, pushing yourself beyond normal limits at the cost of your
health.
Prerequisite: Sorcery Skill (50%), Any Bloodline
Benefit: When you use the ‘Spirit Surge’ action, you gain an additional point of Spirit.
Dimensional Being
Ordinary mortal weapons no longer have any effect on you.
Prerequisite: Sorcery Skill (90%), Aethereal Bloodline
Benefit: You are Invulnerable to mundane physical weapons.
Disappear
You can tap into your ghostly nature and vanish from sight.
Prerequisite: Sorcery Skill (70%), Aethereal Bloodline
Benefit: You may vanish from sight at will, so long as you do not move. If you are moved against your will or damaged,
you become visible again and cannot use this ability again for another minute. You can only be seen by those able to
see incorporeal creatures.
Draconic Transformation
You have drawn upon your ancestor’s power surging through your veins so much, it has consumed you.
Prerequisite: Automatically taken for free when Sorcery Skill reaches 99%, Draconic Bloodline
Benefit:
• You transform into a dragon of the same size as your previous form, gaining wings allowing you to fly at your
normal movement speed.
• You are invulnerable to fire damage.
• You gain +5 to your Strength Attribute
• You can breathe a cone of fire 5 squares long, dealing 1d6 fire damage, +3 for each point of Spirit you spend
against all targets within this area, halved if they make a successful Evade skill check. To use this, make a skill
check against your Sorcery skill, as if you were casting a spell.
• You gain +2 Spirit to your maximum.
Dragon Bond
You form a bond with a tiny Hedge Dragon to be your companion.
Prerequisite: Sorcery Skill (90%), Draconic Bloodline
Benefit: You must permanently sacrifice 2 Spirit Points from your maximum when you take this talent.
You are able to bond with a Hedge Dragon, imbuing it with a portion of your power. Once you take this talent, a Hedge
Dragon will appear within a few hours. It will share your philosophy and stay with you as long as you treat it well. Should
a Hedge Dragon flee from bad treatment, you must wait a month before another comes to your call.
Your Hedge Dragon is able to activate magical items which require a command word, so long as it can grasp or wear
the item as required.
Your new companion acts independently of you, but it always obeys your commands. In combat, it acts on your
initiative. While you are within 30 squares of your familiar, you can communicate with it telepathically. Additionally, as
an action, you can see through your Hedge Dragon’s eyes and hear what it hears until the start of your next turn, gaining
the benefits of any special senses that it has. During this time, you are deaf and blind with regard to your own senses.
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Dragon Scales
Scales begin to form on your body, toughening you up even if they are unsightly.
Prerequisite: Sorcery Skill (50%), Draconic Bloodline
Benefit: You gain +1 natural armour and gain DR+10 vs. fire damage. This stacks with any other Damage Reduction
bonus vs fire damage.
Dragon Warrior
Your hands transform into claws, with razor sharp talons emerging from your fingertips and greater strength in your
muscles.
Prerequisite: Sorcery Skill (70%), Draconic Bloodline
Benefit: Your fingers grow talons, and your hands turn into claws – your unarmed attacks deal slashing damage and
their dice size are increased by 1. Finally, they become Auric Weapons.
Enhanced Senses
You can see in the dark and can sense the presence of powerful entities nearby.
Prerequisite: Sorcery Skill (70%), Any Bloodline
Benefit: You gain Night Sight and are able to detect the general presence of undead, demonic, aethereal, incorporeal
and celestial creatures within 20 squares of you.
Fey Charm
You project an aura of fascination to those around you, but it can drive people insane when your favour is taken away.
Prerequisite: Sorcery Skill (70%), Fey Bloodline
Benefit: You can choose to gain +10% to all Charisma skill results (Influence, Deceit etc.) before you make the roll. If
successful, and you do anything to offend anyone who has been affected by these skills, they must make an unopposed
Resolve skill check or become openly hostile towards you, even to the point of attacking you.
Fey Essence
Your heritage dates back to the time fey creatures dominated the land, which begins to manifest within you.
Prerequisite: Sorcery Skill (50%), Fey Bloodline
Benefit: You become immune to the charmed condition and gain DR+10 vs electrical damage.
Fey Transformation
You have drawn upon your ancestor’s power surging through your veins so much, it has consumed you.
Prerequisite: Automatically taken when Sorcery Skill (99%), Fey Bloodline
Benefit: You transform into a fey creature, with fine, spindly limbs, elongated ears, glowing green eyes and a set of
diaphanous wings.
• You gain the ability to fly at your normal movement speed.
• You are invulnerable to electrical damage.
• You regenerate 1 Hit Point every round in combat. This ability functions as long as you are alive, even when
unconscious.
• You gain +2 Spirit to your maximum.
Healing Touch
You are able to convert your personal energy into healing.
Prerequisite: Sorcery Skill (50%) Celestial Bloodline
Benefit: As a Reaction, you may spend a point of Spirit and heal 1 point of damage to whoever you touch. Major
wounds are not healed, merely stabilised. Undead and Constructs are unaffected.
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Infernal Transformation
You have drawn upon your ancestor’s power surging through your veins so much, it has consumed you.
Prerequisite: Automatically taken when Sorcery Skill reaches 99%, Infernal Bloodline
Benefit: You transform into an infernal creature, with a set of horns, goat legs and massive bat-like wings.
• You gain the ability to fly at your normal movement speed.
• You are invulnerable to acid damage.
• You may unleash a bolt of corrosive energy which explodes in a 2-square radius at a point within 10 squares,
dealing 1d4 acid damage for every point of Spirit you spend (maximum 3) to all creatures and objects in that
area, halved if they make a successful Evade skill check. To use this ability, make a skill check against your
Sorcery skill, as if you were casting a spell.
• You gain +2 Spirit to your maximum.
Otherworldly Transformation
You have drawn upon your ancestor’s power surging through your veins so much, it has consumed you.
Prerequisite: Automatically taken when Sorcery Skill (99%), Otherworldly Bloodline
Benefit: You transform into an alien being, covered in thick dark lines resembling tattoos with pupil-less eyes radiating
power.
• You gain the ability to levitate at will, as well as fly at your normal movement speed.
• You gain +5 DR vs Auric weapons, +10 DR to Mundane weapons.
• You permanently gain the benefits of the Sensory Adaption spell. Every round, you may change the type of
sensory bonus by spending 1 Spirit.
• You gain +2 Spirit to your maximum.
Regenerate Spirit
You are able to draw in energy from the surrounding environment to bolster you in times of need.
Prerequisite: Sorcery Skill (90%), Any Bloodline
Benefit: As an action, you may spend a luck point to gain 2 points of Spirit. You cannot go above your maximum Spirit
amount with this ability.
Sacrificial Spirit
With a simple gesture, you can divert damage from anyone else to yourself.
Prerequisite: Sorcery Skill (90%), Celestial Bloodline
Benefit: As a Reaction, you can divert the damage being dealt from one physical or magical attack against anyone
within 10 squares of you onto yourself. You cannot stop this damage by any means – the hit point loss taken by the
target is simply transferred to you. You may transfer as little as 1 point, all the way out to the entire damage amount as
you deem fit.
Sleepless Mind
You no longer need to sleep, and gain Spirit while awake. Your lack of dream sleep does fray at your mind, however.
Prerequisite: Sorcery Skill (70%), Otherworldly Bloodline
Benefit: You no longer need to sleep, unless you choose to. You heal 1 Hit Point and regain 4 Spirit Points every 6
hours.
Source Arcana
All magic stems from one source of power, and you have learned to tap into it.
Prerequisite: Sorcery Skill (90%), Otherworldly Bloodline
Benefit: You may learn spells from any field of Magic, but all Spirit costs associated with the spell are doubled. This
also applies to spells learned with the Auld Magick talent.
Sorcerous Protection
You subconsciously project a protective aura around your being at all times.
Prerequisite: Sorcery Skill (70%), Any Bloodline
Benefit: You gain +2 Natural Armour.
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Undead Essence
The power of death flows through your veins, and you can unleash this power onto your enemies.
Prerequisite: Sorcery Skill (70%), Undead Bloodline
Benefit: You may change any damage type from sorcery spells you cast into shadow damage, halving the total amount
in the process.
Unearthly Charm
With the application of a little personal power, nobody can resist your charms.
Prerequisite: Sorcery Skill (90%), Fey Bloodline
Benefit: Spend a Luck Point to cause the target of one of your sorcery spells to fail their Resistance check.
Undead Transformation
You have drawn upon your ancestor’s power surging through your veins so much, it has consumed you. You appear
withered and grey, with sunken eyes which glow with an eerie blue light.
Prerequisite: Automatically taken when Sorcery Skill reaches 99%, Undead Bloodline
Benefit: You transform into a lich, an undead sorcerer. Your appearance becomes gaunt and skeletal, abhorrent to the
living. You gain the following effects.
• You gain the ability to forgo air, food, water, warmth or rest.
• You are immune to disease and poison.
• You no longer suffer the adverse effects of Serious Wounds, fatigue or ageing.
• You gain the undead creature trait (consult the Bestiary).
• You are infertile and no longer heal.
• Sorcerers who become liches must create a phylactery to store their soul.
This phylactery is an exotic trinket of at least 200gp value which has 20 HP. If your body is destroyed, your soul flees
to this device so long as it is on the same plane of existence. A new body is formed nearby over the course of the next
24 hours, at which time your soul is transferred to it. It also generates Spirit at the rate of 2d6/day.
Wreath of Pain
You find it all too easy to inflict pain on your enemies.
Prerequisite: Sorcery Skill (90%), Infernal Bloodline
Benefit: Any time you deal damage, your target is automatically dazed for 1 round.
AFFINITY
Summoning Affinity Talents
Abomination
You are able to permanently graft monstrous body parts onto yourself.
Prerequisite: Summoning Skill (99%), Alteration Affinity
Benefit: You are able to magically graft parts
from dead monsters onto your body, by casting Spell Required Part
the appropriate augment spell accompanied by Basilisk’s Venom A Basilisk’s tongue.
the required part, as noted on the table at right. Bestial Claws Any TL5+ creature with claws.
Summoned creatures cannot be used because Borer’s Carapace Carapace from a TL7+ borer.
the tissue is removed as soon as the spell ends. Dragon’s Breath Tongue from a TL16+ dragon.
The procedure takes 8 hours & you must also Gargoyle’s Skin Skin from a Gargoyle (obviously)
permanently sacrifice 2 Spirit Points for each Giant’s Strength A sample of muscle tissue from a giant.
augment you graft. Once complete, that spell is Gorgon’s Stare Eyes from a Gorgon.
considered to be permanently applied to you. Monstrous Wings Wings from a TL7+ creature of your size.
Undead Touch Hands from a Mummy.
Underwater Predator Gills and teeth from a megalodon.
Attuned Summon
You are better attuned to your summoned creatures, allowing you to control them better.
Prerequisite: Summoning skill (50%), Conjuration Affinity
Benefit: You gain a +10% result bonus for the Resolve check when attempting to keep your summoned creature under
control.
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Combat Training
Your bonded creature becomes a more effective combatant.
Prerequisite: Summoning skill (90%), Domination Affinity
Benefit: Your Bonded Creature gains +2 to its Damage Modifier, Movement and Natural Armour.
Dual Augment
Your augmentation spells become more powerful.
Prerequisite: Summoning Skill (50%), Alteration Affinity
Benefit: You may cast an additional spell which enhances characteristics, instead of being subject to the usual
stacking limit of one at a time.
Empower Creature
Your summoned creatures become more effective combatants.
Prerequisite: Summoning skill (90%), Conjuration Affinity
Benefit: Your summoned creatures gain +2 to their Damage Modifier, Movement and Natural Armour.
Fast Augment
Casting augmentation spells is second nature to you.
Prerequisite: Summoning Skill (70%), Alteration Affinity
Benefit: Your spells which enhance characteristics like damage or armour, are now cast as a Reaction on your turn.
Grand Summoning
You are able to focus your energies to summon an especially powerful creature.
Prerequisite: Summoning skill (99%), Monster Focus, Conjuration Affinity
Benefit: You to choose to spend 10 Spirit Points to summon a Threat Level 16 creature from the monster category you
chose with the Monster Focus talent. You can only perform this feat once per day or your head might explode, and who
wants to clean that up?
Invulnerability
Your bonded creature is unaffected by the weapons of mere mortals.
Prerequisite: Summoning Skill (99%), Domination Affinity
Benefit: Your Bonded Creature gains +5 DR vs Auric weapons, +10 DR to Mundane weapons. Only Auldsteel weapons
are able to deal full damage to it.
Lingering Energy
Aethereal energies linger after you teleport.
Prerequisite: Summoning Skill (90%), Teleportation Affinity
Benefit: When you successfully cast a spell which has the word ‘portal’ in it, you become Incorporeal for 1 round.
Monster Bond
You can make one of your summoned creatures a permanent companion.
Prerequisite: Summoning Skill (50%), Domination Affinity
Benefit: Summon a creature of your choice through one of your summoning spells. Your character can create a
magical bond with that creature, effectively making it a permanent companion that no longer requires concentration to
maintain. But in doing so, you will be unable to summon any other creatures while the bond exists.
The bond also requires you to sacrifice 2 Spirit Points from your maximum total until such time as you no longer
have a bonded monster. The monster gains the following benefits:
• Its Intellect is increased by 2 and it can understand the Common Tongue.
• It gains +1 to Natural Armour, Damage Modifier and Movement Rate.
• The spell which summoned it is no longer required to maintain it, and you don’t need to make Resolve checks
every round.
• You don’t need to spend an Action to order it around.
• You can use your Accolades to raise its skills and teach the Bonded Monster any talent or manoeuvre it
qualifies for.
Should you choose to bond with a new monster or remove the bond from your current one, it loses these benefits
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and instantly vanishes back to its place of origin, and can never be bonded with again. Should the Bonded Monster die,
or (if from another plane) be reduced to a Major Wound, you cannot bond with another or re-summon it for 3 days as
you get over the loss of a creature you had effectively connected your soul with.
Monster Focus
You have chosen to focus on a particular category of monster.
Prerequisite: Summoning skill (70%), Conjuration Affinity
Benefit: Choose one category of monsters that you have a summoning spell for (Summon Vermin etc). These spells
can be cast as a Reaction on your turn.
Portal Attunement
Studying a monster lets you attune to its energies so you can summon it later.
Prerequisite: Summoning Skill (50%), Teleportation Affinity
Benefit: When you spend a minute to examine a monster you’ve encountered, whether it’s alive or dead, you are able to
learn the summoning spell that applies to that category of creature. This only applies to creatures that have a
summoning spell for it, of course. The spell doesn’t cost you any money or Accolades, but it takes twice the listed time
on the Learning New Spells chart.
Portal Mastery
You are so proficient with portal generation you can make one appear with the flick of a finger.
Prerequisite: Summoning Skill (99%), Teleportation Affinity
Benefit: All of your teleportation and creature summoning spells are cast as a Reaction on your turn.
Powerful Augment
Your augmentation spells become more powerful.
Prerequisite: Summoning Skill (90%), Alteration Affinity
Benefit: Your spells which enhance characteristics increase any effects with a ‘+’ in it (such as +2 AP) by an extra +1.
Regeneration
Your bonded creature heals faster.
Prerequisite: Summoning Skill (70%), Domination Affinity
Benefit: Your bonded creature heals faster. It gains +3 to its Heal Rate and is immune to the effects of the bleed
condition.
Teleport Specialist
Your teleportation and portal spells are more efficient.
Prerequisite: Summoning Skill (70%), Teleportation Affinity
Benefit: Your teleportation spells don’t use Spirit Points on a failed or fumbled roll.
SCHOOLS
Wizardry School Talents
Arcane Savant
Your knowledge of the arcane is far-reaching.
Prerequisite: Wizardry Skill (50%), Librarian School
Benefit: You can make a skill roll against your Wizardry skill to cover general knowledge pertaining to any other field of
magic.
Bookworm
You have a voracious appetite for learning the intricacies of magic.
Prerequisite: Wizardry Skill (70%), Librarian School
Benefit: The cost of learning new wizardry spells is reduced by 2 Accolades, or 200sp and 1 day of learning time.
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Channel Magic
You are able to cast a spell through your companion.
Prerequisite: Wizardry Skill (50%), Familiarist School
Benefit: While within 10 squares, you can have your Bonded Pet or familiar deliver a spell with a range of ‘Touch’ on
your turn. The familiar touches the creature on your behalf, provided nothing is preventing it from taking actions. If the
spell requires an attack roll, you use your magic skill on the roll as normal.
Duplicate Magic
You are able to duplicate any spell cast before you within the last minute.
Prerequisite: Wizardry skill (99%), Librarian School
Benefit: If you can see and hear a creature when they cast a spell from any field of magic, for the next minute, you are
able to cast that spell without adding your Wizardry result bonus. You can only retain the ability to cast one spell in this
fashion at a time – if you want to recall a different spell just cast, you forget the previous one.
Eclectic Arcana
Your skill with written magic allows you to easily interpret spells from other wizards, and thus are able to glean
information from any spell book to learn new spells.
Prerequisite: Wizardry Skill, Any School
Benefit: You may learn a spell from another wizard’s spell book just like buying a new spell, but with no cost in
Accolades or money, and double the learning time. Trades between friendly wizards are not uncommon, circumventing
the need to invest money or accolades into a new spell. Unfriendly wizards sometimes duel, offering up a
favourite spell as a reward should they be beaten. Lastly, wizards who are outright enemies eagerly hope to gain the
entire repertoire of their opponent in a fight.
Enhanced Bond
Your connection to your familiar is greatly enhanced.
Prerequisite: Wizardry skill (70%), Familiarist School
Benefit: The range on the telepathic link with your familiar is increased to 1 kilometre (.6 miles).
Efficient Scribing
Your methods and practices for inscribing wizardry scrolls is vastly improved.
Prerequisite: Wizardry skill (50%), Scrivener School
Benefit: The time and cost it takes for you to scribe Wizardry spell scrolls is reduced by 50%.
General Knowledge
Your extensive study allows you to call upon snippets of facts from the many books you have read over time.
Prerequisite: Wizardry Skill, Any School
Benefit: You may use your Wizardry Skill in place of any Knowledge skill, with a -10% difficulty penalty to your skill.
Illusion Anchor
You have learned how to fix an illusion to an area, affecting anyone who approaches.
Prerequisite: Wizardry skill (90%), Illusionist School
Benefit: When you cast the Illusion spell, you can choose to target a fixed point within range. Anyone entering a 20-
square radius of this point comes under the effect of the illusion and must make an opposed Resolve check as normal.
Infinite Knowledge
You are able to recall an unlimited number of spells from memory.
Prerequisite: Wizardry skill (90%), Librarian School
Benefit: You are no longer limited by your Intellect score for learning new Wizardry spells.
Magical Trap
You are able to inscribe a trap with words of power and disarm other traps bearing enchantments.
Prerequisite: Wizardry Skill (50%), Any School
Benefit: You may cast any Wizardry spell you know upon a trap kit, so long as;
• The spell’s range isn’t listed as ‘Self’.
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• The spell’s duration is Instant.
The spell remains upon the trap indefinitely, until triggered or you repackage the kit. When the trap is triggered, the
spell is cast upon the individual who triggered it (so choose something appropriate!) and the spell is wiped from the trap
completely. If the spell requires a Resistance check, the caster and target roll their opposed check at that time. You can
also use your Wizardry skill to attempt to identify and/or disarm a magical trap, in the same manner as traps used with
the mechanisms skill.
Perfect Recitation
When you misread a scroll, the effects aren’t so bad.
Prerequisite: Wizardry skill (90%), Scrivener School
Benefit: There are no negative consequences for a failure or fumble when reciting a spell from a scroll.
Pocket Wizard
Your familiar gains the ability to cast your spells.
Prerequisite: Wizardry skill (99%), Familiarist School
Benefit: Your familiar gains the wizardry skill (50%), and is able to cast any spell you know using its own Spirit Points
and skill.
Powerful Illusion
Your illusions are supremely effective.
Prerequisite: Wizardry skill (99%), Illusionist School
Benefit: Anyone attempting to make a Resolve check against the Illusion spell cannot add their result bonus.
Rapid Incantation
You are able to incant from a scroll with a single word.
Prerequisite: Wizardry Skill (99%), Scrivener School
Benefit: Casting from a scroll is now a Reaction on your turn, and it takes only a Reaction to get out another scroll
ready for casting.
Reality Check
Your mind is trained to spot minute flaws in reality brought about by illusion magic.
Prerequisite: Wizardry Skill (50%), Illusionist School
Benefit: When confronted with magic from the Illusion, Invisibility or Mirror Image spells, make an unopposed Resolve
skill check when first interacting with them. If successful, ignore the spell’s effects.
Rune Power
You have delved deeper into the power of written magic.
Prerequisite: Wizardry Skill (70%), Scrivener School
Benefit: When you cast a spell from a scroll, any damage it deals is increased by +1, its range (if applicable) is
increased by 5 squares and any Resistance skill checks against the spell only apply ½ their result bonus.
Savage Familiar
Your familiar becomes a lot tougher.
Prerequisite: Wizardry Skill (90%), Familiarist School
Benefit: Your familiar gains +3 to its Damage Modifier, Natural Armour and Movement Rate.
Shared Apparition
You broadcast your illusion spells to more than one person at a time.
Prerequisite: Wizardry Skill (50%), Illusionist School
Benefit: When casting the Illusion spell, you can spend an extra point of Spirit to affect a second target within range.
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Equipment
Currency & Gems
Adventurers need equipment to ply their trade and this chapter covers all of the mundane equipment available for
purchase, as well as the currency system used to determine item value. Sabre uses silver pieces (SP) as the standard
unit of currency, and lists all items hereafter in SP, unless noted otherwise. One Silver Piece is the average price for a
day’s food, drink and accommodation for one person, assuming average quality of meals and housing. Thus, a
character needs to spend 7sp per week to simply exist. The exchange rate is:
The standard currency for Sabre consists of the Copper Jack, Silver 100 Copper Jacks = 1 Silver Noble
Noble and Gold Sovereign. These are flavourful names referred to by 100 Silver Nobles = 1 Gold Sovereign
people in-game, though the standard of Copper Piece (CP), Silver Piece
(SP) and Gold Piece (GP) is the official way these coins are noted. Gold Sovereigns are rare, used mostly by merchants
and the nobility who would otherwise be carrying around bags full of silver. Copper Jacks are predominately used by
common folk in their daily lives, purchasing and selling simple items.
Gems and jewels are the next highest state of currency, useful not simply for display, but for moving large sums of
wealth in a compact package. Below is a list of gems (relatively common) and jewels (rarer) with their relative values.
Actual value depends on buyers and sellers, and the market demand for such objects.
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Equipment Prices
When the party are in the market to sell their acquisitions after an adventure, merchants can be very shrewd when
offering to buy. Prices can be affected by supply and demand, reducing price by as much as half in abundant markets,
and tripling it if the item is scarce (subject to haggling!) Heavily damaged equipment in low demand may be completely
unsellable in a given market. Characters may need to seek out wealthy buyers such as collectors or nobility to offload
their more expensive gear.
Below, you’ll find lists of all the equipment available to adventurers in Sabre, divided into relevant sections for
different types. The quality of these items is considered average, with no bonuses or penalties.
Starting Kit
Item ENC
Low quality clothing: (Shirt/Blouse, Trousers/Dress, Shoes, Longcoat/Cloak & Smallclothes) -
Small Backpack -
5 Bandages (for use with the First Aid skill) -
Bedroll 1
Belt pouch (holds 1 ENC) -
Flint & tinder 1
Water Skin or Canteen (holds 1 day’s ration of water) 1
1 torch, 6 hour 1
Hemp rope, 10m (11y) 2
Dry Rations, 7 days 1
TOTAL 7
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Armour
Whether it is fashioned from cured animal hides or the finest steel, armour protects the wearer against physical
harm, reducing the amount of damage sustained by its Armour Point value. Even the lightest armour can be the
difference between life and death, and all characters should consider investing in some form of armour.
Armour has its downsides too – it’s heavy and restrictive, requiring good endurance to wear into a fight. Armour is
purchased in pieces, with each piece adding to an overall increase in Armour Points and ENC. If the AP value of an
armour piece ever falls to 0, the armour is destroyed. The tables below are divided into torso, leg, hand and head
pieces, restricted by the type of armour (light, medium or heavy).
Light armour
This consists of leather tunics or jackets & pants, and includes cured leather shaped into hardened armour. It’s
relatively cheap and readily available to just about anyone, though its protective qualities are limited. Light armour
requires no special training to wear as it’s donned in a similar manner to clothing, and provides light protection without
inhibiting movement.
Medium armour
This category covers chain shirts and pants, as well as brigandine which is a leather coat with closely stitched metal
plates providing excellent protection and mobility. This armour provides decent protection for moderate expense, and is
commonly used by mercenaries and common soldiers. The weight does require a character to learn the Medium Armour
Training talent to wear, requiring a decent level of fitness to wear.
Heavy armour
This armour is made from metal plates fitted to cover as much of the body as possible and consists of breastplates
of solid steel, plate boots called greaves which protect the legs and feet, and a visored helm which covers the head and
face. Plate armour is expensive and typically worn by nobility or wealthy adventurers, and it requires a high level of
personal fitness to wear – you’ll need the Heavy Armour Training talent to use this prestigious equipment, but it is
simply the best armour that money can buy, especially if it’s made of exotic materials.
Armour Tables
Each type of armour is defined by the following qualities:
• AP: The number of Armour Points this piece provides. If this number reaches 0, the armour is destroyed
• Type: The class of armour: Light, Medium or Heavy.
• ENC : The armour’s average bulk and weight. This number is roughly equal to imperial pounds, while half this
number is kilograms.
• Cost: The price, in Silver Pieces. Exotic materials or quality construction can increase this.
• Mo ve: Leg armour reduces a character’s Movement by this amount.
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Armour Tables
< 110cm 110cm to 249cm 250cm+
Helmets < 3'6" 3'6" to 8'1" 8'2"+
Type AP ENC Cost ENC Cost ENC Cost
Leather Bandana Light +1 1 30 1 50 2 100
Chain Coif Medium +2 3 100 5 200 6 300
Bascinet Medium +2 2 150 4 300 5 450
Visored Sallet Heavy +3 3 200 6 400 7 600
Torso Pieces
Type AP ENC Cost ENC Cost ENC Cost
Leather Jacket or Robe Light +1 1 50 2 100 3 150
Leather Breastplate Light +2 2 100 3 200 4 300
Chain Shirt Medium +3 4 125 6 250 9 400
Brigandine Coat Medium +3 3 250 5 500 8 750
Breastplate Heavy +5 5 300 7 600 9 900
Hand Pieces
Type AP ENC Cost ENC Cost ENC Cost
Leather Gloves Light +1 1 30 2 60 3 120
Chain Gloves Medium +2 2 60 3 125 4 200
Brigandine Gauntlets Medium +2 1 90 2 180 3 300
Plate Gauntlets Heavy +3 3 125 5 250 6 400
Leg Pieces
Type Mo ve AP ENC Cost ENC Cost ENC Cost
Leather Pants Light - +1 1 75 2 150 3 225
Chain Pants Medium -1 +2 3 125 6 250 9 400
Brigandine Greaves Medium - +2 2 250 4 500 6 750
Plate Greaves Heavy -1 +4 3 300 6 600 9 900
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Armour Types
There are three methods of increasing the Armour Points for a character – Energy Armour, Worn Armour and Natural
Armour. Each provides a layer of protection against incoming damage.
Worn armour
This comprises regular, un-enchanted armour as listed above, including armour of exceptional quality and the body
of armoured constructs such as golems. A character’s mundane armour value is the total of armour pieces worn on the
head, torso, hands and legs. If reduced to 0 AP, this type of armour is destroyed. There are spells which create Worn
armour out of pure magic – these count as Worn armour and don’t stack with the real stuff.
Energy Armour
This is armour fashioned from pure magical energy. It appears as a faint aura of light which protects against ranged
and magical damage, and has no weight. Energy armour stacks with all other armour types, as it tends to be an aura
around the subject. Spells which grant energy AP do not stack with themselves, thus a character could only gain the
benefit of one such spell. Energy AP isn’t reduced by weapon hits, or by weapons with the Impact trait as it regenerates
right after being hit. The type of armour is also effective against area of effect damage from explosions, such as fire.
Natural Armour
This form of protection is usually part of a creature’s body, though there are some spells which provide this kind of
protection as well. The AP bonus from Natural Armour stacks with other kinds of armour as it tends to be under or
behind any other armour on the target. Spells can boost natural armour on a creature such as a bear, but spells which
provide Natural Armour do not stack with themselves, thus the bear in question could only gain the benefit of one such
spell. Just like Energy Armour, Natural Armour’s value counts across each armour location.
If Natural Armour is damaged, it regrows during your normal rest period at a rate equal to your Heal Rate (i.e. Heal
Rate 2 means you regrow 2 Natural Armour points during an 8 hour rest).
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Shields
Shields are defensive items used to block incoming ranged and melee attacks. Positioning a shield during a fight is
key to their use – the smaller the shield, the faster it can be repositioned, but the larger shields absorb more damage.
Wooden shields are lighter, cheaper & less durable than their metal counterparts, but also non-conductive. Heavier
shields prevent the use of Stealth or Acrobatics.
Melee Weapons
The weapons listed below are designed for use in close-quarters combat, from knives and weapons such as the
classic knight’s arming sword, to a soldier’s halberd or a sledge hammer. Each of these belong to a category which
includes several weapons of similar design and fighting style.
• Axes deal good damage and are able to damage armour, shields and weapons.
• Blades deal average damage but are fast, accurate and have better Critical Range.
• Chains deal average damage but have excellent range control and are able to disarm and restrain enemies.
• Clubs typically deal the most damage, and can be used to disable and knock-out opponents.
• Polearms have the longest reach and are the best to control range and set against charging opponents.
• Swords can gain extra attacks cause bleeding, and can deal Slashing or Piercing damage as desired.
• Martial Arts fighting grants cunning Manoeuvres to 'box' or impair opponents.
• Two handed weapons usually have Reach or Longreach, and their damage output is higher.
While all of the weapons are more or less available in a Sabre campaign, certain cultures may prefer one type over
another, thus leading to scarcity of some weaponry. Weapons are governed by characteristics, as noted below:
Characteristic Details
D amage The amount of damage the weapon delivers if an attack is successful. Damage type icons will
indicate: Piercing Bludgeoning or Slashing damage.
Size Size is used to determine how well the weapon inflicts and parries damage. The size categories
are Tiny (T), Small (S), Medium (M), Large (L), Huge (H), Enormous (E) and Colossal (C).
ENC The weapon’s weight and general bulkiness, combined into one stat.
AP Weapons have Armour Points, denoting their ability to withstand direct damage.
Cost The weapon’s baseline price, in Silver Pieces.
Some weapons, due to their specialised nature, have certain qualities, or traits, that differentiate them from weapons
of a similar style. See the Weapon Traits table below for more information on individual traits
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Exotic Weapons
These are weapons that can be used with the Martial Arts skill. They can still be used with the Melee skill, but do not
benefit from any melee weapon talents, only from Martial Arts.
Weapon Group Damage Size Traits ENC HP Cost
Bo Staff Martial Arts 1d6 H Double, Wood, 2 handed 4 25 100
Hanbo Martial Arts 1d4 M Double, Wood 2 15 72
Katana Martial Arts 1d10 L Reach, 1 or 2 handed 4 20 280
Kusari Martial Arts 1d4 S Reach 1 10 50
Naginata Martial Arts 1d6+4 E Longreach, 2 handed 8 30 400
Ninjato Martial Arts 1d6 M 1 or 2 handed 3 15 120
Nunchaku Martial Arts 1d4 S Double, Wood, Parrying 1 10 60
Sai Martial Arts 1d4 S Parrying 1 10 60
Tanbo Martial Arts 1d3 S Concealed, Wood 1 5 40
Tanto Martial Arts 1d4 S Concealed 1 10 40
Tonfa Martial Arts 1d4 S Parrying, Wood 1 5 40
Wakazashi Martial Arts 1d6 S Agile 2 10 60
Ranged Weapons
Ranged weapons allow a character to engage foes at a distance, and include weapons such as bows, javelins,
crossbows, and knives. Ranged combatants are able to use cover to protect them against incoming ranged attacks, and
are able to move and shoot at the same time. Ranged weaponry also has the advantage of being difficult to defend
against. The most effective forms of protection are shields, and to a lesser extent cover, such as a tree or door.
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17 th Century Black Powder Firearms Table (Optional for Renaissance-era settings. All damage is piercing)
Weapon Group Dmg Rng Reload Size Trait ENC HP Cost
Musket Longarm 1d8+15 20/80 3 L - 8 20 600
Blunderbuss Longarm 1d8+8 6/24 2 L Scatter 3 20 150
Blunderbuss, 2-barrel Longarm 1d8+8 6/24 2 L Multishot 2, Scatter 5 20 300
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Ammunition
Ammunition Cost ENC Special Effects
Arrows (12) 3sp (25cp) 1 -
Black Powder & Bullet (1 shot) 1sp - -
Bolts (12) 3sp (25cp) 1 -
Blowgun darts (12) 1sp (10cp) - -
Bodkin Arrow or Bolt (1) 5sp - +5 squares range, +2 damage.
Blunt Arrow or Bolt (1) 1sp - ½ range, arrow deals bludgeoning damage.
Broadhead Arrow or Bolt (1) 2sp - +1 total damage and arrow deals slashing damage.
Rope Cutter Arrow or Bolt (1) 1sp - ½ damage, destroys rope on a successful hit (-40% to roll).
Scattershot (12) 1sp 1 Scattergun ammunition (blunderbuss or dragon pistol)
Lead Sling Bullets (12) 1sp 1 Ammo for slings.
Culverin/Staff Sling grenade (1) 10sp 1 Applies weapons damage in 2sq radius, Evade for ½
Metal Ball (1) 2sp 1 Ammo for Culverins and Staff Slings.
Bows, crossbows and firearms use ammunition to deliver their damage – specifically, bo ws use arrows, crossbows
use bolts, pistols and arquebuses use bullets, and scatterguns use scattershot. Culverins and Staff Slings can shoot a
solid ball of metal, or a hollowed-out ball filled with black powder which explodes on impact in a 2-metre radius.
Ammunition can be made from exotic materials to battle special monsters, such as silver-tipped arrows for fighting
a werewolf. Scatterguns can’t use regular bullets, but they can use Salt Shot, a special blend of black powder and rock
salt which effectively makes the weapon magic versus incorporeal targets, but minimises the damage against all other
creatures.
Black powder carried in a po wder horn is immune to the effects of water or ambient heat, although if subjected to
fire for more than 3 rounds, it will explode for 1d6 damage, +3 for each shot’s worth of powder within. Finally, there are
special arrow and bolt types that provide varying abilities for archery and crossbow weapons, as noted on the table
above.
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Crafting Equipment
Resources
Access to resources is essential to the task. These will differ from one job to another but will, at the very least,
involve suitable tools, materials and a suitable place of work (a forge or workshop for example). Each item requires the
same type of material to build, so you can’t mix-and-match different types of metal or leather. The exception to this is
medium and heavy armour, which requires both leather and metal to create. You could use Shadowcat leather with iron
to create a suite of heavy armour with greater stealth capabilities! See below for more information on working with
exotic materials.
The Survival and Craft (Leatherworking) skills can be used to skin animals to gain leather:
• A rabbit or similar small critter yields 2 leather.
• A young deer or similar herd animal yields 7 leather.
• An adult deer or similar animal yields 15 leather.
Crafting Assistance
You can have up to two assistants aid in the creation of your item. They simply do the normal ‘assist’ action, making
a roll against their crafting skill. If successful, they add 10% of their skill to yours when you make the primary crafting
skill check. Each assistant also reduces the time required for an item by 10%, and this number can be calculated for
each day, if desired.
Masterwork Items
Once a certain level of skill in one’s craft is reached (in this case, 90%) you can take the Expert Crafter talent and
from there, choose to make a masterwork item. These are pieces of exceptional quality equipment, adorned with
engravings and polished to a fine sheen. They are symbols of wealth and power, are more durable than regular pieces of
equipment, but require an exceptional commitment of time to build. There are some important modifiers to understand
about masterwork equipment:
• Masterwork items take three times as long to craft compared to a normal item of the same type.
• You must spend an additional 50% of the item’s base cost in precious metals (gold, platinum etc).
• They are worth three times the base value of the standard variety.
• Masterwork weapons gain +5 HP, +1 damage and skill checks made with them gain a +2% result bonus.
• Craft masterwork ammunition for any type listed in the ammunition section, in a batch as listed for each ammo
type (e.g. 12 arrows at once). Ammo gives +1 damage and a +2% result bonus.
• Masterwork armour gains +1 AP.
• Masterwork shields gain +1 AP, +1 damage and a +2% result bonus for blocking.
• Should the crafting attempt fail, you produce a regular item instead, a flawed piece of work that could have
been so much more.
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Armour Cost Table Weapon & Shield Cost Table
Light Armour Metal Leather Hours Weapon Size Materials Ho urs D ifficulty
Leather Bandana - 4 1 Tiny 1 8 0
Leather Breastplate 1 20 48 Small 2 16 0
Leather Jacket - 10 24 Medium 3 24 0
Leather Pants - 15 24 Large 4 40 -5%
Leather-Stitched Robe - 10 24 Huge 5 56 -10%
Medium Armour Metal Leather Hours Enormous 6 72 -15%
Bascinet 10 2 24 Colossal 7 84 -20%
Brigandine Coat 15 10 24 Barding Cost Table
Brigandine Greaves 15 15 32 Light Barding Metal Leather Hours
Brigandine Gauntlets 5 4 32 Small (Dog) - 6 8
Chain Coif 5 - 32 Medium (Pony) - 12 16
Chain Shirt 12 6 48 Large (Horse) - 24 24
Chain Pants 10 10 48 Medium Barding Metal Leather Hours
Chain Gloves 5 2 36 Small (Dog) 5 2 16
Heavy Armour Metal Leather Hours Medium (Pony) 25 6 24
Breastplate 20 8 24 Large (Horse) 40 10 32
Plate Gauntlets 12 2 36 Heavy Barding Metal Leather Hours
Plate Greaves 20 12 48 Small (Dog) 10 2 24
Visored Sallet 12 2 24 Medium (Pony) 30 6 48
Large (Horse) 90 10 64
Exotic Materials
There are rare and exotic materials which can enhance the durability and power of equipment made from them.
Such materials are not commonly found in stores, but a shop keeper might have a secret stash at the GM’s discretion.
The prices listed below are typical for such situations, and also reflect the buy price for exotic materials found as
treasure, for the purposes of sale.
Using these materials to craft an item imposes a -20% skill penalty during crafting or repair unless the Exotic
Crafting talent has been taken for that type. Making a suit of metal armour with exotic leather adds its padding yields
the leather’s benefits as if it were a suit of leather armour, but you also need Craft (Leatherworking) to properly integrate
it into your suit’s design.
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Cost = Price per material piece. Shop = Cost multiplier for buying equipment made of this in stores (if available).
AP = AP bonus granted per material unit. ENC = ENC modifier for that item.
Exotic Leather Cost Shop AP ENC Benefit
Shadowcat 25 x3 - -1 Light, grants +5% bonus to stealth skill rolls, per piece worn.
Basilisk 50 x6 - - Invulnerable to restrained, slowed, pinned when wearing full suit.
Acid doesn’t damage armour.
Wyvern 200 x24 +1 - Immune to poison when wearing full suit.
Dragonskin 1000 x120 +2 - Gain +5 AP of DR vs. fire, per piece worn.
Exotic Leather
Shadowcat
Dark and elusive beasts, the skin of a shadowcat is a blend of black and deep purple, which
appears to shift under direct light as if trying to remain hidden. It is supple, light and flexible, more
so than the finest hides from more mundane creatures.
Basilisk
Acquiring the skin of these giant serpents is hazardous at best, though rewarding if done
properly. Their skin is smooth and slippery, with flowing patterns similar to smaller snakes. It is
curiously resistant to chemical burns, making it ideal for protective equipment by alchemists.
Wyvern
The smaller cousins to dragons, wyvern hides aren't as thick, but are still much more resilient
than regular leather. The poisonous nature of these beasts gives their skin qualities that protect
the wearer from toxins, in addition to its rugged nature.
Dragon
The epitome of leather materials, dragon skin is actually a fine mesh of scales with a reddish
hue, though this can vary from dragon to dragon. All kinds of dragon leather are exceptionally
resilient and of course, highly protective against any sort of fire. The rarest type of leather around,
it's extremely expensive but worth every coin if you can get your hands on it.
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Exotic Wood
Rosewood
A graceful material with a fine grain ideal for furniture, this wood is very popular for crafting
musical instruments. The exquisite balance that can be gained from this material can create
weaponry of exceptional accuracy and beauty.
Bloodwood
Tinged like the blood in its name, this is a beautiful and desirable wood that is heavier and
more resilient than common types. Ideal for weaponry, it's also commonly used for bespoke
furniture for nobility and those who can afford it. Entire homes can be made from this particular
kind of hardwood, though again, only the wealthy would be able to afford such a home.
Ironwood
A dark grey wood with a dim lustre not unlike metal, this is a dense, heavy material ideal for
weaponry where additional mass confers more damage to the target. It's also much more
resilient against damage, with qualities not unlike the metal it resembles. It is quite rare and
highly-prized, increasing its value on markets accordingly.
Auldheart
An ancient species of tree found in elven forests, Auldheart is unfortunately considered
extinct, though a rare tree may be found here and there in a secluded part of the world. The
wood is golden, with glittering flecks visible over its surface which shine in the light, and it is
thought to be imbued with ancient magic. It is a heavy wood, difficult to work with, but the
results can be the finest pieces of woodworking in the known world.
Exotic Metal
Cold Iron
More accurately called cold-forged iron, this is a pure form of iron worked into the desired
form by experts without smelting it. Without the heat to smooth it out, the result is a rough-
looking piece of equipment, still showing uneven sections from the demanding process. What
results is a sliver of pure natural metal, poisonous against entities from other planes of
existence. Its pure form produces a faint energy shield effect when used in armour.
Silver
A smooth, shiny and beautiful metal, silver is typically use in cosmetic applications, but it is
known to have antimicrobial properties which makes it deadly against shapeshifters and
undead. It protects against disease, and is highly resistant to acid and thus desirable for
armour when dealing with such magical or alchemical damage.
Vythir
Found in the depths beneath inert volcanos, this lustrous metal gleams in the light,
revealing flowing veins of varying purity running through it. Extremely rare and highly sought-
after, vythir was mined heavily for centuries by dwarven prospectors who crave the extremely
versatile metal, but the resource is mostly depleted now, making it hard to find fresh deposits.
Vythir is lightweight, stronger than steel, and must be smelted in the hottest forge possible.
Weapons of vythir hold an edge sharper than mere iron, and armour is light and strong.
Dragonscale/Dragontooth
Scales or teeth taken from an adult or older dragon can be cold forged by an expert crafter
into weapons and armour. They are smooth, almost metallic in sheen, and tend to be reddish in
colour. Equipment made from this exotic material is highly resistant to heat, and still possesses
the intrinsic magical power of the creature it was taken from. Obtaining scales and teeth is the
hardest part of the job, as the dragon is usually unwilling to hand them over without a fight.
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Auldsteel
This darkly glittering metal is heavy, with a noticeable violet hue and motes of other
minerals present that add flecks of colour to it. Auldsteel is not craftable by any known
methods, and weapons and armour made from it are between five hundred and three thousand
years old, typically found in ancient ruins or in the hands of the most powerful of foes. In spite
of this, should one acquire Auldsteel it can be reforged into other equipment with a -40% skill
penalty (reduced to -20% by the exotic crafting talent). See this section for more information on
the benefits of Auldsteel.
Repairing Equipment
All weapons have Hit Points which are lost if the weapon is subject to a direct attack or improper use.
• All fumbled skill checks while using weapons results in the loss of 1 of its Hit Points.
• These lost Hit Points can be repaired normally.
If you’re doing it yourself, you’ll need the appropriate Craft skill for leatherworking, weapon or armour smithing or
woodworking. Each attempt at repair takes 30 minutes, with 90 minutes required for masterwork items.
Modifying Weapons
With the right skill, weapons can be modified with a wide assortment of improvements to increase their
effectiveness in battle. Each has a specific skill requirement, and of course requires the tools appropriate for that skill.
The Cost column represents the price to have a professional install that mod for you at a shop.
Modifying enchanted weapons is tricky, though possible. The crafter working on a weapon bearing a permanent
enchantment receives a -20% penalty to the skill check. On a failure, the weapon’s enchantment is destroyed.
Weapon Modifications
Weapon Mod Cost % Weapon Types
Balanced 300 50% Any
Flared Muzzle 300 70% Longarms
Hooked 100 70% Any polearm
Reinforced 800 90% Any
Revolver 2,000 99% Single-barrel Pistols & Longarms (except Culverins)
Rifled Barrel 600 90% Firearms
Serrated 500 70% Slashing weapons
Sharpened 300 70% Slashing or piercing weapons
Spiked 300 70% Bludgeoning weapons
Stabilised 200 70% Archery weapons
Weapon Strap 150 - Longarms
Weighted 300 70% Bludgeoning weapons
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Balanced
Greater Accuracy and Harder Hitting
The weapon is stripped, and each piece is carefully machined, then reassembled to give the weapon a
combination of accuracy, power and reduced recoil, producing a tangible increase in performance. It takes 1 hour per
weapon size to complete (Tiny = 1, Small = 2, Medium = 3, Large = 4, Huge = 5, Enormous = 6, Colossal = 7).
Flared Muzzle
Faster Loading
This flared 'spout' is attached to the muzzle of a longarm such as an arquebus or culverin, which assists in a
faster reloading time by widening the aperture for shoving powder and shot down the weapon's gullet.
Hooked
Pull People off their Mounts
Attaching a hook onto a polearm allows you to actually pull people off their feet, or even from their mount.
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Reinforced
A More Resilient Weapon
By adding additional metal at certain points on a weapon, it gains more resilience against direct damage.
Revolver
6-chamber Cartridge for Firearms
This masterfully crafted modification for black powder guns allows the weapon to carry 6 pre-loaded chambers.
When one shot is expended, a spring-loaded mechanism moves the chamber to the next shot instantly, ready to fire.
Rifled Barrel
Barrel Mod Increases Accuracy and Range
With specialised equipment and knowledge, a weaponsmith can carefully grind a rifling pattern into the barrel
itself, adding a stabilising spin to the bullet as it leaves the barrel.
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Serrated
Intimidating Sawtooth Weapon
Changing the straight edge of a sword into a sawtooth gives the weapon a powerful cut, but reduces the overall
area that does the cutting. Usually used by those who like the intimidating appearance.
Sharpened
A Finely-Honed Edge
Standard weapons like swords and daggers are plenty sharp already, but a professional can spend time carefully
honing the edge and point of the weapon to a greater degree.
Spiked
Convert Bludgeoning Weapon into Piercing
By adding a spike onto a bludgeoning weapon (including a shield), you can increase its effectiveness on a direct
hit, but it reduces the total contact area resulting in a little less regular damage.
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Stabilised
Accurate Archery Attachment
A stabiliser assists in a more accurate release for the bow or crossbow it’s attached to.
Weapon Strap
Easy Carrying Mod
You attach a sturdy strap to a Longarm, so you can secure to your back or draw it quickly.
Weighted
Heavier Bludgeoning Damage
By attaching a metal weight onto a bludgeoning weapon, you can improve the speed of the swing.
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Accommodation
A place to rest one’s weary head at the end of a long day is essential to gain decent rest, whether it’s a comfortable
pile of hay in a barn or an opulent manor house. Below you’ll find a list of available accommodations of variable quality
for renting or purchase.
• Housing of Reasonable quality grants a +1 bonus to Heal Rate,
• Superior quality housing grants a large x2 bonus to Heal Rate. Costs will vary according to demand, as always.
Accommodation Tables
Housing (Buy) Cheap Reasonable (+1) Superior (x2)
Hovel or shack 10,000 25,000 -
Cabin or Cottage (per bedroom) 75,000 125,000 250,000
House or Apartment (per 2 bedrooms) 250,000 500,000 1mil
Villa or Mansion (per 4 bedrooms) 1mil 2.55mil 5mil
Tower, small, Inside city 500,000 750,000 1.5mil
Tower, small, countryside 250,000 500,000 1mil
Tower, large, Inside city 500,000 1mil 2mil
Tower, large, countryside 100,000 250,000 1mil
Warehouse or Hospital 500,000 1mil 2mil
Castle 2.5mil 5mil 20mil
Housing (Weekly Rent) Occupants Cheap Reasonable (+1) Superior (x2)
Inn room (per night) 3 max 10 40 80
Common room or stables (per night) 10 max 10ea - -
Hovel or shack 2 30 - -
Cabin or cottage 4 40 75 150
House or apartment 6 100 300 500
Villa or mansion 12 - 1500 3000
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Livestock Table
Item Cheap Reasonable Superior
Cattle 3000 5000 10000
Camel 800 1500 6000
Fowl (chicken, pheasant etc.) 50 100 200
Goat 25 50 100
Ox 1500 3000 8000
Pig or Sheep 250 500 1500
There are few greater symbols of power and station than mounts. They allow for easier travelling over long
distances, carry a great deal of equipment and cargo and can be trained to fight in battle. Listed here are riding dogs,
riding pigs, and horses, the most common type of mount. The quality and breeding of mounts affect their capabilities
and the price they can fetch. Exotic mounts taken from the Bestiary such as Unicorns, Shadowcats and Griffins require
special training, both to tame the creature and to learn how to ride it.
Standard Mounts Table Optional Mount Traits Table
Mount Base Price (sp) Roll Mount Trait Move HP Resists Price Modifier
Riding Dog 500 1 Thoroughbred +3 +3 +15% x3
Riding Boar 750 2 Spirited +2 - +10% x2
Pony 900 3 Heavy - +5 +5% +50%
Riding Horse 1200 4 Stubborn -1 - +5% -10%
Courser 3000 5 Worn-out - -2 -5% -25%
Hunter 6000 6 Lame -2 -3 -10% -50%
Draft Horse 5500
Charger 12000
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Pony TL: 4
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Clothing
Characters begin the game with a set of cheap clothes appropriate to their background, though they will eventually
need replacing as time goes on. Adapting one’s clothing to the environment is also wise, for without winter clothing,
characters risk exposure and health consequences in colder seasons and climates.
Although the table below lists prices for garments, these are to be considered very generic – with exotic fabrics and
masterful fabrication, there isn’t really an upper limit on the cost of clothes. Certainly, dyes and brighter colours fetch a
premium and are typically only worn by those with money to spend on frivolous things.
As a general rule, cheap clothing can be worn for a year before it needs replacing. Clothing of Reasonable quality
lasts for three years before being downgraded to Cheap. Clothing of Superior quality endures for ten years before it is
then downgraded to Reasonable status. Repairing clothing is a normal part of everyday life, and it can be handy to keep
a set of needles and thread on-hand for emergency maintenance.
Clothing Table
Garment Cheap (-5%) Reasonable Superior (+5)
Boots 25cp 10 25
Cap or Hat 10cp 3 9
Gloves, Socks or Smallclothes 10cp 4 12
Longcoat or Cloak 50cp 25 75
Vest or Tabard 20cp 25 75
Tunic or Dress 50cp 30 75
Robe, thin 35cp 30 80
Robe, Winter 75cp 60 100
Sandals 10cp 3 12
Shoes 15cp 5 15
Trousers, Skirt or Kilt 30cp 25 60
Shirt or Blouse 15cp 15 30
Winter Coat or Cloak 80cp 50 100
Backpacks
Backpacks are an essential piece of kit for the aspiring adventurer and come in all shapes and sizes. Each pack can
hold a baseline 20 ENC of equipment (individual items of no bigger than 2 ENC each), and successively larger packs
include straps and pouches, enabling a character to carry extra above their unburdened ENC limit, provided they have
the Strong Back talent and sufficient Endurance to haul such loads around. The bonus given is applied to a character’s
unburdened score, and multiplies out for burdened and heavily burdened conditions as normal.
Item Endurance % ENC Bonus Cost
Small Backpack - - 30
Large Backpack 50% +4 100
Heavy Backpack 70% +8 300
Expedition Backpack 90% +12 600
Military Backpack 99% +16 1000
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Tool Table
Item Crafted with ENC Cost
Bandages (10 uses of the First Aid skill) First Aid - 1
Bedroll Tailoring 1 5
Bit & Bridle Blacksmithing 1 15
Block & tackle Blacksmithing 3 20
Bolt of cloth (cotton or wool) Tailoring 1 50
Bolt of cloth (silk) Tailoring 1 500
Bottle, glass/earthenware Glassmaker - 2
Bowstring Bowyer/Fletcher - 1
Candle, 6 hour Survival - 20cp
Canteen (holds 2 litres of liquid) Leatherworking 1 5c
Chain, 2m Blacksmithing 2 40
Chest, Large Woodworking 5 80
Chest, Small Woodworking 3 40
Compass Mechanisms 1 70
Cooking Pot (for travel) Blacksmithing 2 3
Doorjamb Woodworking 2 5
Fine wine goblet Glassmaker - 8
Game Snares and Traps Survival/Mechanisms 1 1
Glass vial (empty) Glassmaker 1 5
Goggles Glassmaker 1 50
Grappling hook Blacksmithing 1 5
Hammer/Saw/Mallet/Chisel/Pick/Knife Blacksmithing 1 10
Ladder, rope 3m Tailoring 4 2
Lantern, basic Glassmaker 1 10
Lockbox Woodworking 2 100
Mirror (hand glass) Glassmaker 1 12
Monocle Glassmaker - 100
Mug/Beaker/Dish/Plate (wood – double price for metal) Woodworking - 5
Musical instrument Woodworking 2 70
Nails or tacks (50) Blacksmithing - 2cp
Paint Can Blacksmithing 1 10
Paper sheet Woodworking - 1
Pen or pencil (5) Woodworking - 1
Pole, 3m Woodworking 1 1
Rope (hemp), 10m Tailoring 2 10
Rope (silk), 10m Tailoring 1 200
Sack (holds up to 60 ENC) Tailoring 1 1
Sextant (used with Navigation skill) Mechanisms 1 200
Shaving kit Blacksmithing - 2
Skill Manual, in book form - 4 1000
Soap Survival 1 2cp
Spade/Hoe/Pitchfork Blacksmithing 2 30
Spectacles Glassmaker - 100
Telescope, Large, provides 10x magnification Glassmaker 5 800
Telescope, Small, provides 3x magnification Glassmaker 1 200
Toolkit Blacksmithing See Below
Torch, 6 hour Woodworking 1 50cp
Trap Kit Mechanisms 1 10
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Toolkits
Some skills require the use of toolkits, without which the majority of abilities become off-limits. Each kit contains
tools required for a particular skill, as detailed below. The quality of the toolkit also reflects how fast you can
accomplish tasks with them.
• Basic Toolkits have the bare essentials, though without the more specialised tools as other kits it takes twice
as long to make skill checks.
• Co mplete Toolkits have all the required tools of average quality, but the collection is heavier and takes more
space. Skill check time is standard.
• Specialist Toolkits have a wide selection of highly-specialised tools of exceptional quality, with everything you
could possibly need to get the job done. The downside is this kit is very large and heavy, usually housed in a tall,
wheeled series of draws and pull-out shelves. Skill checks needing tools take only half the listed time.
Toolkit Quality
Item Description ENC Cost
Basic Toolkit An incomplete set of basic tools. 2x skill check time. 2 50
Complete Toolkit This toolkit has all of the usual tools required for the skill. 5 200
Specialist Toolkit Quality tools for every conceivable task. 50% less skill check time. 10 2000
Item Description
Alchemist Toolkit Beakers, tubes, stands, petri-dishes etc, for creating things with Alchemy.
Artificer Toolkit Engraver, hammer, chisel etc, required for creating devices etc. with Artifice.
Crafting Toolkit (any) The tools appropriate to your crafting profession, such as Blacksmithing etc.
Fisherman’s Toolkit Hooks, lines, sinkers and an assortment of lures.
Herbalist Toolkit Mortar, pestle, a small sickle and an assortment of vials.
Surgical Toolkit Scalpel, clamps, sutures, needles etc. for performing Surgery skill checks.
Thieves Toolkit Picks and other delicate tools for dealing with locks and traps using the Mechanisms skill.
Hireling Table
Item Examples Hour Day Week
Untrained Labourer Labourer, Store Staff, Courier 10 80 560
Mercenary (TL 3) Scout, Caravan Guard 20 120 1120
Professional Worker Middle Management, Worker, Security 40 320 2240
Mercenary (TL 6) Scout, Caravan Guard 60 450 3260
Specialist Engineer, Architect, Political Adviser, Herbalist 80 640 4480
Mercenary (TL 12) Scout, Caravan Guard 120 960 6720
Highly Trained Lawyer, Merchant Prince, Doctor (Surgeon) 200 1400 9800
Certain kinds of shops offer magical services uniquely suited to the adventuring lifestyle. Such services are typically
too expensive for common folk to afford, and thus are usually provided to the wealthy. Some places will have a
professional spell caster in residence, typically someone capable of training to characters as well as offering the ability
to cast spells for a price. These can be divine priests, wizards, artificers, alchemist etc., and if any rare ingredients are
required, the character will usually have to provide them. The cost for a given spell is noted at right, along with the
chance of a given magical practitioner having access to a given spell.
Apothecaries are expert herbalists and alchemists who specialise in potions, all of which are potentially useful to a
travelling adventurer and are available in many towns. All of these and more can be made by players with the Herbalism
and Alchemy skills, usually far cheaper than the asking price of stores. All potions come with a vacuum seal so they will
last indefinitely until opened, and salves will last a good six months on the shelf.
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Magic Items
Although magic shops aren’t common, they’re not unheard of and artificers (and to a lesser extent, priests) can sell
their enchanted gear through such stores. It’s also possible to obtain these rare items through wealthy nobles or retired
adventurers, some of whom might have more powerful versions of those listed here (which the GM can provide).
Items are made by an artificer with the Enduring Power talent, providing the benefits of the listed skill level. They
retain their charges until used, then require an artificer to provide another power gem to recharge. To buy a Permanently
enchanted item, the price is 5x the listed cost.
Item 70% skill 90% skill 99% skill
Amulets & Rings (Any) 500sp – 8 Charges 1500sp – 8 Charges 3000sp – 8 Charges
Sceptres (Any) 800sp – 8 Charges 2400sp – 8 Charges 5000sp – 8 Charges
Staves (except Power) 3000sp – 12 Charges 9000sp – 12 Charges 18000sp – 12 Charges
Staff of Power 4000sp – 12 Charges 12000sp – 12 Charges 24000sp – 12 Charges
Wands (Any) 400sp – 4 Charges 1200sp – 4 Charges 2500sp – 4 Charges
Bag of Storage 300sp* – 4 Charges 900sp* – 4 Charges 1800sp* – 4 Charges
Message Paper 200sp 600sp 1200sp
Helm of Breathing 200sp* – 4 Charges 600sp* – 4 Charges 1200sp* – 4 Charges
Omnigoggles 300sp – 4 Charges 900sp – 4 Charges 1800sp – 4 Charges
Imbued Divinity 500sp – 2 Charges 1500sp – 2 Charges 3000sp – 3 Charges
Spell Scroll 250sp 500sp 1000sp
* Does not include base cost of related item.
Weapons and shields that have been made permanently magical include the cost of the jewel required, but not the
weapon itself, so add on the cost of the chosen weapon type. They don’t have to be masterwork, but those at the higher
tiers do tend to be masterwork items. Prices here include the skill involved, and profit margin for the item.
Weapon/Shield 50% (+1) 70% (+2) 90% (+3) 99% (+4)
Any 750sp 3000sp 7500sp 15000sp
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Vehicle Table
Vehicle Horses Crew Psngr Spd ENC Booking Passage Cost (sp)
Two-wheeled cart 1 1 3 16kph/10mph 200 1sp per 3km/2mi 100
Two-wheeled wagon 1 1 4 12kph/8mph 400 2sp per 3km/2mi 300
Four-wheeled wagon 2 1 5 16kph/10mph 600 3sp per 3km/2mi 800
Stage Coach 4 2 6 16kph/10mph 800 4sp per 3km/2mi 3000
Heavy Coach 8 2 7 12kph/8mph 1000 5sp per 3km/2mi 10000
Boat Table
Vessel Crew Passengers Spd ENC Booking Passage Cost (sp)
Canoe 1 1 16kph/10mph 200 1sp per 3km/2mi 80
Rowboat 1 2 12kph/8mph 400 2sp per 3km/2mi 150
Skiff 1 5 20kph/12mph 600 3sp per 3km/2mi 1000
Longboat 2 8 20kph/12mph 800 4sp per 3km/2mi 2000
Ship Table
Vessel Crew Passengers Spd ENC Booking Passage Cost (sp)
Cutter 4 8 20kph/12mph 1000 2sp per 3km/2mi 2500
Coaster 8 10 25kph/15mph 2000 3sp per 3km/2mi 5000
Cog 12 12 16kph/10mph 3000 4sp per 3km/2mi 8000
Caravel 20 15 25kph/15mph 5000 6sp per 3km/2mi 25000
Carrack 30 20 20kph/12mph 10000 8sp per 3km/2mi 50000
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Game Mechanics
Time & Movement
The passage of time is an important aspect to consider during a game of Sabre. During a fight, it slows down into
important moments, and when traversing the countryside, it can speed up immensely. Only when a player is acting in
the role of their character while interacting with others does the game pass in real time. Basically, the three timescales
are categorised into three groups: Combat Rounds, Local Time and Strategic Time.
Combat Rounds
Combat Rounds cover the use of time in the midst of a battle, dividing a minute into ten six-second segments. These
six seconds contain the fast-paced action of a fight in easily manageable portions. This is explained in greater detail in
the Combat section.
Local Time
On this timescale, the game is covering events in a more generalised manner, usually measured in minutes or hours.
Performing a task such as disabling a trap may take several minutes, while performing in a tavern for an evening would
take many hours. You can deal with Local Time in the following way:
1. The character describes the task they wish to undertake.
2. The Game Master makes a call as to how much time it will take to complete this task.
3. Both the player and the GM make the appropriate skill checks to determine the results.
4. The GM describes the events taking place during the time period based on the determined results.
Strategic Time
Some events take place over an even greater span of time, from days to weeks, and even months or years. When you
need to know the outcome without slowing the game down with unnecessary detail, use Strategic Time. E.g. ‘You sail
for four days and reach the coast by dawn on the fifth day.' Strategic time is mainly used for when the characters are
travelling long distances, or undertaking long crafting exercises such as building a vehicle.
Check the Strategic Time table below for examples of different kinds of transport, and the speed they travel. The
travel times assume a day of around 8 to 12 hours with regular pauses for rest, water and food where appropriate.
Characters can cover more distance if needed by making an appropriate skill roll (Drive, Athletics, etc.). Add half
again as much distance as noted on the travel table or mark off more time on building the large project, and the party
members must make an Endurance skill check. They get the extended travel time even if unsuccessful, but they gain the
fatigued condition and may subject the party to dangers from terrain or monsters along the way, at the Game Master’s
discretion.
Movement
Movement, like time, is divided into the categories of walking and running. It should be noted that the movement
speeds discussed here are for outside combat situations
Walking is considered to be the average speed of a character moving at a leisurely pace. This is the creature’s base
Movement Rate, as denoted by a character’s race.
Running can be maintained for some time without difficulty, but anything over 10 minutes usually requires an
unopposed Athletics skill check to determine the fatigue condition is gained. Running speed is triple a character's
normal Movement Rate.
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Movement Table
Movement Movement Movement Movement Movement Movement
Time Period 4 6 8 10 12 14
Combat Round* 4m 4y 6m 6y 8m 8y 10m 10y 12m 12y 14m 14y
Minute 40m 43y 60m 65y 80m 87y 100m 110y 120m 130y 140m 153y
Hour 2.4km 1.5mi 3.6km 2.2mi 4.8km 3.0mi 6.0km 3.7mi 7.2km 4.4mi 8.4km 5.2mi
* The combat grid simply represents 1 metre or 1 yard, as preferred.
Difficult Terrain
Terrain features such as deep mud, fallen trees, or anything the GM deems capable of slowing progress requires
twice the normal movement cost to traverse. i.e. instead of 1 Movement point, it requires 2.
Moving in Armour
Worn armour acts against character Movement Rates and certain kinds of actions such as swimming or climbing.
• Walking: Armour does not interfere with walking movement.
Blood Loss
Blood loss is the result of injuries sustained due to accidents or combat and if left unchecked, will rapidly sap a
character’s strength until they bleed to death. Only the quick application of surgery skills or magic will stop bleeding,
though the effects are enduring and take time to recover from. Any effect which gives a character the bleed condition
takes away one Hit Point every round, and this can be applied up to three times, taking 3 HP per round.
• Any application of healing will remove one bleed effect.
• If the character is at or below 0 Hit Points, they gain the bleed condition automatically and only remove it once
they are above 0 Hit Points. In this situation, using the First Aid skill can halt bleeding temporarily, so long as
the character doesn't move or act in the meantime.
Getting Drunk
After drinking any alcoholic beverage, a character must perform an unopposed Endurance skill check. This check
might have a skill penalty, depending on its strength, as noted on the table below. Failing the check will give that
character the Tipsy condition with all listed penalties.
If the character continues to drink and fails a second Alcohol Types Penalty
endurance check they gain the Intoxicated condition and are no Light (Beer/Ciders) 0
longer Tipsy. Medium (Fortified wine/Bitters) -10%
Strong (Spirits/Absinthe) -20%
Addiction Rotgut (Moonshine/Rectified Spirits) -40%
Alcohol is one of the most addictive drugs in the world, and
so every time you fail an Endurance check while drinking alcohol, you need to make a separate addiction check. Roll
d100 and if the result is 05 or less, you’re addicted to alcohol, and gain the Addicted condition.
d4 Type of drunk Benefit Drawback
1 Standard Drunk +1 Luck point (only 1 per session) Additional -5% to skills.
2 Friendly Drunk +1 Natural AP -1 to Damage Modifier
3 Angry Drunk +1 to Damage Modifier -1 Natural AP
4 Outgoing Drunk +5% to Influence and Seduction check results Additional -5% to Evade results
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Intoxication
When you gain the Intoxicated condition, in addition to those listed effects, roll 1d4 and consult the table, gaining
both the benefit and drawback for that result.
Duration
Both the Tipsy and Intoxicated conditions last 1 hour for each drink you’ve had, regardless of the type. Once the hour
has expired, an Intoxicated character will become Tipsy for an hour. If a player continues to drink and fail a third skill
check they will fall into a drunken slumber and be rendered unconscious for 8 hours. Once this period of time has
elapsed, the subject is nauseated for 4 hours upon waking.
Encumbrance
The encumbrance of a given item in Sabre is measured not just in its weight, but its general size and bulk,
encapsulated in the ENC characteristic for short. Generally speaking, 1 ENC is equal to roughly 1 Imperial Pound, or
half a 1 kilogram in metric, but this depends on the item itself, such as its shape etc. The Game Master makes a final
call regarding any items of unusual shape or size. There are items which have an ENC value of zero which are too small
or light to really count as having an ENC value. As a general rule, twenty of these items equals 1 ENC.
Encumbrance Capacity
Characters are able to carry a total ENC equal to their STR + CON without incurring any penalties. Regular clothing
doesn't count against this limit, but practically everything else does. Consider this the weight you can carry while still
being able to do acrobatics!
Unburdened
If the total ENC carried is less then STR + CON, you hardly notice that you’re carrying anything. There are no
penalties or modifiers for acting while in this category.
Burdened
If the total ENC carried exceeds STR + CON, then the character is considered to be Burdened. This has the following
effects:
• Base Movement Rate drops by 2.
• Attempting to move faster than their base Movement during a round by any means, such as the Hustle action or
Sprint manoeuvre, must be accompanied by an unopposed Endurance check. If failed, they lose 2 Spirit Points. If
they have no Spirit Points to lose, they gain the fatigued condition until they rest.
• Carrying this much weight outside of combat results in unopposed Endurance check every ho ur. If failed, they
lose 2 Spirit Points. If they have no Spirit Points to lose, they gain the fatigued condition until they rest.
• Creatures that could normally fly (corvids etc) can no longer fly.
Heavily Burdened
A character is considered heavily burdened if the ENC they are carrying exceeds STR + CONx2.
The effects of being heavily burdened are:
• Characters are limited to half Movement Rate, and cannot use any effect that would allow them to move faster
than this.
• Carrying the load counts as strenuous activity for fatigue purposes, forcing an unopposed Endurance check
every round they move in combat. If failed, they lose 3 Spirit Points. If they have no Spirit Points to lose, they gain
the fatigued condition until they rest.
• Carrying this much weight outside of combat results in unopposed Endurance check every minute. If failed,
they lose 3 Spirit Points. If they have no Spirit Points to lose, they gain the fatigued condition until they rest.
• Creatures that could normally fly (corvids etc) can no longer fly.
Overloaded
Characters are limited by the weight and bulk they can carry, which cannot exceed a total ENC more than their STR +
CON x3.
• A character carrying more than this amount cannot move at all, and any action taken results in an automatic
lose of 3 Spirit Points.
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Fatigue
Fatigue is a condition that, when applied to a character, greatly impairs their capabilities until they rest or take some
other means to alleviate the effects. Typically, this is gained if pushing themselves too hard and avoiding sleep, but
some poisons and other effects can also apply this condition.
• Characters engaged in medium activity such as crafting, manual labour or something similar, can only go for 8
hours, after which time they gain the fatigued condition. This time can be extended to 12 hours with the right
talent.
• Characters can only go for so long without rest. If a character has gone for 24 hours without sleep, they gain
the fatigued condition until such time as they gain 8 hours of rest.
• If a character already has the fatigued condition after 8 hours of medium activity, or if they hit 48 hours without
sleep, they must make Endurance skill checks with a -20% penalty every hour thereafter or fall unconscious
until they’ve had 8 hours of rest.
• Any skill failure made while fatigued does not result in raising that skill as normal – your brain is too tired to
learn from your mistakes!
Fires
Fires are commonly used as sources of light, heat, and of course, as a Fire Intensity Table
weapon. When exposed to fire, objects and creatures can be damaged,
Ignition Damage
the amount of which depends on the fire’s intensity. Fire from other
sources, such as an alchemist’s bomb, has its own damage rating Source Time Per Round
depending on the source, but mundane sources of flame have varying Candle 1d4 1
amounts listed on the table at right, including the number of rounds of Torch 1d3 1d4
exposure required to ignite flammable materials when exposed. Campfire 1 1d6
Armour protects against flame for the first 3 rounds, then, light armour Fire Pit 1 2d6
catches fire and metal armour is so hot it conveys the fire damage Lava Instant 3d6
completely.
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Inanimate Objects
Just like characters, monsters and weapons, regular inanimate Inanimate Objects
objects such as chairs and doors also have Armour Points and Hit
Points. You apply damage to such objects just as you would to Object AP HP
anything else except that once Hit Points of an object are reduced Castle gate 10 500
to 0 or below, it is instantly destroyed. Castle wall (2m/2y square) 20 1000
Dealing damage to inanimate objects is best achieved in the Chain/shackle 5 20
usual fashion - by hitting it very hard with a weapon, or unleashing Glass (window etc.) 0 1
some other damage type upon the object. It should be noted that Glass, Reinforced 1 10
weapons aren't really designed for this sort of activity, and will take Hut wall (2m/2y square) 2 15
upon themselves whatever damage they give. Iron or Stone door 10 100
For example, an arming sword deals 1d8 damage, and if used Iron door (rusted) 5 50
against a wooden chair, will take the same damage upon itself. An Rope 1 20
arming sword has 6 AP, so anything more than that will reduce its Wooden chair 1 15
Hit Points. Wooden door 5 25
The list of objects at right is far from exhaustive, but should Wooden door (rotted) 2 15
provide a general sample of the sorts of numbers you can expect Wooden Table 5 30
from objects of a given size. When in doubt, wing it! Thick Wooden door 8 50
Thick Wooden door (rotted) 5 30
Wooden fence (2m/2y section) 5 20
Luck Points
For the adventurer, skill and courage only go so far. The greatest of heroes rely on a healthy dose of luck to get them
through the challenges of their day, and this is represented in Sabre as Luck Points. These represent the intangible,
unknowable factors which tip fortune in your favour at the moment you need it most. Characters gain Luck Points as
part of character creation, and may use these during the course of play. At the beginning of each game session, they are
replenished back to their starting value. Luck Points can only be increased if the CHA attribute is increased.
Morale
Non-player characters the PC’s interact with can be subject to conditions which increase their spirits, or cause them
to lose hope. Morale can affect the way NPC’s interact with characters, and whether or not they are able to stay their
ground in the face of overwhelming opposition. In combat, creatures who suffer massive victories or losses will gain or
lose a Morale Level as appropriate. An unopposed Resolve check is required, with failure resulting in the loss of morale.
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Random Encounters
While travelling throughout the campaign world, your party may encounter random creatures which may or may not
be hostile. When travelling for a period of time of at least 3 hours, make a roll on the appropriate table below. There are
three possible results.
• An All Clear result means nothing was encountered except perhaps a passing traveller.
• An Encounter result means the party have been challenged by a guard patrol, a merchant, band of travellers or
some other similar group that holds the potential for combat if things don’t go well.
• A Co mbat result means the party has been ambushed or assaulted by brigands, monsters or other danger.
Research
If you need to research specific topics to provide more information for a plot point in your campaign, you can use
these research mechanics. Research can be conducted with just about any skill, provided it’s appropriate to the check
you need to make. This extensive study is conducted with encyclopaedia in a public library or university, or even your
own personal library. Public Libraries offer a moderate bonus, but are often readily available in medium sized
communities. Universities have a more extensive collection of knowledge, but access may be restricted. Private
Libraries are curated by an individual and are usually part of someone’s house. If you have enough encyclopaedia, you
can surpass the bonus provided by a public institution, and do your research in half the time.
Institution Bonus
Public Library +5% to your chosen skill when making a check.
University +10% to your chosen skill when making a check.
Private Library +1% to your chosen skill for each encyclopaedia, to a maximum of +40%.
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Survival
Monsters and enemies are far from the only challenges a character can face. The very world itself can be a threat to
one's survival, and only with appropriate skills, training and equipment can a character expect to prevail in harsh
conditions. Such challenges are classified in one of three ways:
• Exposure occurs when the body is subjected to a hostile environment.
• D ehydration occurs when the character goes without drinkable water for a period of time.
• Starvation happens when a character has gone without nourishing food for a time.
When a character is subjected to any or all of these circumstances, the onset time begins and once expired, an
Endurance skill check is called for at regular intervals to measure their effect upon the body, as noted on the table
below.
• Failing an Endurance check results in losing 2 Hit Points from their maximum.
• If maximum Hit Points drops to 0, the character dies.
• Only when the character is free from the condition either by finding shelter, food or water do the checks stop.
Weather
When exposed to the elements, either while travelling or working outdoors, rain, wind and temperature all conspire to
make an adventurer’s life uncomfortable and hamper their ability to perform.
A Game Master can choose weather on a given day as appropriate to their story, conduct some detailed rolls on the
tables below, or weather can simply be determined by making a roll on the table at regular intervals (2-3 times a day):
Weather Table
d100 Result Conditions Movement Range Weapon Use
0-12 Clear and calm Unaffected All
13-25 Light cloud, no wind Unaffected All
36-37 Overcast, light breeze or no wind Unaffected All
38-50 Heavily overcast, moderate winds Unaffected All
51-62 Strong winds, light rain -1 Half range
63-75 Steady rain with strong winds -2 No black powder guns
76-87 Gale winds, heavy rain & thunder -3 No BP guns or archery
88-100 Storm of destructive power -4 None
Visibility
Being able to spot people and objects at a distance is Visibility Creature Height modifier table
the covered in the visibility table at right, governed
Height (cm) Height (ft) Distance Mod
by the size of the viewer - smaller people can't see
Less than 110cm Less than 3' Half
as far as taller people without aid. Targets below
110cm-150cm 3' to 5' -
110cm (3ft) in height halve the range at which they
151cm-200cm 5'1" to 6'7" x2
can be spotted while objects larger than human size
increase the range by one step, as noted on the table 201cm-250cm 6'8" to 8'2" x3
at right. Distance is also modified by the weather 251cm-300cm 8'3" to 9'10" x4
conditions, time of day and if there are sources of Every +50cm Every +1'7" An additional x1
light nearby. These distances represent ordinary eyesight for most player races, but corvids can see double the listed
distances.
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Visibility Table
Conditions Daylight Twilight Moonlight Moonless Night
Clear 500m 550y 300m 328y 50m 55y 25m 27y
Overcast 400m 435y 250m 275y 50m 55y 25m 27y
Light Fog 150m 160y 100m 110y 25m 27y 15m 17y
Heavy Fog 50m 55y 30m 33y 15m 17y 10m 11y
Snow 35m 38y 25m 27y 10m 11y 5m 5y
Sand/Dust Storm 20m 22y 15m 17y 10m 11y 5m 5y
Temperature
The temperature of a region varies widely depending on the season, altitude and overall climate. Extreme conditions
can have debilitating effects on characters, either from being too cold or too hot, but this can be mitigated somewhat by
wearing appropriate clothing to shield one from the effects. If the character has such equipment, they can survive in
adverse conditions for a number of hours equal to their CON Attribute, but after this time has passed, they are subject to
the same effects as anyone else.
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Combat
From time to time you and your companions may find yourselves in a situation where diplomacy and tact fail.
Combat is usually a last resort, but for some characters it is their preference when dealing with antagonists. This
chapter details the steps and methods for determining the outcome of combat in a blow-by-blow method that doesn’t
slow down the pace of the game.
Combat Sequence
When combat begins, this is the sequence you follow to get things started:
1. Determine surprise.
2. Determine the order of initiative.
3. Play through each round of combat, following the order of initiative until one side is defeated.
Surprise
The party of adventurers moves through a city street, with the noise of a busy market making it difficult to hear.
Suddenly, a group of well-hidden bandits leap at the party, gaining an edge over their surprised opponents.
Typically, an individual or group will have a chance to detect the approach or presence of hidden enemies, but the
Game Master can decree that no check is necessary under certain conditions.
• Creatures that were unaware of their opponents’ approach or presence are surprised, and those affected
cannot move or take actions until the start of their next turn.
Initiative
Initiative determines the order in which characters and NPC’s act during the combat round. Once this is
determined, initiative is typically fixed for the duration of the combat. Players and the Game Master each roll 1d10,
then add their Initiative Bonus score to the result. The highest score goes first, and if the combatants are still engaged
after the last person to act, the current round ends and the next round begins, starting from the character with the
highest Initiative as before.
Your Turn
When it is your turn, you may take one action, such as making an attack or casting a magic spell. Additionally, you
can move up to your Mo vement rate during this time, before or after you take an action in any variation you desire
(such as moving 1 square, attacking, then moving another 5 square). Each square moved uses 1 point of Movement
no matter which direction you move in. Your turn ends once you have both moved and acted. The kinds of actions
and/or movement you can take are listed in the section covering Actions & Reactions. You can also choose to ready
an action in the event of a particular trigger.
• Combat grid squares can represent either metres or yards, depending on your desired measurement system.
Reactions
In addition to having an action on your turn, each player gets to have a number of reactions on someone else’s
turn, as noted on your character sheet. Typically, a Reaction is in response to another character’s action, such as
preventing them from opening or closing range on you, or as a Reaction to your own action to apply a manoeuvre to a
skill check you’re making. All Reactions used during a round are replenished at the start of a character’s next turn.
Some talents give you the ability to take additional reactions for a specific purpose. These bonus reactions can be
used for that purpose only. See Actions in Combat for a list of reactions you can take.
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Reaction Description
Block Use shield to block a ranged or melee attack – add the shield’s AP to your armour’s.
Brace Re-roll any failed skill check made when attempting to prevent being moved.
Counterattack Target of a Charge, Flying Kick or Flying Tackle manoeuvre can attack their attacker once in
range of their current weapon.
Evade Use Evade skill to reduce incoming AoE damage or avoid physical attack.
Interrupt Loading Make an attack against a target reloading their ranged weapon within your reach. They
cannot defend - if damaged, they fail to reload their weapon.
Keep at Range Keep target from moving inside weapon reach. Won’t stop charge, longest reach goes 1st
Opportunity Attack Make an instant attack against a target that meets the following conditions, provided the
target is visible and not directly behind you.
Melee: Standing from prone, leaving melee weapon range, shooting a ranged weapon.
Ranged: Standing from prone within your weapon range.
Parry Use a melee weapon to deflect a melee attack.
Pivot Turn to face any direction when you come under attack from a non-stealthy source.
Resist Use your Endurance or Resolve skills to resist an effect being used against you.
Special Movement Description
Crouch Use 1 Movement to go into or leave the Crouched position.
Go Prone Use half your Movement rate for the round to go into or leave the prone position.
Close Range As part of your Movement, attempt to get inside the Reach or Longreach range of an enemy’s
weapon. Make an Evade skill check opposed by your opponent’s weapon skill.
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Attack Basics
Close combat is handled in the following step by step manner:
1. On their turn, the attacker uses an action to attack a target, rolls against their weapon skill and notes the result.
2. The defender can choose to use one of their Reactions to counter the incoming attack with either a Parry, Evade
or Block. Roll you appropriate skill check and note the result. If you have no Reactions left, you cannot defend.
3. The success level of the results are compared as per an Opposed Roll.
4. If a critical success is achieved for either combatant, the attacker rolls an extra damage dice (if appropriate) or, if
the defender gets the critical, the attacker loses all of their Reactions for the round.
5. Damage is applied as noted for the weapon or effect, subtracting any Armour Point figure the target has from the
total applied damage.
Damage Rolls
Each weapon and spell notes the damage it deals, such as 1d8 or 2d6. Roll the damage die or dice, add any Damage
Modifier your character has (where applicable), as well as bonuses from masterwork weapons or weapon
enchantments, and apply the damage to your target.
Cover
Cover is provided by moving behind solid objects standing between you and your target. Walls, pillars, and trees are
common examples of things that can provide cover. A target behind cover blocking at least ½ its body is harder to hit.
Cover
A target has cover if an obstacle blocks at least half of its body. Anyone attacking a target with cover has their
damage halved before it applies to the target. Creatures with cover can still make normal attacks and actions on their
turn without penalty. Cover granted by fo g or smoke effectively gives anyone trying to look or attack in the cloud the
blind condition, but it can be seen through with night vision capabilities, and does not provide protection against AoE
attacks such as suppression or explosions. If a character leaves the obstruction, attacks, then goes behind the
obstruction at the end of their turn, they do not gain the benefit of this effect.
Obstructed
A target is obscured if it is completely concealed by an obstacle. Under normal circumstances, an obscured target
cannot be targeted directly by an attack or a spell, although many spells can reach such a target by including it in an
area of effect. Obscured characters cannot make attacks or take offensive actions during their turn without losing this
protection. i.e. if a character leaves the obstruction, attacks, then goes behind the obstruction at the end of their turn,
they do not gain the benefit of this effect against attacks.
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Attacking an Unseen Target
Combatants often try to escape their foes’ notice by hiding, using some kind of invisibility power, or lurking in
darkness. When you attack a target that you can’t see, you make your attack roll with a -40% penalty, whether or not you
know where the target is located. Your attack might miss because you rolled poorly or because the target is nowhere
near where you struck!
Two-Weapon Fighting
Fighting with two melee weapons simultaneously without chopping off your own arms takes great agility and talent,
specifically, the Dual Wielding talent. Once you have this, you can blend with the best of them. All of the details are
written up in that talent, so swing over and take a look.
Sneak Attacks
The ability to strike unseen at an enemy can bring a valuable edge to a fight. Should a character attempt to attack a
target in this way, they must make an opposed Stealth check versus the target’s Perception. If the stealth check
succeeds, the defender is unaware of the attack and cannot Parry, Block or Evade the attack(s).
Combat
• Characters who are mounted or flying receive a +2 damage bonus versus a creature on foot, even if that
creature is bigger than they are (giants etc).
• Characters using ranged weapons at least 3 sq uares above their target gain +2 damage & +5 square range.
• Tower shields cannot be used while mounted or in flight.
• Sustaining a Serious Wound causes the creature to fall (and take collision damage upon impact) unless they
succeed on an unopposed Athletics check (for flying) or Ride check (for riding).
• Some mounts have their own attack (bite, kick etc). You need the Warhorse Command talent to use these.
Movement
• A mount or flying creature must move 1 square forward before or after every 90 degree turn.
• Flying creatures move double speed while descending and half speed while gaining altitude.
Mounted Archery
Using ranged weapons while mounted is difficult, but not impossible.
• Aside from the hand crossbow, pistols & blunderbuss, crossbows & arquebus can’t be reloaded on horseback.
• You cannot add your D amage Modifier to any ranged attacks, though there is a talent for this.
Lances
Lances can only be used properly when charging while riding a mount. They are typically single-use weapons used
at the start of a fight, then discarded favour of more practical melee weapons.
Ranged Attacks
When you make a ranged attack, you fire a bow or a crossbow, hurl a throwing axe, or otherwise use a projectile
weapon to strike a foe at a distance. You can make ranged attacks only against targets within a specified range. A
spell’s description indicates its maximum range. You can’t attack a target beyond this range.
A weapon has two ranges. The smaller number indicates the weapon’s normal range. The larger number indicates
long range. You deal half damage when you successfully attack targets beyond normal range and out to long range. The
target can only Block or Evade to counter a ranged attack.
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Missed Thrown Weapons
When you throw a weapon such a grenade, dagger, or an improvised object such as a boulder, a miss generally
means the thrown weapon lands near the target. Roll 1d6 to determine where the thrown object lands – a 3 or lower
means it has fallen short by that distance, and a 4 or higher means it has gone past the target by that distance.
Recovering Ammunition
Arrows, bolts and thrown weapons that successfully hit their intended targets can be recovered during or after
combat, so keep track of your hits as you use them.
Damage Types
There are many different kinds of damage, each with their own effects and delivery systems. Some creatures and
disciplines have Reduction against certain types of damage, while others are Vulnerable, thus it behoves a player to
carry a mix of damage types to adapt to different situations. Some damage types bypass some or all armour protecting
the target too. Damage types which bypass armour deal their damage after regular damage has been calculated.
Acid Bludgeoning
Acids involve noxious chemicals able to eat through This type of damage is taken when an object, weapon or
flesh and objects. Acid is most commonly used by creature is inflicted with blunt force, typically a weapon
alchemists, although wizards and shamans are able to such as a mace or sledge, but also when a creature falls
create these effects to some degree too. onto a solid surface or is subjected to crushing force.
Effects
• Targets hit with acid lose 1 AP. Blocking shields
take this first. Energy AP is unaffected.
• A target killed by acid damage is disintegrated,
including all of its carried equipment.
Cold Collision
These attacks freeze air and flesh in the area of effect, When a character falls onto the ground or some other
rupturing skin and damaging tissue on living creatures. immovable object, or Charges into a wall, this counts as
Adverse weather conditions or from a psi power can collision damage.
cause this. Effects
Effects Collision damage bypasses all Armour Points.
• If the target fails a resistance check, movement is
halved for 1 round.
Electrical Fire
Electrical damage burns and shocks the target with Fire damage is incurred when the target is exposed to
electrical energy. This can occur in the unlikely event of extreme heat, direct flame or an explosion of both. Flame
being struck by lightning from a storm, or more likely throwers or explosions from missiles generate fire damage.
from a weapon or psi power. Effects
Effects • Prevents healing effects for 1 round.
• A damaged target is dazed for 1 round. Anyone damaged by fire loses 2 Hit Points at the start of
their next turn to lingering flames.
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Piercing Radiant
Piercing damage is inflicted from sharp, puncturing This type of damage is dealt by divine energy sources.
damage. This usually occurs when struck by ranged Effects
weapons such as arrows or bullets, the bite of a • Radiant damage blinds the target for 1 round on a
monster’s teeth, or landing on the sharp spikes of a pit failed resistance check (damage that doesn’t offer a
trap. resistance check does not blind the target).
Shadow Slashing
This type of damage is subtle and subversive, When a creature is struck with edge weapons, they
generated from dark magic that rends the soul. suffer lacerations which are the basis of slashing damage.
Physical armour is no defence against the effects of Weapons such as swords and axes, along with a monster’s
shadow damage. claws can deal this type of damage.
Effects
• This damage bypasses all Worn & Natural AP.
• It has no effect on undead or constructs.
Damage Reduction
Creatures and objects can be difficult to harm with certain kinds of damage, represented by Damage Reduction,
Vulnerability and Invulnerability, which are described below.
Item Effects
Invulnerability A creature takes no damage from the type listed.
Vulnerability A creature takes +5 damage from the type they’re vulnerable to.
Damage Reduction This is represented by a bonus which is added to your Armour Points versus a certain kind
of damage, such as: +5 AP vs Slashing damage. This bonus stacks with all other armour
bonuses and effects which damage armour still work normally.
Half Damage
There are some effects in the game, such as Cover or long-distance shooting of ranged weapons, that halve the
damage. This halving always occurs before it hits the target, making it much harder to get through armour. If a second
‘half damage’ effect is applied, the total of two half effects is 0 (math is fun!)
Wounds
In the dangerous world of a Sabre campaign, injury isn’t just a possibility – it is a certainty. Whether it is from
bandits, opposing military or monsters, the slash of a sword or the puncturing wound from an arrow can have severe,
even lasting consequences.
Applying Damage
When an attack strikes successfully, the weapon used deals damage according to the weapon’s damage rating. For
example, a battle-axe inflicts 1d8 damage. This is the weapon’s base damage, the result of which is then adjusted
according to the following criteria, in this order:
• Apply the Damage Modifier for the character making the attack.
• Modify the damage from any weapon enhancing (or reducing) effects such as Vulnerability.
• Reduce damage by the Armour Point value, adding AP from a shield that successfully blocked and from any
Damage Reduction the target has from that damage type.
• Apply damage from armour bypassing types such as Electrical.
Any leftover damage above 0 is subtracted from the subject’s Hit Points. Make a note of remaining Hit Points and
also note the category of the wound:
• A Minor Wound is any injury still above 0 Hit Points. Minor wounds entail cuts, lacerations and bruises and are
not a serious impediment to the character.
• A Serious Wound happens when character goes to 0 Hit Points or below.
• A Major Wound is the result of being reduced to a negative score equal or greater than the character’s
maximum Hit Points, and may result in character death.
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Serious Wound
When a character is reduced to zero Hit Points or below, the victim is Seriously Wounded. They drop unconscious
and gain the bleeding condition until they are healed for at least 1 Hit Point. While at or below 0 Hit Points, any further
damage will start the bleeding again.
• Undead and constructs do not bleed.
Major Wound
Major Wounds occur when a character is reduced to a negative score equal or greater than the creature’s maximum
Hit Points. The victim is immediately incapacitated and quite possibly on the verge of death.
• The victim of a Major Wound drops unconscious, until such time as they are brought back to 0 Hit Points.
• If the damage amount equal to or greater than the victim’s negative maximum Hit Points, they immediately
make an opposed Endurance skill check. Failure results in death, but the use of a Luck Point makes the Endurance
check an automatic success, though they must still roll on the Lasting Injury table.
• If the damage is more than twice the character’s negative maximum Hit Points, they die instantly with no
chance of avoiding death via an Endurance check or Luck Point use.
It is unlikely the affected individual will be able to continue fighting, as Major Wounds require some form of surgery
or magic to heal.
Lasting Injury Lasting Injury Table
Major Wounds and certain poisons inflict 1d6 Location Effect
maiming injuries. The result of this damage 1 Head Character goes into a coma for 1d6 days.
creates lasting injuries which can only be 2 Torso Character cannot take actions, can crawl 1m.
remedied by powerful healing spells or Surgery. 3-4 Arm One arm is greatly injured, cannot be used.
When a character survives a Major Wound, roll a 5-6 Leg One leg is greatly injured, halving movement.
d6 and consult the table at right, applying the
result to the victim.
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Magical Healing
There are few magics which can reverse the traumatic injuries of a Major Wound. No matter how minor the healing
spell or miracle, its application is always enough to stabilise any type of wound, preventing bleeding and immediate
death even if it doesn’t actually cure the underlying injury. Note that this only applies to gross physical trauma, not to
conditions brought about by suffocation, poison and the like.
There are healing potions which can be bought and made, and these are an excellent way to mend bodies faster,
although they can be expensive to use exclusively. Healing potions, along with other liquids, cannot be ingested by
unconscious people, even if delivered by a conscious person. The result is akin to drowning, and probably not the result
you were looking for! Healing poultices and salves are the best method for bringing an injured person back into a fight
quickly.
Conditions
Conditions applied to a creature or character affect the way they behave, and for the most part limit the things they
can do. These usually affect a character after they have been exposed to something such as a powerful physical attack,
a spell, or a special effect from a monster. The condition’s duration varies depending on the source.
Multiple conditions can be laid upon the target, so long as they are different from each other. The same condition
doesn’t compound their effects.
Bleeding Blinded
• Victim loses 1 Hit Point per round until First Aid or • Victim loses all result bonuses on skill checks,
other healing has been performed on them. relying on other senses to act.
• If below 0 Hit Points, bleeding reoccurs if the • Victim’s Movement is reduced by half.
creature moves or takes any action. • Victim cannot make Opportunity Attacks.
• This condition can be applied up to 3 times. Effects • If also Deafened, the target cannot take actions or
that remove Bleed only remove 1 at a time. Reactions.
Charmed Dazed
• Victim cannot harm the Charmer. • Victim can’t use Spells or Manoeuvres.
• The Charmer’s Influence and Deceit skill checks have • Victim’s Movement is reduced to half.
a +10% result bonus when interacting socially with
the victim.
Deafened Diseased
• Victim fails hearing-based skill checks. This condition typically lasts for 7 days.
• Initiative Bonus is not applied to Initiative rolls. • Victim’s Movement is reduced to half.
• If also Blind, the target cannot take actions or • Victim loses all Result Bonuses on skill checks.
Reactions. • Victim’s Heal Rate is reduced to 0.
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Fatigued Incorporeal
• Victim’s Critical Range for all skills is reduced to 0. • Creature has +20 AP of DR vs Mundane Weapons.
• Skills are not increased on failures or fumbles. • Salt shot and holy water deal damage normally.
• The creature can move through an object or another
Frightened creature, but can’t stop there.
• Victim’s Critical Range for all skills is reduced to 0. • Incorporeal creatures are faintly visible at 5 squares
• Victim cannot willingly approach the source of its range, or if they attack a target, but otherwise can’t
fear. be seen without magic.
Intoxicated Invisible
Gained after failing your Endurance roll while you are • Cannot be seen without the aid of magic.
Tipsy - you lose the Tipsy condition and become • Can be detected by noise or tracks.
Intoxicated for 1 hour. • Melee attacks against the invisible creature must
• Victim’s Critical Range for all skills is reduced to 0. also be less or equal to Perception skill or the
• Victim’s Fumble Range is increased by +5. attempt fails.
• Movement is halved. • Others cannot defend against invisible creature’s
• You gain +10% to Resolve skill check results. attacks.
• Roll 1d4 on the Drunken Type table.
Paralysed Nauseated
• A paralysed creature cannot move, speak, or take any • Victim’s skill rolls must also be less or equal to their
action that is not purely mental. Endurance skill or the attempt fails.
• The creature cannot Parry, Evade or Block. • A fumble results in the character being stunned for 1
rd.
Pinned •
Terrified Restrained
• Victim drops whatever it is holding and runs away • The victim can only use one arm (the one imposing
from the source of fear for 1 round as fast as they this condition chooses) and items (such as wands),
can. and Movement is reduced to 2.
• Victim remains frightened for the rest of the
encounter.
Tipsy Slowed
Gained after failing an Endurance roll when drinking • The creature can take an action or move, but not
alcohol. both.
• Victim’s Fumble Range is increased by +5. • All Evade skill checks automatically fail.
• Movement is reduced by 1.
• You gain a +5% Resolve skill result bonus. Unconscious
• Victim drops whatever they’re holding and falls prone.
Victim cannot move, take actions, defend itself or
perceive its surroundings.
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Starting Formulas
The Herbalism skill allows you to automatically make all of the herbal remedies once your skill is sufficient to do so
(see the table below). The same applies to poisons, once you’ve taken the talent to allow you to make them.
Herbalism
This skill covers the necessary knowledge to identify plant Gathering Time & Discovery Table
life with useful properties, from healing wounds, expunging Time Spent Skill Modifier Amount
illness to identifying poisons of all kinds. It will also allow you to
1 hour -20% 1
gather herbs from the wilderness to use in your formulas.
2 hours -10% 1
• Choose the plant you wish to search for (or decide to roll 3 hours -5% 1
randomly) and the length of time you want to spend
4 hours 0 2
searching for it, and apply the modifier against your skill. 5 hours +5% 2
• Make a roll against your Herbalism skill, modified again by 6 hours +10% 1d4+1
the plant’s rarity, then consult the result table for the herb 7 hours +15% 1d4+2
you were searching for, or from the random table below. 8 hours +20% 1d6+2
• The Games Master may assign another difficulty modifier if
the terrain is especially verdant or barren, or the area is frequently searched for herbs by the local inhabitants.
Plant Gathering Tables (Purchase ready-to-harvest plants for a garden at 10x the listed value).
Herb Terrain Application Rarity Skill Mod Value
Aloe Forests/Mountains Healing Poultice Common - 2 sp
Garlic Fields/Mountains Anti-Bacterial Common - 1 sp
Heathmend Fields/Forests Healing Tonic Common - 2 sp
Coca Leaf Forests Energy Uncommon -20% 5 sp
Kahve Forests Spirit Common - 1 sp
Passion Flower Fields Sedative Common - 2 sp
Poppy Fields Pain Relief Uncommon -20% 5 sp
Thistle Fields Detoxification Common - 3 sp
Tribulus Any Strength Common - 2 sp
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Random Plant Gathering Tables
Forests Fields Mountains
d100 Herb d100 Herb d100 Herb
01 Cassava* 01-05 Hyacinth* 01-05 Crocus*
02-03 Lotus* 06-10 Corn Lily* 06-20 Ragwort*
04-06 Daphne* 11-15 Poppy 21-40 Tribulus
07-10 Hemlock* 16-20 Nightshade* 41-60 Aloe
11-15 Coca Leaf 21-25 Poison Ivy* 61-00 Garlic
16-20 Kahve 26-35 Passion Flower
21-40 Tribulus 36-55 Tribulus
41-60 Aloe 56-75 Garlic
61-00 Heathmend 76-00 Heathmend
* Poison!
Crafting Remedies
From this point, herbs can be mixed together into liquid forms called tonics or a compress to use on external
wounds called a poultice, providing mild forms of healing and relief. Each remedy requires 3 units of the required herb,
takes 1 hour to formulate and is good for 30 days on the shelf. Check the table below for the result of your efforts.
After Effects
Only 5 of any type of herbs can be used by one subject in a 24-hour period, with anything further taken being flushed
out by the body immediately with no effect. Effects with a non-instant duration don’t stack.
* These tonics are considered addictive due to their potent ingredients. After taking one, make an additiction roll and if the result
comes in at 05 or less, the drinker is addicted!
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Poisons
Many herbs have medicinal properties beneficial to the health of living creatures, but there are many plants that are
dangerous to use and when properly prepared, can be concentrated into powerful weapons.
There are three different types of poisons, as noted on the poisons table, but we’ll go into more detail here.
• Co ntact poisons are applied to a weapon and then delivered via a direct hit in combat. As an action, you can
apply a contact poison to 1 melee weapon or 6 units of ammunition, which lasts for 30 minutes before
becoming inert. Once you have damaged any creature with this weapon, it is no longer poisoned.
• Ingested poisons must be consumed by the target, either through food or drink, or some other method.
• Inhaled poisons are breathed by the target, and thus the poisons need to be a dust or mist to be effective. This
dust can be blown into the face of an adjacent target with the Unarmed skill, opposed by an Evade or Shield skill
roll from the potential victim, unless of course, they’re unable to defend themselves.
Poison Traits
%: The Skill % required to make and use this poison.
Type: The method of how the poison is introduced into the victim.
B: Breath Poison needs to be inhaled to have its effect. Can be blown into the face of the victim.
C: Contact Needs to be applied to the skin to be effective, usually through coating a weapon.
I: Ingestion The poison must be ingested with food or drink to have its effect.
Herb: 3 units of this type of herb are required to make this poison.
Cost: The selling price for a dose of this type of poison if bought from a dealer, usually illegally.
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Traps
While the Mechanisms skill allows a character to disarm traps, you can also use it to set traps to use on your
enemies. You might also find traps like these set up in a dungeon or residence to challenge adventurers. Check out the
Mechanisms section for how to set up traps.
Trap Kits
Traps are constructed out of specialised trap kits, small boxes containing gears, springs, latches, black powder, thin
rope etc., everything you need to create a trap. The more elaborate a trap is, the more trap kits it requires to be set up.
Each trap kit costs 10sp, and has 1 ENC.
Traps that have been set up by you that haven’t been set off can be recovered without a skill check in the same
amount of time it takes to deploy that trap.
Trap Types
Trap The name of the trap.
% The Skill in Mechanisms required to implement this trap.
Kits The number of Trap Kits required when you use this trap.
Setup The amount of time to set up this trap.
Effect The conditions and effects of the trap when they’ve been set off.
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MANOEUVRES GLOSSARY CONTENTS
Manoeuvres
Utilising Spirit Points, a character trained in Manoeuvres is capable of brief bursts of tactical brilliance, whether it’s
hitting harder with a blade, gaining more accuracy with a bow or feinting an opponent during a fight.
Starting Manoeuvres
New characters gain 1 Manoeuvre they have the required skill for.
Using Manoeuvres
Manoeuvres are used to enhance the effect of an Action, Movement or Reaction you’re doing. You must declare in
advance that you’re applying a manoeuvre before the skill check, and if it fails, the Spirit Point cost is still paid. Some
examples:
• Make an attack using the Melee skill with your Action, and enhance that Action with a Melee Manoeuvre at the
cost of a Spirit Point.
• Use your Mo vement to reposition on the battlefield and enhance it with an Athletics Manoeuvre such as Sprint.
Make the Athletics skill check and if successful, apply the effect during your Movement, using a Spirit Point.
• Use a Manoeuvre on a Reaction, such as Parry, Evade or Resolve, using a Spirit Point. If a Manoeuvre doesn’t
say the condition under which it can be used, it can be activated at any time with a Reaction.
Concentration Effects
Some manoeuvres list their duration as ‘Concentration, or X minutes’. These require the character to maintain
concentration in order to sustain the effect. If they fall unconscious, or take a Serious or Major Wound, the effect ends.
Typically, only one concentration effect (including spells) can be maintained at a time. To activate a new manoeuvre
that requires concentration, they must first dismiss the current effect as a free action, and for the duration of the
manoeuvre, the character must stay within the range of their subject or concentration is instantly broken.
When making opposed rolls against the subject of a concentration effect, a fresh opposed check is made by both
characters each time. Each round thereafter, the afflicted creature gets another attempt to break free, making the
appropriate skill check against the character’s skill.
Finally, if the end of the allotted time for a concentration effect is reached (usually 1 minute), the manoeuvre effect
ends unless the character spends spirit points to continue the effect. There’s no need to make another skill check to
accomplish this.
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Manoeuvres List
Animal Training Skill % Description
Challenge Intimidate - Your pet growls a challenge to force a target to attack them.
Cunning Strike Unarmed 90% Your Pet attacks a specific body location on a target that can’t defend.
Dash Athletics 70% Your pet’s Movement is doubled for this round.
Eviscerate Unarmed - Your pet severely damages its prey, causing it to bleed.
Harass Intimidate - Your pet can annoy and harass its target.
Maul Unarmed 70% Your pet deals extra damage with this attack.
Prowl Stealth 70% Your pet strikes from the shadows with devastating results.
Trample Unarmed 90% Your pet can run over a prone target, or one half their size.
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Accurate Shot
Used With Effects
Action Your Archery attacks gain +1 damage and +1% to your skill result. You cannot move before
or after attacking.
Skill Level
Archery skill
Duration Advancement
Instant 70%: Damage and result bonuses are increased to +2.
90%: Damage and result bonuses are increased to +3.
Resist
99%: Damage and result bonuses are increased to +4.
-
Adrenaline Surge
Used With Effects
Action With a surge of adrenaline, you’re able to shrug off things that would otherwise slow you
down. Ignore the effects of the fatigued condition for the duration.
Skill Level
Endurance skill
Duration Advancement
3 rounds 70%: Also ignore the effects of the diseased condition.
90%: The duration becomes “Concentration, or 1 minute”.
Resist
99%: Also ignore any movement impairing effects.
-
Aimed Shot
Used With Effects
Action Your Firearms attack gains +1 damage and a +1% result bonus. You cannot move before
or after attacking.
Skill Level
Firearms skill
Duration Advancement
Instant 70%: Damage and result bonuses are increased to +2.
90%: Damage and result bonuses are increased to +3.
Resist
99%: Damage and result bonuses are increased to +4.
-
Assault Formation
Used With Effects
Action Every ally within 10 squares of you gains +1 damage for the duration.
Skill Level
Leadership skill
Duration Advancement
Concentration, or 1 minute 70%: The bonus is increased to +2.
90%: The bonus is increased to +3.
Resist
99%: The bonus is increased to +4.
-
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Backflip
Used With Effects Light or No Armour Only
Movement While in Light or no armour, and with at least 1 hand free, become immune to opportunity
attacks this rd. You can also grab weapons and other small objects from the ground as
Skill Level you go past.
Acrobatics (70%)
Duration Advancement
1 round 90%: Add +5% to your Evade checks until the start of your next turn.
99%: Add +5% to your Martial Arts or Pistol (Firearms) checks until the start of your next
Resist turn.
-
Backstab
Used With Effects Light or No Armour Only
Action While in Light or no armour, your Small Piercing weapon deals +3 damage if the attack is
from behind the target.
Skill Level
Melee or Martial Arts skill
Duration Advancement
Instant 70%: Weapon damage bonuses increases to +6.
90%: Weapon damage bonuses increases to +9.
Resist
99%: Weapon damage bonuses increases to +12.
-
Back Stance
Used With Effects Light or No Armour Only
Reaction during your turn You adopt a posture that emphasises precision and speed. Your Martial Arts skill gains +3
Critical Range. You can only use one stance manoeuvre at a time.
Skill Level
Martial Arts (70%)
Duration Advancement
Concentration, or 1 minute -
Resist
-
Balanced Stance
Used With Effects Light or No Armour Only
Reaction during your turn You adopt a posture that emphasises agility and flexibility. Your Martial Arts skill gains a
+4% result bonus. You can only use one stance manoeuvre at a time.
Skill Level
Martial Arts (70%)
Duration Advancement
Concentration, or 1 minute -
Resist
-
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Bastion
Used With Effects
Action Your Block Reactions automatically succeed against all attacks, but you can’t attack for
the duration of the effect, and your Movement is halved. This benefit only applies to you,
Skill Level and talents like Bodyguard don’t apply it to those around you. Critical Hits are not
Shields skill (90%) automatically succeeded against.
Duration Advancement
Concentration, or 1 minute 99%: You may attack, but with no added result bonuses.
Resist
-
Bedroom Eyes
Used With Effects Light or No Armour Only
Action Your smouldering gaze rattles your opponents. Target of opposite sex* within 5sq has one
of their concentration effects end. You can’t add your result bonus to this effect.
Skill Level
Seduction Skill (70%)
Duration Advancement
Instant 90%: Add your result bonus to this manoeuvre.
99%: The target can’t use abilities requiring concentration on their next round.
Resist
Resolve
Blind Fighting
Used With Effects
Reaction at any time The Blind condition penalty is only half your Attribute Bonus.
Skill Level
Perception (90%)
Duration Advancement
Concentration, or 1 minute 99%: Ignore the Blind condition’s penalties, though you still can’t read etc.
Resist
-
Bloodstrike
Used With Effects Light or No Armour Only
Action Your attack deals +2 damage, and if the target loses any Hit Points, they gain the bleed
condition.
Skill Level
Martial Arts (70%)
Duration Advancement
Instant 90%: Your attack deals +3 damage and the bleed condition is applied twice.
99%: Your attack deals +4 damage and the bleed condition is applied 3 times.
Resist
-
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Bludgeon
Used With Effects
Action Your Bludgeoning attack deals +1 damage and if the target is hit, their shield, armour or
weapon loses 1 AP (or HP, whichever takes the damage first).
Skill Level
Melee skill
Duration Advancement
Instant 70%: Your Bludgeoning attack deals +2 damage and if damaged, the target is dazed.
90%: Your Bludgeoning attack deals +3 damage and if damaged, the target is stunned.
Resist
99%: Your Bludgeoning attack deals +4 damage and if hit, their shield, armour or weapon
- loses 2 AP (whichever takes the damage first).
Body Slam
Used With Effects
Action Pick up & throw an adjacent target no heavier than your Max Lift score to the ground.
Deals half your Damage Modifier as collision damage and renders the target prone.
Skill Level
Brawn (70%)
Duration Advancement
Instant 90%: If successful, you can choose the target to become pinned.
99%: Also choose to throw the target 1 square for each point of your Strength Attribute
Resist Bonus.
Brawn or Evade
Challenge
Used With Effects
Action The pet snarls and roars at the target, challenging them to a one-on-one fight. The target,
is forced to attack the pet with whatever abilities they have for the duration. Every time
Skill Level they are damaged by the pet, they can make another opposed Resolve check to break free.
Intimidate skill
Duration Advancement
Concentration, or 1 minute 70%: The pet gains +1 Natural AP against attacks from the target.
90%: The pet gains a total of +2 Natural AP against attacks from the target.
Resist
99%: The pet gains a total of +3 Natural AP against attacks from the target.
Resolve
Charge
Used With Effects
Action You must be at least 3 squares away from your target to use this manoeuvre.
You cannot move before or after this attack and must travel in a straight line to the target.
Skill Level Travel twice your Movement, then attack the target with a +5% result bonus & +2 damage.
Melee skill You are subject to Opportunity attacks on the way to the target.
This manoeuvre can also be used while riding a mount.
Duration Advancement
Instant 70%: If damaged, the target is also knocked prone.
90%: If damaged, the target is also stunned for 1 round.
Resist
99%: Deal +1 damage for each square moved on the way to the target, maximum of +10.
-
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Charging Throw
Used With Effects
Action You must be at least 3 squares away from your target to use this manoeuvre.
You cannot move before or after this attack and must travel in a straight line to the target.
Skill Level Travel up to twice your Movement, then throw your weapon at the target with a +5% result
Thrown Weapon skill bonus & +2 damage. You are subject to Opportunity attacks on the way to the target.
Duration Advancement
Instant 70%: If damaged, the target is also knocked prone.
90%: If damaged, the target is also stunned for 1 round.
Resist
99%: Deal +1 damage for each square moved on the way to the target, maximum of +10.
-
Cleave
Used With Effects
Action Your Slashing weapon attack also hits a target adjacent to your primary target, provided it
is within your weapon reach.
Skill Level
Melee (70%)
Duration Advancement
Instant 90%: You can attack 3 targets adjacent to you and each other within Reach.
99%: Choose to attack all targets within your reach.
Resist
-
Crippling Shot
Used With Effects
Action If damaged, target’s movement is reduced by half.
Skill Level
Archery skill
Duration Advancement
1 round 90%: The duration of the effect is increased to 2 rounds.
99%: If damaged, target’s movement is reduced to 1.
Resist
-
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Cunning Strike
Used With Effects
Action If the target cannot defend itself, half the pet’s damage can be dealt against a specific
body location. Only the AP at that specific location (plus any natural armour) counts
Skill Level against this damage.
Pet’s Unarmed (90%)
Duration Advancement
Instant 99%: The pet deals its full damage against that body location .
Resist
-
Dash
Used With Effects
Movement Increase pet’s Movement rate this round by 50%.
Skill Level
Pet’s Athletics (90%)
Duration Advancement
Instant 90%: Double pet’s Movement rate for this round.
99%: Pass through an opponent’s space, but the pet must end on an empty square.
Resist
-
Defensive Formation
Used With Effects
Action Every ally within 10 squares of you gain a +3% result bonus to any Evade, Block or Parry
Reactions.
Skill Level
Leadership skill
Duration Advancement
Concentration, or 1 minute 70%: The bonus is increased to +4%.
90%: The bonus is increased to +5%.
Resist
99%: The bonus is increased to +6%.
-
Deflect
Used With Effects
Reaction When Parrying a melee attack. your Melee skill result is increased by +4%.
Skill Level
Melee skill
Duration Advancement
Instant 70%: The bonus is increased to +6%.
90%: The bonus is increased to +8%.
Resist
99%: The bonus is increased to +10% and you can Parry ranged weapon attacks from
- Archery or Thrown Weapons.
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Dervish
Used With Effects Light or No Armour Only
Reaction On your first successful Evade check for the round, gain 2 extra movement for this round.
You are immune to opportunity attacks from the first square of movement after using
Skill Level Dervish.
Evade skill
Duration Advancement
Instant 70%: The Movement bonus is increased to +3.
90%: The Movement bonus is increased to +4.
Resist
99%: The Movement bonus is increased to +5.
-
Disarm
Used With Effects
Action Use a Piercing melee weapon to attempt to disarm a weapon or shield from your
opponent’s hand. The attack deals no damage, but If they fail an opposed Brawn skill
Skill Level check, the weapon is dropped to the ground at their feet. You cannot add your Melee skill’s
Melee skill (70%) result bonus for this manoeuvre.
Duration Advancement
Instant 90%: If successful, the weapon is dropped to the ground 2 squares away.
99%: You may add half your Melee result bonus for this manoeuvre.
Resist
Brawn
Distract
Used With Effects Light or No Armour Only
Action Use a small rock or other object (usually easily found within reach unless the GM says
otherwise) and throw it nearby to distract a target. On a failed opposed Insight check, they
Skill Level turn in the direction you want them to.
Stealth skill
Duration Advancement
Instant 90%: Use this ability as a Reaction at any time.
99%: They cannot add their result bonus to their Insight check.
Resist
Insight
Distracting Pose
Used With Effects Light or No Armour Only
Action You pose to show off interesting parts of your body. If target of opposite sex* within 5
squares fails their Resolve check, they cannot defend the next attack against them on this
Skill Level round.
Seduction (70%)
Duration Advancement
Instant 90%: The target is also dazed for 1 round.
99%: The target also loses their next action.
Resist
Resolve
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Distracting Shot
Used With Effects
Action Your Archery attack also costs the target an extra Reaction to defend themselves.
Skill Level
Archery (70%)
Duration Advancement
Instant 90%: If damaged, the target is also dazed for 1 round.
99%: It costs 2 extra Reactions to defend this attack (total of 3 Reactions spent).
Resist
-
Dominating Shout
Used With Effects
Action Enemies within 1 square of you have their Movement reduce by half for 1 round.
Skill Level
Intimidate skill
Duration Advancement
1 round 70%: You can make a separate melee attack as part of this action.
90%: The range is increased to 2 squares.
Resist
99%: Affected enemies have their Movement reduced to 1 for 1 round.
Resolve
Double Tap
Used With Effects
Action You may make a second attack with Firearms weapon (provided it has a second pre-
loaded shot to use) during your action without adding your result bonus.
Skill Level
Firearms (90%)
Duration Advancement
Instant -
Resist
-
Dragon Strike
Used With Effects Light or No Armour Only
Action Deal +1 damage and gain a +1% result bonus for this attack. Armour, shield & weapons
lose 1 AP if hit.
Skill Level
Martial Arts
Duration Advancement
Instant 70%: Damage & result bonus is increased to +2.
90%: Damage & result bonus is increased to +3.
Resist 99%: Damage & result bonus is increased to +4. You can target a weapon held by enemy
- within reach. Your attack applies half its damage directly to that weapon’s HP.
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Evasive Attack
Used With Effects Light or No Armour Only
Reaction Use this before you attempt an Evade check against an attack. On a successful Evade,
make an instant attack with your current weapon. Do not apply your result bonus to this
Skill Level attack.
Evade (70%)
Duration Advancement
Instant 90%: Apply half of your result bonus to this attack.
99%: Apply your full result bonus to this attack.
Resist
-
Eviscerate
Used With Effects
Action Pet’s Unarmed attack deals +1 damage and if the target is damaged, they gain the bleed
condition.
Skill Level
Pet’s Unarmed skill
Duration Advancement
Instant 70%: Pet’s Unarmed attack deals +2 damage and if damaged, target’s movement is
halved for 1 round.
Resist 90%: Pet’s Unarmed attack deals +3 damage and the bleed condition is applied twice.
- 99%: Pet’s Unarmed attack deals +4 damage and the bleed condition is applied 3 times.
Fast Traps
Used With Effects
Action Set up a trap that takes less than a minute as part of this action.
Skill Level
Mechanisms (70%)
Duration Advancement
Varies -
Resist
-
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Finesse
Used With Effects
Action If your target fails an opposed Insight check, they cannot defend against your single-
handed piercing damage attack.
Skill Level
Melee (70%)
Duration Advancement
Instant 90%: This attack gains a +2% result bonus and deals +2 damage.
99%: This attack gains a +4% result bonus and deals +4 damage.
Resist
Insight
First Strike
Used With Effects
Action If you hand(s) are free, you may draw any melee weapon you are carrying and attack with
it in the same action. The weapon is drawn even if this skill check is a failure or a fumble.
Skill Level
Melee (70%)
Duration Advancement
Instant 90%: Gain +2% result bonus for this attack.
99%: You may use this manoeuvre on your turn even during a round in which you are
Resist surprised.
-
Flying Kick
Used With Effects Light or No Armour Only
Action You must be at least 3 squares away from your target to use this manoeuvre.
You cannot move before or after this attack and must travel in a straight line to the target.
Skill Level Travel twice your Movement, then attack the target with a +5% result bonus & +2 damage.
Martial Arts skill You are subject to Opportunity attacks on the way to the target.
Duration Advancement
Instant 70%: If damaged, the target is also knocked prone.
90%: If damaged, the target is also stunned for 1 round.
Resist
99%: Deal +1 damage for each square moved on the way to the target, +5 maximum.
-
Flying Tackle
Used With Effects
Action You must be at least 3 squares away from your target to use this manoeuvre.
You cannot move before or after this attack and must travel in a straight line to the target.
Skill Level Travel twice your Movement, then grapple the target with a +5% result bonus.
Brawn You are subject to Opportunity attacks on the way to the target. If you hit the target, you
both become prone and the target is restrained.
Duration Advancement
Instant 70%: The target takes 1d4 collision damage if you are successful.
90%: The target becomes pinned instead of restrained.
Resist
99%: Only half of the target’s result bonus can apply to defending this attack.
Brawn/Evade
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Forced March
Used With Effects
Action Every ally within 10 squares of you gains +1 Movement for the duration.
Skill Level
Leadership skill
Duration Advancement
Concentration, or 1 minute 90%: The Movement bonus is increased to +2.
99%: The Movement bonus is increased to +3.
Resist
-
Forward Stance
Used With Effects Light or No Armour Only
Reaction during your turn You adopt a posture that emphasises ferocity and power. Your Martial Arts attacks deal +2
damage. You can only use one stance manoeuvre at a time.
Skill Level
Martial Arts (50%)
Duration Advancement
Concentration, or 1 minute -
Resist
-
Free Running
Used With Effects Light or No Armour Only
Movement Ignore the penalties from difficult terrain.
Skill Level
Acrobatics skill
Duration Advancement
1 round 70%: Also scale a wall up to twice your height without affecting Movement.
90%: Take no damage or lose Movement from dropping up to 6 metres/yards.
Resist 99%: The duration of this effect becomes Concentration, or 1 minute.
-
Garrotte
Used With Effects Light or No Armour Only
Action Use this manoeuvre when you attack an unsuspecting target out of combat, while using a
Garrotte. The target starts to bleed and is restrained, and they cannot speak while under
Skill Level this effect. They can use their action to make a brawn skill check to break the restraint.
Stealth (70%)
Duration Advancement
Instant 90%: The target gets an addition bleed effect.
99%: The target is also paralysed for 1 round.
Resist
Perception
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Groin Strike
Used With Effects Light or No Armour Only
Action Attack an adjacent target for 1d4 bludgeoning damage +DM. If damaged, they become
dazed for 1 round. Only leg armour protects against this damage.
Skill Level
Seduction skill
Duration Advancement
Instant 70%: A damaged target is also rendered prone.
90%: A damaged target is stunned instead of dazed.
Resist
99%: A damaged target is nauseated for the rest of the combat.
Resolve
Handspring
Used With Effects Light or No Armour Only
Reaction at Any Time You may stand from prone by using a Reaction Point at any time, using none of your
Movement (instead of the usual half Movement cost).
Skill Level
Acrobatics (70%)
Duration Advancement
Instant 90%: You are invulnerable to opportunity attacks when you stand.
99%: You can draw or sheath weapon(s) no larger than Medium in size when you stand.
Resist
-
Harass
Used With Effects
Action The pet impairs the ability of an adjacent target to defend itself and attack. An adjacent
target that fails to resist this effect is reduced to 1 Movement for 1 round.
Skill Level
Pet’s Intimidate skill
Duration Advancement
Instant 70%: The target also needs to spend twice as many Spirit Points to cast spells or use
manoeuvres.
Resist 90%: The target loses its result bonus on resistance skill checks.
Resolve 99%: The target loses an action.
Headshot
Used With Effects
Action Can only use while prone. Don’t apply your result bonus to this attack. Only the target’s
head armour (plus any natural or energy AP) counts against this shot.
Skill Level
Firearms (99%)
Duration Advancement
Instant -
Resist
-
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Hurl
Used With Effects
Action This Thrown Weapon attack deals +2 damage.
Skill Level
Thrown Weapon skill
Duration Advancement
Instant 70%: Total damage bonus is increased to +4.
90%: Total damage bonus is increased to +6.
Resist
99%: Total damage bonus is increased to +8.
-
Impair Armour
Used With Effects
Action This attack deals no damage, but if it isn't resisted, choose one piece of worn armour on
the target to be wrenched slightly away from their body, removing its AP from their total.
Skill Level They must use an action to secure it and regain the benefit from that armour piece. You
Melee or Martial Arts skill cannot apply any result bonus to this attempt.
(90%)
Duration Advancement
Instant -
Resist
Evade or Block
Imposing Aura
Used With Effects
Action Your imposing visage weakens and distracts enemy attacks against you, effectively
making you tougher. Affected enemies deal -2 damage against you.
Skill Level
Intimidate (90%)
Duration Advancement
Concentration, or 1 minute 99%: The damage penalty is increased to -4.
Resist
-
Joint Lock
Used With Effects Light or No Armour Only
Action Your successful attack forces the target to make an opposed Brawn chk. If they fail,
target’s arm is restrained. You may continue restraining them every round and still take
Skill Level actions with your other hand.
Martial Arts (70%)
Duration Advancement
Concentration, or 1 minute 90%: The target loses 1 Hit Point every round they are restrained in this way.
99%: The target limb cannot be used until victim is healed for at least 1 Hit Point.
Resist
-
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Kiss of Death
Used With Effects Light or No Armour Only
Action Use this on an adjacent target. If they fail their resistance check, you may attack them with
a Small weapon which ignores all Armour Points and cannot be defended against. This
Skill Level counts as an attack from stealth. If the target survives a successful attack, they cannot be
Seduction skill (99%) affected by this manoeuvre for the rest of the combat.
Duration Advancement
Instant -
Resist
Resolve
Lacerate
Used With Effects
Action Your Slashing damage weapon attack deals +1 damage and if the target is damaged, they
gain the bleed condition.
Skill Level
Melee skill
Duration Advancement
Instant 70%: Your attack deals +2 damage and if damaged, target’s movement is halved for 1
round.
Resist 90%: Your attack deals +3 damage and the bleed condition is applied twice.
- 99%: Your attack deals +4 damage and the bleed condition is applied 3 times.
Leap
Used With Effects
Movement Move only 1 square in place of your normal Movement. You are invulnerable to opportunity
attacks from the square you start on. If you leap inside the enemy’s Reach, they can use
Skill Level Counterattack Reaction to hit you.
Athletics skill
Duration Advancement
Instant 70%: Move 2 squares.
90%: Move 3 squares, and you may ignore difficult terrain for this movement.
Resist
99%: Move 4 squares, and you may ignore difficult terrain for this movement.
-
Lunge
Used With Effects
Action Your Piercing damage weapon deals +1 damage and it gains Reach for this attack. If the
weapon already has Reach, it gains Longreach. Longreach weapons gain (you guessed it!)
Skill Level +1 square range.
Melee skill
Duration Advancement
Instant 70%: Your Piercing attack deals +2 damage.
90%: Your Piercing attack deals +3 damage.
Resist
99%: Your Piercing attack deals +4 damage and if damaged, causes the target to bleed.
-
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Maul
Used With Effects
Action Pet’s Unarmed attack gains +3 damage. The pet cannot move before or after attacking.
Skill Level
Pet’s Unarmed skill (90%)
Duration Advancement
Instant 90%: Damage bonus is increased to +6.
99%: Damage bonus is increased to +9.
Resist
-
Misdirect
Used With Effects Light or No Armour Only
Action If your target fails an opposed Insight check, they cannot defend against your martial arts
attack.
Skill Level
Martial Arts (70%)
Duration Advancement
Instant 90%: If the target fails their Insight check, they are also disarmed.
99%: If the target fails their Insight check, and you have a spare hand, you take their
Resist weapon after the attack is complete.
Insight
Multi-Shot
Used With Effects
Action Use 1 extra ammo for this shot and add an additional damage dice to the result. Do not
apply any result bonus to the attack.
Skill Level
Archery (99%)
Duration Advancement
Instant -
Resist
-
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Muzzleloader
Used With Effects
Action One of your black powder gun's barrels is reloaded during this action.
Skill Level
Firearms at 90%
Duration Advancement
Instant -
Resist
-
Narrow Escape
Used With Effects Light or No Armour Only
Reaction to damage Through quick reflexes, reduce incoming damage by 2 Hit Points.
Skill Level
Evade skill
Duration Advancement
Instant 90%: Reduce incoming damage by 3 Hit Points.
99%: Reduce incoming damage by 4 Hit Points and ignore the slowed condition.
Resist
-
Nerves of Steel
Used With Effects
Reaction When resisting any effect that requires a Resolve check, your Resolve skill result is
increased by +4%.
Skill Level
Resolve
Duration Advancement
Instant 70%: The bonus is increased to +6%.
90%: The bonus is increased to +8%.
Resist 99%: The bonus is increased to +10%.
-
Opening Salvo
Used With Effects
Action Your Firearms attack also costs the target an extra Reaction to defend themselves.
Skill Level
Firearms (70%)
Duration Advancement
Instant 90%: If damaged, the target is also dazed for 1 round.
99%: It costs 2 extra Reactions to defend this attack (total of 3 Reactions spent).
Resist
-
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Order of Battle
Used With Effects
Action You may rearrange the initiative order of your party as desired. The enemy's initiative
position is unaffected.
Skill Level
Leadership (90%)
Duration Advancement
Instant -
Resist
-
Overpower
Used With Effects
Reaction at any time Your Melee, Unarmed or Martial arts attacks require 2 Reactions to defend against while
this ability is in effect.
Skill Level
Intimidate (70%)
Duration Advancement
Concentration, or 1 minute -
Resist
-
Passionate Stare
Used With Effects Light or No Armour Only
Action Target of opposite sex* within 10 squares must make an opposed Resolve skill check or
their Critical Range on all skills is reduced by -2. If the target moves out of range, the effect
Skill Level is lost.
Seduction skill
Duration Advancement
Concentration, or 1 minute 70%: The Critical Range penalty is increased to -3.
90%: The Critical Range penalty is increased to -4.
Resist
99%: The Critical Range of the target’s skills is reduced to 0.
Resolve
Piledriver
Used With Effects
Action Pick up & slam an adjacent target no heavier than your Max Lift score to the ground. Deals
your Damage Modifier as collision damage and renders the target stunned for 1 round and
Skill Level prone.
Brawn (99%)
Duration Advancement
Instant -
Resist
Brawn or Evade
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Pro Swimmer
Used With Effects Light or No Armour Only
Movement While in Light or no armour, move at your normal Movement rate while in water.
Skill Level
Athletics skill
Duration Advancement
Concentration, or 1 Minute 70%: You can hold your breath for twice the normal time.
90%: Ignore the -20% penalty while swimming in Medium Armour.
Resist
99%: You can swim at your normal Movement speed.
-
Prowl
Used With Effects
Action Use this manoeuvre when you attack an unsuspecting target out of combat. The first
attack from stealth deals +3 damage.
Skill Level
Pet’s Stealth skill (70%)
Duration Advancement
Instant 90%: Damage is increased to +6.
99%: The target is also stunned for 1 round.
Resist
Perception
Quick Spot
Used With Effects
Reaction during your Turn Make a Perception check to spot a hidden object or creature, without your result bonus.
Skill Level
Perception (70%)
Duration Advancement
Instant 90%: Add half your result bonus to the check.
99%: Add your full result bonus to the check.
Resist
-
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Quick Fix
Used With Effects
Reaction on your Turn Fix a weapon that was jammed, or otherwise rendered inoperative as a result of a Fumbled
roll. You cannot move before or after using this ability.
Skill Level
Ranged weapon (70%)
Duration Advancement
Instant -
Resist
-
Quiet Throw
Used With Effects
Action This attack deals +3 damage from stealth.
Skill Level
Thrown Weapon skill
Duration Advancement
Instant 70%: Damage bonus is increased to +6.
90%: If successful, this attack doesn’t break stealth for you.
Resist
99%: Damage bonus is increased to +9.
-
Rally
Used With Effects
Action Allies in combat within 10 squares don't use Spirit Points when using manoeuvres on their
turn.
Skill Level
Leadership (70%)
Duration Advancement
1 round 90%: Allies also ignore the effects of the fatigued or nauseated conditions.
99%: Allies also gain +1 Spirit Point, cannot go above their maximum.
Resist
-
Rapid Shot
Used With Effects
Action You may make a second attack with your Bow or Crossbow (provided it has a second pre-
loaded shot to use) during your action without adding your result bonus.
Skill Level
Archery (90%)
Duration Advancement
Instant -
Resist
-
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Raw Sexuality
Used With Effects Light or No Armour Only
Action Damage your torso armour (for 1 AP) and clothing. Targets of opposite sex* within 10
squares attempting to attack you must first make an opposed Resolve skill check vs your
Skill Level Seduction skill or lose the rest of their turn.
Seduction (90%)
Duration Advancement
Concentration, or 1 minute 99%: Targets trying to attack you cannot apply their result bonus to the Resolve check.
Resist
Resolve
Reposition
Used With Effects
Action Target ally within 10 squares of you is immune to Opportunity attacks during their turn.
Skill Level
Leadership skill (90%)
Duration Advancement
1 round 99%: Their Movement during their turn is also increased by +2.
Resist
-
Resuscitate
Used With Effects
Action Living character re-rolls Endurance chk vs. death if this manoeuvre is performed within 1
min of their death.
Skill Level
First Aid (70%)
Duration Advancement
Instant 90%: Add +10 to the character’s skill for their Endurance check.
99%: The target character avoids gaining a lasting injury or being maimed.
Resist
-
Roar
Used With Effects
Action You let out a bellowing roar, which causes adjacent enemies who fail their opposed
Resolve check to become frightened for 1 round.
Skill Level
Intimidate skill
Duration Advancement
1 round 70%: Range is increased to 2 squares.
90%: Range is increased to 3 squares.
Resist
99%: Victims instead become terrified.
Resolve
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Roundhouse Kick
Used With Effects Light or No Armour Only
Action You blend a whirling roundhouse kick into your attack. Attack deals +2 damage and you
gain Reach.
Skill Level
Martial Arts skill
Duration Advancement
Instant 70%: Damage increases to +4 and if damaged, target is also prone 1 round.
90%: Damage increases to +6 and if damaged, target is also dazed 1 round.
Resist
99%: Damage increases to +8 and if damaged, target is also stunned 1 round.
-
Second Wind
Used With Effects
Action While in combat, gain +1 Hit Point for every Spirit Point you spend. You can spend up to 2
Spirit Points this way at once. Doesn’t stop bleed. No effect on robots/automatons.
Skill Level
Endurance (70%)
Duration Advancement
Instant 90%: Spend up to 3 Spirit Points.
99%: Spend up to 4 Spirit Points and remove 1 bleed condition.
Resist
-
Shadow Strike
Used With Effects
Action This attack deals +2 damage from stealth.
Skill Level
Archery skill
Duration Advancement
Instant 70%: Damage bonus is increased to +4. If successful, this shot doesn’t break your
stealth.
Resist 90%: Damage bonus is increased to +6.
- 99%: Damage bonus is increased to +8.
Shield Bash
Used With Effects
Melee Action When you successfully attack with a melee weapon, also separately apply damage from
your shield. If damaged, the target becomes dazed for 1 round. Shield cannot be used to
Skill Level Block attacks until the start of your next turn, unless it has the Light trait.
Shields (70%)
Duration Advancement
Instant 90%: Instead of dazed, damaged target becomes stunned for 1 round.
99%: Your Damage Modifier is doubled for your shield bash.
Resist
-
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Skewer
Used With Effects
Action If this attack deals damage to the target, it becomes lodged in their body and they gain the
bleed condition. No effect will remove this condition until they take an action to remove
Skill Level the weapon, and when they do, they become nauseated for 1 round afterwards.
Thrown Weapon skill
Duration Advancement
1 minute 70%: This hit also halves their Movement until removed.
90%: The bleed condition is applied twice.
Resist
99%: This attack deals +3 damage.
-
Slayer
Used With Effects
Action If the target of this attack cannot or will not defend themselves, you deal maximum
damage.
Skill Level
Melee (99%)
Duration Advancement
Instant -.
Resist
-
Smash Barrier
Used With Effects
Action Use a weapon or your Unarmed attack against a door, lock, chest, or some other small
object (or even a thin wall!) Deal x2 your Damage Modifier for this attack.
Skill Level
Brawn skill
Duration Advancement
Instant 70%: Add +2 damage to this attack.
90%: Your Critical Range for this manoeuvre is increased by +5.
Resist
99%: Instead of doubling your Damage Modifier, double all of your damage.
-
Solid Stance
Used With Effects
Reaction during your turn You adopt a posture that emphasises resilience and endurance. Gain +6% to your Brawn
skill results, but your Movement is halved. You can only use one stance manoeuvre at a
Skill Level time.
Brawn (70%)
Duration Advancement
Concentration, or 1 minute 90%: The result bonus is increased to +8%.
99%: The bonus is increased to +10%, and you cannot be knocked prone.
Resist
-
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Soft Step
Used With Effects Light or No Armour Only
Movement While in Light or no armour, your Stealth skill result bonus is increased by +4%.
Skill Level
Stealth skill
Duration Advancement
Concentration, or 1 minute 70%: The bonus is increased to +6%.
90%: The bonus is increased to +8%.
Resist
99%: The bonus is increased to +10%.
-
Sprint
Used With Effects
Movement Increase your Movement rate this round by 50%.
Skill Level
Athletics skill
Duration Advancement
Instant 70%: Double your Movement rate for this round.
90%: Pass through an opponent’s space, but you must end on an empty square.
Resist
99%: Triple your Movement rate for this round.
-
Stock Slam
Used With Effects
Action Make a melee attack with your pistol or longarm against an adjacent target. It deals 1d4
bludgeoning damage, but only the target’s Head AP counts against this attack.
Skill Level
Firearms skill
Duration Advancement
Instant 70%: The damage dice size is increased to 1d6.
90%: If damaged, the target is dazed for 1 round.
Resist
99%: Apply your Damage Modifier to this attack.
-
Sunder
Used With Effects
Action Attack your target’s weapon or shield with a bludgeoning weapon without applying any
Result Bonus to the roll. If your attack is successful, apply your weapon’s damage dice
Skill Level without the Damage Modifier directly to the weapon or shield (treat a shield’s AP as HP for
Melee (70%) this attack).
Duration Advancement
Instant 90%: Apply half your Result Bonus to this attack.
99%: Apply your full Result Bonus to this attack.
Resist
Insight
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Tactical Strike
Used With Effects
Action During their turn, the attacks of target ally in combat within 10 squares require 2 Reactions
to defend against.
Skill Level
Leadership (70%)
Duration Advancement
1 round -
Resist
-
Taunt
Used With Effects
Action The target of this effect within 5 squares is subjected to ridicule and jeers, forcing them to
attack you with whatever abilities they have for 1 round.
Skill Level
Intimidate skill
Duration Advancement
Instant 70%: Gain a +5% result bonus on this effect.
90%: You can affect 2 targets within range at once.
Resist
99%: You can affect 3 targets within range at once.
Resolve
Toughness
Used With Effects
Action Gain +2 Natural Armour. Your Movement is reduced by half.
Skill Level
Endurance (70%)
Duration Advancement
Concentration, or 1 minute 90%: When an effect stuns or dazes you, make an opposed Endurance check to resist it.
99%: The Armour bonus is increased to +3. Your Movement is only reduced by -2.
Resist
-
Tower of Will
Used With Effects
Action Ignore the effects of the frightened or dazed conditions for the duration.
Skill Level
Resolve skill (70%)
Duration Advancement
Concentration, or 1 minute 90%: Also gain +5 AP vs shadow damage and ignore the addicted condition.
99%: Also ignore the stunned and terrified conditions.
Resist
-
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Trample
Used With Effects
Action Your pet must be at least 3 squares away from the target to use this manoeuvre.
You cannot move before or after this attack and must travel in a straight line to the target.
Skill Level Travel twice your pet’s Movement, travelling through the square of a prone target, or one
Pet’s Unarmed skill (90%)
that is no more than half your pet’s size. If they do not evade the attack, they take the pet’s
Duration Damage Modifier as collision damage. The pet is subject to Opportunity attacks on the
Instant way to the target.
Resist Advancement
-
99%: A damaged target is also stunned for 1 round.
Tumble
Used With Effects Light or No Armour Only
Reaction When evading a melee attack, your Evade skill result is increased by +4%.
Skill Level
Evade
Duration Advancement
Instant 70%: The bonus is increased to +6%.
90%: The bonus is increased to +8%.
Resist
99%: The bonus is increased to +10% and you can use this effect for any Evade check.
-
Vanish
Used With Effects Light or No Armour Only
Reaction at any time While in cover, instantly regain stealth.
Skill Level
Stealth skill (70%)
Duration Advancement
Instant 90%: You can use a smoke bomb or grenade as part of this Reaction to create cover.
99%: You receive a +10% result bonus to your stealth checks for the next round.
Resist
-
War Cry
Used With Effects
Action Your thunderous shout rattles the nerves of your enemies. Living enemies within 2 squares
take 1 collision damage and any Concentration abilities they’re maintaining end.
Skill Level
Intimidate (70%)
Duration Advancement
Instant 90%: Affected enemies can’t apply their Damage Modifier to attacks for 1 round.
99%: Enemies in range also have 0 Critical Range to all skills for 1 round.
Resist
Resolve
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War Leader
Used With Effects
Action A chosen ally within 10 squares of you gains an additional action on their next turn.
Skill Level
Leadership (99%)
Duration Advancement
1 round -
Resist
-
Warning Shout
Used With Effects
Reaction Use this manoeuvre when an ally within 10 squares comes under attack. That ally doesn’t
use a Reaction when defending themselves.
Skill Level
Leadership (70%)
Duration Advancement
Instant -
Resist
-
Whirlwind Attack
Used With Effects Light or No Armour Only
Action Your Martial Arts attack also hits a target adjacent to your primary target, provided it is
within your weapon reach.
Skill Level
Martial Arts (70%)
Duration Advancement
Instant 90%: Choose to attack all targets within your reach, but don’t apply your Damage
Modifier.
Resist 99%: Choose to attack all targets within your reach, dealing regular damage.
-
Zen Master
Used With Effects Light or No Armour Only
Reaction at any time The first Martial Arts manoeuvre used in a round don’t use Spirit Points.
Skill Level
Martial Arts (99%)
Duration Advancement
Concentration, or 1 minute -
Resist
-
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GLOSSARY CONTENTS
Magic
Magical energy is a subtle power that permeates reality, and with extensive training and the application of will, a
character can learn to command and control that power, allowing them to perform remarkable feats that seem to bend
the very laws of nature. Different styles of magic control this energy in different ways:
Alchemy practitioners create formulas to transmute mundane substances into magical items.
Artifice practitioners invent strange magical contraptions.
Charms magic magnifies the innate persuasion power of the caster to influence others.
D ivinity practitioners call upon the power of extraplanar beings to shape the energy for their purposes, so long as
they spread the word of their faith on a regular basis.
D ruidry followers worship the living earth, and in turn, it bestows them with favours.
Psionic practitioners have learned to channel the latent powers of the mind to influence the world around them.
Shamanic adherents call upon the spirits of their long dead ancestors to aid them in times of need.
Sorcery adherents learn to channel their inner power, tapping into a mystical bloodline to evoke powerful spells.
Summoning allows the caster to augment their body with the abilities of monsters, or temporarily conjure the
creatures themselves.
Wizardry practitioners exert their influence on external forces through words of power and complex formulae.
How widespread magic is used depends on the campaign setting and the Game Master. It’s a good idea to limit
access to magic in most settings, allowing the spells to remain rare, elusive and mysterious, though some settings
could have magic used far more commonly than this. Generally, magic should be something to be respected and feared.
Becoming a Spellcaster
Magic is something intrinsic to certain character backgrounds and cannot be learned any other way, due to the
commitment in time required to learn them.
Starting Abilities
If you begin with any magic skill, you gain 1 spell from that skill’s list.
Using Magic
Using magic requires the expenditure of at least one Spirit Point. The caster simply chooses a spell to cast, makes a
roll against their skill and spends the required Spirit Point(s) before checking the result, as noted below:
Result Effect
Critical Success Your spell goes off with little effort and doesn’t cost any Spirit Points. If it’s a damage spell, you
can choose to roll an extra dice of damage instead.
Success The spell works successfully.
Failure The spell does not work and you lose the Spirit Points spent.
Fumble Disaster. The spell does not work and you lose double the Spirit Points spent.
Magic Requirements
Magic has certain requirements that must be met in order to even attempt to use.
• The caster has to be able to sense the target in some way, usually through sight.
• The caster must have at least one hand free, and be able to speak (Psionic magic is the exception to this).
• Spells used while wearing any Medium armour require 2 Spirit Points instead of 1.
• Spells used while wearing any Heavy armour require 3 Spirit Points instead of 1.
Armour inhibits the flow of energy through one’s body, and even one piece of Medium or Heavy armour worn can
affect this flow.
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GLOSSARY CONTENTS
Concentration Spells
Some spells list their duration as ‘Concentration, or X minutes’. These require the character to maintain concentration
in order to sustain the effect. If they fall unconscious, or take a Serious or Major Wound, the effect ends. Only one
concentration effect (including manoeuvres) can be maintained at a time. To activate a new spell that requires
concentration, they must first dismiss the current effect as a free action, and for the duration of the spell, the character
must stay within the range of their subject or concentration is instantly broken.
When making contested rolls against the subject of a concentration effect, a fresh opposed check is made by both
characters each time. Each round thereafter, the afflicted creature gets another attempt to break free, making the
appropriate skill check against the character’s skill.
Finally, if the end of the allotted time for a concentration effect is reached (usually 1 minute), the spell effect ends
unless the character spends spirit points to continue the effect. There’s no need to make another skill check to
accomplish this.
Acquiring Spells
The Accolade cost is used when learning a new spell without the aid of another person, applying your own
knowledge of magic to instantly put together all you have learned to formulate the new spell
• It costs 8 Accolades to learn a new spell, or,
• Pay 1000sp and spend 10 days (80 hours) learning it from a Teacher.
• You can trade a talent, spell or manoeuvre you don't use anymore for a new ability of any type you qualify for.
You can do this up to three times.
Teachers
If you’ve found someone to teach you a new spell, you’ll need to pay them in Silver Pieces, usually half in advance.
Once the required time is completed, the new spell is gained. Learning a spell in this way can be done in bits and pieces,
essentially totalling up to 8 hours per day until the new spell is learned and can be used. It’s probably best to have your
character spend some time between adventure sessions to learn this new spell or you’ll be stuck in a classroom while
your friends go on exciting adventures without you.
Traits
All spells have traits, as listed below:
Trait Description
Used with Usually 1 action, but sometimes a minute, an hour, or as a Reaction.
Range The spell’s target must be within this range, usually listed in squares (metres or yards, depending
on the measurement system you’re using). Spells with a range of Touch require the caster to be
standing within reach of the target. Only a light touch is required.
Duration Instant spells occur immediately and have no duration. Otherwise, the spell lasts for the listed time.
Concentration spells require the caster to maintain concentration to continue the spell.
Resist The target makes a resistance check of this type to avoid some or all of the spell’s effects.
Advancement Additional effects that can either replace or augment the baseline effect as skill increases.
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GLOSSARY CONTENTS
Using Scrolls
Spellcasters of advanced skill can use the Inscription talent to inscribe a prepared piece of parchment with magic
power, and then read it at a later date to unleash the power stored in that scroll. Reading from a scroll allows the user to
cast the inscribed spell by using the power stored within the words, rather than their own Spirit Points. Toying with such
power isn’t without risk, however. Anyone with a magic skill can read a scroll and attempt to invoke it, regardless of
what skill was used to write it.
• Armour doesn’t impose any penalties when using a scroll, as the caster is simply speaking the final words of
power to unleash its energy, and the only hand gesture required is to simply hold the scroll.
• The power of a scroll is linked to the skill level of the character who created it. So, a scroll created at 70% has
all of the benefits of the spell at that level.
Make your casting roll as normal and consult the table below for the result.
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Alchemy
This field of magic combines herbalism with arcane power to create useful items, often transmuting common tonics
into magical potions of remarkable potency. Combining their rudimentary science with magic is the cornerstone of an
Alchemist’s practice, and while others might not understand exactly how they do what they do, the results speak for
themselves.
Dedicated practitioners of Alchemy are thought of as strange, almost mad individuals who can produce odd
concoctions on request, for themselves or others. They’re constantly experimenting with odd chemicals and
components to create new and interesting effects, and as such they’re resilient and hardy individuals who can withstand
the odd explosion or two.
Magical Focus
Alchemists create the potions that party members use to give them a boost, whether it’s healing, or boosting their
abilities. They’re also able to use small explosive bombs to fight, and their spells allow them to enhance these bombs in
creative ways. Finally, they can make use of rare components from slain monsters to create new and interesting
formulas with potent effects.
Alchemy in Society
There’s no doubt that an Alchemist’s potions are welcome in greater society, where true healing can oftentimes be a
rare commodity. What’s less welcome are the occasional explosions coming from their laboratory as they conduct their
strange experiments. The tolerance for this behaviour varies from city to city, with some monarchs having their own
personal Alchemist to provide an assortment of potions at a moment’s notice. Other cities keep them at a distance,
usually banishing them to the slums where the locals are forced to put up with the odd noises and aromas emanating
from an Alchemist’s laboratory.
The majority of Alchemists are solitary types, preferring to have their own tower outside of small communities,
where they are free to conduct their research without endangering others. Towns and villagers often welcome such a
neighbour, as an Alchemist’s expertise with herbs and medicines can provide urgent medical help usually lacking in
such remote places.
Remote locations also serve as decent bases of operation for conducting expeditions, too. Often, an Alchemist will
require a rare and exotic component in order to create a special formula, and they will have to journey a long way and
face real dangers in order to find and retrieve such components.
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ALCHEMY SPELL LIST ADVANCED ALCHEMY BOMBS GLOSSARY CONTENTS
Use The Action, Movement or Reaction the spell is used with.
Rng The range of the spell. S = Self, T = Touch, or a distance in Squares.
Duration Instant, 1A is one Action, 1rd is one round, Concentration in minutes.
Resist Endurance, Evade, Resolve, Brawn, Shield
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* If available.
Special Formulas Use Rng Du Rs Description
Burrowing Potion 1m T 24h - Altered tonic allows movement through the earth.
Cure Lycanthropy 1m T 24h - Anti-bacterial tonic is altered to cure lycanthropy.
Draining Bomb Act 10 1m En Bomb deals no damage but instils fatigue in targets.
Elixir of Youth 1m T 24h - Universal tonic is altered to reverse ageing effects.
Free Move Potion 1m T 24h - Altered tonic prevents any movement impairment.
Growth Potion 1m T 24h - Tonic is altered to increase height, weight, DM & AP.
Love Potion 1m T 24h - Altered tonic causes drinker to fall in love.
Luck Potion 1m T 24h - Altered tonic grants an extra Luck Point for the day.
Magic Resistance 1m T 1hr - Altered tonic grants resistance to magic.
Potion
Shadow Bomb Act 10 In - Bomb deals less damage, type becomes shadow.
Regeneration Potion 1m T 24h - Altered tonic restores 1HP/rd, regrows limbs.
Resurrection Salve 1m T In - Poultice is altered to restore life to recently deceased.
Scalding Acid Bomb Act 10 In - Acid bomb reduces more AP than usual.
Schism Potion 1m T 24h - Altered tonic grants additional physical action.
Smoke Form Potion 1m T 24h - Altered tonic turns drinker into smoke.
Stoneskin Potion 1m T 24h - Potion grants substantial Natural Armour, reduces movement.
Stoning Bomb Act 10 1m En Bomb deals no damage, pins target.
Vitality Potion 1m T 24h - Tonic grants +10 HP above max, +1 permanent.
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Bombs
Regardless of which field of science you choose to specialise in, alchemy can be used to craft basic explosive
devices called bombs, which are small vials filled with a volatile substance which detonates on impact. By using an
Alchemist’s Kit, an alchemist can use Alchemy Materials (found on the Tools & Gear table for 50sp each) to create 10
bo mbs in 4 hours. Each bomb is a concoction of chemicals (including black power) suspended in a small glass vial
which breaks when thrown, causing the contents to explode.
To create a bomb, the player makes an Alchemy skill check with adjustments made on the Alchemist Crafting Table.
Result Effect
Critical Success You create fifteen bombs instead of ten at no additional cost in materials.
Success Ten bombs are created successfully.
Failure You create only five bombs from this batch, the rest are ruined.
Fumble You failed to make any bombs and the materials are lost, and you need to make an unopposed
Endurance check to avoid 1d6 acid damage, with 1 armour piece worn losing 1d4 AP.
• Bombs with an area of effect strike a given square on a successful Alchemy skill check. If the roll is
unsuccessful, the bomb lands either closer or further away, determined by rolling a d6, as shown on this table.
• Carrying more than 20 bombs on your person makes you susceptible to bomb volatility. If you are damaged by
fire or bludgeoning damage and you fail any Resistance skill check, one of the bombs will detonate with you at
the centre of the blast. This damage cannot be avoided by a Resistance check (you’ve already failed one!)
• A bomb’s composition is stable enough to last for 30 days, after which time it degrades into inert material.
• Some alchemy spells enhance the effects of a bomb. These are cast and thrown in the same Alchemy skill
check, in the same way you apply manoeuvres. The range of the spell is the same as the range of a bomb.
Bombs can be made more potent by concentrating their ingredients, using more Alchemy Materials with each bomb.
This increases their effectiveness, but they become more difficult to produce, too.
Using Bombs
Bombs are typically thrown at a target by making a check against your Alchemy skill, opposed by your target’s Evade
skill, just like regular ranged weapon attacks. Although thrown, bombs do not count as typical Thrown Weapons (such
as daggers or darts) and therefore don’t gain benefits from Thrown Weapon talents or Manoeuvres (there are bomb
talents specifically for this). If you fail your check to throw a bomb, your Alchemy skill is raised by 1 just like any other
skill failure.
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Alchemy Spells
Acid Bomb
Used With Cast this spell and make an attack with a bomb in the same action, using a single roll
Action of your Alchemy skill. If it hits, your bomb deals acid damage instead of fire, and the
target loses 1d4 armour points from one piece of any worn armour (chosen by the target).
Range
10 squares
Duration
Instant
Resist
-
Material Component: Alchemical Bomb
Advancement
70%: Increase the acid bomb’s damage by +3, and the bomb counts as an Auric weapon.
90%: The damage bonus increases to +6.
99%: The damage bonus increases to +9.
Auric Potion
Used With When you cast this spell upon a Healing Tonic, you alter it to become an Auric Potion.
1 minute When drunk, the subject becomes protected by an aura of magical energy that absorbs
ranged damage, or any damage created by a spell.
Range
• The subject gains +2 Energy AP for 1 hour.
Touch
Duration After 24 hours, the potion reverts back to being a regular tonic.
24 hours
Resist
-
Material Component: 1x Healing Tonic
Advancement
70%: The potion grants a total of +3 Energy AP.
90%: The potion grants a total of +4 Energy AP.
99%: The potion grants a total of +5 Energy AP.
Armour Potion
Used With When you cast this spell upon a Healing Tonic, you alter it to become an armour potion.
1 minute • The subject gains a layer of thickened leather over their skin, granting +1 Natural
Range Armour for 1 hour.
Touch
After 24 hours, the potion reverts back to being a regular tonic.
Duration
24 hours
Resist
-
Material Component: 1x Healing Tonic
Advancement
70%: The potion grants a total of +2 Natural Armour.
90%: The potion grants a total of +3 Natural Armour.
99%: The potion grants a total of +4 Natural Armour.
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Burrowing Potion
Used With When you cast this spell upon an Strength Tonic, and add the alchemical ingredient,
1 minute you alter it to become a burrowing potion. Whoever drinks it gains the ability to burrow
through the earth at their normal listed Movement Rate, still able to breath normally for 1
Range
hour.
Touch
Duration After 24 hours, the potion reverts back to being a regular tonic.
24 hours
Resist
-
Material Component: 1x Strength Tonic, 1x Ground Titanic Worm tooth
Advancement
70%: The duration increases to 2 hours, and the subject’s underground Movement is increased by +1.
90%: The duration increases to 3 hours, and the subject’s underground Movement is increased by +2.
99%: The duration increases to 4 hours, and the subject’s underground Movement is increased by +4.
Comeliness Potion
Used With When you cast this spell upon an Energy Tonic,, you alter it to become a comeliness
1 minute potion. Anyone drinking this potion becomes more physically appealing to onlookers,
Range • The drinker gains a +6% result bonus to Charisma-based skill rolls for 1 hour.
When it runs out, the character goes through 2 rounds of awkwardness as they revert
Touch
to their less appealing original selves, and loses their Charisma result bonus on checks.
Duration
24 hours After 24 hours, the potion reverts back to being a regular tonic.
Resist
-
Material Component: 1x Energy Tonic
Advancement
70%: The duration increases to 2 hours, and potion’s effect is increased to +9%.
90%: The duration increases to 3 hours, and potion’s effect is increased to +12%.
99%: The duration increases to 4 hours, and potion’s effect is increased to +15%.
Conflagration Bomb
Used With Cast this spell and make an attack with a bomb in the same action, using a single roll
Action of your Alchemy skill. If it hits, it creates an intense flame that covers an area in a 2-
Range square radius of the impact point, dealing half its normal damage to all targets in that
area for 2 rounds thereafter.
10 squares
Duration
3 rounds
Resist
-
Material Component: Alchemical Bomb
Advancement
70%: Increase the bomb’s is increased damage by +4.
90%: The damage bonus increases to +8.
99%: The damage bonus increases to +12.
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Courage Potion
Used With When you cast this spell upon any Relaxation Tonic, you alter it to become a courage
1 minute potion. Anyone drinking this potion instantly feels more courageous.
Range • The drinker becomes immune to becoming frightened and if they already have
this condition, it is removed.
Touch
Duration After 24 hours, the potion reverts back to being a regular tonic.
24 hours
Resist
-
Material Component: 1x Relaxation Tonic
Advancement
70%: The duration increases to 2 hours.
90%: The duration increases to 3 hours, and potion also makes the subject immune to being terrified.
99%: The duration increases to 4 hours.
Curative Potion
Used With When you cast this spell upon Anti-Bacterial Tonic, you alter it to become a curative
1 minute potion.
Range • Anyone drinking this potion will instantly be cured of the tipsy or nauseated
conditions.
Touch
Duration After 24 hours, the potion reverts back to being a regular tonic.
24 hours
Resist
-
Material Component: 1x Anti-Bacterial Tonic
Advancement
70%: The potion also cures the intoxicated condition, or any disease the drinker currently suffers.
90%: The potion also cures any poison effects the drinker currently suffers.
99%: The potion also cures any addition the drinker currently suffers.
Cure Lycanthropy
Used With When you cast this spell upon an Anti-Bacterial Tonic, you alter it to become a Cure
1 minute Lycanthropy potion.
Range • Anyone drinking this potion will instantly be cured of lycanthropy.
Touch
After 24 hours, the potion reverts back to being a regular tonic.
Duration
24 hours
Resist
-
Material Component: 1x Anti-Bacterial Tonic, 1x Werewolf fur
Advancement
-
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Devastating Bomb
Used With Cast this spell and make an attack with a bomb in the same action, using a single roll
Action of your Alchemy skill. If it hits, it empowes the bomb with raw magical energy:
Range • The bomb gains a +4 damage bonus.
10 squares
Duration
Instant
Resist
-
Material Component: Alchemical Bomb
Advancement
70%: The damage bonus increases to +8, and the bomb counts as an Auric weapon.
90%: The damage bonus increases to +16.
99%: The damage bonus increases to +20.
Dispelling Bomb
Used With Cast this spell and make an attack with a bomb in the same action, using a single roll
Action of your Alchemy skill. If it hits, your bomb deals no damage but has a chance to disrupt a
magical spell on the target.
Range
• The caster of the target spell must make an opposed check of their magic skill
10 squares
versus your Alchemy skill roll. If you win, the spell ends.
Duration
Instant
Resist
-
Material Component: Alchemical Bomb
Advancement
90%: If the caster of the target spell fails to resist this effect, they also become dazed for 1 round.
Draining Bomb
Used With Cast this spell and make an attack with a bomb in the same action, using a single roll
Action of your Alchemy skill and adding the alchemical ingredient.
Range • If it hits, your bomb reduces the target’s Spirit Points by 1d6. The target must
make an opposed Endurance skill check, and if they fail, they gain the fatigued
10 squares
condition for 1 minute.
Duration
1 minute
Resist
-
Material Component: Alchemical Bomb, and 1 unit of Entropaal Residue
Advancement
70%: The target loses +1 Spirit Points.
90%: The target loses +2 Spirit Points.
99%: The target loses +3 Spirit Points, and the duration of the fatigued condition lasts for 1 hour.
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Elixir of Youth
Used With When you cast this spell upon an Energy Tonic and add the alchemical ingredient, you
1 minute enhance it to become an elixir of youth.
Range • When imbibed, the elixir removes 1d6 years from your effective age, though it
won’t make you any younger than the minimum age on the age table.
Touch
The effects last for an entire year, after which point the character will revert to their
Duration actual age over the course of a week.
24 hours
Resist After 24 hours, the potion reverts back to being a regular tonic.
-
Material Component: 1x Universal Tonic, 1x Lock of Nymph’s Hair
Advancement
70%: Increase the effect of the age loss by +1 to the die roll.
90%: Increase the effect of the age loss by a total of +2 to the die roll.
99%: Increase the effect of the age loss by a total of +3 to the die roll.
Flash Bomb
Used With As a Reaction to coming under attack with a melee weapon, expend 1 bomb as you
Reaction cast this spell. The bomb deals no damage, but the target is hit with an intense burst of
light and sound, forcing them to make an opposed Endurance skill check.
Range
• If the fail their check, their attack fails and they are dazed until the start of their
3 squares
next turn.
Duration
Instant
Resist
Endurance
Material Component: Alchemical Bomb
Advancement
70%: The Flash Bomb can also interrupt spells being cast directly at you if they’re within range.
90%: Subjects are stunned instead of dazed until the start of their next turn.
99%: The flash bomb affects targets in a 1-square radius of the subject.
Frag Bomb
Used With Cast this spell and make an attack with a bomb in the same action, using a single roll
Action of your Alchemy skill.
Range • If it hits, your bomb deals piercing damage instead of fire to every creature in a
2-square radius. All affected creatures may make an opposed Evade skill check
10 squares
to take half damage.
Duration
Instant
Resist
Evade
Material Component: Alchemical Bomb
Advancement
70%: The bomb deals +4 damage, and the bomb counts as an Auric weapon.
90%: The bomb’s damage bonus increases to +8 damage.
99%: The bomb’s damage bonus increases to +12 damage and the radius increases to 3 squares.
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Frost Bomb
Used With Cast this spell and make an attack with a bomb in the same action, using a single roll
Action of your Alchemy skill.
Range • If it hits your bomb deals cold damage instead of fire. If they fail an opposed
Endurance skill check, the target’s Movement and Reactions are reduced by -1.
10 squares
Duration
Instant
Resist
Endurance
Material Component: Alchemical Bomb
Advancement
70%: The bomb deals +5 damage, and the bomb counts as an Auric weapon.
90%: The bomb’s damage bonus increases to +10 damage, and affected targets are also slowed for 1 round.
99%: The bomb’s damage bonus increases to +15 damage, and the bomb now has a 1 square radius of effect.
Growth Potion
Used With When you cast this spell upon a Strength Potion, and apply the alchemical ingredient,
1 minute you alter it to become a growth potion. Whoever drinks it becomes much larger,
undergoing an increase in height, width and weight of their body.
Range
• The subject gains +1 Damage Modifier & Natural Armour, +2 Hit Points and 20kg
Touch
(44lb) of weight & 50cm (1'5") of height. These Hit Points disappear when the spell
Duration ends, but you can never die as a result of losing these.
24 hours • If this spell increases the subject’s height to above 250cm (8'2"), they are able to
Resist effectively use two-handed melee weapons in one hand, so long as they don’t have
- the ‘longreach’ property.
• If the target’s height goes above 110cm (3’3”), they lose the ‘Small’ trait.
After 24 hours, the potion reverts back to being a regular tonic.
Material Component: 1x Strength Tonic, 1x Arboreal Walker bark
Advancement
70%: The benefits are increased to +2 DM & Natural Armour, +4 Hit Points and 2x the height & weight effect.
90%: The benefits are increased to +3 DM & Natural Armour, +6 Hit Points and 3x the height & weight effect.
99%: The benefits are increased to +4 DM & Natural Armour, +8 Hit Points and 4x the height & weight effect.
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Healing Bomb
Used With Cast this spell and make an attack with a bomb in the same action, using a single roll
Action of your Alchemy skill.
Range • If it hits, your bomb heals 2 Hit Points to Minor Wounds instead of dealing
damage. Serious Wounds are merely stabilised.
10 squares
Duration
Instant
Resist
-
Material Component: Alchemical Bomb
Advancement
70%: The spell can affect Serious Wounds.
90%: The spell heals 3 Hit Points.
99%: The spell heals 4 Hit Points.
Healing Potion
Used With When you cast this spell upon a Healing Tonic, you alter it to become a Healing Potion.
1 minute • A Healing Potion heals 2 Hit Points to Minor or Serious Wounds.
Range
After 24 hours, the potion reverts back to being a regular tonic.
Touch
Duration
24 hours
Resist
-
Material Component: 1x Healing Tonic
Advancement
70%: The potion heals +3 Hit Points.
90%: The potion’s benefits can take the subject above their normal maximum (this effect doesn’t stack).
99%: The potion heals +4 Hit Points.
Love Potion
Used With When you cast this spell upon a Spirit Tonic, and add the alchemical ingredient, you
1 minute alter it to become a Love Potion. If you add hair from a specific individual, the drinker will
fall in love with that person (if that person drinks the potion, it has no effect at all). If you
Range
don’t add any hair, the drinker falls in love with the first person they see.
Touch
• The drinker effectively becomes charmed for 12 hours, feeling extreme desire for
Duration the subject of their desire and willing to do anything for them short of harming
24 hours anyone.
Resist • Once the potion wears off, it’s possible for these feelings to continue, but only as
- much as a normal relationship would allow.
After 24 hours, the potion reverts back to being a regular tonic.
Material Component: 1x Spirit Tonic, a lock of Dryad’s hair and a lock of the target’s hair.
Advancement
70%: The potion’s effects last for 24 hours.
90%: The potion is so trong the subject will also consent to attacking friendly targets.
99%: The potion’s effects last for 48 hours.
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Luck Potion
Used With When you cast this spell upon a Spirit Tonic, and add the alchemical ingredient, you
1 minute alter it to become a Luck Potion.
Range • The subject gains +1 Luck Point for 1 hour. Once the session is over, any Luck
Points above and beyond their normal amount vanish.
Touch
Duration After 24 hours, the potion reverts back to being a regular tonic.
24 hours
Resist
-
Material Component: 1x Spirit Tonic, 1x four-leaf clover.
Advancement
70%: The potion lasts for 2 hours.
90%: The potion lasts for the entire game session.
99%: The subject gains +2 Luck Points.
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Regeneration Potion
Used With When you cast this spell upon a Healing Tonic, and add the alchemical ingredient, you
1 minute alter it to become a Regeneration Potion.
Range • The potion heals the subject for 1 Hit Point every round for 1 minute, affecting
both Minor and Serious Wounds. As soon as the potion touches their tongue,
Touch
they will regain consciousness and thus, ‘unconscious’ subjects can drink it.
Duration
24 hours After 24 hours, the potion reverts back to being a regular tonic.
Resist
-
Material Component: 1x Healing Tonic, 1x piece of Troll tongue.
Advancement
70%: The potion’s duration is increased to 2 minutes.
90%: The potion also affects Major Wounds.
99%: The potion mends Lasting Injuries and regrows lost limbs overnight.
Resurrection Salve
Used With When you cast this spell upon a Healing Poultice, and add the alchemical ingredient,
1 minute you alter it to become a Resurrection Salve. Once applied, the salve will restore life to a
creature that died within the last minute, at 0 Hit Points.
Range
• The target's Constitution Attribute is permanently lowered by 1 point.
Touch
• Scars and Lasting Injuries are not healed.
Duration • This spell has no effect on constructs or undead.
Instant
Resist After 24 hours, the potion reverts back to being a regular poultice.
-
Material Component: 1x Healing Poultice, 1x ground phoenix feather.
Advancement
70%: The target is brought back to life on 1 Hit Point.
90%: The target can be brought back to life within 1 hour of their death.
99%: The target is brought back to life on full Hit Points, with scars and Lasting Injuries healed.
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Schism Potion
Used With When you cast this spell upon a Spirit Tonic, and add the alchemical ingredient, you
1 minute alter it to become a Schism Potion.
Range • The subject splitting your mind in two, allowing you to maintain an additional
spell of any kind with a duration of ‘Concentration’. The usual rules of being
Touch
unable to stack the same spell still applies.
Duration • The effect lasts for 1 minute.
24 hours
Resist After 24 hours, the potion reverts back to being a regular tonic.
-
Material Component: 1x Spirit Tonic, 1x vial of chimera blood.
Advancement
70%: The subject can maintain a total of 3 Concentration spells.
90%: The potion lasts for 1 hour.
99%: The subject can maintain a total of 3 Concentration spells or manoeuvres.
Shadow Bomb
Used With Cast this spell and make an attack with a bomb in the same action, using a single roll
Action of your Alchemy skill.
Range • If it hits, your bomb deals shadow damage instead of fire. The total damage
amount is halved.
10 squares
Duration
Instant
Resist
-
Material Component: Alchemical Bomb, 1x Mummy Wrap
Advancement
70%: The bomb deals +2 damage, and the bomb counts as an Auric weapon.
90%: The bomb’s damage bonus increases to +4 damage.
99%: The bomb’s damage bonus increases to +6 damage, and the bomb now has a 1 square radius of effect.
Smoke Bomb
Used With Expend one bomb and a Reaction when you cast this spell. You drop the bomb at your
Reaction feet, creating an instant cloud of thick smoke, allowing any creature in the square to make
an immediate withdrawal action.
Range
Self
Duration
Instant
Resist
-
Material Component: Alchemical Bomb
Advancement
70%: The bomb can be dropped up to 5 squares away.
90%: The cloud lingers, creating Cover in that square for 1 round.
99%: The cloud lingers even longer, creating Cover in that square for 2 rounds.
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Shock Bomb
Used With Cast this spell and make an attack with a bomb in the same action, using a single roll
Action of your Alchemy skill.
Range • If it hits, your bomb deals electrical damage instead of fire.
10 squares
Duration
Instant
Resist
Endurance
Material Component: Alchemical Bomb
Advancement
70%: The bomb deals +4 damage, and the bomb counts as an Auric weapon.
90%: The bomb’s damage bonus increases to +8, and if damaged, the target is stunned for 1 round on failed resist.
99%: The bomb’s damage bonus increases to +12, and if damaged, the target is for paralysed 1 round on failed
resist.
Speed Potion
Used With When you cast this spell upon an Energy Tonic, you alter it to become a Speed Potion.
Action • A speed potion adds +3 Movement to the subject’s speed.
Range • The potion’s effects last for 1 minute.
Touch
After 24 hours, the potion reverts back to being a regular tonic.
Duration
24 hours
Resist
-
Material Component: 1x Healing Tonic
Advancement
70%: The target gains a total of +4 Movement.
90%: The target gains a total of +5 Movement, and also ignores difficult terrain penalties .
99%: The target gains a total of +6 Movement, ignores difficult terrain and is immune to Opportunity attacks.
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Spirit Potion
Used With When you cast this spell upon a SpiritTonic, you alter it to become a Spirit potion.
1 minute • The potion restores +2 Spirit Points.
Range
After 24 hours, the potion reverts back to being a regular tonic.
Touch
Duration
24 hours
Resist
-
Material Component: 1x Spirit Tonic
Advancement
70%: The potion restores +3 Spirit Points.
90%: The potion’s benefits can take the subject above their normal maximum (this effect doesn’t stack).
99%: The potion restores +4 Spirit Points.
Sticky Bomb
Used With Cast this spell and make an attack with a bomb in the same action, using a single roll
Action of your Alchemy skill.
Range • You bomb sticks to the target and detonates up to 1 minute later, as designated
by you. The bomb can be removed by a creature by making an opposed Brawn
10 squares
skill check.
Duration
1 minute
Resist
-
Material Component: Alchemical Bomb
Advancement
70%: The bomb deals +3 damage, and the bomb counts as an Auric weapon.
90%: The bomb’s damage bonus increases to +6, and you can increase the bomb’s detonation time up to 1 minute.
99%: The bomb’s damage bonus increases to +9.
Stoneskin Potion
Used With When you cast this spell upon a Strength Tonic, and add the alchemical ingredient, you
1 minute alter it to become a Stoneskin Potion.
Range • The potion grants +3 Natural Armour to the subject, and Movement is halved.
Touch • The potion lasts for 1 hour.
Duration After 24 hours, the potion reverts back to being a regular tonic.
24 hours
Resist
-
Material Component: 1x Strength Tonic, 1x Gargoyle Eye
Advancement
70%: The potion grants a total +4 Natural Armour.
90%: The potion grants a total +5 Natural Armour.
99%: The potion grants a total +6 Natural Armour.
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Stoning Bomb
Used With Cast this spell and make an attack with a bomb in the same action, using a single roll
Action of your Alchemy skill.
Range • If it hits, your bomb deals no damage, but forces the subject to make an
Endurance check versus your attack roll or become pinned for 1 minute.
10 squares
Creatures can attempt to break free by spending an action to make a Brawn
Duration check versus the alchemist’s original attack roll (make a note of it in advance).
1 minute
Resist
Endurance
Material Component: Alchemical Bomb, 1x strand of Gorgon’s “hair”.
Advancement
70%: Increase the bomb’s area of effect radius by 1 square.
90%: The subject cannot add their result bonus when attempting to break free.
99%: Creatures become paralysed instead of pinned.
Vanishing Potion
Used With When you cast this spell upon a Spirit Tonic, and add the alchemical ingredient, you
1 minute alter it to become a Vanishing Potion. This potion diverts the course of light around the
subject’s body, granting Stealth result bonus. This ability can even be used in full sight of
Range
an opponent (i.e. without needing cover), only requiring an opposed check to be
Touch
successful.
Duration • Gain a +6% result bonus on Stealth skill checks.
24 hours • The potion lasts for 1 minute.
Resist • Use in the open in view of enemies without penalty.
- After 24 hours, the potion reverts back to being a regular tonic.
Material Component: 1x Spirit Tonic
Advancement
70%: The bonus increases to +12%.
90%: The subject becomes invisible, but this effect ends if the user casts a spell, attacks or damages another
character or object.
99%: The subject becomes invisible and they can use Small weapons without breaking this effect.
Vitality Potion
Used With When you cast this spell upon a Universal Tonic, and add the alchemical ingredient, you
1 minute you alter it to become a Vitality Potion.
Range • The subject gains 10 Hit Points for the duration. These Hit Points can exceed
your Hit Point maximum, but they cannot be regained if lost. If you take any
Touch
damage, these Hit Points are lost first.
Duration • The potion lasts for 1 hour.
24 hours • The potion also increases their maximum Hit Points by 1 point, permanently, to a
Resist maximum of 10 Hit Points from these potions.
-
After 24 hours, the potion reverts back to being a regular tonic.
Material Component: 1x Universal Tonic, 1 vial of ground treant bark
Advancement
70%: The number of temporary Hit Points is increased to +12.
90%: The number of temporary Hit Points is increased to +14.
99%: The number of temporary Hit Points is increased to +16.
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Artifice
Artisans at fabricating powerful magic items by using gems, metal and wood, Artificers work their magic through
their devices and inventions. Their creations are temporarily imbued with power channelled from their own spirit,
allowing them to project a wide variety of magical effects similar to how other casters function. Their designs are
intricate and masterful creations, and it’s not uncommon to see an Artificer carrying an assortment of wands, sceptres
and staves to deal with any problem they might encounter.
Magical Focus
Enhancing the weapons of allies and providing pre-charged magical items capable of casting potent spells is the
main task of an artificer in a party. Their Construct is a powerful melee combatant, able to provide a solid front-line
presence to protect other weaker party members. Due to the expense involved with creating these inventions and the
weight of carrying large amounts of this equipment, Artificer magic tends to be a little more potent than other
spellcasters.
Artifice in Society
Artificers are relatively common in cities, where the markets can provide them access to the assortment of materials
they need to build their devices. As such, they’re popular with other spellcasters who often commission the creation of
inventions for their own personal use. This is especially true for the wealthier members of society, who may look upon
artificer inventions as status symbols.
Although Artificers themselves are welcome into society, their Constructs are more problematic. Cities prefer to
have their own security forces deal with crime and threats, but an Artificer’s Construct answers only to its creator . This
attitude varies from city to city, all the way from grudging acceptance to being outright prohibited.
In smaller towns, Artificers are considered strange wizard-types, intent on their own creations and research and
having little to do with the local population. Such practitioners of artifice are more adventurous than others, using their
rustic locations more like a base from which to conduct expeditions into ancient ruins, to uncover designs and
inventions long lost to the modern world.
.
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Inventions
Power Gems
The core of an artificer’s magic is the enchantment of power gems, regular gems and jewels which absorb and hold
the caster’s Spirit Points, which can then be used to power an Artificer’s inventions. These inventions have a listed gem
type that’s required to make it work, based on the size of the device itself. Typically, this will be a Mo onstone (20sp) for
smaller inventions, which are also the most common type. Bigger inventions need a Silver Pearl (200sp) to power them,
while the largest need nothing short of an Emerald (2000sp) to power them.
Starting Inventions
When you gain the Artifice skill, you automatically gain 1 invention right away at no cost. All subsequent invention
designs must be either researched using Accolades, bought from someone else, or found from other Artificers or
ancient ruins.
New inventions can be researched by spending Accolades to instantly ‘buy’ blueprints you qualify for, purchasing the
blueprint from someone, or acquiring a blueprint in some other manner.
• It costs 8 Accolades to learn a new blueprint.
• Pay 1000sp to a vendor or fellow artificer who is willing to sell it to you.
• Find a design in an Artificer’s manual.
Building Inventions
You’ll need the components listed in the invention’s details to build the device, which usually requires a little gold
plus either metal or wood. Metal tends to be iron, while any regular wood will suffice, but you can also substitute these
components for exotic metals and woods as noted in the crafting section. The invention will gain the benefits of that
material, usually a damage bonus (if the invention is a weapon), and/or a skill result bonus, as well as additional Hit
Points. If the invention isn’t a weapon, it gains additional free charges (during the charging process) in place of the
damage bonus. You can also make the item a masterwork, gaining those benefits too.
You’ll also need an Artificer’s toolkit. Once you have your components and tools assembled, spend the listed number
of hours working on the invention then make a skill check, and consult the following table.
When your skill advances enough to grant an extra ability from an invention, you can also upgrade an existing
invention to gain the new bonus by spending an hour with it.
Enchanting Items
In addition to building specific inventions, some Artificer abilities work like regular spells, cast directly onto items
such as weapons and armour for a direct benefit. This is an inefficient method that usually doesn’t last long, but these
spells as well as charging power gems can become permanent at high level skill.
Using Inventions
Details about each invention will tell you what skill (if any) is required to use it. Most inventions will be a wand,
sceptre or staff, which can be used by any Magic skill, but some are more specialised, requiring the Artifice skill in
particular to operate. sceptres can be used as clubs, and staves can be used as quarterstaffs should the need arise.
There are also some inventions which provide passive bonuses that don’t require a skill check to use, such as rings,
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amulets and clothing items. Using any Artifice device counts as casting a spell, and can be treated accordingly, and
extra charges are used while wearing medium and heavy armour, just as spells do.
Use The Action, Movement or Reaction the spell is used with.
Rng The range of the spell. S = Self, T = Touch, or a distance in Squares.
Duration Instant, 1A is one Action, 1rd is one round, Concentration in minutes, Permanent.
Resist Endurance, Evade, Resolve, Brawn, Magic skill, Shield
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Artifice Inventions
Aetheric Hammer
Build Time: This design creates a small rod 30cm (1’) in length, capped with jade and inlaid with
4 hours gold, with a hammer’s head at the end.
Components Used with Skill Rng Dur Resist Size ENC HP
1x unit of metal * Artifice S 1hr - S 1 10
1x gold piece
1x Jade The hammer condenses aethereal energy into a usable form, creating an intense
violet-white light. When 1 Charge is expended, the Artificer can:
Power Gem: • Use the hammer’s power to repair an object for 1d4 Hit Points or Armour Points
Moonstone over the course of 1 minute’s work.
• As an Action, overload the hammer to unleash a burst of energy, dealing 1d6
radiant damage to a target within 2 squares if the target fails an opposed Resolve
skill check, and they are also blinded for 1 round.
• Counts as a Specialist toolkit for 1 hour.
Advancement
70%: The hammer repairs 1d6 damage, and if used as a weapon, deals +6 additional radiant damage.
90%: The hammer repairs 1d8 damage, and if used as a weapon, deals a total of +12 additional radiant damage.
99%: The hammer repairs 1d10 damage, and if used as a weapon, deals a total of +18 additional radiant damage.
Armour of Regeneration
Used With Choose a piece of armour or a shield. It immediately repairs 1 AP of damage on itself,
1 minute and another 1 AP every 24 hours thereafter.
Range
Touch
Duration
24 hours
Resist
-
Advancement
70%: The armour piece now regenerates 2 AP on casting, and 2 AP every 24 hours thereafter.
90%: The duration increases to 3 days.
99%: The duration increases to 7 days.
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Armour of Resistance
Used With Choose a piece of torso armour. While worn, this armour piece bestows +2 DR vs any
Action chosen damage type to the wearer. Extra castings of this spell on the same item replace
the original effect.
Range
Touch
Duration
1 hour
Resist
-
Advancement
70%: The DR gained is increased to +3.
90%: The DR gained is increased to +4. You can instead choose to bestow +5 AP vs Mundane Weapons.
99%: The DR gained is increased to +5.
Amulet of Armour
Build Time: This design creates a thumb-sized amulet with a thin chain that can be worn around
4 hours one’s neck, with space for a small power gem on the front.
Components Used with Skill Rng Dur Resist Size ENC HP
0.5x unit of metal Action - S 1hr - T - 5
1x gold piece
Whoever wears the amulet can activate it as an Action. Doing so grants the wearer 3
Power Gem: points of Worn armour. This armour doesn’t stack with any Worn armour, and casting this
Silver Pearl spell on the same target a second time simply replaces the first casting, as normal. If cast
on a race that can’t normally wear armour, such as a Saerid, the spell only provides half its
normal benefit.
Advancement
70%: The armour gained increases to 6 AP.
90%: The armour gained increases to 9 AP.
99%: The armour gained increases to 12 AP.
Amulet of Negation
Build Time: This design creates a thumb-sized amulet with a thin chain that can be worn around
4 hours one’s neck, with space for a small power gem on the front.
Components Used with Skill Rng Dur Resist Size ENC HP
0.5x unit of metal Reaction Artifice S In Magic skill T - 5
1x gold piece
When someone casts a hostile spell at the wearer of this amulet, they can attempt to
Power Gem: counter it as a Reaction. The caster of the target spell must make an opposed check of
Silver Pearl their magic skill versus your Artifice skill. If your roll when casting this spell is higher than
theirs, the target spell has no effect. This effect uses 1 Charge from the Amulet.
Advancement
90%: If the caster fails to resist this effect, they also become dazed for 1 round.
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Amulet of Shielding
Build Time: This design creates a thumb-sized amulet with a thin chain that can be worn around
4 hours one’s neck, with space for a small power gem on the front.
Components Used with Skill Rng Dur Resist Size ENC HP
0.5x unit of metal Reaction Any Magic S In - T - 5
1x gold piece
Whoever wears the amulet can activate it as a Reaction. Doing so grants the wearer a
Power Gem: shield against ranged and magic attacks. The wearer makes a roll with their magic skill vs
Silver Pearl the attacker’s roll.
• If successful, the wearer gains +5 Energy AP.
Advancement
70%: The bonus increases to +10 Energy AP.
90%: The bonus increases to +15 Energy AP.
99%: The bonus increases to +20 Energy AP.
Amulet of Spirit
Build Time: This design creates a thumb-sized amulet with a thin chain that can be worn around
4 hours one’s neck, with space for a small power gem on the front.
Components Used with Skill Rng Dur Resist Size ENC HP
0.5x unit of metal Action - S 1hr - T - 5
1x gold piece
Whoever wears the amulet can activate it as an action. Doing so grants the wearer 1
Power Gem: Spirit Point for every 2 Charges spent from the amulet. Charges in the amulet remain
Silver Pearl there for 1 hour.
Advancement
70%: The amulet provides 1 Spirit for every Charge used.
90%: The amulet retains its charges for 12 hours.
99%: The amulet can be activated as a Reaction.
Auric Ring
Build Time: This design creates a metal ring that can be worn on a finger or as an earring, with
4 hours space for a small power gem on the top.
Components Used with Skill Rng Dur Resist Size ENC HP
0.1x unit of metal - - S 1hr* - T - 5
1x gold piece
• Whoever wears the ring gains +2 Energy AP. The ring will consume 1 Charge per
Power Gem: hour while worn.
Moonstone
Advancement
70%: The ring provides a total of +3 Energy AP.
90%: The ring provides a total of +4 Energy AP.
99%: The ring provides a total of +5 Energy AP.
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Bag of Storage
Build Time: This design enhances a backpack with gold and gems, altering it to magically carry
4 hours more than it normally could.
Components Used with Skill Rng Dur Resist Size ENC HP
1x Backpack (any) - - - 1hr* - M - 5
1x gold piece
1x Jade • The bag uses 1 Charge per 24 hours. While active, the bag’s ENC bonus is
Power Gem: increased by +4.
Silver Pearl
Advancement
70%: The bag’s ENC bonus is instead increased by +8.
90%: The bag uses 1 Charge per 7 days, and the bag’s ENC bonus is instead increased by +12.
99%: The bag’s ENC bonus is instead increased by +16.
Elemental Weapon
Used With Choose a weapon. When you cast this spell while touching the weapon, its damage
Action type changes to either acid, cold, fire or electrical as desired. The weapon glows at night
in a colour appropriate to the type of enchantment, in a 3 square radius. Additionally, it
Range
gains the following effects:
Touch
• The weapon also deals +1 damage.
Duration • Acid weapons deal 1 AP of damage against armour, shields or parrying weapons.
1 hour • Cold weapons halve a damaged target’s movement.
Resist • Fire weapons cause a damaged target to lose 2 HP on the start of their next turn.
- • Electrical weapons cause a damaged target to lose a Reaction, but also deal half
their normal damage.
Advancement
70%: The damage bonus increases to +2.
90%: The damage bonus increases to +3 and it becomes an Auric weapon.
99%: The damage bonus increases to +4 and the enchantment can be sacrificed at will to add a second damage
dice to the result (chosen just before the damage dice are rolled).
Empower Weapon
Used With Choose a weapon. When you cast this spell while touching the weapon, it gains a
Action temporary magical enchantment to improve its damage and accuracy. The weapon glows
white at night in a 3 square radius.
Range
• The weapon deals +1 damage and gains a +2% result bonus.
Touch
Duration
1 hour
Resist
-
Advancement
70%: The damage bonus increases to +2 and the result bonus increases to +4%.
90%: The damage bonus increases to +3 and the result bonus increases to +6%, and it becomes an Auric weapon.
99%: The damage bonus increases to +4 and the result bonus increases to +8%. One casting of this spell affects all
chosen allies within 2 squares of you, enchanting the weapon they are currently holding.
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Fast Shield
Used With Choose a shield. When you cast this spell while touching the shield, it gains a
Action temporary magical enchantment to make it block faster, and deal more damage when
used as a weapon. The shield glows faintly with white light.
Range
• The shield gains a +2% result bonus for blocking or attacking.
Touch
• The shield deals +1 damage.
Duration
1 hour
Resist
-
Advancement
70%: The result bonus increases to +3%, and the damage increases to +2.
90%: The result bonus increases to +4%, and the damage increases to +3.
99%: The result bonus increases to +5%, and the damage increases to +4. The shield can be used to block on the
same round it is used to attack with, regardless of its size.
Fortified Shield
Used With Choose a shield. When you cast this spell while touching the shield, it gains a
Action temporary magical enchantment to improve its resilience. The shield glows faintly with
Range white light.
• The shield gains +2 AP.
Touch
Duration
1 hour
Resist
-
Advancement
70%: The bonuses increase to +3.
90%: The bonuses increase to +4, and the shield can be used to make a block attempt against spells that cannot
normally be defended against, such as a Force Bolt or Telekinesis spell.
99%: The bonuses increase to +5, and the user can spend a charge to use their Shield block to resist any magical
attack directed against them, in place of any other resistance skill.
Helm of Breathing
Build Time: This design is typically used to enhance a helmet, but it can also be applied to a strip of
4 hours cloth or leather, so long as it can cover the nose and mouth of the wearer.
Components Used with Skill Rng Dur Resist Size ENC HP
1x Helm or Strip of cloth Reaction - S 1hr* - S - 10
1x gold piece
• When activated, the wearer can breathe underwater as if it were breathing air, for
Power Gem: 1 hour. It uses 1 Charge per hour.
Moonstone
Advancement
70%: The wearer gains a +10% Endurance skill bonus vs breathable poisons.
90%: The wearer is now invulnerable to breathable poisons.
99%: The duration is increased to 2 hours per Charge.
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Message Paper
Build Time: This design lets you turn a regular piece of parchment or paper into a magically
1 hour enchanted piece, able to convey messages over long distances.
Components Used with Skill Rng Dur Resist Size ENC HP
1x parchment or paper Reaction - T 1hr* - T - 1
1x gold piece
(this makes 10 pieces) Once created, the enchantment is permanent. Anyone can write a short message of no
Power Gem: more than 50 words upon a piece of message paper. They then think of the person they
- wish to send it to, whom they have seen at least once. The paper then folds itself into the
shape of a dart and flies to the target, as long as they are within 100km (60mi). The dart
flies at 10kph (6mph) and never fails to arrive at the target so long as they are within
range. Once the message is read or the duration is reached, the spell ends
Advancement
70%: The speed of the dart doubles to 20kps(12mph), taking only 5 hours to cover the distance.
90%: The paper can hold a message of up to 100 words.
99%: The range and speed of the dart double to 200km/120mi, and 40kph/25mph.
Omnigoggles
Build Time: This design modifies a pair of goggles with enchanted gems, gold and gears.
4 hours Used with Skill Rng Dur Resist Size ENC HP
Components - - S 1hr - S - 10
1x pair of goggles
1x gold piece When activated by simply moving a tiny lever on the goggles, these allow the wearer to
1x Blue Quartz gain one of the following effects for 1 hour by shifting the lens gears around. Each time
1x Chalcedony it’s activated, it uses 1 Charge.
1x Zircon
1x Garnet
Power Gem:
Moonstone
Advancement
70%: While activated, the wearer can switch between sight modes without using additional Charges.
90%: Use 2 effects simultaneously.
99%: The range of the effect(s) is doubled.
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Ring of Augmentation
Build Time: This design creates a metal ring that can be worn on a finger or as an earring, with
4 hours space for a small power gem on the top.
Components Used with Skill Rng Dur Resist Size ENC HP
0.1x unit of metal - - S 1hr* - T - 5
1x gold piece
• Whoever wears the ring gains +2 to one Attribute (chosen when the ring is
Power Gem: created), which will boost any related Characteristics such as Reactions, Luck
Moonstone Points etc. The ring will consume 1 Charge per hour while worn. Only one of each
type of ring can affect the wearer at once.
Advancement
70%: The ring provides a total of +3 to one Attribute.
90%: The ring provides a total of +4 to one Attribute.
99%: The ring provides a total of +5 to one Attribute.
Ring of Fighters
Build Time: This design creates a metal ring that can be worn on a finger or as an earring, with
4 hours space for a small power gem on the top.
Components Used with Skill Rng Dur Resist Size ENC HP
0.1x unit of metal - - S 1m - T - 5
1x gold piece Whoever wears the ring can activate it with a simple command word, usually inscribed
into the inside of the ring itself. Doing so grants the following benefits:
Power Gem: • Their Damage Modifier is increased by +1.
Silver Pearl • Their combat skills gain a +1% result bonus.
• They gain +1 Natural Armour.
The ring will consume 1 Charge when activated, and must be activated again after 1
minute, if it has any Charges left. Only one of each type of ring can affect the wearer
at once.
Advancement
70%: Each benefit of the ring is increased to +2.
90%: Each benefit of the ring is increased to +3.
99%: Each benefit of the ring is increased to +4.
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Ring of Invisibility
Build Time: This design creates a metal ring that can be worn on a finger or as an earring, with
4 hours space for a small power gem on the top.
Components Used with Skill Rng Dur Resist Size ENC HP
0.1x unit of metal - - S 1m* - T - 5
1x gold piece
Whoever wears the ring can activate it with a simple command word, usually inscribed
into the inside of the ring itself. The ring diverts the course of light around the wearer’s
Power Gem:
body, granting Stealth result bonus while the caster continues to concentrate. This ability
Silver Pearl
can even be used in full sight of an opponent (i.e. without needing cover), only requiring an
opposed check to be successful.
• Gain a +6% result bonus on Stealth skill checks.
• Use in the open while in direct sight of targets.
The ring will consume 1 Charge per minute while worn. Only one of each type of ring can
affect the wearer at once.
Advancement
70%: The bonus increases to +12%.
90%: The wearer becomes invisible, but this effect ends if the wearer casts a spell, attacks or damages another
character or object.
99%: The wearer becomes invisible and they can use Small weapons without breaking this effect.
Ring of Voice
Build Time: This design creates a metal ring that can be worn on a finger or as an earring, with
4 hours space for a small power gem on the top.
Components Used with Skill Rng Dur Resist Size ENC HP
0.1x unit of metal - - 100 1m - T - 5
1x Rose Quartz
Whoever wears the ring can activate it with a simple command word, usually inscribed
Power Gem: into the inside of the ring itself. The magic of the ring allows the wearer to communicate
Moonstone with any individual who is also wearing one of these rings at a range of 100 squares, for
up to 1 minute per Charge spent.
Advancement
70%: The range is increased to 500 squares.
90%: The range is increased to 1km/.6mi.
99%: The range is increased to 5km/3mi.
Sceptre of Cold
Build Time: This design creates a metal rod around 60cm (2’) long, inlaid with gold and rose quartz.
8 hours Used with Skill Rng Dur Resist Size ENC HP
Components Action Any Magic 10 In En M 2 10
1x unit of metal
1x gold piece Invoking this item creates a chilling blast that shoots forth from the end of the sceptre
2x Rose Quartz to a target creature in range.
Power Gem: • The target takes 1d10 cold damage, halved if they make a successful opposed
Silver Pearl Endurance skill check
Advancement
70%: +6 damage, & if the resistance check is failed, they are slowed for 1 rd
70%: The damage bonus is increased to +12, & the spell affects everything in a line between you and the target.
99%: The damage bonus is increased to +18, & if the resistance check is failed, they are stunned for 1 rd.
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Sceptre of Fire
Build Time: This design creates a metal rod around 60cm (2’) long, inlaid with gold and rose quartz.
8 hours Used with Skill Rng Dur Resist Size ENC HP
Components Action Any Magic 10 In Ev/Sh M 2 10
2x units of metal
1x gold piece Invoking this item creates a ball of flame that shoots forth from the end of the sceptre
2x Rose Quartz to a target creature in range, then explodes.
Power Gem: • The target takes 1d12 fire damage, halved if they make a successful opposed
Silver Pearl Evade skill check
Advancement
70%: 20 square range, +10 damage, and you can choose to increase the radius of effect by 1 square.
90%: 30 square range, +20 damage, and you can choose to increase the radius of effect by 2 squares.
99%: 40 square range, +30 damage, and you can choose to increase the radius of effect by 3 squares.
Sceptre of Lightning
Build Time: This design creates a metal rod around 60cm (2’) long, inlaid with gold and zircon.
8 hours Used with Skill Rng Dur Resist Size ENC HP
Components Action Any Magic 10 In Ev/Sh M 2 10
2x units of metal
1x gold piece Activating this device causes a jolt of lightning to shoot out of the end to a target of
2x Zircon your choice within range. If they fail an Evade skill check, they take 1d10 electrical
Power Gem: damage. If the check is successful, they take half damage.
Silver Pearl
Advancement
70%: +4 damage, & the spell affects everything in a line between you and the target.
90%: The damage bonus is increased to +8, & you can choose to have the spell affect an additional target within 5
squares of the first target
99%: The damage bonus is increased to +12, & you can choose to have the spell affect an additional target within 5
squares of the first target, and then affect a 3rd target after that in the same manner.
Sceptre of Thunder
Build Time: This design creates a metal rod around 60cm (2’) long, inlaid with gold and jade.
8 hours Used with Skill Rng Dur Resist Size ENC HP
Components Action Any Magic 1 radius In En M 2 10
2x units of metal
1x gold piece Activating this device causes a clap of thunder to ripple over the landscape.
2x Jade • Everyone in range must make an opposed Endurance skill check or take 1d6
Power Gem: collision damage, and are dazed for 1 round.
Silver Pearl • Everyone in range is automatically deafened for 1 minute.
• If the check is successful, they take half damage and aren’t dazed.
Advancement
70%: The radius increases to 2 squares, and the damage is increased by +3.
90%: The radius increases to 3 squares, and the damage is increased by +4, and targets are instead stunned.
99%: The radius increases to 4 squares, and the damage is increased by +5.
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Staff of Gravity
Build Time: This design creates a wooden staff around 120cm (4’) long, inlaid with gold and jade.
24 hours Used with Skill Rng Dur Resist Size ENC HP
Components Action Artifice 20 In Brawn L 4 20
5x unit of wood
3x gold pieces This powerful staff allows the wielder to manipulate gravity to lift, pull and push objects
2x Jade at your will, toss around your enemies and punch targets with gravity.
Power Gem: • You can make an invisible telekinetic punch against a target within sight and range
Emerald that deals 1d12 bludgeoning damage which cannot be Blocked, Parried or Evaded.
• You can move on object up to 5 ENC as if you were holding it with your hand. If
someone else is holding it, they must make an opposed Brawn skill check to resist.
Advancement
70%: Increase the damage by +6, and the ENC limit on objects is increased to 10.
90%: Increase the damage bonus to +12, and the ENC limit on objects (and people) is increased to 100. You can use
the staff to fly at your normal Movement rate.
99%: Increase the damage bonus to +18, and the ENC limit on objects (and people) is increased to 200. You can use
the staff to fly at 2x your Movement rate.
Staff of Power
Build Time: This design creates a wooden staff around 120cm (4’) long, inlaid with gold and
24 hours diamond.
Components Used with Skill Rng Dur Resist Size ENC HP
5x unit of wood Action Artifice 20 In - L 4 20
3x gold pieces
1x Flawed Diamond This staff represents the pinnacle of an artificer’s arsenal, providing flexibility they
Power Gem: sometimes lack. At the start of each day, the artificer can spend 1 minute to imbue the staff
Emerald with any power normally used by one of their wand or sceptre inventions. i.e. if you have the
Wand of Force Bolt invention, you can imbue its capabilities into this staff.
This effect lasts for 24 hours, and allows that spell to be cast through this staff by
expending a Charge, as you’d normally do.
Advancement
70%: You can imbue 2 different invention effects into the staff, including effects from a ring invention.
90%: You can imbue 3 different invention effects into the staff, including effects from an amulet invention.
99%: You can imbue 4 different invention effects into the staff, including effects from a staff invention.
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Staff of Teleportation
Build Time: This design creates a wooden staff around 120cm (4’) long, inlaid with gold and quartz.
24 hours Used with Skill Rng Dur Resist Size ENC HP
Components 1 minute Artifice * In - L 4 20
5x unit of wood
3x gold pieces This powerful staff allows the wielder to open a portal between two points of space,
2x Rose Quartz allowing you to step from one to the next without travelling the intervening space. Although
Power Gem: convenient, inter-dimensional travel does carry a degree of risk. Travel to a location within
Emerald sight or to a place which is well known to you is relatively easy, but places you are less
familiar with incur a penalty on the casting roll, as noted below on the Accuracy Table.
• For every extra person you want to take along, you incur an additional -10% skill
penalty for the check. You can bring along up to 10 people in this way.
• You can attune yourself to the energies of the location if you have an object taken
from there in the last 50 years.
• The maximum range of the spell is a location within 100km (60mi) of you. You can
mark a location with a unique marking – a sigil – to aid returning to this point once
your skill is high enough.
Teleport Modifier Table Teleport Failure Result Table (Roll separately)
Destination Casting Modifier Failure Roll Result
Well Known 0% 01%-50% The spell has no additional effect.
Visited Twice -10% 51%-70% You are sent 1km (.6mi) in a random direction.
Seen Once/Associated Object -20% 71%-98% You are sent 5km (3mi) in a random direction.
Described to you -40% 99%-100% You are tossed 50km (30mi) in a random direction.
Advancement
70%: R eturn without error to a location previously marked with a unique sigil.
90%: Reduce the skill penalty to -5% for each additional person, instead of -10%.
99%: There is no skill penalty for bringing along additional people.
Advancement
70%: The damage is increased by +4.
90%: The radius is increased to 3 squares, and the damage bonus is increased to +8.
99%: The damage bonus is increased to +12, and creatures that fail their Endurance check are also fatigued for 1
minute.
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Teleport Object
Used With Inscribe an object no larger than 1 ENC with your personal sigil, a process which takes
Action one minute. Casting this spell teleports that object into your hand if it is within 1 kilometre
(.6 miles).
Range
1km/.6mi
Duration
Instant
Resist
-
Advancement
70%: You can teleport any object up to 3 ENC, or your own Construct, which can act on your next turn.
90%: The spell’s range increases to 5km(3mi). You can teleport any object up to 10 ENC. If teleporting your
Construct, it can act immediately on arriving.
99%: You can teleport any object up to 25 ENC. Teleport the object or Construct from anywhere on your current
plane of existence.
Transference
Used With You need a diamond of at least 5000sp value to cast this spell, which is only
1 minute consumed if the spell is successful. If the caster is killed during the allotted duration, or if
they simply choose to do so, their spirit is transferred into their Construct, if they have
Range
one. See below for the benefits and penalties involved.
Self
Duration
12 hours
Resist
-
Material Component: A diamond worth at least 5000sp, which must be carried on your person while the spell is in
effect. It is consumed upon your death while this spell is active.
Positives Negatives
You retain all of your skills and talents, and gain the Your Hit Points do not regenerate naturally. You must
physical Attributes of the Construct’s body (adjusted repair your body, or have someone do it for you.
by the new STR, AGI and CON scores).
As a Construct, you are immune to Fatigue, Serious If the Construct body takes a Major Wound, you are
Wounds, bleeding, pain, fear or shadow damage and killed and cannot be resurrected. Once the transference
do not require sleep, though you must meditate for 8 has taken place, you cannot regain a mortal body
hours in order to recharge your Spirit Points. except via a Reincarnate spell.
Your new body gains the benefit of any You lose any racial benefits or penalties, as you are no
enhancements that would normally affect your longer of that race.
Construct.
Advancement
70%: Increase the spell’s duration to 24 hours.
90%: Increase the spell’s duration to 3 days.
99%: Increase the spell’s duration to 7 days.
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Vampiric Weapon
Used With Choose a weapon. When you cast this spell while touching the weapon, it gains a
Action temporary magical enchantment to drain the life out of living creature it damages. The
weapon glows red at night in a 3 square radius.
Range
• The wielder of this weapon is healed for 1 Hit Point whenever it damages a living
Touch
creature (not undead or constructs).
Duration
1 hour
Resist
-
Advancement
70%: The wielder is healed for 2 Hit Points when the weapon damages a living target.
90%: The wielder is healed for 3 Hit Points when the weapon damages a living target, & it becomes an Auric weapon.
99%: The wielder is healed for 4 Hit Points when the weapon damages a living target.
Vorpal Weapon
Used With Choose a weapon. When you cast this spell while touching the weapon, it gains a
Action temporary magical enchantment to increase its deadliness. The weapon glows violet at
night in a 3 square radius.
Range
• The weapon grants +2 Critical Range to the related skill of whoever is using it.
Touch
Duration
1 hour
Resist
-
Advancement
70%: The Critical Range bonus is increased to +3.
90%: The Critical Range bonus is increased to +4, and it becomes an Auric weapon.
99%: The Critical Range bonus is increased to +5. If the target is reduced to zero Hit Points by this weapon, it must
make an opposed Endurance skill check vs the attack or be killed instantly.
Wand of Decryption
Build Time: This design creates a wand inlaid with gold and rose quartz.
4 hours Used with Skill Rng Dur Resist Size ENC HP
Components 1 Minute Any Magic 1 In - T 1 2
1x unit of wood
1x gold piece Activating this device allows you to identify 1 special property of a magical or mundane
1x Rose Quartz item you examine, such as Dragonscale material or a ‘frost weapon’ spell. You don’t need
Power Gem: to know if an item is magical or not to use this device. This device cannot recognise a
Moonstone cursed item unless it has been created with exceptional skill.
Advancement
70%: The Decryptor can Identify an additional special property.
90%: The Decryptor can can recognise cursed items.
99%: The activation time of the Decryptor is reduced to 1 Action.
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Wand of Draining
Build Time: This design creates a wand inlaid with gold and onyx.
4 hours Used with Skill Rng Dur Resist Size ENC HP
Components Action Any Magic 10 In Resolve T 1 2
1x unit of wood
1x gold piece Choose a living creature within range. On a failed opposed Resolve skill check, they
1x Onyx lose 1 Spirit Point and you gain 1.
Power Gem:
Moonstone
Advancement
70%: The wand drains the target of a total of 2 Spirit Points.
90%: You can choose for the wand to gain 1 Spirit Point instead of the caster.
99%: The wand drains the target of a total of 3 Spirit Points.
Advancement
70%: Shoot 2 bolts at 1 or more targets. Each bolt deals 1d8+2 damage, or combine into a single shot of 1d8+4.
90%: Shoot 3 bolts at 1 or more targets. Each bolt deals 1d10+4 damage, or combine into a single shot of 1d10+10.
99%: Shoot 4 bolts at 1 or more targets. Each bolt deals 1d12+6 damage, or combine into a single shot of 1d12+20.
Wand of Sleep
Build Time: This design creates a wand inlaid with gold and amber.
4 hours Used with Skill Rng Dur Resist Size ENC HP
Components Action Any Magic 10 C1 Re T 1 2
1x unit of wood
1x gold piece Choose a creature within range. It must make an opposed Resolve skill check against
1x Jade your Magic skill. If they fail the check, they become extremely drowsy and unable to think,
Power Gem: rendering them unconscious while you continue to concentrate (or 1 minute). If the target
Moonstone succeeds on their check, they become dazed for 1 round. If someone uses an action to
wake them, or if the subject comes under attack, the spell ends as they awaken from a
dream with a start, a dream in which they are under attack. They can immediately defend
this attack.
Advancement
70%: Increase the wand’s range by 10 squares.
90%: The victim must succeed in an unopposed Resolve check to awaken, when someone takes an action to do so.
99%: The victim must succeed in an opposed Resolve check (vs your skill), when someone takes an action to do so.
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Wand of Smoke
Build Time: This design creates a wand inlaid with gold and amber.
4 hours Used with Skill Rng Dur Resist Size ENC HP
Components Action Any Magic 10 In - T 1 2
1x unit of wood
1x gold piece The wand creates a 2-square-radius cloud of smokey fog centred on a point within
1x Amber range. The cloud’s area is heavily obscured, permitting vague silhouettes at a range of 2
Power Gem: squares and moderate details at 1 square. The fog, being heavier than air, sinks to the
Moonstone lowest level of the land, even pouring down openings. Wind will move the fog away and if
more than a light breeze, completely disperse it after 1 round.
• Attacks taking place within the fog do not gain their result bonus.
Advancement
70%: Anyone in the area of the fog is automatically dazed.
90%: You can choose to increase the radius of the fog to 3sq.
99%: Anyone in the area of the fog is automatically nauseated. You can choose to increase the radius of the fog to
4sq.
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Arcane Construct
Constructs are magically-created machines specifically designed to perform dangerous activities such as combat or
maintenance, while you hold back in relative safety and comfort. Constructs can be built in a wide variety of sizes and
styles, and the artificer can modify their abilities as required.
Creating a Construct
Part One: Skills & Materials
You’ll need:
• Artifice (obviously). It’s a Restricted Skill, so you’ll need to take a Profession that has this as an option. The
skill is used for building, upgrading and servicing your arcane construct. The higher your skill, the larger and
more advanced the construct you can build.
You’ll need some tools and materials, as well as time to build it:
• To build its, you’ll need Materials, such as iron, steel, clay etc. Clay is the default material. The construction
table below tells you how many units you’ll need for each size of construct.
• You’ll also need go ld, which will be melted down and used as channels for arcane power within its body.
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Size
There are advantages and disadvantages to Constructs of all sizes, but the larger ones do take more skill and
resources to build. On the table below, the base stats for a Tiny Construct are highlighted, with any body size change
either being set to a specific figure (in the case of height and weight), or adding to the baseline number (for AP, STR,
Slots). So, when you make a Construct bigger, add those numbers to the baseline.
• All Constructs are immune to telepathy and shadow damage, poison, bleeding and fatigue. They cannot be
frightened, terrified or put to sleep. Constructs do not need to eat or breathe.
If you want your construct to be built of something other than steel, consult the table below for details of the
benefits and costs of these exotic materials.
Result Effect
Critical Success You repair 2d6 Armour Points or Hit Points.
Success You repair 1d6 Armour Points or Hit Points.
Failure You repair half the normal 1d6 Armour Points or Hit Points.
Fumble You fail to repair the construct at all.
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Construct Upgrades
Baseline constructs as outlined above can be improved by augmenting their bodies with Upgrades. Individual
upgrades need to be learned somehow before they can be applied to your construct.
Upgrading
The build time for each Upgrade is equal to 1 hour per material unit used. As with talents, each can only be applied
once to a particular construct once unless otherwise specified. Each Upgrade uses 1 Slot from the construct’s available
space.
• Installing or removing a pre-built upgrade takes 1 hour per slot.
• The % column lists the required skill to build or install this upgrade.
• Each upgrade takes 1 slot unless otherwise noted.
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Armour Plating
Increase the Construct’s Protection Against Damage
% Requirement: 50% Add +3 Worn Armour to the construct in any of its body locations, and -1 to
its Movement speed. It costs 1 material unit per body Size, and is limited
Size Requirement: T
to 1 Armour Plating upgrade per construct body Size. Thus, a Medium
Materials & Build Time: 1+ construct can apply 3 Armour platings and it costs 3 material units each.
Gold: - This can be taken multiple times, even over the same body location.
Adding more than two of this upgrade counts as Medium armour when
qualifying for talents or manoeuvres.
Augmented Spirit
Boosts the Power of the Construct
% Requirement: 50% The Construct gains +5 Spirit Points.
Size Requirement: T
Build Time: 5
Gold: 5gp
Auric Field
A Magical Shield Protects the Construct
% Requirement: 90% The Construct gains +5 Energy AP.
Size Requirement: M
Build Time: 8
Gold: 50gp
Battering Ram
A Powerful Attachment for Smashing Things
% Requirement: 90% The Construct spends an action preparing a powerful Unarmed attack. On
Size Requirement: E the following round, make an Unarmed attack which converts its Unarmed
damage into collision damage. Hit target is pushed back 2sq, and is
Materials & Build Time: 20 knocked prone.
Gold: 10gp
Cargo Bay
Internal Storage
% Requirement: 50% This upgrade provides 20 ENC of internal storage, which can only be
Size Requirement: M opened by the operator’s control. The robot’s armour protects what is
stored within until it reaches 0 Hit Points. This upgrade can be taken
Materials & Build Time: 2 multiple times.
Gold: -
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Cockpit
Internal Control Centre for Operator
% Requirement: 70% Make a space for a person up to 180cm (6’) to fit inside, along with levers
Size Requirement: E for extra controls. Pilot is protected by AP until it falls to 0 Hit Points, at
which point they will take the same damage it does. There is a slot for the
Materials & Build Time: 30 person to shoot outside from. Gain +5% to opposed Perception and
Gold: 10gp combat check results while piloting. This upgrade also uses 3 slots.
Death Ray
Powerful Ranged Attack
% Requirement: 90% Install two rubies into the Construct’s head. As an action, the Construct
can make an attack with its Unarmed skill against a target within 10
Size Requirement: T
squares. If it hits, the target takes half the Construct’s Unarmed damage
Materials & Build Time: 6 as shadow damage.
Gold: 20gp + 2
Rubies
Demolition Rig
Heavy-Duty Rig for Bashing Obstacles
% Requirement: 70% The Construct’s Unarmed attack deals 2x damage vs structures, and it
gains a +1 Damage Modifier bonus for dealing with irritating, non-structure
Size Requirement: L
obstacles.
Materials & Build Time: 20
Gold: 10gp
Extra Arms
Construct Gains an Extra Set of Fully-Functional Arms
% Requirement: 90% The Construct gains an extra two arms, and lose -2 to base AP and Spirit
Points to power them. This extra set of arms gives the Construct a second
Size Requirement: H
action during your turn. You can only use this action to attack, reload or
Materials & Build Time: 50 use an item.
Gold: 30gp
Improved Senses
Night Sight and Other Benefits
% Requirement: 50% The Construct’s senses are attuned to see 20sq night vision, 5sq X-ray
Size Requirement: T vision & +5% to Perception results.
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Mighty Fists
Vicious Unarmed Weapon
% Requirement: 50% The Construct’s Unarmed attack gains +1 to its Damage Modifier for each
Size Requirement: T body size of the Construct. i.e. Tiny = +1, Small = +2 etc. The Construct
can’t use melee weapons anymore.
Parts & Build Time: 4+
Gold: -
Quadruped
Add Two Extra Legs for Greater Mobility
% Requirement: 70% The Construct has 4 legs instead of two, gaining +2 Movement and
Size Requirement: T ignoring difficult terrain penalties. However, turning around takes a little
more effort, using 1 Movement to turn 90o.
Materials & Build Time: 2+
Gold: 1gp+
Sentience
The Construct Becomes Self-Aware
% Requirement: 90% This intricate arrangement of gold allows the elemental spirit to form
cognative thoughts. The Construct’s Intellect is increased by +6 and it
Size Requirement: M
gains a philosophy of your choice. It is now able to act as an independent
Materials & Build Time: 5 creature, a loyal companion of its creator.
Gold: 1000gp
Sigil of Command
Construct Gains More Cognative Power
% Requirement: 50% The Construct is inscribed with sigils which increase its mental power. It
Size Requirement: T gains +2 Intellect, and it allows the Construct to have a second command
ready to follow after completing its first command, including attacking
Parts & Build Time: 1 another target, or returning to you.
Gold: 1gp
Sigil of Elements
Powerful Elemental Enchantment
% Requirement: 70% The Construct is inscribed with an elemental sigil that bestows both
Size Requirement: T protection and offensive power. Choose one type of elemental damage,
from either acid, cold, fire or electrical:
Materials & Build Time: 10 • It gains +10 DR vs this chosen damage type.
Gold: 10gp • The Construct can choose to deal the chosen damage type in
place of its normal damage on its Unarmed attack. Electrical
damage is halved.
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Sigil of Endurance
Additional Body Toughness
% Requirement: 90% The Construct no longer goes unconscious at 0 HP, but its Critical Range
Size Requirement: T goes to 0 and its movement rate is halved until brought back above 0 Hit
Points.
Materials & Build Time: 10
Gold: 100gp
Sigil of Resistance
Improves the Construct’s Resistance Skills
% Requirement: 70% The Construct gains +10% to its Endurance, Evade and Resolve skills, and
Size Requirement: T it gains a +5% result bonus to each of these skills too.
Sigil of Regeneration
Self-Repair System for Emergency Repairs
% Requirement: 90% As an action, the Construct can spend 1 Spirit Point to repair 1d4 HP on
Size Requirement: T itself, up to half its normal maximum.
Sigil of Speed
Increase the Construct’s Speed and Reflexes
% Requirement: 50% The Construct is inscribed with a sigil to grant it additional speed. It gains
Size Requirement: T +4 Movement and +1 Reaction.
Weapon Mount
Shoulder Mounted Weapon
% Requirement: 50% Mount a crossbow, firearm, or one of your artificer wands onto the
Size Requirement: M shoulder of your Construct.
• The Construct can use this weapon as an action, is it has the
Parts & Build Time: 6 correct skill. Wants use the Construct’s Resolve skill.
Gold: 1gp • The weapon automatically (or is that ‘automagically’ reloads at its
normal reload time, without needing the Construct to do anything.
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Charms
Anyone can train to be an actor, musician or con artist, but it takes a special kind of talent to become truly great at
their craft, imbuing their performances with a kind of magic. These individuals and their ability to influence others is
unique in the realms of magic, relying on finely-tuned vibrations and subtle manipulative energies to enact their spells.
Known as Bards, the practitioners of Charms can lift the spirit, rally troops, or literally charm the pants off someone as
their whims dictate.
Magical Focus
Bards are known to practice the least traditional style of magic, eschewing conventional approaches such as
summoning lightning or throwing fireballs around in favour of using their magic to hinder or neutralise opponents.
They’re capable of a little healing and damage, but their spells are certainly unique compared to other types of magic,
usually through the form of music.
Charms in Society
Conventional Bards ply their trade in taverns of both major cities and small towns alike, performing all manner of
music and tricks to delight the crowd and make a living. Some may not even understand that this performance is
augmented by magical effects, shrugging off the display of sheer talent as luck, good breeding or exceptional skill.
In this way, Charms are effectively welcome in society more than just about any other kind of magic, mostly for its
ability to entertain. Those that use Charms for more nefarious purposes often operate without being noticed, leading to
the rise of mythical powers being ascribed to such individuals. As their reputation spreads in a society, it can lead to a
palpable fear emanating through citizens, unsure of who is going to take advantage of them and for what purpose.
But the reality is these people are few and far between, with the vast majority of this field of magic used by
whimsical, even comical practitioners who thwart their opponents with unconventional techniques.
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Use The Action, Movement or Reaction the spell is used with.
Rng The range of the spell. S = Self, T = Touch, or a distance in Squares.
Duration Instant, 1A is one Action, 1rd is one round, Concentration in minutes.
Resist Endurance, Evade, Resolve, Brawn
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Advancement
70%: The bonus increases to +6%.
90%: The bonus increases to +8%, and the range increases to Touch.
99%: The bonus increases to +10%.
Aphonia
Used With One target creature you choose within range must make an opposed Resolve skill
Action check. If they fail, they can no longer speak or utter any noise at all. The target may use
an action to attempt another opposed Resolve skill check to end this effect.
Range
10 squares
Duration
Concentration, or 1 minute
Resist
Resolve
Advancement
70%: The range is increased to 20 squares.
90%: You can choose for the spell to create a sphere of silence in a 1 square radius around the target.
99%: The radius increases to 2 squares.
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Arcane Thief
Used With Use this spell when another spellcaster casts a spell within range. If that caster fails an
Reaction opposed Resolve check, you can add that spell to your spell list for 1 round, allowing you
to cast it on your next turn. When you cast that spell, it is cast at the same skill level as
Range
the original caster.
10 squares
Duration
1 round
Resist
Resolve
Advancement
70%: You can cast the ‘stolen’ spell within the next minute.
90%: You can cast the ‘stolen’ spell without using any Spirit.
99%: Successfully casting this spell also negates the effects of the original target spell.
Battle Hymn
Used With With a song in your heart, you invoke a powerful charm in a short burst of energy to
Action help turn the tide of battle.
Range • +1 Natural Armour
Self • +1 to all damage dealt from physical attacks and magical spells.
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: The spell’s range becomes Touch, and all of the spell’s effects increase to +2.
90%: The spell effects all allies in a 5 square radius of the target you cast it on.
99%: All of the spell’s effects increase to +3.
Colour Blast
Used With A blast of shimmering colours flashes from your outstretched hand, overwhelming the
Action senses of those in a 3-square cone. Each affected creature with sight must make an
opposed Resolve skill check. Every creature that fails must roll a d4 to determine the
Range
spell’s effect upon it
3 squares
D4 Effect
Duration
1 round 1 The target is blinded.
2 The target is dazed.
Resist
Resolve 3 The target is slowed.
4 The target is frightened.
Advancement
70%: The spell’s range becomes a 5-square cone.
90%: The spell’s duration becomes 2 rounds.
99%: The spell’s duration becomes 3 rounds.
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Decipher Relic
Used With You identify 1 special property of a magical or mundane item you examine, such as
1 minute Dragonscale material or a ‘frost weapon’ spell. You don’t need to know if an item is
magical or not to use this spell. This spell cannot recognise a cursed item without
Range
exceptional skill.
1 square
Duration
Instant
Resist
-
Advancement
70%: Identify an additional special property.
90%: The caster can recognise cursed items.
99%: The casting time is reduced to 1 Action.
Discord
Used With You let out a discordant note so awful it unnerves the soul of everyone adjacent to
Action you. Everyone adjacent to you who can hear your intentionally awful performance must
make an opposed Resolve skill check.
Range
• On a failed check, they take 1d4 shadow damage and become nauseated for 1
1 square radius
round.
Duration
1 round
Resist
Resolve
Advancement
70%: The damage is increased by +1.
90%: The damage bonus is increased to +2 and the range is increased to a 2 square radius.
99%: The damage bonus is increased to +3, and targets become stunned instead of nauseated.
Drinking Song
Used With You perform a rollicking drinking song that gets hands clapping and feet tapping.
Action Everyone in range (who isn’t deaf) must make an opposed Endurance skill check or gain
the following penalties for the duration of this spell:
Range
• Victim’s Critical Range for one chosen skill is reduced to 0.
1 square radius
Targets can spend an action to make another opposed Endurance skill check to shake
Duration off this effect.
Concentration, or 1 minute
Resist
Endurance
Advancement
70%: The range of the spell is increased to 2 squares.
90%: You can choose for two skills to have their Critical Range reduced to 0.
99%: All affected targets have the Critical Range for all of their skills reduced to 0.
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Enrapture
Used With Choose one target within range. If that creature fails an opposed Resolve skill check, it
Action gains the charmed condition, becoming docile and generally positive to the caster.
If forced to do something that goes against their philosophy, or attack one of their
Range
allies, the spell is broken. If the target succeeds in their Resolve check, they are immune
Touch
to this spell for 24 hours, and they may harbour resentment towards the caster based on
Duration what they were charmed into doing while under the spell.
Concentration, or 1 minute
Resist
Resolve
Advancement
70%: The spell’s range increases to 10 squares.
90%: Choose an additional target to affect.
99%: You can force a charmed subject to attack an ally by making a Charms skill check opposed by their Resolve
skill. If they fail, they do as you ask for that round, otherwise the spell ends.
Fool’s Gold
Used With Cast this spell as you hand a copper or silver coin to a target. If the target fails an
Action opposed Resolve skill check, they believe it is a real gold coin for the spell’s duration.
Range • If successful, they merely assume you’ve mistakenly given the wrong coin.
Touch • If the roll a Critical Success on their check, they know you’re trying to trick them
and may become a tad upset, call the guards, attack etc.
Duration
1 minute
Resist
Resolve
Advancement
70%: You can cast this spell on two coins.
90%: You can cast this spell on three coins, and the duration increases to 1 hour.
99%: You can cast this spell on up to 10 coins.
Glamour
Used With When you cast this spell, you can change your face just enough to fool people into
Action thinking you’re someone else. You must choose an appearance of the same race and sex
as you, but eye and hair colour, as well as your general face shape can be altered.
Range
Your voice is not altered by this spell, only your appearance. Casual onlookers won’t
Self
see through this disguise unless they are actively detecting magic, but when they interact
Duration with you, they get to make an opposed Insight check against your Charms skill. If you fail,
1 minute they know you’re not who you appear to be.
Resist
Resolve
Advancement
70%: The duration is extended to 1 hour, and the spell’s range increases to Touch.
90%: You can change your whole body to appear as either sex.
99%: You can change your entire appearance to seem like any playable race.
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Grand Finale
Used With You need a diamond of at least 5000sp value to cast this spell, which is only
1 minute consumed if the spell is successfully cast. If you are killed during the allotted duration,
your body sends out a blast of sound dealing 1d12 collision damage to everything in a 3-
Range
square radius, halved if they make a successful opposed Endurance skill check. Your
Self
body cannot be found.
Duration After 1 hour, you emerge from a nearby obstruction with 1 Hit Point, very much alive
12 hours and with the faint sound of a fanfare of horns in the distance heralding your greatest trick
Resist has been successful. Being brought back to life after such catastrophic damage leaves a
Endurance lasting effect, however – your Constitution Attribute is lowered by 1 permanently after you
have been raised.
Material Component: A diamond worth at least 5000 sp, which must be carried on your person while the spell is in
effect. It is consumed upon your death while this spell is active.
Advancement
70%: Choose to bestow the effects of this spell upon someone else.
90%: Increase the spell’s duration to 24 hours.
99%: The subject no longer loses a point of Constitution when brought back to life. Increase the spell’s duration to 7
days.
Grease
Used With Choose a point within range. An area 2 squares in radius from this point becomes
Action slippery and greasy;
Range • The area counts as difficult terrain.
• If a creature wants to move while in this area of effect, they must make an
10 squares
opposed Evade skill check or fall prone.
Duration
1 minute
Resist
-
Advancement
70%: The radius can be increased to 3 squares.
90%: The radius can be increased to 4 squares.
99%: The radius can be increased to 5 squares.
Haste
Used With Choose a target within range. Their Movement for the duration of this spell is
Action increased by +3.
Range
Touch
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: The target gains a total of +4 Movement.
90%: The target gains a total of +5 Movement, and also ignores difficult terrain penalties .
99%: The target gains a total of +6 Movement, ignores difficult terrain and doesn’t use Reactions to defend.
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Healing Ballad
Used With You perform a soothing song that heals bruises and minor lacerations on those
1 minute nearby. Choose any number of target creatures within range. So long as neither you or
they are damaged or leave the spell’s area of effect, at the end of the casting, target
Range
creatures are healed for 1d6 Hit Points of damage to Minor Wounds.
1 square radius
Duration
Instant
Resist
-
Advancement
70%: Increase the damage healed by +2.
90%: The healing bonus is increased to +4, and the radius becomes 2 squares.
99%: The healing bonus is increased to +6.
Howling Laughter
Used With Choose a creature within range. It must make an opposed Resolve skill check or fall to
Action the ground and become prone with laughter.
Range • The target loses their result bonus and Damage Modifier from any attacks.
.
10 squares
Duration
Instant
Resist
Resolve
Advancement
70%: The target also becomes restrained.
90%: The target instead becomes stunned.
99%: The target instead becomes paralysed.
Incite Passion
Used With Choose a creature within range. That creature must make an opposed Resolve skill
Action check or it becomes filled with lustful passion and immediately seeks out the closest
member of the opposite gender (or the same, if so inclined). They engage their chosen
Range
paramour in a passionate kiss, distracting the subject of their passions.
10 squares
• The target of this spell makes an opposed Brawn skill check against the subject
Duration of their passion. If successful, they are both restrained.
Concentration, or 1 minute • Each round, the subject of this passionate embrace can make an opposed Brawn
Resist check to break free.
Resolve • While this spell is in effect, the target of this spell will attempt to restrain the
target every round, even if they’ve broken free.
If anyone directly affected by this spell is attacked or injured, the spell is immediately
broken. This spell has no effect on undead or constructs.
Advancement
70%: Both targets also become prone.
90%: Both targets become pinned the round after they are restrained.
99%: Both targets lose 1 Armour Point from one worn armour piece they’re wearing each round (wearer choses).
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Inspiring Blow
Used With When you make a melee attack with this spell in effect, and that melee attack hits, your
Action allies within range gain a bonus for 1 round:
Range • Allies in range gain a +4% result bonus and +1 damage on their physical attacks
until the start of your next turn.
Self
Duration
1 round
Resist
-
Advancement
70%: The bonus increases to +6% result and +2 damage.
90%: The bonus increases to +8% result and +3 damage, and can apply to spells that deal damage too.
99%: The bonus increases to +10% result and +4 damage.
Invisibility
Used With The caster tricks those trying to perceive them that they aren’t actually there,
Action effectively hiding in plain sigh. This grants Stealth result bonus while the psion continues
to concentrate. This ability can even be used in full sight of an opponent (i.e. without
Range
needing cover), only requiring an opposed check to be successful.
Self
• Gain a +6% result bonus on Stealth skill checks.
Duration • Use in the open in view of enemies without penalty.
Concentration, or 1 minute
Resist
-
Advancement
70%: The bonus increases to +12%.
90%: The subject becomes invisible, but this effect ends if the user casts a spell, attacks or damages another
character or object.
99%: The subject becomes invisible and they can use Small weapons without breaking this effect.
Lullaby
Used With Choose a creature within range. It must make an opposed Resolve skill check against
Action your Charms skill. If they fail the check, they become extremely drowsy and unable to
think, rendering them unconscious while you continue to concentrate (or 1 minute). If the
Range
target succeeds on their check, they become dazed for 1 round. If someone uses an
10 squares
action to wake them, or if the subject comes under attack, the spell ends as they awaken
Duration from a dream with a start, a dream in which they are under attack. They can immediately
Concentration, or 1 minute defend this attack.
Resist
Resolve
Advancement
70%: Increase the spell’s range by 10 squares.
90%: The victim must succeed in an unopposed Resolve check to awaken, when someone takes an action to do so.
99%: The victim must succeed in an opposed Resolve check (vs your skill), when someone takes an action to do so.
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Mental Gymnast
Used With Wish an astonishing feat of magical prowess, you are able to maintain an additional
Action Charms spell with a duration of ‘Concentration’. The usual rules of being unable to stack
the same spell still applies.
Range
Self
Duration
1 minute
Resist
-
Advancement
70%: You can maintain a total of 3 Concentration spells.
90%: This spell can be cast as a Reaction on your turn.
99%: You can maintain a total of 3 Concentration spells or manoeuvres.
Mimic
Used With Mimic allows the recipient to perfectly mimic the voice and mannerisms of someone
Action the caster has heard personally within the last hour.
Range
Self
Duration
1 minute
Resist
-
Advancement
70%: You can mimic those you’ve heard within the last 12 hours, and the spell’s duration becomes 1 hour.
90%: You can mimic those you’ve heard within the last 24 hours, and you can imitate any noise you’ve heard.
99%: You can mimic people and noises you’ve heard within the last week.
Mirror Image
Used With One illusory duplicate of yourself appears in your square. Until the spell ends, the
Action duplicate moves with you and mimics your every action, shifting position so it’s
impossible to track which image is real. You can dismiss the illusory duplicate at any time
Range
at will.
Self
Each time you would take damage, a duplicate takes it instead, which is then
Duration destroyed, and you suffer ½ the damage from the attack. If an attacker can see through
Concentration, or 1 minute illusions, or cannot see you while making this attack, this spell grants the caster no
Resist benefit.
-
Advancement
70%: Gain a total of two duplicates.
90%: You take no damage at all when a duplicate is destroyed.
99%: Gain a total of three duplicates.
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Rapier Wit
Used With You assail a creature you’re fighting in melee with cunning verbal barbs designed to
Action infuriate and undermine their confidence.
Range • The target of your melee attacks can only apply half their result bonus on any
defensive roll (Evade, Parry or Block).
Self
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: You gain a +5% result bonus to your melee attacks.
90%: Targets cannot apply any of their result bonus to your attacks.
99%: It costs 2 Reactions to defend your melee attacks.
Rebellious Spirit
Used With You empower yourself with a stubborn, rebellious attitude that boosts your ability to
Action resist an enemy’s attacks.
Range • Gain a +3% result bonus on Evade, Endurance and Resolve skill checks.
Self
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: The bonus increases to +4%, and the range increases to Touch.
90%: The bonus increases to +5%, and the spell benefits allies within 2 squares around the target.
99%: The bonus increases to +6%, and the spell benefits allies within 5 squares around the target.
Solace
Used With Anyone who directly attacks the target creature affected by this spell with a melee
Action attack must also roll below their Resolve skill on the attack roll. On a failed check, the
attack fails. This spell won’t protect the affected creature from area of effect spells, such
Range
as the explosion of a fireball. If the recipient of this spell attacks or casts a spell that
Touch
affects an enemy creature, this spell ends.
Duration
1 minute
Resist
Resolve
Advancement
70%: Increase the spell’s range by 10 squares.
90%: The spell also affects ranged attacks.
99%: The spell also affects magic directly targeting the subject.
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Sonic Blast
Used With You unleash a note of incredible power with your voice, shaking walls and shattering
Action windows in range.
Range • Everyone in range must make an opposed Endurance skill check or take 1d4
collision damage, and are dazed for 1 round.
1 square radius
• Everyone in range is automatically deafened for 1 minute.
Duration • If the check is successful, they take half damage and aren’t dazed.
Instant
Resist
Endurance
Advancement
70%: The radius increases to 2 squares, and the damage is increased by +2.
90%: The radius increases to 3 squares, and the damage is increased by +3, and targets are instead stunned.
99%: The radius increases to 4 squares, and the damage is increased by +4.
Sonic Shield
Used With You create a disturbance in the air around you that absorbs ranged damage, or any
Action damage created by a spell, to you, or someone that you can touch.
Range • If successful, your target gains +2 Energy AP for the duration.
Touch
Duration
1 hour
Resist
-
Advancement
70%: The spell grants a total of +3 Energy AP for the duration.
90%: The spell grants a total of +4 Energy AP for the duration.
99%: The spell grants a total of +5 Energy AP for the duration.
Stirring Ballad
Used With You perform a brief but powerful song that stirs the heart of one lucky listener nearby,
Action bolstering their spirit.
Range • The target gains 1 Spirit Point, up to their normal maximum.
10 squares
This spell has no effect on constructs or undead.
Duration
Instant
Resist
-
Advancement
70%: The spell affects 2 chosen targets within range.
90%: The spell affects 3 chosen targets within range.
99%: The spell affects 4 chosen targets within range.
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Spider Climb
Used With Choose a willing target. The target can climb any vertical surface with no chance of
Action failure.
Range
Touch
Duration
1 minute
Resist
-
Advancement
70%: The target can also move along ceilings with no chance of failure.
90%: The spell’s duration increases to 1 hour.
99%: The target can climb at its normal movement rate.
Taunt
Used With Choose a creature within range. You let off a torrent of vile insults, citing their
Action cowardice and questioning their sexuality. If that target can understand your language,
Range and if they fail an opposed Resolve skill check, this prompts them to move to attack you
with whatever weapons they possess on their turn.
10 squares
This spell has no effect on undead or constructs.
Duration
Instant
Resist
Resolve
Advancement
70%: Gain a +5% result bonus when casting this spell.
90%: The target loses their result bonus when attacking you.
99%: If the target hits you, they deal minimum damage.
Unlock
Used With Choose a lock or trap within range. This spell allows you to attempt to disable it. Make
Action an unopposed check of your Charms skill versus the mechanism’s difficulty rating:
Range
Touch Result Effect
Duration Critical Success The mechanism is unlocked, and it was done silently.
Instant Success The mechanism is disabled.
Resist Failure The mechanism wasn’t disabled.
- Fumble A lock becomes jammed, but a trap is set off!
Advancement
70%: If you choose a target that is magically locked, this spell instead suppresses the magical effect for 1 minute.
90%: Reduce the difficulty penalty on the target mechanism by 5%.
99%: Reduce the difficulty penalty on the target mechanism by a total of 10%.
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Wall of Noise
Used With A wall composed of discordant, blaring noise forms at an unoccupied point within
Action range. The wall is composed of 10 1 square x 1 square panels which can be arranged
however you wish, so long as the panels are connected to each other.
Range
• Each panel has AP 5 and 10 Hit Points.
20 squares
• The wall is invulnerable to mundane physical attacks, collision & shadow damage.
Duration • It’s vulnerable to radiant damage.
Concentration, or 1 minute • Reducing a panel to 0 Hit Points destroys it and may cause connected panels to
Resist collapse at the GM’s discretion.
Endurance • Anyone attempting to pass through the area must make an opposed Endurance
check. On a failed check, it takes 1d6 collision damage and is dazed, with the
damage halved if the check was successful.
Advancement
70%: Each wall section now has 20 Hit Points, and the damage is increased by +2.
90%: Each wall section now has 30 Hit Points, and the damage bonus is increased by +4.
99%: Each wall section now has 40 Hit Points, and the damage bonus is increased by +6.
Whispering Voices
Used With Choose a creature within range. You cause a number of whispering voices to be heard
Action by the target, distracting them and breaking 1 Concentration effect, if they fail an opposed
Resolve skill check.
Range
10 squares
Duration
Instant
Resist
Resolve
Advancement
70%: Gain a +5% result bonus when casting this spell.
90%: The duration of this spell becomes Concentration, or 1 minute. Concentration manoeuvres used during this
time can be countered by you with an opposed check of your Charms skill vs their skill.
99%: Concentration spells cast can be countered by you with an opposed check of you Charms skill vs their skill.
Wild Magic
Used With Cast this spell when you come under attack from a melee (or unarmed) weapon. You
Reaction unleash raw magic, without any form or function. This wild energy transforms the weapon
of your target into something non-threatening, long enough for it to do no harm.
Range
• Make an opposed check with your Charms skill vs the attacker’s roll. If
Self
successful, the weapon is transformed into something non-harmful, such as; A
Duration rolled-up newspaper. A startled chicken. A glove. A bouquet of flowers. A fish. A
Instant pillow, etc. Right after the attack is complete, the weapon regains its normal form
Resist and the caster is unharmed.
- • Auric Weapons are not affected by this spell without the application of more skill.
Advancement
70%: Auric Weapons are now also affected by the spell.
90%: Ranged weapon attacks are also affected by the spell.
99%: Hostile magic attacks directly aimed at you are also affected by the spell.
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Divinity
Channelling the might of extraplanar entities, Divinity is the magic of the gods made manifest on the material realm
through faith and supplication. Not all priests of a faith gain the ability to call upon divine magic, and those that do are
usually considered to be the chosen ones, touched by their deity to perform miracles in service of the faith. Unlike some
other styles of magic, Divinity requires some degree of reciprocation from the caster, with monthly venerations r equired
in order to continue gaining the benefits. This varies depending on the chosen Devotion, be it Healing, Strength, Fortune
etc., but usually involves either a tithe of the priest’s money, or a demonstration of the priest’s power to locals to help
bring others into the faith.
Magical Focus
While it can also produce powerful damage effects, this field of magic is known for providing the best healing and
protective spells, and this is a general theme of Divinity magic – protect self and others, enhance their abilities and
strike down foes with blasts of holy power.
Divinity in Society
Priests of mainstream churches and religions often practice this magic to provide healing for the community, or at
the very least those who can afford it. This is especially true for followers of more altruistic devotions, such as Healing,
Knowledge and Peace, which fit in well with traditional civilisations.
The Hunting, Sun and Fortune devotions are a little different, and don’t fit in to normal society. They tend to be
popular in more primitive realms, where ancient peoples who live in the wilderness struggle against the elements to
survive. Such gods are considered more capricious and mercurial, bestowing and removing their favours on a whim.
These deities are still more readily accepted than the remaining devotions of Death, Elemental and War, which are
usually shunned from polite society and rise to prominence in realms where combat ability is highly sought after, such
as a priest of war bestowing the blessing of their deity on an allied army to aid in victory.
Death in particular is a difficult devotion to place, as it has a stigma about it, as if the priests are engaged in
destroying all life. This can actually be true in death cults who follow dire entities that do indeed seek the destruction of
civilisation, but there are some deities of death that simply wish to ease the suffering of mortals, and aid those dying
from terminal illness to find a peaceful death.
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Use The Action, Movement or Reaction the spell is used with.
Rng The range of the spell. S = Self, T = Touch, or a distance in Squares.
Duration Instant, 1A is one Action, 1rd is one round, Concentration in minutes.
Resist Endurance, Evade, Resolve, Brawn
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Death
Monthly Venerations
Choose one of these tasks to help bolster the faith.
Tithe: 10% of income to the church.
Release: End the life of a dying creature who is suffering.
Elemental
Monthly Venerations
Choose one of these tasks to help bolster the faith.
Tithe: 10% of income to the church.
Extol the virtues: Use your element to benefit others. e.g. Use fire to provide warmth or cook a meal. Use cold to chill
water on a hot day. Use acid to destroy waste or shape stone. Use air to dry clothes or aid a sailing ship.
Fortune
Monthly Venerations
Choose one of these tasks to help bolster the faith.
Tithe: 10% of income to the church.
Gambler: Participate in a game of chance, and win by using a luck point.
Healing
Monthly Venerations
Choose one of these tasks to help bolster the faith.
Tithe: 10% of income to the church.
Alms: Tend to the poor and sick in the community, be it people or animals.
Hunting
Monthly Venerations
Choose one of these tasks to help bolster the faith.
Tithe: 10% of income to the church.
The hunt: Participate in a group hunting activity to educate others in the ways of the faith.
Knowledge
Monthly Venerations
Choose one of these tasks to help bolster the faith.
Tithe: 10% of income to the church.
Reliquary: Donate a spell scroll or tome of ancient knowledge to the church. Every 500sp of value counts for 1
month’s veneration.
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Peace
Monthly Venerations
Choose one of these tasks to help bolster the faith.
Tithe: 10% of income to the church.
Mediator: Successfully defuse an impending combat and resolve the differences in the two groups.
Sun
Monthly Venerations
Choose one of these tasks to help bolster the faith.
Tithe: 10% of income to the church.
Illumination: Ignite all of the lanterns in a town or city street at nightfall using Divinity . You must use all of your Spirit
for that day for this task for the veneration to succeed.
War
Monthly Venerations
Choose one of these tasks to help bolster the faith.
Tithe: 10% of income to the church.
Test of strength: The priest can perform arm-wrestling, wrestling, bare-fisted boxing or weightlifting with one or
more participants to show their strength. Victory isn’t required for the veneration to be successful, only to have a fair
contest and spread word of the faith. Cheating from either combatant is considered blasphemy.
Advancement
99%: The spell can be cast as a Reaction to another character attempting to cast a spell. You cannot add your Result
Bonus, but if you beat their magic skill result, the spell is countered.
Accord
Used With You become able to understand the language spoken by a chosen target. This does
Action not bestow the ability to speak the language.
Range
Self
Duration
10 minutes
Resist
-
Advancement
70%: Also become able to speak the language.
90%: Communicate (both ways) with someone you’ve spoken to before, to a range of 30km(20mi).
99%: Understand and speak all languages within 20 squares.
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DIVINITY SPELL LIST GLOSSARY CONTENTS
Angel Walk
Used With You request your deity to open a door of light to another point on your plane of
1 Minute cast existence, allowing you to step through instantly without travelling the intervening space.
Although convenient, inter-dimensional travel does carry a degree of risk. Travel to a
Range
location within sight or to a place which is well known to you is relatively easy, but places
Self/Touch
you are less familiar with incur a penalty on the casting roll, as noted below on the
Duration Accuracy Table. Regardless of success or failure, the caster must use a gem of no less
Instant than 100sp in value which is consumed with the spell.
Resist • For every extra person you want to take along, you incur an additional -10% skill
- penalty for the check. You can bring along up to 10 people in this way.
• You can attune yourself to the energies of the location if you have an object taken
from there in the last 50 years.
• The maximum range of the spell is a location within 100km (60mi) of you.
• You can mark a location with a unique marking – a sigil – to aid returning to this point
once your skill is high enough.
Material Component: A gem of no less than 100sp in value, which is consumed with the spell.
Aether Travel Modifier Table Aether Travel Failure Result Table (Roll separately)
Destination Casting Modifier Failure Roll Result
Well Known 0% 01%-50% The spell has no additional effect.
Visited Twice -10% 51%-70% You are sent 1km (.6mi) in a random direction.
Seen Once/Associated Object -20% 71%-98% You are sent 5km (3mi) in a random direction.
Described to you -40% 99%-100% You are tossed 50km (30mi) in a random direction.
Advancement
70%: R eturn without error to a location previously marked with a unique sigil. Only one location can be marked at a
time.
90%: Reduce the skill penalty to -5% for each additional person, instead of -10%.
99%: There is no skill penalty for bringing along additional people.
Armour of Faith
Used With The priest creates a glowing visage of armour pieces around their body, gaining 3
Action points of Worn armour over their body. This armour doesn’t stack with any Worn armour,
and casting this spell on the same target a second time simply replaces the first casting,
Range
as normal.
Touch
If cast on a race that can’t normally wear armour, such as a Saerid, the spell only
Duration provides half its normal benefit.
1 hour
Resist
-
Advancement
70%: The armour gained increases to 6 AP.
90%: The armour gained increases to 9 AP.
99%: The armour gained increases to 12 AP.
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Augury
Used With Describe a course of action you wish to take. The Game Master gives you a one-word
1 minute answer as to the outcome of this action:
Range • “Good”, meaning events work in favour of the caster.
Self • “Bad”, meaning events turn out poorly for the caster.
• “Neutral”, meaning nothing of note will happen.
Duration • “Uncertain”, meaning events are too unpredictable for this spell to reveal.
Instant The closer to the present these actions are, the accurate the results. Thus, asking to
Resist know the outcome of actions taken days hence have a low probability of accuracy. Planar
- entities tend to dislike being bothered by petty mortals such as yourself, so casting this
spell more than once a day runs the risk of irritating them, at which point the spell will
yield no answers for as long as your fickle GM desires.
Advancement
70%: Questions can also be answered with any single word (Yes, No, Absolutely etc.).
90%: Ask a second question.
99%: Ask a third question.
Aura of Healing
Used With Choose any number of target creatures within range. So long as neither you or they
1 minute are damaged or leave the spell’s area of effect, at the end of the casting target creatures
are healed for 1d6 Hit Points of damage to Minor Wounds.
Range
1 square radius
Duration
Instant
Resist
-
Advancement
70%: Increase the damage healed by +2.
90%: The healing bonus is increased to +4, and the radius becomes 2 squares.
99%: The healing bonus is increased to +6.
Beacon of Hope
Used With A target of your choice gains a +4% result bonus to one of their Resistance skills. You
Action may choose to end this spell to allow the subject to automatically succeed on one
Resistance skill check.
Range
Touch
Duration
1 minute
Resist
-
Advancement
70%: The bonus applies to 2 resistance skills, and the spell’s range becomes 10 squares.
90%: The bonus applies to all 3 resistance skills, and the result bonus increases to +8%.
99%: The result bonus increases to +12%.
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Brilliant Lance
Used With When you cast this spell, you summon a blast of powerful light from your outstretched
Action hand onto a target in range.
Range • An affected creature must make an opposed Evade skill check or take 1d6+4
radiant damage and is rendered blind for 1 round on a failed check, and half as
10 squares
much damage on a successful one (and the target is not blinded).
Duration
Instant
Resist
Evade or Shield
Advancement
70%: 20 square range, and the damage is increased by +6.
90%: The damage bonus is increased to +12, and it deals damage in a line between you and the target.
99%: The damage bonus is increased to +18, and you can choose to add a radius of effect on 1 square of the target.
Brimstone
Used With Blazing chunks of rock plummet to the ground at a point of your choosing within
Action range.
Range • The target takes 1d12 fire damage, halved if they make a successful opposed
resistance skill check.
10 squares
Duration
Instant
Resist
Evade or Shield
Advancement
70%: 20 square range, +6 damage, and you can choose to increase the radius of effect by 1 square.
90%: 30 square range, +12 damage, and you can choose to increase the radius of effect by 2 squares.
99%: 40 square range, +18 damage, and you can choose to increase the radius of effect by 3 squares.
Decipher Relic
Used With You identify 1 special property of a magical or mundane item you examine, such as
1 minute Dragonscale material or a ‘frost weapon’ spell. You don’t need to know if an item is
magical or not to use this spell. This spell cannot recognise a cursed item without
Range
exceptional skill.
1 square
Duration
Instant
Resist
-
Advancement
70%: Identify an additional special property.
90%: The caster can recognise cursed items.
99%: The casting time is reduced to 1 Action.
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Divine Grace
Used With Choose a creature within range. That target ignores the movement penalty for
Action traversing difficult terrain.
Range
Touch
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: The target also gains +2 Movement.
90%: The target gains a total of +3 Movement.
99%: The target gains a total of +4 Movement and also is immune to opportunity attacks.
Divine Might
Used With Intoning this prayer fills the target with unearthly might. For the duration, the target
Action gains:
Range • +1 to their Damage Modifier.
Touch • A +3% bonus to Brawn skill check results.
• +2 Hit Points. These Hit Points can exceed your Hit Point maximum, but they
Duration cannot be regained if lost. If you take any damage, these Hit Points are lost first.
1 minute
Resist
-
Advancement
70%: Instead gain +2 DM, +4 Hit Points and +6% to Brawn results.
90%: Instead gain +3 DM, +6 Hit Points and +9% to Brawn results.
99%: Instead gain +4 DM, +8 Hit Points and +12% to Brawn results.
Duel
Used With Choose a creature within range. You issue a challenge to that target empowered by
Action the might of your deity. If that target can understand your language, and if they fail an
opposed Resolve skill check, this prompts them to move to attack you with a melee or
Range
unarmed weapon on their turn, to the exclusion of any other target.
10 squares
If you do not attack the target on your turn, the spell ends.
Duration
Concentration, or 1 minute
Resist
Resolve
Advancement
70%: Gain +1 Natural AP and +1 Damage Modifier against the target of this spell.
90%: Gain +2 Natural AP and +2 Damage Modifier against the target of this spell.
99%: Gain +3 Natural AP and +3 Damage Modifier against the target of this spell.
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Exorcise
Used With Choose a target creature within range. If the priest focuses for an entire round on a
Action target creature without either of them being interrupted or damaged, at the start of the
caster’s next turn, if that creature is a vessel or is possessed by an incorporeal entity, or it
Range
has been temporarily summoned with magic, it must make an opposed Resolve skill
Touch
check or be ejected from its vessel (where applicable) and sent back to its point of origin
Duration via a portal you open.
1 minute If the target succeeds in its Resolve check, it becomes dazed for 1 round. The Threat
Resist Level of the creature is a factor in the success of this check: At baseline casting, you can
- attempt to banish a TL 4 creature.
Advancement
70%: You can attempt to Exorcise a creature of up to Threat Level 8.
90%: You can attempt to Exorcise a creature of up to Threat Level 12.
99%: You can attempt to Exorcise a creature of any Threat Level.
Foresight
Used With Your deity imbues within you a strong sense of events before they take place around
Reaction you in combat. Philosophers believe that dangerous situations prompt the intervention of
a priest’s deity, as attempting to use this insight in relatively calm environment doesn’t
Range
yield a result.
Self
• In combat, you may reroll a failed Evade, Endurance or Resolve skill check.
Duration
Instant
Resist
-
Advancement
70%: You may choose to reroll a failed attack, parry or shield check.
90%: You may choose to reroll damage dice.
99%: Instead force an NPC or even another player to reroll a dice roll that directly affects you while in combat.
Heal Wounds
Used With The caster channels divine power to rejuvenate flesh and heal injury as fast as
Action possible.
Range • If the priest focuses for an entire round on a target creature without either of
them being interrupted or damaged, at the start of the caster’s next turn, the spell
Touch
heals 1d6 Hit Points to Minor and Serious Wounds,
Duration • The subject must stay within range of the caster until the start of the caster’s
1 round next round or the spell has no effect. This spell has no effect upon undead or
Resist constructs.
-
Advancement
70%: The range of the spell is increased to 10 squares, and the spell heals an additional +2 points of damage.
90%: The healing bonus is increased to +4 points of damage.
99%: The healing bonus is increased to +6 points of damage. The spell can affect Major Wounds – the amount of
healing rolled for is gained by the target over an 8-hour rest period. Only one of these spells can affect a given
creature at a time.
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Healing Touch
Used With Channel divine energy into someone you touch. This instantly heals them of 1 Hit Point
Reaction on your turn of damage to minor wounds.
Range
Touch
Duration
Instant
Resist
-
Advancement
70%: The spell functions in place of a pain-relief tonic, removing penalties when a patient requires surgery.
90%: The spell now heals targets that have a Serious Wound, and can heal permanent loss of HP such as from
zombie rot or similar effects.
99%: The total damage healed increases to +2.
Hold Creature
Used With Choose a creature within range. That creature must make a successful opposed
Action Resolve skill check or be restrained. They can also take an action to make an opposed
Range Resolve check every round to attempt to break free of the powerful force.
Touch
Duration
Concentration, or 1 minute
Resist
Resolve
Advancement
70%: The range of the spell is increased to 10 squares.
90%: The target is instead pinned the round after it is restrained.
99%: The target is instead paralysed the round after it is restrained.
Holy Aegis
Used With You create a nimbus of holy power that absorbs ranged damage, or any damage
Action created by a spell, to you, or someone that you can touch.
Range • If successful, your target gains +2 Energy AP for the duration.
Self
Duration
1 hour
Resist
-
Advancement
70%: The spell grants a total of +3 Energy AP for the duration.
90%: The spell grants a total of +4 Energy AP for the duration.
99%: The spell grants a total of +5 Energy AP for the duration.
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Holy Vigour
Used With Choose a target within range. They are filled with divine energy, allowing them to:
Action • Ignore the fatigued condition.
Range • Gain +1 Reaction.
10 squares
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: The target gains +2 Movement.
90%: The target gains a total of +3 Movement, and also ignores difficult terrain penalties .
99%: The target gains a total of +4 Movement.
Holy Word
Used With You speak a word of power, channelling the might of your deity. All creatures within
Action range must make an opposed Resolve skill check. On a failed check, they take 1d6
shadow damage.
Range
2 square radius
Duration
1 round
Resist
Resolve
Advancement
70%: Deal +1 damage and the targets also become dazed.
90%: The damage bonus is increased to +2, and the targets instead become stunned.
99%: The damage bonus is increased to +3, and the targets instead become paralysed.
Imbue Divinity
Used With Choose an object of at least 20sp in value. When you cast this spell, choose one of
1 minute your other known Divinity spells to imbue upon the object.
Range • The object becomes imbued with your chosen spell at the skill level of the priest who
cast it. It is cast using any magic skill (and appropriate talents) of the character
Touch
holding it. All normal rules for casting still apply, just that Charges are spent instead
Duration of Spirit Points.
24 hours • Imbued items gain 2 Charges, and each time a spell is cast from it 1 Charge is
Resist consumed.
- • 2 objects at a time can be imbued with this spell. Casting an additional Imbue while
at your maximum replaces one of the other castings.
The philosophy of the caster becomes imprinted on the relic, and it may refuse to
activate for purposes that would be considered antithetical. Items such as this that have
been made permanent are considered to be highly valuable relics of the faith.
Advancement
70%: You may imbue 3 objects at a time.
90%: You may imbue 4 objects at a time.
99%: You may imbue 5 objects at a time.
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Judgement
Used With A force of dark energy shoots from your pointing finger, to a target within range that
Action you can see.
Range • On a failed opposed Endurance skill check, the target takes 1d6 shadow damage.
On a successful Endurance check, the spell misses completely.
10 squares
• If this damage gives the target a Major Wound (i.e. negative maximum Hit Points),
Duration the target is reduced to a mere shadow on the ground, with everything it wore or
Instant carried utterly destroyed.
Resist • Undead and Constructs are immune to this spell.
Endurance
Advancement
70%: The spell deals +3 damage.
90%: The spell deals +6 damage.
99%: The spell deals +9 damage.
Planar Guardian
Used With Y ou summon an incorporeal entity from an outer plane of existence to aid you. You
Action can see this entity, as can anyone else who can see incorporeal creatures. You form a
mental link with the creature, and can see and hear everything they can while they are
Range
within 100 squares of you, just as they can see and hear everything you can. The entity
Self
has Movement 10, 10 Hit Points and if either you or the guardian is damaged, you may
Duration transfer up to 2 Hit
Concentration, or 1 hour Points of that Caster’s Philosophy Entity Summoned
Resist damage onto the Selfless, Benevolent or Structured Celestial
other entity so long Independent, Anarchic or Selfish Aethereal
-
as it is adjacent to Dominating, Manipulative or Malevolent Demonic
you.
Advancement
70%: You can cast this spell so the guardian appears anywhere within sight within 10 squares.
90%: Increase the amount of damage that can be transferred to 4 points.
99%: The entity summoned now has 20 Hit Points.
Purify
Used With Choose a plate of food or up to a litre (1 quart) of liquid. You bless the target in divine
Action energies, eliminating any poisons or disease contained within, allowing the substance to
be safely consumed.
Range
Furthermore, anyone who consumes that food or drink is invulnerable to disease or
Touch
poison for 1 hour.
Duration
Instant
Resist
-
Advancement
70%: Cast this spell on a living creature to alleviate the effects of disease or poison for 1 hour.
90%: Cast this spell on a living creature to remove the diseased condition
99%: Cast this spell on a living creature to remove any poisons effects instantly.
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Radiant Power
Used With A powerful aura of divine radiance suffuses your being for a brief moment. Creatures
Action of your choice within range are forced to make an opposed Resolve skill check. If they
succeed, nothing happens. If they fail:
Range
• Target creatures take 1d12 radiant damage.
1 square radius
• Undead are forced to move away from the caster on their next turn at their
Duration maximum speed.
Instant • If the damage type has been altered to shadow, the spell instead forces undead
Resist who fail their opposed Resolve check to follow your orders on their next action.
Resolve
Advancement
70%: Increase the duration of the flee (or command) effect to 2 rounds, and the damage by +5.
90%: Increase the spell’s radius of effect to 2 squares, and the damage bonus increases to +10
99%: The damage bonus increases to +15.
Restoration
Used With The creature you target as you cast this spell has one negative condition of your
Action choice removed from the following:
Range • Dazed, frightened, or intoxicated.
Touch
Duration
Instant
Resist
-
Advancement
70%: You can also choose to remove the nauseated or charmed condition.
90%: You can also choose to remove the restrained, terrified or stunned conditions.
99%: You can also choose to remove the pinned or paralysed conditions.
Resurrection
Used With Choose a target creature that died in the last minute. If the spell is successful, and the
1 minute creature's spirit is free and willing, the creature returns to life on 0 Hit Points. Being
brought back to life after such catastrophic damage leaves a lasting effect, however:
Range
• The target's Constitution Attribute is permanently lowered by 1 point.
Touch
• Scars and Lasting Injuries are not healed.
Duration • This spell has no effect on constructs or undead.
Instant
Resist
-
Material Component: A diamond worth at least 5000sp, which is consumed upon successful casting of the spell.
Advancement
70%: The target is brought back to life on 1 Hit Point.
90%: The target can be brought back to life within 1 hour of their death.
99%: The target is brought back to life on full Hit Points, with scars and Lasting Injuries healed.
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Salvation
Used With As a Reaction, you call upon your deity to fortify the target against damage from a
Reaction physical or magical attack, granting them +3 Natural Armour against that attack.
Range
10 squares
Duration
Instant
Resist
-
Advancement
70%: The amount of AP gained increases to +4.
90%: The amount of AP gained increases to +5.
99%: The amount of AP gained increases to +6.
Smite
Used With Your weapon shines with brilliant light, dealing radiant damage instead of its normal
Reaction on your turn kind, and the total damage dealt is increased by +1.
Range
Self
Duration
1 minute
Resist
-
Advancement
70%: The weapon becomes Auric, and the damage bonus is increased to +2.
90%: Targets damaged by the weapon are blinded for 1 round, and the damage bonus is increased to +3.
99%: The damage bonus is increased to +5.
Solace
Used With The caster gives the impression they are not a threat and not worth attacking. Anyone
Action who directly attacks the target creature affected by this spell with a melee attack must
also roll below their Resolve skill on the attack roll. On a failed check, the attack fails. This
Range
spell won’t protect the affected creature from area of effect spells, such as the explosion
Touch
of a fireball. If the recipient of this spell attacks or casts a spell that affects an enemy
Duration creature, this spell ends.
1 minute
Resist
Resolve
Advancement
70%: Increase the spell’s range by 10 squares.
90%: The spell also affects ranged attacks.
99%: The spell also affects magic directly targeting the subject.
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Slumber
Used With Choose a creature within range. It must make an opposed Resolve skill check against
Action your Divinity skill. If they fail the check, they become extremely drowsy and unable to
think, rendering them unconscious while you continue to concentrate (or 1 minute). If the
Range
target succeeds on their check, they become dazed for 1 round. If someone uses an
10 squares
action to wake them, or if the subject comes under attack, the spell ends as they awaken
Duration from a dream with a start, a dream in which they are under attack. They can immediately
Concentration, or 1 minute defend this attack.
Resist
Resolve
Advancement
70%: Increase the spell’s range by 10 squares.
90%: The victim must succeed in an unopposed Resolve check to awaken, when someone takes an action to do so.
99%: The victim must succeed in an opposed Resolve check (vs your skill), when someone takes an action to do so.
Teleportation Ward
Used With Choose a location you are touching. You inscribe mystical sigils in a 10-square radius
1 minute during the casting of this spell and for an hour afterward, the area prohibits the use of
teleportation magic. Others cannot teleport into the area, and any spell which involves
Range
magically moving from one place to another (Blink, Teleport etc) doesn’t work.
10 squares
Duration
1 hour
Resist
-
Advancement
70%: The radius is increased to 20 squares.
90%: The duration increases to 24 hours.
99%: Spellcasters you choose can use their teleport spells to ignore the effects of this spell.
Transfer Spirit
Used With Choose a creature within range. When this spell is cast, the target regains 1 Spirit
Action Point. You cannot raise the Spirit Points of the target above its maximum.
Range
Touch
Duration
Instant
Resist
-
Advancement
70%: You can choose to spend up to 3 Spirit Points when casting this spell, transferring them all to the target.
90%: You can choose to spend up to 6 Spirit Points when casting this spell, transferring them all to the target.
99%: Spirit Points transferred take the target above their normal maximum and last for 1 hour.
Truth Sense
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Used With You gain divinely inspired insights into the world around you.
Action • Add a +6% bonus to any opposed Insight check results used to determine if
Range someone is telling the truth or not.
Self
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: The Insight bonus increases to +12%.
90%: You can also sense auras of active magic spells out to 10 squares.
99%: You can also see invisible creatures and objects, and automatically perceive illusions for what they are.
Vengeance Aura
Used With You surround a chosen target you touch with a faint aura of light. When that target is
Action hit with a melee weapon, the attacker takes 1 point of radiant damage.
Range • Only Energy AP protects against this damage.
Touch
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: The damage increases to 2 points. You may choose two targets to apply this effect to when cast.
90%: The damage increases to 3 points. You may choose three targets to apply this effect to when cast.
99%: The damage increases to 4 points. You may choose four targets to apply this effect to when cast.
Walk on Air
Used With Your footsteps become so light that you can step on the slimmest branch without
Action bending it, or even walk on water, leaving barely a ripple from your passing. If you fall, you
Range glide to the ground unharmed. The maximum weight for this spell is the subject’s own
body plus a maximum of 100kg (220lb) for all being carried. Going above this weight
Self
negates the spell’s effects.
Duration
1 minute
Resist
-
Advancement
70%: The duration is increased to 1 hour.
90%: Levitate up or down at half your normal movement rate, and the range of the spell becomes Touch.
99%: Walk through the air as if it were ground, at your normal Movement Rate. You may increase or decrease your
altitude at half your normal Movement Rate.
Wall of Light
Used With A wall composed of burning light appears at an unoccupied point within range. The
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Action wall is composed of 10 1 square x 1 square panels which can be arranged however you
Range wish, so long as the panels are connected to each other and the wall has no more than 2
10 squares corners.
• Each panel has AP 5 and 10 Hit Points.
Duration
• The wall is invulnerable to mundane physical attacks, fire and radiant damage.
Concentration, or 1 minute
• It’s vulnerable to shadow damage.
Resist • Reducing a panel to 0 Hit Points destroys it and may cause connected panels to
Endurance collapse at the GM’s discretion.
• Anyone attempting to pass through the area must make an opposed Endurance
check. On a failed check, it takes 1d12 radiant damage and is blind for 1 round,
with the damage halved if the check was successful.
Advancement
70%: Each wall section now has 20 Hit Points, and the damage is increased by +5.
90%: Each wall section now has 30 Hit Points, and the damage bonus is increased by +10.
99%: Each wall section now has 40 Hit Points, and the damage bonus is increased by +15.
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Druidry
Summoning the very powers of nature, those who practice Druidry worship nature and the world around them as a
living god. While some theologians debate about the existence of a genuine intelligence within the earth itself, Druids
feel the connection within them, and use this power to fight to protect the natural environment and all of the creatures
that dwell within.
Magical Focus
Druidry provides a wide variety of abilities, including potent healing and protective spells, as well as offensive
capabilities on par with other fields of magic, such as calling on lightning or fiery eruptions. Druids are unique in other
areas, specifically to change their physical form into that of an animal, allowing them to become powerful melee
combatants with vicious claws and thick hides.
Druidry in Society
Druids congregate in sects devoted to different areas within the faith, and each of them interact differently with
society at large. The most common and popular druids are the Vitaens, who provide all manner of services to rural
communities, such as healing and medicine. They can even be found within cities, providing citizens with healing and
advice, and putting a good face on the Druidic faith with those who would not normally encounter such priests.
At home in the wilderness, the Tempest sect tend to be far less amenable and tolerant of those who despoil nature
for their own gain. Steeped in powerful nature magic, these Druids are both respected and feared by villagers in remote
areas, but since members of this sect are rarely seen within cities, they are used by more conventional faiths as an
example of how reckless and dangerous Druidry can be.
Finally, the Beastmasters tend to eschew civilisation altogether, preferring to exist in the wilds where they can take
on the form of their favourite animal without fear of harming innocents. These Druids are the most connected to nature,
and some of its most fierce protectors, too. In most cities they are considered legends or myths, although there are rare
examples of such Druids who make their homes in cities, taking on the forms of large dogs or cats to prowl the rooftops
at night.
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Use The Action, Movement or Reaction the spell is used with.
Rng The range of the spell. S = Self, T = Touch, or a distance in Squares.
Duration Instant, 1A is one Action, 1rd is one round, Concentration in minutes.
Resist Endurance, Evade, Resolve, Brawn
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Advancement
70%: You can change into any creature of the Beast category, or a Fey Cat.
90%: You can change into any creature of the Dire Beast category, or a Storm Crow.
99%: You can change into a Basilisk, Phoenix, Unicorn or Megalodon.
Animal Link
Used With You form a mental link with a willing Small Animal, and can see and hear everything it
Action can while within 100 squares of you. While linked, you can mentally nudge the creature to
go in a direction they want to, so you can use it to spy and scout. The creature can’t be
Range
forced to attack, and it will flee if attacked.
10 squares
• If your linked creature is subject to any dispel, banishment or magic nullification,
Duration this spell ends.
Concentration, or 1 minute
Resist
-
Advancement
70%: You can establish a link with any creature of the Beast category.
90%: The creature you link with can be influenced to attack, but it will flee if in danger of dying.
99%: You can establish a link with any creature of the Dire Beast category.
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Bark Armour
Used With The druid creates armour made of thick bark around their body, gaining 3 points of
Action Worn armour over their body. This armour doesn’t stack with any Worn armour, and
casting this spell on the same target a second time simply replaces the first casting, as
Range
normal.
Self
If cast on a race that can’t normally wear armour, such as a Saerid, the spell only
Duration provides half its normal benefit.
1 hour
Resist
-
Advancement
70%: The armour gained increases to 6 AP.
90%: The armour gained increases to 9 AP.
99%: The armour gained increases to 12 AP.
Beast Sense
Used With This spell grants the druid or someone they touch a new and unusual sensory
Action perception, which replaces regular sight. The range for this new sense is listed in the table
below. You can spend 1 Spirit Point to change the type of vision, as an action, without
Range
having to make an additional skill check.
Touch
Duration Sense Range Capability
1 hour Blindsight 5 squares Sense movement within range as if seeing it.
Resist Darkvision 20 squares See in total darkness, but blinded by daylight.
- Scent 15 squares Acute sense of smell, akin to a bloodhound.
Tremorsense 5 squares Detect vibrations of tiny creatures moving on ground.
Advancement
70%: Double the range of the effect.
90%: Add an additional sense to use simultaneously.
99%: The duration becomes 8 hours.
Blight
Used With Crackling black energy washes over the target of this spell, draining life from its body.
Action • The target must make an opposed Endurance skill check or take 1d6 shadow
Range damage. On a successful check, the damage is negated.
• Plants are considered vulnerable to this spell’s damage.
10 squares
• This spell has no effect upon undead or constructs.
Duration
Instant
Resist
Endurance
Advancement
70%: Increase the damage by +3.
90%: +6 damage, and you may add an additional target within range.
99%: +10 damage, and you may add an additional target within range.
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Blizzard
Used With Frozen chunks of ice and a bitterly cold wind blast a target at a point of your
Action choosing within range.
Range • The target takes 1d10 cold damage, halved if they make a successful opposed
Endurance skill check.
10 squares
Duration
Instant
Resist
Endurance
Advancement
70%: 20 square range, +5 damage, and you can choose to increase the radius of effect by 1 square.
90%: +10 damage, and you can choose to increase the radius of effect by 2 squares.
99%: +15 damage, and you can choose to increase the radius of effect by 3 squares.
Breathe Water
Used With The target of this spell can breathe underwater as if it were breathing air.
Action
Range
Self
Duration
1 hour
Resist
-
Advancement
70%: The range is changed to Touch.
90%: The duration increases to 2 hours.
99%: The duration increases to 5 hours.
Control Weather
Used With The caster is able to affect weather conditions within a 20 square radius by casting
Action this spell. The conditions and their effects can be adjusted by one level from what is
currently present, as noted on the table below, and come into effect immediately, at a rate
Range
of 1 step of change per round (up to your maximum):
20 squares
Duration Conditions Movement Range Weapon Use
Concentration, or 1 minute Clear and calm Unaffected All
Light cloud, no wind Unaffected All
Resist Overcast, light breeze or no wind Unaffected All
- Heavily overcast, moderate winds Unaffected All
Strong winds, light rain -1 Half range
Steady rain with strong winds -2 No black powder guns
Gale winds, heavy rain & thunder -3 No BP guns or archery
Storm of destructive power -4 None
Advancement
70%: The conditions can be adjusted by 2 levels, and the area of effect becomes 50 squares.
90%: The conditions can be adjusted by 3 levels, and the area of effect becomes 100 squares.
99%: The conditions can be adjusted by 4 levels.
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Elemental Sheath
Used With An aura of one element surrounds the wielder, granting +5 AP of Damage Reduction
Action against that damage type and the following effect against melee attackers who
successfully hit:
Range
Self Element Effect
Duration Acid 1d8 acid damage. The attacker’s weapon loses 1 Hit Point.
1 minute Cold 1d6 cold damage. If damaged, the attacker is slowed for 1 round.
Resist Fire 1d10 fire damage. If damaged, the attacker cannot heal for 1 round.
- Lightning 1d6 electrical damage. If damaged, the attacker is dazed for 1 round.
Advancement
70%: The damage is increased by +5.
90%: The Damage Reduction is increased to +10 AP. The damage bonus is increased to +10.
99%: The damage bonus is increased to +15.
Entangle
Used With Roots and vines sprout from the ground in a 1 square radius at a point within range,
Action reducing the Movement Rate of creatures in the area by half, if they fail an opposed
Brawn skill check.
Range
• Creatures can spend an action to make a Brawn skill check to break free of the
10 squares
spell’s effects. If so, they are no longer affected for the duration.
Duration
1 minute
Resist
Brawn
Advancement
70%: The radius of effect increases to 2 squares, and anyone caught in the effect takes 1d8 points of piercing
damage every round they are trapped.
90%: Affected creatures are also restrained.
99%: Affected creatures are pinned the round after they are successfully restrained.
Eruption
Used With A blast of red-hot liquid rock bursts out of the ground at a target point in range.
Action • The target takes 1d12 fire damage, halved if they make a successful opposed
Range Evade skill check.
• The affected area deals the same damage on the next round to anything still in the
10 squares
area.
Duration
Instant
Resist
Evade
Advancement
70%: 15 sq range, +6 damage, and you can choose to increase the radius of effect by 1 square.
90%: 20 sq range, +12 damage, and you can choose to increase the radius of effect by 2 squares.
99%: 25 sq range, +18 damage, and you can choose to increase the radius of effect by 3 squares.
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Freezing Fog
Used With You create a 2-square-radius cloud of chilling fog centred on a point within range. The
Action cloud’s area is heavily obscured, permitting vague silhouettes at a range of 2 squares and
moderate details at 1 square. The fog, being heavier than air, sinks to the lowest level of
Range
the land, even pouring down openings. Wind will move the fog away and if more than a
10 squares
light breeze, completely disperse it after 1 round.
Duration • Attacks taking place within the fog do not gain their result bonus.
1 minute • At the start of their turn, any creature within the cloud takes 1d8 cold damage.
Resist • Damaged creatures are reduced to half movement.
-
Advancement
70%: The damage is increased by +4, and targets are also slowed.
90%: The damage bonus is increased to +8, and you can choose to increase the radius of the fog by 1sq
99%: The damage bonus is increased to +12, and you can choose to increase the radius of the fog by 2sq
Fumarole
Used With Choose a target point within range. Acidic gases erupt from the ground. Any creature
Action at that point must make an opposed Endurance skill check.
Range • On a failed opposed Endurance skill check, the target takes 1d8 acid damage, as
well as acid damage’s standard 1 AP of armour damage.
10 squares
• On a successful Endurance check, the spell deals half damage and doesn’t
Duration damage armour at all.
Instant
Resist
Endurance
Advancement
70%: The spell deals +5 damage, and the AP damage is increased to +2.
90%: The damage bonus is increased to +10, the spell effects a radius of 1 square at the target point.
99%: The damage bonus is increased to +15, and the AP damage is increased to +3.
Hail of Thorns
Used With When you cast this spell, a rain of long, sharp thorns to fly through the air to a target in
Action range. An affected creature must make a resistance check or take 1d10 piercing damage.
If their resistance check was successful, they only take half damage.
Range
10 squares
Duration
Instant
Resist
Evade or Shields
Advancement
70%: +5 damage, and damaged targets bleed.
90%: The damage bonus is increased to +10, and creatures along a line between you and the target are hit.
99%: The damage bonus is increased to +15, and the spell effects a radius of 1 square around the target.
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Healing Fruit
Used With A piece of fruit such as an apple, or a handful of berries are infused with life-giving
Action magic for the duration.
Range • When eaten over the course of a minute, the fruit instantly heals 2 Hit Points of
damage to Minor Wounds.
Touch
Duration
24 hours
Resist
-
Advancement
70%: The spell functions in place of a pain-relief tonic, removing penalties when a patient requires surgery.
90%: The spell now heals targets that have a Serious Wound, provided they’re conscious and able to eat.
99%: The total damage healed increases to +3.
Infect
Used With As part of your attack, one of your weapons, whether it’s ranged, melee or unarmed,
Action carries a potent contagion that may infect the target.
• A target damaged by this infected weapon must make an opposed Endurance skill
Range or become diseased for 3 rounds. The effects of this condition are:
Self • Victim’s Movement is reduced to half.
Duration • Victim loses all Result Bonuses on skill checks.
3 rounds • Victim’s Heal Rate is reduced to 0.
Resist
Endurance
Advancement
70%: The disease duration is increased to 1 minute.
90%: The disease duration is increased to 1 hour.
99%: The disease duration is increased to 8 hours.
Ironwood
Used With A wooden object no larger than an adult human is hardened to become like steel. This
Action is most effective when used on wooden weapons and shields.
Range • A wooden weapon or shield gains +1 damage and +5 HP.
• All other wooden objects gain +5 HP.
Touch
Duration
1 minute
Resist
-
Advancement
70%: The spell’s duration is increased to 1 hour.
90%: A wooden weapon or shield gains a total of +2 damage and +10 HP.
99%: A wooden weapon or shield gains a total of +3 damage and +20 HP, and the duration becomes Permanent.
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Lightning Shield
Used With As a Reaction to an attack, you are able to create a shield of lightning that absorbs
Reaction ranged damage, or any damage created by a spell, to you. Your Druidry skill opposes the
roll for the incoming attack.
Range
• If successful, your target gains +5 Energy AP.
Self
Duration
Instant
Resist
-
Advancement
70%: The target gains a total of +10 Energy AP. Apply this spell to someone within 10 sq who is under attack.
90%: The target gains a total of +15 Energy AP.
99%: The target gains a total of +20 Energy AP. If you fail to beat your opponent’s roll, the target gains +5 AP
Lightning Strike
Used With Choose a target within range. If they fail a resistance check, they take 1d10 electrical
Action damage. If the check is successful, they are unaffected by the spell.
Range
10 squares
Duration
Instant
Resist
Evade or Shields
Advancement
70%: +4 damage, and the spell effects a radius of 1 square around the target.
90%: The damage bonus is increased to +8, and damaged creatures are dazed for 1 round.
99%: The damage bonus is increased to +12, and the spell effects a radius of 2 squares around the target.
Move Earth
Used With You are able to shape and mould dirt or clay as you see fit, in an area of no more than 5
Action cubic squares, raising or lowering the ground level by as much as 1 square. This happens
at a rate of 1 cubic square per minute, too slow to trap anyone within. Otherwise, you can
Range
reshape soft earth as you see fit, such as:
10 squares
• Creating cover for an upcoming battle.
Duration • Dig a tunnel to circumvent a wall.
1 minute • Build a ramp to go over an obstacle.
Resist
-
Advancement
70%: Shape earth of up to 10 cubic squares, at a rate of 2 cubic squares per round.
90%: You can raise or lower land by up to 2 squares in height, and form Obstructed terrain to hide behind.
99%: You can move earth at a rate of 1 cubic square per round.
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Pack Instincts
Used With Choose a creature in range. While in effect, you and the target creature are able to
Action instinctively co-ordinate attacks for greater effect. You both deal +2 damage when
attacking the same target with physical (i.e. non-spell) attacks.
Range
10 squares
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: Include a 3rd target to gain this benefit.
90%: Include a 4th target to gain this benefit, and the damage is increased to +3.
99%: Include a 5th target to gain this benefit, and the damage is increased to +4.
Regenerate
Used With The caster channels life energy into a chosen target.
Reaction on your turn • The target is healed for 1 Hit Point to Minor Wounds. The spell immediately
Range stabilises bleeding on Serious & Major Wounds.
10 squares • This spell has no effect upon undead or constructs.
Duration
Instant
Resist
-
Advancement
70%: The spell can affect Serious Wounds, and the target gains an extra Hit Point at the start of their next turn.
90%: The spell can affect Major Wounds – the Hit Points are gained by the target over an 8-hour rest. It will also heal
permanent loss of HP such as from zombie rot or similar effects.
99%: The target now gains an extra Hit Point at the start of their next 2 turns.
Reincarnation
Used With Choose a target creature that died within the last minute. If the spell is successful, and
1 minute the creature's spirit is free and willing, the creature returns to life on full Hit Points in a
new body – they can choose a Small Animal.
Range
• The subject retains all their previous abilities, but their Attributes aside from
Self
Intellect are set to that of their new form.
Duration • They cannot talk in regular languages, but can understand language they knew
Instant before.
Resist • This spell has no effect on constructs or undead.
-
Material Component: A diamond of at least 5000sp value, which is consumed if the spell is successful.
Advancement
70%: The target can be brought back to life within 1 hour of their death, and they can choose a Beast body.
90%: The target can be brought back to life within 8 hours of their death, and they can choose a Dire Beast body.
99%: The target can be brought back to life within 24 hours of their death, and can be of any playable race.
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Rust
Used With Choose a point within range. A spray of extremely salty water shoots towards a target
Action of your choice. The target must make an opposed resistance skill check:
Range • If failed, they lose 1d4 Armour Points from one piece of metal armour they are
wearing (their choice).
10 squares
Duration
Instant
Resist
Evade or Shields
Advancement
70%: The AP loss is increased by +1, and you can choose which armour piece to hit.
90%: The AP loss is increased by +2, and you can choose to hit a metal weapon they are holding instead, dealing
this damage to its Hit Points.
99%: The AP loss is increased by +3.
Advancement
70%: You can converse with any animal with range of this spell.
90%: You are considered a friend of all animals, and they will automatically be helpful, and can be convinced to help
you in a fight.
99%: You can converse with plants in the same manner as animals.
Stonewalk
Used With When you use this spell, you are able to quickly move through solid material. Nothing
Action of your presence remains visible or otherwise detectable by your passage. It lasts long
enough to enable you to move through 30cm (1 foot) of matter, such as a wall or heavy
Range
doorway. If the spell ends while you are still within solid matter, if for example it’s thicker
Self
than 30cm (1’), you are expelled at the nearest exit point. If completely surrounded by
Duration solid material of greater thickness than this, you die instantly, buried within.
Instant
Resist
-
Advancement
70%: You can move through 60cm (2 foot) of matter.
90%: Use this ability on an adjacent, willing, living creature you touch, taking them along with you. This costs 1 extra
Spirit Point.
99%: Use this ability on up to 3 adjacent, willing, living creatures you touch, taking them along with you. This costs 2
extra Spirit Points.
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Sunbeam
Used With Upon casting this spell an intense light as bright as day illuminates a target within
Action range.
Range • The target takes 1d12 radiant damage and is blinded for 1 round, unless a
successful opposed Endurance skill check is made, which halves the damage and
10 squares
prevents blindness.
Duration
Instant
Resist
Endurance
Advancement
70%: The damage is increased by +5.
90%: The damage bonus is increased to +10, and the radius of effect increases to 1 square.
99%: The damage bonus is increased to +15, and the radius of effect increases to 2 squares.
Suppress Magic
Used With The caster of the target spell must make an opposed check of their magic skill versus
Action your Druidry skill. If you win, the spell has no effect while you maintain concentration. If
you use this to counter a spell while concentrating on another, the first spell becomes
Range
active while you suppress the new spell.
10 squares
Duration
Concentration, or 1 minute
Resist
Magic skill
Advancement
99%: The spell can be cast as a Reaction to another character attempting to cast a spell. You cannot add your Result
Bonus, but if you beat their magic skill result, the spell is countered.
Swarm
Used With A swarm of insects appears at a point of your choice within range, blanketing an area
Action 5 squares in radius.
Range • This area counts as difficult terrain.
• Anyone within the area of the swarm loses their Perception result bonus.
10 squares
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: The swarm is angry! Anyone starting their turn in the swarm’s effect gains the bleed condition for 1 round.
90%: The swarm is dense! Anyone starting their turn in the swarm’s effect also gains the blind condition for 1 round.
99%: Fear the swarm! Anyone starting their turn in the swarm’s effect also gains the frightened condition for 1 rnd.
Teleport Pet
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Used With If your Bonded Pet is within 5 kilometres (3 miles), casting this spell will summon it to
Action your side. It appears instantly through a dimensional doorway. It is momentarily
disoriented, and cannot act until the next round on your turn.
Range
The Bonded Pet brings anything that isn’t alive held in its hands at the time through
Self
the portal – living beings aside from itself will not be transported.
Duration
Instant
Resist
-
Advancement
70%: The pet can have its turn as soon as it is summoned.
90%: Teleport the Bonded Pet to a point within your line of sight.
99%: Teleport the Bonded Pet from anywhere on your current plane of existence.
Thunderbolt
Used With A wave of concussive energy ripples from your hand towards your chosen target.
Action • The target takes 1d10 bludgeoning damage on a failed Endurance check, and half
Range this damage on a successful one. A creature that fails this check is also knocked
prone.
10 squares
Duration
Instant
Resist
Endurance
Advancement
70%: The spell deals +5 damage, and its effect has a 1 square radius.
90%: The spell bonus increases to +10 damage, and targets are deafened for 1 hour.
99%: The spell bonus increases to +15 damage, and its effect has a 2 square radius.
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Tree Portal
Used With You open a portal between two large trees, allowing you to step from one to the next
1 Minute cast without travelling the intervening space. Although convenient, inter-dimensional travel
does carry a degree of risk. Travel to a tree within sight or to a tree which is well known to
Range
you is relatively easy, but trees in places you are less familiar with incur a penalty on the
Self/Touch
casting roll, as noted below on the Accuracy Table. Regardless of success or failure, the
Duration caster must use a gem of no less than 100sp in value which is consumed with the spell.
- • For every extra person you want to take along, you incur an additional -10% skill
Resist penalty for the check. You can bring along up to 10 people in this way.
- • You can attune yourself to the energies of the location if you have an object taken
from there in the last 50 years.
• The maximum range of the spell is a location within 100km (60mi) of you.
• You can mark a tree with a unique marking – a sigil – to aid returning to this point
once your skill is high enough.
Material Component: A gem of no less than 100sp in value, which is consumed with the spell.
Tree Portal Modifier Table Tree Portal Failure Result Table (Roll separately)
Destination Casting Modifier Failure Roll Result
Well Known 0% 01%-50% The spell has no additional effect.
Visited Twice -10% 51%-70% You are sent 1km (.6mi) in a random direction.
Seen Once/Associated Object -20% 71%-98% You are sent 5km (3mi) in a random direction.
Described to you -40% 99%-100% You are tossed 50km (30mi) in a random direction.
Advancement
70%: R eturn without error to a location previously marked with a unique sigil. Only one location can be marked at a
time.
90%: Reduce the skill penalty to -5% for each additional person, instead of -10%.
99%: There is no skill penalty for bringing along additional people.
Wall of Ice
Used With A wall composed of ice appears at an unoccupied point within range. The wall is
Action composed of 10 1 square x 1 square panels which can be arranged however you wish, so
long as the panels are connected to each other and the wall has no more than 2 corners.
Range
• Each panel has AP 10 and 10 Hit Points.
20 squares
• The wall is invulnerable to mundane physical attacks, cold and slashing damage.
Duration • It’s vulnerable to fire damage.
Concentration, or 1 minute • Reducing a panel to 0 Hit Points destroys it and may cause connected panels to
Resist collapse at the GM’s discretion.
Endurance • Each creature starting their turn adjacent to the wall takes 1d12 cold damage on a
failed opposed Endurance skill check, halved if successful.
Advancement
70%: Each wall section now has 20 Hit Points, and the damage is increased by +5.
90%: Each wall section now has 30 Hit Points, and the damage bonus is increased by +10.
99%: Each wall section now has 40 Hit Points, and the damage bonus is increased by +15.
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Wind Blast
Used With You summon a blast of fierce wind from your outstretched hand.
Action • Each creature in a line out to the spell’s maximum range must make an opposed
Range Brawn skill check or be pushed back 1 square and rendered prone.
10 square line • Flying creatures caught in the winds who fail their Brawn check lose 1 square of
altitude for each square they’re pushed back.
Duration • Mists, gases, fogs and the like are dispersed. The gust extinguishes candles, torches,
Instant and similar unprotected flames in the area.
Resist
Brawn
Advancement
70%: The blast now also deals 1d4 collision damage to targets that fail their Brawn check.
90%: Targets that fail their Brawn check are pushed back 2 squares and are restrained for the round.
99%: Targets that fail their Brawn check are pushed back 3 squares and are pinned for the round.
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Psionic
Practitioners of this discipline call upon the hidden powers of the mind to manipulate matter, mind, space and time.
They are mystics, monks and masters of the mental realm, with their own unique style of magic that relies solely on the
power of the mind, and no vocal component whatsoever. While a distinct advantage, they can be limited in other ways
too.
Magical Focus
Psions have a broad repertoire of abilities, though their damage spells tend to be limited. They rely on subtlety and
cunning to maximise the effectiveness of their magic, often turning their enemies against each other. Psionics can also
augment the unarmed combat ability of the caster in various ways, making them a force to be reckoned with on the
battlefield.
Psions in Society
Psions are mostly found wandering the world or dwelling in remote locations, where the distractions of life are kept
to a minimum, allowing the individual to focus on developing their inner strength. Monks are very common within the
ranks of Psions, who combine the rigorous discipline of the magic with their own physical training to accomplish
incredible feats of magic and martial prowess. They are rarely found in cities, or even small villages, requiring a journey
to find their monastery if one wishes to contact them. Those that are found in society usually operate training centres or
Dojos, where they attempt to enlighten and train those who seek a more disciplined life.
Closely related to these warriors are those who focus on their own mental strength to become immune to fear,
mundane weapons and can even forgo sleep entirely without any repercussions. These tend to be the most spiritual of
Psions, and can sometimes be called upon to offer advice to those who seek their aid, though they tend to be even
harder to find than monks.
Finally, there are Psions that focus entirely on their mental powers, turning their minds into weapons. They are
sometimes treated as wizards, where their powers are put to use in society for the benefit of others, but oftentimes they
are thought of as Sorcerers, shunned from civilised life due to the unusual and unsettling nature of their power.
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Use The Action, Movement or Reaction the spell is used with.
Rng The range of the spell. S = Self, T = Touch, or a distance in Squares.
Duration Instant, 1A is one Action, 1rd is one round, Concentration in minutes.
Resist Endurance, Evade, Resolve, Brawn
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Advancement
70%: Learn the answer to 2 questions.
90%: Learn the answer to 3 questions.
99%: Learn the answer to 4 questions.
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Astral Rebirth
Used With You need a diamond of at least 5000sp value to cast this spell, which is only
1 minute consumed if the spell is successful. Once in place, if you are killed during the allotted
duration, your spirit escapes the destruction of your body and remains safely on the Astral
Range
Plane. Over the next 24 hours you psychically form a new body out of proto-matter, and
Self
are reborn within it. Once the body is complete and your mind restored to it, you
Duration automatically awaken on the material plane, as naked as the day you were born, within
12 hours 1km/1mi of your last body’s demise. Being brought back to life after such catastrophic
Resist damage leaves a lasting effect, however – your Constitution Attribute is permanently
- lowered by 1 point after you have been reborn.
Material Component: A diamond worth at least 5000 sp, which must be carried on your person while the spell is in
effect. It is consumed upon your death while this spell is active.
Advancement
70%: Choose to bestow the effects of this spell upon someone else.
90%: Increase the spell’s duration to 24 hours.
99%: The subject no longer loses a point of Constitution when brought back to life. Increase the spell’s duration to 7
days.
Bend Light
Used With This ability allows the psion to mentally divert the course of light around the subject’s
Action body, granting Stealth result bonus while the psion continues to concentrate. This ability
can even be used in full sight of an opponent (i.e. without needing cover), only requiring
Range
an opposed check to be successful.
Self
• Gain a +6% result bonus on Stealth skill checks.
Duration • Use in the open in view of enemies without penalty.
Concentration, or 1 minute
Resist
-
Advancement
70%: The bonus increases to +12%.
90%: The subject becomes invisible, but this effect ends if the user casts a spell, attacks or damages another
character or object.
99%: The subject becomes invisible and they can use Small weapons without breaking this effect.
Control Magic
Used With As a Reaction, choose a creature who is casting a spell within your range. If your roll
Reaction when casting this spell is higher than theirs, the spell’s target changes to one of your
choice within that spell’s range.
Range
• The original caster can choose to spend an extra Spirit Point to gain a +10%
10 squares
result bonus to their check.
Duration • This spell cannot be used on spells cast as Reactions.
Instant
Resist
Resolve
Advancement
70%: Add a +5% result bonus to your attempt.
90%: Add a +10% result bonus to your attempt.
99%: Add a +15% result bonus to your attempt.
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Deflect Weapon
Used With Cast this spell when you come under attack from a ranged weapon. You are able to
Reaction deflect a missile such as an arrow, dart or bullet using the power of your mind. The
weapon does not have to be targeting you – you can stop any missile within range,
Range
beginning with just outside of your own body.
Self
Auric Weapons are unaffected by this spell, unless you have the skill required to affect
Duration such weaponry.
Instant
Resist
-
Advancement
70%: Auric Weapons no longer affect you.
90%: The spell can also affect melee weapons.
99%: Increase the range of the effect by 5 squares, allowing you to affect weapons that would hit allies.
Defy Gravity
Used With Your footsteps become so light that you can step on the slimmest branch without
Action bending it, or even walk on water, leaving barely a ripple from your passing. If you fall, you
glide to the ground unharmed. The maximum weight for this spell is your own body plus a
Range
maximum of 100kg (220lb) for all you are carrying. Going above this weight negates the
Self
spell’s effects.
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: Levitate up or down at half your normal movement rate.
90%: Fly around at will, at your normal movement rate. The duration is increased to Concentration, or 1 hour.
99%: Fly around at will, at double your normal movement rate. Your maximum carry weight is also doubled.
Dimensional Shunt
Used With You create a portal and instantly reappear in a space of your choosing within 10
Movement squares of the space you vanished from, provided you can directly see it, either through
your own eyes or via another method. You are not subject to any movement restrictions
Range
or opportunity attacks.
10 squares
Duration
Instant
Resist
Resolve
Advancement
70%: Increase the range of effect by 10 squares.
90%: You can take along one willing target that you’re touching.
99%: Choose a target creature in range. If they fail an opposed Resolve skill check, they swap positions with you.
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Dream Travel
Used With Cast this spell as you prepare for sleep and picture in your mind the place you wish to
1-hour casting time travel to – this only works if you’ve visited the place before, or have at least viewed it
through clairvoyance or some other method. As you drift off, you cross into the land of
Range
dreams, a realm born of joining the caster’s mind with the Border Aethereal plane. Your
Touch
dreams will be filled with images of the journey, though you may have difficulty recalling it
Duration once awake.
Concentration, or 8 hours When you awaken after a full 8 hours of rest, you will be at your desired destination if
Resist it is within 50km (30mi) of your starting point. Casting success works a little differently
- for this spell, as noted on the table below:
• For every extra person you want to take along, spend an extra Spirit Point and you
incur an additional -5% skill penalty for the check.
Result Effect
Critical Success The character(s) arrives precisely at the destination.
Success The character(s) arrives within 100sq of the destination and awakens properly rested.
Failure The character(s) is unable to focus during their sleep and awakens rested, but has not travelled.
Fumble The character(s) is plagued by nightmares, does not travel and doesn’t regain Spirit or Hit Points.
Advancement
70%: The range of the spell increases from 50km (30mi), to 100km (60mi).
90%: You no longer have a skill penalty for bringing along additional characters.
99%: Remain conscious during the journey, allowing you to travel the Aethereal Plane until the duration expires.
Fortified Body
Used With You toughen your skin using your mental power, becoming more resistant to damage
Reaction at any time and pain. As your skill increases, your ability to withstand damage increases with it.
Range • Gain +1 Natural Armour.
Self
Duration
1 hour
Resist
-
Advancement
70%: The armour bonus increases to +2 Natural Armour.
90%: The armour bonus increases to +3 Natural Armour and you are also immune to becoming dazed.
99%: The armour bonus increases to +4 Natural Armour and you are also immune to becoming stunned.
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Gravity Well
Used With You open a singularity at a point of your choosing within range for a brief moment.
1 action Whatever is within a 2 sq uare radius of that point is subject to immense gravitational
forces that pull them in to the centre, unless they are quick enough to get out of the way.;
Range
• If they fail an opposed Evade skill check, creatures and objects also take 1d6+5
10 squares
bludgeoning damage.
Duration • Any creature which survives is rendered prone.
Instant
Resist
Evade
Advancement
70%: Increase the total damage by +5 and the effect’s radius by 1 square.
90%: Increase the total damage by +10 and the effect’s radius by 1 square.
99%: Increase the total damage by +15 and the effect’s radius by 1 square.
Master of Fear
Used With You have mastered fear within yourself, and can project it to others. The target of this
Action spell must make an opposed Resolve check or become frightened for 1 round.
Range
10 squares
Duration
1 round
Resist
Resolve
Advancement
70%: Alternatively, the target of this spell is instantly calmed, removing the frightened condition.
70%: The target of this spell instead becomes terrified for 1 round, and frightened for 1 minute afterwards.
99%: Choose to affect targets in a 1 or 2 square radius.
Matter Alignment
Used With When you use this spell, you are able to quickly move through solid material. Nothing
Action of your presence remains visible or otherwise detectable by your passage. It lasts long
enough to enable you to move through 30cm (1 foot) of matter, such as a wall or heavy
Range
doorway. If the spell ends while you are still within solid matter, if for example it’s thicker
10 squares
than 30cm (1’), you are expelled at the nearest exit point. If completely surrounded by
Duration solid material of greater thickness than this, you die instantly, buried within.
Instant
Resist
-
Advancement
70%: You can move through 60cm (2 foot) of matter.
90%: Use this ability on an adjacent, willing, living creature you touch, taking them along with you. This costs 1 extra
Spirit Point.
99%: Use this ability on up to 3 adjacent, willing, living creatures you touch, taking them along with you. This costs 2
extra Spirit Points.
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Mental Projection
Used With You reach into the mind of a creature within range that you can see and craft a
Action projection that takes root in the creature’s thoughts. The target must make an opposed
Resolve skill check. On a failed check, you create an illusory object, creature, or other
Range
phenomenon of your choice that is visible only to the target. On a successful check, the
10 squares
target is unaffected and can reroll future failed Resolve checks against the psion for the
Duration next minute.
Concentration or 1 minute • The projection includes sound, temperature and other stimuli evident only to the
Resist creature.
Resolve • The projection can appear to occupy up to 1 cubic square by default.
• The projection is imperfect, and a target affected by this spell makes an opposed
Resolve check every round to spot a flaw and thus, disbelieve the projection. If the
projection is very much out of place or difficult to believe, they gain a +20% bonus to
their Resolve skill for the roll. On a successful check, the spell ends.
• If the projection involves an image of something harmful to the character, such as
being bathed in fire or attacked by wild dogs, at the start of your turn the subject
takes 1d4 shadow damage.
While a target is affected by the spell, it treats the phantasm as if it were real and
rationalizes any illogical outcomes from interacting with the illusion. For example, a target
attempting to walk across a phantasmal bridge that spans a chasm will fall once it steps
onto the bridge. If the creature survives the fall, it still believes that the bridge exists, and
comes up with some other explanation for its fall—it was pushed, it slipped, or a strong
wind might have knocked it off.
Advancement
70%: Increase the damage by +2 and the maximum volume of the illusion becomes 5 cubic squares.
90%: The damage bonus is now +4 and the maximum volume of the illusion becomes 10 cubic squares.
99%: If the projection doesn’t damage the creature and/or doesn’t seem difficult to believe or out of place, it has no
chance to disbelieve it each round.
Microcosm
Used With Choose a target creature within range. If it fails a Resolve skill check it is shunted into
Action a pocket dimension on the Aethereal plane. This dimension mirrors the current realm of
Range the world around the target, and events proceed within the microcosm just as they would
in the actual world.
10 squares
Every round, the affected creature makes an opposed Resolve Skill check to discover
Duration the warped nature of their existence and break free of the pocket dimension. At the end of
Concentration, or 1 minute the duration, the microcosm crumbles and the occupants are ejected into the prime
Resist material plane at their last location.
Resolve
Advancement
70%: Affect up to two targets at once.
90%: Targets lose 1 Spirit Point at the start of each turn while in the microcosm.
99%: Affect up to three targets at once.
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PSIONIC SPELL LIST GLOSSARY CONTENTS
Mind Blade
Used With You fabricate an invisible sword from pure mental energy to wield in your hand. It
Action allows you to make a melee attack against a target using your Psionic skill.
Range • The invisible weapon counts as Small, and deals 1d4+1 shadow damage.
Self • The attack can only be defended against if the target can see invisible objects.
Duration
1 minute
Resist
-
Advancement
70%: The weapon becomes Auric, and the weapon’s damage becomes 1d4+2.
90%: The weapon’s damage becomes 1d4+3.
99%: The weapon’s damage becomes 1d4+4.
Mind Control
Used With Choose an animal, beast or other creature of low Intellect (less than 4). On a failed
Action opposed Resolve skill check, the target creature is charmed, becoming unable to harm
the psion and acting favourably towards them. If you harm the target, or you give the
Range
target an order that goes against its philosophy such as attacking one of its friends or
10 squares
family, this spell is broken and cannot work on the same target again for 24 hours.
Duration
Concentration, or 1 minute
Resist
Resolve
Advancement
70%: You may attempt to charm intelligent living creatures of any type.
90%: Animals come under your direct control to follow your orders. For every action you force them to do, they
receive an opposed Resolve skill check to break free vs a new roll of your skill.
99%: Any creature comes under your direct control to follow your orders. For every action you force them to do, they
receive an opposed Resolve skill check to break free vs a new roll of your skill.
Mind Link
Used With You form a mental link with a willing, living creature and can see and hear everything
Action they can while they are within 100 squares of you.
Range
10 squares
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: Increase the range of the link by 100 squares.
90%: Become able to use psionic spells through the subject as if you were standing there.
99%: The duration becomes Concentration, or 1 hour.
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PSIONIC SPELL LIST GLOSSARY CONTENTS
Precognition
Used With You gain a strong sense of dangerous events before they take place around you in
Reaction combat. Researchers believe that stressful situations help trigger this ability in a psion,
and attempts to use it in relatively calm environments don’t usually yield results.
Range
• In combat, you may reroll a failed Evade, Endurance or Resolve skill check.
Self
Duration
Instant
Resist
-
Advancement
70%: You may choose to reroll a failed attack, parry or shield check.
90%: You may choose to reroll damage dice.
99%: Instead force an NPC or even another player to reroll a dice roll that directly affects you while in combat.
Psi Healing
Used With Choose a living creature within range. If the subject is above 0 Hit Points, they gain
Action 1d4 Hit Points.
Range
Touch
Duration
Instant
Resist
-
Advancement
70%: Increase the amount healed by +1 Hit Points.
70%: This ability can be used on subjects with a Serious Wound, and also removes one bleed condition.
99%: Increase the amount healed by a total of +2 Hit Points, and the range becomes 10 squares.
Psi Warrior
Used With You channel your mental power through your hands to become a powerful unarmed
Action combatant.
Range • Your unarmed damage is increased by +1.
Self
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: The damage bonus is increased to +2.
90%: The damage bonus is increased to +3, and you can use this spell as a Reaction at any time.
99%: The damage bonus is increased to +5.
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PSIONIC SPELL LIST GLOSSARY CONTENTS
Psychic Aegis
Used With For the duration of the spell, you are able to see in a 360-degree circle around your
Action position as if you were looking through your normal eyesight, and cannot be surprised.
You automatically know which way is north, and your altitude above or below sea level.
Range
Self
Duration I
1 hour
Resist
-
Advancement
70%: Also add +2% to your Perception check results.
90%: The Perception check result bonus is increased to +4%.
99%: The Perception check result bonus is increased to +6%.
Psychic Armour
Used With The psion creates a glowing visage of armour pieces around their body, gaining 3
Action points of Worn armour over their body. This armour doesn’t stack with any Worn armour,
and casting this spell on the same target a second time simply replaces the first casting,
Range
as normal.
Self
If cast on a race that can’t normally wear armour, such as a Saerid, the spell only
Duration provides half its normal benefit.
1 hour
Resist
-
Advancement
70%: The armour gained increases to 6 AP.
90%: The armour gained increases to 9 AP.
99%: The armour gained increases to 12 AP.
Psychic Blast
Used With You unleash a blast of psychic energy in a cone 3-squares across at 3 squares
Action distance in front of you. All creatures within the area of effect must make an opposed
Range Resolve skill check. On a failed check, they become dazed for 1 round. This spell has no
effect on undead or constructs.
3-square cone
Duration
Instant
Resist
Resolve
Advancement
70%: The targets also become slowed.
90%: The targets instead become stunned.
99%: The targets instead become paralysed.
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PSIONIC SPELL LIST GLOSSARY CONTENTS
Psychic Crush
Used With Choose a creature within range. That creature is subject to a mental attack so
Action powerful it can actually crush their brain.
Range • The target must make an opposed Resolve skill check or take 1d6 shadow
damage.
10 squares
Duration
Instant
Resist
Resolve
Advancement
70%: Increase the spell’s damage by +3.
90%: Increase the spell’s total damage bonus to +6.
99%: Increase the spell’s total damage bonus to +9.
Psychic Leech
Used With Choose a living creature within range. On a failed opposed Resolve skill check, they
Action lose 1 Spirit Point and you gain 1.
Range
10 squares
Duration
Instant
Resist
Resolve
Advancement
70%: The target loses a total of 2 Spirit Points.
90%: You gain a total of 2 Spirit Points.
99%: The target loses a total of 3 Spirit Points.
Psychic Shield
Used With As a Reaction to an attack, you are able to create a shield of energy that absorbs
Reaction ranged and magical damage, either to you, or someone that you can touch. Your Psionic
skill opposes the roll for the incoming attack.
Range
• If successful, your target gains +5 Energy AP.
Touch
Duration
Instant
Resist
-
Advancement
70%: The target gains a total of +10 Energy AP. Apply this spell to someone within 10 sq who is under attack.
90%: The target gains a total of +15 Energy AP.
99%: The target gains a total of +20 Energy AP. If you fail to beat your opponent’s roll, the target gains +5 AP
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PSIONIC SPELL LIST GLOSSARY CONTENTS
Remote Viewing
Used With For the duration of the spell, you mentally receive visual information from any point
Action within range. You see events transpire as if you were looking down on them with normal
or night vision, and can move the point of view about as if you were walking.
Range
20km (12mi)
Duration
Concentration, or 1 minute
Resist
Resolve
Advancement
70%: The spell’s range doubles.
90%: You can shift the view to show one individual or object you’ve seen before, within range, if they fail an opposed
Resolve skill check. You do not gain knowledge of this individual’s location unless it is visible from the scene.
99%: The spell’s range increases to 500km (300mi).
Reverse Magic
Used With The caster of the target spell must make an opposed check of their magic skill versus
Action your Psionic skill. If your roll when casting this spell is higher than theirs, the target spell
ends and the caster of the spell receives their Spirit Points back.
Range
10 squares
Duration
Instant
Resist
Magic skill
Advancement
99%: The spell can be cast as a Reaction to another character attempting to cast a spell. You cannot add your Result
Bonus, but if you beat their magic skill result, the spell is countered.
Schism
Used With Wish an astonishing feat of mental power, you split your mind in two, allowing you to
Action maintain an additional Psionic spell with a duration of ‘Concentration’. The usual rules of
being unable to stack the same spell still applies.
Range
Self
Duration
1 minute
Resist
-
Advancement
70%: You can maintain a total of 3 Concentration spells.
90%: This spell can be case as a Reaction on your turn.
99%: You can maintain a total of 3 Concentration spells or manoeuvres.
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Sensory Adaption
Used With This spell grants the psion a new and unusual sensory perception which replaces your
Action regular sight. The range for this new sense is listed in the table below. You can spend 1
Spirit Point to change the type of vision, as an action, without having to make an
Range
additional skill check.
Self
Duration
10 Minutes
Resist
-
Advancement
70%: Double the range of the effect.
90%: Add an additional sense to use simultaneously.
99%: The duration becomes 1 hour.
Sensory Cascade
Used With Choose a creature within range. That target must make an opposed Resolve skill
Action check at the start of its turn for the duration. Every time it fails its skill check, roll a d4 to
determine the spell’s effect on that creature. If the creature succeeds in its check, this
Range
effect ends.
10 squares
Duration
Concentration, or 1 minute
Resist
Resolve
d4 roll Result
1 The creature loses all feeling in their body, and is rendered intoxicated.
2 The creature is rendered blind.
3 The creature is subject is dazed.
4 The creature is rendered nauseated.
Advancement
70%: Increase the spell’s range by 10 squares.
90%: Choose the condition every round instead of rolling for it.
99%: Include an additional target within range to affect.
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PSIONIC SPELL LIST GLOSSARY CONTENTS
Slow Time
Used With Choose a creature within range. If unwilling, the creature receives a Resolve skill check
Action to resist the effect of this spell. If the check is failed or the target is receptive, the target’s
Movement and Reactions are each reduced by 1 for the duration.
Range
10 squares
Duration
1 minute
Resist
Resolve
Advancement
70%: The target loses a total of 2 Movement and 2 Reactions.
90%: The target also becomes slowed.
99%: Choose to have the target frozen in time, leaving it unable to move or act in any way, and rendering it
unaffected by any external influence while you continue to concentrate.
Suggestion
Used With When you use this spell, you utter a single word of command to a target living creature
Action in range, such as ‘Flee’ or ‘Freeze’. Be creative! If it fails an opposed Resolve skill check it
must follow your command on its next turn, unless the creature doesn’t understand the
Range
language. This spell has no effect upon non-living entities. The creature will never harm
10 squares
itself or others no matter what command you give.
Duration
1 round
Resist
Resolve
Advancement
70%: Increase the word count to 5, allowing more complex commands.
90%: Increase the word count to 10, allowing more complex commands.
99%: You can force the target to attack one of their allies as a command.
Telekinesis
Used With When you use this spell, you reach out with your mind to affect physical objects within
Action range. You may use your Psionic skill in place of Brawn skill checks. You can do anything
Range with your mind that you could normally achieve through physical action, such as lift and
move heavy objects, or punch and grapple opponents.
10 squares
• You can make an invisible telekinetic punch against a target within sight and range
Duration that deals 1d8 bludgeoning damage which cannot be Blocked, Parried or Evaded.
1 round • You can move on object up to 2 ENC as if you were holding it with your hand. If
Resist someone else is holding it, they must make an opposed Brawn skill check to resist.
Brawn • If you throw a person against a wall, deal half the punch damage as collision
damage instead.
Advancement
70%: Increase the damage by +5, and the ENC limit on objects is increased to 10.
90%: Increase the damage bonus to +10, and the ENC limit on objects (and people) is increased to 100.
99%: Increase the damage bonus to +15, and the ENC limit on objects (and people) is increased to 200.
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PSIONIC SPELL LIST GLOSSARY CONTENTS
Telepathy
Used With The psionic becomes able to communicate with one chosen creature within range,
Reaction at any time using direct mental communication regardless of known language. You also become
immune to having your mind read by others.
Range
10 squares
Duration
1 minute
Resist
Resolve
Advancement
70%: Attempt to probe information from one subject you are touching – if they fail a Resolve check, the information
you seek is gained. This check needs to be made for each question asked during the time allowed.
90%: Communicate telepathically with an additional creature in range.
99%: Increase the range of the spell by 10x.
Transfer Wound
Used With Choose a living creature within range. If an unwilling target, that creature must make
1 Action an opposed Endurance skill check. If failed, you can transfer 3 Hit Points of damage from
Range yourself to the target or vice versa, effectively healing one of you while damaging the
other. Only Energy AP absorbs this damage, and the spell cannot take anyone above their
Touch
normal maximum – excess Hit Points are simply wasted.
Duration
Instant
Resist
Endurance
Advancement
70%: The total maximum amount of damage transferred is now 4 points.
90%: The total maximum amount of damage transferred is now 5 points.
99%: The total maximum amount of damage transferred is now 6 points.
Wall of Force
Used With A solid yet transparent force comes into existence at an unoccupied point within
1 Action range. The wall is composed of 10 1 square x 1 square panels which can be arranged
however you wish, so long as the panels are connected to each other and the wall has no
Range
more than 2 corners.
10 squares
• Each panel has AP 10 and 10 Hit Points.
Duration • The wall is invulnerable to cold, fire, shadow and radiant damage.
Concentration, or 1 minute • It’s vulnerable to bludgeoning damage.
Resist • Reducing a panel to 0 Hit Points destroys it and may cause connected panels to
Endurance collapse at the GM’s discretion.
Advancement
70%: Each wall section now has 20 Hit Points, and you can deploy 15 wall sections.
90%: Each wall section now has 30 Hit Points, and you can deploy 20 wall sections.
99%: Each wall section now has 40 Hit Points, and you can deploy 25 wall sections.
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SHAMANIC SPELL LIST GLOSSARY CONTENTS
Shamanic
Shamanic magic calls upon the power of ancient shamans long dead, as well as other powerful spirits who walk
alongside the shaman, unseen by the mortal realm. Steeped in the magic of death, Shamans often form a bridge
between the lands of the living and dead, with both beneficial and baneful applications.
Magical Focus
Shamans are specialised in protecting allies and weakening enemies. They can offer these services through regular
spells, or from a totem they have imbued with spiritual power. A character must be holding the Totem to gain its
intrinsic benefits, but there are also spells which can be specifically cast upon a Totem which continue to function
without the intervention or even continued existence of the caster. This totem can also be a powerful weapon, giving
Shamans a secondary combat capability. While they do possess some damage spells, these are limited.
Shamans in Society
Those who practice Shamanic magic in primitive societies are not only venerated, they are often in a position of
authority within a tribe, or at very least a valued advisor to the chieftain. There is both fear and respect for Shamans,
which they use for their own goals that are usually to the benefit of the tribe. When Shamans fall out with the tribe or
each other, the resulting conflicts can be terrifying to behold.
Shamans are quite uncommon in more advanced villages, though not unheard of. Their associate with death and the
world beyond life itself tends to be off-putting, and leads to the rise of myths and legends about these strange
individuals. Some Shamans exist on the fringe of these societies and provide comfort to those who have recently lost
loved ones, and can even offer limited communication with the recently deceased.
The other side of this is that authorities, particular priests of established churches, often run Shamans out of town,
or worse, once they’ve discovered one in their midst. This is usually due to a challenge to the spiritual authority of the
church, but other times it’s based on pure superstition. Tackling an enraged Shaman is far from ideal, so people tend to
keep their distance where possible.
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SHAMANIC SPELL LIST GLOSSARY CONTENTS
Use The Action, Movement or Reaction the spell is used with.
Rng The range of the spell. S = Self, T = Touch, or a distance in Squares.
Duration Instant, 1A is one Action, 1rd is one round, Concentration in minutes.
Resist Endurance, Evade, Resolve, Brawn, Magic skill
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SHAMANIC SPELL LIST GLOSSARY CONTENTS
Shamanic Spells
Aethereal Totem
Used With Cast this spell upon your Totem. It begins to emit an aura of ghostly white light in a 3
Action square radius. This light also reveals all incorporeal creatures and objects, and allows
your spells and weapons to ignore the effects of the incorporeal trait on creatures you
Range
attack.
Self
Duration
1 hour
Resist
-
Advancement
70%: The range of the light increases to 6 squares.
90%: Invisible creatures and objects become visible within range of the totem’s light.
99%: Allies within the light of your totem can also ignore the incorporeal trait on targets in its light.
Ancestral Legion
Used With You summon a legionnaire spirit to aid you or an ally during battle. Choose a creature
1 minute within range. That creature gains 1 legionnaire spirit, which provides:
Range • +1 shadow damage to physical attacks.
• If hit with a weapon or spell that would deal damage, the subject can have this
Touch
spirit absorb the damage. If so, 1 spirit vanishes and the damage from this spell
Duration is nullified.
Concentration, or 1 hour • When there are no legionnaire spirits left, the spell ends.
Resist
-
Advancement
70%: You now have 2 legionnaires.
90%: The subject’s physical attacks become Auric.while they have at least 1 legionnaire.
99%: You now have 3 legionnaires.
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SHAMANIC SPELL LIST GLOSSARY CONTENTS
Animate Corpse
Used With You may cast this spell on a near-complete set of bones or a recently deceased
1 minute corpse. Doing so imbues the corpse with a spirit from the realm of the dead, animating it
under your command. This spell can only animate bodies of up to 250cm (8’2”) in height,
Range
resulting in a Zombie or Skeleton, as appropriate. The corpse can wield a melee or ranged
Touch
weapon (sold separately). It can follow simple orders such as ‘guard this’ or ‘kill that’. At
Duration the end of the duration, the body collapses into lifelessness once more. If the corpse
10 minutes takes a Major Wound in combat, it is destroyed and unable to be animated again.
Resist
-
Advancement
70%: The duration increases to 1 hour.
90%: Animated corpses gain +3 Damage Modifier and Armour Points.
99%: You can animate 2 corpses.
Aura of Death
Used With A chilling aura of death surrounds you. Anyone hitting you with a melee weapon takes 1
Action point of shadow damage.
Range
Self
Duration
1 minute
Resist
-
Advancement
70%: The damage increases to 2 points of shadow damage.
90%: The damage increases to 3 points of shadow damage.
99%: The damage increases to 5 points of shadow damage.
Corrosion
Used With A blob of sizzling acid springs from your pointing finger, to a target within range that
Action you can see.
Range • On a failed opposed reistance check, the target and everything in a 1 square
radius of it takes 1d6 acid damage, as well as acid damage’s standard 1 AP of
10 squares
armour damage. On a successful resistance check, the spell deals half damage
Duration and doesn’t damage armour at all.
Instant
Resist
Evade or Shields
Advancement
70%: The spell deals +4 damage, and the AP damage is increased to +2.
90%: The damage bonus is increased to +8, and the AP damage is increased to +3.
99%: The damage bonus is increased to +12, and the AP damage is increased to +4.
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SHAMANIC SPELL LIST GLOSSARY CONTENTS
Curse
Used With Choose a creature within range. If the creature fails an opposed Resolve skill check,
Action the creature cannot use Luck Points for the duration of the spell.
Range • You can also cast this spell on an object you are holding. When someone other
than you picks it up, it cannot be removed from their hand for 24 hours, short of
10 squares
cutting away a limb of course. The creature holding it cannot use of Luck Points
Duration for this 24 hour duration.
2 rounds • A Cursed object can be uncursed with this spell. This takes 1 minute, and requires
Resist an opposed Magic skill check with the caster of the spell to succeed. You can
Resolve always instantly dismiss your own Curse spells.
Advancement
70%: The duration is increased to 5 rounds, or 48 hours for cursed objects.
90%: The duration is increased to Concentration, or 1 minute. Objects hold their curse for 3 days.
99%: Objects you curse have a duration of Permanent, until broken as noted above.
Death Fog
Used With You create a 2-square-radius cloud of grim, dark fog centred on a point within range.
Action The cloud’s area is heavily obscured, permitting vague silhouettes at a range of 2 squares
and moderate details at 1 square. The fog, being heavier than air, sinks to the lowest level
Range
of the land, even pouring down openings. Wind will move the fog away and if more than a
10 squares
light breeze, completely disperse it after 1 round.
Duration • Attacks taking place within the fog do not gain their result bonus.
Concentration, or 1 minute • At the start of their turn, any creature within the cloud takes 1d4 shadow damage at
Resist the start of their turn.
-
Advancement
70%: The damage is increased by +2.
90%: The damage bonus is increased to +4, and you can choose to increase the radius of the fog by 1sq.
99%: The damage bonus is increased to +6, and you can choose to increase the radius of the fog by 2sq.
Decipher Relic
Used With You identify 1 special property of a magical or mundane item you examine, such as
1 minute Dragonscale material or a ‘frost weapon’ spell. You don’t need to know if an item is
magical or not to use this spell. This spell cannot recognise a cursed item without
Range
exceptional skill.
1 square
Duration
Instant
Resist
-
Advancement
70%: Identify an additional special property.
90%: The caster can recognise cursed items.
99%: The casting time is reduced to 1 Action.
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SHAMANIC SPELL LIST GLOSSARY CONTENTS
Energy Totem
Used With Channel spiritual power into your totem to invigorate creatures that start their turn in
Action range of it. Their Movement for the duration of this spell is increased by +2.
Range
1 square radius
Duration
1 minute
Resist
-
Advancement
70%: Affected allies gain a total of +3 Movement, and the radius is increased to 2 squares.
90%: Affected allies gain a total of +4 Movement, and also ignore difficult terrain penalties .
99%: Affected allies gain a total of +5 Movement, and the radius is increased to 3 squares.
Healing Touch
Used With Channel spiritual power into someone you touch. This instantly heals them of 1 Hit
Reaction on yourn turn Point of damage to minor wounds.
Range
Touch
Duration
Instant
Resist
-
Advancement
70%: The spell functions in place of a pain-relief tonic, removing penalties when a patient requires surgery.
90%: The spell now heals targets that have a Serious Wound. It can heal permanent loss of HP such as from zombie
rot or similar effects.
99%: The total damage healed increases to +2.
Mortality
Used With Warrior spirits assail the target of your choice. If that target fails an opposed Resolve
Action skill check, they take an additional 2 points of damage (of the type taken) when they lose
Range any Hit Points for the spell’s duration.
10 squares
Duration
Concentration, or 1 minute
Resist
Resolve
Advancement
70%: Affected target takes a total of 4 extra damage.
90%: Affected target takes a total of 6 extra damage.
99%: Affected target takes a total of 8 extra damage.
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SHAMANIC SPELL LIST GLOSSARY CONTENTS
Null-Magic Totem
Used With You create an invisible sphere around your totem which smothers magical power,
Action including your own (aside from this spell).
Range • Spells currently in effect do not function until such time as the null-magic sphere
moves away.
1 square radius
• When anyone attempts to cast a spell from inside the sphere, you can spend a
Duration Reaction to make an opposed Shamanic skill check, without adding your skill result
1 minute bonus. If your score beats theirs, their spell fails.
Resist
-
Advancement
70%: Increase the radius of effect to 2 squares.
90%: You can add your Shamanic skill result bonus to the check to nullify their spell.
99%: Increase the radius of effect to 3 squares.
Obliterate
Used With A force of black lightning shoots from your pointing finger, to a target within range that
Action you can see.
Range • On a failed opposed Endurance skill check, the target takes 1d6 shadow damage.
On a successful Endurance check, the spell misses completely.
10 squares
• If this damage gives the target a Major Wound (i.e. negative maximum Hit Points),
Duration the target is reduced to a mere shadow on the ground, with everything it wore or
Instant carried utterly destroyed.
Resist • Undead and Constructs are immune to this spell.
Endurance
Advancement
70%: The spell deals +4 damage.
90%: The spell deals +8 damage.
99%: The spell deals +12 damage.
Phoenix Soul
Used With You need a diamond of at least 5000sp value to cast this spell, which is only
1 minute consumed if the spell is successful. If the creature you designate when casting this spell
is killed during the allotted duration, their body erupts in a plume of fire which explodes
Range
dealing 1d12 fire damage to everything in a 3-square radius, halved if they make a
Self
successful opposed Evade skill check.
Duration After 1 hour, the target creature can be seen amidst the ashes, fully healed and
12 hours restored (but also naked). Being brought back to life after such catastrophic damage
Resist leaves a lasting effect, however – your Constitution Attribute is lowered by 1 permanently
- after you have been raised.
Material Component: A diamond worth at least 5000 sp, which must be carried on your person while the spell is in
effect. It is consumed upon your death while this spell is active.
Advancement
70%: Choose to bestow the effects of this spell upon someone else, and the fire damage is increased by +5.
90%: Increase the spell’s duration to 24 hours, and the fire damage bonus is increased to +10.
99%: The subject no longer loses a point of Constitution when brought back to life. Increase the spell’s duration to 7
days, and the fire damage bonus is increased to +20.
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SHAMANIC SPELL LIST GLOSSARY CONTENTS
Protection Totem
Used With You enchant your Totem with protective magic. You and chosen allies within range
Action gain +1 natural armour while in range of the totem.
Range
1 square radius
Duration
1 minute
Resist
-
Advancement
70%: Increase the radius of effect to 2 squares, and Increase the Armour Point bonus to +2.
90%: Increase the radius of effect to 3 squares, and Increase the Armour Point bonus to +3.
99%: Increase the radius of effect to 4 squares, and Increase the Armour Point bonus to +4.
Remote Viewing
Used With When you cast this spell, you can look into a shiny surface such as a mirror, still water
1 minute or even a ball of crystal to see a particular object or person you choose at great distance
from you. Your skill roll is modified by how well you know the target and the sort of
Range
physical connection you have to it:
25km(15mi)
Duration
1 minute
Resist
Resolve
Advancement
70%: The range is increased to 50km(30mi).
90%: You may speak with the target, and they can speak to you.
99%: The range of the spell is increased to 100km(60mi).
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Restful Totem
Used With You enchant your Totem with peaceful energies. The Heal Rate of all creatures within
1 minute range of the caster’s Totem are increased by +1 for the duration of the spell.
Range
3 square radius
Duration
8 hours
Resist
-
Advancement
70%: Increase the Heal Rate bonus to +2.
90%: Serious and Major Wounds gain the Heal Rate bonus overnight, and Increase the Heal Rate bonus to +3.
99%: Increase the Heal Rate bonus to +4.
Reverse Magic
Used With The caster of the target spell must make an opposed check of their magic skill versus
Action your Shamanic skill. If your roll when casting this spell is higher than theirs, the target
spell ends and the caster of the spell receives their Spirit Point(s) back.
Range
10 squares
Duration
Instant
Resist
Magic skill
Advancement
99%: The spell can be cast as a Reaction to another character attempting to cast a spell. You cannot add your Result
Bonus, but if you beat their magic skill result, the spell is countered.
Shield Totem
Used With Cast this spell onto your totem as a Reaction when you take damage. Your totem
Reaction creates a glowing field of protective magical energy that gives you +10 Natural Armour
against that attack.
Range
Self
Duration
Instant
Resist
-
Advancement
70%: Increase the Armour Point bonus to +12.
90%: Increase the Armour Point bonus to +15.
99%: Increase the Armour Point bonus to +18.
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Slowing Totem
Used With Your Totem becomes empowered with spirits which impede the movement of your
Action enemies. Any creature of your choice within range of the Totem has their Movement Rate
reduced by 2 points.
Range
2 square radius
Duration
1 minute
Resist
-
Advancement
70%: Affected target’s Movement is reduced by a total of -3.
90%: Affected target’s Movement is reduced by a total of -4. The radius of this effect is increased to 3 squares.
99%: Affected target’s Movement is reduced by a total of -5.
Soul Link
Used With Choose a willing creature within range. You form a mental link with the creature, and
Action can see and hear everything they can while they are within 100 squares of you, just as
they can see and hear everything you can. If the subject is damaged, you may take up to 2
Range
Hit Points of that damage onto yourself, and they can take your damage onto themselves.
Touch
Duration
1 minute
Resist
-
Advancement
70%: Increase the range of the spell’s effect to 200 squares.
90%: Increase the amount of damage that can be absorbed to 4 points.
99%: Increase the amount of damage that can be absorbed to 6 points.
Soul Shield
Used With Choose a willing creature within range. That creature gains +3 AP of Damage
Action Reduction vs shadow or radiant damage, chosen at the time of casting.
Range
Touch
Duration
1 minute
Resist
-
Advancement
70%: Increase the Damage Reduction bonus to +6 AP.
90%: If the target is reduced to 0 Hit Points, they do not fall unconscious or bleed (so long as they take no actions,
as per normal rules for a Serious Wound).
99%: Increase the Damage Reduction bonus to +10 AP.
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Advancement
70%: The corpse can answer with two words.
90%: The corpse can answer with three words.
99%: The corpse can answer with five words.
Spectral Blast
Used With You unleash a blast of psychic energy in a 3-square cone in front of you. All creatures
Action within the area of effect must make an opposed Resolve skill check. On a failed check,
they become frightened for 1 round. This spell has no effect on undead or constructs.
Range
3 square cone
Duration
1 round
Resist
Resolve
Advancement
70%: The targets also become slowed.
90%: The targets instead become terrified.
99%: The targets instead become stunned.
Spectral Armour
Used With The shaman creates a glowing visage of armour pieces around their body, gaining 3
Action points of Worn armour over their body. This armour doesn’t stack with any Worn armour,
and casting this spell on the same target a second time simply replaces the first casting,
Range
as normal.
Self
If cast on a race that can’t normally wear armour, such as a Saerid, the spell only
Duration provides half its normal benefit.
1 hour
Resist
-
Advancement
70%: The armour gained increases to 6 AP.
90%: The armour gained increases to 9 AP.
99%: The armour gained increases to 12 AP.
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Spirit Guide
Used With For the duration of the spell, you are guided and advised by benevolent spirits. You are
Action able to see in a 360-degree circle around your position as if you were looking through your
normal eyesight, and cannot be surprised.
Range
Self
Duration
1 hour
Resist
-
Advancement
70%: You automatically know which way is north, your altitude above or below sea level, and what plane of
existence you are on.
90%: Also gain a +5% Perception result bonus.
99%: The Perception result bonus increases to +10%.
Spirit Walk
Used With You open a portal between two points of space, allowing you to step from one to the
1 Minute cast next without travelling the intervening space, spending a brief moment on the Aethereal
Range plane. Although convenient, inter-dimensional travel does carry a degree of risk. Travel to
a location within sight or to a place which is well known to you is relatively easy, but
Self
places you are less familiar with incur a penalty on the casting roll, as noted below on the
Duration Accuracy Table. Regardless of success or failure, the caster must use a gem of no less
1 hour than 100sp in value which is consumed with the spell.
Resist • For every extra person you want to take along, you incur an additional -10% skill
- penalty for the check. You can bring along up to 10 people in this way.
• You can attune yourself to the energies of the location if you have an object taken
from there in the last 50 years.
• The maximum range of the spell is a location within 100km (60mi) of you.
• You can mark a location with a unique marking – a sigil – to aid returning to this point
once your skill is high enough.
• Regardless of the distance travelled, the journey takes but 1 hour.
Material Component: A gem of no less than 100sp in value, which is consumed with the spell.
Spirit Walk Modifier Table Spirit Walk Failure Result Table (Roll separately)
Destination Casting Modifier Failure Roll Result
Well Known 0% 01%-50% The spell has no additional effect.
Visited Twice -10% 51%-70% You are sent 1km (.6mi) in a random direction.
Seen Once/Associated Object -20% 71%-98% You are sent 5km (3mi) in a random direction.
Described to you -40% 99%-100% You are tossed 50km (30mi) in a random direction.
Advancement
70%: R eturn without error to a location previously marked with a unique sigil. Only one location can be marked at a
time.
90%: Reduce the skill penalty to -5% for each additional person, instead of -10%.
99%: There is no skill penalty for bringing along additional people.
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Spirit Warrior
Used With You summon a powerful spirit warrior to strike at your enemies. The warrior is a
Action silhouette with little detail to its features, but otherwise can take any form you wish, up to
180cm (6’) in height. The warrior is incorporeal, moves in complete silence and is invisible
Range
to the unaided eye (the caster can still see it though.) Its attack skill is equal to your
10 squares
Shamanic skill, and deals 1d4 shadow damage on a successful hit.
Duration • You may direct the warrior to immediately attack any target. It will continue
Concentration, or 1 minute attacking the target once per round until it is dead.
Resist • If its victim cannot see it, its attacks cannot be Parried, Blocked or Evaded.
- • The warrior does not defend itself, and can be attacked if the attacker can see
invisible objects.
• It has Movement of 6, 0 AP and 10 Hit Points. If it is reduced to 0 HP, the warrior is
vanquished and the spell ends.
Advancement
70%: The warrior’s damage is increased by +1.
90%: The warrior’s damage bonus is increased to +2. Damaged targets become frightened for 1 round.
99%: The warrior’s damage bonus is increased to +3.
Storm Totem
Used With Cast this spell on your totem. The air around your totem crackles with electrical power,
Action with blue sparks and arcs of lightning arcing across the ground. Creatures of your choice
in range of the totem take 1d6 lightning damage every round at the start of their turn,
Range
halved if they make an opposed resistance check.
1 square radius
Duration
1 minute
Resist
Evade or Shields
Advancement
70%: The spells damage is increased by +1.
90%: The spell’s bonus damage is increased to +2, and the spell’s radius is increased to 2 squares.
99%: The spell’s bonus damage is increased to +2.
Sun Invocation
Used With Choose a target in range. A shaft of brilliant sunlight fills an area 3 squares in radius at
Action the point you choose. Creatures within this area must make an opposed Resolve skill
Range check or take 1d6+4 radiant damage. If the targets are undead, failing the resistance
check also makes them frightened for 1 round.
10 squares
Duration
Concentration, or 1 minute
Resist
Resolve
Advancement
70%: The spell’s damage is increased by +4.
90%: The spell’s damage bonus is increased to +8. Undead targets become terrified instead of frightened.
99%: The spell’s damage bonus is increased to +12.
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Surcease
Used With The creature you target as you cast this spell has one negative condition of your
Action choice removed from the following:
Range • Dazed, frightened, or intoxicated.
10 squares
Duration
Instant
Resist
-
Advancement
70%: You can also choose to remove the nauseated or charmed condition.
90%: You can also choose to remove the restrained, terrified or stunned conditions.
99%: You can also choose to remove the pinned or paralysed conditions.
Teleport Totem
Used With Inscribe your totem with special runes, a process which takes one hour. If your totem
Action is within 5 kilometres/3 miles, casting this spell will summon it to your hand. It appears
instantly through a spiritual doorway.
Range
5km(3mi)
Duration
Instant
Resist
-
Advancement
70%: Teleport the totem to a point within 10 squares.
90%: Teleport the totem from anywhere on your current plane of existence.
99%: Cause the totem to explode upon arrival, dealing 1d6+15 shadow damage to targets within 2 squares, halved
on a successful opposed Endurance skill check. The totem is utterly destroyed.
Teleportation Ward
Used With Choose a location you are touching. You inscribe mystical sigils in a 10-square radius
1 minute during the casting of this spell and for an hour afterward, the area prohibits the use of
teleportation magic. Others cannot teleport into the area, and any spell which involves
Range
magically moving from one place to another (Blink, Teleport etc) doesn’t work.
10 squares
Duration
1 hour
Resist
-
Advancement
70%: The radius is increased to 20 squares.
90%: The duration increases to 24 hours.
99%: You may use the Teleport spell to return you to an area marked with your sigil, even if it is within the area of
this warding spell.
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Transfer Spirit
Used With Choose a creature within range. When this spell is cast, the target gains 1 Spirit Point.
Action You cannot raise the Spirit Points of the target above its maximum.
Range
Touch
Duration
Instant
Resist
-
Advancement
70%: You can choose to spend up to 3 Spirit Points when casting this spell, transferring them all to the target.
90%: You can choose to spend up to 6 Spirit Points when casting this spell, transferring them all to the target.
99%: Spirit Points transferred take the target above their normal maximum and last for 1 hour.
Wall of Fear
Used With A wall composed of dark, foreboding mist forms at an unoccupied point within range.
Action The wall is composed of 10 1 square x 1 square panels which can be arranged however
you wish, so long as the panels are connected to each other and the wall has no more
Range
than 2 corners.
20 squares
• Each panel has AP 5 and 10 Hit Points.
Duration • The wall is invulnerable to mundane physical attacks, cold and shadow damage.
Concentration, or 1 minute • It’s vulnerable to radiant damage.
Resist • Reducing a panel to 0 Hit Points destroys it and may cause connected panels to
Resolve collapse at the GM’s discretion.
• Anyone attempting to pass through the area must make an opposed Resolve
check. On a failed check, it takes 1d6 shadow damage and is frightened, with the
damage halved if the check was successful.
Advancement
70%: Each wall section now has 20 Hit Points, and the damage is increased by +2.
90%: Each wall section now has 30 Hit Points, and the damage bonus is increased by +4.
99%: Each wall section now has 40 Hit Points, and the damage bonus is increased by +6.
Wither
Used With A black beam of energy springs from the caster’s hand towards a creature within
Action range. They must make an opposed Endurance skill check. If failed;
Range • Damage from physical weapons they are using is reduced by -3.
10 squares • The spell’s effects last for 1 minute, then vanish.
Duration
1 minute
Resist
Endurance
Advancement
70%: Reduce the damage from their weapons by a total of -5.
90%: Reduce the damage from their weapons by a total of -7.
99%: The target also gains the fatigued condition for the duration.
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SORCERY SPELL LIST GLOSSARY CONTENTS
Sorcery
Sorcery is the ability to channel internal energies and shape the outside world to your will. It is entirely different to
wizardry, in that no books, incantations or runes are used in its employ. Instead, the sorcerer has learned to invoke their
latent power and shape it as they see fit. Humans and other mortals do not usually develop this ability on their own.
Most sorcerers have exotic blood in their heritage, and tapping into this is the source of their true power.
Magical Focus
Sorcerers bring unrivalled destructive power to a group, wielding this immense capability in the form of fire, acid,
cold or lightning, or even simply augmenting their fighting prowess with eldritch might. If someone is looking to become
power incarnate, Sorcery offers the best opportunity to make this dream a reality.
Sorcery in Society
There’s no question that having Sorcerers walking around in cities is less than ideal for those in power. Their magic
tends to be violent and destructive, far more so than any other magical disciplines. As such, they have a reputation
amongst common folk and are almost universally feared and reviled.
This is especially true for the most powerful Sorcerers, who have been transformed by their power into an avatar
consistent with their bloodline. Such spellcasters can even be worshipped by a primitive society, provided they weren’t
burned at the stake during their formative years as some sort of witch or demon. Thus, the different sorcery bloodlines
will generally be accepted or shunned in communities, but this largely depends on the philosophy of the Sorcerer
themselves.
Given the complications of fitting in to regular society, Sorcerers will often be forced to lead a nomadic existence on
the edges of civilisation, where the raw power of their magic will harm no innocents, and indeed, is ideally suited to a
wild, frontier existence.
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Use The Action, Movement or Reaction the spell is used with. Can also denote longer times.
Rng The range of the spell. S = Self, T = Touch, or a distance in Squares.
Duration Instant, 1A is one Action, 1rd is one round, Concentration in minutes.
Resist Endurance, Evade, Resolve, Brawn, Magic skill
Invocations Use Rng Du Rs Description
Aether Travel 1m S In - Travel rapidly through the Border Aethereal plane.
Allsight Act S 10m - Change and enhance your senses.
Arc Lightning Act 10 In Ev/Sh Unleash a burst of electrical damage onto a target.
Blood Mirror Rn 5 In En Inflict damage on those who damage you.
Coldblast Act 10 In En Target is hit with a blast of cold damage.
Dimensional Shunt Mov 10 In Re Teleport 10 squares away instead of moving normally.
Disintegrate Act 10 In Ev/Sh Energy bolt damages armour, can obliterate targets.
Elemental Aura Act S 1m - Sheath self in elemental power, deals damage to attackers.
Enlarge Act T C1 Re Target gains height, weight & damage and toughness.
Fade Act S C1 - Become increasingly stealthy until you fade from sight.
Fireball Act 10 In Ev/Sh Deal fire damage to target in range, resist for half.
Force Barrier Rn S In - Create shield with Energy AP vs ranged or magical damage.
Reanimate Self 1m S 12h - Return to life at 1 HP if killed, -1 CON.
Regenerate Act S In - Regenerate damage.
Repulsion Act 2 C1 Br Approaching creatures must make Resolve check to advance.
Shackle Act 10 1m Br Target reduced to 2 Movement.
Shadowlife Act T 1hr - Gain +2 Hit Points for duration, can go above maximum.
Soar Act S C1 - Lighten your body until you can fly at great speed.
Spectral Armour Act S 1hr - Gain 3 Worn Armour.
Spectral Gauntlets Act S C1 - Increase unarmed damage.
Stifle Energy Act 10 In En Target loses 2 Spirit on failed Endurance check.
Suppress Magic Act 10 C1 Ma Suppresses magical spell’s effects.
Telekinetic Hand Act 10 1rd Br Create invisible force to carry items, can use to fight with.
Time Stop Act S 1r - Halt the flow of time to prepare yourself or move around.
Transfer Health Act T In - Transfer Hit Points from yourself to willing target creature.
Transmute Act T Pe - Change a gem into a mundane item of half its value.
Unstoppable Force Act S In - Extra damage and abilities while charging.
Velocity Act T C1 - Target gains extra movement.
Volatile Fog Act 10 1m Ev Create cloud of fog that can be detonated to deal damage.
Wall of Fire Act 10 10m En Wall restricts passage unless creatures want to get burned.
Word of Power Rn 10 1rd Re Target is subject to a debilitating condition.
Wrack Act 10 C1 Re Inflict pain on the subject(s).
Wreath of Fire Act T 1m - Gain +1 fire damage to physical and magical fire damage.
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Aether Travel Modifier Table Aether Travel Failure Result Table (Roll separately)
Destination Casting Modifier Failure Roll Result
Well Known 0% 01%-50% The spell has no additional effect.
Visited Twice -10% 51%-70% You are sent 1km (.6mi) in a random direction.
Seen Once/Associated Object -20% 71%-98% You are sent 5km (3mi) in a random direction.
Described to you -40% 99%-100% You are tossed 50km (30mi) in a random direction.
Advancement
70%: R eturn without error to a location previously marked with a unique sigil. Only one location can be marked at a
time.
90%: Reduce the skill penalty to -5% for each additional person, instead of -10%.
99%: There is no skill penalty for bringing along additional people.
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Allsight
Used With This spell grants the caster a new and unusual sensory perception which replaces the
Action subject’s regular sight. The range for this new sense is listed in the table below.
Range
Self
Duration
10 minutes
Resist
-
Advancement
70%: Double the range of the effect.
90%: Add an additional sense to use simultaneously, and the duration becomes 1 hour.
99%: The wearer sees through illusions and invisibility at 5 squares range.
Arc Lightning
Used With Choose a target within range. If they fail a resistance skill check, they take 1d10
Action electrical damage. If the check is successful, they are unaffected by the spell.
Range
10 squares
Duration
Instant
Resist
Evade or Shields
Advancement
70%: +4 damage, & the spell affects everything in a line between you and the target.
90%: The damage bonus is increased to +8, & you can choose to have the spell affect an additional target within 5
squares of the first target the target.
99%: The damage bonus is increased to +12, & you can choose to have the spell affect an additional target within 5
squares of the first target the target, and then affect a 3rd target after that in the same manner. No target can be hit
more than once per attack.
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Blood Mirror
Used With Cast this spell as a Reaction when you take damage. If the source of the damage is
Reaction to damage within range, they must make an opposed Endurance skill check or they lose Hit Points
equal to half the damage they dealt to you. This loss of Hit Points cannot be avoided.
Range
5 squares
Duration
Instant
Resist
Endurance
Advancement
70%: Increase the spell’s range to 10 squares.
90%: If the target fails their Endurance check, they take the same damage they dealt to you.
99%: The target cannot apply their result bonus to their Endurance check to resist.
Cold Blast
Used With You are able to manifest a blast of icy air which shoots forth from your outstretched
Action hand to a target creature in range.
Range • Deal 1d10 cold damage to a target if they fail an opposed Endurance skill check.
On a successful check, the damage is halved.
10 squares
Duration
Instant
Resist
Endurance
Advancement
70%: +5 damage, & if the resistance check is failed, they are slowed for 1 rd.
90%: The damage bonus is increased to +10, & the spell affects everything in a line between you and the target.
99%: The damage bonus is increased to +15, & if the resistance check is failed, they are stunned for 1 rd.
Dimensional Shunt
Used With You create a portal and instantly reappear in a space of your choosing within 10
Movement squares of the space you vanished from, provided you can directly see it, either through
your own eyes or via another method. You are not subject to any movement restrictions
Range
or opportunity attacks.
10 squares
Duration
Instant
Resist
Resolve
Advancement
70%: Increase the range of effect by 10 squares.
90%: You can take along one willing target that you’re touching.
99%: Choose a target creature in range. If they fail an opposed Resolve skill check, they swap positions with you.
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Disintegrate
Used With A green ray of crackling energy springs from your pointing finger, to a target within
Action range that you can see.
Range • On a failed opposed resistance check, the target takes 1d10 acid damage, as well
as acid damage’s standard 1 AP of armour damage. On a successful resist check,
10 squares
the spell misses completely.
Duration
Instant
Resist
Evade or Shields
Advancement
70%: The spell deals +6 damage, and the AP damage is increased to +2.
90%: The spell deals +12 damage, and the AP damage is increased to +3.
99%: The spell deals +18 damage, and the AP damage is increased to +4.
Elemental Aura
Used With An aura of one element surrounds the wielder, granting +5 AP of Damage Reduction
Action against that damage type and the following effect against melee attackers who
Range successfully hit:
Self Element Effect
Duration Acid 1d8 acid damage. The attacker’s weapon loses 1 Hit Point.
1 minute Cold 1d6 cold damage. If damaged, the attacker is slowed for 1 round.
Resist Fire 1d10 fire damage. If damaged, the attacker cannot heal for 1 round.
- Lightning 1d6 electrical damage. If damaged, the attacker is dazed for 1 round.
Advancement
70%: The damage is increased by +5.
90%: The Damage Reduction is increased to +10 AP. The damage bonus is increased to +10.
99%: The damage bonus is increased to +15.
Enlarge
Used With The caster is able to increase the size and weight of the target creature’s body, worn
Action armour and clothing, and increasing its strength. If the target is unwilling, they can make
an opposed Resolve skill check to resist.
Range
• The target gains +1 Damage Modifier and Natural Armour, +2 Hit Points and 20kg
Touch
(44lb) of weight & 50cm (1'5") of height. These Hit Points disappear when the spell
Duration ends, but you can never die as a result of losing these.
Concentration, or 1 minute • If this spell increases the target’s height to above 250cm (8'2"), they are able to
Resist effectively use two-handed melee weapons in one hand, so long as they don’t have
Resolve the ‘longreach’ property.
• If the target’s height goes above 110cm (3’3”), they lose the ‘Small’ trait.
Advancement
70%: The benefits are increased to +2 DM & Natural Armour, +4 Hit Points and 2x the height & weight effect.
90%: The benefits are increased to +3 DM & Natural Armour, +6 Hit Points and 3x the height & weight effect.
99%: The benefits are increased to +4 DM & Natural Armour, +8 Hit Points and 4x the height & weight effect.
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Fade
Used With This ability allows the sorcerer to mentally divert the course of light around the
Action subject’s body, granting Stealth result bonus while the sorcerer continues to concentrate.
This ability can even be used in full sight of an opponent (i.e. without needing cover), only
Range
requiring an opposed check to be successful.
Self
• Gain a +6% result bonus on Stealth skill checks.
Duration • Use in the open while in direct sight of targets.
Concentration, or 1 minute
Resist
-
Advancement
70%: The bonus increases to +12%.
90%: The subject becomes invisible, but this effect ends if the user casts a spell, attacks or damages another
character or object.
99%: The subject becomes invisible and they can use Small weapons without breaking this effect.
Fireball
Used With A ball of flame shoots forth from your outstretched hand to a target creature in range,
Action then explodes.
Range • The target takes 1d12 fire damage, halved if they make a successful opposed
resistance check.
10 squares
Duration
Instant
Resist
Evade or Shields
Advancement
70%: 20 square range, +6 damage, and you can choose to increase the radius of effect by 1 square.
90%: 30 square range, +12 damage, and you can choose to increase the radius of effect by 2 squares.
99%: 40 square range, +18 damage, and you can choose to increase the radius of effect by 3 squares.
Force Barrier
Used With As a Reaction to an attack, you are able to create a shield of energy that absorbs
Reaction ranged damage, or any damage created by a spell, to you, or someone that you can touch.
Your Sorcery skill opposes the roll for the incoming attack.
Range
• If successful, your target gains +5 Energy AP.
Self
Duration
Instant
Resist
-
Advancement
70%: The target gains a total of +10 Energy AP. Apply this spell to someone within 10 sq who is under attack.
90%: The target gains a total of +15 Energy AP.
99%: The target gains a total of +20 Energy AP. If you fail to beat your opponent’s roll, the target gains +5 AP
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Reanimate Self
Used With You need a diamond of at least 5000sp value to cast this spell, which is only
1 minute consumed if the spell is successful. If you die while this spell is in effect, you rise from the
dead 24 hours later, more or less intact, with 1 Hit Point. Being brought back to life after
Range
such catastrophic damage leaves a lasting effect, however – your Constitution Attribute
Self
is permanently lowered by 1 point after you have been reborn, also;
Duration • Any scars, Lasting Injuries or lost body parts are not healed so you have that to
12 hours deal with as well.
Resist • If you died in an inhospitable environment, such as a volcano, you may die again!
-
Material Component: A diamond worth at least 5000 sp, which must be carried on your person while the spell is in
effect. It is consumed upon your death while this spell is active.
Advancement
70%: Choose to bestow the effects of this spell upon someone else.
90%: Increase the spell’s duration to 24 hours.
99%: The subject no longer loses a point of Constitution when brought back to life., Increase the spell’s duration to 7
days.
Regenerate
Used With Although sorcerers aren’t known for being healers, some are are able to channel their
Action power to reconstruct tissue and mend their own wounds. This is a very inefficient
process, but in a pinch, it can save their life.
Range
• The caster is healed for 1 Hit Point to Minor Wounds. The spell immediately
Self
stabilises bleeding on Serious & Major Wounds.
Duration • This spell has no effect upon undead or constructs.
Instant
Resist
-
Advancement
70%: Use this ability as a Reaction at any time.
90%: Increase the Hit Points healed to +2.
99%: The range of this spell is increased to Touch.
Repulsion
Used With By generating pulses of gravity waves, you can prevent others from approaching you.
Action The effect extends to 2 squares, and anyone attempting to move closer must make an
Range opposed Brawn skill check. Once they’ve made a successful check, they can move about
in this range at half normal movement for the rest of their current turn.
2 squares
Duration
Concentration, or 1 minute
Resist
Brawn
Advancement
70%: Increase the range of the spell to 3 squares.
90%: Increase the range of the spell to 4 squares.
99%: Increase the range of the spell to 5 squares.
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Shackle
Used With Choose a creature within range. Ghostly manacles erupt from the ground and clamp
Action onto their wrists and ankles, unless they succeed in an opposed Brawn skill check. If they
fail, their Movement is reduced to 0. Each round, the character can use an action to
Range
attempt to break free with another opposed Brawn skill check. Once they’ve broken out,
10 squares
the spell ends.
Duration
Concentration, or 1 minute
Resist
Brawn
Advancement
70%: The target also becomes restrained.
90%: The target becomes pinned on the round after they become restrained.
99%: The target becomes paralysed on the round after they become restrained.
Shadowlife
Used With You gain 3 temporary Hit Points. These Hit Points can exceed your Hit Point
Action maximum, but they cannot be regained if lost. If you take any damage, these Hit Points
are lost first.
Range
Touch
Duration
1 hour
Resist
-
Advancement
70%: You instead gain +6 Hit Points.
90%: You instead gain +9 Hit Points.
99%: You instead gain +12 Hit Points.
Soar
Used With You can channel your power to fly through the air, slowly at first, but with greater
Action speed as your skill increases. The maximum weight for this spell is your own body plus a
maximum of 100kg (220lb) for all you are carrying. Going above this weight negates the
Range
spell’s effects.
Self
• You can fly at half your normal Movement rate.
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: You can fly your normal Movement rate.
90%: The duration is increased to Concentration, or 1 hour.
99%: Fly around at will, at double your normal movement rate. Your maximum carry weight is also doubled.
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SORCERY SPELL LIST GLOSSARY CONTENTS
Stifle Energy
Used With Choose a creature (living or dead) within range. They lose 2 Spirit Points if they fail an
Action opposed Endurance skill check.
Range
10 squares
Duration
Instant
Resist
Endurance
Advancement
70%: The target loses a total of 3 Spirit Points.
90%: You can choose for the spell to affect a 1 square radius around the target.
99%: The target cannot apply any result bonus to their check.
Spectral Armour
Used With The sorcerer creates a glowing visage of armour pieces around their body, gaining 3
Action points of Worn armour over their body. This armour doesn’t stack with any Worn armour,
and casting this spell on the same target a second time simply replaces the first casting,
Range
as normal.
Self
If cast on a race that can’t normally wear armour, such as a Saerid, the spell only
Duration provides half its normal benefit.
1 hour .
Resist
-
Advancement
70%: The armour gained increases to 6 AP.
90%: The armour gained increases to 9 AP.
99%: The armour gained increases to 12 AP.
Spectral Gauntlets
Used With You channel your sorcery through your hands to become a powerful unarmed
Action combatant.
Range • Your unarmed damage is increased by +1.
Self
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: The damage bonus is increased to +2 and your Unarmed attacks count as Auric weapons.
90%: The damage bonus is increased to +3, and you can use this spell as a Reaction at any time.
99%: The damage bonus is increased to +5.
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SORCERY SPELL LIST GLOSSARY CONTENTS
Suppress Magic
Used With The caster of the target spell must make an opposed check of their magic skill versus
Action your Sorcery skill. If you win, the spell has no effect while you maintain concentration.
Range
10 squares
Duration
Concentration, or 1 minute
Resist
Magic skill
Advancement
99%: The spell can be cast as a Reaction to another character attempting to cast a spell. You cannot add your Result
Bonus, but if you beat their magic skill result, the spell is countered.
Telekinetic Hand
Used With When you cast this spell, you create an invisible hand to reach out and affect physical
Action objects within range. You may use your Sorcery skill in place of Brawn skill checks. You
can do anything with the hand that you could normally achieve through physical action,
Range
such as lift and move heavy objects or punch and grapple opponents.
10 squares
• You can make an invisible telekinetic punch against a target within sight and range
Duration that deals 1d8 bludgeoning damage which cannot be Blocked, Parried or Evaded.
1 round • You can move on object up to 2 ENC as if you were holding it with your hand. If
Resist someone else is holding it, they must make an opposed Brawn skill check to resist.
Brawn • With advanced skill, if you throw a person against a wall, dealing half the punch
damage as collision damage instead.
Advancement
70%: Increase the damage by +5, and the ENC limit on objects is increased to 10.
90%: Increase the damage bonus to +10, and the ENC limit on objects (and people) is increased to 100.
99%: Increase the damage bonus to +15, and the ENC limit on objects (and people) is increased to 200.
Time Stop
Used With When you cast this spell, you create a small bubble of reality just outside the normal
Action flow of time. As soon as you finish casting successfully, you start a new turn in which you
can act. Everything around you is essentially frozen in time (relative to you) and you can't
Range
interact with any other living beings (such as attacking them while they are frozen), or
Self
equipment they are carrying.
Duration Otherwise, you can cast spells that target yourself and move around. Objects thrown
1 round from you while in this state hang in the air until time restarts, at which point they simply
Resist drop to the ground. No creature can take reactions to you moving,
- Any attempt to interact with another creature or object immediately breaks the spell.
Advancement
70%: Ranged attacks, thrown objects & spells function normally when time unfreezes.
90%: You can physically interact with creatures, taking things they are not holding in their hands or giving them
items, and casting spells that don’t do damage on them, such as healing or combat buffs.
99%: You may now instead choose to cast this spell targeting another creature. If you do, they may immediately
move up to their Speed and then take a single Action.
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SORCERY SPELL LIST GLOSSARY CONTENTS
Transfer Health
Used With Choose a creature within range. When this spell is cast, you may heal the target for up
Action to 5 points, by damaging yourself for the same amount. You cannot prevent this damage.
You cannot raise the Hit Points of the target above its maximum. This spell has no effect
Range
on undead or constructs.
Touch
Duration
Instant
Resist
-
Advancement
70%: Increase the range of the spell by 10 squares.
90%: Increase the maximum amount of health transferred to 10 Hit Points.
99%: The target’s Hit Points can go above their Maximum and remain there for 24 hours before dissipating.
Transmute
Used With The gem you are holding when casting this spell is transmuted into a mundane
1 minute everyday item equal to or less than half its value. The item cannot be of masterwork
Range quality, nor can it be fashioned from an exotic material, but in other respects it is a very
real and permanent item. Specific items cannot be created, only generic examples.
Touch
Duration
Permanent
Resist
-
Material Component: A gem half the value of the item you want to create, which is consumed by the spell.
Advancement
70%: Create additional item from the same gem, if the total value does not exceed half the gem’s value.
90%: The item can be of Masterwork quality, provided the gem’s value allows the transmutation.
99%: Item value can be equal to or less than the gem’s full value.
Unstoppable Force
Used With When this spell is cast, you can charge at a target, be it a wall or an enemy, and crash
Action into it with stupendous force.
Range • You must be at least 3 squares away from your target to use this spell.
Self • You cannot move before or after this spell is cast, and must travel in a straight
line to the target. You continue on past the target out to your maximum
Duration Movement.
Instant • Travel twice your Movement, then deal 1d6 collision damage.
Resist • Ignore difficult terrain along the way.
- • You are not subject to Opportunity Attacks on the way to the target.
Advancement
70%: Your damage is increased by +3. Deal 2x damage vs objects such as doors and walls.
90%: Your damage bonus is increased to +6, and you deal damage to everything along your path.
99%: Your damage bonus is increased to +9. Deal 3x damage vs objects such as doors and walls.
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SORCERY SPELL LIST GLOSSARY CONTENTS
Velocity
Used With Choose a target within range. Their Movement for the duration of this spell is
Action increased by +3.
Range
Touch
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: The target gains a total of +4 Movement.
90%: The target gains a total of +5 Movement, and also ignores difficult terrain penalties .
99%: The target gains a total of +6 Movement, ignores difficult terrain and doesn’t use Reactions to defend.
Volatile Fog
Used With You create a 2-square-radius cloud of acrid red fog centred on a point within range.
Action The cloud’s area is heavily obscured, permitting vague silhouettes at a range of 2 squares
and moderate details at 1 square. The fog, being heavier than air, sinks to the lowest level
Range
of the land, even pouring down openings. Wind will move the fog away and if more than a
10 squares
light breeze, completely disperse it after 1 round.
Duration • Attacks taking place within the fog do not gain their result bonus.
1 minute • As an action, you can choose to end this spell by detonating the fog. Creatures
Resist within the cloud at this time take 1d12 fire damage, halved on a successful opposed
Evade Evade skill check.
Advancement
70%: The detonation damage is increased by +8.
90%: The detonation damage bonus is increased to +16, and you can choose to increase the radius of the fog by
1sq
99%: The detonation damage bonus is increased to +24, and you can choose to increase the radius of the fog by
2sq
Wall of Fire
Used With A wall of flames comes into existence at an unoccupied point within range. The wall is
Action composed of 10 1 square x 1 square panels which can be arranged however you wish, so
long as the panels are connected to each other and the wall has no more than 2 corners.
Range
• Each panel has AP 10 and 10 Hit Points.
20 squares
• The wall is invulnerable to mundane physical attacks and fire damage.
Duration • It’s vulnerable to cold damage.
Concentration, or 1 minute • Reducing a panel to 0 Hit Points destroys it and may cause connected panels to
Resist collapse at the GM’s discretion.
Endurance • Anyone attempting to pass through the area takes 1d12 fire damage, halved if
they make a successful opposed Endurance skill check.
Advancement
70%: Each wall section now has 20 Hit Points, and the damage is increased by +8.
90%: Each wall section now has 30 Hit Points, and the damage bonus is increased by +16.
99%: Each wall section now has 40 Hit Points, and the damage bonus is increased by +24.
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SORCERY SPELL LIST GLOSSARY CONTENTS
Word of Power
Used With You speak a word of power to a target within range, which must make an opposed
Reaction on your turn Resolve skill check. On a failed check, they become dazed for 1 round. This spell has no
effect on undead or constructs.
Range
10 squares
Duration
1 round
Resist
Resolve
Advancement
70%: The target also becomes frightened.
90%: The target is stunned Instead of dazed.
99%: The target is terrified instead of frightened.
Wrack
Used With Choose a creature within range. The victim is subjected to intense pain in their body. If
Action they fail an opposed Resolve skill check, any skill roll made by the creature must also be
Range less or equal to the target’s Resolve skill for the duration.
Each round, the victim can use an action to attempt to break free by making a Resolve
10 squares
skill check versus the Sorcery skill of the caster. This spell has no effect on undead or
Duration constructs.
Concentration, or 1 minute
Resist
Resolve
Advancement
70%: The target is also restrained.
90%: The target is pinned on the round after being successfully restrained.
99%: The target is also stunned for the 1st round.
Wreath of Fire
Used With The creature you target is wreathed in magical green flames, which do no harm to you
Action but grant +1 fire damage to melee and unarmed attacks, as well as magical fire damage.
Range
Touch
Duration
1 minute
Resist
-
Advancement
70%: The damage bonus increases to +2, and the spell now has a range of 10 squares.
90%: The damage bonus increases to +3, and the spell can be cast as a Reaction at any time.
99%: The damage bonus increases to +5, and the subject gains +5 AP of Damage Reduction vs fire damage.
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SUMMONING SPELL LIST GLOSSARY CONTENTS
Summoning
This field of magic deals with detecting the energy patterns of monsters and precisely controlling portal energies,
allowing the Summoner to bring creatures from other regions of the world or even planes of existence, to serve in
combat or other tasks. Summoners can also take on aspects from monsters and graft them temporarily onto
themselves, gaining extraordinary abilities such as flight, fiery breath or a thick carapace.
It should be noted that this field of magic is heavily dependent on creatures listed in the Sabre RPG Bestiary, and it
won’t be used to its full capability without that supplement (shameless plug!)
Magical Focus
Summoning magic brings in powerful (and disposable) allies to fight for you and the party, allowing the caster to
choose from a wide variety of creatures. The Summoner can also augment themselves with aspects of certain
monsters to increase their capabilities, and lastly, they are the most accomplished casters of portal magic, able to use
their magical portals in creative and powerful ways.
Summoning in Society
Summoners are some of the least accepted spellcasters in societies throughout the civilised world. Only those who
bring benevolent creatures to their side are tolerated, though the prolific use of supernatural abilities like this is still
looking upon with distrust by the community, so most of these spellcasters dwell far from cities and towns.
Obviously, those Summoners who graft monstrous parts onto their bodies are shunned at best, and chased through
the streets with torches and pitchforks at worst. Only in rare cases where a monstrous Summoner helps the townsfolk
with their bizarre powers are they accepted by the community, as a sort of ‘monster that’s on our side’.
Those Summoners who focus on teleportation are the most tolerated, and indeed, they’re sometimes in demand for
their exceptional ability to transport people, messages and goods rapidly throughout the world.
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SUMMONING SPELL LIST GLOSSARY CONTENTS
Use The Action, Movement or Reaction the spell is used with. Can also denote longer times.
Rng The range of the spell. S = Self, T = Touch, or a distance in Squares.
Duration Instant, 1A is one Action, 1rd is one round, Concentration in minutes.
Resist Endurance, Evade, Resolve, Brawn
Invocations Use Rng Du Rs Description
Auric Field Act T 1hr - Subject gains Energy AP against ranged and magical attacks.
Banish Act 10 1rd Re Open a portal to force a summoned creature back through it.
Basilisk’s Venom Rn T 1rd En Add a poison effect to physical attacks.
Bestial Ferocity Act 10 1m - Grow claws and gain unarmed fighting prowess.
Borer’s Carapace Act S 1hr - Take on the aspect of a borer to thicken your skin.
Creature Link Act 10 1m - Share a telepathic link with your summoned creature.
Detect Portal Act 10 In - Detect the presence of recent portals and track destinations.
Dragon’s Breath Act 3c In Ev/Sh Breathe a cone of fire at anything in your way.
Elemental Aura Act S 1m - Sheath self in elemental power, deals damage to attackers.
Gargoyle’s Skin Act T 1hr - Create a field of armour around your body.
Giant’s Strength Act T 1m Re Bestow the strength of a giant onto summoned creatures.
Gorgon’s Stare Act 10 C1 En Slow or paralyse your enemy by staring at them.
Heal Creature Act T 1rd - Heal your summoned creatures.
Monstrous Incarnation 1m T In - Reincarnate deceased subject as a monster.
Monstrous Sense Act S 1hr - Gain the senses of a particular monster to alter your sight.
Monstrous Wings Act S 1m - Magically graft summoned wings from a monster onto you.
Planar Portal 1m S In - Open a portal to another place on the same plane.
Pocket Dimension 1m T Pe - Create an inter-dimensional storage space.
Portal Shunt Mov 10 In Ev Create a portal to instantly send you a short distance.
Repel Monsters Act 2 1m Br Create a barrier that repels monsters from your position.
Reverse Magic Act 10 In Re Attempt to end target spell, caster regains Spirit Points.
Ritual of Binding 1hr S C1 Re Contact a powerful planar entity and ask questions of them.
Summon Aethereal Act 10 C1 Re Summon an aethereal spirit to briefly serve and fight for you.
Summon Celestial Act 10 C1 Re Summon a celestial spirit to briefly serve and fight for you.
Summon Chimera Act 10 C1 Re Summon a chimera to briefly serve and fight for you.
Summon Inhuman Act 10 C1 Re Summon a monstrous human to briefly serve and fight for you.
Summon Demon Act 10 C1 Re Summon a demonic spirit to briefly serve and fight for you.
Summon Dragon Act 10 C1 Re Summon a small dragon to briefly serve and fight for you.
Summon Elemental Act 10 C1 Re Summon an elemental spirit to briefly serve and fight for you.
Summon Undead Act 10 C1 Re Summon an undead creature to briefly serve and fight for you.
Summon Vermin Act 10 C1 Re Summon vermin to briefly serve and fight for you.
Teleportation Ward 1m 10 1hr - Create a ward that prevents hostile teleportation.
Void Gate Act 10 In En Open a portal into the void to draw in and damage targets.
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SUMMONING SPELL LIST GLOSSARY CONTENTS
Advancement
70%: The spell grants a total of +4 Energy AP for the duration.
90%: The spell grants a total of +6 Energy AP for the duration.
99%: The spell grants a total of +8 Energy AP for the duration.
Banish
Used With Choose a target creature within range. If the summoner focuses for an entire round on
Action a target creature without either of them being interrupted or damaged, at the start of the
caster’s next turn, if that creature is a vessel or is possessed by an incorporeal entity, or it
Range
has been temporarily summoned with magic, it must make an opposed Resolve skill
10 squares
check or be ejected from its vessel (where applicable) and sent back to its point of origin
Duration via a portal you open.
1 minute If the target succeeds in its Resolve check, it becomes dazed for 1 round. The Threat
Resist Level of the creature is a factor in the success of this check: At baseline casting, you can
- attempt to banish a TL 4 creature.
Advancement
70%: You can attempt to Exorcise a creature of up to Threat Level 8.
90%: You can attempt to Exorcise a creature of up to Threat Level 12.
99%: You can attempt to Exorcise a creature of any Threat Level.
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SUMMONING SPELL LIST GLOSSARY CONTENTS
Basilisk’s Venom
Used With One of your weapons, whether it’s ranged, melee or unarmed, carries a potent venom
Reaction on your turn that can poison the next target you hit. Regardless of if you hit or not, this spell expires.
Range • A target damaged by this infected weapon must make an opposed Endurance skill
or become nauseated for 3 rounds. The effect of this condition is:
Self
• Victim’s skill rolls must also be less or equal to their Endurance skill or the attempt
Duration fails.
1 round
Resist
Endurance
Advancement
70%: The spell lasts for 1 minute on your chosen weapon once cast, until you use it to attack.
90%: The poison duration is increased to 1 minute.
99%: The poison duration is increased to 8 hours.
Bestial Ferocity
Used With You channel energy from powerful beasts through your target to turn the subject’s
Action hands into huge claws and become a powerful unarmed combatant. Targets that are
already clawed find their unarmed attacks similarly enhanced.
Range
• Your unarmed damage is increased by +1.
10 squares
• Your unarmed damage type changes to Slashing.
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: The damage bonus is increased to +2, and unarmed attacks become Auric.
90%: The damage bonus is increased to +3, and you can use this spell as a Reaction at any time.
99%: The damage bonus is increased to +5.
Borer’s Carapace
Used With When you cast this spell, your skin grows thicker and more calloused, becoming a
Action hardened shell similar to that of a Borer. As your skill increases, your ability to withstand
damage increases with it.
Range
• Gain +1 Natural Armour.
Self
Duration
1 hour
Resist
-
Advancement
70%: The armour bonus increases to +2 Natural Armour, and the range of the spell becomes Touch.
90%: The armour bonus increases to +3 Natural Armour and you are also immune to becoming dazed.
99%: The armour bonus increases to +4 Natural Armour and you are also immune to becoming stunned.
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SUMMONING SPELL LIST GLOSSARY CONTENTS
Creature Link
Used With You form a mental link with one of your summoned creatures, and can see and hear
Action everything it can while within 100 squares of you.
Range • If your linked creature is subject to any dispel, banishment or magic nullification,
this spell ends.
10 squares
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: The linked creature gains +1 Damage Modifier and +1 Natural Armour.
90%: You can share lost Hit Points between yourself and the linked creature – if it is hit, you take the damage, or
visa-versa. All damage must be transferred between you at once.
99%: The linked creature gains +2 Damage Modifier and +2 Natural Armour.
Detect Portal
Used With By attuning your senses, you are able to detect the presence, size and direction of an
Action active portal within range, and can even detect a portal or any kind of teleportation spell
that was active in range within the last 12 hours.
Range
10 squares
Duration
Instant
Resist
-
Advancement
70%: Duplicate the destination of a detected portal with your own Planar Portal spell as if you’d seen the location
once before.
90%: Increase the timespan of detecting past portal magic to 24 hours.
99%: Duplicate the destination of a detected portal with your own Planar Portal spell as if the location is Well
Known.
Dragon’s Breath
Used With You tap into the powers of a dragon and unleash a blast of flame from your open
Action mouth onto a target within range.
Range • The target takes 1d12 fire damage, halved if they make a successful opposed
resistance check.
3 squares
Duration
Instant
Resist
Evade or Shields
Advancement
70%: +6 damage, and you can affect all creatures along the line between you and the target.
90%: +12 damage, and you can choose to breath in a 3-square cone in front of you.
99%: +18 damage, and you can choose to breath in a 5-square cone in front of you.
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SUMMONING SPELL LIST GLOSSARY CONTENTS
Elemental Aura
Used With An aura of one element surrounds the caster, granting +5 AP of Damage Reduction
Action against that damage type and the following effect against melee attackers who
successfully hit:
Range
Self Element Effect
Duration Acid 1d8 acid damage. The attacker’s weapon loses 1 Hit Point.
1 minute Cold 1d6 cold damage. If damaged, the attacker is slowed for 1 round.
Resist Fire 1d10 fire damage. If damaged, the attacker cannot heal for 1 round.
- Lightning 1d6 electrical damage. If damaged, the attacker is dazed for 1 round.
Advancement
70%: The damage is increased by +5.
90%: The Damage Reduction is increased to +10 AP. The damage bonus is increased to +10.
99%: The damage bonus is increased to +15.
Gargoyle’s Skin
Used With The summoner creates a glowing visage of armour pieces around their body, gaining 3
Action points of Worn armour over their body. This armour doesn’t stack with any Worn armour,
Range and casting this spell on the same target a second time simply replaces the first casting,
as normal.
Touch
If cast on a race that can’t normally wear armour, such as a Saerid, the spell only
Duration provides half its normal benefit.
1 hour
Resist
-
Advancement
70%: The armour gained increases to 6 AP.
90%: The armour gained increases to 9 AP.
99%: The armour gained increases to 12 AP.
Giant’s Strength
Used With The caster invokes the power of a giant and bestows it upon themselves or one of
Action their summoned creatures. If the target is unwilling, they can make an opposed Resolve
skill check to resist.
Range
• The target gains +1 Damage Modifier and Natural Armour, +2 Hit Points and 20kg
Touch
(44lb) of weight & 50cm (1'5") of height. These Hit Points can exceed your Hit
Duration Point maximum, but they cannot be regained if lost. If you take any damage, these
Concentration, or 1 minute Hit Points are lost first.
Resist • If this spell increases the target’s height to above 250cm (8'2"), they are able to
Resolve effectively use two-handed melee weapons in one hand, so long as they don’t have
the ‘longreach’ property.
• If the target’s height goes above 110cm (3’3”), they lose the ‘Small’ trait.
Advancement
70%: The benefits are increased to +2 DM & Natural Armour, +4 Hit Points and 2x the height & weight effect.
90%: The benefits are increased to +3 DM & Natural Armour, +6 Hit Points and 3x the height & weight effect.
99%: The benefits are increased to +4 DM & Natural Armour, +8 Hit Points and 4x the height & weight effect.
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SUMMONING SPELL LIST GLOSSARY CONTENTS
Gorgon’s Stare
Used With Your eyes turn deathly black and any chosen creature you stare at within range must
Action make an opposed Endurance skill check. If it fails, and the target’s body is made of flesh,
it is slowed as its flesh hardens. Each round, the afflicted creature may make another
Range
opposed Endurance check to try and end the spell. This spell has no effect upon undead
10 squares
or constructs.
Duration If you maintain your concentration on this spell for the minute uninterrupted, the
Concentration, or 1 minute creature is permanently turned to stone and dies.
Resist
Endurance
Advancement
70%: The target is instead restrained.
90%: The target is instead stunned.
99%: The target is instead paralysed as well as gaining Invulnerability against all forms of damage.
Heal Creature
Used With The caster channels energies from their summoned creature’s plane of origin, which
Action they use to rejuvenate and heal its injuries as fast as possible.
Range • If the summoner focuses for an entire round on a target creature without either
of them being interrupted or damaged, at the start of the caster’s next turn, the
Touch
spell heals 1d6+2 Hit Points to Minor and Serious Wounds.
Duration • The subject must stay within range of the caster until the start of the caster’s
1 round next round or the spell has no effect. This spell has no effect upon undead or
Resist constructs.
-
Advancement
70%: The range of the spell is increased to 10 squares, and the spell heals an additional +2 points of damage.
90%: The healing bonus is increased to +4 points of damage.
99%: The spell can affect Major Wounds – the amount of healing rolled for is gained by the target over an 8-hour
rest period. Only one of these spells can affect a given creature at a time.
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SUMMONING SPELL LIST GLOSSARY CONTENTS
Monstrous Incarnation
Used With If you are killed within 24 hours of casting this spell, you are reborn into a new form
1 minute over the course of the next 24 hours. The caster can choose from a Young Dragon (TL 2),
Borer (TL 2), Lurker, or Vorax.to reincarnate into. The new form remembers their old life
Range
as a sort of distant memory, but must take the Attributes of their new body, except that
Touch
you retain your normal Intellect.
Duration • You gain any talents related to moving (such as Flying, Quadruped) or size (such
12 hours as the Small trait). You also gain any special Damage Reduction the creature has.
Resist • You gain any natural weapons such as claws, fiery breath etc, and Natural AP.
- • You can always speak the Common Tongue, regardless of your new form.
• Your original skills, talents, spells and manoeuvres are retained.
Material Component: A diamond worth at least 5000sp, which must be carried on your person while the spell is in
effect. It is consumed upon your death while this spell is active.
Advancement
70%: You can also choose an Arboreal Walker, Gargoyle, Ogre, Lurker or Young dragon (TL 4).
90%: You can also choose a Troll, Gargoyle, Wyvern, or Manticore body.
99%: You can also choose an Adult Dragon, a Lycian Chimera or a Basilisk body.
Monstrous Sense
Used With This spell grants the summoner a new and unusual sensory perception, which
Action replaces regular sight. The range for this new sense is listed in the table below. You can
Range spend 1 Spirit Point to change the type of vision, as an action, without having to make an
additional skill check.
Self
Duration Sense Range Capability
1 hour Blindsight 5 squares Sense movement within range as if seeing it.
Resist Darkvision 20 squares See in total darkness, but blinded by daylight.
- Eagle Eye 200 squares See things magnified up to 5x normal size.
Scent 15 squares Acute sense of smell, akin to a bloodhound.
Tremorsense 5 squares Detect vibrations of tiny creatures moving on ground.
Advancement
70%: Double the range of the effect.
90%: Add an additional sense to use simultaneously, and the range of the spell becomes Touch.
99%: The duration becomes 8 hours.
Monstrous Wings
Used With You take on an aspect of a winged creature, such as an eagle, griffin or dragon. You
Action sprout wings similar to the creature you are channelling. Initially, you can hover in place or
slow your fall, but as you channel more power, the wings grow larger. The maximum
Range
weight for this spell is your own body plus a maximum of 100kg (220lb) for all you are
Self
carrying. Going above this weight negates the spell’s effects.
Duration • You can fly at half your normal Movement rate.
Concentration, or 1 minute
Resist
-
Advancement
70%: Fly your normal Movement rate, and you can cast this spell on one of your summoned creatures you touch.
90%: The duration is increased to Concentration, or 1 hour.
99%: Fly around at will, at double your normal movement rate. Your maximum carry weight is also doubled.
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SUMMONING SPELL LIST GLOSSARY CONTENTS
Planar Portal
Used With You open a portal between two points of space, allowing you to step from one to the
1 Minute cast next without travelling the intervening space. Although convenient, inter-dimensional
travel does carry a degree of risk. Travel to a location within sight or to a place which is
Range
well known to you is relatively easy, but places you are less familiar with incur a penalty
Self/Touch
on the casting roll, as noted below on the Accuracy Table. Regardless of success or
Duration failure, the caster must use a gem of no less than 100sp in value which is consumed with
- the spell.
Resist • For every extra person you want to take along, you incur an additional -10% skill
- penalty for the check. You can bring along up to 10 people in this way.
• You can attune yourself to the energies of the location if you have an object taken
from there in the last 50 years.
• The maximum range of the spell is a location within 100km (60mi) of you.
• You can mark a location with a unique marking – a sigil – to aid returning to this point
once your skill is high enough.
Material Component: A gem of no less than 100sp in value, which is consumed with the spell.
Advancement
70%: R eturn without error to a location previously marked with a unique sigil. Only one location can be marked at a
time.
90%: Reduce the skill penalty to -5% for each additional person, instead of -10%.
99%: There is no skill penalty for bringing along additional people.
Pocket Dimension
Used With You create a small dimensional pocket of no more than 1 cubic square in size by
1 minute casting this spell, and reducing your maximum Spirit Points by the same amount,
Range sacrificing them to maintain this spell. The interior of this space glows a soft colour of
your choosing, providing dim light for seeing the contents. When closed, the pocket is
Touch
completely invisible to the naked eye and takes no space in our reality.
Duration • A small ‘door’ large enough for objects (or Small creatures) of no more than 5 ENC
Semi-permanent covers the interior space. There is breathable air for about an hour within.
Resist • A rune of identification hovers in place, visible only to the creator of the pocket
- and those able to see invisible objects. The door is considered to be a magical
lock, the quality of which is equal to your Summoning skill.
You may withdraw your power from sustaining this or any other pocket dimension
spell at a whim, regaining any Spirit points. Anything within the Pocket Dimension when
destroyed is utterly annihilated and cannot be retrieved.
Advancement
70%: Increase the interior of the dimensional pocket by 2 cubic squares, without costing any extra Spirit Points.
90%: Increase the size of the aperture by 5 ENC (enough for 1 human-sized person to crawl inside if need be.)
99%: Become able to take the invisible rune with you and when placed in the air before you, allows you to access the
dimensional pocket from any location.
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SUMMONING SPELL LIST GLOSSARY CONTENTS
Portal Shunt
Used With You create a portal and instantly reappear in a space of your choosing within 10
Movement squares of the space you vanished from, provided you can directly see it, either through
your own eyes or via another method. You are not subject to any movement restrictions
Range
or opportunity attacks.
10 squares
Duration
Instant
Resist
-
Advancement
70%: Increase the range of effect by 10 squares, and the portal can affect your summoned creature instead.
90%: You can take along one willing target that you’re touching.
99%: Choose a target creature in range. If they fail an opposed Resolve skill check, they swap positions with you.
Repel Monsters
Used With By generating an aura of revulsion, you can prevent creatures of a non-player race
Action from approaching (unless you specifically designate and allow individuals through). The
effect extends to 2 squares, and any monsters attempting to move closer must make an
Range
opposed Brawn skill check. Once they’ve made a successful check, they can move about
2 squares
in this range at half normal movement for the rest of their current turn.
Duration
Concentration, or 1 minute
Resist
Brawn
Advancement
70%: Increase the range of the spell to 3 squares.
90%: Increase the range of the spell to 4 squares.
99%: Increase the range of the spell to 5 squares.
Ritual of Binding
Used With Spend an hour inscribing runes onto the floor or ground in area 2 squares in diameter.
1 hour Once complete, you invoke the name of a powerful outer planar entity, which is then
summoned into the area you have inscribed if it fails an opposed Resolve skill check.
Range
Choose any creature from the Aethereal, Celestial or D emon categories.
Self
The entity is bound to this location while you continue to concentrate, and during this
Duration time you can ask one question which can be answered with a yes or no, per round. The
Concentration, or 1 minute creature makes an opposed Resolve skill check to resist answering each question, vs your
Resist Summoning skill. The Game Master gives you a yes/no answer.
Resolve Planar entities tend to dislike being bothered by petty mortals such as yourself, so
casting this spell more than once a day runs the risk of irritating them, at which point the
spell will automatically fail.
If you should fumble any skill check while trying to force the creature to answer, it will
lash out with 1 action (an attack or spell) before vanishing back to its home plane.
Sharing the same philosophy will not help you, as you are taking the creature from its
home against its will.
Advancement
70%: Gain a +5% result bonus to your Summoning skill for every question you ask.
90%: The result bonus to your Summoning skill is increased to +10% for every question you ask.
99%: Force the entity to answer questions with a single sentence of up to 5 words.
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SUMMONING SPELL LIST GLOSSARY CONTENTS
Summon Aethereal
Used With This incantation allows the summoner to open a portal and summon a minor aethereal
Action from the outer planes, and manifest it before the caster, where it is bound to serve you for
a brief period of time.
Range
• You summon a Threat Level 2 creature from the Aethereal category.
10 squares
• You can use an Action to order the creature to attack, perform a task, or use a
Duration special ability. It will then continue until its target is dead or the task is complete.
Concentration, or 1 minute • The creature is returned to its home plane if the creature is reduced to 0 HP.
Resist When the creature returns to its place of origin, everything that came through with the
Resolve creature (items, its physical body etc) also disappears with it.
This creature is incorporeal, with +20 AP of Damage Reduction against mundane
weapons. Salt shot and ho ly water deals normal damage, and the creature can move
through objects or creatures, but cannot stop on those positions.
If summoned more than once on the same day, the creature will not have regained its
Hit Points or Spirit Points from any previous use.
Advancement
70%: Summon a creature of the same category of up to Threat Level 4.
90%: Summon a creature of the same category of up to Threat Level 8.
99%: Summon a creature of the same category of up to Threat Level 12.
Summon Celestial
Used With This incantation allows the summoner to open a portal and summon a minor celestial
Action from the outer planes, and manifest it before the caster, where it is bound to serve you for
a brief period of time.
Range
• You summon a Threat Level 2 creature from the Celestial category.
10 squares
• You can use an Action to order the creature to attack, perform a task, or use a
Duration special ability. It will then continue until its target is dead or the task is complete.
Concentration, or 1 minute • The creature is returned to its home plane if the creature is reduced to 0 HP.
Resist When the creature returns to its place of origin, everything that came through with the
Resolve creature (items, its physical body etc) also disappears with it.
This creature is incorporeal, with +20 AP of Damage Reduction against mundane
weapons. Salt shot deals normal damage, and the creature can move through objects or
creatures, but cannot stop on those positions.
If summoned more than once on the same day, the creature will not have regained its
Hit Points or Spirit Points from any previous use.
Advancement
70%: Summon a creature of the same category of up to Threat Level 4.
90%: Summon a creature of the same category of up to Threat Level 8.
99%: Summon a creature of the same category of up to Threat Level 12.
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Summon Chimera
Used With This incantation allows the summoner to open a portal and summon a chimera, and
Action manifest it before the caster, where it is bound to serve you for a brief period of time.
Range • You summon a Threat Level 2 creature from the Chimera category.
10 squares • You can use an Action to order the creature to attack, perform a task, or use a
special ability. It will then continue until its target is dead or the task is complete.
Duration • The creature is returned to its home plane if the creature is reduced to 0 HP.
Concentration, or 1 minute When the creature returns to its place of origin, everything that came through with the
Resist creature (items, its physical body etc) also disappears with it.
Resolve If summoned more than once on the same day, the creature will not have regained its
Hit Points or Spirit Points from any previous use.
Advancement
70%: Summon a creature of the same category of up to Threat Level 4.
90%: Summon a creature of the same category of up to Threat Level 8.
99%: Summon a creature of the same category of up to Threat Level 12.
Summon Infernal
Used With This incantation allows the summoner to open a portal and summon a minor infernal
Action from the outer planes, and manifest it before the caster, where it is bound to serve you for
a brief period of time.
Range
• You summon a Threat Level 2 creature from the Infernal category.
10 squares
• You can use an Action to order the creature to attack, perform a task, or use a
Duration special ability. It will then continue until its target is dead or the task is complete.
Concentration, or 1 minute • The creature is returned to its home plane if the creature is reduced to 0 HP.
Resist When the creature returns to its place of origin, everything that came through with the
Resolve creature (items, its physical body etc) also disappears with it.This creature is incorporeal,
with +20 AP of Damage Reduction against mundane weapons. Salt shot and ho ly water
deals normal damage, and the creature can move through objects or creatures, but
cannot stop on those positions.
If summoned more than once on the same day, the creature will not have regained its
Hit Points or Spirit Points from any previous use.
Advancement
70%: Summon a creature of the same category of up to Threat Level 4.
90%: Summon a creature of the same category of up to Threat Level 8.
99%: Summon a creature of the same category of up to Threat Level 12.
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SUMMONING SPELL LIST GLOSSARY CONTENTS
Summon Dragon
Used With This incantation allows the summoner to open a portal and summon a young dragon
Action and manifest it before the caster, where it is bound to serve you for a brief period of time.
Range • You summon a Threat Level 2 creature from the D ragon category.
10 squares • You can use an Action to order the creature to attack, perform a task, or use a
special ability. It will then continue until its target is dead or the task is complete.
Duration • The creature is returned to its home plane if the creature is reduced to 0 HP.
Concentration, or 1 minute When the creature returns to its place of origin, everything that came through with the
Resist creature (items, its physical body etc) also disappears with it.
Resolve If summoned more than once on the same day, the creature will not have regained its
Hit Points or Spirit Points from any previous use.
Advancement
70%: Summon a creature of the same category of up to Threat Level 4.
90%: Summon a creature of the same category of up to Threat Level 8.
99%: Summon a creature of the same category of up to Threat Level 12.
Summon Elemental
Used With This incantation allows the summoner to open a portal and summon a minor
Action elemental from the outer planes, and manifest it before the caster, where it is bound to
serve you for a brief period of time.
Range
• You summon a Threat Level 2 creature from the Elemental category.
10 squares
• You can use an Action to order the creature to attack, perform a task, or use a
Duration special ability. It will then continue until its target is dead or the task is complete.
Concentration, or 1 minute • The creature is returned to its home plane if the creature is reduced to 0 HP.
Resist When the creature returns to its place of origin, everything that came through with the
Resolve creature (items, its physical body etc) also disappears with it.
If summoned more than once on the same day, the creature will not have regained its
Hit Points or Spirit Points from any previous use.
Advancement
70%: Summon a creature of the same category of up to Threat Level 4.
90%: Summon a creature of the same category of up to Threat Level 8.
99%: Summon a creature of the same category of up to Threat Level 12.
Summon Inhuman
Used With This incantation allows the summoner to open a portal and summon an inhuman
Action creature and manifest it before the caster, where it is bound to serve you for a brief period
Range of time.
• You summon a Threat Level 2 creature from the Inhuman category.
10 squares
• You can use an Action to order the creature to attack, perform a task, or use a
Duration special ability. It will then continue until its target is dead or the task is complete.
Concentration, or 1 minute • The creature is returned to its home plane if the creature is reduced to 0 HP.
Resist When the creature returns to its place of origin, everything that came through with the
Resolve creature (items, its physical body etc) also disappears with it.
If summoned more than once on the same day, the creature will not have regained its
Hit Points or Spirit Points from any previous use.
Advancement
70%: Summon a creature of the same category of up to Threat Level 4.
90%: Summon a creature of the same category of up to Threat Level 8.
99%: Summon a creature of the same category of up to Threat Level 12.
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SUMMONING SPELL LIST GLOSSARY CONTENTS
Summon Undead
Used With This incantation allows the summoner to open a portal and summon an undead
Action creature and manifest it before the caster, where it is bound to serve you for a brief period
of time.
Range
• You summon a Threat Level 2 creature from the Undead category.
10 squares
• You can use an Action to order the creature to attack, perform a task, or use a
Duration special ability. It will then continue until its target is dead or the task is complete.
Concentration, or 1 minute • The creature is returned to its home plane if the creature is reduced to 0 HP.
Resist When the creature returns to its place of origin, everything that came through with the
Resolve creature (items, its physical body etc) also disappears with it.
If summoned more than once on the same day, the creature will not have regained its
Hit Points or Spirit Points from any previous use.
Advancement
70%: Summon a creature of the same category of up to Threat Level 4.
90%: Summon a creature of the same category of up to Threat Level 8.
99%: Summon a creature of the same category of up to Threat Level 12.
Summon Vermin
Used With This incantation allows the summoner to open a portal and summon some vermin and
Action manifest it before the caster, where it is bound to serve you for a brief period of time.
Range • You summon a Threat Level 2 creature from the Vermin category.
10 squares • You can use an Action to order the creature to attack, perform a task, or use a
special ability. It will then continue until its target is dead or the task is complete.
Duration • The creature is returned to its home plane if the creature is reduced to 0 HP.
Concentration, or 1 minute When the creature returns to its place of origin, everything that came through with the
Resist creature (items, its physical body etc) also disappears with it.
Resolve If summoned more than once on the same day, the creature will not have regained its
Hit Points or Spirit Points from any previous use.
Advancement
70%: Summon a creature of the same category of up to Threat Level 4.
90%: Summon a creature of the same category of up to Threat Level 8.
99%: Summon a creature of the same category of up to Threat Level 12.
Reverse Magic
Used With The caster of the target spell must make an opposed check of their magic skill versus
Action your Summoning skill. If your roll when casting this spell is higher than theirs, the target
spell ends and the caster of the spell receives their Spirit Point(s) back.
Range
10 squares
Duration
Instant
Resist
Magic skill
Advancement
99%: The spell can be cast as a Reaction to another character attempting to cast a spell. You cannot add your Result
Bonus, but if you beat their magic skill result, the spell is countered.
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Teleportation Ward
Used With Choose a location you are touching. You inscribe mystical sigils in a 10-square radius
1 minute during the casting of this spell and for an hour afterward, the area prohibits the use of
teleportation magic. Others cannot teleport into the area, and any spell which involves
Range
magically moving from one place to another (Blink, Teleport etc) doesn’t work.
10 squares
Duration
1 hour
Resist
-
Advancement
70%: The radius is increased to 20 squares.
90%: The duration increases to 24 hours.
99%: You may use the Teleport spell to return you to an area marked with your sigil, even if it is within the area of
this warding spell.
Void Gate
Used With You open one of your summoning portals at a point of your choosing within range for
Action a brief moment, but instead of linking the other end to a desired creature, you connect the
Range portal to a realm of null space, filled with nothing but hard vacuum.
Whatever is within a 2 sq uare radius of that point is subject to immense forces that
10 squares
pull them in to the centre and drain their very life force, unless they are resilient enough to
Duration withstand exposure to the yawning abyss;
Instant • If they fail an opposed Endurance skill check, affected creatures also take 1d6
Resist shadow damage.
Endurance • Any creature which survives is rendered prone.
Advancement
70%: The damage is increased by +3.
90%: The radius is increased to 3 squares, and the damage bonus is increased by +6.
99%: The damage bonus is increased by +9, and creatures that fail their Endurance check are also fatigued for 1
minute.
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WIZARDRY SPELL LIST GLOSSARY CONTENTS
Wizardry
The most renowned and widely understood field of magic in most societies, Wizardry is known as magic that
captures the power of the written word to command arcane forces beyond the physical realm. Wizards are also
considered to be the most civilised of magical practitioners, able to live and work in cities as well as isolated towers in
the hinterlands.
Magical Focus
Wizardry is one the cleverest forms of magic, and while able to deal specialised damage, its real focus is on illusion,
and manipulating the fabric of reality. Wizards are known to be quite studious, as most of their magic deals with books,
tomes and scrolls. The most powerful of these spellcasters take on their foes not with overwhelming power, but with
subtlety, misdirection and other subversive magics, and these practitioners are known to be extremely useful in
adventuring groups to not only figure out ancient magic, but to neutralise enemies and allow a wizard’s allies to do the
heavy fighting.
Wizardry in Society
There are several areas of specialisation for Wizardry, known as Schools. These are usually taught quite literally at a
school, often leading to vociferous disagreement between the faculty and students over the nature of magic and the
cosmos.
Each school of Wizardry deals with society in different ways. Librarians are welcomed by academics of all kinds, for
their pursuit of knowledge is highly sought after across the land. Scriveners are almost as popular, for their focus is on
recording knowledge, both of a mundane and magical nature, almost always onto specialised scrolls.
Familiarists are quite popular and often the most visible of this kind of spellcaster, as their familiars are quite novel,
especially to children of towns and cities. This can take on a darker aspect if the wizard leans in that direction, with the
familiar being an unsettling counterpart to their morally questionable master.
Illusionists are the least known of the Schools, for their art is all about misdirection and avoiding notice, to say
nothing of fooling people with their elaborate magical illusions. As such, they are always looked upon with at least a
little suspicion by mainstream society, so they tend to keep to themselves more.
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Use The Action, Movement or Reaction the spell is used with. Can also denote longer times.
Rng The range of the spell. S = Self, T = Touch, or a distance in Squares.
Duration Instant, 1A is one Action, 1rd is one round, Concentration in minutes.
Resist Endurance, Evade, Resolve, Brawn, Magic Skill
Incantations Use Rng Du Rs Description
Abjure Magic Act 10 In Ma Chosen spell in effect ends.
Acid Blast Act 10 In Ev/Sh Deal acid damage to target in range, also damages armour.
Acid Fog Act 10 1m - Create cloud of mist which deals acid damage.
Alarm 1m 10 8hr Re Receive a warning when a creature enters an area.
Alter Form Act S 1hr - Transform into a small animal.
Altered Senses Act T 1m - Improve your senses to sense in other ways.
Arcane Armour Act S 1hr - Gain 3 Worn Armour, increases with skill.
Arcane Lock Act T 7d - Lock door with magic, very hard to break through.
Arcane Shield Rn S In - Create a barrier of magic to protect against attack
Auric Field Act T 1hr - Subject gains Energy AP around their body.
Blink Mov 10 In - Instantly teleport to point within range.
Celerity Act T C1 - Gain extra Movement.
Clone 1h T In - Create duplicate body your mind goes into upon your death.
Contingency 1m S 24h - Cause spell to activate when condition is met.
Darkness Act T 1m - Create area of absolute darkness around an object.
Decipher Relic 1m 1 In - Unravel secrets of magical item.
Dimensional Barrier Act S 1m Re Create barrier which teleports away attackers.
Familiar 1hr 1km Pe Re Summon a small creature to serve as a magical companion.
Force Blade Act S 1m - Floating blade of force can attack your targets.
Force Bolt Act 10 In - Bolt of magic deals damage to target, cannot avoid or block.
Illusion Act 10 C1 Re Create illusion in mind of your target.
Instil Weakness Act 10 1m En Target makes End check or weapon damage reduced by -3.
Invisibility Act T C1 - Become difficult to detect, even invisible.
Lethargy Act 10 C1 En Target suffers reduced movement rate.
Levitation Act S C1 Re Ignore gravity, moving target up or down at will.
Lightning Bolt Act 10 In Ev/Sh A blast of electrical power strikes a target in range.
Mirror Image Act S C1 - Create duplicate which takes damage directed at you.
Petrify Act 10 C1 En Target becomes slowed as it turns to stone.
Pocket Dimension 1h T Pe - Create inter-dimensional storage space.
Polymorph Act 10 C1 Re Transform target into non-threatening creature.
Scrying 1m 25k 1m Re Spy on events, objects or creatures far away.
Sleep Act 10 C1 Re Cause target to become drowsy, allies or damage can awaken.
Switch Body Act T C1 Re Switch bodies with target on failed Resolve check.
Teleport 1m S In - Teleport self to other location within 100km/60mi.
Teleportation Ward 1m 10 1hr - Affected area bars teleportation spells from working.
Wall of Stone Act 10 10m - Create wall of solid earth to block movement.
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Advancement
99%: The spell can be cast as a Reaction to another character attempting to cast a spell. You cannot add your Result
Bonus, but if you beat their magic skill result, the spell is countered.
Acid Blast
Used With A blob of sizzling acid springs from your pointing finger, to a target within range that
Action you can see.
Range • On a failed opposed resistance skill check, the target and everything in a 1 square
radius of it takes 1d8 acid damage, as well as acid damage’s standard 1 AP of
10 squares
armour damage. On a successful resistance check, the spell deals half damage
Duration and doesn’t damage armour at all.
Instant
Resist
Evade or Shields
Advancement
70%: The spell deals +6 damage, and the AP damage is increased to +2.
90%: The damage bonus is increased to +12, and the AP damage is increased to +3.
99%: The damage bonus is increased to +18, and the AP damage is increased to +4.
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Acid Fog
Used With You create a 2-square-radius cloud of bubbling green fog centred on a point within
Action range. The cloud’s area is heavily obscured, permitting vague silhouettes at a range of 2
squares and moderate details at 1 square. The fog, being heavier than air, sinks to the
Range
lowest level of the land, even pouring down openings. Wind will move the fog away and if
10 squares
more than a light breeze, completely disperse it after 1 round.
Duration • Attacks taking place within the fog do not gain their result bonus.
1 minute • At the start of their turn, any creature within the cloud takes 1d6 acid damage, and
Resist they lose 1d4 Armour Points at a location of the subject’s choice.
-
Advancement
70%: The damage is increased by +4.
90%: The damage bonus is increased to +8, and you can choose to increase the radius of the fog by 1sq
99%: The damage bonus is increased to +12, and you can choose to increase the radius of the fog by 2sq
Alarm
Used With Choose a door, a window, or another type of unmovable feature. When you cast the
Action spell, any creature other than those you designate who come within 1 square of the object
will set off the alarm. The alarm can be a mental alert only you can hear within 1
Range
kilometre/.6 miles of the warded area, or it can be an audible noise heard for up to 50
Touch
squares in any direction.
Duration
8 hours
Resist
Resolve
Advancement
70%: The radius of effect increases to 10 squares.
90%: Anyone affected by the spell must make an opposed Resolve skill or be stunned for 1 round.
99%: Anyone affected by the spell must make an opposed Resolve skill or be paralysed for 1 round.
Alter Form
Used With This spell transforms the caster and all his personal belongings into any Small Animal.
Action • The caster retains INT and CHA scores, but exchanges their STR, AGI, CON and
Range physical attributes for that of the animal type.
• The caster gains the natural abilities of the creature, including Manoeuvres and
Self
talents.
Duration • Magical abilities gained from equipment or spells carry over to the new form, but
1 hour spells cannot normally be cast while transformed.
Resist • The caster becomes vulnerable to silver weapons while transformed.
- • You can change back to your normal body as an action, but any damage taken in
your other body is brought across to your regular form.
Advancement
70%: Turn into a Wolf, Black Bear, Boar, Cougar, Wolverine or Eagle.
90%: Turn into a Tiger, Dire Eagle, Dire Serpent, Grizzly Bear or Storm Crow
99%: Turn into a Dire Tiger, Dire Boar, Dire Wolf, Dire Bear, Unicorn, Phoenix, Griffin or Wyvern.
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Altered Senses
Used With This spell grants the caster a new and unusual sensory perception which replaces
Action the subject’s regular sight. The range for this new sense is listed in the table below.
Range
Self
Duration
10 minutes
Resist
-
Advancement
70%: Double the range of the effect.
90%: Add an additional sense to use simultaneously, and the duration becomes 1 hour.
99%: The wearer sees through illusions and invisibility at 5 squares range.
Arcane Armour
Used With The wizard creates a glowing visage of armour pieces around their body, gaining 3
Action points of Worn armour over their body. This armour doesn’t stack with any Worn armour,
and casting this spell on the same target a second time simply replaces the first casting,
Range
as normal.
Self
If cast on a race that can’t normally wear armour, such as a Saerid, the spell only
Duration provides half its normal benefit.
1 hour
Resist
-
Advancement
70%: The armour gained increases to 6 AP.
90%: The armour gained increases to 9 AP.
99%: The armour gained increases to 12 AP.
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Arcane Lock
Used With Touch a door, window, gate, chest, or other entryway that is closed. The chosen object
Action is magically locked for the duration, and cannot be picked unless the thief has the Arcane
Mechanic talent. You and the creatures you designate when you cast this spell can still
Range
open the object normally. Otherwise, it is almost impassable until it is broken, or the spell
Touch
is removed by another caster.
Duration Anyone attempting to open the lock without a key or break through the door takes
1 week 1d12 points of fire damage.
Resist
-
Advancement
70%: The lock deals +6 damage.
90%: Any skill used to open the lock or remove the spell has a -10% penalty. The damage bonus increases to +12.
99%: Any skill used to open the lock or remove the spell has a -20% penalty. The damage bonus increases to +18.
Arcane Shield
Used With As a Reaction to an attack, you are able to create a shield of energy that absorbs
Reaction ranged damage, or any damage created by a spell, to you. Your Wizardry skill opposes the
Range roll for the incoming attack.
• If successful, your target gains +5 Energy AP.
Self
Duration
Instant
Resist
-
Advancement
70%: The target gains a total of +10 Energy AP. Apply this spell to someone within 10 sq who is under attack.
90%: The target gains a total of +15 Energy AP.
99%: The target gains a total of +20 Energy AP. If you fail to beat your opponent’s roll, the target gains +5 AP
Auric Field
Used With You create an aura of magical energy that absorbs ranged damage, or any damage
Action created by a spell, to you, or someone that you can touch.
Range • If successful, your target gains +2 Energy AP for the duration.
Touch
Duration
1 hour
Resist
-
Advancement
70%: The spell grants a total of +3 Energy AP for the duration.
90%: The spell grants a total of +4 Energy AP for the duration.
99%: The spell grants a total of +5 Energy AP for the duration.
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WIZARDRY SPELL LIST GLOSSARY CONTENTS
Blink
Used With Upon casting this spell, you disappear into the Aether and instantly reappear in a
Movement space of your choosing within range of the space you vanished from. You are not subject
to any movement restrictions or opportunity attacks.
Range
10 squares
Duration
Instant
Resist
-
Advancement
70%: Bring along one person you are touching. If hostile, they receive an opposed Evade skill check to prevent being
moved.
90%: This spell can be cast as a Reaction at any time.
99%: The range increases to 20 squares.
Celerity
Used With Choose a target within range. Their Movement for the duration of this spell is
Action increased by +4.
Range
Touch
Duration
Concentration, or 1 minute
Resist
-
Advancement
70%: Increase the spell’s range by 10 squares. The target gains a total of +6 Movement.
90%: The target gains a total of +8 Movement, and also ignores difficult terrain penalties.
99%: The target gains a total of +10 Movement, ignores difficult terrain and doesn’t use Reactions to defend.
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WIZARDRY SPELL LIST GLOSSARY CONTENTS
Clone
Used With You need a diamond of at least 5000sp value to cast this spell, which is only
1 hour consumed if the spell is successful. Over the course of the next seven days, a duplicate
body forms and is sustained indefinitely in this state. The duplicate counts as an adult
Range
body of the same race and appears identical to the caster. After the initial seven days has
Touch
elapsed, the body will be ready for its purpose. If the caster perishes anywhere on the
Duration same plane of existence, their spirit is instantly transferred to this new body.
Instant • The subject suffers a permanent -1 to their CON Attribute. (a clone is never as good
Resist as the original).
- • Only 1 clone can be maintained at a time.
• You take a permanent loss of -3 Spirit Points from your maximum for each clone in
existence, in order to maintain a link. Once you have transferred and your original
body is destroyed, these points are regained.
Material Components: A diamond worth at least 5000 sp, which must be carried on your person while the spell is in
effect. It is consumed upon your death while this spell is active. This spell also requires a large sealed container to
house the clone, worth around 500sp.
Advancement
70%: Reduce the Spirit Penalty for each clone to -2.
90%: Reduce the Spirit Penalty for each clone to -1. You may change the gender of the clone as desired.
99%: Reduce the Spirit Penalty for each clone to 0. You may also change the race of the clone to any player race.
Contingency
Used With Choose a spell from your spell list that has a casting time of 1 action or 1 Reaction.
1 minute You cast that spell along with this spell, which activates under a condition you outline
when the spell is cast. This condition can be anything, such as upon the event of your
Range
death, or if you become paralysed. The Spirit cost for the spell to be cast is consumed at
Special
the time of casting this spell, and is lost if the contingency is never executed. You may
Duration have 1 spell contingent at a time, and casting this spell again while an effect is already in
8 hours place removes the first spell.
Resist
Special
Advancement
70%: Increase the duration to 16 hours.
90%: You may have 2 spells contingent at a time.
99%: The duration becomes permanent until used, and you may have 3 spells contingent at a time.
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WIZARDRY SPELL LIST GLOSSARY CONTENTS
Darkness
Used With An object you are touching is enchanted to create magical darkness, which spreads
Action from the object to fill a 1-square-radius sphere for the duration. Not even a creature with
Darkvision can see through this darkness, and no natural light can illuminate it. Covering
Range
the affected target with an opaque object, such as a bowl or a helm, blocks the darkness
Touch
as if it were emitting light.
Duration
1 minute
Resist
Special
Advancement
70%: Increase the spell’s range to 10 squares. Increase the radius of effect to 2 squares.
90%: Increase the radius of effect to 3 squares.
99%: Increase the radius of effect to 4 squares, and the duration to 1 hour.
Decipher Relic
Used With You identify 1 special property of a magical or mundane item you examine, such as
1 minute Dragonscale material or a ‘frost weapon’ spell. You don’t need to know if an item is
magical or not to use this spell. This spell cannot recognise a cursed item without
Range
exceptional skill.
1 square
Duration
Instant
Resist
-
Advancement
70%: Identify an additional special property.
90%: The caster can recognise cursed items.
99%: The casting time is reduced to 1 Action.
Dimensional Barrier
Used With You bring into existence a shimmering aura of energy around you. When someone
Action attacks you with a melee weapon, the attacker must make an opposed Resolve skill check
Range or be teleported away to a point of your choosing within 5 squares of your location. Their
attack fails if this occurs.
Self
Duration
1 minute
Resist
Resolve
Advancement
70%: Ranged attackers will also be affected.
90%: Increase the teleport distance to 10 squares.
99%: The attacker is also dazed for 1 round.
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WIZARDRY SPELL LIST GLOSSARY CONTENTS
Familiar
Used With When you cast this spell, you are able to bond with a Small Animal, imbuing it with a
1 hour portion of your power. The type of animal you wish to bond must be within the spell’s
range and if it fails an opposed Resolve skill check, it will appear at the end of the spell’s
Range
casting time.
1km/.6mi
The target permanently gains:
Duration • INT of 10.
Permanent • +5 Energy AP
Resist • The ability to speak one language you know.
Resolve Familiars are able to activate magical items which require a command word, so long
as the familiar can grasp or wear the item as required.
You must permanently deduct 1 Spirit Point from your current total when you gain the
familiar. These Spirit points are recovered at the cost of a) death of the familiar, or b) you
withdraw your power from the creature. If you withdraw your power in this way, that
creature runs away and can never become a familiar again.
• Your familiar acts independently of you, but it always obeys your commands. In combat, it acts on your
initiative. While you are within 30 squares of your familiar, you can communicate with it telepathically.
• As an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn,
gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with
regard to your own senses. Only one familiar can be bonded at a time.
• You can teach your familiar manoeuvres and talents appropriate to its skills and abilities, by expending your
own Accolades.
Advancement
70%: Summon the familiar to your side from any distance by spending an action and a Spirit Point.
You can also now bond with a Fey Cat.
90%: You can bond with a Hedge dragon or Storm Crow.
99%: You can communicate telepathically with your Familiar while you are within 50 squares.
You can now bond with a Phoenix.
Force Blade
Used With You fabricate a sword of glowing magical energy which hovers before you as if held by
Action an unseen hand. You can use your Wizardry skill to make a melee attack against an
adjacent target, or parry using your own Reactions, just like a real weapon.
Range
• The weapon counts as Small, has 10 Hit Points and deals 1d6 slashing damage,
Self
plus your Damage Modifier.
Duration
1 minute
Resist
-
Advancement
70%: The weapon becomes Auric, and the damage dice becomes 1d10.
90%: The range of the spell becomes 10 squares, allowing you to fight in melee from a distance.
99%: You may cast this spell as a Reaction at any time.
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WIZARDRY SPELL LIST GLOSSARY CONTENTS
Force Bolt
Used With You create 1 bolt of magical energy which automatically hits a target of your choice
Action within range, directly on the body. The bolt cannot be Parried, Blocked or Evaded, and
even tracks its target around corners and ignores Cover.
Range
• The bolt deals 1d6+1 bludgeoning damage.
10 squares
Duration
Instant
Resist
-
Advancement
70%: Shoot 2 bolts at 1 or more targets. Each bolt deals 1d8+2 damage, or combine into a single shot of 1d8+5.
90%: Shoot 3 bolts at 1 or more targets. Each bolt deals 1d10+4 damage, or combine into a single shot of 1d10+10.
99%: Shoot 4 bolts at 1 or more targets. Each bolt deals 1d12+6 damage, or combine into a single shot of 1d12+20.
Illusion
Used With You reach into the mind of a creature within range that you can see and craft an
Action illusion that takes root in the creature’s thoughts. The target must make an opposed
Resolve skill check. On a failed check, you create an illusory object, creature, or other
Range
phenomenon of your choice that is visible only to the target. On a successful check, the
10 squares
target is unaffected and can reroll future failed Resolve checks against the caster for the
Duration next minute.
Concentration, or 1 minute • The illusion includes sound, temperature and other stimuli evident only to the
Resist creature.
Resolve • The illusion can appear to occupy up to 1 cubic square by default.
• The illusion is imperfect, and a target affected by this spell makes an opposed
Resolve check every round to spot a flaw and thus, disbelieve the illusion. If the
illusion is very much out of place or difficult to believe, they gain a +10% bonus to
their Resolve result for the roll. On a successful check, the spell ends.
• If the illusion involves an image of something harmful to the character, such as
being bathed in fire or attacked by wild dogs, at the start of your turn the subject
takes 1d4 shadow damage.
While a target is affected by the spell, it treats the phantasm as if it were real and
rationalizes any illogical outcomes from interacting with the illusion. For example, a target
attempting to walk across a phantasmal bridge that spans a chasm will fall once it steps
onto the bridge. If the creature survives the fall, it still believes that the bridge exists and
comes up with some other explanation for its fall.
Advancement
70%: Increase the spell’s damage by +1, and the maximum volume of the illusion by 5 cubic squares.
90%: Increase the damage bonus to +2, and the maximum volume of the illusion to 10 cubic squares.
99%: Increase the damage bonus to +3, and the maximum volume of the illusion to 20 cubic squares.
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WIZARDRY SPELL LIST GLOSSARY CONTENTS
Invisibility
Used With This ability allows the wizard to mentally divert the course of light around the subject’s
Action body, granting Stealth result bonus while the caster continues to concentrate. This ability
can even be used in full sight of an opponent (i.e. without needing cover), only requiring
Range
an opposed check to be successful.
Touch
• Gain a +6% result bonus on Stealth skill checks.
Duration • Use in the open while in direct sight of targets.
Concentration, or 1 minute
Resist
-
Advancement
70%: The bonus increases to +12%.
90%: The subject becomes invisible, but this effect ends if the user casts a spell, attacks or damages another
character or object.
99%: The subject becomes invisible and they can use Small weapons without breaking this effect.
Instil Weakness
Used With A beam of black energy springs from the item towards a creature within range. They
Action must make an opposed Endurance skill check. If failed;
Range • Damage from physical weapons they are using is reduced by -2.
This spell has no effect upon undead or constructs.
10 squares
Duration
1 minute
Resist
Endurance
Advancement
70%: Reduce the damage from their weapons by a total of -4.
90%: The victim also gains the fatigued condition.
99%: Reduce the damage from their weapons by a total of -6.
Lethargy
Used With Choose a creature within range. On a failed opposed Endurance check, the target’s
Action Movement Rate is reduced by -2 for the duration. The target can use their action to make
another opposed Endurance skill check to throw off the effects of the spell.
Range
10 squares
Duration
Concentration, or 1 minute
Resist
Endurance
Advancement
70%: Affected target’s Movement is reduced by a total of -3.
90%: Affected target’s Movement is reduced by a total of -4.
99%: Affected target’s Movement is reduced by a total of -5.
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WIZARDRY SPELL LIST GLOSSARY CONTENTS
Levitation
Used With Choose a willing creature within range. The subject’s footsteps become so light that
Action they can step on the slimmest branch without bending it, or even walk on water, leaving
barely a ripple from passing. If they fall, they glide to the ground unharmed. The maximum
Range
weight for this spell is the subject’s own body plus a maximum of 100kg (220lb) for all
Touch
being carried. Going above this weight negates the spell’s effects.
Duration
Concentration, or 1 minute
Resist
Resolve
Advancement
70%: Levitate up or down at half normal movement rate.
90%: Fly around at will, at normal movement rate. The duration is increased to Concentration, or 1 hour.
99%: Fly around at will, at double normal movement rate. Maximum carry weight is also doubled.
Lightning Bolt
Used With Choose a target within range. If they fail an opposed resistance check, they take 1d10
Action electrical damage. If the resist check is successful, they are unaffected by the spell.
Range
10 squares
Duration
Instant
Resist
Evade or Shields
Advancement
70%: +4 damage, & the spell affects everything in a line between you and the target.
90%: The damage bonus is increased to +8, & you can choose to have the spell affect an additional target within 5
squares of the first target.
99%: The damage bonus is increased to +12, & you can choose to have the spell affect an additional target within 5
squares of the first target, and then affect a 3rd target after that in the same manner.
Mirror Image
Used With One illusory duplicate of yourself appears in your square. Until the spell ends, the
Action duplicate moves with you and mimics your every action, shifting position so it’s
impossible to track which image is real. You can dismiss the illusory duplicate at any time
Range
at will.
Self
Each time you would take damage, a duplicate takes it instead, which is then
Duration destroyed, and you suffer ½ the damage from the attack. If an attacker can see through
Concentration, or 1 minute illusions, or cannot see you while making this attack, this spell grants the caster no
Resist benefit.
-
Advancement
70%: Gain a total of two duplicates.
90%: You take no damage at all when a duplicate is destroyed.
99%: Gain a total of three duplicates.
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WIZARDRY SPELL LIST GLOSSARY CONTENTS
Petrify
Used With Make a magical attack against one target within range. If it fails an Endurance skill
Action check, it is slowed as its body hardens. Each round, the afflicted creature may make
another opposed Endurance check to try and end the spell. This spell has no effect upon
Range
undead or constructs.
10 squares
If you maintain your concentration on this spell for the minute uninterrupted, the
Duration creature is permanently turned to stone and dies.
Concentration, or 1 minute
Resist
Endurance
Advancement
70%: The target is instead restrained.
90%: The target is instead stunned.
99%: The target is instead paralysed as well as gaining Invulnerability against all forms of damage.
Pocket Dimension
Used With You create a small dimensional pocket of no more than 1 cubic square in size by
1 minute casting this spell, and reducing your maximum Spirit Points by the same amount,
sacrificing them to maintain this spell. The interior of this space glows a soft colour of
Range
your choosing, providing dim light for seeing the contents. When closed, the pocket is
Touch
completely invisible to the naked eye and takes no space in our reality.
Duration • A small ‘door’ large enough for objects (or Small creatures) of no more than 5 ENC
Semi-permanent covers the interior space. There is breathable air to last an hour within.
Resist • A rune of identification hovers in place, visible only to the creator of the pocket
- and those able to see invisible objects. The door is considered to be a magical
lock, the quality of which is equal to your Wizardry skill.
You may withdraw your power from sustaining this or any other pocket dimension
spell at a whim, regaining any Spirit points. Anything within the Pocket Dimension when
destroyed is utterly annihilated and cannot be retrieved.
Advancement
70%: Increase the interior of the dimensional pocket by 2 cubic squares, without costing any extra Spirit Points.
90%: Increase the size of the aperture by 5 ENC (enough for 1 human-sized person to crawl inside if need be.)
99%: Become able to take the invisible rune with you and when placed in the air before you, allows you to access the
dimensional pocket from any location.
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WIZARDRY SPELL LIST GLOSSARY CONTENTS
Polymorph
Used With Choose a living creature within range that you can see. If the target is willing, you
Action transform it into a Small Animal or (single) Vermin of your choice.
Range • If the target is a shape changer, it is unaffected.
10 squares • If the target is unwilling it must make an opposed Resolve skill check. On a failed
check, you transform the creature into a new form.
Duration The target gains the capabilities and limitations of the new form, and loses the
Concentration, or 1 minute capabilities and limitations of its original form, effectively unable to be a threat of any sort
Resist for the duration. The target’s gear melds into the new form and becomes non-functional
Resolve until the spell ends.
If the creature comes under attack or is damaged in any way, the polymorph spell
ends instantly, before any damage is dealt.
Advancement
70%: The non-ranged weapon(s) of the subject are still usable while polymorphed.
90%: You can change the target into any creature of the Beast category.
99%: You can change the target into any creature of the Dire Beast category.
Scrying
Used With When you cast this spell, you can look into a shiny surface such as a mirror, still water
1 minute or even a ball of crystal to see a particular object or person you choose at great distance
from you. Your skill roll is modified by how well you know the target and the sort of
Range
physical connection you have to it:
25km(15mi)
Duration
1 minute
Resist
Resolve
Advancement
70%: The range is increased to 50km(30mi).
90%: You may speak with the target, and they can speak to you.
99%: The range of the spell is increased to 100km(60mi).
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WIZARDRY SPELL LIST GLOSSARY CONTENTS
Sleep
Used With Choose a creature within range. It must make an opposed Resolve skill check against
Action your Wizardry skill. If they fail the check, they become extremely drowsy and unable to
think, rendering them unconscious while you continue to concentrate (or 1 minute). If the
Range
target succeeds on their check, they become dazed for 1 round. If someone uses an
10 squares
action to wake them, or if the subject comes under attack, the spell ends as they awaken
Duration from a dream with a start, a dream in which they are under attack. They can immediately
Concentration, or 1 minute defend this attack.
Resist
Resolve
Advancement
70%: Increase the spell’s range by 10 squares.
90%: The victim must succeed in an unopposed Resolve check to awaken, when someone takes an action to do so.
99%: The victim must succeed in an opposed Resolve check (vs your skill), when someone takes an action to do so.
Switch Body
Used With Choose a target that is a playable race within range. You create a mental link with
1 action them, allowing you to switch consciousness so that you effectively exchange bodies.
Unwilling targets who fail to succeed on an opposed Resolve skill check become host to
Range
your mind, and their own psyche finds itself in your body. You appear as they do and have
Touch
access to all of their equipment, and visa-versa.
Duration • You cannot use your Wizardy skill’s result bonus when casting this spell.
Concentration, or 1 minute • You use their Hit Points for the duration, as well as other physical abilities such as
Resist Brawn, Damage modifier etc, but you can’t access spells, manoeuvres or talents
Resolve the subject knows.
• The caster can still cast spells within the new body, and doing so uses the caster’s
own Spirit Points as normal.
• The subject of this spell can use their action to make an opposed Resolve check
versus the caster’s magic skill (with full result bonus) to break the spell.
• Due to the linked nature of this spell, if either the caster or subject is harmed, the
other takes an equal amount of shadow damage. If one dies, so does the other.
Advancement
70%: You may add half your Wizardry skill’s result bonus when casting the spell.
90%: You can make unopposed Insight skill checks to know memories from the subject of this spell.
99%: You may add your full Wizardry skill result bonus when casting the spell.
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WIZARDRY SPELL LIST GLOSSARY CONTENTS
Teleport
Used With You open a portal between two points of space, allowing you to step from one to the
1 Minute next without travelling the intervening space. Although convenient, inter-dimensional
travel does carry a degree of risk. Travel to a location within sight or to a place which is
Range
well known to you is relatively easy, but places you are less familiar with incur a penalty
Self/Touch
on the casting roll, as noted below on the Accuracy Table. Regardless of success or
Duration failure, the caster must use a gem of no less than 100sp in value which is consumed with
Instant the spell.
Resist • For every extra person you want to take along, you incur an additional -10% skill
- penalty for the check. You can bring along up to 10 people in this way.
• You can attune yourself to the energies of the location if you have an object taken
from there in the last 50 years.
• The maximum range of the spell is a location within 100km (60mi) of you.
• You can mark a location with a unique marking – a sigil – to aid returning to this point
once your skill is high enough.
Material Component: A gem of no less than 100sp in value, which is consumed with the spell.
Advancement
70%: R eturn without error to a location previously marked with a unique sigil. Only one location can be marked at a
time.
90%: Reduce the skill penalty to -5% for each additional person, instead of -10%.
99%: There is no skill penalty for bringing along additional people.
Teleportation Ward
Used With Choose a location you are touching. You inscribe mystical sigils in a 10-square radius
1 minute during the casting of this spell and for an hour afterward, the area prohibits the use of
Range teleportation magic. Others cannot teleport into the area, and any spell which involves
magically moving from one place to another (Blink, Teleport etc) doesn’t work.
10 squares
Duration
1 hour
Resist
-
Advancement
70%: The radius is increased to 20 squares.
90%: The duration increases to 24 hours.
99%: You may use the Teleport spell to return you to your sigil, even if it is within the area of this warding spell.
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WIZARDRY SPELL LIST GLOSSARY CONTENTS
Wall of Stone
Used With A solid yet transparent force comes into existence at an unoccupied point within
1 Action range. The wall is composed of 10 1 square x 1 square panels which can be arranged
however you wish, so long as the panels are connected to each other and the wall has no
Range
more than 2 corners.
20 squares
• Each panel has AP 8 and 15 Hit Points.
Duration • The wall is invulnerable to shadow, piercing and slashing damage.
Concentration, or 1 minute • It’s vulnerable to bludgeoning damage.
Resist • Reducing a panel to 0 Hit Points destroys it and may cause connected panels to
Endurance collapse at the GM’s discretion.
Advancement
70%: Each wall section now has 30 Hit Points, and you can deploy 15 wall sections.
90%: Each wall section now has 50 Hit Points, and you can deploy 20 wall sections.
99%: Each wall section now has 80 Hit Points, and you can deploy 25 wall sections.
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GM Reference Sheets
GM Reference Sheets & Tips
This section details some tips to running a Sabre game as a Game Master, and some reference sheets you can print
out and attach to a GM screen for quick system data info. Once you've got a handle on the basics, the rest of it flows
quite easily and you'll find you can even run improvised sessions with minimal preparation.
Preparation
Know your group’s Threat Level
It's important to know just how dangerous your player characters are. Whether they're creating starting characters,
or applying one of the advanced character packages, you'll want to properly calculate their Threat Level (TL). Once
you've done that, you’ll know what you're dealing with and can plan challenges accordingly.
It's important to note that Threat Levels are a generalised approach to determining a character's combat ability.
Lucky (or unlucky) dice rolls make a big difference to the outcome of any encounter!
Action Economy
Given the restrained amount of Hit Points available to characters in Sabre, and the relatively high amount of damage
that can be done, every character's action counts for a lot. One-hit kills are quite possible, though the system has been
tuned to keep these to a manageable level. Players and GM's should remember to choose wisely what to do with their
action, as they might only get a couple of them before being taken out of a fight.
Ranged: While a melee character can hold targets in position, a ranged character is free to do as much damage as
possible, whether it’s with bows, guns or spells/psi powers.
Healing: Most healing while in combat in Sabre is restricted to just a few hit points per round, useful for keeping allies in
the fight. The best healing is reserved for after a fight is over, as it's usually more time consuming. Still, it's handy to
have even a few points of healing available, especially if your NPCs are expected to survive!
Support: Characters with Leadership can offer excellent and useful bonuses in a fight, as can spellcasters or inventors
with abilities that can impede enemy actions and boost that of allies. Definitely consider having one or two of these
character types in a battle.
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GM Reference Sheets
System Core
Once you've worked out the TL balance for combat encounters (or if you're not having any combat in your session),
the core part of the system to keep in mind is skill checks. Just about any action your players will want to do involves a
skill check, whether its searching for something (perception), fast-talking an official to divulge some information
(influence), or trying to find their way around a city (streetwise).
For on-the-fly NPCs, you can simply give scribble down the skills they need to know, and the general skill level.
Important skill levels in Sabre break down to the point where knew abilities are unlocked, namely 50%, 70%, 90%, 99%.
When considering what skill level to give your NPCs, just remember that anything below 50% is an Apprentice, and
99% is mastery, so probably somewhere around the 60% to 80% mark is a good place to be. Take into consideration
your PC skill levels too - for starting characters, you won't need to have an opponent with anything over 70% (and even
that's pretty exceptional to challenge new characters).
So regardless of what your party's characters are doing, you can improv NPCs with relevant skills and a percentage
level appropriate to the task at hand.
Let's say that a character wants to use their Mechanisms skill to open a safe. Their skill is 65%, which is pretty
average, and an unopposed check against that skill has a better than average chance of success. If you want to make it
more difficult, apply a penalty to their skill for the check. e.g. -20%. Now their skill is effectively 45%, making it more
difficult to succeed, since they have to roll no higher than 45. If you REALLY don't want them opening that safe, you can
apply penalties of up to -60% this way!
When dealing with an opponent, you don't apply a difficulty penalty in this fashion - instead, you buff the skill of the
NPC, and apply a bonus which boosts the result of an opposed check to make it higher. So a player with 65% skill might
roll a 47, then add a +4 bonus to that number given them 51. Your NPC might have a 70% skill but roll a 41. But, since
they might be an expert in their field, they'd have the Skill Focus talent which gives them a bigger result bonus. In this
case, it's a +12 bonus, so they end up with 53. Easy!
Skill Focus
This talent is an important part of the system, as it can apply to any skill that is used to make opposed checks.
Boosting a result bonus for combat skills or things like Intimidate or Deceit leads to a higher chance of success, so
don't forget about this one when making NPCs! It does give them a higher Threat Level too, if applied to combat or
evade skills, so use it wisely.
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GM Reference Sheets
Skill Checks, Wounds & Traps
Common Skill Checks
Task Skill Check Type
Athleticism of any kind Unopposed check, but if failed, you don’t gain the benefit.
Deceiving anyone. Deceit check opposed by the Insight skill.
Enduring heavy physical labour outside combat. Unopposed Endurance check, possibly with a difficulty mod.
Influencing or Intimidating an NPC Influence/Intimidate skill opposed by the subject’s Resolve skill.
Insight into an NPC’s motives Insight check opposed by the Deceit skill.
Melee or Unarmed attack Character’s skill opposed by Evade, Shield (Block), Melee (Parry)
or Unarmed (Parry), all of which cost 1 Reaction.
Perceiving hidden creatures. Perception opposed by the target’s Stealth roll.
Performing some crazy stunt while airborne Unopposed Acrobatics unless opposed by another creature.
Ranged attack against a target. Ranged weapon skill opposed by the target’s Evade or Shields
skill, which costs 1 Reaction to use.
Ranged attack while an enemy is within melee Enemy in melee range gets an opportunity attack against the
weapon range ranged attacker.
Sights, sounds or searching for secret doors. Unopposed Perception, possibly with a difficulty mod.
Tracking an unsuspecting quarry Unopposed Track check.
Tracking someone who is covering their tracks. The Track skill opposed by the target’s Conceal skill.
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GM Reference Sheets
Potions, Herbal Remedies, Food, Accommodation
Herbal Remedies % Herb x3 Effects Cost
Anti-Bacterial Tonic - Garlic Ignore disease effects for 2 hrs. If taken daily, reduce duration by 1 day 10
Detoxification Tonic 70 Thistle Shortens duration of addicted condition by 1 day & allows 1 hr of relief. 30
Energy Tonic 70 Coca Leaf +2% to all opposed skill check results for 1 hour. 30
Healing Tonic - Heathmend Heal +1 Hit Point instantly. 20
Healing Poultice 50 Aloe Heal +2 Hit Points after 1 minute. 20
Pain Relief Tonic 50 Poppy +1 Natural Armour for 1 hour. 30
Relaxation Tonic - Passionflower Remove the -20% penalty for Surgery, gain +1 HP from Surgery. 10
Spirit Tonic - Kahve Gain +1 Spirit Point instantly & ignore the fatigued condition for 1hr. 10
Strength Tonic 70 Tribulus Instantly gain +1 to DM and +1 to maximum Hit Points for 1 hr. 20
Universal Tonic 90 Every Herb Heal +2 HP & Spirit instantly, immune to disease & effects for 2 hours. 150
Teaching Skills
Result Effect
Critical Success The student gains skill points in the chosen skill as noted on the table above, plus 1.
Success The student gains skill points in the chosen skill as noted on the table above.
Failure The student learns only 1 skill point from the lesson.
Fumble The student fails to learn anything.
Characters with the Teach skill can also teach abilities such as Talents, Manoeuvres, Inventions etc. to willing
students. Any of these abilities cost 2000sp. as well as the time required to be taught either Talents or Manoeuvres.
Temperature Table
oC oF Climate Exposure Exposure Rate
Below -20 Below -2 Glacial Yes Minutes
-19 to -10 -2 to 14 Freezing Yes 15 minutes
-9 to 0 -16 to 32 Cold Yes Hourly
1 to 10 33 to 50 Chill Yes Daily
11 to 20 51 to 68 Cool No -
21 to 30 69 to 86 Warm No -
31 to 40+ 87 to 104+ Hot Yes Hourly
Random Weather Table (Roll once or twice a day) Fire Intensity Table
d100 Result Conditions Source Ignition Time Damage/rd
0-20 Clear and calm Candle 1d4 1
21-40 Light cloud, gentle breeze Torch 1d3 1d4
41-55 Light rain, gentle or no wind Campfire 1 1d6
56-70 Strong winds, cloudy skies Fire Pit 1 2d6
71-84 Steady rain with strong winds Lava Instant 3d6
85-99 Gale winds, heavy rain & thunder
100 Storm of destructive power
Encumbrance Penalties
Encumbrance Calculated By: Effects
Unburdened CON+STR/2 No effect.
Burdened CON+STR -2 Movement, fatigue chk if going faster than base Move.
Heavily Burdened CON+STRx2 ½ Movement, can’t go over base Move. Fatigue chk every rd if move.
Overloaded Over CON+STRx2 Cannot move at all. Gain fatigue if you act at all.
Suffocation
• A character's Endurance skill score represents how many seconds they can hold their breath for if they inhaled
a deep breath beforehand.
• Once this time expires, or if they failed to inhale beforehand, they gain the fatigued condition until they can take
a breath, at which point it is removed. This is a special application of the fatigued condition that cannot be
removed by any other method.
• Once they’ve gained fatigue, they have 5 rounds to gain access to breathable atmosphere or they pass out.
• 1 minute after this point, they die from asphyxiation.
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Conditions
Blinded Bleed
• Victim loses all result bonuses on skill checks. • Victim loses 1 Hit Point per round until First Aid or other
• Victim’s Movement is reduced by half. healing has been performed on them.
• Victim cannot make Opportunity Attacks. • If below 0 Hit Points, bleeding reoccurs if the creature
• If also Deafened, target can’t take actions/Reactions. moves or takes any action.
Dazed • This condition can be applied up to 3 times. Effects that
• Victim can’t use Spells or Manoeuvres. remove Bleed only remove 1 at a time.
• Victim’s Movement is reduced by half. Charmed
Fatigued • Victim cannot harm the Charmer.
• Victim’s Critical Range for all skills is reduced to 0. • The Charmer’s Influence and Deceit skill checks have a
• Skills are not increased on failures or fumbles. +10% result bonus when interacting socially with the
Frightened victim.
• Victim’s Critical Range for all skills is reduced to 0. Deafened
• Victim cannot willingly approach the source of its fear. • Victim fails hearing-based skill checks.
Incorporeal • Initiative Bonus is not applied to Initiative rolls.
• Creature has +20 AP of DR vs Mundane Weapons. • If also Blind, the target cannot take actions/Reactions.
• Salt shot and holy water deal damage normally. Diseased
• The creature can move through an object or another This condition typically lasts for 7 days.
creature, but can’t stop there. • Victim’s Movement is reduced to half.
• Incorporeal creatures are faintly visible at 5 squares • Victim loses all Attribute Bonuses on skill checks.
range, or if they attack a target, but otherwise can’t be • Victim’s Heal Rate & Spirit Regeneration are reduced to
seen without magic. 0.
Invisible Intoxicated
• Cannot be seen without aid. Gained after failing your Endurance roll while you are Tipsy -
• Can be detected by noise or tracks. you lose the Tipsy condition and become Intoxicated for 1
• Melee attacks against the invisible creature must also hour.
be less or equal to Perception skill or the attempt • Victim’s Critical Range for all skills is reduced to 0.
fails. • Victim’s Fumble Range is increased by +5.
• Others cannot defend against invisible creature’s • Movement is halved.
attacks. • You gain +10% to Resolve skill check results.
N auseated • Roll 1d4 on the Drunken Type table.
• Victim’s skill rolls must also be less or equal to their Paralysed
Endurance skill or the attempt fails. • A paralysed creature cannot move, speak, or take any
Prone action that is not purely mental.
• Ranged attackers lose their Result Bonus attacking a • The creature cannot Parry, Evade or Block.
prone character. Pinned
• Melee/Unarmed/Marital Arts attacks against a prone • The victim cannot move or take actions, and both they
target gain a +10% result bonus. and the grappler become prone
• Movement is reduced to 2. Slowed
• Damage Modifier is reduced to 0. • The creature can take an action or move, but not both.
Restrained • All Evade skill checks automatically fail.
• If arms are restrained, the victim can only use Small or Tipsy
Tiny Weapons, or spells that use a Reaction. Gained after failing an Endurance roll when drinking alcohol.
• If legs are restrained, the victim’s Movement Rate is • Victim’s Fumble Range is increased by +5.
reduced to 1 and cannot make Evade checks. • Movement is reduced by 1.
Stunned • You gain a +5% Resolve skill result bonus.
• A stunned creature cannot move or take actions.
• The victim automatically fails Brawn skill checks.
• The victim cannot Parry, Evade or Block.
Terrified
• Victim drops whatever it is holding and runs away from
the source of fear for 1 round at max speed.
• Victim remains frightened for the entire encounter.
Unconscious
• Victim drops whatever they’re holding and falls prone.
• Victim cannot move, take actions, defend itself or
perceive its surroundings.
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E xample of Play
Here’s a hypothetical example in which I’ll be dealing with core concepts of the system, which you can read about in
more detailed parts of the manual. We have three characters representing the party, and three monsters who will be
controlled by the Game Master. I’m using actual dice rolls for this so the results are a bit unpredictable – let’s get to it!
The party have tracked down a rogue priest of death who has been animating corpses and unleashing them upon
unwary travellers. With a mixture of stealth and cunning, the players are attempting to sneak up on the villain
undetected before launching their attack.
Step 2: Initiative
With surprise on their side, the party of heroes all get a free round to act before the enemy can respond. Each of the
players rolls a d10 and adds their Initiative Rank to the result to determine the order everyone will act in. The GM also
rolls a d10 for the NPCs, but due to the surprise factor, they won’t get to act this round regardless of the result. I like to
roll a group initiative roll and have all the NPCs act at once, but you may want to keep individual track of each NPC’s
initiative and have them act in turn.
With his protection in place, Titus charges the zombie, the closest of their foes. He rolls against his weapon skill and
gets a 98! Uh oh, that’s a Fumble (it’s within 3 points of 100). A fumble in combat causes Titus to lose all of his
remaining Reaction Points until the start of his next turn, rendering him flatfooted and unable to defend himself. Due to
having the Charisma of a brick, Titus only has 1 Luck Point and he’s reluctant to use it so soon - he could use that Luck
Point to reroll the fumbled result. He decides to take the Fumble because in this instance, the enemy hasn’t had a
chance to do anything yet so the fumbled result won’t give them any sort of bonus. Just like a failed skill check, a
fumble raises the skill, except it’s by 2 points instead of 1.
Ordinarily, it would be the Lothar’s turn along with his undead cohorts, but because of the suddenness of this attack,
he’s caught off-guard and cannot act this round. With all the players done, the next round begins.
Step 4: Round 2
Following the order of initiative, its Clare’s turn again. She thinks she can nail Lothar this round, so she uses another
of her Manoeuvres – ‘Accurate Shot’. This Manoeuvre is used as an action, and gives her a +1 damage bonus and +1%
result bonus so long as she doesn’t move before the shot, and it prevents her from moving after the shot too. She pays
the Spirit Point cost and makes the roll. She rolls a 01 which is easily a success, and adds +4 from Agility and +1 from
the manoeuvre. This time however, Lothar can defend himself. He chooses to use one of his two Reaction Points to
Evade – the only real option he has for a defensive move (shields are better for this, but he doesn’t have one).
A 06 result is great, in that it’s well below pretty much any skill level and thus a success, yet the downside is anyone
can easily roll higher than it – Lothar rolls a 79, which would beat that 06 quite handily, except Lothar’s Evade skill is
only 45%, and since the roll is above his skill, it’s a failure. Claire rolls a 3 for damage this time and adds her DM of +1
and the Accurate Shot bonus of +1.
Claire does a total of 5 points of damage. After subtracting the AP from Lothar’s armour, it’s a 3. Lothar is getting
pummelled here! Reducing any character to 0 Hit Points results in a Serious Wound, taking that character out of the
fight and rendering them unconscious, unless they’re really tough and have the Grit talent (in this case, nobody does).
Now it’s Jim’s turn in the sequence, so he has Titus swing his scythe at the zombie. It’s a powerful weapon and could
cut down the horrid thing in one swing. Jim rolls his dice and gets a 77, but his weapon skill is only 72% so it’s a failure
(but raises his skill by 1!) – the weapon narrowly misses the zombie, who merely drools dark ichor as the blade whistles
past.
Bob’s turn comes up next, and he has Oliver the priest hold his action until after the enemy have had their turn. Oliver
has taken many support and healing spells, and he’s waiting to see if he’ll be needed to defend Titus, who is obviously
having an off day.
Now it’s Lothar’s turn to act. If the GM is having all of the NPCs act at once, they can act in any order (I do this as it’s
simpler to keep track of one initiative instead of many). Lothar moves 6 squares to line up Titus and Oliver and attempts
to cast the ‘Brilliant Lance’ spell at them. He rolls a 15 and adds the +3 bonus from his Charisma, so it’s successful and
costs him 1 Spirit Point. As a priest of death, Lothar has a talent which allows him to change the radiant damage type it
normally casts into shadow (halving the result, as shadow bypasses armour and is just out-and-out nasty), so the
torrent of light that springs forth from his outstretched hands is dark and terrible instead of shiny and burning.
The spell engulfs both Titus and Oliver, who must roll an Endurance skill check to resist the effects of the spell. Jim
rolls a 97 for Titus, which is a failure (+1 to his Endurance skill though!) so he’ll be taking full damage, but Oliver rolls an
18 and adds + for his Constitution Attribute bonus – it’s below his Endurance skill and above the roll Lothar made, so
he’ll take half the effect. But wait, there’s more!
Oliver went into this fight having expected the use of dark powers against them, and now his Holy Aegis spell comes
in handy. Lothar rolls 1d6+4 for the spell’s damage and comes up with an 8, which is then halved because it’s been
turned into shadow damage, which will bypass all of their Worn armour. Titus takes the full brunt of the spell since he
failed to resist it, but Oliver’s Holy Aegis protects him a little reducing it by 2 points, so Titus takes 2 points which is the
same as Oliver himself, who’s Endurance protected him against some of the effects.
It’s still the NPC’s turn and now the skeleton acts, under Lothar’s command. It shoots an arrow at Lorelai, rolling a 17
and adding +2 for Agility. She uses a Reaction Point to Evade the attack, as she has no armour and isn’t especially
resilient to damage. She rolls a 79 on her check and that’s above her Evade skill, so it’s a failure, and +1 to the skill.
The skeleton has hit with a longbow and rolls a d8 for damage – it’s an 8, with a +1 Damage Modifier. Ouch! Lorelai
only has 9 Hit Points, so that will constitute a Serious Wound and take her out of the fight. Bob is ready to act however,
and uses a Reaction to cast ‘Salvation’ to try and mitigate 3 points of damage and keep her fighting. Unfortunately, he
rolls an 87 which is well above his skill, and so he fails to stop the damage (but gains a skill point). Lorelai has gained a
Serious Wound, which renders her unconscious. Clare concedes she should have invested in at least a leather jacket to
give her a little protection.
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Now the zombie gets to act, and it flails at Titus. It rolls a 43 on its attack, just underneath its (admittedly terrible)
weapon skill of 48%, but Titus uses a Reaction Point to Parry with his scythe. He rolls a 58, not only a success but a
score the zombie could never hope to beat. That’s the advantage of having a higher skill score than your opponent!
Now that the enemy have acted, Bob’s character, who held his action ‘til after the enemy, can now act. Bob chooses
to cast the spell ‘Slumber’ at Lothar for a cost of 1 Spirit Point. He rolls a 26 (with his +3 for a 29 result) and succeeds,
and Lothar gets to make a Resolve skill check to avoid the effect. He rolls a 36(with a +2 for a 38 result) which is a
success. Oliver’s spell barely impacts Lothar, rendering him dazed instead of unconscious. This prevents the target
from casting spells or using manoeuvres, so there will be no spellcasting from Lothar on his next turn. With everyone
having acted, this marks the end of round 2.
Step 6: Profit!
The GM goes through the loot tables as noted on each monster’s description and hands out the loot. Accolades
(experience points effectively) are also calculated, though they are generally handed out at the end of the session. 1 for
the zombie, 2 for the skeleton, and 3 for Lothar, resulting in 6 Accolades, which are divided up amongst the party equally
for 2 each. The GM also gives out a reward for completing the session (+2) and for defeating the campaign’s main
enemy +5). If the party did some roleplaying, add 1 to 5 Accolades (in this case +3, good but room for improvement!)
grating the party 12 Accolades to spend. So, there you have it, a basic run-through of how a Sabre combat works!
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Advanced Characters
The Game Master may wish to start a campaign with experienced characters, or bring in a new player to a group of experienced
characters. Under these circumstances, the GM can apply one of the following Advancement Packages to advance a freshly created
character instantly. If a character has two professions, the skill from the 1st profession is considered the primary one.
Greenhorn
This update package is for a modest degree of advancement, representing roughly 3 sessions of play.
Profession Skill Set your main Profession's primary skill to 70% (if below 70%).
Other skills +5% to 4 other skills.
Abilities Choose 4 new abilities, 3 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 1000sp to spend on equipment, magic items or buying new abilities.
Seasoned
This update package is for a substantial degree of advancement, representing roughly 6 sessions of play.
Profession Skill Set your main Profession's primary skill to 75%.
Other skills +10% to 2 other skills. +5% to 3 other skills.
Abilities Choose 8 new abilities, 6 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 2000sp to spend on equipment, magic items or buying new abilities.
Adept
This update package is for very substantial advancement, representing roughly 10 sessions of play.
Profession Skill Set your main Profession's primary skill to 80%.
Other skills +15% to 3 other skills. +10% to 3 other skills.
Abilities Choose 16 new abilities, 12 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 10,000sp to spend on equipment, magic items or buying new abilities.
Veteran
This update package provides a very large degree of advancement, representing roughly 15 sessions of play.
Profession Skill Set your main Profession's primary skill to 90%.
Other skills +20% to 4 other skills. +15% to 3 other skills. +5% to 3 other skills.
Abilities Choose 24 new abilities, 18 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 10,000sp to spend on equipment, magic items or buying new abilities.
Master
This update package provides a huge degree of advancement, representing roughly 20 sessions of play.
Profession Skill Set your main Profession's primary skill to 95%.
Other skills +25% to 4 other skills. +20% to 3 other skills. +10% to 4 other skills.
Abilities Choose 36 new abilities, 27 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 30,000sp to spend on equipment, magic items or buying new abilities.
Attributes Increase 1 Attribute by +1.
Elite
This update package provides a massive degree of advancement, representing roughly 30+ sessions of play.
Profession Skill Set your main Profession's primary skill to 99%.
Other skills +30% to 4 other skills. +25% to 4 other skills. +15% to 5 other skills.
Abilities Choose 50 new abilities, 37 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 50,000sp to spend on equipment, magic items or buying new abilities.
Attributes Increase 2 Attributes by +1.
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Appendix B: Traits
Construct
The creature is a magical construct, unalive and highly resistant to many conditions.
Benefit: The creature is immune to the consequences of fatigue, bleeding, shadow damage, pain, fear, illusions or
other mind-affecting magic, and never suffers a Lasting Injury or falls unconscious. They do not breathe, sleep or
consume food. A Major Wound destroys the soul gem and renders it utterly ‘dead’.
Night Vision
The creature’s sight is impeccable even on the darkest night.
Benefit: Allows the creature to see normally in night-time conditions out to 20 squares.
Dark Vision
The creature’s sight is able to convey detail even in the complete absence of light.
Benefit: Allows the creature to see normally in the complete absence of light out to 20 squares. It also gains a +10%
result bonus on Perception checks at night.
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Ability: Refers to talents, manoeuvres, skills & spells that a character can learn.
Accolades: Points rewarded at the end of a session for achieving goals such as defeating enemies,
roleplaying or completing difficult tasks. Can be spent in various ways to advance your character.
Action: Your turn to have a go during a combat round, with which you can attack, cast a discipline etc.
AGI: Agility (Attribute), a measure of your character’s agility, co-ordination and reflexes.
AoE: This is Area of Effect damage, usually from an explosion of some sort, affecting all targets in that area.
AP: Armour Points, which reduce incoming damage by the listed amount.
Attribute: A measure of your character’s basic abilities: Strength, Agility, Constitution, Intellect and Charisma.
Attribute Bonus: A number based on the Attribute score itself, starting from 10 and increasing by +1 for every
2 points of that Attribute. Characteristics such as Initiative and Luck are derived from the Attribute Bonus, and
they’re also added to all skills as an opposed result bonus.
Buff Points: A pool of points you can distribute to your Attributes during character creation, with 1 Buff Point
adding 1 to an Attribute.
Campaign: A series of connected adventures involving the same adventurers.
Character: A fictional avatar controlled by a player who participates in the story told by the Game Master.
Characteristic: Things such as Height, Weight, Damage Modifier etc.
CHA: Charisma (Attribute), a measure of a character’s force of personality and charm.
Condition: Effect imposed upon a character, usually detrimental in nature.
Combat Round: A short period of 6 seconds, during which a character in combat can perform a Combat
Action, a Move Action, a number of Reactions.
Common Skill: Skills that are generally known by all characters, such as athletics and sneaking.
CON: Constitution (Attribute), a measure of your character’s healthiness and ability to resist wounds, poisons
and the like.
Critical Success: This is the character’s chance to gain a critical success with a given skill. The default range
is 3, which is the skill’s level, and the two numbers before it. E.g. a skill of 52 has a critical range that includes
50, 51 and 52.
Damage Reduction: An armour-like effect that grants Armour Points to specific damage types.
Difficult Terrain: Ground that requires twice the normal Movement cost to traverse.
DM: Damage Modifier (Characteristic), a die roll added to the damage caused by some weapons.
ENC: Encumbrance, an abstract measurement of the bulk and weight of a given object.
Evade: A skill showing how well a character can avoid impact from disciplines or physical att acks.
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Fatigue: (Condition) Given to characters after heavy exercise, blood loss or asphyxiation, which impairs
prevents skill gains and critical success.
Fumble: A roll of the dice which results in 98, 99 or 00. On opposed combat checks, this will bump up the
opponent’s roll, from a failure to success, or success to critical.
Fumble Range: The range of chance on a percentage skill check to determine if the result is a fumble.
Game Master: The player who runs the game, controls NPCs, adjudicates the rules, dispenses justice etc.
Heal Rate: (Characteristic), the number of Hit Points regained after rest, usually after 8 hours, sometimes
longer.
HP: (Characteristic) Hit Points, the measure of how much physical damage a character can take before
unconsciousness and death.
INT: Intellect (Attribute), a measure of your character’s ability to think, solve problems, learn, as well as their
overall mental capacity, represented by Spirit Points.
Initiative Bonus: (Characteristic) A number derived from a character’s Agility Attribute, then added to a d10
roll at the start of combat to determine the order of battle.
Invulnerability: An effect which results in a character being completely unaffected by a type of damage.
Killed: An effect which ends the character’s life instantly, usually by removing their head.
Luck Points: (Characteristic) Points which a player can spend to avoid disastrous dice rolls or events.
Manoeuvres: Actively applied abilities requiring the expenditure of Spirit Points. Can modify the result of a
combat ability or other mundane effect such as using Stealth.
Movement Rate: (Characteristic) The distance a character can move in a single combat round and still take an
action. For most characters, this is 6 squares.
NPC: Non-Player Character, a character in the game who is controlled by the Game Master.
Opposed Roll: A skill check made by two characters, with the highest successful roll winning.
Philosophy: A character’s overall belief system, guiding their actions and decisions.
Professional Skill: An involved and challenging skill which can only be used if specifically learned,
professional skills cover major aspects of a character’s skill set, involving weapons and other complex tasks.
Reaction: A move a character can make in response to another character’s action, usually defensive in nature.
Reach: A melee weapon ability that allows it to hit targets at 2 squares from the wielder, but deals half
damage at 1 square range.
Remedies: This term refers to all herbal formulas and medicines that are of positive benefit to a character,
usually for healing or treating illness or negative conditions.
Resistance Skill: One of three skills used to reduce the impact of damage or mental effects on a character,
comprised of Endurance, Evade and Resolve.
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Resolve: The mental resilience of a character, allowing them to resist the influences of others, both mundane
and mental, and it boosts Spirit Points is it increases.
Result Bonus: A number added on to a successful opposed skill result, to boost the final total of the roll,
which can even be above your skill level.
Restricted Skill: A professional skill that can only be gained as part of a Profession.
Spell: An ability used by characters with magic skills to create supernatural effects.
Spirit Points: Used for the using of disciplines or use of manoeuvres, Spirit Points are a factor of health and
willpower.
STR: Strength (Attribute), a measure of a character’s brawn and brute force.
Square: A generic reference to a square on a combat grid. This can be referred to in metres or yards,
depending on which system of measurement your campaign is using.
Talent: Passive ability that grants a character new or enhanced capability.
Restricted Skill: A type of Professional Skill that can only be taken as part of a Profession, including a second
profession.
Vulnerability: An effect which results in a character taking extra damage from a type of damage.
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C h aracterSheet