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Scarred

Lands
Lite

Player's
Handbook

haazeven
Version 1.2.0
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Scarred Lands Lite: Player Handbook

Foreword

Aim and Scope briefly described (sometimes with a single


sentence) in the original books.
This book contains a set of rules to play in the
Addition. A minor element of the setting
campaign setting The Scarred Lands,
has been added in order to fill some gap
published by the Sword and Sorcery Studio.
left in the original setting.
It does not aim at replacing the contents of
these books, so you will find here only limited
background information. Class Hierarchy
The rules described here were written to be:
Characters can belong to one or several
Light. Characters are described through a
character classes. Classes are ranked into three
minimum of variables, and have a limited
dierent tiers, each with a dierent role in the
set of abilities. Rules are kept as simple as
character development.
possible in order to promote a roleplay
over gameplay. Base classes represent a common set of
Flavored. The abilities the characters use abilities which can be more or less easily
have been chosen to represent the learned by any would-be adventurer.
mythology and general tone of the These classes mostly answers the question
Scarred Lands. While it could be easily "what does the character do?" Does he
used for other heroic-fantasy campaign fight? Does he cast spells? Does he pray
settings, a certain number of elements to a god? Does he cheat on people?
should be adapted or even removed. Prestige classes provide a theme or a
Interesting. While each character has a specialty for a character. Each prestige
limited set of abilities, there are a large class can be learned from several base
number of options to chose from. These classes. Prestige classes answer the
options are not necessarily balanced, but question "with what does the character do
each should be interresting for some what he does?" Does he fight with two
characters or archetypes. weapons? Does he prefer a certain type of
spells? Does he have a special connection
with some kind of creatures?
Canon, Expansions and Additions
Elite classes are the final specialization of
The setting described in the original books is the character. They correspond to a very
generally respected as best as possible. specific training that only one organization
However, a few changes have been made: (or guild, school, church, etc) can provide.
These are strongly tied to the Scarred
Modification. A minor element of the Lands and should generally not be used in
setting might have been modified, for other settings without some adaptation.
example by changing its location, belief, Elite classes answer the question "who
or aliation to a certain god. This has trained the character?" Note that
been done to avoid the supersaturation of characters need not to have entered an
elite classes in a certain region or related elite class before belonging to an
to a certain philosophy. organization. In general it is the opposite:
most characters in an organization do not
Extrapolation. A minor element of the belong to the corresponding elite class,
setting might have been expanded, by because of their very high requirements.
giving it special abilities or rules. This
notably covers the Guardian base class,
which is an expansion based on the
empowerment process of several original
prestige classes (like the Unfailing), as
well as any organization that have been

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Scarred Lands Lite: Player Handbook

Contents

Foreword 3 2.5.3 Feral (Lycanthrope) . . . 21


Aim and Scope . . . . . . . . . . . . . 3 2.5.4 Genasi (Genie) . . . . . . 21
Canon, Expansions and Additions . . 3 2.5.5 Tiefling (Demon) . . . . . 22
Class Hierarchy . . . . . . . . . . . . . 3
3 Base classes 23
Contents 3
3.1 Aristocrat . . . . . . . . . . . . . 23
1 Game system 9 3.2 Barbarian . . . . . . . . . . . . . 24
1.1 Characters . . . . . . . . . . . . . 9 3.3 Bard . . . . . . . . . . . . . . . . 25
1.1.1 Attributes . . . . . . . . . 9 3.3.1 Bardic Songs . . . . . . . 26
1.1.2 Saves . . . . . . . . . . . 9 3.4 Cleric . . . . . . . . . . . . . . . 27
1.1.3 Skills . . . . . . . . . . . . 9 3.5 Druid . . . . . . . . . . . . . . . 28
1.1.4 Talents . . . . . . . . . . 10 3.6 Fighter . . . . . . . . . . . . . . . 29
1.1.5 Action points . . . . . . . 10 3.6.1 Martial Stances . . . . . . 30
1.1.6 Health and death . . . . . 10 3.7 Guardian . . . . . . . . . . . . . 31
1.2 Basic mechanisms . . . . . . . . . 10
3.7.1 Eldricht Armor Enchant-
1.2.1 Modifiers . . . . . . . . . 11 ments . . . . . . . . . . . 32
1.2.2 Division and multiplication 11
3.7.2 Eldricht Channels . . . . 32
1.2.3 Rerolls . . . . . . . . . . . 11
3.7.3 Eldricht Strikes . . . . . . 33
1.2.4 Specific rolls . . . . . . . 11
1.2.5 Attack mechanics . . . . . 11 3.7.4 Eldricht Weapon En-
1.2.6 Type of damage . . . . . 12 chantments . . . . . . . . 33
1.3 Tracking time and actions . . . . 12 3.8 Monk . . . . . . . . . . . . . . . 34
1.3.1 Action types . . . . . . . 12 3.9 Paladin . . . . . . . . . . . . . . 35
1.3.2 Ressources recovery . . . 13 3.10 Psion . . . . . . . . . . . . . . . . 36
1.4 Character creation . . . . . . . . 13 3.11 Ranger . . . . . . . . . . . . . . . 36
1.4.1 Character advancement . 13 3.12 Rogue . . . . . . . . . . . . . . . 38
1.4.2 Multiclassing . . . . . . . 13 3.13 Sorcerer . . . . . . . . . . . . . . 39
3.14 Wizard . . . . . . . . . . . . . . . 40
2 Races 15
2.1 Common races . . . . . . . . . . 15
4 Prestige classes 43
2.1.1 Dwarf, Mountain . . . . . 15
4.1 Assassin . . . . . . . . . . . . . . 43
2.1.2 Elf, Half . . . . . . . . . . 15
2.1.3 Elf, Wood . . . . . . . . . 16 4.2 Commander of the Dead . . . . . 44
2.1.4 Halfling . . . . . . . . . . 17 4.3 Contemplative . . . . . . . . . . 44
2.1.5 Human . . . . . . . . . . 17 4.4 Divine Oracle . . . . . . . . . . . 45
2.1.6 Orc, Half . . . . . . . . . 18 4.5 Enchanter . . . . . . . . . . . . . 46
2.2 Races of Ghelspad . . . . . . . . 18 4.6 Forgemaster . . . . . . . . . . . . 46
2.2.1 Dwarf, Wood . . . . . . . 18 4.7 Invoker . . . . . . . . . . . . . . 47
2.2.2 Hollow Knight . . . . . . 19 4.8 Loremaster . . . . . . . . . . . . 48
2.3 Races of Termana . . . . . . . . . 19 4.9 Rider . . . . . . . . . . . . . . . . 48
2.3.1 Elf, Forsaken . . . . . . . 19 4.10 Ritual Caster . . . . . . . . . . . 49
2.3.2 Gnome, Jungle . . . . . . 19
4.11 Shieldbearer . . . . . . . . . . . . 49
2.3.3 Terali . . . . . . . . . . . 20
4.12 Spellmaster . . . . . . . . . . . . 50
2.4 Races of Asherak . . . . . . . . . 20
2.4.1 Elf, Wrack . . . . . . . . . 20 4.13 Tempest . . . . . . . . . . . . . . 51
2.4.2 Ubantu . . . . . . . . . . 20 4.14 War Mage . . . . . . . . . . . . . 52
2.5 Blended Races . . . . . . . . . . 21 4.15 Warlord . . . . . . . . . . . . . . 53
2.5.1 Aasimar (Angel) . . . . . 21 4.16 Warmain . . . . . . . . . . . . . 53
2.5.2 Dragonkin (Dragon) . . . 21 4.17 Weapon Specialist . . . . . . . . 54

5 5
5 Spells and Magic 55 5.10.4 Construct Domain . . . . 72
5.1 Spellcasting rules . . . . . . . . . 55 5.10.5 Death Domain . . . . . . 73
5.2 Abjuration Spells . . . . . . . . . 56 5.10.6 Destruction Domain . . . 73
5.2.1 Dispel Magic . . . . . . . 56 5.10.7 Domination Domain . . . 73
5.2.2 Force Field . . . . . . . . 56 5.10.8 Dream Domain . . . . . . 73
5.2.3 Mage Armor . . . . . . . 57 5.10.9 Earth Domain . . . . . . 73
5.2.4 Protection Against Energy 57 5.10.10 Entrancement Domain . . 73
5.2.5 Spell Turning . . . . . . . 57 5.10.11 Evil Domain . . . . . . . 73
5.2.6 Symbol of Warding . . . . 58 5.10.12 Fey Domain . . . . . . . . 73
5.3 Conjuration Spells . . . . . . . . 58 5.10.13 Fire Domain . . . . . . . 73
5.3.1 Bind . . . . . . . . . . . . 58 5.10.14 Gateways Domain . . . . 74
5.3.2 Call Storm . . . . . . . . 58 5.10.15 Good Domain . . . . . . . 74
5.3.3 Obscuring Mist . . . . . . 59 5.10.16 Healing Domain . . . . . 74
5.3.4 Summon Monster . . . . . 59 5.10.17 Judgement Domain . . . . 74
5.3.5 Teleport . . . . . . . . . . 59 5.10.18 Knowledge Domain . . . . 74
5.3.6 Wallbuilding . . . . . . . 60 5.10.19 Law Domain . . . . . . . 74
5.4 Divination Spells . . . . . . . . . 60 5.10.20 Luck Domain . . . . . . . 74
5.4.1 Awaken Object . . . . . . 60 5.10.21 Magic Domain . . . . . . 74
5.4.2 Farsight . . . . . . . . . . 61 5.10.22 Plant Domain . . . . . . . 74
5.4.3 Read Mind . . . . . . . . 61 5.10.23 Protection Domain . . . . 74
5.4.4 Speak Language . . . . . 61 5.10.24 Rainbow Domain . . . . . 75
5.4.5 Telepathic Link . . . . . . 62 5.10.25 Secret Domain . . . . . . 75
5.4.6 True Sight . . . . . . . . . 62 5.10.26 Shadow Domain . . . . . 75
5.5 Enchantment Spells . . . . . . . 62 5.10.27 Strength Domain . . . . . 75
5.5.1 Charm . . . . . . . . . . . 62 5.10.28 Sun Domain . . . . . . . . 75
5.5.2 Command . . . . . . . . . 63 5.10.29 Travel Domain . . . . . . 75
5.5.3 Confusion . . . . . . . . . 63 5.10.30 Trickery Domain . . . . . 75
5.5.4 Emotion . . . . . . . . . . 63 5.10.31 Vengeance Domain . . . . 75
5.5.5 Hold . . . . . . . . . . . . 64 5.10.32 War Domain . . . . . . . 76
5.5.6 Sleep . . . . . . . . . . . . 64 5.10.33 Water Domain . . . . . . 76
5.6 Evocation Spells . . . . . . . . . 64 5.11 Legacy Spells . . . . . . . . . . . 76
5.6.1 Cone of cold . . . . . . . 64 5.11.1 Aberrant Legacy . . . . . 76
5.6.2 Fireball . . . . . . . . . . 64 5.11.2 Celestial Legacy . . . . . 76
5.6.3 Flashing Light . . . . . . 65 5.11.3 Chern Legacy . . . . . . . 76
5.6.4 Lightning Bolt . . . . . . 65 5.11.4 Denev Legacy . . . . . . . 76
5.6.5 Magic Missile . . . . . . . 65 5.11.5 Draconic Legacy . . . . . 76
5.6.6 Magic Weapon . . . . . . 66 5.11.6 Fey Legacy . . . . . . . . 76
5.7 Illusion Spells . . . . . . . . . . . 66 5.11.7 Gaurak Legacy . . . . . . 76
5.7.1 Cloak of Shadows . . . . . 66 5.11.8 Genie Legacy . . . . . . . 77
5.7.2 Disguise Self . . . . . . . 66 5.11.9 Golthagga Legacy . . . . 77
5.7.3 Hallucinations . . . . . . 67 5.11.10 Golthain Legacy . . . . . 77
5.7.4 Invisibility . . . . . . . . . 67 5.11.11 Gormoth Legacy . . . . . 77
5.7.5 Mirror Image . . . . . . . 67 5.11.12 Gulaben Legacy . . . . . 77
5.7.6 Shout . . . . . . . . . . . 68 5.11.13 Hrinruk Legacy . . . . . . 77
5.8 Necromancy Spells . . . . . . . . 68 5.11.14 Infernal Legacy . . . . . . 77
5.8.1 Animate Dead . . . . . . 68 5.11.15 Kadum Legacy . . . . . . 78
5.8.2 Cloak of Undeath . . . . . 68 5.11.16 Lethene Legacy . . . . . . 78
5.8.3 Death Watch . . . . . . . 69 5.11.17 Mesos Legacy . . . . . . . 78
5.8.4 Finger of Death . . . . . . 69 5.11.18 Mormo Legacy . . . . . . 78
5.8.5 Vampiric Feast . . . . . . 69 5.11.19 Thulkas Legacy . . . . . . 78
5.8.6 Wave of Fatigue . . . . . 70 5.12 Rare Spells . . . . . . . . . . . . 78
5.9 Transmutation Spells . . . . . . . 70 5.12.1 Bigbys Forceful Hand . . 78
5.9.1 Animate Object . . . . . 70 5.12.2 Blight . . . . . . . . . . . 78
5.9.2 Earthen Grasp . . . . . . 70 5.12.3 Dimensional Lock . . . . 78
5.9.3 Fabricate . . . . . . . . . 71 5.12.4 Dolomars Force Wave . . 79
5.9.4 Shapechange . . . . . . . 71 5.12.5 Feeblemind . . . . . . . . 79
5.9.5 Stop Time . . . . . . . . . 71 5.12.6 Gaseous Form . . . . . . . 79
5.9.6 Telekinesis . . . . . . . . 72 5.12.7 Glitterdust . . . . . . . . 79
5.10 Domain Spells . . . . . . . . . . . 72 5.12.8 Mislead . . . . . . . . . . 79
5.10.1 Air Domain . . . . . . . . 72 5.12.9 Moment of Prescience . . 79
5.10.2 Animal Domain . . . . . . 72 5.12.10 Phantasmal Killer . . . . 79
5.10.3 Chaos Domain . . . . . . 72 5.12.11 Protection from Arrows . 79

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5.12.12 Sequester . . . . . . . . . 79 6.2.4 Hwyrrd . . . . . . . . . . 84


5.12.13 Spectral Hand . . . . . . 80 6.2.5 Idra . . . . . . . . . . . . 84
5.12.14 Tashas Hideous Laughter 80 6.2.6 Manawe . . . . . . . . . . 84
5.12.15 Tensers Transformation . 80 6.2.7 Nemorga . . . . . . . . . 84
5.12.16 Wallsight . . . . . . . . . 80 6.2.8 Sethris . . . . . . . . . . . 84
5.13 Rituals . . . . . . . . . . . . . . . 80 6.2.9 Syhana . . . . . . . . . . 84
5.13.1 Alarm . . . . . . . . . . . 80
5.13.2 Antipathy/Sympathy . . 80 7 Languages of the Scarred Lands 85
5.13.3 Clone . . . . . . . . . . . 81 7.1 Continental Languages . . . . . . 85
5.13.4 Forbbidance . . . . . . . . 81 7.2 Local Languages . . . . . . . . . 85
5.13.5 Gate . . . . . . . . . . . . 81 7.2.1 Ghelspad . . . . . . . . . 85
5.13.6 Geas . . . . . . . . . . . . 81 7.2.2 Termana . . . . . . . . . . 85
5.13.7 Gentle Repose . . . . . . 81 7.2.3 Asherak . . . . . . . . . . 85
5.13.8 Leomunds Keepsafe . . . 81 7.3 Racial Languages . . . . . . . . . 86
7.4 Dead Languages . . . . . . . . . 86
5.13.9 Meteor . . . . . . . . . . . 81
7.5 Monstrous Languages . . . . . . 86
5.13.10 Nondetection . . . . . . . 81
7.6 Esoteric Languages . . . . . . . . 86
5.13.11 Polymorph . . . . . . . . 82
5.13.12 Scry . . . . . . . . . . . . 82 8 Equipment 87
5.13.13 Shatter . . . . . . . . . . 82 8.1 Non-magical items . . . . . . . . 87
5.13.14 Simulacrum . . . . . . . . 82 8.1.1 Melee weapons . . . . . . 87
5.13.15 Temporal Stasis . . . . . 82 8.1.2 Ranged weapons . . . . . 87
5.13.16 Veil . . . . . . . . . . . . 82 8.1.3 Armor . . . . . . . . . . . 87
8.1.4 Shield . . . . . . . . . . . 87
6 Faith of the Scarred Lands 83 8.1.5 Tools . . . . . . . . . . . 87
6.1 The Eight Victors . . . . . . . . 83 8.1.6 Alchemical substances . . 88
6.1.1 Belsameth . . . . . . . . . 83 8.1.7 Special Materials . . . . . 91
6.1.2 Chardun . . . . . . . . . . 83 8.2 Magic Items . . . . . . . . . . . . 93
6.1.3 Corean . . . . . . . . . . 83 8.2.1 Magic Armors . . . . . . 93
6.1.4 Enkili . . . . . . . . . . . 83 8.2.2 Magic Charms . . . . . . 93
6.1.5 Hedrada . . . . . . . . . . 83 8.2.3 Magic Clothing . . . . . . 94
6.1.6 Madriel . . . . . . . . . . 83 8.2.4 Magic Containers . . . . . 94
6.1.7 Tanil . . . . . . . . . . . . 84 8.2.5 Magic Implements . . . . 94
6.1.8 Vangal . . . . . . . . . . . 84 8.2.6 Magic Jewelry . . . . . . 95
6.2 Demi-Gods . . . . . . . . . . . . 84 8.2.7 Magic Weapons . . . . . . 96
6.2.1 Drendari . . . . . . . . . . 84
6.2.2 Erias . . . . . . . . . . . . 84 9 Changelog 97
6.2.3 Goran . . . . . . . . . . . 84 Version 1.2.0 . . . . . . . . . . . . . . 97

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Scarred Lands Lite: Player Handbook

Chapter 1

Game system

1.1 Characters Melee represents the ability of the


character to fight with melee weapons,
Characters are defined by their race and including his bare hands. If the character
class(es), and a set of ranked characteristics. has more ranks in Melee than her Strength
These characteristics are divided into score, she might use Melee as a
attributes, saves, skills, and talents. The Dexterity-based skill.
higher the rank is, the better the character is
Prowess represents the shear strength of
in this characteristic.
the character and its ability to lift heavy
No character can have a rank of 7 or higher.
objects, break or bend them, and perform
similar feats.
1.1.1 Attributes
Dexterity-based skills
They represent the general characteristics of a
character or creature.
Acrobatics represents the agility of the
There are four attributes: Strength,
character and his ability to carry out
Dexterity, Charisma, and Intelligence.
stunts of any kinds.
All characters have a rank of 1 in all
attributes. Craft represents the ability of the
character to manufacture items of all
1.1.2 Saves kinds.

They represent the ability of a character or Ranged represents the ability of the
creature to defend himself from adversity. character to attack with ranged and
There are four saves, each of which being throwns weapons alike.
associated to an attribute: Fortitude
(associated with Strength), Reflex (associated Ride represents the ability of the
with Dexterity), Willpower (associated with character to ride horses and other mounts.
Charisma) and Instinct (associated with
Stealth represents the ability of the
Intelligence).
character to do actions without being
All characters have a rank of 1 in all saves.
noticed.

1.1.3 Skills Thievery represents the ability of the


character to pick pockets, open locks,
They represent general aptitudes that can be disarm traps, and similar shady
relatively easily learned and improved. As for operations.
saves, each skill is associated to an attribute.
Characters have a rank of 0 in most skills, Charisma-based skills
except those they have learned during their
carreer. A character with a skill at 0 can still Deception represents the ability of the
use that skill. character to trick others, for example by
Strength-based skills lying to them or by assuming a disguise.

Athletics represents the ability of the Faith represents the strength of the
character to run fast, jump, climb, and character in his religious beliefs, as well as
similar actions. his knowledge of gods and religions.

Endurance represents the ability of the Focus represents the ability of the
character to survive harsh environments, character to ignore external distractions as
hunger, fatigue, and similar health threats. well as pain for a while.

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Chapter 1

Performing represents the ability of the Spark-powered: a character must spend


character to entertain with the use of a spark she has to use this ability. The
singing, dancing, playing an instrument, eects of the ability are usually
or a similar form of art. determined by the school associated with
the spark spent.
Persuasion represents the ability of the
character to convince others of his point of
view. 1.1.5 Action points
Action points are used to activate talents
Intelligence-based skills
apart from their daily or encounter alotment,
Arcane represents the characters or to use heightened eects of spells. A
knowledge of the arcane arts. character begins each story act with 6 action
points. Unspent action points are lost at the
Erudition represents the characters end of the arc.
scholary knowledge. This skill covers
everything that can be learned in books.
1.1.6 Health and death
Folklore represents the characters
A characters physical and mental health is
knowledge of tales and myths that are
measured with two gauges: wound damage
carried out by oral traditions but never
and debilitation damage.
written in books.
Wound damage represent the physical
Heal represents the ability of the damage suered by the characters body.
character to heal himself or others. When he suers as many wound damage as his
wound damage threshold, he becomes dying.
Nature represents the characters He falls unconscious, and may die at any
knowledge of plants and animals, as well moment depending on the current condition.
as his ability to navigate in natural Debilitation damage represent the
environments. accumulated fatigue and mental stress the
character suers. Each debilitation damage
Perception represents the characters
taken imposes the character a -1 malus on all
ability to notice things.
rolls. When the character suers as many
debilitation damage as his debilitation
1.1.4 Talents damage threshold, he falls unconscious, but
Talents are very specific aptitudes that only a he is not in danger of dying.
few character learn. Most characters have a
rank of 0 in most talents.
A character must have a rank of 1 or more
1.2 Basic mechanisms
in a specific talent to use it.
To determine if an action succeed, the player
Talents are tied to a race or a class. A
(or the game master) rolls a certain number of
character can only access the talents related to
six-faces dice. The number of dice to roll is
his race and class(es).
typically equal to the ranks in one attribute,
Talents may grant several kind of abilities:
plus the ranks in one skill, plus the ranks in
Constant: these abilities are always active one talent if applicable.
(or the character can use them at will, Each 5 and 6 obtained counts as a success.
depending on the description). The character must obtain a number of
successes strictly higher than the difficulty of
Encounter: these abilities can be used the action he wishes to do.
once per encounter. A character can spend Easy actions have a diculty of 0 (the
one action point to use this ability without character must obtain at least one success to
spending his per-encounter use. Each do it). The game master decides of the
night, the character can recover one (and diculty of the action. He does not need to
only one) action point spent that way. inform the character.
The real number of successes is equal to
Daily: these abilities can be used once per
the number of successes on the roll minus the
day. A character can spend one action
diculty. The net number of successes is
point to use this ability without spending
equal to the number of successes on the roll
his per-day use.
prior the substraction.
Spell-powered: a character can spend a
spell she knows (without triggering the
eects of the spell) to use this ability real number of successes =
without spending his daily alotment. net number of successes diculty

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Scarred Lands Lite: Player Handbook

From now on, the number of successes through dierent ways: some are similar
always refers to the real number of successes, to melee attacks, other requires only
unless noted otherwise. contact, and some requires line of sight as
for a mental attack.
1.2.1 Modifiers Ranged attack roll: there rolls describe
A bonus increases the number of dice rolled, a ranged attack. No physical obstacle
while a malus decreases the number of dice must lie between the attacker and the
rolled. target. The attacker suers penalties on
Few eects might modify the number of ranged attack rolls based on his or the
successes obtained, but these eects are targets speed.
explicitely described as such.
Saving roll: in some cases, the Game
Master might ask the defender to make
1.2.2 Division and multiplication the saving roll rather than the attacker
Divisions are always rounded up. making an attack roll. A saving roll is
equal to Attribute+(Save x 2).
1.2.3 Rerolls Spellcasting roll: these rolls determine
Some eects allows a character to roll twice. the potency of spell and magical eects.
The character makes two separate dice roll.
Spellcasting roll (reduced): these rolls
The creator of the eect (usually, the character
are used to cast diminished eects of
himself) chooses which result applies. The
common spells.
decision to roll twice must be done before the
dice roll.
Some eects allows a character to force 1.2.5 Attack mechanics
reroll a dice roll already rolled. The character
must roll the dice again, and the second result This section describes standard attacks with
applies. The decision to force reroll must be weapons. Special attacks or spells are covered
done after the initial dice roll but before the in their specific descriptions.
consequences of the actions are determined. The attacker makes an attack roll, usually
a Strength+Melee, Dexterity+Melee or
Dexterity+Ranged check.
1.2.4 Specific rolls The defender must choose one of the two
A few rolls have common features which are following defense. The type of defense
described below. determine which save is used as a diculty of
the attack roll. The choice must be made
Area attack roll: these rolls describe an before the attack roll is rolled.
area attack. It targets every creature in
the designated area, unless there is a Block (Fortitude): the defender tries to
physical obstacle between the target and parry or deflect the blow. A character can
the point of origin of the area (typically, always block a melee attack. A character
its center). can block a ranged or area attack if he is
adjacent to the attacker, of if he wears a
Duration roll: these rolls determine the shield. Each round, a character can only
duration of an eect. The related eect make a number of block attempts equal to
lasts for a number of rounds equal to the her ranks in Fortitude or Melee
number of successes obtained. (whichever is higher).
Melee attack roll: these rolls describe a Dodge (Reflex): the defender tries to
melee attack. The attacker must be able avoid the blow. A character can always
to touch the target. dodge a melee, ranged or area attack.
Mental attack roll: these rolls describe a Each round, a character can only make a
psychic attack. The attacker must be able number of dodge attempts equal to her
to see the target, but a mental attack ranks in Reflex or Acrobatics (whichever
works even though there is physical is higher).
obstacles between the attacker and the
target. If a character cannot block or dodge an
attack, he is considered surprised, and all his
Physical attack roll: these rolls describe saves are divided by two against that attack.
an attack that aects the body of the A character cannot block or dodge a
target (for example poison or polymorph). mental attack: these are resisted with either
A physical attack can be delivered Instinct of Willpower.

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If the attack is successful, the target takes Necrotic: damage caused by pure death
one wound damage (physical) per success energy. Undead are typically immune to
obtained, plus the attackers weapon modifier it, while living creatures are usually
(usually between +1 and +3 depending on the vulnerable to it.
weapon, or -1 for an unarmed attack), minus
the defenders armor rating (usually between 1 Poison: damage caused by toxins in the
and 3 depending on the type of the armor). blood or the organism. Non-living
creatures like undead or constructs are
typically immune to poison damage.
1.2.6 Type of damage
Psychic: damage caused by mental
Not all damage are equivalent. Some creature trauma. Mindless creatures like skelettons
might be resistant (or vulnerable) to some type or zombies are immune to psychic damage.
of damage, which makes certain attack more or
less ecient against them. Radiant: damage caused by light and
If no damage type is indicated, then the pure life energy. Creatures sensitive to
default type of damage is (physical). However, sunlight or undead are typically
the Game Master can decide to switch to vulnerable to radiant damage. A few
another type of damage depending on the radiant eects also blind the target.
exact situation.
Thunder: damage caused by sonic waves
Acid: damage caused by acid or other and concussions. Thunder eects
caustic substances. Most metals are commonly deafen creatures in addition to
vulnerable to acid to some degree. damage.

Cold: damage caused by extremely low


temperatures. Fire elementals and 1.3 Tracking time and actions
creatures are vulnerable to cold, while
arctic creatures are typically resistant or A story arc represents a series of related
immune to cold. events in the campaign, until some conclusion
is reached. The Game Master decides when it
Electrical: damage caused by lightning starts and when it ends.
and electricity. Metal creatures are A day represents a period between two
typically immune to electricity, but night-long rests. If the characters are not able
creaures wearing lot of metal might to take a good 6 hours of rest during a certain
become vulnerable to it. night, then the day continues till the next
actual day.
Energy: energy damage is not exactly a Days are separated by rests, which must be
type, but describes acid, cold, electrical, long enough and in adequate conditions to be
fire, force, necrotic, poison, radiant, or considered as such.
thunder damage. An encounter represents one meaningful
scene of the story. A day typically
Fire: damage caused by fire or extreme encompasses several encounters.
heat. Fire elemental or creatures are The encounter itself is divided into rounds,
immune (or at least resistant) to fire, each round taking approximatively 20 to 30
while creatures from cold climates are seconds. During a round, a character can
vulnerable to fire. perform one or several actions.
Force: damage caused by pure magical
force. Force damage always deal damage 1.3.1 Action types
to incorporeal creatures like ghosts or
A full-round action takes the complete round
specters.
to perform. The character can do nothing else.
Hemorrhagic: damage caused by loss of Otherwise, the character can take any one
blood or damage to internal organs. standard and any one move action he is
Creatures without internal organs (such as entilted to. The game master might as well
undead, constructs or elementals) are allow a few free actions, as long as the
typically immune to hemorrhagic damage. character does not overdo it.
Unless noted otherwise, the use of a specific
Physical: damage caused by impacts, talent or action is a standard action. The time
typically with weapons. Physical damage required to use skills varies a lot from one skill
is always increased by the weapon type if to another. As a rule of thumb, any action
applicable (see chapter Equipment). If no quick enough is a standard action; longer
damage type is indicated, then it is actions (like crafting a weapon or treating a
physical damage. wounded creature) might take longer.

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A reaction is a special action the 6. Talents: you start with 1 rank in one race
character can do when it is not his turn. These talent, 1 rank in your class primary talent
are triggered by other events (like the and 1 rank in another one class talent.
character being attacked, or anything similar). Then, increase one of these three talents
The character can use only one reaction by +1.
between two of his turns.
7. Wound damage threshold: equal to
your ranks in Fortitude +6.
1.3.2 Ressources recovery
8. Debilitatation damage threshold:
This section shows at which rate a characters equal to your ranks in Willpower +3.
ressources are recovered.
9. Languages: you start with two languages,
plus two per Intelligence rank above 2,
Action point: the character recovers all
including at least one continental language
her action points at the start of each story
and one racial or regional language.
arc. Unspent action points are lost.
10. Equipment: equip your characters with
Debilitation damage: one per full-night your game master approval.
rest, unless the character can meditate, in
which case it becomes the number of
successes on a Focus check per full-night 1.4.1 Character advancement
rest. At the end of each game session, the character
gains a certain number of experience points.
Eldricht spark: the character recovers all Experience points can be spent to increase
her eldricht sparks after a full-night rest. saves, skills or talents:
Unspent sparks are lost.
A save can be increased by +1 by
Spell: the character recovers all her spent spending three experience points times the
spells after a full-night rest. Unspent new rank.
spells are lost.
A skill or a talent can be increased by +1
Wound damage: one per full-night rest, by spending one experience points times
unless the character benefits from healing the new rank.
of some kind, in which case it becomes the
A new language can be learnt by spending
number of successes on a Heal check per
one experience point.
full-night rest.
The character can not increase the same
save, skill or talent by more than +1 between
1.4 Character creation two game sessions.

A character is created through the following


steps:
1.4.2 Multiclassing
The character can multiclass by purchasing
1. Race: pick one ranks in the Multiclassing talent. All
characters can access this talent, but not at
2. Class: pick one base class the characters creation.

3. Attributes: choose one attribute at rank Multiclassing: choose one base, prestige
4, one at rank 3. The remaining two starts or elite class per rank. You gain rank 1 in
at rank 2. Your race might impose one of the class primary talent (for a base class)
the attributes to start at rank 3 or more. or in one of the specific class talents of
your choice (for a prestige or elite class),
4. Saves: your saves start all at rank 1. and you can now purchase ranks in all
Then, increase two of your race- or associated talents. However, this does not
class-related saves by +1 each. You grant you bonus to saves or skills. If you
cannot increase the same save, they must choose a prestige or elite class, you must
be two dierents. meet its prerequisites. If you choose a base
class, you must have at least four ranks
5. Skills: you start with 2 ranks in one skill divided among the class primary skills.
of your choice, and 1 rank in 6 other,
dierent skills of your choice. Then,
increase by +1 the four skills associated
with your class.

13
Chapter 1

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Chapter 2

Races

Each race is described in the following Asherak: mountain dwarves in Asherak


format: mostly comes from the Pharasa Mountains,
and inhabit the city-states north to this chain.
A few asheraki city-states are actually built
Race, Subrace upon ancient dwarven ruins, but the dwarf
Description of the race on the dierent race has long declined since, and even a city
continents of the Scarred Lands. like Altanthropolis, built by the dwarves, hosts
white more humans than dwarves now.
Primary attribute: this indicates the The Dragon Lands: a powerful dwarven
attribute that must start at rank 3 or more at empire existed long ago on the Dragon Lands,
the characters creation. yet has been utterly destroyed in an unknown
Primary saves: this indicates the two events. Dwarves of any kind are unknown on
saves that can be increased by +1 at the that continent.
characters creation. Fenrilik: a few families of mountain
dwarves live in Fenrilik. As opposed to other
Description of the three racial talents races, most of them were there before the
available for characters of that race. Divine War. Dwarves in Fenrilik tend to
gather in caves near natural warm water
sources, though most of them are too small to
2.1 Common races hold a large community.
white
Primary attribute: Strength.
2.1.1 Dwarf, Mountain Primary saves: Fortitude, Willpower.
Moutain dwarves form the majority of the Darkvision: (Constant) you can see in
dwarf population on Scarn. They are primaliry complete darkness up to 10 meters per
found in Ghelspad and Asherak. They tend to talent rank. This allows you to only see in
gather in large communities where they can, or black and white. (Daily) You can also to
to leave alongside other races otherwise. overcome magical darkness, using
Ghelspad: mountain dwarves can be found Intelligence+Perception+Darkvision as a
in almost any human nations of Ghelspad as duration roll.
small communities mixed with other races.
They are notably one of the primary minority Stability: (Encounter) when an attack
in northern nations like Albadia or Darakeene. forces you to move while you are in
Burok Torn, the city-state of the mountain contact with earth or stone, you can
dwarves, is the last remnant of a powerful cancel that movement. (Daily) When you
kingdom lost during the Divine War. Here, are targeted by an attack while in contact
they face alongside their god Goran the menace with earth or stone, you can gain a bonus
of the calastian empire, and more sinister on all your saves against that attack equal
threats from below the Kelder Mountains. to your talent ranks.
Termana: there are very few mountain Stonecunning: (Encounter) you can roll
dwarves on Termana, and most of them are twice any skill check made in relation with
actually refugees from Ghelspad. A sizeable stone (Game Master approval required),
minority has settled in Crilos, where they tend with a bonus equal to your talent ranks.
to live isolated from the world. Termana
hosted more mountain dwarves in the past,
2.1.2 Elf, Half
but most of them were killed during ancient
wars, or slowly assimilated to the charduni Half-elves are born from the union of elves and
dwarf empire. humans, or other half-elves. They are not an

15
Chapter 2

uncommon sight, even though they have no talent ranks. You must move skill points
real community to belong to. between skills depending on the same
Ghelspad: half-elves can be found attribute.
throughout all the continent. Most of them
descend from wood elves, as these form the
majority of the continents elves. In the south
2.1.3 Elf, Wood
and in coastal regions, a certain number of Wood elves are the most common elves on
half-elves are actually from a forsaken elf Scarn. They are mostly found in Ghelspad and
origin, as those are in constant struggle to the Dragon Lands, but some of them still live
renew their dying race. Drendali do not in the Asheraki city-states. They tend to live
interact with humans, so half-drendali are in isolated communities located in wood or
unheard of. forest, and only a few of them mix with other
Termana: the number of half-elves in cultures. Most elven nations are insular and
Termana has greatly increased since the Divine have little political alliances with their
War, as the forsaken elves breed half-elves to neighbours.
strengthen their race, even kidnapping humans Ghelspad: wood elves can be found mostly
to this eect. In elven countries, most in the center of Ghelspad, as their main
half-elves are consider as servants, as they are countries is Vera-Tre within the Ganjus forest.
considered as disgraceful osprings. In human A strong community lives in the Broadreach in
countries, half-elves suer a similar fate, as the Hornsaw Forest, but these are busy facing
they are seen as the children of rape and the monstruosities of their forest and rarely
violence. interact with outsiders. A sizeable number of
Asherak: half-elves are quite common on Corean-worshipping elves settled in Uria,
almost all Asherak, and the half-elf community where they live with very little contacts with
is almost half as big as the elfs. Half-elves outsiders. Elves can be found in small
compose notably almost one half of the communities in Albadia or in Vesh, and the
population of the Khaelean Confederation, a few who lived in the Calastian Hegemony
gathering of Tanil-worshipping city-state, and emigrated north, toward Vesh or Vera-Tre.
their number is still increasing. Most asheraki Termana: there are very few wood elves on
half-elves are of wood elf origin, yet a few Termana, and most of them are immigrants
descend from the nomadic wrack elves. from Ghelspad who flee the Calastian
The Dragon Lands: half-elves were rare in oppression. They tend to have strong
that continent, as the wood elf clans remained diculties to settle in, as humans wont trust
for a very long time isolated from the other them, and forsaken elves jealous them for their
races. This changed since the Divine War, and health.
a few elven clans have initiated contacts with Asherak: a few asheraki elves survived the
human, slowly (but surely) increasing the Divine War without much damage. These are
half-elf population on that continent. All mostly those who lived in the asheraki
half-elves from the Dragon Lands are from a city-states at that time (representing actually
wood elf origin. a rather small percentage of the population).
Fenrilik: there are almost no half-elves on Wrack elves now largely outnumber the wood
Fenrilik, as most of those who came here after elves in the city-states since their immigration
the Divine War died because of the very cold from the devasted regions of Asherak.
weather. The only few remaining are of wood The Dragon Lands: all elves of the Dragon
elf origin. Lands are wood elves. Their main nation is
white located in the Tower Forest, with Serth-Tre
Primary attribute: none. their capital. Most elvish clans are
Primary saves: Reflex, Instinct. traditionnalists and refuse contacts with other
Special: choose one racial talent from any races. A few have started interacting with the
other elf subrace or a human racial talent as human nations around since the Divine War,
your third racial talent. even spawning a few half-elves, and a schism
Acute Senses: (Constant) you see in has started between the elven clans.
low-light conditions without penalties. Fenrilik: there are almost no elves on
(Encounter) You can roll twice any Fenrilik: the very few who came here at the
Perception check, with a bonus equal to end of the Divine War died of cold.
your talent ranks. white
Primary attribute: Dexterity.
Adaptation: (Daily) during a rest, you Primary saves: Reflex, Instinct.
can move skill ranks from one skill to
another one. You can move as many ranks Acute Senses: (Constant) you see in
as you wish, as long as the final rank in low-light conditions without penalties.
the increased skill does not exceed your (Encounter) You can roll twice any

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Perception check, with a bonus equal to Fenrilik: halflings are very rare in Fenrilik,
your talent ranks. notably because their size makes them highly
vulnerable to cold. Almost all of them came
Elven Trance: (Constant) you add your from other continents after the Divine War,
talent ranks to your saves against any and most of them died during the following
sleep eect. (Daily) You can enter a years.
meditative trance, using white
Charisma+Focus+Elven Trance as a Primary attribute: Dexterity.
duration roll. While in trance, you are Primary saves: Reflex, Instinct.
eectively unconscious. You regain one
debilitation or wound damage per round Improvisation: (Encounter) you can roll
spent in the trance. The trance ends as twice any check for which you dont have
soon as you suer wound damage of any the proper tools or for which you area not
kind. prepared (Game Master approval
Forest Concordance: (Encounter) you required), with a bonus equal to your
can roll twice any skill check made in talent ranks.
relation with forests or trees (Game
Lightstep: (Encounter) you can add a
Master approval required), with a bonus
bonus or a malus equal to your talent
equal to your talent ranks.
ranks to a check you make or someone
makes against you, and for which you
2.1.4 Halfling small size is an advantage (Game Master
Halflings are the second most wide-spread race approval required).
after the humans. They can be found almost
Spirited: (Encounter) you can roll twice
everywhere, even though they have very little
one fear attack against you or one of your
communities to call their own. They tend to
allies. One of the target of the attack
live mixed with humans, usually in the lowest
(yourself or an ally who must be able to
ranks of their society since humans typically
hear you) gains a bonus on all her saves
overlook these smalls beings.
against that attack equal to your talent
Ghelspad: halflings can be found in most
ranks.
human nations, and notably in the Calastian
Hegemony. Virduk even oered them a
sizeable part of the old Zathiske, renamed in 2.1.5 Human
the Heteronomy of Virduk, and granted them
rights and social recognition. Halflings are also Humans are the dominant race on Scarn, and
frequent in Darakeene and Vesh, yet a few are the only race which can easily be found on
have started imigrating to the Heteronomy of all five continents.
Virduk, where they believe life will be better. Ghelspad: humans control most of the
Termana: halflings in Termana leave inhabitable territory of Ghelspad. Great
alongside humans in the countries west of the nations like Calastia, Vesh, or Darakeene have
continent. They have very little access to the survived and prospered since the Divine War,
upper classes of the society, which have made a while nomadic tribes wander in more hostile
certain number of them attracted to the territories. Nations not controlled by humans
strange Carnival of Shadows that dwells in the are very rare, and these are typically only a
Blood Bayou. Another strong halfling few isolated city-states like Burok Torn or
community lives as slaves of the charduni Vera-Tre.
empire, but this folk is only used for hard work Termana: humans are established in the
and labor. The most rebellious are quickly sent north-western part of the continent, where
in the mines or killed if they cause too much they live in divided countries. Barbaric tribes
trouble. can also be found in south, notably in the Iron
Asherak: halflings can be found in most of Sands Desert or in the Gamulganjus, where a
the asheraki city-states as small communities. few tribes have settled in the Tepuje
They tend to have slightly better lives than on city-states, creating a schism between the two
other continents (notably in cities aligned with communities. A third part of the human
Tanil or Madriel like Hetanu), but they have population lives as slaves under the charduni
no city or country to claim home. empire, but their number diminishes every
The Dragon Lands: halflings here leave year.
within human communities as in the rest of Asherak: humans live mostly in city-states
Scarn. Humans are more considerate toward on the coasts of the continent. These
them compared to other continents, notably city-states have a however a more racially
because both humans and halflings are intermixed society than in other continents. A
similarly overlooked by their dragon rulers. few nomadic tribes wander through the desert,

17
Chapter 2

remnants of a civilization lost during the even if some of them raid the most southern
Divine War. human countries.
The Dragon Lands: humans represent a Asherak: halfl-orcs can be found in most
sizeable part of the Dragon Lands population, city-states, in quite low numbers however.
and control a large number of the minor clans. Most half-orcs in Asherak try to enter the
However, they have typically a lower social clergy, in order to avoid being suspecting of
status than dragonmen, even if the latter adoring the titans.
represent a lower proportion of the population. The Dragon Lands: there are a few
Fenrilik: humans are the most prominent half-orcs in the Dragon Lands, notably in clans
race in Fenrilik, yet only since the Divine War. located near the wastelands where orcs live.
Most of the humans arrived after the Divine They are usually considered as an oense, and
War, fleeing from the conflict or (for those who most of them travel very early in their life,
honor the titans) the persecution of the outcast by their own families.
followers of the gods. Fenrilik: half-orcs in Fenrilik mostly come
white from the immigration wave after the Divine
Primary attribute: none. War. Stronger than the other races, they
Primary saves: any two. outlived most fragile races like elves or
Special: you can choose any talent from halflings, which makes them one of the most
any base class as your third racial talent. prominent minority on the continent.
white
Adaptation: (Daily) during a rest, you Primary attribute: Strength.
can move skill ranks from one skill to Primary saves: Fortitude, Instinct.
another one. You can move as many ranks
Adaptation: (Daily) during a rest, you
as you wish, as long as the final rank in
can move skill ranks from one skill to
the increased skill does not exceed your
another one. You can move as many ranks
talent ranks. You must move skill points
as you wish, as long as the final rank in
between skills depending on the same
the increased skill does not exceed your
attribute.
talent ranks. You must move skill points
Human Luck: (Encounter) you can add a between skills depending on the same
bonus or a malus equal to your talent attribute.
ranks to any skill check you make, or Darkvision: (Constant) you can see in
someone makes against you, in which luck complete darkness up to 10 meters per
is a predominent factor (Game Master talent rank. This allows you to only see in
approval required). black and white. (Daily) You can also to
overcome magical darkness, using
2.1.6 Orc, Half Intelligence+Perception+Darkvision as a
duration roll.
Half-orcs are usually the ospring of rape
between orcs and men, and can be found in Orcish Strength: (Encounter) you can
almost every continents, in low numbers gain a bonus to any Strength-based check
however. They are typically considered as equal to your talent ranks.
outcast, and sty confined to the lower ranks of

2.2 Races of Ghelspad


societies, even though a few countries have
started accepting them as labor force.
Ghelspad: half-orcs are quite frequent in
Ghelspad, notably in the north where most of 2.2.1 Dwarf, Wood
the orcish tribes live. Regions around Mithril, Wood dwarves are a very small community of
Vesh, or the Darakeene, frequently spawn dwarves living near the Hornsaw Forest. They
half-orcs (well, relatively). Zathiske has remain isolated, as their main commercial and
granted recognition for the half-orc legendary cultural partners are the wood elves of
strength, and a massive immigration has taken Broadreach Horizon. They are under a
place since the Divine War, making the constant threat, both because o the
half-orc community the first in numbers in titanspawns who inhabit the forest, and
that country. The tribe known as the Urkhadi because o the necromancers of Glivid-Autel
lives north of Shelzar and trades frequently who see them as excellent slaves.
with the city. white
Termana: half-orcs in Termana are Primary attribute: Strength.
relatively rare, notably because an entire Primary saves: Fortitude, Instinct.
orcish nation was exterminated by the
charduni empire. The remaining orc tribes, Darkvision: (Constant) you can see in
scattered, typically avoid other civilizations, complete darkness up to 10 meters per

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talent rank. This allows you to only see in the Divine War. Cursed by the titan, they are
black and white. (Daily) You can also to unable to bear children or to serve gods; they
overcome magical darkness, using grew bitter as they forgot everything about
Intelligence+Perception+Darkvision as a their god, which they only call now That
duration roll. Which Abides. They leave along the
north-eastern shore of Termana, yet their once
Forest Concordance: (Encounter) you
beautiful cities crumbled into ruins after the
can roll twice any skill check made in
Divine War. They kidnap humans to then rape
relation with forests or trees (Game
them and have half-elf osprings as a mean to
Master approval required), with a bonus
perpetuate their race. Furthermore, they are
equal to your talent ranks.
in constant warfare with the charduni dwarves.
Stability: (Encounter) when an attack Ghelspad: forsaken elves can be
forces you to move while you are in encountered in almost all coastal cities of
contact with earth or stone, you can Ghelspad, notably Shelzar, Mithril, and
cancel that movement. (Daily) When you Darakeene. However, they rarely settle in,
are targeted by an attack while in contact since they prefer to travel back and forth
with earth or stone, you can gain a bonus between Ghelspad and Termana.
on all your saves against that attack equal Asherak: a few forsaken elves have even
to your talent ranks. travelled to the city-states of Asherak. Those
who do rarely stay long, since the divine
2.2.2 Hollow Knight presence on the continent makes them uneasy,
and only serves as a painful remainder of their
Hollow knights were sentient constructs own loss.
created during the Divine War by Corean and white
Hedrad. At the end of the war, Vangal refused Primary attribute: Dexterity or Charisma.
to destroy them, letting the race slowly die as Primary saves: Reflex, Willpower.
it is unable to create ospring. Hollow Knights
live know in the Gleaming Valley, and are Acute Senses: (Constant) you see in
rarely found elsewhere. low-light conditions without penalties.
Asherak: a small number of Hollow (Encounter) You can roll twice any
Knights still live on Asherak in the recently Perception check, with a bonus equal to
built city of Boretanshu, which they helped your talent ranks.
built after a long exode in the desert.
white Arcane Affinity: choose one skill per
Primary attribute: Strength. talent rank (except Arcane, Nature or
Primary saves: Fortitude, Willpower. Faith). (Encounter) When you make a
check from one of the skills you selected,
Spellcasting (Self-Forge): you can cast you can use your ranks in the Arcane skill
divine spells, using rather than your ranks in that skill.
Strength+Craft+Spellcasting (Self-Forge)
as the spellcasting roll. You only learn one Elven Trance: (Constant) you add your
fabricate spell with this talent. talent ranks to your saves against any
(Encounter) You can add your talent sleep eect. (Daily) You can enter a
ranks to any Craft-based check. meditative trance, using
Hollow Shell: (Encounter) you add your Charisma+Focus+Elven Trance as a
talent ranks to all your saves against one duration roll. While in trance, you are
attack that exclusively target living eectively unconscious. You regain one
creatures, including poison, disease and debilitation or wound damage per round
hemorrhagic damage. (Encounter) You spent in the trance. The trance ends as
can roll twice one Endurance check. soon as you suer wound damage of any
kind.
Mind of Steel: (Encounter) you add your
talent ranks to all your saves against one
eect that take control of your actions 2.3.2 Gnome, Jungle
(including fear eects).
The gnomes are small fey-like creatures who
live in the Gamulganjus jungle in the south of
2.3 Races of Termana Termana. Those who leave the jungle are an
exception, and are almost unknown in other
2.3.1 Elf, Forsaken continents. Gnomes revere the ushadani, a
collection of spirits of nature and the
Forsaken elves are what remains of the high ancestors, rather than the gods of the titans.
elves after their god got killed by Chern during They mostly live as isolated nomadic tribes,

19
Chapter 2

even though a few settlements exist where they can sense creatures within 5 meters by
trade with other peoples of the jungle. their smell (or more, Game Master
white discretion), allowing you to perceive them
Primary attribute: Dexterity or even if they are invisible or blinded. Make
Intelligence. an Intelligence+Perception+Scent of the
Primary saves: Fortitude, Instinct. Hunter as a duration roll. Some creatures
do not emit smell and wont be detected,
Acute Senses: (Constant) you see in while other may have a strong smell that
low-light conditions without penalties. can hide other smells.
(Encounter) You can roll twice any
Perception check, with a bonus equal to
your talent ranks. 2.4 Races of Asherak
Animal Tongues: choose one type of
small animal per talent rank. You can
2.4.1 Elf, Wrack
speak to these animals, allowing you to The elves of Asherak were deeply struck by the
make Deception or Persuasion checks Divine War, and their connection with the
against them instead of Nature checks. land was shattered by the explosion of the
Seraphic Engine. Most of them live in the
Lightstep: (Encounter) you can add a city-states in the Fertile Crescent in the north
bonus or a malus equal to your talent of the continent, but some can be seen
ranks to a check you make or someone wandering the desert, longing for old ruins of
makes against you, and for which you their civilization.
small size is an advantage (Game Master white
approval required). Primary attribute: Dexterity.
Primary saves: Reflex, Instinct.
2.3.3 Terali Special: a wrack elf cannot be brought
back to life.
Terali are leopard-men who live in the
Gamulganjus jungle in the south of Termana. Acute Senses: (Constant) you see in
Like their gnomish neighbours, they rarely low-light conditions without penalties.
venture outside the jungle, and revere the (Encounter) You can roll twice any
ushadani spirits instead of gods or titans. Perception check, with a bonus equal to
They are born hunters, and most members of a your talent ranks.
tribe are able to fight or defend themselves.
They are a proud and independent people, but Elven Trance: (Constant) you add your
they respect other peoples as long as they are talent ranks to your saves against any
respected. They also abide to a certain code of sleep eect. (Daily) You can enter a
honor, as well as a set of taboos imposed by meditative trance, using
their shamanic totems. Charisma+Focus+Elven Trance as a
white duration roll. While in trance, you are
Primary attribute: Strength or Dexterity. eectively unconscious. You regain one
Primary saves: Reflex, Instinct. debilitation or wound damage per round
spent in the trance. The trance ends as
Acute Senses: (Constant) you see in soon as you suer wound damage of any
low-light conditions without penalties. kind.
(Encounter) You can roll twice any
Soul of the Land: (Constant) you
Perception check, with a bonus equal to
instantly notice when you enter a place of
your talent ranks.
power. (Daily) When you attempt to use
Claws of the Leopard: (Constant) you a place of power, you can add your talent
gain natural weapons which deal one ranks to the check.
additional point of damage. (Encounter)
When you attack a creature with your 2.4.2 Ubantu
natural weapons, you can make an
additional attack with your bite, with a The smallfolk of the asheraki deserts follow a
bonus equal to your talent ranks. The nomadic lifestyle, going from one city or oases
attack deals one additional point of to the next. They are a peaceful people with
damage. mercantile tendencies, but their small stature
should not fool their opponents: they use a
Scent of the Hunter: (Constant) you add wide variety on their weapon, and know the
half your talent ranks on Nature checks to dunes better than anyone.
follow tracks with your scent (Game white
Master approval required). (Daily) You Primary attribute: Dexterity.

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Primary saves: Fortitude, Reflex. 2.5.2 Dragonkin (Dragon)


Lightstep: (Encounter) you can add a Dragonkins have a distant draconic ancestor.
bonus or a malus equal to your talent They are extremely rare in the Scarred Lands,
ranks to a check you make or someone except in the Dragon Lands were a sizeable
makes against you, and for which you proportions of humanoids can claim to have
small size is an advantage (Game Master dragon blood in their vein. In Ghelspad, King
approval required). Virduk of Calastia has tried to identify and
gather a group of dragonkins, but without
Poison Immunity: (Encounter) when you success. The forsaken elves of Termana have a
suer wound or debilitation damage higher rate of dragonkins than other races
caused by poison, you can reduce the thanks to the ancient bonds between dragons
damage taken by your talent ranks. and the Empire of the Rose.
white
Swift: (Daily) you can take an additional Primary attribute: Strength or Charisma.
move action. You can use this ability once Primary saves: Reflex, Willpower.
per day per talent rank.
Dragonspell: you gain one spell foil. This
spell foil can only be used to cast the
2.5 Blended Races dragon breath spell, or use the Wings of
Terror (Dragon Disciple) or Wyrmscale
A blended character finds some ancestor in a (Dragon Disciple) talents, even if you do
mythical creature (often an outsider like an not know these spells or talents. When
angel or a demon). Any of the race described you do so, you replace the rank in the
above can be plane-touched (even if some of considered talent with your ranks in the
them are more often touched than others). Dragonspell talent.
When a character is blended, he must
announce so at the character creation. He then
chooses, in addition of his normal race, one of 2.5.3 Feral (Lycanthrope)
the blended race described below, and applies Ferals are the descendent of were-wolves,
the following modifications: wear-bears, and various other were-things.
Primary attribute: the character may use They are extremely rare in the Scarred Lands,
any one attribute of her original race or her as lycanthropes prefer to spread their curse
plane-touched race as primary racial attribute. rather than create osprings. Additionally,
Primary saves: the character may choose when a child begins to show signs of
two dierent saves from her original race or her lycanthropy, it is usually quickly and quietly
plane-touched race as her primary racial save. disposed o, which means that only a very few
Racial talents: the character looses access ferals reach adult age. In Ghelspad, the group
to one of the talents from her original race and of lycanthropes known as the Accursed have
gains access to the talent of her plane-touched slowly mastered their bestial nature, and have
race instead. become under the guidance of Madriels clergy
a peaceful society in which ferals can be born
2.5.1 Aasimar (Angel) and live in peace.
white
Aasimars are born from angels, daevas, Primary attribute: Strength or Dexterity
archons, eladrins, or similarly good-aligned (depending on the parent).
outsiders. They are quite rare in the Scarred Primary saves: Reflex, Instinct.
Lands (as these angels usually dont mettle
with the mortal aairs), except maybe in The Beast Within: (Daily) you can
Asherak where the proximity with the gods assume temporarily a shape similar to
facilitate angelic interventions. your bestial ancestor. Make a
white Strength+Nature+The Beast Within
Primary attribute: Charisma. check as a duration roll. While this talent
Primary saves: Instinct, Willpower. is active, you gain natural melee attacks
which deal one extra point of damage per
Light of Heaven: (Encounter) you can two talent ranks, and you add your talent
shed heavenly light in a 5m sphere radius ranks to all Nature checks made to follow
around you, using Charisma+Faith+Light tracks.
of Heaven as a duration roll. You and up
to one allies per talent rank in the area
2.5.4 Genasi (Genie)
immediatly regain as many wound or
debilitation damage as half the number of Genasi were born from unions between mortals
successes obtained. and genies. They are extremely rare, and most

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people who know about them tend to naturally white


grow suspicious of them. After all, genies are Primary attribute: Charisma.
considered traitors in the Divine War and their Primary saves: Fortitude, Willpower.
planar cities were sealed. Genasi are most
frequent in Zathiske, which relied heavily on Shadows of Hell: (Encounter) when you
genies before the Divine War alongside the hit an opponent with any kind of attack,
Elzian empire. you can inflict her one debilitation
white damage, and gain a bonus on your next
Your primary attribute and save depend on skill check against her equal to your talent
the element of your ancestor. The racial talent ranks. This is a fear eect.
is common to all elements.

Summon Archon Servant: (Daily) you


can summon an archon of your
appropriate element, assuming that there
is enough raw material to shape it (fire,
stone, water, wind). This is equivalent to
the summon monster spell, using a
combination of attribute+skill+Summon
Archon Servant as the spellcasting roll.
Air: Dexterity+Acrobatics. Earth:
Strength+Prowess. Fire:
Charisma+Persuasion. Water:
Intelligence+Perception.

Air Genasi
white
Primary attribute: Dexterity.
Primary saves: Reflex, Instinct.

Earth Genasi
white
Primary attribute: Strength.
Primary saves: Fortitude, Willpower.

Fire Genasi
white
Primary attribute: Charisma.
Primary saves: Reflex, Willpower.

Water Genasi
white
Primary attribute: Intelligence.
Primary saves: Fortitude, Instinct.

2.5.5 Tiefling (Demon)


Tieflings are born from demons, daemons,
devils, or similarly evil-aligned outsiders. They
tend to be slightly more frequent than aasimars
in the Scarred Lands, as such outsiders love to
interfer with mortals (usually to trick them
and capture their souls). Asherak is the most
common place of birth of tieflings, for the same
reasons as the aasimars, but a few of them can
be found in the calastian empire (notably in
Lageni which tried to breed them for war), or
in the Dragon Lands, where they are remnants
of an ancient war between dragons and fiends.

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Chapter 3

Base classes

Each class is described in the following though a few elders might have gained such
format: social recognition.
Asherak: asheraki aristocrats do not rely
on temporal power, as it is traditionnaly
Class reserved to the clerics, but more on knowledge,
craftmanship, or similar trades. The live
Description of the class in the Scarred Lands. mostly in the city-states, which provide them a
white secure environment for their activities.
Concept: a few words to describe the class. The Dragon Lands: a few aristocrats exist
Primary saves: this indicates the two in the Dragon Lands, mostly in the
saves that can be increased by +1 at the human-dominated clans. In a certain number
characters creation. of clans, however, the power is not held by
Primary skills: this indicates the four nobility, but is more tight to sorcerous power
skills that are increased by +1 at the or similar criteria.
characters creation. Fenrilik: this isolated continent has no
Primary talent: this indicates the talent civilization of a size large enough for
that must start at rank 1 at the characters aristocrats to emerge.
creation. white
Concept: commands others with his high
Description of the six class talents. social status.
Primary saves: Willpower, Instinct
Primary skills: Erudition, Perception,
3.1 Aristocrat Persuasion, Ride.
Primary talent: Social Status.
Aristocrats come from the upper classes of the
society, and use their nobility, financial power, Command: (Daily) you can force people
or higher education to achieve their goal. They to obey your commands. You can target a
usually live in cities or other established number of enemies equal to your talent
cultures; kings, merchants, scholars, they are ranks. They must be able to hear you and
all aristocrats. understand you. Make a
Ghelspad: aristocrats can be found in Charisma+Persuasion+Command vs
almost any human-dominated nation and Willpower check as a mental attack roll
city-state, with the notable exception of the and the duration roll. If you succeed, they
more barbaric Albadia and Mansk. There are will carry your orders for prescribed
almost no aristocrats among the dwarves of duration. The targets may receive bonuses
Burok Torn or the elves of Vera-Tre, mainly on their Willpower save depending on the
because the social status in these cultures exact order (Game Master discretion).
depends on other principles. High Education: choose one skill per
Termana: most of the aristocrats in talent rank as an educated skill.
Termana come from the human nations on the (Encounter) When you make a check from
west. Forsaken elves sometimes walk this path, one of your educated skills or any
as social status is not determined anymore by knowledge roll, you can substitute the skill
devotion to their lost god. Charduni dwarves check by an Intelligence+Erudition+High
are rarely aristocrats despite their advanced Education check.
culture, mostly because faith towards Chardun
and military rank are the main criteria to Lead by Example: choose one skill per
determine social status. Aristocrats are rare talent rank as a leading skill. (Encounter)
amongst the numerous tribes of Termana, even When you successfully use a leading skill,

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Chapter 3

you can grant your allies bonuses on their where they lead the charge against the
next check from that skill. The total calastian army. The most infamous barbarians
bonus you can grant is equal to the net are the Horsemen of Vangal, tribes of madmen
number of successes obtained on your who kill and burn everything on their path.
check + your talent ranks. You can divide Termana: barbarians are more common on
the bonuses between several targets, and Termana, mostly because of the feral and wild
you cannot grant to a single creature a nature of the land. Divided tribes live in the
bonus higher than your own talent rank. Crilos island, while other barbarian wander
You can only grant the bonus to allies through the Iron Steppes, the Centaur Plains,
that have seen you use the skill. If the or the Iron Sands Desert. A few barbarians
bonus is not used before the end of the also live among the nomadic tribes of the
encounter, it is lost. Gamulganjus jungle; fewer, however, than
what one could expect from such nomadic
Require Protection: (Daily) when you civilization.
are subject to a melee, ranged or area Asherak: barbarians are common in all the
attack sort, you can deflect the attack to desolated parts of Asherak, but far less in the
an adjacent creature. If the target is city-states. Horsemen of Vangal are also
unwilling, you must succeed a present on this continent (though not as much
Charisma+Deception+Require Protection as on Ghelspad). Most barbarians come from
vs Instinct check as a mental attack roll the Soulburn Waste, as this desert is new and
against the adjacent creature to use this lack the history and wisdom of the tribal
talent. If the target is willing, you regain nomads of the Desert of Onn.
the use of that talent at the end of the The Dragon Lands: even though the
encounter. However, you cannot use this Dragon Lands do not have as many nomadic
talent more than once per day per talent tribes as the other continents, barbarians are
rank. still relatively common. This is mostly
explained by the fact that people in this
Social Status: (Constant) when you
continent tend to express more easily their
make a Persuasion check in an area where
feelings, and rage is, for some warriors, the
your social status is recognized, you gain a
best way of expression.
bonus equal to your talent ranks.
Fenrilik: barbarians are common on this
(Encounter) You can roll twice any
arctic continent, as only the strongest can
Deception or Persuasion check.
survive the harsh weather and the numerous
Wealth: (Daily) when you want to buy an titanspawn who wander the land.
object or a service, you can use this talent white
to automatically buy it. Make a Concept: channels his rage and fury
Charisma+Persuasion+Wealth check during fights.
against a diculty depending on the Primary saves: Fortitude, Willpower
actual cost of what you want to buy Primary skills: Athletics, Endurance,
(Game Master discretion). If you succeed, Melee, Prowess.
you buy the object or service without Primary talent: Berserker Rage.
spending any actual money, and you may Berserker Rage: (Daily) you can enter a
receive additional services related to your devastating berserker rage, using
purchase depending on the number of Strength+Prowess+Berserker Rage as the
successes you obtained (Game Master duration roll. While you are raging, you
discretion). gain a bonus to Strength and Fortitude
equal to your talent ranks, and you ignore
3.2 Barbarian the same number of debilitation damage.
This damage does not vanish: you simply
ignore it for the duration of the rage.
Barbarians tap their inner rage to gain great
When the rage ends they take eect back.
power in combat. They usually come from
While you are raging, you cannot take
less-civilised cultures, mostly nomadic tribes
intellectual actions, and must act the most
located outside of established nations and
violently possible. When the rage ends
cities.
you automatically take one debilitation
Ghelspad: barbarians are common in
damage.
Albadia and around Mansk, as well as in most
tribes living outside established nations. Those Blood Fury: (Encounter) when you are hit
area include the Ukrudan desert, the by a melee attack, you can attack the
Perforated Plains, Bleak Savannah, the Plains creature back as a reaction, with a bonus
of Lede, or the Blood Steppes. A few on the attack roll equal to the amount of
barbarians also come from the Durrover clans, damage you suered (up to your talent

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ranks). You are entitled to use this attack most tribal communities (with the notable
even though you should be incapacitated exception of Albadia) are usually considered as
or killed by the initial attack. lorekeepers, notably in Amalthea or other
places worshipping Denev.
Frenzied Charge: (Constant) you ignore
Termana: bards are most common in the
dicult terrain and small obstacles when
human lands in the east, even if some of them
you make charge attacks. (Daily) When
dare cross the Blood Sea to gain fame in
you make a charge attack, you can make a
Ghelspad. A few forsaken elves become bard;
number of additional attacks equal to your
those who do become quickly famous when
talent ranks. These attacks can target
they go into human nations for their talent and
either the initial target of the charge or
almost surnatural voice. Very little bards exist
any other creature within your reach
in the charduni empire, as it is typically
during the charge. If you make these
considered as a frivolous waste of time and
attacks against dierent creatures, you
energy. Bards are almost unknown among the
recover the use of this talent at the end of
Gamulganjus tribes, since wisdom and
the encounter.
knowledge is more typically held by druids
Resilience: (Encounter) when you are rather than bards.
targeted by a physical attack, you impose Asherak: bards are quite common in
a penalty equal to your talent ranks to the Asherak, as they travel from city-state to
attack roll. If the attack fails, you can roll city-state. They are usually the one who spent
twice your next Strength-based check. the most time with both the divine city-states
and the nomadic tribes of the deserts.
Smash: (Constant) you add your talent The Dragon Lands: bards are also frequent
ranks to all Prowess checks made to break in the Dragon Lands. However, as opposed to
objects. (Encounter) You can roll twice most people on this continent, bards typically
such check. belong to no clan at all, going from one to
Warcry: (Daily) you can emit a another in order to spread stories and tales.
formidable shout to intimidate your They are even sometimes hired as neutral
opponents. Make a Charisma+Melee (or messengers since most clans will allow them
Ranged, depending on which type of free passage on their territories.
weapon you carry)+Warcry vs Willpower Fenrilik: there are very few bards in
check as a duration roll and mental attack Fenrilik, since the harsh environment does not
roll against a number of enemies that can authorize leisure activities as singing and
hear you equal to your talent ranks. If you dancing. One or two can be found in the
succeed, the target takes one debilitation settlement of Kovokimru, but these are the
damage, and you can roll twice one attack exceptions which confirm the rule.
roll you make against her, as well as one white
attack roll she makes. Concept: sings to inspire others or impede
enemies.
Primary saves: Reflex, Instinct
3.3 Bard Primary skills: Deception, Folklore,
Performing, Persuasion.
Bards draw their power from songs, dance, and Primary talent: Songs of Legend.
folktales. They use the imagination of others
to fuel their magic, being able either to inspire Bardic Knowledge: (Constant) you add
people to great deeds, or to freighten the most your talent ranks to all knowledge rolls
fierce warrior. Bards are relatively frequent in based on the Folklore skill. (Encounter)
most societies. They are travelers, going from Furthermore, you can use your knowledge
one place to another to learn new tales, to advise an ally when she makes a check
discover new ways to enjoy life, or new ways to related to a famous creature, location or
break a spirit. Their magic is a subtle mixture item (Game Master approval), granting
of arcane, divine and primal magic, which her a bonus on the check equal to your
makes them accepted almost everywhere they talent ranks.
go.
Ghelspad: bards are quite common in Flamboyant Action: choose one
Ghelspad, except for a few places like Hedrad Strength- or Dexterity-based skill per two
or Dunahnae which restrict creativity and art talent ranks. (Daily) You can use your
forms. They have usually the role of Charisma attribute instead of Strength or
entertainers, going from village to village to Dexterity when making checks of the
sing for both nobles or the common folk (one selected skills (including talent activation
of the rare occasion they have to rejoice and rolls), as long as at least one sentient
rest from their hard-working lives). Bards in creature can witness your actions. Make a

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Chapter 3

Charisma+Performing+Flamboyant 3.3.1 Bardic Songs


Action check as a duration roll.
Charming Song: at the end of the song,
the next Persuasion check of the
Master of Sound: (Constant) your saves encounter you or one of your allies make
are increased by your talent ranks against against the target gains a bonus equal to
any eect that would deafen you or any the number of round spent singing, up to
illusions based on sound. (Encounter) You your talent ranks.
can use ventriloquy or even take the voice
of another person you know. Make a Heroic Song: the target gains a +1
Charisma+Performing+Master of Sound bonus on all skill checks, and can roll
vs Instinct check to successfully deceive twice one skill check before the song ends.
creatures with this trick. If the target rolls twice an attack roll, she
gains an additional bonus equal to half
your talent ranks.
Perfect Ear: (Constant) you gain a bonus
equal to half your talent ranks for all Hypnotic Song: the target cannot do
Perception checks based on sound. (Daily) anything other than look at you. If you
You can use sounds to locate creatures move out of sight, the creature will try to
within 2 meters per talent rank. This follow you at half her speed. The creature
allows you to detect invisible creatures, or will not cross dangerous terrain, but will
to act normally if you are blinded. Make stop at its boundaries. The eect ends if
an Intelligence+Perception+Perfect Ear the target is attacked.
check as a duration roll.
Invigorating Song: the target can spend
one action before the end of the song to
Songs of Legend: choose one bardic song regain wound or debilitation damage.
per talent rank. You can choose the same Make a Charisma+Performing+Songs of
song multiple time. Each song is a (Daily, Legend to determine the amount of wound
Spell-powered) eect, which means that if or debilitation damage healed.
you choose the same song multiple times,
you gain multiple daily usages of it Irritating Song: the target suers one
without spending spells. (Daily, debilitation damage, and you can make
Spell-powered) You can sing or play one of her force reroll one check before the song
your bardic songs. Each songs aect one ends. If you make the target force reroll a
creature per talent rank who can hear you. spellcasting roll, she suers a penalty on
The song ends as soon as you stop singing the reroll equal to half your talent ranks.
or playing music. While you are using the
Quickening Song: the target gains a
bardic music ability, you cannot perform
bonus to her movement speed equal to
other actions (except move). If you target
half your talent ranks. She can take one
an unwilling creature, you must make a
extra move action before the song ends.
Charisma+Performing+Songs of Legend
vs Willpower check as a mental attack roll Song of Concentration: if you sing this
to aect the target. In this case, the song song while a target is performing an action
can only last for one round per success that requires several rounds, the target
obtained. These are not magical eects. gains a bonus equal to your talent rank on
one skill check related to that action. You
Spellcasting (Bardic Music): you can must sing for the entire duration of that
cast arcane spells, using action for this bonus to be granted.
Charisma+Arcane+Spellcasting (Bardic Song of Terror: the target cannot do
Music) as the spellcasting roll. You learn anything other but flee away from you at
a number of common spells equal to your her top speed. The creature will not cross
talent ranks. If Bard is your first base dangerous terrain, but will stop at its
class, you learn an additional number of boundaries. If that happens while the
common spells equal to your Intelligence target can still see you, she takes one
ranks. You must play an instrument or debilitation damage. The eect ends if the
sing to cast these spells, which means you target is attacked.
cannot cast spells if you are silenced or
immobilized. (Encounter) When you cast Song of Valor: the target gains a bonus
a spell with bardic music, you can on all saves against fear eects equal to
substitute the spellcasting roll with half your talent ranks, and can force reroll
Charisma+Performing+Spellcasting a mental attack against her once before
(Bardic Music). the song ends.

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Sustaining Song: if the target is dying, Fenrilik: in a titanspawn-dominated


she becomes stabilized as long as you keep continent like Fenrilik, there are almost no
singing, and you can make any creature cleric.
force reroll one attack against the target white
per talent rank. The eects end if the Concept: prays a divinity for power and
target regains consciousness. assistance.
Primary saves: Fortitude, Willpower
Primary skills: Faith, Heal, Persuasion,
3.4 Cleric any one other skill determined by your god.
Primary talent: Spellcasting (Divine
Magic).
Clerics pray one god for help, blessing, or to
curse their enemies. Their powers are granted Consecrate Ground: (Daily,
by the gods in exchange for their faith and Spell-powered) you can consecrate a place.
their devotion. Clerics are as dierent from Make a Charisma+Faith+Consecrate
one another than the gods themselves. Even Ground check against a diculty based on
among the same clergy, several churches or the size of the place you want to
philosophies might coexist, sometimes causing consecrate as a duration roll. You and all
internal struggles for power or the gods favor. your allies gain a +1 bonus to Instinct
Ghelspad: most countries of the continent and Willpower while you stay in the area.
are devoted to the gods, apart the notable You and members of your faith gain an
exceptions of Denev-worshipping city-states additional +1 bonus to all Faith checks,
like Vera-Tre or Amalthea. In most countries, while members of enemy faith (including
several gods are present (even though the followers of the titans) suer a -1 penalty
country ocially supports only one god). Only to all Faith (alternatively Nature) checks.
a few countries or city-states are entirely Once per two talent ranks, you may roll
devoted to a single god, like Hedrad (holy city twice a spellcasting roll of a spell cast in
Hedrada), Burok Torn (the center of the the area, provided the spell is either
dwarven god Goran), Uria (where the elves divine or primal. In case of a primal spell,
honor Corean) or Dunahnae (obediently the spellcaster must always take the worst
devoted to Chardun). result. Each time you use this ability, the
Termana: gods worship is only present in duration is reduced by one round.
the northern part of the continent, while the
south is almost entirely devoted to spirts and Helping Prayer: choose one skill per
shamanism. In the human nations, most faith talent rank. (Encounter) When you or one
are allowed and honored (even some are more ally makes a check of one of the skills you
prominent like Hedrad in Karsia), except selected, you can ask your god for help.
maybe on the Silver Isle which belongs to the The target substitutes her check with your
church of Madriel. The most devout Charisma+Faith check. If the target is a
god-worshippers of the continent are the member of your faith (but not yourself),
charduni dwarves, who follow blindly the and the action is part of your gods
command of their only god Chardun. The attribution, she can further add your
forsaken elves used to honor their own god, talent ranks to the check. Alternatively,
but since the Divine War none of them has you can make an enemy force reroll a
been able to use divine magic. check of one of the selected skills, with an
Asherak: Asherak is the crucible of gods, additional penalty on the check equal to
where faith began and civilisation rose. The your talent ranks.
vast majority of the asheraki populations Repel Infidels: choose one type of
follow the god. City-states are devoted to only creature as enemies of your faith. (Daily,
one (sometimes two or three) gods; most of the Spell-powered) You can repel a number of
clerics in a city honor this god. The most foes equal to your talent ranks. Each
famous clerics are the God-Kings, head of their target must be able to see or hear you and
respective city, and who were granted divine see a symbol of your faith. Make a
authority by the gods themselves. Charisma+Faith+Repel Infidels vs
The Dragon Lands: clerics can be found in Willpower check as a mental attack roll. If
the Dragon Lands, even if they do not follow you succeed, the target suers one
the traditional gods of the Scarred Lands. debilitation damage and must take its
Instead, they embody the concepts associated next action to move away from you.
with their clan, and teach others their own
virtues. Unbeknown to them, the gods answer Save the Faithful: (Daily, Spell-powered)
their prayers, and grant them powers similar to you can heal a creature you touch or
other clerics. yourself. Make a Charisma+Faith+Save

27
Chapter 3

the Faithful check. The target heals as The elves of Vera-Tre are certainly the most
many wound or debilitation damage as the powerful druids in the continent, while the
number of successes. You can also remove most well-known are the Incarnates, an order
aicting conditions (like poison, disease, of wandering druids, chosen of Denev, who
deafness, curse, etc) if you exceed a certain protect the earth wherever they go. The city of
diculty (Game Master discretion). If the Amalthea is also directed by druids. Druids
target is a member of your faith (but not are slightly more frequent in Albadia and
yourself), you gain a bonus on your check Ontenazu than in other countries. Wood elves
equal to her ranks in the Faith skill. (with the excepton of the elves of Uria) make
excellent druids thanks to their unique
Spellcasting (Divine Magic): you can connection with Denev.
cast divine spells, using Termana: most druids in Termana do not
Charisma+Faith+Spellcasting (Divine honor the titans, but the spirits of nature or
Magic) as the spellcasting roll. You learn a ancestors (which they commonly call
number of common or domain spells equal ushadani). Traditional druids can be found in
to your talent ranks. Half of these spells the human-dominated regions, while a few
must come from domains of your divinity. worshippers of the titans still live in wild
If Cleric is your first base class, you learn regions like the Centaur Plains. Druids are
an additional number of common spells more important in the Crilos Island, where
equal to your Charisma ranks. You must they lead the tribes in their worship of the
hold a symbol of your faith and recite spirits; and even more amongst the various
prayers to cast these spells, which means inhabitants of the Gamulganjus jungle, who
you cannot cast spells if you are silenced worship preferably the ushadani (even though
or looses your symbol. (Encounter) If you the people of the tepuje city-states honor
are targeting a member of your faith Mesos rather than the spirits, and are typically
(other than you) using this talent, you can considered as weird heretics by the other
roll twice the spellcasting roll. people of the jungle).
Strength of the Faith: (Encounter) you Asherak: there are very few druids in
can replace a Persuasion check with a Asherak, as the continent is mostly dominated
Charisma+Faith+Strength of the Faith by the gods. However, a few live amongst the
check, as long as it benefits your god nomadic tribes (notably in the desert of Onn),
(Game Master approval). Alternatively, while they are rumors of titan worshippers in
when you or one ally in sight are hit by a the very godspine mountains.
mental attack that would make you act The Dragon Lands: there are a few druids
against the will of your god, you can grant in the Dragon Lands, which honor the nature
the target a bonus to all her saves against spirits rather than the titans. The wood elves
that attack equal to your talent ranks. If frequently become druids (and their most
the attack fails, the target regains a traditional clans are directed by druids). The
number of debilitation damage equal to most powerful druids are gathered in the small
half your talent ranks. clan Benshabal, which has no eective world
power, but is considered by many as wise and
knowledgeable, as a few clans prefered to solve
3.5 Druid their aairs with their arbitration rather than
with war.
Druids channel the primal powers of the Fenrilik: druids are frequent on this
Scarred Lands. As opposed to clerics who desolated continent. A strong half honor the
obtain their spells through the worship of a titans, and come from an immigration wave
specific god, druids gain their power using a which follwed the Divine War, while the
bond with nature and earth itself. It is said second half (particularly strong among the ice
they derive their powers from the main titan gnomes) honor the spirit of the lands in a
overlooking the era (in the present day, that similar way to their bethrens of Termana.
would be Denev), which explains why all white
druids have the same set of powers, even those Concept: channels natural powers through
who do not worship Denev. Druids tend to live spells and polymorphs.
in the wild (mostly forest), outside established Primary saves: Fortitude, Instinct
cities. Tribal societies are often lead by druids, Primary skills: Endurance, Folklore, Heal,
which are considered as the priest of the totem Nature.
animals who watch the tribe. Primary talent: Spellcasting (Primal
Ghelspad: druids can be found in very Magic).
small numbers almost everywhere in the
continent (except in most city-states, as well as Brew Potion: (Encounter) if you have
in the Chardun-devoted country of Dunahnae). enough time to make a balm with local

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herbs (Game Master approval), you can check as a duration roll against a diculty
make an Intelligence+Folklore+Brew depending on the size or the type of
Potion instead of a Heal check. (Daily) animal you wish to transform into (Game
During a full-night rest, you can brew one Master discretion). You gain all properties
potion which mimics a spell you know. of the animal, including the ability to fly,
Any creature drinking the potion suers scent, breathe water, etc. If the shape
(or benefits from) the eects of the spell youve taken has natural weapons, you
as if it were its target. Use can make melee attacks using a
Intelligence+Nature+Brew Potion as a Strength+Nature as a melee attack roll.
spellcasting roll to cast the spell. You
cannot recover the spell until the potion is Wild Skin: (Encounter) your skin takes
drunk or destroyed, but you can still use the appearance and consistence of natural
its diminished eects. The potion looses material close to you. If you move slowly
its power after one day per talent rank, at enough, you can substitute a Stealth check
which point you can recover the spell done in a natural environment with a
normally. Dexterity+Nature+Wild Skin check
(Game Master approval required). (Daily)
Nature's Crown: (Daily, Spell-powered) You can harden your skin if you are close
you can attempt to control natural to a solid natural material (like wood or
creatures. This includes animals, vermin, stone). Make an
animated plants, but also elementals, Intelligence+Nature+Wild Skin check as a
faeries, and other creatures the Game duration roll. You gain a natural armor
Master might judge appropriate. You can which decreases by half your talent ranks
try to control a number of these creatures all wound damage you take for the
equal to your talent ranks. Make an prescribed duration. However, the eect
Intelligence+Nature+Natures Crown vs ends if you move away from the chosen
Willpower check as a mental attack roll natural material (Game Master
and duration. If you succeed, the target discretion).
obey your orders for the prescribed
duration. If a creature submits willingly
to this power, she can force reroll any 3.6 Fighter
check made to carry out your orders.
Fighters train hard to perform their exploits.
Nature's Herald: (Constant) your saves
There are as many dierent fighters as they are
against poison and disease eects are
weapons (if not more), as a large number of
increased by a number equal to your
fighting styles and schools has spread across
talent ranks. (Constant) You can make
the Scarred Lands.
Intelligence+Nature+Natures Herald
Ghelspad: the most famous fighters are
checks to determine whether food or water
trained in the numerous war colleges of
is safe for consumption or not.
Darakeene, which form most of the mercenaries
Spellcasting (Primal Magic): you can of Ghelspad to various styles or weapons. The
cast primal spells, using calastian army has also created a strong
Intelligence+Nature+Spellcasting (Primal military tradition in the south of Ghelspad,
Magic) as the spellcasting roll. You learn and neighbouring countries like Lageni have
a number of common or domain spells also began such training. New Venir was host
equal to your talent ranks. You can (long time ago) to a very powerful fighting
choose up to half of these spells from tradition too, but most of it was lost during
primal domains. If Druid is your first base the Divine War. The dwarves of Burok Torn
class, you learn an additional number of are renown fighters too, as they still repel the
common spells equal to your Intelligence invaders after years and years of siege. The
ranks. You must touch a natural token most powerful army of the continent is said to
(branch, animal bones, etc) and recite seat in Dunahnae, yet (fortunately) this
prayers to cast these spells, which means country remains neutral on the political scene.
you cannot cast spells if you are silenced Termana: charduni dwarves and forsaken
or cannot touch the appropriate focus. elves have both a very strong military
(Encounter) If you cast a spell while in a tradition. The dwarves had once an empire
natural area (Game Master discretion), which covered most of both Termana and
you can force reroll the spellcasting roll. Ghelspad, and follow Chardun in every
aspects, which includes the Great General
Wild Shape: (Daily, Spell-powered) you aspect. The elves tend to be excellent fencers,
can transform into any animal you wish. which practiced their arts through decades or
Make a Strength+Nature+Wild Shapes even centuries. The fighters of Sylavael are

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paticularly known, as they are in direct Dexterity+Ranged+Martial Burst as an


warfare with the charduni dwarves. Among area attack roll. The eects are the same.
humans, the most militaristic nation is Karsia,
Martial Stance: you learn one martial
which uses its military forces to control its
stance per talent rank. Each stance is a
neighbour (and repel the occasionnal undead
(Daily) power, using Intelligence+Melee
invasions). Fighters are very uncommon
(or Ranged)+Martial Stance as a duration
amongst the barbarian tribes of the continent.
roll. You may choose the same stance
Asherak: while there exist a certain
several time.
number of fighters in this continent, they are
not as common as one might thought. Indeed, Second Wind: (Daily) you can take a
most warriors on the continent are sacred deep breath to heal your wounds. Make a
warriors blessed by their gods, and thus follow Strength+Endurance+Second Wind
more the path of the guardian or the paladin check. You heal as many wound or
than the fighter. debilitation damage as the number of
The Dragon Lands: fighters are common in successes. Furthermore, you gain a +1
the Dragon Lands, even though there are no bonus to all saves for a number of rounds
well-known training grounds as in Ghelspad. equal to your talent ranks.
Instead. fighters teach typically their trade to
a few apprentices, and fighting styles are more Weapon Specialization: choose one type
often spread through this kind of intimate of weapon as your favored weapon.
training rather than collegial education. As (Encounter) When you fail an attack roll
such, there are no major armies in the Dragon with your favored weapon, you can force
Lands, and most conflicts between clans are reroll with a bonus equal to your talent
solved as skirmishes, or sometimes even duels ranks. (Daily) You can gain a +1 bonus
between famous fighters. to all attack rolls you make with your
Fenrilik: there are almost no fighters in favored weapon. Make an
Fenrilik, notably because the very cold Intelligence+Focus+Weapon
conditions does not provide an environment Specialization check as duration roll.
good enough for training.
white 3.6.1 Martial Stances
Concept: uses his martial training to fight
Advancing Stance: once per round after
more eciently.
a successful melee attack, you can use a
Primary saves: Fortitude, Reflex
move action to move yourself and the
Primary skills: Athletics, Endurance,
target up to 1 meter per two talent ranks.
Melee, Ranged.
Primary talent: Martial Stance. Defensive Stance: you gain one
additional block or dodge attempt per
Armed and Dangerous: (Encounter) round and per talent rank (choose
when you make a Persuasion check while between block and dodge when you
wearing a weapon, you can make a activate the talent). If you do not move
Charisma+Melee (or Ranged)+Armed during a round, you can force reroll one
and Dangerous check instead. melee or ranged attack roll against you.
Guard Impact: (Encounter) when you are Duellist Stance: choose one enemy you
targeted by a melee attack, you can see when you enter the stance. You gain a
oensively block the attack. Make a +1 bonus to attack rolls and to all
Strength+Melee+Guard Impact check vs defenses against that target.
the score obtained by the triggering attack
Flanking Stance: once per round you can
roll. If you succeed, the attack is negated
force reroll one of your failed melee attack
and the target suers a number of damage
roll, provided the target is flanked
equal to your net number of successes on
between you and one of your allies.
your check and is knocked prone. If not,
you are knocked prone. Menacing Stance: enemies within 1
meter per two talent ranks consider all
Martial Burst: (Encounter) you can
terrain between them and you as dicult
attack all creatures in your melee reach.
terrain, unless their Willpower is strictly
Make a Strength+Melee+Martial Burst as
higher than your talent ranks.
an area attack roll. If you succeed, the
target suers damage as normal and is Retreating Stance: you add half your
pushed back a number of meters equal to talent ranks to all your defenses, and force
your talent ranks. Alternatively, you can reroll one attack roll against you per
make a ranged attack against all creatures round, as long as you do nothing but
in a 5m cone. Make a move away from enemies.

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Vanguard Stance: you can roll twice one The Dragon Lands: guardians are slightly
attack roll per round, provided that there more common in the Dragon Lands as well,
is no ally in front of you. notably because magic is more wide-spread
and accepted on this continent than in others.
Watcher Stance: you gain a +1 bonus to However, the training of a guardian is
Instinct and Willpower. When you are exclusively taught by the major dragon clans,
targeted by a mental attack, you can and anyone who wishes to become a guardian
forego your next action to force reroll the must seek a dragon willing to train him, and
attack roll. must pledge allegience to him and his clan.
Fenrilik: there are no guardians in
Fenrilik, as no one here has the knowledge
3.7 Guardian required to train such elite warriors.
white
While spellcaster use their magical aptitudes Concept: a fighter enhanced with magic.
to cast spells, guardians turn them inward and Primary saves: Reflex, Willpower
use them to enhance their physical and martial Primary skills: Arcane, Faith, Focus or
abilities. Training a guardian is a very long Nature, Melee or Ranged, Athletics,
and delicate process which always requires Perception.
supervision of external spellcasters to control Primary talent: Eldricht Spark.
and channel their magical powers. As such, Special: when you enter this class, choose
only few traditions have learnt to produce a combination of attribute + skill (among
guardians. They are excessively rare, and most Arcane, Faith, Focus or Nature) with the
of them still follow (if not obey) the Game Master approbation. You use this
spellcasters who trained them. attribute+skill as the spark activation check.
Ghelspad: the necromancers of You must also choose one energy (with the
Hollowfaust are the most well-known examples Game Master approbation) as your spark
of guardian training, as they use them for both energy, which is used to deal damage for some
protection or infiltration. The Unfailing is a sparks.
powerful order of bodyguards sustained by
necromantic magic, and a formidable force on Eldricht Armor Enchantment:
the battlefield. The sorceresses of Albadia also (Spark-powered) you can enchant a piece
train guardians, usually to avoid a male of armor you touch with a constant ability
becoming a sorcerer (which is considered as a determined by the spark school. Make a
great taboo and dishonor). These guardians spark activation+Eldricht Armor
usually serve as their private bodyguards or Enchantment as a duration roll. A single
messenger. Finally, the druids of Vera-Tre also equipment can only have one enchantment
train some guardians as an elite defense force at a single time. Enchantments are
for the Ganjus. magical eects and can be dispelled. You
Termana: there are very little guardians can end any of your enchantment with a
on this continent. The most well-known free action, but you must be able to touch
examples are the soldiers of Sylavael, as they the enchanted armor.
found that training a guardian was as much Eldricht Channel: (Spark-powered) you
expensive as training a mage, and certainly can infuse yourself with a constant special
more ecient in their constant battles against quality determined by the spark school.
the charduni dwarves. It is said that the Make a spark activation+Eldricht
Speakers of Mesos in the tepuje city-states Channel as a duration roll. You can only
have also started training guardians, but they have one channel active at a single time.
have not been yet a real threats to the other Channels are magical eects and can be
tribes of the Gamulganjus. dispelled. You can end any of your
Asherak: surprisingly, Asherak trains a channel with a free action.
(relatively) large number of guardians. Indeed,
most churches and city-states have their Eldricht Parry: (Constant) you can use
personal sacred guard, composed either of your Willpower save instead of your
paladins or of guardians, depending on the Fortitude to block attacks. (Daily,
magical aptitudes of the clerics. The Spark-powered, Spell-powered) You can
God-Kings of almost all city-states are channel your magic to parry most kind of
protected by these elite warriors. A few monks attacks. Make a spark activation+Eldricht
and exemplars have started showing abilities Parry as a duration roll. You add half
similar to guardians, even though their your talent ranks to your Willpower save
training is not supervised by spellcasters of for the purpose of blocking attacks, and
any sort. This is certainly a gift of Hedrad to you can block melee, ranged or area
these dedicated souls. attacks even though you do not wear a

31
Chapter 3

shield. You cannot block mental or Conjuration: when the wearer is targeted
physical attacks, unless those are by an area attack, she can teleport up to
transmitted through an object of some 1m per talent rank before the attack,
sort. possibly allowing her to escape it if she
teleports out of the area. This eect can
Eldricht Spark: you gain one eldricht only be triggered once per round.
spark per talent rank, which can be used
to trigger spark-powered talents. If you Divination: the wearer of the armor can
have no existing Spellcasting talent, you force reroll up to one attack roll made
gain one additional spark per rank in your against her per round.
activation attribute. Each spark is
Enchantment: creatures adjacent to the
associated to a specific school of magic of
wearer become reluctant to attack her,
your choice. You can have dierent sparks
increasing by half your talent ranks the
from the same school of magic. You
diculty of all checks against her.
become permanently unable to cast spells
Creatures with a Willpower score higher
(though you can still spend known spells
than your talent ranks are not aected.
to activate specific talents). This talent
corresponds to a Spellcasting talent for Evocation: once per round, when the
the prerequisites of some prestige or elite wearer is hit by an adjacent creature, he
classes (Game Master discretion). You can can immediatly counterattack, inflicting
also spend a spark instead a spell to one point of wound damage of your spark
trigger Spell-powered talents (Game energy per success obtained by the
Master discretion). attacker (up to your talent ranks).
Eldricht Strike: (Spark-powered) when Illusion: the wearer can spend one free
you make a melee or ranged attack, you action per round to turn invisible. She can
can spend a certain number of sparks to remain invisible until she attacks. Once
obtain an additional eect on that attack she attacks a creature, she must wait one
which depends on the spark school. You round before becoming invisible again.
add your talent ranks to the attack roll
(however, not to additional attack rolls Necromancy: the wearer of the armor
that might be granted by the spark or the cannot die when he reaches his maximum
use of other talents). During a single wound damage. He ignores up to one
round, you can only spend one eldricht debilitation damage per talent ranks, and
spark through this talent. You recover does not fall unconscious when he reaches
your spark spents during a full-night rest. his maximum debilitation damage. He
still dies if he is aected by an instant
Eldricht Weapon Enchantment: death eect.
(Spark-powered) you can enchant one
weapon you touch with a constant ability Transmutation: the wearer gains the
determined by the spark school. Make a ability to fly at twice her land speed. If
spark activation+Eldricht Channel as a she does not land when the ability expires,
duration roll. A single weapon can only she immediatly falls.
have one enchantment at a single time.
Enchantments are magical eects and can 3.7.2 Eldricht Channels
be dispelled. You can end any of your
enchantment with a free action, but you Abjuration: you are surrounded by a
must be able to touch the enchanted powerful armor of force, granting you an
weapon. armor rating equal to half your talent
ranks. This armor does not stack with any
sort of physical armor you might wear. It
3.7.1 Eldricht Armor Enchantments does not impose an armor penalty to
Note: you can use eldricht armor enchantment Dexterity-based checks.
to enchant natural armor, including your own Conjuration: you can spend one move
if you have natural armor. You can also actions to teleport up to 20m per talent
enchant clothe, shields, or similar objects, with rank. You can split this ability into
the Game Master approval. multiple uses. Once you have traveled the
prescribed distance, the channel ends.
Abjuration: the wearer of the armor
reduces all damage from one energy of Divination: you add half your talent
your choice by your talent ranks. If you ranks to your Instinct against any illusion
choose your spark energy, you can roll eect. You can see invisible creatures, yet
twice the duration roll. only as blurred silhouettes.

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Enchantment: your mere presence sphere centered on the target. Compare


impedes thinking abilities around you. the net result of your attack roll with the
You increase by half your talent ranks the Reflex of each creature in the area
diculty of all mental-based skill checks of (including the initial target). Each target
creatures adjacent to you (including takes one wound damage of that energy
allies). Creatures with a Willpower score per success obtained. If there is no other
higher than your talent ranks are not target than the primary target in the area,
aected. she suers wound damage equal to the net
number of successes obtained.
Evocation: any attack roll you succeed
pushes back your opponent 1m per success Illusion: you create the most frightening
obtained (up to your talent ranks). sight the target can imagine. The target
suers debilitation damage equal to half
Illusion: you blur your own silhouette
the number of successes obtained (up to
and movements. Each round during which
your talent ranks). If she reaches her
you move at least 5m, you increase by half
maximum debilitation damage, she
your talent ranks the diculty of all skill
instantly dies.
checks made against you which require
accuracy (such as Perception checks, Necromancy: you suck up the target life
ranged attack rolls, but not area attack force, healing you by one wound damage
rolls or spells). per successes obtained.
Necromancy: you add your talent ranks
Transmutation: you transmute yourself
to all your saves against attacks against
into pure energy, charging to the target
which undead are naturally resilient.
and going through any creature in
Eects related with living or undead
between (up to 5m per talent rank). You
creatures consider you as an undead.
fly during this charge, and thus can ignore
Transmutation: you can enhance one any kind of dicult terrain. Compare the
minor aspect of your body. This grants net result of your attack roll with the
you a bonus equal to half your talent Reflex of each creature in the way
ranks to one skill related to that alteration (including the final target). The target
(Game Master approval required). takes one wound damage of your spark
energy per success obtained. If there is no
other target than the creature you charge,
3.7.3 Eldricht Strikes she suers wound damage equal to the net
Abjuration: you dispel one magical eect number of successes obtained.
aecting the target per success obtained.
Non-permanent eects are aected first.
3.7.4 Eldricht Weapon Enchantments
Permanent eects are not entirely
dispelled: they are only suppressed for one Note: you can use eldricht weapon
round per talent rank. enchantments to enchant natural weapons.
You can enchant your own natural weapons
Conjuration: you summon several copies only if you have one (such as claws or fangs),
of your weapon to attack the target. You or if you have the Ki Strike talent (or any
can make one extra attack per two talent equivalent talent).
ranks, using your usual Melee or Ranged
skill. Abjuration: each round the wearer does
Divination: you can roll twice the attack not attack with the weapon, she gains a
roll. If you succeed, you gain a bonus bonus to all his saves against melee equal
equal to your talent ranks to your saves to your talent ranks, and half your talent
against the next attack of the target ranks against ranged attacks.
against you.
Conjuration: the weapon can be thrown
Enchantment: you strike with fear up to and then teleport back to the wielders
one enemy per talent rank who sees you hand. The wielder can thus make ranged
attacking the primary target. Compare attack rolls (with the Ranged skill) with
the net result of your attack roll with the the weapon against targets located up to
Willpower of each secondary target. The 5m per talent rank.
creature must flee away from you for one
round per success obtained. Divination: the weapon will always find
its way to your target. The wielder ignore
Evocation: you create a burst of your cover or range penalties on all ranged
spark energy in a 1m per talent rank attack rolls up to your talent ranks.

33
Chapter 3

Enchantment: the weapon disrupts the (also present in Ghelspad), which aims at
mental processes of the target. The wearer teaching the common folk ways to fight against
can inflict one debilitation damage after a oppression like the charduni empire.
successful hit, except against creatures Asherak: there are a rather large number
with a Willpower score higher than your of monks in the continent, notably since the
talent ranks. A single creature can only be first exemplars originated from the asheraki
aected once with this talent. city-state of Brathanis. The exemplars have a
secret stronghold in the desert of Onn, and
Evocation: you encase the weapon with most monks of the continent actually trained
one energy of your choice: all damage here. A few other churches also form monks,
dealt by the weapon comes from that but they are more rare (since they typically
energy. If you choose your spark energy, prefer paladins or guardians).
you can roll twice the duration roll. The Dragon Lands: a small number of
Illusion: the weapon is not always where monks found the focus and dedication
it seems to be, allowing the wielder to roll necessary to walk the path of the monk. They
twice one attack roll per round, except tend to gather in small monasteries outside of
against creatures with an Instinct score the clans, and almost never mettle in the
higher than your talent ranks. The wielder aairs of said clans, prefering contemplation
can use this ability only once per creature. and training as their way of life.
Fenrilik: there are almost no monks in
Necromancy: each time the weapon kills Fenrilik, as the harsh conditions do not allow
a living creature, the wearer gains a bonus such luxuries as contemplation or meditation.
on her next attack roll equal to the white
Strength of the target killed modified by Concept: uses his focus to reach perfection
its size (Game Master discretion), up to in everywthing he does.
your talent ranks. She can benefit from Primary saves: Reflex, Willpower
this bonus only once per round. Primary skills: Acrobatics, Athletics,
Focus, Melee.
Transmutation: you transmute the
Primary talent: Ki Strike.
weapon into a weapon of another type, or
in another material. Special materials like Intercept Projectiles: (Constant) you
mithril require high talent ranks to unlock. can always block ranged attacks, even if
you do not have a shield. (Encounter) You
3.8 Monk can intercept a projectile which crosses
your melee reach (typically, a ranged
Monks try to achieve perfection in everything attack made against you). Make a
they do... notably martial arts. They Dexterity+Focus+Intercept Projectiles
transcend their mortal flesh and souls to check against a diculty equal to the
become something else, apart from the world. incoming ranged attack roll. If you
Monks tend to gather in monasteries isolated succeed, the attack is negated and you
from the rest of the world, with each snatch the projectile. You can then use a
monastery firmly believing that their point of move action to make a ranged attack with
view is the only way to perfection. Most monks it, with a bonus to the attack roll equal to
quit their monasteries after their training and your talent ranks. You must have at least
wander through the world, as a way to test one hand free to use both eects of this
their own dedication and inner strength. talent.
Ghelspad: there are only a few monastic Ki Strike: (Constant) you increase all
traditions in Ghelspad. The most well-known damage you deal with unarmed attacks by
is the order of the Scarred Hands, which half your talent ranks. (Encounter) You
actively tries to heal the land and the people can make a staggering unarmed strike
(sometimes alienating the local rulers like in with a Dexterity+Melee+Ki Strike vs
Calastia or in Dunahnae). A few churches also Fortitude check as a melee and physical
train monks, like the order of steel dedicated attack roll. If you succeed, the target
to Corean, the dawn spear adepts who follow suers wound damage normally and the
Madriel, or the elusice nightblades, target looses one action per two talent
monk-assassins dedicated to Belsameth. ranks.
Termana: there are very little monastic
orders on Termana, mostly because the land is Perfect Body: (Encounter) you can
too aggressive to provide the peaceful substitute any skill check based on
environment required to focus eciently. The Strength or Dexterity with
only notable exception is the order of the four Charisma+Focus+Perfect Body. (Daily)
winds, relatively strong in the human nations You can roll twice any check based on

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Strength or Dexterity, using Sky, or the dwarven Hearthguardians from


Charisma+Focus+Perfect Body instead of Burok Torn.
the usual check. Termana: there are very few paladins on
Termana, except for the famous Sisters of the
Perfect Flesh: (Daily) you can clean your Sun. These female paladins have repelled by
body from external agents. You cure three times the invasion of the infamous Ghul
yourself from any poison, disease or King against the various human kingdoms.
similar eects which diculty is equal or The sisters keep an eye on the remaining
lower than your talent ranks, or heal a undead forces, while scouting human nations
number of debilitation damage equal to to keep the titanspawns at bay.
your talent ranks. Make a Asherak: there is a relatively large number
Charisma+Focus+Perfect Flesh check as a of paladins on Asherak, as sacred warriors are
duration roll. You gain a bonus in trained in almost every city. It is on this
Fortitude equal to your half your talent continent that paladins of other gods than
ranks for the prescribed duration. Corean are mostly found. The most famous
are the paladins of Crown Keep, who, despite
Perfect Motion: (Constant) you can force
their small numbers, manage to hold o the
reroll any Acrobatics check. (Daily) You
various monsters from the Soulburn Waste.
can teleport up to 20m per talent rank.
The Dragon Lands: there are no paladins
You can split this distance in several uses.
in the Dragon Lands, as the concept of a
You must see your point of arrival to
lonely avenger or a sacred knight is quite alien
teleport there.
to the local culture.
Perfect Soul: (Daily) you can enter a Fenrilik: there are almost no paladins in
trance-like state in which you become Fenrilik, as the voice of the gods are rarely
resistant to mental attacks. Make a heard on this continent.
Charisma+Focus+Perfect Soul check as a white
duration roll. While this stance lasts, you Concept: protects the weak and the
can force reroll one mental attack roll innocent with the help of his divinity.
against you per talent rank. Furthermore, Primary saves: Fortitude, Willpower
you ignore the same number of Primary skills: Faith, Heal, Melee, Ride.
debilitation damage. This damage does Primary talent: Smite Evil.
not vanish: you simply ignore it for the
Detect Evil: (Constant) you add half your
duration of the trance.
talent ranks to your Instinct save against
any illusion attack. (Encounter) You can
3.9 Paladin detect enemies of your faith. Make an
Charisma+Faith+Detect Evil check. For
Paladins are sacred warriors who follow a each success you detect the distance and
certain code of justice. Most of them hear a direction to the next closest creature. If
divine calling when they are younger, and the creature in question is disguised under
believe it is their duty to go on and protect the an illusion eect, you require as many
innocents and the weaks. Most paladins honor successes on your check as the number of
Corean as the god of true justice and a successes she obtained on her spellcasting
parangon of virtue they try to achieve. A roll. If you do not have enough successes,
certain number are lone travelers, but a you still detect the next nearest creature.
majority of them are actually gathered in Divine Courage: (Constant) you add half
knightly orders, each dedicated to a certain your talent ranks to your Willpower save
goal or ideal. against any fear attack. (Daily) You can
Ghelspad: the most famous orders are the also help your allies fight fear. You can
four swords of Corean, four orders which target yourself and a number of allies
exemplify dierent virtues of a paladin. The equal to your talent ranks. Make a
order of Mithril (based in Mithril with a small Charisma+Faith+Divine Courage check
chapter in Fangsfall) creates heroic champions as a duration roll. The targets become
of justice. The order of Silver (primarily based immune against fear eects for the
in the Gleaming Valley) hunts demons and prescribed duration.
other extraplanar threats. The order of Steel
(originating from Darakeene) focuses on the Divine Mount: (Constant) you gain one
art of war as well as the art of weaponsmith. mount with whom you share a special
Finally the order of Gold (based in Durrover) divine link. You can force reroll any
is dedicated to compassion and healing. Dexterity+Ride check when you are on
Various other knightly orders exist as well, your mount. (Encounter) You can
including the madrielite Order of the Morning substitute any skill check you make from

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above your mount, or you mount makes, selected skills, you can substitute your
with a Charisma+Ride+Divine Mount check with an Intelligence+Focus+Mind
check. Over Matter check. (Daily) You can use
the power of your mind to resist physical
Shield of Faith: (Encounter) whenever pain. Make an Intelligence+Focus+Mind
an ally is attacked, you can invoke your Over Matter check as a duration roll. You
god for protection. Make a can use your Willpower save instead of
Charisma+Faith+Shield of Faith check. If your Fortitude save, and you ignore a
the target is from the same faith as you, number of debilitation damage equal to
you can roll twice this check. If you obtain your talent ranks. This damage does not
more successes than the triggering attack, vanish: you simply ignore it for the
then it is canceled, and you can roll twice duration of the eect.
your next attack against the attacker.
Mind Spike: (Daily) when you are
Smite Evil: (Constant) you increase by targeted by a mental attack, you can
+1 all the damage you deal to enemies of strike down the attacker. Make an
your faith. (Encounter) You can deliver a Intelligence+Focus+Mind Spike check. If
powerful smite against an enemy of your you exceed the attack roll, the attack fails
faith. Make a Charisma+Faith+Smite and the attacker suers as many wound
Evil as a melee attack roll, rolling twice. damage (psychic) as the number of
If you succeed, you deal a number of exceeding successes, as well as one
wound damage equal to the net number of debilitation damage. If you fail, you still
successes obtained. This damage is of an gain a bonus on all your defenses against
energy which depends on your god that attack equal to half your talent ranks.
(radiant for most paladins, Game Master
discretion). If the target is not an enemy Psionic Focus: (Daily) you become
of your faith, you make a normal attack psionic-focused for a number of rounds
roll instead and take one debilitation equal to your talent ranks. While you are
damage (and you still use the daily usage psionic-focused, you can roll twice any
of this talent). Focus-based check. You can also use one
heightened eect of your psionic spells
Weapon of the Faith: (Constant) when without spending an action point, but this
you use your gods favored weapon, you immediately ends this talent.
can substitute your melee attack rolls with Furthermore, you cannot hide the visual
Strength+Faith checks, and your ranged or auditive eects of your spells.
attack rolls with Dexterity+Faith check.
(Daily) You can cover your weapon with Psionic Reflexes: (Encounter) when you
divine energy. Make a are attacked against your Reflex, you can
Charisma+Faith+Weapon of the Faith make an Intelligence+Focus+Psionic
check as a duration roll. Your attacks Reflexes check and use the result instead
with your gods favored weapon deal of your save.
damage of an energy determined by your
Spellcasting (Psionic Magic): you can
god for the prescribed duration.
cast psionic spells, using
Intelligence+Focus+Spellcasting (Psionic
3.10 Psion Magic) as the spellcasting roll. You learn
a number of common spells equal to your
There are no psion in the Scarred Lands. talent ranks. If Psion is your first base
white class, you learn an additional number of
Primary saves: Reflex, Willpower common spells equal to your Intelligence
Primary skills: Deception, Focus, ranks. You dont need to talk or move to
Perception, Persuasion. cast spells. However, your spells display
Primary talent: Spellcasting (Psionic perceptible visual or auditive eects.
Magic). (Encounter) You can cast a spell without
any of these visual or auditive eects.
Common Memory: (Encounter) when
you make a knowledge check, you can
substitute your check with an 3.11 Ranger
Intelligence+Focus+Common Memory
check. Rangers are quite common throughout the
Scarred Lands, notably because civilization has
Mind Over Matter: choose one Strength- not yet claimed all the land. Rangers are
or Dexterity-based skill. (Encounter) needed as scouts or hunters, and can be found
When you make a check from one of the in most cultures, especially in nomadic tribes.

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Rangers who honor the gods are frequent Animal Companion: (Constant) you
worshippers of Tanil the Huntress, yet this is gain one animal companion that can
more a trend than an actual rule; the skills of understand and follow your orders (Game
a ranger are not linked to any actual divinity, Master approval required). (Encounter)
be it a god or a titan. You can substitute any of your animal
Ghelspad: the most famous rangers are companion skill check with your own
probably the Vigilants of Vesh, who scout the Intelligence+Nature+Animal Companion
land to evaluate the threat of titanspawn or skill check.
other evil cultures like Calastia or Dunahnae.
The wood elves of Vera-Tre and the Horsaw Animal Empathy: (Constant) animals
Forest have both a strong anity with this understand you particularly well. You can
class, as they are naturally attuned to forests make Intelligence (using the Intelligence
of all kind. Rangers can be found every-where score of the animal instead of
else (except maybe in the city-states where yours)+Nature+Animal Empathy checks
such training is more rare). The nomadic to try to transmit ideas or concepts to
tribes of Bleak Savannah or the Ukrudan them, even influence their behaviour.
Desert make a frequent use of rangers too, as (Daily) You can use this talent to make an
well as the people of Ontenazu, where the animal do something he would not do
Windwalkers guide caravans and travelers under normal circumstances (for example,
through the Canyon of Souls. asking an hungry predator to not attack
you and leave). The diculty depends on
Termana: rangers in Termana mostly come the task to accomplish (Game Master
from the nomadic tribes. Some of them live in discretion).
the human countries, and even fewer in the
forsaken elf or charduni lands. Most warriors Archer's Eye: (Constant) you add half
in the Gamulganjus are actually rangers, as your talent ranks to all Perception checks
their skills are required to live in such hostile made to see from afar, and you reduce the
jungle. Rangers can also be found in the tribes distance penalty to ranged attacks by the
of the Centaur Plains or the Iron Sand Desert. same amount. (Encounter) You can
In these last cases, the rangers tend to honor substitute a ranged attack roll with a
the spirits of nature rather than a specific god Dexterity+Perception+Archers Eye
or titan. check. If the target makes you force reroll
Asherak: there are very few rangers in the this check, you can roll twice the reroll.
asheraki city-states. However, this class is
much more common in the nomadic tribes of Expert Tracker: (Encounter) you can roll
the desert, as their skills are required to twice any Nature check to track a
survive the hostile environment. Asheraki creature, or any Stealth check you make
rangers honor a lot a various gods of the to conceal your own tracks. In both cases
desert, most of them being almost unknown in you can add your talent ranks to your skill
the other continents. check.
The Dragon Lands: rangers are relatively
common in the Dragon Lands, even though Favored Enemies: choose one type of
they do not have the same importance as they creatures as your favored enemies (Game
can have on other continents. The wood elf Master approval required). (Constant)
clans have a strong and old ranger tradition, You gain a +1 bonus to all skill checks
while a few clans use them as scouts or made against your favored enemies as well
messengers. as on one save of your choice against
attacks from your favored enemies (decide
Fenrilik: rangers are the most common when you choose the talent). (Encounter)
class in Fenrilik, as they are the most able to You can roll twice a skill check made
survive the arctic weather. The ice gnomes against your favored enemies, with a
who originate from this continent are bonus equal to your talent ranks.
frequently rangers, and most of the tribes and
families who live on this continent have at Terrain Mastery: choose one terrain type
least one ranger to guide them through the (Game Master approval required).
tundra, hunt for food, or find shelter. (Constant) You and as many allies as your
white talent ranks that can hear and understand
Concept: a warrior at ease in the wild. you gain a +1 bonus to all skill checks and
Primary saves: Fortitude, Reflex saves when interacting with that terrain.
Primary skills: Nature, Perception, (Encounter) You can roll twice any skill
Ranged, Stealth. check made in your favored terrain. Add
Primary talent: Favored Enemies. your talent ranks as a bonus to this check.

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3.12 Rogue backstabbing others. On the contrary, the local


culture is more about help and mutual aid.
Rogues are common through most civilised white
areas, even if their number and importance Concept: a scoundrel of multiple talents.
may vary from place to place, depending on Primary saves: Reflex, Instinct
the culture and the local law enforcement. The Primary skills: Acrobatics, Deception,
rogue class covers a wide range of characters, Stealth, Thievery.
like the thief, the spy, the daring Primary talent: Sneak Attack.
swashbuckling adventurer, or the
knowledgeable treasure hunter. Conceal Item: (Encounter) you can
Ghelspad: there are various rogues in conceal a small item on yourself. No
Ghelspad, mostly located in the human nations mundane search can find the concealed
and city-states. The Calastian Hegemony item, and magical eects suer a malus
produces a lot of them, notably since equal to your talent ranks. You can
inequalities through the country force several conceal a number of items this way equal
people to steal for a living. Rogues are quite to your talent ranks. A concealed item
common in Shelzar too, as anything in this ceases to be concealed as soon as someone
city seems possible. Even cities like Mithril or else than yourself sees it.
Fangsfall have their dark side, with
cut-throats, burglars, or rackets here and Fast Talk: (Constant) when you have a
there. The most well-known thief guild is social interaction, you choose either of
called the Scaled, which operates through all your Charisma or Intelligence as the base
the continent, but other guilds exist as well attribute for the corresponding skill check.
(and most thiefs arent aliated to any one). This can apply to social talents like the
Taunt talent if the Game Master approves
Termana: rogues are mostly common in
it. (Encounter) When you make a social
the human nations of Termana, even though
interaction check, you can force reroll the
forsaken elves slowly become rogues, by
check using an
necessity more than by choice. Rogues are
Intelligence+Deception+Fast Talk check.
highly common on the Grey Island, inhabited
with refugee outlawed from other countries.
Quick Skill: choose one skill per talent
On the other hand, there are almost no rogues
rank. (Daily) You can perform an action
in the charduni empire, since the law
based on one of the chosen skills that
enforcement is strong enough to ensure anyone
would normally take several rounds (or
caught stealing or cheating wont do it again.
even minutes or hours) in a single round.
Asherak: there are a rather large number Add your talent ranks to your skill check.
of rogues in the asheraki city-states, notably in
those where the cult of gods like Enkili or Sneak Attack: (Encounter) when you
Belsameth is open. For example, Brathanis, surprise an opponent with a melee or
previously known for being home to the very ranged attack, you can roll twice your
first exemplars, has become a haven for these attack roll. If you succeed, you deal an
outcast, and the city has become a major additional amount of wound damage equal
center of the cult of Enkili. A large number of to your talent ranks. The damage dealt by
God-Kings also used specially trained sacred a sneak attack becomes hemorrhagic
rogues called the Unsee Eyes, who carry out damage, unless you have a Strength score
missions for them, ranging from spying to higher than the armor rating of the target,
assassination of enemies of the faith. in which case you can deal physical
The Dragon Lands: there are a few rogues damage if you wish.
in the Dragon Lands, even though not as much
as in other continents as the local society tends Trap Sense: (Constant) you never trigger
to find a place for everyone among the clans. traps accidently when you actively try to
Still, a few individuals think that cheating and detect them. (Daily) When you disable a
stealing is their best way in life, and it is not trap, pick a lock, or perform any similar
uncommon to see criminals wanted by several action, you can roll twice, with a bonus
clans for their crimes. The best even dream of equal to your talent ranks.
stealing form a dragons hoard, but all who try
get caught in the act (and generally, brutally Uncanny Dodge: (Constant) you are
killed by said dragon). never surprised by an attack. (Encounter)
Fenrilik: there are almost no rogues in When you are targeted by a melee, ranged
Fenrilik. One notable reason is that the or area attack, you can force reroll the
climate and the lands are so dangerous, no one attack roll, with a malus equal to your
has really the occasion to think about talent ranks.

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3.13 Sorcerer the titans who fled the Divine War and the
persectutions by the god-worshippers.
Sorcerers inherit their powers from a distant white
and powerful ancestor. Sorcerers are born Concept: inherits his arcane magic from a
sorcerers. It is impossible to learn being a powerful ancestor.
sorcerer, even though pacts made with devils, Primary saves: Fortitude, Willpower
angels or feys (among other) might grant Primary skills: Arcane, Deception,
sorcerous powers. The powers of a sorcerer are Perception, Persuasion.
inherited, and the first sorcerers were granted Primary talent: Spellcasting (Inherited
their power by the titans. Even though the Magic).
titanic influence have been diluted through the
Energy Cloak: (Daily, Spell-powered) you
millenia, sorcery is still considered with
can surround yourself in arcane energy.
suspicion, as one does not always know the
Make a Charisma+Arcane+Energy Cloak
true origin of a sorcerers power, nor where lies
check as a duration roll and choose one
its true allegience.
energy type. You gain resistance equal to
Ghelspad: the most famous sorcerers are
your talent ranks for the prescribed
the albadian sorceresses known as the Hellian:
duration. Furthermore, you can deliver
these tattooed witches act as spiritual guides
melee attacks using
for the nomadic tribes of this barbaric country.
Strength+Melee+Energy Cloak as the
Sorcerers can otherwise arise in most nations;
melee attack roll; these attacks deal
they are relatively frequent near Zathiske and
damage of the chosen energy. Finally, you
the Ukrudan Desert (with some kind of anity
can convert all the damage you deal with
for fire magic), and Calastia tries to raise
spells into the chosen energy. However,
lineages of sorcerers for their armies. The
each time you do so the duration reduces
drendali also have a few powerful sorcerers
by one round.
among their ranks. A small guild of half-orc
sorcerers, powered by the blood of Kadum, Display of Power: (Encounter) when you
lives from piracy on the Blood Sea. make a Deception or Persuasion check,
Termana: there is not as many sorcerers in you can substitute your check with an
Termana as in Ghelspad. A few forsaken elves Charisma+Arcane+Display of Power
are (even though they tend to be more often check.
wizards than sorcerers), typically draining
their powers from old dragon alliances. In the Imbue Item: (Daily) during one full-night
human countries, more sorcerers are born with rest you can imbue one item with one
time, probably due to the occult influence of spell you know. Any creature holding the
the nearby Blood Bayou. Finally, a few item can cast the spell herself, making the
sorcerers live among the nomadic tribes in the spellcasting roll using her own
south, notably in some of the terali tribes Charisma+Arcane score plus your talent
where dark spots mark them as such. ranks. As long as the item is enchanted
Asherak: there are only a few sorcerers in you cannot recover the spell: you cannot
Asherak, as this land is more impregnated cast it, either through normal means or
with divine magic than arcane. Most of them with the Inner Magic talent. You recover
live in the city-states, and draw their powers the spell the next rest after the imbued
from pacts with devils and angels. A certain spell has been cast, or when the item is
number of them live with the nomadic tribes. destroyed, or after one day per talent rank
In particular, the Shalathim tribe is (at which point the enchantment finishes).
well-known for their powerful use of fire magic, Inner Magic: you gain one spell foil per
and is feared by most of the other local tribes talent rank. Whenever you cast one spell
because of it. with the Spellcasting (Inherited Magic) or
The Dragon Lands: not surprisingly, Spellcasting (Arcane Legacy) talents, you
sorcerers are the most common spellcasters on can spend one of your spell foil instead of
this isolated continent. Most sorcerers claim to loosing the spell. You cannot use these
have dragon blood in their veins, and the very spell foils for any other purposes, like
few woh cannot might sometimes be spell-powered talents.
excommunated, if not hunted or executed in
the most extreme cases. Sorcerers here have a Spellcasting (Arcane Legacy): choose
very high social status, as they are seen as one type of magical creature from which
directly empowered by the dragon of the high you descent (Game Master approval
clans, and in some cases are direct required). You can cast one legacy spell
ambassadors of said dragons. that depends on your linage. You use
Fenrilik: there are a few sorcerers on this Charisma+Arcane+Arcane Legacy as the
continent, and most of them are worshippers of spellcasting roll for this spell.

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Furthermore, choose one energy in fighter-like tendencies, in order to help in the


relation to your heritage as your legacy war against the charduni. The dark dwarves
energy. When an arcane eect allows you themselves have a strong necromantic
to choose a type of energy (like the background, using undead armies at their
Energy Cloak talent), you must choose command. Wizards are somewhat rare in the
your legacy energy. (Encounter) When human nations, and almost unknown
you are attacked by your legacy energy, everywhere else.
you can force reroll the attack roll, and Asherak: there are not a lot of wizards in
gain a bonus on all your saves against that Asherak as most spellcasters are clerics. The
attack equal to half your talent ranks. few wizards are typically closely watched by
the city-states governements, in order to avoid
Spellcasting (Inherited Magic): you outbreaks of loose arcane energies as what
can cast arcane spells using happened during the Divine War. The old city
Charisma+Arcane+Spellcasting of Valmatia used to have a powerful legion of
(Inherited Magic) as the spellcasting roll. war mages, but has been entirely lost during
You learn a number of common spells the fight against the titans.
equal to your talent ranks. If Sorcerer is The Dragon Lands: there are only a few
your base class, you learn an additional wizards in the Dragon Lands, as it seems weird
number of common spells equal to your for a continent so impregnated with sorcerous
Charisma ranks. You must be able to magic to actually study arcane magic. Most
speak and move to cast your spells. You wizards are therefore mocked for their
cannot cast spells if you are silenced or attempts, even though an occasionnal
immobilized. (Daily) You can spend a enlighted dragons might take a wizard or two
full-round action to recover spent spells. under his wings in order to better understands
Make a Spellcasting (Inherited Magic) the deep mysteries of magic.
check (without skill or attribute). You Fenrilik: there are almost no wizards in
recover a number of spells equal to your Fenrilik, as the climate does not provide an
successes (minimum one). environment suitable enough for the arcane
studies.
white
3.14 Wizard Concept: learns arcane magic through
books and grimoires.
While sorcerers inherit their arcane powers, Primary saves: Willpower, Instinct
wizards learn them through intensive esoteric Primary skills: Arcane, Erudition, Focus,
studies. They are slightly more tolerated than Perception.
sorcerers, but most of the population is still Primary talent: Spellcasting (Prepared
suspicious towards arcane magic. Wizards tend Magic).
to group in guilds of some sort, so that they
can better preserve or expand their knowledge, Arcane Sight: (Encounter) you can
and better defend themselves against the local substitute a Perception check with an
population. Intelligence+Arcane+Arcane Sight check.
Ghelspad: a small number of wizards can Alternatively, you can add half your talent
be found in almost any civilised countries. The ranks to your Instinct save againt the next
most prominent guild is certainly the illusion eect of the encounter. (Daily,
Phylacteric Vault in Darakeene, which explores Spell-powered) You can grant yourself a
exotic areas of magic like dream or time magic. special arcane vision. Make an
The most dangerous are the calastian Intelligence+Arcane+Arcane Sight check
battlemages, who uses powerful magic to aid as a duration roll. While this eect is
their nations troops in combat. The active, you detect magical auras within
necromancers of Hollowfaust are also wizards, your spellcasting range (like magic items,
even if they stand out with their uncommon active spells, etc). Some eects are more
use of death magic. Finally, the dwarves of dicult to perceive, and might require a
Burok Torn are the most famous non-human certain number of successes (Game Master
wizards, wielding powerful runic magics discretion).
against their enemies.
Termana: the forsaken elves are certainly Bastion of Will: (Constant) you can force
the most powerful wizards of the continent, reroll any Focus check made to cast spells
and maybe of the entire world. They aquired in dicult conditions. (Encounter) When
arcane knowledge after centuries and millenia you are subject to a mental attack, you
of research, and hold firmly to it after the can make an Intelligence+Focus+Bastion
events of the Divine War. In the borderland of Will check and use the result as your
country of Sylavael, wizards tend to have Willpower against that attack.

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Cantrips: choose one spell you know per a specially prepared arcane focus (wand,
talent rank. You can cast the diminished sta, tome, etc) to cast your spells as well
eects of these spells once per encounter. as be able to speak. You cannot cast spells
This usage comes in addition to the if you are silenced or do not hold your
normal diminished eects usage. focus. Furthermore, you keep a spellbook
(Encounter) When you cast a diminished which contains one reserve spell per talent
eects of a spell, you gain a bonus on your rank. When you have time to study your
spellcasting roll equal to your talent spellbook (usually only possible during a
ranks. (Daily) You can channel magic at rest), you can replace any number of your
very high speed. Make an normal spells by the same number of your
Intelligence+Arcane+Cantrips as a reserve spells. You must have your
duration roll. Casting a dminished eect spellbook available to do so.
of a spell becomes a move action only, and
any diminished spell eect you cast while
this talent is active does not count toward
your encounter usage.

Familiar: (Constant) you gain a small


animal of your choice as a familiar (Game
Master approval). Your familiar gains a
bonus equal to your talent ranks on all
saves. You can communicate with your
familiar by telepathy. Furthermore, you
gain a +1 bonus to a skill depending on
the familiar as long as your familiar is
adjacent to you. (Encounter) You can see
through the eyes of your familiar. To do
so you must make an
Intelligence+Arcane+Familiar check vs a
diculty depending on the distance with
your familiar (Game Master discretion) as
a duration roll.

School Mastery: choose one school of


magic. You learn one additional spell from
that school and add another one to your
reserve spells if you have the Spellcasting
(Prepared Magic) talent. If you have the
Cantrips talent, you also gain one
additional encounter usage of the cantrips
associated with your chosen school. When
you prepare your spells, you must prepare
at least one spell from your favored
school. (Encounter) You can add your
talent ranks to a spellcasting check you
make to cast a spell from the chosen
school. (Daily) You can use the
heightened eects of a spell from the
chosen school without spending an action
point. You must still cast the spell as a
ful-round action. You cannot use this
ability with eects that allow you to cast
a spell as a free action or reaction.

Spellcasting (Prepared Magic): you


can cast arcane spells using
Intelligence+Arcane+Spellcasting
(Prepared Magic) as the spellcasting roll.
You learn a number of common spells
equal to your talent ranks. If Wizard is
your first base class, you learn an
additional number of common spells equal
to your Intelligence ranks. You must have

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Chapter 4

Prestige classes

Prestige classes represent a specific training been accustomed to see one of their bethren
or abilities. Most of them are relatively easy to disappear, and are trained not to ask questions
learn, yet a few classes are highly selective. about it.
Each prestige class is described in the Asherak - Vale of Shadows: the clerics of
following format: this belsamite city-state train assassins for
their service, and send them to other
city-states to strike down enemies of the
Prestige Class goddess. They are used mostly as a preventive
measure, in order to ensure that no one will
Description of the prestige class in the Scarred attempt to invade the city.
Lands, including a list of locations where white
characters can learn this prestige class. Concept: a silent killer.
white Prerequisites: Stealth 3 ranks, Melee or
Concept: a few words to describe the class. Ranged 3 ranks, must have killed at least one
Prerequisites: this indicates conditions a creature of your own race.
character must meet before entering the Additionnal talents: Favored Enemies
prestige class. (Ranger), Sneak Attack (Rogue).
Additionnal talents: this indicates two
talents from base classes that the character can Death Mark: (Daily) you can select one
select as class talents. creature who is not aware of your presence
or does not see you as an enemy as your
Description of three talents specific to the mark. For each round you spend
prestige class. observing the target you gain one mark
bonus. You can accumulate this mark
4.1 Assassin
bonus up to your talent ranks. When you
make your next attack against the target,
you can try to kill the target. Make a
Assassins kill for a living. Most of them honor Dexterity+Stealth (or Deception if the
Belsameth as the goddess of death and creature was able to see you) vs Fortitude
assassins, yet a few honor other gods as well. with a bonus equal to the mark bonus you
This prestige class is quite easily accessible, as have accumulated up to this point as a
it does not require secret training of any sort. melee (or ranged) and physical attack roll.
Ghelspad - Hedrad: the very secret order If you succeed, the target suers a number
of the angels of Nemorga is trained to track of wound damage equal to the net number
down creatures that should be dead, and are of successes obtained, and debilitation
still alive. This mostly includes undeads, but damage equal to half the number of
also creatures who have been resurrected too successes obtained. If the target becomes
many times. dying or unconscious because of this
Ghelspad - Shelzar: the cult of the attack, she dies immediatly.
Ancients is the most prominent guild of
assassins of all Ghelspad. They can be Poison Use: (Constant) you never poison
contacted in every temple of Belsameth, and yourself by accident when you manipulate
will carry out their mission, as long as you are poison. (Encounter) You can coat an
able to pay the price. object with poison. Make an
Termana - Charduni Empire: the leader Intelligence+Thievery+Poison Use check
of the charduni uses a small order of assassins vs Fortitude as a physical attack roll
known as Charduns Mercy to quickly (and against the first creature who touches the
quietly) dispatch of anywhom would threaten object before the end of the day. If you
or object his rule. The charduni dwarves have succeed, the target suers a number of

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debilitation damage equal to the number required to cast the heightened eects if
of successes obtained (up to your talent you choose to do so. You can control up
ranks). to two undeads created with this talent
per talent rank.
Silent Killer: (Encounter) when you
make an attack, you can immediately Crown of Undeath: (Daily,
after make a Stealth check, with a bonus Spell-powered) you control up to one
on the Stealth check equal to your talent undead creature per talent rank. Make a
ranks. If the attack was successful, you Charisma+Arcane (or Faith)+Crown of
can roll twice. Undeath vs Willpower check as a mental
attack roll and duration roll. If you
succeed, the target obeys your orders for
4.2 Commander of the Dead the prescribed duration. If a creature
submits willingly to this power, she can
Commanders of the dead are necromancers force reroll any check made to carry out
who specialize in animating undeads, a lot of your orders.
undeads. They can be found in any armies
who use undead are their main infantry (and Legion of the Dead: (Constant) when
in the Scarred Lands, this means a lot of you cast the animate dead spell, you no
dierent groups). longer need to touch the target to animate
Ghelspad - Dunahnae: the army of her, and you add your talent ranks to your
Dunahnae (said to be the most pau moins ranks in the Spellcasting talent to
lesprit est un peu powerful in Ghelspad) has determine the spellcasting range. (Daily)
several necromancers in their ranks, who When you cast the animate dead spell,
ensure the loyalty of a soldier even after his you can animate up to two corpses per
death. They have built the mighty Wall of talent rank. You cannot use this eect
Bones which protects the nation from the with the Create Undead or similar talent.
dangers of the Ukrudan Desert.
Ghelspad - Hollowfaust: the
necromancers of Hollowfaust are well-known 4.3 Contemplative
for being masters of undead animation. Their
undead armies have broken four sieges by Contemplatives are hermits who prefer a life of
titanspawn, and remains yet undefeated. isolation and meditation rather than the
Termana - Blood Bayou: the Bone Krewe turmoil of civilization. Hidden in far-away
of the Carnival of Shadows has a large and locations, they prefer being alone, even if some
powerful undead armies, under the command keep the company of animals or some kind of
of Baron Mirth. Several commanders of the creatures. They are solitary beings by nature,
dead serve as his lieutenants. Fortunately for and almost never join a guild, cult or
the neighbouring countries, this army never organization. Still, a few places seem to attract
went out the Blood Bayou. them more than oft.
Termana - Charduni Empire: a certain Ghelspad - Kelder Mountains: the
number of commander of the dead fight in the Kelders are a favorited hiding place for hermits
charduni army, but not as many as what of all kinds. Regions near the Canyon of Sould
happens for example in the Dunahnae army. or Durrover tend to attract followers of Denev
Asherak - Scaumaturge: this city-state is or other titans, while a few dwarves have been
home to several necromancer lords, who known to escape their city of Burok Torn or
continuously fight for the control of the city Krakadm to live in complete autarcy.
and the large amount of undead who dwell Termana - Ehitovael: the Divine War has
nearby. taken a great toll on the forsaken elves, and
white some have preferred to retract themselves from
Concept: a necromancer who leads armies civilization, remembering old times from before
of undead to fight. the War and the ancient glory of their empire.
Prerequisites: Arcane or Faith 3 ranks, Termana - Titansforge Mountains: these
Spellcasting (any) 3 ranks, ability to cast mountains are home to various hermits who
animate dead spell. have fled here to pray to their gods, spirits or
Additionnal talents: Repel Infidels titans in peace, away from those who might
(Cleric), School Mastery (Necromancy) chase them for their beliefs. A large number of
(Wizard). followers of the titans can be found in these
mountains.
Create Undead: when you cast the Asherak - Desert of Onn: the desert of
animate dead spell, you can spend one Onn, now known as the Crucible Lands, have
action point to make the eect permanent. always been a place for hermits and sages. It is
This is in addition to the action point there that the first exemplars exiled themselves

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to reach perfection, and it is here that the other spellcasters, as long as they are granted
ubantu go alone to meditate on the nature of visions by an appropriate entity or location.
civilization and divinity. Ghelspad - Hedrad: the clergy of
white Hedrada in this city is well-known for the high
Concept: meditates alone on life and number of prophets in its ranks, as well as its
divinity. ability to predict the future (even though none
Prerequisites: Faith or Nature 3 ranks, could be able to predict the Divine War).
Focus or Folklore 3 ranks, must have lived Ghelspad - Hollowfaust: there are a few
alone for a full year. oracles in the city of the necromancers, who
Additionnal talents: Strength of the mostly specializes in predicting death of major
Faith (Cleric), Natures Herald (Druid). figures of the Scarred Lands. Unfortunately,
their voice are rarely heard outside the city.
Eternal Body: you stop ageing (even Asherak: divine oracles can be found in
though you still die when your lifetime is almost every city-state of the continent. Most
over), and you add your talent ranks to of them are close to their God-Kings, who use
your Fortitude against immediate death their prophecies to better rule their city. Some
eects as well as eects that would age of them prefer to stay out, and remain in the
you. desert as hermits and anchorites.
Asherak - Arisha Jakim: on this small
Solitude: at the beginning of each story island the caves of Ugarraz are said to be filled
arc, you can select a cabin, grotto, or with fumes which grant visions. An ancient
similar shelter as your home. You add order of oracles of Enkili lived there until the
your talent ranks to all your checks made Divine War, and have been since replaced by a
to locate your home (even with magical barbaric tribe.
means), while ennemies suer an equal white
penalty. While you are alone in your Concept: has been granted premonitions
home, you heal one additional wound by his divinity.
damage per two talent ranks per rest, and Prerequisites: Faith or Folklore 3 ranks,
you add your talent ranks to all your Spellcasting (Divine Magic) (Cleric) 3 ranks
defenses against physical attacks. (or Spellcasting (any) 3 ranks and ability to
cast Divination spells), must have been
Spellcasting (Hedge Magic): you can granted a vision by your god or another entity.
cast divine or primal spells (choose when Additionnal talents: School Mastery
you first gain this talent) using (Divination) (Wizard), Uncanny Dodge
Intelligence+Folklore+Spellcasting (Hedge (Rogue).
Magic) as the spellcasting roll. You learn
one common or domain spell per talent Foresight: (Daily, Spell-powered) you can
rank. The domain must either be related spend one or several consecutive
to your god, or to the environment in full-round actions to enter a meditative
which your home (as defined per the state. At the end of the meditation, you
Solitude talent) is located (Game Master can gain a number of automatic successes
approval). As opposed to the Spellcasting equal to the number of rounds spent in
(Divine Magic) talent, there is no limit to meditation (up to your talent ranks) to
the number of domain spells you can learn your next skill check of the encounter.
with this talent. (Daily) When you cast a
spell without anyone looking, you can gain Future Sight: (Encounter) when a
automatic successes equal to your ranks in creature takes an action, you can make an
the Focus skill (up to your talent ranks). Intelligence+Perception+Future Sight vs
Instinct as a mental attack roll. The
diculty may be increased by the speed of
4.4 Divine Oracle the creatures action (Game Master
discretion). If you succeed, you can take
Oracles are the voice of their gods. They are an action before your opponent action
granted visions and premonitions, which makes takes place.
them powerful allies or dangerous enemies.
They tend to stay out of the mortal aairs, Premonition: during a rest, you can
prefering to stay in communion with their spend one action point to gain a short
divine patrons. Therefore, they can be found in glimpse of the future granted by your god.
a lot of places, and they do not require special Make an Intelligence+Faith+Premonition
training: the benediction of a god is enough. check. The result indicate the clarity and
Note that even though the title of this class understandability of the vision. You can
suggests a divine nature, it is also open to ask to focus your concentration toward

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specific places or creatures, but doing so exclude the items of up to one creature
might increase the diculty of the check. per talent rank in the area.

Craft Magic Item: choose one magic item


4.5 Enchanter type per talent rank. You can create items
from these kinds by spending one action
Enchanters know how to craft magic items. point, provided you have enough material
Most enchanters are spellcasters but in some and equipment to do so (Game Master
rare occasion, a mortal gifted enough will find approval). Make an
a eay to craft magic items without knowing Intelligence+Craft+Craft Magic Item to
magic. Whether this is a gift of the gods or determine the number of property ranks
some more fundamental magic is unknown. you can attribute to the item. However,
This prestige class is widespread in the Scarred you cannot create items with a property at
Lands, as most spellcasters can learn the a rank higher than your own talent rank.
secrets of crafting magic items by themselves.
Negate Enchantment: (Daily,
Ghelspad - Burok Torn: the dwarves are Spell-powered) you can nullify the
well-versed in enchantment, using runes and properties of all magic items within 5
patterns to fix magic into items. There are meters per talent rank (including yours
well-known for their weapons and armors, and and your allies). Make an
use it with great eciency against the Intelligence+Craft+Negate Enchantment
calastian army. check versus the highest property rank of
Ghelspad - Darakeene: the wizards of an item as a mental attack roll and
the Phylacteric Vault study all forms of magic, duration roll. The item ceases to function
and enchantment is one of their main area of for the prescribed duration. This aects
expertise. They collect artefact from all over temporary items, including those created
Ghelspad, and try to reproduce their magic in by the Enchant and Transfer
their laboratory. Enchantment talents, as well as items
Ghelspad - Gleaming Valley: clerics of storing spells as per the Imbue Item or
Hedrada and Corean are well-known to Brew Potion talents.
produce weapons and armors of extraordinary
quality, up to the point of becoming enchanter.
However, artisans in this blessed city-state 4.6 Forgemaster
prefer the path of the forgemaster rather than
the enchanter. Forgemasters are artisans blessed by the gods.
Ghelspad - Zathiske: elzian knew the Most forgemasters honor Corean, the god of
secrets to bind genies into objects, producing smithing, but some might honor Hedrada as
elemental magic items of very high quality. the god of the artisans. It is said that the
While this tradition was mostly lost during the secrets of the forgemaster originate from
Divine War (as genies were sealed away), some Golthagga, and that his worshippers have also
of their secrets were transmitted and are still access to this prestige class.
in use nowadays. Ghelspad - Burok Torn: a few dwarven
Termana - Forsaken Elf Realms: the weaponsmiths have learnt the secrets of the
forsaken elves are masters of magic, and most forgemaster, and use their power to craft
of their spellcasters know how to weave powerful weapons and armors to defend their
threads of magic into items, producing jewelry, city.
clothing, or weapons of extraordinary quality. Ghelspad - Gleaming Valley: the best
white forgemasters of Ghelspad live among the
Concept: creates magical items. hollow knights of Gleaming Valley, even though
Prerequisites: Craft 3 ranks, Spellcasting a certain number of them decide to travel in
(any) 3 ranks or Craft 5 ranks. other parts of Ghelspad after their training.
Additionnal talents: Arcane Sight Termana - Forsaken Elf Nations: a few of
(Wizard), Imbue Item (Sorcerer). the best forsaken elves are forgemasters, who
spent centuries (if not millenia) honing their
Bolster Item: (Daily, Spell-powered) you skills and creating the most beautiful of
can increase the flow of magic in magic objects.
items within 5 meters per talent rank Termana - Titansforge Mountains: it is
(including yours, and your enemies). rumoured that the forge of Golthagga, the
Make an Intelligence+Craft+Bolster Item Shaper, still lies in this mountain range. Any
check as a duration roll. All items benefit mortal foolish enough to make the perilious
from a +1 bonus to theur property ranks, journey would certainly unlock the secrets of
and their (Daily) abilities become this prestige class.
(Spell-powered, Spark-powered). You can white

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Concept: crafts powerful weapons of Ghelspad - Gleaming Valley: the clerics


almost magical abilities. of the coreanic order of silver frequently make
Prerequisites: Craft 3 ranks, Arcane, pacts with angels and other custodians in
Faith or Nature 3 ranks, must have crafted a order to assist them in their fights against
masterwork weapon or armor. demons and devils. These devout spellcasters
Additionnal talents: Consecrate Ground are widely respected among their ranks, but
(Cleric), Quick Skill (Rogue). are considered with suspicion by the other
orders as a few have actually been tricked by
Forge Investiture: (Daily) you can take demons in disguise.
the traits of artificial creatures. Make an Ghelspad - Perforated Plains: the old
Intelligence+Craft+Forge Investiture city of Aurimar was (before the Divine War)
check as a duration roll. You are immune lead by a group of invokers. These used to deal
to any condition which requires you to be with various kind of powers, mostly demons
a living being (notably, you dont need to and elementals. A few of them might have
breathe, eat, or sleep, and are immune to survived the destruction of the city, and it is
hemorrhagic damage). sure their secrets still lies in the ruins scattered
in this wasteland.
Forge Union: (Constant) when you use
Ghelspad - Zathiske: the old zathiske was
weapons you have crafted, you can use the
a land of magic and wonder, as genies were
Craft skill instead of your Melee or
bound by powerful sorcerers to accomplish
Ranged skill, up to your Melee (or
miracles. Even after the exile of the genies in
Ranged) skill+Forge Union. Furthermore,
the four elemental cities, a few zathiskean
any creature wielding a weapon you have
sorcerers remember the old ways, and make
crafted can, as a (Daily) eect, gain a
pacts with powerful elementals of all kinds.
bonus to her attack roll equal to your
Termana - Blood Bayou: spellcasters
talent ranks.
daring enough to approach the Carnival of
Mastercraft: when you craft or repair a Shadows might make deals with the mysterious
weapon or armor, you can grant it one Jack of Tears. However, be warned, as these
magic properties of your choice with a deals rarely do much good to the mage.
property rank equal to your talent rank. Termana - Kasiavel: the forsaken elves of
Make an Intelligence+Craft+Mastercraft the skysight realm have turned to the outer
check: the enchantment lasts for one day planes after the death of their gods, in the
per success obtained. You can only have hope of finding a way to replace him. They
one such item enchanted at a time per have progressively been corrupted by demons
talent rank, and you must have the and devils, and the fiendish influence spreads
appropriate tools and equipment to craft among their ranks at an alarming rate.
it. (Daily) You can mimic the normal white
eects of a fabricate spell, using Concept: makes a pact with an
Intelligence+Craft+Mastercraft as the extraplanar entity to gain more power.
spellcasting roll. You can spend one Prerequisites: Persuasion 3 ranks,
action point to make the eects Spellcasting (any) 3 ranks, ability to cast
permanent. This is not a magical ability summon monster spell, must have contacted
and therefore works in null magic areas. an extraplanar entity for power.
Additionnal talents: Fast Talk (Rogue),
School Mastery (Conjuration) (Wizard).
4.7 Invoker
Planar Binding: when you cast the
Invokers are spellcasters who deal with demons summon monster spell in a prepared magic
or other entities for power. As opposed to circle, you can spend one action point to
popular beliefs, not only demons make pacts make the spell last for the entire story arc.
with mortals. Genies, elementals, feys or even You can give the summoned creature one
angels are known to approach spellcaster and order per talent rank. The creature will
grant them power... at a certain price. obey them, but is free to interpret the
Ghelspad - Burok Torn: a very few orders if they are badly formulated.
dwarven spellcasters make pacts with earthen
elementals, typically in order to protect their Summoned Defense: (Encounter) when
city. you are attacked by a melee, ranged or
Ghelspad - Drifting Isles: spellcasters area attack, you may cast the summon
who visit the legendary drifting isles and pay monster spell as a reaction. The creature
sucient hommage to the orafaun who live is summoned adjacent to you, and the
there might be granted powers relative to the attack targets her instead of you. As long
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you, you can once per round decide that this eect twice to find the same piece of
an attack against you targets her instead. information in the same library.
Summoning Pact: you have made a Language Lore: (Constant) you can
summoning pact with an extraplanar speak, read and write a number of
entity. You learn on additional summon additional languages equal to your talent
monster spell. (Encounter) When you ranks. (Daily, Spell-powered) You can
make a social interaction check with allies understand a new language as long as you
or enemies of your patron, you can roll are able to hear it or read it. Make an
twice your skill check. (Daily) When you Intelligence+Erudition+Language Lore
cast the summon monster spell to check against a diculty which depends
summon allies of your patron, you can on the language. You can speak and read
summon one additional creature per talent that language for one encounter per
rank, but the diculty is raised by the success obtained.
number of additional creatures summoned.
Secret Arcana: (Daily) you can
temporarily change any Divination spell
4.8 Loremaster you know into any other spell. You can try
to find a rare spell using this talent (such
Loremasters are scholars and erudites, using as a spell created with the Spellcasting
their magical powers to enhance their (Spellcraft) talent), yet you must succeed
knowledge and research. They are relatively an Intelligence+Erudition+Secret Arcana
common in the Scarred Lands, as the only check against a diculty decided by the
thing you really need to become a loremaster is Game Master to do so. Once the spell is
a large enough library. cast, it reverts to the original Divination
Ghelspad - Darakeene: a few of the spell.
wizards of the Phylacteric Vault are
loremasters, and aim at collecting all arcane
knowledge on the Scarred Lands. Of course, 4.9 Rider
they are far from accomplishing this gigantic
task, but they have still gathered a quite large Riders are a typical sight in the Scarred Lands,
knowledge base. as horses are found almost everywhere (a few
Ghelspad - Hedrad: the library of Hedrad riders use other creatures, but these are quite
is famous for its (almost) complete record of rare). This prestige class is easy to learn, and
laws of the Ghelspad nations, as well as history it is usually not required to be trained by
on the Divine War. The clerics who tend this another rider to become one.
library are accomplished loremasters. Ghelspad - Lageni: the black dragoons of
Ghelspad - Lokil: the most famous Duke Traviak are skilled riders, in addition to
loremasters in Ghelspad are found in this small being cruel. This elite force is one of the
library city-state, which was protected by strongest threats to Durrover and Burok Torn,
Hedrada himself during the Divine War. and one of the most memorable.
white Ghelspad - Mansk: the barbarian who live
Concept: a scholar of magic knowledge. around the city call themselves the horse lords,
Prerequisites: Erudition 3 ranks, and that is for a good reasons, as they are
Spellcasting (any) 3 ranks, ability to cast spells certainly among the best riders of the
from the Divination school. continent.
Additionnal talents: Arcane Sight Ghelspad - Mithril: most paladins are
(Wizard), High Education (Aristocrat). expert riders, and the knights of mithril are
well-known for their rides in the plains of Lede
Bookworm: (Constant) library research against orcs, horsemen of Vangals, vengauraks,
time is divided by your talent ranks. or other threats.
(Constant) You can replace up to one Termana - Centaur Plains: the tribes who
additional spell per two talent ranks by live in the centaut plains and near Lake
spells contained in magic Spell Repository Minagan are skilled riders, as without horses
implement. (Daily) When you are in a they would be under the domination of the
library and search for a specific piece of centaurs who populate the plains.
information, you can attempt to Termana - Charduni Empire: the
immediately find what you are looking for. charduni are known to ride battle rams in
Make an combat, who better fit their size. These are
Intelligence+Erudition+Bookworm check, able to deliver powerful charges, able to easily
against a diculty depending on the size break enemy lines.
of the library and the exact information white
(Game Master discretion). You cannot use Concept: an unparalleled horseman.

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Prerequisites: Athletics 3 ranks, Ride 3 grants you a +1 plus half his ranks in the
ranks, must have rode a horse for 24h Ritual Caster talent on the spellcasting
continuously. roll. Otherwise, two assistants grant you a
Additionnal talents: Animal Empathy +1 bonus to the spellcasting roll.
(Ranger), Divine Mount (Paladin).
Hold Ritual: when you cast a ritual spell,
Riding Stunt: when you make stunts on you can store its eects in a specially
your mount (or to mount or unmount your prepared item for later use. (Daily,
mount), you can add your talent ranks to Spell-powered) Later, you can hold the
the Acrobatics check. (Encounter) When item and complete the ritual as a standard
you make your mount jump obstacles, you action. The ritual takes then eect at this
can roll twice your Ride check, with a moment, and the item looses its
bonus equal to your talent ranks. enchantment. At any time, you can have
only one ritual held with this talent per
Tame Mount: (Daily) when you try to talent rank. If the item is destroyed (or its
ride an untamed or unwilling creature, you magic dispelled), the ritual is lost without
can make a Charisma+Ride+Tame Mount eects.
vs Willpower as a mental attack roll. The
diculty might increase depending on the Ritual Caster: you can learn, create and
exact creature type and training. If you cast ritual spells. There is no limit to the
succeed, the creature is tamed for the rest number of ritual spells you know. You
of the story arc. If you fail, you cannot replace your ranks in the Spellcasting
attempt it again on the same creature. talent by your ranks in this talent for the
spellcasting roll of ritual spells.
Trample: (Encounter) you can trample all
creatures in your path. Move up to your
mounts speed. You can cross terrain of 4.11 Shieldbearer
creatures smaller than your mount. Make
a Dexterity+Ride+Trample vs Reflex as Shieldbearers are, as their name implies,
an area attack roll against those creatures. master of the shield. They use a defensive
If you succeed, the target takes damage combat style which is widely appreciated in
equal to half the number of successes most armies: after all, a good soldier is a living
obtained and is knocked prone. soldier (well, except where undeads are heavily
used). The path to the shieldbearer is a quite
straightforward one, as it requires no special or
4.10 Ritual Caster mystic training.
Ghelspad - Burok Torn: the use of the
Ritual casters have learned the deeper shield comes naturally to the dwarves, and
misteries of magic. Any spellcaster can learn most of them learn how to use it as the same
rituals, yet clerics, druids and wizards are the time as the axe or the warhammer. The
most common. They can be found in any dwarven lives are precious, so the shieldbearers
tradition, school or church, either as solitary are highly valuable soldiers. Most of the elite
casters or as circles. warriors of the city (including the dwarven
Ghelspad - Vera-Tre: the druids of the defenders, or the iron and stone guardsmen)
Ganjus have a very talented tradition of are shieldbearers
rituals, and they are known to have Ghelspad - Darakeene: this combat style
developped some of the most powerful druidic is taught in many of the war colleges, notably
rituals ever cast. in both Clay and Hammerdale. Shieldbearers
white formed in Darakeene can then be found in most
Concept: uses powerful spells that take a of Ghelspad as mercenaries or adventurers.
very long time to cast. Ghelspad - Dunahnae: the most
Prerequisites: arcane, Faith or Nature 3 militaristic nation of Ghelspad makes a great
ranks, Spellcasting (any) 3 ranks, must have use of shields, and their defensive abilities
participated in a magical ritual. makes them one of the more enduring armies
Additionnal talents: Consecrate Ground of Ghelspad, if not the Scarred Lands.
(Cleric), Lead by Example (Aristocrat). Ghelspad - Gleaming Valley: the hollow
knights were built to be defenders of the divine
Circle Magic: when you cast ritual spells, races, so the use of the shield comes as a
you may use up to two assistants per second nature. They actively patrol the Gascar
talent rank. An assistant with the same Peaks around the country, as it is infested with
Spellcasting talent as you grants you a +1 titanspawn of all kinds.
bonus on the spellcasting roll. An Ghelspad - Hollowfaust: the
assistant with the Ritual Caster talent hollowfauster army uses shields to protect their

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living soldiers, in order to avoid the heavy type of magic, and clerics, druids, sorcerers or
losses they suered during the four sieges the wizards benefit the most from abilities from
city endured. The city guard, called the Black this class.
Shields, makes a great use of shieldbearers. Ghelspad - Darakeene: the Phylacteric
Termana - Charduni Empire: as their Vault sets the standard in terms of magical
ghelspadian cousins, the charduni dwarves are research, so most of their members are
skilled with the shield (even though they use it spellmasters, creating strange spells of
slightly less eectively). Their armies are unknown nature.
reputed to be undefeatable, and only the Ghelspad - Hollowfaust: the
forsaken elves magical powers hold them at necromancers are constantly pushing the
bay. boundaries of death magic, and have
Termana - Karsian: the karsii army makes discovered spells unknown anywhere else.
a wide use of the shield, notably since the white
country was frequently under attack from Concept: a master of spells.
undeads of all kinds; the kind of creature you Prerequisites: Arcane, Focus, Nature or
precisely want to avoid coming close to you. Faith 3 ranks, Spellcasting (any) 3 ranks.
Termana - Silver Isle: the sisters of the Additionnal talents: Cantrips (Wizard),
sun, a paladin order which watches the threat Imbue Item (Sorcerer).
of the Ghul King on the Isle of the Dead, are Metamagic: you learn two metamagic
also famous for their use of the shield, which feats per talent rank. When you cast a
they taught to the Karsian army during the spell, you can improve it by one or more
numerous campaigns of the Ghul King. of the metamagic feat you know. This
white imposes you a penalty on the spellcasting
Concept: a fighter who uses a shield to roll, but if you can still cast the spell you
protect himself and others. gain the advantages of the chosen
Prerequisites: Melee 3 ranks, must have metamagic feats. You cannot learn
deflected an attack with a shield. metamagic feats which impose a penalty
Additionnal talents: Blood Furry higher than your talent ranks. Each feat
(Barbarian), Guard Impact (Fighter). can only be used a limited number of
times per day or encounter.
Shield Another: (Encounter) you can
take a reaction to shield an adjacent ally Signature Spell: choose one spell you
from an attack. You become the target of know per talent rank as your signature
the attack, but you can make the target spells. (Encounter) When you cast one of
force reroll the check, with a penalty on your signature spells, you can force reroll
the reroll equal to your talent ranks. the spellcasting roll. (Daily) You can cast
the heightened eects of one of your
Shield Bash: (Encounter) if you wear a signature spells without spending an
shield, you can knock your opponent action point nor taking a full-round
prone after a successful melee attack. action. However, you cannot combine this
Furthermore, your Reflex and Fortitude ability with eects which allow you to cast
defense increase by your talent ranks for spells as a free action or reaction.
the next melee or ranged attack against
you. This bonus is lost if not used before Spellcasting (Spellcraft): you can cast
your next turn. rare spells. You learn a number of rare
spells equal to your talent ranks. You
Take Cover: (Constant) you gain a +1 must design these spells with the Game
bonus to your Reflex against all area Master approval. Choose one other
attacks as long as you wear a shield. Spellcasting talent you already know as
(Daily) when you wear a shield and are the associated Spellcasting talent. These
subject to an area attack, you can grant spells are from the same source as this
you and all adjacent allies a bonus on talent. Use Intelligence+the spellcasting
their save against that attack equal to skill of the associated talent+Spellcasting
your talent ranks. (Spellcraft) as the spellcasting roll. Once
between two story arcs, provided you have

4.12 Spellmaster
enough time and equipment to research,
you can replace one (and only one) rare
spell you know by another.
Spellmasters excel in casting powerful or
strange magic. Any spellcaster who pursues
Metamagic Feats
pure magical power might follow the path of
the spellmaster, so it is quite widespread in the Bounce Spell (2): (Encounter) when you
Scarred Lands. It is not related to a specific cast a bounce spell, you may choose any

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creature in the spellcasting range; Quicken Spell (4): (Daily) you do not
determine the new range of the spell as if need to use an action to cast the spell,
you were standing on that creatures spot. even if you use the heightened eects.
If the target is unwilling, she adds her
Willpower to the diculty of the spell. Reach Spell (1): (Daily) you can cast a
reach spell on one creature in spellcasting
Control Spell (1): (Encounter) when you range. You can only improve spells that
cast an area spell as a controlled spell, you aect you or creatures (or objects) you
may exclude up to one creature per rank touch with this feat.
in the Metamagic talent from the targets.
Sculpt Spell (1): (Daily) you can change
Delay Spell (4): (Daily) the spell eects the area type of an area spell between a
do not activate immediatly, but after one 10m cone, a 5m sphere, or five contiguous
round per rank in the Metamagic talent. 2m cubes.
You can trigger the spell as a free action
or a reaction meanwhile. Split Spell (3): (Daily) you can target a
number of creatures or objects equal to
Empower Spell (2): (Daily) if you cast one plus your ranks in the Metamagic
the spell successfully, you add your ranks talent. This can only aect spells that
in the Metamagic talent to the final have only one creature or object other
number of successes obtained. than yourself as a target.

Enlarge Spell (1): (Encounter) you add Transdimensional Spell (1):


your ranks in the Metamagic talent to (Encounter) a transdimensional spell
your ranks in the Spellcasting talent to aects ethereal creatures normally.
determine your spellcasting range for this
spell spell. This does only apply to spells Twin Spell (5): (Daily) when you use this
targeting one object or creature within feat, cast the spell twice with the same
spellcasting range. targets and the same number of dice. The
eect stacks.
Explosive Spell (1): (Encounter) a target
of an explosive spell is pushed back one Widen Spell (3): (Daily) if you cast the
meter per rank in the Metamagic talent spell successfully, you add your ranks in
from the point of origin of the area. Only the Metamagic talent to the radius of the
area spells can be modified with this feat. area of the spell. This does not apply to a
non-area spell.
Extend Spell (1): (Daily) if you cast the
spell successfully, you add your ranks in
the Metamagic talent to the spell 4.13 Tempest
duration. This only applies to spells where
the duration roll is the spellcasting roll. Tempests fight with two weapons with a deadly
eciency. This combat style is very widespread
Fortify Spell (1): (Daily) a fortified spell in the Scarred Lands, as it is relatively easy to
is more dicult to dispel. You add half learn to fight with both hands.
your ranks in the Metamagic talent to the Ghelspad - Hedrad: the Feldar fighting
diculty to dispel it. style originates from this city, using a unique
combination of the light flail and the
Hide Spell (3): (Daily) a hidden spell has morningstar. Mercenaries from western
no visual eects. All Perception checks Ghelspad and Vesh progressively adopt it.
made to notice its eects are increased by Ghelspad - Perforated Plains: the crazed
your ranks in the Metamagic talent. horseman of Vangal who plague this desolated
Imbue Spell (5): (Daily) choose an wasteland are famous for their usage of two
energy type to imbue your spell with. If weapons, with a preference for the twin battle
you deal wound damage with the spell, axes their god favors.
you add as many wound damage from the Ghelspad - Vesh: rangers in Vesh usually
chosen energy. train in two-weapon fighting, notably because
of its popularity amongst the vigils.
Maximize Spell (6): (Daily) if you cast Termana - Sylavael: the forsaken elves
the spell successfully, you use the number from this warring nation are specialists of the
of dice in the dice pool (not accounting for sword, and many prefer to fight against the
the metamagic penalty) as the number of charduni with two blades rather than one,
successes. You must spend an action point allowing them to kill more of their dreaded
to cast a maximized spell, and this, foes.
whether the spell fails or not). white

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Concept: a fighter who uses two weapons. Ghelspad - Calastia: the calastian
Prerequisites: Dexterity 3 ranks, Melee 3 battlemages are the best war mages of the
ranks. continent, and most of them are actually
Additionnal talents: Frenzied Charge multiclassed spellblades.
(Barbarian), Martial Burst (Fighter). Ghelspad - Hollowfaust: given the
military history of the city, the necromancers
Ambidextrous: (Constant) you suer no have started a strong training in combat
penalty for using your o hand. magic. As such, mages of all the seven guilds
(Encounter) When you make a skill check can be found having basics or even expert (and
with your o hand, you can force reroll first-hand) knowledge of this prestige class.
the check with a bonus equal to your Ghelspad - Karria: the navy of this small
talent ranks. islandish realm uses a small contingent of war
mages to assist them, which makes it one of
Two-weapons Defense: (Constant) when the first military fleet of Ghelspad.
you wield two weapons at a time, you can Ghelspad - Vesh: the kingdom has started
block melee attacks as if you add a shield training war mages under the supervision of
of the same size as your o-hand weapon. the Vigils in order to counter the threats of the
(Encounter) When you are subject to a calastian battlemages. However, this process is
melee attack, you can parry with the long and progress has been hindered by the
second-hand weapon. Make a various defeats against the ratmen from the
Dexterity+Melee+Two-weapons Defense Mourning Marshes.
check and use the result as your Fortitude Termana - Sylavael: the Shield Realm is
score to block the attack. If you in constant state of war, and therefore all
successfully block the attack, you gain a mages are required to serve in the army. This
free attack on your next turn with your makes a powerful tradition of war mages in
o-hand weapon against the attacker, if he this forsaken elf realm, alongside with expert
is still in your melee reach. Spellblades. However, lately, the elves have
Two-weapons Fighting: (Encounter) found more ecient to train guardians rather
when you wield two weapons at a time, than mages, so the number of war mages
you can enter a whirling oensive stance. slowly but surely diminishes here.
Make a Dexterity+Melee+Two-weapons white
Fighting check as a duration roll. Each Concept: a spellcaster who fights with
round, you can make an additional attack spells.
with your o-hand weapon. However, each Prerequisites: Focus 3 ranks, Spellcasting
round you make such an extra attack, you (any) 3 ranks, must have use a spell in combat
loose the benefits from the Two-weapons condition.
Defense talent. Additionnal talents: Imbue Item
(Sorcerer), Require Protection (Aristocrat).
Defensive Spell: choose one spell you
4.14 War Mage know per talent rank. (Constant) All
melee attacks made against you while
War mages are not afraid to use their magic in
casting a spell suer a malus equal to half
battles. However, as opposed to spellblades
your talent ranks. (Encounter) When you
who use simultaneously spells and weapons,
are attacked by a melee attack, you can
the war mage usually stick to only spells
cast one of the chosen spell as a free
(however, expert spellblades also tend to
action before the attack (not the
become war mages because o the numerous
heightened eects though). When you do
advantages this prestige class oer). This
so, you use your talent ranks instead of
makes the training of a war mage much easier
your ranks in the Spellcasting talent for
than a spellblade, and therefore this prestige
the spellcasting roll.
class if quite widespread in the Scarred Lands.
Ghelspad - Bridge City: mages in this Sacrifice Spell: (Spell-powered) you can
small isolated city are obliged to participate create ray of pure magical energy. For one
frequently to military activities against the round, plus one per talent rank, you can
titanspawn who plague the mountains, and make one ranged attack against a creature
therefore there exists a small tradition of war in your spellcasting range. Use the
mages here. spellcasting roll vs Reflex as the ranged
Ghelspad - Burok Torn: the dwarves have attack roll. The attack deals wound
been under attack since sixty years, so they damage equal to the number of successes
naturally combined their potent magical obtained. The damage is of an energy
abilities with the defensive techniques this which depends on the spell (usually force)
class oers. or on your god (Game Master discretion).

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Zone of Exclusion: (Daily, includes you and one ally per talent rank
Spell-powered) when you are targeted by (all targets must form a continuous line).
a magical area attack (Game Master Make an Intelligence+Focus+Back to
approval), you can create a 1 meter per Back check as a duration roll. Each target
two talent ranks sphere around you in gains a +1 bonus to her Reflex and
which the attack has no eect. To do so, Fortitude saves, and can force reroll one
you must obtain as many successes as attack made against them. However, this
many successes as the attack roll with an talent ends as soon as the targets move
Intelligence+Focus+Zone of Exclusion further than a few meters from each other.
check. If you fail, creatures in the area
still benefit from a +1 bonus to all Coordinate Strike: (Daily) you can
defenses against that attack. If the attack command a simultaneous strike. Choose
is a continuous eect, the zone of one ally that can hear or see you per
exclusion lasts only for one round per talent rank. You and all targets can make
success obtained above the attack roll, up a single standard or move action.
to your talent ranks.
Rallying Call: (Encounter) you can shout
a powerful war cry to bolster your allies.
4.15 Warlord You and a number of allies who can hear
you equal to your talent ranks heal one
Warlords lead their allies in combat, using debilitation damage, and gain a bonus on
their presence to strengthen their allies resolve their next skill check equal to your talent
or their cunning to outmaneuver their ranks.
opponents. It is a rather common prestige
class in the Scarred Lands, as leader naturally
arise in time of war. 4.16 Warmain
Ghelspad - Calastia: the calastian army
has one of the most solid ocer training Warmains use powerful two-handed weapons
procedure in Ghelspad, which is partly why to strike devastation among their foes. This
they had that much success in their fighting style is easy to pick up (for someone
campaigns. Most calastian battlemages also with enough strength), which makes it quite
follow the cursus, learning how to use magic to widespread in the Scarred Lands.
their tactical advantage. Ghelspad - Durrover: the clansmen from
Ghelspad - Darakeene: most martial the mountain favor heavy weapons in their
college oer a course on tactics and commands, fight against Calastia, in a style that requires
but none of them does it better than the more brutal strength than training and
Clayborn academy, which forms most ocers cunning, but is not less ecient.
in mercenary troups in Ghelspad. Wake is a Ghelspad - Zathiske: the Headsman is an
close second, training captains for naval old tradition who uses two-handed scimitars
maneuvers. for ceremonial behading. Some of them have
Termana - Charduni Empire: the emigrated in Hollowfaust, where they have
charduni dwarves have a highly structured started a new fighting school.
army, and their ocers show a great control white
over their troops. They are amongst the best Concept: a fighter who uses powerful
in the continent, as those who fail the Great two-handed weapons.
General dont live long enough to fail again. Prerequisites: Melee 3 ranks, Prowess 3
Termana - Karsia: the armies of this ranks, must have killed a creature with a single
militaristic nations are lead by capable blow of a two-handed weapon.
generals, and has shown its superiority against Additionnal talents: Martial Burst
his neighbours on several occasions. The (Fighter), Smash (Barbarian).
Karsian armies frequently exercise in
preparation to an undead invasion from the Heavy Swing: (Encounter) you can
Isle of the Dead. deliver a formidable blow wich catch your
white opponent o-guard. Make a
Concept: leads his allies to combat. Strength+Melee+Heavy Swing check as
Prerequisites: Melee or Ranged 3 ranks, an attack roll. If you succeed, the target
Intelligence or Charisma 3 ranks. looses all his block attempts for one round
Additionnal talents: Armed and per two talent ranks in addition to the
Dangerous (Fighter), Lead by Example wound damage.
(Aristocrat).
Prepared Strike: (Constant) you can
Back to Back: (Encounter) you can spend one round to prepare a strike with a
create a powerful defensive line that two-handed weapon. If you do so, you add

53
Chapter 4

your talent ranks to the damage you deal the long sword or the rapier, or the long bow
with your next melee attack during your for ranged combat.
next turn. If you do not attack during Termana - Gamulganjus: the gnomes of
your next turn, this bonus is lost. (Daily) the gamulganjus prefer the blowgun
You can force reroll the prepared attack (frequently with poison darts), while the terali
roll. prefer their own natural weapons.
Termana - Karsian: the army of this
Tremor: (Daily) you can deliver a
powerful human queendom use the hammer as
powerful blow with a two-handed weapon
their main weapon.
to the ground. Make a
Asherak: in most of the city-states, the
Strength+Prowess+Tremor vs Fortitude
favored weapon is the weapon of the god who
as an area attack roll against all creatures
oversees said city-state.
in contact with the ground within one
Asherak - Vale of Shadows: in this small
meter per talent rank. If you succeed, the
belsamite city, the short bow is frequently
target is knocked prone and takes one
used, alongside poisoned arrows and similar
point of wound damage per success
shady tricks.
obtained.
white
Concept: masters one weapon.
4.17 Weapon Specialist Prerequisites: Melee or Ranged 3 ranks,
must have killed a creature with a weapon.
Weapon specialists master one weapon above Additionnal talents: Lead by Example
all. They are found almost everywhere in the (Aristocrat), Weapon Specialization (Fighter).
Scarred Lands, since most culture have one or Special: when you first take a rank in a
a few emblematic weapons. The most iconic talent from this class, you must choose a
weapon specialists are listed below, but weapon as your favored weapon. All talents
remember they can be found everywhere. from this class can only be used when you use
Ghelspad - Burok Torn: the dwarves of the chosen weapon.
Burok Torn are specialists of the axe and the
hammer, which they use with great eciency Critical Hit: (Encounter) when you deal
against their calastian enemies. damage more damage than your opponent
Ghelspad - Darakeene: weapon armor rating, you can make a Strength (or
specialists are frequent in Darakeene, and the Dexterity)+Critical Hit check (without
diversity of the war colleges makes also a skill), and deal additional wound damage
strong diversity in the weapon they use. (hemorrhagic) equal to the net number of
Ghelspad - Dunahnae: as fervent successes obtained on that check.
worshippers of Chardun, the warriors in Martial Training: (Daily) during a
Dunanhae favor the warscepter to honor their long-enough rest, you can train up to one
god. ally per talent rank to the use of your
Ghelspad - Hedrad: warriors in Hedrad weapon. Make a Charisma+Melee (or
are heavily trained with the hammer, which is Ranged)+Martial Training check. For one
used not only as a weapon of war but also to day per success obtained, a trained
carry out punishments and sentences. creature can roll twice an attack roll made
Ghelspad - Krakadm: the forsaken with your favored weapon as a (Daily)
dwarves favor the hammer for melee combat, ability.
and the crossbow for ranged combat.
Ghelspad - Mithril: the paladins of Weapon Bond: at the start of any story
Corean who live in Mithril favor the long arc, you can make your favored weapon
sword as it is the holy symbol of their god. magical. Choose one magical property
Ghelspad - Vera-Tre: the wood elves favor (with the Game Master approval). When
the long bow for ranged attacks, or the spear you use your favored weapon, you can use
for melee combat. that property with a property rank equal
Ghelspad - Zathiske: the zathiskean favor to your talent rank. This magical property
the scimitar as it was their nation primary is tied to a single specific weapon.
weapon. However, calastian influence tends to However, the weapon is only magical
slowly reduce the popularity of the scimitar in when you wield it: any other creature
favor of the long sword or the morgenstern. gains no advantages. During a full-night
Termana - Charduni Empire: the rest, you can spend one action point to
charduni dwarves prefer the warscepter for the change the magical property, or bond with
same religious reasons than their allies of another weapon of the same type.
Dunahnae.
Termana - Forsaken Elf Nations: the
forsaken elves usually favor elegant blades like

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Chapter 5

Spells and Magic

5.1 Spellcasting rules Casting an arcane spell produces a lot of


heat, which introduces a penalty for
Spells are magical eects that can be used casting spells in armor. They typically
with the various Spellcasting talents. rely on the Arcane skill.
When you learn a Spellcasting talent, you
Divine: divine spells are channeled by the
learn a certain number of spells. Spells are
gods through the caster. They typically
daily eects, so once a spell have been cast,
rely on the Faith skill.
you cannot cast it again until you have
recovered it (typically, by resting a full nught). Primal: primal spells are powered by
Some specific talents might allow you to energies infused in the world by the
recover spells quicker. presence of the titans. They typically rely
Common spells have diminished or on the Nature skill.
heightened eects.
Psionic: psionic spells are directly
The diminished eects are lesser magical
powered by the mind of the caster. Psionic
eects that can be used once per
spells cannot be dispelled, negated, or
encounter. However, once you cast the
otherwise aected by non-psionic spells.
normal or heightened eects of the spell,
They typically rely on the Focus skill.
you cannot cast the diminished eects
again during that encounter. When you
cast a diminished eect, you use a Types of spells
reduced spellcasting roll, that is a
Most spellcasters only know common spells.
check with only the main attribute (for
However, there are a few additional types of
example, Intelligence for Druids, Psions
spells that can only be learned with specific
and Wizards, or Charisma for Bards,
talents.
Clerics or Sorcerers) plus your ranks in
the Spellcasting talent. Domain spells are spells granted by the
The heightened eects are potent magical gods to their clerics. They can be learned
spells. Casting an heightened spell is a with the Spellcasting (Divine Magic)
full-round action, and you must spend one talent.
action point. Once you have cast the
Legacy spells are spells inherited from
heightened eects, you loose access to its
powerful magical beings. They can only
normal or diminished eects until you
be learned with the Arcane Legacy talent.
have recovered it.
Unless noted otherwise, the target of a spell Rare spells are spells specifically created
must be within your spellcasting range. by powerful wizards. They can be learned
This range is equal to 10 meters per rank in or created with the Spellcraft talent. A
the Spellcasting talent. character might consider a domain or
legacy spell as a rare spell, with the Game
Master approval.
Power sources
Spells come from various type of powers. The Schools of magic
Spellcasting talent determines the source of the
spell cast with it. The most common sources Spells belong to a specific school, which
are: gathers eects of the same type.

Arcane: arcane spells are the Abjuration spells protect the caster or its
manipulation of basic magical energies. allies.

55
Chapter 5

Conjuration spells teleport creatures or for a number of rounds equal to your ranks in
matter, eectively summoning allies or the Spellcasting talent.
objects. white
Diminished Effects
Divination spells allow the caster to sense
Target: one creature or object.
magical auras of all kind.
Duration: instantaneous.
Enchantment spells work with the mind Difficulty: Willpower.
of other creatures. You reduce by one round per success
obtained the duration of one magical eect you
Evocation spells create energy from are aware of and which currently aects the
nothing. target. If the eect is permanent, it is
suppressed for a number of rounds equal to the
Illusion spells create hallucinations of
number of successes obtained, up to half your
various types.
ranks in the Spellcasting talent.
Necromancy spells deal with death and white
undeath. Heightened Effects
Target: 5m sphere centered on one
Transmutation spells change things, creature or object.
living or not. Duration: spellcasting roll.
Difficulty: Willpower of the creature or
Each spell is described in the following
object located at the center of the sphere.
format:
You create a 5m sphere around the target
in which no magic works. Any creature in the
Spell Name area looses the benefits of magical eects and
School of magic cannot cast spells. The same way, no spell can
Target: the target of the spell. If no range aect the area or the creatures within. The
is specified, the target must be in spellcasting sphere moves with the target for the prescribed
range. duration.
Duration: indicates the duration of the
spell. spellcasting roll means that the
5.2.2 Force Field
spellcasting roll is also used as the duration
roll. Abjuration
Difficulty: indicates which diculty Target: 10m sphere centered on you.
applies to the spellcasting roll. It is typically a Duration: spellcasting roll.
save rank of the target. If the spell is Difficulty: none.
(Harmless), then the target can choose to You surround yourself with a moving field
reduce her save ranks to 0 against this spell. of force. Any creature within the field and
Paragraph describing the normal eects of with a Willpower score lower than your ranks
the spell. in the Spellcasting talent cannot approach you
white by its own will. However, nothing happens if
Diminished Effects you approach them. A creature with an high
Paragraph describing the diminished eects enough Willpower will still be slowed, and can
of the spell. only approach you at half speed. This spell
white does not forbid them to attack you, just to go
Heightened Effects towards you.
Paragraph describing the heightened eects white
of the spell. Diminished Effects
Target: one creature moving towards you.
Duration: instantaneous.
5.2 Abjuration Spells Difficulty: Fortitude.
Use this eect as a reaction when you see a
5.2.1 Dispel Magic creature move towards you. If you succeed
Abjuration your reduced spellcasting roll, the target does
Target: one creature or object. not move (and cannot take another action
Duration: instantaneous. instead if she was moving with her own
Difficulty: Willpower. actions).
This spell ends a number of magical eects white
aecting the target equal to the number of Heightened Effects
successes obtained. Non-permanent eects are Target: you.
targeted first. Permanent eects are not Duration: spellcasting roll.
completely dispelled: they are only repressed Difficulty: none.

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You protect yourself with a powerful charm Difficulty: none.


that makes any creature unable to attack you. You can touch a hazardous substance like
This eect protects you from natural hazards fire or acid without risks of being hurt. This
as well. The eects end as soon as you make grants you only protection against natural
an attack. Some powerful creatures might be events and limited exposure (Game Master
unaected by the spell (Game Master discretion). It wont ward o complete
discretion), but then you can attack these immersion in acid or lava.
creatures without ending the spell. white
Heightened Effects
5.2.3 Mage Armor Target: one object or creature touched.
Duration: spellcasting roll.
Abjuration Difficulty: Fortitude (harmless).
Target: you. You cover the target with a sheath of an
Duration: spellcasting roll. energy of your choice. The sheath does not
Difficulty: none. reduce the damage taken by the target but
You cloak yourself with an armor of force might hurt others. Each time a creature makes
which protects you from attacks. You gain an a melee attack against the target (or attempts
armor rating equal to half your ranks in the to grab her if the target is an object), make a
Spellcasting talent. This armor rating does not new spellcasting roll vs Reflex. If successful,
impair your movements nor your spellcasting the creature in question takes as much damage
ability. from the chosen energy than the number of
white successes.
Diminished Effects
Target: you.
5.2.5 Spell Turning
Duration: instantaneous.
Difficulty: none. Abjuration
Use this diminished eect as a reaction Target: one creature casting a spell against
when you are subject to an area, melee or you.
ranged attack. You impose a penalty on the Duration: instantaneous.
attack roll equal to the number of successes Difficulty: the target spellcasting roll.
obtained on the reduced spellcasting roll. Use this spell as a reaction when a creature
white casts a spell on you (whether if you are the
Heightened Effects target of the spell or in the area of eect). If
Target: you. you succeed, then the spell bounces back and
Duration: spellcasting roll. aects her instead (using her own spellcasting
Difficulty: none. roll). In case of an area eect like a sphere, the
You surround yourself with a powerful target becomes the center of the area. In case
sphere of force that wards you against spells. of a cone, you become the point of origin of the
No spell cast by a creature with less ranks in cone, and the opposing spellcaster must be in
the Spellcasting talent than you can aect you the area. If you fail, you can still use the net
while the sphere is active. You can force reroll number of successes on your spellcasting roll
any spellcasting roll made by a creature with instead of all your saves against that spell.
as many ranks in the Spellcasting talent than white
you (but not more ranks), but each time you Diminished Effects
do so the duration of the spell is reduced by Target: one creature casting a spell.
one round. Duration: instantaneous.
Difficulty: Instinct.
5.2.4 Protection Against Energy When you see a creature cast a spell, you
can cast this spell as a reaction to determine
Abjuration which spells she actually casts. The diculty
Target: one object or creature touched. might increase depending on the rarity of the
Duration: spellcasting roll. spell or the method of spellcasting.
Difficulty: Fortitude (harmless). white
You protect the target against one type of Heightened Effects
damage of your choice (Game Master Target: one creature casting a spell.
approval). The target reduces all damage Duration: instantaneous.
taken from that source by your ranks in the Difficulty: the target spellcasting roll.
Spellcasting talent. Use this spell as a reaction when a creature
white casts a spell (even not on you). If you succeed,
Diminished Effects then the spell has no eects, and you can add
Target: you. it to your own list of spells. This spell
Duration: reduced spellcasting roll. disappears from your list once cast or at the

57
Chapter 5

end of the encounter. No eect can allow you caught in the area. A target aected by the
to recover the use of that additional spell. If spell is unable to move for the prescribed
you fail, you can still use the net number of duration, or until she frees herself or shes
successes on your spellcasting roll instead of all freed. To free herself she must make a
your saves against that spell. Strength check against a diculty equal to
your ranks in the Spellcasting talent.
white
5.2.6 Symbol of Warding Diminished Effects
Abjuration Target: one object.
Target: one creature or object you touch. Duration: reduced spellcasting roll.
Duration: spellcasting roll. Difficulty: none.
Difficulty: Willpower (Harmless). You make the target sticky or slippery.
You ward the creature or object against a Make a new reduced spellcasting roll vs Reflex
certain type of creature (Game Master as a melee attack roll against the first creature
approval). Make a new Spellcasting vs in contact with the object. If you succeed, the
Willpower check as a mental attack each time target falls, or is unable to move for one round
a creature of that type touches or makes a (depending on which version of the spell you
melee attack against the ward. In case of cast), or any similar eect with the Game
success the creature in question takes wound Master approval.
damage equal to half the number of successes white
obtained and one debilitation damage. Heightened Effects
white Target: one creature.
Diminished Effects Duration: spellcasting roll.
Target: one creature or object you touch. Difficulty: Reflex.
Duration: reduced spellcasting roll. You create a cocoon which traps the target
Difficulty: none. for the prescribed duration. While trapped,
The target glows faintly if creatures of a the target cannot see, hear, or feel anything.
chosen type (Game Master approval) are She cannot move (unless the cocoon itself is
within 5 meters of it. During each round, you moved) and become immune to any kind of
can concentrate as a move action to multiply damage. She can try to escape by making
the area by two. The power of the light Strength checks (diculty equal to your ranks
depends on the number of creatures detected in the Spellcasting talent), but each time she
(Game Master discretion), but can never does so she suers one debilitation damage.
become harmful.
white 5.3.2 Call Storm
Heightened Effects
Target: 5m circle centered on you. Conjuration
Duration: spellcasting roll. Target: all creatures in a 5m sphere.
Difficulty: none. Duration: one round per two ranks in the
You can create an immobile 5m magical Spellcasting talent.
circle around yourself which serves as a ward Difficulty: Reflex.
against a certain type of creature (Game You can cause strong winds to burst in the
Master approval). Aected creatures cannot area, moving any target in the area by two
cross the circle to enter or leave it, except using meters per success obtained in any direction
teleportation. Furthermore, any creature of you want, and knocking her prone. During
that type within the circle is revealed provided each turn while the spell lasts, you may move
her Willpower score is equal or lower than your the area 10m and repeat this attack.
ranks in the Spellcasting talent. This dispels white
any illusion or polymorph eect aecting her, Diminished Effects
and deals one debilitation damage. Target: one creature.
Duration: instantaneous.
Difficulty: Reflex.
5.3 Conjuration Spells You can create a small breeze, rain, or
similar event close to the current climatic
5.3.1 Bind conditions (Game Master approval). If the
wind is stong enough, you can knock an
Conjuration opponent prone if you succeed the reduced
Target: all creatures in a 5m sphere. spellcasting roll.
Duration: spellcasting roll. white
Difficulty: Reflex. Heightened Effects
You conjure webs, tentacles, plants, chains Target: all creatures in a 5m sphere.
ropes, or similar objects to bind creatures Duration: instantaneous.

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Difficulty: Reflex. You summon a creature for the prescribed


A storm hails down the area, with strong duration. You must reach a diculty that
winds, lightning, thunder, snow or acid. You depends on the type of creature (Game Master
decide what exactly falls from the sky (Game discretion). You summon an average member
Master approval, some eects might increase of the race you choose: you cannot summon a
the diculty). The target suers one point of specific creature. The target will follow your
wound damage of one appropriate energy type vocal commands the best she can. If you order
per success obtained, or suers a specific her to take an obviously suicidal action, she
condition of your choice (like blindness, will automatically rebel and turn against you.
deafness, etc) for one round per success white
obtained (up to your ranks in the Spellcasting Diminished Effects
talent). Furthermore, the vision is clouded in Target: one summoned creature.
the area for one round: any ranged attack Duration: one round.
going through the area suers a penalty equal Difficulty: see text.
to your ranks in the Spellcasting talent. You summon a small creature (up to the
size of a natural wolf) to do an action for you.
5.3.3 Obscuring Mist The diculty depends on the type of creature
you want to summon and the desired action (it
Conjuration must be an action within the limits of the
Target: 5m sphere. creature). If you succeed, you can make a new
Duration: spellcasting roll. reduced spellcasting roll instead of the check
Difficulty: none. required by the action, if any.
You create a heavy fog in the area. Line of white
sight within the cloud is reduced to a few Heightened Effects
meters, making ranged attacks impossible. Target: one summoned creature.
Wind or fire can disperse the cloud earlier. Duration: spellcasting roll.
white Difficulty: Willpower of the targets
Diminished Effects summoner.
Target: one creature or object. You take control of a summoned creature.
Duration: instantaneous. Her summoner uses her Willpower to resist this
Difficulty: Instinct (Harmless). spell. If you succeed, you can either banish the
You can create a small cloud of mist, which target or control her for one round per success
is just enough to wet objects, or maybe quench obtained. If you fail, the target still suers a
very small fires. If you use it on a creature, the number of wound damage (psychic) equal to
target might suer a penalty on her next your ranks in the Spellcasting talent.
Perception roll equal to the number of
successes obtained on the reduced spellcasting 5.3.5 Teleport
roll, or can substitute a Stealth check with
your reduced spellcasting roll. Conjuration
white Target: you or one unattended object.
Heightened Effects Duration: instantaneous.
Target: 5m sphere. Difficulty: none.
Duration: spellcasting roll. You teleport the target by 10m per success
Difficulty: none. obtained. You must see the destination, or it
You create a fog of greenish, poisonous must be obvious (like behind a door). The
vapors in the area. The fog itself is thin destination must be an empty space: you
enough not to obscure vision. Any creature in cannot teleport into another object or creature.
the fog when its created suers a number of white
wound damage (poison) equal to the number Diminished Effects
of successes minus their Fortitude save. Any Target: you, one small unattended object,
creature who ends its round in the mist suers or one small object you hold.
one debilitation damage. The fog lasts for a Duration: instantaneous.
number of round equal to the number of Difficulty: none.
successes obtained, unless it is dispersed earlier You can teleport yourself up to 2m per
by wind or fire. success obtained. If you target a distant
unattended object, you can teleport it in your
5.3.4 Summon Monster hand if you gain one success on the reduced
spellcasting rank for 2m between you and the
Conjuration target. If you target an object you hold (and
Target: one summoned creature. which is not touched by any other creature),
Duration: spellcasting roll. then you can teleport it in an empty space up
Difficulty: see text. to 2m per success obtained.

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white You create a small extradimensional place


Heightened Effects of 25 square meters per rank in the
Target: you or one object you own (see Spellcasting talent. You shape this space as
text). you want, and it can host specific objets
Duration: instantaneous. (Game Master approval required, this might
Difficulty: none. increase the diculty of the spell). Items from
You can teleport any object you own into this space cannot be brought outside of it. The
your hands, as long as it is in the same plane. door to this space is located anywhere you
If another creature is currently holding this want, and is invisible. Creatures cannot enter
object, you must overcome her Willpower first. the space by accident: they must want and be
You suer penalties on your spellcasting check willing to enter. When the spell ends, all
depending on the distance and on the creatures still within are expelled: they appear
emotional bond between you and the object at the entrance of the space and take one
(Game Master discretion). Alternatively, you debilitation damage.
can teleport to any place you have already
visited (diculty depending on the distance
and familiarity with the target place). When 5.4 Divination Spells
doing so, you can bring with you up to one
creature you touch per success obtained. 5.4.1 Awaken Object
Divination
5.3.6 Wallbuilding Target: one object you touch.
Duration: spellcasting roll.
Conjuration Difficulty: Willpower (Harmless).
Target: 5m long wall per rank in the You awaken a minor sentient spirit in the
Spellcasting talent. targeted object. The spirit has all memories of
Duration: spellcasting roll. what has happened to the object, but only a
Difficulty: none. vague knowledge of its surroundings. You can
You create a wall in the area made of any communicate with the spirit by telepathy.
substance you want (stone, iron, plants, ice, Nothing forces the spirit to be friendly towards
even fire or magical energy, Game Master you, and nothing compels it to tell the truth or
approval). This defines if the wall can be even answer your questions. Each time you
penetrated or not, if it obscures vision, its cast this spell on a single object you awake the
solidity, and if it deals damage to creatures same spirit.
crossing it. In the latter case, each creature white
crossing it suers a number of wound damage Diminished Effects
of the appropriate energy equal to your ranks Target: one object you touch.
in the Spellcasting talent, resisted by their Duration: instantaneous.
Relfex save. For some substances the diculty Difficulty: Willpower (harmless) (see
of the spell might increase (Game Master text).
discretion). You must create the wall in an You can have a short emotional clue of the
empty area. However, it must not necessarily last significant event that has happened to the
be vertical. object (for example, it could be anger for a
white weapon used to murder someone, etc). You
Diminished Effects must succeed a reduced spellcasting roll
Target: one substance you touch. against a diculty depending on the time
Duration: reduced spellcasting roll. passed since that event and the emotional
Difficulty: none. strength of said event (Game Master
You can create a small passage in one discretion).
substance of your choice (like a ladder, a white
tunnel or a small bridge), using your Heightened Effects
spellcasting roll as duration roll. This eect Target: one object you touch.
cannot hurt creatures. The desired length of Duration: instantenaous.
the passage as well as the specific substance Difficulty: Willpower (harmless) (see
might increase the diculty of the spell (Game text).
Master discretion). You briefly learn the last significant event
white that has happened to the target, and one
Heightened Effects additional event per rank in the Spellcasting
Target: one extradimensional place (see talent. Choose one of these events. You gain a
text). mental image of this event from the point of
Duration: spellcasting roll. view of the target. The image lasts for a
Difficulty: none. number of rounds equal to the successes

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obtained on the spellcasting check. The 5.4.3 Read Mind


diculty might be increased by the time
lapsed since the event. Divination
Target: one sentient creature.
Duration: spellcasting roll.
Difficulty: Willpower (Harmless).
5.4.2 Farsight You read the targets surface thoughts.
This eect is quite subtle and the target does
Divination not notice it unless her Instinct score is higher
Target: one invisible magical sensor within than your ranks in the Spellcasting talent.
spellcasting range. white
Duration: spellcasting roll. Diminished Effects
Difficulty: none. Target: one creature.
You create one invisible magical sensor Duration: instantaneous.
through which you can hear and see. You can Difficulty: Instinct (harmless).
locate the sensor in any place you are currently You can determine whether if the target is
seeing (even out of spellcasting range), or any sentient or not. Furthermore, you can sense
place which seems evident within the the general emotional status of the target
spellcasting range (like for example, behind a (anger, jealousy, indierence, etc).
door or around a corner). You can locate the white
sensor in a place you are currently seeing Heightened Effects
through another magical eect (including Target: one sentient creature.
another farsight spell), but when you do so, the Duration: instantaneous.
sensor must be within 10 meters from that Difficulty: Willpower (harmless).
eect per rank in the Spellcasting talent. Each You force the mind of the target to find the
round you can concentrate to move it by 5 answer to one specific question or one specific
meters per rank in the Spellcasting talent. memory for each success obtained. The target
Creatures with an Instinct score higher than notices the mental attack and suers one
your ranks in the Spellcasting talent are debilitation damage. If her Willpower score is
entitled Perception checks to detect the sensor higher than your ranks in the Spellcasting
(the Game Master should make the check in talent she can choose to take one additional
secret). debilitation damage instead of answering one
question.
white
Diminished Effects
Target: you. 5.4.4 Speak Language
Duration: instantaneous.
Difficulty: none. Divination
Target: one sentient creature or one piece
You improve one sense against some of written language.
dampening, allow you for example to see Duration: spellcasting roll.
through thin fog, or better hear sounds from Difficulty: Instinct (Harmless).
behind a door. This grants you the ability to You can understand, read, write and speak
use your reduced spellcasting roll instead of a one language known by the target. If you
Perception check. target a text, you can read and write one of the
white languages used in the documnet, but while you
Heightened Effects are under this spell you do not trigger magical
Target: one magical sensor. traps hidden within that text. Alternatively,
Duration: spellcasting roll. you can grant the target the ability to
Difficulty: see text. understand and speak (but not read or write)
You create one invisible magical sensor in a one language you know for the same duration.
location you have already been to, as long as it white
is on the same plane, through which you can Diminished Effects
hear and see. The diculty of the spell Target: one surface you touch.
depends on the distance to the target. The Duration: instantaneous.
sensor is immobile. Creatures with an Instinct Difficulty: none.
score higher than your ranks in the You can write any text you want on an
Spellcasting talent are entitled Perception appropriate surface even though you do not
checks to detect the sensor (the Game Master have anything to write on it (Game Master
should make the check in secret). You can approval required). Make a reduced
project the image on an appropriate surface spellcasting roll to determine the length of the
(mirror, pool of water, etc), allowing others to text you can write.
share the vision. white

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Heightened Effects 5.4.6 True Sight


Target: you or one creature you touch.
Divination
Duration: spellcasting roll.
Target: you.
Difficulty: Instinct (harmless).
Duration: spellcasting roll.
The target understands any form of written Difficulty: none.
text or spoken language for the prescribed You can see through any illusion, which
duration, and any sentient creature notably includes invisibility eects. Powerful
understanding at least one language can eects created with more successes than your
understand the target speak. ranks in the Spellcasting talent remain
partially active: you know they are illusions,
but you do not know what is hidden behind.
5.4.5 Telepathic Link You ignore any weaker illusion eect.
white
Divination Diminished Effects
Target: you and one sentient creature per Target: 5m sphere centered on an object.
rank in the Spellcasting talent. Duration: instantaneous.
Duration: spellcasting roll. Difficulty: Instinct.
Difficulty: Willpower (Harmless). You can sense whether there are hidden or
All targets share a telepathic link for the invisible creatures in the area. Make a reduced
spell duration. All targets know which spellcasting roll vs Instinct to find their
creatures are in the link. The spell ends as numbers or gain more accurate information
soon as it ends for one of the targets. While about their position.
the link is active all targets can communicate white
mentally, as long as they remain on the same Heightened Effects
plane. However the link cannot be used to Target: 10m sphere centered on you (see
transmit any image, sound, emotion, etc. Any text).
round during which the link is not used does Duration: one round per rank in
not count toward the duration of the spell. The Spellcasting (see text).
spell may only last one encounter and the next. Difficulty: none (see text).
white You reveal all invisible creatures in a 10m
Diminished Effects sphere centered around you, as if the
Target: one sentient creature. concerned spell were dispelled. Each target can
Duration: instantaneous. use her Instinct save to resist the spell.
Difficulty: Willpower (harmless) (see Afterward, the target suers a penalty equal to
text). your ranks in the Spellcasting talent on all her
you can send a short telepathic message to Deception and Stealth checks for one round
one creature. The target immediately is aware per success obtained. Each round, the radius
that you sent this message. You must make a of the area increases by 10 meters.
reduced spellcasting roll to determine the
success, against a diculty depending on the
distance to the target as well as how well you 5.5 Enchantment Spells
know her.
white 5.5.1 Charm
Heightened Effects Enchantment
Target: one sentient creature. Target: one sentient creature.
Duration: spellcasting roll. Duration: spellcasting roll.
Difficulty: Instinct (harmless). Difficulty: Instinct.
You use the target as an empathic link for The target becomes friendly towards you.
the spell duration. While the spell is active, This might help you obtaining services or
you can concentrate on the target to favors from her. However, this will not make
experience everything she is feeling (which her obey your commands nor make her fight
means, emotions, but also images, sound, and for you, just make her more open and
the other senses). Note that if she suers reasonable. The spell ends if you or one of
damage while you are concentrating on her you your allies attack the target. white
automatically take one debilitation damage Diminished Effects
and the duration is reduced by one round. The Target: one sentient creature.
targets are unaware of the link, and the link Duration: instantaneous.
does only work one way. Any round during Difficulty: Instinct.
which the link is not used does not count You can substitute a Deception or
toward the duration of the spell. The spell Persuasion check against the target with your
may only last one encounter and the next. reduced spellcasting roll, only if you do so in a

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way the target would find friendly (Game Duration: instantaneous.


Master approval required). Difficulty: Instinct.
white You can make the target forget a small
Heightened Effects detail (like the colors of your hair or what you
Target: one sentient creature. are holding in your hands). The diculty
Duration: spellcasting roll. depends on the detail you want her to forget
Difficulty: Instinct. (Game Master discretion).
You instill protecting feelings to the target. white
While this spell is active she will do whatever Heightened Effects
she can to protect you, mostly by helping you Target: one sentient creature.
escape dangerous situations if she can. She Duration: instantaneous.
might fight for you, but only if there is no Difficulty: Instinct.
other alternative. The spell ends if you or one
of your allies attack her. You can alter the memories of the target of
the last rounds (number of rounds equal to the
number of successes obtained). You can make
5.5.2 Command one change by rank in the Spellcasting talent
Enchantment (Game Master approval required). This is
Target: one sentient creature. permanent, but eects which allow to read
Duration: one round. memories might find that the targets
Difficulty: Willpower. memories have been replaced.
Formulate an order with as many words as
the number of successes obtained. For her next
action, the target will execute your order. The 5.5.4 Emotion
target must be able to hear and understand
your language. You cannot order her to take Enchantment
suicidal actions. Target: one sentient creature.
white Duration: spellcasting roll.
Diminished Effects Difficulty: Instinct.
Target: one sentient creature. You instill a specific emotion of your choice
Duration: instantaneous. to the target. She will act according to this
Difficulty: Willpower. emotion as long as the spell lasts, but she
You can substitute a Persuasion check remains able to control her own actions. You
against the target with your reduced can force the target to force reroll one check
spellcasting roll, only if you do so to give the per rank in the Spellcasting talent, as long as
target an order (Game Master approval this is in accordance with the chosen emotion
required). (Game Master approval required). The target
white will not notice that she has been targeted by a
Heightened Effects spell.
Target: one sentient creature. white
Duration: spellcasting roll. Diminished Effects
Difficulty: Willpowe. Target: one sentient creature.
You dominate the target for a number of Duration: instantaneous.
rounds equal to the number of successes Difficulty: Instinct.
obtained. While this spell is in eect, you can
concentrate to mentally control all her actions. If you succeed the reduced spellcasting roll,
Otherwise she will follow your verbal orders as the target suers a brief surge of emotion,
much as she can. The target has no allowing you to make her force reroll a skill
recollection of what she did while dominated. check if appropriate (Game Master approval
required).
white
5.5.3 Confusion Heightened Effects
Enchantment Target: one sentient creature.
Target: one sentient creature. Duration: spellcasting roll.
Duration: spellcasting roll. Difficulty: Instinct.
Difficulty: Willpower. You can force emotions so strong to the
The target acts randomly for the spell target that she will do nothing but nurture
duration. She will not remember anything that them. It could be simply contemplating it, or
has happened while she was confused. doing nothing, or attacking mindlessly, or
white fleeing, or anything appropriate (Game Master
Diminished Effects discretion). The target will notice and
Target: one sentient creature. remember that something went wrong.

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5.5.5 Hold Difficulty: Instinct.


You can see what the target is dreaming.
Enchantment
Furthermore, you can make a number of
Target: one sentient creature.
alterations to her dreams equal to the number
Duration: spellcasting roll.
of successes obtained, for example by
Difficulty: Willpower.
appearing to her and delivering a message
The target cannot move or act for the spell (Game Master approval required, some changes
duration. She is still aware of what is going on might require several successes to accomplish).
and she can still take purely mental actions.
The duration is reduced by one round each
time the target is attacked. 5.6 Evocation Spells
white
Diminished Effects
Target: one sentient creature.
5.6.1 Cone of cold
Duration: instantaneous. Evocation
Difficulty: Instinct. Target: all creatures in a 10m cone in front
You can make a creature have a slight of you.
hesitation on a decision. She suers a penalty Duration: see text.
on her next skill check equal to the number of Difficulty: Fortitude.
successes obtained on the reduced spellcasting You sent a chilling cold down to the
roll. subjects. Each target takes wound damage
white (cold) equal to half the number of successes
Heightened Effects obtained (rounded up), and is slowed down for
Target: one sentient creature. a number of rounds equal to the same amount.
Duration: instantaneous (see text). While slowed down, the target suers a
Difficulty: Willpower. penalty to all checks requiring speed equal to
You trap the consciousness of the target your ranks in the Spellcasting talent. This
into a small object you are currently carrying. spell can freeze water and other liquids in the
While her soul is trapped, the target falls area (Game Master discretion).
unconscious and cannot take any actions of white
any kind until the end of the spell. However, Diminished Effects
she becomes immune to any form of mental Target: one creature, one object or one
attack. She will remember being imprisoned small amount of liquid.
(you decide the exact nature of this mental Duration: instantaneous.
prison, Game Master approval required). The Difficulty: see text.
spell ends if the object in question is broken. You cast a ray of frost which freezes liquids
She can break free by making Intelligence or unattended objects (diculty depending on
checks each round. She must get as many the size of the target). You can also use it as a
successes as your successes obtained on the ranged attack, using the reduced spellcasting
spellcasting roll to do so. roll vs Reflex as ranged attack roll: this deals
one point of wound damage (cold) per success
5.5.6 Sleep obtained.
white
Enchantment Heightened Effects
Target: one sentient creature. Target: all creatures in a 10m cone in front
Duration: spellcasting roll. of you.
Difficulty: Fortitude. Duration: spellcasting roll.
The target falls asleep for the spell Difficulty: Fortitude.
duration. Only pain might wake her. Gigantic icicles appear in the area,
white eectively trapping the targets for the
Diminished Effects prescribed duration. While trapped, they
Target: one sleeping creature creature you cannot do anything, but they are immune to
touch. all kind of damage except fire. The only way
Duration: instantaneous. to free them is to deal them a number of fire
Difficulty: see text. damage equal to your ranks in the Spellcasting
You wake up the target. If she was sleeping talent.
because of a spell, she awakes only if you
succeed your spellcasting roll.
5.6.2 Fireball
white
Heightened Effects Evocation
Target: one sleeping creature. Target: all creatures in a 5m sphere.
Duration: see text. Duration: instantaneous.

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Difficulty: Reflex. The target glows with a powerful radiance,


You cause an explosion of magical fire, casting as much light as the sun would for the
dealing one wound damage (fire) per success prescribed duration. This light is so powerful
obtained to all creatures aected. The burst is it keeps creatures sensitive to light at bay. If
too short for inflammable objects to catch fire. they cannot escape, they suer one point of
white debilitation damage per round of exposure.
Diminished Effects
Target: one creature or object you touch. 5.6.4 Lightning Bolt
Duration: instantaneous (see text).
Difficulty: Reflex. Evocation
You create a small flame, enough to provide Target: all creatures in the spellcasting
illumination (in which case you use the range caught in a line in front of you.
reduced spellcasting roll as duration roll) or set Duration: instantaneous.
inflammable objects afire. You can use it to Difficulty: Reflex.
burn one creature you touch; make a You throw a powerful bolt of electricity in
spellcasting roll vs Reflex as a melee attack front of you, dealing one point of wound
roll. The target suers one wound damage damage (electricity) per success obtained.
(fire) per success obtained. white
white Diminished Effects
Heightened Effects Target: one metallic object.
Target: one creature. Duration: instantaneous.
Duration: spellcasting roll. Difficulty: Reflex.
Difficulty: Reflex. You create a short static shock near a
The target catches fire for a number of metallic object, maybe preventing a creature
rounds equal to the number of success from touching it, or warning an ally from an
obtained. While she is on fire, she and every incoming attack. Make a reduced spellcasting
adjacent creatures and objects take a number roll vs Reflex as a ranged attack roll. If you
of wound damage (fire) equal to your ranks in succeed, the target takes one wound damage
the Spellcasting talent. The target can try to (electricity) per success obtained.
extinguish the flames, each action taken to do white
so reducing the duration by one round (but Heightened Effects
not canceling the damage on that round) or Target: all creatures adjacent to you.
more, depending on the eact action (Game Duration: spellcasting instantaneous.
Master discretion). Difficulty: Reflex.
Cast this spell as a reaction when you are
5.6.3 Flashing Light hit by a melee attack. Each target suers one
point of wound damage (electricity) per
Evocation success obtained, plus one debilitation damage.
Target: all creatures in a 10m cone in front If you hit the creature who attacked you, you
of you. increase the damage you deal her by half the
Duration: spellcasting roll. wound damage she inflicted to you.
Difficulty: Reflex.
You emit a brief yet powerful light in front
5.6.5 Magic Missile
of you. Any creature in the area is blinded for
the prescribed duration. Creatures sensitive to Evocation
light may furthermore take wound damage Target: one creature or object.
(radiant) equal to your ranks in the Duration: instantaneous.
Spellcasting talent. Difficulty: Reflex.
white You launch a projectile of pure energy at
Diminished Effects the target. This is a ranged attack which deals
Target: one unattended object. the target one wound damage of any one
Duration: reduced spellcasting roll. energy of your choice per each success
Difficulty: none. obtained.
The target glows softly like a lantern. This white
light is enough to illuminate an area, but not Diminished Effects
blind or repel creatures. Use the spellcasting Target: all creatures in a 5m cone in front
roll as duration roll. of you.
white Duration: instantaneous.
Heightened Effects Difficulty: Reflex.
Target: one unattended object. You create a sudden burst of energy of your
Duration: spellcasting roll. choice in front of you. Use the reduced
Difficulty: none. spellcasting roll as an area attack roll against

65
Chapter 5

all targets. Each target hit takes wound concentrate on it to make an attack using your
damage of the chosen energy equal to the spellcasting roll instead of a normal attack roll.
number of successes obtained.
white
Heightened Effects 5.7 Illusion Spells
Target: you.
Duration: spellcasting roll. 5.7.1 Cloak of Shadows
Difficulty: none.
You create one orb of energy per rank in Illusion
the Spellcasting talent. Each orb allows you to Target: 10m sphere.
block incoming attacks using your Willpower Duration: spellcasting roll.
rather than your Fortitude. Furthermore, you Difficulty: none.
can concentrate on one orb to launch it against You shed pure darkness in the area. This
one object or creature. Make then a extinguishes all sources of light (even
spellcasting roll vs Reflex as a ranged attack physically by shutting doors or windows), and
roll: the target suers as many wound damage block line of sight unless for creatures able to
of the appropriate energy as the number of see in magical darkness. Otherwise, creatures
successes obtained. Doing so destroys the orb in the area are eectively blind as long as they
launched. stay there. Potent light eects (such as a
flashing light spell) must exceed the number of
successes on the spellcasting roll to function.
5.6.6 Magic Weapon Each time a light eect is used in the area, the
duration is reduced by one round.
Evocation white
Target: one weapon of energy near you. Diminished Effects
Duration: spellcasting roll. Target: one shadow.
Difficulty: none. Duration: reduced spellcasting roll.
You create a weapon of pure energy which Difficulty: Instinct (harmless).
attacks on its own, using your ranks in the You can manipulate one shadow and make
Spellcasting talent as the ranks in the Melee or it take any shape you want. You can use this
Ranged skill for the attack roll. The weapon eect to substitute a Stealth check with the
deals damage of one energy of your choice. reduced spellcasting roll (Game Master
The weapon floats by your side and cannot discretion).
move further. white
white Heightened Effects
Diminished Effects Target: one creature in the shadows.
Target: one weapon you touch. Duration: spellcasting roll.
Duration: reduced spellcasting roll. Difficulty: Instinct.
Difficulty: none. You trap the target in the shadows: she
You sheathe a weapon with one type of cannot step into the light, and she suers one
energy of your choice. When the weapon deals debilitation damage each time she is exposed
damage while the spell lasts, it deals damage to light, and must fall back in the shadows if
of the selected energy. possible. However, doing so reduces the spell
white duration by one round. As long as she stays in
Heightened Effects the shadow, you can force reroll one check per
Target: one weapon of energy. round she makes, or one check made against
Duration: spellcasting roll. her.
Difficulty: none.
You create a weapon of pure energy which 5.7.2 Disguise Self
attacks on its own, using your ranks in the
Spellcasting talent as the ranks in the Melee or Illusion
Ranged skill for the attack roll. The weapon Target: you.
deals damage of one energy of your choice. Duration: spellcasting roll.
The weapon can move on its own, with a fly Difficulty: none.
speed equal to twice your ranks in the You can modify your appearance. You
Spellcasting talent. You can create the weapon cannot take the exact appearance of a specific
anywhere within spellcasting range. However, creature, but you can change any of your
if the weapon moves outside spellcasting range physical details (height, width, color, facial
or line of sight, it is immediatly teleported by details, even clothing) as long as you take the
your side. When it is by your side, it moves appearance of someone of your own type (so if
with you as per the normal eects. You assign you are a human you can take the appearance
targets to the weapon as a free action. You can of an elf but not a dragon or an animal). This

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does not aect your voice, odor, or other as well. The illusion is autonomous, and will
senses. react as what the real thing would do.
white Creatures who touch the illusion can disbelieve
Diminished Effects it as stated above.
Target: you.
Duration: reduced spellcasting roll.
Difficulty: none. 5.7.4 Invisibility
You can modify a small detail of your Illusion
appearance, like the color of your eyes or the Target: you.
size of your nose, etc. You can use this to Duration: spellcasting roll.
substitue a Deception check with the reduced Difficulty: none.
spellcasting roll (Game Master discretion). You become invisible for the spell duration.
white While invisible, you still emit noises, and you
Heightened Effects can be detected by light eects (for example,
Target: one creature. rain not going through you). The spell ends as
Duration: spellcasting roll. soon as you make an attack.
Difficulty: Instinct. white
You take the appearance of a specific Diminished Effects
creature the target wants to see and is not Target: one object you touch.
present (Game Master discretion). All Duration: reduced spellcasting roll.
creatures see the disguise, not only the target. Difficulty: none.
You become aware of the shape you take, as
You can hide a small object on yourself for
well as basic information about the creature in
a small moment. A careful search might reveal
question.
the object (even though non-magical searches
have a penalty equal to the number of
5.7.3 Hallucinations successes obtained), but not a simple glance.
white
Illusion
Heightened Effects
Target: one image within spellcasting
Target: you.
range.
Duration: spellcasting roll.
Duration: spellcasting roll.
Difficulty: none.
Difficulty: see text.
You can make yourself invisible to almost
You create one illusory image in the
all senses. This major eect also cancels noises
designated spot. The image is capable of basic
and odors. Furthermore, when a spell might
movements, but you need to concentrate on it
indirectly reveal you (like for example, a
to make more complex movements. Creatures
thought detection), you can choose to take one
touching it are granted checks to perceive the
debilitation damage and still be not detected.
illusion, the base diculty being equal to the
The spell still ends if you attack.
number of successes obtained, minus one per
creature who already disbelieved the spell.
The illusion is capable of simple noises, but 5.7.5 Mirror Image
not complex enough to talk. The diculty
depends on the size of the hallucination and its Illusion
complexity (Game Master discretion) Target: you.
white Duration: spellcasting roll.
Diminished Effects Difficulty: none.
Target: one surface you touch. You create one illusory copy of yourself per
Duration: reduced spellcasting roll. rank in the Spellcasting talent. Each copy
Difficulty: see text. makes it dicult to perceive you, imposing a
You can create a small two-dimensional -1 penalty to all attacks and Perception checks
illusion on the surface. The diculty depends against you. When you are targeted by a
on the size of the image and its detail (Game melee or ranged attack, you can make a
Master discretion) Spellcasting vs Instinct check against the
white attacker. If successful, the attacker targets one
Heightened Effects of your copies instead of you, destroying it.
Target: one image within spellcasting white
range. Diminished Effects
Duration: spellcasting roll. Target: one mirror.
Difficulty: none. Duration: reduced spellcasting roll.
You create an illusion that anyone can see Difficulty: see text.
in the area. The illusion can be fairly complex, You can slightly change what is reflected by
and uses sounds (including speech) and odors the mirror. Creatures with an Instinct higher

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than half your ranks in the Spellcasting talent 5.8 Necromancy Spells
will automatically notice this is an illusion.
white 5.8.1 Animate Dead
Heightened Effects
Target: one image of yourself. Necromancy
Duration: spellcasting roll. Target: one corpse you touch.
Difficulty: none. Duration: spellcasting roll.
Difficulty: see text.
You create an autonomous, illusory copy of
You animate thee body in the form of a
yourself. The copy will perform any action you
mindless skeleton or zombie. The animate
want: you control it telepathically (no
dead will follow vocal commands, yet it can
concentration required). Creatures touching
only understand simple orders. It has no
the illusion might perceive its real nature, as
memories of her previous life, and therefore
per the Hallucinations spell. However, actions
retains no specific skill or talent. The diculty
performed by the illusion are actually real,
of the spell depends on the type of creature
which means the image can attack or cast
(Game Master discretion).
spells as it if were you (it cannot use talents
however). If the image casts spells, you use white
your own set of known spells. The image does Diminished Effects
not benefit from any magical item property Target: one corpse.
you might wear. Duration: instantaneous.
Difficulty: none.
You make the target make a unique simple
movement (like waving a hand or laughing
maniacally). You can make the corpse attack,
5.7.6 Shout using your reduced spellcasting roll as a melee
attack roll.
Illusion white
Target: all creatures in a 5m sphere Heightened Effects
centered on you. Target: one corpse you touch.
Duration: spellcasting roll. Duration: spellcasting roll.
Difficulty: Fortitude. Difficulty: see text.
You emit a terrible shriek that deafens all You bring back the target as any undead of
creatures in the area. Fragile objects or your choice. The diculty depends on the type
creatures may furthermore take wound damage of undead you want to create. If you choose a
(sound) equal to your ranks in the Spellcasting sentient undead, and you gain as many
talent. The noise created by this spell can be successes as the targets Willpower, then she is
heard from a great distance (Game Master bound to your service for the spell duration.
discretion). Otherwise, she acts as she wishes, possibly
attacking you. The target may retain one skill
white
and talent she had in life, depending on the
Diminished Effects
kind of undead you choose.
Target: one sound you make.
Duration: instantaneous.
Difficulty: none. 5.8.2 Cloak of Undeath
The sound appears to be originating from a
few meters away from you (you choose the Necromancy
exact location). Creatures with an Instinct Target: you.
score higher than the result of the reduced Duration: spellcasting roll.
spellcasting rolls are not fooled by the illusion Difficulty: none.
You gain the appearance of an undead
white creature, which makes any undead creature
Heightened Effects think you are actually undead. Intelligent
Target: 5m sphere centered on you. undead creatures might be able to notice that
Duration: spellcasting roll. something is wrong when they actively interact
Difficulty: none. with you (for example, if a vampire tastes your
You create an invisible spherical barrier of blood he will instantly notice youre a living
sound which follows you for the spell duration. creature).
No sound from inside the sphere can go out. white
However, creatures inside the sphere still hear Diminished Effects
what happens outside. Creature within the Target: you.
sphere add your ranks in the Spellcasting Duration: reduced spellcasting roll.
talent to all saves against sound-based attacks. Difficulty: none.

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You emit a putrefying stench. Once per creatures that take enough damage to die in
round, you can make a creature adjacent to the area become dying but do not die. Undead
you force reroll a skill check, unless the target creatures suer one debilitation damage when
has a Fortitude higher than half your talent they enter the area, and each round they spent
ranks (Game Master approval). in the area, unless their Fortitude save is
white higher than your ranks in the Spellcasting
Heightened Effects talent. Non-living creatures (like artificial
Target: you. creatures) are unaected by the area.
Duration: spellcasting roll.
Difficulty: none. 5.8.4 Finger of Death
You completely cross the frontier of unlife.
While this spell is active, you become an Necromancy
undead creature, and gain all undead traits. Target: one living creature.
You are no more considered a living creature Duration: instantaneous.
(notably, you dont breathe. You are still able Difficulty: Fortitude.
to speak though). You furthermore ignore the The target suers a number of wound
penalties caused by debilitation damage. This damage (necrotic) equal to the number of
damage is still in eect though, and you suer successes obtained plus your ranks in the
the penalties again when the spell ends. Spellcasting talent. If the creature is dying
(either after or before you cast the spell), she
5.8.3 Death Watch dies instantly.
white
Necromancy Diminished Effects
Target: all creatures in a 10m sphere Target: one living creature.
centered on you. Duration: reduced spellcasting roll.
Duration: spellcasting roll. Difficulty: Fortitude.
Difficulty: none. You open open cuts and wound on the
You gain the ability to detect life forces of target body. The target takes one wound
creatures within 10 meters. For each creature damage (hemorrhagic) per round for the spell
you can see you know whether it is alive, duration, unless she is healed before (she can
undead or non-living (like artificial creatures). stop the bleeding with a full-round action, or
If it is alive, you gain further information on less if she is helped by other creatures).
her state (like if she is wounded, dying, white
infected with poison or disease, etc). You Heightened Effects
further know whether there is at least one Target: one living creature.
undead creature in the area (even if you cant Duration: spellcasting roll.
see that creature). Finally, you gain a bonus Difficulty: Willpower.
equal to half your ranks in the Spellcasting The target suers a number of debilitation
talent on all your saves against attacks coming damage equal to the number of successes
from undead creatures. obtained. If the target falls unconscious
white because of this spell, she dies.
Diminished Effects
Target: food or corpse touched.
5.8.5 Vampiric Feast
Duration: see text.
Difficulty: amount of food or size of the Necromancy
target. Target: one living creature you touch.
You can prevent the target to rot for one Duration: instantaneous.
day per success obtained on the reduced Difficulty: Fortitude.
spellcasting roll. You can further determine You steal the life force from the target. She
whether it is poisonous, infected, or improper takes a number of wound damage
for consumption, but this might increase the (hemorrhagic) equal to the number of
diculty of the spell (Game Master discretion). successes obtained, and you heal the same
white amount of wound damage.
Heightened Effects white
Target: all living creatures in a 10m sphere Diminished Effects
centered on you. Target: one sleeping or dying creature you
Duration: spellcasting roll. touch.
Difficulty: none. Duration: instantaneous.
You prevent any living creature in the area Difficulty: Fortitude.
from dying. Dying creatures remain in that You steal nourishment from the target.
state and cannot die under any circumstances This aects you as if you had eaten a full meal,
as long as they stay in the area. Living and heals you one debilitation damage per two

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successes obtained on the reduced spellcasting unconscious until an external eect awakes her
roll. The target feels something is wrong with (minimum for the spell remaining duration), or
her when she wakes up, but this does not grant at the end of the encounter.
any kind of disadvantage.
white
Heightened Effects 5.9 Transmutation Spells
Target: one dying creature you touch.
Duration: spellcasting roll.
5.9.1 Animate Object
Difficulty: Fortitude.
You steal the last life force of the target, Transmutation
killing her instantly. You recover one Target: one unattended object.
debilitation damage per two successes obtained Duration: spellcasting roll.
and you can force reroll any spellcasting roll Difficulty: Willpower (Harmless).
you make to cast Necromancy spells. If you You animate the target and grant her a
use this eect to force reroll an heightened limited intelligence, which allows her to follow
eect, the duration is reduced by one round. your vocal commands to the best of her
You can cast this spell on a fresh corpse, abilities. This spell also grants the target the
provided the target died less than one round ability to walk (or any other type of movement
per rank in the Spellcasting talent. that seems in accordance with her nature).
She cannot talk nor express herself: she just
5.8.6 Wave of Fatigue follows orders. The diculty of the spell might
be increased depending on the nature of the
Necromancy target (Game Master discretion).
Target: all living creatures in a 10m cone white
in front of you. Diminished Effects
Duration: spellcasting roll. Target: one object.
Difficulty: Fortitude. Duration: instantaneous.
All living creatures in the area feel Difficulty: see text.
exhausted and tired, and therefore suer one You force one object to make a move it can
debilitation damage. Furthermore, you can naturally do (like shutting a door, tying a knot
make the target force reroll any skill check, but in a rope, etc). The diculty of the spell
doing so reduces the duration by one round. depends on the size and complexity of the
white target (Game Master discretion).
Diminished Effects white
Target: one living creature you touch. Heightened Effects
Duration: instantaneous. Target: one object held by a creature.
Difficulty: none. Duration: spellcasting roll.
The target can overcome exhaustion by Difficulty: Willpower of the creature.
tapping in her life force. For each success on
The object acts against the will of its
the spellcasting roll, she can take one wound
current holder. While the spell is in eect, the
damage to recover one debilitation damage.
targeted object will act the opposite way of
No eect can prevent the wound damage to
what the creature who holds it wants. For
occur. The target decides which amount of
example, a weapon will turn herself against her
damage she heals.
wielder, tools used to disable traps will trigger
white
it instead, etc.
Heightened Effects
Target: all living creatures in a 10m cone
in front of you. 5.9.2 Earthen Grasp
Duration: spellcasting roll (see text).
Difficulty: Fortitude. Transmutation
Each target is forced to concentrate to Target: one creature touching the ground.
remain conscious. At each of her turn, a target Duration: spellcasting roll.
can choose between acting normally or falling Difficulty: Reflex.
unconscious. If she acts normally, she suers A gigantic hand comes out of the ground
one debilitation damage, remains limited to and holds the target. While held the target
simple actions that do not require cannot move, but can still take physical
concentration nor extreme eort (Game actions with a penalty equal to your ranks in
Master discretion) and the spell duration is the Spellcasting talent, and mental actions
reduced by one round. Once she falls with no penalty. The grasp is firm and wont
unconscious, she cannot awake and act the target escape under any circumstances.
normally anymore, but she does not suer white
debilitation damage. The target remains Diminished Effects

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Target: one creature or object touching the 5.9.4 Shapechange


ground.
Duration: instantaneous. Transmutation
Difficulty: Reflex. Target: one creature or unattended object
you touch.
You send small shockwaves through the Duration: spellcasting roll.
ground. These shockwaves can warn allies or Difficulty: Fortitude (Harmless).
knock opponents prone, or make object fall or
You make one alteration to the shape of
move on the ground.
the target. The alterations can be additional
white limbs, the ability to breathe underwater, lizard
Heightened Effects scales, wings, etc. Some eects might increase
Target: one creature touching the ground. the diculty of the spell (Game Master
Duration: spellcasting roll. discretion). The exact eects depend on the
Difficulty: Fortitude. chosen alteration. Alternatively you can repair
You transform the target into a statue of a or heal the target, removing one wound
material of your choice (usually stone or glass, damage per talent rank (or one per two talent
Game Master approval). While this is in eect, ranks for arcane and psionic spellcasters).
she is impervious to damage and to any eect white
that target only living creatures. She does not Diminished Effects
breathe, cannot move or act, and cannot take Target: one object or creature you touch.
actions of any kind. She will remember Duration: reduced spellcasting roll.
nothing of what has happened while she was Difficulty: Fortitude (harmless).
transformed. You can make minor alterations to one
object or one willing creature (like a change in
color, or you can make a flower bloom, etc).
5.9.3 Fabricate You may use this to substitute an appropriate
skill check with the reduced spellcasting roll
Transmutation (Game Master discretion).
Target: one unattended object you touch. white
Duration: spellcasting roll. Heightened Effects
Difficulty: see text. Target: one creature or unattended object
you touch.
By touching one object you can extract and
Duration: spellcasting roll.
shape one smaller object made out of the same
Difficulty: Fortitude (harmless).
substance. For example, if you touch a tree
you can extract any kind of wooden object You completely change the shape of the
(including weapons). You must access enough target, polymorphing her into any creature (if
of that substance to extract your object. The she is a creature) or object (if she is an object)
diculty depends on the size or the complexity of your choice. The diculty depends on the
of the object (Game Master discretion). dierence between her new and normal shapes
(Game Master discretion). You can control
white details of her new appearance, but you cannot
Diminished Effects mimic specific creatures. The target get all
Target: one unattended object you touch. traits of her new forms (like claws, ability to
Duration: instantaneous. breathe water, etc), which might grant her in
Difficulty: none. some cases bonuses up to your ranks in the
You can make minor alterations to small Spellcasting talent.
objects. For example, you can make stones
spherical, bend metal blades, etc. You can use
this to substitute a Craft check with the 5.9.5 Stop Time
reduced spellcasting roll. Transmutation
white Target: one creature or unattended object.
Heightened Effects Duration: spellcasting roll.
Target: one unattended object you touch. Difficulty: Fortitude.
Duration: until the end of the encounter. You stop the time for the target. While
Difficulty: see text. time is stopped for her, she cannot move,
You can extract one creature made of the think, or be moved or aected in any way: she
chosen substance. The creature has limited is frozen in her current condition. You can use
intelligence and will obey your vocal this spell to target fast moving objects, which
commands. The diculty depends on the size mean you can interrupt attacks against you or
of the creature you want to extract. For each any other creature. When the spell ends the
success you obtain, the target gains 1 rank in target starts moving again with no initial
an appropriate skill. velocity. This spell can therefore be used to

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stop falling. Casting this spell to avoid falling 5.10 Domain Spells
is a reaction.
white Domain spells are specific spells granted by the
Diminished Effects gods to their clerics, or by the titans to their
Target: you or one ally. druids.
Duration: one round. Unless noted otherwise, a spellcaster
Difficulty: none. cannot learn a domain spell. The two main
You can have short glimpses ol the near exceptions are the Spellcasting (Divine Magic)
future. This might avoid you or allies being talent from the cleric class, or the Spellcasting
surprised or allow you to substitute a skill (Primal Magic) talent from the druid class.
check (like Acrobatics or Ride, for example) The list of domains per divinity can be found
with the reduced spellcasting roll (Game in the chapter Faith of the Scarred Lands.
Master approval). Primal domains are: Air, Animal, Earth,
Fey, Fire, Healing, Plant, Travel, Water.
white
Heightened Effects
Target: you. 5.10.1 Air Domain: Control Winds
Duration: instantaneous. Transmutation
Difficulty: none. Target: sphere up to spellcasting range.
You stop the time for yourself. You can Duration: spellcasting roll.
immediately make a number of actions equal to Difficulty: see text.
the number of successes obtained, up to your You can change the direction and strength
number of ranks in the Spellcasting talent. of wind currents in the area. The diculty of
the spell depends on the current wind
conditions and the new conditions (Game
Master discretion). After the end of the spell,
5.9.6 Telekinesis the eects fade o progressively, and the
original wind conditions apply at the end of
Transmutation the encounter.
Target: one creature or object.
Duration: spellcasting roll.
Difficulty: Fortitude. 5.10.2 Animal Domain: Charm Animal
You can control the target with telekinesis. Enchantment
You cannot make complicate movements, but Target: one animal.
you can slam her into objects, or simply take Duration: spellcasting roll.
her up in the air and then release her. You can Difficulty: Willpower (Harmless).
make her move 5 meters per round per rank in The target becomes friendly towards you.
the Spellcasting talent. The diculty of the She will obey simple orders as long as it does
spell might be increased depending on the size not bring her to harm. She gains a bonus equal
or the weight of the target. to your ranks in the Spellcasting talent for any
white skill check involved in executing your
Diminished Effects commands.
Target: one object.
Duration: reduced spellcasting roll. 5.10.3 Chaos Domain: Cloak of Chaos
Difficulty: none.
Conjuration
You can move a small object. If you use it Target: you.
to make an attack, you can substitute a ranged Duration: spellcasting roll.
attack roll with the reduced spellcasting roll. Difficulty: Willpower (see text).
You must concentrate each round to maintain
As long as the spell is active, make a
the spell, otherwise it ends.
spellcasting roll as a reaction against any
white creature making a melee attack against you. If
Heightened Effects you succeed, the target is teleported 5 meters
Target: one creature or object. per success obtained in a random direction.
Duration: spellcasting roll. Each time a creature is teleported the duration
Difficulty: none. is reduced by one round.
You free the target from any restraint,
including gravity. Any eect that tries to stop, 5.10.4 Construct Domain: Transfer
slow or force the targets movement suers a
Sentience
penalty equal to your ranks in the Spellcasting
talent. The target can fly in any direction as if Enchantment
gravity did not exist. Target: one animated creature.

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Duration: spellcasting roll. 5.10.9 Earth Domain: Earthquake


Difficulty: Willpower.
Transmutation
You possess the target for the spell
Target: all creatures in a 10m sphere.
duration. Your body disappear, and you gain a
Duration: spellcasting roll.
full control of the targets body, including any
Difficulty: none.
type of magical attack it might possess. At the
Creatures and unattended objects in the
end of the spell, you reappear next to the
area fall to the ground, unless their Fortitude
targets body. If the target is destroyed while
is higher than your ranks in the Spellcasting
you possess her, the spell ends immediatly.
talent. Each round while the spell last, you
can make a reduced spellcasting roll vs Reflex
5.10.5 Death Domain: Death Knell against any creature in the area. If you
succeed, the target takes wound damage equal
Necromancy
to the number of successes obtained. Each
Target: one dying creature.
round you can concentrate one action on a
Duration: spellcasting roll.
single creature in the area: you make a normal
Difficulty: Fortitude.
spellcasting roll against her (instead of a
Cast this spell as a reaction when a reduced spellcasting roll), and the target falls
creature dies or becomes dying. You heal one prone if you succeed.
debilitation damage and gain a +2 bonus in
the highest attribute of the target and a +1
bonus to the associated defense. The target 5.10.10 Entrancement Domain: Cloak
dies. of Desire
Illusion
5.10.6 Destruction Domain: Disinte- Target: you.
gration Duration: spellcasting roll.
Difficulty: none.
Transmutation You can roll twice any check made to
Target: one object or creature. seduce or charm creatures, either with
Duration: instantaneous. Charisma-based skills or with spells.
Difficulty: Fortitude (see text).
You disintegrate the target. The size of the
target increases the diculty of the spell 5.10.11 Evil Domain: Curse of Felony
(Game Master discretion). If you cast the spell Enchantment
on a living creature, she takes wound damage Target: one sentient creature.
equal to the net successes obtained on the Duration: spellcasting roll.
spellcasting roll; the target is disintegrated if Difficulty: Willpower.
she becomes dying because of this spell. The target chooses to either commit an evil
deed with her next actions (Game Master
5.10.7 Domination Domain: Obedi- approval), or to take one debilitation damage
ance per two successes obtained.

Enchantment
Target: one sentient creature.
5.10.12 Fey Domain: Bewitching Cloud
Duration: spellcasting roll. Same as the Fey Legacy spell.
Difficulty: Willpower.
For the spells duration, the target will
obey all your vocal orders, even if that might
5.10.13 Fire Domain: Control Fire
bring her to harm. Transmutation
Target: one natural fire or one inflamable
5.10.8 Dream Domain: Dreamsight object.
Duration: spellcasting roll.
Divination Difficulty: see text.
Target: one sentient creature. You can control one natural fire in the area,
Duration: see text. by either increasing or decreasing its potency.
Difficulty: Instinct. Depending on the exact eect you want, the
The next time the target dreams, you see diculty of the spell might increase (Game
exactly what she dreams of. You cannot alter Master discretion). You can also set an
the dream, but for each success obtained you inflammable object afire. When the spell ends,
might learn a specific piece of information the fire starts regains its previous
concerning the target (like what she desires or configuration, unless you quenched it
fears the most, etc). completly.

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5.10.14 Gateways Domain: Phase 5.10.19 Law Domain: Dictum


Door Enchantment
Conjuration Target: one sentient creature who was
Target: one solid surface. given a direct order by her hierarchy during
Duration: spellcasting roll. this encounter.
Difficulty: none. Duration: spellcasting roll.
Choose any solid surface you are aware of Difficulty: Willpower (Harmless).
within spellcasting range (even if you do not If the target chooses to follow her orders,
see it). While the spell is active, any creature then she can force reroll any skill check made
crossing the solid surface targeted reappears to carry out her orders. Otherwise, she takes
beside other surface. The gate is one-way only. one debilitation damage, and you can make her
force reroll any skill check, yet each time you
do so the duration is reduced by one round.
5.10.15 Good Domain: Redeem
Enchantment 5.10.20 Luck Domain: Aid
Target: one sentient creature.
Duration: spellcasting roll. Enchantment
Difficulty: Willpower. Target: one sentient creature.
If the target uses her next actions to Duration: spellcasting roll.
commit good deeds (Game Master approval), Difficulty: Willpower (Harmless).
then she heals one debilitation damage per two Once during the spell is in eect, the target
successes obtained. Otherwise, she takes one can force reroll any skill check with a bonus
debilitation damage. equal to the number of successes obtained, or
make any creature force reroll a skill check
5.10.16 Healing Domain: Cure against her with a malus equal to the number
of successes obtained. The spell ends after the
Wounds reroll is spent.
Conjuration
Target: one creature. 5.10.21 Magic Domain: Spell Channel
Duration: instantaneous.
Difficulty: Fortitude (Harmless). Transmutation
The target recovers as many wound Target: you.
damage as the number of successes obtained. Duration: instantaneous.
If you target an undead creature with this Difficulty: none.
spell, she takes one wound damage (radiant) Transform up to one of your spells still
per success obtained instead. available per two successes obtained into any
common spell of the same school. Once cast,
5.10.17 Judgement Domain: Bring to the spells are converted back to the original
spells.
Justice
Conjuration 5.10.22 Plant Domain: Plant Growth
Target: one creature guilty of a crime.
Duration: instantaneous. Transmutation
Difficulty: Willpower. Target: one plant in the area.
The target suers one debilitation damage, Duration: instantaneous.
and you can teleport her anywhere in Difficulty: see text.
spellcasting range, as long as she reappears You can increase the size of a plant you see
adjacent to you or one of your allies. You or and alter its shape. The diculty depends on
the ally can immediatly make a melee attack the exact transformation you wish to achieve
against the target, with a bonus equal to the (Game Master discretion). This spell is
number of successes obtained. instantaneous, so the plant does not regain its
original shape, and the spell cannot be
dispelled.
5.10.18 Knowledge Domain: Myths
and Legends
5.10.23 Protection Domain: Shield of
Divination
the Faith
Target: you.
Duration: instantaneous. Necromancy
Difficulty: none. Target: one living creature other than you.
You add the number of successes obtained Duration: spellcasting roll.
as a bonus to your next knowledge roll. Difficulty: Fortitude (Harmless).

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Each time the target takes wound damage, 5.10.28 Sun Domain: Sunbeam
she only takes half the prescribed wound
damage, while you suer the remaining Transmutation
amount. If the target is willing, the link can Target: sphere up to spellcasting range.
work the other way around. Duration: spellcasting roll.
Difficulty: none (see text).
You create a searing light in the area. All
5.10.24 Rainbow Domain: Prismatic creatures caught in the area when you cast the
Spray spell and with a Reflex score lower than the
number of successes obtained are blinded for
Evocation one round. Creatures sensitive to sunlight also
Target: up to 7 creatures in a 10m cone in takes one debilitation damage, and suer an
front of you. additional -1 to all checks as long as they stay
Duration: instantaneous. in the area. Once per round, you can take an
Difficulty: Reflex. action to strike an enemy with light. Make a
You shed rays of all the rainbow colors in spellcasting roll vs Reflex as a ranged attack
front of you. Any creature hit by the spell is roll against a creature in the area. The target
blinded one round, and suers one point of is blinded one additional round, and takes one
wound damage per success obtained. This wound damage (radiant) per two successes
damage comes from an energy of your choice. obtained if she is sensitive to sunlight.
However, you cannot aect two creatures with
the same type of energy.
5.10.29 Travel Domain: Longstride
5.10.25 Secret Domain: Confidence Transmutation
Enchantment Target: one creature.
Target: one sentient creature. Duration: spellcasting roll.
Duration: spellcasting roll. Difficulty: Fortitude (Harmless).
Difficulty: Instinct. The targets speed is multiplied by two.
The target sees you as someone Furthermore, the target ignores dicult
trustworthy. As long as the spell lasts, she will terrain, and can force reroll any attack made
answer your questions as if you were a very against her that impairs her movement. Each
close friend without hesitation. She will have time she does so the duration is reduced by
no memories of having spilled out any secrets one round.
afterward.

5.10.30 Trickery Domain: Glibness


5.10.26 Shadow Domain: Shadow
Form Illusion
Target: one creature.
Transmutation Duration: spellcasting roll.
Target: you. Difficulty: Instinct (Harmless).
Duration: spellcasting roll. The target can force reroll any Deception
Difficulty: none. check. Furthermore, each time someone tries
You take a shadowy shape. You become to detect whether she is lying, or read her
totally invisible in dark areas. This form is thoughts (or any similar eect), she can force
partially intangible and you may pass through reroll the attackers check. Each time she does
an opening of almost any size. You may force so the duration is reduced by one round.
reroll any attack made against you until the
end of the spell. However, light eects cast
against you can be rolled twice, and each time 5.10.31 Vengeance Domain: Divine
one of them hits the duration is reduced by
one round.
Talion
Necromancy
5.10.27 Strength Domain: Magic Might Target: you.
Duration: spellcasting roll.
Transmutation Difficulty: none.
Target: one creature. Any creature who deals you wound damage
Duration: spellcasting roll. receives an equal number of wound damage
Difficulty: Fortitude (Harmless). (necrotic), up to your talent ranks. Each time
The targets can roll force reroll any this happens the duration is reduced by one
Strength-based check while the spell is active. round.

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5.10.32 War Domain: Summon (radiant); if the target is sensitive to light, you
Weapon use your normal spellcasting roll, and if you
succeed she is also blinded 1 round and suers
Conjuration 1 debilitation damage. Each time you make an
Target: one weapon per success obtained. attack the duration is reduced by one round.
Duration: end of the encounter.
Difficulty: none.
You create one weapon per success 5.11.3 Chern Legacy: Verminplague
obtained. Alternatively, you can enchant up to Conjuration
one existing weapon per success obtained: the Target: all creatures in a 5m sphere.
wielder of one of these weapon may roll twice Duration: instantaneous.
any one attack roll during the encounter, at Difficulty: Reflex.
which point the spell ends for this weapon. You conjure a swarm of infectious creatures
like rats or insects. The target takes wound
5.10.33 Water Domain: Control Water damage equal to half the number of successes
obtained, and becomes instantly attacked by a
Transmutation
disease of your choice (Game Master approval);
Target: one body of water in the the net number of successes obtained indicates
spellcasting range.
the maximal potency of the selected disease.
Duration: spellcasting roll.
Difficulty: see text.
You control the currents in the body of 5.11.4 Denev Legacy: Earth Leap
water aected, both in terms of direction and
Transmutation
magnitude. You can also raise or lower the
Target: you.
level of water. The diculty of the spell
Duration: instantaneous.
depends on the exact eects you wish to
Difficulty: none.
achieve.
You meld yourself into any stone or earth
surface you touch, and can travel inside up to
5.11 Legacy Spells 10m per success obtained. At the end of the
travel, you are expelled toward the closest free
Legacy spells are specific spells inherited by surface if you are still within the earth; you
sorcerers from the mystic ancestors. then take 1 wound damage per 10 meters
Unless noted otherwise, a spellcaster traveled during the expelling.
cannot learn a legacy spell. The main
exception is the Spellcasting (Arcane Legacy) 5.11.5 Draconic Legacy: Dragon Breath
talent from the sorcerer class.
Evocation
Target: all creatures in a 10m cone
5.11.1 Aberrant Legacy: Slimeform emanating from you.
Transmutation Duration: instantaneous.
Target: you. Difficulty: Reflex.
Duration: spellcasting roll. The target takes one wound damage of
Difficulty: none. your legacy energy type per success obtained.
You transform yourself into a viscous blob
of slime. In this form, you retain all your 5.11.6 Fey Legacy: Bewitching Cloud
special abilities, and you can shape your body
at will, for example going through very fine Enchantment
holes. You can force reroll any melee attack Target: 5m sphere.
you make; all melee attacks you make while in Duration: spellcasting roll.
the slime form deal acid damage. Difficulty: none.
You create a cloud that dazzles creatures
5.11.2 Celestial Legacy: Angelic Wings caught within. The Instinct and Willpower
score of any target in the area is reduced by 1
Transmutation for each round they stay in the area. If the
Target: you. Instinct or Willpower score of an aected
Duration: spellcasting roll. creature reaches 0, the creature falls asleep.
Difficulty: none. Targets regain their full save as soon as they
Wings made of pure light grow in your leave the cloud.
back. You can fly at twice your land speed,
and you can make melee attacks using your
5.11.7 Gaurak Legacy: Gluttony
reduced spellcasting roll vs Reflex as the
attack roll. These attacks deal wound damage Enchantment

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Target: one creature. Legacy talent). These limbs are monstruous by


Duration: spellcasting roll. nature, and come in various size or shape
Difficulty: Willpower. (tentacles, claws, pseudopods, etc). If the
The target must cease any activity and eat target is willing, she can use these limbs to
or find something to eat. If nothing is make naturals attack, with a bonus equal to
available, she will turn to the nearest creature, your ranks in the Spellcasting (Arcane Legacy)
or even try to eat herself. Each time the talent to all her melee rolls. If she is unwilling,
creature is attacked the duration is reduced by the limbs attack her using her own ranks in
one round. Strength + the number of limbs created as the
melee attack rolls. The limbs can be cut, but
5.11.8 Genie Legacy: Elemental Kiss cutting a limb takes one full-action, and the
target takes one wound damage in the process.
Transmutation
Target: you.
Duration: spellcasting roll. 5.11.12 Gulaben Legacy: Charm's Aegis
Difficulty: none.
Enchantment
You take the shape of pure elemental power
Target: you.
(the element depending on your exact
Duration: spellcasting roll.
ancestor). You are immuned to attacks based
Difficulty: none.
on that element (Game Master discretion), and
you can make elemental area attacks against Whenever you are targeted by a melee,
all adjacent creatures. When you make such an ranged or area attack by a creature who can
attack, repeat the spellcasting roll against the see you, you can make a new spellcasting roll.
Reflex or Fortitude of the target. The target If you exceed the targets Willpower, you can
takes wound damage (of an appropriate energy force reroll the attack roll. If you exceed the
type) equal to the number of successes and is targets Willpower + the number of successes
knocked prone. Each time you do such an of the incoming attack, the target
attack the duration is reduced by one round. automatically looses her action. Each time you
avoid an attack thanks to that power, the
duration is reduced by one round.
5.11.9 Golthagga Legacy: Blade Limb
Transmutation
5.11.13 Hrinruk Legacy: Hunter's
Target: one creature.
Duration: spellcasting roll. Senses
Difficulty: Fortitude (Harmless). Divination
you transform one limb of the target into a Target: one sentient creature.
potent weapon. The weapon deals additional Duration: spellcasting roll.
damage equal to one half your ranks in the Difficulty: Instinct.
Spellcasting (Arcane Legacy) talent. The As long as the spell lasts you know the
target can force reroll any melee attack roll direction and distance to the target. You
made with the weapon, but each time she ignore any form of camouflage or invisibility
takes one wound damage. she might have, unless these come from
magical eects cast with a rank in the
5.11.10 Golthain Legacy: Emotional Spellcasting talent higher than your rank in
Retribution the Spellcasting (Arcane Legacy) talent. Each
time you succeed a ranged attack roll against
Enchantment the target the duration increases by one round.
Target: one sentient creature.
Duration: spellcasting roll.
Difficulty: Instinct. 5.11.14 Infernal Legacy: Claws of the
Each time the target deals wound or Demon
debilitation damage, she takes one debilitation
damage as well. Transmutation
Target: you.
Duration: spellcasting roll.
5.11.11 Gormoth Legacy: Affliction Difficulty: none.
Transmutation Your hands take the shape of vicious claws.
Target: one creature. Add your ranks in the Spellcasting (Arcane
Duration: spellcasting roll. Legacy) talent to all your melee attack rolls
Difficulty: Fortitude (Harmless). when you use these claws. Furthermore, any
The target gains one extra limb per success creature hit by the claw also suers one
obtained (up to your ranks in the Arcane debilitation damage.

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5.11.15 Kadum Legacy: Kadum's You become immune to fire, and any
Strength creature adjacent to you takes one wound
damage (fire) per round. However, any cold
Transmutation attack against you might be rolled twice, and
Target: one touched creature. reduced by one round the duration of the spell
Duration: spellcasting roll. if successful.
Difficulty: Fortitude (Harmless).
The target gains a bonus equal to half your
ranks in the Spellcasting (Arcane Legacy) 5.12 Rare Spells
talent for all Strength-based checks. If she
agrees to perform only violent actions, she can Rare spells are specific spells created by the
also roll twice any Strength-based check. most imaginative spellcasters.
Unless noted otherwise, a spellcaster
5.11.16 Lethene Legacy: Eye of the cannot learn a rare spell. The main exception
Storm is the Spellcasting (Spellcraft) talent from the
spellmaster prestige class.
Evocation Gathered here are only examples of rare
Target: you. spells. Characters with the Spellcraft talent
Duration: spellcasting roll. should feel free to create their own.
Difficulty: potency of the storm.
If you cast this spell during a storm (either
5.12.1 Bigby's Forceful Hand
magical or natural), you gain immunity to any
eect of that storm for the prescribed Evocation
duration. Additionally, you can once per round Target: one giant hand of force.
shoot a lightning bolt against a creature in the Duration: spellcasting roll.
storm: make a spellcasting roll vs Reflex as a Difficulty: none.
ranged attack roll. If you succeed, the target You create a giant hand of force that you
takes wound damage (electricity) equal to the control with your own hands. You cannot
number of successes obtained, but the spell control it if you are paralized or if your hand
duration is reduced by one round. cannot move. The hand can make devastating
melee attacks, using your own Melee ranks
5.11.17 Mesos Legacy: Arcane Tran- plus the number of successes obtained. The
hand can also be used to intercept attacks
scendance (which allow you to force reroll attack rolls
Transmutation made against you), grab creatures, etc.
Target: you.
Duration: instantaneous. 5.12.2 Blight
Difficulty: none.
When you cast this spell, you can cast Necromancy
simultaneously as many arcane spells as your Target: all plants and plant-like creatures
ranks in the Spellcasting (Arcane Legacy) in a 10 meters sphere.
talent (minimum two). You cannot use this Duration: instantaneous.
eect to cast heightened eects of spells. Difficulty: Fortitude.
The target takes one wound damage
5.11.18 Mormo Legacy: Poison (necrotic) per success obtained as well as one
debilitation damage. This spell kills most
Necromancy non-animated plants in the area, leaving it
Target: one creature. withered and arrid.
Duration: spellcasting roll.
Difficulty: Fortitude (see text). 5.12.3 Dimensional Lock
You aect the target with a poison of your
choice. The target takes one debilitation Abjuration
damage, and suers an additional eect of Target: one creature.
your choice for the prescribed duration. The Duration: spellcasting roll (see text).
diculty might be increased for some eects. Difficulty: Willpower (Harmless).
The target cannot be teleported by any
5.11.19 Thulkas Legacy: Thulkas Wrath spellcaster with a Spellcasting rank lower or
equal than yours. Spellcasters with a
Transmutation Spellcasting rank higher than yours suer a
Target: you. penalty on their spellcasting roll equal to your
Duration: spellcasting roll. talent ranks. The spell ends after it has
Difficulty: none. prevented one teleport attempt per talent rank.

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5.12.4 Dolomar's Force Wave invisible, an illusory double of yourself appears


in your previous location and continues what
Evocation
you were doing before casting this spell. This
Target: all creatures or unattended objects
illusory double acts as an Hallucinations spell.
in a 10m sphere centered on you.
Duration: instantaneous.
Difficulty: Fortitude. 5.12.9 Moment of Prescience
The target takes one wound damage (force)
Divination
per two successes obtained, and is pushed 2m
Target: you.
away from you per success obtained.
Duration: spellcasting roll.
Difficulty: none.
5.12.5 Feeblemind You can use your Instinct defense against
Enchantment all melee, ranged or area attacks for the
Target: one sentient creature. duration of the spell. Once per round you can
Duration: spellcasting roll. make an opponent force reroll an attack roll
Difficulty: Willpower. per round against you, but doing so reduces
The target suers a penalty equal to half the duration by one round.
your talent ranks to all Intelligence-based
checks, as well as a -1 penalty to Instinct and 5.12.10 Phantasmal Killer
Willpower. You can make her force reroll up to
one spellcasting roll per talent rank, but each Illusion
time you do so the duration is reduced by one Target: one sentient creature.
round. Duration: instantaneous.
Difficulty: Instinct or Willpower
(whichever is higher).
5.12.6 Gaseous Form The target sees her most terrifying
Transmutation nightmare attacking her, dealing her one point
Target: you. of debilitation damage per two successes
Duration: spellcasting roll. obtained. If she becomes unconscious because
Difficulty: none. of this damage, and your spellcasting roll is
You transform yourself into mist. While higher than her Fortitude, then the target dies.
under this form, you can pass through thin
passages, and you can fly at your normal land 5.12.11 Protection from Arrows
speed. However, you cannot enter a body of
water, nor pass through materials that do not Abjuration
have visible cracks. You cannot act, but you Target: one creature.
can still be targeted as an incorporeal creature. Duration: spellcasting roll.
You can turn back to your original shape Difficulty: Instinct (Harmless).
before the end of the duration, but doing so The target reduces all damage from ranged
ends the spell. attacks by half your talent ranks. Magical
projectiles (including amunitions fired from
magic weapons) are not aected. Once per
5.12.7 Glitterdust round (and no more than once per talent rank
Conjuration during the spell duration), the target may
Target: all creatures 5m sphere centered make force reroll a ranged attack roll against
on you. her.
Duration: instantaneous.
Difficulty: Reflex. 5.12.12 Sequester
A shimmering dust covers everything in the
area. Creatures in the area are blinded for one Conjuration
round; invisible creatures loose their Target: one creature.
invisibility for one round per success obtained. Duration: spellcasting roll.
Difficulty: Willpower (Harmless).
5.12.8 Mislead You trap the creature in an
extradimensionnal space of your choice. The
Illusion creature eectively disappears, meaning she
Target: you. cannot be targeted by any eect. She is
Duration: spellcasting roll (see text). unaware of her surroundings, and cannot act
Difficulty: none. except trying to escale her prison. To do so,
You teleport up to 5m per success she must make Intelligence checks (up to one
obtained, and then becomes invisible for one per round). Each success obtained reduces by
round per remaining success. While you are one round the duration.

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5.12.13 Spectral Hand Ritual name


Necromancy School of magic
Target: one spectral hand. Casting time: the time to cast the ritual.
Duration: spellcasting roll. If the casting is interrupted, the ritual is lost
Difficulty: none. and must be started over from the beginning.
You summon one spectral hand which Target: the rituals target. The target
slowly flies at half your land speed. As long as must attend the entire casting time, unless
the spell lasts you can cast spells as if you were there is the (empathic) mention: this indicates
standing on the hands location, yet each time that the target can be any creature with which
you do so the duration is reduced by one the caster has a specific bond (either as an
round. If you loose line of sight with the hand emotional bond, or an item that belongs to the
she will try to come back to you; meanwhile target, etc).
you cannot cast spells through the spectral Duration: the duration of the ritual. If the
hand. spellcasting roll is used as duration roll, a time
frame is indicated in brackets. For example,
spellcasting roll (day) means that the ritual
5.12.14 Tasha's Hideous Laughter duration is one day per success obtained on
Enchantment the spellcasting roll.
Target: one sentient creature. Difficulty: the diculty of the ritual.
Duration: see text. Description of the ritual.
Difficulty: Instinct or Willpower
(whichever is higher).
5.13.1 Alarm
The target rolls on the floor laughing
without control. The target looses one action Divination
per two successes obtained. Variants of this Casting time: 10 minutes.
spell can make the creature dance, cry, or Target: one location.
engage or any similar non-violent (and possibly Duration: spellcasting roll (day).
humiliating) action. Difficulty: size of the area (see text).
You are warned when a creature enters the
5.12.15 Tenser's Transformation area. This warning is a telepathic eect which
works as long as you stay on the same plane.
Transmutation You can exclude up to one specific creature per
Target: you. success obtained, and you can also choose that
Duration: spellcasting roll. these creatures will be warned at the same
Difficulty: none. time as you. Alternatively, you can choose that
You add your talent ranks ro all your melee only a certain type of creatures of your choice
attack rolls, and half that amount to all your (Game Master approval) triggers the alarm,
saves against melee and ranged attacks. but doing so increases the diculty of the
ritual (Game Master discretion). You can also
choose the alarm to be audible, in which case
5.12.16 Wallsight you are not warned telepathically, and must be
Divination in the vincinity of the area to hear the alarm.
Target: you. In any case, the ritual will wake you up if the
Duration: spellcasting roll. alarm is triggered while you are sleeping.
Difficulty: none.
You cann see through walls and solid 5.13.2 Antipathy/Sympathy
matter, up to 5 meters (wood, dirt), 2 meters
(stone) or 0.5 meters (metals) per rank in the Enchantment
Spellcasting talent. Casting time: 8 hours.
Target: one location or object.
Duration: spellcasting roll (day).
5.13 Rituals Difficulty: size of the area.
The target lures or repulses creatures of a
Rituals are particularly powerful spells, which certain type of your choice. Creatures of the
however take a longer time to cast. Each ritual chosen type within one mile per success
is unique and must be searched independently. obtained, and with an Instinct score equal or
Rituals require expensive material components lower than half your talent rank feel compelled
and focus, which are not described here as to go into the targeted area (or be in the
they can vary a lot from one caster to another. presence of the targeted object). Alternatively,
The rituals are described with the following they can be compelled to leave the area or the
format: vincinity of the target, until they have reached

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a safe distance (Game Master discretion). A Duration: spellcasting roll (day).


creature aected by this ritual will never Difficulty: Willpower (see text).
endanger himself to reach or flee the target, You plant a strong suggestion in the target,
but may remain immobile if he cannot do so forcing her to accomplish a task of your choice.
safely. The diculty is increased by the complexity of
the task as well as the reluctance the target
5.13.3 Clone would have to do it in normal circumstances.

Necromancy
5.13.7 Gentle Repose
Casting time: 12 hours.
Target: you. Necromancy
Duration: spellcasting roll (year). Casting time: 10 minutes.
Difficulty: none. Target: one corpse.
You prepare a clone of your own body, Duration: permanent.
which remains still as a corpse (but does not Difficulty: none.
rot or decay). Should you be killed before the You preserve the target from adverse
end of the ritual, your soul travels back to the necromancy eects. Any eect that would
clone and animates it, allowing you to survive. animate the target as an undead suers a
However, this process is pain-inducing, and penalty equal to the number of successes
reduces by 1 one of your defenses (depending obtained. This does not prevent resurrection
on the way you died, Game Master discretion). attempts, as long as the targets soul is willing
The clone is not invulnerable and may be to come back from the dead.
destroyed as any normal body. The ritual does
not activate if you die of old age.
5.13.8 Leomund's Keepsafe
5.13.4 Forbbidance Conjuration
Casting time: 1 hour.
Abjuration Target: one item you own.
Casting time: 8 hours. Duration: spellcasting roll (day).
Target: one location. Difficulty: size or power of the target.
Duration: spellcasting roll (day). You send the target to the ethereal plane in
Difficulty: size of the area (see text). order to hide it away. Before the end of the
This ritual blocks teleportation eects in ritual, you can summon it to your side with a
the area. Spellcasters with a Spellcasting rank one-minute ritual, and then send it back to the
lower than your own talent rank cannot ethereal plane with another one-minute ritual.
teleport in or out of the area. Spellcaster with However, each time you do so the total
a higher rank in the Spellcasting talent can, duration is reduced by one day. At the end of
albeit with a penalty on the spellcasting roll the ritual, the item appears in front of you.
equal to your talent ranks.
5.13.9 Meteor
5.13.5 Gate
Evocation
Conjuration Casting time: 1 hour.
Casting time: 1 hour. Target: all creatures in a 10 meters per
Target: portal to another plane or location. talent rank sphere.
Duration: spellcasting roll (minute). Duration: instantaneous.
Difficulty: none (see text). Difficulty: Reflex.
You open a portal to the desired plane A meteor falls from the sky on the targets
(possibly the plane you are currently in). The location. You may target any point you can
portal is created in a random location, but you see (including through scrying eects and
may try to select a specific location that you devices), as long as it is in the open air. A
have already visited (or seen through a scrying creature in the area of eect takes one point of
eect). The diculty depends then on your wound damage (fire) per success obtained and
familiarity with the place. Anyone can go looses one action per two talent ranks. The
through the portal, and the portal works in area itself becomes a crater.
both directions.
5.13.10 Nondetection
5.13.6 Geas
Abjuration
Enchantment Casting time: 4 hours.
Casting time: 8 hours. Target: one creature.
Target: one creature (empathic). Duration: spellcasting roll (day).

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Difficulty: Instinct (Harmless). When the simulacrum interacts with creature


You add your talent rank to the diculty who know the target, you must make
of any Divination spell, ritual, or eect which Deception check to fool them, with a bonus
attempts to locate the target or scry upon her equal to half the number of successes obtained.
(Game Master discretion). The target is not aware that this ritual is
active.
5.13.11 Polymorph
5.13.15 Temporal Stasis
Transmutation
Casting time: 10 minutes. Transmutation
Target: one creature or object. Casting time: 1 day.
Duration: spellcasting roll (hour). Target: one creature (empathic).
Difficulty: Fortitude (Harmless), modified Duration: spellcasting roll (year).
by the new shape of the target. Difficulty: Willpower.
You change the target shape for the You freeze the target in time, making her
duration, granting her all the natural abilities immobile as well as unaware of her
of her new shape. environment or the time spent under the eects
of the ritual. The target defenses are increased
by your talent ranks or half the number of
5.13.12 Scry successes obtained, whichever is higher.
Divination
Casting time: 1 hour. 5.13.16 Veil
Target: one creature (empathic).
Duration: spellcasting roll (minute). Illusion
Difficulty: Instinct. Casting time: 10 minutes.
You can see the target and its immediate Target: one willing creature per success
surroundings, regardless of the distance obtained.
between you and her (she must be on the same Duration: spellcasting roll (hour).
plane though). You can cast Divination spells Difficulty: none.
through this medium, but each time you do so All targets are covered by an illusory
the duration is reduced by one minute. appearance of your choice. You decide the
exact appearance of each target, but they must
be relatively close one with another, such as
5.13.13 Shatter soldiers from the same company, etc (Game
Evocation Master approval). When the target makes a
Casting time: 1 hour. Deception check in which his disguise could be
Target: one object or structure. useful, she gains a bonus equal to half your
Duration: instantaneous. talent ranks and she can roll twice the check.
Difficulty: Fortitude, modified by the size
of the target.
You send waves of sound through the
target, until it shatters. If you cast the spell
successfully, the target is destroyed. If you
target a building, it collapses, possibly
damaging the creatures trapped inside. The
solidity of the target may aect the casting
time: fragile targets like glass or mirrors may
break very easily (one minute), while buildings
made of stone and metals may require several
hours.

5.13.14 Simulacrum
Illusion
Casting time: 12 hours.
Target: one creature (empathic).
Duration: instantaneous.
Difficulty: Instinct.
You create an illusory copy of the target.
The simulacrum can have up to one skill rank
of the target per success obtained. She cannot
have ranks in talents or other special abilities.

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Chapter 6

Faith of the Scarred Lands

Gods are described with the following 6.1.3 Corean


format:
Surnames: the Avenger, the Champion, the
Forge, the Great Crusader, the Great
Divinity Protector, the Shield, the Shining One, the
Sword.
Surnames: list of commonly known surnames Followers: artisans, knights, paladins,
of the divinity. smiths, warriors.
Followers: category of people who are Holy Symbol: four longsword forming a
more likely to honor the god. compass rose.
Holy Symbol: symbol of the god and its Domains: Fire, Good, Law, Protection,
followers. War.
Domains: list of domains the clerics of the Favored Weapon: war-scepter (necrotic).
god are entilted to (this does not apply to
titans and other primal forces). 6.1.4 Enkili
Favored Weapon: the weapon of choice of
the god ans its followers. In brackets the Surnames: the Bringer of Rains, the Bringer
energy mostly associated to the gods powers. of Storms, the Mistress of Fortune, the
Shapeshifter, the Storm Goddess, the
Trickster, the Unlucky.
Followers: gamblers, thieves, travelers.
6.1 The Eight Victors Holy Symbol: a featureless mask decorated
with lightning shooting from the eye slits.
6.1.1 Belsameth Domains: Air, Chaos, Luck, Travel,
Trickery.
Surnames: the Death of Dreams, the Goddess Favored Weapon: rapier or light flail
of Darkness, the Goddess of the Moon, the (electricity).
Mad Lady, the Queen of Feminie Misteries, the
Queen of Witches, the Slayer. 6.1.5 Hedrada
Followers: assassins, lunatics,
lycanthropes, witches. Surnames: the Great Sage, the Hammer, the
Holy Symbol: a thin silver circle on a Judge, the King of Wealth, the Lash, the
black field, representing a lunar eclipse. Lawgiver, the Lord of Cities, the Scales.
Domains: Animal, Death, Evil, Magic, Followers: artisans, judges, merchants,
Trickery. scholars.
Favored Weapon: dagger (necrotic). Holy Symbol: a two-handed hammer with
faces watching from each side.
Domains: Judgement, Knowledge, Law,
6.1.2 Chardun Protection.
Favored Weapon: hammer (force).
Surnames: the Slaver, the Overlord, the
Great General.
6.1.6 Madriel
Followers: nobles, ocers, slavers,
torturers, vigilantes, warriors. Surnames: the Redeemer, the First Angel of
Holy Symbol: a blood-soaked golden Mercy, the Mother of Mercy.
scepter, crowned with a thorny laurel wreath. Followers: farmers, healers.
Domains: Domination, Evil, Law, Holy Symbol: a spear ornated with a
Strength, War. tassel of peacock feathers.
Favored Weapon: war-scepter (necrotic). Domains: Air, Good, Healing, Plants, Sun.

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Favored Weapon: spear (radiant). Domains: Luck, Plant, Protection,


Trickery.
Favored Weapon: short sword
6.1.7 Tanil
(electricity).
Surnames: the Huntress.
Followers: bards, hunters, travelers. 6.2.5 Idra
Holy Symbol: three bronze arrows lying
parallel. Surnames: the Lover.
Domains: Animal, Chaos, Luck, Plants, Followers: courtesans, lovers, prostitutes.
Travel, Trickery. Holy Symbol: a grail with a dagger resting
Favored Weapon: long bow (thunder). in it, pointed down.
Domains: Chaos, Entrancement, Secrets.
Favored Weapon: dagger or shuriken
6.1.8 Vangal (psychic).
Surnames: the Reaver, the Ravager.
Followers: barbarians, madmen, warriors. 6.2.6 Manawe
Holy Symbol: a cloven shield dripping
Surnames: the Lady of the Deep, the Mother
blood.
of the Oceans, the Queen of Sirens, the Queen
Domains: Chaos, Destruction, Evil,
of the Shifting Seas.
Strength, War.
Followers: fishermen, sailors.
Favored Weapon: war-axe (fire).
Holy Symbol: three lines forming a sea
claw.
6.2 Demi-Gods Domains: Chaos, Entrancement, Travel,
Water.
Favored Weapon: trident (psychic).
6.2.1 Drendari
Surnames: the Mistress of Shadows, the 6.2.7 Nemorga
Patron of Thieves, the Shadow Child.
Followers: spies, thieves. Surnames: the Executionner, the Gatekeeper,
Holy Symbol: a black silhouette of a the Grey King, the Lord of Death.
human left hand. Followers: mourners, necromancers,
Domains: Chaos, Entrancement, Shadows. widows.
Favored Weapon: short sword (cold). Holy Symbol: a closed book with a
sheathed sword closed in it as a bookmark.
Domains: Death, Gateways, Knowledge,
6.2.2 Erias Travel.
Surnames: the Lord of Dreams, the Dream Favored Weapon: long sword (necrotic).
Master.
Followers: dreamers, oracles. 6.2.8 Sethris
Holy Symbol: a crescent moon surrounded
Surnames: the Spider Queen.
by a ring of eight stars.
Followers: assassins, poisoners, vigilantes.
Domains: Chaos, Dreams, Good, Magic.
Holy Symbol: the silhouette of a curved
Favored Weapon: dagger or shuriken
silver dagger on a black circle, covered in a
(psychic).
silver spiderweb.
Domains: Death, Evil, Vengeance.
6.2.3 Goran Favored Weapon: dagger (poison).
Surnames: the Great Defender.
Followers: dwarves. 6.2.9 Syhana
Holy Symbol: Two silver axes turneed Surnames: the Cloudmaiden, the Lady of
handle to handle, one blade up, one down, Color.
both axe heads facing outward on a reddish Followers: farmers, feys, travelers.
earth circle. Holy Symbol: a rainbow.
Domains: Earth, Good, Law, Strength. Domains: Air, Fey, Good, Rainbow.
Favored Weapon: war-axe (fire). Favored Weapon: rapier (radiant).

6.2.4 Hwyrrd
Surnames: the Rogue.
Followers: halflings.
Holy Symbol: an acorn.

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Chapter 7

Languages of the Scarred Lands

Note: languages marked with an asterisk * Vangals Tongue* (Blood Steppes, Rahok)
belong to several types and are therefore
presented in all categories it belongs to. Veshian (Amalthea, Bridged City,
However, they remain the same language. Durrover, Hedrad, Mansk, Mithril, Mullis,
Ontenazu, Vesh)

7.1 Continental Languages Zathiskan (New Venir, Zathiske)

Continental languages are spoken throughout


all the continent they cover. They are mostly 7.2.2 Termana
spoken by merchants, travelers, diplomats, and
educated people in general. Calastian* (Virduks Promise)

Ledean (Ghelspad) Crilosian (Crilos)

Termanean (Termana, except Halanti (Iron Steppes)


Gamulganjus)
Gamuljan (Termana, inside the Karsii (Azale, Grey Isle, Karsian, Silver
Gamulganjus) Isle, Sunharrow, Thorvalos)

Asheraki (Asherak) Padrinolan (Padrinola, Sunharrow,


Thorvalos)
Draconic* (Dragon Lands)
Dark Speech* (Fenrilik) Rigge* (Blood Sea Archipelago)

Taerian (now called Graytongue) (Gray


7.2 Local Languages Isle)

These are spoken in a limited geographical Tehlashos (Iron Sands Desert)


region. The common folk in these region are
most likely to only speak that language. Ulante (Centaur Plains)

7.2.1 Ghelspad 7.2.3 Asherak


Albadian (Albadia, Bleak Savannah)
Anagaran (Anagara Theopoli)
Calastian* (Ankila, Calastia, Heteronomy
of Virduk, Lageni, Rahok, Shelzar) Crescent Tongue (Arisha Jakim, Fertile
Crescent, Pharasa Mountains)
Darakeene (Darakeene, Karria)
Deiamish (Desert of Onn, Paharasa
Dunahn (Dunahnae)
Mountains)
Orafaun* (Drifting Isle)
Quarashi (Soulburn Waste)
Rigge* (Blood Sea archipelago)
Shelzari (Ankila, Fangsfall, Heteronomy of River Tongue (Crown Mountains,
Virduk, New Venir, Shelzar, Zathiske) Riverlands)

Ukrudan (Gleaming Valley, Hollowfaust, Vangals Tongue* (Brathanis, Desert of


Lokil) Onn, Isle of Griat)

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7.3 Racial Languages Orafaun* (dream creatures)

Piscean (piscean)
Racial languages are spoken by a specific (or
set of specific) race(s). Slitheren (ratmen)
Charduni (dwarves, charduni)
Dwarven (dwarves, mounatin and
7.6 Esoteric Languages
forsaken) Esoteric languages are spoken by mystical
Elven, Dark (drendali) creatures. Most of treaties about magic are
written in an esoteric language of some kind.
Elven, High (forsaken elf)
Celestial (angels and archons)
Elven, Middle (other elf)
Draconic* (arcane magic)
Gnomish (gnomes, jungle)
Dark Speech* (primal magic)
Terali (terali)
Orafaun* (dream magic)
Ubantu (ubantu)
Infernal (demons and devils)

7.4 Dead Languages True Speech (any outsider, gods, divine


magic)
Dead languages are not spoken anymore,
though some scholar might still know them, at
least partially.

Amalthean (Amalthea)
Elzian (close to shelzari)
Erikiimi (old halfling dialect deriving from
the shelzari)
Ephanerri (evolved into the Anagaran)
Iliajan (spoken in the Dragon Lands
before the coming of the dragons)
Ontenazu (formerly spoken in Ontenazu)
Santasha (old halfling dialect deriving
from the middle elven)
Slavespeech (spoken by human lands
previously inhabiting the charduni empire)
Vaeratha (spoken in eastern Ghelspad
before the Ledean empire)
Valmatian (spoken in south Asherak)

7.5 Monstrous Languages


These languages are spoken by monstrous
creatures. People trading or studying these
creatures are likely to know their langauges as
well

Aquan (most sea creatures)


Asaath (asaathi)
Dark Speech* (any titanspawn race,
elementals)
Kraken (kraken)

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Chapter 8

Equipment

8.1 Non-magical items 8.1.3 Armor


Armor reduces by a certain amount all wound
8.1.1 Melee weapons damage taken from a melee, ranged or area
The type of the weapon modifies the damage attack. However, a successful attack does a
dealt by an attack. However, it does not minimum of one wound damage, whichever
modify the attack roll. reduction might apply.

Unharmed attacks without the proper Light armor like leather or hide armor
training reduce by one point the damage reduces damage taken by 1, except from
of a melee attack (minimum one). attacks that deal four points of damage or
more.
Simple weapons like clubs, staves, or
daggers deal the prescribed damage. Medium armor like a chainmail or
breastplate reduces damage taken by 1.
One-handed martial weapons like swords,
axes, flails or warhammer deal +1 point of Heavy armor like a full plate armor
damage on a successful hit. reduces damage taken by 2.

Two-handed martial weapons deal +2 Armor interfers with movement, imposing a


points of damage on a successful hit. malus equal to its damage reduction to all
Acrobatics, Athletics and Stealth checks, as
well as any skill check the Game Master might
8.1.2 Ranged weapons feel appropriate.
The type of weapon modifies the damage dealt
by an attack, as well as its range. A ranged 8.1.4 Shield
attack roll suers a penalty equal to the
distance to the target divided by the range of Shield protects from melee, ranged, or area
the weapon (rounded down). attacks. A character who wears a shield can
block ranged or area attacks, even if he is not
Thrown weapons like knives, darts or axes adjacent adjacent to the attacker.
have typically a range of 5m. Furthermore, the user of a shield can spend
one move action to impose a -1 to -3 penalty
Slings, spears and similar devices have a on an attack roll against him.
range of 10m.

Bows and crossbows have a range varying 8.1.5 Tools


from 20 to 50m, depending on the size of
Tools are useful or even required for specific
the weapon.
actions like picking locks or crafting items.
Furthermore, the type of the weapon Without the proper tools, the check might be
modifies the damage dealt by an attack as for impossible, or suer a severe malus (Game
melee weapons. Master discretion). Tools of exceptional
quality might grant you a +1 bonus to a
specific skill check.

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8.1.6 Alchemical substances creature, it forbids it to drown for one


hour per alchemical rank.
Alchemical substances can be fabricated with
the proper ingredients and skills (usually, the Chuckleberries: these bright orange
combination of Craft with either Arcane, berries from the Spine Forest can make
Faith, or Nature). They usually oer any humanoid who eats them laugh for
temporary eects (even though some of them one hour, which makes them unable to do
are instantaneous), and are destroyed after anything else. It makes an
usage. Using an alchemical substance is a Intelligence+Craft+Chuckleberries (using
full-round action, except for those who only the creators attributes and skills) vs
require to be thrown. Willpower as a mental attack roll.
As for any item or talent, the alchemical
substances have ranks which describe their Clinging Flame: this sticky orange glue
potency. can be applied to any object, and then
becomes indetectable. When the
Acid: throwing a flask of acid on a temperature increases around the object
creature (using Dexterity+Ranged+Acid (Game Master discretion), it bursts into
vs Reflex as a ranged attack roll) deals flame, making an
one point of wound damage (acid) per Intelligence+Craft+Clinging Flame (using
success obtained. The next round, repeat the creators attribute and skills) vs
the attack vs Fortitude as a physical Reflex check, which deals one point of
attack roll. wound damage (fire) per success obtained.
The substance then burns for one round
Albadian Essence: this whitish paste per alchemical rank, which deals one point
grants a +1 bonus to all defenses against of wound damage (fire) per round.
fire eect, as well as a +2 bonus to all
Endurance checks against hot weather and Courtesan Draught: this tea makes its
climate. The eects last for one hour per drinker infertile for one day per alchemical
alchemical rank. rank.

Alchemical Fire: alchemical fire explodes Courtesan Powder: an alcoholic beverage


on impact. Use in which this greenish powder has been
Dexterity+Ranged+Alchemical Fire vs mixed cannot make the drinker
Reflex as a ranged attack roll against all intoxicated. The size of the container the
creatures within 1 meter per alchemical powder can aect depends on the
rank of the point of impact. The target alchemical rank.
takes wound damage (fire) equal to the
number of successes obtained. Daemonbane: this viscous black oil,
created by the Church of Corean, is used
Argent Essence: when this silvery thick as coated on weapons. It allows to force
liquid is applied on a metallic blade, the reroll one attack roll against an evil
weapon is considered as in silver for one outsider per alchemical rank.
hour per alchemical rank.
Dark Oil: this black and thick liquid is
Armor in a Bottle: this heavy mist grants often used to fuel lamps or torches. When
an armor rating 1 for ten minutes per lit, it burns with a black flame which does
alchemical rank when poured over a not provide standard lighting. Instead, it
creature. This armor moves with the grants everyone within 5m per alchemical
creature and does not have any check rank the darkvision ability, yet only
penalty. within that area. a typical torch made
with dark oil burns for 1 hour.
Blast Rock: this stone exploses violently
when set to flame. Make an Death Breath: when a sleeping creature
Intelligence+Craft+Blast Rock (using the inhilate this greyish smoke, all her vital
creators attribute and skills) vs Reflex signs disappear for one hour per
check as an area attack roll and duration alchemical rank. She is still alive, but she
roll against any creature within 1m per does not breathe (and she does not need
alchemical rank when this happens. The to) and her heart does not beat.
target suers one wound damage (fire) per Furthermore, she cannot wake up before
two successes obtained and is blinded and the eects wear o.
deafened for the prescribed duration.
Distilled Liquid Air: this deep blue liquid
Buoyancy Salve: this blue-green paste is allows the drinker to breathe underwater
rather viscous. Applied to an object or a for one hour per alchemical rank.

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Ecstasy Ointment: this thick gel is the weapon deal one debilitation damage
applied to an object. When a creature in addition to the normal damage.
touches it, it makes an
Intelligence+Craft+Ecstasy Ointment Folly: this concoction is a mixture of
(using the creators attributes and skills) dried plants from the coasts of the Blood
vs Instinct as a mental attack roll: the Sea. When inhalated, it grants a bonus
target must take the object and consider equal to the alchemical rank to all
hit her own for one hour per success Perception checks, and half that amount
obtained. to all spellcasting rolls to cast Divination
spells. However, the Fortitude of the
Elixir of Fire Breath: this fiery red liquid character drops to 1 for this duration.
grants the ability to breathe fire in a 5m The eects last one hour.
cone. The drinker makes a
Strength+Prowess vs Reflex as an area Forgedust: this metalic dust, when
attack roll. The attack deals wound sprayed upon raw metalic materials,
damage (fire) equal to the number of grants a bonus to the next Craft check
successes obtained. The drinker can make (within the next hour) equal to its
one attack per alchemical rank during the alchemical rank.
encounter. Fleetfoot Oil: this sticky elixir grants a
Elixir of Love: this sweet-tasting liquid +1 bonus to Acrobatics check made on
makes the drinker charmed (as the charm particle surfaces such as sand or snow.
spell) by the next person he sees. The The bonus lasts for one hour per
eects last for one hour per alchemical alchemical rank.
rank. Frenzy Mead: this potent mead allows a
Elixir of Truth: this white thick liquid character with the Berserker Rage talent
forces the drinker to answer to the next to add the alchemical talent to the
question he is asked by the truth, unless activation roll of the Berserker Rage.
his Willpower score is strictly higher than However, while in rage the character
the alchemical rank. cannot distinguish between allies and
enemies, attacking the closest creature.
Evergreen: this thick greenish gel shed a
soft ghostly light in a 25m sphere (50m Geniebane: this distillation of pure
below water) when shaken. It lasts for one elements can be thrown on an elemental
hour per alchemical rank (or twice that creature. Use a
amount below water). Dexterity+Range+alchemical rank vs
Reflex as a ranged attack roll. The target
Fatling's Curse: this slimy liquid causes takes wound damage equal to the number
food to be unnourishing for one hour per of successes obtained. The geniebane has
alchemical rank. Food sprayed with the no eect on non-elementals.
fatlings curse will make the eater feel
hungry again, as if he did not eat anything Hag Powder: this powder crafted from
during that meal. the ashes of creatures or plants who died
of poison increases by 1 the potency of a
Feral Draught: this distilled water of the poison it is mixed with. The increase lasts
Blood Sea grants an animal who drinks it for one hour per alchemical rank.
a bonus to all Melee checks equal to the
alchemical ranks for one hour, after which Hardshell: this greyish goo can be
the animal takes one debilitation damage. applied on any hard enough surface
During that time, the animal gains a (typically wood, clay or metal). It
bonus equal to half the alchemical ranks increases by the alchemical rank the
on all her saves against eects to control diculty to break the item for one hour.
her (including attemps to calm her or Used on a weapon, it increases by 1 the
tame her with the Nature skill). damage it deals. Used on an armor or a
shield, it increases by 1 the armor rating
Felton's Red: this dark red thick liquid (without increasing the armor penalty).
grants animals a bonus equal to the
alchemical ranks to all Endurance checks Healing Balm: this thick balm allows to
for one hour. When the potion wears o, recover one wound point per alchemical
the animal takes one debilitation damage. rank. Applying the balm takes a
full-round action. The eect occur after
Flakeiron: this ferrous powder can be three rounds (alchemical rank 1 and 2),
applied on any metallic weapon. The next two rounds (rank 3 and 4), or one round
one per alchemical rank attack made with (rank 5 and 6) following application.

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Hoarfrost Powder: this powder made eects slowly wear o with time, and the
from the scales of an ice basilic can freeze alchemical rank decreases by 1 per year
water. When sprayed over a wet surface until it reaches 0.
(1m radius per alchemical rank), it
becomes slippery, requiring Acrobatics P'tarri Root: this small thin-leaved plant
checks not to fall. of the Spine Forest acts as a minor
sedative. After being dried, the smoke of
Julka Weed Essence: this thick liquid is the root inflicts one debilitation damage
a powerful stimulant and narcotic. When to anyone who inhilates it, and they must
drunk, it grants a +2 bonus to Fortitude make Focus checks against the alchemical
and Endurance checks for one hour per rank to perform any action. The eects
alchemical rank. However, when this ends, last for one hour.
the target immediately takes two
debilitation damage. Reaver's Onguent: this thick balm is
created with a mixture of poisonous
Kheoghtom's Oinment: this black plants. When applied to the hands and
onguent grants a new Endurance check feet, it increases by one the damage dealt
with a bonus equal to the alchemical rank with natural attacks. The eects last for
against poisons when applied to a wound one hour per alchemical rank.
that occurs in the previous encounter.
Salve of Slipperiness: this gready oil
Kinskull: when this specially-prepared makes any surface slippery for one hour
skull is thrown, it explodes upon impact. per alchemical rank. This can either help
Make a Dexterity+Ranged+Kinskull vs escaping from bonds, or cause people to
Fortitude check as an area attack roll fall if they walk too quickly, depending on
against all creatures within 1 meter per the situation.
alchemical rank of the point of impact.
Slipshod: when spread over a surface,
The target takes one wound damage (fire)
this oily liquid makes it extra slippery,
per two talent ranks, as well as one
forcing creatures to succeed a
debilitation damage. Non-living creatures
Dexterity+Acrobatics check each round
only takes half the wound damage, and no
not to fall prone. The oil dissipates in one
debilitation damage.
hour per alchemical rank.
Lethene Kiss: this metallic powder
Smokestick: setting this dark coal stick
charged with static electricity makes a
on fire makes it exsude a thick black
creature vulnerable to lightning. Make a
smoke which blocks vision in a 1 meter
Dexterity+Ranged+alchemical rank vs
radius per alchemical rank. The smoke
Reflex as a ranged attack roll and
lasts for one minute per alchemical rank,
duration roll against a creature wearing
unless winds disperse it earlier.
metallic armor (or mostly composed of
metal). The target suers a -1 penalty to Sneezing Powder: when cast in the air,
all his defenses against lightning eects for thie grey-greenish powder based on
the prescribed duration. pepper forces everyone with a Fortitude
score lower than the alchemical ranks to
Lightrod: this small metallic stick
sneeze, eectively loosing one move action
produces light when hit hard enough,
per round for one round per alchemical
providing illumination as a torch for 1
ranks, minus their Fortitude score.
hour per alchemical rank.
Sourberries: these berries from the
Meditative Incense: this incense Hornsaw Forest can be specially prepared
produce a smoke which smells helps to make anti-venoms. When ingested, the
focusing the mind. If inhalated while use gains a +1 bonus to all saves against
casting a Divination spell or using a poison for one hour per alchemical rank.
Divination-related talent (Game Master
approval required), the user gains a bonus Sovereign Glue: this pale amber
on his spellcasting roll equal to the substance can bind two objects together
alchemical rank. for one hour per alchemical rank. A
Strength+Prowess check against
Oil of Respose: this oil smells of sweet 6+alchemical rank is required to pull the
and fresh flowers and fruits. When applied two objects apart.
to a creature who died within the last
hour, it prevents the corpse to be raised as Spiderweb Dust: this sticky white dust
an undead, increasing the diculty of can be used to cover a 1m per property
such eects by the alchemical rank. The rank sphere with cobwebs and similar

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features. Anyone in the area gains a +1 Universal Solvant: this acid-smelling


bonus to Stealth checks, and Perception liquid can dissolve any glue-like substance
checks in the area suers a -1 penalty. with a lower alchemical rank. If the
The dust disappears after one hour. alchemical ranks are equal, the solvant
takes ten minutes to act.
Stonesalve: this thick greyish paste
breaks the eects of petrification for one Vigilant's Wine: this brewed stimulant
round per alchemical rank. grants a +1 bonus to Endurance checks
Sunshroud: this dark glistening oil allows made to walk over long distances. The
someone covered to force reroll any bonus lasts for two hours per alchemical
Endurance check made to resist warm rank.
weather as well as sun exposure. This
lasts for one hour per alchemical rank. Wishroom: these small, purplish,
mushrooms are potent hallucinogenic
Temperature Stabilizer: this found in the Spine Forest. When ingested,
black-and-red powder controls it makes an Intelligence+Craft+Wishroom
temperature when spread: this will bring (using the creators attributes and skills)
the temperature in the area back to 15 vs Instinct check. The victim sees
degres. However, it cannot make a hallucinations for one hour per success
temperature change higher than 5 degres obtained. This drug provokes a very
per alchemical rank. After usage, the strong addiction.
temperature returns to its original value
at the rate of 5 degres per hour. Wood Adhesive: this brownish glue
sticks to wood of any kind. It can be used
Thunderstone: this rock makes a to stick wooden objects together. Applied
deafening noise on impact. Use to the limbs of a creature, it grants a
Dexterity+Ranged+Thunderstone vs bonus to Athletics checks made to climb
Fortitude as an area attack roll against all trees or similar wooden objects equal to
creatures within 1 meter per alchemical the alchemical rank. The eects wear o
rank of the point of impact. The target is after one hour.
deafened for one round per success
obtained.
8.1.7 Special Materials
Tincture of Ire: this distilled water of the
Blood Sea mixed with alchool makes the The following materials grant special
drinker particularly angry for one hour. properties to the items their are crafted with,
This grants a bonus equal to the even though they are not magical by
alchemical rank to all saves against eects themselves. They have a constant material
to charm or persuade her, but the target rank, which describes their relative power. Use
will react angrily and perhaps violently if the rank as a diculty for eects which
threatened (Game Master discretion). transforms materials into another.

Terraloca Sap: when chewed, this Adamantium (6): armor and shield
thick-brown sap from a rare tree in the made in adamantium reduce by 1 the
Spine Forest grants one temporary wound armor check penalty (to a minimum of 0)
damage per alchemical rank. These while increasing by 2 their armor rating.
temporary wound damage disappear after Weapons made in adamantium increase by
one hour, after which the chewer gains one 1 the damage they inflict, or 3 against
debilitation damage. inanimate objects.
Ukrudan Essence: this reddish paste
grants a +1 bonus to all defenses against Azurite (3): this brilliant metal with a
cold eect, as well as a +2 bonus to all bluish hue is very light and reflects lights,
Endurance checks against cold weather which reduces by 1 the armor penalty to
and climate. The eects last for one hour checks. When a weapon made in azurite
per alchemical rank. strikes an enemy while being adjacent to a
strong light source, the damage becomes
Unguent of Timelessness: this translucid (radiant).
ointment prevents decay in objects made
with dead organic matter (paper, wood, Blood Lacquer (2): wood treated with
food, dead flesh, etc). The object will not this lacque made from corals of the Blood
rot for one month, one year, ten years, one Sea hardens. This increases by 1 the
century, one millenium, or forever armor bonus or the damage dealt by an
(depending on the alchemical rank). object coated with it.

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Chapter 8

Bones of the Lost One (2): this penalty. When darkness- or dream-related
extremely rare bone-like stone found in spells are cast using items in darkwood,
the Iron Sand Deserts weits twice as less the wearer can roll twice the spellcasting
as steel, but has the same solidity. A roll.
creature using a bone weapon gains a +1
Obsidian (2): this dark glass-like stone
bonus on her Dexterity for the purpose of
deals one additional point of wound
making attack rolls with the weapon,
damage (psychic) on each successful
while bone armor have an armor penalty
attack against a creature who can use
reduced by 1.
psionic powers or abilities.
Cold Iron (1): cold iron has no special
Serpentsteel (5): weapons made in
properties, except that a certain number
serpentsteel deal 2 additional wound
of creatures (notably feys) are vulnerable
damage (poison) on each successful
to it.
attack. Furthermore, the wearer can roll
Coldweave (2): this black fabric is made twice any poison-based attack made with
in Hollowfaust. Clothing made in the weapon.
coldweave reduce by 1 all fire damage, and
Shelzarium (1): this strange metal is
grants the ability to roll twice all
found in the sea below Shelzar, hence its
Endurance checks made to survive warm
name. Objects made in shelzarium glow
weather.
faintly, the radius of the light depending
Dragonhide (4): armors made with on the amount of shelzarium used in the
dragonhide grants a resistance 2 against object (typically 1m for a coin, 5m for a
one energy (depending on the type of dagger, 15m for a sword, and up to 50m
dragon it was made with). for a full armor).

Fangsfall Ore (4): this light white stone Silver (1): silver has no special properties,
found near Fangsfall absorbs blood except that a certain number of creatures
rapidly. Wearer of armors made in (notaby lycanthropes) are vulnerable to it.
Fangsfall ore reduce by 1 all hemorrhagic Sorcerer's Steel (6): when objects made
damage they sustain (to a minimum of 1), with sorcerers steel are subject to an
while weapons made in Fangsfall ore enchantment (including eldricht
inflict one additional wound damage enchantements or the Imbue Item talent),
(hemorrhagic). the wearer can roll twice the activation
Mithril (5): armor and shield made in roll. Armors made in sorcerers steel have
mithril reduce by 2 the armor check no penalty on spellcasting.
penalty (to a minimum of 0) while Starsteel (3): weapons made in starsteel
increasing by 1 their armor rating. deal 1 additional wound damage (fire) on
Weapons made in mithril increase by 1 each successful attack. Furthermore, the
the damage they inflict, and grant the wearer can roll twice any fire-based attack
wearer the ability to roll twice any fire- or made with the weapon.
radiant-based attack made with the
weapon. Soulwood (2): this wood is found in the
Horsaw Forest, near Glivid-Autel. Objects
Moltleather (2): this thick leather is made in soulwood grant the ability to roll
specially treated asaath skin (asaathi tend twice any necromancy-related check made
to profoundly hate those who wear with it.
moltleather). Armors made in moltleather
have no armor check penalty. Tepuje Crystal (2): this solid crystal is
found in both Ehitovael and in the Tepuje
Morphean Ore (3): this opalescent metal cities of Termana. Objects made in tepuje
is extracted and processed on the Crilos crystals grant their wielder the ability to
island near Termana. When worn, disarm roll twice any Focus-based talent check
or theft attempts must be roll twice. (including spellcasting rolls).
Furthermore, if the item sustain damage,
the wearer can choose to sustain the Thoghal'na (2): items made in this
damage instead. stone-metal composite weight twice as
much as usual. Weapons in thoghalna
Nightwood (4): this dark wood is found deal 1 additional points of damage, but
in the Hornsaw Forest. Items made of require two-hands to lift. Armors in
nightwood weight half their normal thoghalna have an armor rating increased
weight. Armors and shield made in by 1, but this increases the armor penalty
nightwood reduce by 1 the armor check by two points.

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8.2 Magic Items Magic Resistance: (Encounter) when the


wearer of the armor is targeted by a spell
Magic items are very rare, yet powerful. Each or a magical eect (Game Master
item has a set of ranked properties (similar to discretion), she may force reroll the
talents or spells) which are either constant or spellcasting roll with a penalty equal to
user-activated. These properties are gathered the property rank.
in dierent categories which determine which
abilities the item can possess: Repulsion: the space adjacent to the
wearer count as dicult terrain.
Armors have properties to protect the (Encounter) The wearer can attempt to
wearer. Most of magic armors are actual push back all adjacent creatures, using
armors and shields. Strength+Prowess+Repulsion as an area
attack roll. In case of success, the target is
Charms improve the natural skills and pushed back 1 meter per property rank.
talents of the wearer. Most charms consist
of small trinklets, figurines or tokens with Rooted: the wearer reduces by 1 the
little monetary value. distance of all eects that would move him
against his will. If the wearer is on the
Clothing usually enhance the movements ground, the reduction is equal to half the
of the wearer. Clothing regroup mostly property rank. If the wearer is on the
cloaks, boots, belts or gloves, among ground and has not moved in the last
others. round, the reduction is equal to the
property rank.
Containers are used to store various kind
of things, including creatures. Containers Thorns: (Encounter) when the wearer
can be bags, flasks, bottles, but piece of suers wound damage, he may make a
clothing with pockets, quivers and Strength+Prowess+Thorns vs Reflex an
scabbards can also become containers. area attack against all adjacent creatures.
In case of success, the target suers
Implements enhance spellcasting wound damage equal to the number of
abilities. They can be stas, spellbooks, successes obtained.
holy symbols, fetishes, or any item which
can store magical energy. Weapontrap: the wearer gains a bonus
equal to half the property rank against
Jewelry increase the wearers mental or disarming attempts. (Encounter) the
social abilities. Jewelry denote rings, wearer can trap a melee weapon that just
amulets, necklaces, but also earrings, attacked him (successfully or not). He
crown, bracers, actual jewels and any piece must make a
of jewelry with some monetary value. Strength+Prowess+Weapontrap check
opposed by a Strength+Prowess check of
Weapons are best used in a fight. Apart the attacker. The attacker gains a bonus
from actual weapons, this category may equal to the highest property rank of his
also apply to items that have been weapon if it is magical. In case of success,
modified to attack, like spiked gauntlets. the weapon becomes trapped in the armor
for one round per success obtained, after
Certain type of objects could belong to which the weapon falls on the ground.
multiple categories (for example, some The wearer can take the weapon whenever
necklaces may be considered as Charms or he wants.
Jewelry, a weapon could be enchanted as an
Implement, the pockets in a robe might be
magical Containers, etc), but no item can have 8.2.2 Magic Charms
properties from two or more categories. Enhancement: (Daily) the wearer of the
charm gains a +1 bonus to one of his
8.2.1 Magic Armors attribute and the associated defense for
one round per property rank. The
Energy Resistance: the armor grants attribute is determined by the nature or
resistance 1 against a specific energy. type of charm, and cannot be changed by
(Daily) The resistance increases to half the user.
the property rank, and the wearer can
force reroll one attack of the chosen Healing: (Daily) the wearer of the charm
energy per property rank. The wearer can spend a simple action to regain wound
uses Strength+Endurance+Resistance as damage. The use makes a
a duration roll. Strength+Endurance+Healing to

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determine the amount of wound damage the clothing. This may grant a bonus to
recovered. Deception checks equal to half the
property rank (Game Master discretion).
Luck: the wearer can roll twice one skill This is an illusion eect.
check or make an opponent roll twice one
skill check against him per day and per Swiftness: the land speed of the wearer is
property rank. However, he cannot roll increased by one meter per two property
twice checks from the same skill multiple ranks. The wearer can take one extra
times (either his or his opponents). move action per day and per property
rank, but no more than one per encounter.
Mastery: the charm is associated to a
specific skill and has one daily usage per Teleport: the wearer may teleport up to
property rank. The wearer can spend a 10 meters per day per property rank. This
charge to use an (Encounter) talent based can be split in dierent usages, but no
on that skill for free, or three charges for a more than once per encounter.
(Daily) talent. The charm cannot be used
to cast a spell for free, or to activate 8.2.4 Magic Containers
talents that are only (Spark-powered) or
(Spell-powered). Binding: (Daily) the user can trap a
creature within 5 meters per property
Recovery: (Encounter) the wearer of the rank in the container. He must succeed a
charm can spend a simple action to regain Charisma+Deception+Binding vs
debilitation damage. After using the Willpower as a mental attack roll and
charm, the wearer gains a bonus equal to duration roll. In case of success, the target
half the property rank a single defense of is trapped in the item. She cannot act
his choice for one round. Each day the (except trying to free herself), but she
charm can only heal one debilitation cannot be targeted by any eect. When
damage per property rank. the eect ends, she reappears next to the
container.
Servant: (Daily) the charm can summon
or transform itself into a servant. The Extradimensional Space: the item
nature, size and abilities of the servant contains much more space than it appears,
depends on the property rank (Game depending on its property rank.
Master discretion). The user makes a
Invulnerability: the item and everything
Charisma+Persuasion+Servant check as a
it contains ignore up to three points of
duration roll.
damage per property rank.

8.2.3 Magic Clothing Lock: the diculty to open the container


increases by one per property rank, except
Aquatic Ability: the wearer of the for the owner of the container.
clothing can breathe underwater, and
gains a bonus to all Athletics check made Storage: the item can store one item per
to swim equal to the property ranks. property rank. Large items may take more
than one slot (Game Master discretion).
Equilibrated: the wearer can add the (Encounter) The user can draw an object
property ranks to all Acrobatics roll to stored from the item as a free action.
avoid loosing balance. (Encounter) When (Encounter) The user can store an object
the wearer is targeted by an eect that she holds in the container as a move
would make him fall prone, he can force action.
reroll the attack roll with a penalty equal
to the property rank. Supply: (Daily) the item can create a
certain amount of material (usually raw
Flight: (Encounter) the wearer can gain a materials or simple materials). The
bonus on an Athletics or Acrobatics roll to amount and quality of the material
jump equal to the property rank. (Daily) created depends on the property rank.
The wearer of the clothing can fly at twice
his land speed for up to one round per 8.2.5 Magic Implements
property rank + one per rank in the
Acrobatics skill. Attunement: the item is attuned to a
specific type of terrain, plane, or magic.
Glamered: the clothing has one (Daily) When the user casts a spell
alternative appearance per property rank. related to its attuned element (Game
(Daily) The wearer can select a new Maste approbation required), he may gain
appearance from the other alternatives of a number of automatic successes equal to

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the property rank. If he cast the summon character can forego one (and only one) of
monster spell to summon appropriate his spells and replace it with a spell from
creatures, he may instead summon one the repository. Characters with the
additional creature per two property Spellcasting (Prepared Magic) (Wizard)
ranks. Finally, he can trade four talent may replace so up to one spell per
automatic successes to cast the heightened property rank, up to their own ranks in
version of the spell. the Arcane skill.
Blasting: the wearer can cast a spell in
the item to activate it for the day. The 8.2.6 Magic Jewelry
item becomes then able to shoot rays of Glow: the item sheds light in a 5 meters
pure energy to targets up to 10 meters per sphere per talent rank. (Daily) The light
property rank, using the reduced can be made brighter, blinding creatures
spellcasting roll as a ranged attack roll. in the area. The wearer makes a
This ray deals one additional point of Charisma+Deception+Glow vs Reflex as
damage per two property rank upon an area attack roll. If successful, the
impact, and the damage dealt is from a target is blinded for one round per two
specific energy (which depends on the successes obtained. If the target is
item, not the spell cast to activate it). naturally sensitive to light, she takes one
(Daily) The wearer can use his normal debilitation damage and is blinded for one
spellcasting roll for the ranged attack roll. round per success obtained.
This ability can be used once per day per
property rank. Insight: once per encounter and property
rank, the wearer can use her Instinct
Empowerment: the item is tied to a defense instead of Reflex or Fortitude
specific (Spell-powered) talent. If the against a melee, ranged or area attack.
talent has multiple (Spell-powered) usages (Daily) When making a knowledge check,
(like the Songs of Legend (Bard) talent), the wearer can gain a bonus equal to the
the item is tied to only one specific usage property rank.
(in this case, a specific bardic song). The
implement has one charge per day and per Glory: (Daily) the wearer of the item can
property rank. With a single charge, the gain a number of automatic successes on a
user may roll twice the activation roll. single check equal to the number of
With two charges, the user may use the sentient creatures who are able to see him,
talent for free, without spending a spell or up to the property rank.
its daily usage.
Majesty: the item grants command over
Magic Storage: the item is tied to a type one type of creature. (Daily) The wearer
of magic. (Daily) When the wearer fails to can control the actions of one creature,
cast a spell of the appropriate type of making a Charisma+Persuasion+Majesty
magic, he may choose to not loose the vs Willpower as a mental attack roll and
spell and store it in the item. Later during duration roll. Alternatively, he can
the day, the wearer can try to cast it again paralyze up to one creature per property
(albeit not during the same encounter). rank he sees, using
This ability can be used once per day per Charisma+Persuasion+Majesty vs
property rank, but the item can store only Willpower as a mental attack roll and
one spell per two property ranks at a duration roll.
given time.
Mental Bastion: the wearer gains a +1
Spellmeld: the item is tied to a specific bonus to all defenses against eects that
type of magic. (Daily) When a spellcaster would make him act against his will.
of the appropriate type attempts to cast (Encounter) When he is targeted by a
the heightened eects of a spell, he may mental attack roll, the wearer can force
spend one of his spells instead of an action reroll the attack with a penalty equal to
point. When he does so, he uses the the talent rank.
property rank or his ranks in the
Spellcasting talent, whichever is lower. Pack: this consists of two similar items
per property rank who are magically
Spell Repository: the item contains up to linked. (Encounter) The wearer can
one spell per property rank, including at determine the direction and distance of
least one common spell per two property the closest one per property rank other
ranks. The repository is tied to a specific items in the pack. If he concentrate for
type of magic, and only spellcasters of one round on one of these other items, he
that type may use it. During a rest, a may make an Intelligence+Perception

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check to gain information on the current Mighty: when the weapon makes a
status of its wearer. The diculty depends successful attack, the wearer can decide to
on the distance. (Daily) The wearer can forego up to one wound damage per
transfer his life energy one creature he property rank and push back the target by
touches provided she wears an item from 1 meter per wound damage spent. (Daily)
the same pack. The user may loose up to On a successful hit, the target is pushed
one wound damage per property rank, and back 1 meter per success obtained, plus 1
the target regains either two wound per property rank.
damage or one debilitation damage for
each wound damage sacrificed.

8.2.7 Magic Weapons


Animated: (Daily) the weapon can fly
and attack on its own, using the wearer
normal attack rolls. The wearer makes an
attack roll+Animated as duration roll.
The fly speed of the weapon is 2 meters
per property rank. A melee weapon can
make charge attacks, which convey a
bonus equal to half the property ranks to
the attack roll. A ranged weapon can take
a full-round action to aim, thus gaining a
bonus to its next attack roll equal to half
the property ranks.
Bane: the weapon is particularly eective
against a certain type of enemy, granting a
bonus on attack rolls against such
creatures equal to half the property ranks.
(Encounter) When the weapon hits one of
its enemy, the target suers one additional
debilitation damage per two successes
obtained (up to the property rank).
Defending: the weapon grants one
additional block attempt per round and
per property rank, as well as a +1 bonus
to all defenses against melee or ranged
attacks, depending on the type of weapon.
(Encounter) The wearer can force reroll
one attack roll against him, with a penalty
equal to the property rank.
Energy: the weapon is imbued with a
certain energy. Each time the weapon
deals damage, one point of damage per
property rank is considered from that
energy. (Encounter) The weapon produces
a burst of energy after a successful hit.
The wearer can make a normal attack roll
vs Reflex as an area attack roll against all
creatures within 1 meter per property
rank. This attack deals one point of
wound damage of the appropriate energy
per property rank.
Keen: the armor ignores up to one point
of armor per two property ranks. (Daily)
After a successful hit, the weapon deals
one additional point of wound damage per
property rank. The attack cannot deal
more damage than the net number of
successes obtained on the attack roll.

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Chapter 9

Changelog

Version 1.2.0
Reboot.

97

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