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Unofficial Game Supplement

P LAYER R ESOURCES I
by Chuck Lang

HRG
HOUSE-RULED GAMES
Products based on other people’s imagination
Table of Contents
Table of Contents 2 Cleric Spell Cards (Black & White) 43
Introduction 3 Mage Speciality Sheets 45
Core Character Sheet 5 Cleric Spell Cards (Color Blind) 46
Full Color: Page 1 6 Monster Cards: Hit Point Check Boxes, Black & White 46
Full Color: Page 2 7 Mage Spell Scroll 47
Full Color: Page 3 8 Mage Spell Cards (Full Color) 48
Full Color: Page 4 9 Mage Spell Cards (Black & White) 49
Black & White: Page 1 10 Spellbook: Apprentice Level 50
Black & White: Page 2 11 Spellbook: Journeyman Level 51
Black & White: Page 3 12 Spellbook: First Level 52
Black & White: Page 4 13 Spellbook: Second Level 53
Color Blind: Page 1 14 Spellbook: Third Level 54
Color Blind: Page 2 15 Spellbook: Fourth Level 55
Color Blind: Page 3 16 Spellbook: Fifth Level 56
Color Blind: Page 4 17 Spellbook: Sixth Level 57
Inventory Sheets 19 Spellbook: Seventh Level 58
Inventory Sheet: Carried on Person (Page 1) 20 Spellbook: Eighth Level 59
Inventory Sheet: Carried on Person (Page 2) 21 Spellbook: Ninth Level 60
Inventory Sheet: Carried on Person (Page 3) 22 Spellbook: Tenth Level 61
Inventory Sheet: Carried on Person (Page 4) 23 Spellbook: Eleventh Level 62
Inventory Sheet: Transports for Land & Water (Page 1) 24 Spellbook: Twelfth Level 63
Inventory Sheet: Transports for Land & Water (Page 2) 25 Spellbook: Thirteenth Level 64
Inventory Sheet: Transports for Land & Water (Page 3) 26 Spellbook: Fourteenth Level 65
Inventory Sheet: Transports for Land & Water (Page 4) 27 Spellbook: Fifteenth Level 66
Inventory Sheet: Transports for Land & Water (Page 5) 28 Spellbook: Sixteenth Level 67
Inventory Sheet: Transports for Land & Water (Page 6) 29 Spellbook: Seventeenth Level 68
Inventory Sheet: Transports for Land & Water (Page 7) 30 Spellbook: Eighteenth Level 69
Inventory Sheet: Abode (Page 1) 31 Spellbook: Nineteenth Level 70
Inventory Sheet: Abode (Page 2) 32 Spellbook: Twentieth Level 71
Inventory Sheet: Abode (Page 3) 33 Combat Cards 73
Inventory Sheet: Abode (Page 4) 34 Special Combat Moves Cards (Page 1) 74
Inventory Sheet: Abode (Page 5) 35 Special Combat Moves Cards (Page 2) 75
Inventory Sheet: Abode (Page 6) 36 Special Combat Moves Cards (Page 3) 76
Inventory Sheet: Abode (Page 7) 37 Special Combat Moves Cards (Page 4) 77
Cleric Speciality Sheets 39 Action Rate Card (Full Color) 78
Cleric Spell Tracking & Component Inventory 40 Action Rate Card (Black & White) 79
Cleric Spell Sheet (Level Agnostic) 41
Cleric Spell Cards (Full Color) 42

2
Introduction
The character sheet.
Like the GM Screen, it’s an elusive thing: something we
all want, yet when we find one, we want to change it, add to
it, tweak it, make it ours.
I’m the exact same way. So with every game I GM, I
create a new character sheet and have my players use that
very sheet, so we can quickly reference bits of information
and help eachother out.
I’m not saying my character sheet is going to be a sheet
you don’t change and add to, but I hope it’ll be a sheet you
can tolerate.
I, of course, started small with this project, and it
quickly exploded. And really, it was the Core Character
Sheet that led to my rules reference sheets. The character
sheet included in this book then inspired the rest of my
supplements like the expansive inventory sheets, spellbook
sheets, Special Combat Moves Reference Cards, and other
tidbits. I’ve included all that in this book.
Enjoy!

3
4
Core Character Sheet
I tried to fill in this character sheet with everything a
player needs to get started. My original intent was to make
it comprehensive, so even beginning players could use
this sheet for rules referencing and gradually build their
characters with confidence.
Did I accomplish that? Well, there’s a lot here. And where
there’s a lot on the sheet, it can be intimidating. However,
once you’re done filling everything in, you’d be hardpressed
not to know exactly what your character can do.
That being said, I’ve expanded this sheet a couple times
with inventory sheets, mage and cleric sheets, and have a
few more on the back burner I might build, but those back
burner projects are set there for a reason and won’t make it
into this book.
This is a colorful sheet. I took inspiration from Jolly and
how he lays stuff out for us. Those colors have purpose and
sequence throughout the sheet, which will hopefully help
you follow the structure of the sheet and the rules.
However, if you don’t have a color printer or want to save
ink, I’ve included a black and white version as well as a color
blind version for those who have trouble seeing specific
colors on specific backgrounds.

5
PRIMARY CHARACTER PROFILE QUIRKS & FLAWS
ABILITY SCORES CHARACTER PLAYER QUIRK OR FLAW
STRENGTH
MECHANICS GENETICS
SCORE
CLASS RACE NOTES
DAM MOD
LEVEL TOTAL EP SEX AGE HEIGHT
FEAT BUILD POINTS EP NEXT LEVEL HANDEDNESS WEIGHT
LIFT HAIR EYES
FAITH & MORALITY
DRAG QUIRK OR FLAW
PATRON GOD NATIONALITY
INTELLIGENCE ALIGNMENT ANOINTED
NOTES
SCORE FAMILY
ATK MOD CIRCUMSTANCES OF BIRTH
BP BONUS MOTHER FATHER

WISDOM STATUS STATUS QUIRK OR FLAW


BP BONUS RELATIONSHIP RELATIONSHIP
SCORE

INIT MOD BIRTH SIBLING SEX STATUS RELATIONSHIP NOTES

BP BONUS 1

DEF MOD 2

MENTAL 3
QUIRK OR FLAW
4
DEXTERITY
5
SCORE NOTES
6
INIT MOD
7
ATK MOD
8
DEF MOD

DODGE HONOR FAME LUCK


FEAT CURRENT
HONOR
CURRENT HONOR BONUSES & PENALTIES SPENDING HONOR CATEGORY POINTS
CATEGORY DIE SKIL SPD MUL REV MUL ALTER
CONSTITUTION SCORE REROLL MAXIMUM
LEVEL DIE BY 1
DISHONORABLE 1 5% +1 COST
SCORE COST MINIMUM
LOW 1-5 10 1
PHYSICAL
AVERAGE 1 +1
5% 6-10 20 2 REMAINING
LOOKS CURRENT
GREAT 1 5% 1 11-15 3O 3
SCORE
LEGENDARY 1 5% 1 1 16-20 4O 4
CHA MOD

HONOR UNFULFILLED OATHS EQUIPMENT CARRIED ON PERSON


FAME GOD OATH ITEM DESCRIPTION WEIGHT

CHARISMA

SCORE

BP BONUS

HONOR

TURNING

MORALE

PROTÉGÉS
BLOOD OATH

WEALTH
COPPER TRADE

SILVER MISC

GOLD WEIGHT
COMBAT PROFILE COMBAT PROFILE COMBAT PROFILE
30 60 WEAPON WEAPON WEAPON
SIZE S M L TYPE SIZE S M L TYPE SIZE S M L TYPE
29 59
STR REQUIRED SKILL LEVEL STR REQUIRED SKILL LEVEL STR REQUIRED SKILL LEVEL
28 58 NAMED WEAPON NAMED WEAPON NAMED WEAPON

RANGED COMBAT RANGED COMBAT RANGED COMBAT


27 57
DISTANCE (FT) DISTANCE (FT) DISTANCE (FT)
26 56 DIE USED d20p d20p-4 d20p-6 d20p-8 DIE USED d20p d20p-4 d20p-6 d20p-8 DIE USED d20p d20p-4 d20p-6 d20p-8

MISSILE INVENTORY MISSILE INVENTORY MISSILE INVENTORY


25 55

24 54 MODIFIERS ATK SPD DEF DAM INIT MODIFIERS ATK SPD DEF DAM INIT MODIFIERS ATK SPD DEF DAM INIT
BASE BASE BASE
23 53 LEVEL LEVEL LEVEL
ABILITIES ABILITIES ABILITIES
22 52
TALENTS TALENTS TALENTS
21 51 RACIAL RACIAL RACIAL
ARMOR ARMOR ARMOR
20 50
SHIELD SHIELD SHIELD

19 49 MAGIC MAGIC MAGIC


QUALITY QUALITY QUALITY
18 48
SPECIALIZE +1 -1 +1 +1 SPECIALIZE +1 -1 +1 +1 SPECIALIZE +1 -1 +1 +1

17 47 BP COST ATK +2 -2 +2 +2 BP COST ATK +2 -2 +2 +2 BP COST ATK +2 -2 +2 +2


SPD +3 -3 +3 +3 SPD +3 -3 +3 +3 SPD +3 -3 +3 +3
16 46 BASE DEF BASE DEF BASE DEF
+4 -4 +4 +4 +4 -4 +4 +4 +4 -4 +4 +4
DAM +5 -5 +5 +5 DAM +5 -5 +5 +5 DAM +5 -5 +5 +5
15 45
TOTAL TOTAL TOTAL
14 44
SPEED DEFENSE SPEED DEFENSE SPEED DEFENSE
13 43 SH SH SH
RD

RD

RD
IE IE IE
CK

CK

CK
L L L
DA

DA

DA
D D D
TA

TA

TA
AN

AN

AN
AT

AT

AT
ST

ST

ST
12 42
SH SH SH
IE IE IE
DM

DM

DM
LDL LDL LDL
G

G
B

11 41 ES ES ES
RE

RE

RE
JA

JA

JA

S S S
D

D
UC

UC

UC
T

T
IO

IO

IO
10 40 SHIELD SHIELD SHIELD SHIELD SHIELD SHIELD
N

N
SIZE SHIELDLESS SIZE SHIELDLESS SIZE SHIELDLESS
IN

IN

IN
IT

IT

IT
IA

IA

IA

9 39 SH SH SH
D
TI

D
TI

TI
OL

OL

OL
VE

VE

VE

IE IE IE
SH

SH

SH
LD LD LD
RE

RE

RE
> > >
TH

TH

TH
8 38
ST ST ST
AN AN AN
DA DA DA
H

≤ ≤ ≤
AC

VE

AC

VE

AC

VE

7 37 RD RD RD
SA

SA

SA
RE

RE

RE

6 36 DAMAGE TOP & TRAUMA DAMAGE TOP & TRAUMA DAMAGE TOP & TRAUMA
NOTES NOTES NOTES
5 35

4 34

3 33

2 32

1 31

COUNT
TRACKER
INDEX
CHAPTER
COMBAT
HIT POINTS MOVEMENT & ENCUMBRANCE

ARMOR FATIGUE FACTOR

SAVING THROWS, FEATS, & MORALE

SHIELD

KNOCK-BACK

MARTIAL TALENTS
WEAPON & ARMOR PROFICIENCIES
Skills
SKILL ABILITIES UNIV % MAST SKILL ABILITIES UNIV % MAST SKILL ABILITIES UNIV % MAST
ACTING LKS CHA ✓ ENGINEERING INT ✘ MONSTER LORE INT ✘
ADMINISTRATION INT WIS CHA ✘ ESCAPE ARTIST INT DEX ✓ MUSICIAN 1
WIS ✘
AGRICULTURE WIS ✘ FAST TALKING CHA ✘ OBSERVATION WIS ✓
ANI. EMPATHY WIS CHA ✘ FIRE BUILDING WIS ✓ ORATION CHA ✓
ANI. HERDING 1 WIS ✘ FIRST AID WIS ✘ PERSUASION CHA ✓
ANI. HUSBANDRY 1
WIS ✓ FORESTRY 1
INT ✘ PICK POCKET DEX ✓
ANI. MIMICRY WIS ✓ FORGERY INT DEX ✘ POTTERY WIS DEX ✘
ANI. TRAINING 1 INT WIS ✘ GAMBLING WIS CHA ✘ READING LIPS INT ✓
APPRAISAL 1
INT ✘ GEOLOGY INT ✘ RECRUITING CHA ✓
ARCANE LORE INT ✘ GLEAN INFO INT WIS CHA ✓ RELIGION 1
WIS ✘
ARTISTRY 1
WIS DEX ✘ HIDING INT DEX ✓ RES. PERSUASION WIS ✓
ASTROLOGY INT ✘ HIST, ANCIENT 1 INT ✘ RIDDLING INT ✘
BLACKSMITHING STR INT ✘ HUNTING WIS ✘ RIDING 1
WIS DEX ✘
BOATING WIS ✓ IDENTIFY TRAP WIS ✘ ROPE USE DEX ✓
BOTANY INT ✘ INTERROGATION WIS CHA ✓ SALESMANSHIP INT WIS CHA ✓
CARPENTRY INT ✘ INTIMIDATION STR CHA ✓ SCRUTINY WIS ✓
CARTOGRAPHY INT ✓2 JUMPING STR ✓ SEDUCTION LKS CHA ✓
CLIMBING STR DEX ✓ LANGUAGE 1
INT ✘ SKILLED LIAR CHA ✓
COOKING INT WIS ✘ LAW INT ✓ SNEAKING DEX ✓
CRAFT 1 WIS DEX ✘ LEATHERWORKING INT DEX ✘ SURVIVAL WIS CON ✓
CURRENT AFFAIRS WIS ✓ LEADERSHIP INT ✘ SURVIVAL, URBAN WIS CHA ✘
DIPLOMACY CHA ✓ LISTENING WIS ✓ SWIMMING STR CON ✘
DIRECTION SENSE WIS ✘ LITERACY 1
INT ✘ TORTURE INT ✓
DISARM TRAP INT ✘ LOCK PICKING INT DEX ✘ TRACKING WIS ✓
DISGUISE INT WIS ✓ MATHEMATICS INT ✘ TRAP DESIGN INT DEX ✘
DISTRACTION CHA ✓ MINING STR INT ✘ WEATHER SENSE WIS ✘
DIVINE LORE WIS ✘ FOOTNOTES (1) REQUIRES SELECTION OF SUBTYPE, NOTE BELOW. (2) UNIVERSAL FOR LITERATE CHARACTERS ONLY. DENOTES ARMOR PENALTY.

SKILL SUBTYPE % MAST SKILL SUBTYPE % MAST SKILL SUBTYPE % MAST


SKILL SUBTYPES

SKILL SUBTYPE % MAST SKILL SUBTYPE % MAST SKILL SUBTYPE % MAST


SKILL SUBTYPE % MAST SKILL SUBTYPE % MAST SKILL SUBTYPE % MAST
S

SKILL SUBTYPE % MAST SKILL SUBTYPE % MAST SKILL SUBTYPE % MAST

MISCELLANEOUS TALENTS
TALENT DESCRIPTION PAGE TALENT DESCRIPTION PAGE

OTHER PROFICIENCIES
PROFICIENCY DESCRIPTION PAGE PROFICIENCY DESCRIPTION PAGE

MISCELLANEOUS ABILITIES & BONUSES (I.E. RACIAL & CLASS)


ABILITY DESCRIPTION PAGE ABILITY DESCRIPTION PAGE
PRIMARY CHARACTER PROFILE QUIRKS & FLAWS
ABILITY SCORES CHARACTER PLAYER QUIRK OR FLAW
STRENGTH
MECHANICS GENETICS
SCORE
CLASS RACE NOTES
DAM MOD
LEVEL TOTAL EP SEX AGE HEIGHT
FEAT BUILD POINTS EP NEXT LEVEL HANDEDNESS WEIGHT
LIFT HAIR EYES
FAITH & MORALITY
DRAG QUIRK OR FLAW
PATRON GOD NATIONALITY
INTELLIGENCE ALIGNMENT ANOINTED
NOTES
SCORE FAMILY
ATK MOD CIRCUMSTANCES OF BIRTH
BP BONUS MOTHER FATHER

WISDOM STATUS STATUS QUIRK OR FLAW

SCORE RELATIONSHIP RELATIONSHIP

INIT MOD BIRTH SIBLING SEX STATUS RELATIONSHIP NOTES

BP BONUS 1

DEF MOD 2

MENTAL 3
QUIRK OR FLAW
4
DEXTERITY
5
SCORE NOTES
6
INIT MOD
7
ATK MOD
8
DEF MOD

DODGE HONOR FAME LUCK


FEAT CURRENT
HONOR
CURRENT HONOR BONUSES & PENALTIES SPENDING HONOR CATEGORY POINTS
CATEGORY DIE SKIL SPD MUL REV MUL ALTER
CONSTITUTION SCORE REROLL MAXIMUM
LEVEL DIE BY 1
DISHONORABLE 1 5% +1 COST
SCORE COST MINIMUM
LOW 1-5 10 1
PHYSICAL
AVERAGE 1 +1
5% 6-10 20 2 REMAINING
LOOKS CURRENT
GREAT 1 5% 1 11-15 3O 3
SCORE
LEGENDARY 1 5% 1 1 16-20 4O 4
CHA MOD

HONOR UNFULFILLED OATHS EQUIPMENT CARRIED ON PERSON


FAME GOD OATH ITEM DESCRIPTION WEIGHT

CHARISMA

SCORE

BP BONUS

HONOR

TURNING

MORALE

PROTÉGÉS
BLOOD OATH

WEALTH
COPPER GEMS

SILVER JEWELRY

GOLD WEIGHT
COMBAT PROFILE COMBAT PROFILE COMBAT PROFILE
30 60 WEAPON WEAPON WEAPON
SIZE S M L TYPE SIZE S M L TYPE SIZE S M L TYPE
29 59
STR REQUIRED SKILL LEVEL STR REQUIRED SKILL LEVEL STR REQUIRED SKILL LEVEL
28 58 NAMED WEAPON NAMED WEAPON NAMED WEAPON

RANGED COMBAT RANGED COMBAT RANGED COMBAT


27 57
DISTANCE (FT) DISTANCE (FT) DISTANCE (FT)
26 56 DIE USED d20p d20p-4 d20p-6 d20p-8 DIE USED d20p d20p-4 d20p-6 d20p-8 DIE USED d20p d20p-4 d20p-6 d20p-8

MISSILE INVENTORY MISSILE INVENTORY MISSILE INVENTORY


25 55

24 54 MODIFIERS ATK SPD DEF DAM INIT MODIFIERS ATK SPD DEF DAM INIT MODIFIERS ATK SPD DEF DAM INIT
LEVEL LEVEL LEVEL
23 53 ABILITIES ABILITIES ABILITIES
TALENTS TALENTS TALENTS
22 52
RACIAL RACIAL RACIAL
21 51 ARMOR ARMOR ARMOR
SHIELD SHIELD SHIELD
20 50
MAGIC MAGIC MAGIC

19 49 SPECIALIZE +1 +1 +1 +1 SPECIALIZE +1 +1 +1 +1 SPECIALIZE +1 +1 +1 +1


BP COST ATK +2 +2 +2 +2 BP COST ATK +2 +2 +2 +2 BP COST ATK +2 +2 +2 +2
18 48
SPD +3 +3 +3 +3 SPD +3 +3 +3 +3 SPD +3 +3 +3 +3
BASE DEF +4 +4 +4 +4 BASE DEF +4 +4 +4 +4 BASE DEF +4 +4 +4 +4
17 47
DAM +5 +5 +5 +5 DAM +5 +5 +5 +5 DAM +5 +5 +5 +5
16 46
TOTAL TOTAL TOTAL
15 45 SPEED DEFENSE SPEED DEFENSE SPEED DEFENSE
SH SH SH
RD

RD

RD
14 44 IE IE IE
CK

CK

CK
L L L
DA

DA

DA
D D D
TA

TA

TA
AN

AN

AN
AT

AT

AT
ST

ST

ST
13 43 SH SH SH
IE IE IE
DM

DM

DM
LDL LDL LDL
G

G
B

B
ES ES ES
RE

RE

RE
JA

JA

JA

12 42 S S S
D

D
UC

UC

UC
T

T
IO

IO

IO
SHIELD SHIELD SHIELD SHIELD SHIELD SHIELD
N

N
11 41 SIZE SHIELDLESS SIZE SHIELDLESS SIZE SHIELDLESS
IN

IN

IN
IT

IT

IT
IA

IA

IA

SH SH SH
D

LD
TI

TI

TI
OL

OL
VE

VE

VE

10 40 IE IE IE

HO
SH

SH

LD LD LD

S
RE

RE

RE
> > >
TH

TH

TH
9 39 ST ST ST
AN AN AN
DA DA DA
H

≥ ≥ ≥
AC

VE

AC

VE

AC

VE
RD RD RD
SA

SA

SA
RE

RE

RE

8 38
DAMAGE TOP & TRAUMA DAMAGE TOP & TRAUMA DAMAGE TOP & TRAUMA
7 37
NOTES NOTES NOTES

6 36

5 35

4 34

3 33

2 32

1 31

COUNT
TRACKER
INDEX
CHAPTER
COMBAT
HIT POINTS MOVEMENT & ENCUMBRANCE

ARMOR FATIGUE FACTOR

SAVING THROWS, FEATS, & MORALE

SHIELD

KNOCK-BACK

MARTIAL TALENTS
WEAPON & ARMOR PROFICIENCIES
SKILLS
SKILL ABILITIES UNIV % MAST SKILL ABILITIES UNIV % MAST SKILL ABILITIES UNIV % MAST
ACTING LKS CHA ✓ ENGINEERING INT ✘ MONSTER LORE INT ✘
ADMINISTRATION INT WIS CHA ✘ ESCAPE ARTIST INT DEX ✓ MUSICIAN 1
WIS ✘
AGRICULTURE WIS ✘ FAST TALKING CHA ✘ OBSERVATION WIS ✓
ANI. EMPATHY WIS CHA ✘ FIRE BUILDING WIS ✓ ORATION CHA ✓
ANI. HERDING 1 WIS ✘ FIRST AID WIS ✘ PERSUASION CHA ✓
ANI. HUSBANDRY 1
WIS ✓ FORESTRY 1
INT ✘ PICK POCKET DEX ✓
ANI. MIMICRY WIS ✓ FORGERY INT DEX ✘ POTTERY WIS DEX ✘
ANI. TRAINING 1 INT WIS ✘ GAMBLING WIS CHA ✘ READING LIPS INT ✓
APPRAISAL 1
INT ✘ GEOLOGY INT ✘ RECRUITING CHA ✓
ARCANE LORE INT ✘ GLEAN INFO INT WIS CHA ✓ RELIGION 1
WIS ✘
ARTISTRY 1
WIS DEX ✘ HIDING INT DEX ✓ RES. PERSUASION WIS ✓
ASTROLOGY INT ✘ HIST, ANCIENT 1 INT ✘ RIDDLING INT ✘
BLACKSMITHING STR INT ✘ HUNTING WIS ✘ RIDING 1
WIS DEX ✘
BOATING WIS ✓ IDENTIFY TRAP WIS ✘ ROPE USE DEX ✓
BOTANY INT ✘ INTERROGATION WIS CHA ✓ SALESMANSHIP INT WIS CHA ✓
CARPENTRY INT ✘ INTIMIDATION STR CHA ✓ SCRUTINY WIS ✓
CARTOGRAPHY INT ✓ JUMPING STR ✓ SEDUCTION LKS CHA ✓
2

CLIMBING STR DEX ✓ LANGUAGE 1


INT ✘ SKILLED LIAR CHA ✓
COOKING INT WIS ✘ LAW INT ✓ SNEAKING DEX ✓
CRAFT 1 WIS DEX ✘ LEATHERWORKING INT DEX ✘ SURVIVAL WIS CON ✓
CURRENT AFFAIRS WIS ✓ LEADERSHIP INT ✘ SURVIVAL, URBAN WIS CHA ✘
DIPLOMACY CHA ✓ LISTENING WIS ✓ SWIMMING STR CON ✘
DIRECTION SENSE WIS ✘ LITERACY 1
INT ✘ TORTURE INT ✓
DISARM TRAP INT ✘ LOCK PICKING INT DEX ✘ TRACKING WIS ✓
DISGUISE INT WIS ✓ MATHEMATICS INT ✘ TRAP DESIGN INT DEX ✘
DISTRACTION CHA ✓ MINING STR INT ✘ WEATHER SENSE WIS ✘
DIVINE LORE WIS ✘ FOOTNOTES (1) REQUIRES SELECTION OF SUBTYPE, NOTE BELOW. (2) UNIVERSAL FOR LITERATE CHARACTERS ONLY. DENOTES ARMOR PENALTY.

SKILL SUBTYPE % MAST SKILL SUBTYPE % MAST SKILL SUBTYPE % MAST


SKILL SUBTYPES

SKILL SUBTYPE % MAST SKILL SUBTYPE % MAST SKILL SUBTYPE % MAST


SKILL SUBTYPE % MAST SKILL SUBTYPE % MAST SKILL SUBTYPE % MAST
SKILL SUBTYPE % MAST SKILL SUBTYPE % MAST SKILL SUBTYPE % MAST

MISCELLANEOUS TALENTS
TALENT DESCRIPTION PAGE TALENT DESCRIPTION PAGE

OTHER PROFICIENCIES
PROFICIENCY DESCRIPTION PAGE PROFICIENCY DESCRIPTION PAGE

RACIAL ABILITIES
ABILITY DESCRIPTION PAGE ABILITY DESCRIPTION PAGE
PRIMARY CHARACTER PROFILE QUIRKS & FLAWS
ABILITY SCORES

HONOR FAME LUCK


POINTS

UNFULFILLED OATHS EQUIPMENT CARRIED ON PERSON

WEALTH
COMBAT PROFILE COMBAT PROFILE COMBAT PROFILE

SHIELD SHIELD SHIELD


SIZE SIZE SIZE

≥ ≥ ≥

COUNT
TRACKER
INDEX
CHAPTER
COMBAT
HIT POINTS MOVEMENT & ENCUMBRANCE

ARMOR FATIGUE FACTOR

SAVING THROWS, FEATS, & MORALE

SHIELD

KNOCK-BACK

MARTIAL TALENTS
WEAPON & ARMOR PROFICIENCIES
SKILLS

✓ ✘ ✘
✘ ✓ ✘
✘ ✘ ✓
✘ ✓ ✓
✘ ✘ ✓
✓ ✘ ✓
✓ ✘ ✘
✘ ✘ ✓
✘ ✘ ✓
✘ ✓ ✘
✘ ✓ ✓
✘ ✘ ✘
✘ ✘ ✘
✓ ✘ ✓
✘ ✓ ✓
✘ ✓ ✓
✓ ✓ ✓
✓ ✘ ✓
✘ ✓ ✓
✘ ✘ ✓
✓ ✘ ✘
✓ ✓ ✘
✘ ✘ ✓
✘ ✘ ✓
✓ ✘ ✘
✓ ✘ ✘

S

MISCELLANEOUS TALENTS

OTHER PROFICIENCIES

RACIAL ABILITIES
18
Inventory Sheets
This might be getting out of hand. But I love knowing
what my character is carrying and where those things are
being carried. That level of detail makes my characters
more real, closer to a living thing, because I can imagine
the braclet wrapped around their wrist, the heavy pouch at
their waist filled with coins, the backpack straps digging into
shoulders.
And when I need that piece of string the GM thinks I
don’t have, I can use it and place it on that window sill or in
that door jam. I can set up my tent, tug on that wool sweater,
smoke that pipe, and be secure in knowing my character will
be safe, comfortable, and warm.
Then, when I have the gold, I can buy that cart and horses
and expand my inventory then buy that abode and do the
same thing, all over again.

19
LEGS & FEET RIGHT HAND & ARM TORSO & WAIST: SPECIAL RAIMENT HEAD & NECK

TORSO & WAIST: POUCHES & PACKS

LEFT HAND & ARM


INVENTORY SHEET: CARRIED ON PERSON
INVENTORY SHEET: TORSO & WAIST POUCHES & PACKS
A

B
INVENTORY SHEET: TORSO & WAIST POUCHES & PACKS
C

D
INVENTORY SHEET: TORSO & WAIST POUCHES & PACKS
E

F
INVENTORY SHEET: TRANSPORTS FOR LAND & WATER
TRANSPORT TYPE COST CAPACITY PAGE REF

DESCRIPTION
A TRANSPORT DIAGRAM

A STORAGE TYPE G STORAGE TYPE


EXACT LOCATION EXACT LOCATION

B STORAGE TYPE H STORAGE TYPE


EXACT LOCATION EXACT LOCATION
TRANSPORT STORAGE CONTAINERS

C STORAGE TYPE I STORAGE TYPE


EXACT LOCATION EXACT LOCATION

D STORAGE TYPE J STORAGE TYPE


EXACT LOCATION EXACT LOCATION

E STORAGE TYPE K STORAGE TYPE


EXACT LOCATION EXACT LOCATION

F STORAGE TYPE L STORAGE TYPE


EXACT LOCATION EXACT LOCATION
NOTE: Specific container inventories are on the following pages, organized by color and letter. Transports for land and water are found in the PHB on page 203.
NOTES
INVENTORY SHEET: TRANSPORTS FOR LAND & WATER
STORAGE TYPE DESCRIPTION COST WEIGHT CAPACITY PAGE REF
A
NOTES

ITEM DESCRIPTION WEIGHT QUANTITY TOTAL WEIGHT PAGE REF


ITEM INVENTORY

GENERAL PAGE REFERENCES Character Outfitting: PHB 192 | Equipment Descriptions: PHB 193 | Containers: PHB 196 TOTAL STORED WEIGHT POUNDS

STORAGE TYPE DESCRIPTION COST WEIGHT CAPACITY PAGE REF


B
NOTES

ITEM DESCRIPTION WEIGHT QUANTITY TOTAL WEIGHT PAGE REF


ITEM INVENTORY

GENERAL PAGE REFERENCES Character Outfitting: PHB 192 | Equipment Descriptions: PHB 193 | Containers: PHB 196 TOTAL STORED WEIGHT POUNDS
INVENTORY SHEET: TRANSPORTS FOR LAND & WATER
STORAGE TYPE DESCRIPTION COST WEIGHT CAPACITY PAGE REF
C
NOTES

ITEM DESCRIPTION WEIGHT QUANTITY TOTAL WEIGHT PAGE REF


ITEM INVENTORY

GENERAL PAGE REFERENCES Character Outfitting: PHB 192 | Equipment Descriptions: PHB 193 | Containers: PHB 196 TOTAL STORED WEIGHT POUNDS

STORAGE TYPE DESCRIPTION COST WEIGHT CAPACITY PAGE REF


D
NOTES

ITEM DESCRIPTION WEIGHT QUANTITY TOTAL WEIGHT PAGE REF


ITEM INVENTORY

GENERAL PAGE REFERENCES Character Outfitting: PHB 192 | Equipment Descriptions: PHB 193 | Containers: PHB 196 TOTAL STORED WEIGHT POUNDS
INVENTORY SHEET: TRANSPORTS FOR LAND & WATER
STORAGE TYPE DESCRIPTION COST WEIGHT CAPACITY PAGE REF
E
NOTES

ITEM DESCRIPTION WEIGHT QUANTITY TOTAL WEIGHT PAGE REF


ITEM INVENTORY

GENERAL PAGE REFERENCES Character Outfitting: PHB 192 | Equipment Descriptions: PHB 193 | Containers: PHB 196 TOTAL STORED WEIGHT POUNDS

STORAGE TYPE DESCRIPTION COST WEIGHT CAPACITY PAGE REF


F
NOTES

ITEM DESCRIPTION WEIGHT QUANTITY TOTAL WEIGHT PAGE REF


ITEM INVENTORY

GENERAL PAGE REFERENCES Character Outfitting: PHB 192 | Equipment Descriptions: PHB 193 | Containers: PHB 196 TOTAL STORED WEIGHT POUNDS
INVENTORY SHEET: TRANSPORTS FOR LAND & WATER
STORAGE TYPE DESCRIPTION COST WEIGHT CAPACITY PAGE REF
G
NOTES

ITEM DESCRIPTION WEIGHT QUANTITY TOTAL WEIGHT PAGE REF


ITEM INVENTORY

GENERAL PAGE REFERENCES Character Outfitting: PHB 192 | Equipment Descriptions: PHB 193 | Containers: PHB 196 TOTAL STORED WEIGHT POUNDS

STORAGE TYPE DESCRIPTION COST WEIGHT CAPACITY PAGE REF


H
NOTES

ITEM DESCRIPTION WEIGHT QUANTITY TOTAL WEIGHT PAGE REF


ITEM INVENTORY

GENERAL PAGE REFERENCES Character Outfitting: PHB 192 | Equipment Descriptions: PHB 193 | Containers: PHB 196 TOTAL STORED WEIGHT POUNDS
INVENTORY SHEET: TRANSPORTS FOR LAND & WATER
I

J
INVENTORY SHEET: TRANSPORTS FOR LAND & WATER
K

L
INVENTORY SHEET: ABODE
ABODE TYPE COST CAPACITY PAGE REF

DESCRIPTION
A ABODE DIAGRAM

A STORAGE TYPE G STORAGE TYPE


EXACT LOCATION EXACT LOCATION

B STORAGE TYPE H STORAGE TYPE


EXACT LOCATION EXACT LOCATION

C STORAGE TYPE I STORAGE TYPE


EXACT LOCATION EXACT LOCATION
ABODE STORAGE CONTAINERS

D STORAGE TYPE J STORAGE TYPE


EXACT LOCATION EXACT LOCATION

E STORAGE TYPE K STORAGE TYPE


EXACT LOCATION EXACT LOCATION

F STORAGE TYPE L STORAGE TYPE


EXACT LOCATION EXACT LOCATION
NOTE: Specific container inventories are on the following pages, organized by color and letter.
NOTES
INVENTORY SHEET: ABODE
STORAGE TYPE DESCRIPTION COST WEIGHT CAPACITY PAGE REF
A
NOTES

ITEM DESCRIPTION WEIGHT QUANTITY TOTAL WEIGHT PAGE REF


ITEM INVENTORY

GENERAL PAGE REFERENCES Character Outfitting: PHB 192 | Equipment Descriptions: PHB 193 | Containers: PHB 196 TOTAL STORED WEIGHT POUNDS

STORAGE TYPE DESCRIPTION COST WEIGHT CAPACITY PAGE REF


B
NOTES

ITEM DESCRIPTION WEIGHT QUANTITY TOTAL WEIGHT PAGE REF


ITEM INVENTORY

GENERAL PAGE REFERENCES Character Outfitting: PHB 192 | Equipment Descriptions: PHB 193 | Containers: PHB 196 TOTAL STORED WEIGHT POUNDS
INVENTORY SHEET: ABODE
STORAGE TYPE DESCRIPTION COST WEIGHT CAPACITY PAGE REF
C
NOTES

ITEM DESCRIPTION WEIGHT QUANTITY TOTAL WEIGHT PAGE REF


ITEM INVENTORY

GENERAL PAGE REFERENCES Character Outfitting: PHB 192 | Equipment Descriptions: PHB 193 | Containers: PHB 196 TOTAL STORED WEIGHT POUNDS

STORAGE TYPE DESCRIPTION COST WEIGHT CAPACITY PAGE REF


D
NOTES

ITEM DESCRIPTION WEIGHT QUANTITY TOTAL WEIGHT PAGE REF


ITEM INVENTORY

GENERAL PAGE REFERENCES Character Outfitting: PHB 192 | Equipment Descriptions: PHB 193 | Containers: PHB 196 TOTAL STORED WEIGHT POUNDS
INVENTORY SHEET: ABODE
STORAGE TYPE DESCRIPTION COST WEIGHT CAPACITY PAGE REF
E
NOTES

ITEM DESCRIPTION WEIGHT QUANTITY TOTAL WEIGHT PAGE REF


ITEM INVENTORY

GENERAL PAGE REFERENCES Character Outfitting: PHB 192 | Equipment Descriptions: PHB 193 | Containers: PHB 196 TOTAL STORED WEIGHT POUNDS

STORAGE TYPE DESCRIPTION COST WEIGHT CAPACITY PAGE REF


F
NOTES

ITEM DESCRIPTION WEIGHT QUANTITY TOTAL WEIGHT PAGE REF


ITEM INVENTORY

GENERAL PAGE REFERENCES Character Outfitting: PHB 192 | Equipment Descriptions: PHB 193 | Containers: PHB 196 TOTAL STORED WEIGHT POUNDS
INVENTORY SHEET: ABODE
STORAGE TYPE DESCRIPTION COST WEIGHT CAPACITY PAGE REF
G
NOTES

ITEM DESCRIPTION WEIGHT QUANTITY TOTAL WEIGHT PAGE REF


ITEM INVENTORY

GENERAL PAGE REFERENCES Character Outfitting: PHB 192 | Equipment Descriptions: PHB 193 | Containers: PHB 196 TOTAL STORED WEIGHT POUNDS

STORAGE TYPE DESCRIPTION COST WEIGHT CAPACITY PAGE REF


H
NOTES

ITEM DESCRIPTION WEIGHT QUANTITY TOTAL WEIGHT PAGE REF


ITEM INVENTORY

GENERAL PAGE REFERENCES Character Outfitting: PHB 192 | Equipment Descriptions: PHB 193 | Containers: PHB 196 TOTAL STORED WEIGHT POUNDS
INVENTORY SHEET: ABODE
I

J
INVENTORY SHEET: ABODE
K

L
38
Cleric Speciality Sheets
This section, as noted, is dedicated to the Cleric.
The first page is simple enough: tracking the number
of spells a cleric can cast per day as well as carried spell
components.
The rest of the pages are different graphic layouts and
print options for recording spells and what they do. If you
prefer a sheet, I’ve got that. If you prefer spell cards, I’ve got
that too: just cut them down into CCG-sized cards and slide
them into your binder insert or stick ‘em up.
It takes patience to fill these things out, but once you
have, you’ll have learned what a cleric truly is capable of and
be far better versed in your spell options.
I know this because I have done it.
I run a cleric NPC in my campaign. He’s awesome. As he
should be. Some day we can belly up to a bar, you can buy
me a beer, and I’ll tell you all about him.

39
CLERIC SPELL TRACKING: TOTAL SPELLS & DAILY USE
WISDOM SPELL LEVEL NOTES

LEVEL 10

LEVEL 11

LEVEL 12

LEVEL 13

LEVEL 14

LEVEL 15

LEVEL 17

LEVEL 18

LEVEL 19

LEVEL 20
LEVEL16
LEVEL 1

LEVEL 2

LEVEL 3

LEVEL 4

LEVEL 5

LEVEL 6

LEVEL 7

LEVEL 8

LEVEL 9
BASE SPELLS 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
WISDOM BONUS

DAY’S USE TALLY

CLERIC SPELL COMPONENT INVENTORY


LEVEL SPELL COMPONENT LEVEL SPELL COMPONENT
CLERIC SPECIALTY SHEET: SPELLS
CLERIC CLERIC CLERIC
SPELL CARD SPELL CARD SPELL CARD

CLERIC CLERIC CLERIC


SPELL CARD SPELL CARD SPELL CARD

CLERIC CLERIC CLERIC


SPELL CARD SPELL CARD SPELL CARD
CLERIC CLERIC CLERIC
SPELL CARD SPELL CARD SPELL CARD

CLERIC CLERIC CLERIC


SPELL CARD SPELL CARD SPELL CARD

CLERIC CLERIC CLERIC


SPELL CARD SPELL CARD SPELL CARD
44
Mage Speciality Sheets
Man. Mages. There’s a lot.
Running one of these bad boys isn’t for the faint of heart,
which is why I made the Core Mage Speciality Sheet and the
rest of the spell sheets, cards, and scrolls that follow.
Again, it takes a lot of work filling these things out, but
when you’re done, not only will you have an awesome
resource that’ll speed your play, you’ll have learned a lot
about the spells your mage may employ.
Knowing your spells is key. Crank these sheets out, and
you’ll be one step closer to becoming a Master of Hack.

45
SPELL POINTS
ClericCORE MAGE (Color
Spell Cards SPECIALTY
Blind)SHEET

SPELL COMPONENT INVENTORY

SPELL MISHAPS (GMG, Pages 82 96)





SPELL FATIGUE SAVING THROWS CASTING TIME ATTACKS, RANGE, DEFENSE, & DAMAGE

‣ ‣



‣ ‣
‣ ‣ ‣

‣ ‣
PAGE REFERENCES
‣ ‣ ‣
‣ ‣
‣ ‣
‣ ‣
SPELL PROFILE SPELL PROFILE SPELL PROFILE

MAGE SPELL SCROLL


SPELL SPELL SPELL

SPELL CARD

SPELL CARD

SPELL CARD
LEVEL COMPONENTS V S M C LEVEL COMPONENTS V S M C LEVEL COMPONENTS V S M C
BASE SP COST RANGE BASE SP COST RANGE BASE SP COST RANGE
MAGE

MAGE

MAGE
CASTING TIME AREA CASTING TIME AREA CASTING TIME AREA
DURATION SAVE DURATION SAVE DURATION SAVE

ADDITIONAL SPELL POINT SCHEDULE ADDITIONAL SPELL POINT SCHEDULE ADDITIONAL SPELL POINT SCHEDULE
OPTION SP COST MAX AMP OPTION SP COST MAX AMP OPTION SP COST MAX AMP
EFFECT EFFECT EFFECT

OPTION SP COST MAX AMP OPTION SP COST MAX AMP OPTION SP COST MAX AMP
EFFECT EFFECT EFFECT

OPTION SP COST MAX AMP OPTION SP COST MAX AMP OPTION SP COST MAX AMP
EFFECT EFFECT EFFECT
NOTES

NOTES

NOTES
SOURCE PAGE SOURCE PAGE SOURCE PAGE

SPELL SPELL SPELL


SPELL CARD

SPELL CARD

SPELL CARD
LEVEL COMPONENTS V S M C LEVEL COMPONENTS V S M C LEVEL COMPONENTS V S M C
BASE SP COST RANGE BASE SP COST RANGE BASE SP COST RANGE
MAGE

MAGE

MAGE
CASTING TIME AREA CASTING TIME AREA CASTING TIME AREA
DURATION SAVE DURATION SAVE DURATION SAVE

ADDITIONAL SPELL POINT SCHEDULE ADDITIONAL SPELL POINT SCHEDULE ADDITIONAL SPELL POINT SCHEDULE
OPTION SP COST MAX AMP OPTION SP COST MAX AMP OPTION SP COST MAX AMP
EFFECT EFFECT EFFECT

OPTION SP COST MAX AMP OPTION SP COST MAX AMP OPTION SP COST MAX AMP
EFFECT EFFECT EFFECT

OPTION SP COST MAX AMP OPTION SP COST MAX AMP OPTION SP COST MAX AMP
EFFECT EFFECT EFFECT
NOTES

NOTES

NOTES

SOURCE PAGE SOURCE PAGE SOURCE PAGE

SPELL SPELL SPELL


SPELL CARD

SPELL CARD

SPELL CARD

LEVEL COMPONENTS V S M C LEVEL COMPONENTS V S M C LEVEL COMPONENTS V S M C


BASE SP COST RANGE BASE SP COST RANGE BASE SP COST RANGE
MAGE

MAGE

MAGE

CASTING TIME AREA CASTING TIME AREA CASTING TIME AREA


DURATION SAVE DURATION SAVE DURATION SAVE

ADDITIONAL SPELL POINT SCHEDULE ADDITIONAL SPELL POINT SCHEDULE ADDITIONAL SPELL POINT SCHEDULE
OPTION SP COST MAX AMP OPTION SP COST MAX AMP OPTION SP COST MAX AMP
EFFECT EFFECT EFFECT

OPTION SP COST MAX AMP OPTION SP COST MAX AMP OPTION SP COST MAX AMP
EFFECT EFFECT EFFECT

OPTION SP COST MAX AMP OPTION SP COST MAX AMP OPTION SP COST MAX AMP
EFFECT EFFECT EFFECT
NOTES

NOTES

NOTES

SOURCE PAGE SOURCE PAGE SOURCE PAGE


SPELL SPELL SPELL

SPELL CARD

SPELL CARD

SPELL CARD
LEVEL COMPONENTS V S M C LEVEL COMPONENTS V S M C LEVEL COMPONENTS V S M C
BASE SP COST RANGE BASE SP COST RANGE BASE SP COST RANGE
MAGE

MAGE

MAGE
CASTING TIME AREA CASTING TIME AREA CASTING TIME AREA
DURATION SAVE DURATION SAVE DURATION SAVE

ADDITIONAL SPELL POINT SCHEDULE ADDITIONAL SPELL POINT SCHEDULE ADDITIONAL SPELL POINT SCHEDULE
OPTION SP COST MAX AMP OPTION SP COST MAX AMP OPTION SP COST MAX AMP
EFFECT EFFECT EFFECT

OPTION SP COST MAX AMP OPTION SP COST MAX AMP OPTION SP COST MAX AMP
EFFECT EFFECT EFFECT

OPTION SP COST MAX AMP OPTION SP COST MAX AMP OPTION SP COST MAX AMP
EFFECT EFFECT EFFECT
NOTES

NOTES

NOTES
SOURCE PAGE SOURCE PAGE SOURCE PAGE

SPELL SPELL SPELL


SPELL CARD

SPELL CARD

SPELL CARD
LEVEL COMPONENTS V S M C LEVEL COMPONENTS V S M C LEVEL COMPONENTS V S M C
BASE SP COST RANGE BASE SP COST RANGE BASE SP COST RANGE
MAGE

MAGE

MAGE
CASTING TIME AREA CASTING TIME AREA CASTING TIME AREA
DURATION SAVE DURATION SAVE DURATION SAVE

ADDITIONAL SPELL POINT SCHEDULE ADDITIONAL SPELL POINT SCHEDULE ADDITIONAL SPELL POINT SCHEDULE
OPTION SP COST MAX AMP OPTION SP COST MAX AMP OPTION SP COST MAX AMP
EFFECT EFFECT EFFECT

OPTION SP COST MAX AMP OPTION SP COST MAX AMP OPTION SP COST MAX AMP
EFFECT EFFECT EFFECT

OPTION SP COST MAX AMP OPTION SP COST MAX AMP OPTION SP COST MAX AMP
EFFECT EFFECT EFFECT
NOTES

NOTES

NOTES

SOURCE PAGE SOURCE PAGE SOURCE PAGE

SPELL SPELL SPELL


SPELL CARD

SPELL CARD

SPELL CARD

LEVEL COMPONENTS V S M C LEVEL COMPONENTS V S M C LEVEL COMPONENTS V S M C


BASE SP COST RANGE BASE SP COST RANGE BASE SP COST RANGE
MAGE

MAGE

MAGE

CASTING TIME AREA CASTING TIME AREA CASTING TIME AREA


DURATION SAVE DURATION SAVE DURATION SAVE

ADDITIONAL SPELL POINT SCHEDULE ADDITIONAL SPELL POINT SCHEDULE ADDITIONAL SPELL POINT SCHEDULE
OPTION SP COST MAX AMP OPTION SP COST MAX AMP OPTION SP COST MAX AMP
EFFECT EFFECT EFFECT

OPTION SP COST MAX AMP OPTION SP COST MAX AMP OPTION SP COST MAX AMP
EFFECT EFFECT EFFECT

OPTION SP COST MAX AMP OPTION SP COST MAX AMP OPTION SP COST MAX AMP
EFFECT EFFECT EFFECT
NOTES

NOTES

NOTES

SOURCE PAGE SOURCE PAGE SOURCE PAGE


MAGE SPECIALTY SHEET: SPELL BOOK
SPELL MEMORIZED? Y N SOURCE PAGE
CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST

NOTES
SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE

(PHB, PAGES 338–340)


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE

APPRENTICE LEVEL SPELLS


RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES
F
F
F
F
F
MAGE SPECIALTY SHEET: SPELL BOOK

JOURNEYMAN LEVEL SPELLS (PHB, PAGES 343–347)


MAGE SPECIALTY SHEET: SPELL BOOK
SPELL MEMORIZED? Y N SOURCE PAGE
CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST

NOTES
SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW

(PHB, PAGES 343–347)


DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
FIRST LEVEL SPELLS
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES
MAGE SPECIALTY SHEET: SPELL BOOK
SPELL MEMORIZED? Y N SOURCE PAGE
CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST

NOTES
SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST

(PHB, PAGES 347–350)


AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST

SECOND LEVEL SPELLS


M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES
MAGE SPECIALTY SHEET: SPELL BOOK
SPELL MEMORIZED? Y N SOURCE PAGE
CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST

NOTES
SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST

(PHB, PAGES 350–353)


M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW

THIRD LEVEL SPELLS


DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES
MAGE SPECIALTY SHEET: SPELL BOOK
SPELL MEMORIZED? Y N SOURCE PAGE
CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST

NOTES
SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST

(PHB, PAGES 353–357)


AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST

FOURTH LEVEL SPELLS


M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES
F
F
F
F
F
MAGE SPECIALTY SHEET: SPELL BOOK

FIFTH LEVEL SPELLS (PHB, PAGES 357–360)


F
F
F
F
F
MAGE SPECIALTY SHEET: SPELL BOOK

SIXTH LEVEL SPELLS (PHB, PAGES 360–362)


F
F
F
F
F
MAGE SPECIALTY SHEET: SPELL BOOK

SEVENTH LEVEL SPELLS (PHB, PAGES 362–365)


MAGE SPECIALTY SHEET: SPELL BOOK
SPELL MEMORIZED? Y N SOURCE PAGE
CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST

NOTES
SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST

(PHB, PAGES 365–367)


AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST

EIGHTH LEVEL SPELLS


M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES
MAGE SPECIALTY SHEET: SPELL BOOK
SPELL MEMORIZED? Y N SOURCE PAGE
CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST

NOTES
SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST

(PHB, PAGES 367–369)


M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW

NINTH LEVEL SPELLS


DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES
MAGE SPECIALTY SHEET: SPELL BOOK
SPELL MEMORIZED? Y N SOURCE PAGE
CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST

NOTES
SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST

(PHB, PAGES 370–372)


M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW

TENTH LEVEL SPELLS


DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES
MAGE SPECIALTY SHEET: SPELL BOOK
SPELL MEMORIZED? Y N SOURCE PAGE
CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST

NOTES
SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE

(PHB, PAGES 372–375)


AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE

ELEVENTH LEVEL SPELLS


AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES
MAGE SPECIALTY SHEET: SPELL BOOK
SPELL MEMORIZED? Y N SOURCE PAGE
CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST

NOTES
SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE

(PHB, PAGES 375–377)


AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST

TWELFTH LEVEL SPELLS


AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES
MAGE SPECIALTY SHEET: SPELL BOOK
SPELL MEMORIZED? Y N SOURCE PAGE
CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST

NOTES
SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE

(PHB, PAGES 377–379)


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE

THIRTEENTH LEVEL SPELLS


RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES
MAGE SPECIALTY SHEET: SPELL BOOK
SPELL MEMORIZED? Y N SOURCE PAGE
CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST

NOTES
SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

(PHB, PAGES 379–380)


SPELL MEMORIZED? Y N SOURCE PAGE
CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE

FOURTEENTH LEVEL SPELLS


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES
MAGE SPECIALTY SHEET: SPELL BOOK
SPELL MEMORIZED? Y N SOURCE PAGE
CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST

NOTES
SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE

(PHB, PAGES 380–382)


RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE

FIFTEENTH LEVEL SPELLS


AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES
MAGE SPECIALTY SHEET: SPELL BOOK
SPELL MEMORIZED? Y N SOURCE PAGE
CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST

NOTES
SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE

(PHB, PAGES 382–384)


RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE

SIXTEENTH LEVEL SPELLS


AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES
F
F
F
F
F
MAGE SPECIALTY SHEET: SPELL BOOK

SEVENTEENTH LEVEL SPELLS (PHB, PAGES 384–385)


F
F
F
F
F
MAGE SPECIALTY SHEET: SPELL BOOK

EIGHTEENTH LEVEL SPELLS (PHB, PAGES 385–387)


MAGE SPECIALTY SHEET: SPELL BOOK
SPELL MEMORIZED? Y N SOURCE PAGE
CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST

NOTES
SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE

(PHB, PAGES 387–388)


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE

NINTEENTH LEVEL SPELLS


RANGE COMPONENTS ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES
MAGE SPECIALTY SHEET: SPELL BOOK
SPELL MEMORIZED? Y N SOURCE PAGE
CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST

NOTES
SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE

(PHB, PAGES 388–389)


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE

TWENTIETH LEVEL SPELLS


RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES

SPELL MEMORIZED? Y N SOURCE PAGE


CASTING TIME BASE SP COST AMPED SP COST RANGE OVERAMPED SP COST RANGE
RANGE COMPONENTS F
ADDITIONAL SPELLPOINT SCHEDULE
AREA OF EFFECT V EFFECT COST
AREA OF CONTROL S EFFECT COST
M EFFECT COST
NOTES

SAVING THROW
DURATION C EFFECT COST
NOTES
72
Combat Cards
It’s always nice having CCG-sized rules reference cards
handy. I’ve given copies of these to all my players who then
either have them organized int a deck or in those nifty three-
ring binder page inserts.
The Action Rates card simply lists common actions and
how long they take in seconds during combat as well as a
couple, special rules. Meanwhile, the Special Combat Moves
cards list all those moves that may be made during, you
guessed it, combat.
Note that the Special Combat Moves cards are spread over
four pages. If you print all four pages then cut them into
their separate cards, you’ll end up with three copies of each
card. Priting two copies of each of the four pages, of course,
will provide you with six copies of each card, which means
you’ll have enough for five players and the GM.
Lastly, just below what you’re reading right now, I’ve
included a diagram explaining the Special Combat Moves
cards, what each section means, how to use them, and a
brief rules clarification.

The type of Special Combat Move

JAB
SPECIAL COMBAT
MOVE (Advanced Rules)

Jabbing sacrifices damage for speed:


This field lists the moves that may be Damage dice are halved and This field offers the basic description of
RULES (P. 228)

used in conjunction with the card’s penetration is not possible. Weapon the Special Combat Move and includes
Special Combat Move (see “Exclusivity must have a listed jab speed and jab the page reference from the PHB.
of Special Combat Moves” on page 228 damage.
of the PHB).
Jab MODIFIERS & NOTES
For example, you may use the Jab
Hold at Bay INIT ±0
with Card’s Move)

Special Combat Move while using the


Fight Defensively Special Combat Move. ATT ±0
DAM Jab DAM Only1
As another example, you may use the
Jab Special Combat Move with using DEF ±0 This field offers relevant combat
MOVES ALLOWED (In Conjunction

making a Tactical Move or any of the Fight Defensively SPD Use Jab SPD2 modifiers as well as any special rules or
other Special Combat Moves in the 1. Weapon must be listed with rules clarifiers associated with
Full Parry
yellow field. Jab damage to apply damage. implementing this Special Combat
Tactical Move Move.
2. Weapon must be listed with
Note that Aggressive Attack, Charge,
Give Ground Jab Speed.
and Ready Against Charge are not listed
where they normally would be in the Scamper Back
red fields because you can’t Jab while Fighting Withdrawal
preparing to Ready Against a Charge.
Flee
The color-coding is simply a way to
denote the tactics: red = attack, green =
defense, yellow = movement or
cowardly retreat.

73
JAB HOLD AT BAY AGGRESSIVE ATTACK
SPECIAL COMBAT

SPECIAL COMBAT

SPECIAL COMBAT
MOVE (Advanced Rules)

MOVE (Advanced Rules)

MOVE (Advanced Rules)


Successful attack vs. target within
The attacker aggressively strikes
Jabbing sacrifices damage for speed: reach prevents target from attacking
receiving a +5 to ATT and -2 to DEF on
Damage dice are halved and defender’s body and moving further.
RULES (P. 228)

RULES (P. 228)

RULES (P. 229)


their next attack and defense. The
penetration is not possible. Weapon Jab damage allowed. Weapons with
target may Give Ground or Scamper
must have a listed jab speed and jab less reach than defender’s weapon
Back forcing the attacker to use half
damage. need attack roll to knock defender’s
damage dice.
weapon aside to engage.1
Jab MODIFIERS & NOTES Jab MODIFIERS & NOTES MODIFIERS & NOTES
Hold at Bay INIT ±0 Hold at Bay INIT ±0 INIT ±0
with Card’s Move)

with Card’s Move)

with Card’s Move)


ATT ±0 ATT ±0 Aggressive Attack ATT +51
1 2
DAM Jab DAM Only DAM Jab DAM Only DAM ±02
DEF ±0 DEF ±0 DEF -23
MOVES ALLOWED (In Conjunction

MOVES ALLOWED (In Conjunction

MOVES ALLOWED (In Conjunction


Fight Defensively SPD Use Jab SPD 2
SPD ±0 SPD ±0
Full Parry 1. Weapon must be listed with 1. Attacker may attack on next 1. Attack bonus applied to their
Jab damage to apply damage. second after successfully next attack roll only (i.e. the
knocking the at bay weapon aggressive attack).
Tactical Move Tactical Move Tactical Move
2. Weapon must be listed with aside. 2. Before attack die is rolled,
Give Ground Jab Speed. Give Ground defender may Give Ground or
2. Weapon must be listed with Scamper Back reducing damage
Scamper Back Scamper Back Jab damage to apply damage. dealt to half damage dice.
3. Penalty applied to their next
Fighting Withdrawal defense roll after attacking
Flee Flee aggressively.

CHARGE TACTICAL MOVE READY AGAINST CHARGE


SPECIAL COMBAT

SPECIAL COMBAT

SPECIAL COMBAT
MOVE (Advanced Rules)

MOVE (Advanced Rules)

MOVE (Advanced Rules)


Move at least 10’ per second for 20’ or Defender braces a spear or polearm
more in a straight line gaining +4 to During any second, move at no greater (against foot, ground, rock, etc.) 3
ATT, but lose DEX bonus to defense for than walking speed while engaged in seconds prior to a charging opponent
RULES (P. 229)

RULES (P. 229)

RULES (P. 229)


5 seconds. DAM as normal, but X2 to exchange for a cumulative -1 penalty to reaching the tip of the weapon at
determine Knock-back. Moving at 5-10’ ATT and DEF up to and including your which point a successful attack roll
per second yields +2 to ATT and X1.5 next attack. breaks the charge1, causing double
DAM to determine Knock-back. damage, and holding charger at bay2.
MODIFIERS & NOTES Jab MODIFIERS & NOTES MODIFIERS & NOTES
INIT ±0 Hold at Bay INIT ±0 INIT ±0
with Card’s Move)

with Card’s Move)

with Card’s Move)


ATT +4 Aggressive Attack ATT -11
ATT ±0
Charge DAM ±02 Charge DAM ±0 DAM X2 DAM Dice3
DEF Lose DEX Bonus3 DEF -11 Ready Against Charge DEF ±0
MOVES ALLOWED (In Conjunction

MOVES ALLOWED (In Conjunction

MOVES ALLOWED (In Conjunction


SPD ±0 Fight Defensively SPD ±0 SPD ±0
1. A Tactical Move may be Full Parry 1. Penalties are cumulative: for 1. See Hold at Bay card.
made on the second after the every five feet of movement
1 attack roll. while engaged, accrue a -1 to 2. All charge benefits are lost.
Tactical Move 2. Increase damage is applied
Tactical Move ATT and DEF (i.e. 5’ = -1; 10’ =
to determine if target is -2; 15’ = -3 and so on). 3. For example, a spear would
knocked back only (see rules cause 4d6p rather than 2d6p
above). damage.
3. Loss of DEX bonus lasts 5
seconds after contact is made
with the target of the charge.

FIGHT DEFENSIVELY FULL PARRY GIVE GROUND


SPECIAL COMBAT

SPECIAL COMBAT

SPECIAL COMBAT
MOVE (Advanced Rules)

MOVE (Advanced Rules)

MOVE (Advanced Rules)

Before attacking, declare this move to


When opponent rolls to attack1,
take a -2, -4, -6, or -8 penalty to ATT Forgo your attack to receive +5 DEF.
defender may retreat at walking speed2
and gain a +1, +2, +3, or +4 to all DEF Next attack occurs at weapon’s speed
RULES (P. 229)

RULES (P. 229)

RULES (P. 230)

to gain +5 DEF and -1 ATT on next


rolls; penetration is not possible after Full Parry is declared. Penetration
attack roll. Attacker may move with
including on near perfect and perfect is not possible including on near
defender, but defender still receives
defense. After ending this move, the perfect and perfect defense.
Give Ground modifiers.
following attack retains penalties.
Jab MODIFIERS & NOTES MODIFIERS & NOTES Jab MODIFIERS & NOTES
INIT ±0 INIT ±0 INIT ±0
with Card’s Move)

with Card’s Move)

with Card’s Move)

ATT -2, -4, -6, or -8 ATT ±0 ATT -1


DAM ±0 DAM ±0 DAM ±0
Ready Against Charge DEF +1, +2, +3, or +4 DEF +5 DEF +5
MOVES ALLOWED (In Conjunction

MOVES ALLOWED (In Conjunction

MOVES ALLOWED (In Conjunction

Fight Defensively SPD ±0 SPD ±0 Fight Defensively3 SPD ±0


Full Parry Full Parry3 1. May not be used against the
Charge move.
2. Defender’s walking speed
Tactical Move
must be equal to or greater
Give Ground Give Ground Give Ground than the attacker’s walking
speed.
Scamper Back Scamper Back 3. If this move is used with Give
Ground, apply the most
Fighting Withdrawal Fighting Withdrawal advantageous modifiers; they
don’t stack.
SCAMPER BACK FIGHTING WITHDRAWAL FLEE
SPECIAL COMBAT

SPECIAL COMBAT

SPECIAL COMBAT
MOVE (Advanced Rules)

MOVE (Advanced Rules)

MOVE (Advanced Rules)


Defender uses his walking speed to Jog away from engaged opponents.
When opponent rolls to attack,
backup or sidestep during melee Opponents may attack fleer if their
defender may retreat at jogging speed1
suffering a -2 ATT on next attack roll next attack is due within half their
RULES (P. 230)

RULES (P. 230)

RULES (P. 230)


to gain +5 DEF and -4 ATT on next
and all attack rolls made while weapon speed in seconds1; fleer rolls
attack roll. Attacker may move with
withdrawing. Attackers are free to shieldless d10p defense. If fleer stops
defender, but defender still receives
pursue1 unless interceded by fleeing, fleer’s next attack may occur at
Give Ground modifiers.
opponents. their weapon speed.
Jab MODIFIERS & NOTES Jab MODIFIERS & NOTES MODIFIERS & NOTES
INIT ±0 INIT ±0 INIT ±0
with Card’s Move)

with Card’s Move)

with Card’s Move)


ATT -4 ATT -2 ATT ±0
DAM ±0 DAM ±0 DAM ±0
DEF 5 DEF ±0 DEF Shieldless; d10p
MOVES ALLOWED (In Conjunction

MOVES ALLOWED (In Conjunction

MOVES ALLOWED (In Conjunction


Fight Defensively SPD ±0 Fight Defensively SPD ±0 SPD ±0
Full Parry 1. Defender’s jogging speed Full Parry 1. Pursuing a withdrawing 1. Those who attack the fleer
must be equal to or greater target does not accrue any may begin pursuit of the fleer
than the attacker’s walking penalties such as those accrued at half their weapon speed
speed. through Tactical Moves. after the initial attack.

2. If this move is used with


Scamper Back Scamper Back, apply the most
advantageous modifiers; they
don’t stack. Fighting Withdrawal
Flee

JAB HOLD AT BAY AGGRESSIVE ATTACK


SPECIAL COMBAT

SPECIAL COMBAT

SPECIAL COMBAT
MOVE (Advanced Rules)

MOVE (Advanced Rules)

MOVE (Advanced Rules)


Successful attack vs. target within
The attacker aggressively strikes
Jabbing sacrifices damage for speed: reach prevents target from attacking
receiving a +5 to ATT and -2 to DEF on
Damage dice are halved and defender’s body and moving further.
RULES (P. 228)

RULES (P. 228)

RULES (P. 229)


their next attack and defense. The
penetration is not possible. Weapon Jab damage allowed. Weapons with
target may Give Ground or Scamper
must have a listed jab speed and jab less reach than defender’s weapon
Back forcing the attacker to use half
damage. need attack roll to knock defender’s
damage dice.
weapon aside to engage.1
Jab MODIFIERS & NOTES Jab MODIFIERS & NOTES MODIFIERS & NOTES
Hold at Bay INIT ±0 Hold at Bay INIT ±0 INIT ±0
with Card’s Move)

with Card’s Move)

with Card’s Move)


ATT ±0 ATT ±0 Aggressive Attack ATT +51
DAM Jab DAM Only1 DAM Jab DAM Only2 DAM ±02
DEF ±0 DEF ±0 DEF -23
MOVES ALLOWED (In Conjunction

MOVES ALLOWED (In Conjunction

MOVES ALLOWED (In Conjunction


Fight Defensively SPD Use Jab SPD2 SPD ±0 SPD ±0
Full Parry 1. Weapon must be listed with 1. Attacker may attack on next 1. Attack bonus applied to their
Jab damage to apply damage. second after successfully next attack roll only (i.e. the
knocking the at bay weapon aggressive attack).
Tactical Move Tactical Move Tactical Move
2. Weapon must be listed with aside. 2. Before attack die is rolled,
Give Ground Jab Speed. Give Ground defender may Give Ground or
2. Weapon must be listed with Scamper Back reducing damage
Scamper Back Scamper Back Jab damage to apply damage. dealt to half damage dice.
3. Penalty applied to their next
Fighting Withdrawal defense roll after attacking
Flee Flee aggressively.

CHARGE TACTICAL MOVE READY AGAINST CHARGE


SPECIAL COMBAT

SPECIAL COMBAT

SPECIAL COMBAT
MOVE (Advanced Rules)

MOVE (Advanced Rules)

MOVE (Advanced Rules)

Move at least 10’ per second for 20’ or Defender braces a spear or polearm
more in a straight line gaining +4 to During any second, move at no greater (against foot, ground, rock, etc.) 3
ATT, but lose DEX bonus to defense for than walking speed while engaged in seconds prior to a charging opponent
RULES (P. 229)

RULES (P. 229)

RULES (P. 229)

5 seconds. DAM as normal, but X2 to exchange for a cumulative -1 penalty to reaching the tip of the weapon at
determine Knock-back. Moving at 5-10’ ATT and DEF up to and including your which point a successful attack roll
per second yields +2 to ATT and X1.5 next attack. breaks the charge1, causing double
DAM to determine Knock-back. damage, and holding charger at bay2.
MODIFIERS & NOTES Jab MODIFIERS & NOTES MODIFIERS & NOTES
INIT ±0 Hold at Bay INIT ±0 INIT ±0
with Card’s Move)

with Card’s Move)

with Card’s Move)

ATT +4 Aggressive Attack ATT -11 ATT ±0


Charge DAM ±02 Charge DAM ±0 DAM X2 DAM Dice3
DEF Lose DEX Bonus3 DEF -11 Ready Against Charge DEF ±0
MOVES ALLOWED (In Conjunction

MOVES ALLOWED (In Conjunction

MOVES ALLOWED (In Conjunction

SPD ±0 Fight Defensively SPD ±0 SPD ±0


1. A Tactical Move may be Full Parry 1. Penalties are cumulative: for 1. See Hold at Bay card.
made on the second after the every five feet of movement
attack roll. while engaged, accrue a -1 to 2. All charge benefits are lost.
Tactical Move1 2. Increase damage is applied
Tactical Move ATT and DEF (i.e. 5’ = -1; 10’ =
to determine if target is -2; 15’ = -3 and so on). 3. For example, a spear would
knocked back only (see rules cause 4d6p rather than 2d6p
above). damage.
3. Loss of DEX bonus lasts 5
seconds after contact is made
with the target of the charge.
SPECIAL COMBAT SPECIAL COMBAT SPECIAL COMBAT
MOVE (Advanced Rules) MOVE (Advanced Rules) MOVE (Advanced Rules)

JAB
SCAMPER BACK
FIGHT DEFENSIVELY

SPECIAL COMBAT SPECIAL COMBAT SPECIAL COMBAT


MOVE (Advanced Rules) MOVE (Advanced Rules) MOVE (Advanced Rules)
FULL PARRY

HOLD AT BAY
FIGHTING WITHDRAWAL

SPECIAL COMBAT SPECIAL COMBAT SPECIAL COMBAT


MOVE (Advanced Rules) MOVE (Advanced Rules) MOVE (Advanced Rules)
FLEE
GIVE GROUND

AGGRESSIVE ATTACK
SPECIAL COMBAT SPECIAL COMBAT SPECIAL COMBAT
MOVE (Advanced Rules) MOVE (Advanced Rules) MOVE (Advanced Rules)
CHARGE

SCAMPER BACK
FIGHT DEFENSIVELY
SPECIAL COMBAT SPECIAL COMBAT SPECIAL COMBAT
MOVE (Advanced Rules) MOVE (Advanced Rules) MOVE (Advanced Rules)

FULL PARRY
TACTICAL MOVE

FIGHTING WITHDRAWAL
SPECIAL COMBAT SPECIAL COMBAT SPECIAL COMBAT
MOVE (Advanced Rules) MOVE (Advanced Rules) MOVE (Advanced Rules)

FLEE
GIVE GROUND
READY AGAINST CHARGE
ACTION ACTION ACTION
RATES RATES RATES

ACTION ACTION ACTION


RATES RATES RATES

ACTION ACTION ACTION


RATES RATES RATES
1. FREE WHEN COMBINED WITH ANOTHER 1. FREE WHEN COMBINED WITH ANOTHER 1. FREE WHEN COMBINED WITH ANOTHER

RULES (PHB 218)

RULES (PHB 218)

RULES (PHB 218)


ACTION

ACTION

ACTION
MOVEMENT OR ACTION MOVEMENT OR ACTION MOVEMENT OR ACTION

RATES

RATES

RATES
2. IF DRAWN DURING MELEE (E.G. TO SWAP OUT A 2. IF DRAWN DURING MELEE (E.G. TO SWAP OUT A 2. IF DRAWN DURING MELEE (E.G. TO SWAP OUT A
WEAPON), THE CHARACTER MUST WAIT HIS WEAPON), THE CHARACTER MUST WAIT HIS WEAPON), THE CHARACTER MUST WAIT HIS
WEAPON SPEED BEFORE ATTACKING. WEAPON SPEED BEFORE ATTACKING. WEAPON SPEED BEFORE ATTACKING.

ACTION SECONDS ACTION SECONDS ACTION SECONDS


HALT RUN OR SPRINT WITHIN 10 FEET 11 HALT RUN OR SPRINT WITHIN 10 FEET 11 HALT RUN OR SPRINT WITHIN 10 FEET 11
CHANGE FACING TO SIDE 11 CHANGE FACING TO SIDE 11 CHANGE FACING TO SIDE 11
CHANGE FACING TO REAR 11 CHANGE FACING TO REAR 11 CHANGE FACING TO REAR 11
SIT, KNEEL, STAND 1 SIT, KNEEL, STAND 1 SIT, KNEEL, STAND 1
PICK UP DROPPED WEAPON AT FEET 1 PICK UP DROPPED WEAPON AT FEET 1 PICK UP DROPPED WEAPON AT FEET 1
DRAW, READY WEAPON (SMALL) 02 DRAW, READY WEAPON (SMALL) 02 DRAW, READY WEAPON (SMALL) 02
DRAW, READY WEAPON (MEDIUM) 12 DRAW, READY WEAPON (MEDIUM) 12 DRAW, READY WEAPON (MEDIUM) 12
DRAW, READY WEAPON (LARGE) 22 DRAW, READY WEAPON (LARGE) 22 DRAW, READY WEAPON (LARGE) 22
READY AVAILABLE SHIELD d4p+1 READY AVAILABLE SHIELD d4p+1 READY AVAILABLE SHIELD d4p+1
REMOVE A HELD SHIELD d4p REMOVE A HELD SHIELD d4p REMOVE A HELD SHIELD d4p
RETRIEVE SPELL COMPONENTS d4p RETRIEVE SPELL COMPONENTS d4p RETRIEVE SPELL COMPONENTS d4p
SEARCH CONTAINER FOR TINY ITEM 2d4p SEARCH CONTAINER FOR TINY ITEM 2d4p SEARCH CONTAINER FOR TINY ITEM 2d4p
SEARCH CONTAINER FOR SMALL ITEM d4p+1 SEARCH CONTAINER FOR SMALL ITEM d4p+1 SEARCH CONTAINER FOR SMALL ITEM d4p+1
SEARCH POUCH, POCKET FOR ITEM d4p SEARCH POUCH, POCKET FOR ITEM d4p SEARCH POUCH, POCKET FOR ITEM d4p
REMOVE BACKPACK, SHIELD ON BACK d4p+1 REMOVE BACKPACK, SHIELD ON BACK d4p+1 REMOVE BACKPACK, SHIELD ON BACK d4p+1
RETRIEVE STRUNG BOW FROM BACK d4p+2 RETRIEVE STRUNG BOW FROM BACK d4p+2 RETRIEVE STRUNG BOW FROM BACK d4p+2
STRING A BOW 15 STRING A BOW 15 STRING A BOW 15
RAISE HUE & CRY 1 RAISE HUE & CRY 1 RAISE HUE & CRY 1
UNSTOPPER & DRINK POTION 2+SEARCH UNSTOPPER & DRINK POTION 2+SEARCH UNSTOPPER & DRINK POTION 2+SEARCH

1. FREE WHEN COMBINED WITH ANOTHER 1. FREE WHEN COMBINED WITH ANOTHER 1. FREE WHEN COMBINED WITH ANOTHER
RULES (PHB 218)

RULES (PHB 218)

RULES (PHB 218)


ACTION

ACTION

ACTION
MOVEMENT OR ACTION MOVEMENT OR ACTION MOVEMENT OR ACTION
RATES

RATES

RATES
2. IF DRAWN DURING MELEE (E.G. TO SWAP OUT A 2. IF DRAWN DURING MELEE (E.G. TO SWAP OUT A 2. IF DRAWN DURING MELEE (E.G. TO SWAP OUT A
WEAPON), THE CHARACTER MUST WAIT HIS WEAPON), THE CHARACTER MUST WAIT HIS WEAPON), THE CHARACTER MUST WAIT HIS
WEAPON SPEED BEFORE ATTACKING. WEAPON SPEED BEFORE ATTACKING. WEAPON SPEED BEFORE ATTACKING.

ACTION SECONDS ACTION SECONDS ACTION SECONDS


HALT RUN OR SPRINT WITHIN 10 FEET 11 HALT RUN OR SPRINT WITHIN 10 FEET 11 HALT RUN OR SPRINT WITHIN 10 FEET 11
CHANGE FACING TO SIDE 11 CHANGE FACING TO SIDE 11 CHANGE FACING TO SIDE 11
CHANGE FACING TO REAR 11 CHANGE FACING TO REAR 11 CHANGE FACING TO REAR 11
SIT, KNEEL, STAND 1 SIT, KNEEL, STAND 1 SIT, KNEEL, STAND 1
PICK UP DROPPED WEAPON AT FEET 1 PICK UP DROPPED WEAPON AT FEET 1 PICK UP DROPPED WEAPON AT FEET 1
DRAW, READY WEAPON (SMALL) 02 DRAW, READY WEAPON (SMALL) 02 DRAW, READY WEAPON (SMALL) 02
DRAW, READY WEAPON (MEDIUM) 12 DRAW, READY WEAPON (MEDIUM) 12 DRAW, READY WEAPON (MEDIUM) 12
DRAW, READY WEAPON (LARGE) 22 DRAW, READY WEAPON (LARGE) 22 DRAW, READY WEAPON (LARGE) 22
READY AVAILABLE SHIELD d4p+1 READY AVAILABLE SHIELD d4p+1 READY AVAILABLE SHIELD d4p+1
REMOVE A HELD SHIELD d4p REMOVE A HELD SHIELD d4p REMOVE A HELD SHIELD d4p
RETRIEVE SPELL COMPONENTS d4p RETRIEVE SPELL COMPONENTS d4p RETRIEVE SPELL COMPONENTS d4p
SEARCH CONTAINER FOR TINY ITEM 2d4p SEARCH CONTAINER FOR TINY ITEM 2d4p SEARCH CONTAINER FOR TINY ITEM 2d4p
SEARCH CONTAINER FOR SMALL ITEM d4p+1 SEARCH CONTAINER FOR SMALL ITEM d4p+1 SEARCH CONTAINER FOR SMALL ITEM d4p+1
SEARCH POUCH, POCKET FOR ITEM d4p SEARCH POUCH, POCKET FOR ITEM d4p SEARCH POUCH, POCKET FOR ITEM d4p
REMOVE BACKPACK, SHIELD ON BACK d4p+1 REMOVE BACKPACK, SHIELD ON BACK d4p+1 REMOVE BACKPACK, SHIELD ON BACK d4p+1
RETRIEVE STRUNG BOW FROM BACK d4p+2 RETRIEVE STRUNG BOW FROM BACK d4p+2 RETRIEVE STRUNG BOW FROM BACK d4p+2
STRING A BOW 15 STRING A BOW 15 STRING A BOW 15
RAISE HUE & CRY 1 RAISE HUE & CRY 1 RAISE HUE & CRY 1
UNSTOPPER & DRINK POTION 2+SEARCH UNSTOPPER & DRINK POTION 2+SEARCH UNSTOPPER & DRINK POTION 2+SEARCH

1. FREE WHEN COMBINED WITH ANOTHER 1. FREE WHEN COMBINED WITH ANOTHER 1. FREE WHEN COMBINED WITH ANOTHER
RULES (PHB 218)

RULES (PHB 218)

RULES (PHB 218)


ACTION

ACTION

ACTION

MOVEMENT OR ACTION MOVEMENT OR ACTION MOVEMENT OR ACTION


RATES

RATES

RATES

2. IF DRAWN DURING MELEE (E.G. TO SWAP OUT A 2. IF DRAWN DURING MELEE (E.G. TO SWAP OUT A 2. IF DRAWN DURING MELEE (E.G. TO SWAP OUT A
WEAPON), THE CHARACTER MUST WAIT HIS WEAPON), THE CHARACTER MUST WAIT HIS WEAPON), THE CHARACTER MUST WAIT HIS
WEAPON SPEED BEFORE ATTACKING. WEAPON SPEED BEFORE ATTACKING. WEAPON SPEED BEFORE ATTACKING.

ACTION SECONDS ACTION SECONDS ACTION SECONDS


HALT RUN OR SPRINT WITHIN 10 FEET 11 HALT RUN OR SPRINT WITHIN 10 FEET 11 HALT RUN OR SPRINT WITHIN 10 FEET 11
CHANGE FACING TO SIDE 11 CHANGE FACING TO SIDE 11 CHANGE FACING TO SIDE 11
CHANGE FACING TO REAR 11 CHANGE FACING TO REAR 11 CHANGE FACING TO REAR 11
SIT, KNEEL, STAND 1 SIT, KNEEL, STAND 1 SIT, KNEEL, STAND 1
PICK UP DROPPED WEAPON AT FEET 1 PICK UP DROPPED WEAPON AT FEET 1 PICK UP DROPPED WEAPON AT FEET 1
DRAW, READY WEAPON (SMALL) 02 DRAW, READY WEAPON (SMALL) 02 DRAW, READY WEAPON (SMALL) 02
DRAW, READY WEAPON (MEDIUM) 12 DRAW, READY WEAPON (MEDIUM) 12 DRAW, READY WEAPON (MEDIUM) 12
DRAW, READY WEAPON (LARGE) 22 DRAW, READY WEAPON (LARGE) 22 DRAW, READY WEAPON (LARGE) 22
READY AVAILABLE SHIELD d4p+1 READY AVAILABLE SHIELD d4p+1 READY AVAILABLE SHIELD d4p+1
REMOVE A HELD SHIELD d4p REMOVE A HELD SHIELD d4p REMOVE A HELD SHIELD d4p
RETRIEVE SPELL COMPONENTS d4p RETRIEVE SPELL COMPONENTS d4p RETRIEVE SPELL COMPONENTS d4p
SEARCH CONTAINER FOR TINY ITEM 2d4p SEARCH CONTAINER FOR TINY ITEM 2d4p SEARCH CONTAINER FOR TINY ITEM 2d4p
SEARCH CONTAINER FOR SMALL ITEM d4p+1 SEARCH CONTAINER FOR SMALL ITEM d4p+1 SEARCH CONTAINER FOR SMALL ITEM d4p+1
SEARCH POUCH, POCKET FOR ITEM d4p SEARCH POUCH, POCKET FOR ITEM d4p SEARCH POUCH, POCKET FOR ITEM d4p
REMOVE BACKPACK, SHIELD ON BACK d4p+1 REMOVE BACKPACK, SHIELD ON BACK d4p+1 REMOVE BACKPACK, SHIELD ON BACK d4p+1
RETRIEVE STRUNG BOW FROM BACK d4p+2 RETRIEVE STRUNG BOW FROM BACK d4p+2 RETRIEVE STRUNG BOW FROM BACK d4p+2
STRING A BOW 15 STRING A BOW 15 STRING A BOW 15
RAISE HUE & CRY 1 RAISE HUE & CRY 1 RAISE HUE & CRY 1
UNSTOPPER & DRINK POTION 2+SEARCH UNSTOPPER & DRINK POTION 2+SEARCH UNSTOPPER & DRINK POTION 2+SEARCH
HRG
HOUSE-RULED GAMES
Products based on other people’s imagination
Relax.
Nail the rules.
Get to the point.
Get down to gaming.

This supplement includes resources that will speed game-


play and improve your performance as a Master of Hack,
increasing survival no matter what the screen monkey
throws at you.

You ain’t no screen monkey. You’re a hero.

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