Professional Documents
Culture Documents
Lands
Lite
Player's
Handbook
haazeven
Version 1.2.0
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Scarred Lands Lite: Player Handbook
Foreword
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Scarred Lands Lite: Player Handbook
Contents
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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Scarred Lands Lite: Player Handbook
Chapter 1
Game system
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.
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
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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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Chapter 1
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.
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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.
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.
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Chapter 1
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Chapter 2
Races
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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,
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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
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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,
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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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Chapter 2
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.
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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
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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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
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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: 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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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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3.13 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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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.
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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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Chapter 4
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.
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Chapter 4
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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Chapter 4
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.
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Chapter 4
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
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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
Arcane: arcane spells are the Abjuration spells protect the caster or its
manipulation of basic magical energies. allies.
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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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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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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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Chapter 5
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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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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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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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.
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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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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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5.13.7 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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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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6.2.4 Hwyrrd
Surnames: the Rogue.
Followers: halflings.
Holy Symbol: an acorn.
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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)
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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)
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)
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Equipment
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.
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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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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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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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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.
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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.
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Chapter 9
Changelog
Version 1.2.0
Reboot.
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